L1-11. Red-Sack Cell 'Elite’s Quarters'
Suel function & motif (ancient use)
- Original role: a guest or steward’s retiring cell in a trade wing (tones of Xerbo/Osprem—commerce & sea-trade). Later hands over-painted it into a victory-sack scene: propaganda for Pyremius (fire/violence) and Syrul (cruel deceit), framed inside Wee Jas order lines.
- Lore checks:
- DC 12 Religion/History: call out the layered iconography (trade → tyranny).
- DC 14 Investigation: spot ledger lines and shipping sigils scraped under the red paint.
- Reward: first Insight check against Temple loyalists today has advantage (PCs “see through” the pageantry).
The lock is gone—just a rough hole to peer through. Inside, a bed, a rope-tied chest, and a torn, lumpy chair. A mural fills the far wall: a city aflame, scarlet-robed men directing looters and herding civilians. On the stones near your boots, a shaky scrawl trails off: “Don’t tell me I wasn’t ri—”.
Features & checks
- Peephole (missing lock): Anyone outside can see dim movement within (noisy advantage to detect the elite inside). From inside, the orc often watches the hall.
- Graffito (“Don’t tell me I wasn’t ri—”): DC 11 Medicine notes tremor-strokes and a fleck of dried blood—written by a wounded Medium humanoid some time ago.
- Bed & Chair: Rough but functional; the chair provides half cover if tipped.
- Chest (tied shut): Hemp rope binding; the lock works but is unlocked. Cutting rope is trivial; opening is an action.
Tactics & response
- If no prior alarm: The elite orc lounges on the bed, tossing daggers at a large rat trapped behind the chair.
- Opener: On the door cracking or an intruder stepping in, he hurls two daggers (uses Action Surge to make a second Attack action), then closes with his greataxe.
- Fight style: Presses the door to keep foes bunched, shoves targets toward the chair, and fights standing on the bed to gain lines for throws if crowded.
- Response clock: Any ruckus here pulls…
- Room 10 (Ogre) & Room 12: next round
- Chief + bodyguard: 3 rounds
- Barracks warriors: 6 rounds
Treasure & contents (chest)
- Leather-bound flask and a bag of odd-smelling herbs (see Aeglos below).
- Coin: 2 ep, 26 sp, 9 cp.
- Aeglos ×2: Tall, slightly thorny stalk; white, sweet-smelling blossom, strong roots.
- DC 12 Nature/Herbalism Kit: safe as a mild restorative tea (10 minutes to brew): drinker gains 1d4 temporary HP and advantage on one Constitution save vs. fatigue or marching for the next hour. Eaten raw → DC 10 Con or poisoned until a short rest.
- Silver-and-jade necklace (45 gp).
- Personal effects: crude tally shards, rat skull, whetstone.
On the elite orc (not in the chest): greataxe, breastplate, belt pouch 3 gp, 12 sp, 2 daggers (already in hand/bed).
Map notes
Single-entry room. Place the mural opposite the door; bed along one long wall; chair angled near the mural; chest near the door (so the peephole sees it). Keep a 10-ft lane for charge/retreat.
Running tips
- Use the peephole both ways: the party can scout, but the elite can ready throws.
- If the party engages quietly and fast, they can down him before the response chain avalanches.
- Let players who spot the mural’s layers gain social leverage later (advantage already noted) when calling out Temple cruelty in front of thinking foes.

Area tags
elite foe, thrown-weapon opener, Suel lore (Pyremius • Syrul • Wee Jas over Xerbo/Osprem), response clock
Light • sound • smell
Low torch or brazier ember; faint oil smoke and rat musk; a muted tunk, tunk of daggers hitting wood when the room is idle.
Occupant
Ushnak — an elite Howling Moon fighter
Ushnak - Orc Elite (Fighter 3)
Medium humanoid (orc), CR 2, PB +2
AC 16 (breastplate), HP 28 (3d10+9), Speed 30 ft
STR 16 (+3) DEX 12 (+1) CON 16 (+3) INT 8 (−1) WIS 10 (+0) CHA 10 (+0)
Senses darkvision 60 ft., passive Perception 10; Languages Common, Orc
Traits: Aggressive (bonus action move toward a hostile creature Fighting Style (Defense); Second Wind (1/short rest, 1d10+3 HP Action Surge (1/short rest).
Actions:
- Greataxe. +5 to hit, reach 5 ft., 1d12+3 slashing.
- Dagger (thrown) ×2. +5 to hit, range 20/60, 1d4+3 piercing.
Tactics Note: Opening round: throws two daggers by using Action Surge, then closes to greataxe range.
Room 11 — Red-Sack Cell: Ushnak “Knife-Hand” (through the gouged keyhole, 2nd-person)
“You. I smell you, pink-skin filth. You breathe like rabbits.”
“Push that door and you feed my floor, maggot. You first.”
“You think you’re quiet? You clank like pots. I hear every step. I count to one.”
“Hands up, swine—nice and high—so I can choose which one to pin to the wood.”
“Drop the shiny sticks and maybe you leave with fingers. Maybe.”
THUNK— a dagger bites the door from inside. “Next one goes through your eye if you peek again, scum dunghill.”

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