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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

Varric Manor

A noble meeting turns into a hostage scramble through candlelit halls and family betrayal.
Rooms
8
Foes
19, CR 1/4 to 4
Traps
8
Treasure
1,370 gp
12345678Entrance
Select a room on the plan to open it.

The party is in

1. Front Hall


Seen


Something wanders by


At a glance

The threat

A faction of disgruntled relatives, led by the lord's ambitious cousin, has seized key passages and hired mercenaries to stop the VIP from leaving with the party.

Wandering monsters (1d3)

  1. 1

    1d4× Anxious RetainersCR 1/2

    When: When the party makes loud noise or spends too long in a corridorHouse servants and minor retainers sweeping halls for intruders, carrying improvised weapons and lanterns.
  2. 2

    1d2× Roving Mercenary ScoutCR 1

    When: When a door is forced or a trap is triggeredMercenary scouts watching for movement between the guest wing and the chapel.
  3. 3

    1d2× Estate HoundCR 1/4

    When: When blood is spilled or food is carried through the service passageA frightened kennel hound that has picked up the scent of the party or the VIP.

Rooms

8
1

Front Hall

2 foes1 traptreasuresecret

What they see

Read aloud

This polished entry hall is lined with coats, umbrellas, and a nervous pair of footmen pretending the shouting elsewhere is normal. A torn guest list on the table proves the meeting was already in motion when the first blow landed.

Features

  • Marble floor with a faded family crest
  • Umbrella stand concealing a short club
  • Guest ledger with several names crossed out
  • A narrow stair leading to the upper rooms

What the GM knows

Monsters

2× Panicked Household ServantsCR 1/4

Trembling footmen armed with canes and kitchen knives, more frightened than loyal.Tactics. They fight defensively, trying to block the stairs and call for help while avoiding direct melee.

Traps

Umbrella Rack SnareDC 13 piercing

A decorative umbrella rack has been fitted with spring-loaded skewers to punish intruders who rummage too quickly.Disarm. Use thieves' tools to jam the spring or remove the false base plate.

Treasure

House Calling Case25 gp

A silver-tipped calling card case with the Varric seal.

Travel Tokens15 gp

A handful of stamped travel tokens useful for persuading guards on the road.
Room secrets · GM only

Notes

Good place for the party to learn that the manor is divided and that someone expected trouble before they arrived.

5 doors: W (archway), N (normal), E (locked), S (normal), W (normal)

The place

What it is

House Varric's manor has been turned into a temporary meeting place for a discreet hiring negotiation, complete with travel manifests, sealed letters, and guarded hospitality.

Atmosphere

The manor keeps its old warmth in the public halls, but deeper rooms feel cold, drafty, and faintly sour with mildew and spilled wine.

The threat

A faction of disgruntled relatives, led by the lord's ambitious cousin, has seized key passages and hired mercenaries to stop the VIP from leaving with the party.

History

House Varric built this manor to host mercantile negotiations, marriage talks, and private audiences away from the city courts.

Rumors

1d5
Roll a rumor

  1. 1House Varric is hiring escorts because a wealthy VIP is passing through on secret business.
  2. 2The family feud is worse than gossip says, and one cousin has brought armed men into the manor.
  3. 3A hidden corridor in the manor can reach the rear gate without passing the front hall.
  4. 4Someone saw a false priest meeting with the rival branch after midnight.
  5. 5The lord's servants whisper that the VIP will pay double if they leave the estate alive and unshamed.

Plot hooks

4
EscortDeliver the VIPA nervous chamberlain begs the party to escort a valuable VIP through the manor and to the road beyond before the rivals lock down the estate.From: Master Chamberlain IvoReward: 200 gp and a letter of marque for future travel
RecoveryClear the East WingThe lord offers payment if the party clears the east wing, where family rivals have shut themselves in with stolen keys and the travel papers.From: Lady Meris VarricReward: 150 gp, lodging, and a signet of hospitality
InvestigationExpose the PretenderA servant claims the rival leader is backed by a false priest and that proof of the scheme is hidden somewhere in the private chapel.From: Kitchen maid TessaReward: 50 gp and access to the manor's secure coach
ProtectionNo Blood on the MarbleThe VIP will pay extra if the party can ensure a safe, dignified departure without spilling noble blood in the front hall.From: The VIP, Serev HaldenReward: A future favor and 100 gp in advance

Corridors

4
  • Hallway between and

    Portraits of stern ancestors line the walls, and several have been freshly slashed by a blade or claw.

  • Passage near and

    A side corridor smells of incense and wet wool, with boot prints tracked through a recent spill of lamp oil.

  • Behind and

    A concealed servant route lets muffled voices carry from one wing to another, especially near the guest quarters.

  • Approach to and room-8

    A long gallery holds a cracked family crest mosaic that has been carefully scraped to obscure one branch of the lineage.

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