L1-17. Ruby-Skull Cell 'Bodyguard Quarters'
Features & treasure
Sprung Needle Chest
A squat iron-bound chest sits under the fresco; a spring needle protrudes from the lock.
- State: already triggered; the needle is extended and still venomous. Touching the keyplate inflicts 1 piercing + Con save DC 13 or 7 (2d6) poison and Poisoned for 8 hours.
- Safe open: Thieves’ Tools DC 10 to tape and snap the needle aside; DC 12 to then open without further mishap.
- Inside (as given):
- Tiny hammer & miniature anvil (esoteric rite tools; 10 gp to a Suel scholar).
- Mortar & pestle sets — small, medium, large (alchemical kit components; 15 gp total).
- A pouch of shiny, polished stones (pretty but worthless).
Bed & rack
- Armor pegs, a whetstone, a skin of sour ale. The bed can be flipped (object interaction) to create half cover (AC +2) from the doorway.
Map notes
- Single entrance; place the fresco opposite the door; bed along one long wall; chest beneath the fresco; rack beside the door. Leave a 5-ft fighting lane.
DM tips
- Lean on the doorway choke—these two are trained to hold thresholds.
- Use the sprung needle as environmental danger if a PC or orc is shoved into the chest.
- Let a player who identifies Wee Jas earn advantage on one Insight or Investigation check in this room (they read the space’s purpose).
Response clock from here:
- Chief + lieutenants: arrive round 4.
- Barracks orcs: flood round 6.
- Room 18 bodyguards will also check this room next round if they hear steel.
Orc door-barks (2nd-person, table-ready)
“You breathe loud, filth. Found you! Now try and hide from this!”
“Hands high, swine—Drop steel or feed the floor, maggot!”
“You are weak! I am stroooonng!”
Room 17 — Door Challenge
Grakha “Skull-Chain” (chain clinking against his jaw): “You. I hear you breathing, filth. Scratch my door again and you feed my floor, maggot.”
Morzh “Red-Gleam” (breastplate scrapes as he stands): “Show temple seal—now. No? Then you’re scum dunghill with shiny sticks.”
Grakha: “Hands high, swine. I pick which one to nail to the wood.”
Morzh: “Open gentle if you want words. Kick it, and your scream ends with my axe.”
If the party keeps fussing with the door / starts to force it:
Grakha: “Found you! Now try and hide from this!”
Morzh: “No more games… time to die! I smelled your fear, human!”
Grakha: “I’ll wear your bones around my neck! Ha ha ha!”
Morzh (low growl): “Drop steel or I take your arms for supper.”
If the party hesitates or backs off down the hall:
Morzh: “Where’d you go, little bleeder? Gonna find you… gonna KILL you!”
Grakha: “Hey! You disappear? No fair! Come back—be a good pink-skin and die proper.”
Morzh: “You can’t hide from us… I can taste your fear!”
If they threaten to fight / call allies:
Grakha: “Chief hears your squeal in one breath. Grey-Howl takes the debt!”
Morzh: “Last chance—captured or carved. Choose quick, swine.”

Area tags
elite foes, close-quarters melee, Suel motif (Wee Jas), sprung trap, response clock
Lore cues
- Religion (WIS) DC 11–12: identify the goddess as Wee Jas (law, magic, death).
- Investigation DC 12: the fresco is original; orcs smeared over script but left the icon intact out of superstition.
Occupants
Two of Krak’s elite bodyguards (Fighter 3) quarter here off-shift.
- Grakha “Skull-Chain” — jaw ring linked to a short length of chain; scar down the nose.
- Morzh “Red-Gleam” — breastplate polished bright; left ear notched three times.
Tactics: If the party hasn’t started a fight elsewhere, Grakha charges the moment the door opens. Morzh joins from the bed alcove on the following round. They fight shoulder-to-shoulder in the doorway to keep you bottled up; if pushed back, they tip the bed for half cover and try to shove foes into the chest to foul footing. If either drops to half HP, they horn for the chief.
Orc Elite Bodyguard (Ftr 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., PP 10 • Languages Orc, Common
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 (throw) (each carries 1): +5 to hit, 20/60, 1d4+3 piercing.
Grakha’s shove: on a hit with greataxe, may attempt a bonus-action shove (Athletics +5) to push 5 ft (trying to jam foes against furniture).
Morzh’s glare: once per fight, a hit forces the target to make Wis DC 11 or have disadvantage on its next attack against Morzh (menacing braggadocio).

Comments