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.



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             620_96566_SerpentKi168-192.indd   185                                                              5/13/04, 8:16:04 AM
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