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Minor lord's residence for meeting concerning future employment opportunities and travel arrangements. interruption by family rivals. Fetch quest to ensure VIP is available for travel. · Medium · Medium

Briarmeet Hall

A respectable manor turned hostage house, where one missing VIP could change half a county's fortunes.
Rooms
7
Foes
16, CR 1/2 to 4
Traps
6
Treasure
743 gp
1234567Entrance
Select a room on the plan to open it.

The party is in

1. Reception Hall


Seen


Something wanders by


At a glance

The threat

The main threat is Lady Seressa Vellorne's hard-eyed faction, led by her armored enforcer and supported by hired cutthroats who mean to keep the VIP confined until a coercive bargain is signed.

Wandering monsters (1d4)

  1. 1

    1d4× Panicked ServantsCR 1/2

    When: Whenever the party makes loud noise or breaks a door.House staff carrying lanterns, bundles, or stolen letters, trying to avoid both sides of the feud.
  2. 2

    1d3× Vellorne PatrolCR 1

    When: After combat lasts more than a few rounds or a room alarm is raised.Armed retainers patrolling between the public rooms and the inner hall.
  3. 3

    1d2× Rival SellswordsCR 2

    When: When the party reaches the VIP wing or carries obvious evidence from the study.Mercenary blades sent to reinforce the family champion if the manor's defense weakens.
  4. 4

    1d2× Keen-Nosed HoundCR 1/2

    When: When food, blood, or magic is used in the corridor.A hound trained to sniff out intruders and chase fleeing targets through the halls.

Rooms

7
1

Reception Hall

2 foestreasuresecret

What they see

Read aloud

The front hall still tries to look proper, with swept rugs, polished tiles, and a reception bell polished to a shine. The silence is wrong, though, because the servants have fled and a pair of nervous guards keep watch on the stair while voices argue faintly from deeper in the house.

Features

  • Iron umbrella stand used as an improvised weapon rack
  • Guest ledger with several names scratched out
  • A cracked mirror that reflects movement a second too late

What the GM knows

Monsters

2× Vellorne GuardsCR 1/2

House guards in mixed livery, tired and jumpy but still loyal to whoever pays first.Tactics. Fight defensively near the stairs, trying to alarm the rooms beyond and fall back if pressured.

Treasure

Small purse of travel coin18 gp

A neat purse tucked behind the bell stand, likely dropped by a panicked servant.
Room secrets · GM only

Notes

Use this room to establish that the manor is under internal tension, not fully abandoned. The stair and side doors should point the party toward the deeper family-controlled areas.

2 doors: N (locked), S (locked)

The place

What it is

This manor once hosted discreet meetings for employment offers, escort contracts, and overland travel arrangements for the local gentry.

Atmosphere

Cold lantern light leaks through shutter cracks, carrying the smell of wax, wet wool, and old polish gone rancid.

The threat

The main threat is Lady Seressa Vellorne's hard-eyed faction, led by her armored enforcer and supported by hired cutthroats who mean to keep the VIP confined until a coercive bargain is signed.

History

House Vellorne built Briarmeet Hall as a respectable country residence for arranging leases, mercenary contracts, and safe travel for merchants and minor nobles.

Rumors

1d4
Roll a rumor

  1. 1House Vellorne hired escorts for a VIP, then locked the guest in the manor when the rival cousins arrived armed.
  2. 2The family's old study contains the only copy of the travel writ, but it has likely been hidden or altered.
  3. 3Servants whisper that a passage under the back hall can reach the guest chambers without passing the guards.
  4. 4A coach waits in the yard every night, harnessed and ready, as if someone still expects the VIP to leave in secret.

Plot hooks

4
rescueEscort the Missing VIPA merchant guild pays the party to recover the VIP, complete the employment meeting, and escort them out before the rival family can force a contract.From: Guild clerk Marwen HaleReward: Gold payment, future shipping discounts, and a letter of credit from the employer.
diplomaticKeep the Meeting AliveThe manor's steward begs for help after the family feud turns violent and the lord's reputation is about to collapse unless the negotiations proceed.From: Trembling steward Ivo PennReward: A noble favor, a signed writ of passage, and access to the lord's carriage.
fetchRecover the Travel TokenRumor says the rival branch has hidden the VIP's travel token somewhere inside the hall, and only the party can retrieve it without tipping off the kidnappers.From: Stablemaster RellaReward: The token, a riding horse, and a modest bounty from the manor.
intrigueChoose a SideA family rival offers a secret payment if the party can expose the other branch's unlawful detention of the VIP and deliver proof to town.From: Disguised cousin Albin VellorneReward: Coin, a favor from the rival branch, and blackmail material.

Corridors

4
  • Between and

    Portraits of minor nobles have been slashed so only eyes remain, making the corridor feel watched from both sides.

  • Between and

    A runner of fresh mud and bootprints crosses the carpet, then stops abruptly at a locked door as if the intruder vanished.

  • Between and

    Silver candelabra have been stripped for parts, leaving sharp brackets and dangling wires that snag cloaks and fingers.

  • Between and room-7

    The air grows colder near the back hall, where a draft carries the scent of iron and rain from beneath the manor.

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