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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             620_96566_SerpentKi168-192.indd   176                                                              5/13/04, 8:13:23 AM
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