Encounter Seed: The party finds four stone figures in a dungeon. There is one, alone, in one of the rooms. Three more are in another room. In the corner of the room is an odd skeleton of a creature that the party has probably never seen before. This can either be the skeleton of a long-dead basilisk or some form of undead basilisk. [Mechanics: Undead Basilisk: AC 14, HP 25, 2 bite +4 (2d6 + petrify), MV near, S +3, D +0, C +4, I -4, W +1, Ch -4, AL C, LV 5. Petrify. Any creature that touches the basilisk or meets its gaze, DC 15 CON or petrified. Undead. Immune to morale checks.]
Encounter Seed: As the characters navigate a cave system, they periodically hear a low-pitched humming noise. The source of the humming is a strange glowing stone. The hum is at a frequency that is almost nauseating to humans, but it attracts certain creatures, including salamanders, skinks, and three basilisks. [Mechanics: Within double near stone, DC 12 CON check or nauseated until away from the stone; disadvantage on all rolls while nauseated.]
Encounter Seed: An alchemist or another potions dealer offers to sell the characters a special basilisk blood potion. It is made with diluted basilisk blood and will harden their skin to protect them. The only side effect is moving a bit more stiffly. [Mechanics: The potion adds +4 to AC but -2 to hit for 10 rounds.]
Adventure Seed: An odd woman (a weald hag) is desperately seeking a basilisk eye to heal her poor, sick grandson. She is much too frail to get it herself. She has no gold to pay the party but will owe them a favor.
Adventure Seed: Ezekiah, fighter and rival crawler, comes to the characters seeking help. He must be desperate because these crawlers are not known for their cooperation with others. Ezekiah knows of some ruins with plenty of treasure. He is willing to share the location with the party. The only catch is that he accompanies the characters…and uses a salve to rescue the three members of his party who were petrified in an encounter with a basilisk. He will split any treasure in the ruins with the party if they are willing to help him.
Ridiculous Adventure Seed: Well, this is awkward. An apprentice forgot to feed the two basilisks for three days straight, and they got aggressive. Currently, they have the mage or archmage of the tower trapped in a room along with a mischievous imp who is not helping matters. The problem is that the tower itself is protected from intruders. It is more like a funhouse than a mage’s tower to anyone who will enter. This begins with the talking chair and ends with a djinni who speaks in rhyme. When characters say the word “magic,” the tower literally screams.
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This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/ legalcode.