Cabal Hideout - 1 Page Encounter
Below you'll find a one page encouter themed around our Cabal of The Crypt faction. This encounter is meant to be used as part of exploring that faction, but can be easily modified to fit any fantasy setting. If you enjoy this encounter, be sure to check out the full Cabal supplement!
This supplement is available as a free download at the bottom of this page, or on DriveThruRPG.
Cabal Hideout
Description
The Cabal of the Crypt, a criminal organization hundreds of years old and the source behind dozens of unsolved grave robbings, has hideouts throughout the city. These range from simple hovels hidden in the impenetrable masses of the slums, to the cellars of some of the most opulent abodes in the city. Each of these havens is used to stash stolen goods and hide the ones that did the stealing, if necessary. An essential piece to the entire organization.
This particular hideout sits in the cellar of a small, upscale tavern. The main floors are well-appointed and offer quality beer, food, lodgings, and conversation to those with the coin to pay for it. In the basement, however, behind a secret door in the back of a large barrel, sits the Cabal’s hideout. The location offers the unique opportunity of eavesdropping upon the wealthy that lodge there, a useful source of both valuables as well as information.
Locations
1. Entrance: A large store room for the tavern above holding a variety of items like cheap wine or additional provisions. On the far wall are 4 large barrels laid on their side positioned next to each other. One of them is empty and has a secret hatch in the rear that opens to the hideout proper.
2. Common Room: A large common space for the agents hiding out here. A large dining table dominates the room, but there remains space for several smaller tables where various games like dice are set up. The room is messy and shows signs of the comings and goings of a large number of people. Old food, clothes, and a variety of different arms are strewn about the room.
There are 3-5 Agents Of The Cabal here at most times.
3 & 4. Sleeping Quarters: Each of these rooms is a small sleeping quarters containing a few cots and small chests. The chests are empty or only contain mundane items.
There is a 50% chance of 1-2 Cabal Agents being in each room.
5. Office: This smaller room contains a lone desk and accompanying chair. Someone searching the papers may find reference to another hideout in the city or notes on the noble patron’s conversations from the tavern above. There’s a door leading to an adjacent room, but it is trapped. Anyone trying to open it without first disarming it will receive a potentially deadly jolt of electricity, and, unknown to them, alert Cabal agents elsewhere of their attempt.
6. Loot Room: This is a small room that contains 3 large chests. Each chest contains a moderate amount of wealth or magic, and are both locked and too heavy to remove from the room. Each chest is trapped with poison gas, and anyone attempting to open or pick the lock risks setting off the trap.