In Aranthaes, Crime Does NOT Pay

The Wynds Jail is a grim and foreboding structure located in the heart of the district. It is a three-story stone building, with thick walls and small, barred windows. The entrance is a heavy iron gate that creaks ominously when opened.

The jail is always guarded by at least two heavily armed guards, who keep a watchful eye on any visitors and maintain order among the prisoners.

Inside, the jail is a miserable place, with damp, cramped cells that offer little privacy or comfort. The smell of sweat, urine, and despair hangs in the air. The prisoners are a mix of petty criminals, debtors, and those awaiting trial. Some are resigned to their fate, while others are angry and defiant.

The jail is overseen by a stern and humorless warden, who takes her job very seriously. She is known to be tough but fair, and she expects her guards to be the same. The punishment for misbehavior or attempted escape is severe, and few prisoners are foolish enough to try.

Despite its unpleasant reputation, the Wynds jail serves an important role in maintaining law and order in the district. Its presence is a reminder to the residents that there are consequences for breaking the law, and it serves as a deterrent to would-be criminals.

Encounters – Within the Cells

Life in the group cells of the Wynds Jail is tense, crowded, and unpredictable. Roll d10 for possible encounters…

  1. A scarred thug tries to establish dominance, demanding the adventurers hand over their food scraps.
    Thug: AC 12, HP 14, fists (1d4), prison rags.
  2. A gaunt debtor quietly offers to share a hidden stash of coins if the adventurers promise to protect him.
    Debtor: AC 10, HP 6, improvised club (1d4).
  3. A prisoner starts loudly preaching reform and redemption, but half the cell mocks him while the other half listens intently.
    Preacher: AC 11, HP 8, staff (1d6), robes.
  4. A fight breaks out between rival gangs in the same cell, and the adventurers are caught in the middle.
    Gang Members (2d4): AC 11, HP 10, shivs (1d4).
  5. A sickly inmate coughs and groans, possibly spreading something contagious.
    Disease Hazard: DC 13 Constitution save or risk infection.
  6. A cunning smuggler whispers an offer to trade contraband hidden in the straw – for a price.
    Smuggler: AC 11, HP 12, shiv (1d4).
  7. A distraught prisoner begs the adventurers to deliver a message to his family once freed.
    Prisoner: AC 10, HP 8, improvised club (1d4).
  8. A hidden tunnel beneath a loose flagstone is revealed after a scuffle. It may lead nowhere – or to freedom.
    Hazard: DC 14 Perception to notice; contents determined by DM.
  9. A guard tosses in a new prisoner – a drunk mercenary who immediately picks a fight.
    Mercenary: AC 13, HP 15, fists (1d4), prison rags.
  10. A deranged inmate babbles about secret passages beneath the Wynds Jail, claiming to hear voices in the stone.
    Madman: AC 11, HP 9, claws (1d4).

 

Encounters – Public Areas

Outside the cells, in corridors, reception, or the exercise yard, the Wynds Jail holds its own dangers and intrigue. Roll d10 for possible encounters…

  1. Two guards argue over missing rations, their raised voices echoing down the halls.
    Guards (2): AC 13, HP 16, spears (1d6+1), chain shirts.
  2. A shackled prisoner is led through the corridor, spitting curses at everyone nearby.
    Prisoner: AC 11, HP 10, fists (1d4), rags.
  3. A bribery attempt unfolds at the front desk, with a merchant quietly pressing coin into a guard’s hand.
    Merchant: AC 11, HP 12, dagger (1d4), cloak.
  4. The warden herself inspects the halls, her sharp gaze lingering on the adventurers.
    Warden: AC 15, HP 30, longsword (1d8+2), breastplate.
  5. A brawl erupts in the exercise yard, forcing guards to rush in with clubs drawn.
    Prisoners (1d6+2): AC 11, HP 9 each, improvised weapons (1d4).
  6. A chained prisoner whispers a plea for help, claiming they are innocent and falsely accused.
    Prisoner: AC 10, HP 8, fists (1d4).
  7. A guard drags a confiscated weapon through the hall, muttering that it’s “too fine for the likes of them.”
    Guard: AC 13, HP 16, confiscated longsword (1d8+2).
  8. An inspector from the city council tours the jail, taking notes and questioning staff.
    Inspector: AC 11, HP 10, staff (1d6), robes.
  9. A fire starts in the kitchen, smoke seeping into the hall as panicked guards shout for help.
    Hazard: DC 13 Constitution save vs. smoke, 1d6 fire damage per round inside.
  10. A thief attempts a daring escape through the visitor’s gate, knocking over a guard and sprinting for freedom.
    Thief: AC 12, HP 14, shortsword (1d6), leather armor.