Blackglass Hold

The chains below still remember every betrayal.

20 rooms✦Hell✦hard

This hellish prison was built to hold traitors, oathbreakers, and infernal captives, but it has long ago become a place where punishment is the only law. The lower levels have rotted into a demon-haunted labyrinth where forgotten wardens, betrayed inmates, and hungry fiends compete for control.

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The prison is a furnace of red stone, iron chains, and stale ash. Every corridor carries distant screams, the clink of shackles, and a sulfurous draft that blows from deeper cells like a living breath. Torches burn with witchfire that never warms the skin, and the walls are slick with old soot and fresh blood.

☠ Threat

The prison is now ruled by a demon jailer who feeds on betrayal and broken vows, strengthening itself by twisting inmates, wardens, and rescuers into fresh accomplices. Its power grows through the broken binding at the heart of the dungeon, and the longer it remains unchecked, the more the infernal wards collapse and the deeper fiends claw their way upward.

History

Blackglass Hold was built by a mortal king and a captive diabolist after a brutal war, meant to contain the worst traitors and the infernal allies they summoned. The prison's fall began when its own officers betrayed the wardens, opening a lower gate during an uprising to save themselves from a coming purge. The release unleashed demons, corrupted the rites, and turned the hold into a chained hell.

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Encounter Table

CR
CR 8CR
Chain Devil Patrolx2d2

A patrol of infernal jailers dragging screaming chains behind them.

CR 7CR
Spined Imp Packx1d6+2

A swarm of little red fiends sniffing out fear and blood.

CR 10CR
Vrock Scoutx1

A fierce flying demon that hunts by sound and heat.

CR 9CR
Chained Hezroux1

A hulking brute with chains embedded in its flesh, escaped from a broken cell.

Rumours & Whispers

1

People say the prison still rings at midnight, even though its bells were melted down years ago.

2

A black-winged jailer trades names for souls, and anyone who lies in the hold is branded by fire.

3

There is a chamber full of confiscated treasure that can only be found if you follow the screams.

4

The old warden was betrayed by his own officers, and their descendants still benefit from the pact.

5

Some prisoners never died in Blackglass Hold. They were sold directly into Hell.

Quest Hooks

1
The Missing ConfessionInvestigation

Quest giver: Mira Voss, a relentless magistrate

A condemned noble claims the prison holds proof that a local lord betrayed an entire town to demons decades ago. The PCs are asked to retrieve the record before assassins or fiends destroy it.

Rare magic item and legal pardon

2
Dreams from the CellsRescue

Quest giver: Old Fenn, a terrified gravedigger

A village suffers nightly visions of chained souls screaming from beneath the earth, and the dreams point toward Blackglass Hold. The people beg the party to stop whatever is waking below.

5000 gp and blessed favors

3
The Devil's TestimonyDeal

Quest giver: A horned emissary in a sealed mirror

A devil offers a dangerous bargain: destroy the demon jailer and it will reveal the names of the traitors who sold out the prison. The offer smells like a trap, but the truth may be priceless.

Infernal boon or powerful information

4
Banner of the First WardenRecovery

Quest giver: Ser Calden, disgraced knight

A surviving warden's descendant swears there is a hidden route into the prison vaults and wants the party to recover the warden's banner. The banner is said to break demonic fear effects within the hold.

Legendary favor and relic banner

Corridor Notes

Main cross-corridors between Room 1, Room 5, and Room 7

Chains hang from ceiling rings and sway even when no wind moves, whispering like prisoners speaking through clenched teeth.

Passages leading toward Room 11 and Room 16

Narrow vents in the floor exhale bursts of hot ash and brimstone, forcing travelers to cover their mouths.

Walls near Room 8, Room 12, and Room 13

Charred tally marks and names of the condemned are carved into the stone, some still bleeding faintly when moonlight touches them.

Deeper routes near Room 14 and Room 17

Every so often the corridor lamps flare blue, revealing shadowy figures kneeling where no one stands.

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