The serpent's eye - Chapter 1
REWRITE SUMMARY The journey from the kaharan dungeons was three weeks of blistering heat and the rhythmic clinking of manacles.Whether your crime was political dissent, debt, or a blade drawn in a dark alley, Ri'kahar has found a more productive use for your execution: The eye of the serpent.
The caravan stops at the very edge of the craters rim. As the heavy manacles are struck from your necks, the guards don’t look at you with cruelty -only with a hollow, lingering pity. You were given a choice that is no choice at all: die in a cell, or descend into the hell below and return with enough serpent's tears to buy your weight in gold-and your freedom.
Inside the pavilion, the desert’s howling roar is replaced by a sterile, suffocating quiet. The air is heavy with the scent of cedar wood incense and sharp, boiling vinegar. Hashar Al'karim, the chief physician stands behind an old wooden table crowded with an array of silver-plated bronze calipers, notched measuring rods, and spools of fine, dyed silk. He gestures to the first of you with a notched bronze rod.
"On the dais," he commands. He doesn't wait for a response. He leans in close, his breath smelling of bitter cloves, and begins to measure. The bronze calipers pinch the skin of your temple. He draws a silk thread across your knuckles, then pauses to peer at a small mole on your neck, recording its exact diameter in a leather-bound book.[
He stops, looking at a jagged scar on your arm. "A flawed specimen," he mutters, scratching a note. "But the Eye loves a flaw. It uses them like a crack in a stone to plant its seeds. Do not be surprised if this scar is the first thing to bloom when the mists take hold."
FRAGMENT: "The law of the Sultanate ends at this rim," Hashar says, his bronze calipers hovering inches from your temple. "But one law remains above all - only the unchanged return. You were sent here because you are expendable, but do not mistake that for being unimportant. Step onto the dais."Hashar ’s calipers linger on a scar or a crooked limb. "This bone was broken and set poorly. A beautiful irregularity. Tell me, Unclaimed, did you earn this in a heroic stand, or was it a simple tumble into a gutter? Speak, so we may write down its tale.
Hashar presses a gloved finger to your throat, counting. "Your heart is slow, stubborn. Even with the gate of the Eye yawning before you, your rhythm barely falters. Is this discipline, or is your soul simply too cold for the Eye to warm? I wonder if the green will find a way to spark a fire in you."
Hashar watches you flinch as the cold metal nears your skin. "You feel the mists already, don't you? You are a quite sensitive Tell me, have you dreamt of the green already?"
Hashar sighs with a mix of boredom and admiration. "Almost perfect. You are a masterpiece , a marvel that hasn't been finished. Do you find comfort in your own beauty or do you find it... limiting? The eye will certainly have its own ideas on how to finish you."
Hashar holds a small silver mirror up to your face, his gaze searching yours. "Before I mark you into the Unchanging Book tell me: What is the one thing about your face-a look in your eye, the set of your jaw-that makes you you? I shall note it in the Ledger, so that when you crawl back up from that crater I know what to look for beneath the scales. If I cannot find this trait when you return, you will not be permitted to return."
Hashar leans in close, his breath smelling of bitter cloves. "Tell me, Unclaimed," he whispers, "if you were to lose one piece of yourself to the eye - a finger, a memory, the color of your eyes- what would you miss the least? I have been told it helps to offer the Eye a "gift" before it decides to take everything."
Hashar snaps the Ledger shut with the sound of a breaking bone. "Go. I have recorded all I must. Pray that I recognize you when you return. If I do not... I have a different set of tools for what you will have become."
You are ushered out of the cool silence and toward the back of the camp, where the shade of Sergeant Hakeem’s tent awaits.
Silk veil soaked in vinegar (granting a +2 bonus to saves against inhaled spores but -2 to scent-based perception checks)
The Scout’s Tally: A notched stick for tracking days.
The Bronze Lantern: A heavy, leaded-glass lantern (burns for 3 days but cannot be extinguished once lit) Quartermaster’s Inventory (Shared 150 Dinar Budget): Vinegar Flask (1 pint) 5 Dinars Used to re-soak veils or treat minor skin-itching.
Bronze Crowbar 10 Dinars Essential for prying Serpents tears from rock or bone.
Climber’s Kit (Bronze hooks) 20 Dinars For the steep paths. Rations (7 days, "Traveler's Bile") 5 Dinars Tastes of ash; suppresses hunger
Waterskin (camel hide) 2 Dinars Water is scarce and often caustic in the crater.
Nettle-Salve 25 Dinars Rubbed on skin to prevent vines from taking hold (+2 to Reflex/Fort vs vines).
Lye-Wash 30 Dinars A painful wash that can remove insects of mutations (takes 10 mins, deals 1d8 damage).
Bronze Dagger/Sickle: 10 Dinars
Bronze Scimitar/Shortsword: 25 Dinars
Bronze-Tipped Spear: 15 Dinars
Reinforced Burlap Armor: 20 Dinars (Equivalent to Padded Armor, but treated with salt).
Bronze Breastplate: 100 Dinars (Only one is available; Hakeem calls it "The Dead Man’s Shell").
The Atmospheric Save:As they descend, have everyone roll a DC 13 Fortitude Save.
Failure:The smell and air overwhelm them, affected players are Sickened 1 for the next 2 hours as they adjust to the thick, spore-laden air.
The Lighting: The "bruised purple" twilight counts as dim Light. Unless the character has Darkvision, they will need their lanterns now, starting the 3-day timer. Be aware the latern cannot be extinguished and relit.
Scene 1: Tears of the Past
The journey from the Kaharan island- prison was three weeks of blistering heat and the rhythmic, melodic clink of heavy bronze manacles. Whether your crime was debt, heresy, or a blade drawn in a dark alley, wheter your crime was justified or not - it no longer matters. The Sultanate has given you a choice that wasn't one at all - die in a cell or descent into the Serpent's eye to earn your weight in gold. The heavy bronze tumblers of the transport cage groan open, and the desert sun hits like a physical blow. You are pulled into the blinding light not by hands, but by the rhythmic, insistent tug of the Great Chain-a heavy, greened and stained bronze link that binds you neck-to-neck. You stumble onto the sands, into a roaring breeze that roars almost with sorrow across the great obsidian rim just a few hundred yards away. A group of silent Kaharan laborers, their faces swathed in vinegar-soaked linen, move toward you. They do not look at your faces. One man holds a heavy stone mallet; another, a bronze chisel. With practiced, rhythmic strikes, they shatter the pins of your manacles. The heavy bronze rings fall to the black glass with a melodic clink-clink, carried away on the breeze to the the crater below. One of the laborers gestures toward a few wooden basins filled with stinging, salty water. A guard, his brown eyes full of...pity? nudges a heap of coarse, undyed burlap tunics with the tip of his spear. Your silks, your furs, and your traveler’s leathers are unceremoniously tossed into a burning pit. As the smoke of your former lives rises, a soldier tosses a handful of copper tokens into the dust at your feet. Each is stamped with a single, unblinking eye set into a triangle. "Ri'kahar has forgotten your names," a voice sounds from the shade of a nearby great burlap tent. "And so has the law. You are the Unclaimed now. Only the serpents tears can buy your names back. ,"
DM Notes - Running the scene
The players are ushered into the cool, sterile environment of the main physicians tent. Communicate clearly that this is a fortified encampment and there are plenty of guards around in case someone wants to try something. The guards are mostly sympathetic, but firm.FRAGMENT: "The law of the Sultanate ends at this rim," Hashar says, his bronze calipers hovering inches from your temple. "But one law remains above all - only the unchanged return. You were sent here because you are expendable, but do not mistake that for being unimportant. Step onto the dais."
Hashar moves with a bird-like twitchiness, his leather hide gloves squeaking against the silver tools. As he measures each character, he pauses to comment on their physical features and identifiers and an assistant enters them into a book. Here are some examples:
Skill Checks Perception (DC 12): They notice Hashar has a small bronze vial of "Lye-Wash" hidden in his sleeve-he is prepared to douse himself if even a single taint touches his robe.Sergeant Hakeem, a man with one eye and a voice like tumbling gravel, stands behind a heavy bronze-bound table. The air here smells of metal and dry burlap. He doesn't look you in the face firstly; he looks at the copper tokens you were issued. “Ri'kahar provides the basics for your "service"” Hakeem rasps, his one eye tracking your movements. “Anything else comes out of your collective stipend. You have 150 Bronze Dinars split between the lot of you. Spend it wisely. There are no markets in the Eye, and the dead have no use for coin.” Standard Issue (Given to each player): The Burlap Tunic: Coarse, undyed, basic protection against the weather
Perception (DC 16): While ushered out, the party notices a pile of discarded bronze torcs behind the tent. Many are twisted, and several have tiny, dried fragments of what looks like blue-gray flesh stuck to the inside. These are the collars of those who didn't pass on their return.
Medicine (DC 14): The players realizes that Hashar isn't just measuring them ; he’s looking for pre-existing "weak points" where the mutation might take hold fastest (old breaks or deformities).
Silk veil soaked in vinegar (granting a +2 bonus to saves against inhaled spores but -2 to scent-based perception checks)
The Scout’s Tally: A notched stick for tracking days.
The Bronze Lantern: A heavy, leaded-glass lantern (burns for 3 days but cannot be extinguished once lit) Quartermaster’s Inventory (Shared 150 Dinar Budget): Vinegar Flask (1 pint) 5 Dinars Used to re-soak veils or treat minor skin-itching.
Bronze Crowbar 10 Dinars Essential for prying Serpents tears from rock or bone.
Climber’s Kit (Bronze hooks) 20 Dinars For the steep paths. Rations (7 days, "Traveler's Bile") 5 Dinars Tastes of ash; suppresses hunger
Waterskin (camel hide) 2 Dinars Water is scarce and often caustic in the crater.
Nettle-Salve 25 Dinars Rubbed on skin to prevent vines from taking hold (+2 to Reflex/Fort vs vines).
Lye-Wash 30 Dinars A painful wash that can remove insects of mutations (takes 10 mins, deals 1d8 damage).
Bronze Dagger/Sickle: 10 Dinars
Bronze Scimitar/Shortsword: 25 Dinars
Bronze-Tipped Spear: 15 Dinars
Reinforced Burlap Armor: 20 Dinars (Equivalent to Padded Armor, but treated with salt).
Bronze Breastplate: 100 Dinars (Only one is available; Hakeem calls it "The Dead Man’s Shell").
Diplomacy/Intimidate (DC 18) The players can convince Hakeem to throw in an extra flask of vinegar or a set of flint and bronze strikers for free.Hakeem slams his ledger shut. "That’s your lot. If you find any of the previous expeditions gear down there bring it back. I’ll give you a fair price for it, provided it isn't ..changed" You are marched to the gate. The bronze bars slide open. Behind you, the Quartermaster is already marking each of your names with a "P" for Provisional. He doesn't seem to expect to see you again.
Sleight of Hand (DC 15) One player can try to steal a single alchemic item or a dagger - failing the check will result in a snort from Hakeem and a "At least you tried..." but will have no further repercussions
Into the depths
A watchful guard leads you to the edge, his bronze breastplate reflecting the setting sun like a dying star. The gates, forged from heavy bronze, swings open with a low, mournful groan. You are ushered to the serpentine path leading down into crater, and the gate slams shut behind you, the bronze bolt sliding home with a sound of finality. You are no longer citizens of Ri'kahar. You are the Unclaimed. The air crashes down around you the very instant your boots take the first step down the rim. The scorching, dry heat of the desert is violently wrenched away, replaced by a suffocating, wet warmth that carries an unfamiliar, pungent scent of profound wrongness. It's the sharp, metallic tang of a lightning strike, mingling with a sickly sweet, almost cloying scent of decaying, stomach-turning vegetation that clogs the back of your throat. This isn't the familiar scent of broken and dead things; it's something else, something fundamentally wrong, a cloying, broken essence that seeps into your lungs. Each breath feels heavier, thicker, a struggle to inhale, the air gritty with a fine, almost invisible dust. And above all, a faint, high-pitched, almost subliminal hum echoes, too low to be an insect, too pervasive to be anything but the crater itself, drills subtly against your eardrum, a ceaseless, maddening prelude to the dangers yet to come. Sunlight, the supreme ruler of the desert surface, is a hesitant, dying guest here. It struggles through the broken rim, not in beams of scorching heat, but as diffused, fractured luminescence, painting the depths in bruised purples and sickly greens. The crater lies in eternal twilight, a perpetual, unnerving gloom where shadows dance and writhe across the crater's overgrown floor. But the shadows are not still; they pulse and shift with an unnatural, hungry life, elongating and retracting as if reaching, giving the unnerving impression that the very ground beneath your feet is subtly, menacingly alive, breathing. This belongs to chapter 3, move over once written: What greets you at the crater's splintered edge isn't barren rock or scattered growth, but an abrupt, towering wall -an endless, undulating sea of strange, alien vegetation. It begins with startling suddenness, a verdant, glowing curtain that plunges into the depths, so impossibly dense that the crater floor beyond is almost entirely obscured in a suffocating, verdant shroud .This isn't nature; at least, not in any sense a sane mind would think of. It's living, breathing-and it does not suffer fools.DM's Notes: Running the scene
Ensure the players feel the loss of their former lives. Their gear is burned; their names are gone. The only way to reclaim their identity is to return with the Serpents Tears.
The Quartermaster Choice: Force them to cooperate and prioritise. 150 Dinars is not enough to fully equip everyone with weapons and armor and survival gear (if you run fewer players than normal adjust accordingly). Someone will likely go without a weapon or armor to ensure the group has Lye-Wash or Nettle-Salve.The Atmospheric Save:As they descend, have everyone roll a DC 13 Fortitude Save.
Failure:The smell and air overwhelm them, affected players are Sickened 1 for the next 2 hours as they adjust to the thick, spore-laden air.
The Lighting: The "bruised purple" twilight counts as dim Light. Unless the character has Darkvision, they will need their lanterns now, starting the 3-day timer. Be aware the latern cannot be extinguished and relit.

Comments