The Den of the Ironjaw Clan

The Den of the Ironjaw Clan

Nestled deep in the caverns beneath the jagged cliffs of Thunderpeak, the Den of the Ironjaw Clan serves as a brutal bastion of primitive humanoids and monstrous creatures. For generations, this savage tribe has raided nearby settlements, hoarding the spoils of conquest and breeding fierce warriors. Now, with their numbers swollen and bellies empty, they are ramping up their raids, leaving the surrounding lands filled with terror and dread. Adventurers brave enough to infiltrate this lair may uncover the secrets of the clan and perhaps seize their accumulated wealth.

Room 1: Entrance Hall

As you step into the cavern, a foul stench of sweat and decay envelops you. The floor is uneven, strewn with bones and crude offerings of charred remains, showing the remnants of the Ironjaw Clan's sacrifices. Flickering torchlight reveals tribal markings on the walls, whispers of their bloody history.

  • Monsters: 1d4 Goblins (Mv 20'/60', AC 3, HD 1-1, Att 1 weapon 11+, Save F0, Morale -1).
  • Treasure: Crude carved idol (worth 50gp).

Room 2: Watch Post

Perched high on a narrow ledge, two brutish ogres keep watch over a yawning chasm. Darkness looms below, and a faint sound of dripping water echoes. The stony walls are chipped and marked from endless battles.

  • Monsters: 2 Ogres (Mv 60'/20', AC 4, HD 4+1, Att 1 weapon 8+, Dmg 1d10, Save F3, Morale +2).
  • Trap: Deadfall Trap — Characters ascending without caution must Save vs. Blast or suffer 2d6 damage from falling rocks.

Room 3: The War Council Chamber

This cave serves as the strategic heart of the Ironjaw Clan. A large, scarred stone table sits in the center, surrounded by tattered hides and rusted weaponry. Flickery flames illuminate maps and totems marking future raids; echoes of gruff voices continue to plot their gruesome conquests.

  • Monsters: 2d4 Goblins led by 1 Goblin Shaman (as Goblin with spellcasting: 1st-2nd level Arcane spells).
  • Treasure:
    • Obsidian Ceremonial Dagger (+1 damage only, ornate, worth 250gp)
    • 22cp
    • Map detailing nearby villages (Judge may use as plot hook).

Room 4: Training Arena

Crude wooden dummies are scattered across the floor, displaying battle marks from numerous combats. You can hear the distant clash of weapons as several beastmen engage in a brutal training regimen, each striving to prove their worth.

  • Monsters: 2 Bugbears (Mv 90'/30', AC 5, HD 3+1, Att 1 weapon 9+, Dmg 1d8+1, Save F2, Morale +1) coaching 4 Goblin Trainees.
  • Treasure:
    • Well-Kept Spear (+1 damage only; worth 100gp)
    • 5 iron ingots (worth 5gp each).

Room 5: The Dung Pits

Reeking and foul, this chamber serves as the dumping ground for offal and waste from the clan. Pungent fumes stifle your senses. However, hidden among the filth are objects once treasured: discarded weapons and rusted armor.

  • Trap: Quicksink Muck — Save vs. Paralysis or become restrained until freed.
  • Treasure:
    • Merchant's Ledger (worth 25gp; lists trade routes)
    • Ancient Barbaric Tome (non-magical; worth 75gp to historians).

Room 6: The Armory

The air here is thick with rust and the metallic scent of oil and blood. The ramshackle armory holds an array of weapons both crude and crafted, while crude mannequins are adorned with mismatched armor.

  • Monsters: 1d6 Bandits (Mv 60'/20', AC 2 (leather + shield), HD 1, Att 1 weapon 10+, Dmg by weapon, Save F0, Morale 0).
  • Treasure:
    • 16sp
    • 4 throwing axes (ordinary)
    • Crude Leather Armor (usable or salvageable for 20 leather strips).

Room 7: Clan Elder's Space

The atmosphere shifts to one of reverent decay as you enter the sanctuary of the clan elder. Adorned in animal pelts and surrounded by bones, the elder presides over a dark ritual involving blood and fire. Shadows flicker menacingly, hinting at the elder's powers.

  • Monsters: Bugbear Clan Elder (HD 3+1, spellcasting as a 3rd level Shaman; typically uses spells like Command, Bless, Cause Fear).
  • Treasure:
    • Totem of Vicious Insight (+1 to saving throws vs. Spells)
    • Potion of Healing (heals 1d6+1 HP).

You pass through a narrow corridor into a frightful chamber decorated with the trophies of raids: skulls of defeated foes and banners from conquered clans hang from the walls. The ghostly silence sends a chill down your spine.

  • Monsters: 1d12 Giant Rats (Mv 60'/20', AC 7, HD 1-2, Att 1 bite 12+, Dmg 1d3, Save F0, Morale -1).
  • Treasure:
    • 86cp
    • Ornate Helmet (worth 75gp; ceremonial, but usable).

Room 9: The Breeding Lair

The stench becomes overpowering in this cavern, home to the Ironjaw's females and young. Crude nests made from discarded furs and wraps litter the ground. Fear and aggression imbue the air, with nearly all young already showing signs of ferocity.

  • Monsters: 1d3 Ogres and 3d6 Goblin Younglings (non-combatants unless provoked; may swarm under dire circumstances).
  • Treasure:
    • 20 Grain Sacks (trade goods; 5gp each)
    • Hidden Toy (handmade amulet worth 50gp).

Room 10: The Chieftain’s Hold

You arrive at the grandest chamber, dominating the lair. Here sits the Ironjaw chief, a towering brute adorned with trophies from many battles. A massive table filled with loot lies before him, while his trustful warriors wait loyally at his side.

  • Monsters:
    • Ironjaw Chieftain (Ogre Champion: HD 6+2, AC 3, Att 1 massive weapon 7+, Dmg 2d6, Save F5, Morale +3)
    • 2 Ogre Bodyguards (AC 4, HD 4+1).
  • Treasure:
    • 300gp in mixed coin and gems
    • Magical Battle Axe (+1 attack and damage)
    • Ironjaw Clan Battle Banner (Artifact: when raised, grants +1 Morale to all allied beastmen within 120').

Conclusion

As your players navigate the Den of the Ironjaw Clan, encourage them to utilize alliance building for future encounters with the tribe. Perhaps a rival faction seeks the clan’s downfall, or local settlements plead for heroes to end their frequent raids. The dungeon can lead to larger campaign arcs, such as expanding wars between clans, or the creation of a new settler's guild aimed at reclaiming their lost territories.

Enhance room chaos with unpredictable elements such as infighting among the beasts, the discovery of a traitor among NPCs, or the revelation of the true purpose of the clan's violent raids. The world beckons as the Den of the Ironjaw Clan stands teetering on the brink of savage upheaval.