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BEYOND THE

SERPENTINE LOCK

PROLOGUE 3

ACT 1: THE PATH IN THE WOODS 7

ACT 2: THE TRIALS OF TENTEETH 9

ACT 3: GUTCHEWER 15

ACT 4: ENTERING THE CRYPT 17

ACT 5: IN THE TIEFLING'S CRYPT 20

ACT 6: TENTEETH CONSEQUENCES 33

ACT 7: ANCESTRAL ENEMIES 36

APPENDIX 1: NEW MAGIC ITEMS 40

APPENDIX 2: TENTEETH 41

WRITTEN BY: RON LUNDEEN

ART: MARCO MORTE, SANDRO RYBAK

CARTOGRAPHY: MARCO MORTE, HUGO SOLIS


PROLOGUE

Five hundred years ago, a large clan of crypt laden with traps and sealed with an
tieflings carved a small holding out of the intricate lock bearing her personal symbol, a
trackless forests north of the town of Thaven, tangle of serpents. Within the crypt, Zalsiniah
fighting back monsters, sickness, and other stored her most valuable treasures and
hazards of the wilds. The tieflings had found prepared the materials to transform herself
no peace in civilized lands, due to their into a lich.
debauched ways and infernal appearance. Zalsiniah also brought her daughter, only a
However, deep in the forbidding woods, they young tiefling girl, into the crypt with her.
found a place to live in solitude. Zalsiniah intended to grant her daughter
The tieflings’ leader was a three-eyed witch eternal life after undergoing her own
named Zalsiniah. Obsessed with immortality transformation. None know whether Zalsiniah
and determined to live on after her demise, succeeded, for without her leadership, her
Zalsiniah forced her people to build a massive people soon fell to infighting and scattered.
Only Zalsiniah's crypt remained in the deep
forest, abandoned.
Two centuries passed, and the crypt
withstood all attempts by brave sages and
itinerant tomb-robbers to bypass its serpent-
shaped magical lock. The cleverest hero in
Thaven at that time was a human woman
named Amnis Ilvendri. Amnis spent days
examining the Serpentine Lock and weeks
more fashioning a key to open it. Amnis
opened the lock and gave her key to her
halfling assistant, Orvin Meeker, asking the
assistant to wait outside for her return. When
Amnis didn’t return after several hours, the
nervous halfling fled the forest, taking Amnis’
key. Amnis was never seen again, and it was
commonly assumed she met her death in the
crypt beyond the Serpentine Lock. The shamed
Orvin Meeker, whose cowardice was believed
instrumental in the disappearance of the
prominent hero Amnis, faded into obscurity.
The crypt has remained closed for the three
centuries since. Amnis’ key has remained lost,
and no one else has proven skilled enough to the heroes have recovered the serpentine shield,
bypass Zalsiniah’s intricate lock. Recently, they can return it to the crypt to complete the
Amnis’ descendant Algus discovered Amnis’ Serpentine Lock. The lock does not open easily;
lost key. An indolent and nearsighted scholar, its removal and reattachment has subtly
Algus was an expert on the lore of his heroic altered its magic. The heroes must recreate the
ancestor but hardly fit to be an adventurer tangle of serpents (by solving a puzzle) before
himself. Algus recognized Amnis’ handiwork entering the crypt.
and deduced that the key would open the The crypt is now populated by ageless
Serpentine Lock. Algus wants to recover his guardians, undead, and traps. Throughout the
heroic ancestor’s remains, including her crypt, the heroes discover evidence of Amnis’
unique signet ring. Algus believes (correctly) final adventure. The heroes ultimately find
that Amnis’ body is somewhere within the Amnis’ body and the undead horror Zalsiniah
tomb beyond the Serpentine Lock. has become: a failed lich (a near-mindless
undead creature with some of a lich’s powers
ADVENTURE SUMMARY but none of its intellect). If the heroes have
Algus Ilvendri, an armchair historian obsessed collected certain items connected to Zalsiniah
with the legends of his famous ancestor within the crypt, they should find their
Amnis, seeks out the heroes. Algus reveal that confrontation with the undead tiefling to be
he has recovered his ancestor’s key and its much easier.
significance in bypassing the Serpentine Lock If the heroes treated the lizardfolk of
on the mysterious stone structure deep in the Tenteeth extremely well or extremely poorly,
trackless forests north of Thaven. Algus asks the lizardfolk might either offer to aid the
the heroes to brave the crypt and welcomes heroes once they emerge from the crypt, or set
them to keep what they find within; in an ambush for them. Eventually, the heroes
exchange, he asks only for them to recover return to Algus’ home in Thaven to find Algus
Amnis’ bones and signet ring for him. under attack by a family of halfling thugs,
Traveling into the wild forest, the heroes descendants of Amnis’ cowardly servant who
discover a large band of lizardfolk living near are determined kill Algus to avoid revealing
the crypt. They run afoul of lizardfolk scouts, the stain on their family’s honor. With the
and might investigate the lizardfolk village of defeat of Algus’ would-be murderers, the
Tenteeth further. scrivener hears their tale and provides a
At the crypt, the heroes find that the center surprising reward.
piece of the Serpentine Lock is missing. It was
INTRODUCTION
taken away by the lizardfolk shaman because
of its reptilian motif, and is now in the village This adventure begins when Algus has
of Tenteeth. The crypt doors will not open Handout 1 delivered to the heroes, preferably
unless the missing shield-shaped piece, the while they are relaxing in Thaven with no
serpentine shield, is returned and then unlocked particularly pressing tasks. A successful DC 16
with the key that the heroes hold. Diplomacy check to Gather Information about
The heroes must retrieve the serpentine Algus reveals that Algus is a well-regarded
shield from the lizardfolk shaman by and successful scrivener who works out of his
diplomacy, stealth, or force. In any case, the home. Although Algus’ day-to-day work is in
heroes must defeat the tribe's champion, an document creation and transcription, he is an
immense lizardfolk named Gutchewer. When amateur historian as well, particularly
Hail thrill-seekers!
At the risk of sounding overly dramatic, I have discovered a long-lost key to priceless
treasure, and I need a trustworthy group to recover it. Your reputation indicates
that you might be just the adventuresome heroes I need. If it pleases you, meet me at
my shop tomorrow at noon.
Signed,
Algus Ilvendri, Scrivener
P.S. Do please come prepared to travel, as I believe you’ll want to leave posthaste
once I explain further.

regarding the great heroine Amnis who lived Amnis’ key was subsequently lost, and the
centuries ago. If this check is a critical success, puzzle-lock has remained closed in the
the hero recalls that Algus and Amnis both intervening centuries. Occasional trap-smiths
have the same last name, Ilvendri, and realizes and tomb-robbers have tried to bypass the
that Amnis is Algus's ancestor. lock, but with no success.
When the heroes arrive at Algus’ home, the "Last week, I happened upon a curious
gregarious man welcomes the heroes eagerly serpent-shaped key in a box of archaic bric-a-
and cheerfully, pressing handshakes onto each brac in the market. I recognized Amnis’
of them several times. If you need a map of handiwork. Imagine my delight! I purchased
Algus’ home, you can consult Act 7, but a the key, and my research confirms that this key
tactical map of Algus’ house is unlikely to be should open the serpentine lock to the sealed
necessary at this time. Read the following to crypt. I'm convinced that Amnis’ body must be
begin the adventure. inside the crypt somewhere, although I shudder
to think what fearsome monster or deadly trap
After pleasantries, Algus gets to business. "The
could kill such a legendary adventurer. Take
clever hero Amnis Ilvendri was one of the most
the key, open the crypt, and discover Amnis’
famous heroes in Thaven in her time, three
fate. Return Amnis's remains to me for proper
hundred years ago. She disappeared while
burial, and I'd quite like Amnis’ signet ring—a
investigating a crypt about a day north of the
family heirloom—returned to me. That ring is
city, deep in an ancient, trackless forest. This
likely to be valuable, I won't lie, but it's the
crypt had been sealed for centuries with a
only thing I want other than her remains; you
cunning serpent-shaped puzzle-lock that no
are welcome to keep anything else you find,
one had been able to breach. Amnis studied the
including any of Amnis’ gear that has
lock for days, and constructed a key to bypass
survived."
it. When Amnis finally opened the lock, she
passed the key to her halfling servant, Algus then provides the heroes with the
ventured within the crypt, and was never seen key. It is made of iron and is about three inches
again. The servant was afraid to be alone in long. The oval head is elegantly carved and the
the woods, so he fled, taking the key with him. teeth are multilayered and sturdy. The shaft is
carved with the following rhyme in delicate
script: “Each serpent free so that none cross
another; then insert the key to visit their
mother” (this is a clue to open the door to the
crypt in Act 4). Amnis’ key radiates a faint
aura of magic if examined with spells such as
detect magic.
Algus answers any other questions the
heroes might have, but he knows little other
than indicated above. Although Algus does
not know of the legends about Zalsiniah, a
hero who succeeds at a DC 20 Arcana, Society,
or relevant Lore check recalls the information
in the first two paragraphs of this introduction;
on a critical success, the hero recalls the
information in the third paragraph as well.
As far as reward, Algus assures the heroes
that the crypt is likely to contain ancient
treasures, any or all of which the heroes can
keep. If they find items they have no use for,
Algus will buy them from the heroes at their
full price.
Algus encourages the heroes to hurry off to
the crypt, but not out of any genuine pressing
need; the scrivener is just excited to think that
he might soon possess the mortal remains of
the heroic ancestor he spent much of his life
studying.
ACT 1: THE PATH
IN THE WOODS

As Algus is not certain of the exact location of LIZARDFOLK TRAIL (MODERATE 3)


Zalsiniah’s crypt, he provides the heroes only a
general location within the deep forest north of The lizardfolk know dangerous beasts prowl
the city. He expects the heroes to search the the forest, so four members of their tribe watch
area to discover the crypt. Algus’ general the path to the village at all times.
location is twelve miles almost due north of Creatures: When the heroes arrive at the
Thaven. You may decide that the heroes have a path, these lizardfolk are currently hiding.
chance of a random encounter while they Heroes Searching the area spot them on a
travel—particularly while they travel through successful DC 16 Perception check. The
the forest—or you may just cut to the heroes’ lizardfolk consider the heroes intruders in their
arrival at the area Algus indicated. tribe’s territory and attack from hiding. If the
When the heroes approach the area heroes are unaware of the lizardfolk when they
indicated by Algus, read or paraphrase the launch their attack, the lizardfolk have a +4
following: circumstance bonus to their initiative checks.

As you press further north through the dense


forest, you come across a wide trail running
northeast and southwest. This trail is about
five feet wide and cut clear of undergrowth,
indicating a planned trail rather than a
natural animal path. The crypt should be
roughly to the north of your current location,
but could be northeast as well. There is no
immediate indication of where this trail might
lead.
Northeast along the trail leads to the
lizardfolk village of Tenteeth and not to
Zalsiniah’s crypt. The lizardfolk cleared this
path to access fertile hunting grounds about an
hour southwest of the village. Heroes who are
Investigating or Searching as their exploration
mode activity automatically identify a variety
of lizardfolk tracks along the trail. Other
heroes spot them with a successful DC 18
Perception check.
If the heroes capture and interrogate a scout
(which requires a successful DC 15
Intimidation check to Coerce and the ability to
speak Draconic or Iruxi), the lizardfolk reveals
that the trail connects fertile hunting grounds
to the southwest to the village of Tenteeth,
while lies 2 miles to the northeast. The
lizardfolk are very knowledgeable about the
village of Tenteeth, as they have lived their
to go anywhere near the stone structure.
whole lives there. They reveal that dozens of
Once the heroes have dealt with the
lizardfolk live in Tenteeth including the tribe’s
lizardfolk scouts, they can continue along the
chieftain, Sarsel, and the tribe’s fearsomely
path to the northeast or continue searching for
strong champion, Gutchewer.
the crypt off of the path. If the heroes follow
If asked about the location of a crypt, the
the path, they encounter the lizardfolk village
lizardfolk are initially puzzled, because they
of Tenteeth after only 2 miles; go to Act 2.
don’t know the purpose of the nearby stone
If the heroes ignore the trail and search the
structure. If the heroes describe what they're
area for Zalsiniah’s crypt, they discover the
looking for a little better, a lizardfolk admits
crypt a mile to the northwest. The heroes can
that the structure is about a mile to the
investigate the crypt itself, which is described
northwest, but the lizardfolk rarely travel there
at the beginning of Act 4, but as they lack the
because they believe it to be cursed. Sarsel has
center of the Serpentine Lock, they can't gain
traveled there a few times, as his magic is more
entry to the crypt at this time. Lizardfolk
powerful than the curse, and he recently
tracks, plainly visible in the soil around the
recovered a magical shield from the door of
door to the crypt, should encourage the heroes
the structure by subduing the curse with his
to investigate the lizardfolk village at the end
powerful magic. As the shield has reptilian
of the trail.
symbols on it, the lizardfolk believe the shield
to be a fitting trophy of Sarsel's magical
superiority. Yet old habits die hard; despite
Sarsel's victory, the lizardfolk remain reluctant
ACT 2: THE TRIALS
OF TENTEETH

The lizardfolk village of Tenteeth lies at the The lizardfolk are suspicious but not
end of the path that the heroes intersected in immediately hostile if the heroes express
their travel north. The heroes need to acquire peaceable intentions. At first, two lizardfolk
the serpentine shield from Sarsel, the village’s defenders emerge from their huts and stand in
leader, although they may not realize this the heroes' way, as though daring the heroes to
without further investigation of the area. The push past. They have a Perception DC of 17
serpentine shield is a crucial component of the (which is used for attempts to Impersonate or
lock that protects Zalsiniah's crypt, and the Lie, for example) and a Will DC of 15 (for
crypt can't be opened without it. attempts to Make an Impression or similar).
Tenteeth is described in detail in Appendix Increase these DCs by 2 if no character speaks
2, and a map of the village appears on the Draconic or Iruxi. The lizardfolk take very
following page. It's easy for the heroes to get a poorly to threats while surrounded by their
sense of the village’s overall structure: several peers. If the heroes try to Intimidate these
huts surround an open pony-corral, with two lizardfolk and receive anything less than a
ancient crumbling buildings of stone to the critical success, the rest of the tribe responds
north and east. Other than the lizardfolk, the with violence; proceed with Force, below.
most unusual inhabitants of the village are the If the heroes attempt to recover from a
shaggy ponies they raise, which have been failure at using stealth or force by resorting to
long ago crossbred with spiders. They have negotiation, but the DCs of Deception and
eight legs, compound eyes, and spinnerets. Diplomacy checks increase by 2 for each
This act provides several options for the lizardfolk the PCs have killed in this Act.
heroes’ approach to Tenteeth and for pursuing If the heroes successfully demonstrate
their overall task of recovering the serpentine peaceful intentions, the lizardfolk stand aside
shield from its current owner; these options are and welcome them into their village. The
to approach the village using some measure of lizardfolk take the heroes on a quick tour and
Negotiation, Stealth, or Force. introduce them to Sarsel, the leader of Tenteeth
and one of the few lizardfolk to speak
NEGOTIATION Common. Sarsel is much easier to trick or to
The heroes might approach the village of sway than the guards (as his Perception DC
Tenteeth openly, seeking information about and Will DC are both 24), but he has no reason
the Serpentine Lock from the village’s to doubt the heroes if the guards have already
inhabitants. The heroes might be genuinely vouched for them. Sarsel talks while tending to
diplomatic and seek peaceful interaction, or his people, using cantrips such as guidance and
might be intending to trick the lizardfolk with prestidigitation to help the lizardfolk of
some sort of ruse. Tenteeth in their daily tasks.
Sarsel should reveal the following key of the symbol (with sticky Tenteeth pony
points. Do your best to work them naturally webbing, if the heroes ask) and he now
into the heroes' conversation with him. carries it as his personal shield.
• The Tenteeth lizardfolk are aware of the • Sarsel has always been held in high regard
stone structure in the forest. They consider by the lizardfolk of Tenteeth for the many
it to be an ominous place, and the years he has been in charge, but never so
lizardfolk do not usually go there. (Sarsel much as when he obtained the serpentine
doesn't know that it is a crypt, or anything shield. The lizardfolk consider the shield to
about the tiefling witch Zalsiniah.) be sacred, so Sarsel has obtained even
• Sarsel has been to the stone structure from higher standing now. It embarrasses him a
time to time, mostly to marvel at the large bit, since he doesn't feel he's earned the
snake-headed symbol on the crypt. improved status simply for pulling the
symbol off the building, but he's been able
• A week ago, Sarsel worked up the nerve to
to do a lot more with his increased
manipulate the snake-headed symbol. To
authority, such as settle longstanding feuds
his surprise, the symbol came off in his
in the village.
hands.
If the heroes directly ask Sarsel for the
• As the symbol is roughly the shape of a
shield, Sarsel adhered a handle to the back serpentine shield, he considers their request
carefully. If a hero succeeds at a DC 19 a few yards of the village huts must
Diplomacy check to Request it Sarsel admits succeed at a DC 20 Stealth check to remain
that he has no real right to the shield and that hidden. A hero who critically succeeds at the
he is willing to give it up if the heroes need it. Stealth check can improve the result of
However, since his tribe now considers the another hero's Stealth check by one degree of
serpentine shield to be a sacred icon in their success (turning an ally's failure into a success,
village, the heroes must earn it in their eyes. for example).
This requires the heroes to defeat the village’s If any hero's Stealth result is a failure, three
champion, Gutchewer, in a match the villagers cautious lizardfolk defenders investigate to
can all witness. Proceed to Act 3. If the heroes take care of any trouble. If the heroes are quiet
fail the Diplomacy check, Sarsel denies their about dispatching these lizardfolk, they may
request, and they must find another method to attempt Stealth checks again; on any
obtain the shield. If they critically fail, he finds subsequent failures, or if any hero's Stealth
their request so boorish that he commands his result is a critical failure, the entire village goes
lizardfolk eject them from Tenteeth upon pain on alert; go to Force, below.
of death if they ever return. If the heroes remain undetected, they can
observe the village for several minutes and
STEALTH learn valuable information. Allow each hero to
The heroes might surreptitiously observe the make a Perception check and consult the table
village of Tenteeth from a distance, to assess below. A hero learns all the information up to
the village’s layout and defenses. The village and including their Perception check result.
does not have walls, as the lizardfolk live Heroes lurking at the edge of the trees gain an
peaceably within the forest and rely on their additional observation beyond that; heroes
scouts to detect dangerous predators in the within a few yards of the village gain two
area, but the lizardfolk understand that additional observations beyond that instead.
dangers can burst from the surrounding forest On top of this, any character whose check is a
with little warning. Therefore, the lizardfolk critical success gains an additional observation
seem poorly defended but always keep an eye as well.
on the forest. PERCEPTION CHECK RESULT: OBSERVATION
If the heroes want to scout the village 10: There are between 20 and 30 lizardfolk in
further, ask whether the they want to remain this village. Most of them live singly or in
back out of sight, lurk within the edge of the pairs in the huts around the village. The
treeline, or creep within a few yards of the open area in the center contains about a
village huts. You should let the players know dozen shaggy, eight-legged ponies with
that moving closer to the village requires more unusual compound eyes. The largest hut,
to the south, seems to be some sort of
difficult Stealth checks but makes it easier to
meeting hall and seems currently
gain additional information. The heroes can
unoccupied. One of the huts to the
also split up to remain at various distances, northeast has an adjacent stable where a
based on their relative confidence with their few ill ponies are kept.
Stealth skills. Heroes remaining back out of
15: Although there are neat piles of stores
sight must succeed at a DC 5 Stealth check to
throughout the village, the large ruined
remain hidden. Heroes lurking within the edge building to the north appears to be used for
of the trees must succeed at a DC 10 Stealth to storing fragile or delicate materials. Its roof
remain hidden. Heroes who creep to within
30: The lizardfolk avoid the run-down hut to
the east of the corral, as though it contains
something dangerous. A low growl issues
occasionally from inside that hut.
35: Glimpses of movement within the hut that
the other lizardfolk avoid shows that a
single truly massive lizardfolk lives there.
Old bones and bloodstains indicate that
this large lizardfolk has significantly
poorer hygiene than the other lizardfolk of
the village.
Once the heroes identify Sarsel as the bearer of
the serpentine shield, they will likely create a
plan to infiltrate his home and steal it from
him. If they intend to do so this stealthily, keep
in mind that the lizardfolk defenders have a
Perception DC of 17 and the lizardfolk scouts
have a Perception DC of 18. If they need to
sneak by Sarsel, which is a high likelihood, his
Perception DC is 24.
If the heroes are noticed infiltrating the
village, the surprised lizardfolk fight right
away; proceed to Force, below. If the heroes
has been carefully thatched and successfully recover the serpentine shield from
waterproofed. The northernmost hut is the Sarsel’s home without alerting anyone, they
home of lizardfolk scouts; the lizardfolk accidentally encounter Gutchewer, the tribe’s
there seem more alert. The ruined tower to champion, on the way out of the village;
the east seems to have been remade into a proceed to Act 3.
dwelling.
20: The ruined tower seems to be the home of FORCE
the tribe’s leader. He is a stout but not If the heroes are hostile (or were caught
particularly large lizardfolk, and seems to sneaking through the village) the lizardfolk
be respected by the tribe. You overhear one
attack. The lizardfolk fight the heroes in three
of the lizardfolk call him “Sarsel.” Sarsel
waves, with only a round or two between each
spends most of his time in his home,
venturing out only rarely and for short wave; this gives the heroes some time to catch
periods of time. their breath and flee the village if the lizardfolk
are getting the better of them. Lizardfolk don't
25: The tribe’s leader, Sarsel, carries a strange-
pursue heroes that flee, assuming they've
looking shield. This shield seems to be a
slab of stone with three serpent heads on it. learned their lesson.
Show the players Handout 2. (If the heroes WAVE 1 (LOW 3)
have already examined the carvings on the Three lizardfolk defenders close into melee
crypt in Act 4, they realize that the snake with their flails as soon as possible, squaring
heads on Sarsel’s shield match the three off against the heroes who look the strongest.
serpent heads carved there.)
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WAVE 2 (MODERATE 3)
The second wave uses better tactics. Two
lizardfolk defenders rush forward in an
attempt to eliminate the party's most effective
spellcasters. Two lizardfolk scouts lurk behind
cover about 40 feet away, using their blowguns
to incapacitate the heaviest hitters in the party.

WAVE 3 (SEVERE 3)
The third wave is Sarsel alone, attempting to
defeat the heroes quickly to bolster the failing
morale of his village. Sarsel uses the serpentine
shield in combat, but he doesn't risk breaking it
and losing face with his tribe; if the serpentine
shield reaches its Broken Threshold, Sarsel quits
raising it. Sarsel is too cunning to fight to the
death; if reduced to 30 Hit Points or fewer, he
calls for a truce, offering to let the heroes face
the village’s champion to prove their might, as
described in Act 3.

1
1

Defeat!: If the heroes are defeated, the


lizardfolk bind their wounds and take them
prisoner. Sarsel is interested in why the heroes
have attacked his village. He speaks with them
as described in Negotiation, above, but the
Diplomacy DC to Request him to surrender the
serpentine shield is 24.
ACT 3:
GUTCHEWER

Once the heroes have found the serpentine Stealth: If the heroes infiltrated the
shield in Act 2, they have one more obstacle to lizardfolk’s camp and recovered the serpentine
deal with before they can leave Tenteeth: the shield without alerting any of the lizardfolk,
tribe’s ferocious champion. Gutchewer is a Gutchewer happens across the heroes before
burly lizardfolk nine feet tall and covered head they can leave Tenteeth. The surprised
to toe in tough, scarred skin. He is an ill- champion catches sight of the heroes, bellows a
tempered, greedy, vicious brute. None of the challenge, and attacks. Other lizardfolk come
other lizardfolk likes Gutchewer in the least, to see the intruders that Gutchewer has found,
but all of the lizardfolk (particularly Sarsel) but they know better than to interfere with
appreciate having such a powerful warrior Gutchewer’s fight.
loyal to their tribe. None of the other lizardfolk Force: If the heroes have fought their way
participate in any combat involving through the village’s defenders and cowed
Gutchewer, as the dangerous barbarian has common lizardfolk of the tribe, they have a few
been known to take swings at any combatants moments of respite before the lizardfolk draw
within reach, whether friend or foe. back, hissing “Gutchewer comes” in Draconic.
Negotiation: If the heroes have dealt Gutchewer strides from his hut in Area F (See
peacefully with Sarsel and convinced him to Appendix 2), hefting his morningstar. This is
give up the serpentine shield via diplomacy, the the largest lizardfolk the heroes have seen in
shaman admits that he cannot simply hand the village by far. By the reverence the
over the shield without losing face with his lizardfolk hold for their champion, the heroes
tribe. For Sarsel to give the shield to the heroes, know that besting Gutchewer means the
they must show their strength to the entire lizardfolk village will be finally and fully
village by besting the tribe’s champion. Sarsel cowed, allowing them to take the serpentine
offers several advantages to the heroes if they shield without any further trouble.
participate in this duel. First, the heroes are AGAINST THE CHAMPION (SEVERE 3)
allowed to rest if they desire (although under In short, regardless of their approach in Act 2,
guard, so they don't simply flee with the the PCs must face off against the massive
serpentine shield). Second, the heroes can use lizardfolk barbarian before being leaving
the serpentine shield in the fight to demonstrate Tenteeth with the serpentine shield.
their right to carry it. Finally, Sarsel offers the
champion’s equipment to the heroes if they
defeat him. This combat takes place in the
corral in the center of Tenteeth, temporarily
transformed into an arena. The entire village
turns out to watch this event.
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Once the heroes defeat Gutchewer, they face


no further opposition from the lizardfolk of
Tenteeth and may leave the village with the
serpentine shield as well as Gutchewer’s gear.
The heroes should particularly note
Gutchewer’s magical belt, which looks like
new leather with bright brass buckles despite
the Gutchewer’s terrible hygiene and general
filth. This is a slugger's belt that Gutchewer
took as a trophy from a traveler he killed.
With the serpentine shield in hand, the PCs
should head to Zalsiniah’s crypt. When they
do, go to Act 4.
ACT 4: ENTERING
THE CRYPT

Zalsiniah’s stone crypt is about two miles west came here a week ago and pried off the
of the village of Tenteeth. The lizardfolk can serpentine shield from the center of the
direct the heroes there (although the lizardfolk Serpentine Lock. The heroes notice the tracks
other than Sarsel are too superstitious to with a DC 18 Perception or Survival check.
accompany them), or the heroes can find the When the heroes place the serpentine shield
building by searching the area systematically. within the indentation, it fits tightly into the
When they arrive, read the following: door. The shield can be removed again with a
DC 20 Strength check. When the serpentine
A solid stone building stands in a clearing
shield is returned, the Serpentine Lock is nearly
sixty feet in diameter, as though the trees
complete, and looks like Handout 4.
themselves are reluctant to grow too near the
Even with the shield back in place, the
structure. The crypt is a monumental stone
building 40 feet square and 20 feet tall with a
domed roof. Although it is centuries old, the
crypt is in remarkable shape: no seam or crack
mars the crypt’s surface, except for ornate
double doors on the western side of the
building. These doors bear no handle or latch,
only an indentation about two feet wide and
three feet high, about five feet from the ground.
On the bottom of the indentation are three
stylized serpents, each with three eyes,
positioned as though emerging from the
indentation. One of the serpents is mottled,
one is banded, and the third bears long stripes.
It appears as though a shield or enormous
medallion should sit in the indentation, but
the indentation is empty.
The indentation looks like Handout 3.
Until the serpentine shield is returned to this
indentation, the heroes cannot enter the crypt
at all. The stone is magically treated to repel
damage of any type, which has allowed the
building to stand for centuries intact.
The ground near the doors of the crypt still
bears Sarsel’s tracks from when the oracle
crypt door doesn't open. In fact, there isn't around or above the snake with stripes
even any place to insert Amnis’ key. The lock (because it is flush against the top of the shield
must be repaired before the keyhole appears, and the snakes cannot leave the shield except
and the clue is the rhyme on Amnis’ key: at the matching gap). Thus, simply drawing a
straight line from each snake to its matching
“Each serpent free so that none cross another;
gap doesn’t work. Instead, the snakes must be
then insert the key to visit their mother.”
wound around each other. If the heroes make a
When any of the central serpents are mistake, they can remove the entire shield,
touched, the serpent’s head lengthens and can resetting the entire puzzle.
be easily pulled across the surface of the shield One possible solution to the puzzle is
in any direction (but not off of the shield). below (another solution is its mirror image).
When a serpent is pulled to the gap leading to Once all of the serpents have been
its matching head, the serpent fuses into one matched, a keyhole appears in the center of the
snake, leading from it starting point on the Serpentine Lock. Amnis’ key easily opens the
shield to the head outside of the gap. lock, allowing access to the crypt for the first
The problem is that none of the snakes will time in over 300 years. When the heroes
cross another snake and that no snake can go explore Zalsiniah’s crypt, go to Act 5.
ACT 5: IN THE
TIEFLING'S CRYPT

Once the heroes have opened the Serpentine lines in the stonework skillfully carved to draw
Lock, they are free to explore the crypt at their attention to the statue at the center of the room
own pace. The lizardfolk are too fearful of the and the stairs beyond. The two narrow spiral
crypt—and too impressed by the heroes—to staircases descending out of this room are
hassle the heroes while they're inside the crypt, tucked back in alcoves in the corners.
but see Act 6 for possible consequences when Creature: As Zalsiniah grew in power
the heroes leave the crypt. throughout her life, she mastered sufficient
The map of the crypt is on the followign magic to animate the statue as a guardian. As
page. In addition to a description of the room soon as any creature enters further than 10 feet
and its contents, each room description into the room, the statue raises its fists into an
includes a Trail of the Heroine entry that aggressive fighting position and strides
details Amnis’ actions in that room and what forward. It prefers to make powerful slams
the heroes can discover about Amnis’ activities with both fists, and its heavy cloak whips
in the crypt 300 years ago. around its foes to knock them to the ground.
XP Award: The first time in each room that The statue fights until destroyed, pursuing foes
the heroes discover a clue about Amnis's that flee if necessary. However, it doesn't
presence, award them 10 XP. venture out of the crypt.
ROOM 5A: ENTRY (MODERATE 3)
The door to the crypt opens with a shudder
and groan. Dank air centuries old gusts out of
the entrance like a breath. Within is a single
large room, thirty feet square, dominated by a
reddish statue of a tiefling woman. Wide
stairs descend from the far side of this room.
Two narrower stairs spiral down from this
room to the left and right.
The first guardian of Zalsiniah’s tomb is
this statue in her likeness. Made of dark red
sandstone, Zalsiniah commissioned the statue
for its striking color. The statue depicts an
attractive tiefling woman with curving horns, a
third eye in the center of her forehead, raised
fists, and a billowing cloak.
The rest of this room is plain stone, with
1

2 1

Trail of the Heroine: When Amnis entered


the tomb, she suspected that the statue was a
guardian. She cast invisibility and crept across
the room to the narrow stairway to the north.
She made a chalk mark on the wall to indicate
her path, in case she ended up circling back
this way again. but backtracked when she
realized that path was dangerous. She quickly
rubbed out her chalk mark before making a
new mark near the wide stairs to the east.
Heroes Searching the room automatically
notice a chalk arrow pointing at the stairs on
the far side of the room, and those who
succeed at a DC 15 Perception check spot a
smear near the northern stairs where a chalk
mark was once made, but rubbed out. A
successful DC 18 Survival check when
Tracking in this room locates Amnis’ tracks
through the dust: she went around the room to
the north spiral stairs, then came back up those
stairs and down the wide stairs at the far side
of the room.
ROOM 5B: TRAPPED HALLWAY
The tight spiral stairs end at a long hallway,
ten feet wide and ten feet high. The hallway
1
stretches sixty feet from the base of the stairs
before making a sharp turn to the right. From
waist level to ceiling, the hallway is carved yowling, and leaping about excitedly, as
with relief sculptures of cavorting fiends on though scenting fresh meat. The fifth chain
both sides of the hall. leads to bloody mess of bones and flesh on the
floor.
This long hallway leads to the sacrificial
chamber (Room 5C). Zalsiniah used this room for foul rituals,
Hazard: At the midpoint of this 60-foot converting five of her faithful disciples into
long hallway is a depiction of a truly ugly ghouls and chaining the ghouls to the altar.
demon glaring out from the wall. This demon The chains prevent the ghouls from moving
represents Zalsiniah’s abyssal ancestor. The more than 20 feet from the altar.
eyes of this demon contain two halves of a Unfortunately, the chains are worn with age
subtle rune that activate a fiery trap when a and a ghoul can break its chain with a DC 20
creature passes in front of it. Athletics check. They don't have an incentive
to do so, however, until presented with the
possibility of fresh meat in the form of the
heroes.
Furthermore, these tormented souls cannot
be put down easily. When a ghoul is reduced
to 0 hit points it collapses as usual, but on its
next initiative round, a bloody skeleton bursts
from the ghoul and attacks the ghoul’s killer (if
possible). These bloody skeletons, being made
only of blood-slick bone, are not constrained
by the chains, even if erupting from a chained
ghoul.
A hero examining the fifth, defeated
ghoul—now just a jumble of gore and bones on
the floor—can determine with a successful DC
10 Medicine check that the creature’s skeleton
Trail of the Heroine: Amnis found this burst from its body after it died. This might
trap easily and bypassed it. A successful DC 18 provide the heroes a valuable clue regarding
Survival check to Track indicates that Amnis the danger these chained ghouls present, if
walked down this hall, stopped at about the they haven't realized it already.
halfway point (this was to bypass the trap), This room has no other exits, and contains
and then continued on, returning down the no treasure other than a scarred metal pendant
hall very soon thereafter. inscribed with three interlocking eyes. This
pendant is worth only 5 gp, but it is one of the
ROOM 5C: SACRIFICE ROOM (SEVERE 3)
four items with a connection to Zalsiniah
The hallway ends at an open room ringing sufficient to protect the heroes from her attacks
with animalistic howls. The center of the in Room 5J.
round room is a squat stone altar carved with
deep, jagged runes. Five solid chains lead from
the altar. Four of the chains lead to feral
humanoid creatures sniffing at the air,
1

1
1

Trail of the Heroine: Amnis entered this


room and quickly dispatched one of the
ghouls. When the ghoul’s bloody skeleton
burst forth, Amnis was taken by surprise but
defeated the skeleton with difficulty. Amnis
considered fighting all of the remaining ghouls
and their dangerous skeletons, but realized
there were no other exits and instead retreated
from this room. A successful DC 18 Survival
1
check to Track allows a hero to retrace her
steps.
ROOM 5D: PRIVATE HALL
The tight spiral stairs descend to a hallway,
ten feet wide and ten feet high. Everburning
torches line the walls, revealing three stout
wooden doors: one halfway down the hall on
the right and two at the far end of the hall,
facing each other. One of the doors at the end
is carved with a symbol of three interlocking
eyes.
This short hallway leads to the “living”
quarters Zalsiniah planned in her crypt. The
door halfway down the hall is a storage closet
(Room 5E), and at the end of the hall are
entrances to Zalsiniah’s study (Room 5F) and ancient parchment issues from this room.
the room of Zalsiniah’s unfortunate seven-
Zalsiniah kept several items stored here,
year-old daughter (Room 5G). Zalsiniah
including several months’ worth of dried food
entombed her daughter in the crypt with her,
that has long since decayed into dust. Several
intending to shepherd the girl through a life of
boxes contained the remains of blank paper
magic and, ultimately, lichdom. Because
and writing implements. Although well-
Zalsiniah’s bid for lichdom failed, her
preserved, Zalsiniah’s paper stock succumbed
daughter wasted away to death in her room
to the passage of time and crumbles to dust
only a few days after Zalsiniah’s ritual failed.
when handled. The only items to survive the
Hazard: Part of the girl’s spirit remains in
years are a few simple tools and a few spare
the form of the attic whisperer in Room 5G,
boards of hard wood and blocks of unworked
but another part possesses this hallway. This
stone. None of it has any value.
haunt afflicts the smallest hero in the party as
Trail of the Heroine: Amnis never entered
soon as that hero enters more than a few feet
this room.
into the hallway.
ROOM 5F: ZALSINIAH’S STUDY
This odd-shaped room is lined with
bookshelves on most walls, although the
majority of the shelves are empty. Two
large desks dominate the center of this
room, both of them containing neatly
stacked books and papers.
Zalsiniah uses this room as a study, and
planned on using it for centuries after her
R apotheosis into a lich. A subtle abjuration effect
in this room has preserved the works from the
ravages of age. There are only a few dozen
books here, and most of these are common
reference works on arcane lore or history.
Zalsiniah planned to add substantially to her
small library over her years of research, but her
failed apotheosis prevented her from even
finding this room again, much less
contributing to its lore.
One of the desks is neatly stacked with a
few general works on undead metabolism. The
other desk contains far more specific works on
Trail of the Heroine: Amnis never entered lichdom, including several reference works on
this hallway, so there's no evidence of her here. the method of becoming a lich (most of these
ROOM 5E: STORAGE ROOM are contradictory or incorrect, but Zalsiniah
kept them on hand as the foundation for her
This room is neatly divided by narrow shelves, own personal knowledge).
many holding boxes and bags. A faint whiff of Zalsiniah also has a personal research
journal on this desk. The journal is marked on The journal—written in Abyssal—reveals
the cover with a symbol of three interlocking Zalsiniah’s plan to transform herself into a lich,
eyes. It is cursed to afflict anyone who opens it, shepherd her daughter into the arcane arts as
as described below. she grew to adulthood, then guide her
A well-concealed secret door on the north daughter in repeating the lich transformation
wall of this room leads to Room 5I. The secret as well. Zalsiniah’s research journal also makes
door requires pulling a particular combination reference to a capricious assistant named
of levers disguised as part of the bookshelves. Vevivit, but there is no more specific
Doing so causes the bookshelf to swing aside. information about Vevivit. Note that Zalsiniah
This secret door is well-made and difficult to has no spellbook; as a witch, her familiar (the
find; heroes Searching this room must succeed protean voidworm Vevivit in Room 5I)
on a DC 28 Perception check to locate it. contained her trove of spells.
Hazard: Like many cautious spellcasters, The journal is one of the four items with a
Zalsiniah has trapped her journal. Rather than connection to Zalsiniah sufficient to protect the
employ a trap designed to frighten away or kill heroes from her attacks in Room 5J.
those who would read it, Zalsiniah instead Treasure: Fourteen of the books here are of
placed a trap intended to enact revenge: the greater value, and are worth 5 gp each.
reader slowly dehydrates and starves to death Trail of the Heroine: Amnis never entered
over several days. The insidious trap does not this room.
detect as magical, due to a permanent magic ROOM 5G: GIRL’S ROOM (SEVERE 3)
aura on the journal. The sturdy wooden door to this room is
unlocked.
This cozy room is plainly a room for a girl
of 10 years old or so. A bed with ornate
curlicue ironwork, low bookshelves, and a low
table and chairs are the main furnishings, but
the room is awash in broken bits of toys,
wooden dolls, and scraps of once-fine
furniture.
R
This is the room where Zalsiniah’s
daughter lived and, ultimately died of neglect.
Part of the girl’s soul animates the haunt in the
hall outside (Room 5D), and the other part has
animated a ghost.
Creatures: When any creature enters this
room, the ghost assembles from some of the
castoff items in the room and attacks. It doesn't
speak, other than to plaintively cry, “Why?
Why doesn’t Mommy come for me?” Along
with the ghost is the girl’s favorite doll, a
wooden doll representing her mother (a
cloaked woman with horns and three eyes).
The doll fights as a soulbound doll, but it 1
doesn't have any animating force of its own;
it's animated only by the girl's affection and is
lifeless whenever the ghost isn't active.

Treasure: The doll is finely made and


worth 60 gp. The doll is also one of the four
items with a connection to Zalsiniah sufficient
to protect the heroes from her attacks in Room
5J.
Trail of the Heroine: Amnis never entered
this room.
ROOM 5H: FALSE TREASURE ROOM
This wide room is heaped with piles of coins.
Silver, gold, and platinum coins lie scattered in
untidy piles, mixed with gems and jewelry. A
gleaming suit of armor on an armor stand rises
above the piles of treasure to the right, and a
thin spear of dark wood juts from the piles to
the left. The coins have been pushed away from
a wide path through the center of the room.
The path leads to a section of the wall on the
far side of the room that has been slid aside
and spiked open. Just visible beyond this
1
revealed secret door is another large room.
2 This treasure room is a ruse created by
Zalsiniah to trick unwelcome visitors. The
treasure here is completely worthless. The
coins, gems and jewelry are all battered brass
or poor-quality glass made to appear valuable
with a 5th-level illusory object spell (Will DC 20
to disbelieve if interacted with). The armor is a
dented breastplate and the spear is only a
warped pole. As the illusion is placed on this
room and not the items themselves, any items
removed from the room immediately look
worthless; however, they retain roughly the
same weight and shape (so a thief would not
immediately notice the change in items loaded
into a sack, for example).
Hazard: Removing or even handling the
treasure here carries its own danger. All of the
“treasure” in this room has been trapped with ROOM 5I: TRUE TREASURE ROOM (TRIVIAL 3)
a magical effect that creates a cloud of fast-
Pedestals throughout this large room hold
acting poison that afflicts all creatures in this
neat stacks of coins, wands, and other
room. The magical effect requires
treasure. To the left is a sturdy door carved
enchantments inlaid into this room to operate,
with a symbol of three interlocking eyes. Near
and doesn't extend outside of this room. So not
one of the pedestals across the room is an
only is treasure removed from this room
upended urn, which shudders a bit.
immediately non-toxic, anyone handling the
treasure from outside the room (such as with a Zalsiniah kept the bulk of her genuine
net on a pole) isn't harmed by the effect. treasures on display here. The remaining
treasure consists of a bright green fan feather
token, a fear gem that casts strange shadows, a
pendant of the occult, and a scroll of dispel magic
penned on a scrap of brittle, hairy hide. Two
pedestals are empty, but a DC 15 Perception
check indicates that one was designed to
display a wand and the other was designed to
display a gem of some kind (the items were a
wand of grim tendrils and a mesmerizing opal, but
Amnis took these and they now rest with her
corpse in Room 5J).
R
The urn contains a luminescent worm with
feathery wings approximately 18 inches long.
This creature is a voidworm protean, a
dimwitted creature of pure chaos that
advanced spellcasters sometimes call as a
familiar. This particular creature is named
Vevivit, and it was Zalsiniah’s familiar several
Trail of the Heroine: Amnis quickly centuries ago. With Zalsiniah’s death it has
realized that the treasure here was not only reverted to the abilities and intellect of a
valueless but dangerous. Determined to typical voidworm. Vevivit is flighty and
discover any secrets this room held, she found absent-minded even at the best of times, but
the well-hidden door at the far end. Carefully the voidworm is happy to converse with the
moving aside the poisoned treasure with heroes and even accompany them for a short
multiple mage hand spells, Amnis accessed the time as they explore the crypt (see the sidebar
secret door. She disabled its trap and jammed on page 30 about how to best use Vevivit). The
it open with spikes to allow for an easier creature remembers very little about Zalsiniah
retreat (her experience with the ghouls in or the specific layout of the crypt. Vevivit can
Room 5C had instilled a healthy caution). A only describe Zalsiniah—its description of a
DC 16 Survival check indicates that Amnis three-eyed tiefling matches the statue in Room
moved through the room, pushing or moving 5A—and confirm that Zalsiniah was in the
aside the treasure to create a pathway directly final stages of the transformation into a lich.
to the secret door. Her tracks don't come back If the heroes treat Vevivit well, it tags along
through this room. with them for a while. The capricious outsider
does not enter combat and
is generally of little direct
use to the heroes, except
that it is one of the four
items with a connection to
Zalsiniah sufficient to
protect the heroes from her
attacks in Room 5J.
(Vevivit doesn’t realize it is
actually one of these
items.)
A secret door on the
south wall of this room
leads to Room 5F, but it is
well-made and difficult to
find, requiring a DC 30
Perception check to locate.

1
she only found the wand of grim tendrils and the
mesmerizing opal to be of immediate use, so she
took those into Room 5J. Amnis’ tracks
through the room—including evidence that
she stopped at the two display pillars lacking
any items upon them—are evident with a DC
16 Survival check.
ROOM 5J: FINAL FAILURES (EXTREME 6)
This room appears to be a long-abandoned
workshop or laboratory. Several low tables
and shelves have contents long ago shattered,
torn, or knocked to the floor. On the far end of
the room stands a horrid, skeletal tiefling
woman wrapped in robes. She glares at you
with inhuman malice from three eye sockets.
In this laboratory, Zalsiniah failed her
anticipated apotheosis. Instead of becoming a
lich, she instead became a nearly mindless lich-
like creature. Since her botched transformation
centuries ago, Zalsiniah has lurked in this
room, occasionally venting her rage on the
delicate arcane reagents and priceless tomes
that failed her. Zalsiniah leaps into combat
with the heroes as soon as the door to the
laboratory is opened. This confrontation
should pose the heroes a significant challenge,
but certain items collected throughout the
crypt give the heroes an edge in this fight, as
detailed in Zalsiniah’s Personal Icons
weakness.
Zalsiniah is a straightforward combatant.
She prefers to spread out her paralyzing touch
attacks as much as possible. She passes over
any paralyzed opponents to deal with foes that
are still active. Although she does not
Trail of the Heroine: Amnis surprised necessarily concentrate her attacks on heroes
Vevivit, who had been flying about the room carrying her personal icons, a hero who taunts
determining what to do without a master to Zalsiniah with one of these icons (which
guide its actions. Before Vevivit could react, requires an Interact action, but can also be
Amnis tipped a heavy urn over the creature, combined with an attempt to Feint or
trapping it. Although Amnis intended to Demoralize her) causes her to attack the
collect all of the treasures here on the way out, taunting hero to the exclusion of other foes. If
the heroes retreat, she does not pursue them,
but she otherwise fights until destroyed.

1
Trail of the Heroine: Amnis’ luck finally
failed her in this room. As soon as she saw
Zalsiniah’s horrid form, Amnis was paralyzed
with despair. The near-mindless Zalsiniah
simply pummeled the unlucky heroine to
death. Amnis’ remains—now just some
jumbled bones, tattered clothing, and a few
magic items—lie inside the door to this room.
Among Amnis’ possessions are Zalsiniah’s
wand of grim tendrils and mesmerizing opal
(Amnis had taken both of these from the
treasure room minutes before she was killed)
as well Amnis’ bracelet of dashing, infiltrator
thieves' tools, and a signet ring worth 60 gp.
The jumbled bones and the signet ring are the
items the heroes have come to this crypt to
collect.
ACT 6: TENTEETH
CONSEQUENCES

Once the heroes emerge from Zalsiniah's crypt, the statistics of a lizardfolk defender (page
they face repercussions for how they treated 13), but has a large iron pan he uses in
the lizardfolk of Tenteeth in Act 3. Select the place of a shield (with a Hardness of 5 but
most appropriate of the following options. otherwise the same statistics).
• Thaskara, an inquisitive lizardfolk
BEFRIENDED THE LIZARDFOLK accompanied by a dun-colored Tenteeth
Three lizardfolk have decided to leave pony. She is skittish by nature, but takes
comfort in animals of all kinds, particularly
Tenteeth and offer their services to the heroes.
horses and spiders (which makes her
These lizardfolk are impressed with the
companion particularly appropriate). She
heroes’ many victories and are willing to has the statistics of a lizardfolk sneak (page
follow them through the rest of this adventure 34) and is accompanied by a loyal Tenteeth
(and, if you choose, into future adventures). As pony (page 35). Thaskara also knows
the heroes enter the woods around crypt's Common, and is the only one of these three
clearing, the lizardfolk step onto the path, hold lizardfolk that does, so she speaks on
their hands in the air to show their peaceful behalf of the group.
intentions, and bow at the waist. They discuss You might consider allowing the players to
their desire to accompany the heroes out of the control these lizardfolk as henchmen. Proceed
forests and into the wider world. If the heroes to Act 7.
simply attack, these lizardfolk have a change
of heart and scatter into the woods. NO PARTICULAR IMPRESSION
These lizardfolk are brave and dedicated to If you feel that the lizardfolk of Tenteeth are
helping the heroes, but they are not suicidal generally neutral toward the heroes, they
and leave if mistreated. Additionally, if any neither help nor hinder them as they leave
two of the lizardfolk are killed, the third Zalsiniah's crypt. Proceed to Act 7.
abandons the heroes as soon as possible. The
three lizardfolk are: MADE ENEMIES (MODERATE 5)
• Lasleetha, a serious scout who respects
martial prowess. She has a glower that Because of the heroes' actions, some of the
makes her look perpetually angry. lizardfolk of Tenteeth thirst for revenge. These
Lasleetha has the statistics of a lizardfolk vengeful lizardfolk attack as the heroes leave
village scout (page 13). Zalsiniah’s crypt, hoping to catch them when
• Ekthel, a jolly lizardfolk who is also a they are weakened from confronting the evils
handy cook. Unlike many lizardfolk, within. As the lizardfolk are too intimidated to
Ekthel prefers his food cooked, rather than approach the crypt itself, they set an ambush in
raw, and the blacker the better. Ekthel has the forest just outside the crypt's clearing.
Creatures: The lizardfolk leave a Tenteeth
ponies tied to a stake in the path, in order to 1
draw the attention. The pony is agitated and
uses its web Strike against heroes who 1
approach within 20 feet. The angry lizardfolk 1
hide in the forest—albeit poorly, in the case of
1
the bruisers—on either side of the path,
waiting to attack once a hero is snared by a
pony's web. If their ambush is discovered
prematurely, they leap to attack. A lizardfolk
reduced to fewer than 6 Hit Points flees.

1
1

1
R

1
1

The Pony's Fate: The pony isn't agitated


but isn't particularly loyal to the lizardfolk that
brought it here and staked it in place. Heroes
who calm the pony once combat is over, such
as a druid with the wild empathy class feature,
can gain it as a loyal, if strange, mount. At
your option, a character might even take the
Tenteeth pony as an animal companion.
Moving On: Once the heroes have bested
or routed these vengeful attackers, they're free
to return to Thaven. Proceed to Act 7.
ACT 7: ANCESTRAL
ENEMIES

Although the heroes may feel that their quest that he fell into despair and squalor, living out
is at an end, one more surprise awaits them. his remaining days in the Carcass, the poor
When they return to Thaven to deliver district of Thaven.
Amnis’s remains and signet ring to Algus The servant’s cowardly actions, and even
Ilvendri, they interrupt a small family (an old his name, were intentionally obscured over the
halfling named Jespid Meeker and his generations by his descendants. Jespid and his
teenaged sons and daughters) who have children are the latest in this line to protect the
arrived to kill Algus and destroy his research shameful family secret. When Jespid learned
about Amnis. This family has their own that a descendant of Amnis—and a well-
ancestral pride, but they are all descendants of known scrivener, no less—was recovering her
Amnis’ cowardly servant, Orvin Meeker. Their lost remains, he feared his ancestor’s shame
ancestor was so ashamed at leaving Amnis would be brought back into public light. A
desperate and brutal family hardened by a life
on the mean streets of the Carcass, Jespid and
his rough children do not shy away from
murder and arson.
The map of Algus’s house is on page 37.
This combination of home and office is nicely
decorated and in an upscale section of Thaven.
The following rooms are in Algus's house.
Room 7A: Front Steps. A set of front steps
with a wrought-iron bannister lead up to the
solid oak door. When the heroes arrive, this
door is suspiciously ajar.
Room 7B: Parlor. This comfortable parlor is
where Algus generally entertains visitors and
clients. A leather sofa and two comfortable
leather chairs are arranged in a small sitting
area. The walls are decorated with a few
awards and certificates that Algus has earned,
along with several high-quality portraits of
historical figures.
Room 7C: Study. This large study doubles
as a well-stocked library. In addition to the
tools of a scrivener’s trade (inks, paper of
various qualities, pens, seals, and reference
works), the books here cover a wide array of TO SAVE THE SCRIVENER (SEVERE 6)
topics. Five of the historical works are When the heroes arrive, the door to Algus’
particularly rare, and worth 15 gp each. The house is slightly ajar. The heroes might take
western wall of this room is an enormous bay this as a clue that something is wrong inside. If
window with the fine drapes partially, but not the heroes elect to scout the house, a DC 15
completely, drawn. Perception check near the bay windows reveals
Room 7D: Storage. Algus uses this small three rough-looking teenaged halflings inside
room as storage of tools, spare furniture, and the study. If this check is a critical success, the
the like. A large locked cabinet (requiring three hero also spots Algus in the study, face down
successful DC 25 Thievery checks to open, or a in a pool of blood and breathing shallowly.
single successful DC 30 Athletics check to Creatures: When the heroes arrive, the
Force it Open) contains the matters Algus is three rough Meeker youths are in the study
currently working on for clients. Although (Room 7C), ripping apart books and trying to
none of the current matters are particularly use them to start a fire. Algus lies on the floor
sensitive or incriminating, Algus considers it a in his study, badly injured. The teenagers have
good habit to keep client matters locked away left him for dead, but Algus has 3 rounds from
when he isn’t working on them. Algus carries the time the heroes enter his house before he
the key to this cabinet, but a spare key is bleeds out and dies. If the heroes can heal or
hidden under a stack of parchment here and stabilize Algus during those three rounds, the
can be discovered by a character who Searches scrivener survives. Jespis is currently
this room and succeeds at a DC 25 Perception rummaging around in Algus’ bedroom (Room
check. 7F), but he sneaks down the hall to enter
Room 7E: Kitchen. This tidy kitchen combat at the first sign of trouble. Jespid fights
contains a dining table, sink, stove, and shelves to the death, but any of his children brought to
storing food that is fairly fresh and high- fewer than 12 Hit Points abandons the fight
quality. (and their family).
Room 7F: Bedroom. The house has a single
bedroom, which is the least tidy room in the
house. Although the bedclothes are high
quality, the bed is rumpled and unmade. A
chest of personal items and a small desk
complete the décor of this room.
Room 7G: Closet. This room is stuffed
with a wide assortment of finely made clothes,
most of which have gone out of fashion or no
longer fit Algus’ expanding frame. It shows
signs of being recently ransacked, making it
difficult to find the strongbox Algus hides
here. A character who Searches this room and
succeeds at a DC 25 Perception check uncovers
a hidden strongbox containing 495 sp.
Room 7H: Washroom. This small, clean
washroom is connected to Thaven’s water and
sewer system.
1

1 CONCLUSION
Algus is happy to be rescued, but even more
1 ecstatic to receive the remains of his ancestor
Amnis. He eagerly asks for a full accounting of
the heroes’ adventures since they first left his
home. As agreed, Algus buys items from the
heroes at full price, although it may take him a
few days to borrow the funds to do so.
Algus provides the heroes an additional
“reward,” using his skills and connections as a
scrivener. The following day, Algus publishes
a broadsheet with a florid retelling of the
heroes’ exploits, displaying the heroes as
larger-than-life treasure seekers overcoming
harrowing dangers. If the heroes were honest
about their exploits, Algus magnifies them; if
the heroes did not disclose details, Algus just
invents details that paint them in the most
impossibly heroic light. The broadsheet is
popular throughout Thaven and reprinted
several times by other publishers, giving the
heroes a notoriety that they may or may not
appreciate for months to come.
R

1 THE END
1

1
APPENDIX 1: NEW
MAGIC ITEMS

The following new items are featured in


Beyond the Serpentine Lock.

1
APPENDIX 2:
TENTEETH

Tenteeth consists of a dozen huts made of other items (such as nets or herbs) that should
wood, bark, and mud. The huts surround a be protected from the elements.
fenced area in the center of the village. The Area D: Pony Keeper. This hut is the home
village also contains a few more solid-looking of Ascapell, the village’s herbalist and
structures, part of a small human outpost that veterinarian. Attached to the hut is a small
was mostly destroyed several centuries ago. corral where sick ponies are carefully watched
The locations identified on the map of under Ascapell’s careful eye.
Tenteeth on page 42 are as follows. Area E: Sarsel’s Home. This thirty-foot-tall
Area A: Corral and Arena. This large, open building was once a sturdy stone guard tower,
area is a corral holding eleven odd-looking but the eastern half of the tower collapsed
shaggy ponies with eight legs, compound eyes, centuries ago and is now covered with bark
and spinnerets on their abdomens. The ground and leather. This tower is the home of
in the corral is mostly tough grass sprouting Tenteeth’s leader, Sarsel. Sarsel uses the lowest
out of mud. On the south side of the corral is level of the tower to entertain visitors. The
an open-sided shed containing feed and middle level—accessed by a wooden
harnesses. This area has another purpose ladder—is Sarsel’s personal chambers and
beyond that of a mundane corral: by tradition, sleeping room. The third floor of the tower is
this space is used as an arena where angry accessible only through a hole in the ceiling 15
lizardfolk can honorably settle their differences feet above Sarsel’s sleeping mat, but no rope or
with public combat. Such events aren't ladder leads to the hole in the ceiling. Sarsel
common, but invariably draw all the lizardfolk uses levitate to enter this chamber when
in the village to watch. necessary. In this isolated chamber, Sarsel
Area B: Scout Hut. This large hut is the keeps reserves to help his village in times of
home base of the village scouts. In addition to need: 105 gp, three doses of lesser antiplague
living quarters, this hut contains a few crude in stoppered vials, a crystalline jar holding a
maps of the area, traveling supplies, and ten single application of silversheen, and a forked
doses of spider pony venom in a carefully- piece of wood like a dowsing rod that
sealed gourd marked wtih symbols that mean functions as a wand of create food from one fork
"danger" in Draconic and Iruxi. and a wand of create water from the other.
Area C: Storage. This solid stone building Area F: Gutchewer’s Hut. This ramshackle
is centuries old and frequently repaired. Its hut is the home of Gutchewer, the village’s
roof has been carefully thatched and violent and brutish champion. The hut is
waterproofed. Inside, the building contains incredibly filthy and littered with partially-
solid wooden shelving and several storage eaten meals. Gutchewer can usually be found
nets. The Tenteeth lizardfolk use this building in this hut, but few other lizardfolk ever have
as food and water storage, as well as storing any reason to enter it.
Area G: Communal Hut. The largest hut in use, but years of less-than-perfect washing
the village, this sturdy hut is used for have stained the walls of this hut a gruesome
weddings, village meetings, and similar reddish-brown.
events, particularly in foul weather. A few Area J: Lizardfolk Hut. Each of these huts
days a week, this hut is used as a school for is the home of 1d4 lizardfolk, usually a nuclear
young lizardfolk of the village; adult lizardfolk family.
take turns teaching important crafts and skills. Area K: Path. This is the primary path out
Area H: Empty Hut. This hut is of Tenteeth. It leads about an hour’s walk to
abandoned. In the rare event that visitors come the southwest, where it ends at fertile hunting
to Tenteeth, it is swept out and used to house grounds. Lizardfolk scouts protect this path, in
visitors. order to prevent other people and monsters
Area I: Slaughterhouse. This hut is heavily from having easy access to the village or its
stained with blood on the inside. Lizardfolk hunting grounds.
generally have little need to cut and prepare
meat for eating, but dividing and packaging
meat for storage occurs in this hut. In order to
keep vermin away, this hut is washed out after

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