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L1-4.Bray-Horn Guard Station

Tile walls rise pitted and scarred, as if hacked for years—old gouges crossed by fresh ones. Bedrolls sprawl in careless heaps. Four orcs squat at the center, rattling knucklebones across a cracked tile; others snore on pallets. An open doorway yawns back to the smashed wall (Room 2A). Another stands in the east wall, and a third, stout door faces south—its lock caved in by something heavy. Strings of withered ears hang from a cord like grisly bunting. On a bench, torn studded leather slumps, the chest punched through and dried dark. A pair of bound ram’s horns—copper-banded, one mouthpiece—rests on a peg near the south door.

What’s here

  • Garrison at rest. 6 Howling Moon orcs (4 awake at dice, 2 dozing).
  • Warhorn. The copper-banded, twinned ram’s horn (DC 10 to find quickly; action to blow) is the attack bray—audible through Rooms 1–5.
  • Doors.
  • To 2A (west): open, sightline into the corridor tangle.
  • To east: open arch to a short hall (DM, key to your map).
  • To south: heavy plank door; lock smashed (STR marks). DC 12 to force quietly, DC 10 to shoulder with noise.
  • Pickled meat jars (6). Pale chunks in foul brine; iron rations (1 day each).
  • Trophy cords. Dried orc & human ears. One fresh elven ear bears three silver studs (15 gp total) if pried.
  • Spoiled armor. Ruined studded leather (no value), blood-punched chest.

Light/Sound. Smoky braziers; loud room. Any combat or a door smash here auto-alerts nearby posts.


Checks & clues

  • Investigation/Medicine DC 11: The armor holes match ogre bludgeon/press wounds (someone was crushed, then stabbed).
  • Religion DC 12: The warhorn’s bands are etched with crude wolf-spirals (Howling Moon mark).
  • Perception DC 12: A jawbone howl-whistle hangs by the east arch (counts as a horn if blown).

Tactics & Response Clock

  • Start: The four at dice kick the bones, grab javelins. Grak lunges to grapple the heaviest-armored foe, shouting, “Just… stand… still!”
  • Horn/Howl: Any orc can snatch the ram’s horn (or jaw-whistle) and blow as a bonus action once they disengage or step to the peg.

If noise or a horn sounds from here:

  • Round 2: Rooms 5A & 5B send 2 orcs each to probe.
  • Round 4: Rooms 5C & 5D commit 2 orcs total (or a sergeant if you use one).
  • Round 6: Urzhag’s hall (Room 19) rolls to mobilize. If both a horn and sustained combat are evident, Vhakra sends a runner and posts a silence pocket in the corridor; the ogre in the complex braces the nearest choke next round.

Retreat logic. If half the room falls, survivors try to shove PCs toward chokepoints and fall back to 5A/5B, braying the horn.


Treasure & loot

  • Silver ear studs (3) worth 15 gp total.
  • Pickled meat (6 days iron rations).
  • Ram’s warhorn (martial horn; counts as audible alarm).
  • Dice set (knucklebones, 2 sp) and a beaten purse (1d10 sp, 1d6 cp).

If the PCs claim: “Temple mercs with a message for your chief.”

Grak: “Temple, huh? What? I hear somethin’. Your tongue.”
Orc #2: “Who sent you? Name the fist.”
Grak: “Say the mark. Show the seal. No seal, no chief.”
Orc #3 (sniffs): “Smell man-flesh. Smell lies.”
Grak (leaning in): “Talk quick. Who—Deggum? Lareth? Hedrack? You die now, human, if you say wrong.”

If PCs say “Commander Deggum sent us.”

Grak: “Deggum… big ogre boss. Hnh. What gift for us?”
Orc #2: “Say the order. Two words.”
Grak: “You know horn first or blood first?”
(If PCs answer “Horn first. Blood second.”)
Grak (grudging): “Hnh. Maybe. What’s the message?”
Orc #3 (low): “No games… time to die if they stumble.”

If PCs say “For Zorgrek alone.”

Grak (snorts): “Zorgrek is far. You had your time, human. Who here takes his word?”
Orc #2: “Name our captain.”
(Correct answer: “Urzhag Grey-Howl.”)
Grak: “Good. You speak right. Say it to Urzhag… maybe.”

If PCs say “For the shaman.”

Orc #3: “Vhakra?”
Grak: “What’s her silence for?”
(Expected hint: “To kill soft words and hide the horn.”)
Grak (nods): “Hnh. You know a drop.”

If PCs fumble a name / hesitate

Grak (hand to horn): “Found you! Now try and hide from this!”
Orc #2: “Bleed! Bleed and die!”
Orc #3: “Die, metalman!”
(They bray the horn unless stopped fast.)

If PCs press to pass without details

Grak: “Just… stand… still. We check your pack.”
Orc #2: “Show mark. Show writ. Or you go nowhere.”
Orc #3 (taunting): “Here, human human… I got a treat for you—knucklebones and a knife.”

If PCs flash a plausible token (fake seal, temple script)

Grak (squints): “Hnh. Filth… but looks right.”
Orc #2: “We take you. No weapons in hand. You step wrong, you die now, human.”
Grak (to runners): “Go. Tell Urzhag: messengers bite at the door.”

If PCs try to bribe

Grak: “Coin talks. Coin louder than orders.”
Orc #2: “How much?”
Grak: “Half now. Half when your bones still wear meat. Move.”

If PCs mention silver or show silvered steel (bad move)

Grak (flinches, then covers): “Put that down, bleed-bag.”
Orc #2 (angry): “Stop moving, stupid human!”
Grak (snaps): “Hands off hilts. Last warning.”

If PCs invoke the watch phrase

PCs: “Horn first. Blood second.”
Grak (grudging): “Hnh. Walk. Slow. Eyes front. Any tricks—Rip! Squash! Smash!”


DM aside (use lightly):

  • A confident, specific drop (“From Deggum; for Urzhag; Vhakra to set silence; ‘Horn first. Blood second.’”) gets escorted to Room 19 under guard (no horn).
  • Vague or wrong names → Grak blows the horn.
  • A reasonable bribe or forged token buys a two-orc escort with weapons peace-bonded.

Room 4.Bray-Horn Guard Station by 3orcs

Creatures
  • Orcs (6) — standard. Two are asleep (surprised 1st round unless shouted awake).
  • Grak, Dice-Catcher — orc bruiser (see Quick 5e). A bald skull raked by old scars; loves to grapple and pin victims while pack-mates stab. Kleptomaniac: uses his first post-kill action to loot if safe.

Orc voices (use as needed):
Detection: “Huh? A noise?” “Smell man-flesh.”
Alert: “Found you! No more games—time to die!”
Taunts: “Die, metalman!” “Stop moving, stupid human!” “Bleed! Bleed and die!”

Type
Guard post / house
Owning Organization
Contested By
Quick 5e stat plugs
  • Orc (MM). Optional spice: once/encounter Moon-Frenzy—after first time bloodied, +2 damage on next hit.
  • Grak, Dice-Catcher (Orc Brute).
  • Use Orc with +10 HP; Athletics +5; gains Bonus Action: Drag (move a grappled target up to half his speed).
  • Pack Maul. While Grak grapples a creature, allied orcs have advantage on melee attacks against it.



Cover image: Suel Temple Skull Banner by 3orcs

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