**Beneath the Gloom: The Serpent's Enigmatic Grasp**
Setting
The party finds themselves at the entrance of the Sunken Sanctum, a long-forgotten temple dedicated to the Serpent God, Zharul. Nestled deep within the Gloomwood Forest, the temple has remnant carvings of serpents entwined around ancient pillars, dark stone walls, and faded murals that tell tales of worship, betrayal, and a cursed fate. The air is thick with the scent of damp earth and decay, and the temple itself is shrouded in mist, exuding an aura of foreboding.
As the adventurers step inside, they notice the dim light flickering from phosphorescent fungi clinging to the walls. Poisonous vines coexist with delicate white flowers, set against a backdrop of crumbling marble statues depicting the revered priests of Zharul, each appearing frozen in an eternal dance, their faces contorted in expressions of sacrificial agony.
The goal of this encounter lies in the heart of the temple—a legendary artifact known as the Scepter of Serpent's Tongue, said to wield the power to tame serpentine creatures and command their loyalty. However, retrieving it requires navigating the intricacies of the temple’s traps, puzzles, and the guardian serpents that protect it.
Characters
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Barrier of Serpents (Guardian Serpent): A massive, coiling serpent draped in protective enchanted scales. The serpent is an ancient guardian endowed with sapience, able to speak, and now serves as the keeper of the temple. It challenges intruders, asking riddles—those who fail to answer correctly face its wrath.
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The Enigmatic Vicar (Major NPC): Raebirth, the Vicar of Zharul, is a ghostly figure who seeks to protect the sanctum’s secrets. He is dressed in tattered robes and can manifest to provide guidance. However, his loyalty lies with the temple, and he will test the party's heart before bestowing any wisdom upon them.
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Sovereigns of the Shadows (Minions): Shadowy, serpentine creatures that lurk within the temple, moving flawlessly through darkness. They act as spies for the temple and will ambush the party at inopportune moments.
Entrance into the Sanctum
Upon entering the sanctum, the adventurers must make a choice: they can either proceed straight down the central aisle towards the altar, or explore the nooks and crannies of the temple, encountering various traps and puzzles along the way.
Traps
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Vines of Woe: As they try to explore the alcoves, the players find themselves at risk of triggering these animated vines that lash out. Players must succeed on a Dexterity saving throw (DC 15) or take 2d6 bludgeoning damage, becoming restrained. They can attempt a Strength check (DC 15) to break free on their turn.
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Whispering Stones: In the adjacent room, the walls are embedded with stones that echo emotions and thoughts. If approached carelessly, they unleash psychic waves. Any players that are within 10 feet and fail a Wisdom saving throw (DC 14) suffer 4d6 psychic damage and are frightened for 1 minute, repeating the save at the end of their turns to break free.
Puzzle: The Serpent’s Riddles
After navigating through the entrance and experiencing the traps, the party reaches the Chamber of Riddles—a circular room with a magnificent serpent mural in the center, adorned with shimmering stones set to resemble snake eyes. These eyes glint with light and seem to track the adventurers’ movements.
A deep, resonant voice interrupts the silence, echoing throughout the chamber:
"Serpent wise, ask not for your greed. Three treasures of thought, one will lead. Speak the answer, turn the key, set your mind creatively free."
The Barrier of Serpents appears and presents three riddles. The players must answer one correctly to unlock the next passage. If they fail twice, they incur the wrath of the Barrier, who attacks, allowing for initiative rolls to engage in combat.
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"I can sizzle like bacon, I am made with a crack. I am an easy way to make your friends laugh. What am I?"
- (Answer: A joke.)
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"You can hold me in your hand, but I can fill a room. I weigh nothing, but I can shine bright. What am I?"
- (Answer: A thought.)
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"I speak without a mouth and hear without ears. I am invisible, but I can be felt by all. What am I?"
- (Answer: An echo.)
If the players solve any riddle correctly, the Barrier of Serpents allows them passage and fades into the shadows, hinting at further dangers beyond. Each player receives a cryptic clue that may help them with the later confrontation.
Confrontation: The Guardian at the Heart
Upon proceeding deeper into the temple, the adventurers arrive at the Altar of Zharul, a grand chamber filled with a deep pool of still, black water reflecting the distorted forms of the serpent statues. The Scepter of Serpent's Tongue rests on the altar, but as soon as it is disturbed, the sacred water gleams ominously.
Raebirth, the Enigmatic Vicar, materializes before them. His demeanor bare the weight of countless souls lost in search of the artifact. He raises a hand, sharing with the group a deep sorrow and remorse.
"Wielding the power of Zharul is not without its price. Answer me this, and avoid the ancient curse. What is life if not intertwined?"
The players must present a united answer that speaks of growth, balance, and interconnection, reflecting the essence of both nature and desolation. If they succeed with a Persuasion check (DC 17), he grants them the power to use the scepter, as long as they vow to uphold the balance of the forest.
However, if they provoke him or fail to provide a suitable answer, the confrontational aspect ignites. The pool gives rise to a spectral serpent man—the Guardian Serpent—charging forth in a desperate attempt to reclaim the relic.
Combat Mechanics
- The Guardian Serpent attacks with powerful strikes (melee +10 to hit, 2d10+5 slashing damage).
- The pool of water can unleash water jets (Dexterity saving throw DC 14) dealing 3d8 water damage on a failed save or push players back 10 feet.
Additionally, the Sovereigns of the Shadows arrive, striking from darkness to assist their guardian. Having a combination of stealth attacks, they provide a true challenge for the players.
Resolution: The Choice
Upon defeating the guardian and sealing the spirits of the shadows back to where they came from, the adventurers may take their well-earned spoils—the Scepter of Serpent's Tongue. As they hold the powerful artifact, they feel a surge of energy that resonates with the essence of nature.
With the scepter, they can now command serpentine creatures and use the power judiciously. This responsibility weighs heavily, as they must navigate the delicate balance of maintaining the sanctity of Zharul's temple and the surrounding Gloomwood Forest.
Should they choose to protect the relic and keep Zharul’s legacy intact, they will become the new guardians of the Serpent God’s secrets, forging a bond with the forest that will aid in future endeavors. Conversely, if they misuse the power, they may find themselves hunted by the very guardians they once defeated.
As the adventurers step back outside into the light of the Gloomwood Forest, the air is lighter, the sun dappling through the dense canopy above. They know that the conflicts ahead will only grow in complexity, but they are now armed with the knowledge and power to face whatever challenges lie ahead.