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. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network. 
   
  NAE6-02 
   
   
   
   
   
   
   
   
  First Bite 
   
  A One-Round D&D LIVING GREYHAWK®  
  Principality of Naerie Regional Adventure 
  Version 1.8 
   
  Round 1 
   
  By Keith McCall 
  (based on initial draft by Mikko Laine & Blaise Pittman) 
  Circle Reviewer: Pieter Sleipjen 
  Naerie Triad Reviewer: Paul Bendall 
  Playtesters: Jani Kekkonen, Mikko Laine, Pasi Riita, Stefan Sauerland, Robert Hambly, Jordan Caroline, Damien 
  Hanvin, Stephen Daniels, Nick O'Connell, Sam Todorovic, Allan Grienfield. 
  Thanks to: Sampo Haarlaa for Naerie information, suggestions and editing and John Jenks for suggestions and editing. 
   
  The wild yearly carnival of Felten sounds like a fun time. It is a chance to relax, drink heavily, and enjoy the best that 
  the Barony of Schwente has to offer. What could go wrong? One round Principality of Naerie regional module for 
  character levels 1-11 (APL2-8). 
  Meta-organisations: Nasranite Watch. 
   
   
   
   
  
  RPGA® Sanctioned Play 
  Most likely you ordered this adventure as part of an RPGA 
  even 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 table Dungeon Master (or usually just 
  DM). Sometimes (and almost all the time in the cases of 
  home events) the senior gamemaster is also the table DM. 
  You don’t have to be a HERALD-LEVEL GM to run this 
  adventure if you are not the senior GM.  
   
  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 player 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, 2007.  
   
  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. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated form 
  in the adventure text. Full information on NPCs and 
  monsters are given in Appendix 1. For your convenience, 
  that appendix 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).  
   
   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 determine this 
  modified Average Party Level (APL) follow the steps below: 
  1. 
   Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
   If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or the 
  warhorse of a character with the Mounted Combat 
  feat, use the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
   Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. Round 
  to the nearest whole number. 
  4. 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. If a player 
  character is three character levels or more either higher or 
  NAE6-02 First Bite 
   
  Page 2 
  
  lower than the APL at which this adventure is being played, 
  that character receives only one-half of the experience 
  points and gold for 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. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may not 
  play the adventure. 
   
  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. 
   
  Time Units and Upkeep 
  This is a standard 1-round Regional adventure, set in 
  Naerie. All characters native to Naerie pay 1 Time Unit 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 will 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 also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 Survival 
  check, the character will heal temporary ability damage as if 
  he or she paid for 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). The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep can be 
  found in the “Lifestyle and Upkeep” section of Chapter 3 of 
  the Living Greyhawk Campaign Sourcebook. 
   
  Travel In The  
  United Kingdom Of Ahlissa 
  In 593 CY, PCs adventuring in the Splintered Sun had 
  several opportunities to receive AR entries that could help 
  or hinder their movement through the United Kingdom of 
  Ahlissa.  
   
  For the DM’s convenience these are replicated below. 
   
  Free Travel Throughout the Kingdom of Ahlissa: The 
  bearer of this document is entitled to travel freely 
  throughout the Kingdom of Ahlissa without molestation. It 
  is signed by Garlann of Naelax. 
   
  Wanted! The PCs are known to have slain one or more 
  nobles of The Kingdom of Ahlissa. As such the authorities 
  are actively searching for them.  
   
  Wanted In Ahlissa: This PC is wanted in connection with 
  the slaying of several Ahlissan soldiers. This status is in 
  effect in all parts of Ahlissa including the occupied portions 
  of Medegia and the Principalities of Naerie and Innspa but 
  not in the Adri Forest. PCs instantly lose any travel 
  privileges within Ahlissa including the Free Travel 
  Throughout the Kingdom of Ahlissa. At the beginning of a 
  session taking place in Ahlissa the DM should make a 
  secret d20 roll. On a 1 or 2 (a DC 20 Disguise check reduces 
  this to 1) the PC will be captured and must pay total bribes 
  of 100 gp x APL at which the scenario was played to prevent 
  their execution. One favour with a high ranked Ahlissan 
  NPC or powerful organization might be spent instead of 
  the bribes.  
   
  Once this bribe is paid, score through this entry. The 
  PC is free to continue the adventure in which he was 
  caught. 
   
  Adventure Background 
  This adventure takes place in the Barony of Schwente and 
  the town of Felten. Felten is the capitol of the Barony and 
  the principal seat of House Eddri. Tanariell Eddri rules 
  House Eddri since her cousin Coriell fled to Irongate to 
  escape the Brotherhood occupation during the Greyhawk 
  wars. Tanariell is reputed to be an intelligent woman who is 
  treated with suspicion by the other nobles of Naerie. 
  Tanariell was captured by the Brotherhood during the 
  Greyhawk wars and seems to have gotten off very lightly, 
  unlike her father who was driven mad by his experiences. 
  The town itself is built on several small islands. Canals run 
  through the town, and it is surrounded by marshlands. 
  Nevertheless, it is a beautiful town cloaked in mist during 
  morning and evening. For more complete information on 
  the region, see Appendix 6-9.  
   
  The primary antagonists the PCs encounter are 
  members or ex-members of the Serpent Guard. The Serpent 
  Guards were mercenaries in the service of Mendaos Radoc 
  during the Greyhawk Wars (see Appendix 8). Unlike many 
  of Mendaos’s mercenaries, they were not drunken louts; 
  they were capable but they also gained a reputation for 
  cruelty towards both commoners and defeated enemies. At 
  the end of the Greyhawk Wars Mendaos released the 
  Serpent Guards from employment under a cloud of 
  suspicion related to their involvement in blackmail 
  schemes. 
   
  After losing employment, the Serpent Guards became 
  bandits and have been using various camps scattered in the 
  Jagged Hills as bases for robbing caravans. They have been 
  attacking caravans seemingly at random. Had their attacks 
  truly been random, they would not be very profitable, since 
  most of the trade in the Barony is farm goods. In reality, 
  they have been receiving information from two different 
  patrons, allowing them to hit caravans that are carrying 
  expensive merchandise amongst their goods. The patrons 
  are a Suel sorceress by the name of Emeria and a faction of 
  NAE6-02 First Bite 
   
  Page 3 
  
  the Felten thieves’ guild looking to hinder the other 
  factions by interfering with their business. 
   
  Still, the Serpent Guards are risking a lot by operating 
  so close to Felten. They have, so far, successfully evaded the 
  Ahlissan authorities and the Felten Guard by moving 
  frequently from one camp to another. Their leader, Raustus 
  “Fang” Dolcheml (commonly simply called “Fang”) believes 
  their contact with Emeria is going to give them their big 
  break, but a few of the Serpent Guards have grown tired of 
  the cold, wet, and dangerous work. Six of the deserters have 
  made their way to Felten to enjoy the carnival before 
  joining another gang. 
   
  Recently Emeria tipped off the Serpent Guards to a 
  caravan transporting magic items and books, including 
  several tomes of old lore for Sage Keep. These tomes 
  contained information about ancient Flan ruins somewhere 
  deep in the Jagged Hills. Now that the Serpent Guards have 
  these tomes, Emeria has joined them and the group is 
  preparing to go into these ruins in the Jagged Hills. All 
  they need is one last successful raid and they are equipped 
  for their quest. 
   
  As the adventure starts, the Serpent Guards have 
  already split up, with a few members traveling with Emeria, 
  to purchase potions and magic supplies in Gornors Cove 
  (since she is likely under suspicion in Felten) as well as 
  going to receive a map from her contact in that town. The 
  majority of the Guards are getting in place to ambush the 
  Felten-Gansford 
  trade 
  caravan 
  and 
  their 
  hidden 
  encampment is empty except for several wagons full of 
  supplies, Fang, two of his trusted lieutenants, and a couple 
  of guardsmen. The only question is whether the PCs are 
  able to find the leader of the Serpents, before they pull off 
  one last raid and move on with their quest. 
   
  Adventure Summary  
  The PCs go to Felten for its annual carnival. Arriving late, 
  they retire to the Inn at which they had arranged rooms, 
  the Grenak’s Feather.  
   
  While in the bar, they are witness to and become 
  involved in a bar fight involving some deserters from the 
  Serpent Guards. When the Felten Guard arrives, the 
  surviving ex-mercenaries are taken away and the PCs gain 
  some information on the raids by the Serpent Guards. The 
  PCs then have the opportunity to get involved in hunting 
  the band down. 
   
  If the PCs decide to stay in town and investigate, they 
  have the chance to learn some things about the smuggling 
  that occurs in Felten. They also have the chance to learn 
  about some poisons in one of the shipments raided by the 
  Serpent Guards and then may learn about Sage Keep’s 
  interest in the Serpent Guard. However, there is not 
  enough information in town to allow the PCs to 
  independently track down the Serpent Guard or discover 
  the motivations behind the attacks. Essentially, the 
  investigation section is not necessary to the plot; it is an 
  opportunity for the PCs to taste some of the flavor of 
  Felten. 
   
  Once the PCs head out of town, they eventually find 
  the most recently used, but not current, encampment of the 
  Serpents. There they encounter a nasty surprise, as a scout 
  releases starving wolves (or at higher APL an angry behir) 
  on the party and then flees. After the wolves are defeated, 
  the party can search some of the supplies, chests and 
  bedding left in the encampment. There is another surprise 
  hidden amongst the equipment: the Serpent Guard has left 
  poisonous vipers. 
   
  Eventually, the party is able to find the current 
  encampment of the Serpents. While Emeria has left for 
  Gornors Cove and the majority of the Serpents have left to 
  ambush the Felten-Gansford trade caravan, the leader of the 
  Serpents is in their encampment with a few trusted men 
  overseeing the final loading of supplies. 
   
  The party has a chance to kill or capture the leader of 
  the Serpent Guard, but it is not easy.  
   
  After the fight, the party uncovers evidence of the 
  planned ambush on the Felten-Gansford trade caravan, 
  including notes indicating that there are far more 
  mercenaries than they can handle alone (eighteen or more 
  battle-hardened mercenaries). Informing the Felten Guard 
  of the planned ambush leads to the crushing of the 
  Serpents once and for all. 
   
  Preparation for Play 
  Depending on the MetaOrgs the PCs are members of, they 
  may have more than one reason for visiting Felten during 
  the carnival. Before the start of play, ask the players for 
  MetaOrg membership information. It is also important to 
  read section below concerning travel time to Encounter 3 
  & 4. 
   
  Travel times between Felten and the Jagged Hills 
  Most convention play scenarios do not go into detail on 
  precise travel times and distances. For this scenario, to be 
  reasonably easy to run during convention play, several 
  assumptions have been made about the timing of the PC’s 
  arrival in the encounter locations in the Jagged Hills.  
   
  Specifically, it is assumed that the PCs arrive at 
  Encounter 3 nearing dusk and arrive at Encounter 4 at the 
  end of dusk or under conditions of full darkness.  
   
  For home play, game day play, or convention play 
  where the Judges wish to implement the full rules set 
  without any simplifications for the sake of time, the Judge 
  may choose to use all appropriate rules for overland travel. 
  These rules, as they impact this scenario are discussed here. 
   
  Between the PCs starting point, Felten, and the 
  campsite in the Jagged Hills, there is an initial 10 miles of 
  road/trail through swampland (x3/4 movement modifier, 
  Player’s Handbook page 164, Table 9-5). Travel over this 
  section takes about 3.3 hours assuming the entire party is 
  mounted on medium-loaded light horses (speed = 4 mi per 
  hour, Player’s Handbook page 164, Table 9-6). If any member 
  of the party is on foot, then the trip takes 3.3-6.7 hours, 
  depending on movement speed (see Player’s Handbook page 
  162, Table 9-3).  
   
  If the party choses to take a sailboat across Lake Felten 
  to Minnoc, this first leg of the trip takes about 3 hours, 
  saving only 20 minutes by the lake crossing, since water 
  travel is slow (see Player’s Handbook page 164, Table 9-6). 
  NAE6-02 First Bite 
   
  Page 4 
  
   
  Once entering the Jagged Hills, the party has about 10 
  miles of relatively trackless lightly forested hills (x1/2 
  modifier, Player’s Handbook page 164, Table 9-5). It therefore 
  takes the party between 5 hours (if all on medium-loaded 
  light horses) and 10 hours (if on foot at 20' movement) to 
  reach the false camp after entering the hills. 
   
  Therefore, if the typical party sets out from Felten at 10 
  in the morning, all on light riding horses, they reach the 
  start of the Jagged Hills by a little after 1 in the afternoon 
  and they reach the site of Encounter 3 by about 6 in the 
  evening.  With several miles and the need to track 
  separating Encounter 3 and Encounter 4, the typical party 
  reaches Encounter 4 at about 8 at night.  
   
  These are the assumptions that have defined the 
  choices of flavor text and condition setting in Encounters 3 
  (still light) and Encounter 4 (end of twilight or dark). 
   
  If a party has spent a long time investigating round 
  Felten or has particularly slow movement speeds, they may 
  still be traveling to Encounter 3 as the sun sets. In this case, 
  a Judge wishing to apply the full set of rules for overland 
  travel ought to ask about party light sources and, should the 
  party either lack light sources or wish to travel under 
  darkness for stealth, the travel times will be twice as slow, 
  due to the poor visibility (darkness) x2 movement cost (see 
  Player’s Handbook page 162, Table 9-4). 
   
  Slow parties may find themselves fighting both 
  Encounter 3 and Encounter 4 in the dark, as well as being 
  under more extreme pressure when attempting to warn the 
  authorites of the ambush. In this case, a review of the rules 
  on Hustling may be useful (Player’s Handbook page 162-164).  
   
  Fast parties, either with magical means of covering 
  large distances or all on unusually fast mounts, may arrive 
  arrive at Encounter 3 earlier than 6 in the evening and 
  therefore may be able to reach Encounter 4 under full light 
  conditions. This is probably only a slim possibility at APL 8. 
  If this occurs, Judges need to adjust the flavor text and 
  ignore the twilight and darkness effects described in the 
  text. 
   
  Finally, the decision point between warning the 
  authorities or staying with the wagons (Encounter 5) is due 
  to the fact that wagons are quite slow (wagon speed is 2 
  miles/hr, Player’s Handbook page 164, Table 9-6). Attempting 
  to exit the Hills and return to Felten with the wagons takes 
  at least 16 hrs, even ignoring the x2 movement cost due to 
  poor visibility (darkness) (Player’s Handbook page 162, Table 
  9-4). Attempting to take the wagons to Minnac is better, but 
  at ~10 hrs travel time it is still too slow to get a warning to 
  the authorites in time to prevent the slaughter of the 
  Felten-Garnsford trade caravan. 
   
  Introduction 
  The boxed text below provides a general justification for 
  the visit to Felten, while some additional reasons for 
  visiting are provided for members of various meta-
  organizations. Players are free to come up with other 
  justifications for their characters. Read aloud or paraphrase 
  the text below:  
   
  Felten, the beautiful capitol of the Barony of 
  Schwente, holds a once-a-year carnival, loosely based 
  on an old Flan shamanic rite. Over the years, the 
  carnival 
  has 
  become 
  ever more popular and 
  hedonistic, with aristocrat and pauper alike, donning 
  grenak feather masks and letting their inhibitions go. 
  It sounds like a fun time and a welcome break from 
  the usual dangerous life of an adventurer. 
   
  Besides, with the water connections to the Azure 
  Sea, through the Shimmering Stream and the Jarlstun 
  Estuary, and points further inland, through the Rivers 
  Ramswash and Minfell, the town of Felten has long 
  been a major inland trading port. The many islands, 
  over which Felten sprawls, and the sheer busyness of 
  trade make Felten ideal for smugglers as well as legal 
  merchants. 
  Be 
  it information or employment 
  possibilities, Felten is rich with possibilities. 
   
  If PCs of any of the below meta-organization are seated at 
  the table, pass them a note or mention to them the 
  additional interest that their group takes in Felten. 
   
  Aerdy Re-Enactment Company:  
  Theusus has asked that you to take part in the carnival 
  performances and keep your ears open. 
   
  Agent of the Jade Mask / Veil of the Sun / Faith of Johydee / 
  Knights of the Chase:  
  Your superiors are aware that Felten has long been an active 
  site of support for the Idee Volunteers and other freedom 
  movements. They request that you keep your ears open for 
  information on the smuggling operations within the town 
  and the possibility of coordination with independence 
  movements. 
   
  Knight Protector of the Great Kingdom:  
  Sir Pellidon of Minetha has asked that any Knights who 
  visit should observe this most open and cosmopolitan of 
  cities within the Principality of Naerie. While the 
  hedonism of the carnival is not laudable, Sir Pellidon has 
  been impressed that, in these troubled times, some of the 
  true spirit of the Aerdy can be found within the principality 
  and especially in Felten. 
   
  Royal Guild of Merchants of Aerdy:  
  The Guild has noticed a major increase recently in the 
  levels of banditry preying upon the merchants passing 
  through Felten. Of particular concern has been the 
  viciousness of the attacks, slaughtering not only the guards, 
  but also the merchants. Towrin Ghan, leader of the guild, 
  has asked that you keep your ears open for rumors as to the 
  cause. 
   
  Nasranite Watch:  
  Captain Belva has asked that any available irregular or 
  traveling members of the city watches travel to Felten and 
  volunteer to assist Commander Ottolon’s Felten Watch 
  with the security of the carnival. 
   
  NAE6-02 First Bite 
   
  Page 5 
  
  Before proceeding, offer the PCs the chance to use their 
  Knowledge (the Splintered Suns), Knowledge (history) or 
  Bardic Knowledge skills to learn a little more about Felten 
  before arrival. Characters whose home region is 
  Principality of Naerie get +2 circumstance bonus to these 
  checks. 
   
  Please note that most of the information given below is 
  for local flavor and as seeds for future adventures set in and 
  around Felten. None of the information given through 
  these checks is critical for completion of this adventure. 
   
  Knowledge (the Splintered Suns) check results: 
  DC 12 
  In 592 CY, Tanariell was pronounced the new 
  Baroness of Schwente, but instead took the title of 
  ‘Lady’. Her first act was to tear down all the 
  monuments raised by her father Andariell and 
  instead build a large statue of herself near the 
  front gate of Felten. This has resulted in many of 
  Felten’s public squares containing impressive 
  monument bases with no monuments upon them. 
  DC 15 
  While a lot of trade passes through Felten, the 
  town itself produces very little exportable 
  supplies. The exception to this is the leaf called 
  ‘Felten Tobacco’, which is harvested around Lake 
  Felten and is famous throughout the Principality 
  for promoting clarity of thought. It fetches a high 
  price among both scholars and nobles. Flan of the 
  town are also trying to cultivate some plants 
  normally found in Tilvanot Peninsula. 
  DC 18 
  Many large ships from the Azure Sea anchor at 
  Jarlstun, at the head of the Jarlstun estuary, and 
  their goods are then taken by smaller boats to 
  Felten. Felten’s position, well connected to major 
  roadways and sitting at the head of the rivers 
  Ramswash and Minfel, has made Felten a major 
  gateway for trade moving throughout Naerie as 
  well as trade coming from the Azure Sea. Felten’s 
  many small canals and side channels have made 
  customs and taxation a nightmare to enforce and 
  so Felten, capitol of the Barony of Schwente is the 
  home to both the largest law enforcement in the 
  Barony and the largest smuggling operations in 
  the Barony. 
  DC 20 
  Felten has small temples to every major human 
  religion worshipped in Naerie, except Hextor. 
  These include the Velaeri, Phyton, Osprem, 
  Procan, Heironeous, and even a disused older 
  temple to Xerbo. Good relations with the druids of 
  Minnac have been crucial for the townsfolk as, 
  without the assistance of druidic magic, parts of 
  the town would have long ago subsided back into 
  the marsh.  
   
  Bardic Knowledge and Knowledge (history) check 
  results: 
  DC 12 
  In ancient times Felten was the site of a Flan 
  village, their huts built upon stilts or artificial 
  islands amongst the marshes. Even today, Felten 
  is little more than a collection of artificial islands. 
  The town is a colorful and chaotic maze of canals, 
  bridges and narrow streets.  
  DC 15 
  Under Andariell Eddri’s patronage, the annual 
  Felten carnival, originally a nature celebration 
  based on the rituals of Flan shamen, became an 
  extravagant, debased spectacle. Lady Tanariell has 
  reduced the worst of the excesses and increased 
  the level of law enforcement, but the carnival 
  remains a yearly wild, town-consuming event.  
  DC 20 
  There are tales that long ago there was an island in 
  the center of Lake Felten, but the entire island and 
  everyone on it vanished without a trace when the 
  advice and warnings of the druids of Minnac were 
  ignored. 
  DC 25 
  Last century, an explorer discovered the ruined 
  remains of a temple to Fharlanghn deep below the 
  surface of lake Felten. Amongst the inscriptions 
  brought to light were references to "The chamber 
  of the Orb", apparently some sort of powerful 
  magical artifact. 
   
  Once all questions the players might have on Felten and 
  the carnival are answered, as far as the PCs know the 
  answers anyway, proceed with Encounter 1. 
   
  Encounter 1: 
  Grenak’s Feather Gets Ruffled 
  Read aloud or paraphrase the following: 
  It was tough going occasionally, the marshlands 
  around Felten being what they are, and the rain didn’t 
  help either, but you made it alive and only slightly 
  mud-spattered. Sadly, the combination of bad weather, 
  over enthusiastic patrols and a dose of bad luck 
  delayed your arrival by about two days, causing you to 
  miss the highlights of this year’s carnival. You hear 
  news that the first day of the carnival was most 
  impressive and while Prince Barzhaan himself did not 
  attend the carnival, he sent his cousin, Lord 
  Darvander Haxx, and his lovely new bride Lady 
  Theodora to attend the official beginning ceremonies. 
   
  Still, a full day after the main revelry, the party 
  continues for some, albeit more slowly and drunkenly. 
  In the streets of Felten, many still wear their grenak-
  feather masks, drunken men lean against walls, 
  scattered couples are locked in embrace in the side 
  streets, and trash is everywhere. Your lodgings are in a 
  small inn named ‘Grenak’s Feather’, named after a 
  bird species that winters in Lake Felten. The owner, a 
  pleasant-seeming Oeridian human man of middle 
  years named Malfeus Anyrdyvania, always seems to 
  know of possible jobs and people willing to do them. 
  He is said to be on good terms with both city 
  guardsmen and those involved in “unofficial trade 
  activities”. 
   
  It is just before dusk when you finally reach your 
  inn. The Inn is packed with people but Malfeus 
  motions you and a few other adventuring types to a 
  recently cleared table. At least you didn’t miss the 
  NAE6-02 First Bite 
   
  Page 6 
  
  carnival completely and you have a chance to clean up 
  and get something to eat. 
   
  The Grenak’s Feather is located just across the canal from 
  the marketplace and city gates of Felten (see Appendix 6 for 
  information on Felten) and is known to be a hotspot for 
  hiring mercenaries and adventurers. 
   
  All PCs are seated at the same table, the one closest to 
  the door on the map in DM’s Aid 1, the middle table of the 
  top three. Allow any PCs who do not know each other to 
  meet and introduce themselves now.  
   
  After introductions, read the following text: 
   
  At the next table over, five men in feathered masks 
  and leather armor were playing a game of cards, but 
  the play has ceased as a loud argument ensues. A big, 
  brutish-looking Oeridian man looms over a slim well-
  dressed Suel lad, poking a beefy finger in his face. “Oi! 
  Nobody’s luck is that good!”, he bellows. As the young 
  Suel man starts to stammer a response, he is 
  interrupted as another man at the table says “Of 
  course he cheated, Uloth; he has our money.” A third 
  at the table, with scarred knuckles and an ugly grin, 
  suggests “Time to give him his earnings, ain’t it?  ”
   
  The young Suel man has just enough time to look 
  scared before the brutish-looking Oeridian man’s fist 
  hits him in the jaw and knocks him to the floor. Big 
  Uloth starts kicking him as two of his companions 
  continue egging him on and the third leans back 
  looking bored.  
   
  The men are at the top right table on Grenak Feather map 
  (see DM’s Aid 1). The young man was seated closest to the 
  PCs’ table. His name is Thell, Uloth is beating him, Xam 
  and Garik are egging Uloth on and cheering, and Lenert is 
  sitting back. Go ahead and roll dice for the beating; this 
  sound of dice may spur the PCs to action. Thell is just 
  attempting to dodge the blows and cover his vitals, while 
  Uloth is applying lethal damage, not nonlethal damage, 
  with kidney kicks and throat stomps. If the sound of dice 
  does not motivate the PCs to involve themselves, then give 
  the PCs Listen and Spot Checks after each round. 
   
  Round 1: DC 10 Listen or Spot to notice that the blows are 
  lethal damage (spotting the location of the attacks or 
  hearing bone crack). 
   
  Round 2: DC 5 Listen or Spot 
   
  Round 3: DC 0 Listen or Spot: The young Suel man has 
  gone completely limp and blood is leaking from his ears, 
  but Uloth keeps kicking.  
   
  If any of the PCs object to Uloth’s beating of Thell, he 
  snarls at them saying: 
   
  Shut your pie-hole and mind your own business, or 
  come over here if you want a piece of this!  
   
  He will continue beating Thell until 4 rounds are up (Thell 
  dies after four rounds of beating) or a PC moves to stop 
  him.  
   
  Succesful opposed Intimidate against Uloth can 
  however cause him to back down. Uloths bonuses are as 
  follows: APL2 1d20+0, APL4 1d20+1, APL6 1d20+2, APL8 
  1d20+4. Apply the difference in group sizes as circumstance 
  bonus to Uloth. If the Intimidate check is successful, then 
  the Serpents vacate the inn, cause some trouble, run into 
  Felten guard patrol, attempt to flee and get arrested. This 
  does not affect the module much; the guards still wake 
  characters in the morning and so on. The PCs get full 
  experience from this encounter. 
   
  It should be clear that none of the commoners nearby 
  want any part of tangling with the big man. The innkeeper, 
  Malfeus, happens to be in backroom as this happens and 
  won’t be around to notice the fight, and the waitress, Ewa, 
  runs out the door to summon the Felten Guard after round 
  1 of the beating. The guard she summons arrive 11 rounds 
  after the beating of Thell starts.  
   
  If the PCs do not intervene within 4 rounds of beating, 
  Thell has been kicked to death and the four Serpent Guard 
  deserters hastily leave the inn but get arrested on their way 
  out of town. Naturally PCs do not receive any experience 
  from this encounter. In this case, the guards can still 
  contact characters in the morning and ask their help (they 
  are adventurers and conveniently in town). If they still 
  don’t go after Serpent Guard, the adventure is over.  
   
  Once any of the PCs announce the intent to stop the 
  beating, roll initiative for the Serpent Guard deserters and 
  have the involved PC(s) roll initiative as well. See below for 
  tactics.  
   
  Creatures: The initial enemy combatants are only the four 
  who were seated with Thell, i.e. Uloth, Xam, Garik, and 
  Lenert, but seated at the center table, on the two stools 
  closest to the door are Bennic and Dolg. These two do not 
  initially join any fighting, choosing to blend into the crowd 
  unless the other Serpent Guard deserters start losing. At 
  that point they join the fight, perhaps catching the PCs by 
  surprise and trying to set up their allies for flanking. To 
  determine if they gain surprise on the PCs, grant the PCs a 
  Spot check, with the following DCs: APL2 - DC 19, APL4 - 
  DC 21, APL6 - DC 23, APL8 - DC 23. 
   
  The DCs are calculated based on an assumed Hide 
  check of 10, the Hide skill of Bennic and Dolg at the 
  various APLs, a circumstance bonus to Hide of +4 (they did 
  not join the fight initially, but acted the part of the rest of 
  the crowd, and they are dressed and masked similarly to the 
  rest of the crowd) and the -5 “Spotter distracted” Spot 
  penalty to the PCs’ checks. If any PC is not engaged in the 
  fight and has stated that they are watching the crowd, then 
  the -5 penalty is not applied and the DCs should be 
  adjusted accordingly 
   
  All six thugs are Oeridian human men wearing grenak 
  feather masks. The masks currently hide the fact that each 
  has the tattoo of a viper high on the right cheekbone. 
  Uloth, the leader of the four, is dim and brutish looking. 
  Xam is an oily-looking short man with his leather armor 
  NAE6-02 First Bite 
   
  Page 7 
  
  dyed black. Garik has short brown hair, a repeatedly broken 
  nose, and heavy scarring on his knuckles. Of the six, Lenert 
  appears the most clean and “scholarly”, but that is not 
  saying much. Bennic and Dolg are both forgettably average-
  looking. Except for the viper tattoos, now hidden both by 
  the grenak feather masks and by longish hair brushed 
  forward, they could be any Oeridian commoners. 
   
  APL2 (EL3)  
  � Serpent Guard Deserters (6, Drunk): Uloth, Xam, 
  Garik, Lenert, Bennic & Dolg); Male Human War1; hp 6; 
  see Appendix 1. 
   
  APL4 (EL5)  
  � Serpent Guard Deserters (6): Uloth, Xam, Garik, 
  Lenert, Bennic & Dolg); Male human Ftr1; hp 12; see 
  Appendix 2. 
   
  APL6 (EL7)  
  � Serpent Guard Deserters (6): Uloth, Xam, Garik, 
  Lenert, Bennic & Dolg); Male Human Ftr1/Rog1; hp 18; 
  see Appendix 3. 
   
  APL8 (EL9)  
  � Serpent Guard Deserters (6): Uloth, Xam, Garik, 
  Lenert, Bennic & Dolg); Male Human Ftr2/Rog2; hp 32; 
  see Appendix 4. 
   
  APL2-8 Noncombatants  
  � Young Man (Thell): Male human Exp1; see Appendix 
  5. 
  � Malfeus Anyrdyvania: Male human Exp1/Clr3 of 
  Wenta; see Appendix 5. Malfeus arrives on round 7 of the 
  fight and assists characters from that point onward. 
  � Ewa: Female human Com2; see Appendix 5. 
   
  Tactics: The Serpent Guard deserters work together to 
  attempt to flank individual PCs and do not initially draw 
  weapons. The moment any PC draws a weapon, the Serpent 
  Guard Deserters call out “You all saw it! They drew 
  weapons first! We didn’t start it!” and then draw their 
  own weapons.  
   
  At APLs 2 and 4, when they do not have Sneak Attack, 
  the deserters grapple the PCs and beat them to death. At 
  higher APLs, the Deserters flank and sneak attack or 
  grapple, whichever is the most efficient at killing the PCs. 
   
  When half of them are incapacitated, the rest attempt 
  to flee, diving out windows or doing whatever is necessary 
  to escape. If trapped, they fight to the death. 
   
  Note that Jumping out of a window is only a DC 10 
  Jump check. Failure results in landing prone outside of the 
  inn. 
   
  Treasure: No treasure is available here as it is assumed to 
  be taken to custody of Serpent Guard after the fight. PCs 
  receive it in Encounter 2.  
   
    
  Development: 11 rounds after the beating of Thell started, 
  a Felten Officer arrives along with four Felten Guards (see 
  Appendix 5 for details).  
   
  If combat has not been resolved, Ewa tells the Felten 
  Guard who are the troublemakers (the deserters) and who 
  are the good guys (the PCs) and the Felten Guard joins the 
  fight on the PCs’ side. 
   
  If combat has been resolved, the Felten Officer calls 
  over Malfeus to stabilize the injured and one of the Felten 
  Guard runs to fetch Commander Ottolon.  
  If Thell is 
  dead, then the PCs and a number of nearby inn patrons are 
  held overnight for questioning, but they are cleared of any 
  wrongdoing. Guards still ask them to go after Serpent 
  Guard.  
   
  If at least one PC attempted to aid Thell, then move on 
  to the interview with Commander Ottolon in the morning. 
  Alter the flavor text and interview with Commander 
  Ottolon to reflect the fact that he is very angry at the 
  Serpent Guard, at the bar patrons who stood by and did 
  nothing, and at the PCs for failing to save his son. This does 
  not alter the mechanics of the scenario, but should strongly 
  affect the tone of the interview. 
   
  If Thell is alive, he is brought to full health by 
  Malfeus’s spells (Malfeus recognizes Thell as Commander 
  Ottolon’s son and heals him before healing any PCs). Thell 
  enthusiastically thanks the PCs who aided him. The PCs 
  have earned the Favor of Commander Ottolon. In this case, 
  Commander Ottolon thanks the PCs and ask them to come 
  to the Felten Guard main barracks in the morning. 
   
  If the PCs themselves expend healing on Thell, then 
  they take part in the Optional Encounter: Thell’s Thanks. 
   
  Things to do during the evening  
  Gamble, drink and look for company.  
  Gambling is pretty common and one can always find a 
  game of cards or dice just about anywhere. If characters 
  have cohorts, they either do not take part in gambling or 
  simply be declared to have equal wins and losses, with no 
  net change in gold.  
   
  Card games call for a DC 10 + APL Bluff check, success 
  means character gains 1d4 gold pieces, a failure means the 
  loss of 1d6 gold pieces, due to card tables being frequented 
  by professional players and a few cheats too. A NPC cheater 
  can be spotted with a DC 18 + APL Sense Motive check (the 
  cheats are typically pros, after all). A cheat that is found out 
  is given a scolding and is thrown out the establishment, but 
  nothing more. Everyone knows that a bar brawl is bad for 
  everyone and causes the Guard to show up and arrest 
  everyone, so things rarely escalate that far. If three cheats 
  are spotted and exposed, remaining cheaters play clean 
  rather than risk getting caught. The odds shift to 1d4 gold 
  per win or loss.  
   
  If the PCs wish to cheat, then it is only a DC8+APL 
  Bluff check to win at cards. However, for every cheating 
  attempt past the first one, there is a DC20+APL Bluff check 
  to not get caught; the other card sharps are paying attention 
  after the first time. 
  NAE6-02 First Bite 
   
  Page 8 
  
  In any case, keep the gold coin limit earned at 1d4gp a 
  round. If PCs want to gamble solely against each other with 
  massive amounts of money, let them. No commoner joins 
  them.  
   
  Games of dice are easy to simulate, the DM and the player 
  bet from 1 to 4 gold pieces and roll a die, higher die takes 
  the gold, re-roll ties. Most people who are losing play 
  maximum of 2 losing rounds, then quit. They are not rich 
  enough to lose much more anyway. Therefore, players can 
  only play two rounds of each game.  
   
  Drinking contests are also common, the loser pays (1d4 
  gold coins) to the winner. Each round, make Fortitude 
  saves of DC 12 + total number of drinks. One failure means 
  character is fatigued, 2 failures mean character counts as 
  exhausted and the third failure means the character is 
  unconscious until morning. Characters with the Diehard feat 
  do not pass out until the fourth failure, and are rewarded by 
  an even bigger headache. Characters who pass out on the 
  third failure count as fatigued the next day, while those 
  who pass out on the fourth failure count as fatigued and 
  have an additional –2 modifier to all d20 rolls the next day. 
  Dwarves and Halflings receive +2 circumstance modifiers 
  for the drinking contest and PCs with the Endurance feat 
  receive an additional +2 circumstance modifier. For an 
  NPC drinking opponent you can use statistics of a Serpent 
  Guard Deserter. I.e. APL2 - Fort +3, APL4 - Fort +4, APL6 - 
  Fort +4, and APL8 - Fort +5. 
   
  Gambling on the winner of a drinking contest is very 
  common, and great fun too. Anyone can bet from 1 to 4 
  gold pieces on this.  
   
  Looking for company is simple, a DC 17 Bluff check and a 
  place to spend the night are all that is needed. Followers of 
  some religions might take a dim view of this sort of 
  behavior but then again other religions may encourage 
  such things. However, said male/female is gone by the time 
  PC wakes up, though PCs personal belongings are not 
  missing.  
   
  Lost/Won money in gambling: Note the amount for 
  each PC won or lost and reduce or add this to gold they 
  earn in the adventure. However, they still cannot earn 
  money over the cap. Make sure this amount is filled out 
  under either ‘items bought’ or ‘items sold’ as ‘gambling’ on 
  the AR section as money that player lost or gained over the 
  cap in this module. 
   
  Encounter2: 
  Commander Ottolon and 
  investigating around 
  Note: remember to alter the tone of this encounter in the 
  unlikely event that the PCs intervened but could not 
  prevent Thell’s death. Ottolon is angry and grieving, even 
  though he knows it is not the PCs’ fault.  
   
  In the extremely unlikely case that the entire party sat 
  by and watched Thell get kicked to death without 
  intervening, alter the text to make it clear that Commander 
  Ottolon considers them to be honorless dogs and it is 
  against his better judgement that he offers them the chance 
  to ‘redeem’ themselves by locating the “Serpents’ Nest”. 
   
  The main Felten Guard barracks is easy to find and 
  entirely occupies a small island, connected by two 
  bridges to other islands. The barracks themselves are 
  built into the walls, which ring what appears to be a 
  fortified prison. The guardsman at the gates, one of 
  the guards from last night, seems to be expecting you 
  and escorts you into a large but plain room, 
  containing shelves of report scrolls, wall maps of the 
  city and surrounding lands, and a large oak desk. 
  Behind the desk sits Commander Ottolon. Several 
  wooden chairs have been placed opposite it. 
  Commander Ottolon glances up and says, “Please, 
  have a seat and be at ease. I have some information 
  about those troublemakers from the other night.” 
   
  Allow the PCs to express interest or make their greetings or 
  whatever.  
   
  “The men were members of a gang of bandits calling 
  themselves the Serpent Guard. They have preyed upon 
  the trade around Felten off and on for some time now. 
  We have tried tracking them to their hideout, but they 
  appear to move frequently from one hollow to another 
  in the Jagged Hills. They move and conceal their 
  tracks, so there is very little to give them away. I have 
  not been able to spare the men to search enough of the 
  Jagged Hills to find them and the Jagged Hills are too 
  dangerous to send out single trackers to cover the 
  ground. The men you fought could have provided our 
  big break. You are due a reward for their capture.” 
   
  At this point a Felten Guardsman enters and distributes the 
  rewards for the capture/killing of Serpent Guard members.  
   
  Treasure: PCs receive reward for killing Serpent Guard.  
   
  APL 2: Loot (0 gp); Coin (100 gp); Magic: (0 gp) 
   
  APL 4: Loot (0 gp); Coin (200 gp); Magic: (0 gp) 
   
  APL 6: Loot (0 gp); Coin (300 gp); Magic: (0 gp) 
   
  APL 8: Loot (0 gp); Coin (400 gp); Magic: (0 gp)  
   
    
  Note: If all the deserters were killed speak with dead was 
  used to gather the information. If any deserters were 
  captured alive, the information was tortured out of them 
  and now they await their execution, which will be carried 
  out as soon as information is known to be correct. 
   
  “Those Serpent Guard men you fought eventually 
  named roughly where in the Hills the most recent 
  encampment was. However, they also knew that some 
  big attack was planned very soon, without knowing 
  the details. I would like you to go and check the camp 
  location. If they have moved from that location, follow 
  the trail to their new encampment and report to me. I 
  need them found and I need them found now.  The 
  NAE6-02 First Bite 
   
  Page 9 
  
  end of the carnival is about to put a lot of dignitaries 
  and merchants out on the road and I can not protect 
  them all. Any questions?” 
   
  Attempt to keep the interview with Commander Ottolon 
  flexible and free flowing. He is a very busy man, but he 
  knows a lot about the area and can answer many questions 
  the PCs may have. In addition to the below questions, he 
  attempts to answer any questions about the area which 
  could reasonably pertain to the task of stopping the Serpent 
  Guard. Possible questions are listed in italic type. Possible 
  answers follow the questions. It is not necessary to read all 
  of these passages verbatim. They are given as suggestions 
  for flavor and DMs should feel free to paraphrase or 
  elaborate as seems appropriate to the table. 
   
  Q: What if they lied and it is not the Serpent Guard camp 
  location? 
  A: “The questioning was most severe. I am certain the 
  information is correct. The only question is whether the 
  bandits have moved their camp. If they have, then there are 
  sure to be reasonably fresh tracks leading to their new 
  location. Find me their current camp and I can act to finally 
  crush these Serpents.” 
   
  Q: If you know where they are, why don’t you send the 
  Felten Guard to wipe them out? Why send us? 
  A: “Lady Tanariell believes the information is false and 
  designed to lead us on a wild goose chase. She has insisted 
  that my Guard must be used to protect some of the 
  potential targets for the attack, including the various 
  dignitaries who were visiting for the carnival. I believe the 
  information is correct, but I must obey the Lady and it 
  would be politically disastrous if any visiting dignitaries 
  were harmed or kidnapped. I must admit, the Lady’s 
  enemies would find it very suspicious if the Felten Guard 
  had men on a wild goose chase and too few protecting 
  visitors, should an attack occur.” 
   
  Note: If any of the players are Nasranite Watch 
  members or even members of the Felten Guard through 
  that metaorg, then Ottolon assures the PC that they are not 
  currently listed for active duty and therefore are not 
  included in Lady Tanariell’s orders. 
   
  Q: We don’t have any trackers, can you spare one? (Note: 
  Only make the below offer if the PCs think to ask for aid in 
  Tracking, otherwise Ottolon assumes they are competent in 
  Tracking already.) 
  A: “I don’t want to risk the Lady’s wrath by disobeying her 
  and sending any of my trackers with you, but there is one 
  local fellow who has helped us out from time to time, 
  without joining the Guard. His name is Pehren of Minnac 
  and he came in for the carnival. I let him stay in the 
  barracks when he is in town so it will be just a minute to 
  summon him. I’ll ask him to help you.” 
   
  Pehren (Exp1, see Appendix 5) agrees to help, if tracking 
  is needed, for the price of 5 + APL gp. However, he makes it 
  clear that he tries to avoid melee combat. He stays back if 
  violence breaks out, use ranged weaponry, and flee if PCs 
  are defeated.  
   
  Q: What more is known about the Jagged Hills? 
  A: “The Jagged Hills are an area of considerable size. A bleak 
  hilly region as its name well describes. A group of men 
  could feasibly hide among the barren hills for a lifetime, if 
  they so chose. The Shimmering Stream flows through this 
  barren area, the only water route and only easy passage 
  through. Consequently it also attracts derelicts from the 
  surrounding area, robbing, killing and burying lone 
  travelers is not difficult, so the few who chose to travel 
  through the Jagged Hills do so in large groups.” 
   
  Q: What is in it for us?  
  A: “Due to the shipments the Serpent Guard have attacked 
  before, there are outstanding bounties that have been 
  offered by the Felten Guard, the Royal Guild of Merchants 
  of Aerdy and the wizards of Sage Keep. Find their 
  encampment and I see to it that you get your share of those 
  bounties, after taxes of course.” 
   
  Q: What is in it for us? (Section 2 - Read only if Thell 
  survived.) 
  A: “In addition, if you should qualify and desire the honor, 
  I will be happy to suggest you for a position within the 
  irregulars of the Felten Guard. Should you wish to join 
  some other guard unit; I also have contacts amongst the 
  Nasranite Watch, Heshun Guard, and Ekehold Redswords. 
  I will be happy to put your name forward to these units as 
  well.” 
   
  Note: The above offer is an introduction to the 
  Nasranite Watch Meta-Organization. Those interested in 
  joining the Nasranite Watch need only print out the 
  membership AR from the Naerie website. 
   
  Players who are already Watch members have 
  Ottolon’s assurance that their volunteering for this mission 
  is appreciated and will be noted in reports to their 
  superiors. 
   
  Q: So how much money are those bounties worth? 
  A: “For information leading to the capture or death of the 
  leader of the Serpents, the total reward after taxes will be 
  about 600 gold pieces. There are also various bounties on 
  the individual members, if you have the chance to capture 
  or kill any.”  
   
  Q: What else is known about the Serpent Guard? 
  A: “They were once mercenaries working for Mendeos over 
  in Radoc, but they have long since left him to become 
  common bandits. They are all human as far as I know. The 
  things that set them apart from most bandit gangs are the 
  tattoos, uncommonly strong discipline, and impressive 
  viciousness. Their strikes seem to be targeted at specific 
  loads and they often kill everyone in a caravan, rather than 
  just the guards.  
   
  Q: Specific loads, eh? What did they go after? 
  A: “Well, I say specific loads only because the list of hit 
  shipments is not long. Shipments on the same path shortly 
  NAE6-02 First Bite 
   
  Page 10 
  
  before or after are not touched. It is clear that the Serpents 
  prepare well in advance, hiding in ambush locations and 
  waiting for the optimum time to attack to prevent the 
  escape of any witnesses. However, it is not clear why they 
  choose to let a silk merchant pass and then attack a load of 
  turnips. Honestly, most of the caravans hit don’t make a bit 
  of sense to me and I’m damn glad to finally have a lead on 
  their location instead of trying to guess their attack 
  patterns.” 
   
  Hand out Player’s Handout 1 and then continue with the 
  following. 
   
  “Don’t get distracted by this stuff. My top men have 
  already combed through it trying to make sense of it. 
  This has not helped us figure out what they are after 
  and it hasn’t helped us stop the attacks. I need you to 
  get out there and confirm their position so we can 
  crush them. Read through them if you want, but these 
  invoices aren’t going to help you find the Serpents.” 
   
  Ottolon is correct. Investigation by the PCs is not necessary 
  to the adventure and does not affect the ability of the PCs 
  to locate the leaders of the Serpent Guard. There is not 
  sufficient information given to the PCs to answer many of 
  the outstanding questions. DM’s Aid 4 provides the 
  information to help you if the players wish to pursue 
  investigation anyway. 
   
  Q. Wait, you just said ‘no witnesses’. So how do you know it 
  is the Serpent Guard? 
  A. “Two things: The attacks fit their tactics from during the 
  Greyhawk Wars and the Aerdy Merchant’s Guild 
  convinced High Priest Tejabus to commune with 
  Heironeous to confirm the culprits’ identity. Heironeous 
  confirmed the Serpent Guards were responsible.” 
   
  Q. Is there any information on how many Serpent Guard 
  members there are? 
  A. “Back during the Greyhawk Wars, they could field as 
  many as seventy, but only about fifty or sixty were tattooed 
  full members. Losses during the Wars put their number at 
  maybe thirty or forty when they left Mendeos. The past 
  years have been hard, scraping out a living in the wilds and 
  hitting caravans. With some losses in the caravan attacks 
  and assuming a few desertions, their number could be 
  anywhere between twenty and thirty. Considering the size 
  of some of the caravans hit, they can not be fewer than 
  fifteen to twenty and are probably more. It seems highly 
  likely that they have had magical aid in their attacks.”  
   
  Q. What do you mean by ‘size’ of the caravans? 
  A. “I mean that some of the hit shipments have had 
  multiple wagons or barges, with drivers and outriders and 
  such. Unless the Serpents have at least twenty men, it 
  seems that we should have had an outrider successfully flee 
  the fight by now.”  
   
  Knowledge 
  (the 
  Splintered 
  Suns), 
  Knowledge 
  (nobility and royalty) or Bardic Knowledge check 
  results for further information on Mendeos: 
  DC12 
  For Mendeos’s aid in taking Idee during the 
  Greyhawk Wars, Graf Reydrich awarded the town 
  of Radoc and its immediate surroundings to 
  Mendaos, who then declared himself to be the 
  head of House Radoc.  
  DC 15 
  Mendeos is not very efficient or charismatic ruler, 
  but not a tyrant either. Most of the mercenaries he 
  employed during the Greyhawk Wars eventually 
  left him, but a disorderly assortment of the more 
  loyal or more lazy have remained as his personal 
  bodyguard or Radoc town guard. 
  DC 20 
  Mendeos is not politically active. He is apparently 
  content to ignore the world outside of Radoc, 
  leaving only for hedonistic trips spending Radoc’s 
  tax money on alcohol and women. He is most 
  famous for having many dozens of bastard 
  children spread across the Principality. 
   
  Once the questions are out of the way, the interview is over. 
  The PCs have the opportunity to purchase supplies before 
  heading out into the Jagged Hills or they can do so 
  immediately.  
   
  The PCs may wish to do some information gathering 
  in town, perhaps talking with the owners of recently 
  attacked caravans or attempting to make contact with 
  smugglers. Improvising some information gathering is 
  reasonable but it should not be allowed to take much game 
  time. In general, there is very little information that can be 
  found in town that Commander Ottolon does not already 
  know. The Serpent Guard policy of killing everyone in a 
  caravan they attack and burning whatever they don’t take 
  has succeeded in hiding their numbers and the goods they 
  target. Even the most amoral of the smugglers believes the 
  Serpent Guard are bad for business and should be 
  exterminated.  
   
  Troubleshooting: If investigations are taking too much 
  game time, advance the time of day towards evening and 
  remind the players that the Serpent Guard’s frequent 
  moves from camp to camp. Point out that if the PCs delay 
  too long, then the Serpents shift locations and the PCs have 
  squandered the opportunity to stop them.  
   
  Optional Encounter: 
  Thell’s Thanks 
  This encounter only plays out if the PCs expended healing 
  spells or potions on Thell at the end of the fight in the 
  Grenak’s Feather Inn.  
   
  Loitering around the exit of the Felten Guard 
  Barracks, you see young Thell. “Good morn’ to you, 
  friends! I, uh, have something for you, by way of 
  thanks. Follow me.” 
   
  He leads you to a decrepit little no-name ale shop 
  tucked up against the side of the Nature’s Bounty herb 
  NAE6-02 First Bite 
   
  Page 11 
  
  store and points to a map of the Barony spread across 
  the wooden table. 
   
   
   
   
  “I drew it myself as a gift for you. It took all these 
  different colored inks.”, he says as he taps red, blue, 
  and black ink bottles with his left hand, getting some 
  ink on his first, second, and third fingers as he does 
  so. 
  “This is for you, because you are the sort of people 
  who stick up for the little guy who is being 
  oppressed.” Rolling up the map with his right hand, 
  he presents it to (PC who provided the most healing). 
  As he hands it over, he wipes his left hand across 
  your hand, commenting “Oh, that was clumsy of me! 
  Um, no need to wipe it off. Uh, why don’t you go wave 
  ‘Hello’ to my good friend Urnius? He’s great with the 
  mandolin and he knows lots of stuff and he’s playing 
  in the market square right now. Uh, I have to go now. 
  Thanks and bye.” 
  With that, he hustles out of the tiny ale shop. The 
  ancient Flan woman seated by the ale keg and the 
  cheap wooden cups never roused from her nap during 
  this whole odd performance. 
   
  If you want to use a visual aid or if the players want to see 
  the map that Thell has given them, feel free to give the 
  players Appendix 7. 
   
  It is a DC 10 Sense Motive check for the PCs to realize 
  that Thell has done a very un-subtle job of marking them 
  with some sort of code and telling them to go wave that 
  code at his contact, Urnius.  
   
  If the PCs corner Thell and try to make him explain 
  himself, he starts sweating profusely and stuttering. He 
  knows that Urnius knows some people amongst the Idee 
  Volunteers and some of the city’s smugglers, but he does 
  not want to implicate his friend. All he says is that “Urnius 
  knows interesting people. You should talk to him. 
  He’ll know I sent you if you have those ink stripes; it’s 
  our code.”  
   
  A DC 10 Bardic Knowledge check reveals that dirt 
  smudges, ink stains, and ash marks have been used over the 
  ages by thieves or smugglers as indications of membership 
  or trustworthiness. Perhaps that is the inspiration for this 
  “code”.  
   
  When the PCs meet Urnius (CN male Brd8), he is careful 
  and he does not trust them immediately. Urnius is aware 
  that Thell’s sympathy with the Idee Vollunteer movement 
  could be just one more childish rebellion against his father, 
  Commander Ottolon. As such, Urnius has not let Thell 
  make too many contacts with the independence movement 
  and he does not necessarily trust Thell’s judgement about 
  the PCs. A diplomacy check by the PCs is needed before he 
  is willing to discuss what he knows. Urnius is a 
  professional, and chooses to discuss things in the busy 
  square acting relaxed rather than furtive. If the PCs want a 
  more private place to talk, he smiles and refuses, saying 
  “Come now, no one pays attention to a storeyteller in a 
  square, but we’re sure to attract attention if we go 
  rushing off to discuss things in the shadows. Here is 
  fine.”
   
  The Diplomacy check receives the following modifiers.  
  • 
  Aerdy Re-Enactment Company +2 to roll. 
  • 
  Agent of the Jade Mask / Veil of the Sun / Faith of 
  Johydee / Knights of the Chase +2 to roll or +4 if they 
  identify themselves as such 
  • 
  Knight Protector of the Great Kingdom: -2 to roll 
  • 
  Royal Guild of Merchants of Aerdy: -2 if they identify 
  themselves as such 
  • 
  Nasranite Watch: -2 to roll or -4 if they identify 
  themselves as such. 
   
  The above modifiers are intended to reflect general bearing 
  of the character as perceived by someone who is concerned 
  about the affiliation of the people with whom they speak. 
  The comment “if they identify themselves as such” is 
  shorthand for any form of identifier, i.e. if the PC wears a 
  badge or distinctive garment, bears the heraldry on shield 
  or armor, shows a particular identifying handsign, or 
  simply says “I’m interested because I am a Knight Protector 
  of the Great Kingdom”. More clear identification of the 
  assumed affiliation leads to stronger modification of the 
  roll.  
   
  Troubleshooting: Some parties may speak with Urnius 
  but completely fail their diplomacy check. In this case, 
  Urnius hints that coin may also persuade him. Note that 
  once the party has bribed him for the first hint (costing 100 
  gp), each additional hint costs 50 additional gold pieces. 
   
  Diplomacy results 
  DC 10 
  “Ah, yes. The Snakes have been up to quite a bit 
  lately. They’ve almost run their course. They 
  burned the merchants, robbed the smugglers, 
  pissed off the Guard, and stole from the Sages. All 
  they need to do now is burn a temple and they will 
  be universally hated around here. I wouldn’t be 
  surprised if they left the area pretty soon. Hmmm. 
  They are humans, but many attacks have either 
  been at night or at dusk, haven’t they?” 
  DC 15 
  “I understand they picked up quite a few poisons 
  when they attacked the druids’ goods shipment. 
  Those Fangs are sure to have quite some sting 
  now. I hear the woman who ordered the poisons 
  from the druids is nowhere to be found these days. 
  Seems a bit convenient.” 
  DC 20 
  “Rumor has it that the loss of those turnips was 
  mighty expensive to those Volunteers interested 
  in aiding in rebuilding Onnwal. I heard that a 
  number of them were packed with diamonds 
  instead of turnip pulp. How the Serpents heard of 
  it, I don’t know, but I suspect there was a falling 
  out amongst the smugglers and the Serpents were 
  the beneficiaries.” 
  DC 25 
  “Well, some smugglers have ethics while there are 
  others who have none. The sort who would lay 
  down with Vipers in hopes of getting rich is sure 
  NAE6-02 First Bite 
   
  Page 12 
  
  to get bit in the end. Or maybe he will just lose his 
  right-hand man and a big shipment of pearls 
  hidden in a cod shipment. Serves him right for 
  costing others the diamonds.” 
   
  DM’s Aid 4 provides the necessary information for you to 
  understand the above comments. 
   
  Note: Meeting Thell and Urnius does not delay the PCs 
  exit from the city by much. Independent investigation 
  takes more time. 
   
  Encounter 3: 
  This Camp Bites – Part 1 
  Read out aloud or paraphrase the following once the PCs 
  have left the town. This encounter assumes characters 
  make no special preparations when entering this encounter 
  (such as circling around first). If that happens, you will 
  need to adjust the information below. 
   
  It has been a long day, trekking across the occasional 
  patches of swampy ground that mark the edges of the 
  Jagged Hills. The remains of old camp sites and the 
  infrequent undisguised wheel-rut in the middle of the 
  wilderness have served as indications you are in the 
  region used by the Serpent Guard as camp sites. 
  Finally, as the sun is starting to set over the nearby 
  hilltops, there are indications that your information 
  was correct; there are the occasional reasonably recent 
  boot prints or wagon wheel marks along a thin game 
  trail heading around one of the foothills. Rounding 
  the hill, you see in the distance several wagons parked 
  in a low hollow in the hills.  
   
  The PCs start at the top center of the map (DM’s Aid 2), 80 
  ft. away from the top two wagons. This puts them initially 
  150 ft. away from the hidden wolves and a little over 250 ft. 
  away from the scout. The scout has his looking glass aimed 
  on the camp and he releases the wolves/behir once he sees 
  any PC starting to scout the camp. Before laying out the 
  map, carefully read the below descriptions for distances, 
  trigger conditions, listen check DCs, and spot check DCs. 
   
  The wagons are 5ft high can provide hard cover to 
  anyone standing behind one. They can be climbed up as 
  move action or jumped with a DC 20 jump check (failure 
  results in falling prone next to a wagon) “impassable 
  terrain” while the bushes, shrubs, chests, etc., may be 
  jumped over with a simple DC 5 Jump check. Failure 
  results in falling prone on the far side of the obstacle. The 
  only exception to this is the shrubbery hiding the wolves. 
  These shrubs are not rooted, but were cut and placed there 
  by the scout. The wolves or PCs can easily knock these 
  loose shrubs aside by simply moving through those 
  squares.  
   
  When within 10 feet of the wagons, it can be seen that 
  they are broken down and in disrepair. DC 15 Knowledge 
  (Splintered Suns) skill check to recognize the markings on 
  two of the wagons indicate that they belong to the Barghest 
  Brewery while the markings on the third belong to Hafgan 
  Craggenhilt’s Fine Dwarven Goods Emporium. Members of 
  the Royal Guild of Merchants of Aerdy gain a +5 
  circumstance bonus on this check, and can make it 
  untrained. 
   
  PCs with the Track feat may be able to tell that none of 
  the marks leading to this camp are more recent than two 
  days old (DC 15 Survival)  
   
  This is the encampment the deserters described as the 
  last camp that they were at. Right after the deserters left, 
  Fang moved everyone to a new site and set up a nasty 
  surprise in the fake camp left at that site. The chests contain 
  nothing of value (other than a viper or two), the wagons 
  have broken axles or wheels, and the bedrolls are worn out. 
  Once within ~10 feet of the center of the false encampment 
  (marked by the red dot on DM’s Aid 2), a DC 15 Listen 
  check reveals a growling sound.  
   
  The growling is the sound of several large half-starved 
  wolves that the Serpents tied to some nearby trees, hidden 
  by some shrubs. A Serpent scout is hidden 150 ft. from the 
  “camp”, 100 ft. from the wolves. When he spots people in 
  the “camp”, he will yank a 100 ft. rope to release a slip-knot 
  and free the wolves. The behir is not actually tied anywhere 
  but in this case the rope gives it a mark to get moving. Since 
  he is hiding and scent-breaker has been used between the 
  scout and the wolves, the famished wolves head for the PCs 
  while the scout sneaks away to join his brethren in 
  preparing to ambush the caravan. 
   
  Each round the PCs are in the “camp” the scout gets a 
  Spot check versus the Hide of the PCs, a check which he 
  automatically makes when the PCs are not hiding The 
  scout’s Spot check is further modified by his distance and 
  his use of the spyglass, for a total increase in the DC by +8. 
  The scout’s Spot skill is +4 at APL 2, +5 at APL 4, +6 at APL 
  6, and +7 at APL 8. If combat starts, the scout automatically 
  spots the PCs. 
   
  The spot check for the PCs to see the wolves from the 
  camp is DC 23 at APL 2, DC 24 at APL 4, DC 25 at APL 6, 
  and DC 26 at APL 8, after adding in the distance penalties 
  and the Hide skill of the scout who attempted to 
  camouflage them behind the shrubbery. If the wolves are 
  spotted and attacked, then the wolves are automatically 
  released from their ropes.  
   
  The spot check for the PCs to see the scout is, taking 
  into account the distance modifiers and assuming the scout 
  used ‘take 10’ on his Hide check, +33 at APL 2, +34 at APL 4, 
  +35 at APL 6, and +36 at APL 8. 
   
  Creatures: The wolves are mad with hunger and have been 
  also occasionally been on receiving end of Verith’s kicks. 
  They charge the PCs and continue to attack the closest 
  target that is still alive. A rushed Wild Empathy check can 
  be used to calm down wolves and worgs. Throwing food 
  grants +2 circumstance bonus to this check. Wild Empathy 
  cannot be used on Behir since it is too intelligent and 
  unlike wolves, has actually received a very good treatment 
  (and many tasty oxen) from Serpent Guard  
   
  NAE6-02 First Bite 
   
  Page 13 
  
  Tactics: After biting an armored foe and not drawing blood 
  (i.e. a hit sufficient for touch, but not penetration past the 
  armor), the wolves may switch to a “meatier” (i.e. less 
  armored) foe if one is available. The behir looks for a 
  relatively weak looking target, trying to bite it and 
  following it with grapple check, constriction and rake 
  attacks. If it cannot reach any targets because of fly spells 
  and so on, it uses its breath weapon and tries to retreat 
  some distance away and wait for spell duration to end. 
  Behir will power attack for 1d4+1 points every round. Behir 
  flees if reduced to 30 or less hitpoints, using its breath 
  weapon to deter pursuit. 
   
  There are vipers here as well, but the vipers do not 
  fight at the same time as the wolves; they stay hidden until 
  the PCs disturb them by searching the encampment. The 
  vipers are a very weak separate encounter. See below for 
  details.  
   
  Verith, the scout, is a shifty looking Oeridan man with 
  a scarred face and tattoo of a viper in his right cheeckbone. 
  He does not fight. He tries to sneak away during the wolf 
  attack and attempts to flee if spotted. His stat block is 
  included only because there is a tiny possibility that some 
  lucky PC spots him and catches him when he runs. In that 
  case, he meekly surrenders, handing over his weapons and 
  a map to the current encampment.   
   
  Since Verith is not being used as an opponent here, the 
  reward for his capture is not experience (which would be 
  appropriate for opponents). Instead, Verith remains a plot 
  device, with his capture providing the possibility of 
  improved conditions in Encounter 4: Verith has a rough 
  map to the current encampment because he has been lying 
  in wait at the old camp since the Serpents left to shift 
  locations. If he is caught, the map allows the PCs to move 
  much more rapidly from Encounter 3 to Encounter 4 
  because their movement is not halved by tracking efforts. 
  Swift parties are therefore able to potentially arrive at 
  Encounter 4 under or twilight conditions rather than full 
  darkness. 
   
  APL 2 (EL 3)  
  � Wolves (3): hp 13; see Monster Manual page 283. 
  � Serpent Guard Scout, Verith: Male Human Rog1 hp 
  8; see Appendix 1.  
   
  APL 4 (EL 5)  
  � Worgs (3): hp 30, see Monster Manual page 256. 
  � Serpent Guard Scout, Verith: Male Human Rog2 hp 
  14; see Appendix 2.  
   
  APL 6 (EL 7)  
  � Dire wolves (4): hp 45, see Monster Manual page 65. 
  � Serpent Guard Scout, Verith: Male Human Rog3 hp 
  20; see Appendix 3.  
   
  APL 8 (EL 9)  
  � Advanced behir: hp 138, see Appendix 4 
  � Serpent Guard Scout, Verith: Male Human Rog4 hp 
  26; see Appendix 4.  
   
  Treasure: The creatures have no treasure but Verith carries 
  some in case he gets captured. 
    
  APL 2: Loot (145 gp); Coin (0 gp); Magic: (0 gp) 
   
  APL 4: Loot (170 gp); Coin (0 gp); Magic: (0 gp) 
   
  APL 6: Loot (159 gp); Coin (0 gp); Magic: +1 shortsword 
  (192 gp). 
         APL 8: Loot (0 gp); Coin (400 gp); Magic: +1 shortsword 
  (192 gp), +1 Studded Leather Armor (97 gp)  
   
  Detect 
  Magic 
  Results: 
  +1 
  shortsword 
  (Faint 
  Evocation), +1 studded leather armor (Faint Abjuration). 
   
  Development: Once the above combat is over, the PCs 
  may choose to search the camp for clues or loot. It is here 
  that they discover a nasty little joke by the mercenaries; 
  this really is a Serpents encampment, with vipers hidden in 
  the bedding, chests, and wagons. There is nothing of value 
  in the camp, unless you count the second nasty little joke; 
  some poisonous “healing” potions. 
   
  If Verith is captured, a successful opposed intimidate 
  check grants details of the Serpent Guards real camp and no 
  track checks are needed. Verith hopes to use his hidden 
  knife (roll his Hide check vs. the PC’s Search, if needed) 
  and his Escape Artist check to flee when the PCs engage 
  “Fang”. He never attempts to fight the PCs.  
   
  Note that Verith knows the meeting place of the gang 
  but does not reveal this unless magically compelled, instead 
  being more happy to guide PCs to Raustus since Verith 
  thinks he is more than capable of destroying PCs. Getting 
  the location of the meeting place is enough for Ottolon and 
  allows Felten Guard to destroy Serpent Guard and grants 
  full experience and treasure from last encounter. If Verith 
  escapes, he is assumed to disappear after the ambush or join 
  rest of the Serpent Guard, depending on module outcome. 
   
  Encounter 3: This Camp Bites - 
  Part 2 
  This is an extremely weak encounter and is included almost 
  purely as flavor.  
   
  Creatures: Once the wolf/behir attack is over, the PCs 
  have the chance to search for clues in the camp. This is 
  when the PCs find the two tiny vipers and the various 
  poisons. Note that the two tiny vipers are barely an EL1 and 
  should not cause any damage or resource drain to 
  characters at higher than APL2.  
   
  If the PCs chose to search the camp, ask the players to 
  specify where they are searching. The things of interest are 
  as follows: 
   
  One of the bedrolls will jingle when prodded. A few 
  handfuls of worthless iron slugs have been put in the 
  bottom of the bedroll as a “lure” while the insides of the 
  bedroll have been coated with vegetable matter. This is not 
  a trap as it can be “disarmed” by just dumping out the 
  bedroll, by cutting it open, by wearing gloves or gauntlets 
  when fishing out the iron slugs, or simply declaring, “I’m 
  being careful”.  
   
  Before making an incautious PC roll any sort of save, 
  check to see if they are wearing gloves. Gloves and 
  NAE6-02 First Bite 
   
  Page 14 
  
  gauntlets are common items that are frequently worn, even 
  if players don’t remember to mention it. 
   
  Vegetable matter identity by APL:  
  � APL 2: Rotten carrots. 
  � APL 4: Sassone leaf residue (Contact, DC16, Initial 
  2d12 hp, Secondary 1d6 Con). 
  � APL 6: Malyss root (Contact, DC16, Initial 1 Dex, 
  Secondary 2d4 Dex). 
  � APL 8: Terinav root (Contact, DC16, Initial 1d6 Dex, 
  Secondary 2d6 Dex). 
   
  When tapped, one barrel is empty, but the other barrel 
  sounds full. Opening the top of the filled one, reveals a 
  whole pile of salt cod with a very annoyed tiny viper seated 
  on top, ready to strike at the PC who opened the barrel. 
   
  The three fine ashwood chests sitting out are all 
  unlocked. The middle one was three-quarters filled with 
  dirt and has a tiny viper in it atop the dirt pile. 
   
  Inside the middle wagon is another ashwood chest. 
  This chest is locked and a lockpick has been broken off in 
  the lock, rendering it unopenable. The lock has to be 
  bashed or pried off the chest. Any attempt to do so is 
  successful. In the locked chest there are two stone vials, 
  tightly capped with stone plugs. They are each clearly 
  labeled in common “Healing Potion”. However, the stone 
  prevents visual inspection of the contents. Opening the 
  vials with the intent to examine the contents permits an 
  Craft (Alchemy) check DC 15 to recognize that the potions 
  are probably not healing potions. Opening the vials with 
  the intent to quaff a nice healing potion forces the imbiber 
  to make a Fortitude check. Detect magic and detect poison 
  spells can of course identify these vials for what they are. 
   
  Contents Barrels:  
  � APL 2 & 4: Foul-tasting swamp water. 
  � APL 6: Striped toadstool (Ingested, DC11, Initial 1 
  Wis, Secondary 2d6 Wis + 1d4 Int)  
  � APL 8: Id moss (Ingested, DC14, Initial 1d4 Int, 
  Secondary 2d6 Int)  
   
  APL2-8 (EL 1) 
  � Snakes, tiny vipers (2): hp 1; see Monster Manual 
  page 280. 
   
  Treasure: The snakes have no treasure and the Serpent 
  Guard left nothing of value here other than the poisons.  
   
  If the poisons in the “Healing Potion” vials are kept 
  rather than ingested, then they may be identified later and 
  sold 
   
  APL 2: Loot (0 gp); Coin (0 gp); Magic: (0 gp) 
   
  APL 4: Loot (0 gp); Coin (0 gp); Magic: (0 gp) 
   
  APL 6: Loot (30 gp); Coin (0 gp); Magic: (0 gp) 
     
  APL 8: Loot (21 gp); Coin (0 gp); Magic: (0 gp)  
   
  Development: The Serpent Guard deserters told the truth; 
  this was until recently the campsite of the Serpent Guard. 
  Marks in the earth indicate that many men, several horses, 
  and a few wagons moved from this spot recently. However, 
  efforts have been made to disguise where they went. 
   
  The 
  Track 
  requirements 
  to 
  find 
  the 
  actual 
  encampment, following tracks from the fake camp, are as 
  follows: Survival DC = 10 + APL, and two successful DC 19 
  Survival checks (Pehren succeeds in this by taking 10 and 
  tracking while moving at half normal speed) are needed to 
  locate the actual camp, which is a bit over 2 miles away The 
  terrain counts as hills and characters are following a trail 
  (3/4 movement). Each failed check results in an hour’s 
  delay in finding the actual encampment.  
   
  See the section entitled “Travel times between Felten 
  and the Jagged Hills” for a full discussion of the timing of 
  the party’s arrival at the Jagged Hills encounters, with 
  references to the appropriate Player’s Handbook and Dungeon 
  Master’s Guide pages.  
   
  Essentially, the circumstances of the Encounter 3 (still 
  daylight) and Encounter 4 (twighlight or night) were 
  dictated by several assumptions about a typical party. If the 
  typical party sets out from Felten at 10 in the morning, all 
  on light riding horses and moving reasonably quickly, they 
  will reach the site of Encounter 3 by about 6 in the evening. 
  With several miles and the need to track separating 
  Encounter 3 and Encounter 4, the typical party will reach 
  Encounter 4 at about 8 at night.  
   
  Therefore, a party that sets out more quickly or moves 
  very quickly may arrive ahead of full darkness (use twilight 
  conditions or twilight transitioning into night), while the 
  average party arrives just as twilight finishes and darkness 
  sets in (use darkness condtions, but the PCs don’t give 
  themselves away to the Serpents by needing to use light 
  sources), and a slow party or a party choosing to spend time 
  on investigations in Felten arrive at Encounter 4 at full 
  darkness (and most likely be carrying light sources which 
  reveal them to the Serpents).  
   
  Part of the timing is clearly how long it takes to track 
  from Encounter 3 to Encounter 4. A group of creatures 
  moving 30 ft. a round as per overland movement rules 
  while tracking at half-speed covers this distance in two 
  hours. Parties able to succeed at the track check by moving 
  at normal speed (-5 track penalty) or twice normal speed (-
  20 track penalty) stand a much better chance at being able 
  to conduct the Encounter 4 fight either partially or 
  completely under twilight conditions, assuming the party 
  arrived at Encounter 3 in a timely manner. Most likely, one 
  track check failure results in arrival at the actual 
  encampment during full darkness.  
   
  If no one in the party has the Track feat, then they can 
  return to Felten and Commander Ottolon assigns Pehren 
  (Exp1, see Appendix 5) to assist the party. Alternatively, 
  they can head to Minnac, which is far closer than Felten, to 
  look for a tracker. Again, it will be Pehren (or his identical 
  twin) who assists the party.  
   
  Heading all the way out to the Jagged Hills before 
  realizing the need for a tracker is a serious time delay. 
  Following all the appropriate rules for overland travel, 
  traveling all the way to Felten and back likely has the party 
  traveling all night and potentially missing their chance to 
  catch the Serpents at Encounter 4.  Even traveling to 
  NAE6-02 First Bite 
   
  Page 15 
  
  Minnac and back (about 3 hours, each way assuming riding 
  lightly-loaded light riding horses) is a serious time set-back 
  which likely forces the party to travel at night and arrive at 
  Encounter 4 very late at night or very early in the morning. 
  When tracking late at night, the enemy might be 
  forewarned by Pehren’s light source (needed for Tracking) 
  and have time for preparations.  
   
  If the party wishes to sleep the night in either Felten 
  or Minnac before attempting to locate the Serpent’s new 
  encampment, DMs ought to remind the players that they 
  may then be too late to prevent an attack on the dignitaries 
  or merchants leaving Felten in the morning. If the party 
  still chooses to wait to leave town until morning, then 
  Serpents break camp later that night and the attack occurs 
  as planned in the pre-dawn of that morning. Read the 
  failure flavor text for the conclusion if PCs cannot prevent 
  the attack. 
   
  Encounter 4: 
  Head of the Snake 
  Before reading the following read-aloud text, first verify the 
  time of day. It is probably twilight transitioning into night 
  if the party set out right away, choosing not to 
  independently investigate by visiting the various shops, 
  and succeeded in all track checks. Speaking to Thell and 
  Urnius is quick and does not delay the party. It is most 
  likely night if the party has any members with slow 
  movement, weights enough to encumber a light riding 
  horse, did investigations in town, or failed one or more 
  Survival checks on the way to the proper camp. See the 
  section entitled "Travel times between Felten and the 
  Jagged Hills" for precice details on timing and overland 
  travel conditions. The EL of this encounter assumes a fight 
  under conditions of full darkness, so twilight condtions 
  should only be used if the party truly is unusually fast or 
  used magical means to speed travel. Verify the party’s light 
  sources and light needs. If necessary, familiarize yourself 
  with the rules in Dungeon Master’s Guide regarding the 
  effects of darkness on vision: darkvision (page 292), low-
  light vision (page 296), and darkness (page 302).  
   
  Note that on APL 4–8 the Serpent Guard do not suffer 
  all the usual penalties for the darkness: Vriss went around 
  just before dusk and used up charges from the wand of 
  darkvision. On APL 2 he has only given darkvision to 
  himself, Raustus “Fang” Dolcheml, and Merkis Telath. The 
  bowmen cannot see the PCs unless the PCs are illuminated 
  by their own light sources or a Bullseye lantern held by 
  Variss. The lantern is lit, but shuttered and sitting on the 
  table where Fang and his bodyguard are sitting. Once un-
  shuttered, it gives 60 ft. bright illumination in a cone and 
  120 ft. shadowy illumination in a cone. Since the PCs can 
  easily move out of the illumination, it is likely that Varris 
  needs to redirect the beam of light to re-illuminate the PCs. 
  Treat this as a move-equivalent action. 
   
  Note that the PCs have already been given warning of 
  the Serpent Guard’s ability to operate at night in the notes 
  that Commander Ottolon gave them and possibly in the 
  conversation with Urnius. Also, there is a very good chance 
  that the PCs have noticed the large number of poisons 
  amongst the stolen goods or had this pointed out by 
  Urnius. The greatbows were also commented on. Clever 
  parties have taken these facts into account, balancing the 
  darkness advantage on APL 4-8. 
   
  The trail was not easy to follow. It was skillfully 
  disguised and had several misleading side trails. 
  Finally, you think there might be something in the 
  distance. Through the thin brush scattered across the 
  hillside, a dark regular shape is visible in the 
  uncertain light. A faint snort heard on the wind 
  suggests horses are present. You may have caught the 
  Serpent Guard in the process of switching camps or at 
  least found the stragglers. 
   
  A map of the area can be found at DM’s Aid 3. The PCs start 
  in the top right corner of the map, 175 ft. away from the 
  center of the camp as marked on the map as the black 
  square indicating a table. This is also 160 ft. away from the 
  top wagon. At APL 4, allow the PCs to start at the first shrub 
  diagonally from the corner (i.e. 145 ft. away from the table, 
  130 ft. away from the top wagon) and at APL 2, allow the 
  PCs to start at the second shrub diagonally from the corner 
  (i.e. 115 ft. away from the table, 100 ft. away from the top 
  wagon). 
   
  Most likely, this encounter occurs in darkness, 
  although it is possible that fast parties are able to reach this 
  point at twilight or just as twilight fades into night. If the 
  encounter occurs at twilight, treat light conditions as 
  giving a -4 Spot penalty and 20% miss chance to any 
  creature without darkvision or low-light vision when using 
  ranged weapons. Creatures with darkvision suffer no 
  penalties when within 60 ft. of their target. Those with low-
  light vision suffer no penalties. To simulate the conditions 
  of twilight transitioning into night, treat twilight as lastsing 
  for the first five rounds and then complete darkness comes. 
  In complete darkness every PC & NPC counts as blinded 
  with all the usual rules associated with it (50% miss 
  changes, no dexterity bonus, etc.), unless they have 
  darkvision or some light source. 
   
  The Serpents all are under the darkvision spell on APL 
  4-8 and can see 60ft. Beyond that, they cannot see the PCs 
  If it is clear that combat happens on APL 2, the archers fire 
  only at PCs who are illuminated by their own light sources 
  or the bullseye lantern light, directed by Variss. If the PCs 
  are carrying light sources then the Serpents have a chance 
  to spot the approach of the PCs. The initial spot DC for the 
  Serpents is 12 (0 + 17 distance penalty -5 circumstance of 
  trying to Spot an approaching light source in the dark)  
   
  The Serpents do not carry light sources.  
   
  When the encounter starts, Keln Vriss, the Serpent’s 
  mage, is in the back of one of the wagons, hidden by the 
  cloth top, putting away a few of the supplies (100% cover 
  unless at the rear of the wagon). Raustus “Fang” Dolcheml 
  is standing at a table with his personal bodyguard, Merkis 
  Telath, going over a map. The map shows the location of 
  the planned ambush on the Felten-Gornor’s Cove trade 
  caravan and the location at which Fang’s party plans to 
  meet up with the rest of the Serpents after the attack. The 
  NAE6-02 First Bite 
   
  Page 16 
  
  Serpent archers are scattered in a loose guard picket, 
  hiding. DM may assume them to have taken 10 on their 
  Hide checks. The Hide check values are listed under the 
  creatures listing below. 
   
  When any of the Serpents see or hear the PCs, they 
  signal the others by making a soft owl call. Fang and his 
  bodyguard both lock their greatswords into their locking 
  gauntlets and Vriss begins casting his spells. When 
  attempting to determine if the PCs hear the preparations, 
  remember to take into account the Listen check modifier of 
  -1 per 10 ft. distance. 
   
  Terrain: The bushes, shrubs, etc., can be jumped over with 
  a simple DC 5 Jump check. Failure results in falling prone 
  on the far side of the obstacle. The wagons should be 
  considered “impassable terrain” except from the back where 
  they may be exited or entered with either a DC15 Jump 
  check or a move-equivalent action. Jump check failure 
  while attempting to enter or exit a wagon simply results in 
  needing to expend a move-equivalent action to successfully 
  complete the maneuver. When inside a covered wagon 
  sight of the area is limited. Use a cone template to 
  determine area visible from within the wagon if the 
  covering tarp has not been removed. 
   
  There are three covered wagons already hitched up 
  and ready to move. Each is a broad, flat-bottomed design, 
  with a cloth covering supported by wooden ribs fitting over 
  the top and empty barrels affixed by clamps around the 
  outside. The wheels are not the standard thin rims; they 
  appear to have been modified, adding barrel staves around 
  the rims to make wide flat wheel surfaces, suited to leaving 
  little track in swampy ground. 
   
  Creatures:  
  Raustus: Green tattoo lines in a scale pattern cover his 
  whole face. Twin dark tattoo marks give the appearance of 
  fang grooves on his lips. Head to toe chainmail enameled in 
  shades of green give the appearance of scales while helping 
  him blend into the shrubbery of the hillside. 
   
  Merkis: He has the tattoo of a viper, high on his right 
  cheekbone. Head to toe chainmail enameled in shades of 
  green give the appearance of scales while helping him 
  blend into the shrubbery of the hillside.  
   
  Keln Vriss: Physically fit looking Flan man. He has the 
  tattoo of a viper, high on his right cheekbone. Dresses in 
  traditional flan clothing. 
   
  Archers: They have tattoos of a viper, high their right 
  cheekbones. Dressed in chainmail which is enameled in 
  shades of green give the appearance of scales while helping 
  them to blend into the shrubbery of the hillside.   
   
  APL 2 (EL 5)  
  � Raustus “Fang” Dolcheml, Serpents’ Head: Male 
  human War2/Ftr1; hp 25; Hide +3, Listen +1, Move Silently 
  +0, Spot +1; see Appendix 1.  
  � Merkis Telath, Serpent Bodyguard: Male Human 
  War2; hp 9; Hide +0, Listen +0, Move Silently -2, Spot +0; 
  see Appendix 1.  
  � Keln Vriss, Serpent Mage: Male Human Wiz1; hp 9; 
  Hide +4, Listen +3, Move Silently +4, Spot +3; see Appendix 
  1.  
  � Serpent Guard Archers (2): Male/Female Human 
  Ftr1; hp 12; Hide +1, Listen +1, Move Silently -1, Spot +1; 
  see Appendix 1. 
   
  APL 4 (EL 7)  
  � Raustus “Fang” Dolcheml, Serpents’ Head: Male 
  Human War2/Ftr2/Rog1; hp 44; Hide +4, Listen +2, Move 
  Silently +1, Spot +2; see Appendix 2.  
  � Merkis Telath, Serpent Bodyguard: Male Human 
  War2/Ftr1; hp 25; Hide +2, Listen +1, Move Silently -1, 
  Spot +1; see Appendix 2.  
  � Keln Vriss, Serpent Mage: Male Human Wiz3; hp 
  19; Hide +5, Listen +4, Move Silently +5, Spot +4; see 
  Appendix 2.  
  � Serpent Guard Archers (2): Male/Female Ftr1; hp 12; 
  Hide +1, Listen +1, Move Silently -1, Spot +1; see Appendix 
  2. 
   
  APL 6 (EL 9)  
  � Raustus “Fang” Dolcheml, Serpents’ Head: Male 
  Human War2/Ftr2/Rog3; hp 58; Hide +6, Listen +4, Move 
  Silently +5, Spot +4; see Appendix 3.  
  � Merkis Telath, Serpent Bodyguard: Male Human 
  War2/Ftr2/Rog2; hp 44; Hide +3, Listen +2, Move Silently 
  +0, Spot +2; see Appendix 3.  
  � Keln Vriss, Serpent Mage: Male Human Wiz5; hp 
  29; Hide +6, Listen +4, Move Silently +6, Spot +5 see 
  Appendix 3.  
  � Serpent Guard Archers (4): Male/Female Human 
  Ftr2; hp 20; Hide +1, Listen +1, Move Silently -1, Spot +2; 
  see Appendix 3. 
   
  APL 8 (EL 11)  
  � Raustus “Fang” Dolcheml, Serpents’ Head: Male 
  Human War2/Ftr2/Rog5; hp 72; Hide +10, Listen +6, Move 
  Silently +9, Spot +6; see Appendix 4.  
  � Merkis Telath, Serpent Bodyguard: Male Human 
  War2/Ftr2/Rog3; hp 58; (Hide +5, Listen +4, Move Silently 
  +4, Spot +4; see Appendix 4.  
  � Keln Vriss, Serpent Mage: Male Human Wiz7; hp 
  39; Hide +7, Listen +4, Move Silently +7, Spot +6; see 
  Appendix 4.  
  � Serpent Guard Archers (4): Male Human Ftr4; hp 36; 
  Hide +3, Listen +2, Move Silently +1, Spot +4; see Appendix 
  4. 
   
  Tactics: At all APLs, use the Serpents intelligently. They 
  are experienced and have been working together since the 
  close of the Greyhawk Wars. The Serpents use the darkness 
  and their darkvision to the maximum advantage. They 
  initially attempt to separate and kill any PCs that do not 
  seem affected by the darkness. After this they pepper the 
  NAE6-02 First Bite 
   
  Page 17 
  
  PCs with ranged missile fire from the maximum range they 
  can manage in the dark (60 feet). The archers consistently 
  move and retreat to continue peppering the PCs with 
  arrows. If they are being hounded by the PCs, they move 
  towards Raustus and Merkis so that those two can help the 
  Archers. 
   
  Raustus and his bodyguard work together to flank 
  opponents and concentrate their attacks. The wizard (Vriss) 
  turns invisible before leaving his concealing wagon (not 
  possible at APL2) and then focusses on spells which 
  enhance or protect Fang (primary) or his bodyguard 
  (secondary), moving after each spell to maintain his 
  invisibility as long as possible. If Vriss is threatened, his 
  familiar, Hiss, attempts to bite his attacker. If the regular 
  archers all die, the Serpent Leaders will try to conduct a 
  fighting retreat if the standing PCs outnumber them.  
   
  While Raustus still lives, all except Vriss fight to the 
  death, fearing Raustus more than the PCs. Vriss attempts to 
  flee if in danger of capture or death and fights to the death 
  only if prevented from fleeing. All the Serpents know that 
  capture means execution. 
   
  Detailed tactics by APL as follows: 
  APL 2:  
  Both Raustus and Merkis move over to the wagon 
  containing Vriss while locking their greatswords into their 
  gauntlets. Vriss uses scrolls to cast magic weapon on 
  Raustus’s sword and then on Merkis’s sword. Vriss then 
  casts mage armor from his prepared spells and shield from a 
  scroll before exiting the wagon and gaining a clear view of 
  the battlefield. He then takes up the bullseye lantern and 
  uses it to illuminate the PCs so that the Archers can shoot 
  them. Additionally, he starts casting sleep whenever he has a 
  chance to catch at least two PCs in the area of effect 
  (though situation might change when spell finally goes 
  off). Since his offensive spells are not impressive, he backs 
  off and uses the heavy crossbow. He casts touch of fatigue on 
  any PC that pursues him, so that he can run away.  
   
  APL4:  
  Both Raustus and Merkis move over to the wagon 
  containing Vriss while locking their greatswords into their 
  gauntlets. Vriss uses scrolls to cast bull’s strength on Raustus 
  and then magic weapon on Merkis’s sword. Vriss then casts 
  enlarge person on Raustus from memory and invisibility from 
  a scroll before exiting the wagon and gaining a clear view of 
  the battlefield. He casts snake’s swiftness (see Appendix 10) 
  on Raustus whenever Raustus is in melee. Only after 
  protecting himself with alter self (taking troglodyte shape), 
  shield, and mage armor does he risk going visible by using 
  the heavy crossbow. Mirror image is another defensive spell 
  he uses if any PCs target him after he becomes visible. He 
  casts touch of fatigue on any PC that pursues him, so that he 
  can run away.  
   
  APL 6:  
  Both Raustus and Merkis move over to the wagon 
  containing Vriss while locking their greatswords into their 
  gauntlets. Vriss casts haste on the three of them, before 
  casting invisibility on himself and moving out of the cover 
  of the wagon. The next spells are rage (cast on both Raustus 
  and Merkis as soon as they are in melee) and then a series 
  of spells to make Raustus tougher, including bull’s strength, 
  bear’s endurance, and enlarge person. Once these ‘buff’ spells 
  have been used up, Vriss casts fly and moves to a safe 
  distance overhead, casting alter self (taking troglodyte 
  shape), shield, mage armor, and mirror image, before 
  switching over to his offensive spells. The offensive spells 
  include ray of enfeeblement, fireball, and Melf’s acid arrow 
  before he is forced to switch over to the heavy crossbow. 
   
  APL 8:  
  Both Raustus and Merkis move over to the wagon 
  containing Vriss while locking their greatswords into their 
  gauntlets. Vriss casts haste on the three of them, before 
  casting invisibility on himself and moving out of the cover 
  of the wagon. The next spells are stoneskin on Raustus 
  followed by greater invisibility on Raustus and then see 
  invisibility on himself. Rage is cast on both Raustus and 
  Merkis as soon as they are in melee. After these, the next 
  set of spells are all to make Raustus tougher, including 
  heroism, bull’s strength, bear’s endurance, cat’s grace and enlarge 
  person. Once these ‘buff’ spells have been used up, Vriss 
  casts fly and moves to a safe distance overhead. If there are 
  several dead bodies, near one-another and out of immediate 
  combat, Vriss may cast animate dead to create zombies (use 
  statistics for commoner zombies, no matter who was 
  animated) to distract the PCs. While flying overhead, Vriss 
  casts a series of defensive magics, including alter self (into 
  troglodyte shape), protection from good, shield, mage armor, and 
  mirror image, before switching over to his offensive spells. 
  The offensive spells include ray of enfeeblement, fireball, and 
  Melf’s acid arrow as well as the wand of fireball. 
   
  Treasure:  
  Following treasure can be found. 
   
  APL 2: Loot (343 gp); Coin (0 gp); Magic: 2 scrolls of 
  magic weapon (2gp each), scroll of magic missile (2 gp), scroll of 
  shield (2 gp), wand of darkvision (12 charges) (94gp). 
   
  APL 4: Loot (356 gp); Coin (0 gp); Magic: +1 greatsword 
  (196 gp), scroll of bull’s strength (13 gp), scroll of mirror image 
  (13 gp), scroll of snake’s swiftness (13 gp), scroll of invisibility (13 
  gp), scroll of magic weapon (2g p), wand of darkvision (25 
  charges) (188 gp). 
   
  APL 6: Loot (580 gp); Coin (0 gp); Magic: +1 vicious 
  greatsword (696 gp), +1 greatsword (196 gp), bracers of armor +1 
  (83 gp), scroll of bull's strength (13 gp), scroll of Melf’s acid arrow 
  (13 gp), scroll of mirror image (13 gp), scroll of see invisibility (13 
  gp), scroll of snake’s swiftness (13 gp), scroll of fireball (31 gp), 
  scroll of fly (3 1gp), wand of darkvision (25 charges) (188 gp). 
   
  APL 8: Loot (521 gp); Coin (50 gp); Magic: +1 human-
  bane vicious greatsword (1529 gp), +1 vicious greatsword (696 
  gp), +1 greatbow (204 gp), +1 serpent scale chainmail (117 gp), 
  bracers of armor +1 (83 gp), ring of protection +1 (167 gp), scroll 
  of bull's strength (13 gp), scroll of Melf’s acid arrow (13 gp), scroll 
  of mirror image (13 gp), scroll of see invisibility (13 gp), scroll of 
  snake’s swiftness (13 gp), scroll of fireball (31 gp), scroll of fly (31 
  gp), scroll of animate dead (88 gp), scroll of greater invisibility (58 
  NAE6-02 First Bite 
   
  Page 18 
  
  gp), wand of darkvision (25 charges) (188 gp), wand of fireball 
  (CL 7th) (1313gp). 
   
  Detect magic results: +1 human-bane vicious greatsword 
  (Moderate Conjuration and Moderate Necromancy), +1 
  vicious greatsword (Moderate Necromancy), +1 greatbow 
  (Faint Evocation), +1 chainmail (Faint Abjuration), bracers of 
  armor +1 (Faint Abjuration), ring of protection +1 (Faint 
  Abjuration), scroll of bull's strength (Faint Transmutation), 
  scroll of Melf’s acid arrow (Faint Conjuration), scroll of magic 
  missile (Faint Evocation), scroll of mirror image (Faint 
  Illusion), scroll of see invisibility (Faint Divination), scroll of 
  snake’s swiftness (Faint Transmutation), scroll of fireball 
  (Moderate 
  Evocation), 
  scroll 
  of 
  fly 
  (Moderate 
  Transmutation), 
  scroll 
  of 
  animate 
  dead 
  (Moderate 
  Necromancy), scroll of  greater invisibility (Moderate Illusion), 
  scroll of magic weapon (Faint Transmutation), scroll of shield 
  (Faint 
  Abjuration), 
  wand 
  of 
  darkvision 
  (Faint 
  Transmutation), wand of fireball (Moderate Evocation).  
   
  Development: 
  The adventure assumes the PCs engage 
  the bandits, but they might never do so. If the PCs have 
  been spotted by any of the Serpents, then the Serpents 
  finish their combat preparations and try to hunt down the 
  PCs. 
   
  If the PCs choose not to engage and the Serpents have 
  not spotted them, the PCs are able to return to Felten if 
  they wish. Returning to Felten at this point means that the 
  PCs succeed in fulfilling Ottolon’s request. Unfortunately 
  the PCs did not gain the information necessary to stop the 
  final attack.  
   
  If the PCs choose not to engage and the Serpents have 
  not spotted them, the PCs may be planning to follow the 
  Serpents to their new camp. The wagons move out around 
  4 in the morning, with the faint snorting of horses and 
  creaking of wagons. Raustus is in the first one, Vriss in the 
  second, and Merkis in the third, with the Archers walking 
  in a loose picket to either side. After about 10 minutes, it 
  should be clear to the PCs that the wagons are not heading 
  to a new camp, but they are heading out of the Jagged Hills. 
  Should the PCs continue to follow, give the Serpents Spot 
  and Listen checks every 10 minutes until they notice the 
  PCs or five hours pass. Do not forget to add the penalties 
  for distance, and remember that PCs with low-light vision 
  have a significant advantage while trailing the caravan.  
   
  The wagons continue out of the Jagged Hills, 
  eventually reaching a point halfway between the bend in 
  the Shimmering Stream and Minnac. Crossing the Stream 
  at this point, the wagons keep moving to the north-east 
  until eventually meeting up with the main band of the 
  Serpents at the border to the Barony of Menst a little while 
  after dawn. This adds 15 Serpent Guard archers, 5 Serpent 
  bodyguards, and one more Serpent mage to their number. 
  This is most likely too much for the PCs to attack or risk 
  following over into the Barony of Menst and the Serpents 
  likely escape. 
   
  If the PCs somehow recover the needed information, 
  such as by casting arcane eye, they earn full experience from 
  this fight, provided they bring the information back to 
  Ottolon, as well as treasure as reward for being responsible 
  for the death of Serpent Guard. 
   
  If the PCs defeat the bandits in a fight, and start 
  investigating the camp, proceed to Encounter 5. 
   
  Encounter 5: 
  Decisions, Decisions. 
  Read out aloud or paraphrase the following when the PCs 
  investigate the table in the center of the camp: 
   
  On the table at the center of the camp is a map 
  showing the location of a planned ambush on the 
  Felten-Garnsford trade caravan, a point on the River 
  Minfel halfway between Felten and Garnsford. That’s 
  the good news. The bad news is that notes on the map 
  indicate that the attack is scheduled to take place an 
  hour before dawn, just a few hours from now. Other 
  scattered papers indicate that the attack force 
  numbers some 15 archers, 5 melee fighters, and 
  magical support, with the line of retreat for the 
  Serpents taking them across the border to the Barony 
  of Menst. It will take several hours hard ride to beat 
  your way out of the Jagged Hills and make it to 
  Minnac and it would take several more hours to reach 
  Felten before heading up the Minfel to reach the 
  caravan.  
   
   
  It is well known that the druids of Minnac have a 
  means of magical sending to get a message to the 
  Felten Guard, who can then move to protect the 
  caravan. However, the distances involved mean that it 
  will be impossible for you to reach Minnac and get a 
  warning to the Felten Guard if the wagons and nearly 
  all their goods are not abandoned here in these 
  bandit-filled hills. As it is, time is very short and 
  minutes may count. 
   
  If the party did not bring their own horses, there are 
  conveniently six light horses yoked to the three wagons, 
  although rushing off now means abandoning the treasure 
  and the bodies unless they have other means to get to or 
  contact Felten or Minnac, such as animal messenger or 
  teleport. Of course, if characters have killed the horses here 
  with careless use of area effect spells, then the horses may 
  not be available. Likewise, the actual map could have been 
  destroyed as well. 
   
  So, what do the wagons look like? 
  There are three covered wagons already hitched up and 
  ready to move. Each is a broad, flat-bottomed design, with a 
  cloth covering supported by wooden ribs fitting over the 
  top and empty barrels affixed by clamps around the outside. 
  The wheels are not the standard thin rims; they appear to 
  have been modified, adding barrel staves around the rims to 
  make wide flat wheel surfaces, suited to leaving little track 
  in swampy ground. They have been loaded with the last of 
  the encampment supplies and most of the treasure the 
  Serpent Guard has amassed. Upon inspection, they bear the 
  mark of the Serpent guard. Upon closer inspection, a 
  NAE6-02 First Bite 
   
  Page 19 
  
  Gnomish makers mark can be found on the wheels and 
  outside barrel clamps, indicating the modifications were 
  made by a “Hodgepest” of the Felten Gnomish Tinker’s 
  Association. The wagons themselves may be valuable since 
  they seem to be a working cross between a very small barge 
  and a wagon, capable of crossing waterways without the 
  need for a bridge and perfect for transport around the 
  wetlands surrounding Felten. 
   
  So, what’s in the wagons? 
  • The wagons contain several valuable but bulky bales of 
  Felten Tobacco. 
   
  Hand out Player’s Handout 2. The Felton Tobacco 
  takes up a 1 ft. cube space for 10 lbs. and it is currently 
  baled as 25 lb. bales. 
  • There are a number of small vials and bottles labled with 
  the familiar skull and crossbones for poison. 
   
  These are transportable, but too fragile to take many 
  without also taking the straw-lined crates they are stored in. 
  Again a bulky, hard to transport treasure. 
   
  • In the next wagon are a number of picks, chisles and other 
  mining tools, each with the gleam of adamantine. There are 
  also two barrels of Barghest ale. 
   
  These tools are bulky and heavy and sharp. PCs should 
  be warned that bags of holding or Heward’s Handy 
  Haversacks may be destroyed by attempting to store such 
  tools. 
   
  • In the last wagon are about 15 unstrung, beautifully 
  crafted greatbows. 
   
  Note that the wagons each contain a whole lot more 
  stuff than what has just been listed. The above information 
  simply details the valuables that can be seen with a cursory 
  inspection of the cargo. A complete inspection will take 10 
  minutes per wagon. 
   
  Note: If the PCs want a full accounting of the goods in 
  the wagons, first confirm whether the party wants to spend 
  their time warning the authorities about the impending 
  attack or spend their time combing through the goods in 
  the wagons.  
   
  What about the bodies? 
  Looting of the bodies of the fallen takes at least 10 minutes 
  per every 5 enemies, or 2 minutes per body.  
  If anyone choses to loot the body of Raustus “Fang” 
  Dolcheml, hand out Player’s Handout 3. 
   
  The translated notes are a reference to a prophesy 
  given in NAE4-01 The Living and the Dead, and inscriptions 
  found in NAE4-02 The Venomous Temple. The mention of the 
  Jagged Hills, the old map and the “Five Sisters” is a hint at a 
  future adventure. Emeria does not appear in this adventure, 
  the PCs should be encouraged to look into preventing the 
  final attack, rather than attempting to run off to Gornors 
  Cove. 
   
  Any character that has played NAE4-01 Living and the 
  Dead can recognize similarities in this note and writing 
  found in the tomb in Satyr’s Horn. 
   
  Capturing Serpents: 
  It is possible that characters manage to capture some of the 
  Serpents alive. They can tell following things if succesfully 
  intimidated and right questions asked. Characters gain +2 
  circumstance bonus to their rolls if Raustus is dead.  The 
  Serpents get a +2 circumstance bonus to resist if Raustus is 
  alive. 
  • 
  "We would have beaten you if Thendil had been with 
  us!" Apparently, this "Thendil" was once a member of 
  the band who has since left.  Inspired in his 
  viciousness, savagely cunning, and totally ruthless,  
  • 
  Thendil disappeared one evening years ago with no 
  explaination. The Serpents can not even describe him 
  well, explaining "He always wore a mask, even to sleep. 
   I think it was so his victims could not find him after 
  death...".  
  • 
  An old hideout that the Serpents once used is near 
  Radoc, located in now sealed cave. 
  • 
  A beautiful Suel woman Emeria joined their gang 
  recently. 
  • 
  The main band of the Serpents is currently lying in 
  wait for the Felten-Garnsford trade caravan, 
  • 
  The ambushers number 15 Serpent Guard archers, 5 
  tough Serpent Guard melee specialists like Merkis, and 
  one more Serpent Guard mage like Vriss. 
  • 
  The plan was to meet with the ambushers after their 
  assault, then cross over into the Barony of Menst by 
  dawn and lie low until the next stage of Raustus and 
  Emeria’s plan was ready. 
   
  Raustus or Vriss can also give following information out. 
  • 
  Emeria was talking about ruins in Jagged Hills she 
  wanted to investigate and that’s why shipment from 
  Sage Keep was robbed. 
  • 
  They are supposed to meet Emeria later in Jarlstun 
  Estuary, in Quay House tavern once she returns from 
  Gornor’s Cove (note, Emeria won’t go there at all in 
  case PCs wish to ambush her) 
  • 
  Emeria is a sorcerer 
  • 
  The plan Raustus and Emeria have put together is to 
  seek the “Five Sisters” in hopes of gaining power. 
  • 
  Raustus is not aware where the ruins are. Emeria is 
  going to find out with her contacts, though Raustus 
  does not know a name. 
  • 
  Thendil gave praises to both Nerull & Erythnul when 
  he was with the Serpents. He was quite charismatic 
  and it was his influence that turned Serpents into the 
  brutal individuals they now are. 
   
  In case characters capture Raustus and ask about this 
  meeting place, it is near Jarlstun Estuary. However, Emeria 
  will not be there, having learned through other ways that 
  Serpent Guard has been eliminated. 
   
  Development: The aim here is to give the PCs the role-
  playing choice between getting all the loot or warning the 
  authorities of the impending attack. As this is aimed at 
  NAE6-02 First Bite 
   
  Page 20 
  
  being a role-playing choice, there is no precise timing given 
  for how long is “too long” and how long is “quick enough”.  
   
  So long as at least one member of the PCs abandons 
  the treasure and rides off to inform the druids of Minnac 
  and/or the Felten Guard, the success text should be read. If 
  the decision is made too easily, with just one PC staying 
  with the loot or just one PC heading back to tell the 
  authorities, feel free to encourage the players to make a 
  group decision about which path to choose, perhaps by 
  hinting at the fact that single PCs are the perfect 
  opportunity for ambush.  
   
  Note that there is no real pressure to leave the treasure 
  if the PCs have access to some means of rapidly (magically) 
  informing the druids of Minnac and/or the Felten Guard of 
  the impending attack. Any successful transmission of the 
  information results in the success text. It should be clear to 
  the PCs that warning the Felten Guard is a far better option 
  than sending a warning to the caravan only, since the 
  Serpents are prepared to annihilate the caravan whereas the 
  Felten Guard can provide both reinforcements and magical 
  warning to the caravan.  
   
  If the PCs have some magical means of rapid transport 
  then may be able to inform the Felten Guard or the caravan 
  directly. Since Felten is between the PCs and the caravan 
  ambush point, going directly to the caravan would be going 
  out of the way to avoid informing the Felten Guard and 
  would result in a situation where the caravan and PCs 
  would be without reinforcements from the authorities. 
   
  Attempting to take the wagons out “quickly” is still 
  going to be too slow for the purposes of waring of the 
  attack, since wagons are three times slower than light 
  horses (Player’s Handbook page 164, Table 9-6) and taking 
  the wagons to Minnac will take ~10 hrs. 
   
  No matter what the PCs chose, the treasure remains 
  unmolested and can be claimable at the end of the 
  adventure, but the PCs don’t need to know that.  
   
  If no PC attempts to warn the druids of Minnac and/or 
  the Felten Guard, then read the failure flavor text of the 
  conclusion. 
   
  Conclusion: 
  Success: The PCs have found the map detailing the attack 
  and have rushed to deliver it to the Felten Guard.  
  Your information was timely. A quick sending spell by 
  Maros the Learned, the representative of Sage Keep, 
  alerted the post-Carnival Felten-Gansford trade 
  caravan of the impending attack. Prepared, they put 
  up a bloody fight that delayed the Serpents long 
  enough for the Felten Guard and nearby army unit to 
  arrive in force. Just as no mercy had been offered to 
  the caravan guards, the Serpents sought and were 
  offered none. All that remained of the Serpent Guard 
  by the end of the battle were a scattering of bloody 
  corpses bobbing on the waters. The personal secretary 
  Lady Tanariell visits you in person to offer the Lady’s 
  thanks for ‘striking the head from a dangerous viper’. 
   
  The thanks is both verbal and in the form of a small purse 
  of 50 gold coins minted with the profile of Lady Tanariell 
  on one side and the crest of the Barony of Schwente on the 
  other. The motto “Honor Through Service” is inscribed 
  around the rim. 
   
  Characters receive favor from Ottolon & Lady Tanariell. 
   
  Failure: The PCs have been defeated, or not found the map 
  detailing the Serpent’s attack plans or simply failed to 
  deliver it to the Felten Guard.  
   
  The post-Carnival Felten-Gansford trade caravan was 
  attacked and massacred. The horror of the scene was 
  etched in the minds of all who saw it; many of the 
  merchants who had attended the Carnival were 
  returning home with their wives and children on the 
  barges. The tiny childrens’ bodies in festival dress 
  bobbed on the waters in mute recognition that the 
  Serpent Guard had no mercy for even the youngest. In 
  the following weeks, no more is seen of the Serpent 
  Guard, despite thorough searches of the nearby lands 
  and waterways, directed by Lady Tanariell herself. The 
  Serpents have gone to ground and the only certainty is 
  that they will surface again, more bold and dangerous 
  than before. 
   
  Upon hearing of the Felten-Gansford trade 
  caravan massacre, Lady Tanariell has decreed that 
  never again will banditry or lawlessness be allowed to 
  fester anywhere near Felten. Martial law has been 
  declared, and a number of suspected smugglers have 
  been arrested in late-night raids.  
   
  Characters receive no favor from Ottolon or Lady Tanariell. 
   
  Campaign  
  Consequences 
  Please answer the following questions and send results to 
  sampo@haarlaa.fi
   
  1. 
  Were PCs successful or not in preventing the 
  Felten-Gansford trade caravan attack? 
  2. 
  Did any Serpent Guard members, not including 
  Verith, escape? 
   
  Comments about the module can be sent to author at 
  kerrismort@yahoo.com or to Triad at sampo@haarlaa.fi  
   
  The End 
   
  NAE6-02 First Bite 
   
  Page 21 
  
  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 
  role-playing) to each character. 
   
  Encounter 1: Grenak’s Feathers 
  Killing or capturing Serpent Guard 
  APL2  
  90 XP  
  APL4  
  150 XP  
  APL6  
  210 XP  
  APL8  
  270 XP 
   
  Encounter 3: This Camp Bites – part 1 
  Killing creatures 
  APL2  
  90 XP  
  APL4  
  150 XP  
  APL6  
  210 XP  
  APL8  
  270 XP 
   
  Encounter 3: This Camp Bites – part 2 
  Killing snakes and not being poisoned by your own 
  foolishness. 
  APL2  
  30 XP  
  APL4  
  40 XP  
  APL6  
  50 XP  
  APL8  
  60 XP  
   
  Encounter 4: Head of the Snake 
  Killing or capturing Serpent Guard leaders. 
  APL2  
  150 XP  
  APL4  
  210 XP  
  APL6  
  270 XP  
  APL8  
  330 XP  
   
  Discretionary Role-playing Award 
  APL2  
  90 XP  
  APL4  
  125 XP  
  APL6  
  160 XP  
  APL8  
  195 XP 
   
  Total Possible Experience:  
   
  APL2  
  450 XP  
  APL4  
  675 XP  
  APL6  
  900 XP  
  APL8  
  1,125 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. Because this is a 
  Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 
  2: 
  Commander 
  Ottolon 
  & 
  Investigating around 
   
  APL 2: Loot (0 gp); Coin (100 gp); Magic: (0 gp) 
   
  APL 4: Loot (0 gp); Coin (200 gp); Magic: (0 gp) 
   
  APL 6: Loot (0 gp); Coin (300 gp); Magic: (0 gp) 
   
  APL 8: Loot (0 gp); Coin (400 gp); Magic: (0 gp)  
   
   
  Encounter 4: This Camp Bites 
   
  APL 2: Loot (0 gp); Coin (0 gp); Magic: (0 gp) 
   
  APL 4: Loot (0 gp); Coin (0 gp); Magic: (0 gp) 
   
  APL 6: Loot (30 gp); Coin (0 gp); Magic: (0 gp) 
   
  APL 8: Loot (21 gp); Coin (0 gp); Magic: (0 gp) 
   
  Encounter 5: Head of the Serpent 
  APL 2: Loot (343 gp); Coin (0 gp); Magic: scroll of magic 
  weapon (2) (2gp), scroll of magic missile (2gp), scroll of shield (2 
  gp), wand of darkvision (Cl 3rd, 12 charges) (94gp) 
   
  APL 4: Loot (356 gp); Coin (0 gp); Magic: +1 greatsword 
  (196gp), scroll of bull’s strength (13gp), scroll of mirror image 
  (13gp), scroll of snake’s swiftness (13gp), scroll of invisibility 
  (13gp), scroll of magic weapon (2gp), wand of darkvision (CL 3rd, 
  25 charges) (188gp). 
   
  APL 6: Loot (580 gp); Coin (0 gp); Magic: +1 vicious 
  greatsword (696gp), +1 greatsword (196gp), bracers of armor +1 
  (83gp), scroll of bull's strength (13gp), scroll of acid arrow (13gp), 
  scroll of mirror image (13gp), scroll of see invisibility (13gp), scroll 
  NAE6-02 First Bite 
   
  Page 22 
  
  of snake’s swiftness (13gp), scroll of fireball (31gp), scroll of fly 
  (31gp), wand of darkvision (CL 5th, 25 charges) (313gp). 
         APL 8: Loot (521 gp); Coin (50 gp); Magic: +1 human-
  bane vicious greatsword (1529gp), +1 vicious greatsword (696gp), 
  +1 greatbow (204gp), +1 chainmail, serpent scale, (117gp), 
  bracers of armor +1 (83gp), ring of protection +1 (167gp), scroll of 
  bull's strength (13gp), scroll of acid arrow (13gp), scroll of mirror 
  image (13gp), scroll of see invisibility (13gp), scroll of snake’s 
  swiftness (13gp), scroll of fireball (31gp), scroll of fly (31gp), scroll 
  of animate dead (88gp), scroll of invisibility, greater (58gp), wand 
  of darkvision (CL 7th, 25 charges) (438 gp), wand of fireball (CL 
  7th) (1313gp). 
   
  Conclusion: 
   
  APL 2-8: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp 
   
  Total Possible Treasure 
   
  APL 2: Loot: (343 gp); Coin (150 gp); Magic (102 gp) - 
  Total: 595 gp (max cap is 450 gp) 
   
  APL 4: Loot(356 gp); Coin (250 gp); Magic (435 gp); - 
  Total: 1042 gp (max cap is 650 gp) 
   
  APL 6: Loot (610 gp); Coin (350 gp); Magic ( 1413 gp) - 
  Total: 2373 gp (max cap is 900 gp) 
   
  APL 8: Loot (542 gp); Coin (500 gp); Magic (5429 gp); - 
  Total: 6471 gp (max cap is 1300 gp) 
   
  Special 
  The Songbook of Shale Weisparkel: It is not currently 
  clear what the pin markings in this text signify. It may be 
  useful or worthless. Only time will tell. 
   
  Commander Ottolon’s Influence: Interested PCs are 
  trained in one new feat, either Distracting Attack, Hurling 
  Charge or Powerful Charge. All these feats appear in 
  Miniatures Handbook. Characters who are members of the 
  Nasranite Watch Metaorganisation may chose to be trained 
  in the Exercises of Arnd instead. This feat can be found in 
  Dragon Magazine 317. Cross this favor off when it is used. 
   
  Influence point with House Eddri: House Eddri mages 
  are willing to upgrade one weapon with the returning 
  enhancement, in return for normal pay. This favor can also 
  be used as 1 influence point with the Church of 
  Heironeous. Cross off this favor when used for either.  
   
  Serpent Scale Mottled Chainmail: This distinctive full 
  chainmail armor is specially made of enameled metal links 
  of different shades of green, causing it to resemble green 
  snakeskin. The unusual coloration grants a +2 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 
  can not be applied to other types of armor and remain 
  effective.  
  Cost: Armor cost + 100 gp. Craft (Alchemy) DC 25 
  Items for the Adventure Record 
  Item Access 
  APL 2 
  � Wand of darkvision (Adventure, 12 charges, CL 3rd, 1125 
  gp D MG) 
  � Focusing candle (Felten Tobacco) (Regional, 100 gp, 
  CV) 
  � Masterwork serpent scale chainmail (Adventure, 400 
  gp) 
  � Small centipede poison (Adventure, 90 gp DMG) 
   
  APL 4 (All of APL 2 plus the following) 
  � Spellbook of Keln Vriss (Adventure, 900 gp, PHB)  
  � Arcane scroll of snake’s swiftness (Adventure, CL 3rd 150 gp, 
  MH)  
  � Wand of darkvision (Adventure, 25 charges, 2250 gp 
  DMG) 
  � Greatbow (Adventure, 450 gp, CW) 
  � Medium spider venom (Adventure, 150 gp, DMG) 
   
  APL 6 (All of APLs 2-4 plus the following) 
  � Spellbook of Keln Vriss (Adventure, 1950 gp, PHB)  
  � +1 vicious greatsword (Adventure, 8350 gp, DMG) 
  � Giant wasp poison (Adventure, 210 gp DMG) 
   
  APL 8 (All of APLs 2-6 plus the following) 
  � Spellbook of Keln Vriss (Adventure, 2600 gp, PHB)  
  � +1 serpent scale chainmail (Adventure, 1400 gp) 
  � +1 human-bane vicious greatsword (Adventure, 18350 gp, 
  DMG) 
  � +1 greatbow (Adventure, 2450 gp, CW) 
  � Wand of fireball (Adventure, 50 charges, CL 7st, 15750 gp 
  DMG) 
  � Purple worm poison (Adventure, 700 gp, DMG) 
   
   
  NAE6-02 First Bite 
   
  Page 23 
  
  Appendix 1: 
  APL 2 
  Encounter 1: Grenaks Feather Gets 
  Ruffled 
  Serpent Guard Deserters (Uloth, Xam, Garik, 
  Lenert, Bennic, and Dolg): Male Human (Oeridian) 
  War1; Medium Humanoid (human); CR 1/2; HD 
  1d8+1; hp 6; Init +0; Spd 30 ft.; AC 11 (touch 8, flat-
  footed 11); Base Atk +1; Grp +4; Atk +1 melee 
  (1d8+1/19-20, masterwork longsword) or +0 melee 
  (1d3+1, unarmed strike) or +0 ranged (1d6/x3, 
  masterwork shortbow); Full Atk; +1 melee (1d8+1/19-
  20, masterwork longsword) or +0 melee (1d3-1, 
  unarmed strike) or +0 ranged (1d6/x3, masterwork 
  shortbow); AL NE; SV Fort +3, Ref +0, Will -1; Str 13, 
  Dex 11, Con 12, Int 10, Wis 8, Cha 9; 
   
  Skills and Feats: Climb +0, Intimidate +0, Jump +0, 
  Listen -2, Ride -1, Spot -1, Swim +1; Improved Grapple, 
  Improved Unarmed Strike.  
   
  Drunk: Due to having been drinking heavily, the 
  Serpent Guard Deserters have a -2 penalty to AC, attack 
  rolls, and skill checks. This has already been taken into 
  account in the stat block. 
   
   
  Possessions: Masterwork longsword, short 
  sword, dagger, masterwork shortbow, 10 arrows, 
  masterwork studded leather armor. 
   
  Encounter 3: This Camp Bites 
   
   
  Serpent Guard Scout, Verith: Male Human 
  (Oeridian) Rog1; Medium Humanoid (Human) CR 1; 
  HD 1d6+2, hp 8; Init +2; Spd 30 ft.; AC 14 (touch 12, 
  flat-footed 12); Base Atk +0; Grp +0; Full Atk: +1 melee 
  (1d6/19-20, masterwork short sword) or +3 ranged 
  (1d8/19-20, masterwork light crossbow); SA Sneak 
  attack +1d6; AL NE; SV Fort +2, Ref +4, Will +0; Str 11, 
  Dex 14, Con 14, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +4, Climb +2, Disable Device 
  +4, Escape Artist +6, Gather Information +4, Hide +8, 
  Listen +4, Move Silently +8, Search +4, Sense Motive 
  +4, Spot +4, Tumble +6, Use Rope +4; Run, Stealthy. 
   
  Possessions: Dagger, masterwork light crossbow, 20 
  bolts, masterwork short sword, leather armor, mottled 
  green cloak, spyglass (note: halves distance penalties to 
  spot). 
   
  Encounter 4: Head of the Serpent  
  Raustus “Fang” Dolcheml, Serpents’ Head: Male 
  human 
  (Suel) 
  War2/Ftr1; 
  Medium 
  Humanoid 
  (human); CR 2; HD 2d8+1d10+6; hp 25; Init +2; Spd 20 
  ft.; AC 17 (touch 12, flat-footed 15); Base Atk +3; Grp: 
  +5; 
  *Atk 
  +7 
  melee 
  (2d6+3/19-20, 
  masterwork 
  greatsword) or +6 ranged (1d10/19-20, masterwork 
  heavy crossbow); *Full Atk +7 melee (2d6+3/19-20, 
  masterwork greatsword) or +6 ranged (1d10/19-20, 
  masterwork heavy crossbow); AL NE; SV Fort +7, Ref 
  +2, Will +0; Str 14, Dex 14, Con 14, Int 11, Wis 10, Cha 
  10. 
   
  Skills and Feats: Climb +0, Handle Animal +1, Hide 
  +3, Intimidate +3, Jump -6, Listen +1, Move Silently +0, 
  Ride +3, Spot +1, Swim -4; Combat Reflexes, Power 
  Attack, Weapon Focus (greatsword).   
   
  * Poisoned weapons: All edged weapons and all 
  crossbow bolts have been poisoned with Small 
  centipede poison (Injury, DC10, Initial 1d2 Dex, 
  Secondary 1d2 Dex). 
   
  Possessions: Masterwork greatsword, masterwork 
  shortsword, dagger, masterwork heavy crossbow, 10 
  crossbow bolts, masterwork serpent scale mottled 
  chainmail** locking gauntlet. 
   
  ** See appendix 10 – new rules items 
   
  Merkis Telath, Serpent Bodyguard: Male human 
  (Oeridian) War2; Medium Humanoid (human): CR 1; 
  HD 2d8; hp 9; Init +1; Spd 20 ft.; AC 16 (touch 11, flat-
  footed 15); Base Atk +2; Grp: +4; *Atk +5 melee 
  (2d6+1/19-20, masterwork greatsword) or +4 ranged 
  (1d10/19-20, masterwork heavy crossbow); *Full Atk +5 
  melee (2d6+1/19-20, masterwork greatsword) or +4 
  ranged (1d10/19-20, masterwork heavy crossbow); AL 
  NE; SV Fort +3, Ref +1, Will +0; Str 13, Dex 12, Con 11, 
  Int 10, Wis 9, Cha 8. 
   
  Skills and Feats: Climb -2, Handle Animal +0, Hide 
  +0, Intimidate +1, Jump -8, Listen +0, Move Silently -2, 
  Ride +2, Spot +0, Swim -6; Power Attack, Weapon 
  Focus (greatsword).  
   
  * Poisoned weapons: All edged weapons and all 
  crossbow bolts have been poisoned with Small 
  centipede poison (Injury, DC10, Initial 1d2 Dex, 
  Secondary 1d2 Dex). 
   
  Possessions: Masterwork greatsword, masterwork 
  shortsword, dagger, masterwork heavy crossbow, 10 
  crossbow bolts, serpent scale mottled chainmail**, 
  locking gauntlet. 
   
  ** See appendix 10 – new rules items 
   
  Keln Vriss, Serpent Mage: Male human (Flan) Wiz1; 
  Medium Humanoid (Human); CR 1; HD 1d4+5; hp 9; 
  Init +2; Spd 30 ft.; AC 12, (touch 12, flat-footed 10); 
  Base Atk +0; Grp -1; *Atk -1 melee (1d4-1/19-20, 
  dagger) or +2 ranged (1d10/19-20/x2, heavy crossbow); 
  *Full Atk -1 melee (1d4-1/19-20, dagger) or +2 ranged 
  (1d10/19-20, heavy crossbow); SA Spells; AL NE; SV 
  Fort +2, Ref +2, Will +2; Str 9, Dex 14, Con 14, Int 16, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +5, Concentration +6 (+10 
  when casting on the defensive), Hide +4, Listen +3, 
  Move Silently +4, Spellcraft +7, Spot +3; Combat 
  Casting, Toughness. 
   
  * Poisoned weapons: The dagger and all crossbow 
  bolts have been poisoned with Small centipede poison 
  (Injury, DC10, Initial 1d2 Dex, Secondary 1d2 Dex). 
  NAE6-02 First Bite 
   
  Page 24 
  
   
  Spells Prepared (3/2; base DC = 13 + spell level): 0—
  Daze, Ray of Frost, Touch of Fatigue]; 1st—Mage Armor, 
  Sleep.  
   
  Spellbook: 0—acid splash, arcane mark, dancing lights, 
  daze, detect magic, detect poison, disrupt undead, flare, ghost 
  sound, light, mage hand, mending, message, open/close, 
  prestidigitation, ray of frost, read magic, resistance, touch of 
  fatigue; 1st—mage armor, magic missile, magic weapon, 
  shield, sleep. 
   
   
  Possessions: Quarterstaff, dagger, heavy crossbow, 
  10 crossbow bolts, spell component pouch, scroll of 
  magic missile, 2 scrolls of magic meapon, scroll of shield, wand 
  of darkvision (Cl 3, 12 charges left). 
   
   
  Hiss, Tiny Viper Familiar: Tiny Magical Beast; HD 
  1/2; hp 4; Init +7; Spd 15 ft., climb 15 ft., swim 15 ft.; 
  AC 18 (touch 15, flat-footed 15); Base Atk +0; Grp -11; 
  Atk +5 melee (1 plus poison, bite); Full Atk +5 melee (1 
  plus poison, bite); Space/Reach 2-1/2 ft./0 ft. SA 
  Poison; SQ Scent, alertness, improved evasion, share 
  spells, empathic link; AL N; SV Fort +2, Ref +5, Will +2; 
  Str 4, Dex 17, Con 11, Int 6, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +11, Climb +11, Hide +17, 
  Listen +6, Spot +6, Swim +5; Improved Initiative, 
  Weapon Finesse (Bite). 
   
  Poison (Ex): A viper snake has a poisonous bite 
  that deals initial and secondary damage of 1d6 Con. 
  The save DC for a tiny viper is DC 10 Fortitude.  
   
  Serpent Archers (2): male/female human (Flan) Ftr1; 
  Medium Humanoid (human); CR 1; HD 1d10+2; hp 12; 
  Init +2; Spd 20 ft.; AC 17 (touch 12, flat-footed 15); Base 
  Atk +1; Grp: +3; *Atk +5 ranged (1d8/x3, masterwork 
  longbow) or +3 melee (1d10+3/19-20, bastard sword); 
  *Full Atk +5 ranged (1d8/x3, masterwork longbow) or 
  +3 melee (1d10+3/19-20, bastard sword); AL NE; SV 
  Fort +4, Ref +2, Will +0; Str 14, Dex 15, Con 14, Int 10, 
  Wis 11, Cha 8. 
   
  Skills and Feats: Hide +1, Listen +1, Move Silently -
  1, Spot +1; Point Blank Shot, Precise Shot, Weapon 
  Focus (longbow).   
   
  * Poisoned weapons: All edged weapons and all 
  arrows have been poisoned with Small centipede 
  poison (Injury, DC10, Initial 1d2 Dex, Secondary 1d2 
  Dex). 
   
  Possessions: Masterwork longbow, bastard sword, 
  dagger, quiver with 20 poisoned arrows, serpent scale 
  mottled chainmail**.  
   
  ** See appendix 10 – new rules items 
   
  NAE6-02 First Bite 
   
  Page 25 
  
  Appendix 2: 
  APL 4
  Encounter 1: Grenaks Feather Gets 
  Ruffled
  Serpent Guard Deserters, (Uloth, Xam, Garik, 
  Lenert, Bennic, and Dolg): Male Humans (Oeridian) 
  Ftr1; Medium Humanoid (human): CR 1; HD 1d10+2; 
  hp 12; Init +1; Spd 30 ft; AC 15 (touch 11, flat-footed 
  14); Base Atk +1; Grp +7; Atk +5 melee (1d8+2/19-20, 
  masterwork longsword) or +3 melee (1d3+2, unarmed 
  strike) or +3 ranged (1d6/x3, masterwork shortbow); 
  Full 
  Atk 
  +5 
  melee 
  (1d8+2/19-20, 
  masterwork 
  longsword) or +3 melee (1d3+2, unarmed strike) or +3 
  ranged (1d6/x3, masterwork shortbow); AL NE; SV 
  Fort +4, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, 
  Wis 12, Cha 8; 
   
  Skills and Feats: Climb +3, Hide +2, Intimidate +3, 
  Jump +3, Ride +2, Spot +2, Swim +3; Improved Grapple, 
  Improved 
  Unarmed 
  Strike, 
  Weapon 
  Focus 
  (longsword) 
   
  Possessions: Masterwork longsword, masterwork 
  short 
  sword, 
  masterwork 
  dagger, 
  masterwork 
  shortbow, 10 arrows, +1 studded leather armor. 
   
   
  Encounter 3: This Camp Bites 
   
   
  Serpent Guard Scout, Verith: Male Human 
  (Oeridian) Rog2; Medium Humanoid (human): CR 2; 
  HD 2d6+4, hp 14; Init +2; Spd 30 ft; AC 15 (touch 12, 
  flat-footed 13); Base Atk +1; Grp +1; Atk: +2 melee 
  (1d6/19-20, masterwork shortsword) or +4 ranged 
  (1d8/19-20, Masterwork light crossbow); Full Atk: +2 
  melee (1d6/19-20, masterwork shortsword) or +4 
  ranged (1d8/19-20, masterwork light crossbow); SA 
  Sneak attack +1d6; SQ Evasion; AL NE; SV Fort +2, Ref 
  +5, Will +0; Str 11, Dex 14, Con 14, Int 14, Wis 10, Cha 
  10. 
   
  Skills and Feats: Bluff +5, Climb +2, Disable Device 
  +5, Escape Artist +7, Gather Information +5, Hide +9, 
  Listen +5, Move Silently +9, Search +4, Sense Motive 
  +5, Spot +5, Tumble +7, Use Rope +5; Run, Stealthy. 
   
  Possessions: Masterwork dagger, masterwork light 
  crossbow, 
  20 
  bolts, 
  masterwork 
  short 
  sword, 
  masterwork studded leather armor, mottled green 
  cloak, spyglass (note: halves distance penalties to spot). 
   
  Encounter 4: Head of the Serpent  
  Raustus “Fang” Dolcheml, Serpents’ Head: Male 
  human (Suel) War2/Ftr2/Rog1; Medium Humanoid 
  (human); CR 4; HD 1d6+2d8+2d10+10; hp 44; Init +2; 
  Spd 20 ft; AC 17 (touch 12, flat-footed 15); Base Atk +4; 
  Grp +6; *Atk +8 melee (2d6+4/19-20, +1 greatsword) or 
  +7 ranged (1d10/19-20, masterwork heavy crossbow); 
  *Full Atk +8 melee (2d6+4/19-20, +1 greatsword) or +7 
  ranged (1d10/19-20, masterwork heavy crossbow); SA 
  Sneak attack +1d6; AL NE; SV Fort +8, Ref +4, Will +0; 
  Str 14, Dex 15, Con 14, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +0, Handle Animal +1, Hide 
  +3, Intimidate +5, Jump -6, Listen +2, Move Silently +0, 
  Ride +4, Sense Motive +1, Spot +2, Swim -3; Cleave, 
  Combat Reflexes, Improved Toughness**, Power 
  Attack, Weapon Focus (greatsword). 
   
  * Poisoned weapons: All edged weapons have been 
  poisoned with Black Adder venom (Injury, DC11, 
  Initial 1d6 Con, Secondary 1d6 Con) and all crossbow 
  bolts have been poisoned with Medium spider venom 
  (Injury, DC12, Initial 1d4 Str, Secondary 1d4 Str). 
   
  Possessions: +1 greatsword, masterwork shortsword, 
  masterwork dagger, masterwork heavy crossbow, 10 
  crossbow bolts, masterwork serpent scale mottled 
  chainmail**, locking gauntlet. 
   
    
   
  ** See appendix 10 – new rules items 
   
  Merkis Telath, Serpent Bodyguard: Male human 
  (Oeridian) War2/Ftr1; Medium Humanoid (human); 
  CR 2; HD 2d8+1d10+6; hp 25; Init +2; Spd 20 ft; AC 17 
  ( touch 12, flat-footed 15); Base Atk +3; Grp: +5; *Atk +7 
  melee (2d6+3/19-20, masterwork greatsword) or +6 
  ranged (1d10/19-20, masterwork heavy crossbow); 
  *Full Atk +7 melee (2d6+3/19-20, masterwork 
  greatsword) or +6 ranged (1d10/19-20, masterwork 
  heavy crossbow); AL NE; SV Fort +7, Ref +2, Will +0; 
  Str 14, Dex 14, Con 14, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb -1, Handle Animal +1, Hide 
  +2, Intimidate +3, Jump -7, Listen +1, Move Silently -1, 
  Ride +3, Spot +1, Swim -5; Combat Reflexes, Power 
  Attack, Weapon Focus (greatsword). 
   
  * Poisoned weapons: All edged weapons have been 
  poisoned with Black Adder venom (Injury, DC11, 
  Initial 1d6 Con, Secondary 1d6 Con) and all crossbow 
  bolts have been poisoned with Medium spider venom 
  (Injury, DC12, Initial 1d4 Str, Secondary 1d4 Str). 
   
  Possessions: Masterwork greatsword, masterwork 
  shortsword, dagger, masterwork heavy crossbow, 10 
  crossbow bolts, serpent scale mottled chainmail**, 
  locking gauntlet.  
   
  ** See appendix 10 – new rules items 
   
  Keln Vriss, Serpent Mage: Male human (Flan) Wiz3; 
  Medium Humanoid (human); CR 3; HD 3d4+9; hp 19; 
  Init +2; Spd 30 ft; AC 12 (touch 12, flat-footed 10); Base 
  Atk +1; Grp +0; *Atk +0 melee (1d4-1/19-20, dagger), or 
  +3 ranged (1d10/19-20, heavy crossbow); *Full Atk +0 
  melee (1d4-1/19-20, ddagger), or +3 ranged (1d10/19-
  20, heavy crossbow); SA Spells; AL NE; SV Fort +3, Ref 
  +3, Will +3; Str 9, Dex 14, Con 14, Int 16, Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +4, Concentration +8 (+12 
  when casting on the defensive), Hide +5, Listen +4, 
  Move Silently +5, Spellcraft +9, Spot +4; Combat 
  Casting, Dodge, Toughness.  
   
  * Poisoned weapons: The dagger has been poisoned 
  with Black Adder venom (Injury, DC11, Initial 1d6 
  Con, Secondary 1d6 Con) and all crossbow bolts have 
  NAE6-02 First Bite 
   
  Page 26 
  
  been poisoned with Medium spider venom (Injury, 
  DC12, Initial 1d4 Str, Secondary 1d4 Str). 
   
   Spells Prepared (4/3/2; base DC = 13 + spell level): 
  0—acid splash, daze, ray of frost, touch of fatigue; 1st—
  enlarge person, mage armor, shield; 2nd— alter self, snake’s 
  swiftness. 
   
  Spellbook: 0—acid splash, arcane mark, dancing lights, 
  daze, detect magic, detect poison, disrupt undead, flare, ghost 
  sound, light, mage hand, mending, message, open/close, 
  prestidigitation, ray of frost, read magic, resistance, touch of 
  fatigue; 1st—enlarge person, mage armor, magic missile, 
  magic weapon, protection from good, ray of enfeeblement, 
  shield, sleep; 2nd—alter self, bull's strength, invisibility, 
  mirror image, snake’s swiftness**. 
   
  Possessions: Quarterstaff, dagger, heavy crossbow, 
  10 crossbow bolts, spell component pouch, scroll of bull’s 
  strength, scroll of invisibility, scroll of magic weapon, scroll of 
  mirror image, scroll of snake’s swiftness**, wand of darkvision 
  (caster level 3, 25 charges left). 
   
  ** See appendix 10 – new rules items 
   
  Keln Vriss, Serpent Mage (Troglodyte Form): 
  AC 18; Full Atk +0/+0 claws (1d4-1, claw) and -2 (1d4-1, 
  bite); Hide +9 (+13 in rocky or underground settings); 
  MultiattackB. 
   
    
  Hiss, Tiny Viper Familiar: Tiny Magical Beast; HD 
  1/2; hp 9; Init +7; Spd 15 ft, climb 15 ft., swim 15 ft.; AC 
  19 (touch 15, flat-footed 16); Base Atk +2; Grp -9; Atk +7 
  melee (1 plus poison, bite); Full Atk +7 melee (1 plus 
  poison, bite); Space/Reach 2-1/2 ft./0 ft. SA Poison; SQ 
  Scent, deliver touch spells, improved evasion, share 
  spells, empathic link; AL N; SV Fort +2, Ref +5, Will +2; 
  Str 4, Dex 17, Con 11, Int 7, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +11, Climb +11, Hide +17, 
  Listen +6, Spot +6, Swim +5; Improved Initiative, 
  Weapon Finesse (bite). 
   
  Poison (Ex): A viper snake has a poisonous bite 
  that deals initial and secondary damage of 1d6 Con. 
  The save DC for a tiny viper is DC 10 Fortitude. 
   
  Serpent Archers (2): Male/Female human (Flan) Ftr1; 
  Medium Humanoid (human): CR 1; HD 1d10+2; hp 12; 
  Init +2; Spd 20 ft.; AC 17, (touch 12, flat-footed 15); 
  Base Atk +1; Grp: +3; *Atk +4 ranged (1d10/x3, 
  masterwork greatbow) or +3 melee (1d10+3*/19-20, 
  bastard sword); Full Atk +4 ranged (1d10, masterwork 
  greatbow) or +3 melee (1d10+3*/19-20, bastard sword); 
  AL NE; SV Fort +4, Ref +2, Will +0; Str 14, Dex 15, Con 
  14, Int 10, Wis 11, Cha 8. 
   
  Skills and Feats: Hide +1, Listen +1, Move Silently -
  1, Spot +1; Exotic Weapon Proficiency (greatbow), 
  Point Blank Shot, Precise Shot. 
   
  * Poisoned weapons: All edged weapons have been 
  poisoned with Black Adder venom (Injury, DC11, 
  Initial 1d6 Con, Secondary 1d6 Con) and all greatbow 
  arrows have been poisoned with Medium spider 
  venom (Injury, DC12, Initial 1d4 Str, Secondary 1d4 
  Str) 
   
  Possessions: Masterwork greatbow**, bastard sword, 
  dagger, serpent scale mottled** chainmail, quiver with 
  20 poisoned arrows.  
   
  ** See appendix 10 – new rules items  
  NAE6-02 First Bite 
   
  Page 27 
  
  Appendix 3: 
  APL 6
  Encounter 1: Grenak’s Feather Gets 
  Ruffled 
  Serpent Guard Deserters, (Uloth, Xam, Garik, 
  Lenert, Bennic, and Dolg): Male Humans (Oeridian) 
  Ftr1/Rog1; Medium Humanoid (human): CR 2; HD 
  1d10+1d6+4; hp 18; Init +1; Spd 30 ft.; AC 15 (touch 11, 
  flat-footed 14); Base Atk +1; Grp +7; Atk +5 melee 
  (1d8+3/19-20, masterwork longsword) or +3 melee 
  (1d3+2, unarmed strike) or +3 ranged (1d6/x3, 
  Masterwork shortbow); Full Atk +5 melee (1d8+3/19-
  20, masterwork longsword) or +3 melee (1d3+2, 
  unarmed strike) or +3 ranged (1d6/x3, masterwork 
  shortbow); AL NE; SA Sneak Attack +1d6;  SV Fort +4, 
  Ref +3, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, 
  Cha 8; 
   
  Skills and Feats: Climb +3, Hide +4, Intimidate +4, 
  Jump +3, Spot +2, Swim +3, Tumble +6; Improved 
  Grapple, Improved Unarmed Strike, Weapon Focus 
  (longsword). 
   
  Possessions: +1 longsword, masterwork short sword, 
  masterwork dagger, masterwork shortbow, 10 arrows, 
  +1 studded leather armor. 
   
   
  Encounter 3: This Camp Bites 
   
   
  Serpent 
  Guard 
  Scout, 
  Verith: 
  Male 
  human 
  (Oeridian) Rog3; Medium Humanoid (human); CR 3; 
  HD 3d6+6, hp 20; Init +6; Spd 30 ft.; AC 15 (touch 12, 
  flat-footed 13); Base Atk +2; Grp +2; Atk +3 melee 
  (1d6+1/19-20, +1 short sword) or +5 ranged (1d8/19-20, 
  masterwork light crossbow); Full Atk +3 melee 
  (1d6+1/19-20, +1 short sword) or +5 ranged (1d8/19-20, 
  masterwork light crossbow); SA Sneak attack +2d6; SQ 
  Evasion; AL NE; SV Fort +3, Ref +5, Will +1; Str 11, 
  Dex 14, Con 14, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +5, Climb +2, Disable Device 
  +6, Escape Artist +6, Gather Information +6, Hide +10, 
  Listen +6, Move Silently +10, Search +5, Sense Motive 
  +6, Spot +6, Tumble +8, Use Rope +6; Improved 
  Initiative, Run, Stealthy. 
   
  Possessions: +1 short sword, dagger, masterwork light 
  crossbow, 20 bolts, masterwork studded leather armor, 
  mottled green cloak, spyglass (note: halves distance 
  penalties to spot). 
   
  Encounter 4: Head of the Serpent  
  Raustus “Fang” Dolcheml, Serpents’ Head: Male 
  human (Suel) War2/Ftr2/Rog3; Medium Humanoid 
  (human); CR 6; HD 1d6 + 2d8 + 2d10 + 14; hp 58; Init 
  +2; Spd 20 ft.; AC 17 (touch 12, flat-footed 15); Base Atk 
  +6; Grp +8; *Atk +10 melee (2d6+4+2d6/19-20, +1 
  vicious 
  greatsword) 
  or 
  +9 
  ranged 
  (1d10/19-20, 
  masterwork heavy crossbow); *Full Atk +10/+5 melee 
  (2d6+4+2d6/19-20, +1 vicious greatsword) or +9 ranged 
  (1d10/19-20, masterwork heavy crossbow); SA Sneak 
  attack +2d6; SQ Evasion (unusable due to medium 
  armor); AL NE; SV Fort +9, Ref +5, Will +1; Str 14, Dex 
  15, Con 14, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +0, Handle Animal +1, Hide 
  +5, Intimidate +5, Jump -2, Listen +4, Move Silently +4, 
  Ride +4, Sense Motive +1, Spot +4, Swim +1, Tumble 
  +2; 
  Cleave, 
  Close-Quarters 
  Fighting**, 
  Combat 
  Reflexes, Improved Toughness, Power Attack, Weapon 
  Focus (greatsword).  
   
  * Poisoned weapons: All edged weapons have been 
  poisoned with Blue Whinnis (Injury, DC14, Initial 1 
  Con, Secondary Unconsciousness) and all crossbow 
  bolts have been poisoned with Giant wasp poison 
  (Injury, DC14, Initial 1d6 Dex, Secondary 1d6 Dex). 
   
  Possessions: +1 vicious greatsword, masterwork 
  shortsword, masterwork dagger, masterwork heavy 
  crossbow, 10 crossbow bolts, masterwork serpent scale 
  mottled chainmail**, locking gauntlet.  
   
   ** See appendix 10 – new rules items 
   
  Merkis Telath, Serpent Bodyguard: Male human 
  (Oeridian) War2/Ftr2/Rog1; Medium Humanoid 
  (human); CR 4; HD 1d6+2d8+2d10+10; hp 44; Init +2; 
  Spd 20 ft.; AC 17 (touch 12, flat-footed 15); Base Atk +4; 
  Grp +6; *Atk +8 melee (2d6+4/19-20, +1 greatsword) or 
  +7 ranged (1d10/19-20, masterwork heavy crossbow); 
  *Full Atk +8 melee (2d6+4/19-20, +1 greatsword) or +7 
  ranged (1d10/19-20, masterwork heavy crossbow); SA 
  Sneak attack +1d6; AL NE; SV Fort +8, Ref +4, Will +0; 
  Str 14, Dex 15, Con 14, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +0, Handle Animal +1, Hide 
  +3, Intimidate +5, Jump -6, Listen +2, Move Silently +0, 
  Ride +4, Sense Motive +1, Spot +2, Swim -3; Cleave, 
  Combat Reflexes, Improved Toughness, Power Attack, 
  Weapon Focus (greatsword). 
   
  * Poisoned weapons: All edged weapons have been 
  poisoned with Blue Whinnis (Injury, DC14, Initial 1 
  Con, Secondary Unconsciousness) and all crossbow 
  bolts have been poisoned with Giant wasp poison 
  (Injury, DC14, Initial 1d6 Dex, Secondary 1d6 Dex). 
   
  Possessions: +1 greatsword, masterwork shortsword, 
  masterwork dagger, masterwork heavy crossbow, 10 
  crossbow bolts, serpent scale mottled chainmail**, 
  locking gauntlet.  
   
  ** See appendix 10 – new rules items 
   
  Keln Vriss, Serpent Mage: Male human (Flan) Wiz5; 
  Medium Humanoid (human): CR 5; HD 5d4+13; hp 29; 
  Init +2; Spd 30 ft.; AC 13 (touch 12, flat-footed 11); Base 
  Atk +2; Grp +1; *Atk +1 (1d4-1/19-20, dagger) or +4 
  ranged (1d10/19-20, heavy crossbow); *Full Atk +1 
  (1d4-1/19-20, dagger) or +4 ranged (1d10/19-20, heavy 
  crossbow); SA Spells; AL NE; SV Fort +3, Ref +3, Will 
  +4; Str 9, Dex 14, Con 14, Int 17, Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +5, Concentration +10 (+14 
  when casting defensively), Hide +6, Listen +4, Move 
  NAE6-02 First Bite 
   
  Page 28 
  
  Silently +6, Spellcraft +11, Spot +5; Combat Casting, 
  Dodge, Still Spell, Toughness. 
   
  * Poisoned weapons: The dagger has been poisoned 
  with Blue Whinnis (Injury, DC14, Initial 1 Con, 
  Secondary Unconsciousness) and all crossbow bolts 
  have been poisoned with Giant wasp poison (Injury, 
  DC14, Initial 1d6 Dex, Secondary 1d6 Dex). 
   
   
  Spells Prepared (4/4/3/2; base DC = 13 + spell 
  level): 0—acid splash, daze, ray of frost, touch of fatigue; 
  1st—enlarge person, mage armor, ray of enfeeblement, shield; 
  2nd—alter self, bear’s endurance, invisibility; 3rd—haste, 
  rage. 
   
  Spellbook: 0—acid splash, arcane mark, dancing lights, 
  daze, detect magic, detect poison, disrupt undead, flare, ghost 
  sound, light, mage hand, mending, message, open/close, 
  prestidigitation, ray of frost, read magic, resistance, touch of 
  fatigue; 1st—enlarge person, mage armor, magic missile, 
  magic weapon, protection from good, ray of enfeeblement, 
  shield, sleep; 2nd—alter self, bear's endurance, bull's strength, 
  invisibility, acid arrow, mirror image, see invisibility, snake’s 
  swiftness**; 3rd—fireball, fly, haste, rage, sepia snake sigil.  
   
  Possessions: Quarterstaff, dagger, heavy crossbow, 
  10 crossbow bolts, spell component pouch, bracers of 
  armor +1, scroll of bull's strength, scroll ofacid arrow, scroll of 
  mirror image, scroll of see invisibility, scroll of snake’s 
  swiftness**, scroll of fireball, scroll of fly, wand of darkvision 
  (25 charges left).  
   
  ** See appendix 10 – new rules items 
   
  Keln Vriss, Serpent Mage (Troglodyte Form): 
  AC 19; Full Atk +1/+1 melee (1d4-1, claw) and –1 
  melee (1d4-1, bite); Hide +10 (+14 in rocky or 
  underground settings); MultiattackB. 
   
    
   
  Hiss, Tiny Viper Familiar: Tiny Magical Beast; HD 
  1/2; hp 14; Init +8; Spd 15 ft., climb 15 ft., swim 15 ft.; 
  AC 21 (touch 16, flat-footed 17); Base Atk +4; Grp -7; 
  Atk +10 melee (1 plus poison, bite); Full Atk +10 melee 
  (1 plus poison, bite); Space/Reach 2-1/2 ft./0 ft. SA 
  Poison; SQ Scent, deliver touch spells, improved 
  evasion, share spells, speak with master, empathic link; 
  AL N; SV Fort +2, Ref +6, Will +2; Str 4, Dex 18, Con 
  11, Int 8, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +12, Climb +11, Hide +18, 
  Listen +6, Spot +6, Swim +5; Ability Focus (Poison), 
  Improved Initiative, Weapon Finesse (bite). 
   
  Poison (Ex): A viper snake has a poisonous bite 
  that deals initial and secondary damage of 1d6 Con. 
  The save DC for a tiny viper is Fort DC 12. 
   
  Serpent Archers (4): Two male and two female 
  human (Flan) Ftr2; Medium Humanoid (human); CR 
  2; HD 2d10+4; hp 20; Init +2; Spd 20 ft.; AC 17 (touch 
  12, flat-footed 15); Base Atk +2; Grp +4; *Atk +6 ranged 
  (1d10/x3, 
  masterwork 
  greatbow) 
  or 
  +5 
  melee 
  (1d10+3/19-20, masterwork bastard sword); *Full Atk 
  +6 ranged (1d10/x3, masterwork greatbow) or +5 melee 
  (1d10+3/19-20, masterwork bastard sword); AL NE; SV 
  Fort +5, Ref +2, Will +0; Str 14, Dex 15, Con 14, Int 10, 
  Wis 11, Cha 8. 
   
  Skills and Feats: Hide +1, Listen +1, Move Silently -
  1, Spot +2, Swim -7, Exotic Weapon Proficiency 
  (greatbow), Point Blank Shot, Precise Shot, Weapon 
  Focus (greatbow). 
   
  * Poisoned weapons: All edged weapons have been 
  poisoned with Blue Whinnis (Injury, DC14, Initial 1 
  Con, Secondary Unconsciousness) and all crossbow 
  bolts have been poisoned with Giant wasp poison 
  (Injury, DC14, Initial 1d6 Dex, Secondary 1d6 Dex). 
   
  Possessions: Masterwork greatbow**, Masterwork 
  bastard 
  sword, 
  dagger, 
  serpent 
  scale 
  mottled 
  chainmail**, quiver with 20 poisoned arrows.  
   
  ** See appendix 10 – new rules items 
   
  NAE6-02 First Bite 
   
  Page 29 
  
  Appendix 4: 
  APL 8
  Encounter 1: Grenaks Feather gets 
  Ruffled 
  Serpent Guard Deserters, (Uloth, Xam, Garik, 
  Lenert, Bennic, and Dolg): Male Humans (Oeridian) 
  Ftr2/Rog2; Medium Humanoid (human): CR 4; HD 
  2d10+2d6+8; hp 32; Init +1; Spd 30 ft.; AC 15 (touch 11, 
  flat-footed 14); Base Atk +3; Grp +9; Atk +7 melee 
  (1d8+4/19-20, +1 longsword) or +5 melee (1d3+2, 
  unarmed strike) or +5 ranged (1d6/x3, Masterwork 
  shortbow); Full Atk +7 melee (1d8+4/19-20, +1 
  longsword) or +5 melee (1d3+2, unarmed strike) or +5 
  ranged (1d6/x3, masterwork shortbow); AL NE; SA 
  Sneak attack +1d6; SQ Evasion; SV Fort +5, Ref +4, Will 
  +1; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8; 
   
  Skills and Feats: Climb +3, Hide +4, Intimidate +6, 
  Jump +8, Listen +3, Ride +3, Spot +3, Swim +4, Tumble 
  +8; Earth’s Embrace**, Improved Grapple, Improved 
  Unarmed Strike, Power Attack, Weapon Focus 
  (longsword) 
   
  Possessions: +1 longsword, masterwork short sword, 
  masterwork dagger, masterwork shortbow, 10 arrows, 
  +1 studded leather armor, +1 ring of protection. 
   
  ** See appendix 10 – new rules items 
   
  Encounter 3: This Camp Bites 
   
   
  Advanced Behir: CR 9; Huge Magical Beast; HD 
  12d10+72; hp 138; Init +1; Spd 40 ft., climb 15ft; AC 20 
  (touch 9, flat-footed 19); Base Atk +12; Grp +28; Atk +18 
  melee (2d4+12, bite); Full Atk +18 melee (2d4+12, bite); 
  Space/Reach 15ft./10ft.; SA Breath weapon, constrict 
  2d8+8, improved grab, rake 1d4+4, swallow whole; SQ 
  Can’t be tripped, darkvision 60ft, immunity to 
  electricity, low-light vision, scent; AL N; SV Fort +14, 
  Ref +7, Will +7; Str 26, Dex 13, Con 22; Int 7, Wis 14, 
  Cha 12. 
   
  Skills and Feats: Climb +16, Hide +5, Listen +4, Spot 
  +4, Survival +2; Alertness, Cleave, Iron Will, Power 
  Attack, Track. 
   
  Breath Weapon (Su): 20-foot line, once every 10 
  rounds, damage 7d6 electricity, Reflex DC 20 half. 
   
  Constrict (Ex): A behir deals 2d8+8 points of 
  damage with a successful grapple check. It can make 
  six rake attacks against a grappled foe as well.  
   
  Improved Grab (Ex): To use this ability, a behir 
  must hit a creature of any size with its bite attack. It can 
  then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it it establishes a hold and can attempt 
  to constrict the opponent or swallow the opponent in 
  the following round.  
   
  Rake (Ex): Six claws, attack bonus +18 melee, 
  damage 1d4+4.  
   
  Swallow Whole (Ex): A behir can try to swallow a 
  grabbed Medium or smaller opponent by making a 
  successful grapple check.  
   
  A behir that swallows an opponent can use its 
  Cleave feat to bite and grab another opponent.  
   
  A swallowed creature takes 2d8+8 points of 
  bludgeoning damage and 8 points of acid damage per 
  round from the behir’s gizzard. A swallowed creature 
  can cut its way out by using a light slashing or piercing 
  weapon to deal 25 points of damage to the gizzard (AC 
  15). Once the creature exits, muscular action closes the 
  hole; another swallowed opponent must cut its own 
  way out.  
   
  A behir’s gizzard can hold 2 Medium, 8 Small, 32 
  Tiny, or 128 Diminutive or smaller opponents.  
   
  Skills: Behirs have a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened.  
   
  Serpent Guard Scout, Verith: Male Human 
  (Oeridian) Rog4; Medium Humanoid (human); CR 4; 
  HD 4d6+8, hp 26; Init +6; Spd 30 ft.; AC 16 (touch 12, 
  flat-footed 16); Base Atk +3; Grp +4; Atk +5 melee 
  (1d6+2/19-20, +1 short sword) or +5 ranged (1d8/19-20, 
  masterwork light crossbow); Full Atk +5 melee 
  (1d6+2/19-20, +1 short sword) or +5 ranged (1d8/19-20, 
  masterwork light crossbow); SA Sneak attack +2d6; SQ 
  Evasion, uncanny dodge; AL NE; SV Fort +3, Ref +6, 
  Will +1; Str 14, Dex 14, Con 14, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +6, Climb +3, Disable Device 
  +7, Escape Artist +9, Gather Information +7, Hide +11, 
  Listen +7, Move Silently +11, Search +5, Sense Motive 
  +7, Spot +7, Tumble +9, Use Rope +7; Improved 
  Initiative, Run, Stealthy. 
   
  Possessions: Dagger, masterwork light crossbow, 20 
  bolts, +1 short sword, +1 studded leather armor, mottled 
  green cloak, Spyglass (note: halves distance penalties to 
  spot)  
   
   
   
   
   
  Encounter 4: Head of the Serpent  
  Raustus “Fang” Dolcheml, Serpents’ Head: Male 
  human (Suel) War2/Ftr2/Rog5; Medium Humanoid 
  (human): CR 8; HD 5d6+2d8+2d10+18; hp 72; Init +3; 
  Spd 20 ft.; AC 18 (touch 12, flat-footed 16); Base Atk +7; 
  Grp +9; *Atk +11 melee (2d6+4+2d6/19-20, +1 human-
  bane vicious greatsword) (+2 to hit and 2d6 damage vs. 
  humans) or +9 ranged (1d10/19-20, masterwork heavy 
  crossbow); *Full Atk +11/+6 melee (2d6+4+2d6/19-20, 
  +1 human-bane vicious greatsword) (+2 to hit and 2d6 
  damage vs. humans) or +9 ranged (1d10/19-20, 
  masterwork heavy crossbow); SA Sneak attack +3d6; 
  SQ, Evasion (unusable due to medium armor), 
  uncanny dodge; AL NE; SV Fort +9, Ref +7, Will +1; Str 
  14, Dex 16, Con 14, Int 11, Wis 10, Cha 10. 
  NAE6-02 First Bite 
   
  Page 30 
  
   
  Skills and Feats: Climb +0, Handle Animal +1, Hide 
  +10, Intimidate +5, Jump +0, Listen +6, Move Silently 
  +9, Ride +5, Sense Motive +1, Spot +6, Swim +3, 
  Tumble +7; Cleave, Close-Quarters Fighting**, Combat 
  Reflexes, Dodge, Improved Toughness, Power Attack, 
  Weapon Focus (greatsword).  
   
  * Poisoned weapons: All edged weapons have been 
  poisoned with Large Scorpion Venom (DC14, Initial 
  1d4 Con, Secondary 1d4 Con) and all crossbow bolts 
  have been poisoned with Purple worm poison (Injury, 
  DC25, Initial 1d6 Str, Secondary 2d6 Str). 
   
  Possessions: +1 human-bane vicious greatsword, 
  masterwork 
  shortsword, 
  masterwork 
  dagger, 
  masterwork heavy crossbow, 10 crossbow bolts, +1 
  serpent scale mottled chainmail**, locking gauntlet.  
   
  ** See appendix 10 – new rules items 
   
  Merkis Telath, Serpent Bodyguard: Male human 
  (Suel) War2/Ftr2/Rog3; Medium Humanoid (human); 
  CR 6; HD 3d6+2d8+2d10+14; hp 58; Init +2; Spd 20 ft.; 
  AC 17 (touch 12, flat-footed 16); Base Atk +6; Grp +8; 
  *Atk +10 melee (2d6+4+2d6/19-20, +1 vicious greatsword) 
  or 
  +9 
  ranged 
  (1d10/19-20, 
  masterwork 
  heavy 
  crossbow); *Full Atk +10/+5 melee (2d6+4+2d6/19-20, 
  +1 vicious greatsword) or +9 ranged (1d10/19-20/x2, 
  masterwork heavy crossbow); SA Sneak attack +2d6; 
  SQ Evasion (unusable due to medium armor); AL NE; 
  SV Fort +9, Ref +5, Will +1; Str 14, Dex 15, Con 14, Int 
  11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +0, Handle Animal +1, Hide 
  +5, Intimidate +5, Jump -2, Listen +4, Move Silently +4, 
  Ride +4, Sense Motive +1, Spot +4, Swim +1, Tumble 
  +2; 
  Cleave, 
  Close-Quarters 
  Fighting**, 
  Combat 
  Reflexes, Improved Toughness, Power Attack, Weapon 
  Focus (greatsword).  
   
  * Poisoned weapons: All edged weapons have been 
  poisoned with Large Scorpion Venom (Injury, DC14, 
  Initial 1d4 Con, Secondary 1d4 Con) and all crossbow 
  bolts have been poisoned with Purple worm poison 
  (Injury, DC25, Initial 1d6 Str, Secondary 2d6 Str). 
   
  Possessions: +1 vicious greatsword, masterwork 
  shortsword, masterwork dagger, masterwork heavy 
  crossbow, 10 crossbow bolts, serpent scale mottled 
  chainmail**, locking gauntlet. 
   
  ** See appendix 10 – new rules items 
   
  Keln Vriss, Serpent Mage: Male human (Flan) Wiz7; 
  Medium Humanoid (human); CR 7; HD 7d4+17; hp 39; 
  Init +2; Spd 30 ft.; AC 14 (touch 13, flat-footed 12); Base 
  Atk +3; Grp +2; *Atk +2 melee (1d4-1/19-20, dagger) or 
  +5 ranged (1d10/19-20, heavy crossbow); *Full Atk +2 
  melee (1d4-1/19-20, dagger) or +5 ranged (1d10/19-20, 
  heavy crossbow); SA Spells; AL NE; SV Fort +4, Ref +4, 
  Will +5; Str 9, Dex 14, Con 14, Int 17, Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +6, Concentration +12 (+16 
  when casting defensively), Hide +7, Listen +4, Move 
  Silently +7, Spellcraft +13, Spot +6; Combat Casting, 
  Craft Wand, Dodge, Still Spell, Toughness. 
   
  * Poisoned weapons: The dagger has been poisoned 
  with Large Scorpion Venom (Injury, DC14, Initial 1d4 
  Con, Secondary 1d4 Con) and all crossbow bolts have 
  been poisoned with Purple worm poison (Injury, 
  DC25, Initial 1d6 Str, Secondary 2d6 Str). 
   
   Spells Prepared (4/5/4/3/1; base DC = 13 + spell 
  level): 0—acid splash, daze, ray of frost, touch of fatigue; 
  1st—enlarge person, mage armor, protection from good, ray 
  of enfeeblement, shield; 2nd—alter self, bear’s endurance, cat’s 
  grace, invisibility; 3rd—haste, heroism, rage, 4th—
  stoneskin. 
   
  Spellbook: 0—acid splash, arcane mark, dancing lights, 
  daze, detect magic, detect poison, disrupt undead, flare, ghost 
  sound, light, mage hand, mending, message, open/close, 
  prestidigitation, ray of frost, read magic, resistance, touch of 
  fatigue; 1st—enlarge person, mage armor, magic missile, 
  magic weapon, protection from good, ray of fnfeeblement, 
  shield, sleep; 2nd—alter self, bear's endurance, bull's strength, 
  invisibility, cat’s grace, Melf’s acid arrow, mirror image, see 
  invisibility, snake’s swiftness**; 3rd—fireball, fly, haste, 
  heroism, rage, sepia snake sigil; 4th—animate dead, 
  invisibility, greater, stoneskin.  
   
  Possessions: Dagger, heavy crossbow, 10 crossbow 
  bolts, spell component pouch, granite and 250 gp 
  worth of diamond dust (for Stoneskin), onyx worth 
  25gp (2) for animate dead, bracers of armor +1, ring of 
  protection +1, scroll of bull's strength, scroll of acid arrow, 
  scroll of mirror image, scroll of see invisibility, scroll of snake’s 
  swiftness**, scroll of fireball, scroll of fly, scroll of animate 
  dead, scroll of invisibility, greater, wand of darkvision (25 
  charges), wand of fireball (CL 7th). 
   
  ** See appendix 10 – new rules items 
   
  Keln Vriss, Serpent Mage (Troglodyte Form): 
  AC 20; Full Atk +2/+2 melee (1d4-1, claw) and +0 melee 
  (1d4-1, bite); Hide +11 (+15 in rocky or underground 
  settings); MultiattackB. 
   
   
  Hiss, Tiny Viper Familiar: Tiny Magical Beast; HD 
  1/2; hp 14; Init +8; Spd 15 ft., climb 15 ft., swim 15 ft.; 
  AC 22 (touch 16, flat-footed 18); Base Atk +5; Grp -6; 
  Atk +11 melee (1 plus poison, bite); Full Atk +11 melee 
  (1 plus poison, bite); Space/Reach 2-1/2 ft./0 ft. SA 
  Poison; SQ Scent, deliver touch spells, improved 
  evasion, share spells, speak with master, speak with 
  animals of it’s kind, empathic link; AL N; SV Fort +2, 
  Ref +6, Will +2; Str 4, Dex 18, Con 11, Int 8, Wis 12, 
  Cha 2. 
   
  Skills and Feats: Balance +12, Climb +11, Hide +19, 
  Listen +6, Spot +6, Swim +5; Ability Focus (poison), 
  Improved Initiative, Skill Focus (hide), Weapon 
  Finesse (bite). 
   
  Poison (Ex): A viper snake has a poisonous bite 
  that deals initial and secondary damage of 1d6 Con. 
  The save DC for a tiny viper is Fort DC 12. 
   
  Serpent Archers (4): Male/Female human (Flan) Ftr4; 
  Medium Humanoid (human) CR 4; HD 4d10+8; hp 36; 
  Init +2; Spd 20 ft.; AC 17 (touch 12, flat-footed 15); Base 
  Atk +4; Grp: +6; *Atk +8 ranged (1d10+3/x3, +1 
  greatbow) or +7 melee (1d10+3/19-20, bastard sword); 
  NAE6-02 First Bite 
   
  Page 31 
  
  Full Atk +8 (1d10+3/x3, +1 greatbow) or +6/+6 
  (1d10+3/x3, +1 greatbow) or +7 (1d10+3/19-20, bastard 
  sword); AL NE; SV Fort +6, Ref +3, Will +2; Str 14, Dex 
  15, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Hide +3, Listen +2, Move Silently 
  +1, Spot +4, Swim -5, Exotic Weapon Proficiency 
  (greatbow), Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (greatbow), Weapon Specialization 
  (greatbow). 
   
  * Poisoned weapons: All edged weapons have been 
  poisoned with Large Scorpion Venom (Injury, DC14, 
  Initial 1d4 Con, Secondary 1d4 Con) and all crossbow 
  bolts have been poisoned with Purple worm poison 
  (Injury, DC25, Initial 1d6 Str, Secondary 2d6 Str). 
   
  Possessions: +1 greatbow**, masterwork bastard 
  sword, dagger, masterwork serpent scale mottled 
  chainmail**, quiver with 20 poisoned arrows.    
   
  ** See appendix 10 – new rules items 
  NAE6-02 First Bite 
   
  Page 32 
  
  Appendix 5: 
  NPCs of Felten 
  Malfeus Anyrdyvania: Male Human (Oeridian) 
  Clr3/Exp1; Medium humanoid (human); CR 4; HD 
  1d6+3d8+8; hp 29; Init +0; Spd 30 ft.; AC 10 (touch 10, 
  flat-footed 10); Base Atk +2; Grp +2; Atk +2 melee 
  (1d4/19-20, dagger) or +2 melee (1d6, club); Full Atk +2 
  melee (1d4/19-20, dagger) or +2 melee (1d6, club); SA 
  Turn undead 3/day; SQ Spontaneous healing; AL CG; 
  SV Fort +5, Ref +1, Will +8; Str 11, Dex 10, Con 14, Int 
  10, Wis 16, Cha 10. 
   
  Skills and Feats: Bluff +2, Concentration +5, 
  Diplomacy +4, Gather Information +4, Knowledge 
  (arcana) 
  +1, 
  Knowledge 
  (Splintered 
  Suns) 
  +4, 
  Knowledge (religion) +3, Sense Motive +7, Speak 
  Language +4 (Common, Dwarven, Elven, Gnomish, 
  Orcish), Spellcraft +2; Alertness, Brew Potion, Scribe 
  Scroll 
   
  Spells Prepared (4/4/3; base DC = 13 + spell level): 
  0—create water, cure minor wounds, guidance, mending; 
  1st—bless, omen of peril, protection from evil*, sanctuary; 
  2nd—aid*, calm emotions, shield other. 
   
  Domain spell; Deity: Wenta; Domains: Good (cast 
  good spells at +1 caster level), Chaos (cast chaos spells 
  at +1 caster level). 
   
  Possessions: Dagger, club, spell component pouch, 
  wooden holy symbol of Wenta. 
   
  Physical Description: A slightly pudgy, balding, 
  pleasant-seeming Oeridian human man of middle 
  years, wearing an innkeeper’s apron and a wooden holy 
  symbol of Wenta. 
   
  Ewa: 
  Female 
  Human 
  (Suel) 
  Com2; 
  Medium 
  Humanoid (human); CR 1; HD 2d4+4; hp 8; Init +5; 
  Spd 30 ft.; AC 11 (touch 11, flat-footed 10) [+1 Dex]; 
  Base Atk +1; Grp +1; Atk +1 melee (1d6, club) or –3 
  melee (1d4/19-20, dagger); Full Atk +1 melee (1d6, 
  club) or –3 melee (1d4/19-20, dagger); AL CG; SV Fort 
  +2, Ref +1, Will +1; Str 10, Dex 12, Con 14, Int 10, Wis 
  13, Cha 14. 
   
  Skills and Feats: Listen +6, Spot +5; Alertness, 
  Improved Initiative, simple weapon profiency (club). 
   
  Possessions: Dagger, club (left behind the bar), 
  wooden holy symbol of Wenta.  
   
  Physical Description: a crimson haired, buxom 
  Suloise human woman in her mid twenties. 
   
  Thell, son of Ottolon: Male Human (Suel) Exp1; 
  Medium Humanoid (human); CR 1; HD 1d6+1; hp 7; 
  Init +5; Spd 30 ft.; AC 13 (touch 11, flat-footed 12) [+2 
  armor, +1 Dex]; Base Atk +0; Grp -1; Atk –1 melee (1d6-
  1, light mace), or –1 melee (1d4-1/19-20, dagger) or +1 
  ranged (1d4-1, sling); Full Atk –1 melee (1d6-1, light 
  mace), or –1 melee (1d4-1/19-20, dagger) or +1 ranged 
  (1d4-1, sling); AL N; SV Fort +1, Ref +1, Will +1; Str 9, 
  Dex 12, Con 12, Int 16, Wis 8, Cha 14; 
   
  Skills and Feats: Bluff +6, Gather Information +6, 
  Knowledge (geography) +7, Knowledge (history) +7, 
  Knowledge (Splintered Suns) +7, Knowledge (nature) 
  +7, Listen +3, Profession (gambler) +3; Sleight of Hand 
  +7, Spot +3; Deft Hands, Improved Initiative 
   
  Possessions: Light mace, dagger, sling, 10 sling 
  bullets, leather armor, 100 gp in gold coins. 
   
  Physical Description: This naive young Suel man has 
  the look of a long-time bookworm attempting the 
  swagger of a hustler. His pale face is dusted with 
  freckles, making him appear even more youthful than 
  his 16 years. 
   
  Felten officer: Human War2; CR 1; Medium 
  humanoid (Human); HD 2d8; hp 10; Init +1; Spd 30 ft.; 
  AC 16 (touch 11, flat-footed 15); [+3 armor, +1 Dex, +2 
  shield]; Base Atk +2, Grp +3; Atk +4 melee (1d6+1/x3, 
  shortspear) or +4 ranged (1d6+1/x3, shortspear); Full 
  Atk +4 melee (1d6+1/x3, shortspear) or +4 ranged 
  (1d6+1/x3, shortspear); AL LG/LN/N/CG; SV Fort +3, 
  Ref +1, Will +0; Str 12, Dex 13, Con 11, Int 10, Wis 10, 
  Cha 9.  
   
  Skills and Feats: Climb +4, Intimidate +4, Listen +2, 
  Profession (soldier) +2, Spot +2, Swim +4 (+2 in armor); 
  Alertness, Weapon Focus (shortspear).  
   
  Possessions: Dagger, shortspear (2), heavy wooden 
  shield, studded leather armor, signal whistle, lantern, 
  potion of cure light wounds.  
   
  Felten guard: Human War1; CR 1/2; Medium 
  Humanoid (human); HD 1d8; hp 5; Init +1; Spd 30 ft.; 
  AC 16 (touch 11, flat-footed 15) [+3 armor, +1 Dex, +2 
  shield]; Base Atk +1, Grp +2; Atk +3 melee (1d6+1/x3, 
  shortspear) or +3 ranged (1d6+1/x3, shortspear); Full 
  Atk +3 melee (1d6+1/x3, shortspear) or +3 ranged 
  (1d6+1/x3, shortspear); AL LG/LN/N/CG; SV Fort +2, 
  Ref +1, Will +0; Str 12, Dex 13, Con 11, Int 10, Wis 10, 
  Cha 9.  
   
  Skills and Feats: Climb +4, Intimidate +3, Listen +2, 
  Profession (soldier) +1, Spot +2, Swim +4 (+2 in armor); 
  Alertness, Weapon Focus (Shortspear).  
   
  Possessions: Dagger, shortspear (2), heavy wooden 
  shield, studded leather, signal whistle, lantern. 
   
  Commander Ottolon: Male Human (Suel) War12; 
  Medium Humanoid (human); CR 11; HD 12d8+12; hp 
  60; Init +2; Spd 30 ft.; AC 21 (touch 12, flat-footed 19); 
  Base Atk +12, Grp +14; Atk +16 melee (1d6+3, 
  shortspear) or +15 ranged (1d8+1/x3, masterwork 
  mighty composite longbow); Full Atk +16/+11/+6 
  melee (1d6+3, shortspear) or +15/+10/+5 ranged 
  (1d8+1/x3, masterwork mighty composite longbow); 
  AL N; SV Fort +9, Ref +6, Will +4; Str 14, Dex 14, Con 
  12, Int 10, Wis 10, Cha 10.  
  NAE6-02 First Bite 
   
  Page 33 
  
   
  Skills and Feats: Climb +7, Diplomacy +4, Handle 
  Animal +5, Intimidate + 8, Jump +5, Listen +3, 
  Profession (soldier) +3, Ride +5, Spot +3, Swim +7; 
  Alertness, Distracting Attack, Hurling Charge (uses 
  shortspear when doing this), Quickdraw, Powerful 
  Charge, Weapon Focus (Shortspear),  
   
  Possessions: 
  Masterwork 
  silver 
  heavy 
  mace, 
  masterwork mighty composite longbow (+1 str), 20 
  arrows, +1 shrinking cold iron shortspear (2) (carried in 
  belt like batons), +2 Quick-Release chainshirt, +1 heavy 
  wooden shield, gauntlets of ogre power, cloak of resistance +1, 
  signal whistle, lantern, alchemist fire (2), holy symbol 
  of Kord.  
   
  Physical Description: Ottolon is almost pureblood 
  Suel, with blond hair and piercing blue eyes. Only his 
  skin is slightly tanned, hinting 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. 
   
  Pehren: Male Human (Flan) Exp1; CR 1/2; Medium 
  Humanoid (human); HD 1d6+1; hp 5; Init +2; Spd 30 
  ft.; AC 14(touch 12, flat-footed 12) [+2 armor, +2 Dex]; 
  Base Atk +0; Grapple +1; Full Atk +1 melee (1d6+1, 
  shortspear) or +1 melee (1d4+1/19-20, dagger), or +2 
  ranged (1d8/19-20, light crossbow); AL N; SV Fort +1, 
  Ref +2, Will +4; Str 13, Dex 14, Con 12, Int 10, Wis 15, 
  Cha 8. 
  Skills and Feats: Climb +5, Hide +6, Knowledge (Nature) 
  +4, Move Silently +6, Survival +9, Swim +5; Skill Focus 
  (Survival), Track. 
   
  Possessions: Dagger, light crossbow, 20 bolts, 
  shortspear, leather armor, lantern, 2 pints of oil, flint 
  and steel, backpack, bedroll. 
   
  Physical Description: A lean Flan man of maybe 17 
  summers, wearing leather armor and a wooden holy 
  symbol of Obad-Hai. 
  NAE6-02 First Bite 
   
  Page 34 
  
  Appendix 6: 
  The map of Felten and location notes 
   
   
  � Felten (Small Town): Conventional (House 
  Eddri); AL LN; 800gp limit; Assets 49,920gp; 
  Population 1268; Mixed (Humans O/S/F (1085), 
  Halflings (64), Elves (62), Gnomes (57). 
   
  Authority figures: Lady Tanariell (LN female 
  Exp5/Ari7), Head of House Eddri. 
   
  Important persons: Ottolon (LN male War12), 
  leader of the Felten Guard. Chanit (CG female Clr7), 
  priestess of Phyton. Mishktolan (CN male Drd8), 
  leader of the Druidic Circle. Maros the Learned (male 
  Wiz7/Loremaster 2). Venderun (LG male Marshall 
  5/Pal3), leader of the Heironean Sword School. Tejabus 
  (LG male Clr10), High Priest of Heironeous in Naerie. 
  Ernut (N Clr 8), High Priest of Fharlanghn in Naerie. 
   
  Felten is known as ‘the township of twenty isles’. The 
  town is divided into two districts, Bastion and Haven, 
  which are separated by the broad canal. There are no 
  bridges over this canal so travel from one district to the 
  other is done by boat. This document details various 
  locations and NPCs that can be met in them. 
   
  1. The gatehouse.  
  NAE6-02 First Bite 
   
  Page 35 
  
  A massive stone gatehouse guards the only overland 
  entrance into Felten. Near the entrance to the city 
  gates, at the splitting of the roads to Garnsford and 
  Minetha, is a shrine to Fharlanghn. Ernut, the High 
  Priest of Fharlanghn, can often be found here.  
   
  � Ernut, high priest of Fharlanghn in Naerie: 
  Male human Clr 8 (AL N). 
   
  2. The marketplace.  
  Goods are brought here by wagon and boat so 
  ‘outsiders’ can trade within the safety of the walls, 
  without entering the islands of Felten. A massive 
  polished marble statue of Lady Tanariell keeps watch 
  over the square. While there are no permanent 
  buildings within the square, it is daily the home of a 
  fantastic assortment of tents and wooden stands selling 
  commodities of every sort imaginable.  
   
  3. Felten keep.  
  This large stone keep protects the bridges connecting 
  the islands to the main land. It is home to the the 
  elements of the Aerdy armed forces attached to Felten. 
  One of the towers is home to a flock of sea eagles, 
  captured as chicks from eyries on the sea cliffs of the 
  Jagged Hills.  
   
  4. Church of Heironeous and Sword School of 
  Heironeous 
  This is a major temple and the grounds include not 
  only the Sword School, but also small shrines to lesser 
  deities sympathetic to or associated with Heironeous. 
  The largest of the minor shrines is dedicated to 
  Mayaheine, the Shield Maiden. 
   
  � High 
  Priest 
  Tejabus, 
  high 
  priest 
  of 
  Heironeous in Naerie: Male human Clr10 (AL LG) 
  � Sir Venderun, leader of the Heironean Sword 
  School: Human male Marshall 5/Pal3 (AL LG). 
   
  5. The Lonely Isle.  
  The private mansion and gardens of the Barons of 
  Schwente. The only way of reaching or leaving this 
  island is by boat. 
   
  � Lady Tanariell, head of House Eddri: Human 
  female Exp5/Ari7 (AL LN), 
   
  6. The Manse.  
  This building marks the centre of the graveyard where 
  the residents of Felten are buried. It is rumoured that 
  the old Suel woman who acts as groundskeeper is 
  really a priestess of Wee Jas, but this has not been 
  confirmed. 
   
  Due to the swampy ground surrounding Felten, 
  the dead of the city are not buried below ground but 
  are buried in above-ground mausoleums. The rich have 
  massive, ornately decorated stone buildings while the 
  poor have squat brick buildings that could be mistaken 
  for windowless warehouses. Towards the center of the 
  graveyard are the oldest of the buildings, many of 
  which have settled over time and partially sunken into 
  the soft ground. In the very center is the Manse, a tall 
  structure which appears to be as old as the settlement 
  of Flan in the area. Two and a half stories project above 
  the ground and, given the fact that at least half a story 
  has sunk beneath the earth, it is not known how much 
  of the building lies below ground. Wooden steps lead 
  up to the current entrance to the Manse, through what 
  was surely once a balcony.  
   
  An aged old Suel woman cheerfully waves at you 
  as you approach the Manse. Although her hair has 
  gone pure white with age and her face and hands 
  are quite wrinkled, she moves with the grace and 
  energy of a woman in her prime. An elegant close-
  fitting dress and black hair ribbons lend a girlish 
  air to the odd old woman as she finishes her task 
  of hanging black funeral shroud cloth across a 
  nearby mausoleum using it for decoration, like 
  bunting.  
  “Now, what can I do for you all?” 
   
  Within the manse, she has a few things for sale, 
  including wreaths, funeral shroud, cloth, candles, 
  incense, and minor decorations, like a miniature skull 
  carved from granite. She is does not admit to having 
  devotion to any particular deity, but expresses respect 
  for all the deities in general. The only one she will 
  speak against is Nerrull, saying “He and his nasty little 
  ‘Midnight Darkness’ cult just won’t let the dead rest. 
  That is really not right.” If pressed about why she lives 
  there, she will say “My neighbors are quiet, I don’t have 
  to pay rent, and I like helping out when people have 
  lost a loved one.” 
   
  7. The Grenak’s Feather Inn 
  The Grenak’s Feather is located just across the canal 
  from the marketplace and city gates of Felten and is 
  known to be a hotspot for hiring mercenaries and 
  adventurers. It is a solid two-storey building consisting 
  of stone and local clay, painted with scenes of the 
  Grenak birds in flight, feeding or nesting. The first 
  storey is a rather large tavern while the second storey 
  has rooms to rent as well as being the home of the 
  owner, Malfeus Anyrdyvania, and his barmaid Ewa. For 
  information about what Malfus Anyrdyvania might 
  know about the local smugglers, see DM Aid Five. 
   
  8. The Temple of the Velaeri 
  This temple contains shrines to the five Oeridian gods 
  of sun and rain. These include:  
  • 
  Telchur - God Of Winter And The North Wind, 
  “The Breath Of The North”  
  • 
  Atroa - God Of Spring And The East Wind, “The 
  Bringer Of Spring” or “Herald Of Storms”  
  • 
  Sotillon - God Of Summer And The South Wind, 
  “Lady Of Summer” or “The Sun Bearer”  
  NAE6-02 First Bite 
   
  Page 36 
  
  • 
  Wenta - God Of Autumn And The West Wind, 
  “The Corn Maiden” or “The Alewife”  
  • 
  Velnius - God Of Sky And Weather, “Arch Of The 
  Sky” or “Sender Of Rains”  
   
  9. The Temple of Osprem 
  This stately building is dedicated to Osprem, the Lady 
  of the Waves, the Suel goddess of the seas. The temple 
  has a minor alter to Xerbo, father of Osprem, as well a 
  small library of coast and sea charts. 
   
  10. The Temple of Procan 
  Procan, the Stormlord, the Oeridian wrathful god of 
  the seas has a large, solidly built temple. The design is 
  circular, with all rooms and niches facing into a central 
  large pool of seawater. The destruction of the churches 
  of Procan throughout Onnwal is regularly brought up 
  during sermons and the priests actively recruit sailors 
  for ships supporting the fight against the Scarlet 
  Brotherhood on Azure Sea. It is a place capable of 
  holding far more worshipers, priests and alcolytes than 
  are present now. Many have apparently gone to 
  Onnwal to aid in the rebuilding of Procan’s temples 
  there.  
   
  11. The Temple of Phyton 
  This temple to Phyton, Suel god of Beauty and Nature, 
  is run by Priestess Chanit.  
   
  � Chanit: Human female Clr7 (AL CG). 
   
  12. The Guesthouse of Sage Keep 
  The Guesthouse of Sage Keep, run by Maros the 
  Learned, is a large building that serves as the town 
  quarters for numerous visiting scholars as well as 
  representatives of Sage Keep, when they choose to stay 
  in the capitol of the Barony. Here one can find not only 
  visiting scholars but also local sages and minor nobility 
  interested in the intellectual pursuits. Evenings, the 
  sitting room is home to an eclectic collection of 
  individuals 
  arguing 
  magic 
  theory, 
  discussing 
  philosophy, and comparing research strategies. The 
  guesthouse is overseen by Maros the Learned (male 
  Wiz7/Loremaster 2).  
   
  13. Nature’s Bounty 
  This shop offers herbs and other natural goods 
  gathered by the druids of Minnoc and is run by Crag 
  Barksniffer (CN Adp6 male Half-orc). Walking in, one 
  is impressed by the dense and bizarre array of goods on 
  offer. In addition to more expected items, the shelves 
  are home to oddities such as a piece of dinosaur jaw 
  bone, a disk of polished bone, a bowl of marble chips, a 
  wolf jawbone with teeth, a trilobite fossil, a copper 
  dragon scale, granite pebbles, a preserved red dragon’s 
  eye in a large glass jar, and several mannequins made of 
  leaves, twigs and roots. Mishktolan (CN male Drd8), the 
  leader of the Druidic Circle, is known to visit occasionally. 
   
  14. Hafgan Craggenhilt’s Fine Dwarven Goods 
  Emporium 
  This low, wide, solidly built structure is clearly a 
  dwarven establishment. It has thick, solid walls and a 
  few small windows, with stairs down from street level 
  to the sunken first floor. Once at the lower landing and 
  able to view the whole shop, it is clear that it is bigger 
  below-ground than above ground, with the hallway 
  splitting and signs in common and dwarven indicating 
  the way to the “Fine metals and minerals”, “Smithy, 
  tools, and tool repair”, and “traditional dwarven 
  foodstuffs”. An armored dwarf stands at the landing, to 
  welcome and direct visitors. 
   
  Entering the “Fine metals and minerals”, you are 
  greeted by Hafgan Craggenhilt himself, seated on a 
  stool next to an inspiring display of gems, including 
  emeralds, 
  sapphires, 
  bloodstones, 
  topaz, 
  jade, 
  sunstones, onyx, agates, rubies and diamonds. It is 
  almost eye-catching enough to make one forget that 
  the display is sealed behind a solid quartz sheet and the 
  room also contains two armed dwarves attempting to 
  look innocuous. On shelves about the room are bins 
  marked powdered silver, powdered emerald, ruby dust, 
  platinum dust, copper dust, silver dust, gold dust, 
  diamond dust. 
   
  Entering the “Smithy, tools, and tool repair” area, 
  you find a small working smithy at the back of the 
  room as well as a fine selection of dwarven tools and 
  weapons. Over by the smithy, there is a sweating dwarf 
  (Veit Craggenhilt) hammering out an urgrosh axe 
  blade and another (Brottir Craggenhilt) chipping away 
  at granite slabs, apparently making stone armor. There 
  is a fine selection of picks and chisels under the sign 
  “Real dwarven mining tools”, but the area under the 
  sign “New! Adamantine Mining Tools!” is empty. The 
  dwarf working on the granite slabs comments “Sorry. 
  We’re all out of adamantine goods at the moment. We 
  shipped our full allotment to Teban of Radoc, but the 
  damn bandits took it. Veit is working like a devil to 
  make more now, but it’s slow work.”  
   
  Entering the “traditional dwarven foodstuffs” area, 
  you find exactly what was promised. There are kegs of 
  strong mushroom ale and a wide selection of the sorts 
  of food that will test the intestinal fortitude of any non-
  dwarf. 
   
  15. Elvish Wood Crafts 
  Run by Fel’thas Naitharn (male Elf) 
   
  16. Barghest Brewery 
  Run by Marigold Popwicket (female Halfling) 
   
  17. The Crimson Albatross Tavern 
  This is clearly a partially renovated warehouse. The 
  large, open space is subdivided into smaller spaces by 
  old sails nailed to the overhead beams and the full size 
  of the place is not initially clear. The clientell is a 
  scarred and-well muscled cross section of dock-
  workers, drovers, sailors, and people of questionable 
  occupation. In one corner, near the bar, is the brewing 
  NAE6-02 First Bite 
   
  Page 37 
  
  equipment, hung with a sign reading “The Crimson 
  Albatross Tavern: Home of the Grenak Stout”. A still 
  nearby shows that they also distill a more potent set of 
  drinks. The man behind the worn and battered counter 
  is the owner and barkeep, a man called Marchesi.  
   
  Note: Marchesi knows just about everything there 
  is to know about the smuggling operations in and 
  around Felten. However, his is a dislikable and wary 
  man. If questioned about any sort of smuggling or 
  banditry, treat him as unfriendly. If questioned by 
  people associated with the Felten Guard or any other 
  sort of local authorities, treat him as hostile.  
   
  18. The Old Distillery.  
  This decrepit old building in the Wharf District was 
  once a thriving distillery, but it has been shut down for 
  many years. It was bought a decade ago by a wheat 
  merchant and used as a warehouse for a few years, but 
  it was eventually shut down again. Recently, it was 
  bought as space for occasional brewing of Grenak Stout 
  for the Crimson Albatross Tavern.  
   
  “The distillery is a large circular stone building 
  that occupies an entire city block along the wharf. 
  You can smell the acrid sent of malt and hops 
  wafting through the air as you approach the pair 
  of large wooden doors that mark the main 
  entrance. To your surprise there is a heavy chain 
  attached to the handles by a large lock, and a sign 
  on the doors that reads: “Closed until further 
  notice.” 
   
  There is a small brewing operation being run in the 
  front of the building, closest to the doors. Past this is a 
  veritable wall of old crates and moldering bales of 
  wheat straw. Behind that is a clearing house of 
  smuggled goods of all kinds. This rear area is primarily 
  accessed through a trapdoor leading to the storm drain 
  system underneath this island. Slim one-man boats slip 
  through the drain system and out into Lake Felten at 
  night.  
   
  19. 
  The 
  Felten 
  Guildhouse 
  of 
  the 
  Aerdy 
  Merchant’s Guild 
  This three-story gothic building sports banners from 
  dozens of different merchants and is guilded and 
  ornamented in clear advertisement of the success and 
  profitability of the Guild members. The Felten 
  Guildhouse is run by a dapper grey-haired man named 
  Borrent Volz.  
   
  20. The Gnomish Tinker’s Association 
  The large squat building is clearly the home of the 
  Gnomish Tinker’s Association, as may be seen by 
  the smoke-blackened sign hanging sideways 
  across the front of the building. It is run by Miss 
  Noddsalot 
  Flintwiss 
  Heyawotsthat 
  Pokezap 
  Smokeypipe Geargrabber Brightemerald Dimbbell 
  Badgerfriend Mayormooner Glimwick Hodgepest 
  (female Gnome), but most locals call her “Noddy” 
  for short. Clanging and hammering resound from 
  the building while one of the six chimneys emits 
  smoke that seems to shift colors. All the windows 
  have heavy shutters across them, apparently 
  designed to contain explosions.  
   
  Looking in the open doorway, you see a 
  cluttered profusion of different workspaces. In 
  one area, a tiny male gnome is sits amid an array 
  of objects, including a miniature drum, small 
  wooden worgs, and a tiny shield made of glass.  
   
  In 
  another 
  area, 
  a 
  female 
  gnome 
  is 
  hammering away at some sort of bizarre cross 
  between a boat and a wagon.  
   
  In a third area, a gnome is chanting while 
  peering 
  intently 
  at 
  an 
  floating 
  array 
  of 
  components, with silver wire, a tuning fork, an 
  iron bell, a glass lantern orb, a two inch square 
  glass cube, a gold amulet shaped like a phoenix, a 
  silver shuriken shaped like a snowflake, a 
  matched pair of magnets, a set of glass marbles, 
  and a miniature hand sculpted from clay all 
  forming some sort of arcane engine. 
   
  Note: The female gnome is “Noddy” Hodgepest. She 
  was asked a few months ago to modify a couple of 
  wagons to make them able to travel on water, land, and 
  wetlands. They paid her rather a lot of money to travel 
  all the way down to Jarlstun and make the 
  modifications. She hasn’t seen them since and she 
  assumes that they attempted to take the wagon-barges 
  out into the Azure Sea and sank. She is trying to make a 
  version that can handle short ocean trips as well as 
  calm water travel. She will be absolutely horrified if she 
  finds out she made the wagon-barges for the Serpent 
  Guard. 
   
  21. The Trade-house of Onnwal’s Merchant Sailors 
  Guild 
  This two-story dock-side building is solidly made of 
  heavy, polished wood. Inside are several desks and 
  shelves displaying a tasteful array of the treasures of 
  the sea, with polished, rainbow-hued abalone shells, 
  coral, shark’s teeth, and dried ocean spunges all sharing 
  space. Wall decorations of harpoons and ship’s wheels 
  give a rustic feel to the space, but the Guildmaster, 
  Abelard Stormborne, is clearly a wealthy man, with 
  alternating white and black pearls stiched as trim on 
  his tunic. 
   
  22. The Half-Open Eye 
  “The store-front is in a neighborhood that was 
  once middle-class, but is now slowly becoming a 
  bit seedy. The door beneath a hand-painted 
  picture of an owl stands open. Within is a 
  cramped room full of shelves, books, scrolls, 
  stuffed animals, jars and glass vials. An elderly 
  Flan man wrapped in a threadbare blanket sits at a 
  large 
  desk 
  covered 
  in 
  papers, 
  apparently 
  attempting to fit together a number of wooden 
  fragments. They may form a picture or they may 
  NAE6-02 First Bite 
   
  Page 38 
  
  form an abstract sigil. He has not progressed far 
  enough for the result to be clear. Looking up from 
  the puzzle, he peers over his gnomish spectacles 
  for a moment before greeting you.” 
   
  This is a scholar’s resource shop selling history books, 
  scrolls, quills, etc., run by Willhun the Erudite. 
  Willhun plays the part of a friendly, slightly befuddled 
  old man quite well. In reality, he is quite sharp and is 
  the current head of the smugglers wishing to support 
  the various freedom and independence movements.  
   
  23. Poden’s Miscellany Thrift Shop 
  The old woman, who must be Granny Poden, 
  snoozing in the sunlight by the shop window is 
  the only humanoid in this unused, dusty little 
  shop. It seems to be the home of a dozen lazy cats 
  and the sort of knick-knaks that can be found in 
  old lady’s parlors. There are dusty perfume bottles, 
  a variety of inks: green, red, blue, black, and 
  purple, all in decorative inkwells, and a collection 
  of figurines of dancing gnomes. The shop seems to 
  make up only the front third of the building. 
  Looking through the beaded curtain leading to 
  the back, you see a long hallway lined with shelves 
  containing yet more useless junk including a 
  yellowed poster for “Mel Poden’s Miraculous 
  Babu-oil: It cleans everything! (Use sparingly)” 
   
  Note: this store is a front for the warehouse used by the 
  smugglers associated with the various freedom and 
  independence movements.  
   
  24. Thick eastern marshes.  
  Polling through the thick reeds of the marshes, 
  you come across and old Oeridian man who is 
  apparently spearing frogs for food. He spits off the 
  right side of his little boat and gives you a friendly 
  three-fingered wave. 
   
  The man is a contact from the “Unofficial Merchants’ 
  Guild”. People who respond to his code (the wave and 
  spitting) with the correct counter-signal will be 
  directed to the transfer spot where the smugglers hand 
  off goods transferring them to or from smugglers who 
  are working guard duty on legitimate shipments. 
   
  25. Thick western marshes.  
  Polling through the thick reeds of the marshes, 
  you come across and old Flan woman who is 
  apparently netting marsh birds for food. She 
  holds up the weighted chain that makes up the 
  edge of the net, readying for another throw, and 
  then pauses to give you a friendly wave. 
   
  The woman is a contact from the “Under-table 
  Discounter’s Society”. People who respond to her code 
  (DC 20 Spot, the chain has a repeating decorative-
  seeming pattern of four polished links then one 
  blackened link) with the correct counter-signal will be 
  directed to the transfer spot where the smugglers 
  associated with the Idee Volunteers hand off goods 
  transferring them to or from smugglers who are 
  working guard duty on legitimate shipments. 
   
  26. The Felten Guard Barracks 
  The Felten Guard barracks entirely occupies its own 
  small island, connected by two bridges to other islands. 
  The barracks themselves are built into the walls which 
  ring what appears to be a fortified prison. The barracks 
  themselves are tidy and utilitarian, much like their 
  master, Commander Ottolon (LN male War12), leader of 
  the Felten Guard.
  NAE6-02 First Bite 
   
  Page 39 
  
  Appendix 7: 
  Map of Barony of Schwente 
   
  NAE6-02 First Bite 
   
  Page 40 
  
  Appendix 8: 
  The Barony of Schwente, town of Felten & village of Radoc 
   
  Barony of Schwente 
  Geographic information 
  The Barony of Schwente lies between Foelt and 
  Monne on the coast of the Principality. The land is 
  rolling with much of it swampy or waterlogged, but 
  very fertile. It is the domain of House Eddri, who were 
  once the rulers of all Idee. 
   
  Felten is the capital of the Barony of Schwente. It 
  is a small town built upon the marshy shores of a lake 
  bearing the same name. Lake Felten is fed by the rivers 
  Minfell, which flows through Minetha from the 
  northeast, and Ramswash, which drains from the Iron 
  Hills in the north. The lake is the breeding ground for 
  the grenak bird, a waterfowl distinguished by its pale 
  blue or gray feathers, and a long, bright yellow or 
  orange beak. The grenak is common in Schwente but 
  quite rare everywhere else. Lake Felten is a popular 
  hunting site since thousands of these birds winter over 
  on the lake, then find mates and lay eggs in the spring. 
   
  The water of the lake is slightly saline as Lake 
  Felten is drained by a tidal river, the Shimmering 
  Stream, that flows seven leagues to the Azure Sea. The 
  rivers’ name comes from its peculiar, yet attractive 
  appearance, the result of its shallow depth and the 
  glistening sandbars that are exposed at low tide. These 
  features make the river difficult to navigate by sea-
  going vessels. Many large ships anchor at Jarlstun, at 
  the head of the Jarlstun estuary, their goods then being 
  taken by smaller boats to Felten. 
   
  The southwestern quarter of the barony is 
  dominated by the Jagged Hills, a range of steep hills 
  and scarps some ten leagues in length. These hills are 
  known to harbor dangerous creatures still, and the 
  Barons of Schwente have paid mercenaries to mount 
  expeditions into them from time to time. The western 
  fringes of the Jagged Hills mark the border between 
  the Baronies of Schwente and Foelt. 
   
  Political information 
  For centuries, Felten and the surroundings lands have 
  been the in possession of House Eddri. In 446 CY, the 
  County of Idee (the former name of the Principality of 
  Naerie) revolted against the rule of the Great Kingdom 
  and joined the Iron League. The new Count, 
  Havershall, was the Head of House Eddri, and the 
  family also took control of the Barony of Foelt. 
   
  The fortunes of the family were to change again 
  during the Greyhawk Wars. Count Fedorik's nephew, 
  Coriell, fled to Irongate where he remains to this day, 
  while his brother, Contill Eddri, the Baron of 
  Schwente, was assassinated by Brotherhood agents, as 
  happened with many other members of House Eddri. 
  However, local resistance managed to free Andariell 
  Eddri, Coriell’s half-brother, and his family from a 
  Brotherhood prison before they were executed. The 
  family managed to flee to Sunndi by following the 
  coast. Even then, there were rumors that Andariell had 
  become mentally unstable by his imprisonment. 
   
  Schwente was temporarily leaderless after the 
  Greyhawk Wars, but a Paladin of Heironeous, Staceus, 
  stepped forward and agreed to govern the Barony for a 
  year and a day. In 587 CY, Andariell was named Baron 
  of Schwente by the new Prince of Naerie. Very soon, 
  Andariell started making bizarre and draconian edicts. 
  He raised statues of himself across Felten (in which he 
  was disingenuously depicted as the liberator of 
  Schwente), and his patronage of the annual carnival 
  saw it become an extravagant, debased spectacle. These 
  excesses so disgusted Staceus that he petitioned Prince 
  Barzhaan to intervene. 
   
  The Prince did not act, and Staceus realized that 
  Barzhaan actually wanted to have this dangerous fool 
  in power. Staceus finally decided to rebel and formed 
  the Idee Volunteers to resist Ahlissan rule. 
   
  Then, in 591 CY, harsh taxation across the Barony 
  funded a lavish wedding in which Andariell was 
  betrothed to his own eldest daughter, Clemena. Within 
  a matter of months Clemena was no longer seen at 
  public functions and, soon after, Andariell married his 
  second daughter, Tanariell. In 592 CY, Andariell was 
  stabbed to death during the carnival, his murderer 
  escaping in the crowd. Tanariell was pronounced the 
  new Baroness of Schwente, but instead took the title of 
  ‘Lady’. Her first act was to tear down all the 
  monuments raised by Andariell and instead build a 
  large statue of herself near the front gate of Felten. 
   
  Lady Tanariell is regarded with some degree of 
  suspicion by the nobility in Naerie. Some have not 
  forgotten that her forefathers led the successful revolt 
  against the Great Kingdom and wonder whether 
  Tanariell could repeat such a feat. Others watch for 
  signs that she has inherited the unstable mind of 
  Andariell. Yet others marvel that she was unscathed by 
  her imprisonment and wonder whether she might 
  have made some sort of bargain with the Brotherhood. 
   
  The Town of Felten 
  � Felten (Small Town): Conventional (House 
  Eddri); AL LN; 800gp limit; Assets 49,920gp; 
  Population 1268; Mixed (Humans O/S/F (1085), 
  Halflings (64), Elves (62), Gnomes (57). 
   
  Authority figures: Lady Tanariell (LN female 
  Exp5/Ari7), Head of House Eddri. 
   
  Important persons: Ottolon (LN male War12), 
  leader of the Felten Guard. Chanit (CG female Clr7), 
  priestess of Phyton. Mishktolan (CN male Drd8), 
  leader of the Druidic Circle. Maros the Learned (male 
  Wiz7/Loremaster 2). Venderun (LG male Marshall 
  5/Pal3), leader of the Heironean Sword School. Tejabus 
  (LG male Clr10), High Priest of Heironeous in Naerie. 
  Ernut (N Clr 8), High Priest of Fharlanghn in Naerie. 
  NAE6-02 First Bite 
   
  Page 41 
  
   
  Modern Felten 
  Felten is little more than a collection of artificial 
  islands. The town appears to be a maze of canals, 
  bridges and narrow streets. However, it is considered 
  by many to be quite beautiful.  
   
  Felten has small temples to every major human 
  religion worshipped in Naerie, except Hextor. These 
  include 
  the Velaeri, Phyton, Osprem, Procan, 
  Heironeous & Xerbo. Good relations with the druids of 
  Minnac have been crucial for the townsfolk as, without 
  the assistance of druidic magic, parts of the town 
  would have long ago subsided back into the marsh. The 
  whole of one small island is owned by the church of 
  Heironeous, who have built a chapel and a ‘Sword 
  School’ upon it. 
  Each year there is a carnival, apparently echoing back 
  to the rituals of the Flan shamans, when the townsfolk 
  go about dressed in masks made from the plumage of 
  the grenak bird. The reputation of the town and the 
  carnival attracts many visitors (including the Prince of 
  Naerie). The carnival became increasingly debased, 
  excessive yet extremely popular under the patronage of 
  the former baron, Andariell Eddri. 
   
  Only a handful of merchants have an interest in 
  Felten, as it produces little else than foodstuffs. 
  However, the so called ‘Felten’s Tobacco’ which is 
  harvested around Lake Felten is famous throughout 
  principality and fetches a high price among nobles.  
   
  Felten in the distant past 
  In ancient times the site was a Flan village, their huts 
  built upon stilts or artificial islands amongst the 
  marshes. These fens provided the Flan with everything 
  they needed: fish and fowl to eat, protection, and access 
  to the watery highways across the lake. 
   
  Many centuries ago, Suel refugees led by Zellif Al-
  Zol discovered Lake Felten. They forcefully settled in a 
  number of Flan villages, including one which they 
  called Feln Othen. Over time, that name has been 
  contracted to Felten, and, as the settlement grew in 
  importance, Felten gave its name to the lake. 
   
  When the Oeridians arrived in Idee, they 
  conquered Felten and began building a temple to 
  Fharlanghn upon an island in the center of Lake 
  Felten, as thanks for that god's protection on their long 
  migration (or more likely as trophy of their victory of 
  Suel, but that’s the official story). The Flan wise men 
  warned the Aerdi that the island was sacred to their 
  own gods and cited numerous myths and prophecies 
  regarding a mysterious orb of great power that the gods 
  had hidden upon it. These warnings only served to 
  heighten the Oeridians interest in the island. 
   
  One day the isle simply vanished. Years of work 
  and hundreds of lives were lost in an event that awed 
  the Aerdi. It was only last century that an explorer 
  discovered the ruined remains of a temple to 
  Fharlanghn deep below the surface of lake Felten. 
  Amongst the inscriptions brought to light were 
  references to "The chamber of the Orb". 
   
  This tragedy scarred the consciousness of the local 
  Aerdi. Ever after, they paid greater respect to the Flan 
  shamans. To this day, a community of druids has been 
  allowed to live in peace in their enclave, Minnac, upon 
  the southern shore of the lake. Some of these have 
  foretold that the island will one day reappear. 
   
  The Village of Radoc (in the Barony of 
  Derevendt) 
  � 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 (825), Dwarf 
  (26), half-orc (17), elf (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 (LN 
  male Ftr6), Envoy of Prince Barzhaan.  
   
  Mendaos of Prymp was a down on his luck noble when 
  Graf Reydrich invaded Idee. Putting his remaining 
  fortune at risk, he hired a large group of (cheap) 
  mercenaries, some whose main qualification was a 
  fancy sounding name, and thundered into Idee 
  alongside Reydrich’s forces with his rag-tag company.  
   
  While in southern Idee, he came across the town 
  of Radoc, some 30 miles south-east of Naerie City, 
  which was lightly defended by a group of Scarlet 
  Brotherhood soldiers preparing to retreat. Thankfully, 
  Mendaos’ company outnumbered the Brotherhood 4 to 
  1. He still lost nearly half his host when his 
  mercenaries charged the town and engaged the Scarlet 
  Brotherhood Hepmonalanders in vicious melee. 
  Nobody really knows what happened next, but 
  Reydrich awarded the town and its immediate 
  surroundings to Mendaos, who immediately declared 
  himself the Head of House Radoc.  
   
  This state of affairs that has lasted ever since, 
  Barzhaan being content to receive the normal share of 
  taxes and profits from the village's copper mine (the 
  main source of local revenue). Mendeos is not a very 
  efficient or charismatic ruler, though not a tyrant 
  either. Most of the time he is content to use his share 
  of the tax money on pleasures such as cheap women, 
  and it is rumored that he has bastard children all over 
  the Principality.  
   
  Most of his mercenaries eventually left him or 
  were sacked, but the most loyal were hired as his 
  personal bodyguard, while others gained employment 
  in the town guard. Drunken brawls occasionally break 
  out between them, but Mendeos does not seem to 
  mind. General Morres once visited Radoc after 
  Mendeos had offered some of his ‘finest’ for the Naerie 
  garrison. Morres laughed in his face after seeing his 
  half-drunk ‘army’, and neither man wants to have 
  anything to do with the other anymore.  
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  Regular people (miners mostly) in the village stay 
  out of harms way, and the mercenaries don’t usually 
  bother them. Barzhaan has assigned Gowre Haxx, a 
  minor noble of House Haxx, to act as his envoy to 
  Radoc, and to keep an eye on Mendaos and make sure 
  that situation stays beneficial to House Haxx. 
  NAE6-02 First Bite 
   
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  Appendix 9: 
  The Felten Thieve’s Guild 
  The Felten Thieves’ Guild has broken into two factions. 
  There is no open warfare between the factions, yet, 
  since neither side wants to draw the attention of the 
  authorities, but they are definitely competing with one 
  another for dominance and there is a lot of tension. 
  Operating within the capitol of the Barony, under the 
  very noses of the Felten Guard and the military might 
  of the Barony of Schwente, the Thieves’ Guild has 
  specialized in the subtle crimes of smuggling, 
  blackmail, and highly selective cat-burglary.  
   
  The Guild used to be the usual mixed bag, with 
  cat-burglars and blackmailers working alongside 
  ordinary smugglers who simply wanted to avoid 
  paying taxes on their goods. One day, there was the 
  opportunity to sell a shipment of weapons intended for 
  the Onnwal resistance to an Aerdy mercenary unit for 
  a much higher profit. Disagreements broke out and 
  about half the Guild revealed themselves “principled”, 
  with loyalty to the cause of aiding the Idee Volenteers 
  and the Onnwal resistance. The other half declared 
  that loyalty to outlawed causes is unprofitable, risky, 
  and stupid because it is likely to draw more attention 
  from the authorities than simple smuggling or 
  thievery. Both sides are well aware that, because they 
  were once one organization, they know each other well 
  and have informants in each group.  
   
  One faction has taken to calling themselves the 
  “Unofficial Merchants’ Guild” or UMG. The Unofficial 
  Merchants’ Guild is the more traditional Thieves’ Guild 
  faction, with money-making being their first and 
  almost only concern. In an attempt to put the 
  competing faction out of business, they have 
  sometimes informed outside bandit gangs about 
  shipments that are particularly rich in goods being 
  smuggled by the competing faction. One of those 
  bandit gangs was the Serpent Guard, but the Serpent 
  Guard have now brought too much official attention to 
  Felten and they have angered the UMG by hitting a 
  caravan on which the UMG had secreted some 
  valuables. The UMG is run by a man named Marchesi 
  and is headquartered in the The Crimson Albatross 
  Tavern (Location 17 on the Map of Felten). They use 
  the Old Distillery (Location 18) as a warehouse. The 
  territory claimed by this faction is mostly on the east 
  side of the city.  
   
  The other faction has taken to calling themselves 
  the “Under-table Discounter’s Society” or UDS and 
  they are mostly on the western side of the city. The 
  Under-table Discounter’s Society includes many who 
  are either full members or unofficial members of the 
  Idee Volenteers or the Onnwal resistance. Since 
  breaking with the UMG faction, they have cleaned 
  house, 
  ceasing 
  all 
  cat-burglary 
  and 
  blackmail 
  operations and focusing entirely on smuggling and 
  information gathering to further the rebel causes. 
  Having lost several valuable shipments due to 
  interference by the UMG, they are considering how 
  they can exact retribution without bringing down too 
  much attention. The UDS is run by a man called 
  Willhun the Erudite and is headquartered in the Half-
  Open Eye, a scholar’s shop (Location 22). They use 
  Poden’s Miscellany Thrift Shop as a warehouse 
  (Location 23). 
  NAE6-02 First Bite 
   
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  Appendix 10: 
  New Rules Items 
  Feats 
  Close-Quarters Fighting (General) 
  You are skilled at fighting close range and resisting 
  grapple attempts. 
   
  Prerequisites: Base attack bonus +3 
   
  Benefit: You gain an attack of opportunity 
  whenever an opponent attempts to grapple you, even if 
  the enemy has a special ability or feat that would 
  normally bypass the attack. If you deal damage with 
  this attack, the enemy fails to start the grapple unless 
  he has Improved Grablle feat or a special ability such as 
  Improved Grab. If the enemy has such an ability, you 
  may add you’re the damage you deal as a bonus to your 
  opposed check to resist being grappled. This feat does 
  not give you extra attacks of opportunity during a 
  round or allows you to make an attack of opportunity 
  when you would be denied one for being surprised, 
  helpless or in a similar situation. For example, an ogre 
  tries to grapple Tordek. Trodek takes attack of 
  opportunity, hits and causes damage. Since an Ogre 
  does not have any special grappling ability, it fails to 
  start a grapple. Then an Ankheg – a creature with 
  Improved Grab attempts to grapple Tordek. He takes 
  an attack of opportunity, hit and deals 10 points of 
  damage to the Ankheg. Tordek then adds +10 to his 
  opposed check to resist being grappled. 
   
  Normal: Creatures with Improved Grapple, 
  improved grab or similar feats do not provoke attacks 
  of opportunity when they attempt to start a grapple. 
   
  Special: A fighter may select Close-Quarters 
  Fighting as one of his bonus feats. 
   
  Source: Complete Warrior, page 97. 
   
  Earth's Embrace (General) 
   
  Prerequisites: Str 15, Improved Grapple or 
  improved grab, Improved Unarmed Strike.  
   
  Benefit: When grappling, if you pin your 
  opponent, you deal an extra 1d12 damage in each 
  round you maintain the pin. You must hold your 
  opponent immobile as normal (with an opposed 
  grapple check), but you must also remain immobile, 
  giving opponents (other than the one you’re pinning) a 
  +4 bonus on attack rolls against you (but you are not 
  helpless). You do not gain this extra damage against 
  creatures that are immune to critical hits. 
   
  Normal: You may deal normal damage to a 
  pinned opponent by making a successful grapple 
  check. 
  Source: Complete Warrior, page 97. 
   
  Spells 
  Snake's Swiftness 
  Transmutation 
  Level: Drd 1, Sor/Wiz 2 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels 
  Target: One allied creature 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The subject can immediately make one melee or 
  ranged attack. Taking this action doesn’t affect the 
  subject’s normal place in the initiative 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. 
   
  Arcane Material Component: A few scales from 
  a snake.  
   
  Source: Miniatures Handbook 
   
  Items 
  Serpent Scale Mottled Chainmail 
  This distinctive 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.  
   
  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 effective. The only changes in the armor 
  are that it now costs 100 gp more than usual and it 
  grants a specific, limited circumstance bonus.  
   
  Cost: standard armor cost + 100 gp. 
   
  Craft (Alchemy) DC: 25 
   
  Greatbow 
  You need at least two hands to use a bow, regardless of 
  its size. A greatbow sized for a Medium character is 6 
  feet or more in length when strung. A greatbow is too 
  unwieldy to use while mounted. Like other bows, if 
  you have a penalty for low Strength, apply it to damage 
  rolls when you use a composite greatbow (see below) 
  but not a regular greatbow. 
  Exotic ranged weapon  
  Cost: 150 gp  
  Dmg (S): 1d8  
  Dmg (M): 1d10  
  Critical: x3  
  Range Increment: 120 ft.  
  Weight: 6 lb.  
  Type: Piercing. 
  Source: Complete Warrior, page 154. 
   
  NAE6-02 First Bite 
   
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  Greatbow, Composite 
  You need at least two hands to use a bow, regardless of 
  its size. A composite greatbow is too unwieldy to use 
  while mounted. A composite greatbow sized for a 
  Medium character is 6 feet or more in length when 
  strung. Composite greatbows follow all of the normal 
  rules for composite bows, including strength ratings. 
  Each point of Strength bonus granted by the bow ads 
  200 gp to the cost. 
  Exotic ranged weapon  
  Cost: 200 gp  
  Dmg (S): 1d8  
  Dmg (M): 1d10  
  Critical: x3  
  Range Increment: 130 ft.  
  Weight: 6 lb.  
  Type: Piercing. 
  Source: Complete Warrior, page 154. 
   
  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, lasting only 1 
  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 20 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 action to complete 
  (such as Decipher Script), characters gain the bonus 
  from a focusing candle only if they spend the entire 
  duration of the check within 20 feet of the burning 
  candle. 
  Cost: 100 gp; Weight: 1 lb; Duration: 1 hr. 
  Craft (Alchemy) DC: 25 
  Source: Complete Adventurer, page 118. 
  NAE6-02 First Bite 
   
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  DM’s Aid 1 
  Map 1: First Floor of Grenak Feather 
   
   
  1 Sq = 5ft 
   
   
   
   
   
   
   
   
   
   
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  DM’s Aid 2: 
  Map 2:  False Camp 
   
  The PCs start at the top center of the map, 80 ft. away from the top two wagons. This puts them initially 150 ft. away 
  from the hidden wolves (at 50 ft. from the center of camp) and a little over 250 ft. away from the scout (he is 150 ft. from 
  the “camp” and 100 ft. from the wolves). The encounter events are most likely to occur only once the PCs have entered 
  the camp site to investigate.  1 square = 5ft. 
   
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  DM’s Aid 3: 
  Map 3: The Real Camp 
   
   
  The PCs enter this map at the top right corner. This puts them at 160 ft. away from the top wagon. At APL4, allow the 
  PCs to start at the first shrub diagonally in from the corner (i.e. 130 ft. away from the top wagon) and at APL 2, allow the 
  PCs to start at the second shrub diagonally in from the corner (i.e. 100 ft. away from the top wagon). 
  Be sure to note light sources and light conditions. M = Serpent Mage, B = Serpent Bodyguard, F = Raustus “Fang” 
  Dolcheml, A1, A2, A3, and A4 = Serpent Archers. The Archers are all within 60 ft.. of the table and therefore can see any 
  activity in the camp. At APL2 and APL4, only A1 and A2 are present.  
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  DM’s Aid 4: 
  The investigation notes behind Player’s Handout 1 
  Target One: Turnip Shipment 
  Turnip shipment being handled by members of the Aerdy Merchant’s Guild. This was a set of four barges just passing 
  through Felten on the way from Ramswash to Minfel. It was attacked while on the Ramswash, about half an hour from 
  reaching Felten. 
   
  Invoice: ~380 lbs turnips 
   
  Targeted goods: shipment of smuggled diamonds of “Raise Dead” quality.  
   
  Possible locations to visit: The Aerdy Merchant’s Guild (location 19), The Half Open Eye (location 22), or The 
  Crimson Albatross Tavern (location 17).  
   
  Who knew what: Borrent Volz of the Aerdy Merchant’s Guild will happily go on at length about the clever 
  multisided trade which involved the turnips, but he has no idea about the diamonds.  
   
  Marchesi was aware that the diamonds were being smuggled by Willhun the Erudite, to fund the rebuilding of 
  Onnwal and to fund the activities of the Idee Volunteers. It was Marchesi who told the Serpent Guard about the 
  smuggled diamond shipment.  
   
  Willhun suspects, but does not know for certain that Marchesi informed bandits about the diamond shipment. 
   
  Target Two: Nature’s Bounty natural products shipment. 
  This was a shipment of natural products from Mishktolan’s circle in Minnoc to Nature’s Bounty in Felten. It was 
  destined for Nature’s Bounty Shop, with some of the Felten Tobacco and spell components being destined for transport 
  on to Sage Keep. It was hit while on the west coast of Lake Felten, while the barges were being polled through the 
  shallows. 
   
  Invoice: Lots of different spell components and natural products including Felten tobacco and a number of 
  different poisons from plant and animal sources. 
   
  Targeted goods: the poisons and spell components. 
   
  Possible locations to visit: Nature’s Bounty (location 13), the Guesthouse of Sage Keep (location 12), or The Half 
  Open Eye (location 22). 
   
  Who knew what: Crag Barksniffer knows that the shipment contained lots of spell components, hard to find 
  natural products, and the Felton tobacco.  
   
  “It was quite a loss. A lot of different people had requests in for items in that shipment. Even old Willhun 
  managed to put together the coin for a couple of bales of Felton Tobacco.” 
   
   
  If questioned about the fact that the shipment contained a lot of different poisons, he says  
  “Oh, yes. The lady Emeria of Sage Keep ordered some pretty large quantities of range of different poisons for 
  her research into creating an Arcane version of Neutralize Poison. She’s staying at the Guesthouse, although I 
  have not seen her lately.” 
  Maros has not seen Emeria lately. He is quite worried about her because she simply disappeared one day, and her room 
  was cleaned out when he checked it. Maros knows nothing about poison studies and believed Emeria to be a student of 
  Flan history. 
   
  Willhun knows that some codebooks destined for use by the Idee Volunteers were hidden in two bales of Felton 
  Tobacco, but he has no idea why the shipment was targeted by the Serpent Guard. 
   
  Emeria arranged to shipment of a whole lot of poisons and some very pricy spell components and then informed 
  her Serpent Guard allies about the timing of the shipment after sweet-talking the details out of Crag. 
   
  Target Three: Barghest Ale 
  A large shipment of Barghest Ale – from the Barghest Brewery to Sage Keep. It was attacked while on the east side of 
  the Shimmering Stream, just a little south of Lake Felten, as the wagons were on the stream-side road. 
   
  Invoice: Twenty barrels of Barghest Ale and a handful of books being returned to Sage Keep. 
   
  Targeted goods: The Sage Keep books and papers. 
   
  Possible locations to visit: Barghest Brewery (location 16) or the Guesthouse of Sage Keep (location 12).  
   
  Who knew what: Marigold Popwicket will express amazement that people think her Ale is so good it is worth 
  killing for. She knows nothing other than that her next shipment will have more guards.  
   
  Maros will be able to describe the books being sent back to Sage Keep: an old spell book written in an early dialect 
  of draconic, several star-charts, a set of notes on early Druidic holy sites, partial notes from a scholar studying the 
  Grimoire Arcanamach (a copy was captured from Scarlet Brotherhood and is now kept under guard at Sage Keep), and 
  “Migrations patterns of the Ur-Flan” by Kalif the Grey.  
   
  Emeria needed the star charts, the notes on Druidic holy sites and “Migrations patterns of the Ur-Flan” to 
  successfully decipher the location of the ruins in the Jagged Hills. Rather than laboriously copy everything by hand, she 
  handed them over to be returned to Sage Keep, made sure she knew which wagon driver had been handed the papers, 
  and then slipped away to join her Serpent Guard allies in attacking the shipment and seizing everything.  
   
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  Target Four: Dwarven-made mining tools 
   
  Invoice: Dwarven-made mining tools. It was attacked at night while the wagons were on the lakeside road on the 
  west side of Lake Felten.  
   
  Targeted goods: The mining tools. 
   
  Possible locations to visit: Hafgan Craggenhilt’s Fine Dwarven Goods Emporium (location 14) 
   
  Who knew what: None of the Craggenhilts (Hafgan, Veit, or Brottir) know anything of use. 
  A non-tattooed member of the Serpent Guard came in looking for mining tools and found out from Brottir that the 
  adamantine mining tools were due to be shipped out late the next evening. She (the Serpent Guard member) pretended 
  disinterest and left. The Serpent Guard did their own investigations and found the timing and path of the delivery. They 
  threw most of the shipment (including the urgrosh) deep into Lake Felten and took enough equipment to set 
  themselves up for cave and ruin exploration. If the ruins require excavation they plan on kidnapping a bunch of miners 
  and equipping them with the tools. 
   
  Target Five: Forest products 
  These goods were primarily imported goods destined for Fel’thas Naitharn’s Elvish Wood Crafts shop, although it also 
  contained a shipment of Greatbows and arrows for the Felten Guard. It was attacked dusk while the barge was being 
  polled on the east side of Lake Felten. Shipment originated from Ekehold, where local people harvested the wood from 
  Sarwych Forest. 
   
  Invoice: Wood elf-made greatbows, 40, fine ashwood chests, 12, lightning-struck oak branches, 18, sandalwood 
  beads, 3 cases. 
   
  Targeted goods: the greatbows 
   
  Possible locations to visit: Elvish Wood Crafts (location 15), Felten Guard Barracks (location 26), or The Crimson 
  Albatross Tavern (location 17) 
   
  Who knew what: Fel’thas Naitharn knows of no reason for this shipment to be particularly targeted, although he 
  knows the druids value unworked lightning-struck oak branches for use as staffs.  
   
  Crag and the druids know nothing of value.  
   
  Ottolon has already revealed all he knows in his notes.  
   
  Marchesi learned of the shipment of bows through a contact in the Felten Guard. He told the Serpent Guard about 
  the greatbows hoping they would attack the shipment to prevent the greatbows from part of the Felten Guard’s 
  equipment. Marchesi didn’t like the idea of the long reach of the law getting even longer. Also, he cut a deal with the 
  Serpents, where they would get the bows, but Marchesi’s men would be given the ashwood chests and the sandalwood 
  beads and such.  
   
  Target Six: Fish 
  This is the last hit to date. It was attacked in the late evening, just after dusk, as the barges were floating down the 
  Shimmering Stream towards an evening port at Minnac. From there, they were due to go on to Trade-house of Onnwal’s 
  Merchant Sailors Guild. 
   
  Invoice: Salt Cod, 20 barrels 
   
  Targeted goods: a smuggled shipment of ocean pearls 
   
  Possible locations to visit: The Trade-house of Onnwal’s Merchant Sailors Guild (location 21) or The Crimson 
  Albatross Tavern (location 17). 
   
  Who knew what: Abelard Stormborne knows nothing of value, stating “The only thing not on the manifest was a 
  copy of ‘The Beginner’s Guide to Speaking Aquan’ that poor Lartan was returning to me.” 
   
  Marchesi sent his right-hand man, Thomassi, to collect Marchesi’s cut of the goods from the last attack, but the 
  Serpent Guard had no intent of handing over anything. Instead of turning over the chests, they tortured Thomassi for 
  information before killing him. Thomassi tried to buy his life by telling the Serpents about a shipment of magic-quality 
  (i.e. high value) ocean pearls hidden in with the salt cod shipment. Marchesi is very angry, having lost both his right-
  hand man and a very valuable pearl shipment. 
   
  Note: One location worth mentioning is the Gnomish Tinker’s Association.  
  There are gnomes here who have worked to make the most unusual boat-wagons being used by the Serpent Guard. Miss 
  “Noddy” Hodgepest was asked a few months ago to modify a couple of wagons to make them able to travel on water, 
  land, and wetlands. She does not know who the humans were, but they paid her rather a lot of money to travel all the 
  way down to Jarlstun and make the modifications. She hasn’t seen them since and she assumes that they attempted to 
  take the wagon-barges out into the Azure Sea and sank. She is feeling terribly guilty that she forgot to warn them not to 
  take the wagon-barges out in harsh weather or big waves. Currently, Noddy is trying to make a version that can handle 
  short ocean trips as well as calm water travel. She will be absolutely horrified if she finds out she made the wagon-barges 
  for the Serpent Guard. 
  NAE6-02 First Bite 
   
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  DM’s Aid 5: 
  Malfus Anyrdyvania’s knowledge of the smugglers  
  Since the PCs have as background information the fact that Malfeus Anyrdyvania knows stuff, they may decide to 
  question him. He is not going to spill his guts about smuggler contacts to just anyone; it will take a diplomacy check. 
  The Diplomacy check receives the following modifiers: 
   
  • 
  Agent of the Jade Mask / Veil of the Sun / Faith of Johydee / Knights of the Chase +2 to roll or +4 if they identify 
  themselves as such 
  • 
  Knight Protector of the Great Kingdom: -2 to roll 
  • 
  Royal Guild of Merchants of Aerdy: -2 to roll or -4 if they identify themselves as such 
  • 
  Nasranite Watch: -2 to roll or -4 if they identify themselves as such 
  Note: The above modifiers are intended to reflect general bearing of the character as perceived by someone who is 
  concerned about the affiliation of the people with whom they speak. The comment “if they identify themselves as such” 
  is shorthand for any form of identifier, i.e. if the PC wears a badge or distinctive garment, bears the heraldry on shield or 
  armor, shows a particular identifying handsign, or simply says “I’m interested because I am a Knight of the Kingdom”. 
  More clear identification of the assumed affiliation leads to stronger modification of the roll.  
   
  No matter what Malfus reveals, he is telling the truth when he says that he himself is law-abiding. He may know ways 
  of contacting the smugglers, but he has not involved himself and in clear of offence in the eyes of the law. 
   
  DC 15: “Well, Felten is home to a goodly number of folk who don’t wish to pay taxes on all the stuff that flows around 
  and through these islands every day. These days, I’ve heard rumor that there are two batches of them, dividing the 
  illegal trade of the city between them. They aren’t at war, but they are none too friendly with each other. One is full of 
  cut-purses and the other is full of folk who say they are doing it for some cause or other. Neither group is the sort that a 
  good law-abiding citizen like myself will associate with. I’ve told you all I know and that’s as much as most people 
  around here know. Can I help you with any law-abiding requests?” 
   
  DC 20 :“Well, the thieves of Felten split in two about a year or two back. One faction has taken to calling themselves the 
  “Unofficial Merchants’ Guild” or UMG. They are mostly on the east side of the city. The other faction has taken to 
  calling themselves the “Under-table Discounter’s Society” or UDS and they are mostly on the west side of the city. They 
  aren’t at war, but they are none too friendly with each other. The UMG is full of amoral thieves while the UDS seems to 
  have ties to the Idee Volunteers and the Onnwal resistance. I’m a law-abiding citizen and have never contacted either 
  faction, but I hear that they have eyes and ears in the pubs. If you want to talk to them, go bar-hopping on the east or 
  west side of Felten and chat with the bartenders. I’m sure the people you want will overhear you and decide for 
  themselves about whether to talk to you.” 
   
  DC 25: “Well, the thieves of Felten split in two about a year or two back. One faction, the “Unofficial Merchants’ Guild” 
  or UMG, is mostly on the east side of the city. The other faction, the “Under-table Discounter’s Society” or UDS, is 
  mostly on the west side of the city. They aren’t at war, but it may come to that. The UMG is full of amoral thieves while 
  the UDS has ties to the Idee Volunteers and the Onnwal resistance. If you want to know more, you can chat with 
  Marchesi at The Crimson Albatross Tavern on the east side or Willhun the Erudite at the Half-Open Eye on the west 
  side. Do not mention my name; we are not having this conversation and I don’t know you.” 
   
  NAE6-02 First Bite 
   
  Page 52 
  
   
  Player’s Handout 1: 
  Ottolon’s notes on Serpent Guard attacks 
   
  Target One: Turnip Shipment 
  Turnip shipment being handled by members of the Aerdy Merchant’s Guild. This was a set of four barges just passing 
  through Felten on the way from Ramswash to Minfel. It was attacked while on the Ramswash, about half an hour from 
  reaching Felten. 
  Invoice: 
  ~380 lbs turnips 
   
  Ottolon’s Comment: 
   “As I understand it, this was one part of a five-way deal between merchants swapping turnips, fabric, dyes, 
  salt and spices, and leather. This was just a stop-over point for a few hundred pounds of turnips. It may have 
  been a mistake that the Serpent Guard hit this one. Commoners reported seeing hundreds of turnips 
  bobbing on the waters of the waters of the Ramswash after the attack.” 
   
  Target Two: Natural products shipment. 
  This was a shipment of natural products from Mishktolan’s circle in Minnoc to Nature’s Bounty in Felten. It was 
  destined for Nature’s Bounty Shop, with some of the Felten Tobacco and spell components being destined for transport 
  on to Sage Keep. It was hit while on the west coast of Lake Felten, while the barges were being polled through the 
  shallows. 
  Invoice: 
  Minerals - amber (large chunk), flint arrowheads, lodestones, phosphorus, saltpeter, sulfur 
  Plant products - cattails dried black roses, dried carrots, felten tobacco, incense, ivy leaves, mint leaves, malyss root, moss 
  (bog), moss (common), moss (id), mushrooms, pine cones, pine resin, reed baskets, rose thorns, sassone leaf, tea leaves, 
  terinav root 
  Balms/oils - a balm of honey and lotus flowers 
  Dried insects - bees, centipedes, cockroaches, flies, spiders (nonpoisonous), spiders (poisonous), wasps, 
  Insect products - bees’ wax candles, death’s head moth cocoons, silkworm cocoons, spider silk, 
  Live insects - caterpillars, fireflies, glowworms, 
  Skins/Hides - bear skins, boar skins, bulette skin, carp scales, deer pelts, goldfish scales, a rust monster skin, snake skin, 
  snake scales, xorn scales, 
  Fur/Hair - black sheep fleece, girallon hair, nixie’s hair, porcupine quills, 
  Feathers - bluebird, canary, cockatrice, eagle, falcon, and raven 
  Claws/teeth – asp fangs, bear teeth, bear claws, copper dragon’s wing claw, falcon claws, hill giant fingernail clippings, 
  tigers’ claws 
  Animal products, other - bat guano, bear fat, deer antlers, deer blood, dried bat-wings, dried chicken gizzard, dried goat 
  intestine, eggs (robin), eggs (snake) goblin bones, gorgon blood, pemmican trail rations, ram’s horn, rat’s tails 
   
  Ottolon’s Comment:  
  “Again, this target makes little sense. Most of the goods are pretty low value. Only the Felten Tobacco has a 
  good high price, but it is not easy to transport that much of the stuff and the Serpent Guard have to be pretty 
  mobile. Many of the things had some value as spell components, but only a few of them were of especially 
  rare and the Serpent Guard has not been known to go after spell components. Talking to the Druids, they 
  mentioned that there were some rare, valuable oils and unguents present that were not on the manifest, but 
  these were intended for a Reincarnation rite and were not so valuable as to motivate an attack.”  
   
  Target Three: Barghest Ale 
  Ottolon’s Notes: A large shipment of Barghest Ale, twenty barrels– from the Barghest Brewery to Sage Keep. It was 
  attacked while on the east side of Shimmering Stream, just a little south of Lake Felten, as the wagons were on the 
  stream-side road. 
  Barghest Ale advertisements read “From a secret recipe stolen from the goblins – so good it’ll make you howl.” 
   
  Ottolon’s Comment:  
  “This might not another case of the nonsensical attacks. If it were some other mercenary bandit band, I 
  would think that this were just so the gang could get drunk, but the Serpent Guard are not like that. I’m 
  convinced that there is something more there. Maros the Learned from Sage Keep mentioned that there were 
  NAE6-02 First Bite 
   
  Page 53 
   
  
  some books that were accompanying the Ale shipment, being moved from their guesthouse library to their 
  main library, but they can not see any pattern connecting the books to the Serpent Guard’s other targets.” 
   
  Target Four: Dwarven-made mining tools 
  Dwarven-made mining tools destined for Radoc. 50% paid up front by Mendaos of House Radoc, shipment to be 
  received by one Teban, the dwarf head of Radoc’s Miner’s Guild. This shipment contained pitons, hammers, rope, picks, 
  sledge hammers, etc. It was attacked at night while the barge was being polled on the west side of Lake Felten. 
  Invoice:  
  Picks, normal, 10. Picks, adamantine, 10. Hammers, 20. Pitons, 3 crates. Rope, 800 ft., Chisels, normal, 20. Chisels, 
  adamantine, 20. Urgrosh, adamantine, 1. 
   
  Ottolon’s Comment:  
  “Another hit that does not seem to make sense. These goods are too heavy and bulky to easily transport and 
  resell for a profit and the urgrosh is too distinctive to resell.” 
   
  Target Five: Forest products 
  These goods were primarily imported goods destined for Fel’thas Naitharn’s Elvish Wood Crafts shop, although it also 
  contained a shipment of Greatbows and arrows for the Felten Guard. It was attacked dusk while the barge was being 
  polled on the east side of Lake Felten. 
  Invoice:  
  Wood elf-made greatbows, 40, fine ashwood chests, 12, lightning-struck oak branches, 18, sandlewood beads, 3 cases. 
   
  Ottolon’s Comment:  
  “This attack was a direct challenge to me and my men. Those bows were special ordered and they were already 
  marked as Felten Guard property. If I ever find out how the blazes they knew to hit that shipment, then the 
  responsible people will think that Hextor himself is on the warpath after them!” 
   
  Target Six: Fish 
  This is the last hit to date. It was attacked in the late evening, just after dusk, as the barges were floating down the 
  Shimmering Stream towards an evening port at Minnac. From there, they were due to go on to Trade-house of Onnwal’s 
  Merchant Sailors Guild. 
  Invoice:  
  Salt Cod, 20 barrels. 
   
  Ottolon’s Comment:  
  “When the druid’s nets started filling with saltwater cod, they thought it was one of Zagyg’s little jokes. Then 
  they noticed the barrel fragments and the bodies of the sailors and guardsmen. I am beginning to believe the 
  Serpent Guard have gone crazy to a man and are now following the will of Erythnul. That best explainst these 
  attacks.” 
   
  NAE6-02 First Bite 
   
  Page 54 
   
  
  Player’s Handout 2: 
  The Songbook of renowned bard and thespian Shale Weisparkel 
   
  A stack of songbooks is found sticking out of the center from an unbound bale of Felten Tobacco. Others are trampled 
  into the mud nearby. Apparently, the Serpent Guard found them when taking some leaves from the bale. Below is a 
  description. 
   
  This thin manuscript is a collection of songs and poems by Shale Weisparkel. Shale gained some fame for singing songs 
  of independence and freedom throughout the region once known as Idee. He disappeared a few years ago and it is not 
  known whether he joined the Idee Volunteers or was simply eliminated by people angered by his muckraking. 
   
  A representative piece of his work is on the first page, a poem called simply “S.” 
   
  there was once a noble soul,  
  a man set to put the world to rights  
  and on his quest, led by the Light  
  he paid a heavy toll  
   
  His baron made mad by sights he’d seen  
  by monks in cloth of crimson sheen  
  built a statue in Felten town  
  and his Folly too, is still around  
   
  the noble knight asked of his king  
   my liege rid us of this obscene thing  
  that looks like man and talks as one  
  but in his mind has come undone  
   
  the king told this paladin fair  
  i think i truly like him there  
  he will stay put and so will you  
  or we shall know which one’s the fool  
   
  It is clearly a thinly veiled reference to Staceus the Paladin, the founder of the Idee Volunteers. 
   
  The most interesting thing about this songbook is that there is a pinhole passing straight through all the pages of the 
  book, hiting a letter on each page. Nothing is spelled out by the pin-holed letters or words, but every one of these 
  songbooks has an identical pinhole hitting the exact same letters. 
   
   
  NAE6-02 First Bite 
   
  Page 55 
   
  
  Player’s Handout 3: 
  Intriguing Note 
   
  Raustus “Fang” Dolcheml has a scroll tucked in his belt pouch. It contains notes in a feminine hand, apparently a partial 
  translation of Ancient Sueloise writing, as is clear from some of the translation notes on the margins of the scroll. The 
  note reads: 
   
  My Dear Raustus,  
   
  Thanks to the charts and historical records we claimed from Sage Keep, I have 
  partially translated the Ancient Sueloise scroll you found. Below are the 
  salient points: 
   
  “Venomous Master” (Pyremius?) sent message to “the Oracle”.  
   
  The “Venomous Master” joined the “Great Serpent Bride” in the temple at the 
  “Land of Hill and Hollow” (Jagged Hills) sometime in 300 CY.  
   
  There, they subsequently produced the “Five Sisters” (Weapons? Definitely 
  artifacts of power).  
   
  One of the “Five Sisters” was stored at the temple found in the “Land of Hill 
  and Hollow” 
   
  Our contact in Gornors Cove will have the needed old Flan map. Meet me after 
  final attack. Eliminate all witnesses and we will disappear before the Felten 
  Guard can even count the dead.  
   
  - Emeria 
   
  NAE6-02 First Bite 
   
  Page 56 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ahlissa (Naerie)/596/Normal Scenarios/NAE6-02 - First Bite (APL 2-8)/NAE6-02 - First Bite.pdf