The Steel-Hide Tribe
Introduction
Deep within the gnarled maw of the Blackstone Mountains lies the brutal lair of the Steel-Hide Tribe, a fearsome band of ogres and their twisted goblin servitors. This dungeon serves as their breeding ground for warriors and a heart of plunder, where they hoard the spoils of a thousand raids. Carved into the rockface and strewn with the remnants of their enemies, this den is rife with danger, offering a relentless march through primitive brutality and savage cunning.
Room Descriptions
1. Entrance Cave
The entrance opens into a dimly lit cave with rough-hewn stone walls. Stalactites hang like fangs from the ceiling, and the air is thick with the scent of sweat and death. Scattered bones litter the floor, remnants of less fortunate adventurers, giving ominous warning to would-be intruders.
- Monsters: 2d4 Goblins (Mv 20'/60', AC 3, HD 1-1, Atk 1 by weapon 11+, Save F0, Morale -1)
2. The War Room
This large chamber is adorned with crude maps etched into the walls, depicting the surrounding territory. An assortment of rusted weapons and tattered banners from fallen foes are displayed on makeshift racks. In the center, a jagged stone table is littered with skulls and goblin-sized drinking vessels.
- Monsters: 1d6 Ogres (Mv 30'90', AC 4, HD 4+1, Atk 1 (smash 6+), Save F4, Morale +2)
3. The Feral Pit
A stinking pit lined with jagged rocks serves as both a makeshift jail and a pit for gladiatorial combat. The echoes of past struggles linger in the air. Shattered weapons and the remnants of armor are strewn across the dirt floor.
- Traps: Unstable rocks, causing 1d6 damage if disturbed. Save vs blast for half damage.
4. Feast Hall
The crude wooden tables in this hall are stained with food and blood. Remnants of previous banquets lie piled high, while a fire pit emits a dull glow in the center. Goblins scurry about, preparing for the tribe's next feast.
- Treasure: A hidden stash of treasure (type A, incidental, 275 gp value).
5. The Warg Lair
This dimly lit area serves as the lair for a lone Warg that has joined the tribe after being rescued from human hunters.
- Monsters: 1 Warg (Mv 60'/180', AC 4, HD 6, Atk 1 (bite 5+), Save F6, Morale +3)
6. Armory of the Tribe
A heavy door leads into this cramped, cluttered chamber filled with weapons and armor scavenged from countless battles. The clanking of metal resonates eerily within. An armory for the tribe, it holds both treasure and danger.
- Treasure: A set of crude but effective +1 breastplates (two available) and a cursed axe that requires a save vs. Implements to wield without harm.
7. The Watchtower
This small, raised platform provides a view of the surrounding area. A lookout goblin peers through a shattered spyglass, calling warnings if he sees intruders. Beneath the watchtower, a trap door leads into the depths of the dungeon.
- Monsters: 2 Goblin lookouts (with a horn for calling nearby goblins).
8. Cavern of Captives
This chamber contains prisoners, villagers captured during raids. They are bound and tethered, huddled against the cold stone. The cries for help echo against the walls, calling for heroes to rescue them.
- Unique Encounter: Choice to free prisoners or gain information from them.
9. The Smuggler’s Cache
This hidden chamber is filled with stolen trade goods: sacks of grain, barrels of ale, and woven tapestries. An ill-mannered goblin merchant guards the stockpile vehemently.
- Treasure: Stolen trade goods (type D, hoarder, 1,000 gp value)
10. The Ritual Chamber
In a grim testament to their brutal ways, the Steel-Hide Tribe conducts their dark rituals here, aimed at calling upon primal forces for favor in battle. Markings on the ground depict their gruesome rites.
- Monsters: 1 Bugbear Shaman (Mv 30'/90', AC 6, HD 5+1 (29 hp), Atk 1 (by weapon 5+, +3 damage), Save M3, Morale +2), 2d4 Bugbears (Mv 30'/90', AC 4, HD 3+1, Atk 1 (by weapon 7+, +3 damage), Save M3, Morale +2)
11. The Throne of Skulls
At the chamber's end lies a grotesque throne made entirely of the skulls of their enemies. The leader of the tribe, a massive ogre, rests here, surrounded by the spoils of his vicious rule, his wicked grin revealing yellow teeth.
- Monster: 1 Ogre champion (Mv 30'/90', AC 5, HD 5+1 (33 hp), Atk 1 (smash 5+, +4 damage) Save F5, Morale +2), 1d6 Ogres (Mv 30'/90', AC 4, HD 4+1, Atk 1 (smash 6+) Save F4, Morale +2)
- Treasure: 1,500 gold pieces, a magical club (+1 to hit and damage), and a tribal banner of the Steel-Hide Tribe.
12. The Shadowed Hall
The walls seem to pulsate with darkness in this eerie hallway. An unsettling chill fills the air, indications of a lurking danger awaiting.
- Trap: Arcane traps, 2d4 damage, save vs. Spells for half damage.
13. The Hall of Shattered Hopes
Torn banners and broken weapons litter this desolate chamber, echoes of a mighty fortress lost to time. The gloom swirls unnaturally, and faint outlines of armored warriors drift silently through the haze.
Encounter:
1d8 Haunts (Mv 50'/150', AC 2, HD 1, Atk 1 (haunting embrace 10+), Save F1, Morale NA) manifest as ghostly remnants of fallen soldiers. They do not attack immediately. Instead, they perform a ghostly reenactment of their last doomed battle for 1 turn (10 minutes).
- If the party disturbs them (by touching objects, speaking loudly, casting spells, or lighting bright torches), the Haunts react aggressively.
- If the party remains respectful, the ghosts vanish peacefully, and the Judge may optionally award a small XP bonus for thoughtful play.
14. The Escape Route
A narrow, winding corridor that leads deep into the abyss serves as an escape route for the tribe. Many secrets are whispered here, lost in time. Bizarre markings grow stronger the deeper one goes.
- Monster: 4d4 Kobolds (on patrol) (Mv 20'/60', AC 2, HD 1/2, Atk 1 (by weapon 12+), Save F0, Morale -2).
15. The Smuggler’s Den
An underground market where rogue creatures gather to trade, negotiate, and plan raids against the Steel-Hide Tribe and the surrounding regions. Wealthy traders and pitiful mercenaries interact here.
- NPC Party: Rival adventurers seeking knowledge about the Steel-Hide Tribe's activities.
Conclusion
Game Masters can adapt the Den of the Steel-Hide Tribe to connect with larger campaigns by incorporating elements such as rivalry between tribes, the looming threat of a relentless beastman invasion, or liturgical rites aimed at summoning dark forces. Consider utilizing the NPCs within to explore alliances or betrayals. Within its savage walls, the players will find more than simple treasure; they'll unearth the tangled history of the area and the ruthless desires of those who inhabit this brutal landscape.