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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             620_96566_SerpentKi168-192.indd   172                                                              5/13/04, 8:12:58 AM
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