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Characters 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 · Medium

Ironfang Deep: Sub-Level 1

Where mercy is a fate far worse than the gallows.
Rooms
8
Foes
14, CR 1/4 to 5
Traps
2
Treasure
2,770 gp
12345678Entrance
Select a room on the plan to open it.

The party is in

1. The Damp Holding Cells


Seen


Something wanders by


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. 1

    1d4× Skeletal PatrollerCR 1/2

    When: Every 20 minutes spent in a corridor.A small squad of skeletons marching in perfect unison.
  2. 2

    Vinegar OozeCR 2

    When: Opening a door without checking for traps.A transparent, acidic mass that smells like a pickling jar.
  3. 3

    Drunken GuardCR 1/8

    When: Searching storage alcoves.A human guard who has clearly dipped too far into the confiscation wine.

Rooms

8
1

The Damp Holding Cells

2 foessecret

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.
Room secrets · GM only

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
Roll a rumor

  1. 1The Warden has a secret collection of artifacts hidden in a vault near the interrogation room.
  2. 2A passage exists from the cells straight to the labs, used to ferry prisoners who never return.
  3. 3The green fire isn't just light; it feeds off the lingering spirits of the dead.
  4. 4Warden Malphas keeps a map to the surface hidden inside his oak desk.
  5. 5The prisoners in cell three were planning an escape before they were 'processed'.

Plot hooks

2
PersonalFamily TiesA PC's sibling was sent here months ago; find them before they are processed.From: Distraught MotherReward: A family heirloom ring of feather falling.
InfiltrationThe Stolen LedgerA local rebellion needs the names of the political prisoners kept in the Eye's ledgers.From: The Masked StrangerReward: 250 gold pieces and a safe house.

Corridors

3
  • Corridor 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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