Noble Manor Ruins Map
Another hand drawn map for one of my sandbox D&D campaigns. The map is drawn on graph paper (which is rare for me) and each square is the standard 5’x5′.

This week’s edition of the Map-A-Week is a rundown hideout for a local band of thugs, assassins and thieves known as the Scarlet Knights.  See the PDF version of the map here: Hideout of the Scarlet Knights The band has created a base of operations in an old Manor House complex located in the Grey Quarter of the city, so named due to the prevalence of urban blight and decay.  The building was well constructed but has been vacant for over 30 years and has seen some damage due to the infiltration of water through the roof and an underground stream that has shifted its course and damaged the foundations. The building always smells of mold and mildew as well as of dog as the Knights use guard dogs to protect their stash from intruders.  The Knights also are expert trap makers and have placed several traps throughout the complex including pit traps, arrows traps and locked chests with poisoned darts. These traps are fairly well made and have a DC of either 19 (arrow traps) or a 20 (pit traps) to identify and disable.

I have also spent some time in putting together some pre-generated minions to fill the hideout but you can scale them to fit your campign by adding a few levels or giving them magic items.

Pre-rolled Rogues of the Scarlet Knights (The number of each type of rogue located in the Noble Manor ruins is listed in parenthesis next to the title)

Footpad (6)– function as guards and scouts

Male Human 1st Level Rogue

Str:         10                           HP:  5

Dex:       15                           AC:  15 (Leather Armor +2 + Dexterity +2 + Dodge Feat +1)

Con:       13                           Feats:  Dodge, Weapon Finesse (Shortsword)

Int:         15                           Skills: Bluff +6, Climb +3, Disguise +6, Hide +6, Jump +3, Listen +4,

Wis:       11                           Move Silently +6, Sleight of Hand +6, Sense Motive +3, Spot +4, Tumble +6, Use

Chr:        14                           Rope +5

Special:  Sneak Attack +1d6, Trapfinding

Weapons: Shortsword +2  1d4/1d6, 19-20/x2, Throwing Dagger (6) +2 1d3/1d4 19-20/x2

Cat Burglar (3) – used to retrieve items and enter inaccessible areas such as temples, shrines or strongholds

Male Human 1st Level Rogue

Str:         13                           HP: 5

Dex:       16                           AC: 16 (Leather Armor +2 + Dexterity +3 + Dodge Feat +1)

Con:       13                           Feats:  Dodge, Skill Focus (Hide)

Int:         15                           Skills: Bluff +6, Climb +4, Disguise +6, Hide +9, Jump +4, Listen +4,

Wis:       11                           Move Silently +7, Sleight of Hand +7, Sense Motive +3, Spot +4, Tumble +7, Use

Chr:        15                           Rope +6

Special:  Sneak Attack +1d6, Trapfinding

Weapons: Shortsword +1  1d4+1/1d6+1, 19-20/x2, Throwing Dagger (6) +2 1d3/1d4 19-20/x2

Cutpurse (3) – very skilled in pick pocketing, stealth and subtlety and are used mostly as spies and information gatherers

Male Human 1st Level Rogue

Str:         11                           HP: 5

Dex:       18                           AC: 16 (Leather Armor +2 + Dexterity +4)

Con:       13                           Feats:  Exotic Weapon Proficiency (Hand Crossbow), Skill Focus (Sleight of Hand)

Int:         16                           Skills: Bluff +6, Climb +2, Disguise +7, Gather Information +8, Hide +8, Jump +2,

Wis:       11                           Listen +6, Move Silently +8, Sleight of Hand +10, Sense Motive +2, Spot +5,

Chr:        14                           Tumble +8, Use Rope +6

Special:  Sneak Attack +1d6, Trapfinding

Weapons: Shortsword +0  1d4/1d6, 19-20/x2, Hand Crossbow (10) +4 1d3/1d4 19-20/x2

Assassin (2) – skilled in the use of poisons and other tactics to remove enemies of the order

Male Human 1st Level Rogue

Str:         13                           HP: 7

Dex:       16                           AC: 16 (Studded Leather Armor +3 + Dexterity +3)

Con:       15                           Feats:  Improved Initiative, Weapon Finesse (Kukri)

Int:         16                           Skills: Bluff +5, Climb +4, Diplomacy +5, Disguise +5,

Wis:       13                           Hide +7, Jump +3, Knowledge (Poison) +7, Listen +4, Move Silently +7, Sleight of Chr:     13                           Hand +7, Sense Motive +4, Spot +4, Tumble +7, Use Rope +5

Special: Sneak Attack +1d6, Trapfinding

Weapons: Kukri +3  1d3+1/1d4+1, 18-20/x2, Sap +1 1d4+1/1d6+1, /x2 (non-lethal damage)

Poison Use: Neuro Poison, Fort Save DC 16 (Paralyzed for 1d6+3 rounds), Spider Venom, Fort Save DC 15 (Strength Loss 1d4-1)

Sharper (3) – specializes in ranged attacks and ambush

Male Human 1st Level Rogue

Str:         10                           HP: 5

Dex:       18                           AC: 16 (Leather Armor +2 + Dexterity +4)

Con:       13                           Feats:  Weapon Focus (Shortbow), Point Blank Shot

Int:         15                           Skills: Bluff +4, Climb +3, Disguise +4, Hide +8, Jump +3, Listen +4,

Wis:       11                           Move Silently +8, Sleight of Hand +8, Sense Motive +3, Spot +4, Tumble +8, Use

Chr:        10                           Rope +7

Special:  Sneak Attack +1d6, Trapfinding

Weapons: Shortbow +5 (+6 within 30’) 1d6/1d6 (+1 dmg within 30’), /x2, Dagger +0 1d3/1d4 19-20/x2

Bruiser (1 of each for total of 2) – focuses on brawn rather than stealth and is used as bodyguards or protection.  Typically non-Human race such as Orc, Half-Orc, Ogre, Half-Ogre, etc.

Male Half-Orc 1st Level Rogue/1st Level Fighter

Str:         17                           HP: 16

Dex:       15                           AC: 15 (Ring Mail +3 + Dexterity +2)

Con:       17                           Feats: Weapon Focus (Longsword), Power Attack

Int:         13                           Skills: Bluff +1, Climb +7, Disguise +1, Hide +6, Intimidate +5, Jump +6, Listen +3,

Wis:       11                           Move Silently +6, Sleight of Hand +4, Sense Motive +2, Spot +3, Tumble +6

Chr:        8

Special:  Sneak Attack +1d6, Trapfinding

Weapons: Longsword +5 1d8+3/2d6+3, /x2, Dagger +3 1d3+3/1d4+3 19-20/x2

Male Half-Ogre 1st Level Rogue/1st Level Fighter

Str:         23                           HP: 19

Dex:       15                           AC: 19 (Ring Mail +3 + Dexterity +2 + Natural Armor +4)

Con:       19                           Feats: Weapon Focus (Longsword), Power Attack

Int:         10                           Skills: Bluff +0, Climb +9, Disguise +0, Hide +6, Intimidate +4, Jump +9, Listen +3,

Wis:       11                           Move Silently +6, Sleight of Hand +4, Sense Motive +2, Spot +3, Tumble +6

Chr:        7

Special:  Sneak Attack +1d6, Trapfinding

Weapons: 2 Handed Longsword +8 1d8+12/2d6+12, /x2, Dagger +7 1d3+12/1d4+12 19-20/x2

I have also added in a few of the main leaders of the group for your use complete with names, stats and skills.

Leadership of the Scarlet Knights (Not all listed – you can make them up!)

Algath Remenschan, 3rd Lieutenant (located in Noble’s Manor ruins in Gray Quarter)

Male Human 2nd Level Rogue

Str:         15                           HP: 20

Dex:       17                           AC: 15 (Leather +2 + Dexterity +3)

Con:       14                           Feats: Skill Focus (Move Silently), Weapon Focus (Longsword)

Int:         16                           Skills: Bluff +1, Climb +7, Disguise +1, Hide +6, Intimidate +5, Jump +6,

Wis:       11                           Listen +3, Move Silently +8, Sleight of Hand +4, Sense Motive +2, Spot +3,

Chr:        8                             Tumble +6

Special:  Sneak Attack +1d6, Trapfinding

Weapons: Longsword +6 1d8+3/2d6+3, /x2, Dagger +3 1d3+3/1d4+3 19-20/x2

Halaszter Jeanwier, 2nd Lieutenant (located in Noble’s Manor ruins in Gray Quarter)

Male Human 3rd Level Rogue

Str:         15                           HP: 23

Dex:       18                           AC: 16 (Leather +2 + Dexterity +4)

Con:       15                           Feats: Sill Focus (Hide), Weapon Finesse (Shortsword), Run

Int:         16                           Skills: Bluff +1, Climb +7, Disguise +1, Hide +8, Intimidate +5, Jump +6,

Wis:       11                           Listen +3, Move Silently +6, Sleight of Hand +4, Sense Motive +2, Spot +3,

Chr:        8                             Tumble +6

Special:  Sneak Attack +1d6, Trapfinding

Weapons: Shortsword +8 1d8+3/2d6+3, /x2, Dagger +3 1d3+3/1d4+3 19-20/x2

The adventure is best for lower level parties including 4-5 characters of 3rd through 5th level but can be scaled to match the level of your campaign.

Please let me know what you think of the map.  I appreciate any feedback that you give me.

-Grant