TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
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  NAE7-05 
   
   
   
   
  Trail of the Serpent 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Naerie Regional Adventure  
  Version 1.1 
   
   
  by Sampo Haarlaa 
  Circle Reviewer: Pieter Sleijpen  
  Reviewers: Pierre van Rooden 
  Playtesters: Hannu Haavisto, J-P Hartikainen, Emmi Hiltunen, Pasi Riita, Jukka Särkijärvi, Henri Vesala 
  Meta-organizations featured: Felten Guard, Idee Volunteers, Iron Brand Contraband Cartel 
   
  While the Serpent Guard has been destroyed, authorities in Felten & Gornor's Cove still require assistance in 
  discovering their past. The trail of the serpent began in village of Radoc, on the outskirts of Hollow Highland and it is 
  here where the secrets will be revealed. A sequel to NAE6-01 First Bite and NAE6-03 Legacy of the Serpent. A one-round 
  regional set in Principality of Naerie for Character levels 1-13 (APL 2 to 10). 
   
  Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Complete 
  Divine [David Noonan], Complete Warrior [Andy Collins, David Noonan, Ed Stark], Magic Item Compendium [Andy 
  Collins et al], Players Handbook II [David Noonan], Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor], 
  NAE6-02 First Bite [Keith McCall], NAE6-03 Legacy of the Serpent [Sampo Haarlaa]
  
  NAE7-05 Trail of the Serpent 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning 
  and 
  reporting 
  this 
  adventure, 
  you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Naerie regional adventure, 
  set in village of Radoc. Characters native to the Naerie 
  region pay 1 Time Units per round. All other characters 
  pay 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  PREPARATION FOR PLAY 
  Before start of play, the DM should determine if any PC 
  has any of the following AR items from the adventure 
  NAE6-02 First Bite:  
  • 
  Commander Ottolons Influence 
  • 
  Songbook of Shale Weisparkel  
   
  From NAE6-03 Legacy of the Serpent 
  • 
  Contemplative  
  • 
  Ideean Brooch 
  • 
  Favor of the Church of Osprem  
   
  The DM should also note which (if any) PCs are members 
  of the Felten Guard, Idee Volunteers or Iron Brand 
  Contraband Cartel.  
   
  There is a time-limit of sorts as on the morning of 
  3rd day that PCs are in Radoc, Riven sends an order to 
  kill Gowre Haxx. The humanoids guarding him 
  decapitate him, bury the body in the hills and join Keln 
  Vriss in the hills. The PCs can still find Keln Vriss and 
  Candor, but they are too late in saving Gowre. 
   
  In addition, once the dwarf tracker Daragan arrives 
  (evening of 2nd day), the guards find the monster in the 
  hills during the 3rd day, kill it and bring back the body of 
  Vladam. The PCs learn about this as soon as it happens. 
  The guards won't figure out asking Teban for a speak with 
  dead spell until the later part of the 3rd day, enabling 
  them to arrive to Jared's cabin in the morning of 4th. 
  However, Daragan is unable to follow tracks from there. 
   
  See DM aid 2 for information on how PCs can find 
  Gowre Haxx. No doubt PCs can try other things as well 
  and you should be ready to improvise on it. 
   
  NOTE ABOUT CANDOR 
  Candor is pretty well known in Radoc and the DM can 
  have him meet PCs while they are going around in town. 
  Candor can even complain about "rumors of that 
  monster" to send PCs off their tracks and appearing as a 
  respectable human merchant. 
   
  NEW RULE ITEMS 
  This adventure has few new spells from Spell Compendium 
  that Keln Vriss uses. Rules for them are included in 
  Appendix 2. It is also recommended that DM looks at 
  DM aid 1 for brief rundown on what happened in earlier 
  parts. 
   
  ADVENTURE BACKGROUND 
  The Serpent Guards were one of the mercenary 
  companies in service of Mendaos of Prymp. They took 
  part in liberation of Idee from the Scarlet Brotherhood 
  and later, when Mendaos took control of a mining village 
  of Radoc, became part of his household troops. This did 
  not last long.  
   
  Their original leader Ersemir was replaced by a man 
  named Riven. He was in fact a member of house Devnor, 
  a noble house that sided with the Scarlet Brotherhood. 
  The Serpent Guard was already unreliable under Ersemir 
  but Riven truly let them loose, causing much hassle in 
  Radoc. In the end, even Mendaos decided enough was 
  enough and sacked them. They abandoned their old 
  lodgings and afterwards they became one of the many 
  bandit groups running around in Ahlissa.  
   
  Riven had soon robbed enough money so he could 
  start living off as respected individual while keeping in 
  touch with his second in command, Raustus ‘Fang’ 
  Dolchemi. Eventually the Serpent Guard met with the 
  sorceress Emeria who was interested in Sage Keep’s 
  property and old Flan ruins supposedly located in Jagged 
  Hills of Schwente. Riven was supposed to hand her a map 
  of the ruins, but he never turned up because the Serpent 
  Guards were destroyed. Emeria was later captured and 
  Riven’s schemes in Gornor’s Cove disrupted.  
   
  Saron, leader of Gornorites, is interested in finding 
  more information on how the constructs found in 
  Gornor’s Cove and the Serpent Guard tie together. For 
  this reason he requires adventurers to go to Radoc and 
  see if anything can be found out. Radoc itself is a village 
  near the Hollow Highlands and a widely suspected 
  thoroughfare for smugglers.  
   
  Shortly before the PCs arrive, wererat smugglers and 
  Keln Vriss kidnap Gowre Haxx, envoy of Prince 
  Barzhaan, to further distract House Haxx from Riven’s 
  plans.  
  NAE7-05 Trail of the Serpent 
   
  Page 2 
  
   
  The PCs must find Gowre Haxx and Serpent Guards 
  hideout in Hollow Highlands. 
   
  CANDOR & KELN VRISS 
  Candor was originally a human ranger who worked for 
  the Iron Brand Contraband Guild but disagreed with 
  those members who were motivated too much by 
  altruism, in other words, those who helped Idee 
  Volunteers and worshippers of Trithereon. He left the 
  organization and tried his luck elsewhere as hired fist and 
  bodyguard, trying to acquire capital to set up his own 
  smuggling racket. 
   
  While in Prymp, in northern Ahlissa, he had an 
  unfortunate encounter with a wererat and was infected. A 
  bit of good luck smiled on Candor when he managed to 
  kill the wererat and take his valuable items for himself. 
  Candor managed to keep his condition a secret and 
  returned to Radoc with his new found fortune. 
   
  Candor used his capital to become a partial owner in 
  local stables. He knew that there was more to them than 
  was publicly know as the Scarlet Brotherhood had started 
  to build some sort of underground hideout nearby and he 
  took this for his own use.  
   
  Another stroke of luck arrived in the form of Keln 
  Vriss, a wizard in the service of the Serpent Guard whose 
  allies had recently been killed near Felten. He knew 
  where some of the Serpents’ hidden wealth was and 
  formed an alliance with Candor. Candor's contacts 
  allowed him to recruit a group of derro and humanoid 
  allies in the Hollow Highlands. Together he and Keln 
  started to force the Iron Brand Cartel out of the 
  smuggling business. Keln also stayed in contact with his 
  master Riven and fed him information about Radoc. 
   
  Due to part of his operation being exposed in 
  Gornor's Cove, Riven orders Keln to dispose Gowre Haxx 
  to draw the authorities’ attention away from Gornor's 
  Cove. Candor succeeded in the kidnapping of Gowre. 
  Gowre is taken to an old hunting cabin in the hills and 
  Keln communicated their success to Riven. 
   
  While Keln waits for answer, he stays in an old 
  Serpent Guard hideout in the Hollow Highlands, 
  preparing it as a fall-back position in case Riven's plans 
  fail.  
   
   
  ADVENTURE SUMMARY 
  NAE7-05 Trail of the Serpent is a 1-round regional set in the 
  Principality of Naerie. The PCs are called upon to 
  investigate the old stomping grounds of the Serpent 
  Guard in Radoc. While doing it, they get mixed up with 
  smugglers and a kidnapping. The module is relatively 
  free flowing and is a location based.  
   
  Introduction: Members Felten Guard are sent to meet 
  with captain Saron of the Gornorites while those PCs 
  who succesfully completed NAE6-03 Legacy of the Serpent 
  get invitations to join as well. If no PC fulfills these 
  criterias, a generic introduction is supplied. Saron wants 
  adventurers to investigate Radoc as Gornorites have no 
  authority there.  
   
  Encounter 1 [Radoc]: The PCs arrive in Radoc and can 
  explore various locations. 
   
  Encounter 2 [Residence of Gowre Haxx]: The PCs can 
  investigate the residence of Gowre Haxx and find some 
  clues to events going on in Radoc. 
   
  Encounter 3 [Stables]: When the PCs find that there is 
  another smuggler racket being run from local stables, 
  they can find wererat Candor and his allies in a hideout 
  below.  
   
  Encounter 4 [Monster in the Hills]: If the PCs go to 
  examine the site where Gowre's horse was found, they 
  can get to the lair which the smugglers use to dump the 
  bodies of people they have killed and gain further 
  information. 
   
  Encounter 5 [Old Jared's Cabin]: Once the PCs know 
  where Gowre has been taken to, they can surprise a group 
  of humanoids guarding him.  
   
  Encounter 6 [Serpent Guard Hideout]: Once the PCs 
  know the location of Serpent Guard hideout, they can 
  attempt to capture Keln Vriss. 
   
  Conclusion: In the optimal case the PCs rescue Gowre 
  and capture Candor & Keln Vriss. If either one escapes, 
  they might return later to haunt PCs.  
   
   
  INTRODUCTION 
  The adventure starts in Gornor's Cove. Read or 
  paraphrase the following to any PC who is a member of 
  Felten Guard. 
   
  You met Commander Ottolon in his office in Felten 
  four days ago. As usual, he was blunt and straight 
  with his orders. "Captain Saron from Gornor's Cove 
  is looking into the Serpent Guard affair which 
  happened last year. I want you to travel to Gornor's 
  Cove, meet him and see if you can aid him in any 
  way. He has all the details." 
   
  Refusal to comply leads to losing membership of Felten 
  Guard.  
   
  � Commander Ottolon: male human (Suel) Warrior 
  12. 
   
  Appearance: Ottolon is almost pureblood Suel, with 
  blond hair and piercing blue eyes. Only his skin is 
  slightly tanned, hinring Oeridian blood. He venerates 
  Kord as his patron deity and wears a wooden holy symbol 
  of Kord around his neck, even though his alignment does 
  not really match up. 
  NAE7-05 Trail of the Serpent 
   
  Page 3 
  
   
  Personality: Bombastic, prone to bragging when has 
  had few drinks. 
   
  If any PC has completed NAE6-03 Legacy of the Serpent 
  succesfully by earning the Favor of church of Osprem, 
  read the following. Members of Felten Guard are present 
  as well at this stage. PCs should also introduce 
  themselves before this. 
   
  It is an early morning in Gornor's Cove. Light filters 
  through the small office of captain Saron, leader of 
  Gornorites. The office is dominated by a desk, 
  weapons rack, few closed shelves and a bronze 
  statue showing a Suel man with bow.  
   
  Saron stands opposite you, looking outside. "It 
  is good that you could come. Since we met, i've tried 
  to solve the question about the strange construct 
  you found in the warehouse but so far nothing has 
  turned up. Since it appears that this is somehow 
  connected to the affair with Serpent Guard, I have 
  need for you to go to Radoc, near Hollow Highlands 
  and see if you can find any traces of them as they 
  were in service of local ruler Mendaos before they 
  became a bandit group." 
   
  � Captain Saron: male human (Suel) Warrior 9. 
   
  Appearance: Pleasant looking Suel man with blue eyes 
  and blond hair. 
    
  Personality: Streetwise and efficient. His loyalties are 
  more towards Nuran (High priestess of Osprem) and 
  Gornor’s Cove than House Lyrthi or Ahlissa. 
   
  If no PC has either favor, read the following generic 
  introduction: 
  Spending time in Gornor's Cove has not been as 
  pleasant as hoped. The city is weighted by its 
  customary 
  tension 
  and 
  people 
  avoid 
  public 
  gatherings. A discussion by two guards caught your 
  attention. Apparently the Captain is looking for 
  adventurers to help him in some task. 
   
  Regardless of the introduction, if the PCs show interest, 
  read the following. 
  You are guided to the office of captain Saron, leader 
  of the Gornorites. "Greetings. I am looking for a few 
  trustworthy individuals to do a small job for me. I 
  need someone to travel into the village of Radoc and 
  investigate the potential hideouts of a bandit group 
  called the Serpent Guard.  
   
  They were destroyed in 596 CY by adventurers 
  and the 3rd army of Naerie. Unfortunately, it seems 
  there is more to this whole thing than banditry. 
  Shortly after they were destroyed, a group of 
  adventurers apprehended an associate of the 
  Serpent Guard, a sorceress named Emeria in this 
  town.  
   
  They helped uncover a warehouse in the docks 
  were we found half-finished magical constructs, 
  questionable material and symbol of the traitorous 
  house 
  Devnor 
  who 
  sided 
  with 
  the 
  Scarlet 
  Brotherhood during the occupation. My Gornorites 
  have no authority in Radoc so I turn to you. Go to 
  Radoc and see if you can find any additional 
  information about them. They were originally in 
  service of local ruler Mendaos before they became a 
  bandit group. Do you have any questions?" 
   
  Saron can answer questions as required. Refer to DM Aid 
  1 on what happened in previous parts and what Saron has 
  learned so far. Below are few sample questions and 
  answers. 
   
  Q: What happened to that woman, (Emeria) who was 
  with the Serpent Guard? 
  A: Tried, convicted and hanged. Her ashes were scattered 
  in the Azure Sea.  
   
  Q: Any place we should start looking in Radoc? 
  A: I heard they used some houses as barracks which they 
  wrecked before leaving. These ruins are still there. I also 
  heard they had another hideout nearby but I have no 
  information on that. 
   
  Q: Is there anyone we should go and look for in 
  Radoc? 
  A: Well, the whole place has a bad reputation but I think 
  you could try Gowre Haxx. He is envoy of prince 
  Barzhaan who keeps an eye on Mendaos. 
   
  Q: So, what about Mendaos? Who is he anyway? 
  A: He is a drunk and miserable sack of fat or that's what 
  i've heard. He drinks, smokes and enjoys pleasures of the 
  flesh too much.  
   
  Q: Are we getting paid? 
  A: I can offer each of 150gp reward if you are succesful in 
  your mission, along with thanks to the Church of 
  Osprem.  
   
  If any PC has the AR item Commander Ottolons 
  Influence from NAE6-02 First Bite, read the following 
  once PCs are leaving: 
  "One last thing. Apparently a local dwur cleric of 
  Jascar was very satisfied with your actions against 
  the Serpent Guard as you recovered some of his 
  items. He wants to meet you in Radoc. The name's 
  Teban. Ask around once you get there, he should be 
  easy to find." 
   
  Development: The PCs can now continue to Radoc and 
  Encounter 1. If they require horses, Saron provides each 
  with a light riding horse. Using teleport or such means 
  makes no difference for the adventure. Regardless of the 
  speed of travel Gowre Haxx has been kidnapped a couple 
  of days before PCs arrive in Radoc. 
   
  NAE7-05 Trail of the Serpent 
   
  Page 4 
  
  1: RADOC 
  Give Player Handout 1 to the players for an overview of 
  Radoc. This encounter is quite open ended with PCs 
  looking around the town. A few locations are more 
  detailed, mainly location 2 and 10. The map itself does 
  not give a very accurate description of town's buildings. 
  In general, the streets are muddy and the houses are of 
  low quality (put together from variety of materials, 
  dominantly wood), with poverty being obvious. The 
  actual mines that bring wealth are further up the hills. 
   
  If any PC has the AR item Contemplative from 
  NAE6-03 he receives a vision about the Blood Golem 
  "graveyard". read the following to him once PCs are in 
  Radoc. 
   
  The ground rumbles slightly and a column of tall 
  metallic creatures appear from behind nearby 
  buildings. Blood drips from large tanks in their back 
  and wield large flails in their arms. Without 
  stopping, they march towards the east in orderly 
  formation, passing through people who pay no 
  attention whatsoever to them.  
   
  Interacting with the golems is not possible and they 
  disappear from sight after passing Radoc garrison. 
   
  LOCATION 1 − RADOC MANSION 
  Radoc mansion is a massive, three floor structure, 
  surrounded by walls. It is in stark contrast to the 
  low and miserable huts elsewhere in the village. In 
  the courtyard is a large stable for horses. Several 
  servants are going about their business. 
   
  Mendaos lives in this mansion. He is not present, 
  deciding that short "vacation" in Pitchfield (Sunndi) is 
  better at this stage of things. His manservant Torhan has 
  been left behind. Torhan can tell things about recent 
  events, the abandoned mine (see location 13) and such 
  details. If asked about the Serpent Guard hideout, he says 
  that Mendaos might have the information stashed 
  somewhere but he cannot go and snoop in his employers 
  records.  
   
  Members of Nasranite Watch, Army of Naerie, 
  Church of Zilchus, Royal Guild of Merchants of Aerdy or 
  someone with celestial scion can get him to help with a 
  succesful DC 15 Diplomacy check. Those PCs who are 
  not members must attempt to Bluff their way past him or 
  forge official documents. If the PCs promise to only look 
  at this information and not to take anything with them 
  they get a +2 circumstance bonus. Offering money 
  imposes a -10 penalty.  
   
  If he agrees, he will go looking for it and contact the 
  PCs as soon as he has found it. It takes 6 hours for him to 
  find it. If the PCs look for this information by 
  themselves, reduce the time by about half an hour for 
  each PC helping, aside from the first. 
   
  � Torhan: male human (Oeridian) Expert 3; Forgery 
  +6, Sense Motive +8 
     Appearance: Aging oeridian man with a bald head. 
     Personality: Imformal, duty driven. 
   
  LOCATION 2 − RESIDENCE OF GOWRE HAXX  
  See Encounter 3. 
   
  LOCATION 3 − HALL OF MINERS 
  This large red building has the symbol of snow 
  capped mountain peak and a coin pouch over its 
  door. Two armored dwarves stand at both sides of 
  the entrance. Inside, half-a-dozen dirty humans 
  stand in line, waiting for another dwarf sitting 
  behind a desk to pass over piles of copper coins. 
   
  A DC 11 Knowledge (religion) identifies mountain peak 
  as holy symbol of Jascar while the coin pouch is the 
  symbol of Zilchus.  
   
  � Teban: dwarf cleric 5; hp 40; see Appendix 1. 
   
  Appearance: 4ft 6in tall dwarf with a short beard. He is 
  dresses in cheap clothing to show solidarity with the 
  common miners. 
   
  Personality: Quite easily approahable for a dwarf. 
  Sympathises with local miners and hates Mendaos.  
   
  � Guards (2): male dwarf warrior 1; hp 6 each; see 
  Monster Manual 91. 
   
  Teban can meet with PCs once the miners have been paid 
  their daily pay of 1 silver and 6 coppers. If any person 
  who has the AR item Commander Ottolons Influence 
  from NAE6-02 introduces himself, read the following: 
   
  "Ah, you are that adventurer who helped to recover 
  some of my items. How nice to meet you. I bet 
  Ottolon did not pay you nearly enough for your 
  troubles? Hah, that would not surprise me with that 
  penny-stringer. But I will reward you, have no 
  doubt. I'll put a word out and my associates will 
  bring it to you in few days!" 
   
  Those PCs who have Commander Ottolons influence 
  (and only those) receive the Favor of Teban on their AR. 
  If asked specifically he says that he can get some 
  adamantine or dwarvencraft items but that it takes few 
  days. Note that Teban can cast speak with dead on Vladam 
  if the PCs are unable to do it themselves. 
   
  Teban can also tell following things about Radoc: 
  • 
  Mendaos is moste likely getting bribes from 
  smugglers to turn a blind eye on their activities. At 
  least several smuggling gangs operate in the area, 
  sometimes meeting in the Angry Squirrel. 
  • 
  There might be something going on with Gowre 
  Haxx. Guards are posted at his house and he has not 
  been seen for some time. If told about his 
  disappearance, Teban urges the PCs to look into the 
  NAE7-05 Trail of the Serpent 
   
  Page 5 
  
  matter since as outsiders they might not yet have 
  gotten the attention of the unlawful elements 
  operating within Radoc.  
  • 
  Teban is willing to supply the PCs with spellcasting 
  aid if they need it. He will be in this building. 
  • 
  Teban does not know anything about the Serpent 
  Guards hideouts. He can make inquiries and send 
  any helpful individuals to the PCs. This grants the 
  PCs a +2 circumstance bonus on Gather Information 
  rolls during this adventure. 
  • 
  Gowre Haxx is the official representative of Royal 
  Guild of Merchants in Radoc. If asked what would 
  happen if a message was sent to Naerie, Teban can 
  say that most likely a military detachment would be 
  sent to investigate, taking few days to arrive. 
    
  LOCATION 4 − GARRISON 
  The garrison of Radoc is a walled compound. Two 
  entrances, both guarded by two small guard booths 
  allow entrance into main courtyard. Inside, there 
  are two buildings. One is a stable which appears able 
  to house half-a-dozen horses while the larger 
  building functions as main barracks. In one corner 
  of the battlements, is a wooden tower which enables 
  access to the battlements. 
   
  The stonewalls are topped by a wooden ceiling and 
  wooden wall which gives further protection to anyone 
  standing within the battlements. 
   
  � Agoz, guard captain: Male orc Fighter 2; hp 20; see 
  Appendix 1. 
   
  Appearance: Short and bulky for an orc. Is also 
  relatively weak member of his race which is 
  automatically clear to any half-orcs present. 
   
  Personality: An honest guard, in a sense that he does 
  not accepts monetary bribes. On the other hand, feels 
  like he is entitled to free drinks and service for “being 
  part of the government”. Hates walking in the sunlight.  
   
  � Radoc Guards (10): Male and female human 
  Warrior 1; hp 10 each; see Appendix 1. 
   
  Normally the Radoc Garrison consists of 35 men. Right 
  now only ten guards and Agoz are present (others are 
  looking for Gowre in the surrounding lands or guarding 
  his house).  
   
  Agoz and four guards are preparing to leave to 
  Hollow Highlands with horses to look for Gowre Haxx in 
  the Hollow Highlands. They say they go out patrolling 
  but a DC 8 Sense Motive check is enough to notice they 
  are somewhat agitated. A DC 15 Diplomacy check can 
  make Agoz tell that Gowre is gone and Mendaos wants to 
  solve this affair quietly before word gets to Naerie. Agoz 
  knows the following things: 
  • 
  Gowre was out hunting with his servant. One of his 
  horses was found dead in the hills. No bodies have 
  been recovered yet. (The information about hunt is 
  incorrect but Agoz does not know it) 
  • 
  Guards are searching the area but so far no luck. 
  Dogs did not manage to track anything so Agoz has 
  called for a tracker named Daragan to help. He is 
  expected to arrive tomorrow evening (evening of the 
  2nd day after PCs get to Radoc). See Appendix 1 for 
  details on Daragan. 
  • 
  Agoz only accepts help from “official” sources such 
  as Nasranite Watch, Stalkers of Felten Guard or 
  Burrowers of Sunndi (this one reluctantly though). 
  Any others must succeed in a DC 15 Diplomacy 
  check if they wish to go to the site where the horse 
  was found. 
  • 
  If asked about the site where horse was found, Agoz 
  can point PCs where it happened. The horse was left 
  for monster to savage. See Encounter 4 for more 
  details. PCs go to look for these tracks, they are easily 
  found but it requires a DC 16 Survival check to 
  follow tracks. Tracks can be identified by succeeding 
  in appropriate knowledge check  
   
  If Agoz’s physical “inferiority” is pointed out, he gets 
  angry and unless the PC is clearly stronger than him, he 
  challenges the offender to a duel (to the death) unless 
  that PC succeeds in DC 35 Diplomacy check. The duel 
  takes place after the adventure once Gowre Haxx has 
  been found. In either case, getting his cooperation is 
  impossible for now. Winning this duel does not result in 
  murder charges in Naerie but the PC involved in the duel 
  are wanted for causing a disturbance nonetheless. Those 
  with the Celestial Scion feat or who spend a favor with a 
  noble house do not become wanted. Of course PCs may 
  simply op to run away. This takes 2TU to lay low until the 
  "storm passes". 
   
  If PCs capture Candor, they can take him here and 
  the guards keep him imprisoned for as long as needed. 
   
  LOCATION 5 − SERPENT GUARDS HOUSE 
  These houses served as barracks for the Serpent Guard. 
  Only the stone foundations remain and not even 
  squatters make their homes here. Plenty of knick-nacks 
  such as nails, arrowheads and horseshoes (all badly 
  rusted) can be found here.  A few snakes lair in these 
  ruins as well, though they are non-poisonous and rather 
  harmless. The snakes are a red herring. In fact blacksmith 
  Nevrian has put them here. See Location 12 for further 
  details. 
   
  The only interesting item here, which can be found 
  from one of the houses with successful DC 20 search 
  check (taking 20 requires 2 hours) is a scorched iron holy 
  symbol showing a skull and scythe. A DC 11 Knowledge 
  (religion) identifies this as a symbol of Nerull. In 
  addition, a DC 17 Survival check shows tracks of a 
  medium creature who was was walking around few days 
  ago. If the PC succeeds by 5 or more he identifies the 
  tracks as those of a dwarf. 
    
  NAE7-05 Trail of the Serpent 
   
  Page 6 
  
  � Snake, tiny viper: hp 1 each; see Monster Manual 
  280 except these vipers are not poisonous. 
  A DC 11 
  Knowledge (nature) check identifies these snakes as 
  young, non-poisonous constrictor snakes. 
   
  LOCATION 6 − SHRINE OF THE VELAERI 
  Shrine of the Velaeri is a large brick building and 
  appears to be one of the best maintained buildings 
  in all of Radoc. It's doors stand wide open but only 
  ones inside is a single farmer and a middle-aged 
  Oeridian woman who appears to be inspecting 
  farmer's hand. 
   
  � Erla, priestess of Velaeri: human adept 5; hp 15; 
  see Appendix 1. 
   
  Appearance: Middle-aged Oeridian woman with short 
  brown hair and green eyes. Dresses in leather armor and 
  carries a spear decorated with symbols of Velaeri (merely 
  as symbol of her priesthood) 
   
  Personality: Friendly and helpful, if not the smartest 
  individual around. Functions as healer for the common 
  folk and is very good in giving long-term care and dealing 
  with mild afflictions with natural means. The farmer she 
  is tending hurt her arm a while ago but it's now fine and 
  she sends him on his way shortly. 
   
  Erla can tell the same things as Teban with one important 
  exception. The Iron Brand Contraband Cartel used to run 
  the majority of the smuggling in nearby areas. Over the 
  past few months there have been numerous attacks 
  against them by humanoids and residents of the Hollow 
  Highlands (in reality, Derros). Two members of the Iron 
  Brand are currently in town, looking for information. 
  Their names are Mahthi and Tephor and they reside in 
  Angry Squirel. She knows this through her contacts with 
  the Idee Volunteers and the smugglers but does not 
  reveal this.  
   
  LOCATION 7 – BURNED BUILDINGS 
  These buildings were destroyed in the fight against the 
  Scarlet Brotherhood and their remains still stand. Unlike 
  the Serpent Guard barracks, locals did not feel aversion 
  against these houses. Because of that, everything valuable 
  has been looted. In addition, squatters can be found in all 
  of them, except the one behind Almaren’s house (he 
  chases people away through various means). Nothing 
  interesting can be found here and the residents within 
  don’t care about Gowre Haxx or anything else that goes 
  on.  
   
  LOCATION 8 – ALECTMA’S COTTAGE 
  This is an old cottage near Radoc was once a home of a 
  local hunter Jared who disappeared three years ago (he 
  was out hunting when a wyvern attacked and killed him). 
  Nobody laid claim to his residence until a one-time 
  Scarlet Brotherhood soldier Alectma found it after being 
  released from Okalasna Labor Camp. He fixed up the 
  place and started small scale farming to support himself.  
   
  He is Unfriendly towards all who are obvious 
  members of Ahlissan organizations such as the Army, the 
  Nasranite Watch or the Church of Heironeous. He is 
  automatically Friendly if members of the Ex-Scarlet 
  Brotherhood Soldiers or the Churches of Bralm or Llerg 
  are present. If made Fiendly, he can tell following things: 
  • 
  He has been living here ever since 594 CY when he 
  was released from labor camp. 
  • 
  He was a regular footsoldier in the Brotherhood 
  armies.  
  • 
  He learned some things in labor camp from red 
  robed priests, but he did not care much about them, 
  he just wanted out. (DC 11 Knowledge (religion) 
  check tells that priests were most likely from the 
  Church of Lydia, who have a habit of trying to 
  ‘civilize’ Hepmonalanders). 
  • 
  Going back to Tilvanot would be nice but he lacks 
  the means to do so and he fears retribution. 
  • 
  If asked about any strange events recently, Alectma 
  mentions that the ground has shaken occasionally 
  and that Denjo(his dog) awoke to something moving 
  near his cottage two days ago. This was the monster 
  lurking in the Hollow Highlands. See Encounter 4 
  for more details. If tracks are looked for, a DC 16 
  Survival check allows the PCs to discover tracks and 
  follow them. Succeeding in the appropriate 
  knowledge check can identify the tracks. On APL 6, 
  the aranea was walking in shape of a halfling. 
   
  If made helpful, he can become a tracker for the PCs for a 
  payment in gold coins equal to the APL. If Scarlet 
  Brotherhood members are present, he does not require 
  payment. In combat he relies on ranged weaponry.  
   
  � Alectma: Male human ranger 2; hp 16; see Appendix 
  1. 
   
  Appearance: Freckled Suel man who dresses in 
  peasant clothing. If need be, switches to leather armor. 
  Always carries a dagger with him. 
   
  Personality: World-weary, mainly wants to be left 
  alone. 
   
  � Denjo (riding dog): hp 13; see Monster Manual 272. 
   
  LOCATION 9 – ANGRY SQUIRREL 
  Angry squirrel is Radoc's only drinking hole of note. 
  The building housing it, is very long. About two-
  thirds of it seems to be dedicated to drinking and 
  gambling. Other parts are accessible from behind 
  the bar. Barely adequate Illumination is provided by 
  fireplace and an everburning torch hanging from 
  the ceiling. 
   
  Anyone succeeding in a DC 15 Bluff, Profession 
  (gambler) or Sleight of Hand check can earn fee standard 
  upkeep for this module. If they fail this check, they must 
  pay 12 gp for each TU spent on this adventure. Anyone 
  succeeding in a DC 15 Knowledge (geography) 
  NAE7-05 Trail of the Serpent 
   
  Page 7 
  
  recognises that some of the interior is similiar to that of 
  the Suel Barbarians of the Thillorian Peninsula. If anyone 
  asks about the name of the tavern, it comes from from a 
  time when Manfed was prisoner and managed to keep a 
  pet squirrel with him. Manfed also trained it to carry 
  messages among the prisoners.  
   
   Following NPCs of note are present in the tavern: 
   
  � Manfed Sakkad: Male human Barbarian 2; see 
  Appendix 1. 
   
  Appearance: Tall Suel man with blond hair and beard. 
  Dresses in impractical fur clothing and is never seen 
  without his chainmail.  
   
  Personality and history: Originally from Thillorian 
  Peninsula. Was captured in North Kingdom and taken to 
  forced labor near the Ahlissan border but escaped soon 
  after. After drifting around for few years, arrived to 
  Naerie. Straight forward individual. Knows there are 
  smugglers in his tavern and is willing to point them out 
  to PCs for 5 gp, provided none of the PCs are members of 
  the Nasranite Watch or similiar organizations. 
   
  � Mahthi: Male human Ranger 1; hp 8; see Appendix 
  1. 
   
  Appearance: Oeridian-Suel man in his late 30s. Dark 
  hair, blue eyes and is somewhat clean shaven. Brother of 
  Tephor. 
   
  Personality: Smuggler in service of Iron Brand 
  Contraband Cartel. Morally questionable individual who 
  is willing to smuggle anything for a pice.  
   
  � Tephor: Male human Rogue 2; hp 10; see Appendix 
  1. 
   
  Appearance: Looks much like his brother but has less 
  hair. 
   
  Personality: Smuggler in service of Iron Brand 
  Contraband Cartel. Morally questionable individual who 
  is willing to smuggle anything for a pice. 
   
  Other customers are inconsequential but if the PCs say 
  they do their Gather Information checks in the Angry 
  Squirrel, they get a +2 circumstance bonus on their roll. 
   
  If the PCs seek to interact with potential smugglers, 
  Manfed can direct them to Mahthi and Tephor. In 
  addition, if any PC carries the Ideean Brooch from 
  NAE6-03 Legacy of the Serpent, Mahthi approaches that PC 
  automatically and introduces himself (however, if PC 
  then explains he is not an Ideean, Mahthi leaves).  
   
  If the PCs belong to an Ahlissan organisation such as 
  the Nasranite Watch or the Stalkers, Manfed feigns 
  ignorance. He can be persuaded with a DC 15 Diplomacy 
  check to talk. If the PCs belong to Iron Brand 
  Contraband Cartel, they immediately recognise the 
  smugglers for what they are. If apprehended they do not 
  talk unless the PCs use charm person or equivalent. The 
  guards do not touch them, as the PCs have no proof of 
  wrongdoing. Unless the PCs have the authority to cast 
  charm person on people, they are guilty of magical 
  interference with the integrity of a person.  
   
  The smugglers can tell much about events going on. 
  Use the following bullet points to run the conversation. 
  • 
  They are members of the Iron Brand Contraband 
  Cartel. They only admit this to members of Iron 
  Brand or to those who are in good standing with 
  them, for example by having the favor of Derwin 
  Proudfoot from ESA6-05 A Point of View. 
  • 
  They carry goods that are illegal in Sunndi, such as 
  Felten Tobacco, over the Hollow Highlands to 
  wealthy individuals there. 
  • 
  Sometimes they escort people over the hills and into 
  Naerie. 
  • 
  Gowre Haxx was a pain in the neck but the 
  smugglers did not do anything to him. They think 
  that a monster that lurks in the hills might have 
  attacked him. Smugglers don't know where it lairs 
  but suggest talking to Alectma who said something 
  was near his cottage recently. 
  • 
  There have been attacks on Iron Brand members in 
  the hills. The attackers seem to be gnomes. Tephor 
  suspects them to be from some isolated hold as he 
  describes them as "ugly inbred bastards" and the Iron 
  Brand has no quarrel with any of the local clans. A 
  DC 18 Knowledge (nature) check is enough to 
  identify these gnomes might be derro (normal DC 
  13 check has -5 penalty due to Tephors bad 
  description) 
  • 
  They had a half-orc contact named Ugmuk in the 
  guard who was looking into the attacks. He has 
  disappeared but Mahthi hopes he is still alive. 
  • 
  Before disappearing, Ugmuk hinted that there was 
  some suspicious activity going on near the stables.  
   
  LOCATION 10 – STABLES 
  See Encounter 4. 
   
  LOCATION 11 – GENERAL STORE & 
  WOODWORKING 
  This small store is located near a small grove of trees 
  and farmland. A small workspace has been set up in 
  front of the door. Above the door reads "Vugran’s 
  Goods" 
   
  A merchant named Vurgan can be found in here. He can 
  sell any mundane and alchemical equipment from the 
  Player’s Handbook to the PCs, up to 200gp in value. 
  Workspace outside can be used to build mundane 
  equipment such as wooden door handles, boxes, etc. 
   
  � Vurgan: Male dwarf Expert 3; see Appendix 1 
   
  Appearance: 110 year old dwarf. Wears heavy leather 
  clothing modeled after Zilchan robes when not working 
  outside.  
   
  Personality: Speaks little, dislikes orc and half-orcs. 
   
  NAE7-05 Trail of the Serpent 
   
  Page 8 
  
  LOCATION 12 – BLACKSMITH 
  This two-story building has blacksmiths forge in the 
  ground floor. Steep wooden stairs lead up to a 
  wooden trapdoor which grants access to the 
  building which most likely is the residence for the 
  blacksmith. A small kiln is located some distance 
  away from the houses. 
   
  Almaren the blacksmith can be found in here. He can sell 
  PCs any simple/martial weapon or any light/medium 
  armor from the Players Handbook. If a masterwork version 
  is needed, the delivery will take a day. 
   
  � Almaren, the blacksmith: Male dwarf Expert 3; see 
  Appendix 1. 
   
  Appearance: Dwarf who is close to 100 years. Has a 
  badly stained face from charcoal and has an unnerving 
  tick on his left eye due to being captured by the Scarlet 
  Brotherhood. 
   
  Personality: 
  Good 
  blacksmith 
  but 
  somewhat 
  unhinged due to his time in Scarlet Brotherhood 
  captivity. Thinks that stealing from Serpent Guard 
  houses is massively dangerous and illegal operation. 
   
  Almaren has noticed the supposed benefits of the 
  abandoned barracks of the Serpent Guard and the fact no-
  one wants to use them. He is scrounging raw materials 
  from the ruins to processes them and re-selling it to 
  locals (such as horseshoes) or using it himself (burning of 
  wood for charcoal).  
   
  Technically this is stealing from the local ruler so he 
  keeps his activities secret; he conducts his business 
  during night times when he can use his darkvision to his 
  advantage. He has planted a few snakes to the ruins and 
  occasionally scares any drunken individual coming 
  nearby. This keeps the local commoners away. 
   
  He is planning a visit on 1st and 2nd day of this 
  adventure to one of the ruined barracks of the Serpent 
  Guard. PCs may try to follow him in secret. If he notices 
  anyone, he turns back and goes to the Angry Squirrel 
  before returning home. When away from home, he locks 
  his house with an average lock. Inside, one can find a box 
  which is full of young constrictor snakes but nothing else 
  which would hint at his involvement with the Serpent 
  Guard ruins. 
   
  If confronted and taken to guards, they mainly roll 
  their eyes and take a possible fine into consideration but 
  release Almaren for now. After this, Almaren does not 
  sell anything to the PCs involved in his arrest. The 
  authorities take no further action against Almaren. 
   
  LOCATION 13 − CONSTRUCTION YARD 
  When PCs arrive here, read the following: 
  A small path leads some distance away from Radoc, 
  towards a once-ruined stone building. Crude 
  wooden scaffoldings have been erected and six 
  humans of suel descent and a dwarf are removing 
  stones and tossing them down, obviously making all 
  the walls of even height.  
   
   
  This area is a construction site for temple of Kelanen (N 
  hero-god of swords, sword-skills and balance). A dwarf 
  named Rergir is leading the construction. He can tell that 
  the individual who pays for the building is a cleric of 
  Kelanen named Eremis who is looking to settle down. 
  He is currently in Adderstone, looking for cheap 
  building materials as the watchtowers there are now 
  finished. He is a Suel man who is somewhat strange in 
  the head as he seems to bicker with himself constantly. 
  In addition he has some freaky magical tattoos that 
  appear to move under his skin. 
   
  The Suel men here are just workers and can tell the 
  same as Rergir. 
   
  � Rergir: Male dwarf Expert 3; see Appendix 1. 
   
  Appearance: 90 year old dwarf with a very small 
  goatee beard.  
   
  Personality: I'm an expert in this, you are not. Now let 
  me do my job! 
   
  LOCATION 14 − WATERFILLED MINE 
  A large open area spreads around a large, water filled 
  pit, two miles from Radoc. The area is slowly 
  recovering from the mining operations which ended 
  here years ago. Few trees are growing around the 
  pits and hardy bushes have taken root among the 
  rocks. 
   
  Most people can tell that right after the occupation a 
  group of dwarves came here and told that Prince 
  Barzhaan wants the place closed as it's yield was too low. 
  A decanter of endless water was used to fill it up and the 
  mine was abandoned. However, the mine has a more 
  sinister secret. 
   
  When Prince Reydrich invaded, he had several 
  blood golems of Hextor, 10 ft. tall metal monsters who 
  swung two flails, in his armies. Numerous prisoners of 
  war were fed to them to keep them running. After 
  Reydrich was assassinated (and before his eventual 
  resurrection) and occupation ended, maintaining them 
  became problematic so Barzhaan ordered them "de-
  commissioned". While few are still kept in temples of 
  Hextor, others were disposed to various locations in 
  Naerie. This mine was one such place. Golems were 
  marched to the bottom where they slowly fell to pieces 
  due to lack of blood. Rocks and sand were piled on top of 
  them and the pit was then filled with water to reduce the 
  chance of them being found and used again. The only 
  person in Radoc who knows about this operation is 
  Gowre Haxx. 
   
  If PCs wish to explore this place, they may make a 
  DC 20 Search or Survival check. If they succeed, they 
  find a spot near the pit which has recently been used. 
  Those with Track feat can distinguish that a group of at 
  least five heavy horses was dragging something out of the 
  water. If PCs dive down 90 ft. from the spot they found 
  NAE7-05 Trail of the Serpent 
   
  Page 9 
  
  the tracks, they find two dead horses at the bottom. They 
  have ropes around them and these are tied to one of the 
  blood golems that is partially exposed from under the 
  rocks and sand. Several other ropes hang loose, 
  seemingly severed. Near it, the ground has been shifted 
  considerably and it's clear that one golem has been taken 
  out. 
   
  What happened here was that one of the golems was 
  recently recovered. Another was in the process of being 
  lifted when ropes failed from one of the horses. The 
  weight of golem was too much for the remaining horses. 
  Handlers managed to cut two horses loose before the 
  remaining two were dragged into the pit where they 
  drowned. Further attempts to lift golems were 
  abandoned.  
   
  GATHERING INFORMATION  
  Following information can be found in Radoc. Every 2 gp 
  extra used grants a +1 to Gather Information roll (max. 
  +10): 
  • 
  DC 0: Various comments on how Mendaos is a 
  useless ruler who never gets anything done unless 
  kicked around by Gowre Haxx. 
  • 
  DC 5: "Been quiet and not much has happened. One 
  of the dwarves, young one named Gilar, disappeared 
  couple of weeks ago. He was talking about them 
  Ideeans so the Hextorites probably took him! (Gilar 
  was an Idee Volunteer and was captured and 
  interrogated by Candor. His remains were fed to the 
  monster in the hills.) 
  • 
  DC 10: "The guards have been quite active recently, 
  coming and going to the Hollow Highlands. Very 
  few are in the garrison right now." (True: Guards are 
  looking for Gowre) 
  • 
  DC 15: "I heard some local smugglers .have been 
  found dead in the hills recently. I think a few have 
  retreated to the Angry Squirrel to lay low. (True: 
  Mahthi & Tephor have lost few companions to 
  Candor and his associates in the Hollow Highlands.) 
  • 
  DC 20: "I think there is something going on with 
  that Gowre guy. He is always snooping around but I 
  have not seen him in a long time now. There are also 
  guards in his house. Never seen that happen before." 
  (True: People are paying attention to guards 
  unreasonable activity.) 
  • 
  DC 25: "I saw a wagon arriving to stables couple of 
  days ago. It was full of barrels but when I saw it 
  leaving in the evening, it was empty. I am pretty sure 
  those barrels did not come to the Angry Squirrel or 
  to general store. (True: This person was looking for 
  discarded horseshoes near the stables.) 
   
  If specific information about Gowre is asked, following 
  information can be found out. 
  • 
  Gowre is an Oeridian man with short black hair and 
  distinctive scar on his cheeck (which was caused by a 
  thrown broken bottle in the Angry Squirrel).  
  • 
  He has a manservant named Vladam who is of Suel-
  Oeridian descent and who has a short blond hair. 
   
  2: RESIDENCE OF GOWRE 
  HAXX 
  The residence of Gowre Haxx is a large two-story 
  stone building, located north of the shrine of the 
  Velaeri and right across a small stable. Two Radoc 
  guards stand in front of the entrance.  
   
  � Radoc Guard (2): Male human warrior 1 (Sense 
  Motive +5, Forgery -1, Listen -1, Spot +1); hp 10 each; see 
  Appendix 1.  
   
  These two guards don't know anything about recent 
  events except that they have been told to prevent anyone 
  from entering the house while Gowre Haxx is gone. PCs 
  may bluff their way through, sneak in or forge papers to 
  fool the guards. Naturally if they have struck a deal with 
  Agoz, this is not a problem.  
   
  If guards are alerted, one goes to get reinforcements 
  (6 guards staying in the garrison) while the other keeps 
  his distance to house and observes. He flees if 
  confronted. It takes 5 minutes for the other guards to 
  return. Sneaking in requires someone succesfully 
  opening one of the windows or back door and then 
  succeeding in Move Silent check vs. the guards Listen 
  check. If one of the PCs distracts them deliberately, such 
  as talking with them about the weather and other 
  pointless events, they get a -5 penalty for being distracted. 
   
  � Front Door: 2 in. thick; hardness 5; hp 20; AC 5; 
  Break DC 23. 
  � Back Door: 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 13; Open Lock DC 25. 
  � Window shutters: 1 in. thick; hardness 5; hp 5; AC 
  5; Break DC 10; Open Lock DC 20. 
  � Hidden safe: 1 in. thick; hardness 5; hp 5; AC 5; 
  Break DC 10; Open Lock DC 25. 
   
   
  Rather than providing full description of Gowre's 
  residence, below are the summary of what can be found 
  by PCs with appropriate search checks. If PCs try to bash 
  the safe open, the guards hear it and react as detailed 
  above. 
  • 
  DC 
  10: 
  The 
  house 
  has 
  had 
  some 
  soddy 
  housekeeping. Books, tableware and such have been 
  placed around, seemingly at random (When guards 
  cleaned up, they just stacked everything to shelves 
  and drawers so it would be off the floor). 
  • 
  DC 15: The PCs find a dark stain on the floor in 
  Gowre's bedchamber. This can be identied as blood 
  (Gowre fought back and was wounded by a sword). 
  • 
  DC 20: In the fireplace, the PCs find remains of 
  burned documents. The following words can be 
  identified with a succesful DC 15 Decipher Script 
  NAE7-05 Trail of the Serpent 
   
  Page 10 
  
  check: “Alectma, Iron Brand, Angry Squirrel, Menowood 
  connection?” If the roll is failed, the following words 
  are uncovered instead: “Almaren, Iron Hills, Angry 
  Squirrel, Men of the woods?” (These papers were 
  burned by attackers in hopes of concealing their 
  activities. Few words remain, which can give PCs 
  some clues on where to go next, namely Angry 
  Squirrel.) 
  • 
  DC 25: The PCs find a safe in a hidden compartment 
  near Gowre's workplace. If they manage to open it 
  (see above), they find various notes of Gowre. 
  However, these only appear to be a collection of 
  poems and songs, with few actual words struck in 
  between. Deciphering the text requires a DC 25 
  Decipher Script check. Alternatively, if the PCs have 
  a Songbook of Shale Weisparkel from NAE6-02, they 
  recognise some of the writings and this enables 
  them to unlock the message. Give them Player 
  Handbout 2. 
  • 
  DC 30: Hidden under cutlery in the kitchen, a key to 
  the safe is uncovered. 
   
  Development: PCs can head out to Radoc and various 
  other locations there as described in Encounter 1. 
   
  3: STABLES 
  A band of smugglers has a hideout under the legitimate 
  stable/caravan business. The stables are run by a dwarf 
  named Burgin who is unaware of Candor’s real motives 
  or the fact that Candor is a wererat. Rather he believes 
  that Candor is a smuggler doing business with Idee 
  Volunteers. There are three entrances to the hideout: two 
  in the stables (locations D & E) and a well concealed 
  escape route outside which can be found with a DC 30 
  Search check. 
   
  Burgin does not allow anyone to search the premise 
  unless authorised by Gowre Haxx or Mendaos Radoc 
  himself. Candor helped Burgin pay enough money to the 
  guards to make sure of this. However, if they simply wish 
  to bust in, they can freely do so because the guards are 
  too pre-occupied to care and teamsters cannot hear 
  anything due to walls and distraction caused by other 
  teamsters. 
   
  Other ways to gain access are to use charm person or 
  other such means to distract Burgin. Pretending to be an 
  Idee Volunteer or smuggler is possible with succesful 
  Bluff check (Burgin has a Sense Motive of +7). Naturally 
  those PCs who are Idee Volunteers or smugglers don't 
  need to roll. Ideean Brooch from NAE6-03 Legacy of the 
  Serpent allows PC to automatically pass off as Idee 
  Volunteer.  
   
  If nothing else works, the house can be broken into 
  at night when Burgin is sleeping. Other methods exist 
  and DM should rule their success accordingly. If PCs are 
  too obvious about it, Burgin asks guards to help him out 
  because of some "suspicious people" hanging around his 
  business. One Radoc Guard takes up guard duty near the 
  stables. He can be killed or bribed for APL x gp. 
  Alternatively, he can be intimidated or bluffed away. 
   
  If at any point Burgin is convinced Candor is a 
  wererat or is working with derro's, he panics and tells 
  PCs everything he knows, begging them not to turn him 
  in to the authorities. 
   
  Candor stays below ground and can be found in 
  location H with his allies and dire rats. On APL 4+, one of 
  the dire rats guards the corridor in location G. 
   
  � Burgin: Male dwarf Expert 3; hp 15; see Appendix 1. 
   
  Appearance: Dwarf who deliberately dresses in 
  teamster clothing and keeps a rough appearance so he 
  can appear more "equal" to teamsters. 
   
  Personality: Idee Volunteer supporter, does not like 
  Ahlissans but keeps up the pretense. 
   
  � Reinforced doors: 2 in. thick; hardness 5; hp 20; AC 
  5; Break DC 23. 
  � Simple doors/trapdoors: 1 in. thick; hardness 5; hp 
  10; AC 5; Break DC 13; Open Lock DC 25. 
  � Window shutters: 1 in. thick; hardness 5; hp 5; AC 
  5; Break DC 10; Open Lock DC 20. 
  � Secret Door/lift: 3 in. thick; hardness 8; hp 90; AC 
  5; Break DC 25; Search DC 20. 
   
  Location A: This large walled compound holds the 
  wagons and horses that arrive and leave Radoc. Parts of it 
  have been covered by simple roofing so horses and 
  wagons can stay out of the rain.  
   
  Location B: Burgin offers crude accomodation in these 
  cramped quarters. Each room has a bunk bed while the 
  two rooms at the end the hall are used for storage. At any 
  time, 1d4+4 teamsters (Commoner 1) can be found here. 
   
  Location C: This is the office of Burgin, where he 
  conducts his business with caravan masters. A large table 
  divides the room in two and there are various ledgers 
  around. 
   
  Location D: This serves as kitchen and pantry for 
  Burgin. There is an iron stove for cooking, two chairs, 
  table and table, along with cooking implements. A door 
  gives access to Burgin's bedroom. In the corner, hidden 
  by a rug is a trapdoor leading downstairs to location F. 
   
  Location E: This barn is used by smugglers to unload 
  their goods. A concealed pipe (DC 20 Search) is used to 
  give word to downstairs that can then lower the section 
  of the floor down to location H. 
   
  Location F: This is the room of Candor. He keeps it tidy 
  and without any indiscriminating evidence should 
  someone come to search the place. A trapdoor here leads 
  to location D. A trap has been built on the door to alert 
  Candor of anyone entering the corridor. It can be 
  disabled by a hidden switch. 
   
  NAE7-05 Trail of the Serpent 
   
  Page 11 
  
  APL 2-10 
  � Poison dart trap: CR 1; mechanical; location 
  trigger; manual reset; Atk +8 ranged (1d4 plus poison, 
  dart); poison (bloodroot, DC 12 Fortitude save resists, 
  0/1d4 Con plus 1d3 Wis + alarm); Hidden Switch bypass 
  Search DC 25; Search DC 20; Disable Device DC 18.  
   
  Location G: These rooms offer sleeping space for 
  Candors allies. Occasionally Candor allows Burgin to 
  meet "Idee Volunteers" he has residing here. 
   
  Location H: Main store room. This room has lots of 
  contraband waiting to be smuggled out, mainly Ahlissan 
  luxury products and such which are heavily taxed by the 
  Zilchan monopoly. These items can be used as cover. In 
  addition, those items on top level can be pushed down as 
  move action by making a DC 10 strength check. Anyone 
  underneath must succeed in a DC 15 Reflex Save or take 
  4d6 damage. Secret door here leads to location I. The lift 
  can be lowered by making a DC 10 Intelligence check 
  (the operating system is in western wall, next to the 
  elevator). 
   
  Location I: This room serves as Candors prison where he 
  sells people as slaves to derros and to various corrupt 
  individuals in Naerie. Current prisoners include the Idee 
  Volunteer Eldoru (male human Rogue 1; AL N), the Iron 
  Brand member Ackban (male human Expert 2; AL CN) 
  and a teamster named Orbur (male human Commoner 1; 
  AL N). If the PCs find this place, award them Helped 
  Idee Volunteers/Iron Brand AR favor if they free the 
  prisoners. The fourth cell is empty and conceals a secret 
  door that opens into a 25 ft. long corridor. A ladder leads 
  to a concealed trapdoor, which leads into middle of 
  nearby trees. 
   
  Creatures: Candor and his smugglers lair in the caverns. 
  Once alerted, they coordinate their defenses. 
   
  APL2 (EL 3) 
  � Candor: Male wererat; hp 12; see Monster Manual 
  173. Note: uses hat of disguise 
  � Orc (2): hp 5; see Monster Manual 203.  
  � Dire Rat: hp 5; see Monster Manual 64. 
   
   
  APL4 (EL 5) 
  � Candor: Male wererat ranger 1; hp 18; see Appendix 
  1; 
  � Derro: hp 16; see Monster Manual 49. 
  � Dire Rat (3): hp 5; see Monster Manual 64. 
   
  APL6 (EL 7) 
  � Candor: male wererat ranger 3; hp 36; see Appendix 
  1. 
  � Derro (2): hp 16; see Monster Manual 49. 
  � Dire Rat (4): hp 5; see Monster Manual 64. 
   
  APL8 (EL 9) 
  � Candor: male wererat ranger 5; hp 45; see Appendix 
  1. 
  � Derro (4): hp 16; see Monster Manual 49. 
  � Dire Rat (4): hp 5; see Monster Manual 64. 
   
  APL10 (EL 11) 
  � Candor: male wererat ranger 7; hp 69; see Appendix 
  1. 
  � Derro fighter (4): male derro fighter 1; hp 33; see 
  Appendix 1. 
  � Tyxha: male derro sorcerer 5; hp 50; see Appendix 1. 
  � Ice Mephit Familiar: hp 25; see Appendix 1. 
  � Dire Rat (4): hp 5; see Monster Manual 64. 
   
  Note: Every Derro has coated his sword and 4 crossbow 
  bolts with medium spider venom (DC 14 1d4 Str/1d4 
  Str). They also have a dagger as back-up weapon (+4 to 
  melee, 1d3/19-20).  
   
  Tactics: Candor and the derros buff themselves up if 
  they have the time and means for it. The derros start the 
  combat with sound bursts and then attempt to snipe from 
  behind cover or flank their enemies. Candor uses his 
  blades of fire as much as he can. Tyxha uses his scroll of haste 
  on his allies, then attempts to blind opponents with 
  glitterdust and then uses scorching ray if anyone is blinded. 
  The derros also aim at blind opponents to take advantage 
  of their sneak attack. The dire rats merely flank their 
  enemies. If all his orc/derro allies drop,  Candor tries to 
  flee through the secret door, abandoning his allies. 
   
  Treasure: Candor and his flunkies have lots of valuable 
  gear. 
   
  APL 2: Loot 20 gp; Coin 30 gp; Magic 150 gp; hat of 
  disguise (150 gp); Total 200 gp. 
   
  APL 4: Loot 124 gp; Coin 35 gp; Magic 179 gp; hat of 
  disguise (150 gp), potion of bull strenght (25 gp), potion of 
  magic fang (4 gp); Total 240 gp. 
   
  APL 6: Loot 104 gp; Coin 37 gp; Magic 379 gp; +1 
  mithral chainshirt (175 gp), hat of disguise (150 gp), potion of 
  bull strenght (25 gp), potion of cure moderate wounds (25 gp), 
  potion of magic fang (4 gp); Total 520 gp. 
   
  APL 8: Loot 104 gp; Coin 66 gp; Magic 820 gp; +1 
  mithral chainshirt (175 gp), +1 shortsword (192 gp), cloak of 
  resistance +1 (83 gp), hat of disguise (150 gp), potion of bull 
  strenght (25 gp), potion of cure moderate wounds (25 gp), 
  potion of magic fang (4 gp), ring of protection +1 (166 gp); 
  Total 990 gp. 
   
  APL 10: Loot 449 gp; Coin 69 gp; Magic 820 gp; +1 
  mithral chainshirt (175 gp), +1 shortsword (192 gp), +1 spiked 
  light steel shield (288 gp), cloak of charisma +2 (333 gp), cloak 
  of resistance +1 (83 gp), hat of disguise (150 gp), potion of bull 
  strenght (25 gp), potion of cure moderate wounds (25 gp), 5 
  potions of invisibility (25 gp each), potion of magic fang (4 gp), 
  potion of shield of faith x 4 (4 gp each), ring of protection +1 
  (166), scroll of false life (12 gp), scroll of haste (31 gp), scroll of 
  listening lorecall (12 gp); Total 1,640 gp. 
  NAE7-05 Trail of the Serpent 
   
  Page 12 
  
   
  Detect Magic Results: +1 mithral chainshirt (faint 
  abjuration), +1 shortsword (faint evocation), +1 spiked heavy 
  wooden shield (faint abjuration), cloak of charisma +2 
  (moderate transmutation), cloak of resistance +1 (faint 
  abjuration), gloves of dexterity +2 (moderate transmutation), 
  potion of cure moderate wounds (faint conjuration), potion of 
  invisibility (faint illusion), potion of shield of faith (faint 
  abjuration), ring of protection +1 (faint abjuration), scroll of 
  false life (faint necromancy), scroll of haste (faint 
  transmutation), scroll of listening lorecall (faint divination). 
   
  Development: If PCs capture Candor or any of the 
  derros, they need to be intimidated or charmed to reveal 
  where the Serpent Guard hideout is. They also know the 
  fate of Gowre Haxx and that he is kept at that location. 
  This allows PCs to go to encounter 5 or 6. 
    
  4: MONSTER IN THE HILLS 
  The monster in the hills can be found by finding tracks 
  behind Alectam's cottage by talking to Alectma or 
  smugglers in Angry Squirrel. In addition, if the PCs talk 
  to Agoz his instructions can also enable PCs to track the 
  monster. Once the PCs find the cave, read the following: 
   
  A crude path leads towards a cave. Light 
  undergrowth and few trees manage to grow around 
  the entrance, undeterred by the hillside which casts 
  a shadow in the surrounding area.  
   
  Refer to the DM Map: Cave. Outside the cave there is 
  some undergrowth which gives a +2 DC to Move Silently 
  and Tumble checks and concealment to those withing. 
  Squares with a tree in it provide a +2 cover bonus to AC 
  and a +1 cover bonus on Reflex saves. The path leading to 
  a cave does not affect movement. Inside the cavern is a 
  natural stone floor which increases the DC of Move 
  Silently and Tumble by 5. Running and charging is 
  impossible and it takes 2 squares of movement to enter a 
  square in the cave. Note that this does not affect 
  burrowing or climbing creatures. Once the monster 
  becomes aware of enemies, it prepares for combat. In 
  location A the cavern is 12 ft. high. In locations B & C it 
  is 15 ft. high. 
   
  LOCATION A 
  The cave continues 15 ft. before dividing into two 
  separate corridors, both 10 ft. wide. The floor is 
  uneven and rough. The air in the cavern is stale and 
  a stench of decay is heavy in the left corridor. 
   
  On APL 4-6, ask for Spot checks. If any PC succeeds in 
  DC 20 Spot check, they can see the webs which are 
  blocking both corridors. 
   
  LOCATION B 
  This cavern opens up slightly from entrance, being 
  15 ft. wide at the center. The stench is stronger here, 
  though the source is not visible.  
   
  On APL 8, if the bat swarm has not been alerted yet, read 
  the following: 
  Large amount of bat guano litters the floor and 
  hundreds of bats live in the small cracks of the 
  cavern ceiling. 
   
  Bodies have been stashed in the back corner of this 
  cavern. They include the remains of Vladam, Gowre’s 
  manservant, a dwarf (Gilal Arbel, local miner and Idee 
  Volunteer who disappeared a month ago), a human 
  (Tarlak, a “stalker” in service of the army) and an orc 
  (Ugmuk, an orc guard who actually refused bribes from 
  the smugglers). Some of their treasure remains here (see 
  Location C). Tarlak and Ugmuk still wear their uniforms. 
  Gilam and Vladam can be identified by locals. However, 
  only Vladam is intact enough for a speak with dead spell. 
  His corpse can tell the following things: 
  • 
  He and Gowre were surprised while sleeping inside 
  the house. Both were bound and taken out to the 
  hills. 
  • 
  A massive man-like rat killed him with a sword 
  straight into his heart. The rat was accompanied by at 
  least two other men.  
  • 
  He did not saw what happened to Gowre, though the 
  men said something about “keeping him alive in one 
  of the cabins for now". 
  • 
  He would very much like to be resurrected or even 
  reincarnated (Vladam’s statistics are in Appendix 1. 
  If reincarnated, adjust appropriately). At least his 
  body should be taken back to civilization for a proper 
  burial. 
   
  LOCATION C 
  This massive chamber is over 30 ft. wide. It serves as 
  an obvious nest to some creature as evidenced by 
  grass and twigs that litter the area that litter the area 
  in abundance. 
   
  This is where monster lurks. If it is aware of the PCs, it 
  tries to hide (letter C on map). The uneven terrain and 
  ceiling enables it to do so. Anyone coming within 10 ft. 
  automatically sees the troll or umber hulk, but the 
  medium monsters might be able to hide longer. 
   
  Creatures: The smugglers know that this cave is 
  inhabited by a monster. They frequently dump bodies at 
  the entrance so that the monster can be pointed out as 
  culprit if there is any need. All of these creatures are 
  suitably wild or evil that possibility of them talking is not 
  much of an issue. The aranea is the only one who can be 
  talked to or intimidated (starts as Hostile) and even then 
  it only demands a bribe and tells that some individuals 
  dump bodies close to its lair. Note that all creatures here 
  NAE7-05 Trail of the Serpent 
   
  Page 13 
  
  who have hands use the brawlers gauntlets found among 
  the loot.  
   
  APL 2 (EL 3) 
  � Choker: hp 16; see Monster Manual 16 
  � Pit trap: CR 1; mechanical; location trigger; manual 
  reset; hidden switch bypass (Search DC 25); DC 15 Reflex 
  save avoids; 20 ft. deep (2d6, fall); multiple targets (first 
  target in each of two adjacent 5-ft. squares); Search DC 20; 
  Disable Device DC 23; Climb DC 15. 
   
   
  APL 4 (EL 4) 
  � Ettercap: hp 27; see Monster Manual 106 
  � Pit trap: CR 1; mechanical; location trigger; manual 
  reset; hidden switch bypass (Search DC 25); DC 15 Reflex 
  save avoids; 20 ft. deep (2d6, fall); multiple targets (first 
  target in each of two adjacent 5-ft. squares); Search DC 20; 
  Disable Device DC 23; Climb DC 15. 
   
   
  APL 6 (EL 5) 
  � Aranea: hp 22; see Monster Manual 15 with following 
  changes: Alignment NE, 1st level sorcerer spells – magic 
  missile, shield, slide (see new spells in Appendix 2). 
  � Spider swarm: hp 9; see Monster Manual 239. 
  � Pit trap: CR 1; mechanical; location trigger; manual 
  reset; hidden switch bypass (Search DC 25); DC 15 Reflex 
  save avoids; 20 ft. deep (2d6, fall); multiple targets (first 
  target in each of two adjacent 5-ft. squares); Search DC 20; 
  Disable Device DC 23; Climb DC 15. 
   
   
   
  APL 8 (EL6) 
  � Troll: hp 63; see Monster Manual 247. 
  � Bat swarm: hp 13; see Monster Manual 237. 
  � Pit trap: CR 1; mechanical; location trigger; manual 
  reset; hidden switch bypass (Search DC 25); DC 15 Reflex 
  save avoids; 20 ft. deep (2d6, fall); multiple targets (first 
  target in each of two adjacent 5-ft. squares); Search DC 20; 
  Disable Device DC 23; Climb DC 15. 
   
   
  APL 10 (EL 7) 
  � Umber Hulk: hp 71; see Monster Manual 248. 
  � Pit traps (2): CR 1; mechanical; location trigger; 
  manual reset; hidden switch bypass (Search DC 25); DC 
  15 Reflex save avoids; 20 ft. deep (2d6, fall); multiple 
  targets (first target in each of two adjacent 5-ft. squares); 
  Search DC 20; Disable Device DC 23; Climb DC 15. 
   
  Tactics: All of these creatures fight in manner that takes 
  advantage of the crack in the dungeon floor. The choker 
  grapples PCs while staying next to pit. If possible, it 
  moves and drops grappled opponents into the pit. The 
  ettercap lurks behind webs and tries to lure PCs into the 
  pit. The aranea stays in the ceiling and tries to use slide to 
  drop PCs into the pit where the spider swarm lurks. The 
  troll fights in a straightforward manner, standing close to 
  pit, but if the opportunity presents itself he bullrushes a 
  PC into the pit. The bat swarm lurks on the other side of 
  the cavern and attacks as soon as the PCs enter. If the 
  umber hulk hears the PCs approach, it burrows below 
  ground, making noise so some PCs come to investigate 
  and possibly fall into the pits. It then tries to block the 
  exit and attacks nearby PCs. In all cases once a creature 
  loses ¾ of it’s hit points, it tries to flee.  
   
  Treasure: The bodies that have been dumped nearby 
  have retained some of their personal items as smugglers 
  wish to conceal suspicions of foul play if bodies are 
  discovered.  
   
  All APLs: Loot 40 gp; Coin 27 gp; Magic 83 gp; 
  brawlers gauntlets (83 gp); Total 150 gp. 
   
  Detect Magic results: brawlers gauntlets (faint 
  transmutation). 
   
  Development: The PCs should now be aware that Gowre 
  Haxx is still alive and go back to Radoc to look for him, 
  returning to Encounter 1. Alternatively they might have 
  come to kill the monster for no special purpose and 
  return to Radoc (Encounter 1) or continue onwards to 
  other locations. 
   
  5: OLD JARED'S CABIN 
  When PCs find information on where Gowre Haxx is, 
  they can head to Old Jared's cabin (See DM Aid 2 for 
  further information). Gowre is being guarded by group of 
  humanoids. See DM aid 3 for the encounter map 
  showing the cabin and surrounding area. PCs should 
  make move silently rolls to see if humanoids hear them 
  approach. Humanoids will wait for positive confirmation 
  about hostiles before becoming aggressive.  
   
  The goal of this encounter is to rescue Gowre before 
  he is killed by the humanoids who guard him. One 
  humanoid is always next to Gowre in location B and 
  another is outside, circling the cabin for any sign of 
  disturbance. The remaining humanoids are equally 
  divided between outside and Location A, so for example, 
  on APL 10 one bugbear would be outside, one next to 
  Gowre and other resting in Location A. 
   
  Terrain: The forest terrain counts as sparse forest with 
  light undergrowth, giving a -2 circumstance penalty on 
  Move Silently and Tumble checks, costing 2 squares of 
  movement to enter into and providing concealment. 
  Trees grant a +2 cover bonus to AC and a +1 cover bonus 
  on Reflex saves to anyone standing in same square as the 
  tree. Rocky terrain costs 2 squares to enter and gives a -2 
  circumstance penalty to Move Silently and Tumble 
  checks. It however grants a +2 circumstance bonus on 
  Hide check. There is a crude fireplace for cooking outside 
  the cabin. 
   
  Location A: This is the entrace hall. The left corner 
  is somewhat dirty as individuals typically put their boots 
  and coats to hang here. A simple window allows some 
  light to enter and two doors lead further into cabin. 
   
  Location B: This is a bedroom for those who use 
  this cabin. Two bunk beds (enough for 4) are in this room 
  with two windows allowing light inside. On APL 6, the 
  NAE7-05 Trail of the Serpent 
   
  Page 14 
  
  orcs have spread a couple of bedrolls on the floor here as 
  well. 
   
  Location C: This room is dominated by a single 
  table and three chairs around it. Trail rations, kindling, a 
  healer’s kit, a common lamp (full), flint & steel and such 
  knick-knacks can be found here. Two windows allow 
  daylight in. Gowre Haxx can be found here. He is tied to 
  a chair with a thick hemp rope. On the wall is a large 
  symbol showing pair of dices. A DC 11 Knowledge 
  (religion) is enough to identify this as the symbol of 
  Norebo (CN Suel god of luck, gambling and risks), 
  patron deity of Old Jared. 
   
  � Front Doors: 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 13.  
  � Window shutters: 1 in. thick; hardness 5; hp 10; AC 
  5; Break DC 10. 
  � Wooden walls: 6 in. thick; hardness 5; hp 60; AC 5; 
  Break DC 30. 
   
  Creatures: Several humanoids guard Gowre at all times. 
   
  APL2 (EL 1) 
  � Orc (2): hp 5; see Monster Manual 203. 
   
   
   
  APL4 (EL 2) 
  � Orc (4): hp 5; see Monster Manual 203. 
   
  APL6 (EL 3) 
  � Orc (6): hp 5; see Monster Manual 203. 
   
  APL8 (EL 4) 
  � Gnoll (4): hp 11; see Monster Manual 130. 
   
  APL10 (EL 5) 
  � Bugbear (3): hp 16; see Monster Manual 29. 
   
  Tactics: The goal of this encounter is to rescue Gowre 
  before he is killed. The humanoid guarding Gowre coup-
  de-graces Gowre immediately after being alerted. 
  Afterwards, these creatures attempt to flee, realizing that 
  they are too weak to take on the attackers. If they survive, 
  they join up with Keln Vriss.  
   
  Gowre is tied to a chair but has loosened himself a 
  bit to allow some movement. As such, he readies a single 
  unarmed strike against whoever is attacking him 
  (essentially he rocks the chair for momentun so he can 
  land a kick against his attacker). While this most likely 
  achieves nothing except with a lucky critical, it does 
  mean that for first round of combat, Gowre does not 
  count as helpless, giving PCs one more round to reach 
  him. After the kick he falls down to the ground and 
  becomes helpless. 
   
  Note that the windows in location B are partially 
  open during the day, making it possible for PCs who 
  sneak to the other side to shoot the creatures within. 
   
  During the night, they close the doors and windows. 
  Humanoids form two groups and stands guard for 5 
  hours except on APL 10 where each bugbear takes a 
  single 3 hour watch. Note that all of these humanoids 
  have light armor and thus wear them during their sleep. 
   
  Treasure: These humanoids have only their basic 
  equipment but quite a bit of coin as payment from Keln 
  Vriss.  
   
  All APLs: Loot 51 gp; Coin 109 gp; Total 160 gp. 
   
  Development: Assuming PCs free Gowre, they can learn 
  about Keln Vriss and head to Encounter 6. If not, they 
  have to resort to speak with dead (note that Teban shares 
  alignment with Gowre). If any humanoids have been 
  captured alive, they also reveal the location of the Serpent 
  Guard hideout in hopes of saving their skins. Gowre 
  executes all humanoids who survive if rescued though 
  unless the PCs stop him. He does not insist on doing it. 
   
  Note that if the PCs find this place after Gowre has 
  been executed, tracking the humanoids to the Serpent 
  Guard hideout is extremely hard, requiring a DC 24 (+1 
  for every 24h) Survival check to follow the trail. 
   
  � Gowre Haxx: human fighter 6; hp 45 (currently 9); 
  see Appendix 1. 
   
  Appearance: Oeridian man with rough appearance. 
  Has dark hair, dirty hair and grey eyes. On his face and 
  stomach are numerous wounds which have been healed 
  somewhat crudely. He has a scar in his cheeck. Dressed 
  in crude peasant clothing. 
   
  Personality: Loyal servant of the Prince. Intelligent 
  and well-read personality but occasionally takes a bit to 
  "figure things out" when practical action is required. 
   
  Gowre can reveal the location of the old Serpent Guard 
  hideout, saying it is 3 miles east of Radoc in the Hollow 
  Highlands and that it's on a partially overgrown and 
  concealed path. He can also reveal other things. Use 
  following bullet points to run the discussion. 
  • 
  He is Gowre Haxx, envoy of Prince Barzhaan. 
  • 
  He can help PCs if healed and given some proper 
  weapons and armor (he won't use the humanoid 
  gear). 
  • 
  He has been looking into the smuggling operations 
  nearby and the possible corruption of Mendaos. 
  Alas, he does not have enough dirt to make Mendaos 
  take a fall. 
  • 
  He has few assistants and helpers, namely a "stalker" 
  named Tarlark and one of the orc guards named 
  Ugmuk. 
  • 
  He was attacked in his house by a big "manrat". 
  Gowre fought hard but did not have a silver weapon 
  handy. Otherwise he is sure he could have won. 
  • 
  He does not know where his loyal manservant 
  Vladam is. 
  • 
  He visited near the Serpent Guard hideout near 
  Menowood and saw few humanoids/giants nearby 
  (of appropriate type). He is not quite sure but to him 
  it appeared that the leader of the group was some 
  sort of lizard. DM should make a DC 15 knowledge 
  NAE7-05 Trail of the Serpent 
   
  Page 15 
  
  (nature) check in secret for players. Those who 
  succeed, think it must be a Trolodyte. Those who fail 
  think it is a lizardfolk.. 
   
  If Gowre is told about the fate of his assistants, he is 
  saddened and all the more determined to avenge them. 
  He answers other questions that PCs have to best of his 
  abilities. If the PCs don't take him along, he goes to 
  Naerie City. The PCs can return to Radoc (Encounter 1) 
  or to the Serpent Guard’s hideout (Encounter 6).  
   
  6: SERPENT GUARD LAIR 
  When PCs have information about the Serpent Guards in 
  the hills, the PCs can head after Keln Vriss. The hideout 
  is a small motte-and-bailey affair in the hills, 
  approximately 8 miles east from Radoc. If some 
  humanoids from Encounter 5 escaped, everyone present 
  is alert and prepared for attack. This encounter uses DM 
  map # 4. 
   
   
  Terrain: Anyone standing in the same square as a tree 
  gains a +2 cover bonus to AC and a +1 cover bonus on 
  Reflex saves. Rocky terrain costs 2 squares to enter and 
  gives a -2 circumstance penalty on Move Silently and 
  Tumble checks. It however grants a +2 circumstance 
  bonus when attempting to hide. It's difficult to get up the 
  palisade and all squares aside from path leading to the 
  gate count as very difficult terrain. On the inside, there is 
  a shrine to Nerull in one of the rooms and stairs that lead 
  to the roof. The roof is flat and allows anyone standing 
  there to gain cover. The palisade is 7 ft. high. Note that 
  ogres, ettins and hill giants can see over it and they can 
  use ranged weapons against enemies. 
   
  � Front gate: 10 in. thick; hardness 5; hp 40; AC 5; 
  Break DC 28. 
  � Palisade (5ft section): 6 in. thick; hardness 5; hp 20; 
  AC 5; Break DC 20; Climb DC 21. 
  � Door: 1 in. thick; hardness 5; hp 10; AC 5; Break DC 
  13.  
  � Window shutters: 1 in. thick; hardness 5; hp 5; AC 
  5; Break DC 10. Open Lock DC 20 
   
  Creatures: The motte and bailey is overseen by Keln 
  Vriss, wizard who escaped in NAE6-02 First Bite. He is 
  helped along by several humanoids or giants, as well as 
  his familiar. Those creatures from encounter 5 that 
  survived will be hiding outside the walls, hoping to 
  outflank the attackers. Keln Vriss is preparing the place 
  as back-up place for "Riven", his hidden master. All of the 
  humanoids/giants have masterwork Serpent Guard 
  chainmails, therefore their AC is different than normal 
  creatures of their kind. 
   
   
  APL2 (EL 4) 
  � Keln Vriss: Male troglodyte wizard 1; hp 30; see 
  Appendix 1. 
  � Hiss, viper familiar: hp 15; see Appendix 1. 
  � Orcs (5): hp 5; see Monster Manual 203. [AC 15, 
  touch 10, flat-footed 15.] 
   
   
   
  APL4 (EL 6) 
  � Keln Vriss: Male troglodyte wizard 3; hp 46; seee 
  Appendix 1. 
  � Hiss, viper familiar: hp 23; see Appendix 1. 
  � Gnolls (5): hp 11; see Monster Manual 130. AC 18, 
  touch 10, flat-footed 18. 
   
  APL6 (EL 8) 
  � Keln Vriss: Male troglodyte wizard 5; hp 62; see 
  Appendix 1. 
  � Bite, worg familiar: hp 31; see Appendix 1. 
  � Ogres (3): hp 29; see Monster Manual 199. AC 18, 
  touch 8, flat-footed 18. 
   
  APL8 (EL 10) 
  � Keln Vriss: Male troglodyte wizard 7; hp 78; see 
  Appendix 1. 
  � Bite, worg familiar: hp 39; see Appendix 1. 
  � Ettins (3): hp 65; see Monster Manual 106. AC 20, 
  touch 9, flat-footed 20 
   
  APL10 (EL 12) 
  � Keln Vriss: Male troglodyte wizard 8; hp 88; see 
  Appendix 1. 
  � Bite, worg familiar: hp 39; see Appendix 1. 
  � Shield Guardian: hp 112; see Monster Manual 223. 
  [Has dispel magic spell cast into it.] 
  � Hill Giants (3): hp 102; see Monster Manual 123. AC 
  22, touch 8, flat-footed 22. 
   
  Tactics: Keln Vriss starts inside and buffs himself with 
  shield, mage armor and fly. If Keln has the means to do it, 
  such as with haste, he buffs his allies. On APL 2 he drinks 
  his potion of bull’s strength and moves into melee after 
  casting sleep. On other APLs he starts with his most 
  damaging spells, trying to keep out of reach. His familiar 
  is the target of belkers claw's, with arcane casters being the 
  preferred targets. Regular creatures attack enemies to the 
  best of their abilities, trying not to offer flanking 
  positions to enemies. Large creatures shoot over the 
  palisade and then drop prone to prevent themselves 
  being targeted if possible, but only if PCs have not yet 
  broken through the gate.  
   
  On APL2 orcs accompany Keln to melee but on APL 
  4, most gnolls stay on the roof and shoot. On APL10, 
  Keln Vriss has a shield guardian with him (originally 
  owned by the Scarlet Brotherhood but with it's owner 
  dying in battle of Radoc, Ersemir took it for himself).  
   
  It uses dispel magic once any harmful ongoing spell 
  effects such as black tentacles target Keln Vriss or the hill 
  giants. Note that if Keln Vriss is killed, the guardian 
  continues to fight but if shield guardian amulet from 
  Keln Vriss is destroyed, shield guardian stops working 
  immediately. Ahlissan authorities confiscate the guardian 
  after the adventure if it's intact. 
  NAE7-05 Trail of the Serpent 
   
  Page 16 
  
   
  The humanoids fight to the death but Keln flees if all 
  his minions are killed, prefering to fly away. 
   
  Treasure: Keln and his allies are well equipped. 
   
  APL 2: Loot; 228 gp; Coin 23 gp; Magic 29 gp; potion 
  of bull strenght (25 gp), scroll of shield (2 gp), scroll of magic 
  missile (2 gp); Total 280 gp. 
   
  APL 4: Loot 205 gp; Coin 27 gp; Loot 205 gp; Magic 
  184 gp; cloak of resistance +1 (83 gp), feather token (whip) 
  (41gp), potion of bull strenght (25 gp), scroll of fly (31 gp), 
  scroll of magic missile (2 gp), scroll of shield (2 gp); Total 416 
  gp. 
   
  APL 6: Loot; 220 gp; Coin 31 gp; Magic 560 gp; cloak 
  of resistance +1 (83 gp), feather token (whip) (41gp), headband 
  of intellect +2 (333 gp), potion of bull strenght (25 gp), scroll of 
  dispel magic (31 gp), scroll of fly (31 gp), scroll of magic missile 
  (2 gp), scroll of shield (2 gp), scroll of Melf's acid arrow (12 gp); 
  Total 811 gp. 
   
  APL 8: Loot 220 gp; Coin 34 gp; Magic 947 gp; cloak 
  of resistance +1 (83 gp), feather token (whip) (41gp), headband 
  of intellect +2 (333 gp), potion of bull strenght (25 gp), scroll of 
  dispel magic (31 gp), scroll of fly (31 gp), scroll of magic missile 
  (2 gp), scroll of Melf's acid arrow (12 gp), scroll of shield (2 gp), 
  scroll of snakes swiftness (12 gp), wand of Melf's acid arrow 
  (375 gp); Total 1,201 gp. 
   
  APL 10: Loot 220 gp; Coin 34 gp; Magic 947 gp; 
  potion of bull strenght (25 gp), cloak of resistance +1 (83 gp), 
  feather token (whip) (41gp), headband of intellect +2 (333 gp), 
  scroll of fly (31 gp), scroll of magic missile (2 gp), scroll of shield 
  (2 gp), scroll of dispel magic (31 gp), scroll of Melf's acid arrow 
  (12 gp), scroll of snakes swiftness (12 gp), wand of Melf's acid 
  arrow (375 gp); Total 1,201 gp. 
   
  Detect Magic results: cloak of resistance +1 (faint 
  abjuration), feather token (whip) (moderate conjuration), 
  headband of intellect +2 (moderate transmutation), potion of 
  bull strength (faint transmutation), scroll of fly (faint 
  transmutation), scroll of magic missile (faint evocation), 
  scroll of shield (faint abjuration), scroll of dispel magic (faint 
  abjuration), scroll of Melf's acid arrow (faint conjuration), 
  scroll of snakes swiftness (faint transmutation), wand of Melf’s 
  acid arrow (faint conjuration). 
   
  In addition, PCs gain Spellbook of Keln Vriss on their 
  AR. 
   
  Development: If the PCs capture Keln Vriss, he can tell 
  Gowre's whereabouts and other things in Radoc in the 
  unlikely case PCs have not yet solved those things. This 
  requires an Intimidate check as per the rules in the 
  Player’s Handbook. Those who have played NAE6-02 First 
  Bite receive a +2 circumstance bonus to this check. Use 
  the following bullet points to improvise the discussion. 
  • 
  He was a member of the Serpent Guard who avoided 
  getting caught by the army in 596 CY. 
  • 
  He was sent here by "Riven", who lives in Gornor's 
  Cove. Keln is not sure of his identity as Raustus 
  Dolchemi dealt with him. Keln thinks he is a noble 
  living in town. 
  • 
  Riven sent some people to retrieve remains of a 
  golem from the mine near Radoc. 
  • 
  This place was merely intended as potential place 
  where Riven could temporarily flee since the 
  Hollow Highlands are not part of Ahlissa. 
  • 
  He was turned into troglodyte when he was 
  experimenting with a new version of alter self spell. 
  • 
  If asked about the holy symbol of Nerull that the 
  PCs discovered in the ruined buildings or the shrine 
  in this place, Keln can tell that there have been 
  members of Midnight Darkness (Pro-Oeridian secret 
  society who kill good aligned priests in Ahlissa) have 
  visited here occasionally. They have some plans 
  regarding some guard captain in Naerie and they are 
  looking for ways to increase tensions between 
  churches of Hextor and Zilchus, as well as Hextor 
  and Heironeous.  
   
  CONCLUSION 
  If PCs succefully rescue Gowre Haxx, he thanks the PCs 
  for their actions and promises that House Haxx will 
  reward them for their actions. If Gowre is killed, local 
  authorities inform prince Barzhaan who then takes up on 
  him to see if Gowre desires raise dead. If his body is 
  unrecovered, then Barzhaan announces a day of 
  mourning in his honor.  
   
  If PCs succesfully capture Keln Vriss, read the following: 
   
  You return to Gornor's Cove with troglodyte form 
  Keln Vriss along with you. People gaze in wonder 
  and some vomit in disgust as you make your way to 
  Captain Saron's office. 
   
  Saron is pleasantly suprised and quickly orders 
  guards to take Keln away for interrogation while he 
  listens to your tale. "Well done I must say. I hope all 
  your information and that that... thing might give us 
  will help us to track down this "Riven" person. 
  Saron passes several coin pouches across the table. "I 
  hope that when Gornor's Cove needs you again, you 
  will not leave her alone." 
   
  If PCs kill Keln Vriss or he escapes, read the following: 
  You return to Gornor's Cove and you make your way 
  to Captain Saron's office. 
   
  Saron is pleased with your report though it 
  appears that more information might have helped 
  him more. He passes several coin pouches across the 
  table. "It is hard to imagine exactly how all these 
  things tie together but at least it gives us cause to get 
  prepared for anything. I hope that when Gornor's 
  Cove needs you again, you will not leave her alone." 
   
  If PCs fail to find Keln Vriss, read the following 
  Saron is clearly disappointed by your report. "How 
  unfortunate. I wished that there would be more 
  clues to be found in Radoc." He takes few coin 
  pouches and hands them over to you. "Nonetheless, 
  NAE7-05 Trail of the Serpent 
   
  Page 17 
  
  I will compensate you for your troubles and I hope 
  that if Gornor's Cove needs your assistance in the 
  future, you shall not leave her alone". 
   
  Treasure: Captain Saron offers a reward to PCs. 
   
  All APLs: Coin 150 gp.  
   
  In addition, PCs earn Gratitude of Saron and gain 
  access to Felten Tobacco. 
   
  The End 
   
  CAMPAIGN CONSEQUENCES 
  1. Was Gowre rescued? 
  2. What happened to Candor and Keln Vriss? 
  3: Did PCs do something to other NPCs? 
  4. Did anything unforeseen happen? 
   
  All campaign consequences and comments should be 
  sent to sampo@haarlaa.fi  
  NAE7-05 Trail of the Serpent 
   
  Page 18 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  3: Stables 
  Defeating Candor and his allies 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
   
  Encountering the trap 
  APL 2-10  
  30 XP 
   
  4: Monster in the Hills 
  Defeating the monster 
  APL 2  
  90 XP 
  APL 4  
  120 XP 
  APL 6  
  150 XP 
  APL 8  
  180 XP 
  APL 10  
  210 XP 
   
  5: Old Jared's Cabin 
  Rescuing Gowre. Award 50% if enemies are defeated and 
  Gowre is killed 
  APL 2  
  30 XP 
  APL 4  
  60 XP 
  APL 6  
  90 XP 
  APL 8  
  120 XP 
  APL 10  
  150 XP 
   
  6: Serpent Guard hideout 
  Defeating Keln Vriss 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  330 XP 
   
  Story Award 
  Capturing Candor or Keln Vriss alive 
  APL 2  
  30 XP 
  APL 4  
  40 XP 
  APL 6  
  50 XP 
  APL 8  
  65 XP 
  APL10  
  90 XP 
   
  Discretionary roleplaying award 
  APL 2  
  60 XP 
  APL 4  
  95 XP 
  APL 6  
  130 XP 
  APL 8  
  210 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  3: Stables 
   
  APL 2: Loot 20 gp; Coin 30 gp; Magic 150 gp; hat of 
  disguise (150 gp); Total 200 gp. 
   
  APL 4: Loot 124 gp; Coin 35 gp; Magic 179 gp; hat of 
  disguise (150 gp), potion of bull strenght (25 gp), potion of 
  magic fang (4 gp); Total 240 gp. 
   
  APL 6: Loot 104 gp; Coin 37 gp; Magic 379 gp; +1 
  mithral chainshirt (175 gp), hat of disguise (150 gp), potion of 
  NAE7-05 Trail of the Serpent 
   
  Page 19 
  
  bull strenght (25 gp), potion of cure moderate wounds (25 gp), 
  potion of magic fang (4 gp); Total 520 gp. 
   
  APL 8: Loot 104 gp; Coin 66 gp; Magic 820 gp; +1 
  mithral chainshirt (175 gp), +1 shortsword (192 gp), cloak of 
  resistance +1, hat of disguise (150 gp), potion of bull strenght 
  (25 gp), potion of cure moderate wounds (25 gp), potion of 
  magic fang (4 gp), (83 gp), ring of protection +1 (166 gp); 
  Total 990 gp. 
   
  APL 10: Loot 449 gp; Coin 69 gp; Magic 820 gp; +1 
  mithral chainshirt (175 gp), +1 shortsword (192 gp), +1 spiked 
  light steel shield (288 gp), cloak of charisma +2 (333 gp), cloak 
  of resistance +1 (83 gp), hat of disguise (150 gp), potion of bull 
  strenght (25 gp), potion of cure moderate wounds (25 gp), 5 
  potions of invisibility (25 gp each), potion of magic fang (4 gp), 
  4 potions of shield of faith (4 gp each), ring of protection +1 
  (166), scroll of false life (12 gp), scroll of haste (31 gp), scroll of 
  listening lorecall (12 gp); Total 1,640 gp. 
   
  4: Monster in the Hills 
   
  APL 2-10: Loot 40 gp; Coin 27 gp; Magic 83 gp; 
  brawlers gauntlets (83 gp); Total 150 gp. 
   
  5: Old Jared's Cabin 
   
  APL 2-10: Loot 51 gp; Coin 109 gp; Total 160 gp. 
   
  6: Serpent Guard hideout 
   
  APL 2: Loot; 228 gp; Coin 23 gp; Magic 29 gp; potion 
  of bull strenght (25 gp), scroll of shield (2 gp), scroll of magic 
  missile (2 gp); Total 280 gp. APL 4: Loot 205 gp; Coin 27 
  gp; Loot 205 gp; Magic 184 gp; cloak of resistance +1 (83 gp), 
  feather token (whip) (41gp), potion of bull strenght (25 gp), 
  scroll of fly (31 gp), scroll of magic missile (2 gp), scroll of shield 
  (2 gp); Total 416 gp. 
   
  APL 6: Loot; 220 gp; Coin 31 gp; Magic 560 gp; cloak 
  of resistance +1 (83 gp), feather token (whip) (41gp), headband 
  of intellect +2 (333 gp), potion of bull strenght (25 gp), scroll of 
  dispel magic (31 gp), scroll of fly (31 gp), scroll of magic missile 
  (2 gp), scroll of shield (2 gp), scroll of Melf's acid arrow (12 gp), 
  Total 811 gp. 
   
  APL 8: Loot 220 gp; Coin 34 gp; Magic 947 gp; cloak 
  of resistance +1 (83 gp), feather token (whip) (41gp), headband 
  of intellect +2 (333 gp), potion of bull strenght (25 gp), scroll of 
  dispel magic (31 gp), scroll of fly (31 gp), scroll of magic missile 
  (2 gp), scroll of Melf's acid arrow (12 gp), scroll of shield (2 gp), 
  scroll of snakes swiftness (12 gp), wand of Melf's acid arrow 
  (375 gp); Total 1,201 gp. 
   
  APL 10: Loot 220 gp; Coin 34 gp; Magic 947 gp; 
  potion of bull strenght (25 gp), cloak of resistance +1 (83 gp), 
  feather token (whip) (41gp), headband of intellect +2 (333 gp), 
  scroll of fly (31 gp), scroll of magic missile (2 gp), scroll of shield 
  (2 gp), scroll of dispel magic (31 gp), scroll of melf's acid arrow 
  (12 gp), scroll of snakes swiftness (12 gp), wand of melf's acid 
  arrow (375 gp); Total 1201 gp. 
   
  Conclusion 
   
  APL 2-10: Coin 150 gp. 
   
  Treasure Cap 
   
  APL 2: 450 gp 
   
  APL 4: 650 gp 
   
  APL 6: 900 gp 
   
  APL 8: 1,300 gp 
   
  APL 10: 2,300 gp 
   
   
  Total Possible Treasure 
   
  APL 2: 831 
   
  APL 4: 1,906  
   
  APL 6: 1,641 
   
  APL 8: 2,501 
   
  APL 10: 3,151 
   
  ADVENTURE RECORD ITEMS 
  Favor of House Haxx: This counts as 2 influence points 
  with House Haxx. Alternativelly you may spend this 
  favor to gain access to any one item which you had access 
  once but did not buy from the Items Found section from 
  a Naerie regional or Splintered Suns meta-regional.  
   
  Favor of Idee Volunteers & Iron Brand: This favor 
  counts as favor with Idee Volunteers or increases your 
  affiliation score in Idee Volunteers by 2.  
   
  Members of the Iron Brand Cartel may spend this 
  favor t to gain access to any one item which you had 
  access once but did not buy from the Items Found 
  section from a Naerie regional or Splintered Suns meta-
  regional.  
   
  Members of Idee Volunteers gain access to Heroic 
  Destiny (RD) feat. In addition they gain one time access 
  to boots of swift passage (MIC).  
   
  Affiliation score is now ________ 
   
  Favor of Teban: You gain access to 1 weapon or armor 
  made of adamantine, paying normal costs. In addition 
  you may buy up to three weapons as dwarven crafted (RS) 
  �  �  �.  
   
  This favor is only available to those with 
  Commander Ottolon's influence from NAE6-02 First Bite. 
   
  Gratitude of Saron: This favor can be exchanged for 
  spellcasting services with the Church of Osprem as 
  detailed in Naerie Metabook. Members of the Felten 
  Guard, House Heshun Brutes or the Nasranite Watch 
  gain +2 to their affiliation score and may upgrade one suit 
  of armor with either shadow, silent moves or slick 
  enhancement. Affiliation score is now _______ 
   
  Serpent Scale Mottled Chainmail: This disrincrive full 
  chainmail armor is specially made of enameled metal links 
  of different shades of green, causing it to resemble green 
  snakeskin. While not providing any additional armor 
  bonus, the unusual coloration grants a +2 circumstance 
  modifier to Hide checks made in areas of dense green 
  foliage. 
   
  Spellbook of Keln Vriss: You to gain (free) access to the 
  following spells: belker claws (SC), hail of stone (SC), snake's 
  swiftness (SC). 
  NAE7-05 Trail of the Serpent 
   
  Page 20 
  
   
  ITEM ACCESS 
  APL 2: 
  • Brawler's gauntlets (Adventure; 1,000 gp, MIC) 
  • Felten tobacco (focusing candle) (Regional; 100 gp; CV) 
  • Hat of disguise (Adventure; DMG) 
  • Masterwork serpent scale chainmail (Regional; 
  400gp) 
   
  APL 4 (all of APL 2 plus the following): 
  • Quaal’s feather token (whip) (Adventure; DMG) 
   
  APL 6 (all of APL 4 plus the following): 
  • 
  +1 mithral chainshirt (Adventure; DMG) 
   
  APL 8 (all of APLs 6-8 plus the following): 
  • Wand of Melf's acid arrow (Adventure; DMG) 
   
  APL 10 (all of APLs 6-10 plus the following): 
  • 
  Scroll of listening lorecall (Adventure; 150 gp; SC) 
  NAE7-05 Trail of the Serpent 
   
  Page 21 
  
  NAE7-05 Trail of the Serpent 
   
  Page 22 
  APPENDIX 1: ALL APLS
  1: DOLRICH SEEKS HELP 
  GOWRE HAXX CR 6 
  Male human (Oeridian) fighter 6 
  LN medium humanoid (human) 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common, Old Oeridian 
  AC 12, touch 12, flat-footed 10  
  (+2 Dex) 
  hp 45 (currently 9) (6 HD) 
  Fort +7, Ref +4, Will +1  
  Speed base movement 30 ft (6 squares). 
  Melee +4 (unarmed, 1d3+2) 
  Ranged  
  Base Atk +6; Grp +8 
  Abilities Str 15, Dex 14, Con 10, Int 13, Wis 9, Cha 
  12 
  Feats Alertness, Great Fortitude, Investigator, Iron 
  Will, Mounted Combat, Ride-by-attack, Weapon 
  Focus (lance), Weapon Spesialization (lance) 
  Skills Diplomacy +4, Gather Information +4, Handle 
  Animal +6, Jump +4, Knowledge (local: Splintered 
  Suns) +4, Listen +2, Ride +13, Sense Motive +2, 
  Search +4, Spot +2  
  Possessions  
   
  AGOZ, GUARD CAPTAIN  
  CR 2 
  Male orc fighter 2 
  LE medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft.; Listen -1, Spot -1.  
  Languages Common, Orc  
  AC 19, touch 11, flat-footed 18; 
   (+1 Dex, +6 armor, +2 shield) 
  hp 20 (2 HD)  
  Fort +5, Ref +1, Will +1 
  Vulnerable Light sensitivity 
  Speed 20 ft. in banded mail (4 squares), base 
  movement 30 ft.  
  Melee Masterwork battleaxe +5 (1d8+2/x3) 
  Ranged Javelin (thrown) +3 (1d6+2)  
  Base Atk +2; Grp +4 
  Attack options Quick Draw, Mounted Combat 
  Combat gear potion of cure light wounds 
  Abilities Str 14, Dex 13, Con 10, Int 10, Wis 8, Cha 6 
  Feats Iron Will, Mounted Combat, Quick-Draw. 
  Skills Climb +4 (-2 in armor), Intimidate +3, Ride +6 
  Possessions combat gear plus javelin (4), 
  masterwork battleaxe, banded mail, heavy wooden 
  shield. 
   
  RADOC GUARD  
  CR 1/2 
  Male human warrior 1 
  N/NE/CN medium humanoid (human) 
  Init +0; Senses Listen +1, Spot +1 
  Languages Common  
  AC 16, touch 10, flat-footed 16  
   (+4 armor, +2 shield); Dodge 
  hp 10 (1 HD)  
  Fort +5, Ref +0, Will +0 
  Speed 20 ft. in scale mail (4 squares), base 
  movement 30 ft.  
  Melee Ahlissan combat spear (trident) +2 (1d8+1) or  
   
  scimitar +2 (1d6+1/18-20) 
  Ranged Ahlissan combat spear (thrown) +1 (1d8+1) 
  or  
   
  light crossbow +1 (1d8/19-20)  
  Base Atk +1; Grp +2 
  Abilities Str 12, Dex 10, Con 13, Int 9, Wis 11, Cha 8 
  Feats Great Fortitude, Toughness 
  Skills Climb -4, Intimidate +1, Jump -4, Listen +0, 
  Spot +0 
  Possessions combat gear plus Ahlissan combat 
  spear, scimitar, dagger, sap, light crossbow, 10 
  bolts, scale mail, heavy wooden shield. 
   
  ERLA 
  CR 4 
  Female human adept 5 
  NG medium humanoid (human) 
  Init +5; Senses Listen +4, Spot +4 
  Languages Common, Old Oeridian  
  AC 14, touch 11, flat-footed 13  
   (+1 dex, +3 armor) 
  hp 15 (5 HD)  
  Fort +0, Ref +4, Will +6 
  Speed 30 ft. in studded leather (6 squares), base 
  movement 30 ft.  
  Melee spear +2 (1d8/x3)  
  Ranged masterwork sling +5 (1d4) 
  Base Atk +2; Grp +2 
  Adept Spells Prepared (CL 5th): 
   2nd—animal trance (DC 14), cure moderate 
  wounds 
   1st—burning hands (DC 13), cure light wounds, 
  protection from evil (DC 13) 
   0—cure minor wounds, mending, purify food and 
  drink 
  Abilities Str 11, Dex 12, Con 8, Int 9, Wis 13, Cha 10 
  Feats Alertness, Improved Initiative, Lightning 
  reflexes, Skill Focus (heal) 
  Skills Heal +11, Knowledge (nature) +1, Knowledge, 
  (religion) +1, Spellcraft +0, Survival +4 
  Possessions combat gear plus belt pouch, 
  commoner's outfit, holy symbol of Atroa, spell 
  component pouch 
   
  ALECTMA  
  CR 2 
  Male human ranger 2 
  CN medium humanoid (human) 
  Init +2; Senses Listen +3, Spot +3 
  Languages Common, Rasol  
  AC 14, touch 12, flat-footed 12;  
   (+2 armor, +2 dex) 
  hp 16 (2 HD)  
  Fort +5, Ref +5, Will +1 
  
   
  Speed 30 ft. in leather (6 squares), base movement 
  30 ft.  
  Melee club +3 (1d6+1) or  
   
  dagger +3 (1d4+1/19-20) 
  Ranged short bow + 4 (1d6/x3)  
  Base Atk +2; Grp +3 
  Atk Options favoured enemy (human) +2; Point 
  Blank Shot, Rapid Shot. 
  Combat gear Antitoxin 
  Abilities Str 13, Dex 15, Con 14 , Int 8, Wis 12, Cha 
  10 
  Feats Point Blank Shot, Rapid Shot, Self-Sufficient, 
  Track 
  Skills Climb +6, Heal +4, Hide +6, Knowledge 
  (nature) +4, Listen +3, Move Silently +6, Spot +3, 
  Survival +10 
  Possessions combat gear plus club, dagger, 
  shortbow, 20 arrows, leather armor, peasant 
  clothing. 
   
  MANFED SAKKAD  
  CR 2 
  Male human barbarian 2 
  CN medium humanoid (human) 
  Init +2; Senses Listen +3, Spot +3 
  Languages Cold Tongue, Common  
  AC 16, touch 12, flat-footed 14;  
   (+4 armor, +2 dex); Uncanny Dodge 
  hp 22 (2 HD)  
  Fort +5, Ref +2, Will +3 
  Atk Options rage 1/day (7 rounds) 
  Speed 40 ft. in chainshirt (8 squares), base 
  movement 40 ft.  
  Melee battleaxe +4 (1d8+1/x3) 
  Ranged heavy crossbow + 4 (1d10/19-20) 
  Base Atk +2; Grp +3 
  Combat gear antitoxin 
  Abilities Str 13, Dex 15 , Con 14, Int 8, Wis 12 Cha 
  10 
  SQ  
  Feats Iron Will, Weapon Focus (Battleaxe) 
  Skills Climb +4, Handle Animal +1, Intimidate +3, 
  Listen +3, Spot +3, Survival +3, Swim +4 
  Possessions Combat gear plus battle axe, dagger, 
  heavy crossbow 10 bolts, chainmail, mundane 
  equipment. 
   
  MAHTHI  
  CR 1 
  Male human ranger 1 
  CN medium humanoid (human) 
  Init +2; Senses Listen +5, Spot +5 
  LanguagesCommon  
  AC 16, touch 12, flat-footed 14;  
   (+4 armor, +2 dex) 
  hp 8 (1 HD)  
  Fort +4, Ref +4, Will +1 
  Speed 30 ft. in chainshirt (6 squares), base 
  movement 40 ft.  
  Melee handaxe +2 (1d6+1/x3) 
  Ranged longbow + 4 (1d8/x3) 
  Base Atk +1; Grp +2 
  Atk Options favoured enemy (fey) +2; Point Blank 
  Shot 
  Abilities Str 13, Dex 15 , Con 14, Int 10, Wis 12 Cha 
  8 
  Feats Point Blank Shot, Weapon Focus (longbow), 
  Track 
  Skills Climb +2 in armor, Hide +4, Knowledge 
  (gepgraphy) +3, Knowledge (nature) +4, Listen +5, 
  Move Silently +4, Spot +5, Survival +5, Tumble +3 
  Possessions Combat gear plus dagger, handaxe, 
  longbow, 20 cold iron arrows, traveling clothes, 
  backpack, 50ft rope, grappling hook. 
   
  TEPHOR  
  CR 2 
  Male human rogue 2 
  CN medium humanoid (human) 
  Init +6; Senses Listen +6, Spot +6 
  Languages Common  
  AC 16, touch 12, flat-footed 15 
   (+2 dex, +4 armor, +1 shield); Dodge 
  hp 10 (2 HD)  
  Resistance Evasion 
  Fort +1, Ref +5, Will +1 
  Speed 30 ft. in masterwork chainshirt (6 squares), 
  base movement 30 ft.  
  Melee masterwork shortsword +4 (1d6+2/19-20) or 
   
  dagger +3 (1d4+2/19-20) 
  Ranged dagger (thrown) +3 (1d4+2/19-20)  
  Base Atk +1; Grp +3 
  Atk Options Sneak Attack +1d6 
  Abilities Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 
  8 
  Feats Dodge, Improved Initiative 
  Skills Balance +6, Climb +6, Hide +6, Intimidate +4, 
  Jump +6, Listen +6, Move Silently +6, Open Locks 
  +7, Spot +6, Tumble +9 
  Possessions combat gear plus dagger (5), 
  masterwork shortsword, leather armor, masterwork 
  light wooden shield, belt pouch, dagger (5) 
   
  DWARF MERCHANT  
  CR 2 
  Male dwarf expert 3 
  N/LN/CN medium humanoid (dwarf) 
  Init +0; Senses darkvision 60 ft.; Listen +4, Spot +4 
  Languages Common  
  AC 12, touch 10, flat-footed 12 ; 
   (+2 armor) 
  hp 15 (3 HD)  
  Fort +2 (+4 vs. poison), Ref +1, Will +3 (+5 vs. 
  spells) 
  Speed 20 ft. in leather armor (4 squares), base 
  movement 20 ft.  
  Melee heavy mace +2 (1d8) 
  Ranged light crossbow +2 (1d8/19-20)  
  Base Atk +2; Grp +2 
  Abilities Str 10, Dex 10 , Con 13, Int 10, Wis 11 Cha 
  9  
  NAE7-05 Trail of the Serpent 
   
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  Feats Alertness, Skill Focus (craft/profession) 
  Skills Craft or Profession (varies) +9, Bluff +4, 
  Diplomacy +7, Handle Animal +4, Gather 
  Information +6, Listen +4, Knowledge (local: the 
  Splintered Suns) +5, Spot +4  
  Possessions combat gear plus heavy mace, light 
  crossbow, 10 bolts, and various tools. 
   
  DARAGAN  
  CR 2 
  Male human ranger 2 
  LE medium humanoid (dwarf) 
  Init +2; Senses darkvision 60. ft; Listen +5, Spot +5;  
  Languages Common, dwarf  
  AC 16, touch 12, flat-footed 14;  
   (+4 armor, +2 dex) 
  hp 18 (1 HD)  
  Fort +5 (+7 vs poison), Ref +5, Will +1; +3 vs. spells 
  & spell-like abilities 
  Speed 20 ft. in masterwork chainshirt (2 squares), 
  base movement 20 ft.  
  Melee masterwork handaxe +5 (1d6+2/x3) or 
  mastework handaxe +3 (1d6+2/x3) and 
  masterwork handaxe +3 (1d6+1/x3) 
  Ranged Light Crossbow + 4 (1d8/x3) 
  Base Atk +2; Grp +4 
  Atk options favored enemy (aberration) +2 
  Combat Gear potion of cure light wounds 
  Abilities Str 14, Dex 15 , Con 15, Int 10, Wis 12 Cha 
  6  
  Feats Inside Connection (Army of Naerie), Two-
  weapon Fighting, Track 
  SQ Wild Empathy (+2) 
  Skills Climb +5 (+4 in armor), Handle Animal +3, Hide 
  +4 (+3 in armor, +4 in hills), Intimidate +0 (+1 
  against criminals), Knowledge (gepgraphy) +2, 
  Knowledge (nature) +5, Listen +5 (+6 in hills), 
  Move Silently +3 (+2 in armor), Spot +5 (+6 in 
  hills), Survival +8 (+9 in hills) 
  Possessions Combat gear plus 2 masterwork 
  handaxes, light crossbow, 20 cold iron bolts, 
  dagger, traveling clothes, backpack, 3 rations, 50ft 
  rope, grappling hook, waterskin.  
   
  TEBAN 
  CR 5 
  Male dwarf cleric 5 
  LN Medium humanoid (dwarf) 
  Init +1; Senses darkvision 60 ft.; Listen +2, Spot +2  
  Languages Common, Dwarf  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +3 armor, +1 shield) 
  hp 40 (5 HD)  
  Fort +7 +2 vs poison, Ref +3, Will +7 +2 vs. spells & 
  spell-like effects. 
  Speed 20 ft. in studded leather armor (4 squares), 
  base movement 20 ft. 
  Melee masterwork warhammer +6 (1d8+2/x3) 
  Base Atk +3; Grp +5  
  Atk options protective ward (+5, 1/day), rebuke earth 
  creatures/turn air creatures 3/day, spontaneous 
  cure, turn undead 3/day.  
  Cleric Spells Prepared (CL 5th): 
   3rd—prayer, stone shapeD,  
   2nd—hold person (DC 14), lesser restoration, 
  soften earth & stoneD, spiritual weapon 
   1st—bless, command (DC 13), magic weapon 
  sancturaryD, shield of faith. 
   0—detect magic, detect poison, guidance, virtue, 
  light 
  D: Domain spell. Deity: Jascar.  
  Abilities Str 14, Dex 9, Con 14, Int 10, Wis 15, Cha 
  11 
  Feats Lightning Reflexes, Martial Weapon Profiency 
  (warhammer), Skill Focus (profession)  
  Skills Concentration +6, Knowledge (Religion) +4, 
  Listen +2, Profession (miner) +9, Spot +2 
  Possessions masterwork warhammer, dagger, 
  studded leather, light steel shield, holy symbol, +1 
  cloak of resistance 
   
  VLADAM                  CR 2 
  Male human warrior 2/expert 1 
  LN medium humanoid (human) 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common, Old Oeridian  
  AC 11, touch 11, flat-footed 10 
   (+0 size, +1 Dex, +0 class, +0 armor, +0 shield, +0 
  deflection, +0 insight, +0 natural) 
  hp 14 (3 HD);  
  Fort +3  Ref +1, Will +2 
  Speed base movement 30 ft. 
  Melee longsword+4  (1d8+1/19-20) 
  Ranged light crosswbow +4 (1d8/19-20)   
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Abilities Str 12, Dex 13, Con 10, Int 9,  Wis 11, Cha 8 
  Feats Alertness, Weapon Focus (Crossbow),  
  Weapon Focus (Longsword),   
  Skills Possessions None (but uses longsword and 
  light crossbow in combat when possible.
  NAE7-05 Trail of the Serpent 
   
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  NAE7-05 Trail of the Serpent 
   
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  APL 2 
  9: SERPENT GUARD 
  KELN VRISS  
  CR 2 
  Male troglodyte wizard 1 
  NE medium humanoid (reptilian) 
  Init +0; Senses darkvision 90 ft.; Listen +4, Spot 
  +2 
  Languages Common, Draconic, Flan 
  AC 20, touch 10, flat-footed 20  
   (+4 armor [mage armor], +6 natural) 
  hp 30 (3 HD);  
  Fort +7, Ref +0, Will +2 
  Speed 30 ft. (6 squares)  
  Melee claw +2/+2 (1d4+1) and  
   
  bite +0 (1d4) 
  Ranged masterwork heavy crossbow +2 
  (1d10/19-20 plus poison)  
  Base Atk +1; Grp +2  
  Special Attacks poisoned crossbow bolts (DC 10 
  Fort, 1d2Dex/1d2 Dex) 
  Combat Gear potion of bull strength, scroll of 
  magic missile, scroll of shield  
  Wizard Spells Prepared (CL 1st): 
   
  1st—mage armor, sleep (DC 13)  
   
  0—acid splash, detect magic, resistance 
  Abilities Str 12, Dex 11, Con 18, Int 15, Wis 10, 
  Cha 8 
  SQ familiar 
  Feats Alertness (when familiar is within 5 ft.), 
  Combat Casting, Improved Toughness, Multi-
  attack, Scribe Scroll 
  Skills Concentration +8 (+12 when casting 
  defensively), Hide +3*, Listen +4, Move 
  Silently +1, Spellcraft +6, Spot +2 
  Spellbook all prepared spells plus magic 
  missile, magic weapon, shield. 
  Possessions combat gear plus heavy 
  crossbow, 10 crossbow bolts, spell 
  component pouch. 
  Stench (Ex): When a Keln Vriss is angry or 
  frightened, it secretes an oily, musk-like 
  chemical that nearly every form of animal life 
  finds offensive. All living creatures (except 
  troglodytes) within 30 feet of a Keln Vriss must 
  succeed on a DC 15 Fortitude save or be 
  sickened for 10 rounds. The save DC is 
  Constitution-based. Creatures that 
  successfully save cannot be affected by the 
  same troglodyte’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the 
  effect from the sickened creature. Creatures 
  with immunity to poison are unaffected, and 
  creatures resistant to poison receive their 
  normal bonus on their saving throws. 
  Skills The skin of a troglodyte changes color 
  somewhat, allowing it to blend in with its 
  surroundings like a chameleon and providing a 
  +4 racial bonus on Hide checks. In rocky or 
  underground settings, this bonus improves to 
  +8. 
   
  HISS, SNAKE FAMILIAR  
  CR - 
  N tiny animal 
  Init +3; Senses Listen +6, Spot +6 
  Languages -  
  AC 18, touch 15, flat-footed 15; (+2 size, +3 dex, 
  +3 natural) 
  hp 15 (3 HD) 
  Fort +3, Ref +5, Will +3;  
  Resistance Improved evasion 
  Speed 15 ft., climb 15 ft. swim 15 ft.  
  Melee bite +6 (1 plus poison)  
  Base Atk +1; Grp -10 
  Abilities Str 4, Dex 17, Con 11, Int 6, Wis 12, 
  Cha 2 
  SQ share spells, empathic link. 
  Feats Weapon Finesse 
  Skills Balance +11, Climb +11, Concentration +5, 
  Hide +15, Listen +6, Spot +6, Swim +5 
  Poison (Ex): Fortitude DC 10, 1d6 Con 
  initial/secondary 
  
  APL 4 
  7: STABLES 
  CANDOR                                   CR 3 
  Male wererat ranger 1 
  LE medium humanoid (human, shapechanger) 
  Init +8; Senses low-light vision, scent; Listen +7, 
  Spot +7 
  Languages Common  
  AC 21, touch 14, flat-footed 17;  
  (+4 Dex, +4 armor, +2 natural, +1 shield) 
  hp 18 (2 HD); DR 5/silver 
  Fort +7, Ref +8, Will +6 
  Speed 30 ft. in masterwork chainshirt (6 
  squares), base movement 30 ft.  
  Melee masterwork shortsword +7 (1d6+2/19-20)  
   
  and bite +0 (1d6 +1 plus disease plus curse) 
  or 
   
  bite +5 (1d6+3 plus disease plus curse)  
  Ranged masterwork composite longbow (+2 str) 
  +6 (1d8+2/x3)  
  Base Atk +1; Grp +3  
  Atk Options Favored enemy (human) +2 
  Combat gear potion of bull strength, potion of 
  magic fang 
  Abilities Str 15, Dex 19, Con 16, Int 10, Wis 14, 
  Cha 8 
  SQ Alternate form, rat empathy, wild empathy +2 
  Feats Alertness, Improved Initiative, Iron Will, 
  Track, Weapon Finesse, Weapon Focus 
  (shortsword) 
  Skills Climb +5, Handle animal +3, Hide +8, 
  Listen +7, Move Silently +7, Ride +3, Spot +7, 
  Swim +5 
  Possessions combat gear plus dagger, 20 
  arrows, chainshirt, light spiked steel shield, hat 
  of disguise. 
  Curse of Lycanthropy (Su): Any humanoid or 
  giant hit by a wererat’s bite attack in animal or 
  hybrid form must succeed on a DC 15 
  Fortitude save or contract lycanthropy. 
  Disease (Ex): Filth fever; bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex 
  and 1d3 Con 
   
  9: SERPENT GUARD 
  KELN VRISS  
  CR 4 
  Male troglodyte wizard 3 
  NE medium humanoid (reptilian) 
  Init +0; Senses darkvision 90 ft..; Listen +4, Spot 
  +3 
  Languages Common, Draconic, Flan 
  AC 20, touch 14, flat-footed 20  
   (+4 armor [mage armor], +6 natural)  
  hp 46 (5 HD);  
  Fort +10, Ref +3, Will +5 
  Speed 30 ft. (6 squares)  
  Melee claw +3/+3 (1d4+1) and bite +1 (1d4) 
  Ranged masterwork heavy crossbow +3 
  (1d10/19-20 plus poison)  
  Base Atk +2; Grp +3  
  Combat Gear feather token (whip) potion of bull 
  strength, scroll of fly, scroll of magic missile, 
  scroll of shield,  
  Wizard Spells Prepared (CL 3rd): 
   
  2nd―belker claws, mirror image  
   
  1st—hail of stone, mage armor, magic 
  missile  
   
  0—acid splash, detect magic, ray of frost, 
  resistance 
  Abilities Str 12, Dex 11, Con 18, Int 16, Wis 10, 
  Cha 8 
  SQ familiar 
  Feats Alertness (when familiar is within 5ft), 
  Combat Casting, Improved Toughness, Multi-
  attack, Scribe Scroll. 
  Skills Bluff +3, Concentration +10 (+14 when 
  casting defensively), Hide +4*, Knowledge 
  (arcana) +4, Listen +4, Move Silently +2, 
  Spellcraft +9, Spot +2 
  Spellbook all prepapred plus: 1st–magic 
  weapon, protection from good, ray of 
  enfeeblement, shield, sleep; 2nd–bull's 
  strength, invisibility, snake's swiftness. 
  Possessions combat gear plus heavy crossbow, 
  10 crossbow bolts, spell component pouch, 
  cloak of resistance +1 
  Stench (Ex): When a Keln Vriss is angry or 
  frightened, it secretes an oily, musk-like 
  chemical that nearly every form of animal life 
  finds offensive. All living creatures (except 
  troglodytes) within 30 feet of a Keln Vriss must 
  succeed on a DC 15 Fortitude save or be 
  sickened for 10 rounds. The save DC is 
  Constitution-based. Creatures that 
  successfully save cannot be affected by the 
  same troglodyte’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the 
  effect from the sickened creature. Creatures 
  with immunity to poison are unaffected, and 
  creatures resistant to poison receive their 
  normal bonus on their saving throws.  
  Poison Keln Vriss has poisoned his crossbow 
  bolts with black adder poison (DC 11 Fortitude, 
  1d6 con initial/secondary) 
  Skills The skin of a troglodyte changes color 
  somewhat, allowing it to blend in with its 
  surroundings like a chameleon and providing a 
  +4 racial bonus on Hide checks. In rocky or 
  underground settings, this bonus improves to 
  +8. 
   
  HISS, SNAKE FAMILIAR  
  CR - 
  N tiny animal 
  Init +3; Senses Listen +6, Spot +6 
  Languages -  
  NAE7-05 Trail of the Serpent 
   
  Page 26 
  
  AC 18, touch 15, flat-footed 15; (+2 size, +3 dex, 
  +4 natural) 
  hp 23 (5 HD) 
  Resistance Improved evasion 
  Fort +4, Ref +5, Will +4;  
  Speed 15 ft., climb 15 ft. swim 15 ft.  
  Melee bite +7 (1 plus poison)  
  Base Atk +2; Grp -9 
  Abilities Str 4, Dex 17, Con 11, Int 7, Wis 12, 
  Cha 2 
  SQ deliver touch spells, share spells, empathic 
  link. 
  Feats Weapon Finesse 
  Skills Balance +11, Climb +11, Concentration +5, 
  Hide +15, Listen +6, Spot +6, Swim +5 
  Poison (Ex): Fortitude DC 10, 1d6 Con 
  initial/secondary 
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  APL 6
  3: STABLES 
  CANDOR 
  Male wererat ranger 3 
  LE medium humanoid (human, shapechanger) 
  Init +9; Senses low-light vision, scent; Listen +8, Spot 
  +7 
  Languages Common  
  AC 23, touch 15, flat-footed 18;  
  (+5 dex, +5 armor, +2 natural, +1 shield); Improved 
  Shield Bash 
  hp 36 (4 HD); DR 5/silver 
  Resistance Endurance 
  Fort +8, Ref +10, Will +7 
  Speed 30 ft. in +1 mithral chainshirt (6 squares), base 
  movement 30 ft.  
  Melee masterwork shortsword +10 (1d6+2/19-20)  
  Melee bite +8 (1d6+3 plus disease plus curse) 
  Melee masterwork shortsword +8 (1d6+2/19-20) and 
   
  masterwork light steel spiked shield +7 (1d4+1) 
  and  
   
  bite +3 (1d6+1 plus disease plus curse)  
  Ranged masterwork composite longbow (+2 str) +9 
  (1d8+2/x3)  
  Base Atk +3; Grp +5  
  Atk Options Favored enemy (human) +2 
  Combat gear potion of bull strength, potion of cure 
  moderate wounds, potion of magic fang 
  Abilities Str 15, Dex 20, Con 16, Int 10, Wis 14, Cha 
  8 
  SQ Alternate form, rat empathy, wild empathy +4 
  Feats Alertness, Endurance, Improved Initiative, 
  Improved Shield Bash, Iron Will, Track, Two-
  weapon fighting, Weapon Finesse, Weapon Focus 
  (shortsword) 
  Skills Balance +8, Climb +5, Handle animal +4, Hide 
  +9, Listen +8, Move Silently +9, Spot +7, Swim +5. 
  Tumble +8 
  Curse of Lycanthropy (Su): Any humanoid or giant 
  hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. 
  Disease (Ex): Filth fever; bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex 
  and 1d3 Con 
  Possessions combat gear plus, mastework 
  shortsword, masterwork composite longbow (+2 
  str), dagger, 20 arrows, +1 chainshirt, masterwork 
  spiked light steel shield, hat of disguise 
   
  9: SERPENT GUARD 
  KELN VRISS  
  CR 6 
  Male troglodyte wizard 5 
  NE medium humanoid (reptilian) 
  Init +0; Senses darkvision 90 ft.; Listen +4, Spot +3 
  Languages Common, Draconic, Flan 
  AC 20, touch 10, flat-footed 20  
   +4 armor [mage armor], +6 natural) 
  hp 62 (7 HD);  
  Fort +9, Ref +2, Will +5 
  Speed 30 ft. (6 squares)  
  Melee claw +4/+4 (1d4+1) and bite +2 (1d4) 
  Ranged masterwork heavy crossbow +4 (1d10/19-20 
  plus poison)  
  Base Atk +3; Grp +4  
  Special Attacks poisoned crossbow bolts (DC 13 
  Fort, 1d2 Dex/1d2 Dex) 
  Combat Gear feather token (whip), potion of bull 
  strength, scroll of acid arrow, scroll of dispel magic, 
  scroll of fly, scroll of magic missile, scroll of shield,  
  Wizard Spells Prepared (CL 5th): 
   3rd–haste, fireball (DC 17) 
   2nd–belker claws, mirror image, silent hail of stone  
   1st–hail of stone, mage armor, magic missile, ray 
  of enfeeblement  
   0–acid splash, detect magic, ray of frost, resistance 
  Abilities Str 12, Dex 11, Con 18, Int 18, Wis 10, Cha 
  8 
  SQ familiar 
  Feats Alertness (when familiar is within 5ft), Combat 
  Casting, Improved Familiar, Improved Toughness, 
  Multi-attack, Scribe Scroll, Silent Spell 
  Skills Concentration +14 (+18 when casting 
  defensively), Hide +5*, Knowledge (arcana) +9, 
  Listen +4, Move Silently +2, Spellcraft +12, Spot +3 
  Spellbook All prepared plus: 1st–magic weapon, 
  protection from good, shield, sleep; 2nd–bear's 
  endurance, bull's strength, invisibility, Melf’s acid 
  arrow, see invisibility, snake's swiftness; 3rd–fly, 
  rage, sepia snake sigil. 
  Possessions combat gear plus heavy crossbow, 10 
  crossbow bolts, spell component pouch, cloak of 
  resistance +1, headband of intellect +2. 
  Stench (Ex): When a Keln Vriss is angry or 
  frightened, it secretes an oily, musk-like chemical 
  that nearly every form of animal life finds offensive. 
  All living creatures (except troglodytes) within 30 
  feet of a Keln Vriss must succeed on a DC 15 
  Fortitude save or be sickened for 10 rounds. The 
  save DC is Constitution-based. Creatures that 
  successfully save cannot be affected by the same 
  troglodyte’s stench for 24 hours. A delay poison or 
  neutralize poison spell removes the effect from the 
  sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to 
  poison receive their normal bonus on their saving 
  throws. 
  Skills The skin of a troglodyte changes color 
  somewhat, allowing it to blend in with its 
  surroundings like a chameleon and providing a +4 
  racial bonus on Hide checks. In rocky or 
  underground settings, this bonus improves to +8. 
   
  BITE, WORG FAMILIAR  
  CR - 
  NE medium magical beast 
  
  Init +2; Senses darkvision 60 ft, low-light vision, 
  scent; Listen +6, Spot +6 
  Languages Common, Goblin 
  AC 17, touch 12, flat-footed 15; (+2 dex, +5 natural) 
  hp 31 (7 HD) 
  Fort +6, Ref +6, Will +6;   
  Resistance Improved evasion 
  Speed 50 ft. 
  Melee bite +7 (1d6+4)  
  Base Atk +4; Grp +7 
  Atk option Trip (+3) 
  Abilities Str 17, Dex 15, Con 15, Int 8, Wis 14, Cha 
  10 
  SQ deliver touch spells, share spells, empathic link., 
  speak with master. 
  Feats Alertness, Track 
  Skills Balance +4, Climb +11, Concentration +9, Hide 
  +6, Listen +6, Move Silently +6, Spot +6, Survival 
  +2 
  Trip (Ex): A worg that hits an opponent with a bite 
  attack can attempt to trip an opponent (+3 check 
  modifier) as a free action without making a touch 
  attack or provoking attacks of opportunity. If the 
  attempt fails, opponent cannot attempt to react to 
  trip the worg. 
  Skills +1 racial bonus on Listen, Move Silently and 
  Spot checks and a +2 racial modifier on Hide 
  checks. A worg has +4 racial bonus when tracking 
  by scent. 
   
  NAE7-05 Trail of the Serpent 
   
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  NAE7-05 Trail of the Serpent 
   
  Page 30 
  APL 8 
  3: STABLES 
  CANDOR 
  Male wererat ranger 5 
  LE medium humanoid (human, shapechanger) 
  Init +9; Senses low-light vision, scent; Listen +7, Spot 
  +7 
  Languages Common  
  AC 25, touch 16, flat-footed 20;  
  (+5 dex, +5 armor, +2 natural, +2 shield, +1 
  deflection); Improved Shield Bash 
  hp 45 (6 HD); DR 5/silver 
  Resistance Endurance 
  Fort +10, Ref +12, Will +8 
  Speed 30 ft. in +1 mithral chainshirt (6 squares), base 
  movement 30 ft.  
  Melee +1 shortsword +12 (1d6+3/19-20) or  
  Melee +1 shortsword +10 (1d6+3/19-20) and 
   
  masterwork light steel spiked shield +9 (1d4+1) 
  and  
   
  bite +5 (1d6 plus disease plus curse) or  
  Melee bite +10 (1d6+3 plus disease plus curse)  
  Ranged masterwork composite longbow +11 
  (1d8+2/x3)  
  Base Atk +5; Grp +7  
  Atk Options Favored enemy (human) +4, Favored 
  enemy (orc) +2 
  Combat gear potion of bull strength, potion of cure 
  moderate wounds, potion of magic fang 
  Ranger Spells Prepared (CL 2th): 
   
  1st—blades of fire 
  Abilities Str 15, Dex 20, Con 16, Int 10, Wis 14, Cha 
  8 
  SQ Alternate form, rat empathy, wild empathy +6 
  Feats Alertness, Endurance, Improved Initiative, 
  Improved Shield Bash, Iron Wil, Shield 
  Specialization, Track, Two-weapon fighting, 
  Weapon Finesse, Weapon Focus (shortsword) 
  Skills Balance +12, Climb +5, Handle animal +4, Hide 
  +9, Knowledge (nature) +4, Listen +8, Move 
  Silently +9, Spot +7, Swim +5. Tumble +12 
  Possessions combat gear plus, +1 shortsword, 
  masterwork composite longbow (+2 str), dagger, 20 
  arrows, +1 mithral chainshirt, masterwork spiked 
  light steel shield, hat of disguise, cloak of 
  resistance +1, ring of protection +1 
  Curse of Lycanthropy (Su): Any humanoid or giant 
  hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. 
  Disease (Ex): Filth fever; bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con 
   
  9: SERPENT GUARD 
  KELN VRISS  
  CR 8 
  Male troglodyte wizard 7 
  NE medium humanoid (reptilian) 
  Init +1; Senses darkvision 90 ft..; Listen +4, Spot +5 
  Languages Common, Draconic, Flan 
  AC 21, touch 11, flat-footed 20  
   (+1 dex, +4 armor [mage armor], +6 natural) 
  hp 78 (9 HD);  
  Fort +10, Ref +4, Will +6 
  Speed 30 ft. (6 squares)  
  Melee claw +5/+5 (1d4+1) and bite +4 (1d4) 
  Ranged masterwork heavy crossbow +6 (1d10/19-20 
  plus poison)  
  Base Atk +4; Grp +5  
  Attack Options poisoned crossbow bolts (DC 11 
  Fortitude, 1d6 con initial/secondary) 
  Combat Gear potion of bull strength, feather token 
  (whip), scroll of dispel magic, scroll of fly, scroll of 
  acid arrow, scroll of magic missile, scroll of shield, 
  scroll of snakes swiftness, staff of acid arrow (50 
  charges),  
  Wizard Spells Prepared (CL 9th): 
   4th—greater invisibility, wall of ice (DC 18) 
   3rd—dispel magic, haste, fireball (DC 17) 
   2nd—belker claws, gust of wind, mirror image, 
  silent hail of stone  
   1st—hail of stone, mage armor, magic missile (2), 
  ray of enfeeblement  
   0— 
  Abilities Str 12, Dex 12, Con 18, Int 18, Wis 10, Cha 
  8 
  SQ familiar 
  Feats Alertness (when familiar is within 5ft), Combat 
  Casting, Improved Familiar, Multi-attack, Practiced 
  Spellcaster, Scribe Scroll, Silent Spell, Toughness. 
  Skills Concentration +16 (+20 when casting 
  defensively), Hide +7*, Knowledge (arcana) +9, 
  Knowledge (Religion) +8, Listen +4, Move Silently 
  +3, Spellcraft +12, Spot +5 
  Spellbook All prepared plus: 1st—magic weapon, 
  protection from good, shield, sleep; 2nd—bear's 
  endurance, bull's strength, invisibility, cats grace, 
  Melfs acid arrow, see invisibility, snake's swiftness; 
  3rd—fly, heroism, rage, sepia snake sigil; 4th—
  animate dead, greater invisibility, stoneskin. 
  Possessions combat gear plus heavy crossbow, 10 
  crossbow bolts, spell component pouch, cloak of 
  resistance +1, headband of intellect +2. 
  Stench (Ex): When a Keln Vriss is angry or 
  frightened, it secretes an oily, musk-like chemical 
  that nearly every form of animal life finds offensive. 
  All living creatures (except troglodytes) within 30 
  feet of a Keln Vriss must succeed on a DC 15 
  Fortitude save or be sickened for 10 rounds. The 
  save DC is Constitution-based. Creatures that 
  successfully save cannot be affected by the same 
  troglodyte’s stench for 24 hours. A delay poison or 
  neutralize poison spell removes the effect from the 
  sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to 
  
  poison receive their normal bonus on their saving 
  throws. 
  Skills The skin of a troglodyte changes color 
  somewhat, allowing it to blend in with its 
  surroundings like a chameleon and providing a +4 
  racial bonus on Hide checks. In rocky or 
  underground settings, this bonus improves to +8. 
   
  BITE, WORG FAMILIAR  
  CR - 
  NE medium magical beast 
  Init +2; Senses Darkvision 60 ft; low-light vision; 
  scent; Listen +6, Spot +6 
  Languages Common, Goblin 
  AC 18, touch 12, flat-footed 16;  
  (+2 dex, +6 natural) 
  hp 39 (9 HD) 
  Resistance Improved evasion 
  Fort +6, Ref +6, Will +8;  
  Speed 50 ft. (10 squares) 
  Melee bite +7 (1d6+4)  
  Base Atk +4; Grp +7 
  Atk option Trip (+3) 
  Abilities Str 17, Dex 15, Con 15, Int 9, Wis 14, Cha 
  10 
  SQ deliver touch spells, share spells, empathic link., 
  speak with master. 
  Feats Alertness, Track 
  Skills Balance +4, Climb +11, Concentration +9, Hide 
  +6, Listen +6, Move Silently +6, Spot +6, Survival 
  +2 
  Trip (Ex): A worg that hits an opponent with a bite 
  attack can attempt to trip an opponent (+3 check 
  modifier) as a free action without making a touch 
  attack or provoking attacks of opportunity. If the 
  attempt fails, opponent cannot attempt to react to 
  trip the worg. 
  Skills +1 racial bonus on Listen, Move Silently and 
  Spot checks and a +2 racial modifier on Hide 
  checks. A worg has +4 racial bonus when tracking 
  by scent. 
  NAE7-05 Trail of the Serpent 
   
  Page 31 
  
  APL 10 
  7: STABLES 
  Male wererat ranger 7 
  LE medium humanoid (human, shapechanger) 
  Init +9; Senses low-light vision, scent; Listen +7, Spot 
  +7 
  Languages Common  
  AC 26 touch 19, flat-footed 21;  
  (+5 dex, +5 armor, +2 natural, +3 shield, +1 
  deflection); Improved Shield Bash 
  hp 69 (8 HD); DR 5/silver 
  Resistance Endurance 
  Fort +11, Ref +13, Will +9 
  Speed 30 ft. in +1 mithral chainshirt (6 squares), base 
  movement 30 ft.  
  Melee +1 shortsword +14 (1d6+4/19-20) or  
  Melee +1 shortsword +12/+7 (1d6+4/19-20) and  
   
  +1 spiked heavy wooden shield +11/+6 (1d6+2) 
  and  
   
  bite +5 (1d6+1 plus disease plus curse) or  
  Melee bite +12 (1d6+4 plus disease plus curse)  
  Ranged masterwork composite longbow (+2 str) +13 
  (1d8+2/x3)  
  Base Atk +7; Grp +10  
  Atk Options Favored enemy (human) +4, Favored 
  enemy (orc) +2 
  Combat gear potion of bull strength, potion of cure 
  moderate wounds, potion of magic fang, scroll of 
  listening lorecall 
  Ranger Spells Prepared (CL 3rd): 
   
  1st—blades of fire (2) 
  Abilities Str 16, Dex 20, Con 16, Int 10, Wis 14, Cha 
  8 
  SQ Alternate form, rat empathy, wild empathy +6 
  Feats Alertness, Endurance, Improved Initiative, 
  Improved Shield Bash, Improved Two-weapon 
  fighting, Iron Will, Shield Specialization, Shield 
  Ward, Track, Two-weapon fighting, Weapon 
  Finesse, Weapon Focus (shortsword) 
  Skills Balance +10, Climb +7, Handle animal +4, Hide 
  +9, Knowledge (nature) +5, Listen +9, Move 
  Silently +9, Spot +9, Survival +9, Swim +5, Tumble 
  +13 
  Possessions combat gear plus, +1 shortsword, , 
  masterwork composite longbow (+2 str), dagger, 20 
  arrows, +1 mithral chainshirt, +1 spiked light steel 
  shield, hat of disguise, cloak of resistance +1, ring 
  of protection +1 
  Curse of Lycanthropy (Su): Any humanoid or giant 
  hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. 
  Disease (Ex): Filth fever; bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con 
   
  TYXHAN, DERRO SORCERER 
  CR 8 
  Male Derro Sorcerer 5 
  CE small monstrous humanoid 
  Init +7; Senses darkvision 60 ft.; Listen +2, Spot -2 
  Languages Common, Undercommon  
  AC 14, touch 14, flat-footed 11;  
  (+3 dex, +1 size) 
  hp 50 (61 with false life) (8 HD)  
  Fort +5, Ref +7, Will +14  
  Speed 20 ft. in (4 squares), base movement 20 ft.  
  Melee morningstar +6 (1d6-1 plus poison)  
  Ranged masterwork light crossbow +10 (1d6/19-20 
  plus poison) 
  Base Atk +5; Grp +0  
  Atk Options Sneak Attack (1d6) 
  Combat Gear potion of invisibility, scroll of false life, 
  scroll of haste 
  Spell-Like Abilities  
  At will—darkness, ghost sound 
  1/day—daze (DC 17), sound burst (DC 17) 
  Sorcerer Spells Known (CL 5th): 
   2nd (4/day)—glitterdust (DC 19), scorching ray  
   1st (7/day)—magic missile, ray of enfeeblement, 
  shocking grasp, shield 
   0th (6/day)—acid splash, flare (DC 17), mage 
  hand, resistance, ray of frost, touch of fatigue 
  (DC 17) 
  Abilities Str 8, Dex 16, Con 16, Int 10, Wis 6, Cha 24 
  SQ poison use 
  Feats Alertness (when familiar is within 5ft), Improved 
  familiar, Improved Initiative, Practised Spellcaster 
  Skills Bluff +9, Concentration +13, Hide +11, Listen 
  +2, Move Silently +9 
  Possessions combat gear plus morningstar, 
  masterwork light crossbow, dagger, 10 bolts (4 
  poisoned), cloak of charisma (+2), spell component 
  pouch 
  Madness (Ex): Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. 
  A derro cannot be restored to sanity by any means 
  short of a miracle or wish spell. 
  Vulnerability to Sunlight (Ex): A derro takes 1 point 
  of Constitution damage for every hour it is exposed 
  to sunlight, and it dies if its Constitution score 
  reaches 0. Lost Constitution points are recovered 
  at the rate of 1 per every 24-hour period spent 
  underground or otherwise sheltered from the sun. 
  Poison Use: Derro do not risk accidentally poisoning 
  themselves when applying poison to a blade. 
   
  TYXHAN'S FAMILIAR (ICE MEPHIT)
   
  CR - 
  CE small outsider (air, cold, evil, extraplanar) 
  Init +7; Senses darkvision 60 ft.; Listen +6, Spot +6 
  Languages Common, Undercommon  
  AC 22, touch 14, flat-footed 19; Dodge 
   (+3 dex, +1 size, +8 natural) 
  hp 25 (40 with false life) (8 HD) DR5/magic, fast 
  healing 2 
  NAE7-05 Trail of the Serpent 
   
  Page 32 
  
  Resistance Improved evasion 
  Immune Cold 
  Fort +2, Ref +5, Will +7  
  Weakness Fire vulnerability 
  Speed 30 ft. in (6 squares), fly 50 ft (perfect)  
  Melee claw +6 (1d3 plus 2 cold)  
  Base Atk +5; Grp +1 
  Atk Options Breath weapon 
  Combat Gear potion of invisibility, scroll of false life 
  Spell-Like Abilities 
  1/hour—magic missile (CL 3rd) 
  1/day—chill metal (DC 14) (CL 6th) 
  Abilities Str 10, Dex 12, Con 10, Int 12, Wis 11, Cha 
  15 
  SQ deliver touch spells, granted abilities, speak with 
  master  
  Feats Dodge, Improved Initiative 
  Skills Bluff +8, Concentration +8, Diplomacy +4, 
  Disguise +2 (+4 acting), Escape Artist +9, Hide 
  +13, Listen +6, Move Silently +9, Spot +6, Use 
  Rope +3 (+5 with bindings) 
  Breath Weapon (Su): 10-foot cone of ice shards, 
  damage 1d4 cold, Reflex DC 12 half. Living 
  creatures that fail their saves are tormented by 
  frostbitten skin and frozen eyes unless they have 
  immunity to cold or are otherwise protected. This 
  effect imposes a -4 penalty to AC and a -2 penalty 
  on attack rolls for 3 rounds. The save DC is 
  Constitution-based and includes a +1 racial bonus. 
  Fast Healing (Ex): An ice mephit heals only if it is 
  touching a piece of ice of at least Tiny size or if the 
  ambient temperature is 32°F. or below. 
   
  DERRO FIGHTER (4) 
  CR 4 
  Male Derro Fighter 1 
  CE small monstrous humanoid 
  Init +8; Senses darkvision 60 ft.; Listen +1, Spot -3 
  Languages Common, Undercommon  
  AC 20, touch 15, flat-footed 16; 
   (+4 dex, +4 armor, +1 size, +1 shield) 
  hp 33 (4 HD)  
  Fort +7, Ref +7, Will +6 
  Weakness Vulnerability to sunlight 
  Speed 20 ft. in masterwork chainshirt (4 squares), 
  base movement 20 ft.  
  Melee masterwork battleaxe +7 (1d6+1/x3 plus 
  poison)  
  Ranged masterwork composite longow (+1 str) +10 
  (1d6+1/x3 plus poison) 
  Base Atk +4; Grp +1  
  Atk Options Sneak Attack (1d6) 
  Combat Gear potion of invisibility, potion of shield of 
  faith +2 
  Spell-Like Abilities  
  At will—darkness, ghost sound 
  1/day—daze (DC 13), sound burst (DC 13) 
  Abilities Str 13, Dex 18, Con 18, Int 8, Wis 6, Cha 16 
  SQ poison use, spell like abilities 
  Feats Blind-Fight, Improved Initiative, Point Blank 
  Shot, Weapon Focus (light crossbow) 
  Skills Bluff +5, Climb +4 (+3 in armor), Hide +12 (+11 
  in armor), Listen +2, Move Silently +10 
  Possessions combat gear plus masterwork 
  battleaxe, masterwork longbow, dagger (2) 
  masterwork chainshirt, masterwork buckler, 10 
  arrows (4 poisoned) 
  Madness (Ex): Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. 
  A derro cannot be restored to sanity by any means 
  short of a miracle or wish spell. 
  Vulnerability to Sunlight (Ex): A derro takes 1 point 
  of Constitution damage for every hour it is exposed 
  to sunlight, and it dies if its Constitution score 
  reaches 0. Lost Constitution points are recovered 
  at the rate of 1 per every 24-hour period spent 
  underground or otherwise sheltered from the sun. 
  Poison Use: Derro do not risk accidentally poisoning 
  themselves when applying poison to a blade. 
  Derros battleaxe and four arrows are coated with 
  medium spider venom (DC 14 1d4 Str 
  initial/secondary). 
   
  9: SERPENT GUARD 
  KELN VRISS  
  CR 9 
  Male troglodyte wizard 8 
  NE medium humanoid (reptilian) 
  Init +1; Senses darkvision 90 ft.; Listen +7, Spot +5 
  Languages Common, Draconic, Flan 
  AC 21, touch 11, flat-footed 20  
   (+1 dex, +4 armor [mage armor], +6 natural) 
  hp 87 (10 HD);  
  Fort +10, Ref +4, Will +7 
  Speed 30 ft. (6 squares)  
  Melee claw +6/+6 (1d4+1) and bite +5 (1d4) 
  Ranged masterwork heavy crossbow +7 (1d10/19-20 
  plus poison)  
  Base Atk +5; Grp +6  
  Special Attacks poisoned crossbow bolts (DC 11 
  Fort, 1d6 con initial/secondary) 
  Combat Gear feather token (whip), potion of bull 
  strength, scroll of acid arrow, scroll of dispel magic, 
  scroll of fly, scroll of magic missile, scroll of shield, 
  scroll of snakes swiftness, staff of acid arrow (50 
  charges),  
  Wizard Spells Prepared (CL 9th): 
   4th—greater invisibility, phantasmal killer (DC 18), 
  wall of ice (DC 18) 
   3rd—dispel magic, haste, fireball (DC 17) 
   2nd—belker claws, gust of wind, mirror image, 
  silent hail of stone  
   1st—hail of stone, mage armor, magic missile (2) 
   0—acid splash, detect magic, ray of frost, 
  resistance 
  Abilities Str 12, Dex 12, Con 18, Int 18, Wis 10, Cha 
  8 
  SQ familiar 
  Feats Alertness (when familiar is within 5ft), Combat 
  Casting, Improved Familiar, Multi-attack, Practiced 
  Spellcaster, Scribe Scroll, Silent Spell, Toughness. 
  NAE7-05 Trail of the Serpent 
   
  Page 33 
  
  Skills Concentration +18 (+22 when casting 
  defensively), Hide +8*, Knowledge (arcana) +9, 
  Knowledge (Religion) +8, Listen +7, Move Silently 
  +3, Spellcraft +13, Spot +5 
  Spellbook all prepared plus: 1st—magic weapon, 
  protection from goodshield, sleep; 2nd—bear's 
  endurance, bull's strength, invisibility, cats grace, 
  Melfs acid arrow, see invisibility, snake's swiftness; 
  3rd—fly, heroism, rage, sepia snake sigil; 4th—
  animate dead. 
  Possessions combat gear plus heavy crossbow, 10 
  crossbow bolts, spell component pouch, cloak of 
  resistance +1, headband of intellect +2. 
  Stench (Ex): When a Keln Vriss is angry or 
  frightened, it secretes an oily, musk-like chemical 
  that nearly every form of animal life finds offensive. 
  All living creatures (except troglodytes) within 30 
  feet of a Keln Vriss must succeed on a DC 15 
  Fortitude save or be sickened for 10 rounds. The 
  save DC is Constitution-based. Creatures that 
  successfully save cannot be affected by the same 
  troglodyte’s stench for 24 hours. A delay poison or 
  neutralize poison spell removes the effect from the 
  sickened creature. Creatures with immunity to 
  poison are unaffected, and creatures resistant to 
  poison receive their normal bonus on their saving 
  throws. 
  Skills The skin of a troglodyte changes color 
  somewhat, allowing it to blend in with its 
  surroundings like a chameleon and providing a +4 
  racial bonus on Hide checks. In rocky or 
  underground settings, this bonus improves to +8. 
   
  BITE, WORG FAMILIAR  
  CR - 
  NE medium magical beast 
  Init +2; Senses darkvision 60 ft; low-light vision; 
  scent; Listen +6, Spot +6 
  Languages Common, Goblin 
  AC 18, touch 12, flat-footed 16;  
  (+2 dex, +6 natural) 
  hp 36 (9 HD) 
  Resistance Improved evasion 
  Fort +6, Ref +6, Will +8;  
  Speed 50 ft. 
  Melee bite +7 (1d6+4)  
  Base Atk +4; Grp +7 
  Atk option Trip (+3) 
  Abilities Str 17, Dex 15, Con 15, Int 9, Wis 14, Cha 
  10 
  SQ deliver touch spells, share spells, empathic link., 
  speak with master. 
  Feats Alertness, Track 
  Skills Balance +4, Climb +11, Concentration +9, Hide 
  +6, Listen +6, Move Silently +6, Spot +6, Survival 
  +2 
  Trip (Ex): A worg that hits an opponent with a bite 
  attack can attempt to trip an opponent (+3 check 
  modifier) as a free action without making a touch 
  attack or provoking attacks of opportunity. If the 
  attempt fails, opponent cannot attempt to react to 
  trip the worg. 
  Skills +1 racial bonus on Listen, Move Silently and 
  Spot checks and a +2 racial modifier on Hide 
  checks. A worg has +4 racial bonus when tracking 
  by scent.arms reach, the Alertness feat(+2 to Spot 
  & Listen checks). 
  Skills +2 racial bonus on Bluff and Hide checks. 
   
   
   
  NAE7-05 Trail of the Serpent 
   
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  NAE7-05 Trail of the Serpent 
   
  Page 35 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Improved Familiar  
  This feat allows spellcasters to acquire a new familiar 
  from a nonstandard list. This feat was originally 
  presented on page 200 of the Dungeon Masters Guide; 
  the desctription here provides new alternatives for 
  arcane spellcasters who want familiars to stand besiden 
  them in battle. 
   
  Prerequisite Ability to acquire a new familiar, 
  compatible 
  alignment, 
  sufficiently 
  high 
  arcane 
  spellcaster level and base attack bonus. 
   
  Benefit: When choosing a familiar, the creatures 
  listed below are also available to the spellcaster. The 
  spellcaster may choose a familiar with an alignment up 
  to one step away from each of the alignment axes 
  (lawful through chaotic, good, good through evil). For 
  example, a chaotic good spellcaster could acquire a 
  neutral familiar. A Lawful neutral spellcaster could 
  acquire a neutral good familiar. The spellcaster must 
  have at least the arcane spellcaster level and base attack 
  indicated below in order to acquire the familiar. 
   
  Familiar          Alignment     Arcane        BAB 
                                           spellcaster 
                                           level 
   
  Krenshar 
  Worg 
  Blink Dog 
  Hell Hound 
  Hippogriff 
  Howler 
  Winter 
  Wolf 
   
   
  Neutral 
  Neutral 
  Evil 
  Lawful 
  Good 
  Lawful Evil 
  Neutral 
  Chaotic 
  Evil 
  Neutral 
  Evil 
   
   
  3rd 
  3rd 
  5th 
  5th 
  7th 
  7th 
  7th 
   
   
  +3 
  +3 
  +5 
  +5 
  +7 
  +7 
  +7 
   
  Improved familiars otherwise use the rules presented 
  on pages 52 and 53 of Player's Handbook. 
  Granted Abilities: In addition to their own special 
  qualities, all familiars grant their masters the Alertness 
  feat, the benefit of an empathic link, and the ability to 
  share spells with the familiar. 
  Improved Evasion (Ex): If familiar is exposed to any 
  effect that normally allows it to attempt a Reflex saving 
  throw for half damage, it takes no damage with a 
  succesful saving throw and only half damage on a faile 
  save 
   
  Source: Complete Warrior 100. 
   
  Improved Toughness  
  You are significantly tougher than normal. 
   
  Prerequisite Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hid Dice. Each time you gain a Hit Die 
  (such as by gaining a level), you gain 1 additional hit 
  point. If you lose a Hit Die (such as by losing a level), 
  you lose 1 hit point permanently. 
   
  Source: Complete Warrior 101. 
   
  Practised Spellcaster 
  Choose a spellcasting class that you possess. Your spells 
  from that class are more powerful. 
   
  Prerequisite Spellcraft 4 ranks. 
   
  Benefit: Your caster level for chosen spellcasting 
  class increases by +4. This can't increase your caster 
  level beyond your HD. However, even if you can't 
  benefit from the full bonus immediately, if you later 
  gain non-caster level HD you may be able to apply rest 
  of the bonus. 
   
  For example, a human 5th-level cleric/3rd-level 
  fighter who selects this feat would increase his cleric 
  caster level from 5th to 8th (since he has 8hd). If he 
  later gained a fighter level, he would gain remainder of 
  the bonus and his cleric caster level would now be 9th 
  (since he has 9 HD) 
   
  A character with two or more spellcasting classes 
  (such as bard/sorcerer) must choose which class gaints 
  the feat's effect. 
   
  This does not affect your spells per day or spells 
  known. It only increases your caster level, which 
  would help you to penetrate SR and increase the 
  duration and other effects of your spells. 
   
  Special: You may select this feat multiple times. 
  Each time you choose it, you must apply it to a 
  different spellcasting class. For instance, a 4th-level 
  cleric/5th-level wizard who had selected this feat twice 
  would cast cleric spells as an 8th level caster and wizard 
  spells as 9th level caster. 
   
  Source: Complete Divine 84. 
   
  Shield Specialization [General] 
  You are skilled in using a shield, allowing you to gain 
  greater defensive benefits from it. 
   
  Prerequisites: Proficiency with shields. 
   
  Benefit: Choose one type of shield from the 
  following list: buckler, heavy, or light. When using a 
  shield of the appropriate type, you increase its shield 
  bonus to AC by 1. 
   
  Special: You can take this feat more than once. 
  Each time you select it, choose a different type of 
  shield. A fighter can select Shield Specialization as one 
  of his fighter bonus feats. 
    
  Shield Ward [General] 
  Source: Player's Handbook II 82. 
  You use your shield like wall of steel and wood. When 
  an opponent attempts to draw in close to you, your 
  shield forces him away or ruins his attacks. 
   
  Prerequisite: Proficiency with shields, Shield 
  Specialization. 
   
  Benefit: You apply your shield bonus to your 
  touch AC and on checks or rolls to resist bull rush, 
  disarm, grapple, overrun, or trip attempts against you. 
  
   
  Special: A fighter can select Shield Ward as one of 
  his fighter bonus feats. 
   
  Source: Player's Handbook II 82. 
   
  MAGIC ITEMS 
  Brawlers Gauntlets 
  Price (item level): 1,000 gp (4th) 
  Body slot: Hands 
  Caster level: 3rd 
  Aura: Faint (DC 16) transmutation 
  Activation: Swift (command) 
  Weight: 2lb 
   
  Wrestlers and priests of the brawler god Kord prize 
  these gauntlets. When activated for 1 round, they grant 
  you a +2 bonus on grapple checks and damage rolls 
  when making unarmed attacks. 
   
  Brawler's gauntlets function three times per day 
   
  Prequisites: Craft Wondrous Items, bull's strength 
   
  Cost to create: 500 gp, 40 XP, 1 day. 
   
  Source: Magic Item Compendium 82 
   
  MUNDANE ITEMS 
  Felten Tobacco 
  Functions exactly like a Focusing Candle, except that it 
  is a tarry, aromatic tobacco. A small brazier filled with 
  hot coals is used to burn the Felten tobacco leaves like 
  incense, filling the air with a fresh, crisp odor. See 
  below for the description of a Focusing Candle. 
  Candle, Focusing 
  This large green taper burns quickly, lasring only I 
  hour despite its size. While burning, a focusing candle 
  fills the air with a fresh, crisp odor. The candle is a 
  great boon to those engaged in strenuous mental 
  activity. Characters within zo feet of a burning candle 
  gain a +1 circumstance bonus on Appraise, Decipher 
  Script, Forgery, and Search checks. When making a 
  skill check that takes more than one acrion to complete 
  (such as Decipher Script), characters gain the bonus 
  from a focusing candle only if they spend the enrire 
  duration of the check within zo feet of the burning 
  candle. 
   
  Cost: 100 gp; Weight: 1 lb; Duration: - hr. 
  Craft (Alchemy) DC: 25 
   
  Source: Complete Adventurer 118. 
   
  Serpent Scale Mottled Chainmail 
  This disrincrive full chainmail armor is specially made of 
  enameled metal links of different shades of green, 
  causing it to resemble green snakeskin. While not 
  providing any additional armor bonus, the unusual 
  coloration grants a +z Circumstance modifier to Hide 
  checks made in areas of dense green foliage. 
  Note: This is an Alchemical modification that is 
  applied to normal, masterwork, or magical full 
  chainmail. It cannot be applied to other types of armor 
  and remain effecrive. The only changes in the armor 
  are that it now costs ioo gp more than usual and it 
  grants a specific, limited circumstance bonus. 
  Cost: standard armor cost + 100 gp. 
  Craft (Alchemy) DC: 25 
   Source: NAE6-02 First Bite. 
   
  SPELLS 
  Belker Claws 
  Transmutation (Air) 
  Level: Sorcerer/Wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature 
  Duration: Instanteneous 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  With a succesful touch attack, you deal 2d12 points of 
  damage. For every three caster levels, the smoke lasts 
  for another round (to maximum of 4 additional rounds 
  at level 12th), dealing another 2d12 damage per round.   
   
  Material Component: A small vial of smoke. 
   
  Source: Spell Compendium 26. 
   
  Baldes of Fire 
  Conjuration (Creation) (Fire) 
  Level: Ranger 1, Sorcerer/Wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Touch 
  Target: Up to two melee weapons you are wielding 
  Duration: 1 round 
  Saving Throw: None 
  Spell Resistance: No 
   
  Your melee weapons each deal an extra 1d8 points of 
  fire damage. This damage stacks with any energy 
  damage your weapons already deal. 
   
  Source: Spell Compendium 31. 
   
  Hail of Stone 
  Conjuration (Creation) [Earth] 
  Level: Sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Cylinder (5-ft. radius, 40 ft. high) 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  You create a rain of stones that deals 1d4 points of 
  damage per caster level (maximum 5d4) to creatures 
  and objects within the area. 
   
  Material Component: A piece of jade worth at least 5 
  gp. 
   
  Source: Spell Compendium 108. 
   
  NAE7-05 Trail of the Serpent 
   
  Page 36 
  
  Slide 
  Transmutation 
  Level: Sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  You slide the subject creature along the ground a 
  distance of 5 feet in any direction. (If the creature is 
  flying or otherwise not on the ground, it moves parallel 
  to the ground.) You can't slide the subject into a space 
  that is occupied by an ally, an enemy, or a solid object; 
  if you attempt to do so, the spell automatically ends. 
  You cannot slide the subject up or down, but you can 
  slide it over the edge of a cliff or other drop-off if you 
  desire.  
   
  This movement does not provoke attacks of 
  opportunity.  
   
  Source: Spell Compendium 191. 
   
  Snake’s Swiftness 
  Transmutation 
  Level: Druid 1, Sorcerer/Wizard 2 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft +5/2 levels) 
  Target: One allied creature 
  Duration: Instanteneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The subject can immediately make one melee or 
  ranged attack. Taking this acrion doesn't affect the 
  subject's normal place in the iniriarive order. This is a 
  single attack and follows the standard rules for 
  attacking. 
   
  This spell does not allow the subject to make more 
  than one additional attack in a round. If the subject has 
  already made an additional attack, due to a prior casting of 
  this spell, from the haste spell, or from any other 
  sources, this spell fails. 
   
  Material Component: A few scales from a snake. 
   
  Source: Spell Compendium1 93. 
  NAE7-05 Trail of the Serpent 
   
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  DM MAP 1 
  ENCOUNTER 4: STABLES  
   
    
   
    
  NAE7-05 Trail of the Serpent 
   
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  DM MAP 2 
  ENCOUNTER 4: MONSTER IN THE HILLS 
   
   
   
  NAE7-05 Trail of the Serpent 
   
  Page 39 
  
  DM MAP 3 
  ENCOUNTER 5: OLD JARED'S CABIN 
   
   
  NAE7-05 Trail of the Serpent 
   
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  DM MAP 4 
  ENCOUNTER 6: SERPENT GUARD HIDEOUT 
   
   
  NAE7-05 Trail of the Serpent 
   
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  NAE7-05 Trail of the Serpent 
   
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  DM AID 1: PREVIOUS PARTS IN THE SERIES 
  NAE6−02 FIRST BITE 
  During the aftermath of the yearly Carnival in Felten, PCs have an encounter with warriors from ‘Serpent Guard’, one 
  time mercenaries (now bandits) who were in service of Mendaos Radoc. This leads PCs and Felten guard on the trail of 
  the bandits. Eventually adventurers discover plans of their next raid and manage to get the warning out in time. 3rd 
  amy of Naerie rushes to battle and destroys the Serpent Guard. However, their associate Emeria is not to be found and 
  Keln Vriss, mage of the serpent guard escapes. 
   
  NPCs met: 
  • 
  Commander Ottolon: leader of the Felten Guard 
  • 
  Raustus ‘Fang’ Dolchemi: Commander of Serpent Guard. (Killed in battle) 
  • 
  Keln Vriss: Serpent mage (escaped). Originally human, changed to Troglodyte in magical mishap. 
  • 
  Merkis Telath: Bodyguard of Raustus (killed in battle) 
  Pehren: A local flan guide (survived) 
  • 
  Uloth, Xam, Garik, & Lenert: Members of Serpent Guard (Captured, convicted and hanged) 
   
  NAE6−03 LEGACY OF THE SERPENT 
  Military presence increases in Felten and remaining bandits are rooted out. Despite this, it is best to travel in groups as 
  there is safety in numbers after all. Characters come across a wagon which has been attacked. Several bandits lay around 
  and only one survivor is present. She is actually Emeria, associate of the Serpent Guard. She travels to Gornor’s Cove 
  with them an has his eye on silver shipment, going to one Ludmila Uirten. Somebody has also attacked temple of 
  Osprem and investigations are going on with the case. 
   
  Ludmila’s attack is foiled eventually but her clues lead to a warehouse of a person named ‘Riven’. Several constructs 
  are present and symbol of House Devnor found, but of Riven there is no trace. The person who is supposedly an owner 
  of the warehouse, has also disappeared. Gornorites keep investigating the matter. 
   
  NPCs met: 
  • 
  Saron: leader of the Gornorites 
  • 
  Nuran: high priestess of Osprem 
  • 
  Erun Feldur: Minor noble in Gornor’s Cove 
  • 
  Tilvor Redu: Minor noble in Gornor’s Cove 
  • 
  Qita: Aaracokra wizard 
  • 
  Grigor Saikon: Gornorite Sergeant 
  • 
  Ludmila Uirten: merchant 
  • 
  Korwil Zan: Ludmila’s bodyguard. Now a prominent member of Ex-Scarlet Brotherhood soldiers 
  • 
  Emeria: leader of the Serpent Guard (captured, tried and hanged for her crimes) 
  
  DM AID 2: HOW TO FIND GOWRE HAXX 
  There are several ways for the PCs to find Gowre Haxx and they might well come up with other ways. The 
  following are the most obvious routes. 
  - 
  Finding his hidden documents, enabling the PCs to find Candor’s operations in the stables 
  and then capturing him. If the PCs ask about the hunting cabins mentioned in Gowre's 
  notes, they are provided directions to several of them. The third one they find is Jared's 
  cabin. 
  - 
  Using speak with dead on Vladam and learning about what the "rat man" said. Asking about 
  the cabins then gives pointers as above. 
  - 
  Talking to Mathhi and Tepho and getting pointers about smuggling operation and Candor. 
  - 
  Casting a sending to Gowre. He quickly answers that he is in old Jared’s cabin outside Radoc 
  and is guarded by humanoids (he cannot give exact amount as he is unsure of their 
  numbers) 
  - 
  Casting scrying on Gowre (he knows such thing might be attempted to find him and he fails 
  his save voluntarily). This shows some sort of hunting cabin and a symbol of Norebo. DC 15 
  Gather Information check about the holy symbol leads to Jared's Hut and getting 
  instructions how to get there. 
   
  The guards are looking for Gowre in the hills but if PCs ask for assistance Agoz can lend aid (1d2+2 guards) to 
  apprehend the smugglers. 
   
   
   
  NAE7-05 Trail of the Serpent 
   
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  PLAYER HANDOUT 1: RADOC 
   
  � Radoc (Village): Conventional (Mendaos, feudal ruler with almost unlimited power within the village); 
  AL LN/LE/CN; 200gp limit; Assets 8,760gp; Population 876; Isolated (Humans O/S 94% (825), Dwarf 3% (26), half-
  orc 2% (17), Orc 1% (8) Authority figures: Mendaos of House Radoc (NE male Ari3/War7). Important characters: 
  Teban (LG male dwarf Clr5 of Jascar), leader of the miners. Gowre Haxx (LNmale Ftr6), Envoy of Prince Barzhaan. 
  1. 
  Radoc mansion: Mendaos lives in this mansion that he ordered built shortly after the town was liberated. It has a 
  stable for horses and a small watchtower. A low stone wall surrounds the place.  
  2. 
  Residence of Gowre Haxx: This is the house where the envoy of Prince Barzhaan, Gowre Haxx lives.  
  3. 
  Hall of the Miners: This large building incorporates the miner’s guild, temple of Jascar and office for Royal Guild 
  of Merchants of Aerdy.  
  4. 
  Garrison: Majority of Radocs military force is located in this walled compound. 
  5. 
  Serpents Guards house: These houses were the place where one a mercenary group Serpent Guard kept their 
  headquarters. They burned them down as they left Radoc. 
  6. 
  Shrine of the Velaeri: Oeridian agricultural deities are worshipped here.  
  7. 
  Burned buildings: Several buildings were destroyed in the fighting that went on in Radoc. Only few have been 
  cleared away so far. 
  8. 
  Alectma's cottage. 
  9. 
  Angry Squirrel: This long building functions as inn.  
  10. Stables. For those caravans that wish to stay overnight, this place offers a large and guarded area for horses, along 
  with simple sleeping and living quarters for wagon drivers. 
  11. General store and woodworking: A store for simple tools and items imported from Naerie City.  
  12. Blacksmith.  
  13. Construction yard: Few suel people can be seen walking back and forth here, rebuilding these ruins. 
   
  14. Waterfilled mine: There is an abandoned open-pit mine two miles east of Radoc which has been  
        filled with water, thanks to decanter of endless water that was borrowed from Naerie city. 
  NAE7-05 Trail of the Serpent 
   
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  PLAYER HANDOUT 2  
  Journal entries of Gowre Haxx 
  Various notes found in a safe. The following notes stand out among the multiple notes which mainly deal with 
  daily observations, Mendaos inadequate leadership, developments in local mines and so on. 
   
  3rd Sunsebb 594 CY 
  I have arrived to Radoc on orders of the Prince. I was shocked by the condition of some of the buildings 
  here. I will make it my priority to get Mendaos clear some of ruins here. However, first thing I was asked to 
  sort out was a Hepmonalander Suel named Alectma who had taken up residence near Radoc. Teban and 
  few others told me "we don't want their kind here" and I gave my assurances that should he prove to be 
  trouble, I would help them to get rid of him. 
   
  10th - 13th of Sunsebb 594 CY 
  Intolerable! Mendaos has gone to Naerie City despite having agreed to meet me and discuss some of local 
  problems. No doubt he is spending local tax money on some cheap slut in red light district. I decided to 
  search his manor on my own. Torhan objected but as member of House Haxx, I could easily ignore him. I 
  discovered few Olman slavegirls in the upstairs. Mendaos might think that Barzhaan's laws regarding 
  slavery in Naerie are mere guidelines. He will learn otherwise. I told them women to leave after handing them 
  some of the money that Mendaos had left behind. I must say that when Mendaos arrived three days later, 
  I enjoyed his outburst of anger 
   
  14th Planting 595 CY 
  Mendaos invited me to meet with a man named Candor in his mansion. Apparently Candor is one of locals 
  who moved to northern Ahlissa few years ago and has now returned with some capital to spend. He has 
  acquired partial ownership of local caravan stables from Burgin. Personally I think the man appeared to be 
  nothing but a scheming rat who probably acquired his money by slitting the throat of a nearest convinient 
  merchant. 
   
  27th of Coldeven - 4th of Planting 595 CY 
  One the local guards, an orc named Ugmuk told me that guard captain Aldus was accepting money from 
  Idee Volunteers and Iron Brand Cartel. Candor also complained to me that he had asked for protection 
  money. I asked some back-up from Naerie and apprehended Aldus and few Idee Volunteers meeting in 
  Angry Squirrel. They've all been sent to Naerie City. (Later note indicates that apparently Aldus was 
  killed on 9th of Planting 595 CY). 
   
  21st - 28th of Flocktime 595 CY 
  A new guard captain has arrived to Radoc. He is an orc named Agoz. I wonder how well he will do his job. 
  I've been out hunting with Vladam. There is significant number of cabins in these hills which are very suitable 
  for extended hunting trips. Alas, our trip was cut short when we found a an entire group of bodies in the 
  hills. By the looks of them they appeared to be members of Iron Brand Cartel and Nemoudian Hounds, a 
  Sunndian organisation of Tritheronites. While I don't shed any tears for them, I must wonder what could 
  have happened to them as Hollow Highlands should be relatively safe for such people. 
  NAE7-05 Trail of the Serpent 
   
  Page 45 
  
  19th of Reaping 596 CY 
  I've received good news from Felten. The Serpent Guard bandit gangs has been destroyed by adventurers 
  and 3rd army of Naerie. This should help Astalam in the future when dealing with House Eddri. The 
  army is still in process of mopping up those bandits who escaped. One of the local dwarves took me to 
  look at their old place in the hills. It was an old and badly ruined motte-and-bailey affair, constructed of 
  wood. Few Burrowers seemed to use it as their hideout. 
   
  17-19th of Patchwall 596 
  Ugmuk apprehended some caravan drivers near Burgin’s stables today. They were taking some goods to 
  Adderstone and from there to Sunndi but Ugmuk discovered that they had several shipments of Felten 
  Tobacco with them, something which is not to be imported to surrounding lands. I made a quick search in 
  the stables but could not find anything. Candor protested of course but was sure that this all was just a 
  misunderstanding. Efforts to interrogate the drivers did not yield results as they were sent to Naerie City 
  on the order of Mendaos (Attached letter from Damar Rocharion, marked for 2nd of Ready'reat 596 
  indicates that no prisoners ever arrived to Naerie City and he has no information about this case)  
   
  3rd - 10th of Fireseek 597 CY 
  A "Stalker" named Tarlak was sent to help me. He seems like a capable fellow. He found some creature 
  tracks in the hills and seemed to have few contacts to Hollow Highlands from the time Idee was not part 
  of Ahlissa. Few "Burrowers" let him know that Duergar and Derro living deep below the hills had increased 
  their activity slightly. Few Derros had even been spotted aboveground.  
    
  4th of Coldeven 597 CY 
  I was attacked by an Ettin while in Hollow Highlands. I was fortunate enough that Tarlak was with me, 
  otherwise I fear I might not have survived the encounter. While we could not follow it's tracks, Tarlak did 
  identify some reptilian tracks nearby, which puzzled him a great deal. 
   
  20th-23th of Coldeven 597 CY 
  Tarlak has been killed, I am sure of it. Ugmuk said the guards found some signs of combat in hills, along 
  with one of his swords. Agoz sent for a tracker but before he could arrive, rain washed away the tracks. 
  Candor stopped by and gave his "condolences" for Tarlak's disappearance. 
   
  NAE7-05 Trail of the Serpent 
   
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  NAE7-05 Trail of the Serpent 
   
  Page 47 
  27th of Coldeven 597 CY 
  I went out riding to hills near the place Tarlak was investigating. I noticed a group of humanoid moving 
  south in the hills and I followed them for many miles before I realised they were heading for Serpent Guard 
  hideout. Much to my surprise, the place appeared to be in use. The palisade was fixed and looked solid 
  enough. As I sneaked in closer to use my spyglass, I saw some sort of humanoid lizard who seemed to lead 
  the humanoids. I also remembered an earlier meeting with Astalam who told me that the adventurers who 
  destroyed Serpent Guard leaders mentioned a shapechanging wizard who managed to escape them. 
   
  I left the place and instructed Ugmuk to go for help while staying behind myself to avoid raising suspicions. 
  If that lizard is a member of Serpent Guard, then there is no doubt that I am being watched. I hope Ugmuk 
  get's through safely. 
   
  (Note: It is currently 7th of Planting 597 CY, 8 days since last entry) 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ahlissa (Naerie)/597/Normal Scenarios/NAE7-05 - Trail of the Serpent (APL 2-10)/NAE7-05 - Trail of the Serpent.pdf