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L1-3C. Scorched Barracks

A square chamber—twenty feet on a side—reeks of smoke and ruin. The floor is a hardened lake of black tar, fused with charred bone, rusted scraps, and rotten leather. Unlike the others, the wall tiles here survived: a faded mosaic of hunters with hounds and spears courses along the north and east walls. At ankle height on the north wall, a line of tiny oil outlets pocks the basecourse; higher up, a narrow arrow slit stare from the upper course. The floor slopes subtly toward the door.

What this room is/was

Once guest quarters and part of the Suel immolation defense. Howling Moon uses it rarely; the tar makes sleeping miserable.

  • Occupancy when the band is home: 25% chance of 1d4 orcs (arguing about why anyone would sleep here). If present, one keeps a lazy ear to the hall; the rest wake prone at disadvantage in round 1.

Features & checks

  • Tar floor (hazardous terrain).
  • Movement counts as difficult terrain.
  • Fast movement (more than half speed) forces a DC 10 Dex save or you stick (speed 0) until you use an action and succeed on DC 10 Str (Athletics) to wrench free (taking 1 bludgeoning from the tear).
  • Fire near the floor (dropped torch, flame spell) re-ignites the tar edge: creatures within 5 ft make DC 12 Con or cough (disadvantage on Perception checks by hearing until end of next turn).
  • Oil ports (north, ankle height). Investigation/Religion DC 12 identifies them as immolation outlets.
  • Arrow slits (north, high). Archers in the hidden gallery can fire into this room; going prone behind wall rubble grants three-quarters cover.
  • Hunt mosaic (Suel iconography). History/Religion DC 12 ties the scene to Llerg (bear motif hidden in the border) and Phaulkon (feathered vane above a hunter’s bow). No intact valuables remain, but the art confirms the temple’s Suel origin.

Suel “Burn Room” mechanic (as 3A/3B, but nastier here)

If oil is poured from the gallery or the tar is ignited:

  • Spread: Oil skims over tar; creatures moving more than half speed must make Dex save DC 10 or fall prone.
  • Ignite: Any open flame → Dex save DC 13, 2d6 fire (half on save) at ignition; 1d6 fire at the start of turns while in burning squares. Because of tar, flames persist 1 extra round.
  • Door splash: In the doorway at ignition → Dex DC 12 or 1d4 fire and burning droplets (action to douse).

Tactics & response

  • If occupied: Orcs kick the least-sticky corner mats into a low berm, shove intruders toward the stickiest patches, and bellow: “Found you! Time to die!” / “Bleed! Bleed and die!
  • Alarm path: If no gong yet, one orc sprints to Room 3 (Ready Room); fighting here for 2+ rounds brings 2 more orcs from Room 3 next round (d6 → 3–6).

Treasure

None of value. Hinges and fittings long stripped; anything metal left in the tar is ruined. Careful prying (10 minutes) might free bone dice (2 sp) fused to the edge.

Map notes
  • Door on the south opens to the main red-tiled corridor.
  • North wall backs the hidden gallery that feeds the burn ports and arrow slits (not accessible from here).

Use the tar to create tense movement choices; clever players may bait Blackthorn into the sticky zone, then spark the edge while allies hold the door.

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: by 3orcs

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