Varric Manor
- Rooms
- 8
- Foes
- 19, CR 1/4 to 4
- Traps
- 8
- Treasure
- 1,370 gp
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
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
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
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
8Front Hall
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.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- 1House Varric is hiring escorts because a wealthy VIP is passing through on secret business.
- 2The family feud is worse than gossip says, and one cousin has brought armed men into the manor.
- 3A hidden corridor in the manor can reach the rear gate without passing the front hall.
- 4Someone saw a false priest meeting with the rival branch after midnight.
- 5The lord's servants whisper that the VIP will pay double if they leave the estate alive and unshamed.
Plot hooks
4Corridors
4Hallway 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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