Odran's Deep
- Rooms
- 30
- Foes
- 28, CR 1/2 to 8
- Traps
- 6
- Treasure
- 4,543 gp
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
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
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
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
30Collapsed Gate Hall
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.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- 1The old watchfort's locked gate opens only for a key stamped with a river nobody has seen for centuries.
- 2A beast below the cliffs speaks with the voices of people who have gone missing.
- 3The salt shrine once kept a guardian chained beneath the fort, and the chain is still there.
- 4Prisoners escaped the lower cells by following a secret door hidden behind a pile of bones.
Plot hooks
3Corridors
3Between 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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