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Generated entities
Recipe: Dungeon Floor
The morning air is not filled with the fresh scent of freedom, but the stagnant, metallic tang of blood and old stone. You awaken on cold, damp floorboards, your limbs stiff from the rough journey into the bowels of Ironfang Deep. Above, the distant thump of boots on iron gratings serves as a rhythmic reminder of your new reality: the 'mercy' granted at the gallows was merely a transfer to a far more agonizing fate. The Warden’s shadow looms over the cell block, a man who sees souls as ink and flesh as parchment. Flickering green torches cast long, trembling shadows against the moss-slicked walls. Somewhere in the dark, the wet sound of surgery echoes through the ventilation shafts, followed by a scream that ends with unnatural abruptness. You are no longer citizens or even criminals; you are raw material for the Warden's dark magnum opus. If you are to see the sun again, you must navigate the maze of iron bars and charnel pits before the 'Doctor' calls for your specific set of skills.
Inscription carved into the wall of Cell 3
“Do not weep for the noose you escaped. Here, death is not an ending, but a very long, very loud beginning.”

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.
A sadistic necromancer warden who views prisoners as psychological and biological specimens for his experiments.

A hulking, patchwork sentinel constructed from the Warden's favorite failures, stitched together with soul-binding silver.

A partially resurrected prison guard bound to the Warden's will, possessing cold plate armor and eyes without pupils.

The Flayed Echo is the translucent, skinless spirit of a former inmate who perished under the Warden's experimental torture. It drifts through the prison corridors as a shimmering blue-white vapor that vaguely resembles a flayed humanoid, its voice a hollow rattle of chains and weeping.

Surgically-enhanced undead tracking dogs used for internal prison security and extraction.
Generated entities
The psychic trauma of the Warden's victims permeates the stone, manifesting as weeping walls and whispers.
Creatures have disadvantage on Wisdom (Perception) checks and saving throws against being Frightened while inside the prison wing.
COMMANDS_PRISON • Ironfang Deep: Sub-Level 1
GUARDS_EXIT • Ironfang Deep: Sub-Level 1
SERVES_WARDEN • Warden Vane
HUNT_FOR_WARDEN • Warden Vane
Escape the Ironfang Deep and recover your confiscated equipment from the Warden's personal vault.
Assassinate Warden Vane and burn his ritual journals to prevent him from raising a legion of 'Grave-Bound Sentinels'.