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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.

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