Monday, August 21, 2023

Dungeon23: Week 33

 Level 7 – The City of the Snake-Men

The snake-men's City lies in the shadow of the colossal rock formation known as the Monolith, which houses the True Temple (AI image courtesy of NightCafe.)

The snake-men’s City exists in a vast, natural cavern, supported by the immense, conjoined rock formation that makes up the True Temple – known to the local denizens as the Monolith.  The surrounding area is a maze-like, chaotic jumble of buildings: whether engineered, carved into the rock, ramshackle, or a mixture of the three, all built on the crumbled remnants of an older city that was swallowed up by the earth millennia ago.

The City exists in a state of perpetual night, lit only by glowing fungus and giant mushrooms of the Underwilds, which grow on the rock formations and debris, as well as the occasional fire or lamp.  Nevertheless, its denizens keep to their own natural schedules of rest and activity, so the City is always active in some way or another.

The snake-men have had nominal control of the City for time immemorial, and continue to enforce this control ruthlessly.  However, the City is by no means an orderly place.  Denizens of the Underworld enforce their own power-based semblance of order in individual enclaves.  A marketplace and trade district exists as a more-or-less neutral area.  Creatures from the surface world are a minority (and largely enslaved.)  However, some powerful individuals, many aligned with Chaos, are able to live in the City unmolested, that is, after they have made a display of their power against foolish challengers.

 

Moving Around the City

Because of the labyrinthine nature of the City, the map has been abstracted to four areas, or Districts, each with their own character.  Player characters (PCs) can move between sub-areas separated by dotted lines at a rate of one (1) per dungeon exploration turn (10 minutes.)  The slow movement takes into account that the PCs are trying to navigate this unfamiliar, dangerous place while remaining as inconspicuous as possible.  Encounters may occur every hour as normal for a dungeon.   

Solid lines represent actual walls, impassable rock formations and/or piles of debris that make up the ruined, former city.  PCs cannot move between these save in particular areas noted by arrows, which lead to adjoining sub-areas in the other Districts.  These represent gates or defensible checkpoints that officially demarcate these Districts.  There may be other, secret ways between Districts or separated areas, but these are left for the PCs to potentially discover, and are noted in the sub-area’s description.

 

District Encounters

In addition to normal,wandering monster encounters, moving between Districts triggers a chance of an encounter as well.  If either Khan-Ni-Tet or the Snake God (see Level 6) have been attacked and/or slain, the snake-men are currently searching for the PCs, and there is a +1 to the encounter chance when moving between Districts.  However, if both have been slain, the snake-men become embroiled in a state of political upheaval, and encounters between Districts occur at -1.

 

Area A: Monolith District


This District is the main, snake-men enclave in the City, existing in the shadow of the Monolith that holds the True Temple within (Level 6,) and is the center of their power.  The District contains individual neighborhoods for the three different castes, as well as three, distinct landmarks: a watchtower built on a tall stalagmite, an arena, and parkland.

 

A1: Monolith Plaza

A wall of mixed rock formations and ruined city debris 70-ft. high forms a plaza that surrounds the Monolith.  During the active parts of the day, there are a number of denizens in the area, typically entering or leaving the Monolith.  During the inactive part of the day, the area is mostly quiet.  Minotaurs guard the main entrance gate to the inside of the Monolith, which is only open during activity hours (see Room 15 on the previous Level.)

Although the “wall” around the plaza is scalable, it is highly unstable and dangerous.  There is 2-in-6 chance of causing a debris landslide, tumbling characters down to the bottom for 7d6 damage (save against breath for half.)  This applies to both the climb and the descent.

 

A2: Noble Quarter

This area features strangely beautiful villas that house the snake-men Noble population of the City.  PCs that attempt to sneak into one of these residences in search of treasure will find that they are guarded by pets or flesh-crafted monsters.  The Noble(s) that live in the residence will be present half the time (3-in-6,) along with the usual chance of Myrmidon bodyguards, Emissary advisors, and/or normal human servants (1-in-6 demihuman.)  The first residence they decide to raid has five (5) giant scorpions (HP 12, 17, 20, 21, 21) wandering the grounds and 500 gp worth of valuables inside (x2 weight.)

At the GM’s discretion, subsequent raids on other residences will have additional monsters and/or guards, since the Quarter might be in a state of alert after the first theft.

 

A3: Myrmidon Quarter

This area of ordered, spartan buildings made of stone and fungal wood, serves as a defense point for the Monolith due to the Myrmidon population that lives here.  However, the snake-men warriors are used to traffic going in and out of the Plaza (A1,) so PCs may be able to blend in with the crowds and pass through undisturbed.

 

A4: Watchtower

A stalagmite about half as tall as the Monolith serves as a watchtower with a full view of the City.  Tunnels lead in and out of the formation in an upward, spiral pattern, as if a burrowing creature entered and exited as it crawled up the immense stalagmite.  Stairs carved into the rock connect these tunnels and lead to a plateau-like top.

There is typically a garrison of 1d4+1 snake-men Myrmidons here on watch.  This is mostly a ceremonial duty since the snake-men have had little to fear from invasion in a very long time.

Players whose characters gaze at the City from the top of the watchtower should be able allowed a glance at the GM’s map for a reasonable amount of time to take notes.

 

A5: Emissary Quarter

Modest apartments, carved into the rock formations here on multiple levels, make up the homes of snake-men Emissaries in the City.  The first one the PCs attempt to break into will be locked, as the Emissary owner is currently away.  The small (10-ft. by 10-ft.) apartment has a trap door under a carpet that contains the Emissary’s stored treasure.  Opening the trap door pulls on a wire that causes a flint to light a censer with a spark and a puff.  The alchemical mix of fungal spores and sulfur within burns quickly and fills the room with an acrid smoke. Those present must save against poison or suffer 3d6 points of damage to their Constitution (Con.) Succeeding at the save still reduces Con by only one (1) point.  Any reduced to 0 Con fall unconscious into a short coma, and do not wake up until they recover at least one (1) point, while being reduced below 0 Con results in death.  Affected characters recover Con at a rate of one (1) per full day of rest.

The treasure consists of a fungal wood chest with 22,000 sp, and five small bags made of strange, purple leather with 200 gp each for a total of 1,000 gp.

 

A6: Arena

The ruins of an ancient rotunda, whose ceiling was long ago destroyed and crumbled away, is used by the snake-men as an arena for bloodsports, executions, and other entertainments that keep the Chaotic denizens of the City from turning their cruel and violent tendencies on each other (this is only about 80% successful.)

PCs captured by the snake-men may find themselves unwilling competitors against myriad creatures both flesh-crafted, and native to the Underwilds.  PCs with a death wish may register one or more of their members as fighters in the championship circuit, where fortunes (and lives) have been won or lost.  The current Master of Games, a cynical snake-man Emissary by the name of Aat-Han, handles these matters.

The current circuit consists of eight (8) matches, each with a progressive, dungeon level of difficulty (1-8.)  Here are some suggested matches for a typical team of adventurers, but the GM should feel free to change or adjust these for their particular group:

First: The remnants of the Fool Emperor’s Army: 11 rickety skeletons harnessed in ancient armor and shields (AC 5 [16],) and wielding rusty spears.  This local favorite usually slaughters helpless prisoners, or gets destroyed by up-and-coming teams, then reassembled and reanimated by a staff necromancer for the next match.  Word is they began as zombies, but the flesh has long since rotted away.  The purse for this match is a meager 400 sp and 10 gp (60 gp total.)

Second: The Sisters without Mercy, a deadly troupe of seven (7) eunshiel blade dancers.  These acrobatic, fey fatales get two attacks each round with their short swords, and are also available for hire to entertain at parties.  The purse for this highly amusing bout is 500 sp and 100 gp (150 gp total.)

Third: The Carrion Bros. – Two (2) fattened ghouls (max HP.)  Their reward is getting to eat defeated gladiators whose bodies are left for a few days or more to “season.”   The fight purse is a more serious amount: 400 sp and 300 gp (340 gp total.)

Fourth: Warpig!  This burly gladiator, armed with a cleaver-like sword and shield, will allow opponents to strike, slice, or pierce his prodigious belly with normal weapons since he is immune.  Once opponents are demoralized, he transforms into his true, wereboar form (HP 26) and slaughters them to cheers from the crowd.  The winners take home 4,000sp and 800 gp (1,200 gp total,) and are now considered serious contenders.

Fifth: The Legion of the Damned.  This is team is led by a small, but corpulent dretch demon on a combination palanquin-chariot with a bodyguard of 14 human slaves (each 3rd-level fighters, scale armor, shields, and spears)  Four pull the palanquin-chariot, two act as human shields against missile attacks, and the other eight surround and protect it.  If the dretch is engaged in melee, it will use its stinking cloud ability to get away, fighting only if cornered and his bodyguards are slain.  It must then succeed at a morale check every round to avoid blubbering and pleading for mercy, only teleporting away if there’s none to be found.  He may become a recurring enemy of the PCs in this case.

The purse for this challenging match is 900 sp and 1,200 gp (2,100 gp total,) and the winners’ names are now being spoken about throughout the City.  This may attract unwanted attention, especially if the snake-men are looking for them.

Demon, Dretch: AC 2 [17]; HD 4 (HP 32); MV 90 ft. (20 ft.); ATK 1d4/1d4/1d4+1 (2 claws, 1 bite);  SV fighter 4; ML 8; AL C; XP 400 (or HD + two specials)

Immunities: Dretch demons suffer only half damage from cold, electricity and gas-based attacks and spells.

Spell-like powers: (at will) darkness (reversed spell); (1/day) cause fear (reversed spell,) stinking cloud, telekinesis, teleport.

Summon: A dretch is able to summon another of its kind successfully as a gate spell 5% of the time.

Sixth: A party of NPC adventurers with similar classes and levels (about 30 total levels,) or preferably, known rivals of the PCs.  The winners will gain a small hoard of 16,000sp, 1,000gp, a blue quartz worth 50 gp, and a piece of amber worth 100 gp (2,750 gp total worth,) as well as bragging rights.  However, the NPC party will first approach the PCs and offer half of the fight purse if they “throw” the match, with assurances that the Master of Games has been bribed to spare their lives.  This is a lie.

Seventh: Before the PCs can take on the reigning champion, they must face Lady Arachna, a burn-scarred eunshiel sorceress (spells as 6th-level elf  in addition to eunshiel spells and abilities) wrapped in spider web “garments” that leave little to the imagination, but somehow manage to provide protection (+2 leather.)  She was cast out of her society as an apostate for worshiping an obscure spider deity.  Her “team” is a pack of 12 phase spiders (HP 21, 27, 17, 23, 23, 27, 20, 31, 21, 25, 16, 28) – gifts from her Spider God.

Lady Arachna: AC 6 [13]; HD 6 (HP 28); MV 120 ft. (30 ft.); ATK 1d6+1 (short sword,) 1d4+1 winged knife, or spells; SV elf 6; ML 9; AL C; XP 1,100 (or HD + three specials)

Spells: (1st) magic missile, protection from evil; (2nd) web, levitate; (3rd) protection from (normal) missiles, lightning bolt.

Spider, phase: AC 6 [13]; HD 5; MV 180 ft. (40 ft.,) climb; ATK 1d6 + poison (bite); SV fighter 5; ML 8; AL N; XP 400 (or HD + one special)

Poison: The phase spider’s bite is poisonous.  Victims must save at +1 or die.

Phasing: Phase spiders can magically shift from the Material Plane to the Ethereal Plane and vice versa  at will.

In the first round, Lady Arachna will use her phase spiders to harry opponents while she casts web as an optimal environment for them and a barrier of protection for herself.  She then casts spells in the following order: protection from (normal) missiles, protection from evil, and finally, levitate to rise above the battlefield.  She then will cast lightning bolt, magic missile and throw winged knives as opportunities present themselves for maximum effect.  She only fights in melee as a last resort.

 The purse is a wealthier hoard of 12,000 sp, 500 gp, a white pearl worth 100gp, and two (2) black and purple pearls worth 500gp (2,800 gp total value,) as well as the departed Lady’s armor (if someone actually wants to wear the thing.)  A hidden pocket within has a piece of parchment that shows a map to her lair in the Underwilds (Level 8, area # TBD.)  More importantly, winners now have a chance to take on the Champion!

None mock Lady Arachna's faith (or style) and live (adapted from AI image courtesy of NightCafe.)

 Championship: The championship bout is not with a creature at all, but an automaton of bronze, steel, and steam created, and manned by a team of ennan engineers.  They call it the Dismemberator.  This 20-ft. tall construct of mechanical death has bludgeoned, sliced, hacked, and even scorched its way through the circuit to the lustful howls of the City’s bloodthirsty, monstrous crowds.

The Dimemberator: AC 2 [17]; HD 9+2 (HP 50); MV 90 ft. (20 ft.); ATK 2d4/2d4/2d4/2d4 (weapon arms);  SV fighter 9; ML 12; AL N; XP 2,000 (or HD + three specials)

Resistances: The Dismemberator is immune to sleep, charm, and hold spells.  It suffers only half damage from fire attacks and spells.  Cold attacks cause double damage and cause it to become slowed (reversed haste) for one round.

Drill Attack: If the Dismemberator hits a single opponent with two arm attacks, it gets an additional attack with a telescoping drill for 2d6 damage.

Flamethrower: The Dismemberator’s beast-like face has a nozzle inside its mouth that ejects a lit jet of flammable oil in a 30-ft. cone for damage equal to its remaining hit points (save against breath for half.)  It cannot attack while doing this since its operators have to manually activate the weapon.

Ennan Operators: for every 10 HP the Dismemberator loses, one of the ennan operators is killed, and one arm attack rendered inoperable.

Unstable: If reduced to 0 HP, the Dismemberator stops moving and begins to overheat and spew steam.  It will explode in one round as a 5d6 fireball (incidentally killing its last operator.)

The Dismemberator is the pinnacle of ennan engineering, and always a crowd-pleaser (AI image courtesy of NightCafe.)

A7: Park

This area is walled parkland of Underwild flora, carefully grown by eunshiel gardeners into topiary shapes and sculptures.  An 80-ft. wall on the Monolith side leads to the snake-men’s garden crypt (see Room 14 on the previous Level.)  A broken drainage grate allows ingress/egress to area C1 of the Trade District.

 

 

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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