The Serpent Amphora: Credits
The Serpent Amphora: Credits
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Introduction
The Serpent Amphora is an adventure for characters of approximately 6 to 8 total levels. It is set in the small riverside village of Trela, on the border of New Venir and the Blood Steppes, during the Carnival of Flowers, the second Wildday of Tanot. It is suggested that the characters include a divine spellcaster, someone with the Heal skill and several decent fighters.
Players Background
The PCs are all in the village of Trela during the Carnival of Flowers. The village has decided to celebrate the feast day with games during the day and feasting, music and dancing during the evening. During the day of celebration, the boats that sometimes take caravans up and down the river that forms a border between New Venir and Lageni do not run, meaning that many traders are forced to spend the Carnival day in Trela. The PCs might themselves be citizens of the village, members of a trading caravan waiting for the boats to start running again, or folk from outlying farms who have come to enjoy the festival.
Adventure Background
A small Veshian Vigil have seized a true prize an amphora, crafted of lead and sealed with a molten metal seal that is marked with the scepter & laurel wreath of Chardun. The Vigil seized the amphora Friends of Friends In an effort to cut down on the sheer amount of time it often takes introducing PCs to one another, as well as lessening the improbability factor of absolute strangers undertaking dangerous event with complete strangers, the GM is encouraged to have each of the players characters know at least one other PC. Residents of a village the size of Trela are going to invariably know one another, especially if they share interests such as arcane magic, battle, faith or just adventuring. If PCs are travelers, they may have made friends with a resident of the village the last time they passed through here, or they might have relatives in Trela. Also note that there is no inn in Trela caravans usually quickly load up aboard a barge and sleep aboard that vessel. Thus, many are forced to seek shelter with denizens of the village who are willing to make some extra coin in exchange for allowing travellers to bed down beside the hearth. Any of these might be reasons why the PCs know one another.
from the storm hag Hielaa and her minions on the edge of the Hornsaw and Blood Steppes. The hag fled back to its covey with word of this, while the Vigil was pursued all across the Blood Steppes, where time and again they were caught up to. In encounter after encounter, the servants of the covey caught up to them and more of them fell, sacrificing themselves to allow their fellows time to escape, hoping to return the Serpent Amphora to Vesh, where it might be defended against the servitors of Mormo properly. Unfortunately, it seems as though it will never make it back to Vesh. Echaid, a junior ranger of the Vigil is the last to survive. Just outside of the village, he was caught up to by more of the coveys servitors and badly wounded. In the battle, he was poisoned by a crossbow bolt. He finds a PC to give the Amphora to and bids them journey to Vesh if they would prevent the servants of Mormo from gaining yet more power in the Scarred Lands. In truth, the amphora holds some of the viscera of Mormo. This is not all, however when Chardun trapped the Queen of Hags his own mother in her physical form so that she might be rent asunder without reforming elsewhere, he plucked a fistful of viscera from the very center of her form, drawing upon his own powers as the God of Bindings to lock part of her vital essence within it. He then thrust it within a divinely-crafted leaden amphora lest the sheer elemental power of it corrupt all that it touched, even Chardun himself. The vile ichor seeped down Ranger PCs and the Vigil Story At the GMs option, it might very well be a ranger PC who is the last part of the Vigil. Replace Echaid with a ranger PC in the above scenario, except that he should not be poisoned and on the verge of death; instead, allow him to stumble into town with only 1/3 of his regular hit points. If the GM decides to use this option, she is encouraged to take the ranger PC aside and explain the events of the previous weeks. The ranger has come to Trela because it sits on the river that might be taken north into Vesh. The GM is also encouraged to use the Friends of Friends sidebar above and have the ranger PC know at least one other PC that he might go to upon entering town. He might know a villager here, having passed through here before joining the Vigil, he might know a caravaneer or even have been born in the village in the first place.
Important Characters
Paransala (LE female human Wiz3) is the only real wizard of note in Trela. It is whispered that she and Radraan are lovers and co-conspirators (though most refrain from commenting on exactly what they are allegedly conspiring on). Talbot Cormath (NG male half-elf Brd3), the Bard of Trela, is well-loved by most of the citizens of Trela, for he spends most of his days wandering the town with a tune on his harp and a song on his lips.
Locales of Note
The Riverhouse: The large dock-side offices and warehouses of the River-master, the Riverhouse also serves Trela as a defacto town center and meeting hall. At any time of the day, citizens of the town can be found here, seeking the council or permission of the River-master for some piece of bureaucracy or another. The Midnight Shrine: This small windowless building houses the towns only altar dedicated, in this case, to Belsameth. The large door is engraved with the symbol of the Slayer, and remains shut during the daylight hours. Only during the night is it open for the prayers and sacrifices required of the faithful of Belsameth.
Trela
Village, Pop. 450 (Humans: 70%, Halflings: 26%, Half-orcs: 2%, Elves: 1%, Dwarves: 1%) Gold Piece Limit: 200 gp Assets: 4500 gp Militia: 5 Riverguards (Full-time) 23 Conscriptable Individuals
Authority Figures
River-master Phuram Dayal (LN male human Rog5; Diplomacy +8, Sense Motive +8, Use Rope +7), the head of the river operations and de facto leader of Trela. Radraan of Belsameth (NE male human Clr4; Alchemy +3, Spellcraft +5), Keeper of the Midnight Shrine, the local shrine to Belsameth. Radraan is a
Archery Competition
Following the dueling, an archery competition is held. Contestants are to take turns in front of the straw target, which is placed a goodly distance away and covered with a length of tied-down canvas painted with a rough bulls-eye. Each contestant takes turns firing three arrows into the target. The top three contestants are then allowed to continue to the next phase of the competition where the target is moved further back and each of them fires again. The winner is chosen from the best archer of these three and awarded with a fine new quiver and ten masterwork arrows. System: Each contestant simply rolls his normal attack roll with his bow. To hit the first target is a base DC of 12; those who roll below this number simply fail to hit the target at all. The higher the actual result, the closer the arrow is to the center when it impacts the target. Record the highest of those three rolls. The three contestants who score the highest go on to the second part of the competition, which is handled the same way as the first, save that the base DC is 16. Competitors are assumed to have attack roll bonuses of 1d8 + 1. The GM should allow the players of those characters not participating in this contest to take on the roles of the competition, simply giving them an attack bonus as determined above.
The Footraces
The first competition, scheduled for about two hours before noon are the footraces. There are about five contestants signed up, plus any of the PCs. A large track has been delineated around the outside of the village, around which the runners will run a total of five circuits. The prize is a bag of fifty silvers and a pair of extraordinarily comfortable masterwork travelers boots which grant a +1 circumstance bonus to the Constitution save to resist subdual damage when performing a forced march. System: Roll and add the characters Dexterity bonus for each circuit. Those with a speed other than 30 ft. must add or subtract the difference as a bonus or penalty; for example, a halfling with a speed of 20 ft will subtract 10 from every roll, whereas the barbarian with a speed of 40 adds 10. At the end of each circuit, tally the total roll from that circuit and add it to the totals from the circuit before. The character with the highest total is first, followed by the second highest total, etc. At the end of the fifth circuit, tally all five totals to determine finish order. At any point, a character can push himself, granting his roll for that circuit a +5 circumstance modifier, but inflicting 1d6 subdual damage on himself. Assume that the competing runners have Dexterity bonuses of 1d6-1 and are Commoners of 1d4 levels. Each has a 10% chance of having a higher speed (assume a speed of 40); those who do not have a higher speed have a 5% chance of having a lower speed (assume a speed of 20).
Bardic Competition
The bardic competition is perhaps the most eagerly looked forward to of all the competitions. The folk of the town turn out to enjoy the music, dancing and listening in rapt fascination at the weavings of the bards and performers who come to compete for the prize: a harp touched in gold and crafted of fine woods (masterwork, granting a +2 circumstance bonus to Perform checks with it). The bardic competitions are also the beginnings of the true festival atmosphere of the day as the bards play, tables of food and drink are brought out. By the time half of the competitors have performed, night has fallen. The festival continues well into the wee hours of the morning, with music, food and gaiety enjoyed by all. System: Much like the horse race, each competitor makes several rolls, one for each quarter-hour of performance. Each competitor performs for an hour, permitting him four rolls. The results of all four performances are tallied at the end of the night, once all the musicians have performed to determine the winner. Competitors are assumed to have Perform checks of +1d8. As in previous competitions, the GM should allow the players of the characters not participating in this contest to take the roles of the competition.
respect for the servants of the other gods, but he must ask that the PC not attempt to proselytize to the flock of Belsameth. Several hours later, the PC is approached by one of the villagers asking about their god and the proper way to worship. Merchants Request: An arcane spellcaster PC is approached by a merchant. He has recently come into possession of a fine blade and wishes to know if it is magical. He is of course willing to pay. The longsword is indeed magical it is a longsword +1. He then asks if the mage can determine the exact nature of the enchantment; he is of course willing to pay more. It will take him an hour to get a pearl for the casting of the identify spell, during which time he treats the mage to a fine meal. Note: The merchant has some knowledge of magic, possessing a rank of Spellcraft. He is aware of the standard cost for spellcasting Caster Level x 5gp for the detect magic, Caster Level x 10gp for the identify. His has Profession (Merchant) +6 in case the PC wishes to bargain for higher prices.
Bargaining When haggling for better prices, both parties roll a Diplomacy or Profession (Merchant) check. If the merchant wins, the base price is lowered by 5% for every point above the PC he scored. If the PC wins, the price is increased by the same amount. Note that the price should never drop to less than 50% or increase to more than 150% of normal cost.
A Stranger in Need
One PC is grabbed roughly by an ill-shaven man in tattered travelers clothing. The man is obviously dying from the venom on the crossbow bolt. He calls for a priest or other servant of the gods to attend him. PC clerics, druids and paladins are certainly closer than Radraan, who Echaid will not have in any event he demands to be heard by the servant of a god that does not work evil in the lands. Once such a character is with him, he relates his story:
Saving the Ranger If the PCs are adamant about saving the mans life, dont quash their wish to do a good deed these are the deeds that heroes are about, not killing monsters. At the end of his story, he is going to have to make a Fortitude save (DC 13, damage 1d6 temporary Constitution). This would normally be a relatively simple thing for Echaid to do, considering his normal Fortitude save of +5 (2nd level ranger + Constitution of 14). However, he has taken 11 points of Constitution damage from various hits, meaning that his Fortitude saves are now at 1. A skilled healer, however, might be able to help him (see the core rulebook I, p69 for details on how the Heal skill can be used to help those who are poisoned). Regardless of this, Echaid is going to be need plenty of recovery time. That evening when the asaathi attack, they are going to be looking for him. If they find him, they will simply kill him, especially when they discover that he doesnt have the amphora.
Serpent-men in Trela
It is deep at night when the amphora begins to quake and tremble. A strange purple-blue glow begins to emanate from the symbol of Chardun in the leaden seal. As all the PCs become aware of it, the glow surrounds the amphora and suddenly a man in white regalia whose sandaled feet are spattered with blood and powdered bone is standing before it. His countenance is terrible to behold and all who try to gaze upon it are forced to avert their gaze. Chains rattle at his belt and then he speaks. Fools. Flee this place, for the spawn of the Hag are upon thee. The image then disappears. Anyone with any ranks in Knowledge (Religion) knows that this image matches that of common depictions of Chardun. A scant few moments pass to allow the PCs discuss this among themselves. In the midst of their preparations, their location is attacked by asaathi. The asaathi are just one of three groups who are searching for the ranger and the amphora he bears. Two asaathi burst into the room, but once they catch sight of the amphora, one sounds a horn, which brings other
A Vision of Chardun The sight of Chardun is a momentous occurance. This should be the first indication to the PCs that something important is going on and it has to do with the amphora. The image of Chardun is not solid. All who see it are forced to make Will saves, DC 18. Those who succeed may simply avert their gaze from the image; failure indicates that the character collapses to his knees in silent, fearful supplication. For a full day afterward, any time the PCs close their eyes, they are assailed with a vision of the horrible glory of Chardun, burned into their minds like an afterimage of the sun. asaathi running. Every minute (ten rounds), another trio of asaathi show up at the site where the horn was blown. Asaathi Hunting Groups Encounter Level: 4 The asaathi have been organized into parties of two while raiding the village. They will not stay to fight, but rather burst through rooms, gaining surprise on its inhabitants and striking down those who appear as though they might be a danger, searching frantically for the amphora. There are three hunting parties, made up of an asaath wizard and a normal asaathi. All the asaathi carry bags into which they will drop or scoop the amphora, even ignoring an opponent if necessary, thereby provoking an attack of opportunity. It is frankly essential that the asaathi carry off the amphora. Use the following tactics to help achieve this aim: An asaathi wizard casts grease upon the amphora, causing those who hold it to drop it. Multiple asaathi grapple the one holding the amphora while others dart in and snatch it up. An asaathi wizard can cast mage hand upon a dropped amphora, whisking it to himself or another asaath. Some of the asaathi may lurk in the rooftops, waiting to be thrown the amphora. They are quick to escape or hide. Note that the asaathi are very powerful opponents against first level characters. It should be emphasized that they are not here to slay the PCs they are here to seize the amphora. They will virtually ignore attackers unless those attacks inflict damage on them. If the PCs do not surrender the amphora, however, the asaathi do not hesitate to kill those who actually hold it.
What Actually Happened The asaathi met their immediate superior, the red witch slitheren called Storm of Blood, at this pre-arranged spot. She demanded that they hand over the amphora to her immediately, but one of the asaath wizards proved resistant to that idea. Storm of Blood slew him with her spells and immediately challenged the other asaathi, who backed down before her might. It is unlikely that the PCs will be able to discover this, unless they have access to some kind of magic that allows them to see in the past or the ability to speak with the animals of the area.
Random Encounters: Blood Steppes Borderlands [ECL: 2] Day Night Creature(number) 01-04 01-04 Acid Shambler (1) 05-09 Badger, Dire (1) 10-12 Blood Moth (12) 13-17 05-10 Charfiend (3) 11-16 Ghoul (1) 18-24 Giant ant, soldier (1) 25-30 17-19 Giant bombardier beetle (1) 31-36 20-22 Giant Fire Beetle (3) 23-31 Goblin (8) 37-42 32-36 Monstrous Centipede, Huge (1) 43-47 37-41 Monstrous Centipede, Lg (2) 48-54 42-46 Monstrous Centipede, Med (9) 55-58 Monstrous Scorpion, Lg (2) 59-63 Monstrous Scorpion, Med (1) 64-68 47-51 Monstrous Spider, Lg (1) 69-74 52-57 Monstrous Spider, Med (3) 75-78 58-62 Preychaser (3) 63-70 Ratman (5) 79-83 71-77 Scythe Falcon (1) 84-87 78-81 Skeleton, Med (3) 82-85 Unlife (2) 88-95 Viper, large (1) 86-95 Wolfrat (3) 96-00 96-00 Zombie, Med (4)
ECL 1 2 3 2 1 2 2 1 2 2 2 3 3 1 2 2 3 2 2 1 1 2 2 2
Source CC2 p6 CRBIII p56 CC2 p21 CC p42 CRBIII p97 CRBIII p205 CRBIII p206 CRBIII p206 CRBIII p107 CRBIII p208 CRBIII p208 CRBIII p207 CRBIII p209 CRBIII p209 CRBIII p210 CRBIII p210 CC2 p129 CC p150 CC p165 CRBIII p165 CC2 p201 CRBIII p202 CC2 p213 CRBIII p191
Source Abbreviations: Creature Collection (CC), Creature Collection 2: Dark Menagerie (CC2), Core Rulebook III (CRBIII)
Totems of Mormo (3) CR 1; Size T; HD 1d10; hp 5; Init +5 (+3 Dex, +2 size); Spd 30 ft., climb 30 ft.; AC 17 (+3 Dex, +2 size, +2 Natural); Attack +0 2 claws (1d2); Face: 2 1/2 by 2 1/2 /0 ft.; SV Fort , Ref +3, Will -1; AL CE; Str 10, Dex 17, Con , Int 9, Wis 8, Cha 8. Special Attacks: Spell (shocking grasp); Special Qualities: Camoflauge (DC 25 to Spot while still, DC 20 when moving), Regeneration 1 (all damage is subdual, except fire and acid), SR 7, damage reduction 5/+1, Construct. Source: Creature Collection 2, p194.
Coup de Grace with shocking grasp Because shocking grasp requires an attack roll to hit, it may be used to perform a coup de grace. The totem is assumed to automatically hit and inflict a critical; thus damage from the spell attack is doubled to 2d8 +6 points of damage. Additionally, those who are successfully hit with a coup de grace must make a Fortitude save (DC of 10 + the amount of damage taken) or simply die.
Travel through the Blood Steppes The PCs are taking their lives in their hands by traveling through the Blood Steppes, known for its danger barrenness and the proliferation of Titanspawn and other horrors. The following chart includes random encounters. Such encounters occur at a distance of 6d6 x 10 ft, or at the limit of sight during the night. Use Table 3-2 in the core rulebook II, pg 60 in order to determine the Spot rolls for such encounters to notice the PCs, and for the PCs to notice them. The PCs continue to travel through the Blood Steppes for another three days. The chance to get a random encounter is 5% per hour; the GM is encouraged to simply make one roll per six hour block, at a 30% chance. If a block of six hours comes up with a random encounter, it is rolled using d100 on the lists below, rolling on the Day or Night column as appropriate. It should be noted that the creatures on the list below can be slightly above the power level of a 1st 2nd level party, though not by too much. The PCs are still relatively close to the border of New Venir, a line that most monsters tend to avoid, forcing those weaker than they closer to the dangerous border.
Asaathi Camp
In time, the trail that the PCs are following comes to a small gulley with a cliff-face at the furthest end. A small spring jets from the very face of the cliff, forming a small waterfall. At the base of this waterfall is a small marshy area with a number of small slipshod wooden structures, housing the asaathi. Behind the waterfall is a large gaping cavern within which Storm of Blood, the red witch slitheren and her servant ratmen dwell. On the horizon, a squall seems to be rising from the direction of the Hornsaw Forest. A Wilderness Lore roll (DC 15) will indicate that this sudden storm, which is moving with great rapidity towards them, is not natural. If the PCs are careful to remain unseen it will be relatively easy to sneak up on the encampment. There are four normal ratmen, working in pairs, patrolling the area around the waterfall. A Spot roll (DC 15) also reveals a pair of ratmen at the top of the cliff watching the gulley and its environs. If the PCs are not careful, these watchers will see them and blow a horn to alert the rest of the encampment. The asaathi from the raid are quartered in the three ramshackle structures at the base of the waterfall. There are six of them, three normal asaathi and three wizards, minus any that the PCs managed to slay during the attack on Trela in Chapter 2. The sounds of battle will draw the patrolling ratmen, as well as alert the six ratmen within the cavern behind the waterfall, who will rush out three rounds after battle has begun to assist. One of the ratmen stays behind at Storm of Bloods behest.
Asaath Wizards
CR 3; Size M (6 ft., 0 in. tall); HD 3d8+3 + 1d4+1; hp 15; Init +7 (+3 Dex, +4 Improved Initiative); Spd 40 ft.; AC 18 (+3 Dex, +5 Natural); Attack +5 scimitar (1d6+1); +6 thrown daggers (1d4+1); +4 bite (1d3+1 + poison), +4 tail slap (1d6+1), +4 unarmed strike (1d3+1); Face: 5 ft by 5 ft./5 ft.; SV Fort +2, Ref +4, Will +8; AL CE; Str 12, Dex 17, Con 13, Int 15, Wis 15, Cha 12. Special Attacks: Poison (Fortitude save DC 14 or fall into toxic shock for 2d4+2 minutes); Special Qualities: Keen Senses (lowlight at triple range, darkvision 60, scent 30). Skills: Alchemy +5, Concentration +5, Escape artist +3, Hide +3, Jump +6, Knowledge (arcana) +6, Knowledge (religion) +6, Listen +5, Move silently +10, Profession +6, Search +4, Spellcraft +9, Spot +2, Use magic device +1; Languages: Asaathi, Common, Draconic Feats: Blind-fight, Combat reflexes, Expertise, Improved Initiative, Run, Scribe scroll. Possessions: 2 potions of cure light wounds, burlap sacks, hip-flasks of swamp-melon wine, masterwork scimitar, spellbook (see below for details) Spells Prepared (3/2): 0-lvl detect magic, mage hand x2; 1st acid spittle*, grease. Spellbook: 0-lvl all 0-lvl spells from core rulebook I, plus Relics & Rituals; 1st acid spittle*, grease, magic missile, summon monster I. Source: Creature Collection, p12-13. (* Spells marked with an asterisk are from Relics & Rituals)
Slitheren Ratmen
CR 1/2; Size M; HD 1d8+3; hp 7; Init +2 (+2 Dex); Spd 30 ft. climb 15 ft.; AC 16 (+2 Dex, +1 Natural, +2 leather armor, +1 small shield); Attack +1 scimitar (1d6); or +1 bite (1d3) & -4 claws (2) (1d4; Face: 5 ft by 5 ft./5 ft.; SV Fort +5, Ref +2, Will +0; AL LE; Str 10, Dex 15, Con 16, Int 10, Wis 10, Cha 8. Special Attacks: none; Special Qualities: Darkvision 60 ft. Skills: Escape Artist +3, Hide +2, Jump +1; Languages: Slitheren, Common. Feats: Dodge. The Storm of Battle As the PCs battle, a chill, brisk wind picks up and the skies darken. The thunderstorm they saw earlier breaks overhead and the PCs are pelted with fat drops of rain and other debris picked up by the winds. Consult the Fighting in a Storm sidebar for the effects of fighting in this kind of weather. As the storm grows worse, the PCs suddenly notice that there is a figure swooping to and fro among the clouds and peals of thunder. It appears to be that of a vaguely feminine form some nine feet tall,
Asaathi
CR 2; Size M (6 ft., 2 in. tall); HD 3d8+3; hp 16; Init +3 (+3 Dex); Spd 40 ft.; AC 20 (+3 Dex, +5 Natural, +2 serpent leather); Attack +4 scimitar (1d6+1), +4 bite (1d3+1 + poison), +4 tail slap (1d6+1), +4 unarmed strike (1d3+1), +8 javelin (1d6+1); Face: 5 ft by 5 ft./5 ft.; SV Fort +2, Ref +4, Will +5; AL CE; Str 12, Dex 17, Con 13, Int 15, Wis 14, Cha 13. Special Attacks: Poison (Fortitude save DC 14 or fall into toxic shock for 2d4+2 minutes); Special Qualities: Keen Senses (lowlight at triple range, darkvision 60, scent 30). Skills: Alchemy +5, Escape Artist +3, Hide +3, Jump +6, Listen +5, Move Silently +10, Search +4, Spellcraft +9, Spot +3, Use Magic Device +3; Languages: Asaathi, Draconic Feats: Blind Fight, Combat Casting, Combat Reflexes, Expertise, Run. Possessions: burlap sacks, scimitars, serpentskin leather, 3 javelins. Source: Creature Collection, p12-13.
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Fighting in a Storm Taking actions in the powerful thunderstorm that accompanies the storm hag Hielaa is difficult. The following conditions apply to the environment in which the PCs battle, as per core rulebook II, p87: Severe Wind: In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Listen checks are at a 4 penalty. This is the velocity of wind produced by the gust of wind spell. Rain: Rain reduces visibility ranges by half, resulting in a 4 penalty to Spot and Search checks. It has the same effect on flames, ranged weapon attacks, and Listen checks as severe wind (see above). Thunderstorm: In addition to wind and precipitation (usually rain, but sometimes also hail), thunderstorms are accompanied by lightning that can pose a hazard to characters without proper shelter (especially those in metal armor). As a rule of thumb, assume one bolt per minute for a 1-hour period at the center of the storm. Each bolt causes electrical damage equal to 1d10 eight-sided dice. with hair that whips and writhes about in the strong winds. She swoops down low and comes upon the scene of battle, cackling all the while. Fool servants of the usurper gods! Your end is at hand! Suddenly, however, the wan light of the area turns a deep purple; the PCs will remember precisely that hue from the manifestation that Chardun made in Trela. Hielaa looks about in confusion and fear. With a clap of thunder that seems to reel even the storm hag, two demonic scaled creatures with wickedly barbed prehensile tails appear. Each bears a wicked, barbed whip and manacle-like bracers about their whips. Their chests are seared with the laurel and scepter symbol of Chardun and they swoop down to attack the hag, who flees to a higher position in the sky. The devils give chase and a fantastic battle begins overhead. The appearance of these horrific beasts spooks any remaining combatants that the PCs might be facing. These creatures immediately try to flee, even provoking attacks of opportunity in their mad dash to escape. The Red Witch As the other combatants escape, the PCs spot another pair of ratmen emerge from the waterfall. They do not engage the PCs, however one throws a
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Niche Discoveries d100 roll 01-30 31-40 41-60 61-70 71-85 86-00
Result Nothing 1d12 gp a small collection of bones and teeth a wineskin, half filled with soured wine 1d20 sp 2d20 cp
Conclusion
By the time the PCs have defeated Storm of Blood and recovered the Serpent Amphora, the storm hag Heliaa has fled toward the Hornsaw, Charduns devils just behind her. The PCs are free to undertake the journey to Vesh. This journey is beyond the scope of this adventure, but some ideas can be found in the Journey to Vesh sidebar. The Journey to Vesh There are a number of things that might happen, both good and ill. The PCs have fought long and hard, risking life and limb to recover the Serpent Amphora. Undoubtedly they are going to want to see it to safety. What follows are some basic ideas for continuing with this journey: Radraan, the Belsamethan cleric of Trela may have gathered the allies and power he needs to come after the PCs, trying to seize the Amphora. He may have even garnered the assistance of a small troupe of belsamaug (Creature Collection, p.16). There are many creatures that travel the Blood Steppes that might prove a danger to those seeking to cross its desolate expanses. From the servants of hags to rampaging humanoid tribes to shambling undead, it seems there is no end to the horrors that await those who near this ill place. Pursued by enemies, or simply badly wounded and low on supplies, the PCs might seek sanctuary from the normally taciturn dwarves of Burok Torn, repaying them for their assistance by aiding them against the dark elves of Dier Drendal, who may very well seek to seize the Amphora themselves, seeking to harness its vast power.
Along the eastern side of the cavern hangs a threadbare and moldy tapestry. Pulling it aside reveals the much larger nest used by the red witch. Along the north wall hangs a suit of half-plate which is covered with a thin sheen of rust; three hours of work will clean it up and bring it back to its full worth (600 gp). Nestled down in the nest is a chest. There is little of worth in the rest of the cavern it was obviously meant only as temporary dwelling. The Chest The chest is crafted of strong wood and bound with iron at its corners. It also has iron strips across its length, strengthening the wood. The locking mechanism is kept in good repair, oiled frequently. Chest: Hardness 5, Hit Points 15, Break DC 23, Open Lock DC 25. Storm of Bloods Spellbook The spellbook of the red witch is a large tome given to her by the hag Heliaa. It is covered in cracked and faded leather, with brass rivets securing the leather to the wooden cover underneath. The corners and spine are bound in the same rough brass. The pages are crafted of fine parchment. This spellbook, like many, is made up of 100 pages, 59 of which are filled. The first page serves as something of a title page, enscribed with Storm of Bloods arcane mark, a crimson swirl around a name-sigil in the Slitheren writing. It contains the following spells: 0-lvl arcane mark, chill/warmth, clean, dancing lights, detect magic, detect poison, disrupt undead, distort shadow, dowsing, enumerate, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, quick sober, ray of frost, read magic, resistance, spark; 1st cause fear, chameleon skin, chill touch, glue, magic missile, message, rabbit feet, ray of enfeeblement, shield, shocking grasp; 2nd blazing shield, ghoul touch, spectral hand. Those spells written in italics are from Relics & Rituals.
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Rewards
This adventure is very dangerous. There are many instances where the PCs might possibly be killed; the rewards are appropriately high for surviving these events. Remember that the party level is
The story of the Serpent Amphora continues in A Serpent in the Fold, a full-length, Scarred Lands adventure available in September 2002
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