Session Prep Bundledungeon-floor

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.

Recipe: Dungeon Floor

New
Contextual Narrative

The Ossuary of Ironfang Deep

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.

Ironfang Deep: Sub-Level 1
Dungeon

Ironfang Deep: Sub-Level 1

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.

8Rooms
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Enemy Presence

Warden Vane

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

TypeHumanoid
HabitatPrisons, dungeons, dark laboratories, execution yards.
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Stitched Brute
Enemy Presence

Stitched Brute

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

TypeUndead
HabitatStone prisons, necromantic laboratories, torture chambers.
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Grave-Bound Sentinel
Enemy Presence

Grave-Bound Sentinel

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

TypeUndead
HabitatStone dungeons, high-security prison wings, and necrotic laboratories.
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The Flayed Echo
Enemy Presence

The Flayed Echo

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.

TypeUndead
HabitatThe Iron Oubliette, specifically the interrogation wing and the Warden's private laboratories.
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Suture Hound
Enemy Presence

Suture Hound

Surgically-enhanced undead tracking dogs used for internal prison security and extraction.

TypeUndead
HabitatStone dungeons, narrow ventilation shafts, and sterile morgues.
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Bundle Contents

06Items

Generated entities

Regional Effect

Mournful Echoes

The psychic trauma of the Warden's victims permeates the stone, manifesting as weeping walls and whispers.

Mechanic

Creatures have disadvantage on Wisdom (Perception) checks and saving throws against being Frightened while inside the prison wing.

Connections

Warden Vane

COMMANDS_PRISONIronfang Deep: Sub-Level 1

Stitched Brute

GUARDS_EXITIronfang Deep: Sub-Level 1

Grave-Bound Sentinel

SERVES_WARDENWarden Vane

Suture Hound

HUNT_FOR_WARDENWarden Vane

Quest Objectives

Escape the Ironfang Deep and recover your confiscated equipment from the Warden's personal vault.

The party reaches the surface with their gear and a list of the Warden's high-profile 'patrons'.
The characters are recaptured and subjected to 'Stage 2' of the Warden's soul-stitching experiments.

Assassinate Warden Vane and burn his ritual journals to prevent him from raising a legion of 'Grave-Bound Sentinels'.

The Warden is slain, his dark research is lost, and the restless spirits of the prison find peace.
The Warden completes his ritual, turning the party into his elite, mindless lieutenants.
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. | Session Prep | CharGen