Dungeon: Prison of Woe

 

Waytravel to Prison of Woe...

T   he clouds hang oppressively as you approach the stone bastion. Distant thunder rumbles, threatening a powerful storm in the near future. The foundation of the cyclopean structure is cracked and crumbling, revealing the heavy iron struts around which the Prison of Woe had been constructed. Long decayed skeletons flank the entrance, jaws wide open in an endless silent scream, and held against the wall by iron spikes hammered into the stone. The idea of what might have been imprisoned here is nearly as unnerving as what might have imprisoned it.   Tier II Waypoint | The Iron Coin will allow anyone through. The monsters present flee instinctively should anyone of 10th level or higher arrive.

Prison of Woe Solo Encounters

CR 0: Spider
CR ⅛: Slaad Tadpole
CR ¼: Star Spawn Grue
CR ½: Draconian Foot Soldier
CR 1: Deep Dragon Wyrmling
CR 2: Egg Hunter Hatchling
CR 3: Draconian Infiltrator
CR 4: Amethyst Dragon Wyrmling
CR 5: Young Deep Dragon
CR 6: Draconian Mastermind
CR 7: Blue Slaad
CR 8: Green Slaad

 

Prison of Woe Party Encounters

CR 9: Young Amethyst Dragon
CR 10: Star Spawn Hulk
CR 11: Adult Deep Dragon
CR 12: Sire of Insanity
CR 13: Neothelid
CR 14: Elder Brain
CR 15: Core Spawn Worm
CR 16: Adult Amethyst Dragon

Location Effects

The denizens of Prison of Woe have the following additional feature:
  • Psionic Shriek. When this creature is hit by an attack, they may use their reaction to emit a psionic shriek. Targets of the creature's choice within 5 feet of the creature must succeed on a DC 10 Wisdom saving throw or take 10 (3d6) psychic damage.
 

Prison of Woe Special Encounters

  The following encounters appear only intermittently. When they have been slain, Notify a DM as they do not return automatically. Shadow Horrow and Beholder return after a week, if Draconic Shard has not been slain. Draconic Shard never returns while any character which has previously slain him stands in his lair, nor will Shadow Horror or Beholder return to face one who has defeated Draconic Shard. For all others, Draconic Shard returns one week after it has last been slain. Though you may need to fight Shadow Horror or Beholder multiple times in order to fulfill the prerequisites to summon Draconic Shard, they only impart their rewards to a given character once.  

Warden Marrot


CR/Monster Reward Type Soloable?
CR 9: Shadow Horror Treasure Hoard Yes



Slayer(s) Date Slain
N/A
N/A


WANTED: Warden Marrot   Flavor Text
 
Prerequisites
  • Warden Marrot remains concealed if confronted by three or more imposing enemies.
  • Characters seeking to challenge Warden Marrot must reach the Entrance of the Prison of Woe, as detailed below. This requires a 24 hour journey from the waypoint through mountain terrain, followed by success in a moderate tracking skill challenge.
  • A character must expend one Lore to learn the tragic tale of Warden Marrot and the Prison of Woe. Discussing his depravity and subsequent downfall aloud will prompt him to fight.
 
Encounter Notes
Warden Marrot uses the Shadow Horror stat block from Guildmasters' Guide to Ravnica. Throughout the room where he appears are located a series of mirrors covered in fabric, the first of which has a beam of bright light falling on it. If a character succeeds on a DC 10 Intelligence check, they may use an action to remove the cloth and reposition a mirror they are adjacent to. Doing so allows the mirror to reflect a beam of bright light which is 5 feet wide towards any point in the room that they choose. If this beam reaches another mirror, a creature may use an action to reposition that mirror, as well. This light is sunlight and prevents Warden Marrot from using either his Shadow Stealth or Shadow Stride abilities while he stands within it. If all four mirrors are illuminated, the room is considered to be brightly lit.
!map -bg https://i.imgur.com/KDxa20t.png -mapsize 39x39 -options c70d -fow o25:aa39 -view o25:aa39
!i madd "Shadow Horror" -name "Warden Marrot (Shadow Horror)" -h
!i add 0 "1st Mirror" -p 0 -group Mirrors
!i add 0 "2nd Mirror" -p 0 -group Mirrors
!i add 0 "3rd Mirror" -p 0 -group Mirrors
!i add 0 "4th Mirror" -p 0 -group Mirrors
!map -t 1st|u35|T|CCC -t 2nd|q31|T|CCC -t 3rd|u27|T|CCC -t 4th|y31|T|CCC -t Warden|r28|l|bk

 
Loot
  • Coins: 130 pp, 2,000 gp, 7,000 sp, 600 cp
  • Gems: None.
  • Art Objects:
    • Polished Mirror reflecting an Oread Image (250 gp)
    • Polished Mirror reflecting a Naiad Image (250 gp)
    • Polished Mirror reflecting a Sylph Image (250 gp)
  • Items:

 

Denigration Manifest


CR/Monster Reward Type Soloable?
CR 14: Beholder Treasure Hoard Yes



Slayer(s) Date Slain
N/A
N/A


WANTED: Denigration Manifest   Flavor Text
 
Prerequisites
  • At least one character present must have cleared the Prison of Woe Dungeon before Denigration Manifest will appear.
  • While clearing the dungeon, characters will need to have discovered the Fire Ward Key, the Water Ward Key, and the Air Ward Key.
  • Third Prerequisite.
  • Fourth Prerequisite.
 
Encounter Notes
Beholder Notes
!map -bg https://i.imgur.com/IMAGE.jpg -mapsize 10x10 -options c50d


 
Loot

Contempt of Mitaoletehnyt


CR/Monster Reward Type Soloable?
CR 17: Draconic Shard Treasure Hoard Yes



Slayer(s) Date Slain
N/A
N/A


WANTED: Contempt of Mitaoletehnyt   Flavor Text
 
Prerequisites
  • Each character present must have defeated Warden Marrot.
  • At least one character present must have defeated Denigration Manifest in the last week.
  • Using !4Encounter deadly the characters must find and defeat an Adult Amethyst Dragon, treating it as though encountered in its Lair. The characters may then complete a short rest, immediately after which, they will be attacked by Contempt of Mitaoletehnyt,
  • Fourth Prerequisite.
 
Encounter Notes
Draconic Shard Notes
!map -bg https://i.imgur.com/IMAGE.jpg -mapsize 10x10 -options c50d


 
Loot
  • Coins: 21,000pp, 52,000gp
  • Gems: None.
  • Art Objects:
    • Quartz Prism with transluscent Oread Image (2500 gp)
    • Quartz Prism with transluscent Naiad Image (2500 gp)
    • Quartz Prism with transluscent Sylph Image (2500 gp)
  • Items:

 

Natural Resources

Monstrosities of CR 1 or higher are found in the area of patches of Healer's Boon, with larger monstrosities dwelling near larger patches.
New World Harvesting Guide

Healer's Boon

A medicinal red herb that grows near water sources like rivers and lakes.
Unit value: 10 gp

Bomb effect: Bomb (radiant)
Poison effect: Vulnerability (radiant)
Potion effect: Healing


Prison of Woe Dungeon



Description

Dungeon Notes

Solo Dungeons
NOTE: This dungeon is NOT meant to be completed in one sitting. It is composed of around 25 encounters. Please visit the above link to learn how to stop your session at a particular point, effectively creating a "Save Game/Checkpoint" that you can return to in a later session.
 

Dungeon Encounter Summary

This dungeon is composed of 3 Easy Encounters, 2 Medium Encounters, 3 Hard Encounters, 5 Deadly Encounters and 1 Boss Encounter.   The Prison of Woe Dungeon is a hard dungeon. The average encounter difficulty (of 14 encounters) is hard..  

Dungeon Pre-requisites

Prison of Woe is one day's travel south from the waypoint. You must complete the following before attempting the dungeon.

Dungeon Rewards

  This dungeon is under the jurisdiction of the Spire. You receive 200 reputation for clearing it or four minor potions determined by the reviewing DM upon clearing this dungeon.   At the completion of the dungeon (all encounters complete), a DM will roll three Treasure Hoards for you and your name will be added to the Completionist List. This will count as three of your eighteen Tier II treasure hoards. You will not be able to benefit from this dungeon on this character again (you may continue to gather Healer's Boon or tackle the special encounters, however).   There is a hidden chest in this dungeon. You must beat the listed DC with either a perception or investigation check. Failure the first time means you do not find it. If you wish to continue to seek for it, you must complete any combination of four hard skill challenges or hard combat encounters to try again.  

Dungeon Icons & Map Link

You must first add a token to initiative before you can assign the map to it.
!i add 50 DM
 

Map Command:

The Prison of Woe Dungeon is composed of a single floor.
!map -bg https://i.imgur.com/KDxa20t.png -mapsize 39x39 -options c70 -fow o25:aa39 -view o25:aa39


Entrance Description


!tembed -title "Prison of Woe - Entrance - Room 1" -f "Features | **Hewn Granite and Light Conditions.** The floors and walls of this prison complex is made from hewn granite, presenting no difficulty for movement. Water intrusion in several areas causes sound to carry and Dexterity (Stealth) checks to move silently are made at disadvantage.
 
The prison is shrouded in total darkness for the majority of its floor plan, though certain rooms have light sources which are detailed in the room description." -f "Monsters|None" {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<51 else 'All clear!'}}" -f "Directions|The complex continues [northwest](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room5).
The complex continues [northeast](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room6).
The complex continues [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room3).
The complex continues [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room4)."
 

Long Resting

Long resting in the vicinity of the prison requires a DC 10 Survival check. A long rest may not be attempted until a character has returned to the Entrance chamber. The modifier used to determine interruption begins at "somewhat likely" (!heydm am i interrupted? somewhat likely) when long resting. If you're interrupted, use !camp to determine what interrupts you and follow the prompts. If the interruption is harmless, you may proceed with your long rest.   If you travel at least a day's journey away from the prison, you may establish a base camp in safer territory. Roll 1d100 2 times during the journey to or from the prison, and consult !table wilderness on any result of 25 or less. Upon reaching your destination, you may establish a base camp with a successful DC 6 Wisdom (Survival) Check, then check for interruptions as normal using 3.3 Resting in a Solo Session) as a guide. Once you have succeeded on this check once, you may use the result to determine the likelihood of all future interruptions while you complete the dungeon, so long as you complete the journey back to your camp before resting.  

Wandering Monsters

When you enter a room, these monsters may also be there. If the room is empty, there's a 50% chance the wandering monsters are present. If the room already contains a monster, there's a 10% chance the monsters are present. You have disadvantage on perception checks that rely on sight. They have advantage on perception checks that rely on smell. Run !heydm are they being noisy? to cancel out your disadvantage.   As this dungeon is built for anyone between level 5 and level 10, you must use the !1Encounter command (or !2Encounter for duos and !4Encounter for parties) to determine what you face. You will choose monsters based off the solo encounter list.   These encounters show up in the following order; once they are defeated, they cannot bother you again.
  1. Wandering Easy Encounter 1
  2. Wandering Easy Encounter 2
  3. Wandering Medium Encounter 3
  4. Wandering Medium Encounter 4
  5. Wandering Deadly Encounter 5
  6. Wandering Easy Encounter 6
 
  !embed -title "Wandering Encounter 1" -desc "Are there monsters in the room you just entered? If so, roll a d100. On a 10 or less, these wandering monsters will attack you immediately after you clear the room. If there are no monsters in the room description you just entered, roll a d100. On a 50 or less, these wandering monsters are presently in the room." -f "Difficulty | Easy"
  !embed -title "Wandering Encounter 2" -desc "Are there monsters in the room you just entered? If so, roll a d100. On a 10 or less, these wandering monsters will attack you immediately after you clear the room. If there are no monsters in the room description you just entered, roll a d100. On a 50 or less, these wandering monsters are presently in the room." -f "Difficulty | Easy"
  !embed -title "Wandering Encounter 3" -desc "Are there monsters in the room you just entered? If so, roll a d100. On a 10 or less, these wandering monsters will attack you immediately after you clear the room. If there are no monsters in the room description you just entered, roll a d100. On a 50 or less, these wandering monsters are presently in the room." -f "Difficulty | Medium"
  !embed -title "Wandering Encounter 4" -desc "Are there monsters in the room you just entered? If so, roll a d100. On a 10 or less, these wandering monsters will attack you immediately after you clear the room. If there are no monsters in the room description you just entered, roll a d100. On a 50 or less, these wandering monsters are presently in the room." -f "Difficulty | Medium"
  !embed -title "Wandering Encounter 5" -desc "Are there monsters in the room you just entered? If so, roll a d100. On a 10 or less, these wandering monsters will attack you immediately after you clear the room. If there are no monsters in the room description you just entered, roll a d100. On a 50 or less, these wandering monsters are presently in the room." -f "Difficulty | Deadly"
  !embed -title "Wandering Encounter 6" -desc "Are there monsters in the room you just entered? If so, roll a d100. On a 10 or less, these wandering monsters will attack you immediately after you clear the room. If there are no monsters in the room description you just entered, roll a d100. On a 50 or less, these wandering monsters are presently in the room." -f "Difficulty | Easy"
 

Rooms

  Below every room description is an embed command. You can copy and paste this into your discord solo channel to help keep track of which rooms you've entered.  

Room 1

Features: The floors and walls of this prison complex are made from hewn granite, presenting no difficulty for movement. Water intrusion in several areas causes sound to carry and Dexterity (Stealth) checks to move silently are made at disadvantage. The prison is shrouded in total darkness. You see passages leading out to the east, west, northwest, and northeast with all but the last blocked by a heavy iron door. The exit from the prison sits at the end of the passage to the south.   Monster: Deadly Encounter   Head east to Room 3.
Head west to Room 4
Head northwest to Room 5.
Head northeast to Room 6.

 
!tembed -title "Prison of Woe - Entrance - Room 1" -f "Features|**Hewn Granite and Light Conditions.** The floors and walls of this prison complex are made from hewn granite, presenting no difficulty for movement. Water intrusion in several areas causes sound to carry and Dexterity (Stealth) checks to move silently are made at disadvantage.
 
The prison is shrouded in total darkness for the majority of its floor plan, though certain rooms have light sources which are detailed in the room description." -f "Monsters|None" {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<51 else 'All clear!'}}" -f "Directions|The complex continues [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room3).
The complex continues [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room4).
The complex continues [northwest](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room5).
The complex continues [northeast](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room6)."
 
Map View
 
!map -fow o25:aa39 -view o25:aa39
   

Room 2

Features: A group of demonic faces have been carved into the east wall, and a cube of solid stone stands in the south-east corner of the room.   Monster: Deadly Encounter   Head north to Room 4.  
  !tembed -title "Prison of Woe - Room 2" -f "Features | A group of demonic faces have been carved into the east wall, and a cube of solid stone stands in the south-east corner of the room." -f "Monsters | Deadly Encounter" -f "Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room4) to Room 4" {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
 
Map View
!map -fow e31:o37 -view e31:o37

 

Room 3

Features: A group of demonic faces have been carved into the east wall, and a cube of solid stone stands in the south-east corner of the room.

  Monster: Deadly Encounter

  Head west to Room 1.
Head north to Room 6.
Head east to Room 7.  
  !tembed -title "Prison of Woe - Room 3" -f "Features | A group of demonic faces have been carved into the east wall, and a cube of solid stone stands in the south-east corner of the room." -f "Monsters|Deadly Encounter" -f "Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room1) to Room 1.
Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room6) to Room 6.
Head [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room7) to Room 7." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
 
Map View
!map -fow aa29:ag37 -view aa29:ag37

Room 4

Features: A group of demonic faces have been carved into the east wall, and a cube of solid stone stands in the south-east corner of the room.

  Monster: Deadly Encounter

  Head east to Room 1.
Head south to Room 2.
Head west to Room 8.
Head north to Room 8.  
  !tembed -title "Prison of Woe - Room 4" -f "Features | A group of demonic faces have been carved into the east wall, and a cube of solid stone stands in the south-east corner of the room." -f "Monsters|Deadly Encounter" -f "Head [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room1) to Room 1.
Head [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room2) to Room 2.
Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room8) to Room 8.
Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room8) to Room 8." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
 
Map View
!map -fow a19:o31 -view a19:o31

Room 5

Features: A group of demonic faces have been carved into the east wall, and a cube of solid stone stands in the south-east corner of the room.

  Monster: Deadly Encounter

  Head south to Room 1.
Head east to Room 6.
Head west to Room 8.
Head north to Room 9.  
!tembed -title "Prison of Woe - Room 5" -f "Features | A group of demonic faces have been carved into the east wall, and a cube of solid stone stands in the south-east corner of the room." -f "Monsters|Deadly Encounter" -f "Head [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room1) to Room 1.
Head [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room6) to Room 6.
Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room8) to Room 8.
Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room9) to Room 9." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
 
Map View
!map -fow o17:aa25 -view o17:aa25

Room 6

Features: A group of demonic faces have been carved into the east wall, and a cube of solid stone stands in the south-east corner of the room.

  Monster: Deadly Encounter

  Head southwest to Room 1.
Head south to Room 3.
Head west to Room 5.
Head north to Room 10.
Head northeast to Room 11.  
!tembed -title "Prison of Woe - Room 6" -f "Features | A group of demonic faces have been carved into the east wall, and a cube of solid stone stands in the south-east corner of the room." -f "Monsters|Deadly Encounter" -f "Head [southwest](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room1) to Room 1.
Head [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room3) to Room 3.
Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room5) to Room 5.
Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room10) to Room 10.
Head [northeast](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room11) to Room 11." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
 
Map View
!map -fow aa17:ai29 -view aa17:ai29

Room 7

Features: A group of demonic faces have been carved into the east wall, and a cube of solid stone stands in the south-east corner of the room.

  Monster: Deadly Encounter

  Head south to Room 3.
Head north to Room 11.  
!tembed -title "Prison of Woe - Room 7" -f "Features | A group of demonic faces have been carved into the east wall, and a cube of solid stone stands in the south-east corner of the room." -f "Monsters|Deadly Encounter" -f "Head [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room3) to Room 3.
Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room11) to Room 11." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
 
Map View
!map -fow ai19:am33 -view ai19:am33

Room 8

Features: A group of demonic faces have been carved into the east wall, and a cube of solid stone stands in the south-east corner of the room.

  Monster: Deadly Encounter

  Head west to Room 4.
Head south to Room 4.
Head east to Room 9.
Head northeast to Room 12.  
!tembed -title "Prison of Woe - Room 8" -f "Features | A group of demonic faces have been carved into the east wall, and a cube of solid stone stands in the south-east corner of the room." -f "Monsters|Deadly Encounter" -f "Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room4) to Room 4.
Head [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room4) to Room 4.
Head [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room9) to Room 9.
Head [northeast](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room12) to Room 12." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
 
Map View
!map -fow a7:o19 -view a7:o19

Room 9

Features: A group of demonic faces have been carved into the east wall, and a cube of solid stone stands in the south-east corner of the room.

  Monster: Deadly Encounter

  Head south to Room 5.
Head west to Room 8.  
!tembed -title "Prison of Woe - Room 9" -f "Features | A group of demonic faces have been carved into the east wall, and a cube of solid stone stands in the south-east corner of the room." -f "Monsters|Deadly Encounter" -f "Head [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room5) to Room 5.
Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room8) to Room 8." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
 
Map View
!map -fow o9:y17 -view o9:y17

Room 10

Features: A group of demonic faces have been carved into the east wall, and a cube of solid stone stands in the south-east corner of the room.

  Monster: Deadly Encounter

  Head south to Room 6.
Head east to Room 11.
Head north to Room 12.  
!tembed -title "Prison of Woe - Room 10" -f "Features | A group of demonic faces have been carved into the east wall, and a cube of solid stone stands in the south-east corner of the room." -f "Monsters|Deadly Encounter" -f "Head [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room6) to Room 6.
Head [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room11) to Room 11
Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room12) to Room 12." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
 
Map View
!map -fow y1:ai17 -view y1:ai17

Room 11

Features: A group of demonic faces have been carved into the east wall, and a cube of solid stone stands in the south-east corner of the room.

  Monster: Deadly Encounter

  Head southwest to Room 6.
Head south to Room 7.
Head northwest to Room 10.  
!tembed -title "Prison of Woe - Room 11" -f "Features | A group of demonic faces have been carved into the east wall, and a cube of solid stone stands in the south-east corner of the room." -f "Monsters|Deadly Encounter" -f "Head [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room6) to Room 6.
Head [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room7) to Room 7
Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room10) to Room 10." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
 
Map View
!map -fow ai11:am19 -view ai11:am19

Room 12

Features: A group of demonic faces have been carved into the east wall, and a cube of solid stone stands in the south-east corner of the room.

  Monster: Deadly Encounter

  Head west to Room 8.
Head east to Room 10.  
!tembed -title "Prison of Woe - Room 12" -f "Features | A group of demonic faces have been carved into the east wall, and a cube of solid stone stands in the south-east corner of the room." -f "Monsters|Deadly Encounter" -f "Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room8) to Room 8.
Head [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-prison-of-woe-landmark#room10) to Room 10." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
 
Map View
!map -fow o1:y9 -view o1:y9

Discovered By
Wyrmling Drallengrey
Date Discovered
22-Aug-2021
Jurisdiction
The Spire

Table of Contents

 

Prison of Woe Solo Encounters

CR 0: Spider
CR ⅛: Slaad Tadpole
CR ¼: Star Spawn Grue
CR ½: Draconian Foot Soldier
CR 1: Deep Dragon Wyrmling
CR 2: Egg Hunter Hatchling
CR 3: Draconian Infiltrator
CR 4: Amethyst Dragon Wyrmling
CR 5: Young Deep Dragon
CR 6: Draconian Mastermind
CR 7: Blue Slaad
CR 8: Green Slaad


Prison of Woe Party Encounters

CR 9: Young Amethyst Dragon
CR 10: Star Spawn Hulk
CR 11: Adult Deep Dragon
CR 12: Sire of Insanity
CR 13: Neothelid
CR 14: Elder Brain
CR 15: Core Spawn Worm
CR 16: Adult Amethyst Dragon

Type
Prison