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L1-5C. Hive-Queen Office

The iron-bound door stands open on a small, tiled office. Overhead, a mosaic gleams—a great bee ringed by six workers, wings picked out in gold tesserae. A heavy desk faces the far wall where two bright levers jut from new cut stone. A crude bench sags near the doorway. Ink-stained ledgers, bone tally-sticks, and a dented helm lie in reach—and a scarred orc with a double-axe sits watch, eyes on the hall.

Once the administrative office of the Suel priests, now a control post wedged between barracks. An open, iron-bound oak door looks in on a tiled chamber with a ceiling mosaic of a queen bee and six workers—the mark of Bralm, Hive Goddess of industry and order . A stout desk, matching chair, and crude orc bench face the wall where two new steel levers are set into stone; they operate the paired portcullises guarding the descent to the crypt level. One Howling Moon elite (Krang) is always on duty here to command responses; with the door left open, he notices anyone passing unless invisibility or total cover is used.

Items & clues

  • Chest (under desk): Old oak with faint painted lid (flaked)—once ornate. Inside: roll of duty slates, a jar of nail spurs (for spiking doors), 2 chalk sticks, wax seal (cracked, unreadable).
  • Papers: Orc tally marks of rations and squads; no Temple names.
  • Floor wear: Scrapes near the levers—Krang drills quick flips.
  • Bralm tie-in: PCs who call out that Bralm is the “Hive Goddess, order and industry” might impress a Suel-learned NPC later or unlock a tiny boon in a Bralm shrine.

Tactics & response

  • Spot: With the door open, Krang automatically sees anyone moving past the office (no check), unless invisible or full cover is kept.
  • First move: He barks, “Found you! No more games—time to die!” and drops one lever to slam a gate behind or ahead of the party (DM choice), then draws his double-axe.
  • Horn logic: If a round passes without him going down, he kicks the bench into the doorway (half cover) and bellows for 5A/5B.
  • Clock: From noise here, 5A and 5B commit in 2 rounds; 5C/5D neighbors in 4; Urzhag’s hall checks at 6.

Parley angle: Flashing a forged “Temple writ” or giving the watch phrase “Horn first. Blood second.” may earn a brusque escort—if the party accepts weapons peace-bonded.

Krang, Barracks Overseer (Elite) by 3orcs

GM Notes on Bralm (lore ping)

The queen-bee mosaic reinforces that this wing served the office of order and laborBralm’s domain (industrious hierarchy; hive before self) . PCs who key into that theme may anticipate well-run mechanisms (like paired portcullises) and clerical records hidden nearby.

Development

  • If captured, Krang snarls: “Zorgrek’s Gift ain’t for you. Urzhag takes the hive!” (clue: only Urzhag bears the curse).
  • Clever PCs can split pursuing orcs with lever timing—drop a gate between squads.

Hive-Queen Office by 3orcs

What’s here
  • Krang, Barracks Overseer (see stat mini). Stationary; door left open for sight lines.
  • Ceiling mosaic: Bralm’s queen-bee with six workers—Suel symbol of labor hierarchy and order (Religion/History DC 11 to identify; grants advantage to later checks recalling Bralm’s tenets of industry and structure).
  • Lever bank (2):
  • Left lever: Raises/lowers Portcullis A on the main corridor toward the stair to the crypts.
  • Right lever: Controls Portcullis B (the paired gate).
  • Each action takes an action; audible chain-clatter can be heard for 60 ft.
  • Furnishings: desk with bone tally-sticks, a ruined ink pot, a Suel stamp head (cracked), and a brass key ring (unused here).
  • Light/Sound: Lantern on the desk, door open; Krang hums low, listening for horns.

Type
Office
Owning Organization
Contested By
Bralm holy symbol by 3orcs

Krang, Barracks Overseer (Elite)

Medium humanoid (orc), CE | CR 3

AC 16 (breastplate) HP 45 (6d8+18) Speed 30 ft
STR 16 (+3) DEX 16 (+3) CON 14 (+2) INT 10 (+0) WIS 8 (−1) CHA 8 (−1)
Senses darkvision 60 ft, passive Perception 9
Skills Athletics +5, Intimidation +1
Traits

  • Aggressive. As a bonus action, Krang moves up to his speed toward a hostile he can see.
  • Command Bellow (Recharge 5–6). Two allied orcs that can see/hear Krang each move up to 10 ft as a reaction.
  • Tusked Drill. When Krang flips a portcullis lever, he gains +2 AC until the start of his next turn (he fights behind the lever frame).

Actions

  • Orc Double-Axe. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 9 (1d8+5) slashing. If Krang moved at least 10 ft straight toward the target this turn, add +2 damage.
  • Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft, one target. Hit: 6 (1d6+3) piercing.

Reactions

  • Gate Feint. When a creature enters the space of a rising or lowering portcullis, Krang imposes disadvantage on that creature’s next attack before the start of Krang’s next turn.

Gear: Orc double-axe, breastplate, ring with tally-notches, lever-key peg.




Cover image: Suel Temple Skull Banner by 3orcs

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