Getting there
A ship called the Jolly Pelican regularly delivers a fresh rotation of prison staff to Revel’s End and returns the relieved shift to the frozen mountains. The journey to Revel’s End by sea is 350 miles, which a sailing ship can cover in three days under normal conditions.
Twenty-five guards and six cooks are bound for the prison.
Getting Inside
characters who bang on the prison’s north or south door are admitted into a 30-foot-long corridor, where they are greeted by the three guards from a nearby guard room (area R3). These guards insist on confiscating the characters’ weapons and storing them in a nearby lockbox.
In addition, one guard searches each character for concealed weapons. A character can conceal a dagger or similarly sized weapon from a guard’s notice with a successful DC 13 Dexterity (Sleight of Hand) check.
If the characters have sled dogs or pack animals, a guard grants the party access to the stables (area R5), where the animals can be kept safe. Animals aren’t allowed in the prison otherwise.
After relinquishing their weapons and securing their animals, the characters are escorted by one of the guards to the meeting room (area R12), where they must wait one hour for the warden to greet them. During this time, the characters are unattended and can attempt to sneak into the prison at large. Doing so without alerting the guards requires a successful DC 13 Dexterity (Stealth) check. Recovering the characters’ weapons from the lockbox requires a successful DC 16 Dexterity check with thieves’ tools. If the characters are caught attempting either of these tasks, the guards return them to the meeting room and wait with them for the warden, who throws them out unless they provide a satisfactory reason for their visit and subterfuge.
The warden only accepts the characters’ presence if they are seeking shelter. In that case, she grants them temporary accommodations (in area R7) for up to two days and two nights, and the characters receive three meals a day during their stay. If the characters fail to provide a satisfactory reason for their visit, the warden has their weapons and animals returned to them before throwing them out.
Description
General features
The once-formidable stone structure of Revel’s End lies partially shattered, with its 20-foot-high stone walls now broken in many areas. Two outer walls were completely demolished by the impact of an undead dragon, leaving the prison more exposed to the frigid surroundings.
Rooms still standing in the prison have a 20-foot-high ceilings throughout.
Doors and Hatches. While many iron-reinforced doors remain intact, those in area R9, R13 and R14 are twisted and damaged beyond repair. The arcane locks on these doors have failed, though a few still respond to the prison personnel's commands. However, the locks cannot be reactivated, as the dragon's icy breath has corrupted their spells, leaving them permanently ajar or frozen shut.
The door that remain intact are held shut by an arcane lock spell. Prison personnel can open these doors and hatches normally. A locked door or hatch is too strong to be shouldered or kicked open, but it can be destroyed if it takes enough damage. A door or hatch has AC 19, a damage threshold of 10, 30 hit points, and immunity to poison and psychic damage.
Heating. The temperature control, once regulated by magical heating, now flickers unpredictably in certain sections, leaving the prison colder and less inhabitable in areas affected by lingering necrotic energies. Creatures are exposed to extreme cold.
Remnants of Attack. The dragon’s frozen breath caused the ground to fracture, leaving ice-laden cracks throughout the floors and walls. Shards of ice and broken stones litter the prison’s walkways.
R1: Dock
Ships dock here to offload prisoners and supplies.
R2: Elevator
The elevator system leading up to the main prison has been damaged. The wooden framework and crane sustained impacts, making every ascent a risky endeavor as creatures are force to climb the 160-foot high cliff.
R3: Guard Rooms
This room contains a table with four chairs, and a cabinet holding whetstones and other simple supplies for repairing armor and weapons.
Embedded in the north wall of the northern guard room is an iron pully that raises and lowers the elevator in area R2.
R4: Hospital
The hospital is one of the few sections that survived largely unscathed. This chamber contains a dozen simple beds. Cabinets along the north wall hold medical supplies.
The cabinets hold enough supplies to assemble twenty healer’s kits, five vials of antitoxin, and various other medicines and tinctures.
Some of these substances are poisonous if ingested in the wrong proportion. A character proficient with alchemist’s supplies, a poisoner’s kit, an herbalist’s kit, or the Medicine skill can identify the tinctures and combine them into an ingested poison. A creature that ingests the poison must make a DC 13 Constitution saving throw. On a failed saving throw, it takes 10 (3d6) poison damage and becomes poisoned for 1 hour. On a successful saving throw, it takes half as much damage and isn’t poisoned. In either case, the creature has painful stomach cramps until it finishes a short rest, drinks a vial of antitoxin, or is targeted by an effect that ends the poisoned condition.
R5: Stables
The old stables are covered in snow and abandonned.
R6: Mess Hall
One of the primary points of cultist entry, the mess hall bears the scars of the attack. The walls are marked with symbols associated with Vecna, hastily painted in the chaos, and tables lie overturned. The cultists left behind a residue of dark energy, causing any food or drink within the hall to rot quickly.
R7: Councilors’ Quarters
These ten rooms are furnished identically. Each contains a bed, a desk with matching chair, a claw-footed chest, and wall hooks for hanging clothes.
R8: Kitchen and Side Rooms
The kitchen's inventory is entierly fotted or frozen, and a layer of dust cover the ground, A fez iron stove and a frozen pumpcan be found.
R9: Guard Towers
Three of the four triangular guard towers sustained heavy damage, with the tower closest to the storeroom completely collapsed. Once manned by guards, the rooftops are now shattered, exposing the towers' interiors to the elements. Fractured walls and broken ladders make these structures unusable for defense.
The only tower still standing is the isolated one. The tower is two stories tall. A tower’s interior chamber is empty except for a wooden ladder that climbs to an iron hatch held shut by an arcane lock spell. This hatch leads to the tower’s flat rooftop.
R10: Armory
This room contains wooden racks and chests filled with weaponry. The inventory is nonmagical and includes twenty halberds, fifteen longswords, fifteen shortswords, ten pikes, ten heavy crossbows, five light crossbows, and hundreds of crossbow bolts.
Hatch. A wooden ladder leads to an iron hatch in the ceiling. An arcane lock spell seals the hatch, which opens onto the roof.
R11: Courtyard
The courtyard, once used for prisoners' exercise, is now a field of shattered stone and thick ice.
R12 - R14: Storeroom and Privy
The meeting room, storeroom and privy were primary targets of the dragon’s attack and are reduced to rubble. Supplies lie scattered amidst the debris, some frozen from the attack. This area is no longer functional, with nothing salvageable remaining.
R15: Hexagon
The corridor known as “the hexagon” has collapsed sections where the dragon's impact spread. Some parts remain intact, but the once-clear path to the outer rooms is now blocked by rubble and impassable in places.
R16: Panopticon
The panopticon, once the heart of prisoner surveillance, is a ruin. Cracks radiate along the walls, and parts of the central surveillance hub have caved in. Broken cells reveal claw marks, and in some, the bones of prisoners frozen mid-escape serve as grim reminders of the assault.
R17: Cells
Cells in area R17 have compromised bars and crumbled walls, and the antimagic fields that suppressed magical abilities within each cell have either faded or malfunctioned. Broken beds and scattered waste buckets testify to the chaos during the attack. The ice from the dragon's breath seeped into the cracks, creating barricades of frozen stone and steel that have entrapped some prisoners within.
R18: Surveillance Hub
The surveillance hub's ceiling has collapsed, exposing the interior to snow and wind. The once-operational console is buried under debris, its delicate mechanisms likely damaged beyond repair. The room’s magical controls for the cell doors and lighting no longer function.
Debris of a spiraling staircase litter the center of the hub.
R19 - R23: Barracks, Hall of Absolution, Warden’s Quarters, Office, and Tower Roof
The central tower as entierly collpased, crashing down on the prison and layers of snow cover the abandoned debris.
Features
Hazard
Extreme Cold
The temperature outside is at or below −18 degrees Celsius at the prison. A creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain 1 level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold-weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.
Map
History
In 1136 AD, a group of adventurers learned of a prisoner known as
Prisoner 13 and her rumored possession of a key to a vault in Uldaman, a vault said to contain pages from the
Book of Vile Darkness. Driven by the chance to acquire this forbidden knowledge, the adventurers devised a daring plan:
Tanuki and Barbedrue infiltrated the prison, posing as guards to gather information from within. Outside the prison,
Etha and
Aelsthim set up camp, communicating with the infiltrators through magic. Upon contacting Prisoner 13, they found that she had no desire to escape. However, she offered to assist them if they could procure a series of records from the prison warden.
Etha, aided by Aelsthim’s magic, infiltrated the prison’s highest tower and stole the warden’s registers, which Tanuki then delivered to Prisoner 13. This allowed Aelsthim to copy a tattoo on her arm—an arcane formula that would serve as a key to the Uldaman vault.
As the group prepared to make their escape, Barbedrue grew suspicious of his companions, fearing they might abandon him. In response, Aelsthim was forced to teleport the Tanuki quickly, and the three of them fled together through the blizzard. Just as the prison alarm rang through the snowy landscape, something far more ominous occurred.
The skeletal remains of a dragon began to soar above the prison, soon crashing down upon it with unstoppable force. The undead dragon tore through the prison, unleashing devastation. Amidst the chaos, cultists bearing the marks of Vecna swarmed the prison, intent on capturing Prisoner 13 and eliminating anyone in their path.
By the time the cultists and the dragon left, the prison lay in ruins. The few surviving prisoners, seizing their chance for freedom, scattered into the blizzard, eager for a fresh start amid the desolation.
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