TEXT: Vincent Florio and Brian “Fitz” Fitzpatrick
  Present
  THE SNAKE’S HEART
  A-lost-age-adventure)
  An adventure for 4-6 Mazes & Perils characters of 1st or 2nd level.
  By Brian “Fitz” Fitzpatrick
  
  Vincent Florio and Brian “Fitz” Fitzpatrick
  Present
  A Cinema8
  Production
  THE SNAKE’S HEART
  A-lost-age-adventure)
  An adventure for 4-6 Mazes & Perils characters of 1st or 2nd level.
  Written by
  Brian “Fitz” Fitzpatrick
  OSR Additions
  Vincent Florio
  Editing by
  Gene Fitzpatrick and George Fields 
  Art by
  Mickey Fitzpatrick, William C. Pfaff,  Mark Radle, 
  Peter Saga, & Del Teigeler 
  Maps by
  Brian “Fitz” Fitzpatrick, George Fields, & Kris McDermott
  Layout and Graphic Design by
  Robert Denton III
  This product is compatible with the rules of Mazes & Perils.
  Mazes & Perils, M&P, Wild Games Productions, and Moebius Adventures are the trademarks of 
  Vincent Florio, Wild Games Productions, and Moebius Adventures.
  Copyright © 2017 Moebius Adventures.
  Playtested by
  Jake Ryan, Edward J. Pfaff, esquire, Liam Moran, William H. Moran III, 
  Lindsay N. Pfaff,  & William C. Pfaff
  
  Table of Contents
  Introduction
  Running The Adventure.....................................2
  The Combat Counter.........................................2
  The World of 
  the Snake’s Heart ........3
  Background ............................................3
  Enter Naroa… Priest of the Serpent Queen ....3
  Adventure Hooks ...................................3
  The Village of Elhann.............................4
  What Happens in Elhann? .............................4
  What Does Elhann Produce? .........................4
  What Do They Trade For? ..............................4
  People .............................................................5
  Extras .....................................................5
  Village Rumors Table .....................................5
  Random Encounter
  Table for the Road (d10) ................................5
  Encounter 1: 
  Meeting The Enemy ..... 6
  It Begins .................................................6
  Summary ........................................................6
  The Battle .......................................................7
  The Aftermath ................................................7
  Antagonists .....................................................7
  The Cart .........................................................7
  Extras .....................................................7
  Random Events During the Battle (d10) .......7
  Combat Counter ............................................7
  Interlude 1: 
  The Crazy Cultist .........8
  The Encounter ........................................8
  Ten Things the Crazy Old Man 
  Could Tell the PCs .........................................8
  Extras .....................................................8
  Ten Things the Crazy Old Man Says (d10) ....8
  Encounter 2: 
  Approaching the Tower 9
  The Approach .........................................9
  Summary ........................................................9
  Closing The Distance ...................................10
  Antagonists ...................................................10
  Extras ...................................................10
  10 Things Guards Say ...................................10
  10 Things Found in Guard Possessions ........10
  The Combat Counter . 12
  How to use it? ......................................12
  Ticking the Boxes .................................12
  Chanting ..............................................12
  Combat Counter ..................................12
  Encounter 3: 
  Breaching The Gate ... 13
  It Begins… ...........................................13
  Summary ......................................................13
  The Door ......................................................13
  The Trap .......................................................13
  Opening The Door .......................................14
  Additional Details ........................................14
  Antagonists ...................................................14
  
  Interlude 2: 
  Decision Time ............. 14
  The Situation ........................................14
  Encounter 4: 
  Caged Children .......... 15
  The Setup .............................................15
  Summary ......................................................15
  The Children ................................................15
  Antagonists ...................................................15
  Things the Prisoners Can 
  Tell The Heroes (once safe) ..........................16
  Encounter 5: 
  The Slithering Temple . 17
  The Setup .............................................17
  Summary ......................................................17
  Who Is Naroa? .....................................18
  The Ritual .............................................18
  The Battle - Phase 1 .............................20
  Antagonists ...................................................20
  The Battle - Phase 2 .............................21
  The Goddess .................................................21
  Summary ......................................................21
  Her Appearance ...........................................22
  Antagonists ...................................................22
  The Aftermath ..............................................22
  Appendix 1: 
  The Serpent Queen ....23
  Appendix 2: The Cult 
  of the Serpent Queen 24
  Distinguishing Features Among 
  Cult Members (d10) .....................................24
  Level of Fanaticism Found Here ..................24
  Additional Cult Details ................................24
  Appendix 3: 
  Cleric of the Serpent .26
  Appendix 4: 
  Magic Items ...............27
  Staff of the Serpent Queen ...........................27
  Dagger of the Serpent ..................................27
  Adventure Event Checklist ..........................27
  The Mazes & Perils 
  Compatibility Statement License .........28
  Open Game Content ...........................28
  Open Game License Version 1.0A .......28
  
  2
  OVER BLACK:
  Drums beat in the distance, like the 
  heartbeat of the land.
  NARRATOR (Voice-over)
  Between the fall of Atlantis and the 
  second rise of Mankind, much history 
  has been forgotten. If they could be 
  found, the writings of that Lost Age 
  would tell of empires and kingdoms 
  rising and falling with the moons. In 
  their wake, men, women, and children 
  were orphaned on the Great Plain, 
  stranded and forced to find their own 
  way.
  In that space, a band of adventurous 
  spirits 
  has 
  formed 
  from 
  this 
  constant stream of souls and they 
  find themselves attacked by raiders 
  of a local warlord...
  Introduction
  The Snake’s Heart is an adventure designed for 
  4-6 Mazes & Perils characters of 1st or 2nd level, 
  but it can easily be adjusted for use with any 
  edition of your favorite fantasy RPG. 
  Welcome to the Great Plain -- a flat, featureless 
  plain of grass and low hills as far as the eye can 
  see, dotted with occasional valleys and crevasses 
  hidden from view. This is the land of the Lost 
  Age, locked in a time of barbarism and magic, 
  gods and grief.
  Your heroes are the adventurous souls of this day 
  and they find themselves traveling near the village 
  of Elhann -- home to shepherds, gardeners, 
  horsemen, and a few aged warriors. As they get 
  closer, they find the village attacked by a group of 
  bandits. At the edge of the village, they see four 
  of them guarding a cage filled with children and 
  the others nearby seem intent on adding to their 
  catch. But a few have spotted your party and are 
  coming to investigate!
  Running the Adventure
  This adventure can be run for characters of 1st or 
  2nd level. We have included stat blocks for each 
  creature or combatant the PCs will encounter. 
  To reduce the difficulty for 1st level characters, we 
  recommend cutting the number of HP to half the 
  amount suggested by the HD level. For instance, a 
  HD 1 Bandit would normally have 6 HP and you 
  could cut that to 3 to reduce combat difficulty and a 
  HD 3 Bandit Leader would go from 18 HP to 9 HP.
  You may also average the HD for any combatants, 
  alternating between 3 and 4 on a d6 to get a 
  middle value suitable for your heroes. With that 
  technique, a HD 3 leader would have 10 HP 
  instead of 18. 
  You can also adjust the number of enemies in each 
  encounter to make it more or less difficult based 
  on what your needs are for your group.
  However, for 2nd level characters we recommend 
  leaving each combatant at its full HD complement 
  of HP.
  The Combat Counter
  The Combat Counter (see page 12) can be used to 
  help crank up the tension during the adventure. As 
  soon as the heroes engage the bandits and they have 
  an opportunity to sound the alarm, the clock starts 
  ticking. But the players should be relatively unaware 
  of the stakes until they get to the temple, interrogate 
  a bandit, or chat with some of the captives. The 
  chanting will rise in volume and intensity as each 
  victim is sacrifices, but there are no screams from the 
  other victims as the ritual progresses.
  We encourage you to find ways at your table to 
  build tension without letting the cat out of the 
  bag right away. Something as simple as a big red 
  dice you leave in plain sight and slowly change 
  the side showing to the players is one idea. Or 
  a playing card with the number 3 on it that you 
  slowly and inexplicably reduce whenever a child 
  has been sacrificed. Or even playing chanting in 
  the background and quietly increasing the volume 
  without any explanation may also add to the unease.
  
  3
  The World of 
  the Snake’s Heart
  Muscles, magic, and mad gods. This is a world 
  where might makes right in all the worst ways. 
  This is the Lost Age.
  Background
  The old gods don’t rest well here. Among those 
  banished from the world in a previous age is the 
  Goddess, also known as the Serpent Queen.
  Long ago, in the age of monsters and when 
  men lived in fear, the Serpent Queen ruled her 
  domain. Cruel. Fair. Protective over her brood. 
  She wished nothing more than to ensure the 
  safety of her people. But she was not invulnerable. 
  Like her lesser brothers and sisters, she relied on 
  the warmth of the Sun. Without it, she grew cold 
  and impotent, unable to keep her flock safe.
  In her dreams, she saw a future where she 
  consumed the world and ate the sun. She would 
  control its power once and for all. She would 
  never grow cold again with the Sun as her heart. 
  As her domain grew along with her physical size 
  and stature, she felt that her dreams could be 
  reached in time.
  But it was not meant to be. Eventually a group of 
  powerful heroes banished her to the Beyond. And her 
  dream perished with her — or so the world thought.
  From her imprisonment, she discovered the 
  ability to send her spirit to visit the mortal realms. 
  It is only a sliver of her full power, but sometimes 
  in her travels she can infect the dreams of mortals 
  in the mortal realm. Some of the infected even 
  become her faithful. And a few of those have the 
  dedication and madness to bring her back to the 
  world.
  Someday, perhaps, they will return her to her 
  former glory. Then she will begin her quest to 
  consume the Sun once more.
  Enter Naroa… 
  Priest of the 
  Serpent Queen
  Naroa believes in his Queen. His 
  desires are hers. And she will return 
  one day soon as he has been planning 
  and scheming for months to make it 
  happen. But his sacrifice must be worthy 
  of her magnificence. He and his people have 
  pillaged, looted, killed, and burned anything and 
  everything to set his plans in motion. 
  The kidnappings only began in the last two weeks 
  so he may select the perfect victims. And the time 
  is almost right to bring his Queen home.
  As the one to finally make her dreams a reality, he 
  would be worthy of his Queen’s love at last.
  See the Appendixes for a description of the 
  Serpent Queen as a deity as well as a description 
  for a specialized Cleric class.
  Adventure Hooks
  The referee can use almost any ruse to get the 
  heroes here, but here are a few possibilities.
  The adventurers may be coming from:
  •	 The village of Nifton’s Inlet, a settlement on 
  the coast of Lake Feann where two rivers end.
  •	 The village of Fenmont, near the saltwater fens 
  fed by the the Western Run and the Red Bear 
  River before the freshwater flows into the sea.
  •	 The village of Vanguard, near the mountains 
  rising to the north.
  •	 The tower of the wizard Osbeoth.
  •	 Any of the other villages nearby where children 
  have been kidnapped.
  •	 The Trade Road which connects the major 
  markets across the plains to the Vakha, the 
  Central Market.
  However they manage to get to the first encounter, 
  their initial greeting is far from a warm one as 
  they enter the village.
  
  4
  The Village  
  of Elhann
  This village is built around two 
  things… the spirit of community and 
  the protection of the local blacksmith. 
  Water can only be found in special 
  places across the Great Plain and having 
  the ability to not only draw water for a working 
  smithy but flush away the harsh byproducts of 
  that process is a huge challenge. The elders have 
  spoken at length about the strange colocation of 
  two sources in the same bedrock, but they have 
  decided that it is likely a gift from the gods and 
  will let it go at that.
  The community well comes from one part of the 
  aquifer deep below the village, but the source for 
  the blacksmith’s quench comes from a separate 
  area. The blacksmith does his best to keep the 
  bit of tainted water from the forge from affecting 
  the pure water of the village. Every day he carries 
  what is left out to a location about a mile from 
  his forge. It is now a space where nothing grows 
  and animals avoid, but it serves its purpose and he 
  gives thanks every day. 
  The village longhouse serves as the central 
  location of the village, used as both a meeting 
  place and for communal meals. Every member 
  of the village contributes to every meal, though 
  not all villagers contribute equally. Families with 
  multiple children contribute a little more than 
  everyone else, but they want to grow villagers who 
  are strong, healthy, and can contribute in their 
  own ways when the time comes. 
  Each family or hut grows a small plot of vegetables 
  and fruits (potatoes, carrots, onions, and a variety of 
  melons and berries). The climate is such that most 
  of the year they can grow a rotating mix of crops. 
  Winter usually only lasts a month and then the 
  ground is warm enough to continue their process. 
  The road offers opportunities for trade a few times a 
  year as traveling merchants come through the area. 
  Any extra produce, tools, weapons, or art they create 
  works well to barter for anything they may be lacking. 
  The village is not built for entertaining guests, but 
  they have put folks up in the longhouse overnight 
  occasionally. They might be willing to do so for 
  the PCs if they ask. And they will definitely share 
  a meal with the PCs if they help retrieve their 
  stolen children.
  What Happens 
  In Elhann?   
   
   
      
  Every member of the village contributes to its 
  continued existence in some way. 
  All members of the village must gather food for 
  the communal meals. Towards that goal, villagers 
  not only gather wild mushrooms, grasses, and 
  berries, but hunt small deer, antelope, rabbits, and 
  other game. In lean times, they will also go after 
  more dangerous prey such as snakes, elk, or bear. 
  All must contribute to the survival of the 
  village and band together to help with repairs 
  when needed. They are in a wide open plain, so 
  strong wind storms and tornadoes sometimes 
  cause damage to homes or communal buildings. 
  Villagers help effect repairs to buildings and stand 
  together to fight off attackers as best they can.
  The community also comes together to celebrate 
  religious days, birthdays, and funerals. There is 
  storytelling around the communal fire pit and 
  they pass along tales from their own journeys.
  What does
  Elhann produce? 
   
      
  The short answer is “barely enough to survive,” but 
  they also produce a few things useful for trade:
  •	  Trinkets of wood and bone
  •	  Tools from the blacksmith
  •	  A few blankets and coats from animal furs 
  and hides
  •	  Vegetables and fruits from their gardens
  What do they trade for?  
  •	 Luxury items such as bolts of cloth and libations
  •	 Unusual stones and shells
  •	 News and tales from the outside world
  
  5
  People  
   
   
   
      
  The village consists of 16 people:
  •	 The Village Elders - a retired merchant and his 
  wife help keep things running smoothly and 
  deal with any conflicts that arise. They have an 
  adopted child.
  •	 The Blacksmith - lives alone and tries to stay as 
  isolated as possible. He has been attempting to 
  atone for his days as a warrior for some far-off 
  kingdom. He makes and repairs tools, weapons, 
  and armor as needed.
  •	 The Trade Family - a couple who used to be 
  traders along the road with their two young boys. 
  •	 The Old Warrior - a disabled fighter and his sister.
  •	 The Old Women - two widows who have chosen 
  to live out their lives here
  •	 The Young Family - a man and woman from 
  another village nearby with a son, daughter, and 
  a newborn infant
  Extras
  These rumors can be dropped into conversation if 
  the party interacts more deeply with the villagers.
  Village Rumors Table
  •	 Children have been stolen from other villages in 
  the area already. (true)
  •	 A giant ruby is held at Naroa’s Tower. (true)
  •	 Naroa is a cannibal, eating the children to gain 
  their power. (false)
  •	 The children are to be sold as slaves. (false)
  •	 The tower houses fifty mad cultists. (close enough 
  to be true)
  •	 Someone heard the bandits say that “the Goddess 
  would soon be free!” (true)
  •	 Someone in the area petitioned the wizard 
  Osbeoth for help. He refused. (true)
  •	 Naroa can see the future. (false)
  •	 Naroa’s Tower is haunted. (false)
  •	 The Beasts will get you if you travel after dark. (true 
  - see the random encounter table for examples)
  Random 
  Encounter 
  Table for   
  the Road        (d10)
  This table offers some ideas for other 
  encounters the PCs may have had on their 
  way to Elhann.
  d10 Roll Result
  Random Encounter
  1
  2d6 Wild dogs running wild
  2
  Rattlesnake sunning
  3
  3d10 Scorpions disturbed from their nest
  4
  1d6 Huge Spiders seeking a meal
  5
  Distraught parent (or parents) 
  looking for missing children
  6
  Messenger on horseback riding hard (d6, 
  odd = riding north, even = riding south)
  7
  1d4 Bandits on patrol
  8
  Trader driving a cart full of fresh 
  produce from Nifton’s Inlet
  9
  Trader on horseback with two bags 
  of dried fish from Nifton’s Inlet
  10
  Trader driving a cart full of weapons (marked 
  blades of Zithan, unbreakable, expensive)
  Random Encounter Stats
  •	 Huge Spider: HD 2+2; AC 6; Atk Bite (1d6 
  + poison); Move 180’; Special: Huge spiders 
  build vast sticky webs in tunnels or wells, 
  with tremendously strong strands that only a 
  character with strength 18 can break free of in 
  1 round.
  •	 Rattlesnake: HD 1+2; AC 7; Atk Bite (1d6 + 
  poison); Move 120’
  •	 Scorpion: HD 2; AC 5; Atk (2) Pincers (1d6), 
  Stinger (1d4 + poison); Move 120”
  •	 Wild Dog: HD 2+2; AC 7; Atk Bite (1d4); 
  Move 180’
  
  6
  The Village of Elhann
  Encounter 1: 
  Meeting the Enemy
  EXT. GREAT PLAIN - DAY
  A dark-haired, armored BANDIT screams 
  a war cry, raises his axe, and directs 
  his marauders to attack our band of 
  HEROES with a vengeance. In a flash of 
  steel, the battle is joined!
  It Begins… 
  Upon seeing the heroes, the group of raiders (1 
  Bandit Leader and 6 Bandits) charge and attack as 
  they pose the most obvious threat. The rest of the 
  band (another 1-6 Bandits) continues searching the 
  village, attacking adults and bundling screaming 
  children into a cage atop the back of their cart.
  The heroes are thrust immediately into the battle, 
  attacked by a number of bandits equal to the size of 
  the party.
  Summary  
   
   
      
  •	 Hook: PCs are attacked while riding near a 
  small village. Bandits are kidnapping children 
  and putting them in a cage on a cart.
  •	 Combatants: 6 + d6 bandits (6-12) and 1 
  bandit leader
  •	 Bandit Leader: Human; HD 3; AC 5; Atk 
  Battle axe (1d6+1), Longbow (1d6); Move 
  120’; Items - Battle axe, Longbow (20 
  arrows), Chainmail armor
  •	 Bandit: Human; HD 1; AC 7; Atk Sword 
  (1d6), Long bow (1d6); Move 120’; Items - 
  Sword, Longbow (20 arrows), Leather armor
  •	 Conclusion: Bandits ride off. Villagers ask 
  PCs to rescue their children.
  
  7
  The Battle… 
   
   
      
  The bandits will employ a basic strategy to attack 
  one-on-one, thinking their opponents are not up 
  to the challenge. When the leader gets to half his 
  HP, he will signal a retreat. If the leader dies or 
  more than half the bandits attacking the heroes 
  are dispatched, any surviving bandits will signal a 
  retreat as well. 
  There are four children in the cage at the beginning 
  of the encounter. There are four additional children 
  in the village. For every two rounds the bandits 
  have the party engaged, they will grab a child and 
  thrust him or her into the cage.
  If they have not already retreated, one of the 
  bandits will signal the others to leave when all 
  four children have been collected. 
  When the bandits leave the village, they will head 
  in the direction of Naroa’s Tower at speed.
  The Aftermath  
   
      
  Once the battle is over, any surviving villagers will 
  ask for the heroes’ help to retrieve their children 
  from Naroa’s tower. If the children are recovered, 
  the villagers will give the heroes a handful of gold 
  (3d10) to divide among themselves. That gold 
  represents all the wealth of the village.
  Though the villagers can’t pay the heroes much, 
  they do tell of a giant ruby -- The Snake’s Heart 
  - rumored to exist in Naroa’s Tower, which would 
  certainly fetch a high price in one of the bigger 
  city markets.
  Antagonists 
   
   
      
  •	 Bandit Leader: Human; HD 3; AC 5; Atk 
  Battle axe (1d6+1), Longbow (1d6); Move 
  120’; Items - Battle axe, Longbow (20 
  arrows), Chainmail armor
  •	 Bandit: Human; HD 1; AC 7; Atk Sword 
  (1d6), Long bow (1d6); Move 120’; Items - 
  Sword, Longbow (20 arrows), Leather armor
  The Cart 
   
   
   
      
  The cart driven by the bandits is about 6’ wide by 
  10’ long and 3’ high. There is one large cage (5’ x 
  5’ x 3’) in the bed of the cart. The cart is pulled by 
  two draft horses and a driver sits on a low bench 
  to steer the horses. Normal speed 
  for the cart is 180’ but it can go 
  as fast as 360’ for short distances. 
  The kids in the cage are from another 
  nearby village. They are all between 9 and 
  13 years old, and a mix of boys and girls.
  Extras
  Roll a d6 - on a 1 or 6, roll a d10 on the 
  table or throw one into the battle when it seems 
  appropriate.
  Random Events 
  During The Battle    (d10)
  d10 Roll Result
  Random Encounter
  1
  An elderly villager knocks a 
  bandit unconscious with a 
  cooking pot.
  2
  A bandit critically injures a 
  parent trying to save his child.
  3
  The blacksmith uses hot coals to set a 
  bandit on fire.
  4
  One of the children jumps into 
  the well to avoid capture.
  5
  A pair of villagers manage to kill 
  a bandit and have blood on their 
  hands.
  6
  A bandit critically misses a 
  villager and breaks his weapon.
  7
  An infant can be heard 
  screaming for its mother above 
  the din of battle.
  8
  A child runs towards the heroes, 
  chased by two bandits.
  9
  One of the huts catches on fire. 
  You can hear a villager trapped 
  inside.
  10
  A bandit dumps a wounded 
  villager into the well.
  Cages 
  a kid
  Combat 
  Rounds
  Bandits 
  Flee!
  h
  Cages 
  a kid
  h
  Cages 
  a kid
  h
  Cages 
  a kid
  h
  The Combat Counter
  
  8
  Interlude 1:
  The Crazy Cultist
  EXT. ROAD To NAROA’S TOWER
  On the road, our HEROES come across an 
  old hunched man heading towards them. 
  He’s loudly having a conversation with 
  himself.
  OLD MAN (Muttering loudly to self.)
  Yes, we know full well the goddess will 
  not be happy being summoned in this 
  way…
  No, you’re perfectly right - NAROA is a 
  fool for tampering with powers beyond 
  his control…
  No, I have no idea what we’re eating 
  for lunch…
  The Encounter 
  On the road to Naroa’s Tower, they will encounter 
  an old man slowly coming their way. He will not 
  be aware of the heroes unless they make themselves 
  known to him, as he appears to be quite blind. He 
  wears a dark cloth or bandage across his eyes and is 
  quite distracted by the ongoing conversation he is 
  having with himself.
  His name is Legion and he speaks of himself in the 
  plural as “we,” not “I.”
  Initially, he is not forthcoming with details. However, 
  if plied with food and wine, or kindness, he will share 
  a few bits of information with the heroes:
  Ten Things the Crazy Old
  Man Could Tell the PCs     
  •	 “The Goddess” is an ancient snake deity of 
  incalculable power.
  •	 She was banished centuries ago and will seek 
  revenge on the world if she finds her way back.
  •	 Sacrifices will be made. 
  •	 The Snake’s Heart is a beautiful gem, ruby red 
  and as big as a man’s head.
  •	 The Goddess was banished generations ago to 
  the Beyond.
  •	 Her cult grows strong and prepares to bring her 
  back.
  •	 Innocent blood. That is the secret. 
  •	 Our name is Legion. 
  •	 Stop the words. Stop her arrival.
  •	 The Heart is thirsty.
  He will continue down the road when the PCs are 
  done with him.
  Extras
  The heroes may notice that there are a few spiders 
  wandering in the area that they haven’t noticed before. 
  Referee notes: The blindfold is a magic item 
  (Detect Magic). It is a trademark of followers of 
  the Many-Eyed God. If the heroes attack him, he 
  dissolves into a pile of spiders. He is carrying two 
  poisoned daggers.
  If a PC casts Detect Magic, they will see the glow 
  of many eyes surrounding the crazy man. All those 
  eyes will stop looking around and immediately 
  focus on the character who cast the spell.
  Ten Things the 
  Crazy Old Man Says (d10)
  d10 Roll Result
  Random Dialog
  1
  Yes, of course he sees it all!
  2
  Legs are nice. We should keep 
  them moving.
  3
  It’s very bright out here.
  4
  Will you all, please, be quiet?
  5
  Let’s hold it together, shall we?
  6
  Do they see us?
  7
  We can’t wait to sink our fangs 
  into a good meal.
  8
  Step carefully together… one… 
  two… one… two…
  9
  Naroa didn’t believe us. He will 
  soon.
  10
  The Goddess seeks revenge for 
  being left in the cold…
  
  9
  Encounter 2: 
  Approaching the Tower
  EXT. GREAT PLAIN - DAY
  As the HEROES continue down the road 
  towards where Naroa’s Tower is supposed 
  to be, they will see the tip of the old 
  structure over a rise. Flying in the 
  wind high atop the tower is a black flag 
  with a green snake and a splash of red.
  The Approach 
  Naroa’s Tower stands tall in the distance. Stairs climb 
  from the ground about five feet to a small platform 
  at the top of the stairs. The door opens inward. 
  The ground in the area is worn with cart tracks. The 
  same cart with the cage from the first encounter is 
  parked here unless the PCs stopped it earlier. Two 
  horses are tied to a post and nibbling on some hay 
  in the corner. 
  A listen check may reveal children crying, chanting, 
  or guard chatter (see Extras for ideas). 
  The Heroes can approach in one of two ways: Direct 
  or Stealthy.
  Summary  
   
   
      
  •	 Hook: PCs approach the warlord’s tower 
  where the kidnapped children were rumored 
  to be headed.
  •	 Combatants: d6 bandits in a roving patrol 
  (same # of bandits as the PCs)
  •	 Bandit: Human; HD 1; AC 7; Atk Sword 
  (1d6), Long bow (1d6); Move 120’; Items - 
  Sword, Longbow (20 arrows), Leather armor
  •	 Conclusion: If any bandits in the patrol 
  escape, they may sound the alarm. They may 
  have additional details about the tower for the 
  PCs to learn.
  
  10
  Closing The
   Distance 
   
   
  If they take the straightforward 
  approach, they can march right up the 
  road and knock on the door. They will 
  be easily spotted by watchers at the top 
  of the tower and Naroa’s men will be 
  prepared.
  •	 90% chance of being spotted by watchers 
  during the day
  •	 50% chance at night
  If they take the stealthy approach, they can wait 
  until nightfall and use the cover of darkness. 
  A successful Hide in Shadows check will allow 
  them the chance to sneak to the base of the tower 
  unseen. After the first failure there is a -10% chance 
  (with another -10% added for each further failure). 
  If they are discovered, they will be attacked. 
  If spotted during the daytime and not attempting 
  to be sneaky, the heroes will be allowed to state 
  their business as they approach the front door.
  If spotted at night, the heroes will be attacked 
  without questions. There is a 15% chance that one of 
  the bandits will be carrying a key to the front door.
  Antagonists 
   
   
      
  A roving patrol (same number of combatants as the 
  Heroes) is set up at night and searches an area every 
  30 minutes out to about 25 yards from the base of 
  the tower.
  •	 Bandit: Human; HD 1; AC 7; Atk Sword 
  (1d6), Long bow (1d6); Move 120’; Items - 
  Sword, Longbow (20 arrows), Leather armor
  Extras
  10 things guards say (d10)      
  d10 Roll Result
  Random Dialog
  1
  Do you think this will work?
  2
  Can you believe that guy cheated 
  at dice?
  3
  What do you think about that creepy 
  old guy?
  4
  Was the last meal even edible? 
  We need a new cook.
  5
  I feel bad for those kids, but the 
  Queen needs her blood, I guess.
  6
  How long before those kids stop 
  crying?
  7
  Nobody’s dumb enough to attack 
  us.
  8
  As soon as the Goddess is here, 
  we’ll get what’s ours.
  9
  The world will bow before us!
  10
  Do you get a little creeped out by 
  the chanting?
  10 things found in
  guard possessions (D10) 
  (May also be used to identify possessions on the 
  bandits from the first encounter.)
  d10 Roll Result
  Random Possession
  1
  A die.
  2
  Loose coins - 1d20 copper
  3
  Loose coins - 1d10 silver
  4
  Snakeskin belt
  5
  Knife with ornately carved bone 
  handle
  6
  Small snakeskin pouch
  7
  Small snake skull token
  8
  Chain necklace with copper cult 
  symbol
  9
  Bone carved into a snake’s eye 
  token
  10
  Belt buckle with snake symbol
  
  11
  Approach and Entry
  
  12
  The Combat Counter
  NARRATOR (Voice-over)
  As soon as our HEROES see their final 
  destination on the horizon, it’s 
  almost as though the Gods have set an 
  hourglass in motion, laughing as the 
  sands push them ever closer to some 
  impending doom.
  How to use it? 
  All too often we get into the habit of thinking we 
  have all the time in the world during encounters. 
  The Combat Counter can be used to crank that 
  tension back up at least a notch or two.
  Each round of combat after a particular event, 
  mark off one box. At regular intervals, other events 
  happen. And after a few events, a bigger event can 
  happen. This concept can be used outside combat as 
  well, to initiate an event in town or some bigger plot 
  point in the grand scheme of things in your world.
  In this case, it’s a bit like winding up a Jack-in-the-Box.
  After the Heroes engage with the enemy and sound 
  the alarm, whether they are outside the tower or inside, 
  the cultists are going to start the ceremony. Naroa 
  can see the writing on the wall, and if he can free the 
  Goddess, the balance of power changes significantly. 
  The countdown should not begin until you feel a 
  NPC may have broken away to sound the alarm, 
  but as soon as that milestone is reached, it’s time 
  to start the madness.
  Ticking the Boxes 
  When the heroes encounter the enemy and the 
  enemy has an opportunity to sound the alarm, the 
  clock starts ticking down. Every round of combat 
  from the moment the group gets through the front 
  door brings things closer and closer to the release of 
  the Goddess from her prison in the Beyond. 
  Mark off one “X” for each round of combat the heroes 
  complete AFTER the alarm has been sounded. It’s 
  quite possible they may prevent any word from reaching 
  the temple, thus preventing things from getting too 
  far too fast -- but it’s more likely that someone slips 
  through during the chaos to alert Naroa. 
  When the “Chanting” round comes, let the heroes 
  roll Listen checks to hear the rise of chanting above 
  the din of battle. And if any of the “Victims” boxes 
  become completely filled, use that information when 
  describing The Slithering Temple scene to indicate 
  that a victim has been dispatched.
  If the heroes are in the room when a victim is killed, 
  they will see Naroa catch the blood in a bowl and 
  ceremoniously dump it atop the ruby that is the 
  Snake’s Heart. After the first “taste” of blood, the 
  gem will begin to glow with inner light, pulsing to 
  the cadence of chanting.
  Chanting
  To increase the tension and difficulty even further, 
  you can give the cultists the edge in the next few 
  combats. As soon as the first victim is slain, there will 
  be more power in the tower. For each victim killed, 
  give the cultists +1 to hit, +1 to damage, or both. After 
  all three victims perish, in the moments before the 
  Goddess herself awakens, the cultists may have a total 
  +3 depending on how you structure the bonuses. 
  As soon as the Goddess appears, those bonuses 
  disappear in the chaos that follows. Essentially she 
  absorbs all the extra energy, reducing the cultists 
  back to their normal stats.
  The chants themselves may be sung in a monotone 
  and sound something like the following verse, 
  over and over until all the victims are slain and the 
  Goddess emerges:
  Oh Goddess without end we call you…
  Oh Goddess we prepare your heart to come…
  Oh Goddess return to the world you left behind…
  Oh Goddess we implore you to accept our sacrifice…
  Victim #1
  Combat 
  Rounds
  Chant
  Victim #2
  Combat 
  Rounds
  Chant
  Victim #3
  Combat 
  Rounds
  Chant
  Goddess 
  Awakens
  The Combat Counter
  
  13
  Encounter 3:
  Breaching the Gate
  EXT. NAROA’S TOWER
  At the base of the tower, our HEROES 
  find themselves at a closed door. It 
  is a mighty gate, built to repel any 
  unwanted visitors.
  It Begins… 
  Whether or not the PCs get to the front door 
  unnoticed, this is where the madness begins. 
  If the heroes approached to this point without 
  raising any alarms, they will not find anyone ready 
  and waiting for their impending arrival. The door 
  will be locked, but not trapped. 
  If the heroes were not successful in a stealthy 
  approach, they will be attacked from above and the 
  door will be both locked and trapped. 
  Either way, as soon as the heroes enter the front 
  door, the Combat Counter begins, if it hasn’t already.
  Summary  
   
   
      
  •	 Hook: PCs attempt to get into the tower.
  •	 Combatants: 1 guard leader and 5 guards
  •	 Guard Leader: Human; HD 3; AC 4; Atk 
  Spear (1d6), Sword (1d6), Crossbow, light 
  (1d6-1); Move 120’; Items - Spear, Sword, 
  Light crossbow (20 bolts), Chain armor
  •	 Guard: Human; HD 1; AC 6; Atk Spear 
  (1d6), Sword (1d6), Crossbow, light (1d6- 
  1); Move 120’; Items - Spear, Sword, Light 
  crossbow (20 bolts), Leather armor
  •	 Conclusion: If any bandits in this group 
  escape, they will sound the alarm. Any guards 
  taken prisoner may have additional details 
  about the tower for the PCs to learn.
  The Door 
   
   
    
  The front door to the tower is locked 
  when the heroes arrive. It is a sturdy 
  wood-and-iron construction built to withstand a 
  great deal of damage. It’s possible that the heroes 
  have acquired a key by this point (see Encounter 
  2), but will most likely have to pick the lock. 
  This is a difficult door to get through and the lock 
  will require some intense work to pick. To get past 
  this lock, the heroes must make one successful 
  attempt of the Pick Locks skill. On an unsuccessful 
  check, there is a 25% chance that the attempt was 
  heard and the guards will be alerted. After each 
  failure, the guards will gain an additional 10% 
  chance to hear the heroes at the door.
  If the guards are alerted to the PC’s presence at 
  the door, they will not only sound the alarm but 
  prepare for the invaders and get a surprise round 
  as soon as the door opens.
  Remember to start the Combat Counter as soon as 
  the guards have an opportunity to sound the alarm.
  The Trap 
   
   
   
      
  If the trap has been armed, the heroes are in for 
  a surprise when they get to the door. The heroes 
  will need to detect the trap and disarm it to move 
  inside the tower. 
  To disarm the trap will require a successful attempt 
  of the Find/Disable Traps skill. A character can 
  attempt to search for and disable traps as many 
  times as they want, but each failure causes the 
  next attempt to be at a -1% disadvantage.
  If the trap goes off, a pot of boiling oil will splash 
  the ten foot area directly in front of the door. Any 
  character in that direct area will take d6+2 points 
  of damage, with 2 points of ongoing damage each 
  round thereafter until the oil cools (2 rounds) 
  or they find some way to stop the burning. Any 
  character standing 10-20 feet from the door will 
  take d3 points of damage with 1 point of ongoing 
  damage each round thereafter.
  
  14
  Interlude 2:
  Decision Time
  INT. NAROA’S TOWER
  Now inside, amid the remains of battle 
  with the gate guards, our HEROES must 
  choose their next actions carefully… 
  The sounds of chanting in a monotonous 
  tone drift down from above, hinting at 
  unknown terrors...
  From below, the cries and whimpers of 
  several young voices rise in pitch...
  The Situation 
  Once the heroes are past the front door, the clock 
  is definitely ticking. Each moment brings three 
  sacrificial victims closer to certain doom. And each 
  victim who perishes brings the destruction of the 
  world closer and closer.
  The heroes can clearly hear chanting coming down 
  the stairwell from above. And they can hear the cries 
  of children coming up the stairwell from below. 
  If they have stealth on their side, they have a bit 
  more flexibility in their decision, but they must 
  choose whether to free the prisoners below or stop 
  the chanting above. 
  Opening 
  the Door 
   
      
  If the heroes have been stealthy up to 
  this point and manage to pick the lock 
  (or use the key), they can open the door 
  and get one surprise round prior to the start 
  of combat.
  Beyond the door, a group of 6 guards are on duty 
  (1 guard leader and 5 guards). 
  Once alerted to the heroes’ presence, the guards 
  will flip over two heavy wooden tables. Guards 
  gain 50% cover if the tables are flipped before or 
  during the combat, which grants them +4 to their 
  AC while protected. 25% cover grants +2 to AC. 
  100% cover grants +6 to AC.
  Additional Details  
      
  Prior to being interrupted, the guards inside were 
  playing dice games on the table and sitting on a 
  few wooden boxes. There is a 30-minute hourglass 
  in the center of the table they use for sending out 
  regular patrols. Though it is dark inside, the room 
  is dimly lit by four wall sconces at the corners, 
  each containing a lit torch.
  Antagonists 
   
   
      
  •	 Guard Leader: Human; HD 3; AC 4; Atk 
  Spear (1d6), Sword (1d6), Crossbow, light 
  (1d6-1); Move 120’; Items - Spear, Sword, 
  Light crossbow (20 bolts), Chain armor
  •	 Guard: Human; HD 1; AC 6; Atk Spear (1d6), 
  Sword (1d6), Crossbow, light (1d6- 1); Move 
  120’; Items - Spear, Sword, Light crossbow (20 
  bolts), Leather armor
  
  15
  Encounter 4:
  Caged Children
  INT. BASE OF STAIRS IN LOWEST LEVEL 
  OF TOWER
  The sound of children crying has grown 
  in volume with each step into the even 
  more dimly lit lower level. Their 
  cries are occasionally punctuated by 
  the guttural shout of a guard trying 
  to silence them. 
  Peering carefully around the corner, 
  our HEROES see a collection of twelve 
  tiny cages, each containing a single 
  small figure crouched in fear.
  The Setup 
  Only a handful of Prison Guards (1d8 in number) 
  are here guarding the children. Low ceilings (only 
  6’ high) add difficulty to swinging large weapons 
  (all ACs are increased by +2 while in close quarters 
  against any weapons longer than short swords).
  There are no windows here and it is very dark. Some 
  light dances from a small room off to one side where 
  the guards are waiting. The whole area smells awful. 
  The guard room has a small oil-burning heater they 
  use to prepare food for the prisoners. There is a good 
  chance (1-4 on d6) that all guards will be huddled 
  around the heater for warmth when the heroes 
  arrive. If not, one guard will wander the room with 
  cages and ensure that the prisoners are behaving.
  The storage room contains barrels and bags. Among 
  the supplies are bags of uncooked rice, containers of 
  salted pork, torches, and oil for the heater.
  Summary  
   
   
      
  •	 Hook: PCs attempt to rescue the kidnapped 
  children.
  •	 Combatants: 2d4 Prison Guards
  •	 Prison Guard: Human; HD 1; AC 5; Atk 
  Spear (1d6), Short sword (1d6-1); Move 
  120’; Items - Spear, Small sword, Leather 
  armor
  •	 Conclusion: If any guards in this group escape, 
  they will sound the alarm. Any guards taken 
  prisoner may have additional details about the 
  tower for the PCs to learn, as will any children 
  who are freed.
  The Children 
   
   
      
  The children will begin to cry louder as soon 
  as they see the heroes. The PCs may be able to 
  convince them to be quiet while they dispatch 
  their captors. There are 2d6 prisoners here and 
  there is a good chance that one or more of the 
  children taken from Elhann may be found here.
  The prisoners are in bad shape. The oldest among 
  them is filthy and bruised. The most recent 
  acquisitions (from Elhann) are cleaner, but 
  definitely terrified of whatever is to come.
  Antagonists 
   
           
  •	 Prison Guard: Human; HD 1; AC 5; Atk 
  Spear (1d6), Short sword (1d6-1); Move 120’; 
  Items - Spear, Small sword, Leather armor
  
  16
  Things the Prisoners Can Tell the Heroes (once safe)        
  •	 The guards are just following orders. 
  •	 Naroa personally chose the three prisoners taken as sacrifices.
  •	 Naroa talks funny. He hisses.
  •	 They were fed rice and pork. (Salted pork and uncooked rice can be found in the storage room.)
  •	 A visitor came and caused a loud conversation upstairs. Whatever was said, Naroa didn’t approve and threw 
  the visitor out.
  •	 Some of the guards have weird eyes.
  •	 Naroa has strange scars and weird skin.
  •	 The guards prefer to huddle around the fire in the other room for warmth, but it’s not cold here.
  •	 There are no rats or spiders in the tower at all. 
  •	 The kids here the longest have only been here a week or so.
  The Tiny Prison
  
  17
  Encounter 5:
  The Slithering Temple
  INT. TEMPLE ROOM in NAROA’S TOWER
  The chanting has grown in volume with 
  each step higher in the tower. Within 
  the torchlit room are many figures bowed 
  in prayer, rising and falling with 
  different passages of whatever unholy 
  words they utter.
  Tapestries hang throughout the hall, 
  featuring a pair of intertwined snakes 
  around a red jewel.
  At the front of the room stands an 
  imposing pedestal holding a huge 
  red gem that glows from within with 
  an unnatural light. And three stone 
  columns rise before it, each with an 
  unconscious child chained to its base.
  And finally, a towering man wearing 
  brown robes covered in ancient runes 
  stands ready, sacrificial knife in hand, 
  waiting for the chanting to reach its 
  deadly finale.
  The Setup 
  Naroa and the cultists are chanting and focused on 
  the ritual at hand. They may not attack the heroes 
  right away, unless engaged. Naroa stands near the 
  three sacrificial victims tied securely to the three 
  pillars before the raised dais. Behind the pillars is a 
  small pedestal upon which rests a blood red ruby - 
  the Snake’s Heart!
  The cultists are on their knees, meditating and 
  chanting in three perfect lines of four (12 total). 
  Slithering between them on the floor are dozens of 
  snakes of many varieties. 
  The cultists are in a trance-like state and will not fight 
  unless disturbed by the heroes. Their chanting will 
  continue throughout the battle, though any cultists 
  disrupted from their task will be free to attack. If any 
  guards have survived to this point, they will also join 
  the battle. 
  Summary  
   
   
      
  •	 Hook: PCs attempt to stop Naroa and rescue 
  the victims chained as sacrificial victims.
  •	 Combatants: Naroa and 12 Cultists
  •	 Naroa: Human; HD5; AC3; Atk Dagger of 
  the Serpent (1d6-1), does poison damage 
  - must Save vs. Poison or take 1 point of 
  ongoing damage each round; Move 100’; 
  Cleric of the Serpent 5; Special: Spells (casts 
  as 5th level Cleric - 2/2/1); L1 Snake Charm, 
  Cure/Cause Light Wounds, Protection from 
  Good; L2 Speed Poison, Serpent’s Tongue, 
  Bless/Curse, Silence 15’ Radius; L3 Summon 
  Serpents, Cure Disease, Speak with Dead; 
  Items: Chain armor, Dagger of the Serpent, 
  goddess amulet/holy symbol (+2 to all saves 
  and AC), holy water vial
  •	 Cultist : Human; HD 1; AC 7; Atk Dagger 
  (1d6-1); Move 120’; Items Dagger
  •	 Conclusion: If the PCs stop the ritual, the 
  Goddess will not emerge as a giant snake. If 
  not, the PCs will not only face Naroa and the 
  Cultists, but the Giant Snake as well.
  
  18
  Who is Naroa? 
  Naroa was once a poor day laborer 
  in the City State of Fiohan to the 
  west. When he was visited by the 
  Goddess in a dream, he was forever 
  changed. She granted him a purpose and 
  drive he’d never possessed before.
  In just a few weeks, he managed to recruit 
  others to his side with a simple message: The rich 
  and powerful priests of Fiohan never had the 
  interests of their workers in mind, but SHE does. 
  The Goddess protects those who support her goals. 
  She keeps their young safe and the old healthy. Her 
  priests speak truths and guide their people to better 
  times. And when she returns to the world, she will 
  ensure that her people are safe, fed, and warm for all 
  eternity. 
  Naroa himself is tall, muscular, and scarred from 
  years of hard labor. His hands are rough and 
  calloused from stonework, but his eyes are the first 
  thing you notice. When he looks at you, you can see 
  the Goddess looking back. And when you hear him 
  speak, you can hear her conviction in his voice.
  He believes in the Goddess and will do anything to 
  bring her back. There are parts of the ritual of the 
  Snake’s Heart that he has glossed over in an attempt 
  to hurry her return. As a result, the Goddess will 
  not be quite as strong in the world to restart her 
  quest for her people. This will anger her. She hoped 
  to return at her full divine strength, and only a part 
  of her celestial essence will make it into the world, 
  slowing her progress considerably. 
  Even so, Naroa is willing to risk her wrath to bring 
  her back to the world more quickly.
  The Ritual 
  The chanting of the cultists is meant to create a 
  vibration through time and space into the Beyond. 
  When enough energy exists in the room, Naroa will 
  sense it and sacrifice an innocent, pouring the child’s 
  blood over the Snake’s Heart to channel that energy 
  into opening a doorway. When all three sacrifices 
  are made, the Goddess will come through the gem 
  and form a physical avatar in the mortal realms -- 
  the incarnation of a great serpent. 
  
  19
  The Temple Room
  
  20
  The Battle - Phase 1
  slow them down. (1-2 on d6, 1 = bitten for 1 point 
  of damage, 2 = wrapped and slowed) 
  If the heroes engage Naroa directly, they may keep 
  him from completing the ritual. If the battle gets away 
  from him, he will shout a command to any remaining 
  cultists to stop chanting and kill the intruders.
  Antagonists 
   
           
  •	 Naroa: Human; HD5; AC3; Atk Dagger of 
  the Serpent (1d6-1), does poison damage - 
  must Save vs. Poison or take 1 point of ongoing 
  damage each round; Move 100’; Cleric of the 
  Serpent 5; Special: Spells (casts as 5th level 
  Cleric - 2/2/1); L1 Snake Charm, Cure/Cause 
  Light Wounds, Protection from Good; L2 
  Speed Poison, Serpent’s Tongue, Bless/Curse, 
  Silence 15’ Radius; L3 Summon Serpents, 
  Cure Disease, Speak with Dead; Items: Chain 
  armor, Dagger of the Serpent, goddess amulet/
  holy symbol (+2 to all saves and AC), holy 
  water vial
  •	 Cultist: Human; HD 1; AC 7; Atk Dagger 
  (1d6-1); Move 120’; Items Dagger
  When the heroes enter the room, 
  there is a good chance (1-3 on d6) 
  that Naroa will be so focused upon 
  the ritual that he will not react to their 
  intrusion. The cultists will continue to 
  chant unless they are disturbed in some 
  way.
  Note: If the heroes blindly charge in, they will likely 
  (1-3 on d6) brush past one or more cultists on their 
  way to the dais to confront Naroa. 
  Be sure to include any details that have changed 
  based on the state of the Combat Counter when 
  describing this scene. Any victims (the children) 
  who have been dispatched by Naroa will be beyond 
  saving. And it is possible that the ruby will already be 
  pulsing with an inner light if sacrifices have already 
  been made.
  If any bandits or guards from earlier encounters are 
  still alive, they will come to Naroa’s aid as soon as 
  they realize that the heroes have entered the temple. 
  If the heroes disturb any of the snakes on the floor, 
  there is a chance they will get bitten or entangled to 
  
  21
  The Battle - Phase 2
  INT. TEMPLE ROOM in NAROA’S TOWER
  A hush falls over the entire room as the 
  final blood is spilled over the pulsing 
  red gem. The flesh of writhing snakes 
  flies to the gem, beginning to writhe 
  and breathe until it forms the body of 
  a giant snake taking a deep breath of 
  fresh air. The Goddess is FREE! 
  The Goddess appears as a giant snake towering over 
  everyone else in the room and brushing the ceiling 
  with her head at her full height. If she is attacked, 
  she will go after whatever targets have done the 
  most damage in the last round. 
  If all the victims in the Combat Counter have been 
  dispatched and the Heroes have not yet arrived, the 
  Goddess will begin with Naroa. She is displeased 
  with her priest and will devour him whole. Once 
  Naroa is swallowed, she will begin dispatching 
  cultists one at a time. If there are no more cultists, she 
  will escape into the rest of the tower and eventually 
  head outside.
  The Goddess 
          
      
  Hundreds of years have passed very slowly in 
  the Beyond, a prison plane where every physical 
  movement is magnified a million times over. 
  Taking a single step can feel like it takes a year. 
  She quickly found herself focusing on a meditative 
  existence. In that state, her mind was free to plot, 
  scheme, and explore the multiverse. In that state, 
  she found ways to visit the mortal realms and 
  guide her people towards her eventual release.
  Though proud of her priest Naroa, she is angry 
  that he is forcing her hand. She badly wants to 
  return to the world, but she wants to do so on her 
  terms and in the proper time. Naroa’s impatience 
  will cost her time in her ultimate plan. And Naroa 
  will indeed help in her quest, but not in the way 
  he would like.
  To make up for the power she left behind in the 
  Beyond, she must consume the world -- and she 
  will start with her impudent priest.
  Summary  
      
  •	 Hook: PCs attempt to stop 
  Naroa, his Cultists, and the 
  Giant Snake that just emerged.
  •	 Combatants: Naroa, 12 Cultists, and 
  Giant Snake
  •	 Naroa: Human; HD5; AC3; Atk Dagger of 
  the Serpent (1d6-1), does poison damage 
  - must Save vs. Poison or take 1 point of 
  ongoing damage each round; Move 100’; 
  Cleric of the Serpent 5; Special: Spells (casts 
  as 5th level Cleric - 2/2/1); L1 Snake Charm, 
  Cure/Cause Light Wounds, Protection from 
  Good; L2 Speed Poison, Serpent’s Tongue, 
  Bless/Curse, Silence 15’ Radius; L3 Summon 
  Serpents, Cure Disease, Speak with Dead; 
  Items: Chain armor, Dagger of the Serpent, 
  goddess amulet/holy symbol (+2 to all saves 
  and AC), holy water vial
  •	 Cultist : Human; HD 1; AC 7; Atk Dagger 
  (1d6-1); Move 120’; Items Dagger
  •	 Giant Snake (Divine): HD 5; AC 5; Atk 
  Bite or Constrict (1d6); Move 120’; Special: 
  Constrict attack* (* see later description)
  •	 Conclusion: If the PCs stop Naroa, the Cultists, 
  and the Giant Snake, the world is saved!
  
  22
  Her
  Appearance     
  As soon as the last sacrifice is 
  complete, the bodies of any cultists 
  and any live or dead snakes in the 
  room will suddenly fly towards the gem 
  to surround it like a growing wall of flesh. 
  The pattern of her skin reflects the shades and 
  hues of the snakes she used to form the body 
  she now calls her own.
  She is unable to form words at this time and is 
  enraged beyond the point of rational thought. 
  She has an equal chance of attacking Naroa or 
  the Cultists before she engages with the PCs.
  Antagonists 
   
   
      
  •	 Cultist : Human; HD 1; AC 7; Atk Dagger 
  (1d6-1); Move 120’; Items Dagger
  •	 Giant Snake (Divine): HD 5; AC 5; Atk 
  Bite or Constrict (1d6); Move 120’; Special: 
  Constrict attack
  * Constrict: In the event that the snake attacks 
  and hits a single foe no larger than a human being 
  (maximum of 7 feet tall), the snake wraps itself 
  around the foe causing 1d6 damage each round 
  until the victim escapes or the snake is killed. Foes 
  with a strength of 16 or higher may attempt to break 
  free doing a Strength check. While constricting the 
  foe, the snake may also bite the victim, causing an 
  additional 1d6 points of damage.
  The Aftermath  
   
      
  SUCCESS!
  If the heroes defeat Naroa and the Goddess, 
  peace will fall across the lands of the Lost Age for 
  a time. They may gut the beast and retrieve their 
  ruby prize at their leisure. 
  If the heroes return to the village of Elhann with 
  children in tow, the villagers will cheer their 
  return and the return of their children, throwing 
  an epic feast with the best of food and wine they 
  can muster. The heroes will gain fame for their 
  bravery and be sought for other impossible deeds.
  FAILURE!
  If the Goddess defeats the heroes and is allowed 
  to escape into the world, she will usher in an age 
  of darkness and destruction. She will roam the 
  lands seeking bodies to fill her belly and moult 
  every 8 days to become larger and larger until she 
  can consume the world and continue her quest to 
  swallow the sun.
  Adventure 
  Event Checklist 
   
      
  p Bandits attack the village of Elhann
  p Bandits flee with child prisoners in tow 
  ( ____ prisoners ____ bandits )
  p Heroes meet the Crazy Cultist
  p Heroes find Naroa’s Tower
  p Heroes defeat roving patrol (optional)
  p Heroes arrive at Tower door
  p Heroes defeat guards at entrance
  p Warning reaches Naroa and the Cultists 
  (p Start Combat Counter)
  p Heroes fight Prison Guards 
  ( ____ prisoners freed ) (optional)
  p Heroes fight Naroa and Cultists
  p Naroa finishes ritual
  pGoddess appears
  pHeroes defeat Goddess
  
  23
  Appendix 1:
  The Serpent Queen
  Alignment: Chaotic Evil
  Domains: Life, Nature
  When the plagues struck mankind, Sinnix, minor 
  goddess of Serpents, offered a solution to her 
  worshippers.
  “Let my venom heal you and make you whole.
  Let my brood protect you from the filth.
  Keep them warm and together we will find a way
  to rise above the plague and rot spread by the rat.”
  Her priests allowed themselves to be bitten by the 
  Sinnix Serpent, a poisonous green snake with red 
  eyes and as a result became immune to 
  the plague being carried across her 
  domain by the servants of 
  Yxnus, the Rat God. Those 
  priests gained insight 
  into making a medicine 
  to help the sick and 
  dying. Sinnix’s flock 
  was made whole again 
  and word quickly 
  spread of the miracle 
  she gave her people. 
  Many 
  joined 
  her 
  flock and eventually 
  the plague died out. 
  For a time there were 
  no rats or mice found 
  anywhere in her domain.
  As her legend grew, so did 
  her stature. The Goddess 
  grew and grew until she was 
  an enormous green serpent at the Coiled 
  Temple. Her priests went forth and spread the word 
  and her domain continued to expand. She became 
  simply “the Goddess” and the Sinnix Serpent 
  became simply her most prevalent avatar in the 
  world of men. Wherever the serpent was found, she 
  was too.
  “The Goddess wraps her coils around you and 
  gives you the kiss of life.
  She will protect you from disease. She will 
  protect you from your enemies.
  She will protect your brood if you protect hers. She 
  reveres all her children.
  Allow her in your home and your hearth will be 
  forever safe.
  Her priests speak her words and grant you wisdom.”
  All of her flock are “snake kissed” and her venom 
  flows through their veins. They are protected from 
  sickness and natural poisons. Some are 
  granted visions from her kiss and 
  become her priests, spreading 
  her word across the lands. 
  Her people use snakeskin, 
  snake bones, snake 
  organs, 
  and 
  many other parts 
  of the animal in 
  ceremonies and 
  rituals.
  Each priest is usually 
  accompanied by a 
  companion 
  serpent. 
  When the Goddess 
  wishes to speak with 
  her representatives, she 
  directs those serpents to 
  bite them so she can use the 
  poison to commune directly.
  A benefit of repeated communing 
  with the Goddess is slowly toughening skin that 
  becomes more like snakeskin (+1 AC) and eyes that 
  slowly change to mimic her own with the ability to 
  see heat (Infravision, 60’). A downside to the tougher 
  skin is that the priest must find bigger, stronger 
  serpents to successfully puncture it. Priests must 
  repeatedly go on quests to find bigger and bigger 
  snake companions, much like a snake changes its 
  skin as it gets bigger and bigger.
  
  24
  Appendix 2:
  The Cult of the Serpent Queen
  Though much of the Cult of the Serpent Queen 
  disappeared after their Goddess was banished from 
  the world, not all forgot her. And once she discovered 
  the ability to visit her people in their dreams, even 
  from the Beyond, she worked tirelessly to recruit 
  more to her cause and find a way to release her from 
  her prison.
  Cult members fall into one of many roles:
  •	 Believers: These are the lowest level of cult 
  members and do the majority of the grunt 
  work as guards, builders, and general labor. 
  •	 Followers: These are the more devout members 
  who take part in larger rituals and are invited 
  to commune with the Goddess infrequently.
  •	 Priests: These are the Goddess’ mouthpieces 
  among her people, helping guide, inspire, and 
  lead her children to greatness in her absence.
  •	 Handlers: These are the wise among the priests, 
  with special knowledge of how to milk snakes 
  for venom and use it for salves and potions to 
  cure the faithful.
  Though each member is “snake kissed” with a 
  visible set of fang marks on their neck or wrist, 
  all members are encouraged to express their love 
  and devotion for the Serpent Queen through art, 
  jewelry, clothing, and so on. 
  Distinguishing Features
   Among Cult Members    (d10)
  d10 Roll Result
  Random Encounter
  1
  Ear pierced with snake skull 
  earring dandling.
  2
  Nose pierced with snake bone.
  3
  Eyebrow pierced with snake fangs.
  4
  Necklace prominently features a 
  string of snake skulls.
  5
  Necklace strings together snake 
  vertebrae in a unique pattern.
  6
  Bracelet is made of a colorful 
  snakeskin.
  7
  Prominent tattoo of the twin 
  snakes and red gem is found on 
  the back of the neck.
  8
  Snakeskin-like pattern is 
  tattooed around the bicep.
  9
  A copper band shaped like a 
  snake is coiled around the wrist.
  10
  A belt is worn from the skin of 
  multiple snakes.
  
  25
  Level of Fanaticism 
  Found Here 
   
     
      
  The Snake Cult of Naroa is extremely devoted to 
  their cause. 
  Venom from the Sinnix viper has a strange effect 
  on non-priests in the group. Where priests use the 
  venom’s effects to commune with the Goddess, 
  the non-priests simply become more pliable to 
  their serpentine masters. Some have only been 
  bitten once, while others may have been bitten 
  many times.
  The cultists chanting in the temple will remain 
  focused on their task of chanting their Queen 
  into the world until Naroa needs them to fight. 
  Should Naroa perish or be knocked unconscious, 
  his cultists might awaken in a confused state, 
  unable to remember where they are or how they 
  got there. 
  The bandits themselves are still mostly free-
  thinking individuals. They will fight for their lives, 
  their master, and their Queen. They are tough 
  opponents, but still men and women in the end. 
  Naroa however has been irrevocably altered by the 
  Queen’s magic. He has the slit pupils of a snake 
  (granting 60’ Infravision) and hardened skin (+1 
  to AC) as rewards for his devotion. He will do 
  everything he can to finish the ritual.
  Additional 
  Cult Details 
    
   
      
  •	 Snake bones, skulls, fangs, skin, venoms, and 
  husks will be found in many rituals
  •	 Designs based on coils, rattles, fangs, and 
  scaling patterns are found in all clothing and 
  jewelry worn by cult members
  •	 Many members will have piercings and use 
  those piercings to show even more jewelry 
  with snake designs -- ears, nose, lips, elsewhere
  •	 Arm bands from coiled snakes done in metal 
  are common
  •	 The coiled snake design will also be found 
  around the handles of knives, daggers, swords, 
  axes, spears, and tools
  •	 In some cults, different snakeskin patterns 
  signify rank among the more militant members.
  
  26
  Appendix 3:
  Cleric of the Serpent
  Priests dedicated to the Serpent Queen are 
  devoted and changed by their direct link 
  with her divinity. Treat them as Clerics 
  with these abilities:
  •	  Clerics of the Serpent commune with their 
  Goddess through the use of Sinnix serpent 
  venom. The venom puts them into a trance in 
  which their mind can directly communicate 
  with her, wherever she may be. During 
  communion a priest is unable to react to 
  anything that happens in the mortal realm, so 
  they must ensure that they are safe to return.
  •	 At level 1, Clerics of the Serpent are immune 
  to all poison and disease.
  •	 At level 3, Clerics of the Serpent gain the 
  ability to see heat (Infravision, 60’) and their 
  pupils begin to change into the vertical slit 
  seen in many snakes. 
  •	 At level 5, Clerics of the Serpent gain a tougher 
  skin (reduces their AC by one). The downside 
  is that it becomes more and more difficult 
  to commune with the Goddess. Higher 
  level priests must seek stronger and stronger 
  serpents to continue their communion so they 
  can pierce the skin.
  •	 Clerics of the Serpent can gain a snake 
  companion (use the Familiar Rules from the 
  Vile Witch supplement for details).
  •	 Existing Spells:
  •	 Charm Person (level 1) - Same as level 1 
  Magic-User spell “Charm Person.”
  •	 New spells:
  •	 Serpent’s Tongue (level 2) - Range: Self. For 
  15 minutes, the Priest has the ability to speak 
  and understand any language. 
  •	 Speed Poison (level 2) - Range: Touch. 
  Accelerates the effects of any poison in the 
  target.
  •	 Summon Serpents (level 3) - Range: 90’. 
  Summons 2d6 snakes from the surrounding 
  area to fight on their behalf. Enemies will get 
  bitten or entangled to slow them down. (1-2 
  on d6, 1 = bitten for 1 point of damage, 2 = 
  wrapped and slowed to ½ speed)
  •	 At level 7, Clerics of the Serpent gain the ability 
  to attack their enemies at a great distance as 
  with a magical snakebite. Range: 90’. The priest 
  has so much poison in his system they have the 
  ability to inject poison directly into the veins of 
  a distant enemy and causing an additional 1d6 
  poison damage for 3 rounds. They can only do 
  this twice a day.
  •	 At their highest levels, a Cleric of the Serpent 
  becomes a Naga - a Saint of the Cult of the 
  Serpent and even closer to the Goddess herself.
  Poison Effects  
   
      
  Poison in Mazes & Perils is left ambiguous to that 
  GMs can enforce their own ideas for how it should 
  affect characters in the game. Some may choose to 
  have poison be more deadly than others. To provide 
  some guidance, here is a definition of how it might 
  work for the serpents in Encounter 5.
  •	 Animal Venom: Many creatures use venom injected 
  into a wound to subdue and even help digest 
  their victims. This same venom can be carefully 
  extracted from some of these creatures and used to 
  temporarily cause additional damage when used to 
  coat piercing weapons such as daggers, swords, or 
  even arrowheads. Any target subjected to venom 
  must make a Save vs. Poison or take 1d6 damage 
  (standard size), 1d8 (large), or 1d12 (giant). This 
  applies equally to snakes, spiders, scorpions, and 
  other venomous creatures. If a successful save is 
  made, only half damage is taken.
  
  27
  Appendix 4:
  Magic Items
  Staff of the 
  Serpent Queen 
   
      
  Obvious benefit: better to-hit and damage bonuses 
  (+1 for each) plus the ability to coil around an enemy 
  on command.
  When the Queen of Serpents (also known as “the 
  Goddess”) ruled the world of man, she had an army 
  of priests to keep her subjects under her control. A 
  few of those high priests were given items imbued 
  with a few of her own abilities to aid in that task.
  The Staff of the Serpent Queen offers three key 
  benefits.
  •	 If necessary, a wielder could strike down her 
  enemies with speed and strength to remind 
  them of her own mighty power. This ability 
  was to be used against her enemies, not her 
  faithful, and if misused would turn upon its 
  wielder. The Goddess knows when her people 
  have strayed from her path and will take care of 
  them swiftly. (+1 to Hit and Damage quickly 
  becomes -1 to Hit and Damage and the staff 
  will bind its owner)
  •	 On command, the staff will attack a target 
  within reach and coil around it like a 
  snake. This renders the target helpless 
  and prevents a counterattack for 1d4 
  turns. At the end of that duration, it then 
  crawls back to the priest and into his hands, 
  turning back into a staff.
  •	 Lastly, the staff will “bite” the priest when the 
  Goddess desires an audience. The bite injects a 
  venom that enables the priest to hear her words, 
  even from her banishment in the Beyond.
  Only a handful of these staves remain intact from 
  the time before the Goddess’ banishment. Most 
  were destroyed in the madness of that time.
  Dagger of the Serpent    
  The Dagger of the Serpent is a much more minor 
  artifact, but still blessed by the Goddess herself. 
  Each dagger has a poison that “recharges” every three 
  rounds and can be used to cause ongoing damage to 
  the Goddess’ enemies. 
  The poison causes 1d4 ongoing damage to any 
  victim who does not Save vs. Poison. 
  
  28
  THE MAZES & PERILS COMPATIBILITY  
  STATEMENT LICENSE (CSL)
  1. You must state on the first page where you mention 
  M&P that “Mazes & Perils, M&P, and Wild Games 
  Productions, LLC are the trademarks of Vincent 
  Florio,” and that you are not a liated with Vincent 
  Florio or Wild Games ProductionsTM.
  2. You must comply with the terms of the OGL if the 
  terms apply.
  3. Your cover must include the words “House Rules” or 
  “Variant Rules” near the title if the document is a full, 
  free-standing game that includes modi cations. Feel 
  free to contact the author if you wish to use a different 
  form of disclaimer.
  4. Selling a full version of this game with your house 
  rules incorporated into it is perfectly permissible, but 
  you may not sell an effectively unchanged copy of the 
  rules for money.
  5. Your rights under this CSL cannot be revoked, 
  and are perpetual, unless you breach the terms of the 
  license, in which case your rights terminate.
  OPEN GAME CONTENT
  Open Game Content may only be Used under and 
  in terms of the Open Game License Version 1.0a 
  (OGL).
  This entire work is designated as Open Game 
  Content under the OGL, with the exception of the 
  trademarks “Mazes & Perils,” “Mazes & Perils,” “M & 
  P,” “Wild Games Productions, LLC,” and “Moebius 
  Adventures” and with the exception of all artwork. 
  These trademarks, and the Trade Dress of this work 
  (font, layout, style of artwork, etc.) are reserved as 
  Product Identity.
  OPEN GAME 
  LICENSE VERSION 1.0A
  The following text is the property of Wizards of the 
  Coast, Inc. and is Copyright 2000 Wizards of the 
  Coast, Inc (“Wizards”). All Rights Reserved.
  1.Definitions: (a)”Contributors” means the copyright 
  and/or trademark owners who have contributed 
  Open Game Content; (b)”Derivative Material” means 
  copyrighted material including derivative works 
  and translations (including into other computer 
  languages), potation, modi cation, correction, addition, 
  extension, 
  upgrade, 
  improvement, 
  compilation, 
  abridgment or other form in which an existing work 
  may be recast, transformed or adapted; (c) “Distribute” 
  means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; 
  (d)”Open Game Content” means the game mechanic 
  and includes the methods, procedures, processes and 
  routines to the extent such content does not embody 
  the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identi 
  ed as Open Game Content by the Contributor, and 
  means any work covered by this License, including 
  translations and derivative works under copyright law, 
  but speci cally excludes Product Identity. (e) “Product 
  Identity” means product and product line names, logos 
  and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, 
  symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other 
  visual or audio representations; names and descriptions 
  of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, magical 
  or supernatural abilities or e ects, logos, symbols, or 
  graphic designs; and any other trademark or registered 
  trademark clearly identi ed as Product identity by the 
  owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) “Trademark” 
  means the logos, names, mark, sign, motto, designs 
  that are used by a Contributor to identify itself or 
  its products or the associated products contributed 
  to the Open Game License by the Contributor (g) 
  “Use”, “Used” or “Using” means to use, Distribute, 
  copy, edit, format, modify, translate and otherwise 
  create Derivative Material of Open Game Content. 
  (h) “You” or “Your” means the licensee in terms of this 
  agreement.
  2. The License: This License applies to any Open 
  Game Content that contains a notice indicating that 
  the Open Game Content may only be Used under and 
  in terms of this License. You must a x such a notice to 
  any Open Game Content that you Use. No terms may 
  be added to or subtracted from this License except 
  as described by the License itself. No other terms or 
  conditions may be applied to any Open Game Content 
  distributed using this License.
  3. Offer and Acceptance: By Using the Open 
  Game Content You indicate Your acceptance of the 
  terms of this License. Grant and Consideration: In 
  consideration for agreeing to use this License, the 
  
  29
  Contributors grant You a perpetual, worldwide, royalty 
  free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content.
  4. Grant and Consideration: In consideration for 
  agreeing to use this License, the Contributors grant 
  You a perpetual, worldwide, royalty- free, non-
  exclusive license with the exact terms of this License 
  to Use, the Open Game Content.
  6. Representation of Authority to Contribute: If You 
  are contributing original material as Open Game 
  Content, You represent that Your Contributions are 
  Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License 
  to include the exact text of the COPYRIGHT 
  NOTICE of any Open Game Content You are 
  copying, modifying or distributing, and You must add 
  the title, the copyright date, and the copyright holder’s 
  name to the COPYRIGHT NOTICE of any original 
  Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use 
  any Product Identity, including as an indication 
  as to compatibility, except as expressly licensed in 
  another, independent Agreement with the owner of 
  each element of that Product Identity. You agree not 
  to indicate compatibility or co-adaptability with any 
  Trademark or Registered Trademark in conjunction 
  with a work containing Open Game Content except as 
  expressly licensed in another, independent Agreement 
  with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to 
  the ownership of that Product Identity. The owner of 
  any Product Identity used in Open Game Content 
  shall retain all rights, title and interest in and to that 
  Product Identity.
  8. Identification: If you distribute Open Game Content 
  You must clearly indicate which portions of the work 
  that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated 
  Agents may publish updated versions of this License. 
  You may use any authorized version of this License to 
  copy, modify and distribute any Open Game Content 
  originally distributed under any 
  version of this License.
  10. Copy of this License: You MUST 
  include a copy of this License with every 
  copy of the Open Game Content You 
  Distribute.
  11. Use of Contributor Credits: You may 
  not market or advertise the Open Game 
  Content using the name of any Contributor 
  unless You have written permission from the 
  Contributor to do so.
  12. Inability to Comply: If it is impossible for You 
  to comply with any of the terms of this License with 
  respect to some or all of the Open Game Content due 
  to statute, judicial order, or governmental regulation 
  then You may not Use any Open Game Material so 
  a ected.
  13. Termination: This License will terminate 
  automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall 
  survive the termination of this License.
  14. Reformation: If any provision of this License is held 
  to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards 
  of the Coast, Inc.
  System Reference Document Copyright 2000-2003, 
  Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, Rich Baker, Andy 
  Collins, David Noonan, Rich Redman, Bruce R. 
  Cordell, John D. Rateli , Thomas Reid, James Wyatt, 
  based on original material by E. Gary Gygax and 
  Dave Arneson.
  Mazes & Perils Core Rules, Copyright 2011 & 
  2016, Vincent Florio. Mazes & Perils Deluxe Rules, 
  Copyright 2016, Moebius Adventures
  END OF LICENSE
  
  30
  EXPLORE ADVENTURES, SYSTEM-
  NEUTRAL SUPPLEMENTS, AND MORE AT
  WWW.MOEBIUSADVENTURES.COM
  Death lurks around every turn! 
  Not everyone will survive – but 
  hey, those are the breaks! It’s all 
  worth it to find fame, fortune, and 
  make a name for yourself, right?
  Mazes & Perils is a fantasy game 
  that takes you back to the days 
  when it was simple: no powers, 
  no special abilities, just swords 
  and magic. All you need to play 
  are a few friends, some dice, and 
  your imagination. And if it’s 
  not in this book – make it up! 
  Remember, you rule the game, 
  not the other way around!
  Check out MazesAndPerils.com 
  for more!
  Find us on Facebook and Google+! 
  Or reach out to info@moebiusadventures.com! We’d love to hear from you!
  
  Bandits! Kidnapped children! Ancient Evil!
  As our heroes pass near the small village of Elhann, they 
  are drawn into a battle with some bandits kidnapping 
  children. But why? And what do these kidnappings have 
  to do with a ritual that could lead to the end of the world? 
  Will our heroes get to the bottom of this mystery before 
  it’s too late?
  This adventure is compatible with the rules of Mazes & 
  Perils, but is also suitable for your gaming system of choice!
  THE SNAKE’S HEART
  www.mazesandperils.com
  www.moebiusadventures.com
  
SOURCE: textdata/thevault/Mazes & Perils/Mazes & Perils Adventures/The Snakes Heart A Lost Age Adventure (M&P).pdf