Seven Serpents
| Author | Richard Canning, Chris Dolunt, and Chris Jones. |
| Publisher | Atlas Games |
| Publish date | 2004 |
| OGL Section 15 | ss |
The material below is Open Game Content
Hartshorn
Size: Village; Power Center: Conventional; Alignment: Chaotic Good
GP Limit: 262 gp; Ready Cash: 8,515 gp
Population: 652 adults (70% human, 12% dwarf, 8% halfling, 5% elf, 3% gnome, 2% other), 200 children (90% human, 5% dwarf, 5% other)
Authority Figures: Nidhoggur Gillstone, 5th-Level Aristocrat/5th-Level Paladin (mayor); Sister Tabitha Leaf, 9th-Level Druid (Abbess of the Woodland Monastery); Theodosian Niebelung, 12th-Level Vampire Rogue/3rd-Level Aristocrat (Merchant’s Guild Alderman); Björn Skellir, 3rd-Level Expert (green grocer and leader of the Citizen’s Watch); Franco Balzac, 7th-Level Bard (devilish ladies man). Hartshorn is the closest village to Talis Hall, approximately 6 miles down hill from it and situated at the base of the mountain upon which the Hall sits.
Stropanthus, Adult Silver Dragon
CR 14; Huge dragon (cold); HD 22d12+110; hp 311; Init +4; Spd 40 ft., Fly 150 ft. (poor); AC 29 (–2 size, +21 natural), touch 8, flat-footed 29; Base Atk +22; Grap +38; Attack +28 (2d8+8, bite); Full Atk +28 (2d8+8, bite), +24 (2d6+4, 2 claws), or +23 (1d8+4, 2 wings), or +23 (2d6+12, tail slap); Space/Reach 15 ft./10 ft. (15 ft. bite); SA Alternate Form, Breath Weapon, Crush, Spell-like Abilities, Spells; SQ Blindsense, Cloudwalking, DR 5/magic, Keen Senses, SR 22; AL LG; SV Fort +18, Ref +13, Will +16; Str 26, Dex 10, Con 20, Int 20, Wis 17, Cha 22.
Skills: Appraise +20, Diplomacy +31, Gather Information +31, Intimidate +31, Jump +29, Knowledge (geography) +20, Knowledge (history) +20, Knowledge (religion) +30, Listen +28, Ride +15, Search +30, Spot +25.
Feats: Brew Potion, Cleave, Craft Magic Arms and Armor, Improved Initiative, Power Attack, Weapon Focus (claw).
Languages: Celestial, Common, Draconic, Dwarven, Elven
Breath Weapon (Su): Stropanthus has two forms of Breath Weapon: a 50-ft. cone of cold (12d8 cold damage, Reflex save DC 26 for half damage), and a 50-ft. cone of paralyzing gas (Fortitude save DC 26 or be paralyzed for 1d6+6 rounds). He can make a breath weapon attack every 1d4 rounds.
Crush (Ex): Stropanthus can use his whole body to crush as many Small or smaller creatures as can fit in an area 15 ft. by 15 ft. Creatures who do not succeed on a Reflex save (DC 26) are pinned and take 2d8+12 points of bludgeoning damage. To maintain the pin, Stropanthus must win an ordinary grapple attack each round.
Frightful Presence (Ex): Stropanthus can unsettle foes with his mere presence. The ability takes effect automatically whenever he attacks, charges, or flies overhead. Creatures with 21 or fewer HD within a radius of 180 feet are subject to the effect. Will DC 27 negates. Creatures who succeed at the save are immune to Stropanthus’ Frightful Presence for 24 hours. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with more than 5 HD become shaken for 4d6 rounds. Dragons ignore the Frightful Presence of other dragons. Frightful Presence is a mind-affecting fear effect.
Spell-like Abilities: 3/day — polymorph self, fog cloud; 2/day — feather fall. Caster level 7th.
Spells: (6/8/8/5) Stropanthus casts spells as a 7thlevel sorcerer. He can also cast spells from the Air, Good, Law, and Sun domains as arcane spells. The DC to resist his spells is 16 + the spell level. He knows the following spells:
0 Level — dancing lights, daze, detect magic, ghost sound, light, mending, prestidigitation
1st Level — alarm, identify, shocking grasp, true strike, unseen servant
2nd Level — alter self, bull’s strength, see invisibility
3rd Level — dispel magic, haste
Alternate Form (Su): A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Blindsense (Ex): Stropanthus can pinpoint creatures within a range of 60 feet. Opponents he can’t actually see still have total concealment against him.
Cloudwalking (Su): Stropanthus can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.
Cold Subtype (Ex): Stropanthus has immunity to cold, but vulnerability to fire, which means he takes half again as much (+50%) damage as normal from fire, regardless of whether a save is allowed, or if the save is a success or a failure.
Damage Reduction: Stropanthus has Damage Reduction 5/magic; he ignores the first 5 points of damage from any attack, unless that attack is made with a magic weapon. His natural weapons are treated as magic weapons for the purpose of overcoming Damage Reduction.
Immunities (Ex): All dragons have immunity to sleep and paralysis effects. Stropanthus also has immunity to cold and acid effects.
Keen Senses (Ex): Stropanthus sees four times as well a human in low-light conditions and twice as well in normal light. He also has Darkvision to a range of 120 feet.
Elfriede Detlieb, Vampire, 12th-Level Human Ex-Paladin
CR 14; Medium undead (augmented humanoid); HD 12d12; hp 78; Init +5; Spd 30 ft.; AC 25 (+1 Dex, +6 natural, +8 full plate armor), touch 11, flat-footed 24; Base Atk +12; Grap +16; Attack +16 (1d8+4/19-20/x2, longsword) or +16 (1d6+4/x3, halfspear) or +16 (1d8+4, morningstar), or +16 (1d6+4, slam); Full Atk +16/+11/+6 (1d8+4/19- 20/x2, longsword) or +16/+11/+6 (1d6+4/x3, halfspear) or +16/+11/+6 (1d8+4, morningstar), or +16/+11/+6 (1d6+4, slam); Space/Reach 5 ft./5 ft.; SA Blood Drain, Children of the Night, Create Spawn, Dominate, Energy Drain; SQ Alternate Form, DR 10/magic and silver, Fast Healing, Gaseous Form, Resistance to Cold 10 and Electricity 10, Spider Climb, Turn Resistance +4, Undead Traits; AL CE; SV Fort +8, Ref +7, Will +7; Str 18, Dex 16, Con –, Int 14, Wis 17, Cha 17.
Skills: Bluff, +11, Diplomacy +18, Handle Animal +13, Heal +13, Hide +11, Listen +13, Knowledge (religion) +12, Move Silently +11, Ride +18, Search +10, Sense Motive +11, Spot +13
Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Lighting Reflexes, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge.
Blood Drain (Ex): Elfriede can suck blood from a living victim with her fangs by making a successful grapple check. If she pins the foe, she drains blood, inflicting 1d4 points of permanent Constitution drain each round the pin is maintained. On each successful attack, she gains 5 temporary hit points.
Children of the Night (Su): Elfriede commands the lesser creatures of the world and once per day can call forth a pack of 4d8 dire rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve her for up to 1 hour.
Create Spawn (Su): A humanoid or monstrous humanoid slain by Elfriede’s Energy Drain attack rises as a vampire spawn 1d4 days after burial. If she instead drains the victim’s Constitution to 0 or less, he returns as a spawn if he had 4 or fewer HD and as a vampire if he had 5 or more HD. In either case, the new vampire or spawn is under her command and remains enslaved until her death.
Dominate (Su): Elfride can crush an opponent’s will just by looking into his eyes. This is similar to a gaze attack, except that she must take a standard action, and those merely looking at it are not affected. Anyone she targets must succeed at a Will save (DC 19) or fall instantly under her influence as though by a dominate person spell cast by a 12th-level sorcerer. This ability has a range of 30 feet.
Energy Drain (Su): Living creatures hit by Elfriede’s slam attack suffer 2 negative levels. For each negative level she bestows, Elfriede gains 5 temporary hit points. She can use this ability once per round.
Alternate Form (Su): Elfriede can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level sorcerer, except that she can assume only one of the forms listed here. She can remain in that form until she assumes another or until the next sunrise.
Fast Healing (Ex): Elfriede heals 5 points of damage each round so long as she has at least 1 hit point. If reduced to 0 hit points or lower, she automatically assumes Gaseous Form and attempts to escape. She must reach her home within 2 hours or be utterly destroyed. (She can travel up to nine miles in 2 hours.) Once in her coffin, she rises to 1 hit point after 1 hour, then resumes healing at the rate of 5 hit points per round.
Gaseous Form (Su): As a standard action, Elfriede can assume gaseous form at will, as the spell cast by a 5th-level sorcerer, but can remain gaseous indefinitely. She has a fly speed of 20 feet with perfect maneuverability.
Human Traits (Ex): Humans gain one extra feat and four extra skill points at first level, plus on additional skill point at every other level.
Paladin Abilities: Because Elfriede is now a creature of pure evil she can no longer be considered a paladin. As such, she may not use any paladin abilities nor cast paladin spells.
Resistances (Ex): Elfriede ignores the first ten points of cold and electricity damage dealt to her in each instance.
Spider Climb (Ex): Elfriede can climb sheer surfaces as though with a spider climb spell.
Turn Resistance (Ex): Treat Efriede as though she had 4 additional Hit Dice when conducting turning attempts against her.
Undead Traits (Ex): Undead have Darkvision out to 60 feet, immunity to all mind-affecting effects, and immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. Undead are not subject to critical hits, nonlethal damage, ability drain, or energy drain, and are immune to damage to physical ability scores, as well as fatigue and exhaustion effects. Undead do not heal naturally, but can be healed with negative energy; the fast healing ability is an exception. Undead have immunity to any effect that requires a Fortitude save, unless the effect also works on objects, or is harmless. Undead are not at risk from massive damage, but are destroyed immediately when reduced to zero hit points or less. Undead do not eat, breathe, or sleep.
Possessions: Full plate, halfspear, longsword, morningstar, tower shield.
The Lair
The Reliquary
A character who makes a successful Search check (DC 30) notices the faint outline of the door that opens into the Reliquary, which is built inside the statue’s base. It is securely locked (Open Lock DC 30). Stropanthus has the key to the room.
The Reliquary is under the effect of a permanent hallow spell. There is no secondary spell bound to it, however, as too much time has passed since the last blessing was performed here.
The Covenant of the Scale is not in Stropanthus’ possession, but it is still in the region. Theodosian Niebelung, a vampire merchant lord living in the village of Hartshorn, still has it, but doesn’t understand how to use it.
Mead Hall
In the space between the central beam and the ceiling — a dirty, filthy place infested with decades of rat droppings — one may find, with a successful Search check (DC 23), a +2 adamantine greataxe. A unique curse enchants it: removing the axe from its resting place summons the shade of Wulfgar Halforsson, a 12th-level barbarian. He is not a true ghost, but a simulacrum with all the powers and abilities he had in life. He knows he’s dead; he takes great pride in the fact, and exists solely to kill or be killed. For each person he slays, he knows his soul is well-rewarded in the afterlife. Wulfgar stays in the room until defeated or until the character who summoned him departs.
Neither the barbarian nor the axe can leave the boundaries of the mead hall. Only a deity can break the enchantment placed on the weapon. For Wulgar, use generic statistics for a 12thlevel barbarian NPC. Except for the axe, characters may keep any treasure on his person, assuming, of course, they slay him first.
Sitting Area
A shrieker fungus colony grows in a gap beneath the floorboards of the sitting area by the fireplace. If something treads on the floor above them, they start shrieking loudly. This ruckus summons a griffon pride in 3d4 rounds, hungry for an easy meal. Use the standard d20 System statistics for these monsters.
The Library
A character must make a Balance check (DC 20) to keep his footing in the difficult terrain of the library. Falls from the second or third floor deal 2d6 or 3d6 points of damage, respectively.
The Vaults
The thirty vaults beneath the Stables are built from steel-reinforced hewn stone (Thickness: 3 ft.; Break DC: 60; Hardness: 10; Hit Points: 580). Each has a masterwork lock (Open Locks DC 40). The vaults are also enchanted: tampering with the walls, doors, or locks activates a plane shift spell (Will save DC 24 to resist) that banishes the offender to a neutral plane.
New Major Artifact: Covenant of the Scale
At first glance, the Covenant of the Scale is nothing more than a breast scale taken from a silver dragon. Its dimensions are 4 ft. x 2 ft., it weighs 100 lbs, and it is made from the purest silver. Nothing can tarnish it, except evil. Periodically during its extensive history, straps have been affixed to its concave side, allowing its owner to wield it as a shield, but it is much more than a piece of armor. The scale is an incarnate bond of trust between silver dragons and its owner. This artifact is one of the few things that can bring the disparate silver dragon clans together in unity. The Covenant works only for the person or dragon that owns the Covenant’s matching ring. The ring bears the heraldic crest of the silver dragon patriarch.
The 40-lb. Covenant of the Scale grants its owner the following benefits:
- The wielder gains immunity to silver dragon breath weapons.
- When wielded as a shield, the owner can cast sunburst as a 20th-level druid a number of times per day equal to his Wisdom modifier.
- When wielded as a shield, the owner can cast true strike on himself a number of times per day equal to his Wisdom modifier.
- The wielder may cast the regenerate spell as a 20th-level cleric a number of times per day equal to his Wisdom modifier. This benefit only affects silver dragons within one mile of the artifact.
- A silver dragon must obey the scale’s owner or suffer the effects of the geas/quest spell as cast by a 20th-level cleric.
Theodosian Niebelung, Vampire, 12th-Level Human Rogue/3rd-Level Aristocrat
CR 16; Medium undead (augmented humanoid); HD 15d12; hp 92; Init +8; Spd 30 ft.; AC 22 (+4 Dex, +6 natural, +2 leather armor), touch 14, flatfooted 18; Base Atk +11; Grap +17; Atk +17 (1d6+6/19-20/x2, short sword) or +17 (1d6+6, slam) or +17 (1d8/19-20/x2, light crossbow); Full Atk +17/+12/+7 (1d6+6/19-20/x2, short sword) or +17/+12/+7 (1d6+6, slam) or +17/+12/+7 (1d8/19- 20/x2, light crossbow); Space/Reach 5ft./5 ft.; SA Blood Drain, Children of the Night, Create Spawn, Crippling Strike, Dominate, Energy Drain, Sneak Attack +6d6; SQ Alternate Form, DR 10/magic and silver, Evasion, Fast Healing, Gaseous Form, Improved Uncanny Dodge, Resistance to Cold 10 and Electricity 10, Spider
Climb, Trapfinding, Turn Resistance +4, Undead Traits; AL CE; SV Fort +5, Ref +15, Will +10; Str 22, Dex 23, Con –, Int 19, Wis 12, Cha 20.
Languages: Abyssal, Celestial, Common, Draconic, Infernal.
Skills: Appraise +17, Balance +21, Bluff +28, Disguise +18, Escape Artist +21, Forgery +12, Gather Information +18, Hide +29, Innuendo +10, Intimidate +15, Jump +21, Listen +19, Move Silently +29, Open Lock +18, Profession +18, Search +19, Spot +15.
Feats: Alertness, Combat Reflexes, Cleave, Dodge, Expertise, Improved Bull Rush, Improved Initiative, Iron Will, Leadership, Lightning Reflexes, Power Attack.
Blood Drain (Ex): Niebelung can suck blood from a living victim with his fangs by making a successful grapple check. If he pins his foe, he drains its blood, inflicting 1d4 points of Constitution drain each round the pin is maintained. On each successful attack, Niebelung gains 5 hit points.
Crippling Strike: When Niebelung damages an opponent with a Sneak Attack, the target also takes 1 point of Strength damage.
Children of the Night (Su): Niebelung commands the lesser creatures of the world and once per day can call forth a pack of 4d8 dire rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve him for up to 1 hour.
Create Spawn (Su): A humanoid or monstrous humanoid slain by Niebelung’s Energy Drain attack rises as a vampire spawn 1d4 days after burial. If he instead drains the victim’s Constitution to 0 or less, she returns as a spawn if she had 4 or fewer HD and as a vampire if she had 5 or more HD. In either case, the new vampire or spawn is under his command and remains enslaved until his death.
Dominate (Su): Niebelung can crush an opponent’s will just by looking into his eyes. This is similar to a gaze attack, except that he must take a standard action, and those merely looking at it are not affected. Anyone he targets must succeed at a Will save (DC 21) or fall instantly under his influence as though by a dominate person spell cast by a 12th-level sorcerer. This ability has a range of 30 feet.
Energy Drain (Su): Living creatures hit by Niebelung’s slam attack suffer 2 negative levels. For each negative level bestowed, Niebelung gains 5 temporary hit points. He can use this ability once per round.
Sneak Attack: Niebelung deals an additional 6d6 damage to any opponent that is denied his Dexterity bonus to AC (even if the target has no Dexterity bonus), such as a target he flanks or catches flat-footed. Ranged attacks only count as Sneak Attacks if the target is within 30 feet.
Alternate Form (Su): Niebelung can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level sorcerer, except that he can assume only one of the forms listed here. He can remain in that form until he assumes another or until the next sunrise.
Damage Reduction (Su): A vampire has Damage Reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming Damage Reduction.
Evasion (Ex): When exposed to any effect that normally allows a Reflex save for half damage, Niebelung takes no damage with a successful saving throw. Evasion can only be used when wearing light armor or no armor.
Fast Healing (Ex): Niebelung heals 5 points of damage each round so long as he has at least 1 hit point. If reduced to 0 hit points or lower, he automatically assumes Gaseous Form and attempts to escape. He must reach his home within 2 hours or be utterly destroyed. (He can travel up to nine miles in 2 hours.) Once in his coffin, he rises to 1 hit point after 1 hour, then resumes healing at the rate of 5 hit points per round.
Gaseous Form (Su): As a standard action, Niebelung can assume gaseous form, as the spell cast by a 5th-level sorcerer, but can remain gaseous indefinitely. He has a fly speed of 20 feet with perfect maneuverability in this form.
Human Traits (Ex): Humans gain one extra feat and four extra skill points at first level, plus on additional skill point at every other level.
Improved Uncanny Dodge (Ex): Niebelung retains his Dexterity bonus to AC even when caught flat-footed or struck by an invisible attacker. He loses his Dexterity bonus if immobilized. Niebelung can no longer be flanked; another rogue cannot Sneak Attack Niebelung by flanking him unless she has four more rogue levels than he does.
Resistances (Ex): Niebelung ignores the first ten points of cold and electricity damage dealt to him in a single strike.
Spider Climb (Ex): Niebelung can climb sheer surfaces as though with a spider climb spell.
Trapfinding: Rogues can use the Search skill to locate traps when the DC is higher than 20. Rogues can use the Disable Device skill to disarm magic traps.
Turn Resistance (Ex): Treat Niebelung as though he had 4 additional Hit Dice when conducting turning attempts against him.
Undead Traits (Ex): Undead have Darkvision out to 60 feet, immunity to all mind-affecting effects, and immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. Undead are not subject to critical hits, nonlethal damage, ability drain, or energy drain, and are immune to damage to physical ability scores, as well as fatigue and exhaustion effects. Undead do not heal naturally, but can be healed with negative energy; the fast healing ability is an exception. Undead have immunity to any effect that requires a Fortitude save, unless the effect also works on objects, or is harmless. Undead are not at risk from massive damage, but are destroyed immediately when reduced to zero hit points or less. Undead do not eat, breathe, or sleep.
Possessions: Dagger, leather armor, light crossbow, short sword.
