RPGA Living Greyhawk - Snake In The Grass.pdf
RPGA Living Greyhawk - Snake In The Grass.pdf
RPGA Living Greyhawk - Snake In The Grass.pdf
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19<br />
THE ADVENTURE<br />
“Kitten, I’m afraid that your lovely head will be bored to tears, but<br />
I must attend to some important matters. Play us one of your<br />
pretty little tunes while I talk business, my sweet.”<br />
She assents with a giggle, and begins to play some quiet background<br />
music on the harp.<br />
Snerm the bodyguard drops the hat on a table as if it was a live<br />
snake, and then takes up a protective position beside his master’s<br />
chair. <strong>The</strong> only concern that enters his dim mind is to watch for<br />
Malendril’s orders, and to protect him from any harm. He’s a bit<br />
puzzled by all of the strange goings-on, but he’s been very well<br />
trained to ignore his employer’s shenanigans and attend only to<br />
potential dangers. Snerm’s tongue was long ago cut out to ensure<br />
that he can never talk about what he hears in his master’s presence,<br />
so he obviously must remain silent. If enraged, he’ll open<br />
his mouth to waggle the stub of his tongue and emit a wordless<br />
growl. He’s been brainwashed into fierce loyalty to Malendril and<br />
will willingly die to defend him.<br />
Pike the servant unobtrusively moves around to pour brandy<br />
from the sideboard for Malendril and Elanetta, and then stations<br />
himself quietly by the sideboard. He remains alert there, hoping<br />
to be forgotten and to fade into the background, and watching<br />
attentively for his employer’s signal to act. His rapier and<br />
Elanetta’s are hidden in a secret compartment in the sideboard.<br />
He can open the compartment and withdraw the weapons as a<br />
standard action when the time comes, and can then slide<br />
Elanetta’s rapier across the floor to her as a move-equivalent<br />
action. He has three daggers hidden about his person as well. He<br />
is intensely loyal to Malendril, mostly out of fear, and will die<br />
rather than be seen failing to defend him.<br />
Soon after Malendril draws the PCs’ attention away from her,<br />
Elanetta begins to put her supernatural bardic abilities into her<br />
music, as she inspires courage to aid Malendril’s side in case of trouble.<br />
She next picks a single character to fascinate—preferably<br />
someone who isn’t talking much and who looks like a fighter<br />
because she knows that they succumb to her wiles more easily<br />
(i.e. poor Will saves). If the fascinate succeeds, on tier 3 she then<br />
prepares to make a suggestion to that character as soon as it<br />
becomes apparent that a fight is going to break out (suggesting<br />
prettily, “I have no quarrel with anyone here, please protect me<br />
and don’t let anyone hurt me!”). <strong>The</strong> reasonableness of this suggestion<br />
grants a -2 circumstance penalty to be applied to the target’s<br />
saving throw (unless the PC has already somehow gotten<br />
proof that Elanetta is a real opponent). She’s got three daggers<br />
hidden under her voluminous skirts in case Pike isn’t able to slide<br />
her the rapier when combat begins.<br />
Malendril pretends to be pleased to see the adventurers,<br />
although he’s really quite irate that Lirdan failed to dispatch<br />
them. He hopes that they either haven’t listened to Relmar’s<br />
whole story or that they haven’t decided to believe it. He tries to<br />
convince the adventurers that Relmar is just a lying two-faced<br />
traitor out to save his own skin by making wild accusations<br />
against such a pillar of the community as Malendril. He asks for<br />
A <strong>Snake</strong> in the <strong>Grass</strong><br />
a full report on how their mission went, as he is very concerned<br />
with finding out how much they know. He makes sure to ask<br />
whether they’ve gone anywhere else or talked to anyone before<br />
coming here, so that he’ll know whether the damaging news may<br />
have spread beyond the people in this room. His snake familiar is<br />
hiding beneath his robes, and will poke its head out near his<br />
shoulder as the meeting goes on. On Tier 1 the snake doesn’t take<br />
part in combat, but on higher tiers it may be a threat.<br />
Tactics: Malendril orders Snerm at first to interpose himself<br />
between Malendril and the attackers so that he can cast some<br />
spells (starting with shield). He later orders Snerm to flank opponents<br />
to help him get flanking sneak attacks. Pike tries to take<br />
advantage of his position at the back of the room to get flank<br />
attacks. Elanetta casts her spells and then starts singing to renew<br />
her inspire courage ability. Malendril, Snerm, and Pike will fight<br />
to the death, but Elanetta bears no great loyalty to her lover and<br />
will surrender if Malendril is killed or incapacitated or if she’s<br />
severely wounded. Strike, Malendril’s familiar can join the battle<br />
at the DM’s descretion–use its poison bite if you want a steeper<br />
challenge for the PCs.<br />
Tier 1 (EL 4)<br />
Malendril, male human Rog1/Sor1: CR 2; Medium<br />
Humanoid (5 ft. 10 in. tall); HD 1d6+1 + d4+1; hp 10; <strong>In</strong>it +8 (Dex,<br />
Improved <strong>In</strong>itiative); Spd 30 ft.; AC 17 (+4 Dex, +3 studded<br />
leather) or 18 (with sword used defensively); Atks +3 melee<br />
(1d6+4 [crit 18-20], rapier), +5 ranged (1-4 [crit 19-20], thrown<br />
dagger); SQ sneak attack +1d6 damage; AL NE; SV Fort +1, Ref<br />
+5, Will +2.<br />
Str 10, Dex 18, Con 12, <strong>In</strong>t 14, Wis 10, Cha 16.<br />
Skills: Bluff +9, Concentration +5, Gather <strong>In</strong>formation +5,<br />
Hide +8, <strong>In</strong>timidate +7, Listen +4, Move Silently +8, Search +6,<br />
Spot +4, Sense Motive +4; Feats: Improved <strong>In</strong>itiative, Combat<br />
Casting.<br />
Spells (5/3): 0 lvl—daze, flare, ray of frost, read magic; 1st lvl—<br />
magic missile, shield;<br />
Equipment: studded leather, sword of the rogue – +2 rapier,<br />
defender, 2 daggers, spell component pouch, 12 gp<br />
Familiar - Strike the <strong>Snake</strong> (viper): CR1; Tiny magical beast;<br />
HD 1; hp 5; <strong>In</strong>it +3 (Dex); Spd 15 ft, swim 15 ft.; AC 18 (+2 size, +3<br />
Dex, +2 natural, +1 familar armor bonus); Atks +5 melee (poison,<br />
bite); Face/Reach 2 1/2, ft. by 2 1/2 ft./0 ft.; SA Poison; SQ Scent,<br />
grant alertness, improved evasion, share spells, empathic link; AL<br />
N; SV +2, Ref +4; Will +4; Str 6, Dex 17, Con 11, <strong>In</strong>t 6, Wis 12, Cha 2.<br />
Skills: Balance +11, Climb +12, Hide +18, Listen +8, Spot +8;<br />
Feats: Weapon Finesse (bite).<br />
SA: Poison (Ex)--<strong>In</strong>itial and secondary damage: 1d6 temporary<br />
consitiution (DC 11).<br />
Snerm, male half-orc Ftr1: CR 1; Medium Humanoid (6 ft. 4 in.