Page 186 - Serpent Kingdoms
P. 186
ADVENTURES
Spd 40 ft., fl y 30 ft. (average); AC 25, touch 13, fl at-footed The lizardfolk inhabiting the temple do not currently have the
25; Base Atk +3; Grp +10; Atk +10 melee (1d4+7, claw) or +12 means to bypass the spell, so they have not yet penetrated this
melee (2d6+12/19–20, +2 greatsword) or +8 ranged (1d8/×3, chamber.
longbow); Full Atk +10 melee (1d4+7, 2 claws) and +8 melee Trap: Opening the door activates a spell placed by the sar-
(1d6+3, bite) or +12 melee (2d6+12/19–20, +2 greatsword) and rukh and summons a piscoloth. The piscoloth immediately casts
+8 melee (1d4+3, bite) or +8 ranged (1d8/×3, longbow); SA stinking cloud on the party and then dives into melee, using its
rage 1/day, smite good, spell-like abilities; SQ damage reduc- pincers and tentacles. If the battle goes poorly for the creature, it
tion 5/magic, darkvision 60 ft., fast movement, hold breath, summons four skeroloths to keep the attackers busy, then uses its
immunities (poison), resistance to acid 10, cold 10, electricity meld into stone ability to hide for 1d3 rounds, hoping to surprise
10, and fi re 10, spell resistance 14, uncanny dodge; AL CE; its foes when it emerges.
SV Fort +7, Ref +9, Will +2; Str 25, Dex 20, Con 16, Int 16, Summon Monster VIII Trap: CR 9; magic device; proximity
Wis 13, Cha 12. trigger (alarm); automatic reset; spell effect (summon monster
Skills and Feats: Balance +11, Bluff +3, Climb +6, Diplo- VIII, 15th-level wizard, piscoloth); Search DC 33; Disable
macy +3, Hide +4, Intimidate +5, Jump +17, Knowledge (the Device DC 33. Cost: 60,500 gp, 4,840 XP.
planes) +5, Listen +5, Move Silently +4, Ride +10, Search +4, Piscoloth: hp 65; see Fiend Folio page 196.
Spot +3, Survival +8, Swim +10; Multiattack, Power Attack. Skereloths (4): hp 22, 25, 27, 35; see Fiend Folio page 197.
Rage: While Kha’ghaasta rages, the following changes to the
above statistics are in effect: HD 2d8+10 plus 2d12+10; hp 42; In the center of this room stands a stone platform bear-
AC 23, touch 11, fl at-footed 23; Grp +12; Atk +12 melee (1d4+9, ing the body of a scaly creature in ceremonial armor. The
claw) or +14 melee (2d6+15/19–20, +2 greatsword) or +8 ranged corpse holds an immense sword that is clearly well crafted.
(1d8/×3, longbow); Full Atk +12 melee (1d4+9, 2 claws) and +10 Carvings of writhing serpents decorate the walls of the
melee (1d6+4, bite) or +14 melee (2d6+15/19–20, +2 greatsword) chamber, but it is otherwise unadorned.
and +10 melee (1d4+4, bite) or +8 ranged (1d8/×3, longbow); SV
Fort +9, Will +4; Str 29, Con 20; Climb +8, Jump +19, Swim Il’nik’tu was a legged sarrukh of great strength. His body has
+12. His fi t of rage lasts for 8 rounds. been preserved with a permanent gentle repose spell.
Smite Good (Su): Once per day, Kha’ghaasta can make a Development: Il’nik’tu is truly dead and does not animate if
normal melee attack to deal 4 points of extra damage against a his sword is removed from his hands.
good foe. Treasure: The only treasures within this room are Serpent’s
Spell-Like Abilities: 3/day—darkness; 1/day—desecrate. Fang (a +2 viper greatsword) and the suit of +3 full plate armor
Caster level 4th. that Il’nik’tu wears.
Possessions: + 1 breastplate, +2 greatsword, longbow, 20
arrows, 5 cold iron arrows, 2 potions of cure moderate wounds, Concluding the Adventure
potion of neutralize poison, cloak of resistance +1, climber’s kit.
Khaastas (4): hp 25, 30; see Fiend Folio page 115. If the characters leave the temple with Serpent’s Fang, the sar-
Tactics: When the PCs open the door to this room, the rukh eventually learn of its whereabouts and send their minions
khaastas rush to block their path, standing side-by-side in the to retrieve it. If the PCs destroy the blade, the sarrukh may seek
doorway. Kha’ghassta takes to the air and tries to stay out of vengeance if they fi nd out, but they have so many other worries
sight until the characters have managed to fi ght their way into that they make no more than a couple of attacks.
the room. At that point, he drops down, fl ies into a rage, and If the PCs open area 9 and allow the lizardfolk to take the
attacks. His preferred target is any character who appears to be sword, they let the characters leave in peace. Shortly thereafter,
an arcane spellcaster. Kha’ghassta presents the blade to the khaasta leaders, who de-
Development: If the battle does not go well for Kha’ghassta, clare the lizard king and his tribe honorary members. They use
he attempts to fl ee the temple with any lizardfolk and khaastas the sword in their ongoing struggle against the sarrukh, and the
that are still alive and mobile. morale blow to the enemy gives the khaastas the upper hand, at
Any characters that fall in battle here are disarmed and least temporarily.
taken to area 3 to await sacrifi ce. Should the party leave the temple without clearing it or
Treasure: The chest is locked (Open Lock DC 25). It contains retrieving Serpent’s Fang, the sarrukh discover the location
540 gp, two rubies (2, 250 gp each), dust of disappearance, and two weeks later. Unlike the lizardfolk and the khaastas, they
a folding boat. do have the magic necessary to enter area 9 and retrieve the
sword. The legendary blade motivates their followers to attack
9. Serpent’s Fang (EL 9) the khaastas in several locations throughout Faerûn. Their raids
are so successful that they gain the upper hand in the struggle,
This room is the fi nal resting place of the sarrukh hero Il’nik’tu, at least temporarily.
wielder of Serpent’s Fang. An arcane lock secures the door.
185
620_96566_SerpentKi168-192.indd 185 5/13/04, 8:16:04 AM

