Razorvine Manor
- Rooms
- 14
- Foes
- 16, CR 1/2 to 4
- Traps
- 3
- Treasure
- 735 gp
At a glance
The threat
Tollit, a taxidermy harengon hunter, still patrols the manor under contract to the hag.
Wandering monsters (1d3)
- 1
1d2× Bone HoundCR 1
When: A loud noise in the upper corridors or an open door left unattendedA bone hound with glass eyes and a faint scent of preserving salt. - 2
Swamp ServantCR 2
When: The floodwater rises or a creature enters a lower passageA mass of reeds, roots, and drowned household scraps that moves against the water's current. - 3
1d3× Hollow-Eyed HeronCR 1
When: A light is carried through the specimen hallsA taxidermied marsh bird with a trapped spirit that pecks at lanterns and exposed eyes.
Rooms
14Flooded Foyer
What they see
Read aloud
The manor's front hall is open to the swamp through a shattered doorway, with black water covering the flagstones ankle-deep. A chandelier hangs low, its crystals tangled in razor vine, while muddy tracks lead toward the upper rooms.
Features
- A cracked elven mosaic shows a crescent moon swallowed by reeds.
- The water rises and falls by several inches over an hour.
What the GM knows
Monsters
2× Animated ArmorCR 1/2
Waterlogged animated armor with tarnished leafwork and empty helmets.Tactics. They block the hall and shove intruders into deeper water, pursuing only as far as room 1.Treasure
Elven Signet25 gp
A silver signet ring bearing the manor's old crescent-and-reed crest.Notes
The locked west door opens with the key in room 10 or a successful Dexterity check with thieves' tools. The southern archway leads toward the common room.
2 doors: W (locked), N (archway)
The place
What it is
This three-story elven manor leans over a feywild swamp, its lower rooms drowned and its upper windows webbed with razor vine.
Atmosphere
The upper halls smell of wet cedar, old perfume, and preservatives; below, cold swamp water laps at the stairs.
The threat
Tollit, a taxidermy harengon hunter, still patrols the manor under contract to the hag.
History
An elven family built the manor as a swamp-side retreat, raising a glass greenhouse and two narrow towers to study fey plants and strange fish.
Rumors
1d4- 1A manor in the swamp is full of stuffed animals, and some of them turn their heads when nobody is watching.
- 2The lower floor disappears beneath the water, then comes back when the moon is right.
- 3A hunter who serves a hag cannot die, but he keeps one small jar far from her reach.
- 4An old fish head in one of the towers knows a path through mushrooms that does not lead back to the same place.
Plot hooks
3Corridors
3Between rooms 0 and 3
Razor vine has crept through cracks in the plaster. Its thorns snag cloth and leave thin, stinging cuts; cutting it makes the tendrils twitch deeper in the walls.
Lower passage outside rooms 4 and 11
A waterline stains the corridor waist-high. When the swamp recedes, muddy footprints appear here that lead toward room 10 and stop at a blank wall.
Upper corridor between rooms 1 and 5
Glass eyes from discarded taxidermy stare down from a row of picture frames. One blinks when a creature passes, revealing a narrow crack behind it.
Media
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