Rise of the Runelords
Investigating the Glassworks
When the PCs arrive at the Glassworks, they find the building curiously silent. Neighbors have noticed the lack of traffic into and from the building, but since the furnace chimney still plumes with smoke, most assume that the building is simply closed to allow Lonjiku and his workers some privacy while they work on a big project. A quick investigation ofthe building perimeter reveals that curtains have been drawn over the windows and all the doors are locked. The skylights above that look into areas A1 and A17 are unobscured, and a character who makes a DC 20 Climb check to get on the roof can look through them (which, in the case of A 1 7, reveals a gruesome sight indeed). The rumble ofthe Glassworks' furnace is plainly audible from within, but a character who listens at any of the curtained windows along area A17 and makes a DC 12 Perception check can also hear what sounds like high pitched giggles, shrieks, and breaking glass as well.
All of the external doors can be picked with a DC 20 Disable Device check; battering them down takes a bit more work (hardnes s 5, hp 20, Break DC 23). In either case, such acts are quick to draw gawkers eager to find out what Sandpoint's new heroes are doing trying to break into the Glassworks. A successful DC 15 Diplomacy check or a Bluff or Intimidate check is more than enough to calm and disperse the locals, especially given the odd fact that the Glassworks should be open for business anyway. Several locals suggest that the PCs head up to Kaijitsu Manor to talk to Lonjiku or his servants rather than breaking into the place, but a trip up Schooner Gulch Road to the manor reveals that none oft he servants there have seen Lonjiku since yesterday evening. They as sume he's working down in the Glassworks and point to the smoke pouring out ofits chimney as proof. In fact, the Glassworks are now under the control of Lonjiku's treacherous son and his goblin allies .
Glassworks rooms A1 – A10
Glassworks rooms A11- A23