The Serpents Rebirth
Background:
A violent storm battered the ship carrying the adventurers, tossing them into the merciless depths of the sea. When they awoke, they found themselves imprisoned within the dark, damp confines of a subterranean prison on Khashra, an isolated island shrouded in mystery and danger. Captured by the native serpent-like inhabitants who worship the god Zuulgrash, the adventurers must work together to escape the prison, navigate treacherous tunnels, and confront the serpent god’s chosen at the island’s sacred worship grounds.
But freedom comes at a price. The Ssoradin high priests are a fanatical bunch, and they will stop at nothing to ensure the outsiders are put to the Rite of Ophidian.
Level:
Appropriate for 4-6 players, Level 10.
As you step outside your cell, the outer room comes into full view. A table rests in the middle of the room, full of discarded supplies and junk. Along one wall is an alcove filled with various adventuring gear seemingly dumped into a large pile. The opposing wall has a an archway, blocked off with iron bars and a chain hanging from the ceiling beside it. The keys to the cells are kept on the guards, so if the players wish to use the key to open their doors, hey must eliminate the guards and take the keys. D-2: Hallway - Rows of stone statues carved in the image of serpentine deities line this narrow hall. Their lifeless eyes seem to follow your every move, as if silently judging your presence. Trap: Pressure Plate: A pressure plate is hidden beneath a cracked section of the floor. Triggering it releases a volley of poisoned darts from the mouths of the statues. Perception DC 15 to notice the trap. Thieves’ Tools DC 16 to disarm. Failing results in all players in the hall making a Dexterity Saving Throw DC 15 taking 4d6 poison damage on a fail, and half as much on a success. D-3: Prayer Room - A dim glow emanates from a large stone basin in the center of the room, filled with a strange, shimmering liquid. A lone Ssarixa Priest kneels before the basin, faint whispers can be heard emanating from their lips. NPC: Ssarixa Priest, Ixthalka – Ixthalka is a Ssarixa priest (Ophidian Priest stat block) whose faith has begun to falter. Though once a devout follower of Zuulgrash, he now finds himself questioning the very beliefs that shaped his life. Burdened by the belief that his legs mark him as lesser—a cruel divergence from the divine form—Ixthalka grapples with feelings of resentment and confusion. The arrival of the outsiders has stirred something deeper within him. He sees in them a reflection of his own perceived inadequacy—condemned not for their actions, but simply for what they are. As the ritual of Ophidian draws near, Ixthalka stands at a crossroads, torn between loyalty to his people and the quiet voice of doubt urging him to intervene. Interaction Options:
On either side of the room, near the entrance, two imposing bronze statues of serpent-like figures stand tall. Their muscular arms are raised high, each holding a curved bronze sword that crosses with the other’s above their heads in a symbolic gesture. Their faces are fierce and regal, mouths agape in an eternal hiss, exposing razor-sharp fangs. Around the neck of one statue hangs a tarnished bronze amulet.
Carvings along the walls depict kneeling figures and serpents coiled around symbols of power. Statues: Further inspection of the statues will reveal a small channel behind each tooth, converging before a small drain in the back of the mouths. With a successful DC 14 investigation, a player will notice a faint, green hew on the left fangs and upon closer inspection, can see a small hole at the tip of the fang. the opposite fang has a faint red hue but no hole at the top.
The mixture begins to glow faintly, the light pulsing as it disappears deeper into the statue. You watch as the glow travels down through its chest, illuminating the bronze from within like molten metal. The light vanishes behind the amulet resting around the statue’s neck. Then—click—the amulet shifts, popping forward slightly, its surface now shimmering with a soft green glow. It hangs loose, waiting to be taken. Amulet of Serpent’s Favor – So long as the amulet is worn by the creature who performed the rite on the statue, the wearer gains immunity to poison. Additionally, increases the wearers hit point maximum by half of their current hit point maximum. Curse - All healing received by the wearer is reduced by half (rounded down). D-8: The Snake Pit - Two sets of three pillars run on either side of this room and the walls are lined with trophy heads of various creatures. In the center of the room, on either side, two large snakes stand, looking at a dark skinned figure. The dark skinned figure shifts slightly so get a better view of you from around one of the snakes and as he does, he raises his arm toward you and you see where his hand should be, instead are 5 snakes, intertwined and writing around individually, snapping toward you. He speaks something in Draconic (Kill the Intruders) and as he does, the two snakes turn in your direction, poised to attack. Trophy Heads: The trophy heads are as follows, from north to south:
This is the final room before reaching the sacred grounds and facing Zuulgrash. None of the enemies in this room are immediately alerted to the parties presence, and they appear to be a routine contingent of guards, protecting the entry to the outside world at the top of the stairs.
Enemies (As per Crippled God Foundry Stat Blocks)
The interplanar prisons intention is not to preclude players from the encounter, but to add an extra layer to the encounter and make the players decide where they want to put their damage. If players are ignoring the Interplanar prison, if may with to allow the player within to make an Insight or Perception check, allowing them to ascertain that the prison itself is destructible.
Escape!
D-1: The Dungeon - The smell of damp stone and stale air fills your nostrils as you stir awake. Each of you lies in a cold, cramped cell. The only light filters in through narrow gaps between the stone walls and a central, rusted grate in the ceiling above. You hear the soft drip of water echoing through the corridor and the distant hiss of serpentine voices. Your captors, it seems, have left you alone… for now. Setup: Each player is in a separate cell with unique perspectives and tools that can aid their escape. To succeed, the players must work together, sharing information and coordinating actions.- Have each player roll 1d6 to determine which cell they are in. If there is a tie, just have them reroll until each player is in a seperate cell.
- Depending on the number of players, you may want to select certain cells to use, in order to not disadvantage a smaller party.
- Allow the players to interact with their cells in order to discover any advantages they could use, then allow the players to interact with one anothers characters to discover determine how they can work together to get each other out of their cells.
- Either set a timer for 3-4 minutes, or find natural break points while the players discuss to inject a guard patrol. The player in Cell 1 makes a perception check to attempt to hear the guards coming and give a warning to the others.
- If they are unsuccessful at hearing the patrol, roll 1d6. The guards will enter the room and yell, in Acquan, at the player in that cell then poke them with a spear, dealing 1d6 piercing damage, before laughing and walking out of the room to continue patrolling.
- If they are successful, the guards will pass the room without entering.
- DC 14 Perception - can hear the guards walking in the corridor and can warn the others that a patrol is coming.
- Door: Door can be opened from the outside without a key
- DC 12 Investigation - notices a loose stone in the wall with a rusted iron nail embedded into the stone behind it. DC 14 Strength to pry free (Can be repeated)
- Door: Can be opened with a key from the guards, or picked with a DC 16 Sleight of Hand
- Can see a key ring hanging on a distant wall hook. (can guide another player with mage hand or, if close enough, a long object (DC 13 Perception from both players to succeed)
- The key fits the lock to Cell 1, but is a little bent, requiring a DC 16 Sleight of Hand check to not break the key.
- Door: The locking mechanism was damaged recently and the key will not open the door. The lock will need to be broken in order for the door to be opened DC 14 Strength or can be attacked with a weapon AC 13 HP 10
- Investigation DC 14 - Notices a weak hinge on their cell door that could be pried off with a pointed object (ie...the nail from cell 2). DC 13 Dexterity/Strength to pry the hinge off(can be repeated)
- Door: Can be opened with the key or the hinge can be broken off from the inside. Alternatively, if the players have their weapons, the hinge can be broken off easily with a weapon, no roll required.
- DC 12 Investigation - notices a large crack in the corner of the cobblestone walls which can be pried open, creating a gap large enough to squeeze through to cell 6 DC 13 Dexterity to squeeze through the crack without getting stuck (same DC to escape being stuck, made with advantage if the player in cell 6 helps))
- Door: Can be opened with a key from the guards, or picked with a DC 16 Sleight of Hand
- A frayed rope is dangling from the ceiling, can be reached through the bars. DC 13 Strength to pull it down.
- After the rope is pulled down, a chunk of the ceiling will fall to the floor. Have the player roll a percentile dice. On an 80-100, the guards will be alerted and come in and investigate the noise.
- Door: The door has a little bend where it meets the inside frame. If the player from cell 5 enters cell 6, the two players can work together to force it off the hinge (both players make a Strength check, if the combined total beats a DC 28, they can force it open.
As you step outside your cell, the outer room comes into full view. A table rests in the middle of the room, full of discarded supplies and junk. Along one wall is an alcove filled with various adventuring gear seemingly dumped into a large pile. The opposing wall has a an archway, blocked off with iron bars and a chain hanging from the ceiling beside it. The keys to the cells are kept on the guards, so if the players wish to use the key to open their doors, hey must eliminate the guards and take the keys. D-2: Hallway - Rows of stone statues carved in the image of serpentine deities line this narrow hall. Their lifeless eyes seem to follow your every move, as if silently judging your presence. Trap: Pressure Plate: A pressure plate is hidden beneath a cracked section of the floor. Triggering it releases a volley of poisoned darts from the mouths of the statues. Perception DC 15 to notice the trap. Thieves’ Tools DC 16 to disarm. Failing results in all players in the hall making a Dexterity Saving Throw DC 15 taking 4d6 poison damage on a fail, and half as much on a success. D-3: Prayer Room - A dim glow emanates from a large stone basin in the center of the room, filled with a strange, shimmering liquid. A lone Ssarixa Priest kneels before the basin, faint whispers can be heard emanating from their lips. NPC: Ssarixa Priest, Ixthalka – Ixthalka is a Ssarixa priest (Ophidian Priest stat block) whose faith has begun to falter. Though once a devout follower of Zuulgrash, he now finds himself questioning the very beliefs that shaped his life. Burdened by the belief that his legs mark him as lesser—a cruel divergence from the divine form—Ixthalka grapples with feelings of resentment and confusion. The arrival of the outsiders has stirred something deeper within him. He sees in them a reflection of his own perceived inadequacy—condemned not for their actions, but simply for what they are. As the ritual of Ophidian draws near, Ixthalka stands at a crossroads, torn between loyalty to his people and the quiet voice of doubt urging him to intervene. Interaction Options:
- Persuasion DC 17 – Convince Ixthalka that helping them will serve Zuulgrash’s will.
- Intimidation DC 15 – Force Ixthalka to provide information on the dungeon’s layout. (Provide players with a map of the dungeon as well as the types of enemies within)
- Insight DC 14 – Discern his inner conflict and offer a path where his assistance fulfills his devotion.
- 10 clubs
- 10 longswords
- 10 morningstars
- In each of five chests, a purse containing 5 sp
- A seashell necklace (no value)
- A pewter mug (no value)
- A lump of pink coral (10 gp)
- A leather bag containing five irregularly shaped stones (no value)
- DC 14 Medacine check - The white chrystalline powder can be identified as a property used in restorative potions. If mixed with boiled water, it will turn into a paste which can be used to apply to a wound, healing 1d4 each round for 2 rounds.
- Two of the barrels full of fresh water and 1 half full of brine.
- A cask containing sea salt.
- Two buckets by the east wall contain various herbs, and the third holds rendered animal fat.
On either side of the room, near the entrance, two imposing bronze statues of serpent-like figures stand tall. Their muscular arms are raised high, each holding a curved bronze sword that crosses with the other’s above their heads in a symbolic gesture. Their faces are fierce and regal, mouths agape in an eternal hiss, exposing razor-sharp fangs. Around the neck of one statue hangs a tarnished bronze amulet.
Carvings along the walls depict kneeling figures and serpents coiled around symbols of power. Statues: Further inspection of the statues will reveal a small channel behind each tooth, converging before a small drain in the back of the mouths. With a successful DC 14 investigation, a player will notice a faint, green hew on the left fangs and upon closer inspection, can see a small hole at the tip of the fang. the opposite fang has a faint red hue but no hole at the top.
- A player may cut their hand on the right fang, taking 1d6 piercing damage. If they do, read the following description:
The mixture begins to glow faintly, the light pulsing as it disappears deeper into the statue. You watch as the glow travels down through its chest, illuminating the bronze from within like molten metal. The light vanishes behind the amulet resting around the statue’s neck. Then—click—the amulet shifts, popping forward slightly, its surface now shimmering with a soft green glow. It hangs loose, waiting to be taken. Amulet of Serpent’s Favor – So long as the amulet is worn by the creature who performed the rite on the statue, the wearer gains immunity to poison. Additionally, increases the wearers hit point maximum by half of their current hit point maximum. Curse - All healing received by the wearer is reduced by half (rounded down). D-8: The Snake Pit - Two sets of three pillars run on either side of this room and the walls are lined with trophy heads of various creatures. In the center of the room, on either side, two large snakes stand, looking at a dark skinned figure. The dark skinned figure shifts slightly so get a better view of you from around one of the snakes and as he does, he raises his arm toward you and you see where his hand should be, instead are 5 snakes, intertwined and writing around individually, snapping toward you. He speaks something in Draconic (Kill the Intruders) and as he does, the two snakes turn in your direction, poised to attack. Trophy Heads: The trophy heads are as follows, from north to south:
- West wall: giant crayfish, carrion crawler, hippopotamus, hobgoblin, sahuagin
- East wall: brown bear, lion, shark, giant frog, another shark
This is the final room before reaching the sacred grounds and facing Zuulgrash. None of the enemies in this room are immediately alerted to the parties presence, and they appear to be a routine contingent of guards, protecting the entry to the outside world at the top of the stairs.
Enemies (As per Crippled God Foundry Stat Blocks)
- Ophidian Priest
- Nightmare Speaker
- Mouth of the Serpent God
- Ophidian High Priest
- Ophidian Temple Guard - x2
- A creature who twists one of the spokes immediately gains 1 of the follwing:
- Regain 5 levels worth of spell slots (ie...two 1st lvl and one 3rd level, one 5th level, one 2nd level and one 3rd level etc...)
- Regain all uses of 1 feature that is regained upon completing a long rest. (ie...Regain action surge, regain all uses of channel divinity, regain all hit points etc...)
The Sacred Grounds
Note - I have left the top piece of the temple STL free and not glued to the rest of the temple, so that the Quetzalcoatl can be placed atop it (as seen in the photos) for a bit more "awe" factor. When setting up the battle map, I place the top piece onto it, then remove it and replace it with The Quetzalcoatl miniature after reading that part of the description. Climbing the final steps, you push aside hanging vines and emerge from the cool darkness into the dappled light of a vibrant jungle. Thick canopies stretch high overhead, casting dancing shadows across moss-covered stone. Before you lies a great clearing, framed by a wide stone archway whose ancient surface is etched with serpentine carvings nearly faded with time. As you step through, the jungle gives way to a broad open courtyard, its perimeter scattered with partially overgrown stone outbuildings and crumbled ruins. Towering over it all in the distance is a massive ziggurat, its terraces rising ominously skyward through the jungle mist. As the players step into the middle of the cleargin: As you approach, the ground begins to rumble as a monstrously large snake emerges from the top of the ziggurut. Its body continues to flood out, wrapping itself around the top half of the temple, and as it begins to settle, 4 large wings unfurrow, revealing the full scale of the creature. The snake, adorned with vibrant colours, stands magestically in this jungle, its mouth closed and its long tongue slithering in and out rapidly as it takes in the sight of these foreigners in its palace. As it begins to speak, its mouth opens both horizontally and vertically, split into four sections it says: "Sssssso eager to be made Ophidian were you, that you chose to present yourself before me? Now, tell me, why do you think you are so above the divine, that you can slaughter its children to take your blessing before it is time?" Roleplaying Zuulgrash - Zuulgrash is a self-proclaimed diety. He has convinced and entire civilization to worship him and belives that he is the all devine being. Below are some pointers to aid in roleplaying as Zuulgrash.- Speak in a soothing, melodic voice that carries serenity and certainty, as though every word is an eternal truth. He is never angry—only disappointed, curious, or pitying. His words should feel like a sermon or lullaby.
- Zuulgrash never doubts himself. Every statement is made as if it is obvious and beyond question
- He genuinely believes he is saving others, not harming them. He will express pity for those who resist the Rite of Ophidian, not malice
- He often refers to himself in a divine third person or speaks in grand, prophetic language
- He adores his worshippers and sees their devotion as validation. He may refer to them as “my children” or “those I have uplifted
- "All beings long for purpose. I give them that purpose."
- "To shed your lesser form is to ascend."
- "You cling to your flawed shell, unaware of the glory that awaits. It is not anger I feel—but sorrow."
- "Zuulgrash is the sky, the feather, the fang. He does not take—he offers."
- "You do not yet understand, but you will. All do, in time."
- "The serpent lies coiled in every heart. I only awaken it."
Zuulgrash Encounter
Zuulgrash, though not a real god, does hold power over the region surrounding his ziggerut. He is able to manipulate the space on the material plane, within the sacred grounds. Interplanar Prison - One of the ways he is able to manipulate the space is with the Interplanar Prison (I use the Corridor from Terrain Pieces).- 1 player, selected at random, is trasnported to the Interplanar Prison at the top of each round
- While in the Interplanar prison, A player cannot move, take actions, bonus actions, or reactions
- The player inside the Interplanar prison does not exist on the material plane and cannot interact with the other players until they are released
- They appear within, to the other players, as more of a spectral version of themselves, and vise versa for the player within
- At the top of the next round, a new player is selected at random
- A player may break the player in the interplanar prison out, by dealing 30 damage to it in 1 round
- Doing this 4 times will break the prison, perminently
The interplanar prisons intention is not to preclude players from the encounter, but to add an extra layer to the encounter and make the players decide where they want to put their damage. If players are ignoring the Interplanar prison, if may with to allow the player within to make an Insight or Perception check, allowing them to ascertain that the prison itself is destructible.
“Your journey across the open sea ended in chaos—a storm that tore your vessel apart and cast you into the merciless embrace of the waves. Now, you awaken alone in a cold, damp cell, the nearby sounds of other prisoners echoing through the darkness. Foggy recollections of your serpentine captors linger in your mind, their intentions shrouded in an unsettling dread. You must work together with your fellow captives to escape this island of ancient secrets… for should you fail, a fate far worse than death awaits.”
Character Creation
Edition: 5e
Level: 10
Stats: Point Buy
Gear:
- Starting gear
- 1x +1 Weapon or Armour
- Potion of Healing - 1 point
- Uncommon - 2 points
- Rare - 3 points.
- Very Rare - 5 Points
Comments