Page 180 - Serpent Kingdoms
P. 180
ADVENTURES
4. Thief’s Trap (EL 12) (six wall of force traps and one summon monster VIII trap
that summons a rukanyr); spell effect (wall of force, 15th-level
As the dominant creatures in their various kingdoms, the sar-
wizard); spell effect (summon monster VIII, 15th-level wizard,
rukh gathered more treasure than most and thus were often
rukanyr); Search DC 34; Disable Device DC 34. Cost 83,500 gp,
victims of theft. To protect themselves against larceny, they
6,680 XP.
often set tantalizing traps, such as this one.
Note: This trap is really six traps that create walls of force
and a seventh trap that summons a rukanyr in the same area. If
This stone-and-mortar building is twice as tall as it is wide.
all succeed, the rukanyr appears inside the ring of walls of force.
Some 30 feet above the ground is a section that is open on
These effects are independent of each other.
all sides, save for the corner columns supporting the roof.
Rukanyr: hp 85; see Fiend Folio page 144.
Within this space rests what appears to be an emerald the
Tactics: Regardless of the opponents it faces, the rukanyr
size of the average human’s head. Rays of light glint from
begins combat with a sundering roar and then concentrates its
it in all directions.
initial attacks on any creatures not affected by it. If forced to
choose between targets, it attacks anyone who appears to be a
The building is 20 feet long, 20 feet wide, and 40 feet tall, built
spellcaster in preference to others.
of stacked and mortared stones. Approximately 30 feet above
Development: The chamber is empty aside from the horribly
the ground is an open area shaded by a sloped roof that is sup-
mutilated bodies of two khaastas that tripped the trap during
ported by four thick columns, one in each corner. Within this
their investigation of the site.
open area is a silent image depicting a green gem the size of a
human’s head. The ray of light that shines through the gem is
part of the illusion. 5. Loot (EL 7)
Trap: Walls of force springs into existence between each pair of
The goods already salvaged from many of the sarrukh dwellings
pillars 1 round after any creature enters the open chamber. A ru-
have been piled up here.
kanyr is summoned into the area 1d4 rounds later. The walls of force
remain in place until either the invader or the rukanyr is slain.
A pile of gold and other assorted items stands in this open
Wall of Force/Summon Monster VIII Trap: CR 12; magic
area. Four scaly creatures stand guard around the pile.
device; proximity trigger (alarm); automatic reset; multiple traps
0 25 50 Feet
Sarrukh Ruin
7
6
5
4
3
2
1
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