Iron Throne Hideout
A Dungeon for 8th Level Characters
Overview
The Iron Throne is a group of loosely affiliated people interested in controlling trade along the Sword Coast for enriching themselves and each other. Their ranks are filled with bandits, thugs, and would-be-lords. There are also more monstrous races among their ranks. For the last several years a cell of the Iron Throne has been operating inside Waterdeep. Their leader, Duncan Phull, is a disgraced member of the Phull noble family in the city. He studied as a mage and seeks to gain power by collecting ancient magic items. Duncan was never involved in his family's fishing business and seeks to gain more wealth to win control of what he believes to be his noble house. The hideout is in a warehouse in the Dock Ward. A drow named Mindartis Amakiir runs the warehouse, which stores ship cargo before it is picked up and distributed throughout the city. The basement level below the legitimate business contains several rooms that the group uses as a lair. They also use the sewer system as a hidden means to get about the city.Dungeon Features
The Iron Throne Hideout is in the basement of a working warehouse. They use it for normal storage in their legitimate shipping business and for smuggling illicit goods. Everyone upstairs are normal workers who go about their day unknowing what occurs in the cellars.Ceilings
Areas have ceilings 20 feet high in the main rooms, but the sewer tunnels are only 10 feet.Doors
The double and single doors are stout wood reinforced with metal bands.Light
All areas are lit except the sewer and secret tunnels. There are lanterns hanging to provide bright light.Map Locations
1. Secret Entrance
The entrance to the hideout is across the sewer tunnel from a statue of a petrified halfling holding a lantern out above the water. It can be located by making a successful DC 15 Wisdom (Perception) check to notice that footprints in the sewer muck end here. There is also an arrow that has been carved into the back of the hand holding the lantern pointing to the secret entrance, which can be noticed with a successful DC 15 Intelligence (Investigation) check on the statue. The halfling, Roge Copperkettle (LN male lightfoot halfling bandit), will reward anyone who revives him with 1d4 x 100 dragons he has in his coin pouch. However, he will always bear the mark of the arrow on his hand.2. The Warehouse Basement
The secret door leads to a stack of barrels and crates of copper and tin sheeting in a large, well-lit room roughly 40 feet by 40 feet. A table with chairs is in the northwest corner of the room and a large set of double doors leads to the north. To the west, a big table with several crates is covered with drapes. More crates and supplies are along the south wall. In the room are ten human bandits, usually clustered around the table playing cards. Two cult fanatics watch over games. The cultists will let the bandits fight up front, and they will try to flee once six of them have been killed. The cultists also have tattoos on their arms marking them as demon cultists. The bandits and cultists each have 1d10 shards and 1d4 dragons, mostly on the table being gambled. One of the cultists also has a potion of flying.3. Strong Rooms
The double doors open to a 10-foot wide hall leading 30 feet to another set of double doors. A lantern hangs at each end providing ample light. There are also single doors on each side of the hall partway down. These are a set of strong rooms once used for protecting precious cargo, but today hold ghouls and anyone the Iron Throne kidnaps. The room on the west has a pile of straw that has been thrown down to soak up blood from the ghouls' feeding. There are six ghouls in each stong room. The cultists control the ghouls, and they are smart enough to determine intruders from Iron Throne members. Fighting in the hall will alert the people in area 4. Under the pile of hay in the western strong room are 200 dragons and slippers of spider climbing.4. The Commander
The double doors open to another 40-foot by 40-foot room dominated by a large wagon ramp on the left wall heading up to another level. Several lanterns hang about the room providing bright light. In the far corner to the right is a circular set of stairs leading up. In the middle of the room is an open wagon with several crates being loaded. More crates and barrels are near the wagon on the right and on the far side of the room. Here, the Throne shuttles goods through the city, both above ground and beneath. In this room is a drow elite warrior named Mindartis Amakiir directs eight bandits in this room. He is brash and fights thinking that he cannot be defeated, but if things go badly, he is not above casting darkness and leaving the bandits to fend for themselves. There is also a helmed horror that is charged with blocking the stairs leading to the stockroom upstairs. The bandits each have 1d10 shards and 1d4 dragons. Mindartis also carries a ring of free action.Remove these ads. Join the Worldbuilders Guild
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