Ironfang Deep: Sub-Level 1

Where mercy is a fate far worse than the gallows.

8 roomscharacters are on a gallows, in front of a prison yard. they get the mercy treatment and are sentinced to life in prison instead of death. they wake up the next day in their cells near eachother they must either escape or defeat the cruel warden who is set on torturing them for information about their pasts and using them as experiments in his undead necromatic rituals.medium

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. Flickering necro-flames cast long, skeletal shadows across the rusted iron bars and damp, vinegar-scented hallways.

The air is frigid and heavy with the pungent scent of vinegar and rot. Green necro-flame torches provide dim, sickly lighting, and the constant dripping of moisture echoes against the cold stone floors.

☠ Threat

Warden Malphas Ironfang, a cruel necromancer who views flesh as a medium and pain as an ingredient. He roams the lower levels with his rhythmic iron mace, followed by the stench of alchemical vinegar and the chattering of his skeletal servants. His goal is to create the Perfect Servant using the souls of the living.

History

Originally a dwarven mine, the facility was converted by the crown into a black site for high-profile prisoners. Years of isolation and exposure to necrotic energies turned the resident Warden, Malphas Ironfang, into a megalomaniac obsessed with reanimating the dead to serve as tireless jailers. He now utilizes the prisoners as raw material for his horrific experiments.

Encounter Table

CR
1/2CR
Skeletal Patrollerx1d4

A small squad of skeletons marching in perfect unison.

2CR
Vinegar Oozex1

A transparent, acidic mass that smells like a pickling jar.

1/8CR
Drunken Guardx1

A human guard who has clearly dipped too far into the confiscation wine.

Rumours & Whispers

1

The Warden has a secret collection of artifacts hidden in a vault near the interrogation room.

2

A passage exists from the cells straight to the labs, used to ferry prisoners who never return.

3

The green fire isn't just light; it feeds off the lingering spirits of the dead.

4

Warden Malphas keeps a map to the surface hidden inside his oak desk.

5

The prisoners in cell three were planning an escape before they were 'processed'.

Quest Hooks

1
Family TiesPersonal

Quest giver: Distraught Mother

A PC's sibling was sent here months ago; find them before they are processed.

A family heirloom ring of feather falling.

2
The Stolen LedgerInfiltration

Quest giver: The Masked Stranger

A local rebellion needs the names of the political prisoners kept in the Eye's ledgers.

250 gold pieces and a safe house.

Corridor Notes

Corridor between Room 2 and Room 4

Leaking lead pipes that drip a thick, black oil onto the floor.

Entrance to Room 5

A series of wall niches containing the severed hands of failed escapees.

Near Room 7

An abandoned janitor's cart smelling strongly of vinegar and bleach.

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