The Lair of the Crowsworn (Abadius (I) 17th, 4708 AR)
After the Crowsworn were defeated,
the two local constabularies - the Ivy District Watch and the Brotherhood of
Abadar - arrived simultaneously, whereupon they vied to take statements on what
occurred and to escort important citizens and politicians back to their homes.
Afterward, many survivors chose to remain to gather their wits, speak to the
authorities and comfort one another.
Since two of the Crowsworn survived the encounter, the heroes forced them to reveal the location
of their hideout.
Sendeli was grateful to the heroes since they made an effort to protect her, her restaurant, and the Golden
Serpent's patrons, and remained on the scene to chat with them. She offered a
special boon for the heroes, who were exceptional in their interaction with her during
the hostage crisis, exhibiting particularly heroic acts and cunning.
The Lair of the Crowsworn
The Glass Menagerie
A family member of one of the gang's neophyte
members possessed basic glassblowing skills and maintained a shop by day,
lending the appearance of legitimacy and honest trade to the guild's operation.
Meanwhile, most of the guild had a key to the shop's back door and could enter
and leave quietly in the dead of night whenever necessary.
Front Lobby. This unlit showroom was lined with three display cases filled with delicate glass, crystal baubles, and novelty art objects. A set of double doors was centered in the south wall, while a double door to the north stood between the counters.
The front doors were locked in the
evening, as are the doors to the workshop. The heroes opened the doors to the workshop.
Storage Room. This was a storage room. It
contained nothing of value aside from simple tools and cleaning equipment. The
door to the east was unlocked.
Workshop. This unlit workshop featured two workbenches covered with
tools and equipment relevant to the art of glassblowing. Against the southern
wall was a large barrel of water. Along the north wall were three separate kilns
with chimneys leading to the roof. To the east was a closed door.
The eastern door was locked tight.
The Crowsworn at the Golden
Serpent all carried a key to this lock.
Inside of the east kiln was a
secret trap door to the guild lair below. The heroes noticed the secret door where the dust pile was significantly
smaller than the other kilns, and most of it was swept away from the center
instead of piled in the middle. A rope ladder was attached just under the trap
door, permitting descent to a hallway 30
feet below at an entry hall. All of the kilns were currently cool, and
up to four Medium creatures could step inside any of them without needing to
squeeze.
Aside from being concealed,
the secret door was also trapped, triggering when touched.
Crowsworn Hideout
The Ivy District is well defended
by Absalom's high walls against which the district abuts. Absalom's strict laws
and regulations focus on the flow of traffic in and out of the city as a result
of countless sieges over the centuries. This is a real deterrent to criminal
activity, particularly in a gated community of wealthy citizens.
The heroes confirmed the construction was ancient and
dwarven, and remained in good condition. Down below, the wood doors, furniture, and finishing had been replaced more recently, and the ceilings were typically 12 feet
high.
Entry Hall. This ten-foot-wide corridor begun underneath a trapdoor and
rope ladder, and run south. Doors were set in the east and west walls, and a
pair of double doors lay at the southern end. At either end, the hallway was lit by a flickering torch set in the wall. The area appeared swept and well
trafficked.
All
of the doors leading out of this area were unlocked.
Practice Room. This room was lined with eight combat practice dummies along
the north and south walls. Five tables occupied the center of the room and the
west and east walls. The tables were covered with mechanical devices and
objects.
The tables were covered with practice
locks, two sand-filled hourglasses, a handful of broken skeleton keys and
thieves tools, and an assortment of trap components and pieces. The padded linen combat dummies showed numerous stab wounds and tears from multiple points and angles.
Costume Closet. Racks of costumes and clothing lined the north and south
walls of this tight chamber, while a single dresser was pushed to the east wall.
There was no lighting in
this room.
This room contained at least 150 gp worth of fancy clothes, hats, wigs, and other attire
in good repair that could be collected and sold.
Trapped Hallway. This corridor featured a set of double doors on each end and one set into the eastern wall approximately halfway down the hallway.
The doors at the north end of the corridor
were unlocked, as was the first set of double doors to the prisoner cells, though the
latter were magically trapped. The second set of doors to the prisoner cells was locked but the heroes opened it.
Prisoner Cells. This large lit room featured a small table and four chairs
in the center. Six barred jail cells, each of which contained a cot and bucket,
surrounded the entire room.
The cells contained two
prisoners: a male elf and a human man were the only prisoners. Both prisoners were unconscious and severely injured.
Three Crowsworn thugs were in the room (neither thug had a necklace of fireballs as one did in the showdown at the Golden Serpent). Each of the three Crowsworn in the room also had a
skeleton key that opened the cells within.
Once
one of the thugs became aware of intruders, he stabbed the elf.
The thug that stabbed the elf was surrounded by an invisible but tangible field of force. He blasted the first creature that passed through the doors with a searing beam of fire. He used burning globes of fire and searing beams of fire to fight the heroes from range. He fought to the death.
The heroes killed the second thug and took the last one prisoner.
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