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Ironblood Keep

Rust and echoes claim what the king abandoned.

4 roomscastleeasy

A small, fortified watchtower once belonging to a minor lord, now reclaimed by the damp earth and opportunistic scavengers. Its stone walls are cracked and the iron fittings have turned brittle with age, creating a hazardous environment for the unwary.

The air smells of wet stone and old wood smoke, with the constant sound of dripping water echoing through the halls. Dim light filters in from high, narrow arrow slits, and the temperature is chillingly damp even in the height of summer.

☠ Threat

A crazed bandit captain named Scar-Eye has moved in with a small gang of thugs and trained hounds. He is obsessively digging for a cache of rumored siege gold hidden before the castle fell, driving his men to exhaustion and paranoia.

History

Built eighty years ago by Sir Alaric the Bold to guard the pass, Ironblood Keep fell after a winter siege that left no survivors. The crown never bothered to reclaim it, allowing local bandits and vermin to nest within its sturdy stone remains while the forest slowly encroaches upon the perimeter.

Encounter Table

CR
1/4CR
Giant Centipedex1

A foot-long chitinous horror that crawls along the ceiling before dropping on prey.

1/8CR
Bandit Scoutx1

A bandit returning from the woods with a brace of dead rabbits over his shoulder.

Rumours & Whispers

1

Ironblood Keep was built over a natural cave system that holds a vein of silver.

2

The bandits are led by a man who survived an encounter with a dragon.

3

A merchant was kidnapped last week and is being held somewhere in the ruins.

Quest Hooks

1
The Stolen SignetRetrieval

Quest giver: Lord Byron of Oakhaven

A local noble's signet ring was stolen by Scar-Eye's gang, and the party is hired to get it back.

25 gp per person and a favor from the noble.

2
Clear the PathExtermination

Quest giver: Master Thistle, Caravan Leader

The local trade route is blocked by bandit activity at Ironblood Keep, and the merchants want them gone.

A set of masterwork leather armor and 50 gp.

Corridor Notes

Corridor between the Entrance and Room 3

A series of deep scratch marks on the stone floor as if something heavy was dragged toward the Armory.

Near the entrance of Room 2

A flickering torch in a sconce that is almost burnt out, casting long, dancing shadows.

Visual sheet

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