L1-2B. The Murder Walk
Features & checks
- Arrow slits (murder slits). Firing through grants three-quarters cover to the shooter (+5 AC creatures in the corridor attacking back through a slit have disadvantage. A Medium creature can attack through a slit only with ranged weapons or thrusting weapons (DM call).
- Brittle detritus. Crossing at normal pace risks noise: DC 12 Stealth per 10 ft or bones snap audibly; failure triggers a listen in Rooms 2A/3 (see Response). Clearing a 5-ft path quietly takes 1 minute.
- Old armory. The south racks still hold 1d6 brittle quarrels (each has a 50% chance to snap on firing; on a break, the attack misses).
- Suel ward tiles. Faint Wee Jas hairline runes run ankle-high along the south base; Arcana/Religion DC 12 identifies ancient order-wards that once enforced quiet. A measured chant here grants +1 to group Stealth checks for 10 minutes in this room only.
- Broken longsword. Investigation DC 10 notes drag marks toward the east door; the blade has the broken property (–2 to attack & damage if used). The blood is years old.
Secret doors (both ends)
- Find (from corridor side): Investigation DC 14; from inside 2B: DC 12 due to visible grout hairlines.
- Open: Depress six tiny studs in sequence (a six-count motif tied to Hextor). Sleight of Hand or Thieves’ Tools DC 12; STR DC 18 to force (risks noise; see Response).
- Jam. Mishandling (fail by 5+) wedges the mechanism for 1 hour.
Using the slits against Howling Moon
- From here, the party can observe or snipe at orcs moving in the main red tiled hall without exposing themselves to melee.
- Oil & debris. Pouring oil or caltrops through a slit takes an Action and affects a 5-ft square in the corridor below.
Response & noise (tie to nearby rooms)
If bones snap loudly, slits flash with arrows, or a door is forced:
- Room 2A (west): On the next round d6 → 3–6, two orcs investigate the west secret seam from the corridor side (they don’t find it without aid).
- Room 3 (east): d6 → 4–6, two orcs cross the corridor to look for shooters; if they spot eye-shine, they shout: “Found you! No more games—time to die!” and start peppering the slit (disadvantage).
- Prolonged noise (3+ rounds): A runner from Room 3 goes for 5a/5b; if the fight is clearly down-corridor, a second runner goes for 5e/5d barracks (arrive in 1d4+1 rounds each).
Hazards
- Tight quarters. Two Medium creatures cannot pass; shoves are at disadvantage.
- Stale air. Lighting multiple flames here for more than 3 minutes causes Con save DC 10 or gain disadvantage on Perception by hearing until you leave (ringing echo).
Treasure / salvage
- Quiver strap with 6 serviceable bolts (hidden under a rack shelf, Perception DC 12).
- Suel brass hinge-plate (from the west door mechanism; 10 gp to a collector).
- Broken longsword (S)—ancient Suel pattern; repairable into a fine short sword with smithing & 25 gp.

Dimensions & layout
- Hall: 5 ft wide, 35 ft long; ceiling 8 ft.
- North wall: 4 arrow slits (each 4 in. wide), covering the corridor from the ruined portcullis to the next bend.
- Secret doors: west to 2A, east to 2C (Suel stonework; orcs don’t know these exist).
DM Notes
This hall is the party’s advantage moment: if they found it, reward clever play—let them scout, snipe, or soften the corridor battle. Keep pressure with the response clock so the orcs feel alive, banging gongs and snarling through the stone:
- “I can hear you…” (idle)
- “Found you! Now try and hide from this!” (alert)
- “Bleed! Bleed and die!” (battle)
If the PCs stay quiet and use the chant, they can cross with minimal risk and stage a surprise on Room 3 or flank toward Room 4 via the priest-walk once they learn more secrets.

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