Page 177 - Serpent Kingdoms
P. 177
ADVENTURES
Burnt Othur Vapor Trap: CR 13; mechanical; location leave the naga behind; otherwise it tells the truth and provides
trigger; repair reset; hidden switch bypass (Search DC 25); gas; them with the correct key so that they can deliver themselves
multiple targets (all targets in a 10 ft. by 10 ft. room); never to the slavers on the other end.
miss; onset delay (1 round); poison (burnt othur fumes; DC 18 Treasure: Hidden in and among the detritus are gems worth
Fortitude save resists, 1 Con drain/3d6 Con); Search DC 30; 500 gp in total, plus eight attuned gems (a gem of alarm, a gem
Disable Device DC 30. Market Price: 21,100 gp. of Horizikaul’s boom, a gem of shout, a gem of suggestion, and
three gems of summon swarm.
2B. STOREROOMS (EL 10)
These chambers were once used by the cult of Sss’thasine’ss to 2D. PORTAL ARCH (EL 7)
hold temple goods, but Duskar now uses them to hold purloined The portal to Oeble is an archway fi lled in with stone and en-
goods he intends to fence. graved with vaguely serpentine glyphs. This two-way keyed portal
Treasure: At any given time, as much as 800 gp worth of connects the catacombs beneath Adderposts with the Underways
stolen property is stored in each of these four rooms. However, of Oeble (see below). The key required for passage to Oeble is a
such items are usually bulky and hard to dispose of without stinger from a scorpion (dead or alive). The key required for
drawing unwanted attention from the local authorities. returning to Essembra is a rattlesnake rattle (which Ssensariith
Buried amidst the junk in the southeast room is a small, inherently possesses, thanks to its Tail Rattle feat). Both keys
trapped coffer containing eight packets of mordayn powder are known only to Ssensariith, who guards its thoughts with its
(worth 200 gp each). amulet of mind shielding, although the yuan-ti of Oeble would
Lock Covered in Dragon Bile: CR 10; mechanical; touch trig- dearly like to acquire knowledge of them.
ger (attached); no reset; lock bypass (Open Lock DC 30); poison Trap: Attempting to employ the portal from this direction with-
(dragon bile, DC 26 Fortitude save resists, 3d6 Str/0); Search out the proper key triggers a trap that summons a swarm of vipers.
DC 30; Disable Device DC 30. Market Price: 14,400 gp. The summoned swarm attacks any living creature it encounters
(including Ssensariith and its followers, if they are present).
2C. SSENSARIITH’S NEST (EL 15) Summon Nature’s Ally VI Trap: CR 7; magic device;
Ssensariith dwells in this chamber. Read or paraphrase the fol- proximity trigger (alarm); automatic reset; spell effect (summon
lowing when the PCs enter. nature’s ally VI, 6th-level druid, viper swarm); Search DC 31;
Disable Device DC 31. Cost: 38,900 gp, 3,112 XP.
This 20-foot square chamber contains all manner of debris, Viper Swarm (1): hp 27; see Fiend Folio page 172.
arranged in the fashion of a large nest.
2E. CHAPEL OF SSS’THASINE’SS (EL 13)
The junk on the fl oor gives cover to anyone who crouches down This chamber is the main worship area for the cult.
behind it. Moreover, anyone attempting to navigate the room
can do so only at normal speed and must make a Balance check This round chamber has a slightly concave roof and fl oor.
(DC 5) each round to make progress. Lifelike depictions of writhing serpents, scuttling spiders,
Creature: This nest is home to the spirit naga Ssensariith, and fi erce-looking scorpions have been carved into the
who spends most of its time here experimenting with magical walls, fl oor, and ceiling. In the center of the chamber
processes. stands a stone altar carved in the shape of a coiled serpent
Ssensariith: See Major NPCs section, above. with its head tilted back and its jaws opened impossibly wide.
Tactics: If Ssensariith has received warning of the PCs’ pres- Several misshapen reptilian creatures stand guard to either
ence from its alarm spell or by any other means, it prepares side of the altar.
for the encounter by casting detect thoughts, darkness, protection
from energy (fi re), and mage armor. Then it hides behind the A successful DC 15 Spot check reveals that many of the carved
debris in the room to gain cover. When the PCs enter, the naga serpents seem to collectively assume a humanoid form. The
uses its sleep ability fi rst, followed by a suggestion that they turn serpent’s mouth forms a wide, fl at bowl large enough to hold the
around and leave. If these tactics fail to get rid of the intruders, body of a Medium creature, and its throat is a narrow tube that
it uses its charming gaze on one and tries to make that character drains blood from sacrifi ces. If Sss’thasine’ss (Talona) is pleased
defend it. When Ssensariith joins combat, it leads off with magic with a sacrifi ce, the response is typically a swarm of centipedes,
missile, then uses cloudkill and its other offensive spells to best spiders, or vipers that pours forth from the serpent’s throat into
advantage. If forced into melee, the naga uses its poisonous bite. the bowl. The swarm then acts at the behest of the person who
If Ssensariith is losing the battle, it fl ees toward the portal and offered the sacrifi ce. (See the Book of Vile Darkness for more
tries to escape to Oeble. details about sacrifi ces to dark gods.)
Development: If captured, the naga pretends to be just an- Creatures: The altar is guarded by sixteen broodguards. One
other cultist and tries to convince the PCs to go through the of these was once Duskar’s wife, who is thought to have died
portal arch (area 2D) after the leader of the cult. It lies about the of a wasting disease by most Essembrans. The other was a lone
key to ensure that the PCs trip the trap if they seem inclined to traveler “recruited” as a guinea pig to test the distillation of
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