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L1-15. The High Priest’s Fallen Chamber

Only tatters and splinters remain. A reek of filth hangs over scattered sleeping pallets. The door is scoured by deep teeth and claw marks, wood furred with splinters. Where a canopy once framed a grand bed there is only a mound of sticks and torn brocade; the carved armoire lies in ribs along the wall. Faded bands of ruby paint and hairline ledger runes still ghost the stone—signs that this was once the High Priest’s room of the Suel temple.

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).
Fine things once lived here; now it’s pallets, splinters, and stink. The door is furred with teeth and claw scars. A ruined canopy sags into a nest of filthy cloth; a shattered armoire becomes ribs against the wall. Faded ruby lines and tiny cadence marks hint at a priest’s privilege beneath the filth.

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)
  1. Bugbear lounging in the chair wreck (uses Surprise if party noisy).
  2. Giant Hyena (tether snapped) picking through scraps.
  3. Ogre whelp (use Ogre with –10 HP) sleeping off a binge.
  4. 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.

The High Priest’s Fallen Chamber by 3orcs

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.

Type
Room, Common, Bedroom
Owning Organization
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.



Cover image: Suel Temple Skull Banner by 3orcs

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