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L1-3A. Scorched Barracks

The doorway opens on a square chamber—twenty feet by twenty—bare but for rolled sleeping mats and a lidless chest with its hinges pried away. The stone is blackened in tongues and patches; the once-proud mosaic underfoot is chipped and faded. Along the north wall, near the floor, a line of small, thumb-wide openings pock the basecourse. The air smells of old smoke and sour ale. The floor ever so slightly slopes toward the door.

What this room is/was

These were once sacrificial guardrooms: a Suel failsafe allowed oil to be poured from a hidden gallery beyond the north wall, flooding this room to burn out intruders. Howling Moon now uses it as overflow barracks when a raid-band is home.

  • Occupancy (when the dungeon is on alert or during rest cycles): 1–2 shifts (50% chance) that 2d4 orcs are here (sleeping, repairing gear, or dicing). On a 75% chance at night, add 1 bugbear lounging in the dark. If occupied, one orc keeps a lazy ear to the corridor; the rest are at disadvantage to wake the first round.

Orc table talk (use as color):
“Humanz weak; we should be out raiding.” “Krak bows to temple men too much.” “Break their icons, take their iron.”


Features & checks

  • Floor outlets (oil ports). A continuous slot of tiny holes runs the north wall at ankle height (1-inch diameter behind a narrow slit):
  • Investigation or Religion DC 12 identifies them as Suel immolation ports; Arcana DC 12 notes soot pattern = liquid fire once used.
  • Listening at the north wall (Perception DC 12) hears the faint hollow of a space beyond (the north gallery).
  • Arrow slits (upper course, north wall): two narrow, high slits allow archers in the gallery to fire into this room (not into the corridor). Creatures in the room have three-quarters cover against those shots by going prone behind the chest or hugging the south wall.
  • Slope to doorway. Fluids flow toward the corridor; standing within 5 ft of the door during a pour risks splash (see trap below).
  • Chest, hinges removed. Empty, beat to scrap; Investigation DC 10 finds a single Suel electrum coin wedged under the rim (2 gp).

The Suel “Burn Room” mechanic

If someone operates the control in the north gallery (or the PCs improvise oil through the ports):

  • Oil pour: Each round for 3 rounds, the room floor gains a spreading, slick film; creatures moving more than half speed must make DC 10 Dex saves or fall prone.
  • Ignition: Any open flame ignites the film; creatures in the room make a DC 13 Dex save, taking 2d6 fire (half on save) at ignition and 1d6 fire at the start of their turns while they remain on burning squares. The flames gutter out after 3 rounds unless more oil is poured.
  • Doorway splash: Creatures in the doorway when ignition occurs must also save (DC 12 Dex) or take 1d4 fire and have burning droplets (use an action to pat out).

PC edge: If you lure orcs inside and a companion reaches the gallery valves, award advantage on one Intimidation check as the room whooshes to flame.


Tactics & response (if occupied)

  • First round: Nearest orc kicks the mats into a heap for half-cover and bellows: “Found you! Time to die!” Another tries to shove a PC back toward the corridor (to expose them to crossfire from Rooms 3B/3C if those activate).
  • Gong logic: If they hear the 2A gong or combat in the corridor, one runner peels out toward Room 3 (Ready Room) to pull more bodies.
  • If oil ports ignite: Orcs panic the first round (disadvantage on attacks on round two they rush the corridor howling “Bleed! Bleed and die!

Empty room response: Loud fighting here prompts Room 3 to send 2 orcs in 1 round (d6 → 3–6) and another 1d4 the next round if noise persists.


Treasure

Nothing valued remains; Howling Moon stripped hinges and fittings. The only finds are 1 Suel electrum (2 gp) and a handful of bone dice (2 sp) if the mats are rifled.

Room 3A Scorched by 3orcs

Map notes
  • Doorway on the south opens directly to the main red-tiled corridor.
  • North wall shares stone with the murder/immolation gallery (not normally accessible from here).
  • Rooms 3B and 3C mirror this layout along the same north wall further east.

Type
Barracks
Owning Organization
Contested By
Howling Moon Warband (when not out raiding)
  • Headcount on-site (typical rest cycle): 2d4 orcs per room (3A–3C 1 bugbear lounging in darkness (25% per room, 75% at night).
  • Shift pattern: 3 short watches (about 3 hours each). One orc “half-awake” by the door; others asleep or dicing.
  • Gear to hand: javelins (2 each), axes, battered shields stacked near door; rot-spirit jug under the table; bone dice.
  • Discipline cues: watchword pair—Call: “Black?” / Response: “Thorn.” Failure triggers a shove-and-stab.
  • Alarm path: nearest orc sprints to Room 3 (Ready Room); second bangs shield on stone; third tries to bait intruders into the burn room trap.
  • Fighting style: shove to doorway, swarm with advantage if two or more can dog-pile; bugbear flanks from darkness.
  • Morale: steady while they think reinforcements are a shout away; if fire/oil ignites, first round at disadvantage, then reckless charge.



Cover image: Suel Temple Skull Banner by 3orcs

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