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The Cult of the Scale

A Short Adventure For The Shadowdark RPG

By Samuel WrightPublished 12 months ago 23 min read
The Cult of the Scale
Photo by Alice Alinari on Unsplash

King Vanaligan has put out a call for heroes and town criers are out spreading the word. His daughter, the beautiful and kindly Princess Brisentynne, has been kidnapped by a cult of dragon-worshipping snake people. Members of the cult, bald, tattooed figures in dark robes wielding magic, were seen dragging the girl off when she was picking flowers in a meadow near the royal castle. The princess, a lady-in-waiting, and a bodyguard are now missing and feared dead. Tracks followed by searchers looking for the young princess were found to lead to a dark cave with a villainous reputation as an abode of bandits and strange monsters.

One warrior who entered and tried to rescue the princess was found crucified on a tree near the cave entrance, and another knight was forced to flee for his life, reporting the presence of strange monsters and snake-like warriors in the cave. Rumour has it that the cultists seek to sacrifice her to raise a dragon from the dead.

The desperate, heartbroken king is offering a generous reward for the rescue of his daughter, offering a chest of 1,000 gold coins to whoever returns her safely to her family. Anyone who accepts this mission is given a sheet of vellum with a picture of the princess and her retinue to recognise her so she can be found, a map leading to the cave entrance (Room #1), and 100gp for supplies and weapons. More than that, the king will owe the hero who rescues his daughter a debt of gratitude and will grant what boon he can as a reward.

General

History

These caves have a long record of villainous inhabitants. The caves were excavated by an evil warrior, Lady Rienkielle, as a lair centuries ago under a low, wide, heavily forested hill that was once far from civilisation. The evil, tyrannical noblewoman was killed by a long forgotten band of heroic adventurers, and the dungeon has been conquered and altered many times since then. The caves have high ceilings soaring 40-50 feet high, so torchlight cannot even reach them. They connect to further tunnels yet to be explored. As civilisation has encroached on the wilderness, the caves are now only a day’s ride from the nearest settlement.

Walls

Natural Stone (DC 12 to climb)

Floor

Natural Stone (difficult terrain, disadvantage on acrobatics) (dense rubble, difficult terrain)

Temperature

Average

Illumination

Dark (individual creatures may carry lights). Certain rooms are lit by candles when in use.

Doors

Normal doors are marked with D. They are uniformly heavy iron doors locked and barred from the inside. Secret doors are marked with an S and are large stone segments that slide open when triggered.

Wandering Monsters

1 3x VIPERIANS Lithe, snake-headed people with cobra hoods and emerald green scales covering their bodies. AC 13, HP 13, ATK 2 scimitar +2 (1d6) or 1 javelin (close/far) +2 (1d4), MV near, S +1, D +1, C +0, I +0, W +1, Ch +0, AL C, LV 3.

They are searching the cave complex and outside forests for people to kidnap as sacrifices and food.

2 3 x CULTISTS A cloaked, wild-eyed zealot chanting the guttural prayers of a dark god. They all bear tattoos of a serpent wrapped around their necks to identify them as worshippers of the Cult of the Scale. AC 14 (chainmail + shield), HP 9, ATK 1 longsword +1 (1d8) or 1 spell +2, MV near, S +1, D -1, C +0, I -1, W +2, Ch +0, AL C, LV 2

Fearless. Immune to morale checks.

Deathtouch (WIS Spell). DC 12. 2d4 damage to one creature within close.

This group is searching for a golden idol stolen from their lair by a heretic.

3 1 x CULTIST A cloaked, wild-eyed zealot chanting the guttural prayers of a dark god. They all bear tattoos of a serpent wrapped around their necks to identify them as worshippers of the Cult of the Scale. AC 14 (chainmail + shield), HP 9, ATK 1 longsword +1 (1d8) or 1 spell +2, MV near, S +1, D -1, C +0, I -1, W +2, Ch +0, AL C, LV 2

Fearless. Immune to morale checks.

Deathtouch (WIS Spell). DC 12. 2d4 damage to one creature within close.

2 x LIZARDFOLK Crocodilian humanoids with scaly faces, claws, and tails. They dwell in swamps and rivers. AC 14 (leather + shield), HP 11, ATK 1 spear (close/near) +2 (1d6), MV near (swim), S +1, D +1, C +2, I -1, W +1, Ch -2, AL C, LV 2

This cultist is leading a pair of lizardfolk guards investigating a strange noise.

4 1 x VIPERIAN OPHID A giant anaconda body merges into a humanoid torso with a large snake head. It wears golden torcs and strings of glittering moonstones. AC 14, HP 28, ATK 3 falchion +5 (1d10) or 2 longbow (far) +3 (1d8), MV near (climb), S +4, D +2, C +1, I +1, W +1, Ch +1, AL C, LV 6

Impervious. Can only be harmed by magical sources.

1 x LIZARDFOLK Crocodilian humanoids with scaly faces, claws, and tails. They dwell in swamps and rivers. AC 14 (leather + shield), HP 11, ATK 1 spear (close/near) +2 (1d6), MV near (swim), S +1, D +1, C +2, I -1, W +1, Ch -2, AL C, LV 2

This ophid, Salzorinne, is often found patrolling the caves to make sure all of the inhabitants are doing their jobs, usually accompanied by her lizardfolk servant. When not on patrol she is in Room #6.

5 2 x VIPERIAN WIZARDS Thin viperians with scales tinged in black. They wear silk robes and silver, serpentine jewellery. AC 13, HP 37, ATK 1 dagger (close/ near) +2 (1d4) or 2 spell +5, MV near, S +0, D +1, C +0, I +3, W +1, Ch +1, AL C, LV 8

Hiss (INT Spell). DC 12. End one spell within far.

Summon Cobra (INT Spell). DC 13. Summon 1d4 loyal cobras that appear within near. They leave in 1d4 rounds.

Venom (INT Spell). DC 12. One target in far takes 2d8 damage. Whispers (INT Spell). DC 14. Focus. All enemies within near of a viperian wizard have DISADV on spellcasting checks for the duration.

These hissing magic-users are leading cultists in rituals and lecturing them in the creed of the Cult of the Scale.

2 x CULTISTS A cloaked, wild-eyed zealot chanting the guttural prayers of a dark god. They all bear tattoos of a serpent wrapped around their necks to identify them as worshippers of the Cult of the Scale. AC 14 (chainmail + shield), HP 9, ATK 1 longsword +1 (1d8) or 1 spell +2, MV near, S +1, D -1, C +0, I -1, W +2, Ch +0, AL C, LV 2

Fearless. Immune to morale checks.

Deathtouch (WIS Spell). DC 12. 2d4 damage to one creature within close.

These cultists are spreading incense from censers around the caves as part of a ritual while the wizards lecture them on occult lore.

6 1 x NIGHTMARE SPIDER Creeping psychic spiders that attack people in their dreams, driving victims mad. These glistening black spiders the size of a kitten with pulsing, exposed brains hide in dark corners of homes, under beds, and in abandoned buildings, waiting for sleeping victims to terrorise. AC 12, HP 13, ATK 2 bite +1 (1d4), MV near (climb), S -4, D +2, C +0, I +3, W +4, Ch +2, AL C, LV 3.

Telepathic. Read the thoughts of all creatures within near range.

Haunt Dreams. The spider can enter the dreams of a sleeping target within close range to create horrific visions that damage the sanity of the victim, who must make a DC 12 WIS check or lose 1d4 WIS. Targets that lose WIS gain no benefit from that rest session. Targets reduced to less than half their original WIS in a single week develop a random phobia or compulsion. At 0 WIS the target becomes catatonic and cannot take any actions, even to avoid attacks. Unattended bodies eventually die of hunger and exposure.

Enslave The Mindless. A nightmare spider that reduces a target to 0 WIS can control the victim’s body for 1d4 rounds at a time up to 3 times per day, effectively turning it into a living form of zombie that cannot be turned, by attaching to the body’s spine. A DC 9 STR check can pull the spider off a body, ending the control.

This creature has been haunting the caverns in this area for years, preying on random targets. If discovered, it will attempt to flee, preferably by animating and riding a catatonic victim to another cave in the area or by simply climbing up into the shadows of the cave ceiling beyond the range of torchlight.

Room #1

Room Features

A muddy, mossy cave strewn with the bones of beasts and men eaten. There is a small campfire with an iron pot over it where meat of various creatures is cooked. A lady’s hand and some eyes bob in the stew. A noble lady’s bloodstained slipper is on the ground next to the pot. The low flame lights a close area. It can be entered by a tunnel leading from the northwest.

Monsters

2 x Boulderlings

A small but ferocious burrowing animal with a body of stone. They usually dwell in rocky badlands, mountain tops, or underground. Violently territorial of their lairs. AC 11, HP 16, ATK 2 claw +4 (1d6), MV near (burrow), S +4, D +0, C +3, I -3, W -3, Ch -4, AL N, LV 3

Rage. 1/day, immune to morale checks, +1d4 damage (3 rounds).

Stone Hide. Half damage from stabbing and cutting weapons.

Camouflage. Hard to see in cave terrain or rocks, looks like a small boulder. These creatures are periodically summoned from the Plane of Earth to guard the entrance to the caves. They attack anyone falling from the shaft above.

These boulderlings act as watchdogs for the cult, attacking on command. They nest in a small pit filled with sand.

1 x CULTIST A cloaked, wild-eyed zealot chanting the guttural prayers of a dark god. They all bear tattoos of a serpent wrapped around their necks to identify them as worshippers of the Cult of the Scale. AC 14 (chainmail + shield), HP 9, ATK 1 longsword +1 (1d8) or 1 spell +2, MV near, S +1, D -1, C +0, I -1, W +2, Ch +0, AL C, LV 2

Fearless. Immune to morale checks.

Deathtouch (WIS Spell). DC 12. 2d4 damage to one creature within close.

This Cultist guards the entrance. He is tending the fire and pot of stew, and tossing scraps of meat to the boulderlings. If he sees intruders he will order the boulderlings to attack and call for help.

Secret

The lost slipper belonged to the kidnapped princess. It has her seal on it. Those who have looked at her picture closely will see it. The hand and eyes in the pot are the last remnants of her lady-in-waiting.

Room #2

Room Features

A prayer chamber bedecked with silk prayer rugs, candles, and incense. A number of Cultists may be found at any given time in this room meditating, chanting and inhaling intoxicating incense fumes. Shelves of tomes in the Reptilian and Draconic languages line the walls, containing lore about the different scaly species like all the dragons, snakes, and lizards of the world, as well as prayers to the dragon witch HILSENDORIEL.

Monster

CULTISTS A cloaked, wild-eyed zealot chanting the guttural prayers of a dark god. They all bear tattoos of a serpent wrapped around their necks to identify them as worshippers of the Cult of the Scale. AC 14 (chainmail + shield), HP 9, ATK 1 longsword +1 (1d8) or 1 spell +2, MV near, S +1, D -1, C +0, I -1, W +2, Ch +0, AL C, LV 2

Fearless. Immune to morale checks.

Deathtouch (WIS Spell). DC 12. 2d4 damage to one creature within close.

LIZARDFOLK Crocodilian humanoids with scaly faces, claws, and tails. They dwell in swamps and rivers. AC 14 (leather + shield), HP 11, ATK 1 spear (close/near) +2 (1d6), MV near (swim), S +1, D +1, C +2, I -1, W +1, Ch -2, AL C, LV 2.

VIPERIANS Lithe, snake-headed people with cobra hoods and emerald green scales covering their bodies. AC 13, HP 13, ATK 2 scimitar +2 (1d6) or 1 javelin (close/far) +2 (1d4), MV near, S +1, D +1, C +0, I +0, W +1, Ch +0, AL C, LV 3.

There are 1d6-1 of each creature type in this room at any given time, all of them praying and studying holy scriptures.

Treasure

Bag of rare spices (15 gp) to be used as incense.

Secret

Anyone reading the tomes left open in this room who knows Reptilian or Draconic will quickly realise that they refer to the dragon HILSENDORIEL being alive and already raised from the dead.

Room #3

Room Features

A dripping cave with mossy walls and a 20’ deep pit in the centre. A pole stuck in the centre of the pit has ropes tied to it connecting to the bound captives being used as food and sacrifices. A few dead bodies and severed limbs are hung from walls so they can be skinned and used for food later. A table in one corner has blades and other tools for flaying and butchering creatures of all types and a bucket for catching blood.

Traps

The ceiling of this cave has a concealed trap door kept covered in weeds and dirt on the surface outside. Falling through this door causes 5d6 damage and drops the victim near the middle of the room, about 10’ from the pit at the centre of the room.

Monster

3 x LIZARDFOLK Crocodilian humanoids with scaly faces, claws, and tails. They dwell in swamps and rivers. AC 14 (leather + shield), HP 11, ATK 1 spear (close/near) +2 (1d6), MV near (swim), S +1, D +1, C +2, I -1, W +1, Ch -2, AL C, LV 2.

These reptilian warriors are guarding the captive peasants waiting to be sacrificed and watching for any creatures falling through the trapdoor in the ceiling. One has a long braid of blonde human hair attached to a bit of bloody scalp hanging from his belt.

3d6 x PEASANTS A commoner in worn clothes. AC 10, HP 4, ATK 1 club +0 (1d4), MV near, S +0, D +0, C +0, I +0, W +0, Ch +0, AL L. LV 1.

Dirty, unarmed, and tied to a post in the centre of a pit in the middle of the room. The terrified hostages are so afraid of the Viperians that they will fight to stay in the pit if anyone tries to rescue them.

Secret

The braid hanging from the belt of the reptilian guard is the hair of Princess Brisentynne that he sliced off her head as a trophy when she was sacrificed.

Room #4

Room Feature

A pond fed by an underground stream dominates the room. A lone lizardfolk warrior dwells here, guarding the pond and catching fish in it to cook them in a pot for the cave dwellers. The low flame of the campfire illuminates a close area around it. A tunnel leads to unknown caves in the southwest that the Cult of the Scale does not occupy.

Monsters

1d6-1 x WATER LEAPERs. This 3 foot long fish has a body shaped like a frog’s, but with a long tail instead of hind legs and long fins like a flying fish instead of forelegs. They have a wide mouth full of sharp teeth and are notorious for knocking fishermen off their boats and into the water. AC 13, HP 4, ATK 1 bite +1 (1d4)+ knock or 1 shriek, MV double near (swim), S +1, D +3, C +0, I -3, W +1, Ch -3, AL N, LV 1

Knock. DC 9 STR or be pushed a close distance and fall down.

Shriek. All creatures within near range make DC 9 CON check or cannot attack for 1 round.

These dangerous frog-like fish periodically swim up to this pool from an underground river that leads to the sea miles away. They leap out of the pool to knock a passing creature into the water then shriek and attack as a group.

1 x CROCODILE Fat, scaly reptiles with stumpy legs and long, thrashing tails. AC 14, HP 20, ATK 2 bite +3 (1d8), MV near (swim), S +3, D +1, C +2, I -2, W +1, Ch -2, AL N, LV 4

This young creature hunts fish in this pool periodically, and sometimes rests on the rocks around the edge of the pond. The Lizardfolk treat it like a pet, feeding it scraps of meat and playing with it.

1 x LIZARDFOLK Crocodilian humanoids with scaly faces, claws, and tails. They dwell in swamps and rivers. AC 14 (leather + shield), HP 11, ATK 1 spear (close/near) +2 (1d6), MV near (swim), S +1, D +1, C +2, I -1, W +1, Ch -2, AL C, LV 2

The lone guard will call for help immediately if he sees any intruders who are not members of the Cult of the Scale, screeching loudly for help.

Room #5

Room Features

Another pond fed by the same stream as the one in Room #4 fills most of this chamber. A large, shallow pit is filled with bones and trash, the refuse of the cave dwellers, including broken weapons, dented pieces of armour, ashes from incense, and broken pottery. A rat swarm can be seen crawling over the pile of filth.

Monsters

1D10-1 x WATER LEAPERS. These are identical to the fish in Room #4, but this pool is slightly larger, so it usually has a few more of them. Both pools connect to the same underground river.

1 x RAT, SWARM A screeching tidal wave of clawing and biting rats. AC 10, HP 28, ATK 4 bite +0 (1 + disease), MV near, S -3, D +0, C +1, I -3, W +1, Ch -3, AL N, LV 6

Disease. DC 9 CON or 1d4 CON damage (can't heal while ill). Repeat check once per day; ends on success. Die at 0 CON.

2d6 X JELLYFISH Hand-sized, purple sea jellies with stinging tentacles. AC 11, HP 1, ATK 1 sting +1 (1 + toxin), MV close (swim), S -4, D +1, C +0, I -4, W +1, Ch -4, AL N, LV 0

Toxin. DC 9 CON or paralyzed 1d4 rounds.

A few jellyfish have drifted into the pond after floating up the river that feeds it from the sea. They drifted in and out of the pond via the stream.

Treasure

Gold wyvern idol with a ruby gripped in its teeth (60 gp). This idol was hidden in the trash pit by a heretical cultist who is now dead. The other cultists still seek it out.

Secret

Buried under the refuse, covered in just a burial cloth, is the body of a beautiful young girl, the real Princess Brisentynne, her heart torn out of her chest, one long braid of blonde hair poking out of the pile of trash covering her corpse, and a slice of skull showing where the other braid was sliced off with the skin attached. The golden wyvern lies by her pale body that has been drained of all blood, under the trash.

Room #6

Room Features

The Viperian Ophid’s lair. This cruel monster is Salzorinne, the bodyguard and enforcer of the Viperian Wizard who is the leader of the cult. She is always ready to defend her master. This cave is lavishly decorated with huge silk pillows, plush rugs with ornate serpentine designs, graphic silk tapestries depicting gory rites, golden censers filled with rare incenses, jade idols of unholy gods and monsters, and goblets made from the skulls of its victims. A deep pit has been filled with the bones of its victims and other garbage. A long table is always covered in plates of roasted meat, strange desserts, and pitchers of wine for a banquet as the Ophid leads decadent nightly feasts and obscene bacchanals in this chamber. A tunnel leading to the surface heading eastwards is concealed by a tapestry.

Traps

The entrances to this cave are warded by magical sigils. Anyone stepping on the faintly glowing glyphs at either entrance takes 3d10 hp of damage and falls unconscious. Only Viperians are able to touch these glyphs without setting them off.

Monsters

1 x VIPERIAN OPHID. A giant anaconda body merges into a humanoid torso with a large snake head. It wears golden torcs and strings of glittering moonstones. AC 14, HP 28, ATK 3 falchion +5 (1d10) or 2 longbow (far) +3 (1d8), MV near (climb), S +4, D +2, C +1, I +1, W +1, Ch +1, AL C, LV 6

Impervious. Can only be harmed by magical sources.

On a 5-6 on 1d6 Salzorinne is resting or leading a feast in this cave. If a feast is happening, there will be 3d4 Viperians participating. Salzorinne is typically dressed in an elaborate golden girdle to carry her falchion, gem encrusted golden chains, rings, and bracelets worth 500gp.

Treasure

4 Bags of rare spices (60 gp) to be used as incense, 1 Bag of *ceremonial incense (200gp)

These are on a low table near her bed, next to a censer. The censers and goblets, plates, and golden cutlery all together are worth 300gp.

Room #7

Room Features

This is the shrine at the centre of the caves. This room is decorated with elaborate tapestries and immense idols of obsidian and ebony coloured with lacquer tiles, and glass in vivid hues of green, red, and yellow depicting dragons, snakes, lizards, and demons in obscene, gory rituals. An enormous brass gong carved with the image of a dragon hanging near the north wall announces the start of unholy ceremonies. It is well lit by many black candles made of human fat tallow in sconces cut into the cave walls. It’s ceiling soars to over 60 feet high.

An enormous obsidian altar shaped like the head of a vast dragon with its mouth wide open to accept a sacrifice fills the centre of the room. Its stony maw is covered in blood from innumerable human sacrifices, and piles of bones and rotting bodies surround it. Its eyes are hollowed out orbs of pale marble lit by candles with narrow slits where the pupils would be. Its red jasper tongue has an indentation where a body can lie and iron hoops to tie down a victim’s hands and feet. Its teeth are alabaster blades with sharp tips. A score of prayer rugs encircle the altar, each with a unique design drawn on it in blood.

The rotting, bloody, naked corpse of a heretical Cultist hangs on one wall, showing signs of being tortured and bitten by cobras. His body is covered in twisting tattoos of snakes like the other cultists and his head is bald and smooth. His eyes and his tongue are missing, his blood pools below him on the ground, and he has been emasculated. “Thief”, “Heretic”, and various swear words are written in his blood on the wall next to him in Common, Reptilian, and Draconic.

Traps

The entrances to this cave are warded by magical sigils. Anyone stepping on the faintly glowing glyphs at either entrance takes 3d10 hp of damage and falls unconscious. Only Viperians are able to touch these glyphs without setting them off.

Monster

The next sacrifice is here, Princess Brisentynne, ready to be slain, tied up and struggling to break free. She is a beautiful, pale girl with golden locks, the tattered remnants of a flowing gown of emerald silk clinging to her body. She is crying pitifully. But this is a trick. The princess is in fact already dead and has been replaced by a terrible monster in disguise.

HILSENDORIEL, THE DRAGON WITCH Once a forest dragon, this beast has become something more, something dark and evil. She has learned magical secrets and aspires to become a ruler of human lands. For now, she hides in human form. All the cultists, lizardfolk, and viperians of these caves consider her a god. They will sacrifice their lives to defend her and will follow her every order without question. AC 16, HP 66, ATK 3 rend +8 (2d8) or 1 poison breath, MV Double near (fly), S +4, D +3, C +4, I +4, W +4, Ch +4, AL C, LV 14

Animate Plants. 1/day, in place of attacks. Vines grab at all enemies within double near of the dragon. DC 15 DEX or unable to move 1d4 rounds.

Bind (INT Spell). DC 12. One humanoid within far is paralyzed 1d4 rounds.

Hypnotise (CHA Spell). DC 13. Focus. One target in near range who can see Hilsendoriel is helplessly stupefied for duration.

Poison Breath. Fills a near-sized cube extending from the dragon. DC 15 CON or 3d8 damage.

Human Form. Instantly change to look like any humanoid creature.

Hilsendoriel was brought back from the dead when the wizards killed the real princess in a dark ritual and she has used her magic to replace the princess with the intent that if heroes come to rescue Brisentynne they will unwittingly escort her to the royal palace of the king. Once there she intends to devour the king and ravage his palace then take over the kingdom. Unless attacked, the disguised dragon witch will pretend to be the princess and meekly follow the heroes sent to save her.

Treasure

1 Bag of *ceremonial incense (200gp), 1 bag of rare spices (15 gp) to be used as incense, a wyvern hatchling encased in amber (110 gp), 4 x golden censers (25gp each)

Secret

The high domed ceiling of the cave has a vast portal to the surface at the top, far beyond the reach of any light, blocked by a sliding door of iron. If a fight goes against Hilsendoriel , she will fly up to the ceiling and throw open the portal to escape up the tunnel to the surface.

Room #8

Room Features

This is the head Viperian Wizard’s lair. Bedecked in silk pillows, plush carpets, tapestries, and piles of arcane tomes in the Draconic and Diabolic languages, the lair of the Viperian Wizard is guarded by four Viperians at all times. Its bed is a round cushion covered in furs and silks with many down pillows. A silk curtain hanging from a brass rail conceals the bed. A writing desk is buried in tomes written in Reptilian and Draconic and sheets of vellum. A bronze brazier is filled with hot coals to keep the room warm, roast small animals or children for food, and burn incense.

Traps

The entrances to this cave are warded by magical sigils. Anyone stepping on the faintly glowing glyphs at either entrance takes 3d10 hp of damage and falls unconscious. Only Viperians are able to touch these glyphs without setting them off.

Monsters

4 x VIPERIANS Lithe, snake-headed people with cobra hoods and emerald green scales covering their bodies. AC 15, HP 13, ATK 2 great sword +4 (1d12) or 1 javelin (close/far) +2 (1d4), MV near, S +3, D +1, C +0, I +0, W +1, Ch +0, AL C, LV 3.

These viperians are the personal guards of the head Wizard, and are stronger and better armed than standard Viperians, wielding massive great swords.

1 x VIPERIAN WIZARD Thin viperians with scales tinged in black. They wear silk robes and silver, serpentine jewellery. AC 13, HP 37, ATK 1 dagger (close/ near) +2 (1d4) or 2 spell +5, MV near, S +0, D +1, C +0, I +3, W +1, Ch +1, AL C, LV 8

Hiss (INT Spell). DC 12. End one spell within far.

Summon Cobra (INT Spell). DC 13. Summon 1d4 loyal cobras that appear within near. They leave in 1d4 rounds.

Venom (INT Spell). DC 12. One target in far takes 2d8 damage.

Whispers (INT Spell). DC 14. Focus. All enemies within near of a viperian wizard have DISADV on spellcasting checks for the duration.

Illusion (CHA Spell). DC 11. Create a convincing visual and/or auditory illusion within near. Lasts until dismissed.

Mithralskin (INT Spell). Self. DC 14. AC becomes 18 for 5 rounds.

Hypnotize (CHA Spell). DC 13. Focus. One target in near range who can see naga is helplessly stupefied for duration.

This is Tharassenel, leader of the Viperians. He is usually found lecturing young cultists as they perform various rites throughout the caves. On a 5-6 on 1d6 he is in this room studying or meditating.

Treasure

4 bags of *ceremonial incense (800gp) are in a small wooden box on the wizard’s desk, cameo necklace of Princess Brisentynne's profile (30 gp) that Tharassenel wears around his neck, 1 hand-drawn bestiary of rare creatures (95 gp) on the desk. Ord's Axe of Withering This battleaxe has a shaft made from a single bone of a forest dragon and a blade of dark green bronze. It is inscribed with runes in Sylvan. Bonus: +1 battleaxe Benefits: Regain 1d6 hit points when you slay a creature. Curse: You are burned by the touch of gold. Personality: Neutral. It was made long ago by an elven worshipper of Ord. It does not understand that its maker is long since dead, and keeps trying to escape whoever wields it because they are not the maker. Diplomatic and charming, it is not above manipulating an owner to get what it wants, but it warns its wielder if it senses impending danger.

The axe is hidden at the foot of the wizard’s large bed, inside a long, down-filled decorative pillow that is noticeably heavy.

*Sidebar: Ceremonial Incense Effects

Ceremonial incense is a special blend used for secret rites by the viperians that comes in packs of a dozen thumb-sized aromatic cones for 200gp. It is not just the normal aromatic spices burned by the cultists. It can have a powerful effect on a user, being made of narcotic herbs and alien spices meant only for reptilian races.

Exposure must be prolonged to have any effect. This requires inhaling the fumes of the burning incense for at least 2d6 rounds. Roll a DC 15 Con check when the fumes take effect. Failure leaves you nauseated. You vomit violently for 1d4 rounds. On a successful check it causes mild intoxication. You feel euphoric and experience pleasant auditory hallucinations, and you gain advantage on Wisdom checks for 1 hour. If you roll a natural 20 on your Con check you also gain a psychic vision that allows you to cast Prophecy once before the end of the incense’s effect. The effects of prolonged use on humanoid bodies is unknown.

Viperians and other reptilian races are immune to the negative effects of these herbal compounds, if they fail their Con check, they simply receive no benefits.

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About the Creator

Samuel Wright

I am a writer & tarot card reader in Oregon, TTRPG fan, love all types of sci-fi/fantasy books, movies, games, & read voraciously. All Hail Our Lady Of Darkness The Queen Of Shadows, Kelsey Dionne! Shadowdark Forever!

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Comments (2)

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  • Dharrsheena Raja Segarran12 months ago

    Oooo, I really liked the nightmare spider and Hilseldoriel!

  • Tom Baker12 months ago

    Looks good. You could easily adapt it to Whitebox.

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