dnd:campaigns:waterdeep:fane_of_the_night_serpent
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| dnd:campaigns:waterdeep:fane_of_the_night_serpent [2025/07/31 17:11] – [11. Throne Room] ken | dnd: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:// | [[https:// | ||
| + | |||
| + | **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. | 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. | ||
| Line 142: | 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' | 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' | ||
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| ===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 |
| - | 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) | + | |
| - | If a character presses | + | -A giant serpent coils in the underworld, devouring |
| + | -Yuan-ti terrorize Chultans, feeding their nightmares to the great serpent. | ||
| + | -A yuan-ti malison (Ras Nsi) wielding | ||
| + | -The door to the underworld opens, releasing | ||
| ===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 (" | + | |
| + | 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 (" | ||
| When the characters peer inside, read: | When the characters peer inside, read: | ||
| Line 204: | 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! | + | A large skeletal serpent slithers out from behind the racks, raises its head, and says in Common, "They will tell us the passphrase! |
| - | A bone naga named Ukurlahmu (pronounced oo-ker-LAH-moo) | + | 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 |
| Ukurlahmu speaks strangely. When it asks a question or makes a demand, it prefaces every sentence with "It will..." | Ukurlahmu speaks strangely. When it asks a question or makes a demand, it prefaces every sentence with "It will..." | ||
| - | 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' | ||
| - | 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' | ||
| ===5. Fenthaza' | ===5. Fenthaza' | ||
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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 253: | Line 260: | ||
| Resistance to bludgeoning, | Resistance to bludgeoning, | ||
| 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. | ||
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| The engraved stone disk in the southern alcove is one of Ras Nsi's magic teleporters (see " | The engraved stone disk in the southern alcove is one of Ras Nsi's magic teleporters (see " | ||
| - | 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. | ||
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| 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, | 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, | ||
| - | 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' | 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' | ||
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| ==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.1754003508.txt.gz · Last modified: by ken
