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Writer/Designer: Alexander H. Dovermann Produced by: Bestiarum Games
his module can be run as a one-shot Juggernaut’s impending escape, sends an
or as part of a persistent dark fantasy urgent call for assistance. The party must
Difficulty APL
You’ve come to the imposing Panopticon, a
fortress prison, in response to a dire request
Medium 5–7
for aid. As you approach the keep’s outer
drawbridge, you are greeted by a nervous
Hard 8 – 10 guard who escorts you past a solid iron gate
as thick as an old oak tree. On the other side,
Nightmare 11 – 13 you are greeted by Warden Ingfar, a grizzled
veteran who speaks in a terse voice.
Torment 14 – 16 "Thank you for coming. I'll be frank, we're
dealing with a potential catastrophe here.
One of our deadliest prisoners, the Iron
Adventure Introduction Juggernaut, is restless. If it breaks free, the
The Panopticon is a high-security prison consequences will be unimaginable."
designed to hold the realm's deadliest Taking a deep breath, Warden Ingfar locks
eyes with each one of you, "The 10th floor is
prisoners, each floor filled with wards and
where the Iron Juggernaut is held. That's
traps designed to contain a single prisoner.
where you need to go. You’ll have to deal with
The Panopticon’s 10th floor holds the Iron
the traps along the way, so be careful. When
Juggernaut, a giant known for its sheer power
you get to the prisoner, do whatever it takes
and near-invulnerability.
to stop it from escaping. We can't let that
But something is amiss. Tremors and
monster be unleashed upon the realm."
bellowing screams have been emanating from
the 10th floor. Warden Ingfar, fearing the Iron
You push the heavy iron door open wide Trap Effects
enough to slip through and find a dark Once activated, the entire hallway is engulfed
passageway behind. The air within is heavy in spouts of flame for the next 12 seconds. All
with dust and the smell of rusting iron creatures in the hallway immediately take fire
chains, a reminder of the Panopticon's grim damage upon the trap’s activation, and each
purpose. time they end their turn in the hallway while it
is active. but with a successful DC 15
Dexterity saving throw, a creature takes half
2) Flame Corridor as much damage.
The first challenge the party encounters after
stepping through the iron door is a long, stone
Hard 2 veterans
4 bandits
Room Features
After defeating the bandits, the party can The next room is enormous, a massive,
always use this room to take a safe short rest. vaulted chamber dropping to a lowered floor
They can also search the room for anything below. Stretching across the room is a narrow
useful left behind by the original guards. stone bridge. As your eyes adjust to the
Stash of Potions. A successful DC 10 gloom, you see a series of three massive,
scythed pendulums swinging in rhythm,
Wisdom (Perception) check reveals a hidden
cutting through gaps in the bridge.
stash of healing potions left by the guards. The
stash contains 1d4 potions of greater healing.
Blueprint. A successful DC 15 Bridge & Trap Mechanics
Intelligence (Investigation) check reveals a set The bridge is constructed in four sections,
of worn blueprints on a table written in split by three five-foot gaps across which a
Thieves’ Cant, detailing some parts of the crossing creature must jump. Their jump must
labyrinth, most notably the mechanisms of the be properly timed as a scythed pendulum
next trapped areas. Reading the map and the slices across the gaps perpendicular to the
scrawled notes gives the party advantage on bridge at regular intervals.
Perception checks in areas 4 and 6 and Pendulum. As a creature jumps across the
Investigation checks in area 5. Provide them gaps in the bridge, they must make a DC 10
with his handout information, alerting them to Dexterity saving throw. On a failure, the
what to expect. creature is hit by the pendulum and takes
slashing damage from its blade.
Falling. Creatures hit by a pendulum must
also make a DC 10 Strength saving throw. On
7) Juggernaut Cell
Past the solid vault door lies the Iron
Juggernaut’s cell, an immense room strewn
with broken binding chains that were once
attached to eight pillars circling the cell. A
titanic figure dominates the space. This is the
Iron Juggernaut, a massive ogrish humanoid, a
towering muscular figure built like a bull. His
face is obscured by a large domed helmet, akin
to a battering ram or a siege engine.
Now unchained, the Iron Juggernaut
ceaselessly hammers against the cell walls,
each thunderous impact vibrating through the
floor of the entire prison complex. The party
must act swiftly to subdue this goliath and
restore order to the prison. How they
manage to accomplish this, whether
they beat him into submission or put
him down for good, is up to them. As
the party enters the room, read this
script:
Medium +0
Boss and Minions. The Iron Juggernaut
should always start at the center of the room.
Hard +1
He may be supported by additional allies on
higher difficulty levels, that can be scattered
Nightmare +2
about. These are the bandits that have been
attempting to free him.
Torment +3
Actions:
Capture. The weeping maiden attempts to
grapple one creature of the same size or
smaller. If it succeeds, that creature is pulled
into the weeping maiden’s coffin. While
grappled this way, the creature is blinded and
restrained, has total cover against attacks and
other effects outside the coffin, and it takes 3
(1d6) piercing damage at the start of every
combat turn. If the weeping maiden dies, a
swallowed creature is no longer restrained by it
and can escape from the coffin using 15 feet of
movement, exiting prone.
Actions:
Slam. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 25 (4d8 + 7) bludgeoning damage.