Shrine of the Soil Serpent Content Warning This adventure includes death and violence, undead, and kidnapping. Can you stop the serpent god? Lizardfolk have been kidnapping people from the village to summon an ancient serpent god. Can you prevent the return of the Soil Serpent? This one-shot adventure is designed for 4-5 characters, levels 5-8, with a total of about 24 levels. About this Adventure The village of Cleargrove endures increasing attacks by lizardfolk, and scouts from the village believe they’re planning to recover a staff hidden within the haunted ruins of the Shrine of the Soil Serpent. A representative from the village asks the party to recover the staff to keep the lizardfolk cultists from getting it and summoning the soil serpent, an elemental snake god. When the party reaches the inner court, they find that the staff is a stalk, the stem of a potted carnivorous plant. The lizard folk try desperately to acquire the plant, as it has charmed them into bringing it victims. If the party brings the plant to the village, the representative will plant it in the ground, claiming that it will grow fruit to keep the lizardfolk away, but once planted, it quickly grows into a monstrous attacking plant, allied with the village representative. Adventure Hooks This adventure begins in any population center. It's written for a village, but the size of the community is of little importance besides the availability of a town guard to handle the lizardfolk; even if the guards protect the community, the party can still be enlisted to investigate the sudden increase in attacks. The adventure takes place in the village of Cleargrove, but you could use any community in your campaign world that's near a forest, rainforest, or swamp. Dramatis Personae ________________ ________________ Elel Talthanryl (He/Him) Medium humanoid (half-elf), chaotic evil ________________ * Armor Class 11 * Hit Points 27 (5d8 + 5) * Speed 30 ft. ________________ Strength Dexterity Constitution Intelligence Wisdom Charisma 10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0) ________________ * Skills Medicine +4, Nature +3, Perception +4 * Senses passive Perception 14 * Languages Common, Draconic, Druidic * Challenge 2 (450 XP) ________________ Fey Ancestry. Elel has advantage on saving throws against being charmed, and magic can't put him to sleep. Spellcasting. Elel is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following druid spells prepared: Cantrips (at will): Druidcraft, Produce Flame, Shillelagh 1st level (4 slots): Entangle, Longstrider, Speak with Animals, Thunderwave 2nd level (3 slots): Locate Animals or Plants, Hold Person Actions Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands. ________________ Trait Refractive Differences (Far-sightedness) (IE 3) The closer things get, the blurrier they get. You have a − (IE) penalty on attack rolls and Wisdom (Perception) rolls to see any details closer than (IE) × 5 feet. Elel wears a corrective monocle, which reduces the IE of this trait to 1, but it falls out if he takes bludgeoning damage, at which point he continues without it until the end of combat. Because the Refractive Difference is only in one eye, his penalty is halved. ________________ Ryia (Scout) (She/Her) Medium humanoid (human), chaotic good ________________ * Armor Class 12 * Hit Points 27 (6d8) * Speed 30 ft. ________________ Strength Dexterity Constitution Intelligence Wisdom Charisma 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3) ________________ * Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Stealth +4 * Senses passive Perception 16 * Languages any two languages * Challenge 1 (200 XP) ________________ Cunning Action. On each of her turns, Ryia can use a bonus action to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn). Ryia deals an extra 7 (2d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the scout that isn't incapacitated and Ryia doesn't have disadvantage on the attack roll. Actions Multiattack. Ryia makes two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ________________ Trait Tooth Pain (IE 2). You have chronic pain in your teeth. Any action that requires concentration (e.g. maintaining a spell) requires a successful DC 10 + (IE) Constitution saving throw per round to maintain concentration. The pain makes talking difficult, causing a penalty of − (IE) on social Charisma checks, and spells with a verbal component require a successful DC 8 + (IE) Dexterity check to cast successfully. Because this also causes eating difficulty, you must succeed on a DC 8 + (IE) Constitution saving throw to maintain concentration while eating or drinking. Because you’re used to managing pain, even though this doesn’t reduce the experience of pain, you have a + (IE) bonus to saving throws against psychic damage. Ryia usually speaks in a soft, slurred manner, her tooth pain making it difficult to enunciate. ________________ Erelmil (He/Him) (Scout) Medium humanoid (human), neutral good ________________ * Armor Class 12 * Hit Points 27 (6d8) * Speed 30 ft. ________________ Strength Dexterity Constitution Intelligence Wisdom Charisma 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3) ________________ * Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Stealth +4 * Senses passive Perception 16 * Languages any two languages * Challenge 1 (200 XP) ________________ Cunning Action. On each of his turns, Erelmil can use a bonus action to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn). Erelmil deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the scout that isn't incapacitated and the scout doesn't have disadvantage on the attack roll. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ________________ Trait Muscle Control (IE 2) Erelmil's left arm is contracted, requiring an extra round to load his hand crossbow, and he can only make a single attack per round. ________________ ________________ Lizardfolk Plant Ghoul Medium plant (lizardfolk), chaotic evil ________________ * Armor Class 15 (natural armor, shield) * Hit Points 22 (4d8 + 4) * Speed 30 ft., swim 30 ft. ________________ Strength Dexterity Constitution Intelligence Wisdom Charisma 15 (+2) 10 (+0) 13 (+1) 6 (-2) 8 (-1) 6 (-2) ________________ * Skills Perception +1, Stealth +4, Survival +3 * Damage Vulnerabilities fire * Damage Resistances psychic * Condition Immunities charmed * Senses passive Perception 11 * Languages understands Draconic * Challenge 1 (200 XP) ________________ Actions Multiattack. The Lizardfolk Plant Ghoul makes two melee attacks, each one with a different weapon. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than a plant, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. ________________ ________________ Plant Ghast Medium plant, chaotic evil ________________ * Armor Class 13 * Hit Points 36 (8d8) * Speed 30 ft. ________________ Strength Dexterity Constitution Intelligence Wisdom Charisma 16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1) ________________ * Damage Vulnerabilities fire * Damage Immunities psychic * Condition Immunities charmed, frightened * Senses darkvision 60 ft., passive Perception 10 * Languages Common * Challenge 2 (450 XP) ________________ Spore Stench. Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ________________ ________________ Plant Ghoul Medium plant, chaotic evil ________________ * Armor Class 12 * Hit Points 22 (5d8) * Speed 30 ft. ________________ Strength Dexterity Constitution Intelligence Wisdom Charisma 13 (+1) 15 (+2) 10 (+0) 6 (-2) 8 (-1) 6 (-2) ________________ * Damage Vulnerabilities fire * Damage Resistances psychic * Condition Immunities charmed * Senses darkvision 60 ft., passive Perception 9 * Languages understands Common * Challenge 1 (200 XP) ________________ Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than a plant, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Lizardfolk Ambush While the party is going about their business in town, they hear a scream as 3 Lizardfolk Plant Ghouls grab 2 villagers and attempt to drag them away. They appear to be typical lizardfolk, except they don't speak. A successful DC 10 Wisdom (Perception) check when within 5 feet of them reveals that they smell like a combination of rotten meat and a clove-like spice. Once the party defeats them and rescues the villagers, Elel Talthanryl, who owns a greenhouse in town, approaches the party and thanks them profusely. He explains that they've been having problems with lizardfolk attacks, dragging away villagers. As soon as the party asks any questions, Elel says, "We've sent some scouts to find out. Let me get them for you." He walks over to a nearby merchant tent where Ryia and Erelmil are chatting with a vegetable seller. He introduces the pair to the party. [Sidebar: Roleplaying the Scouts Since Ryia has difficulty speaking due to pain in her mouth, the GM can emulate this either by speaking quietly with minimal lip movement or by describing her speech, such as, “She speaks quietly, but if you listen closely, you can hear her say….” Especially when playing in noisy environments or remotely, this descriptive narration will give players insight into Ryia’s experience. At times, Ryia may gesture to Erelmil, who’s used to listening to her, to repeat what she said or expand with his own experience, but only when she asks him to. When Erelmil is in combat, he will use his hand crossbow from a distance, then sneak attack and cunning action to strike and hide. While hiding, he may take that opportunity to reload his hand crossbow when it’s prudent to keep his distance. When Ryia uses the same tactic and hides near Erelmil, she can help him load it, using one of her multiattack actions or a bonus action.] The scouts are eager for the party's help. As the party asks questions, they will be able to give the following information: * Six people have been kidnapped from the village of different ancestries and ages. Ryia and Erelmil can determine no pattern to the kidnappings. * The kidnappings started about 30 days ago. Before this, lizardfolk rarely came near the village and generally kept to themselves in nomadic families throughout the area but sometimes came into town to trade goods or information, and besides some misunderstandings with some local farmers, interactions with them have always been positive. * If asked, nobody has heard the attacking lizardfolk speak, not even to each other, which is unusual. * They've been tracked to the ruins of the Shrine of the Soil Serpent, which has been abandoned and overgrown for centuries. Nobody goes there, because it's haunted. If pressed, nobody can remember details about that except that the story goes that those who’ve gone near it disappeared, and some stories say that the missing people were seen later as zombies. When Elel hears of the shrine, he becomes horrified. His monocle drops from his eye, and he grabs it and puts it back in place. He says, "Oh no! They must be seeking the staff!" When the party asks about the staff, Elel informs them that the Staff of the Serpent is believed to be buried deep in the shrine, and those who possess it can use it to summon the Soil Serpent, an ancient snake god that legends say came up out of the earth to consume and dominate the world. However, the staff is also believed to be capable of destroying the Serpent instead of just banishing it, which is why the staff was buried, not destroyed. Elel urges the party to go and recover the staff to keep it from the lizardfolk, and possibly destroy the Serpent once and for all. If the party asks Ryia and Erelmil to come along, they're willing to take the party within sight of the shrine but refuse to get any closer, and will immediately return to the village. Trek to the Shrine The shrine is about three miles from the village in a dense part of the forest. Erelmil and Riya can give detailed instructions but have no desire to go back. When they say, "It's just past this next hill," 4 more Lizardfolk Plant Ghouls ambush the party, throwing their javelins while hiding in the trees, then leaping on the party. The Shrine of the Soil Serpent The ruins of the shrine are home to a vast network of vines, but as you get closer, you see a door to a buried complex, a pile of rubble that seems as if it would collapse were the vines not holding it together. A snake slithers out from between the cracks and darts to catch a rodent, taking its mouthful of prey into another crevice. The sun shines down on an 8-by-8-foot square stone doorway with seemingly more gaps than stones, yet it still stands. 1. Entry Chamber. As the party approaches the doorway, the air fills with the combined odors of mildew, rotten meat, and a clove-like spice. The doorway leads to a wet stone hallway with a slight downward slope. Anyone walking must succeed on a DC 8 Dexterity (Acrobatics) check or fall prone. Anyone in a wheelchair or similar mobility aid makes the check with advantage and slides to the bottom without becoming prone on failure. The rectangular room is decorated with serpentine green and orange patterns, most of the paint having long since faded. A small snake comes out of one crack in the wall to the left and immediately disappears into another crack on the same wall. Another doorway lies ahead. 2. Former Priest Living Quarters. A sink, fire pit, and rotted wood that used to be furniture are all that remains of the possessions of the priests that used to serve this shrine. If the party investigates the piles of wood, they'll find a chest within, which nearly falls apart on opening, revealing rotten clothing and disturbing a Swarm of Centipedes within that will attack the party unless someone is carrying a fire source. The swarm will scatter at the first sign of fire. ________________ Swarm of Centipedes Medium swarm of Tiny beasts, unaligned ________________ * Armor Class 12 (natural armor) * Hit Points 22 (5d8) * Speed 20 ft., climb 20 ft. ________________ Strength Dexterity Constitution Intelligence Wisdom Charisma 3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5) ________________ * Damage Resistances bludgeoning, piercing, slashing * Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned * Senses blindsight 10 ft., passive Perception 8 * Languages — * Challenge 1/2 (100 XP) ________________ Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. Actions Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way. 3. Discard Room. The smell of rot gets stronger as you approach. The floor is scattered with torn and moldy fabric and bones, some of which still has rotten flesh attached. A few rats scurry from pile to pile, and a constrictor snake crawls out from under one of the larger piles. It will threaten the party for a round by coiling for a strike, but if the party backs off, it will go snatch a rat instead, only fighting in self-defense. ________________ Constrictor Snake Large beast, unaligned ________________ * Armor Class 12 * Hit Points 13 (2d10 + 2) * Speed 30 ft., swim 30 ft. ________________ Strength Dexterity Constitution Intelligence Wisdom Charisma 15 (+2) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4) ________________ * Senses blindsight 10 ft., passive Perception 10 * Languages — * Challenge 1/4 (50 XP) ________________ Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. 4. Guard Chamber. As the party enters this large stone chamber, strewn with broken furniture, they notice the smell of rot and spice getting stronger, almost unbearable, especially for those with sensitivities to strong odors. A Plant Ghast and 3 Plant Ghouls, which look identical to their undead counterparts, spring from behind the furniture to attack, attempting to surprise the party. They will fight to the death as they try to protect the Staff of the Serpent from intruders, targeting anyone wielding fire first. 5. Chapel. The serpentine patterns on the walls extend to the floor, forming a spiraling pattern that surrounds an altar in the center of the room. The first character to touch the altar each day heals 1d8 hit points. If a second person touches it, vines spring from the cracks, and the character must succeed on a DC 10 Dexterity saving throw or be grappled for 10 minutes or until the vines take 20 points of fire or slashing damage. 6. Sanctuary of the Staff. The serpentine walls and floor of this room's design are accented with gold flake, which reflects the faint light that pokes through cracks in the ceiling, making this dim light the brightest room in the shrine. The air has become so damp that condensation on the broken ceiling drips from its jagged edges. The clove-like smell hangs heavily in the air, stronger here than anywhere else. In the center of the room, a 2-by-2 feet cylindrical metal pot of dirt decorated with cobra designs holds a 6 ft. vertical green shaft wrapped in snake-like vines. On inspection, the party can see roots extending from its base into the dirt, and the vines have tiny buds protruding from them, and the clove-like smell gets stronger near it. The potted plant is the Staff of the Serpent, and the party can move it, but it weighs 250 pounds. Removing the staff from the pot will not destroy it. 7. Former Ritual Preparation Room. This room contains a rotting table and cabinets, coils of rope, a rusty round shield with a two-feet diameter dirty water ring in the center, and several rusty and blood-stained manacles and cutting tools. Close inspection will reveal a rusted metal box in the cabinet with 212 sp and 76 gp. 8. Antechamber. This room has a wooden trapdoor in the ceiling that's cracked open just far enough for the legs and bottom rung of a ladder to protrude. A braided cable hangs down from it to 6 feet from the floor. A player pulling on the cable can release the jammed hinges with a successful DC 8 Strength check. Once released, the door opens, and while the ladder remains attached to the door, a heavy paper box full of mold falls out and fills the room with toxic spores. All creatures in the room must succeed on a DC 14 Constitution saving throw or take 13 (4d6) poison damage and be poisoned for 2 hours. A character attempting to catch the box as it falls must succeed on a DC 10 Dexterity check. On success, they prevent its spread to others but get a face full of spores and must make the saving throw with disadvantage. Any amount of fire or cold damage sent into the opening before pulling the door will destroy the mold and ruin the effect. The space above the trap door is an otherwise empty cavity. Returning the Staff Once the party returns the staff to the village, Elel excitedly takes the staff and looks for a patch of open ground to plant it. He explains that the buds will produce fruit that's needed for the ritual to destroy the serpent. As soon as the staff gets planted, it grows in 1 round into the Soil Serpent. It attacks the closest creature but will not attack Elel, who is thrilled that his plan as the secret leader of the Cult of the Serpent is succeeding. If the party is having trouble defeating the Soil Serpent, Riya and Erelmil will arrive and join in the combat at the beginning of the third round of combat, and the town guards will arrive and join in during the fourth round (as many as necessary). ________________ Soil Serpent Huge plant, chaotic evil ________________ * Armor Class 15 (natural armor) * Hit Points 133 (14d12 + 42) * Speed 20 ft. ________________ Strength Dexterity Constitution Intelligence Wisdom Charisma 20 (+5) 6 (-2) 17 (+3) 12 (+1) 12 (+1) 7 (-2) ________________ * Damage Vulnerabilities fire * Damage Resistances bludgeoning, piercing * Senses passive Perception 11 * Languages understands Common * Challenge 5 (1,800 XP) ________________ Ghoulish Spores (1/Day). The Soil Serpent targets one corpse of a humanoid within 10 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a plant ghoul or plant ghast, controlled by the Soil Serpent. The corpse stays animated for 1d6 + 1 weeks or until destroyed, and it can't be animated again in this way. The Soil Serpent can create and control up to 1 plant ghast and 20 plant ghouls at a time and can communicate telepathically with them up to a mile away. Actions Multiattack. The Soil Serpent makes three attacks, using its Vine Smash to attempt to grapple, and once it grapples an opponent, it will use one of its attacks to bite a grappled target with advantage. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage. Vine Smash. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target takes 14 (2d8 + 5) bludgeoning damage at the start of each of its turns. The Soil Serpent can grapple up to two targets at a time. Another creature within reach of the Soil Serpent can use its action to end the grapple on the target. Seeds of Future Adventures Once the Soil Serpent is destroyed, the town guards will arrest Elel. If the plant isn't burned completely, the wind will carry its seeds away where another staff will begin to grow…. Credits Writer: Dale Critchley Copy Editor: Naomi Hazlett Sensitivity Readers: Naomi Hazlett, Melissa Critchley, Simone Arnold, Matthew Rickmon, Amy Weisner Layout Editor: Joie Martin Stock art by Jacob Blackmon and Adela Quiles Maps by Dale Critchley, © 2022 Wyrmworks Publishing Open Gaming License Permission to copy, modify and distribute this document is granted solely through the use of the Open Gaming License, Version 1.0a. The contents of this document are Open Game Content as described in Section 1(d) of the License. This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material. The text of the Open Gaming License itself is not Open Game Content. 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