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Last Updated:
- [[2021-03-06]]
- [[2021-02-27]]
- [[2021-02-26]]
- [[2021-02-19]]
- [[2021-02-11]]
- [[2021-01-29]]
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## Challenge 1: Get to the temple
There are four sets of roving pairs of yuan-ti broodguards that are keeping an eye out for intruders and keeping a perimeter around the temple. Players need to get to the temple by either fighting some of them or stealthing their way up.

There are some ruins of houses - there used to be a village here but they have long since been abandoned. Some show signs of tarps and crude shelter covering gaps in the ceiling.
If players enter huts:
- Hut 1: empty except for a Candle of the Deep
- Hut 2: one sleeping broodguard that might call out.
- Hut 3: 200 gp
- Hut 4: two broodguards
- Hut 5: poison snakes trap (but with dead snakes)
- Hut 6: loose boards that a player falls into, trapping them momentarily and making some ruckus if guards are nearby.
Temple on raised platform with four stairs leading up to it. At top is a priest and a stone tablet stained with blood and an indentation for orb to go into. Players have to get to the tower somehow, by stealth or by killing all the guards off.
## Challenge 2: Enter the temple
At the top of the temple, there are two yuan-ti broodguards and a stone structure not unlike those in the ceremonial ground players camped on. They need to discern the indentation on the tablet and put the orb there (which CTE will reveal is on her hand) and deal at least 5 HP of damage collectively before the area near the stone tablet disappears magically and the party is dumped into a stone slide to the first chamber.
## Challenge 3: Solve the poison puzzle
^c03262
There are two alcoves on the left and right corners. No doors. Slide turns into stairs but the stone tablet slams back into place above them.
If players step on the square stones in front of the tables in each of the alcoves at the same time, a vial appears on the table in front of them and the alcove closed into a four-walled room, closing whoever's there in.
With the alcoves closed, the wall in the center slides open. there are five vials of different-colored liquid on a table. Behind the table, there is a pool of green liquid with smoke rising from it. The pool extends for 50 feet. Each step into the pool causes 1d12 damage.
![[20210129_222110.jpg]]
Engraved on the table in a language one of the people present can understand: "Choose wisely."
### Five Vials
#### 1: poison
**Assassin’s Blood (Ingested)**: A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 1d12 poison damage and is [[Poisoned]] for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned.
#### 2: fire
The target must make a DC 13 Dexterity saving throw, taking 1d12 fire damage on a failed save, or half as much damage on a successful one
#### 3: poison
#### 4: poison
#### 5: Potion of Water Walking
Allows drinker to run across the pool of liquid to another stone platform at the end.
### Alcove 1: (Immy)
- One side of the wall has a relief of the five vials. The first, third, and fourth have snakes coming out of them.
### Alcove 2: (Rob)
- Information on relief: The second vial has fire.
### Platform across the pool
- A different-colored stone panel on a table on the far platform causes the walls to slide over the pool of poison, the people in alcoves to be freed, and the rest of the party to catch up.
- There is a snake mosaic on the locked door. Poison trap on door. If not disabled (DC 12), stone snakes in wall move and launch themselves at person opening door.
- [[Serpent Venom]]: DC 11 Constitution saving throw. 3d6 poison damage on failed, half if successful

## Challenge 4: Run the Assassin's Gauntlet
The Assassin's Gauntlet is a complex [[Traps|trap]] that is 160 feet (32 squares) long.
![[Pasted image 20210214233450.png]]
### Trigger
This trap activates as soon as a creature not sworn to [[Zehir]] enters the hallway.
### Initiative
The trap acts on initiative count 20 and initiative count 10.
### Active Elements
The Assassin's Gauntlet includes stone snakes on either side of the room along the first 80 feet of the trap, crushing pillars that slam down from the ceiling to the floor before rising back up to the ceiling in the next 50 feet, and a rune of fear in its final 30 feet.
| Phases | Attack Bonus | Damage | Extra |
| ------- | -------------- | ------------------------------------ | ----- |
| Snakes | -1 | 2d10/1d10, +0 | |
| Pillars | DC15 Dexterity | 2d10 and prone(fail) or half on fail | |
| Fear | DC15 Wisdom | 0 | |
#### Spitting Stone Snakes (Initiative 20, 10)
First 80 feet of the hallway
- On their turn: Attack with (+5/current) bonus, 2d10 poison damage on a hit
- Intensify!: Snakes Accelerate
- Snakes move faster when they miss
- Each time the snakes miss with an attack, attack bonus increases by 2, and their damage increases by 3.
- After snakes hit a target, values return to normal (+5 bonus, no d6 extra).
- To disable
- Reduce attack bonus to −8
- Investigation DC 15. Reduces attack bonus by 2.
- Any Attack. The snake gains advantage on its attack against the creature. Each snake has AC 15 and 15 hit points. On death, attack bonus reduced by 2.
- Dexterity check using thieves’ tools, DC 15. Reduces attack bonus by 2.
#### Crushing Pillars (Initiative 10)
Next 50 feet
- On their turn: DC 15 Dexterity saving throw. 2d10 bludgeoning damage and is knocked [[Prone]]. On successful save: 2d10/2 damage.
#### Rune of Fear (Initiative 10)
Next 30 feet
- On its turn: DC 15 Wisdom saving throw for everyone. Fail: creature becomes [[Frightened]] by the rune, and it must immediately use its reaction to move its speed in the direction of the pillars. Must spend action to make a DC 15 Wisdom saving throw to end.
- Intensify!: Rune’s Defense
- Each successful check on an attempt to disable the rune increases the damage of the snakes and the crushing pillars by 5 (1d10) and increases the rune’s saving throw DC by 1.
- To disable, 1 DC 15 Arcana checks, but only one attempt per round.
At the end is a platform with the [[Lash of Shadows]].
## Challenge 5: Survive the Chamber of Darkness
[Corrupted Guardian Naga](https://www.dndbeyond.com/monsters/guardian-naga reanimates. All attacks against it are at a disadvantage if the attacker is looking at it.
![[image (2).png]]
There is a well. As soon as someone goes into it, the earth will rumble. Start the timer. The water will start overflowing after a certain point.
Someone who goes into it will feel the two circular grooves there, one of which contains an orb.
- As soon as someone takes the orb, they hear sounds of snake people that have made their way into the temple because the stone floor has cracked. After a while, they're all thrown out by a geyser of water. They take fall damage.
- [ ] If orb in well is taken: the relief cracks, permanently damaged. One chain holding Uk'otoa in his prison is severed. The one with the orb gets Control Water and gains favor of Uk'otoa.
- [x] If CTE's orb is put in the well: placer gains favor of Zehir, the Lash of Shadows reveals full Dormant abilities, and the placer can turn into a Fire Snake.
## Challenge 6: Running back to the boat
The people who don't go into the well begin to see the following things happening:
- an earthquake hits, knocking some stones loose from the ceiling that deal 1d10 damage if not dodged.
- Loud crash from behind and above them as something heavy falls elsewhere, echoing throughout the chamber.
- Guttural shouts in the distance are heard from the Yuan-ti
- The well begins to overflow, defying gravity. The entire chamber is at a bit of a slant, and the water is slowly filling it.
### The skill challenge
Goal: 6 successes before 6 failures
Rules:
- Tell me what you want to do, and I'll tell you what skill you can use to attempt it.
- Each skill can only be done once. Once it's attempted, nobody else can try using that skill.
- The three players must at least attempt a skill each before we can start repeating.
| Task | Difficulty Class |
| ----------------- | ---------------- |
| Very easy | 5 |
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very Hard | 25 |
| Nearly Impossible | 30 |
#### Obstacles:
- The water has almost filled the first chamber. The door is locked. Needs a lockpicking check (Dex + prof) with DC 16 to undo.
- The stone pillars shake loose and randomly fall, threatening to bludgeon us to death.
- Yuan-ti snakepeople come. If players took the second orb and helped Uk'otoa be free, Yuan-ti will attack. If players strengthened defenses and helped Zehir, the Yuan-ti will guide them past the lizard people. (_No-scales serve the Master!_)
- Another earthquake fills the chamber with rocks - need to get out.
- If they take too long, the chamber gets filled with water, the earthquakes stop. Then the ground shudders violently as a force of water pushes up behind them and forces them out of the ruins of the entrance of the temple.
- [[ttrpgs/The Slayers Five/Falling]]: 1d6 per 10 feet. DC15 Acrobatics to halve damage. (30 feet = 3d6).
- Lizard people arrive on scene. They will either help or attack.
- Forest is dense and every tree looks the same. Jamedi yells that he knows a faster way.
- Two groups, lizard people and snake people, converge on the beach. Some attack each other, but others in each group attack players.
Orly, on the Wavechaser, eyes half-hidden by CTE's slightly too-big captain's hat on him: "Not exactly a relaxing island getaway, I take it. Where to next?"