Page 173 - Serpent Kingdoms
P. 173
ADVENTURES
Three years later, in the Year of the Serpent (1359 DR), a Duskar Flamehaern: Male Chondathan human adept 7 of
spirit naga named Ssensariith stumbled through a portal that Sss’thasine’ss (Talona); CR 6; Medium humanoid; HD 7d6+7;
Duskar had never found and claimed the catacombs for its own. hp 31; Init +4; Spd 30 ft.; AC 16, touch 12, fl at-footed 14;
Employing a potent mixture of Art, charisma, and narcissism, Base Atk +3; Grp +2; Atk +5 melee (1d4–1/19–20, dagger) or
the spirit naga convinced Duskar and his family to venerate it +6 ranged (1d8+1/19–20, +1 light crossbow); Full Atk +5 melee
as the divine incarnation of Sss’thasine’ss. Under Ssensariith’s (1d4–1/19–20, dagger) or +6 ranged (1d8+1/19–20, +1 light
direction, Duskar slowly expanded his illegal activities to include crossbow); AL NE; SV Fort +3, Ref +4, Will +7; Str 8, Dex 14,
selling drugs and capturing slaves. Con 12, Int 10, Wis 15, Cha 13.
Today, Adderposts is the center of a small but active cult Skills and Feats: Appraise +3, Bluff +4, Concentration +5,
of Battledarran snake worshipers who control most of the il- Diplomacy +6, Profession (shopkeeper) +3, Sense Motive +7,
licit activities in Essembra under the direction of Ssensariith. Spellcraft +1, Spot +4; Armor Profi ciency (light), Blooded,
Although some Battledarrans suspect that shady activities Negotiator, Weapon Finesse.
occur at the pawn and junk shop, none realize the extent of Adept Spells Prepared (3/4/3; save DC 12 + spell level):
the cult’s activities. 0—detect magic, guidance, touch of fatigue; 1st—burning hands,
command, cure light wounds, protection from good; 2nd—bull’s
Major NPCs strength, mirror image, web.
Possessions: +2 leather armor, +1 light crossbow, 30 bolts,
The following NPCs live or work in the area of Adderposts and dagger, 2 potions of cure light wounds, potion of darkvision,
may be encountered at various points during this adventure. potion of undetectable alignment.
DUSKAR FLAMEHAERN ESVELE, LHAREENE, AND
The proprietor of Adderposts is a soft-voiced human of few
ROWAN FLAMEHAERN
words and nocturnal habits. He dwells above the shop with his
Duskar’s three daughters are tall, thin, beautiful women with
three daughters: Esvele, Lhareene, and Rowan. He is present at
black curly hair that almost sweeps the fl oor when they unbind
the shop for a time each day, but he keeps very late hours for
it. Rumor holds that all three are excellent forgers and limners
discreet meetings with unsavory allies. Duskar is a self-taught
who can paint holes, nailheads, and seams where none exist, and
disciple of Sss’thasine’ss who venerates the forgotten deity’s
only the closest examination can uncover the deceit. In truth,
beast cult aspect as the Lord of Venom. Regular patrons of
all three women have been converted into tainted ones to serve
Adderposts know that Duskar keeps a loaded hand crossbow at
the yuan-ti, and they are even more ruthless than their father.
the ready at all times.
The three often lure amorous travelers into situations in which a
In addition to acting as a local fence, Duskar has established
bit of drugged wine can lead to easy robbery at best and a quick
a lucrative arrangement with certain Yuan-ti slavers based in
introduction to slavery at worst.
the Underways of Oeble (see encounter 3, below). Duskar and
Esvele, Lhareene, and Rowan Flamehaern: Female Chon-
his daughters discreetly capture lone travelers passing through
dathan human tainted one rogue 5; CR 6; Medium humanoid;
Essembra and other humanoids not likely to be missed and send
HD 5d6+10; hp 27; Init +2; Spd 30 ft.; AC 17, touch 13, fl at-
them to Oeble via the portal beneath Adderposts. In exchange,
footed 17; Base Atk +3; Grp +2; Atk +3 melee (1d6/19–20, +1
the yuan-ti send him urns of mordayn powder that is made in
short sword) or +5 melee (1d4–1/19–20, dagger); Full Atk +3
the Black Jungles and shipped northward via Lushpool.
melee (1d6/19–20, +1 short sword) or +5 melee (1d4–1/19–20,
Duskar deliberately avoids selling mordayn powder to local
dagger); SA poison kiss, psionics, sneak attack +3d6; SQ evasion,
Battledarrans for fear that its presence would draw too much
immunity to poison (snake venom only), spell resistance 14, trap
attention from the local authorities. Instead, he reserves it for
sense +1, trapfi nding, uncanny dodge; AL NE; SV Fort +3, Ref
out-of-town patrons who know of its availability. Sembian agents
+6, Will +3; Str 8, Dex 15, Con 14, Int 13, Wis 10, Cha 14.
of the yuan-ti posing as decadent scions of the merchant nobil-
Skills and Feats: Appraise +11, Bluff +10, Craft (painting)
ity frequently recommend that their fellows pay a quick visit to
+14, Diplomacy +14, Escape Artist +10, Forgery +9, Intimi-
Adderposts for a bit of mordayn powder. Thereafter, they exploit
date +4, Listen +10, Sense Motive +8, Sleight of Hand +12,
the drug’s effects and the ensuing addictions to extend their
Spot +10; Alertness, Iron Will, Skill Focus (Craft [painting]),
control of Sembian trade activities.
Weapon Finesse.
Relocating the Adventure
Adderposts can easily be placed in any large town or city into the depths of the Black Jungles and have a ready market
north or east of the Border Kingdoms. The location should for the drug known as dreammist.
make sense as the fi rst stage of a slaving route that leads
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