Page 183 - Serpent Kingdoms
P. 183
ADVENTURES
provoke discovery of the temple by adventurers. The occupying The glass that once allowed light to fi lter into the cham-
tribe has been actively seeking out and capturing humans—both ber is still in place, but the exterior is covered with dirt and
travelers and residents of nearby villages. During the past couple foliage, allowing only a few shafts of light to penetrate.
of weeks, residents of the surrounding settlements have become Piles of rubble litter the chamber, and a ledge protrudes
aware that people are disappearing, and they have decided to seek from the wall 15 feet above the fl oor.
aid in fi nding them.
Years ago, numerous marble statues of the World Serpent deco-
Adventure Synopsis rated this room, but the lizardfolk and their allies have smashed
those to rubble. Hidden handholds (Search DC 15) in the walls
The PCs must enter the temple and explore it, overcoming the allow access to the ledge.
lizardfolk and the khaastas in the process. Assuming they suc- Creatures: Two khaastas and three lizardfolk stand guard
cessfully penetrate the temple, they may be able to gain access over this room. When the PCs arrive, they are hiding within
to area 9 and recover the sought-after blade. patches of darkness toward the rear of the chamber.
Khaastas (2): hp 19, 23; see Fiend Folio page 115.
Beginning the Adventure Lizardfolk (3): hp 11, 12, 14; see Monster Manual page
169.
The temple is made of basalt and lies buried under many feet Tactics: The khaastas and lizardfolk immediately attack any
of mud. The ceilings in most sections of the temple are 40 feet intruders who do not appear to be of their own races. If the
above the fl oor, although they rise to a height of 60 feet in the guards are aware of the PCs for at least 1 round before they enter,
domes areas. Despite its age and degree of immersion in swamp the lizardfolk are already standing upon the ledge. Otherwise,
muck, the temple is remarkably well preserved. they begin by taking a move action to climb up to the ledge
using the tiny handholds. Once atop it, the lizardfolk throw their
1. Entrance (EL Variable) tipped javelins, which are coated with sleep poison (see Poisons in
Chapter 10) at the characters. Meanwhile, the khaastas engage
Dense foliage conceals the temple so well that anyone who fails a the party in melee combat. Extra javelins have been left on the
DC 15 Spot check mistakes it for yet another vegetation-covered ledge, giving each combatant access to a total of fi ve.
mound in this jungle. When the PCs have noticed it, read or Each khaasta carries in its mouth a dried chicken bladder
paraphrase the following. fi lled with the same poison that coats the lizardfolk’s arrows.
Once during the combat, each of them can bite the chicken
A structure made of basalt stones has sunk several feet into bladder as a free action, spraying the poison on all opponents
the marshy ground. Vines crawl up the side of the building, within a 10-foot quarter-circle. The khaastas are immune to
and mangroves lean up against it. A pair of ornate double the poison.
doors with snakes engraved upon them constitutes the only If the characters use the handholds to climb the walls, the
apparent entrance. lizardfolk use their javelins to trip them. A tripped character
falls to the ground below, lying prone. If the PCs manage to
This pair of doors is the only entrance to the temple. A lock of climb up to the ledge level, the lizardfolk attempt to grapple
amazing quality once secured them, but it has long since rusted them and jump from the ledge, taking the battle to the fl oor.
through and no longer functions. Two lizardfolk then engage the PCs in melee combat while the
Creatures: At any time, a few lizardfolk are outside the third runs to the nearest guardpost (area 2) for reinforcements.
temple hunting. Development: Any PCs who fall in combat are locked up in
Lizardfolk (1d4): hp 12 each; see Monster Manual page area 3 to be eaten later.
169.
Development: Closer examination reveals that the mud im- 2. Guardposts (EL 5)
mediately in front of the doorway has been removed, allowing
the doors to swing outward. Continue with the following when The temple contains several nearly identical rooms that now
the PCs open the doors. serve as guardposts. The furnishings are spartan, consisting of
four hard chairs and a table in each chamber.
1A. ENTRANCE HALL (EL 6) Creatures: Three lizardfolk and one khaasta are on guard in
This chamber once received worshipers of the World Serpent. each of these chambers.
Khaasta (1): hp 22; see Fiend Folio page 115.
This immense chamber is shaped like a rectangle melded to Lizardfolk (3): hp 11, 12, 14; see Monster Manual page
a semicircle. The double doors open into the center of the 169.
semicircular portion, and on the opposite side of the room Tactics: The guards in these rooms have orders to prevent in-
is a single door set just to the left of center. A domed ceiling truders from going any farther into the temple. The lizardfolk’s
rises some 60 feet above the smooth fl oor. javelins are tipped with sleep poison (see Poisons in Chapter 10),
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