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CREDITS

WRITING, DESIGN, LAYOUT, EDITING and CARTOGRAPHY


Shawn Hille - Palliven Project

ILLUSTRATIONS & TOOLS:


Cover art and some artwork © Dean Spencer, used with permission. All rights reserved.
Additional art by November Dekkers @novemberdekkers / novemberdekkers@gmail.com
Additional art by Melissa Beth Rose @melissabethrose / @melrosemaps

Images created for this sourcebook by the author have been made using some, or all, of
the following tools and are published per the respective licenses and approvals these
tool have granted.
• Profantasy Campaign Cartographer 3+, Dungeon Designer 3, City Designer 3,
Perspectives 3 and Character Artist 3
• Town & Cityscapes : Fantasy Civilization Series for RPGs by English Rose LLC
• Various images by English Rose LLC

OPEN GAME LICENSE:


Snakes Underfoot is published under version 1.0 of the Open Gaming License, and the
System Reference Document by permission from Wizards of the Coast, Inc. Designation
of Product Identity: The following items are hereby designed as Product Identity in
accordance with Section 1(e) of the Open Gaming License, version 1.0: Arcane Artifacts
& Relics, all trade dress, proper nouns, names, locations, characters, creatures, magical
items, spells, story lines, plots, thematic elements, artwork, maps and illustrations, ex-
cept such elements that already appear in the System Reference Document or have been
released as Open Content Version 1.0a of the Open Game License, the full text of which
is provided at the end of this sourcebook.

PALLIVEN COPYRIGHT
All material specific to the campaign world of Palliven, inclusive but not limited to
Runeswel and Vexessthalla, that is not stated as Open Game Content, is copyrighted
2018, Palliven Project. Author, Shawn Hille as listed in accordance with Open Gaming
License, version 1.0 Section 15. It is provided for personal use and any use beyond this
requires the author’s written consent.

Virtual Convention Edition ©2020


CHALLENGING TIMES ARE UPON US

I was excited for GaryCon this year. It was going to be my first time running a game
at a convention. It would be Snakes Underfoot, the first module I had ever published.
I decided I would go all out and 3D printed and painted everything. I spent months
working to make sure my sessions would be great experiences for those who played. I
had everything ready and was counting down the days until GaryCon XII.

And then the world fell into crisis.

GaryCon made the right decision to cancel. While I was looking forward to attending.
I realized that if this inconvenience was the worst I had to deal with I could consider
myself lucky. The GaryCon folks then came through with a great alternative, expand-
ing the Virtual GaryCon presence and offering. It worked out great - I ran five sessions
of Snakes Underfoot, met new players and had a great time.

But in the real world,things kept getting worse. As I write this over 1 million people
have been confirmed to have COVID19 (note: as I edit this less than ten days later that
number is at 1.9 million and there are over a hundred thousand dead). Most of you
are certainly in some form of quarantine, isolated from those you care about and wait-
ing for this all to end. Unfortunately, some of you may be facing even more hardship,
whether loss of work, loss of a loved one or being ill yourself. I doubt anyone reading
this has not been affected in some way.

So with all this burden weighing us down, I decided to do what little I could to help.
I am publishing this as a free pdf to give back to the rpg community which has given
me so much over the decades. I then had the thought that the money I had set aside for
convention merchandise could surely be put to better use. So I sought out artists who
were affected by the pandemic, whether financially or physically, and commissioned
two of them to make some art. I am proud to showcase them in this special edition ad-
venture and give you all a chance to see their talent.

I hope that when you play this adventure, it reminds you that at times everyone needs
a little help and you can be the one to offer it, even in a small way. We may just be a
community that enjoys playing games together but sometimes that can be enough, if
even for just a few hours.

Stay healthy and keep adventuring!

Shawn Hille
Palliven Project
April 4, 2020
THANKS TO THE ARTISTS

I want to give special mention to the artists whose work I have highlighted in this
special edition of Snakes Underfoot. One I have used for some time and support
through Patreon and two I have connected with as a result of my decision to support
artists impacted, whether financially or physically, by the COVID19 pandemic. I made a
decision to help in my own small way and ask that you take a couple of minutes to look
at their portfolios for yourself.

Thanks to each of you for your creativity, talent and support of the gaming community.

Dean Spencer (@deanspencerart)


Dean’s art captures the fantasy gaming genre amazingly well. I have used his art in
all of my publications to date and support him on Patreon. That’s how much I love
his stuff. I strongly encourage you to check it out. He publishes a lot of his work on
DriveThru RPG as well so you can buy pieces as you want them.

November Dekkers (@novemberdekkers. Email: novemberdekkers@gmail.com)


November Dekkers is an artist from the Netherlands, and also a brass dragon in
disguise! D&D characters are her favorite topic to draw. In the spirit of helping
that this special edition module is all about, November is offering a discount on
custom D&D character art for a limited time to this that contact her with the code
“DONTSLAYTHEDRAGON”.

Melissa Beth Rose (@melissabethrose; @melrosemaps)


Melissa is an illustrator and fantasy cartographer living in Southern California living
with her husband, son, and cat. You can find her work on Instagram @melissabethrose
or @melrosemaps. Map Patreon: www.patreon.com/melrosemaps. Her website is www.
melissabethrose.com

Various 3D Sculptors: In preparation for the physical event, I printed and painted
3D terrain and figures. Since I did all that work but didn’t get to use them, I included
photos throughout the adventure. The prints used are a mix of ones I bought, backed
on Kickstarter or found on Thingiverse. Since I was originally only using these at the
gaming table, I didn’t take great notes so cannot give adequate credit here. I still want
to say thank you for all those who have taken the time to share their hard work and
creativity.

Shawn
Palliven Project
THE VIRTUAL PLAYERS

A big thank you to all those who play tested the numerous revisions that be-
came the Virtual Convention Edition. Your choices, roleplay and feedback
helped make this a fun four hour adventure for everyone who played!

As much as I would have loved to sit across the table from the following play-
ers, that wasn’t to be. Hopefully, we will have the chance one day. These twenty
players were among those that I had the pleasure to virtually game with over
five sessions spread over four days. Lots of fun, tons of laughs and some really
great gaming. I couldn’t have asked for more. I am glad all of you were able to
be part of making my first DM Convention experience a huge success!

Haydoge Paul Short


Jason McKenna Robert Craft
Kenny Colburn Shawn P. Conlin
Logan Richter Steve Hanson
Luke Grocholl Todd Gillenwater
Mark Maynard Vandil
MD. Gorak Zachary Richter
Patrick Coover

Snakes Underfoot was played with pre-generated characters, copies of which


are in back of the adventure module. A total of eight were presented to give
players options to choose from. Below is the breakdown of which were played
during Virtual GaryCon.

Half-Orc Fighter

Dragonborn Barbarian

Dwarf Cleric

Elf Wizard

Human Paladin

Gnome Rogue

Halfling Bard

Half-Elf Sorcerer
DM BACKGROUND

Snakes Underfoot takes place in Runeswel, an One of the townsfolk who has taken notice is
average sized town that lies near several trading Diandra. A seamstress and long time friend of the
routes. Runeswel still has its share of merchants adventurers, it was her brother Thaddeus who
stopping over but had seen a decline in recent was the first to hear Vexessthalla’s call. Diandra
years as new markets and routes have opened. has been distraught for the past month, for while
The players have found this town to be a conve- he was a source of constant frustration for her, he
nient resting place to take a hot meal, rest be- was still family.
tween adventures and resupply before heading
back out into the world. Unfortunately, in their Her concern is warranted as Thaddeus has cho-
recent absence a merchant’s warehouse has be- sen a path that he cannot return from. He has
come the lair of an ancient evil that is gathering become the first disciple of Vexessthalla. After
its strength. weeks of bringing new followers into her coils
he has been granted the honor of receiving her
It all began three months ago when the merchant Serpent Kiss. Unlike most, he has been allowed to
Anya acquired an ancient, sealed urn that she retain his thoughts and most of his free will. As
decided to keep for herself. Over a short time, her long as they are used for the glory and service of
fascination turned into an obsession. She became Vexessthalla.
consumed by the idea of opening the urn for
surely it held a wonderful secret inside. As she The other person that Vexessthalla has allowed
broke the urn’s seal, a green mist escaped and to retain their free will is Sorial. He has not been
engulfed Anya. The spirit that had been impris- granted her Serpent’s Kiss. A rather erratic and
oned ages ago filled her, devouring her soul and unstable wizard, he had been working for a
using her form as its own. This is Vexessthalla, a wealthy trading group when he heard her call.
fiendish evil that has existed when many of the He has been tasked to bring wealthy disciples
races were but infants in the world. Countless into the growing cult. He serves alongside Thad-
ages ago Vexessthalla was imprisoned in the urn deus but the two share no love for each other.
and hidden in darkness. Now back in the world, Whereas Thaddeus holds the serpent fiend in
she seeks to draw those with evil in their hearts awe, Sorial prefers to revel in the debauchery she
to her. She has had secret chambers built beneath allows him as reward for his service.
the warehouse where she patiently gathers her
strength, seeking to transform those that heed her The arrival of the adventurers is timely indeed
call into serpentine slaves. for most of those who have heard Vexessthalla’s
call are in the early stages of transforming after
Still weak from her imprisonment, Vexessthalla receiving her Serpent’s Kiss. Having already giv-
needs followers to feed, protect and adore her. en their wealth for Vexessthalla, all they have left
For above all else, Vexessthalla is vain. The cult- of value to her is their worship and servitude.
ists have made attempts to remain hidden and
believe they have not drawn attention but that is Vain and overconfident, Vexessthalla plans for
not the case. With her arrival things have begun the next phase of her return to the world. She
to change in the area around Anya’s Warehouse envisions rebuilding the empire she once ruled
and some have taken notice. Several people have over and replenishing the thralls who lived only
begun to report family members walking away to adore her.
from their life and disappearing.
VEXESSTHALLA - Artwork by Melissa Rose
PLAYERS BACKGROUND

The town of Runeswel has been a common stop In the following weeks, she did come across sev-
between your adventurers, a place for your eral others whose loved ones had left in the same
group to grab a good meal and a decent night’s troubling manner. Old Man Johnson, a bitter old
rest. Over the years you’ve developed a friend- man who argued with everyone and Silva, who
ship with Diandra, a seamstress in her middle made her coin stealing from drunken merchants
years. You first met Diandra when all you could if rumors were to be believed. Those she spoke
afford was to stitch the worn clothes to get a little with shared the same stories of them taking items
more use from them. Those days are long gone, of value, ignoring attempts to convince them to
but your friendship has remained. stay and walking out without a word.

Earlier this morning your group returned to The authorities assumed Thaddeus had got-
Runeswel after a rather unproductive few ten into trouble and left town so weren’t going
months adventuring. Walking through town, to do anything and she had no one to turn to.
you crossed paths with Diandra but had to call But just yesterday she had been given a sliver
out twice to get her attention. When she finally of hope from a customer that she had not seen
turned towards you, her face was haggard and for months. Beveth stopped in to have a set of
worn. Seeing you, she smiled and the worry traveling clothes hemmed, looking almost as
melted from her face, at least for a moment. An distraught as Diandra. As desperate people often
hour later as you sat together in her workshop do, they shared their misery. The woman’s flinch
she shared what was troubling her. hearing Thaddeus’ name made it clear she knew
something.
It had to do with her younger brother Thaddeus.
You had met him a couple of times and none of Thaddeus had been to the warehouse where Bev-
you are too fond of him. As kind and warm as eth worked. And so had others. Something was
Diandra was, Thaddeus was rude and obnoxious. going on and the frail woman warned Diandra
Where she liked to talk and laugh with her cus- that she should stay away. Whatever they were
tomers, he wore a permanent scowl and went out doing it was dangerous. Beveth was scared for
of his way to start trouble. He even looked like a her own life but she had to go back, they would
thug with his bald head and scraggly goatee. The find her if she left. More scared now that she had
prospect of helping her surly brother was not at spoken of this aloud, the woman apologized and
all enticing but Diandra was your friend so you fled, not even waiting for the hem work to be
decided to hear her out. done.

Not one to hold a steady job, Thaddeus had lived Just wanting to know that he was okay, Diandra
with his older sister above her workshop. About turned to you with tears welling up in her eyes.
two months ago he abruptly left. Without warn-
ing he simply came home, grabbed his belong- You didn’t need her to ask for your help. It went
ings and a few of her valuables as well. Without without saying that you would help her. That’s
saying a word he walked out, ignoring Diandra’s what friends did.
pleas to stop and pushing her aside. After days
passed and he did not return she went looking
for him but without success.
TO THE WAREHOUSE

A. MORNING WALK windows on two sides. Clear, smoothed dirt


The next morning Diandra will lead the party to pathways lead up to a wood door in the one story
the warehouse district of Runeswel. It is an early section and between the warehouses are small
fall day and there is a chill to the air as they walk bushes and sparse trees.
through the non-residential areas of town. Dian-
dra will restate her hope that they can find Thad- The warehouse which Diandra directed them to
deus and make sure he is okay. has its shutters open, a sign that it is occupied.
If anyone decides to look into the open shutters
She knows that he is not an easy man to like and they will see a frail, worn human woman with
will recall one or two stories of how her brother long and unkempt blonde hair. She is holding
and one of the characters (most likely the fighter, onto a broom and sweeping the floor absent
barbarian or paladin) nearly came to blows. (DM mindedly while she mumbles to herself.
Note: use this interchange to reinforce Thaddeus’ ap-
pearance, having a bald head and scraggly goatee). A long time worker at the warehouse, Beveth
has become entangled in the horrors now tak-
She reveals (most likely to the rogue, wizard ing place there. Thaddeus has decided a locked
or bard) that she had a note sent to Beveth last warehouse would not be enough of a deterrent so
night. She wanted to let her know that they has kept her alive in order to drive away anyone
would be coming at her request. Diandra felt it poking around. She is miserable, barely able to
was best, worried that if they simply showed up sleep or eat but too afraid to do anything. Thad-
Beveth would die of fright or refuse to talk to deus has made it very clear that they would find
them. her and give her a painful death if she disobeyed,
failed or tried to flee.
As they approach the district, Diandra will point
out the way to the warehouse where Beveth So, Beveth spends her days sweeping a floor that
works. It is clear that Diandra is uncomfortable doesn’t need cleaning, writing entires in a ledger
being this close, she is after all a middle aged that will never be read and longing for the days
seamstress not an adventurer. She hopes they when this was a good place to work. She convinc-
stay safe and says she will be heading back to her es herself if was only a terrible nightmare, not
workshop to await word from them. something she actually saw. The truth is she did
see it and it was horrible. After weeks of silent
staring and becoming cold and distant, Anya
B. WAREHOUSE DISTRICT broke the urn’s seal. In shock Beveth watched
This time of year, the dozen or so warehouse as a green mist rose from the urn and engulfed
buildings are mostly empty. None of them are Anya. She stood petrified as Anya’s eyes yel-
run down or look abandoned, this is simply the lowed and her skin became scaled.
slow season and their owners are away making
new connections or delivering the last of their As Anya retreated to the darkness of the ware-
contracts. The warehouses have their shutters house, she ordered Beveth to wait. Others would
closed and their doors boarded. come and Beveth must let them in. Too afraid to
disobey Beveth stayed. How she wished she had
They are all built to the same design. A large fled.
two story section with no windows attached to
a smaller, single story building with shuttered
AN YA’S WAREHOUSE

1. THE APPROACH
As the party approaches the warehouse they
will notice that unlike the others in the area, this
one has open shutters. Anyone approaching the
wooden door and taking a moment to listen will
hear the sound of someone shuffling and moving
about on a Perception check vs DC10.

A look in the open shutters will reveal Beveth


(Commoner) sweeping the floor with her head
down and muttering to herself. Her clothes are
worn and unkempt and her hair is a mess. She
will not notice anyone looking in unless they
create a commotion or make a point of attracting
her attention.

She will initially react with fear and quickly


switch to fake anger, trying to get anyone poking
around to leave. She will not resort to violence • This was such a nice place to work. Anya used
but will say that this is private property and if to be so nice to her.
they don’t leave she’ll summon the town guard. • If they find out she is talking to them, they’ll
kill her.
Telling Beveth that they were sent by Diandra • Shes too afraid to leave. They would find her
will cause her to unlock and open the door, look and never let her live.
around nervously to check that no one has fol- • Diandra’s brother was here, he would come
lowed them waving them all inside. She’ll make a and go with that old man, bringing others too.
point of locking the door once all are inside. • None of the people they brought have left and
it has been weeks since Thaddeus had come out.
2. OFFICE • They are all down there, under the warehouse.
The wood floor, simple desk and plain chair • It must be some ind of cult right? They all stay
speak to the bare functionality of this office. A down there, its creepy.
large iron bound wood door is set in the center of • She never goes into the warehouse anymore
the west wall and leads to the warehouse proper. but knows they built a cellar. It’s locked and she’s
heard them mention something about “knowing
Once they are safely inside Beveth will begin your numbers” but has no idea what that means.
to talk rapidly, running everything together in • She wished that damned urn had never been
a jumbled flood of nervous energy. She breaks brought here. She would smash it if she could.
down in tears at times as she talks. Jumping • It was part of a larger shipment about two
from one topic to another and back again she months ago. Ever since it showed up Anya was
will share the following until someone calms her obsessed with it.
down. All of this is true from her perspective of • She had a nightmare that Anya turned into
events and she knows little else. She has never some horrible monster. She thinks it was a night-
seen Vexessthalla in her true form or the Thralls. mare. She hopes it was.
Anya’s Warehouse

Once calmed she will tell the party that she hopes The cellar door is well built, sturdy and has a
they can do something about whatever is below large metal panel with a handle above it. It was
the warehouse. Wanting to believe this is so gives built for security and will not be easy to break
her the courage to finally run away. She has the into. It’s corners are wrapped in iron and thick
key to the warehouse door and will give it to iron bands run across it. The metal hinges are
them as long as she can leave. covered with metal hoods to prevent them being
damaged. The pry bars in the room are woefully
If the desk is searched numerous ledgers will be inadequate to pry the door open.
found. All are very detailed and in precise script.
The one sitting on top of the desk reveals that the The metal panel is set into the wood and has the
detailed recordings stop and then there are a few image a of snake eating its own tail is engraved
blank pages before a different hand has recorded into its surface. Below this is a series of gems set
much less detailed entries. in raised recesses. The gems are of low quality
and clearly meant to serve as buttons. It is not
The detailed entries record date, merchant dealt magical in nature but does have a mechanical
with, cargo traded and details of each crate. trap.
About three months ago the last such entry
shows a merchant named Ramiell sold Anya over
ten crates, most of them earthen bowls and cups
but one of them detailing “One worn clay urn.
Sealed with faint markings on side, unable to make out
clearly. Value - undetermined.”

This was Anya’s last entry, after this she did


nothing but obsess over the urn. The entries that
start up a few weeks after this one are from Bev-
eth and were written simply to keep up appear-
ances.

3. STOREROOM If the wrong gem is pushed it will press down


The large, windowless room has stacks of crates, and a subtle electrical charge will cause 1HP of
most of them open, around the side walls. A Lightning Damage. The gem will return to its
worn table is in the center, its top littered with resting position when released. There is enough
small hammers, nails and hand pry bars -. tools of a stored charge for three such shocks.
used to open and seal crates. A cellar door is
clearly visible in the southwest corner of the The key to opening it is to realize that the snake
room. represents the number eight and then pressing
the eighth gem from the side (DMs choice wheth-
Sawdust and straw packing litter the floor er from right or left). Once pressed, the gem will
around the piles of crates. Clear foot traffic from lock in place and a click will be heard. This un-
the door to the cellar door, as well as around locks the handle, which moves a heavy iron bar
some crates, can be seen in the light dust on the out of its track which allows the door to be lifted.
floor. There are clay bowls and cups in a few
crates but the rest are empty.
LAIR OF THE SNAKE CULT

The underground chambers that were carved out rising snake in their center.
by Vexessthalla to serve as her lair were expand-
ed and shored up under Thaddeus’ direction. These panels are a trap that has been set to deter
Several laborers were hired to do the work qui- further entry. It is triggered by a floor tile just
etly and besides the promised coin, their reward before the first panel. Anyone checking for traps
was to meet Vexessthalla herself. Their bones still will notice the floor-plate trigger on a Perception
lay scattered about the hidden urn. Check vs DC15. If it is stepped on, jets of thin
green gas pour out of a small hole in the center
The walls are made of stone salvaged from the of each plaque. The hallway quickly fills with
digging and mortared in place. A Stonecun- the gas, covering the area between the plaques
ning or Perception check vs DC10 will reveal and ten feet on either side. It dissipates after one
that while not the best craftsmanship, the walls round.
are solid and stable. A check against DC12 will
reveal that the construction is new as evidenced Anyone caught in this area must make a Consti-
by how clean the mortar is. The floors are smooth tution Save vs DC12 or take 1d6 acid damage,
stones pieced together, flat and with tight joints. no damage on a successful save. Either way their
The overall temperature is cooler than the ware- eyes and lips will be irritated by the acid.
house above and unless otherwise noted it is
dark, doors open inward and
ceilings are 8 feet high.

1. STAIRWAY
Wood stairs descend fifteen
feet down from the cellar door.
They end at a stone floor and
cobblestone walls, revealed
from the light above which
ends in darkness after a few
feet. A Perception check vs
DC10 will reveal all is quiet
and the air gets cooler as they
descend.

2. WALL PLAQUES
About thirty feet down the hall-
way are a set of four lacquered
wood plaques, two on each
side of the corridor. They are
affixed to the walls and stretch
from a foot above the floor to a
foot below the ceiling. All four
are identical. They are made of
light colored wood and paint-
ed with a black silhouette of a
Lair of the Snake Cult

3. SOUNDS AHEAD Standing on a large pink rug that fills the room
When the first party members reach the corner is a scrawny old man with wild white hair. He
they will hear some faint noises from further wears a red silk lounging robe, unfortunately
ahead. Laughter, then some loud talking and open in the front, and holds a glass of wine. Also
then quiet. If they take a moment to listen, they in the room are two human women dressed in
will here it comes and goes in short spurts. It is green robes and with close cropped hair.
too muffled to make out clearly but it sounds like
a man’s voice, possibly that of an older man. The old man is Sorial (See Appendix) and this
is HIS party. Bitter and self-centered, Sorial has
If they use this chance to look ahead, they will served Vexessthalla from near the beginning. His
see multicolored light splayed across the floor of task has been to bring wealthy folk to her fold
the corridor ahead. The colored light is split into and he does so with malicious glee. While their
two sections by a pale yellow light that streams wealth adorns Vexessthalla’s chamber room and
out of the opening between the stained glass pleases her, it also serves to further her plans to
walls. grow in power. For his service, she sometimes
rewards him with nights he can revel in his
4. PARTY TIME debauchery with those newcomers that he has
The colored lights on the floors of the corridor brought to her.
come from stained glass walls that replace the
stone ones on the east side. They span from
the floor to the ceiling, are six inches thick and
opaque enough so that only the rough shadow
of anything within 5 feet of the wall can be seen.
Pastel red, yellow, blue, green and purple geo-
metric shapes are set in place with lead piping.
Each wall has a metal cap on its end that holds
it all together and creates an opening the size of
doorway.

Anyone who begins to approach will hear a


slightly inebriated old man talking loudly spew-
ing phrases such as:.

“This is My Party so drink up!”


“I earned this, did good for Vexessthalla.” The two women in green robes (Cult Fanat-
“Let’s get more wine!” ics) are there to ensure Sorial doesn’t die or kill
someone accidentally. They will protect him at
A globe of light hangs on the far wall above a the cost of their own lives. To do any less would
pile of colorful pillows and blankets. Numerous be to displease Vexessthalla. The prone figures on
bottles and cups lay scattered on the floor around the pillows have passed out after hours of drink-
them. Laying all around the pillows are five ing wine and an enchanted liquor (Detect Magic
figures none of which are moving. They are all will reveal traces in some of the bottles and cups).
dressed in very little, either their small clothes or Only time, and lots of it, will bring them around.
sheer gowns. Three are women and two are men.
Lair of the Snake Cult

Because of Sorial’s state and boisterous talking, Vexessthalla looks forward to welcoming them
those in the room are all at Disadvantage on herself. He will attempt to flee or fight again giv-
Perception checks to be surprised. Once aware of en the chance.
anyone in, or around, the room Sorial will be-
come angry and vocal that they are ruining his Besides the spell components in the pockets of
party. He will rant for a round or two if allowed his robes, Sorial wears a silver ring with a red
to and no amount of talking will calm him. The stone (Ring of Free Action). The cultists each have
cult fanatics will move so that one is near him a snake skin handled whip and one has a Potion
and one is near the stained glass wall. After some of Healing around their neck. This was reserved
time berating them for ruining to use in case Sorial pushed one of the
his well earned party, or if they pending converts too hard during
become aggressive, Sorial will the party.
attack.
The door to the north of this
The overall strategy they will room is iron bound wood and
use: unlocked. Nothing will be heard
• If the party holds back from listening at the door as the cor-
entering Sorial will use Magic ridor beyond the door is empty
Missile to draw them in. and quiet.
• Sorial will strike hard by
using Cone of Cold or Ice Storm 5. STORAGE ROOM
immediately once at least The unlocked wooden door to this
three people are in range. room is rather ordinary, with
(Note, player shadows no metal bands or rein-
will be seen through forcements.
glass if within 5 feet
of it). The spell will The rectangular room
shatter the two behind the door is a
stained glass walls storage room for the
into pieces. cult. One wall is lined
• One cultist will with barrels of wine
cast Shield of Faith on and water, kegs of spir-
Sorial. its and sack of jerky and dried fruits.
• One cultist will try to Hold Person or Com-
mand a non-caster with the word “Flee”. The other side of the room has numerous open
• Sorial will not worry about causing harm to the crates and boxes lines along the wall. One crate is
cultists. filled with neatly stacked and expensive clothing.
• Once it looks like he is losing, he will move and The next is filled with a dozen gold and silver
cast Misty Step to try and escape. candlestick holders and fine silverware that fills
• Sorial and the fanatics will fight to the death. the space between them. The next two have stat-
None wish to face Vexessthalla if they fail. uettes of precious metals and rare marble as well
as framed paintings.
It is unlikely that he will be captured alive but if
he is, Sorial will only smile wickedly and say that
Lair of the Snake Cult

All of these are the luxury goods brought by dressed only in their smallclothes, some are
those who heeded Vexessthalla’s call. The total wearing sheer fabric gowns and a few wear the
worth can be as high as 800GP for the fine cloth- same green robes as the cult fanatics encountered
ing, 3,000GP for the dinnerware and 7,000GP for in the Party Room. It will quickly become clear
the artwork. Of course, most of this is traceable to that they are not just sleeping but are nearly
the owner so selling it may have some challenges comatose. Patches of scales will also be noticed
and consequences. on each figure. Dark green scales on this one’s
calf muscle, light black scales on the back of that
man’s arm, dull brown and yellow scales across
the neck and shoulders of that elf.

This room is a large nest for the cult followers


who are now all in a state of burmeation, a rep-
tilian state of hibernation. They have been gifted
by Vexessthalla’s Serpent Kiss and are in a state
of transformation., unconscious and unable to be
awakened without a sharp drop in temperature
for several minutes. Right now they are harmless
but once they complete their transformation they
will become Serpent Thralls. In their current
state they are treated as Commoners.
6. BURMEATION ROOM
Outside this room are two Serpent Thralls (See
Appendix) standing guard. If noise is made at
the Storage Room, they will be aware of intrud-
ers and attempt to surprise them by waiting just
around the corner leading to this room.

The iron bound wood door is not locked and


anyone attempting to listen at it will not hear
anything, but will feel a warmth coming from the
room. It is not uncomfortable or alarming, it is
more the warmth of sitting by a cozy fireplace.
Upon opening the door that warmth will be felt
even stronger and its source seen. A large brazier
filled with glowing coals rests on a raised stone
platform in the center of a large room.
7. DOUBLE DOOR ENTRY
Surrounding this platform are colorful throw At the end of this hallway is a massive set of
rugs that nearly cover the whole floor. Sprawled stone double doors. Each door has the image of a
and entwined on these rugs are no less than rising snake carved into it mirroring the one next
thirty figures. All of them are apparently asleep to it. This set of doors is not locked and while
and while most of them are human, some are heavy, they open rather easily and without much
elven and there is at least one gnome. Most are effort.
Lair of the Snake Cult

8. SINGLE DOOR ENTRIES directly before her is Thaddeus (See Appendix).


At the end of these hallways are single doors He is no longer the man they remember however.
that have a carved image of a rising snake that While still bald and retaining wisps of his goatee,
mirrors the corresponding door from the Double the left side of his face is covered in dark green
Door Entry. Neither of these are locked and they scales that reach around his slitted yellow eye.
open inwards. Anyone making a Perception check vs DC12 will
recognize it is him. The other figure in the room
Anyone listening at either door and making a is a Serpent Thrall.
successful Perception Check vs DC5 will hear a
soft, melodic voice singing. Once the party’s presence is known, Vexessthalla
will welcome them, stating she is glad they final-
9. VEXESSTHALLA’S COURT ly have come to her. She will speak in pleasant
The soft singing continues as the doors to this tones and make no move or indication of a threat.
room open or anyone enters. They will feel a She will entertain banter or questions, always
warmth similar to the Burmeation Room but see politely twisting the questions and answers to
no noticeable source of the heat. Pale blue tiles challenge the questioner.
cover the floor of this large square chamber. Four
wide columns of stone veined with gold rise up During any such exchange, the Serpent Thrall
to the height of the 15 foot ceiling. Thick curtains will move around the room, never approaching
of heavy red velvet cover the back corners of anyone or making threatening moves but watch-
the room and piles of gold and gems litter the ing them with cold, heartless eyes. For his part
ground. Thaddeus stand stoically and occasionally look
back at Vexessthalla with in adoration as if seek-
These things are hardly noticed however as ing her approval.
the center of attention
is the amazingly beauti-
ful woman. Her voice is
melodic as she sings and
her long dark hair and
olive skin are in contrast
to the bright fabrics she is
draped in. She lays grace-
fully upon a three foot
high pile of colorful, puffy
pillows. Uninterrupted by
the intrusion she contin-
ues to sing quietly to the
two other figures in the
room.

This is Vexessthalla (See


Appendix) who now
inhabits the vessel that
once was Anya. Standing
Lair of the Snake Cult

Seeing his glances, Vexessthalla will tell him “No save to end this affect and the creature must do
Thaddeus” or “Not yet Thaddeus.” and continue all they can to protect her. (DM Note: Let the player
her discussion with the party. define what that protection will look like in response
to what is happening. Only step in with more firm di-
Should the party speak to him or try to engage rection if they are making choices to avoid compliance
him he will break his silence. His sister should through action, or inaction)
have left him alone. He told her to stay out of
this. He is not surprised that she sent her “pathet- After this, she will turn to Thaddeus and tell
ic friends” and he makes it clear to at least him. “Okay Thaddeus, now it is okay.” With
one of the party that he never liked that, Thaddeus and the Serpent Thrall will
them. attack.

They will notice that while still The strategy they will use is:
not a likable man, Thaddeus is • Thaddeus will cast Shield of Faith on
calm and controlled. The temper Vexessthalla.
and wild nature they remember • The Serpent Thrall will attack anyone
of him is not evident. This is due to trying to hang back from the room first.
the transformation he has un- If there are none it will seek anyone
dergone. Even though he has using ranged weapons or ranged
been allowed some mea- spells.
sure of his personali- • Vexessthalla will watch
ty and free will by and enjoy the chaos,
Vexessthalla, her refrain from entering
dominance over combat until either
her thralls is she is attacked or
evident. one of her servants
is at half their
Vexessthalla hit points.
will allow • When pos-
conversation sible, Thad-
to continue as she hopes to lure one of the more deus will focus his attacks on anyone
impatient intruders into the room. As soon as attempting to reach her.
anyone enters the room and goes past five feet of • Movement through the pillows is considered
either door she will speak directly to them. difficult terrain. Vexessthalla is not affected by
this.
“Please, join us. It would be so nice to have you • Should any damage occur to the lower half of
here. That way you can protect me. Don’t you the pillow area it will awaken the Giant Con-
think that would be a lovely idea?” strictor Snake that is hidden under them. It will
attack whoever is closest.
By saying this, she is using her Thralling Word • When she chooses to join the fight, she will
ability. The person targeted (she will seek to user her bonus action to take her True Form. She
target a melee character if possible) must make a will start to stand but then keep rising, her arms
Wisdom Save vs DC20 or be affected as if under stretching and her hands becoming clawed. Her
Suggestion for 1d4+1 rounds. There is no further face will contort, her jaw unhinging and sprout-
Lair of the Snake Cult

ing fangs. Her serpentine body will emerge as The churning green mist heads straight for the
she moves from her resting place, revealing the urn. The urn is Vexessthalla’s phylactery and
scorpion like stinger at its end. when her physical form is destroyed, the mist
• Vexessthalla will move about the room, at- that is her essence flees to it. Once reached, it
tempting to cause discord and prevent a coordi- takes two rounds to fully enter the urn and
nate effort against her. She will use her tail’s 15 another for the lid to magically reappear, sealed
foot reach to do as much damage as possible to and in place. Once inside she is unassailable, but
melee foes or her Spittle to blind any spellcasters. unable to do anything except wait for the urn to
• She revels in the carnage and will not back be unsealed again.
down or avoid getting up close to bite or claw if
the opportunity presents itself.
•They will all fight to the death and not accept
anyone’s surrender.

Upon reaching 0 HP Vexessthalla will collapse.


Her scales will rapidly start to shed and her body
will fall in on itself. Within mere moments it will
all begin flaking apart and a thick green mist will
start to rise.

As this mist collects in the air, it will twist and


turn in on itself, writhing like a nest of vipers. It
will begin to move towards the curtains in the
southwest corner of the room at a rate of 20ft per
round. Nothing is able to damage or disperse it.
If attacked it will simply flow around the distur-
bance and reform. Nothing will contain it either.
It will seep out of any vessel and reform, continu- If the urn is unsealed it can be destroyed by
ing it journey to the corner of the room. dealing it 30 HP of damage. Once it is sealed, it is
impervious to damage of any kind and cannot be
10. SECRET TUNNEL broken, shattered or destroyed.
Behind the curtain is a short archway built into
the stone wall. Four feet high at its peak, it leads Should the urn be destroyed, then Vexessthalla
to a tunnel that is dug out of the dirt. is destroyed and ceases to exist. If this happens,
any that have been fully transformed - such as
The tunnel and chamber beyond are what re- Thaddeus and the Serpent Guardians - die at the
mains of the original lair that Vexessthalla made, same time. Any that are in the process of being
left alone when the rest was reinforced by stone. transformed have the process halted and slowly
Skulls and bones litter the floor of the large cham- reversed.
ber, and scattered around a three foot tall muddy
colored urn that stands at its center. The lid of the
urn is on the floor next to it.
CONCLUDING THE ADVENTURE

LEAVING THE LAIR


Thanks for taking the time to play Snakes Un-
The floor of Vexessthalla’s Court is littered with
derfoot - Virtual Convention Edition. I hope you
gold and gems. There is easily 5,000GP and gems
and your players had a fun time.
worth another 4,000GP that are there for the tak-
ing.
I hope that in my own small way what I do is
giving back to something that has fueled my
With Vexessthalla defeated and her urn de-
imagination for decades. It takes a lot of time
stroyed, the matter of the cultists still needs to be
and no small bit on money. but it is labor of
dealt with. Assuming that the cultists were left
love.
alone, possibly with the door to the Burmeation
Room blocked from opening, they will still be
If you enjoyed it, I’d ask that you give it a positive
there .
review on DTRPG or drop me a line to let me
know. Feedback is a great motivator and helps
Unlike the fully transformed Thralls, their fate
me improve for the next adventure.
is not a sympathetic death. Their scales begin to
fade almost immediately and within a matter of
Thanks again and hope to see you across the
hours will be gone. Their anger at having all their
gaming table one day.
dreams of power, long life and moral freedom
taken from them will last a lot longer. They will
Shawn
shout and denounce the party, Old Man John-
Palliven Project
son being one of the most vocal in putting down
Instagram: @palliven_project
the adventurers for what they did. No one will
Email: palliven@gmail.com
physically confront them though, instead being
www.pallivenproject.com
content to yell from a safe distance.

From there the cultists will fade back into their


normal lives, some making amends but most not.
After all, they were called to Vexessthalla because
they harbor evil in their heart. If the adventur-
ers attempt to involve the authorities against the
former cultists they will soon realize little can
be done. They all willingly went. None of them
hurt anyone, that was Vexessthalla and Thadde-
us. None of them stole anything, the goods were
theirs to give.

For her part, Diandra will be eternally thankful


for what they did for her. She will be sad at the
choices Thaddeus made but able to let him go
and move on. If anyone was killed she will grieve
and make them a beautiful funerary garb in their
favorite color.

~ The End ~
MAPS & HANDOUTS
Metal Plate Trap
Anya’s Warehouse - Player Copy

1 square = 5 feet
Anya’s Warehouse - Dungeon Master Copy

1 square = 5 feet

1: The Approach
2: Office
3: Storeroom
Lair of the Snake Cult - Player Copy

1 square = 10 feet
Lair of the Snake Cult - DM Copy

1 square = 10 feet

1: Stairway 6: Burmeation Room


2: Wall Plaques 7: Double Door Entry
3: Sounds Ahead 8: Single Door Entries
4: Party Time 9: Vexessthalla's Court
5: Storage Room 10: Secret Tunnel
APPENDIX A - MONSTERS & NPCS
Artwork by November Dekkers.
Instagram @novemberdekkers.
Email: novemberdekkers@gmail.com
Artwork by November Dekkers.
Instagram @novemberdekkers.
Email: novemberdekkers@gmail.com
PRE-GENERATED CHARACTERS
Human Paladin, Order of Devotion
Lawful Good. Noble Background. 5th Level.
STR INT INIT PROFICIENCY
S
17 10 AC +1 Acrobatics
Animal Handling
+1
+2 N
20 Athletics +6
+3 0 SPD
Deception
History
+4
+3 A
DEX WIS 30 Insight
Intimidation
+2
+7

13 15 HP Medicine
Perception
+3
+2 K
PB Performance +4
39
+1 +2 +3
Persuasion
Sleight of Hand
Stealth
+7
+1
+1
E
CON CHA Survival +2

13 18
S
ABILITIES
Channel Divinity: Sacred Weapon
+1 +4 Channel Divinity: Turn the Unholy
Lay on Hands

GEAR
Divine Sense
Divine Smite
Extra Attack
U
Plate +1 Tinderbox
Necklace of Adaptation
Halberd
Javelin (3)
Torch
Waterskin
SPELLS
Spell Save DC 15 Spell Attack +7
N
Holy Symbol
Backpack
Mess Kit
10 gold pieces
1st: Cure Wounds, Divine Favor, Heroism, Pro-
tection from Evil, Sanctuary, Wrathful Smite D
Rations
Rope
2nd: Branding Smite, Lesser Restoration, Protec-
tion from Poison, Zone of Truth E
R
Rock Gnome Rogue, Thief F
Chaotic Good. Spy Background. 5th Level.
O
STR INT INIT SAVES

13 15
AC
+3
Acrobatics
Arcana
Athletics
+9
+2
+4
O
+1 +2 15 History
Investigation
+2
+5 T
SPD Nature +2

25
Perception +3
DEX WIS Religion +2

16 11 HP Sleight of Hand +6
Stealth +6
PB
+3 0 22 +3
CON CHA
12 10 ABILITIES
+1 0 Thieve’s Cant
Sneak Attack
Gnome Cunning
Darkvision
GEAR Cunning Action
Uncanny Dodge
Vicious Shortsword Candles Fast Hands
Potion of Healing Crowbar Second Story Work
Studded Leather Hammer Echo of the Great Game
Hand Crossbow Piton Tinker
Dagger Hooded Lantern Artificer’s Lore
Thieve’s Tools Tinderbox Expertise - Thieves Tools
Ball Bearings Waterskin
String Rope
Flask of Oil Tinker’s Tools
Half-Orc Fighter, Champion
Neutral Good. Soldier Background. 5th Level.
STR INT INIT SAVES
Acrobatics +1
S
18 10 AC
+1 Athletics
Deception
+7
+1 N
+4 0 18 Intimidation
Medicine
+4
+3
SPD
DEX WIS 30
Perception
Performance
Persuasion
+3
+1
+1
A
13 10
HP
PB
Sleight of Hand +1
Stealth +1 K
+1 0 44 Survival +3

+3 E
CON CHA
15 12 ABILITIES
S
+2 +1 Darkvision
Extra Attack
Action Surge
Second Wind

Morningstar +1
GEAR
Rope
Improved Critical
Relentless Endurance
Savage Attacks
U
Boots of Winterland Rations
Chainmail
Shield
Torches
Tinderbox
N
Light Crossbow Waterskin
Bolts
Crowbar
Hammer
D
Pitons
E
R
Lightfoot Halfling Bard, College of Lore
Chaotic Good. Entertainer Background. 5th Level.
F
STR INT INIT SAVES
Acrobatics +10
O
12 10 AC +5 Animal Handling +4

15
Athletics
Deception
History
+2
+5
+1
O
+1 0 SPD
Insight +4

DEX WIS 25
Intimidation
Investigation
Medicine
Nature
+5
+3
+2
+1
T
HP
18 13
Perception +2
Performance +10
PB
33 Persuasion +7

+4 +1 +3
Religion +1
Sleight of Hand +7
Stealth +7
Survival +2
CON CHA Tools +2

12 18 ABILITIES
Bardic Inspiration • Brave
+1 +4 Bonus Proficiencies (accounted for)
Cutting Words • Expertise (accounted for)
Font of Inspiration • Halfling Nimbleness
Lucky • Naturally Stealthy
GEAR Ritual Casting • Song of Rest
Cloak of Displacement Bagpipes
Potion of Poison Resistance Candle SPELLS
Leather Armor Rations Spell Save DC 15 Spell Attack +7
Rapier Wineskin
Dagger Cantrip: Friends, Minor Illusion, Vicious
Bedroll 30 gold pieces Mockery
Disguise Kit 10 silver pieces 1st: Dissonant Whispers, Healing Word, Hid-
Rations 3 gems, 50gp each eous Laughter, Sleep, Thunderwave
2nd: Invisibility, Heat Metal
3rd: Hypnotic Pattern
Half-Elf Sorceress. Draconic Bloodline
Neutral Good. Courtier Background. 5th Level.
STR INT INIT SAVES
Acrobatics +3
S
9 12 AC +3 Arcana +4

17
Athletics
Deception
-1
+7 N
-1 +1
History +1
SPD Insight +4

DEX WIS 30
Intimidation
Investigation
Medicine
+7
+1
+1
A
Nature +1
HP
17 13
37 PB
Perception
Performance
Persuasion
+1
+4
+7
K
+3 +1 +3 Religion
Sleight of Hand
Stealth
+4

+3
+3
E
CON CHA Survival +1

14 18 ABILITIES
Dark Vision • Draconic Resilience
S
+2 +4 Draconic Ancestor (Brass) • Fey Ancestry
Font o Magic • Quickened Spell
Twinned Spell

GEAR
Cloak of Protection Tinderbox
SPELLS
Spell Save DC 15 Spell Attack +7
U
Potion of Healing
Staff
Dagger
Torch
Waterskin Cantrip: Dancing Lights, Fire Bolt, Mending,
Ray of Frost, Acid Splash
N
Bedroll 20 gold pieces 1st: Chromatic Orb, Magic Missile, Ice Knife
Rations
Mess Kit
Rope
2nd: Scorching Ray, Shatter
3rd: Counterspell D
E
R
Hill Dwarf Cleric. Life Domain
Chaotic Good. Acolyte Background. 5th Level. F
STR INT
AC
INIT
+3
SAVES
Animal Handling +4
O
14 11 Athletics +2

+2 0 19
SPD
History
Insight
Medicine
+3
+7
+7
O
DEX WIS 25 Perception
Religion
+4
+3 T
Survival +4
HP
10 18 Tools +4

48 PB
0 +4 +3
CON CHA
16 10 ABILITIES
+3 0 Channel Divinity: Preserve Life
Channel Divinity: Turn Undead
Darkvision
Disciple of Life
GEAR Dwarven Resilience
Shield +1 Candles Destroy Undead
Ring of Free Action Tinderbox Shelter of the Faithful
Chainmail Bedroll Stone Cunning
Warhammer Rations SPELLS
Light Crossbow Waterskin Spell Save DC 15 Spell Attack +7
Bolts
Holy Symbol 15 silver pieces Domain Spells
Censer 1st: Bless, Cure Wounds
Incense 3rd: Lesser Restoration, Spiritual Weapon
Silver Dragonborn Barbarian. Path of the Berserker
Neutral Good. Outlander Background. 5th Level.
STR INT INIT SAVES S
Acrobatics +2
18 10 AC +2 Animal Handling
Athletics
+3
+7 N
+4 0 15 Deception +2

DEX WIS
SPD
40
Intimidation
Performance
Persuasion
+5
+2
+2
A
Sleight of Hand +2

15 10
HP
PB
Stealth
Survival
+2
+3 K
55
+2 0 +3 E
CON CHA
17 14 ABILITIES
S
+3 +2 Breath Weapon
Damage Resistance (cold)
Danger Sense

Battleaxe +1
GEAR
Torches
Draconic Ancestry (Silver)
Extra Attack
Frenzy
U
Rage
Potion of Growth
Handaxe (2)
Javelin (2)
Waterskin

5 gold pieces
Reckless Attack
Unarmored Defense
Wanderer
N
Mess Kit
Rations
Bedroll
D
Rope

E
High Elf Wizard. School of Evocation
R
Chaotic Good. Sage Background. 5th Level. F
STR INT INIT SAVES

9 17 AC +3
Acrobatics
Animal Handling
Arcana
+3
+1
+6
O
-1 +3 13 Athletics
History
-1
+6 O
SPD Insight +4

DEX WIS 30 Investigation


Medicine
+6
+1
T
HP Nature +3
16 12 PB
Perception +4

32 Religion +3

+2 +1 +3 Sleight of Hand
Stealth
+3
+3
Survival +1
CON CHA Tools +1

14 11 ABILITIES
Darkvision
+2 0 Evocation Savant
Fey Ancestry
Researcher
Sculpt Spells
GEAR Trance
Wand of Magic Missiles (7 charges) SPELLS
Spell Scroll - Enlarge/Reduce Spell Save DC 14 Spell Attack +6
Spellbook
Arcane Focus Cantrips: Acid Splash, Mage Hand,Ray of Frost,
Dagger Shocking Grasp
Rations 1st: Absorb Elements, Color Spray, Expeditious
Waterskin Retreat, Shield
2nd: Acid Arrow, Cloud of Daggers, Flaming
10 gold pieces Sphere
3rd: Lightning Bolt
LEGAL INFORMATION 5.Representation of Authority to Contribute: If You are contributing orig-
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System Reference Document Copyright 2000-2003, Wizards of the Coast,
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Your acceptance of the terms of this License. Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D.
Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary
4. Grant and Consideration: In consideration for agreeing to use this Gygax and Dave Arneson.
License, the Contributors grant You a perpetual, worldwide, royalty-free,
non-exclusive license with the exact terms of this License to Use, the Palliven Campaign World Copyright 2018, Palliven Project, Author
Open Game Content. Shawn Hille
END OF LICENSE
Virtual Convention Edition
April 2020

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