Sunday, May 28, 2023

Dungeon23: Week 21

 Level 4, Area A: Holding Cells

This map is released under terms of the  CC BY-SA 4.0 license.

 

Level 4 Features

Light: Most of the structure is either dark (holding areas) or lit by colored glass globes with bio-luminescent fungus inside (living and work areas.)  A few rooms are illuminated by fire (torches, lamps, etc.) and will be noted in the room description.

Walls and Corridors: The outer stairs of the structure are a spiral tunnel with carved steps about 20’ wide and 20’ tall.  Inside, corridors are 10’ wide and 10’ tall.  Taller rooms are noted in their individual descriptions.

Doors: The outer doors, as well as secure entrances within (where noted) are made of stone.  Other doors are made of a wood-like substance that is actually a type of hard, dense fungus.  Locked door are noted in the room description.

 

Room 1: Entrance and Serpent-Hound’s Den

The circular gate in Level 3, Room 28 opens to reveal a large tunnel in the cavern; perhaps created by lava flow, or the burrowing of a gargantuan creature.  The tunnel’s floor is carved into steps, and a second, mechanical panel opens and closes the gate from this side.

The tunnel spirals downward about a half circle to the right before emptying into maze-like tunnels.  These tunnels are guarded by seven (7) fire-breathing serpent-hounds (treat as hell-hounds) – guardian creations of the snake-men.  The serpent hounds have hairless, canine bodies with scaly patches, and prehensile snake heads and tails.  The prehensile heads allow them to be surprised only on a 1-in-6, and they can bite and breathe fire at anyone attempting to flank them.  1d4 will appear on a 3-in-6 chance every 60’ feet.  Once encountered, 1d4 will show up every round thereafter until all seven are present.

The snake-men's "guard dogs" (AI image courtesy of NightCafe.)

 Incinerated corpses in the dead ends - scorched bones and ashes at this point, still have treasure:

a)      950 copper, 190 silver, and 59 gold coins scattered on the floor

b)      Coins pouring out of a half-burnt backpack (387 silver, 50 copper, and 49 gold)

c)       The corpse is wearing pristine, magical chain mail (+1) and there are 3250 copper, 400 silver, and 15 gold coins in a large, broken urn

d)      The corpse is clutching a burnt chest with 250 copper, 82 gold, and 30 silver, as wells as a magic wand of (cause) fear with 13 uses left.

The main exit to the Training Arena (Room 2) is a set of massive, stone double doors that can only be opened by a mechanism inside, or a thief using their traps ability on a hidden, mechanical panel to the left of the doors near a pull rope used to sound a gong to open the gate.  Tampering with the panel will also sound the gong and warn any snake-men inside. 

A smaller sally port to the Venomous Vault (Room 3) is concealed into the cave wall (3-in-6 chance to find), and locked, but can be opened with the High Priest’s holy symbol.

 

Room 2: Training Arena

This courtyard functions as a testing and training arena for the snake-men’s creations.  There is a portcullis on each wall except the main entrance, which connects to holding cells in the Stock Menagerie (Room 4) and Containment Vault (Room 6.)   In between the humanoid cells and the arena, there are two armories with well-worn weapons and battered shields.  All weapons deal 1d6 damage (short swords, hand axes, spears, maces, etc.)

An observation gallery 15 feet above has benches to sit in and a main control panel with levers to open each portcullis and specific monster cell(s).  A snake-man Emissary on watch in the upper gallery will attempt to trap any intruders that enter the arena and open one or more of the portcullises (roll 1d10):

1.       Cell 4a

2.       Cell 4b

3.       Cell 4c

4.       Cell 4d

5.       Cell 4e

6.       Cell 4g

7.       Cell 4h

8.       Cell 4i

9.       Roll on the Room 3 table

10.   Roll twice!

 

The arena is where the snake-men test their creations (AI image courtesy of NightCafe.)

Room 3:  Venomous Vault

This room has multiple, iron-and-glass containment structures with venomous creatures inside:

a)      1d8 pit vipers

b)      1d3 spitting cobras

c)       1d3 giant black widow spiders

d)      1d4 giant (crab) spiders

e)      1d4 giant rattlesnakes

f)       1d10 giant (killer) bees

The snake-men keep these to incorporate the creatures’ poisonous properties in their flesh-crafting.  The enclosures have locked trap doors accessible from above.  Snake-men Emissaries typically carry the hex-cylinder keys that open these.


Room 4: Stock Menagerie

This large, U-shaped room has two cell areas to the north and south, connected by a raised passage above.  The southern cells contain stock for the snake-men’s flesh-vats, while the northern cells contain some of their “finished” creations, waiting for training, and release to the dungeon and world above:

a)      2d8 gobb-men, and 1d6 hobb-men

b)      8d8 kobb-men

c)       4d8 oor-men

d)      2d6 baern-men or gnolls (50% chance of either)

e)      A minotaur or 1d6 oor-goliaths (50% chance of either)

f)       Mammal pen: 1d2 cows, 1d3 pigs, 1d6 sheep

g)      Humanoid cage: 4d4 normal humans, 1d4-1 dwarves, 1d4-1 elves, 1d4-1 halflings, and 1d4-1 Gnomes (approximately half fighting-age, half child-bearing.)  1-in-6 of these unfortunates has Stockholm syndrome, and will betray adventurers to the snake-men at the earliest opportunity for access to rewards and privileges (see Room 7.)

h)      Feline cage: (Roll 1d6) 1-3 – 2d4 mountain lions, 4 – a panther, 5 – a lion, 6 – a tiger.

i)        Canine cage: 2d6 wolves

Each cell has both a locked cage door in the front, and a small closed portcullis the Training Area (Room 2) on the opposite side, which opens mechanically in the Training Room.  The raised passage has various tools and implements, such as manacles, for the snake-men to control their stock

 

The snake-men keep many species as raw material for flesh-crafting (AI image courtesy of NightCafe.)

Room 5: Mutation Pens

This chamber is separated from the Stock Menagerie (Room 4) and Vat Chamber (Room 8) by airlocks with metal inner doors with small, glass windows.  One can hear painful screaming, pitiful moaning, and other suffering vocalizations in the area beyond.

Inside, the inner hallway has a series of iron-and-glass cells where there are creatures in various stages of mutation.  Most of these are humans, demihumans, or animals transforming into monsters which may be familiar to adventurers by now.  A few are failed experiments – horrid amalgamations that seem to beg for the release of death.

There is a 1-in-6 chance every time a character crosses mid-way through the hall that a magical alarm alerts the snake-men in Room 8.  They will activate the chamber’s emergency purging mechanism.  It locks the steel doors and floods the room with poisonous, caustic gas.  The gas causes 4d6 damage the first round, then one less die of damage for three (3) rounds thereafter until it dissipates (save against breath for half damage each round.)

The gas is especially concentrated in the cells, and any creatures within will perish with choked-off screams.  A hidden panel in the southern wall has an emergency shut-off valve.

 

Room 6: Containment Vault

This chamber contains five (5), heavily-fortified enclosures made of steel bars and thick, reinforced glass.  These hold the snake-men’s more powerful creations, or dangerous stock for flesh-crafting:

1.       1d8 trolls

2.       An albino hydra with five (5) heads that can breathe cold as a white dragon for eight (8) damage

3.       1d4 basilisks

4.       1d2 cave bears

5.       1d2 giant (tuatara) lizards

The western wall contains goads (treat as spear,) manacles, chains, and other tools for controlling the creatures, as well as a locked chest with items and treasure taken from prisoners.  Attempting to open the chest activates a magic alarm that will warn the snake-men in the Vat Chamber (Room 8.)  They will open a random cell to deal with the intruders(1d6; roll twice on a 6 result!)

The chest contains various, non-magical items, bags of coins (8000 silver, 4000 gold,) a 3-piece set of silver earrings, necklace, and bracelets set with black opals and pearls worth 1,300 gold each, and a gold choker engraved with intricate, lapis lazuli serpents worth 1,200 gold.

A hall with mechanical portcullises leads to the Training Arena (Room 2) and stone double doors lead to the Vat Chamber (Room 8.)

 

Room 7: Breeding Ground

The door to this room is locked (snake-men Emissaries have keys.)  The inside is warm and luxurious in stark contrast with the rest of the dungeon area.  A banquet table in the middle is surrounded by lit braziers, and soft pillows.  A faint smell of food mixed with cloying lotus smoke permeates the air.  There is a small serving kitchen in the south, and two semi-private rooms lit with glowing fungus globes, where favored human and demihuman vat stock are rewarded, and sometimes encouraged (i.e. made to) breed.

This room is part of the snake-men’s reward-punishment system.  When first captured, their vat-stock is held in the deplorable conditions of the Stock Menagerie (Room 4.)  Those with favorable, genetic features desirable for the snake-men’s reproduction, as well as an obedient nature (especially if they report any escape attempts,) are allowed to serve the snake-men as slaves and dwell in this room.  However, any deviation or disobedience results in the offenders being placed in the Oubliette next door, and then returned to the communal cell of room 4.  The presence of the (locked) door to the Oubliette is deliberate, as the slaves can faintly hear those inside as a constant reminder of the price for disloyalty.  Regardless, slave turnover is frequent.  Pregnant stock is taken to Level 5 below for gestation, and any “bulls” are sent to the vats for mutation once they are no longer useful.

There is a 3-in-6 chance of 1d4 normal humans being present, with a 1-in-6 chance each of being demihuman.  The slaves here are very loyal and will betray any would-be rescuers at the earliest opportunity.  Indeed, they may invite any adventurers to enjoy feasting and lotus-smoking, to lull them into a sense of safety and drugged stupor before any snake-men or guards arrive (treat the lotus smoke as a spell of confusion, with a saving throw needed every round of smoking; hostile results are inappropriately familiar and sensual behavior instead.)  There is only a 1-in-6 chance of a slave being honestly helpful to their rescuers.

The table settings, plates, and cups are all silver and worth a total of 1,000 gold (total weight as 6,000 coins.)  A set of musical instruments in a corner includes a finely-crafted elven harp worth 500 gold.  One of the lotus-smoking devices is carved in the shape of a golden dragon, and worth 100 gold.

Only the finest and most obedient stock enjoy the snake-men's favor and generosity (AI image courtesy of NightCafe.)

 

Friday, May 26, 2023

Dungeon23 (Bonus): The Snake-Men of the True Temple

Snake-Men

Snake-men by caste: Emissary, Myrmidon, Noble (adapted from AI images courtesy of NightCafe)

Number Encountered (#): 1d4 (1d4)

Armor Class (AC): Emissary 7 [12]; Myrmidon 5 [14] or 6 [13]; Noble 6 [13]

Hit Dice (HD): Emissary 4; Myrmidon 5; Noble 6

Move (MV): 120 ft. (40 ft.)

Attacks (ATK): Emissary 1 (1d6 short sword); Myrmidon 1 (1d8 sword or 1d10 polearm); Noble 1 (1d4 dagger or staff); and/or special

Saving Throw (SV): Emissary - fighter 4; Myrmidon - fighter 5; Noble - cleric 6

Morale (ML): Emissary 7; Myrmidon/Noble 8

Treasure (TR): C-type or by HD

Alignment: Chaotic

Experience (XP): Emissary 400 (or HD + two specials); Myrmidon 600 (or HD + three specials); Noble 1,400 (or HD + four specials)

 

Snake-men are ancient, ophidian monstrosities, whose origin dates back to a shrouded time before the history of humans, and perhaps even demihumans.  They have a mysterious connection to both dragons and the Old Ones. 

Snake-men are sterile, and reproduce by merging their essence with that other humanoid creatures via sorcerous and alchemical processes they refer to as flesh-crafting.  Centuries, perhaps millennia of this practice have caused three distinct castes to form, with their degree of ophidian ancestry determining their primacy:

Emissaries:  These are the most humanoid-like, resembling humans or demihumans with up to 20% snake-like features. They are the lowest caste, and are used as workers, spies, and negotiators with other, lesser beings far from the snake-men's domain.  While Emissaries prefer humanoid or monstrous thralls to do their fighting, they can still be formidable foes.

Myrmidons: The warrior caste is approximately 50% closer to their ophidian ancestors, and they command the lower Emissaries while still serving under the superior Nobles.  In combat, they are typically armed with swords and shields, or polearms, in addition to their ophidian abilities.

Nobles: The greatest of the snake-men are almost completely serpent-like and alien in appearance.  They command all the other castes without question, and prefer to have them, or other servants fight in combat.  If forced to fight, they tend to favor natural ophidian weapons if they possess them.  Nobles often employ magic items such as wands or staves and the highest among them – considered great rulers of their cities, know more spells than those indicated below.

Regardless of caste, all snake-men have serpentine features from the following table.  Roll 1d10 to determine their distinguishing feature: Emissary – once, Myrmidon – twice, Noble – three times.  A repeated roll may improve the ability to an advanced version with additional or greater utility (counts as two abilities.)  Roll again on a third, repeated result.  Furthermore, these features are more pronounced by caste.  For example, an Emissary might have snake-like eyes; a Myrmidon will have snake eyes and a human-reptilian face, while a Noble will have an entirely serpentine facial structure:

1.       Snake eyes or pheromones: charm person 1/day; Advanced: charm (monsters) 1/day

2.       Distendable jaws and fangs: bite attack for 1d8 damage; Advanced: bite is poisonous (save against poison or die)

3.       Extendable hood: can spit poison that blinds for 1d10 rounds (victim saves at +2); Advanced: spits acid for 1d6 damage, which burns for an extra 1d6 the next round, and the blindness is permanent unless cured magically.

4.       Snake tongue or heat-sensing pits: surprised only on a 1-in-6; Advanced: can detect hidden or invisible enemies within 30 ft.

5.       Snake arms: 1d4/1d4 damage bite attacks; Advanced: bites are poisonous (save against poison or die)

6.       Ophidian lower limb(s): constrict for 1d4 damage  every round after hit; move reduced to 90 ft. (30 ft.); Advanced: snake limb(s) provide an additional slap attack for 1d6 damage and can climb or swim at double move.

7.       Shed scales: Can regenerate 1 hit point per round for 1d4 rounds after taking damage; Advanced: can shed entire skin to maneuver or escape (acts like an invisibility spell for one round.)

8.       Thick scales: AC +1; Advanced: prehensile, serpentine torso can dodge for an additional +1 to AC.

9.       Venomous blood: Deals 1d4 poison damage to any creature that successfully hits the snake-man with a melee attack; Advanced: blood is acidic and burns for an additional round.

10.   Camouflaging scales: Can blend seamlessly with surroundings for a 3-in-6 surprise chance; Advanced: scales bend light, causing a displacement effect (attacks are at -2 against it.)

Any snake-men that have a poisonous attack or venomous blood are immune from ophidian poisons themselves.  In addition, all snake-men are competent sorcerers.  Emissaries and Myrmidons can cast the following spells once per day: (cause) fear, darkness, and animal friendship (snake charm.)  Nobles delve deeper into sorcery than the other castes and can cast the following once per day: (cause) fear, darkness, levitate, polymorph (others,) animal friendship (snake charm,) and (transmute) sticks to snakes.

Snake-men live in antediluvian ruins and cities in near-unreachable parts of the world or underground, often shared with other creatures aligned with Chaos.  For every group (2 or more) snake-men encountered, there is a 1-in-6 chance that there is an additional snake man of one caste higher, and a 1-in-6 chance of 1d4 additional snake-men of one lower caste (Emissaries may have 1d4 humanoid or monstrous thralls of dungeon levels 1-3 instead.)  Snake-men Noble rulers are unique creatures only found as supreme overlords of their remote cities.  Snake-men with a higher caste present enjoy a +1 bonus to morale.

Despite their strict societal structure, byzantine intrigues frequently occur both within and between castes of snake-men.  Some stories exist about members of lower castes secretly employing flesh-crafting techniques to artificially rise above their station - considered a capital crime.  The snake-men also practice flesh-crafting on other creatures in a bizarre, religious manner, as if it was part of some sacred duty.  They are almost certainly responsible for the existence of several types of monstrous humanoids, beasts, and mongrel aberrations that plague the world above.  Sorcerers prize the snake-men’s scriptures (a dangerous task to obtain) for their transmutatory secrets.

Snake-men speak the secret language of all snakes, the unholy language of Chaos, and can also speak the Common tounge (if they mussst.)

 

 This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of
the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The
SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at
https://creativecommons.org/licenses/by/4.0/legalcode.

The Royal Barrows II: Barrow of the Queen

 Note: see the Barrow of the Prince for the general features of the Royal Barrows. The Barrow of the Queen also features Northern styles w...