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. 
   
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  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
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  coincidental. © 2005 Wizards of the Coast, Inc. 
   
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  rpgahq@wizards.com. 
  HIG8-06 
   
   
   
  Dawn 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Highfolk Regional Adventure 
  Version 1.0 
   
  by Greg Marks 
   
  Editor: Todd Ammerman 
  Triad Reviewer: Todd Ammerman 
  Circle Reviewer: Britt F. Frey 
  Playtesters: Rob Cronwell Atis Kleinbergs, David N. Krolnik, Ben Siekert 
   
   
   
  All things must end. The Dawn rises. Part four of The Coming Dawn and the finale of all things Highfolk. A one-round 
  Highfolk Regional adventure for APLs 4-12. 
   
  Resources for this adventure include Book of Exalted Deeds [James Wyatt, Darrin Drader, Christopher Perkins], 
  Complete Adventurer [Jesse Decker], Complete Warrior [Andy Collins, David Noonan, Ed Stark], Monster Manual IV 
  [Gwendolyn F.M. Kestrel], Monster Manual V [David Noonan], Player’s Handbook II [David Noonan], Spell Compendium 
  [Matthew Sernett, Jeff Grubb, Mike McArtor]. 
   
   
   
  
  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. 
   
  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. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008. 
   
  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 Monster Manual. 
   
  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 Highfolk 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 
  There is an ancient force in the Vesve that for good or ill, 
  has dwelt there in relative silence for centuries. It has 
  gone by many names, but some now call it the Dawn. 
  Those sensitive to such things have prophesied its 
  ascendance, although many have misinterpreted the 
  meaning of those seers, thinking it was the Old One that 
  they whispered of. A few powerful beings try to balance 
  the entity, but the scales have been tipped, and Dawn is 
  coming. 
   
  In preparation for its coming, the Dawn sent its 
  herald, ex-Knight of the High Forest, Releshi Elethiel to 
  recover the Tree of the Arclight, a powerful living artifact 
  tied to the Vesve once thought lost. However, as she 
  approached the grove sacred to Obad-Hai where the tree 
  was located, Releshi found that the changes her service 
  had worked upon her body and soul made it so that she 
  could not enter the clearing. Dupes were needed, and 
  were easily found among the nascent adventuring 
  community (HIG5-09 Twilight). 
  HIG8-06 Dawn 
   
  Page 1 
  
   
  The Tree of the Arclight was in the hands of the 
  Dawn who sought to bend it to its own purposes, but 
  then chance revealed another use. A discovery by another 
  group of adventurers turned up the possibility that 
  several of the Dawn’s greatest foes were in fact aspects of 
  the same being (HIG6-05 A Column of Five). If this is so, 
  the Tree of the Arclight could be used as bait for the 
  weakest of these aspects in order to capture a portion of 
  the Dawn’s foe and possibly cripple her before the 
  coming battle. Releshi was able to capture Maegla the 
  Dreamer, but in the process lost the Tree of the Arclight 
  (HIG6-08 Dusk). Maegla was delivered to the Dawn, 
  where it was later revealed (HIG8-03 Lies of Iron) that the 
  Dawn had consumed her along with the Tree of the 
  Arclight and several other powerful persons and artifacts. 
  One of the few items denied the Dawn was another 
  magical plant known as the Al’Torreya Congerrin; a 
  green blossomed rose (HIG7-05). These efforts were 
  partially made possible by an alliance first broached with 
  Svatek Grimblood, a minion of the Old One sent from 
  Boneheart Panshazek to find allies against the Dawn. 
  Svatek would later take up permanent residence in the 
  village of Weeping Willow as part of the treaty of alliance 
  with the Empire of Iuz (HIG8-05 …Thicker Than Water?). 
  Worried what the ritual of Ascension means for 
  Aensylorin, the child of Releshi Elethiel and Calentir 
  Rellen, Releshi’s friend Wynda Ceara has kidnapped the 
  boy and fled to her paramour Leaijrn Greenoak, Lord 
  Marshal of the Rangers of the Vesve. In turn, he has 
  taken them to hide in the shrine of Pelor in Weeping 
  Willow where a former adventuring companion, Berinia 
  Starshine is High Priestess.  
   
  Detecting the theft, Releshi has left home 
  immediately to find those responsible and the trail leads 
  her to Weeping Willow. She arrives too late however; not 
  only has Wynda returned to the Oronodel to confess her 
  treachery and ask her family to see reason, but 
  Mnemosyne, whose son Rhynian also stands to inherit 
  the Rellen House, has taken matters into her own hands 
  and hired a fellow member of the Blood Owls, an anti-
  Iuzian intelligence organization in Highfolk, to steal the 
  child from Berinia’s shrine and deliver him to her. 
   
  Less rash than Releshi, her husband Calentir seeks 
  those who would be most rewarded by their son’s 
  disappearance and enters into the household of his 
  stepmother 
  Mnemosyne 
  Menanine-Rellen 
  in 
  the 
  disguise of a nanny, waiting for sign of his son to appear. 
  Now in the presence of both heirs, Calentir concocts a 
  plot to steal both children for his Verdant Mistress, the 
  Dawn. 
   
  The stress over the succession of House Rellen 
  continues to push the elves closer to civil war. Oronodel 
  gather forces in the north and the faith of Ehlonna has 
  split over the argument. The Vesve is poised to break 
  under the weight of things to come. 
   
  ADVENTURE SUMMARY 
  Introduction: The PCs are traveling together on the 
  Quagflow Road, headed for Highfolk, when they must 
  pass through Weeping Willow. A mob has gathered 
  outside the general store. The mob calls for the lynching 
  of Svatek Grimblood, the cleric of Iuz that runs the store, 
  blaming him for the massacre in the shrine of Pelor. If 
  the party prevents mob justice, Svatek can tell them the 
  truth of what happened. 
   
  Encounter One: The PCs investigate the massacre 
  and destruction of the shrine of Pelor. High priestess 
  Berinia Starshine is dead and Lord Marshal Leaijrn 
  Greenoak has been taken. There is no sign of Councilor 
  Wynda Ceara or Aensylorin, the child of Releshi Elethiel 
  and Calentir Rellen. There is an ultimatum left behind 
  demanding the return of the baby or the Lord Marshal 
  will be executed.  
   
  Encounter Two: The PCs follow evidence that leads 
  them to seek out the Highwayman Mr. Coldeven. 
  Following a confrontation with his bandits, the PCs are 
  granted an audience and learn that Coldeven is in fact 
  Steerpike, who was once a candidate for mayor. Steerpike 
  admits that he spirited the baby away from the shrine, 
  though Wynda was not there. He gave the child to 
  Mnemosyne Menanine-Rellen, the Lady of House 
  Rellen, who was last at the Rellen compound in the 
  Elven District of Highfolk town. 
   
  Encounter Three: The PCs follow the trail to 
  Mnemosyne who admits to having both heirs to House 
  Rellen. She refuses to give up either child, instead 
  claiming to foster the Oronodel baby for the betterment 
  of all. She orders the PCs out of her home as she departs 
  for Flameflower in the company of the children and their 
  nanny.  
   
  Encounter Four: The party has no choice but to 
  attend the meeting and try to negotiate for Leaijrn’s 
  release, or to try to free him by force. 
   
  Encounter Five: The PCs are confronted first by 
  the Dawn’s minions and finally by the Dawn herself, but 
  just as they are about to be slain, the Dawn pauses and the 
  party is given the chance to flee with the aid of the 
  Dreamer of Sea and Stars. 
   
  Conclusion: While the PCs were attempting save 
  Leaijrn, Calentir in the disguise of Mnemosyne’s nanny 
  has stolen away both children.  
   
  HIG8-06 Dawn 
   
  Page 2 
  
  PREPARATION FOR PLAY 
  ABSENCE OF RESPONSIBILITY 
  For those PCs who are devoted to the Lady of the Wood, 
  adventuring with other PCs who are opposed to her may 
  prove difficult if not impossible, especially if the 
  adventure centers on thwarting her.  
   
  To accommodate this, the Lady of the Wood is using 
  a powerful artifact to magically disguise her loyal 
  supporters. This magical disguise not only alters the 
  appearance of the PC, but grants them a new identity. 
  This means they are somebody else.  
   
  It is suggested the player with the affected PC 
  determine this new identity, including a name. Other 
  players are strongly encouraged to role-play this effect 
  and are discouraged from meta-gaming. 
   
  This effect can be dispelled (caster level 20) and 
  spells like true seeing can pierce the magical disguise. 
   
  It is strongly suggested that any PC devoted to the 
  Lady of the Wood accept this magical disguise before 
  going on THIS adventure, especially since it deals with 
  those who are trying to thwart her efforts. The PC may 
  reveal to others their magical disguise or even refuse it 
  completely. Be forewarned there may be consequences 
  for refusing this as well as consequences if the magical 
  disguise is pierced. The table judge may be called upon to 
  determine this consequence.  
   
  For this adventure, the most danger is present in 
  Encounter 3 while Encounter 5 has little or none. 
   
  BALANCE OF SCALES  
  Determine if any PCs have levels of Dragon Disciple or 
  other draconic prestige classes, base classes, feats, or 
  other abilities and do not have Highfolk regional 
  documentation granting them access (that is, they gained 
  access from another region, or took access exercising the 
  core or Open option) or are playing a kobold using the 
  “Sojourner from the Mist Kingdom” Player Rewards card. 
  These PCs should be noted, as they may receive a special 
  encounter or be specifically targeted during Encounter 5; 
  also refer to the Adventure Supplement for this 
  adventure, if present. Those PCs that do have levels of 
  Dragon Disciple with Highfolk regional documentation 
  should also be noted, as they too may receive special 
  attention, if they are not green. 
   
  LEGENDARY DEEDS 
  At the beginning of this scenario, each player must 
  determine the recognition of his Highfolk Legendary 
  Deeds. These deeds automatically activate (no rolling 
  necessary). At the beginning of this scenario, each player 
  chooses ONE of their unused Legendary Deeds and 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, if the deed expires, 
  mark it "USED". 
   
  HIGHFOLK INFLUENCE CHART 
  PCs may wish to spend various Regional Influence Points 
  during this adventure. Refer to the Supplemental 
  Highfolk Influence Chart for guidelines. 
   
  INTRODUCTION 
  As the adventure begins, the PCs have met on the road 
  and have been traveling together for a few hours on their 
  way from Verbeeg Hill to Highfolk. It is near midday on 
  the 17
  th of Wealsun and they are approaching the village 
  of Weeping Willow.  
   
  A DC 15 Knowledge (local) reveals the following 
  significance about the date (PCs who are Devoted of the 
  Green and White receive a +4 circumstance bonus to this 
  check): the 17
  th of Wealsun is the Ceremony of the 
  Turning, which is celebrated among the Flanaess, the 
  Marklands, and in Druidic communities. Seven-year olds 
  are carried blindfolded and barefoot into the woods, and 
  must find a new name before returning to the village 
  feast. Each child is released separately and alone. They are 
  guided by rowdy singing (and a huge bonfire if they are 
  slow), and when they return they are carried into the 
  center of the gathering to whisper their name into the 
  fire. This is their Truename, with all that it implies. It 
  should be noted that rangers and priests of Ehlonna are 
  also especially busy this night, quietly patrolling the area 
  and looking out for the children's safety. In friendly 
  lands some elves are also drawn to this sort of role, and it 
  is considered a good omen for a child to successfully spot 
  one. 
   
  It is a bright and sunny Wealsun day as your make 
  your way south on the Quagflow Road with the 
  eventual intention of arriving in Highfolk Town. 
  Your path has brought you into the company of 
  several other travelers as you approach the village of 
  Weeping Willow, where it appears some sort of 
  commotion is afoot. Smoke drifts up from the 
  remains of the shrine of Pelor and a large mob has 
  gathered in front of the general store, armed with 
  troches and various farming implements. Someone 
  is about to be lynched! 
   
  The PCs are at the edge of town, approaching from the 
  north. The shrine of Pelor appears to be in ruins. Only 
  one wall and the sacristy remain standing and it is clear 
  that it has seen recent fire (more recent than the events 
  of HIG8-05 …Thicker than Water?). If the PCs decide to 
  HIG8-06 Dawn 
   
  Page 3 
  
  investigate the smoldering ruins despite the obvious 
  angry mob, proceed to Encounter 1. 
   
  The mob has gathered around the general store with 
  the intent on blaming the man within for the massacre 
  and desecration of their temple. 
   
  Villagers surround the store waving their torches 
  and farm implements menacingly at the two men 
  baring access to the store. Many of the villagers 
  shout “Kill ‘em,” “Burn them out,” and “Hand him,” 
  but the men fold their arms and do not seem 
  impressed. Behind the men, a hand-lettered sign in 
  the window reads, “Under New Management, Curios 
  and Spellcasting Services for Sale. We purchase furs, 
  timber and foodstuffs. All Welcome.”  
   
  The general store, formerly Religuth’s Goods, is now 
  under new management (HIG8-05 …Thicker Than 
  Water?). The store owner Svatek Grimblood, cleric of Iuz, 
  now uses the store to sell and buy goods in the name of 
  the Empire, as part of the alliance agreement between 
  Greenreach and Highfolk. The villagers blame him for 
  the woe that has befallen the Halls of the Radiant Sun, 
  despite his innocence. If any of the PCs crowd what has 
  occurred, they claim that the priest of the Old One that 
  lives inside killed everyone in the shrine. A DC 10 Sense 
  Motive suggests that the crowd is more angry and 
  distrustful than they are certain it was Svatek who did the 
  deed. None of the townsfolk have any proof that he was 
  involved, but only assume he was since he is a follower of 
  Old Wicked. 
  Svatek Grimblood: male human cleric 7 [Iuz], hp 
  45; oily; Appendix 1. 
  Glabrezu (2): hp 174; MM 43; magically disguised as 
  humans in leather armor. 
   
  Creatures: If the PCs do not act, the villagers 
  attempt to storm the store. Once that happens, Svatek 
  will no longer hold back the demons and they kill until 
  the villagers flee. The only hope to avoid bloodshed is for 
  the PCs to calm the crowd. A DC 10 Diplomacy or 
  Intimidate check forces the crowd to back down enough 
  to allow the PCs past to speak with the Glabrezu who in 
  turn direct the PCs to Svatek inside. Any overt show of 
  force (such as destructive magic) also disperses the 
  crowd. This is not intended to devolve into a combat, so 
  the DM should give the PCs every opportunity to 
  disperse the crowd. The DM should also make it clear to 
  bloodthirsty PCs that if they attack Svatek and his men, it 
  is likely that many of the villagers will be hurt or killed 
  and it is clear that the cleric is currently taking no 
  offensive actions. If the PCs seem dense, Svatek warns 
  them that he will not be held response for any collateral 
  deaths should he be forced to defend himself.  
   
  SPEAKING WITH SVATEK 
  Svatek is only too happy to speak with the PCs, as he has 
  no wish to kill the townsfolk, realizing that while it is 
  easily within his power, it would have disastrous 
  consequences for his master’s (the Boneheart Panshazek) 
  alliance with the people of Highfolk against the Dawn; if 
  he were to disrupt that alliance, he would be severely 
  punished.  
   
  The two men open the door to the store in order to 
  admit you. A tall oily man in dark robes stands 
  behind a counter well stocked with jars and 
  knickknacks. “I’m so glad you happened by friends, 
  or I’m afraid something rather untoward might have 
  happened.” The man offers you a predatory smile 
  not unlike that of a hungry serpent trying to be 
  friendly towards a plump mouse.  
   
  Boneheart Panshazek has dispatched Svatek Grimblood, 
  an ambitious up-and-coming priest originally from the 
  Bandit Kingdoms, to meet with people throughout the 
  Vesve region. He is to offer them an alliance against the 
  Dawn, as well an increase trade between Greenreach and 
  the rest of the Marklands. Due to the actions of 
  adventurers, Svatek came into possession of the store in 
  Weeping Willow as part of the promised alliance 
  between the Empire and the Vesve (events of HIG8-05 
  …Thicker Than Water?). 
   
  As 
  the 
  official 
  representative 
  of 
  an 
  allied 
  government, Svatek is only too happy to help and 
  demands nothing in return other the ability to continue 
  his commerce unmolested.  
  • What did you do? “I did nothing, but I did see what 
  occurred during my late night meditations.” 
  • What happened? “I was up a little past midnight 
  communing with my god by my window, when I 
  witnessed a young woman who stormed into the Pelorite 
  temple. I believe she was quite angry given the expletives 
  she hurled as she kicked the door wide with both thinblades 
  drawn.” 
  • Who was it? “Well, she was a short grey elven woman with 
  fire red hair and great wings covered in scales. Since I 
  doubt there are two such women in the area it had to have 
  been Releshi Elethiel. I imagine she came looking for her 
  stolen child. Not that she would have found it.” 
  • What happened after that? “She left, dragging an 
  unconscious man behind her who must have been Lord 
  Marshal Leaijrn Greenoak of the Rangers of the Vesve, 
  who had been hiding in the shrine with Releshi’s baby 
  Aensylorin and his paramour, Councilor Wynda Ceara, 
  who I believe spirited the babe away from her mother.” 
  HIG8-06 Dawn 
   
  Page 4 
  
  • What do you mean she wouldn’t have found the 
  baby there? “Well the baby had been gone for hours. I 
  myself wouldn’t have noticed, but my bodyguards are 
  particularly keen eyed. One of them, the one called Molleck 
  the Soul Feaster, informed me that a man wearing the 
  clothing of fop and an iron helm shaped like that of a jack-
  o-lantern snuck into the shrine and made off with the 
  child. He was not invisible, but simply more skilled at 
  hiding than any natural rogue. From the description, I 
  expect it was the bandit Mr. Coldeven who has been 
  rumored to be plaguing the High Vale for years, though I 
  don’t know what he would want with the child.” 
  • Which way did Releshi go? “She moved towards the 
  woods and used magic to transport herself and the Lord 
  Marshal elsewhere. I know not, though perhaps she left 
  clues in the shrine.” 
  • Why didn’t you stop her? “I’m not suicidal, and nothing 
  in our agreement suggests I should throw away my life on 
  such a foolish endeavor. I did all I could by baring witness 
  to what came to pass.” 
  • Which way did Mr. Coldeven go? “Ahh, now that is 
  the real question. I have been endeavoring to locate him 
  and I have used magic to speak with the Old One on this 
  manner. He says to seek Mr. Coldeven in the lair of the old 
  Quagflow bandit. Whom that is I know not.” 
  • Where was Wynda? “Going to her death I imagine. The 
  mage left two days ago against my advice. Apparently she 
  felt she owed it to her friends and family to return to the 
  Oronodel and try to explain why she had done what she 
  had done. I imagine she must be dead by now.” 
  • Why would Wynda leave? “Wynda came to believe that 
  the child would be sacrificed as part of the ritual in the 
  Dawn’s ascension. I think she felt that the Oronodel were 
  just misguided in some way, and that she could convince 
  them to not do anything evil. She thought if she could just 
  convince some of her friends, such as Calentir Rellen the 
  child’s father, that what she did was best, that they would 
  magically see her point of view. Of course, as we all know, 
  the Oronodel are corrupted by an unspeakable evil and 
  cannot be trusted.” 
  • Why 
  do 
  the 
  townsfolk 
  think 
  you 
  are 
  responsible/Why 
  should 
  we 
  believe 
  you? 
  “Smallfolk are quite superstitious and the locals have not 
  been properly educated in the glories and benefits of the Old 
  One. They naturally fear that which they do not 
  understand. I imagine that it will take some time for us to 
  become friends but never fear, my allies, I will win them 
  over; one way or another.” 
  • What became of the magical handbasket held in 
  the shrine? “I believe that Lady Releshi took it with her.” 
  • Where is High Priestess Berinia Starshine or 
  Acolyte Derith? “I have no idea. I have been unable to 
  investigate the ruins due to the mob outside my door, but 
  perhaps they, or their bodies, might be found within.” 
  • How did the fire start? “The fire started during the 
  ensuing fight. I am not sure if it was started intentionally 
  or not, nor who caused it to happen. When Releshi entered, 
  there were many raised voices, and eventually combat 
  occurred. The fire occurred as a consequence of that 
  combat.” 
  • Didn’t the shrine already burn down last week? 
  “Oh, I believe they did have a small fire, but the damage 
  was fixed very quickly.” 
  • Will you cast spells to assist us? “Of course, my allies. 
  If you wish this day I could invoke his terrible majesty to 
  speak with the dead or divine that might aid you further in 
  your quest, whatever that might be. Of course, you will 
  have to disperse the crowd if I am to be of any further use to 
  you.” 
  • Who is more important to save, Aensylorin or 
  Leaijrn? ”Don’t ask how I know this, but Wynda has 
  been whispering secrets to the Lord Marshal when they are 
  alone. I suspect he knows ways we might get behind the 
  Oronodel lines with minimal loss of resources. That said, 
  you must recover the child. The entire future of the Vesve 
  relies on saving that child.” 
   
  Svatek does not plan to go anywhere, and is available for 
  the PCs to question or aid in the casting of spells for the 
  duration of their investigation. He is however only 
  willing to cast spells that obviously aid in the 
  investigation (divination, speak with dead, etc…) and is not 
  willing to cast spells such as hero’s feast or raise dead 
  without proper compensation. He charges the rates 
  found in the Player’s Handbook, but offers the party a 10% 
  discount due to their close alliance with the Lord of Pain. 
  In addition to spellcasting services, his store sells all open 
  scrolls or potions found in the Dungeon Master’s Guide that 
  are available without documentation. 
   
  Svatek encourages the PCs to save both Aensylorin 
  and Leaijrn. While rescuing the Lord Marshal from the 
  Oronodel would be important, as he leads the Ranger of 
  the Vesve, it is critical that they find and recover 
  Aensylorin, as it is thought that the child may be critical 
  to the ritual of the Dawn’s ascension and so he must be 
  denied to her at all costs. 
   
  When the PCs go to investigate the ruins of the 
  shrine, proceed to Encounter 1. 
   
   
  1: DIGGING THROUGH THE RUINS 
  This encounter covers the party’s attempts to investigate 
  the ruins of the Halls of the Radiant Sun, cast spells to 
  further their investigation, or closely interrogate the 
  villagers. 
  HIG8-06 Dawn 
   
  Page 5 
  
   
  HALLS OF THE RADIANT SUN 
  The shrine of Pelor appears to be in ruins with only the 
  rear wall and the sacristy still standing. While it still 
  smolders in some places, it is not so hot as to be unsafe. 
   
  The damage from the fire is worse at the front of the 
  building. The untouched rear wall, holding up a soot 
  blackened metal sun, bear a message hacked into the 
  wall in the script of the elves. The sound of weeping 
  comes from the sacristy. 
   
  The PCs can safely enter the ruins without fear. The 
  worst of the fire has long since burned itself out, though 
  it looks as if someone has made efforts to prevent the fire 
  from spreading. A pail stands near the door to the 
  sacristy. 
   
  There are several avenues of investigation that the 
  PCs might pursue: 
   
  The Ruins Themselves 
  A search of the ruins themselves turns up no specific 
  clues, though PCs with the Track feat who make a 
  successful DC 24 Survival check confirms that there are 
  tracks in the soot that at least loosely confirm Svatek’s 
  story. A slight medium-sized humanoid wearing soft 
  boots left the scene dragging another medium-sized 
  humanoid. There are also tracks made by a sandal 
  wearing medium-sized humanoid who apparently 
  worked to put out the fire. There are also signs of blood 
  and fighting, though the fire has destroyed any 
  significant evidence.  
   
  A DC 25 Spellcraft check detects the signs of a flame 
  strike spell near the door, suggesting it was likely the 
  cause of the fire. 
   
  The Writing on the Wall 
  Writing in Elven is carved hastily into the rear wall, 
  likely done with a small blade. Given that some of the 
  letters have soot in them, they were likely carved during 
  the fire. Give Player Handout 1 to anyone who can 
  understand Elven.  
   
  Any spells cast upon the carving confirm it was 
  written by Releshi the previous night. 
   
  The Weeping 
  Those PCs that proceed into the back room find a grisly 
  sight.  
   
  Towards the rear of the sacristy, a teenage human 
  boy dressed as the acolyte of Pelor kneels covered in 
  blood. He cradles the bloody and broken form of an 
  elven woman, his face buried in her robes as he sobs. 
  He does not acknowledge your presence.  
   
  Derith, acolyte of Pelor, has been broken by the death of 
  High Priestess Berinia Starshine. Since coming to the 
  temple, he has harbored feelings beyond respect for a 
  superior and has always hoped that someday they would 
  be together. Now that she has died, his dreams are dashed 
  and he is a shell of his former self.  
   
  Derith: male human cleric 1 [Pelor], hp 8, Cha 15; 
  clumsy, naïve, nervous. 
   
  A few soothing words later and Derith eventually 
  looks up. Through sobs and tears, he can offer the 
  following information, which confirms what Svatek told 
  the PCs earlier: 
  • What happened here? “Releshi was here! She *sob* 
  murdered High Priestess Berinia.” 
  • Where is Wynda? “She left two days ago to go home. She 
  went to confess what she had done.” 
  • Where is Aensylorin? “I don’t know. The child was gone 
  when Releshi got here. Mistress Berinia and the Lord 
  Marshal were shocked to find that the child was missing.” 
  • Did you see Mr. Coldeven? “Who is that? I don’t know 
  who or what that is. Are you saying he stole the child 
  away?” 
  • Can you help us prove Svatek isn’t lying? “I have a 
  scroll of zone of truth which I could cast for you. He could 
  choose to willingly submit and I would know if he tried to 
  resist.” 
  • Can you raise Berinia from the dead/Do you want 
  us to raise her from the dead? “That miracle is 
  beyond my ability and I don’t think she would want to 
  come back. She is with Pelor now.” 
  • How did the fire start? “Mistress Berinia was forced to 
  call upon the glory of Pelor to flame strike Releshi after 
  Releshi started attacking us. That started the fire, but I did 
  my best to put it out.” 
  Derith is willing to use his zone of truth scroll on Svatek to 
  confirm Svatek’s story, if the PCs wish. Derith is 
  unwilling to help the PCs further. He has to see to 
  Bernie’s funeral and the rebuilding of the shrine.  
   
  While he will not go with the PCs, he urges them to 
  do everything they can to save the child Aensylorin and 
  Leaijrn from whatever fates have befallen them. 
   
  SPELLCASTING 
  This section covers the casting of several information 
  gathering spells, whether the PCs, Svatek, or Derith cast 
  them. In general, if a topic is not covered below, use the 
  background provided above to answer it. Note that 
  questions specifically concerning the Dawn, Releshi’s or 
  Calentir’s location, or either of the Rellen heirs go 
  unanswered. Wynda or information regarding her cannot 
  HIG8-06 Dawn 
   
  Page 6 
  
  be determined via magic (due to the effects of a mind 
  blank spell). 
   
  Commune or Divination: If the PCs are capable of 
  casting such powerful spells (or have Svatek do it), their 
  deity can tell them where Mr. Coldeven has gone, or that 
  his real name is Steerpike the Highwayman. In the case 
  of a divination spell, rather than giving no answer the DM 
  should try to twist the answer so as to give some useful 
  hint. They cannot learn if he currently has Aensylorin or 
  if someone else does.  
   
  Speak with dead: If the PCs cast speak with dead 
  upon Berinia, she confirms the story as told by Derith 
  and Svatek. She does not know the location of the child 
  or Releshi, though she suspects that Releshi will have 
  returned north. She does want the PCs to rescue Leaijrn, 
  and does not wish to be raised from the dead. 
   
  Zone of Truth: If the PCs or Derith cast zone of truth 
  on Svatek he is not lying about what he claims to have 
  seen. 
   
  SPEAKING WITH THE TOWNSFOLK 
  Most townsfolk are willing to speak with the PCs, and 
  encourage them to help them string Svatek up, though 
  they have no real proof of his guilt. Most are suspicious of 
  the PCs when they don’t attack the cleric of Iuz, but most 
  are unwilling to risk attacking him themselves without 
  others at their back to aid them. 
   
  Witnesses: None of the villagers were awake at the 
  time of the fight, but the screams, yells and explosions 
  woke several. By the time they dressed and came outside, 
  the fight was over. They immediately assumed that 
  Svatek was to blame and surrounded his store to prevent 
  him from leaving. 
   
  The Quagflow Bandit: If asked about the Quagflow 
  Bandit, most villagers can tell the story. Four years ago, a 
  group of thieves led by a jackalwere known as the 
  Quagflow Bandit terrorized the Highvale. A group of 
  adventurers eventually put down the menace, at great 
  cost to themselves. The Bandit and his band hid in a 
  small cave complex a few hours northwest of the village. 
  To the best of anyone’s knowledge the place has been 
  deserted since. 
   
  Assuming the PCs decide to become involved, the only 
  trail they have leads to Mr. Coldeven and his band of 
  merry men in the hills northwest of Weeping Willow. 
  Proceed to Encounter 2. 
   
   
  2: TEA AND GARROTES 
  This encounter assumes that the PCs leave midday of the 
  same day that they arrived in Weeping Willow. If that is 
  not the case, the DM should adjust accordingly. It is an 
  hour before dusk when this encounter occurs.  
   
  Following the directions given, you have followed 
  the trail into the foothills. Both secluded and with a 
  good view of the road, it is clear why this makes a 
  good hideout for a group of highwaymen.  
   
  “Stand and deliver,” a deep voice calls out as a 
  man steps out of the bushes. The man is dressed in 
  simple leathers with a helm in the shape of a jack 
  o’lantern and threatens you with a flaming sword! 
   
  A group of Mr. Coldeven’s Merry Band watch the trail to 
  their hideout in case the law should eventually come 
  looking for them or a rich looking caravan should be 
  headed down the Quagflow. In this case, it seems like 
  travelers have brought the prize directly to them and the 
  bandits intend to rob the PCs. Not seeing any reason to 
  be especially bloodthirsty, they have no intention of 
  permanently harming the PCs. 
   
  While they know who and where Mr. Coldeven is, 
  they are not in the mood to parlay, though they trade 
  witty jibes and taunt the PCs while they fight. No one 
  ever comes to visit and they would have been told if 
  someone was coming, so attempts to Bluff the guards 
  receive a -4 circumstance penalty. 
   
  CREATURES 
  The guards are really just members of Mr. Coldeven’s 
  Merry Band, and they have lived a happy and wealthy life 
  since taking up with the rogue. In a profession where 
  vice and greed are common, the merry band embraces it 
  all with a panache and style. They intended to take 
  everything the PCs have and then turn them loose on the 
  road with nothing but their small clothes. If forced into a 
  fight, they use non-lethal attacks unless forced otherwise. 
   
  DM Note: The EL of this encounter has been 
  reduced by one due to the nonlethal tactics employed by 
  the bandits. It is important that the DM make note of 
  these tactics when running this encounter.  
   
  APL 4 (EL 5) 
  Merry Bruisers (3): male human barbarian 1/warrior 1; 
  hp 23; Appendix 1. 
  Merry Blackjacks (2): male human duskblade 1/rogue 
  2/warrior 1; hp 30; Appendix 1. 
   
  APL 6 (EL 7) 
  Merry Bruisers (3): male human barbarian 1/fighter 
  1/warrior 1; hp 32; Appendix 1. 
  Merry Blackjacks (2): male human duskblade 1/rogue 
  4/warrior 1; hp 48; Appendix 1. 
   
  HIG8-06 Dawn 
   
  Page 7 
  
  APL 8 (EL 9) 
  Merry Bruisers (3): male human barbarian 2/fighter 
  2/warrior 1; hp 51; Appendix 1. 
  Merry Blackjacks (2): male human duskblade 3/rogue 
  4/warrior 1; hp 62; Appendix 1. 
   
  APL 10 (EL 11) 
  Merry Bruisers (3): male human barbarian 2/fighter 
  4/warrior 1; hp 69; Appendix 1. 
  Merry Blackjacks (2): male human duskblade 5/rogue 
  4/warrior 1; hp 76; Appendix 1. 
   
  APL 12 (EL 13) 
  Merry Bruisers (3): male human barbarian 4/fighter 
  4/warrior 1; hp 89; Appendix 1. 
  Merry Blackjacks (2): male human duskblade 6/rogue 
  5/warrior 1; hp 89; Appendix 1. 
   
  Tactics 
  Since they are thieves and not murderers, the bandits use 
  nonlethal damage unless they are attacked for lethal 
  damage, in which case they are willing to kill the 
  offending PC. If they do not attack first and are hit for 
  lethal damage, they still use nonlethal damage, giving the 
  PCs a chance to change their ways. If they do not change, 
  they kill anyone who resists. 
   
  Two of the bruisers move forward and attack for 
  nonlethal damage. The third bruiser tries to surprise the 
  PCs by pushing the camouflaged cart (see below) into the 
  party in order to knock as many foes prone as possible.  
   
  The blackjacks try to flank foes and use their sneak 
  attack and blade of blood in combination with their 
  Subduing Strike feat. At higher APLs, they use swift 
  invisibility to gain sneak attack damage. 
   
  The Merry Bandits surrender if three or more of 
  them are dead or unconscious and it is clear they cannot 
  win the fight. 
   
  Treasure: The PCs can gain the following treasure if 
  the take all of the bandits belongings. Note that this is 
  unlikely if they let the bandits live and speak with 
  Steerpike. 
   
  All APLs: Loot 217; Total 217 gp. 
   
  Camouflaged Cart 
  The bandits have filled a cart with rocks and sandbags 
  uphill from the trail, and camouflaged it with piles of 
  brush. It can be spotted with a DC 18 Spot check, though 
  realizing its purpose may not be immediately obvious. 
   
  With a shove, the cart can be used as a weapon 
  against those downhill of it, though it does not get going 
  very fast. Those in the cart’s 10-ft. wide path suffer 1d6 
  points of nonlethal damage and are knocked prone. 
  Those who succeed in a DC 15 Reflex saving throw move 
  to the nearest open square and avoid the damage and 
  remain standing.  
   
  TROUBLESHOOTING 
  It is possible that the PCs may find some way around this 
  combat using treachery or smart play. Characters 
  particularly skilled in Bluff or stealth or who are willing 
  to make large bribes might manage to meet with Mr. 
  Coldeven without fighting any of his men. The players 
  should not be penalized for these tactics and should still 
  be awarded full experience for this encounter.  
   
  Should the PCs find a way past the guards, proceed 
  to the section labeled Mr. Coldeven below and adjust 
  accordingly.  
   
  DEVELOPMENT 
  Once the PCs have defeated the bandits, they happily 
  give up and are willing to lead the PCs up the hillside to 
  their lair to meet with their Captain: Mr. Coldeven. They 
  are good-natured about the whollop they gave and 
  received unless the PCs killed any of the bandits, in 
  which case they are much more wary. 
   
  MR. COLDEVEN 
  This section assumes that the PCs fought with the 
  bandits, and after a nonlethal fight, they brought the PCs 
  to see Mr. Coldeven. If that is not the case, the DM will 
  have to adjust accordingly.  
   
  The bandits, bruises already spreading across their 
  faces, lead you up the hillside and into a cave. The 
  inside is brightly lit and furnished like the sitting 
  parlor in an expensive brothel. Tapestries cover the 
  walls, a lush carpet covers the ground, and lavish 
  food and wine sit on a gilded table. At the rear of the 
  cave upon a large gold painted chair surrounded by 
  flowers sits a man wearing a jack o’lantern helm that 
  burns with magical fire. “Hello my pretties, I’m so 
  glad you could come to the party. What say you to a 
  fine glass of sherry?” The foppishly dressed man 
  removes his helmet to show a powdered Suel face 
  and long curled black hair. 
   
  Mr. Coldeven (aka Steerpike the Highwayman) is only 
  too happy to entertain visitors, though he is not without 
  caution. He stays out of arms reach and is ready to hide in 
  plain sight and flee if necessary. Unless the PCs become 
  belligerent, he is every bit the flamboyant gentleman. 
  The only exception to his pleasant demeanor is reserved 
  for those of Baklunish decent whom he loathes. Such 
  PCs are the target of as many demeaning and witty put-
  downs as he can muster. 
  HIG8-06 Dawn 
   
  Page 8 
  
   
  Steerpike the Highwayman: male human (Suel) 
  fighter 2/ rogue 5/ shadow dancer 7/assassin 1; Hide +50, 
  mind blank, pass without trace. 
  • What’s your real name? “I’m surprised you don’t 
  recognize me, I did run for Mayor of Highfolk not that long 
  ago. Some may know me as Steerpike the Highwayman, 
  brother to Lady Fuschia the previous town councilwoman 
  of Highfolk before Mordianna.” 
  • Why did your men attack us? “Well, they are brigands 
  and mendicants really, it’s in their nature. No harm done 
  now was there? Just a few scrapes.” 
  • Why are you thief? “Tis a tale of woe that led me to this 
  path I assure you. My parents were slain by a Baklunish 
  man upon the road to Highfolk and since then the road has 
  fed and clothed me and what a journey it has been.” 
  • Why did you take the child? “I don’t normally care 
  much for children. They do not fit in well with my carefree 
  lifestyle you see. In this case however, the price was right.” 
  • Where did you take the child? “The buyer was one 
  Mnemosyne Menanine-Rellen, the Mistress of House 
  Rellen. I’m not sure if the harpy plans swaddle or eat the 
  poor child, but that’s none of my concern. I deposited the 
  wailing bundle of joy in her arms on the Rellen estate in 
  the Elven District of Highfolk town, yesterday.” 
  • Yesterday? How did you get there and back so 
  quickly? “Some of us are not entire dependent on our feet 
  for transportation.”  
  • Why are you helping us? “The mistress Rellen and I 
  have never gotten on all that well, despite the occasional 
  similar goals. I have little use for women and it will please 
  me to see her pulled into the mud for a cat fight.” 
  • Will you help us steal the child back? “Ah… now 
  there’s the rub. I may not particularly like her, but I’m not 
  about to directly lock horns with her. She could make 
  things more difficult for me than I care to endure.” 
  • Will you help us fight against the Dawn? “Well now, 
  I see very little profit in such a dangerous enterprise, but if 
  you were to gild my lily with a precious or two, I might be 
  willing to aid your cause.” 
  • Do you know where Releshi/Wynda/Leaijrn is? 
  “Tis a wonder I can manage to find my own trousers, less 
  others who might be in them. I imagine you should have to 
  look elsewhere to find your friends.” 
  • Can we join your Merry Band? “Oh there’s a trial of 
  hazing and what not first, but I imagine you haven’t the 
  time or likely the stamina. *wink* You best be on your way 
  to trouble the elves. They could use a good mount in the 
  mire.” 
  • Are you a member of the Highfolk Gardening 
  Society? “I was once, but I left for the life of a traveling 
  circus performer.” 
   
  If the PCs attempt to convince Steerpike to aid them, he 
  is not willing to cross Mnemosyne, but the services of his 
  Merry Band can be bought for the upcoming battle with 
  the Dawn’s forces. This requires the PCs pay him 1000 gp 
  x APL. This money can come from their own coin, or 
  favors owed to the PCs. A PC can turn over influence 
  points with Highfolk organizations to Steerpike for 500 
  gp per IP. Contacts and favors with Highfolk NPCs can 
  be traded for 1000 gp each. Any IP, contact, or favor used 
  in this method is used up and should be crossed off. 
  Permanent IPs cannot be used in this manner. Knowing 
  they will not be honored Steerpike does not except any 
  favor with Mnemosyne, Calentir, Releshi, or any 
  Oronodel NPC. The notation Friend of Urrai Isalos from 
  HIG6-03 as well as the Conflagration 2006 Interactive can be 
  expended as a favor. 
   
  If the PCs can come up with this much money, 
  Steerpike agrees to fight in the upcoming battle against 
  the forces of the Dawn. 
   
  Any PCs that contribute to bribing Steerpike receive 
  Contact – Steerpike on their AR. 
   
  TROUBLESHOOTING 
  Should the PCs insist on fighting, Steerpike hides in 
  plain sight and flees. As an experienced adventurer, 
  assume Steerpike has a way to exit any situation the PCs 
  can create. Six Merry Bruisers and four Merry Blackjacks 
  stay to fight the PCs halfheartedly, but run at the first 
  sign of losing.  
   
  DEVELOPMENT 
  The PCs have little choice but to head to Highfolk in 
  search of the child. If they wish, they can stop back in 
  Weeping Willow (it is on the way). Both Svatek and 
  Derith are still present and available to speak with and 
  purchase spells from if desired.  
   
  Once the PCs do make the trip to Highfolk, proceed 
  to Encounter 3. 
   
  3: FOSTERAGE  
  If the PCs are walking from Weeping Willow, they can 
  make it to Highfolk in three days. If they have other 
  means of travel, they may make it with greater speed. 
  Regardless of their mode of transit, this encounter 
  assumes that they seek out Mnemosyne in the Elven 
  District of Highfolk.  
   
  Despite the pleasant summer day, the idyllic peace 
  of the Elven District seems askew. Passersby no 
  longer offer a friendly smile and a wave as they go 
  about their business, but now eyes are downcast or 
  furtively dart back and forth. Children play indoors 
  HIG8-06 Dawn 
   
  Page 9 
  
  instead of running free in the summer sun. They 
  may not speak the words, but all know: war is 
  coming.  
   
  You are received at the gate to the Rellen estate 
  and the guards lead you inside to a pleasant garden. 
  The beautiful and elegant Lady Rellen stands 
  waiting for you. In the distant background two 
  young boys, one strong and hale, the other slight 
  and sickly, play under the gaze of an elderly nanny. 
   
  Mnemosyne has been expecting that eventually someone 
  would come looking for Aensylorin and she is well-
  prepared for such an eventuality having spent a good 
  portion of her House’s fortune to make ready. The 
  clearing in which the children are playing is an antimagic 
  field. The nanny is not in the clearing but sits nearby on a 
  bench, knitting. In her yarn bag she has five beads of force. 
  In addition, they are in full view of dozens of witnesses 
  included several guards (elf fighter 4/ranger 2; Favored 
  Enemy: Human). She is hoping that these precautions, 
  provided with the political weight of her House, will 
  serve as protection enough. None of these precautions 
  should be obvious. She has taken great pains to maintain 
  a veneer of civility despite her plans.  
   
  Mnemosyne Rellen: female wood elf rogue 10/ 
  exotic weapon master 1 [war fans]/ spy master 3; Cha 18, 
  Bluff +70 (with potion of glibness), refined, smooth, 
  duplicitous. 
   
  “Hello adventurers, welcome to my home. Who are 
  you and how may I be of service to you this day?” 
   
  Mnemosyne sees this confrontation as necessary to 
  continuing her plans and always assumed that Steerpike 
  would tell someone of his actions to spite her. She was 
  counting on it, and given his (in her opinion) cowardly 
  human nature, she expected to find nosey adventurers 
  and not Releshi herself. This allows her to properly 
  control the flow of information.  
   
  Use the following to answer questions put to 
  Mnemosyne:  
  • Did you steal Aensylorin? “I did not ‘steal’ anything. I 
  have saved the child from a life of running and bloodshed. I 
  shall foster him along with my own son, Rhynian, in the 
  tradition of the elven Houses. ” 
  • Did you tell Releshi about this? “Unfortunately 
  Aensylorin’s parents are not very responsible people. I had 
  no choice but to act in the child’s own best interest and save 
  him.” 
  • Weren’t Wynda and Leaijrn going to save/raise 
  the child? “Please, an outcast renegade and a half breed 
  commoner? They could offer the child nothing but more 
  danger. House Rellen has the resources to give the child a 
  proper, cultured upbringing. He is after all, second in line 
  to inherit the House.” 
  • Will you give us the child so we can trade him for 
  the Lord Marshal? “Certainly not. Wynda and her 
  lover knew what they were getting into, but I will not 
  sacrifice the child. He will stay with me and we will leave 
  this place. Of course someone must still rescue the Lord 
  Marshal for the Rangers. I suppose that is what you are 
  for.” 
  • Where are you going? “We leave today immediately after 
  this meeting for Celene,” (This is a lie.) 
  • You are lying! “I care not what you believe.” 
  • Won’t you give us some help to rescue Leaijrn? “I 
  imagine he’s fallen into a pit somewhere, why don’t you 
  start there? I suppose I do owe a little something for your 
  trouble, as misplaced as it may have been. Here take these 
  items to aid you in your mission. You may use them for 
  whatever plan you concoct, be it force, stealth, or 
  negotiation.” 
  • How can we get there in time? “I’m willing to pay for 
  the Guildsmen of the High Art to teleport you there if you 
  do not have the capability.” 
  • We’re going to tell Releshi (or anyone else) what 
  you did and where you are! “You cannot threaten me. 
  Do as you please and consign the Vesve to darkness. I will 
  be gone from here with my son and his new playmate.” 
  (This is a lie.)  
  • We’ll take the child by force! “You certainly could try, 
  but I assure you that I have taken precautions against such 
  things. In addition, I will see you imprisoned or hung for 
  attacking a noble in their home.” 
   
  Once the PCs have questioned Mnemosyne and it is 
  quite clear that she is not going to hand over the child, 
  she offers to pay for the Guildsmen of the High Art to 
  teleport the PCs to the meeting location.  
   
  As soon as the conversation ends and the PCs leave, 
  Mnemosyne, both children, the nanny (secretly Calentir 
  using a thousand faces while protected with a mind blank) 
  and a handful of guards go to a teleportation circle within 
  the house and teleport to the Rellen compound in 
  Flameflower.  
   
  Treasure: To aid the PCs in their efforts to liberate 
  Leaijrn and to subtly bribe them to get out of her hair, 
  Mnemosyne gives the following items to the PCs. 
   
  APL 4: Magic 100 gp, 4 potions of cure moderate wounds 
  (25 gp each); Total 100 gp. 
   
  APL 6-12: Magic 225 gp, 4 potions of cure moderate 
  wounds (25 gp each), javelin of lightning (125 g); Total 225 
  gp. 
   
  Detect Magic Results: javelin of lightning (faint 
  evocation), potion of cure moderate wounds (faint 
  conjuration). 
  HIG8-06 Dawn 
   
  Page 10 
  
   
  TROUBLESHOOTING 
  It is quite possible that some parties will try to use force, 
  come back for the child later, or seek outside help. The 
  tactics listed here are intended to prevent this. Try not to 
  let the players get off track by spending their limited 
  time trying to outwit Mnemosyne when they have little 
  time to save Leaijrn. Anyone that does attack a noble in 
  her own home will be severely punished. This is 
  considered a Grave Offense (Player’s Guide to Highfolk, p. 
  20) unless the PCs kill someone or start a fire, in which 
  case it is considered an Irredeemable Offense. Traitors 
  will be caught and punished (Mnemosyne has the money 
  to hire someone to make it happen.) 
   
  If the PCs attempt to locate and plead with NPCs 
  they have met in previous adventures to intercede and 
  force Mnemosyne to give them the child, either they are 
  unable to locate the individual or the NPC is unwilling to 
  cross House Rellen (whether they are afraid of the 
  Shandareth or they believe it is better the Shandareth 
  have the children over the Oronodel varies with the 
  NPC). Constable Paxana is out looking for Leaijrn who 
  has been “missing” for more than a month, Mayor 
  Mordianna is visiting Lord Kashafen in Flameflower, and 
  Fraek the High Priest of Pelor in Highfolk town is away 
  from town blessing the troops for the upcoming fight, 
  etc… Everyone they can locate unanimously believes the 
  PCs should try to free or negotiate the release of the Lord 
  Marshal. 
   
  DEVELOPMENT 
  When the PCs are ready to go to the rendezvous, 
  Mnemosyne is willing to send a servant (a butler named 
  Gevius) with the PCs to the Guildsmen of the High Art 
  where he arranges for the Lady Mnemosyne’s credit to 
  pay for teleportation services to the meeting. Gevius, 
  despite his station as a servant, looks down on the PCs as 
  adventurer rabble and is unwilling to pay for additional 
  services or be threatened. Of course he is just a servant 
  and no match for the PCs powerful magic or attacks if 
  they should choose to harm him or magically compel 
  him, though such things are also punishable by the law 
  and Mnemosyne is vindictive enough to make sure they 
  are charged. 
   
  Oronodel PCs: If any PCs aligned with the 
  Oronodel, using the Absence of Responsibility, or 
  Worships the Dawn moves to take one of the children, 
  Calentir, disguised as the nanny, winks at them and 
  warns them that doing what they are about to do would 
  be counter to their own desires, and allows his eyes to 
  flash momentarily green. The disposition of the children 
  is well in hand and plans are already in motion and the 
  PCs will just disrupt them if they get involved. Calentir 
  suggests the PC go along to make sure the party fails at 
  rescuing the Lord Marshal.  
   
  4: UNDERFOOT 
  This encounter assumes the PCs are arriving at the 
  meeting location at the appointed time via teleportation. 
  If that is not the case, the DM will have to adjust 
  accordingly as described below. 
   
  The familiar spinning sensation of a teleportation 
  spell engulfs you and when your vision clears, you 
  are in the Vesve near the location where Releshi 
  expects to meet with Wynda. The shadows are 
  deeper and more menacing than you remember and 
  there is a deep chill here under the shade, despite 
  the summer sun above the canopy. In the distance 
  you can see the Shield Mage’s Tower, and the hill 
  you seek is directly ahead of you. 
   
  What happens next depends on the approach the PCs are 
  attempting. The PCs may choose to try to liberate Leaijrn 
  by force or stealth or negotiate for his release. Releshi 
  waits seething, expecting Wynda’s arrival. She does not 
  expect a group of adventurers and is even less inclined to 
  speak with anyone who is not returning her child. She is 
  clearly distracted and the PCs could easily take a circle 
  around her and arrive at Leaijrn’s prison without dealing 
  with Releshi. If the PCs are sneaking around her and to 
  Leaijrn’s prison, skip this boxed text and proceed to the 
  description of that place below.  
   
  Releshi Elethiel: female grey elf barbarian 1/ 
  fighter 2/ marshal 2/ ranger 2/ sorcerer 1/dragon disciple 
  10 (green). 
   
  A short red-haired grey elven woman sits on a large 
  rock muttering angrily to herself. She half-heartedly 
  swings her thinblade at a nearby tree as thick as a 
  man and fells it without noticing. “I know you are 
  there, you might as well come out.” 
   
  Releshi is impatient and angry. Her brief interactions 
  with the PCs are punctuated with great focused rage. She 
  demands to know why the PCs are here, as her initial 
  belief is that the party is comprised of Wynda’s minions. 
  Any response short of returning her child only adds to 
  her infuriation. She is unwilling to trade Leaijrn for 
  anything short of her child and demands the return of 
  her child or she will kill Wynda’s paramour at the given 
  time as stated in her ultimatum. She is obsessed with 
  retrieving her child and punishing Wynda for stealing 
  him. 
   
  A DC 20 Sense Motive suggests that she really does 
  not want to kill anyone but feels forced into this corner 
  HIG8-06 Dawn 
   
  Page 11 
  
  by the actions of others. She denies this even if the PCs 
  point it out. She will not negotiate. Even telling her who 
  has her child increases her annoyance; assuming that 
  Mnemosyne and Wynda are now working together to 
  spite her. 
   
  If the PCs attack her or try to move past her, she 
  throws her hands into the air and screams “Fine, take him 
  if you can. I will deal with your mistress Wynda myself!” and 
  then she simply fades away, using no obvious magical 
  effect to explain it.  
   
   
  RANGER IN A PIT 
  Lord Marshal Leaijrn Greenoak languishes feverishly in a 
  barred oubliette, twenty feet deep. He is in no position to 
  aid the PCs with his escape and so it is up to them. The 
  great trapdoor of metal bars is locked and he is manacled 
  to the stone floor. The area around the pit glows with a 
  green light due to a dimensional lock cast at 15
  th-level. 
   
  Trapdoor: 2 in. thick; hardness 10; hp 60; AC 5; 
  Break DC 25; Open Lock DC 40. 
   
  Manacles: 1 in. thick; hardness 10; hp 30; AC 5; 
  Break DC 23; Open Lock DC 30. 
   
  Leaijrn suffers from a truly debilitating sickness that 
  has been inflicted on him by the Dawn, leaving him too 
  weak to stand and to delirious to be aware of his 
  surroundings. It can only be cured by a remove curse, 
  followed by a neutralize poison, followed by a greater 
  restoration or wish or miracle. If all three spells are not 
  successively cast, the fever does not break and he does 
  improve.  
   
  Lord Marshal Leaijrn Greenoak: male half-elf 
  barbarian 1/ ranger 6/ pious templar3/wildrunner 7; 
  currently 50 hp, 153 hp maximum. 
          Traits: loyal, honorable, modest, easy-going. An air of 
  sadness hangs around Leaijrn and at moments he seems 
  distracted.  He is quite a capable leader, however, and 
  cares deeply about his Rangers and the people of 
  Highfolk. He is currently unconscious.  
   
  CREATURES 
  Despite the apparent lack of watchers, Leaijrn is not 
  unguarded. One (or more) greathorn minotaurs act as his 
  ‘gaoler(s)’. Driven out of their homes by competition with 
  the Goliaths of the mountains, these minotaurs have 
  thrown their lot in with the Dawn and her forces and 
  have a strong hate for those displaying their goods or 
  arms, or speaking their language. Ruthless and angry, the 
  minotaurs wait under the ground and watch with their 
  tremorsense ability for anyone to vent their frustrations 
  upon.  
   
  APL 4 (EL 7) 
  Greathorn Minotaur: hp 104; Appendix 1. 
   
  APL 6 (EL 9) 
  Greathorn Minotaur Brute: hp 126; Appendix 1. 
   
  APL 8 (EL 11) 
  Greathorn Minotaur Brute (2): hp 126; Appendix 1. 
   
  APL 10 (EL 13) 
  Greathorn Minotaur Myrmidon (2): hp 148; Appendix 
  1. 
   
  APL 12 (EL 15) 
  Greathorn Minotaur Myrmidon (4): hp 148; Appendix 
  1. 
   
  Tactics 
  The minotaurs take advantage of their earth glide ability 
  to move about the battlefield without drawing attacks of 
  opportunity. They try to engage a lone target, five-foot 
  stepping out of the earth, activating its earth warp as a 
  swift action, and full attacking. If the party is especially 
  adept at range attacks or flying tactics, the minotaur waits 
  under the ground until someone comes to open the 
  trapdoor or rescue Leaijrn and then it attacks them or 
  uses a bead of force if it has one. At higher APLs the 
  Greathorn Minotaur Myrmidons use their potion of fly to 
  engage enemies they cannot reach. 
   
  Treasure: If the PCs defeat the minotaur(s) they 
  may claim their gear as spoils of war. 
   
  APL 4: Loot 2 gp; Total 2 gp. 
   
  APL 6: Magic 889 gp, +1 huge greathammer (193 gp), 
  +1 mitral breastplate (446 gp), bead of force (250 gp); Total 
  889 gp. 
   
  APL 8: Magic 1778 gp, 2 +1 huge greathammers (193 
  gp each), 2 +1 mitral breastplates (446 gp each), 2 beads of 
  force (250 gp each); Total 1778 gp. 
   
  APL 10: Magic 2091 gp, 2 +1 huge greathammers (193 
  gp each), 2 +1 mitral breastplates (446 gp each), 2 beads of 
  force (250 gp each), belt of one mighty blow (125 gp), 2 potions 
  of fly (63 gp each); Total 2091 gp. 
   
  APL 12: Magic 4047 gp, 4 +1 huge greathammers (193 
  gp each), 4 +1 mitral breastplates (446 gp each), 4 beads of 
  force (250 gp each), 4 potions of fly (63 gp each); Total 4047 
  gp. 
   
  Detect Magic Results: +1 huge greathammer (faint 
  transmutation), +1 mitral breastplate (faint transmutation), 
  bead of force (moderate evocation), belt of one mighty blow 
  (faint transmutation), potion of fly (faint transmutation). 
   
  Once the PCs have rescued Leaijrn, they have to find 
  some way to move him, as he is incapable of assisting the 
  PCs in his own rescue. Once they move to leave the 
  HIG8-06 Dawn 
   
  Page 12 
  
  immediate area of the pit and the dimensional lock, 
  proceed to Encounter 5. 
   
  5: DARKEST BEFORE THE… 
  The Dawn’s plans are important to allow Releshi’s rages 
  to disrupt the intricate balance she has planned for 
  centuries. So unbeknownst to Releshi, she was not alone 
  here. Everything unfolded as the Dawn foresaw, and she 
  allowed it to happen for the PCs are at the crux of history 
  and fate. They have been present at nearly every major 
  step of the Dawn’s path to Ascension and so they have 
  not only been a thorn in her side, but have collected the 
  wisps of destiny about them and it is time for that 
  Destiny to end. She has dispatched a vinespawn, a kind of 
  intelligent plant made of many vines. The vinespawn has 
  been ordered to kill or capture as many of the PCs who 
  are not her followers as possible that she may consume as 
  she has with so many other artifacts and important 
  persons.  
   
  Hurrying away from the oubliette and into the cover 
  of the woods a sudden breeze picks up and you hear 
  a strange wailing, as moss and shrubs peel away 
  from a nearby tree and move toward you!  
   
  The vinespawn is initially hiding before making its 
  attack, so make a Hide check versus each PC’s Spot to 
  determine who is surprised. While it is not specifically 
  targeting him, it is important to note the position of 
  Leaijrn as it is quite possible that he may be killed during 
  this encounter if the vinespawn engulfs the PC carrying 
  him. 
   
  APL 4 (EL 6) 
  Immature Vinespawn: hp 83; Appendix 1. 
   
  APL 6 (EL 8) 
  Dark Vinespawn: hp 102; Appendix 1. 
   
  APL 8 (EL 10) 
  Dark Vinespawn Elite: hp 186; Appendix 1. 
   
  APL 10 (EL 12) 
  Dark Vinespawn Elder: hp 336; Appendix 1. 
   
  APL 12 (EL 14) 
  Greater Dark Vinespawn: hp 432; Appendix 1. 
   
  Tactics 
  The vinespawn moves to engulf as many opponents as 
  possible, though it is smart enough to tell the difference 
  between mounts and PCs and so targets the humanoids 
  that are more likely to be dangerous. Once it has some 
  foes engulfed, it crushes them as a free action and then 
  focuses the rest of its attacks on other enemies. If facing a 
  dark vinespawn, the creature hides in plain sight, even 
  after making an attack (-20 Hide for hiding after an 
  attack). PCs subject to the Balance of Scales are priority 
  targets if the vinespawn must choose between two 
  otherwise equal and available targets. An extension of the 
  Dawn’s will, the vinespawn fights to the death.  
   
  TROUBLESHOOTING 
  If the PCs attempt to flee in any manner, move directly to 
  the next section of this encounter. The Dawn will not 
  allow them to escape. Attempts to use teleportation 
  magic to flee the area fail, though such magic can be used 
  to escape the vinespawn’s grapple. As long as the PCs stay 
  put in the area, the Dawn is pleased. 
   
  … DAWN 
  As soon as the PCs defeat or flee the vinespawn, the 
  Dawn comes!  If the PCs are fleeing the vinespawn, it still 
  moves to grapple PCs but no longer attempts to cause any 
  damage, preferring to hold meals for the Dawn. 
   
  The ground begins to shudder and quake and a 
  shadow falls across the land. A roar that sounds as if 
  Beory herself were rent asunder draws your 
  attention skyward as ice chills your veins. She 
  comes! The Dawn herself in all her verdant draconic 
  glory circles once and plummets through the trees, 
  her abrupt landing shaking the ground with a 
  forceful explosion.  
   
  The PCs must immediately make a DC 50 Will save 
  versus dragon fear and a DC 25 Balance check or be 
  knocked prone from the force of her landing. The Dawn 
  appears in the form of a Colossal+ sized green dragon, 
  taking up a forty by forty square with 50 ft. reach with 
  her bite and 60 ft. reach with her tail. Emerald flames 
  trail from her eyes and the Vesve grows at her touch, 
  grass and trees sprouting where she walks. 
   
  For the target of the boxed text below, choose a PC at 
  random who is prone and is not a follower of the Dawn. 
  If there is a PC subject to the Balance of Scales, they are 
  automatically chosen whether they are prone or not. 
  Next likely choices include paladins of any deity or 
  clerics of Ehlonna loyal to the Quaalsten branch of the 
  church.  
   
  A deep rumbling fills the air, a sound that can only 
  be the great dragon’s chuckle at your plight. With 
  sibilant whispers she smiles, “I have been waiting 
  HIG8-06 Dawn 
   
  Page 13 
  
  for you.” Her prodigious size is both wondrous and 
  terrifying at once.  
   
  With massive claw she pushes you (selected PC) 
  into the ground forcefully, driving the air from your 
  lungs and twists her claw back and forth worrying 
  you into the dirt. With a swift catlike motion, she 
  grasps you tightly and moves as if to toss you into 
  the air and swallow you whole.  
   
  At the last moment, she pauses and looks at you 
  strangely as if confused. Setting you gently on the 
  ground the emerald fire goes out of her eyes and is 
  replaced a soft yellow sunlight. “Run my children, 
  Run!” she says with the voice of an elderly human 
  woman. The Dawn shakes her head as it to clear it, 
  and paws at the ground. Gouts of green flame fight 
  with bursts of sunlight in her eyes as if a struggle 
  takes place within. 
   
  Those PCs who have met Maegla the Dreamer recognize 
  her voice. Maegla, a cleric of Ehlonna was a noted seer 
  and is one facet of the tripartite entity also including the 
  Seer of All Time from the now decimated Timeless Tree 
  and the fey Dreamer of Sea and Stars. Since Maegla was 
  captured and consumed so that her essence could be 
  added to the Dawn’s own, the Dreamers have had a small 
  measure of control that they have used to see the Dawn’s 
  secrets and the forces that oppose her. Maegla, thankful 
  for the many adventurers that have aided her in the past, 
  likely some of these same PCs, exposes herself in a 
  struggle for control of the Dawn’s corporeal form that she 
  might delay the Dawn long enough for the PCs to flee.  
   
  Nothing PCs can do at this time can seriously harm 
  the Dawn, and Maegla tells any PC that does not 
  immediately flee, that she cannot hold the Dawn for long 
  and urges them to flee. Anyone that chooses to wait (and 
  is not a follower of the Dawn, is killed and eaten a few 
  minutes later. 
   
  CONCLUSION 
  Worshipers of the Dawn do not receive this Dream: 
   
  Whether caused by fear or self preservation, you ran 
  until you could run no more, then sleep took you. A 
  soft light causes you to stir with joy. It grows and 
  grows, becoming brighter until it blocks out all 
  sight and coalesces into the form of a woman. “We 
  am the Dreamer of Sea and Stars and we are pleased 
  to see that you still live. Over a year ago, the sister-
  me that was Maegla the Dreamer was sacrificed to 
  the voracious appetite of the Dawn that she might 
  open a crack in its defenses through which the 
  sister-me Calandryen might watch. Your plight 
  forced us to act, as it was not your time to die at the 
  hands of the Dawn. She knows now that we watch 
  and we am unsure how much more help we can be, 
  but take this last gift from us that we have 
  safeguarded while you trend the path of destiny and 
  know that her time of ascension is here. Listen, for 
  the Vesve shudders with the drums of war.”  
   
  The ground shakes so violently that it causes 
  you to wake. You are wearing a pair of gloves made 
  of doeskin and dried leaves. 
   
  Each PC who opposes the Dawn gains Adventure access 
  to the Wooden Heart Gloves. If the character possesses 
  a Soul Orb from previous adventures in this series, they 
  instead have Regional access. Followers of the Dawn DO 
  NOT gain this access or the increased access if they have 
  a Soul Orb. 
   
  If Leaijrn lives continue: 
   
  The Lord Marshal recovers from his imprisonment 
  quickly and despairing for what has become of his 
  lady love who remains missing, he becomes a force 
  to be reckoned with marshalling all the forces of the 
  Vesve to march. The future of the Vesve will be 
  decided in war. 
   
  If Leaijrn survived the rescue attempt, each PC receives 
  Favor of Leaijrn Greenoak and the Influence Point 
  with the Church of Ehlonna (usable in Quaalsten 
  only). 
   
  If the PCs bribed Steerpike to join with the forces 
  against the Dawn, continue: 
   
  As the forces of the Green and White muster, rogues, 
  brigands, and mendicants arrive from the fringes of 
  the region. Making good on his word, Steerpike has 
  gathered a horde of scoundrels spoiling for a fight. 
  Shocked that the highwaymen stand beside you 
  instead of against you, the Highfolk Merchant 
  Guilds praise your forward thinking and vow to aid 
  you in the future. 
   
  If the PCs bribed Steerpike to join the forces of the Green 
  and White, they gain the Influence Point with the 
  Highfolk Merchant Guilds. 
   
  As you muster for war, buoyed high by the 
  camaraderie of arms, disheartening news crushes 
  any hope. The Shandareth have been betrayed and 
  the nanny who watched over both Aensylorin and 
  Rhynian has disappeared, spiriting both away in the 
  night. No one knows the location of either heir of 
  Rellen, but all fear the worst. 
   
  HIG8-06 Dawn 
   
  Page 14 
  
  Treasure: The PCs who meet with the Dreamer of Sea 
  and Stars receive the last piece of the raiment of the wood. 
   
  All APLs: Magic 758 gp wooden heart gloves; Total 758 
  gp. 
   
  Detect Magic Results: wooden heart gloves (moderate 
  transmutation).  
   
  The last chapter of the Highfolk story will be told in the 
  interactive HIG8-i02 Apotheosis. Those who are unable 
  to attend Milwaukee Summer Revel 2008 may contact 
  the Highfolk POC by email to obtain a copy of this event 
  (without the AR) for home play.  
   
  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. 
   
  2: TEA AND GARROTES 
  Defeat the Merry Bandits 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
   
  4: UNDERFOOT 
  Defeat the Gaolers 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  5: DARKEST BEFORE THE… 
  Defeat the Vinespawn 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  STORY AWARDS 
  Convince Steerpike to join the war effort 
  APL 4  
  25 XP 
  APL 6  
  50 XP 
  APL 8  
  75 XP 
  APL 10  
  100 XP 
  APL 12  
  125 XP 
   
  Rescue Leaijrn Alive 
  APL 4  
  110 XP 
  APL 6  
  130 XP 
  APL 8  
  150 XP 
  APL 10  
  170 XP 
  APL 12  
  190 XP 
   
  TOTAL POSSIBLE EXPERIENCE: 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 XP 
  APL 12  
  1575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  HIG8-06 Dawn 
   
  Page 15 
  
  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. 
   
  2: TEA AND GARROTES 
  DM Note: It is unlikely that the PCs get this loot. 
   
  All APLs: Loot 217 gp; Total 217 gp. 
   
  3: FOSTERAGE 
   
  APL 4: Magic 100 gp, 4 potions of cure moderate wounds 
  (25 gp each); Total 100 gp. 
   
  APL 6-12: Magic 225 gp, 4 potions of cure moderate 
  wounds (25 gp each), javelin of lightning (125 g); Total 225 
  gp. 
   
  4: UNDERFOOT 
   
  APL 4: Loot 2 gp; Total 2 gp. 
   
  APL 6: Magic 889 gp, +1 huge greathammer (193 gp), 
  +1 mitral breastplate (446 gp), bead of force (250 gp); Total 
  889 gp. 
   
  APL 8: Magic 1778 gp, 2 +1 huge greathammers (193 
  gp each), 2 +1 mitral breastplates (446 gp each), 2 bead of 
  forces (250 gp each); Total 1778 gp. 
   
  APL 10: Magic 2091 gp, 2 +1 huge greathammers (193 
  gp each), 2 +1 mitral breastplates (446 gp each), 2 bead of 
  forces (250 gp each), belt of one mighty blow (125 gp), 2 
  potions of fly (63 gp each); Total 2091 gp. 
   
  APL 12: Magic 4047 gp, 4 +1 huge greathammers (193 
  gp each), 4 +1 mitral breastplates (446 gp each), 4 bead of 
  forces (250 gp each), 4 potions of fly (63 gp each); Total 4047 
  gp. 
   
  CONCLUSION 
   
  All APLs: Magic 758 gp wooden heart gloves; Total 758 
  gp. 
   
  TOTAL POSSIBLE TREASURE 
   
  APL 4: Loot 219 gp; Magic 857 gp; Total 1076 gp. 
   
  APL 6: Loot 217 gp; Magic 1873 gp; Total 2089 gp. 
   
  APL 8: Loot 217 gp; Magic 2761 gp; Total 2978 gp. 
   
  APL 10: Loot 217 gp; Magic 2948 gp; Total 3165 gp. 
   
  APL 12: Loot 217 gp; Magic 4914 gp; Total 5131 gp. 
   
  ADVENTURE RECORD 
   
  Child of Destiny: You are or will be a hero of legend and your 
  destiny is known to the Dawn who seeks to consume you in 
  order to gain your power for herself. Now that you know about 
  this well of fate, you can call upon it to put off death that you 
  might meet your true destiny. You may expend this favor if you 
  are taken to -10 or lower by a single attack and instead be placed 
  at -8 (though not stable). Cross off this favor when used. 
   
  Contact - Steerpike: You have made contact with Steerpike 
  who may share gardening tips with you in the future. 
   
  Favor of Leaijrn Greenoak:  You have rescued Lord Marshal 
  Leaijrn Greenoak from the clutches of the Dawn. This favor 
  counts as a commendation for the Rangers of the Vesve and 
  awards access to the items marked with *. If you are Devoted of 
  the Green and White, you also gain access to the items marked 
  with a †. 
   
  IP: Church of Ehlonna (Quaalsten only) 
   
  IP: Merchant Guilds of Highfolk 
   
  Wages of Sin: Your close ally, Svatek Grimblood the cleric of 
  Iuz, wishes to further cement your alliance. Svatek gives you a 
  magical cat-o’nine-tails that you may use to flagellate yourself as 
  a standard action that provokes an attack of opportunity. You 
  may use this whip once to summon a demon that stays for one 
  round to use one of its spell-like abilities as you designate. The 
  demon will not attempt to summon other demons. Once you 
  have used the whip once it explodes in flames and crumbles to 
  ash, destroyed. You may summon the demon listed for your 
  APL or lower: 4-dretch; 6-quasit; 8-babau; 10-vrock; 12-hezrou. 
   
  Wooden Heart Gloves: These leather gloves are inlaid with 
  alchemically treated leaves surrounded a holy symbol of 
  Ehlenestra. The gloves grant a +1 dodge bonus to armor class 
  and 5 points of acid resistance. Once per day as an immediate 
  mental action, the wearer gains moderate fortification (as the 
  armor special ability) until the beginning of their next turn.  
  The collection benefits for wearing any combination of 
  two parts of the raiment of the wood grant the ability to feather fall 
  at will, three parts grant the ability to tree shape as a 3rd-level 
  druid once per day, and four parts grants evasion (or a +4 
  competence bonus to Reflex saving throws if you already have 
  evasion) once per day as an immediate mental action. This item 
  cannot be crafted and functions only for PCs who are Devoted 
  of the Green and White. 
  Price (Item Level): 9,100 gp (12th) 
  Body Slot: Hands 
  Caster Level: 7th  
  Aura: moderate; (DC 18) transmutation 
  Activation: — or immediate (mental) 
  Weight:  — lb. 
   
  ITEMS FOUND DURING THE ADVENTURE 
  APL 4: 
  • Wooden heart gloves (Adventure/Regional; see above) 
  • *Gloves of spell disruption (Adventure; MIC) 
  • † Badge of Valor (Adventure; MIC) 
   
  APL 6 (all of APL 4 plus the following): 
  • Javelin of lighting (Adventure; DMG) 
  HIG8-06 Dawn 
   
  Page 16 
  
  • *Dimension stride boots (Adventure; MIC) 
  • †Helm of tactics (Adventure; MIC) 
   
  APL 8 (all of APLs 4-6 plus the following): 
  • *True strike gauntlets (Adventure; MIC) 
  • †Horn of resilience (Adventure; MIC) 
   
  APL 10 (all of APLs 4-8 plus the following): 
  • Belt of one mighty blow (Adventure; MIC) 
  • *Necklace of fireballs V (Adventure; DMG) 
  • †Raptor arrow (Adventure; MIC) 
   
  APL 12 (all of APLs 4-10 plus the following): 
  • *Owl feather armor (Adventure; MIC) 
  • †Helm of the hunter (Adventure; MIC) 
   
  SECOND ADVENTURE RECORD FOR 
  DEVOTED OF THE GREEN AND WHITE  
   
  Devoted Points: Add the number of Highfolk Regionals, 
  Highfolk Specials, and Highfolk Interactives that your 
  character played while Devoted of the Green and White (even if 
  you are no longer Devoted). This number becomes your 
  number of Devoted Points and is used below. List the value 
  here:___________ 
   
  Freedom! If you are Devoted of the Green and White, you are 
  released from all restrictions for being Devoted but retain all 
  benefits for being Devoted in all future Highfolk adventures.  
   
  Legendary Resilience: Expend this favor as a swift action to 
  gain fast healing 3 for a number of rounds equal to your HD. 
   
  Pride in the Green and White: You have a strong pride in the 
  Vesve that you can draw on in times in need. As an immediate 
  action before rolling, you can add a +1 morale bonus to any d20 
  roll. You may do this a number of times equal to your Devoted 
  Points. 
   
  The following benefits only apply to characters who are 
  currently Devoted of the Green and White. You may choose one 
  option from the category that applies to your character and one 
  from each of the lower categories 
   
  Fair-Weather: 10 or less Devoted Points 
  • Change the access of one item on a Highfolk AR from 
  “adventure” to “regional.” 
  • Gain access to a not open not closed spell from the 
  Spell Compendium:______________________________________ 
  • Immediately change your home region from Highfolk 
  to any other region in the Iuz Meta-region. 
   
  Committed: 11-25 Devoted Points 
  • Change the access of one item on a Highfolk AR from 
  “regional” to “any.” 
  • Reuse ONE favor or reward from a year 6, 7 or 8 Highfolk 
  regional adventure that is marked USED. Note on AR and 
  mark this USED. 
  • The clerics of Ehlonna provide break enchantment, 
  greater restoration, heal, remove curse, or remove disease 
  spell free of all costs.  
  • Treat any one animal companion, familiar, special 
  mount, or regular animal with alchemical mixtures 
  from the Vesve so that they gain a +2 inherent bonus 
  to Constitution and increase their natural armor by 
  +1. 
   
  Loyal: 26 or more Devoted Points 
  • Select a +2, +4 or +6 ability enhancement to add to any magic 
  item of the appropriate Body Slot that your PC already 
  possesses. See MIC 234 for adding/improving common 
  item effects for cost. Note on AR and mark this USED. 
  • The clerics of Ehlonna provide raise dead or resurrection 
  spell free of all costs. 
  • If you are a special Highfolk character, gain a spell-like 
  ability usable once per day based on your type: Born 
  of the Vesve - heroism, Caressed by angels - prayer, Dwarf 
  of Dargas Mor – stone shape, Kissed by devils – invisibility 
  sphere. 
   
  ITEMS FOUND DURING THE ADVENTURE 
  All APLs: 
  • Battle bridle (Adventure, MIC) 
  • Bracers of arcane freedom (Adventure, MIC) 
  • Camouflage paint (Adventure, MIC) 
  • Chronocharm (any) (Adventure, MIC) 
  • Collar of healing (Adventure, MIC) 
  • Dragondoom scepter (Adventure, MIC) 
  • Dragon’s 
  draught 
  (copper, 
  green, 
  red, 
  silver) 
  (Adventure, MIC) 
  • Dragon’s-eye amulet (Adventure, MIC) 
  • Dragonrider Armor (copper, green, red, silver) 
  (Adventure, MIC) 
  • Ehlonna’s seed pouch (Adventure, MIC) 
  • Hand of the oak father (Adventure, MIC) 
  • Horn of plenty (Adventure, MIC) 
  • Necklace of copper dragon scales (Adventure, MIC) 
  • Orb of mental renewal (Adventure, MIC) 
  • Rod of bodily restoration (Adventure, MIC) 
  • Rod of cats (Adventure, MIC) 
  • Swordbow (Adventure, MIC) 
  • Thorn pouch (Adventure, MIC) 
  • Unicorn pendant (Adventure, MIC) 
  • Wilding clasp (Adventure, MIC) 
   
   
  HIG8-06 Dawn 
   
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  HIG8-06 Dawn 
   
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  APPENDIX 1: ALL APLS
   
  INTRODUCTION 
   
  S V AT E K  G R I M BL O O D 
   
   
  CR  7 
  Male human cleric 7 
  CE Medium humanoid (human) 
  Init +5; Senses Listen +4, Spot +4 
  Languages Abyssal, Common 
  AC 21, touch 11, flat-footed 20; (+1 Dex, +8 armor, +2 
  shield) 
  hp 45 (7 HD)  
  Fort +6, Ref +5, Will +9 
  Speed 20 ft. (4 squares) 
  Melee mwk morningstar +5 (1d8-1)  
  Ranged light crossbow +7 (1d8/19-20)  
  Base Atk +5; Grp +4 
  Special Actions rebuke undead 2/day 
  Cleric Spells Prepared (CL 7th, 8th for chaotic and 
  evil spells): 
   
  4th—divination, 
  freedom 
  of 
  movement, 
  unholy blightD (DC 18) 
   
  3rd—cure serious wounds, dispel magic, 
  magic circle versus goodD, speak with dead 
   
  2nd—aid, hold person (DC 16) shatterD (DC 
  16), silence, sound burst (DC 16) 
   
  1st—bless, cause fear (DC 15), divine favor, 
  obscuring mist, protection from lawD, shield of 
  faith 
   
  0th—create water, detect magic (2), detect 
  poison, light, mending 
   
  D: Domain spell. Deity: Iuz. Domains: Chaos, 
  Evil.  
  Abilities Str 8, Dex 12, Con 12, Int 12, Wis 19, Cha 8 
  Feats Divine Vigor, Improved Initiative, Improved 
  Toughness, Lightning Reflexes  
  Skills Concentration +11, Diplomacy +9, Knowledge 
  (religion) +11, Spellcraft +11 
  Possessions 
  plate 
  mail, 
  heavy 
  steel 
  shield, 
  masterwork morningstar, holy symbol, light 
  crossbow, 10 masterwork bolts, scroll of raise 
  dead 
   
   
   
  HIG8-06 Dawn 
   
  Page 19 
  
  APL 4 
  2: TEA AND GARROTES 
  MERRY BRUISER 
  CR 1 
  Male human barbarian 1/warrior 1 
  CN Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot 1 
  Languages Common 
   
  AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 
  shield) 
  hp 23 (2 HD) 
  Fort +7, Ref +1, Will -1 
   
  Speed 40 ft. (8 squares) 
  Melee mwk greatclub +7 (1d10+4) 
  Ranged javelin +3 (1d6+3) 
  Base Atk +2; Grp +5 
  Atk Options rage 1/day 
  Combat Gear tanglefoot bag 
   
  Abilities Str 16, Dex 13, Con 16, Int 8, Wis 8, Cha 8 
  Feats Subduing Strike, Weapon Focus (greatclub) 
  Skills Intimidate +4, Listen +3, Ride +5, Survival +3 
  Possessions combat gear plus masterwork greatclub, 5 
  javelins, chain shirt, heavy wooden shield  
   
  Hook “Hand it over or we get rough.” *the sound of 
  cracking knuckles* 
  MERRY BLACKJACK 
  CR 3 
  Male human duskblade 1/rogue 2/warrior 1 
  CN Medium humanoid (human) 
  Init +6; Senses Listen +4, Spot +4 
  Languages Common, Draconic, Elven 
   
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) 
  hp 30 (4 HD) 
  Fort +6, Ref +5, Will +1; evasion 
   
  Speed 30 ft. (6 squares) 
  Melee mwk greatsword +8 (2d6+4/19-20) 
  Ranged longbow +6 (1d8/x3) 
  Base Atk +3; Grp +6 
  Atk Options sneak attack +1d6 
  Combat Gear thunderstone 
  Duskblade Spells Known (CL 1st): 
   
  1st (3/day)—blade of blood, stand 
   
  0 (3/day)—acid splash (+5 ranged touch), 
  disrupt undead (+5 ranged touch), ray of frost (+5 
  ranged touch), touch of fatigue (+6 melee touch, 
  DC 12) 
  Spell-Like Abilities (CL 4th): 
   
  5/day—dancing lights, detect magic, flare (DC 
  9), ghost sound (DC 9), read magic. 
   
  Abilities Str 16, Dex 14, Con 14, Int 14, Wis 8, Cha 8 
  SQ armored mage (light), trapfinding  
  Feats Improved Initiative, Subduing Strike, Weapon 
  Focus (greatsword) 
  Skills Bluff +4, Climb +8, Concentration +7, Disguise 
  +7, Gather Information +4, Hide +7, Knowledge 
  (local) +7, Listen +4, Move Silently +7, Open Lock 
  +7, Search +7, Spot +4, Tumble +7 
  Possessions combat gear plus chain shirt, masterwork 
  greatsword, longbow, 20 masterwork arrows 
   
  Hook “ ’ello guvner, might you have a spare coin for 
  bloke in need?” 
   
  4: UNDERFOOT 
  GREATHORN MINOTAUR CR 7 
  CE Large monstrous humanoid (earth) 
  Init -1; Senses darkvision 60 ft., sent, tremorsense 120 
  ft., Listen +8, Spot +8 
  Languages Giant, Undercommon 
   
  AC 15, touch 8, flat-footed 15 (1 size, -1 Dex, +7 
  natural) 
  hp 104 (11 HD); DR 5/- 
  Fort +10, Ref +6, Will +7 
   
  Speed 30 ft. (6 squares); earth glide 
  Melee gore +17 (2d6+10) OR 
  Melee greathammer +17/+12/+7 (3d6+10/x4) AND 
  Melee gore +12 (2d6+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11; Grp +22 
  Atk Options Awesome Blow, Power Attack 
  Special Actions Earth Warp 
   
  Abilities Str 24, Dex 8, Con 20, Int 9, Wis 10, Cha 10 
  SQ natural cunning 
  Feats Awesome Blow, Great Fortitude, Improved 
  Natural Attack (gore), Power Attack, Track 
  Skills Intimidate +3, Listen +8, Search +3, Spot +8, 
  Survival +3 
  Possessions greathammer 
   
  Earth Glide (Ex) A greathorn minotaur can glide 
  through stone, dirt, or almost any sort of earth 
  except metal as easily as a fish swims through 
  water. Its burrowing leaves behind no tunnel or 
  hole, nor does it create any ripple or other signs of 
  its presence. 
  Earth Warp (Su) As a swift action, a greathorn minotaur 
  can cause the earth and rock around it to twist and 
  warp in a 60-foot-radius emanation around it., 
  double movement costs through that area. Natural 
  stone, finished stone, and dirt surfaces are subject 
  to this effect. The effect does not move with the 
  minotaur, when the minotaur leaves the area the 
  ground returns to normal. The minotaur ignores 
  movement penalties generated by its own or 
  another greathorn’s earth warp ability 
  HIG8-06 Dawn 
   
  Page 20 
  
  Natural Cunning (Ex) Greathorn minotaurs have 
  immunity to maze spells, never become lost, and 
  can track enemies. They are never caught flat-
  footed. 
   
  5: DARKEST BEFORE THE…  
  IMMATURE VINESPAWN 
  CR 6 
  N Large plant 
  Init +5; Senses low-light vision; Listen +3, Spot +4 
   
  AC 18, touch 14, flat-footed 13; Dodge, Mobility (-1 size, 
  +5 Dex, 4 natural) 
  hp 83 (8 HD); DR 5/slashing 
  Immune plant immunities 
  Fort +9, Ref +8, Will +3 
  Weakness vulnerability to fire 
   
  Speed 30 ft. (6 squares), climb 30 ft. 
  Melee 2 slams +11 (1d6+6) 
  Ranged vine net +10 touch (entangle) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +16 
  Atk Options Power Attack 
  Special Actions engulf, spawning 
   
  Abilities Str 22, Dex 20, Con 17, Int 5, Wis 10, Cha 12 
  SQ plant traits 
  Feats Dodge, Mobility, Power Attack 
  Skills Climb +12, Hide +12 (+20 in forest), Listen +3, 
  Move Silently +8, Spot +4 
   
  Vine Net (Ex) A vinespawn can hurl parts of its body up 
  to 30 feet as a ranged attack. Each of these tightly 
  wound balls opens in flight to form a net that can 
  entangle a creature up to one size category larger 
  than the vinespawn. A vinespawn can creature one 
  vine net per day for every 4 Hit Dice that it has. 
  Engulf (Ex) As a standard action, a vinespawn can flow 
  over Medium or smaller creatures, entrapping the, 
  within its form. The vinespawn simply moves into 
  the opponent’s space; any creature whose space it 
  completely covers is subject to the engulf attack. A 
  vinespawn cannot make slam or vine net attacks 
  during a round in which it engulfs. If can engulf as 
  many creatures as fits in its space. 
   
  Opponents can make attacks of opportunity 
  against a vinespawn, but if they do, they are not 
  entitled to a saving throw. Those who do not 
  attempt attacks of opportunity must succeed on a 
  DC 18 Reflex saving or be engulfed; on a success, 
  a creatures moves aside or back (opponent’s 
  choice) to move out of the vinespawn’s path. The 
  save is Strength-based. 
   
  As a swift action, a vinespawn can crush 
  engulfed creatures, dealing 2d6+12 points of 
  nonlethal 
  damage. 
  Engulfed 
  creatures 
  are 
  considered grappled and trapped within the 
  vinespawn’s body, but they can attempt to damage 
  the vinespawn or escape from it as with a normal 
  grapple. A vinespawn is not considered to be 
  grappling when it has engulfed a creature, and it 
  cannot be pinned by an engulfed creature. 
   
  A creature engulfed by a vinespawn is subject 
  to any area effect to which the vinespawn is 
  subjected. Grappled and engulfed creatures lose 
  any Dexterity bonus to AC but gain a +4 bonus on 
  Reflex saves for having cover. An engulfed creature 
  takes half damage from any attack that does 
  piercing damage to the vinespawn. This half 
  damage is calculated before the vinespawn’s 
  damage reduction is applied to the attack. 
   
  A vinespawn can choose to expel engulfed 
  creatures as a standard action. If a vinespawn is 
  killed, any engulfed creatures are freed. 
  Spawning (Ex) As a standard action, a vinespawn can 
  attempt to insert its spawning root down the throat 
  of an engulfed humanoid, monstrous humanoid, or 
  giant. An unconscious engulf creature cannot resist 
  the spawning root. A vinespawn must succeed on a 
  grapple check to indirect any other creature. The 
  engulfed creature takes 1d6+8 points of damage as 
  the thorny appendage burrows into its stomach. The 
  presence of the spawning root prevents talking, the 
  casting of spells with verbal components, or any 
  other activities requiring speech. Removing a 
  spawning root requires a successful grapple check 
  by the creature invaded by the root, but doing so 
  deals and extra 1d6 points of damage. If the 
  vinespawn is killed, the spawning root can be 
  removed without dealing damage. 
   
  A spawning root nourishes an unconscious 
  creature, keeping it breathing while the vinespawn 
  uses periodic swift actions to deal nonlethal 
  damage and keep the target unconscious. If the 
  target creature is left in this state for 1 day, vines 
  grow through its veins. On the fourth day in this 
  state, the victim dies as an adult vinespawn exits 
  the body of the parent. 
   
  A vinespawn that is attacked during the 
  spawning process can fight back but cannot move 
  without disengaging its spawning root. Only if 
  reduced to 20 or fewer hit points does it break off, 
  disengaging the vine, dealing damage as above, 
  and fleeing with the engulfed creatures in tow.  
   
  If extracted before the fourth day, the victim is 
  sickened even when returned to consciousness. 
  Such victims die in 2d4 days unless remove 
  disease is used to destroy the vines that can be 
  seen growing beneath the skin.  
  HIG8-06 Dawn 
   
  Page 21 
  
  APL 6
  2: TEA AND GARROTES 
  MERRY BRUISER 
  CR 2 
  Male human barbarian 1/fighter 1/warrior 1 
  CN Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot 1 
  Languages Common 
   
  AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 
  shield) 
  hp 32 (3 HD) 
  Fort +9, Ref +1, Will -1 
   
  Speed 40 ft. (8 squares) 
  Melee greatclub +8 (1d10+4) 
  Ranged javelin +4 (1d6+3) 
  Base Atk +3; Grp +6 
  Atk Options rage 1/day 
  Combat Gear tanglefoot bag 
   
  Abilities Str 16, Dex 13, Con 16, Int 8, Wis 8, Cha 8 
  Feats Power Attack, Powerful Charge, Subduing 
  Strike, Weapon Focus (greatclub) 
  Skills Intimidate +5, Listen +3, Ride +5, Survival +3 
  Possessions masterwork greatclub, 5 javelins, chain 
  shirt, heavy wooden shield  
   
  Hook “Hand it over or we get rough.” *the sound of 
  cracking knuckles* 
  MERRY BLACKJACK 
  CR 5 
  Male human duskblade 1/rogue 4/warrior 1 
  CN Medium humanoid (human) 
  Init +6; Senses Listen +6, Spot +6 
  Languages Common, Draconic, Elven 
   
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex); 
  uncanny dodge 
  hp 48 (6 HD) 
  Fort +7, Ref +6, Will +2; evasion 
   
  Speed 30 ft. (6 squares) 
  Melee mwk greatsword +10 (2d6+4/19-20) 
  Ranged longbow +8 (1d8/x3) 
  Base Atk +5; Grp +8 
  Atk Options sneak attack +2d6 
  Combat Gear thunderstone 
  Duskblade Spells Known (CL 1st): 
   
  1st (3/day)—blade of blood, stand 
   
  0 (3/day)—acid splash (+7 ranged touch), 
  disrupt undead (+7 ranged touch), ray of frost (+7 
  ranged touch), touch of fatigue (+8 melee touch, 
  DC 12) 
  Spell-Like Abilities (CL 6th): 
   
  5/day—dancing lights, detect magic, flare 
  (DC 9), ghost sound (DC 9), read magic. 
   
  Abilities Str 16, Dex 14, Con 14, Int 14, Wis 8, Cha 8 
  SQ armored mage (light), trapfinding, trap sense +1 
  Feats Improved Initiative, Improved Toughness, 
  Subduing Strike, Weapon Focus (greatsword) 
  Skills Bluff +6, Climb +8, Concentration +7, Disguise 
  +9, Gather Information +6, Hide +9, Knowledge 
  (local) +9, Listen +6, Move Silently +9, Open 
  Lock +9, Search +9, Spot +6, Tumble +9 
  Possessions 
  combat 
  gear 
  plus 
  chain 
  shirt, 
  masterwork greatsword, longbow, 20 masterwork 
  arrows 
   
  Hook “ ’ello guvner, might you have a spare coin for 
  bloke in need?” 
   
  4: UNDERFOOT 
  GREATHORN MINOTAUR BRUTE 
   
  CR 9 
  Greathorn minotaur fighter 2 
  CE Large monstrous humanoid (earth) 
  Init -1; Senses darkvision 60 ft., sent, tremorsense 
  120 ft., Listen +8, Spot +8 
  Languages Giant, Undercommon 
   
  AC 21, touch 8, flat-footed 21 (1 size, -1 Dex, +7 
  natural, +6 armor) 
  hp 126 (13 HD); DR 5/- 
  Fort +13, Ref +6, Will +7 
   
  Speed 30 ft. (6 squares); earth glide 
  Melee gore +19 (2d6+10) OR 
  Melee greathammer +19/+14/+9 (4d6+11/19-20, x4) 
  AND 
  Melee gore +14 (2d6+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +13; Grp +24 
  Atk Options Awesome Blow, Power Attack 
  Special Actions Earth Warp 
  Combat Gear bead of force 
   
  Abilities Str 25, Dex 8, Con 20, Int 9, Wis 10, Cha 10 
  SQ natural cunning 
  Feats Awesome Blow, Great Fortitude, Improved 
  Critical (greathammer), Improved Natural Attack 
  (gore), Monkey Grip, Power Attack, Track, 
  Weapon Focus (greathammer) 
  Skills Intimidate +3, Listen +8, Search +3, Spot +8, 
  Survival +4 
  Possessions 
  combat 
  gear 
  plus 
  +1 
  huge 
  greathammer, +1 mitral breastplate 
   
  Earth Glide (Ex) A greathorn minotaur can glide 
  through stone, dirt, or almost any sort of earth 
  except metal as easily as a fish swims through 
  water. Its burrowing leaves behind no tunnel or 
  hole, nor does it create any ripple or other signs 
  of its presence. 
  Earth Warp (Su) As a swift action, a greathorn 
  minotaur can cause the earth and rock around it 
  HIG8-06 Dawn 
   
  Page 22 
  
  to twist and warp in a 60-foot-radius emanation 
  around it., double movement costs through that 
  area. Natural stone, finished stone, and dirt 
  surfaces are subject to this effect. The effect 
  does not move with the minotaur, when the 
  minotaur leaves the area the ground returns to 
  normal. 
  The 
  minotaur 
  ignores 
  movement 
  penalties generated by its own or another 
  greathorn’s earth warp ability 
  Natural Cunning (Ex) Greathorn minotaurs have 
  immunity to maze spells, never become lost, and 
  can track enemies. They are never caught flat-
  footed. 
   
  5: DARKEST BEFORE THE…  
  DARK VINESPAWN 
  CR 8 
  N Large plant (extraplanar) 
  Init +5; Senses darkvision 60 ft., superior low-light 
  vision; Listen +3, Spot +4 
   
  AC 18, touch 14, flat-footed 13; Dodge, Mobility (-1 
  size, +5 Dex, +4 natural) 
  hp 102 (12 HD); DR 5/slashing 
  Immune plant immunities 
  Resist cold 10 
  Fort +11, Ref +11, Will +4 
  Weakness vulnerability to fire 
   
  Speed 40 ft. (8 squares), climb 40 ft. 
  Melee 2 slams +14 (1d8+6) 
  Ranged vine net +13 touch (entangle) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9; Grp +19 
  Atk Options Power Attack 
  Special Actions engulf, hide in plain sight, spawning 
   
  Abilities Str 22, Dex 21, Con 17, Int 5, Wis 10, Cha 
  12 
  SQ plant traits 
  Feats Dodge, Improved Natural Attack (slam), 
  Lightning Reflexes, Mobility, Power Attack 
  Skills Climb +14, Hide +22 (+30 in forest), Listen +3, 
  Move Silently +14, Spot +4 
   
  Vine Net (Ex) A vinespawn can hurl parts of its body 
  up to 30 feet as a ranged attack. Each of these 
  tightly wound balls opens in flight to form a net 
  that can entangle a creature up to one size 
  category larger than the vinespawn. A vinespawn 
  can creature one vine net per day for every 4 Hit 
  Dice that it has. 
  Engulf (Ex) As a standard action, a vinespawn can 
  flow 
  over 
  Medium 
  or 
  smaller 
  creatures, 
  entrapping the, within its form. The vinespawn 
  simply moves into the opponent’s space; any 
  creature whose space it completely covers is 
  subject to the engulf attack. A vinespawn cannot 
  make slam or vine net attacks during a round in 
  which it engulfs. If can engulf as many creatures 
  as fits in its space. 
   
  Opponents can make attacks of opportunity 
  against a vinespawn, but if they do, they are not 
  entitled to a saving throw. Those who do not 
  attempt attacks of opportunity must succeed on a 
  DC 18 Reflex saving or be engulfed; on a 
  success, a creatures moves aside or back 
  (opponent’s 
  choice) 
  to 
  move 
  out 
  of 
  the 
  vinespawn’s path. The save is Strength-based. 
   
  As a swift action, a vinespawn can crush 
  engulfed creatures, dealing 2d6+12 points of 
  nonlethal 
  damage. 
  Engulfed 
  creatures 
  are 
  considered grappled and trapped within the 
  vinespawn’s body, but they can attempt to 
  damage the vinespawn or escape from it as with 
  a normal grapple. A vinespawn is not considered 
  to be grappling when it has engulfed a creature, 
  and it cannot be pinned by an engulfed creature. 
   
  A creature engulfed by a vinespawn is 
  subject to any area effect to which the vinespawn 
  is subjected. Grappled and engulfed creatures 
  lose any Dexterity bonus to AC but gain a +4 
  bonus on Reflex saves for having cover. An 
  engulfed creature takes half damage from any 
  attack that does piercing damage to the 
  vinespawn. This half damage is calculated before 
  the vinespawn’s damage reduction is applied to 
  the attack. 
   
  A vinespawn can choose to expel engulfed 
  creatures as a standard action. If a vinespawn is 
  killed, any engulfed creatures are freed. 
  Spawning (Ex) As a standard action, a vinespawn 
  can attempt to insert its spawning root down the 
  throat of an engulfed humanoid, monstrous 
  humanoid, or giant. An unconscious engulf 
  creature cannot resist the spawning root. A 
  vinespawn must succeed on a grapple check to 
  indirect any other creature. The engulfed creature 
  takes 1d6+8 points of damage as the thorny 
  appendage burrows into its stomach. The 
  presence of the spawning root prevents talking, 
  the casting of spells with verbal components, or 
  any other activities requiring speech. Removing a 
  spawning root requires a successful grapple 
  check by the creature invaded by the root, but 
  doing so deals and extra 1d6 points of damage. If 
  the vinespawn is killed, the spawning root can be 
  removed without dealing damage. 
   
  A spawning root nourishes an unconscious 
  creature, 
  keeping 
  it 
  breathing 
  while 
  the 
  vinespawn uses periodic swift actions to deal 
  nonlethal 
  damage 
  and 
  keep 
  the 
  target 
  unconscious. If the target creature is left in this 
  state for 1 day, vines grow through its veins. On 
  the fourth day in this state, the victim dies as an 
  adult vinespawn exits the body of the parent. 
   
  A vinespawn that is attacked during the 
  spawning process can fight back but cannot 
  move without disengaging its spawning root. Only 
  if reduced to 20 or fewer hit points does it break 
  off, disengaging the vine, dealing damage as 
  above, and fleeing with the engulfed creatures in 
  tow.  
  HIG8-06 Dawn 
   
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  HIG8-06 Dawn 
   
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  If extracted before the fourth day, the victim 
  is 
  sickened 
  even 
  when 
  returned 
  to 
  consciousness. Such victims die in 2d4 days 
  unless remove disease is used to destroy the 
  vines that can be seen growing beneath the skin.  
  Hide in Plain Sight (Ex) Can use the Hide skill, even 
  while being observed (except in natural daylight, 
  the effect of a daylight spell, or similar effect). 
  
  APL 8 
  2: TEA AND GARROTES 
  MERRY BRUISER 
  CR 4 
  Male human barbarian 2/fighter 2/warrior 1 
  CN Medium humanoid (human) 
  Init +2; Senses Listen +6, Spot 1 
  Languages Common 
   
  AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 
  shield); Uncanny Dodge 
  hp 51 (5 HD) 
  Fort +11, Ref +2, Will -1 
   
  Speed 40 ft. (8 squares) 
  Melee greatclub +10 (1d10+4) 
  Ranged javelin +7 (1d6+3) 
  Base Atk +5; Grp +8 
  Atk Options rage 1/day 
  Combat Gear tanglefoot bag 
   
  Abilities Str 16, Dex 14, Con 16, Int 8, Wis 8, Cha 8 
  Feats Power Attack, Powerful Charge, Subduing Strike, 
  Weapon Focus (greatclub) 
  Skills Intimidate +7, Listen +6, Ride +4, Survival +3 
  Possessions masterwork greatclub, 5 javelins, chain 
  shirt, heavy wooden shield  
   
  Hook “Hand it over or we get rough.” *the sound of 
  cracking knuckles* 
  MERRY BLACKJACK 
  CR 7 
  Male human duskblade 3/rogue 4/warrior 1 
  CN Medium humanoid (human) 
  Init +6; Senses Listen +6, Spot +6 
  Languages Common, Draconic, Elven 
   
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex); 
  uncanny dodge 
  hp 62 (8 HD) 
  Fort +8, Ref +7, Will +3; evasion 
   
  Speed 30 ft. (6 squares) 
  Melee mwk greatsword +12/+7 (2d6+4/19-20) 
  Ranged longbow +10/+5 (1d8/x3) 
  Base Atk +7; Grp +10 
  Atk Options arcane channeling, sneak attack +2d6 
  Combat Gear thunderstone 
  Duskblade Spells Known (CL 3rd): 
   
  1st (5/day)—blade of blood, Kelgore’s fire bolt 
  (+9 ranged touch), stand, swift expeditious retreat 
   
  0 (5/day)—acid splash (+9 ranged touch), 
  disrupt undead (+9 ranged touch), ray of frost (+9 
  ranged touch), touch of fatigue (+10 melee touch, 
  DC 12) 
  Spell-Like Abilities (CL 8th): 
   
  5/day—dancing lights, detect magic, flare (DC 
  9), ghost sound (DC 9), read magic. 
   
  Abilities Str 17, Dex 14, Con 14, Int 14, Wis 8, Cha 8 
  SQ armored mage (light), trapfinding, trap sense +1 
  Feats Combat Casting, Improved Initiative, Improved 
  Toughness, 
  Subduing 
  Strike, Weapon Focus 
  (greatsword) 
  Skills Bluff +6, Climb +8, Concentration +14, Disguise 
  +9, Gather Information +6, Hide +9, Knowledge 
  (local) +9, Listen +6, Move Silently +9, Open Lock 
  +9, Search +9, Spellcraft +3, Spot +6, Tumble +9 
  Possessions combat gear plus chain shirt, masterwork 
  greatsword, longbow, 20 masterwork arrows 
   
  Arcane Channeling (Su) Use a standard action to cast 
  any spell known and deliver it through your weapon 
  with a melee attack.  Casting of this spell does not 
  provoke attacks of opportunity.  Spells cast this way 
  must have a casting time of 1 standard action or 
  less.  If melee attack is successful, deal damage 
  and then apply spell effect. 
   
  Hook “ ’ello guvner, might you have a spare coin for 
  bloke in need?” 
   
  4: UNDERFOOT 
  GREATHORN MINOTAUR BRUTE 
   
  CR 9 
  Greathorn minotaur fighter 2 
  CE Large monstrous humanoid (earth) 
  Init -1; Senses darkvision 60 ft., sent, tremorsense 120 
  ft., Listen +8, Spot +8 
  Languages Giant, Undercommon 
   
  AC 21, touch 8, flat-footed 21 (1 size, -1 Dex, +7 
  natural, +6 armor) 
  hp 126 (13 HD); DR 5/- 
  Fort +13, Ref +6, Will +7 
   
  Speed 30 ft. (6 squares); earth glide 
  Melee gore +19 (2d6+10) OR 
  Melee greathammer +19/+14/+9 (4d6+11/19-20, x4) 
  AND 
  Melee gore +14 (2d6+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +13; Grp +24 
  Atk Options Awesome Blow, Power Attack 
  Special Actions Earth Warp 
  Combat Gear bead of force 
   
  Abilities Str 25, Dex 8, Con 20, Int 9, Wis 10, Cha 10 
  SQ natural cunning 
  Feats Awesome Blow, Great Fortitude, Improved Critical 
  (greathammer), Improved Natural Attack (gore), 
  Monkey Grip, Power Attack, Track, Weapon Focus 
  (greathammer) 
  Skills Intimidate +3, Listen +8, Search +3, Spot +8, 
  Survival +4 
  Possessions combat gear plus +1 huge greathammer, 
  +1 mitral breastplate 
  HIG8-06 Dawn 
   
  Page 25 
  
   
  Earth Glide (Ex) A greathorn minotaur can glide 
  through stone, dirt, or almost any sort of earth 
  except metal as easily as a fish swims through 
  water. Its burrowing leaves behind no tunnel or 
  hole, nor does it create any ripple or other signs of 
  its presence. 
  Earth Warp (Su) As a swift action, a greathorn minotaur 
  can cause the earth and rock around it to twist and 
  warp in a 60-foot-radius emanation around it., 
  double movement costs through that area. Natural 
  stone, finished stone, and dirt surfaces are subject 
  to this effect. The effect does not move with the 
  minotaur, when the minotaur leaves the area the 
  ground returns to normal. The minotaur ignores 
  movement penalties generated by its own or 
  another greathorn’s earth warp ability 
  Natural Cunning (Ex) Greathorn minotaurs have 
  immunity to maze spells, never become lost, and 
  can track enemies. They are never caught flat-
  footed. 
   
  5: DARKEST BEFORE THE…  
  DARK VINESPAWN ELITE CR 10 
  N Large plant (extraplanar) 
  Init +6; Senses darkvision 60 ft., superior low-light 
  vision; Listen +3, Spot +4 
   
  AC 19, touch 15, flat-footed 13; Dodge, Mobility (-1 size, 
  +6 Dex, +4 natural) 
  hp 186 (20 HD); DR 5/slashing 
  Immune plant immunities 
  Resist cold 10 
  Fort +16, Ref +14, Will +6 
  Weakness vulnerability to fire 
   
  Speed 40 ft. (8 squares), climb 40 ft. 
  Melee 2 slams +21 (1d8+6) 
  Ranged vine net +20 touch (entangle) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +15; Grp +25 
  Atk Options Power Attack 
  Special Actions engulf, hide in plain sight, spawning 
   
  Abilities Str 22, Dex 22, Con 18, Int 5, Wis 10, Cha 12 
  SQ plant traits 
  Feats Ability Focus (engulf), Dodge, Improved Natural 
  Attack (slam), Lightning Reflexes, Mobility, Power 
  Attack, Weapon Focus (slam) 
  Skills Climb +14, Hide +31 (+39 in forest), Listen +3, 
  Move Silently +15, Spot +4 
   
  Vine Net (Ex) A vinespawn can hurl parts of its body up 
  to 30 feet as a ranged attack. Each of these tightly 
  wound balls opens in flight to form a net that can 
  entangle a creature up to one size category larger 
  than the vinespawn. A vinespawn can creature one 
  vine net per day for every 4 Hit Dice that it has. 
  Engulf (Ex) As a standard action, a vinespawn can flow 
  over Medium or smaller creatures, entrapping the, 
  within its form. The vinespawn simply moves into 
  the opponent’s space; any creature whose space it 
  completely covers is subject to the engulf attack. A 
  vinespawn cannot make slam or vine net attacks 
  during a round in which it engulfs. If can engulf as 
  many creatures as fits in its space. 
   
  Opponents can make attacks of opportunity 
  against a vinespawn, but if they do, they are not 
  entitled to a saving throw. Those who do not 
  attempt attacks of opportunity must succeed on a 
  DC 20 Reflex saving or be engulfed; on a success, 
  a creatures moves aside or back (opponent’s 
  choice) to move out of the vinespawn’s path. The 
  save is Strength-based. 
   
  As a swift action, a vinespawn can crush 
  engulfed creatures, dealing 2d6+12 points of 
  nonlethal 
  damage. 
  Engulfed 
  creatures 
  are 
  considered grappled and trapped within the 
  vinespawn’s body, but they can attempt to damage 
  the vinespawn or escape from it as with a normal 
  grapple. A vinespawn is not considered to be 
  grappling when it has engulfed a creature, and it 
  cannot be pinned by an engulfed creature. 
   
  A creature engulfed by a vinespawn is subject 
  to any area effect to which the vinespawn is 
  subjected. Grappled and engulfed creatures lose 
  any Dexterity bonus to AC but gain a +4 bonus on 
  Reflex saves for having cover. An engulfed creature 
  takes half damage from any attack that does 
  piercing damage to the vinespawn. This half 
  damage is calculated before the vinespawn’s 
  damage reduction is applied to the attack. 
   
  A vinespawn can choose to expel engulfed 
  creatures as a standard action. If a vinespawn is 
  killed, any engulfed creatures are freed. 
  Spawning (Ex) As a standard action, a vinespawn can 
  attempt to insert its spawning root down the throat 
  of an engulfed humanoid, monstrous humanoid, or 
  giant. An unconscious engulf creature cannot resist 
  the spawning root. A vinespawn must succeed on a 
  grapple check to indirect any other creature. The 
  engulfed creature takes 1d6+8 points of damage as 
  the thorny appendage burrows into its stomach. The 
  presence of the spawning root prevents talking, the 
  casting of spells with verbal components, or any 
  other activities requiring speech. Removing a 
  spawning root requires a successful grapple check 
  by the creature invaded by the root, but doing so 
  deals and extra 1d6 points of damage. If the 
  vinespawn is killed, the spawning root can be 
  removed without dealing damage. 
   
  A spawning root nourishes an unconscious 
  creature, keeping it breathing while the vinespawn 
  uses periodic swift actions to deal nonlethal 
  damage and keep the target unconscious. If the 
  target creature is left in this state for 1 day, vines 
  grow through its veins. On the fourth day in this 
  state, the victim dies as an adult vinespawn exits 
  the body of the parent. 
   
  A vinespawn that is attacked during the 
  spawning process can fight back but cannot move 
  without disengaging its spawning root. Only if 
  HIG8-06 Dawn 
   
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  HIG8-06 Dawn 
   
  Page 27 
  reduced to 20 or fewer hit points does it break off, 
  disengaging the vine, dealing damage as above, 
  and fleeing with the engulfed creatures in tow.  
   
  If extracted before the fourth day, the victim is 
  sickened even when returned to consciousness. 
  Such victims die in 2d4 days unless remove 
  disease is used to destroy the vines that can be 
  seen growing beneath the skin.  
  Hide in Plain Sight (Ex) Can use the Hide skill, even 
  while being observed (except in natural daylight, the 
  effect of a daylight spell, or similar effect). 
   
   
   
   
  
  APL 10 
  2: TEA AND GARROTES 
  MERRY BRUISER 
  CR 6 
  Male human barbarian 2/fighter 4/warrior 1 
  CN Medium humanoid (human) 
  Init +2; Senses Listen +6, Spot 1 
  Languages Common 
   
  AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 
  shield); Uncanny Dodge 
  hp 69 (7 HD) 
  Fort +12, Ref +3, Will +0 
   
  Speed 40 ft. (8 squares) 
  Melee greatclub +12/+7 (1d10+6) 
  Ranged javelin +9/+4 (1d6+3) 
  Base Atk +7; Grp +10 
  Atk Options rage 1/day 
  Combat Gear tanglefoot bag 
   
  Abilities Str 16, Dex 14, Con 16, Int 8, Wis 8, Cha 8 
  Feats Dodge, Power Attack, Powerful Charge, Subduing 
  Strike, 
  Weapon 
  Focus 
  (greatclub), 
  Weapon 
  Specialization (greatclub) 
  Skills Intimidate +9, Listen +6, Ride +4, Survival +3 
  Possessions masterwork greatclub, 5 javelins, chain 
  shirt, heavy wooden shield  
   
  Hook “Hand it over or we get rough.” *the sound of 
  cracking knuckles* 
  MERRY BLACKJACK 
  CR 9 
  Male human duskblade 5/rogue 4/warrior 1 
  CN Medium humanoid (human) 
  Init +6; Senses Listen +6, Spot +6 
  Languages Common, Draconic, Elven 
   
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex); 
  uncanny dodge 
  hp 76 (10 HD) 
  Fort +9, Ref +7, Will +4; evasion 
   
  Speed 30 ft. (6 squares) 
  Melee mwk greatsword +14/+9 (2d6+4/19-20) 
  Ranged longbow +12/+7 (1d8/x3) 
  Base Atk +9; Grp +12 
  Atk Options arcane channeling, quick cast 1/day, sneak 
  attack +2d6 
  Combat Gear thunderstone 
  Duskblade Spells Known (CL 5th): 
   
  2nd(3/day)—swift invisibility 
   
  1st (6/day)—blade of blood, Kelgore’s fire bolt 
  (+11 ranged touch), ray of enfeeblement (+11 
  ranged touch), stand, swift expeditious retreat 
   
  0 (6/day)—acid splash (+11 ranged touch), 
  disrupt undead (+11 ranged touch), ray of frost (+11 
  ranged touch), touch of fatigue (+12 melee touch, 
  DC 12) 
  Spell-Like Abilities (CL 10th): 
   
  5/day—dancing lights, detect magic, flare (DC 
  9), ghost sound (DC 9), read magic. 
   
  Abilities Str 17, Dex 14, Con 14, Int 14, Wis 8, Cha 8 
  SQ armored mage (medium), trapfinding, trap sense +1 
  Feats Blind-fight, Combat Casting, Improved Initiative, 
  Improved Toughness, Subduing Strike, Weapon 
  Focus (greatsword) 
  Skills Bluff +6, Climb +8, Concentration +16, Disguise 
  +9, Gather Information +6, Hide +9, Knowledge 
  (local) +9, Listen +6, Move Silently +9, Open Lock 
  +9, Search +9, Spellcraft +9, Spot +6, Tumble +9 
  Possessions combat gear plus chain shirt, masterwork 
  greatsword, longbow, 20 masterwork arrows 
   
  Arcane Channeling (Su) Use a standard action to cast 
  any spell known and deliver it through your weapon 
  with a melee attack.  Casting of this spell does not 
  provoke attacks of opportunity.  Spells cast this way 
  must have a casting time of 1 standard action or 
  less.  If melee attack is successful, deal damage 
  and then apply spell effect. 
  Quick Cast Once per day cast a spell with a casting 
  time of 1 standard action or less as a swift action. 
   
  Hook “ ’ello guvner, might you have a spare coin for 
  bloke in need?” 
   
  4: UNDERFOOT 
  GREATHORN MINOTAUR MYRMIDON 
   
  CR 11 
  Greathorn minotaur fighter 4 
  CE Large monstrous humanoid (earth) 
  Init -1; Senses darkvision 60 ft., sent, tremorsense 120 
  ft., Listen +8, Spot +8 
  Languages Giant, Undercommon 
   
  AC 21, touch 8, flat-footed 21 (1 size, -1 Dex, +7 
  natural, +6 armor) 
  hp 148 (15 HD); DR 5/- 
  Fort +14, Ref +7, Will +8 
   
  Speed 30 ft. (6 squares); earth glide 
  Melee gore +21 (2d6+10) OR 
  Melee greathammer +21/+16/+11 (4d6+11/19-20, x4) 
  AND 
  Melee gore +16 (2d6+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +15; Grp +26 
  Atk Options Awesome Blow, Power Attack 
  Special Actions Earth Warp 
  Combat Gear bead of force, potion of fly 
   
  Abilities Str 25, Dex 8, Con 20, Int 9, Wis 10, Cha 10 
  SQ natural cunning 
  Feats Awesome Blow, Great Fortitude, Improved Critical 
  (greathammer), Improved Natural Attack (gore), 
  HIG8-06 Dawn 
   
  Page 28 
  
  Monkey Grip, Power Attack, Power Critical (+4 to 
  confirm threats with greathammer), Track, Weapon 
  Focus 
  (greathammer), 
  Weapon 
  Specialization 
  (greathammer) 
  Skills Intimidate +3, Listen +8, Search +3, Spot +8, 
  Survival +5 
  Possessions combat gear plus +1 huge greathammer, 
  +1 mitral breastplate, belt of one mighty blow (only 
  one) 
   
  Earth Glide (Ex) A greathorn minotaur can glide 
  through stone, dirt, or almost any sort of earth 
  except metal as easily as a fish swims through 
  water. Its burrowing leaves behind no tunnel or 
  hole, nor does it create any ripple or other signs of 
  its presence. 
  Earth Warp (Su) As a swift action, a greathorn minotaur 
  can cause the earth and rock around it to twist and 
  warp in a 60-foot-radius emanation around it., 
  double movement costs through that area. Natural 
  stone, finished stone, and dirt surfaces are subject 
  to this effect. The effect does not move with the 
  minotaur, when the minotaur leaves the area the 
  ground returns to normal. The minotaur ignores 
  movement penalties generated by its own or 
  another greathorn’s earth warp ability 
  Natural Cunning (Ex) Greathorn minotaurs have 
  immunity to maze spells, never become lost, and 
  can track enemies. They are never caught flat-
  footed. 
   
  5: DARKEST BEFORE THE…  
  DARK VINESPAWN ELDER CR 12 
  N Huge plant (extraplanar) 
  Init +9; Senses darkvision 60 ft., superior low-light 
  vision; Listen +3, Spot +4 
   
  AC 20, touch 13, flat-footed 15; Dodge, Mobility (-2 size, 
  +5 Dex, +7 natural) 
  hp 336 (28 HD); DR 5/slashing 
  Immune plant immunities 
  Resist cold 10 
  Fort +21, Ref +15, Will +8 
  Weakness vulnerability to fire 
   
  Speed 40 ft. (8 squares), climb 40 ft. 
  Melee 2 slams +31 (2d6+11) 
  Ranged vine net +28 touch (entangle) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +15; Grp +33 
  Atk Options Power Attack 
  Special Actions engulf, hide in plain sight, spawning 
   
  Abilities Str 32, Dex 20, Con 22, Int 5, Wis 10, Cha 12 
  SQ plant traits 
  Feats Ability Focus (engulf), Dodge, Improved Initiative, 
  Improved 
  Natural 
  Attack 
  (slam), 
  Improved 
  Toughness, Lightning Reflexes, Mobility, Power 
  Attack, Weapon Focus (slam) 
  Skills Climb +19, Hide +38 (+46 in forest), Listen +3, 
  Move Silently +14, Spot +4 
   
  Vine Net (Ex) A vinespawn can hurl parts of its body up 
  to 30 feet as a ranged attack. Each of these tightly 
  wound balls opens in flight to form a net that can 
  entangle a creature up to one size category larger 
  than the vinespawn. A vinespawn can creature one 
  vine net per day for every 4 Hit Dice that it has. 
  Engulf (Ex) As a standard action, a vinespawn can flow 
  over Medium or smaller creatures, entrapping the, 
  within its form. The vinespawn simply moves into 
  the opponent’s space; any creature whose space it 
  completely covers is subject to the engulf attack. A 
  vinespawn cannot make slam or vine net attacks 
  during a round in which it engulfs. If can engulf as 
  many creatures as fits in its space. 
   
  Opponents can make attacks of opportunity 
  against a vinespawn, but if they do, they are not 
  entitled to a saving throw. Those who do not 
  attempt attacks of opportunity must succeed on a 
  DC 25 Reflex saving or be engulfed; on a success, 
  a creatures moves aside or back (opponent’s 
  choice) to move out of the vinespawn’s path. The 
  save is Strength-based. 
   
  As a swift action, a vinespawn can crush 
  engulfed creatures, dealing 3d6+16 points of 
  nonlethal 
  damage. 
  Engulfed 
  creatures 
  are 
  considered grappled and trapped within the 
  vinespawn’s body, but they can attempt to damage 
  the vinespawn or escape from it as with a normal 
  grapple. A vinespawn is not considered to be 
  grappling when it has engulfed a creature, and it 
  cannot be pinned by an engulfed creature. 
   
  A creature engulfed by a vinespawn is subject 
  to any area effect to which the vinespawn is 
  subjected. Grappled and engulfed creatures lose 
  any Dexterity bonus to AC but gain a +4 bonus on 
  Reflex saves for having cover. An engulfed creature 
  takes half damage from any attack that does 
  piercing damage to the vinespawn. This half 
  damage is calculated before the vinespawn’s 
  damage reduction is applied to the attack. 
   
  A vinespawn can choose to expel engulfed 
  creatures as a standard action. If a vinespawn is 
  killed, any engulfed creatures are freed. 
  Spawning (Ex) As a standard action, a vinespawn can 
  attempt to insert its spawning root down the throat 
  of an engulfed humanoid, monstrous humanoid, or 
  giant. An unconscious engulf creature cannot resist 
  the spawning root. A vinespawn must succeed on a 
  grapple check to indirect any other creature. The 
  engulfed creature takes 1d8+13 points of damage 
  as the thorny appendage burrows into its stomach. 
  The presence of the spawning root prevents talking, 
  the casting of spells with verbal components, or any 
  other activities requiring speech. Removing a 
  spawning root requires a successful grapple check 
  by the creature invaded by the root, but doing so 
  deals and extra 1d8 points of damage. If the 
  vinespawn is killed, the spawning root can be 
  removed without dealing damage. 
  HIG8-06 Dawn 
   
  Page 29 
  
  HIG8-06 Dawn 
   
  Page 30 
   
  A spawning root nourishes an unconscious 
  creature, keeping it breathing while the vinespawn 
  uses periodic swift actions to deal nonlethal 
  damage and keep the target unconscious. If the 
  target creature is left in this state for 1 day, vines 
  grow through its veins. On the fourth day in this 
  state, the victim dies as an adult vinespawn exits 
  the body of the parent. 
   
  A vinespawn that is attacked during the 
  spawning process can fight back but cannot move 
  without disengaging its spawning root. Only if 
  reduced to 20 or fewer hit points does it break off, 
  disengaging the vine, dealing damage as above, 
  and fleeing with the engulfed creatures in tow.  
   
  If extracted before the fourth day, the victim is 
  sickened even when returned to consciousness. 
  Such victims die in 2d4 days unless remove 
  disease is used to destroy the vines that can be 
  seen growing beneath the skin.  
  Hide in Plain Sight (Ex) Can use the Hide skill, even 
  while being observed (except in natural daylight, the 
  effect of a daylight spell, or similar effect). 
  
  APL 12 
  2: TEA AND GARROTES 
  MERRY BRUISER 
  CR 8 
  Male human barbarian 4/fighter 4/warrior 1 
  CN Medium humanoid (human) 
  Init +2; Senses Listen +6, Spot 1 
  Languages Common 
   
  AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 
  shield); Uncanny Dodge 
  hp 89 (9 HD) 
  Fort +13, Ref +4, Will +1 
   
  Speed 40 ft. (8 squares) 
  Melee greatclub +14/+9 (1d10+6) 
  Ranged javelin +11/+6 (1d6+3) 
  Base Atk +9; Grp +12 
  Atk Options rage 2/day 
  Combat Gear tanglefoot bag 
   
  Abilities Str 17, Dex 14, Con 16, Int 8, Wis 8, Cha 8 
  SQ trap sense +1 
  Feats Dodge, Mobility, Power Attack, Powerful Charge, 
  Subduing 
  Strike, 
  Weapon 
  Focus 
  (greatclub), 
  Weapon Specialization (greatclub) 
  Skills Intimidate +11, Listen +11, Ride +4, Survival +4 
  Possessions masterwork greatclub, 5 javelins, chain 
  shirt, heavy wooden shield  
   
  Hook “Hand it over or we get rough.” *the sound of 
  cracking knuckles* 
  MERRY BLACKJACK 
  CR 11 
  Male human duskblade 6/rogue 5/warrior 1 
  CN Medium humanoid (human) 
  Init +6; Senses Listen +6, Spot +9 
  Languages Common, Draconic, Elven 
   
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex); 
  uncanny dodge 
  hp 89 (12 HD) 
  Fort +10, Ref +8, Will +5; evasion 
   
  Speed 30 ft. (6 squares) 
  Melee mwk greatsword +15/+10 (2d6+4/19-20) 
  Ranged longbow +13/+8 (1d8/x3) 
  Base Atk +10; Grp +13 
  Atk Options arcane channeling, quick cast 1/day, sneak 
  attack +3d6 
  Combat Gear thunderstone 
  Duskblade Spells Known (CL 6th): 
   
  2nd(4/day, 3 remaining)—see invisibility, swift 
  invisibility 
   
  1st (7/day)—blade of blood, Kelgore’s fire bolt 
  (+12 ranged touch), ray of enfeeblement (+12 
  ranged touch), stand, swift expeditious retreat 
   
  0 (6/day)—acid splash (+12 ranged touch), 
  disrupt undead (+12 ranged touch), ray of frost (+12 
  ranged touch), touch of fatigue (+13 melee touch, 
  DC 12) 
  Spell-Like Abilities (CL 12th): 
   
  5/day—dancing lights, detect magic, flare (DC 
  9), ghost sound (DC 9), read magic. 
   
  Abilities Str 17, Dex 14, Con 14, Int 14, Wis 8, Cha 8 
  SQ 
  armored 
  mage 
  (medium), 
  spell 
  power 
  +2, 
  trapfinding, trap sense +1 
  Feats Blind-fight, Combat Casting, Improved Initiative, 
  Improved Toughness, Subduing Strike, Weapon 
  Focus (greatsword) 
  Skills Bluff +6, Climb +8, Concentration +18, Disguise 
  +9, Gather Information +6, Hide +9, Knowledge 
  (local) +9, Listen +6, Move Silently +9, Open Lock 
  +9, Search +9, Spellcraft +11, Spot +9, Tumble +17 
  Possessions combat gear plus chain shirt, masterwork 
  greatsword, longbow, 20 masterwork arrows 
   
  Arcane Channeling (Su) Use a standard action to cast 
  any spell known and deliver it through your weapon 
  with a melee attack.  Casting of this spell does not 
  provoke attacks of opportunity.  Spells cast this way 
  must have a casting time of 1 standard action or 
  less.  If melee attack is successful, deal damage 
  and then apply spell effect. 
  Quick Cast Once per day cast a spell with a casting 
  time of 1 standard action or less as a swift action. 
   
  Hook “ ’ello guvner, might you have a spare coin for 
  bloke in need?” 
   
  Power-Up Suite see invisibility 
   
  4: UNDERFOOT 
  GREATHORN MINOTAUR MYRMIDON 
   
  CR 11 
  Greathorn minotaur fighter 4 
  CE Large monstrous humanoid (earth) 
  Init -1; Senses darkvision 60 ft., sent, tremorsense 120 
  ft., Listen +8, Spot +8 
  Languages Giant, Undercommon 
   
  AC 21, touch 8, flat-footed 21 (1 size, -1 Dex, +7 
  natural, +6 armor) 
  hp 148 (15 HD); DR 5/- 
  Fort +14, Ref +7, Will +8 
   
  Speed 30 ft. (6 squares); earth glide 
  Melee gore +21 (2d6+10) OR 
  Melee greathammer +21/+16/+11 (4d6+11/19-20, x4) 
  AND 
  Melee gore +16 (2d6+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +15; Grp +26 
  Atk Options Awesome Blow, Power Attack 
  Special Actions Earth Warp 
  Combat Gear bead of force, potion of fly 
  HIG8-06 Dawn 
   
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  Abilities Str 25, Dex 8, Con 20, Int 9, Wis 10, Cha 10 
  SQ natural cunning 
  Feats Awesome Blow, Great Fortitude, Improved Critical 
  (greathammer), Improved Natural Attack (gore), 
  Monkey Grip, Power Attack, Power Critical (+4 to 
  confirm threats with greathammer), Track, Weapon 
  Focus 
  (greathammer), 
  Weapon 
  Specialization 
  (greathammer) 
  Skills Intimidate +3, Listen +8, Search +3, Spot +8, 
  Survival +5 
  Possessions combat gear plus +1 huge greathammer, 
  +1 mitral breastplate, belt of one mighty blow (only 
  one) 
   
  Earth Glide (Ex) A greathorn minotaur can glide 
  through stone, dirt, or almost any sort of earth 
  except metal as easily as a fish swims through 
  water. Its burrowing leaves behind no tunnel or 
  hole, nor does it create any ripple or other signs of 
  its presence. 
  Earth Warp (Su) As a swift action, a greathorn minotaur 
  can cause the earth and rock around it to twist and 
  warp in a 60-foot-radius emanation around it., 
  double movement costs through that area. Natural 
  stone, finished stone, and dirt surfaces are subject 
  to this effect. The effect does not move with the 
  minotaur, when the minotaur leaves the area the 
  ground returns to normal. The minotaur ignores 
  movement penalties generated by its own or 
  another greathorn’s earth warp ability 
  Natural Cunning (Ex) Greathorn minotaurs have 
  immunity to maze spells, never become lost, and 
  can track enemies. They are never caught flat-
  footed. 
   
  5: DARKEST BEFORE THE…  
  GREATER DARK VINESPAWN 
  CR 14 
  N Huge plant (extraplanar) 
  Init +9; Senses darkvision 60 ft., superior low-light 
  vision; Listen +3, Spot +4 
   
  AC 20, touch 13, flat-footed 15; Dodge, Mobility (-2 size, 
  +5 Dex, +7 natural) 
  hp 432 (36 HD); DR 5/slashing 
  Immune plant immunities 
  Resist cold 10 
  Fort +25, Ref +18, Will +11 
  Weakness vulnerability to fire 
   
  Speed 40 ft. (8 squares), climb 40 ft. 
  Melee 2 slams +38 (2d6+12) 
  Ranged vine net +34 touch (entangle) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +19; Grp +41 
  Atk Options Power Attack 
  Special Actions engulf, hide in plain sight, spawning 
   
  Abilities Str 34, Dex 20, Con 22, Int 5, Wis 10, Cha 12 
  SQ plant traits 
  Feats Ability Focus (engulf), Danger Sense (roll twice 
  for Initiative, take the better), Dodge, Improved 
  Initiative, Improved Natural Attack (slam), Improved 
  Toughness, Lightning Reflexes, Mobility, Power 
  Attack, Weapon Focus (grapple), Weapon Focus 
  (slam) 
  Skills Climb +19, Hide +45 (+54 in forest), Listen +3, 
  Move Silently +14, Spot +4 
   
  Vine Net (Ex) A vinespawn can hurl parts of its body up 
  to 30 feet as a ranged attack. Each of these tightly 
  wound balls opens in flight to form a net that can 
  entangle a creature up to one size category larger 
  than the vinespawn. A vinespawn can creature one 
  vine net per day for every 4 Hit Dice that it has. 
  Engulf (Ex) As a standard action, a vinespawn can flow 
  over Medium or smaller creatures, entrapping the, 
  within its form. The vinespawn simply moves into 
  the opponent’s space; any creature whose space it 
  completely covers is subject to the engulf attack. A 
  vinespawn cannot make slam or vine net attacks 
  during a round in which it engulfs. If can engulf as 
  many creatures as fits in its space. 
   
  Opponents can make attacks of opportunity 
  against a vinespawn, but if they do, they are not 
  entitled to a saving throw. Those who do not 
  attempt attacks of opportunity must succeed on a 
  DC 26 Reflex saving or be engulfed; on a success, 
  a creatures moves aside or back (opponent’s 
  choice) to move out of the vinespawn’s path. The 
  save is Strength-based. 
   
  As a swift action, a vinespawn can crush 
  engulfed creatures, dealing 3d6+18 points of 
  nonlethal 
  damage. 
  Engulfed 
  creatures 
  are 
  considered grappled and trapped within the 
  vinespawn’s body, but they can attempt to damage 
  the vinespawn or escape from it as with a normal 
  grapple. A vinespawn is not considered to be 
  grappling when it has engulfed a creature, and it 
  cannot be pinned by an engulfed creature. 
   
  A creature engulfed by a vinespawn is subject 
  to any area effect to which the vinespawn is 
  subjected. Grappled and engulfed creatures lose 
  any Dexterity bonus to AC but gain a +4 bonus on 
  Reflex saves for having cover. An engulfed creature 
  takes half damage from any attack that does 
  piercing damage to the vinespawn. This half 
  damage is calculated before the vinespawn’s 
  damage reduction is applied to the attack. 
   
  A vinespawn can choose to expel engulfed 
  creatures as a standard action. If a vinespawn is 
  killed, any engulfed creatures are freed. 
  Spawning (Ex) As a standard action, a vinespawn can 
  attempt to insert its spawning root down the throat 
  of an engulfed humanoid, monstrous humanoid, or 
  giant. An unconscious engulf creature cannot resist 
  the spawning root. A vinespawn must succeed on a 
  grapple check to indirect any other creature. The 
  engulfed creature takes 1d8+14 points of damage 
  as the thorny appendage burrows into its stomach. 
  The presence of the spawning root prevents talking, 
  the casting of spells with verbal components, or any 
  HIG8-06 Dawn 
   
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  HIG8-06 Dawn 
   
  Page 33 
  other activities requiring speech. Removing a 
  spawning root requires a successful grapple check 
  by the creature invaded by the root, but doing so 
  deals and extra 1d8 points of damage. If the 
  vinespawn is killed, the spawning root can be 
  removed without dealing damage. 
   
  A spawning root nourishes an unconscious 
  creature, keeping it breathing while the vinespawn 
  uses periodic swift actions to deal nonlethal 
  damage and keep the target unconscious. If the 
  target creature is left in this state for 1 day, vines 
  grow through its veins. On the fourth day in this 
  state, the victim dies as an adult vinespawn exits 
  the body of the parent. 
   
  A vinespawn that is attacked during the 
  spawning process can fight back but cannot move 
  without disengaging its spawning root. Only if 
  reduced to 20 or fewer hit points does it break off, 
  disengaging the vine, dealing damage as above, 
  and fleeing with the engulfed creatures in tow.  
   
  If extracted before the fourth day, the victim is 
  sickened even when returned to consciousness. 
  Such victims die in 2d4 days unless remove 
  disease is used to destroy the vines that can be 
  seen growing beneath the skin.  
  Hide in Plain Sight (Ex) Can use the Hide skill, even 
  while being observed (except in natural daylight, the 
  effect of a daylight spell, or similar effect). 
   
   
   
  
  APPENDIX 2: NEW RULES ITEMS 
   
  FEATS 
   
  Danger Sense 
  You are one twitchy individual. 
   
  Prerequisites: Improved Initiative. 
   
  Benefit: Once per day, you can reroll an initiative 
  check you have just made. You use the better of your 
  two rolls. You must decide to reroll before the round 
  starts. 
   
  Monkey Grip [General] 
  You are able to use a larger weapon than other people 
  your size.  
   
  Prerequisites: Base attack bonus +1. 
   
  Benefit: You can use melee weapons one size 
  category larger than you are with a -2 penalty on the 
  attack roll, bit the amount of effort it takes you does 
  not change. For instance, a Large longsword (a one-
  handed weapon for Large creatures) is considered a 
  two-handed weapon for a Medium creature that does 
  not have this feat. For a Medium creature that has this 
  feat, it is still considered a one-handed weapon. You 
  can wield a larger light weapon as a light weapon, or a 
  larger two-handed weapon in two hands. You cannot 
  wield a larger weapon in your off hand, and you cannot 
  use this feat with a double weapon. 
   
  Normal: You can use a melee weapon one size 
  category larger than you are with a -2 penalty on the 
  attack roll, and the amount of effort it takes to use the 
  weapon increases. A larger light weapon is considered 
  a one-handed weapon, a larger one-handed weapon is 
  considered a two-handed weapon and you cannot use a 
  larger two-handed weapon at all.  
   
  Source: Complete Warrior 103 
   
  Power Critical [General] 
  Choose one weapon, such as a longsword or greataxe.  
  With that weapon, you know how to hit where it hurts. 
   
  Prerequisites: Weapon Focus with weapon, base 
  attack bonus +4. 
   
  Benefit: When using the weapon you selected, 
  you gain a +4 bonus on the roll to confirm a threat. 
   
  Special: A fighter may select Power Critical as one 
  of his fighter bonus feats. 
   
  You can gain Power Critical multiple times.  Each 
  time you take the feat, it may be with a different 
  weapon or the same weapon.  If you take it with the 
  same weapon, the effects of the feats stack. 
   
  Source: Complete Warrior 103 
   
  Powerful Charge [General] 
  A creature with powerful charge can charge with extra 
  force. 
   
  Prerequisites: Medium of larger, base attack 
  bonus +1. 
   
  Benefit: When the creature charges, if its melee 
  attack hits, it deals an extra 1d8 points of damage (if its 
  Medium size). For Large creatures, the extra damage is 
  2d6 points, for Huge 3d6; for Gargantuan 4d6; and for 
  Colossal 6d6. 
   
  This feat only works when the creature makes a 
  charge. It does not work when the creature is 
  mounted. If the creature has the ability to make 
  multiple attacks after a charge, it can only apply this 
  extra damage to one of those attacks. 
   
  Special: A fighter may select Powerful Charge as 
  one of his fighter bonus feats. 
   
  Source: Monster Manual IV 203 
   
  SUBDUING STRIKE [GENERAL] 
  You are adept at striking to deal nonlethal damage even 
  with normal weapons. 
   
  Benefit: You can use any melee weapon to deal 
  nonlethal damage with no penalty on your attack roll. 
  If you are a rogue you can deal nonlethal damage with 
  your sneak attack, even if you are using a normal melee 
  weapon. This feat does not allow you to deal nonlethal 
  damage with ranged weapons. 
   
  Normal: If you are using a melee weapon 
  designed to deal lethal damage to deal nonlethal 
  damage instead, you take a -4 penalty on your attack 
  roll. Rogues normally can only use saps or unarmed 
  strikes to deal nonlethal damage with their sneak 
  attacks. 
   
  Special: A fighter may select Subduing Strike as 
  one of his fighter bonus feats. 
   
  Source: Book of Exalted Deeds 46. 
   
  ITEMS 
   
  BELT OF ONE MIGHTY BLOW 
  Price (Item Level): 1,500 gp (5th) 
  Body Slot: Waist 
  Caster Level: 5th 
  Aura: Faint; (DC 17) transmutation 
  Activation: Swift (command) 
  Weight: 1 lb. 
   
  The buckle of this wide leather belt is set with a single blood-
  red carbuncle.  
  HIG8-06 Dawn 
   
  Page 34 
  
   
  Activating a belt of one mighty blow generates extra 
  damage on your next melee attack made before the end 
  of your turn. A light weapon deals an extra 1d8 points 
  of damage, a one-handed weapon deals an extra 2d6 
  points of damage, and a two-handed weapon deals and 
  extra 3d6 points of damage. 
   
  A belt of one mighty blow functions once times per 
  day. 
   
  Prerequisites: Craft Wondrous Item, bull strength. 
   
  Cost to Create: 750 gp, 60 XP, 2 days. 
   
  Source: Magic Item Compendium 109. 
   
  SPELLS 
   
  BLADE OF BLOOD 
  Necromancy  
  Level: Assassin 1, blackguard 1, cleric 1, duskblade 1, 
  wizard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Touch 
  Effect: Weapon touched 
  Duration: 1 round/level or until discharged 
  Saving Throw: None 
  Spell Resistance: No 
    
  Red blood erupts along the weapon’s blade, bludgeon, or point. 
  The blood drips to spatter in thick, viscous drops upon the 
  ground. 
    
  This spell infuses the weapon touched with baleful 
  energy. The next time this weapon strikes a living 
  creature, blade of blood discharges. The spell deals an 
  extra 1d6 points of damage against the target of the 
  attack. You can voluntarily take 5 hit points of damage 
  to empower the weapon to deal an extra 2d6 points of 
  damage (for a total of 3d6 points of extra damage). 
  The weapon loses this property if its wielder drops 
  it or otherwise loses contact with it. 
   
  Source: Player’s Handbook II 103 
   
  EXPEDITIOUS RETREAT, SWIFT 
  Transmutation 
  Level: Bard 1, sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Duration: 1 round 
    
  In a breathless voice you call out, as if you were already 
  running a race. 
    
  This spell functions like expeditious retreat (PH 228), 
  except as noted above. 
  Source: Spell Compendium 85 
   
  INVISIBILITY, SWIFT 
  Illusion (Glamer) 
  Level: Assassin 2, Bard 1 
  Components: V 
  Casting Time: 1 swift action 
  Target: You 
  Duration: 1 round 
    
  With a whispered syllable you complete the spell. You notice 
  that others look past you as if you weren’t there. 
    
  This spell functions like invisibility (PH 245), except as 
  noted above. 
  Source: Spell Compendium 125 
   
  KELGORE’S FIRE BOLT 
  Conjuration/Evocation [Fire] 
  Level: Duskblade 1, sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: See text 
    
  You conjure a shard of red-hot rock and hurl it toward an 
  opponent. As it streaks through the air, a nimbus of arcane 
  energy crackles around it. 
    
  This spell conjures a small orb of rock and sheathes it 
  in arcane energy. This spell deals 1d6 points of fire 
  damage per caster level (maximum 5d6). If you fail to 
  overcome the target’s spell resistance, the spell still 
  deals 1d6 points of fire damage from the heat and force 
  of the conjured orb’s impact. 
  Material Component: A handful of ashes. 
  Source: Player’s Handbook II 116 
   
  STAND 
  Conjuration (Teleportation) 
  Level: Duskblade 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One willing prone creature 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  HIG8-06 Dawn 
   
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  HIG8-06 Dawn 
   
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  With a swift upward gesture of your arms and a single 
  clarion command (“Stand!”), you enable the prone 
  creature to safely rise to its feet. 
   
  The subject creature immediately stands, without 
  provoking attacks of opportunity. 
   
  Source: Player’s Handbook II 125-126 
   
   
   
   
  
  APPENDIX 3: DM MAPS 
  2: TEA AND GARROTES 
   
  B = Merry Bruiser 
  J = Merry Blackjack 
   
   
   
  HIG8-06 Dawn 
   
  Page 37 
  
  4: UNDERFOOT 
   
  L = Leaijrn 
         = Direction of greathorn minotaur’s patrol underground 
   
   
  HIG8-06 Dawn 
   
  Page 38 
  
  5: DARKEST BEFORE THE…  
   
  V = Vinespawn 
  HIG8-06 Dawn 
   
  Page 39 
  
  PLAYER HANDOUT 1 
  Cut into the wall of the Pelorite shrine: 
   
   
   
   
   
  You have four days to bring 
  my son to the hill just 
  north of the Shield Mage’s 
  Tower. If you fail, Leaijrn 
  dies. 
   
  —R  
  HIG8-06 Dawn 
   
  Page 40 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/598/Normal Scenarios/HIG8-06 - Dawn (APL 4-12)/HIG8-06 - Dawn.pdf