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Lair · Massive · Hard

Odran's Deep

A line of wet pawprints crosses the threshold, and something below answers with a slow, heavy thud.
Rooms
30
Foes
28, CR 1/2 to 8
Traps
6
Treasure
4,543 gp
123456789101112131415161718192021222324252627282930Entrance
Select a room on the plan to open it.

The party is in

1. Collapsed Gate Hall


Seen


Something wanders by


At a glance

The threat

The lair is ruled by a corrupted guardian called the Gullet Saint, a huge cave-lion with plated shoulders, a three-pronged iron collar, and a voice that mimics the cries of its prey.

Wandering monsters (1d3)

  1. 1

    Lair LionCR 2

    When: A loud fight, fresh blood, or a delay of an hour in the upper hallsA scarred cave lion prowls with its belly low and ears flattened, following the scent of blood.
  2. 2

    1d4× Gutter RatsCR 1

    When: Searching stores or making sustained noise near rooms 2, 8, or 19A knot of giant rats skitters along the gutters, carrying scraps of cloth and small bones.
  3. 3

    Chain ScavengerCR 3

    When: Opening a prison cell or disturbing chains in the corridors near room 11A chained scavenger, half-starved and furious, drags a length of broken iron behind it.

Rooms

30
1

Collapsed Gate Hall

treasuresecret

What they see

Read aloud

A low stair opens into a watchfort vestibule where rainwater drips through a cracked ceiling. A fresh trail of muddy pawprints leads south, while a stout eastern door bears an old lock.

Features

  • Broken coastward lintel
  • Unlit wall sconces
  • Pawprints leading toward room 1

What the GM knows

Treasure

Wet Coin Purse18 sp

A small purse dropped by a recent victim.
Room secrets · GM only

Notes

The eastern door to room 2 is locked; Dexterity with thieves' tools or Strength to force it. Scraping from room 1 can be heard through the southern door.

2 doors: S (normal), E (locked)

The place

What it is

Beneath a broken coastal watchfort, the lair descends through old chapels, kennels, and prison cells into a buried den.

Atmosphere

Cold salt air carries a reek of wet stone, old blood, and animal musk.

The threat

The lair is ruled by a corrupted guardian called the Gullet Saint, a huge cave-lion with plated shoulders, a three-pronged iron collar, and a voice that mimics the cries of its prey.

History

The watchfort's first builders came from the inland kingdom of Vardessa and named the sea-facing complex for a river shrine at home.

Rumors

1d4
Roll a rumor

  1. 1The old watchfort's locked gate opens only for a key stamped with a river nobody has seen for centuries.
  2. 2A beast below the cliffs speaks with the voices of people who have gone missing.
  3. 3The salt shrine once kept a guardian chained beneath the fort, and the chain is still there.
  4. 4Prisoners escaped the lower cells by following a secret door hidden behind a pile of bones.

Plot hooks

3
RescueVoices Under the FortSeveral coastal caravans have vanished, and their rescued survivors insist that something below the watchfort repeats their names from behind locked doors.From: Hesta, a salt factor whose brother disappearedReward: A purse of 250 gp and a map of the old watchfort
InvestigationThe Broken VowA village shrine has begun bleeding brine from its stone eyes. The village elder believes an old guardian's stolen collar is the cause.From: Bask, the village bellkeeperReward: A blessing that grants advantage on one saving throw against fear
RecoveryNames in the Salt BookA collector offers a large payment for the old keeper's ledger, unaware that it records the names of families whose heirlooms remain in the den.From: Tavik, a sharp-eyed antiquaryReward: 300 gp, with an additional reward for returning listed heirlooms

Corridors

3
  • Between rooms 11 and 17

    Iron rings set waist-high along the walls hold scraps of harness and a few broken manacles. One ring is freshly bent outward.

  • Between rooms 14 and 22

    A narrow gutter carries brackish water toward the lower rooms; pale scales and a single gold tooth catch the light in its silt.

  • Between rooms 20 and 29

    The stones here are scored by something large being dragged uphill. The marks end at a wall that trembles faintly every few minutes.

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