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DnDweekly.com Near the city of Kalemvyr, in a wild jungle References:


that the brave knights of that kingdom avoid To play this adventure, you may need the
presents… at all costs, is one of the ancient temples of following books:
Zehir. Out of fear of assassins and the  HEROES OF THE FALLEN LANDS, HEROES
remnants of Zannad, the kings of Kalemvyr OF THE FORGOTTEN KINGDOMS, or the
The Medusa’s Nest have allowed the temple to remain for

RULES COMPENDIUM
MONSTER VAULT
An adventure for 13th Level characters pilgrims and cultists of Zehir. Petitioners
By Jon Green seek out the temple for guidance from the
©2012 dndweekly.com medusa sorceress who rules, and the snaked
haired witch gives them wisdom from Zehir
Introduction:
in exchange for their offerings and sacrifices.
Hidden in the jungle, closer to the city of DUNGEONS & DRAGONS, the DUNGEONS &
It is rare for Medusa to become pregnant, but DRAGONS Compatibility Logo, D&D, PLAYER’S
Kalemvyr than many would like to admit,
when they do they can give birth to hundreds HANDBOOK, PLAYER’S HANDBOOK 2,
lies an ancient temple of Zehir. The cultists DUNGEON MASTER’S GUIDE, MONSTER
of spawn at a time. The Kalemvyr oracle has
and servants of the poison god are few, ruled MANUAL, MONSTER MANUAL 2, and
seen a vision of the city overrun by medusa,
with a scaled fist by a medusa sorceress. ADVENTURER’S VAULT are trademarks of Wizards
its citizens forever frozen as statues, and the of the Coast in the USA and other countries and are
While one medusa is enough to send even
king has become desperate. Ser Hadence, the used with permission. Certain materials, including 4E
the mightiest trembling in fear, whispers are
only knight in the city willing to investigate References in this publication, D&D core rules
spreading, saying she has laid eggs. If these mechanics, and all D&D characters and their
the vision, set out a month ago to find the
rumors are true, it’s only a matter of time distinctive likenesses, are property of Wizards of the
temple, and has yet to return.
until the entire region is under the stony rule Coast, and are used with permission under the
of Zehir’s spawn. Dungeons & Dragons 4th Edition Game System
License. All 4E References are listed in the 4E System
Reference Document, available at
Adventure Background: www.wizards.com/d20.
DM Note – This adventure makes use of a race
called “zehirians.” Zehirians are reptilian
Centuries ago, the entire region was under DUNGEONS & DRAGONS 4th Edition PLAYER’S
humanoids, a secretive race of serpentine creatres
the rule of the zehirian empire of Zannad. HANDBOOK, written by Rob Heinsoo, Andy Collins,
corrupted into the image of the dark god Zehir. and James Wyatt; DUNGEON MASTER’S GUIDE,
Eventually the empire fell, and only a few
Zehirians sometimes appear as humans with written by James Wyatt; and MONSTER MANUAL,
traces of the ancient zehirian stronghold
scales or with a snake head, but some have full written by Mike Mearls, Stephen Schubert and James
remain. New human, tiefling, and elven Wyatt; PLAYER’S HANDBOOK 2, written by Jeremy
tails they slither on. Any resemblance of zehirians
kingdoms arose from the ashes of the old to any race not permitted for use by the GSL is Crawford, Mike Mearls, and James Wyatt; MONSTER
empire, but even they failed to wipe out all purely coincidental.
MANUAL 2, written by Rob Heinsoo, and Chris Sims;
traces of the followers of the god of murder. Adventurer’s Vault, written by Logan Bonner, Eytan
Bernstein, and Chris Sims. © 2008, 2009 Wizards of the
Coast. All rights reserved.

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Adventure Synopsys: Involving the Characters: Quests:

In this adventure, the characters must travel The Oracle of Kalemvyr: The city oracle may As the dungeoneers venture into the mines,
into the heart of the ancient temple of Zehir, seek out the players directly, begging them to they may have the opportunity to complete
either by force or by guile. The zehirians are save the city from certain destruction. If the the following quests:
used to pilgrims coming to their temple, and characters have come to the town seeking
unless the PCs start a fight or give the information on a prophesy or some other Major Quest: Destroy the Medusa Nest. The
zehirians reason to think that they are not request of the oracle’s services, this is the adventurers must journey to the center of
pilgrims, the snake-kin will allow them to price she demands. Zehir’s temple and destroy the medusa
pass through the temple, performing the spawn before they spread across the land
same rights and tests that all pilgrims must A failed Assassination: Characters Reward: 4000xp, a favor from the Oracle of
face. investigating into a recent assassination Kalemvyr
(either on themselves, or a close ally),
After entering the temple, the zehirians discover that the assassin received his orders Minor Quest: Find Ser Hadence. The knight
expect the PCs to have brought a sacrifice, from the temple of Zehir, but it is unclear Ser Hadence set out to destroy the cultists,
some sort of living creature to be slaughtered why he was assigned to this task. The only and has never returned. Discover his fate,
for the serpent god. Next, the party must way to know for certain is to question the and rescue him if possible. Reward: 1000xp
prove that they follow the tenants of Zehir, as medusa sorceress who gave him the task in
they are separated and face tests the first place.
corresponding to the domains of the god.
Finally, before they are granted audience
with the medusa sorceress, the players must
cleanse themselves, and present offerings to
Zehir.

When arriving in the petitioning room, the


characters find a male medusa, who will
inform them that the sorceress is not seeing
any one. Through persuasion or combat, the
characters must pass this medusa, and onto
the nest below the petition chamber. There,
they must defeat the medusa and destroy the
hatching eggs she has laid in the statues.

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1. Temple Entrance the snaketongue cultists on the other side


will open it to let the party enter. Zehirian Malison Chanter Level 15 Artillery
Medium natural humanoid (reptile) XP 1,200
Level 13 encounter – 4650xp HP 118; Bloodied 59 Initiative+13
Terrain Features AC 29; Fortitude 25; Reflex 27; Will 28 Perception +13
Zehirian Temple Guard (G) Speed 7
2 Zehirian Malison Stalker (S) The Temple: The temple itself appears as a Resist 10 poison
Zehirian Malison Chanter (Z) large, coiled serpent and the gaps between Traits
Bloody Scales
7 Snaketongue Cultists (C) are filled with green, porous limestone.
While bloodied, the zehirian gains a +2 bonus to all
(Athletics DC 14 to climb). The temple itself defenses.
When the characters arrive at the temple, is made of polished stone, but regular Standard Actions
read the following: bronze gilding gives the appearance of m Bite (poison) · At-Will
glistening scales. Attack: Melee 1 (one creature) +18 vs. Fortitude
Hit: 2d8 damage and ongoing 15 poison damage (save
“Stepping out of the dense jungle, you find ends)
yourself in a large clearing, dominated by one The Door: The temple is only accessible via a
r Mind Warp (psychic) · At-Will
object. A round building, the temple of legend, large round door guarded by the Zehirians. Attack: Ranged 20 (one creature); +20 vs. Will
rests in the middle of the clearing, coiled like a The door has no handles, but instead a Hit: 4d6 + 9 psychic damage, and the target takes a -2
large serpent. Near the tail of the snake temple are glowing holy symbol of Zehir. The door can penalty to attack rolls and defenses until the end of the
be opened from the inside, as a minor action, zehirian’s next turn.
two serpentine humans, each with a thick tail
but it closes at the start of the following R Poisoned Mind (charm) · Recharge when first bloodied
instead of legs.”
Attack: Ranged 20 (one creature taking ongoing poison
round. From the outside, only a few drops of damage or under the effects of Mind warp); +20 vs. Will
Characters approaching the entrance to the blood from a servant of Zehir will open the Hit: The target is dominated until the end of the Zehirian’s
cave are regarded with immediate suspicion, door (Heal DC 17 to try and disguise your next turn.
but not necessarily attacked. Followers of blood as Zehirian blood). Triggered Actions
Zehir take all forms, and many make Deflect Attack · Recharge 456
Trigger: A melee or a ranged attack hits the Zehirian.
pilgrimages to the temple. If the party Combat
Effect (Immediate Interrupt): The triggering attack instead
approaches the entrance non-violently, the hits one of the Zehirian’s allies adjacent to it.
two zehirians will call out to them as they If combat erupts, the two Stalkers will make Str 16 (+10) Dex 22 (+13) Wis 22 (+13)
draw near (in hissing draconic) “Welcome, use of slithering strike to avoid getting Con 22 (+13) Int 25 (+14) Cha 25 (+14)
Alignment evil Languages Common, Draconic
pilgrimssss. What bringsss you to the temple of surrounded, and to deal ongoing poison
the god of darknessssss?” damage to as many as possible. The Temple
Guard, cultists, and chanter are all waiting
If the party can give reason for their coming just inside the door, and will join combat at
and why they must enter the temple (Bluff & the start of the second round if the characters
Diplomacy DC 20 or Intimidate DC 29), the attacked by surprise or in the first round if
guards will knock 4 times on the door and the Stalkers and the characters spent any time
talking before battle.

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Zehirian Temple Guard Level 14 Soldier


Medium natural humanoid (reptile) XP 1000
HP 140; Bloodied 70 Initiative+15
AC 30; Fortitude 27; Reflex 26; Will 25 Perception +13
Speed 6
Resist 10 poison
Standard Actions
m Spear (poison, weapon) · At-Will
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 2d10 + 11 damage, and the target is slowed and cannot
shift (save ends both)
M Poisoned Dagger (poison, weapon) · At-Will
Effect: The Temple Guard charges and makes the following
attack in place of a melee basic attack
Attack: Melee 1 (one creature); +20 vs. AC
Hit: 1d10 + 20 damage and the target falls prone
C Poison of Zehir (poison) · Encounter
Attack :Close Blast 3 (enemies in the blast);+17 vs.
Fortitude
Hit: 3d6 + 5 poison damage, and the target is slowed (save
ends)
First Failed Saving Throw: The target is slowed and
weakened (save ends both)
Second Failed Saving Throw: The target dies.
Triggered Actions
Death Rattle
Trigger: The temple guard drops to 0 hit points.
Effect (Immediate Interrupt): The temple guard uses spear.
If the attack hits, the target is immobilized until the end of
the target’s next turn.
Str 23 (+13) Dex 23 (+13) Wis 23 (+13)
Con 20 (+12) Int 20 (+17) Cha 20 (+12)
Alignment spear Languages Common, Draconic

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Snaketongue Cultist Level 14 Minion Brute


Zehirian Malison Stalker Level 13 Skirmisher medium natural humanoid XP 250
Medium natural humanoid (reptile) XP 800 HP 1; a missed attack never Initiative+14
HP 126; Bloodied 63 Initiative+14 damages a minion
AC 17; Fortitude 24; Reflex 27; Will 25 Perception +13 AC 26; Fortitude 25; Reflex 24; Will 25 Perception +10
Speed 7 Speed 6,
Resist 10 poison Resist 10 poison
Standard Actions Standard Actions
m Mace (poison, weapon) · At-Will m Scimitar (weapon) · At-Will
Attack: Melee 1 (one creature); +18 vs. AC Attack: melee 1 (one creature) +19 vs. AC
Hit: 2d8 + 7 damage, and the target cannot mark enemies Hit: 14 damage (24 damage on a critical hit)
and takes ongoing 10 poison damage (save ends both) Triggered Actions
r Poisoned Dagger (poison, weapon) · At-Will Glory through sacrifice · Encounter
Attack: Ranged 10 (one creature); +18 vs. AC Trigger: The cultist misses with an attack
Hit: 3d4 + 6 damage, and ongoing 10 poison damage (save Effect (Free action): The attack instead hits, and the cultist
ends) drops to 0 hit points
Slithering Strike · At-Will Str 13 (+8) Dex 14 (+9) Wis 5 (+5)
Effect: The Zehirian ends any marking effect on it and then Con 19 (+11) Int 8 (+6) Cha 16 (+10)
shifts up to 4 squares. At any point during the shift, the
Zehirian can use mace or poisoned dagger.
Str 9 (+0) Dex 15 (+3) Wis 13 (+2)
Con 13 (+2) Int 10 (+1) Cha 11 (+1)
Alignment evil Languages Common, Draconic

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2. Altar of Sacrifice creature. The golems will attack whoever the


The party may choose to try and trick the nearest creature is, unless given specific
Level 13 Encounter – 6,000xp chanter using magic to create an illusory orders by the chanter.
sacrifice. If so, the player creating the illusion
Zehirian Malison Chanter (Z) must succeed on a DC 29 Arcana check and a
Zehirian Malison Chanter Level 15 Artillery
2 Assassin Golems (G) DC 20 Bluff check to fake the sacrifice. Medium natural humanoid (reptile) XP 1,200
HP 118; Bloodied 59 Initiative+13
When the characters enter this room, read the DM Note – This can be a good moral dilemma for AC 29; Fortitude 25; Reflex 27; Will 28 Perception +13
the party, depending on how you play it. Even Speed 7
following: Resist 10 poison
with something that can easily be resurrected, like Traits
Stepping through the door, the smell of blood and a familiar or animal companion, this is still an Bloody Scales
death washes over you. The room is narrow and evil act that should have repercussions. Consider While bloodied, the zehirian gains a +2 bonus to all
curved, but halfway between you and the door at having the character who offers the sacrifice defenses.
manifest external signs representing his sacrifice Standard Actions
the far end is a blood-stained jade alter, flanked on
to an evil god. Perhaps the character’s skin takes m Bite (poison) · At-Will
either side by hooded metal creatures with raised Attack: Melee 1 (one creature) +18 vs. Fortitude
scimitars. Behind the altar, another of the zehirian on a scaly appearance, or the character’s tongue Hit: 2d8 damage and ongoing 15 poison damage (save
stands, swaying slightly as if to faint music. becomes forked. If the players offer up a ends)
humanoid for sacrifice, they have committed a r Mind Warp (psychic) · At-Will
As you approach, its eyes pop open, and a forked truly evil act, and more dire consequences may Attack: Ranged 20 (one creature); +20 vs. Will
tongue darts through a fanged smile as it speaks await them. Hit: 4d6 + 9 psychic damage, and the target takes a -2
penalty to attack rolls and defenses until the end of the
softly. “Welcome. What offeringssssss have you zehirian’s next turn.
brought?” Terrain Features
R Poisoned Mind (charm) · Recharge when first bloodied
Attack: Ranged 20 (one creature taking ongoing poison
The Zehirian is expecting that, according to The Altar: The sacrificial altar and each damage or under the effects of mind warp); +20 vs. Will
custom, a living sacrifice has been brought square around it is slick with cursed blood. Hit: The target is dominated until the end of the zehirian’s
for Zehir (Religion DC 14). While the Creatures entering this area must make a next turn.
Triggered Actions
expected sacrifice is a humanoid creature, an saving throw or fall prone and take 15 poison
Deflect Attack · Recharge 456
offering of an animal companion, familiar, or and necrotic damage. Trigger: A melee or a ranged attack hits the zehirian.
possibly mount could also be accepted. Effect (Immediate Interrupt): The triggering attack instead
Tactics hits one of the zehirian’s allies adjacent to it.
Str 16 (+10) Dex 22 (+13) Wis 22 (+13)
If the party refuses to provide a sacrifice, the Con 22 (+13) Int 25 (+14) Cha 25 (+14)
chanter’s eyes will narrow, and he will warn The zehirian chanter will attempt to stay Alignment evil Languages Common, Draconic
the adventurers that they will provide a towards the back of the room, and count on
sacrifice, or serve as a sacrifice. If they still the golems’ threatening reach to protect him.
refuse or if they attempt to bypass the altar or The golems move as little as possible,
attack the cultist or golems, combat begins. preferring to attack the nearest non zehirian

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Assassin Golem Level 15 Elite Brute


Medium natural humanoid (reptile) XP 2,400
HP 342; Bloodied 171 Initiative +9
AC 27; Fortitude 26; Reflex 24; Will 26 Perception +12
Speed 5 (cannot shift) Darkvision
Immune disease, poison, sleep
Saving Throws +2; Action Points 1
Traits
Aura of inevitable Death · Aura 2
Any enemy that starts its turn within the aura takes a -2
penalty to all defenses until the end of its next turn. If the
enemy is bloodied, it also takes 10 poison damage.
Threatening Reach
The golem can make opportunity attacks against creatures
within 2 squares of it
Standard Actions
m Slam (poison) · At-Will
Attack: Melee 2 (one creature) +19 vs. AC
Hit: 4d6 + 14 damage, and the target takes ongoing 5
poison damage and a -2 penalty to attack rolls (save ends
both)
M Double Attack · At-Will
Effect: The golem uses slam twice
C Mark of Death · Recharge 56
Attack: Close burst 3 (enemies in the burst); +16 vs.
Fortitude
Hit: 3d10 + 12 damage and the target is weakened and
slowed until the end of the golem’s next turn. A bloodied
target is instead weakened and dazed (save ends)
Str 24 (+14) Dex 14 (+9) Wis 20 (+12)
Con 21 (+12) Int 5 (+4) Cha 5 (+4)

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3. The Tenants of Zehir table are four figurines, each a miniature Test Room 1: Assassins
version of the chosen PC’s allies. Etched onto
Lvl 12 Encounter – 3000xp the table surface are four runes, each The character in this room must fight a
signifying a different aspect of Zehir: Snaketongue Drow Assassin alone.
When the players open up the door to this darkness, assassination, poison, and snakes.
room, read the following: The spectral cultist explains that the chosen
PC must choose which trial each of his allies
Snaketongue Drow Assassin Level 12 Lurker
“Opening the door, you find nothing but darkness is to face. Once each figurine has been placed Medium fey humanoid XP 700
on the other side. From within the darkness, a on a rune, a smoky portal opens, that allows HP 90; Bloodied 61 Initiative +12
hissing voice calls out ‘Let the one who would the chosen PC to view each of his allies as he AC 28; Fortitude 22; Reflex 28; Will 26 Perception +15
ssssubmit to the tesssstss and tenantsss of the wishes. Speed 7 Darkvision
Standard Actions
dark lord sssstep forth…’”
Combat Advantage
The Tests The snaketongue drow assassin deals 2d6 extra damage on
The darkness on the other side is magical, melee and ranged attacks against any target it has combat
and cannot be dispelled. A DC 20 Religion Each test takes place in a featureless 20’ by advantage against.
check lets the PCs know that many of Zyrr’s 20’ room. Players and monsters in each room
Standard Actions
tenants revolve around solitude (The m Rapier (poison, weapon) · At-Will
cannot interact with other creatures in test Attack: +18 vs. AC
struggle against poison is an internal struggle rooms. The exception to this is the chosen PC, Hit: 2d8 + 11 poison damage
within one’s own body. Darkness cuts one off who can see and communicate with any r Hand Crossbow (poison, weapon) · At-Will
from those around him. Assassins are tasked individual room. This PC can make ranged Attack: Ranged 10/20; +17 vs. AC
against solitary targets, not groups.) and area attacks into rooms 1 and 4, or make Hit: 2d6 + 13 poison damage
skill checks to aid the characters in rooms 2 R Stinging Bolt (poison, weapon) · Encounter
When a player character steps into the and 3.
Attack: Ranged 10/20; +17 vs. AC
Hit: 2d6 + 13 damage, and ongoing 10 poison damage (save
darkness (if two PCs step through at the ends)
same time, choose one at random), the inky DM Note – This encounter is a bit atypical. Roll Each Saving Throw: Increase the ongoing damage by 5
blackness rushes out of the room, plunging initiative for all the PCs and monsters as normal, Minor Actions
the rest of the party into darkness. but each PC is involved in his or her own personal C Cloud of Darkness · Recharge when first bloodied
this power creates a cloud of darkness that remains in
test, and can’t aid each other. The chosen PC can
place until the end of the snaketongue drow assassin’s next
The Choice indirectly help in any of the rooms each round, turn. The cloud blocks line of sight for all creatures except
but cannot enter the room. the assassin. Any creature entirely within the cloud (except
The chosen PC that originally stepped the drow assassin) is blinded until it exits.
through finds him/herself in a small room, a Str 13 (+7) Dex 23 (+12) Wis 18 (+10)
Con 12 (+7) Int 13 (+7) Cha 15 (+8)
table the only furnishing. Standing on the far
side of the table is a spectral snaketongue
cultist. The cultist cannot be harmed, and
laughs at any attempts to attack it. On the

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Test Room 2: Darkness Test Room 3: Poison Test Room 4: Snakes

This room is completely dark, and the PC The character in this room has been The character in this room must battle a Dire
must navigate his or her way to the exit. poisoned. The only other object in this room Constrictor alone
There are certain squares that are safe to step is a table with dozens of flasks on it, each
in, but some squares are filled with filled with one of three different numbered
Dire Constrictor Level 12 Soldier
poisonous snakes and insects. As a standard liquid (1 - 9). The character must successfully Large natural beast (reptile) XP 1,200
action, a PC can make a DC 20 Perception, combine the three liquids to create the HP 122; Bloodied 61 Initiative +12
Nature, or Dungeoneering check to identify antidote. The antidote is a combination of AC 28; Fortitude 26; Reflex 23; Will 23 Perception +15
the next safe square to step to. For every 5 three of the flasks, but they must be Speed 6, climb 6, swim 6 Low-light vision
Standard Actions
that the player surpasses this DC, he/she consumed in a specific order. The number
m Bite · At-Will
sees one additional square in the sequence. cannot repeat (so a possible solution could be Attack: Melee 1 (one creature) +17 vs. AC
(So a player who made a DC 30 check would 1-3-9, 2-3-8, or 7-1-6, for example), and there Hit: 2d10 + 9 damage, and the constrictor grabs the target
be able to move 3 squares safely.) A player is no side effect for consuming the wrong (escape DC 19)
who fails the check steps in the wrong square antidote. The character may combine any M Constrict · At-Will
and is attacked by the insects and spiders. three liquids and consume them as a move Attack: Melee 1 (one creature grabbed by the constrictor);
+15 vs. Fortitude
The PC is attacked (+20 vs. Reflex; poison action. Hit: 2d12 + 22 damage, and the target is dazed until the
damage equal to the target’s healing surge end of the constrictor’s next turn
value), and is slid back to the last safe square. As a standard action, the character may Str 24 (+13) Dex 18 (+10) Wis 10 (+10)
Con 18 (+10) Int 4 (+3) Cha 12 (+7)
The darkness is magical, and negates any attempt a DC 20 Heal or Nature check to try
torches or lanterns. A character using a and identify a portion of the antidote. If a
magical light automatically finds the next character succeeds on this check, he or she Aftermath
safe square, but is subject to attack as the knows the sum of two random liquids in the
creatures of the darkness swarm towards the antidote. (For example, if the correct solution Once all of the tests are complete, the walls to
light. is 4-7-2, a character who succeeds on a DC 20 each room fade away, as does the spectral
Heal check knows that the sum of the first cultist. The dungeoneers can continue
DM Note – For this, choose a random, two liquids is 11. If the character succeeded through the temple.
continuous path in a 4*4 room 7-8 squares on an additional check, he or she would
long. know that the sum of the first and third
numbers is 6). The correct solution is
determined randomly by the DM at the start
of the adventure

A character that does not consume the correct


antidote by the end of the turn takes poison
damage equal to his/her healing surge value.

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4. Giving and Cleansing slightly, listening to the sound of coins or


magic items, and will feel into the bowl with
Encounter lvl 14 – 5,000xp his forked tongue. If the gift is deemed
insufficient, the zehirian will chide the
Blind Zehirian Anathema (A) character, saying “Do not inssssult the great
lord of the dark and hisss sssorceresss with
As the Dungeoneers enter into this room, pittancesssss.”
read the following:
Terrain
“A narrow platform leads over a wide, clear pool.
The water appears to only be a few feet deep, with Pool: The pool is made of magical water, and
frescos of Zehir decorating the bottom of the pool. is considered difficult terrain. A creature that
On the far side of the platform, a large creature is fully submerged in the water (either by
waits. Its head resembles a hooded cobra, but its voluntarily bathing, or being knocked prone
eyes look to have been gouged out. There doesn’t while standing in the pool) takes a -5 penalty
seem to be any body that you can see, but rather a to saving throws against poison until the next
swarm of venomous snakes that have taken on the extended rest.
semblance of an armed humanoid. In the snake
swarm arms, the creature holds out a golden bowl.
Bridge: The bridge leading over the pool is
As you enter, the blind creature calls out to you
curved and wet. A creature without a climb
“Those who wisssh to conssssult the
speed who moves more than half its speed
ssssorceresssss mussst firsssst cleansssse
across the bridge must make a DC 17
themselvessss and pressssent their offeringsssss.”
Acrobatics check to avoid falling prone into
the water).
If the characters bathe themselves, and
present offerings of at least 500pg each, the
Combat:
blind zehirian anathema will allow them to
pass. If the characters refuse, or fail in an
The zeherian tends to stay in the water as
attempt to sneak past the anathema (Stealth
much as possible for this battle, trusting on
DC 24), it will attack. Creatures who fully
his reach and swarm of snakes ability to keep
submerse themselves in the water take a -5
him safely out of reach of any enemies.
penalty to saving throws against poison until
the next extended rest.

When a character places an offering in the


bowl, the blind zehirian will shake the bowl

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as the anathema in an unoccupied space. The anathema Zehirian Cobra Level 12 Minion Soldier
Blind Zehirian Anathema Level 14 Solo Skirmisher ignores difficult terrain while moving in this fashion. small natural beast (reptile) XP 175
Large natural humanoid (reptile) XP 5,000 Minor Actions HP 1; a missed attack never Initiative+14
HP 588; Bloodied 294 Initiative+14 Bite · At-Will damages a minion
AC 30; Fortitude 32; Reflex 28; Will 27 Perception +13 Attack: Reach 2; +19 vs. AC AC 28; Fortitude 24; Reflex 25; Will 24 Perception +10
Speed 8, climb 6 Blind, Tremorsense 5 Hit: 1d8 + 18 damage, and the zehirian anathema makes a Speed 6, climb 6 Low-light vision
Immune gaze; Resist 15 poison secondary attack against the same target Standard Actions
Saving Throws +5, Action Points: 2 Secondary Attack: +17 vs. Fortitude m Bite (poison) · At-Will
Traits Hit: 2d8 + 14 damage and the target takes ongoing 15 Attack: melee 1 (one creature) +17 vs. AC
Serpent’s Speed poison damage and a -4 penalty to attack rolls (save Hit: 10 poison damage, and the cobra marks the target until
The zehirian anathema makes two initiative checks and ends both) the end of the cobra’s next turn
takes a full turn on each initiative result. The zehirian Str 22 (+13) Dex 20 (+3) Wis 12 (+8) r Venom Spittle (poison) · Recharge 456
Anathema can take two immediate actions per round but Con 27 (+15) Int 9 (+6) Cha 19 (+11) Attack: Ranged 5 (one creature); +15 vs. Reflex
only one between one turn and the next. The Anathema Alignment: Evil Languages: Dragonic
Hit:10 poison damage and the target is blinded (save ends).
makes saving throws at the end of each turn. Str 11 (+6) Dex 22 (+12) Wis 19 (+10)
Escaping Snakes Con 19 (+10) Int 5 (+3) Cha 14 (+8)
Every time the zehirian anathema takes damage from a
melee attack while bloodied, place two zehirian cobras in
unoccupied squares adjacent to the anathema. They enter
initiative after the anathama's first turn each round.
Standard Actions
m Slam ( poison) · At-Will
Attack: Reach 2; +19 vs. AC
Hit: 2d6 + 15 damage and ongoing 15 poison damage (save
ends)
M Double Attack ( poison) · At-Will
Effect: The zehirian anathema makes two slam attacks,
each against a different target
M Wrath of the Blind · Recharge 56
Attack: The anathema can move up to its speed and enter
enemies’ spaces. This movement provokes opportunity
attacks, and the anathema must end its move in an
unoccupied space. When it enters an enemy’s space, the
anathema makes a trample attack; +17 vs. Reflex
Hit: 4d6 + 24 damage and the target is knocked prone.
C Horde of Snakes (poison) · Recharge when the zehirian
anathama uses swarm of snakes
Attack: Close Burst 1; +19 vs. Fortitude
Hit: 1d10 + 16 damage, and ongoing 10 poison damage
Move Actions
Swarm of Snakes · At-Will
Effect: The Zehirian anathema collapses into hundreds of
snakes, which shift up to 8 squares away and then reform

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5. Chamber of Petitioning heard by the medusa sorceress will be very The zehirian attendants are all blinded, but rely
Medusa Temple Guard (G) difficult. on their hearing to guide them through the room.
4 Zehirian Attendants (Z) They prefer hit and run tactics, and attempt to
DM Note – While convincing the medusa guard divide enemies from one another.
Read the following as the characters enter the will be difficult, it will not be impossible. If your
room players come up with something brilliant and Aftermath:
convincing (and have the rolls to back it up),
“Unlike the previous curved hallways, this room consider having the Medusa Temple Guard escort On the far side of the throne is a small stairwell
is long and wide, the head of the serpent temple. them to the caverns below. This will make the that leads down to the Medusa’s underground
Rows of statues on either side of the room depict final encounter more difficult, but will allow them lair.
various humanoids in states of horror and fear, to avoid a battle here in the Chamber of
petrified for all time. At the far end of the hall, a Petitioning.
large throne sits, facing away from the door.
Zehirian Attendant Level 14 Skirmisher
Above the throne is an angled mirror, allowing a Terrain Medium natural beast (reptile) XP 1,000
creature sitting on the throne to see the door and HP 134; Bloodied 67 Initiative +13
vice-versa. A male medusa is leaning casually Statues: The statues are considered blocking AC 28; Fortitude 26; Reflex 23; Will 23 Perception +9
against the throne, watching you with narrow Speed 6 Blind, Tremorsense 10
terrain. It takes an extra square of movement to
Traits
eyes. ‘The sorceress is not taking petitions move between two statues. Each statue has 50
D Distracting Slither · Aura 1
today…you must return later.’ He hisses in a cold hitponts, and defenses of AC 10, Fort 10, Reflex 3, Enemies within the aura grant combat advantage.
voice.” Will – Sonic Sensitivity
When the Zehirian Attendant takes thunder damage, it’s
This room is used as an audience room for Throne: The throne is enchanted to give an aura dazed until the end of its next turn.
Standard Actions
pilgrims who wish to make requests or of respect and grandeur. Any creature on the
m Scimitar (weapon) · At-Will
petitions to the Medusa sorceress. The mirror throne gains a +1 bonus to attack, and a +2 bonus
Attack: Melee 1 (one creature) +19 vs. AC
allows her to gaze upon the petitioners to defenses. If the attach is based on Charisma, Hit: 2d8 + 14 damage, and the attendant shifts 1 square
safely. the creature gains a +4 bonus to attack instead. m Zehir’s Fury · Recharge 456
The Medusa and Zehirian’s will not use the Effect: The zehirian shifts its speed and uses scimitar twice
A character succeeding on a DC 20 throne. at any point during the shift
Free Actions
Perception check notices that there are
Unstoppable Force · At-Will (1/round)
shadows moving between the statues, Combat:
Effect: One effect on the zehirian that includes slowed and
blinded attendants for the medusa, listening The medusa uses shoot, slither, and stab to affect immobilized ends.
to your every step. as many targets as possible, preferring to use his Str 21 (+12) Dex 19 (+11) Wis 14 (+9)
bastard sword attack against more vulnerable Con 14 (+9) Int 10 (+7) Cha 17 (+10)

The Medusa temple guard is firm in his targets like wizards. He makes frequent use of
rejection of the characters, and convincing Mind Venom Burst to give himself room to use
him that they have a petition that must be his longbow.

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Medusa Temple Guard Level 14 Elite Soldier Str 23 (+13) Dex 18 (+11) Wis 20 (+12)
Medium natural humanoid XP 2,000 Con 20 (+12) Int 13 (+8) Cha 18 (+11)
HP 280; Bloodied 140 Initiative+13 Alignment: Evil Languages: Dragonic, Common
AC 30; Fortitude 27; Reflex 25; Will 26 Perception +17
Speed 6
Resist 10 poison
Saving Throws +2, Action Points: 1
Traits
Serpent’s Quickness
The temple guard may stop and retrieve weapons as a free
action.
Standard Actions
m Bastard Sword (weapon, poison) · At-Will
Attack: melee 1; +19 vs. AC
Hit: 2d10 + 12 damage damage and ongoing 10 poison
damage (save ends)
Effect: The bodyguard marks the target until the end of the
bodyguard’s next turn
r Longbow (weapon, poison) · At-Will
Attack: Ranged 30 (one creature); +19 vs. AC
Hit: 1d10 + 16 damage, and each creature adjacent to the
target takes 10 poison damage.
Shoot, slither, stab · At-Will
Effect: The temple guard makes a longbow attack, shifts up
to his speed, and makes a bastard sword attack against the
same target
Minor Actions
C Mind Venom Burst · At-Will
Target: Each enemy in a close burst 1
Effect: Each target in the burst takes 5 poison damage and
is pushed one square.
Triggered Actions
C Mind-Venom Gaze (charm, poison, psychic) · Recharge
when the bodyguard hits with a bastard sword
Trigger:An enemy marked by the guard makes an attack
that does not include it as a target
Attack (Immediate Interrupt): The attack must include the
triggering enemy as a target; Close Blast 5 (enemies in the
blast); +17 vs. Will
Hit: 4d6 + 8 poison and psychic damage, and if the target is
the triggering enemy, the target is stunned until the end of
its turn.

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6: The Medusa Nest against the statue shatters is. In addition, any Combat:
Level 16 encounter – 7,000 xp time a character misses with a melee or
ranged attack, that character must make a The Medusa prefers to weaken targets from a
Medusa Sorceress (M) saving throw or shatter one adjacent statue. distance with her longbow and sorceress’
Newly Hatched Medusa (S) lure before moving in close, in hopes of
If a statue is shattered, that square becomes petrifying a creature with stony glare. The
As the characters descend the stairwell, read difficult terrain, and one newly hatched newly hatched medusas act purely on
the following: medusa appears in that square. instinct, and attack the nearest creature
(excluding the medusa).
“As you descend, you notice that this cavern is
deathly silent. Torches in the walls illuminate a
large chamber, completely filled with statues. The
statues appear to be of creatures from every walk
of life, humanoid and non. From the far side of a
stone partition in the middle of the room, a voice
calls out: “Who daressss enter my ssssanctuary?”

The Medusa has made its nest here, and has


laid an egg inside each of these statues. It has
no real interest in speaking with the
characters aside from learning their
weaknesses, or to separate them from one
another. As soon as the Medusa feels she has
an opening, she will attack.

Terrain Features

Statues: The cavern is filled with statues,


each implanted with an egg of the medusa
ready to hatch. Creatures may not enter the
space of a statue, but can navigate around the
statues without issue.

A statue is considered an enemy for the


purpose of resolving close or area attacks
(AC/Fort/Reflex of 25). A successful hit

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Medusa Sorceress Level 16 Solo Controller C Stony Glare (gaze) · At-Will (1/turn) Newly Hatched Medusa Level 12 Minion Soldier
Medium natural humanoid XP 7,000 Tiny natural humanoid XP 175
Trigger: An enemy ends its turn within 2 squares of the
HP 624; Bloodied 312 Initiative+12 medusa HP 1; a missed attack never damages Initiative +9
AC 30; Fortitude 28; Reflex 25; Will 26 Perception +17 Attack (Free): Close Burst 2 (the triggering enemy in the a minion Perception +7
Speed 6 burst); +19 vs. Fortitude AC 25; Fortitude 24; Reflex 23; Will 22 Darkvision
Immune petrification Resist 20 poison, 10 acid Hit: 4d6 + 6 damage and the target is petrified (save ends) Speed 4
Saving Throws +5, Action Points: 2 First Failed Saving throw: The target is petrified until one Resist 10 poison
Traits of the following conditions is satisfied. Traits
D Acidic Blood (acid) · Aura 2  The use of an appropriate power, such as divine
Slightly Deadly Gaze
While the medusa is bloodied, any enemy that ends its turn Any enemy that starts its turn adjacent to the newly
cleansing.
in the aura takes 10 acid damage. hatched medusa is slowed until the start of its next turn.
 The willing kiss of the medusa that petrified the
Statue Destroyer Standard Action
creature (a medusa might do this to gain information
Each time the medusa misses with a ranged or melee or to luxuriate in the victim’s fear before returning it m Snakey Hair (poison) · At-Will
attack, one statue adjacent to the target is destroyed (see to stone). Attack: Melee 1 (one creature) +17 vs. AC
terrain features).  The medusa responsible for the petrification is killed Hit: 10 poison damage
Serpent’s Instinct and its blood is applied to the stony lips of the victim R Poison Spittle (poison) · At-Will
Even when stunned or dominated, the medusa may still before a full day passes. Attack: Ranged 5 (one creature) +15 vs. Fortitude
take a minor action each turn to use Serpent Hair and may Special: The medusa can use this power even while stunned Hit: 10 poison damage, and the target is weakened (save
still use Gorgon's Tail. or dominated. ends).
Standard Actions
m Gorgon’s Tail · At-Will Str 15 (+8) Dex 13 (+7) Wis 13 (+7)
r Longbow (weapon, poison) · At-Will Trigger: The medusa takes damage from an adjacent Con 15 (+8) Int 3 (+2) Cha 14 (+8)
Attack: Ranged 20/40 (one creature); +21 vs. AC creature
Hit: 2d10 + 13 damage, and the target takes a -2 penalty to Attack: (Immediate Reaction) melee 1 (triggering creature)
its Fortitude defense and is slowed (save ends both). +21 vs. AC
Swift Quiver · At-Will Hit: 2d12 + 11 damage, and the target falls prone
Effect: The medusa makes two longbow attacks Skills Bluff +20, Stealth +17
C Sorceress’ Lure (charm, psychic) · At-Will Str 16 (+11) Dex 18 (+12) Wis 19 (+12)
Attack: close blast 5 (enemies in the blast); +19 vs. Will Con 20 (+13) Int 21 (+13) Cha 24 (+15)
Hit: 3d6 + 14 pyschic damage, and the target must end its Alignment: Evil Languages: Dragonic, Common
DM Note – If the players are seeking Ser
next turn 2 squares closer or adjacent to the medusa or
else take 3d10 psychic damage.
Hadence, he has been turned into stone, and
C Swords to Snakes (fear, illusion) · Encounter
resides in this lair. Determine which statue
Attack: Area 1 within 10 (enemies in the burst); +19 vs. Will contains Ser Hadence, and keep track of whether
Hit: 4d8 + 6 damage and the target’s weapons and or not that statue is destroyed in the course of the
implements appear to become snakes, and the target fight. A player can recognize Ser Hadence with a
cannot use weapon or implement powers (save ends). DC 22 Perception check.
Minor Actions
m Serpent Hair (poison) · At-Will
Attack: melee 1 (one creature) +21 vs. AC
Hit: 3d6 + 14 poison damage, and the target takes a -2
penalty to saving throws until the end of the medusa’s next
turn
Triggered Actions

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7. Aftermath

Once the characters have defeated the


medusa and the medusa spawn, they can
return to Kalemvyr as heroes.
- The oracle of Kalemvyr now owes the
players a favor, and can repay this
favor with a prophesy or divination
for the players
- The ancient empire of Zannad may
have crumbled, but the descendants
still hold some measure of power, and
may not be pleased with the party
having attacked a sacred temple.
- The servants of Zehir may wish
revenge on the ones who killed the
medusa sorceress.

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