Serpent Storm
About this Adventure
This is a full adventure for player characters level 5-13. Encounters are balanced to fall within that range with suggestions to raise or lower the difficulty. The adventure is intended to be plugged into any fantasy setting, though we offer some lore from our own setting as well. There are optional encounters and rumors to fill in any gaps that your players may experience. The players will arrive in Ironhaven for the annual trade faire. The town is built into ancient ruins surrounded by thick jungles. The town was founded by Fay Brady, "the Immortal," an infamous former pirate turned mayor. Over the last decade, her hard work has grown the town and surrounding area into a prospering trade center. While the locals may be a bit more rowdy, their pasts a bit more checkered, than the average town, Ironhaven is a good spot to make decent coin for those brave enough to make the journey up river. At first, the trade faire offers the common encounters of drunken brawls, raucous adventures, and local wildlife. However, things start to take a sinister turn as rumors of people being possessed or taken start circulating. This thread will take the players down a spiraling path of ancient magic and forgotten grudges, culminating in an epic battle with a rare draconic foe.Arival by Day
Quests and Clues
IRONBOUND - An intense whirlpool has been forming randomly along the river and seems to even be targeting the iron boats. The players may be hired to discover if there is something unnatural causing this phenomenon. In fact, the whirlpools are caused by a disgruntled water elemental that has been tainted by the natural iron of the Cut. Among the options available to the PCs to solve this problem is to purify the elemental or destroy it. BLOODSOAKED RAINBOW - A massive mantis shrimp has taken up residence near one of the docks. It's becoming territorial. (In the case of Speak with Animals; the shrimp is unreasonable and aggressive) Mantis Shrimp, GiantMantis Shrimp, Giant
Family: Shrimp Large beast, unaligned Armor Class 16 (carapace) Hit Points 150 (12d12 + 72) Speed 30 ft., swim 40 ft. STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 18 (+4) 4 (-3) 13 (+1) 12 (+1) Saving Throws Str +8, Con +8 Skills Perception +9 Damage Resistances thunder Senses blindsight 60 ft., darkvision 60 ft., passive Perception 19 Languages – Challenge 9 (5,000 XP)SPECIAL TRAITS
Clawed Terror. All creatures that take thunder damage from the giant mantis shrimp’s pincer attack must attempt a DC 16 Constitution saving throw or be stunned for 1 round. They must then attempt a DC 16 Constitution saving throw or be blinded until the start of the giant mantis shrimp’s next turn. A successful saving throw renders a creature immune to the corresponding condition from the giant mantis shrimp’s pincer attacks until the beginning of a giant mantis shrimp’s next turn. Shattering Strike. A giant mantis shrimp deals double damage to objects, and gains advantage on attacks rolls against armored targets. Uncanny Eyesight. A giant mantis shrimp gains double its normal proficiency bonus on Perception checks, and it has advantage on saving throws against illusions. A giant mantis shrimp can see hidden or invisible creatures within 10 feet. ACTIONS Multiattack. A giant mantis shrimp makes 3 pincer attacks. Pincer. Melee Weapon Attack: +8 to hit, reach 10 ft., Hit: 14 (3d6 + 4) bludgeoning damage. All creatures within 10 ft. of a pincer attack take 7 (2d6) thunder damage.ABOUT
Though the colorful shells of giant mantis shrimp are beautiful to behold, the sight of one often means death. These apex predators resemble brightly colored lobsters with oversized pincers. They prowl tide pools and coastal shallows, competing for territory with sharks, eels, and giant. Their pincer strike is so fast it creates light, heat, and a stunning shockwave, and its multifaceted eyes can see into impossible spectrums that allow them to easily spot creatures trying to hide with camouflage. A typical giant mantis shrimp grows to 4 feet high and 6 feet long and weighs around 200 pounds. Reefhammer. Incredibly rare, these gigantic mantis shrimp prowl the seafloor and vast reefs, devouring everything in their path and sometimes shattering entire reefs just to pick through the ruins for prey hiding within. Copyright Notice Latin American Monsters (5E) © 2021, Legendary Games; Authors Miguel Colon, Ismael Alvarez, Robert J. Grady, Jason Nelson.Clues
These things can be found throughout Ironhaven during the Trade Faire. Alone, they may seem innocuous, but the more the players find, the more they may be able to piece some things together before the events of the closing feast. Eyes in the Dark - Throughout their stay, whenever the players are exploring at night they may be able to spot the glittering reflections of reptilian eyes watching the city from the jungles. If they bring this up to NPCs, they may be told that it's not uncommon and that is why the guards are so vigilant at night and never leave the walls' safety when it's dark. Odd Trails Along the banks of the Cut, the players may find strange tracks. These marks suggest some extremely large snakes came from the water and into the town, but there were no reports of any such giant snakes seen within Ironhaven. Night Flight A rumor spreads from the smoking dens near the docks. A few patrons insist they witnessed someone who looked like Itu, the court wizard, sprout wings and fly away the other night. It was dark and they couldn't be certain, but they say it seemed as if he suddenly had dragon wings.Closing Feast
On the final day of the Trade Faire, Ironhaven celebrates with a city-wide feast and festival. Everyone in the city spends this day enjoying the fruits of their trade with song, dance, and drink. There are plenty of events to participate in during the celebrations including drinking competitions, boxing, and bawdy plays. The revelry continues into the night. The caution and fear many locals displayed for the night seem to be set aside for this festival, but the signs of something amiss are building to a crescendo. A vile mist starts to build in the alleys and streets of Ironhaven. The players may pick up on the change in atmosphere before things start to go awry. Some citizens are acting strange, almost as if they are possessed, including Gavin. Their guide will start whispering about strange things like experiments and alchemy, subjects he has no knowledge of. Quickly the mist will fill the entire city with an eerie, green glow. People will start coughing and panicking. Then the attack begins. From the jungle, a large group of lizardmen, serpent folk, and horrific draconic mutants will rush into the city, obscured by the mist. They attack civilians randomly, causing chaos in their wake. The PCs can choose how they want to defend the town but during the conflict, they will witness several people and Gavin being taken by these creatures. The creatures are pushed back into the jungles with the help of the guards and the PCs. After the dust has settled, and the mist has retreated into the wilds, dozens of people are missing or killed. The survivors are panic-stricken and confused. The mayor of Ironhaven, Fay Bradly, calls on people who witnessed the kidnappings. It is possible that the players can capture a lizardman for questioning. This creature will grudgingly reveal that this reptilian alliance call themselves the Primal Dawn. Their goals are murky at best, this creature is not privy to the full workings of their organization, but it knows there is a ritual being performed that will grant the creatures immense power.Rescue Mission
Fay Bradly asks the PCs if they are willing to help track these creatures and discover the reason for this attack. The players can bring her the evidence they have gathered around town at this point. Furious at this trespass against her town, Fay demands this crime be answered in blood. At this point, a man named Itu will introduce himself to the party. He is a handsome, well-dressed human man who claims to have taken the role of court wizard in the town. In fact, he is the puppet master behind the scenes. This is the cobra dragon who has orchestrated this entire event. Itu has planned this ritual, gathered the various reptilian beasts of the jungle, and performed macabre experiments to create his own dragon hybrids over six centuries all in an attempt to gain ultimate control over the region. Itu will act as a good samaritan at this point, however. He will offer his aid to the PCs, informing them that the mist that rolled through the town carried a curse and that he was able to scry the origin point to somewhere deep in the jungle. All of this is true, but what he will not reveal to the players is that this was not part of his plan. The Primal Dawn, it seems, have made their own move, attempting to double cross Itu and claim the ritual's power for themselves. The wizard will volunteer to go into the jungles first to stop the mist and create a safer path for the players to travel. He will insist he can do this job alone but if the players will not agree to let him go by himself he may feign being captured in the jungle or simply stay with the party and reveal himself during the ritual. In either case, he plays the convincing part of a capable, overconfident human wizard. The next step is for the players to make their way into the jungles.Run Through the Jungle
Optional Encounters
Any number of Primal Dawn members might waylay the party on the journey to the lair. If Itu is with the party, however, his draconic beasts will not attack the party. There may be other creatures in the jungles such as large cats, groups of baboons, or even dinosaurs and rakshassa. The GM is encouraged to really play into the mysterious and dangerous nature of these forests, including encounters with the enigmatic ruins left by an ancient civilization or the inexplicably large carnivorous plants hiding between the trees. Options for finding the creature's lair include scrying, further questioning any captured lizardmen, or if they insist on keeping Ito in their group they can have him guide them. Another optional challenge is the mist. The mist can cause a status effect or debuff which can be adjusted in difficulty but this option lends a sense of urgency for the party to stop this fog at its source.Into the Lair
Once the players reach the lair of the Primal Dawn they will discover clear signs of the ritual being performed, the captured townsfolk, and that there is something else they didn't expect. This is not just a stronghold of reptilian beasts, this is an obvious dragon lair. The lair is built into ancient ruins deep in an enormous cave. The cave is so large, in fact, that the whole of Ironhaven could fit into it. There are trees long extinct on the surface growing and thriving here. The cavern slopes down to the central focus; an inverted tower, like a well, that reaches deeper into the earth. The walls are inlaid with silver and skulls. Itu, like many of his kind, has a large collection of skulls he is immensely proud of; his collection includes specimens from hundreds of species from ancient beasts, fellow dragons, and even cyclops.The Ritual
The centerpiece of the lair is the skull of a dead god. Which god is entirely dependent on the game master and the setting. In any case, this elaborate ritual has been set up by Itu in an attempt to use the skull as a conduit to steal the power of the dead god for himself and become a quasi-deity. The Primal Dawn began working with Itu, feigning allegiance to him so they could gain access to the ritual and use it for themselves. They wish to resurrect the Night Serpent, their own dead deity. The mechanics of the ritual can vary based on the level and interests of the party, but the primary piece is the god's skull. Itu and the Primal Dawn are using it as the focus and it contains the power of the ritual. Players may attempt to break the skull or interrupt the ritual but it is already in progress when they arrive so the skull will be infused with some energy.Aftermath
Assuming the players are able to win their battle with either the Primal Dawn, Itu, or both, the event can be resolved in a few different ways. If Itu successfully completes the ritual, he will become a quasi-deity. At this point, if any Primal Dawn creatures are left, he will destroy them. If the party helped or hindered him, he may grant them a boon and some treasure (the skulls are not optional loot.) If he is hostile, the party should be aware of the moment Itu completes the ritual as the best time to escape. After the transfer of power is finished, Itu will leave. If the ritual is only partially successful, Itu will take what remaining power he can and flee. If Askasa completes the ritual, she will resurrect the Night Serpent and start summoning demons, like Marilith, to serve him. These creatures, are immediately hostile. Assuming Itu is still friendly to the party, he will help them escape as there is no hope of winning this fight. The reception the party receives when they arrive back in Ironhaven will depend on if they were able to bring the townsfolk back alive. As long as at least some of the civilians make it back, Fay will be extremely grateful. Ironhaven will reward the players with gold or items, and the town will be considered friendly. Any activities by the party in the city will have advantages such as discounts in shops, access to limited items and preferential treatment. However, if the any of the high-ranking members of the Primal Dawn survive, Fay will rally her people and lead them into the jungles to wipe them out.Relations
Adversaries
The Primal Dawn
Not much is known about the Primal Dawn, but reports of this serpentine sect have been circulating for centuries. Their true history and motivations are unknown to the world outside of the organization, their motives as opaque as the cool, dark jungles they inhabit. According to rumor, the leaders of the Primal Dawn are dedicated to the worship of long-dead deities. Some insist that the organization is uniting serpent folk around the world in resurrecting their ancient god and recreating their long-forgotten empire. But this is speculation at best. Cunning and calculating, the Primal Dawn are known to study their targets before attacking when they are able. They tend to prefer stealth and surprise attacks, coating their weapons with poison. They are reluctant to commit their own members to a fight, choosing instead to use expendable demonic minions whenever possible. When they do fight, members of the Primal Dawn will often target casters first, choosing to outflank and outmaneuver as much as they can. Askasa is as much of an enigma as her organization. In Ironhaven, she is known to be a merchant of unrivaled beauty. None, of course, know her true nature, simply believing her to be a mysterious trader who brings exotic goods from the jungles to trade in town. However, there are curious things about her that draw people to her. She has a twin-headed snake that rides upon her shoulders that guards her from unwanted advances. The creature's scales are known to change color from time to time. Despite her oddities, she has a good reputation in town as a knowledgeable herbalist and generally helpful person. She frequently warns travelers to stay away from the deep jungles. She never sleeps in town.Statblocks
AskasaAskasa
10th Level Yuan-ti Pureblood Shadow Magic Sorcerer Str: 10 Dex: 15 Con: 12 Int: 14 Wis: 12 Cha: 18 HP: 52 AC: 12 (15 with Mage Armor) Save DC: 16 Speed: 30ft Sorcery Points: 10 Proficiency Bonus: +4 Darkvision 60ft Innate Spellcasting: Poison Spray Innate Spellcasting: Animal Friendship (snakes only) Innate Spellcasting: Suggestion Magic Resistance Poison Immunity Armor Proficiencies: None Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows Tools: Thieves Tools, Disguise Kit Saving Throws: Constitution, Wisdom, Charisma Languages: Common, Abyssal, Draconic Proficient Skills Deception (Spy) +8 Insight (Sorcerer) +5 Persuasion (Sorcerer) +8 Stealth (Spy) +6 Background: Spy Feats: Resilience: Wisdom Spellcasting Sorcerous Origin: Shadow Magic Eyes of the Dark Strength of the Grave Font of Magic Metamagic: Extended Spell, Quickened Spell, Subtle Spell Eyes of the Dark: Darkness Hound of Ill Omen Cantrips: Chill Touch, Friends, Gust, Message, Minor Illusion, Prestidigitation Spell Slots: 4 (1st) 3 (2nd) 3 (3rd) 3 (4th) 2 (5th) 1st Level Spells: Charm Person, Ray of Sickness, Silent Image 2nd Level Spells: Darkness, Detect Thoughts, Invisibility 3rd Level Spells: Blink, Counterspell, Major Image 4th Level Spells: Greater Invisibility 5th Level Spells: Cloudkill, Far StepMonster Manuel
Yuan-ti Abomination CR: 7
STR
19 +4
DEX
16 +3
CON
17 +3
INT
17 +3
WIS
15 +2
CHA
18 +4
-
Shapechanger. The yuan-ti can use its action to polymorph into a Large snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
-
Innate Spellcasting (Abomination Form Only). The yuan-ti's innate spellcasting ability is Charisma (spell save DC 15). The yuan-ti can innately cast the following spells, requiring no material components:
-
Animal Friendship (Snakes Only). Casting Time (1 action), Range (30 feet), Components (V, S, M (a morsel of food)), Duration (24 hours): his spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.
-
Fear. Casting Time (1 action), Range (Self (30-foot cone)), Components (V, S, M (a white feather or the heart of a hen)), Duration (Concentration, up to 1 minute): ou project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
- While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
-
Suggestion. Casting Time (1 action), Range (30 feet), Components (V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)), Duration (Concentration, up to 8 hours): You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
- The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
- You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed.
- If you or any of your companions damage the target, the spell ends.
Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.
Actions
-
Multiattack (Abomination Form Only). The yuan-ti makes two ranged attacks or three melee attacks, but can use its bite and constrict attacks only once each.
-
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.
-
Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target.
-
Scimitar (Abomination Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
-
Longbow (Abomination Form Only). Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 10 (3d6) poison damage.
Yuan-ti Anathema (R Spandit)
Spellcasting ability: Charisma Spellcasting DC: 15
Spells: Level 2: Acid Arrow Make a ranged spell attack against the target. On a hit, the target takes 4d4 4d4 acid damage immediately and 2d4 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. Level 3: Bestow Curse You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. Level 3: Stinking Cloud You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling.
Actions
Consume Snake: The yuan-ti eats a snake it is in melee contact with. The yuan-ti then regains the same number of hitpoints as the snake had remaining. Multiattack: The yuan-ti makes two melee attacks, but can use its bite and constrict attacks only once each. Bite. Melee Weapon Attack: +5 1d20+5 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) 1d6+4 piercing damage plus 10 (3d6) 3d6 poison damage. Constrict. Melee Weapon Attack: +5 1d20+5 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) 2d6+4 bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target. Spell Attack: 1d20+5
Reactions
Evil Noise: You play your instrument loudly, throwing off your foes concentration. The target must subtract 1d8 1d8 from their roll. This can be a damage or attack roll, a saving throw or ability check. If they are attempting a concentration roll, roll twice and choose the higher of the two.
Legendary Actions
Legendary Actions: 2 per round Cast a Cantrip (1 action) Cast a Spell (2 actions) Bite (1 action)
Lair Actions
Summon two constrictor snakes Constrictor Snake
A large serpent with clawed arms and 6 heads.
DnDBeyond Homebrew
Yuan-ti Malison Minion CR: 3
STR
16 +3
DEX
14 +2
CON
13 +1
INT
14 +2
WIS
12 +1
CHA
16 +3
Minion. Minions always attack in groups of 3 to 5. If a minion takes damage from an attack the damage is deducted from their HP like normal. If the damage exceeds a single minions HP, then the extra damage is deducted from the next minion in the group untill all minions are at 0 HP or all the extra damage is exhausted. Extra damage points do not carry over to other groups of minions. If the minion takes damage as a result of a failed saving throw, their hit points are reduced to 0. If the minion takes damage from another effect, they die if the damage equals or exceeds their hit point maximum, otherwise they take no damage. Saving throws against magic or area of affect are done at the group level. If the group saves, none of the minions in that group take damage
Actions
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 slashing damage per minion in the group.
Comments