Serpents of Chaos is a ad&d 1e campaign set in the lands of Hyperborea, a vast region of steppe, inland seas, deep mountains, horse-hordes, fierce barbarians, and hardened adventurers.
During downtime, Zanuptra, Goswin, Laurenzia, Bran, and James received handsome rewards for their roles in protection of Svargorod. These included potions, gold, henchmen, and even an acquired farm (none of which counted towards XP).
Soon after, they were right back in the dungeon. This time the intrepids are Zanuptra (Magic-user 1), Laurenzia (Druid 1), Goswin (Fighter 1), Bran (Fighter 1), and a new face--Ismund (Cleric 1). Also with Zanuptra is a bodyguard of no less than four hirelings. He is close to levelling and only has 1 hit point. Can't you tell? Bran's war dog, Grimm, is also along for the ride.
On their way, the group finally came across some temple-priests-gone-rogue. This group of devotees are clerics of Sarub-Zarug, the God of Death (LN). They performed the important offices of burial and last rites for the dead and dying of Svargorod. A mob burned down their temple, suspecting them of a murder plot on the Lord-Prince Golthrod. One of the characters (James) was part of the mob.
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Death-cultist of Sarub-Zarug |
The death-priests-turned-cultists seek revenge. The party encounters them on their way to the Cursed Chambers and the cultists make known that they want the head of James Colvin. A hearty display of comradery is displayed by Bran, who sticks his chest out and tells the devotees to shove it.
After that, it's onwards to the Chambers. After poking around in the dank caverns and lotus pool, the party unlocks a door and rolls into a guard room. Inside is a patient-looking serpent-man and his two apish guards. With sly cunning, he bids Bran to sit at a table with him (meanwhile hiding a crossbow underneath), drink some wine, and start a conversation about what they're doing here. They, on the other hand, start getting testy.
Once he's had enough of them and their demands, he gives them a demand. He declares an ultimatum for them to leave the dungeon. Or else he'll have to kill them.
At this time, I rolled a "1" on the encounter die. So here we gooo.. 4 Khitemians joining the room soon enough.
And sooner than that, the serpent-man loses his patience and fires a bolt right into Bran's nether-regions. Combat starts, with Zanuptra launching his sleep spell on the ape-men. A ton of people rush the serpent-man and he starts getting the pin-cushion treatment. Ismund utters a blessing. Zanuptra's bowmen and Laurenzia stay back from the fray.
But behind them, a door opens. And from it come four glowing-eyed Khitemians. Two have bows at the ready, one of them is armed with a scimitar, and the fourth is a large, muscle-bound brute in a long, flowing cape.
Two arrows fly towards Zanuptra, Laurenzia, and the bowmen.
Zanuptra is struck! And down, bleeding out! He made it so far, just to die in this decrepit dungeon.
A second arrow takes a hireling bowman, Prell. Prell is dead.
The sword-armed Khitemians close in, but hirelings and Laurenzia keep them at bay while Ismund rushes in to cast cure light wounds on Zanuptra. The magic-user survives!
The serpent-man is skewered unceremoniously, but not before he deals a fatal blow to Bran. Bran's dog Grimm gets his revenge and takes a few chunks out of his master's killer.
War dogs by Jim Roslof |
Soon the Khitemians are whittled down to just the leader, who flees, his thick cape billowing behind him. The party cleans up, gets their downed comrades out, and searches a room in the northeast corner, discovering a staggering amount of gold and some bracers of defence (6). The bracers of defence are sold after returning to town--bringing in 12,000 gp. This gives the party enough XP to all level up from Level 1 to Level 2 and land within 1 XP of the 3rd level.
Bran is buried and his gravestone marked.