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 & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
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  coincidental. © 2005 Wizards of the Coast, Inc. 
   
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  rpgahq@wizards.com. 
  HIG8-03 
   
   
   
  Lies of Iron 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Highfolk Regional Adventure 
  Version 0.5 
   
  by Greg Marks 
   
  Editor: Todd Ammerman 
  Triad Reviewer: Todd Ammerman 
  Circle Reviewer: Britt F. Frey 
  Playtesters:  Pat Fuge, Josh Demski, Mike Larking, Dave Maskell, Andrew Pagel, David Reiter, Leah Schutte 
   
   
  The spider sits at the center of things on her web of iron. The faintest tremors at the corner of her web have long since 
  caught her attention, but still she waits. Foolishly the prey ventures closer, timid at first and then more daring until it is 
  caught. Only now as it struggles does she reveal herself, girded for war, in lies of iron. A one-round Highfolk Regional 
  adventure set in the Vesve for APLs 4-12. 
   
  Resources for this adventure include Exemplars of Evil [Robert J. Schwalb], Ghostwalk [Monte Cook & Sean K 
  Reynolds] Libris Mortis [Andy Collins and Bruce R. Cordell], Monster Manual IV [Gwendolyn F.M. Kestrel], Monster 
  Manual V [David Noonan], and Player's Handbook II [David Noonan]. 
   
   
  
  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 
  High Mage Avereen Volmiryth of Clan Volmiryth. The 
  Iron Spider. Grandmother. She has all these names and 
  more since she claimed the mantle of leadership for Clan 
  Volmiryth so many years ago. She is the self-appointed 
  spymaster of the Vesve elves and is quite possibly the 
  most powerful member of the elven court. Few things 
  happen in the Vesve without her notice.  
   
  Four years ago, a bright elf named Danellaran Ceara 
  came to her, disillusioned with his own clan (Oronodel). 
  She adopted him into her own family and sent him back 
  to his former cousins as her spy. Since then Danellaran 
  has provided her with invaluable intelligence on their 
  maneuvers, plots, and alliance with a being known as the 
  Ancient Protector.  
   
  Now, as things look grim and she needs his council 
  more than ever, he has gone silent. Someone needs to 
  extract her valuable spy if the Volmiryth are going to 
  gather the last bit of crucial information before civil war 
  engulfs the Vesve.  
  HIG8-03 Lies of Iron 
   
  Page 1 
  
   
  ADVENTURE SUMMARY 
  Introduction: The PCs are invited to an unusual early 
  morning pie tasting in the Elven District where cloak 
  and dagger is the order of the day, until they meet with 
  their actual contact. 
   
  Encounter One: This is a meeting with Avereen 
  Volmiryth during which she fully shows her true 
  espionage acumen and explains that she has had a plant 
  within the Oronodel for several years, and that it is 
  finally time to extract that agent. She requires that the 
  PCs insert themselves behind Oronodel lines and recover 
  her agent Danellaran Ceara, while making it look like 
  they were assassins sent to kill him. Some PCs may be 
  magically compelled to assist. 
   
  Encounter Two: The party is sent to the north to 
  investigate one of the towers raised by the Oronodel 
  archmage, Wynda Ceara. Once they arrive, the PCs enter 
  through the top and must bypass or endure a series of 
  traps. 
   
  Encounter Three: The party searches the tower for 
  the agent, trying to avoid too many confrontations with 
  the tower guardians while still gathering useful 
  information. 
   
  Encounter Four: The party locates Danellaran and 
  helps him escape the tower. He assists in faking his own 
  death. 
   
  Encounter Five: The party returns to Highfolk 
  town where they discuss what Danellaran has learned. 
  Avereen decides the time has come to involve Lord 
  Kashafen Tamarel as well as the newly formed Duskblade 
  Marshals. 
   
  Conclusion: The PCs, Danellaran, and Avereen 
  meet with Kashafen and he renders a final decision based 
  on the newly acquired information. 
   
  PREPARATION FOR PLAY 
  This section summarizes any information that the judge 
  should determine about the participating PCs prior to the 
  adventure beginning. 
   
  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 an adventure, especially one that is 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, there is no additional danger to a 
  PC in favor of the Lady of the Wood, unless they choose 
  to forgo acting as their geas commands in favor of 
  warning her soldiers. This danger however is present 
  regardless of whether the PC adopts their Absence of 
  Responsibility or not. 
   
  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 
  Three, Room 2; 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, dependent upon their color. All 
  those who are copper, red, or silver Highfolk dragon 
  disciples suffer the penalties as well.  
   
  PCs with the Disrespectful AR notation from 
  HIG8-01 To a Dead Queen's Court are not affected in 
  Encounter 3, Room 2 solely because of that AR item. 
  However, if they qualify for another reason, such as being 
  a dragonheart mage or dragon disciple, proceed as 
  normal. 
   
  HIGHFOLK SPECIAL PCS 
  Determine if any PCs are “Born of the Vesve,” “Devoted of the 
  Green and White” or belong to a specific Highfolk elven 
  clan meta-organization, as these may affect both 
  Encounters 1 and 5, as well as some AR awards. 
   
  LEGENDARY DEEDS 
  HIG8-03 Lies of Iron 
   
  Page 2 
  
  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". Note that the Legendary Deed “Ender of 
  Evil Ways” from HIG7-06 Black Magic Halfling may only 
  be used once for this purpose; cross this favor off when 
  used, even though the favor states it does not expire. 
   
  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 
  When the players are ready to begin, give them Player 
  Handout #1. Once they have read it, determine if they 
  plan to attend the offer, or if they would like to walk 
  away from the adventure. None of the PCs have heard of 
  Surelle (indeed, the name is made up), and all of them 
  received the invitation via a courier. The young boy who 
  delivered the note does not know the name of the young 
  elven woman that hired him, and he cannot give a very 
  detailed description of her. Proceed with the following 
  read aloud text for this that wish to continue. 
   
  There are few people out this late spring morning. 
  Finding your way through the Elven District, you 
  approach the Sweet Roll Bakery as your invitation 
  instructed. No lights are on inside the shop, though 
  somewhere in the bakery the glow of the ovens 
  lends a red cast to the rest of the store. Several 
  others arrive at the same time as you. 
   
  Give the PCs a chance to introduce themselves. They 
  have all received the same invitation. 
   
  It is up to the PCs to decide what to do, but there is 
  little for them to do but knock. Anyone moving around 
  the sides or rear of the building can look inside and note 
  the baker Othlin (male, elf, com2) is preparing to open 
  the bakery for the day. 
   
  Once the PCs get Othlin’s attention, he comes to the 
  front door, unlocks it, and inquires as to their business. If 
  they say they are here for the pie tasting, he looks 
  confused, explaining he has no idea what they are 
  referring to. If they show him the note, or claim to have 
  been invited by Surelle, Othlin gets a look of recognition, 
  smiles and invites them right in. 
   
  “Ah, THAT pie tasting!  Now I understand what you 
  mean. Please follow me.” The elven baker leads the 
  way into the rear of bakery to the line of ovens. 
  Reaching for one of the large glowing hot doors 
  with his bare hand, he swings the door wide 
  revealing stairs that descend below. “Just follow the 
  corridor below the street. You’ll find all the ‘pies’ at 
  the end of the hall.”  And with that he shoos you 
  inside. 
   
  Othlin does not want to speak about his magical fake 
  oven, why he has secret stairs in his shop, or where the 
  hidden corridor leads.  If the PCs do not seem inclined to 
  follow the secret passage, Othlin becomes concerned 
  they may be imposters. He knows that anyone 
  mentioning that name is supposed to be shown to the 
  secret corridor, but if the PCs do not know it, he wonders 
  if they really are who he thinks them to be. Othlin is paid 
  to let people into the passage, but he does not actually 
  know exactly where it goes and he is no spy. He asks if 
  the PCs are sure they are really here to see Surelle, and he 
  tries to hurry them down below before someone sees 
  them. If they refuse, Othlin says he knows she will be 
  disappointed that the PCs did not want some of her pies, 
  but if they are truly afraid, perhaps its best they leave as 
  they obviously do not belong here. 
   
  Assuming curiosity gets the better of them, proceed. 
   
  The stairs proceed down into darkness only a few 
  feet. You must be right under the street out front. 
  Following the corridor, indeed there are no other 
  directions; you twist and turn through the darkness 
  losing all sense of direction until you come to 
  another set of stairs going up to a metal door. 
   
  The door is unlocked. Once the PCs proceed, move to 
  Encounter One: Pie Sampler. 
    
  1: PIE SAMPLER 
  The door opens easily into a small sitting room. A 
  young maid, waiting quietly in the center of the 
  room, shyly casts her eyes downward as you enter. 
  “Please follow me to the mistress’ study. After I see 
  you there, I will arrange for your pie.” 
   
  She opens a door on the other side of the room 
  and motions for you to enter. Though the doorway 
  you can see an elderly elven woman seated in a 
  rocking chair. 
   
  The PCs have traveled about one block underneath the 
  Elven District into the estate of Avereen Volmiryth, the 
  venerable matriarch of the Volmiryth clan. If the PCs 
  HIG8-03 Lies of Iron 
   
  Page 3 
  
  have not met her before, a successful DC 10 Knowledge 
  (local) or Bardic Knowledge check suggests who she may 
  be. PCs who are Devoted of the Green and White or who 
  are Born of the Vesve receive a +4 circumstance bonus to 
  this check.  Members of the Clan Volmiryth meta-
  organization automatically succeed. 
   
  Being a powerful mage of vast experience in her 
  place of power, assume Avereen has any preparatory spell 
  you deem appropriate. In addition, she has a true seeing 
  spell active when the PCs arrive which allows her to see 
  through any PC adopting a disguise via the Absence of 
  Responsibility. She is fully aware that these heroes exist, 
  and she expects to cross paths with them; however she 
  does not treat them any differently that she would other 
  PCs. Before that PC leaves however, she privately 
  reminds them of their promise to her and any 
  repercussions of breaking their word (the geas). She 
  encourages them to help her so they can hear what 
  Danellaran has to say before they speak with their 
  clanmates.  
   
  "Please, young ones, come sit with an old woman. I 
  spent almost the entire day baking and I am dying to 
  know what you think of my pies." The elderly 
  woman gestures toward two comfortable looking 
  divans. In between them there is a stack of plates, 
  glasses, and silverware that sit next to a pitcher of 
  milk. The condensation on the side of the milk 
  pitcher suggests it has been chilled. Several maids 
  enter bearing nearly a dozen pies; they place them 
  on a table between you and the woman who idly 
  fingers her staff. 
   
  You should note if any PC specifically says they do not 
  eat the pie, in which case Avereen (much like someone's 
  grandmother) asks if she could get them something more 
  to their liking. If they say they are not hungry, she 
  wonders aloud why they would come to a pie tasting if 
  they did not plan on eating anything. 
   
  Avereen offers them a few moments of small talk, 
  discussing the various fruity delicacies, but after a minute 
  or two, or if someone else broaches the subject, she is 
  willing to admit that pies are not the only reason that she 
  has put them through all the subterfuge of this meeting. 
   
  "Now that you have had a small snack, breakfast 
  being so important for growing youngsters such as 
  yourselves, we should discuss the other reason for 
  your visit. I need you to pick up a friend of mine 
  who has lost his way and can't get home. He's 
  awfully embarrassed and he doesn't want his other 
  friends to know of his dilemma. Are you willing to 
  help me with this problem and bring him to me, 
  thus sharing our little secret?" 
   
  Avereen will not go on until each PC has answered yes or 
  no. She is casting a Stilled Silent geas (15th-level caster)  
  upon PCs using a rod of chain spell disguised as her 
  walking staff; those that refuse her request realize they 
  have been the target of a spell, but as it offers no saving 
  throw they are still a legal target. DM Note: As there are 
  generally no 17th-level clerics in Highfolk, this spell 
  cannot be removed during this adventure. Those PCs 
  who know Fraek, possibly by meeting him in HIG6-02 
  Heavy Upon a Heart and joining the Helpinger Hands of 
  Pelor are unable to contact or locate him, having heard 
  that he was traveling on another plane. 
   
  Once all of the PCs agree to assist her she continues. 
  If someone refuses, she continues anyway, but they know 
  they are compelled to obey or be magically punished. 
   
  "My nephew Danellaran has fallen in with a bad 
  crowd, and I need you to travel up north and bring 
  him back. Have another piece of pie and I will tell 
  you a story." 
   
  PCs that have played HIG8-02 Intertwined recognize 
  Danellaran as the elven man in the alley at the beginning 
  of that adventure. 
   
  Avereen begins to conversationally relate the follow 
  details, allowing questions if asked. Her manner is more 
  like a storytelling grandmother, rather than the crafty 
  spymaster that her tale might otherwise depict. 
  • 
  During the incident that brought Dargas Mor to 
  light in CY 594, an Oronodel named Danellaran 
  Ceara assisted me in learning more about a group 
  known as the Blood Owls who at the time were 
  clandestinely fighting the Old One's Shadowclaw. 
  Shortly thereafter, he became conflicted about 
  several members of his clan after they swore an oath 
  to an entity of the deepwood, and he came to me 
  seeking succor. 
  • 
  The Volmiryth accepted him, and he was made one 
  of our own. He then returned to the Oronodel as a 
  deep cover agent feeding me a near constant stream 
  of disturbing information on the Oronodel in the 
  north. 
  • 
  I have done what I could to guide our young Lord 
  Kashafen and protect the Vesve, going so far as to 
  ensnare the Stargazers into our politics and create 
  the Duskblade Marshals that enforced the armistice. 
  Sadly my efforts have not been sufficient. 
  • 
  Now we teeter on the brink of all-out war. Not a war 
  like that we fought against the Old One, a war that 
  unified all the people of the Vesve; but rather a civil 
  HIG8-03 Lies of Iron 
   
  Page 4 
  
  war that will divide us and leave all weakened before 
  a new evil. 
  • 
  His reports have stopped, and I desperately need his 
  vital information. I need Danellaran extracted from 
  one of the Oronodel towers north of the Deepstil 
  River. He is in the one they call Sharr Meloncholia, or 
  the Tower of Sadness. He will have a plan to cover 
  his escape but he is waiting for one of my agents to 
  retrieve him. That is why I am sending you. 
  • 
  You (the PCs) may rest here for the day (allowing 
  them to change spell selections) but may not leave, 
  due to the sensitivity of this mission. Once you are 
  ready I will arrange for near immediate transfer to 
  the tower where you will be dropped onto its roof. 
  • 
  I will provide each of you with a small talisman that 
  when broken activates a very short term feather fall 
  and invisibility spell, so it is important that you time 
  it correctly as you are about to touch down upon the 
  roof of the tower. 
  • 
  You may take any familiars or animal companions 
  capable of sharing spells with you, but mounts or 
  normal animals will not survive the insertion unless 
  you are able to protect them from the fall. 
  • 
  Once inside locate Danellaran, drawing a minimum 
  of attention to yourselves. If there are any witnesses, 
  you must silence them so they do not give you away. 
  It is likely that several of the Oronodel elders, 
  including Speaker Wynda Ceara the archmage, are 
  in residence and you cannot stand against their 
  power. Stealth is your only choice. 
  • 
  This mission is extremely dangerous, but the entire 
  Vesve may hang in the balance. I cannot stress how 
  important it is that you do not stray further into the 
  tower than you need to in order to recover 
  Danellaran. 
  • 
  Once you have found Danellaran, he will have a plan 
  for extraction. Perform as he requires and return 
  here as quickly as you are able. Haste is of the 
  essence. 
  • 
  I can give you a description of what Danellaran looks 
  like. 
  • 
  I do know that the tower is protected against 
  teleportation and scrying effects. While it is likely these 
  effects operate inside the tower, they fail when 
  directed inward. 
  • 
  Oronodel PCs may question why they have been 
  selected for this mission. Avereen says that she 
  knows not all of that clan are lost and feels that if the 
  PC partakes in the mission and hears all Danellaran 
  has learned, they will see the light and be the voice 
  to bring more of their cousins over the side of sanity. 
  Besides, since they have already agreed to go, it 
  would be very unhealthy to back out now (a subtle 
  threatening reference to the geas spell). 
  • 
  If anyone asks if they have been the target of a spell 
  cast by her, she admits her deception was necessary 
  to ensure that all present have the same goals, at least 
  until Danellaran is recovered and his information is 
  relayed. 
   
  Once the PCs have had their questions answered, she 
  offers them a package that contains the following items 
  to aid in their assault: 
  • 
  Arcane scroll of detect secret doors 
  • 
  Arcane scroll of magic weapon 
  • 
  Divine scroll of magic weapon 
  • 
  Elixir of sneaking 
  • 
  Potion of cure light wounds (x6) 
  • 
  Potion of lesser restoration 
  • 
  A fresh apple pie 
  She expects the items returned if they are not used. Once 
  the PCs are ready to continue to the tower, proceed to 
  Encounter 2: Free Fall. 
   
  2: FREE FALL 
  It 
  was 
  a 
  troubling 
  experience. 
  Something 
  unspeakable that you could only see out of the 
  corner of your eye undulated behind you and oozed 
  across your back; grasping you with a hundred wet 
  hands, writhing tentacles, and whispering mouths. 
   
  And then you moved between the wall, sliding 
  along angles you have never noticed before. In 
  minutes you were under the roots of Vesve trees, 
  soaring above the purple sun, and rubbed raw by the 
  gritty clouds that felt like sand. Perspective 
  stretches and snaps back like a bowstring, and the 
  thing releases you suddenly. You are falling toward a 
  tower that rises from the canopy below. 
   
    
  The pseudonatural creatures have covered the distance 
  between Highfolk town and the Oronodel lands in a 
  matter 
  of 
  minutes, 
  traveling 
  where 
  mundane 
  understandings of length have no meaning. With the 
  letter of their binding fulfilled, the creatures release the 
  PCs and return to the Far Realm. The PCs are freefalling 
  directly above the tower. 
   
  FREE FALL 
  The PCs are falling and must attempt to correctly activate 
  the talismans given to them by Avereen. The PCs are 
  dropped from 500 feet above the tower. Breaking the 
  talisman activates a short duration feather fall and 
  invisibility spells that target the person breaking the 
  talisman. Both effects last for the time it takes to feather 
  HIG8-03 Lies of Iron 
   
  Page 5 
  
  fall 60-ft (1 round). The trick is getting the timing exactly 
  right. Doing so requires a DC 10 Wisdom check. Those 
  who fail the check by 5 or less activate the talisman too 
  soon and the talisman’s magic runs out before the PC 
  touches down. Such a character takes 1d6 points of 
  falling damage for every 2 points (round up) by which 
  they failed the check. If the PC fails by more than 5 
  points, they fail to activate the talisman in time, and 
  suffer the full damage for the fall (20d6 points of 
  damage). Anyone attempting to save a fellow PC (such as 
  by casting a feather fall on a PC who fails to activate their 
  talisman in time) must succeed on a second DC 10 
  Wisdom check with the same consequences as above. 
   
  Of course, the ability to cast their own feather fall or 
  some items, such as a safewing emblem, may negate the 
  need for the Wisdom check. A DC 15 Tumble check can 
  be used to negate 10-ft. of the fall. There are no walls or 
  handholds to use a monk’s slow fall ability. 
   
  1. 
  THE ROOF 
  Once the PCs have resolved their insertion, read or 
  paraphrase the following read aloud text. 
   
  You stand upon a hexagonal crenellated roof, thirty 
  feet across. A stone door with an ornate lock is in 
  the wall to your southwest. Colorfully painted stone 
  flowers sprout from the door, as if spring itself 
  blooms from inside the tower. 
   
  Please see DM Map #1. The PCs begin in the middle of 
  the tower. Anyone looking over the side notes that is 
  very far to the ground (200 feet), and there appear to be 
  sentries roaming around the base in the forest, but the 
  trees make it impossible to see them clearly from the 
  party’s vantage without giving themselves away. 
   
  There are no windows on the sides of the tower and 
  the only obvious way inside is the door. Should the PCs 
  somehow manage to get a better view (flying down while 
  invisible or use of clairvoyance or similar magic), the 
  sentries are green-skinned Oronodel elves. 
   
  DOOR TRAP 
  The door to the inside of the tower is trapped. Anyone 
  touching the door without unlocking it first causes a 
  cloud of poison dust to spray out from one of the stone 
  flowers. Setting off this trap does not alert anyone inside 
  the tower or on the ground. 
   
  Reinforced Stone Door: 4 in. thick; hardness 8; hp 90; 
  AC 5; Break DC 30; Open Locks DC varies (see door trap). 
   
  APL 4 (EL 3) 
  Ungol Dust Vapor Bloom: CR 3; mechanical; touch 
  trigger; manual reset; lock bypass (Open lock DC 30); 
  multiple targets (all targets in a 15-ft. cone); never miss; 
  poison (ungol dust, DC 15 Fortitude save resists, 1 
  Cha/1d6 Cha plus 1 Cha drain); Search DC 20; Disable 
  Device DC 20. 
   
  APL 6 (EL 4) 
  Ungol Dust Vapor Bloom: CR 4; mechanical; touch 
  trigger; manual reset; lock bypass (Open lock DC 30); 
  multiple targets (all targets in a 15-ft. cone); never miss; 
  poison (ungol dust, DC 15 Fortitude save resists, 1 
  Cha/1d6 Cha plus 1 Cha drain); Search DC 27; Disable 
  Device DC 22. 
   
  APL 8 (EL 5) 
  Ungol Dust Vapor Bloom: CR 5; mechanical; touch 
  trigger; manual reset; lock bypass (Open lock DC 30); 
  multiple targets (all targets in a 15-ft. cone); never miss; 
  poison (purified ungol dust, DC 17 Fortitude save resists, 
  1 Cha/1d6 Cha plus 1 Cha drain); Search DC 28; Disable 
  Device DC 24. 
   
  APL 10 (EL 6) 
  Ungol Dust Vapor Bloom: CR 6; mechanical; touch 
  trigger; manual reset; lock bypass (Open lock DC 40); 
  multiple targets (all targets in a 15-ft. cone); never miss; 
  poison (purified ungol dust, DC 17 Fortitude save resists, 
  1 Cha/1d6 Cha plus 1 Cha drain); Search DC 29; Disable 
  Device DC 27. 
   
  APL 12 (EL 7) 
  Ungol Dust Vapor Bloom: CR 7; mechanical; touch 
  trigger; manual reset; lock bypass (Open lock DC 40); 
  multiple targets (all targets in a 15-ft. cone); never miss; 
  poison (rarified ungol dust, DC 19 Fortitude save resists, 
  1 Cha/1d6 Cha plus 1 Cha drain); Search DC 30; Disable 
  Device DC 29. 
   
  STAIRS TRAP 
  Beyond the door, there are stairs descending down. 
   
  Beyond the door, the smell of damp earth wafts up 
  from the clean stone stairs. The walls are carved in 
  the likeness of many smiling faces, possibly elven 
  children. A strange echoing of children’s playful 
  laughter comes from somewhere unseen, barely 
  covering a woman’s weeping. No one can be seen in 
  what little light radiates from the outside. 
   
  A closer examination of the children’s’ faces suggests a 
  malicious glee, rather than innocent playfulness. A DC 12 
  HIG8-03 Lies of Iron 
   
  Page 6 
  
  Knowledge (nature) check reveals that the faces depict 
  not elven children, but rather fey creatures. 
   
  Anyone walking down the stairs who is not wearing 
  a holy symbol of the Lady of the Wood is targeted by a 
  devious fey enchantment. Those who wear the holy 
  symbol openly where it can be seen (and not hidden in a 
  bag or beneath clothing) are immune to this encounter 
  trap. The laughter can still be heard on the rooftop so 
  fleeing up does not save the PCs. Only leaving the tower, 
  destroying the trap, disabling the trap, or descending to 
  the next level saves the PCs from its effects. Setting off 
  this trap alerts those NPCs in Room 2. 
   
  All APLs (EL 3−7) 
  Despairing Laughter Encounter Trap: See Appendix 
  1. 
   
  At the bottom of the 20 ft. spiral stair is a stone door to 
  the next level. The door displays a heraldic symbol of an 
  owl in front of the two moons of Oerth. A successful DC 
  10 Knowledge (nobility and royalty) recognizes this as a 
  stylized version of the heraldry for Clan Oronodel. Any 
  PC belonging to a Highfolk Elven Clan automatically 
  succeeds and Devoted of the Green and White or Born of 
  the Vesve PCs receive a +5 circumstance bonus to the 
  roll. 
   
  Embedded in each of the owl’s eyes is an ornate lock. 
  It requires two successful Open Lock checks to bypass 
  this door. 
   
  Reinforced Stone Door: 4 in. thick; hardness 8; hp 90; 
  AC 5; Break DC 30; Open Locks DC varies (same as the 
  DC of the lock on the roof door); requires two separate 
  rolls. 
   
  Once the PCs have managed to open the door to the next 
  level, proceed to Encounter 3: Undercover. 
   
  3: UNDERCOVER 
  Once through the door, the PCs enter Room 2, The 
  Temple. 
   
  2. 
  THE TEMPLE 
  Through the door is a large temple with a grand altar 
  depicting a beautiful elven woman with reptilian 
  wings clothed in a dress of autumn leaves.  Torches 
  emitting no heat bathe the room in a pale yellow-
  green light. In the dim light, you can make out stairs 
  descending 
  behind 
  the 
  altar. 
  Green 
  vines 
  inexplicably grow from the walls. 
   
   
  This room is used in the worship of the Lady of Wood, 
  and a ceremony is in progress when the party begins its 
  insertion. If they triggered the trap protecting the stairs, 
  the ceremony has stopped and the creatures are ready for 
  the PCs. 
   
  The walls magically sprout thick green vines that can 
  be used as the target of any plant-based spells. For 
  example, those standing in the squares adjacent to a wall 
  could be subject to an entangle spell. 
   
  Those PCs who suffer the Balance of Scales 
  described at the beginning of this adventure experience a 
  wave of fear upon glimpsing the statue of the Lady of the 
  Wood. This does not apply to those PCs who have the AR 
  notation Disrespectful from HIG8-01 To a Dead Queen's 
  Court. This should be treated as dragon fear (MM 69) with 
  a DC 39 Will save. PCs who are green Highfolk dragon 
  disciples or who have taken the Verdant Oath should 
  instead be filled with overwhelming feelings of bravery 
  and receive a +2 morale bonus to Will saving throws 
  while in the temple. 
   
  CREATURES 
  A group of the Lady of the Wood's followers is in the 
  process of celebrating her when the PCs arrive. If the 
  party triggers the stair trap, or batters down either of the 
  doors, the followers are alerted and readied for the PCs 
  with their power-up suites active. 
   
  Whether they are warned or not, all of the followers 
  have previously participated in the ritual using Mlorik's 
  Blessing of the Godless feat creating a pool of hit points 
  that each member can draw upon as an immediate action 
  to heal themselves. While each can draw up to their hit 
  dice from the pool, that pool is listed under the 
  description of Mlorik Nathere. 
   
  APL 4 (EL 5) 
  Lizardfolk (2): hp 9, 13; MM 169. 
  Mlorik Nathere: male grey elf cleric 4, hp 27; Appendix 1. 
   
  APL 6 (EL 7) 
  Lizardfolk (2): hp 9, 13; MM 169. 
  Mlorik Nathere: male grey elf cleric 4, hp 27; Appendix 1. 
  Snissleer Hak: male greenspawn zealot, hp 45; Appendix 
  1. 
   
  APL 8 (EL 9) 
  Lizardfolk Bonecrushers (2): male lizardfolk barbarian 
  1, hp 19; Appendix 1. 
  Mlorik Nathere: male grey elf cleric 5/divine oracle 1, 
  hp 38; Appendix 1. 
  Snissleer Hak: male greenspawn zealot knight 2, hp 65; 
  Appendix 1. 
   
  HIG8-03 Lies of Iron 
   
  Page 7 
  
  APL 10 (EL 11) 
  Lizardfolk Bonecrushers (2): male lizardfolk barbarian 
  2/fighter 1, hp 34; Appendix 1. 
  Mlorik Nathere: male grey elf cleric 5/divine oracle 3, 
  hp 48; Appendix 1. 
  Snissleer Hak: male greenspawn zealot knight 4, hp 85; 
  Appendix 1. 
   
  APL 12 (EL 13) 
  Lizardfolk Bonecrushers (2): male lizardfolk barbarian 
  2/fighter 2/ranger 1, hp 47; Appendix 1. 
  Mlorik Nathere: male grey elf cleric 5/contemplative 1, 
  divine oracle 4, hp 68; Appendix 1. 
  Snissleer Hak: male greenspawn zealot knight 6, hp 
  105; Appendix 1. 
   
  Tactics 
  The lizardfolk rush towards the party trying to eliminate 
  any that might try to slip around the sides to attack 
  Mlorik, who they view as particularly blessed of the Lady 
  of the Wood. They fight to the death to protect him. They 
  rage at the first opportunity. They draw from the Blessed 
  of the Godless hit point pool when appropriate, but are 
  inclined to leave the hit points for Snissleer if he is 
  present and in need. 
   
  At those APLs where Snissleer is present he moves 
  directly to the front of the PCs’ line, preferably plugging 
  them up right at the entrance of the room with his 
  knight abilities. He challenges dangerous foes so they 
  cannot target Mlorik. If an opponent is particularly hard 
  to hit, he uses his touch of Tiamat ability. Snissleer fights 
  to the death. 
   
  Mlorik casts the spells listed in the power-up suites 
  before the PCs arrive, provided he is aware of the party’s 
  approach. If he is not, he only has those spells that last 
  more than one hour active. Mlorik focuses first on 
  battlefield control, using spells like entangle, wall of thorns, 
  or hold person to eliminate troublesome foes. Once that is 
  accomplished he alternates between attack spells or 
  curing/enhancing his allies. Mlorik tries to fight to the 
  death, but if he is offered the chance to surrender and all 
  of the others have been slain, he accepts unless the odds 
  are good that he can win the battle or could easily slip 
  down to the faerie gate room to make a last stand. 
   
  Treasure: The PCs can gain the following treasure here 
  by defeating the worshippers: 
   
  APL 4: Loot 29 gp; Magic 576 gp; +1 agility chain shirt 
  (96 gp), periapt of wisdom +2 (333 gp), rod of sliding (117 gp), 
  wand of cure moderate wounds (4 charges) (30 gp); Total 605 
  gp. 
   
  APL 6: Loot 56 gp; Magic 619 gp; +1 agility chain shirt 
  (96 gp), periapt of wisdom +2 (333 gp), rod of sliding (117 gp), 
  scroll of remove blindness/deafness (31 gp), scroll of remove 
  paralysis (13 gp), wand of cure moderate wounds (4 charges) 
  (30 gp); Total 675 gp. 
   
  APL 8: Loot 148 gp; Magic 912 gp; +1 agility chain 
  shirt (96 gp), +1 heavy mace (192 gp), least crystal of energy 
  assault (cold) (50 gp), periapt of wisdom +2 (333 gp), potion of 
  bull strength (25 gp each), rod of sliding (117 gp), scroll of 
  remove blindness/deafness (31 gp), scroll of remove paralysis 
  (13 gp), wand of cure moderate wounds (4 charges) (30 gp); 
  Total 1060 gp. 
   
  APL 10: Loot 148 gp; Magic 912 gp; +1 agility chain 
  shirt (96 gp), +1 heavy mace (192 gp), least crystal of energy 
  assault (cold) (50 gp), periapt of wisdom +2 (333 gp), potion of 
  bull strength (25 gp each), rod of sliding (117 gp), scroll of 
  remove blindness/deafness (31 gp), scroll of remove paralysis 
  (13 gp), wand of cure moderate wounds (4 charges) (30 gp); 
  Total 1060 gp. 
   
  APL 12: Loot 148 gp; Magic 1079 gp; +1 agility chain 
  shirt (96 gp), +1 everbright heavy mace (359 gp), least crystal of 
  energy assault (cold) (50 gp), periapt of wisdom +2 (333 gp), 
  potion of bull strength (25 gp each), rod of sliding (117 gp), 
  scroll of remove blindness/deafness (31 gp), scroll of remove 
  paralysis (13 gp), wand of cure moderate wounds (4 charges) 
  (30 gp); Total 1227 gp. 
   
  Detect Magic Results: +1 agility chain shirt (faint 
  transmutation), 
  +1 
  everbright 
  heavy 
  mace 
  (strong 
  evocation), +1 heavy mace (faint transmutation), least crystal 
  of energy assault (cold) (faint evocation), periapt of wisdom +2 
  (moderate transmutation), , potion of bull’s strength (faint 
  transmutation)rod of sliding (moderate transmutation), 
  wand of cure moderate wounds (faint conjuration), scroll of 
  remove blindness/deafness (faint conjuration), scroll of remove 
  paralysis (faint conjuration). 
   
  DEVELOPMENT 
  Should the PCs successfully capture any of the 
  worshippers alive and in some way compel them to 
  answer questions, all them are devote followers of the 
  Lady of the Wood who believe her to be the 
  personification of the Vesve who will drive the Old One, 
  his followers, and the undead left behind by the 
  Nightwalker, from the woods. 
   
  All of them also know that the master of this tower, 
  Danellaran, is present within, and his room is somewhere 
  below; though several of the Oronodel elders are also in 
  residence on the ground floor with many, many elven 
  and fey warriors who will certainly crush the PCs in the 
  Lady's name. 
   
  While they answer questions if forced, they do their 
  best to call out and scream a warning to any others who 
  might be on the lower levels of the tower. This is a DC -
  10 Listen check modified for distance and doors. Thus 
  HIG8-03 Lies of Iron 
   
  Page 8 
  
  the creatures in Room 4 would need a DC 0 Listen check 
  to hear shouting, or the battle.  
   
  If the party proceeds down the stairs, they lead to Room 
  3, Hall of Ascension. 
   
  3. 
  HALL OF ASCENSION  
  At the bottom of the stairs, your path veers left into 
  a long hallway with a set of double doors in the 
  eastern wall and a door decorated with a green 
  sunrise directly across from you. There is no light 
  except the faint green light radiated down the stairs 
  from the temple area above. The walls here are 
  decorated with elaborate frescos, and the hall smells 
  of dried leaves, despite no greenery being evident. 
   
  This hallway is not lit. Unless the PCs bring additional 
  light, treat this area as shadowy illumination. None of the 
  doors here are locked. 
   
  The walls are decorated with beautiful frescos done 
  in an elven style. PCs who are Devoted of the Green and 
  White or Born of the Vesve receive a +4 competence 
  bonus to any skill checks made to identify the events 
  depicted in the frescos. They depict the follow events: 
   
  Northwestern wall: A small wood-walled forest city is 
  depicted with a great shadow falling over it. (A DC 10 
  Knowledge (local) suggests the artist is painting the town 
  of Quaalsten.) 
   
  Western wall: A darkly cloaked Baklunish man is 
  walking out the woods in the company of several 
  shambling undead creatures. He looks back over his 
  shoulder with hatred at the woods with eyes that have a 
  cast of faint red. (If any PC has previously met him 
  during the previous Highfolk story arc, they recognize 
  the Nightwalker, a vampiric necromancer, who once 
  plagued the Vesve. A DC 15 Bardic Knowledge or 
  Knowledge (history) suggests the same.) 
   
  Southwestern wall: An elderly woman lies askew in 
  her bed, her last breath escaping from her lips. A 
  beautiful woman with glowing green eyes pets the 
  elderly woman’s forehead with an expression of love and 
  caring. The younger woman looks similar to the statue in 
  the temple above. (If any PC has previously met her in 
  HIG6-08 Dusk or earlier, they recognize the elderly 
  woman as Maegla the Dreamer, an Ehlonnan seer who 
  has gone missing and is presumed captured or dead. A 
  DC 15 Bardic Knowledge or Knowledge (history) 
  suggests the same.) 
   
  Southern door: The door is laminated with painted 
  green wood and ceramics to show the hints of a green 
  sunrise just barely cresting over the horizon. 
   
  Eastern wall: The fresco here shows an elven man in 
  druidic garb laying low a fierce black dragon in a swamp. 
  An owl with acid-green eyes sits on a nearby branch with 
  its fell glowing gaze directed towards the battle. (Those 
  that have met the druid Ioethalenar Elethiel in HIG7-07 
  Faerly Moot or HIG8-02 Intertwined recognize him.) 
   
  Eastern doors: The eastern doors show the beautiful 
  elven woman with glowing green eyes walking through 
  an idyllic forest scene. Smiling, she approaches a ring of 
  seven mushrooms that faintly glow with a silvery light of 
  their own. 
   
  If the PCs proceed down the stairs behind the southern 
  door, go to Encounter 4: Extraction and see Room 6, 
  Stairs to Doom.  
   
  4. 
  CAVERNS OF SHADOWS LURKING 
  Beyond the striking doors, the next room looks like 
  the inside of a cavern. Rough, natural stone covers 
  the walls and the faint sound of dripping water can 
  be heard coming from some distant corner. 
  Stalactites hang from the ceiling; in some cases 
  almost reaching to the ground and making it hard 
  for you to see a chained silver door at the far end of 
  the room. 
   
  This room is the last step before the fey gate, and as such 
  little pieces of that realm bleed over into this plane. The 
  room is filled with a nondescript moonlight that provides 
  shadowy illumination. Spells with the [Light] descriptor 
  of 4th-level or lower cannot overcome this effect, though 
  higher level spells will.  
   
  The darkness is filled with shadows, cast from no 
  particular object. They seem to move when one’s gaze is 
  turned, and occasional faint incomprehensible whispers 
  come and go, giving the overall impression of being 
  stalked by some unseen menace. Animals and magical 
  beasts with an Intelligence of less than 5 must succeed on 
  a DC 11 Will save or be shaken and refuse to enter the 
  room; this is a Fear effect. Animal companions with two 
  Attack tricks (to attack the unnatural) can be forced into 
  the room despite being shaken. More intelligent 
  creatures (such as the PCs) may be disturbed but can 
  force themselves to overcome their fear.   
   
  CREATURES 
  A fey joystealer, Etheus, and his deceased Oronodel 
  companion, Aelen, have been charged with guarding this 
  gate to the fey realm alongside the allips. They wait here 
  endlessly, wallowing in insanity for the chance to drain 
  the emotions from someone unlucky enough to enter. 
  Occasionally, Danellaran tosses some unlucky animals 
  into the room to keep them from wandering through the 
  rest of the tower. 
  HIG8-03 Lies of Iron 
   
  Page 9 
  
   
  Due to their tortured insanities, neither Etheus nor 
  Aelen are affected by the allips’ babble attack. 
   
  APL 4 (EL 7) 
  Allip: hp 26 (each); MM 10. 
  Etheus Emptyheart: male joystealer, hp 27; Appendix 1. 
  Aelen Elethiel: female spectral lyrist, hp 39; Appendix 1. 
   
  APL 6 (EL 9) 
  Allip (2): hp 26 (each); MM 10. 
  Etheus Emptyheart: male joystealer hexblade 2, hp 41; 
  Appendix 1. 
  Aelen Elethiel: female advanced spectral lyrist 
  dirgesinger 1, hp 71; Appendix 1. 
   
  APL 8 (EL 11) 
  Alarming Allip (2): advanced allip lurking terror 1, hp 
  54 (each); Appendix 1. 
  Etheus Emptyheart: male joystealer hexblade 4, hp 55; 
  Appendix 1. 
  Aelen Elethiel: female advanced spectral lyrist 
  dirgesinger 3, hp 79; Appendix 1. 
   
  APL 10 (EL 13) 
  Alarming Allip (2): advanced allip lurking terror 3, hp 
  68 (each); Appendix 1. 
  Etheus Emptyheart: male joystealer fighter 2/hexblade 
  4, hp 69; Appendix 1. 
  Aelen Elethiel: female advanced spectral lyrist 
  dirgesinger 5, hp 87; Appendix 1. 
   
  APL 12 (EL 15) 
  Alarming Allip (3): advanced allip lurking terror 3, hp 
  96 (each); Appendix 1. 
  Etheus Emptyheart: male joystealer fighter 2/hexblade 
  4/ranger 2, hp 81; Appendix 1. 
  Aelen Elethiel: female advanced spectral lyrist 
  dirgesinger 5/sorcerer 2, hp 93; Appendix 1. 
   
  Tactics 
  The allips begin by babbling in an attempt to eliminate 
  some threats, while hiding in plain sight if this adventure 
  is being played at an APL where they have that ability. 
  They then use their incorporeal touch on the same target, 
  choosing one who isn’t fascinated. If a PC tries to turn or 
  rebuke undead, they become the new favored target. The 
  allips fight until dead. 
   
  Etheus likes to target a heavily armored, slow 
  moving, likely low Will save fighter type; particularly one 
  who seems to be suffering the effect of ungol dust or the 
  despairing joy trap. He then uses his hexblade curse, dark 
  companion, and phantom threat upon the same individual 
  and attacks, possibly concentrating on the same target as 
  Aelen if advantageous. Etheus cannot feel emotion, and 
  so has no fear of death. 
   
  Aelen starts by offensively using a bardic music or 
  dirgesong ability (which is best varies with APL), but is 
  particularly fond of her song of horror. After that she helps 
  Etheus to the best of her ability, likely attacking the same 
  target. If available at the APL, and if they are warned of 
  the PCs approach by combat on the floor above, she uses 
  her song of bolstering to aid her and the allips before the 
  PCs arrive. 
   
  Treasure: The PCs can gain the following treasure here 
  by defeating the guards of the faerie gate: 
   
  APL 10: Magic 947 gp; +1 stygian falchion (697 gp), 
  chronocharm of the horizon walker (42 gp), counterstrike 
  bracers (208 gp); Total 947 gp. 
   
  APL 12: Magic 1776 gp; +1 hunting stygian short sword 
  (1526 gp), chronocharm of the horizon walker (42 gp), 
  counterstrike bracers (208 gp); Total 1776 gp. 
   
  Detect Magic Results: +1 hunting stygian short sword 
  (moderate abjuration, moderate necromancy), +1 stygian 
  falchion (moderate necromancy), chronocharm of the horizon 
  walker (faint transmutation), counterstrike bracers (faint 
  transmutation). 
   
  If the PCs proceed through the silver door, see Room 5, 
  the Fey Gate. 
   
  5. 
  FEY GATE 
  The door of silver is covered in extensive scrollwork, 
  creating whirls and gentle curves. A slight silver 
  chain is wrapped around the door, appearing to pass 
  through the jamb, then behind the door only to 
  wrap again around to the front. A small lock holds 
  the two ends of the chain together. 
   
  This door is an entrance to the faerie realm, though it has 
  been sealed by powerful magic. No power currently 
  available to the PCs can open this door, though if they 
  spend more than a few moments examining the door, its 
  lock, or chains they discover they are not alone. Someone 
  or something gently tries the knob, causing it to twist 
  back and forth slightly. After that there is a faint knock 
  on the door, like a child cautiously tapping on the other 
  side. A childlike boyish voice calls out such that all in the 
  room can hear him, “Hello? Is anyone there? It’s ever 
  so dark in here. Can you please open the door? 
  Please. I’m scared.” Whatever the creature is, it speaks 
  Common, Elven, and Sylvan. It pleads to be set free, and 
  when the PCs are unable to comply, the voice becomes 
  deep, inhuman, and angry and something heavy begins 
  throwing itself against the door, which holds fast despite 
  its slight appearance. The creature does not identify itself, 
  HIG8-03 Lies of Iron 
   
  Page 10 
  
  and given that it is on another plane, it is out of the range 
  of the divination spells available to most PCs. Should 
  they somehow be able to scry upon it, they see only a 
  misty darkness. 
   
  4: EXTRACTION 
  Once the PCs make it three floors down, they have a brief 
  measure of respite, as there are no foes to be fought and 
  they may even find a sanctuary. 
   
  6. 
  STAIRS TO DOOM 
  To the south, a wide stair leads down to another 
  floor, with the sounds of dozens of voices echoing 
  up from below. A small door is on the eastern wall. 
   
  This stair leads to the ground floor and the lower halls of 
  the Tower Melancholia. It is clear there are many people 
  congregating on the next level and descending down the 
  stairs is a poor idea. The DM should remind any PC who 
  wishes to continue not only of the extreme danger, but 
  also that to do so threatens the rest of the PCs’ mission.  
   
  If the PC persists, tell them they can see many green-
  skinned elves, fey creatures, and draconic creatures. 
  Anyone continuing hears the door open behind them 
  and Danellaran warns them against continuing. 
   
  TROUBLESHOOTING 
   
  If PCs still persist, Danellaran immediately flees the 
  scene via the fey gate. The soldiers on the bottom floor 
  attack any PCs they do not recognize as members of Clan 
  Oronodel (and not just people wearing Oronodel colors; 
  since Oronodel is a small clan and they are all related, 
  they know who their cousins are). Oronodel PCs are held 
  until they can be questioned at length (giving other PCs a 
  chance to flee).  
   
  If it is necessary to run a combat, start by having 
  Archmage Wynda Ceara (18th-level) cast prismatic spray 
  (DC 26), followed by a quickened fireball (DC DC 23), 
  followed by her owl familiar performing a movement 
  that triggers her contingency to teleport away. Then the rest 
  of the enemies with the same combat statistics as double 
  the creatures found in Encounter 3, Room 2 come up the 
  stairs. In the next round, add a nymph (MM197) to the 
  enemies along with six green-skinned elves (use the same 
  statistics for the elves as the lizardfolk). If the PCs 
  manage to defeat all of these enemies, they find a 
  stairwell going down to a level below the ground but it is 
  warded somehow against their passage and they cannot 
  pass. 
   
  7. 
  THE SPIES’ ROOM 
  An unlocked door leads to a large room. A sleeping 
  area with bed and wardrobe dominates the rear, 
  with the closer area covered in books, scrolls, and 
  arcane apparatuses. 
   
    
  This room belongs to Danellaran and when he sees the 
  PCs, he is wary and asks who they are; once he knows 
  that they are they to assist in his rescue, he smiles slyly 
  and says that it is about time. 
   
  He has a plan to escape but needs someone to help 
  him enact it. He drags a locked footlocker out from 
  underneath his bed and opens it. Inside is a body, dressed 
  in similar clothes, that looks just like Danellaran. He 
  explains that it is an inactive clone and the PCs should 
  attack it as if they were killing him. He instructs that 
  they should use spell effects, blades, arrows, or whatever 
  else the PCs have used in the tower while defeating the 
  other inhabitants. It needs to look like the PCs came here 
  to assassinate him. He cannot do it himself in case 
  divination spells are used, it needs to appear that he was 
  murdered. Once done, he asks one of the PCs to draw a 
  holy symbol of the Old One on the wall. His run-ins 
  against the Shadowclaw are well known among his 
  Oronodel cousins, so Iuz’s minions coming for him 
  would be a believable reason for his death. 
   
  Once done, he produces a slender silver key which 
  he says unlocks the fey gate on the floor above. 
  Danellaran plans to walk through the faerie realm to 
  another Vesve gate and come back to the Prime Material. 
  He is unaware of any danger on the other side of it and is 
  quite curious if the PCs have any story about hearing 
  something trying to get inside. In the end, it is the only 
  way out and he believes it more plausible if some horror 
  breaks into the tower. 
   
  TROUBLESHOOTING 
  If the party has come straight to Danellaran without 
  encountering the creatures guarding the gate, Danellaran 
  asks that the PCs go up and deal with them. He cannot 
  risk accompanying them because if one should escape, 
  they could identify him as still being alive. 
   
  He warns the PCs that the guardians are some kind 
  of incorporeal monsters that drain one’s will, though he 
  does not deal with them other than to toss animals inside 
  the room to feed them. They were put here prior to his 
  arrival and assuming control of the tower. 
   
  THROUGH THE GATE 
  Once the party has done their best to fake Danellaran’s 
  death, he leads them up to the fey gate. 
   
  HIG8-03 Lies of Iron 
   
  Page 11 
  
  Danellaran produces the slim silver key and fits it 
  into the slender lock. Before turning it, he gives the 
  door one last listen, and hearing nothing he unlocks 
  the chains and swings the door wide. On the other 
  side of the door, the cavern continues to a yawning 
  mouth that opens up to a moonlit sky. Danellaran 
  waves you through, "Let’s go." 
   
  As the PCs travel, they quickly find themselves in a 
  moonlit, primeval forest that looks much like the Vesve, 
  gone even more wild and ancient than it already is. 
  Danellaran seems to know where he is going and he leads 
  the party quickly through the trees.  
   
  Those characters that are Born of the Vesve, belong 
  to Clan Oronodel, Clan Llelyuna, Clan Bælath'sinoth, 
  Clan Ryganod, or have taken the Verdant Oath hear a 
  child's crying. Do NOT tell the players what 
  requirements were necessary for this encounter. Despite 
  his oath and clan membership, Danellaran does not hear 
  the crying. If no PCs in the party fit any of these criteria, 
  simply skip this part of the encounter and proceed 
  directly to Exiting Faerie. 
   
  Sitting on a fallen tree is a small elven girl. She is 
  sobbing into her hands, and does not notice your 
  approach. Her dress is dirty and torn, and her feet 
  are bare. Twigs and leaves are snarled in her long 
  blonde hair. 
   
  Allow the PCs a chance to decide what to do. If they 
  simply pass her by, she does not stop them. Danellaran 
  and any PCs who do not fit the requirements listed above 
  do not see or hear her. If questioned on it, Danellaran 
  assumes some fey creature is playing a prank on the PCs 
  and urges them to move along. 
   
  If the PCs interact with the small girl, she stops 
  crying and looks up at them. 
   
  The girl's sobs abate as she looks up at you. "Can you 
  see me?" she asks. "Won't you please help me?  I just 
  want to go home, but I can't find my way." 
   
  The small girl claims to be Sharaliss and says she was 
  separated from her family while walking in the woods 
  this morning and now its dark and she can't find her way 
  home. The woods seems strange to her, and not like the 
  Vesve she remembers. She has twice seen some other 
  people here, both some dark men as well as some faerie 
  creatures, but all of them behaved as if they could not see 
  or hear her, and so she is quite happy that someone can 
  actually see her. She just wants them to take her back to 
  Flameflower so she can be with her family. In all ways 
  the PCs might think to check, she seems just a scared 
  little girl in need of help. 
   
  She begs any PC capable of seeing her to help her 
  and if they refuse, tears well up in her wide green eyes 
  and she begins sobbing again. If anyone agrees, she hugs 
  them tightly and takes their hand. If multiple PCs are 
  capable of helping her, the DM should be clear if some 
  PCs are helping her and some are refusing to. 
   
  EXITING FAERIE 
  After Danellaran’s direction the PCs find their way to a 
  ring of glowing mushrooms that look disturbingly like 
  those depicted in the fresco in Room 3. 
   
  Danellaran begins rushing through the bushes. 
  "This is it. It will take us back to Oerth somewhere 
  in the northern wood." In a hilltop clearing you find 
  a ring of seven mushrooms that are faintly glowing 
  with a silvery light of their own. 
   
  Danellaran plans to step through unless the PCs stop 
  him. If others are concerned about returning via this 
  particular faerie circle, Danellaran believes that it is 
  simply a coincidence that it is similar to the painting, 
  though he does not know who the artist was or from 
  where they drew their inspiration. He once again affirms 
  his intention to pass through the circle. If the PCs are 
  truly dead set against passing through this portal, he 
  stresses the need for the timely return of his report. If 
  that still does not convince them, Danellaran agrees to 
  seek another portal. Unless the PCs are capable of casting 
  plane shift themselves, they lose 6 TUs searching for 
  another way home. 
   
  If the PCs step through the gate, they are 
  transported back to the Vesve. 
   
  Stepping into the circle is like plummeting into a 
  pool of cold beer. Bubbles tickle your nose, and your 
  head swims with a rushing sensation. Though they 
  are right beside you, it is hard to see your 
  companions and you cannot see anything behind 
  them. 
   
  Then, all at once, you are lying in dew-covered 
  grass atop a hill that reaches above trees of Vesve 
  green. You are home. 
   
  All PCs that have traveled through the faerie gate receive 
  Touched by the Fey upon their AR. If Sharaliss is 
  accompanying any helpful PCs, add this additional text. 
   
  As your eyes clear, you see little blonde Sharaliss 
  smiling up at you, green eyes beaming. She squeezes 
  your hand tightly and then there is pop like the 
  bursting of a soap bubble and she is gone. Despite 
  her disappearance, you hear the echo of her childish 
  HIG8-03 Lies of Iron 
   
  Page 12 
  
  giggling and little legs running through the 
  underbrush. You feel the faintest childlike grip still 
  on your hand. 
   
  All PCs that helped Sharaliss receive Hand in Hand on 
  their AR. 
   
  5: DEBRIEFING 
  This encounter begins after Danellaran has led the PCs 
  through the woods and into Flameflower. 
   
  The Volmiryth manor in Flameflower bespeaks of 
  age and secrets. You are seated in a grand dining 
  hall, in the dim light of hundreds of candles. Dozens 
  of pies rest upon crystal plates on the marble topped 
  table. Avereen gestures to the table, "Don't be shy, 
  help yourselves to a piece of pie while we talk. 
  Danellaran, why don't you fill us in on what you 
  have uncovered?" 
   
  Danellaran launches into a long report, but the DM 
  should feel free to make this encounter as interactive as 
  possible, answering questions put to him by the PCs 
  rather than simply speaking at length while they only 
  watch. 
   
  "I suppose I should start at the beginning. I have 
  long suspected that something was amiss at the 
  heart of my family. When I discovered the 
  Volmiryth's dedication to routing out the cancers 
  that infest our kind, I knew that I had found allies 
  in the fight for the elves of the Vesve. Since then I 
  have been gathering information on the Oronodel 
  and their patron, the Ancient Protector. The 
  Protector is known by many names such as the 
  Emerald Dawn and the Lady of the Wood, but in 
  truth she is Shardantheliss, a green dragon as old as 
  the Vesve itself. Indeed she may be the first green 
  dragon, and her power is tied directly to the health 
  of the forest. In many ways they are one and the 
  same.  As such, she is a great foe of the Old One and 
  of the Reaper, whose followers have both caused the 
  Vesve harm. 
   
  Millennia ago, when the Oronodel first came to 
  the northern Vesve, she offered the elders of our 
  clan great power over the northern Vesve in 
  exchange for a part of their souls. Unknowingly, 
  many of the Oronodel became her first worshippers 
  in her quest to become one of the divine. Since then, 
  she has orchestrated a complex plan in which she 
  amassed items and beings of great power and added 
  their essence to her own. I can confirm that she has 
  subsumed a piece of the tripartite artifact known as 
  the Gloom, the Effulgent Candle of Pelor, the 
  Timeless Tree that was home of the Seer of All Time, 
  her son the druid Ioethalenar Elethiel (though that 
  appears unintentional), the Ehlonnan seer Maegla 
  the Dreamer, the living artifact known as the Tree of 
  the Arclight, the essences of the fallen celestials 
  Love and Generosity, and the Air Key from Thamek 
  Mor, as well as a Nerullian runecircle in the 
  Clatspurs. There are no doubt more. 
   
  Soon she will have amassed enough power to 
  finish her ascension. Time is short, a month, maybe 
  two at the most and she will begin the ritual. I was 
  unable to uncover the details of the planned ritual. I 
  believe that I am no longer trusted within the inner 
  circle. 
   
  That said, I do know where it will occur; likely 
  before one of the faerie gates north of the Deepstil 
  near the Oronodel’s Garden of Memory. During a 
  ritual under the full moon, she will use the cursed 
  sword Purpose to sacrifice the Rellen heir. In the 
  process, she will consume the essence of both while 
  stepping through the fey gate to achieve the height 
  of her power and godhood.” 
   
  With the end of Danellaran’s report, the room 
  falls into silence. 
   
  Give the PCs a chance to ask questions before continuing. 
  Danellaran tries to answer them to the best of his 
  knowledge. 
  • 
  Why did we see you accosting a messenger last 
  month (events of HIG8-02 Intertwined)? I heard 
  Larduin was stealing artifacts and I feared that 
  they 
  would 
  be 
  used 
  to 
  further 
  power 
  Shardantheliss' quest for godhood. I was trying 
  to locate him before it was too late. 
  • 
  Who or what was Sharaliss? I don't know, but I 
  fear you may have unwittingly released some 
  new force on the Vesve. 
  • 
  Didn't the Volmiryth seal Purpose away long ago? 
  Following the Clan Wars, the Volmiryth did 
  spirit the blade away to the north where it was 
  re-entombed. Our ancient clansmen made a deal 
  with a powerful force to empower the defenses, 
  but 
  it 
  seems 
  now 
  that 
  was 
  part 
  of 
  Shardantheliss' plan to safeguard the Kinslayer 
  for later us in this ritual.  
  • 
  Do you know anything we can use against the 
  Oronodel or the Dragon? Shardantheliss, Releshi, 
  Ioethalenar, Calentir and Aensylorin all have 
  truenames that they have used to enhance their 
  power. I don’t know them, but if we could find 
  them, we would have a powerful weapon to use 
  against them. Also, Calentir and Releshi seem to 
  HIG8-03 Lies of Iron 
   
  Page 13 
  
  be able to sense each other’s thoughts and it is 
  possible that it is related to this. Calentir also 
  has a green scale upon his left cheek that he has 
  been hiding for years. I don’t know if it is 
  related to his gaining a truename. 
  • 
  Who was that woman on the ground floor of the 
  tower? That was the Archmage Wynda Ceara. 
  She’s been very distracted and guarded of late 
  and I think she may have plots of her own in the 
  works. 
  • 
  Why did Onvere want those magic items a few 
  months ago? The Dawn and her followers now 
  know it must be the Golden Sickle that Onvere 
  was after, since he returned the Rod of Highfolk 
  to Lord Kashafen and the Boots of the Raiment 
  of the Wood to a group of adventurers; though 
  they still don't know WHY he wanted it or what 
  he plans to do with it. 
  • 
  Since you know about Purpose, what do you know 
  about the Crossroads Battle or the coma Alysin 
  Thanemantle is in? Releshi was in fact killed after 
  being weakened by performing a ritual, by 
  Tymir Menanine while the Battle at the 
  Crossroads was beginning; but she immediately 
  returned to life and slew him in return. Releshi 
  claimed that it must have been Tymir himself 
  that injured Alysin Thanemantle, causing her 
  current coma. 
  • 
  What do you know about the dragon consuming the 
  Timeless Tree? The Dawn seems to have gained a 
  significant amount of power recently; whether 
  it is from consuming the Timeless Tree or from 
  her son Ioethalenar is unknown. Either way, she 
  reportedly 
  seemed 
  more 
  surprised 
  than 
  remorseful, though I am unsure we could ever 
  understand the way she thinks. The event 
  caused Releshi to be visibly upset at the loss of 
  her brother, but Calentir's mood has lightened 
  of late. 
   
  Avereen folds her hands into her lap. “Well that’s 
  quite a problem now isn’t it? I suppose it’s time I do 
  something.” She signals to a nearby servant girl. 
  “Giela, send a message to the Stargazers and have 
  them muster the Duskblade Marshals. I shall have a 
  special mission for them in the near future and I 
  need to be ready.” 
   
  Turning to you, she smiles. “I suppose our next 
  stop will have to be Kashafen’s home. I shall need 
  you to help me convince him that the time has 
  come. Civil war can no longer be avoided. For 
  everyone’s sake, all the Vesve must march north as 
  soon as possible.” The elderly elven woman 
  unsteadily gets to her feet and leans heavily upon 
  her staff as she makes for the door. 
   
  The PCs are welcome to walk with Avereen to Kashafen's 
  mansion. If they accompany her, the servants and guards 
  do not stop the group and she walks directly into his 
  great hall. Proceed to the Conclusion. 
   
  CONCLUSION 
  With Avereen at the head of your entourage, none of 
  the guards stop you as you enter Kashafen's 
  mansion. She leads you directly into his great hall 
  where the Lord of the High Elves sits in a great 
  wooden throne. Lady Mordianna Tamarel, mayor of 
  Highfolk town sits on a small chair, to his right and 
  one step below. Mordianna no longer wears the 
  black of mourning that many have seen her draped 
  in for the last year. Lady Mnemosyne Menanine-
  Rellen chats pleasantly with the two. All look up at 
  your entrance. 
   
  "I must speak privately with you immediately, 
  your Lordship," says Avereen stopping to lean upon 
  her staff.  
   
  "Of course, High Mage Volmiryth. If you would 
  excuse us, Lady Rellen."  
   
  Mnemosyne smiles, "Of course." She waits 
  briefly for Mordianna to join her but when the other 
  woman does not, Mnemosyne glares daggers at her 
  before leaving the room. Avereen shares a raised 
  eyebrow with you at the display before relating your 
  tale in detail. 
   
  Avereen is complete in her description as it was imparted 
  to her, but at the end asks if there is any detail or 
  opinions the PCs would like to add. If asked about the 
  nature of their relationship, neither Kashafen nor 
  Mordianna answer and Avereen raps the PC's knuckles 
  with her staff and apologizes for the impertinence of 
  youth. After that opportunity, proceed with the following 
  read aloud text: 
   
  "It seems I have little choice," Kashafen says 
  producing 
  a 
  jeweled 
  rod 
  from 
  his 
  sleeve. 
  "Fortunately, this was recently recovered. I shall 
  wield the power of the Rod of Highfolk again to 
  summon the celestial army to our aid." With a 
  flourish, the Lord of the High Elves and Protector of 
  the Vesve slams the rod upon his throne speaking a 
  word that fails to stay within your mind. 
   
  He looks about expectantly but nothing 
  happens. He slams the rod and again speaks the 
  word, this time with more force, but still nothing 
  happens. Looking closely at the rod his eyes widen. 
  HIG8-03 Lies of Iron 
   
  Page 14 
  
  The rod has dented and the gold leaf has flaked away 
  where it roughly contacted the wood. "It's a fake," 
  gasps Kashafen. "How can this be?" 
   
  Mordianna looks soberly towards Avereen, 
  "Lady Volmiryth, is the alternate plan we discussed 
  prepared?" 
   
  The elderly Avereen swallows deeply, "Nearly, 
  though I had prayed we would never have need of 
  such a devastating weapon." 
   
  With authority, Mordianna orders "Make it 
  ready. The elves march to war." 
   
  Avereen looks up to Kashafen who is still 
  staring open mouthed at the false Rod of Highfolk., 
  waiting for some confirmation of the mayor's order. 
  Seeing none forthcoming, she turns to you. "Come, 
  children – our time here is done." 
   
  Those PCs who have returned with Danellaran and his 
  information 
  receive 
  both 
  Danellaran’s 
  Dying 
  Friendship and Really Good Pie on their ARs. 
   
  MNEMOSYNE RELLEN 
  After the PCs leave the meeting, Mnemosyne contacts 
  any PC members of the Highfolk Gardening Society 
  meta-organization and asks them to explain everything 
  that happened after she left to her. If no members are 
  present, she instead contacts a PC that seems the most 
  morally flexible and likely to tell her what she needs to 
  know. She is most concerned that something has been 
  said relating to her child or Releshi's child and the 
  succession of House Rellen. 
   
  If the PC tells her what transpired, they gain 
  Contact: Mnemosyne Rellen on their AR. This award 
  can only go to one person per table unless there are 
  multiple members of the Highfolk Gardening Society. 
   
  RETURNING TO THE ORONODEL 
  PCs devoted to the Lady of the Wood likely wish to 
  return to the Oronodel and tell them what transpired 
  once the letter of their geas has been fulfilled. These PCs 
  meet with the Archmage of the Oronodel, Wynda Ceara, 
  who is interested in what they have to say, but does not 
  seem overly concerned. She does however thank them 
  for coming to her, and says she will take care of 
  everything. 
   
  The End 
   
  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: FREE FALL 
  Defeat the Door Trap 
  APL 4  
  90 XP 
  APL 6  
  120 XP 
  APL 8  
  150 XP 
  APL 10  
  180 XP 
  APL 12  
  210 XP 
   
  Defeat the Stair Trap 
  APL 4  
  90 XP 
  APL 6  
  120 XP 
  APL 8  
  150 XP 
  APL 10  
  180 XP 
  APL 12  
  210 XP 
   
  3: UNDERCOVER 
  Defeat the Enemies in the Temple 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
   
  Defeat the Guardians of the Fey Gate 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  STORY AWARD 
  Extract Danellaran: 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
   
   
  TOTAL POSSIBLE EXPERIENCE: 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 XP 
  APL 12  
  1575 XP 
  HIG8-03 Lies of Iron 
   
  Page 15 
  
  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 
  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. 
   
  INTRODUCTION 
   
  All APLs: Coin 10 gp 
   
  3: UNDERCOVER, ROOM 2 
   
  APL 4: Loot 29 gp; Magic 620 gp; +1 agility chain shirt 
  (96 gp), periapt of wisdom +2 (333 gp), rod of sliding (117 gp), 
  scroll of remove blindness/deafness (31 gp), scroll of remove 
  paralysis (13 gp), wand of cure moderate wounds (4 charges) 
  (30 gp); Total 649 gp. 
   
  APL 6: Loot 56 gp; Magic 903 gp; +1 agility chain shirt 
  (96 gp), hair shirt of suffering (284 gp), periapt of wisdom +2 
  (333 gp), rod of sliding (117 gp), scroll of remove 
  blindness/deafness (31 gp), scroll of remove paralysis (13 gp), 
  wand of cure moderate wounds (4 charges) (30 gp); Total 959 
  gp. 
   
  APL 8: Loot 148 gp; Magic 1196 gp; +1 agility chain 
  shirt (96 gp), +1 heavy mace (192 gp), hair shirt of suffering 
  (284 gp), least crystal of energy assault (Cold) (50 gp), periapt 
  of wisdom +2 (333 gp), potion of bull strength (25 gp each), 
  rod of sliding (117 gp), scroll of remove blindness/deafness (31 
  gp), scroll of remove paralysis (13 gp), wand of cure moderate 
  wounds (4 charges) (30 gp); Total 1344 gp. 
   
  APL 10: Loot 148 gp; Magic 1196 gp; +1 agility chain 
  shirt (96 gp), +1 heavy mace (192 gp), hair shirt of suffering 
  (284 gp), least crystal of energy assault (Cold) (50 gp), periapt 
  of wisdom +2 (333 gp), potion of bull strength (25 gp each), 
  rod of sliding (117 gp), scroll of remove blindness/deafness (31 
  gp), scroll of remove paralysis (13 gp), wand of cure moderate 
  wounds (4 charges) (30 gp); Total 1344 gp. 
   
  APL 12: Loot 148 gp; Magic 1363 gp; +1 agility chain 
  shirt (96 gp), +1 everbright heavy mace (359 gp), hair shirt of 
  suffering (284 gp), least crystal of energy assault (Cold) (50 gp), 
  periapt of wisdom +2 (333 gp), potion of bull strength (25 gp 
  each), rod of sliding (117 gp), scroll of remove 
  blindness/deafness (31 gp), scroll of remove paralysis (13 gp), 
  wand of cure moderate wounds (4 charges) (30 gp); Total 
  1511 gp. 
   
  3: UNDERCOVER, ROOM 4 
   
  APL 10: Magic 949 gp; +1 stygian falchion (697 gp), 
  chronocharm of the horizon walker (43 gp), counterstrike 
  bracers (209 gp); Total 949 gp. 
   
  APL 12: Magic 1779 gp; +1 hunting stygian short sword 
  (1527 gp), chronocharm of the horizon walker (43 gp), 
  counterstrike bracers (209 gp); Total 1779 gp. 
   
  TOTAL POSSIBLE TREASURE 
   
  APL 4: Loot 29 gp; Coin 10 gp; Magic 620 gp; Total 
  659 gp. (max 650 gp) 
   
  APL 6: Loot 56 gp; Coin 10 gp; Magic 903; Total 969 
  gp. (max 900 gp) 
   
  APL 8: Loot 148 gp; Coin 10 gp; Magic 1196; Total 
  1354 gp. (max 1300 gp) 
   
  APL 10: Loot 148 gp; Coin 10 gp; Magic 2145; Total 
  2303 gp. (max 2300 gp) 
   
  APL 12: Loot 148 gp; Coin 10 gp; Magic 3142; Total 
  3300 gp. (max 3300 gp) 
   
  ADVENTURE RECORD 
  Contact: 
  Mnemosyne 
  Rellen: 
  For 
  your 
  help, 
  Mnemosyne recommends you to her friends in the 
  HIG8-03 Lies of Iron 
   
  Page 16 
  
  HIG8-03 Lies of Iron 
   
  Page 17 
  Highfolk Gardening Society. If you are already a member 
  of this organization, she instead recommends you to the 
  Highfolk Traveling Circus. 
   
  Danellaran’s Dying Friendship: Danellaran is very 
  pleased that you helped kill him, and wishes to repay you. 
  He is willing to help you track down one item on this AR 
  at a later date. Change one item listed below to regional. 
  If you are Devoted of the Green and White, you also gain 
  access to the items listed below that are marked with a *. 
   
  Hand in Hand: You have led Sharaliss by the hand out 
  of the faerie realm. While she is gone now, every so often 
  you hear girlish laughter and feel her squeeze your hand. 
  As long as you keep your left/right (circle one) hand, you 
  are treated as having a planar fork for the plane of faerie. 
  In addition, if you have taken or ever do take the Verdant 
  Oath, you gain access to the Contemplative prestige class 
  (CD). 
   
  Really Good Pie: Avereen offers to make you a really 
  good fresh pie (your choice of flavor). It is so good in fact 
  that should you eat it, you receive one free restoration spell 
  cast at the end of an adventure. The pie must be fresh, 
  and thus you cannot carry it with you. You must return to 
  Highfolk to receive this benefit. If used after an 
  adventure that does not take place somewhere within the 
  Iuz meta-region, you must spend 1 TU returning to 
  Highfolk. Once the spell is used, cross off this favor. If 
  you are Devoted of the Green and White, you may use 
  this favor twice before crossing it off. 
   
  Touched By the Fey: You are considered Touched by 
  the Fey. When you have been Touched by the Fey three 
  times, please contact the Highfolk Triad. 
   
  ITEMS FOUND DURING THE ADVENTURE 
  APL 4: 
  • +1 agility chain shirt (Adventure, CL 5th, MIC, 1,250 gp) 
  • Goodberry bracelet* (Regional, CL 3rd; MIC) 
  • Rod of sliding (Adventure, CL 9th, MIC) 
   
  APL 6 (all of APL 4 plus the following): 
  • Hair shirt of suffering (Adventure, CL 9th; MIC) 
  • Pendant of joy* (Regional, CL 5th; MIC) 
   
  APL 8 (all of APL 4-6 plus the following): 
  • Amulet of emergency healing* (Regional, CL 5th; MIC) 
  • Least crystal of energy assault (cold) (Adventure, CL 3rd, 
  MIC)  
   
  APL 10 (all of APL 4-8 plus the following): 
  • +1 stygian falchion (Adventure, CL 6th; MIC, 8,375 gp) 
  • Chronocharm of the horizon walker (Adventure, CL 3rd; 
  MIC) 
  • Counterstrike bracers (Adventure, CL 5th; MIC) 
  • Vest of the master evoker* (Regional, CL 9th; MIC) 
   
  APL 12 (all of APL 4-10 plus the following): 
  • +1 everbright heavy mace (Adventure, CL 12th; MIC 
  4,312 gp) 
  • +1 hunting stygian short sword (Adventure, CL 6th; MIC, 
  18,310 gp) 
  • Rogue’s vest* (Regional, CL 13th; MIC) 
  
   
  HIG8-03 Lies of Iron 
   
  Page 18 
  
  APPENDIX 1: APL 4 
  2: FREE FALL 
  D E S P AI R I N G  L AU G H T E R 
  CR  3 
  Description One round after a dragon, fey, giant, 
  humanoid, monstrous humanoid or outsider steps 
  upon the stairs without displaying a holy symbol 
  of the Lady of the Wood, the laughter rises and 
  becomes even more mocking, draining upon the 
  psyche of those who trespass.  
   Only by defacing all of the fey children’s faces 
  can the laughter be stopped. Disarming the trap 
  is possible by stuffing something in those mouths 
  that are frozen in stony laughter. 
  Search DC 18; Type Magic 
   
  Trigger Detection (true seeing); Init +1 
  Effect Joy drain (1d6 points of mental damage plus 1 
  point of Charisma damage, DC 14 Will negates 
  the Charisma damage). The mental damage is 
  caused by a sonic effect. 
  Duration 6 rounds (after which the laughter returns to 
  normal levels for 1 round before it resets) 
   
  Destruction AC 15; hp 14; hardness 8  
  Disarm Disable Device DC 21 (only one check is 
  needed) 
  Disarm A silence spell negates mental damage, but 
  not the Charisma damage. 
  Dispel DC 15 (suppress for 3 rounds) 
   
  3: UNDERCOVER (ROOM 2)  
  M L O R I K  N ATH E R E 
  CR  4 
  Male grey elf cleric 4 
  NE Medium humanoid (elf) 
  Init +4; Senses Listen +7, Spot +7; Low-light vision 
  Languages Common, Draconic, Elven 
  AC 15, touch 10, flat-footed 15 (+5 armor) 
  hp 27 (4 HD) 
  Immune sleep 
  Fort +5, Ref +2, Will +9 (+11 vs. enchantment) 
  Speed 30 ft. (6 squares) 
  Melee morning star +3 (1d8) 
  Ranged longbow +4 (1d8/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Special Actions Blasphemous incantation (2/day), 
  rebuke plants 2/day, spontaneous casting inflict 
  wounds  
  Combat Gear scroll of remove blindness/deafness, 
  scroll of remove paralysis, wand of cure moderate 
  wounds (4 charges) 
  Cleric Spells Prepared (CL 4th): 
  2nd—aid, barkskinD, hold person (DC 17), sound 
  burst (DC 17)  
  1st—bless, cause fear (DC 16), cure light wounds, 
  entangleD (DC 16), shield of faith 
  0—cure minor wounds, detect magic, detect poison, 
  mending, light 
  Already cast if power-up suite is active 
  D: Domain spell. Deity: Emerald Dawn. Domains: 
  Dragon, Plant  
  Abilities Str 10, Dex 10, Con 12, Int 12, Wis 21, Cha 
  8  
  Feats Blessing of the Godless, Improved Initiative  
  Skills Concentration +8, Knowledge (religion) +8, 
  Spellcraft +8 
  Possessions combat gear plus morning star, +1 
  agility chain shirt, longbow, 20 masterwork arrows, 
  holy symbol (x2), spell component pouch, periapt 
  of wisdom +2, rod of sliding 
  Blasphemous Incantation (Su) All good creatures 
  with 30 feet must succeed in a DC 13 Fortitude 
  saving throw or be sickened for 1 round. 
  Blessing of the Godless 12 hit point pool (dark pact) 
   
  Power-Up Suite (barkskin, shield of faith):  
  AC 19, touch 12, flat-footed 19 (+5 armor, +2 
  deflection, +2 natural) 
   
  3: UNDERCOVER (ROOM 4)  
  E T H E U S  E M P TY HE ART 
  CR  5 
  Male joystealer 
  NE Medium fey (incorporeal) 
  Init +7; Senses Listen +12, Spot +12, low-light vision, 
  sense emotions 60 ft. 
  Languages Common, Khen-Zai, Sylvan 
  AC 17, touch 17, flat-footed 14 (+3 Dex, +4 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 27 (6 HD); DR 5/cold iron 
  Fort +3, Ref +8, Will +6 
  Speed fly 30 ft. (perfect) (6 squares) 
  Melee incorporeal touch +6 (1d4 Cha) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp - 
  Special Actions drain emotions 
  Abilities Str -, Dex 17, Con 12, Int 13, Wis 12, Cha 19 
  SQ incorporeal traits 
  Feats Alertness, Improved Initiative, Track 
  Skills Bluff +13, Diplomacy +8, Disguise +4 (+6 
  acting), Hide +16, Intimidate +6, Knowledge 
  (nature) +8, Knowledge (the planes) +5, Listen 
  +12, Sense Motive +10, Spot +12, Survival +10 
  (+12 in above ground natural environments) 
  Sense Emotions (Su) This ability functions like 
  blindsense except that the joystealer can detect the 
  presence and positions of living creatures. 
  Drain Emotions (Su) Once a joystealer has reduced 
  a living creature to 1 Charisma, it can drain 
  emotion completely from that opponent as a 
  standard action. A creature so drained can’t be 
  affected by moral bonuses or penalties, can’t rage, 
  and can’t receive the benefits of any other ability 
  derived through inspiration or emotion. The 
  affected creature is also immune to fear effects. 
   
  The drain emotions effect can be countered only 
  by finding and destroying the joystealer who 
  HIG8-03 Lies of Iron 
   
  Page 19 
  
  caused it or by casting a remove curse spell on the 
  afflicted creature within the area of a hallow spell. 
  Skills Joystealers receive a +4 racial bonus on Hide 
  checks. 
  Physical 
  Description: 
  A 
  cruelly 
  beautiful 
  insubstantial elf with a feral smile and glittering, 
  gemlike eyes. 
   
  AE L E N  E L E T H I E L   
  CR  4 
  Female spectral lyrist 
  CE Medium undead (Incorporeal) 
  Init +6; Senses Listen +13, Spot +13, darkvision 60 
  ft. 
  Languages Common, Elven 
  AC 20, touch 15, flat-footed 18 (+2 Dex, +5 natural, 
  +3 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 39 (6 HD)  
  Immune undead traits 
  Fort +2, Ref +4, Will +7 
  Weakness inescapable craving (Charisma) 
  Speed Fly 60 ft. (good) (12 squares) 
  Melee incorporeal touch +5 (1d6 Cha drain) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp - 
  Special Actions Bardic music 6/day 
  Abilities Str -, Dex 15, Con -, Int 13, Wis 14, Cha 17  
  SQ Alter appearance, incorporeal traits 
  Feats Ability Focus (Charisma Drain), Alertness, 
  Improved Initiative 
  Skills Bluff +12, Diplomacy +5, Disguise +12 (+14 
  acting), Intimidate +5, Listen +13, Perform (sing) 
  +12, Spot +13 
  Alter Appearance (Su) As a free action, once per 
  round, the spectral lyrist can appear as any 
  corporeal Medium humanoid with a +10 bonus to 
  Disguise. Unless a Spot check is successful, 
  onlookers cannot even tell the spectral lyrist is 
  incorporeal. 
  Bardic Music (Su) A spectral lyrist has the bardic 
  music abilities of fascinate (DC of Perform check) 
  and suggestion (DC 16). 
  Charisma Drain (Su) Living creatures hit by a 
  spectral lyrist’s touch attack must make a DC 18 
  Fortitude save or take 1d6 points of Charisma 
  drain. The save is Charisma based. When a 
  spectral lyrist drains a victim’s Charisma, it gains 5 
  temporary hit points and 1 temporary Charisma 
  point, no matter how many points it drains with that 
  attack. Temporary points last up to 1 hour. 
  Physical Description: A smiling, drably-clothed elven 
  woman. 
   
  HIG8-03 Lies of Iron 
   
  Page 20 
  
  APL 6 
  2: FREE FALL 
  D E S P AI R I N G  L AU G H T E R 
  CR  4 
  Description One round after a dragon, fey, giant, 
  humanoid, monstrous humanoid or outsider steps 
  upon the stairs without displaying a holy symbol of 
  the Lady of the Wood, the laughter rises and 
  becomes even more mocking, draining upon the 
  psyche of those who trespass. 
   
  Only by defacing all of the fey children’s faces 
  can the laughter be stopped. Disarming the trap is 
  possible by stuffing something in those mouths that 
  are frozen in stony laughter. 
  Search DC 19; Type Magic 
   
  Trigger Detection (true seeing); Init +2 
  Effect Joy drain (1d6+3 points of mental damage plus 1 
  point of Charisma damage, DC 14 Will negates the 
  Charisma damage). The mental damage is caused 
  by a sonic effect. 
  Duration 7 rounds (after which the laughter returns to 
  normal levels for 1 round before it resets) 
   
  Destruction AC 16; hp 18; hardness 8 
  Disarm Disable Device DC 23 (only one check is 
  needed) 
  Disarm A silence spell negates mental damage, but not 
  the Charisma damage. 
  Dispel DC 16 (suppress for 3 rounds) 
   
  3: UNDERCOVER (ROOM 2)  
  M L O R I K  N ATH E R E 
  CR  4 
  Male grey elf cleric 4 
  NE Medium humanoid (elf) 
  Init +4; Senses Listen +7, Spot +7; Low-light vision 
  Languages Common, Draconic, Elven  
  AC 16, touch 10, flat-footed 16 (+5 armor, +1 natural) 
  hp 27 (4 HD) 
  Immune sleep 
  Fort +5, Ref +2, Will +9 (+11 vs. enchantment) 
  Speed 30 ft. (6 squares) 
  Melee morning star +3 (1d8) 
  Ranged longbow +4 (1d8/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Special Actions Blasphemous incantation (2/day), 
  rebuke plants 2/day, spontaneous casting inflict 
  wounds  
  Combat Gear scroll of remove blindness/deafness, 
  scroll of remove paralysis, wand of cure moderate 
  wounds (4 charges) 
  Cleric Spells Prepared (CL 4th): 
  2nd—aid, barkskinD, hold person (DC 17), sound burst 
  (DC 17)  
  1st—bless, cause fear (DC 16), cure light wounds, 
  entangleD (DC 16), shield of faith 
  0—cure minor wounds, detect magic, detect poison, 
  mending, light 
  Already cast if power-up suite is active 
  D: Domain spell. Deity: Emerald Dawn. Domains: 
  Dragon, Plant  
  Abilities Str 10, Dex 10, Con 12, Int 12, Wis 21, Cha 8  
  Feats Blessing of the Godless, Improved Initiative 
  Skills Concentration +8, Knowledge (religion) +8, 
  Spellcraft +8 
  Possessions combat gear plus morning star, +1 agility 
  chain shirt, longbow, 20 masterwork arrows, holy 
  symbol (x2), spell component pouch, hair shirt of 
  suffering, periapt of wisdom +2, rod of sliding 
  Blasphemous Incantation (Su) All good creatures with 
  30 feet must succeed in a DC 13 Fortitude saving 
  throw or be sickened for 1 round. 
  Blessing of the Godless 16 hit point pool (dark pact) 
   
  S N I S S L E E R  H AK  
   
  CR 5 
  Male greenspawn zealot 
  LE Medium monstrous humanoid (dragonblood) 
  Init +4; Senses darkvision 60 ft., Listen +1, Spot +10 
  Languages Common, Draconic 
  AC 21, touch 10, flat-footed 21 
   
  (+6 armor, +2 shield, +3 natural) 
  hp 45 (6 HD)  
  Immune acid 
  Fort +5, Ref +5, Will +8; Tiamat’s grace, zealotry 
  Speed 20 ft. (4 squares) in banded mail, base speed 30 
  ft. 
  Melee heavy mace +10/+5 (1d8+3) 
  Ranged light crossbow +6/+1 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options favored enemy humans +2 
  Special Actions touch of Tiamat (+9 melee touch) 
  Abilities Str 16, Dex 11, Con 16, Int 10, Wis 12, Cha 12 
  Feats Improved Initiative, Iron Will, Weapon Focus 
  (heavy mace)  
  Skills Listen +1, Sense Motive +10, Spot +10 
  Possessions banded mail, heavy steel shield, heavy 
  mace, light crossbow with 10 bolts 
  Tiamat’s Grace (Su) When a greenspawn zealot is 
  adjacent to one or more other greenspawn zealots, it 
  gains a +2 bonus on saving throws. 
  Zealotry (Ex) Once per day, as an immediate action, a 
  greenspawn zealot can reroll one saving throw. 
  Favored Enemy (Ex) A greenspawn zealot gains a +2 
  bonus on Bluff, Listen, Sense Motive, Spot, and 
  Survival checks when using these skills against 
  humans. Likewise, it gains a +2 bonus on weapon 
  damage rolls against humans. 
  Touch of Tiamat (Su) A greenspawn zealot can 
  damage living creatures with its touch attack. It can 
  deal up to 18 points of damage per day in this way 
  (Will save DC 16 half), divided among as many 
  touches as it chooses. When a greenspawn zealot 
  deals damage with its touch, it simultaneously heals 
  one dragon or dragonblood creature of its choice 
  (including itself) within 30 feet of the same amount of 
  damage. The save DC is Constitution based. 
  HIG8-03 Lies of Iron 
   
  Page 21 
  
   
  Physical Description: Draconic yellow eyes glow within 
  this creature’s helm, and green scales glisten 
  between the gaps in its banded mail. With a heavy 
  mace in hand, it raises a shield emblazoned with the 
  symbol of the Dawn and shouts a war cry. 
   
  Power-Up Suite (aid, barkskin, shield of faith):  
  AC 25, touch 12, flat-footed 25 
   
  (+6 armor, +2 shield, +5 natural, +2 deflection) 
  hp 54 (6 HD)  
  Will +8 (+9 vs. fear) 
  Melee heavy mace +11/+6 (1d8+3) 
  Ranged light crossbow +7/+2 (1d8/19-20) 
   
  3: UNDERCOVER (ROOM 4)  
  E T H E U S  E M P TY H E AR T 
  CR  7 
  Male joystealer hexblade 2 
  NE Medium fey (incorporeal) 
  Init +7; Senses Listen +12, Spot +12, low-light vision, 
  sense emotions 60 ft. 
  Languages Common, Khen-Zai, Sylvan 
  AC 18, touch 18, flat-footed 15 (+3 Dex, +5 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 41 (8 HD); DR 5/cold iron 
  Fort +3, Ref +8, Will +9; +5 vs. spells and spell-like 
  abilities 
  Speed fly 30 ft. (perfect) (6 squares) 
  Melee incorporeal touch +8 (1d4 Cha) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp - 
  Special Actions drain emotions, hexblade curse 1/day 
  Abilities Str -, Dex 17, Con 12, Int 13, Wis 12, Cha 20 
  SQ incorporeal traits 
  Feats Alertness, Improved Initiative, Track 
  Skills Bluff +14, Concentration +7, Diplomacy +9, 
  Disguise +4 (+6 acting), Hide +16, Intimidate +7, 
  Knowledge (nature) +8, Knowledge (the planes) +5, 
  Listen +12, Sense Motive +10, Spot +12, Survival 
  +10 (+12 in above ground natural environments) 
  Sense Emotions (Su) This ability functions like 
  blindsense except that the joystealer can detect the 
  presence and positions of living creatures. 
  Drain Emotions (Su) Once a joystealer has reduced a 
  living creature to 1 Charisma, it can drain emotion 
  completely from that opponent as a standard action. 
  A creature so drained can’t be affected by moral 
  bonuses or penalties, can’t rage, and can’t receive 
  the benefits of any other ability derived through 
  inspiration or emotion. The affected creature is also 
  immune to fear effects. 
   
  The drain emotions effect can be countered only by 
  finding and destroying the joystealer who caused it or 
  by casting a remove curse spell on the afflicted 
  creature within the area of a hallow spell. 
  Hexblade Curse (Su) As a free action a hexblade can 
  curse a foe within 60 ft. to suffer a -2 penalty on 
  attacks, saves, ability checks, skill checks and 
  weapon damage unless the target succeeds in a DC 
  16 Will save. Multiple hexblade curses do not stack 
  and if resisted, the foe cannot be affected by the 
  same hexblade’s curse for 24 hours. Any effect that 
  removes or dispels a curse eliminates the effects of a 
  hexblade’s curse. 
  Skills Joystealers receive a +4 racial bonus on Hide 
  checks. 
  Physical Description: A cruelly beautiful insubstantial 
  elf with a feral smile and glittering, gemlike eyes. 
   
  AE L E N  E L E T H I E L   
  CR  6 
  Female advanced spectral lyrist dirgesinger 1 
  CE Medium undead (Incorporeal) 
  Init +6; Senses Listen +16, Spot +15, darkvision 60 ft. 
  Languages Common, Elven 
  AC 21, touch 16, flat-footed 19 (+2 Dex, +5 natural, +4 
  deflection) 
  Miss Chance 50% (incorporeal) 
  hp 71 (10 HD) 
  Immune undead traits 
  Fort +3, Ref +5, Will +11 
  Weakness inescapable craving (Charisma) 
  Speed Fly 60 ft. (good) (12 squares) 
  Melee incorporeal touch +7 (1d6 Cha drain) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp - 
  Special Actions Bardic music 6/day, dirgesong 
  Abilities Str -, Dex 15, Con -, Int 13, Wis 14, Cha 18 
  SQ Alter appearance, incorporeal traits 
  Feats Ability Focus (Charisma Drain), Alertness, 
  Improved Initiative, Requiem 
  Skills Bluff +16, Diplomacy +6, Disguise +17 (+19 
  acting), Knowledge (religion) +5, Intimidate +6, Listen 
  +16, Perform (sing) +18, Spot +15 
  Alter Appearance (Su) As a free action, once per 
  round, the spectral lyrist can appear as any corporeal 
  Medium humanoid with a +10 bonus to Disguise. 
  Unless a Spot check is successful, onlookers cannot 
  even tell the spectral lyrist is incorporeal. 
  Bardic Music (Su) A spectral lyrist has the bardic music 
  abilities of fascinate (DC of Perform check) and 
  suggestion (DC 19). 
  Charisma Drain (Su) Living creatures hit by a spectral 
  lyrist’s touch attack must make a DC 21 Fortitude 
  save or take 1d6 points of Charisma drain. The save 
  is Charisma based. When a spectral lyrist drains a 
  victim’s Charisma, it gains 5 temporary hit points and 
  1 temporary Charisma point, no matter how many 
  points it drains with that attack. Temporary points last 
  up to 1 hour. 
  Dirgesong (Su): A dirgesinger gains the dirgesong 
  ability. Each of these songs counts as a use of bardic 
  music. 
  Song of Sorrow: A dirgesinger can evoke sorrow 
  and lament in his enemies. To be affected, an enemy 
  must be able to hear the dirgesinger perform. The 
  effect lasts for as long as the enemy hears the 
  dirgesinger perform and for 5 rounds thereafter. An 
  affected enemy takes a—2 penalty on Will saving 
  throws and a—2 penalty on attack rolls and weapon 
  damage rolls. A successful Will save (DC 10 + the 
  HIG8-03 Lies of Iron 
   
  Page 22 
  
  HIG8-03 Lies of Iron 
   
  Page 23 
  dirgesinger's ranks in Perform) negates the effect and 
  makes the character immune to that dirgesinger's 
  song of sorrow ability for 24 hours. Song of sorrow is 
  a mind-affecting ability. 
  Physical Description: A smiling, drably-clothed elven 
  woman. 
   
  
  APL 8 
  2: FREE FALL 
  D E S P AI R I N G  L AU G H T E R 
  CR  5 
  Description One round after a dragon, fey, giant, 
  humanoid, monstrous humanoid or outsider steps 
  upon the stairs without displaying a holy symbol of 
  the Lady of the Wood, the laughter rises and 
  becomes even more mocking, draining upon the 
  psyche of those who trespass. 
   
  Only by defacing all of the fey children’s faces 
  can the laughter be stopped. Disarming the trap is 
  possible by stuffing something in those mouths that 
  are frozen in stony laughter. 
  Search DC 20; Type Magic 
   
  Trigger Detection (true seeing); Init +2 
  Effect Joy drain (1d6+3 points of mental damage plus 
  1d2 points of Charisma damage, DC 15 Will 
  negates the Charisma damage). The mental 
  damage is caused by a sonic effect. 
  Duration 8 rounds (after which the laughter returns to 
  normal levels for 1 round before it resets) 
   
  Destruction AC 18; hp 23; hardness 8 
  Disarm Disable Device DC 25 (only one check is 
  needed) 
  Disarm A silence spell negates mental damage, but not 
  the Charisma damage. 
  Dispel DC 17 (suppress for 3 rounds) 
   
   
  3: UNDERCOVER (ROOM 2)  
  L I ZAR D F O L K  B O N E C R U S H E R S 
  CR  2 
  Male lizardfolk barbarian 1 
  N Medium humanoid (reptilian) 
  Init +0; Senses Listen +3, Spot +0 
  Languages Draconic  
  AC 19, touch 10, flat-footed 19 (+4 armor, +5 natural) 
  hp 19 (3 HD)  
  Fort +3, Ref +3, Will +0 
  Speed 40 ft. (8 squares) 
  Melee 2 claws +3 (1d4+1) and bite +1 (1d4) OR 
  Melee mwk battle axe +5 (1d8+1/x3) and bite +1 (1d4) 
  Ranged javelin +2 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Atk Options rage 1/day 
  Combat Gear potion of bull’s strength 
  Abilities Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10  
  SQ Hold breath 
  Feats Multiattack, Weapon Focus (battle axe) 
  Skills Balance +6, Jump +7, Listen +3, Swim +4 
  Possessions combat gear plus masterwork chain shirt, 
  masterwork battle axe, 5 javelins 
  Hold Breath: A lizardfolk can hold its breath for a 
  number of rounds equal to four times its Constitution 
  score before it risks drowning. 
   
  Power-Up Suite (bull’s strength, raging):  
  AC 17, touch 8, flat-footed 17 (+4 armor, +5 natural, -2 
  rage) 
  hp 25  
  Fort +5, Will +2 
  Melee 2 claws +7 (1d4+5) and bite +5 (1d4+2) OR 
  Melee mwk battle axe +9 (1d8+5/x3) and bite +5 
  (1d4+2) 
  Ranged javelin +2 (1d6+5) 
  Grp +7 
  Abilities Str 21, Con 17  
  Skills Jump +11, Swim +8 
   
  M L O R I K  N ATH E R E 
  CR  6 
  Male grey elf cleric 5/divine oracle 1 
  NE Medium humanoid (elf) 
  Init +4; Senses Listen +7, Spot +7; Low-light vision 
  Languages Common, Draconic, Elven 
  AC 16, touch 10, flat-footed 16 (+5 armor, +1 natural) 
  hp 38 (6 HD) 
  Immune sleep 
  Fort +5, Ref +2, Will +11 (+13 vs. enchantment) 
  Speed 30 ft. (6 squares) 
  Melee morning star +3 (1d8) 
  Ranged longbow +4 (1d8/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Special Actions Blasphemous incantation (2/day), 
  rebuke plants 2/day, spontaneous casting inflict 
  wounds  
  Combat Gear scroll of remove blindness/deafness, 
  scroll of remove paralysis, wand of cure moderate 
  wounds (4 charges) 
  Cleric Spells Prepared (CL 6th, 8th for divination): 
  3rd—dispel magic, greater magic fangD, invisibility 
  purge, magic vestment 
  2nd—aid, barkskinD, hold person (DC 17), sound burst 
  (DC 17), spiritual weapon (+8 melee) 
  1st—bless, cause fear (DC 16), cure light wounds, 
  entangleD (DC 16), shield of faith 
  0—cure minor wounds, detect magic, detect poison, 
  mending, light 
  Already cast if power-up suite is active 
  D: Domain spell. Deity: Emerald Dawn. Domains: 
  Dragon, Oracle, Plant  
  Abilities Str 10, Dex 10, Con 12, Int 12, Wis 21, Cha 8  
  Feats Blessing of the Godless, Improved Initiative, Skill 
  Focus (Knowledge: religion) 
  Skills Concentration +10, Knowledge (religion) +13, 
  Spellcraft +10 
  Possessions combat gear plus morning star, +1 agility 
  chain shirt, longbow, 20 masterwork arrows, holy 
  symbol (x2), spell component pouch, hair shirt of 
  suffering, periapt of wisdom +2, rod of sliding 
  Blasphemous Incantation (Su) All good creatures with 
  30 feet must succeed in a DC 14 Fortitude saving 
  throw or be sickened for 1 round.  
  Blessing of the Godless 24 hit point pool (dark pact) 
  HIG8-03 Lies of Iron 
   
  Page 24 
  
   
   
  Power-Up Suite (invisibility purge) 
   
  S N I S S L E E R  H AK  
   
   
  CR 7 
  Male greenspawn zealot knight 2 
  LE Medium monstrous humanoid (dragonblood) 
  Init +4; Senses darkvision 60 ft., Listen +1, Spot +12 
  Languages Common, Draconic 
  AC 22, touch 10, flat-footed 22 
   
  (+6 armor, +2 shield, +3 natural, +1 magic 
  vestment); shield block 
  hp 65 (8 HD) 
  Immune acid 
  Fort +5, Ref +5, Will +11; Tiamat’s grace, zealotry 
  Speed 20 ft. (4 squares) in banded mail, base speed 30 
  ft. 
  Melee +1 heavy mace +13/+8 (1d8+4+1 cold) 
  Ranged light crossbow +8/+3 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +11 
  Atk Options favored enemy humans +2, knight’s 
  challenge 2/day 
  Special Actions touch of Tiamat (+11 melee touch) 
  Abilities Str 17, Dex 11, Con 16, Int 10, Wis 12, Cha 12  
  Feats Improved Initiative, Iron Will, Mounted CombatB, 
  Weapon Focus (heavy mace)  
  Skills Listen +1, Sense Motive +10, Spot +12 
  Possessions banded mail, heavy steel shield, +1 heavy 
  mace with least crystal of energy assault (cold), light 
  crossbow with 10 bolts 
  Tiamat’s Grace (Su) When a greenspawn zealot is 
  adjacent to one or more other greenspawn zealots, it 
  gains a +2 bonus on saving throws. 
  Zealotry (Ex) Once per day, as an immediate action, a 
  greenspawn zealot can reroll one saving throw. 
  Favored Enemy (Ex) A greenspawn zealot gains a +2 
  bonus on Bluff, Listen, Sense Motive, Spot, and 
  Survival checks when using these skills against 
  humans. Likewise, it gains a +2 bonus on weapon 
  damage rolls against humans. 
  Touch of Tiamat (Su) A greenspawn zealot can 
  damage living creatures with its touch attack. It can 
  deal up to 18 points of damage per day in this way 
  (Will save DC 16 half), divided among as many 
  touches as it chooses. When a greenspawn zealot 
  deals damage with its touch, it simultaneously heals 
  one dragon or dragonblood creature of its choice 
  (including itself) within 30 feet of the same amount of 
  damage. The save DC is Constitution based. 
  Knight's Challenge: Your dauntless fighting spirit plays a 
  major role in your fighting style, as important as the 
  strength of your arm or the sharpness of your blade. In 
  battle, you use the force of your personality to challenge 
  your enemies. You can call out a foe, shouting a 
  challenge that boosts his confidence, or issue a general 
  challenge that strikes fear into weak opponents and 
  compels strong opponents to seek you out for personal 
  combat. By playing on your enemies' ego, you can 
  manipulate your foes. 
   
  You can use this ability a number of times per day equal 
  to 1/2 your class level + your Charisma bonus (minimum 
  once per day). As you gain levels, you gain a number of 
  options that you can use in conjunction with this ability. 
   
  Even if you and your foes lack a shared language, you 
  can 
  still 
  effectively 
  communicate 
  through 
  body 
  language, tone, and certain oaths and challenges you 
  learn from a variety of different tongues. 
   
  Fighting Challenge (Ex): As a swift action, you can issue 
  a challenge against a single opponent. The target of this 
  ability must have an Intelligence of 5 or higher, have a 
  language of some sort, and have a CR greater than or 
  equal to your character level minus 2. If it does not 
  meet these requirements, a use of this ability is 
  expended without effect. 
   
  If the target does meet the conditions given above, 
  you gain a +1 morale bonus on Will saves and a +1 
  morale bonus on attack rolls and damage rolls against 
  the target of this ability. You fight with renewed vigor and 
  energy by placing your honor and reputation on the 
  line. If your chosen foe reduces you to 0 or fewer hit 
  points, you lose two uses of your knight's challenge ability 
  for the day because of the blow to your ego and 
  confidence from this defeat. 
   
  The effect of a fighting challenge lasts for a number 
  of rounds equal to 5 + your Charisma bonus (if any). 
   
  If you are capable of issuing a knight's challenge 
  more than once per day, you can use this ability more 
  than once in a single encounter. If your first chosen 
  foe is defeated or flees the area, you can issue a new 
  challenge to a different foe. You cannot switch foes if 
  your original target is still active. 
  Shield Block (Ex) Starting at 2nd level, you excel in 
  using your armor and shield to frustrate your enemy's 
  attacks. During your action, designate a single 
  opponent as the target of this ability. Your shield 
  bonus to AC against that foe increases by 1, as you 
  move your shield to deflect an incoming blow, possibly 
  providing just enough protection to turn a telling 
  swing into a near miss. 
  Physical Description: Draconic yellow eyes glow within 
  this creature’s helm, and green scales glisten 
  between the gaps in its banded mail. With a heavy 
  mace in hand, it raises a shield emblazoned with the 
  symbol of the Dawn and shouts a war cry. 
   
  Power-Up Suite (aid, barkskin, shield of faith) 
  AC 28, touch 12, flat-footed 28; (+6 armor, +2 shield, +6 
  natural, +3 deflection, +1 magic vestment); shield 
  block 
  hp 76 (8 HD) 
  Will +11 (+12 v. fear) 
  Melee +1 heavy mace +14/+9 (1d8+4+1 cold) 
  Ranged light crossbow +9/+4 (1d8/19-20) 
   
  3: UNDERCOVER (ROOM 4)  
  AL AR M I NG  ALLI P 
  CR  5 
  Advanced allip lurking terror 1 
  NE Medium undead (Incorporeal) 
  Init +5; Senses Listen +12, Spot +12; darkvision 60 ft. 
  Languages None 
  HIG8-03 Lies of Iron 
   
  Page 25 
  
  AC 15, touch 15, flat-footed 14 (+1 Dex, +4 deflection) 
  Miss Chance 50% (Incorporeal) 
  hp 54 (9 HD) 
  Immune undead traits 
  Fort +4, Ref +7, Will +10 
  Speed Fly 30 ft. (perfect) (6 squares) 
  Melee incorporeal touch +5 (1d4 Wisdom drain) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp - 
  Atk Options Wisdom drain 
  Special Actions Babble, madness 
  Abilities Str -, Dex 12, Con -, Int 11, Wis 11, Cha 19 
  SQ +6 turn resistance, incorporeal traits 
  Feats Improved Initiative, Lifebond (Etheus Emptyheart, 
  added in above), Lightning Reflexes  
  Skills Hide +13, Intimidate +7, Listen +12, Search +9, 
  Spot +12, Survival +0 (+2 following tracks) 
   Babble (Su): An allip constantly mutters and whines to 
  itself, creating a hypnotic effect. All sane creatures 
  within 60 feet of the allip must succeed on a DC 19 
  Will save or be affected as though by a hypnotism 
  spell for 2d4 rounds. This is a sonic mind-affecting 
  compulsion effect. Creatures that successfully save 
  cannot be affected by the same allip’s babble for 24 
  hours. The save DC is Charisma-based. 
  Madness (Su): Anyone targeting an allip with a thought 
  detection, mind control, or telepathic ability makes 
  direct contact with its tortured mind and takes 1d4 
  points of Wisdom damage. 
  Wisdom Drain (Su): An allip causes 1d4 points of 
  Wisdom drain each time it hits with its incorporeal 
  touch attack. On each such successful attack, it gains 
  5 temporary hit points. 
  Deathly Power (Ex) A lurking terror adds its class level 
  to the DCs of all special abilities. (This is added in 
  above). 
   
  Power-Up Suite (song of bolstering): 
  SQ +9 turn resistance 
   
  E T H E U S  E M P TY H E AR T 
  CR  9 
  Male joystealer hexblade 4 
  NE Medium fey (incorporeal) 
  Init +7; Senses Listen +12, Spot +12, low-light vision, 
  sense emotions 60 ft. 
  Languages Common, Khen-Zai, Sylvan 
  AC 18, touch 18, flat-footed 15 (+3 Dex, +5 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 55 (10 HD); DR 5/cold iron 
  Fort +4, Ref +9, Will +10; +5 vs. spells and spell-like 
  abilities, mettle 
  Speed fly 30 ft. (perfect) (6 squares) 
  Melee incorporeal touch +10/+5 (1d4+2 Cha) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp - 
  Special Actions dark companion, drain emotions, 
  hexblade curse 1/day 
  Class Spells Known (CL 2nd): 
  1st (2/day)—entropic shield, phantom threat (DC 16) 
  Abilities Str -, Dex 17, Con 12, Int 13, Wis 12, Cha 20  
  SQ incorporeal traits 
  Feats Alertness, Improved Initiative, Touch Attack 
  Specialization, Track 
  Skills Bluff +14, Concentration +13, Diplomacy +9, 
  Disguise +4 (+6 acting), Hide +16, Intimidate +7, 
  Knowledge (nature) +8, Knowledge (the planes) +5, 
  Listen +12, Sense Motive +10, Spot +12, Survival 
  +10 (+12 in above ground natural environments) 
  Sense Emotions (Su) This ability functions like 
  blindsense except that the joystealer can detect the 
  presence and positions of living creatures. 
  Drain Emotions (Su) Once a joystealer has reduced a 
  living creature to 1 Charisma, it can drain emotion 
  completely from that opponent as a standard action. 
  A creature so drained can’t be affected by moral 
  bonuses or penalties, can’t rage, and can’t receive 
  the benefits of any other ability derived through 
  inspiration or emotion. The affected creature is also 
  immune to fear effects. 
   
  The drain emotions effect can be countered only by 
  finding and destroying the joystealer who caused it or 
  by casting a remove curse spell on the afflicted 
  creature within the area of a hallow spell. 
  Hexblade Curse (Su) As a free action a hexblade can 
  curse a foe within 60 ft. to suffer a -2 penalty on 
  attacks, saves, ability checks, skill checks and 
  weapon damage unless the target succeeds in a DC 
  16 Will save. Multiple hexblade curses do not stack 
  and if resisted, the foe cannot be affected by the 
  same hexblade’s curse for 24 hours. Any effect that 
  removes or dispels a curse eliminates the effects of a 
  hexblade’s curse. 
  Mettle (Ex) If a hexblade succeeds on a Fortitude or 
  Will save that would normally have a lesser effect 
  (such as a half or partial effect), they instead 
  completely negate the effect. 
  Dark Companion Any enemy adjacent to your dark 
  companion takes a -2 penalty on its saves and to its 
  AC. Your companion's speed is equal to yours 
  (including all modes of movement you possess) and it 
  acts during your turn each round. It follows your mental 
  commands perfectly—in effect, it is merely an extension 
  of your will. 
   
  Your dark companion has no real substance, and 
  thus can't attack or otherwise affect creatures or 
  objects. It occupies a 5-foot space. Even though any 
  creature can enter a dark companion's 5-foot space 
  without restriction, it must occupy its own space in 
  order to have any effect on enemies. It is immune to 
  any damage or other effects that might harm 
  creatures, though it can be dispelled or suppressed 
  just like a spell effect. Your dark companion is treated 
  as a spell whose level is equal to 1/4 your hexblade 
  level. If it is dispelled, it automatically reforms at your 
  side 24 hours later. 
   
  A dark companion can't create flanking situations, 
  nor does it provoke attacks of opportunity from 
  movement, because enemies automatically recognize 
  it as an illusion. If it is more than 120 feet from you at 
  the start of your turn, or if you ever lose line of effect to 
  it, it instantly reappears adjacent to you. 
  HIG8-03 Lies of Iron 
   
  Page 26 
  
  HIG8-03 Lies of Iron 
   
  Page 27 
  Skills Joystealers receive a +4 racial bonus on Hide 
  checks. 
  Physical Description: A cruelly beautiful insubstantial 
  elf with a feral smile and glittering, gemlike eyes. 
   
  AE L E N  E L E T H I E L   
  CR  8 
  Female advanced spectral lyrist dirgesinger 3 
  CE Medium undead (Incorporeal) 
  Init +7; Senses Listen +18, Spot +15, darkvision 60 ft. 
  Languages Common, Elven 
  AC 22, touch 17, flat-footed 19 (+3 Dex, +5 natural, +4 
  deflection) 
  Miss Chance 50% (incorporeal) 
  hp 79 (12 HD) 
  Immune undead traits 
  Fort +4, Ref +7, Will +12 
  Weakness inescapable craving (Charisma) 
  Speed Fly 60 ft. (good) (12 squares) 
  Melee incorporeal touch +10/+5 (1d6*1.5 Cha drain) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp - 
  Special Actions Bardic music 6/day, dirgesong 
  Abilities Str -, Dex 16, Con -, Int 13, Wis 14, Cha 18  
  SQ Alter appearance, incorporeal traits 
  Feats Ability Focus (Charisma Drain), Alertness, 
  Empowered Ability Damage, Improved Initiative, 
  Requiem  
  Skills Bluff +19, Diplomacy +6, Disguise +19 (+21 
  acting), Knowledge (religion) +5, Intimidate +6, Listen 
  +18, Perform (sing) +20, Sense Motive +3, Spot +15 
  Alter Appearance (Su) As a free action, once per 
  round, the spectral lyrist can appear as any corporeal 
  Medium humanoid with a +10 bonus to Disguise. 
  Unless a Spot check is successful, onlookers cannot 
  even tell the spectral lyrist is incorporeal. 
  Bardic Music (Su) A spectral lyrist has the bardic music 
  abilities of fascinate (DC of Perform check) and 
  suggestion (DC 19). 
  Charisma Drain (Su) Living creatures hit by a spectral 
  lyrist’s touch attack must make a DC 22 Fortitude 
  save or take 1d6 points of Charisma drain. The save 
  is Charisma based. When a spectral lyrist drains a 
  victim’s Charisma, it gains 5 temporary hit points and 
  1 temporary Charisma point, no matter how many 
  points it drains with that attack. Temporary points last 
  up to 1 hour. 
  Dirgesong (Su): A dirgesinger gains the dirgesong 
  ability. Each of these songs counts as a use of bardic 
  music. 
   
  Song of Sorrow: A dirgesinger can evoke sorrow 
  and lament in his enemies. To be affected, an enemy 
  must be able to hear the dirgesinger perform. The 
  effect lasts for as long as the enemy hears the 
  dirgesinger perform and for 5 rounds thereafter. An 
  affected enemy takes a—2 penalty on Will saving 
  throws and a—2 penalty on attack rolls and weapon 
  damage rolls. A successful Will save (DC 10+the 
  dirgesinger's ranks in Perform) negates the effect and 
  makes the character immune to that dirgesinger's 
  song of sorrow ability for 24 hours. Song of sorrow is 
  a mind-affecting ability. 
   
  Song of Bolstering: At 2nd level and higher, a 
  dirgesinger can bolster undead creatures against 
  turning, much as an evil cleric does. All undead within 
  30 feet of the dirgesinger gain a bonus on their turn 
  resistance equal to the dirgesinger's class level plus 
  the dirgesinger's bard class level. The bolstering lasts 
  for as long as the dirgesinger performs and for 10 
  rounds thereafter. An undead dirgesinger can bolster 
  himself in this manner. 
   
  Song of Grief: A dirgesinger of 3rd level or higher 
  can use song or poetics to inspire maddening grief in 
  a living creature. The creature must be within 60 feet 
  of the dirgesinger and able to hear him. Unless the 
  target succeeds on a Will save (DC 10 +the 
  dirgesinger's ranks in Perform), she becomes 
  confused for as long as the dirgesinger performs and 
  for 5 rounds thereafter. Song of grief is an 
  enchantment (compulsion) mind-affecting ability. 
  Physical Description: A smiling, drably clothed elven 
  woman. 
   
  Power-Up Suite (song of bolstering): 
  SQ +3 turn resistance 
   
  
  APL 10 
  2: FREE FALL 
  D E S P AI R I N G  L AU G H T E R 
  CR  6 
  Description One round after a dragon, fey, giant, 
  humanoid, monstrous humanoid or outsider steps 
  upon the stairs without displaying a holy symbol of 
  the Lady of the Wood, the laughter rises and 
  becomes even more mocking, draining upon the 
  psyche of those who trespass. 
   
  Only by defacing all of the fey children’s faces 
  can the laughter be stopped. Disarming the trap is 
  possible by stuffing something in those mouths that 
  are frozen in stony laughter. 
  Search DC 21; Type Magic 
   
  Trigger Detection (true seeing); Init +3 
  Effect Joy drain (2d6+3 points of mental damage plus 
  1d2 points of Charisma damage, DC 16 Will 
  negates the Charisma damage). The mental 
  damage is caused by a sonic effect. 
  Duration 9 rounds (after which the laughter returns to 
  normal levels for 1 round before it resets) 
   
  Destruction AC 19; hp 27; hardness 8 
  Disarm Disable Device DC 27 (only one check is 
  needed) 
  Disarm A silence spell negates mental damage, but not 
  the Charisma damage. 
  Dispel DC 18 (suppress for 3 rounds) 
   
   
  3: UNDERCOVER (ROOM 2)  
  L I ZAR D F O L K  B O N E C R U S H E R S 
  CR  4 
  Male lizardfolk barbarian 2/fighter 1 
  N Medium humanoid (reptilian) 
  Init +0; Senses Listen +5, Spot +0 
  Languages Draconic 
  AC 20, touch 10, flat-footed 20 (+4 armor, +6 natural); 
  Uncanny Dodge 
  hp 34 (5 HD)  
  Fort +6, Ref +3, Will +0 
  Speed 40 ft. (8 squares) 
  Melee 2 claws +6 (1d4+2) and bite +4 (1d4+1) OR 
  Melee mwk battle axe +8 (1d8+2/x3) and bite +4 
  (1d4+1) 
  Ranged javelin +4 (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5 
  Atk Options rage 1/day 
  Combat Gear potion of bull’s strength 
  Abilities Str 14, Dex 10, Con 13, Int 9, Wis 10, Cha 10  
  SQ Hold breath 
  Feats Improved Natural Armor, Multiattack, Weapon 
  Focus (battle axe) 
  Skills Balance +6, Jump +9, Listen +5, Swim +6 
  Possessions combat gear plus masterwork chain shirt, 
  masterwork battle axe, 5 javelins 
  Hold Breath: A lizardfolk can hold its breath for a 
  number of rounds equal to four times its Constitution 
  score before it risks drowning. 
   
  Power-Up Suite (bull’s strength, raging): 
  AC 18, touch 8, flat-footed 18 (+4 armor, +6 natural, -2 
  rage) 
  hp 44 
  Fort +8, Will +2 
  Melee 2 claws +10 (1d4+6) and bite +8 (1d4+3) or 
  Melee mwk battle axe +12 (1d8+6/x3) and bite +8 
  (1d4+3) 
  Ranged javelin +4 (1d6+6) 
  Grp +11 
  Abilities Str 22, Con 17 
  Skills Jump +13, Swim +10 
   
  M L O R I K  N ATH E R E 
  CR  8 
  Male grey elf cleric 5/divine oracle 3 
  NE Medium humanoid (elf) 
  Init +4; Senses Listen +8, Spot +8; Low-light vision 
  Languages Common, Draconic, Elven 
  AC 16, touch 10, flat-footed 16 (+5 armor, +1 natural) 
  hp 48 (8 HD) 
  Immune sleep 
  Fort +6, Ref +3, Will +13 (+15 vs. enchantment); 
  evasion 
  Speed 30 ft. (6 squares) 
  Melee morning star +4 (1d8) 
  Ranged longbow +5 (1d8/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Special Actions Blasphemous incantation (2/day), 
  rebuke plants 2/day, spontaneous casting inflict 
  wounds 
  Combat Gear scroll of remove blindness/deafness, 
  scroll of remove paralysis, wand of cure moderate 
  wounds (4 charges) 
  Cleric Spells Prepared (CL 8th, 10th for divination): 
  4th—death ward, freedom of movement, scryingD, 
  spell immunity 
  3rd—cure serious wounds, dispel magic, greater 
  magic fangD, invisibility purge, magic vestment 
  2nd—aid, barkskinD, hold person (DC 18), sound burst 
  (DC 18), spiritual weapon (+10 melee) 
  1st—bless, cause fear (DC 17), cure light wounds, 
  entangleD (DC 17), entropic shield, shield of faith 
  (x2)  
  0—cure minor wounds, detect magic (x2), detect 
  poison, mending, light 
  Already cast if power-up suite is active 
  D: Domain spell. Deity: Emerald Dawn. Domains: 
  Dragon, Oracle, Plant  
  Abilities Str 10, Dex 10, Con 12, Int 12, Wis 22, Cha 8  
  SQ divination enhancement, prescient sense (as 
  Evasion but in any armor), trap sense +1 
  Feats Blessing of the Godless, Improved Initiative, Skill 
  Focus (Knowledge: religion) 
  HIG8-03 Lies of Iron 
   
  Page 28 
  
  Skills Concentration +12, Knowledge (religion) +15, 
  Spellcraft +12 
  Possessions combat gear plus morning star, +1 agility 
  chain shirt, longbow, 20 masterwork arrows, holy 
  symbol (x2), spell component pouch, hair shirt of 
  suffering, periapt of wisdom +2, rod of sliding 
  Blasphemous Incantation (Su) All good creatures with 
  30 feet must succeed in a DC 15 Fortitude saving 
  throw or be sickened for 1 round.  
  Blessing of the Godless 32 hit point pool (dark pact) 
  Divination Enhancement (Ex) A divine oracle may roll 
  twice and take the better result when using divination 
  spells such as augury or divination. 
  Prescient Sense (Ex) If a divine oracle makes a 
  successful Reflex saving throw against an attack that 
  normally inflicts half damage on a successful save, 
  she instead takes no damage. This form of evasion 
  works no matter what armor the divine oracle wears. 
   
  Power-Up Suite (death ward, entropic shield, invisibility 
  purge, shield of faith): 
  AC 19, touch 13, flat-footed 19 (+5 armor, +3 deflection, 
  +1 natural) 
  Miss Chance 20% vs. ranged attacks 
   
  S N I S S L E E R  H AK  
   
   
  CR 9 
  Male greenspawn zealot knight 4 
  LE Medium monstrous humanoid (dragonblood) 
  Init +4; Senses darkvision 60 ft., Listen +1, Spot +14 
  Languages Common, Draconic 
  AC 23, touch 10, flat-footed 23 
   
  (+6 armor, +2 shield, +3 natural, +2 magic 
  vestment); shield block 
  hp 85 (10 HD) 
  Immune acid 
  Fort +6, Ref +6, Will +12; Tiamat’s grace, zealotry 
  Speed 30 ft. (6 squares) 
  Melee +1 heavy mace +15/+10 (1d8+4+1 cold) 
  Ranged light crossbow +10/+5 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +13 
  Atk Options favored enemy humans +2, knight’s 
  challenge 2/day 
  Special Actions touch of Tiamat (+13 melee touch) 
  Abilities Str 17, Dex 11, Con 16, Int 10, Wis 12, Cha 12  
  Feats Improved Initiative, Iron Will, Mounted CombatB, 
  Power Attack, Weapon Focus (heavy mace)  
  Skills Listen +1, Sense Motive +10, Spot +14 
  Possessions banded mail, heavy steel shield, +1 heavy 
  mace with least crystal of energy assault (cold), light 
  crossbow with 10 bolts 
  Tiamat’s Grace (Su) When a greenspawn zealot is 
  adjacent to one or more other greenspawn zealots, it 
  gains a +2 bonus on saving throws. 
  Zealotry (Ex) Once per day, as an immediate action, a 
  greenspawn zealot can reroll one saving throw. 
  Favored Enemy (Ex) A greenspawn zealot gains a +2 
  bonus on Bluff, Listen, Sense Motive, Spot, and 
  Survival checks when using these skills against 
  humans. Likewise, it gains a +2 bonus on weapon 
  damage rolls against humans. 
  Touch of Tiamat (Su) A greenspawn zealot can 
  damage living creatures with its touch attack. It can 
  deal up to 18 points of damage per day in this way 
  (Will save DC 16 half), divided among as many 
  touches as it chooses. When a greenspawn zealot 
  deals damage with its touch, it simultaneously heals 
  one dragon or dragonblood creature of its choice 
  (including itself) within 30 feet of the same amount of 
  damage. The save DC is Constitution based. 
  Knight's Challenge: Your dauntless fighting spirit plays a 
  major role in your fighting style, as important as the 
  strength of your arm or the sharpness of your blade. In 
  battle, you use the force of your personality to challenge 
  your enemies. You can call out a foe, shouting a 
  challenge that boosts his confidence, or issue a general 
  challenge that strikes fear into weak opponents and 
  compels strong opponents to seek you out for personal 
  combat. By playing on your enemies' ego, you can 
  manipulate your foes. 
   
  You can use this ability a number of times per day equal 
  to 1/2 your class level + your Charisma bonus (minimum 
  once per day). As you gain levels, you gain a number of 
  options that you can use in conjunction with this ability. 
   
  Even if you and your foes lack a shared language, you 
  can 
  still 
  effectively 
  communicate 
  through 
  body 
  language, tone, and certain oaths and challenges you 
  learn from a variety of different tongues. 
   
  Fighting Challenge (Ex): As a swift action, you can issue 
  a challenge against a single opponent. The target of this 
  ability must have an Intelligence of 5 or higher, have a 
  language of some sort, and have a CR greater than or 
  equal to your character level minus 2. If it does not 
  meet these requirements, a use of this ability is 
  expended without effect. 
   
  If the target does meet the conditions given above, 
  you gain a +1 morale bonus on Will saves and a +1 
  morale bonus on attack rolls and damage rolls against 
  the target of this ability. You fight with renewed vigor and 
  energy by placing your honor and reputation on the 
  line. If your chosen foe reduces you to 0 or fewer hit 
  points, you lose two uses of your knight's challenge ability 
  for the day because of the blow to your ego and 
  confidence from this defeat. 
   
  The effect of a fighting challenge lasts for a number 
  of rounds equal to 5 + your Charisma bonus (if any). 
   
  If you are capable of issuing a knight's challenge 
  more than once per day, you can use this ability more 
  than once in a single encounter. If your first chosen 
  foe is defeated or flees the area, you can issue a new 
  challenge to a different foe. You cannot switch foes if 
  your original target is still active. 
   
  Test of Mettle (Ex): Starting at 4th level, you can shout 
  a challenge to all enemies, calling out for the mightiest 
  among them to face you in combat. Any target of this 
  ability must have a language of some sort and an 
  Intelligence score of 5 or higher. Creatures that do not 
  meet these requirements are immune to the test of 
  mettle. You must have line of sight and line of effect to 
  the targets of this ability. 
  HIG8-03 Lies of Iron 
   
  Page 29 
  
   
  As a swift action, you can expend one use of your 
  knight's challenge ability to cause all your enemies 
  within 100 feet with a CR greater than or equal to your 
  character level minus 2 to make Will saves (DC 10 +1/2 
  your class level + your Cha modifier). Creatures that fail this 
  save are forced to attack you with their ranged or melee 
  attacks in preference over other available targets. If a 
  foe attacks by casting a spell or using a supernatural 
  ability, he must target you with the attack or include you 
  in the effect's area. 
   
  An opponent compelled to act in this manner is not 
  thrown into a mindless rage and does not have to move 
  to attack you in melee if doing so would provoke attacks 
  of opportunity against him. In such a case, he can use 
  ranged attacks against you or attack any opponents he 
  threatens as normal. If anyone other than you attacks 
  the target, the effect of the test of mettle ends for that 
  specific target. 
   
  If you are reduced to 0 or fewer hit points by an 
  opponent forced to attack you due to this ability, you 
  gain one additional use of your knight's challenge 
  ability for that day. This additional use comes from 
  increased confidence and the knowledge that you 
  have proved your mettle as a knight against your 
  enemies by calling out foes even against overwhelming 
  odds. This additional use disappears if you have not 
  used it by the start of the next day. You can only gain 
  one additional use of your knight's challenge ability in 
  this manner per day. 
   
  The effect of a test of mettle lasts for a number of 
  rounds equal to 5 + your Charisma bonus (if any). Whether 
  a creature fails or succeeds on its save against your test 
  of mettle, it can only be targeted by this effect once per 
  day. 
  Shield Block (Ex) Starting at 2nd level, you excel in 
  using your armor and shield to frustrate your enemy's 
  attacks. During your action, designate a single 
  opponent as the target of this ability. Your shield 
  bonus to AC against that foe increases by 1, as you 
  move your shield to deflect an incoming blow, possibly 
  providing just enough protection to turn a telling 
  swing into a near miss. 
  Bulwark of Defense (Ex) When you reach 3rd level, an 
  opponent that begins its turn in your threatened area 
  treats all the squares that you threaten as difficult 
  terrain. Your strict vigilance and active defensive 
  maneuvers force your opponents to move with care. 
  Armor Mastery (Ex) Snissleer ignores the speed 
  penalty for wearing armor. 
  Physical Description: Draconic yellow eyes glow within 
  this creature’s helm, and green scales glisten 
  between the gaps in its banded mail. With a heavy 
  mace in hand, it raises a shield emblazoned with the 
  symbol of the Dawn and shouts a war cry. 
   
  Power-Up Suite (aid, barkskin, freedom of movement, 
  shield of faith, spell immunity (fireball, ray of 
  enfeeblement)):  
  AC 29, touch 13, flat-footed 29 
   
  (+6 armor, +2 shield, +6 natural, +3 deflection, +2 
  magic vestment) 
  hp 98 (10 HD) 
  Will +12 (+13 vs. fear) 
  Melee +1 heavy mace +16/+11 (1d8+4+1 cold) 
  Ranged light crossbow +11/+6 (1d8/19-20) 
   
  3: UNDERCOVER (ROOM 4)  
  AL AR M I NG  ALLI P 
  CR  7 
  Advanced allip lurking terror 3 
  NE Medium undead (Incorporeal) 
  Init +5; Senses Listen +14, Spot +14; darkvision 90 ft. 
  Languages None 
  AC 15, touch 15, flat-footed 14 (+1 Dex, +4 deflection) 
  Miss Chance 50% (Incorporeal) 
  hp 68 (11 HD) 
  Immune undead traits 
  Fort +5, Ref +8, Will +11 
  Speed Fly 30 ft. (perfect) (6 squares) 
  Melee incorporeal touch +6 (1d4 Wisdom drain) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp - 
  Atk Options Wisdom drain 
  Special Actions Babble, madness 
  Abilities Str -, Dex 12, Con -, Int 11, Wis 11, Cha 19 
  SQ +6 turn resistance, incorporeal traits 
  Feats Improved Initiative, Lifebond (Etheus Emptyheart, 
  added in above), Lightning Reflexes  
  Skills Hide +15, Intimidate +7, Listen +14, Search +11, 
  Spot +14, Survival +0 (+2 following tracks) 
   Babble (Su): An allip constantly mutters and whines to 
  itself, creating a hypnotic effect. All sane creatures 
  within 60 feet of the allip must succeed on a DC 22 
  Will save or be affected as though by a hypnotism 
  spell for 2d4 rounds. This is a sonic mind-affecting 
  compulsion effect. Creatures that successfully save 
  cannot be affected by the same allip’s babble for 24 
  hours. The save DC is Charisma-based. 
  Madness (Su): Anyone targeting an allip with a thought 
  detection, mind control, or telepathic ability makes 
  direct contact with its tortured mind and takes 1d4 
  points of Wisdom damage. 
  Wisdom Drain (Su): An allip causes 1d4 points of 
  Wisdom drain each time it hits with its incorporeal 
  touch attack. On each such successful attack, it gains 
  5 temporary hit points. 
  Deathly Power (Ex) A lurking terror adds its class level 
  to the DCs of all special abilities. (This is added in 
  above). 
  Hide in Plain Sight (Ex) A lurking horror can hide even 
  while being observed, as long as it has cover or 
  concealment. 
   
  Power-Up Suite (song of bolstering):  
  SQ +11 turn resistance 
   
  E T H E U S  E M P TY HE ART 
  CR  11 
  Male joystealer fighter 2/hexblade 4 
  NE Medium fey (incorporeal) 
  Init +8; Senses Listen +12, Spot +12, low-light vision, 
  sense emotions 60 ft. 
  Languages Common, Khen-Zai, Sylvan 
  HIG8-03 Lies of Iron 
   
  Page 30 
  
  AC 19, touch 19, flat-footed 15 (+4 Dex, +5 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 69 (12 HD); DR 5/cold iron  
  Fort +7, Ref +10, Will +10; +5 vs. spells and spell-like 
  abilities, mettle 
  Speed fly 30 ft. (perfect) (6 squares) 
  Melee incorporeal touch +14/+9 (1d4+2 Cha) OR 
  Melee +1 stygian falchion +14/+9 (2d4+1/18-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp - 
  Special Actions dark companion, drain emotions, 
  hexblade curse 1/day 
  Class Spells Known (CL 2nd): 
  1st (2/day)—entropic shield, phantom threat (DC 16) 
  Abilities Str -, Dex 18, Con 12, Int 13, Wis 12, Cha 20  
  SQ incorporeal traits 
  Feats Alertness, Blind-fight, Ghostly Grasp, Improved 
  Initiative, 
  Touch 
  Attack 
  Specialization, 
  Track, 
  Weapon Focus (incorporeal touch) 
  Skills Bluff +14, Concentration +13, Diplomacy +9, 
  Disguise +4 (+6 acting), Hide +17, Intimidate +13, 
  Knowledge (nature) +8, Knowledge (the planes) +5, 
  Listen +12, Sense Motive +10, Spot +12, Survival 
  +10 (+12 in above ground natural environments) 
  Possessions combat gear plus +1 stygian falchion, 
  counterstrike bracers, chronocharm of the horizon 
  walker 
  Sense Emotions (Su) This ability functions like 
  blindsense except that the joystealer can detect the 
  presence and positions of living creatures. 
  Drain Emotions (Su) Once a joystealer has reduced a 
  living creature to 1 Charisma, it can drain emotion 
  completely from that opponent as a standard action. 
  A creature so drained can’t be affected by moral 
  bonuses or penalties, can’t rage, and can’t receive 
  the benefits of any other ability derived through 
  inspiration or emotion. The affected creature is also 
  immune to fear effects. 
   
  The drain emotions effect can be countered only by 
  finding and destroying the joystealer who caused it or 
  by casting a remove curse spell on the afflicted 
  creature within the area of a hallow spell. 
  Hex blade Curse (Su) As a free action a hexblade can 
  curse a foe within 60 ft. to suffer a -2 penalty on 
  attacks, saves, ability checks, skill checks and 
  weapon damage unless the target succeeds in a DC 
  16 Will save. Multiple hexblade curses do not stack 
  and if resisted, the foe cannot be affected by the 
  same hexblade’s curse for 24 hours. Any effect that 
  removes or dispels a curse eliminates the effects of a 
  hexblade’s curse. 
  Mettle (Ex) If a hexblade succeeds on a Fortitude or 
  Will save that would normally have a lesser effect 
  (such as a half or partial effect), they instead 
  completely negate the effect. 
  Dark Companion Any enemy adjacent to your dark 
  companion takes a -2 penalty on its saves and to its 
  AC. Your companion's speed is equal to yours 
  (including all modes of movement you possess) and it 
  acts during your turn each round. It follows your mental 
  commands perfectly—in effect, it is merely an extension 
  of your will. 
   
  Your dark companion has no real substance, and 
  thus can't attack or otherwise affect creatures or 
  objects. It occupies a 5-foot space. Even though any 
  creature can enter a dark companion's 5-foot space 
  without restriction, it must occupy its own space in 
  order to have any effect on enemies. It is immune to 
  any damage or other effects that might harm 
  creatures, though it can be dispelled or suppressed 
  just like a spell effect. Your dark companion is treated 
  as a spell whose level is equal to 1/4 your hexblade 
  level. If it is dispelled, it automatically reforms at your 
  side 24 hours later. 
   
  A dark companion can't create flanking situations, 
  nor does it provoke attacks of opportunity from 
  movement, because enemies automatically recognize 
  it as an illusion. If it is more than 120 feet from you at 
  the start of your turn, or if you ever lose line of effect to 
  it, it instantly reappears adjacent to you. 
  Skills Joystealers receive a +4 racial bonus on Hide 
  checks. 
  Physical Description: A cruelly beautiful insubstantial 
  elf with a feral smile and glittering, gemlike eyes. 
   
  AE L E N  E L E T H I E L   
  CR  10 
  Female advanced spectral lyrist dirgesinger 5 
  CE Medium undead (Incorporeal) 
  Init +7; Senses Listen +20, Spot +15, darkvision 60 ft. 
  Languages Common, Elven 
  AC 22, touch 17, flat-footed 19 (+3 Dex, +5 natural, +4 
  deflection) 
  Miss Chance 50% (incorporeal) 
  hp 87 (14 HD) 
  Immune undead traits 
  Fort +5, Ref +8, Will +13 
  Weakness inescapable craving (Charisma) 
  Speed Fly 60 ft. (good) (12 squares) 
  Melee incorporeal touch +11/+6 (1d6*1.5 Cha drain) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp - 
  Special Actions Bardic music 6/day, dirgesong 
  Abilities Str -, Dex 16, Con -, Int 13, Wis 14, Cha 18  
  SQ Alter appearance, incorporeal traits 
  Feats Ability Focus (Charisma Drain), Alertness, 
  Empowered Ability Damage, Improved Initiative, 
  Requiem 
  Skills Bluff +21, Diplomacy +6, Disguise +21 (+23 
  acting), Knowledge (religion) +5, Intimidate +6, Listen 
  +20, Perform (sing) +22, Sense Motive +5, Spot +15 
  Alter Appearance (Su) As a free action, once per 
  round, the spectral lyrist can appear as any corporeal 
  Medium humanoid with a +10 bonus to Disguise. 
  Unless a Spot check is successful, onlookers cannot 
  even tell the spectral lyrist is incorporeal. 
  Bardic Music (Su) A spectral lyrist has the bardic music 
  abilities of fascinate (DC of Perform check) and 
  suggestion (DC 19). 
  Charisma Drain (Su) Living creatures hit by a spectral 
  lyrist’s touch attack must make a DC 23 Fortitude 
  save or take 1d6 points of Charisma drain. The save 
  HIG8-03 Lies of Iron 
   
  Page 31 
  
  HIG8-03 Lies of Iron 
   
  Page 32 
  is Charisma based. When a spectral lyrist drains a 
  victim’s Charisma, it gains 5 temporary hit points and 
  1 temporary Charisma point, no matter how many 
  points it drains with that attack. Temporary points last 
  up to 1 hour. 
  Dirgesong (Su): A dirgesinger gains the dirgesong 
  ability. Each of these songs counts as a use of bardic 
  music. 
   
  Song of Sorrow: A dirgesinger can evoke sorrow 
  and lament in his enemies. To be affected, an enemy 
  must be able to hear the dirgesinger perform. The 
  effect lasts for as long as the enemy hears the 
  dirgesinger perform and for 5 rounds thereafter. An 
  affected enemy takes a—2 penalty on Will saving 
  throws and a—2 penalty on attack rolls and weapon 
  damage rolls. A successful Will save (DC 10+the 
  dirgesinger's ranks in Perform) negates the effect and 
  makes the character immune to that dirgesinger's 
  song of sorrow ability for 24 hours. Song or sorrow is 
  a mind-affecting ability. 
   
  Song of Bolstering: At 2nd level and higher, a 
  dirgesinger can bolster undead creatures against 
  turning, much as an evil cleric does. All undead within 
  30 feet of the dirgesinger gain a bonus on their turn 
  resistance equal to the dirgesinger's class level plus 
  the dirgesinger's bard class level. The bolstering lasts 
  for as long as the dirgesinger performs and for 10 
  rounds thereafter. An undead dirgesinger can bolster 
  himself in this manner. 
   
  Song of Grief: A dirgesinger of 3rd level or higher 
  can use song or poetics to inspire maddening grief in 
  a living creature. The creature must be within 60 feet 
  of the dirgesinger and able to hear him. Unless the 
  target succeeds on a Will save (DC 10 +the 
  dirgesinger's ranks in Perform), she becomes 
  confused for as long as the dirgesinger performs and 
  for 5 rounds thereafter. Song of grief is an 
  enchantment (compulsion) mind-affecting ability. 
   
  Song of Horror: At 4th level and higher, a 
  dirgesinger can strike a horrifying chord in the hearts 
  of his enemies. Any enemy within 60 feet who can 
  hear the dirgesinger must succeed on a Will save 
  (DC 10 + the dirgesinger's ranks in Perform) or take 
  1d6 points of Strength damage and 1d6 points of 
  Dexterity damage. A creature that is affected by a 
  dirgesinger's song of horror or a creature that 
  successfully saves against this effect cannot be 
  affected by the same dirgesinger's song of horror for 
  24 hours. 
   
  Song of Awakening: At 5th level, a dirgesinger can 
  animate the recently slain corpse of a creature within 
  30 feet. This requires the dirgesinger to make a 
  Perform check (DC 10 + target creature's HD). The 
  slain creature can have no more Hit Dice than the 
  dirgesinger's character level. If the attempt fails, the 
  dirgesinger can try again in a later round. The corpse 
  to be awakened must have been dead for no more 
  than 1 hour. 
   
  The awakened creature's type becomes undead, 
  and it retains any subtypes it had. The creature 
  retains all class features, as well as any supernatural 
  or spell-like (but not extraordinary) abilities it 
  possessed in life (though any spells cast or daily uses 
  expended before the creature's death count against 
  its normal limits). The awakened creature is 
  completely loyal to the dirgesinger and obeys any 
  commands given it (if no commands are given, it 
  simply attacks the dirgesinger's foes). The creature 
  remains animate as long as the dirgesinger continues 
  to perform. 
  Physical Description: A smiling, drably clothed elven 
  woman. 
   
   
  Power-Up Suite (song of bolstering): 
  SQ +5 turn resistance 
   
  
  APL 12 
  2: FREE FALL 
  D E S P AI R I N G  L AU G H T E R 
  CR  7 
  Description One round after a dragon, fey, giant, 
  humanoid, monstrous humanoid or outsider steps 
  upon the stairs without displaying a holy symbol of 
  the Lady of the Wood, the laughter rises and 
  becomes even more mocking, draining upon the 
  psyche of those who trespass. 
   
  Only by defacing all of the fey children’s faces 
  can the laughter be stopped. Disarming the trap is 
  possible by stuffing something in those mouths that 
  are frozen in stony laughter. 
  Search DC 22; Type Magic 
   
  Trigger Detection (true seeing); Init +3 
  Effect Joy drain (2d6+3 points of mental damage plus 
  1d3 points of Charisma damage, DC 17 Will 
  negates the Charisma damage). The mental 
  damage is caused by a sonic effect. 
  Duration 10 rounds (after which the laughter returns to 
  normal levels for 1 round before it resets) 
   
  Destruction AC 21; hp 32; hardness 8 
  Disarm Disable Device DC 29 (only one check is 
  needed) 
  Disarm A silence spell negates mental damage, but not 
  the Charisma damage. 
  Dispel DC 19 (suppress for 3 rounds) 
   
   
  3: UNDERCOVER (ROOM 2)  
  L I ZAR D F O L K  B O N E C R U S H E R S 
  CR  6 
  Male lizardfolk barbarian 2/fighter 2/ranger 1 
  N Medium humanoid (reptilian) 
  Init +0; Senses Listen +9, Spot +1 
  Languages Draconic 
  AC 21, touch 10, flat-footed 21 (+4 armor, +7 natural); 
  Uncanny Dodge 
  hp 47 (7 HD)  
  Fort +9, Ref +4, Will +0 
  Speed 40 ft. (8 squares) 
  Melee 2 claws +8 (1d4+2) and bite +6 (1d4+1) OR 
  Melee mwk battle axe +10/+5 (1d8+2/x3) and bite +6 
  (1d4+1) 
  Ranged javelin +6 (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +7 
  Atk Options rage 1/day 
  Combat Gear potion of bull’s strength 
  Abilities Str 14, Dex 10, Con 13, Int 9, Wis 10, Cha 10 
  SQ Hold breath 
  Feats Improved Natural Armor x2, Multiattack, Weapon 
  Focus (battle axe) 
  Skills Balance +6, Jump +10, Listen +9, Spot +1, Swim 
  +6 
  Possessions combat gear plus masterwork chain shirt, 
  masterwork battle axe, 5 javelins 
  Hold Breath: A lizardfolk can hold its breath for a 
  number of rounds equal to four times its Constitution 
  score before it risks drowning. 
   
  Power-Up Suite (bull’s strength, raging): 
   
  AC 19, touch 8, flat-footed 19 (+4 armor, +7 natural, -2 
  rage) 
  hp 61  
  Fort +11, Will +2 
  Melee 2 claws +12 (1d4+6) and bite +10 (1d4+3) OR 
  Melee mwk battle axe +14/+9 (1d8+6/x3) and bite +10 
  (1d4+3) 
  Ranged javelin +6 (1d6+6) 
  Grp +13 
  Abilities Str 22, Con 17 
  Skills Jump +14, Swim +10 
   
  M L O R I K  N ATH E R E 
  CR  10 
  Male grey elf cleric 5/contemplative 1/divine oracle 4 
  NE Medium humanoid (elf) 
  Init +4; Senses Listen +8, Spot +8; Low-light vision 
  Languages Common, Draconic, Elven 
  AC 16, touch 10, flat-footed 16 (+5 armor, +1 natural); 
  uncanny dodge 
  hp 68 (10 HD) 
  Immune disease, sleep 
  Fort +6, Ref +3, Will +16 (+18 vs. enchantment); 
  evasion 
  Speed 30 ft. (6 squares) 
  Melee morning star +5 (1d8) 
  Ranged longbow +6 (1d8/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5 
  Attack Options Smite 1/day (+4 to hit, +10 damage) 
  Special Actions Blasphemous incantation (2/day), 
  rebuke plants 2/day, spontaneous casting inflict 
  wounds  
  Combat Gear scroll of remove blindness/deafness, 
  scroll of remove paralysis, wand of cure moderate 
  wounds (4 charges) 
  Cleric Spells Prepared (CL 10th, 12th for divination): 
  5th—flame strike (DC 21), slay living (DC 21), spell 
  resistance, wall of thornsD 
  4th—death ward (x2), freedom of movement, scryingD, 
  spell immunity  
  3rd—cure serious wounds, dispel magic, greater 
  magic fangD, invisibility purge, magic vestment 
  2nd—aid, barkskinD, hold person (DC 18), silence, 
  sound burst (DC 18), spiritual weapon (+11 melee) 
  1st—bless, cause fear (DC 17), cure light wounds, 
  entangleD (DC 17), entropic shield, shield of faith 
  (x2) 
  0—cure minor wounds, detect magic (x2), detect 
  poison, mending, light 
  Already cast if power-up suite is active 
  D: Domain spell. Deity: Emerald Dawn. Domains: 
  Destruction, Dragon, Oracle, Plant 
  HIG8-03 Lies of Iron 
   
  Page 33 
  
  Abilities Str 10, Dex 10, Con 12, Int 12, Wis 22, Cha 8  
  SQ divination enhancement, prescient sense (as 
  Evasion but in any armor), trap sense +1 
  Feats Blessing of the Godless, Improved Initiative, 
  Improved Toughness, Skill Focus (Knowledge: 
  religion) 
  Skills Concentration +13, Knowledge (religion) +14, 
  Spellcraft +13 
  Possessions combat gear plus morning star, +1 agility 
  chain shirt, longbow, 20 masterwork arrows, holy 
  symbol (x2), spell component pouch, hair shirt of 
  suffering, periapt of wisdom +2, rod of sliding 
  Blasphemous Incantation (Su) All good creatures with 
  30 feet must succeed in a DC 16 Fortitude saving 
  throw or be sickened for 1 round. 
  Blessing of the Godless 40 hit point pool (dark pact) 
  Divination Enhancement (Ex) A divine oracle may roll 
  twice and take the better result when using divination 
  spells such as augury or divination. 
  Prescient Sense (Ex) If a divine oracle makes a 
  successful Reflex saving throw against an attack that 
  normally inflicts half damage on a successful save, 
  she instead takes no damage. This form of evasion 
  works no matter what armor the divine oracle wears. 
   
  Power-Up Suite (death ward, entropic shield, invisibility 
  purge, shield of faith, spell resistance): 
  AC 19, touch 13, flat-footed 19 (+5 armor, +3 deflection, 
  +1 natural) 
  Miss Chance 20% vs. ranged attacks 
  SR 22 
   
  S N I S S L E E R  H AK  
   
   
  CR 11 
  Male greenspawn zealot knight 6 
  LE Medium monstrous humanoid (dragonblood) 
  Init +4; Senses darkvision 60 ft., Listen +1, Spot +16 
  Languages Common, Draconic 
  AC 23, touch 10, flat-footed 23 
   
  (+6 armor, +2 shield, +3 natural, +2 magic 
  vestment); shield block 
  hp 105 (12 HD); DR 2/- 
  Immune acid 
  Fort +7, Ref +7, Will +13; Tiamat’s grace, zealotry 
  Speed 30 ft. (6 squares) 
  Melee +1 everbright heavy mace +18/+13/+8 (1d8+5+1 
  cold) 
  Ranged light crossbow +12/+7 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +16 
  Atk Options favored enemy humans +2, knight’s 
  challenge 2/day 
  Special Actions touch of Tiamat (+15 melee touch) 
  Abilities Str 18, Dex 11, Con 16, Int 10, Wis 12, Cha 12 
  Feats Armor Specialization (banded mail), Diehard, 
  Improved Initiative, Iron Will, Mounted CombatB, 
  Power Attack, Weapon Focus (heavy mace) 
  Skills Listen +1, Sense Motive +10, Spot +16 
  Possessions banded mail, heavy steel shield, +1 
  everybright heavy mace with least crystal of energy 
  assault (cold), light crossbow with 10 bolts 
  Tiamat’s Grace (Su) When a greenspawn zealot is 
  adjacent to one or more other greenspawn zealots, it 
  gains a +2 bonus on saving throws. 
  Zealotry (Ex) Once per day, as an immediate action, a 
  greenspawn zealot can reroll one saving throw. 
  Favored Enemy (Ex) A greenspawn zealot gains a +2 
  bonus on Bluff, Listen, Sense Motive, Spot, and 
  Survival checks when using these skills against 
  humans. Likewise, it gains a +2 bonus on weapon 
  damage rolls against humans. 
  Touch of Tiamat (Su) A greenspawn zealot can 
  damage living creatures with its touch attack. It can 
  deal up to 18 points of damage per day in this way 
  (Will save DC 16 half), divided among as many 
  touches as it chooses. When a greenspawn zealot 
  deals damage with its touch, it simultaneously heals 
  one dragon or dragonblood creature of its choice 
  (including itself) within 30 feet of the same amount of 
  damage. The save DC is Constitution based. 
  Knight's Challenge: Your dauntless fighting spirit plays a 
  major role in your fighting style, as important as the 
  strength of your arm or the sharpness of your blade. In 
  battle, you use the force of your personality to challenge 
  your enemies. You can call out a foe, shouting a 
  challenge that boosts his confidence, or issue a general 
  challenge that strikes fear into weak opponents and 
  compels strong opponents to seek you out for personal 
  combat. By playing on your enemies' ego, you can 
  manipulate your foes. 
   
  You can use this ability a number of times per day equal 
  to 1/2 your class level + your Charisma bonus (minimum 
  once per day). As you gain levels, you gain a number of 
  options that you can use in conjunction with this ability. 
   
  Even if you and your foes lack a shared language, you 
  can 
  still 
  effectively 
  communicate 
  through 
  body 
  language, tone, and certain oaths and challenges you 
  learn from a variety of different tongues. 
   
  Fighting Challenge (Ex): As a swift action, you can issue 
  a challenge against a single opponent. The target of this 
  ability must have an Intelligence of 5 or higher, have a 
  language of some sort, and have a CR greater than or 
  equal to your character level minus 2. If it does not 
  meet these requirements, a use of this ability is 
  expended without effect. 
   
  If the target does meet the conditions given above, 
  you gain a +1 morale bonus on Will saves and a +1 
  morale bonus on attack rolls and damage rolls against 
  the target of this ability. You fight with renewed vigor and 
  energy by placing your honor and reputation on the 
  line. If your chosen foe reduces you to 0 or fewer hit 
  points, you lose two uses of your knight's challenge ability 
  for the day because of the blow to your ego and 
  confidence from this defeat. 
   
  The effect of a fighting challenge lasts for a number 
  of rounds equal to 5 + your Charisma bonus (if any). 
   
  If you are capable of issuing a knight's challenge 
  more than once per day, you can use this ability more 
  than once in a single encounter. If your first chosen 
  foe is defeated or flees the area, you can issue a new 
  challenge to a different foe. You cannot switch foes if 
  your original target is still active. 
  HIG8-03 Lies of Iron 
   
  Page 34 
  
   
  Test of Mettle (Ex): Starting at 4th level, you can shout 
  a challenge to all enemies, calling out for the mightiest 
  among them to face you in combat. Any target of this 
  ability must have a language of some sort and an 
  Intelligence score of 5 or higher. Creatures that do not 
  meet these requirements are immune to the test of 
  mettle. You must have line of sight and line of effect to 
  the targets of this ability. 
   
  As a swift action, you can expend one use of your 
  knight's challenge ability to cause all your enemies 
  within 100 feet with a CR greater than or equal to your 
  character level minus 2 to make Will saves (DC 10 +1/2 
  your class level + your Cha modifier). Creatures that fail this 
  save are forced to attack you with their ranged or melee 
  attacks in preference over other available targets. If a 
  foe attacks by casting a spell or using a supernatural 
  ability, he must target you with the attack or include you 
  in the effect's area. 
   
  An opponent compelled to act in this manner is not 
  thrown into a mindless rage and does not have to move 
  to attack you in melee if doing so would provoke attacks 
  of opportunity against him. In such a case, he can use 
  ranged attacks against you or attack any opponents he 
  threatens as normal. If anyone other than you attacks 
  the target, the effect of the test of mettle ends for that 
  specific target. 
   
  If you are reduced to 0 or fewer hit points by an 
  opponent forced to attack you due to this ability, you 
  gain one additional use of your knight's challenge 
  ability for that day. This additional use comes from 
  increased confidence and the knowledge that you 
  have proved your mettle as a knight against your 
  enemies by calling out foes even against overwhelming 
  odds. This additional use disappears if you have not 
  used it by the start of the next day. You can only gain 
  one additional use of your knight's challenge ability in 
  this manner per day. 
   
  The effect of a test of mettle lasts for a number of 
  rounds equal to 5 + your Charisma bonus (if any). Whether 
  a creature fails or succeeds on its save against your test 
  of mettle, it can only be targeted by this effect once per 
  day. 
  Shield Block (Ex): Starting at 2nd level, you excel in 
  using your armor and shield to frustrate your enemy's 
  attacks. During your action, designate a single 
  opponent as the target of this ability. Your shield 
  bonus to AC against that foe increases by 1, as you 
  move your shield to deflect an incoming blow, possibly 
  providing just enough protection to turn a telling 
  swing into a near miss. 
  Bulwark of Defense (Ex) When you reach 3rd level, an 
  opponent that begins its turn in your threatened area 
  treats all the squares that you threaten as difficult 
  terrain. Your strict vigilance and active defensive 
  maneuvers force your opponents to move with care. 
  Armor Mastery (Ex) Snissleer ignores the speed 
  penalty for wearing armor. 
  Vigilant Defender (Ex) Starting at 5th level, you stand 
  your ground against all enemies, warding the spot 
  where you make your stand to prevent foes from 
  slipping past and attacking those you protect. If an 
  opponent attempts to use the Tumble skill to move 
  through your threatened area or your space without 
  provoking attacks of opportunity, the Tumble check DC 
  to avoid your attacks of opportunity increases by an 
  amount equal to your class level. 
  Shield Ally (Ex) Starting at 6th level, as an immediate 
  action you can opt to absorb part of the damage dealt to 
  an adjacent ally. Each time this ally takes damage from a 
  physical attack before your next turn, you can take half 
  this damage on yourself. The target takes the other half as 
  normal. You can only absorb damage from physical melee 
  attacks and ranged attacks, such as an incoming arrow 
  or a blow from a sword, not from spells and other 
  effects. 
  Physical Description: Draconic yellow eyes glow within 
  this creature’s helm, and green scales glisten 
  between the gaps in its banded mail. With a heavy 
  mace in hand, it raises a shield emblazoned with the 
  symbol of the Dawn and shouts a war cry. 
   
  Power-Up Suite (aid, barkskin, death ward, freedom of 
  movement, shield of faith, spell immunity (fireball, ray 
  of enfeeblement)):  
  AC 29, touch 13, flat-footed 29 
   
  (+6 armor, +2 shield, +6 natural, +3 deflection, +2 
  magic vestment) 
  hp 120 (12 HD) 
  Will +13 (+14 vs. fear) 
  Melee +1 everbright heavy mace +19/+14/+9 (1d8+5+1 
  cold) 
  Ranged light crossbow +13/+8 (1d8/19-20) 
   
  3: UNDERCOVER (ROOM 4)  
  AL AR M I NG  ALLI P 
  CR  8 
  Advanced allip lurking terror 3 
  NE Medium undead (Incorporeal) 
  Init +5; Senses Listen +18, Spot +18; darkvision 90 ft. 
  Languages None 
  AC 15, touch 15, flat-footed 14 (+1 Dex, +4 deflection) 
  Miss Chance 50% (Incorporeal) 
  hp 96 (15 HD) 
  Immune undead traits 
  Fort +5, Ref +8, Will +11 
  Speed Fly 30 ft. (perfect) (6 squares) 
  Melee incorporeal touch +9/+4 (1d4 Wisdom drain) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp - 
  Atk Options Wisdom drain 
  Special Actions Babble, madness 
  Abilities Str -, Dex 12, Con -, Int 11, Wis 11, Cha 20 
  SQ +6 turn resistance, incorporeal traits 
  Feats Ability Focus (babble), Improved Initiative, 
  Lifebond (Etheus Emptyheart, added in above), 
  Lightning Reflexes, Weapon Focus (incorporeal 
  touch) 
  Skills Hide +19, Intimidate +7, Listen +18, Search +15, 
  Spot +18, Survival +0 (+2 following tracks) 
   Babble (Su): An allip constantly mutters and whines to 
  itself, creating a hypnotic effect. All sane creatures 
  within 60 feet of the allip must succeed on a DC 27 
  Will save or be affected as though by a hypnotism 
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  spell for 2d4 rounds. This is a sonic mind-affecting 
  compulsion effect. Creatures that successfully save 
  cannot be affected by the same allip’s babble for 24 
  hours. The save DC is Charisma-based. 
  Madness (Su): Anyone targeting an allip with a thought 
  detection, mind control, or telepathic ability makes 
  direct contact with its tortured mind and takes 1d4 
  points of Wisdom damage. 
  Wisdom Drain (Su): An allip causes 1d4 points of 
  Wisdom drain each time it hits with its incorporeal 
  touch attack. On each such successful attack, it gains 
  5 temporary hit points. 
  Deathly Power (Ex) A lurking terror adds its class level 
  to the DCs of all special abilities. (This is added in 
  above). 
  Hide in Plain Sight (Ex) A lurking horror can hide even 
  while being observed, as long as it has cover or 
  concealment. 
   
  Power-Up Suite (song of bolstering, mage armor): 
  AC 19, touch 15, flat-footed 19 (+1 Dex, +4 deflection, 
  +4 mage armor) 
  SQ +11 turn resistance 
   
  E T H E U S  E M P TY H E AR T 
  CR  13 
  Male joystealer fighter 2/hexblade 4/ranger 2 
  NE Medium fey (incorporeal) 
  Init +8; Senses Listen +15, Spot +18, low-light vision, 
  sense emotions 60 ft. 
  Languages Common, Khen-Zai, Sylvan 
  AC 19, touch 19, flat-footed 15 (+4 Dex, +5 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 81 (14 HD); DR 5/cold iron 
  Fort +10, Ref +13, Will +10; +5 vs. spells and spell-like 
  abilities, mettle 
  Speed fly 30 ft. (perfect) (6 squares) 
  Melee incorporeal touch +16/+11/+6 (1d4+2 Cha) OR 
  Melee incorporeal touch +14/+9/+4 (1d4+2 Cha) AND 
  Melee +1 hunting stygian short sword +14 (1d6+1/19-
  20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp – 
  Atk Options favored enemy +2 (elves) 
  Special Actions dark companion, drain emotions, 
  hexblade curse 1/day 
  Class Spells Known (CL 2nd): 
  1st (2/day)—entropic shield, phantom threat (DC 16) 
  Abilities Str -, Dex 18, Con 12, Int 13, Wis 12, Cha 20  
  SQ incorporeal traits, wild empathy 
  Feats Alertness, Blind-fight, Ghostly Grasp, Improved 
  Initiative, Touch Attack Specialization, Track, Two 
  Weapon Fighting, Weapon Focus (incorporeal touch) 
  Skills Bluff +14, Concentration +18, Diplomacy +9, 
  Disguise +4 (+6 acting), Hide +17, Intimidate +13, 
  Knowledge (nature) +8, Knowledge (the planes) +5, 
  Listen +15, Sense Motive +10, Spot +18, Survival 
  +10 (+12 in above ground natural environments) 
  Possessions combat gear plus +1 hunting stygian short 
  sword, counterstrike bracers, chronocharm of the 
  horizon walker 
  Sense Emotions (Su) This ability functions like 
  blindsense except that the joystealer can detect the 
  presence and positions of living creatures. 
  Drain Emotions (Su) Once a joystealer has reduced a 
  living creature to 1 Charisma, it can drain emotion 
  completely from that opponent as a standard action. 
  A creature so drained can’t be affected by moral 
  bonuses or penalties, can’t rage, and can’t receive 
  the benefits of any other ability derived through 
  inspiration or emotion. The affected creature is also 
  immune to fear effects. 
   
  The drain emotions effect can be countered only by 
  finding and destroying the joystealer who caused it or 
  by casting a remove curse spell on the afflicted 
  creature within the area of a hallow spell. 
  Hexblade Curse (Su) As a free action a hexblade can 
  curse a foe within 60 ft. to suffer a -2 penalty on 
  attacks, saves, ability checks, skill checks and 
  weapon damage unless the target succeeds in a DC 
  16 Will save. Multiple hexblade curses do not stack 
  and if resisted, the foe cannot be affected by the 
  same hexblade’s curse for 24 hours. Any effect that 
  removes or dispels a curse eliminates the effects of a 
  hexblade’s curse. 
  Mettle (Ex) If a hexblade succeeds on a Fortitude or 
  Will save that would normally have a lesser effect 
  (such as a half or partial effect), they instead 
  completely negate the effect. 
  Dark Companion Any enemy adjacent to your dark 
  companion takes a -2 penalty on its saves and to its 
  AC. Your companion's speed is equal to yours 
  (including all modes of movement you possess) and it 
  acts during your turn each round. It follows your mental 
  commands perfectly—in effect, it is merely an extension 
  of your will. 
   
  Your dark companion has no real substance, and 
  thus can't attack or otherwise affect creatures or 
  objects. It occupies a 5-foot space. Even though any 
  creature can enter a dark companion's 5-foot space 
  without restriction, it must occupy its own space in 
  order to have any effect on enemies. It is immune to 
  any damage or other effects that might harm 
  creatures, though it can be dispelled or suppressed 
  just like a spell effect. Your dark companion is treated 
  as a spell whose level is equal to 1/4 your hexblade 
  level. If it is dispelled, it automatically reforms at your 
  side 24 hours later. 
   
  A dark companion can't create flanking situations, 
  nor does it provoke attacks of opportunity from 
  movement, because enemies automatically recognize 
  it as an illusion. If it is more than 120 feet from you at 
  the start of your turn, or if you ever lose line of effect to 
  it, it instantly reappears adjacent to you. 
  Skills Joystealers receive a +4 racial bonus on Hide 
  checks. 
  Physical Description: A cruelly beautiful insubstantial 
  elf with a feral smile and glittering, gemlike eyes. 
   
  Power-Up Suite (mage armor): 
  AC 23, touch 19, flat-footed 19 (+4 Dex, +5 deflection, 
  +4 mage armor) 
  HIG8-03 Lies of Iron 
   
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  HIG8-03 Lies of Iron 
   
  Page 37 
   
  AE L E N  E L E T H I E L   
  CR  12 
  Female advanced spectral lyrist dirgesinger 5/sorcerer 2 
  CE Medium undead (Incorporeal) 
  Init +7; Senses Listen +20, Spot +15, darkvision 60 ft. 
  Languages Common, Elven 
  AC 22, touch 17, flat-footed 19 (+3 Dex, +5 natural, +4 
  deflection) 
  Miss Chance 50% (incorporeal) 
  hp 93 (16 HD) 
  Immune undead traits 
  Fort +5, Ref +8, Will +16 
  Weakness inescapable craving (Charisma)  
  Speed Fly 60 ft. (good) (12 squares) 
  Melee incorporeal touch +13/+8 (1d6*1.5 Cha drain) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp - 
  Special Actions Bardic music 6/day, dirgesong 
  Sorcerer Spells Known (CL 2nd): 
  1st (5/day)—mage armor, shield 
  0 (6/day)—detect magic, mage hand, open/close, 
  prestidigitation, resistance 
  Already cast 
  Abilities Str -, Dex 16, Con -, Int 13, Wis 14, Cha 19 
  SQ Alter appearance, incorporeal traits 
  Feats Ability Focus (Charisma Drain), Alertness, 
  Empowered Ability Damage, Improved Initiative, 
  Requiem, Weapon Focus (incorporeal touch) 
  Skills Bluff +21, Concentration +6, Diplomacy +6, 
  Disguise +21 (+23 acting), Knowledge (religion) +5, 
  Intimidate +6, Listen +20, Perform (sing) +22, Sense 
  Motive +5, Spot +15 
  Alter Appearance (Su) As a free action, once per 
  round, the spectral lyrist can appear as any corporeal 
  Medium humanoid with a +10 bonus to Disguise. 
  Unless a Spot check is successful, onlookers cannot 
  even tell the spectral lyrist is incorporeal. 
  Bardic Music (Su) A spectral lyrist has the bardic music 
  abilities of fascinate (DC of Perform check) and 
  suggestion (DC 19). 
  Charisma Drain (Su) Living creatures hit by a spectral 
  lyrist’s touch attack must make a DC 24 Fortitude 
  save or take 1d6 points of Charisma drain. The save 
  is Charisma based. When a spectral lyrist drains a 
  victim’s Charisma, it gains 5 temporary hit points and 
  1 temporary Charisma point, no matter how many 
  points it drains with that attack. Temporary points last 
  up to 1 hour. 
  Dirgesong (Su): A dirgesinger gains the dirgesong 
  ability. Each of these songs counts as a use of bardic 
  music. 
   
  Song of Sorrow: A dirgesinger can evoke sorrow 
  and lament in his enemies. To be affected, an enemy 
  must be able to hear the dirgesinger perform. The 
  effect lasts for as long as the enemy hears the 
  dirgesinger perform and for 5 rounds thereafter. An 
  affected enemy takes a—2 penalty on Will saving 
  throws and a—2 penalty on attack rolls and weapon 
  damage rolls. A successful Will save (DC 10+the 
  dirgesinger's ranks in Perform) negates the effect and 
  makes the character immune to that dirgesinger's 
  song of sorrow ability for 24 hours. Song or sorrow is 
  a mind-affecting ability. 
   
  Song of Bolstering: At 2nd level and higher, a 
  dirgesinger can bolster undead creatures against 
  turning, much as an evil cleric does. All undead within 
  30 feet of the dirgesinger gain a bonus on their turn 
  resistance equal to the dirgesinger's class level plus 
  the dirgesinger's bard class level. The bolstering lasts 
  for as long as the dirgesinger performs and for 10 
  rounds thereafter. An undead dirgesinger can bolster 
  himself in this manner. 
   
  Song of Grief: A dirgesinger of 3rd level or higher 
  can use song or poetics to inspire maddening grief in 
  a living creature. The creature must be within 60 feet 
  of the dirgesinger and able to hear him. Unless the 
  target succeeds on a Will save (DC 10 +the 
  dirgesinger's ranks in Perform), she becomes 
  confused for as long as the dirgesinger performs and 
  for 5 rounds thereafter. Song of grief is an 
  enchantment (compulsion) mind-affecting ability. 
   
  Song of Horror: At 4th level and higher, a 
  dirgesinger can strike a horrifying chord in the hearts 
  of his enemies. Any enemy within 60 feet who can 
  hear the dirgesinger must succeed on a Will save 
  (DC 10 + the dirgesinger's ranks in Perform) or take 
  1d6 points of Strength damage and 1d6 points of 
  Dexterity damage. A creature that is affected by a 
  dirgesinger's song of horror or a creature that 
  successfully saves against this effect cannot be 
  affected by the same dirgesinger's song of horror for 
  24 hours. 
   
  Song of Awakening: At 5th level, a dirgesinger can 
  animate the recently slain corpse of a creature within 
  30 feet. This requires the dirgesinger to make a 
  Perform check (DC 10 + target creature's HD). The 
  slain creature can have no more Hit Dice than the 
  dirgesinger's character level. If the attempt fails, the 
  dirgesinger can try again in a later round. The corpse 
  to be awakened must have been dead for no more 
  than 1 hour. 
   
  The awakened creature's type becomes undead, 
  and it retains any subtypes it had. The creature 
  retains all class features, as well as any supernatural 
  or spell-like (but not extraordinary) abilities it 
  possessed in life (though any spells cast or daily uses 
  expended before the creature's death count against 
  its normal limits). The awakened creature is 
  completely loyal to the dirgesinger and obeys any 
  commands given it (if no commands are given, it 
  simply attacks the dirgesinger's foes). The creature 
  remains animate as long as the dirgesinger continues 
  to perform. 
  Physical Description: A smiling, drably clothed elven 
  woman. 
   
  Power-Up Suite (song of bolstering, mage armor, 
  shield): 
  AC 30, touch 17, flat-footed 27 (+3 Dex, +5 natural, +4 
  deflection, +4 mage armor, +4 shield) 
  SQ +5 turn resistance 
   
  
  APPENDIX 2: NEW RULES ITEMS 
   
  ALTERNATE CLASS FEATURES 
   
  BLASPHEMOUS INCANTATION 
  Not all evil deities or fiendish powers are concerned 
  with undead. Some grant their mortal servants the 
  ability to channel their unholy will in the form of a 
  blasphemous incantation. 
   
  Class: Cleric. 
   
  Level: 1st (cleric). 
   
  Special Requirement: To select this class feature, 
  you must be evil. If your alignment changes to 
  something other than evil, you lose access to this class 
  feature until your alignment is restored to evil. 
   
  Replaces: If you select this alternate class feature, 
  you lose the ability to rebuke undead. 
   
  Benefit: You can call upon your evil master to 
  smite your enemies. All good creatures within 30 feet 
  must succeed on Fortitude saves (DC 10 + 1/2 your 
  caster level + your Cha modifier) or become sickened 
  for a number of rounds equal to your Charisma 
  modifier (minimum 1 round). 
   
  You can utter a blasphemous incantation a 
  number of times per day equal to 3 + your Cha 
  modifier. If you have 5 or more ranks in Knowledge 
  (religion), the DC of the Fortitude save increases by 2. 
   
  Blasphemous incantation is a supernatural ability. 
   
  Source: Exemplars of Evil 20 
   
  DARK COMPANION 
  By mixing arcane spells with martial talents, the 
  hexblade blurs the traditional line between fighter and 
  sorcerer. Replacing the familiar—a link to traditional 
  forms of arcane magic—with a unique fighting 
  companion helps establish the hexblade's difference 
  from the sorcerer. 
   
  In combat, a dark companion functions like a 
  floating hex that you can place upon your foes. By 
  weakening the defenses of enemies, your dark 
  companion makes your spells and attacks (and those of 
  your allies) more powerful. 
   
  Level: 4th. 
   
  Replaces: If you select this class feature, you do 
  not gain a familiar. 
   Benefit: At 4th level, you can create an illusory 
  companion resembling a panther, spun from the darkness 
  of the night. Doing so takes 24 hours and uses up magic 
  materials that cost 100 gp. Once created, your dark 
  companion stands with you in battle, hindering your 
  enemies' defenses. 
  Any enemy adjacent to your dark companion takes a -2 
  penalty on its saves and to its AC. Your companion's 
  speed is equal to yours (including all modes of 
  movement you possess) and it acts during your turn each 
  round. It follows your mental commands perfectly—in 
  effect, it is merely an extension of your will. 
  Your dark companion has no real substance, and 
  thus can't attack or otherwise affect creatures or 
  objects. It occupies a 5-foot space. Even though any 
  creature can enter a dark companion's 5-foot space 
  without restriction, it must occupy its own space in 
  order to have any effect on enemies. It is immune to 
  any damage or other effects that might harm 
  creatures, though it can be dispelled or suppressed just 
  like a spell effect. Your dark companion is treated as a 
  spell whose level is equal to 1/4 your hexblade level. If it 
  is dispelled, it automatically reforms at your side 24 hours 
  later. 
  A dark companion can't create flanking situations, 
  nor does it provoke attacks of opportunity from 
  movement, because enemies automatically recognize it 
  as an illusion. If it is more than 120 feet from you at the 
  start of your turn, or if you ever lose line of effect to it, it 
  instantly reappears adjacent to you. 
   
  Source: Player’s Handbook II 47 
   
  FEATS 
   
  BLESSING OF THE GODLESS 
  You invoke the dreadful power of darkness and evil to 
  fill your allies with terrible power. 
   
  Prerequisites: Evil, Knowledge (religion) 6 ranks. 
   
  Benefit: You gain access to ceremonies based on 
  your ranks in Knowledge (religion). Each ceremony 
  allows you to provide up to five allies with malevolent 
  energy. Each rite takes 6 minutes to perform, and 
  requires unholy water and the dung of an evil creature. 
  Each participant stands at one of five points, forming a 
  pentagram with you in the center. The effects if each 
  ceremony last for 24 hours unless otherwise noted. 
   
  Dark Pack (6 ranks): You spew the hateful words of 
  true wickedness, investing the malevolence of the 
  Lower Planes in the gathering. You create a pool of 
  reserve hit points equal to your class level x the 
  number of participants. Henceforth, all participants 
  can draw a number of hit points equal to their class 
  level from the pool as an immediate action. These 
  reserve hit points can only be used to recover lost hit 
  points, so any drawn in excess of the character’s 
  maximum hit point total are wasted. When the pool is 
  depleted, the effects of the ritual end. 
   
  Source: Exemplars of Evil 23 
  HIG8-03 Lies of Iron 
   
  Page 38 
  
   
  EMPOWERED ABILITY DAMAGE 
  You ability damage (or ability drain) special attack is 
  more potent than normal. 
   
  Prerequisites: Cha 11, undead type, incorporeal 
  subtype, supernatural ability to drain or damage an 
  ability score. 
   
  Benefit: All variable numeric effects of an 
  empowered ability damage or ability drain special 
  attack are increased by 50%. For example, an allip with 
  this feat drains 1-1/2 times the normal amount of 
  Wisdom (roll 1d4 and multiply the result by 1-1/2) 
   
  Source: Libris Mortis 26 
   
  GHOSTLY GRASP 
  You can handle corporeal objects even while 
  incorporeal.  
   
  Prerequisites: Cha 15, incorporeal subtype 
   
  Benefit: You can wear, wield, and otherwise use 
  corporeal items as though you were not incorporeal. 
   
  Special: Without this feat, an incorporeal creature 
  can only wear or wield items that have the ghost touch 
  special ability. 
   
  Source: Libris Mortis 27 
   
  LIFEBOND 
  Select a specific living creature that is friendly to you. 
  You create a special bond with that creature. 
   
  Prerequisites: Cha 11, undead type 
   
  Benefit: Whenever the chosen creature is within 
  60 ft., you gain a +4 bonus to your turn resistance and a 
  +2 bonus on all saving throws. 
   
  If the chosen creature dies, you lose the bonuses 
  and take a -2 penalty on all saves for 24 hours. 
   
  If you replace the chosen creature with another 
  living creature, the bond can be transferred at your 
  option. 
   
  Special: This feat can be selected multiple times. 
  Each time you select this feat, you apply its affects to a 
  different living ally of yours. The effects of multiple 
  lifebonded allies stack. 
   
  Source: Libris Mortis 28 
   
  REQUIEM 
  Your bardic music affects undead creatures. 
   
  Prerequisites: 
  Bardic 
  music 
  class 
  feature, 
  Perform (any) 8 ranks 
   
  Benefit: You can extend the effects of your mind-
  affecting bardic music and virtuoso's performance 
  abilities so that they influence even undead. All bardic 
  music effects on undead creatures have only half the 
  duration they normally would against the living. 
   
  Normal: Undead are usually immune to mind-
  influencing effects. 
   
  Source: Libris Mortis 29 
   
  TOUCH ATTACK SPECIALIZATION 
  Choose one of your ghost touch attacks that deals hit 
  point damage, ability damage, or ability drain, such as 
  Corrupting Touch. You are especially good at using 
  this touch attack. 
   
  Benefit: You add +2 to all damage rolls you make 
  using the selected touch attack. 
   
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take this feat, it 
  applies to a different touch attack of the appropriate 
  type. 
   
  Source: Ghostwalk 39 
   
  ITEMS 
   
  AGILITY ENHANCEMENT 
  Price: +500 gp 
  Property: Armor 
  Caster Level: 5th 
  Aura: Moderate; (DC 17) transmutation 
  Activation: -- 
   
  This suit of armor appears to be more streamlined and elegant 
  than others of its type. It has a smoothly worked surface and 
  no spikes or other accoutrements. 
   
  While wearing armor that has this property, you gain a 
  +1 resistance bonus on Reflex saving throws. 
   
  Prerequisites: Craft Magic Arms and Armor, cat’s 
  grace, resistance. 
   
  Cost to Create: 250 gp, 20 XP, 1 day. 
   
  Source: Magic Item Compendium 6. 
   
  CHRONOCHARM OF THE HORIZON WALKER 
   Price (Item Level): 500 gp (3rd) 
  Body Slot: Throat 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) transmutation 
  Activation: Swift (command) 
  Weight: -- 
   
  This charm shows a rising sun half-obscured by the horizon. 
   
  Like other chronocharms, this item slows your 
  perception of time for a specific, singular purpose. 
  When you activate a chronocharm of the horizon walker, 
  you can move up to half your speed as part of the same 
  swift action used to activate it; this movement does not 
  HIG8-03 Lies of Iron 
   
  Page 39 
  
  provoke attacks of opportunity. When determining the 
  distance you can move, round down to the nearest5-
  foot increment. 
   
  This ability functions once per day. 
   
  Prerequisites: Craft Wondrous Item, expeditious 
  retreat. 
   
  Cost to Create: 250 gp, 20 XP, 1 day. 
   
  Source: Magic Item Compendium 86. 
   
  COUNTERSTRIKE BRACERS 
  Price (Item Level): 2,500 gp (7th) 
  Body Slot: Arms 
  Caster Level: 5th 
  Aura: Moderate; (DC 17) transmutation 
  Activation: Immediate (command) 
  Weight: -- 
   
  Each of these steel bracers bears the image of a stacked pair of 
  daggers pointed in opposite directions. 
   
  Counterstrike bracers allow you to answer an 
  unsuccessful melee attack against you with an 
  unexpected riposte. You can activate the bracers 
  immediately after an enemy has missed you with a 
  melee attack. Doing this grants you a free attack of 
  opportunity against that enemy (even if you have 
  already used up your allotted attacks of opportunity for 
  the round). You must activate the bracers before your 
  enemy takes any other attacks or actions. 
   
  This ability functions two times per day. 
   
  Prerequisites: Craft Wondrous Item, barkskin, cure 
  serious wounds. 
   
  Cost to Create: 1,700 gp, 136 XP, 4 days. 
   
  Source: Magic Item Compendium 90. 
   
  EVERBRIGHT ENHANCEMENT 
  Price: +2,000 gp 
  Property: Weapon 
  Caster Level: 12th 
  Aura: Moderate; (DC 21) evocation 
  Activation: Standard (command) 
   
  Flecks of marble and pearl shimmer across this weapon, set 
  within images of bursting stars and beaming suns. 
   
  An everbright weapon can flash with a brilliant light 
  twice per day at your command. When it is activated, 
  all creatures within 20 feet of you are blinded for 1 
  round (Reflex DC 14 negates). 
  An everbright weapon is also immune to acid damage 
  and rusting effects. 
   
  Prerequisites: Craft Magic Arms and Armor, searing 
  light. 
   
  Cost to Create: Varies 
   
  Source: Magic Item Compendium 34. 
   
  HAIR SHIRT OF SUFFERING 
  Price (Item Level): 3,400 gp (8th) 
  Body Slot: Torso 
  Caster Level: 9th 
  Aura: Moderate; (DC 19) conjuration 
  Activation: -- and Standard (command) 
  Weight: 1 lb. 
   
  Layers of coarse brown horsehair make up this stiff, crudely 
  woven shirt. 
   
  A hair shirt of suffering provides a +1 enhancement 
  bonus to your existing natural armor. (A creature 
  without natural armor ha an effective natural armor 
  bonus of +0.) This is a continuous effect and requires 
  no activation. You can also activate the shirt to use cure 
  serious wounds on any creature other than yourself 
  (healing 3d8+9 points of damage). This ability 
  functions once per day. 
   
  Prerequisites: Craft Wondrous Item, barkskin, cure 
  serious wounds. 
   
  Cost to Create: 1,700 gp, 136 XP, 4 days. 
   
  Source: Magic Item Compendium 109. 
   
  HUNTING ENHANCEMENT 
  Price: +1 bonus 
  Property: Weapon 
  Caster Level: 6th 
  Aura: Moderate; (DC 18) abjuration 
  Activation: --  
   
  This weapon bears toothlike inscriptions across its surface.  
   
  A hunting weapon increases your bonus on weapon 
  damage rolls by 4 against your favored enemeies (see 
  ranger class feature, PH 47). 
   
  Prerequisites: Craft Magic Arms and Armor, greater 
  magic fang. 
   
  Cost to Create: Varies 
   
  Source: Magic Item Compendium 36. 
   
  LEAST CRYSTAL OF ENERGY ASSAULT (COLD) 
  Price (Item Level): 600 gp (3rd) 
  Body Slot: — (weapon crystal) 
  Caster Level: 5th 
  Aura: Moderate; (DC 17) evocation 
  Activation: -- 
  Weight: -- 
   
  HIG8-03 Lies of Iron 
   
  Page 40 
  
  HIG8-03 Lies of Iron 
   
  Page 41 
  Covered in a faint layer of condensation, this clear crystal 
  radiates chilling waves of energy. 
   
  A crystal of energy assault adds a particular type of energy 
  damage to a weapon's attacks: acid, cold, electricity, or 
  fire. This bonus damage doesn't stack with any energy 
  damage of the same type dealt by the weapon. 
  Least: This crystal adds 1 point of energy damage of its 
  type to the weapon's damage. 
  Cold Assault: Target's speed is reduced by 10 feet for 1 
  round, to a minimum speed of 5 feet (multiple hits on 
  the same creature don't stack). 
   
  Prerequisites: Craft Magic Arms and Armor, ray of 
  frost. 
   
  Cost to Create: 300 gp, 24 XP, 1 day. 
   
  Source: Magic Item Compendium 64. 
   
  ROD OF SLIDING 
  Price (Item Level): 1,400 gp (5th) 
  Body Slot: — (held) 
  Caster Level: 9th 
  Aura: Moderate; (DC 19) transmutation 
  Activation: Standard (command) 
  Weight: 3 lb. 
   
  Small magnets are set into the ends of this iron rod. 
   
  When activated, this rod can either push a targeted 
  creature 5 feet farther away from you or pull it 5 feet 
  closer to you the target must be within 30 feet of you 
  and must end its movement in an unoccupied square. 
  The movement does not provoke attacks of 
  opportunity. An unwilling creature is entitled to a DC 
  11 Will saving throw to negate the effect. 
  A rod of sliding functions three time per day. 
   
  Prerequisites: Craft Rod, slide. 
   
  Cost to Create: 700 gp, 536 XP, 2 days. 
   
  Source: Magic Item Compendium 175. 
   
  STYGIAN ENHANCEMENT 
  Price: +1 bonus 
  Property: Weapon 
  Caster Level: 9th 
  Aura: Moderate; (DC 19) necromancy 
  Activation: Swift (mental) 
   
  This weapon is composed of black crystal that seems to absorb 
  the light around it. 
   
  When you activate a stygian weapon, the next 
  successful attack you make before the end of your turn 
  bestows one negative level on the target in addition to 
  dealing normal damage. This negative level lasts for 10 
  minutes and thus can’t result in permanent level 
  decrease. 
   
  A stygian weapon functions three times per day. 
   
  Prerequisites: Craft Magic Arms and Armor, 
  enervation. 
   
  Cost to Create: Varies 
   
  Source: Magic Item Compendium 44. 
   
   
  SPELLS 
   
  PHANTOM THREAT 
  Illusion (Phantasm) [Mind-Affecting] 
  Level: Bard 1, Hexblade 1 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  Reaching out to your foe’s mind, you cause him to .feel as 
  though a threat looms close behind no matter which way he 
  turns. 
   
  You create the sensation in the subject’s mind that it is 
  threatened by more foes than it actually faces. Though 
  the subject doesn’t actually perceive any additional 
  enemies (and thus doesn’t waste any attacks on the 
  phantasm), a creature affected by this spell is 
  considered flanked, even if not threatened by other 
  creatures No amount of convincing by others can help 
  the victim of this spell avoid its effect – only a 
  successful saving throw against the spell when initially 
  cast can help the target. A creature that can’t be flanked 
  is immune to this spell. 
   
  Source: Complete Warrior 118. 
   
  
  APPENDIX 3: DM MAP OF SHARR MELONCHOLIA 
   
   
   
   
   
   
   
   
   
  HIG8-03 Lies of Iron 
   
  Page 42 
  
  HIG8-03 Lies of Iron 
   
  Page 43 
   PLAYER HANDOUT #1 
   
   
   
  Dear Friend,  
   
  You have been invited to an early morning pie 
  tasting in the Elven District. We will have dozens 
  of freshly baked delicacies for you to sample free of 
  change. Please come to the Sweet Roll Bakery at 
  dawn. I have enclosed a minimal honorarium to 
  cover your travel expenses. I look forward to 
  speaking with you about our new pie selections! 
   
  Surelle 
   
  (Enclosed: 1 PP) 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/598/Normal Scenarios/HIG8-03 - Lies of Iron (APL 4-12)/HIG8-03 - Lies of Iron.pdf