Temple of the Bat Serpent
- Based on the Temple of the Bat Serpent by Nate Treme for Knave.
- Converted by a Wandering Landsloth
d6 Random Encounters
- 1d4 Void bats.
- Large batlike shadow in peripheral vision.
- A swarm of bats. DEX save or deprived in fear.
- A cold gust of wind and sound of wings.
- Shadows of light do not match creature’s movement.
- Light source turns green then goes out.
Locations
1. Defiled Fountain
Shallow Pool
- Whoever drinks moonshine from the pool must make a STR save or take d6 poison damage. Their neck hair stands on end in the presence of danger until they rest for a dungeon cycle.
2. The Bat Roost
Trapped Chest
- This chest has a copper key. When turned it completes an electric circuit, shocking the user. DEX save or take d6 shock damage. 3-in-6 chance of blinding target until they rest for a dungeon cycle.
3. The Eyeless Sanctuary
Oppressive Darkness
- dim torches
4. Cultists’ Dormitory
As written
5. The Mermaid Pond
Ice Cold Pond Water
- d6 STR damage for every turn spent in the water.
Statue of an Ancient Warrior, Glowing
- If touched, target will be immune to WIL saves related to fear until the end of the current Watch.
6. Grave Robber’s Stash
Locked Chest
- Spellbook of Bat Wing: Your arms turn into huge bat wings for up to 10xd6 minutes. Constantly sheds bat hair.
- Obsidian Short Sword (d6). Always warm to the touch, making sleeping in the wild more comfortable.
7. Bat Serpent’s Lair
Zeldizobek Vassal
- It demands worship of all who approach it. Its vassals gain d6 HP for each eye they sacrifice to the Bat Serpent.
- Sunlight causes d6 STR damage every time they stand in direct sunlight.
- The smell of fresh flowers disgust them and they age at 1/3rd of their natural rate.
- If they disobey the Bat Serpent, they become deprived and die if they continue in disobedience for a week.
Monsters or NPC’s
Void Bat
5 HP, 1 Armor, 7 STR, 12 DEX, 5 WIL, bite (d6) or Void Screech
- Void Screech: A high pitched screech that sense a reality bending visual ripple through the room. Targets fall on a failed DEX save.
- Usually hangs from ceilings and flies.
- Any sounds above a whisper alerts them and awakes them.
Eyeless Cultist
4 HP, 1 Armor, 11 STR, 12 DEX, 10 WIL, dagger (d6) + poison on STR save fail.
- Poison dagger: on a failed STR save, target takes another d4 damage.
Mermaid
6 HP, 2 Armor, 12 STR, 14 DEX, 11 WIL, shark teeth (d8), claws (d6+d6)
- Fast swimmer
- Wants to add more skeletons to her collection to be released from the Bat Serpent’s binding spell that keeps her in this pool
- Critical Damage: Pulls target underwater, drowning them in d4 rounds and adding their skeleton to her collection.
Skeleton
5 HP, 1 Armor, 8 STR, 13 DEX, 0 WIL, rusty sword (d6)
- Weakness: Blunt weapons are enhanced, other weapons are impaired.
Zeldizobek the Bat Serpent
10 HP, 2 Armor, 14 STR, 15 DEX, 12 WIL, bite (d8) claws (d8+d8), or Serpent Roar (WIL save)
- Serpent Roar: WIL save or paralyzed by fear for one turn
- Spells: Binding
- Critical Damage: Gauge out an eye for her well.
Relics
Amulet of Sobriety, 5 charges
- Cannot become intoxicated while wearing, absorbing it.
- Recharge: Put amulet in bowl of water, equivalent to the amount of alcohol stored, transforming it into alcohol.
Spellbook of Batwing
- Your arms turn into huge bat wings for up to 10xd6 minutes. Constantly sheds bat hair.