Page 171 - Serpent Kingdoms
P. 171
ADVENTURES
allows entry to a rough-fl oored, spiral tunnel that descends to About 40 feet along the steadily descending tunnel, shallow
the temple proper (area 4 and beyond). grooves begin in the walls at fl oor level and slowly climb
until they form 2-inch-deep ledges about 5 feet high on
2. The Serpent Door (EL 6) both walls.
The serpent-marked door is an elaborate trap. Opening it reveals The ledges are bare and empty, except for a few human fi nger
a shallow niche that leads nowhere. bones (marked with little holes so they can be used as dice) in a
Trap: When the door opens, ten poisoned arrows spring forth little heap on the left-side ledge, about 60 feet from the point
from a metal frame. Five of them are aimed up the stairs, three where the grooves began (Spot DC 15). At the spot marked 4 on
fi re straight ahead, and the remaining two are angled to either the map, a coiled serpent has been deeply carved into the rough,
side of the chamber. The trap fi res once, after which the lizard- fi ssured stone fl oor.
folk must restock it with arrows and reset it by closing the door. Trap: Approximately 20 feet beyond the coiled-serpent carv-
The arrow-fi ring mechanisms can be removed with a successful ing is a trapdoor that conceals a pit. A 10-foot-long section
DC 20 Disable Device check, but failure causes the entire metal of the tunnel fl oor covering the entire width of the passage
frame to topple over onto anyone in front of the door, dealing collapses as soon as any Small or larger creature steps on it.
1d4+3 points of damage. A successful DC 20 Refl ex save allows The trap has a hidden switch bypass that allows safe passage.
a character to jump clear and avoid the damage. Depressing a thumb-sized stone set into the ledge on the left
Poisoned Arrow Door Trap: CR 6; mechanical; location trig- tunnel wall beside the coiled-serpent carving deactivates the trap
ger; manual reset; Atk +12 ranged (10d6 plus poison, arrow), for 1 minute. Thereafter, it resets itself.
poison (Huge viper venom, DC 14 Fort save resists, 1d6 Con/ Trapdoor Pit: CR 4; mechanical; location trigger; automatic
1d6 Con); Search DC 21; Disable Device DC 20. Market Price: reset; hidden switch bypass (Search DC 30); DC 24 Refl ex save
9,600 gp. avoids; 30 ft. deep (3d6, fall); Search DC 28; Disable Device DC
26. Market Price: 23,600 gp.
3. Lizardfolk Lair (EL 6) Development: Close examination (Search DC 14) of the
carving reveals that its eyes can be depressed slightly. Doing
The lizardfolk guards spend their time here when they are not so releases a catch, causing the entire carving to pop up like a
out hunting for food, patrolling and tending temple areas, or poorly seated lid. Opening this hinged piece of stone reveals a
standing guard in the ruins. Read or paraphrase the following 1-foot-deep, 2-foot-diameter circular storage niche in the fl oor.
when the characters enter. The niche is empty.
Piles of gnawed bones from a variety of creatures (includ- 5. The Altar Chamber
ing humans) are placed at intervals along the walls. Nine
human skulls hang upside down from the wall at widely (EL Variable)
separated locations. Numerous arrows, carefully placed with
The altar chamber was once a storage cellar, but the
their tips against the wall, occupy one corner.
yuan-ti have made several upgrades to render it suitable for
their purposes.
Sixty-eight arrows, all poisoned, lean against the wall. These
serve as ammunition for the various traps in the complex.
The curving tunnel fi nally ends in a large room carved
Creatures: Nine lizardfolk are resting here when the
out of bedrock. Directly in front of the tunnel mouth,
PCs arrive.
about 5 feet into the room, stands a gigantic statue of
Lizardfolk (9): hp 11, 12, 12, 13, 13, 13, 14, 14, 15; see
a serpent carved from glossy black stone. Its coils are
Monster Manual page 169.
wrapped in rings behind it, and dozens of smaller serpents
Tactics: The lizardfolk attack the intruders on sight. If it ap-
with gaping mouths sprout from its scales. Among them
pears that the PCs are winning, three of the lizardfolk attempt
rises a single pair of humanlike arms, their hands raised
to win their way past the intruders and warn the yuan-ti.
high with palms out.
Treasure: The nine skulls on the wall serve as bowls to hold
The center of the chamber is dominated by a huge, cir-
each lizardfolk’s share of the coins gleaned from previous vic-
cular disc of dark stone with a shallow bowl carved into its
tims. Each skull contains 14 gp, 6 sp, and either 17 cp or 16 cp.
top. Scores of snakes intertwined in a random pattern are
(The spoils thus far haven’t quite worked out evenly.)
carved all around its sides. On the ceiling of the chamber,
directly above the disc, is a relief-carved boss depicting
4. Tunnel Trap (EL 4) many intertwined, coiling snakes. A pile of stone rubble
occupies the center of the wall directly across from the
A trap set into this curving tunnel discourages unauthorized
entrance tunnel.
visitors to the temple.
170
620_96566_SerpentKi168-192.indd 170 5/13/04, 7:56:25 AM

