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Danger at Blire Manor is a Fifth Edition adventure designed for three to six 3rd- to 4th-level characters, and it is optimized for a party of five characters with an average party level (APL) of 3. The adventure takes place in the campaign world of Omeria in The Summer Land, but can easily be placed into any setting where an old manor with a large, underground location would fit. This adventure can be played as a one-shot adventure or as part of the greater series, Slave Lords of Quabus.

Background

Twenty years ago, Blire Manor was home to Prince Dunkirk Blire-Tomydon, a Tomydon Prince and important politician. Blire vanished twenty years ago just before the start of The Attack of Regrets. Some suspect he got into trouble with debtors and fled for Yucraria. Oddly, he left no will, therefore, his family did not know to whom his estate should pass. He had no immediate family or children, only servants, and they abandoned the estate as soon as their income dried up. Eventually, it became a monumental task which no one wished to take.

Now, Blire Manor lies in total ruin, a shell of its former glory. Squatters regularly use the building as a stopover point when traveling through the region. Vandals destroyed its stained glass windows, allowing creatures and plant life to creep in. And The Summer Lands’ seasons beat against its walls while frequent earthquakes struck at its foundation.

Recently, a gang of mercenaries led by a rogue named Laughing Jon moved into the lowest level of the manor. Guided by a wicked hag named Vera Frogwort, Jon and his Merrymen hope to stir up trouble in The Summer Land. Already, they’ve pulled off a few heists to help fund their exploits. On the Merrymen’s last raid, Pressonian knights captured one of Jon’s lieutenants. Under the influence of magic, the mercenary gave up the location of the Merrymen’s hideout, old Blire Manor. All they need now is a group of low-rent adventurers to clear out the hooligans.

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Comments

Anonymous

So...there weren't stats for Laughing John and his team, so I pulled them from the Compendium for Gladiator, Veteran and Green Hag, but those seem WAY too powerful for my 3rd level players. Am I missing something? I had a Monk PC laid low in the first attack round by Jarvi... For now I've halved LJ's team's hit points, but they still seem overpowered for a 3rd level group.

Anonymous

I played this adventure with a 4th level party and I didn't half HP, but I adjusted the attacks. Not the damage but the amount of attacks.

Anonymous

I want to play this and the other adventures int he series but I am not sure how to tie them together. I feel like if they find stairs to a lower level, the party will probably want to go there, and I am not sure what the best way to make them not do that and go back to give back the quest is. Anybody found a nice way to tie them all together? How do you stop your part from doing all 4 adventures in one?