Eye of the Serpent God
Adventures in the Mucklands · p.79
Open source p.79adventure tone: doom & gloom
A darker, more serious Level 7+ adventure with high stakes.
(The Dark Crystal / Conan the Barbarian / Mad Max).
No extracted maps for this adventure — the map is in the source book: Open source p.79
Sections (5)
background p.80
Beneath the earth, time-forgotten thieves hid away an Eye of Ehk, a sacred relic of the sarpathi. Around it they built layered defenses, traps borrowed from across the world. Within this labyrinth dwell the Secretaries of Zuun, a monastic order of welkin, dedicated to working against the sarpathi and defending the Living Eye of Ehk within their compound called the Stone Socket. The Cult of Ehk has finally found the complex, and plan to take the Eye back. Three SARPATHI REAVERS have already breached the outer defenses of the compound. All three are lieutenants of the SARPATHI HIEROPHANT Uzzith the Third Eye (see The Forgotten City in The Mucklands Sandbox), and each competes with the other to claim the Living Eye.
the hook p.80
This adventure is part of the Eyes of Ehk questline detailed in The Mucklands Sandbox Setting. The adventure Temple of the Sarpathi, which introduces the Eyes of Ehk and the sarpathi threat, should be played before Eye of the Serpent God.
FINDING THE STONE SOCKET
Despite their efforts, the sarpathi have left a trail of rumors behind them. Hooded figures creeping through the villages and down the highways at night, hissing at strangers and making demands for directions and fodder. From three directions these paths of intrigue lead inexorably to River Country in Hex 42.2. Additionally, in Temple of the Sarpathi, a welkin knight NPC named Orthonidus can reveal the location of the Stone Socket to the PCs. The entrance is hidden behind dense thickets of trees, the undergrowth churned up and the wildlife scared into silence. A set of stone doors lie in ruins, smashed apart with hammers and chisels – leaving only a gaping wound in the earth, leading to darkness.
the three lieutenants p.80
ANAMASH, THE MUNIFICENT
She is known for her poisoned gifts given to up-and-comers, rivals, friends and strangers. Her troops wear bright red fezzes with gold tassels, and all carry crossbows.
- Traits: Manipulative, willing to parley, raspy.
- Motivation: Use pawns to accelerate her rise to favor
- and power.
SSOOM, THE UNHEARD
An assassin, unacknowledged and dedicated to Uzzith entirely. Said to be her sole confidant. His troops are wrapped in black bandages, and use paired swords.
- Traits: Brooding, ruthless, his troops speak for him.
- Motivation: Please Uzzith by any means necessary.
NALABASH, THE CHOSEN
Four-armed, his fangs have warped and instead grown as tusks from his lower jaw. His troops wield crushing hammers and compete to lift heavy objects.
- Traits: Arrogant, impatient, roaring voice.
- Motivation: Find the Eye and use it to oust Uzzith.
The Stone Socket p.82
The interior of the complex is made of rough worked stone, some sections polished by centuries of use. The air is fresh and dry, dust at a minimum—until recently, something has maintained the passages and chambers.
Encounters
If the PCs make a lot of noise or linger in an area, roll :
| d12 | Result |
|---|---|
| 1 | SARPATHI REAVERS (L3-G), wearing the uniform of one of the Lieutenants, attempt to ambush the PCs by hiding in the next room or corridor. |
| 2–3 | SARPATHI REAVERS (L3-G), wearing the uniform of one of the Lieutenants, unaware of the party and menacing the darkness with their weapons. |
| 4 | welkin WARRIORS (L5-G) seeking invaders to repel. |
| 5 | welkin WARRIORS (L5-G) battle SARPATHI REAVERS (L6- G). |
| 6+ | NO ENCOUNTER. |
the adventure continues... p.86
The race to gather all the Eyes of Ehk should be coming to a head after the events of Eye of the Serpent God (see The Seven Eyes of Ehk in The Mucklands Sandbox for a more in depth conclusion). The Eyes can be destroyed at the Snake Shrine in the Drippy Downs, if all are placed in the sockets and struck with the Sword of the Phoenix (see Temple of the Sarpathi). The sword summons the cosmic avatar of Zuun the Firebird, ancient adversary of Ehk. In a blaze of shimmering light, Zuun draws forth the avatar of Ehk who is not yet fully summoned to this world. The earth shudders beneath the feet of everyone who witnesses the brilliant sky battle. Ehk, no match for Zuun, is incinerated. In the end, the seven sockets are left charred, smoking, and empty. The sarpathi are filled with utter despair and take it as a sign of their doom.
Rooms (31)
1: Entrance Hall p.84
A once grand hall, the walls and floor are covered in mosaic detailing divine hosts driving away hordes of serpents. Time has dusted over and chipped the tiles, leaving heaps of detritus. Thirteen dead sarpathi lie entwined with rubble – there is no sign of what killed them. Flanking the smashed-down doors leading into the complex are defaced statues of (now headless) figures wearing armor of many small plates.
10: Memorial Statues p.84
Statues of welkins crowd this small chamber, their feathered limbs all outstretched and filling the air. One of the statues, on the southern wall, is winking. Shaking its hand causes the statue to sink into the ground, revealing a secret passage to Room 14.
11: Grease Trap p.84
Grease fills this chamber. Getting traction is nearly impossible, and anyone runs the risk of falling. Several floor-to-ceiling poles promise support, but are just as greasy as the walls and floor. The grease is extremely flammable.
12: Magnetic Knights p.84
Five welkin defend this room, dedicated WARRIORS to stopping intruders—any without a key phrase are instructed to leave or face their cold steel. Each carries a magnetized shield. On a Complete Miss against them, metal weapons are stuck to the shield.
2: Disposal Pit p.84
An unwalled pit, 30' in diameter, fills the center of this huge circular chamber. The pit is 500' deep, littered with dead. Strewn around the room are sarpathi corpses, bloody feathers and broken swords. On the walls are rich tapestries created in a scratchy, line-work heavy style. They depict a burning sun-bird tearing out an eye from a huge lunar serpent, and then hiding the eye within a nest in the mountains. The doors out from this room are made of heavy, thick wood, reinforced with metal bands. They have obviously been maintained.
3: The Beak p.84
This triangular chamber is low-ceilinged, the floor tilted towards the north at 20°. The ceiling is painted with bitumen – close examination reveals shards of bone and teeth trapped within the black sticky substance. The floor is made of many smaller bricks, filled with holes. Climbing using the holes is easy, but activates a trap – the ceiling snaps down, inflicting Dread (Nimbleness Check to suffer half). Climbing without the holes takes ten minutes, but is safe.
4: Failed Excavation p.84
Rubble fills the room, tangled with ruined shovels, picks and mattocks. Quick movement is likely to cause a cavein, blocking the way back out to the Disposal Pit.
5: Abundanitus p.84
Fallen sarpathi co-mingle with dead welkins donned in their armor of linked squares. Against a wall leans Abundanitus, a welkin. He holds a grievous WARRIOR injury closed. Seeing more invaders, he tries to stand but stumbles. If he can be convinced that the PCs are here to stop the sarpathi, he teaches them the phrase letting the other welkin know they are friends: “The long leg protects the body.”
6 Naked Animals p.84
Small chamber filled with just-shorn ewes and de-horned. They look sheepish and lost. RAMGORES
7: Glue Trap p.84
Thick globs of highly sticky glue ooze from the walls, between the stone bricks. Anyone passing through risks becoming. The glue gathers most around the ENTANGLED southern door. It isn't flammable, but freezes easily.
8: Killing Cold p.84
Every surface is coated in tendrils of frost, save a large pale-blue crystal within a brass cage, suspended from the ceiling. It draws all heat towards it, leaving this circular chamber subject to a killing cold – all passing through without significant cold-protection suffer Dread. Water freezes instantly, forming fantastic icesculptures which then fall to the ground and shatter, lost in an instant. Removed from the cage, the crystal becomes inert. To the south, the sound of fighting.
9: Anamash p.84
Fifteen (L5-G) with red fezzes SARPATHI REAVERS and heavy crossbows fortify this chamber whilst Anamash builds a magical engine to spy upon the other lieutenants. If not attacked, she offers Magic spears for those who can interfere in the plans of Ssoom and Nalabash. Venomgrip Spear: Grants Attack and +2 Dread. Once every combat, on a Critical Hit, the target is Poisoned. However, these weapons also have tiny springloaded needles in the hilts, dosed with paralytic poison. On the command word “Rapscallions!”, the needles jut out to Poison and Paralyze the wielder (Vitality to resist).
13: Puzzle Door p.85
The southern wall of this otherwise barren chamber is dominated by a door of gold, engraved with a complex set of statues and four levers at its base. At the center of the door is a golden egg, and above that there is a large nest containing four, each marked SPARROW-SPRITES with a number 1 through 4. Above the nest are four tableaus depicting the following scenes:
1. A fledgling spreading its wings.
2. A nest full of eggs.
3. A bird building a nest.
4. A bird feeding hatchlings. Four levers control the numbered on SPARROW-SPRITES the door, moving them to their corresponding tableaus. The levers must be pulled in the correct order to open the door. The tableaus are a riddle depicting the life of a bird. Beginning with the golden egg, and the four birds leaving the large nest, the correct order is as follows: 3, 2, 4, 1. If an incorrect lever is pulled, all the birds move back in place with a shrieking noise – roll for encounters.
14: Nalabash p.85
Nalabash and thirteen of his strongest SARPATHI (L8-G) pace about, the once fine statuary REAVERS now just rubble around them. Occasionally, one of the sarpathi throws some remaining rubble against a wall in frustration – they cannot work out a route past Room 19. Any aiding them would be thanked, nothing more. The sound of fighting emerges from the eastern walls with no clear source.
15: Active Battle p.85
Four welkin (L5-G) battle eight WARRIORS SARPATHI (L6-G), wearing wrapped black clothing and REAVERS wielding dual swords. Two dead welkins lie upon the floor. If helped, the welkins accompany the PCs in repulsing the invaders – but refuse to lead them deeper into the complex. They are certain the Eye should remain here. A statue of a bird, with one of its legs raised and toes spread, is in the south-western corner of the room. “High-fiving” the statue causes it to slide backwards, revealing a secret passage to Room 14. This passage can only be opened from this side.
16: Ssoom p.85
Ssoom and fifteen of his black-clad SARPATHI REAVERS (L6-G) try to construct a map of the Stone Socket, using the reports from his patrols and secrets gleaned from the other lieutenants. Ssoom offers any visitors wealth and power for aid in reaching the Eye. Any foolish enough to accept are killed once the Eye is safe. A pile of discarded ewe and coats are in the RAMGORE corner. The sarpathi used them to pass through Room 8 but are uncomfortable talking about it. Behind the paper map set on the southern wall, a loose brick controls a secret door which, if pressed, gives access to Room 17.
18: Vanguard Knights p.85
Eight welkin (7xL5-G, 1xL5-B) defend the WARRIORS eastern door. One wields a huge thorned pike, designed to hook on to scales and thick fur. Without a password (see Room 5), they attempt to repulse all invaders – the stakes are too high for risks.
19: Tail Crusher p.85
The ceiling of this chamber is made up of twelve narrow slabs that fall to the ground in succession while another rises up, creating a ripple of crushing stone. A failed Movement Check inflicts Dread. Each block falls every eight seconds, remaining on the floor for ten. The doors in either wall have large mechanical latches which must be cranked to open the door from the inside.
20: Nail Room p.85
Every surface is coated in 5” metal spikes, points gleaming and recently sharpened ( Dread).
21: Mutant Bird p.85
This circular chamber holds a 15' tall creature MUTANT (L5-C), three heavy gold keys dangling from its neck. It is something like a long-legged bird, its compact body bedecked with tentacles. A small head boasts an exposed brain-like structure and a spear-like beak. It thirsts for blood, attempting to pin prospective meals beneath taloned feet before piercing them with the beak. Made of gold and patterned like feathers, the northeastern, south-eastern and southern doors require the keys around the beasts neck to be opened, although any key can open any of the doors. Water drips from the ceiling, pooling in fetid puddles.
22: Tooth-Trophies p.85
The walls are entirely covered in pairs of sarpathi fangs, each minutely inscribed with the name of the unwilling donor. They are easily removed, only a brittle glue holds them in place.
23: Trophy-Locked Door p.86
A heavy door of stone is flanked by a pair of statues. Each is a depiction of a welkin warrior-monk, wearing bracers of bronze and necklaces of snake fangs. If one bearing sarpathi teeth approaches, the statues animate and open the door. It is otherwise un-openable without explosives.
24: Ooze Invasion p.86
The walls of the passages leading to this chamber are marked in chalk, reading “Out of Order, Please Find Alternate Route.” From the ceiling spills a group of loathsome MUNG (L3-B), having forced apart the stonework and pooling on the floor.
25: Overwrought Swinging Blade Room p.86
Large, crescent-shaped blades, patterned with flame designs, swing back and forth across the room ( Dread). They are suspended by metal threads woven into thick ropes, a mechanism jutting from the ceiling clicks with each pass.
26: Hunting Sargogs p.86
Three SARGOGS (L6-B) wearing riveted plate armor dwell in this chamber. As an insult, they have been trained to attack sarpathi on sight – other intruders are eaten because the snakes are hungry. A hidden door in the southern wall is made up of unmortared bricks—a hard blow against the wall would dislodge or collapse the section of false wall.
27: The Barricade p.86
A gigantic set of stone double doors, carved with sinister spikes and whorls, is defended by a makeshift barricade of dry wooden furniture manned by eighteen welkin WARRIORS. Without a password (see Room 5), or proof that all the sarpathi have been driven away, they lay down their lives to stop the Eye of Ehk being stolen. These final defenders are led by Damianus (L7-C), a living hero to the order. Above this scene hangs an elaborate oil-fed chandelier, seventy-eight tiny flames sprouting from complex brass tubing. The chandelier is suspended on a chain blackened with smoke—beneath the grime, it is corroded and weak.
28: The Living Eye of Ehk p.86
Within a black iron cauldron roils the still-living eye of a god. The size of a watermelon, raw and bloody, the slit-pupil wildly dilates and contracts, unable to focus on anything. It is suspended in acid which eats away at flesh – the divine nature of the eye protecting it from such trivialities. Close examination of the cauldron reveals it is balanced perfectly – any slight movement causes it to fall, spraying the acid everywhere. The walls are sculpted in threatening forms – abstract spikes, serpentine wrinkles and web-like structures.
29: Monastic Barracks p.86
A collection of forty monastic cells, where the welkin WARRIORS sleep and contemplate their duty. All are absent, presently defending the complex.
30: Monastic Officer Quarters p.86
A collection of twenty monastic cells, where the senior welkin WARRIORS contemplate their duty and sometimes sleep. All are leading their fellows in defending the complex.
31: Monastic Forge p.86
A cold, unlit forge fills the room, surrounded by broken weapons and armor, each made for a specific wielder, bearing their name in the scratchy alphabet of the welkin.