To capture the swampy, decayed, and serpent-obsessed atmosphere of Orlane and the Lair of Explictica Defilus, this d100 table focuses on items that feel ancient, cursed, or uniquely tied to the Naga's influence. This blog post picks right up from D100 Hommlet Random Items & Treasure plus D20 Hidden Locations in Hommlet Plus Guardians
Notable Relics & Treasures of the Reptile God
| d100 | Item Name | Description/Effect |
| 01-02 | The Jade Serpent Eye | A fist-sized gem that glows green when near a dominated cultist. |
| 03-04 | Explictica’s Shed Skin | A translucent, leather-like parchment. Provides resistance to poison if worn as a cloak. |
| 05-06 | Crooked Cultist Coin | Gold but minted with a snake head. Merchants in Orlane refuse to touch it. |
| 07-08 | Vial of Marsh-Light | A glass jar of swamp gas that illuminates a 20ft radius with eerie pale light. |
| 09-10 | Ramne’s Lost Scroll | A high-level wizard spell scroll, water-damaged but still legible. |
| 11-12 | Fangs of the Asp | Matching daggers that deal an extra 1d4 poison damage on a critical hit. |
| 13-14 | Idmi Fen’s Compass | A tarnished brass compass that always points toward the center of the marsh. |
| 15-16 | Censer of Hallucination | When lit, the smoke forces a DC 12 WIS save or causes mild visions of "Mother." |
| 17-18 | Serpent-Scale Mail | +1 Scale Mail that allows the wearer to move through mud without penalty. |
| 19-20 | Mire-Stained Chalice | A silver cup that turns any water poured into it into a bitter, alcoholic brew. |
| 21-50 | Assorted Loot | Roll for standard gems (25gp), silver spoons, or silk ribbons from kidnapping victims. |
| 51-60 | Cultist Signet Rings | Bronze rings used to bypass specific traps in the Naga's lair. |
| 61-70 | Orlane Militia Shield | A battered wooden shield; grants a +1 bonus against reptilian enemies. |
| 71-80 | Blackened Naga Statue | A 2-foot obsidian carving. Weighty (40 lbs), worth 500gp to the right (dark) buyer. |
| 81-90 | Tome of the Deep Mire | Provides advantage on survival checks within the Dim Forest marshes. |
| 91-95 | Staff of the Slithering | Allows the user to cast Speak with Animals (snakes only) at will. |
| 96-99 | Heart of the Swamp | A pulsing emerald. Can be crushed to cast Plant Growth instantly. |
| 100 | Crown of the Naga Queen | An ancient golden circlet. If worn, the user can telepathically command one giant snake. |
Artifact Highlight: The Scepter of the Scaled Sovereign
This is a high-rarity item found deep within the inner sanctum. It is a twisted piece of driftwood topped with a skull of a giant cobra.
Note for the DM: Many of these items carry the "scent" of the Naga. Characters using them may find themselves being tracked more easily by cultists or felt as "marked" by the locals of Orlane who are still under the charm.
How to use this table:
The Early Game: Focus on items 01-20 to build the mystery of the cult.
The Dungeon Crawl: Use the Signet Rings and Serpent-Scale Mail to help the party survive the Naga’s lair.
The Aftermath: Use the Crown or the Heart of the Swamp as a major hook for the next adventure.
To capture the paranoid, "Body Snatchers" atmosphere of N1 Against the Cult of the Reptile God, these hooks range from classic heroic calls to action to unsettling personal mysteries.
d100 Adventure Hooks: The Shadows of Orlane
| d100 | Hook Category | Description |
| 01-10 | The Missing Kin | A frantic relative in a nearby city hires the party to find a cousin who went to Orlane to start a farm and hasn't written in months. |
| 11-20 | The Silent Caravan | A merchant caravan arrived in the capital from Orlane, but the drivers refuse to speak, their eyes are glassy, and the cargo is nothing but crates of swamp mud. |
| 21-30 | Ramne’s Summons | The hermit wizard Ramne sends a cryptic, shaky message via an owl: "The Golden Grain is rotted. The reptile's shadow grows. Bring steel." |
| 31-40 | The Tax Collector | The local Baron is concerned that Orlane has stopped paying taxes. He hires the party to escort a tax collector (who is terrified) to investigate. |
| 41-50 | Escaped Victim | A bloody, mud-caked survivor collapses at the party's feet, whispering about "The Mother" and a "hidden temple in the muck" before falling into a coma. |
| 51-60 | The Cartographer | A local guild wants a map of the Dim Forest. They offer a high bounty if the party can also explain why the local lizardfolk have become hyper-aggressive. |
| 61-70 | Inheritance | A PC inherits the "Slumbering Serpent" inn from a distant uncle. Upon arrival, they find the locals are hostile and the inn is being used for "secret meetings." |
| 71-80 | Religious Inquiry | A temple of St. Cuthbert (or a similar deity) is worried about a priest in Orlane who has stopped sending reports. They fear a "spiritual sickness" has taken the town. |
| 81-90 | The Poisoned Well | Towns downstream from the marshes are falling ill with a magical rot. The source is traced back to the runoff coming from the direction of Orlane. |
| 91-95 | The Wanted Outlaw | A high-value bandit was tracked to Orlane, but the local constabulary claims they’ve never seen him—despite his horse being tied up at the livery. |
| 96-00 | The Dream Call | Every PC shares a nightmare of a giant, beautiful woman with a serpent’s tail beckoning them to a pool of black water in a ruined village. |
Deep Dive: The "Glassy-Eyed" Mystery
The core of N1 is the Charmed status of the villagers. When using these hooks, emphasize the social dissonance of the town:
The Uncanny Valley: NPCs are polite but "empty." They repeat phrases like "Everything is fine in Orlane" or "You should visit the Golden Grain Inn for a long rest."
The Night Activity: Hooks 61-70 work best if the party realizes the town is silent during the day but incredibly active—with hooded figures moving through the mud—at midnight.
Integration Tip for DMs
If your players are higher level, use Hook 91-95. It forces them to interact with the corrupt law enforcement of Orlane immediately, creating a tense "no one to trust" scenario from the moment they step off their horses.
To make these encounters feel authentic to the Dim Forest and the Rushmoors surrounding Orlane, this table blends environmental hazards, the creeping paranoia of the cult, and the prehistoric dangers of the swamp.
d100 Random Encounters: The Perils of Orlane & The Marshes
| d100 | Encounter Type | Description |
| 01-05 | The Silent Toll | 1d4 cultists disguised as road wardens demand a "blood tithe" (a small vial of blood) to pass a bridge. |
| 06-10 | Mud-Caked Zombies | 2d4 zombies rise from a shallow bog. They wear the tattered remains of Orlane militia tabards. |
| 11-15 | The Serpent’s Warning | A massive constrictor snake hangs from a tree, its belly distended. Inside is a brass locket belonging to a missing villager. |
| 16-20 | Stray "Pet" | A Giant Lizard with a collar and a bell. It is friendly but leads the party directly into a patch of Quickmire. |
| 21-25 | Crocodile Ambush | 1d6 Crocodiles lie perfectly still in the green scum of a pond, appearing as rotting logs. |
| 26-30 | The Screaming Tree | A hollow willow tree filled with 1d10 Stirges that swarm anyone seeking shade beneath it. |
| 31-35 | Cultist Press-Gang | A group of 1d6+2 Charmed Peasants led by a Cult Fanatic. They try to grapple PCs to bring them to "The Mother." |
| 36-40 | Ghostly Lights | Will-o'-Wisps appearing as lanterns. They attempt to lure the party into a 10ft deep sinkhole of acidic peat. |
| 41-45 | Harsh Weather | A sudden, torrential downpour turns the trail into a sludge-trap. Movement is halved for 1d4 hours. |
| 46-50 | The Trapped Poacher | A non-cultist hunter caught in a bear trap. If rescued, he warns that the "birds have stopped singing near the old temple." |
| 51-55 | Troglodyte Raiders | 1d8 Troglodytes carrying a heavy chest. The chest contains stolen temple icons and fresh swamp lilies. |
| 56-60 | Giant Leeches | While crossing a knee-deep stream, 1d4 Giant Leeches attach to the party. DC 12 PER to notice before they drain HP. |
| 61-65 | A Drift of Spores | A patch of Gas Spores. They look like floating beholder-kin but are actually deadly fungi. |
| 66-70 | The False Campfire | An abandoned campsite with a warm fire and a roasting rabbit, but the "rabbit" is a disguised Shambling Mound. |
| 71-75 | Troglodyte Ambush | 2d6 Troglodytes drop from the canopy above. They use the "Stench" ability to paralyze the party before dragging them off. |
| 76-80 | The Prophet of scales | A lone, crazed hermit covered in snake tattoos. He offers to "read the party's future" in a bowl of snake bile. |
| 81-85 | Hydra’s Territory | The party finds a half-eaten giant elk. A Hydra (or a young one) is nearby, guarding its kill. |
| 86-90 | The Sunken Shrine | A small stone altar to a forgotten god. Placing a gold coin on it grants Protection from Poison for 24 hours. |
| 91-95 | Cultist Cavalry | 1d4 Giant Poisonous Snakes ridden by cultists (Goblins or Humans). They attack with reach weapons. |
| 96-99 | The Naga’s Projection | Explictica Defilus appears as a shimmering mirage. She speaks into the PCs' minds, offering them "Eternal Peace" in her coils. |
| 100 | The Black Dragon | A young Black Dragon flies overhead. It doesn't attack unless provoked, but its presence causes all local animals to flee. |
Environmental Hazard: Quickmire
In the Rushmoors, the ground is often more liquid than solid. You can use this diagram to visualize the danger zones for your players during a swamp trek.
Running the "Charmed" Encounters
When the party encounters Cultist Signet Rings (from the Treasure table) or Charmed Peasants (Encounter 31-35), keep these mechanics in mind:
Glassy Eyes: A DC 12 Insight check reveals the NPCs are under a magical influence.
The Hook: Charmed villagers won't necessarily attack immediately. They may try to offer the players "special wine" or invite them to a "cleansing ceremony" at the Golden Grain Inn.
The Trigger: Mentioning the name "Explictica Defilus" or showing a holy symbol of a lawful deity usually triggers an immediate hostile response from the Charmed.
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