L1-20. Suel Temple
Focus: The Arch of Pyremius & the Final Ember Pit
A. The Arch of Pyremius (North Wall, before the dead-end)
Read-aloud (first sight)
What careful characters learn
- Suel iconography (Religion/History DC 12): Pyremius (Suel god of fire/assassins) — arch used for judgment/terror. The down-pointed blade marks a place of test.
- Shadow bleed (Arcana DC 13): The arch is a thin place; shadow-stuff slicks the air, muffling sound and dimming light within 5 ft of the threshold.
- Fresco tells (Investigation DC 13): Scoring and soot on the jambs = undead touch; claw-marks never pass fully into the chamber beyond.
Bound Guardians — “Embered Shadows” (Suel-Warded)

What they are. Four original Suel temple guardians—Shadows bound to the arch by ancient clerical wards. They pace within the stone like wolves behind black glass.
How the ward works. Anyone who passes the arch without speaking the Suel holy watch-prayer is judged an intruder. The ward releases the Shadows to cross the threshold and hunt the trespasser until the intruder is slain or flees the hall. If the prayer is spoken correctly (in Old Suloise), the Shadows remain within the arch and do not engage.
The watch-prayer (short, thematic).
“Lendor’s Measure, Ruby’s Law; Jascar’s Stone, Pyremius’ Flame—Suloise pass.”
(Said in Old Suloise; tracing a slow six-count with the hand—Lendor’s cadence—grants +2 to related checks.)
Learning or recalling it.
- Religion/History DC 12 to piece together from the pantheon frieze and arch motifs; advantage if the party consulted the Ruby Stacks tomes (Room 16) or bears a Wee Jas/Lendor seal.
- Comprehend Languages translates the inscription strip hidden in the arch fillet (Investigation DC 13 to spot), but pronunciation still requires Int (Arcana) or Cha (Performance) DC 11.
- Incorrect wording or wrong cadence triggers the ward.
Trigger & leash.
- On a failed entry: 1–4 Shadows emerge and may pursue anywhere inside the temple (they won’t leave Room 20).
- On correct entry: they remain visible but contained within the arch; they hiss and follow with their eyes but do not attack.
Other bypasses (Suel only).
- Presenting a consecrated Suel holy seal (Wee Jas or Jascar) while speaking the prayer counts as auto-success.
- Casting dispel magic (DC 15) on the ward suppresses it for 1 minute, after which it rebinds.
Tactics at the arch: They try to Strength Drain from safety, baiting victims to stumble… toward the pit.
B. The Final Ember Pit (Dead-End, 10 ft east of the arch)
A last, nasty fail-safe in the red corridor: a spiked pit spanning the full 10-ft width at the very end of the hall.
Read-aloud (perceived)
Read-aloud (triggered)
Trap Mechanics (system-agnostic with your CL notes + 5e numbers)
Type: Spiked drop pit, 30 ft deep, deposits into Level 2: Temple Crypts.
Locate: Find traps CL 3 (typical DC 13) or Perception/Investigation DC 13 to notice the proud stone/hinge.
Trigger: Stepping on the raised flagstone or placing >30 lb weight on it.
Avoid: Dexterity Save CL 4 (DC 14) on trigger to catch the lip (end prone on your space instead of falling).
On a fall:
- Fall damage: 3d6 bludgeoning.
- Spikes: On impact, 1d4 spike attacks, each +5 to hit, 1d6 piercing on a hit.
- Poison (optional, Type I): On each spike hit, Con save DC 13; fail: –1 to physical attributes & –1 initiative for 1d3 days (module style). 5e variant: 1d6 poison and Poisoned for 1 hour on a fail (success = half, not poisoned).
Reset: The spring-hinge swings shut at the start of the next round unless someone is holding/bracing it.
Disable / brace
- Disable: Disable traps CL 3 (or Thieves’ Tools DC 13) to lock the hinge.
- Brace: Two spikes/pitons hammered at the seam hold it long enough to cross (Sleight/Tools DC 12).
- Hidden Lever (bypass): South wall, 5 ft west of the pit, waist height; Find traps CL 3 (Perception DC 13) to locate. Pulling it drops and holds the trapdoor open until released—useful for laying a plank/rope or dumping pursuers.Reset: Spring-hinge swings shut after 1 round, unless held.
Where You Land (Level 2 Temple Crypts)
Destination: A stone trench in a dark crypt corridor directly beneath the pit (no light; smell of wet rock and old blood).
- Noise: The fall and lid slam echo. Nearby undead or sentries check the area in 1–3 rounds (DM: skeletons/zombies, or your Level-2 denizens).
- Getting out:
- Rope or grappling hook from above (50 ft reaches both levels; Athletics DC 10 to climb).
- Spike extraction: If a PC is impaled by 2+ spikes, require Medicine/Strength DC 12 and an action to free without extra 1d6 damage.
- Solo danger: If the party splits, the arch-bound Shadows harry those still upstairs while the fallen PC faces crypt encounters below—pressure from both sides.
Thematic cue (Pyremius Mosaic)
On the south wall opposite the arch, a red-and-orange tile image of Pyremius with sword down and a thin sneer faces the pit. In Old Suloise (beneath the blade):
“Fire judges cowards; stone swallows the rest.”
- Comprehend Languages or Religion DC 12 to glean the gist.
- PCs who announce deliberate, careful approach at the mosaic (measured steps, testing with poles) gain advantage on the next check to detect/disable the pit. Rushing draws disadvantage (hot-blooded god, hot-headed lesson).
C. Temple of Pyremius
Read-aloud (coming through the arch)
Beyond, the corridor opens into a broad temple hall. Acrid smoke and blood-stench roll from within. Torches gutter in wall sconces, throwing dim light up to a ceiling lost in smoke. Two rows of squat, black-basalt columns—each carved in the shape of bound, screaming figures—lead toward a rough stone altar in the center, its surface soaked dark. On the far wall a vast bas-relief shows a gross man with a jermlaine’s head scourging dwarves, humans, and elves with flaming sword and whip. Iron shackles line both side walls.
Four orcs sway on blackened feet before the altar—bodies swollen with rot, blood running black. A hairless orc shaman stands upon the steps, tattoos of butchery crawling his neck and arms, a serpent-headed spear lifted high as his harsh voice hammers the stone.
What the party senses immediately
- Light & cold: Within 5 ft of the arch the room counts as dim light, and a biting chill pricks skin (purely narrative unless you want disadvantage on Perception relying on sight here).
- Iconography (Religion/History DC 12): Pyremius’s down-pointed blade marks a place of terror-judgment; the far relief (jermlaine-headed tyrant) is an ancient Suel intimidation piece used to cow captives.
- Arcana DC 13: The altar radiates necromancy and desecration keyed to Gruumsh’s blasphemy overlaying Pyremius’s site.
Occupants & encounter flow
A) Vhakra the Blood-Singer — Shaman (boss of this room)
- CE male orc; hairless; skin tattooed with dismemberments and war glyphs; flat black eyes.
- Stat to use: Orc Eye of Gruumsh (MM) or Priest stat block reflavored; spell list skewed to necromancy (e.g., inflict wounds, bane, spiritual weapon in the shape of a flensing hook).
- Signature weapon: Serpent-Headed Spear (green-tinged undulating blade, dark-green snakeskin grip, gold serpent ferrule). Treat as a +1 spear; on a crit the target takes +1d6 poison (DC 13 Con half).
- Opening play: Begins with a battle-sermon (see box), then points the spear to command the dead and calls, “Grey-Howl takes the debt!” to summon help if needed.
B) Roused Corpses (Orc Zombies) ×4
- Use Zombie with Aggressive (bonus-action move toward a foe). The rot is fresh; on death they cough black blood that snuffs one adjacent torch (cosmetic unless you’re tracking light).
C) The Arch-bound Guardians — Shadows ×1–4
- Four Shadows were created by Vhakra before he desecrated the hall; they are trapped in the arch and may not cross into the temple while Gruumsh’s blight persists.
- Leash: They can reach 5 ft out of the threshold to attack any living creature who lingers at or within the arch, but otherwise prowl the doorway only.
- Flip condition: If the party consecrates the altar (see below) or removes the Gruumsh blight, the binding releases and the Shadows pour into the temple, attacking any living creature (they hate the orcs first, then everyone else).
- DM tip: This is a “use the dungeon against itself” switch—smart parties may free them mid-fight to crash Vhakra’s line.
Vhakra’s sermon (use as you start initiative)
Tactics (quick flow)
- First round: Vhakra casts bane or bless (or raises spiritual weapon) and orders the corpses to screen the altar. He fights from the dais, using columns for cover.
- Second round: He targets the party’s healer with inflict wounds or guiding bolt (blood-red flare).
- When bloodied (≤ half HP): He slashes open his palm, smearing blood across the altar to strengthen the desecration (granting undead +1 to hit for 1 minute) unless stopped.
- If the Shadows are freed: He howls “Pack-bind!” and dives behind the columns; the undead orcs are left to soak the charge while he looks for a clean spear throw.
Features & checks
- Bas-relief (Investigation/Religion DC 12): Meant to terrify; hidden ash trays at the tyrant’s sword and whip tips show where flames once lit the scene. A lit torch there grants bright light for 15 ft that disadvantages Shadow Stealth.
- Shackles (Athletics DC 13 to break | Thieves’ Tools DC 12): 2 sets currently hold bones; one holds a fresh wrist-cut—the last “offering.”
- Altar (Arcana/Religion DC 13): Porous basalt soaks blood; radiates desecrate keyed to Gruumsh overlaying Pyremius.
- Altar channels: Medicine DC 12: blood flows toward the dais edges—designed to spill down the stairs for spectacle.
Ending the blasphemy (play options)
Pick the tone that fits your table; each lasts until disturbed.
Quick Cleanse (combat option, 1 action + check).
- A divine character at the altar may spend an action to deface the Gruumsh mark (splash sanctified water, press a holy symbol while reciting Suel six-count). Religion DC 15 (advantage if using silver/bone powder or black candles from Room 16). Success: the desecration suppresses for 1 minute; Shadows are freed and immediately act; undead lose the +1 to hit. Failure: Vhakra laughs; he gains temp HP 10 from spiteful spirits.
Full Consecration (post-fight or bold mid-fight ritual).
- 10 minutes of rite (or hallow), or dispel evil and good plus Wee Jas /Lendor invocations. Once complete, the hall becomes consecrated to the Suel again; the Shadows pass on (or bow to the sign of Ruby Law and fade), and future undead here suffer disadvantage on attacks for 24 hours.
Shackled Prisoner — Thuldon Rockspitter
What they see (read-aloud)
State & revival
- Condition: Unconscious, stabilized (0 hp in 5e; –1 hp, stabilized if using your module’s system).
- Revive: Any healing (magical or a DC 10 Medicine check and 10 minutes of care) brings him to 1 hp (disoriented, thirsty).
- Manacles: Athletics DC 13 to break; Thieves’ Tools DC 12 to pick. Keys: on Vhakra or one of the altar guards.

Who he is
Thuldon Rockspitter, young dwarf smith from the mountain delves, traveling to “find a place in the world.” He was ambushed (“looked up and saw a fall of boulders”) and woke chained here with six humans. Each night, the orcs trussed one victim on the altar and slew them.
Attitude: Brave but shaken; grateful; eager to fight once steadied. If armed, he’ll stand with the party.
What Thuldon can tell the PCs
- The carving is odd: “There’s something peculiar about the big carving behind the altar. The flame tip on the sword sounds hollow if you tap it; ash sometimes sucks inward there.”
- Follow-up (Investigation DC 12): The flame tile is a loose latch. Pressing it pops a palm panel that reveals a narrow maintenance niche (2-ft crawl). Inside: a brass handwheel that opens hidden smoke shutters (in 3 rounds, smoke thins; torches count as bright in 15-ft pools; Shadows have disadvantage to hide while shutters are open). Also inside: a ruby-glazed ash pan (50 gp) and a cracked Wee Jas ledger seal (ritual advantage once in this room).
- Timing: “It’ll be about an hour before the orcs assemble again.”
- Skills: “I’m a smith—armors, edges, repairs.”
- Will fight: “Give me steel and I’ll help kill orcs.”
PCs who earlier identified the pantheon recognize this hall honors Pyremius (the orcs have layered Gruumsh’s blight atop it).
Thuldon’s gear (trophies the orcs took)
- Dwarf-sized chain mail
- Shield embossed with an anvil
- Fine hand axe
- Winged war helm (two wide-set horns)
These were taken as spoils; you’ve placed them in Room 19 (Urzhag’s) and/or on his person. Returning them earns Thuldon’s lasting thanks.
Thuldon in combat (quick use)
- If unarmored: use Commoner (won’t last—better to hide him or put him on lever/torch duty).
- If re-equipped: use Guard stat block reflavored as dwarf smith:
- AC 18 (chain + shield), HP 11, Speed 25 ft, Battleaxe +4 to hit, 1d8+2 (versatile).
- Stone Stubborn (table perk): Advantage on Con saves vs. being poisoned or frightened while within 10 ft of an ally.
Hooks & payoffs
- If he lives & gets his gear back: Thuldon offers free repairs, a forged token of Clan Rockhall, and can vouchsafe the party to dwarves later.
- If the party needs a stealth exit: He knows a cool-air seam near the ceiling on the east wall; with Athletics/Acrobatics DC 12 and a rope, someone can jam the shutters open (from the niche) to clear smoke and slip out unseen.
Table tips
- Put Thuldon on the line if the fight breaks out—PCs must either defend him, free him fast, or accept that Vhakra will use him as a hostage.
- The flame-tile latch is a fair puzzle clue that rewards careful observation (especially from players paying attention to Suel details).
- If the party consecrates the altar mid-fight and frees the Shadows, describe them ripping into the orc zombies while Thuldon crawls clear—cinematic payoff for making the room fight itself.

Quick map notes
- The north arch into the temple sits 10 ft before the corridor’s dead-end.
- The spiked pit fills the final 10-ft square of the hall.
- The bypass lever is on the south wall, just west (your side) of the pit lip.
Temple Layout
- 50 × 70 ft rectangle; 10-ft-wide arch centered in the west wall.
- Columns: Two rows (four per row) of black basalt pylons (2½-ft square, 10-ft tall) carved as bound figures.
- Center: Rough, porous altar on a 10-ft dais; shallow blood channels run to floor drains.
- Far (east) wall: Bas-relief of the jermlaine-headed tyrant (20-ft wide).
- Side walls: Shackles and hooks every 10 ft; some hold rotted ropes.
- Light: 6 smoked torches at the columns (dim, smoky; each can be snuffed with an action).
Desecrate Altar of Pyremius to Gruumsh
Desecrate is the reverse of CONSECRATE. It imbues an area with negative energy. Turn undead -3 penalty. Undead entering this area gain +1 to attack, damage and saving throws. Undead created within or summoned into a desecrated area gain +1 hit points per HD. If the desecrated area contains an altar, shrine or other permanent fixture dedicated to the caster’s deity, pantheon or aligned higher power, the effects are doubled.
Unholy Ground:
- +1 Bless effect
- +1 all attribute checks spells
- Automatic augury 1/day
- Desecrate: Turn Undead -3 penalty, +1 tohit, damage, and saves
Zombies (4) (Animate Dead scroll used)

Treasure & clues
- Serpent-Headed Spear +1 (see above).
- Tattoo inks (rare soot & cinnabar; 50 gp for ritual components).
- Suel slate behind the altar (secret niche, Investigation DC 14): a cracked attendance tablet with Pyremius/Lendor glyphs; worth 150 gp to a collector; grants advantage to one Religion check related to Pyremius in this dungeon.
- On the columns: someone scratched “Blood-Singer was here” in Orcish tally-cant—proof tying Vhakra to this desecration.
Scaling & responses
- If the party hit this room loud, add 2 orcs from the nearest barracks at round 3.
- If they freed the Shadows, let the room devolve into a three-sided brawl—Vhakra screams orders while the undead orcs and Shadows rip into each other. Smart PCs can slip to the altar to finish the Cleanse.
One-line cues you can drop in play
- “Your breath smokes; your light seems thinner here.”
- “Black blood threads down the altar’s steps and disappears into pores.”
- “The demon faces in the arch blink—no, it’s the Shadows pacing within.”

VHAKRA THE BLOOD-SINGER
ORC SHAMAN (CLERIC 3)
Medium humanoid (orc), chaotic evil
Armor Class: 15 (chain mail)
Hit Points: 30 (3d8+15)
Speed: 30 ft.
STR 12 (+1), DEX 14 (+2), CON 14 (+2), INT 12 (+1), WIS 14 (+2), CHA 8 (–1)
Saving Throws: Wis +4, Cha +1
Skills: Perception +4, Religion +3, Intimidation +1
Senses: darkvision 60 ft., passive Perception 14
Languages: Orc, Common
Challenge: 2 (450 XP) Proficiency Bonus: +2
TRAITS
• Aggressive: As a bonus action, Vhakra moves up to his speed toward a hostile creature he can see.
• Spellcasting: Vhakra is a 3rd-level cleric (spell save DC 12, +4 to hit with spell attacks). He has four 1st-level slots and two 2nd-level slots. His focus is a bone fetish; he often grips his serpent-headed shortspear while chanting.
CANTRIPS (AT WILL)
• Light
• Detect Magic (run as a 1st-level ritual in 5e)
• Endure Elements (table option: for 1 hour, one willing creature ignores nonmagical extreme heat/cold; concentration)
1ST-LEVEL SPELLS PREPARED
• Protection from Evil and Good (from “protection from alignment”)
• Command
• Shield of Faith
• Bless (he may swap to Bane when cursing)
2ND-LEVEL SPELLS PREPARED
• Spiritual Weapon
• Darkness
• Hold Person
ACTIONS
• Serpent-Headed Shortspear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+2) piercing, or 7 (1d8+2) if wielded two-handed.
BONUS ACTIONS
• Spiritual Weapon (2nd-level): Conjures a spectral flensing-hook within 60 ft.; melee spell attack +4, hit 7 (1d8+2) force. The weapon can be moved and attack each round as normal.
EQUIPMENT
Chain mail; serpent-headed shortspear with undulating green-tinged blade, dark-green snakeskin grip, and gold serpent ferrule; pouch with 4 gp and 12 sp; clay jar of “Stinking Orc’s Foot” cheese (improvised stink distraction at DM’s option).
TACTICS (QUICK)
• Opens with Bless (or Bane when cursing) and summons Spiritual Weapon as a bonus action.
• Uses Hold Person on the party’s bruiser or casts Darkness to break line of sight, then closes under Shield of Faith.
• If pressed, uses Command (“Grovel”/“Drop”) and stabs with the shortspear while the spectral hook harasses casters.
Bane
The shaman bites then shouts with blood pouring out his mouth. Raises his spear undulating blade of green‐tinged steel, "By this curse misfortune will reign, your futures end, this is your bane" his eyes flickered with black decay, the leaking of chaotic power. The rune engraved serpent head shimmers as black writhing wave of necrosis washes over each of you, filling the air with the sickly-sweet smell of rotting flesh. "Afar avhiuk curuke miukforavune liwo nauk-ign, your fuavureuk mubarum, avhiuk iuk your bane"
Command
By the power of Gruumch I command thee grovel!Afar avhe powas ro Gruumch jiak urdan avhee proukavraave!The dark goblin strides forward holding forth that dark serpent spear. A dark bloom of sorcery emanates from the spear as he raises it to smash into you with a exubulent hoot of brutal power. The power of divine evil of Gruumch grips you completely, a compulsion throbs from that raised spear to prostrate yourself on the ground before the evil priest. The words leave your mouth and penetrate you like a hot knife. Their struggle is painted clearly on their face as they wrestle against his will, desperate to stay in control.
Augery
The orc tribe gathers around the shaman, standing in the great temples altar whose smoke spirals to the ceiling above. The shaman, garbed in hide and bone and missing his left eye, steps forward—the tribe falls deathly silent. Orcs to the shaman’s left and right produce a humanoid skull and an ornate mace, which the shaman accepts with a nod. They raise the skull and mace aloft for all to reckon, then sets the skull upon the black altar. With a mighty overhead swing, the shaman shatters the skull. They immediately drop to one knee to sift through the fragments, searching for answers.
Shield of faith
"Warding spears of liquid blood of power blooms around the evil priest. Condolences into a shimmering field, hovering in the air forming a protective barrier reinforced by Gruumchs divine power."
Protection from Good
"Gruumukh, one-eye, he-who-never-sleepuk aid me! Protect your loyal servant from human swine!"
Spiritual Weapon
"Gruumukh, one-eye, he-who-never-sleepuk aid me! Strike down these maggots in the name of orc glory with your divine might!" As soon as the fervent prayer escapes your lips, you motion as if drawing a weapon, and the weapon you envision materializes out of thin air. It hangs at a distance, a shimmering outline like a heat mirage trapped into a solid shape, awaiting your command to attack.
Darkness
"Gruumukh, one-eye, he-who-never-sleepuk, avake avhe lighav avhaav uko avhe armauk cannoav ukee!" As the evil priest finishes the incantation, an inexorable cold seeps from his chest, through his arms, and leaves his fingertips. A shadow, like a cloud across the sun, passes over you. The shadow deepens and extends, fingers grasping and catching the light. Darkness falls, deep and sudden.
Hold Person
"Bar of iron holding cage, dunghill swine trapped so well, no escape, a tight locked door, cease your actions, move no more." "bar ro hokur holdaumn kafaz, dunghill ukwine avrappun uko nalal, no eukcape, ij avighav lockun dar, ceauke your acavionuk, move no ma." A single, barked syllable and a pointed finger, and the person you are pointing to suddenly tenses, as stiff and immobile as the iron piece you are clutching in your palm.


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