The Serpent Ruins

This is a D&D adventure for 4-6 level 5 characters set in the world of Tremanac. If you are a player then stop reading here.  

Summary

This adventure involves locating some ruins and an emeraled they supposedly contain. An explorer has already gone missing whilst searching for the ruins and the party may find not everything is as it seems in the village they wlll be based out of. The adventure has a little light investigation and several combat encounters.  

The region

The adventure starts in the town of Calebridge, though the party will spend almost no time there as most of the adventure occurs in the Pudarig Forest in the vicinity of the village of Leelon.
Map of region around Calebridge, created in Wonderdraft
Region near Calebridge by Tanai Cuinsear
 

Leelon

Located deep in the forest Leelon is fairly isolated, with only a handful of traders being willing to travel so far out. As such the people here are forced to be largely self-sufficient.   The village has an inn known as The Afterbite, though in truth it's taproom sees far more use than the three rooms that are available to rent. The village also has a smithy, a watermill, and a small temple to Seyr. Most trade in Leelon is by barter with only the smith and the innkeeper having more than a few coppers.
Battlemap of Leelon for Serpent Ruins Adventure. Created in Dungeon Alchemist
Village of Leelon by Tanai Cuinsear
 

Pudarig Forest

With thick vegetation, an excess of dangerous predators, and few trails, Pudarig may be considered more jungle than forest. Following the Years of Darkness the forest spread to cover many former settlements, with many remaining lost during the age of The Empire. The forest spread again following the second years of darkness and despite the dangers the forest is a popular destination for adventureres seeing to recover treasure from ruins both ancient and more recent.

The Adventure

A Request from Martin

The party are invited to a meeting with Martin Hatherol who is staying at the Crystal Light (the best inn in Calebridge). Martin will meet the group in a private room at the inn.  
Good day to you all. I'm Martin and it is a plsasure to meet you. Please take a seat and we can get down to business.   As you may already know I'm a collector of historical objects and I sponsor explorers who go out hunting for lost ruins. One of these explorers, a human named Vernt Erasmus, has stopped reporting in, which isn't like him. He had found a lead on the ruin of Kes'ras'ths, an outpost of an ancient empire long since destroyed. I want you to try and pick up his trail, locate the ruin and the Sis'sath'sis emerald which was supposedly kept there. The last heard from Vernt he was headed to the village of Leelon.
Martin is happy to answer questions and will willingly share the following:
  • The ruins belonged to a race of snake people who ruled an empire in ages past. The snake people are long since gone.
  • He received a letter from Vernt confirming that he had arrived in Leelon.
  • Vernt was an experienced and trustworthy explorer who had worked for Martin before.
  • The gem is of historical and arcane significance as it is cut in a way that may aid magic and may prove useful for research. He will let it be studied.
  • Vernt is unlikely to be alive as it has been a month since the last letter, but if he is Martin will pay for his rescue (50gp).
  • The group will be paid if they find the ruins (100gp), and they will be paid more if they find the emerald (200gp).
Barring any adjustments from the characters abilities the journey to Leelon will take about a week by foot.  

Exploring Leelon

There are a few potential starting points when the party arrive in Leelon, some of which depend on what time of day the group arrive. The traditional starting point is of course the inn.
The Afterbite
This is a single story wooden building with a small stable. In addition to the taproom there are 4 bedrooms out the back, he last of which belongs to the Innkeeper. There is also a kitchen and a cellar used to store meat and other perishables.   The innkeeper is called Hogarth and he is delighted to see potential customers, immediately trying to get them to try a drink of Red Bite (3 copper a measure). Any of the inn's three rooms are available at 5 coppers a night.
Red Bite
This potent spirit is a local speciality and one of the village's main exports. It's made from fruit so must be healthy.
If asked about Vernt he will say:
Oh yes I remember him. He was here about a little over a month ago. It was surprising anyone would come here who wasn't a trader. He took a room for a few days then headed off into the forest.
If pressed for more information he may tell the party that:
  • Vernt asked a lot of questions about ruins and the forest.
  • The main two he questioned were Othar (the local priest of Seyr) and Sydney (the village smith).
  • It's best to talk to Sydney in the morning before he starts work.
  • He left in a bad mood when he couldn't get the answers he needed.
An insight check on Hogarth will reveal:
  • <=13 - Hogarth is telling the truth.
  • 14-17 - Hogarth isn't telling the truth about Vernt leaving in a bad mood.
  • >=18 - Hogarth is holding back on what he knows.
  • If the group find (or think) that Hogarth isn't telling them everything then they can try to press for more informaiton. He can't be persuaded but a successful DC 19 Charisma (intimidate) check will encourage him to share a bit more. If the charisma check doesn't involve intimidation it automatically fails. If sufficiently scared Hogarth will reveal that:
    • Vernt was captured by a cult who serve the Locelie.
    • The cult is led by Othar.
    • Othar uses fear to keep the village in line.
    A search of Hogarth's room in the inn will reveal a locked chest (DC 14 Dexterity (thieves tools) to unlock. Inside is a pouch of coints (11 silver 45 copper) and an unfinished letter.
    I'm sure it is nearby. All the signs point to it. Unfortunately the villagers are being less than helpful. They all claim to know nothing of any ruins and that no one goes exploring in the forest. There must be at least one of them with a shred of curiosity.
    — -Unfinished letter found in The Afterbite.
    The Smithy
    Unlike the other buildings in the village the smithy appears to be built from brick, though the attached house is made of wood. Sydney can be found there throughout the day, but in the evening he is more likely to be found at the chapel. If interupted while he is working he will be brusque to the point of rudeness and his answers are likely to be monosyllabic or just grunts.  
    Sydney's initial dialogue is less important than the tone and manerisms you convey. The group should realise he is lying without a need for a Wisdom (insight) check.
    If approached early in the morning he may answer in a bit more detail, though he won't be too forthcoming. He will admit that Vernt came to talk to him as he maintains a charcoal hut out in the woods and the explorer thought he may know something.
    Unless Othar has already been dealt with, Sydney will act hesitant and uncertain throughout the conversation, avoiding eye contact and trying to avoid answering. He will claim that he couldn't tell Vernt anything useful and that Vernt left the village after a few days. Sydney can be persuaded to be more forthcoming with a successful DC 12 Charisma (persuade or intimidate) check. He will also reveal more if Othar has been dealt with. If Syndey is persuaded to talk he will make a show of loudly asking to see the piece of equipment that the group want him to fix and lead them into the smithy. He will then reveal that:
    • His brother, Kevin, will suffer if he says anything but he has held his peace along enough. His brother went missing a week and a half ago.
    • People tend to go missing if they ask too many questions.
    • Hogarth and Othar are involved with the disappearances.
    • Those who return are changed, becoming quieter and less sociable or slavishly following Othar's commands.
    • There are a set of ruins in the forest. After crossing the bridge over the stream the entrance is in the hill on the right.
    If Hogarth or Othar are aware that the group are going to talk to Sydney then by the time the group leave the smithy there will be a small force of villagers, led by Othar, who will attempt to capture the group.
    Othar uses the stats of a Cult Fanatic.
    He is accompanied by 3 Thugs.
    Othar will start the fight by casting Spiritual Weapon in the form of a dagger. The thugs will start off with their crossbows, though they only have 4 bolts each, before switching to their maces. Othar will not surrender and the thugs have been dominated into mindless obediance.
      In addition to their armour and weapons searching the bodies will also reveal:
    • 2 bronze bracelets (Thugs).
    • An amulet with an emblem of a snake wrapped around a stone. (Othar).
    • 2 silver coins, 17 copper coins. (Othar).
    A DC 18 Intelligence (Religion) check will reveal that the amulet bears the emblem of the Locelie deity Merrshaulk.  
    When I ran this Sydney was standing in the wrong place and took a hit from a crossbow bolt part way through the fight. Deliberately targeting Sydney can help increase the tension in the fight if you have a large (5-6 character) group.
    If Othar is defeated then Sydney will be willing to lead the group to the ruins.  
    The Shrine
    The shrine to Seyr has a solid stone floor that looks like it has been worn smooth by centuries of use. The wooden walls were once painted blue and yellow, but the paint is faded, cracked, and peeling. Inside the shrine is furnished with well used benches with a stone altar on a raised dias at the far end of the room.   A locked chest sits to one side of the dias (DC 13 Dexterity (thieves tools) to open). The chest is trapped (DC 15 Intelligence (investigate) to notice / DC 15 Dexterity (thieves tools) to disarm) with a poison gas trap ( 3d6 poison damage, DC 14 Dexterity saving throw for half damage). The chest contains 36 silver coins and 54 copper coins.   Othar can mostly be found at the shrine, where he conducts services in the morning and evening. He will appear friendly and helpful (DC 19 Wisdom (insight) check to see through this) if the group haven't caused any trouble in the village yet. If asked about Vernt he will say:
    Ah yes, I remember him. We don't normally get that many strangers here and he came to speak to me about if there were any ruins nearby. Unfortunately I couldn't tell him anything useful. He couldn't seem to understand that we are all too busy to go wandering through the trees on a whim.
    He won't reveal much else apart from that he only learned that Vernt had left from Hogarth a few days after the fact.   If the group act aggressively towards to Othar he may fight back and will call out for his three guards (see the fight with Othar above.  
    Since the end of the Necromancer War which brought the The First Age to an end, most civilisations have taken burning their dead.
    There is an old crypt beneath the shrine, though the entrance (next to the dias) is covered with a flagstone. Most of the villagers are not aware of the crypt, but Hogarth, Othar, and Syndey know it is there. Othar will not allow access to it, claiming it is too dangerous down there.
    The real reason Othar doesn't want anyone down there is that there are sets of robes belonging to the snake cult that he leads. There are also a number of bottles containing a variety of different colours of potions and poisons stored down there.
    My party threw the bottles onto a fire to dispose of them. This resulted in some very happy and generous villagers (for a few hours at least) after they breathed in the smoke.
    .  

    Moving through the Forest

    On leaving Leelon the group will need to navigate the forest. If they go Sydney on side and dealt with Othar then Sydney will lead them to the ruins. Otherwise they will need to make a DC 13 Wisdom (survival) check to find their way. On the way to the ruins the group will need to cross a stream. There is a bridge but it is very weak and if any of the group weight more than 150lbs (including their gear) it will collapse under their weight. While this won't do any immediate damage, it has the potential to damage any books/letters they are carrying and if the character remains in the water for more than 2 rounds they may attract a swarm of quippers.
    Serpent Forest battlemap for Serpent Ruins Adventure, created in Dungeon Alchemist
    Serpent Forest by Tanai Cuinsear
    After the first member of the group crosses the stream, two swarms of poisonous snakes will emerge from the undergrowth. One swarm wll come from the top left corner of the map, the second swarm will emerge from the bottom right corner of the map. The snakes and any character with a passive perception of at least 14 can act during the surprise round.   Once the snakes encounter is over the party will have no further trouble on their way to the ruins.  

    The ruins

    There is very little remaining of the ruins on the surface. The occasional broken stone pillar and moss covered archway being the only indicators that some structure once stood here. However, a bit of searching around will reveal a muddy trail at the end of which is a set stone steps which lead down underground. Towards the bottom of the stairs the flickering light of torches can be seen illuminating the start of a stone corridor.
    Map of Locelie ruins created in Dungeon Alchemist
    Serpent Ruins by Tanai Cuinsear
    The underground ruin is made of ancient stones which are cracked in various places. An occasional pile of rubble from pieces that have fallen from the ceiling is illuminated by torches burning in sconces on the walls. The initial staircase leads down into a short corridor which turns left into a corridor of cells.  
    The Cells

    Iron bars and gates seal the four chambers on the left of the corridor. In each cell are huddled a group of humans. All of them wear rough tunics and have dull eyed stares. They make no response to any attempt to communicate by the party. The cells are also littered with filth and corpses which the occupants seem to ignore.
    Each cell is locked, DC 12 Dexterity (thieves tools) to unlock. The cell doors are also trapped (DC 16 Intelligence (investigate) to notice). The trap releases poison gas on anyone opening the door and those in the cells. 3d8 poison damage, DC 14 Dexterity saving throw for half damage. A DC 15 Dexterity (thieves tools) check will allow each trap to be disarmed.
    Once released, the captives will remain where they are unless pushed and prodded to move. If there are any loud sounds they will attempt to run, but may end up running towards the sound rather than away from it. They are totally confused after being repeatedly dominated by the Locelie's spells.
    When I ran this the group left the prisoners in the cages and came back for them later. At 5th level the group won't have the ability to help cure these people so you may want to encourage the group to escort the prisoners back to Calebridge for help.
      A door at the far end of the corridor leads into another chamber.  
    Indoctrination Room
    The next room is about 30ftx40ft. There is a door leading out to the left and another door to the right. Four large pillars support the ceiling and in the centre of the room is a statue of a snake like being. Two humanoids with humanlike heads but snakes in place of arms are directing a couple of humans in moving boxes in the room to the left.  
    The creatures are locelie (use the stats for Yuan-ti Malison (type-2)). They will attack intruders on sight, but if the group have obtained the cultist robes from the shrine they may be able to bluff their way past.
    My group tried the deception route but human sized robes don't really work on a halfling
    The human slaves will not take part in the combat and will try to flee to another room if possible. If badly hurt the locelie may also try to flee, by first turning into as snake and then trying to use the snake tunnel. The snake tunnel is too narrow for a person but locelie in their snake form can easily move through it.  
    Storage Room
    The storage room is filled with boxes of cloth, broken tools, and basic foodstuffs like grain and beans. The tools appear to be a mixure of bronze and iron implements, some of which look relatively new.  
    Poison Gas Corridor
    The next corridor is filled with a greenish gas. It seems to be coming from large vents in the floor. At the far end of the corridor is heavy wooden door that is barred on the other side. The gas is of course poisonous, and will affect anyone who breaths it in. The corridor isn't long enough to cause problems for anyone holding their breath but they may struggle to break down the door (DC 15 Strength check). The gas is also flammable and will explode if any source of fire is brought into the corridor. This may cause damage to the door at the far end and damage to the structure itself.
    • A character breathing the gas takes 3d8 poison damage, DC 15 Constitution saving throw for half damage).
    • Being caught in the exploding gas deals 2d8 fire damage and 2d8 bludgeoning damage, DC 14 Dexterity saving throw for half damage.
    On the other side of the barred door is a lever which when pulled will stop the gas for 5 minutes.
    Trap Corridor
    The next long corridor has large flagstones, each of which has a letter in the middle. The lettered flagstones cover a 3x9 grid. Each flagstone moves down slightly when weight is placed on it. Stepping on the wrong flagstone results in a spray of poison. 4d6 poison damage, DC 14 Dexterity saving throw for half damage. The route is to spell Merrshaulk.
    The usual method of looking for the most worn stones doesn't work as the Locelie are immune to poison and just walk across any stone
    The Armoury
    The next chamber has racks of spears an halberds, as well as barrels of arrows. Three more locelie are in the room. If the group set off any traps in the previous corridor or failed to deceive the first group of locelie then these ones will immediately be hostile. These creatures have snake heads and regular arms so in this case use the stats for Yuan-ti Malison (type 1). As before the locelie will attempt to flee to the snake tunnel if badly injured.
    Kitchen and Meat Locker
    A door to the right in the next corridor opens into a kitchen area, with a spit and various preparation tables. Empty jars that may once have held spices sit on shelves. Another door leads into a room with meat hung on hooks and an assortment of knives sit on a table for butchering. A DC 10 Intelligence check will allow a character to identify that the carcasses are human, which is further confirmed by a pile of bloody clothing in one corner of the room. A search through the pile with a DC 13 Intelligence (investigate) check will reveal a blood stained letter from Martin to Vernt regarding the latest expedition.  
    The Main Chamber
    The corridor curves around to a set of large double doors. These open into a very large chamber supported by eight pillars. At the far end of the room is a stone platform with a large statue of a snake on it. In front of the statue is a plinth on which rests a large green gemstone. There are numerous chests on either side of the platfform as well.  
    In front of the platform there are three creatures and a human. The human looks like Sydney and is dressed in cultist robes decorated with the emblem of a snake wrapped around a stone (use stats of a cult fanatic). One of the creatures is far larger than the others, resembling a massive snake with a humanoid torso. The other two have the upper body of a human, though covered in scales, and the lower half of a snake (Yuan-ti abomination and 2 malisons (type 3). All four will be instantly hostile to the party.
    The human is Sydney's brother Kevin. He wasn't kidnapped, he joined the cult willingly. He will fight to the death, and may also be killed by the abomination if it looks like the locelie will lose.
     
    The large locelie views protecting the emerald as it's primary task. If it looks like the locelie are losing it will make sure Kevin is killed and then transform into the form of snake, pick up the gem in it's mouth and leave through the snake pipe. It will do the same if the party retreat as it will assume they will be back.

    This has the potential to be a tough fight for the group. Making full use of the enemies' capabilities could spell doom for the party (which may be what you want). However, the group can improve their odds by retreating into the corridor. The large locelie (an abomination by any other name is still just as scary) will not leave the chamber to pursue, nor will the human. Only the two smaller locelie will follow, though not necessarily by the route the party expect. If it becomes clear the party are lying in wait then the locelie will use the snake tunnel to get behind them (taking weapons from the armoury if available).
      If the party defeat the locelie without giving them a chance to retreat (such as by retreating from the ruin to rest up before trying again) they will be able to loot the room of treasure. The chests have a considerable amount of gold and silvery jewellery (worth about 300gp).  

    Conclusion

    If the party have survived all that then there will be a few things to report back on.
    • Tell Sydney about his brother. While not important for a one-off the approach the party take could affect their alignment in a longer campaign.
    • Help the captives. Like with above it's not part of the original mission but it may be significant for the groups reputation. The enslaved humans are fairly docile and can be escorted back to Calebridge and the Church of Seyr.
    • Report back to Martin. Martin will pay for the discovery of the ruins and for the emerald if the party have recovered it. He will also indicate that he may have more work for them in the future.
    If the party let the large locelie escape with the emerald then there will be a chance to retrieve it during another quest for Martin - The Lost Heart.  

    Non Player Character

    Martin Hathehrol

    Martin Hatherol is a well known collector of historical and magical artefacts. He has a reputation for paying well and holding up his end of a deal. Martin is a 6ft tall human with lightly tanned skin and shoulder length dark brown hair. He has narrow brown eyes and habitually wears a small circle of glass over his right eye. He favours clothes cut in the latest fashion, though he will avoid any style that has excessive ornamentation.

    Vernt Erasmus

    A human in his early 40s, short, slightly overweight with short unkept grey hair, and mud-brown eyes. Vernt had found information leading him to believe that the ruins may be in the Pudarig Forest and had set out for the village of Leelon.

    Hogarth

    A short man with a scruffy beard and thinning dark hair. A stained apron covers a much cleaner, though oft repaired brown tunic. He speaks loudly in a deep voice which can easily be heard across a noisy tavern. He runs the Afterbite and has been helping Othar to control the villagres.

    Othar

    A tall man with a weathered compelxion The only hair on his head is a thick mustache. He dresses in the blue and yellow garb of a guide of Seyr. While he presents himself as a Seyrian he really serves the Locelie and their deity Merrshaulk.

    Sydney

    Smith in Leelon. A tall and broadshouldered man with short, light brown hair. He refuses to answer questions with anything other than single word answers while working and doesn't socialise with the rest of the villagers. He believes that Othar has kidnapped his brother Kevin.
    Required Books
    This adventure makes use of monsters from the D&D 5e Basic Rules and the Monster Manual.  
    Colours of text
    Notes from when I ran the adventure
    Read this aloud
    Months and Days
    Most cultures in Tremanac use a 14 month calendar. Each month has 25 days and aligns to the lunar cycle, with a new moon at the start of the month and full moon in the middle of the month. There are 8 days in a week and 24 glasses in a day. See Calendar Months and days for more details.
     
    Maps
    The region map was created using Wonderdraft, and the other three battle maps were created using Dungeon Alchemist.  
    Serpent Folk
    The serpent people that Martin mentions are the Locelie and this adventure is when the people of this region discover that they aren't extinct, From a D&D ruleset perspective the Locelie are Yuan-ti.  
    A bit of a Hiss
    When talking about the ruins or the emerald try to draw out the S's into a hiss. They were created by serpent folk after all.
    kesss-RATHSS-thsss
    SITHSS-sathss-SITHSS
    You may want to give inspiration if any of the players get the pronounciation right.  
    Playable Races
    With the ongoing resentment towards elves and dwarves they shouldn't be permitted for this adventure (otherwise the adventure starts and ends with the people of Calebridge trying to kill the party). Valid choices for players are:
    • Dragonborn.
    • Halfling.
    • Human.
    • Gnome.
    • Shifter.
    Encounters
    There are several potential combat encounters in this adventure:
  • Fight with Othar (cult fanatic) and 3 thugs.
  • Fight with snakes (2 swarms of poisonous snakes).
  • Fight with 2 Locelie (2 type yuan-ti malisons).
  • Fight in the armoury (3 type 1 yuan-ti malisons).
  • Fight in the main chamber (1 yuan-ti abomination, 2 type 3 malisons, 1 human cult fanatic).
  • Related Locations
    Related Session Reports
    Latest competition is Spooktober or see all Competition Entries.  
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    Cover image: The party's camp by Tanai Cuinsear

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