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Abandoned Manor · Medium · Level 5 · Medium

Razorvine Manor

A chandelier drips swamp water onto a carpet of pale razor vine.
Rooms
14
Foes
16, CR 1/2 to 4
Traps
3
Treasure
735 gp
1234567891011121314Entrance
Select a room on the plan to open it.

The party is in

1. Flooded Foyer


Seen


Something wanders by


At a glance

The threat

Tollit, a taxidermy harengon hunter, still patrols the manor under contract to the hag.

Wandering monsters (1d3)

  1. 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. 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. 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

14
1

Flooded Foyer

2 foestreasuresecret

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.
Room secrets · GM only

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
Roll a rumor

  1. 1A manor in the swamp is full of stuffed animals, and some of them turn their heads when nobody is watching.
  2. 2The lower floor disappears beneath the water, then comes back when the moon is right.
  3. 3A hunter who serves a hag cannot die, but he keeps one small jar far from her reach.
  4. 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

3
RetrievalThe Seed Before the FloodA village herbalist asks the party to retrieve a rare greenhouse seed before the next swamp tide drowns the plant. The seed is entangled in razor vine, and the fairy circle offers a way to reach a hidden hut.From: A village herbalistReward: A healing draught recipe and payment in gold
RescueThe Glass-Eyed GuideA missing swamp guide was last seen entering the manor. The party finds his likeness among the taxidermy and must discover whether his soul can be released.From: The guide's worried siblingReward: A silvered hunting knife and a safe route through the swamp
InvestigationThe Hunter's JarThe hag's old contract has begun appearing in dreams of local hunters. A scholar believes the agreement can be broken by finding the jar that anchors Tollit's life and bringing it out of the Feywild.From: A traveling contract scholarReward: A charm that protects its bearer from fey bargains

Corridors

3
  • Between 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.

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