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dnd:campaigns:waterdeep:fane_of_the_night_serpent [2025/07/31 17:40] – [3. Hall of Serpents] 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.  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. 
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 ===1. Main Gate=== ===1. Main Gate===
 p114 p114
 +
 +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. 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.
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 ===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:
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 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:
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 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.
dnd/campaigns/waterdeep/fane_of_the_night_serpent.1754005209.txt.gz · Last modified: by ken

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