Briarmeet Hall
- Rooms
- 7
- Foes
- 16, CR 1/2 to 4
- Traps
- 6
- Treasure
- 743 gp
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
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
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
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
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
7Reception Hall
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.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- 1House Vellorne hired escorts for a VIP, then locked the guest in the manor when the rival cousins arrived armed.
- 2The family's old study contains the only copy of the travel writ, but it has likely been hidden or altered.
- 3Servants whisper that a passage under the back hall can reach the guest chambers without passing the guards.
- 4A coach waits in the yard every night, harnessed and ready, as if someone still expects the VIP to leave in secret.
Plot hooks
4Corridors
4Between 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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