Lair of the Ironfist Reavers
Deep beneath the blistered earth of the craggy mountains lies the Lair of the Ironfist Reavers, a fearsome stronghold ruled by a brutal tribe of ogres and goblins known for their savagery and treachery. This den of thievery and territorial conflict was originally a long-abandoned bandit hideout, now repurposed by its monstrous new inhabitants who seek not only to hoard treasures but also to breed a new generation of warriors for their relentless raids. Here, echoes of tribal rituals mix with the clinking of stolen gold, creating a cauldron of chaos that adventurers dare to explore at their own peril.
Room Descriptions
Room 1: Wretched Entrance
The first step into the lair reveals a dimly lit cavern, the air thick with the stench of sweat and rot. Bloodstained walls feature crude symbols smeared in the remnants of past offerings. A large stone slab, more than a door, blocks further passage but shows signs of recent attempts to break through.
- Monsters/Traps: 1d4 rabid goblins, eager for an easy meal.
- Treasure: A rusted dagger (1d4 damage) with glints of precious metals embedded in its hilt.
Room 2: Goblin Watching Post
A narrow alcove filled with broken furniture used to create makeshift seats. Crude weapons hang from the walls. Goblin sentinels chat in their harsh tongue, unaware of the intruders approaching.
- Monsters: 1d4 goblins armed with crude weapons.
- Traps: Snares made of vines — each character must succeed on a Dexterity check when entering to avoid being trapped.
Room 3: Ritual Chamber
This room, larger and circular, exhibits a massive stone altar caked with remnants of sacrifices. Fetishes made of bone dangle from the ceiling, swaying eerily.
- Monsters: A brutish ogre chef preparing a foul stew in a cauldron, accompanied by 1d6 goblins.
- Treasure: A tribal totem (grants +1 to saving throws against fear when held) and 100 sp worth of assorted stolen trade goods.
Room 4: Barracks of the Ironfist
Rows of crude beds made from straw and animal pelts lean against grimy walls. The sounds of snoring and the stench of unwashed bodies fill the air. On the floor, hints of melting treasure map scraps can be seen.
- Monsters: 1d2 ogre guards asleep on their bedrolls.
- Treasure: A map fragment leading to a rumored hidden treasure (plot hook).
Room 5: Pit of Despair
Here, a gaping pit serves as a prison for the unfortunate souls captured by the Reavers. The sound of chains rattles faintly, intermingled with low moans.
- NPC Party: Desperate prisoners (1d3) seeking liberation.
- Monsters: A hungry troll, drawn by the scent of flesh.
Room 6: Treasure Hoard
Buried beneath a pile of filthy blankets lies the treasure hoard of the Ironfist Reavers. A plundered bounty gathered from their raids gleams dully in the flickering torchlight.
- Monsters: Powerful ogre chieftain and his bodyguard (2d4 goblins).
- Treasure: A magical mace of subtle conflict (+1 to attack, +1 to damage), 500gp in assorted coins, and various valuable items (jewelry and silks).
Room 7: The Great Hall
This sprawling room is marked by the signs of a recent feast — broken bones, fouled meat, and overturned tables testify to the Reaver's savage lifestyle.
- Monsters: A band of 1d6 goblins feasting, alongside 1d12 ogres roaring with laughter.
- Traps: Chandelier rigged to fall if a loud noise is detected — an instability check may help avoid a crushing surprise.
Room 8: War Room
A makeshift map sprawls across a rickety table, detailing the Reavers's territories and their plans for raids into surrounding lands.
- Treasure: Scrolls containing basic tactics and regional intelligence, which can serve as a quest hook for future encounters.
Room 9: Armory of the Reavers
Weapons and armor are haphazardly stacked, some crafted from scavenged materials, others stolen from dead foes.
- Monsters: 1d4 bugbears argue over how to split the spoils.
- Treasure: 2d4 pieces of crude, but usable, armor; two enchanted crossbows (+1 to attacks).
Room 10: The Elder's Den
The smell of incense and old parchment fill this room, a sharp contrast to the neglect felt elsewhere. The shaman of the Reavers communes with dark spirits, a powerful beast lurking behind.
- Monsters: A ghastly beast (a hybrid of a fey creature) guards the shaman, seeking to protect its dominion.
- Treasure: A cursed artifact (an iron ring promising power) that will twist the mind of its wearer.
Conclusion
The Lair of the Ironfist Reavers provides a rich and vibrant location for adventure, from vicious tribal confrontations to dark rituals. Game masters can expand this setting by introducing external factions (such as a neighboring human kingdom under siege) or unraveling deeper plots tied to the shaman's ancient texts hinting at dark pacts. Infighting among the Reavers, unresolved territorial disputes, and raids on nearby settlements can set the stage for future adventures, thus enriching the campaign. Be prepared for players to engage with NPC prisoners, potentially turning allies against a common foe or drawing from their insights into the lair's defenses.
This dungeon allows for engaging exploration, grim encounters, and a constant feel of danger brought on by the savage nature of its inhabitants.