TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network. 
   
  NAE6−03 
    
   
   
   
   
   
   
   
  Legacy of the Serpent 
   
  A One-Round D&D LIVING GREYHAWK®  
  Principality of Naerie Regional Adventure 
  Version 2.2 
   
  By Sampo Haarlaa 
  Circle Reviewer: Pieter Sleijpen 
  Editor: Pierre van Rooden 
  Naerie Triad Reviewer: Paul Bendall 
  Playtesters: Shawn Goldman, Nick Andrews, Dallas Dopko, Steven Scheffler, T.S. Moody, Robert Hambly, Richard 
  Snowden, Chris Fuller, Paul Quinn, Frank Brown, Jukka Särkijärvi, Stefan Sauerland, Jouni Kallio, Mikko Laine, Jani 
  Kekkonen, Jonas Lehtonen. 
  Thanks to: Jukka Särkijärvi & Mike Rizzo.  
   
  A trip to Gornor’s Cove lets you see some old and new acquaintances. But is there something darker going on in the 
  town than everyone knows? A one-round Principality of Naerie scenario for characters of level 1-11 (APL 2-8). This 
  module is a follow-up to NAE6-02 First Bite and it is recommended that you have played that module first. 
   
  Meta-organizations: Idee Volunteer sympathisers, Church of Osprem. 
   
   
   
   
   
   
   
   
   
  
  INTRODUCTION 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A five-hour time block has been 
  allocated for each round of this scenario. 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.  
   
  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 Website, and 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. 
   
  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. 
   
  SCORING 
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the players 
  and DM score the game. Complete the RPGA scoring 
  grid with names and RPGA numbers only, and the 
  event information at the top. RPGA no longer uses 
  voting for any reported results. Give the Scoring Packet 
  to your event coordinator along with any event tickets.  
   
  LIVING GREYHAWK  
  LEVELS OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine 
  this modified Average Party Level (APL) follow the 
  steps below: 
  1. 
   Determine the character level for each of the PCs 
  participating in the adventure. 
  # 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 
   
  NAE6-03 Legacy of the Serpent 
   
  Page 2 
  
  2. 
   If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability (such 
  as animal companions, familiars paladin’s mounts) 
  or the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. 
  Add each character’s animals separately. A single 
  PC may only bring four or fewer animals of this 
  type, and animals with different CRs are added 
  separately. 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher 
  or the lower adjacent APL. 
   
  APL also affects the amount of experience and gold 
  a PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters may 
  find the challenge of an APL 2 adventure difficult. 
  Suggest the following to these groups to help increase 
  their chances of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Naerie.  Characters native to Naerie pay one Time Unit 
  per round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit.  Rich Upkeep costs 50 gp per Time Unit.  
  Luxury Upkeep costs 100 gp per Time Unit. Characters 
  that fail to pay at least Standard Upkeep will retain 
  temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s 
  kits, and may suffer other in-game penalties (or possibly 
  gain in-game benefits) as may be detailed in this 
  scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and 
  may restock up to 20 arrows or bolts if the character has 
  at least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
   
  TRAVEL IN THE  
  UNITED KINGDOM OF 
  AHLISSA 
  In 593 CY, PCs adventuring in the Splintered Sun had 
  several opportunities to receive AR entries that could 
  help or hinder their movement through the United 
  Kingdom of Ahlissa.  
   
  For the DM’s convenience these are replicated 
  below. 
   
  Free Travel Throughout the Kingdom of Ahlissa: 
  The bearer of this document is entitled to travel freely 
  throughout 
  the 
  Kingdom 
  of 
  Ahlissa 
  without 
  molestation. It is signed by Garlann of Naelax. 
   
  Wanted! The PCs are known to have slain one or more 
  nobles of The Kingdom of Ahlissa. As such the 
  authorities are actively searching for them.  
   
  Wanted In Ahlissa: This PC is wanted in connection 
  with the slaying of several Ahlissan soldiers. This status 
  is in effect in all parts of Ahlissa including the occupied 
  portions of Medegia and the Principalities of Naerie and 
  Innspa but not in the Adri Forest. PCs instantly lose any 
  travel privileges within Ahlissa including the Free 
  Travel Throughout the Kingdom of Ahlissa. At the 
  beginning of a session taking place in Ahlissa the DM 
  should make a secret d20 roll. On a 1 or 2 (a DC 20 
  Disguise check reduces this to 1) the PC will be 
  captured and must pay total bribes of 100 gp x APL at 
  which the scenario was played to prevent their 
  execution. One favour with a high ranked Ahlissan 
  NPC or powerful organization might be spent instead of 
  the bribes.  
   
  Once this bribe is paid, score through this entry. 
  The PC is free to continue the adventure in which he 
  was caught. 
   
  NAE6-03 Legacy of the Serpent 
   
  Page 3 
  
  ADVENTURE BACKGROUND 
  Recently, a band of mercenaries-turned-bandits, called 
  the Serpent Guard, were surrounded by the Felten 
  Guard and a group of adventurers near Felten who 
  broke their power (NAE6-02 First Bite). However, one of 
  their leaders, a sorceress named Emeria, managed to 
  escape. She was supposed to meet her contact in 
  Jarlstun Estuary and go over some old tomes which 
  contained information about the old Flan ruins in 
  Jagged Hills. However, she was betrayed and her books 
  and majority of equipment was stolen by her mysterious 
  contact ‘Riven’, leaving Emeria with only few of her 
  own scrolls & tomes.  Emeria left them at Quay House 
  tavern for safekeeping and fled towards Gornor’s Cove. 
  During her journey she came across a lone trade wagon 
  which had just been attacked. However, before she 
  could loot it, few intruders (PCs) come along and 
  disturb her.  
   
   This is where the party encounters Emeria, posing 
  as a damsel in distress. She wants to accompany the 
  party to Gornor’s Cove so she can take a ship out of 
  Naerie or flee to Sunndi. The wagon’s cargo is intended 
  for Ludmila (first seen in NAE3-01 Daughter of Idee), a 
  merchant in Gornor’s Cove. It was sold to her by a half-
  elf named Darnus whom the PCs might have met more 
  recently in NAE5-03 Heart of the Wood. In the town, 
  characters learn of an attack against Osprem’s temple. 
  This attack was done by the assistant of an individual 
  named Riven, whose agenda will be kept secret for 
  future modules. The PCs may perhaps find one of 
  Riven’s secret stashes, though the trail leading to Riven 
  will be long gone before PCs reach the warehouse. 
  Emeria is also there - her eyes now on Ludmila’s silver as 
  this would enable her to establish herself a new base of 
  operations in Sunndi (or elsewhere). 
   
   This module allows plenty of opportunities to 
  leave the beaten path and characters should have plenty 
  of opportunities to look around Gornor’s Cove. Note 
  that it is also quite open ended and without real 
  structure as the goal of the module is to showcase the 
  town, hint of future plots being hatched there and some 
  developments which will happen once Riven’s presence 
  is known in Gornor’s Cove. 
   
  Patrols: Use this as a standard watch patrol if 
  needed. Fighting in the streets brings a patrol to the 
  scene in 1d3 minutes (10-30 rounds), unless noted 
  differently. Patrol has a sertern and 1d3+2 Gornorites. 
  Any character who pays no upkeep or who “lives off the 
  wild” suffers –2 penalty to all charisma based checks 
  with Gornorites in this module. 
   
  GORNORITE PATROL 
  � Gornorite Sertern: Male/female Oeridian human 
  Ftr2; hp 20; see Appendix 5. 
  � Gornorite: 
  Male/female 
  Oeridian 
  human 
  War1/Exp1; hp 10; see Appendix 5 
   
  A note on time: On the evening of the 2nd day of the 
  adventure, the city watch and Saron manage to track 
  down the warehouse of Riven, after which characters 
  can no longer get experience from that encounter 
  (Saron defeats cobras & golem). You may summarize 
  this to characters when it happens. The full (expected) 
  timeline of events is below. 
   
   
  Noon: Characters come across the wagon 
   
   
  13:30: Characters arrive at Gornor’s Cove and meet 
  Ludmila. 
   
   
  15:00: Lunch finishes. 
   
   
  01:00 (next day): Emeria attacks Ludmila’s 
  compound. Unless the PCs are present, two guards are 
  killed and the ingots stolen. The bandits leave town 
  immediately with the ingots in lead containers, which 
  should prevent most magical detection and enable them 
  to escape. 
   
   
  19:00 (next day): Gornorites find the warehouse of 
  Riven and after a pitched battle, manage to take the 
  constructs down. 
   
  Meetings with the Idee Volunteers, finding the 
  warehouse of Riven, freeing Emeria, etc. may happen at 
  anytime between 15:00-01:00. You should keep track of 
  time. For example, if characters gather information late 
  at night, it might be possible that they are away when 
  Emeria attacks the compound. The encounters in 
  Gornor’s Cove don’t follow any fixed track and as such 
  you should take some care to prepare for any number of 
  outcomes. Feel free to change encounters if you think it 
  is suitable, such as if PCs try to send Idee Volunteers 
  and Emerias Gang to attack each other. Think of NPC 
  motivations and what they might do in these situations 
  and run the situation according to that. 
   
  Note: Before the game starts you should hand all 
  players a part of the DM’s Aid 1 and ask them to fill this 
  information. It is especially important to note all 
  possible favors or disfavors the PCs might have with the 
  Idee Volunteers for Encounter 5. 
   
  ADVENTURE SUMMARY 
  NAE6-03 Legacy of the Serpent is a 1-round regional set in 
  Gornor’s Cove. It is a relatively free flow  adventure 
  although if the PCs are too slow, they might be unable 
  to finish the adventure. 
    
  Introduction [The Wagon]: The characters come 
  across a wagon that was attacked by bandits. In the 
  wagon, they find a survivor, Emeria (who names herself 
  Ellisir). 
   
  Encounter 1 [Gornor’s Cove]: The PCs arrive at 
  Gornor’s Cove where they meet a merchant named 
  Ludmila, originally seen in NAE3-01 Daughter of Idee. 
  NAE6-03 Legacy of the Serpent 
   
  Page 4 
  
   
  Encounter 2 [Ludmila’s Compound]: The PCs come 
  to Ludmila’s Warehouse, where they have lunch and 
  can get to know her better, and perhaps pick up some 
  rumors of the town. 
   
  Encounter 3 [The Temple of Osprem]: In the temple 
  of Osprem, the PCs can meet up with the high priestess 
  and some nobles, as well as pick up some clues. 
   
  Encounter 4 [Exploring the town]: The PCs can 
  explore the town or perhaps hunt for clues regarding 
  the whereabouts of Emeria. 
   
  Encounter 5 [Idee Volunteers]: A cell of Idee 
  Volunteers meets the PCs, either asking for help or to 
  settle old scores. 
   
  Encounter 6 [Attack on Ludmila’s Compound]: 
  Emeria leads her gang in an attack on Ludmilas 
  compound. 
   
  Encounter 7 [“Damsel in Distress”]: Emeria begs for 
  help if captured and still alive. 
   
  Encounter 8 [Warehouse of Riven]: Characters 
  investigate the warehouse of the mysterious ‘Riven’, 
  encountering some constructs and possibly a golem. 
   
  Conclusion: Having found the warehouse of Riven and 
  thwarted the robbery on Ludmilas compound, the 
  adventure ends. 
   
  INTRODUCTION: 
  THE WAGON 
  Read or paraphrase the following: 
   
  News from Felten is that the hideout of a bandit 
  group Serpent Guard was recently discovered and 
  destroyed by local soldiers and adventurers. The 
  remaining bandits have dispersed into the 
  countryside and are being hunted down - this 
  includes the areas around Coast Road. Ahlissan 
  soldiers have been seen in large numbers in 
  surrounding areas, yet you have banded together 
  for a journey down the coast - there is, after all, 
  safety in numbers. 
   
  Allow characters to introduce themselves. After this, 
  read the following. 
    
  A thin cloud of smoke is briefly visible ahead, 
  before being dispersed by the winds blowing in 
  from the Azure Sea. The source is not v sible as a 
  small rise in the road obscures vision. 
  i
   
  When the characters go over the rise or send familiars 
  to investigate, they can see remains of a battle. A wagon 
  is abandoned in the middle of the road and there are six 
  bodies around it: four humans in studded leather armor, 
  armed with bastard swords, and with tattoos of vipers 
  on various parts of their bodies; two dwarves, one 
  dressed in chain mail and wielding a battleaxe and one 
  wearing a wizard’s robes. All bodies also have traveling 
  clothes, backpacks and other assorted items. PCs who 
  have played NAE6-02 First Bite remember that viper 
  tattoos same used by Serpent Guard. An area of grass 
  nearby is scorched and thin wisps of smoke rise from it. 
   
  A heavy horse (see Monster Manual page 273) is 
  harnessed to the wagon. It currently stands inactive, 
  wondering the aftermath of the battle.  
   
  Creatures: Present at the wagon is Emeria. She has 
  been forewarned of approaching people by her familiar 
  and is invisible when the characters arrive (assume two 
  minutes of the spell are left when the characters first see 
  the wagon). She moves into the wagon when the PCs 
  come in sight. When the characters come closer, Emeria 
  comes out of hiding to pose as a poor passenger on her 
  way to Naerie city. Note that because of the undetectable 
  alignment she has cast earlier today from scroll, she is 
  immune to detect evil. Note that there is lingering aura 
  nonetheless which can be detected as normal with detect 
  magic. 
   
  Characters may roll initiative at this stage if they 
  feel like attacking her.  
   
  Emeria (refer to her as Ellisir when you use a name) 
  has loose fitting clothing that complements her figure 
  quite nicely. 
   
  Encounter map: If combat ensues, the map should be 
  pretty much featurless expect for a 25 ft. wide road and 
  the 20 ft. by 10 ft. wagon. Some scrub bushes and 
  elevation differences should be nearby as well. 
   
  APL 2 (EL2) 
  � Emeria: Female Suel Rog1/Sor1; hp 10; Bluff +7; 
  See Appendix 1. 
  � Breeze: Emerias seagull familiar (raven); hp 5; See 
  Appendix 1. 
   
  APL 4 (EL4)  
  � Emeria: Female Suel Rog2/Sor2; hp 19; Bluff +13; 
  See Appendix 2. 
  � Breeze: Emerias seagull familiar (raven); hp 9; See 
  Appendix 2. 
   
  APL 6 (EL6) 
  � Emeria: Female Suel Rog2/Sor4; hp 27; Bluff +15; 
  See Appendix 3. 
  � Breeze: Emerias seagull familiar (raven); hp 13; See 
  Appendix 3. 
   
  NAE6-03 Legacy of the Serpent 
   
  Page 5 
  
  APL 8 (EL 8) 
  � Emeria: Female Suel Rog2/Sor6; hp 39; Bluff +17; 
  see Appendix 4. 
  � Breeze: Emerias seagull familiar (raven); hp 19; see 
  Appendix 4. 
   
  Treasure: If PCs defeat Emeria here, they can get her 
  equipment. 
   
  Note: The equipment of bandits and dwarves is 
  heavily damaged and is assumed that it is worthless to 
  PCs and/or confiscated by authorities at the gate. 
   
  APL 2-8: Loot: (40 gp); Coin (2 gp): Magic: dust of 
  tracelessnes (20gp), potion of invisibility (25gp) 
   
  Detect Magic Results: Dust of tracelessnes (Faint 
  Transmutation), potion of invisibility (Faint Illusion). 
   
  Development: Emeria tries to use her appearance to 
  shift male attitudes to friendly as well as appears to be a 
  naive and scared girl. If any characters try to hit on her, 
  she appears embarrassed and tries to wriggle free of the 
  situation. If any characters ask if she is lying, you should 
  make Bluff vs. Sense Motive rolls in secret. Emeria/ 
  Ellisir tells the following things as cover story if asked: 
  - 
  She is from Minetha and is going to Gornor’s Cove 
  to meet some friends. 
  - 
  She asked for a lift in the wagon at Felten and the 
  dwarf agreed to let her on for the price of four 
  coppers. 
  - 
  Her name is Ellisir. Her father (Tren) works as a 
  miller in Felten and her mother (Lenne) is a 
  seamstress. (These are lies, as PCs may know the 
  name Emeria. Please remember to use Emeria’s 
  false name when referring to her during the 
  scenario). 
  - 
  The bandits were waiting in nearby scrub bushes. 
  They and the dwarves killed each other. (Anyone 
  with the Track feat can verify that several persons 
  spent some time near the bushes). Emeria/Ellisir 
  does not actually know this for sure but she makes 
  a lucky quess if asked. 
  - 
  If characters confront her as liar, she sobs down 
  and confesses that she saw the fight and thought 
  she might find something valuable but she only 
  only did it because she is poor. 
   
  Emeria/Ellisir is very keen to get to Gornor’s Cove and 
  would be extremely grateful if the characters could help 
  her out by escorting her there along with wagon. She 
  engages in some discussion with PCs, asking about their 
  adventuring careers and so on, so she can learn about 
  PCs abilities. If the characters tell her to get lost, she 
  hops down from the wagon and starts to walk towards 
  Gornor’s Cove. If the party attacks her, she reaches into 
  her clothes, pulls out a potion of invisibility and drinks it 
  before fleeing. She also uses dust of tracelessnes to increase 
  the DC for tracking her by 20 (to a total DC of 35). If 
  able, she goes to Gornor’s Cove and joins her gang in 
  the Bird’s Nest tavern, and attacks Ludmila’s compound 
  later. If she is killed, there is no attack on Ludmila’s 
  Compound. 
   
  When investigating the cargo, characters who have 
  played NAE5-03 Heart of the Wood (where they escorted 
  Darnus to the Iron Hills) or who make a successful DC 
  15 Knowledge (Splintered Sun), DC 20 Knowledge 
  (nobility and royalty) or a DC 10 Profession (merchant) 
  skill check recognize the symbol on these crates as 
  belonging to Darnus, a half-elf trader from Poelitz. The 
  dwarves have a ledger that records details of the trade 
  (see Player’s Handout 1). 
   
  Speak with dead: Both dwarves are LN in alignment. 
  Their will save to resist the spell (if the alignment  of 
  the caster is different) is +5. 
   
  The dwarves can tell their names (Rahul/Gemil) 
  and that a group of human bandits attacked them. 
  Gemil was the last to fall and used a scroll of fireball to 
  kill the bandits but a staggered bandit killed him after 
  that. They were in the service of Darnus from Poelitz 
  and on their way to Gornor’s Cove, taking cargo to 
  Ludmila Uirten. They are from the Iron Hills and wish 
  their remains returned to their clan (giving bodies to 
  Ahlissan authorities is sufficient). They did not take any 
  passengers along them.  
   
  The bandits are NE in alignment. Their Will save 
  top resist the spell is +2.  
   
  They can tell that they were members of the 
  Serpent Guard, driven off from Schwente by local 
  guards. They were looking for easy pickings so they 
  could get away from Naerie. A successful DC 12 Heal 
  check reveals that the bandits died from a combination 
  of slashing weapons and fire damage, while the dwurs 
  died from slashing weapons.  
   
  If the party takes the wagon to Gornor’s Cove, go to 
  Encounter 1. 
   
  If the party decides to loot the silver ingots, and 
  flee the region (go anywhere else but Gornor’s Cove) 
  the adventure is over. Go to Conclusion B.  
   
  Troubleshooting: If characters arrest Emeria as a 
  possible looter and hand her over to the authorities at 
  the gate, she manages to run away (if unconscious 
  because of damage, a cleric cures her) later and makes 
  her way to her gang and proceeds with her original plan 
  of attack (she manages to replace her dagger, spell 
  component pouch and other equipment before the 
  attack and is thus equipped as her stat block indicates). 
   
  NAE6-03 Legacy of the Serpent 
   
  Page 6 
  
  ENCOUNTER 1: 
  GORNOR’S COVE 
  Read aloud or paraphrase the following once the PCs 
  arrive at Cornor’s Cove, 1 hour after coming across the 
  ambush site. 
   
  Gornor’s Cove is one of the towns on the shore of 
  the Azure Sea, being halfway between Naerie City 
  and Felten. The town has been built in a sheltered 
  natural harbor. On a hilltop above the town is the 
  burial place of Saint Idee of the Sails. Its walls 
  stand proud, overlooking Gornor’s Cove and the 
  Azure Sea. However, the Nightingale banner of 
  Ahlissa hangs over one wall, ever reminding this 
  town who is in control.  When your wagon comes 
  near the gate a soldier steps in front of you: “Halt, 
  by the order of Eberic Lyrthi, all cargo arriving into 
  town will be inspected”. Several other soldiers 
  stand nearby, all dressed in leather armor, overlaid 
  with green and grey tabards. They have long swords 
  and bows as their weapons. 
   
  Give Player’s Handout 2 to the players. 
   
  � Gornor’s Cove (Small Town): Conventional 
  (House Lyrthi and Nuran both wield strong influence 
  in town); AL LN/N/CG/CN; 800gp limit; Assets 
  68,000gp; Population 1700; Mixed (Humans o/s 82% 
  (1396), Halflings 9% (155), Elves 7% (118), Half-Orcs 1% 
  (16), Gnome 1% (14)). 
   
  Authority figures: Eberic of House Lyrthi (LN 
  male Ari7/Ftr4), local ruler and Head of House Lyrthi; 
  Thriendril of Prymp (LE female Ft7/Marshall4), 
  Commander of the Ahlissan garrison; Mudoric (LN 
  male Clr8), priest of Zilchus; Captain Saron (N male 
  War9), leader of the City Watch; Nuran (NG female 
  Clr5/Divine Orcale5/Contemplative2), Overseer of 
  Saint Idee's burial site and leader and High Priestess of 
  Osprem's faith in Naerie. 
   
  Important persons: Qita (CN Aarakocra female 
  Wiz9); Harbormaster Tedin (LN male Exp9); Ordog (N 
  male Clr8), High Priest of Xerbo in Naerie; Kelez (CN 
  male Clr5), priest of Procan. Kalkat (N male Com13), 
  leader of the Fishermen's Guild. 
   
  Creatures: The Sertern, named Grigor Saikon, is a tall 
  and thin Oeridian man with a moustache and short 
  brown hair. Members of Nasranite Watch with home 
  area as Monne recognise him and know he has been in 
  service since 591CY. He is accompanied by 8 gornorites 
  and cleric of Xerbo. He wants to know following things 
  from PCs: 
  - 
  Their names and business in Gornor’s Cove. 
  - 
  The ledgers for the cargo. 
  - 
  How long they plan on staying in Gornor’s Cove. 
  - 
  If they have bodies with them, why?  
   
  In addition a nearby cleric uses detect magic on 
  characters to survey their equipment and if he detects 
  anything harmful (items descriped in metabook), such 
  as scrolls of animate dead, bag of tricks, etc. These are 
  confiscated and destroyed on the spot (however, since 
  Emeria looks so unimpressive the cleric ignores her and 
  misses her undetectable alignment). Gornorites will try to 
  arrest those who resist. Anyone protesting is also denied 
  access to the city and must find alternative way in or the 
  module is over for those characters. 
   
  As long as the PCs give meaningful answers to 
  questions, everything will be ok. The gate charge (1 gp 
  instead of 1 cp for wealthy individuals such as 
  adventurers) is assumed to have been covered by 
  upkeep cost. Those living of the wild must pay 1gp for 
  entry. If PCs refuse, they cannot enter the town unless 
  they somehow scale the walls (DC 25 Climb check for 
  30 ft. high walls). This can garner attention from 
  Gornorites who try to arrest character. Opposed Hide & 
  Spot skill check  against Gornorite patrol is a good rule 
  fo thumb but exact details are left for DM to decide. 
   
  While the questioning goes on, two Gornorites 
  open one of the crates to look into its contents and 
  apply an Ahlissan seal to it to show nothing has been 
  taken. Another Gornorite writes the PCs answers down 
  with a quill pen. 
   
  If the characters ask about the reason for this kind 
  of investigation, Grigor explains that the temple of 
  Osprem (Location 5) was attacked with some sort of 
  alchemical or magical substance last night. No casualties 
  were suffered, material damage was limited and the fire 
  was put out by clerics using create water spells. An 
  investigation is currently ongoing. He does not know 
  more. 
   
  When the PCs have answered all questions and 
  seem to be ready to move on, read the following: 
   
  “Grigor, what are these people doing with my 
  wagon? And where is Rahul?” 
   
  A plump woman, dressed in merchant clothes 
  arrives. She has shoulder length brown hair, 
  piercing blue eyes and a round, friendly face. She is 
  flanked by two guards dressed in well-worn leather 
  armor, carrying short spears, as well as simply 
  dressed Suel man, who has freckles in his face.” 
   
  Any character that has played NAE3-01 Daughter of Idee, 
  recognizes the woman as Ludmila. A successful DC 15 
  Knowledge (Splintered Suns) or DC10 Profession 
  (merchant) check also reveals this. Success by 5 or more 
  also reveals that she owns a trading house in Bellport 
  (North Kingdom) and imports goods from Ratik and 
  the Thillorian Peninsula into Naerie.  
   
  She wants to know following things: 
  - 
  What happened to her men? 
  - 
  Where are their bodies? (If not present) 
  - 
  Are her goods intact? 
   
  NAE6-03 Legacy of the Serpent 
   
  Page 7 
  
  Assuming the characters do not behave like idiots, 
  Ludmila is satisfied and asks them to accompany her to 
  her warehouse (location 12 on the map) so she can 
  unload the cargo and take repossession of her wagon. If 
  the characters decline, Ludmilas guards escort the 
  wagon. Ludmila also takes care of her hireling’s bodies 
  (and equipment if PCs gave it to the Gornorites). 
   
  At this point Emeria/Ellisir says goodbye and goes 
  away into a town and disappears - for now. If asked 
  where she goes, she gives a name of a Saltwater Inn 
  (Location 22 on map). However, she doesn’t go there 
  and nobody there knows her. 
   
  If the PCs wish to follow her, she tries to lose them 
  (use the pursue rules from the Dungeon Master Guide, 
  page 20) and make her way to the hideout. Emeria gains 
  a +2 circumstance bonus to her Dexterity check to take 
  account her superior knowledge of the town. Members 
  of the Nasranite Watch with as home the Barony of 
  Monne also gain +2 to their roll. If PCs can keep up, 
  they see her going to the Bird’s Nest Tavern (location 8 
  on map) where her gang is. On higher APLs she of 
  course becomes invisible which should help against most 
  pursuers. 
   
  APL2−8 (EL 9)  
  � Gornorite Sertern: Male Oeridian human Ftr2; hp 
  20; See Appendix 5. 
  � Gornorite (8): Male/female Oeridian human 
  War1/Exp1; hp 10; See Appendix 5. 
  � Cleric of Xerbo: Female Suel human Clr3; hp 23; 
  See Appendix 5.  
  � Ludmila: Female Suel human Ftr2/Rog3; hp 44; 
  See Appendix 5. 
  � Ludmila’s Guards (2): Male Oeridian human 
  War1; hp 6; See Appendix 5. 
  � Korwil Zan: Male Hepmonaland Suel human 
  Mnk3; hp 21; See Appendix 5. 
   
  Development: From here the scenario progresses to 
  Encounter 2 unless the characters want to go and 
  investigate the town immediately or when they 
  offended Ludmila (Encounter 4). If the characters 
  return to the warehouse later, adapt the situation to suit 
  the fact that lunch has already been served. 
   
  Troubleshooting: If for some reason a fight breaks out, 
  the Gornorites call for reinforcements from the town. 
  There are likely enough people in town to overwhelm 
  the PCs. If the PCs escape anyway, they are wanted for 
  murder with punishment being death (see the Wanted 
  in Ahlissa AR), except it should be marked on the AR 
  that the severity of punishment cannot be reduced. 
   
  ENCOUNTER 2: 
  LUDMILA’S COMPOUND 
  Read out aloud or paraphrase the following once the 
  PCs arrive at Ludmila’s Compound: 
   
  Ludmila owns a small walled compound. As the 
  wagon approaches, two guards open a not-so-sturdy 
  looking gate. Inside the compound there is a 
  residential building and a smaller wooden 
  building that obviously functions as a warehouse. 
  Many crates can be seen stacked inside. 
   
  Ludmila invites the characters to lunch if they so wish, 
  as a favor for returning his goods.  The lunch is served 
  to everyone (guards rotate in groups of 2 to make sure 
  the warehouse stays guarded). 
   
  Lunch is a very relaxed affair. Ludmila can tell 
  things mentioned in Encounter 3, up to DC 10. In 
  addition, she can answer the following things if 
  characters are interested in a little small talk:  
  - 
  Most of the ingots will go to Naerie City to an 
  office of a merchant named Arbusian, while some 
  will go to local jewelers.  
  - 
  Ludmilla’s main imports are furs (such as 
  Argentvorax) and exotic material from the 
  Thrillorian peninsula. She also deals in local goods.  
  - 
  Business has been pretty good, though the Royal 
  Guild of Merchants takes its share. Ludmila does 
  not mind too much, as the payment allows her to 
  use the diraewen (magical) roads of Ahlissa and 
  import stuff more quickly. The guild also makes 
  sure routes are relatively secure, unlike in the 
  North Kingdom.  
  - 
  She normally operates in Naerie City but is looking 
  to expand to other towns as well. Gornor’s Cove is 
  her first expansion. 
  - 
  She was born in Idee and thinks the occupation 
  was a very bad affair. The Ahlissans are a major 
  improvement since there is now some semblance 
  of stability in the old Iron League states. 
   
  If asked about Korwil Zan, Ludmila informs that he is 
  an old Brotherhood soldier and that she believes in 
  giving people a ‘second chance’, and that Korwil Zan 
  now works as her accountant (which is a lie, he is 
  Ludmila’s bodyguard).  
   
  Korwil Zan himself stays silent during the dinner 
  and Ludmila instructs the PCs not to disturb him. (If 
  somebody detects evil and points this out, Ludmila’s does 
  not care.) 
   
   
  NAE6-03 Legacy of the Serpent 
   
  Page 8 
  
  Ludmila ALWAYS mentions that she thinks some 
  questionable types have been hanging around her 
  warehouse and it would be excellent if the PCs could 
  stay around until she sends the ingots on their way in 
  two days time. She can offer a token sum (40 gp per 
  character) of gold if PCs want it or she can instead make 
  available some items she imports from the north. Only 
  if the PCs decline the gold do they get the favor of 
  Ludmila on the AR.  
   
  If asked why she does not go to the Gornorites, she 
  mentions the attack on the Temple of Osprem and that 
  the Gornorites have their hands full at the moment. 
   
  Treasure: Ludmila may pay characters a few coins, OR 
  grant the favor of Ludmila if they accept to help her. 
   
  APL2-8 Loot: (0 gp); Coin: (40 gp); Magic: (0 gp). 
   
  Development: Dinner only lasts for an hour. Ludmila 
  offers the characters a chance to sleep in the compound, 
  if they so please, even if they refused to take up her offer 
  to stand guard. It will take a while to set-up the rooms, 
  so the characters are free to explore Gornor’s Cove for 
  the rest of the day. Hopefully they have asked Ludmila 
  some questions and know about the temple of Osprem.  
   
  If the characters go to Osprems temple, move to 
  Encounter 3. If the characters decide to go and gather 
  information, go to Encounter 4. After this, the 
  encounters and investigations in town can happen in 
  pretty much any order. 
   
  ENCOUNTER 3: 
  THE TEMPLE OF OSPREM 
  The temple of Osprem is located, appropriately, 
  near the docks. The damage to the temple is clearly 
  v sible; part of the wall has collapsed and the 
  flames have scorched the surrounding area. A 
  couple of Gornorites are guarding the location. 
  i
   
   
  If the characters wish to examine the location, the 
  Gornorites say that only those approved by the 
  priesthood or city watch may inspect this location. 
  Those who belong to the Nasranite Watch or 
  priesthood 
  of 
  Osprem 
  meta-org 
  fulfill 
  this 
  requirement but the guards mention that if the PCs talk 
  to Saron in the temple, he might also give permission. 
   
  When the characters either gain permission or talk 
  to Saron and succeed in a DC 10 Diplomacy check, they 
  can learn the following things: 
  - 
  Someone or something hurled a crate through a 
  temple window last night, which then exploded 
  with great force. 
  - 
  A young acolyte was in the side room when this 
  happened and managed to run from the room 
  before the crate exploded. 
  - 
  A local alchemist (Turas Atana) identified 
  alchemist’s fire among the remains, but something 
  increased its power tenfold (this is actually untrue. 
  The blast itself was caused by a delayed blast fireball 
  but accompanying alchemists fire serves as 
  potential red herring). 
  - 
  Hard ground, the blast and ensuing chaos when 
  priests put out the flame meant that no tracks were 
  found. 
  - 
  A burned set of clothing, similar to a dock worker 
  was discovered nearby. (Using scent will not give 
  any traceable smell as it mainly smells of sea, 
  smoke, tar and fish but not a person). 
  - 
  An untouched Ahlissan military tabard was also 
  found. The City Watch is almost 100% certain that 
  this is a very crude decoy. 
   
  If the characters go in, read the following: 
  The chapel of Osprem is grandiose, as is suitable 
  for perhaps the most cherished goddess in the 
  whole principality. Stained- glass windows show 
  the miracle of the Saint Idee, as well as honors to 
  several priests who were killed by the Scarlet 
  Brotherhood. 
  Closer to the main door, a stern looking Suel 
  woman is talking to five men, three of them in city 
  guard uniform while two others appear to be 
  nobles. Further back stand two alert looking men 
  dressed in simple monk clothes decorated with the 
  blue and white colors of Osprem. It is plainly 
  obvious that these two are heavily muscled under 
  their robes. One of the city guards is holding 
  something, which appears to be the remains of a 
  metallic snake. 
   
  A successful DC 20 Knowledge (Splintered Suns), 
  Knowledge (History), Knowledge (Religion) or DC 15 
  Bardic Knowledge check reveals that two of the 
  windows tell the tales of two local priests. Ruadis was a 
  priest who boarded an empty Ideean warship with 
  dockworkers to fight against the Brotherhood landing 
  party, allowing time for three merchant vessels to flee 
  up the coast, two of which eventually made their way to 
  Irongate. Ruadis’ ship was sunk and his ultimate fate is 
  unknown. The other person is Yliana, a priestess who 
  gave aid to the Ideean resistance movement and who 
  committed suicide when the Brotherhood came for her, 
  instead of submitting to torture, which would have 
  revealed important knowledge about the resistance. 
  Divine spellcasters of Osprem from the region know 
  this information automatically. 
   
  The following persons are present. Tilvor Redu is 
  not statted because of a ring of mindshielding.  
   
  Others are for reference in case they are needed, as 
  any fighting would most likely lead to the PCs defeat. If 
  characters wish to use detect thoughts to spy on people, 
  see their statistics in Appendix 5. Note that any visible 
  spellcasting immediately alerts Nuran (the Suel woman) 
  and the others (which means spells must be cast 
  outside). In this case people in the temple try to arrest 
  the PCs and imprison them for 10 TU. The actual 
  spellcaster has his tongue mutilated as per the Laws in 
  Ahlissa regarding Magical Interference with the 
  NAE6-03 Legacy of the Serpent 
   
  Page 9 
  
  Integrity of a person. If the spellcaster is a noble (such 
  as Honored Lord of Tenh or has the Celestial Scion feat, 
  then the sentence is a light fine). 
   
  � Nuran, High Priestess of Osprem: Female 
  human (Suel) Clr5/Divine Oracle 5/Contemplative 2; 
  See Appendix 5. 
   
  Thoughts: Nobles and their ‘brown’ tongues, 
  interfering all the time. Saron is a good and decent 
  Ideean. 
   
  Knows: Any number of people might have done 
  this, the Scarlet Brotherhood, the Ahlissans (she doubts 
  this) or any number of evil cults. As high priestess of 
  Osprem she has plenty of enemies. 
   
  Note: Has two ‘Followers of the Wave’ with her at 
  all times (the monks standing back) 
   
  � Followers of the Wave (2): Male human Mnk8; 
  See Appendix 5. 
   
  � Saron, leader of the citywatch:  Male human 
  War9; See Appendix 5. 
   
  Appearance & personality: Pleasant looking Suel man, 
  streetwise and efficient. His loyalties are more towards 
  Nuran and Gornor’s Cove than House Lyrthi or Ahlissa. 
   
  Thoughts: Wonders why the nobles are so 
  interested. Has to solve the case quickly for Osprem’s 
  sake. If a human/elf/half-elf female PC with Cha 12 or 
  more present: Nice looking, too bad I’m married. 
   
  Knows: The clues above. Says he thinks of doing 
  some rounds in the docks and seeing if he can find 
  anyone with knowledge of really strange activity (not 
  mugging, etc. as these are quite common). 
   
  � Gornorite: 
  Male/female 
  Oeridian 
  human 
  War1/Exp1; hp 10; see Appendix 5 
   
  Appearance: Mixed Oeridian-Suel men. 
   
  Thoughts: Pay, home, wife, can I afford to have a 
  pint or two today, etc. 
   
  Skill bonuses from nobles are received automatically if 
  PCs ask for help, unless there are PCs present who paid 
  no upkeep or were “living off the wild”. In this case a 
  DC15 Diplomacy check is required. PCs who were 
  living off the wild or paid no upkeep may not try this 
  check as nobles refuse to associate with such ‘unwashed 
  rabble’. 
   
  � Tilvor Redu, a noble: Male human (Bluff +14). 
   
  Appearance: A Suel man with friendly well groomed 
  face (Cha 14) and high quality clothing. 
   
  Knows: He only has knowledge of the event and is 
  here to offer his help to Nuran/Saron/PCs, saying he 
  has some connections around the town so he could 
  perhaps assist. Of course this is done purely to score 
  some ‘brownie’ points with the city watch and the 
  temple of Osprem. If asked, he gives some names of 
  contacts, which grant a +2 circumstance bonuses to all 
  Gather Information checks done in the module.  
   
  Special: ring of mind shielding 
   
  Related Skill checks: A successful DC 20 Knowledge 
  (history), DC 10 Knowledge (nobility) or DC 10 Bardic 
  Knowledge check reveals that House Redu was 
  originally an Ideean noble house that was entirely killed 
  during the Scarlet Brotherhood occupation. The current 
  holders of the title (their original name was Jerus) 
  actually bought their old holdings, along with the noble 
  title a few years back. Not much is known about them, 
  they seemed to be a successful, if not well-known 
  merchant family in northern Idee. They own a house in 
  Gornor’s Cove, an Inn/eatery named Sickle, a mill in 
  Felten and one ship, which is rented out to the Royal 
  Guild of Merchants. 
   
  � Erun 
  Feldor, 
  a 
  noble: 
  Male 
  Human 
  Exp2/Ari2/Clr2 of Zilchus (N; Bluff +11). 
   
  Appearance: A middle-aged Oeridian noble, average 
  looking (Cha 10). His clothing has obvious marks of 
  use. 
   
  Thoughts: Try to remain on Nuran’s good side, show 
  support, look useful, see if favors could be found here. 
   
  Knows: Nothing, but is here to offer whatever 
  limited aid he can give. If the characters ask it, this 
  essentially grants a +2 circumstance bonus to all Gather 
  Information checks for duration of this adventure. This 
  stacks with ones gained from Tilvor. Like Tilvor, Erun is 
  here to score ‘brownie points’. 
   
  Related Skill checks: A successful DC 20 Knowledge 
  (history), DC 15 Knowledge (nobility) or DC 15 Bardic 
  Knowledge check reveals that House Feldor is a noble 
  house in name only these days. They only own a (quite 
  large) house in Gornor’s Cove and a few small ships. 
  Erun has a very beautiful daughter called Erisa. A 
  further successful DC 15 Knowledge (the Splintered 
  Suns), Knowledge (nobility) or Bardic Knowledge 
  check reveals that Erisa has made sure she will never be 
  married of as a ‘prize’ to some other noble house. They 
  lived in exile in Irongate during Brotherhood 
  occupation. 
   
  In addition to the information given above, these 
  characters can mention the following things: 
  - 
  Saron reveals he is going to ask around in the docks 
  if anyone saw anything and if everything else fails, 
  ask a local wizard if he can detect more of these 
  snakes through magical means. 
  - 
  If the Idee Volunteers are mentioned (i.e. if PCs 
  met them in Encounter 6 before coming here), 
  Saron says they will be dealt with when appropriate 
  (which is never, as far as he cares). 
  - 
  If asked about strange happenings, Nuran knows a 
  member of Midnight Darkness (a pro-Oeridian cult 
  of Nerull) was recently captured and hanged. He 
  was extremely resistant to ‘questioning’ by the 
  Gornorites. Then one night he simply died for no 
  apparent reason. The body was quartered, burned 
  and ashes scattered to Azure Sea. 
  NAE6-03 Legacy of the Serpent 
   
  Page 10 
  
  - 
  Nobles express their shock about this attack and 
  need for solving it quickly. They try to show a 
  caring side to the situation. In reality they merely 
  wish to gain some benefit by appearing helpful to 
  the church of Osprem. If PCs notice this and 
  confront them about it, the nobles leave and return 
  home, slightly humiliated. Nuran is happy though 
  (she cannot really go around and point out the folly 
  of nobles even if she wanted to) and as a result 
  offers 10% discount from divine spellcasting 
  services during this scenario. 
   
  The metallic snake: The metallic snake is made of iron 
  rings which have a slight purple tone. The snakes head 
  has large hood. Saron says he does not know what it is 
  but he saw it move near the temple so he immediately 
  hit it with his morningstar and trashed it, though it took 
  a few decent blows. Saron also mentions that its insides 
  were filled with a liquid. A successful DC 12 Knowledge 
  (Arcana) check identifies it as an iron cobra, a 
  guardian/assassin construct. For every 5 this check 
  passes, tell one of its special abilities to the PC. 
   
  The liquid can be identified as small centipede 
  poison by paying 5 gp to the town alchemist (see 
  Encounter 5) or with a successful DC 20 Craft 
  (alchemy), or DC 20 Knowledge (nature) check. 
  Knowledge (nature) check requires sniffing and tasting 
  the poison but it is assumed this does not warrant 
  fortitude save from anyone trying the check.  
   
  Members of the Church of Osprem meta-
  organization, divine spell casters of Osprem or 
  worshippers of Osprem with the True Believer feat: 
  Nuran stops these characters before leaving and says 
  that if they are successful in finding some clues into this 
  matter, they should visit the Burial Site of Saint Idee 
  before leaving the area. 
   
  Development: From there the module can move to 
  Encounter 4 if PCs wish to explore town. If they are 
  going back to Ludmilas compound, run Encounter 5. 
   
  ENCOUNTER 4:  
  EXPLORING TOWN 
  In this encounter, characters can Gather Information in 
  the town or investigate various locations. Gather 
  Information checks take 1d4+1 hours and cost 2d4 gold 
  coins (marked off as other coin spent). Every additional 
  5 gp used gives +1 bonus to this check. 
   
  The following rumors can be found. You can also 
  download rumors from ‘Diplomacy Check’ at the RPGA 
  website and use them along with these rumors. 
   
  DC 
  Rumor 
  0 
  Strange shapes have been seen in the water 
  recently. Maybe some creatures of the Azure Sea 
  are spying on the town. 
  5 
  Somebody attacked the Osprem temple with 
  fire. Hextorites must be responsible! 
  10 
  Qita, the Aarakocra wizard living near Gornor 
  has actually opened a shop in town! 
  12 
  After the Richfest debacle of 594 CY, the City 
  Guard in Naerie City has gained quite a boost in 
  strength.  
  15 
  Two bodies were dragged up from the beach by 
  the ‘Followers of the Waves’ some time ago. They 
  were identified as small-time thieves working 
  near the docks. My cousin, he works in the 
  watch you see, told that their mouths had been 
  destroyed by acid as well! 
  20 
  I was fishing near dock lane and I saw a group of 
  sea gulls flying into a solid rock wall. Maybe I 
  had sunstroke or something.  
   
  Due to time reasons characters cannot take 20 (which 
  would cost 20d4+20 hours). 
   
  ALCHEMIST 
  Turas is the alchemist who identified to the guards the 
  substance that caused the explosion at the Temple of 
  Osprem. Unfortunately for her, she is also the person 
  who sold it. She discovered a small metal plate showing 
  her store symbol and pocketed it from the crime scene. 
  Detect thoughts reveals this. She feigns ignorance 
  otherwise and says that she only knows the explosion 
  had something to do with alchemist fire. An opposed 
  Bluff/Sense Motive check reveals she is hiding 
  something. Following up with a successful DC 15 
  Diplomacy or opposed Intimidate check (Turas has a 
  total modifier +7) reveals that an Oeridian man with 
  short brown hair and ‘hawk like’ nose who presented 
  himself as Riven bought many casks of alchemist’s fire 
  from her. She had to deliver them to Dock Lane, where 
  they were supposed to be picked up by someone else. 
  Gold can be used to influence the Diplomacy check, 
  with each 5 gp granting a +1 modifier to roll (up to a 
  maximum +10). Mark this as other coin spent.  
   
  A failed Diplomacy check can be followed up by an 
  Intimidate check but a failed Intimidate cannot be 
  followed-up by Diplomacy. If characters threaten her 
  with physical violence (a common occurrence in 
  Naerie), she screams for help, which brings the city 
  guard to the location quickly. Unless the characters 
  succeed in a DC 15 Diplomacy check they are 
  imprisoned for 1 TU. Regardless of the check result, the 
  Gornorites take Turas along which eventually allows 
  them to find the location of Riven’s  warehouse. 
   
  � Turas Atana: Female Suel, Exp2/Adp3 (CN; Craft 
  (Alchemy) +12, Bluff +6). 
   
  NAE6-03 Legacy of the Serpent 
   
  Page 11 
  
  DIVINE SPELLS 
  While the temples in Gornor don’t know any details 
  about the attack, they are more than happy to provide 
  healing and other spell casting services. Procan (High 
  priest Kelez, CN male Clr5) and Xerbo (High priest 
  Ordog, LN male Clr8) are available. 
    
  ARCANE SPELLS 
  Qita’s Emporium (location 24) is the best (and only) 
  shop specialising in arcane items. PCs asking around for 
  NPC arcane spell casters find this place. 
   
  This shop consists of only one large room, which 
  itself is sparsely decorated with just two shelves. 
  An open window in the domed ceiling illuminates 
  the place and in the middle of the room is a large 
  table with a book holder. A large brown bird is 
  reading a book, turning the pages with its claws.  
   
  “Can I assist you land dwellers somehow?” 
   
  Creature: This creature is Qita, an Aarakocra. A 
  successful DC 19 Knowledge (nature) check learns that 
  Aarakocras are rare avian creatures, who can usually be 
  found in the Griff & Corusk Mountains in the northern 
  Flanaess (Source: Greyhawk Adventures Sourcebook). She 
  tries to be courteous but has an obvious superiority 
  complex towards ‘land dwellers’. A successful DC 15 
  Knowledge (history) or Knowledge (the Splintered 
  Suns) check reveals that she has a tower near Gornor’s 
  Cove. Succeeding by 5 or more tells that Qita was 
  present before the SB occupation but she evacuated to 
  an unknown destination with all her valuable items 
  when the invasion started. Success by 10 or more tells 
  that an eyrie of giant eagles (5-12, exact numbers 
  unknown) lives within the tower as well. A few 
  enterprising hunters have tried to capture and kill them 
  but they have always been killed by Qita and their 
  remains fed to these giant birds of prey. Success by 15 or 
  more tells that Qita has a deal with some local cattle 
  breeders that her eagles may hunt their herds at will for 
  a suitable compensation. 
   
  � Qita: Female Aarakocra Wiz 9; hp 46; see Appendix 
  5. 
  Spell casting: The primary reason PCs might be here is 
  to find out about the iron cobra and perhaps where to 
  find it. A locate creature spell costs 360 gp. If the PCs pay 
  the price and show Qita the remains of the cobra, she 
  ushers the PCs from her shop, locks the place and goes 
  flying around. She returns 15 minutes later and says she 
  detected such a creature moving in one of the 
  warehouses in Dock Lane (she gives directions). 
   
  Buying items: Qita has the following items for sale on 
  various APLs (you may allow her to have various other 
  items normally allowed by LGCS as well). These items 
  are marked on the AR if PCs ask for something to buy. 
  They are marked to AR with *. 
   
  APL 2: wand of magic missiles (Adventure, 750gp, CL 
  1st, DMG) 
   
  wand of cure light wounds (Adventure, 750gp, CL 1st, 
  DMG) 
   
  masterwork instrument (drum) (Adventure, 200gp, 
  CV) 
   
  APL 4: potion of barkskin +5 (adventure, 1200gp, 
  DMG) 
   
  APL 6: ring of feather falling (Adventure, 2200gp, 
  DMG) 
   
  APL 8: ring of the ram (Adventure, 8600gp, DMG) 
   
  Scribing: While Qita does not have her spell books 
  handy, she can arrange a meeting with a PC in a few 
  days (after the adventure), costing that character an 
  extra Time Unit to gain access to her spells. She has all 
  5th or lower level arcane spells indicated as ‘core’ access 
  in the LGCS, except Illusion and Necromancy spells, 
  and charges 50 gp x spell level for each spell. She is not 
  interested in trading spells. 
   
   
  EMERIA/ELLISIR 
  It is possible that at some point characters might need 
  to track down Emeria/Ellisir. This requires a DC 25 
  Gather Information check, which takes 1d4+1 hours 
  and costs 2d4 gold coins (mark to other coin spent), 
  mainly to dubious underworld types. Spells such as 
  locate creature can help here as well if DM feels it is 
  appropriate.  
   
  Success indicates that PCs are directed to the Bird’s 
  Nest Tavern. Emeria/Ellisir is there with her entire 
  gang, located in the backroom. Feel free to adapt the 
  gangs tactics based on information in Encounter 6. At 
  this stage Emeria has her old equipment back as well. 
  The owner of the inn is a greedy halfling called Marpo 
  (see Appendix 5), who is willing to ‘be elsewhere’ for 
  10x APL gold pieces. Remember that most likely the PC 
  have next to no proof of any wrongdoing against Emeria 
  at this stage (except the word of a few rebels who aren’t 
  testifying) so this might get them into all kinds of 
  trouble. You should have the PCs make an opposed 
  Bluff check vs. Emeria if the authorities come to the 
  scene. If Emeria wins, the PCs are imprisoned for 4 TU 
  for wasting authorities time ‘just in case’ and might even 
  get into serious trouble if they have ‘murdered’ 
  someone. It is also possible for the PCs to operate with 
  Diplomacy here, though it’s more of an intimidation 
  than sweet talk.  
   
  Winning an opposed Diplomacy or Intimidate 
  check against Emeria causes her gang to take the hint 
  and leave town. If the PCs fail, the gang relocates after 
  the PCs leave so that the guards do not apprehend them. 
  It’s up to you how you run things from there onwards. 
  See Appendix 1-4 for relevant statistics. 
  NAE6-03 Legacy of the Serpent 
   
  Page 12 
  
  RIVEN 
  For various reasons characters may want to know 
  something about Riven at some point of the adventure. 
  As expected, Riven is an alias and asking information 
  about that name does not get any results except the 
  noticed by Riven entry on the AR.  
  Development: If PCs have not yet visited temple of 
  Osprem (Encounter 3), they can go there. If not, they 
  can meet with Idee Volunteers (Encounter 5). 
   
  ENCOUNTER 5: 
  IDEE VOLUNTEERS 
  This encounter uses the map in DM’s Aid 2. 
   
  Characters can start this encounter from several 
  encounters. If Emeria never made it to town, this 
  encounter does not happen unless there are characters 
  with two or more disfavors with the Idee Volunteers or 
  Safe House Reported from NAE5-01 When Nightingales 
  Sing... 
  Narrow streets twist and turn their way through 
  Gornor’s Cove. Not many people are on the streets. 
  The authorities however seem to be, as up ahead on 
  a street corner a woman in a Gornorite uniform 
  stops a man, exchanges a few brief words and then 
  lets him pass, before looking at your direction. She 
  lifts her spear up in greeting. 
  There is no real way for characters to avoid meeting the 
  Ideeans at some point unless they all have invisibility 
  (in which case you should not even need to read the 
  above box text). If they are, feel free to skip this 
  encounter. The Ideeans might meet the PCs later if they 
  ever become visible again.  
   
  Assuming the Ideeans see the PCs, there are several 
  things that can happen. Their leader, Seljanor, does all 
  talks while the other Ideeans are hidden in surrounding 
  houses. If the PCs have means to detect the Ideeans in 
  the houses through magical means, inform them of the 
  imminent danger. Note that Seljanors spear might be a 
  give away to observant characters for it is a non-standard 
  weapon for Gornorites. You should make a DC 20 
  Wisdom check in secret for any PC who is a member of 
  Nasranite Watch meta-organisation living in Monne. 
  Success indicates that he/she has never seen Seljanor 
  before among the guards.  Note that any combat or 
  screams for help brings Gornorite patrols to location in 
  2 minutes (20 rounds) who try to subdue all combatants 
  who resist arrest. 
   The Gornorite raises her hand in salute. “You were 
  seen with a Suloise woman earlier today. Where is 
  she?” 
   
  The characters can probably mention the Saltwater Inn 
  as a possible location. If asked about her, the Ideeans 
  only say that she is wanted for banditry and need be 
  brought to justice (and she also gave Ahlissans 
  information about hidden cells in Schwente, causing 
  them to be destroyed). Characters likely do not have 
  much information where she is located currently, but 
  this may change. Unless the characters have lots of 
  disfavors, the Ideeans move away.  
   
  If any character has a positive standing (more 
  favors than disfavors) with the Idee Volunteers or with 
  the Iron League, the leader comes to one of them and 
  whispers “for the sake of Idee” to him, indicating loyalty 
  to Idee Volunteers. If a character nods or returns the 
  greeting, the leader asks the PCs to deliver 
  Emeria/Ellisir to them (they may need to explain her 
  false name, Ideeans only know her as Emeria). They 
  should leave a message to ‘The Sickle’ (location 13) and 
  detail a suitably discreet meeting place, such as the 
  dumping ground (location 11). 
   
  Just in case characters plan an ambush for the 
  Ideeans later, they do not show up to the agreed 
  meeting point. They discovered the treachery through 
  their contacts, sending a decoy young boy to check out 
  the location, through spells (omen of peril, commune, etc) 
  and so on. How you run the module after that is up to 
  you. The PCs might well catch Emeria later and end up 
  with favor of Idee Volunteers even if they think they 
  are dealing with normal Gornorites. 
   
  We don’t like you guys!: After the initial meeting, the 
  Ideeans pick out any character with two or more 
  disfavors than favors with the Idee Volunteers or the 
  Iron League (note that these can be acquired in meta-
  regionals as well, such as TSS3-01 Stonecunning) or any 
  character with Safehouse Reported from NAE5-01 When 
  Nightingales Sing. Read the following: 
   
  The woman points at (characters).” Him/Her/They 
  have proved to be enemies of the Iron League too 
  many times. The rest of you can go; him/her/they 
  will come with me, one way or the other.” 
   
  Anyone with a favorable standing towards the Idee 
  Volunteers or the Iron League can make a rushed 
  Diplomacy check (the -10 penalty is already included in 
  the 
  DCs 
  below). 
  All 
  favors 
  with 
  the 
  Idee 
  Volunteers/Iron League above the first give a +2 
  circumstance modifier to this roll. The target is 
  considered unfriendly.  
   
  A successful DC 25 Diplomacy check changes the 
  Seljanor’s attitude to Indifferent. This defuses the 
  situation, causing the Ideeans to leave, but causes 
  repercussions – everyone gains the disfavor of the 
  Idee Volunteers. 
   
  If turned to friendly or helpful (DC 50), Seljanor 
  back down without PCs receiving a disfavor of Idee 
  Volunteers. 
   
  Failure to switch the attitude to indifferent or 
  better causes the Volunteers to attack the characters 
  with disfavours. If Diplomacy is botched so badly it 
  turns Ideeans hostile, they attack everyone straight 
  away with lethal damage. 
  NAE6-03 Legacy of the Serpent 
   
  Page 13 
  
   
  Note that if any Idee Volunteer escapes alive from 
  combat, all characters receive the disfavor of the Idee 
  Volunteers as well. 
   
  WE REALLY, REALLY DON’T LIKE YOU!: If all PCs 
  have Safehouse Reported from NAE5-01 or two or more 
  disfavours with the Volunteers, then the Idee 
  Volunteers do not talk, but try to ambush them straight 
  away. They still try to get at least one character alive but 
  switch to lethal when the first character is down and 
  ‘bagged’. Any remaining characters are coup de graced 
  immediately when possible. Avoiding the fight with 
  diplomacy is impossible (and PCs with Safe house 
  Reported would probably not even want to). Idee 
  Volunteers fight to the death in this case. 
   
  Creatures: 
   
  Seljanor: An Oeridian woman (with a hint of flan 
  blood) from Sunndi who has come to Naerie to support 
  the Ideeans in their struggle. She has brown hairs, hazel 
  eyes and slightly tanned skin. She is a Trithereonite 
  fanatic. 
   
  Idee Volunteers: A mixed group of Suel/Oeridian 
  men and women, dressed in Gornorite uniforms 
   
  APL 2 (EL 4) 
  � Seljanor of Pitchfield: Female Oeridian-Flan 
  human War1/Clr2; hp 21; see Appendix 1. 
  � Idee Volunteers (4): Male/Female Oeridian/Suel 
  human War1; hp 8; see Appendix 1. 
   
  APL 4 (EL 6) 
  � Seljanor of Pitchfield: Female Oeridian-Flan 
  human War1/Clr4; hp 35; see Appendix 2. 
  � Idee Volunteers (4): Male/Female Oeridian/Suel 
  human Ftr1; hp 12; see Appendix 2. 
   
  APL 6 (EL 8) 
  � Seljanor of Pitchfield: Female Oeridian-Flan 
  human War1/Clr6; hp 49; see Appendix 3. 
  � Idee Volunteers (4): Male/Female Oeridian/Suel 
  human Ftr2/Rog1; hp 26; see Appendix 3. 
   
  APL 8 (EL 10) 
  � Seljanor of Pitchfield: Female Oeridian-Flan 
  human War1/Cr8; hp 63; see Appendix 4. 
  � Idee Volunteers (4): Male/Female Oeridian/Suel 
  human Ftr4/Rog1; hp 36; see Appendix 4. 
   
  Tactics: Ideeans initially use tanglefoot bags before 
  switching to saps for non-lethal damage. They flank 
  when possible, concentrating their attacks as much as 
  they can on one target. If they are trying to capture 
  someone, they do not attack those who are not their 
  initial targets (friends of the Idee Volunteers) unless 
  attacked first. If they lose half of their members, the rest 
  tries to flee. If they are doing lethal damage, they 
  attempt to trip one opponent and then gang up on him 
  before moving to the next target. If they think they can 
  hit easily, they power attack. Note that at APL 6 - 8 they 
  receive benefits of the Born Follower feat while Seljanor 
  is still alive. If a character attacks with lethal damage, 
  Ideeans do the same.  
   
  If a target moves out of reach or tries to escape, 
  they switch to ranged weapons. Ideeans will not pursue 
  fleeing targets further than 30 ft. outside combat map as 
  this puts them too much at risk with Gornorite patrols.  
   
  Seljanor has casted any buff spells beforehand 
  (thanks to omen of peril spell casted beforehand) and 
  Ideeans drink their potions of shield of faith. None of 
  these are included in her or Idee Volunteer stat 
  blocks! At APL 2 she moves to melee after using a cause 
  fear spell. On other APLs she hangs back and uses her 
  spells, starting with hold person so Idee Volunteers can 
  coup de grace PCs (remember that saps can do a non-
  lethal coup de grace). After that she sees what course of 
  action is most appropriate (using insignia of healing, etc.). 
  On APL 8 she has air walk cast and follows this up by 
  drinking enlarge person potion and attacking the PCs 
  from the air. 
   
   
  Treasure: The Idee Volunteers have equipment that 
  can be looted. 
   
  In addition to this, every Ideean wears a bracelet of 
  iron links which can be taken. This also acts as a focus 
  for the insignia of healing spell. The bracelets are finely 
  crafted and three of the five links are polished – the 
  remaining one being tarnished. (This is actually a 
  reference to Iron League nations. Three polished ones 
  symbolise Onnwal, Irongate and Sunndi, while Idee 
  and Lordship of the Isles are tarnished). PCs who take 
  this take the Ideean Brooch entry on their AR. 
   
  APL2: Loot:  (67 gp); Coin: (50 gp); Magic: potion of 
  cure light wounds (6) (4gp) 
   
  APL4: Loot:  (129 gp); Coin: (100 gp); Magic: potion 
  of cure light wounds (6) (4gp), potion of shield of faith (3) 
  (4gp), +1 spear (191gp) 
   
  APL6: Loot:  (212 gp); Coin: (150 gp); Magic:  potion 
  of cure light wounds (6) (4gp), potion of shield of faith (3) 
  (4gp), +1 spear (191gp) 
   
  APL8: Loot:  (312 gp); Coin: (200 gp); Magic: potion 
  of cure light wounds (6) (4gp), potion of shield of faith (3) 
  (4gp), +1 keen spear (695gp), potion of enlarge person (4gp) 
   
  Detect Magic Results: +1 keen spear (Moderate 
  Transmutation), potion of cure light wounds (Faint 
  Conjuration), 
  potion 
  of 
  enlarge 
  person 
  (Faint 
  Transmutation), potion of shield of faith (Faint Abjuration), 
  +1 spear (Faint Evocation). 
   
  Development: If PCs hand Emeria/Ellisir over to 
  Ideeans later, it earns them favor of the Idee 
  Volunteers on the AR. PCs also receive the coins 
  available from this encounter as extra reward straight 
  away (if PCs later free Emeria, they still keep these 
  coins) The Ideeans take Emeria away but she contacts 
  PCs later in Encounter 7. After this encounter, 
  NAE6-03 Legacy of the Serpent 
   
  Page 14 
  
  characters may continue towards their original 
  destination, wharever it might be. If any Ideean is taken 
  alive, characters can learn the location of their hideout 
  (though there is nothing valuable there) with a 
  successful opposed Intimidate check. 
   
  When handed over to the authorities, they get 
  sentences ranging from death to several years of labour. 
  Note that while killing people in the streets is illegal, 
  these people are Idee Volunteers so by law the worst 
  thing the guards can do to the PCs is to put them 
  through a couple of hours of bureaucracy, as long as 
  they can prove that the attackers were Idee Volunteers 
  (the brooch does the trick). Saron does not like this, but 
  there is little he can do to the PCs at this stage. 
   
  Anyone who is captured by the Ideeans loses 8 TUs 
  before being rescued by Ahlissan soldiers. Naturally the 
  module is over for that person.  
   
  Troubleshooting: Characters may kill the Ideeans and 
  think there is nothing wrong with what Emeria/Ellisir 
  has done, even if they capture her later. If characters 
  want to, they can let Emeria/Ellisir go away (providing 
  they track her down) and not hand her over to the 
  authorities. In this case, the attack on the compound 
  never happens, but characters still receive the favor of 
  Emeria on their AR as Emeria is suitably impressed and 
  decides to become an ally of the PCs. Note that full 
  experience is received from Emeria’s gang in this case. 
   
  ENCOUNTER 6: 
  ATTACK ON LUDMILA’S 
  COMPOUND 
  This encounter uses the map from DM’s Aid 3. 
   
  Terrain: The compound is surrounded by a 2 ft. thick 
  and 10 ft. high stone wall. 
  � Stone Wall: 2 ft. thick; hardness 8; hp 360; Break 
  DC 50; Climb DC 15 (the gang takes 10 on Climb to get 
  over it). 
  � Wooden Gate: 2 in. thick; hardness 5; hp 20; Break 
  DC 23; Open Lock DC 20 (a sliding bar that can moved 
  aside by getting a lock pick through a narrow gap). 
  � Stone house walls: Hardness 8; hp 90; Break DC 
  35. 
  � Wooden House & warehouse door: 1.5 in thick; 
  hardness 5; hp 15; Break DC 18.  
   
  The ingots are in four wooden crates (hardness 5, hp 
  20), each weigh 60 lb. and require two hands to carry for 
  a medium creature.  
  Creatures: If the characters fail to find Emeria/Ellisir, 
  they can meet her when her gang decides to rob 
  Ludmila’s Compound. The gang tries to do the 
  following: 
  - 
  Sneak to the area without being seen and open the 
  gate. 
  - 
  Incapacitate the guards or failing that, kill them 
  before the alarm is raised. 
  - 
  Take the ingots and load them onto a cart they 
  bring along 
  - 
  Get away. 
   
   
  Emeria: A beautiful Suel woman with shoulder 
  length red hair and green eyes. Dresses in loose fitting 
  peasant garment (for disguise). 
   
  Bandits: A mixed group of Oeridian men. 
   
  APL 2 (EL 4) 
  � Emeria: Female Suel human Rog1/Sor1; hp 10; see 
  Appendix 1. 
  � Breeze, Emerias seagull familiar (raven): Hp 5; 
  see appendix 1. 
  � Emeria’s Gang (4): Male Oeridian human Rog1; 
  hp 10; see Appendix 1. 
   
  APL 4 (EL 6) 
  � Emeria: Female Suel human Rog2/Sor2; hp 19; see 
  Appendix 2. 
  � Breeze, Emerias seagull familiar (raven): Hp 9; 
  see appendix 2. 
  � Emeria’s Gang (3): Male Oeridian human 
  Rog2/Ran1; hp 21; see Appendix 2. 
   
  APL 6 (EL 8) 
  � Emeria: Female Suel human Rog2/Sor4; hp 27; see 
  Appendix 3. 
  � Breeze, Emerias seagull familiar (raven): Hp 13; 
  see Appendix 3. 
  � Emeria’s Gang (3): Male Oeridian human 
  Rog3/Ran1/Ftr1; hp 35; see Appendix 3. 
   
  APL 8 (EL 10) 
  � Emeria: Female Suel human Rog2/Sor6; hp 39; see 
  Appendix 4. 
  � Breeze, Emerias seagull familiar (raven): Hp 19; 
  see Appendix 4. 
  � Emeria’s 
  Gang 
  (3): 
  Male 
  Oeridian 
  Rog3/Ran2/Ftr2; hp 50; see Appendix 4. 
   
  Note: The EL of the encounter is 1 lower than normal 
  because the guards and (at APL 4 and higher) Korwil 
  Zan are present.  
   
  APL 2 
  � Ludmila’s Guards (4): Male Oeridian human 
  War1; hp 6; see Appendix 5. 
  APL 4 − 8 
  � Ludmila’s Guards (4): Male Oeridian human 
  War1; hp 6; see Appendix 5. 
  � Korwil Zan: Male Hepmonoland Suel human 
  Mnk3; hp 21; see Appendix 5. 
   
  NAE6-03 Legacy of the Serpent 
   
  Page 15 
  
  Tactics: At all APLs, Emeria has cast suitable buff spells 
  in advance and her gang drinks their potions of shield of 
  faith. Note that on APL 6-8 she can make her whole 
  gang invisible. None of these spells have been 
  included in stat blocks. 
   
  If possible, Emeria uses her familiar to scout 
  around to find most appropriate location to enter if 
  some PCs are taking positions in roofs, etc. It is also 
  possible that Emeria could try to take such characters 
  out of action with long range spells.  
  The gang prefers ranged combat and tanglefoot bags 
  over melee combat. Emeria uses her spells in support 
  and she readily uses powers of the staff of fire and other 
  items. She prefers to isolate party members from each 
  other with wall of fire and shadow binding so her gang can 
  deal with trapped characters. If her gang is defeated, 
  Emeria tries to escape. If Emeria is defeated, the gang 
  tries to retreat. Under Ahlissan law the bandits face the 
  gallows so they can easily fight to death as surrendering 
  would lead to death anyway. 
   
  Diplomacy or opposed intimidate can be used but it 
  only works if the PCs offer to let the gang go with their 
  companions and items. The Diplomacy DC is 35. 
  Remember to apply a –10 penalty for a rushed check 
  (making it 45). How Ludmila and the others might react 
  to this is up to you. If the gang has killed any of her 
  guards the characters certainly won’t get her favor (even 
  if they received it at first). 
   
  One round after the alarm is sounded, Korwil Zan 
  starts moving from his room and attacks the intruders 
  (except on APL2 when he has a free night and goes to 
  meet some other old Brotherhood soldiers). The regular 
  guards who are sleeping require three move actions 
  before they can come to assist (one for standing up, one 
  for grabbing their weapon and one for readying shield). 
   
  The PCs start in their rooms unless they have 
  chosen to stay up. If asleep it requires a successful 
  Listen checks to wake up if there are sounds of battle. 
   
  Treasure: The gang has a substantial amount of loot 
  with them. 
   
  APL2: Loot:  (220 gp); Coin: (15 gp); Magic:  
  potion of invisibility (25gp), dust of tracelessnes (20gp), potion 
  of shield of faith (3) (4gp).   
   
  APL4: Loot:  (260 gp); (Coin: 15 gp); Magic:  
  potion of invisibility (25gp), dust of tracelessnes (20gp), potion 
  of shield of faith (3) (4gp),  potion of barkskin +4 (75gp) 
   
  APL6: Loot:  (260 gp); Coin: (15 gp); Magic:  
  potion of invisibility (25gp), dust of tracelessnes (20gp), staff of 
  fire (4 charges), (118gp), potion of shield of faith (3) (4gp), 
  potion of barkskin +4 (75gp).  
   
  APL8: Loot:  (260 gp); Coin: (15 gp); Magic:  
  potion of invisibility (25gp) dust of tracelessnes (20gp), staff of 
  fire (4 charges), (118gp), potion of shield of faith (3) (4gp), 
  potion of barkskin +4 (75gp).  
   
  Detect Magic Results: Dust of tracelessnes (Faint 
  Transmutation), potion of invisibility (Faint Illusion), 
  potion of shield of faith (Faint Abjuration), ring of mind 
  shielding (Faint Abjuration), staff of fire (Moderate 
  Evocation). 
  Development: If captured, Emeria can offer the 
  information about Riven which enables PCs to find his 
  warehouse. If handed to the authorities straight away, 
  proceed to Encounter 8. If she is killed the characters 
  need other means to investigate Riven, such as by 
  finding the alchemist or gathering information. 
   
  ENCOUNTER 7: 
  “DAMSEL” IN DISTRESS 
  This encounter uses the map from DM’s Aid  4. 
   
  If Emeria/Ellisir is handed over to the authorities 
  or Ideeans; at some point a young boy (Com1; AC 11; hp 
  3) approaches the characters. If Emeria was captured in 
  the raid, this happens in the early morning. If she was 
  handed over to the Volunteers, this happens in the 
  evening. The boy gives a note to the character who 
  mostly dealt with Emeria or the one with the highest 
  charisma (human male preferred). Give the player 
  Player’s Handout 3. 
   
  It is up to that character whether he or she reveals 
  the contents of the note. It is possible to keep other 
  characters in the dark about it. Note that unless the PCs 
  already liberated Emeria of her gear, it is now under 
  lock and key at Saron’s office and cannot be recovered 
  anymore. Alternatively you could have Emerias familiar 
  to bring the message if you think young boys bringing 
  messages is becoming too cliche. 
   
  APL 2−8 
  � Gornorite (5): Male human War1/Exp1; hp 10; see 
  Appendix 5.  
   
  These soldiers are not counted towards the EL or 
  experience of the module as they are not supposed to be 
  fought. Moreover, they are only doing their job and 
  killing them is a breach of alignment for a lawful – and 
  likely good – aligned character. Freeing Emeria by itself 
  can be justified as a ‘Greater Good’ and does not require 
  atonement. 
  � Wooden doors: 2 inch thick; hardness 5; hp 20; 
  Break DC 25; Open Lock DC 20.  
  � Iron prison doors: 1 in. thick; hardness 10; hp 30; 
  Break DC 28; Open Lock DC 25. 
  � Masonry walls: 1 ft. thick; hardness 8; hp 90; 
  Break DC 35. 
  � Windows: All windows, expect in prison cells can 
  be closed by wooden shutters. 1 in. thick; hardness 5; hp 
  10; Break DC 13.  
   
  Room 1: This Is the front office of the guardhouse. It 
  has a small stove in it and a stack of firewood to warm 
  the place during the nights. It also has a desk for writing 
  reports and a small cupboard. Three Gornorites are here 
  at all times. 
   
  NAE6-03 Legacy of the Serpent 
   
  Page 16 
  
  Room 2: The living quarters of the watch. It has three 
  bunk beds (space for 6). Each has two trunks 
  underneath for personal effects of the soldiers, which 
  are of no value to the PCs. Most of the time two 
  Gornorites are here relaxing, polishing their gear and 
  reading. 
   
  Room 3: These are the cells of the watch house. 
  Currently only one of them is occupied. The cells are 
  separated by iron bars and it is possible to see into all of 
  them from the door that leads to room 1. The door 
  leading outside is locked. 
   
  Room 4: Emeria is here, her arms tied and mouth 
  gagged to prevent spell casting, and without her 
  material components. She looks very miserable, has 
  obviously been crying and sobs occasionally. 
   
  Development: The characters need to figure out a way 
  to get Emeria out of prison. It is up to the DM to judge 
  the success of failure of the party’s actions. Attacking 
  and slaughtering Gornorites should be heavily 
  discouraged. Gornorites check the cells every 20 
  minutes. If an alarm is raised (such as a character 
  reporting a crime), the three Gornorites in room 1 leave, 
  telling the two in room 2 to take over. These two do not 
  abandon the watch house under any circumstances 
  which is not a risk to their health. 
   
  The door to room 3 can be picked but if a PC takes 
  20, there is a 50% change he or she is seen (unless 
  invisible). It is possible for the character to flee the 
  scene and return later. However, thereafter one 
  Gornorite is posted permanently in room 3. 
   
  One of the simplest ways would be to slip a potion of 
  gaseous form to Emeria (she can move to the window and 
  characters can remove the mouth gag. Qita can sell one 
  to PCs at normal price) and let her fly away. There are 
  many other ways but they are left to individual players 
  and DMs to figure out. 
   
  Emeria is eternally grateful to her rescuers and 
  swears to be good for now. The PCs receive the favor of 
  Emeria on their AR (unless she is handed back to 
  guards after information is given). Emeria keeps her 
  promise and takes the characters to the warehouse of 
  Riven as she knows the place. She then leaves as she 
  must assume a new personality and lay low for a while. 
   
  What Emeria knows: Emeria once did business with a 
  strange Suel man with shoulder length blond hair and 
  green eyes. Characters may think Emeria is lying if 
  Turas told them that Riven was Oeridian, but she is not. 
  Riven just makes sure (possibly using alter self) that 
  his/her/it’s apperance is different to all people. The man 
  requested help in creating constructs and undead. 
  Emeria was to deliver bodies recovered in bandit raids 
  to a warehouse on Dock Lane (done by boat from a 
  nearby beach to avoid attention), along with onyx gems, 
  clay and metal pipes. She never learned what ultimately 
  became of these. This was almost a year ago. The map 
  she was supposed to receive when she visited here last 
  time (when the Serpent Guard were wiped out in NAE6-
  02 First Bite) was never brought to her. She can only 
  quess what the prophecy discovered in Satyrn’s Horn 
  (NAE4-01 The Living & The Dead) means, but she had 
  hoped to find out when she would have received the 
  map. Emeria is glad to point the place out, enabling 
  characters to go to the warehouse immediately. She can 
  mention the secret passage as well. She has no love for 
  Riven anymore and promises to work towards 
  his/her/its downfall in the future.  
   
  If she is asked about the notes and other 
  information that PCs might have read in NAE6-02, she 
  can only tell that there is some sort of Ur-Flan ruin in 
  the Jagged Hills, but she does not know the exact 
  location or it’s purpose. She believes some sort of great 
  magical treasure is buried there. 
   
  From here, adventure can go to either conclusion A 
  or to Encounter 8. 
   
  ENCOUNTER 8: 
  DOCK LANE 
  This encounter uses the map from DM’s Aid 5. 
   
  Dock Lane is a warehouse district. The warehouse 
  of Riven can be found either with Emeria’s information, 
  going to the quays and succeeding at a DC 25 Search 
  check to find the ‘solid’ wall where gulls are flying 
  through occasionally (note, this is not a proper search 
  check as such), or using suitable spells such as arcane eye 
  to scan various warehouses. 
   
  A successful DC 25 Gather information check also 
  helps and requires using 2d4 gp (mark on other coin 
  spent) and costs 1d4+1 hours. Every additional 5 gp 
  used gives +1 bonus to this check. Taking 20 is possible 
  but then the character gets the Riven’s attention entry 
  on his AR. Remember that doing so costs 20x as much 
  time and in this case the city watch likely beats the PCs 
  to it. If the characters don’t find the location, the 
  Gornorites eventually do. In that case, no experience is 
  received from this encounter. If the PCs come with 
  other suitable means to find the place, like a locate 
  creature (something that Qita can do for them) then let 
  them. The actual location of the warehouse is almost 
  opposite the lower most pier in the town map. 
   
  If the PCs ask about the owner of the warehouse, 
  the Gornorites can dig up the information about a man 
  named Melas who lives outside the town in the hamlet 
  of Anstaf. However, nothing further is discovered about 
  him as the attack on the temple of Osprem was his 
  ‘master plan’ and unsanctioned by Riven. As a result, 
  Riven has struggled to put his other creatures into 
  hiding (which is the reason locate creature does not 
  discover any others). Because of this screw up, Melas is 
  currently being introduced to the career path of the 
  mindless undead and plays no part in this module. 
   
  NAE6-03 Legacy of the Serpent 
   
  Page 17 
  
  WAREHOUSE OF RIVEN 
  This warehouse is one of many on Gornor’s Cove’s 
  waterfront. It has a large main door, which is locked 
  with a padlock and chain. Once open, it takes a full-
  round action to push the door aside. It also has a locked 
  back door. 
  � Wooden doors: 2 in. thick; hardness 5; hp 20; 
  Break DC 25; Open Lock DC 20.  
  � Wooden walls: 1 ft. thick; hardness 5; hp 120; 
  Break DC 22; Climb DC 21. 
  � Windows: The windows don’t have glass panes on 
  them, only wooden shutters. They are located 12 ft. 
  above the ground. 1 in. thick; hardness 5; hp 10; Break 
  DC 13. Currently they are all closed (constructs need no 
  light) and can only be opened (unless broken) from the 
  inside with the help of a 10 ft. pole, which is located 
  next to the main doors. 
   
  Hidden passage: While the warehouse stands on a 
  solid rock foundation, it has a secret passageway which 
  has been made into solid rock with soften earth and stone 
  and move earth spells. The entrance has an illusory wall 
  cast onto it to finalize the whole thing. It is 10 ft. high 
  and wide. Some sea gulls nest within the passage. Water 
  here is 10 ft. deep. Water elsewhere on the map is 25 ft. 
  deep. 
   
  Lever & Trapdoor: This lever opens the trapdoor. In 
  addition there is a system for controlling a winch, 
  which is used to lift items. This winch hangs on top of 
  the pit on a height of 7 ft. and ends at a hook that 
  characters can hang onto if needed. The trapdoor 
  supports 1000 pounds. The lever system does not affect 
  movement within the warehouse. Operating the lever is 
  a move equivalent action that provokes attacks of 
  opportunity. Climbing the walls of the pit requires DC 
  20 Climb check. Closing the trapdoor is a full round 
  action (as chains need to rewinded up) that provokes 
  attack of opportunity. 
   
  Note: Iron cobras falling down the hole are unable to 
  return to the warehouse (they take  -8 penalty to their 
  Climb checks and thus cannot score over 20), so 
  characters with a dramatic flair might run on top of the 
  trapdoor deliberately and then have a companion open 
  the 
  pit, 
  sending 
  them 
  tumbling 
  down 
  while 
  simultanelously hanging on to the hook. Especially on 
  APL 2 this offers a way to win the fight if the PCs lack 
  the means to defeat Iron Cobras DR. Golems may try to 
  climb up as normal. Iron Cobras will walk on the sea 
  floor and eventually climb ashore elsewhere but that is 
  beyond the scope of this adventure. PCs gain full 
  experience from them. 
   
  Crates: Squares with crates count as difficult terrain for 
  movement and grant +4 cover to any medium or smaller 
  creature standing directly behind one. Large creatures 
  only get +2 cover. 
   
  Wooden support beams: 2 ft. thick; hardness 5; hp 
  240. Destroying one causes the roof to collapse, causing 
  8d6 points of damage to anyone in the building (DC 15 
  Reflex save for half). Those who fail their saves are 
  buried as per the cave-in rules in the Dungeon Masters 
  Guide. Buried characters may try a DC 25 Strength 
  check as a full-round action to free themselves if they 
  are not unconscious. After this, all terrain in warehouse 
  counts as difficult terrain. 
   
  Items: There is a 10 ft. pole next to the main door, as 
  well as a fully charged lantern and a box with 10 
  tindertwigs. The lantern can be used as an improvised 
  weapon, dealing 1d4 points of fire damage and possibly 
  setting it’s target on fire for 1d4 rounds if it fails a DC 15 
  Reflex save. When caught fire, it deals 1d3 points of fire 
  damage each round.  
   
  The crates are empty, except for a few packing 
  materials, some unsavory flesh golem material and 
  other assorted items which are of no value to the 
  characters. 
   
  However, one of the crates has a symbol of a black 
  shield with a grey stripe in the middle, topped by a 
  crimson dragons head. A successful DC 15 Knowledge 
  (History), 
  Knowledge 
  (nobility 
  or 
  Knowledge 
  Splintered Suns) reveals that this is a symbol of House 
  Devnor - the traitorous house that sided with the Scarlet 
  Brotherhood and whose members were executed after 
  this was revealed. 
   
  Creatures: Several iron cobras are hiding here as 
  indicated on the map, being in cover from the crates. At 
  APLs 2-4, the large scaffolding in the middle only has a 
  rough outline of a humanoid built. At APLs 6-8, it has a 
  golem in it. This golem does not move to attack until 
  the PCs initiate combat with the iron cobras or interact 
  with the scaffolding. In this case the golem wrecks the 
  scaffolding as a move-equivalent action and then 
  proceeds to mindlessly attack the PCs. Collapsed 
  scaffolding does not affect movement; it’s here only for 
  cinematic purpose. Note that the characters cannot 
  initially see into the scaffolding unless they have special 
  means as large sheets cover all the sides of it. 
   
  APL 2 (EL 4) 
  � Iron Cobra (2): hp 31; see Appendix 1. 
   
  APL 4 (EL 6) 
  � Iron Cobra (4): hp 31; see Appendix 2. 
   
  APL 6 (EL 8) 
  � Iron Cobra (3): hp 31; see Appendix 3. 
  � Flesh Golem:  hp 79; see Monster Manual page 135. 
   
  APL 8 (EL 10) 
  � Iron Cobra (3): hp 31; see Appendix 4. 
  � Clay Golem:  hp 90; see Monster Manual page 134. 
   
  NAE6-03 Legacy of the Serpent 
   
  Page 18 
  
  Tactics: The creatures fight until destroyed. Iron cobras 
  have enough sense to move into flanking positions but 
  the golem is not quite as efficient in its tactics. The iron 
  cobras try to stay hidden initially so that they can 
  surprise the PCs. 
   
  Diplomacy: Being mindless constructs, no amount of 
  talking causes these creatures to stop attacking. 
   
  Treasure:  At all APLs, there are a few vials of small 
  centipede poison to be found scattered around which 
  can be recovered. Poison from the snakes cannot be 
  recovered as it’s assumed it is destroyed during the 
  fight. 
   
  APL 2-8: Loot:  (68 gp); Coin: (0 gp); magic:  
  (0 gp). 
   
  Development: After this fight the characters have 
  determined that somebody is operating in Gornor’s 
  Cove and planning something nasty, perhaps in 
  association with House Devnor. However, who this 
  mentioned ‘somebody’ is not revealed in this scenario. 
   
  Troubleshooting: Characters can ask the Gornorites 
  for help if they were friendly towards Saron. He then 
  sends 2 (APL2-4) or 4 (APL6-8) Gornorites to fight along 
  the characters. However, since the Gornorites are not 
  able to pass the DR of the iron cobras, their actions is to 
  fight defensively and use “aid other” to PCs. They refuse 
  to act as sword fodder, AoO bait, ‘ablative armor’ or in 
  ‘redshirt’ manner for PCs and the DM should control 
  them. 
   
  CONCLUSION A 
  After the warehouse and Emeria’s gang have been 
  sorted out, there is nothing left for the PCs to do except 
  report their findings to Saron and the temple of 
  Osprem. If they destroyed the constructs, they gain the 
  favor of the Church of Osprem.  
   
  PCs receive the favor of Emeria if they rescued 
  her.  
   
  They receive the disfavor of the Ideaan 
  Volunteers if they got into a conflict with them (unless 
  all were killed with no witnesses left alive). They 
  instead receive the favor of the Ideean Volunteers if 
  they handed Emeria over to them. 
   
  PCs receive the noticed by Riven entry on the AR 
  if they drew his attention. 
   
  If PCs visited Qita’s Emporium, they gain 
  Adventure access to a number of items on the AR 
  (marked with a star). 
   
  Ludmila sends off her shipment and Saron is left 
  wondering what the presence of constructs and House 
  Devnor might have to do with Gornor’s Cove. For now, 
  Riven remains a mystery. The characters may pat 
  themselves on the back and await future adventures. 
  Note that Nuran heals any damage from a cursed 
  wound of the Clay Golem on APL 8. Saron also asks 
  characters that he might call for them in the future if 
  needed. 
   
  Anybody who is a member of the Church of 
  Osprem, a divine spell caster of Osprem, or a 
  worshipper of Osprem with the True Believer feat may 
  take up Nurans offer and visit the burial site of Saint 
  Idee. See below for details. Once all this is done, read 
  the following:  
   
  A few days after the discovery of strange creatures 
  in Gornor’s Cove, many rumors seem to indicate 
  that the Ahlissan garrison is going to be reinforced 
  in the immediate future. How this might affect the 
  people of Gornor’s Cove remains to be seen. 
   
  THE BURIAL SITE OF SAINT IDEE 
  The burial site of Saint Idee is protected by thick 
  stone walls. Within is a large temple of Osprem 
  along with living spaces for the faithful. Several 
  Suel monks practice their skills in the open spaces 
  between the buildings.  
   
   
   
  Nuran leads you into the temple and through 
  the inner sanctum. Finally, he stops in front of a 
  plain wall. With a whispered word, it fades away 
  revealing a large door. Nuran opens it and shows 
  you into an chamber, empty except for a large pool 
  of water and a shimmering transparent orb 
  hovering above it.  
   
  “The eye will respond to you if it deems you 
  worthy. I will be back later.”  
  With those words, Nuran closes the door and 
  leaves you to chamber. 
   
  Assuming the PCs behave and want only to meditate 
  upon the Eye, they see the following things. Phrase 
  them as you will: 
   
  Two thrones, one with a hooded figure and one 
  with an Oeridian man, stand opposite each other. 
  Three people appear with it: One is an Oeridian 
  man, the second is a red haired woman, and the 
  third is Suel man.  
   
  The Oeridian man says “Two are fighting, yet 
  neither can win.”  
   
  The red haired woman follows by saying “Only 
  the shackled man may break the balance”. 
  The Suel man follows by lifting a finger to his 
  mouth as if silencing the other two. 
   
  Various successful Knowledge checks can help to 
  clarify the image. 
   
  Knowledge (Nobility/royalty):  
  - 
  DC 5: the Oeridian man on the throne is Prince 
  Barzhaan. 
   
  Knowledge (Local: Splintered Suns): 
  NAE6-03 Legacy of the Serpent 
   
  Page 19 
  
  - 
  DC 10: the first Oeridian man was General Morres, 
  commander of the army (all members of the army 
  MO know this). 
  - 
  DC 12: the red haired woman is Captain Belva of 
  the Nasranite Watch (all members of Nasranite 
  Watch MO know this). 
  - 
  DC 15: the hooded figure might refer to the Father 
  of Obedience, mysterious leader of the Scarlet 
  Brotherhood. 
  - 
  DC 20 tells that the Suel man is Senechal Selnor of 
  Copperfeld. Any character who has played NAE4-
  04 Prince of Idee recognises him. 
   
  A successful DC 15 Spot check reveals that the darkness 
  behind Belva is moving, as if someone or something is 
  hidden. 
   
  A succesful DC 10 Knowledge (Religion) check reveals 
  that the divine presence of Osprem herself manifests in 
  this chamber.  
   
  After this, the PC finds himself back in the 
  chamber 
  of 
  the 
  eye. 
  Character 
  receives 
  the 
  Contemplative entry to his AR. 
   
  CONCLUSION B 
  Stealing the silver is easy and it does not take much 
  time to fence it. You earn a good amount of gold for 
  it and can celebrate this accomplishment. 
   
  APL2-8: Loot: (0 gp); Coin: (333 gp); Magic: (0 gp). 
   
  CAMPAIGN  
  CONSEQUENCES 
  This scenario will have effect on future adventures. 
  Please send answers to following questions (comments 
  are also welcome) to sampo@haarlaa.fi 
   
  1. 
  Did Emeria live or die? 
  2. 
  What happened to the Idee Volunteers? 
  3. 
  Were any of the NPCs such as Ludmila, Korwil 
  Zan, etc. killed? 
  4. 
  Did the PCs do anything special that you think 
  deserves mentioning? 
   
  The End 
   
  NAE6-03 Legacy of the Serpent 
   
  Page 20 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 6: Idee Volunteers 
  Defeating the Idee Volunteers or interacting peacefully 
  with them: 
   
  APL2  
  120 XP 
  APL4  
  180 XP 
  APL6  
  240 XP 
  APL8  
  300 XP 
   
  Encounter 7:  
  Defeating Emerias gang or preventing their attack to 
  the compound, such as by capturing or defeating 
  Emeria in introduction: 
  APL2  
  120 XP 
  APL4  
  180 XP 
  APL6  
  240 XP 
  APL8  
  300 XP 
   
  Encounter 9: Warehouse of Riven 
  Defeating the constructs: 
  APL2  
  120 XP 
  APL4  
  180 XP 
  APL6  
  240 XP 
  APL8  
  300 XP 
   
  Discretionary Role-playing Award 
  APL2  
  90 XP 
  APL4  
  135 XP 
  APL6  
  180 XP 
  APL8  
  225 XP 
   
  Total Possible Experience:  
   
  APL2  
  450 XP 
  APL4  
  675 XP 
  APL6  
  900 XP 
  APL8  
  1125 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this gold. 
  If you feel it is reasonable that characters can go back to 
  loot the bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the scene by 
  the local watch, and so on), characters may return to 
  retrieve loot. If the characters do not loot the body, the 
  gold piece value for the loot is subtracted from the 
  encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this 
  is a Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Introduction: 
   
  APL 2-8: Loot: (40 gp); Coin (2 gp): Magic: dust of 
  tracelessnes (20 gp), potion of invisibility (25 gp). 
   
  Encounter 2: Ludmila’s Warehouse 
   
  APL 2-8: Coin: 40 gp. 
   
  Encounter 6: Idee Volunteers 
   
  APL2: Loot:  (67 gp); Coin: (50 gp); Magic: potion of 
  cure light wounds (6) (4gp) 
   
  APL4: Loot:  (129 gp); Coin: (100 gp); Magic: potion 
  of cure light wounds (6) (4gp), potion of shield of faith (3) 
  (4gp), +1 spear (191gp) 
   
  APL6: Loot:  (212 gp); Coin: (150 gp); Magic:  potion 
  of cure light wounds (6) (4gp), potion of shield of faith (3) 
  (4gp), +1 spear (191gp) 
   
  APL8: Loot:  (312 gp); Coin: (200 gp); Magic: potion 
  of cure light wounds (6) (4gp), potion of shield of faith (3) 
  (4gp), +1 keen spear (695gp), potion of enlarge person (4gp) 
   
  Encounter 7: Emeria’s Gang 
   
  APL2: Loot:  (220 gp); Coin: (15 gp); Magic:  
  potion of invisibility (25gp), dust of tracelessnes (20gp), potion 
  of shield of faith (3) (4gp).   
   
  APL4: Loot:  (260 gp); (Coin: 15 gp); Magic:  
  NAE6-03 Legacy of the Serpent 
   
  Page 21 
  
  potion of invisibility (25gp), dust of tracelessnes (20gp), potion 
  of shield of faith (3) (4gp),  potion of barkskin +4 (75gp) 
   
  APL6: Loot:  (260 gp); Coin: (15 gp); Magic:  
  potion of invisibility (25gp), dust of tracelessnes (20gp), staff of 
  fire (4 charges), (118gp), potion of shield of faith (3) (4gp), 
  potion of barkskin +4 (75gp).  
   
  APL8: Loot:  (260 gp); Coin: (15 gp); Magic:  
  potion of invisibility (25gp) dust of tracelessnes (20gp), staff of 
  fire (4 charges), (118gp), potion of shield of faith (3) (4gp), 
  potion of barkskin +4 (75gp). 
   
  Encounter 8: Warehouse of Riven 
   
  APL 2-8: Loot:  (68 gp); Coin: (0 gp); magic:  
  (0 gp) 
   
  Conclusion B:  
   
  APL 2-8: Loot:  (0 gp); Coin: (333 gp); magic:  
  (0 gp) 
   
   
  Total Possible Treasure 
   
  APL 2: Loot:  (355 gp); Coin: (438 gp); Magic: (81 
  gp) - Total:  874 gp (max. 450gp) 
   
  APL 4: Loot: (457 gp); Coin: (488 gp); Magic: (477 
  gp): - Total:  1422 gp (max. 675gp) 
   
  APL 6: Loot: (540 gp); Coin: (538 gp); Magic: (538 
  gp): - Total:  1616 gp (max. 900gp) 
  APL 8: Loot: (640 gp); Coin: (588 gp); Magic: (985 gp): - 
  Total: 2213 gp (max. 1125gp) 
   
  Special 
   
  Favor of Ludmila: You  helped Ludmila and she is 
  grateful. In return she makes certain exotic items from 
  the northern Flanaess available for you. You now have 
  Access (regional) to all items in tables 4-1, 4-2 & 4-3 in 
  Frostburn. 
   
  Favor of the Church of Osprem: You have one 
  influence point with the Church of Osprem. Cross off 
  when used. 
   
  Favor of Emeria: You have earned Emeria gratitude. 
  This grants access to dragonsight & dragonskin (RoD) 
  spells. In addition, CN/N sorcerers can take levels in 
  Dragon Disicple (red) prestige class. Rumors about your 
  involvement with Emeria’s escape surface later and this 
  increased 
  attention 
  by 
  authorities 
  gives 
  a 
  -2 
  circumstance penalty on rolls made to avoid capture due 
  to being wanted in Ahlissa. Emeria might also assist you 
  later. 
   
  Favor of the Idee Volunteers: For handing Emeria to 
  the Idee Volunteers, you receive an influence point 
  with them. Idee Sympathisers gain access to one of the 
  following feats: Distracting attack (MH), Hurling Charge 
  (MH), Powerful Charge (MH) or Inside Connection (Idee 
  Volunteers) (RD). 
   
  Disfavor of the Idee Volunteers: This counts as a 
  disfavor with the Idee Volunteers. 
   
  Ideean Brooch: You have taken a symbol of Idee from 
  the Volunteers. This may have effect later. You may 
  throw this brooch away at the end of any adventure 
  (cross off). 
   
  Noticed By Riven: The mysterious individual 
  operating in Gornor’s Cove has seen you snooping 
  around.  
   
  Contemplative: You have gazed into the Eye of 
  Osprem and received her divine attention. This counts 
  as fulfilling the prequisites for the Contemplative of 
  Osprem prestige class. 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  ITEM ACCESS 
  APL 2 
  � Dust of tracelesness (Adventure; DMG) 
  � Masterwork drum (Adventure; CV)* 
  � Wand of magic missiles (Adventure; CL 1st; 
  DMG)* 
  � Wand of cure light wounds (Adventure; CL 1st; 
  DMG)* 
   
  APL 4 (All of APL 2 plus the following) 
  � Mithral chainshirt (Adventure; DMG) 
  � Potion of barkskin (+4) (adventure, 900gp, DMG) 
  � Potion of barkskin (+5) (adventure, 1200gp, 
  DMG)* 
   
  APL 6 (All of APLs 2-4 plus the following) 
  � Ring of feather falling (Adventure; DMG)* 
  � Staff of fire (4 charges) (Adventure; 1420 gp; 
  DMG) 
   
  APL 8 (All of APLs 2-6 plus the following) 
  � +1 keen spear (Regional; DMG) 
  � Ring of the ram (Adventure; DMG)*  
  *) Access to these items is through Qita’s Emporium. 
  NAE6-03 Legacy of the Serpent 
   
  Page 22 
  
  APPENDIX 1: 
  APL 2
  ENCOUNTER 6 
   
   
   
   
  Seljanor of Pitchfield: Female human (Oeridian) 
  War1/Clr2; CR 2; Medium Humanoid (human); HD 
  3d8+6; hp 21; Init +1; Spd 30 ft.; AC 15 (touch 11, flat-
  footed 14); Base Atk +2; Grp +4; Atk +6 melee 
  (1d8+3/x3, masterwork spear) or +4 melee (1d6+2 
  nonlethal, sap) or +3 ranged (1d4+2/19-20, dagger); Full 
  Atk +6 melee (1d8+3/x3, masterwork spear) or +4 
  melee (1d6+2 nonlethal, sap) or +3 ranged (1d4+2/19-
  20, dagger); SA Turn Undead 2/day; SQ Spontaneous 
  Healing; AL CG; SV Fort +6, Ref +1, Will +4; Str 14, 
  Dex 13, Con 12, Int 10, Wis 15, Cha 8. 
   
  Skills and Feats: Intimidate +3, Knowledge 
  (religion) +4, Knowledge (nobility and royalty) +1; 
  Improved Toughness, Power Attack, Weapon Focus 
  (spear). 
   
  Spells Prepared (4/4; base DC = 12 + spell level): 
  0–create water, detect magic, mending, read magic, 1st–bless, 
  cause fear, omen of peril*, shield of faith. 
   
  * Domain spell. Domains: Liberation (gain a +2 
  morale 
  bonus 
  on 
  all 
  saving 
  throws 
  against 
  Enchantment spells or effects); Strength (gain an 
  enhancement bonus to Strength equal to cleric level. 
  Activating the power is a free action, the power lasts 1 
  round, and it is usable once per day); Deity: Trithereon. 
   
  Possessions: Masterwork spear, sap, 2 daggers, 
  chainshirt, lantern, tanglefoot bag, 2 potions of cure light 
  wounds. 
   
   
  Idee 
  Volunteers 
  (4): 
  Male/female 
  human 
  (Suel/Oeridian) War1; CR 1/2; Medium Humanoid 
  (human); HD 1d8+1 plus 3; hp 8; Init +0; Spd 30 ft.; AC 
  14 (touch 10, flat-footed 14); Base Atk +1; Grp +2; Atk 
  +3 melee (1d8+1/19-20, longsword) or +2 melee (1d6+1 
  nonlethal, sap) or +1 ranged (1d6/x3, shortbow); Full 
  Atk +3 melee (1d8+1/19-20, longsword) or +2 melee 
  (1d6+1 nonlethal, sap) or +1 ranged (1d6/x3, shortbow); 
  AL CG; SV Fort +3, Ref +0, Will -1; Str 13, Dex 11, Con 
  12, Int 10, Wis 9, Cha 8. 
   
  Skills and Feats: Climb +4, Intimidate +4, 
  Listen +1, Spot +2; Toughness, Weapon focus 
  (longsword) 
              Possessions: Longsword, sap, dagger, shortbow, 20 
  arrows, small wooden shield, studded leather armor, 
  lantern, tanglefoot bag, Ideean brooch, potion of cure 
  light wounds. 
   
    
  ENCOUNTER 7 
   
   
   
   
  Emeria: Female human (Suel) Sor1/Rog1; CR 2; 
  Medium Humanoid (human); HD 1d4+1d6+2; hp 10; 
  Init +2; Spd 30 ft; AC 12 (touch 12, flat-footed 10); Base 
  Atk +0; Grp +0; Atk +1 melee (1d4 plus poison/19-20, 
  masterwork dagger) or +2 ranged (1d4/19-20, hand 
  crossbow); Full Atk +1 melee (1d6 plus poison/19-20, 
  masterwork dagger) or +2 ranged (1d4/19-20, hand 
  crossbow); SA Sneak attack +1d6; AL NE; SV Fort +1, 
  Ref +4, Will +1; Str 10, Dex 14, Con 12, Int 13, Wis 8, 
  Cha 15. 
   
  Skills 
  and 
  Feats: Bluff +7, Climb +5, 
  Concentration +5, Diplomacy +4, Jump +5, Knowledge 
  (Arcana) +5, Spellcraft +5; Draconic Breath (Red), 
  Draconic Heritage (Red). 
   
  Languages: Common, draconic. 
   
  Spells Known (5/4; base DC = 12 + spell level): 
  0—daze, detect magic, ghost sound, mage hand, 1st—color 
  spray, shield. 
   
  Possessions: Masterwork dagger with medium 
  spider venom (DC14; 1d4 Str/1d4 Str), hand crossbow 
  with medium spider venom (DC14; 1d4 Str/1d4 Str), 
  dagger, spell component pouch, dust of tracelessness, 
  potion of invisibility, tanglefoot bag, thieves tools. 
   
  Breeze, Emerias familiar (raven): CR -; Tiny Magical 
  Beast; HD 2; hp 5; Init +2; Spd 10 ft, 40ft fly (average); 
  AC 15, touch 14, flat-footed 13; Base Atk: +0: Grp: -13; 
  Atk +4 melee (1d2-5, claw); Full Atk +4 melee (1d2-5, 
  claw); SQ Low-light vision, alertness, improved 
  evasion, share spells, empathic link; AL N; SV Fort +2, 
  Ref +4, Will +4; Str 1, Dex 15, Con 10, Int 6, Wis 14, 
  Cha 6. 
   
  Skills and Feats: Listen +5, Spot +7; Weapon 
  Finesse. 
   
   
  Emerias Gang (4): Male human (Oeridian) Rog1; CR 
  1; Medium humanoid (Human); HD 1d6+1 plus 3; hp 
  10; Init +2; Spd 30 ft.; AC 16 (touch 12, flat-footed 14); 
  Base Atk +0; Grp +2; Atk +3 melee (1d6+2/19-20, 
  masterwork short sword) or +3 ranged (1d6/x3, 
  masterwork shortbow); Full Atk +3 melee (1d6+2/19-
  20, masterwork short sword) or +3 ranged (1d6/x3, 
  masterwork shortbow); SA Sneak attack +1d6; AL NE; 
  SV Fort +1, Ref +4, Will +1; Str 15, Dex 14, Con 13, Int 
  10, Wis 12, Cha 8. 
   
  Skills and Feats: Bluff +3, Climb +6 (+4 with 
  armor), Escape artist +6, Hide +6 (+4 with armor), Jump 
  +6, Move Silently +6 (+4 with armor), Open Locks +6, 
  Spot +5, Tumble +6; Blindfight, Toughness. 
   
  Possessions: Masterwork shortbow, 20 arrows, 
  masterwork short sword, dagger, studded leather 
  armor, small wooden shield, lantern, tanglefoot bag, 
  thieves tools. 
   
  NAE6-03 Legacy of the Serpent 
   
  Page 23 
  
  ENCOUNTER 8 
   
   
   
   
  Iron Cobra (2): CR 2; Medium Construct; HD 
  2d10+20; hp 31; Int +3; Spd 30ft.; AC 17 (touch 14, flat-
  footed 14); Base Atk +1; Grp +2; Atk +2 melee (1d6+1 
  plus poison, bite); Full Atk +2 melee (1d6+1 plus 
  poison, bite); SA Poison; SQ Construct Traits, DR 
  10/magic, stalk victim, stealth; SR 19; AL N; SV Fort +0, 
  Ref +3, Will +0; Str 12, Dex 17, Con –, Int –, Wis 11, 
  Cha 1. 
   
  Skills and Feats: Hide +13, Move Silently +13  
   
  Poison (Ex): An iron cobra delivers its poison 
  after a successful bite attack. An iron cobra’s internal 
  poison reservoir holds three doses of poison; refilling 
  the reservoir takes 1 minute. There are three doses of 
  small centipede poison (page 297, DMG) in these iron 
  cobras. 
   
  DC 11 Fortitude negates; 1d2 Dex/1d2 Dex. 
   
  Construct Traits: An iron cobra is immune 
  to mind effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any 
  effects that require fortitude saves unless it works on 
  objects. The creature is not subject to critical hits, 
  nonlethal damage, ability drain, energy drain, or death 
  from massive damage. It cannot heal itself, but can be 
  healed through repair. It cannot be raised or 
  resurrected.  
   
  Stalk Victim (Su): An iron cobra can be 
  ordered by its creator to stalk down and attack any 
  creature whose name is known to the creator. The iron 
  cobra can detect this creatures location, as if by a locate 
  creature spell at 12th caster level.  
   
  Stealth (Ex): An iron cobra gains a +10 
  enhancement bonus on Hide and Move Silently 
  checks. 
  NAE6-03 Legacy of the Serpent 
   
  Page 24 
  
  APPENDIX 2: 
  APL 4
  ENCOUNTER 6 
   
   
   
   
  Seljanor of Pitchfield: Female human (Oeridian) 
  War1/Clr4; CR 4; Medium Humanoid (human); HD 
  5d8+5 plus 5; hp 35; Init +1; Spd 30 ft.; AC 15 (touch 11, 
  flat-footed 14); Base Atk +4; Grp +6; Atk +8 melee 
  (1d8+4/x3, +1 spear) or +6 melee (1d6+2 nonlethal, sap) 
  or +5 ranged (1d4+2/19-20, dagger); Full Atk +8 melee 
  (1d8+4/x3, +1 spear) or +6 melee (1d6+2 nonlethal, sap) 
  or +5 ranged (1d4+2/19-20, dagger); SA spells; AL CG; 
  SV Fort +7, Ref +2, Will +6; Str 14, Dex 13, Con 12, Int 
  10, Wis 16, Cha 8. 
   
  Skills and Feats: Diplomacy +5, Intimidate +3, 
  Knowledge (religion) +5, Knowledge (nobility and 
  royalty) +1; Improved Toughness**, Power Attack, 
  Weapon Focus (spear). 
   
  Spells Prepared (5/5/4; base DC 12+spell level): 
  0 – create water, detect magic, detect poison, mending,, read 
  magic; 1st–bless, cause fear, omen of peril*, shield of faith; 2nd–
  bear’s endurance, bull strength*, hold person, spiritual 
  weapon. 
   
  * Domain spell. Domains: Liberation:  You gain 
  a +2 morale bonus on all saving throws against 
  enchantment spells or effects. Strength: You gain an 
  enhancement bonus to Strength equal to your cleric 
  level. Activating the power is a free action, the power 
  lasts 1 round, and it is usable once per day. 
   
  Possessions: +1 spear, sap, 2 daggers, chainshirt, 
  lantern, tanglefoot bag, 2 potions of cure light wounds. 
   
  Idee 
  Volunteers 
  (4): 
  Male/female 
  human 
  (Suel/Oeridian) Ftr1; CR 1; Medium Humanoid 
  (human); HD 1d10+2; hp 12; Init +1; Spd 30 ft.; AC 15 
  (touch 11, flat-footed 14); Base Atk +1; Grp +3; Atk +5 
  melee (1d10+3/x3, masterwork halberd) or +3 melee 
  (1d6+2 nonlethal, sap) or +2 ranged (1d6/x3, shortbow); 
  Full Atk +5 melee (1d10+3/x3, masterwork halberd) or 
  +3 melee (1d6+2 nonlethal, sap) or +2 ranged (1d6/x3, 
  shortbow); AL CG; SV Fort +4, Ref +1, Will +0; Str 15, 
  Dex 12, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feat; Climb +4, Intimidate +4, Listen 
  +1, Spot +2; Combat Expertise, Power Attack, Weapon 
  Focus (halberd) 
   
  Possessions: Masterwork halberd, sap, dagger, 
  shortbow, 20 arrows, chainshirt, lantern, tanglefoot 
  bag, Ideean brooch, potion of cure light wounds, potion of 
  shield of faith. 
   
  ENCOUNTER 7 
   
   
   
   
  Emeria: Female human (Suel) Rog2/Sor2; CR 4; 
  Medium humanoid (humanoid); HD 2d4+2d6+4; hp 
  19; Init +2; Spd 30 ft; AC 12 (touch 12, flat-footed 10); 
  Base Atk +2; Grp +2; Atk +4 melee (1d4 plus poison/19-
  20, masterwork dagger) or +4 ranged (1d4/19-20, hand 
  crossbow); Full Atk +3 melee (1d4 plus poison/19-20, 
  masterwork dagger) or +4 ranged (1d4/19-20, hand 
  crossbow); SA Sneak attack +1d6; SQ Evasion; AL NE; 
  SV Fort +1, Ref +5, Will +1; Str 10, Dex 14, Con 12, Int 
  13, Wis 8, Cha 16. 
   
  Skills and Feats: Bluff +13, Climb +6, 
  Concentration +5, Diplomacy +6, Disable device +7, 
  Jump +6, Knowledge (arcana) +5, Spellcraft +6, Use 
  Magic Device +3; Draconic Breath (red), Draconic 
  Heritage (red), Skill Focus (Bluff). 
   
  Languages: Common, draconic. 
   
  Spells Known (6/5; base DC = 13 + spell level): 
  0— acid splash, daze, detect magic, ghost sound, mage hand, 
  1st— color spray, shield. 
   
  Possessions: Masterwork dagger with medium 
  spider venom (DC 14 1d4 Str/1d4 Str), hand crossbow 
  with medium spider venom (DC14 1d4 str/1d4 str), 
  dagger, spell component pouch, dust of tracelessness, 
  potion of invisibility, tanglefoot bag, thieves tools, potion 
  of barkskin +4*. 
   
  * Emeria only has these items once she gets to 
  the Birds Nest Inn. 
   
  Breeze, Emerias seagull familiar (raven): CR -; Tiny 
  Magical Beast; HD 4; hp 9; Init +2; Spd 10 ft, 40ft fly 
  (average); AC 15, touch 14, flat-footed 13; Base Atk +2: 
  Grp -12; Atk +6 melee (1d2-5, claw);  Full Atk +6 melee 
  (1d2-5, claw); SQ Low-light vision, alertness, improved 
  evasion, share spells, empathic link; AL N; SV Fort +2, 
  Ref +4, Will +4; Str 1, Dex 15, Con 10, Int 6, Wis 14, 
  Cha 6. 
   
  Skills and Feats: Listen +5, Spot +7; Weapon 
  Finesse. 
   
  Emerias 
  Gang 
  (3): 
  Male 
  human 
  (Oeridian) 
  Rog2/Rgr1; CR 3; Medium Humanoid (human); HD 
  2d6+1d8+3 plus 3; hp 21; Init +2; Spd 30 ft.; AC 17 
  (touch 12, flat-footed 15); Base Atk +2; Grp +4; Atk +6 
  melee (1d8+2/19-20, masterwork longsword) or +5 
  ranged (1d6/x3, masterwork shortbow); Full Atk +6 
  melee (1d8+2/19-20, masterwork longsword) or +5 
  ranged (1d6/x3, masterwork shortbow); SA Sneak 
  attack +1d6; SQ Evasion, favored enemy (human) +2; 
  AL NE; SV Fort +5, Ref +7, Will +1; Str 15, Dex 14, Con 
  13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Bluff +4, Climb +8, Escape 
  artist +7, Hide +7 (+4 with armor), Jump +8, Listen +4, 
  Move Silently +7 (+4 with armor), Open Locks +7, Spot 
  +7, Tumble +7; Blindfight, Toughness, Weapon Focus 
  (longsword), Track. 
   
  Possessions: Mastework longsword, masterwork 
  shortbow, 20 arrows, dagger, chainshirt, small wooden 
  shield, lantern, tanglefoot bag, thieves tools, potion of 
  shield of faith. 
   
  NAE6-03 Legacy of the Serpent 
   
  Page 25 
  
  ENCOUNTER 8 
   
   
   
   
  Iron Cobra (4): CR 2; Medium Construct; HD 
  2d10+20; hp 31; Int +3; Spd 30ft.; AC 17 (touch 14, flat-
  footed 14); Base Atk +1; Grp +2; Atk +2 melee (1d6+1 
  plus poison, bite); Full Atk +2 melee (1d6+1 plus 
  poison, bite); SA Poison; SQ Construct Traits, DR 
  10/magic, stalk victim, stealth; SR 19; AL N; SV Fort +0, 
  Ref +3, Will +0; Str 12, Dex 17, Con –, Int –, Wis 11, 
  Cha 1. 
   
  Skills and Feats: Hide +13, Move Silently +13  
   
  Poison (Ex): An iron cobra delivers its poison 
  after a successful bite attack. An iron cobra’s internal 
  poison reservoir holds three doses of poison; refilling 
  the reservoir takes 1 minute. There are three doses of 
  medium spider venom (p. 297, DMG) in these iron 
  cobras. 
   
  DC 14 Fortitude negates. Initial/Secondary: 
  1d4 Str. 
   
  Construct Traits: An iron cobra is immune 
  to mind effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any 
  effects that require fortitude saves unless it works on 
  objects. The creature is not subject to critical hits, 
  nonlethal damage, ability drain, energy drain, or death 
  from massive damage. It cannot heal itself, but can be 
  healed through repair. It cannot be raised or 
  resurrected.  
   
  Stalk Victim (Su): An iron cobra can be 
  ordered by its creator to stalk down and attack any 
  creature whose name is known to the creator. The iron 
  cobra can detect this creatures location, as if by a locate 
  creature spell at 12th caster level.  
   
  Stealth (Ex): An iron cobra gains a +10 
  enhancement bonus on Hide and Move Silently 
  Checks. 
  NAE6-03 Legacy of the Serpent 
   
  Page 26 
  
  APPENDIX 3: 
  APL 6
  ENCOUNTER 6 
   
   
   
   
  Seljanor of Pitchfield: Female human (Oeridian) 
  War1/Clr6; CR 6; Medium humanoid (Human); HD 
  7d8+7 plus 7; hp 49; Init +1; Spd 30 ft.; AC 15 (touch 11, 
  flat-footed 14); Base Atk +5; Grp +7; Atk +9 melee 
  (1d8+4/x3, +1 spear) or +7 melee (1d6+2 nonlethal, sap) 
  or +6 ranged (1d4+2/19-20, dagger); Full Atk +9 melee 
  (1d8+4/x3, +1 spear) or +7 melee (1d6+2 nonlethal, sap) 
  or +6 ranged (1d4+2/19-20, dagger); SA Turn undead 
  2/day; SQ Spontaneous Healing; AL CG; SV Fort +8, 
  Ref +3, Will +7; Str 14, Dex 13, Con 12, Int 10, Wis 16, 
  Cha 8. 
   
  Skills and Feats: Diplomacy +7, Intimidate +5, 
  Knowledge (religion) +5, Knowledge (nobility and 
  royalty) +2; Improved Toughness, Leadership, Power 
  Attack, Weapon Focus (spear). 
   
  Spells Prepared (5/5/5/4; base DC = 12 + spell 
  level): 0–create water, detect magic, detect poison, mending, 
  read magic; 1st–bless, cause fear, omen of peril*, shield of faith; 
  2nd–bears’ endurance, bull strength*, hold person, resist 
  energy, spiritual weapon; 3rd–dispel magic, insignia of 
  healing, prayer, rage*. 
   
  * Domain spell. Domains: Liberation (gain a +2 
  morale 
  bonus 
  on 
  all 
  saving 
  throws 
  against 
  Enchantment spells or effects); Strength (gain an 
  enhancement bonus to Strength equal to cleric level. 
  Activating the power is a free action, the power lasts 1 
  round, and it is usable once per day); Deity: Trithereon. 
   
  Possessions: +1 spear, sap, 2 daggers, mithral 
  chainshirt, lantern, tanglefoot bag, 2 potions of cure light 
  wounds. 
   
  Idee 
  Volunteers 
  (4): 
  Male/female 
  human 
  (Suel/Oeridian) Ftr2/Rog1; CR 3; Medium Humanoid 
  (human); HD 2d10+1d6+6; hp 26; Init +1; Spd 30 ft.; 
  AC 15 (touch 11, flat-footed 14); Base Atk +2; Grp +4; 
  Atk +6 melee (1d10+3/x3, masterwork halberd) or +4 
  melee (1d6+2 nonlethal, sap) or +3 ranged (1d6/x3, 
  shortbow); Full Atk +6 melee (1d10+3/x3, masterwork 
  halberd) or +4 melee (1d6+2 nonlethal, sap) or +3 
  ranged (1d6/x3, shortbow); SA Sneak attack +1d6; AL 
  CG; SV Fort +5, Ref +3, Will +0; Str 15, Dex 12, Con 14, 
  Int 13, Wis 10, Cha 8. 
   
  Skills and Feat; Climb +5, Hide +4, Intimidate 
  +5, Knowledge (the Splintered Suns) +4, Listen +2, 
  Move Silently +4 Spot +2; Born Follower, Combat 
  Expertise, Improved Trip,  Power Attack, Weapon 
  Focus (halberd). 
   
  Possessions: Masterwork halberd, sap, dagger, 
  shortbow, 20 arrows, chainshirt, tanglefoot bag, Ideean 
  brooch, potion of cure light wounds, potion of shield of faith. 
   
  ENCOUNTER 7 
   
   
   
   
  Emeria: Female human (Suel) Rog2/Sor4; CR 6; 
  Medium humanoid (humanoid); HD 4d4+2d6+6; hp 
  27; Init +2; Spd 30 ft; AC 12 (touch 12, flat-footed 10); 
  Base Atk +3; Grp +3; Atk +4 melee (1d4 plus poison/19-
  20, masterwork dagger) or +5 ranged (1d4/19-20, hand 
  crossbow); Full Atk +4 melee (1d4 plus poison/19-20, 
  masterwork dagger) or +5 ranged (1d4/19-20, hand 
  crossbow); SA sneak attack +1d6, spells; SQ evasion; AL 
  NE; SV Fort +2, Ref +5, Will +2; Str 10, Dex 14, Con 12, 
  Int 13, Wis 8, Cha 16. 
   
  Skills and Feats: Bluff +15, Climb +6, 
  Concentration +5, Diplomacy +5, Disable device +7, 
  Jump +5, Knowledge (arcana) +5, Spellcraft +7, Use 
  Magic Device +??; Draconic Breath (red), Draconic 
  Heritage (red), Skill focus (Bluff). 
   
  Languages: Common, Draconic. 
   
  Spells Known (6/6/4; base DC = 13 + spell 
  level): 0—daze, dancing lights, detect magic, ghost sound, 
  mage hand; 1st—magic missile, ray of enfeeblement, shield; 
  2nd–invisibility. 
   
  Possessions: Masterwork dagger with medium 
  spider venom (DC14 1d4 Str/1d4 Str), hand crossbow 
  with medium spider venom (DC14 1d4 str/1d4 str), 
  dagger, spell component pouch, dust of tracelessness, 
  potion of invisibility, tanglefoot bag, thieves tools, potion 
  of barkskin +4*, staff of fire (4 charges)*. 
   
  * Emeria only has these items once she gets to 
  Birds Nest Inn. 
   
  Breeze, Emerias familiar (raven): CR -; Tiny Magical 
  Beast; HD 6; hp 13; Init +2; Spd 10 ft, 40ft fly (average); 
  AC 16, touch 14, flat-footed 14; Base Atk +3: Grp -10; 
  Atk +7 melee (1d2-5, claw); Full Atk +7 melee (1d2-5, 
  claw); SQ Low-light vision, alertness, improved 
  evasion, share spells, empathic link, deliver touch 
  spells; AL N; SV Fort +2, Ref +5, Will +5; Str 1, Dex 15, 
  Con 10, Int 7, Wis 14, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +7; Weapon 
  Finesse. 
   
   
  Emerias 
  Gang 
  (3): 
  Male 
  human 
  (Oeridian) 
  Rog3/Rgr1/Ftr1; CR 5; Medium Humanoid (human); 
  HD 3d6+1d8+1d10+5 plus 5; hp 35; Init +2; Spd 30 ft.; 
  AC 17 (touch 12, flat-footed 15); Base Atk +4; Grp +7; 
  Atk +9 melee (1d8+3/19-20, masterwork longsword) or 
  +7 ranged (1d6/x3, masterwork shortbow); Full Atk +9 
  melee (1d8+3/19-20, masterwork longsword) or +7 
  ranged (1d6/x3, masterwork shortbow); SA Sneak 
  attack +2d6; SQ Evasion, favored enemy (human) +2; 
  AL NE; SV Fort +8, Ref +7, Will +2; Str 16, Dex 14, Con 
  13, Int 10, Wis 12, Cha 8. 
  NAE6-03 Legacy of the Serpent 
   
  Page 27 
  
   
  Skills and Feats: Bluff +4, Climb +11, Escape 
  artist +8, Hide +9 (+6 with armor), Jump +9, Listen +5, 
  Move Silently +8 (+5 with armor), Open Locks +8, Spot 
  +7, Tumble +10; Blindfight, Distracting Attack, 
  Improved Toughness, Weapon Focus (longsword), 
  Track. 
   
  Possessions: Masterwork shortbow, 20 arrows, 
  masterwork longsword, dagger, small wooden shield, 
  chainshirt, lantern, tanglefoot bag, thieves tools. 
   
  ENCOUNTER 8 
   
   
   
   
  Iron Cobra (2): CR 2; Medium Construct; HD 
  2d10+20; hp 31; Int +3; Spd 30ft.; AC 17 (touch 14, flat-
  footed 14); Base Atk +1; Grp +2; Atk +2 melee (1d6+1 
  plus poison, bite); Full Atk +2 melee (1d6+1 plus 
  poison, bite); SA Poison; SQ Construct Traits, DR 
  10/magic, stalk victim, stealth; SR 19; AL N; SV Fort +0, 
  Ref +3, Will +0; Str 12, Dex 17, Con –, Int –, Wis 11, 
  Cha 1. 
   
  Skills and Feats: Hide +13, Move Silently +13  
   
  Poison (Ex): An iron cobra delivers its poison 
  after a successful bite attack. An iron cobra’s internal 
  poison reservoir holds three doses of poison; refilling 
  the reservoir takes 1 minute. There are three doses of 
  giant wasp poison (p. 297, DMG) in these iron cobras. 
   
  DC 18 Fortitude negates. Initial/Secondary: 
  1d6 Dex. 
   
  Construct Traits: An iron cobra is immune 
  to mind effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any 
  effects that require fortitude saves unless it works on 
  objects. The creature is not subject to critical hits, 
  nonlethal damage, ability drain, energy drain, or death 
  from massive damage. It cannot heal itself, but can be 
  healed through repair. It cannot be raised or 
  resurrected.  
   
  Stalk Victim (Su): An iron cobra can be 
  ordered by its creator to stalk down and attack any 
  creature whose name is known to the creator. The iron 
  cobra can detect this creatures location, as if by a locate 
  creature spell at 12th caster level.  
   
  Stealth (Ex): An iron cobra gains a +10 
  enhancement bonus on Hide and Move Silently 
  Checks.  
  NAE6-03 Legacy of the Serpent 
   
  Page 28 
  
  APPENDIX 4: 
  APL 8
  ENCOUNTER 6 
   
   
   
   
  Seljanor of Pitchfield: Female human (Oeridian) 
  War1/Clr8; CR 8; Medium humanoid (Human); HD 
  9d8+9 plus 9; hp 63; Init +2; Spd 30 ft.; AC 16 (touch 12, 
  flat-footed 14); Base Atk +7; Grp +9; Atk +11 melee 
  (1d8+4/19-20/x3, +1 keen spear) or +9 melee (1d6+2 
  nonlethal, sap) or +9 ranged (1d4+2/19-20, dagger); Full 
  Atk +11 melee (1d8+4/19-20/x3, +1 keen spear) or +9 
  melee (1d6+2 nonlethal, sap) or +8 ranged (1d4+2/19-
  20, dagger); SA spells; AL CG; SV Fort +9, Ref +4, Will 
  +8; Str 14, Dex 14, Con 12, Int 10, Wis 16, Cha 8. 
   
  Skills and Feats: Concentration +4, Diplomacy 
  +7, Intimidate +5, Knowledge (religion) +5, Knowledge 
  (nobility and royalty) +2; Combat Casting, Improved 
  Toughness, Leadership, Power Attack, Weapon Focus 
  (spear).  
   
  Spells Prepared (5/5/5/5/3; base DC  = 12 + 
  spell level): 0–create water, detect magic, detect poison, 
  mending,read magic; 1st–bless, cause fear, omen of peril*, 
  shield of faith; 2nd–bears’ endurance, bull strength*, hold 
  person, resist energy, spiritual weapon; 3rd–dispel magic, 
  insignia of healing, prayer, rage*, ring of blades; 4th-air walk, 
  divine power, freedom of movement*. 
   
  * Domain spell. Domains: Liberation (gain a +2 
  morale 
  bonus 
  on 
  all 
  saving 
  throws 
  against 
  Enchantment spells or effects); Strength (gain an 
  enhancement bonus to Strength equal to cleric level. 
  Activating the power is a free action, the power lasts 1 
  round, and it is usable once per day); Deity: Trithereon. 
   
  Possessions: +1 keen spear, sap, 2 daggers, mithral 
  chainshirt, lantern, tanglefoot bag,  2 potions of cure light 
  wounds, potion of enlarge person. 
   
  Idee 
  Volunteers 
  (4): 
  Male/female 
  human 
  (Suel/Oeridian) Ftr4/Rog1; CR 5; Medium humanoid 
  (Human); HD 4d10+1d6+10; hp 36; Init +1; Spd 30 ft.; 
  AC 15 (touch 11, flat-footed 14); Base Atk +4; Grp +7; 
  Atk +9 melee (1d10+6/x3, masterwork halberd) or +7 
  melee (1d6+3 nonlethal, masterwork sap) or +5 ranged 
  (1d6/x3, shortbow); Full Atk +9 melee (1d10+6/x3, 
  masterwork halberd) or +7 melee (1d6+3 nonlethal, 
  masterwork sap) or +5 ranged (1d6/x3, shortbow); SA 
  Sneak attack +1d6; AL CG; SV Fort +6, Ref +4, Will +1; 
  Str 16, Dex 12, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feat; Climb +7, Hide +4, Intimidate 
  +7, Knowledge (the Splintered Suns) +4, Listen +2, 
  Move Silently +4 Spot +2; Born Follower, Combat 
  Expertise, Improved Trip,   Power Attack, Weapon 
  Focus (halberd), Weapon Specialization (halberd). 
   
  Possessions: Masterwork halberd, masterwork 
  sap, dagger, shortbow, 20 arrows, chainshirt, lantern, 
  tanglefoot bag, Ideean brooch, potion of cure light 
  wounds, potion of shield of faith. 
   
   
  ENCOUNTER 7 
   
   
   
   
  Emeria: Female human (Suel) Rog2/Sor6; CR 8; 
  Medium humanoid (humanoid); HD 7d4+2d6+9; hp 
  39; Init +2; Spd 30 ft; AC 12 (touch 12, flat-footed 10); 
  Base Atk +4; Grp +4; Atk +5 melee (1d4 plus poison/19-
  20, masterwork dagger) or +6 ranged (1d4/19-20, hand 
  crossbow); Full Atk +5 melee (1d4 plus poison/19-20, 
  masterwork dagger) or +6 ranged (1d4/19-20, hand 
  crossbow); SA Sneak attack +1d6; SQ Evasion; AL NE; 
  SV Fort +3, Ref +6, Will +4; Str 10, Dex 14, Con 12, Int 
  13, Wis 8, Cha 17. 
   
  Skills and Feats: Bluff +17, Climb +6, 
  Concentration +12, Disable device +7, Jump +6, 
  Knowledge (arcana) +5, Spellcraft +10, Use Magic 
  Device +4; Dodge, Draconic Breath (red), Draconic 
  Heritage (red), Draconic Presence (DC 13+spell level), 
  Skill Focus (Bluff). 
   
  Languages: Common, Draconic. 
   
  Spells Known (6/7/7/5; base DC = 13 + spell level): 
  0—daze, dancing lights, detect magic, ghost sound, ray of 
  frost, read magic, mage hand; 1st—expeditious retreat, magic 
  missile, ray of enfeeblement, shield; 2nd–false life, invisibility, 
  see invisibility, web; 3rd–dispel magic, shadow binding. 
   
  Possessions: Masterwork dagger with medium 
  spider venom (DC14 1d4 Str/1d4 Str), hand crossbow 
  with medium spider venom (DC14 1d4 str/1d4 str), 
  dagger, spell component pouch, dust of tracelessness, 
  potion of invisibility, tanglefoot bag, thieves tools, potion 
  of barkskin +4*, staff of fire (4 charges)* 
   
  * Emeria only has these items once she gets into 
  Bird’s Nest Inn. 
   
  Breeze, Emerias familiar (raven): CR -; Tiny Magical 
  Beast; HD 8; hp 19; Init +2; Spd 10 ft, 40ft fly (average); 
  AC 17, touch 14, flat-footed 15; Base Atk +4: Grp -9; Atk 
  +8 melee (1d2-5, claw); Full Atk +8 melee (1d2-5, claw); 
  SQ Low-light vision, alertness, improved evasion, share 
  spells, empathic link, deliver touch spells, speak with 
  master; AL N; SV Fort +2, Ref +5, Will +5; Str 1, Dex 15, 
  Con 10, Int 8, Wis 14, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +7; Weapon 
  Finesse. 
   
  Emerias 
  Gang 
  (3): 
  Male 
  human 
  (Oeridian) 
  Rog3/Rgr2/Ftr2; CR 7; Medium Humanoid (human); 
  HD 3d6+2d8+2d10+7 plus 7; hp 50; Init +2; Spd 30 ft.; 
  AC 17 (touch 12, flat-footed 15); Base Atk +6; Grp +9; 
  Atk +11 melee (1d8+3/19-20, masterwork longsword) 
  or +8 ranged (1d6/x3, masterwork shortbow); Full Atk 
  +11/+6 melee (1d8+3/19-20, masterwork longsword) or 
  +9/+4 melee (1d8+3/19-20, masterwork longsword) 
  and +9 melee (1d3+1, shield bash) or +8 ranged 
  (1d6/x3, masterwork shortbow); SA Sneak attack +2d6; 
  SQ Evasion, Favored Enemy (human) +2; AL NE; SV 
  Fort +10, Ref +8, Will +2; Str 16, Dex 14, Con 13, Int 10, 
  Wis 12, Cha 8. 
  NAE6-03 Legacy of the Serpent 
   
  Page 29 
  
   
  Skills and Feats: Bluff +4, Climb +12, Escape 
  artist +8, Hide +10 (+7 with armor), Jump +9, Listen +5, 
  Move Silently +10 (+7 with armor), Open Locks +8, 
  Spot +7, Tumble +12; Blindfight, Distracting Attack, 
  Improved Shield Bash, Improved Toughness, Weapon 
  Focus (Longsword), Track, Two weapon fighting. 
   
  Possessions: Masterwork longsword, dagger, 
  masterwork shortbow, 20 arrows, small wooden shield, 
  chainshirt, tanglefoot bag, thieves tools, potion of shield 
  of faith. 
   
   
  ENCOUNTER 8 
   
   
   
   
  Iron Cobra (2): CR 2; Medium Construct; HD 
  2d10+20; hp 31; Int +3; Spd 30ft.; AC 17 (touch 14, flat-
  footed 14); Base Atk +1; Grp +2; Atk +2 melee (1d6+1 
  plus poison, bite); Full Atk +2 melee (1d6+1 plus 
  poison, bite); SA Poison; SQ Construct Traits, DR 
  10/magic, stalk victim, stealth; SR 19; AL N; SV Fort +0, 
  Ref +3, Will +0; Str 12, Dex 17, Con –, Int –, Wis 11, 
  Cha 1. 
   
  Skills and Feats: Hide +13, Move Silently +13  
   
  Poison (Ex): An iron cobra delivers its poison 
  after a successful bite attack. An iron cobra’s internal 
  poison reservoir holds three doses of poison; refilling 
  the reservoir takes 1 minute. There are three doses of 
  giant wasp poison (p. 297, DMG) in these iron cobras. 
   
  DC 18 Fortitude negates. Initial/Secondary: 
  1d6 Dex. 
   
  Construct Traits: An iron cobra is immune 
  to mind effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any 
  effects that require fortitude saves unless it works on 
  objects. The creature is not subject to critical hits, 
  nonlethal damage, ability drain, energy drain, or death 
  from massive damage. It cannot heal itself, but can be 
  healed through repair. It cannot be raised or 
  resurrected.  
   
  Stalk Victim (Su): An iron cobra can be 
  ordered by its creator to stalk down and attack any 
  creature whose name is known to the creator. The iron 
  cobra can detect this creatures location, as if by a locate 
  creature spell at 12th caster level.  
   
  Stealth (Ex): An iron cobra gains a +10 
  enhancement bonus on Hide and Move Silently 
  Checks. 
  NAE6-03 Legacy of the Serpent 
   
  Page 30 
  
  APPENDIX 5 
  NPCS
  Gornorite: Male/Female human War1/Exp1; CR 1; 
  Medium Humanoid (human); HD 1d8+1d6+2; hp 10; 
  Init +0; Spd 30 ft.; AC 14 (touch 10, flat-footed 14); Base 
  Atk +1; Grp +2; Atk +2 melee (1d8+1/19-20, longsword) 
  or +1 ranged (1d6/x3, shortbow); Full Atk +2 melee 
  (1d8+1/19-20, longsword) or +1 ranged (1d6/x3, 
  shortbow); SA; SQ; AL LN/N; SV Fort +3, Ref +0, Will 
  +2; Str 12, Dex 11, Con 12, Int 10, Wis 11, Cha 12. 
   
  Skills and Feats: Diplomacy +7, Gather Information 
  +3, Intimidate +4, Knowledge (the Splintered Suns) +2, 
  Listen +3, Profession (soldier) +1, Spot +4; Alertness, 
  Skill Focus (Diplomacy). 
           Possessions: Studded leather armor, longsword, sap, 
  dagger, small wooden shield, lantern, signal whistle, 
  shortbow, 20 arrows. 
   
  Gornorite Sertern: Male/Female human (Oeridian) 
  Ftr2; CR 2; Medium Humanoid (human); HD 2d10+4; 
  hp 20; Init +1; Spd 30 ft.; AC 15 (touch 11, flat-footed 
  14); Base Atk +2; Grp +4; Atk +6 melee (1d8+2/19-20, 
  masterwork longsword) or +3 ranged (1d6/x3, 
  shortbow); 
  Full 
  Atk 
  +6 
  melee 
  (1d8+2/19-20, 
  masterwork longsword) or +3 ranged (1d6/x3, 
  shortbow); AL LN/N; SV Fort +5, Ref +1, Will +0; Str 
  14, Dex 13, Con 14, Int 10, Wis 10, Cha 12. 
   
  Skills and Feats: Climb +4, Diplomacy +6, 
  Intimidate +6, Listen +2, Jump +3, Profession (Soldier) 
  +1 Spot +2, Swim +3; Alertness, Power Attack, Skill 
  Focus (Diplomacy), Weapon Focus (longsword) 
   
  Possessions: Masterwork longsword, sap, dagger, 
  shortbow, 20 arrows, studded leather armor, small 
  wooden shield, lantern, signal whistle, tanglefoot bag x 
  2, oil of magic weapon. 
   
  Cleric of Xerbo: Male Human (Suel) Clr3; CR 3; 
  Medium Humanoid (human); HD 3d8+6; hp 24; Init 
  +1; Spd 30 ft; AC 14, touch 11, flat-footed 13; Base Atk 
  +2; Grp +3; Atk +4 melee (1d6+1, masterwork 
  shortspear) or +3 ranged (1d8/19-20, light crossbow); 
  Full Atk +4 melee (1d6+1, masterwork shortspear) or 
  +3 ranged (1d8/19-20, light crossbow); SQ Aura, turn 
  undead, spontaneous casting (healing); AL N; SV Fort 
  +5, Ref +2, Will +7; Str 13, Dex 12, Con 14, Int 8, Wis 
  15, Cha 10. 
   
  Skills and Feats: Knowledge (religion) +1, Listen +4, 
  Sense Motive +3, Spellcraft +4, Spot +4; Alertness, Iron 
  Will, Skill Focus (spellcraft). 
   
  Languages: Ancient Suel, Common.  
   
  Cleric Spells Prepared (4/4/3; Base DC = 12 + spell 
  level): 0–detect magic (4); 1st–bless, cause fear (2), 
  obscuring mist*; 2nd–hold person, sound burst, dog cloud*.  
   
  * Cleric Domains: Knowledge (all knowledge skills 
  are class skills) and Water (Turn fire creatures. Rebuke 
  or bolster water creatures). 
   
  Possessions: 
  Masterwork 
  studded 
  leather, 
  masterwork light spear, light crossbow, 10 bolts, Wand 
  of cure light wounds (25 charges). 
   
  Saron, leader of the Gornorites: Male human (Suel) 
  War9; CR 9; Medium humanoid (Human); HD 9d8+9; 
  hp 57; Init +0; Spd 30 ft.; AC 15 (touch 10, flat-footed 
  15); Base Atk +9; Grp +12; Atk +14 melee (1d8+4, 
  morningstar) or +10 ranged (1d8+2/x3, composite 
  longbow); Full Atk +14/+9 melee (1d8+4, morningstar) 
  or +10/+5 ranged (1d8+2/x3, composite longbow); AL 
  N; SV Fort +7, Ref +3, Will +5; Str 16, Dex 11, Con 13, 
  Int 10, Wis 14, Cha 12. 
   
  Skills and Feats: Alertness, Investigator, Skill Focus 
  (Diplomacy), Track, Weapon Focus (Longsword); 
  Climb +5, Diplomacy +7, Gather Information +4, 
  Handle Animal +7, Intimidate +6, Jump +5, Listen +4, 
  Ride +5, Search +2, Spot +4, Survival +5, Swim +5  
  Note: Saron has elite array statistics and as such his CR 
  is one higher than normal. 
   
  Possessions: Adamantine morningstar +1, sap, dagger, 
  masterwork composite longbow (+2 str), 20 arrows, +1 
  studded leather armor, small wooden shield, gauntlets of 
  dexterity +2, lantern, signal whistle 
   
  Nuran: Female human (Suel) Clr5/Divine Oracle 
  5/Contemplative 2; CR 12; Medium Humanoid 
  (Human); HD 5d8+7d6; hp 80; Init +1; Spd 20 ft; AC 21, 
  touch 12, flat-footed 21; Base Atk +6; Grp +6; Atk +7 
  melee (1d8+1+1d6 cold, trident) or +8 ranged 
  (1d8+1+1d6 cold, trident); Full Atk +7/+2 melee 
  (1d8+1+1d6 cold, trident) or +8 ranged (1d8+1+1d6 
  cold, trident); SQ divination enhancement, divine 
  health, prescient sense, scry bonus, slippery mind, trap 
  sense +2, turn or rebuke undead, spontaneous casting 
  (cure), uncanny dodge; AL LN; SV Fort +6, Ref +5, Will 
  +14; Str 10, Dex 12, Con 14, Int 13, Wis 16, Cha 14. 
   
  Skills and Feats: Concentration +7, Diplomacy +14, 
  Heal +6, Knowledge (arcana) +7, Knowledge (history) 
  +4, Knowledge (religion) +20, Knowledge (the Planes) 
  +4, Profession (sailor) +7, Spellcraft +9; Combat 
  Casting, Extend Spell, Improved Turning, Lightning 
  Reflexes, Skill Focus (Knowledge [religion]), Spell 
  Focus (Divination) 
   
  Spells Prepared (6/7/6/6/4/4/3; base DC 13+spell 
  level; 16+spell level for divinations, 17+spell level for 
  divinations [scrying]): 0 – create water, detect magic, inflict 
  minor wounds, mending, purify food and drink, read magic, 
  1st – bless water, calm emotions, command, divine favour, 
  endure elements, entropic shield, longstrider*, 2nd – augury*, 
  hold person, owl’s wisdom, silence, spiritual weapon 
  (trident), summon monster II, 3rd – dispel magic, extended 
  bull’s strength, divination*, protection from energy, remove 
  disease, searing light, 4th – control water, discern lies, 
  neutralize poison, scrying*, 5th – break enchantment, 
  NAE6-03 Legacy of the Serpent 
   
  Page 31 
  
  commune*, disrupting weapon, true seeing, 6th – blade 
  barrier, cone of cold*, heroes’ feast 
   
  * Domain spell. Domains: Oracle: casts Divination 
  spells at +2 caster level; Protection: may create a 
  protective ward 1/day (grants creature touched +5 
  resistance bonus to next saving throw, duration 1 
  hour); Travel: may operate as under effect of the spell 
  free movement for a total of five rounds per day. Water: 
  Turn or destroy fire creatures as a good cleric turns 
  undead. Rebuke, command, or bolster water creatures 
  as an evil cleric rebukes undead 5/day.  
   
  Divination Enhancement (ex): May roll twice 
  and take the better result when using divination spells 
  such as augury or divination. 
   
  Divine Health (Ex): Immunity to all diseases, 
  including magical diseases. 
   
  Prescient Sense (Ex): Takes no damage on a 
  successful Reflex save against attacks that normally 
  deal half damage on a successful Reflex save. 
   
  Scry Bonus (Su): +1 sacred bonus to the save DC 
  of all divination (scrying) spells. 
   
  Slippery Mind (Ex): May once retry failed save 
  vs. enchantment spell or effect on the next round. 
   
  Possessions: +1 frost trident, +2 breastplate, masterwork 
  steel heavy shield, gloves of dexterity +2, ring of protection 
  +1, amulet of health +2, wand of cure moderate wounds, 
  Masterwork holy symbol of Osprem, spell component 
  pouch. 
   
  Ludmila: Female human (Suel) Ftr2/Rog3; CR 5; 
  Medium humanoid (Human); HD 2d10+2+ 3d6+2; hp 
  33; Init +6; Spd 30 ft.; AC 16 (touch 13, flat-footed 13); 
  Base Atk +4; Grp +3; Atk +4 melee (1d4-1/18-20, kukri) 
  or +8 ranged (1d8+1/19-20, light crossbow); +4 melee 
  (1d4-1/18-20, kukri) or +8 ranged (1d8+1/19-20, light 
  crossbow) SA Sneak attack +2d6; SQ Evasion; AL N; SV 
  Fort +6, Ref +6, Will +3; Str 8, Dex 14, Con 13, Int 10, 
  Wis 12, Cha 16. 
   
  Skills 
  and 
  Feats: 
  Diplomacy 
  +13, 
  Gather 
  Information +8, Handle Animal +8, Knowledge 
  (Splintered Suns) +6, Profession (merchant) +11, Ride 
  +5, Sense Motive +8, Swim +2; Dodge, Improved 
  Initiative, 
  Negotiator, 
  Skill 
  Focus 
  (Profession-
  merchant), Weapon focus (crossbow). 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armor or 
  no armor. A helpless rogue does not gain the benefit of 
  evasion. 
   
  Possessions: +1 light crossbow, 20 bolts, masterwork 
  kukri x 2, studded leather armor, ring of protection +1, 
  cloak of resistance +1, bag of holding type I. 
   
  Ludmila’s guards (Gavril, Ferek, Constan, Aturk): 
  Male human (Oeridian) War1; CR 1/2; Medium 
  humanoid (Human); HD 1d8+1; hp 6; Init +0; Spd 30 
  ft.; AC 14 (touch 10, flat-footed 14); Base Atk +1; Grp 
  +2; Atk +3 melee (1d6+1, shortspear); Full Atk +3 melee 
  (1d6+1, shortspear); SA; SQ; AL LN; SV Fort +3, Ref +0, 
  Will -1; Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. 
   
  Skills and Feats: Climb +6, Handle Animal +5, 
  Listen +2, Spot +2, Swim +2; Alertness, weapon focus 
  (shortspear) 
   
  Possessions: dagger, shortspear, studded leather 
  armor, buckler, lantern, tindertwig, net. 
   
  Korwil Zan: Male human (Hepmonaland Suel) Mnk3; 
  CR 3; medium humanoid human; HD 3d8+3; hp 21; 
  Init +6; Spd 40 ft.; AC 14 (touch 13, flat-footed 13) 
  (Bracers+1, Dexterity +1, Wisdom bonus +2); Base Atk 
  +2; Grp +8; Atk +5 melee (1d6+2, unarmed): Full Atk: 
  +3/+3 melee (1d6+2, flurry of blows (unarmed) or +5 
  melee (1d6+2, unarmed); SA Flurry of blows; SQ 
  Evasion, Still Mind; AL LE; SV Fort +4, Ref +4, Will +5; 
  Str 14, Dex 13, Con 12, Int 8, Wis 15, Cha 10.  
   
  Skills and Feats: Bluff +2, Escape Artist +5, Jump +6, 
  Spot +3, Tumble +7; Deflect Arrows,  Dodge, Improved 
  Initiative, Improved Grapple, Improved Unarmed 
  Strike., Weapon Focus (inarmed) 
   
  Possessions:  bracers of armour +1, potion of cure light 
  wounds, potion of enlarge person, simple clothes. 
   
  Physical Description: A stern faced Suel man with 
  freckles all over his body, clear evident that he is from 
  Hepmonaland.. 
   
  Follower of the Wave: Male human (Suel) Mnk8; CR 
  8; medium humanoid human; HD 8d8+16; hp 59; Init 
  +6; Spd 50 ft.; AC 18 (touch 18, flat-footed 14) 
  (Dexterity +3, Monk Bonus +1, Wisdom bonus +3, ring 
  of protection +1); Base Atk +6; Grp +13; Atk +10 melee 
  (1d10+3, unarmed); Full Atk: +9/+9/+4 melee (1d10+3, 
  flurry of blows) or +10/+5 melee (1d10+3, unarmed); 
  SA Flurry of Blows; SQ Wholeness of Body; AL LN; SV 
  Fort +8, Ref +9, Will +9; Str 16, Dex 16, Con 14, Int 10, 
  Wis 16, Cha 8.  
   
  Skills and Feats: Balance +10, Climb +8, Jump +5, 
  Listen +14, Move Silently +7, Sense Motive +7, Spot 
  +14, Swim +7, Tumble+16; Deflect Arrows, Dodge 
  Improved Disarm, Improved Grapple, Improved 
  Initiative, Power Attack, Weapon Focus (unarmed) 
   
  Possessions: ring of protection +1, amulet of health +2, 
  belt of giant strength +2, gauntlets of dexterity +2, potion of fly 
  (2), simple clothing.  
   
  Qita: Female Aarakocra Wiz9 (Evoker); CR9; Medium 
  monstrous humanoid HD 9d4+18; Hp 46; Init +7; Spd 
  Fly 90ft (average), ground 20ft; AC 14 flat-footed 10, 
  Touch 14; Base Atk; +4; Grp +4; Atk +4 melee (1d4, 
  claw, only when flying) or +4 melee (1d3, bite, in 
  ground only) or +8 ranged touch (spell); Full Atk +4/+4 
  melee (1d4, claw, only when flying) or +4 melee (1d3, 
  bite, in ground only) or +8 ranged touch (spell); AL: 
  CN; SA: spells; SQ Summon Familiar; SV Fort+5, Ref+7 
  Will+6; Str 10, Dex 18, Con 14, Int 19, Wis 10, Cha 8.   
   
  Skills and feats: Concentration +14, Craft (alchemy) 
  +10, Decipher Script +10, Gather Information +2, 
  NAE6-03 Legacy of the Serpent 
   
  Page 32 
  
  Knowledge (Arcana) +12, Knowledge (history) 10, 
  Knowledge (Planes) +10, Knowledge (Splintered Suns) 
  +9,  Spellcraft +18; Brew Potion, Fly-by-attack, 
  Improved initiative, Scribe Scroll, Spell Focus 
  (Evocation), Still Spell.  
  Languages: Ancient Suel, Avian, Common, Old 
  Oeridian.  
   
  Spells Prepared; banned schools Illusion & Necromancy 
  (5/6/6/5/4/2; base DC = 14 + spell level):  0—dancing lights, 
  detect magic, open/close (2), message, read magic; 1st—
  comprehend languages, identify, magic missile (2), obscuring 
  mist, shield; 2nd—acid arrow, locate object, scorching ray, see 
  invisibility, still magic missile (2); 3rd—blink, clairvoyance, 
  dispel magic, fireball; 4th – dimension door, globe of 
  Invulnerability, lesser, ice storm, locate creature 5th – teleport, 
  wall of force 
   
  Possessions: elemental gem (air), headband of intellect 
  +2, bag of holding (type 1), ring of feather fall, ring of the ram 
  (20 charges), spell component pouch. 
   
  Marpo: Male halfling Rog3; CR 3; Medium humanoid 
  (halfling); HD 3d6+3; hp 13; Init +4; Spd 20 ft.; AC 16 
  (touch 10, flat-footed 14); Base Atk +3; Grp +0; Atk +5 
  melee (1d6+1/19-20, longsword) or +10 ranged (1d3+1, 
  sling); Full Atk +5 melee (1d6+1/19-20, longsword) or 
  +10 ranged (1d3+1, sling); SA sneak attack +2d6; SQ 
  evasion; AL NE; SV Fort +3, Ref +9, Will +3; Str 13, Dex 
  18, Con 13, Int 14, Wis 8, Cha 13. 
   
  Skills and Feats: Bluff +7, Climb +9, Jump +9, Move 
  Silently +10, Listen +7, Hide +15, Search +8, 
  Knowledge (Local) +6, Profession (Innkeeper) +8, Spot 
  +5, Tumble +10  
  2; Iron Will, Skill Focus (profession), Weapon focus 
  (sling) 
   
  Possessions: 
  masterwork 
  small 
  longsword, 
  masterwork sling, 10 bullets, masterwork leather 
  armor, 
  NAE6-03 Legacy of the Serpent 
   
  Page 33 
  
  APPENDIX 6 
  NEW RULES
  FEATS  
   
   
   
   
   
  Born Follower (General) 
  You excel when directed by a natural leader. 
   
  Benefit: You gain a +2 morale bonus on attack 
  rolls and saving throws against fear effects when 
  within 30ft of an ally with the Leadership feat. 
   
  Special: You may only take this feat at 1st level. 
   
  Availability: Human (Oeridian). 
   
  Source: Dragon Magazine 315 
   
  Draconic Breath (Draconic)  
  You can convert your arcane spells into a breath weapon.  
   
  Prequisite: Draconic Heritage.  
   
  Benefit: As a standard action, you can change 
  arcane spell energy into a breath weapon of your 
  draconic heritage. The breath weapon is 30 foot cone 
  (fire or cold) or 60 foot line (Acid or Electricity) that 
  deals 2d6 damage per level of the spell you expanded to 
  create the effect. Any creature in the area may try a 
  Reflex save (DC 10+level of the spell expanded+your 
  Cha modifier) for half-damage. This is a supernatural 
  ability.  
   
  Source: Complete Arcane, pg. 77 
   
  Draconic Heritage (Draconic)  
  You have greater connection with your distant draconic 
  bloodline.  
   
  Prequisite: Sorcerer level 1st.  
   
  Benefit:  Choose one Dragon from Draconic 
  Heritage list below and gain associated list as class skill. 
  This is your draconic heritage which cannot be 
  changed once this feat has been taken. Half-Dragons 
  must choose the same dragon kind as their parent. In 
  addition you gain bonus to saving throws against sleep 
  and paralysis, as well as spells and abilities with energy 
  types of your draconic heritage. This bonus is equal to 
  number of Draconic feats you have.  
   
  Dragon Kind     Energy Type     Skill 
  Black                 Acid                Hide 
  Blue                  Electricity        Listen 
  Green               Acid                 Move Silently 
  Red                   Fire                 Intimidate 
  White                Cold                Balance 
  Brass                 Fire                Gather Infor. 
  Bronze              Electricity        Survival 
  Copper              Acid                Hide 
  Gold                  Fire                 Heal 
  Silver                Cold                Disguise 
   
  Source: Complete Arcane, pg. 77 
   
  Draconic Presence (Draconic)  
  When you use magic, your mere presence can terrify those 
  around you. 
   
  Prequisite: Draconic Heritage.  
   
  Benefit: Whenever you cast an arcane spell, all 
  opponents within 10ft of you who have fewer hit dice 
  than you, become shaken for a number of rounds equal 
  to the level of the spell you cast. The effect is negated 
  by a succesful will save (DC10+spell level+Cha 
  modifier). Succesful save means target is immune to 
  this effect for 24 hours. This effect does not affect 
  creatures with intelligence 3 or lower or who are 
  already shaken, nor does it have any effect on dragons.  
   
  Source: Complete Arcane, pg. 78 
   
  Distracting Attack (General)  
  You are skilled in at interfering with opponents in melee.  
   
  Prequisite: Base attack bonus +1  
   
  Benefit:  When you make a melee attack against 
  creature, no matter if it’s succesful or not, all other 
  creatures gain +1 circumstance bonus on to hit rolls 
  when attacking that creature until the start of your 
  next turn.  
   
  Special:  A fighter may choose Distracting  
  Attack as one of his bonus feats. 
   
  Source: Miniatures Handbook, pg. 25 
   
  Improved Toughness (General) 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain one additional hit point. 
  If you lose HD (such as losing a level), you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one his bonus feats. 
   
  Source: Complete Warrior, page 101. 
   
  SPELLS 
   
   
   
   
   
  Insignia of Healing 
  Conjuration(Healing) 
  Level: Bard 3, cleric 3 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Duration: Instantaneous 
  Saving Throw: Will half (harmles); see text 
  Spell Resistance: Yes (harmless); see text 
   
  This spell works just like insignia of alarm except the 
  insignia wearers are instead healed by positive energy. 
  The spell cures 1d8 points of damage +1 point per 
  caster level (maximum +10) to all wearers of the 
  insignia. Since undead are powered by negative energy, 
  this spell deals damage to them instead of curing their 
  wounds. Any undead creature can apply spell 
  resistance and attempt a Will save to take half damage. 
  NAE6-03 Legacy of the Serpent 
   
  Page 34 
  
   
  Source: Races of Destiny, pg 166. 
   
  Insignia of Alarm 
  Abjuration 
  Level: Bard 2, cleric 2, paladin 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: 400 ft. + 40 ft./level spread, centered on you 
  Target: All wearers of special insignia within range 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
   
  This spell alerts all wearers of a specific insignia (see 
  below) within range. Such creatures hear a single 
  mental "ping" (as the alarm spell, page 197 of the 
  Player's Handbook) when this spell is cast. This spell 
  requires significant preparation. Before using this spell, 
  you must foge specially crafted insignias. These can be 
  crafted in the form of amulets, badges, rings, or any 
  similar object, but each one must bear the same logo, 
  crest, or symbol.  Each insignia costs 10 gp. Militias, 
  guilds, or churches within a city use this spell to call all 
  its members together. 
   
  Focus: A specially prepared insignia (see above). 
   
  Source: Races of Destiny, pg 166 
   
  Shadow Binding 
  Illusion (Shadow) 
  Level: Sorcerer/Wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close 25ft + 5ft/2 levels 
  Area: 10ft radius burst  
  Duration: 1round/level 
  Saving Throw: Will Negates 
  Spell Resistance: Yes 
    
  You cause a multitude of ribbon like shadows to 
  instanteneously explode outwards from the target 
  point. Creatures in the area that fail their will save are 
  dazed for one round and subsequently entangled. 
  Breaking free of the shadow binding requires a DC20 
  strength check or Escape Artist check as full-round 
  action. 
   
  Material:  Few links of iron chain 
   
  Source: Complete Arcane, page 122. 
   
  MONSTERS  
   
   
   
   
  Iron Cobra (2): CR 2; Medium Construct; HD 
  2d10+20; hp 31; Int +3; Spd 30ft.; AC 17 (touch 14, flat-
  footed 14); Base Atk +1; Grp +2; Atk +2 melee (1d6+1 
  plus poison, bite); Full Atk +2 melee (1d6+1 plus 
  poison, bite); SA Poison; SQ Construct Traits, DR 
  10/magic, stalk victim, stealth; SR 19; AL N; SV Fort +0, 
  Ref +3, Will +0; Str 12, Dex 17, Con –, Int –, Wis 11, 
  Cha 1. 
   
  Skills and Feats: Hide +13, Move Silently +13  
   
  Poison (Ex): An iron cobra delivers its poison 
  after a successful bite attack. An iron cobra’s internal 
  poison reservoir holds three doses of poison; refilling 
  the reservoir takes 1 minute. The effect of the poison 
  depends on what kind of poison the cobras creator 
  filled it’s poison reservoir with. Typically contains a 
  medium-size monstrous spider venom (fort DC14 
  negates, initial/secondary 1d4 Str) though any injury 
  poison can be used.  
   
  Construct Traits: An iron cobra is immune 
  to mind effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any 
  effects that require fortitude saves unless it works on 
  objects. The creature is not subject to critical hits, 
  nonlethal damage, ability drain, energy drain, or death 
  from massive damage. It cannot heal itself, but can be 
  healed through repair. It cannot be raised or 
  resurrected.  
   
  Stalk Victim (Su): An iron cobra can be 
  ordered by its creator to stalk down and attack any 
  creature whose name is known to the creator. The iron 
  cobra can detect this creatures location, as if by a locate 
  creature spell at 12th caster level.  
   
  Stealth (Ex): An iron cobra gains a +10 
  enhancement bonus on Hide and Move Silently 
  checks. 
   
  Iron cobra is a tenacious construct capable of tracking 
  down it’s victims over nearly any terrain. An iron cobra 
  is typically 3 feet long and weighs around 100 pounds. 
  It looks like a cobra made out of dozens of circular iron 
  bands, fitted together to form a snakelike body.  
   
  It is rumored that first eight iron cobras, created 
  ages ago by a powerful wizard/cleric were nearly 
  indestructible. Since that time other other spellcasters 
  have taken to copying the design, but with universally 
  poorer results. 
   
  Combat 
  An iron cobra has no intelligence but it can be 
  commanded to undertake any number of actions by it’s 
  creator. If the creature is not present, the cobra can 
  undertake simple commands (such as “Guard this 
  treasure” or “Seek out and attack the king”). It follows 
  these commands to the letter. In combat, cobra’s tactics 
  re straightforward. Bite it’s opponent until it dies. 
  a 
  Source: Fiend Folio, pg 166.
  NAE6-03 Legacy of the Serpent 
   
  Page 35 
  
  DM’S AID 1: 
  CHARACTER TRACKER:
  Player name: 
   
  Character name: 
   
  Preferred weapon or spell: 
   
  Reputation or notable deeds:  
   
  Favors with Idee Volunteers: 
   
  Disfavors with Idee Volunteers: 
   
   
   
  Player name: 
   
  Character name: 
   
  Preferred weapon or spell: 
   
  Reputation or notable deeds:  
   
  Favors with Idee Volunteers: 
   
  Disfavors with Idee Volunteers: 
   
   
   
  Player name: 
   
  Character name: 
   
  Preferred weapon or spell: 
   
  Reputation or notable deeds:  
   
  Favors with Idee Volunteers: 
   
  Disfavors with Idee Volunteers: 
   
   
  Player name: 
   
  Character name: 
   
  Preferred weapon or spell: 
   
  Reputation or notable deeds:  
   
  Favors with Idee Volunteers: 
   
  Disfavors with Idee Volunteers: 
   
   
   
  Player name: 
   
  Character name: 
   
  Preferred weapon or spell: 
   
  Reputation or notable deeds:  
   
  Favors with Idee Volunteers: 
   
  Disfavors with Idee Volunteers: 
   
   
   
  Player name: 
   
  Character name: 
   
  Preferred weapon or spell: 
   
  Reputation or notable deeds:  
   
  Favors with Idee Volunteers: 
   
  Disfavors with Idee Volunteers:
  NAE6-03 Legacy of the Serpent 
   
  Page 36 
   
  
  DM’S AID 2: 
  ENCOUNTER 6: IDEE VOLUNTEERS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  NAE6-03 Legacy of the Serpent 
   
  Page 37 
   
  
  DM’S AID 3: 
  ENCOUNTER 7: LUDMILAS COMPOUND 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  NAE6-03 Legacy of the Serpent 
   
  Page 38 
   
  
  DM’S AID 4: 
  ENCOUNTER 8: ‘DAMSEL’ IN DISTRESS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  NAE6-03 Legacy of the Serpent 
   
  Page 39 
   
  
  DM’S AID 5: 
  ENCOUNTER 9: WAREHOUSE OF RIVEN 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  NAE6-03 Legacy of the Serpent 
   
  Page 40 
   
  
  DM’S AID 6: 
  ENCOUNTER 5: BROWN BIRD TAVERN 
   
   
   
   
   
   
   
   
   
   
   
  NAE6-03 Legacy of the Serpent 
   
  Page 41 
   
  
  DM’S AID 7: 
  GORNOR’S COVE
  � Gornor’s Cove (Small Town): Conventional 
  (House Lyrthi and Nuran both wield strong influence 
  in town); AL LN/N/CG/CN; 800gp limit; Assets 
  68,000gp; Population 1700; Mixed (Humans o/s 82% 
  (1396), Halflings 9% (155), Elves 7% (118), Half-Orcs 
  1% (16), Gnome 1% (14)). 
   
  Authority figures: Eberic of House Lyrthi (LN 
  male Ari7/Ftr4), local ruler and Head of House Lyrthi. 
  Nuran (NG female Clr12), Overseer of Saint Idee's 
  burial site and leader and High Priestess of Osprem's 
  faith in Naerie. 
   
  Important characters: Thriendril of Prymp (LE 
  female Ft7/Marshall4), Commander of the Ahlissan 
  garrison. Mudoric (LN male Clr8), priest of Zilchus. 
  Captain Saron (N male War9), leader of the City 
  Watch. 
  Qita 
  (CN 
  Aarakocra 
  female 
  Wiz9). 
  Harbormaster Tedin (LN male Exp9). Ordog (N male 
  Clr8), High Priest of Xerbo in Naerie. Kalkat (N male 
  Com13), leader of the Fishermen's Guild. 
   
  Temples: Osprem (goddess of Ships, Sea Voyages 
  and Sailors), Procan (God of Seas, Sea life, Salt, Sea 
  Weather and Navigation), Xerbo (god of Sea, Sailing, 
  Money and Business), Lydia (goddess of Music, 
  Knowledge and Daylight). 
   
  Overview 
  Gornor’s Cove is a small town, located in a sheltered 
  cove that lends the town its name. The town is most 
  famous for being a pilgrimage site for worshippers of 
  Osprem. Other sea gods are also worshipped here, 
  though interestingly enough Zilchus does not have a 
  temple in this town (which does not mean prayers for 
  him are not uttered here). Gornor’s Cove can look like 
  a peaceful town but under the surface disapproval 
  towards the Ahlissans is barely kept under control. 
  Residents don’t like their new masters or even Count 
  Fedorik's heir, Coriell, that much, thinking he 
  abandoned Idee much too easily. As locals like to say 
  ‘what good has he done for us, hiding in Irongate like 
  that.’ Eberic of House Lyrthi rules here and has his 
  hands full, trying to keep the resentment in check. 
   
  After the signing of the Naerie Compact, Gornor’s 
  Cove has received its share of traders from 
  surrounding lands, and many goods pass through it, 
  diverting funds from Naerie City which is still the 
  most popular place for foreigners to trade. The barony 
  is quite low on other resources, though, relying on 
  farming and fishing mainly. A couple of nearby ore 
  mines supplement these resources. In addition Eberic 
  deliberately keeps the prices on ship repairs 3-8% 
  cheaper than elsewhere in the principality, attracting 
  many ship captains to its dry dock. A large scale salt 
  works has also recently been build, inspired by House 
  Heshun’s work in Poelitz. These bring much needed 
  capital into the town. 
   
  Rulership and Law 
  Eberic of House Lyrthi rules 
  here, like his family has for 
  centuries, though unlike his 
  glorious predecessors such as 
  Gillax Lyrthi, he is slightly 
  unsuited for being a ruler. 
  Situation is not helped by the 
  fact that he fled Gornor’s 
  Cove when defenses failed 
  and was in hiding Hollow Highlands with his 
  household troops until Ahlissans arrived, at which 
  point he enthusiasticly joined them and had no qualms 
  with Ahlissan annexing whole of Idee. He also 
  occasionally sends an outburst of harsh language to 
  direction of Berik Oedil over their centuries old 
  grudge. Still, he does the best he can and certainly isn’t 
  the worst ruler one can find in Ahlissa. He has a way of 
  finding capable underlings who can be trusted with 
  day to day running of affairs and tries to keep people 
  happy by supporting temples and with more mundane 
  means. 
  A Brief History of Gornor’s Cove 
   
  -252 CY: A shrine for Saint Idee is build near a small village 
  of Gornor’s Cove. 
   
  300 CY: Strange lizard cult tries to establish itself in Monne. 
  Gillax of House Lyrthi destroys it. 
   
  584 CY: Scarlet Brotherhood attacks Idee. Fighting in 
  Gornor’s Cove lasts for two days until forces of Idee are 
  destroyed. Much of the city is damaged, along with burial 
  site of Saint Idee. 
   
  586 CY: Troops from South Province storm Gornor’s 
  Cove. Fighting further damages the city. 
   
  596 CY: Current Year 
   
  By far the most popular individual in Gornor’s 
  Cove is Nuran, High Priestess of Osprem in Naerie. 
  She is a beautiful Suel woman in her 40s and was in 
  Gornor’s Cove when it fell to Scarlet Sign. After two 
  years in captivity, Ahlissan troops rescued her when 
  town was taken.  
  NAE6-03 Legacy of the Serpent 
   
  Page 42 
   
  
          She is on good terms with worshippers of other sea 
  gods, especially Xerbo, and a yearly ritual is held in 
  Gornor’s Cove every Richfest where servants of both 
  deities celebrate together and ask their deities to bless 
  sailors and merchants of the town. Traditionally a large 
  group of worshippers walks across Gornor’s Cove with 
  wooden statues of Osprem & Xerbo, before placing 
  them into water near the harbor and setting them free 
  as offerings. 
   
  In addition to this, Nuran has the control of Eye of 
  Osprem, a mystical artifact that is said to be able to 
  reveal secrets of both past, present and future. How 
  this articact came into possession of temple of Osprem 
  is unknown. Most people seem to think that is was 
  given for safekeeping by worshippers of Lendor who 
  arrived here along other Suel refugees after twin 
  cataclysm. However, it should be noted that there is no 
  evidence of there ever being an established temple of 
  Lendor within the lands of Idee. 
   
  Gornor’s Cove follows normal Ahlissan legal code 
  and town guards and soldiers here are know as 
  Gornorites, who are drawn among the local people and 
  who have experience in keeping situations under 
  control. A relatively new recruit, perhaps with year or 
  two of working experience is detailed below. 
  Naturally Gornorites also have a number of more 
  experienced officers and serterns. Commanding officer 
  is a Suel man named Saron.  
   
  In addition to Gornorites, a garrison of Ahlissan 
  soldiers is nearby, commanded by Thriendril of Prymp. 
  Their presence is multi-functional. They keep city 
  under control, preventing rioting and also enforcing 
  the still ongoing edict of not letting public to visit the 
  burial site of Saint Idee. Soldiers don’t come to 
  Gornor’s Cove often and if they do, either in disguise 
  or in large groups. In 591CY few soldiers who were 
  drinking in town late at night met with surprising 
  ‘accidents’ and this is yet another schism between 
  Ahlissans and local population. 
   
  Coat of Arms 
   
   
  Religion 
  Osprem, goddess of Ships, Sea Voyages and Sailors, was 
  very popular in the Old Idee and her worship is 
  perhaps the most populous in Naerie. Nowhere else its 
  more evident than in Gornor’s Cove with a holy shrine 
  of Saint Idee, large temple and population who is 
  largely loyal to her high priestess. In recent times a sect 
  of Osprem worshippes has started preaching about the 
  return of the Saint and indepence of Naerie (though no 
  clergy member belongs to it, at least officially). Xerbo 
  is favoured by those who make their trade in the sea 
  and temple of the Sea Dragon is located in the harbour, 
  along with an impressive statue, ironically build by 
  Scarlet Brotherhood. Procan rounds up the trinity of 
  sea Gods as large number of people believe that 
  Osprem is the husband of Procan and soothes his 
  wrath with her song. This belief originated from the 
  storm coast of Onnwal and in Ahlissan towns near 
  Relmor Bay. In addition, there is a minor shrine to 
  Lydia, which operates as school that is free to all people 
  (though usually people donate few coins if able to do 
  so). Junior priests usually teach there and as such they 
  don’t stay for long, moving on to other missions while 
  other takes over. 
   
  Unlike in other towns in Naerie, Zilchus or 
  Velaeri do not have temple in Gornor’s Cove. Neither 
  has a temple for any martial deity been established 
  here. A temple of Wee Jas existed here until 584 CY 
  when it was razed to ground by Ahlissan troops and 
  priests executed as punishment for siding with Scarlet 
  Sign. 
   
  Food and water supply 
  Large number of town’s actual population lives outside 
  the walls, working as farmers. In addition, town has 
  lots of fishers who take their rowing beats some 
  distance away from town and try their luck with nets 
  and fishing rods. Water supply of the town is done 
  through various rainwater collection points and wells 
  located to northern side of the town. All residents are 
  free to use these spots and junior clerics of all faiths are 
  tasked in casting at least one purify food and drink to 
  them every day to keep possible diseases in check. 
  Gornor’s Cove has sewers but it mainly relies to 
  rainwater to keep it flowing. Occasionally a seperate 
  pipe leading to the Azure Sea is opened to let sea water 
  run through the sewers but this is not done often as 
  careless handling can lead to overflowing. It should be 
  mentioned that both Scarlet Brotherhood (against 
  Ideeans) and Ahlissans (against Scarlet Brotherhood) 
  did this when battle for the town raged so that 
  defenders using them to reach various parts of the 
  town were forced to get out or drown. 
   
  Locations 
  1. 
  Lyrthi Manor: This old manor house 
  functions as home for House Lyrthi and their 
  servants. It is build above a small rise that 
  enables a view over the town and into the 
  azure sea. 
  2. 
  Gornorite 
  Compound: 
  This 
  is 
  the 
  headquarters of the Gornorites and includes 
  workshops 
  where 
  their 
  equipment 
  is 
  maintained and kept, as well as small number 
  of holding cells for minor offenders. Those 
  guilty of more serious crimes are either sent 
  NAE6-03 Legacy of the Serpent 
   
  Page 43 
   
  
  into town prison (10), to labor outside the 
  town or executed within this compound.  
  3. 
  Throughout the town are a number of small 
  watchouses that are constantly manned 
  between 6-12 gornorites. They tasked in 
  keeping their part of the town clear of 
  disturbances. 
  4. 
  Upper town. Eastern side of Gornor’s Cove 
  rises above the rest of the town and this 
  location is known for its well of residents. 
  Several large city houses, owned by minor 
  nobles or succesful merchants are here. 
  5. 
  Temple of Osprem. The most popular deity of 
  Gornor’s Cove also has the largest temple. It 
  has been repaired after damage it sustained 
  during occupation and beautiful stained glass 
  windows have been inserted, showing works 
  of various saints and martyrs. 
  6. 
  Central Square. This place is usually filled 
  with farmers and fishermen selling off those 
  goods which are not needed by their own 
  family or don’t have to paid as feudal 
  obligations. In other times it is used as festival 
  ground or for religious ceremonies. Despite 
  its name it is not actually a central point of 
  Gornor’s Cove but when locals talk of ‘city 
  center’, they always mean this square.  
  7. 
  Oleg’s town: Much like Upper Town, this 
  place is for well-off people, though it is 
  favored more by mercantile class and priests. 
  The name of this section is said to honor the 
  founder of Gornor’s Cove. A large number of 
  halflings live here. 
  8. 
  Brown Bird: This tavern is owned by a hafling 
  named Marpo (Rog3, said to be rude and 
  inpolite individual). It is not really an inn, 
  only having a single extra room which is 
  rented for special occasions. The food is good 
  however and Marpo brews his own ale.  
  9. 
  Lower town: This residential area is for 
  common laborers and fishermen of the town.  
  10. Town Prison: This walled compound has 
  several wooden buildings where those 
  sentenced to imprisonment are kept. A unit 
  of Gornorites keeps watch here, led by jailer 
  Eres Hilran (Exp4/Ftr1). 
  11. Dumping Ground:  House Redu, a minor 
  noble house, has a deal with street cleaners, 
  butchers and fishermen that they can bring 
  all their horse dung, offal, etc. into this place 
  for a reasonable cost. Lots of stuff comes in 
  but nobody has ever seen it processed in 
  anyway, expect being dumped down a chute 
  leading underground. Rumors indicate that 
  house Redu probably has an Otyugh or two 
  that eat all the waste but where they have 
  actually gotten it/them is a mystery. A woman 
  named Ursas Elneron (Exp3) works here with 
  few handymans (Com1). Unsurprsingly, the 
  houses next to it tend to be cheapest ones in 
  Gornor’s Cove. 
  12. Ludmila’s Compound: A succesful merchant 
  from 
  Naerie 
  City, 
  Ludmila 
  Uirten 
  (Ftr2/Rog3) has recently bought this for 
  expanding her import business into Gornor’s 
  Cove. 
  13. The Sickle: This low quality tavern serves the 
  needs of common laborers and fishers. To this 
  effect, ‘daily menu’ usually consists of a soup 
  (made of fish & vegetables usually) in a large 
  cauldon, supplemented by thick brown bread 
  and low quality ale. It is said that this was 
  place was originally meant as place of worship 
  for Scarlet Brotherhood but Ahlissan invasion 
  put an end to these plans and it was instead 
  turned into tavern. 
  14. Temple of Procan: Temple of Procan located 
  by the water front. It is a simple stone 
  building with very modest furnishings. A salt 
  work has been build adjacent to a temple and 
  is administered by clerics of Procan. Profits go 
  mostly to House Lyrthi. 
  15. School of Lydia. This modest house functions 
  as school for residents of Gornor’s Cove and 
  also as shrine for Lydia. Junior priests from 
  Minetha usually work here in six month 
  perioids, before moving on to other missions. 
  While worship of Lydia is still small in 
  Gornor’s Cove, things might change in the 
  future. 
  16. Dock 
  Quarter. 
  This 
  area 
  consists 
  of 
  warehouses and workshops that serve the 
  merchant ship stopping here. Many shops are 
  located here.  
  17. Shrine of Xerbo: This grandione building 
  houses the temple of Xerbo. A big stone 
  statue of a sea dragon faces towards the harbor 
  and people say it acts as eternal guardian of 
  the town (never mind the fact that it’s a 
  normal statue or that is was build only few 
  years ago). 
  18. Fishermens guild: The guild is responsible for 
  protecting the rights of local fishers, lending 
  money and collecting a percent of the profits 
  for House Lyrthi. A priest of Zilchus named 
  Mudoric has recently become part of the 
  guilds organisation by the orders of the royal 
  guild of merchants. Leader of the guild, 
  Kalkat, is still wary of him. 
  19. Docks: Six large piers form the dock area for 
  the ships. Around 20 ships can be kept 
  docked here at any given time. A wall that 
  covers most of the harbor was constructed on 
  542 CY by dumping lots of earth into the 
  harbor. A watchtower stands at the end, 
  armed with 6 ballistas that cover the approach 
  to harbor. In the event of a serious attack, it’s 
  hard to know how effective this defense 
  would be. Several everburning torches are at the 
  NAE6-03 Legacy of the Serpent 
   
  Page 44 
   
  
  top to make sure ships steer well away from 
  the wall. 
  20. Lighthouse: This small stone tower is only 
  20ft tall. Half-a-dozen everburning torches are 
  on top of it, showing a corridor for ships to 
  navigate into the harbor. An old man named 
  Henlin (Com2) lives here and receives a 
  token sum each year for tending the 
  lighthouse. 
  21. Dry Dock: This is a relatively new addition to 
  town. To attract ship captain, the repair and 
  construction prices are kept deliberately low. 
  There is enough space for three ships to be 
  docked here at any given time. A man named 
  Westapoul (Exp6) runs the docks. 
  22. Saltwater Inn: This inn is popular stop for 
  sailors and merchants. It is three story 
  building with over a dozen rooms available. 
  An old captain Tresun (Exp5/Clr1 of Xerbo) 
  runs this establishment. 
  23. Halfling quarter: Majority of Gornor’s Coves 
  demi-humans live in this quarter, along with a 
  sizable human population. 
  24. Qita’s Emporium: Aarakocra wizard Qita has 
  recently opened this shop to halfling quarter. 
  There aren’t many customers to be had and it 
  is said that Qita has opened the shop only so 
  she can get to know ‘land dwellers’ as he calls 
  anyone who cannot fly. 
  25. Irlen’s arms: The biggest store for weapons 
  and armor is Irlen’s arms, run by a half-orc of 
  the same name (Ftr2/Exp5). He has a large 
  collection of weapons amassed as war booty 
  and he imports items from Onnwal, though 
  with war now over, he might need to find 
  new contacts. 
  26. Town gates: The town wall is simple stone 
  wall and has not been build to withstand 
  sieges. However, there are several towers 
  around Gornor’s Cove which can accomodate 
  large numbers of soldiers and archers if need 
  be. All of the gates leading into the town can 
  be closed with thick wooden doors and iron 
  portuculis, at least slightly delaying the 
  attacker. 
  27. Burial Site of Saint Idee of the Sails: See 
  below. 
  28. Ahlissan military garrison: The Ahlissan 
  garrison is stationed here. At any given time 
  there are 200-300 soldiers in this camp, ready 
  to put down any disturbance in Gornor’s 
  Cove. 
   
  Hinterlands 
  Bird Tower: Bird Tower lies atop a tall hill and is the 
  home of the wizard Qita, who is an Aarakocra, a race of 
  avians usually found in Griff/Corusk Mountains. Large 
  bird flocks nest by the tower, and some giant varieties 
  act as guards and scouts. Originally the tower was an 
  old abandoned guard post, but Qita acquired it a few 
  years before the Brotherhood invasion. During the 
  invasion she took her possessions and teleported 
  herself away, returning only during the closing phases 
  of the invasion.  
   
  Burial site of Saint Idee of the Sails: The body 
  of the Saint is not actually here, resting instead 
  somewhere in the Azure Sea. Nonetheless, this place is 
  a popular pilgrimage site for worshipers of Osprem, 
  and it is overseen by the priesthood of Osprem. Many 
  previous rulers of Idee are buried here, including 
  Fedorik Eddri, the last Count of Idee (whose body was 
  hidden 
  during 
  the 
  occupation). 
  During 
  the 
  Brotherhood occupation, the burial site was razed 
  (though the graves themselves were left undisturbed). 
  NAE6-03 Legacy of the Serpent 
   
  Page 45 
   
  
   
  Prince Barzhaan had the burial site restored and 
  reinstated 
  Osprem's 
  priesthood 
  as 
  caretakers. 
  However, the public were (and still is) no longer 
  allowed to visit the burial site of the Saint. After several 
  occasions of rioting in CY 591, Ahlissan guards were 
  permanently posted in Gornor's Cove to enforce this 
  unpopular edict. 
  Stormhaven (Hamlet): Conventional (Braiqem); AL 
  CN; 100gp limit; Assets 540gp; Population 108; Isolated 
  (Humans o/s 98 (104), Half-orc (2), Half-elf 2 (2). 
   
  Authority figures: Braiqem (CN male Rng13), 
  leader of the Stormseekers. 
   
  Stormhaven is a strange place. Located in a natural 
  cove much like Monne’s capital, it is composed entirely 
  of Procan worshippers. They have formed a special 
  community and believe that to feel close to their deity, 
  they must be able to feel his anger. Therefore, 
  whenever a storm blows in the Azure Sea, they set sail 
  as an act of worship. This community is led by a man 
  named Braiqem, a ranger from Onnwal who brought 
  this strange practice to Naerie. 
   
  Nuran, High Priestess of Osprem, spends most of 
  her time here and guards the sacred Eye of Osprem 
  (which was taken to safe location during the 
  occupation) 
   
  The burial site also has its own defenders, called 
  the ‘Followers of the Wave’. This is a group of monks 
  who train themselves for unarmed combat in the 
  vicinity of the burial site. They are led by Ranshek 
  (Mnk10), originally a member of Scarlet Brotherhood 
  who converted to faith of Osprem in 590 CY. 
   
  The community trades very little with outside 
  world, lacking resources or people to compete with 
  surrounding areas. However, the cove is a popular 
  breeding ground of sea crabs, considered a great 
  delicacy by nobles of Naerie, and this resource allows 
  the community to continue its existence. A 
  community of Aquatic Elves dwells nearby in Eilean 
  Isles.
   
  Coast Road Inn: More like a thorp, Coast Road 
  Inn is a very popular tavern about 15 miles east of 
  Gornor’s Cove. It is run by a man named Butor (N male 
  Exp7), and it is a popular place of rest for merchants 
  and adventurers travelling along the coast. It has large 
  areas for horses, wagons and so forth, and Butor 
  employs over 20 people in his Inn. 
  NAE6-03 Legacy of the Serpent 
   
  Page 46 
   
  
  PLAYER’S HANDOUT 1: 
  LEDGER FOUND IN THE WAGON: 
  ----------------------------------------------------------------- 
   
   
  This ledger indicates that four crates within the wagon contain high quality silver from Iron Hills 
  and are to be delivered to an Azure Lane near the north gate  of Gornor’s Cove, to a 
  warehouse of Ludmila Uirten. 
   
  Agreed sum for delivery has been marked at 2000 gold pieces and it has the signatures of 
  Darnus, Cedric Vinetree of the Royal Guild of Merchants of Aerdy and Rahun Torkinson as 
  representative of Ludmila Uierten. 
   
  ---------------------------------------------------------------------------- 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  NAE6-03 Legacy of the Serpent 
   
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  PLAYER’S HANDOUT 2: 
  GORNOR’S COVE 
   
  (From the Naerie Gazetteer, by Anders Lindborg, Nick 
  Bell & Naerie Triad) 
   
  � Gornor’s Cove (Small Town): Conventional 
  (House Lyrthi and Nuran both wield strong influence 
  in town); AL LN/N/CG/CN; 800gp limit; Assets 
  68,000gp; Population 1700; Mixed (Humans o/s 82% 
  (1396), Halflings 9% (155), Elves 7% (118), Half-Orcs 1% 
  (16), Gnome 1% (14)). 
   
  Authority figures: Eberic of House Lyrthi (LN 
  male Ari7/Ftr4), local ruler and Head of House Lyrthi. 
  Thriendril of Prymp (LE female Ft7/Marshall4), 
  Commander of the Ahlissan garrison. Mudoric (LN 
  male Clr8), priest of Zilchus. Captain Saron (N male 
  War9), leader of the City Watch. Nuran (NG female 
  Clr12), Overseer of Saint Idee's burial site and leader 
  and High Priestess of Osprem's faith in Naerie. 
   
  Important characters: Qita (CN Aarakocra 
  female Wiz9). Harbormaster Tedin (LN male Exp9). 
  Ordog (N male Clr8), High Priest of Xerbo in Naerie.  
   
  The Priesthood of Osprem is strong in Monne and has 
  a shrine in Gornor's Cove. Nearby, the burial site of 
  Saint Idee of the Sails is a popular pilgrimage site for 
  worshipers of Osprem. The High Priestess of Osprem's 
  faith, Nuran, lives in the burial site and is much more 
  popular than the current rulers. 
   
  Other large temples in Gornor’s Cove are for 
  Procan and Xerbo, along with Zilchus, which is not 
  very popular in town as local merchants prefer Xerbo. 
   
  Gornor’s Cove is a busy town when it comes to 
  commerce, but under the surface the disapproval 
  towards the Ahlissans is barely kept under control. 
  Residents don’t like Count Fedorik's heir, Coriell, that 
  much, either, thinking he abandoned Idee much too 
  easily. Eberic has his hands full, trying to keep the 
  resentment in check. 
   
   
  Law enforcement: Law is enforced by local constables 
  called Gornorites who are lightly equipped and not 
  highly trained, but who know how to deal with the 
  local population and keep the situation under control. 
  The Ahlissan garrison likes to stay outside the walls of 
  the town, except for those who guard the temple of 
  Osprem within the town. 
   
  Burial site of Saint Idee of the Sails: The body 
  of the Saint is not actually here, resting instead 
  somewhere in the Azure Sea. Nonetheless, this place is 
  a popular pilgrimage site for worshipers of Osprem, 
  and it is overseen by the priesthood of Osprem. Many 
  previous rulers of Idee is buried here, including 
  Fedorik Eddri, the last Count of Idee (whose body was 
  hidden 
  during 
  the 
  occupation). 
  During 
  the 
  Brotherhood occupation, the burial site was razed 
  (though the graves themselves were left undisturbed). 
  Prince Barzhaan had the burial site restored and 
  reinstated Osprem's priesthood as caretakers. However, 
  the public were (and still is) no longer allowed to visit 
  the burial site of the Saint. After several occasions of 
  rioting in CY 591, a force of Ahlissan guards were 
  permanently posted in Gornor's Cove to enforce this 
  unpopular edict. 
   
  Nuran, High Priestess of Osprem, spends most of 
  her time here, actually having living quarters in the 
  burial site itself. 
   
  The burial site also has its own defenders, called 
  the ‘Followers of the Wave’. This is a group of monks 
  who train themselves for unarmed combat in the 
  vicinity of the burial site. They are led by Ranshek, a 
  Suel who learned his skills from Brotherhood monks 
  in an Ahlissan labor camp before he converted to the 
  faith of Osprem in 590 CY. 
   
  The high priestess Nuran also keeps a magical 
  artifact Eye of Osprem in the burial site. It is said to be 
  important object for the faith and that those who are 
  worthy may glimpse into it and possible see into the 
  future.
   
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  PLAYER’S HANDOUT 3: 
  ELLISIR’S’S LETTER 
  (Scribbled on a scrap paper) 
   
  PLEASE HELP. THEY HOLD ME IN A GUARD STATION NEAR THE DUMPING GROUND. I KNOW I HAVE 
  DONE EVIL THINGS BUT NOW THEY ARE GOING TO HANG ME. I HAVE INFORMATION ABOUT A MAN 
  WHO MIGHT HAVE SOMETHING TO WITH THE ATTACK ON OSPREMS TEMPLE, YOU WILL NEED IT. I 
  CAN GIVE IT YOU IF YOU HELP ME. 
   
  PLEASE, I DON�T WANT TO DIE. I WILL DO ANYTHING YOU WANT IF YOU LET ME LIVE. 
   
  E. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  NAE6-03 Legacy of the Serpent 
   
  Page 49 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ahlissa (Naerie)/596/Normal Scenarios/NAE6-03 - Legacy of the Serpent (APL 2-8)/NAE6-03 - Legacy of the Serpent.pdf