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The Abandoned Manor

jn1-manor • jn1-manor • JN1: Chaotic Caves
The tumbled-down ruins of the fortified manor house of some wealthy merchant -- a corroded brass plaque over the gates reads 'Roslof Manor.' After working through the caves, the player characters find a road leading to it; it is (in general) west of the main map, visible once the characters explore the area around the 'H' or 'J' lairs, standing in a wide clearing some 100 to 300 yards from the densely-wooded forest. The outer stone walls and towers are still standing (walls 20' high with 6' battlements; the two gate towers 30' high, their interior floors collapsed), but the main gateway was breached long ago. The current residents are just getting set up, dealing with wandering monsters and so on, not necessarily as alert and militarily ready as others might be. Fresh wagon tracks and hoof prints mark the old dirt road. The key continues the caves numbering: rooms 77-106.
CHILDREN • 30
77. Gateway Flanked By Towers room
A corroded brass plaque over the gates reads "Roslof Manor." The old wooden gates have been torn aside, battered down long ago in a forgotten fight which led to the manor being abandoned. Recently (within the last few days) someone has taken out the stronger timbers and much of the metal hardware. The rest is laid out as a pattern, as if plans are being made to replace them. The area has been cleaned up somewhat for easy access. Hoof prints and wagon tracks point in and out on the soft earth, amid badly- broken paving stones.
78. West Gate Tower room
This tower is three stories high (counting the roof as the fourth), but the top floors have collapsed inward, leaving only the bottom one. It is a simple hollow tube with a steep stairway that would provide access to each floor if they were still intact. Arrow slits are every 10 feet, positioned where they can face out. The entrance door has a lock but is not kept locked; a heavy bar is kept beside it to fit into brackets on the frame. This is a guard post for human fighters wearing scarlet cloaks, red-enameled helmets, and chain mail. Each has 1d6 gp. They are busy dealing with a giant black widow spider that just crawled into the rubble of the tower overhead. It might come scuttling down the wall to attack the PCs! Human Fighter 2: AC 15, AB +2, #At 1 longsword, Dam 1d8 (1d8+1 for one for sword +1), Mv 20', Sv F2, ML 8, XP 75 HP 6 Human Fighter 1: AC 15, AB +1, #At 1 spear, Dam 1d6, Mv 20', Sv F1, ML 8, XP 25 ea. HP Giant Black Widow Spider: AC 14, HD 3*, #At 1 bite, Dam 2d6 + poison, Mv 20' 40' web, Sv F3, ML 8, XP 175
79. East Gate Tower room
As #78 except It has been badly damaged and is not safe to use; no humans are found here. The door has a lock, but it has been broken off its hinges and leans askew in the frame, wedged in place by heavy wooden pegs. The lower floor is occupied by giant centipedes, crawling amid rubble. The rubble of the next floor is overrun with giant rats scurrying amid broken furniture and various skeletal remains (harmless). 9 Giant Centipedes: AC 11, HD ½ (1d4 HP), #At 1 bite, Dam poison, Mv 40', Sv NM, ML 7, XP 10 ea. HP 9 Giant Rats: AC 13, HD ½ (1d4 HP), #At 1 bite, Dam 1d4+disease, Mv 40' swim 20', Sv F1, ML 8, XP 10 ea. HP
80. Stables room
These stables are in ruins from neglect. There was once a smithy, small cottages, hay storage, wagon storage, rooms for grooms, and so on. The structures have collapsed, leaving a maze of darkness and ruin. Soot and burned timbers, the signs of ancient fires, are everywhere. New weeds are growing through the rubbish. A giant weasel is sparring with three giant shrews that have killed a pack of giant rats and are going to feast on them. If they smell fresh meat, they will attack it instead. Giant Weasel: AC 17, HD 5, #At 1 bite + hold, Dam 2d4 bite + 2d4/round hold (rending), Mv 50', Sv F5, ML 8, XP 360 3 Giant Shrews: AC 16, HD 1, #At 2 bites, Dam 1d6 bite, Mv 60', Sv F2, ML 10, XP 25 ea. HP
81. Cottages room
These were quarters for gardeners and other staff, but they are now in ruins, much like #80. Berries, fruit trees, and vegetables are growing wild. During the growing season, the player characters can stock up on 1d6 weeks of rations quite easily, most of which will spoil in a week or two unless dried or otherwise preserved.
82. North Wall room
This collection of rotten wooden buildings and weeds mark the area once used for dog kennels. The wall in this area is patrolled by the minotaur ally of the humans. If it notices the player characters, it will bellow to try to attract guards and hurl a few rocks (for 1d6 rounds or as reasonable) then charge down the closest set of steps (randomly roll if need be). If the GM needs rules for rock throwing: Rock Damage Range light 1d6 30/60/90 medium 1d8 20/40/60 boulder 1d10 10/20/30 It wears a necklace of 100 gp and 50 pp (these were minted with a hole in the center and weigh as much as normal coins). A rude lean- to of hides stands on the northeast corner, under which is the half-eaten, raw carcass of a deer. Various animal parts are strewn about. Minotaur: AC 14, HD 6, #At 1 gore, 1 bite, or 1 battle axe Dam 1d6 gore, 1d6 bite, 1d8+1 battle axe, Mv 30', Sv F6, ML 11, XP 500
83. Moat room
The main house relies on a 10' deep moat for security (it is currently full), with a simple wooden bridge crossing it at the front entrance. The bridge is gone, burned down long ago, leaving only the planks and timbers of the footing on each side. The moat is fed by a slow-moving stream that comes under the north wall and exits to the east. Each entrance is serviced by an arched undercut with two sets of heavy iron bars (one on each side of the opening) to help keep out intruders.
84. Main Doors room
The great iron double doors of the main house are firmly shut and barred from the inside. Short of using a massive ram, they cannot be opened. There are quite a number of high, wide windows along the walls, with heavy iron bars keeping out anything bigger than a squirrel. Ripping out the window bars (or using some other noisy method to get in) would likely attract a lot of attention from occupants inside. If the party looks around, they find that some of the blocks on the west side of the door can be easily pulled out of the walls. Invaders had knocked a hole there and the blocks were stacked sloppily when the house was restored by its current denizens. The characters can easily open holes in the wall and step inside into room #85. To one side lie three wooden ramps, each about 24 feet long and made from timbers and iron hardware collected from elsewhere. They allow wagons to cross the moat.
85. Main Hall room
The lower floor has been used hard. Many of the hardwood timbers are torn out or scuffed with abuse and dirt is everywhere. Upstairs areas are less damaged and the rooms are cleaner. A heavy iron chandelier hangs overhead for lanterns or torches. There are also small wall mounts here and there throughout the manor. Skylights illuminate the main hall well during the day; most of the rooms in the manor have windows on the outside facing walls for plenty of light during the day. Two sets of ornate stairs ("a" and "b") lead up to second floor balcony (see entry #98 on the second floor map), going up some 20 feet. Under the balcony are swinging double doors that lead into the back. The main hall ceiling is some 30' high. The ceilings in other rooms are 20' high. Recent bootprints in the dust on the floor lead everywhere. The walls of some of the adjoining rooms were once of thick hardwood but have been torn down in places. Horses can be heard snorting: read entry #86 and #87 for more. As the adventurers enter, three people wearing red surcoats over chain mail and carrying swords are met coming down the stairs. They are discussing whether they can get richer raiding towns or by waylaying travelers (whether or not they note the adventurers depends on what the PCs are doing and what the GM wishes). One is a woman, and she is armed with a longsword +1. They will try to lure the party into an ambush if the player's aren't wary: one will excuse himself and go to room #88 to get the troo
86. Renovated Stables room
These rooms were once a library, music room, and gymnasium, but the space has been gutted and affixed with simple wooden stalls to serve as a smithy and stables. There are four riding horses, three mules, and three oxen here. Hay, feed bags, sacks of feed grain, and other items are nearby. In one corner are a small traveling anvil, a pile of bricks, bags of coal, several hammers, and other tools, along with a few horse shoes. Two horses were lost to wandering monsters before the rest of the animals were brought inside for safe keeping.
87. Wagon Storage room
The south end of this area was once a posh sitting room. The walls were knocked out to make room for wagons and other equipment. There are two wagons and two carts here, plus boxes, tarps, and other items. The northern end was once a long dining hall. Old, smashed tables and chairs are piled up in neat stacks arranged like firewood in short lengths. Some of the strong, thicker pieces are arranged like building timbers ready for use. There is plenty of room between the piles to get to and from the kitchen and prep room in back.
88. Prep Room room
Once a prep room for meals ready to bring into the dining room (and to buffer the racket and business of the kitchen), this room now holds tables and chairs, usually with dirty wooden plates and pewter or wooden mugs and other items on them. A keg of cheap beer is propped on a table in one corner. A group of men are sitting down to a meal of bread, meat, gravy, and cheap beer. The sound of a fight will bring two more men running from the kitchen (see room #89). The leader has chain mail and a sword. The others wear red-stained leather armor and have various weapons (short swords, hand axes, and war hammers). Each has 2d6 gp on him. Sergeant, Human Fighter 2: AC 15, AB +2, #At 1 longsword, Dam 1d8, Mv 20', Sv F2, ML 8, XP 75 HP 6 Human Fighter 1: AC 13, AB +1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP
89. Kitchen room
Appointed to cook large meals, with several ovens and stoves along the outer walls. There are plenty of tables, sinks, etc. Dirty wooden dishes are common here. There are two men here cooking a stew on one of the stoves. They will join the six in room #88 if a fight breaks out. They are armed with hand axes and dressed in red-stained leather armor. Each has 2d6 gp on him. 2 Human Fighter 1: AC 13, AB +1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP
90. Store Room room
For dry foods and such. Some bags of flour and other grains and vegetables are stacked here. A narrow set of stairs leads down 10' to a cold room where the fresh carcasses of venison, boar, rabbits, and other game animals hang on iron hooks.
91. Laundry Room room
Buckets and tubs once resided here. Now there are only long ropes to hang laundry up to dry. Wooden shelves for linens and rugs gawk emptily at the observer. In one corner are two sealed buckets: one contains red paint and the other red varnish.
92. Wash Room room
For humans, clothes, dishes, etc. It contains bath tubs, cloth screens on wooden frames, and a table with bars of soap.
93. BACK DOOR. The rear exit. The door is a room
heavy security door with two iron bars that can be thrown across from the inside.
94. Servant Quarters room
These chambers once held servants and their guests and are now occupied in part by foot troops, most of whom are eating or elsewhere. The inner partitions of each set have been torn down to enlarge the rooms. In room #94, two men are resting after a fight with giant rats. They can still fight and will accost intruders to the best of their ability (they are not wearing their leather armor but can put it on, given time). 2 Human Fighter 1: AC 13 or 11, #At 1 spear, Dam 1d6, Mv 30' or 40', Sv F1, ML 8, XP 25 ea. HP As the adventurers enter the hall around #97, a man will come out of the door and then (unless stopped) duck back inside and call for help. Four men occupy this room, sleeping after watch. Their spears and hand axes are nearby. They are not currently wearing their red-stained leather armor, but will put it on if given time. Each has 2d6 gp on him. 4 Human Fighter 1: AC 13, AB +1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP The upper floor is occupied by the leaders of this band of fighters. Each room has several gas lights, tapped from a natural deposit of gas in the rock far below, as well as windows and torch holders. The ceilings of the rooms on this floor are about 10' high (the stairs rise 20').
95. Servant Quarters room
These chambers once held servants and their guests and are now occupied in part by foot troops, most of whom are eating or elsewhere. The inner partitions of each set have been torn down to enlarge the rooms. In room #94, two men are resting after a fight with giant rats. They can still fight and will accost intruders to the best of their ability (they are not wearing their leather armor but can put it on, given time). 2 Human Fighter 1: AC 13 or 11, #At 1 spear, Dam 1d6, Mv 30' or 40', Sv F1, ML 8, XP 25 ea. HP As the adventurers enter the hall around #97, a man will come out of the door and then (unless stopped) duck back inside and call for help. Four men occupy this room, sleeping after watch. Their spears and hand axes are nearby. They are not currently wearing their red-stained leather armor, but will put it on if given time. Each has 2d6 gp on him. 4 Human Fighter 1: AC 13, AB +1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP The upper floor is occupied by the leaders of this band of fighters. Each room has several gas lights, tapped from a natural deposit of gas in the rock far below, as well as windows and torch holders. The ceilings of the rooms on this floor are about 10' high (the stairs rise 20').
96. Servant Quarters room
These chambers once held servants and their guests and are now occupied in part by foot troops, most of whom are eating or elsewhere. The inner partitions of each set have been torn down to enlarge the rooms. In room #94, two men are resting after a fight with giant rats. They can still fight and will accost intruders to the best of their ability (they are not wearing their leather armor but can put it on, given time). 2 Human Fighter 1: AC 13 or 11, #At 1 spear, Dam 1d6, Mv 30' or 40', Sv F1, ML 8, XP 25 ea. HP As the adventurers enter the hall around #97, a man will come out of the door and then (unless stopped) duck back inside and call for help. Four men occupy this room, sleeping after watch. Their spears and hand axes are nearby. They are not currently wearing their red-stained leather armor, but will put it on if given time. Each has 2d6 gp on him. 4 Human Fighter 1: AC 13, AB +1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP The upper floor is occupied by the leaders of this band of fighters. Each room has several gas lights, tapped from a natural deposit of gas in the rock far below, as well as windows and torch holders. The ceilings of the rooms on this floor are about 10' high (the stairs rise 20').
97. Servant Quarters room
These chambers once held servants and their guests and are now occupied in part by foot troops, most of whom are eating or elsewhere. The inner partitions of each set have been torn down to enlarge the rooms. In room #94, two men are resting after a fight with giant rats. They can still fight and will accost intruders to the best of their ability (they are not wearing their leather armor but can put it on, given time). 2 Human Fighter 1: AC 13 or 11, #At 1 spear, Dam 1d6, Mv 30' or 40', Sv F1, ML 8, XP 25 ea. HP As the adventurers enter the hall around #97, a man will come out of the door and then (unless stopped) duck back inside and call for help. Four men occupy this room, sleeping after watch. Their spears and hand axes are nearby. They are not currently wearing their red-stained leather armor, but will put it on if given time. Each has 2d6 gp on him. 4 Human Fighter 1: AC 13, AB +1, #At 1 spear, Dam 1d6, Mv 30', Sv F1, ML 8, XP 25 ea. HP The upper floor is occupied by the leaders of this band of fighters. Each room has several gas lights, tapped from a natural deposit of gas in the rock far below, as well as windows and torch holders. The ceilings of the rooms on this floor are about 10' high (the stairs rise 20').
98. Stairway room
The stairs go down into the ground floor to #85. A railing along the side provides safety.
99. Guest Room room
This is the residence of the female fighter and one of the male fighters who are met coming down the stairs in entry #85. Furnishings include makeshift bed, table, chairs, and such. There is a single locked casket here (with a crude lock only intended to indicate tampering, not really keep anyone out) with 345 gp and five gems worth 50 gp each.
100. Guest Room room
One of the three fighters encountered on the stairs (entry #85 on the ground floor) lives here. It is furnished by a makeshift bed, table, chairs, and such. Under the bed is a sack with ten gems worth 50 gp each, plus coins: 198 gp and 31 sp. It is being guarded by the owner's pet snake which might immediately grab and pull someone under if they investigate unwisely. Python: AC 14, HD 5*, #At 1 bite, 1 constrict, Dam 1d4 bite, 2d4 + 2d4/round constrict, Mv 30', Sv F5, ML 8, XP 405
101. Guest Room room
Now being used by one of the clerics as a private room (see #106). It has makeshift furnishings: bed, table, chairs, etc. On a chest of drawers are three silver holy symbols (worth 25 gp each) arranged in a worshipful way around a golden icon of some evil demonic being (valued at 100 gp) known for austerity and obedience.
102. Guest Room room
Now claimed by one of the clerics as a private room (see #106). It contains shabby, slapped-together furniture: bed, table, chairs, and such. Hung on one wall is a painting of horrors and stark terror that in general has no value. A church of good nature might buy it for 100 gp or so in order to burn it or use it as an educational tool to illustrate the true face of evil. Hung under it are a holy symbol with several gems (valued at 250 gp) taken from a murdered Cleric, and three necklaces of gold and silver worth 50 gp each.
103. Guest Room room
Now used by the Magic- User as a private room (see #106). There is nothing special about the furnishings: makeshift bed, table, chairs, and such. The beginnings of an alchemical laboratory for making potions is here, but incomplete.
104. Guest Room room
Used to store various items for future use: tables, bedding, etc.
105. Children's Nursery room
The double doors to this room hang open. This was once a bedroom and nursery for children. A few old toys and cribs lie scattered about, covered by dust.
106. Master Room room
The door to this room is shut and voices can be heard talking inside. A small bell has been hung from a rod on the inside, near the top. It will jingle if the door is not opened carefully. This lavish, very large room is being used as the headquarters and treasury of the band. Three humans are leaning over a map on a table in this room. These three are ambitiously working on a plan that involves using monsters to carve out their own little empire. They will attack any intrusion unless said intruders surrender. Several gaslights (fed from natural gas taps) give light. The furnishings are sparse: a large round table, some chairs, and a desk (the old furnishings were looted a long time ago). Human Magic-User 4: AC 15, AB +2, #At 1 dagger or spell, Dam 1d4 or by spell, Mv 40', Sv M4, ML 9, XP 280 STR 8 (-1), DEX 15 (+1) Spells: 1st level – sleep, magic missile; 2nd level – detect invisible, web Magic Items: Wand of Magic Missiles (11 charges), Ring of Protection +1, Cloak of Displacement Scrolls: magic missile, sleep Human Cleric 3, wearing plate mail and wielding mace and shield: AC 18, AB +2, #At 1 mace, Dam 1d8+1, Mv 20', Sv C3, ML 9, XP 145 STR 15 (+1) Spells: 1st level – cure light wounds, remove fear Magic Items: 2 Potions of Healing Human Cleric 3, wearing plate mail and wielding mace and shield: AC 18, AB +2, #At 1 mace, Dam 1d8-1, Mv 10', Sv C3, ML 9, XP 145 STR 8 (-1), CHA 7 (-1) Spells: 1st level – cure light wounds, light Magic Items: Potion of Healing, Potion of Invi
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