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33. Baroness Manor

Nysera’s Haven serves as the seat of power for Lady Nysera Krivaltis, who proclaims herself the “Baroness of Nulb.” Located on the southern edge of the village, this fortified manor stands as a bastion of Nysera’s growing influence over the chaotic settlement. While its outward appearance is one of refinement and prestige, the manor hides dark secrets and sinister dealings tied to the Temple of Elemental Evil and her brother’s machinations in the city of Verbobonc.
"If you seek an alliance, come prepared with more than words. This manor is no refuge for beggars or fools."
Exterior
The manor’s walls are a dark slate gray, giving it an austere presence. Its roof is tiled in green shingles, matching the surrounding marshland. A tall iron gate and overgrown hedgerows surround the estate, giving it a fortress-like appearance. Nysera’s personal banner—a Black raven on a white field—flies atop a central turret.
  • Fortified Perimeter: Iron gates and hedges provide privacy and protection.
  • Kennels: Large pens house her mastiffs, bred for hunting and combat.
  • Training Yard: Adjacent to the manor, her guards train under Sir Torvel Hawkes, sharpening their combat skills.
  • Banner: Black raven on a white field.
  • Stable: Designed to accommodate fine horses.
"The raven does not cling to dead branches. My banner flies for what I will become, not what I once was."
Interior
Nysera’s Haven boasts a blend of luxury and military efficiency. The grand hall, with its high ceilings and carved wooden beams, serves as a space for gatherings and issuing commands. The grand foyer, flanked by twin staircases leading to a balcony above. The foyer also serves as a library, its mahogany shelves filled with books and scrolls. Leather chairs and glass-topped tables invite guests to linger, though few feel at ease in Lady Lmag’s presence. The lower levels contain barracks and storage for her forces, while the upper floors house her personal quarters, study, and a small chapel dedicated to her aspirations of redemption and power.
  • Command Room: Maps, correspondence, and ledgers detailing Nulb’s activities are meticulously kept here.
  • Grand Hall: A dual-purpose space for hosting and planning military operations.
  • Private Quarters: Lavishly decorated with relics from her former life as a noble.
"In time, this manor will be known as the heart of Nulb’s resurgence, a beacon of order in a land of chaos."

Lower Level of Baroness Manor

The Iron Talons’ Barracks
The lower level of Baroness Manor serves as the base of operations for the Iron Talons: The Men of the Baroness, disciplined enforcers. The barracks is a stark contrast to the ornate upper floors of the manor, prioritizing practicality and readiness over luxury. It is a space designed to house and maintain the Iron Talons’ strength, ensuring they remain ever-prepared to project Lady Nysera’s authority across Nulb.
Barracks Layout and Features
Sleeping Quarters:
  • Rows of sturdy wooden bunks line the walls, each with a simple reed mattress and a footlocker for personal belongings. The air carries the faint scent of oil from the soldiers’ armor and weapons.
  • The walls are decorated with banners bearing the Iron Talons’ sigil: a black raven on a white field. These banners serve as a rallying symbol for the soldiers and a reminder of their loyalty to Lady Nysera.
Armory:
  • A secured room adjacent to the barracks houses the Iron Talons’ arsenal. Racks of spears, swords, and shields are meticulously maintained, alongside barrels of spare arrows and bolts.
  • A blacksmith’s corner is equipped with a small forge, anvil, and tools for basic weapon and armor repairs, manned by a skilled Talon smith.
Mess Hall:
  • A communal dining area features long wooden tables and benches. Simple meals of salted meat, bread, and stew are served here, often supplemented by game hunted in the surrounding swamp.
  • A chalkboard on the wall lists daily patrol schedules and duties, ensuring efficient coordination among the soldiers.
Training Yard (Rear Courtyard Access):
An external door leads to a small rear courtyard where the Talons practice drills and sparring sessions. A training dummy fashioned from straw and reeds stands at the center, its surface marred by countless sword strikes.
Baroness Manor Grand Hall by 3orcs

Conclusion

Baroness Manor is a place of opulence, mystery, and horror. While its outward appearance suggests wealth and refinement, it harbors dark secrets that reflect the sinister influence of Lady Nysera and the Temple of Elemental Evil. Whether as a source of information, a site for infiltration, or a battleground, the manor offers adventurers countless opportunities for intrigue and discovery.
"Let the Temple believe they hold the reins. Their whispers echo here, but it is I who guide the storm that brews in Nulb."
IRON TALONS Barracks by 3orcs

DM Only Section

Lady Nysera Secrets
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The Secret Room
Hidden within Easthome is a concealed room accessible through the atrium. Inside, Nysera stores her most prized possessions, including maps, correspondence with Temple leaders, and magical relics. This room is guarded by a magical trap.
Key Items
Correspondence revealing Nysera's dealings with the Temple of Elemental Evil.
  • A wand of polymorph (5 charges).
  • A jeweled goblet (worth 2,500 gp).

Relationships

Easthome is a reflection of Lady Nysera's sinister nature. She resides here as a symbol of her authority and to oversee Nulb’s operations. Her dealings with the Temple of Elemental Evil and her manipulative punishments create an atmosphere of dread.
Grarg
Grarg, the half-orc guardsman, serves as the enforcer of Nysera’s will. His ring of animal control ensures the war dogs remain under his command.
Temple of Elemental Evil
Baroness Manor acts as a staging ground for covert operations tied to the Temple. Lady Lmag uses it to coordinate efforts with bandits and pirates, ensuring the village remains a hub for illicit activity.
Baroness Dungeon by 3orcs
Secret Door and Hidden Chambers in Easthome Lmag Manor
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Overview of the Hidden Basement
Unknown to all except Lady Nysera and her lieutenant, Grarg Ironhide, a secret door is concealed within the hallway on the right of the foyer. This passage leads to a labyrinth of danger and arcane secrets tied to the sinister past of the manor. Every detail of these rooms has been meticulously designed to challenge adventurers with traps, misdirection, and temptation.
The Hidden Stairway
The secret door, seamlessly crafted into the wall paneling, requires a DC 20 Investigation check to locate. The door swings inward, revealing a claustrophobic stairwell leading downward into darkness. The air grows colder and damp as the adventurers descend.
At the base of the stairs
  • Misdirection: A black door with a carved raven’s head, sealed with a Wizard Lock spell (18th level). If approached within 2 feet, a Magic Mouth spell activates. The “kraa” sound is clearly that of an amused human male mimicking a raven.
    "Kraa, only the Master Asmoroth may proceed further. Kraa, kraa."
 
Behind this door lies only a solid stone wall.
  • Trap: Opening the door (e.g., with a Knock spell or force) triggers a Symbol of Insanity (DC 18 Wisdom save).
  • The Real Pathway: To the left of the stairway lies an unassuming stone wall, concealing the true entrance. A DC 25 Investigation check or magic such as Detect Secret Doors reveals the mechanism to slide the stone aside, opening into the archmage Asmoroth’s secret sanctum.
Room A The Alchemical Laboratory by 3orcs

Room A: The Alchemical Laboratory

This large oval chamber is filled with two intricate workstations. The air reeks of chemicals and burnt herbs.
Features of the Room
  • Alchemical Equipment: Two sets of fine glassware, clamps, stoppers, and more (value: 5,000 gp).
  • Ingredient Jars: Over 50 jars of labeled components line the workstation shelves. These range from mundane materials (50 cp each) to rare components (50 gp each).
Notes and Formulas
  • Potion Formulas: Precise recipes for 8 potions (roll randomly).
  • Magic Item Blueprints: Instructions for creating 4 magical items (roll randomly).
Special Item: The Raven Cloak
  • Effect: Allows the wearer to polymorph into a raven up to three times per day.
  • Drawback: Extended use risks permanent mental transformation into a raven.
  • Value: 2,500 gp
  • Potential Encounters: If disturbed, latent magic in the room may animate an Alchemical Ooze (MM p. 217, reskinned to fit the laboratory).
Room B The Arcane Bookshelf by 3orcs

Room B: The Arcane Bookshelf

Against one curved wall of the sanctum stands a sturdy mahogany bookshelf. Its contents are protected by a Glyph of Warding (triggering a DC 18 Dexterity saving throw or 4d8 fire damage).
Books of Interest
  • Book of Exalted Deeds (DMG p. 222)
  • Manual of Flesh Golems (DMG p. 180)
  • On Elemental Evil: This rare tome details the Elder Elemental God, its role in corrupting mortals, and its influence in the creation of the Temple of Elemental Evil. It goes further to state that the Elder Elemental God is a primal being older than the multiverse itself and imprisoned in the depths of the world by jealous gods.
  • Various historical, demonological, and astrological texts (value: 1,500 gp).

Room C: The Clone Chamber

A massive stone slab dominates the room's center. Upon the slab lies a Temporal Stasis Clone of the archmage Asmoroth.
The Clone
  • Description: A middle-aged man with short black hair, in prime physical condition.
  • Status: Under a Temporal Stasis spell cast by the slab.
  • Awakening: If the clone is removed from the slab, the spell ends, and the clone will complete its growth within one month. Once awakened, the clone becomes an immediate threat to the original Asmoroth Rahmsoot (at the Nulb graveyard).
  • Note: The clone knows that it has no more than one week to kill the original Asmoroth. Unfortunately, locating the original Asmoroth will be difficult. One of the two forms may be forced into insanity and suicide, per the Clone spell description. This version of Asmoroth will consider putting himself back into the Temporal Stasis field on the rock slab if he is unable to locate the original Asmoroth.
Asmoroth by 3orcs
Potential Events
The clone may attempt to cast Freedom to release 1d100 imprisoned beings within the region. If the clone awakens, it will seek to retrieve the items in Room D and rally allies to confront the original Asmoroth.
Room D The Vaul by 3orcs

Room D: The Vault

This final chamber is behind a heavy stone door Wizard Locked (18th level). Attempting to open the door triggers a Symbol of Death (DC 18 Constitution save or 10d10 necrotic damage).
Contents of the Vault
  • Demon Staff: (Stats in Queen of the Spiders, p. 124)
  • Fear effect (no save) on touch.
  • Weapon: 4d6 damage.
  • Summon Type I demon (once per day).
  • Polymorph into Type III demon (once per day for 5 rounds).
  • Bracers of AC 4.
  • Ring of Spell Turning.
  • Non-magical black robes.
  • Two potions of healing.
  • Two scrolls of Teleport Without Error.
Escape Route: Asmoroth (clone or otherwise) will immediately teleport to safety if this vault is breached.

The Ravens

The large number of ravens surrounding Easthome are not ordinary birds. Many are polymorphed spies of Asmoroth, tasked with monitoring Nulb and surrounding regions. These ravens report back to the sanctum’s latent magic, ensuring Asmoroth remains informed even in stasis.
  • DM Suggestions: The vault and sanctum present a variety of challenges to the party, requiring cunning, caution, and magic to navigate. The clone storyline can tie directly into the greater conflict with the Temple of Elemental Evil, adding layers of intrigue and danger.
Baroness Manor by 3orcs
"Do not mistake this hall for a relic of old Verbobonc. Nysera Haven stands as a testament to my will, not my past."
Residence of Lady Nysera Krivaltis 
Grarg Ironhide by 3orcs
Grarg Ironhide
Half-Orc Enforcer of Nysera Haven
Medium humanoid (half-orc), Neutral Evil
  • Armor Class: 16 (chain shirt, shield)
  • Hit Points: 42 (5d8 + 15)
  • Speed: 30 ft.
  • STR DEX CON INT WIS CHA
  • 17 (+3) 12 (+1) 16 (+3) 10 (+0) 11 (+0) 9 (-1)

  • The Servants
    Easthome employs a modest but competent staff. The servants, though well-compensated compared to others in Nulb, live in fear of Lady Lmag’s wrath. Most stay in the servant's wing during the night unless summoned. Servants carry minor coins, while the steward holds 1d6 + 5 gold coins. All are expected to maintain the estate to perfection.  
  • Imbris: The herald, a charismatic individual with a sharp mind and commanding presence. Armor: Chain | Weapons: Longsword, dagger.
  • Eborr: The steward, meticulous and intelligent.
  • Siros: The temperamental head cook, quick to wield a cleaver.
  • Pitra, Demira, Zupta: Scullery and chambermaids, dutiful but frightened of Lmag.
  • Kefler: The groom and driver, handy with a dagger and crossbow.
  • The War Dogs
    The kennel is home to Grarg Ironhide's 24 large mastiffs, each trained for battle and fiercely loyal to their master. The alpha, a stark white mastiff, leads the pack. These dogs often fight in the pit to demonstrate their ferocity.
  • Appearance: Primarily black and brown coats.
  • Training: Combat-ready and highly disciplined.
  • Type
    Manor house / Meeting hall
    Parent Location
    Sir Torvel Hawkes by 3orcs
Carub’s War Dogs by 3orcs
War Dogs
Large Beast, Unaligned
  • Armor Class: 12 (natural armor)
  • Hit Points: 22 (4d10)
  • Speed: 50 ft.
  • STR: 16 (+3) | DEX: 14 (+2) | CON: 12 (+1) | INT: 3 (-4) | WIS: 12 (+1) CHA: 7 (-2)
  • Skills: Perception +3
  • Senses: Passive Perception 13
  • Challenge: 1/4 (50 XP)
Traits
Keen Hearing and Smell. The war dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The war dog has advantage on an attack roll against a creature if at least one of the war dog’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  • Savage Rend (Recharge 5–6). The war dog makes a powerful bite attack, shaking its target violently.
  • Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone.
Description
These massive mastiffs are bred and trained for combat, making them perfect guardians and attack animals. They are fiercely loyal to their handlers and can be unleashed in battle to devastating effect. Their size and ferocity make them an intimidating sight, especially when fighting as a pack.  
Raven Cloak
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Wondrous Item, Very Rare (requires attunement)
Description
This elegant black cloak is woven with fine threads of midnight silk and has faint, feather-like patterns shimmering across its surface. The hood, when pulled over the head, triggers the cloak's magical effect.
Properties
Polymorph into a Raven: When the hood is pulled up, the wearer is polymorphed into a raven, as per the Polymorph Self effect. The transformation:
  • Occurs instantly (1 segment, no visual effects like sparkling lights).
  • Absorbs all carried items into the raven form.
  • Grants the wearer the physical traits of a raven, including flight (50 ft. speed) and an AC of a raven (modified by the wearer's dexterity and magical protections, excluding armor or shield bonuses).
  • Lasts up to 1 hour or until the wearer ends the effect.
  • Charges: The Raven Cloak has 3 charges and regains 1d3 expended charges at dawn.
Mental Risk
After the first turn (10 rounds) of transformation, the wearer risks losing their humanity:
  • At the end of each subsequent turn in raven form, the wearer must roll a percentile die. There is a 10% cumulative chance per turn of succumbing to the mental instincts of a raven.
  • If this occurs, the wearer permanently believes they are a raven and may fly away or, if near Nulb, join the local raven flock. This effect can only be undone by Remove Curse or stronger magic.
Durability
The cloak is fragile:
  • If the cloak sustains 20 points of damage from edged weapons, fire, or other hazards, it is destroyed.
  • Repairs require magic such as Limited Wish.
Usage Notes
  • Stealth & Exploration: The Raven Cloak is ideal for stealth missions, spying, or exploration.
  • Combat Risk: Prolonged use in dangerous situations could result in permanent loss of self.
  • Economic Value: GP Sale Value: 2,500 gp.
Drawbacks
  • The mental transformation risk makes the cloak perilous for long-term use.
  • It requires caution during high-damage scenarios, as the cloak is fragile.
  • DM Tip: The Raven Cloak is a powerful and versatile item that encourages creative problem-solving, but its drawbacks ensure it remains a double-edged sword for players.
Baroness Dungeon


Cover image: Nulb Banner by 3orcs

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