B32 Manor House
The Forgotten Manor of Verbobonc
The Forgotten Manor, as it has come to be known among the locals of Verbobonc, stands as a somber relic in the bustling business district. This once-majestic residence now serves as a stark reminder of transience, its dilapidated state drawing the curious and the brave. Despite its decrepitude, the manor holds secrets long forgotten by its vanished owners, offering untold stories and hidden passages that whisper of its past glories and present desolation.
A Dilapidated Relic in the Business District
The Forgotten Manor stands as a somber relic in Verbobonc's bustling business district. Once majestic, it now draws the curious and brave, offering untold stories and hidden passages that whisper of past glories and present desolation.
Approaching the Forgotten Manor
The manor rises three storeys, its stonework stained and flaking, roof tiles missing like broken teeth. A once-grand balcony sags above the front steps, and one corner of the roof has caved in entirely, exposing black, empty rafters.
Dead ivy clings to the walls in brittle strands. The tall windows are mostly boarded or broken, dark as eye sockets in a skull. Someone has nailed a warped board beside the front door, the city’s sigil barely visible under layers of graffiti and knife-scratches.
It feels as though the neighborhood walks around this place rather than past it. Even the usual street hawkers give the manor a wide berth, speaking more softly as they hurry by. Whatever this house once was, it is now a hollowed thing—at least above ground.
History & Public Story
Locals simply call it “the Forgotten Manor”—a once-majestic residence whose last owners vanished five years ago.
- The house originally belonged to a prominent mercantile family whose fortunes dwindled with suspicious speed before they disappeared without a trace.
- With no heirs or claimants, the city seized the property, listing it for sale. Yet the ruin’s condition, its ill-reputation, and quiet interference from unseen parties have kept all serious buyers away.
- The manor is now regarded as haunted or “ill-starred.” Children dare one another to touch the front steps; older folk make warding signs as they pass.
Officially, the place is a civic headache: patrols must chase off squatters and vandals, and the collapsing structure threatens to spill masonry into the street. Unofficially, many Vigil Wardens suspect it’s a nest for thieves or smugglers, but no raid has ever found more than dust and rats.
The Abandoned Manor – Floors & Features
Use this section for exploration above ground before the PCs discover the guild beneath.
First Floor
- Foyer: Grand in its day, now half-choked by a collapsed section of ceiling and debris. Faded murals, once rich with color, peel from the walls.
- Parlor: Broken chairs, moldering settees, and a soot-choked fireplace dominate the room. A few warped portraits still cling to the walls, their subjects’ faces lost to mildew. Dining Hall: A long, rotting table surrounded by scattered chairs; a tarnished chandelier hangs crookedly above, held by a single rusted chain that creaks ominously in any draft.
Second Floor
- Bedrooms: Several rooms of sagging beds, moth-eaten curtains, and smashed wardrobes. Any remaining textiles are ruined; rats and pigeons nest freely here.
- Library: Shelves stand mostly empty; the few remaining volumes are swollen with moisture and furred with mold. A successful search may still find a salvageable ledger or half-legible family journal.
- Gallery: Once the family’s showpiece, now a husk. Bare hooks and faded outlines on the wallpaper hint where paintings once hung—removed long ago by city agents, looters… or someone else entirely.
Basement
- General Condition: Dark, damp, smelling of rot and old wine. Broken casks and shelves lie in heaps; puddles glisten underfoot. To the casual explorer, it looks like a ruined wine cellar and storage area, nothing more.
Hidden here, however, is the true purpose of the manor.
The Battirovka Family’s Hidden Guildhall
Beneath this ruin, in an abandoned run of Verbobonc’s sewers, lies one of the primary headquarters of The Battirovka Family, the city’s secretive thieves’ guild.
Most citizens know “the Family” exists and have a vague idea how to contact them; almost none know that the rotten manor above is the mask hiding their clean and efficient guildhall.
Hidden Access & Security
- Concealed Cellar Door: In a shadowed alcove of the basement, a partially hidden door blends with the stonework and shelving. Only those taught where to look ever notice it. B32 Manor House
- Password & Hatch: A specific knock and whispered password cause a barred hatch to open from within, admitting the initiated down into the sub-basement levels.
- Traps & Choke Points: Secret passages, kill-slits, and simple but nasty traps (swinging beams, pit drops into foul water, dart holes) line the approaches. Anyone trying to force their way in without invitation is in for a short, unpleasant stay.
Sub-Basement & Sewer Levels
Once below, the contrast with the ruined house is stark:
- Maintained Tunnels: The old sewer stonework is dry, swept, and reinforced, with fresh timbers and patchwork; torch-brackets and hooded lanterns keep the passages just bright enough for work.
- Common Hall: A central chamber serves as meeting room and training hall. Chalk diagrams on the floor, climbing ropes, target dummies, and gaming tables all suggest regular drills in stealth, knife-work, and “soft-touch” larceny. T
- Planning Room: A smaller room houses maps of Verbobonc, lists of merchant caravans, noble crests, and rough sketches of vault doors, counting houses, and high-value targets. This is where fixed games and scores are arranged.
- Dormitories & Safe Rooms: Simple bunks and lockers provide a secure place for thieves to rest between jobs, shielded from city patrols and rival gangs alike.
From here, narrow side tunnels lace outward into the broader sewer network, offering multiple escape routes and quiet ways to observe basements, docks, and warehouses far beyond the manor itself.
The Battirovka Family – Presence at B32
Use the longer Battirovka article for full guild detail; here is how it ties specifically to this manor.
- Guild Type: Professional thieves’ guild, “experienced” veterancy level.
- Hierarchy: “Friends of the Family” (footpads and runners) receive orders through “Cousins,” who in turn report to “Brothers and Sisters,” the senior administrators. Above them, rumored “Aunts and Uncles” direct the Family from deep cover.
- Leading Figures Associated with the Manor:
- Lazlo Battirovka – Cunning, ruthless head of the Family; rarely seen, but his orders shape operations here.
- Elara Battirovka – His niece, a master pickpocket and spy; often moves among the city’s elite, feeding intelligence back to the guildhall beneath the manor.
- Gregor Malchus – The Family’s primary enforcer, tasked with internal discipline and the removal of troublesome “black sheep” thieves who try to operate outside the Family’s authority.
Politics & Power
The Battirovka Family is more than a band of rogues—it is a shadow institution intertwined with Verbobonc’s governance.
- Alignment with the Viscount: They understand that prosperity and relative peace are good for business, and thus often quietly support actions that drive off monsters, reduce chaos, and strengthen trade.
- Guarding the Territory: The Family seeks a monopoly on serious crime in the city; independent operators (“black sheep”) are pushed out or bought in. This keeps crime organized—and, paradoxically, somewhat predictable.
- Enemies:
- The Church of St. Cuthbert and the Church of Zilchus both suffer from their activities and agitate to bring the Family down.
- The Vigil Wardens of Verbobonc are a constant pressure; evading them is a daily art.
Officially, B32 is just a decaying structure the city would like to sell. Unofficially, more than a few civic officials are nervous about pushing too hard—no one wants to be the clerk who accidentally sold the Thieves’ Guild their own front door.
Show SpoilerRelationships and Politics
Impact on the Community
- Local Lore: The manor is the subject of many local ghost stories and myths, contributing to its eerie reputation.
- Criminal Element: The secret tunnels are suspected to be in use by local thieves and smugglers, creating a reluctant tolerance among city officials due to the difficulty in policing these passages.
Motivation for Sale
City’s Stance
- Economic Burden: The property is a drain on city resources, requiring frequent patrols to deter trespassers and vandals.
- Development Potential: There is potential for redevelopment, but the cost of renovation or demolition is prohibitive without significant investment.
Notable Features and Future Potential
Architectural Interest
- Restoration Appeal: For the right investor, the manor could be restored to its former glory, capitalizing on its historical architecture and prime location.
- Commercial Opportunity: The space could be transformed into a boutique hotel or offices, integrating modern amenities with historical charm.
The Forgotten Manor of Verbobonc, with its layers of history and decay, awaits a new chapter that could either preserve its legacy or usher in a completely new era for the property.
Vacant Manor to the Family
Show SpoilerA Shadowy Underworld Beneath the Manor
Beneath the dilapidated exterior lies a well-maintained thieves’ guild, hidden in an abandoned section of the city's sewer system. The Battirovka Family is one of the dominant underground forces in Verbobonc, operating with a level of secrecy and organization that makes them nearly invisible to the untrained eye.
Access to the guild
Yet, for those in the know, the basement and sub-basement are in better-than-perfect condition. As one knocks upon the partially concealed cellar door and utters the password, a hatch is opened in short order, accepting the ingress of the initiated into the hallowed halls of the city’s hidden thieves’ guild. Here, under the surface of the city streets, shadowy figures gather to discuss their next targets for burglary or robbery, train one another in the criminal arts, or simply rest in a place where they need not fear easy discovery by the gendarmerie.
Secretive Operations
Hidden Access and Security
- Secret Entrance: Accessed through a partially concealed cellar door, opening only with the correct password.
- Defensive Measures: Cunning traps and narrow secret passages protect the guild from intruders.
Activities and Training
- Criminal Training: Members gather to discuss targets, train in the criminal arts, and rest without fear of discovery.
- Information Gathering: The guild uses the manor’s secret passages to gather intelligence and plan heists.
Influence and Reach
- Wide Network: The guild’s influence extends throughout Verbobonc, with connections to the city’s elite and underground markets.
- Economic Impact: The guild’s activities contribute to the local economy through both legitimate and illicit means.
Verbobonc Locations Referenced by Type

“Trade’s got three rules in Verbobonc,” an old spice-merchant mutters as he eyes the ruined house. “Pay your taxes, mind the Watch, and never ask too many questions about that Forgotten Manor. Everyone knows it’s empty—and everyone with sense knows it isn’t.”
B32 – Manor House “The Forgotten Manor”
- Type: Abandoned manor / secret thieves’ guild access
- District: Business Quarter (on a fading side street of once-fashionable houses)
- Owner (Legal): City of Verbobonc (seized for back taxes, listed for sale)
- Hidden Power: The Battirovka Family – Verbobonc Thieves’ Guild
- Primary Factions: City officials, Vigil Wardens (suspicious), Battirovka Family (secret control)
Thieves Guild Members
Lazlo Battirovka: The cunning and ruthless leader of the guild, known for his strategic mind and unyielding control over the guild's activities.
Elara Battirovka: Lazlo’s niece, a master pickpocket and spy who gathers critical information from the city’s elite.
Gregor Malchus: The guild’s enforcer, responsible for maintaining discipline and protecting the guild’s interests.
Events and Motivations
Guild Activities
- Fixed Games and Scores: The guild organizes fixed games and scores, using them as sources of income and intelligence gathering from rich merchants and nobles.
- Secret Meetings: Regular meetings to plan heists, discuss targets, and train new members.
Using B32 in Play – Hooks & Options
- Ghosts in the Ruin
Rumors of lights in the ruined windows and “voices in the night” draw the party to investigate a supposed haunting. Inside, they find signs of recent, careful use in the basement… and soon discover that the ghosts are very much alive and do not appreciate guests. - An Invitation from the Family
After the PCs thwart an outside gang or foil Temple-backed brigands, a urchin presses a scrap of paper into their hands: an address (the manor) and a time. If they come alone and behave, Lazlo or one of his Cousins offers them a mutual non-aggression understanding—and perhaps a job. - The City Wants It Back
A reform-minded councilor decides it is finally time to reclaim and redevelop the manor. The PCs are hired to survey the property, clear squatters, and secure the basement so builders can move in. Down below, they stumble into the Family’s defenses—and must choose whether to fight, parley, or quietly walk away. - War in the Shadows
A rival criminal faction or Temple cell discovers the manor’s secret and strikes first. The battleground is the collapsing house and the tunnels beneath; the PCs might be caught in the crossfire, hired as neutral troubleshooters, or used as scapegoats if things go sour. - To Know All, Trust Few
As the party’s fame grows, the Family may offer them limited “Friend of the Family” status—discounted fencing, occasional tips, and discreet help—if they agree not to hunt Battirovka thieves without cause. Whether the party accepts this compromise with organized crime is a moral and political choice that can echo through the rest of the campaign.
Knocking on the Manor Door
Your knuckles rap against the cracked wooden door, the sound dull against rotted panels and peeling paint. The echo dies too quickly in the hollow hall beyond. For a long moment, nothing moves—the street behind you feels suddenly too open, too quiet, every distant footstep magnified.
You raise your hand to knock again when you hear it: a faint scrape of wood on stone, then the soft clink of metal from within. One of the narrow, boarded windows above shifts just a hair; you feel eyes on you, measuring.
Then, from the door itself, a thin sliver of light appears as a small viewing hatch slides open at eye level—no bigger than a coin-purse slit. You can’t see more than darkness behind it, but you can feel someone there, listening.
Dialogue (Guild Contact / Door Warden)
“That’s far enough, friend. You’re knockin’ on a dead house—most folk know better.
The unseen voice is low and dry, with the rasp of someone who prefers smoke and shadows to fresh air.
“So. Either you’re lost… or you came lookin’ for the sort of help that gets a man in trouble with the Watch.”
The slit in the door doesn’t widen; you sense a crossbow, or something worse, aimed in your direction.
“If you’re just curious, you turn about now and forget this place. Last chance.”
A beat of silence stretches, as though the darkness itself is waiting to hear what you say.
“If you’re Family…” the word is spoken with a faint, warning edge “…you know the knock that matters, and the word that follows it. Speak it true, quiet-like, and we’ll see if the cellar’s inclined to open.”
“Your move, traveler. Ghost house, or deeper shadows?”

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