Page 184 - Serpent Kingdoms
P. 184

ADVENTURES


                     as are the barbs on the khaasta’s net. The khaasta is not profi -  Eight large rocks are spaced evenly throughout this room.
                     cient with the net, so she takes a –4 penalty on her attack rolls   Aside from the rocks, there are no furnishings in view. Four
                     with that weapon.                                   scaly creatures take their ease here.
                       Development: If at any time the main force in the temple
                     is alerted to the presence of invaders, the guards in the nearest     Creatures: If the temple is not yet on alert, four khaatas are
                     two rooms leave their posts to investigate the disturbance. Any   resting here.
                     captured or slain PCs are taken to area 3, where they are held     Khaastas (4): hp 20, 22, 25, 30; see Fiend Folio page 115.
                     for Kha’ghassta to eat later.                       Tactics: Unless the party has made a great deal of noise in
                                                                       a nearby area, or the temple has been alerted to the presence
                     3. Cold Storage                                   of  intruders,  the  khaastas  are  asleep  when  the  PCs  enter.  It
                                                                       takes them 1 round to awaken and another round to grab their
                     This  chamber  is  for  prisoners  being  saved  for  Kha’ghassta’s   weapons. If given the chance, they call for help from room 2.
                     meals and for corpses that the lizardfolk and khaastas can dine     Development: If captured and interrogated, these khaastas
                     upon. The door is locked (Open Locks DC 23). Read or para-  can reveal the name of the lizard king (Kha’ghassta) and the
                     phrase the following when the characters enter.   reason for their occupation. (The place is an old sarrukh temple.)
                                                                       They do not know there is anything especially valuable here.
                       This chamber is dark and extremely cold. Five frightened-
                       looking humans sit on the fl oor. The foul smell of rotting   5. Ceremonial Chamber (EL 5)
                       meat permeates the room, rising from a half-eaten human
                       corpse the fl oor.                               This room was once the ceremonial chamber for honoring the
                                                                       World Serpent.
                     Because of the angle at which the temple has sunk into the
                     earth, this corner room is buried deeper in the ground than   At the center of this square room stands a 20-foot-tall
                     most of the rest of the temple. Because of this, it stays cold   statue of a snake-bodied humanoid that is missing its head
                     despite the heat outside.                           and arms. The head lies on the fl oor next to the base of the
                       The key to this chamber is among Kha’ghassta’s possessions.  statue, and bits of rubble are scattered nearby. At the base
                       Creatures:  Five  human  prisoners  sit  unbound  within  this   of the statue is a dais bearing a brown-stained altar. Nearby
                     room.                                               stands a large piece of stone, still formless and unworked.
                      Prisoners (5): Male and female human commoner 5; CR 4;   Four lizardfolk, one wearing ceremonial robes, are laboring
                     Medium humanoid; HD 5d4+5; hp 17; Init +1; Spd 30 ft.; AC   over it with sharp tools.
                     12, touch 11, fl at-footed 11; Base Atk +2; Grp +4; Atk +4 melee
                     (1d3+2, unarmed strike); Full Atk +4 melee (1d3+2, unarmed   The desecrated statue depicted an aspect of the World Serpent.
                     strike); AL NG; SV Fort +2, Ref +2, Will +3; Str 15, Dex 12,   Its arms have already been smashed to bits, and the rubble from
                     Con 13, Int 8, Wis 14, Cha 10.                    them litters the fl oor. The larger pieces, however, have already
                       Skills and Feats:  Craft  (any)  +4,  Profession  (hunter)  +8,   been gathered, crushed,  and  mixed  with other ingredients to
                     Swim  +7;  Far  Shot,  Point  Blank  Shot,  Precise  Shot,  Simple   make a new piece of stone.
                     Weapon Profi ciency (longbow).                       The lizardfolk have been using the sacrifi cial altar at the base
                       Possessions: Padded  armor, torch,  waterskin, trail rations,   of the vandalized snake statue to sacrifi ce prisoners to Sess’innek
                     bedroll.                                          so that Kha’ghaasta can satisfy his urge to eat.
                       Development: The prisoners are traumatized but willing to     Creatures: Currently, three ordinary lizardfolk and a cleric of
                     tell the PCs all they know. Each was captured on the road near   Sess’innek are carving the reconstituted rock into a new statue
                     the marsh within the past three days. Each day, the lizardfolk   of their demon-god.
                     come and take one or two people out, who never return. Once    Lizardfolk (3): hp 11, 12, 13; see Monster Manual page
                     the prisoners tried to overpower the guards as a group but did   169.
                     not succeed. The half-eaten corpse was left there as a lesson to     K’ss’la:  Female  lizardfolk  cleric  2  of  Sess’innek;  CR  3;
                     them after that incident.                         Medium humanoid (reptilian); HD 2d8+4 plus 2d8+4; hp 26;
                       Any party member  brought  here for imprisonment  is dis-  Init +3; Spd 30 ft.; AC 21, touch 9, fl at-footed 21; Base Atk
                     armed and locked in this chamber with the other prisoners for 12   +2; Grp +4; Atk +4 melee (1d4+2, claw) or +5 melee (1d8+3, +1
                     hours. At that point, he or she is taken to area 5 to be sacrifi ced.  heavy mace) or +2 ranged (1d8/19–20, masterwork light cross-
                                                                       bow); Full Atk +4 melee (1d4+2, 2 claws) and +2 melee (1d4+1,
                     4. Khaasta Chambers (EL 7)                        bite) or +5 melee (1d8+3, +1 heavy mace) and +2 melee (1d4+1,
                                                                       bite) or +2 ranged (1d8/19–20, masterwork light crossbow); SA
                     The khaastas have converted this room into their lair. While   rebuke undead 3/day (+0, 2d6+2, 2nd); SQ hold breath; AL CE;
                     they normally prefer to camp outdoors, they know that this   SV Fort +5, Ref +2, Will +5; Str 15, Dex 8, Con 14, Int 12, Wis
                     temple is in enemy territory, so they remain inside.  15, Cha 10. Height 5 ft. 1 in., Weight 150 lbs.

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             620_96566_SerpentKi168-192.indd   183                                                              5/13/04, 8:15:51 AM
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