Investigating the Glassworks

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 of the 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 A17, reveals a gruesome sight
indeed). The rumble of the 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 (hardness 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 of the servants
there have seen Lonjiku since yesterday evening. They
assume he’s working down in the Glassworks and point
to the smoke pouring out of its chimney as proof. In fact,
the Glassworks are now under the control of Lonjiku’s
treacherous son and his goblin allies.
A1 DISPLAY ROOM: This room contains a shop where
customers can browse the various glassware produced
here. Bottles, windowpanes, and glasswork art are the
primary contents.
A2 STOREROOM: Finished products are stored here.
A3 CLEANING CLOSET: Cleaning supplies and tools such as
brooms are stored here.
A4 STOREROOM: Tools, clothing for servants, firewood,
and other miscellaneous supplies are kept here.
A5 SERVANT’S QUARTERS: Lonjiku’s staff of skilled
laborers lived on site; the eight workers slept here. The
beds are all in various states of disarray and blood is
spattered over the walls and sheets. No bodies are
apparent—they’ve been taken by the goblins to area A17
for entertainment after they murdered the sleeping
workers the night before.
A6 DINING ROOM: The staff used this room to relax, eat,
and play cards in their off hours. The room is a wreck—
when Tsuto’s goblins came through here, they made a
mess of it.
A7 WASHROOM: This room contains several washtubs for
bathing and laundry; the small room adjacent is a toilet.
A8 KITCHEN: This is where the staff prepared their
meals; the goblins tore this place apart looking for food,
and the room is in disarray as a result.
A9 PANTRY: This room is a mess; barrels and sacks of grain
and crates of dried fish and venison have been completely
demolished, and most of the food is missing. A broken
dogslicer lies near the northern corner, discarded by a
goblin who ruined it trying to get at the food.
A10 STOREROOM: This room contains several mounds of
firewood for the kitchen stove.
A11 MEETING ROOM: The staff meets here to discuss work
schedules or large projects.
A12 RECEPTION: Customers seeking custom glass jobs or
looking for business opportunities to export glass meet
with a representative here to arrange business.
A13 OFFICE: A smaller office for more private meetings
with important customers.
A14 FILES: Several cabinets and shelves containing files
and contracts with dozens of exporters and businesses
from Magnimar, Korvosa, and other local towns fill
this room.
A15 PREPARATION: The primary agents for glassmaking
(sand, soda ash, and lime) are prepared here.
A16 LOADING ROOM: A wheelbarrow sits against a wall here,
and shelves on the walls contain additional reagents
to create different colors of glass (manganese for clear
glass, cobalt for blue, and tin for white; untreated glass is
green, while a high quantity of any reagent makes black
glass). A safe on the f loor hangs open after Tsuto used
his father’s key to open it and stole the gold and silver
used to make red and yellow glass. Through a doorway,
stairs lead down to area A19.
A17 GLASSWORKING ROOM: A furnace burns along the
southeast wall of this room. Marble tables sit in the
chamber, used to work raw glass into usable shapes, with
nearby wooden tables cluttered with various tools of the
trade. The building’s furnace rumbles loudly, penalizing
Perception checks with a –4 penalty. The main furnace
burns at the northeast end, a large chamber that utilizes
alchemically treated wood that burns with a hot blue
light. The workers use this room to melt glass, but
Lonjiku also periodically “rented” the furnace to Sczarni
thugs for the disposal of evidence, as the fires are hot
enough to burn bones and teeth. A creature bull rushed
or otherwise placed in the furnace takes 6d6 points of
fire damage per round. The opening is narrow enough
to prevent a Medium creature from being pushed inside
easily (bull rush attempts to do so take a –8 penalty).
As the furnace’s stone pipes run southwest, they reach
smaller and progressively cooler furnaces used to keep
glassworking projects at the proper temperature—glass
shatters if it’s allowed to cool too quickly.
When the PCs arrive, this room is a gruesome display
of goblin boredom. The bodies of the eight murdered staff
lie in various stages of dismemberment; the goblins have
been burning legs and arms in the furnace with glee, and
pouring melted glass on the remains in an attempt to
duplicate Tsuto’s masterpiece. This would be his father’s
body, propped up in a chair in the central alcove and
encased in thick, runny sheets of hardened glass.
This is where the PCs are most likely to encounter
Tsuto’s goblins—see “Against the Goblins” for details
on this fight.
A18 STAIRS: These stairs lead down to the beach below.
A19 UNDERGROUND STORAGE: This room is used to store
sand and other raw materials. Two wheelbarrows sit
against the wall. Just east of the stairs up to area A16,
a brick wall has been dismantled to reveal an older
passageway leading south. This is one of two walls
Rokuro Kaijitsu bricked over after he learned that
several of his employees were using the basement
as a staging ground for their smuggling operation.
Tsuto’s goblins removed this wall and the one north
of area A22 the night before the raid. With his father
blackmailed, Tsuto had no worries that word of his
actions unblocking these tunnels would spread.
A20 STORAGE: This room is used to store glassware,
windows, and other finished goods.
A21 STORAGE: The door to this room is locked. Although
the room is used for storage, Tsuto has recently turned it
into an impromptu holding cell. His sister, Ameiko, lies
on her side on the f loor in here, bound at the wrists and
ankles with rope and blindfolded and gagged with strips
of leather. For more information about her reaction to
being rescued, see Rescuing Ameiko on page 32.
A22 SECRET OFFICE: Once used by smugglers to track their
illicit businesses, this room served Tsuto Kaijitsu for
the past few days as a place to orchestrate his actions in
Sandpoint. After murdering his father and imprisoning
his sister, Tsuto drank himself to sleep in this room. He
likely wakes when a goblin f leeing from the PCs races
down here to warn him of trouble (see “Against the
Goblins”).
A23 SMUGGLER’S ENTRANCE: The long tunnel leading
from this room winds for some distance through
the bedrock below Sandpoint. Built decades ago by
smugglers, the tunnel remains stable and serviceable
as it winds lazily northeast for just over 1,750 feet before
reaching a dead end. A DC 20 Perception check reveals
a secret door that opens into a 30-foot-diameter cave on
the side of the cliff overlooking the Varisian Gulf. The
cave mouth slopes down to a narrow beach; no Survival
check is required to note the crude collection of goblin
beds or remnants of their meals strewn about the cave
From the tunnel’s southern half, two side tunnels
branch off. One leads east to a collapse after 400 feet (it
once led all the way to the Turandarok River), but the
one to the west seems to have once been bricked over at
the point where it diverges from the main tunnel. This
westerly passageway winds for 50 feet before turning
north for another 100 feet. This tunnel was an attempt
to break into what the smugglers assumed would be the
garrison basement, so that they could smuggle prisoners
out for great profit. Yet what they discovered were the
Catacombs of Wrath, and what the smugglers found
there convinced them to brick up the tunnel and never
speak of it again. The brick wall was torn down recently
on Nualia’s return to the area, after which she established
contact with the quasit queen of the catacombs.
Against the Goblins (CR 3)
In all, there are eight goblins in the Glassworks. If the PCs
follow the sound of breaking glass and evil little shrieks,
they find the goblins capering and defiling the bodies
of the murdered workers in area A17. Unless the PCs are
particularly noisy, they should be able to reach area A17
without alerting the goblins. Give the PCs the advantage
of a surprise round against the little monsters, because
once the battle begins, things can get ugly quickly.
Keep in mind that this fight is in a glassworking
factory. Goblins are masters of improvisational fighting,
and are quick to use the environs of the room to their
advantage in the following ways.


BROKEN GLASS: As the battle progresses, feel free to mark
certain squares as containing broken glass. Treat these
squares as if they contained caltrops.
FEEDING THE FURNACE: A goblin might attempt to trip a
PC; if he falls prone, three goblins pile onto him and
attempt to carry him into the furnace. Chances of this
succeeding are nil as long as the PC isn’t helpless,
but it should give the PCs a bit of a hair-raising time
nevertheless—especially if the PC being fed into the
furnace is unconscious.
HOT GLASS TONGS: Some goblins use tongs dripping with
molten glass as improvised weapons to burn the PCs.
THROWN GLASS: Goblins who can’t reach a PC in
melee throw bottles or sling panes of glass at them as
improvised ranged attacks.

GOBLINS (8) 135 each XP 1/3 CR 6 each HP


Goblin warrior 1 (Pathfnder RPG Bestiary 156)
Melee dogslicer +2 (1d4/19–20) or
tongs of molten glass –2 touch (1d4 fre)
Ranged hurled glassware –1 (1d3)

TACTICS
During Combat The goblins are still riding the high from killing
the staff, and react to the PCs’ arrival with excitement. Most of
them fght with dogslicers, but one or two goblins attack the
PCs using tongs dripping with molten glass.
Morale Once at least fve are dead, one of the surviving
goblins recognizes the PCs as the heroes of Sandpoint, drops
his weapon, and shrieks out (in Goblin), “Wait! It’s those
longshanks what stopped the raid! Run for your lives!” The
remaining goblins panic and flee for the basement, seeking to
regroup below with Tsuto. Once at his side, the goblins fght
until he is defeated, at which point any surviving goblins flee
down the smuggler’s tunnel or cower and beg for mercy.

TSUTO KAIJITSU 800 XP CR 3 HP 31

Male half-elf monk 2/rogue 2
LE Medium humanoid (elf, human)
Init 7; Senses low-light vision; Perception +11
DEFENSE
AC 17, touch 17, flat-footed 13 (
1 deflection, 3 Dex, +1 dodge,
+2 Wis)
hp 31 (4d8
10)
Fort 4, Ref +9, Will +5; +2 vs. enchantments
Defensive Abilities evasion
OFFENSE
Speed 30 ft.
Melee unarmed strike +5 (1d6
1) or
flurry of blows 4/4 (1d6+1)
Ranged composite shortbow 5 (1d61/×3)
Special Attacks flurry of blows, sneak attack +1d6, stunning fst
(2/day, DC 14)
TACTICS
During Combat Tsuto’s main advantage in battle is his mobility.
He uses Acrobatics to move around the battlefeld and flanks
foes with his goblins as he can. When facing spellcasters, he
uses stunning fst to keep them occupied.
Morale If brought below 8 hit points, or if all of his goblins are
slain, Tsuto runs for his life down the smuggler’s tunnel,
abandoning all thought of returning to Nualia with his sister in
tow and fleeing back to Thistletop.
STATISTICS
Str 12, Dex 16, Con 12, Int 13, Wis 14, Cha 8
Base Atk +2; CMB +3; CMD 20
Feats Deflect Arrows, Dodge, Improved Initiative, Improved
Unarmed Strike, Skill Focus (Bluff), Stunning Fist, Toughness,
Weapon Finesse
Skills Acrobatics +10, Bluff +9, Diplomacy +6, Disable Device +10,
Disguise +6, Intimidate +6, Perception +11, Perform (wind) +4
Languages Common, Elven, Goblin
SQ rogue talents (fnesse rogue), trapfnding +1, elf blood
Combat Gear potion of cure light wounds; Other Gear composite
shortbow with 20 arrows, ring of protection +1, masterwork
thieves’ tools, masterwork flute, silver earrings (25 gp for the
pair), journal, 6 pouches of gold dust worth 50 gp each,
8 pouches of silver dust worth 5 gp each, 10 pp

Interrogating Tsuto
Although the goblins know close to nothing if captured
and interrogated, Tsuto is a different story. His loyalty
to Nualia is unwavering, and unless the PCs use magical means like charm person to secure his cooperation, he
remains silent in the face of any attempt to get him to
talk. He attempts to escape at the first opportunity, but
if faced with no other option, tries to take his own life,
trusting (erroneously) that when she grows powerful
enough, Nualia will bring him back from the dead.
Tsuto’s journal (see Handout 1–2) likely proves a
better source of information. This small, leather-bound
booklet contains two dozen parchment pages, most
of which Tsuto has filled with maps of Sandpoint or
erotic drawings of Nualia (who can be recognized as the
presumed-dead adopted daughter of Father Tobyn with
a DC 15 Knowledge [local] check). The maps each depict
different attack plans. The first set shows the attack
plans for a group of 30 goblins—one of these battle
maps is circled, and the PCs should recognize it
as the attack the goblins made on Sandpoint at the
start of the adventure. Of more pressing concern are
the next several pages, which illustrate an assault
on Sandpoint by a force of what appears to be
200 goblins. None of these are circled, and
while many are scratched out as if they’ve
been rejected, the implications should
be ominous nonetheless.
Most of the drawings of Nualia
do not depict her with her demonic
hand, although one on the last
pages of the
book does; it
portrays her
with not only a
single demonic
hand, but also
bat wings, horns, a
forked tail, and fangs.
Three short passages
in Tsuto’s journal contain
information that is of particular
interest to the PCs—these are reproduced below
as Handout 1–2.
If the PCs secure Tsuto’s cooperation via
magic, he can be a font of information, revealing
the entirety of Nualia’s plans, her current
location, and even information on Thistletop’s
layout and defenses. If asked about his journal,
he confirms that Nualia plans to offer
Sandpoint as a burning sacrifice to Lamashtu
in return for a transformation from the
angelic to the demonic, a ritual she’s already
begun by burning Father Tobyn’s remains.
He doesn’t know much about the creature
she calls “Malfeshnekor,” only that it’s some
monster that she believes is imprisoned
somewhere below Thistletop and that releasing
and recruiting it will make their coming raid on
Sandpoint a guaranteed success.

Rescuing Ameiko
If for some reason the PCs wait until after sunset to
investigate the Glassworks, Tsuto and his goblins have
returned to Thistletop; Ameiko is placed in a cell there
(in area D9), and if the PCs don’t rescue her in a few days,
she is eventually sacrificed to Lamashtu in area D12, yet
another burnt offering to appease Nualia’s wrath.
Ameiko is conscious but badly wounded, stable at –2 hit
points and in no shape to aid the PCs unless they can heal
her. Even if healed, she remains distraught at her brother’s
treachery. Tsuto revealed to Ameiko that he and several
other mercenaries were led by Nualia and hinted that she’s
got big plans for Sandpoint’s future. Tsuto warned Ameiko
that she didn’t want to be in
town when those plans came
through, and offered her a
chance to join his group at
Thistletop. Ameiko recoiled at
the suggestion and slapped
her brother in shock that
he’d sunk to such a low. He
responded by unleashing
his goblins on her. They
overwhelmed her and left
her here. She’s grateful for
the PCs’ rescue, but is eager to leave and
warn her father. If the PCs don’t break the
bad news to her, she learns soon enough,
taking the news stoically.
Ameiko has no further role to play,
officially, in the Rise of the Runelords
Adventure Path, but this can
certainly change in your
game. Certainly, after the
PCs rescue her, she rewards
them with free room and board at
the Rusty Dragon for the rest of their
lives, and with her father’s death she
becomes the sole heritor of the Kaijitsu
family—whether she likes it or not
(she doesn’t, really), Ameiko has become
Sandpoint’s newest noble. As mentioned in
the introduction to this book, Ameiko has
a much larger role to play in the Jade Regent
Adventure Path—her full statistics can be
found in Pathfinder Adventure Path #49 if you
wish her to have a larger role in your Rise of the
Runelords game.

STORY AWARD: If the PCs rescue Ameiko, award
them 1,200 XP
 

Investigating the Glassworks

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