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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             620_96566_SerpentKi168-192.indd   182                                                              5/13/04, 8:15:45 AM
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