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NAT-12: Level 1 - Suel Temple of the Skull

Howling Moon Clan occupation • running battle • rescue & recovery

Approaching the Skull (boxed read-aloud)

The fangs lead you into a hush of oaks and ipp where the ground rises like a knuckle. The trail ends at a bald, root-scarred clearing and a low hill whose face has been cut to a mouth—rough-hewn and skull-shaped. A single pole stands before the teeth; an orc hangs by both wrists, leather torn, arrows like pegs pierce his body like a rack. Three dark bottles lie in the flattened grass. From within, torch-light breathes and boots scrape stone.

At the mouth: 4 orcs at ease; 1 ogre dozing just inside. Empty rot-spirit bottles = Disadvantage on the ogre’s first Perception check if lured.

Running the site: Response Clock

  • Noise starts the clock. At end of round 2, 4, 6 roll for ready rooms (see map index): on 4–6 they commit; otherwise they hold or reposition.
  • Horn bray: If the signal horn is blown, add +2 to commitment rolls and a Howling Moon Raid (6 orcs, 2 gnolls) can arrive from outside in 1d6×2 minutes.
  • Mercy valve: If two PCs drop, an internal squabble delays the next commitment by 1 round.

Navigation highlights (cleaned & packaged)

Main Corridor / Ruined Portcullis. Brass-iron grate is a twisted wreck; nothing blocks movement. Dwarven stonework… but “off.” A smashed wall hides a former secret door to the first guardroom. Drunken voices, dice, and tankards echo from within.

It’s a good thing you’re upwind, as you can almost smell the orc just by looking. His hide armor looks stitched together from the fresh skin of whatever creature once bore it. What you can see of the orc’s gray-green skin is caked in filth—including the tusked face with its piggy nose. The muck there seems to have been deliberately placed as some sort of war mask.

Items

Three empty, dark glass bottles lie haphazardly on their sides. They smell of strong alcohol, but are empty.

Tactics

There are numerous tracks leading into the cave. PCs with tracking can recognize these tracks as belonging to orcs. Depending on Tier, each room may have or may not have a group of orc in residence. It is recommended that this part be followed closely due to the intensity of the running battle. Dependent on party actions, the battles may take place in a single area with each room's occupants joining the fray at intervals, or the PCs may advance the fight to the separate groups. Each room's occupants have a response time.

If the party is in trouble, all of the opponents need not attack. These combatants are simply out on a raid. This is a classic Dungeon crawl scenario, but the goal is to bring the party within inches of life to do the heroic deed of recovering the lost treasure of Asbury and freeing if possible the Dwarven smith Thuldon Rockspitter .


The Ruby Law: A History of the Ancient Suel Temple-Complex

“While some Suel reached the Sheldomar from the southwest, the founders of the Ruby Law necropolis near Verbobonc came inland from the Wild Coast by way of the Selintan and Velverdyva, establishing a lawful funerary seat on the Kron rim to serve scattered Suel houses.”

Founders: A Maure-linked Suel funerary/juridical enclave (Wee Jas/Lendor with Jascar & Fortubo under Ruby Law).

History article: The Ruby Law: A History of the Ancient Suel Temple-Complex
Route: Wild Coast → Selintan River → Nyr Dyv (Dyvers/Greyhawk) → up the Velverdyva to Verbobonc.
Why here:
They wanted a lawful, inland necropolis away from coastal piracy and wars, yet still on a major river spine to serve dispersed Suel families. Basalt shelves, ruby chips, and Lortmil craft links (Fortubo) made the Kron rim ideal.
Context: The same post-Cataclysm pressure that sent Oeridians east also pushed Suel bands up from the Wild Coast into Gnarley/Velverdyva country; humanoid invasions and elven withdrawals in the wider region created a security vacuum the Ruby order sought to fill with law and stone.

Quick timeline
  • c. 10 CY: Suel jurist-priests found the Ruby Law temple-crypt during Verbobonc’s early-century build surge.
  • 1st–2nd century CY: Ferrondine governance from Dyvers regularizes the marchlands; Suel autonomy wanes.
  • 119 CY: Verbobonc formally incorporated into Veluna/Ferrond.
  • 350–355 CY: Keoland crosses the Kron Hills; trade cut; temple sacked/ritually sealed. Use: 355 CY—Abandoned.
  • 436–438 CY: Short War ends Keoish occupation; site remains closed, drifts into legend.
  • Late 550s CY: Temple of Elemental Evil roils the region; seals weaken, scavengers pick at the edges.
  • 579 CY: Orc desecration wakes the Mortarch; your adventure begins.

What this means at the table

  • The Skull-Temple feels occupied by a real army, not a random mob.
  • If the party wins fast, nearby squads probe before committing; if the party lingers loud, numbers swell on predictable clocks.
  • Success can be measured: kill/drive off the ogre anchor, silence a horn, capture a ledger → morale shifts and the garrison thins as they fall back down instead of out.

Howling Moon Expedition

Skull-Temple Detachment (NA-12)

Status: Howling Moon Clan active occupation & plunder of an ancient Suel temple hidden under the skull-cave hill, inside the Verbobonc, Viscounty border.
Temple leadership angle: Commander Deggum is courting Zorgrek, Son of Murgz for broader cooperation—but Deggum does not yet know this site is Suel, nor that Howling Moon has already moved on it. Urzhag’s force is operating quietly and independently to seize trophies before Temple oversight arrives.


Mandate & Intent
  1. Seize and hold the skull-mouth approach as a forward den.
  2. Plunder and desecrate Suel sancta (icon smashing, trophy taking, ward defacement).
  3. Extract captives & craft talent (e.g., smiths, masons) back to the Fens caverns.
  4. Scout raid lanes toward Imeryd’s Run and the Gnarley edge while avoiding Mounted Borderer patrols and ranger lines.
  5. Keep it off Deggum’s ledger until Urzhag/Vhakra can deliver “proofs” to Zorgrek (leverage in clan politics).

Command Chain (on site)
  • Urzhag Grey-HowlWarband Chief and only werewolf (hybrid) in the detachment; field commander in Room 19 (boss).
  • Vhakra the Blood-SingerShaman (not cursed). Controls alarms, taboos, and morale through rites.
  • “Old Tusk”Ogre enforcer (not cursed). Holds the main choke (Room 4).
  • Rank & File — Standard orcs only. No other lycanthropes present by clan edict: “The Gift is for chiefs.”

Howling Moon Orc Demographics (Expeditionary Detachment)
  • Headcount (on-site): ~55–60 orcs total. Of these, ~40–45 are rank-and-file, 8 are hard cases (3 elites, 4 bodyguards, 1 bruiser), plus 1 warchief (Urzhag), 1 shaman (Vhakra), and 1 ogre. No noncombatants; this is a raid garrison.
  • Makeup: ~70% line fighters, 15% sleepers/porters on any tick, 10% elites/bodyguards, 3% command (chief + shaman), 2% monstrous support (ogre).
  • Lycanthropy: Kept exclusive to Urzhag (“the Gift is for chiefs”). No other werewolves present by clan edict.

Doctrine & Alarm
  • Layered alert: foot tap → howl-whistle (counts as horn) → beacon fire at skull → runners.
  • Funnel & maul: shove intruders over hazards toward Ogre reach; Urzhag leaps lines to break the backline in the finale.
  • Silence pockets: Vhakra uses silence to smother casters and block counter-howls.
  • Night edge: dim-light pickets tighten; no singing, strict countersigns.
  • Standing order: Do not reveal the Gift. If Urzhag falls, retreat to the skull and burn trophies.

Secrecy from Deggum (why he’s out of the loop)
  • Motive: Urzhag/Vhakra want first pick of relics to present Zorgrek directly, strengthening their standing.
  • Method: No written ledgers; only tally-bones. Runners avoid Temple routes. Messages to Zorgrek carried by two-orc relays at dusk.
  • Risk: If Deggum learns it’s Suel, he’ll claim it as Temple property and parachute “Temple guards” into command.

Forensics PCs Can Find
  • Tally-bones (not ledgers) with notch patterns for brass/coin/captive counts.
  • Howl-whistles (wolf jawbone flutes) at posts.
  • Suel brass bundles bound in sinew, stacked by exits.
  • Orders scrap: “Hold skull-door. Send craft-hands. Do not spread the Gift. —U.”
  • Silver tells: Rankers ignore silver; only Urzhag shows guarded flinches and keeps distance from bright-lined blades.

Hooks & Fallout
  • Borderer brief: If captured, an orc slip reveals a rendezvous west of Twilight Falls—tie-in for patrol missions.
  • Temple intrigue: PCs can expose Urzhag’s secrecy to Deggum, fracturing Howling Moon/Temple relations (future leverage).
  • Clan politics: Delivering Suel trophies to Zorgrek earns the warband glory—cut this off to weaken Howling Moon’s rise.

NA-12 Faction Fix — Howling Moon

(single werewolf boss)

Chain of command (this site)
  • Warband Chief (Room 19): Urzhag Grey-Howl, Zorgrek’s field captain; the only werewolf (hybrid) in the dungeon.
  • Shaman: Vhakra the Blood-Singer, orc priest (not lycanthrope).
  • Heavy: 1 Ogre (“old tusk”)—not cursed.
  • Rank & file: standard orcs only.

Zorgrek stays in the Fens caverns, consolidating power after crushing Storm-Eyes. This team is his forward detachment.


NPC quick profiles (for your key)

Urzhag Grey-Howl — Werewolf (hybrid), field captain

  • Scarred muzzle mask of wolfhide; silver-wired fetishes on his bracers (stolen trophies).
  • Voice: low, clipped, deadly practical.
  • Battle barks: “Die, metalman!” “Bleed! Bleed and die!” “You are weak! I am stroooonng!”
  • 5e plug: start from Werewolf (MM); swap shortsword → battleaxe (1d8); add Pack Orders (Recharge 5–6): up to 2 allied orcs that can see/hear Urzhag move 10 ft as a reaction.

Vhakra the Blood-Singer — Orc shaman (not cursed)

  • Spells: bane, bless, silence, spiritual weapon (fang), hold person.
  • Tactics: protects Urzhag with silence pockets to shut down casters; maintains pressure with Spiritual Weapon.

Ogre (“Old Tusk”) — standard ogre stat block

  • Job: hold the throat, throw javelins, finish prone targets.

Orc rankers — standard orcs

  • Optional trait if you want a slight edge: Moon-Frenzy (1/encounter): when first bloodied, +2 damage on next hit (remove if you prefer pure MM stats).

Temple of Elemental Evil — Field Order (Prop Scroll)

Cracked red wax, twine-tied. The parchment smells of oil and smoke. The script is blunt, with stamped sigils along the margins.

To Zorgrek, Son of Murgz, Chieftain of the Howling Moon,

A stone-nest of the old man-gods lies two nights’ march from your current hunting ground, in the broken hills east of the tor-fens. I name it prey. You will take the place, break its ward-stones, and defile every face and name within.

Hold it as your den. From there you will raid the soft fat of the Viscounty. Bring back iron and grain and weak pink-skins. You and yours may feast on the road as you like.

For this work I pledge rich spoils now and greater gifts to come from the Eye’s patrons. I send my word and seal and the Moon-Fang mark so that all wolf-blood chiefs know this promise is bound.

Keep runners swift and dust-quiet. Burn no ledgers. Speak the count in bone-tally only. Keep the stone-nest’s routes from Temple ears until I arrive to walk the ground myself.

When the den is yours, place your strongest in the throat and hang the captives from the gate. Let men smell fear on the wind.

Commander Deggum
Hand of the Eye on the Border
(a hard, angular mark… then a row of stamped sigils)

Moon-FangBlood-OathHunger-RunPack-BindCrimson-Eye Warrant

Postscript, cut into the lower margin in orcish tally marks:

Urzhag Grey-Howl and Vhakra claim first pick of old stones for the Chieftain’s hand. No Temple counters. Runners move at dusk in pairsavoid the stone-nest ways.


Wax & Glyph Key (what a were-leader understands)
  • Moon-Fang (⟟): “were-blessing” mark; promises are sworn by the wolf-spirit—seen only on orders meant for wolf-blood.
  • Blood-Oath (✙): price and plunder guaranteed; failure invites pack justice.
  • Hunger-Run (◐): free license to hunt the Viscounty roads.
  • Pack-Bind (ᛝ): allies are obliged to answer the horn.
  • Crimson-Eye Warrant (◴): Deggum’s right-hand authority—enough to cow lesser bands.

DM Notes (secrecy, motive, method, risk)
  • Secrecy from Deggum (why he’s out of the loop): Urzhag & Vhakra know the ruin is Suel—they intend to present the choicest relics directly to Zorgrek to strengthen their standing. If Deggum learns it’s Suel, he’ll reclassify it as Temple property and insert “Temple guards” over them.
  • Method (how messages move): No ledgers; only tally-bones. Couriers run two-orc relays at dusk, skirting the main corridors. No one writes the true name of the shrine.
  • Risk trigger: Any captured runner or a wax-seal mismatch lets PCs expose the plot. If Deggum discovers the Suel truth, he sends a disciplinary detachment that complicates every orc encounter.

Quick mechanical hooks
  • Show the scroll to orcs: PCs gain advantage on Intimidation vs. rank-and-file Howling Moon for one scene (they “bear the Warrant”).
  • Forgery: DC 15 Forgery kit (or Deception with tools) to fake the sigils; DC 13 Insight for an orc leader to catch a flaw.
  • Decoding the postscript: DC 12 Orcish/Thieves’ Cant or Comprehend Languages to read the tally-bone instructions.

Thuldon’s Gear

The dwarf-sized chain mail, the shield with an embossed anvil, the fine hand axe and the helm with two widespread horns belonged to Thuldon Rockspitter. He would be grateful for their return. If the PCs do not have these items and vanquish the orcs, he will search for them and return while the PCs decide what to do with the treasure.

Thuldon Rockspitter — Gear Recovery (Level 1)
ItemCurrent LocationWho Has It / UseHow to RecoverClues & Signs
Dwarf-sized chain mailL1-5B. Stew-Hearth BarracksFolded on a wall peg near the cookfire; used as “luck armor” during dice.Quiet grab (Stealth DC 12) or after routing 5B.Oil/metal smell; dwarf-sized rivets; grease spatters on one shoulder.
Shield (embossed anvil)L1-10. Ogre DenDiirag uses it as a greasy fry-pan/platter.Bargain or beat the ogre; stealth DC 14 to lift without drawing 11/12.Sooty anvil motif; circular grease ring on floor.
Fine hand axeL1-11. Red-Sack CellUshnak carries it as a prized sidearm.Disarm/loot from Ushnak (or from his peg if he’s out).Razor edge; dwarf runes on the poll; “Stone-Kisser” nickname.
Horned helm (two wide horns)L1-19. Urzhag’s CourtMounted on a spear over the war-map as a trophy.Lift during stealth/parley (Stealth DC 15; Athletics DC 12), or after defeating Urzhag.Polished horn tips; salt-sweat smell inside; fresh handling scratches.
Rockhall drinking horn (engraved clan sigil)L1-19. Urzhag’s CourtDisplayed on the map table; Urzhag drinks from it when boasting.Sleight of Hand DC 13 during talks, or seize post-fight.Deep-cut Rockhall knotwork; faint mead scent.
Ancient dwarven greataxeL1-18. Elite Bodyguard BedchamberPropped on a weapon stand; bodyguards brag they’ll “gift it to the chief.”Take after defeating bodyguards or stealth (Stealth DC 14; Disarm Trap DC 12 if a trip-string is set).Old maker’s marks; weighted head hums faintly when struck.

Quick-use notes

  • Returning any one item earns clear gratitude; all four secures Thuldon’s lasting loyalty and public thanks to Lady Elinor.
  • If the party misses something then later routs the orcs, Thuldon will scour these rooms and bring the items back to the PCs while they decide what to do with the treasure (your original note preserved).
  • Want this as a World Anvil BBCode table? I’ll format it for immediate paste.

Adventure wrapup

Following the battle the PCs may load the Chest of Rao into the cart and with a combined strength of 26 pulling and pushing thread their way through the tunnels back to the surface. Thuldon will happily join the PCs in any battle against the Orcs. Outside, he will bid the PCs a farewell and thanks for his release unless someone mentions that Lady Elinor seeks the services of a smith for her new forge. In this case, Thuldon will mutter that he has always wanted a chance to be his own master and will accompany the PCs back to Asbury. Once out of the cave the PCs may hitch two of their horses to the cart. The riding horses are unused to this type of activity and will be balky reducing travel speed by half unless a PC with animal handling can make a successful check to soothe and reassure the mounts.

At this point the PCs have the option to return to Asbury Manor or to take the treasure for themselves. If the PCs decide to keep the treasure, Lady Asbury will have the PCs posted as oath breakers. In this event go straight to Conclusion B.


Random Encounter

(Noise Response)

How to use

  • Start a Response Clock when notable noise begins (loud speech, steel, a spell, a scream, etc.).
  • Roll on the sector table where the party currently is at Round 2, 4, and 6.
  • Apply Noise Modifiers:
  • +4 if a horn/howl/lever alarm is sounded
  • +2 if continuous loud combat (steel/spells)
  • 0 if brief clatter/raised voices only
  • −2 if under silence or perfect stealth since last check
  • If a result calls a room that’s already committed, send the next eligible from that table (or +2 orcs from the nearest barracks).
Sector A — Front Halls

(L1-1 to L1-4)

(Use when the party is at the skull mouth, red-tiled approach, or bray-horn station.)

d20 (+mods)Who Shows Up (arrives next round unless noted)
1–4No contact; distant boots/pads—advance the clock only.
5–72 orcs from L1-2A come to “peek” (cautious; disadvantage to first attack).
8–104 orcs from L1-2A advance in wedge; if shouted, the 2 sleepers follow one round later.
11–134 orcs from L1-4 (two were asleep; surprised unless shouted).
14–156 orcs from L1-4 (fully awake) with bray-horn in hand; if they blow it, set Alarm state.
16–17Ogre from L1-1 lumbers out; 1d4 orcs from the gate join the round after.
18–19Mixed squad: 2 orcs (L1-2A) + 4 orcs (L1-4) + Grak (L1-4 bruiser).
20+Ogre + Grak with 4 orcs; if not engaged immediately, they blow the horn/howl (Alarm next check).
Sector B — Barracks Block

(L1-5A to L1-5E)

(Use in/near the bunk rooms, overseer’s office, kitchen/stew hearth.)

d20 (+mods)Who Shows Up (arrives per clock noted)
1–3No commitment; L1-5C listens—next check gains +1.
4–62 orcs from the nearest of L1-5A or L1-5B (R2 arrival).
7–94 orcs from L1-5A or 4 orcs from L1-5B (R2 arrival sleepers in that room wake.
10–11Overseer Krang (L1-5C) kicks a barricade (half-cover) and bellows; on R4, nearest of 5A/5B sends +1d4.
12–138 orcs from the non-engaged of 5A/5B (R2 5C peeks on R4 (adds +1 to next roll if not engaged).
14–158 orcs from L1-5D (Book-Light) move to support (R4 5A sends 2 on R2.
16–17Flood from L1-5E: 1d6+6 orcs (R2) join the nearest ongoing fight; then 5C commits on R4.
18–19Double surge: 1d4 from 5A (R2) + 1d4 from 5B (R2) + 8 from 5D (R4).
20+Room 5E empties (all 12 if available) on R2; set site to Alarm; on R4 add Krang with 1d4 more from any remaining bunk.

THE TEMPLE OF THE SKULL cover

Maps

  • NA-Suel Temple of the Skull-Level 1
Adventure Frame

Day & Time: Readying 8th, 579 CY — dusk → night
Type: Stealth or strike; dungeon crawl with response clock; faction play

History: The Ruby Law: A History of the Ancient Suel Temple-Complex
Objective: Breach the Skull-Temple outpost, recover the Asbury treasure, free Thuldon Rockspitter, and escape with proof of Howling Moon occupation.

What’s different in this version (for Noble Ambitions)
  • Only Howling Moon orcs hold the site. Any other tribes mentioned earlier are not present as garrison—only as prisoners taken during raids.
  • Faction levers: Rescuing captives (e.g., Storm-Eyes scouts, human rangers, a howling-moon turncoat) can earn temporary allies, intel, or distraction when you need to break contact.
  • Cleaner flow: Response clock (below) replaces room-by-room “dogpile” while keeping the frantic feel.
Ready-to-run stat minis (5e)
  • Krak, Orc War Chief (MM): add plate (AC 16); warhorn (action to call).
  • Vhakra the Blood-SingerShaman (not cursed), Eye of Gruumsh (MM) tweaked: add darkness 2/day, animate dead 1/day; Serpent Spear +1.
  • Orc Veterans (3): use Veteran but drop multiattack with bows; give greataxe.
  • Diirag, Ogre (MM): drunk start (–2 Perception; first attack at disadvantage if lured).

Founding Date
10 cy
Type
Dungeon
Parent Location
Owning Organization
Contested By
“One tribe, one lash, one loot.”
https://www.patreon.com/3orcs by 3orcs

Prisoners & Parley (drop-in)
  • Storm-Eyes captives: If freed and treated with respect, they become Indifferent → Friendly: one will join the fight for 3 rounds, or create a noisy feint near Room 4 to siphon reinforcements. They’ll also confirm Blackthorn’s goal: turn the Skull into a forward base.
  • Human forester / ranger: Will guide the party out by a deer-run (save 1 hour) if given a weapon.
  • Gnoll deserter: Knows the kitchen vent crawl (SM/Small PCs only) that emerges in 9.

Scaling the Garrison (5e)

Use MM orcs, ogre, shadow, zombies, orc war chief (Krak), orc eye of Gruumsh (Vhakra the Blood-SingerShaman (not cursed).) or reskinned priest.

  • Low tier (Lv 3–4): Entrance 3 orcs + sleepy ogre (–10 hp). Barracks rooms at half listed numbers. Vhakra the Blood-SingerShaman (not cursed).= Priest with bane, darkness, spiritual weapon; Zombies 2.
  • Base tier (Lv 4–5): As written above.
  • High tier (Lv 5–6): Add 1 Orc War Chief lieutenant to blocks 11–13 across the clock; ogre at full; Zombies 6; a Shadow seeps through mid-fight if altar bloodied.

Response clock examples

  • Round 2: 5A/5B check to commit.
  • Round 4: Office 5C + elites check.
  • Round 6: Chief Krak and bodyguards check—if he commits, he brings the horn.

Treasure & Proof (wrap for the campaign)
  • Treasure Room (21): The cart with Asbury pieces (tapestries, cabinet, chair), Sword of Asbury +1 (ruby pommel Star of Asbury = wand of cure wounds flavor), Chest of Rao (gems, potions), scrolls (“Traveling Wizard’s”), Druid’s Peacekeeper club, armor & shield +1.
  • Proof of occupation: warhorn with Blackthorn runes, the Krak sketch-map slagged into wood pointing toward Qalnossk in the Fens, and crate bands stamped “BT-IV.”
  • Thuldon’s kit: dwarf chain, anvil shield, horned helm; returning them wins him over to Lady Elinor’s service.

Exfiltration & Outcomes
  • Cart logistics: Two riding horses can drag it at half speed unless Animal Handling DC 12 succeeds.
  • Turning in treasure: Returning to Asbury honors the oath (unlocks next courtly arc). Taking it for yourselves brands the party oath-breakers (alternate conclusion path).
  • If near-TPK: Blackthorn isn’t here to die to the last—after half their leadership drops, survivors fall back into the lower, collapsed tunnels (left for NA-13), letting PCs escape with captives and proof.

Blackthorn Orc Map by 3orcs

Howling Moon Orc raiding plans

Orc speak

Filth, maggot, scum dunghill, swine.

Common Orc Names

briznak, magbig gonik boznukpik godenvag geta sleana briznak gotagezna Ack, druumnak.

Alert combat
  • Found you!
  • Now try and hide from this!
  • No more games... time to die!
  • I smelled your fear, human!
  • I'll wear your bones around my neck!
  • Ha ha ha ha! Let's play, little human!
  • I'm going to eat your arms when you're dead, human! {growling}
Avoided Combat
  • Where'd you go? Huh? Gonna find you... Gonna KILL you!
  • Hey! You disappear! No fair!
  • Ha ha! Go ahead and hide little bleeder!
  • Aggh... face me you coward!
  • Gone! Spineless human!
  • You can't hide from me... I can taste your fear!
  • Here human, human, human. I got a treat for you!
Threaten
  • Pink skins are here.
  • Erk will have his prize! We will bring him.
  • Orc not take orders from humanz
  • smell man flesh
  • orc take slave. hot iron on seared flesh.
  • Io will have your guts if you dont
  • You are weak! I am stroooonng! {angry battle taunt}
Orc Battle Axe
Black as pig iron and just as roughly hammered, the axe hardly seems forged at all. Each blade looks more like a sharpened heater shield than anything else. The long hardwood handle, wrapped in loose, sweaty leather, ends without a pommel. The only decorations are patches of dried blood and notches along the edges, like little missing teeth. It is the tool of an unsophisticated killer.

Howling Moon Orcs
The pronounced muscles of his broad shoulders and back ripple with the simple action of brushing a whetstone along the blade of his greataxe. He wears no armor, a practice that has resulted in many scars from what must have been dozens of battles. He lifts his head from his task, turning it slightly to reveal a tusked mouth and heavy brow.

Urzhag Grey-Howl, Orc Warband Chief
The orc stands as tall and straight as any human warrior, with shoulders as broad as a dwarf’s. His long, coarse, salt and pepper hair is gathered in a bun to prevent easy purchase for grappling during a melee. It grips a mighty greataxe of orcish origin; the blade is incised with angular patterns and “Bringer of Death” in orcish is inlaid into the haft in gold. Its clad in orc plate black as pig iron and just as roughly hammered, the axe hardly seems forged at all..
emple of Elemental Evil — Field Order From Commander Deggum, Hand of the Eye on the Border by 3orcs

Sector C — North Block: Elites & Ogre

(L1-10 to L1-13)

(Use around ogre den, elite cells, approach to the chief’s suite.)

d20 (+mods)Who Shows Up (arrives next round unless noted)
1–4No contact; heavy boots from the north (advance clock).
5–7Ogre (L1-10) alone, curious and hungry.
8–9Ushnak (L1-11, Ftr3) + 2 orcs (nearest source).
10–11Mogruk “Ash-Eye” (L1-12, Elite) + 2 orcs.
12–13Brughan “Stag-Mark” (L1-13, Ftr3) + 2 orcs.
14–15Pair of elites from two of 11/12/13 (GM’s choice) without orc escort.
16–17Ogre + one elite (random 11–13).
18–19Ogre + two elites (random 11–13 if Alarm already active, add +1d4 orcs.
20+Full elite cluster: 11, 12, and 13 all commit; Ogre follows next round. Set Chief checks on R3.

Sector D — Boss Suite & Temple

(L1-17 to L1-20)

(Use in the bodyguard quarters, chief’s chamber, or Suel Temple.)

d20 (+mods)Who Shows Up (timing in rounds)
1–4No commitment; murmured orders behind doors.
5–72 Bodyguards (L1-17) check the hall (arrive next round).
8–9Two Bodyguards from L1-18 surge (next round).
10–11Mix: 1 bodyguard (17) + 1 bodyguard (18) (next round).
12–13Pull elites: nearest one from 11/12/13 arrives in 2 rounds.
14–15Pull cluster: two elites (choose) arrive in 2 rounds; bodyguards hold door.
16–17Urzhag Grey-Howl (L1-19) moves with two bodyguards (arrive R4 from first noise).
18–19Urzhag + one elite (11/12/13) + two bodyguards (arrive R4 if the fight is in L1-20, Vhakra begins rites.
20+Boss cascade: Urzhag commits (R4), elites (10/11/12/13) (R3), nearest barracks flood (R6). In L1-20 only: If altar is cleansed or blight removed, Shadows release and attack all living.

Eight-Axis Alignment Cross-Reference

(Noble Ambitions)

The “Oath of Asbury” riddle is a law-bound breadcrumb trail that lets low-level adventurers thread a hostile complex without needing to brute-force it. Each stanza names a Suel-era power and a behavior—direction, timing, number, or virtue—that, when followed in order, converts the temple’s hostility into a guided path.

Level-1 Navigation: Riddle-to-Action Chart
StepDeity (axis)Riddle line (player-facing)What the PCs actually doWhere this appliesMechanics / checksHints on failureOutcome / next
1Pholtus (Law/Light)…walks into the dawn of Pholtus’ reign.Set eastward orientation and timing by dawn/sunrise.Overland approachSurvival/Navigation DC 10 to keep an easterly line while skirting patrols.Sun icon/glyphs scratched on stones; frescos show rays pointing east.You’re aimed toward the skull-mouth hill.
2Celestian (Night/Stars)A nonce before great Celestian’s star does rise…Arrive at sunset/twilight; treat the site as night-triggered.Overland → site edgeIf they arrive earlier/later, give a short wait or a brief night encounter.Faint star-rosette in lintels glows at dusk; distant metronome beat grows audible.Timing primed for Step 3’s shadow pointer.
3Llerg (Beasts/Strength)In Readying, Llerg’s fang points…Use the fang-shaped monolith’s shadow (in Readying) to reveal the hidden trail/angle to the cave.Site perimeterPerception/Survival DC 12 to notice the shadow “points” to the correct goat-path.Scratches of claw/fang etched in the rock; fresh orc boot sign also lines up.Trail leads to the skull-like entrance.
4Beltar (Pits/Depth)Who enters the dark lady Beltar’s domain…Recognize this is an underground complex; be wary of pits/shafts.Entry mindsetPassive Perception 13+ spots old pit caps and rope scars near the throat.Gravel shifts; a draft of cold air “breathes” from below.PCs enter the skull-mouth hall.
5Wee Jas (Law/Magic)When Wee Jas’ mouth opens to swallow you…Enter the skull-mouth quietly, honoring law/ritual: silence, order, single-file.Level-1 entranceMoving quietly grants −2 to the orc response clock; loud approach adds +2.Ruby skull motifs repeat in cornices; quiet spaces amplify the metronome pulse.You reach the main east–west spine corridor.
6Hextor (War/Discipline)…count Hextor’s red arrows to win your way through.Count 6 side passages from the spine and take the 6th.Spine corridorCounting requires them to pass several branches; if they “reset,” allow an INT (History/Religion) DC 10 to recall six is Hextor’s sacred number.Red arrow/chevron graffiti gouged by orcs near wrong turns; the 6th is conspicuously not defaced.You’re on the correct sub-hall toward the inner ring.
7Syrul (Lies/Deceit)…next count the letters in Her name.S-Y-R-U-L = 5. Skip the first four side doors, take the 5th.Sub-hallIf they hesitate, Religion/Investigation DC 11 recalls Syrul’s name/letters.Forked-tongue mark (faded) near the correct jamb; faint hiss of draft behind it.This passage feeds to the Temple antechamber (Room 20).
8Trithereon (Liberty/Retribution)One final turn for all to see, And Trithereon’s summons comforts thee.Pass between the paired pillars into Room 20. Caution: any non-Suel priest (or anyone loudly invoking Trithereon’s three companions) risks releasing the bound shadows in the gate.Threshold into Room 20If released: encounter with Shadows bound in the arch; turning or reconsecration quiets them.Pillars are carved with a triskelion and faint dog/falcon/lizard motifs.You stand in the Suel Temple (Room 20) before the altar wall.
9Balance (Law ↔ Chaos, Good ↔ Evil)Mighty Ones… a sum that is not a number unlocks this door.Solve the alignment sum: opposites cancel; the answer is “Balance.” Speak “balance” before the altar bas-relief to open the secret door.Room 20 → Secret Room 21No roll if spoken clearly; Investigation DC 12 reveals air-leak seam; Religion DC 10 hints “opposites resolve.”Relief shows eight opposed scenes; center scale is tilted—straightens when the word is spoken.Secret opens to Room 21 (treasure vault) with Asbury heirlooms.
Quick legend for table talk
  • Six = Hextor (arrows/fists). Five = Syrul (letters/serpent).
  • Silence & order reduce alarms (Wee Jas). Twilight arrival primes the trail (Celestian).
  • Say “balance” at the altar relief in Room 20 to unseal Room 21.

Strength & Composition (by keyed location)

RoomTitle / PostForces PresentAlarm / TriggerResponse & Reinforcement LogicNotes
L1-1Skull’s Throat — Red-Tiled Approach4 orcs on duty; 1 ogre dozing just insideBone howl-whistle (counts as horn)If horn/howl sounds, nearby posts check on your site clockOgre is your “anchor” at the mouth; disadvantage to its 1st Perception if lured drunk (bottles)
L1-2AGuard-Den of the Broken Secret4 orcs at table (alert, drunk/mean 2 orcs asleep near breachShout or door slamSleepers surprised 1st round unless wokenTable can be kicked into a quick barricade; tile-shard caltrops if forewarned
L1-4Bray-Horn Guard Station6 orcs (2 asleep) + Grak, Dice-Catcher (bruiser)Bray-horn; shouted alarmSleeping orcs surprised 1st round unless shouted awakeChoke-point room; pairs well with ogre shove tactics
L1-5AWolf-Pallet Barracks8 orcs (asleep 2 by door wake on loud speechLoud steel / horn / howlFrom 1st loud clash here: 5B probers in 2 rds; 5C/5D in 4 rdsClassic sleeper surge; keep cadence with your dungeon clock
L1-5BStew-Hearth Barracks8 orcsCombat here triggers: 5A in 2 rds, 5C/5D in 4 rdsKitchen-adjacent noise travels fast
L1-5CHive-Queen Office (Overseer)Krang, Barracks OverseerIf not down by end of next rd, kicks bench for half-cover & bellowsFrom noise here: 5A/5B commit in 2 rds; 5C/5D neighbors in 4; Urzhag’s hall checks at 6Leadership node for the bunk block
L1-5DBook-Light Barracks8 orcsLoud combatFrom noise here: 5A sends 2 in 2 rds; 5B in 2–3; 5C peeks in 4Staggers in waves; good for “drain and fade” plays
L1-5EMud-Glove Barracks12 orcs (10 asleep; 2 awake arguing)Any horn or lever worked elsewhereFloods hall to reinforce ongoing fights: 5A/5B ~2 rds, 5C/5D ~4 rds (mirrors bray-horn cadence)Heavy overflow room for mid-dungeon swells
L1-10Ogre Den of the Broken MarketDiirag the OgreCombat/shout hereRms 11 & 12 arrive next rd; Chief + bodyguard in 3 rds; Barracks in 6 rdsIf this lights up, the north block activates fast
L1-11Red-Sack Cell — Elite’s QuartersUshnak, Orc Elite (Ftr 3)Any ruckusPulls Rm 10 (ogre) & Rm 12 next rd; Chief+BG 3 rds; Barracks 6 rdsElite anchor; tends to counter-charge
L1-12Burnt-Icon Cell — Elite’s QuartersMogruk “Ash-Eye,” EliteBattle soundsPulls 10 & 11 & 13 next rd; Chief+BG 3 rds; Barracks 6 rdsTriangulates with 11/13; dangerous cluster
L1-13Stag-Chair Cell — Elite’s QuartersBrughan “Stag-Mark,” Elite (Ftr 3)NoisePulls 10, 11, 12 next rd; Chief+BG 3 rds; Barracks 6 rdsCompletes the elite triangle
L1-17Ruby-Skull Cell — Bodyguard Quarters2 Elite Bodyguards (Ftr 3 each)Steel/heavy noiseChief + lieutenants arrive rd 4; Barracks flood rd 6; Rm 18 bodyguards check next rd if they hear steelThe fuse that brings the boss suite
L1-18Elite Bodyguard Bedchamber — The Hag & the Owl-Bear2 Elite Bodyguards (Ftr 3 each)Any combat hereRd 1: pulls 10, 11, 12 next rd; Rd 4: Urzhag + lieutenants; Rd 6: Barracks floodHitting here early can snowball fast
L1-19Urzhag’s Court — Warband Chief’s ChamberUrzhag Grey-Howl, Warchief (shapechanger)Fight in 19Rd 1: 17 & 18 bodyguards burst in; Rd 3: Elites 10/11/12/13 arrive; Rd 6: two nearest barracks emptyIf a fight already started elsewhere, Urzhag arrives there on rd 6 from wherever he was
L1-20Suel Temple (Sanctum)Vhakra the Blood-Singer (Orc Shaman, Clr 3); Orc Zombies ×4; Shadows ×1–4 (arch-bound guardians Thuldon Rockspitter (shackled)Flip condition: If altar is consecrated or Gruumsh blight removed, Shadows are released and attack the living (orcs first)Nearby elites/boss respond per their clocks if a battle sustains hereConsecration can weaponize the Shadows against the garrison if timed cleverly

If you want this split into two tables (Front Halls & Boss Block) for narrower page layouts, I can reshape it for


Articles under NAT-12: Level 1 - Suel Temple of the Skull

L1-1. Skull’s Throat 'Red-Tiled Approach'
Building / Landmark | Nov 5, 2025
L1-10. Ogre Den of the Broken Market
Building / Landmark | Nov 4, 2025

The tribes Ogre quarters

L1-11. Red-Sack Cell 'Elite’s Quarters'
Building / Landmark | Oct 26, 2025

Originally a guest or steward’s retiring cell in a trade wing.

L1-12. Burnt-Icon Cell 'Elite’s Quarters'
Building / Landmark | Oct 26, 2025

Bed chamber for elite Howling Moon Orc

L1-13. Stag-Chair Cell 'Elite’s Quarters'
Building / Landmark | Oct 26, 2025

Howling Moon Elite chamber

L1-14. The Audience of Measures 'North Court'
Building / Landmark | Oct 26, 2025

Suel Throne Room of the gods

L1-15. The High Priest’s Fallen Chamber
Building / Landmark | Oct 26, 2025

Private sanctum and sleeping chamber of the temple’s High Priest, with household devotions to Wee Jas (law, funerary) regulated by Lendor’s cadence.

L1-16. The Ruby Stacks 'Library & Cell'
Building / Landmark | Oct 26, 2025
L1-17. Ruby-Skull Cell 'Bodyguard Quarters'
Building / Landmark | Oct 26, 2025

Suel Junior Priest chamber

L1-19. Urzhag’s Court 'Warband Chief’s Chamber'
Building / Landmark | Nov 16, 2025
L1-20. Suel Temple
Building / Landmark | Nov 2, 2025

The ancient Suel Temple and altar

L1-21. The Ruby Balance Vault 'Treasure Room'
Building / Landmark | Oct 26, 2025

Suel Vault and Treasure Room

L1-22. Red-Tiled Main Way Skull’s Spine
Building / Landmark | Nov 8, 2025
L1-2A. Guard-Den of the Broken Secret
Building / Landmark | Oct 26, 2025

Guard-Den: a smashed former secret chamber where Blackthorn orcs drink and sleep

L1-2B. The Murder Walk
Building / Landmark | Oct 26, 2025

A long, narrow passage runs east–west between hidden doors lined with murder holes.

L1-2C. Refuge
Building / Landmark | Oct 26, 2025

This used to be another guard station but now used as refuge.

L1-3A. Scorched Barracks
Building / Landmark | Oct 26, 2025

This was once sacrificial guardroom now used as a barracks.

L1-3B. Scorched Barracks
Building / Landmark | Oct 26, 2025

This was once sacrificial guardroom now used as a barracks.

L1-3C. Scorched Barracks
Building / Landmark | Oct 26, 2025
L1-4.Bray-Horn Guard Station
Building / Landmark | Oct 26, 2025
L1-5A. Wolf-Pallet Barracks
Building / Landmark | Oct 26, 2025

Howling Moon Orcs Barracks

L1-5B. Stew-Hearth Barracks
Building / Landmark | Oct 26, 2025

Howling Moon Barracks

L1-5C. Hive-Queen Office
Building / Landmark | Oct 26, 2025

Administrative office of the Suel priests

L1-5D. Book-Light Barracks
Building / Landmark | Oct 26, 2025

Howling Moon Barracks

L1-5E. Mud-Glove Barracks
Building / Landmark | Oct 14, 2025

Another overflow barracks for the Howling Moon.

L1-6. Doors of Wee Jas 'The Ruby Gate
Building / Landmark | Oct 26, 2025

The end of the long temple corridor of dressed-stone resolves around a solemn shrine to Wee Jas.

L1-7. The Gauntlet Walk 'Murder-Gallery Corridor'
Building / Landmark | Oct 26, 2025

A wide corridor runs north forty feet before turning east.

L1-8. Store-Prep 'Hive Pantry'
Building / Landmark | Oct 26, 2025

temple storage & staging for offerings and supplies

L1-9. Kitchen-Forge of the Ruby Order
Building / Landmark | Oct 26, 2025

Dual-purpose forge & defense kitchen—tools and weapons mended here

The Ruby Law: A History of the Ancient Suel Temple-Complex
Generic article | Nov 3, 2025

A funerary-temple founded by Suel jurist-priests of the Suel Pantheon.



Cover image: Noble Ambitions 576cy banner by 3orcs

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