L1-15. The High Priest’s Fallen Chamber
Suel function & motif (ancient use)
- Original role: private sanctum and sleeping chamber of the temple’s High Priest, with household devotions to Wee Jas (law, funerary) regulated by Lendor’s cadence.
- What remains: faint ruby linework around the bed niche (Wee Jas) and tiny sixth-tile ledger marks near the threshold (Lendor). DC 12 Religion/History identifies the motifs. Calling them out grants advantage on one Investigation in this room (players “read” the space).
Features & checks
- Shredded Canopy & Bed-pile. Broken posts and mildewed cloth; DC 11 Perception spots fresh fur and gnawed bones (recent lair use). Disturbing the heap has a 1–2 on d6 chance to release a Swarm of Insects (fleas/roaches) that scatters if shown bright flame for 1 round.
- Clawed Door. DC 11 Survival/Nature: marks match worg teeth/claws rather than ogre; some claw tips stained blue (orc crescent paint).
- Armoire Wreckage. Splintered panels show faint pantheon inlays (Jascar, Lydia, Wee Jas) pried out long ago. No valuables remain.
- Stink & Squalor. Characters spending 10+ minutes rummaging make Con DC 10 or suffer itchy irritation; until they clean up (10 minutes + water or prestidigitation), they have disadvantage on Stealth in this room (constant scratching).
Occupancy (DM picks one)
Choose how you want Room 15 to play tonight:
A) Goblin Outriders at Rest (with Worgs) — patrol may be present
- Creatures: 3 Goblins and 1–2 Worgs bedded among the pallets.
- Tactics: Goblins Disengage and shoot from the bed-pile while worgs rush the doorway to pin. If half the goblins drop, survivors try to sprint to Room 22 to fetch help.
- Voices (use your orc insult tone via goblin toadies): “Pink-skins here! Feed the floor!”
B) Empty, Recently Abandoned
- Fresh scat, broken rations, and a hastily quenched brazier (still warm). Stealth DC 12 avoids alerting a nearby patrol on Room 22 the next time you roll an encounter. A smart party can set an ambush here.
C) Other Orc-Friendly Lair (roll 1d4)
- Bugbear lounging in the chair wreck (uses Surprise if party noisy).
- Giant Hyena (tether snapped) picking through scraps.
- Ogre whelp (use Ogre with –10 HP) sleeping off a binge.
- 2 Orcs playing knucklebones; they horn for Room 14 at first blood.
Response clock: Any fight here pulls Room 14 in 1 round, chief + bodyguards by 3–4 rounds, and barracks by 6, as usual for this wing.
Items (table dressing & oddments)
- Crate (by the door):
- Shapeless cloth hats stuffed with dried mouse droppings (goblin “ward hats”; worthless except as gross props).
- Hard biscuits with eyes and mouths carved into them (goblin “faces” used for games & omens). Edible but stale; eating one requires Con DC 10 vs. queasiness (fail = no benefit from that ration use).
- No coin or valuables remain—this chamber was stripped long ago.

Area tags
defiled sanctum, investigation, vermin complication, flexible occupants, Suel motifs (Wee Jas • Lendor)
Where it sits
- Reached from Room 14 (use the west door in the audience room for this chamber, per your map).
Map notes:
- Bed-pile centered where the canopy bed stood; crate near the door; armoire debris along the outer wall. Leave a 5-ft lane to the door for charge and retreat.
Running tips
- Let players who invoke Wee Jas/Lendor with calm cadence get small edges (advantage on one Investigation or on the next Stealth to move quietly past the door).
- Use this room as a pace valve: empty for a breather, laired for a skirmish, or packed with goblin/worg energy to kick the wing into motion.
- Keep it value-poor but story-rich—the High Priest’s fallen dignity should be felt in the bones of the room, not in its loot.

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