Requiem Of The Shadow Serpent Adventure Module Dungeon #139

Last Updated: April 5, 2026By Tags:

By Anson Caralya
Steve Ellis
Rob Lazzaretti

Forgotten Realms, Mid Level (6th-12th), Dungeon Crawl

Dungeon October 2005

Shar’s newest convert lurks in the dark heart of a dead cavern, composing a requiem for brave heroes. Her first stanza is a tale of betrayal, of trusted servants turned against their masters, while her second laments the emptiness of abandonment by a constant companion. Can the PCs counter with a bright refrain, or will they succumb to the shadow serpent’s song?

“Requiem of the Shadow Serpent” is a FORGOTTEN REALMS adventure for a party of four 9th level characters. While the adventure is set in the Western Heartlands region, the majority of it takes place in a remote cavern, so it can be easily placed in any temperate wilderness region near a frontier town.

Adventure Background

In Renkilk’s Cranny shall you atone
Where the shadow reigns unchecked
The hunting moonbeams’ powers gone
The chaste moonlight will regret.

Eshayben, priestess of Shar and schemer in Skullport, received this cryptic directive from her superior following the destruction of her cell of Shar worshippers. Chagrined at her losses and eager to re-establish her place among Shar’s faithful, Eshayben learned that “Renkilk’s Cranny” referred to a cavern complex in the southern Trielta Hills. She immediately journeyed there, overpowered the resident ogres, and discovered the reason she had been sent there: a dead magic zone filled one cavern in the cave complex, making it a perfect trap for Shadow Weave users against Weave spellcasters. She set to work honing the trap, dreaming of the followers of Selûne who would soon meet their end by her hand.

Despite Eshayben’s precautions, her activities were detected. The Red Wizard enclave in nearby Hill’s Edge pays well for local rumors, and when two of their itinerant evokers heard about the activity in the deserted caverns, they chose to investigate. They caught Eshayben by surprise and fought her outside of her dead magic sanctum. As she fell, she uttered a final curse upon the intruders, for she heard this imprecation and chose to fulfill it, hiding among them the secret of the dead magic zone. Eshayben rose immediately as a ghost and destroye the Red Wizards, whose resources had been largely spent in defeating her the first time.

In Faerûn, those watching are often watched in turn, and such was the case with these Red Wizards. The yuan-ti of the Coiled Cabal, a secret society of serpentfolk based in Ss’kowlryn’raa in the Forest of Wyrms, had been keeping an eye on the local Red Wizards to make sure they didn’t stumble upon the snakes’ secrets. When the evokers did not exit the caverns, it was the yuan-ti’s turn to investigate. Their expedition, led by the bard Sseseleheve, survived their encounter with Eshayben’s ghost. Sseseleheve recognized that this ghost could be used to harvest magical gear from adventurers, and a garrison was soon established with her superiors’ blessing. Unbeknownst to those superiors, Sseseleheve had also discovered the dead magic zone, and secretly turned to Shar and her Shadow Weave, claiming the dead magic zone as her sanctum sanctorum. (The Mulhorandi god Set has found the yuan-ti deity Seth and has subverted his worship among the serpentfolk. Some yuan-ti, including Sseseleheve, have sensed this change, making them more open to adopting new gods such as Shar.)

Once her trap was set, Sseseleheve disguised herself as an innocent traveler with the aid of alter self, and spread stories in the nearby town of Triel about the ferocious trolls that ravaged her caravan. It wasn’t long before a local party of adventurers took the bait and went off to investigate the cave. Expecting to fight brutish trolls, the group fell right into the trap set by the cunning snakes. Now, with “trolls” on the loose and the local adventurers cut down, Triel needs more heroes. Meanwhile, in Renkilk’s Cranny, the yuan-ti sit back and wait for the next group of victims to enter their den.

The Weave and the Shadow Weave

When a creature uses magic anywhere within the world of Toril, it channels raw magic through a conduit known as the Weave. Mystra, the goddess of magic, controls this conduit and it is within her power to deny any individual access to the Weave. Contrary to the experience of most spellcasters, the Weave is neither omnipresent nor impervious; the concentration of tremendous magical energies can disrupt it, and in some places known as dead magic zones, the Weave disappears completely. A dead magic zone functions as an antimagic field. In addition, it is impossible to employ divination magic on anything in a dead magic zone, and it is also impossible to use teleportation effects to move into or out of the zone. Weave users, whether they are spellcasters or creatures with spell-like or supernatural abilities, immediately notice when they enter a dead magic zone.

Those who wish to use magic without bowing to Mystra have one alternative: the Shadow Weave. Created by the goddess Shar as a tool in her eternal battle with her sister Selûne, the Shadow Weave functions much like the Weave, with the exception that Shar, rather than Mystra, controls it. Shadow Weave users can produce stronger enchantment, illusion, and necromancy effects than Weave users, but their evocation and transmutation effects are weaker, and they cannot produce light effects at all. Shadow Weave users are both unaware of and unaffected by a dead magic zone, as they do not access the Weave.

The Weave, dead magic zones, and the Shadow Weave are described in greater detail in the Forgotten Realms Campaign Setting.

Adventure Synopsis

The PCs arrive in the town of Triel and learn of Renkilk’s Cranny, a nearby cavern complex rumored to be the new lair of a band of trolls. Triel’s Striding Sheriff asks the PCs to investigate the rumors, and destroy the threat to her village. Instead of trolls, the PCs run into a trap set by the yuan-ti. The first few cavern encounters feature obstacles and expendable guardians to test the mettle of any intruders, under the observation of yuan-ti in their “slither tunnels.” The caves eventually lead to a confrontation with Eshayben. If the PCs survive this confrontation, the yuan-ti order their servants to fight to the end while they gradually fall back. Sesselheve, the yuan-ti bard commander of the operation, ultimately confronts the PCs in a dead magic zone, where the PCs must defeat a spellseller without the aid of any of their own spells.

Adventure Hooks

“Requiem of the Shadow Serpent” begins when the PCs arrive in Triel and learn of the caravan attacks. Here are two ways to get the PCs interested in Renkilk’s Cranny:

  • The PCs uncover a yellowed copy of Eshayben’s directive (detailed in the Adventure Background) among other correspondence that links the note to followers of Shar. The search for additional clues leads them to Renkilk’s Cranny.
  • Someone in Triel contacts the PCs and requests their aid. The request could come from Tarsen Harb, who’s concerned with the fate of the missing adventuring party; Antriera, after she catches a glimpse of conspiracy in recent Triel happenings; or Ydan Arvest, anxious at the prospect of increased attacks on his caravans. These NPCs may be related to the PCs former employers, family friends, or they may only be familiar with the PCs by reputation.

Triel

Village Stats

Triel (village): Conventional; AL N; 800 gp limit; Assets 30,800 gp; Population 770; Mixed (96% humans, 3% halfling, 1% gnome, 4% dwarf, 1% others).

Authority Figures: Elvar the Grainlord, LN male Chondathan human warrior 3/expert 4 (Lord of Triel), Tarsen Harb, NG female Tethyrian human ranger 3 (Mielikki) (Striding Sheriff).

Important Characters: Antriera, NG female Tethyrian human cleric 5 (Chauntea), Quarly Chavel, LN female Chondathan human rogue 4/expert 3 (jeweler, Zhent spy), Sordon Sing, NG male rock gnome illusionist 4 (technician), Ydan Arvest, N male human expert 5 (foremost caravan factor).

Notes: Triel’s constant caravan trade gives it a gp limit above the normal value for a village.

The stockaded village of Triel stands astride the Trade Way. Crates, barrels, bins, and jugs of preserved vegetables and grain are stacked high and deep among simple wooden buildings. Triel has no inns, taverns, or decent stores, and visitors are expected to camp outside the walls and help defend against bugbear raids. Common is spoken loudly, Chondathan in conversational tones, and other tongues in whispers.

The ruler of Triel is Elvar the Grainlord, an eccentric man obsessed with having enough food to survive the winter when the weather halts trading traffic along the roads. Elvar changes religions almost every tenday, but his foibles are tolerated by the villagers due to his genius for finding water, creating proper irrigation, and anticipating weather and crop problems. Altar building and dismantling at the Cup of Plenty (Elvar’s shrine) is a regular pastime, as is the arrival of new westerners and hired priests.

Caravan trade is the center of life in most towns and villages in the Western Heartlands, and Triel is no exception. While the heavy traffic of the Waterdeep-Soubar route provides the majority of the town’s commerce, traders wary of the eager justice of Elturel to the south often undertake the short detour to Triel. The villagers are frontier folk, talented in the physical skills supporting survival and diplomatic in trading for what they need, but with little patience for the abstract or subtle. Agreeable adventurers are welcomed as potential allies in commerce or protection, and only those who invite suspicion receive it. Less trusting are the “factors,” caravan agents who dwell within Triel, but they spare little time for anything outside their trade. None in Triel are aware of the forces currently working against them.

The Western Heartlands can be dangerous, and straying from the road often invites ruin, but few know that danger comes from the influence of Najara, Kingdom of Snakes (Serpent Kingdoms 104). This hidden realm of nagas, yuan-ti, and their servants has kept the Western Heartlands divided for decades, manipulating the development of their future slave-states, bidding their time before striking the deciding blow. Many residents of Serpent’s Cowl (a village in the shadow of the Forest of Wyrms) have already been converted into tainted ones. In Triel, the Coiled Cabal aims to bleed off the strongest potential opposition and amass valuable resources with their clever trap in Renkilk’s Cranny. These two initiatives may be independent experiments, or may be pieces of some larger strategic plan—only the snakes know for certain.

Triel Inquiries

Use the information below to answer any questions the PCs have regarding Renkilk’s Cranny or recent events in Triel. This information can be gained with Gather Information, Knowledge (local), or bardic knowledge checks made at the listed DCs.

Recent Events

DC 10: The town buzzes with the news of a band of trolls that are attacking caravans along the road between Triel and Hill’s Edge. Several of the caravans are taking on extra guards or planning alternate routes.

DC 15: Tarsen Harb, the town’s young Striding Sheriff, is concerned that the troll threat is greater than it appears to the town. Any disruption in the caravan trade is dire news in a town like Triel. Unable to leave town due

to other commitments (and being no match herself for a group of rampaging trolls), she is quietly looking for adventurers to tackle the situation.

DC 20: The troll rumors started when Hevessel, a mesmerizing wisp of a woman who spoke Chondathan, arrived in town two weeks ago looking for Tarsen. Later that evening, she told the patrons of a local public house a terrifying story of a troll attack on her caravan. (This was Sseselehvse, using alter self to transform into a pureblood, and then disguising herself to pass as a human.)

DC 25: Shaylef, a reserved, prematurely gray-haired woman, hired six local mercenaries as guards to accompany her to Waterdeep last summer. Their families have not heard from them since, and consider them lost. (Eshayne hired the locals to help clear the caverns, then secured her secret by eliminating them.)

DC 5: The name refers to a series of caverns in the Trielta Hills recently claimed by a troll chieftain and his followers. (This rumor began with Sseselehvse posing as Hevessel, but has taken on a life of its own.)

DC 10: Clear directions to the caverns.

DC 15: The caverns are named for Renkilk, the spoiled son of an aristocrat who hid in the caverns for two days after stealing from the Cup of Plenty. No outdoorsman, his capture by a Helmite paladin (invited to Triel on Elvar’s whim) saved him from making a meal of his boots.

DC 20: A group of four adventurers learned of the troll infestation and set off for Renkilk’s Cranny several days ago. They have not been heard from since.

RENKILK’S CRANNY

Most of the journey from Triel to Renkilk’s Cranny in the Trielta Hills can be accomplished by following the trade-road northeast toward Hill’s Edge and then breaking off north to the caverns (see the Triel Surroundings map). The PCs pass caravans on the road, but nothing dangerous. If they choose to trek through the wilderness to reach the caverns or spend time camped away from the road, use the random wilderness encounters for temperate forests and hills in the Dungeon Master’s Guide (pages 96–97). When the PCs reach the obvious entrance to the caverns, read or paraphrase the following:

Hidden among the shadows of a steep, rocky hillside is a darker hollow, an opening a dozen feet wide that tapers to an equal height. The granite walls of the cave mouth glisten, the damp floor is littered with gravel, and insects and dripping water can be heard within. A rough tunnel descends from the surface into darkness.

A DC 22 Survival check made here by a character with Track reveals tracks of large serpents, but not troll tracks.

A second entrance to the caverns is hidden in the underbrush fifty feet to the west. A DC 20 Search check uncovers the nearly vertical shaft. This passage is used by the deathcoil (area 2) and leads to that lair. A DC 20 Track check at the shaft’s opening reveals the passage of a very large arboreal serpent.

There are three types of caverns within the complex: natural caverns, slither tunnels (narrow passages used by the yuan-ti to observe and move about unseen), and the yuan-ti chambers (always worked to a remarkable smoothness, with the lone exception of area 15, Ssessethlee’s lair). The caverns are humid and warm, with both qualities increasing with proximity to the chasm (area 14). There is no natural or artificial light within the caverns—the inhabitants all have darkvision, making it that much easier to detect intruders.

Creatures: PCs who elect to set an ambush at the cave’s mouth may be in for a surprise: the deathcoils emerge from its hole to hunt 24 hours after the PCs arrive, gliding through the trees to attack nearby prey. The Fangs of Sseth in areas 9 and 14 cautiously leave the caverns once every 4 days to hunt (they would prefer to hunt less frequently, but their minions are ravenous).

1. Slime Trap (EL 8)

Trap: Thoshovos (area 13) crafted a mechanical trap here that drops green slime (Dungeon Master’s Guide 76) on intruders that explore this dead-end passageway. Any weight on the stone floor greater than 10 pounds triggers the trap, and everything in the section of tunnel noted on the map is exposed to the falling slime. Hidden bypass switches are located on both sides of the trap. Once triggered, the trap can be recognized for what it is (Search DC 20) rather than a natural fall of slime, and a DC 25 Disable Device check reveals how the trap is re-filled.

Green Slime Trap: CR 8; mechanical; location trigger; repair reset; hidden switch (Search DC 25) bypass; Atk +10 melee touch; multiple targets (all targets in affected area); green slime; Search DC 25; Disable Device DC 25.

2. Snake Den (EL 9)

Shallow pools, constantly rippling from the impact of endless water droplets, cover the floor of this cavern. A passage twists away to the south, and a dry, flat ledge is visible seven feet up the eastern wall.

The ledge connects to a steep and obstructed passage leading to the surface, used by the deathcoils for hunting forays into the outside world. A concealed passage (Search DC 30) low on the northwest wall allows access to the yuan-ti’s “slither tunnels,” but the tunnel is only 1-foot wide and tall at the entrance (Yuan-ti can assume the form of snakes as small as Tiny size, allowing them to easily pass through the tunnels).

Creatures: The yuan-ti positioned guardians here to test the mettle of intruders. On the ledge lurks a deathcoil, a vicious green and jet serpent, notorious for its crushing coils and soporific breath weapon. Six thick-bodied, aggressive rattlesnakes nest in the north end of the cavern. A flying fang, a fiendish green-grey serpent with bat-like wings, is hidden among the rattlers (DC 25 Spot check to distinguish the flying fang from the vipers, unless it takes flight).

Flying Fang CR 4

Advanced elite fiendish flying snake
NE Medium magical beast (extraplanar)
Races of Faerûn 177, Monster Manual 107
Init +5; Senses darkvision 60 ft., low-light vision, scent; Listen +7, Spot +10
Languages Yuan-Ti

AC 18, touch 15, flat-footed 13
hp 34 (4 HD); DR 5/magic
Resist cold 5, fire 5; SR 9
Fort +6, Ref +9, Will +1
Spd 20 ft., climb 20 ft., fly 20 ft. (average)
Melee bite +9 (1d4+1 plus 1 acid)
Base Atk +4; Grp -5

Atk Options Flyby Attack, constrict (1d4+1), improved grab, smite good 1/day (+4 damage)
Special Actions acid spit (9 ranged touch)

Abilities Str 12; Dex 20; Con 15; Int 4, Wis 10, Cha 2
Feats Alertness, Flyby Attack, Weapon Finesse
Skills Balance +13, Climb +14, Hide +9, Listen +10, Spot +7

Acid Spit (Ex) Once per round, a Flying Fang can spit acid as a ranged touch attack. The acid spit deals 1 point of acid damage but is insufficient to count as a grenade-like weapon. A Flying Fang that bites an opponent automatically deals an additional 1 point of damage from acid.

Rattlesnakes (6): hp 9 each; Monster Manual 280 (Medium viper).

Tactics: The deathcoils immediately attacks intruders, targeting its breath weapon so as not to hit the other snakes. If it has trouble hitting opponents, it bull rushes them toward the rattlers to provoke attacks of opportunity. The rattlers sound their warning, and strike any intruder within reach. Once combat begins, the flying fang retreats through the passage to the southwest, whereupon it alerts the yuan-ti in area 15. Its flight through area 3 does not trigger the trap there.

3. Slime Trap (EL 8)

This trap is identical to the trap in area 1. Eshayben blocked the passage to the east to limit movement within the caverns.

1. False Troll Den (EL 7)

Bones, broken weapons and armor, carrion, and coins are scattered across the floor of

5. Observation and Holding Pen (EL 9)

This chamber of worked, polished stone stands in sharp contrast to the natural caverns nearby. Cylindrical tunnels, dwindling to very low, narrow passages, lead into the area from three overlapping hemispherical chambers, while the southern chamber is bisected by stout iron bars to form enclosures. A ramp spirals up to a ledge and small stone door along the eastern wall, and a pool of oily liquid occupies an alcove to the west. Jarring, labyrinthine patterns jump off canvases set on two easels facing the cells.

The yuan-ti use this cavern to give an appearance of truth to the troll rumors. The two well-hidden (Search DC 30), large secret doors in the north serve to populate the cavern with trolls from area 5 when intruders are expected. In addition to the secret doors, a spy-hole is set on the southern portion of the west wall for the occupants of area 5. The hole is 10 feet above the cavern floor and cleverly disguised (Search DC 30, or DC 20 if a character is Large or flying). A DC 34 Survival check reveals that there are no troll tracks into or out of this cave, and that there are far too few signs of habitation for the trolls to dwell in this cavern.

Creatures: If the yuan-ti abominations in area 5 have been alerted to intruders, then two troll prisoners are encountered here. The trolls, natives of the Trollhaunt who migrated to the Trielta Hills before their capture, are kept hungry and attack intruders on sight. A few demonstrations of baleful polymorph have banished any thought of treachery from the trolls’ dull minds.

Trolls (2); hp 63; Monster Manual 247.

Treasure: The yuan-ti planted 179 sp, 123 gp, and 36 pp here as troll loot. There is nothing else of value.

Development: The abominations in area 5 observe events here if they have been warned of intruders. If the PCs defeat the trolls, one abomination assumes snake form and heads down the “slither tunnel” towards area 6 to close the trapdoor at the entrance to area 6 behind the PCs, locking them in with Eshayben.

6. Eshayben’s Haunt (EL 10)

Streaks of violet, perhaps the result of trace amounts of amethyst suspended in quartz, slash across the walls of this broad cavern, while an unbroken band of violet encircles the ceiling. The usual flecks of mica are absent within this dark circle. A passage leads to the northeast and a foul, musky odor permeates the place.

A stone door, controlled by a lever in the “slither tunnel” from area 5, is concealed above the entrance to the cavern (Spot DC 25). Lifting the door requires a DC 20 Strength check. The secret door from area 5 is well-hidden (Search DC 30).

Creature: This is the haunt of Eshayben, who has remained here since the destruction of the Red Wizards. Although Shar granted Eshayben’s last request and transformed her into a ghost, she was not pleased with her priest’s failure, and as a result Eshayben is both less and more than her former self. Shar filled Eshayben with an overwhelming urge to possess and control magic items. This urge is so powerful that Eshayben thinks about nothing else, a fact that is reflected in her reduced mental statistics. She is completely oblivious to creatures and nonmagical items, but any magic item brought into this room drives her into a frenzy as she seeks to wrench it away from its possessor with her telekinetic aura. The yuan-ti learned of her obsession shortly after they arrived in the cave, and now use her to destroy invaders. As long as they refrain from carrying magical gear into this cave, she tolerates their presence. On those occasions when the yuan-ti need to pass through here with magic items (or harvest what Eshayben has taken from adventurers), Thovshoss (see area 13) stands outside the radius of her telekinetic aura and blasts her down with repeated castings of magic missile, knowing that she’ll rejuvenate soon enough.

When she manifests, she appears in the center of the cavern as a frenetic woman with ash-colored hair and matching aura. Upon spotting intruders, she laughs as

field unless its wielder makes a DC 18 Reflex save at the beginning of his turn. A character can forgo making this save if he spends a full-round action doing nothing but hanging onto his gear. Once the aura has captured an item, it cannot be recovered until Eshayben is destroyed or ceases her manifestation.

Tactics: As she states, Eshayben cannot move, although her aura is likely to pose a serious problem for any intruders. There is enough loose debris in the room for Eshayben to use her telekinetic aura to its full effect, in addition to any possible items she might pull out of the PCs’ hands. She is also quite happy to make draining touch attacks against anyone foolish enough to come within her reach, draining Dexterity first in the hope of improving her chances of successive hits and eventually paralyzing opponents. If Eshayben is turned, she ends her manifestation. When her animation power ends or she is brought to 0 hp, she whispers the command she was given by her Sharran cell leader (see the beginning of “Adventure Background”), and fades away.

Development: If the yuan-ti abominations from area 5 are aware of the characters, one closes the concealed door into area 6 once the PCs are in the cavern, then remains hidden unless the PCs gain entry to area 8, at which time it attacks. The three in area 7 stand just outside the range of Eshayben’s aura and try to keep the PCs inside its area of effect, while peppering them with javelins and green slime (see below). If the PCs close to within melee range, they charge and pull out their greatswords. Her curtailed intellect prevents her from learning from experience, so her tactics do not improve if the party confronts her repeatedly.

7. Slime Farm (EL 8)

This cavern seethes with a horrible stench. There are clear signs of human habitation, with red rugs on the floor, weapons and large stone pots propped against walls, and jugs and utensils resting on ledges. A bowl-shaped depression five feet across has

Eshayben CR 8
Female Illuskan human ghost cleric 8 (Shar)
NE Medium undead (augmented humanoid, incorporeal)
Monster Manual 117
Init +1; Senses darkvision 60 ft.; Spot +4, Listen +4
Aura telekinetic aura (30-ft. radius)
AC 15, touch 15, flat-footed 14
hp 52 (8 HD)
Immune incorporeal traits, undead traits
Fort +7, Ref +3, Will +9
Spd 0 ft.
Melee incorporeal touch +7/+2 (1d4 ability drain)
Base Atk +6; Grp
Special Actions rebuke undead 7/day (+6, 2d6+14)
Note: Eshayben is incapable of casting spells due to her reduced Wisdom score.
Abilities Str —, Dex 12, Con —, Int 2, Wis 4, Cha 18

if through several throats and then endlessly repeats her mantra:

“I move not,
I need not;
What comes here
Moves for me.”

SQ manifestation, improved rejuvenation, turn resistance +4
Feats Combat Casting, Shadow Weave Magic, Silent Spell, Stealthy
Skills Concentration +11, Diplomacy +10, Heal +1, Hide +11, Knowledge (religion) +1, Listen +4, Move Silently +3, Search +4, Spellcraft +2, Spot +4, Use Magic Device +12

Improved Rejuvenation (Su) Eshayben rejuvenates 24 hours after being destroyed, unless magical light shines within area 15.

Telekinetic Aura (Su) This is a variation on the standard telekinesis power possessed by some ghosts. This magical aura animates any loose, unattended object that weighs less than 20 pounds and swirls it around the ghost at high speed. If there are at least 10 pounds of available debris, the aura creates a radius of 30 feet around the ghost. The aura automatically does 2d6 points of bludgeoning damage to each creature in the area of effect at the beginning of Eshayben’s turn. In addition to this effect, any item not firmly worn or held (such as secured weapons, hats, goggles, etc.) is automatically pulled into the debris

Feats Improved Initiative, Iron Will, Multiattack, Power Attack

Skills Hide +11, Listen +4, Spot +5, Swim +8

Possessions masterwork breastplate, masterwork greatsword, masterwork javelin (5)

Stench (Ex) When a tren is angry or frightened, it secretes an oily, musklike chemical that nearly every form of animal life finds offensive. Every living creature (except other trens and troglodytes) within 30 feet of a tren must succeed on a DC 16 Fortitude save or be sickened for 10 rounds. A creature subjected to stench from multiple trens makes only one saving throw. A creature that successfully saves cannot be affected by the same tren’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect. Creatures immune to poison are unaffected, and a creature resistant to poison receives its normal bonus on the saving throw.

Rage (Ex) While raging, the trens’ statistics change as follows:

AC 23, touch 10, flat-footed 21; uncanny dodge
hp 70 (6 HD)
Fort +13, Will +6

Melee mwk greatsword +9 (2d6+15/19–20) and
bite +6 (1d6+6) or
2 claws +8 (1d4+9) and
bite +6 (1d6+6)

Ranged mwk javelin +8 (1d6+6)
Grp +11
3-point Power Attack

Abilities Str 22, Con 23

Skills Swim +10

Tactics: If the trens are encountered here, or forced to retreat here from area 6, one fills the stone pot with green slime (a full-round action) and hurls it at the nearest character (treat as an improvised thrown grenade-like weapon). If a Small character stands near the slime pool, the trens attempt to bull rush the character into the pool.

8. Guard Post (EL 9)

This natural cavern is similar to the last, with the same vile odor hanging in the air. A passage descends to the east, and a steady breeze blows up from this passage and out through a shaft in the cavern’s high ceiling.

The yuan-ti allow the trens no deeper into the caverns, for while they appreciate their ferocity in combat, their stench is simply unacceptable in the yuan-ti’s dwelling-spaces. The breeze through the cavern prevents the stench from making its way to the southern rooms.

Creatures: Three trens and two flying fangs are posted here. They cannot hear activity through the heavy secret door to area 7, but are immediately alerted by its slow, grinding opening, as well as by any failed attempts to open it.

Male tren barbarian 2 (3): hp 58 each, see page 64.

Flying Fangs (2): hp 34 each, see page 61.

Tactics: The trens and one flying fang hide at the first sign of intruders, ready to ambush any who come through, while the other flying fang retreats to alert the occupants of areas 9 and 11. The trens fight to the death, preferring this to the treatment deserters receive from their yuan-ti masters.

Treasure: There is nothing of value here beyond a neat stack of 20 masterwork javelins.

Development: The PCs’ arrival in area 8 sends a cascade of alerts through the yuan-ti’s caverns. Servants and lesser yuan-ti stand fast against intruders while their leaders observe and fall back, testing the PCs’ strength and, in Ssesseth’s case, luring them into the dead magic zone in area 15.

9. Northern Pools (EL 9)

This cavern has been worked from floor to ceiling to a remarkable smoothness. Colors only glimpsed in the natural caverns form bright bands in the near-ceramic walls here. Pools of oily liquid have been set halfway up the north and east walls. Three trens stand in the center of the space, and a woven basket sits by a rough patch in the western wall.

The rough bit of western wall is a slither-rub, used by the yuan-ti to scrape off molting skin before basking in the oily pools.

Creatures: One male halfblood Fang of Sseth, a member of an order of hunters devoted to the patron deity of the yuan-ti, and two female halfbloods can be found here. The male has a snake tail in place of legs and wields a masterwork composite longbow.

Ils’voh’sseth CR 7

Male yuan-ti halfblood Fang of Sseth 2
CE Medium monstrous humanoid
Monster Manual 264, Serpent Kingdoms 162
Init +8; Senses darkvision 60 ft., scent; Listen +15, Spot +15
Languages Abyssal, Chondathan, Common, Draconic, Yuan-ti
AC 23, touch 14, flat-footed 19
hp 71 (9 HD)
SR 16
Fort +5 (+6 vs. poison), Ref +12, Will +10
Spd 20 ft., climb 15 ft., swim 15 ft.
Melee mwk scimitar +12/+7 (1d8+3/18–20) and bite +6 (1d4+1 plus poison)
Ranged mwk composite longbow +14/+9 (1d8+3/x3) or
mwk composite longbow +12/+12/+7 (1d8+3/x3)
Base Atk +8; Grp +11
Atk Options Rapid Shot, constrict (1d6+4), enhanced ranged attacks, sneak attack +1d6
Special Actions chameleon power, detect poison, produce acid (3d6 acid)
Combat Gear potion of protection from arrows
Spell-Like Abilities (CL 8th)
3/day—animal trance (DC 15), cause fear (DC 14), entangle (DC 14)
1/day—deeper darkness, neutralize poison, suggestion (DC 16)

Abilities Str 17, Dex 18, Con 16, Int 16, Wis 20, Cha 16
SQ alternate form, poison use
Feats Alertness, Blind-Fight, Improved Initiative, Point Blank Shot, Rapid Shot, Snatch Arrows, Stealthy
Skills Concentration +13, Craft (bowmaking) +13, Hide +15 (+15 with chameleon power), Listen +15, Move Silently +15, Spot +15

Possessions combat gear, masterwork chain shirt, masterwork scimitar, masterwork composite longbow (+3 Str) with 5 +1 shock arrows and 40 standard arrows, masterwork scimitar

Enhanced Ranged Attacks (Ex) Fangs of Sseth receive a +1 bonus on all attack rolls with ranged weapons.

Female yuan-ti halfbloods (2): hp 38; Monster Manual 264

Tactics: The yuan-ti plan for the females to occupy invaders in melee while the male drinks his potion and attacks with his bow, but the male retreats to area 11 when seriously pressed.

Treasure: The basket contains yuan-ti castings, worth 200 gp to an apothecary. The divans are exquisite, worth 600 gp apiece.

Forked Tongue [Monstrous] You speak with a honeyed voice that bends listeners to your will.
Prerequisite: Serpentfolk (e.g. couatl, naga, yuan-ti)
Benefit: Because of the enticing nature of your voice, you gain a +2 bonus on Bluff checks. Furthermore, the Save DC for each of your spells, spell-like abilities, and supernatural abilities that create a charm effect through verbal means increases by +1. This feat originally appeared in Serpent Kingdoms.

Monster Manual 264
Init +7; Senses darkvision 60 ft., scent; Listen +25, Spot +25
Languages Abyssal, Chondathan, Common, Draconic, Yuan-ti
AC 25, touch 14, flat-footed 22
hp 98 (16 HD)
SR 16
Fort +9, Ref +14, Will +15
Spd 20 ft., climb 15 ft., swim 15 ft.
Melee mwk rapier +17/+12/+7 (1d6+1/18–20)
Ranged mwk shortbow +17/+12/+7 (1d6/18–20)
Base Atk +13; Grp +14
Atk Options constrict 1d6+1
Special Actions bardic music 9/day (countersong, fascinate, inspire competence, inspire courage +2, inspire greatness, suggestion [DC 20], charm, power, detect poison, produce acid [3d6 acid])
Combat Gear potion of cure serious wounds
Bard Spells Known (CL 9th; CL 8th)
3rd (3/day)—cure serious wounds, charm monster (DC 22), Veraeketh’s shadow crown
2nd (4/day)—enthrall (DC 21), mirror image, suggestion (DC 19)
1st (4/day)—cure light wounds, lesser confusion (DC 18), silent image (DC 18), undetectable alignment
0 (4/day)—daze (DC 18), ghost sound (DC 18), mage hand, message, prestidigitation, read magic

Spell-Like Abilities (CL 8th)
3/day—animal trance (DC 15), cause fear (DC 14), entangle (DC 14)
1/day—deeper darkness, neutralize poison, suggestion (DC 16)

Abilities Str 12, Dex 16, Con 14, Int 21, Wis 18, Cha 23
SQ alternate form, bardic knowledge +16

10. Storage

Supplies are stored here in neat stacks, racks, and bales. Weapons and armor include 50 masterwork arrows, 100 standard arrows, a composite longbow (+2 Strength bonus), two shortbows, five scimitars, three greatswords, and a masterwork heavy steel shield. A variety of rope, excavation tools, artistic raw materials, and casks of oil are worth 500 gp in total.

11. Southern Pools (EL 12)

This cavern of glassy granite is a larger version of the one to the north, with an alcove added along the north wall and a series of small chambers worked into the southern wall. A fire-pit occupies the center of the space, flanked by an oily pool on either side. A passage bends away in the eastern corner.

The small rooms worked into the southern wall are living quarters for the halfbloods. The pool along the northern wall is filled with oily water.

Creatures: Sseselehev, the commander of this operation, typically sings to four yuan-ti halfbloods here. Her hair, eyes, clothes, and armor are all black, but her voice shines, and it is nearly impossible to dispel her charming smile.

Sseselehev CR 11

Female yuan-ti halfblood bard 9
CE Medium monstrous humanoid

Veraketh’s Shadow Crown

Enchantment (Charm) [Mind-Affecting]
Level: Brd 3
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

Created by the legendary Shadowking of the Talfir, Veraketh’s shadow crown cloaks the top of your head in a crown of magical shadow. For the duration of this spell, your bardic music abilities tap the Shadow Weave instead of the Weave. You receive a +4 competence bonus on Perform checks while under the effects of this spell. The effects of this spell do not stack with the Shadow Weave Magic feat.
This spell originally appeared in Races of Faerûn.

Feats Alertness, Blind-Fight, Forked Tongue, Improved Initiative, Great Fortitude, Shadow Weave Magic, Skill Focus (Perform), Weapon Finesse
Skills Bluff +18, Concentration +21, Diplomacy +13, Disguise +19 (+21 acting), Gather Information +13, Knowledge (local) +15, Knowledge (history) +15, Listen +25, Perform (sing) +28, Spellcraft +20, Spot +25, Tumble +18

Possessions combat gear, +1 light fortification studded leather, +1 rapier, masterwork shortbow with 10 +1 arrows, ring of counterspells (contains silence), ring of protection +1

Female and Male Yuan-Ti Halfbloods (4): hp 38 each; Monster Manual 264.

Tactics: When intruders appear, Sesellheve uses her inspire courage bardic music ability on the halfbloods and then retreats, leaving the halfbloods to fight to the death.

Treasure: The small room contains jewelry and fine fabrics worth 5,000 gp in total, although it takes 20 minutes to find all of the valuables.

Development: Sesellheve flees to area 13 to warn Thohsvohs of any threat, then alerts her servants in area 14, and finally falls back to the dead magic zone in area 15.

12. Sseth’s Shrine

The walls of this cavern bulge in bands winding their way up to the ceiling, giving one the impression of standing within the stacked coils of a gigantic serpent. A slender pedestal in the room’s center supports a wide bowl, in which stands a jade sculpture of a snake standing on its tail.

This is the yuan-ti shrine to Sseth, the patron deity of the yuan-ti, and the living quarters for the three Fangs of Sseth (areas 9 and 14) dwelling in the caverns. None of the Fangs are typically encountered here, however, as they rarely rest.

Sesellheve and Thohsvohs make only enough appearances here to

Shadow Weave Magic [General]

You have discovered the dark and dangerous secrets of the Shadow Weave.

Prerequisite: Wisdom 15 or patron deity Shar.

Benefit: From now on, your spells tap the Shadow Weave instead of the Weave. You can also activate magic items that use the Shadow Weave without taking damage. The saving throw for every spell you cast from the schools of enchantment, illusion, and necromancy increases by +1. You also get a +1 bonus on caster level checks to overcome spell resistance with spells from these schools.

The Shadow Weave proves less than optimal for effects involving energy or matter. Your effective caster level for spells you cast from the schools of evocation or transmutation (except spells with the darkness descriptor) is reduced by one. A 1st-level Shadow Weave user cannot cast spells from these schools at all.

You can no longer cast spells with the light descriptor. No matter what school they are from, such spells automatically fail. Your ability to use magic items that produce light effects is also limited—you cannot invoke an item’s light power if its activation method is a spell completion or spell trigger.

From now on, any magic item you create is a Shadow Weave item.

This feat originally appeared in the FORGOTTEN REALMS Campaign Setting and was revised in the Player’s Guide to Faerûn.

deter suspicion, as they both secretly venerate Shar. Sesselheve appreciates the talents of the Fang, but is very cautious with them, barring them from her private chamber (area 15) for fear they would somehow recognize her allegiance to the Shadow Weave.

Treasure: The jade statue is a ssararnath, a prayer-focus of Sseth, and is worth 3,500 gp.

13. Thoshvosh’s Lair (EL 10)

Two hemispherical chambers run together here, barely containing the workbenches and overflowing chests stuffed into the space. Tools of all varieties are visible, as are incomplete mechanisms of unknown function.

The entrance to this room is trapped (see below).

Creatures: The yuan-ti master trap-crafter Thoshvosh dwells here. When Sesselheve proposed making a trap of Renlikk’s Cranny, she knew Thoshvosh would be sent by the Coiled Cabal to refine it. Knowing his ways, she let him discover the dead magic zone himself, then report back to her in front of a Fang of Sseth that he had found nothing. Sesselheve privately rewarded him with the truth. Though this blackmail initially secured the trap-crafter’s loyalty, he has since embraced Shar and is eager to learn the secrets of the Shadow Weave, just as Sesselheve hoped.

Thoshvosh the Ensnaring CR 9

Male yuan-ti pureblood rogue 2/illusionist 6
CE Medium monstrous humanoid
Monster Manual 263
Init +7; Senses darkvision 60 ft.; Listen +11, Spot +9

Languages Abyssal, Chondathan, Common, Draconic, Yuan-Ti

AC 15, touch 13, flat-footed 12
hp 55 (12 HD)
SR 14
Fort +4, Ref +12, Will +10; evasion
Spd 30 ft.
Melee mwk rapier +12/+7 (1d6–1/18–20)
Ranged mwk hand crossbow +12 (1d4/19–20)
Base Atk +8; Grp +7
Atk Options sneak attack +1d6
Special Actions detect poison
Combat Gear potion of cure moderate wounds, wand of hold person (14 charges)

Wizard Spells Prepared (CL 6th, +11 ranged touch)

4thdisplacement, extended invisibility, greater magic weapon, summon monster III
2ndcat’s grace, hypnotic pattern (2) (DC 18), invisibility, rope trick
1stcolor spray (DC 17), expeditious

Treasure:

Thoshov’s various trap-crafting gear includes many fine pieces and much more junk. Ten minutes of cherry-picking nets 2,000 gp worth of manuals, materials, and masterwork tools. His spellbook is hidden among portfolios on mechanical mechanisms.

14. The Chasm (EL 10)

The air of this immense cavern is alive with ash floating up from a deep chasm. The ash dances on a steady breeze, edges glowing orange, and a torrent of rushing water can be heard below. The walls extend upwards some fifty, or sixty feet before meeting overhead, and drop away twice as far below before plunging into an underground river. A sturdy rope bridge spans the chasm’s forty-foot gap, and three columns of rock stand on the far side. Half a dozen covered large wooden buckets stand against the northern wall next to several coils of fine rope.

A shaft near the southern edge of the chasm runs deep into the earth and touches a volcanic vein, and the steady wind through the chasm draws ash up and through. The constant billowing ash obscures vision, and all targets more than 20 feet away have concealment. Vents in the northern end of the cavern eventually reach the surface, but are too narrow for even Small characters to negotiate. The river at the bottom of the chasm is the yuan-ti’s source of fresh water. The buckets are used by the halfbloods of area 9 twice daily to fill the various cisterns in the caverns. There are 3 lengths of rope, each 150 feet long.

Creatures:

Two Fangs of Sseth and two flying fangs guard the bridge, all stationed on the southern side.

Ilsh’sseth and Ilsh’vehdis’ssseth, male yuan-ti halfblood Fang of Sseth (2 hp 7 each; see page 60).

Flying Fangs (2 hp 34 each; see page 60).

Tactics:

If Sesselheye is encountered here, she uses her inspire courage bardic music ability and retreats to area 15. The Fangs of Sseth drink their potions and climb the rock columns (a move action which gives them cover, as well as higher ground in melee combat), then fire at intruders. The flying fangs attack anyone crossing the bridge or flying across the chasm, and harass intruders after this, targeting Small characters with their constriction ability but otherwise staying on the wing.

15. Dead Magic Zone (EL 11)

The passageway leading into this cavern is trapped (see below).

This hemispherical cavern stretches to a height of thirty feet, and glitters with abundant outcroppings of violet crystals. The cavern’s walls and floor have not been worked, but stones and boulders have been piled against the walls to the west and southwest, to no apparent purpose. A large bed sits in the cavern’s center, circled by three armoires and two mirrors, with a font holding firewood at the head.

A dead magic zone encompasses this cavern, as indicated on the map. The boulders have been placed strategically to block off border areas in the cavern where the Weave is accessible, as well as a small area within the dead magic zone (see Treasure below). A full round action and a Strength check against DC 20 are required to clear a space large enough for a Medium creature to squeeze out of the dead magic zone.

Any spellcasters that enter the cavern immediately recognize the utter absence of the Weave. Even non-spellcasters may feel the effects of passing into the dead magic zone as their magic items cease functioning.

Tactics:

Sesselheye happily confronts the PCs here, unhindered by the dead magic zone thanks to her use of the Shadow Weave. Given time, she casts invisibility on herself before the PCs arrive, then casts deeper darkness and Vareeth’s shadow crown when they appear, augmenting her combat powers with her inspire courage and inspire greatness bardic music abilities.

Trap: The trap at position A triggers a confusion effect centered at position B, intended to prevent intruders’ escape from the dead magic zone. Only

Thoshvosh and Sselsheve know the command word to bypass it.

Repulsion Trap: CR 7; magic device; proximity trigger (alarm); automatic reset; spell effect (repulsion, 11th-level wizard, 40 ft. radius, DC 19 Will save negates); Search DC 31; Disable Device DC 31.

Treasure:

All of the magic treasure taken from previous adventuring parties that Sselsheve and Thoshvosh could not themselves use is hidden below the boulders in the southwest corner of the cavern within the dead magic zone (Search DC 25, or 15 if the boulders are moved). The cache consists of a +3 bashing heavy steel shield, a +1 greataxe, a wand of ghoul touch (20 charges), and a candle of truth.

The armoires contain Coiled Cabal dispatches, incomplete lyrics, and Sselsheve’s personal notes, including research on powerful Sélûnites, the intended ultimate victims of her trap.

Development:

Magical light anywhere within this cavern ends the rejuvenation of the ghost of Eshahyen (area 6). This can only be accomplished by clearing boulders to gain access to a portion of the cavern in which the Weave is active.

CONCLUDING THE ADVENTURE

Beyond the defeat of Sselsheve and the discovery of a variety of magic items, the party may also endeavor to end the risks posed by the rejuvenation of Eshahyen’s ghost and the dead magic zone. The latter task is likely beyond the characters’ own power, but can be achieved by sharing the secret of the zone’s existence with a powerful Shar-opposing group, such as the Harpers in Berdusk, the followers of Sélûne, or the Guardians of the Weave (Champions of Valor 82). Should Sorem Sting, Triel’s resident rock gnome technician, catch wind of the dead magic zone, he badgers the party to destroy the cavern with smokepowder. Wiser characters would do well to consider other options. Award waveecho sounders a CR 9 story award for actions leading to the destruction of the dead magic zone.

Scaling the Adventure

To adapt “Requiem of the Shadow Serpent” for groups of characters higher or lower than 9th level, adjust NPC character levels by an amount equal to that by which the average level of characters deviates from 9th level. Specific changes to the adventure include:

  • 7th–8th-level characters: Lower the Search and Disable Device DCs for the slime traps (areas 1 and 3) to 20. Remove the rattlers from area 2, one abomination from area 5, and one tren from areas 7 and 8. Replace Ils’vosh’sseth with a yuan-ti pureblood in area 9, and replace the yuan-ti half-bloods with purebloods in areas 1, 2.
  • 10th–11th-level characters: Raise the Search and Disable Device DCs for the slime traps (areas 1 and 3) to 30. Change the rattlers in area 2 to Large size. Add two trolls to area 4, one abomination to area 5, one tren to areas 7 and 8, and one yuan-ti half-blood to areas 9 and 11. Heighten the repulsion trap in area 15 to 8th level.

Don’t forget to appropriately modify the amount of treasure found in the adventure.

Opponents who elude the characters in the course of the adventure dictate what reprisals the characters are likely to receive. If Sselsheve or Thoshvosh escape, Shar’s agents eventually attempt revenge, a fitting tie-in to “The Darkhouse of Saerloon” in Faiths and Pantheons. If any yuan-ti survive, the Coiled Cabal hear of the characters’ exploits and monitor them, striking in a moment of weakness. The characters may even face revenge attacks for acts they didn’t commit: the Red Wizards’ inquiries may lead them to assume the party was responsible for the disappearance of their two itinerant evokers.

Anson Caralya wishes to dedicate this adventure to his childhood pet boa constrictor, who is surely crushing a pack of wolves, two leopards, and a llama in his mighty coils in Ophidian Valhalla right now. Anson’s previous appearance in Dungeon Magazine was “The Quicksilver Hourglass” in issue 123.

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