Temple of the Bat Serpent

d6 Random Encounters

  1. 1d4 Void bats.
  2. Large batlike shadow in peripheral vision.
  3. A swarm of bats. DEX save or deprived in fear.
  4. A cold gust of wind and sound of wings.
  5. Shadows of light do not match creature’s movement.
  6. 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.