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L1-18. Elite Bodyguard Bedchamber 'The Hag & the Owl-Bear'

Blood is splattered across the door—fresh strokes over older stains. Inside, a cramped priest’s cell re-purposed as a guard den. The far wall bears a fresco of an ugly hag in rags; smoke-licks and knife-scratches mar her grin. On the floor, a stenciled great bear with a fierce owl’s head sprawls across the flagstones in thick black paint. Two rough beds, a rope-scarred chest with its lock torn out, and a pair of battered stools crowd the room.

Suel features & lore keys

  • Rag-Hag Fresco (far wall): A rags-clad crone with forked tongue ornaments and false-laugh lines.
  • Religion/History DC 12: Identifies Syrul, Suel goddess of lies and cruelty (a later overlay atop a humble priest’s cell).
  • Investigation DC 13: Finds overpainting—everyday pious scenes scrubbed out, replaced with the hag.
  • Table reward: First Insight check against deception in this wing gains advantage (your party “reads” Syrul’s tells).
  • Owl-Bear Stencil (floor): Thick, crude stencil; Intimidation totem the orcs paint where they sleep. Acrobatics DC 10 to avoid the slickest patches if the paint is still tacky (difficult terrain if fresh).
Blood spatters the door. Inside, a priest’s cell turned den: a fresco of a rag-hag glares from the far wall, and a big owl-headed bear is stenciled across the floor. Two rough beds crowd a chest with its lock torn out. The room smells of iron, wet fur, and old smoke.

Features & checks

  • Beds (2): Rough frames, filthy furs; one frame creaks loud (moving past quietly Stealth DC 12).
  • Chest (lock ripped): A fist-sized gap yawns where the lock used to be; splinters and pry marks all around. Inside:
  • Thuldon’s Dwarven Axe: ancient, worn greataxe with crudely serrated edge. Dried scalps and wolf teeth hang from the stained haft; notches tally along its length. (Mundane, macabre trophy; worth 15 gp to a collector, 50 gp to dwarves if the name “Thuldon” means something in your campaign.)
  • Greasy rag bundle with nails, twine, and a bent lock hasp (junk).
  • Stools/Chair: One can be kicked over for half cover (AC +2) until moved.

Tactics & response

  • On entry (no prior alarm): Both bodyguards surge from bunks, one shoving the first intruder back over the painted totem (contested Athletics; on failure, target is pushed 5 ft and knocked prone if they slip on fresh paint).
  • Fighting style: Keep the fight at the threshold; exploit furniture for cover; focus fire on casters.
  • Response cascade:
  • Round 1: Any combat here pulls Rooms 10 & 11 & 12 immediately (next round).
  • Round 4: Urzhag Grey-HowlWarband Chief arrives with his lieutenants.
  • Round 6: Barracks warriors flood in.

Orc barks (use if you want)

Pink skins are here! Found you! No more games—time to die!
“You’re
filth, maggots—drop steel or we make you scum dunghill on the floor!”
“You are weak!
I am stroooonng!

Loot (summary)

  • Thuldon’s ancient dwarven greataxe (trophy, mundane).
  • Odds and ends (nails, twine, bent hasp).
  • Each bodyguard carries: greataxe, breastplate, pouch with 3 gp, 12 sp.

Map notes

  • Single entrance. Put the hag fresco opposite the door; owl-bear stencil centered on the floor; beds along the side walls; chest between or at the foot of a bed for easy reach.

Elite Bodyguard Bedchamber 'The Hag & the Owl-Bear' by 3orcs

Area tags

elite foe(s), close-quarters melee, response cascade, Suel lore (Syrul), intimidation décor

Light • sound • smell
  • Greasy torch by the door; iron-blood reek, wet fur, and old smoke.
  • Low grunt-snores if the bodyguards weren’t already roused.
Occupants

Krak’s Two Elite Bodyguards (Fighter 3 each) — Howling Moon hardcases who sleep in shifts. If the party has avoided combat so far, they attack as soon as the door opens.

Type
Room, Common, Bedroom
Owning Organization
Contested By
Orc Elite Bodyguard (Ftr 3, condensed 5e)

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 Common, Orc
Traits: Aggressive (bonus action move toward a hostile creature Fighting Style (Defense); Second Wind (1/short rest, 1d10+3 Action Surge (1/short rest).
Actions: Greataxe +5 to hit, 5 ft., 1d12+3 slashing.
Tactics: One bodyguard holds the door to bottleneck; the other flanks and calls the horn if carried.

Tactics & response
  • On entry (no prior alarm): Both bodyguards surge from bunks, one shoving the first intruder back over the painted totem (contested Athletics; on failure, target is pushed 5 ft and knocked prone if they slip on fresh paint).
  • Fighting style: Keep the fight at the threshold; exploit furniture for cover; focus fire on casters.
  • Response cascade:
  • Round 1: Any combat here pulls Rooms 10 & 11 & 12 immediately (next round).
  • Round 4: Krak (chief) arrives with his lieutenants.
  • Round 6: Barracks warriors flood in.
Orc barks (use if you want)

Pink skins are here! Found you! No more games—time to die!
“You’re filth, maggots—drop steel or we make you scum dunghill on the floor!”
“You are weak! I am stroooonng!

Running tips
  • Let a quick Religion spot Syrul to reinforce your Suel theme, and reward the call-out with Insight advantage later.
  • Make the response clock felt—pounding boots and roars from neighboring rooms as soon as steel rings.
  • If you want a social beat, the name “Thuldon” can open dwarven threads (ransom the trophy, earn grudges or favor).



Cover image: Suel Temple Skull Banner by 3orcs

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