An abandoned manor, a dead paladin’s legacy, and a race for a minor artifact hidden beneath the waves. Hasken’s Manor is a compelling D&D 3.5 adventure designed for 7th-level characters. It excels at weaving together three seemingly unconnected plotlines into a tight, atmospheric dungeon crawl. Whether your campaign is steeped in high fantasy or features the mental gymnastics of psionics, this module offers a sophisticated challenge that rewards both tactical combat and moral decision-making.
Introduction: The Decay of Haskenport
Originally released as a free adventure on the Wizards of the Coast website, Hasken’s Manor takes place in the small port town of Haskenport. The town was founded by Reynard Hasken, a paladin of St. Cuthbert, whose retirement home now sits in a state of advanced neglect.
The adventure serves as a perfect mid-level “cleanup” mission that rapidly spirals into something much deeper. While the townsfolk believe they are hiring you to evict a few squatting hobgoblins, the reality is far more lethal.
Narrative Core: Three Colliding Fates
The strength of this adventure lies in its layered backstory. Three separate groups have converged on the manor for different reasons:
- The Annis Hag: Genna, the sole survivor of a hag covey, has moved into the ground floor after slaughtering the hobgoblins. She possesses the gear of a fallen paladin and is currently “playing house” with her ogre bodyguards.
- The Skum Fugitives: Deep in the basement, a group of skum led by the psychic warrior Kadre are desperately searching for the Manacles of Freedom to liberate their people from neogi enslavement.
- The Forgotten Guardian: Beneath the floorboards rests an ancient Clay Golem, a mindless protector of the Hasken vault that has recently gone berserk after an encounter with the skum.
Tactical Breakdown: Navigating the Manor
The manor is a multi-level structure that transitions from a crumbling residence to a high-security vault.
1. The Ground Floor: The Hag’s Deception (Area 4)
This is the psychological highlight of the module. Genna uses Disguise Self to appear as a human adventurer.
- The Trap: She attempts to lure a PC to the balcony (Area 4a) to show them “hobgoblin bodies,” only to try and grapple and throw the character over the rail.
- Tactics: At CR 6, an Annis Hag is a brutal physical combatant with Improved Grab and Rend. If she successfully grapples a player, the ogres from the kitchen (Area 5) rush in to flank, creating a deadly pincer movement.
2. The Basement: The Skum’s Plight (Area 8)
Descending into the basement shifts the tone to maritime horror.
- The Discovery: Players find Kadre, a Skum Psychic Warrior 8, dying on the floor. His companions are already dead, victims of the vault’s guardian.
- The Choice: Reviving Kadre introduces a heavy roleplaying element. He isn’t inherently evil; he is a desperate rebel looking for a way to break neogi mind control. If the PCs aid him, they gain a powerful ally for the final confrontation.
3. The Vault: Psionic Defenses (Area 11)
The final room is a high-tech (or high-psionic) security chamber.
- The Guardian: While the Clay Golem has already left the room in a frenzy, the true threat is the Astral Construct VII Trap.
- The Danger: Opening the black box triggers the manifestation of multiple high-level astral constructs. These constructs feature Damage Reduction 5/magic and can Trip or Buff themselves, making for a grueling attrition fight for a 7th-level party.
Mechanics & Hazards: The Manacles of Freedom
The ultimate prize of the adventure is a minor artifact: the Manacles of Freedom.
- The Effect: These manacles grant the wearer total immunity to charms and compulsions.
- The Conflict: Kadre needs these to save his race. The Church of St. Cuthbert likely wants them as a holy relic of Lord Hasken. How the players resolve this ownership dispute will define their reputation in Haskenport for the rest of the campaign.
System Conversion: 3.5 to 5e and OSR
While the 3.5 version is heavy on psionics, it is easily adapted.
For 5th Edition (5e):
- Genna: Use the Annis Hag stat block from Volo’s Guide to Monsters.
- Astral Constructs: Replace these with Earth Elementals or Shield Guardians that have been flavored as translucent, ectoplasmic beings.
- Kadre: Use the Skum stats from Ghosts of Saltmarsh, but give him several levels of Fighter and the Detect Thoughts spell to mimic his psionic nature.
For OSR Systems:
- The Annis Hag’s damage is extremely high; 1st-level-focused OSR games should scale her HP down. The Astral Construct Trap should be treated as a Summon Monster spell that triggers upon a failed Thieves’ Tools check.
GM Tips: Atmosphere and Aftermath
- Emphasize the Neglect: Describe the smell of mildew and the sound of sea winds whistling through the warped door frames. It should feel like a place that was once noble but is now “wrong.”
- The Paladin’s Shadow: A paladin is currently tracking Genna to recover his +1 greatsword. If the players take too long or decide to keep the sword for themselves, this paladin could arrive as either a grateful ally or a secondary antagonist.
- Base of Operations: Hasken’s Manor makes an excellent player base. If they clear it, the mayor might offer to sell it to them. It provides easy access to seacaves and underwater adventures, perfect for a naval-themed campaign.
Conclusion: A High-Stakes Manor Crawl
Hasken’s Manor is an exceptional 14-page module that punches well above its weight class. It provides a credible villain, a sympathetic (but monstrous) NPC in Kadre, and a loot-heavy vault that tests the party’s endurance. For DMs looking for a session that combines mystery, social maneuvering, and high-difficulty combat, this is a top-tier choice.
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