Sunday, June 11, 2023

Dungeon23: Week 23

Level 4, Area C: Living and Worship Chambers

 

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

Room 15: Audience Chamber

This chamber features serpentine-carved columns, snake-skin banners painted with images of the Snake God, and a dais with a pillowed seating where the Overseer of the Flesh-Crafters, Thet-Zuh, holds court.  He is a snake-man Myrmidon (HP 26, with snake arms and thick scales, +1 sword and shield,) and is typically found here with four (4) other Emissaries – advisors, sycophants, and supplicants (HP 20, 16, with shed scales; 19, with ophidian lower limb(s); and, 15 with camouflaging scales).  There are also 1d4 servants – normal human (1-in-6 chance demihuman) flesh-stock that have earned the dubious privilege of serving the Overseer and his court.

Thet-Zuh is ruthless and ambitious.  He desires to undergo secret flesh-crafting to ascend to the Noble caste, but he does not yet trust the loyalty and discretion of those around him to go through with the process, since it is a capital crime among the snake-men to do so, and there are others who covet his position.  He may not be immediately hostile to intruders, and will consider using them for clandestine tasks such as espionage, theft, or murder of rivals in this level and below.  However, they are a loose ends and he will seek to eliminate them once they are no longer useful.

Thet-Zuh has uses for adventurers in his plans (AI image courtesy of NightCafe.)

 

The dais area is festooned with finery and refreshment for the Overseer.  There is a vial among them which is a potion of clairaudience that he will gift to his spies for his benefit.  The Overseer carries a +1 sword that can cast light once per day, which he may use to disrupt an opponent’s sight by activating it in front of their eyes (-1 to attack for 1d4 rounds.)  The Overseer also wears a thick, silver necklace with sapphires and tiger-eye agates that is his symbol of office and worth 900 gp.

In combat, Thet-Zuh will have his Emissaries fight in front of him, and only reveal his prowess if engaged in melee.  In addition to the light sword tactic above, a character that rolls a one (1) on a melee attack roll will find that Thet-Zuh has parried their weapon in a way that allows his snake-like sword arm to bite them for 1d4 damage.

 

Room 16: Ritual Chamber

While this octagonal chamber seems like a grand temple, with its high vaulted ceiling, it is merely a chapel used for the Emissaries’ regular worship and sacrifice for the Snake God’s blessing before every new "season" of flesh-crafting.  It includes an altar before a large floor carving of the Snake-God’s image, and stadium seating for worshipers.  Behind the altar is the Snake God’s shrine (Room 18) and to south of the floor carving is a chamber (Room 17) where sacrifices are prepared (i.e. tortured) before being brought to the center of the chapel for final sacrifice.  The chamber is also used in sorcerous rituals related to flesh-crafting.

The sacrifices are brought in front of the altar and made to walk into the 15 by 15-foot floor carving, which is actually a wide-mouthed, 20-foot pit lined with small spikes  where sacrifices are made to fall and slide into (hit by 1d4+1 spikes for 1d3 damage each).  The reason the spikes are small is to hold the sacrifices in place for the serpentine abomination that dwells inside the pit (see Room 19).

When there are no services being held, the pit is set as a trap, where it activates if two or more human-sized characters (or one larger, four smaller) stand on it.  The pit is controlled by levers in the altar inside a hidden panel.

 

Room 17: Sacrificial Slabs

This wide chamber is adorned with six, bloodstained stone slabs.  There are various implements for torture and sacrifice displayed on the walls.

There are four (4) wretched humans tied to the slabs by iron rings on brackets.  The humans are actually doppelgangers (HP 19, 19, 18, 23); a sadistic trap of the snake-men when their chapel is not in use.  The doppelgangers will continue to play the part of prisoners, shouting to any potential rescuers in Room 16, but will later attempt to sabotage and systematically slay them, taking their victim’s visages for their own bizarre, and personal enjoyment.

 

Room 18: Shrine to the Snake God

Behind the altar in the Ritual Chamber is another chamber dominated by the sacred, stone image of the Snake God gazing from 20 feet above.  It is a disc resting on a pedestal with an image much like the holy symbol of the Snake Cult, but the eye and intertwining snakes are a little more intricate and realistic in bas relief on the surface of the disc.  The eye is a large gem that glitters with the light of fungus globes and candles of a strange type of hued fat, which make the visage of the Snake God look almost alive, and disapproving of what adventurers are likely to do.  The gem is worth 1,200 gp and weighs 20 pounds.  Observant characters and dwarves may notice that there is an older carving on the wall behind, that forms a dragon-like, many-headed silhouette, but it has been carved off and defaced.

Inside the room are tables and cabinets with ritual robes and accouterments.  Two of these are quite valuable: a ritual bowl of gold with intertwining snakes with emeralds for scales worth 900 gp, and a strange chalice in the form of a distended serpent’s mouth also in gold and studded with jewels worth 700 gp.

 

Room 19: Sacrificial Pit

The pit in the Ritual Chamber (Room 16) is connected via a long hallway to the Oubliette (Room 23.)  The area is the domain of the serpentine abomination, a sorcerous, flesh-crafted spawn of the snake-men inspired by Chaos dreams from the Snake God.

The abomination appears as a large, semi-intelligent swarm of snakes of various sizes.  When the swarm spots prey, it coalesces into a writhing, humanoid form.  It moves with unnatural agility and emits an unnatural, hissing sound that is chilling to the listener.

It begins its attack with one of its larger snake heads, which bites and injects a paralytic poison (save against poison to avoid.)  Once the victim is paralyzed, the abomination begins to constrict it with one of its “limbs” for 1d6 damage per round.  It can only constrict one victim at a time.  However, another “limb” can wield a weapon (typically a bone from a previous victim) against other attackers for 1d6 damage.  The abomination is immune to poison itself.  When destroyed, the abomination swarm falls apart and dissolves into a dark ichor.  An alchemist or sorcerer can distill such ichor into oil that can be used in the creation of various potions, magic items, or ink for scrolls that are serpentine or reptilian in properties (GM’s discretion as to specific value.)

Serpentine abomination AC 3 [16]; HD 8 (HP 38); MV 120 ft. (40 ft.); ATK 1d8 (bite), 1d6 (constrict), or 1d6 (weapon); SV fighter 8; ML 12; AL C; XP 1,400 (or HD + two specials)

 

The serpentine abomination expects its due (adapted from AI images courtesy of NightCafe.)

Room 20: Meditation Garden

This vast chamber is a tranquil garden of sorts, but unlike anything seen in a noble’s palace or villa on the surface.  A stone path winds through a “forest” of tall mushrooms and fungal formations.  Similarly, there are carefully placed “shrubberies” of colorful fungal pods, growths, and toadstools.  Some of the placed growths provide soft, bioluminescent light.  Organic benches of the same material as some doors in the complex exist near a stream with blind, albino fish meanders from east to west, as strange, but harmless creatures scurry in the shadows of the fungal forms. 

This is a place of recreation for the snake-men Emissaries, where they can relax and meditate on ophidian matters.  Many plots and intrigues have been hatched here, but there may be an equal number of ears listening.

The Emissaries' gardens are a place of both peace and intrigue (AI image courtesy of NightCafe.)

 

The fungal “trees” and “shrubs” away from the main path provide plenty of cover and concealment.  However, fighting near the growths has a 1-in-6 chance of hitting one on a missed roll, causing it to explode in a 10-foot cloud of spores (1d6): 1-4 – cloud obscures sight and makes it difficult to breathe, -1 to hit rolls; 5 - the cloud is mildly poisonous, save vs. poison for 2d6 damage; 6 – spores are deadly, save against poison or die.  The snake-men seem to be immune to these spores, as they have been exposed to them all their lives in some form or another.

There is frequent traffic to and from the Emissaries’ living areas (Room 21.)  Wandering monster checks in this area are 2-in-6.

The western end of the stream empties into a tunnel leading to Room 11 in Level 5.  A crouching dwarf, halfling, or crawling human can enter the small tunnel while keeping their head out of water.

 

Room 21: Emissary Living Quarters

A number of larger and smaller apartments are the lavish living spaces of the snake-men Emissaries.  The rooms are adorned with serpentine-motifs, snake-skin tapestries, and exotic furnishings.  The air in these areas carries the scent of incense and exotic herbs.

The rooms (“a”) are unlocked, with the exception of room “b” (see below).  If characters search a room for at least one (1) turn (10 minutes,) roll on the table below once (1d20.)  Reroll any repeated, valuable results.

1.       A gold diadem with small, precious gemstones and entwined serpents worth 90 gp.

2.       A large, intricately patterned rug made from the shed skin of a massive serpent.

3.       A small jeweled scepter with a serpent coiled around it worth 170 gp.

4.       A set of plush, silk meditation cushions arranged in a corner.

5.       A suit of armor crafted from large, interwoven serpent scales.  It offers AC 6 [13] protection, but it is as light and supple as leather.  Its unique craftsmanship materials make it highly valuable (140 gp.)

6.       A tapestry hanging on one of the chamber's walls depicts a scene of serpents entwined in a mystical dance.

7.       A small statuette of the Snake God is similar to the one in Room 18, and has a semi-precious stone for its Eye.  It is worth 60gp.

8.       An ornate incense burner still exudes fragrant, and soothing smoke in the room.

9.       A rare, ancient manuscript contains a sampling of forbidden knowledge, rituals, and secrets of the snake-men. It is worth 100 gp to a sage or Chaotic sorcerer.  The same value can be used towards the cost of researching a spell or creating a magic item with serpentine or reptilian properties.

10.   Small statuettes and figurines carved from soapstone, showcasing various snake-like creatures.

11.   A mesmerizing gemstone with a serpentine, reptilian eye carved into its surface. It is worth 150 gp to a collector, seer, or mystic.

12.   A collection of ancient scrolls, neatly organized on shelves, are illegible to anyone unable to read the language of Chaos (they containing knowledge, rituals, and historical accounts of the serpent-men.)  However, one scroll depicts images of mating positions that incorporate the snake-men’s unique serpentine and humanoid anatomies.

13.   Exquisite boots made from the supple skin of a mythical serpent, worth 50 gp.  Members of classes that can move silently gain a 5% bonus to their ability.

14.   The sheets and blankets in this room’s bedding are made from soft, supple serpent scales, providing surprising comfort and warmth.

15.   A dagger with a blade forged from a large, serpent's fang.  Its handle is scrimshawed and studded with small gems.  The dagger is worth 160 gp.

16.   A decorative banner displaying the crest of an august, snake-man lineage.  It implies that this Emissary’s family may have fallen from grace and their descendants have dropped by a caste or two.

17.   A mundane, protective amulet made of jade, featuring a serpent crest and worth 60 gp.

18.   A meticulously crafted model of Rooms 17, 18, and 19, complete with figurines of snake-men, humanoids, and a working pit with a small passage to the Oubliette where a model of the serpentine abomination awaits tiny sacrifices.  It provides clues to the features of those rooms.

19.   A shield crafted from large serpent scales worth 130 gold.  It absorbs small bits of magical energy and as such does not radiate magic itself.  It provides 5% magic resistance to the user,

20.   A ceremonial staff adorned with serpentine motifs and topped with a carved snake head.

 Room “b” was the personal chamber of the High Priest of the Snake Cult when visiting and dealing with his snake-men superiors.  The narrow, spiraling tunnel from the secret hallway in Level 2, Room 14 empties here.  The door to this room is locked, but can be opened with the High Priest’s holy symbol.  In addition to the lavish furnishings enjoyed by the snake men, the room has a wardrobe made of the same, fungal “wood” as the doors.  Opening the door without deactivating a hidden latch activates a trap that fires four (4) poisoned darts into the 10-foot by 10-foot area (save against breath to avoid.)  The darts cause 1d6+2 damage and the victim must save against poison or become sluggish, losing two 2 points of Dexterity, and moving at half their Move rate.  The poison lasts for 2d4 turns (2d4x10 minutes,) and lost Dexterity is regained at one (1) point per day of rest.

Inside the wardrobe are various items of fine, silk clothing (now old and threadbare,) as well as a magical staff of the python (snake staff.)

 

 

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.

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