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ShadowDark RPG - Vessel of The Scaled Sovereign

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100% found this document useful (6 votes)
2K views40 pages

ShadowDark RPG - Vessel of The Scaled Sovereign

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Vessel of the Scaled Sovereign

Concept and Layout by Dave Thaumavore


Writing and maps by Randall Jacob Savala
Artwork by Midjourney v5

Writing & maps © Randall Jacob Savala. All Rights Reserved.


Artwork © Dave Thaumavore. All Rights Reserved.
Permission given to print for personal use only.

Vessel of the Scaled Sovereign is an independent product


published under the ShadowDark RPG Third Party License
and is not affiliated with The Arcane Library, LLC.
ShadowDark RPG © 2023 The Arcane Library, LLC.
Table of Contents
Ancestry Gallery of Items
Serpentfolk 4 Tricky Rubber Arm 18
Festering Octahedron 18
Glowing Torch Key 19
Classes Control Helms 19
Serpent Hunter 6 Potion of Snake Transf. 20
Rune Bearer 7 Esper Crystal 20
Serpent Whisperer 10 Skull Helm 21
Darkblade 11 Vial of Viper Venom 21
Divination Orb 21

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.

Boa: Creatures you hit with melee attacks become grappled.


2
Escape DC equals 8 + LV.

3 Cobra: You have a 1d6 venom spit attack; N range; use D to hit.

4 Python: Gain a +1 bonus to INT checks to stabilize allies.

Rattlesnake: Morale checks for enemies are increased to


5
DC17.
Sea Snake: You can swim in any armor you wear. You can hold
6
your breath for 5 rounds before needing to resurface.

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

Sworn Enemy: When attacking reptilian creatures, you have a bonus


to damage rolls equal to your Strength or Dexterity modifier (chosen
at level 1). You can always locate a reptilian creature you are hunting.

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

7-9 Gain a +1 bonus to attack rolls.


Choose one ability score: you have advantage on checks
10,11
with the chosen ability score.
Choose one option or +2 points to distribute to Ability
12
Scores.
7
Classes

Rune Bearer
Mysterious scholars that inscribe
powerful symbols to protect their
friends and gain insights on their
enemies.

Armor: chainmail leather armor,


shields
Hit Dice: d4
Weapons: Club, Crossbow, Dagger,
Mace, Staff, Warhammer
Languages: Dwarvish, Giant

Perthro: On your turn, roll 1d6 and call


"even" or "odd". If you call correctly,
choose one of the following effects which
lasts until used (you lose this ability if you
fail two calls in a row.):
• Giant’s Strength: One ally deals
maximum damage on their next
Lv Runes Known
successful attack.
1 3
• Birch: One ally may reroll a failed
spellcasting or focus check. 2 4
3 5
Rune Carving: You can carve runes you
know. You know 3 Runes (detailed below). 4 6
Each time you gain a level, you learn a 5 7
new rune. To carve a rune, you must 6 8
succeed on an INT check equal to the DC
for the rune. If you fail on the check, you 7 9
cannot cast that rune until you complete 8 10
a rest. A natural 1 on a rune carving check
9 11
results in 1d6 damage to you and the loss
of all runes until you complete a rest. 10 12

8
Classes

Runebearer Runes by DC
1. Abundance (DC11): For 5 rounds, all XP you gain is doubled. This
cannot be used during Carousing.

2. Ice (DC11): One near creature takes 1d6 damage.

3. Joy (DC11): One creature you touch has advantage on Intelligence or


Wisdom checks for 3 rounds.

4. Endurance (DC12): All near allies have advantage on Constitution


checks for 5 rounds.

5. Horse (DC12): You speak a one-sentence telepathic message to a


number of near creatures equal to one plus half your level. Creatures
receiving the message can respond with one sentence.

6. Torch (DC12): One open hand ignites in a harmless flame. It


illuminates a near area for 1 hour.

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.

9
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.
10
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

Reptilian Influence: Reptilian creatures you interact with begin at


neutral or higher on the reaction table, and reptilian humanoids you
interact with begin at suspicious or higher on the reaction table
(ShadowDark RPG, p. 113).

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
11
Classes

Darkblade
A powerful warrior who has learned
blood magic to empower their strikes.

Armor: Leather Armor, Shields


Hit Dice: d8
Weapons: All weapons

Blood Sacrifice: On your turn, you may


sacrifice 1 + half your level hit points.
Doing so grants you a bonus of 1 + half
your level to both Armor Class and
attack rolls for 3 rounds.

Shadow Weapon: You can sacrifice hit


points in order to create a weapon out of
pure darkness. Using the bottom left
table, state the hit points sacrificed and create the weapon. You may
move the weapon up to near on your turn and make an attack from its
position. Use your to-hit bonus for the attack. The weapon deals damage
according to whichever weapon you summoned.

It is possible to drop to zero hit points using either of these features.

Shadow Weapon Class Talent


You create a weapon that You may move your Shadow
1d4 2 Weapon far on your turn.
deals 1d6 damage.
Reroll if rolled again.
You create a weapon that +2 to Strength, Dexterity, or
1d6 3-6
deals 1d8 damage. Constitution score.
You create a weapon that Gain a +1 bonus to damage
1d8 7-9
deals 1d10 damage. rolls.
You create a weapon that 10, Blood Sacrifice lasts one
1d10
deals 1d12 damage. 11 additional round.
You create a weapon that Choose one option or +2
1d12 deals 1d12 + half your level 12 points to distribute to ability
damage. scores.
12
Monsters

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.

AC 14 HP 17 ATK 1 bite, +4 (1d6 +


constrict + venom) MV N (climb) S +3
D +4 C +1 I -2 W +1 C -3 AL N LV 3

Constrict: Target is restrained (DC14


STR to escape). 1d4 damage at the
start of the cobra's turn and cobra has
advantage on attack rolls against the
target.

Venom: DC15 CON check or target


loses 1d4 STR (restored after a rest).

Pharaoh
A serpentfolk with the head of a cobra. They
command small groups of vipermen and
answer to the Chosen of Sett.

AC 15 HP 30 ATK 1 bite, +4 (1d6 + poison)


and 1 venom spit (N), +4 (1d4 + disorient) or
1 confounding hood MV N (climb) S +3 D +3
C +1 I +2 W +1 Ch +4 AL C LV 5

Disorient: Target has disadvantage on all


attacks and sight-based checks for 2
rounds.

Poison: DC15 CON check or drop to zero HP


and suffer disadvantage on death timer roll.

13
Monsters

Viperman
A serpentfolk with features of adders
and rattlesnakes. Vipermen are quick
and resilient.

AC 14 HP 23 ATK 1 razor whip (N), +3


(1d6) and 1 bite, +3 (1d6 + poison) MV N
S +2 D +3 C +2 I 0 W +1 C +1 AL C LV 4

Poison: DC12 CON check or lose


movement on next turn.

Recovery (1/day): Viperman can heal


1d6 HP (doesn’t require an action).

Metal Snake Golem


A sturdy snake built from segmented
metal plates. Built to guard crypts and
powerful spellcasters.

AC 17 HP 17 ATK 1 bite, +4 (1d6 +


constrict) MV N (climb) S +3 D +4 C +1 I
-2 W 0 Ch -3 AL N LV 3

Constrict: Target is restrained (DC14


STR to escape). 1d4 damage at the
start of the golem's turn and golem has
advantage on attack rolls against the
target.

Construct: Immune to morale checks


and mind-altering magic.
14
Monsters

Daughter of Sett
A titanic 50-foot serpent with night-black scales and bony ridges
along her back. Often lead lives of comfortable imprisonment.

AC 18 HP 55 ATK 1 bite, +5 (1d12 + swallow), 1 slam, +5 (2d10) or


1 Death Rattle (see below) MV F (climb) S +5 D +4 C +3 I +1 W +2
C +3 AL C LV 7

Death Rattle: DC20 CON check or take


1d10 damage and lose next turn.

Swallow: DC15 STR or swallowed


whole. Total darkness and 2d8 damage
each round. Regurgitation if 15 damage
is dealt in a single turn from the inside.

15
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.

AC 17 HP 41 ATK 1 electric tail, +2 (1d8 + stun) and 2 spell +6 MV N (fly)


S 0 D +2 C +1 I +3 W +3 Ch +4 AL C LV 6

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)

Stun: DC14. DEX or suffer disadvantage on attacks for 1 round.


Targets wearing metal have the check increased to DC16.

Entomb (CHA spell): DC13. One Far creature becomes trapped in


sand for 1 round. 1d6 damage and the creature loses their turn.
Falsehood (CHA spell): DC12. All
near humanoids appear as a Chosen
of Bast for 5 rounds. DC14 INT to
discern true forms.

Protection Sphere (CHA spell):


DC14. Absorbs 10 points of damage.
Lasts until destroyed.

Transmogrify (CHA spell): DC14.


One near creature with arms. One
arm becomes a hostile snake for 3
rounds (AC10; HP5; Atk bite, +2,
1d4).

16
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.

A Note on Fighting Bast


The titular enemy of this dungeon does not necessarily make an
appearance. His legacy should loom larger than his actual
showing up and fighting. But he is an option for one last fight.

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)

18
Items

Gallery of Items

Tricky Rubber Arm


This item is a hand and forearm made of rubber attached to a
telescoping staff. You can extend the arm out to a double close range.

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

19
Items

Glowing Torch Key


This strange electronic device is used to unlock doors and bypass
traps within the Vessel. Torch keys can also be used as torches,
providing light in a near radius for 1 hour of real time.
Benefit: Torch keys can be used to unlock any door within the
vessel. Torch keys can also be used to bypass certain traps.
Activating a torch key requires an action.
Risk: A torch key that is used as a torch for more than 30 minutes
loses the ability to bypass traps. A torch key used as a torch for a full
hour loses all functionality.

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).
20
Items

Potion of Snake Transformation


This potion is a thick yellow syrup that tastes like
mud. Upon drinking the potion, you must succeed
on an extreme (DC18) Constitution check or lose
your current ancestry and become a Serpentfolk
(you can choose to fail this check). On a successful
check, you retain your ancestry, but develop a
serpentine mutation.

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.

Failing the check results in 1d6


damage and 1 point of INT loss
(restored after a rest). The crystal is
heavy and requires three gear slots
to carry.

21
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.

Vial of Viper Venom


This potent venom can be applied to slashing
and stabbing weapons. Each vial contains 2
doses. When you hit a creature with an
envenomed weapon, they take an additional
1d4 damage and must succeed on a normal
(DC12) Constitution check or suffer
disadvantage on attack rolls and ability
checks for 1 round.

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.

22
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.

It would be 500 years before the fallen were sent a reply. An


ambitious sorcerer warlord by the name of Bast received the
message and sent the Visayan descendants instructions to prepare
for his return. Emboldened by this new voice, the Descendants
began an age of intense cruelty and sacrifice. Their humanoid
followers were terrified by the sudden shift in their gods, and
began to fight back. The uprising nearly led to the Descendants'
downfall.

Descendants of the fallen Visayan vessel are now few and


scattered throughout the world. The most human appearing and
charismatic are sent to cities as ambassadors. There they secure
funding and organize the relocation of prisoners.

23
Vessel of the Scaled Sovereign

Factions
Descendants
Vestige of the Visayans

Serpentfolk descended from the


original Visayan settlers. They are
cunning and prideful, thinking
themselves superior to all intelligent
humanoids. They are loyal to Bast and
follow his orders with a cultish fervor.

Snake-Touched
Cursed but not broken

Escapees of the vessel that did not fully


transform into serpentfolk. Rejected by
both the Descendants and the Settlers of
Anvil, they have created their own
settlement. The Snake-Touched remain
distant and neutral in the fight between
both groups.

Settlers of Anvil
This land will be theirs

These are people who’ve escaped the


Serpentfolk and begun a town of their
own. They are welcoming and friendly.
Many of the settlers still share a
connection with snakes (and other
reptiles), while others connect with
creatures that are known snake eaters.

24
Vessel of the Scaled Sovereign

Lighting in the Vessel

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.

5-7 A flying, singing snake roams the halls of the vessel.


The serpentfolk have an ancient cache of treasure they never
8
touch.

Random encounters in the vessel: Check for random encounters every


3 crawling rounds, with a random encounter on a roll of 1 on a d6.

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

25
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).

d4 What is the trap trigger?


A magical red line of light across the opening at 2'
1-2
high (laser).
A strange black metal eye attached to a metal arm
3-4
follows your movements (security camera).

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.

3. Room of the Story


The walls of this room hum and glow. The carvings depict robed
snake-men leading prisoners to a crater, prisoners building a
temple, and prisoners being sacrificed on an altar by a robed
figure with a large reptilian head. Leads to: Areas 2, 4, 5, and 7.

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.

26
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.
27
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.

There is one Snake-touched (Galileo) hiding behind crates. They


managed to escape Area 18, where a “titanic snake” resides. They
were doomed to be snake food, and will offer knowledge of Area
14 to anyone who can lead him out of the temple. Leads to: Areas
7, 10, and 18.

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.

11. Snake Pen


This room is always lit with yellow bulbs on each wall. The metallic
door to this room is locked and can only be unlocked with a control
helm or torchkey. This is where snakes are kept and bred. Anyone
who enters without a control helm (p.20) is attacked by two snake
swarms and a constrictor cobra (p.13). Within waste piles, there is
a total of 100 gold pieces and an emerald worth 75 gp (total XP: 1)

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

13. Weapons Training


Sounds of weapons clashing and grunts can be heard. There are
six vipermen training here. They immediately engage characters
they see or hear.

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

14. Chapel (Room of Worship)


The chapel is always illuminated with candles and braziers. This
room has 10 stone benches spaced equidistant facing a raised
metallic altar. Atop the altar is a statue of a snake with 3 sets of
manacles attached to its mouth. Behind the statue is a locked
tabernacle (DC12 to open) containing a sacrificial dagger, potion
of snake transformation, and a torchkey. (XP total: 5)

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.

15. Living Quarters


This is where the vipermen and pharaohs reside (see “Common
Area” below). There are 1d6 vipermen and one pharaoh here at
any given time. Leads to: Areas 13, 16, and 17.

A. Viperman Bunk: There are four bunk beds and eight


footlockers. Roll on Treasure Table 0-3 for each footlocker
investigated.

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Vessel of the Scaled Sovereign

B. Viperman Bunk: There are three bunk beds and six


footlockers. Roll on Treasure Table 0-3 for each footlocker
investigated.
C. Pharaoh Bunk: There are three beds and three cupboards.
Roll on Treasure Table 4-6 for each cupboard investigated.
D. Common Area: A table and chairs occupy this room. There is a
shelf with dice and chess boards. All vipermen and pharaohs
will be here when the area is entered.
E. Latrine: This room is concealed by a cloth that smells of sage.
Behind the curtain is nothing but waste pits.

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.

Searching: Any mundane book the PCs wish to find is here. A PC


who rolls a result of 6 on a d6 will discover the spell scrolls:
Animate Dead (ShadowDark RPG, p. 54) and Arcane Eye
(ShadowDark RPG, p. 55).

17. Meditation Chamber


This chamber has six large sitting cushions on the ground. The
walls have carvings of large snakes looking down upon crowds of
humanoid figures. Leads to: Areas 13, 15, 16, and 18.

Meditating: Anyone who spends at least five minutes


meditating and passes a DC15 CHA check is given a blessing. Roll
1d4:

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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.

4 Snake Selection: Choose one option from the table.

18. Daughter’s Room


The Daughter’s Room is always illuminated with large yellow bulbs
along each wall. This large chamber has a staircase and large
tunnels in the wall leading to Area 19. The chamber’s stone work is
far better than anywhere else in the temple. A single Daughter of
Sett (p.20) resides in this chamber, resting on a large cushion in the
center of the room. Moving through the room requires a DC12 DEX
check, with failure alerting the Daughter to the presence of food.
Combat with the Daughter signals all vipermen, pharaohs, and
Chosen of Bast, who will hide and wait to ambush surviving/fleeing
PCs. They are affected by the Daughter’s Death Rattle and don’t risk
combat while she lives. Leads to: Areas 7, 9, 10, 13, 15, 16, and 17.

Tunnels: Attempting to move down the tunnels requires a DC18


DEX check. There are no places to tie a rope or set a grappling hook.
Treasure: Underneath the cushion, is a pile of 1,000 gp, 25 rubies
worth 100 gp, and a tricky rubber arm (p.19) (Total XP: 10).

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

20. Altar of Sacrifice


The chamber is hot and humid. It smells of blood and sweat as the
PCs descend. In the bottom of the chamber is a blood stained
block. There is a small trench and a reservoir at its base. 2:6
chance that a sacrifice is taking place.

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).

Performing a Sacrifice: Any neutral or chaotic PC can offer the


life of a humanoid and 10 gold pieces to gain a boon. Lawful
creatures who attempt the ritual are struck blind for 1 day and
suffer 1d6 WIS damage (restored when blindness fades).

The boon: Neutral characters gain +1 to any ability score. Chaotic


characters gain 2 points to distribute among any ability scores.

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.

21. Torture Chamber


Moans of pain and tart smells as the PCs enter the chamber. The
walls have the repeating message, “GIVE IN TO SETT. THEY ARE
THE ONLY RELEASE. THEY ARE THE ONLY HOPE.” carved in
reptilian.
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Vessel of the Scaled Sovereign

There are four vipermen torturing peasants. Victims are on torture


tables, hanging from chains over a cauldron, and being crushed
under stone tablets. Those hanging over the cauldrons are being
forced to drink from a vial and then dropped into a cauldron full of
strange liquid. They will emerge the next round as either a Snake-
Touched - in which case they’ll be fed to the Daughter of Sett - or a
viperman, who will be a loyal servant in 1d4 rounds; they’ll writhe
in pain until that time.

Investigating: Daggers, whips, and other tools of torture can be


found here. In addition there are 1d4 - 1 bottles of potion of snake
transformation (p.21). It is possible all bottles have been used.

22. War Room


The door to this room is locked and can only be opened with a
Control Helm. This room has metal panels along the wall. Strange
lights flash and beeps can be heard every few seconds. In the center
of the room, there is a large table with a glass top, dials, switches,
and buttons.

There is a 3-dimensional map of the surrounding area floating above


it. There are up to three Chosen of Bast (see Area 16: Library).
When the PCs enter, the Chosen of Bast will flip a switch on the table
to sound an alarm. All remaining vipermen and pharaohs will arrive
in this chamber each round for 1d8 + 1 rounds. The Chosen of Bast
then attempt to escape to Area 23. Leads to: Areas 19, 20, 21, 22,
and 24.

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

23. Teleportation and Scrying


This chamber has tables along the west wall with rune-carved bones,
tarot decks, and vials of blood. In the center of the room is an iron
stand holding a divination orb (p.22 for image, description below).
The east wall has a round metal platform (20’x30’) with a metal box
with buttons and levers standing next to it.

Investigating: All manner of mundane divination equipment can be


found here. Everything on the table - bones, tarot, and vials - would
fetch 20 gp.

Divination Orb: Large, heavy, obscured by a shimmering green mist.


Any class or background tied to divination may attempt to use the .
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. (p.22 for image)

Metal Platform: This is used by the Chosen of Bast to teleport across


the world. The standing metal box has numbered buttons for
coordinates and a lever to activate the teleportation. A DC18 INT
check is required to figure out how to use the teleportation center. A
natural 1 on the roll results in the mechanism breaking down.

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Vessel of the Scaled Sovereign

24. Leaders’ Quarters


This is where the Chosen of Bast rest. Each room, except the
Communication Center is worked stone. 2:6 chance that there is a
Chosen of Bast resting here. All cupboards are locked. Leads to:
Areas 19, 20, 21, 22, and 23.

A. Bunk: One bed and one cupboard. Roll on Treasure Table 4 - 6


(ShadowDark RPG p.272 - 273).
B. Bunk: One bed and one cupboard. Roll on Treasure Table 4 - 6
(ShadowDark RPG p.272 - 273).
C. Latrine: Covered by a curtain that smells of sage. Behind is nothing
but waste.
D. Bunk: One bed and one cupboard. Roll on Treasure Table 4 - 6
(ShadowDark RPG p.272 - 273).
E. Bunk: One bed and one cupboard. Roll on Treasure Table 4 - 6
(ShadowDark RPG p.272 - 273).
F. Communication Center: This room has walls with metal panels. In
the center of the room stands an Esper Crystal. The walls have
dials, buttons, and small wired cones with metal screens.

Investigating: A successful DC15 INT check lets PCs learn that the
buttons and wired cones are used for communicating with the entire
temple.

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. Failing the check results in 1d6 damage and 1 point of
INT loss (restored after a rest). The crystal is heavy and requires three
gear slots to carry. (p.21 for image)

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Vessel of the Scaled Sovereign

25. Throne Room


This large chamber has worked stone walls and a smooth metal
floor. In the center of the room, a spherical rotating chair sits upon
a raised metal platform. The wall has carvings of a snake slithering
through a starry sky. Banners picturing a tall, undead viperman
hang throughout. Leads to: Areas 19, 20, and 21.

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Vessel of the Scaled Sovereign

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Vessel of the Scaled Sovereign

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Vessel of the Scaled Sovereign

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Vessel of the Scaled Sovereign

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