(4-5) The Serpent and The Scepter

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Credj ts

Authors: Art Director:


Ari Marmell6r C.A. Suleiman Richard Thomas
Developer: layout and Typesettjng:
Joseph D. Carriker, Jr. Mike Chaney
Editor: CoverArtist:
Scott Holden-Jones Kieran Yanner
Playlesters: InteriorActist:
Jeff Ibach, Dawn Ibach, Angelo Sargentini, Robert Jason Walker
Green, Royce Groff Cartography:
Managing Editor: Ed Bourelle
Andrew Bates

Dedjcatjon
To everyonewho visited the Sword& SOrceF,Studio booth during
GenGm2002.~formakingitagreatcon,folks,andwe’ll
seeyounextyear!
Anthony “ F d ” Pryor and Rhiannm “Gilly” h v e , for
puttingupwiththeinsanensanesonicassaultthatcomeshshanng
a hotel loom with me. You guys have the patience of saints.
Ari,Gem&.A.and Joanna,fortheMummygame,andforgeneral
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Clark,BiU,Kasey,,CRich, Steve, Stewart,andMmte,forthe
game. -9 guys.

Distributed for Sword and Sorcery Studio by White Wolf Publishing, Inc.

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This printing of The Serpent Ep the Scepter: Serpent Amphora Cycle,Book ZZ is published in
accordance with the Open Game License. See the Open Game License Appendix of this book for
more information.
Scarred Lands, the Scarred Lands logo, Sword and Sorcery, Sword and Sorcery Studio, the Sword
and Sorcery logo, The Serpent Amphora Cycle, Serpent in the Fold and The Serpent & the
sw o R D a Scepter are trademarks of White Wolf Publishing, Inc. All rights’reserved.
SORCERY
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PRINTED IN THE UNITED STATES
THE SERPENT &. THE SCEPTER: SERPENT AMPHORA CYCLE, BOOK 2

Ir

ble of Contents
Introductjon 3
Chapter 1:Audjencewjth thekchfjend 7
Chapter 2:TheTomb of Marilvaz the Scribe 19
Chapter 3: SomethingWjcked 33
Appendjx:Feats, Spellsand Rituals 44
I NT RO D UCT IO N

Introductjon
“And you are certain you remain undetected
e S m when you do so?“
The Serpent Amphora, a hideous artifact imper- “Yes, Master. The Lidded Eye prevents even the
vious to mortal magics and containing the very essence most adept of them from sensing my presence.”
of the titaness Mormo, travels the Scarred Lands once
Satisfied,the Autumn King waved a bony hand,
more. Tom from its place of rest and passed through
inviting further information.
numerous hands, it patiently anticipates the day when
‘“They were intercepted en route, my lord, by
it will be opened to pour forth its contents in the foulest
parody of birth. A day that draws ever nearer.. .
Hedrada’sTaurosphinx.TheLaw-god’sirritatingbeast
sent them back the other way, toward the ruins of Sky
The Serpent & the Scepter takes apartyof4th-
Keep in the Kelder Mountains. There they sought the
to Sth-level characters on the middle leg of a quest
Vault of Chardun, which held a tome to provide the
to destroy this foul artifact of the Witch-Queen.
information they required.”
The story begins in The Serpent Amphora (a short
adventure available for free download a t
No chuckle this time, but a full throated laugh,
though it was no laugh like any human being could
www.swordsorcery.com), grows ever more danger-
produce. “Irritatingbeast, is it?You’ve been with me
ous in Serpent in the Fold, continues in this
too long, Tirran. Your contempt for the gods is
adventure sourcebook, and reaches its conclusion in
growing thick.” He paused. ‘T\Tonetheless, irritating
the upcoming The Serpent Citadel.
or no, he did set their feet on the path we wanted.. .”
What Has Gone Before Withacracklikethesnappingofdrytwigs,Ilkuthsra
cocked his fleshless head to one side. ‘There was a
The soft earthen floor of the passageway squelched
storm,” he rasped thoughtfully, “that reversed the
beneath her feet as Tirran Orroko passed under an
Homswythe’s flow. That, too, must have been the gods,
arch formed of packed loam and the deepest roots of
Enkili or some other, speeding their lackeys’ progress.
ancient trees. There, below the fouled and corrupted
Fascinatingthat they would involvethemselves so soon
wood men call the Stricken Forest, in the center of a
chamber walled by dirt and things long dead, the
and so directly.” Bare teeth clicked together rapidly as
the ancient druid performed what in him passed for a
sorceress approached the throne of her master.
grin. “But do continue, 0 Master Storyteller.”
The air, as usual, smelled faintly of roses.
“It is asimple enough tale, really. Although some
From a raised throne of brambles and thorns, its witch-children of the Mother made to stop them,
branches and vines intertwiningwith the ivy that ran
even going so far as to sink their ship in the Blood
through his skeletal, fleshless form, Ilkuthsra the
Basin, they made their way to the peak of Mount
Autumn King gazed down from empty sockets. “Good
Croiganne and the ruins of Sky Keep. There they
evening, Tirran.” His voice was the sound of wood
defeated both the Red Witch called Tears Of Her
cracking and splintering.
Enemies and the guardian of the Vault. Furthermore,
“And to you, my lord.” due to the rat-kins’ carelessness, they learned the
“Entertain me, Tirran. Tell me of t h e name of the Mother’s agent among the Vigils. Not
Vigils’ puppets.” only did they return to Vesh with the tome, they
T i m nodded once, brushing the dark hair from exposed the Lady of Serpents as well.”
her face with an unconsciousgesture, and med-as she .”
“So.. the Autumn King rumbled. T h e y now
always did - not to stare at the intricate knot-work know precisely what the Serpent Amphora is. I
carvings that adorned the bare skull of her master. presume they now seek a means of destroying it?”
‘“Those we watch first left Vesh on behalf of the “ust so.”
Vigils to seek the library of Hedrad. They wished to The sockets of the Autumn King’s eyes were no
research the Amphora, hoping to learn its true nature.” longer empty, but now glowed a phosphorescent
A dry wheeze like the rush of wind, not quite a yellow, a color reminiscent of sickness and slow
chuckle, sounded from the thing on the throne. ‘They decay. With the sharp retort of a breaking bone, a
might simply have asked,” he complained sarcastically. single word echoed through the musty chamber.. .
“Umm... Indeed.” The sorceress blinked once, “Perfect.”
and continued. “Onthe road, we succeeded in plant- Using the information found in the Vault of
ing on them the scrying focus that I have used to Chardun in the ruins of Sky Keep, the PCs are sent to
watch them since.” Lageni to discover the true ritual mentioned in the
text, which will allow them to destroy the Amphora
THE SERPENT &. THE SCEPTER: SERPENT A M P H O R A CYCLE, BOOK 2

The above encounter between the Autumn


King and his sorcerous lieutenant serves as an
introduction for GMs new to the Serpent Am-
phora Cycle, but it contains only the most basic
overview of past events. The events described
above occur in Serpent in the Fold, the first full-
scale adventure in the Serpent Amphora Cycle,
which introduces the characters to the Serpent
Amphora and the machinations of the servitorsof
Mormo. (The prelude to the Cycle, The Serpent
Amphora, can be downloaded for free from

and its contents. On the way, they learn they are


being spied upon, and may even identify the culprits
as the Dar a1 Annot.
At the temple of a High Priest of Chardun, the
PCs discover that the ritual is known to have been
recorded only among in the works of Marilvaz, an
ancient sage, wizard, and priest of Chardun. Marilvaz
died shortly after the Divine War, but mere death
could not stop him - he simply pursued his life’s
goals in undeath, demandingof his slave-apprentices
that the entirety of his works be inscribed into the
walls of his tomb. Only once this task was complete
did he allow himself his eternal rest.

The Serpent Amphora


Very little is capable of harming the Serpent
Amphora.There islittleneedofgamestatisticsfor
this vessel -its hardness is beyond quantification
in mortal terms and it resists all damaging magic
used on it. It does not radiate magic, although to
spells that detect the presence of evil, it certainly
does detect as such; however, it also detects as an
item of law, leading sages who have studied it to
conclude that they are in fact detecting the power
of Chardun that seals the Amphora, rather than
any malign influence or power the vessel itself
may have.
By the same token, the Amphora does not
negate non-damaging magic used on it or against
those carrying it. Such spells can be used on it
freely; indeed, the asaatthi have in the past used
tactics including grease cantrips to extract it from
their foes’ clutches and m g e h a
nd to bring it into
their own hands. It is simply unaffected by any
powers that would alter its form, whether by
transmutation or damage. Sages have theorized
that this is because Chardun imbued great powers
of stasis into it -it is forever unchanging, at least
INTRODUCTION

The heroes enter the Tomb of Marilvaz and are pursuing the quest, and agree to take up the burden
beset by undead guardians and various traps, left by when the Vigils are slain by servants of Mormo (as
Marilvaz to weed out all but the most worthy. They heroic NPCs so often are in these stories).
discover that the tomb contains many spells in addi-
tion to the ritual they seek- and that the ritual itself
is written in the Infernal tongue. Whether or not they
ed
can read it, their only viable option is to take the At the opening of The Serpent & the Scepter,
many hours necessary to copy it all down in a more it is assumed that the party is in Vesh. If they’ve just
portable fashion. While they do so, the tomb is completed Serpent in the Fold, this makes sense, as
invaded by a band of Dar a1 Annot, a group too they have just recently helped prevent (or at least
powerful for the heroes to challenge directly. How- hinder) the theft of the Serpent Amphora by a traitor
amongst the Vigils. This situation also provides a
ever, the heroes might be able to use the tomb itself
strong link with the Vigils, and a good reason why
against their enemies.. .
they might approach the party for help yet again.
If they survive, the party finally returns to Vesh
with the true ritual. If your group has not played Serpent in the Fold,
they might be in Vesh for any number of reasons. It’s
Although intended for parties who have already
vital, though, that they have some strong connection
completed the Serpent in the Fold adventure, The
with the Vigils, or at least with a prominent member
Serpent &the Scepter can stand alone or even serve
of that organization.
as the beginning of a longer campaign. If the PCs
have no previous experience with the Amphora, they In either case, the party will be approached by a
may still be approached by the Vigils, who require messenger who bears a token marked with a stylized
assistance in seeking a means to destroy this artifact sun, one sword above and another below it. A suc-
cessful Knowledge (nobilityand royalty),Knowledge
of evil. (The DM may decide how the Vigils obtained
the Amphora in this instance.) Alternatively, the (local: Vesh), or Intelligence check (DC 10) will
party might stumble onto a group of Vigils already allow a character to recognize the symbol as incorpo-
THE SERPENT & THE SCEPTER: SERPENT AMPHORA CYCLE, BOOK 2

make a Knowledge (nobility and royalty) or Knowl- Lede’s palace when he vacationed in the Vascan
edge (local: Vesh) check (DC12) will recognize the province of Old Lede, designed exclusively for com-
seal as being that of the Home Commander, the fort and beauty, the Hall of Command now houses a
leader of Vesh. O f course, if the characters have just number of offices used by various officials in the
completed Serpent in the Fold, they most likely government of Vesh.
know this symbol already. The PCs again meet the Majordomo, Trophion
If the heroes have been through the events of the (malehuman, &4/Rog4/Vigl, NG), who guides them
previous module, the messenger says, “I’m sorry to into the Sun Room, a large and beautiful chamber
disturb you, my friends, but Commander Dum re- with huge picture windows that contain flecks of
quests an audience immediately. There’s a problem mica, so that when the sun shines into the room its
.
regarding the- ahem.. the, uh, item you’ve been rays are split into glittering golden spangles. (For
investigating for him.” more information on Trophion and the Hall of Com-
If, on the other hand, the party has not been mand, see Serpent in the Fold.)
involved with the Amphora to date, the messenger MeetingKelemis Dum
begins by asking for a specific member of the group
Waiting in the Sun Room is Kelemis Dum (male
(i.e., whoever has the closest relationship with the
human, Rgr6/Ftr6/VigS, NG), who is still recovering
Vigils). Once he has identified the right character,he
from his death at the hands of his traitorous lieuten-
says, “I’msorry to disturb you, but Lord Kelemis Dum,
ant Amra Varith, who attempted to steal the
Home Commander of the Vigils, requests an audi-
Amphora. If the players are new to the Serpent
ence with you immediately. He’s learned that you are
Amphora Cycle, the first thing he does is give a very
in town, and he needs your help. Would you grant us
brief summary of the events of The Serpent Am-
a bit of your time?”
phora and Serpent in the Fold (as described above).
-
The remainder of this sequence and indeed,
He then explains that the adventurers who retrieved
the remainder of the module - assumes that the
the tome from the Vault of Chardun are unavailable
party agrees to speak with Dum.
to assist him right now. If the party has been involved
Nearly anyone in town can point the PCs to the to this point, he of course refrains from summarizing
Hall of Command, the palatial villa that overlooks what they already know.
the Grand Square. Once used as the Emperor of
In either case, he continues as follows.
CHAPTER ONE: AWDIENCE WITH THE ARCHFIEND

Chapter One:
Audience Wjth the Archfjend
Assuming t h e party accepts t h e Home Other than any side adventures, however, or the
Commander’s quest, little remains for them to do but occasionalwanderingmonster, the journey to Denev’s
get to it - and Kelemis Dum is quick to remind Aquifer is largely untroubled.
them that time is of the essence. Any Kwhoactuallymakesapointofwatchingfor
If they’ve any need to restock supplies or replace them sees crows in the sky on a regular basis throughout
equipment before departing, they have one day to do so. the journey. Ofcourse,crowsarequitecommon, and the
They are to set out the next day on a brief overland trek flock they see around the lake is certainly not the same
toward Denev’s Aquifer (the lake at Vesh‘s southwest one they saw leaving Vesh. After all, there’s no reason
border, just west of the Mourning Marshes). Dum will for crows to follow them.. . right?
arrange to have a river-worthy boat awaiting them.
The Lake, the River,
1e-t S W the Country
The journey to Denev’s Aquifer is quite relaxing
and peaceful. The plains of southern Vesh aren’t the As promised, a small troupe of Vigils standswatch
most scenic, but the weather is mild, the breeze over a boat moored at the northeast shore of Denev’s
refreshing, the sky blue, and the hike itself an easy Aquifer. The Vigilantsdo not know what mission the
one, with the occasional bird or small animal to be party is on: they were simply told to wait here for a party
seen. (The DM should be sure to include such subtle fitting the characters’description. They will insist on
references to animals when describing the scene, seeing the sigil of the Home Commander, but once the
although without emphasizing or drawing attention party has produced it, they happily tum over the boat
to them. They’re important later.) and begin the march home.
If the DM wishes to throw a brief side adventure
at the party, this is a good time to do so. There are
Denev’s Aquifer
plenty of people in this region with whom to interact, Theboaticselfisjustbarelylargeenoughfortheentire
as messengers and merchants often travel this route party andtheirequipment. (Ifthepartywasridmghorsesto
to reach Burok Tom and Durrover. In fact, the heroes thispoint,theVigilantswilloffertotaketheanimalsback
might even make some extra coin by hiring on as toLaveandholdthemuntilthehemes’retum.)Evenwere
guards with one of the merchant caravans for at least theremomfor amastaridsail-whichthereisnot-the
part of the trip. breezeisn’tstrongenoughtoprovidepropulsianTheparty
Perhaps the only downside to this trek is that it’s a is going to have to row, although they at least have the
long one: over two weeks by standard means of travel. benefit ofmovingwiththecurrentoncetheyreachtheEhi.
Depending upon the number of party members
strong enough to row, it takes a few days to cross the
lake, and just about a week to reach the point on the
Game is scarce on the Blood Steppes due to river just east of Castle Dum. (A small fishingvillage
the plethora of predators throughout most of the is located there.)
region and the number of travelers on the few As they cross the lake, the breeze picks up a bit
regular routes. Edible plant life, such as wild red (though still not enough to make a sail worthwhile).
cabbage, tubers, and bitter grasses, exist despite It’s colder than it was, and carries with it the faint
the harsh terrain. tang of the lake itself. Days aren’t bad, but the nights
The terrain through which the PCs must pass grow uncomfortably (but not dangerously) chilly due
is sharp and rocky, boasting myriad outcroppings, to the wet wind. Ripples in the lake suggest fish or
hills, and crevices. It looks nasty, but a traveler other larger creatures, but nothing rises from the
would have to be particularly careless -at least depths to disturb the party’s passage.
in this part of the Steppes -to fall or otherwise Beyond that, the days are still fairly pretty. Al-
injure herself. though it has grown cloudier thanduring the joumey
from Lave, a WildernessLore check (DC12) indicates
that no inclement weather is brewing, at least not yet.
~ ~ ~~

THE SERPENT & THE SCEPTER: SERPENT A M P H O R A CYCLE, BOOK 2

NanderjngMonsters of the Blood Steppes


WDay OsCNight E-(#Appeering) CR EL* sowce
01-05 01-05 Acid shamblers (2d4) 2 4 cc2
06-07 06-13 Bat devils (4) 112 3 cc
- 14-18 Bat devils (3d4) 112 5 cc
08-17 19-33 Cathedral beetles (2) 1 6 cc
18-22 34-38 Celestians (2) 1 6 cc
23-27 . 34-43 Coal goblins (5) 112 3 cc
28-32 - Crescent elk herd (5d6) 1 8 cc
33-37 44-46 Dread ravens (3) 3 6 cc
38-42 47-51 Flesh strippers (10d4) 114 5 cc2
43-52 52-56 Hill howler [8 HD] (1) 4 4 cc
53-57 57-59 Gray render (1) 8 8 MM
58-62 62-66 Manticora pride (ld4+4) 1 5 cc
63-67 67-71 Mock dragon (1) 4 4 cc
68-77 - Scythe Falcons (5) 1 5 cc
78-80 72-78 Spider-eye goblins (13)" 1 6 cc
81-90 79-83s pire wyvern (1) 4 4 cc
91-95 84-86 Giant wolF-spider [7 HD] (1) 4 4 cc
96-00 87-00 Worgs (2) 2 4 MM
CC --C Cdlectii. CC2 -C
- Cdlection2: Drk w. MM -C ~ r Rulsbodc
e 111.
'Whereadice roll islistedunder"# Appearing"(asopposed toasinglenumber). theELhasbeendetermined usingtheaverage
result OF the applicable roll.
**This spider-eye goblin raiding band is led by a 3rd-level warrior. There are no spider mounts with the qroup.
- .
Vote: Where monsters' CR stats on this table differ from those in the source referenced, this table takes precedence.
%*JrY-!m-
i.,
?
-*.A* 'i' 1

Birds wheel about beneath the clouds, riding the


travel over large bodiesof water if they canhelp it, as there
currents of the wind as it is channeled between the
is little for them to eat. Still,winter isn't toofaroff,and the
eastern and western peaks of the Kelder Mountains.
drafts between the mountains make flying south an easy
A Spot check (E18) is required to recognize the proposition. Perhaps they're simply off to an early start on
birds as crows against the backdmp of the clouds at this the winter migration?
distance;any character with at least 5 ranks in Knowledge
Should the party attempt to attack the crows, the
(nature) gains a +2 synergy bonus for the purpose ofthis
flock scatters, squawking madly.
particular check. If the crows are noted, a Knowledge
(nature)check (DC10)ora Wilderness Lore check (DC The hi River
14) is required to realike that this is an unusual place for
The pace of the journey picks up drasticallyhere,
crow tofly:scavengersandcarrioneatersoftheirsort
as the party suddenly has the currents of the Eni -
CHAPTER ONE: AWDIENCE WITH THE ARCHFIEND

strong if not particularly swift - to speed them on sell the boat, and then insist, should the PCs return
their way. Despite the increase in speed, however, a later on, that it was stolen. (She has friends in town
Spot check (DC 15 if the character is activelywatch- who will corroborate her story, even though it’s a lie.)
ing the sky to the rear, 25 otherwise) detects distant If they pay her less than 5 gold,she won’t sell the boat,
crows in the light of day. (They are hanging well but she won’t bother watching it; the DM can decide
back, and are invisible at night.) what the odds are that the boat (or its contents) will
The terrain alongside the river grows bleak and be stolen. For more than 5 gp,she declares it offlimits,
rocky as the Eni cuts its way through the Blood and it’ll actually be there, untouched, should the
Steppes. The heroes have a right to be nervous here. party return.
The inhabitants of the Steppes are nasty, dangerous
creatures, and while some are unwilling or unable to
assault invaders on the river, others will not be No wanderingmonstersareencounteredhere. The
stopped by so minor a barrier as some running water. routebetween Kilomiand D u m is tooheavilypatrolled.
Save for the occasional random encounter, how- The weather has turned cloudier still, but a
ever, the week (give or take) spent on the Eni is as successful Wilderness Lore check (DC 11) suggests
uneventful as the rest of the journey has been to date. that no storm is actually brewing. The weather is
blustery and threatening, but ultimatelywithout teeth.
Kulomi As the party moves further east, the condition of
A village so small it fails to appear on most maps, the path improves until it quickly becomes an actual
Kulomi survives by fishing the Eni and by serving thm
road. Various small towns and farmsteads occupy the
merchantsand soldierswhopassthroughontheirway to or plains through which the heroes pass, and the party
from Castle Durm. The only buildings of any note are the must share the road with occasional groups of travel-
inn- a ramshackle, rundown sort of place that doesn’t ers, generally merchants and soldiers. Assuming a
even have a name - and the blacksmith who repain
standard rate of overland travel, the PCs will take
weapons and armor for passing soldiers. Characters may about five days to reach the castle. (The travel time
hire him for any such repair work at standard rates. is shortened slightly by the well-maintained and
The citizens of Kulomi are accustomed to boats smooth condition of the road.)
stopping at their tiny piers to unload messengers,
prisoners, and military supplies for the castle. The The Shadow of Duke Travjak
party, unless they openly proclaim their connections Around mid-afternoon on their second day of
with the Vigils, will go largely unmolested. (The travel, the heroes spot a single figure atop a small rise
soldiersunder Major Mavoth might eye them warily, in the road ahead of them. Staggering in their direc-
and might even halt them for brief questioning, but tion from the east, he keeps to the sideof the road, and
will let them pass with any halfway reasonable an- glances constantly over his shoulder. He’s clearly
swers and explanations.) running from something. His name, although the
Old Worrow, as she’s called, is the woman in party cannot know this yet, is Zedris (ma&human,
charge of Kilomi’s tiny docks. The old crone demands War4, LN).
a fee to store the party’s boat when they arrive, or else, As he draws near, the PCs observe that he’s been
she cackles, “I cannot guarantee its safetyfrom thieves
badly treated. His clothes are in bloody tatters, his
and vandals.”If the party refuses to pay, Worrow will face is battered and bruised, and his body is covered
in minor wounds. Any character who succeeds in a
Spot check (DC 10) realizes that the tatters of his
Kulomj (hamlet) outer tunic, now almost unrecognizable, seems to
Power Center: Nonstandard have been the uniform of a Lageni soldier!
Alignment: LE Whether or not the party moves to help him,
Zedris spots them and begins limping toward them,
Wealth: 100 gp limit; 1,750 gp assets.
arms outstretched as though begging for aid. Unfor-
Population:347 (362 counting the garrison); human. tunately, in his sudden excitement, he collapsesbefore
Authority Figures: Major Mavoth ( m khuman, he reaches them (or just as they reach him), exhaus-
Fa6, LE) of Duke Traviak‘s military. tion and his wounds overcoming him.
Notable Characters: Shurras cfemak human, Com3, Zedris is in no immediate dangerof dying, but he’s
N; barkeep), Gurt Smith (makhuman, E q 7 , NE; definitely in a bad state. PCs may choose to aid him
blacksmith), Old WOKOW(female human, Com4, either with spells or more mundane healing. If they do
NE; dock-keeper). so, he’ll start awake, his eyes darting back and forth.
N o t a b l e h t i o n s : The inn, the blacksmith‘sshop. “Quickly!” he rasps, his voice hoarse. “You’ve
got to get off the road! If they see you with me- I‘
THE SERPENT & THE SCEPT€R: SERPENT A M P H O R A CYCLE, BOOK 2

It is, of course, too late. Whether or not he’s whom are shackled together at the ankles. The other
awakened, a patrol of soldiers crests the same rise over soldiers have apparently just completed construction
which Zedris himself just came. Numbering 20 and of a wooden framework of some sort. The manacles
mountedonwarhorses,theyclearlyoutmatchtheparty. hanging from the crossbar at the top make it clear that
As they near, the soldiers rein their horses to a the structure has no farming application.
slow walk. Their leader is a broad-shouldered man “Wait here,”ColonelGihjan orders the Pcs,and he
with a shaven head, clad in the black plate armor of waves severalof the guards over to make sure the strangers
the Black Dragoons, Traviak‘s elite soldiers. comply. One of the soldiers who approaches is not one of
Stoppug his horse some 10feet from the heroes, he those who accompanied the colonel to find Zedris, but
gives them a haughty, dismissive look. “My name,” he rather one of thme who were already here when the Pcs
announcesin a voice like fingernailson slate, “is Colonel arrived.
Gihjan. The man you stand over is a wanted ftgtive from As Gihjan begmi chaining Zedris to the frame, the
D u k e T r a ~ ~ s j u s t i c e . M a y I a s s u m e t h a t y o u h s ~ soldiersidlesup beside one or twoofthe heroes. “How did
him here with intent of turning him over?’ youpoordevilsgetcupinthisr‘hewhispersfromthe
This isasticky situation. Simplyturning theman comer of his mouth.
over to the Black Dragoons - notorious for their The soldier‘s name is Amiric (d human, Wur4,
immense cruelty -may well go against everything IN) ,
andhe’snothappyab0utwhat’shappeninghere.The
good characters believe in. It’s vital that the DM party has time to ask him ahandful of questions,discreetly,
make it very clear that the party is vastly overpowered before Gihjan has completed his preparations. The GM
here; they have almost no chance if they attempt to will, of come, have to improvise based on the specific
battle the patrol. (If they try, Gihjan’s stats, as well as questions,but Amiric canprovide the following informa-
those of his highly trained troops, can be found tion in response to the proper questions.
below. They number 20 in total.) The best they could W h o are these people? Why are hey here?
hope for would be a quick death; the worst, capture “These poor people don’t deserve what’s hap-
and torture in Traviak‘s dungeons. In either case, the pening. They’ve been gathered up from all the
quest would be finished before it truly began. neighboring farmsteads for one of the Colonel’s.. .”
Gihjan doesn’t take being questioned well. If the His jaw works as though he’s fighting back the urge to
party asks what Zedris did, he snaps, “Disobeyed the spit. ‘ I . . . ‘lessons in obedience’.’’
lawful orders of an officer of Lageni - as you are What crime did Zedris commit? Why is that
dangerously close to doing now.” The set of his jaw family in chains?
makes it very clear that he’s not going to say anything “Well, that chained family over there?The old
else, except possibly to order an attack. man said somethingto the Colonel he didn’t like. I’m
If the party turns Zedris over, Gihjan smiles at not sure what it was -wasn’t close enough to hear it.
them. “Wise choice. I’ll have to ask you to accom- Anyway, he started whipping him, bad. After a few
pany us briefly. We need merely take him back to the minutes, the man’s daughter - that girl there -
site ofhis crimes so he may be judged. It’s not far, and screamed at him, called him something you don’t ever
you appear to be headed that way anyway. If you’re want to call one of the Dragoons.
actually his accomplices, we’ll find out, and you’ll be “The Colonel was furious! He ordered the near-
dealt with. If, however, you really are travelers who est soldier to.. .”
happened to come across him, you’ll be free to go,
Amiric needs prompting to continue.
with the thanks of the Black Dragoons for your aid.”
“He ordered the nearest soldier to ravish the girl,
Again, the party doesn’t really have many op-
in front of her father, and then slit her throat. That was
tions. Fortunately, the site of Zedris’ “crime” is less
poor Zedris, and he just couldn’tdo it. Wouldn’t want
than two miles away, and it does indeed lie along the
to meet the man who could. I mean, I’ve seen battle-
road toward the east. As long as the charactersare wise
field rapes before, and I’m not real fond of that, but on
enough not to speak of anything suspiciouson the way,
orders? As punishment?! That’s not the kind of war
the soldiers are cordial to them, if not friendly.
Chardunespouses,and not why I signed up, you know?
The Farmstead ‘Well,Zedris tried to run.Some of the guys tried to
After an awkward and uncomfortable hike, the grabhim and beat at him, but he made it through. That’s
soldiers lead the PCs off the road into a field of wheat, when the Colonel ordered someof us to build that frame
and eventually,after afewmoments of pushing through while he took the others and chased him down.”
the high stalks, into a large open pasture. Gathered If Gihjan is so vile, why don’t you all do
within are yet more soldiers -perhaps 10 more, at a something about him?
quick count - and over a dozen men, women, and “Not going to happen,friends.See, only some of us
children in the rustic garb of farmers. Two soldiers hatehimenoughtoevenconsideramutiny-andI’mnot
watch over one of the families in particular, all of even saying I’m one ofthem, if anybody asks -so there
CHAPTER ONE: A W D I E N C E W I T H THE ARCH FIEND

wouldn’tbe enoughof us. Besides, the penaltiesfor attack-


ing a superiorofficer,let alone one of the Dragoons, make
what almosthappened to that girl lookpleasant.Wouldn’t
suggest you foks try anything either. Most of the soldiers,
whetherornottheylketheColone1, wouldfighttoprotect
him.Dutyandal1,orself-preservation.I’dhaveto,too,even
though Zedris was a friend of mine, and I reallydon’twant
to do that.”
Crime and Punishment
At this point - whenever the DM decides it’s
dramaticallyappropriateandthe Kshavereceivedenough
information -Gihjan steps back from the h e . Zedris
hangsspread-eagled,suspendedbyhiswrists,hislegslashed
to the sides. It looks horriblyuncomfortable,and blood has
already begun to well out from beneath the manacles.
‘This,”Gihjan announces, turning to addressevery-
one present, “is the fate of all traitors to Duke Traviak and
the cham of command!”
He then tums, his eyes gleaming coldly, toward the
shackledfamily.You people,”he rasps, “drewthe righhl
wrath of a Black Dragoon. I’m within my rightsto execute
you along with the traitor.’’
He pauses a moment, to let that sink in. “However,”
he continues, “I am prepared to be merciful. After all, you
exposed a much more dangerouscriminal in my own ranks
by your actions.”
He gestures with a black-gauntleted hand, and the
nearby soldiers unlmk the family’s manacles. A second
gesture, and the soldiers step back -having somehow
produced a small pile of stones and heavy branches where
the Pcscouldn’t see it.
Amiric swallows. ‘Youfolks may want to turnaway,”
he says to the Pcs.
‘The sentence for treason is death,” Ghjan an-
nounces, his voice ringing. “Prove your loyalty to Duke
Traviak,” he tells the newly freed h i l y , “and your own
sentence is deferred.”
And as the heroes watch, the man Gihjan whipped,
his daughterwho was nearly raped and brutally murdered,
and all the others in their family slowly, with dead and
empty eyes,pick up the rocks and sticks.Over the next few
minutes,toaghastlychorusofcrunchesandscreams,Zedris
is beaten to death by the very people he couldn’t bring
himself to harm. By the time they’re through, the pulped
mass on the h e hardly resembles a man.
The heroes may want to intedm- they shouldwant
to -but they should also remember the c o m e n a . (If
they begm to move forward or reach for weapons, Amiric
hissesatthem,“Stop,godsdamnit! Youcan’thelphim!You
m’t!”RemindtheKsthatGihjanhas29soldierswithhim.
If the heroes insist on fighting,s t a for
~ the colonel and his
soldiers can be found below, and all 29 will fight, even
Amuic. In fact, the more decent soldiers will be among the
~ttoattackandthemostd~y,asth~wiUwantto~the
PcsUed rather thancapturedand t o d )
THE SERPENT & THE SCEPTER: SERPENT AMP1iORA CYCLE, BOOK 2

Whenit’sover,Gihjanmountshishorseandreinsthe from empty - but the woman herself is quite unusual.


beast about to stare at the Pcs.‘‘Zedrisconfirmed on the (Unusual even beyond the fact that she appears to be a
way back,” he tells them, “thatyou were achance encoun- remarkablyattractiveyoung woman traveling alone.) Her
ter, not collaboratom.The bct that you made no attempt darkhairis tiedbackinalongbmid,andsheweanobviously
to savehimproves it. You’refree to go.” He then summons old but well-maintained traveling leathers. She wears a
his soldiersaroundhim and begm issuing orders. So far as light mace at her side, but is otherwise unarmed.
he’s umcemed, the Pcsare already gone. As she passes the p q , she nods a polite greeting-
However, Amiric makes a point of catchiig up with and then stops, staring above and behind them.
them as they’re leaving.He looksaroundnervously,but his “Odd,” she says. “Those are northern crows. The
jaw is set. He’s come to a decision. crows that live around here are larger, with more of
“Ittumsout,”heitdmthe heroesinahoarsewhtsper, a curve to the beak. I wonder what they’re doing this
“thattheColonelissplittingusup,withorderstolookforany far south?”
further dissenten in the nearby .- He himself is Even at their most obvious,the crowswere nevernear
heading back to castle Durm to make a --and he’s enoughfor the party to make out that sort of detail,so they
only talang two men with him.“ He pauses. ‘I1 just thought
you’d want to know.”
With that, Amiric returns to his unit without a
backwardsglance.Sharper players will realize immediately Colonel Gjhjan and Soldiers
whathe’ssugpestinp,andwillnodoubtbehappytocomply. C o l d Gihjan, Black Dragoon Colonel, male human Ftr6:
CR 6; SZMedium-size humanoid(6ft. tall); HD 6d10+18; hp
OtherEncounters 56; lnit +O; Spd 20 ft. (full plate); AC 20 (+8 full plate, +2
The following events occur in the remaining three large steel shield); Atk +11/+6melee (ld8+5, 19-2O/x2
crit, masterwork longsword); AL NE; SV Fort +8, Ref +2,
daysoftraveltoCastleDurm.Theycancccurinanyorder, Will +3; Str 17, Dex 11, Con 16, lnt 12, Wis 12, Cha 11.
and at any time the DM wishes within those threedays.
Skills: Handle Animal +3,Hide +O*,Jump +3*,
So,WeMeetAgajn Knowledge (military tactics) +3, Knowledge (reli-
Encounter Level: 7 (of.8) gion) +3,Ride +7, Spot +3.“These skills have been
Gihjan and his escorts are ahead of the party, and modified for the skill check penalty of Gihjan’s
they’reonhorseback. It doesn‘t seemlikelythat the heroes masterwork full plate.
could catch up with him to inflict some much-needed Feats: Cleave,Endurance, Great Cleave,Mounted
retribution,but they do. Thecolonelhas beenstopping at Combat, Power Attack, Sunder, Weapon Focus
the occasionalfirmhouseandhomesteadto“questi0n”the ( longsword), Weapon Specialization (longsword).
citizens. (He’sumvind himself that some sort of under- Languages: Calastian, Ledean.
ground rebel movement exists in this area) The PCsmay Possessions: Masterwork black full plate, mas-
encounter him on a sm&t stretch of roadway, a hillier terwork large steel shield, masterwork longsword.
patch of terrain, near a copseoftrees-whatever the GM (Gihjan’sdragoon crossbow was recently damaged in
thinkswill make for the best and most memorableencoun- combat, and he’s not yet had it replaced.)
ter; she may even wish to let the heroes set up an ambush, Soldiers, Black Oragoon Recruits, male human War4 (2):
ifthey think todoso. CR 3 (each); S2 Medium-size humanoid; HD 4d8+4; hp 22;
lnit +O;Spd 20 ft. (breastplate); AC 18 (+1 Dex, +5breast-
If they’rewise, the heroes know that they can’t afford plate, +2 large steel shield); Atk + 8 melee (ld8+3,14-20/
to be seen,or to let even one ofthe trio escape and report x2 crit, longsword), +5 ranged (ldlO, 19-20/x2 crit, 120
back.. IfGihjan or anyOfhiSescortdoeSescape,the PCscan ft., heavycrossbow);ALNE;SVFort+5,Ref +2, Will+l;Str
expect to be arrested, detained, tortured, and executed 16, Dex 12, Con 12, lnt 10, Wis 10, Cha 7.
when they arrive at Castle Dum.(This can, of course, Skills: Handle Animal +0, lntimidate +6, Ride +8, Spot +3.
make for a p t begtnningto a prison-breakstory,but that feats: Mounted Combat, Power Attack, Weapon Focus
lies outside the scope of this advenw.) (longsword).
Possessions: Masterwork black breastplate, large steel
Ofmum,nodungisjbmgthehemest o d G i h j a n shield, longsword, heavy crossbow, 20 bolts.
~ ~ m a y f e e l i t v i ~ t ~ ~ ~ i n t h e i r m i s s i o n wHorse,
i t h Heavy
~ t ~ War (3): CR 2; 52 Large animal; HD 4d8+12;
risk-talung, or they may be ofa mare mercenaty bent and hp 34,31,28; Init +1 (Dex); Spd 50 ft.; AC 14 (-1 size, +1
simply see no profit in doingso. In thiscase,they simplypass Dex, +4 natural); Atk 2 hooves +6melee (ld6+4), bite +1
thetrioof~~~ontheroad,Qaungsomeunusuallooksbut melee(ld4+2); Face5ft.bylOft.;ALN;SVFort+?,ReF+5,
Will +2; Str 18, Dex 13, Con 17, lnt 2, Wis 13, Cha 6.
&more. Skills: Listen +7, Spot +7.
Note: If the PCs manage to catch the soldiers without their
AWell-lnfomedTravelef warhorses, the EL of the encounter is 7; if the soldiers are
As the heroes make their way down the road, they are mounted or can make use of their horses, it’s 8.
met by another traveler coming the other way. This is
nodungunusual-theroad, whilenotpreciselybusy,isfar
CHAPTER ONE: A U D I E N C E W I T H THE A R C H F I E N D

sary zigs and zags through the rocks-no doubt intended


both to break any incoming cavalry charges and to keep
anyone comingup the path in the sights ofthe archers on
the castle turrets-the roadway finally reaches the main
gate.
S~lyenough,theheavycakendoorsstarKlwide
open at the moment and the bronze portcullis is
However, a huge number of guards millabout the entrance,
watched over by asimilar number of& on the walls.
Additionalsoldiers,literallyscoresodthem,occasionalyshow
themselvesthroughthegateoratopthewalls.Alineofpeople,
somedresedqesantsbutmcldmarmororfightinggarb
ofsome salt, winds k k h t h e g a t e and downthe pa&,
almast to the mainmadway.Theherces aregoing tohave a
long wait More they can wen ay toenter.
may turn and look, expecting them to be much closer. TheOuterGate
They’re not; in fact, they’re barely visible as a cloud-like
mass on the horizon. If the charactersdo turnaway to look It takes the Pcsld4+4hours to reach the front ofthe
line. The DM should keep track of when they arrived; if
at the crows, the woman is gone when they turn back
nght falls before they reach the gates, one of the guards
around. Oth-, she simply continues on her way,
ignoringany questions,and disappearsas soonas she’sout
shouts, “That’sall for today! Everybodyelsecancomeback
of the party’s line of sight. (If they try to detain her, she tomorrow morning!” The gates are then slammed and
vanishes before their eyes on her first action, with nary a
barred,and the portcullisdropped.Unless the heroeswant
to try somethrng foolish,they can simplyfind somewhere
gesture.)
to camp for the night and try again in the morning,
The woman is Tirran Orroko, one of the Autumn
King‘s most capable servants, although the party has now Regardless of which day they finally reach the gate,
one of the guards greets them with a brusque “Stateyour
way ofknowingthis. (NostatsaregivenforTirran,asthere
busines at Castle Durm!”
is very little Pcs of this level might do to keep her from
vanishing,usingate~speIlcontainedwithinherringof As long as they have a reasonablepurpose, the guards
spell storing.) At her master’s command, Tinan is subtly admit them without any argument. The priesthood en-
tryingtowam the party that they’rebeing spiedu p . The couragesthe womhipofChardun,so if they say they‘re here
crows are, in fact,spiesfor the Dar alAnnot.Theparty may to see the Archfiend, the guard directsthem to the temple
not be able to do anythingabout it, but at least they now on the eastern side of the outer bailey. If they express an
know to keep their eyes open. interest injoiningup,hedirectsthemtothenearestofficer,
and so f h .
a On the other hand, if they claim they‘re here to see
Duke Traviak, the guard d. “The Duke’s out on the
Finally, after too many days in this depressing and front lines at the moment. And even if he weren’t, he
oppressiveland,thecharactersdrawnear theirdestination. doesn’t waste his time with the likes of you! If there’s
Afterone look at CastleDurm, though, they mightwellbe nothing one of the officers can do for you, be gone!”
tempted to turn back.
The DM will have to decide if any other excuse or
The d e , CoIlStNcted ofheavy gray stone, sits atcp a story is suffcient, but anything not blatantly false or
lonelyhillinthemi&ofanoth&flatp~ thecapitalcity ridiculousshould do. The guardsaren’t too worried a b u t
ofDurm is visible sometbowndyardsfinthereaaRather admitting people into the fortress, since they‘ve enough
thanthetall,craggyfortressonemghteqectfiomamanof soldiersthere todealwithanythingsmallerthanafull-scale
theArchduke’squtation,thedeislow, almaststubby.Its invasion.
~tChtOWl3S~~~hOWW~,totospot~yincoming
enemy-andeveniftheyarenot,halfadozenn$epenslent TheBcdley
guard towers, built h&ofyad awayfrom the main
The courtyardbehind the outer wall is achaoticmass
structure, overlook all pxsible avenues od approach The
ofbustlingactivity and deafetungnoise. Soldiersand crafts-
castle’s outer walls are th-lves almost 30 feet high be- men run this way and that on errands that no doubt are
cl€&edwithguardtandnasty~and*~dthey absolutelyurgent in their ownminds.
areconstantlypamued.
If they‘re willing to do a little judicious shoving,the
A well-maintainedpath divergesfrom the main road heroes can force their way to any one of the various
and runs to the main gates of the castle, meandering
secondarybuildings that occupythe bailey.Ontheir left is
b e t w e e n s e v e r a l n ~ e s a n d h ~ o f ~ o n e ~ t w e r e c l e a r l yan enormousstonestructurewith multiplesmokmgchim-
placedas impedimentstoattackers.Afterseveralunneces-
neys, clearly a foundry and forge. Indeed, the blacksmiths
THE SERPENT & THE SCEPTER: SERPENT A M P H O R A CYCLE, BOOK 2

detection, they’llhave to find the Arc


anderror,andhemaynotbeallthath

therein constantly chum out weapns and m o r for the TkeTmpleofChardun


duke’s warriors. They’ve no time to accept any outside
After tiring themselves p u s h throughthe crowd,
commissions,and rudely dismiss the Pcsifasked.
theher~finallyreachthe~t~sideofthe~~and
Acrossthe co@9 the heroeswill also see what the temple. From a distance, notlung differentiatesit from
appears to be an enormous constructed-rather anyoftheotherstructures; it’smadelargelyofstone,hasbut
Oddly -Out of iron and rather than the a single storey, and resembles nothrng so much as a large
h ~ ~ w ~ . N o a n ~ ~ b e ~ g o i n g i n ~ o ubtc,k~with t t ahdoorway,
e some -do% and a ,-key.
Pcsrmght be vaguely troubled tonote that the stables,like Framnearby,hhowever,oneanet$oubtwh~house
the forge, have multiple smokmg chimneys. A txcesful
thisis.Thedoubledoorsare~inironlikeatedoorsofthe
~tek-nC-~~~& ( Ied : Lageni) &e& (E10)
fomessitself, ~ ~ e c e n t e r o f t h e ~ - h a l f o n ~ m e -
meam the character has heard of Traviak’s fiendish and
is a bronze plaque which bears the bloody, thorn-mated
Wfiend steeds, and that this building must be where
scepter that is ate slaver‘ssigil
those creatures are kept.
At themoment, thedoorsareslghtlyajar,andthesound
TheinnerkeepitxIftakesupthegvaterpartoftheMey.
ofd.lantingu3mgfromwithin.Asthepartyapproaches,
%-a ugly -e and -jut fd from the swdyolmgmenwemingwhiterobesoverbreasme
hilltop like canemus growths Unlike the SeCondilIy M d -
funning and grabthe neamt hem by the arm.
ings,theFCswiUnotbedowedintotheinnerkeepderany
-c ?he guardsat the (closed)irondooIsdemand “You’re just in time,” the first one hisses. ‘The cer-
that they leave immediately M)matter what story heyteu, emony is about to start. Hurry, or they’ll not admit you!”
dmmngthemtonearestofficeriftheyhaveanyunnplaints, Refusing will only draw attention and postpone their
and attadangthem ifthey& to depart. meetingwithFianmtheArchfend. Althoughthisdecision
Any other reasonable structures -soldiers’ bar- has no majarrepmussionsbeyond inconvenience, thefre
racks,smaller forges cranking out tools and horseshoes, better served by allowingthemselvesto be ushered into the
leatherworkers, training fields and so forth -can also temple,wheretheycantakeanunco&leseat inthe last
be found throughout the bailey if the heroes wish to rowofhard,stoneben~~~ocherthanthe~ws~themassive
chamber is largelyempty savefor a raisedaltar at the front of
CHAPTER ONE: A W D I E N C E W I T H THE ARCH FIEND

theroom,andahugefireplaceinthewallbehindit. Weapons
THE SERPENT 8. THE SCEPTER: SERPENT AMPHORA CYCLE, B O O K 2

that either thisis an emqency, or that you’ve developed Fortunately for the heroes, however, the Archfiend
a death wish. Which is it?“ slippedup. Alertplayers willhavecaughthismentionofthe
The office itself is absolutely pristine. It contains town calledVauldell. (If none ofthe players catch this, the
nothing but a desk, several chairs, multiple maces and GM may allow their characters Intelligence checks [Dc
axes hanging fromthe walls, and the symbolof Chardun, 131 to see if they realize his error.) The tomb may not be
the great warscepter painted over in dried blood, on the located there, but it’s clearly close by. Perhaps the town
backwall. itself might offer more information?
Nothingcanbeg.ainedbylyingtotheArc~end.The After a bit of reflection,days later, Fiarun also realizes
heroes need informationfrom him, which means they‘ll his mistake. He won’t act on it immediately, but casts
have to come out and ask Assurmng the Pcs do indeed various divinations to determine if the party picked up on
~ ~ t h a t t h ~ r e s e e k u r g ~ ~ l ~ o f a n d f ohisr slip.
d e By
s ~the time he decidesto act and is able to get away
ingpwerful&B, he leansback in his chair and stares fromhis dutiesat Castle Durm, the eventsdescribedin this
t h d d u l l y intospace. adventurewill have concluded. The Archfiend has a long
“Andwhy,”he asks,“wouldyou seeksuch a dung?’’ memory, however, and will very likely move against the
If given an answer of which he approves - for heroesat alaterdate iftheopportunityarises-particularly
instance, the truth, that the heroes wish to destroy an if they remain in or near Marilvaz’stomb for too long. (See
artifact of Mormo -he nods. “Such a ritual does exist. the Appendix.)
The ‘Songof Unmaking,’it was called. It was the work of
Marilvaz, a sage, wizard, and priest of the Great General vauldell
who died decadesagone. A wise and powerful man, that Askmgforthistownamongthewuiouspeopleinornear
one. After he died, he rose from the grave through sheer CastleDurmyieldsanumkofblankstaresandrudedismiss-
force of will, and demanded the workmen constructing als, but eventuallysomeonewill be able to tell the Pcsthat
his tomb expand the complex! He wished to have his Vauldellisatinytowninthe~of~eKelderM~~
greatest works inscribedon the very walls as a testament notquite4OdanorthofDurmitseK Evengiventhem&
to his glory.” terrain, that‘sonly about three days’ travel for a determined
As he speaks,F m develops a dangerousgleam inhis gwup.
eyesand+withpaterfervor.Obvi~ly, heapprovaof The GM may, of c o w , choose to include random
M m ’ s actions from beyondthe grave. encountersduringthepaq&hikenorth,but nodungofany
“Itmusthave beengloriou!” he continueswith a grin. realimporthappensduringthm threedays,savethatthesky
‘Theworkmenweren’tworkmgfhmoughforhistastes.He -threatening bad weather for some time now -finally
d e d up citizens fiom all the nearby towns and forced erupts in a slow but steady downpour, drenchmg the Pcs
th~toworkaswell,enslavingth~tohiswill.It‘ssaidthat from head to toe. If they’re lucky (or perhaps make good
the entire town of Vauldell was depopulatedfor an entire Wddemes Lore checks),they’ll find caves or overhangs in
month, its whole population put to work for the glory of the foothills where they can make a semidry camp every
Marilvaz In his tomb, and only there,could you find the night.
ridyouseek“ Late on the third day, the party crests a rise and
Ashesaysthatlast,theArchfiend’sexpressionchanges. catches theirfirst glimpseofVauldel1.The term cctown’’ is
Suddenly,he looks troubled. Presumably, the heroes will clearly an overstatement.Vauldellmight once have been
press him for more information-particularly the tomb‘s a thrivingcommunity.Now it’slittlemore thanahandful
location. They may be shccked by his response. of independent homes and farmsteads that happen to
?No,”he muttersquietly,and then more loudly,‘No! share a central marketplace where the farmers trade and
No, I’ll not have the tomb of one of our greatest and most talk with one another.
leamedsaintsdetiled by a band of nonbelievers!Not even They also share a single plot of land for use as a
to destroy one of the Bitch-Queen’srelics! You’ll have to cemetery. As the heroes approach, they see a lone man
fhd some other way.” dressed in wet, mud-stained clothes standing beside a
No argumentthe Pcsder, however reasonable, will woodengrave markerand a freshpile of earth.This is Elam
changeF~’smind“Ify~’rewillingtoswearfeaty tothe (mak humrm,Clr3, NG;Law and Protection domains).A
GreatGeneral,”heoffers,“andspendseveralyearsleaming spade lies by his feet. He’s an older man, gray haired and
hiswaysandwarringinhisname,perhapsthenI’inclined clean-shaven.Due to the rain and the hct that he appears
to tell you If not,get out!” to be occupied with praying, he doesn’t hear the party
There’s little the heroes can do. Attackingthe Arch- approach unless they stop directly beside him or deliber-
fiendisclearlynotanoption.Hecouldprobablydestroythe ately make their presence known. If the party does draw
party himself, in anycase,to saynothing of the guards who near, they overhear enough of his prayer to learn that this
will arrive in increments (seeabove) every other round as is no priest of Chardun, but rather of Hedrada!
soon as Fiarun shoutsfor them- whch he’ll do as soon as Hejumpsabitupnfirstbmingawareoftheparty,
battle beg.ms. but quicklyrecovershimself.“Myapologiesfornot noticing
you sooner,goodtravelers,”he offers. “I was prayingfor thls
CHAPTER ONE: A U D I E N C E WITH THE A R C H F I E N D

poor woman, died recently in childbirth. Sad, isn’t it?My fox,nervouslior,ifthebcteristrulyunlucky,atiny


name is Elam. Is there somedung I can do for you?I fear venomous snake.
Vauldelloffersnoinn,butperhapsoneofthefarmersmight Once the heroeshave climbedat leasthalfway(about
put you up for a few coins.” 300feet)up thehillon thewestmside,eachcharactermay
Again, the heroes really have little choice but to attempta Spotcheck (DC20). Thw whosucceednotice
explain honestly what they seek, and Elam will certainly a small ledge or shelf above them, near the top of the hill;
ask them why. If they give an answer ofwhich he approves they cannotseewhatmightbeontheledge.Becauseofthe
-such as destroyingan &t of Mormo- he’ll be only surroundingrock,and the expert way the ledgewas carved
too happy to help. toblend inwith its surroundingswhenviewedfrombelow,
‘Yes,I know the tomb of that cursedsage. That slave- it is virtually undetectable from the ground. If none of the
driver! Vauldell never fully recovered fromhis oppression, charactemnotices the ledge at the halfway point of their
even though it lastedonly a few weeks. Mast ofthe people climb, they may make repeated attempts every 50 feet
moved away, not desiringto be so near his restingplace- faaher,withacumulative-l totheDCofeachsubsequent
if he truly does rest. check, until someone finallysees i t
“Good fellows, you need merely travel another ten It isn’t difficult to climb up onto the ledge, although
miles north, or so, and perhaps a mile deeper into the cautiousplayers may assume that an ambush awaits them
foothillsto the east. At that point, you will find a circular and thus takeprecautions. In fact, anambushdidawaitthe
area freeof hills, save for a singlehill in the center, topped unwary here, but other forces have conspired to make the
by a natural crownof rock. Search the western side ofthe party’s task at least a little bit easier.
slope: this is where Fiend Marilvazmade his finalhome. I
wish you all the luck of the gods in wringing some good out Theledge
of that wretched place.” The wind is louder up here, although the bulk ofthe
Elam has little else ofuse he can tell the heroes, but his hillpreventsanyoneonthe ledgefromfeelinganythingbut
bansshouldbe sufficient It‘s quite late in the day, now. thefaintesttracesofbreQe.Theledge itselfiscoveredin the
the priest-enclsh thepartyholeupforthenightand samepebblesand mud as the hillside, but with a surprising
thattheystart freshinthemorning-hegivestha abundance ofplant M e
ofseveralofthefarmerwho may have extrarooms,and even Alargecave,anearlyped&semicixle,gapes~inthe
offers togowiththemandextendhis recommendtion. sideofthehill,invisiblefrom thegmundbecausetheledgeand
mmundmg roclo masked its presence. A bUow
TheHjll sound emanatesfrom withiq it‘splobaMyjust the ahemen-
The rain, fortunately, has ceased by morning, al- tiond &whispenngtllnJl&theyawningmaw.
though the sky remains overcast and the wind still blows. Beforeentering,however, the characters will prob-
Afteryet anotherbrief anduneventfultrek, theheroesnow ably want to take a moment to examine the bones that
stand at the base of an unassuming, rocky hill. The wind lay scattered about the ledge by the cave entrance.
blowscold,stingingeyesa n d t .Apromonmyofrock Over a dozen skeletons, some intact and some tom
tops the rise, appearing not entirelyunlike a crown atop a limb from limb, lay strewn h u t Many have smashed
wizened,baldinghead. Still,ifonedidn‘talreadyknow this skulls and cracked bones.Close examinationreveals that
was a special place, one would almost certainly pass it by, these were almost certainly u n d d all the signs indicate
dismissingit along with all the other knolls and rises that thatthebattleoccurredmeredays,pemapSevenhoursago,
make up the Kelder foothills. fartoo short a time forthecorpses to have been r e d u d to
But of come, it is special.For this hill contains the such dried bones. Many ofthe corpses clutch weapons in
hidden Tomb of Marilvaz the scribe, wisest of the wise - their stiffened,claw-like hands;none are of high enough
aman withanegosotremendouslyinflated thatevendeath quality to be worth taking unless the party is, for some
couldn’t get the last word. reason,truly indesperate need of arms. A very few of the
The GM should not roll any random encounter skeletalcorpsseemtohavelengthofivyandother vines
checks in this area entwined around their bones,despite the hct that they
cannot have lain here long enough for such growth to
ApproachingtheTomb occur. (To say nothing of the fact that no ivy is growing
The slope ofthe hill is relatively shallow. No Climb anywhere else in the area, and shouldn’t thrive in these
checks are requued,and hikers shouldn’teven have to use conditions.)
their hands unless they want to scrambleover the rccks at A Wilderness Lore check (DC 13) by someone
the peak. The hillside is p t t e d with patches of scrub and with the Track feat, or a Search check (DC 15) by
coarse grasses, but consists largely of dirt and rocks. The someonewith substantial combat experience (i.e., with
stone at the top forms a flat surface,almost l i e a table, that a BAB of +4 or higher) suggests that several of the
juts some 5 feet a b v e the slope ofthe hill. Sporadicholes skeletonswere battlingeachother, and not someabsent
and burrows house nothing more dangerousthan an irate third party. If any player asks, or if any charactereither
succeeds at a Wisdom check (DC 12) or has the scent
THE SERPENT tk THE SCEPTER: SERPENT A M P H O R A CYCLE, B O O K 2

ability, they notice that the air smells vaguely of sandal-


wood, but is otherwise unremarkable.
The characters (and indeed the players)have no way
ofknowing it, ofcourse,but m a t of the skeletonshere were
the first line of defense for Marilvaz’s tomb. Some were
stationed at the ledge, while otherswandered the grounds
around and upon the slope of the hill. Were they still
functioning, the party would have had a dlffcult fight on
their hands.
Obviously, they aren’t functioning. Someone has
cleared the way for the party to proceed into the tomb.
(ThiSiS,ofcour“heworkofIllcuthsra’svinedead;see‘‘An
Unseen Hand” in the Introduction. If the heroes have
encountered vinedead before, they recognize these crea-
tures.)
Once the party has learned all they can from the
ledge, they’ve really no other option but to proceed into
Marilvaz’s Tomb. The entry cave beyond the ledge
correspnds with area 1on the map of the Tomb.
Although most of the Tomb is very obviously
and very skillfully carved from the rock, some por-
tions of it are still in a rougher, more natural state.
Even these show signs of being worked, however, and
were apparently left in their roughened condition
deliberately. Unless otherwise noted, ceilings range
from 8 to 10 feet high in the fully worked areas, and
from 6 to 12feet in those chambers that appear nearer
their natural state. No natural or magical light exists
within the Tomb save what explorers bring with
them. Darkvision, of course,functions normally save
where noted otherwise.
One square on the map equals 5 feet.
Marilvaz was, in his day, a prolific writer and
researcher. Master of all manner of magical and
mundane lore, he penned many a lengthy tome on a
variety of subjects,to say nothing of the variousspells
he created. When Marilvaz rose briefly from the dead
and demanded that his tomb be expanded to allow his
works to be inscribed on the walls, he had a specific
plan in mind. Each of the chambers of the sage's
THE SERPENT & THE SCEPTER: SERPENT AMPHORA CYCLE, BOOK 2

spells carved into the rock around him, why make it ing is still quite clear. Across the ceiling, muscular
so difficultfor others to reach them?Doesn’t he want figures stare from on high, standing on rounded,
people to read his works? uneven shapes resembling clouds. Across the left-
Yesand no. Marilvazwas exceediily strong-willed; hand wall, slighter,weakerfigureswithstoopedknees
one has to be to come back from the dead and start giving and long beards watch over smaller icons that can
ordersto thepoor workmenconstructingone’stomb.The only symbolize frolicking children. On the right,
notion of his works being lost was unacceptable. Their figures sit at desks, scribingfuriouslyin massive tomes;
survivalwas paramount-whether anyone else ever saw stand before easels with brush in hand; or kneel
them was entirely secondary. before half-formed sculptures. Finally, across from
More to the point, though, Marilvaz doesn’t want the entryway on both sides of the corridor that leads
just anyone gaining access to his secrets. Only those deeper into the hill is a series of images that are far less
worthy ofhim can be allowed to make use ofhiswritings. mundane and far more chilling. Skeletal and partially
If intruders cannot best his guardians, well, they obvi- skeletal men and women gesture towards the open
ously weren’t worthy of witnessing his greatness. hallway from both sides, as though ushering visitors
into some hideous parlor.
7he Cave of Entry (1) On a successful Search check (DC16),the PCs
The 20-foot-deep and almost 35-foot-wide cave might notice something interesting here. Scattered
that provides access to the innards of the hill appears throughout the other carvings, running from the far
naturalonly from the outside. As soon as the party steps left side all the way round the walls to the far right, is
inside, they’ll be able to make out all sorts of carvings a seriesof runes that together form one of Marilvaz’s
along the walls, the ceiling, and even the floor. Rather unique spells, called sense years (see the Appendix).
than smooth out the surfaces, the workers sculpted the On a shelf about 7 feet above the entryway
images so that they would blend with, and make use of, leading to area 2 sits an iron-bound wooden box,
the natural crevices and contours of the rock. carefully preserved against the ravages of time. Par-
The images are relatively abstract -shapes and ticularly tall characters can reach it, but otherwise
figures more than recognizable portraits -but they one of the party will have to stand on something to
are carved with such skill that their intended mean- open it. The chest is bolted into place, but is unlocked
and untrapped. Within the box is the first of Marilvaz’s
tomes. Entitled Remnants of Eternity, the book is an
in-depth study of immortality in all its forms, literal
and symbolic. This includes a discussion of living
through one’s children, passing one’s works on to
future generations (Marilvaz’s personal favorite, ob-
viously), an analysis of undeath and the undead, and
even theoretical and theological examinations of the
concept of immortality as a gift of the gods. (All of
these are, of course,symbolized in the carvingson the
walls.) Anyone who reads it and then uses it as a
reference work (see the “Marilvaz’sTomes” sidebar,
above) gains a +2 circumstance bonus on any Knowl-
edge checks -be they arcana, religion, or any other
- that specifically involve undead, death magic,
artworks involving death, myths of immortality or
the afterlife, etc.
The passage progresses only 5 feet or so into the
hillside before the rough walls give way to smooth,
carved stone. The entryway may or may not have
occurred naturally, but this passage is clearlyartificial.

A Fork jn the Tunnel (2)


Encounter Level: 1
The corridor widens slightly here and angles to
both the right and the left. Nothing in particular
exists to recommend one path over the other.
The secret door here that allows passage straight
forward requires a Search check (DC15) to locate.
Openingthe door is tricky, though; findingthe mecha-
CHAPTER TWO: THE T O M B O F MARILVAZ THE SCRIBE

Because the pits are obvious, easily noticed and


avoided, they are considered no real danger, and
therefore have no assigned Challenge Rating. The
trick here is to find the secretdoors, not to “overcome”
the pits. If some unlucky character does fall, however,
the damage is 2d6 as the pits are each 20 feet deep.
nism to do so requires a second Search check (DC 12 The corridor ends in a thick, locked wooden
if the door has already been found, DC 15 otherwise). door, marked C on the map.
One must press on the center of the door, triggering
Strong Wooden Door: Hardness 5; 3 inches
one pressure plate, while at the same time stepping on
thick; hp 20; Break DC 23; Open Lock DC 15.
a second plate on the floor at the door’s right corner.
Unfortunately, the floor plate is also trapped.The The Elemental Cavern (4)
individualsteppingon the plate must also twist his foot
Encounter Level: 6
to the right; failure to do so activates the spike trap.
As with the entranceway, this massive cavern is
ThePjts(3) largely unworked. Stalactites and stalagmitesjut into
the chamber at various points, several of them merg-
As the party moves down this hallway, assuming
ing into thin floor-to-ceiling columns. Any sound
they have a light source that extends at least 5 feet,
the heroes make echoes dully through the recesses of
they notice gaping pits that bar their progress down
the cave, sounding somehowmuted by the oppressive
the passage. Each is about 7 feet across and 20 feet
weight of stone over their heads. Despite the great
deep, with scant inches of clearance between the
width of the cavern, the ceiling ranges only from 8 to
edge of each pit and the stone walls around it.
10 feet in height.
The tiny slivers of stone to either side (they’re not
Also like the entrance, numerous images have
really big enough to be called ledges) can be crossed
been carved into the stone walls, although the floors
only with a Balance check (30), due to the fact that the
and ceilings are bare of such decoration. The south
closeness of the walls prevents one from balancing
wall is carved with random, jagged shapes. The east
properly. A Balance check failed by 10 or more results
wall is covered in carved spirals and swirls, and the
in the character falling, although the character may
west wall boasts a sequence ofpeaks with curves at the
fall to safety on the far sideof the pit with a Reflex save
top, If the GM is feeling generous, he might allow
(DC 13);if the save fails, the character falls into the pit
Intelligence checks (DC 12) to determine that these
for 2d6 points of damage. The pits may also be circum-
relatively abstract shapes vaguely resemble the tradi-
vented with rope, by climbing along the walls (Climb
tional representations of fire, wind and water. The
check DC 20; chance of falling as for Balance checks,
north wall remains undecorated, but once the char-
above), by jumping (but beware smacking into the 8-
acters recognize the other three symbols, they’ll
foot ceiling), or by magic.
probably have little difficultsurmising that the stone
Marilvaz was a tricky one, though. Characters has been left bare to symbolize earth. Ofcoutse, all of
who simply bypass the pits and move on won’t be able this assumes that the characters take the time to
to progress much farther into the Tomb. examine the cavern -time they do not have until
In the first pit, marked A on the map, a secret door they’ve dealt with the room’s guardians.
is built into the south wall at the bottom of the pit. This The party is attacked by several miniature
door requires a Search check (DC13) to find, but can elementals shortly after they enter the room, the
only be located if one searches at the bottom of the pit. natures of which are determined at least partially by
This door leads into a tunnel that runs below the the characters’possessions. Roll ld4: The result is the
corridor leadingfrom area 2 to area 6, eventually ending number of rounds that passes after the party enters
in a spiral staircase that leads up into area 8. before the first wave of elementals attack (this num-
The door at pit B is even trickier. It’s not down in ber is noted as “X”in the four entries below).
the pit; rather, it’s in the wall just b e h the edge of the Round X: In this round, any torches, lanterns, or
pit, on the north wall. Thus, a searcherwould have to other flames the party carries will animate as Small fire
be levitating,hanging by arope, clingingto the wall or elementah (to a maximum of 4 fire elementab, even if
standing on something tall inside the pit in order to the party carries more thanfour sources of flame).
look for it. It too requires a Search check (DC13) to
RoundX+I :In the next round, the water carried
find,but anyone attempting to searchwhile alsoclimb-
by the party in any waterskinsor other containerswill
ing or clinging to the wall without magic suffers a 4
animate as Small water elementals and attack (again,
circumstance penalty to the Search check. Fortu-
to a maximum of 4). The room will not produce more
nately, since the top of this door is roughly at floor
than 8 elementals in total, so if the party has four lit
level, an elf or half-elf crossing or leaping the pit does
torches and four full waterskins, nothing further
have her chance for automatic detection.
THE SERPENT 8. THE SCEPTER: SERPENT A M P H O R A CYCLE, BOOK 2

Small Elementals (8)


Air elemantal: CR 1; SZ Small elemental(air); HD 2d8; hp 4;
Init +7 (+3 Dex, +4 Improved Initiative); Spd fly 100 R.
(perfect); AC 17 (+1size, +3Dex, +3natural); Atk slam +5
melee(ld4);SA air mastery; SQelemental; AL N; SVFort +0,
Ref +6,Will +O; Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11.
Skills: Listen +5, Spot +5. Feats: Flyby Attack,
Improved Initiative, Weapon Finesse (slam).
Special Attacks: Air mastery (Ex) :Airborne op-
ponents suffer a -1 penalty to attack and damage
rolls.
Eerthelementa1:CRl; SZSmallelemental(earth); HD2d8+2;
hp 11; lnit -1 (Dex); Spd 20 ft.; AC 17 (+1size, -1 Dex, +7
natural); Atk slam +5 melee (ld6+4);SA earth mastery,
push; SQ elemental; AL N; SV Fort +4,Ref -1, Will +O; Str
17, Dex 8, Con 13, Int 4, Wis 11, Cha 11.
Skills: Listen +5, Spot +5. Feats: Power Attack.
Special Attacks: Earth m t e r y (Ex): Elemental
gains + 1bonus to attack and damage if both it and its
opponent touch the ground, but -4 penalty if oppo-
nent is airborne or waterborne; Push (Ex): May start
a bull rush without provoking attack of opportunity.
Firedsmental:CR 1; SZ Smallelemental(fire); HD 2d8; hp 4;
lnit +5(+1Dex, +4Improved Initiative); Spd 50 ft.; AC 15(+1
size, +1 Dex, +3 natural); Atk slam +3 melee(ld4andld4 fire);
SA burn; SQ elemental, fire subtype; AL N; SV Fort +0,Ref
+4,Will +O; Str 10,Dex 13, Con 10, Int 4, Wis 11, Cha 11.
Skills: Listen +5, Spot +5; Feats: Improved Ini-
tiative, Weapon Finesse (slam).
Special Attacks: Burn ( E x ) : Those hit by slam
must make Reflex save (DC11) or catch fire (see
DMG, Chapter 3 , “Catching on Fire” sidebar).
Water elemdntal: CR 1; S2 Small elemental (water); HD
2d8+2;hp 11; Init +O; Spd 20 ft., swim 90 ft.; AC 17 (+1 size,
+6natural); Atk slam +4melee(ld6+3);SA water mastery,
drench;SQelemental;ALN; SVFort+4,Ref+O,Will+O;Str
14, Dex 10,Con 13, Int 4, Wis 11, Cha 11.
Skills: Listen +5, Spot +5. Feats: Power Attack.
Special Attacks: Water mastery (Ex): Elemental
gains +1 bonus to attack and damage if both it and
its opponent touch water, but -4 penalty if oppo-
nent is land bound; Drench (Ex): Touch puts out
nonmagical open flames of Large size or smaller;
dispels magical fire with touch as caster level equal
to its HD.
Source: MM.“Elemental.”

appears and the combat is resolved normally with the


creatures already present. If fewer than 8 elementals
have appeared so far, go on to the next entry.
Round X+2: In the 3rd round of the attacks, any
character who speaks - including anyone casting
spells with verbal components -generates a Small
air elemental, again to a maximum of 4, and only up
to a maximum of 8 elementals of all types, total.
Round X+3 : Finally, if by the 4th round the room
still has not created a total of 8 elementals, then
Small earth elementals -as many as is necessary to
~~~

CHAPTER TWO: THE T O M B O F MARILVAZ THE SCRIBE

bring the total number of elementals created up to 8 m


.1
-
* A f,t:
- will rise from the floor.
Note that the fire and water elementals consume
Shackledeath
their sources in the act of forming; thus, as soon as the
CR 8; 52Large outsider (lawful, evil); HD 6d8+12; hp 39;
lnit +3 (Dex); Spd 30 ft.; AC 17 (-1 size, +3 Dex, +5
party slays the fire elementals, they may find them- natural); Atk 2 claws +10/+5melee (ld6+5), 4 touches +5
selves in pitch blackness if they do not produce (or melee (shackle); Face 5 ft. by 5 ft.; Reach 10 Ft.; SA
already have) another light source. (It’s perfectly safe shackle, punishment;SQ immunities,damage reduction101
to relight their torches and lamps, although the +I, resistances, SR 15, see in darkness, telepathy; AL LE;
players may not realize this.) SVFort+7,Ref+8,Will+10;Str20,Dex16,Con15,Int16,
Wis 16, Cha 16.
The room does not replace any elementals that Skills: Knowledge (arcana) +11, Knowledge
are destroyed. All of these elementals are hostile and (law) + 12, Listen + 11, Move Silently + 11,Search
attack ceaselessly until destroyed. Note that the +11, Sense Motive +12, Spot +11, Wilderness
water and air elementals cannot make full use of their Lore +11. Feats: Iron Will, Track.
special abilities. The air elementals have insufficient
Shackle (Ex): A target hit by a shackledeath’s
headroom throughout most of the chamber to assume
shackle attack is clasped around an arm or leg by a
their whirlwind form, and the water elementals would
single shackle; she suffers a-1 penalty to all attacks
accomplish little by turning into a vortex in a
and skill checks and a -2 penalty to Dexterity for
character’s wineskin. Still, this is not an easy battle
each shackle upon her, and her base speed is also
for a party of this level.
reduced by one-quarter per shackle. Shackled vic-
Again, Marilvaz has the words to one of his spells
tims can only move within the 10-footreach of the
carved and hidden throughout the drawings on the shackledeath’s chains, ofcourse. A shackled victim
walls. The spell found in this chamber is called potec-
who tries to cast a spell must first make a Concen-
tionfromekmentals (see the Appendix), but noticing it tration check (DC15, + 1 per additional shackle)
requires a successful Search check (DC16). or be unable to cast the spell. Shackled creatures
In a small niche along the south wall, a stalag- may free themselves as a full-round action with a
mite has been chopped off at the tip, forming a small successful Strength check (DC 18, +2 per addi-
pedestal. On it rests a tome entitled Pillars of the tional shackle).
World.It is a theoretical and philosophical discussion Punishment (Sp): The shackledeath may use
of the four elements and the Elemental Planes, and
chill touch, ghoul touch, or b l i d n e s s l ~ ~on
s sany
how those elements were used in the creation of
victim held by one shackle; uampiric touchor conta-
Scam and all of reality. When used as a reference, this
gion on a victim held by two shackles; bestow curse
book grants a + 2 circumstance bonus to any Knowl-
or hold monster on any victim in three shackles; and
edge (planes) or Knowledge (arcana) checks that
finger ofdeathon any victim in four shackles. All are
directly involve the four basic elements or the El-
as the spells cast by an 8th-level sorcerer (save DC
emental Planes. 13 + spell level). Using any of these abilities is a
standard action that does not provoke attacks of
Cell Block (5) opportunity.
Encounter Level: 8
Immunities (Ex): Immune to cold and poison.
The outer door to this room, although made of Half damage from piercing or slashing weapons.
wood, is very strong and bound in iron. There’s no Resistances (Ex) : Acid and fire resistance 20.
lock, but it is barred from this side. The 4-in. by 4-in.
See in Darkness (Su):Can see perfectly in even
wooden bar is quite heavy -upwards of 50 pounds -
magical darkness.
and has swollen slightly due to moisture so that it is
wedged in place, but it shouldn’t prove too difficult Telepathy (Su): Can communicate telepathi-
for the heroes to remove it and enter into the area cally with any creature within 100 feet that has a
beyond. language.
Iron-bound door: Hardness 5;3 inches thick; hp Source: Creature Collection 2: Dark Me-
40; Lift Bar DC 13. nagerie, page 143. Where statistics differ between
the two listings, this sidebar’s information takes
Once through the door, the party finds itself in a
precedence.
passageway running between two rows of four tiny
prison cells each. The floors of the cells are covered in
old, dry sttaw, and rusted manacles dangle from the
walls. The doors to the cells have long since been tom found with a Search check (DC16), although it’s not
off, although twisted metal hinges and broken locks written in order and thus also requires a Spellcraft
mark where they once stood. Each cell also contains an check (DC15) to put together properly. The spell
old wooden cot, covered in splinters. Another spell is revealed is phantom cell (see the Appendix).
scrawled across the walls of the various cells and can be
THE SERPENT & THE SCEPTER: SERPENT A M P H O R A CYCLE, BOOK 2

Lurking in the northeast cell is a shackledeath,


imprisoned here by Marilvaz. This diabolic creature
attacks as soon as the first character is 15feet into the
chamber. It will not pursue beyond the cell block
itself. Furthermore, if the entire party becomes trapped
in its shackles, it will be content with “punishing”
them all and then releasingthem, and does not insist
on slaying them unless they resume their attacks
afterwards. Wise players will make use of the various
open cells and cell walls for cover to prevent the
shackledeath from using its 10-foot reach.
In thecellimmediatelyacrossfromtheshackledeath,
another of the sage’s tomes sits upon the cot. Thii one
is entitled Shackled Bkssmgs, and contains philosophi-
cal, religious, and arcane lore about various forms of
imprisonment (both mundane and magical), and im-
prisonedentities. Usingthisbookasareferenceprovides
a +2 circumstance bonus to any Knowledge checks
involving spells or rituals of imprisoning, or involving
any legendsormythsof imprisonment (includingmyths
of several of the titans).

The Hidden Temple (6)


Encounter Level: 5
Unlike most of the Tomb, this area provides its
own illumination. The PCs stand within a massive
temple devoted not merely to Chardun, as might
have been expected in Marilvaz’s Tomb, but appar-
ently to all the gods as a whole. The light comes from
the six massivepillars around the room, each glowing
a different hue.
The ceiling here is quite high, rising almost 20
feet above the floor. Each of the six pillars is carved
of pure marble, and bears the likeness of one of the
gods. (In fact, the columns are magical; in addition to
glowing, they display whichever six gods each char-
acter most reveres.) At the far end of the room, on a
dais raised some 2 feet above the surrounding floor,
stands a massive marble altar. A bowl-shaped depres-
sion, lined with silver,sits in the center of the marble.
In the stone around it is carved, in common, the
statement: “Whosoever would seek the favor of the
gods on high must prove his devotion.”
Any sacrifice (of coins, gems, goods, or other
valuables) a character places in the bowl will vanish
immediately. The allips (see below) will ignore any-
one who has sacrificed at least 10 gp worth of goods
at the altar (although they will cease ignoring them
and attack if they are attacked first). Anyone who
sacrifices lOOgp worth is not only safe from the allips,
but receives the benefit of a cure serious wounds spell.
Once the party has spent 5 minutes in the temple,
2 allips emerge from the pillars nearest the altar and
move to attack. As stated above, they will ignore
anyone who has sacrificed well, but everyone else is
open to attack. (Once the allips appear, sacrificing at
the altar will not appease them.) If someone they were
CHAPTER TWO: THE T O M B O F MARILVAZ THE SCRIBE

responsible for a great many injustices against the


divine races. (He excludes his own deity from among
Allips (2) this number, of course.) Use of this book as a reference
CR 3; SZ Medium-size undead (incorporeal); HD 4d12; hp provides a +2 circumstance bonus to any Knowledge
30,25; lnit +5(+1Dex, +4lmproved Initiative); Spd fly30
ft. (perfect); AC 15 (+1 Dex, +4 deflection); Atk incorpo- (history) or Knowledge (religion) checks involving
real touch +3 melee (Id4 Wisdom drain); SA babble, the gods (but not the titans). Reading this book,
madness; SQ undead, incorporeal; AL NE; SV Fort +1, Ref however, may also shake the faith of the reader. Any
+2, Will +4; Str -, Dex 12, Con -, lnt 11, Wis 11, Cha 18. paladin or any cleric of a god other than Chardun who
Skills: Hide +8, Intimidate + 11, Intuit Direc- reads this tome must make a Will save (DC16) or
tion +4,Listen +7, Search +7, Spot +7. Feats: temporarily have her faith shaken. Take the amount
Improved Initiative. by which the character’s saving throw failed and
Special Attacks: Babbk (Su): All sane crea- multiply this number by 5.This result is the percentage
tures within 60 feet must make Will save (DC16) chance that the character’s divine special abilities or
or come under the effectof a hypnotism spellfor 2d4 spells (such as turning undead or hying on hands) will
rounds [sonic, mind-affecting compulsion]; Mad- fail. If the next divine ability that the character uses
ness (Su): Anyone targeting the allip with succeeds, then the chance of failure for the next one
mind-control or telepathy takes ld4 temporary drops by 5%, until it reaches 0 and she has overcome
Wisdom damage. her crisis of faith. If a divine ability fails, the chance of
failure for the next attempt remains the same.

me Conservatory (7)
previously ignoring attacks them, perhaps to aid a Unlike most of the other doors the party has
friend, that person is no longer safe. The allips attack come across within the Tomb, this one is old and
until destroyed, or until the party leaves the temple. rickety, obviously quite weak. It’s jagged, and has
Clearly inscribed on the walls between the pillars been broken off at the comers - it looks almost as
is Marilvaz’s spell bolster undead (see the Appendix). though someone just stuck a slab of wood on the
The tome for this chamber, which sitson the altar hinges as though jury-rigging a replacement door. It’s
behind the sacrificial bowl, is called Divine Wrongs. not locked, and swings open at the slightest touch.
Marilvaz felt that most of the gods. althoueh far less
Y I
Rickety Wooden Door: Hardness 2; 1 inch
wicked and vicious than the titans, haveYstill been thick; hp %Break DC 8.

c
~-

THE SERPENT &. THE SCEPTER: SERPENT A M P H O R A CYCLE, B O O K 2

The rectangular room beyond is filled to bursting the stairs, is a perfect mirror image of the other.
with plant life. Ivy covers the walls; thick hedges, Furthermore, the walls are covered in all manner,
delicate flowers, and small rows of edible vegetables variety, size, and shape of mirrors. Large ones, small
thrive in the soil that is the room’s only floor. A ones, round, oval, square, rectangular, fancy, simple,
window at the junction of wall and ceiling in the framed, freestanding-they’re all here, all reflecting
middle of the west wall allows sunlight into the the images of a confused party back from their depths.
chamber, yet the heroes saw no such opening on the One of the mirrors one he eastern wall of the
hill outside. (In truth, the opening is a small crevice southernmost portion of the room is actually a miwor
just above the main entrance at area 1; the sunlight of life trapping. Any character looking at this portion
is directed to this chamber by a series of mirrors.) of the room must make a Will save (DC19) or be
In the center of the room sits a wooden work- sucked into the mirror, leaving his or her equipment
table, not unlike one you might expect to find near a behind. Nowhere is there any sign of the mirror’s
well-tended garden. On the table lie spades, clippers command words, so the only way to free trapped
and other gardening implements, as well as a sealed companions is to shatter the mirror (without getting
wooden box just about the right size to hold another caught oneself, of course). Ofcourse, shattering the
of Marilvaz’s books, and a single ceramic vial filled mirror frees not only the heroes, but the other trapped
with a viscous green liquid.A note on the table beside occupant as well.. .
the vial reads, T h i s is the only antidote, and there’s She claims her name is Mia coroOn, and that she
only enough for one. I would advise you to hurry was an adventurerand “acquirerof missingobjects’’who
before one of your companions gets it first.” was exploring the Tomb, until she was trapped within
As soon as any character approaches to within 5 the mirror. Carefulquestioningreveals that she believes
feet of the table, a wall offorce seals the entrance and it is still 10 years ago; she’s been here a long time.
a heavy green gas begins to leak swiftly into the The heroes may or may not be inclined to believe
chamber. Characters have only 5 rounds to react her (assumingthey can concentrate on her story; Mia
before the entire room is filled with the foul-smelling is blonde, very attractive, and -because the mirror
substance. steals only bodies, not equipment - very naked).
In truth, this is another example of Marilvaz’s She’s telling the truth as to how long she’s been
rather twisted sense of humor. The gas is quite harm- trapped, but her very appearance is a lie. Mia is
less, save for smelling bad, and disappears within a actually a face stealer called who, in the guise of Mia
few minutes. The vial, however, contains actual the rogue, accompanied another group of adventur-
poison (Fortitude save DC 15;primary and secondary ers into the Tomb 10 years ago. She had hoped to
damage ld6 Con). steal anything they found (and possibly their faces as
If the party pushes aside the ivy clinging to the well, although she wasn’t about to challenge an
walls, they’ll find the spell extrmt poison (see the entire adventuring party), but was trapped by the
Appendix) inscribed upon the wall. mirror. The rest of the party now makes up some of
The tome in the box (which is unlocked) is Marilvaz’sundead force. If allowed to accompany the
entitled Roots ofEvi1. It’s a catalog of naturally occur- party, “Mia”will try to escape at the first opportunity
ring poisons and toxins, both animal and plant, and - taking whatever valuables with her that she can
their antidotes. Use of this book as a reference adds a manage. She knows she cannot challenge the party in
+2 circumstance bonus to any Profession (herbalist) outright combat, and fights only if attacked.
or Heal check that involves natural poisons and their If the party examines all the framed mirrors,
antidotes; due to the highly detailed index in the they’tlfindthe words to thespellreflectiueshike(seethe
back of this book, it can be used as a reference in only Appendix) inscribed in the decoration on the frames.
ldlO rounds, rather than the usual Id4 minutes (see Shatteringthe mirror of life trappingalso reveals a
the “Marilvaz’s Tomes” sidebar at the beginning of hidden niche in the wall which contains the tome
this chapter). Echoes and Dreams. This is one of Marilvaz’s most
thoughtful books, and contains interesting treatises
The Mjrrored Room (8) in existential and ontological philosophy. Reading
Encounter Level: 4 the book provides no benefit, but the reader must
Barring truly unusual circumstances, the only make a Will save (DC16) or have his very faith in
way for the heroes to reach this room is through the reality itself shaken. Anyone who fails the save is no
tunnel that leads from the pit at 3A, runs under the longer convinced that what he sees is real; this doubt
passage leading to the temple, and ends at a tight imposes a -1 morale penalty to all checks and combat
spiral staircase. The stairs open up into this oddly rolls for 2d10 days after he’s completed the book.
shaped room. Each half of the room, bisected across The doors leading to areas 9 and 11 are neither
from the stairwell to the protruding comer opposite locked nor trapped.
CHAPTER TWO: THE T O M B O F MARlLVAZ T H E SCRIBE

Painted into the background around the frolick-


ing figures on the walls is the spell Foxy chum (seethe
The Face Stealer [Advanced HDI Appendix). The door leading to area 10 is unlocked.
Buranka, female face stealer Rogl: CR 3; SZ Medium-size
monstrous humanoid; HD 4d8 (base) + ld6 (Rog); hp 21;
Init + 6 (Dex); Spd 30 ft.; AC 13 (+2 Dex, +1 natural); Atk 2
The Fountain of Wealth (10)
claws+5 melee (ld4+1);SA stealvisage, sneakattack+ld6; Encounter Level: 5
SQ traps; AL CE; SV Fort +1, Ref +8,Will +4; Str 12, Dex lisvaguelydmomis~edwithnches.
14, Con 11, lnt 11, Wis 10, Cha 15. Expensivetapesaiesline the walls; exoticcarpetslie in rows
Skills: Bluff +12, Disguise +5 (+20 if using uponthe flm,the twopillarsd i n galongthe southwall
someone’sface), Listen +7, Pick Pocket +7, Search arebedeckedwithjewels;andcoinsofalldenominatimlie
+5, spot +7. inmessyheapsinthecomers.Alarge~lefountainstands
Feats: Alertness, Improved Initiative. in the center ofthe southwall, itswater flowingup through
Stealvisage (Su):Any opponent of size Large or aspout inthecenterandsp-backdm intoashallow
smaller who is grappled by the face stealer must basin.The water containsmany tiny sprkhng jewels, some
make Fortitude save (DC 14)or have its face stolen. sitting still an the bottom,others skittering along in the
A victim whose face is stolen is effectively blinded, constant current.No exit is apparent save for the way in
deafened, and mute, and may well suffocate,since it which the party entered.
has no mouth or nose through which to breathe. Flitting throughout the room is a ghostly figure,
The face stealer may wear the victim’s face (thus featureless save for vaguely blurred spots where eyes and
taking on the entire likeness of the individual), or mouthmightoncehaveb,whosehumanoidtorsotrails
else restore it or another face to the victim; other- awayintomistyvap. Itfloatsfromcoinstogemsandback
wise, restoration requires regeneration-type magic. again, constantly running intangible fingm through the
Source: Creature Collection 2: Dark Menag- riches it can never touch, and moaning softy.
erie, page 170. This face stealer is a n exceptional Iftheheroesatta~thespirit,dis~thewealthofthe
specimen: it has higher-than-average ability scores, 4 roominanyway,ortFJtoforcethesecrettrapd~ropen(see
(base) HD. and has advanceda level in the rogue class. below),the wraith- for that indeed is what the spirit is-
attacks instantly and fights until destmyed or turned.
Otherwise, it ignores the party.
The Honeymoon Sujte (9) Written aroundthe lip of the basin on the fountain is
Characters entering this room may find them- the spell d r m of avarice (see the Appendix).No tome is
selves either blushing furiously, or else -depending immediatelyobvious.
on their proclivities - unable to wipe a smirk from If any character throws at least 5 gold (of his own
their face. The walls are covered in erotic murals; wealth, not from the mom) into the fountain, a secret
where the images in some of the other chambers trapdoor opens, revealing a ladder that leads down into
might have been relatively abstract, these are abso- another passage. The trapdoor can also be found with a
lutely realistic. Men and women of all the divine Searchcheck (DC20), but itcannot be o p e d inanyway
races are shown here in every manner of intimacy. other thanby throwingat least 5 gp in the fountain. If the
The paintings are further enhanced by the presence characterswish to openit without losingany money, they
of several life-sized sculptures,also realisticallycarved must break it or force it open.Any attempt to do so also
and also in the throes of eternal passion. draws the wraith’s ire,and it will attack.
Only one of the statues is not represented as Stone Trapdm. Hardness 8; 3 inches thick; hp 45;
being occupied in carnal pursuits. The sculpture of a Break DC 25.
young woman sits in the southwest comer holding a
Theactualamountwealhmthismisquiedeceptive.
book in her lap. The book, of course, is not part of the
Mostofthecoinsarecopper-albeithiddenheathathin
statue, but is in fact Marilvaz’s treatise The Greatest
~ofsilveraradgoldcoins-arad~mosthegemsareonly
Gift, an exhaustive discussion of the human capacity
semi-pnxim at best If the entireloamwere emptied ofall
for love. Unlike most of the other books in Marilvaz’s
~ i d d y i e l d l ~ t h a n ~ ~ w d o f (Shouldrichs
Tomb, this one is actually enchanted. After reading
thishappen,themomreplacesthestolentolenwealthwithillusions
it, the reader must make a Will save (DC 17), or be
of coins and gems when it “rexts.” See area 16.)
charmed (as the spell) by the first member of the
opposite gender and roughly the same racial type he In the hallway below, just before it turns to the
or she sees. Unlike the chum person spell, this effect east, a niche in the wall contains the tome The
is permanent until dispelled, although the victim Ravages ofwealth. Written when Marilvaz was young
does receive an additional saving throw anytime he is and bitter (he had not yet reached his heights of
asked to perform an action that violates his align- success),the book is a discussion of the various evils
ment. Any attempt to dispel the enchantment must of wealth and the upper classes. No benefit comes
succeed against caster level 17. from reading it, but neither does it cause any harm.
THE SERPENT &. THE SCEPTER: SERPENT AMPHORA CYCLE, BOOK 2

~ W # & r n
. !P!?AWW* ~
Wraith Chardun-Slain (3)
CR 5; SZ Medium-size undead (incorporeal); HD 5d12; hp CR 2; SZMediurn-size undead; HD 5d12; hp 32; lnit +O; Spd
32; lnit +7(+3 Dex, +4lrnprovedInitiative); Spd 30 ft., fly 20 ft.; AC 19 (+5 natural, +4scale mail); Atk warhammer + 6
60 ft. (good); AC15 (+3 Dex, +2 deflection); Atk incorpo- melee (ld8+3, x3 crit); or javelin +2 ranged (ld6+3,30 ft.);
real touch +5 melee (ld4 and ld6 permanent constitution SA finishingblow; SQundead;A L E ; SVFort +I, Ref +1, Will
drain); SA Constitution drain, create spawn; SQ undead, +4; Str 16, Dex 10, Con -, Int 10, Wis IO,Cha 11.
incorporeal, +2 turn resistance, unnatural aura, daylight
powerlessness; AL LE; SV Fort +1, Ref +4, Will +6; Str - Skills: Climb +8, Intimidate +5, Intuit Direc-
,Dex 16, Con -, lnt 14, Wis 14, Cha 15. tion +3, Jump +8,Listen +5, Ride +5, Search +5,
Skills: Hide +11,Intimidate +lo,Intuit Direc- spot +5.
tion+6,Listen+l2,Search+lO,SenseMotive+8, Feats: Ability Focus (finishing blow), Weapon
spot +12. Focus (warhammer).
Feats: Alermess, Blind-Fight, Combat Re- Finishing blow (Su): Any victim struck in com-
flexes, Improved Initiative. bat who has 10 or fewer hit points must make a
SpecialAttacks:Constitutiondrain (Su) :Living Fortitude save (DC 14) or suffer double damage.
creatureshit by a wraith‘s incorporealtouch attack This ability does not function against any creatures
must succeed at a Fortitude save (DC14) or suffer protected by any spell with the good or holy descrip-
ld6 points of permanent Constitution drain; Cre- tor.
ate spawn (Su): Any humanoid slain by a wraith Source: Creature Collection, page 41. Where
becomes a wight in ld4 rounds. Spawn are under statisticsdifferbetween the two listings, - this sidebar’s
the command of the wraith that created them and information takes precedence.
remain enslaved until its death. They do not pos- - - f .i?. dr 4. , & ‘?F.

sess any of the abilities they had in life.


Specid Quahties: Unnatural aura (Su): Animals In the middle bed of the middle row, a tome
can sense a wraith at 30 feet. They will not willingly entitled Wars of Athition can be found. This is
approachnearerthanthat and panic ifforcedtodo so; Marilvaz’s treatise on war, particularly on the ben-
they remain panicked as long as they are within that efits of psychologicalterror tactics. If used as a reference
range. Dayhghtj~~~erhmss (Ex) :Wraiths are utterly work, it grants the user a +2 circumstance bonus to
powerless in natural sunlight (not merely a hyhght any Craft, Knowledge, or Profession skill checks
spell) and flee from it. involving military tactics.
Source: MM, “Wraith.”
The Game Room (12)
Perfectlysquare,save for the alcove in the south-
The Barracks (11) east comer, the floor of this room is tiled like a
chessboard. Several tables scattered about the room
Encounter Level: 5 display various kinds of games, all of which seem to
The northern door to thischamberis locked,but not have been left in the midst of play. On one table,
trapped. several hands of cards lie face down across from one
StrangWoodenDoollHa~dnes5;3inchesthidr;hp another. Another boasts an unfinished chess game. A
20; Break DC 23; OpenLock DC 15. third shows a partially completed game of brunholk, a
This room appears exactly like a barracks in any dwarven pastime involving both dice and chits, not
normal fortress or military stronghold. The walls are unlike dominos. The walls, however, are completely
made up of large stone bricks, a dozen beds rest in three plain, unadorned by any painting or murals.
neat rows, and a painted window on the east wall is of One table contains not a game, but one of
such magnificent craftsmanship that it really looks as Marilvaz’somnipresent tomes. Called To Win, it is an
though it is an open portal overlooking a training field analysis of the sorts of games people play -including
surrounded by wooden walls. theoretical commonalities between games that are,
Only threeofthe beds, one in eachrow, are occupied. on the surface, completely dissimilar -as well as a
Assoonasthepartyethismm,the3 Chardun-slain discussion of ways to “beat the system” (read: cheat).
restingthereriseand attack.Theywill pursueafleeingparty Use of this book as a reference grants a +2 circum-
into area 12, but not into any other parts of the Tomb. stance bonus to any skill checks involving games or
Eacharacterstudiesthe“windod’ca&lly, hewillsee similar contests (but not in any sort of sporting event
that the pain- has words hidden within the scene (on or test of physical prowess). Of course, if one starts
~~,mwindowsddistanttowers,etc.).Withasuccess- flippingthrough a hefty tome in the middle of a hand
fulSearchcheck(DC14),andthedSpellcraftch&, of cards, her opponents may start asking questions.. .
ofcourse,thesecanbeidentdiedasthespellsaIttheeLath(see Scrawled across the tabletop of the same table is
the Appendix). the cantrip q u i c k than the eye (see the AppendixJ.
- ~~

CHAPTER TWO: THE T O M B O F MARILVAZ THE S C R I B E

+2 on next saving throw


+2 on next attack roll -2 on next attack roll
Base speed increased by +5for 24 hours Base speed decreased by -5 for 24 hours
+2 to AC against next attack -2 to AC against next attack
+10hit points, lasting until used or for 24 hours Character suffers 10 points of subdual damage
Roll twice

No combat awaits the heroes in this room, but at a Will save (DC20). Those who fail are cloaked in the
that doesn’t mean Marilvaz hasn’t challenged them. illusionof ahideous,shambligcorpse,not unlikeazombie
The entire room is heavily enchanted, in fact; if any or a ghoul. This can caw substantialproblems as party
character disturbs a game in any way, she must make memberswillbelikelytoamckoneanotherastheyemerge
a Will save (DC 19) or else sit down and play the from the darkness. Individuals do not simply look like
game to completion, competing against the room undead versions of themselves, but they still sound l i e
itself - opposing pieces move on their own, cards themselves, so fast talking may mitigate the problem.
deal themselves, etc. The GM may resolve the games Charactersmay attempt to disbelievethe illusion ( IX20)
through skill checks, or, if he prefers, through actual once they have reason to suspect it is false, but the seeming
games of cards, chess, etc., against the player(s) lastsfor only 5 minutesafter they leave the darknessin any
involved. If the character wins the game, she receives event.
one random benefit from the chart below (roll ld10). clxnaamwho travelalongthecenter ofthelDomwill
If she loses, or refuses to play after disturbing a game, findaveryhraisedplatformintheupadtlkycaneasily
she receives one penalty from the chart (again, roll move annmd it, but e v e n a c u r s o I y d by touch reveals
randomly). Note that these modifiers are all luck another of Marilvaz’s tomes. called Hidden Decegtlons,it is a
bonuses or penalties, where applicable.Modifiers last collection of short “ d t y des.”-rheyaren’t paTti&y
until used, or for 24 hours, whichever comes first. moral by most stadads, however. In eachofthem,a liaror
The spiral staircase in the southeast leads dteaterreapsgwhilehwhouyto~them
down to another passage that runs below the main orset themstraghtmpunishdIfacharactertakesthetome,
level of the Tomb. he suddenly becomes able to read the spellscrawled on the
chamkwalls, despitethedarkness. (Hestillcanseenodung
A Little Piece of Death (13) else,however.)’IhespeUissphereofdeceptlon(seetheAppen-
Thisvaguelyoval chamber is completely shrouded dix).
in numerous permanent deeper darkness and silence
spells. It would require a dozen daylight spells or ’TheFjndClimb(l4)
targeted dispel m g i c spells (against caster level 17) to ?his square chamber (14A) contains a simple spiral
overcome the darkness, and an equal number to staircaseleadmgupwarck.HaKwayupthestairs,adqkycase
overcome the silence. sits attached to thehandrailWithin it is thetome Ascenrion,
Midway along both side walls, set to catch those Marilvaz’sexaminationofthetheologicalandm~calcon-
who are feeling their way blindly across the room, is notatimofdivinem&andhish*asm&etha
a permanent teleportation circle. A character moving it’sevenpibleforamortraltoactuallyb e divine.While
north along one wall will be teleported across the inmisting, the text is of no practical use as a reference
room and turned around, so that he is moving south document.A ptdspell is carvedon the wall followingthe
along the other wall (or vice-versa). A Wisdom or curveofthembutit‘s mcomplete.(Marilvazdecidedatthe
Intuit Direction check (DC 20) is required to notice lastmoment~~hiseas~e,hedictn’twant
that he is no longer heading in the same direction he thisspeUItwasdesignedtoactuallydrawtheattentionsof~
was. A subsequent Spellcraft check (DC 33) is re- gcdsthmlvessothe~t&withthemin~!
quired to identify exactly what has just happened. The sage never developedthe ccurage to test it)
Characters who wish to travel blindly through the The chamber marked 14B,at the top of the stairs
center of the room must make a Wisdom or Intuit (a 30-foot climb, which places the chamber 20 feet
Direction check (DC 14) to keep a straight line, but above the level of the majority of the Tomb) is
if they succeed they are safe from the teleporters. identical to 14A, save that the passage leading out
To add to the confusion, each character in the runs to the north.
chamber is targeted by a seemingspell unlessthey succeed
THE SERPENT & THE jCEPTER: SERPENT AMPHORA CYCLE, BOOK 2

The Graveyard (15) room, all of the graves but one disgorge a collection of
bones which, over the course of 1 full round, come
Encounter Level: 6
together to form a single creature identical to a bone
At least a portion of this massive cavern is lord. The bone lord will not pursue beyond area 15.
obviously illusionary. Several scraggly trees claw at
Anyone investigating the single grave that did
the ceiling, owls call out from among the branches,
not disgorge part of the bone lord discovers a small
wolves howl mournfully in the distance, insects buzz
box sitting beside the headstone. Within the box is
audibly around the heroes, and a dim moonlight
the tome Funerury Practices of Scum. It is, quite
filters down from the cavern’s ceiling. All of this is
simply, a catalog and discussion of the burial and
clearly an illusion, and it can, in fact, be disbelieved
funeraryrites of all the common nations and cultures
with a Will save (DC20).
of Scam. If used as a reference it grants a + 2 circum-
What is undeniably real, however, is the earthen stance bonus to any Knowledge skill checks directly
floor of the cavern and the rows and rows of headstones pertaining to such practices.
that jut from it. Between reality and illusion,this place
appears to be the stereotypicalgothic graveyard. Marilvaz’sFinal Resting Place (16)
Close examination of the headstones reveals the The door leading into area 16 is locked, but
names of friends and family of the characters. This may not trapped.
throw the party briefly, but it, too, is illusion. Once
Strong Wooden Door: Hardness 5; 3 inches
disbelieved (DC20), the tombstonesinstead bear various
thick; hp 20; Break DC 23; Open Lock DC 17.
fi-agmentsin thelanguageofmagicthat,when put together
The chamber beyond is absolutely massive and
likeapuzzle (requiringaSpellcraftche~kagainstDC 15),
rather oddly shaped. Within the angled niche in the
produce the spellprime corpse (see the Appendix).
middle of the west wall lies a stone sarcophagus.
The heroes, of course, expect something awful to
Within the larger alcoves in the northwest and south-
rise from the graves to menace them, and they’ll not be
west are 14 small mirrors, seven in each alcove. The
disappointed. After they have spent 3 minutes in the
walls are absolutely covered, all the way around, in
alien writings.
This is, indeed, Marilvaz’s final resting place,
Bone Lord and it is guarded by.. . nothing. The sage wanted no
B o n e h k CR 6; SZLargeaberration; HD 12d8+36;hp 90; guardian creatures or traps to risk damaginghis great-
Init +O; Spd 60 ft.; AC 18 (-1 size, +9natural); Atk bites/ est work or his own earthly remains. Besides, he
claws +12melee(ld8+6);Face 5 ft. by 5 ft.; Reach 10 ft.; SA figured that anyone who could win through this far
multiple natural weapons; SQ alter shape, stable form, cold was worthy of his secrets.
tolerance, firewlnerability;AL NE; SVFort +7,Ref +4,Will
+13;Str 18,Dex 10,Con 16, Int 9, Wis 20, Cha 5. The true ritual that covers the walls is indeed the
Skills: Balance + 10, Climb + 10, Escape Artist
heroes’ goal: the Songofunmaking. Unfortunately for
the party, it is written not in Common, nor even
+20, Listen +14, Spot +14.
entirely in the language of magic, but largely in the
Feats: Blind-Fight.
Infernal tongue of Chardun’s servitors!
Multipk natural weupom ( E x ) :In the first round If the party has a member who understands Infer-
of combat, a bone lord attacks with ld4 jaws andor
nal,orwhopossessessomemagicalmeansoftranslation,
claws; in every subsequent round, it produces one
they can copy down the entire ritual over the span of
more such weapon, up to a number equal to its HD.
4 or 5 hours. If they do not, they can still copy it down
Altersh*rpe(Ex): Asafreeaction,thebonelordmay in hopesof findinga translator,but this requiresat least
alteritsshapewithasuccessfulDexterityched<(DC18) 20 hours of careful, painstaking copying.
to best take advantageof the terrain.
Close examination of the mirrors reveals that
S & f m (Ex): Immune topolymorphingeffem. each is actually a mystical scrying device trained on
Cold tolerance ( E x ) : Half damage from cold- one of the other rooms of the Tomb. The mirrors in
based attacks. the southwest alcove show areas 1through 7; those in
Fire vulnerability ( E x ) : Double damage from the northeast show 8 through 13 and 15. They show
fire-based attacks. the rooms in perfect clarity, despite any natural or
Skills: Bone lords gain a +4 racial bonus to magicaldarkness that might be present in those areas.
Balance and Climb checks, and a +8 racial bonus Furthermore, the sound of the fountain can be heard
to Escape Artist checks. in the mirror showing area 10; the mirrors appear to
Source: Creature Collection, page 21. Where transmit sound as well as sight. (Theydo not transmit
statistics differ between the two listings, this smell, nor can spells be cast through them.)
sidebar’s information takes precedence. Each mirror also has a pair of command words
inscribed in the frame. Speaking the first word resets
CHAPTER TWO: THE T O M B O F MARILVAZ THE SCRIBE

the room shown in the mirror - that is, it recreates automatically for one full month, as noted above.
any guardians whom the party has destroyed, resets Note: This is not an experience point factory., charac-
any ofthe traps, rebuilds anyobjectsthepartywrecked, ters receive no experience for any creatures they
and so forth. This can occur only once per month, reactivate just to fight them a second time.)
however. Speaking the second word &activates the These mirrors may seem nothing but a nifty curi-
traps, forcing the guardians to go dormant and ren- osity at first, but they may soon save the party’s lives.
dering the room essentially harmless. A mere 2 hours after they reach this final chamber, the
(Without someone to speak the command words, mirror to area 1 suddenly starts speaking, it seems, and
the natural magics of the Tomb would still reset all the heroes then also make out the sounds of footsteps.
the rooms, but only after a week had passed. If the Someone else is approaching the Tomb!
creatures are slain again, however, they will not reset
THE SERPENT 8. THE SCEPTER: SERPENT A M P H O R A CYCLE, BOOK 2

Chapter Three:
Somethjng Wjcked
The footstepsthe party hears through the mirror well. This dark mass is actually a serpent golem
in the Mad Scribe’sTomb belong to the cultists of the (see sidebar below), its body the result of a
Dar a1Annot -the fanatical servants of Mormo who terrible union of the remains of a former priest-
have been tailing the PCs ever since they leave Vesh. ess of Denev and dozens of black vipers birthed
Justtwohours afterthe charactersfirst enter Marilvaz’s from the darkest grottos of the Ophidian Vale.
final resting place, the cultists enter the Tomb them- The golem is accompanying the Dar a1 Annot
selves. The Dar a1 Annot believe that the PCs have into the tomb specifically to locate the Song of
done all the work for them by this point, and they Unmaking, and it follows Sadayyat’s orders to the
arrive intent on destroying their would-be stooges letter - more or less.
(who are no longer useful to them) and taking the Fluttering around and above Sadayyat, in
true ritual for themselves. They, too, have plans for particular, is a small murder of crows - of
the Song of Unmaking.. . precisely the type that a n attentive PC might
have noticed was following the party o n the
road to Denev’s Aquifer. These are the personal
In the Dark Tongue of Mormo, Dar a1 Annot scouts (animal companions) of the High Priest;
means “Those Who Will Find,” and the moniker is immediately upon entering Area 1, he will send
most fitting for a group whose sole purpose is the them on into the Tomb with orders to seek out
locating and reassembling of Mormo’s scattered vis- the PCs and return with information as to their
cera. The cult wants every piece of its fallen matron, whereabouts and current status. Although he
the Hag Queen, in order to restore her from the maintains n o mental or spiritual contact with
exenteration she suffered at the hands of the gods these animals, Sadayyat can and does commu-
during the Titanswar. This particular clutch of cult- nicate with them when they are i n his presence.
ists, a band of corrupted rangers led by a human priest T h e GM is encouraged to make the presence of
of Mormo, has been charged with the recovery of the these fluttering sentinels somewhat ubiquitous
true ritual in Marilvaz’sTomb, and has been tracking throughout this ending scenario, as t h e crows
the PCs since Vesh. may play a more pivotal role later on (see
The composition of this particular Dar a1 Annot “Warlock’s Flight” below).
clutch is as follows: A High Priest of Mormo named Any PC that chooses to focus his or her
Sadayyat (male human,Dd6, NE),chosen to lead a attentions o n the cultists themselves is allowed
band of 8 of the clutch‘s best trackers ( m k humans, a Spot check (DC 10). If this check is successful,
Rgr2 or Rgr3, NE) across Ghelspad to recover the Song the character notes that all the members of the
of Unmaking. Sadayyat is a firedeyed zealot, and looks group (save the priest) seem to be edgy, actually
the part. He cuts a most unsettlingfigure,standing well twitching and periodically looking about in swift,
over 6 feet in height and dressed in an eerily tight- jerking motions. Most are sweating quite pro-
fitting suit of what appears to be charred flesh. He is fusely, as well, clutching the hafts of their
completely bald, with a charcoal-colored tattoo of weapons so tightly that the whites of their knuck-
what looks like a black teardrop on his forehead (just les are visible to observant PCs -even through
above and between the eyes), and he carries a wicked so small and distant a medium as a scrying mir-
scimitarforgedof a strangegreen alloy. The rangers are ror. To complete the overall effect, though, the
similarly grim, clothed in spiked leather and carrying faces of these individuals are eerily serene, bely-
short, nasty-looking blades; their skin is a latticework ing the nervous agitation displayed in their body
of competition between scars and ink. Like their movements.
leader, most are bald and clean-shaven. The reason for this behavior is due to the
Accompanying Sadayyat and his band of fact that every cult member present is strongly
tainted rangers, the PCs should also be able to addicted to a special drugged liquor brewed by
make out a roughly man-sized blob of roiling the high priests of the Dar a1 Annot. The root of
blackness. Any PC who makes a Spot check (DC this dark tonic, which is known as “bitter brew,”
12) will notice intermittent flashes of gold as is made from the fruit of the bitter tree (see
sidebar). When found in the wild, the bitter
tree’s fruit causes imbibers to degenerate into
psychotic, evil minions, bent on protecting the
Upon seeing the Dar a1 Annot enter the
tree that gives them their “fix.” The Dar a1
Tomb, the party should begin to feel the pres-
Annot liquor, a special formula brewed in con-
sure of being boxed in. After all, they find
junction with druidic rites and herbs, leads to
themselves “cornered” in the deepest room of a
similarly psychotic behavior, but the focus of
tomb that they cannot yet afford t o leave -not
attention is shifted away from the source of the
if they wish to complete their task, a t any rate
fruit and towards the unflagging service of
Mormo’s cult. Cultists “on the brew” (as the
- and the might of the assembled force before
state of addiction is often called) are some of the
...
them should be apparent dauntingly so, in
fact. Players should quickly get the impression
most fearless and fanatical servants in the Witch
that a stand-up fight would result in either utter
Queen’s employ.
failure or in significant casualties for the party,
Chances are high the PCs will not know what
and the GM should encourage the players (via
the brew is when they first encounter it, and will
his descriptions) to explore other options be-
likely confuse it for a mundane if somewhat high-
sides boldly charging out to face certain death.
quality wine. This is made doubly likely by the fact
Although the Encounter Level of the Dar a1
that the Dar a1 Annot typically carry their bitter
Annot task force is 10, this fact soon becomes
brew in ordinary wineskins; each cultist carries no
fewer than three such wineskins. If a PC drinks the
..
irrelevant..
brew, he will find it sweet and succulent -and will Djvjde and Conquer
instantly crave more. Luckily for him there will be
The first alternative to such PC suicide gra-
plenty of the stuff available.. ..
ciously presents itself 3 rounds after the newcomers
turn up in the scrying mirrors, when they arrive at
T H E S E R P E N T 8c T H E SCEPTER: S E R P E N T A M P H O R A CYCLE, BOOK 2

area 2. Through the mirrors in area 16, the PCs uncoil at the priest’s command, separating into a
watch the leader hold up his hand, at which point handful of smaller collectionsof squirming black and
the remainder of the group stops as if awaiting gold. In all, four separate “piles” emerge. Three of
instruction. The priest splits up 6 of his warriorsinto these are directed to accompany the search parties
two groups of 3 each (one 3rdslevel and two 2nd- (one pile to each), while the last is left to guard the
level rangers in each group), and directs them to fan exit. The PCs will hear the priest whisper something
out into the Tomb, with each trio responsible for a to the (dis)assembledpiles, but they canneither hear
different direction. The other 2 rangers (Sadayyat’s nor understand the words themselves.
best men) remain with the priest, to accompany him
The Serpent Golem
down the straightest path into the Tomb.
As a sort of “insurance” against the failure of
A t this point, the PCs witness something truly
Sadayyat and his men, the leaders of the Dar a1
bizarre. The writhing mass of darkness begins to
Annot have sent a serpent golem to accompany the
group into the Tomb. Although Sadayyat believes
the golem to be under his complete control, this is
Serpent Golem (Whole): CR 6; SZ Medium-size con- (terrifyingly)not the case. The golem is under orders
struct; HD 10d10; hp 60; lnit -1 (Dex); Spd 20 ft. (can’t
run); AC 19 (-1 Dex, +10natural); Atk 2 slams +13 melee
from a “higher authority,” and is interested exclu-
(2d8+6); Face 5 ft. by 5 ft.; Reach 10 ft.; SA poison, sively in the true ritual it was sent to recover. Sadayyat,
entrancement; SQ construct, magic immunity, damage though a competent and devoted servant of Mormo,
reduction 15/+1; AL N; SV Fort +3, Ref +2, Will +3; Str is not truly the creature’s master -he merely holds
23, Dex 9, Con -, lnt -, Wis 11, Cha 1. the leash of the beast, as it were. As such, the golem
Poison (Ex): Slam, Fortitude save (DC15); owes Sadayyat no special considerationand, in point
initial and secondary damage ld6 temporary Con- of fact, will forsake the druid at a moment’s notice if
stitution. that should become necessary over the course of its
Entrancement (Su): Upon seeing the golem mission. Indeed, none of the cultists’ lives are par-
(in person), creatures must make a Will save (DC ticularly important to the golem. All that matters is
15)or be &zed for ld3 rounds; vigorous shaking by the Song of Unmaking.
an ally frees the creature from its daze. Those who Although the golem enters the Tomb in its
save are not affected by that golem’s entrance- usual form, the first thing Sadayyat does when he
ment for one day. splits up the clutch into three different groups is to
Magic Immunity (Ex): Immune to all spells, ask that the golem likewise split itself apart, so that
spell-likeabilities, and supernatural effects except a “section” may accompany each group (with one
the following: culm animal slows the golem for 2d4 left over to guard the entrance). The statistics given
rounds; charm person or animal deals ld6 points of below are those of the golem in both forms.
damage; dominate animal deals 2d6 points of dam- (GM’s Note: The golem is still one entity, so
age and 2 points of temp Str damage; summon any component “pieces” can see what the others
nature’s ally heals the golem of 4 hit points per HD can see and the four sub-sections may reunite at
of vipers summoned and commanded to join the n o cost over the course of 1 full round.)
golem. If the other three sections of the golem are
Serpent Gdsm (Quarter): CR 2; SZ Small construct; HD destroyed by the PCs, the fourth quarter will
10d10;hp15;lnit+O;Spd20ft.(can’t run);AC21 (+lsize,
return t o t h e Dar a1 Annot leaders, where it will
+10natural); Atk slam +12 melee (ld8+6); Face 5 ft. by 5
ft.; Reach 5 ft.; SA poison, entrancement; SQ construct, be “rebuilt” and eventually reassigned.
magic immunity, damage reduction 15/+1, discrete entity; A t this time, with the responsibilities thus
AL N; SV Fort +3, Ref +3, Will +3; Str 1‘7, Dex 11, Con -, divided and assigned, the cultists move in (with
lnt -, Wis 11, Cha 1.
the challenge the cultists represent as a unit
Bscrete entity (Ex) :Any golem quarter that is now significuntly reduced). The final make-up
slain diminishes the whole golem by one quarter of of the three sub-groups is as follows:
its hit points (i.e., the 15 that the destroyed Group O n e (EL 8): Saddayat, Kheldaris,
quarter once had), but doesn’t otherwise affect the and Urzhon (see below), and a serpent golem
whole being. A whole serpent golem damaged in
quarter.
this way may still regrow lost serpents through
G r o u p T w o (EL 6 ) : H o l l i c a r t h a x ,
summon nature’s ally spells, as described above.
Pradhana, and Skree (see below), and a serpent
Source: Creature Collection 2 , page 83.
golem quarter.
Where Creature Collection 2 and the statsfor the
G r o u p T h r e e (EL 6 ) : Jhevarra,
whole golem in this sidebar differ, this sidebar
Lhiavar, a n d Vardas (see below), a n d a
takes precedence.
s e r p e n t golem quarter.
CHAPTER THREE: SOMETHING; W I C K E D

HjghPnestSadayyat Dex,+4lmpvedInitiative); Spd 3Oft.; AC13(+1Dex,+3studded


leather,-1addldion);Atk+5mdee(l~3,1Q-2O/x2art,short
A man driven to prove his worth to the J hd Annot sword)and +5 melee (ld6+1,19-20/~2 act,short sword); or +7
(notoriousfor its unwillinpess to show anyfavor to its male melee(ld8+3,1Q-20/xZa~t,shat~; a+4ranged(ld6, x3
members), Sadayyat intends to return triumphant to the act,60ft,shortbow); SAfawKedv + ) , V f @ t -
witchesofthe Homsaw, Songof U& in hand, regard- hg; SQaddldion;AL NE; SVFort +6,Ref +2, WIII +2;Str 16 (14),
Dex 13,Con 16(14), lnt 10,Ws 12, cha 8.
less of what ends he has to use to do so.
S n d e h m m & h CR 6; MMedii-size hunanold(6Ft, Skills: Craft (poison making) +3, Listen +5,Heal
1in.); HD6d&18; HP 50;lnit+7(+3h+4 lmprovedlnitiatii); 4pd +3, Hide +5, Move Silently +5, Search +3, Spot +5,
30 ft; AC 16(+3 Dex,+4TFI+ leather-, -1 add&); Atk+8 Wilderness Lore +7.
melee(ld6+3andpoison,l&20/X2art, + I w d s c h & ) ; S A Feats: Dodge, Improved Initiative,Track, Weapon
spdk;SQaddldion,animdcompenions,~sense,resistnature’~
lue, traddess step, WiM + 2/day, Woodland stride, spedcwith
1;
birds; AL NE;SVFort +8,Ref+5,Will +8[diction Str 14(V),Dex
Focus (short sword).
Special Attacks: Favored enemy (+1 to damage
16,Con 17 (15), Int 13, We 15, Cha 17. rolls and to Bluff, Listen, Sense Motive, Spot, and
Skills: Concentration +11, Craft (poison making) WildernessLore checksagainstor involvinghumans);
+6, Diplomacy +5, Heal +6, Handle Animal +7, Listen rangerfighting(asthe AmbidexterityandTwo-Weapon
+6, Spot +6, Profession (herbalist) +7, Spellcraft +5, Fighting feats in light or no armor). S pecialQ t d t i e s :
Wilderness Lore +8. Addiction (bitter brew).
Feats: Dodge, scribe Scroll,Improved Initiative. Possessions (KheIdmis B Uphn): Spiked studded
Druid @ prepared (5/4/4/2,l:0 - detect magic, dem leather,2 short swords,shortbow,quiverand 10m w s , 3
pkm,fErre, knowcfireaton, lib;1st-detectsnmesundph, wineskinsofbitterbrew5O-ft.rope(w/grapplinghooks),
faerie~e,obxtmngmist,ncre~bwounds;2nd-barkskin(AC2 weeks‘ dry rations,6 torches, bag of herbs and coins (8
risesto 20), chamzgersanu r d , heatmetal,produceflmne; gP).
3rd -meldinto sm, pison. Possessions(Honicarthax&?-Jhewma):As Kheldaris&
Specialmties:Addiction (bitterbrew),animalcorn- U h o n , plus these two rangers have 3 doses each of a
panions(48crowswith1/4HDea~;useravenstats),nature s pec ial extract of black adder venom (injury,FortDC 12;
sense,resist nature’s lure, t r a d e s step, d shLlpe 2/day, in itial damage none, secondary damage ld6 Str) that
woodland stride,speakwith birds (dueto a ritualhe under- reacts violently with the presence of bitter brew in the
went some time ago,Sadayyat may always speakwith birds bloodstream. Anyone “on the brew” struck by a weapn
asifthroughthespeakevithrmimalrspell). with thisvenomon itmust makeaFortitudesave(DC20):
Possessions: charred man-flesh +2 kadw W , +1 initial and secondary damage is death. The two will stab
serpensteelscimitar(Fortsave[DC12]ortakelpointoftemp their confederates and then themselves with thispoison
Con damage for ld4 hours), 3 wineskins of bitter brew, 2 if they believe themselves faced with capture.
weeks‘ dry rations, reed-lantern with continual jhme cast Urmra,Ske4V&dRg)lan4mdehman,Rq2cR2;SZ
Mediun-sizehunanold; M)2dl0+6; hp 24,14,16,14; lnit +5(+1
upon it, bag full of various herbs and fortune-tellingbones,
Dex,+4lmprwedlnitiiive);Spd30R;AC13(+1Dex,+3~
coin purse (10pp). leather, -1 addidion); Atk Atk +4 melee (ld6t3,1?-20/x2 act,
S&mtinmt c r ~ w fm:CR6;SZSmallhuman- shortswwd)and+4melee(ld~1,1?-20/x2cnt,shortsword);~
oid [animalform]; HD 6d8+6;hp 38; Init +5 (+1 Dex, +4 +6mdee(ld8+3,1?-20/xZd,,shortsword);SA F m r
o re d ~
Improved Initiative); Spd 10k,fly 40fi. (average);AC 11 (hunans),rangerf@tng; SQadddiOn;ALNE;SVFort+6,Ref +1,
Will +1; Str 16 (14), Dex 13, Con 16(14), Int 10,Wis 12, Cha 8.
(+1size, +1Dex, -1 addiction);Atkclaws +6melee (ld3-
Skias:Craft(poisonmaking)+2,Listen+4,Heal+3,
2); SA spells;SQ addiction, animal companions, nature
Hide +5,Move Silently+5, Search +2,Spot +4, Wilder-
sense,resist nature’s lure, wild shape 2/day, speakwith birds;
ness Lore +6.
ALNE; SV Fort +6,Ref+3,Will +8 [addictionhStr 7 (9,
Dex 13,Con 12 (lo),Int 13,Wis 15,Cha 17. Feats: Improved Initiative, Track, Weapon Focus
(short sword).
Skias: Gmmtration +9, Diplomacy +5, HandleAni-
mal +7, Listen +6, Spot +6, profession (herbalist) +7, SpecialA&: Favored enemy (+1to damage rolls
Spellcraft+5, Wilderness Lore +8. and to Bluff,Listen, Sense Motive, Spot, and Wilderness
Lorechecksagainstor involvinghumans);ranger fighting
Feats: Dodge, Improved Initiative, Weapon
(astheAmbidexterityandTwo-WeaponFightingfeatsin
Finesse (claws).
light or no armor). Speaal Qtdties: Addiction (bitter
Prepared chid spelE a d : 0 -flare; 1st-none; 2nd brew).
- none; 3rd -none.
Possessions:Spikedstudded leather,2 shortswords,
TheTrackersoftheDarahot 3 wineskins of bitter brew; 50-ft.rope (w/grappling
Khddsir,u-mm,HdicathqdzRswna,mdehunas,~~hooks), 2 weeks‘dry rations, 6 torches, bag of herbs and
3;SZWiun-sizeW,uMnoId;M) 3dlO+Q;hp31,25,23,22;lnit+5(+1 coins (8gp).
THE SERPENT &. THE SCEPTER: SERPENT A M P H O R A CYCLE, BOOK 2

While it is likely that the PCs will attempt to “dig Players Running the Tomb Guardians
in” at area 16, fortifying their position while the
Although it is quite possible that the players will
remainder of the Songof Unmakingis transcribed, this
enjoy watching the Dar a1 Annot bumble their way
is not the only strategyavailable to them. The players
through rooms already bested by the PCs, it is just as
may be inclined to believe, quite rightly, that they
likely that they will not enjoy sitting through four or
have something of an upper hand in this situation:
five combats wherein the GM is both aggressor and
The characters know of the Dar a1 Annot and its
defender. Most any player will agree: Watching the
members’locations within the Tomb, while the same
GM roll dice is rarely a fun thing (especially for
cannot be said of the cultists regarding the PCs. In
nervous players), and becomes far less so when the
addition, the heroes have at their disposal a means by
GM is rolling dice both for and againsthis own NPCs.
which they may make the complex a challenge to the
Thus, we’ve included this little “roll reversal” for
Dar a1Annot -and to rid them of the belief that the
those groups who like to take their gaming for a walk
PCs had already “done all the work,” after a fashion.
on the wild side once in a while.
Locatedon the northwest and southwest walls in
Here’s how it works: As the Dar a1Annot cultists
area 16, etched into the mirrors that reveal each
begin to make their way into the Tomb, the GM
room’s current activity, is a series of 28 command
should ask the players what it is their characters wish
words - 2 words per mirror/room. As noted at the
to do. If they do as is expected and remain in area 16
end of the previous chapter, each mirror has a com-
after reactivating all the traps and guardians,the GM
mand word that will deactivate any and all traps and
should announce the following:
wards (even the creatures) in the room to which it is
attached. What is important here, however, is that “Inorder to make the game more enjoyable-and,
each room also has a command word that will “reset” let’sface it, less boring -for you players, I will hand out
all the room’s creatures and traps. If any PC figures the statistics of the monsters guarding each room of the
this mechanism out, the Dar a1Annot may well be in Tomb. When the bad guysarrive in any given room and
for a tough time as they make their way through the are forced to contend with whatever guardians await
Tomb. The GM must keep in mind, however, that them there, you will play those guardians.”
the PCs can only reset each room once. If the cultists How it actually breaks down is, of course, up to
overcome any fresh traps or creaturesin a given room, each individual group. The suggested method is to
those traps cannot and will not be reset again until a have the GM simply narrate the progress of the Dar
month has passed. a1 Annot (which the PCs should be able to monitor
CHAPTER THREE: 50METHlNC W I C K E D

from area 16), and whenever the cultists engage one gated guardians - their unwitting allies against the
or more of the Tomb‘s guardians in combat, the GM Dar al Annot. It would simply be a matter of the
should simply hand out the relevant stats of those players factoring in the movements of the Tomb‘s
monsters to one or more of the players. The players creatureswhen planning their assaults on the cultists.
can take turns running the monsters if there are not Such two-pronged warfare will likely result in some
enough guardians in any given encounter to have sterling successesfor the PCs, and the GM is strongly
each player control one, or else play one creature as encouraged to reward the tenacity, ingenuity, and
a communal effort. In this case, a designated party bravery of any troupe that wisely blends all available
leader should likely roll the dice and make the deci- strategies into a cohesive battle plan with an addi-
sions, although any sort of player consensus will do tional XP award at the conclusion of the adventure.
when it comes down to it. In the event of a room with
multiple guardians, the monsters should simply be Warlocks Flight
divvied up among the players, so that each player The Dar al Annot cultists are willing to fight to
effectively has a “character” to play. Naturally, the the death, gleefully ending their lives in this dank,
GM will be “playing” the Dar a1 Annot. Initiative is forgotten tomb if it might ultimately further the cause
then rolled, and combat proceeds as per normal rules. of the Witch Queen. If there are any survivors,there
As the cultists have split up into three sub- will be only one -Sadayyat.
groups in order to more quickly search the Tomb, it In the unlikely event that both his cultists and
might be best to switch the “camera”from one group “his” golem should fail him, Sadayyat will seek to
to the next after such a battle, in order for the players escape. As adruid travelingalone, the odds are stacked
to have something to do at all times. Handled this in his favor once he reaches the Tomb‘s exit. Although
way, the scenario should play out quite smoothly and there are a number of options at his disposal, the
shouldn’t drag on too long. Mormovian druid prefers to effect escape by using his
wild shape ability to assume the shape of a great black
Guerilla Warfare crow. He picks this form because he can still speak as
Sitting by and watching the cultists stumble a crow -and even use a few spells that require only
through room after room in search of the Song of verbal components. (If sorely pressed, Sadayyat may
Unmakingisn’t the only option available to the party. also use wild shape simply to regain lost hit points; since
It is conceivable that the PCs might not have figured he must shift back to human form to gain the benefit,
out the purposes of the command words in area 16. In however, he probably won’t resort to this tactic unless
this event, the party will not have reset the room he hasn’t used the ability yet that day.)
guardians throughout the Tomb when the cultists If the GM chooses this option, there are a couple
arrive, essentially leaving the doors open for the important things to remember. First, the Mad Scribe’s
villains to come find (and kill) the heroes. In all Tomb will be positively aflutter with crows by this
likelihood, this eventuality will be intolerable to the time (Sadayyat has 48 of the creatures as his animal
PCs, the smartest of whom will seek to use their companions). Second, even if the PCs are all gath-
position and knowledge to best advantage against the ered in area 16 with all eyes on the scrying mirrors,
quickly advancing and technically superior force. they will most likely have a hard time telling one
Since they still have the upper hand in the crow from another, despite the relatively large size of
reconnaissance department, the PCs might well start Saddayat’s own crow form. Without some very quick
making sorties out of area 16 once they realize that thinking on the part of the PCs, it is very likely that
the cultists will be splitting up into three smaller - Sadayyat will indeed escape.
and far more manageable - groups. By carefully If the Dar a1Annot priest does indeed get away,
monitoring the whereabouts of each group at any the PCs have made themselves a bitter enemy.
given time, the PCs can plan surgical strikes against Sadayyat cannot return to his leaders in the cult
the Dar a1 Annot, timing their forays to match the having failed in this important mission nor, worse
movements of the other two groups at any given time. yet, having been bested by the PCs. Even if his
Wise PCs will also use their hard-earned knowledge superiorswere inclined to be merciful, Sadayyat would
of the Tomb itself to their advantage when timing never extend himself such consideration. After mak-
these strikes, as they have already been through the ing his escape, the psychotic druid vows to exact
area themselves and can plan surprises for the cultists vengeance upon the PCs. If he was too late to claim
based on the layout and known inhabitants of the the true ritual for himself and his mistress, he might
Mad Scribe’s Tomb. at least return home with head held high, having
Note that the PCs may well decide to attempt slain those who robbed him of his (and Mormo’s)
such blitzkrieg attacks even if they have also discov- righdul due.
ered the command words in area 16, as a means of It is up to the GM how any further interaction
complementing the efforts of the Tomb‘s re-propa- with Sadayyat plays out: Perhaps he ambushes the
THE SERPENT k THE SCEPTER: SERPENT A M P H O R A CYCLE, BOOK 2

PCs on their trip back from the Tomb, or maybe he pedestals and the like. They’re merely searching for
is more cunning, lying in wait and watchingfrom afar those who already have such items.
as the events surrounding the PCs unfold. Either way,
the party hasn’t seen the last of this fanatic.. .. 7he Pjts (3)
It will most likely be Group Two that finds this
Into the T& room first. Sadayyat will probably want his men to
What follows is a general guideline regarding the investigatewhat’s on the other side of the two pits in
Dar a1 Annot as they make their way through the the hallway, even if they’ve already located either or
various rooms of Marilvaz’s Tomb. Needless to say, if both of the secret doors. After all, there’s nothing
circumstances warrant (or require) that the cultists saying that the true ritual isn’t hidden in whatever may
deviate from these strategies, then they certainly lie beyond the door at the end of the hall. Nonetheless,
may. They will do whatever seems reasonable, given Sadayyat is both cautious and meticulous and will
their personalities and skills. certainlycome back to these rooms later on. If the GM
wants to get really creative,he can have one of the men
7he Cave of Entq (1) (or the serpent golem quarter) investigateone or both
At this stage, the Dar a1 Annot are still a united of the secret doors while the other two rangers move
front. If for some reason the PCs decide to confront down the hall into Area 5. All in all, it would be safer
them here, they will have a tough fight on their hands (and easier on the GM) if the three just stuck together,
(EL 10).Such is not likely, however, as thecultists will so they probably should do so.
move through this area quickly once they realize that Sadayyat is not stupid. If by some chance, none of
neither the PCs nor the true ritual awaits them here. the Dar al Annot have discovered the secret doors in
As to the room itself, the cultists don’t seem this room by the time all the other rooms have been
particularly phased by any of the disturbing carvings searched, he will reconvene them all in this hallway,
on the wall, but then.. . these cultists don’t seem prepared to search the pits as agroup. At this point, the
particularly phased by much of anything (except, of PCs may be in trouble again, as the cultists are now a
course,the prospect ofrecovering the Sungof Unmak- unit once more. Still, there is nothing tosay that all the
ing). As soon as Sadayyat has entered this room, he cultists are present after having searched through all
sends his murder of crows into the Tomb complex to the rest of the rooms on this level of the Tomb.. ..
seek out the PCs. The GM will have to “keep track” n e Hemental Cavern (4)
of these crows throughout the remainder of the sce-
nario, but they should likely only provide something Chances are, if either Group Two or Group
of a backdrop to other goings-on, as they don’t Three has found this cavern first, they will simply
present enough of a threat for most of the Tomb‘s scan the room from the door, searching for either
guardians to bother with them. signs of the PCs or the true ritual (assuming they’d
know it when they see it). They aren’t terribly inter-
A Fork in the Tunnel (2) ested in prolonged spelunking adventures if there’s
When the cultistsarriveat this juncture, Sadayyat nothing to be immediately gained.All the same, if all
makes his decision to split up the clutch. He’ll prob- the other rooms on this floor have been searched with
ably cast detect snares and pits at this time, and will stillnosignofthe PCs, Sadayyatwill insistonareturn
suspect that the Tomb progresses beyond the east to this room for further scrutiny.
wall. He’ll probably occupy himself and his two Given the fact that the cultists don’t plan to stay
companions with discovering the method to get very long, they may not have to endure the elemental
through, while sending Groups One andTwo to areas onslaught. However, it is pretty much guaranteed
3 and 7 of the Tomb, respectively. In the course of this that at least some are carrying torches, so they may
search, he might get paranoid and cast detect poison as have to contend with the small fire elementals jump-
well. ing forth from their light sources. In this event, the
Once he’s found the mechanism that opens the cultists withdraw rather than pressing into the room.
door in the east wall, Sadayyatwill push through with
his men, regardless of what may befall the other two
Cell Block (5)
groups. It is important for the GM to remember that If the PCs have already braved this room, then
Groups Two and Three are searching primarily for the iron-bound door likely doesn’t pose much of an
the PCs and not for the Song of Unmaking, for the obstacle to the cultists. (Although the proper com-
rangers likely wouldn’t know the ritual even if it fell mand word from area 16 would restore a defeated
on them. To this end, neither Group Two nor Three shackledeath, it wouldn’t fix the broken door.) If the
is particularly enticed by the appearance of books on PCs never made it this far for whatever reason, then
the door would obviously still be intact when the Dar
a1 Annot arrive.
CHAPTER THREE: S O M E T H INC WICKED

The cultists have no interest in taking on the


shackledeath, but that shouldn’t stop the diabolic
menace from exacting its particular brand of“justice”
upon any that intrude (particularlysince the cult is so
heavily attuned to Mormo, Chardun’s bitter enemy).
The GM should note that the same rules apply to any
and all intruders, regardless of affiliation. The
shackledeath will likely not destroy the cultists after
having meted out its “justice”upon them (unlessthey
insist on attacking it further, which they may), leav-
ing them free to return to their systematic search of
the Tomb, though most likely greatly weakened.

The Hidden Temple (6)


The Dar a1 Annot are in serious trouble here.
The only way to avoid conflict with this room’s
guardians is to place a valuable sacrifice the altar.
However, the cultists certainly have no desire to
obtain the favor of the gods in this way, and thus will
have a nasty fight on their hands. This, however,
assumes that the PCs have rejuvenated any allipsthat
they themselves might have defeated on the first pass
through. If they haven’t spoken the right command
word for this room, then there are no allips around to
harass the cultists for their lack of penitence.
In this event, the cultists proceed to defame the
walls of this temple, scratching out the likenesses of
the gods with their swords and spitting upon the
various words of prayer inscribed around the col-
umns. (The irony behind this behavior, of course, is
that it only confirms Marilvaz’s beliefs that the gods
-though petty and cruel -are infinitely preferable
to the titans from which they were spawned.. .titans
that included the cultists’ own precious queen,
Mormo.)
As the PCs watch, however, they witness a
curious event: The command word etched around
the rim of the mirror associated with this room glows
a faint purple for a moment, and then the party sees
two new allips emerge from the columns, ready to
punish the transgressors. In addition to providing a
bit of eerie &us ex machine into the scenario, this
divine intervention (which is actually just an auto-
nomic response from the Tomb itself, courtesy of
Marilvaz’ designs) may also serve to clue in players
that they hadn’t yet figured out the connection
between the command words and the rooms, or were
afraid to speak the words themselves and put their
theories to the test.
Luckilyforthe PCs,thegroupofcultistsmost likely
to face this room is GroupOne. If either of the other two
groupshappens upon this room for any reason, they will
likely flee the temple once the allips emerge.

The Conservatory(7)
The cultists most likely to encounter this room
first are Group Three, sent in this direction when the
‘Iff E S E R P E N T & T H E SCEPTER: S E R P E N T A M P H O R A CYCLE, BOOK 2

cultists were first divided. How the scene plays out is absolutely detest the divine races, humanity in par-
ultimately up to the GM. The simplest and most ticular. They will immediately, brutally, and
likely option is that once the cultists see that nobody thoroughly mar the faces of the “works of art” found
is in the room, so they will withdraw and head back in this room, making their blasphemy of the temple
to area 2. If, however, the GM wishes to make the at area 6 look like art appreciation. If Sadayyat is not
scene more interesting (particularly in the event that with the rangers who first discoverthis room (a likely
the PCs never made it to this room in the first place), occurrence), the cultists will make sure that they
he could have one or more of the rangers step towards level at least some destruction upon every painting
the worktable in the center of the room, thereby and statue in the room, even at the risk of neglecting
activating the wallofforce and the gas trap. However, their other duties. Only when they are satisfied that
the GM should allow them a Craft (poison making) no piece of art remains unblemished will they return
check (DC15) to notice that the gas itself is mostly to their mission. If the book resting in the statue’s lap
harmless. A similar roll should be granted for any has not already been taken by this point, the rangers
cultist who attempts to examine the vial of green will demand that it, too, be destroyed,although they
liquid. do wait to obtain Sadayyat’s permission first.
This room, if nothing else, might provide a If Sadayyat is present when this room is discov-
moment of early revelation for the PCs. Watching ered, he will permit this vandalism up to a point,
the cultists identify and subsequently circumvent allowing the brew-addled warriors to satiate their
Marilvaz’s cunning trap should provoke a nice real- appetite for destruction,so long as it does not take too
izationin the PCs that they’renot up against amateurs long. When he feels that enough damage has been
here. Regardless of what happens with the gas, any done, Sadayyat will raise his blade to the sky, and all
one of the leaders of any of the three groups will take the rampaging rangers -regardless of what vandal-
the tome IRootsofEuil) from the box on the table with ism currently occupies their attentions - will
him before leaving the room, assuming the PCs have immediately fall into line.
not already done so.
The Fountain of Wealth (10)
The Mirrored Room (8) If the PCs have taken all the actual riches from
Chances are high that three sub-groups of cult- this room, then all the wealth in the room is illusory
ists will have reunited by the time they reach this by this point (the illusions having been put in place
room (if Group Two discovers the entrance at Area when the room was “reset”).Strangely,the cultistsdo
3A, they likely return to their leader to await further not race to fill their purses with the riches, however,
instructions, although the GM is certainly free to despite what the PCs might expect. Rather, they
have them press on ahead, if so desired). Even so, the simply look to their leader for guidance upon entering
room has two exits leading out from it (one to the this room. If Sadayyat is not with them, they merely
hallway leading to area 11 and the other leading to search the perimeter of the room, looking for hidden
area 9) and Sadayyat would likely split up his forces passages or individuals, taking special care to avoid
yet again at this juncture. The mostly likely split at the spectral figure flitting about the room. If they do
this point would be to have Groups Two and Three not find the passageway leading to area 13, they will
head off in one direction together and for Sadayyat quietly withdraw from the room and head back to
and his two guards to investigate the other. The GM area 8 to rejoin the others. At no point will they
can then handle any further encounters using the attempt to steal from the fountain, nor will they offer
combined traits listed earlier. any of their own paltry earnings.
Barring some unusual turns of events, the PCs Alternately, the GM might have one of the
will have already shattered the mirror of life happingby weaker-willedcultists make agrab for one of the more
the time the cultists arrive. As such, the face stealer valuable (-looking) gems while the others aren’t
will also be gone (probably in the company of the looking. (Even in this event, the cultist should prob-
party) and the niche in wall revealed. If the PCs have ably get a Will save (LE12) to resist the temptation,
not already taken the book resting there (Marilvaz’s as he has been thoroughly trained by the cult’s leader-
treatise on the potentially illusory nature of reality), ship to do just the opposite.) If one of the rangers does
Sadayyat wilt be most interested in it and will snatch attempt to grab some treasure, the GM should take
it for his personal collection. specialcare to describehow completely and eerily the
other cultists ignore him afterward, leaving him to
The Honeymoon Suite (9) face his fate at the wraith‘sghostlyhands. At no point
Any Dar al Annot ranger entering this room will do the thief s compatriots come to their fallen
grow violently disgusted by the paintings and statues comrade’said. They simply look on, straight-faced,as
found within. All the rangers in this particular clutch he faces his doom.
CHAPTER TH RE€: SOMETH INC WICKED
,. ---
The Barracks (11) The Fjnal Climb (14)
When the cultistsenter this room, they will have This room is of no real import to the cultists.
no option but to fight the guardians within (as writ- They simply move through to area 16, although
ten in the room’s description), if they are present. Sadayyat will stop to take the tome found on the
The Dar a1Annot have no wish to do battle here, but stairwellfor his collection. If, however, the PCs holed
the undead soldierswon’t give them any options. The up in area 16 have attempted to fortify their position
Chardun-slain are a match for the rangers of Groups at all, this would be the perfect place to set snares or
Two and Three, and indeed, this room is the one to rain down death from above onto the cultists.
where some or all of the cultists might meet their Indeed, the party’s “last stand” may well take place
ends. The cultists’ best immediate hope lies in the long before any cultist ever sets foot in area 16.
serpent golem quarter, with whose help they may
stand a decent chance. Their other hope rests in their The Graveyard (15)
leader: If Sadayyat and his best men (Group One) All the cultists in this clutch have had their
arrive here first (or alongside them), or if he and his wills mystically and herbally enhanced by the bit-
group hear their cries for help and rush to their tet brew coursing through their systems. Even
assistance, they might handle the undead capably. without Sadayyat’s presence to give them a clue,
the rangers will attempt to disbelieve the illusion
The Game Room (12) aspect of this room almost immediately upon en-
This room will likely pose little or no threat to tering. And even if one or more doesn’t make the
the cultists, as they’ve all been trained not to disturb roll, the one(s) that do will explain the reality of
their surroundings any more than they absolutely the room to their confederates.
have to. They will not disturb any of the game pieces, The biggest problem facing the Dar al Annot,
and thus shouldn’t have to play any of the games to of course, is the bone lord. If the PCs have “reset”
completion. Nonetheless, for the sake of drama, the this room, then the bone lord might rise once again
GM may choose to have one weak-willed (or stupid) to take on the new intruders. As with the Chardun-
cultist take his brew-borne jitters out on one or more slain, the cultists will have adifficult time defeating
of the game pieces in this room - with possibly this guardian. Their preferred strategy is to with-
entertaining results. draw (seeing no reason to remain in this place),
with a back-up plan of sending the whole serpent
A Little Piece of Death (13) golem in later and then flanking the bone lord as a
As has been previously stated, the cultists aren’t complete unit.
really stupid. If the GM decides that it’s worth it for It should be noted as well that the illusion of the
them to try maneuvering their way through this names of family members on the tombstones will not
room, the first thing they will do is send the serpent phase these cultists in the slightest. Indeed, closely
golem quarter on ahead. The golem is immune to the observant PCs will see an amused little smile cross the
room’s mind-affecting magics (but not the teleports, lips of one or two of the rangers.
though it will head into the center of the room in any
case), and it certainly isn’t afraid of anything that Madlvaz’sFinal Resting Place (16)
might be found within. If the golem returns un- Needless to say, if the Dar a1Annot have arrived
harmed, the GM may then have the cultists tie a rope here without sufferingany significantcasualties,then
between themselves before proceeding. Cultists who the PCs might be in trouble. At the very least, they
find their way to the center of the room will take the are in for a very tough fight.
book they find there (it may contain the m e ritual The first thing that will happen will be the
and they can’t see to make sure) and leave with it serpent golem’s attack. Even if Sadayyat has not
immediately, thenceforth returning to rejoin the expressly ordered it, any and all serpent golem quare
others once again. Remember, though, that each ters present when the PCs are discovered will surprise
cultist who emerges from the room is cloaked in an everyone involved by rushing forth in a murderous
illusion of a rotting, shambling corpse; the results of frenzy, attempting to daze, poison, and crush the life
their appearance to their fellows could be entertain- out of anyone it believes may be in possession of the
ing to the PCs.. . Song of Unmaking. Although this unsettles Sadayyat
It may be pointed out here that this is a great greatly, he will follow suit, ordering any remaining
place to stage an ambush, since the PCs can see all men to back up the golem’s assault,while standing at
that transpires in this room (using the mirrors) and the rear and assisting their efforts with spellcasting. If
the cultists cannot. Some players might see this an he knows from his previous spying that any particular
opportunity too good to pass up. PC(s) tend to use invisibility or similar effects in
combat, he will target them with his faerie fire spell;
THE IERPENT & THE SCEPTER: SERPENT A M P H O R A CYCLE, B O O K 2

he learned long ago the danger of invisible oppo- Enterprising DMs might even choose to add
nents. He reserves his heat metal spell for a heavily secret passage(s)somewhere in one of the Tomb‘s 16
armored fighter-type. Otherwise, he uses his spells as chambers, leading to unexplored (and unmapped)
any situation demands or allows. In any event, it portions of the complex. Marilvaz penned far more
should beclear to the PCs thatthecultistsarefanatics than a mere 14 tomes, and created far more than 14
who want nothing less than the PCs’ total destruc- spells. Who knows what secrets and what magics
tion -especially those characters of their own race. might still be lying untouched?
Reasoning with Sadayyat is impossible. And if the heroes seek to take a greater hand in
If at any time it looks like the PCs are in control the affairs of Lageni - or even Calastia - do they
of the battle, Sadayyat will attempt to make his have any allies?Will Amiric and other soldiers like
escape (see Warlock‘s Flight, above). If the PCs have him, disgusted by the actions of the Black Dragoons
managed to transcribe the true ritual by this point, he and their ilk, prove willing to help fight from within
will attempt to steal it on his way out of the Tomb, if to make their country a better place? Or will their
he has any knowledge of this and it is at all possible. loyalty to (orfear of) Duke Traviak inspire them to
Ultimately, however, his own survival is paramount, tum the characters over to their superiors at the first
and he would sooner leave Marilvaz’s Tomb empty- opportunity?
handed than dead. Nevertheless, this will not be his Kelemis Dum will, of course, immediately take
last appearance, and his rage at having come SOclose, possession of the true ritual, so that he and the Vigils
only to be denied, will be visited upon those who may decide how best to use it to destroy the Amphora.
-
bested him sooner rather than later, if High Priest For the time being, the party’s involvement is con-
Sadayyat has anything to say about it.. . cluded (although if they have any suggestions or
arcane knowledge to add, they’re input- is certainly
Ending the Adventure welcome). Dum will ask that they make themselves
All that remains, at this point, is for the heroes available in the near future, however. Once they’ve
to return the Song of Unmaking to Home Com- determined the ritual’s best use, the Vigils will want
mander Kelemis Dum. Of course, while the journey the Amphora destroyed as soon as possible, and they
home may be a simple prospect, in does not have to just may require the help of agents they can trust for
be an easy one. Anything from random monsters to that most vital of tasks.. .
entire side adventures mav awav the PCs on their
return journey. Archfiend Fiarunor others may learn,
either through divinationsor more mundane sources,
of the desecration of Marilvaz’s Tomb. If this occurs,
the party has made a new and dangerousenemy. They
may expect assassination attempts, or perhaps even
interference by soldiers of Lageni working under the
Archfiend‘s command.
Marilvaz’s Tomb itself also offers future story
options. The party knows it pretty much inside and
out, and knows how to control -or at least avoid -
its traps, inhabitants, and pitfalls. They might even
choose to adopt it as a headquarters, particularly if
they intend to spend any of their time in the future
fighting the despotic regime of Traviak the Steel
Fisted, either on their own or on behalf of the Vigils.
Of course, they can expect Chardun’s faithful to
make numerous attempts to take it back from them if
they decide to keep it.
APPEND I X

Appendjx
New Feat
The Lidded Eye is a magical technique that any the DC of any Scry check to detect your magical
spellcaster, arcane or divine, may learn. It requires scrying sensor is increased by 5. For example, swing
several weeks of study if taught by one who already is normally a 3rd-level spell for a bard, and can
knows it, several months if learned from written normally be detected by acharacter with Intelligence
sources. Mastery of the technique is represented in 12 or higher who makes a Scry check (Dc20). If a
game mechanics by a metamagic feat. Wizards may bard with this feat cast the spell using a 5th-level spell
choose the Lidded Eye as one of their class bonus slot, the Scry check DC to detect the scry attempt
feats. would be raised to 30.
This feat cloaks the swing spell only from mun-
The Lidded Eye (Metamagjc) dane detection by a successful Scry (or Intelligence)
With this ability,you may cloak your attempts at check, not frommagicaldetectionsuchasthat granted
spying on others, obfuscating the magical sensor that by the detect scryingspell. However, this feat does help
is normally created through scrying. you avoid having your location discovered by means
Benefit: YOU may prepare any scrying spell a of the detect scryingspellor similar spellsor effects: YOU
higher-level spell than normal; for every level by gain a +5 bonus to any opposed Scry checks in such
which this slot is higher than the usual slot required, circumstances for every additional spell level YOU
used in your scrying attempt.

New Spells
These are the new spells the Spell Effect Saving Throw: Will negates
PCs may have found and recorded You strengthen the ties be- Spell Resistance: Yes
from the walls in Marilvaz’sTomb. tween a number of undead
* This domain appears in Description
creatures and the Negative Plane, Marilvaz developed this spell
Relics & Rituals (pages 31-36). thereby grantingthem heightened as a means of persuading skilled
** This domain appears in resistance to clerical turning or individuals to work for him, but
The Divine and the Defeated rebuking. The spell raises the sub- he used it most frequently as a
(pages 147-149). jects’ turn resistanceby +1,plus an means of turning his enemies
additonal + 1 for every four caster
BolsterUndead against one another.
levels (thus, +3 at 8th level, +4 at
Necromancy 12th, and so on). This spell stacks SpellEffect
Level: Clr 4, Death 4, Sor/Wiz 5 with an undead target’s innate turn Dreams ofavarice accentuates
Components: V, S, M/DF resistance, but not with an evil the target’s natural greed (affect-
Casting Time: 1 full round cleric’s ability to bolster undead. ing even those who would not
Note that this spell grants no con- normally succumb to greedy im-
Range: Close (25 ft. + 5 ft./2 levels)
trol over the affected creatures. pulses). The subject becomes
Target: One undead creaturel3 lev- obsessed with the notion of mak-
Material Component: A
els, no two of which can be more ing money for the duration of the
pinch of ash from the cremated
than 30 ft. apart spell. He will attempt to claim
corpse of acleric or paladin (Sod
Duration: 10 minutes/level Wiz version only). any wealth of which he is aware
Saving Throw: Harmless (Will (whether lying around or in the
negates) Dreams of Avarjce possession of others), becoming
Spell Resistance: Yes (harmless) Enchantment (Compulsion)[Mind- violent if denied his “right.” He
Description Affecting] will also accept almost any of-
Level: Brd 2, Sor/Wiz 2 fered job or commission if it pays
Perturbed by the vulnerabili- well, He is entitled to a second
ties of the standard“servitor”types Components: V, S
saving throw if the task grossly
of undead, Marilvaz developed Casting Time: 1 action violates his alignment, or if his
this spell to bolster his undead Range: Close (25 ft. + 5 ft./2 levels) compulsion forces him to attack
minions. Target: One living creature friendsor lovedones.Only a single
Duration: 1 hour/level extra save is allowed.
HORA CYCLE, BOOK 2

Extract Poison
Conjuration (Summoning)
Level: Drd 2, Clr 3 , Sor/Wiz 3
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One plant or animal
Duration: Instantaneous
Saving Throw: See below
Spell Resistance: Yes
Description
Marilvazfelt that poisons were extremelyusehl, both
inhisstudiesandfordealingwithhisenemies,but he wasn’t
fond ofthe danger inherent in acquiring them. This spell
was his solution.
SpellE€feCt
You immediately extract a single dose of natural
poison from any normal plant or animal, which you may
then use as you see fit. The subject is not harmed by the
extractionofthe poison. If the a n i d is one that produces
only a small quantity ofpoison per day (i.e. can only use its
poison ability a limitednumber of times), it is entitled to a
Fortitude save. Success indicates that no poison is ex-
tracted; fsilure means that the spell functions, and the
animal lases one of its daily uses of poison. Animals and
plantswithnofunctional limit totheiruseofpoisonreceive
no save.
If this spell is cast upon someone who has been
poisoned within the onset time of that poison, it can
prevent the poison’s secondarydamage from taking effect
bydrawingthepoisonoutofthewound,theirskin,ortheir
stomach. Unlike poison extractedfrom a poisonousplant
or animal,poison extracted in this manner is not usable.
After the secondaryhas occurred,the spell cannothelp the
Victim
A m Focus:Asmall ivoryvesselofnolessthar5-gp
value that is capable of storing the extracted poison.

Phantom Cell
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 3, Clr 3, Sor/Wiz 4
Components: V, S, F/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid of Medium-size or smaller
Duration: 1hour/level (D)
Saving Throw: Will negates
Spell Resistance: Yes (see text)
Description
Marilvaz created this spell so that he could force
prisoners to perform tasks or answer questions -actions
that are i m p i b l e with traditional holding or paralysis
spells -without the risk of them escaping.
APPEND I X

SpellEffect to your caster level. Every one of Descrjption


those corpses thereafter counts as Dunnghis service to the priest-
Youpreventthetargetf leav-
only half its actual undead HD for hoodofMun,Marilvazmorethan
ing an area designated by you. This
determining the maximum num- oncefelttheneedtoensureanagent’s
can be a n actual, physical area (‘You
ber of undead that the caster can or prisoner’scooperationwith a local
maynot leave thissuiteofrooms!“)or
control through animate dead. garrisoncommanderor other officer,
a simple spatial measurement (‘You
may not move more than 10 paces Thus, a 7th-level cleric could, by thus freeii himself for other duties.
means of this spell, animate and Proxy c h enabled him to ensorcel
from your current location.”) The
designated space may be no larger control 28 HD of undead using the subject and then depart, d-
than1,ooO squarefeet(justover3Oft. the animate dead spell,rather than dent in the subject’s continual
by 30 ft.) per caster level, and no his usual maximum of 14 HD. cooperation.
smaller than 10squarefeet. The sub- The caster of prime corpse need
not be the same caster as the one Spell Effect
ject is free to move abut, engage in
who animates t h e undead. This spell functions exactly as
combat, and otherwise take any ac-
Undead who are already animate champerson,save that you may des-
tionshechooseswithinthedesignatd
are not affected by this spell; it ignatesomebodyelse as the recipient
space. She may even cast spells, ex-
must be cast on corpses prior to ofthesubject’sfriendshipandloyalty.
cept for those that might (even
animation. For instance, not only will the spell
inadvertently) btansport her outside
Material Component: Various charmagoblin,youcouldthenassign
ofthespace.Ifthesubjectisphysically
scented oils mixed with human the goblin’s loyalty to one of your
removedfrom the spaceby someone
blood and the powder of any kind traveling companions, rather than
else, she immediately s.d%&s the ef-
of crushed gem worth at least 50 (but not in addition to) yourself.
fects of a hold person spell for the
remaining duration of the phmztom gP.
QuickerThan the Eye
cell(nosave,althoughspellresjstance
applies to this effect). Protectjon from Divination
Arcane Focus: A tiny length of Elementals Level: Brd 0, Luck 1, Sor/Wiz 0
finesteelchainendinginaminiature Abjuration Components: V, S
lock or manacle. Casting Time: 1 action
Level: Brd 1, Clr 1,Rgr 1, Sor/Wiz 1
Range: 60 feet
Prime Corpse Description Area: Quartercircleemanating from
Necromancy Marilvaz alwaysrespected the you to the extreme of the range
Level: Clr 3 , Sor/Wiz 4 threats posed by elemental crea- Duration: 1 minute/level (D)
tures far more than he did those of
Components: V, S, M/DF Saving Throw: None
creatures from the outer planes,
Casting Time: 1 minute Spell Resistance: No
and he developed this defensive
Range: Touch measure accordingly. Description
Tatgee Corpses touched (see below) Perhap the most frivolous of
Duration: Permanent
SpellEffect
Marilvaz’s spells (often called by his
Asprotectionfromevil,except
Saving Throw: None apprentice“detect cheatmg”),thiswas
that the deflection and resistance
Spell Resistance: No also one of the first. The sage often
bonuses apply to one type of el-
traveled with soldiers while serving
Description emental creature, determined
Chardun, and was simply sick of be-
Marilvaz developed this spell during the casting of this spell;
ing cheated at cards.
for an ally who desired to have an also, this spell does not offer pro-
undead brigade somewhat larger tection against mental control, Spell Effect
than that normally allowed by although it offers the subject im- As detect scrying, except that
standard necromantic spells. munity to any extraordinary or this spell allows you to become
supernatural special attacks from aware of any attempt to cheat at
Spell Effect elementals of the chosen type. any sort of game of chance or skill.
Prime corpseallows you to pre- This must be an actual game, such
pare a number of corpses or Proxy Charm as cards or a board game; physical
skeletonsfor animation using the Enchantment (Compulsion) Mind- contests and sportsdo not qualify.
animate &ad spell, making them Mectlngl You get a vague sense of how the
easier for their animator to con-
Level: Brd 2, Missionary3*, Entrance- person is cheating, but not spe-
trol. The corpses must all be cific details. (For instance, you
ment 2**, Sorpsjriz 2
touched during the casting of the might know that he’s got an extra
spell,up to a maximum number of cardhiddenonhim,but not know
HD in skeletons or zombies equal where or which one.) Any spell
THE SERPENT 8~ THE SCEPTER: SERPENT A M P H ORA CYCLE, BOOK 2

designed to hide the subject from for instance, do not apply; the
divinations, such as nondetection, weapon does gain any enhance-
SenseYears
thwarts this spell. Divination
ment bonuses to attack and
damage, however. The attack Level: Clr2, Secrets 2**, Sor/Wiz 2
Reflective Strike also deals full damage -includ- Components: V, S
Transmutation ing any special effects or damage Casting Time: 1 action
Level: Sor/Wiz 3 -to the surface struck (the one Range: Close (25 ft. + 5 ft./2 levels)
Components: V, S, M on which the target’s shadow or Target: One living creature
Casting Time: 1 action (but see image was cast), however, POSSi- Duration: Instantaneous
text) bly destroying it in the process.
Saving Throw: will negates
Range: Close (25 ft. + 5 ft./2 levels) If the Caster SF’’ Spell Resistance: Yes
upon himself, he may then opt to
Target: OnehumanoidofMediUm-
make a single reflective strike in Description
size or smaller
the same round, both casting this Knowing one’s foe is always
Duration: 1 round spell and attacking his target’s re- the most vital step to defeating
Saving Throw: €hdess (WiIlne- flection as a special full attack him. Marilvaz knew of many en-
gates) action. tities-dragons, demons, certain
Spell Resistance: Yes (Harmless) MaterialCmponent: Asmall sorts of titanspawn -whose age
Description mirror backed with precious met- might accurately give him Some
One of the few times in his als, worth at least 50 gp. gauge of their powers.
life that Marilvaz faced near de- Salt the Earth SpellEffect
feat was at the hands of a paladin You discerninstantly the true
of Corean. The paladin wore a Transmutation
age of any living creature, regard-
suit a mightily enchanted plate, Level: Clr3, Fhd-~ 2, fid 2, Rgr3, less of appearances, magical
so powerful that Marilvaz was SOrmiz 3 disguises, or magical means of Ion-
practically unable to touch him Components: V, S, M/DF gevity. This spell does n o t
either physically or with magic. Casting Time: 10 minutes function on undead, constructs,
This spell was his attempt to en- Range: Medium (100 ft. + 10 ft./ or anything not truly alive.
sure that he would always have level)
an alternate means of striking his Area: Up to 1,(IO0 square feedcaster Sphereof Deception
foes. level Enchantment (Compulsion)
Spell Effect Duration: See text [Mind-Affecting]
The subject gains the abil- Saving Throw: None Level: Clr 2, Sor/Wiz 3
ity to injure a foe by making Spell Resistance: No Components: V, S, F/DF
melee attacks at his shadow or Descrjptjon
reflection. The subject must
Descriptjon
make an attack roll against the Marilvaz developed this spell Although Marilvazwas never
as a means of ensuring that lands one to lie just for fun, he knew the
target’s natural shadow or natu-
rally reflected image; this “pacified” by the soldiers with value of deception and misinfor-
bypasses all magical protections; whom he worked would never mation as a military tactic. This
any armor, shields, and natural again be of any practical value to spellwas designed to mislead even
armor; and any enhancement the enemy, even if they were to those agents of other gods who
bonuses of these items as if it be reclaimed. weren’t shy about using truth
spells on him.
were an incorporeal attack. De- SpellEffect
flection bonuses to AC are still This spell allows you to ren- Spell Descrjptjon
effective. Furthermore, the crea- der an area -usually farmlands, As zone of truth, save that
ture being attacked does not but any natural setting will those within are prevented from
receive his Dexterity bonus un- work-unable to support plant telling the truth. Everything they
less he is fully aware of what is life. This spell kills any say must be false to some extent.
occurring. If the attack is suc- nonmagical plants in the area, Sphere ofdeceptionnegates zone of
cessful, the subject deals full and prevents new plants from truth, and vice-versa.
damage to her target as though growing for a number of years Arcane Focus: The pree
she’d struck him directly. Any equal the caster’s level. served tongue of a man
additional damaging effects of convicted of perjury, fraud or
Material Component: One
the weapon, such as flaming dam- some other act of dishonesty.
tablespoon of pure salt.
age or the keen or vorpal abilities,
APPENDIX

NewTrueRituals
The Song of Unmaking cracks and shatters from within, not be one specifically associated
Level: True Ritual -Drd 6, Wiz 7 often breaking down into its com- with the &CL)
(see below) ponent parts or substances. Under All the above must be accom-
Components: V, S, M, XP most conditions, the magic of the plished within the first 3 hours of
item simply disperses back into the the ritual. For the remaining 2
Casters Required: 11
world, although the ritual’s cre- hours, the casters need merely con-
Proxy: None ators theorize that, if conditions tinue their song. Because some
Casting Time: 5 hours are right, the power might have passages and verses are longer than
Range: Close (25 ft. + 5 ft./2 levels) unforeseen and potentially adverse others, not all casters need be
Effect: One artifact effects on the area. present for the entire ritual. They
Duration: Instantaneous The ritual a tkes the form of a must all start together, but two of
Saving Throw: None complexsong,whichmust besung in the eleven will be finished (and
Spell Resistance: No harmony by all eleven casters, each can thus leave without adversely
voicing his or her own passage. The affecting the ritual) after 3 hours
Descrjption casters must be standing on the six have passed, and two more may
Unlike the other spells in his points and five of the six intemc- leave after the 4th hour. The re-
Tomb, Marilvazdid not create this tions of a six-pointedstar, with the maining seven must remain for the
ritual.Rather, he found it and cop- artifact resting at the sixth point of duration. If any of the necessary
ied it from an older work owned by intersection. The ritual must be per- casters cease their singing or are
a druid/sorceressnamed Zithiiru. formed in some place ofpower,such interrupted for longer than a single
The ritual is supposedly the cre- as aregion greatly infused or associ- round, the entire ritual fails.
ation of the followers of the titan ated with the eSSencea titanor a&. Material Components: The
Mesos for use against the creations Dunng the course of the song, blood of a sacrificial creature, as
of the gods during the Divine War. oneofthesingersmustspilltheblood mentioned above, plus any num-
The ritual was first penned at the of a creature clasely associated with ber of herbs, substances,or objects
end of the war, and has never, to the god or titan whose worshippets holy to or revered by the entity
anyone’s knowledge, been used. created the relic. The relic must be whose worshippers created the ar-
SpellEffect bathedinthiscreature’sbloodbefbre tifact. (For instance, if destroying
This true ritual destroys any the body of the sacrifice has cooled. an artifact of Denev, the casters
magic item it is cast upon, even The relic must also be bathed in the would have to possess large quan-
those powerful artifacts normally nothinglessthantheblaxlofagod tities of holly, stones, fertile soil,
immune to effects such as dispuing or a titan during the ritual. (In this rare woods, and so forth.)
or disjunction. The relic simply case,any god or titan will do; it need XPCost:2,ooOfromeachcaster.
THE SERPENT 8. THE SCEPTER: SERPENT A M P H O R A CYCLE, BOOK 2

Open Game
Ljcense Appendjx
ThiSprincingofTheSeQPtltdthescepter:serpentAmphomCyde, Designation of Open Game Content: Subject to &e Rohrt
BodeIIisdone~~versi~l.Oand/ordrabtMIsionsoftheOpenGame Identitydesignationabove, the foUowingpoaions of% serpent d rhe
License, the D20 System Trademark License, D20 System Trademark Scepter: Serpent Cycle, Book I1 are designated as Open Game
Logo Guide and System Refemce Docummt by permission from Cmtent: all creatureand NFC statistic templates, (ie. from Size Type
W~oftheCoest.Subsequentprintingsofchisbookwillincorporate (eg., small Undead) down to Amancement Range); all skills, team,
final versions ofthe license, guide and document special attacks (SA) and special qualites(SQ);prestige c k ; all text
D e s i g M t i o n o f p ~I d e n t i c y : ~ e f o l l o w i n g i ~ ~ h e r e b y underthe'~PoweR"sectionof~citemsor~~~al1textunderrhe
d g i e n a t e d a s P r o d u c t I d e n t i ~ i n ~ ~ ~ t h ~ ~"Spell l ( e )Effect"
~ ~ ~section of spells a d true rituals; all text under the
Game License,vmion 1.0:k n y arid all sword and sorceyS M i O l & "combat" section of a creature's listing; and an- else contained
and identifjmg marks arid aade dress, includiiall Sword and S a m y herein which is already CpenGameContentby virtue ofappearinsin
Studio producr and Roduct Line names including but not limited to the System Reference Document or some other OGC source.
S p n t Amphora Cycle, The Serpent&the scepter,the Scarred Lands Some of the portions of this book, which are delineated Open
and the Scarred Lands-1 all textunderthe "DescDescripion"headerofany GameContent(O(;C)perrheOpenCameLicense,originatefromthe
creature, spell, aue ritual, magic item, &e, or NPCs listing;any SystemReferenceDocumentandare01999,2000,2001Wizardsofthe
elemenm of the scarred Lands setting, including but not limited to Cast,Inc The remainder ofthe CGCportionsofthii book is hereby
capitalized names, names of artifacts characters, unmtries, creaams, added toOpenGame Content and ifso used,should bear the COPY-
gecgaphic locatiom grxk, historic events, magic items, oq+nizations, RIGHT N o n c E 'The Serpent & the Scepter: Serpent Amphcna
s p e l ~ o r t i ~ , a n d a n y a n d a U ~ ~ s t a y l ~ , pthematicelements,
lots, Cycle, Book II cowright 2002, White Wolf Publishing, Inc."
and dialogue;and all artwork, symbols, designs, depictions, illusaations, A l l ~ t e n m ~ ~ ~ ~ arecowrighted ~ ~ l ~ ~ d e s ~
m a p s a n d ~ h y , ~ ~ ~ p o s e s , l o a o s , s y m b d s , o r g r a p h i c d e s i g n s ,year2002by White Wolfhblihmg, Inc Allrighmreserved.Reprcdw-
except such elemens that already appear in the System Reference tion or use without the written permission of the publisher is expressly
DocumentandareateadyoGcbyvirmeofappearingdwrr.Theabove ~idden,exceptforthepurposeovi~~~of~~~twi~
Mutt Identity is not Open Game Gmtent. the OGL

OPEN GAME LICENSE Version 1.O


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W i z d dthe Coan,Inc (Vi). All R i m Resnnd. porriomdthewalrt~a~distrihtingare~GameCon~t.
I . IMnidaw (a)'Qmrihtors" menw the cqqnght M I ~ / M mknark ownffs who 9 . U p d S t i n p t h e L ~ . W ~ ~ i t s ~ ~ ~ t s ~
havecontributedOpmGameGmtent; (b)"DAivanve M a W ~ ~ marerial c drhisLifense.Youmaymeanyaur~tondthis~crnstocow,modifyanddisfrihrr
d
i n c l d i derivative works and transktiom (including into &r unnptec -), any QxnGame Gmtent origimlly disuihd underany v a h d rhi Licenu.
pxation, modification,comcrion,sdditim, exmion, upgde, impwement, compilation. 10.Cqydrhr Licenne:You MUST include a w p y dthis Licemt withemyq d
abridgmmtororher form i n w h a c h a n e x ~ i n g ~ m h ~(c), ~ M theopenGameChlIrentYcDktli~te. ~ ~ ~ ;
"Disuiibute"means to rrproduce. liceme. rent, lease, sell, broadcast.plblicly display, m n d t 11. use dConuibutmoedits: You may Mf market cxdveniae the- Game
ororhenvisedisuibu~,(d)"OpenGameGnart"-thegamemffhanicand include the Content uring the name ofany Gmmburor unless you have wrim prmixion han the
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