Irongate North Prison
Some prisons are meant to be barbaric-horrifying hellholes that serve as a gruesome deterrent against crime. Other prisons are designed to rehabilitate¸ offering a second chance to those who have gone astray. Irongate North is neither. The forbidding walls do little more than keep criminals under control and out of the way of civilized folk; whether the inmates rot¸ reform¸ or simply bide their time is nobody's concern. No matter how they spend their captivity¸ the same fate awaits all who are imprisoned there: decades of isolation and drudgery. Unless¸ of course¸ they can find a way out. --- Irongate North is a prison in the tradition of Alcatraz¸ Azkaban¸ or the Kyln¸ which can be inserted into a variety of different campaigns. The material in this module is intended to be plot-agnostic¸ so that it can be used in a wide variety of adventures: rescue missions¸ infiltrations¸ thieves guilds' shenanigans¸ or villainous schemes. The most obvious plot¸ though¸ is a jailbreak; you can run an escape from Irongate North as a one-shot adventure¸ as the starting point for a longer campaign¸ or even as a follow-up session to a plan that ended in disaster. If you need a prison in your campaign for some reason but don't want to plan out the maps/security measures/schedule/guard assignments yourself¸ Irongate North is for you. The module includes: - Three reference maps (in the PDF) plus a high-resolution unlabeled battlemap (JPG format) - Detailed descriptions of the prison's layout¸ rooms¸ and security features - A daily schedule for mealtimes¸ work details¸ exercise periods¸ and guard shifts - A list of potential guard and prisoner NPCs - A few potential encounters and plot hooks - Several ideas for escaping the prison¸ with difficulty notes to make it easier/harder depending on level and party size. (With no changes¸ the prison can be escaped in one or two sessions with a 4-to-6-player first-level party.)