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Generated entities
Recipe: Dungeon Floor
The Iron Marrow Pit is a tomb for the living, a subterranean maze where the air tastes of oxidized iron and ancient despair. Here, the walls are not merely stone; they are reinforced with soul-binding lead, inscribed with runes that pulse with a faint, sickly violet light. Every footstep echoes with a metallic ping that seems to carry for miles through the interconnected cell blocks, alerting whatever remnants of the guard still linger in the dark. Deep within the lower tier, the magical dampeners have begun to fail, causing the very structure to groan as arcane energy leaks like toxic gas. Shadowy shapes flit between the rusted bars of cells that were never meant to be opened from the inside. This is a place where names are forgotten and only the number of one’s cell remains, etched into the grime-slicked floor as a final testament to a life erased by the state.
Fragment of a scrawled message in Cell 402
“Don't listen to the rattling. It isn't the wind, and it isn't the rats. It's the sound of a debt that can't be paid.”

A high-security subterranean prison level carved from cold granite and reinforced with rusted iron. The facility is designed for total surveillance and the suppression of magical ability.
A massive undead amalgam composed of the fused remains of countless prisoners, bound together by the very chains that once held them. It represents the physical embodiment of the Hall of Echoes' despair.

A vengeful wraith bound within a rusted suit of jagged plate armor, obsessed with eternal incarceration.
Generated entities
The heavy enchantments of the prison dampen the connection between the soul and the weave, making magic difficult to channel.
Any creature attempting to cast a spell of 1st level or higher must succeed on a DC 12 Constitution saving throw or take 1d6 force damage per level of the spell.
STALKS_CORRIDORS • The Iron Marrow Pit
RULES_LEVEL • The Iron Marrow Pit
FEARS • The Warden's Echo
Locate the political dissident known as 'The Silvertongue' held in the deep isolation block.
Retrieve the Warden’s Ledger to clear the name of a wrongly accused merchant.