The Spiral Crypts is a dungeon adventure in my shared-world Savage North campaign, powered by Runequest. The Crypts are a serpentfolk complex, focus for a set of magical portals, that the Ophidians are shutting down as they retreat from the surface world to regroup after defeat upon defeat in their attempt to reclaim their place at the pinnacle of power in the world. The PCs, withouth really knowing that they have the opportunity to do so, can prevent this shut-down and seize control of the portals, possibly using them to attack the Serpentfolk elsewhere, or following the portals to wherever they may lead. Of course, you may repurpose the Spiral Crypts for your own use, but consider the notion that they are a ritual construct to power "something" big, which need not be a portal network.

The map is by the incredible Dyson Logos, much of whose huge volume of work is available for free for your use, and whom you should support via Patreon!

Spiral Crypts of the Serpentfolk

The Spiral Crypts are a potent magical construct of the Serpentfolk. Ages ago, these children of Ygg learned to harness the magic of their dead to create grand magical workings – the most complex and enduring of which have been their system of magical portals – used to link their subterranean lairs into vast networks traversable (albeit at some cost) without recourse to traversing the surface world.

In a specially constructed labyrinth, the alien architects inter dozens of serpentfolk, binding their spirits into the pattern of the crypt and each to each other, like a circuit of souls, all to power the Portal or Portals that are the focus of the entire construct. Of course, additional serpentfolk, living or dead, are often on hand to use the portals, or prevent them from being forced by enemies. And there are always safeguards and crypt guardians.

The disguised entrance to the Spiral Crypt lies in a narrow canyon in a mountain range of importance to the Serpentfolk. It might be far from human habitation, but it might also be hidden and within a mile or two of one or more villages or towns of some size. The predatory nature of the snakemen is such that they must often seek humans as slaves and fodder.

Long the only masters of sorcery, and slow to change their ancient ways, Serpentfolk habitations are often marked with a sorcerous sigil, invisible to normal senses, but burning like a fiery rune to those with senses attuned to sorcery. The entrance to the Spiral Crypt is one such. The general location of the Sigil may be sensed with a successful Sorcery Check at distances of up to the sorcerer’s POW x 100 yards. Within POW x 5 Yards, another success will allows the sorcerer to see the Sigil. Certain other esoteric arts, like Stonesinging, can also sense the Sigil’s effect upon the surrounding earth at the above ranges.

Notes on the Crypt:

All floor surfaces are covered in spiraling whorls and ridges that prove slightly disorienting to non-ophidian senses. This is not significant enough to induce nausea or have a mechanical effect in the game. Instead, the Game Master should describe the wrongness of it in vague terms, only stating that any sense of unease is derived from half-perceived patterns covering the floor if specifically asked. Otherwise, allow the players perception rolls that they inevitably fail (because there is nothing there) to enhance this unease and cause paranoia. Incidentally, these same patterns provide very good traction for serpentfolk talons and bellies. So serpentfolk have no trouble navigating any rises of drops in elevation.

The walls and ceilings are of cyclopean blocks and slabs, smoothed and round-edged with the passage of aeons. Occasional friezes or panels depict serpentfolk in diverse scenes of triumph or dominance, sometimes simply of heads of individuals (generally these are indistinguishable from each other except for their accountrements, headdresses, etc. But are obviously individual to ophidian viewers). Many of the panels show humans as chattel or victims, sometimes being sacrificed. But occasionally other races not recognizable to modern men and women, are depicted. Game Masters are encouraged to foreshadow other races of their campaign world’s past or present.

Every 30 feet, there is a panel of stone set into the wall at breast height, marked with a sorcerous sigil that provides light to those who are magically adept – essentially allowing them to “see” using their Magic Skill instead of perception. For those who are not so blessed, the entirety of the Spiral Crypts are dark as the blackest night. The only exception are the portals themselves – which shimmer and reflect light like oil on a black pool.

Most doors within the Crypts are cunningly cantilevered and may be easily pushed open, only to slowly swing closed on their own weight afterward. This may seem creepy in the extreme to primitive humans, but is entirely the product of superior engineering and not of foul Ophidian magicks.

This adventure is not over-filled with truly dreadful monsters, being written for a pair of experienced characters rather than a larger group. If you need more for any encounter, simply multiply the numbers accordingly. I have also included Serpend Hounds to the attached PDFs - which do not feature in this adventure, but which you are free to use to add some more action.

Numbers are Keyed to those noted on the Map:

1 – The shadowed entry is well above the floor of the canyon, and involves a climb of 25 feet up a cliff face. Those with a Magic Skill (Sorcery or Stonesinging will work, but Witchcraft does not) can perceive the magical Sigil that burns beside the opening. A hidden set of handholds nearby (Spot Hidden), grant +20% to Athletics checks to make the ascent.

2 – Within the opening is a precipitous ramp that slopes downward, descending 1 yard for every 3 Yards of distance (Athletics success or tumble to the bottom, sustaining 1d8 Damage to one location: Armor counts for half value, round down). There is a tiny room behind a stone slab that looks much like the rest of the corridor (Spot Hidden).

Inside the room: A forgotten set of serpentfolk forager (i.e. Slaver) tools in a sack hanging from a peg on the wall. 30 feet of rope, several pitons, a work-knife with a sawblade on the back, 3 sets of manacles, a firestarting kit with 1d6 firestones (small pebbles that are minor alchemical items: when lit, they burn for 1d4 hours without need of other fuel), and two sleep tablets (Potency 14, sleep in 1d4 rounds, lasts 3d6 minutes).

3 – This rectangular room is non-descript except for being windy from the passage downward. There is an accumulation of debris and dust in the corners, but nothing of interest.

4 – The door to this room is held open by a human hand (about a day old) caught under its track and obviously hacked off at mid forearm. A dried pool of blood is still tacky at the center. Within the room, the stench of human waste is strong, confined here by the wind in 3. The walls have stapled rings of greenish bronze at waist height, one in every square. There is a bucket of human waste (at least a day old at this point) in the corner. It is rank, but so is the rest of the area, so it is easy to overlook (Spot or Evade to avoid knocking it over and getting some on you).

5 – A short passage leads to a cantilevered slab door. Beyond is a door to the left and a short passage to another door up ahead.

6 – A trio of guards once slept here, checking on those returning from forays, and capturing riffraff. There is little left other than a pair of sleeping mats made of sewn hide (some of it human skin). The smell of snake is strong in this room, and emanates from a freshly shed large snakeman skin in the southwest corner. The skin suggests a creature of 15 feet or more in length.

7 – The door from 5 opens easily to reveal a corridor that curves to the right. What first appear to be many halls leading from it are in fact alcoves deep enough for a serpentfolk coffin – some of which remain intact, others are broken to flinders; others still are empty but show sign of once having been home to a wooden coffin. The coffins themselves are old enough to fall apart when handled, but were once ornately carved and brightly painted with interwoven coils and knotwork that still thrums with the remnants of magical power that roil languidly through the entire complex. A few still contain serpentfolk corpses, but none are revenants of any kind. The coffin by the #7 contains the body of a warrior, with an ornate and heavy-seeming obsidian cleaver( In reality, it is a magically lightened and balanced: Basard Axe, 1 or 2 hands, 1d10+3 damage, Reach 2). The next one contains only the bones of a serpentfolk, with a slender verdigris-covered bronze poniard clutched to its chest. The sarcophagus in the large alcove further along appears to be a priest or sorcerer, clad in a robe of heavy snakeskin that matches its own mottled hide. The snakeskin robe covers all locations and offers 3 AP, at the cost of 2 total ENC. It is also quite handsome (and definitely somewhat creepy. It will also earn you the enmity of all Serpentfolk). A search that includes a successful Spot check will reveal a ring made of bone, which has been enchanted with the capacity to hold 2 INT worth of spell knowledge. It is empty.

8 – A short set of stairs lead down to this room containing three sarcophagi, with scatters of bones in each, they have been broken up to free the spirits of the dead and to loot the bodies of anything useful. Magical items are gone, but a scatter of 1d10 golden cubes about 1 centimeter across can be collected from the three (Each is worth 30s by weight, more to a collector). There are engraved images on the faces of the cubes, indicating differing lineages of serpentfolk.

9 – This junction is dominated by a column carved into the form of a spiral-coiled serpent, its long ivory fangs glinting beneath emerald eyes that peer from the ceiling’s 8 foot height. It is a Serpent Golem that will uncoil and attack any one not of Ophidian blood.

10 – The passage here runs straight for some distance from 9, then curves and splits into a pair of curving passages one to the left that seems to curve back upon itself, the other to the right and less curved than the leftward one. Both obviously are lined with alcoves, many with broken shards of humble coffins, and the occasional sacrpophagus, all empty of anything but scattered serpentfolk bones.

There is one exception: Partway down the left branching corridor just after 10 there is a sarcophagus marked S, Within resides the soul of a serpentfolk priest who attacks in spirit combat to possess unless convinced otherwise. Convincing him is difficult, but a witch might manage it, or another with a Magic Skill check at -20%. If convinced, he offers to teach a spell if freed from the confines of his skull to return to the Great Egg (or Great Ygg) and granted 1 Permanent POWer per point. He will teach the method to free him, which may also be used by cunning players thereafter to “free” other spirits, souls, possibly demons (the caster will have to “experiment”).

Ritual of Banishment: POW Vs POW to Banish a spirit or disembodied soul from The Material World. Time required: 1d4 Rounds, POW 1+1 per 6 full POW of the thing to be banished.

Itilash: Serpentfolk Priest: POW 16, INT 7 remaining: spells: Wrack 2, Paralyze Limb 2, Possession 2.

11 – More coffins, not sarcophagi, and little of interest until 15. The alcove and coffin is nondescript, but investigation of the alcove will show that there is a crack in the back wall that opens up onto a passage leading through rough mountain rock to the other 15.

12 – the further passage slopes downward slowly. A successful Spot Hidden will note a strange undulating pattern flowing down the corridor, that seems to have worn over the normal whorls and spirals carved into the floor. The tunnel ends in a door embossed with a cruel woman’s face covered in scales, her staring eyes the blazing lozenges of emerald. The cantilevered door opens smoothly and a stone sarcophagus on a plinth dominates the room. The lid is on, and the same image from the door is repeated on the appropriate area of the sarcophagus lid – including the emeralds. The lid is heavy (300 pounds) and moving it requires a STR success against 22. Up to two people can work together. If the lid is shifted it falls to the ground with a thunderous crash and cloud of dust. From which materializes a human-serpentfolk hybrid. She is mindless and berserk, but strong and fast. She has no weapons and no spells, but claws. She is immune to mind affecting spells.

13 – The rightward passage describes a large spiral curving to the left, lined with alcoves as elsewhere. All of these alcoves have been thoroughly looted by the retreating serpentfolk. They have, however, left a surprise, behind the single dooron the left side of the passage (across from the three doors to the right). The door is blocked with crude wooden wedges at the base. There are skid marks suggesting that these have been shaken somewhat loose (Spot) by the action from within. Inside is a massive creature, part war horse, part serpent, with strange antlers that curve forward into wicked weapon – a product of the Ophidian Breeding Pits. It is starving and maddened, but capable of limited reason. It is also only a couple of days into its new condition. Unknown to the PCs: This creature was to be a new monstrous mount and war-weapon in the proposed slaughter and subjugation of the surface races by the Serpentfolk. However, on coming to awareness, it broke its confinement, slew its handlers, and escaped through the Portal (marked P on the map) to the Spiral Crypts. The chief sorcerer here, in a hurry to flee this Crypts and unable to deal with the interruption more effectively, stupefied the creature for the moment, drove it into its present confines, and had the door blocked, before fleeing through the Portal.

14 – This area contains the only active portal (P) remaining. Others existed within their own little alcove rooms, but they have been obliterated, their locations filled in via the work of slave earth elementals (the rough patches and divots in the walls marked with the circle and star). These are still notable via Magic Skill, but only as remnants of what they were.

A sorceress stands before P, frenziedly attempting to set the portal to close immediately after she and her guards step through. She will send the guards after any who pass the horse, but keeps them close in case they can get away and she needs them. She will work to close the portal before turning to fight. She must succeed at 4 rounds of Sorcery Checks (80%). If she is attacked or wounded but stays to her task, her chance is 60% thereafter. If she turns to fight, she cannot close the portal. If she Fumbles any of her rolls (with double the normal Fumble Chance), the energies of the portal are loosed and she is obliterated in a wave of magical energy that burns its way from the portal, advancing 20 feet in both directions each turn, and doing 4d6 Damage (direct HP damage, not to a single hit location) to anyone caught (Evade is allowed to escape if caught in the area, otherwise running ahead of the wave is possible to those who are able to move). The Obliterating Wave will expand for 2+1d4 turns before receding and destroying the Portal.

15 – This opening winds around to the other 15, in the back of a passage. If the sorceress is driven away from the portal, she will flee this way to escape, hoping that the pursuit will follow to 16.

16 – This area is all thoroughly looted and in great disarray. There is nothing to find between 15 and here. A portal did exist at the star but it has already been destroyed.