Caves of the Ironclaw Gang

Caves of the Ironclaw Gang

Deep within the craggy hills, a dark network of caves serves as the lair for the notorious Ironclaw Gang, a band of savage beastmen known for their brutal raids on nearby villages. The gang, composed of various tribe members united under a common cause, hoards the spoils of their violent escapades, transforming the caves into a chaotic stronghold filled with bloodstains, crude altars, and trophies from their victims. Adventurers who dare to enter must navigate through thumping tribal drums echoing against the stone walls and face the savage inhabitants determined to protect their stolen riches.

Room Descriptions

Room 1: Entrance Foyer

Upon entering, the smell of damp earth and animal refuse envelops you. Broken furniture and makeshift barricades litter the entrance, remnants of past skirmishes. The walls are rugged, with crude paintings illustrating the gang’s violent history.

  • Monsters: 1d4 Goblins (Mv 20'/60', AC 3, HD 1-1, Atk 1 by weapon 11+, Save F0, Morale -1)

Room 2: The Blood Arena

A large circular area, stained with dark smears of dried blood, serves as a brutal fighting pit where members of the Ironclaw Gang resolve disputes. Surrounding the pit, a few gang members cheer, brandishing crude weapons with gleeful malice.

  • Monsters: 2d4 Orcs (Mv 40'/120', AC 3, HD 1, Atk 1 by weapon 10+, Save F1, Morale 0)
    Optional: 1 Champion Orc (AC 4, HD 1+1, Atk 1d8 or by weapon +1, XP 15)
  • Treasure: Belt of Fangs (counts as +1 weapon to attack throws, type: Magic Item, value: 1,500gp)

Room 3: The Trophy Chamber

This room is a testament to the gang’s ferocity, filled with grotesque trophies: skulls from various humanoid races, broken weapons, and tattered banners. Some skulls still bear twisted expressions of fear.

  • Traps: Pressure plate triggers a swinging axe (1d6 damage; Save vs. Implements or take full damage)

Room 4: The Chief's Throne

The throne is a giant beast bone, adorned with a large war banner of the Ironclaw Gang. It is here that the gang’s leader sits, blustering orders. Piles of coin and other spoils are strewn around.

  • Monster: Ironclaw Chief (Mv 40'/120', AC 6, HD 4, Atk 1 by weapon 9+, Save F4, Morale +2)

Treasure: 150 sp, an ornate dagger (+1 to attack rolls), silver arm-ring worth 250gp.


Room 5: The War Drum Chamber

A booming sound echoes as you enter a room dominated by massive drums crafted from large animal hides. A frantic gang of orcs beats on the drums, summoning others. This place is crucial for rallying the gang for raids.

Monsters: 1d4+1 Orcs (Mv 40'/120', AC 3, HD 1, Atk 1 by weapon 10+, Save F1, Morale 0)

Note: If the orcs drum for help, roll 1d6—on 4+, reinforcements from Room 10 arrive in 2 rounds.


Room 6: The Alchemical Pit

This room possesses bubbling cauldrons and strange concoctions marking the entrance of alchemical practices among the Ironclaw. The air is thick with the scent of herbs and strange mixtures.

Treasure: 1 potion of cure light injury (restores 1d6+1 hp), and 1 poisoned chalice (Save vs. Paralysis or take 1d6 damage)


Room 7: The Living Quarters

Filthy bedding strewn across the floor, filled with bones picked clean. An assortment of stolen goods is haphazardly piled. Dangerous looking canine companions roam here, growling.

Monsters: 1d4 Dire Wolves (Mv 60'/180', AC 3, HD 4+1, Atk 1 bite 6+, Dmg 2d4, Save F3, Morale +2)

Treasure: 10 sacks of grain (encumbrance 1 stone per sack), and a magical wolftooth pendant (+1 AC when worn)


Room 8: Captives’ Cage

In a dimly lit corner, a cage rattles ominously. Inside, captives huddle in fear, their eyes wide with terror. They were taken during raids and now await their fate, food for the beasts or forced labor.

Unique Encounter: If freed, the captives can provide valuable information about the gang and perhaps fight alongside the party during their escape.

Named NPC: Garlan, former militia scout (0th level explorer)


Room 9: The Ritual Chamber

A dark, dank room where gang leaders conduct rituals to empower themselves before raids. It is littered with animal bones and a blood-stained altar.

Traps: A cursed idol—any creature touching it must make an Implements saving throw or be frightened for 1d6 rounds.


Room 10: The Fleeing Passage

A narrow, barely-lit passage leads out from the lair, featuring weak stone that threatens to collapse. The sounds of raucous celebration echo behind you, demanding immediate haste.

Monsters: 1d6 Bugbears (Mv 30'/90', AC 4, HD 3+1, Atk 1 by weapon 7+, Save F3, Morale +2)

Optional Reinforcement: 1 Champion Bugbear (AC 5, HD 4+1, Dmg 1d12 or by weapon +3)


Conclusion

The Den of the Ironclaw Gang presents a plethora of opportunities for judges to explore themes of savagery, betrayal, and tribal glory. Connecting it to a larger campaign, consider rival factions attempting to either quell or ally with the Ironclaw Gang. Rumors of a hidden warlord seeking dominance in the hills could be the link that unites the players against a larger threat, while infighting among the gang does not yield to an easy victory for intruders. The looming threat of a monstrous raid on a neighboring settlement can heighten the stakes in this savage realm.