d20 Fiery Dragon Counter Collection I The Usual Suspects.pdf

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Requires the use of the Dungeons and Dragons ® Player’s Handbook , 3rd Edition, published by Wizards of the Coast ®
COUNTER COLLECTION I:
THE USUAL SUSPECTS
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IN THE COMPANY OF SNULE
INTRODUCTION
Lady Dosha Vanderlill, daughter of Lord Pottipher Vanderlill,
Harbor Master of Myrr, sits in a lonely cell within the Prison of
Wayward Souls. Using her family’s influence, she helped Snule, a
known gangster, to rob one of the King’s transport ships docked at
the harbor. The authorities have not yet made public exactly what
Snule stole, nor fully explained the good Lady’s role in the whole
affair, but one thing is for certain – the name of Snule is becoming
widely known throughout Kalendia. The true point of interest
regarding this capable and highly motivated outlaw is not of the
spectacular crimes that he commits, but that Snule is, in fact, a
“lowly” troll! Snule’s nature is a mystery to be sure, and one that
the party may uncover when In the Company of Snule .
In the Company of Snule is a fantasy role-playing adventure for
the D20 System and requires the use of the Dungeons and Dragon
3rd Edition Player’s Handbook , published by Wizard’s of the Coast.
The adventure is designed for four 5th - 7th level characters, but
can be easily modified to present a challenge to a larger range of
group levels. This adventure takes place near the Madrurey Forest,
north of Myrr. It is not site specific and can be installed in any
environment that the Game Master (GM) so chooses.
tion of Weston Road, the main trade route within the region.
Soon, though, corruption began to infiltrate the political bodies
of Myrr. Crime families, thieves’ guilds, and greedy merchant
lords started to see the thriving city as an opportunity, and they
moved quickly to establish foundations in the young and ripe ter-
ritory. Weston Road became the primary location for exercises in
selfish greed. At first, Lutha did much to prevent smuggling and
weapons running from infecting the area, but even he could not
completely stem the tide. Furious from the lack of support from
the Distinguished Guilds, he personally rode to Myrr to demand
the funds needed to raise a militia to assist him. The City Lords,
many already in the employ of the crime families and merchant
guilds, only scoffed at his request, suggesting that should support
be required, it must come from within the King’s court and not
from the coffers of “honest” businessmen. The Myrrian Lords felt
that they should not be held accountable for the state of the region,
which was clearly in the hands of the “King’s Rangers.” Upon
hearing this, the King’s representatives laughed at such assump-
tions, knowing very well that they were just another attempt to
gain leverage against his rule. Lutha left Myrr terribly discouraged.
He felt that the removal of his charge was only a matter of time.
Lutha turned to his friend Aniel. Aniel, a half-elven ranger with
an esteemed reputation of his own, used his contacts throughout
the West Wood Barony to gather heroes who would rise to the
occasion. Winter was fast approaching, and the mad rush to meet
trade deadlines increased merchant traffic. Lutha knew that such
traffic would provide excellent cover for more sinister cargo. Many
spies loyal to Aniel gathered information up and down the trade
route.
The half-elf knew that something would turn up sooner or later,
and so it did: apparently, a staff of power was being smuggled north
from Myrr. It was believed that its destination would not benefit
the Barony, as its owner was a known supporter of Lotly Rowe, an
evil wizard who terrorized much of the settlements surrounding
the town of Hollobrae. Aniel organized his spies and, with Lutha’s
blessing, decided to put off confiscating the powerful device until
he could discover its true owner. Many days passed, and Lutha
grew worried that their attempts to shadow the smugglers would
soon be discovered. A week eventually passed and Lutha could
wait no more: the merchant train would soon near Hollobrae, and
he could not risk it any longer. He gave the word to seize the staff .
Aniel’s men rushed the train and struck hard. The smugglers were
hardy warriors, though, and put up a strong defense. Lutha moved
through the battle and found himself in the merchant wagon that
carried the staff . There he discovered, Thoushan, the staff ’s keep-
er. To his horror, the old wizard taunted him by revealing the
King’s Seal, meaning that the staff of power was secretly under the
King’s protection. Lutha’s seizure of the staff would now be con-
sidered an act of treason! Yet Lutha’s real heartbreak came from the
realization that, for some reason, King Wercheck was committing
PREPARATION
The following adventure and background provides an introducto-
ry scenario for delving into the criminal world of Snule. An enig-
ma, few have seen this dastardly troll directly. Despite theories to
the contrary, he does exist, and now represents a subject of great
interest for thieves and bards alike. Snule’s history and exploits are
briefly detailed in Appendix II: Snule, but most information is left
for the GM to expand upon and possibly develop into an ongoing
story arc. This mini-adventure can thus be used as a one-shot or
as a starting point for an ongoing Snule campaign. In addition to
Snule’s basic stats, the appendices also detail various gang mem-
bers, story hooks, and other items of interest that form something
of a “Snule Builder’s toolbox.”
ADVENTURE BACKGROUND
The Legend of Lutha Antran
Many years ago, long before the militia-based Red Cloaks were
formed, a group known as the King’s Rangers, based in Myrr,
policed the West Wood Barony. Chief among the Rangers was
Lutha Antran, a loyal member who loved his profession and did
much in his career for king and country. Courageous and intelli-
gent, he was never at a loss for words, gaining a reputation for
being quite the charming “ladies man.” This notoriety served him
well, as it landed him in King Wercheck’s favor and propelled him
upward into Myrr’s Court of Distinguished Guilds. Business and
commerce were vital to the city of Myrr, and the stability that the
Rangers provided strengthened trade and assisted in taming the
wild lands of the West Wood. Lutha was trusted with the protec-
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treason against his own people by having the staff delivered to a
known outlaw. Lutha felt that everything on which he had built
his life appeared as a terrible joke.
Something inside him snapped and he rushed Thoushan in a
suicidal rage. Panicking, the wizard ignited a fireball and ended up
destroying much of the caravan in the process. The combatants
scattered as the fire leapt from one merchant wagon to another,
raging out of control. Thoushan spilled out onto the road badly
burned. He no longer held the staff in his possession.
The next day, the King’s Rangers began their investigation and
ultimately failed to recover Lutha’s body. With the possibility that
he may still live, and with the staff stolen, he was branded a traitor.
Outlawed by his own men, the fate of Lutha remained a mystery,
pondered only in legend.
Four years later, King Wercheck was found assassinated in his
bed. Lying beside him was the head of the evil Lotly Rowe. Aniel
himself tells this story, by the hearth of the Fiery Dragon Tavern in
Hollobrae. He knows little of Lutha’s end, but does conclude from
his own searching that Lotly was involved with the King directly,
and that poor King Wercheck was a mad fool. His death was a
relief for the people of the West Wood Barony, and the legacy of
Lutha may be thanked for it.
and time in check).
Other “clues” bring Aniel to this conclusion as well – specifical-
ly, the nature of Snule’s crimes. The majority of them are not
“evil.” Many of them involve simple theft done with an artist’s
flair; other more serious crimes (such as the kidnapping) rarely end
in bloodshed; in fact, innocent bystanders are usually left out of
the equation. Snule only seems to pick on those who are his “own
size or bigger”: generally, this means the Court of Kalendia, greedy
merchant houses, or evil organizations. Furthermore, Snule never
targets the Red Cloaks or any other law enforcement body. It is
not uncommon for the gangster to donate funds to needy people,
or have his men participate “secretly” in communities that need
help (such as assisting with the harvest in difficult times). Snule
represents something of a roguish hero to a growing number of
people. This development, however, does not change the fact that
he is a ruthless lawbreaker with no respect for good King Televar.
In light of all of this, though, Aniel will not make his thoughts
known. He feels that the man that was Lutha is dead, and feels
that history has mistreated the good ranger. Aniel feels no need to
pursue Snule either, as he now holds a better understanding of the
outlaw’s motivations. He sees the troll as more a vigilante than a
criminal and is confident that Snule does not exist to hurt the peo-
ple of West Wood. Snule is more about keeping the powers
of Kalendia “honest” by exposing their weakness for greed and cor-
ruption.
Aniel’s Suspicions
Aniel, ever vigilant, suspects a connection between the famous
Snule and the legendary Lutha. Their methodology is so similar
that the evidence cannot be dismissed. Aniel has personally inves-
tigated several Snule-related crime scenes, and what little clues that
are left remind him of his former friend. One incident in particu-
lar has made Aniel pause: a story where a wise sage was kidnapped
by the troll and challenged to a game of chess. Lutha was a
renowned chess player, always beating his opponents soundly.
This incident marks one of the primary reasons for the develop-
ment of the legend of Snule: a highly intelligent, highly literate
chess-playing troll capturing a sage in order to force a little culture
into his life made too good a story to be true. Snule safely deliv-
ered the man back to his home once the lively game finished. To
the astonishment of the investigating Red Cloaks, the sage insisted
that the troll be left alone, saying, “His taste in wine and sense of
conversation were impeccable. A lovely host!” Aniel remembered
his own moments with Lutha and began secretly to sense a con-
nection.
The question Aniel asks himself, though, is, “How could Lutha
be Snule?” A human becoming a troll is a tricky thing; yet Aniel
feels that he has worked out the solution. Lutha had many allies
in the woodland regions of the Barony. If he escaped and then per-
ished from his wounds in the cover of the forest, he may have been
discovered by one of his druid friends. Thus, reincarnation comes
into play, and although coming back as a troll is a cruel trick of
fate, it is not outside the realm of possibility. This solution is still
only a theory, however, as Aniel so far cannot track down the druid
responsible. Ultimately, he feels it is the work of The Path (an
organization of powerful druids bent on keeping the balance of life
SETTING THE STAGE
This mini-adventure does not involve Snule directly, but it does
introduce the type of operations and people with which the crim-
inal mastermind surrounds himself. As stated earlier, this scenario
could stand on its own (and even be expanded) or serve as a start-
ing point to begin an even bigger Snule-related adventure.
Snule directs many small operations that dot the Kingdom of
Kalendia. The one he counts on presently is a small boathouse that
rests on a tributary branching from the southern fork of the Agger
River. Snule’s men stationed there usually carry out robberies on
the river or try to scuttle a merchant ship or two. Presently, they
are guarding a very important prisoner: the real Lady Dosha – not
the magically constructed soulless clone that rests in the Prison for
Wayward Souls. Using a series of elaborate disguises and spells,
Snule tempted the Lady to fall in love with him, and then later
used her to aid him in the theft of one of the King’s private ledgers.
Such a book contains a partial synopsis of the King’s financing in
the West Wood Barony. Snule now has a good idea of how the
King moves his monies throughout the region and where.
Although tricked by Snule in the name of love, Lady Dosha is no
innocent, secretly aiding other criminals in the area, such as the
Delsardo family. She takes bribes for influence in the name of her
father, and then uses the money to put toward her collection of
rare dolls. Many of these “dolls” are actually binding statuettes that
she uses to imprison victims to ransom later through the Delsardos
for even more money. Obviously, Snule is not done with her yet.
To set up this boathouse encounter, the GM should take oppor-
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tunities to introduce Snule’s reputation to the characters. Having
the characters cross swords with Snule’s men from previous
encounters or constantly hearing stories of the master troll through
their travels are ways to build this mystique. The news about Lady
Dosha’s actions and imprisonment should definitely reach their
ears. Getting the characters to the boathouse itself is another mat-
ter. The easiest way to hook the players involves having the Red
Cloaks turn to the party for help against river raiders operating in
the area. Other possibilities may include The Fungus Three (a
group of kobold thieves detailed later), tracked to this location by
the party, or that locals have been complaining about the “desert-
ed” boathouse itself (believing it haunted due to strange figures
milling about it of late). If the opportunity presents itself, Ceredor
will greet visitors and attempt to pass the place off as his own: “My
wife and I are but simple river folk.”
bones surround the site.
AREA 3: Boat Storage.
This large storage house holds the gang’s main mode of trans-
portation on the river: a small sized riverboat (worth 3,000 gp; it
can travel 1 mile per hour if rowed, 2 miles per hour under sail),
with several large oars, a sail, and riggings to support and stabilize
small and large crossbows. It is up on its dry dock presently, sport-
ing a mean little battering ram ( 3d6 damage ) to sink vessels of its
size or smaller. A large hollow compartment ( Search DC 25 ) is
used to stow weapons, booty, and prisoners. It currently contains
four light crossbows, two heavy crossbows, and 80 metal bolts.
About the interior hold hang tools, grappling hooks with rope, two
man-catchers, and other “necessities” for life on the river. A locked
trapdoor ( Break DC 28; Open Lock DC 25 ), hidden by a large
plank ( Search DC 25 ), rests on the southeast end of the deck. It
can only be opened from below (Area 10), unless the party decides
to smash through it. Outside of the building to the east is a
ground cellar where the gang holds more food supplies (consisting
mostly of smoked fish).
Generally, when the gang pulls a raid on the river, they use this
boat to launch their attacks. Always raiding at night, they anchor
the boat just outside of range from their target. Then Maranella
activates a Tenser’s floating disk and “The Fungus Three” climb
onboard (hidden with invisibility spells) and guide the disk to the
side of the target. From there, they climb aboard and then release
the rest of their mates, waiting within a bag of holding , and com-
plete the surprise attack. The system has worked so well that they
have yet to encounter a major failure.
KEYED ENCOUNTERS
The Boathouse
Unless otherwise noted, all walls are made of masonry stone
(Hardness 8; 90 hp; Break DC 35) , and all doors are simple
wooden (1 in. thick; Hardness 4; 10 hp; Break DC: Stuck 13,
Locked 15) . The stats for all monsters and NPCs encountered at
the boathouse can be found in Appendix I: Monster Descriptions.
AREA 1: The Fence.
Approaching the boathouse, all appears peaceful and quiet. A
large, wrought iron fence surrounds the grounds, which
encompasses the boathouse itself, and another large storage
building. The gate to the south appears locked. To the
northeast stand three large willow trees that obscure the view
of the area from the river. Reports of the boathouse being
deserted, though, do not correspond with what you see now.
Fresh tracks can be easily seen throughout the compound, and
the buildings show signs of recent repair.
AREA 4: The Boathouse.
If intruders are detected, 8 hobgoblins and 3 ogres will rustle up
from their games of chance and engage the party. During the day,
the activity of the gang is lethargic due to all the late night mis-
sions, and they rarely go out into the light. Hay and boards cover
the floor, with bedrolls spread about. In the northeast corner is a
hidden trap door ( Search DC 25 ) that is not locked; opening it
will reveal a ladder leading down to Area 5. The covered dock
holds a small fishing boat, old but in good condition. A chest con-
tains a fishing net and several wicked looking fish baits. Fishing
polls, rope, and other gear can be found hanging from the walls.
Ceredor does the majority of the fishing and cooking for his men.
Hobgoblins (8): hp 7, 7, 6, 6, 5, 5, 4, 4.
Ogres (3): hp 28, 26, 24.
The gate is locked (2 in. thick iron bars; Hardness 10; 60 hp;
Break DC 25; Open Lock DC 25) , and the fence is rusted but
easily scaleable ( Climb DC 10 ). Should the fence be touched,
magic mouths will activate in Areas 3, 4, 5, 9, 10, 11, and 12 to
warn the occupants of intruders. The fence will radiate moderate
glamer magic if detected for, but it is not trapped.
AREA 2: The Grounds.
Fresh tracks can be seen on the ground, including large wheel
grooves that lead from the dock to Area 3. The dock is sturdy and
has seen a lot of use. The three large willows carry out over the
fence and brush up against the roofs of the two buildings. The
roofs themselves are also treated with the magic mouth alarm sys-
tem described in Area 1. Behind Area 3 are three large outhouses
designed to accommodate small, medium, and large creatures,
respectively. To the east is a fresh fire pit, used recently and often.
Large logs are situated about it, and many human and non-human
AREA 5: The Cellar.
Three thieving kobolds, dubbed “The Fungus Three,” make this
dark area their lair. Two more ogres also reside here at all times to
keep up security; if the magic mouths warn of intruders, they will
be sent to investigate. Outside of a few chairs and an extra keg of
beer, there is nothing of interest here.
The Fungus Three (3): hp 18, 18, 18.
Ogres (2): hp 26, 26.
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stove occupy this area. If the alarm has sounded and the ogres
from Area 9 are preparing for intruders, then they will stoke the
tips of their greatclubs in the wood stove to add some extra fire
damage ( +1d3 points of fire damage for the next 3 rounds ).
They will move the kitchen table to bar entry through the north
door ( raising the Break DC to 20 ). Maranella will also be in this
room, as she is quickly feeding incriminating papers to the fire.
No matter what happens, if visitors/intruders come to the com-
pound she will not leave the office until the coast is clear, destroy-
ing evidence immediately if necessary. Snule’s soldiers will fight to
the death. A rope ladder is attached to the trap door in the ceiling
(to Area 3), held steadfast from here with a steel bar.
Maranella (1): hp 17.
AREA 6: The Common Room.
Most day-to-day activity for the gang takes place here. A few
chairs, a large table, and a sharpening stone fill the room.
Weapons of all kinds hang from the walls, as well as the skulls from
several choice victims. Ceredor does not allow drunkenness in this
room due to its proximity to the prisoner cells. A large sign on the
south wall warns of this, reading (in Common and garbled Giant)
“NO DRINKING around the prisoners.”
AREAS 7, 7A, and 7B: The Cells.
Area 7 is the bridge room between the two cells. When other
Snule operatives use the compound as a safe house, they usually
stay here. The two other rooms are the detention cells. The doors
are bound with metal bands ( Hardness 5; 20 hp; Break DC 23 )
and locked at all times ( Open Lock DC 30 ). The keys to the
doors can be found on Ceredor or Maranella. Area 7A is empty,
but 7B holds the real Lady Dosha (see Appendix I: Monster
Descriptions for her stats). Snule left her with Ceredor and then
proceeded up river to another secret location. He will return for
her soon, though. If found, Lady Dosha will play the “wounded
quail” and attempt to gain favor by flattering the party. She will
try to escape outright the first chance she gets and then regroup
with the party after the assault. Although she is, in fact, terribly
selfish and evil, she maintains the reputation of a simple, self-cen-
tered socialite, and there is no reason for the characters to suspect
otherwise initially. She will beg the party to escort her to the near-
est authorities, promising a large reward. She is aware of the clone
and will use it to leverage a story that it was not her that aided
Snule, but the clone. Thus, she has a chance to preserve her repu-
tation and secret life.
AREA 11: Ceredor’s Office.
A beautiful oak bureau and chairs are arranged around the room.
If somehow captured intact, a quick once-over of the evidence
( Gather Information DC 15 ) in this room (including rosters,
ledger books, and files) will lead to uncovering several of Snule’s
operations in the region, and will be the first real victory scored
against him. Snule will be furious, and will not soon forget the
role played by the characters. There will also be records of
Ceredor’s own activities, and he will face the gallows for sure
should he be captured.
AREA 12: Ceredor’s Abode.
Ceredor will enter the fray as needed, but he prefers to stay here in
order to defend his master’s honor. Ceredor has expensive tastes
and lives well within the confines of the dirty old compound.
Only he knows the combination for the safe ( Search DC 25;
Open Lock DC 30 ) hidden in the north wall. If the safe is opened
without use of the combination, then a fire trap (CR 2; 1-ft.
wide, 10-ft. long stream of flame [3d6]; Reflex save DC 13
avoids; Search DC 25; Disable Device DC 26) will shoot out,
engulfing the victims in flames. Inside are 300 gp, 2 gems (100 gp
amber, 200 gp pearl), an arcane scroll of locate object , and three very
ornate dolls with an estimated value of 500 gp each. The dolls are
Lady Dosha’s, who will claim them immediately; they are actually
magical statuettes used with a binding spell, each doll containing
the essence of three different individuals (see Appendix II: Snule).
In the safe is also the seal of Snule, which carries deep respect with-
in his organization. Such a device allows those that wear it (as a
pendant) access within the world of Snule. It is not an all-access
pass, however, because one most also know how to perform the
special hand signals that guarantee authenticity.
Ceredor (1): hp 49.
AREA 8: Hallway Trap.
Opening the door from Area 5 will activate an arrow trap (CR 1;
+10 ranged [1d6/x3 crit]; Search DC 20; Disable Device DC
20) that will blast though the wall from Area 9. Normally it is
unarmed, but it will be loaded if the party activated the magic
mouth alarms on either the fence or the roof. The ogres in Area 5
are careful to avoid this trap when the alarm sounds and will
attempt to use it to their advantage if possible.
AREA 9: Ogre’s Quarters.
All the ogres, and some of the bigger hobgoblins, use this room as
their sleeping quarters. Unless the alarm is sounded, this room will
contain three more sleeping ogres and five hobgoblins. If alerted,
they will lock and bar the door leading to Area 8 and then leave
two hobgoblins to watch the room. The rest will prepare for bat-
tle in Area 10.
Ogres (3): hp 26, 26, 26.
Hobgoblins (5): hp 8, 8, 6, 6, 5.
COMPLETING THE ADVENTURE
Possible results of raiding the boathouse are detailed in Appendix
II: Snule. The successful completion of the adventure should
result in experience awards, as listed in the Challenge Table (page
8), and the GM may also wish to grant awards if the characters
deduce Snule’s further activities or rescue Lady Dosha.
AREA 10: Kitchen/Main Hall.
A large table full of cooking utensils and a small gnomish wood
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