TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  HIG4-07 
   
   
   
   
   
   
   
   
  Cult of the Stone Serpent 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Highfolk Regional Adventure 
  Version 1.0 
   
   
   
  by Chris Tulach 
   
   
   
  Hooded strangers and missing townsfolk have the small gnomish mining community of Marringstone worried that 
  they’ve offended the spirits of the hills. The simple folk hope that your arrival will provide answers to the disturbing 
  events over the past few weeks. Part 1 of Three Furies, and Part 3 of Blood on the Trees. It is highly recommended that 
  this adventure is played before HIG4-08 Harmony of a Wicked Fate and HIG4-09 The Cauldron of Despair and Hope. 
  An adventure recommended for characters levels 5-13 (APLs 6-12). 
   
   
   
   
     
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  Cult of the Stone Serpent 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Highfolk.  Characters native to Highfolk pay one Time 
  Unit per round, all others pay two Time Units per round. 
   Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. 
  Cult of the Stone Serpent 
   
  Page 3 
  
  Adventure Background 
  Many secrets are held within the hills of the Sepia 
  Uplands. Some were discovered when settlers first 
  arrived, while others took much longer to pry from her 
  lonely valleys and forbidden caves. A few remain intact 
  even to this day, waiting for someone to stumble upon 
  them and bring them back into the world. 
   
  A mysterious hidden temple, carved into the side of 
  one of those hills, has become a beacon of hope for a 
  small tribe of ophidians. Pushed from their marshy home 
  in the Vesve Forest after the death of their “deity”, the 
  ophidians left in search of something to guide their 
  existence. Upon reaching the Sepia Uplands, they 
  discovered an ancient temple, apparently devoted to a 
  stone serpent. The hooded “priestesses” guarding the 
  place quickly intimidated them, and ordered the 
  ophidians to do their bidding. Upon the full light of 
  Luna, each month, the ophidians were to bring them a 
  sacrifice to be “fed” to the stone serpent. So, for the past 
  two months, the snake-people have offered sacrifices in 
  the stone serpent’s name – at first, they offered a 
  beastfolk slave they had taken with them from the Vesve. 
  After it became apparent that the “priestesses” wanted 
  more, they began to raid a nearby gnomish mining 
  village, stealing away two of the people that work there. 
  One, they offered as a sacrifice; the other was gleefully 
  turned into one of their own. Now a month has passed 
  again, and the ophidians have once again turned to the 
  hapless little community of Marringstone for more 
  sacrifices. 
   
  Adventure Summary  
  The introduction is an “off-stage” beginning of the Three 
  Furies story arc, and continues the plot thread presented 
  in past Highfolk scenarios, focusing on the forest town of 
  Quaalsten.  
   
  The heroes find themselves on a rest stop in the 
  small mining town of Marringstone, in the northeast 
  Sepia Uplands. The first evening, they learn that there is 
  a curfew, and everyone is ordered indoors. Apparently, 
  last month on the full moon, there was a kidnapping, and 
  the gnomes have heeded the warnings left for them from 
  their mysterious abductors. 
   
  The heroes may seek to thwart any attempts to 
  capture the gnomes, and may well stop Slennah, an 
  ophidian from a small tribe now living in the forested 
  hills just to the northeast of Marringstone. If they do not 
  succeed in stopping him, they may find tracks to follow 
  Slennah back to his home, or they may attempt to catch 
  him the following evening.  
   
  Investigation in the hills reveals the ophidian’s lair. 
  The heroes may choose to fight them, or they may wish 
  to speak with them to find out their reasons for 
  abducting gnomes. Speaking with the ophidians may 
  reveal the location of the hidden temple, near where the 
  ophidians make their lair. 
   
  Once at the door, the heroes may attempt to 
  decipher the riddle presented before them. If they do, 
  they can gain access to the interior the easy way. If not, 
  the PCs can always do what adventurers do best... 
   
  Entering, the “worship” chamber is filled with the 
  statues of several creatures, including a beastfolk from 
  the Woodshaper tribe (the same tribe as Marrgrawl from 
  HIG1-10 Grave Occurrence). There, the Stone Serpent, 
  guardian of the grounds animates and attacks the heroes. 
   
  Once past the construct, the heroes can enter the lair 
  of the three “priestesses”, medusae that have found a 
  home here in this strange, mysterious place. After the 
  fight has concluded, the heroes can triumphantly return 
  to Marringstone and resolve the finding of the beastman.  
   
  Special Play Option 
  This event while written separately, is part of the “Three 
  Furies” story arc, and has been written for continuous 
  play with the other two parts – HIG4-08 Harmony of a 
  Wicked Fate and HIG4-09 The Cauldron of Despair and 
  Hope. If you, as the DM, are running the same group 
  through all three events in a row without any other 
  scenarios interspersed in-between, all effects (both 
  magical and mundane) can continue between scenario 
  rounds (subject to normal time constraints). In addition, 
  permanent magic items found during the event can 
  remain on the PCs until the conclusion of the series. Ask 
  the players if they would like to play the event in this 
  fashion. If so, there is no upkeep cost for HIG4-08 and 
  HIG4-09. This option is particularly suitable to home 
  game groups, as they are likely to play with the same 
  group of people through all three rounds in the series. 
   
  DM Notes 
  At the beginning of this event, you should record each 
  PC’s Fortitude, Will save and Sense Motive check, for use 
  at any point within the round. Have each player roll 
  10d20, and record his or her results. That way, a player 
  never has to let you know they’re using Sense Motive, as 
  long as their PC is attentive to the situation in which it 
  may apply. Also, this allows you to check Will saves on 
  PCs without letting on that there’s something amiss. 
   
  In addition, please note anyone who possesses the 
  Year 1 Highfolk certificate called the Favor of Marrgrawl. 
  This may be important later in the scenario. 
   
  Cult of the Stone Serpent 
   
  Page 4 
  
  Introduction 
  This is presented as an exposition, in which the heroes 
  are not present. Let them know as such. 
   
  Curling tendri s of black smoke from humanoid 
  camps choke the air around the beleaguered town of 
  Quaalsten. Two armies - one of v le man-things from 
  the eastern reaches of the Forest, the other unholy 
  animate abominations who now feel only malice, coil 
  around the forest town, waiting for another 
  opportunity to finish what was started here well over 
  a year ago. 
  l
  i
   
  l
  t
   
   
  i
  i
   
   
  Over the wooden palisades, where men and 
  women act as sentinels looking out onto their fears, 
  the streets are choked with humans and elves dressed 
  for war. The stoic nature of their task ahead is evident 
  on their faces, as they make plans to meet the enemy 
  once again in bloody conflict. Laughter has ong ago 
  left the air, and joy is hidden away inside hope that a 
  future still exists for the folk of the Vesve. 
   
  The proud wooden spires of the Hearth of the 
  Unicorn’s Heart, the focal point of Ehlonnan faith, sit 
  amidst the solemn activity all around it. Inside the 
  temple, an ancient half-elven woman dressed in a 
  simple brown robe, lies motionless in bed. Maegla the 
  Dreamer, the seer of the temple, prophetess of the 
  fai hful, has not awoken from her slumber since 
  Quaalsten’s troubles began.  
   
  On the table next to her still frame is a flattened 
  scroll of vellum. Graceful words cover the page, but 
  no ink well or pen is near.  
  From out of legend they did come 
  To fix the wrongs that had been done 
  Three by three stood in their path 
  Furies with hearts full of wrath 
   
  Serpent’s eyes made cold as stone 
  Melodic words made others their own 
  Secret spells of old crones 
  Kept the Hero from his home 
   
  And what of those that stand and fight? 
  Will they last through this dark night? 
  The wind does not answer, it is still 
  But it begins in wooded hills 
   
  A chambermaid enters the room with a clay pitcher of 
  water, her eyes gaze upon the note, and she gasps as 
  the pitcher shatters on the floor. 
  Encounter One: 
  Marringstone’s Problem 
  The heroes find themselves entering the small mining 
  town of Marringstone. They have all been traveling 
  together for at least several days now; allow the players to 
  come up with reasons as to why. After players have 
  introduced their characters to one another, read the 
  following: 
   
  Cozy little homes with glowing hearths greet you as 
  you make your way into the small mining town of 
  Marringstone. The town of a few hundred gnomes 
  lies in the foothills of the Sep a Uplands, just south 
  from where the hills meet the towering trees of the 
  Vesve Forest. 
   
  Sooty-faced gnomes smile and wave as you pass 
  by, and a young gnomish lass kindly gives you 
  directions to the town’s inn, The Black Kettle. Dusk 
  soon will set upon the town, as it comes earlier now, 
  with the bite of a crisp Ready’reat day serving as a 
  reminder of the coming winter. 
   
  Opening the door, inviting smells of stew and a 
  warm fire embrace you. The inn is small, but it looks 
  clean and comfortable, and right now, it’s empty. 
  Only a fresh-faced, red-haired gnome woman stands 
  between you and a seat. She speaks in a bubbly, 
  pleasant voice. 
   
  “Welcome, travelers. Are you new in town? My 
  name’s Rosalathinda, but you can call me Rosey. Have 
  a seat – I’ll get you some fresh stew and some ale to 
  enjoy by the fire.” Rosey departs for the back, and you 
  hear talk ng coming from the kitchen. 
  Rosalathinda (female gnome Exp2; hp 10) is the owner 
  and innkeep of the Black Kettle Inn. It’s a small inn, with 
  only 4 rooms upstairs, and eight tables on the taproom 
  floor. This time of the year, business is relatively slow, 
  and most miners have called it quits for the season with 
  winter fast approaching. Although she won’t say so at 
  first, Rosey is very happy to see adventurers right now, as 
  she’s concerned about the abductions that happened last 
  month, and hopes that the PCs might help out. 
   
  When Rosey returns with the meals, she has a seat 
  alongside the PCs. Rosey is friendly and inquisitive, but 
  polite. She’s particularly interested in any good-looking, 
  stable-minded gnome male PCs, as she’s been alone for 
  some years now. Rosey chats with the heroes as long as 
  they want, and even shares a drink with them, if they ask. 
  She knows the following information (and relays it as 
  appropriate, but she certainly lets the PCs know of the 
  town’s problem): 
  Cult of the Stone Serpent 
   
  Page 5 
  
  � The person I was talking to in the back room is 
  my only son, Jadilstip. Jaddy’s my cook. He does 
  a real good job, but I think he’s going to be 
  leaving in another year or so to find a trade in 
  Gildenhand. 
  � Things are always really slow this time of year. 
  All the miners are starting to go home for the 
  winter, and this little town’s out of the way for 
  merchants and such. 
  � Good thing you made it in when you did, 
  because we’re all on curfew this evening, and for 
  at least the next few nights. 
  � Here in town, things were great until last 
  month. Some cloaked men took a nice young 
  married couple, Rezeldanter and Winnamina, 
  when Luna was last full in the sky. My son saw 
  them moving off from his window upstairs. 
  They left markings on their door in Draconic 
  that said, “Full moon, harvest time”. We don’t 
  want to take our chances, so we decided that 
  we’d have the town set a curfew during the 
  nights of the full moon. 
  � Most people around here think it’s the hill 
  spirits we’ve offended from the mining, and 
  they’ve sent their servants to exact a toll upon 
  us. Many folk in town remember the bad luck 
  they had with a haunted copper mine several 
  years ago, and now, they’re shaking in their 
  boots. 
  � Personally, I don’t know what’s going on. I’m 
  not about to let anyone snatch away my son or 
  myself though. We’ll take turns tonight 
  watching over each other, and I suggest you do 
  the same. 
  � We were going to pay for someone to come and 
  look into the matter, but we really don’t have a 
  lot of money here, and we know there’s a war 
  going on in the forest. We figured that most 
  good folk would be out there fighting, or at least 
  getting ready to.  
  Rosey doesn’t ask the heroes for help; she doesn’t know 
  them, and assumes nothing. However, she is overjoyed if 
  the PCs decide on their own to help the town, and she 
  offers them free meals and rooms if they can solve the 
  mystery.  
   
  If the PCs decide not to help out, Rosey understands. 
  She’s disappointed, but not angry.  
   
  Heroes may wish to interview Rosey’s son, Jadilstip 
  (male gnome Exp1; hp 6). Jadilstip is a young adult, and is 
  thrilled to see adventurers in the inn. He’s more than 
  willing to tell the PCs what he saw:  
  � There were two cloaked men carrying large 
  sacks (which obviously contained the gnomish 
  couple) that headed north of town, into the 
  forest.  
  � For some reason, I think I saw a tail on one of 
  the men, but it was dark and hard to see as they 
  were running off.  
   
  Tracking Them Down 
  If the PCs wish, they can attempt to follow the very old 
  and almost impossible-to-find tracks back to the lair of 
  the ophidians. Searching about town in the moonlit 
  night requires a Survival check by a character with the 
  Track feat (DC 56) to find. Yes, it’s DC 56. Of course, most 
  trackers won’t make that roll – after all, it’s been 28 days, 
  with hours and hours of rain, and they’re searching under 
  a moonlit sky.  
   
  Whether the heroes help or not, eventually it’s time for 
  bed. Rosey arranges rooms, and the heroes can do 
  whatever they wish (take watches outside, make shifts, 
  etc.). Once they’ve come up with a plan of action (even if 
  it’s just going to sleep), go to Encounter 2. 
   
  Encounter Two: Slennah the 
  Sneak 
  At night Slennah, one of the ophidians from the 
  displaced tribe, sneaks his way into the town, and finds a 
  home just a hundred feet away from the inn, across the 
  road to the east. The home’s only resident, an old miner 
  called Old Drem, is his target. If the PCs are out on 
  watch, have them make opposed Spot checks versus 
  Slennah’s Hide check. Note that it is nighttime, and only 
  characters that have some sort of exceptional vision with 
  a range of at least 100 feet are able to see him. Otherwise, 
  opposed Listen checks can be made versus Slennah’s 
  Move Silently, taking into account distance. If the PCs 
  hear or see Slennah, it is as he’s entering the home 
  through a closed up window. He’s quietly cutting away 
  the boards with his blade, which takes him some time. If 
  he succeeds, he enters the home, knocks out Old Drem, 
  puts him in a sack, exits the home, and makes off for the 
  lair to the north. 
   
  If the PCs manage to intervene, read the following: 
   
   
  Across the road to the east you see a cloaked figure 
  attempting to enter one of the gnome’s homes. He 
  has a sword out, and is cutting away at some shutter 
  boards on a window. 
  Slennah may be surprised by the PCs, depending on what 
  they do. No matter what, if the PCs intervene, he tries to 
  make a run for it (don’t forget, at higher APLs, Slennah 
  has the Run feat). 
  Cult of the Stone Serpent 
   
  Page 6 
  
   
  APL 6 (EL 2) 
  � Slennah the Sneak: hp 13. See Appendix 1 for 
  statistics. 
   
  APL 8 (EL 4) 
  � Slennah the Sneak: hp 38. See Appendix 1 for 
  statistics. 
   
  APL 10 (EL 6) 
  � Slennah the Sneak: hp 48. See Appendix 1 for 
  statistics. 
   
  APL 12 (EL 8) 
  � Slennah the Sneak: hp 69. See Appendix 1 for 
  statistics. 
   
  Tactics: If Slennah is not successful in his mission, he 
  attempts to flee for his life, heading for the woods north 
  of town (where his chameleon-like skin can better hide 
  him). He does not try to fight the heroes unless cornered. 
   
  Treasure: Slennah has very little besides his scimitar and 
  leather armor. See the Treasure Summary. 
   
  Development: Slennah is a coward but he fears the 
  Stone Serpent. If Slennah is captured, he can speak 
  Common or Yuan-Ti, and can reveal the following 
  information if a DC 25 Diplomacy or Intimidate check is 
  made to influence him to talk: 
  � Who are you? I am Slennah of the Blackskull 
  Tribe.  
  � Why are you taking gnomes? I have the most 
  sacred duty to bring the sacrifices back to the 
  temple to sate our patron, the Stone Serpent. He 
  feeds upon one every full moon. (Slennah does 
  not take the heroes to the temple unless they 
  initially succeeded on a DC 40 Diplomacy or 
  Intimidate check.) 
  � What is the Stone Serpent? It is our hope and 
  salvation. The priestess who guard him tell us 
  that the scalyfolk shall be granted great gifts of 
  divine favor for doing the Serpent’s will. 
  � What priestesses? They are the Keepers of the 
  Serpent, and those who speak words of wisdom 
  to us. 
  � Where’s the rest of your tribe? They are to the 
  north of here, but I’ll not show you the way. 
  They are mighty warriors, and we have a 
  powerful ritemaster with us, that knows the 
  secrets of magic. (If the PCs initially succeeded 
  in a DC 40 Diplomacy or Intimidate check, 
  Slennah does show them the way to the lair.) 
  � How many others are there? A few, but they 
  are all great warriors, skilled in battle. I am the 
  least among them. (Slennah is bluffing; roll his 
  Bluff check with a modifier of +0 and compare it 
  to the PCs’ Sense Motive rolls to determine if 
  they catch him on the bluff.) 
  � Who is your leader? Lissesk leads us. He is the 
  greatest among my people. 
  � You mentioned that the Stone Serpent feeds 
  upon one sacrifice every ful  moon. What 
  happened to the other gnome? He has been 
  given the greatest gift we can give him... he is 
  now one of us. 
  l
  � One of us? Yes, his flesh is as mine. We made 
  him into one of us. He cannot go back, and does 
  not want to. 
  Slennah does not expand upon the above information, 
  unless the party’s Diplomacy  or Intimidate check was 
  DC 40 or higher. In that case, he’ll tell the party anything 
  else that he reasonably knows (for instance, the nature of 
  the serpentine curse he possesses). 
   
  Tracking Them Down... Again 
  If the PCs are too late to stop Slennah, cut him down 
  without talking to him, or dawn breaks, they can search 
  the area, and stand a much easier chance of finding 
  tracks. The Survival skill check for a character with the 
  Track feat is 15, or 18 if conducted at night. The trail leads 
  on for 4 miles (requiring 4 checks) into the hilly woods. 
  If the PCs don’t possess a character with Track, Rosey 
  suggests Nillam (male gnome Com3; Survival +4; Track 
  feat; hp 12), a gnome woodsman who’s good with tracks 
  and the like. He lives above his shed at the southern edge 
  of town. 
   
  The tracks appear to be made by bare clawed 
  reptilian-like feet, and occasionally tail drag marks can be 
  spotted with the footprints. 
   
  Once the PCs have made it to the lair, go to Encounter 3. 
   
  Encounter Three: Cult of the 
  Stone Serpent 
  Adjust the text below if Slennah has led the PCs to the 
  lair. 
   
  The tracks lead you to a well-concealed hole, which 
  takes you a few moments to find. After clearing away 
  the brush, you see a shaft in the earth that leads down 
  into darkness. 
   
  Cult of the Stone Serpent 
   
  Page 7 
  
  The shaft is wide enough for one Medium-sized creature 
  or 2 Small creatures to climb down at the same time. 
  There is no ladder or other aid to assist in climbing. The 
  Climb check for those without rope is 15; if the creature 
  climbing is Large, the DC is 10 (the creature can brace 
  against the sides); but the movement of the creature is 
  reduced by half, due to squeezing. Of course, with a rope, 
  the Climb DC is either 5 or 0 (unknotted and knotted 
  ropes, respectively). 
   
  The shaft goes down 70 feet to a landing. Once there, 
  go to Area A. 
   
  The Blackskull Lair 
  Use Map 1 for the lair. The lair has no lighting, so adjust 
  descriptive text based on the party’s vision. The walls are 
  earth and stone. Most of their lair is a natural 
  underground cave, except for the shaft leading up and 
  Area A.  
   
  Area A 
  A strange, pungent wet odor assai s your senses. A 
  passage carved into the earth bends to the right 
  beyond your sight. 
  l
   
  When the PCs arrive here, all of the ophidians are in Area 
  B - except for Lissesk, who is at position 2 in Area C 
  (APLs 8-12), and Shaless, who is at position 3 (APL 12 
  only). The ophidians in Area B stand a good chance of 
  hearing the PCs – make Listen checks for them at a DC of 
  4 (if they are talking) or 9 (if they’re not talking), unless 
  the PCs are taking special precautions. If the ophidians 
  hear the PCs, they ready themselves for battle; see Area B.  
   
  Once the PCs continue on, go to Area B. 
   
  Area B 
  This area is a large natural cavern, and certainly 
  shows signs of occupation. Bones, soiled blankets, 
  and other primitive accoutrements are scattered all 
  around this area. To the south, three sets of natural 
  stairs formed of earth and stone continue downward.  
   
  The walls here slope up to a height of 20 feet. Mixed in 
  with the primitive belongings is a torn and dirty set of 
  bedclothes – the remains of Rezeldanter’s former life. 
   
  If the PCs made little noise, and the ophidians didn’t 
  hear them, the snake-people notice the PCs, but do not 
  have time to hide themselves. They are set up in position 
  1 on the map. However, if the ophidians heard the PCs in 
  Area A, they line themselves up against the walls, hiding 
  and using their natural chameleon abilities to ambush the 
  heroes. In this case, the PCs do not get an action in the 
  surprise round unless a PC makes a Spot check versus the 
  lowest ophidian’s Hide check.  
   
  In addition to the bulk of the tribe, Lissesk, the cult 
  leader, comes into the fray after round 2 of combat, or 
  he’s immediately there if the ophidians were alerted to 
  the PCs’ presence. The same holds true of Shaless at APL 
  12. Slennah the Sneak is also present if the PCs failed to 
  stop him in Encounter 2. 
   
  APL 6 (EL 6) 
  Ophidians (4): hp 12, 13, 13, 14. See Appendix 1 for 
  statistics. 
   
  APL 8 (EL 8) 
  Ophidians (4): hp 12, 13, 13, 14. See Appendix 1 for 
  statistics.  
  Lissesk, Cult Leader: hp 50. See Appendix 1 for 
  statistics. 
   
  APL 10 (EL 10) 
  Ophidians (8): hp 11, 12, 12, 13, 13, 13, 14, 14. See 
  Appendix 1 for statistics.  
  Lissesk, Cult Leader: hp 73. See Appendix 1 for 
  statistics. 
   
  APL 12 (EL 12) 
  Ophidians (8): hp 11, 12, 12, 13, 13, 13, 14, 14. See 
  Appendix 1 for statistics.  
  Lissesk, Cult Leader: hp 89. See Appendix 1 for 
  statistics. 
  Shaless of the Black Scale, Ritemaster: hp 71. See 
  Appendix 1 for statistics. 
  Shaless’ Viper Familiar: hp 35. See Appendix 1 for 
  statistics. 
   
  Tactics: Lissesk attempts to move the battle from Area B 
  into Area C, so that he can try and lure a hero close 
  enough to the ochre jelly pit for a bull rush attempt 
  (either by himself or his tribemates). He calls out this 
  tactic to the rest of the tribe in Yuan-Ti, hoping to get 
  them to follow him there. 
   
  If given time, Shaless prepares for combat by casting 
  bull’s strength and bear’s endurance from his scrolls on 
  Lissesk, and casts invisibility on himself. His snake 
  sneaks up to a PC in combat (usually a spellcaster, like a 
  wizard or sorcerer) and attempts to bite. 
   
  Treasure: Lissesk, Shaless, and the other ophidians have 
  some treasure, but it is all carried with them, never left 
  lying. See the Treasure Summary for details. 
   
  Cult of the Stone Serpent 
   
  Page 8 
  
  Area C 
  Another arge area opens up, and it appears to be well
  maintained and clean compared to the last cavern. To 
  one side you see a large pit in the floor. 
  l
   
   
  Positions 2 and 3 are Lissesk’s and Shaless’ living quarters 
  respectively. They are above the ground by 15 feet. The 
  walls here slope upward to a height of 30 feet. The pit’s 
  bottom is 20 feet down; there is a shelf at 10 feet as well. 
   
  If the PCs are very stealthy, and manage to sneak 
  past or kill all the other ophidians without much noise, 
  Lissesk and Shaless can be found in their respective 
  living areas. 
   
  In the very bottom of the pit is an ochre jelly that 
  occasionally gets fed remains at the amusement of the 
  ophidians. It only digests flesh, so hair, bones, clothing, 
  and other items have littered the pit underneath its mass. 
  The PCs may kill it from up top, but it can move (albeit 
  slowly) up the sides of the pit to attack creatures that are 
  hurting it. It does not attack unless the PCs hurt it. 
   
  ALL APLS 
  Ochre Jelly: hp 84. See the Monster Manual, pages 201-
  203, for statistics. 
   
  Treasure: If the ochre jelly is killed, and the bottom of 
  the pit is searched (Search check, DC 23), they can find 
  amongst the grisly remains a rope of climbing. See the 
  Treasure Summary for details. 
   
  Troubleshooting 
  Talking a Way Out 
  It is possible for the PCs to attempt to talk with Lissesk 
  and Shaless. If the PCs try to reason with them, they can 
  try to make a Diplomacy check (DC 25) or Intimidate 
  check on Lissesk (DC 25). If successful, the ophidians 
  keep their weapons out and are ready to strike, but they 
  listen to what the heroes have to say, and participate in 
  conversation. Here’s what they know: 
  � They originally come from the marsh in the 
  Vesve Forest. 
  � Their tribe was nearly wiped out when 
  Blackskull, a powerful black dragon whom they 
  worshipped, was killed by something else. After 
  that, the Keepers of the Balance, a lizardfolk 
  tribe, raided them and drove the remainder of 
  them from their home. 
  � When they left, they took very little, but along 
  the way found a beastfolk slave to help with 
  menial tasks. 
  � Eventually, not far from here, they came upon a 
  strange door that opened for them at a touch on 
  the light of a full moon. 
  � Inside, they found a shrine with statues of 
  various creatures. Three hooded women greeted 
  them, and told them that they had entered the 
  sacred Temple of the Stone Serpent, and that 
  they were the priestesses who guarded the 
  place. 
  � The ophidians, intrigued, asked for proof of the 
  divinity of the Serpent. The priestess motioned 
  to the great carving of the Stone Serpent on the 
  wall, and it struck out at their servant, instantly 
  turning him to stone.  
  � The priestesses asked for a sacrifice once every 
  full moon from them, and told them that the 
  Serpent would bless them with magic power if 
  they continued the offerings for one year.  
  � The tribe found this lair, and after searching for 
  a few days, found a nearby village where they 
  could obtain sacrifices. Last month, they took 
  two gnomes – one for a sacrifice, and one to 
  begin repopulating their tribe. He has been 
  transformed, and walks among them now. 
  The ophidians can be convinced to stop attacking the 
  gnomes if they can get their slave back, and the heroes 
  show proof that they bested the Stone Serpent (the 
  ophidians are certain this will not happen). They are 
  more than willing to show the PCs the way to the temple 
  (as they’ve just brought more sacrifices to the Stone 
  Serpent, which should please it even more). If that 
  happens, see Encounter 4. PCs that successfully 
  negotiate with the ophidians receive full XP as if they 
  had defeated them. 
   
  What Lissesk Knows 
  Lissesk, the cult leader (or one of the ophidians at APL 6) 
  knows exactly why he picked this area to settle down. 
  While moving through the Vesve, he was approached by 
  a beautiful woman that told him to go to Marringstone, 
  find the hidden lair, and search for “something of 
  interest”. The woman did not give her name, and would 
  only say “once it is found, I will let you know”. She gave 
  him a gift of a beastfolk slave (Gnarlgarr) to help them 
  with menial tasks as a thank you for helping her. 
   
  The whole affair with the Stone Serpent was 
  certainly something neither Lissesk anticipated, nor the 
  mysterious woman. Lissesk does not reveal the above 
  information, unless magically coerced or asked the right 
  questions in a speak with dead. 
   
  Cult of the Stone Serpent 
   
  Page 9 
  
  The Gnomes 
  Rezeldanter, the captured gnome who was turned into an 
  ophidian, is lost. There is no way the PCs have available 
  to reverse his transformation (it requires a wish or 
  limited wish). However, Old Drem, if captured, has 
  recently been bitten, and the curse can be lifted by a 
  remove curse or remove disease spell. 
   
  The Serpentine Curse 
  When the ophidians bite the PCs, don’t have the PCs roll 
  their Fortitude saves. Use the rolls they gave you at the 
  beginning of the scenario to see if they successfully 
  saved. Make a note of any PC that has contracted the 
  curse, especially if the scenario is being run with the 
  special play option. 
   
  PCs with Knowledge (nature) may make a check at 
  DC 22 to know the nature of the serpentine curse, and 
  what specifically happens to a victim. 
   
  Following Tracks 
  If the PCs kill all the ophidians, they can find tracks 
  leading west from their lair (Survival check with Track 
  feat, DC 14). The tracks continue on for about 3 miles 
  before they come upon the hill. See Encounter 4. 
   
  Encounter Four: The Temple 
  Door 
  You come to a large forested hill. After clearing away 
  some brush, you find a door tucked nto the southern 
  side. It is ornate, and bears an inscription along the 
  rounded frame. In the center of the door is a clear 
  crystal, and directly below it is a recess that looks 
  about the size of a human’s hand. 
  i
   
  i
   
  The inscription on the door is written in Draconic. It 
  says: 
   
  When Luna’s light shines full and fine 
  Those of the scale may enter inside 
   
  � Magically Treated Stone Door: 4 in. thick; hardness 
  16; hp 120; Break DC 48. This door has nested hinges 
  (meaning it is impossible to take apart the hinges without 
  destroying the whole door). The door detects as moderate 
  abjuration magic if checked (DC 20 to determine the 
  school).  
   
  The PCs must wait until nightfall, when the moon is full 
  (the first night in Marringstone was the first of three 
  nights of the full moon). At that time, when the light of 
  Luna (the larger moon), strikes the crystal on the door, if 
  a hand of a reptilian or snakelike creature is placed in the 
  depression, the door opens. A character with Use Magic 
  Device can emulate a scaly race (such as a kobold or yuan-
  ti) with a DC 25 check. Alternatively, magic could be 
  used to open the door; a character using alter self or 
  polymorph could easily transform themselves or one of 
  their companions into a scaly humanoid. 
   
  Of course, the PCs could just bash the door in, 
  although it probably will take them a long time. If they 
  do that, the medusae are certainly made aware of their 
  presence. 
   
  Once the PCs are through, go to Encounter 5. 
   
  Encounter Five: The Stone 
  Serpent 
  On the other side of the door placed on the frame leading 
  inside, is a permanent alarm spell (caster level 9
  th). Once a 
  PC enters the doorway, a silent alarm alerts the medusae 
  to the PCs presence, and they command the Stone 
  Serpent to attack. Read the following when the PCs 
  enter: 
   
  This rectangular room is littered with broken stone 
  statues, as well as several intact ones. On the wall to 
  the right, a massive serpent carving towers, coiled 
  back and forth up to the ceiling. Ahead of you, as well 
  as to your immediate right, are the statues of three 
  orcs warriors, blades drawn, and snarling faces full of 
  bloodlust. 
   
  To your left s another stone door, although not 
  as ornate as the one from which you just entered. To 
  either side of the door are two other statues – the far 
  one is a female gnome dressed in a bedgown, and 
  nearer to you is a strange furred humanoid, somewhat 
  feral in appearance. At your feet lie the shattered 
  remains of other stoneworks. 
  The room is 40 feet long by 20 feet wide; the PCs enter at 
  the southern end of the room, in the center (the door 
  opening is ten feet wide). The other door leading further 
  in is located on the western wall; it is also ten feet wide. 
  This room can be accurately represented by using the 
  Dungeons & Dragons Miniatures terrain tile called 
  “Medusa’s Chamber”; the area where the opening is on 
  the eastern wall is where the Stone Serpent starts when it 
  animates (the eastern opening is a wall). 
   
  The three orcs are previous victims of the Stone 
  Serpent’s bite; statues in which the medusae have not yet 
  tired of. The other two are of greater interest to the PCs – 
  Winnamina, one of the two missing gnomes from 
  Marringstone, and the ophidians’ beastfolk slave, 
  Gnarlgarr.  
  Cult of the Stone Serpent 
   
  Page 10 
  
   
  Of more immediate concern however, is the Stone 
  Serpent that animates from the wall. Read the following 
  if the PCs set off the alarm: 
   
  All of a sudden, a sharp crack is heard, as the 
  serpentine carving comes free of its place on the 
  eastern wall. Its eyes and mouth glow with a pale 
  green light as it threatens you with its stone fangs. 
   
  APL 6 (EL 8) 
  � Stone Serpent: hp 74. See Appendix 1 for statistics. 
   
  APL 8 (EL 10) 
  � Stone Serpent, Advanced: hp 112. See Appendix 1 
  for statistics. 
   
  APL 10 (EL 12) 
  � Stone Serpent, Advanced: hp 140. See Appendix 1 
  for statistics. 
   
  APL 12 (EL 14) 
  � Stone Serpent, Advanced: hp 184. See Appendix 1 
  for statistics. 
   
  Development: Freeing the stoned individuals is 
  discussed in the Conclusion, below.  
   
  The door on the west wall is not locked. Once the PCs 
  have defeated the Stone Serpent, proceed to Encounter 6. 
   
  Encounter Six: Three Furies 
  Use Map 2 for reference for this area. This map is the 
  “Lost Temple” map available in Dungeons & Dragons 
  Miniatures Tournament Kits, or downloadable from the 
  Wizards of the Coast website at www.wizards.com/minis. 
  The only light is that provided by Area 2; it is equivalent 
  to torchlight. The door from the previous room opens up 
  on the lower right hand side of the map, where the “Xs” 
  mark the PCs’ starting points. Read the following once 
  the PCs have entered: 
   
  You enter a massive chamber of darkness. The only 
  light is from a soft white glow far ahead and to the 
  right. Here and there, carved pillars extend upwards, 
  reminding you of some sort of temple. Ahead, broken 
  spears and ancient rusted swords litter the ground; 
  cloaks and helms of bygone times betray their age by 
  their ruin. 
  Area A 
  Here, a statue lies of a gigantic man in some sort of 
  plate armor, broken and ruined.  
   
  The stone statue can be correctly identified with a 
  successful Knowledge (the planes) check, DC 35. If 
  successful, the character knows it is a titan, a creature of 
  legend both beautiful and terrible. 
   
  Area B 
  A glowing circle of white ligh  provides some 
  illumination for this portion of the chamber. Upon 
  closer inspection, it is several motes floating in the 
  air, spaced exactly apart from one another. You can 
  barely hear a sl ght humming sound as you approach 
  it. 
  t
   
  i
   
   
   
   
  The motes are space about one foot from each other. It is 
  also apparent that there are markings on the floor, 
  tracings in some arcane pattern. 
   
  While this might appear at first to be a summoning 
  circle, a Knowledge (arcana) check (DC 20) proves 
  otherwise, although it does not yield its purpose. A detect 
  magic spell reveals strong divination magic (DC 23 for 
  the school). 
   
  If a character steps into the circle, read the 
  following: 
   
  Your mind swims with peaceful thoughts, and then 
  the ruined temple around you looks new, and 
  sunlight streams in from all around. Outside, you see 
  something in the air, flying toward you, but the 
  sunlight obscures its form until it lands. Then, you 
  see it just past the pillars of the glowing temple – a 
  majestic winged horse that looks upon you with 
  noble grace.  
   
  In an instant, you’re back in the circle, the ruins 
  of the dark temple all around you. 
  If the PC is good aligned, and able to cast summon 
  monster spells, celestial unicorn (CG alignment) may 
  now be added to the list of monsters that PC may 
  summon with a summon monster IV spell. 
   
  A hero that is of neutral alignment (LN, N, CN) 
  receives the vision, but does not receive the benefit even 
  if they are able to cast summon monster. 
   
   
   
  A character that, for some reason, radiates evil (or 
  has an item upon his/her person that radiates evil), 
  suffers a bestow curse effect (15
  th level caster; DC 20 Will 
  save negates) that grants them a –4 penalty on all d20 
  rolls until the curse is removed. The character does not 
  receive the vision, and feels no differently than before. 
   
  Cult of the Stone Serpent 
   
  Page 11 
  
  Area C 
  Within the rubble, objects of gold and silver poke out 
  here and there. This is obviously some sort of treasure 
  pile. 
   
   
  Inside here, the character can find 200 gp worth of 
  objects (platters, cups, portrait frames) consisting of some 
  sort of valuable metal (mostly gold and silver). They are 
  all ancient, and tarnished, but with cleaning, are certainly 
  worth money to a collector. 
   
  If the PCs do a Search check (DC 21), it reveals a 
  small ceramic jar. Inside the jar is one application of 
  stone salve. 
  Treasure: The stone salve can be found in the Treasure 
  Summary, below. 
   
  Sisters of the Serpent 
  Inside this temple, locked away for all time, until 
  recently when the ophidians released them, is a trio of 
  medusae. They have been suspended here for likely 
  centuries, and are only now beginning to plot and 
  scheme again. It is their sincere hope that the ophidians 
  would wind up being their eyes and ears to the outside 
  world, but now the heroes have come to spoil the 
  beginnings of their plans. 
   
  Generally speaking, the medusae wait at the 
  positions on the map – Hilestia at 1, Clavistra at 2, and 
  Delphnae at 3. More than likely, they have heard the PCs, 
  and they take appropriate measures. Delphnae casts spells 
  on herself and others while the PCs approach. If the PCs 
  tarry too long in the glowing circle, Hilestia initiates the 
  combat with arrow shots. Otherwise, they hide until the 
  PCs come within range of their terrible gaze. 
   
  APL 6 (EL 8) 
  � Hilestia, Archer: hp 33. See Appendix 1 for statistics. 
  � Clavistra, Warrior: hp 39. See Appendix 1 for 
  statistics. 
  � Delphnae, Sorceress: hp 33. See Appendix 1 for 
  statistics. 
   
  APL 8 (EL 10) 
  � Hilestia, Archer: hp 38. See Appendix 1 for statistics. 
  � Clavistra, Warrior: hp 45. See Appendix 1 for 
  statistics. 
  � Delphnae, Sorceress: hp 38. See Appendix 1 for 
  statistics. 
   
  APL 10 (EL 12) 
  � Hilestia, Archer: hp 57. See Appendix 1 for statistics. 
  � Clavistra, Warrior: hp 67. See Appendix 1 for 
  statistics. 
  � Delphnae, Sorceress: hp 50. See Appendix 1 for 
  statistics. 
   
  APL 12 (EL 14) 
  � Hilestia, Archer: hp 73. See Appendix 1 for statistics. 
  � Clavistra, Warrior: hp 85. See Appendix 1 for 
  statistics. 
  � Delphnae, Sorceress: hp 62. See Appendix 1 for 
  statistics. 
   
  Tactics: The medusae are wily, and work together in 
  concert, since they aren’t affected by each other’s gaze 
  attack. Hilestia and Clavistra use their potions just after 
  the PCs are detected in the room, and Delphnae casts 
  spells on herself and the others before initiating her 
  attacks.  
   
  Generally speaking, Hilestia will move in and out of 
  melee combat with the heroes, while Clavistra and 
  Delphnae will seek cover and use their ranged attacks 
  and spells (including gaze). Clavistra uses however many 
  stoneheart arrows she has at the PCs. Delphnae is the 
  most likely to use her gaze actively, since she knows she 
  has the most powerful of the three of them. 
   
  Treasure: The treasure of these medusae can be found in 
  Area C, as well as on their person. In addition, characters 
  that roll a successful Knowledge (arcana) check (DC 20) 
  realize that the left eye of a medusa can be harvested and 
  used as a valuable spell component. See the Treasure 
  Summary for details. Note that one PC in the party 
  must succeed at the check in order for the whole 
  group to get the components. Otherwise, check the 
  three boxes on the Adventure Record next to the entry. 
   
  Development: The medusae do not speak to the PCs 
  under any circumstance, except to mention that they 
  waited centuries only to be foiled by some foolish heroes. 
  Attempts to magically coerce them, or speak with dead 
  reveals the scant information listed above. If asked, “who 
  trapped you here?” a medusa replies, “the gods of our 
  time”.  
   
  Conclusion: What To Do With 
  All These Statues? 
  Freeing the Stoned 
  Undoubtedly, PCs may wish to free the petrified 
  individuals. There is one application of stone salve the 
  heroes may use to attempt to free someone. Assume the 
  person succeeds in the Fortitude saving throw (but don’t 
  Cult of the Stone Serpent 
   
  Page 12 
  
  tell the players, and roll the die anyway to give the 
  impression that it’s still dicey). 
   
  Of course, the PCs may have access to stone to flesh 
  or break enchantment (or other, more powerful magic). 
  The final alternative for PCs wishing to free the petrified 
  innocents is to take them to Highfolk town, and enlist 
  the services of a Guildsmen of the High Art wizard. 
   
  Freeing Winnamina 
  If the heroes free Winnamina, she is a babbling mess, 
  unable to do anything but cling closely to another 
  gnome, or someone else showing her kindness.  
   
  Once she’s home, and settled down some (it takes a 
  day), she can tell the heroes that she and her husband 
  were captured by snake people, and she was separated 
  from him. Then, she was brought to a statue room, where 
  a woman with snakes for hair gazed into her eyes. That’s 
  that last thing she remembers, until the heroes revive 
  her. She’s grateful for their help, but very distraught over 
  the loss of her husband. 
   
  Freeing the Orcs 
  The orcs care nothing for the PCs, but they are willing to 
  make a truce until they can leave. They simply tell the 
  PCs that some of their tribe discovered this place, and 
  their shaman found a way inside by changing his skin. Of 
  course, that was the end of them, as a great stone snake 
  attacked and turned them to stone.  
   
  The orcs initially assume the heroes killed the rest of 
  their tribe, and attempt to seek revenge on the PCs if left 
  to their own devices (see HIG4-08 Harmony of a Wicked 
  Fate). They do not initiate combat with the heroes at this 
  point. 
   
  Freeing Gnarlgarr 
  Gnarlgarr (male beastfolk, NG, hp 11) is a beastfolk, a 
  race of reclusive furred humanoids that live in a portion 
  of the Vesve Forest. Beastfolk are slender humanoids and 
  have a fine coat of green or olive fur. Underneath the 
  exterior coat of fur lies a coarse black fur that 
  instinctively moves about, to provide him with superior 
  camouflage while hunting in the forest. 
        Beastfolk speak their own language, which uses some 
  Sylvan, gestures, and changes on the patterns of their fur. 
   It is thus impossible for an outsider to duplicate 
  anything more than the rudiments of their language, and 
  that is only possible if the listener understands Sylvan.  
  More intelligent beastfolk sometimes speak full Sylvan. 
   
  Beastfolk are completely distrustful of any magic 
  (and, in fact, have spell resistance 20), and don’t believe in 
  deities. They are never spellcasting characters – most 
  beastfolk are either fighters, barbarians, or rogues (their 
  favored class). 
   
  If Gnarlgarr is revived, he initially goes into a panic, 
  running about (if he’s able), and hiding from the heroes 
  (although he doesn’t actually leave their sight, unless 
  they threaten him). He doesn’t let himself be touched in 
  any way unless he is certain the PCs are benevolent. 
  Heroes who speak Sylvan can communicate basic 
  information like “hunger”, “friend”, and so on. A 
  comprehend languages spell does not work well on 
  Gnarlgarr, since it only allows the caster to understand 
  what a speak of Sylvan already knows (basic concepts). 
  Also, comprehend languages requires the caster to touch 
  the target, and with Gnarlgarr’s current disposition (and 
  disbelief in magic), that could be very difficult. 
   
  A tongues spell is much better, since it allows the 
  hero to understand Gnarlgarr fully, although it only 
  allows the hero to communicate in basic terms (since it 
  doesn’t grant the caster the ability to communicate non-
  verbally).  
   
  Gnarlgarr responds immediately well to characters 
  wearing (or showing) the Favor of Marrgrawl. This vine 
  necklace is a symbol of greatness among the Woodshaper 
  tribe, of which Gnarlgarr belongs. He carefully extends 
  his hand, touching the PC’s arm and caressing the 
  necklace. If he is fully understood, he calls the PC 
  “ranger-friend”, and talks almost exclusively to him or 
  her. 
   
  Gnarlgarr should be played as a cautious hopeful, 
  who wants to believe the PCs can help. Remember that 
  his tribal culture means he cannot communicate certain 
  nuances that civilized characters can; when playing him, 
  speak simply (and never infer anything that has to do 
  with magic, spirits, or gods). If the PCs are able to 
  communicate with him, Gnarlgarr can relate the 
  following (give broad generalities if they only understand 
  Sylvan): 
  � I am Gnarlgarr, of the Woodshaper Tribe. You 
  must be rangers come to free me. I thank you 
  for your kindness. 
  � I have been with the snakefeet for a time now. 
  They took me from the Dark Women. They 
  made me do things for them, but not bad things. 
  Helping things. They have a weakness that I see 
  when they are with others. They like to work for 
  others, and they brought me here as a gift for 
  the green-eyed snake. He bit me, and now I’m 
  here with you.  
  � The Dark Women live in our forest, but we do 
  not go into their lands. They are like you, but 
  not. They have hate in their hearts, and bear us 
  pain, so you are only like them in sight. 
  � The Dark Women live past the shores of the 
  Lake of Gloom. It is in the center of our forest, 
  and our smiling folk do not speak well of it. 
  Cult of the Stone Serpent 
   
  Page 13 
  
  � The smiling folk look like you, but are different. 
  They have been with us since the beginnings, or 
  so the tales say. 
  � The Black Guardian watches the shores, so few 
  of our tribe go there. He is a horned beast that 
  has sharp claws, and walks as we do. 
  � (Especially if someone bears the necklace, but 
  eventually Gnarlgarr gets to talking about it) 
  The Dark Women have the first-ranger, our 
  oldest friend among your kind. (If a PC has the 
  necklace) He gave you the favor of our people. 
  They keep him past the lake. No one knows 
  what has become of him. It has been long since 
  we last saw him. 
  � You, who have the ranger’s heart, should help. 
  Together, we can go to my home, and find him. 
  I can be your guide. 
  Gnarlgarr refers to Elrenn Walthair, Lord Marshal of the 
  Vesve Forest as the “first-ranger”. Several heroes may pick 
  up on this from the last time they met with a beastfolk 
  (Marrgrawl); if they do not, they can certainly make a 
  Knowledge (local – Iuz’s Border States) check to identify 
  the person Gnarlgarr refers to as Elrenn Walthair. 
  Rangers of the Vesve know this automatically. 
   
  The Lord Marshal and leader of the Rangers of the 
  Vesve Forest has been gone for more than a year now, 
  and most have thought him lost to Iuz. The suspicions 
  aren’t far from the truth (more is revealed in the next two 
  adventures in the Three Furies series). 
   
  At any rate, Gnarlgarr is far from home, and certainly 
  accompanies the PCs unless they threaten him (in which 
  case, he leaves on his own, complicating things for the 
  heroes in the future). He stays on the outskirts of 
  civilization, preferring to wait and hide while the PCs are 
  in town. 
   
  Carrying the Statues 
  If the PCs are unwilling to let the petrified characters 
  stay in the Sepia Uplands, they can take them along if 
  they wish. The gnome weighs 100 pounds, the beastfolk 
  300 pounds, and the orcs weigh 500 pounds a piece as 
  statues. A cart can be found in Marringstone at no cost, 
  and Rosey can sell the heroes a draft horse (along with 
  tack and harness) if they wish it. 
   
  Special Play and the Serpentine Curse 
  Make certain to keep track of characters that succumbed 
  to the serpentine curse of the ophidians. The changes 
  happen gradually at first, so describe to an afflicted hero 
  the change in complexion, shortening of their legs, etc. 
  Hopefully, the heroes are able to find a cure before it’s 
  too late, but it might go on throughout the next scenario 
  if they can’t figure it out. 
   
  If you’re not using the special play option, the curse 
  ends at the conclusion of this scenario. 
   
  Back to Marringstone 
  When the PCs return to Marringstone, read the 
  following: 
   
  Rosey is overjoyed at your return, and promises to 
  keep your bellies and tankards full as you rest at the 
  inn. Eventually, she learns of Gnarlgarr, and while he 
  doesn’t come into the village, Rosey brings h m some 
  food now and again which meets with the beastfolk’s 
  approval.  
  i
  l
  l
  l
   
  i
   
   
  After staying for a couple days to rest, you 
  prepare yourselves to leave. As you gather up your 
  gear and are ready to depart, Rosey’s son Jadilstip 
  comes up to you. In his hands, he has a beautiful 
  golden clasp, with a large aquamarine set in the 
  center. “We don’t have much, but I have this” Jaddy 
  says. “Please take it not so much as payment, but as a 
  reminder of Marringstone and a place you can always 
  cal  home.” Jadi stip hands you the heir oom, and 
  smiles as he walks back inside the Black Kettle. 
  At the end of the adventure, one PC gets to keep the 
  aquamarine clasp. Make sure they write where they’re 
  keeping the clasp on their Adventure Record for later 
  use. 
   
  You hit the cool autumn trails again, heading to the 
  southeast, towards the Beastman Forest. Then, at 
  dawn of the next day, you receive a magical message – 
  a sending spell. “Please make your way to Highfolk 
  with much haste” said an old friend. It was Everain 
  the Intrepid, a wizard whom you’d helped out before, 
  and his vo ce bore a strong sense of urgency. What he 
  wants is anyone’s guess. 
  This ends Cult of the Stone Serpent. Heroes can talk 
  about the choice they will make, but they don’t have to 
  take action until the beginning of the next scenario, 
  HIG4-08 Harmony of a Wicked Fate. 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Cult of the Stone Serpent 
   
  Page 14 
  
  Encounter Two 
  Defeat Slennah 
   
  APL 6 60 xp; APL 8 120 xp; APL 10 180 xp;  
  APL 12 240 xp. 
   
  Encounter Three 
  Defeat the Cult (includes negotiation) 
  APL 6 180 xp; APL 8 240 xp; APL 10 300 xp;  
  APL 12 360 xp. 
   
  Encounter Five 
  Destroy the Stone Serpent 
  APL 6 240 xp; APL 8 300 xp; APL 10 360 xp;  
  APL 12 420 xp. 
   
  Encounter Six 
  Defeat the medusae 
  APL 6 240 xp; APL 8 300 xp; APL 10 360 xp;  
  APL 12 420 xp. 
   
  Story Award 
  Retreiving Gnarlgarr: 
  APL 6 90 xp; APL 8 90 xp; APL 10 90 xp;  
  APL 12 90 xp. 
   
  Discretionary roleplaying award 
  APL 6 90 xp; APL 8 75 xp; APL 10 60 xp;  
  APL 12 45 xp. 
   
  Total possible experience:  
   
  APL 6 900 xp; APL 8 1125 xp; APL 10 1350 xp;  
  APL 12 1575 xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter Two: 
   
  APL 6: L: 2 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 2 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 2 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 2 gp; C: 0 gp; M: 0 gp 
   
  Encounter Three:   
   
  APL 6: L: 8 gp; C: 0 gp; M: rope of climbing (250 gp 
  per character). 
   
  APL 8: L: 8 gp; C: 0 gp; M: rope of climbing (250 gp 
  per character), +1 scimitar (193 gp per character), +1 
  heavy wooden shield (96 gp per character), potion of cure 
  moderate wounds (25 gp per character). 
   
  APL 10: L: 16 gp; C: 0 gp; M: rope of climbing (250 gp 
  per character), +1 scimitar, bane vs. magical beasts (693 gp 
  per character), +1 light fortification heavy wooden shield 
  (346 gp per character), potion of cure moderate wounds 
  (25 gp per character). 
   
  APL 12: L: 16 gp; C: 0 gp; M: rope of climbing (250 gp 
  per character), +1 scimitar, bane vs. magical beasts (693 gp 
  per character), +1 light fortification heavy wooden shield 
  (346 gp per character), 2 potions of cure moderate 
  wounds (25 gp per potion per character), periapt of 
  Wisdom +2 (333 gp per character), +1 heavy wooden 
  shield (96 gp per character), scroll of bull's strength (13 
  Cult of the Stone Serpent 
   
  Page 15 
  
  gp per character), scroll of bear's endurance (13 gp per 
  character), scroll of invisibility (13 gp per character),
  scroll of lightning bolt (31 gp per character). 
   
   
   
  Encounter Six:   
   
  APL 6: L: 72 gp; C: 17 gp; M: stone salve (333 gp per 
  character), +1 composite shortbow (+1 Str) (204 gp per 
  character), 2 stoneheart arrows* (53 gp per arrow 
  character), 3 potions of cure moderate wounds (25 gp per 
  potion per character), +1 short sword (276 gp per 
  character), +1 chain shirt (104 gp per character),
  mirrorshield* (630 gp per character), ring of protection 
  +1 (167 gp per character), scroll of scorching ray (13 gp 
  per character), scroll of web (31 gp per character). 
   
  APL 8: L: 51 gp; C: 17 gp; M: stone salve (333 gp per 
  character), +1 composite shortbow (+1 Str) (204 gp per 
  character), 4 stoneheart arrows* (53 gp per arrow per 
  character), 3 potions of cure moderate wounds (25 gp per 
  potion per character), +1 short sword (276 gp per 
  character), 2 +1 chain shirts (104 gp per shirt per 
  character), mirrorshield* (630 gp per character), ring of 
  protection +1 (167 gp per character), scroll of scorching 
  ray (13 gp per character), scroll of Tasha’s hideous 
  laughter (13 gp per character), scroll of web (31 gp per 
  character). 
   
  APL 10: L: 0 gp; C: 17 gp; M: stone salve (333 gp per 
  character), +1 composite shortbow (+2 Str) (210 gp per 
  character), 6 stoneheart arrows* (53 gp per arrow per 
  character), 3 potions of cure moderate wounds (25 gp per 
  potion per character), potion of cat’s grace (25 gp per 
  character), +1 short sword (276 gp per character), +1 short 
  sword, bane vs. humans (693 gp per character), 2 +1 chain 
  shirts (104 gp per shirt per character), mirrorshield* (630 
  gp per character), potion of haste (63 gp per character), +1 
  dagger (192 gp per character), cloak of Charisma +2 (333 
  gp per character), 2 rings of protection +1 (167 gp per 
  ring per character), scroll of dispel magic (31 gp per 
  character), scroll of Tasha’s hideous laughter (13 gp per 
  character), scroll of web (31 gp per character). 
   
  APL 12: L: 0 gp; C: 17 gp; M: stone salve (333 gp per 
  character), +1 blood seeking composite shortbow (+2 Str) 
  (710 gp per character), 8 stoneheart arrows* (53 gp per 
  arrow per character), 3 potions of cure moderate wounds 
  (25 gp per potion per character), potion of cat’s grace (25 
  gp per character), +1 short sword (276 gp per character), 
  +1 flaming short sword, bane vs. humans (1526 gp per 
  character), 2 +1 chain shirts (104 gp per shirt per 
  character), mirrorshield* (630 gp per character), potion of 
  haste (63 gp per character), +1 dagger (192 gp per 
  character), cloak of Charisma +4 (1333 gp per character), 
  2 rings of protection +1 (167 gp per ring per character), 
  scroll of dispel magic (31 gp per character), scroll of web 
  (31 gp per character). 
   
  Total Possible Treasure 
  APL 6: L: 82 gp; C: 17 gp; M: 0 gp  - Total: 2,189 gp 
  (maximum 900 gp) 
  APL 8: L: 61 gp; C: 17 gp; M: 0 gp  - Total: 2,726 gp 
  (maximum 1,300 gp) 
  APL 10: L: 18 gp; C: 17 gp; M: 0 gp  - Total: 5,079 gp 
  (maximum 2,300 gp) 
  APL 12: L: 18 gp; C: 17 gp; M: 0 gp  - Total: 8,016 gp 
  (maximum 3,300 gp) 
   
  Special 
  Mirrorshield: This +1 mithral light shield has been 
  alchemically treated so as to be reflective as a mirror. A 
  character wielding this shield and averting their eyes 
  from a gaze attack has a 75% chance to avoid a saving 
  throw, instead of 50%. In addition, as an immediate 
  action, the shield may be used to redirect any one gaze 
  attack targeted at the wielder to another target within 30 
  feet. This second effect causes the shield to shatter into 
  small fragments, and become forever useless. 
   
  Caster Level: 13
  th; Prerequisites: 10 ranks in Craft 
  (alchemy), Craft Magic Arms and Armor, limited wish, 
  mithral small shield; Market Price: 7,560 gp; Weight: 3 lb. 
   
  Stoneheart Arrow: This +1 arrow has an arrowhead 
  crafted from the stone of victims of petrification attacks. 
  When the firer confirms a critical hit, the target must 
  make a Fortitude saving throw (DC 19) or be 
  permanently turned to stone, as a flesh to stone spell.  
   
  Caster Level: 11
  th; Prerequisites: 5 ranks in Craft 
  (weaponsmithing), Craft Magic Arms and Armor, flesh to 
  stone, chippings from a petrified creature; Market Price: 
  640 gp; Weight: -. 
   
  Left Eye of a Medusa: When a spellcaster casts flesh to 
  stone with this component applied, there is a 50% chance 
  that the saving throw DC of the spell is increased by +2. 
  Alternatively, if a spellcaster uses this component when 
  casting a stone to flesh spell, there is a 50% chance the 
  target of the spell receives a +2 bonus to the Fortitude 
  saving throw. No more than three of these can be found 
  per character, and they can be added to a character’s 
  equipment at no cost. Check off as used.  
  [   ]  [   ]  [   ] 
   
  Aquamarine Clasp: As a reward for saving the village of 
  Marringstone, Jadilstip has presented you with a 
  beautiful gold clasp, with a large aquamarine inset. The 
  item is not magical, but it is wearable as a cloak pin, hair 
  clasp, or badge. Only one character may possess the clasp. 
  Note the location worn below. 
  Clasp Location ___________________________ 
   
  Cult of the Stone Serpent 
   
  Page 16 
  
  Vision of Elysium: You have seen a vision of a time long 
  past, in a place far away, and a spiritual presence has 
  touched your soul. If you are a good-aligned caster 
  capable of casting summon monster IV, you can add 
  celestial pegasus (alignment CG) to your list of 
  summonable creatures. If you are a paladin, you can 
  choose a celestial pegasus as your special mount at 8
  th 
  level (see the Dungeon Master’s Guide, pages 204-205). 
   
  Items for the Adventure 
  Record 
   
  Item Access 
  APLs 6-8: 
  Stoneheart arrow (Adventure, see above) 
  Mirrorshield (Adventure, see above) 
  Rope of climbing (Adventure, DMG) 
  Stone salve (Adventure, DMG) 
   
  APL 10: (All of APLs 6-8 plus the following) 
  +1 scimitar, bane vs. magical beasts (Adventure, DMG) 
  +1 light fortification heavy wooden shield (Adventure, 
  DMG) 
  +1 short sword, bane vs. humans (Adventure, DMG) 
   
  APL 12: (All of APLs 2-4 plus the following) 
  +1 blood seeking composite shortbow (+2 Str) 
  (Adventure, Complete Warrior) 
  +1 flaming short sword, bane vs. humans (Adventure, 
  DMG) 
  Cloak of Charisma +4 (Adventure, DMG)  
   
   
   
  Cult of the Stone Serpent 
   
  Page 17 
  
  Appendix 1: Monsters and 
  NPCs 
  Encounter 2 
  APL 6 
  Slennah the Sneak: Male ophidian; CR 2; Medium-size 
  Monstrous Humanoid (Reptilian); HD 3d8; hp 13; Init 
  +2; Spd 20 ft., climb 15 ft., swim 50 ft.; AC 17 (touch 12, 
  flat-footed 15) [+2 Dex, +2 leather armor, +3 natural]; 
  BA/G +3/+4; Atk +4 melee (1d6+1/18-20, scimitar) or +4 
  melee (1d4+1, bite); Full Atk +4 melee (1d6+1/18-20, 
  scimitar) and -1 melee (1d4, bite), or +4 melee (1d4+1, 
  bite) and -1 melee (1d6/18-20, scimitar); SA Serpentine 
  curse; SQ Darkvision 60 ft.; AL CN; SV Fort +1, Ref +5, 
  Will +3; Str 12, Dex 15, Con 11, Int 8, Wis 11, Cha 10.  
   
  Skills and Feats: Climb +9, Hide +5 (+15 in forest or 
  underground settings), Listen +2, Move Silently +5, Spot 
  +2, Swim +8; Alertness, Dodge. 
   
  Serpentine Curse (Su): Any humanoid hit by an 
  ophidian's bite attack must succeed on a Fortitude save 
  (DC 11) or contract a curse that will turn the victim into 
  an ophidian. Starting 1d4+1 days after infection, the 
  victim slowly becomes more snakelike: Its skin grows 
  scaly, its legs begin to shrink and fuse together, and its 
  tongue becomes forked. After two weeks, the victim is 
  fully transformed into an ophidian, with no memory of 
  its previous existence. To stop the transformation, the 
  victim must receive a remove disease or remove curse 
  spell before the process is complete, although these spells 
  do not undo any transformation that has already begun. A 
  heal, regeneration, limited wish, wish or miracle spell is 
  required to reverse the transformation. Once the 
  transformation is complete, nothing short of a wish or 
  miracle can return the victim to its previous state. The 
  save DC is Constitution-based. 
   
  Possessions: Scimitar, leather armor. 
   
  APL 8 
  Slennah the Sneak: Male ophidian Rog4; CR 4; 
  Medium-size Monstrous Humanoid (Reptilian); HD 
  3d8+3 + 4d6+3; hp 38; Init +5; Spd 20 ft., climb 15 ft., 
  swim 50 ft.; AC 20 (touch 15, flat-footed 15) [+5 Dex, +2 
  leather armor, +3 natural]; BA/G +6/+9; Atk +9 melee 
  (1d6+3/18-20, scimitar) or +9 melee (1d4+3, bite); Full 
  Atk +9/+4 melee (1d6+3/18-20, scimitar) and +4 melee 
  (1d4+1, bite), or +9 melee (1d4+3, bite) and +4/-1 melee 
  (1d6+1/18-20, scimitar); SA Serpentine curse, sneak 
  attack +2d6; SQ Darkvision 60 ft., evasion, trapfinding, 
  trap sense +1, uncanny dodge; AL CN; SV Fort +3, Ref 
  +12, Will +5; Str 16, Dex 20, Con 13, Int 8, Wis 12, Cha 
  10.  
   
  Skills and Feats: Climb +21, Hide +15 (+25 in forest 
  or underground settings), Listen +3, Move Silently +15, 
  Search +3, Spot +3, Swim +10; Alertness, Dodge, Run. 
   
  Serpentine Curse (Su): Any humanoid hit by an 
  ophidian's bite attack must succeed on a Fortitude save 
  (DC 11) or contract a curse that will turn the victim into 
  an ophidian. Starting 1d4+1 days after infection, the 
  victim slowly becomes more snakelike: Its skin grows 
  scaly, its legs begin to shrink and fuse together, and its 
  tongue becomes forked. After two weeks, the victim is 
  fully transformed into an ophidian, with no memory of 
  its previous existence. To stop the transformation, the 
  victim must receive a remove disease or remove curse 
  spell before the process is complete, although these spells 
  do not undo any transformation that has already begun. A 
  heal, regeneration, limited wish, wish or miracle spell is 
  required to reverse the transformation. Once the 
  transformation is complete, nothing short of a wish or 
  miracle can return the victim to its previous state. The 
  save DC is Constitution-based. 
   
  Possessions: Scimitar, leather armor. 
   
  APL 10 
  Slennah the Sneak: Male ophidian Rog6; CR 6; 
  Medium-size Monstrous Humanoid (Reptilian); HD 
  3d8+3 + 6d6+6; hp 48; Init +5; Spd 20 ft., climb 15 ft., 
  swim 50 ft.; AC 20 (touch 15, flat-footed 15) [+5 Dex, +2 
  leather armor, +3 natural]; BA/G +7/+10; Atk +10 melee 
  (1d6+3/18-20, scimitar) or +10 melee (1d4+3, bite); Full 
  Atk +10/+5 melee (1d6+3/18-20, scimitar) and +5 melee 
  (1d4+1, bite), or +10 melee (1d4+3, bite) and +5/+0 melee 
  (1d6+1/18-20, scimitar); SA Serpentine curse, sneak 
  attack +3d6; SQ Darkvision 60 ft., evasion, trapfinding, 
  trap sense +2, uncanny dodge; AL CN; SV Fort +4, Ref 
  +13, Will +6; Str 16, Dex 20, Con 13, Int 8, Wis 12, Cha 
  10.  
   
  Skills and Feats: Climb +23, Hide +17 (+27 in forest 
  or underground settings), Listen +3, Move Silently +17, 
  Search +11, Spot +3, Swim +10; Alertness, Dodge, 
  Mobility, Run. 
   
  Serpentine Curse (Su): Any humanoid hit by an 
  ophidian's bite attack must succeed on a Fortitude save 
  (DC 11) or contract a curse that will turn the victim into 
  an ophidian. Starting 1d4+1 days after infection, the 
  victim slowly becomes more snakelike: Its skin grows 
  scaly, its legs begin to shrink and fuse together, and its 
  tongue becomes forked. After two weeks, the victim is 
  fully transformed into an ophidian, with no memory of 
  its previous existence. To stop the transformation, the 
  victim must receive a remove disease or remove curse 
  spell before the process is complete, although these spells 
  do not undo any transformation that has already begun. A 
  heal, regeneration, limited wish, wish or miracle spell is 
  Cult of the Stone Serpent 
   
  Page 18 
  
  required to reverse the transformation. Once the 
  transformation is complete, nothing short of a wish or 
  miracle can return the victim to its previous state. The 
  save DC is Constitution-based. 
   
  Possessions: Scimitar, leather armor. 
   
  APL 12 
  Slennah the Sneak: Male ophidian Rog8; CR 8; 
  Medium-size Monstrous Humanoid (Reptilian); HD 
  3d8+6 + 8d6+16; hp 69; Init +5; Spd 20 ft., climb 15 ft., 
  swim 50 ft.; AC 20 (touch 15, flat-footed 15) [+5 Dex, +2 
  leather armor, +3 natural]; BA/G +9/+12; Atk +12 melee 
  (1d6+3/18-20, scimitar) or +12 melee (1d4+3, bite); Full 
  Atk +12/+7 melee (1d6+3/18-20, scimitar) and +7 melee 
  (1d4+1, bite), or +12 melee (1d4+3, bite) and +7/+2 melee 
  (1d6+1/18-20, scimitar); SA Serpentine curse, sneak 
  attack +4d6; SQ Darkvision 60 ft., evasion, improved 
  uncanny dodge, trapfinding, trap sense +2, uncanny 
  dodge; AL CN; SV Fort +5, Ref +14, Will +6; Str 16, Dex 
  20, Con 14, Int 8, Wis 12, Cha 10.  
   
  Skills and Feats: Climb +25, Hide +19 (+29 in forest 
  or underground settings), Listen +6, Move Silently +19, 
  Search +13, Spot +6, Swim +10; Alertness, Dodge, 
  Mobility, Run. 
   
  Serpentine Curse (Su): Any humanoid hit by an 
  ophidian's bite attack must succeed on a Fortitude save 
  (DC 11) or contract a curse that will turn the victim into 
  an ophidian. Starting 1d4+1 days after infection, the 
  victim slowly becomes more snakelike: Its skin grows 
  scaly, its legs begin to shrink and fuse together, and its 
  tongue becomes forked. After two weeks, the victim is 
  fully transformed into an ophidian, with no memory of 
  its previous existence. To stop the transformation, the 
  victim must receive a remove disease or remove curse 
  spell before the process is complete, although these spells 
  do not undo any transformation that has already begun. A 
  heal, regeneration, limited wish, wish or miracle spell is 
  required to reverse the transformation. Once the 
  transformation is complete, nothing short of a wish or 
  miracle can return the victim to its previous state. The 
  save DC is Constitution-based. 
   
  Possessions: Scimitar, leather armor. 
   
  Encounter 3 
  APL 6 
  Ophidians 
  (4): 
  CR 
  2; 
  Medium-size 
  Monstrous 
  Humanoid (Reptilian); HD 3d8; hp 12, 13, 13, 14; Init +2; 
  Spd 20 ft., climb 15 ft., swim 50 ft.; AC 17 (touch 12, flat-
  footed 15) [+2 Dex, +2 heavy wooden shield, +3 natural]; 
  BA/G +3/+4; Atk +4 melee (1d6+1/18-20, scimitar) or +4 
  melee (1d4+1, bite); Full Atk +4 melee (1d6+1/18-20, 
  scimitar) and -1 melee (1d4, bite), or +4 melee (1d4+1, 
  bite) and -1 melee (1d6/18-20, scimitar); SA Serpentine 
  curse; SQ Darkvision 60 ft.; AL CN; SV Fort +1, Ref +5, 
  Will +3; Str 12, Dex 15, Con 11, Int 8, Wis 11, Cha 10.  
   
  Skills and Feats: Climb +9, Hide +3 (+13 in forest or 
  underground settings), Listen +3, Move Silently +3, Spot 
  +3, Swim +10; Alertness, Dodge. 
   
  Serpentine Curse (Su): Any humanoid hit by an 
  ophidian's bite attack must succeed on a Fortitude save 
  (DC 11) or contract a curse that will turn the victim into 
  an ophidian. Starting 1d4+1 days after infection, the 
  victim slowly becomes more snakelike: Its skin grows 
  scaly, its legs begin to shrink and fuse together, and its 
  tongue becomes forked. After two weeks, the victim is 
  fully transformed into an ophidian, with no memory of 
  its previous existence. To stop the transformation, the 
  victim must receive a remove disease or remove curse 
  spell before the process is complete, although these spells 
  do not undo any transformation that has already begun. A 
  heal, regeneration, limited wish, wish or miracle spell is 
  required to reverse the transformation. Once the 
  transformation is complete, nothing short of a wish or 
  miracle can return the victim to its previous state. The 
  save DC is Constitution-based. 
   
  Possessions: Scimitar, heavy wooden shield. 
   
  APL 8 
  Ophidians 
  (4): 
  CR 
  2; 
  Medium-size 
  Monstrous 
  Humanoid (Reptilian); HD 3d8; hp 12, 13, 13, 14; Init +2; 
  Spd 20 ft., climb 15 ft., swim 50 ft.; AC 17 (touch 12, flat-
  footed 15) [+2 Dex, +2 heavy wooden shield, +3 natural]; 
  BA/G +3/+4; Atk +4 melee (1d6+1/18-20, scimitar) or +4 
  melee (1d4+1, bite); Full Atk +4 melee (1d6+1/18-20, 
  scimitar) and -1 melee (1d4, bite), or +4 melee (1d4+1, 
  bite) and -1 melee (1d6/18-20, scimitar); SA Serpentine 
  curse; SQ Darkvision 60 ft.; AL CN; SV Fort +1, Ref +5, 
  Will +3; Str 12, Dex 15, Con 11, Int 8, Wis 11, Cha 10.  
   
  Skills and Feats: Climb +9, Hide +3 (+13 in forest or 
  underground settings), Listen +3, Move Silently +3, Spot 
  +3, Swim +10; Alertness, Dodge. 
   
  Serpentine Curse (Su): Any humanoid hit by an 
  ophidian's bite attack must succeed on a Fortitude save 
  (DC 11) or contract a curse that will turn the victim into 
  an ophidian. Starting 1d4+1 days after infection, the 
  victim slowly becomes more snakelike: Its skin grows 
  scaly, its legs begin to shrink and fuse together, and its 
  tongue becomes forked. After two weeks, the victim is 
  fully transformed into an ophidian, with no memory of 
  its previous existence. To stop the transformation, the 
  victim must receive a remove disease or remove curse 
  spell before the process is complete, although these spells 
  do not undo any transformation that has already begun. A 
  heal, regeneration, limited wish, wish or miracle spell is 
  required to reverse the transformation. Once the 
  transformation is complete, nothing short of a wish or 
  Cult of the Stone Serpent 
   
  Page 19 
  
  miracle can return the victim to its previous state. The 
  save DC is Constitution-based. 
   
  Possessions: Scimitar, heavy wooden shield. 
   
  Lissesk, Cult Leader: Male ophidian Ftr4; CR 6; 
  Medium-size Monstrous Humanoid (Reptilian); HD 
  3d8+3 + 4d10+4; hp 50; Init +9; Spd 20 ft., climb 15 ft., 
  swim 50 ft.; AC 21 (touch 15, flat-footed 16) [+5 Dex, +3 
  +1 heavy wooden shield, +3 natural]; BA/G +7/+10; Atk 
  +11 melee (1d6+4/18-20, +1 scimitar) or +10 melee 
  (1d6+3, bite); Full Atk +11/+6 melee (1d6+4/18-20, +1 
  scimitar) and +5 melee (1d6+1, bite); SA Serpentine curse; 
  SQ Darkvision 60 ft.; AL CN; SV Fort +6, Ref +9, Will +4; 
  Str 16, Dex 20, Con 13, Int 8, Wis 10, Cha 12.  
   
  Skills and Feats: Climb +13, Hide +6 (+15 in forest or 
  underground settings), Listen +1, Move Silently +6, Spot 
  +1, Swim +14; Combat Reflexes, Dodge, Mobility, 
  Improved Initiative, Improved Natural Attack (bite), 
  Spring Attack. 
   
  Serpentine Curse (Su): Any humanoid hit by an 
  ophidian's bite attack must succeed on a Fortitude save 
  (DC 12) or contract a curse that will turn the victim into 
  an ophidian. Starting 1d4+1 days after infection, the 
  victim slowly becomes more snakelike: Its skin grows 
  scaly, its legs begin to shrink and fuse together, and its 
  tongue becomes forked. After two weeks, the victim is 
  fully transformed into an ophidian, with no memory of 
  its previous existence. To stop the transformation, the 
  victim must receive a remove disease or remove curse 
  spell before the process is complete, although these spells 
  do not undo any transformation that has already begun. A 
  heal, regeneration, limited wish, wish or miracle spell is 
  required to reverse the transformation. Once the 
  transformation is complete, nothing short of a wish or 
  miracle can return the victim to its previous state. The 
  save DC is Constitution-based. 
   
  Possessions: +1 scimitar, +1 light fortification heavy 
  wooden shield, potion of cure moderate wounds.  
   
  APL 10 
  Ophidians 
  (8): 
  CR 
  2; 
  Medium-size 
  Monstrous 
  Humanoid (Reptilian); HD 3d8; hp 11, 12, 12, 13, 13, 13, 
  14, 14; Init +2; Spd 20 ft., climb 15 ft., swim 50 ft.; AC 17 
  (touch 12, flat-footed 15) [+2 Dex, +2 heavy wooden 
  shield, +3 natural]; BA/G +3/+4; Atk +4 melee (1d6+1/18-
  20, scimitar) or +4 melee (1d4+1, bite); Full Atk +4 melee 
  (1d6+1/18-20, scimitar) and -1 melee (1d4, bite), or +4 
  melee (1d4+1, bite) and -1 melee (1d6/18-20, scimitar); SA 
  Serpentine curse; SQ Darkvision 60 ft.; AL CN; SV Fort 
  +1, Ref +5, Will +3; Str 12, Dex 15, Con 11, Int 8, Wis 11, 
  Cha 10.  
   
  Skills and Feats: Climb +9, Hide +3 (+13 in forest or 
  underground settings), Listen +3, Move Silently +3, Spot 
  +3, Swim +10; Alertness, Dodge. 
   
  Serpentine Curse (Su): Any humanoid hit by an 
  ophidian's bite attack must succeed on a Fortitude save 
  (DC 11) or contract a curse that will turn the victim into 
  an ophidian. Starting 1d4+1 days after infection, the 
  victim slowly becomes more snakelike: Its skin grows 
  scaly, its legs begin to shrink and fuse together, and its 
  tongue becomes forked. After two weeks, the victim is 
  fully transformed into an ophidian, with no memory of 
  its previous existence. To stop the transformation, the 
  victim must receive a remove disease or remove curse 
  spell before the process is complete, although these spells 
  do not undo any transformation that has already begun. A 
  heal, regeneration, limited wish, wish or miracle spell is 
  required to reverse the transformation. Once the 
  transformation is complete, nothing short of a wish or 
  miracle can return the victim to its previous state. The 
  save DC is Constitution-based. 
   
  Possessions: Scimitar, heavy wooden shield. 
   
  Lissesk, Cult Leader: Male ophidian Ftr6; CR 8; 
  Medium-size Monstrous Humanoid (Reptilian); HD 
  3d8+6 + 6d10+12; hp 73; Init +9; Spd 20 ft., climb 15 ft., 
  swim 50 ft.; AC 21 (touch 15, flat-footed 16) [+5 Dex, +3 
  +1 heavy wooden shield, +3 natural]; BA/G +9/+12; Atk 
  +13 melee (1d6+4/15-20, +1 bane vs. magical beasts 
  scimitar) or +12 melee (1d6+3, bite); Full Atk +13/+8 
  melee (1d6+4/15-20, +1 bane vs. magical beasts scimitar) 
  and +7 melee (1d6+1, bite); SA Serpentine curse; SQ 
  Darkvision 60 ft.; AL CN; SV Fort +8, Ref +10, Will +5; Str 
  16, Dex 20, Con 14, Int 8, Wis 10, Cha 12. 
   
  Skills and Feats: Climb +14, Hide +6 (+15 in forest or 
  underground settings), Listen +1, Move Silently +6, Spot 
  +1, Swim +15; Blind-fight, Combat Reflexes, Dodge, 
  Mobility, 
  Improved 
  Critical 
  (scimitar), 
  Improved 
  Initiative, Improved Natural Attack (bite), Spring Attack. 
   
  Serpentine Curse (Su): Any humanoid hit by an 
  ophidian's bite attack must succeed on a Fortitude save 
  (DC 13) or contract a curse that will turn the victim into 
  an ophidian. Starting 1d4+1 days after infection, the 
  victim slowly becomes more snakelike: Its skin grows 
  scaly, its legs begin to shrink and fuse together, and its 
  tongue becomes forked. After two weeks, the victim is 
  fully transformed into an ophidian, with no memory of 
  its previous existence. To stop the transformation, the 
  victim must receive a remove disease or remove curse 
  spell before the process is complete, although these spells 
  do not undo any transformation that has already begun. A 
  heal, regeneration, limited wish, wish or miracle spell is 
  required to reverse the transformation. Once the 
  transformation is complete, nothing short of a wish or 
  Cult of the Stone Serpent 
   
  Page 20 
  
  miracle can return the victim to its previous state. The 
  save DC is Constitution-based. 
   
  Possessions: +1 bane vs. magical beasts scimitar, +1 
  light fortification heavy wooden shield, potion of cure 
  moderate wounds. 
   
  APL 12 
  Ophidians 
  (8): 
  CR 
  2; 
  Medium-size 
  Monstrous 
  Humanoid (Reptilian); HD 3d8; hp 11, 12, 12, 13, 13, 13, 
  14, 14; Init +2; Spd 20 ft., climb 15 ft., swim 50 ft.; AC 17 
  (touch 12, flat-footed 15) [+2 Dex, +2 heavy wooden 
  shield, +3 natural]; BA/G +3/+4; Atk +4 melee (1d6+1/18-
  20, scimitar) or +4 melee (1d4+1, bite); Full Atk +4 melee 
  (1d6+1/18-20, scimitar) and -1 melee (1d4, bite), or +4 
  melee (1d4+1, bite) and -1 melee (1d6/18-20, scimitar); SA 
  Serpentine curse; SQ Darkvision 60 ft.; AL CN; SV Fort 
  +1, Ref +5, Will +3; Str 12, Dex 15, Con 11, Int 8, Wis 11, 
  Cha 10.  
   
  Skills and Feats: Climb +9, Hide +3 (+13 in forest or 
  underground settings), Listen +3, Move Silently +3, Spot 
  +3, Swim +10; Alertness, Dodge. 
   
  Serpentine Curse (Su): Any humanoid hit by an 
  ophidian's bite attack must succeed on a Fortitude save 
  (DC 11) or contract a curse that will turn the victim into 
  an ophidian. Starting 1d4+1 days after infection, the 
  victim slowly becomes more snakelike: Its skin grows 
  scaly, its legs begin to shrink and fuse together, and its 
  tongue becomes forked. After two weeks, the victim is 
  fully transformed into an ophidian, with no memory of 
  its previous existence. To stop the transformation, the 
  victim must receive a remove disease or remove curse 
  spell before the process is complete, although these spells 
  do not undo any transformation that has already begun. A 
  heal, regeneration, limited wish, wish or miracle spell is 
  required to reverse the transformation. Once the 
  transformation is complete, nothing short of a wish or 
  miracle can return the victim to its previous state. The 
  save DC is Constitution-based. 
   
  Possessions: Scimitar, heavy wooden shield. 
   
  Lissesk, Cult Leader: Male ophidian Ftr8; CR 10; 
  Medium-size Monstrous Humanoid (Reptilian); HD 
  3d8+6 + 8d10+16; hp 89; Init +9; Spd 20 ft., climb 15 ft., 
  swim 50 ft.; AC 22 (touch 16, flat-footed 17) [+5 Dex, +3 
  +1 heavy wooden shield, +3 natural, +1 deflection]; BA/G 
  +11/+14; Atk +15 melee (1d6+4/15-20, +1 bane vs. 
  magical beasts scimitar) or +14 melee (1d6+3, bite); Full 
  Atk +15/+10/+5 melee (1d6+4/15-20, +1 bane vs. magical 
  beasts scimitar) and +9 melee (1d6+1, bite); SA 
  Serpentine curse; SQ Darkvision 60 ft.; AL CN; SV Fort 
  +9, Ref +10, Will +5; Str 16, Dex 20, Con 14, Int 8, Wis 10, 
  Cha 12.  
   
  Skills and Feats: Climb +15, Hide +6 (+15 in forest or 
  underground settings), Listen +1, Move Silently +6, Spot 
  +1, Swim +16; Ability Focus (serpentine curse), Blind-
  fight, Combat Reflexes, Dodge, Mobility, Improved 
  Critical (scimitar), Improved Initiative, Improved 
  Natural Attack (bite), Spring Attack. 
   
  Serpentine Curse (Su): Any humanoid hit by an 
  ophidian's bite attack must succeed on a Fortitude save 
  (DC 15) or contract a curse that will turn the victim into 
  an ophidian. Starting 1d4+1 days after infection, the 
  victim slowly becomes more snakelike: Its skin grows 
  scaly, its legs begin to shrink and fuse together, and its 
  tongue becomes forked. After two weeks, the victim is 
  fully transformed into an ophidian, with no memory of 
  its previous existence. To stop the transformation, the 
  victim must receive a remove disease or remove curse 
  spell before the process is complete, although these spells 
  do not undo any transformation that has already begun. A 
  heal, regeneration, limited wish, wish or miracle spell is 
  required to reverse the transformation. Once the 
  transformation is complete, nothing short of a wish or 
  miracle can return the victim to its previous state. The 
  save DC is Constitution-based. 
   
  Possessions: +1 bane vs. magical beasts scimitar, +1 
  light fortification heavy wooden shield, ring of 
  protection +1, potion of cure moderate wounds x2. 
   
  Shaless of the Black Scale, Ritemaster: Male ophidian 
  Adp8; CR 8; Medium-size Monstrous Humanoid 
  (Reptilian); HD 3d8+6 + 8d6+16; hp 71; Init +2; Spd 20 ft., 
  climb 15 ft., swim 50 ft.; AC 18 (touch 12, flat-footed 16) 
  [+2 Dex, +3 +1 heavy wooden shield, +3 natural]; BA/G 
  +7/+9; Atk +10 melee (1d6+3/18-20, +1 scimitar) or +9 
  melee (1d4+2, bite); Full Atk +10/+5 melee (1d6+3/18-20, 
  +1 scimitar) and +4 melee (1d4+1, bite); SA Serpentine 
  curse; SQ Darkvision 60 ft., rite of the black scale; AL CN; 
  SV Fort +5, Ref +7, Will +12; Str 14, Dex 14, Con 14, Int 8, 
  Wis 16, Cha 10. 
   
  Skills and Feats: Climb +10, Concentration +10, Hide 
  +3 (+13 in forest or underground settings), Knowledge 
  (arcana) +7, Listen +6, Move Silently +3, Spot +6, Swim 
  +11; Alertness (with familiar), Combat Casting, Dodge, 
  Energy Affinity (acid)*, Scribe Scroll. 
   
  Serpentine Curse (Su): Any humanoid hit by an 
  ophidian's bite attack must succeed on a Fortitude save 
  (DC 13) or contract a curse that will turn the victim into 
  an ophidian. Starting 1d4+1 days after infection, the 
  victim slowly becomes more snakelike: Its skin grows 
  scaly, its legs begin to shrink and fuse together, and its 
  tongue becomes forked. After two weeks, the victim is 
  fully transformed into an ophidian, with no memory of 
  its previous existence. To stop the transformation, the 
  victim must receive a remove disease or remove curse 
  spell before the process is complete, although these spells 
  Cult of the Stone Serpent 
   
  Page 21 
  
  do not undo any transformation that has already begun. A 
  heal, regeneration, limited wish, wish or miracle spell is 
  required to reverse the transformation. Once the 
  transformation is complete, nothing short of a wish or 
  miracle can return the victim to its previous state. The 
  save DC is Constitution-based. 
   
  Rite of the Black Scale (Ex): Shaless has performed 
  a special rite that allowed him to take the Energy Affinity 
  (acid) feat without meeting the spell prerequisites. 
   
  Possessions: Periapt of Wisdom +2, +1 heavy wooden 
  shield, scroll of bull's strength, scroll of bear's endurance, 
  scroll of invisibility, scroll of lightning bolt.  
   
  Spells Prepared (3/4/3/1; base DC = 13 + spell level): 
  0—detect magic, touch of fatigue x3; 1st—bless, energy 
  affinity (acid) burning hands x2, cure light wounds; 
  2nd—energy affinity (acid) scorching ray x2, web; 3rd—
  energy affinity (acid) lightning bolt. 
   
  Shaless' Viper Familiar: Tiny Magical Beast; HD 
  8d8; hp 35; Init +7; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 
  21 (touch 15, flat-footed 18) [+2 size, +3 Dex, +6 natural]; 
  BA/G +7/-4; Atk +12 melee (1 + poison, bite); Full Atk 
  +12 melee (1 + poison, bite); SA Deliver touch spells, 
  poison; SQ Empathic link, improved evasion, scent, share 
  spells, speak with animals of its kind, speak with master; 
  AL N; SV Fort +3, Ref +8, Will +10; Str 4, Dex 17, Con 11, 
  Int 9, Wis 12, Cha 2. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +11, 
  Climb 
  +11, 
  Concentration +10, Hide +15, Knowledge (arcana) +7, 
  Listen +6, Move Silently +3, Spot +6, Swim +5; Improved 
  Initiative, Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 14; initial damage 
  1d6 Con, secondary damage 1d6 Con. The save DC is 
  Constitution-based. 
   
  *See Appendix 2 for information. 
   
  Encounter 5 
  APL 6 
  Stone Serpent: CR 8; Large Construct; HD 8d10; hp 74; 
  Init +3; Spd 30 ft., climb 30 ft.; AC 20 (touch 12, flat-
  footed 17) [-1 size, +3 Dex, +8 natural]; BA/G +6/+15; Atk 
  +10 melee (1d8+7, bite); Full Atk +10 melee (1d8+7, bite); 
  SA Constrict 2d8+7, improved grab, petrifying bite; SQ 
  Construct traits, damage reduction 5/adamantine, 
  darkvision 60 ft., low-light vision; AL N; SV Fort +2, Ref 
  +5, Will +3; Str 20, Dex 17, Con -, Int -, Wis 12, Cha 1.  
   
  Constrict (Ex): On a successful grapple check, a 
  stone serpent deals 2d8+7 points of damage.  
   
  Improved Grab (Ex): To use this ability, a stone 
  serpent must hit with its bite attack. It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Petrifying Bite (Su): Creatures hit by a stone 
  serpent’s bite attack must succeed on a DC 14 Fortitude 
  save or instantly turn to stone. The save DC is 
  Constitution-based. 
   
   
  APL 8 
  Stone Serpent, advanced: CR 10; Large Construct; HD 
  15d10; hp 112; Init +3; Spd 30 ft., climb 30 ft.; AC 20 
  (touch 12, flat-footed 17) [-1 size, +3 Dex, +8 natural]; 
  BA/G +11/+20; Atk +15 melee (1d8+7, bite); Full Atk +15 
  melee (1d8+7, bite); SA Constrict 2d8+7, improved grab, 
  petrifying bite; SQ Construct traits, damage reduction 
  5/adamantine, darkvision 60 ft., low-light vision; AL N; 
  SV Fort +5, Ref +8, Will +6; Str 20, Dex 17, Con -, Int -, 
  Wis 12, Cha 1.  
   
  Constrict (Ex): On a successful grapple check, a 
  stone serpent deals 2d8+7 points of damage.  
   
  Improved Grab (Ex): To use this ability, a stone 
  serpent must hit with its bite attack. It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Petrifying Bite (Su): Creatures hit by a stone 
  serpent’s bite attack must succeed on a DC 17 Fortitude 
  save or instantly turn to stone. The save DC is 
  Constitution-based. 
   
  APL 10 
  Stone Serpent, advanced: CR 12; Huge Construct; HD 
  20d10; hp 140; Init +2; Spd 30 ft., climb 30 ft.; AC 21 
  (touch 10, flat-footed 19) [-2 size, +2 Dex, +11 natural]; 
  BA/G +15/+24; Atk +22 melee (2d6+13, bite); Full Atk 
  +22 melee (2d6+13, bite); SA Constrict 3d8+13, improved 
  grab, petrifying bite; SQ Construct traits, damage 
  reduction 10/adamantine, darkvision 60 ft., low-light 
  vision; AL N; SV Fort +6, Ref +8, Will +7; Str 28, Dex 15, 
  Con -, Int -, Wis 12, Cha 1.  
   
  Constrict (Ex): On a successful grapple check, a 
  stone serpent deals 3d8+13 points of damage.  
   
  Improved Grab (Ex): To use this ability, a stone 
  serpent must hit with its bite attack. It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Petrifying Bite (Su): Creatures hit by a stone 
  serpent’s bite attack must succeed on a DC 20 Fortitude 
  save or instantly turn to stone. The save DC is 
  Constitution-based. 
   
  APL 12 
  Stone Serpent, advanced: CR 14; Huge Construct; HD 
  28d10; hp 184; Init +2; Spd 30 ft., climb 30 ft.; AC 21 
  (touch 10, flat-footed 19) [-2 size, +2 Dex, +11 natural]; 
  Cult of the Stone Serpent 
   
  Page 22 
  
  BA/G +21/+30; Atk +28 melee (2d6+13, bite); Full Atk 
  +28 melee (2d6+13, bite); SA Constrict 3d8+13, improved 
  grab, petrifying bite; SQ Construct traits, damage 
  reduction 10/adamantine, darkvision 60 ft., low-light 
  vision; AL N; SV Fort +8, Ref +10, Will +9; Str 28, Dex 15, 
  Con -, Int -, Wis 12, Cha 1.  
   
  Constrict (Ex): On a successful grapple check, a 
  stone serpent deals 3d8+13 points of damage.  
   
  Improved Grab (Ex): To use this ability, a stone 
  serpent must hit with its bite attack. It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Petrifying Bite (Su): Creatures hit by a stone 
  serpent’s bite attack must succeed on a DC 24 Fortitude 
  save or instantly turn to stone. The save DC is 
  Constitution-based. 
   
  Encounter 6 
  APL 6 
  Hilestia, Archer: Female lesser medusa** War1; CR 5; 
  Medium-size Monstrous Humanoid; HD 6d8+6; hp 33; 
  Init +3; Spd 30 ft.; AC 20 (touch 13, flat-footed 17) [+3 
  Dex, +4 masterwork chain shirt, +3 natural]; BA/G +6/+7; 
  Atk +8 melee (1d6+1/19-20, masterwork short sword) or 
  +7 melee (1d4+1 plus poison, snakes) or +10 ranged 
  (1d6+2/x3, +1 composite shortbow [Str 12]); Full Atk 
  +8/+3 melee (1d6+1/19-20, masterwork short sword) and 
  +2 melee (1d4+1 plus poison, snakes) or +10/+5 ranged 
  (1d6+2/x3, +1 composite shortbow [Str 12]); SA 
  Petrifying gaze, poison; SQ Darkvision 60 ft.; AL LE; SV 
  Fort +4, Ref +7, Will +4; Str 12, Dex 17, Con 13, Int 11, 
  Wis 10, Cha 12. 
   
   
  Skills and Feats: Disguise +4, Move Silently +7, Spot 
  +5; Point Blank Shot, Precise Shot, Rapid Shot. 
   
  Petrifying Gaze (Su): 3/day, turn to stone 
  permanently, active only (must target a creature to use it), 
  30 feet, Fortitude DC 13 negates. The save DC is 
  Charisma-based. 
   
  Poison (Ex): Injury, Fortitude DC 13 initial damage 
  1d4 Str, secondary damage 2d4 Str. The save DC is 
  Constitution-based. 
   
  Possessions: Masterwork chain shirt, +1 composite 
  shortbow (Str 12), masterwork short sword, quiver with 
  40 arrows, 2 stoneheart arrows*, potion of cure moderate 
  wounds. 
   
  Clavistra, Warrior: Female lesser medusa** War1; CR 5; 
  Medium-size Monstrous Humanoid; HD 6d8+12; hp 39; 
  Init +2; Spd 30 ft.; AC 22 (touch 12, flat-footed 19) [+2 
  Dex, +5 +1 chain shirt, +2 mirrorshield, +3 natural]; BA/G 
  +6/+7; Atk +8 melee (1d6+2/19-20, +1 short sword) or +7 
  melee (1d4+1 plus poison, snakes); Full Atk +8/+3 melee 
  (1d6+2/19-20, +1 short sword) and +2 melee (1d4+1 plus 
  poison, snakes); SA Petrifying gaze, poison; SQ 
  Darkvision 60 ft.; AL LE; SV Fort +5, Ref +6, Will +4; Str 
  13, Dex 15, Con 14, Int 11, Wis 10, Cha 12. 
   
   
  Skills and Feats: Disguise +4, Move Silently +7, Spot 
  +5; Dodge, Elusive Target*, Mobility. 
   
  Petrifying Gaze (Su): 3/day, turn to stone 
  permanently, active only (must target a creature to use it), 
  30 feet, Fortitude DC 13 negates. The save DC is 
  Charisma-based. 
   
  Poison (Ex): Injury, Fortitude DC 14, initial damage 
  1d4 Str, secondary damage 2d4 Str. The save DC is 
  Constitution-based. 
   
  Possessions: +1 short sword, +1 chain shirt, 
  mirrorshield*, potion of cure moderate wounds. 
   
  Delphnae, Sorceress: Female lesser medusa** Sor1; CR 
  5; Medium-size Monstrous Humanoid; HD 5d8+5 + 
  1d4+1; hp 33; Init +8; Spd 30 ft.; AC 18 (touch 15, flat-
  footed 14) [+4 Dex, +3 natural, +1 deflection]; BA/G 
  +5/+4; Atk +9 melee (1d4-1/19-20, masterwork dagger) or 
  +8 melee (1d4-1 plus poison, snakes); Full Atk +9 melee 
  (1d4-1/19-20, masterwork dagger) and +3 melee (1d4-1 
  plus poison, snakes); SA Petrifying gaze, poison; SQ 
  Darkvision 60 ft.; AL LE; SV Fort +2, Ref +8, Will +8; Str 
  8, Dex 18, Con 12, Int 15, Wis 14, Cha 17. 
  Skills and 
  Feats: Diplomacy +11, Disguise +7 (+9 acting), 
  Concentration +9, Spellcraft +6; Ability Focus (petrifying 
  gaze), Improved Initiative, Weapon Finesse. 
   
  Petrifying Gaze (Su): 3/day, turn to stone 
  permanently, active only (must target a creature to use it), 
  30 feet, Fortitude DC 17 negates. The save DC is 
  Charisma-based. 
   
  Poison (Ex): Injury, Fortitude DC 13 initial damage 
  1d4 Str, secondary damage 2d4 Str. The save DC is 
  Constitution-based. 
   
  Possessions: Masterwork dagger, ring of protection 
  +1, potion of cure moderate wounds, scroll of scorching 
  ray, scroll of web. 
   
  Spells Known (5/4; base DC = 13 + spell level): 0—
  acid splash, detect magic, ray of frost, read magic; 1st—
  mage armor, ray of enfeeblement. 
   
  *See Appendix 2 for information. 
  **Created using Savage Species. 
   
  APL 8 
  Hilestia, Archer: Female medusa War1; CR 7; Medium-
  size Monstrous Humanoid; HD 7d8+7; hp 38; Init +3; Spd 
  30 ft.; AC 21 (touch 13, flat-footed 18) [+3 Dex, +5 +1 
  chain shirt, +3 natural]; BA/G +7/+8; Atk +9 melee 
  (1d6+1/19-20, masterwork short sword) or +8 melee 
  (1d4+1 plus poison, snakes) or +11 ranged (1d6+2/x3, +1 
  Cult of the Stone Serpent 
   
  Page 23 
  
  composite shortbow [Str 12]); Full Atk +9/+4 melee 
  (1d6+1/19-20, masterwork short sword) and +3 melee 
  (1d4+1 plus poison, snakes) or +11/+6 ranged (1d6+2/x3, 
  +1 composite shortbow [Str 12]); SA Petrifying gaze, 
  poison; SQ Darkvision 60 ft.; AL LE; SV Fort +5, Ref +8, 
  Will +5; Str 12, Dex 17, Con 13, Int 11, Wis 10, Cha 14.  
   
  Skills and Feats: Disguise +5, Move Silently +8, Spot 
  +6; Point Blank Shot, Precise Shot, Rapid Shot. 
   
  Petrifying Gaze (Su): Turn to stone permanently, 30 
  feet, Fortitude DC 15 negates. The save DC is Charisma-
  based. 
   
  Poison (Ex): Injury, Fortitude DC 14 initial damage 
  1d6 Str, secondary damage 2d6 Str. The save DC is 
  Constitution-based. 
   
  Possessions: +1 chain shirt, +1 composite shortbow 
  (Str 12), masterwork short sword, quiver with 40 arrows, 
  4 stoneheart arrows**, potion of cure moderate wounds. 
   
  Clavistra, Warrior: Female medusa War1; CR 7; 
  Medium-size Monstrous Humanoid; HD 7d8+14; hp 45; 
  Init +2; Spd 30 ft.; AC 22 (touch 12, flat-footed 19) [+2 
  Dex, +5 +1 chain shirt, +2 mirrorshield, +3 natural]; BA/G 
  +7/+8; Atk +9 melee (1d6+2/19-20, +1 short sword) or +8 
  melee (1d4+1 plus poison, snakes); Full Atk +9/+4 melee 
  (1d6+2/19-20, +1 short sword) and +3 melee (1d4+1 plus 
  poison, snakes); SA Petrifying gaze, poison; SQ 
  Darkvision 60 ft.; AL LE; SV Fort +6, Ref +7, Will +5; Str 
  13, Dex 15, Con 14, Int 11, Wis 10, Cha 14. 
   
   
  Skills and Feats: Disguise +5, Move Silently +7, Spot 
  +5; Dodge, Elusive Target*, Mobility. 
   
  Petrifying Gaze (Su): Turn to stone permanently, 30 
  feet, Fortitude DC 15 negates. The save DC is Charisma-
  based. 
   
   
  Poison (Ex): Injury, Fortitude DC 15, initial damage 
  1d6 Str, secondary damage 2d6 Str. The save DC is 
  Constitution-based. 
   
  Possessions: +1 short sword, +1 chain shirt, 
  mirrorshield*, potion of cure moderate wounds. 
   
  Delphnae, Sorceress: Female medusa Sor1; CR 7; 
  Medium-size Monstrous Humanoid; HD 6d8+6 + 1d4+1; 
  hp 38; Init +8; Spd 30 ft.; AC 18 (touch 15, flat-footed 14) 
  [+4 Dex, +3 natural, +1 deflection]; BA/G +6/+5; Atk 
  +10/+5 melee (1d4-1/19-20, masterwork dagger) or +9 
  melee (1d4-1 plus poison, snakes); Full Atk +10/+5 melee 
  (1d4-1/19-20, masterwork dagger) and +4 melee (1d4-1 
  plus poison, snakes); SA Petrifying gaze, poison; SQ 
  Darkvision 60 ft.; AL LE; SV Fort +3, Ref +9, Will +9; Str 
  8, Dex 18, Con 12, Int 15, Wis 14, Cha 19. 
   
   
  Skills and Feats: Diplomacy +12, Disguise +8 (+10 
  acting), Concentration +10, Spellcraft +6; Ability Focus 
  (petrifying gaze), Improved Initiative, Weapon Finesse. 
   
  Petrifying Gaze (Su): Turn to stone permanently, 30 
  feet, Fortitude DC 19 negates. The save DC is Charisma-
  based. 
   
  Poison (Ex): Injury, Fortitude DC 14 initial damage 
  1d6 Str, secondary damage 2d6 Str. The save DC is 
  Constitution-based. 
   
  Possessions: Masterwork dagger, ring of protection 
  +1, potion of cure moderate wounds, scroll of scorching 
  ray, scroll of Tasha’s hideous laughter, scroll of web. 
   
  Spells Known (5/4; base DC = 14 + spell level): 0—
  acid splash, detect magic, ray of frost, read magic; 1st—
  mage armor, ray of enfeeblement. 
   
  *See Appendix 2 for information. 
   
  APL 10 
  Hilestia, Archer: Female medusa Ftr2; CR 9; Medium-
  size Monstrous Humanoid; HD 6d8+12 + 2d10+4; hp 57; 
  Init +4; Spd 30 ft.; AC 22 (touch 14, flat-footed 18) [+4 
  Dex, +5 +1 chain shirt, +3 natural]; BA/G +8/+10; Atk +11 
  melee (1d6+3/19-20, +1 short sword) or +10 melee (1d4+2 
  plus poison, snakes) or +13 ranged (1d6+3/x3, +1 
  composite shortbow [Str 14]); Full Atk +11/+6 melee 
  (1d6+3/19-20, +1 short sword) and +5 melee (1d4+2 plus 
  poison, snakes) or +13/+8 ranged (1d6+3/x3, +1 
  composite shortbow [Str 14]); SA Petrifying gaze, poison; 
  SQ Darkvision 60 ft.; AL LE; SV Fort +7, Ref +9, Will +5; 
  Str 14, Dex 19, Con 15, Int 12, Wis 10, Cha 16.  
   
  Skills and Feats: Disguise +6, Move Silently +12, Spot 
  +11; Point Blank Shot, Far Shot, Manyshot, Precise Shot, 
  Rapid Shot. 
   
  Petrifying Gaze (Su): Turn to stone permanently, 30 
  feet, Fortitude DC 16 negates. The save DC is Charisma-
  based. 
   
  Poison (Ex): Injury, Fortitude DC 15 initial damage 
  1d6 Str, secondary damage 2d6 Str. The save DC is 
  Constitution-based. 
   
  Possessions: +1 chain shirt, +1 composite shortbow 
  (Str 14), +1 short sword, quiver with 40 arrows, 6 
  stoneheart arrows**, potion of cure moderate wounds, 
  potion of cat’s grace. 
   
  Clavistra, Warrior: Female medusa Ftr2; CR 9; Medium-
  size Monstrous Humanoid; HD 6d8+18 + 2d10+6; hp 67; 
  Init +3; Spd 30 ft.; AC 24 (touch 13, flat-footed 21) [+3 
  Dex, +5 +1 chain shirt, +2 mirrorshield, +3 natural, +1 
  deflection]; BA/G +8/+10; Atk +11 melee (1d6+3/17-20, 
  +1 short sword, bane vs. humans) or +10 melee (1d4+2 
  plus poison, snakes); Full Atk +11/+6 melee (1d6+3/17-
  20, +1 short sword, bane vs. humans) and +5 melee 
  (1d4+2 plus poison, snakes); SA Petrifying gaze, poison; 
  SQ Darkvision 60 ft.; AL LE; SV Fort +8, Ref +8, Will +5; 
  Str 15, Dex 17, Con 16, Int 12, Wis 10, Cha 16.  
  Cult of the Stone Serpent 
   
  Page 24 
  
   
  Skills and Feats: Disguise +6, Move Silently +12, Spot 
  +11; Dodge, Elusive Target*, Improved Critical (short 
  sword), Mobility, Spring Attack. 
   
  Petrifying Gaze (Su): Turn to stone permanently, 30 
  feet, Fortitude DC 16 negates. The save DC is Charisma-
  based. 
   
   
  Poison (Ex): Injury, Fortitude DC 16, initial damage 
  1d6 Str, secondary damage 2d6 Str. The save DC is 
  Constitution-based. 
   
  Possessions: +1 short sword, bane vs. humans, +1 
  chain shirt, mirrorshield*, ring of protection +1, potion of 
  cure moderate wounds, potion of haste. 
   
  Delphnae, Sorceress: Female medusa Sor4; CR 9; 
  Medium-size Monstrous Humanoid; HD 6d8+6 + 4d4+4; 
  hp 50; Init +8; Spd 30 ft.; AC 18 (touch 15, flat-footed 14) 
  [+4 Dex, +3 natural, +1 deflection]; BA/G +8/+7; Atk 
  +12/+7 melee (1d4/19-20, +1 dagger) or +11 melee (1d4-1 
  plus poison, snakes); Full Atk +12/+7 melee (1d4/19-20, 
  +1 dagger) and +6 melee (1d4-1 plus poison, snakes); SA 
  Petrifying gaze, poison; SQ Darkvision 60 ft.; AL LE; SV 
  Fort +4, Ref +10, Will +10; Str 8, Dex 18, Con 12, Int 15, 
  Wis 14, Cha 22. 
   
   
  Skills and Feats: Diplomacy +16, Disguise +12 (+14 
  acting), Concentration +14, Spellcraft +10; Ability Focus 
  (petrifying gaze), Improved Initiative, Weapon Finesse, 
  Weapon Focus (ray). 
   
  Petrifying Gaze (Su): Turn to stone permanently, 30 
  feet, Fortitude DC 21 negates. The save DC is Charisma-
  based. 
   
  Poison (Ex): Injury, Fortitude DC 14 initial damage 
  1d6 Str, secondary damage 2d6 Str. The save DC is 
  Constitution-based. 
   
  Possessions: +1 dagger, ring of protection +1, cloak of 
  Charisma +2, potion of cure moderate wounds, scroll of 
  dispel magic, scroll of Tasha’s hideous laughter, scroll of 
  web. 
   
  Spells Known (6/8/5; base DC = 16 + spell level): 0—
  acid splash, detect magic, mending, ray of frost, read 
  magic, touch of fatigue; 1st—grease, mage armor, ray of 
  enfeeblement; 2nd—blur. 
   
  *See Appendix 2 for information. 
   
  APL 12 
  Hilestia, Archer: Female medusa Ftr4; CR 11; Medium-
  size Monstrous Humanoid; HD 6d8+12 + 4d10+8; hp 73; 
  Init +5; Spd 30 ft.; AC 23 (touch 15, flat-footed 18) [+5 
  Dex, +5 +1 chain shirt, +3 natural]; BA/G +10/+12; Atk 
  +13 melee (1d6+3/19-20, +1 short sword) or +12 melee 
  (1d4+2 plus poison, snakes) or +17 ranged (1d6+3/19-
  20/x3, +1 composite shortbow [Str 14]); Full Atk +13/+8 
  melee (1d6+3/19-20, +1 short sword) and +7 melee (1d4+2 
  plus poison, snakes) or +17/+12 ranged (1d6+3/19-20/x3, 
  +1 composite shortbow [Str 14]); SA Petrifying gaze, 
  poison; SQ Darkvision 60 ft.; AL LE; SV Fort +8, Ref +11, 
  Will +6; Str 14, Dex 20, Con 15, Int 12, Wis 10, Cha 16.  
   
  Skills and Feats: Disguise +6, Move Silently +13, Spot 
  +12; Point Blank Shot, Far Shot, Improved Critical 
  (shortbow), Manyshot, Precise Shot, Rapid Shot, Weapon 
  Focus (shortbow). 
   
  Petrifying Gaze (Su): Turn to stone permanently, 30 
  feet, Fortitude DC 16 negates. The save DC is Charisma-
  based. 
   
  Poison (Ex): Injury, Fortitude DC 15 initial damage 
  1d6 Str, secondary damage 2d6 Str. The save DC is 
  Constitution-based. 
   
  Possessions: +1 chain shirt, +1 blood seeking 
  composite shortbow (Str 14)*, +1 short sword, quiver 
  with 40 arrows, 8 stoneheart arrows**, potion of cure 
  moderate wounds, potion of cat’s grace. 
   
  Clavistra, Warrior: Female medusa Ftr4; CR 11; 
  Medium-size Monstrous Humanoid; HD 6d8+18 + 
  4d10+12; hp 85; Init +3; Spd 30 ft.; AC 25 (touch 13, flat-
  footed 22) [+3 Dex, +6 +2 chain shirt, +2 mirrorshield, +3 
  natural, +1 deflection]; BA/G +10/+13; Atk +15 melee 
  (1d6+6/17-20 + 1d6 fire, +1 flaming short sword, bane vs. 
  humans) or +13 melee (1d4+3 plus poison, snakes); Full 
  Atk +15/+10 melee (1d6+6/17-20 + 1d6 fire, +1 flaming 
  short sword, bane vs. humans) and +8 melee (1d4+3 plus 
  poison, snakes); SA Petrifying gaze, poison; SQ 
  Darkvision 60 ft.; AL LE; SV Fort +9, Ref +9, Will +6; Str 
  16, Dex 17, Con 16, Int 12, Wis 10, Cha 16. 
   
   
  Skills and Feats: Disguise +6, Move Silently +13, Spot 
  +12; Dodge, Elusive Target*, Improved Critical (short 
  sword), Mobility, Spring Attack, Weapon Focus (short 
  sword), Weapon Specialization (short sword). 
   
  Petrifying Gaze (Su): Turn to stone permanently, 30 
  feet, Fortitude DC 16 negates. The save DC is Charisma-
  based. 
   
   
  Poison (Ex): Injury, Fortitude DC 16, initial damage 
  1d6 Str, secondary damage 2d6 Str. The save DC is 
  Constitution-based. 
   
  Possessions: +1 flaming short sword, bane vs. 
  humans, +2 chain shirt, mirrorshield*, ring of protection 
  +1, potion of cure moderate wounds, potion of haste. 
   
  Delphnae, Sorceress: Female medusa Sor7; CR 11; 
  Medium-size Monstrous Humanoid; HD 6d8+6 + 7d4+7; 
  hp 62; Init +8; Spd 30 ft.; AC 18 (touch 15, flat-footed 14) 
  [+4 Dex, +3 natural, +1 deflection]; BA/G +9/+8; Atk 
  +13/+8 melee (1d4/19-20, +1 dagger) or +12 melee (1d4-1 
  plus poison, snakes); Full Atk +13/+8 melee (1d4/19-20, 
  +1 dagger) and +7 melee (1d4-1 plus poison, snakes); SA 
  Petrifying gaze, poison; SQ Darkvision 60 ft.; AL LE; SV 
  Cult of the Stone Serpent 
   
  Page 25 
  
  Fort +5, Ref +11, Will +11; Str 8, Dex 18, Con 12, Int 15, 
  Wis 14, Cha 24. 
   
   
  Skills and Feats: Diplomacy +23, Disguise +13 (+14 
  acting), Concentration +17, Spellcraft +10; Ability Focus 
  (petrifying gaze), Empower Spell, Improved Initiative, 
  Weapon Finesse, Weapon Focus (ray). 
   
  Petrifying Gaze (Su): Turn to stone permanently, 30 
  feet, Fortitude DC 22 negates. The save DC is Charisma-
  based. 
   
  Poison (Ex): Injury, Fortitude DC 14 initial damage 
  1d6 Str, secondary damage 2d6 Str. The save DC is 
  Constitution-based. 
   
  Possessions: +1 dagger, ring of protection +1, cloak of 
  Charisma +4, potion of cure moderate wounds, scroll of 
  dispel magic, scroll of web. 
   
  Spells Known (6/8/8/6; base DC = 17 + spell level): 
  0—acid splash, detect magic, mending, message, ray of 
  frost, read magic, touch of fatigue; 1st—grease, mage 
  armor, magic missile, ray of enfeeblement; 2nd—blur, 
  levitate, Tasha’s hideous laughter; 3rd—ray of exhaustion, 
  slow. 
   
  *See Appendix 2 for information. 
   
  Cult of the Stone Serpent 
   
  Page 26 
  
  Appendix 2: New Rules 
  Ophidian 
  Medium-Size Monstrous Humanoid (Reptilian) 
  Hit Dice: 3d8 (13 hp) 
  Initiative: +2 
  Speed: 20 ft. (4 squares), climb 15 ft., swim 50 ft. 
  Armor Class: 17 (+2 Dex, +2 heavy wooden shield, +3 
  natural), touch 12, flat-footed 15 
  Base Attack/Grapple: +3/+4 
  Attack: Scimitar +4 melee (1d6+1), or bite +4 melee 
  (1d4+1) 
  Full Attack: Scimitar +4 melee (1d6+1), or bite +4 melee 
  (1d4+1) and scimitar -1 melee (1d6), or scimitar +4 melee 
  (1d6+1) and bite -1 melee (1d4) 
  Face/Reach: 5 ft./5 ft. 
  Special Attacks: Serpentine curse 
  Special Qualities: Darkvision 60 ft. 
  Saves: Fort +1, Ref +5, Will +3 
  Abilities: Str 12, Dex 15, Con 11, Int 8, Wis 11, Cha 10 
  Skills: Climb +9, Hide +3*, Listen +3, Move Silently +3, 
  Spot +3, Swim +10 
  Feats: Alertness, Dodge 
  Climate/Terrain: Warm forest and underground 
  Organization: Solitary or clan (3-12) 
  Challenge Rating: 2 
  Treasure: Standard 
  Alignment: Usually chaotic neutral 
  Advancement: 4-5 HD (Medium-size); 6-9 HD (Large) 
   
  Malicious but servile, ophidians are a reptilian race most 
  commonly found as slaves of the yuan-ti. They look like 
  large snakes with humanoid arms and hands, and they 
  have tails that are short and stunted in proportion to their 
  bodies. Their scales are typically mottled green and 
  yellow, with brown, black, and red sometimes appearing 
  in certain individuals. Their scales naturally change color 
  to help the creatures blend into wooded or subterranean 
  surroundings. 
   
  Ophidians speak Common and Yuan-Ti, and some 
  learn Draconic as well. 
   
  COMBAT 
  Ophidians are not bright, but they often fight under the 
  leadership of more intelligent creatures (such as nagas or 
  yuan-ti). They make good use of their natural camouflage 
  to attack with surprise, though their distaste for ranged 
  weapons makes that advantage less effective than it 
  might otherwise be. They can wield weapons comfortably 
  in their humanoid hands, but nevertheless ophidians 
  love to bite their victims, and they particularly delight in 
  infecting opponents with their serpentine curse. If it 
  desires, an ophidian can make its bite attack its primary 
  attack and use a weapon for its secondary attack. 
   
  Serpentine Curse (Su): Any humanoid hit by an 
  ophidian's bite attack must succeed on a Fortitude save 
  (DC 11) or contract a curse that will turn the victim into 
  an ophidian. Starting 1d4+1 days after infection, the 
  victim slowly becomes more snakelike: Its skin grows 
  scaly, its legs begin to shrink and fuse together, and its 
  tongue becomes forked. After two weeks, the victim is 
  fully transformed into an ophidian, with no memory of 
  its previous existence. To stop the transformation, the 
  victim must receive a remove disease or remove curse 
  spell before the process is complete, although these spells 
  do not undo any transformation that has already begun. A 
  heal, regeneration, limited wish, wish or miracle spell is 
  required to reverse the transformation. Once the 
  transformation is complete, nothing short of a wish or 
  miracle can return the victim to its previous state. The 
  save DC is Constitution-based. 
   
  Skills: Ophidians have a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. Ophidians have a +8 
  racial bonus on any Swim check to perform some special 
  action or avoid a hazard and can always choose to take 10 
  on Swim checks, even if distracted or endangered. 
  *Ophidians also have a +10 bonus on Hide checks in 
  forests or underground areas due to their chameleonlike 
  ability to alter their skin tones. 
   
  OPHIDIAN CHARACTERS 
  An ophidian's favored class is fighter, and most high-level 
  ophidians are fighters. Ophidian clerics are almost 
  unknown, since ophidians rarely revere true deities. 
  Some ophidians worship nagas, dragons, or giant snakes, 
  and gain the powers of the adept class from the strength 
  of their own faith in these powerful reptiles. 
   
  The ophidian entry is found in the Fiend Folio, 
  pages 133-134 (adapted to v3.5 rules). 
   
   
  Stone Serpent 
  Large Construct 
  Hit Dice: 8d10 (74 hp) 
  Initiative: +3 
  Speed: 30 ft. (6 squares), climb 30 ft.  
  Armor Class: 20 (-1 size, +3 Dex, +8 natural), touch 12, 
  flat-footed 17 
  Base Attack/Grapple: +6/+15 
  Attack: Bite +10 melee (1d8+7) 
  Full Attack: Bite +10 melee (1d8+7) 
  Space/Reach: 10 ft./10 ft. 
  Special Attacks: Constrict 2d8+7, improved grab, 
  petrifying bite 
  Special Qualities: Construct traits, damage reduction 
  5/adamantine, darkvision 60 ft., low-light vision 
  Saves: Fort +2, Ref +5, Will +3 
  Cult of the Stone Serpent 
   
  Page 27 
   
  
  Abilities: Str 20, Dex 17, Con -, Int -, Wis 12, Cha 1 
  Environment: Any land and underground 
  Organization: Solitary 
  Challenge Rating: 8 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 9-15 HD (Large); 16-32 HD (Huge) 
   
  This creature looks like a massive snake carved of stone. 
  Its eyes glow with a pale green light, and inside its fanged 
  mouth, the same glow can be seen. 
   
  The stone serpent is a construct creation, and while it 
  certainly fills a guardian role well, the exact purpose of 
  the creature has been lost to antiquity. Some say it was 
  originally crafted by yuan-ti or nagas to help guard their 
  temples, but no one knows for sure, and the secrets of 
  their creation are unknown among the civilized races. 
   
  COMBAT 
  Being a construct, the stone serpent uses simple tactics to 
  defend its assigned area. Usually, the creature will 
  attempt to grapple one foe, constricting it, while biting to 
  turn the creature to stone. It then moves on to another 
  target. 
   
  Constrict (Ex): On a successful grapple check, a 
  stone serpent deals 2d8+7 points of damage.  
   
  Improved Grab (Ex): To use this ability, a stone 
  serpent must hit with its bite attack. It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Petrifying Bite (Su): Creatures hit by a stone 
  serpent’s bite attack must succeed on a DC 14 Fortitude 
  save or instantly turn to stone. The save DC is 
  Constitution-based. 
   
  Elusive Target [Tactical] 
  Trying to land a blow against you can be a maddening 
  experience.  
   
  Prerequisites: Dodge, Mobility, base attack bonus 
  +2.  
  Benefit: The elusive target feat enables the use of 
  three tactical maneuvers. 
  Negate Power Attack: To use this maneuver, you 
  must designate a specific foe to be affected by your 
  Dodge feat.  If that foe uses Power Attack against you, the 
  foe gains no bonus on the damage roll but still takes the 
  corresponding penalty on the attack roll. 
  Diverting Defense:  To use this maneuver, you must 
  be flanked and you must designate one of the flanking 
  attackers to be affected by your Dodge feat.  The first 
  attack of the round from the designated attacker 
  automatically misses you and may strike the other 
  flanking foe instead; the attacking creature makes its 
  attack roll normally and its ally is considered flatfooted.  
  If the designated attacker is making a full attack against 
  you, its second and subsequent attacks function 
  normally.  
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square.  If the foe misses you, you can 
  make a free trip attempt against this foe, and the foe does 
  not get a chance to trip you if your attempt fails. 
   
  Complete Warrior, page 110. 
   
  Energy Affinity [Metamagic] 
  You can modify a spell that uses one type of energy to use 
  another type (acid, cold, electricity, or fire) instead. 
   
  Prerequisites: Knowledge (arcana) 5 ranks, able to 
  cast at least one spell of each of these energy types: acid, 
  cold, electricity, and fire. 
   
  Benefit: Choose acid, cold, electricity, or fire. You 
  can modify any spell with an energy descriptor to use the 
  chosen type of energy instead. A spell so modified works 
  normally in all respects except the type of damage dealt. 
   
  A modified spell uses a spell slot of the spell’s normal 
  level, modified by any other metamagic feats. 
   
  Special: You can gain this feat multiple times. Each 
  time you take the feat, it applies to a different type of 
  energy. 
   
  Miniatures Handbook, page 25. 
   
  Blood Seeking 
  Weapons with the blood seeking ability often have 
  strange-looking sights on them. Ammunition fired from 
  blood seeking weapons flies around cover if necessary to 
  strike a living creature, negating any bonus to Armor 
  Class the target might have due to intervening cover. The 
  shooter can even fire at a target with full cover, but she 
  must know the target is there, there must be an 
  unobstructed path for the ammunition to reach the 
  target, and the target still has total concealment (and thus 
  a 50% miss chance). The blood seeking ability doesn’t 
  function against plants, oozes, undead, and constructs. 
   
  Moderate divination; CL 9
  th; Craft Magic Arms and 
  Armor, arcane eye; Price +1 bonus. 
   
  Mirrorshield 
  This +1 mithral light shield has been alchemically treated 
  so as to be reflective as a mirror. A character wielding this 
  shield and averting their eyes from a gaze attack has a 
  75% chance to avoid a saving throw, instead of 50%. In 
  addition, as an immediate action, the shield may be used 
  to redirect any one gaze attack targeted at the wielder to 
  another target within 30 feet. This second effect causes 
  Cult of the Stone Serpent 
   
  Page 28 
   
  
  the shield to shatter into small fragments, and become 
  forever useless. 
   
  Caster Level: 13
  th; Prerequisites: 10 ranks in Craft 
  (alchemy), Craft Magic Arms and Armor, limited wish, 
  mithral small shield; Market Price: 7,560 gp; Weight: 3 lb. 
   
  Stoneheart Arrow 
  This +1 arrow has an arrowhead crafted from the stone of 
  victims of petrification attacks. When the firer confirms a 
  critical hit, the target must make a Fortitude saving throw 
  (DC 19) or be permanently turned to stone, as a flesh to 
  stone spell.  
   
  Caster Level: 11
  th; Prerequisites: 5 ranks in Craft 
  (weaponsmithing), Craft Magic Arms and Armor, flesh to 
  stone, chippings from a petrified creature; Market Price: 
  640 gp; Weight: -. 
   
  Left Eye of a Medusa 
  When a spellcaster casts flesh to stone with this 
  component applied, there is a 50% chance that the saving 
  throw DC of the spell is increased by +2. Alternatively, if 
  a spellcaster uses this component when casting a stone to 
  flesh spell, there is a 50% chance the target of the spell 
  receives a +2 bonus to the Fortitude saving throw. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cult of the Stone Serpent 
   
  Page 29 
   
  
  Map 1: Blackskull Tribe Lair 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area B 
   
   
   
   
   
   
   
   
   
  1 
   
   
   
   
   
   
   
   
   
   
  Area A 
   
   
   
   
   
   
   
   
            3 
   
   
   
   
   
   
   
  Area C 
   
   
   
   
   
   
   
             4 
   
   
   
           
   
    
   
  2
  Cult of the Stone Serpent 
   
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  Map 2: Lair of the Medusae 
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area A 
   
   
   
   
   
   
   
       Area B 
   
   
   
   
    Area C 
   
   
   
   
   3 
   
   
   
   
   
   
   
   
        
   
   
   
   
   
   
   
       
   
   
   
   
   
       2 
   
   
   
   
       1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PCs start here 
   
   
   
   
   
   
   
   
   
   
   
   
                    X     X    X 
                                          
   
   
   
   
   
   
   
   
                    X     X    X 
   
   
   
   
   
   
   
   
   
   
  Cult of the Stone Serpent 
   
  Page 31 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/594/Normal Scenarios/HIG4-07 - Cult of the Stone Serpent (APL 6-12)/HIG4-07 - Cult of the Stone Serpent.pdf