Den of the Ironfang Warlord
In the remote hills of the Bloodstone Vale lies the Den of the Ironfang Warlord, a brutal stronghold of beastmen and primitive humanoids. Once a tranquil cave system, it has been transformed into a fortress of savagery by the Ironfang Tribe, renowned for their ruthless raids on nearby settlements. This lair serves not only as a dwelling but as a breeding ground for warriors and a hoard for the spoils of their relentless plundering. The Warlord, a towering figure with ironclad resolve, awaits within, surrounded by loyal followers and dark secrets entwined in the very stone of the caves.
Room Descriptions
Room 1: Entrance Hall
As you step into the dimly lit Entrance Hall, the air is thick with the scent of sweat and blood. The floor is uneven, littered with bone fragments and rough stone tools. Jagged stalagmites rise ominously from the ground, while crude banners of tattered cloth hang from the walls, depicting the Ironfang’s savage victories.
- Monsters/Traps: An ambush of 3d4 goblins lies in wait, eager to spring from their hidden alcoves.
- Treasure: A small cache of crude copper coins sits in an alcove, totaling 50 cp.
Room 2: War Council Chamber
This expansive chamber contains a crude stone table around which the beastmen gather for strategy meetings. The walls are adorned with trophies from past raids—skulls, weapons, and hastily sketched maps of the surrounding lands.
- Monsters/Traps: 1d6 orcs are debating battle tactics, their voices echoing off the stone walls.
- Treasure: The table holds a forged battle standard, hefty enough to inspire the warriors.
Room 3: Torture Chamber
You enter a room filled with the horrifying sounds of whips and cries. Rusted chains dangle from the walls, while the floor is stained dark with old blood. A wooden rack sits ominously in the center, its purpose clear.
- Monsters/Traps: 1d4 sadistic orc jailers patrol this area, maimed captives groaning in the shadows.
- Treasure: Hidden beneath the floorboards is a pouch containing various gems worth 100 gp.
Room 4: Pen of the Conquered
The air is thick with despair in this room where captives await their fate. Barbarians are thrown together, fearful and forlorn.
- Monsters/Traps: 2d4 chained prisoners could rise to assist adventurers.
- Treasure: A dagger of venom lies unsheathed beside a guard’s discarded armor.
Room 5: The Pit
A large pit dominates this room, its steep walls carved into the rock. The faint sounds of creatures can be heard echoing from the depths, where the tribe tosses enemies for sport.
- Monsters/Traps: The pit is home to 1d3 mud elemental creatures that seek to pull anything unwary into its depths.
- Treasure: Scattered along the rim are some worth a total of 75 gp in small coins lost by previous victims.
Room 6: Barrack of Warriors
The barracks are a disheveled area filled with makeshift beds and filthy straw. Raucous laughter and the wholesome scent of feast waft through the air as warriors relieve their tension after a day's raids.
- Monsters/Traps: 2d4 carousing orcs, unaware of intruders.
- Treasure: A hidden compartment under one of the beds holds a +1 greataxe, a testament to the Warlord's prowess.
Room 7: The Forge of Ignominy
A creaking forge burns hot at the back of this chamber, where weapons are crudely crafted. The sound of hammer striking iron reverberates ominously.
- Monsters/Traps: 2 ogres, plying their fury into new weapons forge ahead.
- Treasure: A half-finished enchanted sword (+1 weapon when completed) lies abandoned on the forge.
Room 8: The Ritual Chamber
The walls are lined with dark symbols, and the air buzzes with an unnatural energy. A stone altar stained with offerings sits at the center, all while draped and fettered in tradition.
- Monsters/Traps: 1d4 orc witch doctors initiate a dark ritual, seeking to summon a brutal creature to bolster their numbers. They are guarded by 2d4 orc warriors and an orc champion.
- Treasure: The altar holds a mystical totem that bestows a +2 to saving throws against fear.
Room 9: The War Room
A large map table dominates this war room, intricately detailed plans for future raids sprawled across its surface, marked with the blood of enemies.
- Monsters/Traps: 1 orc chieftain leader strategizes alone.
- Treasure: This chamber contains a powerful martial totem granting the possessor a one-time reroll on a failed attack.
Room 10: Throne of the Warlord
The final room does not disappoint; a throne molded from the bones of enemies rests on an elevated stone dais. The Ironfang Warlord sits, a hulking figure cloaked in trophies of victory.
- Monsters/Traps: The Ironfang Warlord (stats per your discretion) along with 1d4 of his elite guards defend this lair fiercely.
- Treasure: The Warlord’s hoard includes enchanted weapons, the Iron Warlord’s banner (grants +1 to morale), and a collection of rare items from past raids worth a collective 500 gp.
Conclusion
By incorporating thematic elements of tribal conflict, brutal customs, and the relentless pursuit of power, the Den of the Ironfang Warlord offers a rich and immersive experience. Game masters can expand upon this base by introducing rival tribes seeking to seize the lair, or linking the dungeon to a greater war unfolding across the realm. Animals of the night may become unnatural allies of the beastmen, driven by sinister motives needing to be revealed. Be sure to adapt the den’s inhabitants and setups dynamically, allowing the evolving nature of conflict among monstrous factions to vividly color the adventurers' experience.