In running my Ptolus campaign, when the party learned of the Hussars involvement in sinking the Arrowhead it was possible that they seek out this religious sect.
At this point my players were 3rd Level going on 4th and I didn't find the prospect of them facing half a dozen or so guards (even if they had a flask of fire or two) particularly rewarding for them (or for me as DM either). So I mapped out their shrine and came up with two stat blocks that I share with you here. The map and stats below are all included in a zip file at the bottom of the page.
I will also shortly be posting an adventure set in the Deepbriar area of Ptolus (for free).
Shrine to Unnah
I started by creating the Shrine to Unnah as described in the setting book. It is a modest setting with a barrack behind a simple shrine. I decided to add a kitchen and as Unnah is the goddess of sword fighting, it made sense to add a small armoury/training/reading/toilet room - I wish my own house had one!
I haven't annotated this map as I think it is fairly self-explanatory, important to note however that, owing to their pyrotechnic mania, most of the furnishings are made of stone, including their bedframes (in case anyone goes boom in the night).
There is scope here to add 'treasure' to this location, but given the nature of this small sect, I wouldn't go overboard. Half a dozen or so Flasks of Alchemist's Fire are a given - perhaps in the shrine room itself, as worshipped items perhaps? I would also include small amounts of money and simple weaponry in each of the 'Brothers' chests (in the barrack). The Library/Training room could include lore books, some martial weapons (but nothing magical) and I would be tempted to add a note in a book found here that describes the nature of the Hussar's relationship with the Balacazar Crime Family.
I was underwhelmed with the suggested stat blocks for the Hussars, these are after all a religious order and their should be some nod to divine magic that keeps them in thrall to their Goddess. I therefore gave the 'Hussar Acolyte' a cantrip that can be used for 'show' in encounters and upped their stat blocks a touch.
I would also eschew completely the notion that no Hussar stands out above the rest, so I recommend a Hussar '1st Among Equals' - a leader of ceremonies who is given special blessing (and power) by Unnah. I would add that, owing to her current predicament, she cannot empower more than one of her most devout followers with this greater divine blessing.
For each I have added their equipment details and possible tactics for a DM to fall back on if they wish.
Hussar Acolyte Humanoid, Chaotic Neutral Armor Class 16 (chain mail) Hit Points 13 (2d8 + 4) Speed 30 ft.
STR 14 (+2) DEX 12 (+1) CON 14 (+2) INT 10 (+0) WIS 14 (+2) CHA 10 (+0)
Skills: Athletics +4, Religion +2 Senses: Passive Perception 12 Languages: Common Challenge: 1/4 (50XP) Proficiency Bonus +2 --------- Spellcasting. The Hussar Acolyte is a 1st-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12). The Hussar Acolyte has the following cleric spells prepared:
Cantrips (at will): thaumaturgy -------- Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage. Dragon Pistol. Ranged Weapon Attack: +3 to hit, range 30/60ft, one target, 4 (1d6 + 1) piercing damage. Alchemists Fire. Ranged Weapon Attack: +3 to hit, range 20ft, one target. 1d4 fire damage at the start of each turn, creature on fire may use their action to take a DC10 Dexterity check to extinguish flames. --------- Equipment: 10 bullets, 2x Alchemists Fire, 2x Tindertwigs (matchsticks), 20gp Tactics: Well trained, depending on setting, may form a wall to protect the 'Hussar 1st Among Equals', in 1st round likely that they will throw alchemists fire or shoot, drawing scimitars in the second round and engaging in melee.
Hussar 1st Among Equals
Humanoid, Chaotic Neutral
Armor Class 16 (chain mail)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR 12 (+1) DEX 12 (+1) CON 12 (+1) INT 13 (+1) WIS 16 (+3) CHA 13 (+1)
Skill Athletics +3, Persuasion +3, Religion +2
Senses Passive Perception 13
Challenge 2 (450XP) Proficiency Bonus +2
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting. The Hussar 1st Among Equals is a 5th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The Hussar 1st Among Equals has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st Level (4 slots): cure wounds, create or destroy water, shield of faith (BA, Conc.)
2nd Level (3 slots): continual flame, spiritual weapon (+5, 1d8, BA)
3rd Level (2 slots): mass healing word (1d4+3, BA), spirit guardians (Conc.)
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.
Dragon Pistol. Ranged Weapon Attack: +3 to hit, range 30/60ft, one target, 4 (1d6 + 1) piercing damage.
Sacred Flame. Ranged Spell Save: DC13 Dex Save, range 60ft, one target 8, (2d8) radiant damage
Alchemists Fire. Ranged Weapon Attack: +3 to hit, range 20ft, one target. 1d4 fire damage at the start of each turn, action to take DC10 Dex check to extinguish flames.
Equipment: 10 bullets, 3x Alchemists Fire, 3x Tindertwigs (matchsticks), scroll of cure wounds (2nd level), 20gp
Tactics: Hussar 1st Among Equals will stay back while Hussar Acolytes engage. Will only use spirit guardians if acolytes are slain.
1st round, If not engaged in melee, Hussar 1st Among Equals opens with Spiritual Weapon and Sacred Flame.
2nd round will either mass heal and go in to melee range (if acolytes in trouble), or, spiritual weapon and sacred flame (if acolytes doing ok). Might give acolyte/themselves shield of faith.
3rd round will use divine eminence feature & scimitar (if in melee), or mass heal & scimitar. If surrounded or acolytes are slain will use spirit guardians and fight to the death.