L1-2A. Guard-Den of the Broken Secret
From an open doorway in the east wall, you hear dice clatter, slurred boasts, and more snoring.
What the party can learn at a glance
- Suel craft, defaced. Every sixth floor tile bears a hairline rune of Wee Jas (long inert). A DC 12 Arcana or Religion recognizes Suel order-wards; chanting in measured cadence gives +1 to group Stealth checks taken in this room for 10 minutes.
- Howling Moon stink. Rot-spirit bottles under the table; crude thorn marks scratched over a tiled depiction of a bear-glyph (Llerg).
- Sound carries. Any raised voices or metal on stone are plainly audible in Room 3.
Creatures (on entry)
- Orcs (4) at the table (alert, drunk but mean).
- Orcs (2) asleep near the breach (prone; Perception 8).
Use MM orcs. “Howling Moon Pack Ambush” (optional): the first orc to attack has advantage if an ally is within 5 ft of the same target.
Orc voices (use as needed):
- Idle: “Huh? A noise?” “Smell man-flesh…”
- Alert: “Found you! No more games—time to die!” “Die, metalman!”
- Battle: “Bleed! Bleed and die!” “You are weak! I am stroooonng!” “Just… stand… still!”
Stealth & Surprise
- Approach from Room 1: Group Stealth vs. DC 12 to slip past the breach. First failed check or stepping on a loose tile in 1 (the clack) wakes one sleeper and prompts a listen from Room 3.
- Sleeping orcs: Any loud action within 10 ft requires DC 10 Stealth or they stir (half speed, no armor the first round).
The Gong (alarm)
- Object: AC 12, HP 10, immune to poison/psychic.
- Strike (action): Sounds a harsh brazen note; triggers the Response Clock below and gives all orcs advantage on the next Initiative roll in Rooms 2A & 3.
- Smother: A creature adjacent can use a reaction to grab the striker (or the ringer’s wrist) and force a Contested Athletics or Sleight of Hand to prevent the strike.
- Sabotage: Sleight of Hand DC 12 to pack the cup with mud/rag; the next strike fails.
Response Clock (2A ↔ 3 ↔ deeper halls)
When obvious noise or the gong occurs, roll the following at end of each round:
- Room 3 (Main Guard Room): d6 → 3–6 sends 2 orcs to probe this doorway; 5–6 sends 4 orcs.
- If fighting lasts 3+ rounds: One runner from 3 bolts for Rooms 5a–5b (more orcs). If the party drives deeper down the main red-tiled corridor, another runner from 3 goes for Rooms 5e–5d (barracks). Reinforcements arrive in 1d4+1 rounds per distance.
- If the gong sounds twice: add +1 to all response rolls for the next 3 rounds.
Orc Tactics (2A)
- First move: Table kicked to form a low barricade; two at the table hurl javelins while one shakes the sleepers awake.
- Second move: One orc lunges for the gong if it hasn’t sounded.
- Fighting style: They try to shove intruders back toward the twisted bars in Room 1 so the ogre from Room 4 can smash if called.
- Taunts: “Bleed and die!” “Stop moving, stupid human!” “Rip! Squash! Smash!”
If morale cracks:
- At half numbers or if the gong is smothered, 1 orc breaks to fetch Room 3 (“Ha ha! Go ahead and hide, little bleeders!”).
Secret Door (north-east corner)
- Spotting: Investigation DC 14 or Stonecunning (advantage) finds a hairline frame; Perception DC 15 to note a cooler draft.
- Mechanism: Press-turn a rune tile (Wee Jas script) six times (Hextor’s “red arrows” count from NA-03 riddle) to release; otherwise Tharizdun-scarred failsafe jams it for 1 hour.
- Where it goes: A tight priest-walk parallel to the corridor (safe bypass to a landing near Room 4). The orcs are unaware of this passage. Clever PCs can flank or slip behind the ogre line.
Treasure & Trinkets
- Rot-spirit bottle (empty; stinks—useful for a disguise).
- Bone dice (carved pips blood-rubbed; 2 sp), string of copper coins (15 cp), and a Suel electrum wedged under a loose tile (2 gp).
- Howling Moon tokens: thorn-wrapped boar tusk (proof of kills for Storm-Eyes parley).
Scaling & Mercy Valve
- Lower level party: Begin with 3 alert + 1 asleep; Room 3 sends only 2 on first probe.
- Higher level party: Add 1 bugbear lurking just beyond the east doorway with advantage to Stealth in the dim.
- If the PCs are drowning: A drunk quarrel in Room 3 (d6 → 1) delays reinforcements by 2 rounds.

Dimensions & Layout
- Chamber: 12 ft wide (north–south), 24 ft long (west–east). The busted secret door is in the west wall from Room 1.
- East doorway: open, no door—leads to Room 3: Main Guard Room.
- Secret door: north wall, northeast corner (the orcs don’t know it exists). Faint grout lines; Suel mechanism inside.
Quick Flow for the DM
- PCs slip/breach → check Stealth vs. DC 12.
- If noise → awakeners + gong race.
- End of each round → roll Room 3 response; dispatch runners toward 5a/5b (and 5e/5d if the fight moves down the main hall).
- If PCs find the secret door, they can bypass or flank—Howling Moon doesn’t expect it.
Use the orc voice pack liberally as the soundscape: low mutters before the breach, then “Found you! Time to die!” once steel flashes.
Orc Dialog
You hear them grumble over sour ale—short, ugly bursts:
- “slosh We’re strong. Should be with the others, crackin’ the old humanz temple, not sittin’ watch.”
- “Urzhag listens too much to the elemental humanz. Hah! They point, we march. We ain’t their dogs.”
- “Howling Moon don’t need priests in silk. We take. They write.”
- “belch Ogres get the fat cuts. We did the bleedin’. Where’s our loot?”
- “Humanz are weak—soft bellies, soft bones. Across the fens is easy meat.”
- “Why sit in stone mouth? Let’s raid the farm-thorps. Burn, grab, gone by moon.”
- “Temple humanz say ‘wait, build, guard.’ Bah. Guard is for maggots.”
- “Gruumsh made us to smash, not count tiles like book-worms.”
- “Urzhag should tell Deggum ‘no’—or bite his throat. Chiefs lead, not bow.”
- “Heh. Hear them in the deep rooms? Coins sing. Should be our song.”
- “When horn blows, we go. But if horn stays quiet… we go anyway.”
- “dice clatter I roll skulls—means blood soon. Maybe human blood from across the marsh.”
- “Tomorrow night—no orders—we slip out, take a cart, bring back three heads.”
- “Drink now. Raid later. Howling Moon strong. Humanz weak!”

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