Minidungeon of 7 Orcish Virtues.
1. Unrelenting Violence
There's a flesh golem in the room. It starts off passive with 1HP. Every round past the first it gains 1HD (1d8 HP), all Saves and attacks improve, etc. Eventually it starts spewing acid and fire. If you kill it, you can pull the red key from its heart and open the next room.
2. Clarity of Purpose
The red key opens a door to a hexagonal room. The 5 other hallways leading out are lined with gold, silver, iron, bronze, and stone. The answer is obvious; go straight ahead (iron) and don't muck about. The other hallways are electrified or something equally awful, I don't know.
3. Contempt of the Gods. The next room is full of statues. Like, crammed full. No room to move unless you climb over them. It's full of gods and saints. If you make eye contact, they'll attack.
4. Family.
Three alcoves with a sack of gold, a sack of grain, and a huge enchanted axe. The gold and the axe will animate to attack you, but they can be tricked to attack each other. The grain is safe and contains the blue key to the next room.
5. Honorable Combat between Orcs
There's a war golem spawning pool (like the liquid metal terminators but magic) in the next room. It has twice the weapons, spells, tools, and AC you have. The trick is to strip naked and fight it by tearing its head off. Reward: liquid metal skin.
6. Clarity of Thought
A 10'x10'x 10'x room. There's a door with a riddle written on it in every language.
Reading the riddle aloud or saying anything in the room makes the walls move in 1'. Smash the door to escape. It's only made of wood and iron.
7. Bloodshed.
Your reward. Pipes spray out sickly, pale creatures that rapidly grow to full murderous size. Slaughter one for every year of your life to exit the dungeon, exalted as an orc initiate, a worthy member of the elite of your tribe.
Or... just some schmucks who stumbled across an old door in a mountainside and decided to check it out.