ShadowDark RPG - Vessel of The Scaled Sovereign
ShadowDark RPG - Vessel of The Scaled Sovereign
Monsters
Constrictor Cobra 12 The Dungeon
Pharaoh 12 Background 22
Viperman 13 Factions 23
Metal Snake Golem 13 Rumors 24
Daughter of Sett 14 Random Encounters 24
Chosen of Bast 15 Areas 1-25 25
Bast 16 Maps 36
Ancestry
Serpentfolk
Cunning and ruthless, the
serpentfolk are descendants
of an ancient race. They
embody aspects of all snakes.
d6 Serpent Trait
Adder: You have a 1d4 bite attack; use S or D to hit; target
1 must succeed on CON check equal to 8 + LV or take additional
1d4 poison damage.
3 Cobra: You have a 1d6 venom spit attack; N range; use D to hit.
5
Ancestry
d4 Serpentine Appearance
You have a snake's head and tail, and a human's torso and
1
arms.
2 You have a human head and torso atop a snake's tail
3 You have a snake's head atop a human body
4 Snake eyes and patches of scales , otherwise appear human.
6
Classes
Serpent Hunter
Tru� me þe �ly good snake is a dead
snake. You c� quote me � þat.
Armor: all armor and shields
Hit Dice: d6
Weapons: Club, Dagger, Javelin,
Shortbow, Shortsword, Spear, Staff
Languages: Reptilian
Soul Sworn: You have pledged your soul to a primal god in exchange
for power. Choose one of the following gods to serve:
• Hawk: You have advantage on initiative rolls. Gain a bonus to
attack rolls equal to one plus half your level.
• Mongoose: The DC to resist any poison is reduced to 9. Gain a
bonus to damage rolls equal to one plus half your level.
Class Talent
Reptilian creatures have disadvantage on damage rolls
2
against you.
3-6 +2 to Strength or Dexterity
Rune Bearer
Mysterious scholars that inscribe
powerful symbols to protect their
friends and gain insights on their
enemies.
8
Classes
Runebearer Runes by DC
1. Abundance (DC11): For 5 rounds, all XP you gain is doubled. This
cannot be used during Carousing.
7. Elk (DC13): All far allies you designate gain a +4 bonus to AC for 1d6
plus half your level rounds.
8. Water (DC13): All far enemies must succeed on a DEX check equal to
your carving check or fall and remain prone for 1d6 plus half your lvl
rounds. All actions made at disadvantage during this time.
9. Yew (DC14): You can ask a corpse one question. It will give an
honest, one sentence response.
10. Sun (DC14): All near allies regain 2d8 hit points.
11. God's Breath (DC15): One close ally is cured of one disease,
condition, or restores 1d4 plus half your lvl Ability Score damage.
12. Tyr (DC15): For 1d6 plus half your level rounds, you and all near
allies have advantage on attack rolls against chaotic creatures. Your
weapons become magical and deal +3 damage for the duration.
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Classes
1 2 3
4 5 6
7 8 9
10 11 12
Class Talent
2 1/day: Ignore a failed rune carving check. Multiple rolls stack.
3-6 +2 to Strength, Dexterity, or Intelligence.
7-9 +1 to Rune Carving checks.
10,11 +1 to attack or damage rolls.
12 Choose one option or +2 points to distribute to ability scores.
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Classes
Serpent Whisperer
I c� influence ��hing
wiþ scales, no ma�er its size
or temper�ent.
Armor: Leather Armor
Hit Dice: d6
Weapons: Dagger, Javelin, Shortsword, Spear
Languages: Reptilian
Serpent's Venom (3/day): The next weapon attack you make deals an
extra 1d6 damage. Add additional damage dice equal to half your level.
Additionally, creatures must succeed on a DC15 CON check or move at
half speed for one round.
Sticks to Snakes: On your turn, you may attempt to turn one wooden
object a near creature is holding into a nonvenomous snake, which will
attempt to flee. The DC for the check is equal to 8 + the creature's LV.
The transformation lasts 1d4 + half your level rounds, at which point it
turns back into the object.
Class Talent
2 Your Serpent's Venom DC increases to 18. Reroll if rolled again.
3-6 +2 to your Dexterity or Charisma score.
7-9 Gain a +1 bonus to Sticks to Snakes checks.
10,11 Gain a +1 bonus to attack rolls.
12 Choose one option or +2 points to distribute to Ability Scores
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Classes
Darkblade
A powerful warrior who has learned
blood magic to empower their strikes.
Constrictor Cobra
A 7-foot snake with brown scales and a narrow hood. It wraps itself
around prey, then uses its venom to weaken it.
Pharaoh
A serpentfolk with the head of a cobra. They
command small groups of vipermen and
answer to the Chosen of Sett.
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Monsters
Viperman
A serpentfolk with features of adders
and rattlesnakes. Vipermen are quick
and resilient.
Daughter of Sett
A titanic 50-foot serpent with night-black scales and bony ridges
along her back. Often lead lives of comfortable imprisonment.
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Monsters
Chosen of Bast
A powerful serpentfolk spellcaster augmented by scientific devices. They
are singularly devoted to their mission for Bast. They command
pharaohs and vipermen.
Control Helm: Unlocks all doors in the temple. The wearer can
command all Far snakes. 1/day: Shoot lasers from eyes; +3 to hit, Near
(1d8)
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Monsters
Bast
“What you do will not matter. I am destined to rule this universe.” An
arrogant and tyrannical Visayan lich warlord, Bast has always had a
talent for both magic and warfare. Bast quickly ascended in power and has
elaborate technology and powerful magic at his disposal. Bast has been
known to keep many apprentices he whispers arcane or technological
secrets to. In return, he is sent souls and information on planets he has yet
to conquer.
AC 16 HP 75 ATK MV F (fly) S +3 D +2 C +1 I +3 W +2 Ch +4 AL C LV 12
Green Fire: Target takes 1d4 Star Burst (CHA spell): DC13. Up to
damage per round until four near enemies take 3d8
extinguished. Requires a DC15 damage.
DEX check on the target’s turn.
Ancient Whisper (CHA spell):
Transmogrify (CHA spell): DC14. DC12. All far enemies lose any Luck
One near creature with arms. One Tokens and cannot regain them for
arm becomes a hostile snake for 3 3 rounds.
rounds (AC10; HP5; Atk bite, +2,
1d4). Lich Lord: When reduced to zero
hit points Bast’s body dissolves into
Entomb (CHA spell): DC13. One dust. Unless his Secret Journal* is
far creature becomes trapped in found and destroyed, he is
sand for 1 round. 1d6 damage and resurrected in 1d10 days.
the creature loses their turn.
*It is unlikely that Bast’s Secret
Healing Strike (CHA spell): DC13. Journal will be with him during this
The next weapon or spell to adventure. This provides the DM an
damage Bast instead heals him opportunity to make Bast a
the same amount. Heals damage, recurring villain.
but does not regrow limbs.
17
Monsters
Segmented: For every 17 damage Bast takes, he loses one limb (in
the following order):
• Right arm (loses Green Fire attack)
• Left arm (loses Transmogrify spell)
• Right leg (loses Entomb spell)
• Left leg (loses Healing Strike spell)
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Items
Gallery of Items
The arm can understand simple commands such as open, press, pull,
push, etc. If the arm has AC8 and 10 HP. If the arm is reduced to zero
hit points, it is rendered useless. The arm can be repaired with 10
minutes of work, at which point it restores 1d6 hit points.
Festering Octahedron
An eight-sided, apple sized, metallic object that smells of pestilence.
Roll below to activate.
d8 Octahedron
The smell worsens and you take 1
1
damage every round for 1d6 rounds.
The smell worsens and a hostile snake
2,3
swarm is summoned to your location.
4,5 Nothing happens
The smell diminishes and you or one ally
6,7
gain a Luck Token
8 The smell diminishes and you gain 1 XP
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Items
Control Helms
This item is worn on your head.
The wearer of the helm can
mentally command all mundane
snakes.
In addition, the helm may be
used to lock and unlock any
door within the fallen vessel
temple. Any character wearing a
helm can communicate with
others wearing a Control Helm
with a successful DC18
Intelligence check.
1/day: the wearer of the helm
can shoot beams from their
eyes, +3 to hit (1d8).
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Items
d6 Snake Transformation
1-2 Your tongue becomes that of a snake.
Your eyelids fade away and your eyes
3-4
become that of a snake.
You grow patches of scales along your
5-6
shoulders and thighs.
Esper Crystal
This item can be used to
communicate with any creature in
the multiverse. A DC18 INT check is
required to learn how the item
works.
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Items
Skull Helms
This blasphemous artifact is created with
giant’s skulls and the scales of various
reptiles.
Benefit: While wearing the helm, your AC
is 17. 1/day, When you are reduced to 0 hit
points, you may attempt a DC15
Constitution check to remain at 1 hit
point.
Curse: You no longer benefit from having
a positive Charisma modifier. Giants will
always respond to you with hostility.
Divination Orb
Large, heavy, obscured by a shimmering
green mist. Any class or background tied
to divination may attempt to use the
divination orb.
The character must state who or what
they wish to see, then make a DC15 INT
or WIS check (player’s choice). If
successful, the player sees a vision for up
to 1 minute.
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Vessel of the Scaled Sovereign
The Dungeon
Background
Over 1,000 years ago, extraterrestrial serpentfolk conquerors -
Visayan - exploring the cosmos set their sights on this world. They
sent out a ship to scout the world's inhabitants and gather
information about the environment. The ship met catastrophe
before entering the atmosphere. Struck by a meteor, the ship
crashed into an ancient jungle. Very few of the original crew
survived. Those that did immediately set out to make this world
their own. The ancient people revered the fallen people as gods.
Using this to their advantage, the Visayan used the people for
labor, procreation, and sacrifice. A temple was built around the
fallen vessel. Eventually, the Visayans were able to reestablish
their communications on the ship, but they were doomed to be
forgotten as a failed mission. Still, the fallen continued to send
messages every so often in a vain hope that someone would hear
them. Years passed, and weekly messages became bi-weekly,
which became monthly, continuing this pattern until a message
was being sent out once a year.
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Vessel of the Scaled Sovereign
Factions
Descendants
Vestige of the Visayans
Snake-Touched
Cursed but not broken
Settlers of Anvil
This land will be theirs
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Vessel of the Scaled Sovereign
The floors and ceilings of the vessel have electric lights in both
the floor and ceiling that illuminate as creatures walk. It stays
illuminated a double Close distance. They shut off after 3 rounds
without sensing movement. You won’t need a torch for this
adventure (but keep that a secret from the players!). All
hallways illuminate this way; rooms that don’t will be noted in
their description.
d8 Rumors
The local lord’s advisor was discovered to be a serpentfolk in
1
disguise!
2-4 The magical devices of the serpentfolk are not of this world.
d6 Random Encounters
1 A Chosen of Bast and one Metal Snake Golem
A crackling voice comes from the ceiling. It says, “All systems
2
operational.”
3 1d4 + 1 Constrictor cobras patrolling with a Pharaoh
4 1d6 Vipermen moving 1d8 prisoners
Power Surge! All lights illuminate a near area for 1 round,
5
then go dark for 3 rounds
Two Chosen of Bast, one Pharaoh, and 1d4 Vipermen
6
preparing for a raid
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Vessel of the Scaled Sovereign
1. Entrance
Cave mouth opening into a carved stone temple. There are
carvings of snakes and humanoids with snake features. 2:6
chance that one viperman is moving with captured prisoners.
Leads to: Area 2. Trap: Double scythe trap in the ceiling leading
into Area 2 +6 to hit (2d6). It can be deactivated with a button on
the east wall (investigation reveals it is a snake's eye).
2. Receiving Hall
The natural ground gives way to smooth, carved floor tiles. There
are carvings of a shooting star, followed by snake-men rising from
a crater, repeated on the north, east, and west walls. Leads to:
Areas 3 and 13.
4. Prison Cell
Locked metal door. It can only be opened with a torchkey (p.20)
or a DC20 STR check. Within are 1d10 prisoners. They are weak,
starving, and scared. They have no knowledge of the temple, and
only wish to be free. There is a 1:6 chance there is a Settler of
Anvil who is willing to fight (statistics below). Leads to: Area 3.
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Vessel of the Scaled Sovereign
5. Armory
Smooth stone walls hold weapons racks and armored
mannequins. There is a 4:6 chance that there are two vipermen
and one pharaoh here. Secret Door: Investigation reveals the
south wall is a revolving door. Leads to: Areas 3 and 6.
6. Treasure Room
Hidden behind the revolving door in Area 5. This room doesn’t
illuminate like the rest of the vessel; it has a hanging light. There is
a switch to turn it on and off on the east wall. There are two
chests, a torchkey hanging on the wall, and a festering
octahedron sitting atop an iron tripod. The room is guarded by a
metal snake golem. It attacks anyone who does not have a
torchkey, skull helm, or a control helm. Both of the chests are
locked. They each contain 2d100 gold pieces and 1d12 gems
worth 150 gp each. One chest has a skull helm wrapped in a cloth
(total XP: 6). Leads to: Area 5.
7. Dining Hall
The hallway leading to this room is trapped. Any humanoids who
pass through without speaking the name “Bast” are trapped as
they reach the mid way point. Trap: Stone doors will drop down
on each end of the hallway, and poison gas fills the room over 2
rounds; DC15 CON check each round or take 1d6 poison damage.
This damage is subdual. If the entire party falls, they wake in Area
4. The stone doors raise after 5 rounds. Within the hall: There are
1d6 vipermen and one pharaoh here at any given time. Leads to:
Areas 3, 8, 9, 10, and 18.
8. Brewery
There is a potent smell of yeast and fruit as players ascend. There
are three vipermen attending to wine, mead, and beer. In the
western nook, there is a shelf with 1d10 + 5 aging bottles, each
worth 25 gp (total XP: 1/four bottles found). Leads to: Area 7.
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Vessel of the Scaled Sovereign
9. Pantry
The temperature drops noticeably as characters descend. Strange
humming and small fog clouds can occasionally be seen from
small vents in the ceiling. Crates and barrels of foodstuffs can be
found here.
10. Kitchen
The door to this room is not locked. Within are cooking utensils. In
the center of the room is a table covered by a grate with dials in
front of them. Underneath is a metal oven with a glass door. Leads
to: Area 7 and 9.
12. Laboratory
The walls of this chamber show carvings of a robed figure drinking
a potion, falling into a cauldron, and rising out of it. Alchemical
apparatus stand on tables along the east wall in this room. The
west wall contains a shelf with four potions of healing and two
vials of viper venom (p.22). Leads to: Area 11 and 13.
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Vessel of the Scaled Sovereign
Traps: Fangs along the north and south of the room. Any non-
snakefolk or snake creature that comes Close to the fangs is
attacked; +5 to hit (2d8). The vipermen are well aware of this and
use it to their advantage. Leads to: Areas 2, 12, 14, and 15
Trap: Any creature that walks up the altar without praising Sett is
attacked by the statue’s chains. DC15 DEX or become restrained.
It will require a DC15 STR or DEX check to escape. This alerts all
Chosen of Bast to intruders, who arrive in 1d4 rounds with 1d6
Vipermen. Leads to: Areas 2 and 13.
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Vessel of the Scaled Sovereign
16. Library
Shelves are carved into the stone walls of this chamber. There
are books on snakes, history, and magic. 1:6 chance that there is
a Chosen of Bast here. Leads to: Areas 13, 15, 17, and 18.
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Vessel of the Scaled Sovereign
Blessing
1 Snake Scales: Patches of scales cover your vitals. +1 AC
Snake Speed: You gain a bonus to initiative equal to half
2
your level (round down).
Snake Strike: When you hit a creature with a stabbing
3
weapon, you gain advantage on the damage roll.
19. Hatchery
The Hatchery is always illuminated with yellow orbs along each
wall. Clutches of eggs are throughout the room. There are always
1d6+2 constrictor cobras (p.13) protecting the eggs. If any eggs are
broken, the Daughter of Sett enters the chamber the next round.
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Vessel of the Scaled Sovereign
The Altar: A blood red scimitar is in a scabbard set into the stone.
There is a hidden compartment containing 30 gold pieces (used in
sacrifices).
Is Bast here?
Remove the roll and have a sacrifice already taking place. One
Chosen of Bast, two Pharaohs, and two Vipermen oversee the
ritual and are joined by Bast in the next round.
Investigating: The table shows the map of any area within 10 miles.
Players will notice the village of Anvil is illuminated in red. Operating
it requires a DC15 INT check.
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Vessel of the Scaled Sovereign
Investigating: A successful DC15 INT check lets PCs learn that the
buttons and wired cones are used for communicating with the entire
temple.
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