Den of the Bleeding Skulls
The Den of the Bleeding Skulls sprawls beneath the charred remnants of an abandoned frontier fort, now desecrated and defiled by the savage Bleeding Skull Clan—a brutal confederation of orcs, ogres, and monstrous allies. Once a trade outpost protecting vital routes, the fort has become a barbaric sanctuary for warbands, raiders, and cruel champions. Bones litter the halls, blood marks territory, and the scent of smoke and rot clings to every passage. Here, beastmen breed their warriors, forge crude weapons, and hoard trophies from slaughtered settlers and rival tribes. Adventurers brave (or foolish) enough to enter may uncover stolen riches, monstrous secrets, or brutal death.
Room 1: Splintered Gatehouse
Description: The entrance yawns wide, framed by broken timbers and makeshift barricades of scrap iron. Buzzing flies swarm over rotting heads mounted on spikes. Crude warpaint marks the walls in crimson handprints.
- Monsters: 2 orc sentries (Mv 40'/120', AC 3, HD 1, Atk 1 (weapon 10+), Save F1, Morale 0)
- Traps: None, but loud entry likely draws attention from Rooms 2 or 3.
- Treasure: 40 gp and a scrimshawed bone die carved with scenes of torture (worth 15 gp to collectors).
Room 2: Trophy Pit
Description: A sunken pit, 10' deep, filled with the remains of past victims—broken weapons, snapped bones, bits of armor, and a dozen skulls painted red.
- Monsters: None.
- Traps: The edge is greased—save vs. paralysis or fall in and take 1d6 damage.
- Treasure: A silvered dagger jammed in a skull's eye socket (worth 125 gp).
Room 3: Bonepile Barracks
Description: Crude bedrolls fashioned from hides and rags are strewn between heaps of bones. A fire pit smolders with half-cooked meat.
- Monsters: 6 orc warriors (Mv 40'/120', AC 3, HD 1, Atk 1 (weapon 10+), Save F1, Morale 0)
- Treasure: A burlap sack with 87 sp, 30 gp, and a blood-smeared sword (+1, formerly owned by a local noble).
Room 4: The Maw Tunnel
Description: The natural stone narrows to a rough tunnel with gouges along the walls, as though clawed by something enormous.
- Monsters: 1 troll (Mv 40'/120', AC 5, HD 6+3*, Atk 3 (2 claws, 1 bite 4+), Save F6, Morale +2(0), Regeneration 3 hp/round)
- Treasure: A large iron collar (worth 50 gp), a sealed jar of fermented eyes (valued by trollkin for rituals).
Room 5: Spoil Storeroom
Description: Barrels of grain, kegs of spoiled ale, and piles of bloodied merchant packs fill this foul storeroom.
- Monsters: None.
- Treasure: Trade goods worth 300 gp total (spices, cloth, iron tools).
Room 6: Captives' Niche
Description: A foul stink and pitiful moans rise from a barred alcove. Emaciated prisoners—traders and travelers—huddle in filth.
- Monsters: 4 goblin jailers (Mv 20'/60', AC 3, HD 1-1, Atk 1 (by weapon 11+), Save F0, Morale -1)
- NPCs: 3 captives, including a mapmaker who offers cartographic secrets if rescued.
- Treasure: None until prisoners are freed and reward is claimed (worth 500 gp in services, information).
Room 7: Fetish Hall
Description: Totems of bone, horn, and sinew dangle from the ceiling. A thick miasma of smoke and incense clogs the air.
- Monsters: 1 bugbear shaman (Mv 30'/90', AC 4, HD 3+1, Atk 1 (by weapon 7+), Save F3, Morale +2; Shaman abilities at level 1)
- Treasure: A bundle of talismans (worth 75 gp), and a blackened iron circlet (+1 to saves vs. spells).
Room 8: Smelter Cavern
Description: A natural cavern expanded by orcish labor. A forge glows red, belching smoke. Misshapen blades and rusted armor hang from racks.
- Monsters: 3 orc smiths (Mv 40'/120', AC 3, HD 1, Atk 1 (weapon 10+), Save F1, Morale 0)
- Traps: None
- Treasure: 1 masterwork axe (+1 to damage), 120 gp in rough coinage.
Room 9: Breeding Pits
Description: A sunken chamber of straw nests and crawling orcish whelps. The stench is overwhelming.
- Monsters: 4 orc matriarchs (Mv 40'/120', AC 1, HD 1-1, Atk 1 (weapon 10+), Save F1, Morale +1)
- Treasure: Ornate bronze heirloom (worth 250 gp, originally from a captured settler).
Room 10: War Council
Description: A low stone table marked with crude maps dominates the chamber. Spears are racked nearby. Trophies hang from the walls.
- Monsters: Chieftain of the Bleeding Skulls (Orc Champion: Mv 40'/120', AC 6, HD 4/20HP, Atk 1 (1d10 or by weapon +2 dmg, 10+), Save F1, Morale 0), 2 Orc Champions (Mv 40'/120', AC 4, HD 1+1/8HP, Atk 1 (1d8 or by weapon +1 dmg, 10+, Save F1, Morale 0).
- Treasure: War banner of the clan (worth 150 gp), 500 gp in mixed loot, potion of heroism.
Room 11: Cracked Shrine
Description: A shattered idol lies amid bones and blood. Scrawled glyphs defile the walls. An ominous hum fills the air.
- Monsters: None
- Traps: Arcane backlash—approaching the idol causes 1d6 damage (Save v. Spells for half).
- Treasure: A warhorn etched with runes (when blown, grants +1 to initiative for 1 turn, 1/day).
Room 12: Beastman's Arena
Description: A circle of broken weapons surrounds a fighting pit where beastmen duel. Bloodstains darken every surface.
- Monsters: 1 ogre champion (Mv 30'/90', AC 5, HD 5+1, Atk 1 (smash 6+, dmg +4), Save F4, Morale +2)
- Treasure: Champion's belt (decorative silver, worth 1,000 gp), and a caged warhound.
Room 13: Wolf-Hall
Description: Scratched walls and matted fur fill this den. A stench of wet dog and blood lingers.
- Monsters: 4 dire wolves (Mv 60'/180', AC 3, HD 4+1, Atk 1 (bite 6+), Save F3, Morale +2)
- Treasure: Scattered bones conceal a pouch with 300gp, and a wolf-tooth necklace (+1 reaction with beastmen).
Conclusion
The Den of the Bleeding Skulls is well-suited as a base for a beastman warband poised to raid borderlands or prepare for an all-out assault. Judges can connect this dungeon to a larger invasion arc, rival tribes, or a dark overlord who seeks to unify the clans. Themes of internal strife—orc matriarchs rebelling, bugbear shamans scheming, or ogre champions challenging the chieftain—can keep the den dynamic. Consider events like a ritual summoning gone wrong, or the fort’s original owners returning in vengeance. Expand tunnels below to connect to ancient ruins or a deeper monstrous power manipulating the beastmen from the shadows.