Page 181 - Serpent Kingdoms
P. 181

ADVENTURES


                     The khaastas keep their treasure far from the command post     Skills and Feats: Concentration +6, Handle Animal +3, In-
                     to limit access to it. Such an arrangement helps to keep the   timidate +3, Knowledge (religion) +5, Knowledge (the planes) +4,
                     more valuable items from disappearing before the treasure can   Ride +5, Spellcraft +5, Spot +4, Survival +4; Point Blank Shot,
                     be evenly divided.                                Power Attack, Scribe Scroll.
                       Creatures: The pile of loot is guarded by four khaastas with     Cleric Spells Prepared (5/5/3; save DC 11 + spell level): 0—
                     orders to attack any creatures (including other khaastas) that   create water, cure minor wounds, detect magic, purify food and
                     come closer than 20 feet. Depending on the PCs’ actions up to   drink, read magic; 1st—cause fear, cure light wounds, divine
                     this point, the guards from area 3 may also be here.  favor, protection from good*, shield of faith; 2nd—desecrate*,
                       Khaastas (4): hp 18, 22, 22, 26; see Fiend Folio page 115.  lesser restoration, undetectable alignment.
                       Tactics: Because they consider melee combat to be the most     *Domain spell. Deity: Sess’innek. Domains: Chaos (cast chaos
                     glorious way to fi ght a battle, the khaastas here engage other   spells at +1 caster level), Evil (cast evil spells at +1 caster level).
                     melee combatants before spellcasters. If any spell obviously af-    Possessions: +2 breastplate, +1 light steel shield, +2 heavy mace,
                     fects more than half their number, however, they attempt to   ring of protection +1, backpack, waterskin, bedroll, fl int and steel,
                     bring down the spellcaster immediately, provoking attacks of   holy symbol, 10 torches, 179 gp.
                     opportunity if necessary.                           Tactics: When the PCs approach, the guards engage them in
                       Development: If the battle turns against them, the khaastas   melee combat while Rakh’til casts cause fear. The next round,
                     attempt to withdraw to area 6.                    Rakh’til casts protection from good if his fellow khaastas seem to
                      Treasure: The pile of treasure consists of 1,250 gp in coins, a   be holding their own, or enters the fray otherwise. His preferred
                     fi nely wrought small gold bracelet (25 gp), a carved bone statu-  targets are enemy spellcasters. If he can remain out of combat,
                     ette in the shape of a sarrukh (250 gp), a silver comb set with   he concentrates on curing wounded khaastas and using his other
                     moonstones (10 gp), vestments with cloth made of gold (700   spells to advantage.
                     gp), a solid gold snake idol (500 gp), a harp carved from exotic     Development: Should the party win this battle, any remain-
                     wood, inlaid with ivory and set with zircon gems (1,500 gp), a   ing khaastas in the area promptly leave if given the chance. The
                     gold cup set with emeralds (50 gp), a fi re opal pendant on a fi ne   PCs can then move about the ruins unmolested.
                     gold chain (75 gp), and a silver chalice set with emeralds and
                     rubies (50 gp).                                   7. Rak’ha’naali Obelisk

                     6. Command Post (EL 9)                            The obelisk stands unguarded at the center of the sarrukh ruins.

                     The twenty khaastas that embarked upon this mission are using   An immense, four-sided obelisk carved out of gray stone
                     this location as their command center. While it might make   rises some 60 feet from the cavern fl oor. All four sides slope
                     greater tactical sense to use one of the structures, the khaastas   toward the center, coming to a point at the top. The stone
                     are accustomed to outdoor living and believe that remaining   appears absolutely featureless.
                     inside a structure decreases their awareness of their surround-
                     ings. Thus, they prefer to remain in the open.    The khaastas have investigated the obelisk, but have so far they
                                                                       can only surmise that it functions as a portal. They intend to
                      Three campfi res form a tight triangle just outside a particu-  return to the Barrens of Doom and Despair and report its exis-
                      larly large building. Around them lie twenty bedrolls and a   tence to their superiors so that they can dispatch some demonic
                      collection of general supplies, including the carcasses of two   allies to investigate it.
                      slain deer, fi rewood, fi ve bullseye lanterns that are currently     Development: The key to activate the portal from this di-
                      unlit, fi ve shovels, and two large buckets.      rection is a sarrukh scale, which must be placed into a hidden
                                                                       crevice (Search DC 30) 6 feet above the ground on any side. The
                     Creatures: Rakh’til, the 4th-level khaasta cleric who leads this   terminus points on the other planes are simply open areas. The
                     party, is here with four khaasta guards.          return key is the heart of any Scaleless One slain within the past
                       Khaastas (4): hp 19, 20, 22, 25; see Fiend Folio page 115.  hour, which must be placed on the open ground while uttering
                      Rakh’til: Male khaasta cleric 4 of Sess’innek; CR 7; Medium   a prayer to the World Serpent.
                     monstrous humanoid (extraplanar, reptilian); HD 3d8+6 plus
                     4d8+8; hp 45; Init +2; Spd 30 ft.; AC 28, touch 13, fl at-footed   Concluding the Adventure
                     26; Base Atk +6; Grp +10; Atk +10 melee (1d4+4, bite) or +12
                     melee (1d8+6, +2 heavy mace); Full Atk +10 melee (1d4+4, bite)   If the PCs defeat the khaastas, they can investigate the obelisk
                     or +12/+7 melee (1d8+6, +2 heavy mace) and +5 melee (1d4+2,   and loot the ruins to their hearts’ content. Any khaastas that
                     bite); SA rebuke undead 3/day (+0, 2d6+4, 4th); SQ darkvision   escape return immediately to their leaders and report their
                     60 ft.; AL CE; SV Fort +7, Ref +6, Will +8; Str 18, Dex 14,   fi ndings, prompting their leaders to dispatch a vrock (see
                     Con 14, Int 13, Wis 13, Cha 11.                   Monster Manual page 48) to investigate. If the khaastas fail
                                                                       to report within 2 more weeks, a force of thirty khaastas led

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             620_96566_SerpentKi168-192.indd   180                                                              5/13/04, 8:13:47 AM
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