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Under the cover of a festival celebrating Najara's capital and the current King, can the party sneak in and liberate the white dragon mask?

Add on for Tyranny of Dragons or a Standalone adventure.

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Published by telboy007, 2024-04-07 09:44:06

Snakes & Ladders

Under the cover of a festival celebrating Najara's capital and the current King, can the party sneak in and liberate the white dragon mask?

Add on for Tyranny of Dragons or a Standalone adventure.

Keywords: D&D 5e,Adventure,Tyranny of Dragons,homebrewery

King Jarrant by Milivoj Ceran SNAKES & LADDERS ADD ON FOR TYRANNY OF DRAGONS OR STANDALONE ADVENTURE Snnnnnnnnnaaaaaaaaakkkkkkkkkeeeeeeeeesssssssss&&&&&&&&&LLLLLLLLLaaaaaaaaaddddddddddddddddddeeeeeeeeerrrrrrrrrsssssssssii ii iiiiisssssssssuuuuuuuuunnnnnnnnnoooooooooff ff fffffff ff fffffii ii iiiiicccccccccii ii iiiiiaaaaaaaaall ll lllllFFFFFFFFFaaaaaaaaannnnnnnnnCCCCCCCCCooooooooonnnnnnnnnttttttttteeeeeeeeennnnnnnnntttttttttpppppppppeeeeeeeeerrrrrrrrrmmmmmmmmmii ii iiiiitttttttttttttttttteeeeeeeeeddddddddd uuuuuuuuunnnnnnnnndddddddddeeeeeeeeerrrrrrrrrttttttttthhhhhhhhheeeeeeeeeFFFFFFFFFaaaaaaaaannnnnnnnnCCCCCCCCCooooooooonnnnnnnnnttttttttteeeeeeeeennnnnnnnntttttttttPPPPPPPPPoooooooooll ll lllllii ii iiiiicccccccccyyyyyyyyy.. . . .....NNNNNNNNNoooooooootttttttttaaaaaaaaapppppppppppppppppprrrrrrrrrooooooooovvvvvvvvveeeeeeeeeddddddddd/////////eeeeeeeeennnnnnnnndddddddddooooooooorrrrrrrrrseseseseseseseseseddddddddd bbbbbbbbbyyyyyyyyyWWWWWWWWWii ii iiiiizzzzzzzzzaaaaaaaaarrrrrrrrrdddddddddsssssssss.. . . .....PPPPPPPPPooooooooorrrrrrrrrtttttttttii ii iiiiiooooooooonnnnnnnnnsssssssssoooooooooff ff fffffttttttttthhhhhhhhheeeeeeeeemmmmmmmmmaaaaaaaaattttttttteeeeeeeeerrrrrrrrrii ii iiiiiaaaaaaaaall ll llllls s s s s s s s s uuuuuuuuusesesesesesesesesedddddddddaaaaaaaaarrrrrrrrreeeeeeeeeppppppppprrrrrrrrrooooooooopppppppppeeeeeeeeerrrrrrrrrtttttttttyyyyyyyyy oooooooooff ff fffffWWWWWWWWWii ii iiiiizzzzzzzzzaaaaaaaaarrrrrrrrrdddddddddsssssssssoooooooooff ff fffffttttttttthhhhhhhhheeeeeeeeeCCCCCCCCCoooooooooaaaaaaaaasssssssssttttttttt.. . . .....©©©©©©©©©WWWWWWWWWii ii iiiiizzzzzzzzzaaaaaaaaarrrrrrrrrddddddddds s s s s s s s s oooooooooff ff fffffttttttttthhhhhhhhheeeeeeeeeCCCCCCCCCoooooooooaaaaaaaaassssssssstttttttttLLLLLLLLLLLLLLLLLLCCCCCCCCC.. . . ..... ToD-TB-002-2023


Use in the Tyranny of Dragons campaign or as a Standalone Adventure. Recommended for APL10+. Credits Written by: Terry Bonds Maps by: Terry Bonds Created with: Homebrewery Artwork used by: Milivoj Ceran, David Crabapple, Brian Doers, Caroline Gariba, Ryan Barger, Joel Thomas, Rudy Siswanto, Ian LLana, Véronique Giguère Cholette Homebrewery guides used: CSS filters, Formatting on the Homebrewery, Full Page Watercolour Stains, Timelines WotC Resources: n/a Internet Resources: Imgur, Forgottenrealms WIKI, CSS Dividers, Midjourney, D&D Gambling Games, Scroll Generator, ChatGPT External tools: Dungeondraft (Krager’s Shadow Pack, Forgotten Adventures Free Pack, and 2-Minute Tabletop Mansion Pack.), TokenTool. Inspired by: The Rise of Tiamat campaign, Sword Coast Adventure’s Guide, Serpent Kingdoms (3.5e), Mordenkainen’s Tome of Foes, and Volo’s Guide to Monsters. Playtesters: My D&D group, <3. Timing in the Tyranny Campaign This is down to DM discretion but it might make sense for this adventure to take place at the end of the second war council, Lord Neveremeber would call the party to meet with the Zhentarim agent in secret. Any later wouldn’t make sense, this way there is a reason the Zhentarim are suddenly at the table in the next war council and another reason why Lord Neverember gets booted out of Waterdeep. The Zhentarim are the party’s way into Najara via invitation to the King’s party, being one of the few nations that have a diplomatic relationship with Najara. The additional encounter detailed in the campaign book called “Devilsh Demands” (ToD p. 10) could follow the events of this adventure, to shed some light on why the devils appeared at King Jarant’s masquerade ball. SNAKES & LADDERS House Hss’tafi Emblem by David Crabapple


Table Of Contents Introduction 4 Tyranny of Dragons Campaign 4 Overview 4 Running the Adventure 4 Plot Hooks 4 Court of the Serpent King 5 King Jarant 5 Dhosun Silverscale 5 Goals 5 Characteristics 5 Emikaiwufeg 5 Goals 5 Characteristics 5 Other notable court members 5 Prologue: Journey to Najara 6 The Red Clay Hills 7 Into the Snake Pit 7 Chapter I: Masquerade Ball 8 The Night’s Events 8 Welcome speech 8 Black Market Traders 9 Black Market Potions 9 Ascension Ritual 9 A meeting of eyes 9 The Dance 10 Gambling Den 10 Bringing the Night to a Close 10 Chapter II: The Artifact 11 Patrols 11 Nursery Level 12 A. Boiler Room 12 B. Heated Baths 12 C. Slave Pens 12 D. Nursery 12 E. Shrine 12 F. Quarters 12 G. Torture Chambers 13 H. Storage 13 I. Blacksmith 13 J. Slave Master 13 K. Kitchen 13 Shrine Level 13 A. Kitchen 13 B. & C. Sleeping Quarters 13 D. Ritual Bath 14 E. Temple to Sseth 14 F. Shrine 14 G. & H. Sleeping Quarters 14 I. & J. Guard Posts 14 Chapter III: Devil is in the Detail 15 Power struggle in Avernus 15 Shortly after the portals appear 16 If the players take their time (optional) 16 Other things to keep in mind (optional) 16 Summary 17 Disclaimer 17 Dealing with Discovery 17 Getting Lost in the Tunnels 17 Experience 17 Creature List 17 Treasures List 17 Appendices 18 A. Maps 18 B. Gambling Den 20


Introduction Tyranny of Dragons Campaign This add-on adventure expands Rise of Tiamat, adding a quest to venture into Najara in an attempt to reclaim the White Dragon mask and to stop the Yuan-Ti from securing an alliance with the Cult of Dragons under the pretense of attending the King’s celebration. Snakes & Ladders changes a few elements of the Rise of Tiamat campaign, concerning Varram and the current location of the White Dragon mask. Varram’s use of the pool was to scry on the war council, Varram is still taken prisoner by the Yuan-Ti in Diderius’ Crypt, The White Dragon mask is taken from him at this point, he didn’t lose it, and sent to King Jarant, King Jarant’s advisor Emikaiwufeg (see Court of the Serpent King) sees the mask as a means to ally with the Cult and gain favour with Tiamat. The alliance would return the mask back into the cult’s hands in a more meaningful way, rather than “Oh the cult got the mask back anyway, unlucky!”, the yuan-ti can then be used as an additional faction in the finale with Tiamat (at your discretion). Alternatively, it gives the party a chance to claim the White Dragon mask for themselves and stop any chance of the alliance happening. Overview The King is holding a masquerade ball (masks mandatory) and invites a few “allied” nations; the Zhentarim will be in attendance, representatives from other houses of the Yuan-Ti as well as some of the more promenant slave traders Najara does business with. But will there be representation from the cult of dragons? Spoilers: yes. A Yuan-Ti party normally entails; drinking, dancing and blood sacrifices and not always in that order. There will be plenty of chances for the party to interact with attendees and members of the court at the party, but can they sneak off and find the dragon mask? Unknown to all involved prominent figures from the nine hells are keeping an eye on things, they want the mask to return to cult hands and to keep the mask well away from the war council (as mentioned in Diderius’ crypt Varram had access to bearded devils, a present from Zariel, Archduchess of Avernus who wants Tiamat out of her back yard). If things don’t go their way at the party they plan to portal in forces to make sure things do. Running the Adventure To run this adventure it’s advisable you have the following D&D 5th edition core rulebooks to hand; the Player’s Handbook (PHB), the Dungeon Master’s Guide (DMG), and the Monster Manual (MM). This is in addition to the campaign book, if running as an add-on for Tryanny of Dragons. The Monster Manual and Campaign book contain the stat blocks for many of the creatures encountered in this adventure. Spells* and equipment in this adventure are described in the Player’s Handbook. Magic items are described in the Dungeon Master’s Guide, though flavor descriptions may be included here. Any passage of text that looks like can this be read out or paraphased to the party. They will contain detail about what the party can see or what is happening at that moment in time. If running with a small party size, adjust the combat encounters accordingly. This document attempts to provide sufficient background information to run the adventure, if needed additional information on the Yuan-Ti can be found in Volo’s Guide to Monsters (VGTM) and Serpent Kingdoms (SK) a 3.5e campaign resource. *Two of the spells mentioned in the Court of the Serpent King section for the Triumvirate are detailed in Xanathar’s Guide to Everything (XGTE), other alternatives are available in the PHB. Plot Hooks Prevent the Alliance (Rise of Tiamat) The war council of Waterdeep have tasked you with infiltrating King Jarant’s court with the help of the Zhentarim to secure the White Dragon mask, the current Zhentarim ambassador in the court has sent word it may be used as a bargaining chip to secure an alliance between the Yuan-Ti and the Cult of Dragons. There will be a masquerade ball in honour of the King and the Zhentarim are allowed to send a contingent to attend. Lord Neverember has secured a place for the party in this contingent in return for the Zhentarim to have a place on the council table. Change of Heart (Standalone) A prominent slave trader wants to leave the profession far behind and has invited the party to take his and his team’s places at the masquerade ball being held in Najara, he still wants one final pay day however and has heard tales of a powerful artifact that has come into the King’s posession. He is willing to split the money from the sale of the artifact 50/50 (unless the party try to barter a higher split for themselves DC18). Even a half share split amongst the party is still a pretty sum with the mask currently valued at 5000GP. 4 INTRODUCTION


Court of the Serpent King ing Jarant’s court is a dangerous place at best, filled with advisors and hangers-on watching one another. The position of king is won by building a power base and winning a battle to the death. It’s wise to stay on your toes lest you find yourself being used as a pawn in some insidious scheme. King Jarant King Jarant (Spirit Naga MM p. 234) heeds the advice of two individuals, a male Yuan-Ti pureblood named Dhosun Silverscale and a female green dragon wyrmling called Emikaiwufeg. Dhosun calm and considered, the other devious and wicked. This appears to be a balance of opinions that Jarant appreciates. Marlspire of Najara (Jarant’s Crown) An ancient artifact and crown worn by the King of Najara, it is extremely powerful but only for reptiles. Allowing the wearer to cast see invisibilty at will as well as spell turning / repulsion. Guardian of Najara The naga crown worn by King Jarant allows hims to control the guardian of najara (Bone Naga MM p. 233), the remains of Terpenzi (an earlier ruler of this region). Protectors of the King Seven giant constrictor snakes, which if needed can be controlled by the naga crown worn by the king. Dhosun Silverscale Dhosun is a Yuan-Ti pureblood, a mostly trusted advisor of the current King of Najara. Emikaiwufeg Also known as the Emerald Daughter, she is a green dragon wyrmling and the second of King Jarant’s close advisors. Other notable court members Some are/aren’t aligned to the King’s ambitions, others find themselves posted here without much choice. Ssharstrune Triumvirate Three Yuan-Ti warlocks (Spirit Naga MM p. 234) who claim to have tapped into the ancient diety once worshipped in Ss’thar’tiss’ssun (the City of Fountains). They lead the Yuan-Ti of Najara but at court simply watch from the shadows. To reflect the destructive nature of Ssharatrune, consider changing a few of the Spirit Naga’s spells. Spell Lvl Alternatives Dominate Person 5th Cloudkill or Synaptic Static Blight 4th Vitriolic Sphere Lightning Bolt 3rd Fireball Zhentarim Ambassador One of the more open nations when Dhosun sent out ambassadors to the surrounding realms, a Zhentarim ambassador (Noble MM p. 348) is now a permanant member of the court. The ambassador has changed multiple times, with many going missing, this one however has managed to survive for some time. 5 Goals Goals. Wants to help his King create a nation just as or more powerful than the realms across Faerun. Characteristics Appearance. Looks human except for scaly arms and hands. Personality. I believe I am superior to others of my caste. Ideals. Kinship. My allegiance is to my caste and my city. Other settlements can burn for all I care. Bonds. I have an interest in an unsuitable mate, which I can’t suppress. Flaws. I secretly believe things would be better if I was in charge. Goals Goals. Wants to acquire a valuable magic item or art object to build a hoard aruond. Sees the white dragon mask as either that object or a bargaining tool to secure something better. Characteristics Appearance. Crooked teeth. Mannerisms. Punctuates speech with bestial sounds – growls, roars, croaks, chirps or whistles. Bonds. Obsessed with attracting the attention of another dragon (Ralionate living in the nearby Forest of Wyrms). Flaws and Secrets. Given the opportunity, I eat to excess and then fall into a long, deep sleep. Personality. I like seeing life through the eyes of a lesser being – before forcing that creature to gouge their eyes out. Ideals. Respect. Fear is amusing, but reverance is delicious. COURT OF THE SERPENT KING


Prologue: Journey to Najara hen the party attend the second (or third, but I wouldn’t run this adventure any later than that) war council meeting, the Zhentarim are in attendance at Lord Neverember’s request. The other council members are not so sure about this turn of events, the Zhentarim are renowned for playing both sides. The council meeting should run as normal but at the end of the session Lord Neverember and the Zhentarim agent ask the party for a moment of their time. “Thank you for your efforts so far in dealing with the cult, it is appreciated.” Lord Neverember says to you, “However, we have an interesting proposition to put to you. It isn’t without considerable danger however.” He motions to the Zhentarim agent. “We’ve had word from our contact in Najara, the court of King Jarant is planning to meet with representatives of the cult to broker an alliance. The Yuan-ti are planning to hand back the white dragon mask in return for a place with them upon Tiamat’s return.” If the character’s have any questions about the situation then the following may help provide more detail. “However we have time before that happens,” the Zhentarim agent continues. “The court is planning to hold an event to celeberate King Jarant’s rule. And as one of the few groups to hold diplomatic relations with the Yuan-ti we have been invited to attend.” The Zhentarim agent will accompany the party if they agree to accept the invite, the plan is as follows: Attend the celebration (masquerade ball), Make contact with the Zhentarim diplomat, Gather intel on possible locations of the white dragon mask, Attempt to claim the mask and get out without being detected, Do not raise any suspicions or cause problems for the Zhentarim, If the party get caught the Zhentarim will deny any involvement. 6 River Archeron by Brian Doers PROLOGUE


It needs to be made clear this is a dangerous mission, the Yuan-Ti will not take kindly if any of the party are discovered trying to steal the dragon mask from them, along with the fact the Zhentarim will not back them up if things go badly wrong. The Zhentarim can’t give the party any guarantees they will get everyone out safely if they behave either, but the risks are worth it to prevent any sort of alliance between the two factions. The Red Clay Hills When the party are ready the Zhentarim agent will meet them at Boareskyr Bridge, and will journey on with the party from there. The Yuan-Ti have organised transport along the Serpent’s Tail stream to take guests to Ss’khanaja. As the party travel past the Forest of Wyrms and start to approach the Serpent Hills read the following. Flagged poles line the road leading towards the Serpent’s Tail stream, the symbol of a snake reaching up with an open mouth about to swallow an egg on each flag. The red clay hills have a slight glow during the sunset, and as you approach the stream you see robed figures near boats. There are some guests ahead of you and the robed figures beckon them to board the boats, each boat when full magically moves up stream following an unseen route. There is an eerie calm about this place, quiet peaceful but equally unsettling. Each boat has room for five people, there are some other guests waiting to board still as well. There are plenty of boats, empty ones from previous journeys are returning all the time. The robed figures’ faces are shrouded in shadow, just the slightly snake like arms and hands revealing them to be Yuan-Ti purebloods. If asked about the boats, a gentle soothing voice says in reply. “Please board the next available boat, it will take you directly to the capital where another guide will direct you to the King’s court.” with an outstretched arm towards the boats gentling bobbing in the water. You can’t help but catch the slight gleen of scales running down the robed figures arm. It doesn’t take long for the boat to make it to the next stage of the journey, the boats making quick progress up the stream and stop at a makeshift dock with more of the flagged poles with the snake motif. Here more robed figures direct the party along a well trodden path curving round behind a hill lined with more flagged poles. “It is only a short distance this way,” a gentle hissing voice comes from the hooded robe of the nearest figure. Once the party round the path behind the hill they finally behold the capitol of Najara. Into the Snake Pit Ss’khanaja Ss’khanaja (also known as the Snake Pit) is the modern capitol of Najara. Beneath a small valley surrounded by hills, the city encircles a narrow shaft that descends deep into the Underdark. A spiraling ramp coiling down the walls offers access to side chambers every quarter revolution. The shaft is warded with a permanent levitate spell that allows the city’s inhabitants to navigate its many levels with ease. At the bottom of the shaft (more than a mile beneath the surface), water that drips down from above passes through a one-way portal to the Elemental Plane of Water. SK p.110 Guides direct the party towards the staircase that leads down into the hole that is the centre of Ss’khanaja. The buildings cresting the top are military in design and seem to be mostly barracks. When the party get close enough to examine the large hole in the ground read the following. Buildings stretch around the edge of a hole in the ground, a grand staircase descends into the depths with further floors indicated by numerous doors and windows. Looking down into the hole humanoid forms can be seen jumping from one side to the next suspended in air. Waterfalls cascade into the depths at various points along the rim and only faintly far far down in the murky depths can a shimmering blue light be seen. The king’s court is quite a way down the staircase, the richer the Yuan-Ti the lower down the main shaft they reside. The court of the King is some distance. The party can partake in leaping across the hole from one side to the other without any danger. When the party finally arrive they go through a grand archway built into the side of the main shaft, which is flanked either side by two huge Yuan-Ti abominations tasked with guarding the entrance. It is only a short walk from here to get to the King’s court. 7 Najara by Midjourney (AI) PROLOGUE


Chapter I: Masquerade Ball he party is a grandiose event, with plenty of encounters and events the characters can experience and navigate. The ball starts with purebloods carrying round trays of crudites and drinks (some perfectly edible and some only for naga’s and the yuan-ti and potentially poisonous or worse) while Dhosun reads out a speech in honour of King Jarant and welcoming their guests and the like. Next up to start proceedings proper a blood sacrifice to the success of the King and continued growth of Najara. From there drinks flow and the dancing starts until the early hours, while King Jarant silently watches over events with Dhosun and Emikaiwufeg constantly in attendance. The Night’s Events Once the party are settled and ready to progress, the night’s events begin with Dhosun moving to the front of King Jarant’s stage. After the welcome speech the remaining events can be run in any order or skipped entirely. Welcome speech Dhosun exchanges a few words with King Jarant before moving up to the edge of the stage they stand on, slightly away from the main event area. Calling the room to attention he clears his throat. Dhosun walks to the front of the stage where King Jaraant silently regards the assembled guests with Emikaiwufeg curled up asleep to the side. “Honoured guests King Jarant welcomes you to a celebration of Najara’s continued growth and prosperity, please enjoy the night and may alliances strengthen and bind our fates towards power and riches.” A rippling of polite applause as Dhosun moves to converse with some prominent looking yuan-ti, and as music starts to play purebloods mingle between the crowds with plates of morsels and trays of drinks for guests. 8 Ophiomancer by Caroline Gariba CHAPTER 1


Black Market Traders Assembled in one of the rooms set off from the main chamber are a collection of black markets traders, peddling hard to obtain and usually banned ingredients for devilish potions and other concoctions. But one or two can be found selling magical items such as potions. However, buyer beware. Black Market Potions Black Market potions are potions diluted down with other substances, whether it is other potions or merely water. Their efficiency is affected and any stated effects of the potion are reduced according to the table below. Allow the players an opporutnity to work out why the prices are lower than normal if they get suspicious. The Yuan-ti and Naga know these potions are for the oblivious outsiders that get invited to these sorts of events. Usage When a player decides to drink a black market potion and it hasn’t been diluted by water refer to the Variant: Mixing Potions rules (DMG p.140), to see what affect the potion has roll on the Potion Miscibility table. Available potions If a player wants to buy a potion, roll a 1D6 to see what turns up in the jumble of what is for sale. Feel free to come up with other combinations. Roll Potion Label Efficiency Price Diluted by 1-2 Invisibility 50% 100GP Potion of Healing 3-4 Gaseous Form 50% 225GP Potion of Healing 5-6 Climbing 50% 120GP Potion of Healing Ascension Ritual Ascension Ritual The yuan-ti know rituals that can transform an individual into a more powerful type. The cost and time required to perform the ritual is prohibitive, and as a result most yuan-ti never get the opportunity to undergo such a transformation. Every use of the ritual must be modified to suit the individual undergoing transforma- tion, and requires rare herbs, exotic magical substances, snakes, and one or more humans to be sacrificed and eaten as part of the procedure. VGtM p.92 At some point during the night’s proceedings Dhosun returns to the stage where King Jarant has been silently watching, and signals for the music to stop. Once again he clears his throat and starts to speak. “As is tradition at these celebrations, it’s time for one deemed worthy to further embrace Sseth. Let us make some space and rejoice as another chooses to join our ranks.” And with a motion of his arm, a robed man is led in flanked by two yuan-ti malisons; both with snake heads and musclar scaled humanoid bodies with long snake tails holding spears. A table and a large bowl of sickly smelling thick liquid is placed in front of the robed man, now kneeling, he moves his hood back and takes the bowl into both hands. The robed man brings the bowl to his lips and drinks deep, placing the bowl back on the table nothing seems to have happened. It is a few minutes until the shrieks of pain begin and the man slumps to the floor barely breathing. After a little pause, the cultist is helped to his feet and taken away and the music and dancing resumes. If any of the party try to interfere or help they are prevented by guards or nearby guests with a shake of a head. A meeting of eyes At some point, maybe at the beginning of the night, get all the players to role a charisma saving throw. Whoever rolls the lowest will at some point be the victim of a pureblood’s advances. The yuan-ti’s intentions are not just of a sexual nature, their lips are coated with a specific mixture that is designed to charm it’s victim and bring them under the pureblood’s control. If the player allows the yuan-ti to kiss them they need to pass a constitution saving throw (DC15), suffering 3d8 damage on a failure or half on a success. If they pass the pureblood will look confused for a moment before disappearing into the crowd. If they fail they need to pass a wisdom saving throw (DC15) or be charmed. They will then be taken away to the lower levels, and unless the other characters in the party react will be placed in one of the rooms in the lower levels where they can be rescued from. The charm lasts an hour. 9 Secrets of Chelsith by Ryan Barger CHAPTER 1


Gambling Den There are games of chance from the mundane to the flat out dangerous that the party can get involved in, there will be money to be made or lost. Honour amongst thieves does mostly hold true here surprisingly, there isn’t much cheating and any attempts to use magical dice will be detected and politely stopped. It is mostly slave traders and a few Yuan-Ti playing here. If anyone does well they catch the eye of an impressonable Yuan-Ti pureblood, who if asked the right questions might know some useful information. You can find a list of activities goign on in this corner of the hall in the appendices (see Internet Resources for the link to where the dice games came from). The Dance Some time after Dhosun finishes his welcome speech, a band starts to play music and some of the yuan-ti purebloods and invited guests start to dance with each other. The music is quite hypnotic and the movements of the yaun-ti’s bodies are mesmerising. Trays with drinks continue to make the rounds as the dancing continues into the night all under the silent watchful eyes of King Jarant. It is possible that the party can impress some of the yuan-ti with their dancing that they can get some help in their quest; maybe in terms of information about the mask’s location or being offered a tour of the lower levels. As the music starts some of the pureblood’s already dancing motion over to you to join them. The dancing is close and sensual (is it hot in here?), and if the party can impress their hosts they are taken to one side to drink some much needed refrshments and chat. After dancing for some time get the character to make a performance check (D18) to impress. One of the yuan-ti takes your hand and leads you away from the dancing, they pick up two glasses and pour a liquid into both. “Don’t worry it is just water,” as they drink deep regarding you closely. After a moment they continue. “You dance with a fluid grace, my dear. It’s rare to see someone with such talent outside of the Yuan-ti. I couldn’t help but take notice, allow me to introduce myself, I am Nefar’ia of House Sauringar.” she pauses for a moment resting her hand on your arm awaiting your response. If the character asks about Nefar’ia or about her house. She is from one of the houses invited to attend the celebration having travelled form Chult (southern part of the Trackless Sea). Her house is one of the more powerful tribes amongst the Yuan-ti, and is here she imagines to see the vastness of King Jarant’s holdings here in the sword coast. If the player has been cordial, after introductions and answering any questions she continues. “I would like to extend an invitation to you, to come with me and explore the ancient temple of the yuan-ti below. It’s a place where only the most elite and privileged get the opportunity to see. I assure you, it would be an experience you’ll never forget. What do you say?” It is up to the character to make the most of this, she will help with the lower level patrols and temple guards. Nefar’ia of House Sauringar Nefar’ia is a tall and slender yuan-ti pureblood with silver scales and piercing blue eyes. She moves with a hypnotic and serpentine grace, she wears an intricate masquerade mask shaped like a cobra’s head, and her hair is platted with glimmering silvery blue scales. Nefar’ia’s personality can be described as charismatic, ambitious, and cunning, with a hint of danger, and a great interest in the arcane. She speaks in a smooth and persuasive tone, trying to appeal to the player’s curiosity and desire for knowledge. Nefar’ia’s interest in the player is not only for the player’s dancing skills but also for her own agenda, she has a keen interest in acquiring new knowledge and expanding her power within the King’s court. Bringing the Night to a Close If the party manage to obtain the dragon mask artifact then move on to chapter three’s events when it feels right. Otherwise Dhosun will eventually bring the night’s proceedings to a close with a clap of his hands a sign to the Yuan-Ti to wrap up proceedings. The guests who haven’t been led astray or gone missing will return home the same way they came (see the Prologue). 10 Nefar’ia by Midjourney (AI) CHAPTER 1


Chapter II: The Artifact he party might get lucky and find a talkative Yuan-Ti pureblood that is happy to tell them all about the mask being stored in the lower levels, or even better getting a tour of the shrine and nursery levels. Or they might be unlucky enough to fall under the spell of a poison, but lucky enough to wake up before being turned into a broodguard via a vile concoction. Either way they need to venture down below the King’s court without being seen and find the mask secured in the shrine level. With guards and patrols this won’t be an easy task. General Features Type Detail Floors Mixture of stone and compact earth Walls Hewn Stone Temperature Warm and slightly humid Lighting Dim light unless lit by torches Sounds A low almost inaudible hum Patrols When progressing through the various floors roll a D6, on a 6 a patrol is making their way through the same part of the floor. Patrols are not agressive, it is expected that guests will get lost and the patrol will help them get back to the party via the quickest route. When a patrol is encountered roll on the table below to see what squad the party bumps into. Patrol d4 Members 1 1d4 Yuan-Ti purebloods (escorting a guest back to the party) 2 2 Yuan-Ti abominations & 1 giant constrictor snake 3 3 Yuan-Ti malisons & 1 Yuan-Ti pureblood 4 1 Yuan-Ti malison & 3 giant constrictor snakes The party will need a good hiding spot or a very good excuse to not be escorted back. 11 Yuan-ti Shrine Interior by Midjourney (AI) CHAPTER 2


The Tunnels of Najara There are eleven exits off the Nursery and Shrine levels that lead into the twisting and turning tunnels of Najara. If anyone from the party thinks it is a good idea to investigate these tunnels there are a few ways of handling it. You could simply roll to see which exit they emerge back onto the map from or you could get them to roll survival checks (DC15) before they re-emerge, I’d leave them sweating on a fail but that’s just me. Rolling where the character re-emerges D10 D12 Going clockwise from the exit where the player leaves the map, count round including both levels and have the player re-emerge there. The player won’t re-emerge at the same place doing this. On a roll of 1 or 12 the player re-emerges at the same exit, on a roll or 2 to 11 follow the same rules as if rolling a D10. Some things to keep in mind: If it helps assign a number to each exit beforehand, The tunnels are busy, a stealth check or two might be in order, Feel free to require a couple of survival check successes before the player can re-emerge to add to the tension. Using the tunnels to escape Warn the party this is a dangerous thing to attempt without a guide. Not many Yuan-Ti would be willing to show outsiders the secrets of the tunnels under Najara. Nursery Level Many of the rooms on this level can’t be entered by normal means, where there are no doors providing entrance to the room the player will need to enter via the twisting and turning tunnels of Najara. See the highlighted section above for some ideas how to handle these passageways. A. Boiler Room This room is used to heat the bath next door, unlike the bath on the shrine level which is cold this is very hot and used by the Yuan-Ti to relax and meditate in. The water in the furnace and bath can be drained from here and flows out through the three drains. The furnaces heat three large cauldron shaped objects which in turn heat the water. This room is hot, three active furnaces facing you as you walk in are heating the room. Several bags of coal are stacked up in the corner of the room. The drain covers in front of the furnace sit in the middle of depressions in the floor. The drain covers can be removed but are too small to fit into, if someone peers down the middle drain there is a glint in the darkness - within arms reach is a ruby (worth around 50GP) that got washed down there. The only way into this room is via the tunnel system. B. Heated Baths The water here is heated by the boilers in the room next door. There isn’t anything special in this room apart from the bath itself. Which is glorious. This room is humid with steam gently rising from the hot water of the bath. Water gently bubbles out from holes in the bottom of the wall. The water looks very inviting. The only way into this room is via the tunnel system. C. Slave Pens Currently empty, these small holding pens are for the Yuan-Ti slaves. It smells pretty bad in here. Eight small empty pens, four along each wall, are the only features of this room. Each pen having some straw on the floor and a bucket. D. Nursery There are at any one time 1D4 Yuan-Ti Broodguards (VGtM p.203) in attendance here, they are not aggressive unless the eggs are touched. If that happens they will call out and attack. A slight mist hangs in the air, it is very warm and humid in this room even with the mutliple ways in. Two tables line the walls each full of Yuan-Ti eggs. Broodguards stantioned here keep an eye on things. In addition to the iron gate door, there is another way in via the tunnel system. E. Shrine A shrine to Sseth, several hand crafted offerings and trinkets are placed at the base. A shrine to the snake god Sseth is situated next to the nursery, a purple glow from the shrine lights up the mist flowing in from the room to the north. There are two doors (north and south) and an entrance from the tunnel system. F. Quarters There are a few chests, cupboards and book cases here. Nothing of any value is stored here, just basic clothing and other daily things needed by the workers on this floor. Sparsely furnished sleeping quarters, everything looks to be handmade basic furniture with a few rustic niknaks placed about the room for decoration. 12 CHAPTER 2


No one is sleeping in the room currently, there is a passageway here that leads into the tunnel system. The door leading in from the torture chamber is not locked. G. Torture Chamber The three skeletons in this room were misbehaving slaves, left here as a reminder to the others. If the bones are investigated they are the remains of three humans. Several empty cages hang from the ceiling, the rope creeking under the weight. In the middle of the room stand two empty blood soaked tables. Gentle popping of wood from the nearby fire pit do little to make this room welcoming. Nothing of any value is to be found here, just a very hot branding iron left in the fire pit. H. Storage It’s musty, dusty and not well lit here, the only light coming from the shrine and the kitchen (when the kitchen door is open). Large barrels and crates are stacked haphazardly through this room forming a makeshift corridor that leads to the south. A purplish glow comes from the iron gate door to the north. General sturdy food goods and supplies are stored here; rope, oil, lanterns, grains, etc. I. Blacksmith A blacksmith is actively hammering away at a chunk of metal here, they don’t speak common and just motion down the hallway if he sees anyone (there are stairs down the hallway that lead back up to the party). The clanging of metal can be heard from afar as the party approach this room. A blacksmith is busy at work forging a sword in this well equipped smithy. There is an audible hiss as he plunges the hot metal in a bucket of water before going back to hammering it on an anvil. The weapons (scimtars, short swords, etc) being forged here are of a good quality but there is nothing magical about them. The blacksmith is a Yuan-Ti abomination (MM p.308) and is not prepared to sell anything that he has made to the party, the weapons here are for Yuan-Ti hands only. J. Slave Master The door into this room is locked (DC18), nobody is currently in the room if the party decide to enter. The occupant of this room is a Yuan-Ti Nightmare Speaker (VGtM p.205) who is enjoying the party upstairs but more importantly… keeping an eye on the slaves. A well furnished room, the furniture here is of a much higher quality than seen in other rooms. The plush furnishings show this room must be for someone in a high ranking position. Looking around the room there is about 120 gold pieces in coinage, on the shelves are various magical items; 3 healing potions, and a 1st level spell scroll (shield of faith PHB p.275). K. Kitchen This kitchen is alive with activity as cooks and servers take plate after plate of food upstairs for the party. The kitchen is alive with activity as food is prepared for the party above, servers arrive with empty dirty plates and leave with plates full of food. Cooks rush from table to oven and back again while plate washers try not to get in the way. They’re all to busy to give you the time of day as they whizz around you. Food can be taken quite easily if any of the party are hungry, if anyone grabs anything that could be poisonous or deadly they get a smack on the back of the hand with a serving spoon. Whoever did it is already long gone back into the flurry of activity of the kitchen by the time they look around. Shrine Level Unlike the more cramped rooms on the floor above, there is more space on this floor. This reflects the religious nature of the floor, and the increased numbers of Yuan-Ti that usually pass through. The temple acts as the focus of devotion to Sseth. A. Kitchen Not as busy as the kitchen on the floor above, here they are cooking the larger food items like full hog roasts. A couple of cooks are here tending the cooking of a full size pig. The smell of the slowly cooking meat is enough to make anyone feel hungry. If the party are spotted one of the cooks knows some basic common and will mention they should go talk to the guard posted nearby if they are lost. B. & C. Sleeping Quarters Just beds and some simple storage. A few simple beds and basic furniture, from a quick look around nothing stands out here - it is all very plain and humble. Basic accomodation for the Yuan-Ti who tend to the shrine and temple. 13 CHAPTER 2


The worship of Sseth All yuan-ti must act in accordance with the Sacred Way of Sseth - that is, subtly. Whenever possible, yuan-ti will choose manipulation over open confrontation, the whisper over the fang. Followers of the Sacred Way of Sseth know their foes, think ahead, and plan forward. Forgottenrealms Wiki D. Ritual Bath Unlike the heated baths above this pool is not heated, it is used in some of the rituals the Yuan-Ti perform on this floor rather than for washing or relaxation. Water sits motionless here, the surface is so calm it acts like a mirror perfectly reflecting the ceiling above. The water is cold to the touch. E. Temple to Sseth There is a Medusa (MM p.214) and a Yuan-Ti Anathema (VGtM p.202) in attendance at this temple to Sseth. During the celebration they have been tasked with not allowing people attending the party to disturb the temple. This large room is different from the surrounding areas, the floors are paved with stone and it is flanked by carpets running along the length of the room. At the far end is a large statue of a snake god, two large snake like figures stand nearby deep in conversation. It’s not advisable for the party to disturb either temple guardian, they don’t take kindly to trespassers here and will act aggressively towards (but not attack unless provoked) anyone that outstays their welcome. They will quickly call for one of the Yuan-Ti abomination guards positioned at I or J to escort anyone found back to the party. F. Shrine The white dragon mask can be found here suspended in mid air above a magical portal placed in front of a shrine. There are two magical barriers blocking entrance into the shrine, it is up to the party to work out how to get in and retrieve the mask and escape without being discovered. Looking through the short corridor into this room you can see a shrine with a portal on the floor before it glowing a pale green, suspended in mid air above the portal is a white mask with a distinctive dragon design. If the players try to walk into the room. As you walked through the short corridor you come to an abrupt stop as you walk straight into an invisible barrier with a dull thud. The barriers are a foot apart and cannot be dispelled simply by a dispel magic spell unless it is upcast at level five, even then an arcana roll is required to fully banish a barrier (DC18). Allow an arcana check (DC15) to figure out the requirements to dispel a barrier. The barriers do not prevent teleportation, but they will block gaseous or corporeal forms. It might be possible to dig under the barriers if the party have appropriate tools, but that will take some time. Also going through the wall to avoid the barriers is another possible way in but that will be very noisy. Once the mask is removed from the pale glow of the portal an alarm will sound out through the level. Any Yuan-Ti that find the party and discovers the mask in their possesion will call for reinforcements and attack immediately. G. & H. Sleeping Quarters Just beds and some simple storage. A few simple beds and basic furniture, from a quick look around nothing stands out here - it is all very plain and humble. Basic accomodation for the Yuan-Ti who tend to the shrine and temple. I. & J. Guard Posts A Yuan-Ti abomination stands guard here, they will escort people back to the party. The guard at position I on the map is understandably extremely hungry due to the smells coming from the kitchen. When spotting anyone from the party they will speak  basic common and motion for them to follow saying   they will show them back to the party. 14 Serpent Kingdom Illustration by Joel Thomas CHAPTER 2


Chapter III: Devil is in the Detail f the party manage to retrieve the dragon mask from the shrine the final event (not planned by the hosts!) plays out. It is the opening of planar portals in the court and other levels. Through a portal anyone who looks can see a raging battle between devils, it looks like some want to get through the portal and others are trying to stop them. Alarms sound out when this happens and the Yuan-ti Abominations move into position in front of the portals, and the Purebloods and Malisons move to get the guests out of Najara. King Jarant and his advisors move to a more secure location. Power struggle in Avernus There is a power struggle going on in Avernus; Bel the previous ruler of the first level of hell wants Tiamat to stay to make Zariel’s life harder than it is and to make his job of reclaiming his position easier. Zariel wants Tiamat gone to make her life easier. Seeing that the white dragon mask needs to be returned to the cult to help Tiamat’s return to the material plane during the ritual, Zariel’s force want to prevent the party from fleeing Najara with the mask. Bel’s forces are trying to prevent Zariel’s army from getting through the portal. This is just one skirmish of many going on in the background as the players attempt to thwart the cult’s plans. Zariel’s involvement is only hinted at in the campaign book (the devils loaned to Zarram). This followed up by the optional event (Devilish Demands) mentioned on page two will actually give the players something else to think about. When ready read the following: A huge portal opens in the court with a blinding light, revealing a chaotic battlefield of ash and fire. Legions of devils are locked in a brutal battle, led by a powerful devil with flaming wings and a fierce expression wielding a massive sword on one side and a towering devil with horns and a tail on the other. The ground is slick with blood and the air is filled with roars and the clash of weapons. The sky is dark and filled with smoke, and bolts of fire and lightning streak across the sky. The heat and smell of brimstone is overwhelming. 15 Avernus: The Blood War WotC [2019] CHAPTER 3


The hallways of King Jarant’s chambers and lower levels become a cacophony of shouting and loud booms as the Yuan-ti start to get the guests out and keep the devils in (Avernus). As the players attempt to make their way out with the Dragon Mask (this chapter doesn’t happen if the party don’t manage to get the white dragon mask from the shrine), they will encounter various events that will try to hinder their attempts to flee. Roll for a random encounter or pick whatever sounds good. If they take too long events will escalate, see the section below titled “If the players take their time”. Feel free to ignore if the party are finding it hard to escape, and vice versa. If running this as a standalone adventure, feel free to use elements of this chapter to chase your players out of Najara. The mask might be coveted by Zariel or Bel. Shortly after the portals appear These encounters will take place within King Jarant’s territory, within the tunnels under Najara, and around the Serpent Hills in the nearby area surrounding the Yuan-ti captial. As the players get further away they can finally breathe a sigh of relief. Feel free to montage or use as backdrop detail so not to make the party’s escape attempt drag out. 1d6 Encounter Type Details of the Encounter 1 Hell Hounds (1d6) The players come across a pack of demonic hounds that have come through one of the portals. These hounds are fast and agile, and they will relentlessly pursue the players. The hounds will try to grapple the player with the mask and they will attempt to drag them back through the portal. 2 Lost souls (2d4) As the players flee they come across souls that have escaped from Avernus, these souls will be confused, disoriented and desperate to cling to a life that have long lost. They will beg for help or try to stop the players by grabbing at them and not letting go. Make grappling checks, if the party do badly roll another encounter. 3 Yuan-ti pursuers (see patrol table) If the Yuan-ti know the players have the mask then they will attack on sight, use the patrol table on page 11 to see what group the players encounter. If the Yuan-ti are unaware the mask has been taken they will attempt to help the party flee the area by pointing them in the right direction. 4 1 x Fire Elemental A powerful elemental, made of pure hellfire, is rampaging through the halls looking for the player with the mask. It rushes past and ignores any guests and Yuan-ti guards who look momentarily confused before going back to helping guests escape. This is a fight to the death unlike with the Hellhounds. 5 Portal Collapse As the players escape, they come across portals that are collapsing, this affects the surrounding area and threatens to suck them through to Avernus as it closes. 6 Cultist Ambush (see description) Zariel’s forces make contact with the Cult as soon as the white dragon mask is taken, this alerts Cult forces who previously infiltrated the masquerade ball. These cultists know exactly what the party look like, and will try to ambush the players and take the mask by force. You can use one of the encounters from Chapter 13: The Cult Strikes Back if you haven’t already. Otherwise use what you feel would be a challenge for the party. If the players take their time It doesn’t take long for the Yuan-ti to realise the demons are after the party, if the party take to long or are finding the escape to be too easy then the Yuan-ti will attempt to help capture the party and turn them over to the demons. In their minds this is the quickest way to restore order to Najara and protect King Jarant. When rolling on the encounter table above; when rolling anything other than a 3, additionally roll on the patrol table to see what Yuan-ti have joined that particular encounter. If you roll a 3, roll twice on the patrol table. Other things to keep in mind King Jarant could additionally command Terpenzi (Bone Naga MM p.233) the Guardian of Najara to help hunt down the party, see page 5 for more details on who Terpenzi is and how King Jarant controls them. 16 Hell Hound by Rudy SisWanto CHAPTER 3


Summary Disclaimer Parts of this adventure were written and illustrated with help from ChatGPT and Midjourney (writer’s block sucks). Nefar’ia was created by ChatGPT, I added some extra flavour and tweaked a few things. Description of the scene seen through the portals in chapter three. Apart from removing Zariel and Bel’s names from the text, and moving a few things around that is pretty much all ChatGPT. Description of the gambling den used most of the supplied flavour text, and ChatGPT helped with the rules of the poison tasting game. Ideas for encounters when fleeing the area in chapter three, I changed some details to be a better fit for the adventure. I couldn’t find a picture of the Yuan-Ti capital in Najara, a settlement built around a narrow hole in the ground. After failing to find art for a few other things I eventually turned to Midjourney to create several pieces to help set the scene. Dealing with Discovery This is not supposed to be a combat heavy adventure (well not until it’s time to leave at least!). The party have agreed to travel deep into the Yuan-ti’s home without backup after all (unless they’ve come up with a cunning plan of course). If the party do run into trouble while trying to claim the mask, any combat needs to be dealt with quickly. Especially before reinforcements turn up, the longer the battle lasts the higher the chance of more patrols turning up due to noise and eventually alarms. If the party are overwhelmed they will likely be taken prisoner rather than killed outright, the Zhentarim (or former slave trader if running this as a standalone) may have some diplomatic routes to secure their release but it will come at a cost. At least a 25,000 gold piece release fee will need to be paid. Getting Lost in the Tunnels If a player fails numerous survival rolls in the Najara tunnels, as a variant rule you could have them emerge somewhere in the Serpent Hills far away from where they started. They now need to find their way back to civilisation, if they’ve been in this area before (looking for the Tomb of Diderius in the Tyranny of Dragons campaign) they will know to head back towards the river and follow it downstream. Otherwise some nature / survival checks (DC15) should get the player pointed in the right direction. Experience The following table gives some ideas for awarding experience for progress through the adventure (based on tables and guides on DMG p. 82 & DMG p. 261). Event XP Make a profit from the dice games 600 Impress on the dance floor 1200 Sneak down to the lower levels 1900 Get a tour of the lower levels 600 Retrieve the dragon mask 1900 Escape with the mask 2800 Creature List Monster Sourcebook Bone Naga MM p.233 Fire Elemental MM p.125 Hell Hound MM p.182 Medusa MM p.214 Noble MM p.348 Spirit Naga MM p.234 Yuan-Ti Abomination MM p.308 Yuan-Ti Anathema VGtM p.202 Yuan-Ti Broodguard VGtM p.203 Yuan-Ti Malison MM p.309 Yuan-Ti Nightmare Speaker VGtM p.205 Yuan-Ti Pureblood MM p.310 Treasures List K = key item / T = treasure / M = magic item Treasure / Items Location Description 120 gold pieces (T) Nursery Level (Loc. J) n/a Dragon Mask (White) (K/M) Shrine Level (Loc. F) ToD p.179 Potion of Healing (M) Nursery Level (Loc. J) DMG p.187 Potion of Invisibility (M) Black Market Traders DMG p.188 Potion of Gaseous Form (M) Black Market Traders DMG p.187 Potion of Speed (M) Black Market Traders DMG p.188 Scroll of Shield of Faith (M) Nursery Level (Loc. J) PHB p.275 17 SUMMARY


Appendices A. Maps King’s Court Nursery Level * These maps are based on the Yuan-Ti temple from Volo’s Guide to Monsters (p. 101). 18 A B C D E F G H I J K APPENDICES


Shrine Level * These maps are based on the Yuan-Ti temple from Volo’s Guide to Monsters (p. 101). 19 A B C D E F G H APPENDICES


B. Gambling Den As you make your way through the masquerade ball, you come across a corner with a sign propped up against the wall that reads “Den of Fortunes”. Surrounding the people sitting on the floor on cushions and rugs here is a thick cloud of smoke acciompanied by the sound of rolling dice. You can see a variety of games being played, from dice and cards to more exotic games such as snake-charming and poison-testing. You see around the various games guests, dressed in fine garb and the yuan-ti, their scales glinting in the candlelight as they drink and place bets. Snake Charming This seems to be for the entertainment of guests only. Dice Games (source) Gyp (Suggested buy-in: 5 gold pieces) A player rolls 2d6 dice, and if they hit 7 or 12, they win. They can double their bet and add another 1d6 to the total. The payout here is 3:2 for winning roles, but if you fail to produce 7 or 12, your bet is automatically forfeited. Gambit of Ord (Suggested buy-in: 50 gold pieces) Each card player rolls 1d8 and keeps the score hidden. A player can then raise, call or fold a bet. Once all bets are equal, each player will roll an additional 1d6 dice and keep it secret as well. The betting round restarts and players have a chance to raise, call or fold their bets once again. Then, whoever is left will add another 1d4 die to their rolls and repeat the betting process. Once that is done, whoever is left reveals their dice, and the winner with the highest total takes 80% of the pot. Run of Luck (Suggested buy-in: 25 gold pieces) In one corner of the room is a race track, where snakes are being bet one. A player who wants to bet picks a snake and rolls 1d4 three times. The winner has the highest total and will double their money. Tymora’s Spinner (Suggested buy-in: 10 gold pieces) Similar to roulette, players compete to guess either the exact number of a single d20 rolled by the dealer or to guess whether the result would be odd or even. Once the dealer has rolled, all bets are settled. A player who has guessed the exact number wins triple the original amount they have staked, and anyone who guesses the odd or even outcome will get a 1.5 payout. Hand of Fate (Suggested buy-in: 50 gold pieces) After initial bets a player rolls 1d12 die and keeps it secret from their fellow players. Each player can then choose to fold and forfeit their bet, call the bet or raise the bet if they feel confident in their roll. After that, a d12 die is rolled by the DM that becomes a community dice that everyone can see. After the roll, players can again call, raise or fold their bets as they see fit. Once this round is finished, another d12 die is rolled by the DM, so players now have two community dice. This is the part where players have a final chance to adjust their bets before they have to reveal their own dice. The winning condition is simple. The player with the highest combined value of his or her own die and the community dice wins 80% of the pot. Poison Tasting A group of Yuan-ti are running this game for the guests, anyone still standing claims 100gp. The game is free to play and each player has four small bottles in front of them at the start. Each player must drink a bottle on their turn, before drinking they can make a Wisdom (Insight) check to determine the poison’s potency. If successful, the player can pick another but no further checks are allowed. Bottle Insight DC Constitution DC Affect on Fail Swirling green 18 20 Drinker falls unconcious and is out of the game. Pulsing scarlet 15 18 Drinker throws up for an hour and is out of the game. Sky Blue 12 15 Stomach cramps. Deep purple 16 17 Face turns a vivid green and warts appear. (curse) 20 Gambling Dens Gambling tends to draw a variety of unsavory characters. Feel free to use the complications table (with appropriate changes to wording to reflect the the current surroundings the players find themselves in) from the linked document below. UA Downtime Activities Rolling Dice by Ian LLanas


A dangerous heist Lord Neverember takes you to one side, “my Zhentarim friend here has a proposition. A dangerous mission into the depths of Yuan-ti territory. ” Do you take up this high risk - high reward mission to retrive the white dragon mask? Add-on adventure for the Tryanny of Dragons campaign. One final pay off and a chance for someone getting out of the slave trade to turn over a new leaf, do you help them out by throwing yourself into the mysterious and secretive society of the Yuan-ti to retrieve an extremely valuable aritfact? Standalone adventure for D&D 5e. Recommended for APL10+ by T.Bonds 2023 Dragon Mask by Véronique Giguère Cholette Back Cover thingy by Terry Bonds


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