The Bloodclaws
Deep within the dark recesses of a crumbling fortress, a savage tribe known as the Bloodclaws claims dominion over their stolen wealth and the remnants of once-great civilizations. This stronghold serves as a breeding ground for their feral warriors, hardened by violence and driven by primal instinct. In this fortress, visitors may encounter the brutal customs of these monstrous inhabitants, witness their savage rituals, and uncover the treasures they hoard from their unrelenting raids on nearby settlements. Adventurers brave enough to breach the stronghold's defenses can expect a combination of treacherous traps, fearsome guardians, and richly storied artifacts hinting at the fortress's bloody past.
Room Descriptions
Room 1: Blood-Stained Entrance Hall
The heavy wooden doors creak on their rusted hinges, revealing a hall littered with half-decayed animal carcasses and splattered with dark, crusted blood. The air is thick with the stench of rot. Bone totems loom threateningly from the walls, each decorated with crude designs marking victories in battle.
Monsters/Traps: 2d4 Goblins armed with jagged clubs, lurking in shadows waiting to ambush trespassers.
Treasure: A small chest hidden beneath a pile of refuse contains 30 silver pieces, a crude dagger that whispers ancient war cries in battle (+1 to attack throws, but not damage).
Room 2: War Room of the Warlord
This room is dominated by a large, scarred table displaying a map marked with the locations of recent raids. Sconces flicker with eerie light, casting shadows that dance across the walls. A heavy scent of sweat mingles with the odor of old leather.
Monsters/Traps: Bloodclaw Warlord (Orc sub-chieftain) and 3 Lieutenants (Orc champions).
Treasure: Tribal war banner (grants +1 to Morale to allies within 30'), and tribal fetishes (10 GP each x5).
Room 3: Entryway of Scream
As you step through the threshold, you hear the faint echo of wailing voices. The walls are adorned with disturbing art depicting sacrificial rituals. A feeling of dread hangs over you, making your skin crawl.
Monsters/Traps: Pit trap (save versus Paralysis to avoid; 10' deep, fall damage)
Treasure: 4 jade pendants (worth 20 gold pieces each), said to protect against ill omens.
Room 4: The Armory
Stacks of mismatched weapons and armor line this chamber, many made from scavenged materials, while others seem to pulse with hidden power. The air is filled with a metallic taste that invites both curiosity and dread.
Monsters/Traps: 2d4 Orc guards, keeping watch over the store of weapons.
Treasure: An enchanted axe (+1 axe; once per day can deal 2d6 additional damage on hit) hidden beneath a pile of rusted swords.
Room 5: Warlord's Quarters
The remains of a lavish bed, now covered in dirt and grime, sit in one corner, surrounded by trophies of beasts and enemies. The walls bear scratches and war paint symbols, commemorating great victories.
Monsters/Traps: Favorable chance of being ambushed by 2d4 Beastmen (Gnoll or Bugbear; random roll) watching from hidden alcoves.
Treasure: A jeweled brooch worth 200 gold pieces and a scroll indicating the whereabouts of an enemy stronghold.
Room 6: Torture Chamber
Iron implements of torture hang from the walls, and remnants of past victims linger in ghastly sights. A solitary figure bound to a chair begs for release, his eyes wild with fear.
Monsters/Traps: 2 Bugbears, enjoying their work a bit too much.
Treasure: A small lockbox beneath the chair holds 50 copper pieces and a Potion of Recuperation.
Room 7: Hall of Rituals
Candles flicker, illuminating a gruesome altar made from woven bones where the Bloodclaw tribe conducts various dark rituals. The air crackles with residual magic and anxiety.
Monsters/Traps: Guardian Spirit (treat as Wraith), aggressive to intruders.
Treasure: Cursed Bloodstone, -1 to saves vs. spells from chaotic casters.
Room 8: The Roaring Pit
In the bottom of the chamber, a massive pit grows from the floor, echoing with primal screams from unseen sources. The walls are scratched and etched, showing desperate attempts for escape.
Monsters/Traps: 3d6 Giant Rats skitter around the edge of the pit, waiting to ambush the unwary.
Treasure: Secret stash of trade goods (50 lbs worth 25 GP total) and 2 potions of healing.
Room 9: The Treasure Vault
Piles of wealth and strange artifacts litter a raised dais. The sound of clinking metal echoes as you approach.
Monsters/Traps: 1d4 Trolls, fiercely territorial.
Treasure: 1,000 GP, a Crystal of True Sight (1 use/day of true seeing for 10 minutes), and a dark magical artifact (Judge's creation)..
Room 10: Hall of Legends
A grand hall showcasing the history of the Bloodclaw tribe through murals, depicting their ancestors. However, the once-proud boasting has crumbled into whispers of sorrow and betrayal.
Monsters/Traps: Magical riddle trap (Magical engineering or Loremastery 14+ to decipher or suffer 2d4 damage from psychic backlash
Treasure: Lore grants insight into rival tribes—+2 on reaction rolls in future tribal dealings
Conclusion
As a Game Master, this dungeon presents a rich tapestry for expanding your campaign. The Bloodclaw tribe can serve as both an impediment and a catalyst. Consider weaving in narratives involving inter-tribal rivalries or resolving tensions with local villages, enhancing the adventure's stakes. Infighting among factions within the fortress or the looming threat of a larger horde can keep players engaged as they explore deeper into the monstrous territory. Make use of the treasures and unique items found within to motivate players and tie this delve to broader plot threads in your campaign.