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dnd:campaigns:waterdeep:fane_of_the_night_serpent [2025/07/30 16:59] kendnd:campaigns:waterdeep:fane_of_the_night_serpent [2025/07/31 17:56] (current) – [6. Sacrificial Chamber] ken
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 =====Fane of the Night Serpent===== =====Fane of the Night Serpent=====
 [[https://5e.tools/adventure.html#toa,4]] [[https://5e.tools/adventure.html#toa,4]]
 +
 +**IF CAPTURED** you may wake up in [[#8. Prisoner Pits]] instead.
 +
 +
 +Under the ruined palace of [[Omu]] lies a [[yuan-ti]] cult dedicated to an apocalyptic god known as [[Dendar the Night Serpent]]. The temple was originally part of the palace, but the yuan-ti have expanded and modified it to suit their needs over the years. 
  
 FIXME - a lot of this is really just nice flavor. It doesn't appear to be unreasonably deadly, nor particularly plot relevant. Might be a nice RP sandbox? FIXME - a lot of this is really just nice flavor. It doesn't appear to be unreasonably deadly, nor particularly plot relevant. Might be a nice RP sandbox?
  
-FIXME - I might want to rejig this as the main through-point to enter the [[tomb of the nine gods]]. This funnels all prior adventurers to attempt sneaking through and got captured by the yuan-ti. Some of them may still be alive in the [[#19. Slave Grotto|slave grotto]].+FIXME - Rejig this as the main through-point to enter the [[tomb of the nine gods]]. This funnels all prior adventurers to attempt sneaking through and got captured by the yuan-ti. Some of them may still be alive in the [[#19. Slave Grotto|slave grotto]].
  
 We can scrap the stupid puzzle cubes by replacing them with a command from [[Ras Nsi]] to allow entrance to the sub-levels. We can scrap the stupid puzzle cubes by replacing them with a command from [[Ras Nsi]] to allow entrance to the sub-levels.
  
-Under the ruined palace of [[Omu]] lies a yuan-ti temple dedicated to an apocalyptic god known as Dendar the Night Serpent. The temple was originally part of the palace, but the yuan-ti have expanded and modified it to suit their needs over the years. When [[Ras Nsi]] steals one of Omu's puzzle cubes (see chapter 3), the characters must delve into the temple to recover it. Characters captured by yuan-ti also end up here. 
  
 ====Schemes of the Yuan-ti==== ====Schemes of the Yuan-ti====
Line 141: Line 145:
 Player Version Player Version
 Player Version Player Version
-1. Main Gate+ 
 +===1. Main Gate===
 p114 p114
-If characters approach this area from the north, read: 
  
-A wide passage slopes down to a set of bronze doors. Coiled serpents decorate the metal, with a sliding hatch at head height. Four-inch-wide holes pierce the base of each door.+IF CAPTURED you may wake up in [[#8. Prisoner Pits]] instead. 
 + 
 +From Omu area 20, A wide passage slopes down to a set of bronze doors. Coiled serpents decorate the metal, with a sliding hatch at head height. Four-inch-wide holes pierce the base of each door.
  
 When opened, the bronze doors slide into wall niches to either side of the tunnel. To pull the doors apart, the yuan-ti broodguards under Nahth's command tug on heavy chains on the south side of the gate. To bypass the doors without opening them, yuan-ti malisons transform into snakes and slither through the holes at the bottom of the doors. When opened, the bronze doors slide into wall niches to either side of the tunnel. To pull the doors apart, the yuan-ti broodguards under Nahth's command tug on heavy chains on the south side of the gate. To bypass the doors without opening them, yuan-ti malisons transform into snakes and slither through the holes at the bottom of the doors.
Line 183: Line 189:
 ===3. Hall of Serpents=== ===3. Hall of Serpents===
 p116 p116
-The walls of this pillared hall bear reliefs of a giant serpent and its yuan-ti worshipers doing terrible things. 
  
-The wall reliefs show the legend of Dendar the Night Serpent and the rise of Ras Nsi. Characters who examine them see the following tableaus:+The wall reliefs show the legend of Dendar the Night Serpent and the rise of Ras Nsi. 
  
-A giant serpent coils in the underworld, devouring the dreams of sleeping creatures. +On a DC 12 WIS or Arcana or History check - interpret the following tableaus:
-Yuan-ti terrorize Chultans, feeding their nightmares to the great serpent. +
-A yuan-ti malison (Ras Nsi) wielding a flaming sword and wearing a gold crown set with a black opal leads the snake people to a great door to the underworld. +
-The door to the underworld opens, releasing the serpent. It devours the sun and plunges the world into terror and darkness. +
-A character who searches the reliefs and succeeds on a DC 15 Wisdom (Perception) check discovers that the black opal in Ras Nsi's crown is a stone button. If the check succeeds by 5 or more, the character also sees tiny holes hidden among the scales of the Night Serpent carvings.+
  
-If a character presses the button in Ras Nsi's crown, the carvings of the Night Serpent expel soporific gas that fills the hallway and lingers for 1 minute. Any creature that moves into the gas or starts its turn inside it must make a DC 13 Constitution saving throw. The gas has no effect on creatures that cannot be poisonedand creatures that fail the save fall unconscious for 1 hourUsing cloth or wax, characters can plug the hundreds of holes and prevent the gas from flowing out.+  -A giant serpent coils in the underworlddevouring the dreams of sleeping creatures. 
 +  -Yuan-ti terrorize Chultans, feeding their nightmares to the great serpent. 
 +  -A yuan-ti malison (Ras Nsi) wielding flaming sword leads the snake people to a great door to the underworld. 
 +  -The door to the underworld opensreleasing the serpentIt devours the sun and plunges the world into terror and darkness.
  
 ===4. Armory=== ===4. Armory===
 p116 p116
-The armory door has an arcane lock spell cast on it. Officially, only Ras Nsi, Sekelok, and Fenthaza know the command phrase to bypass the spell ("white feather"). Speaking the command phrase while standing within 5 feet of the door suppresses its magic for 1 minute, during which time the door can be opened normally. The door can also be forced open with a knock spell or a successful DC 25 Strength (Athletics) check.+ 
 +The armory door has an arcane lock spell cast on it.  
 + 
 +Only [[Ras Nsi]][[Sekelok]], and [[Fenthaza]] know the command phrase to bypass the spell ("white feather"). Speaking the command phrase while standing within 5 feet of the door suppresses its magic for 1 minute, during which time the door can be opened normally. The door can also be forced open with a knock spell or a successful DC 25 Strength (Athletics) check.
  
 When the characters peer inside, read: When the characters peer inside, read:
Line 203: Line 210:
 Gleaming scimitars, serpent helms, and suits of scale armor cram the racks of this vault. Large bones and horned skulls litter the floor, and a shield made from the shell of a tortoise hangs on the far wall. Gleaming scimitars, serpent helms, and suits of scale armor cram the racks of this vault. Large bones and horned skulls litter the floor, and a shield made from the shell of a tortoise hangs on the far wall.
  
-A large skeletal serpent slithers out from behind the racks, raises its head, and says in Common, "They will tell us the passphrase! So Ukurlahmu has spoken."+A large skeletal serpent slithers out from behind the racks, raises its head, and says in Common, "They will tell us the passphrase! so Ukurlahmu has spoken."
  
-bone naga named Ukurlahmu (pronounced oo-ker-LAH-moo) has orders to protect the armory from thieves, but it struggles to remember faces. It only attacks creatures who fail to speak the correct passphrase. The current passphrase is "black mask." Characters are given three chances to utter the correct phrase before Ukurlahmu attacks. Before it attacks, the naga uses a bonus action to speak a magic command word that causes two minotaur skeletons to rise from the bones on the floor. The skeletons obey the naga.+The bone naga has orders to protect the armory from thieves, but it struggles to remember faces. It only attacks creatures who fail to speak the correct passphrase. The current passphrase is "black mask." Characters are given three chances to utter the correct phrase before the naga attacks. Before it attacks, the naga uses a bonus action to speak a magic command word that causes two minotaur skeletons to rise from the bones on the floor. The skeletons obey the naga.
  
 Ukurlahmu speaks strangely. When it asks a question or makes a demand, it prefaces every sentence with "It will..." or "They will..." (for example, "It will tell us why it is here and what it wants"). When it makes a statement or answers a question, it always ends its sentences with "... so Ukurlahmu has spoken." Ukurlahmu speaks strangely. When it asks a question or makes a demand, it prefaces every sentence with "It will..." or "They will..." (for example, "It will tell us why it is here and what it wants"). When it makes a statement or answers a question, it always ends its sentences with "... so Ukurlahmu has spoken."
  
-Treasure+==Treasure==
 p116 p116
-The armory contains ten suits of scale armor, fifty scimitars, twenty longbows, twenty shortbows, and fifty quivers containing twenty arrows each. A detect magic spell reveals an aura of transmutation magic around the shield hanging on the wall. The shield has a minor magical property: words spoken by the shield's bearer are amplified and sound ten times louder than normal. 
  
-The tortoise-shell shield belongs to Sekelok, and only he is allowed to touch it. If a character removes the shield from the wall, Ukurlahmu coldly demands that it be returned it to its hook, attacking if this instruction is ignored.+The armory contains ten suits of scale armor, fifty scimitars, twenty longbows, twenty shortbows, and fifty quivers containing twenty arrows each.  
 + 
 +The tortoise-shell shield belongs to Sekelok, and only he is allowed to touch it. If a character removes the shield from the wall, Ukurlahmu coldly demands that it be returned it to its hook, attacking if this instruction is ignored. A detect magic spell reveals an aura of transmutation magic around the shield hanging on the wall. The shield has a minor magical property: words spoken by the shield's bearer are amplified and sound ten times louder than normal.
  
 ===5. Fenthaza's Quarters=== ===5. Fenthaza's Quarters===
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 Fenthaza routinely sacrifices prisoners on the altar. As they die, their blood drains into the pool in area 9. A captured character who insults or otherwise annoys Fenthaza might end up here, shackled to the altar. Fenthaza routinely sacrifices prisoners on the altar. As they die, their blood drains into the pool in area 9. A captured character who insults or otherwise annoys Fenthaza might end up here, shackled to the altar.
  
-Chanting Skulls+==Chanting Skulls==
 p117 p117
 The altar has six niches (one at each end and two on each long side). The human skull in each niche radiates an aura of abjuration magic under the scrutiny of a detect magic spell. If combat ensues here, the skulls start to chant in Abyssal. The skulls stop chanting when they are removed from their niches or when combat ends. Each skull has AC 9, 1 hit point, and immunity to poison and psychic damage. As long as one or more skulls are chanting, all yuan-ti in the room gain the following benefits: The altar has six niches (one at each end and two on each long side). The human skull in each niche radiates an aura of abjuration magic under the scrutiny of a detect magic spell. If combat ensues here, the skulls start to chant in Abyssal. The skulls stop chanting when they are removed from their niches or when combat ends. Each skull has AC 9, 1 hit point, and immunity to poison and psychic damage. As long as one or more skulls are chanting, all yuan-ti in the room gain the following benefits:
Line 252: Line 260:
 Resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks Resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks
 Advantage on saving throws against spells and other magical effects Advantage on saving throws against spells and other magical effects
-Portcullis+ 
 +==Portcullis==
 p118 p118
 A portcullis seals the entrance to area 8. A bronze lever is set into the wall south of the gate, out of sight of area 8. Lifting the lever raises the portcullis, and pulling the lever down causes the portcullis to drop. A portcullis seals the entrance to area 8. A bronze lever is set into the wall south of the gate, out of sight of area 8. Lifting the lever raises the portcullis, and pulling the lever down causes the portcullis to drop.
Line 412: Line 421:
 The engraved stone disk in the southern alcove is one of Ras Nsi's magic teleporters (see "Teleporters"). The engraved stone disk in the southern alcove is one of Ras Nsi's magic teleporters (see "Teleporters").
  
-12. Ras Nsi's Lair+===12. Ras Nsi's Lair===
 p121 p121
 Shadows dance over this opulent bedchamber. Cushions lie in one corner, and decorative shields line the walls. Treasures are heaped around the room: gold and silver coins; a gilded harp; a jeweled wine flask; pillows of silk; and fine clothes draped over wooden mannequins. To the east, an engraved stone disk is set into the floor of an alcove. To the west, a rectangular steel plate mounted on the wall is polished to a mirror-like sheen. Shadows dance over this opulent bedchamber. Cushions lie in one corner, and decorative shields line the walls. Treasures are heaped around the room: gold and silver coins; a gilded harp; a jeweled wine flask; pillows of silk; and fine clothes draped over wooden mannequins. To the east, an engraved stone disk is set into the floor of an alcove. To the west, a rectangular steel plate mounted on the wall is polished to a mirror-like sheen.
Line 442: Line 451:
 FIXME IGNORE Puzzle Cubes. If Ras Nsi has taken one or more puzzle cubes from the shrines of Omu, they can be found among the items in his hoard. FIXME IGNORE Puzzle Cubes. If Ras Nsi has taken one or more puzzle cubes from the shrines of Omu, they can be found among the items in his hoard.
  
-13. Storeroom+===13. Storeroom===
 p121 p121
 The southwest double door is locked. Using thieves' tools, a character can pick the lock with a successful DC 15 Dexterity check. The southwest double door is locked. Using thieves' tools, a character can pick the lock with a successful DC 15 Dexterity check.
Line 452: Line 461:
 Long ago, a jungle druid used an awaken spell on Azi Mas, giving him an Intelligence of 10 and the ability to speak Common. After serving him for the duration of the enchantment, the serpent slithered off and found its way to Omu. Azi Mas has a good memory; he can remember names and faces and is quick to warn his masters if yuan-ti pass through whom he hasn't seen before. Long ago, a jungle druid used an awaken spell on Azi Mas, giving him an Intelligence of 10 and the ability to speak Common. After serving him for the duration of the enchantment, the serpent slithered off and found its way to Omu. Azi Mas has a good memory; he can remember names and faces and is quick to warn his masters if yuan-ti pass through whom he hasn't seen before.
  
-Treasure+==Treasure== 
 +A chest full of basic melee weapons, crossbows, etc. 
 + 
 +A pile of old journals, maps, etc, which tell of travels throughout chult and elsewhere. 
 p122 p122
 The storeroom contains fifty bolts of cloth; six crates of bronze bars; three barrels of salt and spices; and three chests containing rope, oil, lanterns, paper, and blankets. From the supplies, characters can assemble enough gear to make five explorer's packs. The storeroom contains fifty bolts of cloth; six crates of bronze bars; three barrels of salt and spices; and three chests containing rope, oil, lanterns, paper, and blankets. From the supplies, characters can assemble enough gear to make five explorer's packs.
Line 529: Line 542:
 A campfire casts warm light over this cavern. Heaps of dead grass and palm fronds are scattered about, and the muddy floor is pitted with footprints. A campfire casts warm light over this cavern. Heaps of dead grass and palm fronds are scattered about, and the muddy floor is pitted with footprints.
  
-When they're not working, 2d10 slaves (commoners of various races, alignments, and genders) dwell here. For slave names, see the "Chultan Names" sidebar in the book's introduction. Three yuan-ti broodguards (see appendix D) guard the slaves for Slavemaster Issar, a type 3 yuan-ti malison wearing a red cloth headdress. Issar is more interested in gazing at his own reflection in a hand mirror than putting the slaves to work.+When they're not working, 2d10 slaves (prior adventurers and a few chultan commoners. 
 + 
 +Three yuan-ti broodguards (see appendix D) guard the slaves for Slavemaster Issar, a type 3 yuan-ti malison wearing a red cloth headdress. Issar is more interested in gazing at his own reflection in a hand mirror than putting the slaves to work.
  
 Issar is too stately to speak to the "meat" under his command. Instead, he's chosen a Chultan slave boy named Khoti to translate his subtle, unspoken gestures. A twitch of the tail could be interpreted as an order to fetch water, or the flick of the tongue an approval. In truth, Khoti makes up most of what he sees. Issar couldn't care less either way, as long as the correct amount of deference is shown. If strangers appear before Issar, Khoti questions them on his master's behalf. Issar is too stately to speak to the "meat" under his command. Instead, he's chosen a Chultan slave boy named Khoti to translate his subtle, unspoken gestures. A twitch of the tail could be interpreted as an order to fetch water, or the flick of the tongue an approval. In truth, Khoti makes up most of what he sees. Issar couldn't care less either way, as long as the correct amount of deference is shown. If strangers appear before Issar, Khoti questions them on his master's behalf.
  
-Slaves+==Slaves==
 p123 p123
 Under Issar's supervision, the slaves are supposed to be widening these caverns to create new sleeping quarters for the yuan-ti. However, progress has been slow. The slaves wore down or broke most of their tools, and Issar is waiting for the delivery of new tools. Under Issar's supervision, the slaves are supposed to be widening these caverns to create new sleeping quarters for the yuan-ti. However, progress has been slow. The slaves wore down or broke most of their tools, and Issar is waiting for the delivery of new tools.
Line 541: Line 556:
 The slaves are not chained. Presented with an opportunity to escape, most become paralyzed with indecision. Breaking their fugue requires strong words and a successful DC 17 Charisma (Persuasion or Intimidation) check. Armed slaves who come to their senses try to slaughter as many yuan-ti as they can. They know the temple's defenses and general layout, except with regard to areas 11 and 12 (which they've never seen). The slaves are not chained. Presented with an opportunity to escape, most become paralyzed with indecision. Breaking their fugue requires strong words and a successful DC 17 Charisma (Persuasion or Intimidation) check. Armed slaves who come to their senses try to slaughter as many yuan-ti as they can. They know the temple's defenses and general layout, except with regard to areas 11 and 12 (which they've never seen).
  
-Treasure+==Treasure==
 p124 p124
-Issar carries an iron key that unlocks the double door to area 13. His red cloth headdress is sewn with malachite gemstones (250 gp), and he preens in a golden hand mirror (75 gp).+Issar carries an iron key that unlocks the double door to area [[#13. Storeroom]]. His red cloth headdress is sewn with malachite gemstones (250 gp), and he preens in a golden hand mirror (75 gp).
  
 ===20. Underground River=== ===20. Underground River===
dnd/campaigns/waterdeep/fane_of_the_night_serpent.1753916380.txt.gz · Last modified: by ken

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