Ironfang Deep: Sub-Level 1
- Rooms
- 8
- Foes
- 14, CR 1/4 to 5
- Traps
- 2
- Treasure
- 2,770 gp
At a glance
The threat
Warden Malphas Ironfang, a cruel necromancer who views flesh as a medium and pain as an ingredient.
Wandering monsters (1d3)
- 1
1d4× Skeletal PatrollerCR 1/2
When: Every 20 minutes spent in a corridor.A small squad of skeletons marching in perfect unison. - 2
Vinegar OozeCR 2
When: Opening a door without checking for traps.A transparent, acidic mass that smells like a pickling jar. - 3
Drunken GuardCR 1/8
When: Searching storage alcoves.A human guard who has clearly dipped too far into the confiscation wine.
Rooms
8The Damp Holding Cells
What they see
Read aloud
Rows of rusted iron bars divide this cramped hall, where the stone floor is slick with condensation and grime. The air is stagnant, vibrating slightly with the low hum of distant machinery.
Features
- Rusted iron bars
- Straw bedding
- Etched wall tally marks
What the GM knows
Monsters
2× Skeletal JailerCR 1/4
Humanoid skeletons wearing tattered prison tabards.Tactics. They stand motionless until a prisoner tries to exit the cell, then strike with rusted shortswords.Notes
Players start here without their gear. Cell doors are locked with Dexterity (Thieves' Tools).
3 doors: W (normal), S (secret), N (locked)
The place
What it is
A grim subterranean facility carved into the bedrock, serving as both a high-security prison and a macabre laboratory for the Warden's dark experiments.
Atmosphere
The air is frigid and heavy with the pungent scent of vinegar and rot.
The threat
Warden Malphas Ironfang, a cruel necromancer who views flesh as a medium and pain as an ingredient.
History
Originally a dwarven mine, the facility was converted by the crown into a black site for high-profile prisoners.
Rumors
1d5- 1The Warden has a secret collection of artifacts hidden in a vault near the interrogation room.
- 2A passage exists from the cells straight to the labs, used to ferry prisoners who never return.
- 3The green fire isn't just light; it feeds off the lingering spirits of the dead.
- 4Warden Malphas keeps a map to the surface hidden inside his oak desk.
- 5The prisoners in cell three were planning an escape before they were 'processed'.
Plot hooks
2Corridors
3Corridor between and
Leaking lead pipes that drip a thick, black oil onto the floor.
Entrance to
A series of wall niches containing the severed hands of failed escapees.
Near
An abandoned janitor's cart smelling strongly of vinegar and bleach.
Media
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