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 Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and MM are 
  trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 
  2005 Wizards of the Coast, Inc. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
  For questions specific to this document, please e-mail your Triad at contact.hig@iuzlg.com; for LIVING GREYHAWK 
  campaign questions email rpgahq@wizards.com. 
  HIG7-02 
   
   
   
   
   
   
   
   
   
   
   
   
  Against the Grain 
   
  A One-Round Dungeons & Dragons® Living Greyhawk™  
  Highfolk Regional Adventure 
  Version 0.9 
   
  by Richard W. Brown 
  Circle Reviewer: Britt F. Frey 
  Playtesters: Tom Bailey, Dick Gilbert, David Krolnik, Patick Schuster, and Ben Seikert. 
   
  Something is going on in the Vesve, and the fey creatures seemed stirred up over it. Can you intervene and help them 
  out? A Highfolk Regional adventure for characters level 1-13 (APLs 4-10); Part Two of “Harvesting Awareness” 
   
  
  HIG7-02 Against the Grain 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK 
  setting—you must sanction it as part of an RPGA event. 
  This event could be as elaborate as a big convention, or as 
  simple as a group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in charge 
  of making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and then reported back 
  to the RPGA in a timely manner. The person who runs 
  the game is called the session Dungeon Master (or usually 
  just DM). Sometimes (and almost all the time in the cases 
  of home events) the senior gamemaster is also the session 
  DM. You must be at least a HERALD-LEVEL GM to run this 
  adventure. By sanctioning and reporting this adventure, 
  you accomplish a couple of things. First, it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, Dungeon 
  Master’s Guide, and the MM.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information 
  on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
  AVERAGE PARTY LEVEL (APL) 
  See Chapter One of the Living Greyhawk Campaign 
  Sourcebook for details on APLs. If the APL of your group is 
  an odd number, ask them before the adventure begins 
  whether they would like to play the higher or the lower 
  adjacent APL. 
   
  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 Regional adventure, set in Highfolk. 
  Characters native to that region pay 1 Time Unit per 
  round; all other characters pay 2 Time Units per round. 
   
  More information about Lifestyle and Upkeep can be 
  found in the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  This adventure is loosely related to HIG6-05 A Wheat for 
  Your Thoughts. In that adventure, the PCs were hired to 
  serve as guards to protect the caravan carrying 
  Mordenkainen’s coinage. They did not know that their 
  contact was also using them for reconnaissance in the 
  Yatils, asking them to report on anything unusual that 
  they might have encountered. 
   
  During the adventure, the party stumbled through a 
  gate into the faerie realm. As they traveled to find a gate 
  back into the Yatils, they caught sight of what could only 
  be a green dragon, except that it was far too big. 
   
  That same green dragon has been using magical gates 
  in the Vesve to pass in and out of the faerie realm. Some 
  of the folk in the Vesve and the fey realm have decided 
  that it is time to restrict the green dragon’s movements. 
   
  The PCs are met by a dryad named Ségolène. She 
  appeared in “A Wheat for Your Thoughts,” and she is 
  familiar to any PCs who played that adventure. 
   
  ADVENTURE SUMMARY 
  INTRODUCTION 
  While stranded in Shallowhaven, the PCs meet Squisha 
  and hear his tale. They set off to find Squisha’s contact. 
   
  1: MUD BATH, ANYONE? 
  The PCs meet Koop, a large bull moose who describes 
  trouble in the Vesve – it seems a green dragon is using 
  various gates in the Vesve to enter the faerie realm as a 
  
  HIG7-02 Against the Grain 
   
  Page 2 
  shortcut to traveling across the forest. He asks for their 
  help and gives them a magical item to complete the task 
  of closing a magical gate in the Vesve. 
   
  2: OVER THE VELVERDYVA  
  The PCs must cross the raging Velverdyva, swollen and 
  hazardous from spring flooding. 
   
  3: THE VESVE AWAITS 
  The PCs enter the Vesve in search of their guide and 
  encounter an unwelcome creature. 
   
  4: WE’RE OFF TO SEE THE DRYAD 
  The guide helps the party reach the faerie realm. 
   
  5: THE FEY REALM BECKONS 
  The PCs make their way through the fey realm to find the 
  gate, located in the heart of a swamp. 
   
  6: FRIEND OR FOE 
  The PCs attend a faerie party, and possibly make some 
  new friends. 
   
  7: SHOWDOWN IN THE SWAMP 
  The party locates the gate, meets opposition, and attempts 
  to close the gate. 
   
  8: THROUGH THE SNOW TO THE VESVE 
  The adventurers backtrack through the fey realm to find a 
  gate that returns them to the Vesve.  
   
  CONCLUSION 
  The PCs return to Koop and tell their tale. 
   
  PREPARATION FOR PLAY 
  Before you begin play of this scenario, there are several 
  regional certificates and AR notations to check for, as 
  they affect the way certain encounters play out. 
  • Legendary Deeds:  At the beginning of this scenario, 
  each player must determine the recognition of his 
  Legendary Deeds. Roll percentile dice for each player 
  and compare it to the total percentage value of all the 
  Legendary Deeds that the player has accumulated for 
  this PC. If the percentile roll is greater that the total, a 
  Legendary Deed is not recognized, and nothing 
  happens. If the roll is less than the percentage total, 
  then randomly choose one of the deeds from the hero’s 
  pool. For the entirety of the event, NPCs recognize the 
  hero for the deed he has accomplished, and the benefit 
  listed on the deed may be used. After the scenario, the 
  deed is marked "USED" and the player may keep it, as a 
  keep a record of his deeds, but it is no longer part of his 
  or her pool. 
  • The Balance of Scales: Check if any hero in the party 
  possesses the Dragon Disciple prestige class. Check to 
  see if that hero has Highfolk regional documentation 
  giving him/her access (that is, he possesses levels in the 
  class from another region, or took access exercising the 
  core option). If so, he or she is the first target of 
  Encounter Nine – The Vesve Awaits. 
  • Meta-organization Membership: Check if any players 
  are members of Clan Llelyuna, Rangers of the Vesve, 
  Paths of Enlightenment – Harmonious Way, or Temple 
  Affiliation – Hearth of the Unicorn’s Heart. These 
  players are afforded special attention by the fey. The 
  judge should allow these players positive reactions 
  from random fey. 
   
  INTRODUCTION 
  The PCs begin this adventure in Shallowhaven. They are 
  stranded temporarily, as heavy spring rains have swelled 
  the Velverdyva to the point that the docks are 
  underwater. In a day or two, the waters should recede 
  enough that the adventurers will be able to cross the 
  Velverdyva into the Vesve. 
   
  You are in Shallowhaven, temporarily stranded due 
  to the flooding of the Velverdyva from spring rains. 
  The docks are underwater and the river is fast, 
  making travel by boat hazardous at best. 
   
  Shallowhaven is a tiny hamlet comprised of 
  many sets of docks, several warehouses, three inns, 
  two taverns, and a number of simple cottages. 
  Shallowhaven exists as a river port for the purpose 
  of loading and unloading goods out of Ashenglade, 
  and ultimately, the city of Highfolk. 
   
  The rains ended several days ago, the sun is 
  shining, and the river is beginning to recede. 
  Boredom is the order of the day. You have had plenty 
  to eat and drink, but in a place this small populated 
  by sailors and dockworkers, entertainment is 
  limited. The jokes, stories, and pranks have grown 
  stale, and everyone is eager for normal life to 
  resume. Even the ale, dice, and card games have lost 
  their luster. 
   
  You stand at the river, enjoying the warm 
  sunshine and searching for landmarks that would 
  tell you that the river is receding. Other folk stand 
  about, watching the river closely following rumors 
  of giant eel sightings. You don’t spot any giant eels, 
  but you notice that the tops of some rocks are 
  exposed that you don’t remember seeing yesterday. 
  As you scan the trees, you see that the branches are 
  tipped with yellow, a sign that spring is getting 
  underway. 
   
  A motion in the weeds catches your attention. A 
  rustling sound signals that some small wild creature 
  is foraging for his lunch. A small head pops up and 
  you look into the brown eyes of a squirrel. He cocks 
  his head and stares at you, seeming to examine you 
  up and down. The squirrel takes a few hops toward 
  
  HIG7-02 Against the Grain 
   
  Page 3 
  you and stops. He cocks his head again, and you hear 
  a voice ask, “Got anything to eat?” 
   
  Give the players a chance to react. If they do not identify 
  the source of the voice, the squirrel says:  
  “Down here! Haven’t you ever seen a talking animal 
  before? Do . . . you . . . have . . . anything to eat?” 
   
  If the PCs address the squirrel, he responds accordingly 
  and, if necessary, asks again for something to eat. 
   
  Once the PCs have offered food to the squirrel (or 
  explained that they have nothing suitable), he asks what 
  they are doing in Shallowhaven. He listens to their 
  explanations with interest, all the while examining them 
  intently. Then he tells his own tale. 
   
  “My name is Squisha. I’ve lived all over these parts 
  and I’ve seen some crazy stuff. Right now, I’m trying 
  to help a friend. You see, there’s trouble in the Vesve 
  and he’s looking for some folks to help fix it. You 
  look like the types to get involved. Think you’d be 
  interested?” 
   
  If the PCs are not interested in Squisha’s offer, the 
  adventure is over. If they would like to learn more, 
  Squisha tells them that they should follow him to meet 
  his friend. The squirrel knows nothing of the trouble in 
  the Vesve—only that his friend is looking for some 
  adventurers for an unusual job. 
   
  Squisha asks you to wait a moment while he runs to 
  get something. He dashes through the weeds to an 
  old maple tree, runs up the trunk, and disappears 
  into a hollow. He emerges moments later wearing 
  something on his head. Squisha then runs up to you 
  and announces, “All set. Let’s go!” It seems that he is 
  wearing a tiny set of goggles with pale golden lenses. 
   
  DM NOTE 
  Squisha’s goggles contain eyes of the eagle. He is 
  exceptionally good at finding nuts. 
   
  The squirrel leads the party to a narrow deer path. He 
  tells them to follow the path east and slightly south until 
  they reach a pond. He will run ahead and find his friend, 
  then join them at the pond.  
   
  1: MUD BATH, ANYONE? 
  The PCs follow the deer path indicated by Squisha. It 
  winds through tall grass and sparse aspen trees. The 
  adventurers spot chipmunks, rabbits, many blue jays and 
  woodpeckers, and several herons. After walking for about 
  two hours, the ground becomes soft and spongy, and after 
  another half an hour, the terrain becomes mucky with 
  many standing puddles. The entire area is becoming 
  marshy and the deer path disappears entirely. 
   
  The PCs may become lost here, unless they succeed 
  at a DC 25 Survival check. Even though they can tell 
  direction by the position of the sun or with 5 ranks in 
  Survival, the deer path has vanished and there seems to 
  be no indication of the best way out of the marsh. As they 
  try to decide upon their next move, they hear a voice 
  calling from a fair distance. 
   
  “Hey! Hey, you lost people! This way! The pond is 
  just ahead and my friend is waiting!” Squisha clings 
  to the highest branches of an aspen tree, twitching 
  his tail to point you toward the east. 
   
  The squirrel jumps from tree to tree, coaxing the PCs 
  along through the muck. The travel is slow in places 
  where their feet sink into the mud. Eventually, they see 
  what might have been a pond several days earlier. The 
  edges are barely discernable, and the area resembles a 
  marsh more than a typical pond. 
   
  There’s no sign of a pond ahead of you. Instead, an 
  area about a hundred yards wide and long lies under 
  water. A pond may have been here at one time, but it 
  can’t be found under the flooding. 
   
  A family of ducks paddles in the water to your 
  right, and to the left, wading herons search for their 
  next meal. A moose browses in the shallows far 
  ahead of you. You see no one looking to hire an 
  adventuring group. Was it such a good idea to listen 
  to a talking squirrel? 
   
  Squisha calls down to you from his perch in a 
  tree. “Over here! Come this way!” He swishes his tail 
  excitedly. But if you take another step, you’ll be up to 
  your ankles in water. 
   
  Give the players a chance to decide how to proceed. If 
  they do not wish to get wet and have no means to bypass 
  the water, Squisha calls to his friend, the moose, and 
  waves him over. The moose takes his time lumbering 
  through the shallows, taking the long way around the 
  marsh in water no deeper than his knees. Squisha leaps 
  from tree to tree to a place where he can jump onto the 
  moose’s back. 
   
  When the PCs and moose reach each other, Squisha 
  makes introductions. 
   
  You stand face to face with the largest moose you 
  have ever seen. It stands seven feet tall at the 
  shoulder, and its antlers are nearly as wide as the 
  spread of your arms. Its antlers are covered in a 
  coppery spring velvet that makes them gleam in the 
  sun. The moose’s big brown eyes seem filled with an 
  uncanny intelligence. 
   
  “Hey everybody,” Squisha chirps. “Meet Koop. 
  Koop wandered down here from the Yatils while the 
  river was frozen. He’s stuck here just like you are, 
  until the river slows down. His friends in the forest 
  are looking for some help.” 
   
  Koop nods at each of you, seeming to size you 
  up. “Glad to meet you,” he says in a low rumble. “The 
  creatures of the Vesve are struggling with a 
  complicated problem. There’s a large creature that 
  calls the Vesve home. She’s lived there for many 
  
  HIG7-02 Against the Grain 
   
  Page 4 
  years but hasn’t caused excessive trouble. Lately, 
  she’s become much more active and the forest 
  dwellers are scared. She has grown more powerful 
  and instead of keeping to herself, she’s traveling the 
  forest in search of—well, we’re not sure what. She 
  has discovered gates into the faerie realm, and she 
  uses them to pop into and out of the fey lands as a 
  shortcut across the Vesve. 
   
  “The fey folk are frightened and extremely 
  worried. Some of the fey are aligning with her, and 
  the rest are scared that they will all soon become her 
  servants, and lose their carefree lifestyles. They don’t 
  want to live in fear or under her command. 
   
  “We need someone to close one of the gates 
  leading to the fey realm. This will limit her access to 
  the faerie folk and perhaps slow down her quest for 
  power. A guide in the Vesve can lead you to the gate, 
  and an item of power will help you close it. Will you 
  help?” 
   
  Koop has left out a few important details, and the PCs are 
  likely to have questions. Use the following information to 
  respond. Koop is very casual about the fact that the 
  unnamed creature is an ancient green dragon and treats 
  all matters as if they are no big deal. He sounds no more 
  worried than if he had just asked the PCs to fetch a tray of 
  cream puffs from the local bakery. 
  • The large creature is an ancient green dragon. She has 
  lived in the Vesve forest for longer than anyone (even 
  the elves) can remember. 
  • Her habits are not well known, but a spy network in 
  the forest is confident that she has grown visibly in 
  power in the past five or six years. 
  • Contacts in the Vesve also report that the green dragon 
  has been collecting magical items in the last few years. 
  • A number of gates lie within the Vesve that lead to the 
  faerie realm. The green dragon has been spotted 
  coming and going through several of these gates. The 
  gate that is to be closed is the one that the dragon uses 
  most frequently. 
  • The gates are all one-way gates, either into or out of the 
  fey realm. They do not work both ways. 
  • The fey are unhappy about losing a gate, but they see 
  the necessity of closing it. Some fey are aligned with 
  the green dragon and will fight to keep it open if they 
  find out about the plan. 
  • The moose has nothing to offer as payment, but is 
  confident that the PCs might find some treasure on the 
  way. The grateful fey folk might have something to 
  offer as reward if the PCs are successful. 
  • The PCs must find a way across the raging Velverdyva 
  and into the Vesve as soon as possible. Once inside the 
  forest, they should travel northwest and a guide will 
  find the party and lead them to the gate. Koop does not 
  have a description of the guide, but tells the group that 
  they will know her when they see her. He also tells 
  them that it does not matter where they enter the 
  forest—their guide will find them. 
   
   
  When all questions have been answered and the PCs have 
  agreed to the mission  
   
  Koop whispers something to Squisha. The squirrel 
  scampers off the moose’s back and runs up a tree, 
  then leaps through the trees until he is out of sight. 
  A few minutes later, Squisha returns, carrying a 
  cloth bag in his mouth. He still wears his goggles. 
   
  If a PC succeeds at a DC 25 Listen check, they hear Koop 
  whisper, “Get them the bottle.” The squirrel delivers the 
  bag to one of the PCs. Inside is an ornate bottle made of 
  rainbow-colored glass. A band of silver metal spirals 
  around the bottle, and a fancy silver stopper plugs the top. 
  Koop explains. 
   
  “You’ll need this device to close the gate. When you 
  are ready, spin the stopper three times clockwise, 
  and make sure each spin is a complete circle. Then 
  spin twice counterclockwise. Finally, spin four times 
  clockwise and once counterclockwise. The stopper 
  will stay in place, but the bottle will start to smoke. 
  If the smoke is any color but orange, you have failed. 
  Only the orange smoke will close the gate – you may 
  as well return here and we will have to figure 
  something else out. 
   
  “Place the smoking bottle near the gate and be 
  mindful of the wind. The smoke must flow across 
  the gate. If the wind is harder than a comfortable 
  breeze, don’t activate the bottle. In that case, you’ll 
  have to wait until the wind dies down. 
   
  “You must be in the fey realm to close the gate. 
  Listen carefully as soon as the smoke begins. It’s 
  likely that you will hear something to tell you that 
  the gate has closed. 
   
  “After the smoke stops, turn the stopper on the 
  bottle five complete turns counter-clockwise, then 
  five more clockwise. Put the bottle into its bag and 
  do not open the bag again. You must return the 
  bottle to me. When you are back in the Vesve, I will 
  contact you. Do not hand the bag over to anyone but 
  me or Squisha. 
   
  “It’s very likely that the green dragon or her 
  agents will sniff out the bottle and come after you. 
  Time is of the essence. If you delay, you put 
  yourselves at risk of being discovered with the 
  bottle. Be prepared to defend yourselves—and the 
  bottle. That dragon is hunting powerful magical 
  items.” 
   
  If the PCs have no more questions, Koop wishes them 
  good luck. Moose and squirrel begin to skirt the marsh 
  and set off in a northerly direction. 
   
  DM NOTE 
  The PCs must reproduce the twisting combination for the 
  bottle precisely if it is to work properly. You will ask them 
  to repeat Koop’s instructions when they reach the gate. 
  
  HIG7-02 Against the Grain 
   
  Page 5 
   
  From this point on, keep track of which PC is 
  carrying the bottle and where it is kept among that PC’s 
  gear. 
   
  2: OVER THE VELVERDYVA 
  The PCs must cross the Velverdyva as soon as possible. 
  Swimming is not an option because the current is too 
  strong. Large boats and small ships are too unwieldy in 
  the strong current and are difficult to board with the 
  docks under water. If the PCs have magical or other 
  means to cross the river, they may use them at the DM’s 
  discretion. 
   
  As a last resort, the PCs may ask around 
  Shallowhaven to try to find a boat for hire. They are 
  turned away by everyone until they encounter an eel 
  fisherman named Baurus from Verbeeg Hill. Baurus is a 
  middle-aged human of average height and build with dark 
  brown hair.  He owns an extra-deep boat with steel-shod 
  gunwales. He has fallen upon hard times recently 
  following the razing of Verbeeg Hill by invaders. Eels are 
  still plentiful in the river, but the eel jelly industry has 
  been decimated by the destruction of its processing 
  facilities. 
   
  Baurus accepts coin, but is willing to barter for just 
  about anything. He has always led a simple lifestyle, but 
  escaped the destruction of Verbeeg Hill with only his 
  boat and the possessions that were aboard. The job of 
  transporting the PCs is brief, but extremely dangerous, a 
  factor he considers in his price. 
   
  Baurus is willing to set out the same day, but he cuts 
  his price by one-third if the PCs agree to wait until 
  morning. He is confident that the river will recede by 
  several inches overnight. 
   
  When terms have been agreed upon, Baurus explains 
  that his sailboat is moored at the Shallowhaven docks, 
  which are currently under water. The sailboat suffered no 
  damage in the flood, and very little time is needed to get 
  underway. The problem is that there’s no way to reach the 
  sailboat unless the PCs acquire a small rowboat, swim, or 
  have other means to get aboard. If the PCs have no means 
  to reach the sailboat, Baurus speaks to a friend named Jard 
  and secures his help plus the loan of a rowboat. With 
  Baurus’ friend rowing, the rowboat can accommodate 
  three PCs with their gear, so several trips are necessary. 
  The rowboat can be moored at the dock when they are 
  finished with it. In any case, Jard comes aboard to assist in 
  returning Baurus’ boat to Shallowhaven. 
   
  After the PCs have struck their deal and figured a 
  way to reach the sailboat, read the following. 
   
  Baurus guides you until you come within sight of his 
  boat. You see an unusually deep two-masted sailboat. 
  It is painted bluish gray and its white sails are 
  furled. The gunwales are covered in burnished steel. 
  It looks to be quite seaworthy although the boat has 
  clearly seen many years of service. A name is neatly 
  lettered below the gunwale at the bow: Natasha. 
   
  Once aboard, Baurus makes quick work of getting 
  underway. He explains that he will guide the boat past the 
  moored ships and out into the river, then use the current 
  to shoot diagonally across the water, beaching the boat 
  several hundred yards downriver . . . if all goes well. 
   
  If asked about the metal gunwales on his boat, 
  Baurus explains that they strengthen the boat during eel 
  fishing. Because some eels are quite large, the metal 
  gunwales allow the fish to be hauled in easily without 
  damaging the boat. 
   
  When all is ready, read the following. 
   
  The wind is calm and the sun is warm. Your captain 
  has ordered you to untie the sails and has posted you 
  at the masts. He is considering using the sails as a 
  brake depending on the conditions of wind and 
  water. 
   
  The mooring line is pulled in and the boat turns 
  swiftly into the current—directly toward a small, 
  docked ship. Baurus yanks on the foresail and orders 
  you all to paddle with oars—a clumsy task on a boat 
  such as this, but essential under these conditions. 
  Baurus barks out a cadence and his boat slowly 
  noses away from the looming ship. It’s a struggle to 
  bypass the other craft, but Natasha passes within 
  inches of the other bow and you are suddenly in the 
  clear. 
   
  You feel the current take hold of Natasha and 
  the boat suddenly lurches forward. You could see the 
  swiftness of the river from dry land, but here on the 
  boat, it feels much faster than you expected. At this 
  pace, Shallowhaven could disappear behind you in a 
  matter of minutes. 
   
  Baurus barks at all of you to drag your oars in 
  the water on the port side. He’s hoping this will turn 
  the boat toward the opposite river bank. He mans 
  the foresail, shouting commands to your group, 
  while Jard scrambles about at various tasks, even 
  unfurling the mainsail for a short time. Natasha 
  moves at high speed, but you can see that she is 
  inching toward the opposite bank all the while. If 
  you can all keep your actions steady, you’ll hit the 
  bank in a short time. 
   
  The boat dips and rises, but gradually crosses the 
  fast current. Natasha’s bow suddenly veers toward 
  port, nearly turning her sideways, but then she 
  steadies as she is pushed free of the current. The boat 
  glides smoothly, as if released from a great suction. 
  The momentum pushes her toward the bank and 
  Baurus screams to pull the oars up. Natasha glides 
  along, scraping the bottom slightly, then comes to 
  rest along a grassy embankment. 
   
  Baurus grabs the mooring line and jumps over 
  the gunwale onto the bank. Jard follows him, 
  carrying a second line that they tie to the first, then 
  wrap around a massive willow tree nearby. When the 
  boat is secure, Baurus slaps his knee. “Hoo-ee! That 
  was some ride!” 
   
  
  HIG7-02 Against the Grain 
   
  Page 6 
  Baurus and Jard motion for the PCs to hand over their 
  bundles and they carry them to dry ground as the PCs 
  disembark. The pair stays with the boat and guides it into 
  the river as the waters recede so it does not become stuck 
  on the bank. Baurus estimates that the river is about eight 
  feet above its normal level, and it might be safe to 
  navigate in three or four days. They bid the PCs good luck 
  as the group sets out for the Vesve. 
   
  3: THE VESVE AWAITS 
  Koop gave no information about where to enter the 
  Vesve. He told the PCs to enter the forest and travel 
  northwest, and their guide would find them. The PCs 
  may enter the forest at any location they choose, and may 
  take any path they find. They discover several animal 
  trails. 
   
  If the PCs crossed the river on the same day that they 
  met Koop, they reach the Vesve in the early evening and 
  need to make camp before dark. The night passes 
  uneventfully. 
   
  If the PCs waited until the morning of the second 
  day to travel, they reach the Vesve about midmorning. 
   
  In either case, the guide finds the PCs about mid 
  afternoon as they travel through the Vesve. 
   
  Read the following as the party enters the forest. 
   
  Spring has come to the Vesve. The trees are just 
  starting to bud and new grass is sprouting in tufts 
  on the forest floor. Early flowers, yellows and whites, 
  sprinkle the woods like fragrant confetti. The air is 
  moist and cool, and the ground is still soft from the 
  heavy rains. You inhale the earthy dampness that 
  smells of new leaves and old decay. 
   
  The forest is unusually bright with sunlight 
  pouring through the bare branches. You can see a 
  long distance through the trees, and your path 
  continues until it drops out of sight behind a rise. 
  Squirrels and chipmunks scurry in the leaves, but all 
  is quiet and inviting. 
   
  The PCs’ journey is uneventful until the early afternoon. 
  They catch the notice of a bearhound that is wandering 
  aimlessly in the area. The bearhound has contracted a 
  disease that is causing dizziness, blurred vision, headache, 
  disorientation, and bouts of madness. The creature tracks 
  the party for nearly an hour, before it is overcome by its 
  sickness and attacks. Have the players determine their 
  PCs’ marching order before reading the following: 
   
  The Vesve is quiet and the lack of undergrowth 
  makes the journey easy. You hike up a steep rise and 
  down the other side. About halfway down, you stop 
  in your tracks.  You hear something big crashing 
  through the forest behind you on the trail. 
   
  A shower of leaves erupts, and a huge creature 
  like a massive bear with wolfish teeth bursts toward 
  you. The beast stares blearily and then wavers 
  unsteadily on all fours. It seems to shiver, snarls, 
  and then swipes a paw half-heartedly at the nearest 
  member of your party. 
   
  The creature lays a paw over its face, almost as if 
  shielding its eyes, before rearing up on its hind feet. 
  It lets out a sound that is part growl, part groan. The 
  beast sets its sights on the nearest of you and lunges 
  . 
   
  The creature is an adult male bearhound (MMIII) and is 
  60’ away. Its disease, which is akin to rabies, causes 
  temporary madness. The creature senses that it is dying, 
  and this is driving it to attack anything it considers a 
  potential threat. 
   
  The PCs may choose to attack the bearhound. If the 
  creature is reduced to 25% of its hit points, it retreats into 
  the woods, limping and whimpering slightly. 
   
  If the PCs recognize that the bearhound is sick with 
  either a DC 10 Heal check or a DC 15 Knowledge 
  (nature) check, they may attempt to cure it using a remove 
  disease spell. Following a successful cure, the creature sits 
  on the ground, breathing heavily and trying to adjust to 
  its new condition. After several minutes, it reacts 
  favorably to the healer. At the end of this adventure, the 
  bearhound may become an animal cohort for a member 
  of the group. 
   
  If combat takes place and the party is losing badly, 
  the DM may allow for outside intervention to save the 
  PCs. In this situation, the dryad from the next encounter 
  appears, 
  watches 
  the 
  combat 
  briefly, 
  and 
  then 
  communicates with one PC. She singles out a druid, 
  cleric, ranger, or wizard and tells them that she thinks the 
  bearhound is sick and perhaps it can be helped. Then she 
  falls back to watch the scene play out. 
   
  If the PCs have no way to cure the bearhound, the 
  dryad offers a potion of remove disease. The PCs must figure 
  a way to administer the potion, possibly with a DC 19 wild 
  empathy check or by speaking to the bearhound in Sylvan 
  (it ignores any appeal spoken in Common, due to its 
  condition). 
   
  If the dryad comes to the aid of the party, the DM 
  must modify the introduction of the dryad slightly in the 
  next encounter. If the PCs do not kill the bearhound, she 
  is cheerful toward the PCs. If the party kills the 
  bearhound, her disposition is sad but all her other actions 
  are as described in the next encounter. 
   
  If the dryad is not brought in as part of this 
  encounter, she has no knowledge of their interaction 
  with the bearhound and the encounter proceeds as 
  written. 
   
  CREATURES 
  APL 4 (EL 7) 
  Bearhound (1): hp 105; Appendix 1. 
   
  APL 6 (EL 9) 
  Bearhound (1): hp 187; Appendix 1. 
   
  
  HIG7-02 Against the Grain 
   
  Page 7 
  APL 8 (EL 11) 
  Bearhound (1): hp 308; Appendix 1. 
   
  APL 10 (EL 13) 
  Bearhound (1): hp 392; Appendix 1. 
   
  Tactics 
  The bearhound suffers from a madness caused by an 
  infection of some kind. It fights until reaching 25% or less 
  of its hit points, then tries to escape. 
   
  Treasure: The PCs gain no treasure from defeating this 
  encounter, though they could possibly end up with a 
  friend.  
   
   
  DEVELOPMENT 
  If the PCs’ actions cure the disease that the bearhound 
  suffers from it looks favorably on them, explaining that its 
  name is Ormnall. It is then possible to gain the 
  bearhound as a cohort or companion after the adventure. 
   
  4: WE’RE OFF TO SEE THE DRYAD 
  About an hour after concluding the encounter with the 
  bearhound, the PCs discover their guide. They walk 
  through the forest and are suddenly aware of a creature 
  flitting through the trees, flirting and laughing. After 
  perhaps fifteen minutes of these antics, the party is 
  approached by a slim elf woman. Her hair flows down to 
  her knees and she wears a dress made of white flower 
  petals. She smells like magnolia blossoms. At first, she 
  remains half-hidden behind a tree as she begins to speak. 
  As she becomes more comfortable with the PCs, she 
  emerges into the open. 
   
  A diminutive elf woman peers at you from behind a 
  tree trunk. “Hmmm . . . so you’re the group that Koop 
  sent to help? I guess he didn’t have time to be 
  choosy. Good thing this isn’t that tough of a 
  mission.” She laughs hard at her insult for several 
  minutes, then wipes tears of laughter from her eyes. 
   
  “I’m your guide. My name is Ségolène, and no, 
  I’m not an elf. I’m a dryad. That beats being an elf 
  any day! 
   
  If any elves are in the party, Ségolène quickly adds, 
   
  “Oops. Sorry! There’s nothing wrong with being an 
  elf. It sure as heck beats being human!” At that point, 
  she turns to any humans and says, “Shucks. That 
  isn’t what I meant either….” Then she shakes her 
  head to clear away this rapidly deteriorating train of 
  thought. 
   
   
  The dryad’s name is pronounced say-go-LAYNE. In 
  order to wander from her home oak tree, she carries a 
  small bag of acorns that keep her in contact with her tree. 
   
  If any PCs played “A Wheat for Your Thoughts,” they 
  recognize Ségolène and she recognizes them. Her eyes 
  suddenly light up and she greets them. 
   
  “I remember you!!” the dryad says brightly. “I took 
  you to visit the fey realm. Wasn’t that fun?! Wasn’t it 
  scary when we saw that big green monster?! Ooooh,” 
  she shudders. 
   
  Ségolène giggles, then gets her thoughts back on track. 
   
  “Koop told me where to take you. It isn’t far. It’s 
  really nice of you to do this. I mean, I don’t know if 
  anyone can pay you for your help, but getting to trot 
  through the fey realm is probably worth all the 
  trouble. It’s the most fantastic place! 
   
  “Anyway, we’ll all be really grateful if you can 
  keep that big nasty monster from stomping through 
  our world all the time. She’s so upsetting! 
  Everything is so peaceful and then she comes 
  through, all mad and in a hurry. And she’s convinced 
  some of the fey folk to become her servants! 
  Honestly! Can you imagine? Why in the world 
  would carefree folk like the fey want to bow down to 
  her?” 
   
  The dryad takes a breath from her rant and looks 
  at you reproachfully. “And why are you all just 
  standing there? You have a job to do! Let’s get 
  moving! Are you with me?” Ségolène taps her foot 
  impatiently. 
   
  She waits a moment for all the PCs to respond. If anyone 
  backs out, she says, “Suit yourself,” shrugs, and turns 
  down the path. As soon as the PCs show that they are 
  ready to continue, Ségolène runs away down the path at 
  high speed. The PCs must run to keep up with her, and 
  after a few minutes, she realizes that she has left the PCs 
  behind. She turns around and sighs impatiently, then 
  waits for them to catch up. 
   
  When the party has regrouped, Ségolène sets off 
  again at a slower pace. She glances over her shoulder 
  occasionally to keep an eye on you, her charges. After 
  nearly an hour of rapid walking she says, “We’re 
  nearly there. It’s just over that rise. Everybody 
  ready?” 
   
   
  This is the last chance for anyone to back out of the 
  mission. It’s also an opportunity for PCs to adjust 
  weapons and armor or prepare spells. 
   
  5: THE FEY REALM BECKONS 
  Ségolène leads you along the path and down a gentle 
  slope. The vegetation on the hill all bends 
  downward, flattened by the heavy rains of the past 
  week. Puddles fill the hollows, and some birds 
  splash in the standing water. You hear the dryad 
  murmur, “Ah, there it is,” but you see nothing 
  unusual. The sun is beginning to go down in the 
  
  HIG7-02 Against the Grain 
   
  Page 8 
  west, and the light in the forest is just starting to 
  dim. 
   
  The forest floor flattens out again and you pass a 
  tumbled pile of boulders. The light in the forest 
  abruptly dims and you feel like you miss a step. You 
  pitch forward suddenly, but instead of landing face-
  first in the mud your nose is filled with the scent of 
  lilacs and your feet land on soft grass. Bright 
  sunshine blasts your face. As you try to get your 
  bearings, you see that you’re not in the Vesve 
  anymore. Giant redwoods stand at your back, and a 
  curving row of thick lilac bushes blooms to your 
  right. You’re looking down a hill at a flowering 
  meadow filled with butterflies and hummingbirds. 
   
  DM NOTE 
  The PCs have just passed through a gate into the fey 
  realm. The magic of the gate causes non-fey users to 
  become disoriented. Regardless of what the PCs might 
  try, unless assisted, they will probably never be able to 
  find the gate again. 
   
  Ségolène laughs gently at the PCs as they look around. 
  When they appear to have themselves in order, she leads 
  them past the lilac bushes toward a pine grove. 
   
  The movement through the gate is one way. This 
  may cause problems for companions that are flying. They 
  do not pass through the entrance and miss the rest of the 
  adventure. Ségolène warns the PCs if she has good reason. 
  Remember that if a PC is trying to keep a companion a 
  secret she will not know about it. 
   
  Giant fir trees loom before you. The smell of fresh 
  pine is thick and inviting. You push your way 
  through the branches of several trees, and a cool 
  breeze hits your face, followed by a sprinkling of icy 
  snowflakes. You emerge from the trees into a snowy 
  wonderland, with snow nearly up to your knees. The 
  world around you is frozen, but you don’t shiver 
  from the cold. 
   
  Ségolène explains. “Some of our folk prefer the 
  cold. It’s in their nature to burrow in and enjoy their 
  creature comforts, and a few even hibernate. Some 
  just come to visit and enjoy the snow or ice. We must 
  pass through here to reach our destination.” 
   
  Just then, a series of tiny snowballs goes 
  whizzing past. Someone laughs from behind a pine 
  tree, then the nearest pine shakes violently and the 
  snow on its branches comes showering down on 
  your heads. A trio of brownies leaps out of the tree 
  and runs out of sight to your left, laughing the whole 
  way. 
   
  The brownies duck between some trees, then pelt the 
  party with snowballs. Most of the snowballs miss, but the 
  shortest PC gets hit in the head with a snowball the size of 
  a plum. 
   
  Ségolène leads the party through the snow for 
  perhaps half an hour. The group passes a small frozen 
  pond where fairies are skating, tracing delicate patterns 
  on the ice. 
   
  You round a bend and your path winds between 
  several large mounds of snow. One of the mounds 
  seems to tremble as you come near. Have those 
  brownies gotten ahead of you? What trick are they 
  planning this time? 
   
  The mound of snow seems to stand up, and you 
  face a lacy wall of snow about 6 feet high. It bends 
  toward your group as if to envelope your entire 
  party. It shakes itself; the snow cover falls and 
  reveals a brown bear that snorts once in your 
  direction before walking away through a grove of 
  pines. 
   
  Ségolène leads the group farther through the snow. The 
  group reaches another grove of pines, and after pushing 
  through the branches, they emerge into a more typical 
  faerie climate. 
   
  Grass greener than emeralds stretches before you. A 
  wide river gurgles pleasantly, lined with willow trees 
  on both sides. Ornate foot bridges cross the river 
  every few hundred yards. Spring flowers bloom in 
  great swaths—daffodils, tulips, hyacinths, and 
  crocuses. The smell of the blooms is intoxicating—
  you inhale deeply without thinking. Ségolène leads 
  you to one of the foot bridges so you can traverse the 
  river. 
   
  As you cross the bridge, you make an amazing 
  discovery. The willow trees at your back wear the 
  deep green of spring, while those ahead of you are 
  dressed in the rich yellow of autumn. Small golden 
  leaves shower gently around you. As you exit the 
  bridge, you feel a cool breeze and see that the grass 
  looks like waving wheat. Autumn asters bloom, their 
  purple flowers bursting from amber fields. Squirrels 
  scurry about picking up acorns and hickory nuts. 
   
  The climate in this section of the fey world is perpetually 
  autumn. Ségolène leads the party past apple and pear 
  orchards, fields of pumpkins and squash, grape arbors, 
  and tidy rows of corn, ready for picking. 
   
  Ségolène leads the party for nearly an hour, in the 
  direction of a group of hills looming in the distance. 
  About half an hour’s walk from the bottom of the hill, she 
  informs the party that it is time for her to turn back. The 
  PCs are to continue walking toward the hill, and should 
  watch for a tall pillar of rock standing at the base of the 
  hill off to their left. Near it, they find a tunnel leading to 
  the other side of the hill. 
   
  The dryad smiles at all of you. “It is time for me to go. 
  Head for that hill and watch for the tall rock column 
  that comes into view on your left. Beyond it is a 
  tunnel through the hill. Pass through the tunnel to 
  the field of clover, and follow the path through the 
  clover, a few hours’ walk. Beyond the clover, you will 
  
  HIG7-02 Against the Grain 
   
  Page 9 
  find a marsh and then a swamp. There will be others 
  to help you. 
   
  “In the middle of the swamp are three banyan 
  trees. Follow the instructions that Koop gave you—
  exactly. Your item must be used on the water within 
  the triangle formed by the banyan trees. Use caution 
  not to step into that triangle, or you will be 
  transported back to the Vesve, near Flameflower. 
   
  “Perform your task well, and you will have 
  safeguarded the fey. Fail, and you will have wasted a 
  powerful magical item. Make your way back to the 
  winter world, and the gate to your home will be 
  revealed.” 
   
  If the PCs do not know what a banyan tree looks like and 
  cannot pass a Knowledge (Nature) check at DC15, they 
  can ask Ségolène for a description. She explains that a 
  banyan has a thick trunk and a wide, spreading canopy. 
  The lower branches drop roots into the ground, so the 
  tree appears to stand on its central trunk and be 
  supported by numerous thin trunks. 
   
  Ségolène says nothing more, but she waves at the 
  PCs, bids them farewell, hugs those she met last time 
  (during HIG6-05 A Wheat for Your Thoughts) and darts 
  away. The PCs can do nothing to convince her to stay at 
  this point. 
   
  As the adventurers travel toward the hills, they pass a 
  field of hay. Groups of sprites and brownies are just 
  leaving the field after harvesting. Bundles of hay are 
  stacked into small pyramids in several locations around 
  the field. 
   
  As the party passes a nearby hay stack, one or more 
  redcaps leap out of hiding to attack the group. 
   
  CREATURES 
  APL 4 (EL 4) 
  Young Redcap (2): hp 22; Appendix 1. 
   
  APL 6 (EL 7) 
  Elder Redcap (1): hp 114; Appendix 1. 
   
  APL 8 (EL 8) 
  Elder Redcap (1): hp 114; Appendix 1. 
  Young Redcap (2): hp 22; Appendix 1. 
   
  APL 10 (EL 10) 
  Elder Redcap (2): hp 114; Appendix 1. 
  Young Redcap (3): hp 22; Appendix 1. 
   
  Tactics 
  The redcaps wait for the most opportune moment to 
  jump out and attack the players. They attempt to run off if 
  they take more than 50% of their hit points in damage. 
   
  Treasure: The redcaps carry only their scythes and 
  special sling bullets plus some gold coins.  
   
  APL 4: Loot 4 gp; Coin 10 gp; Total 14 gp. 
   
  APL 6: Loot 2 gp; Coin 50 gp; Total 52 gp. 
   
  APL 8: Loot 6 gp; Coin 70 gp; Total 76 gp. 
   
  APL 10: Loot 9 gp; Coin 130 gp; Total 139 gp. 
   
  6: FRIEND OR FOE 
  The group reaches the base of the hills, a rockslide of 
  enormous chunks of quartzite. The individual rocks are 
  taller than any PC in the group, and climbing up the side 
  of the hill would take at least a day over dangerous terrain. 
   
  The dryad’s directions lead the party past a standing 
  pillar of quartzite. Beyond it, a tunnel yawns in the side of 
  the hill. Peering into its darkness, the PCs can see 
  daylight on the other end. 
   
  The tunnel under the hill looks as if it could have 
  been formed yesterday or may have stood for centuries. 
  Part of the tunnel is formed from natural gaps in the 
  quartzite blocks, and part of it was cleared in order to 
  make the passage. The rocks are wedged tightly together, 
  and the PCs should get the sense that the tunnel is in no 
  danger of collapsing. The tunnel does have many nooks 
  and crannies—plenty of places for bats, snakes, and other 
  creatures to hide. The entire tunnel is about 150 yards 
  long. 
   
  As the PCs walk through the cool darkness of the 
  tunnel and away from the intoxicating beauty of the fey 
  realm, they suddenly realize that they are tired and 
  hungry and are due for a break from traveling. The sun 
  has gone down back home in the Vesve, and under 
  normal circumstances, the group would have made camp 
  by now. But the fey realm plays tricks on people—they 
  can walk for hours but feel as if they have only walked for 
  a few minutes. 
   
  The PCs emerge on the other side of the tunnel and 
  feel a blast of hot air. They discover high summer in the 
  fey world. 
   
  The cool darkness of the tunnel gives way to almost 
  painful brightness. Your eyes need to adjust for a 
  moment before you step into the sunlight. 
   
  Outside the tunnel, the faerie realm is alive with 
  high summer. A meadow spreads before you filled 
  with waving grasses and flowers, flitting butterflies, 
  and buzzing bees. Fairies and pixies float on delicate 
  wings, collecting seeds in tiny sacks or nectar in 
  small wine skins. The warmth of the sun, the 
  droning of the bees, and the earthy smells of grass 
  and blooms make you drowsy. You remember that it 
  was late afternoon when you left the Vesve—and 
  you’ve been walking the fey realm for many hours. 
  Your stomachs suddenly growl.  
   
  A wide meadow of waving grasses and flowers 
  beckons you. You see low hills far to your right and a 
  green woods beyond the meadow, but you see 
  nothing that resembles a field of clover. 
   
  Your stomachs growl insistently. To your left is a 
  copse of white oak trees, their umbrellalike forms 
  creating a peaceful, shady grove. Giant mushrooms 
  serve as tables and stools, and you see that fey folk 
  have gathered for a picnic. Fairies, pixies, petals, 
  brownies, sprites, and others laugh and play, relax in 
  
  HIG7-02 Against the Grain 
   
  Page 10 
  the grass, and enjoy exotic delicacies. A few of the 
  larger folk notice you and wave for you to join them. 
   
  When the PCs reach the fey folk, read the following: 
   
  As you approach the picnic, a few of the fey call to 
  you to join them. A brownie says to you, “We heard 
  that Ségolène had guests. You must be tired and 
  hungry. Please help yourselves—there’s plenty to go 
  around.” 
   
  You find yourselves in a setting that only 
  happens in dreams. The giant mushrooms are laden 
  with fey delicacies—honey cakes, glazed nuts, spiced 
  breads loaded with seeds, berry tarts, trays of exotic 
  fruits, and pitchers of juices and nectars. The 
  participants nod welcomingly and continue eating 
  and drinking. 
   
  Some of the brownies and pixies lounge in the 
  grass. Fairies dance and play. Small creatures like 
  tiny humans dressed in flowers sing enchanting 
  songs, making you sleepy. The pixies give you a 
  gentle poke. “Be careful! The song that the petals 
  sing will put you to sleep before you know it!” 
   
  The PCs may stay here as long as they wish, and they 
  should get the feeling that it would be easy to forget their 
  mission (and their life outside the fey realm) and 
  succumb to the pleasantries of the fey. The DM may 
  invoke the powers of the petals (MMIII) to cast lullaby or 
  sleep spells with their singing if desired. 
   
  They fey are curious about the PCs’ presence. It’s rare 
  for outsiders to come through their realm, especially with 
  an escort such as a dryad. They ask many questions (out of 
  innocent curiosity). Most of the fey are merely interested 
  in the outsiders, but a few are listening in for the green 
  dragon and slip away from the picnic to spread the word 
  to the dragon’s spies. With approximately fifty creatures 
  present, all flying about and cavorting, the PCs take no 
  notice of any that choose to leave. 
   
  Assuming that the PCs reveal their mission to any 
  fey that know something of their quest, a few of the faerie 
  folk decide to volunteer themselves to help with the 
  mission. A group of fey (one fey for every member of the 
  party) approaches the group and offers to accompany 
  them. 
   
  As you rise from the celebration and begin to gather 
  your belongings, a small voice says, “Um, excuse me!” 
  You turn to face a small troop of fey wearing serious 
  expressions. A few of them hold weapons. “We’d like 
  to help. We’ve decided that we’ll come along with 
  you. We can help you find the swamp and the trees 
  and anything else you need. And if you get into any 
  trouble, we’ll do our best to help.” Several sets of 
  wide eyes gaze at you pleadingly. 
   
  The PCs are free to decline the offer, but they have a 
  greater chance of success if they accept. If they decide to 
  take the fey with them, hand out the fey stat sheets found 
  in the player handout appendix and handle any of the 
  introductions. Have the fey follow them if the party 
  declines their aid. 
   
  When the PCs are ready to set out, they must first 
  cross the meadow (about an hour’s walk). The meadow 
  slopes downhill slightly and is bisected by a creek. The 
  clover field becomes visible as they travel downhill. 
   
  The clover field stretches in all directions for several 
  hundred yards. A narrow path cuts through the field, 
  wide enough for single-file travel (about a one-hour walk). 
  The DM should feel free to make the PCs think that 
  something is about to happen—an ambush from 
  creatures lying in wait, strange noises, or possibly a risk of 
  the PCs falling asleep due to an enchantment or the 
  beguiling nature of the setting. 
   
  When the party is about 50 yards from the far edge of 
  the meadow, read the following, assuming at least one 
  hero can succeed at a DC 2 Track check: 
   
  The edge of the clover field is in sight. Beyond is a 
  grassy stretch, and farther ahead, you see cattails and 
  reeds that must surely be the marsh. 
   
  You notice some oddly shaped depressions on 
  the ground ahead of you. The grass is smashed flat in 
  a strange pattern, and you see several such patches, 
  all evenly spaced. As you approach these bizarre 
  formations and circle around them, you see that they 
  are all similar and each has a three-pronged shape. 
  They begin abruptly, and after seven or eight such 
  indentations, they lead into the marsh and 
  disappear. The size, shape, and spacing leave no 
  doubt as to what these are: dragon footprints. 
   
  The green dragon has landed here in the past several days 
  and used the gate to exit the swamp. 
   
   
  7: SHOWDOWN IN THE SWAMP 
  The PCs have reached their destination. As described by 
  Ségolène, they stand before a marshy area filled with 
  cattails and reeds. Beyond, they see that the cattails thin 
  out and disappear where the water gets deeper. Weeping 
  willows, cypress trees, and swamp oaks create a dismal 
  skyline. 
   
  The PCs must trek through the marsh, then into the 
  swamp to find the three banyan trees that Ségolène told 
  them about. The banyan trees are easy to locate but not 
  easy to reach. 
   
  The water in the marsh is just deep enough to cover 
  the PCs’ feet but not reach their ankles. Beyond the point 
  where the cattails end, the water is about mid calf. In the 
  deepest places, the water reaches the PCs’ knees. The PCs 
  must keep in mind the height of their fey companions. 
   
  You stand before a marsh that spreads in both 
  directions as far as the eye can see. Cattails and 
  rushes sway gently in the breeze. Frogs, crickets, and 
  grasshoppers sing a swamp song. Iridescent 
  dragonflies zip in and out of the reeds. 
  
  HIG7-02 Against the Grain 
   
  Page 11 
   
  The cattails spread before you for about fifty 
  yards out. They thin out beyond that, and dark, 
  forbidding trees take over the landscape. Spiky 
  swamp oaks, sprawling willows, and drooping 
  cypress trees transform the beauty of the faerie 
  realm into a place of ethereal foreboding. 
   
  If the PCs have the means to fly over the swamp or 
  perform magical reconnaissance, they find the banyan 
  trees easily. The cluster lies about 300 yards ahead of 
  them. If they must wade into the marsh, they spot the 
  banyan trees as soon as they are about 100 yards from dry 
  land (about fifty yards past the end of the cattails). 
   
  Each banyan tree stands on a tiny island, little more 
  than a mound of dry earth covered by marsh grass. The 
  peripheral trunks dangle into the water. Nothing is 
  unusual about these trees, but the gate to the PCs’ home 
  plane is anchored to this triangular patch of the swamp. 
  The trees stand about 20 yards from each other. 
   
  To complete the mission, one PC (or more) must 
  venture into the swamp and activate the bottle so that the 
  smoke flows across the water beneath the banyan trees. A 
  slight breeze is blowing when the PCs arrive. The DM 
  should choose a wind direction and allow the PCs to 
  apply their tactics to the situation. A PC must get into 
  position near the trees before activating the bottle. If the 
  PCs’ logic is sound, their attempt works as long as they 
  remember Koop’s instructions to trigger the magic. 
   
  Koop’s instructions to activate the bottle: “When 
  you are ready, spin the stopper three times clockwise, and make 
  sure each spin is a complete circle. Then spin twice 
  counterclockwise. Finally, spin four times clockwise and once 
  counterclockwise. The stopper will stay in place, but the bottle 
  will start to smoke. If the smoke is any color but orange, you 
  have failed. Only the orange smoke will close the gate. 
   
  “As soon as the gate is closed, turn the stopper on the bottle 
  five complete turns counterclockwise, then five more clockwise. 
  Put it into its bag and do not open the bag again. You must 
  return the bottle to me.” 
   
   
  As the PCs get into position to activate the bottle, 
  they are attacked by an evil swamp oak treant that is an 
  agent of the green dragon. It learned from some of the fey 
  that the party would be coming to close the gate. It is 
  positioned near one of the banyan trees and it has 
  animated several trees to assist it.  
   
  When the combat begins, one of the fey companions 
  abruptly reveals itself as a secret enemy. Thealas 
  (Woodling Kenku) begins attacking one of the other fey 
  in the group. Thealas has partnered with the Treant. 
  Thealas will attack only one fey at a time, unless the PCs 
  instruct the other fey to attack him. 
   
  CREATURES 
  APL 4 (EL 8)* 
  Treant (1): hp 66; MM xxx. 
   
  APL 6 (EL 11)* 
  Advanced Treant (2): hp 144; Appendix 1. 
   
  APL 8 (EL 12)* 
  Advanced Treant (1): hp 260; Appendix 1. 
   
  APL 10 (EL 14)* 
  Advanced Treant (2): hp 260; Appendix 1. 
   
  * The EL of this encounter has been adjusted to account 
  for the fey allies. 
   
  Tactics 
  The treants have been warned that the players are seeking 
  the gate and wish to do it harm. The treants try to stop the 
  players at the gate at all costs. If the bottle is out and the 
  treants have a chance to sunder (hardness 10, 30 hp) it 
  they take it. The treants have animated two trees each and 
  have them near the gate to help defend it. There are many 
  trees in the area. At APLs 6 and 10 one treant may take 
  the opportunity to animate additional trees when any of 
  the others is destroyed. 
   
  Treasure: The treants collected/bullied tolls from 
  creatures that use this gate to exit into the Vesve. They 
  have gathered quite a pile of treasure.  
   
  APL 4: Coin 10 gp, Magic Amulet of Warmth (83 
  gp), Soft Hand gloves (167 gp), Belt of Hidden Pouches 
  (416 gp), Armbands of Might (342 gp), Spellsight 
  Spectacles (208 gp); Total 1230 gp. 
   
  APL 6: Coin 50 gp, Magic; Total 52 gp. 
   
  APL 8: Coin 70 gp, Magic; Total 76 gp. 
   
  APL 10: Coin 130 gp, Magic; Total 139 gp. 
   
  If the PCs battle the treant successfully, they may attempt 
  to trigger the bottle. If they cannot defeat the treant, they 
  must determine new tactics or retreat and return again. 
   
  When the PCs are ready to use the bottle, they 
  should be told that they can hear a flock of birds chirping 
  loudly, as if at sunup in the woods. The adventurers see 
  no birds in the banyan trees or in the immediate vicinity. 
  They are hearing a flock of sparrows in the Vesve, on the 
  other side of the gate. 
   
  If the party activates the bottle successfully, read the 
  following: 
   
  The bottle grows warm in your hands and the 
  stopper makes a sliding sound. Smoke begins to seep 
  forth—pale gray smoke that dissipates in the breeze. 
  Then, the bottle seems to belch and a heavy stream 
  of smoke pours forth—dark orange smoke that 
  smells of burnt spices. The smoke settles across the 
  swamp and the water suddenly ripples. The ripples 
  become bubbles and the swamp boils for a few 
  moments. The bottle stops smoking, the water 
  calms, and you suddenly realize that you can no 
  longer hear the mysterious flock of birds. 
   
  
  HIG7-02 Against the Grain 
   
  Page 12 
  DEVELOPMENT 
  The bottle takes 4 rounds to complete its task. During that 
  time the players need to defend it. 
   
  If the adventurers are unable to follow Koop’s 
  instructions and they fail to activate the bottle 
  correctly, read the following: 
   
  The stopper on the bottle makes a sliding sound. 
  Smoke begins to seep forth—pale gray smoke that 
  dissipates in the breeze. Then, the bottle seems to 
  belch and a heavy stream of smoke pours forth—
  thick, black smoke that smells like tar. It flows 
  across the swamp and causes faint ripples in the 
  water. The smoke ceases and the stopper drops 
  tightly into place, unable to be turned. 
   
  With this part of the adventure completed, the party must 
  now make its way back to the snowy part of the fey realm 
  to find the gate that takes them home. 
   
  8: THROUGH THE SNOW TO THE VESVE 
  The party must now retrace its steps through the fey 
  realm to find the area of perpetual winter. The group has 
  no trouble finding its way and meets no opposition. The 
  fey companions accompany them and help them find the 
  gate. 
   
  Upon arriving in the winter region, the fey lead the 
  adventurers to the small, frozen pond where they had 
  earlier observed the fairies ice skating. The fey inform the 
  group that the frozen pond is the gate, but it must be 
  entered from a vertical direction. In other words, the fey 
  explain that the PCs must climb a snowy hill that 
  overhangs the pond and jump off head first (about a 20-
  foot dive). When they hit the surface, the gate opens and 
  the PCs pass through without harm. Actually, the PCs 
  pass through successfully even if they jump feet first, but 
  the fey find it amusing to get the adventurers to dive at 
  the ice. 
   
  The adventurers are free to test the gate by dropping 
  objects off the hill and onto the pond. Items that are 
  dropped in this fashion disappear through the ice. 
   
  When the PCs pass through the gate, they 
  experience a few moments of sliding along an icy tunnel, 
  then are returned to the Vesve and dumped into a pile at 
  the bottom of a low hill. Read the following. 
   
  As you crash-land into a hollow filled with decaying 
  leaves, you hear a familiar chittering noise. If 
  animals could laugh, you’re certain that this is what 
  it would sound like. 
   
  A quick movement catches your eye and you see 
  a squirrel scampering down a hickory tree. 
  Something is wrapped around its head—goggles? 
  Squisha has found you and is eager to hear about 
  your adventure. 
   
  “So how was it?” he asks excitedly. “Did you find 
  the gate? Did the bottle work? Koop couldn’t be 
  here—he’s still stuck on the other side of the river. 
  He wanted me to come and get you.” 
   
  Squisha asks lots of questions about the adventure. He is 
  especially interested in the dragon footprints, the fey who 
  are aligned with the dragon, and the procedure of closing 
  the gate. He wants as many details as the party can 
  provide. The squirrel also asks if the bottle is intact and 
  safely tucked inside its bag. 
   
  If the PCs closed the gate, read the following. 
   
  “Koop will be really happy,” he says. “And he’ll be 
  pleased to hear that you made it back safely. You’ve 
  done a huge favor for the fey. I’m sure they’ll want to 
  help you out sometime.” 
   
  If the PCs did not close the gate successfully, read the 
  following. 
   
  “Too bad about the gate. And the bottle. Koop will 
  need to figure out a different way. Which won’t be 
  easy, since he’s just a moose. Oh, well. You did your 
  best, and that’s all we can ask for.” 
   
  Squisha explains that the PCs should follow him back to 
  the river. They are to return to Shallowhaven and meet 
  with Koop so they can give the bottle to him. The squirrel 
  leads them southeast through the forest. 
   
  When the party emerges from the Vesve, they are 
  near the place where Baurus has beached his boat. 
  Approximately 24 hours have passed and the river has 
  receded about a foot. Baurus is glad to see the party, since 
  handling the boat in the swollen river is difficult for 
  himself and Jard. He gladly transports the group across 
  the river in exchange for their aid. 
   
  The party finds Baurus around mid morning, but the 
  sailor chooses to wait for less current and better winds. 
  Natasha pushes off, sails raised, around mid afternoon. It’s 
  a crazy ride against the current with favorable winds, but 
  the small boat reaches Shallowhaven. The water level has 
  dropped so that the surfaces of the docks are just 
  beginning to show. Baurus docks the boat without 
  incident. 
   
  Squisha takes the group to a trail that leads west of 
  Shallowhaven. The land rises slightly in this area, a far 
  more comfortable journey than the previous trip through 
  the mud. After about an hour of walking, they find a 
  grove of pine and fir trees. Koop is waiting for them. 
   
  If the adventurers were successful, read the 
  following. 
   
  “Friends! You have performed a great service. The fey 
  folk are indebted to you. And the elves of 
  Flameflower will receive word that you were 
  successful in steering the dragon away from their 
  doorstep.” 
   
  If the party did not close the gate, read the following. 
   
  
  HIG7-02 Against the Grain 
   
  Page 13 
  “Friends! I am indebted for your efforts. It was a 
  challenging task, and I am sure you did your best.” 
   
  Proceed with the following text regardless of the 
  outcome. 
   
  “You have the bottle? Very good. I have a little 
  something for you.” He indicates a cloth sack 
  hanging from a tree branch. “I must be going. We 
  must keep an eye on that green dragon. Always 
  important to stay one step ahead.” 
   
  The moose turns to leave. He gives a sudden 
  shudder, as if shaking off water, then his coat 
  glimmers oddly in the light of the setting sun. His 
  brown fur reflects a coppery hue, then shimmers—
  and then the moose grows abruptly to ten times his 
  size. His antlers morph into horns and his hooves 
  transform into talons. You behold a copper dragon, 
  gazing at you kindly. He winks at you. “Sometimes, I 
  run around as a dwarf wearing a scale from a copper 
  dragon.” The creature leans back on his haunches 
  and lifts into the air. He circles once and then flies 
  off in the direction of the Yatils. 
   
  If the PCs played A Wheat for Your Thoughts, they 
  encountered the copper dragon in the form of the dwarf 
  (named Keenwyn) in that adventure. 
   
  CONCLUSION 
  The PCs have participated in a colorful adventure through 
  the fey realm and have aided a powerful ally—the copper 
  dragon. They have also performed an act that has angered 
  the ancient power in the Vesve. These relationships may 
  come into play in future events. 
   
  When the PCs retire for the evening, one or more of 
  them experiences a dream with a message. The dream 
  occurs for all members of Clan Llelyuna. If none are in 
  the party, the message is dreamed by any elves, or a 
  randomly chosen PC. Read the following. 
   
  Your mind spins through a series of images—dark 
  trees, a snarling wolf, a deep gully with no means of 
  escape. You fall down a rushing waterfall and run 
  from unseen menaces. You dangle in the air as if 
  weightless, looking down on a large, open room. In 
  the shadows, you see a tall woman, but the dream 
  imposes a veil around her that obscures her face. She 
  paces restlessly, and one foot is shackled to a long 
  iron chain. 
   
  A dark tunnel leads out of the room. You see 
  nothing in the tunnel, but a sense of evil radiates 
  forth like a hot wind. As you stare into darkness, a 
  pair of enormous green eyes blinks at you. 
   
  This dream gives hints about an upcoming adventure, 
  Coming Through the Rye. 
   
  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. 
   
  3: THE VESVE AWAITS 
  Defeat or save the Bearhound 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
   
  5: THE FEY REALM BECKONS 
  Defeat the redcaps. 
  APL 4  
  120 XP 
  APL 6  
  210 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
   
  7: SHOWDOWN IN THE SWAMP 
  Defeat or bypass the treant(s). 
  APL 4  
  240 XP 
  APL 6  
  330 XP 
  APL 8  
  360 XP 
  APL 10  
  420 XP 
   
  STORY AWARD 
  Ally with the fey creatures and close the gate. 
  APL 4  
  100 XP 
  APL 6  
  130 XP 
  APL 8  
  165 XP 
  APL 10  
  200 XP 
   
  DISCRETIONARY ROLEPLAYING AWARD 
  APL 4  
  35 XP 
  APL 6  
  50 XP 
  APL 8  
  60 XP 
  APL 10  
  70 XP 
   
  TOTAL POSSIBLE EXPERIENCE 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 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, 
  
  HIG7-02 Against the Grain 
   
  Page 14 
  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.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  3: THE VESVE AWAITS 
   
  APL 4: 0 gp. 
   
  APL 6: 0 gp. 
   
  APL 8: 0 gp.  
   
  APL 10: 0 gp.  
   
  5: THE FEY REALM BECKONS 
   
  APL 4: Loot 4 gp; Coin 10 gp; Total 14 gp. 
   
  APL 6: Loot 2 gp; Coin 50 gp; Total 52 gp. 
   
  APL 8: Loot 6 gp; Coin 70 gp; Total 76 gp. 
   
  APL 10: Loot 9 gp; Coin 130 gp; Total 139 gp. 
   
  7: SHOWDOWN IN THE SWAMP 
   
  APL 4: Coin 10 gp, Magic Amulet of Warmth (83 
  gp), Soft Hand gloves (167 gp), Belt of Hidden Pouches 
  (416 gp), Armbands of Might (342 gp), Spellsight 
  Spectacles (208 gp); Total 1230 gp. 
   
  APL 6: 0 gp. 
   
  APL 8: 0 gp. 
   
  APL 10: 0 gp. 
   
  TOTAL POSSIBLE TREASURE 
   
  APL 4: 650 gp 
   
   
  APL 6: 900 gp 
   
  APL 8: 1300 gp 
   
  APL 10: 2300 gp 
   
  ADVENTURE RECORD ITEMS 
  Favor of Ormnall the Bearhound: You have performed 
  a valuable service that saved the life of Ormnall. If you are 
  an elf or half-elf and take the leadership feat or qualify for 
  an animal companion, one of Ormnall's woodland 
  charges is now available to you.  You may select an elven 
  hound (also known as a cooshee - Races of the Wild, p. 189) 
  as your animal companion or cohort, even though the 
  creature is a magical beast.   For the purpose of spells that 
  affect animals, as well as the use of Handle Animal or wild 
  empathy on the elven hound, it is treated as an animal.  If 
  you do not meet these requirements to take this animal 
  companion or cohort, the cooshee will wait until you do. 
  You may only use this favor once; if the elven hound dies, 
  it may not be replaced with another using this favor. 
   
  Friend of the Fey: If you are a member of the Rangers of 
  the Vesve, any of the Elven Clans except Clan Llelyuna, 
  Paths of Enlightenment – Harmonious Way, or Temple 
  Affiliation – Hearth of the Unicorn's Heart, all items on 
  this AR are Regional access. 
   
  Favor of Koop: You have performed a difficult task for 
  Koop. His generosity is great. Through his contacts he 
  makes available any one feycraft version of an item to 
  which you have Open access; this may be a weapon (may 
  be a sylvan scimitar), armor (may include the glamered, 
  silent moves,  improved silent moves, or greater silent 
  moves enhancements), or shield (may be a winged 
  shield). Write the item here when you have used this 
  favor ___________. 
   
  Gift of the Fey: Having helped the fey, they bestow a 
  great gift upon you. You are granted adventure access to 
  the following items: dust of appearance, dust of disappearance, 
  dust of dryness, dust of illusion, dust of tracelessness, elixir of love, 
  clear spindle ioun stone, rod of wonder. In addition, you are 
  considered Touched by the Fey. When you have been 
  Touched by the Fey three times, please contact the 
  Highfolk Triad. 
   
  ITEM ACCESS 
  All APLs: 
  • Amulet of warmth (Adventure; RDr) 
  • Soft hand gloves (Adventure; RDr) 
  • Belt of hidden pouches (Adventure; MIC) 
  • Armbands of might (Adventure; MIC) 
  • Spellsight spectacles (Adventure; MIC) 
   
  
  HIG7-02 Against the Grain 
   
  Page 15 
  APPENDIX 1: APL 4 
  3: THE VESVE AWAITS 
   
   
   
  BEARHOUND 
  CR 7 
  NG Large Magical Beast 
  Init +2; Senses darkvision 60’, low-light vision, scent, Listen 
  +17Spot +17  
  Languages Common, Sylvan  
  AC 22, touch 11, flat-footed 20 
   (-1 size, +2 Dex, +11 natural) 
  hp 105 (10d10+50 HD) 
  Fort +12, Ref +9, Will +5 (+15 while maddened) 
  Speed 40 ft. (8 squares) 
  Melee bite +18 (1d8+9) or bite +18 (1d8+9) and 2 claws +13 
  (1d6+5) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +10; Grp +22 
  Atk Options Power Attack 
  Abilities Str 27, Dex 15, Con 21, Int 16, Wis 14, Cha 12 
  SQ resistance to cold 10, scent, trackless step, wild 
  empathy 
  Feats Alertness, Power Attack, Skill Focus (Survival), 
  Stealthy, Track 
  Skills  Hide +13, Knowledge (nature) +16, Listen +17, Move 
  Silently +17, Spot +17, Survival +18 (+20 in aboveground 
  natural environments) 
  Enchanted Natural Weapons (Su): A bearhound gains a 
  +1 enhancement bonus on attack and damage rolls with 
  all its natural weapons.  
  Improve Grab (Ex): To use this ability, a bearhound must 
  hit with a claw attack. It can then attempt to start a 
  grapple as a free action without provoking attacks of 
  opportunity. 
  Trip (Ex): A bearhound that hits with a bite attack can 
  attempt to trip its opponent (+12 check modifier) as a free 
  action without having to make a touch attack or 
  provoking attacks of opportunity. If the attempt fails, the 
  opponent cannot react to trip the bearhound. 
  Trackless Step (Ex): A bearhound leaves no trail in natural 
  surroundings and cannot be tracked. It can choose to 
  leave a trail if so desired. 
  Wild Empathy (Ex): A bearhound can improve the attitude 
  of an animal. This ability functions like a Diplomacy 
  check to improve the attitude of a person. The bearhound 
  rolls 1d20 and adds +11 to determine the wild empathy 
  check result. The typical domestic animal has a starting 
  attitude of indifferent, while wild animals are usually 
  unfriendly. 
   
   
  To use wild empathy, the bearhound and the 
  animal must be able to study each other, which means 
  that they must be within 30 feet of one another under 
  normal visibility conditions. Generally, influencing an 
  animal in this way takes 1 minute, but as with influencing 
  people, it might take more or less time. 
   
   
  A bearhound can also use this ability to influence 
  a magical beast with an Intelligence score of 1 or 2, but it 
  takes a –4 penalty on the check. 
  5: THE FEY REALM BECKONS 
  YOUNG REDCAP 
   CR 2 
  CE Small fey 
  Init +5; Senses low-light vision, Listen +9, Spot +9 
  Languages Common, Sylvan  
  AC 13, touch 13, flat-footed 12 
   (+1 size, +1 Dex, +1 natural) 
  hp 22 (4d6+8); DR 5/cold iron 
  Fort +3, Ref +5, Will +5 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee Medium scythe +3 (2d4+7/x4) 
  Ranged Medium Sling +4 (1d6+3) 
  Space 5 ft.; Reach 5 ft 
  Base Atk +2; Grp +4 
  Atk Options Power Attack 
  Combat Gear potion of cure critical wounds 
  Abilities Str 14, Dex 13, Con 14, Int 11, Wis 12, Cha 13 
  SA Eldritch Stone, powerful build 
  SQ Damage reduction 5/cold iron, redcap’s tooth 
  Feats Improved Initiative, Power Attack 
  Skills Hide +13, Intimidate +9, Listen +9, Move Silently +9, 
  Spot +9, Survival +9 
  Eldritch Stone (Su): Bullets fired from a redcap’s sling glow 
  with a greenish-blue magical energy, giving them a +1 
  enhancement bonus on attack rolls and damage rolls as 
  well as dealing 1d6 points of damage (instead of the 1d4 
  points an ordinary bullet deals). 
  Powerful Build (Ex): The physical stature of a redcap lets it 
  function in many ways as if he were one size category 
  larger. Whenever a redcap is subject to a size modifier or 
  special size modifier for an opposed check (such as 
  during grapple checks, bull rush attempts, and trip 
  attempts), the redcap is treated as one size larger if 
  doing so is advantageous to it. A redcap is also 
  considered to be one size larger when determining 
  whether a creature’s special attacks based on size (such 
  as improved grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a creature one 
  size larger without penalty. However, its space and reach 
  remain those of a creature of its actual size. The benefits 
  of this characteristic stack with the effects of powers, 
  abilities, and spells that change the subject’s size 
  category. 
  Redcap’s Tooth: When a redcap dies, it leaves behind a 
  single tooth. Anyone wearing this tooth gains a +2 
  circumstance bonus on Charisma-based checks when 
  dealing with fey, and a +4 circumstance bonus when 
  dealing with other redcaps. 
  
  HIG7-02 Against the Grain 
   
  Page 16 
  APPENDIX 1: APL 6 
  3: THE VESVE AWAITS 
  BEARHOUND 
  CR 9 
  NG Large Magical Beast 
  Init +2; Senses darkvision 60’, low-light vision, scent, Listen 
  +22, Spot +22 
  Languages Common, Sylvan  
  AC 22, touch 11, flat-footed 20 
   (-1 size, +2 Dex, +11 natural) 
  hp 187 (16d10+96 HD) 
  Fort +13, Ref +9, Will +5 (+15 while maddened) 
  Speed 40 ft. (8 squares) 
  Melee bite +24 (1d8+11) or bite +24 (1d8+11) and 2 claws 
  +19 (1d6+7) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +16; Grp +29 
  Atk Options Close-Quarters Fighting, Combat Reflexes, 
  Power Attack  
  Abilities Str 28, Dex 15, Con 22, Int 16, Wis 14, Cha 12 
  SQ resistance to cold 10, scent, trackless step, wild 
  empathy 
  Feats Alertness, Close-Quarters Fighting, Combat Reflexes, 
  Power Attack, Skill Focus (Survival), Stealthy, Track  
  Skills Hide +22, Knowledge (nature) +20, Listen +22, Move 
  Silently +22, Spot +22, Survival +22 (+24 in aboveground 
  natural environments) 
  Enchanted Natural Weapons (Su): A bearhound gains a 
  +1 enhancement bonus on attack and damage rolls with 
  all natural weapons.  
  Improve Grab (Ex): To use this ability, a bearhound must 
  hit with a claw attack. It can then attempt to start a 
  grapple as a free action without provoking attacks of 
  opportunity. 
  Trip (Ex): A bearhound that hits with a bite attack can 
  attempt to trip its opponent (+12 check modifier) as a free 
  action without having to make a touch attack or 
  provoking attacks of opportunity. If the attempt fails, the 
  opponent cannot react to trip the bearhound. 
  Trackless Step (Ex): A bearhound leaves no trail in natural 
  surroundings and cannot be tracked. It can choose to 
  leave a trail if so desired. 
  Wild Empathy (Ex): A bearhound can improve the attitude 
  of an animal. This ability functions like a Diplomacy 
  check to improve the attitude of a person. The bearhound 
  rolls 1d20 and adds +11 to determine the wild empathy 
  check result. The typical domestic animal has a starting 
  attitude of indifferent, while wild animals are usually 
  unfriendly. 
   
  To use wild empathy, the bearhound and the animal 
  must be able to study each other, which means that they 
  must be within 30 feet of one another under normal 
  visibility conditions. Generally, influencing an animal in 
  this way takes 1 minute, but as with influencing people, it 
  might take more or less time. 
   
  A bearhound can also use this ability to influence a 
  magical beast with an Intelligence score of 1 or 2, but it 
  takes a –4 penalty on the check. 
   
  5: THE FEY REALM BECKONS 
  ELDER REDCAP 
   CR 7 
  CE Small fey 
  Init +9; Senses low-light vision, Listen +18, Spot +18 
  Languages Common, Sylvan  
  AC 21, touch 16, flat-footed 16 
   (+1 size, +5 Dex, +5 natural) 
  hp 114 (12d6+72); DR 10/cold iron 
  Fort +10, Ref +13, Will +9 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee Medium scythe +11(2d4+13/x4) or Medium scythe 
  +11/+6(2d4+13/x4) 
  Ranged Medium Sling +13(1d6+7) 
  Space 5 ft.; Reach 5 ft 
  Base Atk +6; Grp +12  
  Atk Options Cleave, Power Attack 
  Combat Gear potion of cure critical wounds 
  Abilities Str 22, Dex 21, Con 22, Int 11, Wis 12, Cha 13 
  SA Eldritch Stone, powerful build 
   
  SQ Damage reduction 10/cold iron, redcap’s tooth 
  Feats Alertness, Cleave, Improved Initiative, Power Attack, 
  Track 
  Skills Hide +24, Intimidate +16, Listen +18, Move Silently 
  +20, Spot +18, Survival +16 
  Eldritch Stone (Su): Bullets fired from a redcap’s sling glow 
  with a greenish-blue magical energy, giving them a +1 
  enhancement bonus on attack rolls and damage rolls as 
  well as dealing 1d6 points of damage (instead of the 1d4 
  points an ordinary bullet deals). 
  Powerful Build (Ex): The physical stature of a redcap lets it 
  function in many ways as if he were one size category 
  larger. Whenever a redcap is subject to a size modifier or 
  special size modifier for an opposed check (such as 
  during grapple checks, bull rush attempts, and trip 
  attempts), the redcap is treated as one size larger if 
  doing so is advantageous to it. A redcap is also 
  considered to be one size larger when determining 
  whether a creature’s special attacks based on size (such 
  as improved grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a creature one 
  size larger without penalty. However, its space and reach 
  remain those of a creature of its actual size. The benefits 
  of this characteristic stack with the effects of powers, 
  abilities, and spells that change the subject’s size 
  category. 
  Redcap’s Tooth: When a redcap dies, it leaves behind a 
  single tooth. Anyone wearing this tooth gains a +2 
  circumstance bonus on Charisma-based checks when 
  dealing with fey, and a +4 circumstance bonus when 
  dealing with other redcaps. 
   
  7: THE SWAMP 
  ADVANCED TREANT 
  CR 9 
  NE Huge plant 
  Init -1; Senses low-light vision, Listen +8, Spot +8, 
  Languages Common, Sylvan, Treant  
  AC 20, touch 7, flat-footed 20 
   (-2 size, -1 Dex, +13 natural) 
  hp 144 (12d8+72 HD); DR 10/slashing 
  Fort +11, Ref +1, Will +7 
  Speed 30 ft. (6 squares) 
  Melee Slam +16 (2d6+10) or 2 slams +16 (2d6+10) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +8; Grp +26 
  Atk Options Combat Reflexes, Hold the Line, Improved 
  Sunder, Power Attack 
  Abilities Str 30, Dex 8, Con 22, Int 12, Wis 16, Cha 12 
  SA Animate trees, double damage against objects, trample 
  2d6+13 
  
  HIG7-02 Against the Grain 
   
  Page 17 
  SQ Damage reduction 10/slashing, plant traits, vulnerability 
  to fire 
  Feats Combat Reflexes, Eyes in the Back of your Head, 
  Hold the Line, Improved Sunder, Iron Will, Power Attack 
  Skills Diplomacy +3, Hide +6* (+22), Hold the Line, 
  Intimidate +6, Knowledge (nature) +6, Listen +8, Sense 
  Motive +8, Spot +8, Survival +8 (above ground +10) 
  Animate Trees (Sp): A treant can animate trees within 180 
  feet at will, controlling up to two trees at a time. It takes 1 
  full round for a normal tree to uproot itself. Thereafter it 
  moves at a speed of 10 feet and fights as a treant in all 
  respects. Animated trees lose their ability to move if the 
  treant that animated them is incapacitated or moves out 
  of range. The ability is otherwise similar to liveoak (caster 
  level 12th). Animated trees have the same vulnerability to 
  fire that a treant has.  
  Double Damage against Objects (Ex): A treant or 
  animated tree that makes a full attack against an object 
  or structure deals double damage 
  Trample (Ex): Reflex DC 22 half. The save DC is Strength 
  based. 
  Skills: *Treants have +16 racial bonus on Hide checks 
  made in forested areas. 
  
  HIG7-02 Against the Grain 
   
  Page 18 
  APPENDIX 1: APL 8 
  3: THE VESVE AWAITS 
  BEARHOUND 
  CR 11 
  NG Huge Magical Beast 
  Init +2; Senses darkvision 60’, low-light vision, scent, Listen 
  +17, Spot +17 
  Languages Common, Sylvan  
  AC 24, touch 11, flat-footed 20 
   (-2 size, +2 Dex, +14 natural) 
  hp 308 (22d10+176 HD) 
  Fort +16, Ref +9, Will +5 (+15 while maddened) 
  Speed 40 ft. (8 squares) 
  Melee bite +37 (2d6+14) or bite +37 (2d6+14) and 2 claws 
  +35 (2d8+10) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +22; Grp +42  
  Atk Options Close-Quarters Fighting, Combat Reflexes, 
  Power Attack 
  Abilities Str 36, Dex 14, Con 26, Int 16, Wis 14, Cha 12 
  SQ resistance to cold 10, scent, trackless step, wild 
  empathy 
  Feats Alertness, Close-Quarters Fighting, Combat Reflexes, 
  Improved Natural Attack, Multiattack, Power Attack, Skill 
  Focus (Survival), Stealthy, Track  
  Skills Hide +27, Knowledge (nature) +23, Listen +27, Move 
  Silently +27, Spot +27, Survival +27 (+29 in aboveground 
  natural environments) 
  Enchanted Natural Weapons (Su): A bearhound gains a 
  +1 enhancement bonus on attack and damage rolls with 
  all natural weapons.  
  Improve Grab (Ex): To use this ability, a bearhound must 
  hit with a claw attack. It can then attempt to start a 
  grapple as a free action without provoking attacks of 
  opportunity. 
  Trip (Ex): A bearhound that hits with a bite attack can 
  attempt to trip its opponent (+12 check modifier) as a free 
  action without having to make a touch attack or 
  provoking attacks of opportunity. If the attempt fails, the 
  opponent cannot react to trip the bearhound. 
  Trackless Step (Ex): A bearhound leaves no trail in natural 
  surroundings and cannot be tracked. It can choose to 
  leave a trail if so desired. 
  Wild Empathy (Ex): A bearhound can improve the attitude 
  of an animal. This ability functions like a Diplomacy 
  check to improve the attitude of a person. The bearhound 
  rolls 1d20 and adds +11 to determine the wild empathy 
  check result. The typical domestic animal has a starting 
  attitude of indifferent, while wild animals are usually 
  unfriendly. 
   
   
  To use wild empathy, the bearhound and the 
  animal must be able to study each other, which means 
  that they must be within 30 feet of one another under 
  normal visibility conditions. Generally, influencing an 
  animal in this way takes 1 minute, but as with influencing 
  people, it might take more or less time. 
   
     A bearhound can also use this ability to influence a 
  magical beast with an Intelligence score of 1 or 2, but it 
  takes a –4 penalty on the check. 
   
  5: THE FEY REALM BECKONS 
  YOUNG REDCAP 
   CR 2 
  CE Small fey 
  Init +5; Senses low-light vision, Listen +9, Spot +9 
  Languages Common, Sylvan  
  AC 13, touch 13, flat-footed 12 
   (+1 size, +1 Dex, +1 natural) 
  hp 22 (4d6+8); DR 5/cold iron 
  Fort +3, Ref +5, Will +5 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee Medium scythe +3 (2d4+7/x4) 
  Ranged Medium Sling +4 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4  
  Atk Options Power Attack 
  Combat Gear potion of cure critical wounds 
  Abilities Str 14, Dex 13, Con 14, Int 11, Wis 12, Cha 13 
  SA Eldritch Stone, powerful build 
   
  SQ Damage reduction 5/cold iron, redcap’s tooth 
  Feats Improved Initiative, Power Attack  
  Skills Hide +13, Intimidate +9, Listen +9, Move Silently +9, 
  Spot +9, Survival +9 
  Eldritch Stone (Su): Bullets fired from a redcap’s sling glow 
  with a greenish-blue magical energy, giving them a +1 
  enhancement bonus on attack rolls and damage rolls as 
  well as dealing 1d6 points of damage (instead of the 1d4 
  points an ordinary bullet deals). 
  Powerful Build (Ex): The physical stature of a redcap lets it 
  function in many ways as if he were one size category 
  larger. Whenever a redcap is subject to a size modifier or 
  special size modifier for an opposed check (such as 
  during grapple checks, bull rush attempts, and trip 
  attempts), the redcap is treated as one size larger if 
  doing so is advantageous to it. A redcap is also 
  considered to be one size larger when determining 
  whether a creature’s special attacks based on size (such 
  as improved grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a creature one 
  size larger without penalty. However, its space and reach 
  remain those of a creature of its actual size. The benefits 
  of this characteristic stack with the effects of powers, 
  abilities, and spells that change the subject’s size 
  category. 
  Redcap’s Tooth: When a redcap dies, it leaves behind a 
  single tooth. Anyone wearing this tooth gains a +2 
  circumstance bonus on Charisma-based checks when 
  dealing with fey, and a +4 circumstance bonus when 
  dealing with other redcaps. 
   
  ELDER REDCAP 
   CR 7 
  CE Small fey 
  Init +9; Senses low-light vision, Listen +18, Spot +18 
  Languages Common, Sylvan  
  AC 21, touch 16, flat-footed 16 
   (+1 size, +5 Dex, +5 natural) 
  hp 114 (12d6+72); DR 10/cold iron 
  Fort +10, Ref +13, Will +9 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee Medium scythe +11 (2d4+13/x4) 
  Ranged Medium Sling +13(1d6+7) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +12  
  Atk Options Cleave, Power Attack 
  Combat Gear potion of cure critical wounds 
  Abilities Str 22, Dex 21, Con 22, Int 11, Wis 12, Cha 13 
  SA Eldritch Stone, powerful build 
  SQ Damage reduction 10/cold iron, redcap’s tooth 
  Feats Alertness, Cleave, Improved Initiative, Power Attack, 
  Track  
  
  HIG7-02 Against the Grain 
   
  Page 19 
  Skills Hide +24, Intimidate +16, Listen +18, Move Silently 
  +20, Spot +18, Survival +16 
  Eldritch Stone (Su): Bullets fired from a redcap’s sling glow 
  with a greenish-blue magical energy, giving them a +1 
  enhancement bonus on attack rolls and damage rolls as 
  well as dealing 1d6 points of damage (instead of the 1d4 
  points an ordinary bullet deals). 
  Powerful Build (Ex): The physical stature of a redcap lets it 
  function in many ways as if he were one size category 
  larger. Whenever a redcap is subject to a size modifier or 
  special size modifier for an opposed check (such as 
  during grapple checks, bull rush attempts, and trip 
  attempts), the redcap is treated as one size larger if 
  doing so is advantageous to it. A redcap is also 
  considered to be one size larger when determining 
  whether a creature’s special attacks based on size (such 
  as improved grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a creature one 
  size larger without penalty. However, its space and reach 
  remain those of a creature of its actual size. The benefits 
  of this characteristic stack with the effects of powers, 
  abilities, and spells that change the subject’s size 
  category. 
  Redcap’s Tooth: When a redcap dies, it leaves behind a 
  single tooth. Anyone wearing this tooth gains a +2 
  circumstance bonus on Charisma-based checks when 
  dealing with fey, and a +4 circumstance bonus when 
  dealing with other redcaps. 
   
  7: THE SWAMP 
  TREANT 
  CR 12 
  NE Gargantuan Plant 
  Init -1; Senses low-light vision, Listen +8, Spot +8 
  Languages Common, Sylvan, Treant  
  AC 22, touch 7, flat-footed 22 
   (-2 size, -1 Dex, +17 natural) 
  hp 260 (20d8+140 HD); DR 10/slashing 
  Fort +13, Ref +1, Will +7 
  Speed 30 ft. (6 squares) 
  Melee Slam +27 (3d6+16) or 2 slams +27 (3d6+16) 
  Space 20 ft.; Reach 20 ft. 
  Base Atk +15 Grp +31  
  Atk Options Combat Reflexes, Hold the Line, Improved 
  Sunder, Large and In Charge, Power Attack 
  Abilities Str 40, Dex 8, Con 26, Int 12, Wis 16, Cha 12 
  SA Animate trees, double damage against objects, trample 
  3d6+20 
  SQ Damage reduction 10/slashing, plant traits, vulnerability 
  to fire 
  Feats Combat Reflexes, Eyes in the Back of your Head, 
  Hold the Line, Improved Sunder, Improved Toughness, 
  Iron Will, Large and In Charge, Power Attack 
  Skills Diplomacy +3, Hide +6* (+22), Intimidate +6, 
  Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot 
  +8, Survival +8 (above ground +10) 
  Animate Trees (Sp): A treant can animate trees within 180 
  feet at will, controlling up to two trees at a time. It takes 1 
  full round for a normal tree to uproot itself. Thereafter it 
  moves at a speed of 10 feet and fights as a treant in all 
  respects. Animated trees lose their ability to move if the 
  treant that animated them is incapacitated or moves out 
  of range. The ability is otherwise similar to liveoak (caster 
  level 12th). Animated trees have the same vulnerability to 
  fire that a treant has.  
  Double Damage against Objects (Ex): A treant or 
  animated tree that makes a full attack against an object 
  or structure deals double damage 
  Trample (Ex): Reflex DC 22 half. The save DC is Strength 
  based. 
  Skills: *Treants have +16 racial bonus on Hide checks 
  made in forested areas. 
   
  
  HIG7-02 Against the Grain 
   
  Page 20 
  APPENDIX 1: APL 10 
  3: THE VESVE AWAITS 
  BEARHOUND 
  CR 13 
  NG Huge Magical Beast 
  Init +2; Senses darkvision 60’, low-light vision, scent, Listen 
  +17, Spot +17 
  Languages Common, Sylvan  
  AC 24, touch 11, flat-footed 20 
   (-2 size, +2 Dex, +13 natural) 
  hp 392 (28d10+224 HD) 
  Fort +16, Ref +9, Will +5 (+15 while maddened) 
  Speed 40 ft. (8 squares) 
  Melee bite +37 (2d6+14) or bite +37 (2d6+14) and 2 claws 
  +35 (2d8+10) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +10; Grp +22  
  Atk Options Close-Quarters Fighting, Combat Reflexes, 
  Power Attack 
  Abilities Str 36, Dex 14, Con 26, Int 16, Wis 14, Cha 12 
  SQ resistance to cold 10, scent, trackless step, wild 
  empathy 
  Feats Alertness, Close-Quarters Fighting, Combat Reflexes, 
  Improved Natural Attack, Multiattack, Power Attack, Skill 
  Focus (Survival), Stealthy, Track 
  Skills Hide +33, Knowledge (nature) +23, Listen +33, Move 
  Silently +33, Spot +33, Survival +33 (+35 in aboveground 
  natural environments) 
  Enchanted Natural Weapons (Su): A bearhound gains a 
  +1 enhancement bonus on attack and damage rolls with 
  all natural weapons.  
  Improve Grab (Ex): To use this ability, a bearhound must 
  hit with a claw attack. It can then attempt to start a 
  grapple as a free action without provoking attacks of 
  opportunity. 
  Trip (Ex): A bearhound that hits with a bite attack can 
  attempt to trip its opponent (+12 check modifier) as a free 
  action without having to make a touch attack or 
  provoking attacks of opportunity. If the attempt fails, the 
  opponent cannot react to trip the bearhound. 
  Trackless Step (Ex): A bearhound leaves no trail in natural 
  surroundings and cannot be tracked. It can choose to 
  leave a trail if so desired. 
  Wild Empathy (Ex): A bearhound can improve the attitude 
  of an animal. This ability functions like a Diplomacy 
  check to improve the attitude of a person. The bearhound 
  rolls 1d20 and adds +11 to determine the wild empathy 
  check result. The typical domestic animal has a starting 
  attitude of indifferent, while wild animals are usually 
  unfriendly. 
   
   
  To use wild empathy, the bearhound and the 
  animal must be able to study each other, which means 
  that they must be within 30 feet of one another under 
  normal visibility conditions. Generally, influencing an 
  animal in this way takes 1 minute, but as with influencing 
  people, it might take more or less time. 
   
     A bearhound can also use this ability to influence 
  a magical beast with an Intelligence score of 1 or 2, but 
  it takes a –4 penalty on the check. 
   
  5: THE FEY REALM BECKONS 
  YOUNG REDCAP 
   CR 2 
  CE Small fey 
  Init +5; Senses low-light vision, Listen +9, Spot +9 
  Languages Common, Sylvan  
  AC 13, touch 13, flat-footed 12 
   (+1 size, +1 Dex, +1 natural) 
  hp 22 (4d6+8); DR 5/cold iron 
  Fort +3, Ref +5, Will +5 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee Medium scythe +3 (2d4+7/x4) 
  Ranged Medium Sling +4 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4  
  Atk Options Power Attack 
  Combat Gear potion of cure critical wounds 
  Abilities Str 14, Dex 13, Con 14, Int 11, Wis 12, Cha 13 
  SA Eldritch Stone, powerful build 
   
  SQ Damage reduction 5/cold iron, redcap’s tooth 
  Feats Improved Initiative, Power Attack  
  Skills Hide +13, Intimidate +9, Listen +9, Move Silently +9, 
  Spot +9, Survival +9 
  Eldritch Stone (Su): Bullets fired from a redcap’s sling glow 
  with a greenish-blue magical energy, giving them a +1 
  enhancement bonus on attack rolls and damage rolls as 
  well as dealing 1d6 points of damage (instead of the 1d4 
  points an ordinary bullet deals). 
  Powerful Build (Ex): The physical stature of a redcap lets it 
  function in many ways as if he were one size category 
  larger. Whenever a redcap is subject to a size modifier or 
  special size modifier for an opposed check (such as 
  during grapple checks, bull rush attempts, and trip 
  attempts), the redcap is treated as one size larger if 
  doing so is advantageous to it. A redcap is also 
  considered to be one size larger when determining 
  whether a creature’s special attacks based on size (such 
  as improved grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a creature one 
  size larger without penalty. However, its space and reach 
  remain those of a creature of its actual size. The benefits 
  of this characteristic stack with the effects of powers, 
  abilities, and spells that change the subject’s size 
  category. 
  Redcap’s Tooth: When a redcap dies, it leaves behind a 
  single tooth. Anyone wearing this tooth gains a +2 
  circumstance bonus on Charisma-based checks when 
  dealing with fey, and a +4 circumstance bonus when 
  dealing with other redcaps. 
   
  ELDER REDCAP 
   CR 7 
  CE Small fey 
  Init +9; Senses low-light vision, Listen +18, Spot +18 
  Languages Common, Sylvan  
  AC 21, touch 16, flat-footed 16 
   (+1 size, +5 Dex, +5 natural) 
  hp 114 (12d6+72); DR 10/cold iron 
  Fort +10, Ref +13, Will +9 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee Medium scythe +11 (2d4+13/x4) 
  Ranged Medium Sling +13(1d6+7) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +12  
  Atk Options Cleave, Power Attack 
  Combat Gear potion of cure critical wounds 
  Abilities Str 22, Dex 21, Con 22, Int 11, Wis 12, Cha 13 
  SA Eldritch Stone, powerful build 
   
  SQ Damage reduction 10/cold iron, redcap’s tooth 
  Feats Alertness, Cleave, Improved Initiative, Power Attack, 
  Track  
  
  HIG7-02 Against the Grain 
   
  Page 21 
  Skills Hide +24, Intimidate +16, Listen +18, Move Silently 
  +20, Spot +18, Survival +16 
  Eldritch Stone (Su): Bullets fired from a redcap’s sling glow 
  with a greenish-blue magical energy, giving them a +1 
  enhancement bonus on attack rolls and damage rolls as 
  well as dealing 1d6 points of damage (instead of the 1d4 
  points an ordinary bullet deals). 
  Powerful Build (Ex): The physical stature of a redcap lets it 
  function in many ways as if he were one size category 
  larger. Whenever a redcap is subject to a size modifier or 
  special size modifier for an opposed check (such as 
  during grapple checks, bull rush attempts, and trip 
  attempts), the redcap is treated as one size larger if 
  doing so is advantageous to it. A redcap is also 
  considered to be one size larger when determining 
  whether a creature’s special attacks based on size (such 
  as improved grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a creature one 
  size larger without penalty. However, its space and reach 
  remain those of a creature of its actual size. The benefits 
  of this characteristic stack with the effects of powers, 
  abilities, and spells that change the subject’s size 
  category. 
  Redcap’s Tooth: When a redcap dies, it leaves behind a 
  single tooth. Anyone wearing this tooth gains a +2 
  circumstance bonus on Charisma-based checks when 
  dealing with fey, and a +4 circumstance bonus when 
  dealing with other redcaps. 
   
  7: THE SWAMP 
  TREANT 
  CR 12 
  NE Gargantuan Plant 
  Init -1; Senses low-light vision, Listen +8, Spot +8 
  Languages Common, Sylvan, Treant  
  AC 22, touch 7, flat-footed 22 
   (-2 size, -1 Dex, +17 natural) 
  hp 260 (20d8+140 HD); DR 10/slashing 
  Fort +13, Ref +1, Will +7 
  Speed 30 ft. (6 squares) 
  Melee Slam +27 (3d6+16) or 2 slams +27 (3d6+16) 
  Space 20 ft.; Reach 20 ft. 
  Base Atk +15 Grp +31  
  Atk Options Combat Reflexes, Hold the Line, Improved 
  Sunder, Power Attack 
  Abilities Str 40, Dex 8, Con 26, Int 12, Wis 16, Cha 12 
  SA Animate trees, double damage against objects, trample 
  3d6+20 
  SQ Damage reduction 10/slashing, plant traits, vulnerability 
  to fire 
  Feats Combat Reflexes, Eyes in the Back of your Head, 
  Hold the Line, Improved Sunder, Improved Toughness, 
  Iron Will, Large and In Charge, Power Attack 
  Skills Diplomacy +3, Hide +6* (+22), Intimidate +6, 
  Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot 
  +8, Survival +8 (above ground +10) 
  Animate Trees (Sp): A treant can animate trees within 180 
  feet at will, controlling up to two trees at a time. It takes 1 
  full round for a normal tree to uproot itself. Thereafter it 
  moves at a speed of 10 feet and fights as a treant in all 
  respects. Animated trees lose their ability to move if the 
  treant that animated them is incapacitated or moves out 
  of range. The ability is otherwise similar to liveoak (caster 
  level 12th). Animated trees have the same vulnerability to 
  fire that a treant has.  
  Double Damage against Objects (Ex): A treant or 
  animated tree that makes a full attack against an object 
  or structure deals double damage 
  Trample (Ex): Reflex DC 22 half. The save DC is Strength 
  based. 
  Skills: *Treants have +16 racial bonus on Hide checks 
  made in forested areas. 
  
  HIG7-02 Against the Grain 
   
  Page 22 
  APPENDIX 2: NEW RULES OPTIONS 
  FEATS 
  CLOSE−QUARTERS FIGHTING [GENERAL] 
  You are skill at fighting at close range, and resisting 
  grapple attempts. 
   
  Prerequisites: Base Attack +3. 
   
  Benefit: You gain an attack of opportunity 
  whenever an enemy attempts to grapple you, even if 
  the enemy has a feat or special ability that would 
  normally bypass the attack.  If you deal damage with 
  this attack, the enemy fails to start the grapple, unless it 
  has the Improved Grapple feat or a special ability such 
  as improved grab.  If the enemy has such an ability, you 
  may add the damage you deal as a bonus on your 
  opposed check to resist being grappled.  This feat does 
  not give you an extra attack of opportunity during a 
  round or allow you to make an attack of opportunity 
  when you would be denied one for being surprised, 
  helpless, or in a similar situation.   
   
  For example, an ogre attempts to grapple Tordek.  
  Tordek gains an attack of opportunity, hits, and causes 
  damage.  Since the ogre does not have any type of 
  grappling special ability or feat, it fails to start a grapple. 
   Then an ankheg – a creature with the improved grab 
  special ability – attempts to grapple Tordek.  He takes 
  an attack of opportunity, hits, and deals 10 points of 
  damage to the creature.  Tordek then adds a +10 to his 
  opposed check to resist being grappled. 
   
  Normal: Creatures with Improved Grapple, 
  improved grab, or similar feats or special abilities do 
  not provoke attacks of opportunity when attempting to 
  start a grapple. 
   
  Special: A fighter may select Close−
  Quarters Fighting as one of his bonus fighter 
  feats. 
   
  Source: Complete Warrior, page 97. 
   
  EYES IN THE BACK OF YOUR HEAD [GENERAL] 
  Your superior battle sense helps minimize the threat of 
  flanking attacks. 
   
  Prerequisites: Wis 13, base attack bonus +1. 
   
  Benefit: Attackers do not gain the usual +2 bonus 
  on their attack rolls when flanking you. This feat grants 
  no effect whenever you are attacked without benefit or 
  your Dexterity modifier to Armor Class, such as when 
  you are flat-footed. You may still be sneak attacked 
  when flanked. 
   
  Normal: When you are flanked, the flanking 
  opponents receive a +2 bonus on their attack rolls 
  against you. 
   
  Source: Complete Warrior, page 98. 
   
  Hold the Line [General] 
  You are trained in defensive techniques against 
  charging opponents. 
   
  Prerequisites: Combat Reflexes, base attack +2. 
   
  Benefit: You may make an attack of opportunity 
  against a charging opponent who enters an area you 
  threaten. 
  Your 
  attack 
  of 
  opportunity 
  happens 
  immediately before the charge attack is resolved. 
   
  Normal: You only get an attack of opportunity 
  against a character that exits a square you threaten. 
   
  Source:  Complete Warrior, page 100. 
   
  IMPROVED TOUGHNESS [GENERAL] 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fort 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 1 additional hit point.  If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently.    
   
  Source: Complete Warrior, page 101. 
   
  LARGE AND IN CHARGE [GENERAL] 
  You can prevent opponents from closing inside your 
  reach. 
   
  Prerequisites: Natural reach of 10 feet or more, size 
  Large or larger. 
   
  Benefit: When you make a successful attack of 
  opportunity against an opponent that is moving inside 
  your threatened area, you can force the opponent back 
  to the 5-foot space it was in before it provoked the 
  attack of opportunity. After you hit with your attack of 
  opportunity, make an opposed Strength check against 
  your opponent. You gain a +4 bonus for each size 
  category larger than your opponent you are, and an 
  additional +1 bonus for every 5 points of damage you 
  dealt with your attack of opportunity. If you win the 
  opposed check, your opponent is pushed back 5 feet 
  into the space it just left. An opponent you push cannot 
  move any farther in this round. 
   
  Source: Draconomicon, page 71. 
   
  ITEMS 
  AMULET OF WARMTH 
  Amulets of warmth are personal devices designed to 
  keep humanoids comfortable in any environment. 
   
  Lore: The devices were originally crafted for 
  kobolds whose search for new mining locations kept 
  them away from their warm lairs. (Knowledge 
  [geography] DC 10 or Knowledge [dungeoneering] DC 
  20). 
   
  Description: An amulet of warmth typically takes 
  the form of a simple amulet or brooch, though it can be 
  fashioned into some other form of personal jewelry. 
   
  Activation: As a free action, tapping an amulet of 
  warmth turns the item on. Tapping it again turns the 
  item off. 
   
  Effect: An amulet of warmth produces an ambient 
  cocoon of 70’ F, protecting the wearer and his 
  equipment from both the cold and heat. If an amulet 
  
  HIG7-02 Against the Grain 
   
  Page 23 
  takes any amount of cold damage, however, it ceases to 
  function for 24 hours. 
   
  Aura/Caster Level: Faint Abjuration; CL 3rd. 
   
  Construction: Craft Wondrous Item, endure 
  elements, 500 gp, 40 xp, 1 day. 
   
  Source: Races of the Dragon, 123 
   
  ARMBANDS OF MIGHT 
  Price (Item Level): 4,100 gp (9th) 
  Body Slot: Arms 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) transmutation 
  Activation: — 
  Weight: 2 lb. 
   
  These bronze armbands are engraved with images of 
  bulls’ horns. 
   
  When you wear these armbands, you gain a +2 
  bonus on Strength checks and Strength-based skill 
  checks.  
  If you have the Power Attack feat, you also gain a +2 
  bonus on melee damage rolls for any attack on which 
  you use the Power Attack feat and take a penalty of at 
  least –2 on your attack roll.  
   
  Prerequisites: Craft Wondrous Item, bull’s strength.  
   
  Cost to Create: 2,050 gp, 164 XP, 5 days. 
   
  Source: Magic Item Compendium, 72. 
   
  BELT OF HIDDEN POUCHES  
  Price (Item Level): 5,000 gp (9th)  
  Body Slot: Waist  
  Caster Level: 9th  
  Aura: Moderate; (DC 19) conjuration  
  Activation: Move (command); see text  
  Weight: 1 lb.  
   
  Ten tiny pockets run along the inside of this otherwise 
  unremarkable leather belt.  
   
  Hidden inside this belt are ten small pockets, each 
  of which seems big enough to hold only a few coins. 
  Each pocket actually functions as a small bag of holding 
  and can hold up to 1/2 cubic foot or 5 pounds of 
  nonliving matter. No object with any dimension 
  exceeding 6 inches can be placed in a pocket. Anything 
  placed inside a pocket effectively has one-tenth its 
  normal weight, so a full pocket weighs only 1/2 pound 
  at most.  
   
  In addition, two secret pockets lie behind each 
  visible one, for a total of thirty pockets in all. The 
  hidden pockets can be accessed only through a 
  command word. A true seeing spell reveals the 
  presence of the hidden pockets but not the command 
  word needed to open them.  
   
  Even when a pocket is full, it never bulges, so a 
  belt of hidden pouches stuffed with 150 pounds of 
  items still looks like an ordinary belt.  
   
  To place any object in the belt, you merely press 
  the object into the belt. Doing so while speaking the 
  command word places the object in one of the hidden 
  pockets (if one of them is empty). Placing an item in a 
  pocket (hidden or visible) is a move action that does 
  not provoke attacks of opportunity.  
   
  Naming a stored object and speaking a second 
  command word draws the named object out of the belt 
  and places it in your hand. Doing this is a move action 
  that does not provoke attacks of opportunity.  
  You can also reach into one of the ten regular hidden 
  pockets and draw out an item, just as if retrieving a 
  stored object (a move action that provokes attacks of 
  opportunity).  
   
  A casual search won’t reveal any objects placed in 
  the belt, and searching the visible pockets cannot 
  reveal anything stored in the hidden pockets. It is 
  possible to use a Sleight of Hand check to pluck 
  something out of one of the ten visible pockets, but 
  only someone wearing or holding a belt can access the 
  hidden pockets, and then only with the correct 
  command word.  
   
  Prerequisites: Craft Wondrous Item, Leomund’s 
  secret chest.  
   
  Cost to Create: 2,500 gp, 200 XP, 5 days. 
   
  Source: Magic Item Compendium, 74. 
   
  SOFTHANDS GLOVES 
  Softhand gloves help disguise your draconic pedigree 
  without drawing attention to you. 
   
  Description: These cloth gloves are made of a 
  stretchy material that allows them to fit over the hands 
  of human-shaped creatures from small to large size. 
   
  Effect: As long as you are wearing the gloves, your 
  skin, hair, and eyes lose overtly draconic features such 
  as scales, horns, slit pupils, and so forth. You resemble 
  an ordinary member of your nondraconic race, 
  negating any penalty on disguising yourself as a 
  different race. 
   
  While wearing the gloves, you lose any natural 
  claw attacks you might have. Your hands appear 
  ordinary. The gloves themselves are no longer visible 
  once worn but blend with the wearer’s apparent skin. 
   
  Aura/Caster Level: Faint Transmutation; CL 3rd. 
   
  Construction: Craft Wondrous item; alter self, 
  1,000 go, 80 XP, 2 days. 
   
  Weight: - 
   
  Price: 2,000 gp. 
   
  Source: Races of the Dragon, 125. 
   
  SPELLSIGHT SPECTACLES  
  Price (Item Level): 2,500 gp (7th)  
  Body Slot: Face  
  Caster Level: 3rd  
  Aura: Faint; (DC 16) divination  
  Activation: —  
  Weight: —  
   
  These round-rimmed spectacles have blue-tinted lenses 
  and a clear gem set into the joint of each earpiece.  
   
  Spellsight spectacles grant you a +5 competence 
  bonus on Spellcraft checks made to decipher scrolls 
  and Use Magic Device checks made to use scrolls.  
   
  Prerequisites: Craft Wondrous Item, read magic.  
  
  HIG7-02 Against the Grain 
   
  Page 24 
   
  Cost to Create: 1,250 gp, 100 XP, 3 days. 
   
  Source: Magic Item Compendium, 138. 
   
  SUNDARK GOGGLES 
  The smoked lenses of these goggles block light. They 
  are typically fixed into a band of canvas that clasps 
  together at the back to keep the goggles from falling 
  off. Sundark goggles negate the dazzled condition 
  experienced by a creature with light sensitivity while in 
  bright illumination. As a side effect, they grant the 
  wearer a +2 circumstance bonus on saving throws 
  against gaze attacks. A creature wearing sundark 
  goggles can't use a gaze attack, since other creatures 
  can't see its eyes. Creatures without low-light vision or 
  darkvision that wear sundark goggles take a -2 penalty 
  on Search and Spot checks.  
   
  Price: 10 gp. 
   
  Source: Races of the Dragon , page 123. 
   
   
  
  HIG7-02 Against the Grain 
   
  Page 25 
  DM AID: HIGHFOLK INFLUENCE CHARTS 
  REGIONAL INFLUENCE POINTS 
  The following lists are the Highfolk region's Influence Points 
  (abbreviated "IP"), and their uses in the region. Influence 
  Points are normally gained through scenarios, and are a way 
  of keeping track of favors that others owe the hero. Some 
  influence may also be purchased with gold. 
  In addition to the uses listed below, certain events may 
  have special opportunities for characters to use accumulated 
  Influence Points. Heroes may also pool influence to receive a 
  better effect. Adventuring Companies receive additional 
  benefits with certain Influence Point uses. Influence points 
  may be turned in during any Highfolk Regional as follows.  
   
  CHURCH OF EHLONNA 
  While not an overly religious people, the folk of the Fairdells 
  do favor certain deities, most agricultural or nature-oriented. 
  Ehlonna is most revered of all, as her areas of emphasis mesh 
  well with the lifestyle of the people in the Highfolk region. 
   
  1 Influence Point (purchase price: 40 gold)  
  • Lodging at the temple in Highfolk or Quaalsten for 
  one scenario (lifestyle cost halved) 
  • Requirement for 3rd- or 4th-level spells to be cast, 
  except reincarnate (see the Judge Guidelines for 
  more details) 
   
  3 Influence Points (purchase price: 160 gold) 
  • Requirement for 5th-level spells to be cast, also 
  reincarnate (see the Judge Guidelines for more 
  details) 
   
  6 Influence Points (purchase price: 400 gold) 
  • Requirement for 6th-level spells to be cast (see the 
  Judge Guidelines for more details) 
   
  10 Influence Points (purchase price: 1600 gold) 
  • Requirement for 7th-level spells to be cast (see the 
  Judge Guidelines for more details) 
   
  FOLLOWERS OF THE SELDARINE PANTHEON 
  The elves are everywhere in the Fairdells, and their gods walk 
  with them. Second only to the Church of Ehlonna in 
  religious followers, the clerics who follow the Seldarine can 
  bestow gifts on the people of Highfolk as well (for a price). 
  General Note: Humans, Halflings, and Gnomes must pay 
  one level higher to purchase these perks. Dwarves must pay 
  two levels higher. Half-Orcs may not purchase anything from 
  this list. Elf Friend status negates this penalty (although Half-
  Orcs still cannot use this list). 
   
  1 Influence Point (purchase price: 50 gold) 
  • Requirement for 3rd- or 4th-level spells to be cast, 
  except reincarnate (see the Judge Guidelines for more 
  details) 
   
  3 Influence Points (purchase price: 200 gold) 
  • Requirement for 5th-level spells to be cast, also 
  reincarnate (see the Judge Guidelines for more 
  details) 
  6 Influence Points (purchase price: 500 gold) 
  • "Elf Friend" status can be gained by any PC (except 
  dwarves and half-orcs), allowing the PC to freely 
  travel 
  to 
  Flameflower 
  (Influence 
  cannot 
  be 
  purchased) 
  • Requirement for 6th-level spells to be cast (see the 
  Judge Guidelines for more details) 
   
  10 Influence Points 
  • "Elf Friend" status can be gained by any dwarven PC, 
  allowing the PC to freely travel to Flameflower 
  (Influence cannot be purchased) 
   
  15 Influence Points 
  • Entry can be gained into the Lands of the Tree for a 
  short while (e.g., one scenario) 
   
  GNOMISH 
  CONSORTIUM 
  OF 
  MERCHANTS, 
  MONEYLENDERS, MINERS, AND GEMCUTTERS 
  The gnomes are well regarded in the Highfolk region 
  as the race with the most business acumen. The 
  Gnomish Consortium embodies that ideal. Having 
  "family" seemingly all over the region, these wily 
  gnomes deal in goods otherwise hard to come by. They 
  also are strong advocates of acceptance for all races 
  (including half-orcs). 
   
  1 Influence Point (purchase price: 50 gold) 
  • Trade license in Gildenhand (PC must also possess 
  4+ ranks in Craft or Profession skill that he/she is 
  seeking license for) 
  • Letter of introduction, useful for one scenario 
   
  3 Influence Points (purchase price: 200 gold) 
  • Backing of PC for Town Council position 
   
  6 Influence Points (purchase price: 500 gold) 
  • Consortium Membership (20% discount on all 
  standard 
  PH alchemical items purchased in 
  Gildenhand) 
   
  GUILDSMEN OF THE HIGH ART 
  Arcane spellcasters are relatively common in and 
  around Highfolk, and recently, they have decided to 
  share some secrets with each other. Even though it is 
  somewhat cliquish and chaotic, the magical might they 
  collectively possess cannot be denied. 
   
  General note: All services are only performed within 
  the town of Highfolk. 
   
  
  HIG7-02 Against the Grain 
   
  Page 26 
  1 Influence Point (purchase price: 50 gold) 
  • Requirement for 3rd- or 4th-level spells to be cast 
  (see the Judge Guidelines for more details) 
   
  3 Influence Points (purchase price: 200 gold) 
  • Requirement for 5th-level spells to be cast (see the 
  Judge Guidelines for more details) 
  • Members of the Guildsmen will research a topic for 
  you. After one day they report back on one topic 
  (Knowledge skill check) with all information 
  available to them (DC 25 or less). 
   
  6 Influence Points (purchase price: 500 gold) 
  • Requirement for 6th-level spells to be cast (see the 
  Judge Guidelines for more details) 
   
  HIGHFOLK TOWN COUNCIL 
  Known for arguing about everything under the sun and 
  getting little accomplished, the Town Council still can be 
  considered an influential organization, if one knows the right 
  people. One of the council's main tasks is the parceling of 
  land in and around Highfolk Town. 
   
  General Note: These points may also be spent on political 
  campaigning. They may only be spent at interactives or directly 
  through the Wisconsin Triad. All land purchases are subject to 
  approval. 
   
  1 Influence Point (purchase price: 50 gold) 
  • Business license to operate in the Town of Highfolk 
   
  3 Influence Point (purchase price: 200 gold) 
  • Additional requirement to purchase a plot of land 
  outside the Town of Highfolk (land for sale by the 
  Triad only) 
   
  6 Influence Points (purchase price: 500 gold) 
  • Additional requirement to purchase a plot of land in 
  the town's Poor District (land for sale by the Triad 
  only) 
   
  10 Influence Points (purchase price: 2000 gold) 
  • Additional requirement to purchase a plot of land in 
  the town's Merchant District (land for sale by the 
  Triad only) 
   
  15 Influence Points (purchase price: 5000 gold) 
  • Additional requirement to purchase a plot of land in 
  the town's Temple or Elven Districts (land for sale by 
  the Triad only) 
    
  KASHAFEN TAMAREL, LORD OF THE HIGH ELVES 
  The leader of Clan Shandareth has a long reach, and it 
  extends throughout the Highfolk region. He is regarded as 
  the noblest of all elves, and his word commands respect and 
  order. Note that Influence Points with the Lord of the High 
  Elves cannot be purchased; they must be earned through 
  interaction. Kashafen's influence may also be used for favors 
  from the Followers of the Seldarine Pantheon. 
  1 Influence Point  
  • "Elf Friend" status can be gained by any PC (except 
  dwarves and half-orcs), allowing the PC to freely 
  travel to Flameflower  
   
  3 Influence Points 
  • Admission to the Elven Court at Flameflower for one 
  event (for non-elf (except dwarves or half-orcs) PCs 
  only; elves and half-elves can do this if the situation 
  warrants it without spending IPs) 
  • May freely come and go in the Elven Court (for elf 
  and half-elf PCs only) 
  • "Elf Friend" status can be gained by any dwarven PC, 
  allowing the PC to freely travel to Flameflower 
   
  6 Influence Points 
  • Racial representative to the Elven Court; a non-elf PC 
  (except dwarves or half-orcs) may come and go freely  
   
  10 Influence Points 
  • Racial representative to the Elven Court; a dwarven 
  PC may come and go freely 
   
  MERCHANT GUILDS OF HIGHFOLK 
  The various merchant guilds spread out in Highfolk and the 
  Highvale. They see much of the activities of both common 
  and uncommon men and women. Merchant guilds may also 
  allow the use of Influence Points to buy certain items at a 
  lower price (such cases will be noted in specific events).  
   
  1 Influence Point (purchase price: 50 gold) 
  • Perfect 
  Gather 
  Information 
  skill 
  check 
  (all 
  information available on subject is learned); can only 
  be used in Highfolk or Verbeeg Hill, and one day 
  must be spent in town 
   
  3 Influence Points (purchase price: 200 gold) 
  • Trade license (PC must also possess 4+ ranks in Craft 
  or Profession skill that he/she is seeking license for) 
   
  6 Influence Points (purchase price: 500 gold) 
  • Backing of PC for Town Council position 
   
  10 Influence Points (purchase price: 2000 gold) 
  • Guild Membership (20% discount on all standard PH 
  goods purchased in Highfolk) 
   
  PATRON'S GUILD OF NOREBO 
  The Smiling Halls of Good Fortune smile upon those who 
  give generously at their worship services - the dice tables and 
  other games of the gambling halls in Verbeeg Hill. The High 
  Roller (high priest) is very wealthy as a result; and with 
  wealth, comes power. 
  General Note: These points may only be spent during a 
  module. None of the benefits are permanent. All benefits 
  must be gotten in Verbeeg Hill. 
   
  
  HIG7-02 Against the Grain 
   
  Page 27 
  1 Influence Point (purchase price: 50 gold) 
  • 1 Fortune Lotto Ticket (may only be purchased at 
  specific events) 
   
  3 Influence Points (purchase price: 200 gold) 
  • Favor of the House - for one scenario, no "bad luck" 
  will occur to you at the gambling table, and your 
  games will be blessed with "good luck" while you 
  play (+2 sacred bonus to Profession (Gambler)) 
  • Lodging at the temple in Verbeeg Hill for one 
  scenario (lifestyle cost halved) 
   
  6 Influence Points (purchase price: 1000 gold) 
  • Lucky Nines - you are allowed one (and only one) 
  reroll during one (and only one) Highfolk regional 
  scenario (Does not stack with other rerolls.) 
   
  10 Influence Points (purchase price: 5000 gold) 
  • Winner on Double Down - you are allowed one reroll 
  per day of one (and only one) Highfolk regional 
  scenario (Does not stack with other rerolls). 
   
  MORDIANNA RELLEN−TAMAREL, MAYOR 
  OF 
  HIGHFOLK TOWN 
  The Mayor is an old adventurer herself, and still has a soft 
  spot for heroes of renown. Note that Influence Points with 
  the Mayor cannot be purchased; they must be earned through 
  interaction. Mordianna's influence may also be used for 
  favors from the Church of Ehlonna, Gnomish Consortium, 
  Guildsmen of the High Art, Highfolk Town Council, and the 
  Merchant Guilds. 
   
  1 Influence Point 
  • Letter of introduction, useful for one scenario 
   
  3 Influence Points 
  • Personal backing of PC for Town Council position 
  • Writ of Investigation for one scenario (Subject to 
  refusal) 
   
  6 Influence Points 
  • Life imprisonment sentence may be reviewed and 
  possibly lessened 
   
  10 Influence Points 
  • Death sentence may be commuted to exile from the 
  land. 
   
  
  HIG7-02 Against the Grain 
   
  Page 28 
  PLAYER HANDOUT 1 
  BRIGHTDAWN SILVERLILLY  
  CR 6 
  Female pixie sorcerer 1 
  NG Small fey 
  Init +5; Senses Listen +4, Spot +4 (low-light vision) 
  Languages Common, Draconic, Sylvan  
  AC 17, touch 16, flat-footed 12 
   (+1 size, +5 Dex, +1 natural) 
  hp 6 (1 HD); DR 10/cold iron 
  SR 16 
  Fort +2, Ref +5, Will +4 
  Speed 20 ft. (4 squares), base movement 20 ft., fly 60 ft. 
  (good); 
  Melee dagger +0 (1d3-1/19-20/x2) 
  Ranged longbow +6 (1d6-1/3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp -5  
  Combat Gear potion of cure light wounds, wand of magic 
  missile (1st level, 50 charges) 
  Sorcerer Spells Known (CL 1st): 
   1st (5/day)—color spray, grease 
   0 (5/day)—daze, ghost sound, message, prestidigitation 
  Spell-Like Abilities (CL 8th): 
   4th—polymorph (1/day; self only) 
   3rd—dispel magic (1/day) 
   2nd—detect thoughts (1/day; DC 17) 
   1st—lesser confusion (1/day; DC 16), dancing lights 
  (1/day), detect chaos (1/day), detect good (1/day), 
  detect law (1/day), entangle (1/day; DC 16) 
  Abilities Str 8, Dex 21, Con 14, Int 14, Wis 14, Cha 21 
  SQ Damage reduction 10/cold iron, greater invisibility, low-
  light vision, spell resistance 15 
  Feats Dodge, Martial Weapon Proficiency (longbow)#  
  Skills Bluff +9, Concentration +6, Hide +9, Knowledge 
  (arcana) +6, Listen +4, Search +4, Spellcraft +6, Spot +4 
  Possessions combat gear plus small dagger, small 
  longbow and 20 arrows 
  Greater Invisibility (Su): A pixie remains invisible even 
  when it attacks. This ability is constant, but the pixie can 
  suppress or resume it as a free action.  
  Special Arrows (Ex): Pixies sometimes employ arrows that 
  deal no damage but can erase memory or put a creature 
  to sleep. 
   
  Memory Loss: An opponent struck by this arrow must 
  succeed on a DC 17 Will save or lose all memory. The 
  save DC is Charisma-based and includes a +2 racial 
  bonus. The subject retains skills, languages, and class 
  abilities but forgets everything else until he or she 
  receives a heal spell or memory restoration with limited 
  wish, wish or miracle. 
   
  Sleep: Any opponent struck by this arrow, regardless of 
  Hit Dice must succeed on a DC 17 Fortitude save or be 
  affected as though by a sleep spell. The save DC is 
  Charisma-based and includes a +2 racial bonus. 
  Skills +2 racial bonus on Listen, Search and Spot checks 
  
  HIG7-02 Against the Grain 
   
  Page 29 
  BLOSSOM 
  CR6 
  Female petal bard 4/marshal 1 
  NG tiny fey 
  Init +9 (+5 motivate dexterity aura); Senses low-light vision, 
  Listen +9, Spot +9 
  Languages Common, Sylvan 
  AC 21, touch 17, flat-footed 16 
   (+2 size, +5 Dex, +4 mithral chain shirt armor) 
  hp 40 (6 HD); DR 5/cold iron  
  Fort +6, Ref +11, Will +8 
  Speed 15 ft. in mithral chain shirt armor (3 squares), fly 60 
  ft. 
  Melee dagger +10 (1d2-4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -9 
  Atk Options sleep songs 
  Special Actions  
  Combat Gear dagger 
  Bard Spells Known (CL 4th): 
   2nd (1/day)— invisibility, nightmare lullaby (SpC) 
   1st (4/day)— inspirational boost (SpC), shock and awe 
  (SpC), sleep 
   0 (3/day)— daze, detect magic, mage hand, message, 
  stick (SpC), summon instrument 
  Abilities Str 3, Dex 20, Con 16, Int 15, Wis 10, Cha 20  
  SQ minor aura – motivate dexterity 
  Feats Danger Sense3, Improved Initiative1, Skill Focus 
  (Diplomacy) B, Weapon Finesse1 
  Skills  Craft (flower arranging) +5, Diplomacy +7, Escape 
  Artist +19[+0 size, +9 ranks, +5 ability, +5 synergy, +0 
  speed, -0 armor], Hide +27, Knowledge (nature) +5, 
  Listen +9[+0 size, +9 ranks, +0 ability, +0 synergy, +0 
  speed, -0 armor], Move Silently +19, Perform (recorder) 
  +13[+0 size, +9 ranks, +4 ability, +0 synergy, +0 speed, -
  0 armor, Spot +9, Tumble 19 
  Possessions 
  cloak 
  of 
  charisma 
  +2, 
  daggers 
  (2), 
  everburning torch, recorders (2), scrolls of cure moderate 
  wounds (5), thunderstones (2) 
  Sleep Songs (Su): Lullaby – any creature within a 20-ft. 
  radius that fails a DC 14 Will save is affected as though 
  by the lullaby spell. A creature that successfully saves 
  cannot be affected again by that petal’s lullaby song for 
  24 hours. 
  Minor Aura – Motivate Dexterity (Ex): +5 bonus on 
  dexterity checks, dexterity-based skill checks, and 
  initiative checks to all allies within 60 ft. who can hear 
  Blossom. 
  
  HIG7-02 Against the Grain 
   
  Page 30 
  THISTLEPRONG 
  CR 6 
  Male thorn rogue 3/ranger 1 
  NG Small fey 
  Init +7; Senses low-light vision; Listen +11, Spot +11 
  Languages Common, Sylvan 
  AC 21, touch 14, flat-footed 18 
   (+1 size, +3 Dex, +2 armor, +1 shield, +3 natural, +1 
  deflection) 
  hp 54 (10 HD); DR 5/cold iron  
  Fort +7, Ref +13, Will +6 
  Speed 30 ft. (6 squares) 
  Melee +1 thorn longsword +11/+6 (1d6+4/19-20) 
  Ranged mwk composite longbow +11/+6 (1d6+3/x3) 
  Base Atk +6; Grp +5 
  Atk Options favored enemy fey +2, Point Blank Shot, sleep 
  arrows (DC 16), sneak attack +4d6 
  Combat Gear oil of keen edge 
  Abilities Str 16, Dex 16, Con 15, Int 10, Wis 10, Cha 13  
  SQ wild empathy +2 
  Feats Improved Initiative, Point Blank Shot, Precise Shot, 
  Stealthy, TrackB 
  Skills  Diplomacy +3, Hide +20, Listen +11, Move Silently 
  +16, Search +11,  Spot +11, Survival +11 (+13 following 
  tracks), Tumble +14 
  Possessions combat gear plus +1 thorn longsword, thorn 
  longsword, masterwork composite longbow, ring of 
  protection +1 
  Sleep Arrows (Ex): Any opponent struck by one of these 
  arrows, regardless of Hit Dice, must succeed on a DC 16 
  Fortitude save or be affected as though by a sleep spell.  
  
  HIG7-02 Against the Grain 
   
  Page 31 
  MAUN 
  CR 6 
  Male Half-Fey Forestkith Goblin barbarian 2/ ranger 2/ 
  fighter 1 
  CN small fey 
  Init +2; Senses Listen +0, Spot +0, low-light vision 
  Languages Common, Goblin, Sylvan 
  AC 17, touch 13, flat-footed 15 
   (+1 size, +3 Dex, +2 leaf leather armor, +1 buckler, +3 
  natural, 1 deflection) 
  hp 45 (1d12+2 HD); DR 5/cold iron  
  Immune enchantment spells and effects 
  Fort +4, Ref +2, Will +1 
  Speed 30 ft. in hide armor (6 squares), climb 15ft. fly 80 ft. 
  (good maneuverability); base speed 40 ft. 
  Melee Greataxe +10 (1d10+4/x3) 
  Ranged mwk net +4[+1 size, +6 BAB, +3 Dex, +1 weapon, 
  +0 feat] (see text) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +3 
  Atk Options rage 
  Special Actions charm person at will, detect law 3/day, 
  faerie fire or glitterdust 1/day, hynotism 1/day, protection 
  from law 3/day, sleep or enthrall 1/day, Tasha’s hideous 
  laughter or suggestion 1/day 
  Combat Gear +1 greataxe, sundark goggles  
  Abilities Str 15, Dex 15, Con 14, Int 8, Wis 12, Cha 8  
  SQ low-light vision 
  Feats Power Attack, Rapid Shot, Reckless Rage, Weapon 
  Focus (greataxe) 
  Skills  Climb +11, Hide +4, Jump +5, Move Silently +2 
  Possessions combat gear 
  
  HIG7-02 Against the Grain 
   
  Page 32 
  THEALAS 
  CR 6 
  Male Woodling Kenku Ranger 4 
  NG Medium Plant 
  Init +5; Senses Low-light vision; Climb +2, Spot +5 
  Languages Kenku, Sylvan 
  AC 24, touch 14, flat-footed 20 
  hp 33 (4 HD); DR 5/slashing  
  Fort +5, Ref +6, Will +2  
  Weakness Fire  
  Speed 30 ft. 
  Melee mw shortsword +2 (1d6/19-20) and shortsword +1 
  (1d6/19-20) or slam +2 (1d6) 
  Base Atk +2; Grp +2 
  Atk Options Favored Enemy (humans +2), Great Ally, Two-
  Weapon Fighting, Weapon Focus (short sword) 
  Combat gear potion of remove paralysis, potion of cure light 
  wounds 
  Spell-Like Abilities (CL 2nd) 1/day – enlarge, summon 
  nature’s ally II 
  Abilities Str 12, Dex 18, Con 14, Int 12, Wis 15, Cha 10 
  SQ low-light vision, mimicry, plant traits, wild empathy 
  Feats Track, Two-Weapon Fighting, Weapon Focus 
  (shortsword) 
  Skills Climb +2, Hide +13, Jump +2, Knowledge 
  (dungeoneering) +3, Knowledge (geography) +3, Knowledge 
  (nature) +5, Move Silently +13, Search +6, Spot +5, Survival 
  +9, Tumble +6 
  Possessions combat gear plus, MW shortsword, 
  shortsword, mw studded leather 
   
  Great Ally (Ex): Kenkus work exceptionally well with their 
  allies. When successfully aided on a skill check or attack 
  roll by an ally, or when aiding another, a kenku applies or 
  gains a +3 bonus on its check or attack roll (instead of 
  the normal +2 bonus). Furthermore, a kenku gains a +4 
  bonus on attack rolls against an opponent flanked by an 
  ally (instead of the normal +2 bonus). 
  Mimicry (Ex): A kenku can perfectly mimic familiar sounds, 
  voices, and accents. This ability does not enable the 
  kenku to speak languages it can't normally speak. To 
  duplicate a specific individual's voice, a kenku makes a 
  Bluff check; a listener familiar with the voice being 
  imitated must succeed on an opposed Sense Motive 
  check to discern the voice isn't genuine. 
  Plant Traits (Ex): A woodling has immunity to poison, 
  magic sleep effects, paralysis, polymorph, stunning, and 
  mind-affecting spells and abilities (charms compulsions, 
  phantasms, patterns, and morale effects). It is not 
  subject to extra damage from critical hits. 
  Vulnerability to Fire (Ex): Woodling creatures have 
  vulnerability to fire. A woodling takes half again as much 
  (+50%) damage as normal from the effect, regardless of 
  whether a saving throw is allowed, or if the save is 
  success or failure. 
   
  Player Notes: This ally is actually a traitor. He is aligned 
  with the Treants – “us plants have to stick together”. He 
  will attack the fey first but if there are no other targets he 
  will attack the PCs. None of this takes place until you get 
  to the swamp and the treants are revealed. 
  
  HIG7-02 Against the Grain 
   
  Page 33 
  AVELLA  
   
   
   
  CR 6 
  Female grig cleric 5 
  NG Tiny  fey 
  Init +4; Senses Listen +3, Spot +3 (low-light vision) 
  Languages Common, Sylvan  
  AC 22, touch 16, flat-footed 18 
   (+2 size, +4 Dex, +2 natural, +4 armor) 
  hp 33 (7 HD 2d6+1d6+5d8+14); DR 5/cold iron 
  SR 17 
  Fort +5, Ref +5, Will +6 
  Speed 20 ft. (4 squares), base movement 20 ft., fly 40 ft. 
  (poor); 
  Melee shortsword +9 (1d3-2/19-20/x2) 
  Ranged longbow +10 (1d4-2/x3) 
  Space 2 ½ ft.; Reach 0 ft. 
  Base Atk +3; Grp -7 
  Combat Gear tiny short sword, tiny longbow, 20 masterwork 
  arrows, chain shirt, fiddle, holy symbol (x2), spell 
  component pouch, wand of cure light wounds (1st level, 
  50 charges) 
  Cleric Spells Known: (Domains – Fire and Travel) 
  3rd (1+1/day)-dispel magic, prayer  
  2nd (3+1/day)-bears endurance, bulls strength x2, hold 
  person   
   
  1st (4+1/day)—bless, burning hands, cure light wounds, 
  protection from evil 
   0 (5/day)—create water, detect magic, detect poison, 
  guidance, light 
  Spell-Like Abilities (CL 9th): 
   1st (3/day)—disguise self, entangle (DC 13), invisibility 
  (self only), pyrotechnics (DC 14), ventriloquism 
  Abilities Str 6, Dex 18, Con 12, Int 10, Wis 14, Cha 14 
  SQ Damage reduction 5/cold iron, low-light vision, spell 
  resistance 17, turn undead (5/day) 
  Feats Dodge, Improved Toughness, Weapon Focus 
  (longbow) 
  Skills Concentration +10, Craft (woodworking) +4, Escape 
  Artist +8, Hide +16, Jump +4, Listen +3, Search +2, Spot 
  +3 
  Possessions combat gear plus tiny short sword, tiny 
  longbow and 20 masterwork arrows 
  Fiddle (Su): One grig in each band carries a tiny, grig-sized 
  fiddle. When the fiddler plays, any nonsprite within 30 
  feet of the instrument must succeed on a DC 12 Will 
  save or be affected as though by Otto’s irresistible dance 
  for as long as the playing continues. The save is 
  charisma-based.  
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/597/Normal Scenarios/HIG7-02 - Against the Grain (APL 4-10)/HIG7-02 - Against the Grain.pdf