Adventure
For 4-6 Players, Levels 6-10
How it All Began
Karnog and Ersuul
One old legend claims that there once was a great battle between the gods and demons. The demons were led by Karnog who wanted control of the world and to drive the gods out. He seduced Ersuul, promising to make her his queen and second in command, and the two fought together against Balswick, Heous, Nythius, and Myrael. Karnog and Ersuul were eventually defeated. Karnog was locked deep below the sea yet not in the sea to prevent his escape and Ersuul was punished, but allowed to keep her position as a goddess to keep the balance of good and evil in the heavens. Ersuul misses her lover, and it is only a matter of time until she finds a way to free him.
Karnog set out to reclaim his rightful place as a god in the pantheon, displeased to see that Ersuul sat in his stead. He seduced her to make his job easier, then sought revenge against his fellow gods for forgetting him. He was locked into the Crystal Isle deep below the sea yet not in the sea to prevent his escape and Ersuul was punished, but allowed to keep her position as a goddess to keep the balance of good and evil in the heavens. Ersuul misses her lover, and it is only a matter of time until she finds a way to free him.
The Dread Serpents Beginning
Ruethik stood proudly at the ship's bow, one foot jauntily set upon the railing. He had pillaged many great vessels in his time, liberating merchants and fisherman of their cargo. Who they were or what their caste, he did not care. He ruled these seas. Eshurna did not have a naval force, and even if they did he felt they would not be a match for him and the prowess of his crew.
His ship sailed over the ocean water smoothly, the waves turning under the prow. Another vessel near the horizon quickly disappeared when it caught sight of the pirates. But what interest did Ruethik have in small fish as that today? He was sailing for Nalchland, the holy isle. The thought of the jewels and rich offerings given to the gods tantalized his thoughts. Would the gods dare deny a man of what he would soon rightfully earn in combat? Ruethik had fought many battles both on land and sea. He had won this ship from its previous captain who now served as his underling. The guards of the towns he chose to walk through could not challenge him. Those who did soon met their fates at the edge of his saber. It was time to prove his true ranking in world.
A pirate announced from somewhere upon the mizzenmast that Nalchland was in view. Ruethik casually confirmed this with his own spyglass before barking orders to his crew to dock safely on the tiny island. The temples could be seen glinting in the morning sunlight and Ruethik licked his lips in eager anticipation. It wouldn't be long now.
This wouldn't be his first time robbing a temple. All the ports of Eshurna had fell victim to him in his raids. Why would this one be any different?
The anchor was dropped into the shallow water as the pirates boarded rowboats and began their silent way to the beaches. The prows landed softly in the white sand and the pirates drew their weapons, marching shamelessly to the temple in the very heart of the island: The Temple of Rothraneus.
The priests pleaded for them to reconsider their actions. Their words fell on deaf ears as one after another fell to the bloodied wayside. As Ruethik reached for the first trinket he wished to steal, a clap of thunder sounded overhead, the sheer force knocking all to the floor. A booming voice called out, cursing Ruethik and his crew for their insolence and damning them to a life beneath the waves.
Ruethik laughed it off under false bravado and finished robbing the temple of its wonders. As he went to step back aboard his ship, he found he no longer had legs. He screamed in anger as his body had become that of a snake, his crew no more than mindless animals. Scowling and declaring revenge on Rothraneus, he slipped below the water and never ventured forth to Nalchland again.
The Ruethik Line
Ruethik was a master pirate, and has pulled a "Dread Pirate Roberts" with his sons. He kept his pirates wealthy and healthy, but kept the under a harsh rule and would dispose of those he felt had outgrown their use aboard ship.
The Ruethik line was cursed seventy and one hundred years ago by Rothraneus for a blasphemous act to his temple. Ruethik robbed the temple of its gold, took its tribute for his own, and killed all the priests. For this, Rothraneus cursed him, turning him into a sea serpent, the first of the Dread Serpents that now swim in the Dread Sea (named after the Serpent).
- Ruethik — Born 1150 — Fighter/Rogue/Duelist — LE follower of Ersuul — 220 years spent as a Dread Serpent.
- He sailed his pirates well, and kept them healthy and wealthy... but under a hars rule and he would dispose of them when they outgrew their use. He became outraged when Rothraneus changed him. He seeks revenge, growing angrier each time a descendent joins him.
- His wife: She was shocked at the change, and encouraged her son to keep it a family secret. She died alone, grief stricken.
- Ruethik II — Born 1180 — Fighter — NE follower of Ersuul — 190 years spent as a Dread Serpent.
- He lied to the crew to hide the family's shame, too shocked at the turn of events to even consider that he too would some day share his father's fate. Upon his fiftieth birthday, he joined his father in the sea. He lived the remainder of his life in denial, thinking that he would someday return to his life on land. He became bitter when he watched his wife eventually grow old and die, and swore vengeance on Rothraneus.
- His wife: She wasn't told of the family secret, being a shameless bar wench picked up from Port Axin. When she glimpsed the first of the scales upon her husband, she demanded an explanation and then a divorce. She was bribed into stayind and keeping the secret, but never loved him again until the day she died of old age.
- Ruethik III — Born 1210 — Fighter — CE anti-deity — 0 years spent as a Dread Serpent.
- Traumatized by the events that befell his father and grandfather, he went mad the day his father slid into the ocean and nearly brought the home and family to ruin before his own son gently took the business away from him. He later jumped off a cliff when the scales began to grow upon him on his fiftieth birthday, the anticipation and fear of becoming non-human too great.
- His wife: She became bitter and resentful when her husband was driven to madness, and later, suicide. It was through her own suicide attempt with ther father-in-law that it was learned that passing on the curse was possible. She is now the one laying all of the spawned eggs.
- Ruethik IV — Born 1240 — Fighter — N unaffiliated with a deity — 130 years spent as a Dread Serpent.
- He began to study the curse and learn the advantages and disadvantages of becoming a Dread Serpent. He sailed very little, and would lead his crew on skillful and bountiful raids only when they began to become too restless. When the day came that he began to don the scales, he neither fought it nor embraced it. He swam away from his family to the Deep, seeking the fellowship of merfolk and other aquatic sentient creatures to pass the time with and take a few under his fin.
- His wife: He abandoned her when he changed. She was bitter, and eventually turned her daughter-in-law against her son so that she could also no longer have marital happiness. She died alone in an asylum.
- Ruethik V — Born 1270 — Fighter — N follower of Nythius — 100 years spent as a Dread Serpent.
- Under his father's tutelage he understood what was coming to him later in life and did not fear it. He lead the crew as well as he could, spending most of his time focusing on ways that would make the change easier, even consulting with aquatic druids for advice. He almost welcomed the change, becoming a druid himself. He nearly lost his familiar when he became a Dread Serpent, but eventually won the beast back over, convincing it he was still the same person below the scales, and the two swim together in bliss, guiding lost sailors back to the shore when they discover them.
- His wife: At first she agreed with her husband to understand the change, but later turned against him under the influence of his mother. Years later, she regretted this, and allowed herslef to be infected so she could search for her lost lover.
- Ruethik VI — Born 1300 — Fighter — LE follower of Ersuul — 70 years spent as a Dread Serpent.
- He listened to the advice of his father and grandfather, and thought of how the curse would only be the start of his life and become the most advantageous to him in his raids of merchant vessels. During one of his explorations of his new world as a Dread Serpent, he happened upon the rumor of a terrible monster trapped below the waters. Thus, how Ruethik VI discovered Karnog, the great demon of old who had been sealed away by the gods to prevent his destruction of the world. Ruethik VI is now manipulating his son to retrieve certain items that will lead to the freeing of Karnog, who promises to relieve them of the curse if he is set free. What the family does not realize is that Karnog has no intention of freeing them of the curse, or letting them rule by his side. He only has a taste for seafood.
- His wife: She held little love for him and lived off his riches from being a pirate. When she refused to help her husband or her son break the curse, her husband had her assassinated.
- Ruethik VII — Born 1330 — Fighter — NE follower of Ersuul — 10 years until he becomes a Dread Serpent.
- He wants a cure of the curse and the gifts of the Inner Gods, Balswick, Heous, Ersuul, Nythis, and Myrael, for his own, and is not fully willing to hand them over to Karnog. But, he wishes for nothing more than his freedom from the curse, almost ruthless in his quest for the Five Gifts, scrambling to maintain the crew and to obtain all of the gifts before his son must take his place in the family duty within the next decade. He wishes for nothing more than freedom from the curse before 1380 comes and he changes into a Dread Serpent.
- His wife: She is fearful of falling to the same fate as her fore-mothers-in-law, yet is unwilling to abandon her family. She strives to help her husband and is teaching their son all he needs to know as a pirate, and not to fear his father should he begin to grow scales.
It has been one year since Ruethik VII has began his quest, and so far has obtained the Gift of Nythius, the Golden Amulet, and now seeks the Gift of Heous, the Immortal Turtledoves. Karnog has sent his Hellhound to aide him in the retrieval of the Five Gifts. Ruethik VII has hired Riho Ostanza to get the Immortal Doves, and he will use the Twilight Cloak if he can obtain it to be able to steal the Book of Law. The Orcs of Ersuul have secured the Devil's Bastard Sword she gifted their people, and will take a ship to Ruethik's Isle to meet Ruethik VII there.
The Five Gifts are:
- The Book of Law from Balswick's Court in Kelos City. On one page it reads:
"In the Isle of Crystal and Shine,
Surrounded by Sea of Brim and Brine.
The Gate of Terror and Fear,
A Key kept far from Here."
- The Immortal Turtledoves of Heous in Ergosus. On the ribbon around the neck of one dove, it reads: "Page". On the ribbon around the neck of one dove, it reads: "582"
- The Devil's Bastard Sword of Ersuul in Quulc. +2 Bastard Sword, Immune to Acid
- The Gold Amulet of Nythius in Yursan. Has the following abilities:
Cannot Drown
Immune to Fire
Immune to Wind
Immune to Earth
On the fine chain, it reads: "Myranethonakanth"
- The Twilight Cloak of Myrael in Hairo. Has the following abilities:
Conceals those who wear it.
50% Hit Chance Reduction in Daylight
40% Hit Chance Reduction in Lowlight
25% Hit Chance Reduction in Darkness
Each Gift holds a clue to the Key that unlocks the great Gate that holds Karnog captive. So long as those of the Ruethik line are human, they can have normal human children. After they become Dread Serpents, they can only spawn snake minions, no more than common beasts able to breathe above and below water with some of the abilities of their parent.
South Uruban
Aeumt 6th, 1370
The Adventurers arrive at the Dizzy Dragon tavern. Miss Ervina the barmaid greets them heartily and serves their drinks. There is a small handful of people in the tavern who are sipping their drinks and laughing.
- Mopey Ale Man
- One man sits alone at the bar, moping, and holding a strong ale in his hand. He looks around the tavern with pleading eyes and acts like he wishes to rise but cannot bring himself to move anymore. If asked of his woes, he will comply without hassle:
My home town, Yursan, is ravaged with fires. Many crops cannot be sown because of the relentless flames. I've left, my farm completely ruined, and taken my family here in hopes of becoming a fisherman so I can still provide for them. But I wish I could return home! The mayor is offering a reward to any who can halt the flames.
Quest: Yursan is burning!
- Angry Hen Maid
- A woman barges into the tavern and plops down at the bar in a huff. She orders an ale and glares at the floor. If approached, she is more than willing to share her story:
Me job's at stake! I'm ta guard the chooks, but tha chooks ha'e a new roommate I cain' ge' rid of. I'll pay good gold to any who can be rid of it!
Quest: Save the chooks!
- Mysterious Cloaked Figure
- With a successful spot check of DC 15, an Adventurer might notice a suspicious, cloaked figure slipping upstairs with a hood drawn over their head.
- Quest: What're you up to?
Following the Cloaked Figure
The figure pauses often to make sure none follows him, which requires his Listen Check vs. the Adventurer's Move Silently Check.
- If the PC remains successful, the figure will disappear into the last room on the right. The door remains ajar enough for what's being said to be heard by one hiding in the hall.
- If the PC fails to move quietly, the figure glares menacingly and causes a minor Intimidation check. He will shut the door behind him and the PC will have to press an ear against the door if they wish to eavesdrop, pending a DC 15 Listen Check.
Two hushed, rough voices can be heard inside.
Unknown Person: "Is all prepared for the trip to Ergosus?"
Cloaked Figure: "Yes. We leave on the 14th."
Unknown Person: "Why not sooner? I thought you said all was prepared." A blade is drawn.
Cloaked Figure: "The supplies are ready. The horses must rest first."
Unknown Person: "So you say." The blade is sheathed. "I will not tolerate delays."
Cloaked Figure: "What of my gold?"
Unknown Person: "You'll have your gold when I have my doves."
Shuffling can be heard coming towards the door. The Adventurer needs to make a quick Hide check (DC 5, duck into a room) to keep from being seen and possibly killed. The figure will disappear down the hall, soon followed by his companion. If Adventurer the PC fails, the Adventurer must pass a DC 18 dodge to keep from being blinded by powder. The figure flees regardless.
Save the chooks!
A stone castle looms ominously to the left as the girl leads them by lantern down the road to her henhouse. The night is full of the sounds of crickets of frogs chirping. She turns towards the General Store and walks past, leading the Adventurers off the road. Far behind the store is a little cottage and supposedly the chicken coop. She warns the Adventurers sternly not to kill any chickens before locking them inside the coop for the night.
Around the stroke of midnight, a quiet rustling can be heard if an Adventurer successfully makes a DC 18 Listen check. If there is light, also a DC 13 Spot check.
- Successful Listen or Spot Check: If the checks are successful, a 10ft long bluish-green snake can be seen about to rob a nest.
Encounter:
Dread Serpent Spawn (Hatchling), NE; CR 1; XP 150
HP 5 (1d8 +1); Initiative: +3; AC 17, FF 14, Touch 14;
MV 15ft, Swim 20ft, Climb 15ft; Space/Reach: 5ft/5ft; SZ S;
#AT 1; Dmg Bite 1d4+3 +1d6 Venom, Tail Lash 1d4+3;
SQ: Darkvision 60ft; SA Venom Spit 10ft; SD none;
Str 5 (-3); Dex 17 (-3); Con 12 (+1); Int 4 (-3); Wis 12 (+1); Cha 2 (-4)
Saves +3, +5, +1; Skills Balance +11, Climb +11, Hide +11, Listen +5, Spot +5, Swim +11
When the snake dies, it screams in a high-pitched voice, "Curse thee, Rothraneus!"
- Survive Encounter and Kill Snake: When the snake dies, it screams in a high-pitched voice, "Curse thee, Rothraneus!" The next morning, the guard comes to let the Adventurers out and is ecstatic over the dead snake. She awards 5 GP to each PC and will allow them to keep the snake if they so desire. (There is an exotic goods merchant in town who can make use of their snake.) She says she will call on them again should more snakes return to her chickens.
- Failed Check: The night is uneventful. The guard is furious the following morning that fifteen more eggs have come up missing. A successful Diplomacy check of DC 20 can convince her to let the Adventurers try again.
- Snake Escapes: If snake is still alive, well, time to leave. Hen Maid won't give a second chance. The snake will grow to a large snake that plagues the Uruban docks by sinking ships and depleting local fishing supplies. If not confronted and killed at this stage, it will go to Port Tamik and wreak worse havoc there.
* Snake was there to feed and grow. It swims up from the river each night for food.
If the Adventurers did not speak to Mopey Ale Man at the Dizzy Dragon, they meet this guy after the hen house:
A tired and ragged man comes towards the PCs, shuffling his feet and with a meager catch of fish. He pleads the PCs to buy his fish so he can feed his family. He says he is a farmer displaced by the fires in Yursan and is trying to fish to feed his family here in Uruban. If asked of his woes, he will comply without hassle.
My home town, Yursan, is ravaged with fires. Many crops cannot be sown because of the relentless flames. I've left, my farm completely ruined, and taken my family here in hopes of becoming a fisherman so I can still provide for them. But I wish I could return home! The mayor is offering a reward to any who can halt the flames.
Quest:
Yursan is burning!
Yursan is burning!
It is a week's journey by foot to Yursan. Gnolls roam between the two settlements. The Adventurers might have encountered a few packs. There are plenty of thieves as well.
- d10 pair: 1-25 — 1d6 Wild Dogs — CR 1/3
- d10 pair: 26-50 — 1d4 Gnolls — CR 1
- d10 pair: 51-75 — 1d6 Thieves — Lvl 1-2
- d10 pair: 76-100 — 1d4 Orcs of Ursu̅u̅l — Lvl 1-3
As the Adventurers come into Yursan, they can see the smoke slowly drifting from the farmland to the sky. Some of the fields are still lush and green with newly budding plants, others are so charred that even the very dirt is blackened. Oxen and mules labor beside their fellow farmers, looking irritated in the smoke. The soot-faced farmers look at the Adventurers grumpily, some pleadingly, as they struggle to return their gardens to health before so much of it is ruined that they'll have to abandon the town.
Further down the road, the Adventurers come to a stone wall with an already-open gate to allow easier passage for the people needing to replace their broken tools or harnesses. Inside the town the level of worry can almost by physically felt. Some people peek at the Adventurers from behind curtains in small buildings, others scurry along the streets and pay them no mind.
- Yursan
- 50 Guards patrolling in various places
- 45 Guards training at the Acadamy
- 250 Farm Labourers
- 30 Shop Workers in the Inner Town
At the Keep
- Roster
- 25 Guards
- 20 Servants
The baron is pacing inside, his messengers are scurrying to and for with orders to maintain order and law the best they can in the frantic town. Extra water barrels have been distributed to the farms, silos, and warehouses to douse further fires if possible.
Bah! Curse these flames! My city will be in ruins if this keeps up. You there! Adventurer! Go and seek out that terrible cat. Put an end to this madness! A hundred gold pieces to the one who stops this!
Quest:
Confront Catal
The Temple of Nythius
- Roster
- High Priest — Lvl 10 Human Cleric — 68 HP, AC 20, FF, Touch — Str 13, Dex 8, Con 14, Int 10, Wis 19, Cha 12 (Saves: Fort +9, Ref +2, Will +11)
- High Priestess — Lvl 9 Cleric
- Curate (5) — Lvl 5 Cleric
Priests and clerics are praying fervently to Nythius to learn what terrible mistake has been made to invoke such wrath, and what is the best way to amend.
Every seventh day, Nythius' servant Catal comes down from the sky and devours a field! We are at a loss. We do not know what we have done to offend Nythius. The people are too afraid to come close to him and ask why he burns our fields. Please, will you seek him out?
Quest:
Confront Catal
If the Adventurers learned about the Doves at the Dizzy Dragon tavern and query the clerics about it: The local priests are unfamiliar about the Doves. They recommend travelling to Ergosus and intercept the mysterious figure.
Confront Catal
Catal is in view on the next night of the 7th day. He stands before the Adventurers, a writhing mass of flames in the shape of a lion as he devours yet another field. He pauses in his consumption, looking up at the Adventurers with burning red eyes that reflect the depths of his anger.
- If the Adventurers attempt to fight Catal:
"Fools! Infidels! Feel the wrath of the gods!"
Catal will vanish when he has 50 XP or less. If the Adventurers can not defeat him he will destroy all of Yursan that night.
- If asked, this is his explanation:
"I burn these fields of Yursan for their lack of appreciation of Nythius' generosity." His voice is crackly and hisses terribly.
"Nythius endowed these people with the Golden Amulet, a great gift to those who wear it that are worthy. They allowed it to be stolen by a ragtag band of thieves." He flares up at this, burning more hotly. "This is no way to show respect to the God of Nature!"
Catal will be patient if the Adventurers wish to relay this news to the clerics, who up to this point have been left in the dark. They did not know that it had been stolen. They will hire the Adventurers to find it for them if the Adventurers wish to go find it. When the Adventurers return to Catal and let them know what the clerics have said and decided, he will halt his burning of the farms and allow for the Amulet to be returned. With this statement, he vanishes with a crack of sulfur and leaves the Adventurers to decide their next course of action.
If Catal is soothed: The town is overjoyed the burning of the fields has stopped! They throw a party for the PCs at the local tavern.
The Sleeping Dog Inn
The Sleeping Dog Inn is at a little crossroads on the way between Uruban and Port Tamik. It is run by Jonas Undhauser with his wife. The Sleeping Dog is very spacious to accommodate the large caravans between the two trade cities. It stands at two stories tall, with a large cellar in the basement, and an oversized bar.
When the Adventurers arrive, they are graciously welcomed. Inside the inn are three other patrons. Two men are listening to a halfling (Elton Toadstalker) tell of an abandoned building he found with a secret passageway in the back. His companions were taken and he is looking for help to rescue them. The men aren't willing, and Elton is likely to approach the Adventurers.
Follow the road to the edge of the forest, then follow it for a day's journey northeast, and you'll come to a small stone building.
The Abandoned Building
Part 1. Above Ground Chamber
It has no door as it rotted away years ago. The steps lead into a dark room guarded by two statues outside. (DC 16 Knowledge Religion or History to recognize at as an 9h century representation of Nythius, God of Nature and Seasons.) Inside, there are two low burning braziers that are always lit with no sign of who lit them. In the back there are two candelabras that are also burning with candles that never burn down. There are footprints in the thick dust from the halfling and his companions. On the left there is small basin on the wall filled to the brim with water. In the center of the room sits a large, heavily decorated table in surprisingly good shape sitting atop a rug.
- DC-10 Spot to notice something fly in the room. A pigeon flies in and perches on the rim of the basin to take a drink.
- DC-12 Listen to hear the squawk of the bird.
- DC-17 Spot to see a snake head grab the bird.
- DC-20 check to identify it as another Dread Hatchling. Otherwise, the Adventurers only see a few floating feathers in the air.
The halfling's footsteps show to have walked toward the table in the center of the room. There are scuff marks on the floor showing that the table has been slid across the floor. The rug looks as though it has been hastily thrown back into place prior to the table being placed upon it.
If the table and rug are moved, underneath can be found a trapdoor with a large iron ring. There is a long flight of stairs leading down far below the ground and cold, stale air blowing from the hole. Once the Adventurers begin to go inside, the trapdoor is slammed shut above them and they can hear the table being replaced.
- DC-9 Search to see a strange indention on the underside of the trapdoor. Pressing this will move the table and reopen the trapdoor.
Part 2. Underground Chamber
At the bottom of the stairs, just past the landing, a doorway opens up to a large, vacant room. To the left is a broad stairway. Six goblins spring from the stairs, unhappy with having intruders, and are unhappy about losing the halfling after receiving orders to kill all intruders.
Goblin, Lvl 1 Fighter, NE; CR 1/3; XP 40
Initiative +1; HP 6 (1d10 +1); AC 15, FF 14, Touch 12; MV 30ft; Space/Reach: 5ft/5ft; SZ S;
BA/Grapple: +1/-3; #AT 1; Dmg: Morningstar +2 Melee (1d6); SA none; SD none; SQ: Darkvision 60ft;
Str 11; Dex 13; Con 12; Int 10; Wis 9; Cha 6;
Saves: F+3 R+1 W-1; Skills: Hide +5, Listen +2, Move Silently +5, Ride +5, Spot +2
Feats: Alertness;
Loot: Morningstar, Leather Armour (small), 1GP 3CP
Part 3. Goblin Room
Down the long stairs is a room about 16ft wide. Eight bedrolls lie to the right where the goblins must have slept. In the center of the room is a fire and small boar roasting on a spit. To the left is a set of drawers likely holding gear and belongings. Past it is a table with a few books and loose paper.
- Drawers: 5 leather armour (small), 4 daggers (small), spices, 15 GP, teeth, a dead roach, pickled pigs eyes, rotten rope.
- Table: A book detailing the rituals performed by the priests of Nythius and the habits of Ornis, Fleur, Lithyl, and Catal, the helpers of Nythius. Book provides a +5 Knowledge Religion check if used vs. Nythius, Ornis, Fleur, Lithyl, or Catal. The book weights a 1/2 lb.
Part 4. The Corridor
At the bottom of the large stairs is another room about half the size of the previous room. The ground is littered with bones, some old and brittle that crumble to powder when stepped on and others that are quite new and still tinged red. It seems as though things have been killed down here for a long time. It is quiet in this room and nothing is immediately obvious to make the Adventurers join the bones on the floor. The bone collection greatens the further into the room the Adventurers go. Two square pools lie in this room, both with three steps leading into the water with water covering all but the first step. There appears to be nothing in the pool, but the floor is wet and slippery. [DC-12 Balance.] A small archway marks the end of this room.
On the other side of the pools and beyond the archway that ends this room stands two statues to either side. Each holds a burning brazier like the two above ground. Long, ever dancing shadows are cast on the walls, some looking like people, some like monsters. Behind each brazier are two holes.
- Left Statue: A large, great winged angel wielding a sword, a just fury carved into the features. The eyes seem almost to burn.
- Right Statue: A fierce, angry demon snarling vehemently, with dreadful fangs and claws flashing in the firelight. [DC-14 to recognize it as a balrog.]
- Holes: If an Adventurer passes within 5ft of the holes, a Dread Hatchling springs from it.
Dread Serpent Spawn (Hatchling), NE; CR 1; XP 150
HP 5 (1d8 +1); Initiative: +3; AC 17, FF 14, Touch 14;
MV 15ft, Swim 20ft, Climb 15ft; Space/Reach: 5ft/5ft; SZ S;
#AT 1; Dmg Bite 1d4+3 +1d6 Venom, Tail Lash 1d4+3;
SQ: Darkvision 60ft; SA Venom Spit 10ft; SD none;
Str 5 (-3); Dex 17 (-3); Con 12 (+1); Int 4 (-3); Wis 12 (+1); Cha 2 (-4)
Saves +3, +5, +1; Skills Balance +11, Climb +11, Hide +11, Listen +5, Spot +5, Swim +11
When the snake dies, it screams in a high-pitched voice, "Curse thee, Rothraneus!"
Part 5. The Basin
The next room is much larger. To the right, a large basin can be seen. To the left is yet another room with the smell of slimy, stagnant water wafting through the air.
- Basin: Resting inside the basin are five eggs. Four are soft and leathery. The one in the center is rock hard.
Part 6. The Underground River
Small, hardly room for one person. It is like an odd landing. The room is dank and smells strongly of mildew. A statue of a large cobra with a man's arms guard the interior. Large, needle-like fangs curve viciously from the open moth, the delicate forked tongue extended. The sinuous tail forms the base of the statue. There is no floor, but ledges for the statue and one person to stand on and only a bottomless pit full of water. The bones of small fish lay on craggy shelves along a shallow shaft that leads to what is presumably an underground river. There are green, shiny scales littering some of the shelves.
The end of this room tapers into a small hallway leading to a spiral staircase even further downwards. An orange light shines up from the stairwell.
- DC-15 Listen to hear muffled cries and the crunch of bones.
Part 7. The Prison
Down the stairs, the lights become brighter, the sounds now audible to all, and the faint slurp of flesh being removed from a body. The large room below is the final room in this twisting system. The floor is stained from many people over the years. A great throne rises before the stairs.
- A large orc sits in the throne, barking orders to the seven goblins in this prison.
- Three goblins are near one prison cell and stripping meat into small parts for two Dread Hatchlings that swallow them greedily.
- Across the room from them two goblins guard the doors to two prison cells, one holding two gnomes and another holding two halflings, each aware of their miserable fate.
- The final two goblins are cleaning and dressing a mutilated corpse on a wicked looking table at the back of the room. One is even nibbling on a finger bone. The table has slits in it to allow for the blood to drain more neatly into a pipe underneath and then to a bucket by one end.
The orc notices the intruders and yells furiously. The goblins who aren't feeding the snakes recoil fearfully, assuming they did something wrong. Two orcs appear from the other side of the throne to fight the intruders.
Orc, Lvl 2 Fighter, NE; CR 2; XP 300
Initiative +7; AC 13, FF 13, Touch 10; MV 30ft; Space/Reach: 5ft/5ft; SZ S; HP 12 (2d10 +1);
BA/Grapple: +2/+5; #AT 1; Dmg: Falchion +5 melee (1d8+3/18-20 x2); SA none; SD none; SQ: Darkvision 60ft;
Str 17; Dex 11; Con 12; Int 8; Wis 7; Cha 6;
Saves +3, +0, -2; Skills: Listen +1, Spot +1;
Feats: Alertness, Weapon Focus - Falchion;
Loot: Falchion, Leather Armour, 5 GP, Small Pendant (Orc of Ersuul)
With his guards dead, the elder orc rises to confront the intruders and calls the other goblins to join him or die horribly if they do not.
Elder Orc, Lvl 3 Fighter, LE; CR 3; XP 300
Initiative +11; AC 13, FF 13, Touch 10; MV 30ft; Space/Reach: 5ft/5ft; SZ S; HP 18 (3d10 +1);
BA/Grapple: +3/+7; #AT 1; Dmg: Great Axe +5 melee (1d12+3); SA none; SD none; SQ: Darkvision 60ft;
Str 17; Dex 11; Con 12; Int 8; Wis 7; Cha 6;
Saves +3, +0, -2; Skills: Listen +1, Spot +1;
Feats: Alertness, Weapon Focus – Double-Headed Axe, Improved Initiative;
Loot: Great Axe, Leather armour, 20 GP, Large Pendant (Orc of Ersuul)
Goblin, Lvl 1 Fighter, NE; CR 1/3; XP 50
Initiative +1 ;HP 6 (1d10 +1); AC 15, FF 14, Touch 12; MV 30ft; Space/Reach 5ft/5ft; SZ S;
BA/Grapple: +1/-3; #AT 1; Dmg: Morningstar +2 Melee (1d6); SA none; SD None; SQ: Darkvision 60ft;
Str 11; Dex 13; Con 12; Int 10; Wis 9; Cha 6;
Saves: F+3 R+1 W-1; Skills: Hide +5, Listen +2, Move Silently +5, Ride +5, Spot +2
Feats: Alertness;
Loot: Morningstar, Leather Armour (small), 1GP 3CP
Dread Serpent Spawn (Hatchling), NE; CR 1; XP 150
HP 5 (1d8 +1); Initiative: +3; AC 17, FF 14, Touch 14;
MV 15ft, Swim 20ft, Climb 15ft; Space/Reach: 5ft/5ft; SZ S;
#AT 1; Dmg Bite 1d4+3 +1d6 Venom, Tail Lash 1d4+3;
SQ: Darkvision 60ft; SA Venom Spit 10ft; SD none;
Str 5 (-3); Dex 17 (-3); Con 12 (+1); Int 4 (-3); Wis 12 (+1); Cha 2 (-4)
Saves +3, +5, +1; Skills Balance +11, Climb +11, Hide +11, Listen +5, Spot +5, Swim +11
When the snake dies, it screams in a high-pitched voice, "Curse thee, Rothraneus!"
With the orcs and goblins dead, the prisoners cheer for the Adventurers and beg to be released. One halfling says that the keys were on the Elder Orc.
- DC-5 Search to find keys on Elder Orc's hip.
The gnomes and halflings explain that they were simply going to explore the "abandoned" building. They were captured to be fed to the snakes in the cages. None know the purpose of the snakes, just that two shiny eggs were brought down and soon hatched. One of the halflings were killed and was being fed to the snakes when the Adventurers arrived.
The halfings and gnomes thank them heartily for the help and wish to return to Elton. They were in the process of traveling to Ergosus when they decided to detour off the trail.
Beside the gruesome table stands a chest in the corner. It holds 3 cotton shirts, 2 cotton pants, 1 necklace (leather, shiny stone), 1 longsword, 1 lock of hair, 2 wooden arrows, 1 shortbow, 1 quiver, 2 leather belts, 2 empty belt pouches.
[An adapted version of The Burning Plague by Miguel Duran had been inserted here to help the Adventurers level up, but is otherwise not relevant to the story.]
Port Tamik
Port Tamik, city of oversea trade. Uptown isn't so bad, downtown is a little sketchier. Off-duty sailors and marines wander the streets in search of booze and boobs.
Lately, there has been a surplus of snakes around the docks, and not the kind Madame Rubella welcomes. Rumors are flying of displeasure with Lithyl, Nythius' water elemental.
- The exotic goods stores is offereing 15 GP per snake to make clothes and items out of. The seafood shop and diner are competing for the snakes' meat at 20 GP per snake. The armourer is giving 15-30 GP per snake and a 50 GP discount on his Snake-Hide armour if supplied with the snakes.
- The temple of Nythius is protesting this profiteering and claims that killing the snakes will only further upset Lithyl.
- The guard is happy because there are less rats and other vermin to kill, but the vermin-hunter is unhappy.
- The common people are scared; the snakes are venomous. Some have been bitten and died. Presently, there is no antidote and the apothecary offers 5GP per snake to further his research to find one.
- The old land-bound sailors either believe the times are changing and the world is about to end, or, there is a definate source to the snakes regarding an old legend of a greedy pirate who tried to sack the Holy Isle.
Old Raseus Finberry stays holed up in his lighthouse and doesn't socialize or come out anymore. DC-17 Knowledge Local for the Adventurers to learn about him.
Raseus was first mate to the first Ruethik. He was cursed with being landbound for 500 years and and immortality. He would have to kill Ruethik to lift the curse. No woman will have him and he'll have no children while under the curse.
Each of the Ruethik firstborn sons and Ruethik himself are still alive. They add a foot to their length each passing year spent as snakes.
The Abandoned Temple of Nythius
Narish Plains
- A DC 15 Spot will notice that an orc is walking in the distance with an unconscious woman under his arm. Should the PCs follow him, they will come to an old abandoned temple of Nythius.
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