The Grey Halls
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The Main Prison
Description
The Judgment Gate of Haven is so called since its portals bid a last farewell to condemned criminals as they are taken to final judgment on Gallows Hill, just outside the gate. From the forbidding pile of the Grey Halls, the old fortress that now serves as Haven’s prison, the tumbril rolls on Friday, the traditional day for executions, carrying feckless wights on their last ride. It is said that there has never been a successful escape from the Grey Halls themselves, although on occasion a convicted and condemned felon has been snatched from the tumbril and spirited away. Entrance through the formidable gates of the dismal hill of streaked grey stone usually sounds the final knell for malefactors - in most cases they are simply never seen again.
Truly it is said in the city that there has never been a successful escape from the Grey Halls - one can not escape from this captivating incarceratorium. One can, however, be rescued, and many prisoners have been. The most common method is to wait until the poor wretch is taken out to Gallows Hill to be hung, and make the attempt just outside the city wall. If the poor wretch is not to be executed, the problem is much harder. Breaking someone out of the Grey Halls requires the services of a well-trained and heavily outfitted mercenary company. Or … someone on the inside.
The actual dungeons of the old fortress, where the poorest of the long term prisoners are incarcerated, are on the lowest two levels. A number of prisoners are lodged in the towers and upper levels (some in relative comfort, since they have fair amounts of money to spend). Such debtors as are currently held are usually kept on the ground level.
Turnover in guards at the prison Is quite high, even though the trainees at The Academy are required to take turns at the prison as part of their training. It is known that there has been one case where a man took a job as a guard at the Grey Halls, worked his way up to a position of trust and prominence (requiring over two years), and let six prisoners out one night when he was the watch chief - needless to say, he left with them.
The guard contingent alone hardly seems enough to prevent a mass breakout from the prison. However, these men are supplemented by several ingeniously placed and reasonably powerful enchantments. It is left to the GM’s imagination for the spells themselves, but while they are very effective they tend not to be totally lethal, simply disabling. These devices are moved from time to time to prevent the city’s criminal population from solving their puzzle completely.
Staff
- Turin Khaey: One of the best commandants the prison has had in many years. While he does not believe in coddling criminals, neither does he believe in torturing them.
- Recci the Beast: Prison watch commander; the nickname fits.
- Benni Couldro: Guard. A half-orc who lives in The Labyrinth; he is greedy, and would like sufficient money to get out of the area. Can usually be found on Silk Veils trying to get a little cheap action. See The Rescue Attempt.
- Brodeen: Guard. A blandly complexioned and totally average man in all ways, likes The Cock and Bull, and loses lots of money there. See The Rescue Attempt.
- Credence Bond: Guard. A dark complexioned, dark haired man of melancholy countenance, can usually be found in the evenings at The Golden Sovereign. See The Rescue Attempt.
- Roderick: Guard. A slender black haired man with a mangled left hand, can normally be found In the evenings at any of four taverns in the area of the Horse Market: The Arrow’s Flight, The Iron Horse, The Four Ox Team, or the Carriage House. Used to lead horse trapping expeditions on the Golden Plateau, until his hand was trampled in a stampede. He likes to drink, and is usually stinking drunk by 10pm. See The Rescue Attempt.
NPC Encounters
[td:15]Lowest Level[/td] [td:85] - Once every two hours, usually starting at a half hour; the round takes 20 minutes. - Two guards, who also patrol the dungeon level. 10% chance for the round to be skipped during the day, 60% at night. [/td] |
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| Dungeon Level | - Once every two hours, usually starting at the hour; the round takes 30 minutes. - Same conditions as above, but this level is usually checked first. |
| Ground Level | - Once every hour, usually starting at the quarter hour; the round takes 20 minutes if undisturbed. - At night, there is seldom (10% chance) any trouble - if so, it requires [roll:1d20+10] minutes to resolve. - During the day, there is usually (65% chance) some disturbance which requires [roll:1d15+5] minutes to quiet. - Six guards, responsible only for this level; only four patrol. No chance for the round to be skipped during the day, 15% at night. |
| 1st Floor 2nd Floor The Towers | - Once every hour, usually starting at the three-quarter hour; round takes 45 minutes. - During the day, there is a 35% chance for some request from one of the privileged prisoners, which will take one of the touring guards [2d6 x 5] minutes to complete. - Six guards, responsible for all these levels; only four patrol. Only 10% chance for the round to be skipped, whether day or night. |
Special Options
Unbeknownst to all but a few residents of Haven, there is a network of tunnels which extends under the dungeons of the Grey Halls. These catacombs are ages old, and very dangerous. Cave-ins are quite frequent, and may block large sections of the labyrinthine ways. The knows of these tunnels, and has used them on rare occasions to spirit a high ranking Guild member out of the prison. On each occasion, to prevent detection, a substitution has been made - some other poor fellow who looked a bit like the prisoner would take his place, willingly or not (so far, not).
Thirty-five years ago, when Coris Elan the great cat-burglar was captured and condemned to hanging. He was replaced with his closest look-alike, Viscount Aristande Boleslavski, the very noble he was robbing when he was caught and who insisted on the highest penalty for the unlucky Coris. The populace thought it was some kind of macabre joke Coris was playing when he insisted, all the way to the gallows, that he was really the viscount. Coris retired from the Guild, left Haven, and has been enjoying life as Viscount Aristande for lo these many years.
The practice of replacement is not often carried out by the Guild, just for important members who happen to get caught and imprisoned. The rank and file thieves of the Guild do not even suspect the existence of these tunnels, though all are fairly familiar with the catacombs under The Labyrinth. “
Purpose / Function
Design
Entries & Exits
Sensory & Appearance
Denizens
Contents & Furnishings
Valuables
Hazards & Traps
Special Properties
Architecture
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Environment & Effects
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Prison (Government)
Owner:
District: The South Corridor
Grid (Key) Ref.: G04 (OS)
Alternate Name(s):
Founding Date:
Date of Ruin:
Type: Prison
Parent Location:
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Included Vehicle: n/a
World Anvil Metadata
Id: 29cb4deb-4fef-475f-8c31-0d8e6f188cda
Entity Type: Article / landmark
Category: Places: The South Corridor
Tags: fcoh,the-south-corridor-location,type-prison
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