Dreadhold is divided into a number of wards for the incarceration of prisoners with differing security levels and social status.
The Red Ward: As the primary prison complex. this is where most prisoners are held. The Red Ward is designed to hold up to three hundred prisoners, and currently averages two hundred. Prisoners are kept two to a cell. They spend most of their time there but are usually brought out in 4-hour shifts for work duty and recreation. Work typically involves small groups, chained together, mining below Dreadhold, from where Khyber dragonshards are erratically produced. Depending on their talents, prisoners might perform other forms of menial or even skilled labor. A work-shop in the ward allows trusted prisoners to practice their trades. Any large work detail is accompanied by a wand guard, an elite guard, two guards, a scout, and a slaughterstone eviscerator.
The Golden Ward: The Golden Ward is designed for the comfort of its inmates. This is the usual destination for exiled nobles or powerful people imprisoned for political reasons as opposed to criminal actions. It is designed to hold eighty prisoners, and currently holds forty-three. Cells are designed for single occupancy and include well-appointed furnishings. such as a feather beds, finished tables, and comfortable chairs. Trusted prisoners are allowed to spend up to 12 hours per day out of their cells, and can take advantage of a library, luxurious bath house, and other assorted recreational facilities. Security, however, remains tight. Dwarf guards and slaughterstone eviscerators patrol the ward. Disruptions are dealt with swiftly, and trouble-some prisoners might lose their privileges or be reassigned to another ward.
The Stone Ward: Some prisoners are too dangerous to allow any sort of freedom—yet for some reason, execu-tion is not an option. These prison-ers are kept in the Stone Ward. Flesh to stone transforms the malefactor into a statue. after which he is taken to one of the seventeen vaults of the ward.
In addition to criminals, there are a few people who have voluntarily chosen to become inmates of the Stone Ward. Some are afflicted with strange curses that cannot be cured in the present age. Others merely want to outlive certain problems. Most notably, a number of people went into "stone sleep" during the Last War, with orders that they be resuscitated once the conflict came to an end (the warden is still deciding whether or not it has ended or merely taken a pause). While this could be done anywhere, by engaging the services of Kundarak a client knows her body is safe during her "sleep." A petrified character receives all of the benefits the manifest zone provides to stone objects; the effects of the zone do not block stone to flesh.
Currently, one hundred and seventy-five prisoners and thirty-two voluntary sleepers reside in the Stone Ward. A single slaughterstone eviscerator patrols the area, along with a minimal force of guards.
The Deep Ward: The most dangerous inmates in Dreadhold are held in the cells that lie beneath the prison. 'Mere is only one path to this lower level: a shaft that extends loo feet into the earth. Its smooth walls are coated with grease, but a levitating metal cage allows travelers to move between the two levels. The controls for the cage reside in the observation post at the top of the shaft, and the magewright on duty does not allow the cage to return to the surface if there are any signs of trouble in the lower staging area.
No light sources exist in the Deep Ward. and inhabitants without darkvision are forced to wander blindly. There are one hundred cells, and prisoners are generally held one to a cell Over the centuries, a number of the cells have been imbued with magic to counter abilities prisoners might possess. Spellcasters might be bound in heavy hand manacles and placed in silent cells, chambers bathed in magi-cal silence. Creatures with dangerous innate magical abilities can be incarcerated in one of the dead cells, which lie within the radius of an antimagic field. There are only six dead cells, and currently no artificers or wizards in House Kundarak can reproduce this effect. These special cells are reserved for magical beings that cannot be bound any other way.
There is no recreation or work for those in the Deep Ward. They remain in their cells for the duration of their sentences. Food and water are passed into the chambers through narrow passages with two locked doors so the prisoner never has direct access to the outside. Even if an inmate does escape from his cell, a number of physical doors and walls of force divide the halls. Currently, forty living prisoners reside in the Deep Ward. There are also six petrified prisoners—people too dangerous to be trusted to the Stone Ward.
The Vaults: Although not a ward for holding prisoners, the vaults are secured like any other. As a stronghold of House Kundarak, the western side of Dreadhold is devoted to house operations. This includes mystical workshops, luxurious living quarters for visiting nobles, and massive vaults for storing treasures of the house, its clients. and the personal belongings of inmates. These treasure vaults have many of the same protections as the deep cells. In addition to ordinary defenses, the vaults are shielded with forbiddance attuned to creatures of lawful neutral alignment. There is no password to bypass this protection, but the house possesses a supply of twenty silver amulets. Anyone wearing one of these amulets can avoid taking damage from the spell, regardless of alignment. These amulets are stored in the protected area and brought out when they are needed.
The ward also contains a nexus with three extradimensional vaults. These can be attuned to the Kundarak vault system. Many of the supplies of the prison are delivered through these vaults. if the prison comes under attack the dwarves start passing the most valuable treasures to other Kundarak facilities through these special vaults.