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.  
   
  VEL4-08 
   
   
   
   
   
   
  Shadow of the Serpent 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Veluna Regional Adventure 
  by Jeff Richards 
  Triad Edit:  David Kerscher 
  Circle Edit:  Tim Sech 
   
   
  The Diocese of Grayington has seceded from Veluna and the new Plar has declared himself the True Canon of the 
  Faithful.  All religions other than Rao are banned in Grayington, which remains untouched by the ravages of war.  Is 
  Rao truly shielding his devoted followers in Grayington while abandoning those who have wandered from the true 
  path?  What motivates the new Plar to take such drastic measures?  An urban investigative scenario for APLs 2-8.
  
  Vel4-08 Shadow of the Serpent 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  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 being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. 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. 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 3 
  # 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 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. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will 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 you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard 1-round Regional adventure, set in 
  Veluna.  Characters native to Veluna pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per Time Unit. 
   Rich Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Adventure Background 
  The 
  state 
  of 
  Grayington 
  prior 
  to spring 594: 
  The 
  diocese 
  of 
  Grayington 
  is 
  located 
  in 
  the 
  north central part 
  of 
  Veluna. 
  Its 
  border stops just 
  short of Veluna 
  City though the 
  city itself still falls 
  under 
  the 
  protection 
  of 
  Grayington. It is 
  ruled by the Plar of 
  Veluna, 
  Eldried 
  Sarneth. He has 
  ruled for the last 
  25 years and his father ruled for 42 years before him. The 
  Plar believes that the worship of Rao is the only true 
  religion, and that all who do not worship him just need 
  some enlightenment to see the way. This makes 
  Grayington the most religious and intolerant of the seven 
  diocese. This intolerance does not mean witch-hunts and 
  burning crosses though; this intolerance shows through 
  in a lack of churches of other faiths, total unwillingness 
  of the population to listen to any priest not of Rao, and 
  sometimes just downright rudeness towards those of 
  other religions. There are very few other noble houses in 
  Grayington as the Plar owns almost all the land in the 
  diocese, making him the biggest owner of land in Veluna 
  after the church of Rao. The diocese’s representative to 
  the Celestial Order of the Moon is Mathew Sarneth. He 
  is the younger brother of Eldried and has a tendency to 
  preach to the Order about Rao constantly, making him a 
  tolerated annoyance at most gatherings. 
  The Plar of Veluna is a man of great passions. He believes 
  that Rao and Veluna must be the ones to lead the other 
  misguided countries to the light. The nobles of House 
  Sarneth have shown in the past a tendency to step down 
  when their sons are of the age to rule properly. Eldried’s 
  oldest son Redin reached that age last year and so far the 
  Plar has shown no signs of wanting to step down. 
  Events of 594: 
  Over the winter the Church of Rao had redeployed 
  troops from other diocese to Grayington.  This is because 
  they had expected the orc raids from the previous year to 
  move to Grayington.  It ends up that this information 
  (provided to the church by adventurers) was false and 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 4 
  was merely a ruse to deflect Veluna’s attention from the 
  invasion of Whitehale. 
  In the spring of 594, Plar Eldried Sarneth finally stepped 
  down and turned over control of the diocese to his son 
  Redin Sarneth.  Shortly thereafter, the diocese of 
  Whitehale was invaded and Canon Hazen was killed on 
  the field of battle by the Lich Canon Herion.  This 
  required a new Canon be selected and Redin lobbied for 
  the position.  He claimed to have been receiving visions 
  from Rao claiming that he was chosen by Rao to save the 
  true faithful from the depradations of Herion.  These 
  visions told him that Veluna had strayed from the one 
  true path by allowing other religions to take a foothold in 
  Veluna, endangering the way of life of the faithful. 
  Redin’s uncle, Matthew Sarneth, was the Sarneth 
  representative to the celestial order of the moons 
  (COOTM).  The COOTM is the noble’s governing 
  council, and the COOTM ratifies any selections of 
  Canon.  Matthew opposed his brother’s bid for Canon, 
  thinking he was not ready for such responsibilities.  This 
  caused a rift between Redin and Matthew.  However, 
  during the summer Matthew was gruesomely murdered 
  by cultists of Nerull who were executing a plan of terror 
  against the COOTM nobility.  The murder was 
  performed during the celebration of the ordainment of 
  Archbishop Priffin Truft, former Archbishop of the Royal 
  Colleges, as the new Canon. 
  After the announcement of the new Canon, Redin 
  formally seceded Grayington from Veluna.  He declared a 
  new theocracy of Rao in Grayington and declared himself 
  the “True Canon of the Faithful”.  Redin formally 
  outlawed all religions other than Rao in Grayington and 
  withdrew all his troops from Veluna city.  The church of 
  Rao ordered the Bishop of Grayington, Velt Harkin, to 
  return to Veluna City in order to show that they did not 
  support the renegade Sarneth.  However, Bishop Harkin 
  refused to leave and publicly announced his support for 
  Canon Sarneth. 
  Current state of affairs: 
  Grayington is now an independent state ruled by the 
  True Canon of the Faithful Redin Sarneth.  Bishop Velt 
  Harkin supports True Canon Sarneth and is one of his 
  key advisors, helping him to interpret his visions from 
  Rao.  All foreign troops were withdrawn when the 
  invasion began and Grayington is solely defended by 
  troops loyal to the True Canon.  All religions other than 
  Rao are outlawed, and those practicing other religions are 
  expelled from the country or jailed. 
  Secret background:  The above is common information 
  which can be related to the PCs during the course of the 
  adventure.  The information below is background info for 
  the DM ONLY! 
  Marduk is a demonic figure from Veluna’s ancient times. 
   The last millennium, Marduk was banished from the 
  world for 1000 years.  The years have passed and Marduk 
  is trying to make his way back into the world.  There is a 
  group of cultists working to aid Marduks return.  One of 
  this group was a skilled sorceress who was a leader of the 
  cult.  The sacrificing of virgins to Marduk was a common 
  ceremony in the cult.  One day, a few years ago, the cult 
  captured a particularly pure and innocent young woman. 
   Little did they realize that she was actually a celestial 
  being lost in this world.  This being we call “The 
  Traveler”. 
  When the Traveler was sacrificed, her soul did not go to 
  Marduk as intended.  The pure celestial spirit of the 
  Traveler was instead released, and it sought revenge 
  against the wicked ones who had wronged her.  The spirit 
  managed to possess the body of the sorceress, and 
  proceeded to slay the remainder of the cultists with the 
  sorceress’ spells. 
  However, neither the spirit nor the consciousness of the 
  sorceress was able to become totally dominant.  They 
  wandered for a time battling for control of the body, the 
  will of the sorceress being too strong for the spirit to 
  quell completely.  Eventually they reached a state of 
  equilibrium, the spirit of the celestial being was able to 
  enforce its good alignment on the dual being, but neither 
  of them had any memory of itself or their past lives and 
  essentially became a new being with no past, just with 
  vague conflicting memories of Marduk and the need to 
  stop him. 
  The Traveler was able to oppose the cult of Marduk, but 
  her memories were fleeting as the two consciousnesses 
  fought for control of the body.  She was able to influence 
  adventurers 
  to 
  stop 
  Marduk’s 
  summoning 
  in 
  Shandalanar.  Now she senses that something is wrong in 
  Grayington, but she is not sure what, she just knows that 
  she needs to oppose it.  She cannot put a name to the 
  enemy in Grayington (Marduk cultists), but knows that 
  adventurers are the way to stop them (it worked in 
  Shandalanar, though she doesn’t specifically remember 
  that). 
  Meanwhile, in Grayington, a group of Marduk cultists 
  have indeed set up shop.  What their exact plans are is 
  unknown, but they have brought in a skilled Baklunish 
  assassin from the Dyvers Alliance (loose criminal 
  syndicate) to assassinate the former Plar, Eldried Sarneth. 
   This assassins name is Al-Hassani and he has come to 
  Grayington as a common laborer working for the Iron 
  Rings Trade consortium. 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 5 
  Al-Hassani has been in Grayington for 2 months now, 
  studying the area and his target.  He has set up a series of 
  paid informants, and like any professional assassin, is 
  taking his time to get the job done right.  Marduk himself 
  is watching his plan go into motion, keeping any eye on 
  the agent of his latest machination. 
  Adventure Summary  
  The party is enjoying some downtime in Tannenbaum’s 
  Chalice, a well-known tavern in Veluna City.  A strange 
  woman calling herself only “The Traveler” comes to them 
  with prophecies of a serpent hiding in the shadows of 
  Grayington manipulating events.  She says that the PCs 
  have been chosen to expose this dark serpent.  The 
  Traveler tells them they must travel to Grayington and 
  root out the evil that hides there. 
  Encounter One – The Road to Grayington:  The party 
  travels from Veluna City to Grayington City, which lies 
  on the mighty Velverdyva River.  The border is closed 
  and heavily patrolled by Grayington troops.  Any who 
  admit to worshipping any god other than Rao are not 
  allowed to enter without proper documentation (only 
  given to merchants with business in Grayington).  The 
  PCs will either have to deal with the guards on the road 
  or sneak across the border in the wilderness. 
  Encounter Two – Gossip:  The PCs will arrive in 
  Grayington and can gather information about current 
  events. 
  Encounter Three – The Chosen One:  It is possible that 
  some PCs may be able to get an audience with Redin 
  Sarneth, the One True Canon of the Faithful.  There, they 
  will find that Bishop Harkin is quite tightly involved 
  with Redin.  Redin himself seems quite pious and 
  convinced of the righteousness of his actions. 
  Encounter Four – Secret Rendezvous:  At some point 
  the PCs will get a mysterious note asking for a secret 
  midnight meeting outside of town.  They will meet with 
  Eldried Sarneth, former Plar and father of Redin.  He will 
  explain his side of events and hint at a vast conspiracy 
  manipulating events in Grayington.  Before the meeting 
  concludes, two things will happen.  The Traveler will be 
  separated into two entities, the spirit and the evil 
  sorceress 
  by 
  some 
  strange 
  otherworldly 
  power.  
  Simultaneously (using the confusion of the Traveler as 
  cover), a Baklunish assassin (Al-Hassani) hired from the 
  Dyvers Alliance will kill Eldried with a poisoned arrow 
  and flee.  The PCs will have to fight the sorceress while 
  the spirit chases and possesses Al-Hassani, though she 
  can only take over for a few moments at a time.  Al-
  Hassani will escape but will be possessed by the spirit.  
  The PCs will find some cinnamon on the fletching of the 
  arrow that killed Eldried (sort of a calling card). 
  Encounter Five – The Clock is Ticking:  The PCs will 
  be framed for the murder of Eldried.  They either have to 
  find the real killer before the authorities catch up to 
  them, or they can report the crime immediately counting 
  on justice to prevail.  However, somebody higher up is 
  pulling strings to make sure they are not dealt with fairly. 
   Things will look bleak, but Brother Wood and his men 
  will spring the PCs from jail and tell them about the 
  corruption that was aligning to take them down.  Brother 
  Wood will lead the pursuers on a wild goose chase to give 
  the PCs time to save themselves.  They will have to solve 
  the crime before the authorities catch up to them. 
  Encounter Six – Investigations:  Following up on the 
  clue of the cinnamon, they will eventually end up at the 
  Iron Rings Consortium, the only trade house that 
  imports cinnamon into Grayington.  There, they will find 
  a strange note addressed to them written by one of the 
  Baklunish laborers who handled the cinnamon imports.  
  The note was written by the Traveler spirit in one of the 
  brief moments she could control Al-Hassani.  She was 
  trying to leave a clue for the PCs to follow.  The note 
  leads them out of town on the south road, but the 
  Traveler lost control before she could finish giving 
  directions to find the assassin’s hideout. 
  Encounter Seven – Following Breadcrumbs:  The PCs 
  will follow the directions in the note as far as they go, 
  then they will find a bit of cinnamon (dropped by the 
  Traveler in another brief moment of control) leading 
  them in the correct direction.  Eventually they will find 
  the ruins of an old church of St. Cuthbert. 
  Encounter Eight – The Bones of a Saint:  Investigating 
  the church, they PCs will find Al-Hassani holed up with a 
  bunch of cultists of Marduk.  The Traveler will keep Al-
  Hassani out of the fight, the PCs will have to take down 
  the cultists.  Inside, they will find evidence marking Al-
  Hassani as Eldried’s killer.  The spirit of the Traveler will 
  exit Al-Hassani’s body once he is subdued, and will 
  attempt to possess one of the PCs. 
  Conclusion:  The PCs can clear their name by turning in 
  Al-Hassani.  They will be thanked for solving the crime 
  and exposing a cult of demon worshippers, but neither 
  Redin nor the Bishop will meet with them further.  They 
  will hear that the spirit of Eldried refused to be raised, 
  which should seem strange to them considering his 
  demeanor at their meeting.  They will leave Grayington 
  with the spirit of the Traveler possessing one of them and 
  with some answers, but many more questions. 
  VELUNA NOTE TO DMS:  Any PC or NPC that 
  attempts to cast scry, divination, or commune in this 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 6 
  module will find their attempt blocked.  They will feel 
  great pressure on their minds and take 2d6 non-lethal 
  damage.  None of the NPC’s will talk about this effect, 
  and will dodge any questions asked regarding this effect. 
  Favor of Redin Sarneth:  Some PCs might have this 
  favor from Vel4-02.  If so, it represents that the people of 
  Grayington recognize the PC as a friend of the True 
  Canon, but usually only if the PC mentions his/her name 
  and/or drops Redins name.  This favor gives them a free 
  rich lifestyle in this scenario.  The DM should play any 
  NPC’s who recognize this favor as very respectful to the 
  PC in question. 
  Disfavor of Redin Sarneth:  Some PCs might have this 
  disfavor from Vel4-02.  If so, then this scenario will cost 
  them double lifestyle cost.  Note that anybody who gets 
  free lifestyle only gets the first half of this double lifestyle 
  for free.  They will still have to pay for the doubled 
  portion.  This disfavor represents people who know that 
  Redin is unhappy with this individual making life 
  difficult for them.  In general, NPCs will react coldly to 
  this individual, hike prices, etc. 
  Veluna Metaorgs in Grayington:  None of the Veluna 
  meta-orgs are officially recognized in Grayington at this 
  time.  Grayington is a separate nation and they no longer 
  recognize the authority of the church of Rao or any of her 
  affiliate organizations.  The DM will have to adjudicate 
  this as best he/she can.  Basically, members of these meta-
  orgs will not have any pull with the church or 
  government in any way.  Anybody expecting special 
  privilege because of their station will be in for a surprise.  
  Any officials of Grayington will be more than happy to 
  explain this if somebody tries to pull rank on them.  
  However, the common folk of Grayington still recognize 
  these institutions and have respect and trust for the 
  members.  This means (for example) that bonuses for 
  social skills (like Gather Information) still apply. 
  Spot/Listen:  There will be numerous times in this 
  module when the PCs may need to detect opponents.  
  The DM should probably ask the PCs to roll several 
  spot/listen checks at the beginning of the module and 
  record the results for later use.  This is so that the players 
  are not alerted to something they don’t see/hear when 
  asked to roll a spot/listen check. 
  Introduction 
   
  It is fall in Veluna City.  War rages in the north, and 
  Mitrik is under siege by the forces of the returned 
  Lich Herion, former Canon of Veluna. Veluna City is 
  the last stop for westbound travelers on the Great 
  Western Road, but it has remained untouched by war, 
  at least as long as Mitrik holds out against the enemy. 
  You all are gathered together this evening in 
  Tannenbaum’s Chalice, a tavern known to be popular 
  with adventurers.  A young human waitress with dark 
  hair pulled tight into a bun and hazel colored doe-like 
  eyes moves about the tables seeing to patron’s 
  requests.  She serves you quickly and pleasantly with 
  a warm and sincere smile. 
  You overhear various discussions about current 
  events in Veluna.  Canon Priffin Truft was ordained 
  here in Veluna City just a few months ago, replacing 
  the late Canon Hazen who was killed in the Battle of 
  Whitehale in the spring.  The forces of Herion were 
  stopped at the gates of Mitrik, though the southern 
  portion of that city was overrun.  Though Herion was 
  stopped, the war is far from over.  There is a sort of 
  stalemate at the moment with neither side having the 
  resources to press the war.  Meanwhile, the Plar of 
  Grayington has seceded from Veluna, declaring a new 
  Archclericy of Grayington.  He has declared himself 
  the “True Canon of the Faithful” and claims that Rao 
  shields his lands from the ravages of war because of 
  the pure faith of Grayington’s people.  It looks like 
  Veluna is in for a long and difficult winter. 
  Your evening of gossip is interrupted when you spy a 
  short human woman in her mid twenties enter the 
  bar.  She has red hair and brilliant, innocent looking 
  green eyes.  Those eyes scan the crowd and lock on 
  you from across the room. 
  This is the Traveler.  She has no memory of who she is or 
  where she comes from.  She is just this side of sane and 
  should be played as a slightly crazed woman.  If any PCs 
  have the Mark of the Legendary hero, she will speak with 
  them first.  Otherwise she will speak with the PC with 
  the highest charisma score. 
  As the woman approaches you can see she has a 
  slightly crazed look in her eye.  “You!”  She says as she 
  points at you.  “You are the ones I have been seeking!  
  The serpent rises again in Grayington, but it is 
  cloaked in shadow.  It writhes in the background, 
  manipulating events for its own twisted desires.  It 
  hisses whispers and others listen.  It must be stopped! 
   You have been chosen to expose the serpent and lay 
  bare its name.  You all must come with me to 
  Grayington and seek that which is hidden!  It is your 
  destiny!” 
  She does not know how she knows this information, only 
  that it is true.  She does not know who she is, only that 
  she is called “The Traveler”.  She knows that the “serpent” 
  must be opposed, but she does not know why. 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 7 
  It is possible that some PCs know the Traveler, but she 
  will not remember them.  She has no memories 
  whatsoever except that there is an evil in Grayington and 
  that the truth of that evil must be exposed.  She knows 
  that the PCs are the ones who must expose it.  Other than 
  that, she knows nothing.  She knows that they must 
  travel to the city of Grayington and discover the serpent.  
  She will insist on accompanying them. 
  It is likely the PCs may want to ask questions about 
  Grayington.  They can spend the evening asking around 
  and may make a Gather Information check: 
  DC 10:  They can get all the basic information in the 
  adventure background.  This information is common 
  knowledge and most any resident of Veluna City can 
  relate this information in conversation. 
  DC 15:  The road from Veluna City to Greyington is 
  heavily patrolled, the border is sealed.  Only worshippers 
  of Rao are allowed to pass, or merchants with proper 
  papers (issued by the government of Grayington).  Trade 
  must go on after all.  Non-worshippers are expelled from 
  the country, those who return are jailed indefinitely. 
  DC 20:  Bishop Velt Harkin was recalled by the Church 
  of Rao from Grayington when the Plar seceded.  He 
  actually started back, but seemed to have a change of 
  heart because he returned to Grayington (before reaching 
  Veluna City) and declared his support for the Plar as 
  Canon.  Now the bishop is the new Canon’s main advisor. 
  DC 25:  A merchant claims to deal in Grayington.  He has 
  the proper papers.  He will show them to the PCs.  The 
  PCs could use this to get enough information to attempt 
  to forge papers, or can attempt to pick the merchants 
  pocket and steal the papers (the merchant is a first level 
  expert and has a spot score of +6).  The merchant will 
  NOT agree to smuggle the PCs into Grayington, that 
  would be too risky. 
   
  Encounter One: The Road to 
  Grayington 
   
  The journey to Grayington is 68 miles.  It will take 
  anywhere from 2 days (fast unencumbered horse) to 6 
  days (armored walking dwarf/halfling/gnome). See the 
  PHB page 162-164 for distances covered per day based on 
  the slowest mode of transportation available to the party. 
  The PCs will have to determine how they will cross the 
  border.  The Traveler will make no suggestions and she 
  will not participate in dealing with the guards in any way 
  (she will avoid any combat). 
  At first you pass through the peaceful farming 
  countryside surrounding Veluna City.  The people of 
  the Vale are working diligently harvesting the fields 
  and take no notice of you as you pass along the road.  
  While still near Veluna City, you pass a patrol of the 
  Mitrik Temple Guard. 
  Unless the PCs are hiding from the Temple Guard, they 
  will stop them and warn them about Grayington.  They 
  will inform them that non-worshippers of Rao will be 
  turned back at the border.  The Temple Guard will 
  otherwise not interfere with the party. 
  Travelling up the road: 
  If the PCs travel straight up the road to Grayington, they 
  will encounter a road block set up across the road about 
  10 miles north of Veluna City.  This is the Grayington 
  border. 
  Up ahead you spot two simple shacks built along both 
  sides of the road.  There is a long bar on a pivot 
  blocking the road and a handful of soldiers wearing 
  the livery of Grayington can be seen manning the 
  position.  Their horses are tethered nearby, saddled 
  and ready to ride. 
  There are 3 patrols of soldiers here at all times.  If the PCs 
  try to sneak around the roadblock, they will have to roll 
  hide checks against the Spot checks of one full patrol 
  worth of soldiers (assume 1 patrol is actively watching 
  the area for people trying this).  If they simply attack, all 3 
  patrols will join combat.  If they try to bluff their way 
  through, one patrol leader will question them. 
  The leader will ask each person to declare which god they 
  worship.  If they lie, roll a Bluff check against his Sense 
  Motive check.  Only if they fail the Bluff check by more 
  than 5 will he assume they are lying and he will question 
  them further.  If they fail another Bluff check, he will 
  refuse 
  them 
  entrance 
  (including 
  any 
  others 
  accompanying that individual).  If they have forged 
  merchant’s papers, use the normal rules for spotting a 
  forgery (see Forgery skill in PHB, guard gets the +2 for 
  “document well known to reader”).  The DM can add 
  additional circumstance bonuses to the guards Forgery 
  check if the PCs don’t look or act like proper merchants. 
  If they stole the merchant’s papers from the intro, they 
  will have to bluff their way through with them, but this 
  can bypass the religious question for those accompanying 
  the “merchant”.  Any who truly worship Rao will be 
  allowed through easily. 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 8 
  The DM will have to adjudicate the PCs actions here.  It 
  is not imperative that they be allowed through, they can 
  always sneak across in the wilderness. 
  Anybody who is turned away and returns to make 
  another attempt, or tries to force the issue is arrested 
  (after appropriate warnings).  They are done with this 
  module, and must pay a penalty of 4 TU’s before they can 
  finally arrange to be released (outside of Grayington).  
  The DM should only arrest those who are stubborn and 
  refuse to accept the situation and think they can get away 
  with anything.  Arrest and jail should be a last resort for 
  stubborn PCs. 
  If any PC has the “Favor of Redin Sarneth” (from Vel4-
  02) and attempts to drop his name, they may use this as 
  leverage to get the guards to allow them to pass.  The 
  descriptions of those with the favor are known to the 
  guards, and once the PC mentions it they will recognize 
  these “friends” of the new True Canon.  The PC will then 
  be treated with fearful respect by the border guards. 
  Under no circumstances will anybody openly displaying 
  a holy symbol of another god (other than Rao) be allowed 
  to proceed.  They will be told that those symbols have 
  been outlawed in Grayington by order of the True Canon. 
  Sneaking across the border away from the road: 
  If the PCs try to avoid the road, they can cross the border 
  somewhere in the wilderness.  The border is patrolled by 
  Grayington guards.  Assume at some point they 
  encounter a patrol at 2d6x10 feet of distance.  The DM 
  will have to adjudicate this encounter based on the 
  preparations the party makes and the time of day (at 
  night the patrols have hooded lanterns that illuminate 30 
  ft with bright light, 60 ft with shadowy light).  
  Remember to include the -1 per 10 ft of distance on any 
  Spot/Listen checks.  Give the patrols an additional -5 to 
  Spot/Listen checks because they are distracted. 
  Should the party be discovered, they will be challenged.  
  They may attempt to bluff their way through.  If they 
  attempt a bluff and they are caught at night, give the PCs 
  a -5 to their Bluff check unless they give a VERY good 
  reason for being out at night like this. 
  Should they be caught, the patrol will attempt to arrest 
  them.  Should the PCs be arrested, they will be done with 
  this adventure and be jailed for 4 TU’s. 
  As the PCs travel deeper into Grayington: 
  As you travel deeper into Grayington Diocese itself, 
  the farmlands take on a more austere personality.  
  The farmers are less prone to wave, and the farms and 
  houses are orderly and utilitarian.  You pass two more 
  patrols of Grayington soldiers on the road. 
  If the party is displaying any open holy symbols of gods 
  other than Rao, they will be arrested and escorted out of 
  the country.  Second offenders will be jailed for 4 TU’s. 
  Assuming there are no open holy symbols of other gods: 
  They eye you warily as they pass, but let you continue 
  on your way without challenge. 
  Patrol 
  APL 2 (EL 4) 
  �Soldier (4):  Male Human War1; hp 7 (each);  See 
  Appendix 1. 
  �Leader:  Male Human War3; hp 23;  See Appendix 1. 
  �Light Warhorse (5): hp 22 (each);  See Monster 
  Manual. 
  APL 4 (EL 6) 
  �Soldier (6):  Male Human War2; hp 14 (each);  See 
  Appendix 1. 
  �Leader:  Male Human War5: hp 38; See Appendix 1. 
  �Light Warhorse (7): hp 22 (each); See Monster 
  Manual. 
  APL 6 (EL 8) 
  �Soldier (6):  Male Human War3; hp 23 (each);  See 
  Appendix 1. 
  �Leader:  Male Human War7: hp 53; See Appendix 1. 
  �Light Warhorse (7): hp 22 (each); See Monster 
  Manual. 
  APL 6 (EL 8) 
  �Soldier (6):  Male Human War4; hp 30 (each); See 
  Appendix 1. 
  �Leader:  Male Human War9; hp 68;  See Appendix 1. 
  �Light Warhorse (7): hp 22 (each).  See Monster 
  Manual. 
   
  Encounter 1A: Grayington 
   
  As you crest a hill you see the town of Grayington 
  spread out ahead.   Beyond, you see the wide expanse 
  of the mighty Velverdyva River, laden barges plying 
  the watery highway. 
  Grayington is a rather plain town.  All the buildings 
  are in neat and tidy rows and it is very clean.  You see 
  a well-tended public garden on a low hilltop to your 
  
  Vel4-08 Shadow of the Serpent 
   
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  left, and a large walled estate to the north of the town. 
    
  The party can freely enter the town, as there are no walls. 
     
  A Sense Motive check (DC 20) will tell the players that 
  most of the locals are obviously avoiding the outsiders. 
  There are only two inns in town, the Bishop’s Rest and 
  the Golden Schooner Inn.  Both are clean and respectable 
  places.  Clean rooms and stabling are available there for 
  5sp each per night (included in standard or higher 
  upkeep). 
  Grayington consists of a small docks area for barges to 
  hook up, a cluster of warehouses near the docks, a single 
  large temple of Rao (the only church in town), the Plar’s 
  walled estate, the offices of three trading companies, 
  three clean and quiet taverns, two inns, typical 
  commercial businesses for a large town, and residential 
  homes for craftsmen and laborers. 
  At this point the flow of the adventure is up to the party.  
  Please remind them that they are not on any time 
  schedule, and that they don’t have to pack everything 
  into 1 day.  It is quite likely that they will spend several 
  evenings in town before starting to piece together pieces 
  of the puzzle.  Most players may need to be reminded of 
  this since they are an impatient lot.  It is the DM’s 
  responsibility to not let them get bogged down in the 
  gory details of every minute of every day.   
  Note:  While traveling about Grayington, the party will 
  notice that it is well patrolled by the Plar’s soldiers.  If any 
  of the party tries to move about at night, have them 
  encounter a patrol (use 1 squad of soldiers from 
  Encounter 1).  If the patrol spots them, they will escort 
  them back to their rooms and tell them to stay there, or 
  they will allow them to spend the night in jail! 
   
  Encounter Two: Gossip 
   
  The party is likely to want to talk to some of the people of 
  Grayington.  The locals will not be likely to talk to 
  outsiders.  However, Grayington is a trade town and 
  there are lots of folks from other areas that live or are 
  visiting here.  These folks generally work for the 
  merchant houses as either businessmen or common 
  laborers.  Generally these folk are busy during the day, so 
  the party will have to do these Gather Information 
  checks in the evenings between 7pm and midnight.  
  Each character can do 1 check by spending 3gp and 
  1d4+1 hours making friends, buying drinks, etc.  You 
  cannot “aid another” on Gather Information checks (two 
  people can’t get more information out of somebody than 
  one can), though each character can check separately.  
  They can also retry as time allows. Anyone bearing a holy 
  symbol of a god other than Rao will be arrested and 
  escorted from the country.  Any second offenders will be 
  jailed for 4 TU’s.   
  Each check can either be for general news, or something 
  specific.  If the party tries to get specific information on 
  something not listed here, the DM is free to make up 
  whatever seems reasonable.  Feel free to role-play out 
  these exchanges as time allows. 
  General News: 
  Anybody the PCs talk to can discuss the information 
  about Grayington in the “Background” section. 
  A DC 6+APL check gets the character 2 pieces of 
  information from the following list.  For every 5 full 
  points by which a character beats the DC, give them 1 
  additional piece of information.  Give out every piece of 
  information before repeating any. 
  Any priest or paladin of Rao, Mitrik Temple Guardsman, 
  or Knight of Salvation will get a +4 circumstance bonus 
  on their Gather Information check..  Any PC with the 
  “Favor of Redin Sarneth” will get a +4 circumstance 
  bonus to any Gather Information checks.  This represents 
  people being more willing to talk to a known friend of 
  the True Canon.  Any PC with the “Disfavor of Redin 
  Sarneth” will get a -4 circumstance penalty to any Gather 
  Information checks.  This represents people being 
  unwilling to talk to an enemy of the True Canon.  All of 
  these circumstance bonuses/penalties are in addition to 
  any granted by meta-org affiliation or upkeep bonus. 
  • 
  The people of Grayington are slightly unsure of 
  the new Plar’s decision to make Grayington an 
  independent state, but they can’t deny that 
  Grayington has been spared the ravages of the 
  war.  As long as Grayington continues to thrive, 
  the people will support the True Canon. 
  • 
  Grayington is prospering.  Crops were good this 
  year, trade is up, and none of it’s young men 
  have been lost to the war raging around her 
  borders. 
  • 
  A stash of orc weapons was discovered in a 
  warehouse down by the river last spring, 
  lending credence to the rumors that the orcs 
  might be attacking Grayington.  But the attacks 
  never materialized and shortly thereafter 
  Whitehale was invaded by forces including a 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 10 
  horde of orcs.  How strange.  Do you think the 
  weapon stash was just a diversion? 
  • 
  The old Plar, Eldried Sarneth, had some sort of 
  falling out with his son, the new Plar/Canon, 
  Redin.  They don’t spend much time together 
  anymore and Eldried is very rarely seen in 
  public. 
  • 
  Ever since declaring himself the True Canon, 
  Redin has increased security around himself.  A 
  lot of new guards have been brought in to guard 
  his estate and he is always accompanied by an 
  intimidating set of bodyguards. 
  • 
  Bishop Harkin seems to have finally developed 
  a backbone.  He refused the recall order from 
  the Church of Rao in Veluna and publicly 
  declared his support for the True Canon.  The 
  priests at the church say he is much more 
  decisive now, and is no longer prone to lash out 
  at them as he used to do whenever he returned 
  from the old Plar, Eldried.  He must be getting 
  along a lot better with Redin. 
  • 
  As a matter of fact, Bishop Harkin and Redin 
  have become fast friends.  Harkin is Redin’s 
  primary advisor and rarely does Redin make 
  public appearances without Bishop Harkin by 
  his side whispering advice in his ear. 
  • 
  Brother Wood, the monk of St Cuthbert that 
  had been proselytizing in Grayington for years 
  has been declared an outlaw.  He refused the 
  order to leave the country, and has been 
  harassing the True Canon’s men wherever 
  possible.  He has attracted some other followers 
  of other gods and they are a danger on the road. 
   Nobody knows where he is hiding, but it is 
  only a matter of time before they are found and 
  arrested. 
  • 
  When Bishop Harkin was recalled by the 
  Church in Veluna, he actually packed up and 
  left town, heading for Veluna City.  For some 
  reason he came back 2 days later and the next 
  day declared his support for the True Canon.  
  Don’t you find that strange? 
  Asking specifically about Eldried Sarneth: 
  • 
  He retired to the family’s country estate about a 
  day’s ride south on the Velverdyva.  He isn’t 
  seen out much anymore. 
  • 
  He doesn’t seem to really support his son Redin 
  too much.  They have been seen arguing, and 
  Eldried has been seen incredibly angry leaving 
  Redin’s estate here in Grayington. 
  • 
  Redin assigned some of his new guards to 
  protect his father.  Eldried wasn’t too happy 
  about this, but he didn’t have much choice. 
  • 
  Eldried was extremely upset by the murder of 
  his brother Matthew.  Some say he blamed 
  Redin for his death. 
  • 
  There is a rumor that Redin somehow forced 
  Eldried to finally step down as Plar and pass the 
  title to him.  Eldried’s tax assessor, Fineous 
  Melkor, left town just a few days before Eldried 
  announced the transfer of power.  Wonder if 
  that had anything to do with it? 
  Asking about the Iron Rings Consortium: 
  • 
  The Iron Rings has been doing business in 
  Grayington for many many years now.  Their 
  office here is primarily a waypoint for goods 
  traveling the Velverdyva. 
  • 
  The Iron Rings was investigated a few months 
  back because one of their warehouses had a 
  stash of orc weapons in it.  The investigation 
  showed that they had leased the warehouse to 
  someone operating under a fake name.  They 
  were cleared of any responsibility for the 
  contents of the warehouse. 
  • 
  The Iron Rings has a high turnover rate in 
  employees.  They are fairly disorganized and the 
  pay is low, causing workers to frequently quit 
  and find employment elsewhere. 
  The PCs may wish to try to visit some other locations in 
  town: 
  Church of Rao: 
  The PCs may speak to some lower level priests in the 
  church.  Under no circumstances will they be able to 
  meet with Bishop Harkin.  Tell them that he is currently 
  visiting the True Canon and is unavailable.  The 
  following information can be gained from talking to the 
  priests: 
  • 
  The church is currently independent from the 
  church of Veluna and is led by the One True 
  Canon, Redin Sarneth.  The church of Rao is the 
  state religion of the new Archclericy of 
  Grayington and all other religions are outlawed. 
  • 
  Dogma has remained pretty much the same 
  since the split.  All worshippers of Rao are 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 11 
  welcome, even those currently affiliated with 
  the mother church in Veluna. 
  • 
  The Bishop is a new man ever since Eldried 
  Sarneth stepped down.  The Bishop and Eldried 
  never got along, and the bishop is much happier 
  now that Redin has taken over. 
  • 
  At first the Bishop was reluctant to support 
  Redin and his claim to be Canon, but on the way 
  to Veluna City he had an epiphany and realized 
  that Redin was the one true path to salvation for 
  the flock.  He now fully supports the True 
  Canon and has become his most trusted advisor. 
  Iron Rings Consortium: 
  The IRC office is a disorganized mess of a business.  
  There is really nothing for the PCs to discover here at this 
  point in the adventure.  It will be business as usual. 
  The True Canon, Redin Sarneth: 
  It is possible some players may wish to try to meet with 
  Redin himself.  See Encounter 3. 
   
  Encounter Three: The Chosen 
  One 
   
  Redin spends most of his time at the family estate on the 
  north side of the town.  The estate is heavily guarded, 
  including guard dogs sniffing out invisible intruders. 
  The Plar’s estate sits on a hill on the north edge of 
  town.  It is a huge sprawling affair surrounded by a 
  stone wall topped with iron bars.  Guards wearing the 
  livery of the Plar regularly patrol the estate leading 
  guard dogs, and several guards stand at the front gate. 
  Beyond the ornate iron gate you can see immaculately 
  tended grounds, beautiful gardens, and multiple 
  bubbling fountains. 
  The mansion itself is a large three-story structure, 
  designed with artistic architecture, and surrounded 
  by beautiful statuary.  It looks like the mansion has 
  recently been expanded with a new west wing. 
  The guards at the gate will be polite but firm.  They can 
  answer general questions (anything covered in the 
  adventure background section).  If any of the PCs has the 
  “Favor of Redin Sarneth” (from Vel4-02) they can get an 
  audience with the True Canon.  Additionally, any 
  members of the following Veluna meta-orgs will be able 
  to get an audience:  Church of Rao, Mitrik Temple Guard, 
  Knights of Salvation, Knights of Whitehale, College of 
  Divine, College of Arcane, Board of Chancellors.  All 
  others will be denied entrance.  At the DMs option, PCs 
  from other regions who are members of prestigious meta-
  orgs that somehow represent the government of those 
  regions MAY gain entrance.  Note that it is not critical to 
  the plot that players get an audience with Redin, this 
  encounter 
  simply 
  gives 
  them 
  some 
  additional 
  information on the overall plot.  The PC who gains 
  entrance may be able to bring other PCs along if they can 
  explain satisfactorily why the other PC should 
  accompany them.  If in doubt, ask for a DC 15 Diplomacy 
  check from the individual (no aid another please). 
  It is also possible that someone may attempt to bluff their 
  way into an audience. This would only be successful if 
  the PC lies about being a representative of some official 
  organization in which the True Canon would be 
  interested in.  Since Grayington is effectively a new 
  nation, Redin would be interested in establishing 
  diplomatic relations with other good aligned nations.  
  The DM may use discretion in deciding if the PCs make a 
  good case for convincing the True Canon to meet with 
  them.  The process of getting in to see the True Canon 
  involves going through a number of screeners (not just 
  common guards).  Eventually the bluffer will meet an 
  official with some ranks in Sense Motive, so ask for a 
  single DC 20 Bluff check to successfully impersonate 
  some dignitary. 
  If the PCs come here AFTER Eldried has been 
  assassinated, they will be denied entrance no matter 
  what.  Redin is afraid that he too will be targeted and will 
  refuse to see the PCs because of their association with the 
  assassination of his father. 
  Any PCs with the “Disfavor of Redin Sarneth” will 
  absolutely be denied entry to the audience no matter 
  what. 
  Note:  The Traveler will NOT attend any audience, she 
  will wait for the PCs outside. 
  Attempting to sneak into the compound: 
  Anybody attempting to sneak into the compound using 
  stealth or magic (or attempting to force their way in) will 
  be caught and arrested automatically.  Redin is expecting 
  the possibility of assassins, so he has taken precautions 
  (dogs, magic, etc).  Any PCs arrested will be done with 
  this module and jailed for 12 TUs (over and above the 
  normal cost of the mod).  The DM should warn the 
  players about the likelihood of being caught and give 
  them a chance to reconsider. 
  Audience with the One True Canon of the Faithful: 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 12 
  It will take most of the day to eventually get in to see 
  Redin.  The PCs will go through numerous screeners 
  querying them about their business.  They will be 
  thoroughly searched and not allowed to have any 
  weapons, holy symbols, or spell components in the 
  audience chamber.  Any trying to hide these will be 
  caught.  Anybody foolishly hiding a holy symbol of 
  another god will be arrested and jailed for an additional 2 
  TUs (done with this mod).  The DM should remind the 
  PCs about the ban on other religions before utilizing this 
  penalty. 
  Eventually, the PCs will be escorted to the audience 
  chamber of the mansion.  They will be instructed that 
  they are expected to kneel when introduced to the True 
  Canon. 
  You are led under heavy guard by the Plar’s 
  chamberlain to a large chamber in the center of the 
  mansion.  The large double doors are emblazoned 
  with the serene face of the Raoan holy symbol. 
  The room beyond has high vaulted ceilings supported 
  by ornate pillars trimmed in gold.  The arched 
  ceilings have paintings of scenes holy to the Raoan 
  religion, while busts of prior Plars lie in niches along 
  the walls.  About a dozen guards wait in the shadows 
  to the sides of the room. 
  At the far end of the room is a raised dias.  Seated on 
  an ornate chair on the dias is Redin Sarneth.  He is a 
  young man, probably in his early twenties with wavy 
  blond hair and narrow piercing blue eyes that 
  consider you intently as you enter.  He is wearing 
  ornate regalia of the highest level of the Raoan 
  priesthood and holds a scepter of office in his right 
  hand. 
  Standing just to his right and slightly behind is a 
  portly older priest of Rao wearing a bishop’s cap.  The 
  man is balding and has a mottled complexion.  As you 
  approach, you notice him whispering in  Redin’s ear 
  while watching you. 
  To the left and behind is a large middle aged man 
  wearing full plate armor, a large shield and a long 
  sword.  His tabard and shield both bear the insignia of 
  the Plar of Grayington.  He watches you with steely 
  eyes and looks ready to move into action at a 
  moment’s notice. 
  The chamberlain steps forward and speaks:  “Oh most 
  wise and beneficent shepherd of the true flock, I 
  present to you these humble souls come to seek your 
  guidance and counsel…” 
  He will motion for the PCs to kneel as instructed.  If they 
  do not, he will gently attempt to physically get them to 
  kneel.  If they still don’t, Redin will become offended.  
  When Redin becomes offended, he will end the 
  audience, and the PCs will be removed from the 
  premises.   
  If the PCs kneel, the chamberlain will then introduce 
  each of them individually. 
  Redin motions for you to rise.  In a slightly 
  effeminate and silky voice he speaks:  “May the 
  blessings of the Reasoned One smile upon these, my 
  honored guests.  Tell me; what brings you to me this 
  day?” 
  Redin will then converse with the PCs until he either 
  gets offended at their conduct/comments or their 
  business is ended.  Throughout the discussions, Bishop 
  Harkin will frequently lean in and whisper into Redin’s 
  ear.  Redin will also frequently look to the Bishop for 
  guidance.  Play up the fact that Redin seems to rely 
  heavily on the older man’s counsel, but the bishop never 
  directly intervenes in the conversation (unless addressed 
  directly). 
  The bodyguard on the dais will not involve himself in 
  conversation in any way.  He is the champion of the Plar, 
  has been his whole life and unswervingly loyal to the 
  Sarneth family.  He will guard Redin with his life and is 
  quite an accomplished warrior. 
  Below are some likely points of discussion that may come 
  up.  The DM should not read these points verbatim, but 
  rather use this information in role-playing the audience 
  with Redin. 
  Role-playing notes:  Redin should come across as very 
  righteous in his cause, a little full of himself while 
  obviously struggling to appear humble.  He thinks he is 
  “the chosen one” of Rao, and thus expects respect.  He 
  should come across as fanatically religious, always 
  spewing about faith and belief.  He should not appear evil 
  or villainous in any way. 
  • 
  Why did you secede from Veluna and declare 
  yourself Canon?  I was instructed to do so by 
  Rao himself.  He sends me visions in my 
  dreams.  In those visions it was made clear to 
  me that I had been chosen to be the shepherd of 
  his flock.  Veluna had strayed from His path; 
  they had allowed themselves to become 
  polluted with the false ways of other gods.  Rao 
  had become unable to protect them because of 
  their lack of devotion.  I tried to convince them 
  of the words of Rao as spoken to me, but they 
  would not listen.  I had no choice.  Those of the 
  true faith are blessed with the shield of his 
  reason, and we shall weather the current storm 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 13 
  unscathed so that his ways can be preserved.  
  You too should embrace the true faith, and stay 
  here in Grayington, safe from harm.  Look about 
  you.  While the rest of Veluna is embroiled in 
  war, Grayington prospers in peace, the peace of 
  Rao.  Is this not proof enough that I follow the 
  righteous path? 
  • 
  How did you convince your father to finally 
  step aside as Plar?  Father had strayed from the 
  path of peace and reason.  He had lost serenity.  
  Once I was able to make him realize that, he 
  recognized the error of not following the 
  tradition of our family, and was blessed with the 
  wisdom of Rao to do the right thing. 
  • 
  What about the embezzlement from the 
  church your father was involved in?  Hush!  
  Nothing good can come from such talk!  The 
  Sarneth family is an honorable family and 
  nothing good could possibly come from such 
  accusations.  (Redin will get rather angry about 
  this line of questioning and a Diplomacy check 
  DC 20 will be required to not end the audience 
  immediately). 
  • 
  How do you know these visions are actually 
  from Rao?  Because I am strong in my faith, I 
  do not doubt.  Faith is believing.  And I believe. 
  You too should be strong in faith and trust the 
  word of Rao.  Doubt makes one weak, and we 
  must be strong in these difficult times. 
  • 
  Why do you think your uncle Matthew was 
  killed?  He had lost his faith, and Rao was 
  unable to shield him from our enemies with the 
  blanket of his serenity.  I was greatly saddened 
  by the loss of my uncle.  It was a horrible and 
  tragic loss, one that pains me still.  I pray to Rao 
  every day that he shelter Matthews soul. 
  After interacting with Redin for a while, everybody can 
  make a Sense Motive check DC 20.  Those that make it 
  will sense that Redin is sincere in his beliefs that he is 
  performing the will of Rao. 
  If anybody manages to detect magic or alignments in 
  some way, they can detect that Redin is not under the 
  effects of any magical spells and his alignment is NG. 
  Should the PCs attempt to attack Redin or anybody else 
  in the room, they will be arrested and jailed.  The PC will 
  be jailed until January 1, 2006 (i.e. cannot play until 
  CY596). 
   
  Encounter Four: Secret 
  Rendezvous 
   
  At some point Eldried Sarneth will find out that a group 
  of adventurers are in town and are asking a bunch of 
  questions.  This will especially be the case if any of the 
  PCs played Vel4-02.  He is looking for some adventuring 
  types to help him clear his name and get to the bottom of 
  what has been going on in Grayington.  He will send a 
  note through various contacts to the PCs at their Inn.  
  The Innkeep will just be able to tell them that a young lad 
  dropped off the note.  Even if they manage to track that 
  lad down, all they will learn is that some mysterious 
  Baklunish stranger paid him to deliver the note.  They 
  will not be able to track down the source of the note. 
  The note will be addressed to one of the PCs, preferably 
  one who played Vel4-02.  If none of the PCs played that 
  scenario, then it will go to a Veluna resident first.  The 
  DM can use Veluna meta-org affiliations and/or charisma 
  scores to determine which eligible PC is chosen.  In any 
  case give one of the PCs Player Handout #1.  They will 
  receive the note sometime on the day of the 13
  th (i.e. they 
  are to meet Eldried that evening). 
  If the PCs do not go the meeting, the module is over. 
  If the PCs inform anybody else about the meeting or 
  bring anybody but themselves and the Traveler, Eldried’s 
  informants will know and he will not show at the 
  meeting.  The module is over. 
  The Traveler will urge them to go to the meeting.  She 
  will insist on accompanying them.  No matter what 
  precautions they take to keep her away, have her show up 
  mysteriously at the meeting anyways. 
  Allow the PCs to leave however they see fit.  If they wait 
  till after dark, they will have to dodge patrols of soldiers 
  (see Encounter 1). 
  Following the directions on the note is easy.  They will 
  come to a medium sized farm with a large barn off to one 
  side.  There is a normal family living in the house.  All 
  they know is that they were paid well by a stranger to stay 
  in the house tonight and allow the use of their barn.  
  They have removed all animals from the barn and have 
  locked up their house tight.  They will not open the door 
  for anyone, but will talk through the door if pressed. 
  Shortly after midnight, assuming the PCs did not betray 
  Eldried, Eldried will show up alone.  He will come from 
  the woods wearing a long brown cloak with a hood 
  pulled low over his face and enter the barn.  It is possible 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 14 
  the PCs will have a sentry posted watching for his 
  approach. 
  Eldried is being shadowed by Al-Hassani, the assassin 
  hired to kill him.  Al-Hassani is well aware of the 
  contents of the note (he is very good at what he does), 
  and plans to use the secret rendezvous to kill his target 
  (Eldried) and frame the PCs.  To help in this, he has 
  already secreted an empty vial that used to contain the 
  poison he is going to use in their room at their inn 
  (preferably hidden in their possessions).  Al-Hassani is 
  watching the barn from a discreet distance hiding. The 
  PCs will not spot the skilled assassin. 
  After Eldried enters the barn, Al-Hassani will drink a 
  potion of invisibility and sneak in.  His preferred method 
  of approach will be to climb up to the hayloft and attack 
  from there, but the DM will have to adjust for any 
  precautions the PCs take.  Just remember that Al-Hassani 
  is an extremely skilled assassin and will be able to avoid 
  any such precautions. 
  Note:  Al-Hassani is intentionally not given any stats.  
  Assume he is of sufficient level to successfully make any 
  rolls he needs to make to accomplish his mission.  The 
  DM should allow the players to make appropriate 
  Spot/Listen checks, just assume that Al-Hassani’s 
  opposed rolls are high enough to beat them.  It is NOT 
  intended that Al-Hassani be undetectable, this is just a 
  mechanism to avoid statting out an assassin skilled 
  enough to pull off the assassination (and he is not 
  intended to be used in combat with the PCs).  The DM 
  may want to use Spot/Listen checks that he has the PCs 
  roll at beginning of the mod. 
  When Eldried finally enters the barn: 
  The barn door opens and in walks a tall broad 
  shouldered man wearing a long brown traveling cloak 
  wrapped about his body.  The hood of the cloak is 
  pulled low over his face to keep from being 
  recognized. 
  As he enters, he glances out the door behind him, 
  then pulls it shut.  He approaches you with hands 
  visible, then slowly reaches up to lower his hood. 
  You see the face of an older man, probably around 50 
  years old.  He has strong features and a hawkish nose, 
  and wavy graying hair.  He has a haughty look about 
  him, but he looks haggard and tired. 
  Allow PCs to make a Knowledge (nobility and royalty) 
  DC 15, DC 10 for Veluna residents.  Remember that DC 
  10 Knowledge checks can be done untrained.  Any who 
  make the check will recognize the former Plar, Eldried 
  Sarneth. 
  Role playing notes:  Eldried used to be the most 
  powerful noble in all of Veluna.  He was the secular 
  equivalent to Canon Hazen.  He is still very arrogant and 
  full of himself, and he still expects to be treated with the 
  respect of a king.  However, he has been forced out and 
  marginalized by his son, and this wears on him greatly.  
  He is haggard and tired, and is not taking being pushed 
  aside very well.  He will brook no insult or disrespect 
  from the PCs and will rebuke them strongly should they 
  do so. 
  “Greetings adventurers...  I am glad you decided to 
  risk this meeting.  I know that you were not followed, 
  and that you followed my instructions to the letter.  
  That is good.  It shows you can be trusted.” 
  “I am Eldried Sarneth, former Plar of Grayington and 
  father of Redin Sarneth, the one who calls himself 
  ‘True Canon of the Faithful’” 
  He says this last part with disdain in his voice.  He will 
  pause for a moment to let this sink in.  He is still very 
  arrogant and expects the PCs to be awed by his presence. 
  Below are some talking points for discussion with 
  Eldried.  These are not to be read point by point, but 
  rather to be used in role-playing out the scene with 
  Eldried. 
  Note:  Any PC who played Vel4-02 were probably part of 
  the party responsible for uncovering the evidence of 
  embezzlement from the church by Eldried.  This 
  evidence was turned over to Redin who used it to get his 
  father to finally hand over the title of Plar (to avoid the 
  scandal).  Eldried is fully aware of any PC that was 
  involved in uncovering the evidence.  The following text 
  should be modified to take this into consideration. 
  • 
  Why did you call us here?  I need your help in 
  clearing my name.  You see, I was framed for 
  some wrongdoing by someone unknown.  They 
  planted the evidence of this wrongdoing which 
  eventually made it to the hands of my son, 
  Redin.  Redin, confronted me with the evidence 
  and insisted I step down as Plar and hand the 
  title over to him.  I am totally innocent of these 
  charges and I must find evidence proving that 
  innocence.  I want you to help me find it. 
  • 
  Why would Redin want you to step down?  It 
  has always been tradition in the Sarneth family 
  that when the eldest son comes of age, the 
  father steps aside and transfers the title of Plar 
  to the son.  I had been reluctant to do this 
  because I thought Redin was not ready.  He had 
  his head too far in the clouds, he focused too 
  much on religion and too little on the skills 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 15 
  needed to administrate the Diocese.  I felt that I 
  was doing what was right for the people in 
  delaying the transfer as long as possible.  Redin, 
  of course, felt slighted. 
  • 
  What were the charges brought against you? 
   My chief tax assessor, Fineous Melkor, was 
  skimming tax money that was going to the 
  church of Rao.  He did this by altering the 
  books showing a lower income of trade taxes.  
  He would tax the merchants regularly, then 
  record a slightly lower amount in the official 
  records for the church.  He claimed that I had 
  personally directed him to do this.  He kept 
  none of the extra money for himself; all of it 
  went directly into my treasury.  I was a fool and 
  did not question where the extra cash was 
  coming from.  I simply thought that I was 
  having a good year and income was up.  The 
  amount was just enough to be noticed, but not 
  enough to question the likelihood of increased 
  tax revenues accounting for the difference.  
  Melkor kept a set of real books, and these were 
  discovered and turned over to Redin.  Why 
  Melkor would do this is beyond me.  There was 
  no profit in it for him, no motivation.  He fled 
  the country after the books were found, so he is 
  of no help.  All I know is that I did NOT order 
  him to do what he did, though he told the 
  adventurers who questioned him that I did.  I 
  suspect 
  someone 
  somehow 
  disguised 
  themselves to be me and convinced Melkor to 
  do what he did.  I also suspect they manipulated 
  the situation so that the books were found and 
  turned over to Redin.  
  • 
  Why would you or Redin not make the crime 
  public knowledge and try to catch the 
  framers?  He wanted to avoid a scandal that 
  would smear the family name.  I saw the 
  wisdom in that.  There was no way to prove my 
  innocence 
  and 
  even 
  the 
  rumor 
  of 
  embezzlement from the church would damage 
  our reputation and the trust of the people.  I 
  worked hard to get my people to trust in our 
  leadership, I could not risk a scandal.  Besides, 
  that no-good lump of flesh that calls himself a 
  bishop would have had a field day with such a 
  scandal and used it to discredit me as much as 
  possible.  I thought it much better for my 
  people that I followed the tradition of our 
  family and stepped aside.  It was best for 
  everybody.   
  • 
  Did you have priests confirm your innocence 
  with divine spells?  No!  I am the Plar, and my 
  word is good enough.  Besides, it would have 
  been total foolishness to involve the Bishop 
  considering the political rivalry between us… 
  • 
  How do we know you are telling the truth?  
  Because you have my word.  I am Eldried 
  Sarneth, the Plar of Grayington.  My word is my 
  bond, and nobody doubts my word!  (he gets a 
  little angry if accused of lying) 
  • 
  Why would someone want to frame you?  I 
  don’t know.  Certainly I had my share of 
  enemies.  I was the most powerful noble in 
  Veluna after all…  But all that came of this 
  whole affair was Redin becoming Plar.  I keep 
  coming back to the conclusion that somebody 
  must have WANTED Redin to become Plar.  
  Now, considering what that young fool has 
  done declaring himself the “One True Canon” 
  that conclusion seems all the more valid.  Redin 
  has now become very close to Bishop Harkin.  
  Bishop Harkin certainly has gained some 
  measure of power in this whole affair.  Perhaps 
  he is behind all this, but I sincerely doubt that 
  fool had enough imagination to invent such a 
  scheme 
  • 
  Where should we start looking?  I’m not sure. 
   The only thing I know is that there are a 
  number of newcomers in town and nobody 
  seems to know where they came from.  Redin 
  has hired a large number of them to swell his 
  ranks of guards, it seems he is afraid of 
  assassination.  I heard from some of my 
  informants that the Bishop handles most of this 
  hiring.  Perhaps you should investigate some of 
  these strangers, or the bishop himself.  My 
  political experience smells a conspiracy, but I 
  cannot put my finger on exactly who or why.  
  My hope is that if you can find out who would 
  want Redin as Plar (and why), you can find 
  enough information to prove that the charges 
  against me were false, and I can clear my name. 
  • 
  Why do you think your brother Matthew was 
  murdered?  I don’t think it coincidence that 
  Matthew was targeted out of all the nobles on 
  the Celestial Order of the Moon.  While the 
  official stance from Veluna is that it was the 
  enemies of the state targeting the ruling 
  nobility, I don’t find it coincidence that 
  Matthew was targeted first.  Matthew was 
  strongly against Redins lobbying for selection as 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 16 
  the new Canon, he also knew that Redin was 
  too young and too naïve for such an important 
  position.  I suspect that whoever is behind this 
  conspiracy was also involved with Matthew’s 
  selection as the first victim from the Celestial 
  Order.  
  The DM should let the role-playing with Eldried play out 
  until it seems the PCs are about at the end of their 
  questioning.  It is then that Al-Hassani is in position to 
  attack with his poisoned arrow (wyvern poison, very 
  deadly). 
  Things will get very complicated very quickly though as 
  Marduk, the ancient demonic entity who was tied to the 
  Shandalanar fiasco focuses his consciousness on the 
  room where Al-Hassani is about to carry out his will.  
  Marduk spots his ancient nemesis in the Traveler 
  occupying the host body of one of his more powerful 
  agents and acts to free her from his enemy. 
  The PCs are automatically surprised.  Al-Hassani takes 
  advantage of the confusion to strike his target. 
  Suddenly, the Traveler jerks upright straight as an 
  arrow, arms spread wide and head tilted back.  Her 
  eyes roll back into her head as she screams “The 
  Serpent comes!!!!!” 
  Appearing before her is an incorporeal image of a 
  serpent ready to strike.  Before you can react, the 
  serpent lashes out, leaping into her body.  An instant 
  later a ghostly disembodied claw erupts from her 
  back, dragging a glowing white ball of light along 
  with it.  She staggers from the assault, clutching at 
  her chest. 
  Just then, you hear the twang of a bow, and an arrow 
  leaps from the hayloft above you and lands with a 
  sickening sound squarely in the chest of Eldried 
  Sarneth.  For a brief moment, Eldried stares at the 
  quivering arrow protruding from his body, then his 
  knees crumple underneath him as he falls to the 
  floor. 
  Before you can step to his aid, the Traveler shakes off 
  the assault.  But she seems different somehow.  
  Harder.  Her eyes  burn with a fury and a focus that 
  wasn’t there before. “Marduk be praised!  I am free at 
  last!  Prepare to be sacrificed fools!”  Then she begins 
  casting a spell.   
  If anybody looks at the hayloft, they will see nothing but 
  a shadowy cloaked figure retreating quickly.  Assume Al-
  Hassani wins initiative and leaps out of the barn from the 
  hayloft fleeing towards the woods.  Al-Hassani moves at a 
  speed of 40 feet, and will automatically escape, though 
  PCs are free to give chase.  The DM should play out any 
  pursuit but make sure that Al-Hassani is not stopped.  He 
  has blocked the barn door on the side where the hayloft 
  is located (a stick through the handle) and it will take a 
  DC 20 Strength check to break it open (or they can climb 
  the 15 ft up to the hayloft and follow out the window).  
  The DM will have to deal with PCs trying to stop Al-
  Hassani, just assume he is high enough level to handle 
  whatever the PCs throw at him.  Under no circumstances 
  will Al-Hassani stop to fight.  If any PCs get close enough 
  to get a look at Al-Hassani, he will look like a female 
  human of mixed racial background (he has a disguise self 
  running).  They will not see through the disguise. As a 
  last resort to stave off stubborn pursuiit, the DM can have 
  Al-Hassani pull out a scroll of dimension door and 
  disappear (he will teleport somewhere far enough away 
  that he can hide and make his escape).   
  The ghostly claw will dissipate, leaving the white ball of 
  light floating there.  This ball of light is a spirit or 
  celestial entity that had been inhabiting the body of a 
  Marduk cultist (the sorceress).  Some power (the 
  snake/claw) has just freed the sorceress from the 
  possession and she will take out her anger on the PCs.  
  The ball of light will chase after the fleeing assassin and 
  eventually leap into his body (possessing him, though not 
  with full control).  Only a PC able to follow the fleeing 
  assassin will see this occur, though everybody should see 
  it move quickly in that direction. 
  Meanwhile, the sorceress (now freed from the possessing 
  spirit), will attack the PCs with all her capabilities.  She is 
  extremely angry at having been possessed by the entity 
  just extricated from her body that she plans to sacrifice 
  these “heroes” to Marduks glory. 
  APL 2 (EL 4) 
  �Sorceress:  Female Human Sor5; hp 23;  See Appendix 
  1. 
  APL 4 (EL 6) 
  �Sorceress:  Female Human Sor7; hp 32;  See Appendix 
  1. 
  APL 6 (EL 8) 
  �Sorceress:  Female Human Sor9; hp 41;  See Appendix 
  1. 
  APL 8 (EL 10) 
  �Sorceress:  Female Human Sor11; hp 50;  See 
  Appendix 1. 
  Tactics:  The sorceress will use her enchantment spells as 
  much as possible to take advantage of her spell focus.  
  Once somebody has saved against her enchantment, she 
  will switch to raw attack spells on that target.  Her big 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 17 
  weakness is grappling.  She will make maximum use of 
  her meta-magic feats and concentration skill to cast spells 
  even while grappled (Eschew Materials and Still Spell 
  come in very handy for casting while grappled).  Her goal 
  is to destroy the party as a sacrifice to Marduk, and she 
  will shout this and praise to Marduk while fighting. 
  Development:  After the fight, the sorceress should be 
  dead or captured, Al-Hassani escaped, and Eldried 
  Sarneth dead from a combination sneak attack and 
  wyvern poison (did 2d6 con damage on the initial failed 
  save). 
  Should the sorceress survive and the PCs try to question 
  her, they will find that she is a fanatic cultist of some 
  demon lord named “Marduk”.  She will rant about his 
  glorious return and how he will have dominion over 
  them all.  She will also spout something about the 
  “leviathan” being Marduk’s herald.  Her memory of the 
  past is extremely fuzzy, all she knows is that she was a 
  powerful agent in Marduk’s cult, but she was possessed 
  by some foul spirit (the white ball of light) many years 
  ago and forced to do hideous things (like be nice to 
  people).  The years of possession are all a blur, she is 
  vaguely aware of what she did while possessed, but it is 
  all as if it were a quickly fading dream.  She knows 
  nothing of Marduk’s current plans and cannot help the 
  PCs with current events. 
  The PCs will also have to decide what to do with the body 
  of Eldried Sarneth.  A Heal check DC 15 can tell that he 
  died from some very powerful poison (Con damage) on 
  top of the sneak attack damage.  There are a couple of 
  clues they can pick up at the crime scene: 
  • 
  The arrow in Eldried’s body is of foreign design. 
   A Knowledge (Local-VTF) check DC 10 (can be 
  done untrained) can recognize it to be of 
  Kettish design, an arrow typically used in their 
  composite shortbows. 
  • 
  DC 15 Spot check:  The arrow has traces of a 
  reddish powder in the fletching.  Closer 
  examination reveals this to be cinnamon. 
  • 
  A DC 15 Search check in the hayloft can find a 
  piece of parchment with a physical description 
  of Eldried Sarneth.  The parchment has a 
  watermark of a crimson letter “A”. 
  • 
  Tracking DC 15 outside the barn will reveal that 
  the assassin followed Eldried here from town.  
  The assassins trail leaving leads to a small stream 
  behind the farm, and the trail is lost from there. 
  • 
  If the PCs find either the cinnamon on the 
  arrow or the watermarked paper, they can make 
  a Knowledge (Local VTF) DC 20 for both clues, 
  or 25 if only one clue is found, to guess that the 
  assassin is a part of the Dyvers Alliance.  The 
  Dyvers Alliance is a loose association of criminal 
  elements that is huge in the free city. 
  The PCs are now alone with the body of the man who 
  was the most powerful noble in Veluna up until a few 
  months ago.  This man is also the father of the “One True 
  Canon”.  They were meeting alone with him and now he 
  is dead.  It’s not a great leap of logic to realize that they 
  may be in some serious trouble.  Proceed to Encounter 5. 
  Keep in mind that should they return to town after dark, 
  they will still have to dodge guard patrols after curfew. 
   
  Encounter Five: The Clock is 
  Ticking 
   
  The PCs will have to decide what to do with Eldried’s 
  body.  They have a few choices: 
  Turn it in to authorities: 
  Should the PCs consider this option, give them a DC 15 
  Wisdom check to realize that any meta-org affiliations 
  won’t help them here in Grayington (while the common 
  folk may still respect these meta-orgs, the government no 
  longer recognizes their authority). Grayington is no 
  longer part of Veluna, and that the timing of this attack 
  was probably not coincidental.  The echoes of Eldried 
  talking about a “frame-up” should ring true. 
  Should the PCs report the murder to the authorities, they 
  will be detained for questioning.  Do not play through 
  their detainment, just paraphrase it.  Don’t get bogged 
  down in details of any arrests.  The authorities will search 
  their belongings in their Inn and discover an empty 
  poison vial, the residue inside matches the poison used 
  on Eldried.  This evidence will be damning to them. 
  A speak with dead spell on Eldried will not clear them.  
  Even if all the facts are laid on the table, the authorities 
  will assume that the PCs were conspirators aiding the 
  murderer to set up the opportunity to kill him.  They will 
  be detained until this can be sorted out. 
  The body of the sorceress is another issue.  She is a 
  known associate of the PCs.  She traveled to Grayington 
  with them and was staying with them.  It can also be 
  assumed that they killed her (which they probably did).  
  In any case, the authorities will assume that there was 
  some sort of falling out amongst the assassination 
  conspirators.  This also holds if she is still alive. 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 18 
  Certain PCs may expect deferential treatment because of 
  religious (Raon) or meta-org affiliations.  At first the 
  authorities will be polite to these individuals and explain 
  that they are going to detain them while things are 
  “sorted out”.  But then things will quickly change as some 
  strings are pulled by some unknown enemy behind the 
  scenes and they are not allowed any leeway in the matter. 
   The DM should describe the changing attitude of the 
  guards, and perhaps even have a guard apologetically 
  mention “orders from above”. 
  Should they return to their Inn before talking to 
  authorities, give any PCs in one random room a DC 20 
  Spot check to realize that things are not exactly how they 
  left it (some things have been slightly moved around).  
  Should they search their possessions in the room, they 
  will find the poison vial (and can discard it safely). 
  If the poison vial is NOT found by authorities, then they 
  will be questioned for 2 days by priests (using truth 
  spells) then set free.  They will be asked NOT to leave 
  town until the matter can be cleared up.  They will not be 
  allowed to leave town until the killer is found.  The 
  authorities will not ask for assistance, but they will not be 
  able to do this on their own, so it will be up to the PCs. 
  If the poison vial IS found by authorities, they will be 
  charged with Eldried’s murder.  A trial date will be set for 
  two weeks from now.  However, Brother Wood will 
  come to their rescue on the second night of their 
  imprisonment.  See Encounter 5A. 
  Not turn the body in to authorities: 
  It is possible the PCs will determine that they will have 
  to find the killer to clear themselves.  In this case they 
  have 24 hours to investigate.  On the morning of the 15
  th 
  (the murder was the evening of the 13
  th), they will be 
  taken in for questioning in the murder of Eldried 
  Sarneth (regardless of what they do with the body).  At 
  this point see the section above regarding turning the 
  body in to authorities. 
  Basically, not reporting the murder immediately buys 
  them one day to track down the real killer. 
  Escape with body to Veluna: 
  The PCs will have to come up with a way to smuggle the 
  body out of Grayington.  The DM can use the stats for the 
  guard patrols to play out their escape.  Should they make 
  it back to Veluna, the Plar will be raised by the church of 
  Rao and he will clear their names.  However, the module 
  is over, the assassin has escaped, and the cult of Marduk 
  is not exposed. 
   
  Encounter 5A: St Cuthbert to the 
  Rescue 
   
  This encounter is only run if the PCs are formally 
  charged with the murder of Eldried Sarneth because the 
  poison vial was found in their belongings. 
  It is the second night spent in the claustrophobic jail 
  cells of Grayington.  You have been fed well enough, 
  but the cells are far from comfortable. 
  Security in the prison is tight, and the guards seem 
  always alert.  You are awakened by a brief shout from 
  the guard station down the hall, but the shout is 
  quickly cut off as you hear a series of quick slapping 
  sounds, then the distinctive *thud* of a body hitting 
  the floor – and then all is silent again. 
  This is Brother Wood subduing the guards.  A few 
  moments later, Brother Wood appears at the cell doors. 
  You see a man wearing plain peasant’s garb appear at 
  your door.  His linen tunic has a hood that is pulled 
  up over his face.  In his hands he has the guards key 
  ring!  He lowers his hood and you see he is a middle 
  aged human who is completely bald. 
  “Good evening.  I am Brother Wood, a servant of the 
  cudgel, and a friend.”  He pulls out a holy symbol of 
  St. Cuthbert from under his tunic and shows it to you. 
   “You must escape from here.  My informants tell me 
  that somebody highly placed is exerting influence to 
  make sure that you are found guilty for the crimes of 
  which you are accused.  I cannot stand idly by for 
  such an injustice.  You must leave this place and find 
  the true culprit to clear you name.  Come with me.”  
  He begins to unlock your cell door. 
  Brother Wood is a monk and he and his men have 
  subdued the guards and tied them up.  They have also 
  located and liberated the PCs gear, so the PCs can re-
  equip.  Brother Wood and his men will lead the PCs 
  safely to a small house in the woods south of town.  They 
  will NOT stay with the PCs, however.  He will tell them 
  that he and his men must return immediately and they 
  will leave an obvious trail leading the authorities off in 
  the direction of Veluna City.  They hope to deceive any 
  pursuers into believing that the group has fled for the 
  safety of Veluna in order to buy the PCs some time to 
  track down the real killer. 
  The PCs can speak briefly to Brother Wood, but he will 
  not have more than a few minutes for idle chit-chat.  
  Some talking points are below: 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 19 
  • 
  What do you think is the cause of the recent 
  events in Grayington?  I believe that someone 
  is manipulating events in Grayington from 
  behind the scenes.  Everything has just been too 
  convenient and I don’t believe in coincidences. 
  • 
  What do you think about Redin?  I think he 
  truly believes he is doing the right thing, and he 
  truly believes he is receiving visions from Rao.  
  Whether that is true or not, I cannot say. 
  • 
  What do you think about the Bishop?  He has 
  certainly become deeply involved in the affairs 
  of state since the secession.  He was only 
  marginally effective before, but it is no secret 
  that Eldried did everything he could to 
  marginalize Bishop Harkin.  I am not sure I 
  trust his motives, but I don’t know what is 
  driving him.  Perhaps he too is convinced that 
  Redin has been chosen by Rao, perhaps he 
  harbors more personal motives.  In any case, he 
  definitely is deeply involved in the governing of 
  the new Grayington. 
  • 
  Do you have any idea who killed Eldried?  
  No.  I am hoping you can get to the bottom of 
  that while I lead your pursuers away.  I do not 
  find it coincidence that both Matthew Sarneth 
  and Eldried Sarneth have now been killed.  It 
  seems somebody wants Redin to be alone, 
  perhaps so he can be more easily manipulated. 
  • 
  Where should we start?  Hopefully you 
  gathered some evidence at the crime scene.  
  Start checking out those leads. 
  • 
  Why do you stay here and resist?  Because 
  this is my home, and I think that a sinister force 
  is manipulating events in Grayington.  I do what 
  I can to help and pray to St. Cuthbert that the 
  truth will be revealed one day. 
  • 
  How can we get in touch with you?  Can we 
  help your resistance effort?  You cannot get in 
  touch with me.  I will get in touch with you if I 
  need your assistance.  For now, I keep my band 
  of men small to avoid detection.  It is best that 
  way. 
  Encounter Six: Investigations 
  At this point the PCs are free, but will have to clear their 
  names by finding the real killer of Eldried Sarneth.  The 
  spirit of the Traveler (the one that previously possessed 
  the sorceress) now possesses the body of Al-Hassani (the 
  assassin).  However, as when it possessed the sorceress, 
  the spirit does not have full control of Al-Hassani (yet), 
  but can take control for a few brief moments here and 
  there.  Al-Hassani experiences these moments as 
  blackouts, and has no idea that he is possessed.  The spirit 
  of the Traveler will use these moments to drop clues to 
  help the PCs discover the assassin. 
  They will have to keep a low profile while continuing the 
  investigations.  The DM can use the stats of the guard 
  patrols to adjudicate the possibility of the PCs being 
  caught after escaping (if they did escape).  Remember 
  that Brother Wood made it look like they fled towards 
  Veluna, so the guards are not actively looking for the PCs 
  in Grayington, but if they are spotted and recognized, 
  they will be arrested again (see conclusion for 
  repercussions).  The DM should familiarize himself with 
  all the rules on spot and disguise in the PHB.  Only if 
  they are careless should they get caught.  There will be no 
  midnight escape the second time! 
  The PCs will have to begin tracking down the few clues 
  they do have: 
  • 
  The fact that the arrow was of Kettish origin 
  (Knowledge (Local-VTF) DC 10). 
  • 
  The arrow had traces of cinnamon on the 
  fletching (very odd). 
  Not much to go on.  There are a number of possible 
  things the PCs may try: 
  • 
  There are a number of Baklunish folks in town, 
  but they are all commoners.  Nobody knows of 
  any Baklunish archers in town. 
  • 
  Nobody sells bows or arrows of Kettish design 
  in town.  Al-Hassani keeps his equipment in a 
  chest lined with a thin sheet of lead, so a locate 
  objects spell will not pick up his arrows (or 
  other items they may identify). 
  • 
  There is only one spice merchant in town who 
  sells cinnamon.  That is the Spice of Life, a small 
  shop near the market square.  See Encounter 
  6A. 
  • 
  It is possible some suspicious PCs will go 
  straight to the Iron Rings Consortium.  See 
  Encounter 6B. 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 20 
   
  Encounter 6A: The Spice of Life 
   
  The Spice of Life is a small storefront near the market 
  square.  The sign out front shows several tipped over 
  jars spilling out various spices.  The store windows 
  sport various jars, bags, and hanging dried leaves.  
  Inside, a vast variety of smells greets you, as does a 
  short portly man behind the counter. 
  This is Aldus Monniker, the spice merchant.  He will be 
  friendly and open, and try to sell the PCs various spices.  
  Yes, he does have cinnamon.  He knows nothing about 
  any Kettish arrows or Baklunish assassins (or the Dyvers 
  Alliance).  If the PCs ask about cinnamon, he can show 
  them his stock.  If they don’t specifically ask where he 
  gets his cinnamon from, he will eventually tell them he 
  buys it from the Iron Rings Consortium, they have the 
  best prices.  It is assumed the PCs will go from here to the 
  Iron Rings Consortium, go to Encounter 6B. 
   
  Encounter 6B: Iron Rings 
   
  The Iron Rings Consortium lies near the warehouse 
  district, close to the river.  It consists of a large 
  enclosed yard, storage facility, and office building.  
  The distinctive three rings symbol of their trade guild 
  hangs on a sign out front. 
  This trade house is a little disorganized and chaotic.  
  Their facilities are a little run down and dirty.  They 
  handle low cost, high volume goods.  They aim to be the 
  low cost provider. 
  The PCs can talk to laborers, clerks, or the trade master 
  himself. 
   
  Unless 
  the 
  PCs 
  disguise 
  themselves 
  appropriately, the trade master will be a little suspicious 
  of armed adventurers poking about.  That’s always bad 
  news.  He will not be terribly interested in answering 
  questions, and if pushed, will not hesitate to call the city 
  guard.  If the PCs are escaped from jail, that would not be 
  good.  But the PCs can get information from the trade 
  master if they present a reasonable story and their 
  appearance backs it up (for the purpose of Bluff checks, 
  assume he has a Sense Motive of +6). 
  The PCs can also freely enter most any part of the 
  consortium grounds.  The place is so disorganized, 
  nobody stops them. 
  Anybody they talk to can give them the following 
  information: 
  • 
  Do you import cinnamon?  That smelly spice 
  stuff?  Sure, but only recently, just in the past 2 
  months I think.  Not a lot of it, but we do 
  handle some. 
  • 
  Are there any Baklunish/Kettish people who 
  work here?  Sure, we get all kinds through 
  here.  Pay’s not so great, so people quit and are 
  hired all the time. 
  • 
  Do you recognize this arrow (the Kettish 
  arrow that killed Eldried)?  Ummm,  it’s an 
  arrow? 
  • 
  Any new people hired recently?  Sure, we get 
  all kinds through here.  Pay’s not so great, so 
  people quit and are hired all the time. 
  At some point while questioning people at the IRC, 
  someone will ask if one of the PCs is named (the PC’s 
  name who the Traveller spoke to in the intro).  Assuming 
  one of the PCs says they are that person, or goes and gets 
  that person, they will be taken to see one of the shift 
  supervisors. 
  You are led to a man wearing heavy duty clothes, 
  probably a laborer.  “Hey, Gert, this <guy/gal> is 
  <insert PC name>.” 
  Gert looks up at you.  “You a friend of Rami’s?  He’s 
  gonna get fired if he don’t show up soon!” 
  Rami is the alias Al-Hassani used while working at the 
  IRC as a common laborer for cover (a Baklunish man).  
  Regardless of what the PCs tell Gert, he will hand them 
  Player Handout #2.  The DM will have to adjust the text 
  based on the relative time frame of when the PCs finally 
  reach this point. 
  “Rami has been acting strange for the last <however 
  long it has been since the assassination> day(s).  
  Sometimes he would just stop working for a few 
  minutes and just start walking away.  Then he would 
  stop, shake his head to clear it, then get back to 
  work.” 
  He leans in closer and lowers his voice to a 
  conspiratorial whisper.  “I think he’s been drinking 
  too much or something, but that’s none of my 
  concern as long as he does his job.” 
  “This time, he was supposed to be moving some 
  crates, when he drops one, goes over to my desk and 
  scrawls this note.  Then he knocks it on the floor, 
  looks all confused, and leaves.  Weird.” 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 21 
  “So, does that mean anything to you?” 
  Basically, the spirit of the Traveler realized she couldn’t 
  control Al-Hassani long enough to force him to turn 
  himself in, so she took over, wrote this note, then 
  knocked it to the floor when she was losing control 
  again.  Al-Hassani has no idea he wrote the note, was 
  confused as to why he was at the supervisor’s desk, and 
  left and didn’t come back.  This all would have happened 
  only a matter of hours before the PCs got here, but the 
  DM will have to determine the time frame depending on 
  circumstances. 
  Gert can tell the PCs the following about Rami: 
  • 
  He was a Baklunish man, he worked at another 
  IRC office somewhere and was transferred here. 
   No I don’t know where, we don’t keep records 
  of stuff like that. 
  • 
  He started working here 2 months ago. 
  • 
  He was a common laborer, mostly loading and 
  unloading. 
  • 
  Yes, he commonly unloaded the cinnamon 
  shipments from Dyvers.  He requested that job 
  specifically; said he liked the smell, it reminded 
  him of home. 
  • 
  He kept to himself, didn’t really make friends 
  with anybody. 
  • 
  No, nobody knows where he lives in town.  We 
  don’t keep records on that kind of stuff. 
  The PCs should attempt to track down Al-Hassani.  Go to 
  Encounter 7. 
   
  The Encounter Seven: Following 
  Breadcrumbs 
   
  Following the south road out of town, you go for 
  about a mile.  Sure enough, the road forks, one fork 
  going west, the other southeast. 
  The PCs don’t know which way to go.  A Search check 
  DC 10 will allow them to find traces of cinnamon 
  sprinkled at the southeast fork.  Tracking will do no good 
  here, they are on a road, of course there are tracks!  
  Assuming they go southeast: 
  About a half-mile down the road, you come to a dirt 
  trail leading up a low hill.  On the crest of the hill you 
  can see the ruins of an old church.  It looks like the 
  roof has collapsed and the door is gone, but the fading 
  holy symbol of St Cuthbert can just be made out 
  above the entrance. 
  A Search check DC 10 here will find an arrow scratched 
  into the dirt, pointing towards the old church.  A DC 20 
  Track check can show that the dirt trail has some traffic 
  in recent days. 
  The cultist rogue will be on the lookout at all times. If the 
  PCs try to hide on approach, assume there is enough 
  cover/concealment to allow hide/move silent checks on 
  approach.  If they don’t specify they are trying to hide, he 
  automatically spots them.  If they are spotted, the cultists 
  will be prepared for an attack. 
   
  Encounter Eight: Bones of a Saint 
   
  The cultist rogue will be on the lookout at all times. If the 
  PCs try to hide on approach, assume there is enough 
  cover/concealment to allow hide/move silent checks on 
  approach.  If they don’t specify they are trying to hide, he 
  automatically spots them.  If they are spotted, the cultists 
  will be prepared for an attack. 
  This was a relatively small church of St Cuthbert, but 
  it looks long abandoned.  The foundations and parts 
  of the walls still stand, including the remains of the 
  bell tower at the front.  The roof collapsed long ago, 
  weeds overrun the entire area, and the main doors are 
  long gone.  A set of cracked stone stairs leads up to 
  the gaping maw of the doorway. 
  If the rogue did not spot or hear any approaching 
  enemies, he will be up in the bell tower.  The bell is long 
  gone, but there is a new rope hanging down (the rogue 
  uses it for climbing the bell tower). 
  The rest of the cultists are hiding in the basement of the 
  old church.  The stairs down have been cleared of rubble 
  and are in the back of the church.  There is simply a 
  square hole in the floor with stairs leading down.  The 
  floor just in front of the stairs is trapped, and the cultists 
  use this as a warning that someone is approaching the 
  stairs (the sound of the trap triggering alerts them).  The 
  cultists all know the location of the trap and step up to 
  the side rather than right in front of the steps. 
  If the PCs linger for a long time in the church without 
  going down the stairs, Al-Hassani will lead the cultists up 
  to attack. 
  See DM Aid #2 for a map of the church. 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 22 
  Trap:  The 5 ft by 5 ft section of floor at the top of the 
  stairs is trapped.  The trigger is an alarm spell trigger.  
  The alarm spell only covers the 5 ft by 5 ft area of the trap. 
   Somebody jumping down onto the stairs (or jumping up 
  off the stairs to the side) can avoid the trap area.  All area 
  effect spells in the traps below originate in the corner of 
  the church and are aimed in a 45 degree angle out from 
  the corner. 
  APL 2 (EL 3) 
  �Burning Hands Trap: CR 3; magic device; proximity 
  trigger (alarm); automatic reset; spell effect (burning 
  hands, 5
  th level wizard, 5d4 fire, DC 11 Reflex save half 
  damage); Search DC 26; Disable Device DC 26.  
  APL 4 (EL 5) 
  �Lightning Bolt Trap:  CR 5; magic device; proximity 
  trigger (alarm); automatic reset; spell effect (lightning 
  bolt, 8
  th level wizard, 8d6 electricity, DC 14 Reflex save 
  half damage); Search DC 28; Disable Device DC 28. 
  APL 6 (EL 7) 
  �Chain Lightning Trap:  CR 7; magic device; proximity 
  trigger (alarm); automatic reset; spell effect (chain 
  lightning, 11
  th level wizard, 11d6 electricity to target 
  nearest center of trigger area plus 5d6 electricity to each 
  of up to eleven secondary targets, DC 19 Reflex save half 
  damage); Search DC 31; Disable Device DC 31. 
  APL 8 (EL 9) 
  �Chain Lightning Trap:  CR 7; magic device; proximity 
  trigger (alarm); automatic reset; spell effect (chain 
  lightning, 16
  th level wizard, 16d6 electricity to target 
  nearest center of trigger area plus 8d6 electricity to each 
  of up to eleven secondary targets, DC 19 Reflex save half 
  damage); Search DC 31; Disable Device DC 31. 
  Creatures: 
  The PCs will have to fight the cultists, either in the 
  church (if they linger) or down in the basement.   
  When the combat is about to start, read the following: 
  Leading the enemy is a swarthy Baklunish man with 
  shoulder length greasy black hair and a pointed 
  goatee.  As he sees you, he pulls a pair of wicked 
  looking curved daggers and twirls them in his fingers. 
    
  In a deeply accented common he speaks:  “Know that 
  you will be killed by Al-Hassani, master slayer.  You 
  are honored.”  He smiles wickedly as he orders his 
  men to attack. 
  Before he can move though, he launches into a series 
  of spasms.  Then he drops the daggers and says “I can 
  hold him while you deal with the others!”  He has 
  now 
  completely 
  lost 
  his 
  accent, 
  and 
  stands 
  completely still looking at you. 
  Note that there are only abbreviated statistics for Al-
  Hassani here because he will not take part in the combat. 
   The spirit of the Traveler will take control of him 
  enough to keep him from fighting the PCs, but not 
  enough to have him assist them, either (in effect he will 
  be helpless).  Should the PCs attack the helpless Al-
  Hassani, use the abbreviated statistics here: 
  �Al-Hassani:  Male Baklunish Human Rog5/Asn5; hp 
  60; AC17 (helpless; +4 to hit with melee attacks); Saves  
  For +6, Ref +5, Wil +7. 
  APL 2 (EL 5) 
  �Rogue: Male Halfling Rog2; hp 12; See Appendix 1. 
  �Fighter: Male Human Ftr2; hp 18; See Appendix 1. 
  �Evoker: Male Tiefling Wiz(Evo)3; hp 14; See Appendix 
  1. 
  �Warriors (3): Male Human War1; hp 11 each; See 
  Appendix 1. 
  APL 4 (EL 7) 
  �Rogue: Male Halfling Rog3; hp 18; See Appendix 1. 
  �Fighter: Male Human Ftr3; hp 27; See Appendix 1. 
  �Evoker: Male Tiefling Wiz(Evo)5; hp 23; See Appendix 
  1. 
  �Warriors (3): Male Human War2; hp 18 each; See 
  Appendix 1. 
  APL 6 (EL 9) 
  �Rogue: Male Halfling Rog5; hp 30; See Appendix 1. 
  �Fighter: Male Human Ftr5; hp 45; See Appendix 1. 
  �Evoker: Male Tiefling Wiz(Evo)7; hp 32; See Appendix 
  1. 
  �Warriors (3): Male Human War4; hp 33 each; See 
  Appendix 1. 
  APL 8 (EL 11) 
  �Rogue: Male Halfling Rog7; hp 42; See Appendix 1. 
  �Fighter: Male Human Ftr7; hp 63; See Appendix 1. 
  �Evoker: Male Tiefling Wiz(Evo)9; hp 41; See Appendix 
  1. 
  �Warriors (3): Male Human War6; hp 48 each; See 
  Appendix 1. 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 23 
  Tactics:  The fighter and warriors will maneuver to set up 
  flanks for the rogue.  The wizard will take to the air and 
  attack with spells.  He will focus on neutralizing any 
  threats to himself first (archers and spell casters).  The 
  fighter will also act to protect the wizard.  All of them will 
  be very confused by Al-Hassani’s lack of action, but they 
  will assume he is simply testing them.  They are fanatical 
  cultists of Marduk and will use Marduk’s name as battle 
  cry’s (“For the glory of Marduk”, “Your soul belongs to 
  Marduk”, etc.).  If the battle occurs in the basement, they 
  will use the pillars as cover while starting with missile 
  fire. 
  Development:  After the battle, the PCs can disarm and 
  tie up Al-Hassani (if he is still alive).  The Traveler will 
  talk to them in short, strained sentences (she is 
  struggling to hold him) and plead with them to tie him 
  up quickly.  Once he is subdued, the Traveler will exit his 
  body, once again becoming a glowing ball of insubstantial 
  light (she cannot speak in this form).  She will then move 
  to the person she spoke to in the introduction and 
  attempt to possess them.  They can make a DC 17 Will 
  save to resist if they wish.  If they resist, she will go to the 
  next person with the next highest Charisma until she 
  either possesses someone or she just floats away.  Give 
  the possessed PC Player Handout #3 (and let them keep 
  it for future reference).  This player will receive the 
  Possession of the Traveler on their AR, all other PCs 
  will receive the Curse of Marduk (each PC gets one or 
  the other, never both). 
  Searching the church, they can find an altar setup in the 
  basement.  It contains numerous black candles, skulls, 
  dead animals, etc.  Knowledge (religion) DC 15 will 
  indicate it seems to be some sort of demonic altar. 
  On Al-Hassani, they can find various notes about the area 
  and Eldrieds movements and schedules. They can also 
  find his arrows that match the arrow used to kill Eldried. 
   They can also find some poison making equipment and a 
  small pouch of cinnamon.  All of this should be enough 
  to identify him as the true killer. 
  Treasure: 
  APL 2– loot (165 gp), coin- (0 gp), M – +1 buckler (112 gp 
  per character), potion cure moderate wounds x2 (25 gp 
  per character each), +1 breastplate (112 gp per character), 
  potion bulls strength (25 gp per character), ring of 
  protection +1 (166 gp per character), scroll mage armor (2 
  gp per character), scroll levitate (12 gp per character). 
  APL 4– loot (211 gp), coin- (0 gp), M – +1 studded leather 
  (97 gp per character), +1 buckler x2 (112 gp per character 
  each), potion cure moderate wounds x3 (25 gp per 
  character each), +1 breastplate (112 gp per character), 
  potion bulls strength (25 gp per character), ring of 
  protection +1 (166 gp per character), cloak of resistance 
  +1 (83 gp per character), scroll mage armor (2 gp), scroll 
  levitate (12 gp per character), wand ray of enfeeblement 
  (caster level 2) (125 gp per character). 
  APL 6– loot (336 gp), coin- (0 gp), M – +1 studded leather 
  (97 gp per character), +1 buckler x2 (112 gp per character 
  each), potion cure moderate wounds x3 (25 gp per 
  character each), potion cats grace (25 gp per character), 
  potion bulls strength (25 gp), potion haste (62 gp per 
  character), ring of protection +1 (166 gp per character), 
  cloak of resistance +1 x2 (83 gp per character each), scroll 
  mage armor (2 gp per character), scroll fly (62 gp per 
  character), scroll levitate (12 gp per character), wand ray 
  of enfeeblement (caster level 2) (125 gp per character), 
  wand of scorching ray (375 gp per character). 
  APL 8– loot (184 gp), coin- (0 gp), M – +1 studded leather 
  (97 gp per character), +1 buckler x2 (112 gp per character 
  each), potion cure moderate wounds x3 (25 gp per 
  character each), potion cats grace (25 gp), potion 
  displacement (62 gp per character), +1 full plate (220 gp 
  per character), +1 spiked chain (193 gp per character), +1 
  amulet natural armor (166 gp per character), potion bulls 
  strength (25 gp per character), potion haste (62 gp per 
  character), ring of protection +1 x2 (166 gp per character 
  each), cloak of resistance +1 (83 gp per character), cloak 
  of resistance +2 (333 gp per character), scroll mage armor 
  (2 gp per character), scroll fly (62 gp per character), scroll 
  levitate (12 gp per character), wand ray of enfeeblement 
  (caster level 2) (125 gp per character), wand of scorching 
  ray (375 gp per character), gloves of arrow snaring (333 
  gp per character). 
   
  Conclusion 
   
  This adventure can end in numerous ways: 
  Leave town without finding the cultists: 
  The PCs can always just flee Grayington before they 
  resolve the predicament.  The mod simply ends with 
  their flight. 
  Do something stupid and get caught: 
  If the PCs are wanted for the murder, and somehow do 
  something stupid and get caught by the guards again 
  after Brother Wood has already broken them out from 
  jail once, they will be out of play until the beginning of 
  year 6 (CY596), rotting in a Grayington jail cell. 
  Turn Al-Hassani over to the authorities: 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 24 
  If the PCs turn Al-Hassani and the evidence over to the 
  real authorities, they will be detained again and 
  questioned further.  This time, however, they will be 
  cleared of all wrong doing and released.  They will have 
  exposed that cultists of Marduk that assassinated Eldried, 
  but that’s all.  They have no proof of any conspiracy as 
  Eldried postulated.  They will not be able to do anything 
  further at this time.  However, they very well may have 
  some suspicions as to the nature of this supposed 
  conspiracy, just no leads to go on (yet!).  The PCs will be 
  thanked by the authorities for exposing this cult of 
  demon worshippers. 
  Eldried will not be raised from the dead, the PCs will 
  hear rumors that the attempt failed, he must not have 
  wanted to return (yes, this is very suspicious considering 
  what he told the PCs in his meeting). 
  Neither Redin nor the Bishop will agree to meet with 
  them.  Their servants will claim that they are busy with 
  affairs of state.  Any messages written to them will be 
  ignored.  The PCs should get the feeling they are being 
  given the brush-off. 
  Reporting the existence of the Marduk cult in 
  Grayington:  The DM should ask if the PCs do anything 
  specific with the information they have learned.  Please 
  be sure to do this BEFORE handing out the AR!  Please 
  be sure to identify which PCs actually are involved in the 
  reporting (some may say they go to the church of Rao 
  while others would not go to the church).  If they report 
  the existence of a group of Marduk cultists in Grayington 
  to any official organizations in Veluna, the officials will 
  be concerned about this information.  They will grant 
  those PCs that reported the information the Veluna 
  Meta-Org Boon on their AR.  If a PC belongs to one or 
  more Veluna meta-orgs, the DM MUST have them 
  choose a meta-org for this boon and record it on the space 
  provided on this AR.  Note that it is not sufficient to sign 
  up for a Veluna meta-org after seeing this AR and claim 
  the boon. 
  Official critical events results:  Any player interested in 
  downloading an official summary of events of this mod 
  that reflects the critical events of the first run of this 
  event should be given the following password.  The DM 
  should give this password to the players at the conclusion 
  of play.  They can then download the critical summary 
  and use the password to open the file: 
  Password:  righteous 
   
  The End 
  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 
  story awards) to each character. 
   
  Encounter Four: Secret Rendezvous 
  Defeat the sorceress. 
  APL 2  
   
  120 xp 
  APL 4  
   
  180 xp 
  APL 6  
   
  240 xp  
  APL 8  
   
  300 xp 
  Encounter Six: Investigations 
  Receiving the note left by the Traveler. 
  APL 2  
   
  50 xp 
  APL 4  
   
  70 xp 
  APL 6  
   
  90 xp  
  APL 8  
   
  120 xp 
  Encounter Eight: Bones of a Saint 
  Encountering the trap at the top of the stairs.  Either 
  setting it off, or by disabling it. 
  APL 2  
   
  90 xp 
  APL 4  
   
  150 xp 
  APL 6  
   
  210 xp  
  APL 8  
   
  270 xp 
  Defeating the Marduk cultists. 
  APL 2  
   
  150 xp 
  APL 4  
   
  210 xp 
  APL 6  
   
  270 xp  
  APL 8  
   
  330 xp 
  Discretionary Role-Playing Award 
  The DM should award these experience points based on 
  how much the table interacted with the NPCs (primarily 
  Eldried and Redin) during the module.  This means 
  asking questions, responding in character, etc.  Award 0 if 
  they did not interact at all and just expected boxed text to 
  be read to them.  Note that the DM can reward these 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 25 
  points independently to different PCs if deemed 
  appropriate. 
  APL 2  
   
  0-40 xp 
  APL 4  
   
  0-65 xp 
  APL 6  
   
  0-90 xp 
  APL 8  
   
  0-105 xp 
  Total possible experience:  
   
  APL 2   
  450 xp 
  APL 4   
  675 xp 
  APL 6   
  900 xp 
  APL 8   
  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. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Eight:  Bones of a Saint 
  APL 2– loot (165 gp), coin- (0 gp), M – +1 buckler (112 gp 
  per character), potion cure moderate wounds x2 (25 gp 
  per character each), +1 breastplate (112 gp per character), 
  potion bulls strength (25 gp per character), ring of 
  protection +1 (166 gp per character), scroll mage armor (2 
  gp per character), scroll levitate (12 gp per character). 
  APL 4– loot (211 gp), coin- (0 gp), M – +1 studded leather 
  (97 gp per character), +1 buckler x2 (112 gp per character 
  each), potion cure moderate wounds x3 (25 gp per 
  character each), +1 breastplate (112 gp per character), 
  potion bulls strength (25 gp per character), ring of 
  protection +1 (166 gp per character), cloak of resistance 
  +1 (83 gp per character), scroll mage armor (2 gp), scroll 
  levitate (12 gp per character), wand ray of enfeeblement 
  (caster level 2) (125 gp per character). 
  APL 6– loot (336 gp), coin- (0 gp), M – +1 studded leather 
  (97 gp per character), +1 buckler x2 (112 gp per character 
  each), potion cure moderate wounds x3 (25 gp per 
  character each), potion cats grace (25 gp per character), 
  potion bulls strength (25 gp), potion haste (62 gp per 
  character), ring of protection +1 (166 gp per character), 
  cloak of resistance +1 x2 (83 gp per character each), scroll 
  mage armor (2 gp per character), scroll fly (62 gp per 
  character), scroll levitate (12 gp per character), wand ray 
  of enfeeblement (caster level 2) (125 gp per character), 
  wand of scorching ray (375 gp per character). 
  APL 8– loot (184 gp), coin- (0 gp), M – +1 studded leather 
  (97 gp per character), +1 buckler x2 (112 gp per character 
  each), potion cure moderate wounds x3 (25 gp per 
  character each), potion cats grace (25 gp), potion 
  displacement (62 gp per character), +1 full plate (220 gp 
  per character), +1 spiked chain (193 gp per character), +1 
  amulet natural armor (166 gp per character), potion bulls 
  strength (25 gp per character), potion haste (62 gp per 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 26 
  character), ring of protection +1 x2 (166 gp per character 
  each), cloak of resistance +1 (83 gp per character), cloak 
  of resistance +2 (333 gp per character), scroll mage armor 
  (2 gp per character), scroll fly (62 gp per character), scroll 
  levitate (12 gp per character), wand ray of enfeeblement 
  (caster level 2) (125 gp per character), wand of scorching 
  ray (375 gp per character), gloves of arrow snaring (333 
  gp per character). 
   
  Total Possible Treasure 
  APL 2:  
  400 gp 
  APL 4:  
  600 gp 
  APL 6:  
  800 gp 
  APL 8:  
  1,250 gp 
   
  
  Vel4-08 Shadow of the Serpent 
   
  Page 27 
  Appendix 1: NPC’s 
  Encounter 1: The Road to Grayington  
  Each set of stats represents ONE patrol. 
  APL 2 (EL 4) 
  Soldier (4): Male Human War1; CR 1/2; Medium 
  Humanoid (Human); HD 1d8+1; hp 7; Init +1; Spd 20 
  ft; AC 17 (touch 11, flat-footed 16) [+1 Dex, +2 shield, 
  +4 scale mail]; Base Atk +1; Grp +2; Atk +3 melee 
  (1d8+1, longsword) or +2 ranged (1d4+1, Dagger); Full 
  Atk +3 melee (1d8+1, longsword) or +2 ranged (1d4+1, 
  Dagger); AL LG; SV Fort +3, Ref +1, Will +0; Str 12, Dex 
  12, Con 12, Int 8, Wis 10, Cha 10.  
   
  Skills and Feats: Intimidate +4, Ride +5; 
  Endurance, Weapon Focus (longsword). 
   
  Possessions: Scale mail, heavy steel shield, 
  longsword, dagger. 
  Leader: Male Human War3; CR 2; Medium Humanoid 
  (Human); HD 3d8+6; hp 23; Init +1; Spd 20 ft; AC 18 
  (touch 11, flat-footed 17) [+1 Dex, +2 shield, +5 armor]; 
  Base Atk +3; Grp +5; Atk +7 melee (1d8+2, masterwork 
  longsword) or +5 melee (1d4+2, dagger) or +4 ranged 
  (1d4+2, dagger); Full Atk +7 melee (1d8+2, masterwork 
  longsword) or +5 melee (1d4+2, dagger,) or +4 ranged 
  (1d4+2, dagger); AL LG; SV Fort +5, Ref +2, Will +3; Str 
  14, Dex 12, Con 14, Int 10, Wis 10, Cha 12.  
   
  Skills and Feats: Climb +3, Ride +3, Spot +2, Sense 
  Motive +2; Endurance, Iron Will, Weapon Focus 
  (longsword).   
   
  Possessions: Breastplate, heavy steel shield, 
  masterwork longsword, dagger. 
  APL 4 (EL 6) 
  Soldier (6): Male Human War2; CR 1; Medium 
  Humanoid (Human); HD 2d8+2; hp 14; Init +1; Spd 20 
  ft; AC 17 (touch 11, flat-footed 16) [+1 Dex, +2 shield, 
  +4 scale mail]; Base Atk +2; Grp +3; Atk +4 melee 
  (1d8+1, longsword) or +3 melee (1d4+1, dagger) or +3 
  ranged (1d4+1, dagger); Full Atk +4 melee (1d8+1, 
  longsword) or +3 melee (1d4+1, dagger) or +3 ranged 
  (1d4+1, dagger); AL LG; SV Fort +4, Ref +1, Will +0; Str 
  12, Dex 12, Con 12, Int 8, Wis 10, Cha 10.  
   
  Skills and Feats: Intimidate +5, Ride +6; 
  Endurance, Weapon Focus (Longsword). 
   
  Possessions: Scale mail, heavy steel shield, 
  longsword, dagger. 
  Leader: Male Human War5; CR 4; Medium Humanoid 
  (Human); HD 5d8+10; hp 38; Init +1; Spd 20 ft; AC 19 
  (touch 11, flat-footed 18) [+1 Dex, +2 shield, +6 armor]; 
  Base Atk +5; Grp +7; Atk +9 melee (1d8+2, masterwork 
  longsword) or +7 melee (1d4+2, dagger) or +6 ranged 
  (1d4+2, dagger); Full Atk +9 melee (1d8+2, masterwork 
  longsword) or +7 melee (1d4+2, dagger) or +5 ranged 
  (1d4+2, dagger); AL LG; SV Fort +6, Ref +2, Will +3; Str 
  15, Dex 12, Con 14, Int 10, Wis 10, Cha 12.  
   
  Skills and Feats: Climb +1, Ride +5, Spot +3, Sense 
  Motive +3; Endurance, Iron Will, Weapon Focus 
  (longsword). 
   
  Possessions: Half plate, heavy steel shield, 
  masterwork longsword, dagger. 
  APL 6 (EL 8) 
  Soldier (6): Male Human War3; CR 2; Medium 
  Humanoid (Human); HD 3d8+6; hp 23; Init +1; Spd 20 
  ft; AC 17 (touch 11, flat-footed 16) [+1 Dex, +2 shield, 
  +4 scale mail]; Base Atk +3; Grp +4; Atk +5 melee 
  (1d8+1, longsword) or +4 melee (1d4+1, dagger) or +4 
  ranged (1d4+1, dagger); Full Atk +5 melee (1d8+1, 
  longsword) or +4 melee (1d4+1, dagger) or +4 ranged 
  (1d4+1, dagger); AL LG; SV Fort +4, Ref +2, Will +1; Str 
  12, Dex 12, Con 12, Int 8, Wis 10, Cha 10.  
   
  Skills and Feats:  Intimidate +6, Ride +7; 
  Endurance, Weapon Focus (longsword), Toughness. 
   
  Possessions: Scale mail, heavy steel shield, 
  longsword, dagger. 
  Leader: Male Human War7; CR 6; Medium Humanoid 
  (Human); HD 7d8+14; hp 53; Init +1; Spd 20 ft; AC 19 
  (touch 11, flat-footed 18) [+1 Dex, +2 shield, +6 armor]; 
  Base Atk +7/+2; Grp +9; Atk +11 melee (1d8+2, 
  masterwork longsword) or +10 melee (1d4+2, 
  masterwork dagger) or +9 ranged (1d4+2, masterwork 
  dagger); Full Atk +11/+6 melee (1d8+2, masterwork 
  longsword) or +10/+6 melee (1d4+2, masterwork 
  dagger) or +9 ranged (1d4+2, masterwork dagger); AL 
  LG; SV Fort +7, Ref +3, Will +4; Str 15, Dex 12, Con 14, 
  Int 10, Wis 10, Cha 12.  
   
  Skills and Feats: Climb +6, Ride +9, Spot +5, Sense 
  Motive +5; Endurance, Iron Will, Power Attack, 
  Weapon Focus (longsword 
   
  Possessions: Masterwork half plate, heavy steel 
  shield, masterwork longsword, masterwork dagger. 
  APL 8 (EL 10) 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 28 
  Soldier (6): Male Human War4; CR 3; Medium 
  Humanoid (Human); HD 4d8+7; hp 30; Init +1; Spd 20 
  ft; AC 17 (touch 11, flat-footed 16) [+1 Dex, +2 shield, 
  +4 scale mail]; Base Atk +4; Grp +4; Atk +6 melee 
  (1d8+1, longsword) or +5 melee (1d4+1, dagger) or +5 
  ranged (1d4+1, dagger); Full Atk +6 melee (1d8+1, 
  longsword) or +5 melee (1d4+1, dagger) or +5 ranged 
  (1d4+1, dagger); AL LG; SV Fort +5, Ref +2, Will +1; Str 
  13, Dex 12, Con 12, Int 8, Wis 10, Cha 10.  
   
  Skills and Feats:  Intimidate +7, Ride +8; 
  Endurance, Weapon Focus (longsword), Toughness. 
   
  Possessions: Scale mail, heavy steel shield, 
  longsword, dagger. 
  Leader: Male Human War9; CR 8; Medium Humanoid 
  (Human); HD 9d8+18; hp 68; Init +1; Spd 20 ft; AC 21 
  (touch 11, flat-footed 20) [+1 Dex, +2 shield, +8 armor]; 
  Base Atk +9/+4; Grp +12; Atk +14 melee (1d8+4, +1 
  longsword) or +12 melee (1d4+3, dagger) or +11 ranged 
  (1d4+3, dagger); Full Atk +14/+9 melee (1d8+4, +1 
  longsword) or +12/+7 melee (1d4+3, dagger) or +11 
  ranged (1d4+3 dagger, 19-20x2); AL LG; SV Fort +8, Ref 
  +4, Will +5; Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 
  12.  
   
  Skills and Feats: Climb +9, Ride +13, Spot +7, 
  Sense Motive +7; Cleave, Endurance, Iron Will, Power 
  Attack, Weapon Focus (longsword).   Possessions: 
  Masterwork full plate, heavy steel shield, +1 
  longsword, masterwork dagger. 
  Encounter 4: Secret Rendezvous 
  Note:  EL adjusted by -1 for no equipment 
  APL 2 (EL 4) 
  Sorceress: Female Human Sor5; CR 5; Medium 
  Humanoid (Human); HD 5d4+10; hp 23; Init +2; Spd 
  30 ft; AC 12 (touch 12, flat-footed 10) [+2 Dex]; Base 
  Atk +2; Grp +1; Atk +1 unarmed (1d3-1 non-lethal, 
  unarmed); Full Atk +1 unarmed (1d3-1 non-lethal, 
  unarmed); AL CE; SV Fort +3, Ref +3, Will +4; Str 8, 
  Dex 14, Con 14, Int 10, Wis 10, Cha 18.  
   
  Skills and Feats: Concentration+10, Spellcraft +8, 
  Knowledge (Arcana) +8; Combat Casting, Eschew 
  Materials, Spell Focus (Enchantment). 
   
  Spells Prepared (6/7/5; Base DC = 14 + Spell Level; 
  15 + Spell Level Enchantment*): 0
  th – acid splash, daze*, 
  detect magic, mending, ray of frost, touch of fatigue; 1
  st 
  – burning hands, charm person*, mage armor, shield; 
  2
  nd – Melf’s acid arrow, Tasha’s hideous laughter*.   
   
  Possessions: None. 
  APL 4 (EL 6) 
  Sorceress: Female Human Sor7; CR 7; Medium 
  Humanoid (Human); HD 7d4+14; hp 32; Init +2; Spd 
  30 ft; AC 12 (touch 12, flat-footed 10) [+2 Dex]; Base 
  Atk +3; Grp +2; Atk +2 unarmed (1d3-1 non-lethal, 
  unarmed); Full Atk +2 unarmed (1d3-1 non-lethal, 
  unarmed); AL CE; SV Fort +4, Ref +4, Will +5; Str 8, 
  Dex 14, Con 14, Int 10, Wis 10, Cha 18.  
   
  Skills and Feats: Concentration+12, Spellcraft +10, 
  Knowledge (Arcana) +10; Combat Casting, Eschew 
  Materials, Spell Focus (Enchantment), Still Spell. 
   
  Spells Prepared (6/7/7/5; Base DC = 14 + Spell 
  Level; 15 + Spell Level Enchantment*): 0
  th – acid splash, 
  daze*, detect magic, ghost sound, mending, ray of frost, 
  touch of fatigue; 1
  st – burning hands, charm person*, 
  mage armor, shield, shocking grasp; 2
  nd – Melf’s acid 
  arrow, mirror image, Tasha’s hideous laughter*; 3
  rd – 
  lightning bolt, suggestion*, .   
   
  Possessions: None. 
  APL 6 (EL 8) 
  Sorceress: Female Human Sor9; CR 9; Medium 
  Humanoid (Human); HD 9d4+18; hp 41; Init +4; Spd 
  30 ft; AC 14 (touch 14, flat-footed 10) [+4 Dex]; Base 
  Atk +4; Grp +3; Atk +3 unarmed (1d3-1 non-lethal, 
  unarmed); Full Atk +3 unarmed (1d3-1 non-lethal, 
  unarmed); AL CE; SV Fort +5, Ref +5, Will +6; Str 8, 
  Dex 18, Con 14, Int 10, Wis 10, Cha 20.  
   
  Skills and Feats: Concentration+14, Spellcraft +12, 
  Knowledge (Arcana) +12; Combat Casting, Eschew 
  Materials, Spell Focus (Enchantment), Silent Spell, 
  Still Spell. 
   
  Spells Prepared (6/7/7/7/5; Base DC = 15 + Spell 
  Level; 16 + Spell Level Enchantment*): 0
  th – acid splash, 
  daze*, detect magic, ghost sound, mending, open/close, 
  ray of frost, touch of fatigue; 1
  st – burning hands, charm 
  person*, mage armor, shield, shocking grasp; 2
  nd – 
  glitterdust, Melf’s acid arrow, mirror image, Tasha’s 
  hideous laughter*; 3
  rd – displacement, lightning bolt, 
  suggestion*; 4
  th – confusion*, ice storm.   
   
  Possessions: None. 
  APL 8 (EL 10) 
  Sorceress: Female Human Sor11; CR 11; Medium 
  Humanoid (Human); HD 11d4+22; hp 50; Init +4; Spd 
  30 ft; AC 14 (touch 14, flat-footed 10) [+4 Dex]; Base 
  Atk +5; Grp +4; Atk +4 unarmed (1d3-1 non-lethal, 
  unarmed); Full Atk +4 unarmed (1d3-1 non-lethal, 
  unarmed); AL CE; SV Fort +5, Ref +5, Will +7; Str 8, 
  Dex 18, Con 14, Int 10, Wis 10, Cha 20.  
  
  Vel4-08 Shadow of the Serpent 
   
  Page 29 
   
  Skills and Feats: Concentration+16, Spellcraft +14, 
  Knowledge (arcana) +14; Combat Casting, Eschew 
  Materials, Spell Focus (Enchantment), Silent Spell, 
  Still Spell. 
   
  Spells Prepared (6/7/7/7/7/5; Base DC = 15 + Spell 
  Level; 16 + Spell Level Enchantment*): 0
  th – acid splash, 
  daze*, detect magic, ghost sound, mending, open/close, 
  ray of frost, resistance, touch of fatigue; 1
  st – burning 
  hands, charm person*, mage armor, shield, shocking 
  grasp; 2
  nd – eagle’s splendor, glitterdust, Melf’s acid 
  arrow, mirror image, Tasha’s hideous laughter*; 3
  rd – 
  displacement, 
  dispel 
  magic, 
  lightning 
  bolt, 
  suggestion*; 4
  th – confusion*, fear, ice storm; 5
  th – cone 
  of cold, dominate person*.   
   
  Possessions: None. 
  Encounter 8: The Bones of a Saint 
  APL 2 (EL 5) 
  Rogue: Male Halfling Rog2; CR 2; Small Humanoid 
  (Halfling); HD 2d6+4; hp 12; Init +8; Spd 20 ft; AC 20 
  (+4 dex, +1 size, +3 armor, +2 shield), touch 15, flat-
  footed 16; Base Atk +1; Grp -2; Atk +4 melee (1d4+1, 
  masterwork rapier) or +7 ranged (1d3+1, thrown 
  dagger); Full Atk +4 melee (1d4+1, masterwork rapier) 
  or +7 ranged (1d3+1, thrown dagger); SA +2 save vs 
  fear, +1d6 sneak attack, evasion; AL CN; SV Fort +3, 
  Ref +8, Will +2; Str 12, Dex 18, Con 14, Int 10, Wis 12, 
  Cha 8.  
   
  Skills and Feats: Climb +8 (+10 ropes), Hide +13, 
  Jump +10, Move Silently +11, Spot +6, Listen +8, 
  Tumble +11, Use Rope +9; Improved Initiative. 
   
  Possessions:  Masterwork small studded leather, 
  masterwork small rapier, +1 buckler, potion cure 
  moderate wounds. 
  Fighter: Male Human Ftr2; CR 2; Medium Humanoid 
  (Human); HD 2d10+4; hp 18; Init +2; Spd 20 ft; AC 19 
  (+2 dex, +6 armor, +1 shield), touch 11, flat-footed 17; 
  Base Atk +2; Grp +5; Atk +6 melee (2d4+5, masterwork 
  spiked chain); Full Atk +6 melee (2d4+5, masterwork 
  spiked chain); AL CN; SV Fort +5, Ref +2, Will +0; Str 
  16, Dex 13, Con 14, Int 13, Wis 10, Cha 8.  
   
  Skills and Feats: Intimidate +4, Climb +4, Jump +4; 
  Combat Reflexes, Combat Expertise, Improved Trip, 
  Weapon Focus (Spiked Chain). 
   
  Possessions:  Breastplate +1, masterwork spiked 
  chain, masterwork buckler, potion bulls strength. 
  Evoker: Male Tiefling Wiz(Evo)3; CR 3; Medium 
  Outsider (Native); HD 3d4+6; hp 14; Init +3; Spd 30 ft; 
  AC 14 (+3 dex, +1 deflection), touch 14, flat-footed 11; 
  Base Atk +1; Grp +1; Atk +1 melee (1d4, dagger) or +5 
  ranged (1d8, masterwork light crossbow) or +5 ranged 
  (ray spell); Full Atk +1 melee (1d4, dagger) or +5 ranged 
  (1d8, masterwork light crossbow) or +5 ranged (ray 
  spell); SA: Darkness 1/day; SQ:  Darkvision 60 ft., 
  resistance to cold 5, electricity 5, and fire 5; AL CE; SV 
  Fort +3, Ref +4, Will +3; Str 10, Dex 16, Con 14, Int 18, 
  Wis 10, Cha 10.  
   
  Skills and Feats: Bluff +2, Concentration +8, Hide 
  +5, Knowledge (planes) +10, Knowledge (Arcana) +10, 
  Knowledge (Local VTF) +10, Knowledge (religion) +10, 
  Spellcraft +10; Weapon Focus (ray), Point Blank Shot, 
  Scribe Scroll. 
   
  Spells Prepared (5/4/3; Base DC = 14 + Spell 
  Level): 0
  th – detect magic, ray of frost x3, touch of 
  fatigue; 1
  st – magic missile x2, ray of enfeeblement, 
  shield; 2
  nd – false life, scorching ray, web. 
   
  Darkness – A tiefling can use darkness once per 
  day (caster level equal to class levels). 
   
  Possessions:  ring of protection +1, masterwork 
  light crossbow, 10 bolts, scroll mage armor, scroll 
  levitate, potion cure moderate wounds. 
  Warrior (3): Male Human War1; CR 1/2; Medium 
  Humanoid (Human); HD 1d8+5; hp 11; Init +2; Spd 20 
  ft; AC 19 (+2 dex, +5 armor, +2 shield), touch 12, flat-
  footed 17; Base Atk +1; Grp +3; Atk +4 melee (1d8+2, 
  longsword) or +3 ranged (1d8, light crossbow); Full Atk 
  +4 melee (1d8+2, longsword) or +3 ranged (1d8, light 
  crossbow); AL CN; SV Fort +4, Ref +2, Will +1; Str 14, 
  Dex 14, Con 14, Int 10, Wis 12, Cha 8.  
   
  Skills and Feats: Intimidate +2, Climb -1, Jump -1; 
  Toughness, Weapon Focus (longsword). 
   
  Possessions:  Chainmail, heavy shield, long sword, 
  light crossbow. 
   
  APL 4 (EL 7) 
  Rogue: Male Halfling Rog3; CR 3; Small Humanoid 
  (Halfling); HD 3d6+6; hp 18; Init +8; Spd 20 ft; AC 21 
  (+4 dex, +1 size, +4 armor, +2 shield), touch 15, flat-
  footed 17; Base Atk +2; Grp -1; Atk +7 melee (1d4+1, 
  masterwork rapier) or +7 ranged (1d3+1, thrown 
  dagger); Full Atk +7 melee (1d4+1, masterwork rapier) 
  or +7 ranged (1d3+1, thrown dagger); SA +2 save vs 
  fear, +2d6 sneak attack, evasion; AL CN; SV Fort +4, 
  Ref +8, Will +3; Str 12, Dex 18, Con 14, Int 10, Wis 12, 
  Cha 8.  
   
  Skills and Feats: Climb +9 (+11 ropes), Hide +14, 
  Jump +11, Move Silently +12, Spot +8, Listen +9, 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 30 
  Tumble +12, Use Rope +10; Improved Initiative, 
  Weapon Finesse. 
   
  Possessions:  +1 small studded leather, masterwork 
  small rapier, +1 buckler, potion cure moderate wounds. 
  Fighter: Male Human Ftr3; CR 3; Medium Humanoid 
  (Human); HD 3d10+6; hp 27; Init +2; Spd 20 ft; AC 20 
  (+2 dex, +6 armor, +2 shield), touch 11, flat-footed 18; 
  Base Atk +3; Grp +6; Atk +7 melee (2d4+5, masterwork 
  spiked chain); Full Atk +7 melee (2d4+5, masterwork 
  spiked chain); AL CN; SV Fort +5, Ref +3, Will +1; Str 
  16, Dex 14, Con 14, Int 13, Wis 10, Cha 8.  
   
  Skills and Feats: Intimidate +5, Climb +5, Jump +5; 
  Combat Reflexes, Combat Expertise, Improved Trip, 
  Improved Disarm, Weapon Focus (spiked chain). 
   
  Possessions:  Breastplate +1, masterwork spiked 
  chain, +1 buckler, potion bulls strength. 
  Evoker: Male Tiefling Wiz(Evo)5; CR 5; Medium 
  Outsider (Native); HD 5d4+10; hp 23; Init +3; Spd 30 ft; 
  AC 14 (+3 dex, +1 deflection), touch 14, flat-footed 11; 
  Base Atk +2; Grp +2; Atk +2 melee (1d4, dagger) or +6 
  ranged (1d8, masterwork light crossbow) or +6 ranged 
  (ray spell); Full Atk +2 melee (1d4, dagger) or +6 ranged 
  (1d8, masterwork light crossbow) or +6 ranged (ray 
  spell); SA: Darkness 1/day; SQ:  Darkvision 60 ft., 
  resistance to cold 5, electricity 5, and fire 5; AL CE; SV 
  Fort +4, Ref +5, Will +5; Str 10, Dex 16, Con 14, Int 19, 
  Wis 10, Cha 10.  
   
  Skills and Feats: Bluff +2, Concentration +10, Hide 
  +5, Knowledge (planes) +12, Knowledge (arcana) +12, 
  Knowledge (Local VTF) +12, Knowledge (religion) +12, 
  Spellcraft +12; Weapon Focus (ray), Point Blank Shot, 
  Scribe Scroll, Craft Wand. 
   
  Spells Prepared (5/5/4/3; Base DC = 14 + Spell 
  Level): 0
  th – detect magic, ray of frost x3, touch of 
  fatigue; 1
  st – burning hands, magic missile x3, shield; 
  2
  nd – false life, glitterdust, scorching ray, web; 3
  rd – 
  dispel magic, fireball, ray of exhaustion. 
   
  Darkness – A tiefling can use darkness once per 
  day (caster level equal to class levels). 
   
  Possessions:  Ring of protection +1, cloak of 
  resistance +1, masterwork light crossbow, 10 bolts, 
  scroll mage armor, scroll levitate, potion cure moderate 
  wounds, wand of ray of enfeeblement (caster level 2). 
  Warrior (3): Male Human War2; CR 1; Medium 
  Humanoid (Human); HD 2d8+7; hp 18; Init +2; Spd 20 
  ft; AC 19 (+2 dex, +5 armor, +2 shield), touch 12, flat-
  footed 17; Base Atk +2; Grp +4; Atk +6 melee (1d8+2, 
  masterwork long sword) or +4 ranged (1d8, light 
  crossbow); Full Atk +6 melee (1d8+2, masterwork long 
  sword) or +4 ranged (1d8, light crossbow); AL CN; SV 
  Fort +5, Ref +2, Will +1; Str 14, Dex 14, Con 14, Int 10, 
  Wis 12, Cha 8.  
   
  Skills and Feats: Intimidate +3, Climb +0, Jump +0; 
  Toughness, Weapon Focus (longsword). 
   
  Possessions:  Chainmail, heavy shield, masterwork 
  long sword, light crossbow. 
  APL 6 (EL 9) 
  Rogue: Male Halfling Rog5; CR 5; Small Humanoid 
  (Halfling); HD 5d6+10; hp 30; Init +9; Spd 20 ft; AC 22 
  (+5 dex, +1 size, +4 armor, +2 shield), touch 16, flat-
  footed 22; Base Atk +3; Grp -1; Atk +9 melee (1d4, 
  masterwork rapier) or +9 ranged (1d3, thrown dagger); 
  Full Atk +9 melee (1d4, masterwork rapier) or +9 
  ranged (1d3, thrown dagger); SA +2 save vs fear, +3d6 
  sneak attack, evasion, uncanny dodge; AL CN; SV Fort 
  +5, Ref +10, Will +4; Str 11, Dex 20, Con 14, Int 10, Wis 
  10, Cha 8.  
   
  Skills and Feats: Climb +11 (+13 ropes), Hide +17, 
  Jump +13, Move Silently +15, Spot +9, Listen +10, 
  Tumble +15, Use Rope +13; Improved Initiative, 
  Weapon Finesse. 
   
  Possessions:  +1 small studded leather, masterwork 
  small rapier, +1 buckler, potion cure moderate wounds, 
  potion cats grace, cloak resistance +1. 
  Fighter: Male Human Ftr5; CR 5; Medium Humanoid 
  (Human); HD 5d10+10; hp 45; Init +1; Spd 20 ft; AC 21 
  (+1 dex, +8 armor, +2 shield), touch 11, flat-footed 18; 
  Base Atk +5; Grp +8; Atk +9 melee (2d4+7, masterwork 
  spiked chain); Full Atk +9 melee (2d4+7, masterwork 
  spiked chain); AL CN; SV Fort +6, Ref +2, Will +1; Str 
  16, Dex 14, Con 14, Int 13, Wis 10, Cha 8.  
   
  Skills and Feats: Intimidate +7, Climb +5, Jump +5; 
  Combat Reflexes, Combat Expertise, Improved Trip, 
  Improved Disarm, Weapon Focus (spiked chain), 
  Weapon Specialization (spiked chain). 
   
  Possessions:  Full Plate, masterwork spiked chain, 
  +1 buckler, potion bulls strength, potion haste. 
  Evoker: Male Tiefling Wiz(Evo)7; CR 7; Medium 
  Outsider (Native); HD 7d4+14; hp 32; Init +3; Spd 30 ft; 
  AC 14 (+3 dex, +1 deflection), touch 14, flat-footed 11; 
  Base Atk +3; Grp +3; Atk +3 melee (1d4, dagger) or +7 
  ranged (1d8, masterwork light crossbow) or +7 ranged 
  (ray spell); Full Atk +3 melee (1d4, dagger) or +7 ranged 
  (1d8, masterwork light crossbow) or +7 ranged (ray 
  spell); SA: Darkness 1/day; SQ:  Darkvision 60 ft., 
  resistance to cold 5, electricity 5, and fire 5; AL CE; SV 
  Fort +5, Ref +6, Will +6; Str 10, Dex 16, Con 14, Int 19, 
  Wis 10, Cha 10.  
  
  Vel4-08 Shadow of the Serpent 
   
  Page 31 
   
  Skills and Feats: Bluff +2, Concentration +12, Hide 
  +5, Knowledge (planes) +14, Knowledge (arcana) +14, 
  Knowledge (Local VTF) +14, Knowledge (religion) +14, 
  Spellcraft +14; Weapon Focus (ray), Point Blank Shot, 
  Precise Shot, Scribe Scroll, Craft Wand. 
   
  Spells Prepared (5/6/5/4/3; Base DC = 14 + Spell 
  Level): 0
  th – detect magic, ray of frost x3, touch of 
  fatigue; 1
  st – burning hands, enlarge person, magic 
  missile x3, shield; 2
  nd – false life, glitterdust, resist 
  energy, scorching ray, web; 3
  rd – dispel magic, fireball, 
  lightning bolt, ray of exhaustion; 4
  th – dimension door, 
  enervation, ice storm. 
   
  Darkness – A tiefling can use darkness once per 
  day (caster level equal to class levels). 
   
  Possessions:  Ring of protection +1, cloak of 
  resistance +1, masterwork light crossbow, 10 bolts, 
  scroll mage armor, scroll fly, scroll levitate, potion cure 
  moderate wounds, wand of ray of enfeeblement (caster 
  level 2), wand of scorching ray. 
  Warrior (3): Male Human War4; CR 3; Medium 
  Humanoid (Human); HD 4d8+11; hp 33; Init +2; Spd 
  20 ft; AC 19 (+2 dex, +5 armor, +2 shield), touch 12, flat-
  footed 17; Base Atk +4; Grp +6; Atk +8 melee (1d8+2, 
  masterwork long sword) or +6 ranged (1d8, light 
  crossbow); Full Atk +8 melee (1d8+2, masterwork long 
  sword) or +6 ranged (1d8, light crossbow); AL CN; SV 
  Fort +6, Ref +3, Will +2; Str 15, Dex 14, Con 14, Int 10, 
  Wis 12, Cha 8.  
   
  Skills and Feats: Intimidate +5, Climb +2, Jump +2; 
  Toughness, Weapon Focus (longsword), Dodge. 
   
  Possessions:  Chainmail, heavy shield, masterwork 
  long sword, light crossbow. 
  APL 8 (EL 11) 
  Rogue: Male Halfling Rog7; CR 7; Small Humanoid 
  (Halfling); HD 7d6+14; hp 42; Init +9; Spd 20 ft; AC 23 
  (+5 dex, +1 size, +4 armor, +2 shield, +1 deflection), 
  touch 17, flat-footed 23; Base Atk +5; Grp +1; Atk +11 
  melee (1d4, masterwork rapier) or +11 ranged (1d3, 
  thrown dagger); Full Atk +11 melee (1d4, masterwork 
  rapier) or +11 ranged (1d3, thrown dagger); SA +2 save 
  vs fear, +4d6 sneak attack, evasion, uncanny dodge; AL 
  CN; SV Fort +1, Ref +11, Will +7; Str 11, Dex 20, Con 
  14, Int 10, Wis 10, Cha 8.  
   
  Skills and Feats: Climb +13 (+15 ropes), Hide +19, 
  Jump +15, Move Silently +17, Spot +11, Listen +12, 
  Tumble +17, Use Rope +15; Improved Initiative, 
  Weapon Finesse, Iron Will. 
   
  Possessions:  +1 small studded leather, masterwork 
  small rapier, +1 buckler, potion cure moderate wounds, 
  potion cats grace, potion displacement, cloak resistance 
  +1, +1 ring of protection. 
  Fighter: Male Human Ftr7; CR 7; Medium Humanoid 
  (Human); HD 7d10+14; hp 63; Init +1; Spd 20 ft; AC 23 
  (+1 dex, +1 natural, +9 armor, +2 shield), touch 11, flat-
  footed 22; Base Atk +7; Grp +10; Atk +11 melee (2d4+8, 
  masterwork spiked chain); Full Atk +11/+6 melee 
  (2d4+8, masterwork spiked chain); AL CN; SV Fort +7, 
  Ref +3, Will +2; Str 16, Dex 14, Con 14, Int 13, Wis 10, 
  Cha 8.  
   
  Skills and Feats: Intimidate +9, Climb +7, Jump +7; 
  Cleave, Combat Reflexes, Combat Expertise, Improved 
  Trip, Improved Disarm, Power Attack, Weapon Focus 
  (spiked chain), Weapon Specialization (spiked chain). 
   
  Possessions: +1 Full Plate, +1 spiked chain, +1 
  buckler, +1 amulet of natural armor, potion bulls 
  strength, potion haste. 
  Evoker: Male Tiefling Wiz(Evo)9; CR 9; Medium 
  Outsider (Native); HD 9d4+18; hp 41; Init +3; Spd 30 ft; 
  AC 14 (+3 dex, +1 deflection), touch 14, flat-footed 11; 
  Base Atk +4; Grp +4; Atk +4 melee (1d4, dagger) or +8 
  ranged (1d8, masterwork light crossbow) or +8 ranged 
  (ray spell); Full Atk +4 melee (1d4, dagger) or +8 ranged 
  (1d8, masterwork light crossbow) or +8 ranged (ray 
  spell); SA: Darkness 1/day; SQ:  Darkvision 60 ft., 
  resistance to cold 5, electricity 5, and fire 5; AL CE; SV 
  Fort +7, Ref +8, Will +10; Str 10, Dex 16, Con 14, Int 20, 
  Wis 10, Cha 10.  
   
  Skills and Feats: Bluff +2, Concentration +14, Hide 
  +5, Knowledge (planes) +17, Knowledge (arcana) +17, 
  Knowledge (Local VTF) +17, Knowledge (religion) +17, 
  Spellcraft +17; Weapon Focus (ray), Point Blank Shot, 
  Precise Shot, Iron Will, Scribe Scroll, Craft Wand. 
   
  Spells Prepared (5/7/6/5/4/3; Base DC = 15 + Spell 
  Level): 0
  th – detect magic, ray of frost x3, touch of 
  fatigue; 1
  st – burning hands, enlarge person, magic 
  missile x4, shield; 2
  nd – false life, glitterdust, resist 
  energy x2, scorching ray, web; 3
  rd – dispel magic, 
  fireball, lightning bolt, ray of exhaustion, wind wall; 4
  th 
  – dimension door, enervation, ice storm, wall of ice; 5
  th 
  – baleful polymorph, cone of cold, wall of force. 
   
  Darkness – A tiefling can use darkness once per 
  day (caster level equal to class levels). 
   
  Possessions:  Ring of protection +1, cloak of 
  resistance +2, masterwork light crossbow, 10 bolts, 
  scroll mage armor, scroll fly, scroll levitate, potion cure 
  moderate wounds, wand of ray of enfeeblement (caster 
  level 2), wand of scorching ray, gloves of arrow snaring. 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 32 
  Warrior (3): Male Human War6; CR 5; Medium 
  Humanoid (Human); HD 6d8+15; hp 48; Init +2; Spd 
  20 ft; AC 19 (+2 dex, +5 armor, +2 shield), touch 12, flat-
  footed 17; Base Atk +6; Grp +8; Atk +10 melee (1d8+2, 
  masterwork long sword) or +8 ranged (1d8, light 
  crossbow); Full Atk +10/+5 melee (1d8+2, masterwork 
  long sword) or +8 ranged (1d8, light crossbow); AL CN; 
  SV Fort +7, Ref +4, Will +3; Str 15, Dex 14, Con 14, Int 
  10, Wis 12, Cha 8.  
   
  Skills and Feats: Intimidate +5, Climb +2, Jump +2; 
  Toughness, Weapon Focus (longsword), Dodge, Power 
  Attack. 
   
  Possessions:  Chainmail, heavy shield, masterwork 
  long 
  sword, 
  light 
  crossbow.
  
  Vel4-08 Shadow of the Serpent 
   
  Page 33 
   
   
  DM Map 1: Grayington 
   
  
  Vel4-08 Shadow of the Serpent 
   
  Page 34 
   
  DM Map 2: Ruined Church 
   
   
  
  Vel4-08 Shadow of the Serpent 
   
  Page 35 
   
  DM Map 3: Church Basement 
   
   
   
  
  Vel4-08 Shadow of the Serpent 
   
  Page 36 
   
  Player Handout #1 
   
  This note is addressed to you personally, it is unsigned.  It is written in a powerful and flowing script. 
   
  I have need of the services of one such as you and your 
  associates.  I have information in which I believe you might be 
  interested, and I believe you may have information in which I may 
  be interested. 
  If you are interested in uncovering that which is hidden, I 
  beseech you and all your associates to meet with me in private. 
  If you follow the north road out of town, past the olive grove, 
  go for about 1 mile.  After you pass the tree with the forked 
  trunk, you will come to a dirt road on the right.  Follow that 
  road for a short ways and you will come to a farm house.  Meet me 
  in the barn at that farm at midnight on the 13
  th of this month.  
  Please do not bother the occupants of the house, they are not 
  involved. 
  Tell no one of this meeting.  Do not bring anybody other than 
  yourself and your associates who traveled here with you from 
  Veluna City.  I will know if you do, and I will not show. 
  I know your type is always paranoid, and you will likely consider 
  this a trap.  I offer you this advice:  If this is a trap, what 
  better way to flush your enemies out into the open?  I am sure 
  you are confident in your ability to deal with any such 
  likelihood, your kind always are… 
  This is your only chance.  Do not let it go to waste. 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 37 
   
  Player Handout #2 
  This note is written on the back of a shipping manifest.  The shipping manifest includes a shipment of 
  cinnamon from the Free City of Dyvers. 
  This note is for <Your name> 
  I cannot exert full control over this one, only for a short while at a time.  You must come get him.  
  Follow the south road about a mile, at the fork g 
  The text ends suddenly, there is an unintelligible fading scribble at the end, as if the writer was forced to 
  stop writing for some reason. 
  
  Vel4-08 Shadow of the Serpent 
   
  Page 38 
   
  Player Handout #3 
   
  Possessed by the Traveler 
   
  As the incorporeal ball of light enters your chest, you feel a warm sensation spread across your 
  entire body which slowly subsides.  As the feeling fades, you realize you have some additional vague 
  memories, the details of which elude you.  You remember “home” as a warm place of soft hues and 
  serene tranquility.  You remember being a lost traveler, far from home, in a very very strange but 
  wonder filled land.  You remember meeting many strange and wondrous beings, of experiencing 
  many exciting new things.  You remember being taken in by some of these strange beings and of 
  being tied down to an altar in some strange celebration of a being called “Marduk”.  You remember 
  the intense pain of the knife plunging into your chest, and a transition from one state of 
  consciousness to the next. 
  The next memories are even more vague, jumbled, and chaotic.  You remember your consciousness 
  somehow occupying a new body, sharing it with one who did not wish you to be there.  You 
  struggled long with this second entity, neither being able to gain the upper hand.  The two of you 
  lived a confused existence for a long time, as neither yourself nor the other being, but rather a new 
  being with no memories of their previous existence, but only a strong awareness of the one known 
  as “Marduk”.  Most of the memories of this period are extremely jumbled and chaotic, but you can 
  recall various tidbits of danger, excitement, and confusion.  You also recall some friends who aided 
  you in your time of need. 
  You recall the recent events more clearly.  You see yourself being ripped from your dual existence 
  by some malevolent entity.  You fled from this entity, into the body of one you somehow knew you 
  needed to oppose.  However, you found yourself weakened and unable to fully control the actions of 
  this new host.  Only by suppressing the controlling consciousness could you take any control, and 
  then for only a few brief seconds.  The actions of this new host detested you, because you sensed the 
  taint of “Marduk” within him.  You longed to be free, but you knew you must stay and do what you 
  could to oppose the activities of your new host and the other followers of Marduk.  You recall 
  hoping against hope that your old friends would come soon and rescue you. 
  Then you recall a mighty struggle for control with the consciousness of your host while your new 
  friends fought to free you.  Now you feel warm and at peace for the first time in a long long time.  
  Now you no longer need to struggle for control, you can rest.  But the memory of the one called 
  Marduk remains, and you know that you must oppose this Marduk at all costs. 
   
  (Note:  You cannot contact or communicate with the spirit of the Traveler in any way) 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Veluna/594/Normal Scenarios/VEL4-08 - Shadow Serpent (APL 2-8)/VEL4-08 - Shadow Serpent.pdf