Lair of the Bonebinder Chieftain
Beneath the jagged peaks of Bloodstone Ridge lies the Lair of the Bonebinder Chieftain, a malevolent stronghold ruled by a chieftain of savage beastmen known as the Bonebinders. These primordial humanoids have woven their brutal culture around the worship of bone and flesh, marking their territory with grim trophies and savage ritual sacrifices. Adventurers exploring this forsaken lair will uncover the blood-soaked remnants of outdated tribal rivalries, crude magical artifacts, and the desperate schemes of a chieftain determined to expand his power over his rival tribes.
Room Descriptions
Room 1: Entrance Chamber
The air in this dimly lit chamber is thick with the acrid scent of burning flesh. The walls are adorned with crude, bloody paintings depicting hunts and battles. In the center of the room lies an altar made of twisted bones, stained by darkened blood. Suspended from the ceiling are various animal skulls and talismans.
- Monsters: 2d4 Goblins (Mv 20'/60', AC 3, HD 1-1, Atk 1 by weapon 11+, Save F0, Morale -1)
- Treasure: Small pouch under the altar with 50sp and a bone necklace (non-magical, worth 25gp).
Room 2: The Hound Pens
This room is filled with the growls and howls of captured beasts, chained to the walls. Slop-strewn floors and the stench of unkempt dogs fill the air. The beastmen use these creatures as both guardians and hunting companions.
- Monsters: 1d6 Dire Wolves (Mv 60'/20', AC 4, HD 2+2, Atk 1 bite 9+, Save F2, Morale +1)
- Trap: Net trap - triggers on stepping on a disguised floorboard.
- Escape: Saving throw vs. Paralysis or ensnared
Room 3: Warband Barracks
Roughly hewn wooden bunks line the walls, cluttered with crudely made weapons and armor. The atmosphere here is tense, and it feels as though unseen eyes are constantly watching.
- Monsters: 1d4 Orcs (Mv 30'/90', AC 3, HD 1, Atk 1 by weapon 10+, Save F1, Morale +0)
- Treasure: Locked chest containing 100gp and a map.
Room 4: Ritual Chamber
Stone altars, decorated with gruesome offerings of flesh and bone, fill this dark chamber. An array of totems made from the remains of fallen enemies can be seen, while the walls are covered with ritualistic symbols.
- Monsters: Bonebinder Shaman (Mv 30'/90', AC 3, HD 2, Atk 1 by weapon 9+, Save F2, Morale +1; casts spells as 2nd level Mage), and 1d4 Boneguards (Skeletons: Mv 20'/60', AC 3, HD 1, Atk 1 by weapon 10+, Save F1, Morale n/a)
- Treasures:
- Wand of Fear (5 charges remaining)
- Obsidian sacrificial dagger worth 150gp.
Room 5: The Hall of Shields
This large hall is strewn with the remnants of battles, including rusted weapons and the remains of past foes. Shields decorated with tribal insignias hang on the walls, some seemingly possessed with latent magical energy.
- Monsters: 1d8 Thugs (Mv 30'/90', AC 2, HD 1, Atk 1 by weapon 10+, Save F1, Morale +0)
- Treasure: Shield +1
Room 6: The Gallery of Trophies
Displays of trophies from various raids line the walls: severed heads, weapons, and prized bones from defeated foes. The atmosphere is grim, echoing the past victories of beastmen.
- Monsters: 1 Ogre (Mv 30'/90', AC 4, HD 4+1, Atk 1 weapon 7+, Save F4, Morale +2)
- Treasure: Amulet of Animal Speech (1/day effect) hidden in a severed head.
Room 7: The War Drums
Massive drums line one wall, powerful enough to summon the local tribes with their ominous rhythm. The floor vibrates with the sounds of beating drums, creating an atmosphere filled with tension and anticipation.
- Monsters: 1d4 Hobgoblins (Mv 30'/90', AC 4, HD 1+1, Atk 1 by weapon 9+, Save F1, Morale +1)
- Trap: Drums release narcotic gas if broken.
- Saving throw vs. Poison or unconscious for 1 hour.
Room 8: The Chief's Quarters
Rich in trophies and bone artifacts, this room is heavily guarded and serves as the stronghold of the Bonebinder Chieftain. The air here is thick with incense, showcasing the chief's proclivity for power and intimidation.
- Monsters: Bonebinder (Orc sub-chieftain: Mv 30'/90', AC 5, HD 5, Atk 1 by weapon 6+, Save F5, Morale +2) with 2d4 Elite Bodyguards (Orc champions: Mv 30'/90', AC 4, HD 2, Atk 1 by weapon 8+, Save F2, Morale +1)
- Treasure:Warbanner: Counts as a Banner of Courage (Grants +1 attack throws, +2 morale within 60').Hoard: 500gp, 200sp, assorted ivory trinkets worth 400gp total.
Room 9: Hall of Echoes
This chamber resonates with strange, echoing sounds that can confuse the senses. It's rumored that spirits of the ancestors linger here, watching over the beastmen.
- Monsters: 1d2 Wights (Mv 30'/90', AC 5, HD 3, Atk 1 touch 9+, Save F3, Morale n/a)
- Treasure:
- Rolled Magic Item: Manual of Physical Might (+1 to Strength for 1 month when read, one use).
Room 10: Exit Hall
As adventurers near their exit, they must navigate this treacherous hall filled with traps and obstacles. The walls are adorned with warning symbols and faint inscriptions.
- Trap: Pressure plates fire 1d6 darts each (Saving throw vs. blast or 1d6 damage).
- Treasure:
- Secret cache: Masterwork breastplate (AC 6, worth 400gp) and finely made dagger (+1 to damage rolls).
- Coin: 25gp.
Conclusion
As the players clear out the lair, they have several paths to explore. The Bonebinder's war efforts may reach nearby villages, leading to possible quests about the fate of the surviving beastmen tribes. Reports of their raids could alarm nearby settlements, prompting adventurers to consider forming alliances. Additionally, the magical relics may attract the attention of powerful adversaries, setting the stage for future conflicts or quests for further dominance.
Adventurers departing from the Lair of the Bonebinder Chieftain can take the treasures found here, leveraging them to negotiate alliances, bolster defenses, or even pursue newfound magical capabilities as they venture deeper into the world.