TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  For questions specific to this document and your region, please e-mail your triad point of contact (POC) at skerrit@wi.rr.com; 
  for LIVING GREYHAWK campaign questions email rpgahq@wizards.com.  
   
  HIG5-02 
   
   
   
   
   
   
   
   
  Goblin Knights 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Highfolk Regional Adventure 
  Version 1.0 
   
  by Andrea Paulinski 
  with Brian Nowak 
  Reviewed by Chris Tulach 
   
   
  With the spring comes a time of renewal for both the wilderness and the city of Highfolk.  To vigor the townsfolk’s 
  spirits and thank the heroes of the Vesve, the Temple of Change is sponsoring a new spring festival.  But for some folk, 
  there will never be a time for just fun and games.  An adventure for APLs 6 through 12. Recommended for those heroes 
  with the Giant Owl. 
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even 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 table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  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 player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D 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. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table 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).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  HIG5-02 Goblin Knights 
   
  Page 1 
  
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-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 one-round regional adventure, set in 
  Highfolk. Characters native to Highfolk pay one Time 
  Unit per round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above-described 
  penalties by living off the wild.  If the character possesses 
  four or more ranks in the Survival skill and succeeds at a 
  Survival check (DC 20), the character will heal temporary 
  ability damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s kits, and 
  may restock up to 20 arrows or bolts if the character has 
  at least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
   
  Adventure Background 
  Many things have happened in the past few years of 
  Highfolk. The towns of Quaalsten and Flameflower were 
  taken, and all seemed lost for the frontier town.  
  However, brave groups of adventurers were always there 
  to fight back on the side of good, and won back what had 
  been lost.  The forces of Iuz have been forced back. 
   
  For the Temple of Change, the Oeridian agricultural 
  gods’ temple, it is a time for celebration.  Geldrin 
  Weaveron, the high priest of Atroa, has decided to help 
  bring up the citizens’ and heroes’ spirits by throwing a 
  big festival in the heroes’ honor.  He knows that while 
  the forces of Iuz are still out there, the people need a 
  small break to help renew their spirits and enjoy 
  themselves. 
   
  For this special occasion, Geldrin sent out a small 
  dispatch of Atroan priests to inform the good folk of the 
  Vale about this festival.  That, however, was not such a 
  good idea. 
   
  A lovely tiefling lady named Varynin is in the 
  employ of a lonely wizard named Fylben.  Fylben was 
  once a member of the Guildsmen of the High Art, and a 
  very ambitious one at that.  Conjuring was his specialty, 
  and one day he gave in to chance and decided to check 
  the powers of the more evil persuasion.  It was definitely 
  fun to summon demons and devils.  But they were too 
  weak for his needs, and the lazy summoner wanted a 
  demon that would do everything at his beck and call.   
   
  When Fylben discovered that one of the higher-ups 
  of the Guild, Orin Yaun, had a scroll of gate at her 
  disposal that was all he needed.  He employed the use of a 
  mercenary rogue named Kufti, and stole the scroll and 
  ran off into the woods.  When Kufti was caught, Fylben 
  was kicked out of the Guild and is still on the run.  Kufti 
  has every desire to see this lazy bastard get his just 
  desserts, as it were. 
   
  While Fylben was too low level to use the scroll 
  properly, his ambition got the better of him, and he tried 
  anyway.  It summoned the tiefling, Varynin, who was 
  keyed to Orin’s scroll.  A little confused as to who this 
  man was, the tiefling decided to play around with him 
  and see where this was heading.  She would serve him 
  with whatever he wanted, while she would see just what 
  oddities this Highfolk had to offer. 
   
  Slaughtering people was one of these pleasures that 
  Varynin allowed herself.  When she found the group of 
  Atroan priests heading through the Vale, she killed many 
  of them outright, leaving some survivors to run and tell 
  the tale.  A few went back to Highfolk, including Trennor 
  Kael.  Trennor’s wife and son went missing after the 
  attack.   
   
  Trennor’s wife, Bretta, found the small cottage that 
  Fylben built.  Fylben eagerly let the woman and her son 
  in, happy to finally have some guests that weren’t quite so 
  evil.  When Bretta discovered that Fylben was 
  responsible for releasing the tiefling in the woods, 
  HIG5-02 Goblin Knights 
   
  Page 2 
  
  Fylben knocked her unconscious and locked her in a 
  closet.  The boy, Conrad, got away. 
   
  Luckily for the boy, a pseudodragon and copper 
  dragon disciple, both members of Clan Llelyuna, were 
  around that day.  Rafeorae, an elder pseudodragon and 
  old friend of Velira the giant owl, would help any person 
  in need no matter how dire.  Heldeng Iryinshae, the 
  dragon disciple, would do it just for the fun. 
  Adventure Summary 
  Introduction & Encounter One:  A week after the 
  dispatch, when the festivities are soon to begin, Trennor 
  Kael secretly begs a group of able-bodied heroes to come 
  and rescue his wife and son.  This is a secret and discreet 
  mission, as the Temple of Change does not wish to alarm 
  anyone of any trouble in the Vesve, at least not yet.  He 
  tells the party where he last saw his family, somewhere in 
  the Vesve. 
   
  Encounter Two:  The heroes, as soon as they are 
  done, are summoned to the Doom’s Retreat, the new 
  home of the Guildsmen of the High Art.  The Guild is 
  having a bit of trouble of its own.  Someone very 
  dangerous is to be captured, and Daimon Truflame would 
  like the party to do it.  Should they agree, Kufti gives the 
  party information on Fylben. Guild members are told a 
  little more of the situation, about what was stolen, and 
  that someone among them could be a spy. 
   
  Encounter Three:  When the heroes travel into the 
  Vesve, they are met by a strange sight.  A small group of 
  goblins, dressed in heavy armor, claim to be a troupe of 
  goblin knights.  The goblins claim to wish to help the 
  people of Highfolk, having decided that Iuz was just not 
  the true way.  The heroes can either fight them or ask for 
  information.  If they befriend them, the goblins give 
  some insight on where to look for the wizard, Fylben. 
   
  Encounter Four:  Fylben, quite unsuspecting of the 
  heroes, welcomes them into his home and offers 
  temporary refuge.  They may choose to investigate his 
  house or fight him later. 
   
  Encounter Five:  The heroes meet up with Heldeng 
  and Rafeorae.  The duo had been playing hide and seek 
  with the boy, and try their best to gauge the heroes’ good 
  intentions.  Should they prove themselves, the party 
  finds the boy, who tells them everything. 
   
  Encounter Six:  Once Fylben is dealt with, the 
  heroes find the tiefling terrorizing Seraphina, the 
  halfling doll-maker, and a group of very young grugach 
  children.  Seraphina had insisted, once these children’s 
  parents went off to war, that she stay behind and take 
  care of them, promising she would stay until they 
  returned.  The halfling was quite unaware that they are 
  dead and not coming back.   
  Preparation for Play 
  First, all Guildsmen of the High Art will receive Player 
  Handout #1.  This details the problems that the mages 
  are having with a certain former member that has been 
  ousted and has Orin Yaun’s scroll. 
  Introduction 
  When the party is ready to begin the adventure, read or 
  paraphrase the following: 
  With springtime already upon us and the battle of 
  Quaalsten still fresh in everyone’s minds, the Temple 
  of Change recently called a time for celebration.  The 
  forces of Iuz have been beaten back, at least for the 
  very time being, and the wearied and weathered 
  people of Highfolk town could finally get the break 
  they so desperately needed. 
   
  And so, one week ago, the priests of the Temple 
  of Change got to work -- they decorated the town 
  with wreaths of flowers and light pastel streamers. 
  The merchants also helped out, donating some of 
  their wares or time to make this “Festival of Renewal”, 
  as the Atroans called it, possible.  Even some of the 
  adventurers are helping out, side by side with the 
  regular townsfolk as they all start to set up. 
   
  That is partly, you guess, on why you are here at 
  the Temple.  The man who summoned you here to his 
  quarters, a man by the name of Trennor Kael, casts 
  nervous furtive glances around as the group of you 
  begins to gather together. 
   
  “I—I trust you saw my summons, then?” he 
  finally asks. 
  Each of the PCs had received a note delivered from a 
  young messenger (Almirael) asking for their grace to 
  meet Trennor Kael in his quarters at the Temple of 
  Change, at nine bells with some discretion.  The note did 
  not tell them why they should come, so if any heroes had 
  any qualms about going, they are simply not there.  
  Almirael does not know what is going on either, just that 
  a priest from the temple asked him to deliver this 
  message to the PC and a few others. 
   
  Once Trennor is satisfied with the PCs, he 
  continues:  
  “This is between you and me, I beg of you.  Lady 
  Veraun doesn’t want to alarm anyone of 
   until 
  AFTER the festival.  There’s a terrible creature out 
  there in the Vesve. Please, please destroy it, and save 
  my wife and son.”   
  it
   
  HIG5-02 Goblin Knights 
   
  Page 3 
  
  Proceed directly to Encounter One. 
  Encounter One: Terror of the 
  Vale 
  Read or paraphrase the following: 
  The man stares at you with large brown eyes, ones 
  that are terrified beyond certain belief.  There is 
  absolutely no question that something is wrong. 
  Trennor is absolutely afraid that the heroes will deny his 
  request to save his family and the others who are still out 
  there.  He pleads with anyone who looks doubtful about 
  the mission and thanks profusely those who accept it. 
  • 
  What happened? 
  “You know of the Festival of Renewal that is about to 
  happen, correct?  A group of us priests were supposed 
  to spread the word to the people of the Vale.  They 
  don’t come to town very often, and so we were 
  supposed to inform and accompany them if they 
  wished.”  He wrings his hands together and sweat 
  pours down his face.  “But the group of us never got 
  to the first town.  Our first night in the Vesve, we 
  were first attacked and separated by a strange winged 
  creature that swooped down upon us with its huge 
  gleaming fangs.  My wife, son, and I were with a few 
  others, and we didn’t know what happened to the 
  other group.  
    
  “About three nights after that, the creature 
  attacked again.  I could see the red gleaming in its 
  eyes as it carried away one of the priests.  That was 
  when my wife and son got separated from me, and I 
  was alone.  Very alone.” He shudders at the thought. 
  “I h d until the morning light, and then came back to 
  Highfolk as soon as I could.”
   
  i
   
  l
  i
   
  l
   
  • 
  Do you know what the creature was? 
  “That is the very strange thing.  I do not.  I am 
  somewhat skilled in the knowledges, but I’d never 
  seen or heard of such a creature before.  The first 
  night, I could not see very well, but we knew it could 
  fly.  The other night, all I saw was darkness and red 
  eyes.” 
  Varynin wants very much to confuse people as to what 
  “creature” she is, conjuring up random dark and shadowy 
  images with her major image spells as she toys with her 
  victims.  Heroes can guess all they wish with what type of 
  monster she is, though Trennor really has no idea. 
  • 
  Did you ask anyone about the beast? 
  “I’ve been trying to keep this little mission covert, so 
  I didn’t say why I was asking about it.  But yes.  I 
  asked a few people at the Doom’s Retreat, as well as 
  some Helping Hands.  No one knew what creature I 
  was referring to.” 
  • 
    Who are your wife and son?  What do they look 
  like? 
  “My wife’s name is Bretta.  Her spirit is as fiery as her 
  hair, and she is a shorter woman.  Pretty and a little 
  plump. Please don’t tel  her I said that.  My son 
  Conrad is almost ten, and certainly didn’t get any of 
  h s mother’s will.  He’s very quiet and studious.  I 
  daresay he would make a great wizard someday.”   
  • 
  Has anyone else come back? 
  “Oh yes. Out of the seventeen of us who went, seven 
  have returned.  I’ve asked them all what they saw, but 
  they and I are pretty much on the same page.  We 
  don’t know what’s out there, and we’re not al owed to 
  go back.” 
  Should the heroes ask for an audience with the other 
  survivors, Trennor begs that they do not.  While some 
  wish to speak more of it and do something (like Trennor 
  is doing), they cannot.  If the heroes insist, the heroes can 
  meet another random survivor who has the same 
  information that Trennor does.  S/he does not know 
  what the creature was, just that it liked toying around 
  with its prey before slaughtering it mercilessly.  They all 
  separated from each other, and so do not know what 
  happened with any of their missing companions. 
  • 
  Why are you keeping this mission a secret from the 
  Temple?  / Why won’t the Temple do anything about 
  it right now? 
  “We are very busy with the preparations for the 
  Festival of Renewal.  Milady Veraun, of Sotillion, 
  suggested to Geldrin that we should wait until after 
  the celebrations are complete before ‘bothering the 
  heroes with another trifle,’ she said.  I think it means 
  that she does not want there to be any panic.” 
  The members of the Temple of Change (Temple 
  Affiliations meta-org) know Veraun Helfleur to be a very 
  haughty and highly ranked priestess of Sotillion. A 
  successful DC 20 Knowledge (local [Iuz’s Border States]) 
  check also tells heroes this.  It is possible that Veraun just 
  wanted to get her way, as she has done several times in 
  the past.  However, this would be the first time the 
  woman has ever gotten something out of someone so 
  powerful, that being the high priest of Atroa. 
   
  If the PCs have any desires to see Veraun on the 
  matter, she is off on business somewhere in the Vale.  No 
  one except Geldrin knows where she is, and he plans on 
  keeping it that way (and will be curious what heroes 
  would want with her). 
  HIG5-02 Goblin Knights 
   
  Page 4 
  
   
  PCs may also be interested in knowing more about 
  Geldrin or any other information he has.  Again, 
  members of the Temple of Change, a successful DC 15 
  Knowledge (local [Iuz’s Border States]) check, or those 
  who have played HIG4-01 Demon Spawn know that he is 
  the high priest of Atroa, and the one in charge of setting 
  up the festival.  Any mention of going to Geldrin puts 
  Trennor into hysterics.  He wants this to be a covert 
  operation, and informing him of ANY adventuring 
  within the temple sets off an alarm. 
   
  Getting an audience with Geldrin is indeed a hard 
  task.  He is very busy with preparations and has little 
  time for the heroes.  Should they somehow succeed in 
  getting his attention (high bluff, favors, etc) and tell him 
  of what’s happening, the high priest is shocked and 
  embarrassed, and asks that they keep this mission a 
  secret.  
  • 
  What’s in it for me? 
  “I really do no  have much to give, but once this is 
  over I am sure I can pull some favors for you in the 
  future.” 
  t
  l
  l
  l
   
   
  l-
  l
   
  If the PCs ask where he and his family were attacked, 
  Trennor gleefully takes this as a sign of acceptance. 
   
  “Oh, thank you so much!  Does this mean that 
  you’ll accept?” 
  If they say yes, he continues.  If not, he looks absolutely 
  downtrodden.  He does not want to tell anyone where his 
  family was last seen unless they are sure they want to take 
  the case. 
  “Once you leave Highfolk and finally enter the Vesve, 
  there is a small path marked by a wayfarer’s stone to 
  the northwest of the Quagflow Road.  It is not hard to 
  miss at all, as the stone shines even when in darkness. 
   Just take that path until you get to a fork.  That is 
  where we were attacked the first time.  My family and 
  I went west, the others north, I think.  Keep going 
  unti  you hit a smal  pond ringed with arge rocks.  
  This is where we were attacked the second time.” He 
  trails off, though his face is absolutely marked with 
  the signs of weary happiness.  “Thank you so much! 
  But please, keep this a secret from anyone else.  And 
  please be careful.” 
  After about fifteen minutes of time has passed, Trennor 
  gets restless and tries to hurry the heroes along if they are 
  asking too many questions.  He is afraid that he will get 
  caught if they stick around for too long.  
   
  Proceed to Encounter Two.  For those PCs who did 
  not agree to help Trennor, this Encounter may persuade 
  them. 
  Encounter Two:  A Brief Stop 
  Over at the Retreat 
  Read or paraphrase the following: 
  Stepping out into the much calmer air, you find 
  yourselves face to face with a striking young man of 
  olive skin and wel to-do clothing.  His arrogance 
  goes well beyond his good ooks, however, as his eyes 
  dart over each of you without the slightest bit of 
  interest. 
  “I have a job for you to do,” he says.  “Meet me in 
  the Doom’s Retreat, post haste.”  The man claps his 
  hands together, as if he were trying to get you to 
  move along.  “Oh, and you will be handsomely 
  rewarded, and all that.  See you in a bit.”  The man 
  disappears after a few simple words, leaving you to 
  decide what to do. 
  Those heroes who are Guildsmen of the High Art know 
  this man as Daimon Truflame, the sole remaining 
  guildmaster at Doom’s Retreat.  Other heroes have a 
  tough time knowing who this man is, unless they 
  succeed a DC 20 Knowledge (local [Iuz’s Border States]) 
  or DC 25 Bardic Knowledge check.  People who do know 
  him know that he is a no-nonsense type of man, very 
  arrogant and to the point. 
   
  Only those members of the High Art know a little 
  bit of what’s going on.  The handout they were given asks 
  that they be discreet, but they can give the other heroes 
  information if they so desire. 
   
  There is no word out on the street except for a very 
  distinct few.  A DC 30 Gather Information check reveals 
  the following: 
  � Something has been stolen from one of the 
  more prominent members of the Guild. 
  � A thief by the name of Kufti was the one who 
  was hired for this mission. 
  � The one who did the hiring was a man named 
  Fylben.   
  � The item was never returned. 
  � Rumor has it everything happened during the 
  turmoil after Wilmont the Sagely’s death. 
  Wilmont was a guildmaster before he was 
  murdered by the Shadowclaw. 
  Directions to the Retreat are easy to get from just about 
  any citizen.  The Doom’s Retreat is a very tall tower 
  complex located in the heart of the Merchant’s District.  
  Guildsmen of the High Art know the way, and those who 
  make a successful DC 15 Knowledge (local [Iuz’s Border 
  States]) check do as well. 
  HIG5-02 Goblin Knights 
   
  Page 5 
  
   
  Once the heroes decide to move off to the Retreat, 
  continue: 
  A tall, 50-foot tower strikes a strange vertical eclipse 
  in the warm spring sun.  A few random streamers 
  decorate the edifice and the wrought iron gate, which 
  is open and welcoming to enter.  The flower garden is 
  even blooming now, a colorful array of daffodils and 
  posies emitting the sweet aroma of spring. 
   
  Daimon appears to be wai ing for you just within 
  the gated courtyard, his arms crossed and his foot 
  tapping against the ground.  When he final y sees 
  you, he nods in your direction and without a word, 
  stalks off to the fountain on your left.  Waiting by the 
  fountain are two individuals.  One is a tall, dark
  skinned woman with long raven hair wearing full 
  plate made of mithri .  The other is a short, thin wisp 
  of a half-elf who wears a defiant look and a baggy 
  shirt and pants.  The woman’s strong hand is clamped 
  around his arm. 
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  Daimon informs them a little on the situation, and what 
  is needed of them. 
  � Something extremely important has been stolen 
  from them.   
  � This man, named Kufti, was the one who stole 
  it.  However, he has agreed to help the 
  authorities as long as he gets a smaller 
  punishment. 
  � Kufti was hired several months ago, but only 
  just recently stole the item in question.   
  � The man who has it is now somewhere in the 
  Vesve.  Sources say that he lives in a log cabin, 
  yet they could never get too close because of his 
  summoned monsters. 
  � Daimon wants the heroes to find this man and 
  bring him to the Guildsmen.  The man is very 
  dangerous, so they should be careful. 
  The party may have questions for Daimon.  Follow the 
  guidelines below when answering them. 
  • 
  Who is the woman? 
  “My name,” the woman says in a thick Baklunish 
  accent, “is not of importance.  I am just working with 
  the Home Guard and the Guildsmen to bring these 
  people to justice.” 
  The Baklunish woman’s name is Anpalla and she hails 
  from Ket.  She does not have any clear motives, except 
  that she wishes to live a better life out in the frontier. 
  • 
  Who is the man that hired Kufti? 
  “His name is Fylben.  He is of medium build, though 
  is quite on the, shall we say, chunky side.”  A smirk 
  plays about Daimon’s lips.  “Sandy colored short hair, 
  but very greasy. He doesn’t like to keep himself very 
  tidy.  He is also a rather adept mage, who dabbles in 
  the art of conjuration.”
  In no form does Daimon reveal that Fylben used to be a 
  member of the Guildsmen.  That is quite classified 
  information. 
  • 
  What was the item? 
  “That is a secret. You will probably know it if you see 
  it.  If he hasn’t used it yet, that is.” 
  Again, Daimon does not reveal classified information. 
  • 
  Do you know where the man lives? 
  “My sources tell me that he lives somewhere in the 
  southwestern part of the Vesve, not far from the 
  Quagflow or from Highfolk.  The rest is for you to 
  figure out.  You are adventurers, are you not?” 
  • 
  What will you give us in return? 
  “Oh, don’t worry at all.”  A glint appears in one of 
  those dark eyes.  “We have quite a few things n stock 
  that would prove useful to you.  As long as you bring 
  our boy in, alive or dead.” 
  Important Note:  Should the heroes reveal, at any point 
  in their conversation, that they know that Fylben is a 
  former Guildsman, Daimon looks very disappointed in 
  any guild members.  He still asks for the heroes to do this 
  task, though they do not get the special favor they receive 
  had they been discreet. 
   Encounter Three:  Pipsqueak 
  Patrols 
  Read or paraphrase the following: 
  Fol owing Trennor’s amateurish directions, you’ve 
  just passed the ‘fork’ in the Quagflow road and are 
  making your way nto the woods of the Vesve.  The 
  forest is cheerful, with chirping birds and whispering 
  leaves. 
   
  All of that is disturbed, though, when a lump of 
  yellow flesh and metal stumbles out of the brush and 
  into your path.  Cursing rough y in Goblin, the 
  round, graceless humanoid looks quickly in your 
  direction. 
   
  His gauntleted hands shoot to the sky, as his 
  black eyes grow wide with fear.  “No shoot,” the plate-
  armored goblin manages to squeak in broken 
  Common.  “No shoot.”
  The goblin stands in the middle of your path, his 
  flabby skin rolling in yellow gobs over well-kept full 
  plate. Snot has crusted under his too large nose.  A 
  cracked and faded wooden shield bearing a lightning 
  HIG5-02 Goblin Knights 
   
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  bolt and fist  is attached to one outstretched – but 
  slowly drooping – arm. 
  This is Pipster the Pipsqueak.  He is one of the goblin 
  knights, and is out ‘patrolling’ and ‘making like sentry’ for 
  the camp just up the way. 
   
  A successful DC 5 Knowledge (religion) check 
  recognizes the ‘lightning bolt and fist’ as the holy symbol 
  of Heironeous. Worshippers of Heironeous automatically 
  succeed this check. 
  Pipster, goblin: hp 5; see Monster Manual page 133.  
  Traits:  Naïve, frightened, witless. 
  Pipster the Pipsqueak 
  • 
  Who are you? 
  “M-me? Oh, good sirs and good ma’ams, I is just 
  Pipster, a squire of the gobl n knights!  I don’t mean 
  to harm, no!” 
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  Why are here? 
  “I is making like sentry,” the goblin says, narrowing 
  his eyes and glancing deeply into the woods.  “I is 
  protecting goblin knights’ camp.”  
  • 
  Who are the goblin knights? 
  His eyes brim over with warm tears.  “You want to 
  know about us, good humans?  Oh, I is so happy!” He 
  clears his throat.  “We is good goblins of the Ves-e-ve
  Forest. We is sick of the evil one and all h s bad 
  people is trying to make us work by hurt us f we 
  don’t.”
  • 
  Where are the goblin knights? 
  “Oh! I s guarding camp l ke making sentry. They is 
  just ahead, at pool with unicorn rocks. 
  • 
  Who is the evil one? 
  “Mmh, depends which one. They is many ev l in the 
  forest. Though I guess some are good.” 
  He is talking about the tiefling, Fylben, the dragon 
  disciple and the pseudodragon all at once.  Since Heldeng 
  and Rafeorae aren’t exactly evil and just tricksters, he 
  really isn’t sure. 
  • 
  You’re a squire? 
  “Oh yes.  Pipster isn’t knight yet.  I is work on getting 
  stronger and smarter.” He nods sagely, as if he knows 
  what he is talking about. 
   
  At any point the PCs seem interested he offers to 
  take them to their headquarters in the forest.  He isn’t 
  exactly sure who most of the “evil ones” are, but knows 
  that there are others of his ‘order’ that can help.  Plus, 
  “the goblin knights is want to make alley-ance 
  with 
  adventurers 
  of 
  Highfolk! 
  Good 
  opportunity for this is if you come.” 
  • 
  Can you take us to your camp? 
  “You is adventurers?” Pip asks, before pausing.  “If you 
  is wan ing to make alley-ance, then I is tak ng you!” 
  He smiles, a great sharp-toothed grin that dribbles 
  green saliva on his chin. 
  Development:  The heroes may kill Pipster without 
  speaking to him.  If so, there is no penalty.  If they kill 
  Pipster after speaking to him, they have committed an 
  evil act.  Record this on the offending PCs’ AR in the Play 
  Notes section. 
   
  Whether the PCs kill Pipster or not, when they push 
  on to the pond, proceed to Encounter Four. 
  Encounter Four:  Goblin 
  Knights 
  Read or paraphrase the following: 
  A tiny ‘x’ marks a tree just before you come upon a 
  small clearing with one of the strangest sights you 
  may have seen.  A group of seven gobl ns wearing 
  white full plate mail sit in a circle on tree stumps.  
  Another goblin is in the middle of this group on a 
  higher stump, wearing white robes and holding high 
  above his head a golden disc emblazoned with a silver 
  lightning bolt.  Beyond the gobl ns are scattered 
  messy bedrolls and crude tools. 
  A short distance to the left, a small pool is visible. 
   Jutting from the center of the pool, you notice the 
  rough stone statue of a unicorn’s head rearing 
  towards the skies.  A few large rocks outline the 
  spring-fed water, two of them splattered with red. 
  The heroes may get the wrong idea here and start 
  attacking the goblins.  The goblins do not notice the PCs 
  unless they make themselves clearly known (talking, 
  stepping into the clearing, etc).  These goblins show no 
  signs of wanting to hurt the PCs.  In fact, they are quite 
  the opposite, and are eager for the PCs to join their circle. 
   
  If the PCs start a fight, the goblins do their best to 
  defend themselves and their “cleric”, though Pipster tries 
  hard to intervene, shouting for the heroes to stop. 
   
  The “cleric”, Gilfor, welcomes the heroes with open 
  arms.  Read or paraphrase the following: 
  “Praise be, High-roh-knee-us! Friends from the folk of 
  High are here!  Come, come!  Sit and be merry!”  The 
  goblins all scoot over to the sides of their tree stumps 
  to make room for you to sit.  “What can Gilfor and us 
  knights help you with?” 
  Gilfor, ‘Cleric’ of Heironeous 
  • 
  Who are you? 
  HIG5-02 Goblin Knights 
   
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  “My name is Gilfor, and these are the Goblin Knights 
  of the Ves-e-ve.”  He introduces each in turn, and they 
  stand as their name is called and bow their heads 
  respectfully.  “Makfor.  Twiddle.  Keshmar. Bobble.  
  Stephie. Herbbie. Grubik.” (And should Pipster be 
  around): “And you met Pipster, our squire.  We very 
  small group, but big hearts.” 
  • 
  Where did you get that holy symbol? 
  “Oh.  Got it from paly-din from way up there.” He 
  points to the north.  “He teach me ways of High-roh-
  knee-us before he die. Gave me this as token. So I use 
  it!” 
  • 
  What do your knights stand for? 
  “We Goblin Knights stand for justice and truth, like 
  High-roh-knee-us. We no l ke Iuz,” he says and spits 
  on the ground, “who hurts us creatures who just want 
  to be left alone.  So, I decided enough is enough, and 
  formed this group.” 
   
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  Why do you want to help Highfolk? 
  “Iuz no  really on y being a pain in the butt for us, but 
  a bigger pain for people of Highfolk. That’s why we 
  want to help.  The more help they get, the better off 
  they be.  Right? But,” he sighs and shakes his head.  “I 
  know we just goblins.  Most hate us.  We still want to 
  help.  Can you put in a good word?” 
  Gilfor is truly seeking a chance to be of great assistance to 
  Highfolk.  He won’t stoop to being so low as to beg for 
  the PCs’ help, but he takes any help with a smile and a 
  thank you. 
  • 
  Who are the evil ones?  / Have you seen anything 
  suspicious? 
  (Gilfor goes into this speech eventually even without the 
  PCs’ help, should the PCs be very friendly to them.) 
  “There are terrible things in the forest, and we trust 
  that you can help us with them.  Terrible naughty 
  things. We’ve seen a creature, a woman creature with 
  a long devil tail, torturing hoo-mans who wore sacred 
  cleric cloth.   
   
  “We do not know where she is currently, but we 
  do know of a smal  hoo-man woman who is being 
  taken care of by a sour wizard.  The wizard – he talks 
  like he has sour emons in his teeth and he not have a 
  woman for years.  Likes to play with his hands. Not 
  very nice to us. He want some of us to work for him. 
  Cottage is that way.”  He points to the northeast.  
  “Dragons are close too.  That way.” His body turns 
  rigidly so that his finger points to the north.  
  • 
  Do you know where the woman with the tail is? 
  “No, we do not.  Like dragons, she s very tricky and 
  keeps her tracks hidden.  We last saw her just a few 
  blinks away from this camp, two days ago.  She 
  compla ning about someone named ‘Fylben’ or 
  another.”
   
  They do not know the identity of this Fylben. 
  • 
  Dragons? 
  “Yes.  Dragons. They are tricksy dragons, always 
  playing jokes.  If you want to look for them, you must 
  be careful.  They like pranks.” 
  • 
  Where can I find the dragons? 
  Gi for glances around.  “We not know.  They always 
  find us and play tricks.  We never find them.” 
   
  “But sometimes they play up there!”  One of the 
  goblins points to the north. “By fork in road. I see 
  them sometimes.  But then they hide ”  He screws up
  his face in a little scowl.  
  The goblins are more than happy to share their camp or 
  any food they have with the PCs, should they need it.  
  They are most eager to work with them, and possibly 
  with Highfolk in the future. 
  Gilfor: male, goblin, Rog2, hp 12; See Appendix 1: 
  NPCs. Alignment: Neutral. 
  Other Goblins: hp 5; see Monster Manual page 133.  
  Alignment: Neutral. 
  The PCs now have a choice on where to go to next.  They 
  can either try to retrieve the boy from the two dragons 
  (Encounter Four) or go to Fylben’s cottage (Encounter 
  Five). 
  Encounter Five: The Two 
  Dragons 
  Heldeng (the dragon disciple) and Rafeorae (the 
  pseudodragon) live just two hours north of the goblin 
  camp.   
  After traveling for two hours north, you come upon a 
  small trail that very soon forks into two separate ones. 
   A strange looking hal -elven man looks down the 
  right path, a hand stroking the stubble of a beard as f
  he was in deep thought.  A tattoo of a fairy in flight is 
  imprinted in his cheek.  He wears no armor but just a 
  fine green and brown jerkin and black pants.  Even 
  his feet are bare.  Upon looking closer, the sun 
  catches his skin and flares, showing a light copper 
  color. 
   
  Flying just beside this man is what appears to be 
  a miniature red dragon, though it is brownish red in 
  color and is no larger than a cat.   
  PCs can make Knowledge (arcana) checks at DC 15 to 
  know that the man is a Dragon Disciple (copper dragon) 
  and the small dragon is a pseudodragon.  Elven clans PCs 
  HIG5-02 Goblin Knights 
   
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  know that the fairy mark on his cheek is a mark of Clan 
  Llelyuna. 
    
  Should the PCs make themselves easily known, read 
  or paraphrase the following: 
  The smal  red dragon chirps and pokes the man with 
  his snout.  Inside your head, you hear an older man’s 
  voice in common say, “Hel, we have visitors.” 
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  Heldeng is a very suave half-elven man who enjoys 
  wooing attractive women.  Any woman with a 12+ 
  Charisma gets his attentions straight away, and he 
  attempts to get them interested through his charming 
  personality.  Should there be more than one woman at 
  the table, he chooses the prettiest one first and goes 
  down from there (should he fail).  No one woman is 
  enough for him, so if the PCs plan to stay the night, he 
  visits more than one.  Just have fun with this, but don’t 
  stray too far or offend anyone. 
   
  If one of the PCs is a copper dragon disciple, 
  Heldeng is very friendly with him/her, and attempts to 
  make friends and get the PC in on his wooing and 
  trickster techniques. 
   
  Rafeorae is the wiser of the two “dragons”, though 
  still a trickster in his own right.  He is Heldeng’s constant 
  companion and does not with to leave him for any reason 
  (should any wizards or sorcerers beg him).  If anyone has 
  Velira’s giant owl son/daughter from the event HIG1-11 
  A Gnome’s Affair, he seems very interested in them, and 
  speaks in their mind alone, read or paraphrase the 
  following: 
  “I’d like to speak to you alone, should you have the 
  time.  I was good friends with Velira, you see.  Could 
  we speak tonight when the moon is up?”
  • 
  Who are you? 
  “Th s,” the handsome half-elf says with a smile, 
  waving a clawed hand toward the tiny dragon, “is 
  Rafeorae, my friend.  He’s an old man, so you’d best 
  not be wise to him.”  He chuckles under his breath 
  and roguishly winks.  “I am Heldeng Iryinshae, of 
  Clan Llelyuna.  At your service.”   
  • 
  Do you know about the goblin knights? 
  “Very silly creatures, if you ask me.  We play a few 
  tricks on them occasionally, but nothing TOO rough. 
   After all, an evil creature with enough gal to try and 
  help Highfolk is an admirable creature indeed.” 
  • 
  Do you know about a boy? 
  The two dragons glance at each other, and Rafeorae 
  steps in, beating his wings rapidly and looking to 
  each of you in turn. 
   
  “We’re playing a game with him right now,” he 
  speaks to you in your mind.  “Hide and seek.  
  However, we’ve lost him completely.” 
  Rafeorae is attempting to Bluff (+0).  What he really 
  wants to see is if the PCs are as friendly as they are 
  supposed to be.  Should the PCs catch him on his bluff, 
  read or paraphrase the following: 
   Oh.  Yes.  You’ve got me.  I just would ke to know 
  if we could TRUST you, as this boy has been through 
  a lot.  We don’t wan  h m falling into the wrong 
  hands.  He’s seen enough hardship.  I hope you 
  understand.” 
  The dragons then attempt to get the PCs to try their little 
  game, though if they show themselves to be very 
  trustworthy to begin with (diplomacy, charming, etc), 
  they’ll show them where he is. 
   
  Conrad is hiding just in the bushes beyond the fork 
  with a +5 Hide check.  The dragons had found him much 
  earlier in their game, but decided to humor him and take 
  longer to “find” him. 
  • 
  Who/where is the creature (the woman with the 
  tail)? 
  “The creature who’s been terrorizing the people s a 
  trickster just like us, though not of the very good 
  kind,” Heldeng explains.  “She looks human but is 
  definitely not of this world.  I fully suspect she is 
  from one of the planes.  As to where she is right now, 
  that’s really anyone’s guess.  I do believe she has 
  something to do with the man in the cottage.” 
  • 
  What can you tell us about the man in the cottage? 
  “A refugee from Highfolk for whatever reason. He’s 
  not the most pleasant of men to deal with.  I’m 
  assuming he has his own darkness to deal with.” 
  Talking to Conrad 
  Conrad Kael is a very shy boy though is very grateful that 
  adventurers like the PCs have come to rescue him.  He 
  tells them everything that he knows. 
  � His parents decided to bring him along on their 
  journey to the Vale, to tell the people there 
  about the Festival of Renewal that was coming 
  up.  He knows that people didn’t want him 
  along, but both mom and dad thought that it 
  would be excellent training for him, should he 
  really want to be a priest of Atroa like them. 
  � He’s been too scared to count the days, so he 
  doesn’t remember when they were first 
  attacked.  It was from a dark scary monster who 
  could fly, and he and his parents got away, only 
  to be attacked again a few days later. 
  HIG5-02 Goblin Knights 
   
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  � When he was attacked then, he got separated 
  from his father.  He hadn’t told his mother yet, 
  but he thought he saw something very strange.  
  He could see a very weird looking lady with 
  wings and a forked tail waving her hands and 
  mumbling something while the creature was 
  attacking them.  But she ran away with it. 
  � He and his mom found a cottage with a nice fat 
  man who let them in just two days ago.  He said 
  his name was Fylben, and he was very scared 
  about the monster outside. 
  � The man had many strange objects in his house, 
  like vials and heads of weird looking creatures.  
  He wanted to go exploring some more and he 
  found a secret room with some strange 
  drawings on the floor, but mom found him 
  snooping around. 
  � The fat man wasn’t happy with her and got 
  really angry, wailing “She knows!  She knows!”  
  Then he hit her and Conrad ran away.   
  � Heldeng and Rafeorae found him yesterday and 
  have been taking care of him ever since. 
  Rafeorae and Heldeng offer to take care of Conrad while 
  they are busy finding the boy’s mother.  They assure the 
  heroes that there has been nothing strange happening 
  around them (besides their own antics), and Conrad does 
  enjoy his company. 
  Talking to Rafeorae 
  Should anyone with the giant owl actually heed 
  Rafeorae’s 
  request 
  to 
  meet 
  him at night, the 
  pseudodragon is quite pleased. 
  “Thank you for giving me this opportunity to see 
  Velira’s child(ren). She was a near and dear friend to 
  me, and I didn’t even get to say goodbye before she 
  died.”  He sighs deeply and ushers the owl(ings) away. 
  Now is another role-playing chance.  Rafeorae asks the 
  owl(s) if they are being well taken care of and if they 
  want to learn things.  This would require some time away 
  from mommy/daddy, of course. 
   
  If the owl wishes to become stronger, read or 
  paraphrase the following: 
  “I’ve talked with your son/daughter for a little bit, 
  and it seems that s/he wants to become stronger for 
  you.  It will take some time, but I have much to 
  teach.” 
  The owl goes away for six months (real time).  After this 
  time has passed, it returns and gains the benefits of 
  Special Teachings, found on the AR. 
   
  Rafeorae and Heldeng, like the goblin knights, are 
  more than happy to share their accommodations with the 
  heroes.  Heldeng is incredibly happy with the chance to 
  woo any lovely ladies with this time. 
  Heldeng: male, half-elf, Rog2/Soc3/DrD3, hp 50; See 
  Appendix 1: NPCs. 
  Rafeorae: hp 15; see Monster Manual page 210. 
  Encounter Six: The Lazy 
  Conjurer 
  Heroes can either venture here from Encounters Three 
  or Four.  Fylben is very unaware that people are out 
  searching for the woman he has in his closet.  The layout 
  of the cottage is provided in DM Handout 1. 
   
  The cottage is a two hours northeast of the goblin 
  knights’ camp.  Heroes need no tracking check to see that 
  there are several very well worn paths just a few minutes 
  outside the cottage.  Tracking checks (DC 10) also show 
  footprints of a little boy (Conrad) leaving the home, 
  while his and a medium-sized humanoid (Bretta, the 
  mother) leading to the home.  Both of these prints look 
  like they were rushed, as if they were in a hurry. 
  Standing in a field of dandel ons and overgrown grass 
  is a new, yet very unkempt, cottage.  It looks to have 
  been built very recently, though whoever designed 
  and bui t t did a very poor job.  Wood is mismatched 
  and already rotting, and there are holes between the 
  boards that should not be there at all.  It’s a wonder 
  that this place has not fallen apart yet, or if there 
  really is anyone living here.  The vegetation around it 
  is wild and covers what you can see of the grimy 
  windows. A warped wooden door in the front stands 
  ajar.   
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  This may alarm the heroes into thinking someone bad is 
  already there.  Besides Fylben being the bad guy, that is 
  not the case.  Should the PCs knock, Fylben answers it 
  and greets them.  If the PCs just enter, he is at the table 
  eating a meal.  He does his very best not to show that he 
  is “bad”, and if asked about any beasts or women with 
  tails, feigns he has seen some in the area but has not 
  encountered any of them. 
  Before you is a very pig-faced, dirty man, wearing 
  nothing more than a simple brown robe that is 
  stained with grease. You can tell that he has not 
  bathed in days, perhaps weeks, perhaps even at all. 
  Three malnourished dogs fight over a small scrap of 
  meat on the floor.  The man wrings his hands 
  together and asks, “Can I help you out, good sirs and 
  ladies?” 
  If the PCs ask to search his house, he looks confused and 
  again insists that he’s just a simple man, yet he allows 
  them to search to show them he has nothing to hide.  He 
  HIG5-02 Goblin Knights 
   
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  is fully confident that they will not find the woman in his 
  closet. 
   
  The way into his secret laboratory is hidden by secret 
  doors.  A PC may find these doors with a Search check of 
  DC 25.  Inside this room are many instruments that 
  would be used by a conjurer.  What’s the worst is a 
  conjuring circle of chalk smudged on the floor.  Fylben 
  tried to get rid of this evidence, but it just would not 
  come off fully. 
   
  At ANY point the PCs decide to get hostile and his 
  bluffs are not working, he tries to run off, using his spells 
  and summons to give him time.   
  Questioning Fylben 
  • 
  Who are you? 
  “My name is Fylben, good sirs and ladies.  And who 
  might you all be?” 
  • 
  Why is your house/you so dirty?  
  “Oh.  Well, I am a very busy man, with very busy 
  ideas.”  A raucous laughter shakes his jowls, causing 
  him to snort. I suppose a l ttle yard work and a bath 
  would do me some good, if only I had the time.  And 
  plus, I’m much too scared to go out.  Not with that 
  beastly thing out there.” 
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  This much is true.  Fylben is really too scared to leave his 
  house with Varynin out there. 
  • 
  Who is the beast/woman with the tail? 
  “Oh dear, oh dear. I really have no idea.  It/she has 
  been roaming around these parts for a while now and 
  there’s really no method I can use to stop her.” 
  He does have an idea who she is, a tiefling who likes to 
  use illusions.  Where she is at the very moment, though, 
  he has no idea.  She does, however, come back every few 
  nights to torment him. 
  • 
  Where is the cleric? 
  “Cleric?” 
  This news alarms him, though he tries to mask it.  Should 
  the PCs press him a bit, read or paraphrase the following: 
  “Ooooh, oh. The cleric. I had a cleric of Atroa come 
  here just a few days ago.  Extraordinary woman. But 
  she’s already left.” 
  He hopes to convince the PCs that she is indeed gone. 
   
  Again, at any point the PCs are hostile, Fylben tries 
  to sneak away.  Should they find Bretta’s unconscious 
  body in the closet or take action on him, he tries to fight 
  to the best of his ability. 
  APL 6 (EL 8) 
  Fylben: hp 33; see Appendix One. 
  Dinko, Jezebel, and Hopper:  hp 12, 13, 14; see Riding 
  Dog, Monster Manual pg 272. 
  APL 8 (EL 10) 
  Fylben: hp 41; see Appendix Two. 
  Dinko, Jezebel, and Hopper:  hp 12, 13, 14; see 
  Riding Dog, Monster Manual pg 272. 
  APL 10 (EL 12) 
  Fylben: hp 49; see Appendix Three. 
  Dinko, Jezebel, and Hopper:  hp 12, 13, 14; see Riding 
  Dog, Monster Manual pg 272. 
  APL 12 (EL 14) 
  Fylben: hp 57; see Appendix Four. 
  Dinko, Jezebel, and Hopper:  hp 12, 13, 14; see 
  Riding Dog, Monster Manual pg 272. 
  Tactics:  At the start of the fight, Fylben attempts to 
  corner himself for protection on one or two sides while 
  placing his dogs in front of him to stave off fighters.  Any 
  chance he gets, he takes it to escape.  If no escape can be 
  seen, he casts summoning spells to make more 
  distractions.  He is not a big fighter, and begs for his life 
  if the situation is absolutely dire.  Note that Fylben’s 
  rapid summon spells are cast as a full-round action. 
  The Real Story 
  If the heroes let Fylben live (or capture him before he has 
  a chance to fight/escape), this is his story: 
  � Fylben was a conjurer who worked closely with 
  the Guildsmen of the High Art and was a 
  member since its start. 
  � As his skill in conjuring increased, the man got 
  lazier and lazier.  He would summon various 
  demons and devils to do work for him. 
  � Before 
  he 
  was 
  kicked 
  out 
  for 
  having 
  “objectionable” morals, one of Fylben’s lackeys 
  found that Orin Yaun had a secret compartment 
  in her room, which contained a Gate scroll.   
  � Fylben was kicked out and hired Kufti, a 
  mercenary thief, to get the scroll for him.  Orin’s 
  demise made things even easier.  The wizards of 
  the Guild never did find the scroll, so Kufti 
  easily procured it. 
  � Fylben ran off into the woods and had demon 
  helpers build him a cabin.  They did a pretty 
  lousy job, though it would have to do. 
  � Fylben finally tried to cast the spell, but it 
  backfired on him.  He did in fact summon 
  someone, a tiefling named Varynin, but he did 
  not know at the time that she was not under his 
  control. 
  HIG5-02 Goblin Knights 
   
  Page 11 
  
  � Until after awhile did his “lover” finally show 
  her true colors and that she wasn’t under the 
  spell, and went out to spread havoc wherever 
  she went.  She would come back every few 
  nights to torture the wizard a bit more. 
  � A few days ago, Fylben took in an Atroan cleric 
  and her son, Conrad.  They were being pursued 
  by the tiefling.  He wanted to help right the 
  wrongs he made, though things went too far. 
  � He found the woman in his private study, 
  where he keeps records of his personal 
  thoughts.  He didn’t want her to tell anyone 
  about how HE was the one who unleashed 
  Varynin, so knocked her unconscious and 
  locked her in his closet.  The boy, however, got 
  away. 
  � He does feed the woman.  He is not THAT cruel 
  of a person to starve her to death. 
  � Fylben is not sure if and when Varynin will 
  return.  She mentioned to him that she had 
  found a halfling woman with some young 
  grugach that she just had to “play” with that she 
  found by a small pond.   
  � The only pond he can think of is just north, a 
  few moments away.  There is even a small trail 
  to the pond in the back of his cottage. 
  Talking to Bretta 
  Bretta Kael is very thankful for her freedom.  She thanks 
  the heroes profusely for helping her out, and is very 
  worried about her son, Conrad. 
  � Bretta, her husband Trennor, and her son 
  Conrad were on their way to the Vale to inform 
  people of the festivities. 
  � On their first night, they were attacked and 
  separated from the main group with a few 
  others. 
  � Two nights after that, they were attacked by the 
  strange black creature again.  Trennor was 
  separated from her and Conrad, and she ran 
  until she found the cottage. 
  � Fylben was very nice and let them stay.  
  However, her son was snooping around and 
  found a secret room.  She found him and went 
  to scold him, but Fylben seemed to think she 
  was the one doing the snooping.  Before she 
  knew it, she woke up in a very dark and small 
  room. 
  � He would feed her three times daily and let her 
  out to use the outhouse.  She had to promise not 
  to run off, lest she want him to harm Conrad. 
  � While he claimed he had Conrad, he could 
  never prove it.   
  Bretta Kael: female human, Clr2, hp 15. 
  Encounter Seven: Stolen Lives 
  in the Burrow 
  Make sure you know what the party has done with 
  Fylben.  If he is not dead and left in his cottage alone, he 
  tries his best to flee.  While Bretta is a mid-level cleric, 
  she is in no condition to keep an eye on the man. 
   
  Sure enough, there is a beaten path (“trail”) out in the 
  back of the cottage to the pond.  Fylben uses this pond as 
  a water source. 
  Even from here, you can see the light glint from off of 
  a clear blue pond.  The grass is overgrown here as 
  well. 
  Several types of tracks can be detected with a DC 15 
  Survival check.  These tracks are of four human-sized 
  creatures and a small humanoid (Varynin, three grugach 
  children, and Seraphina).  They lead to a medium-sized 
  hole in the ground, which can be found with a DC 20 
  Search check.  The tunnel is 30 feet long and 5 feet wide, 
  and goes down at a rate of 5 feet per 10 feet across into a 
  large dirt burrow.  The burrow itself is 10 feet high, and 
  40 by 40 feet in diameter. 
   
  It is dark in the tunnel and burrow.  The only source 
  of light is from the sun outside, and that does not cover 
  the burrow.  Only heroes with dark or low-light vision 
  can see clearly. 
   
  Seraphina and the three grugach children are 
  huddled in a corner the very opposite of the heroes. 
   
  From inside the bowels of this earthen cavern, a 
  woman cackles with an insane fervor.  A long forked 
  tail lashes happily like a cat, to and fro in the air.  She 
  has tiny bat wings on her bare back, though probably
  not big enough to fly.  Long horns too protrude from 
  her forehead.  Were it not for her devilish 
  appearance, she would be quite attractive. 
   
   
  l
  l
   
  “Wel  now, wel  now. I wonder who I should play 
  with next.”  She rubs her hands together with glee. 
   
  A middle-aged halfling woman shakes her head 
  and says quite politely, “No.  I think we don’t want to 
  play anymore.”  She stands protectively in front of 
  three very young elven children who wear scant 
  pieces of leather and feathers. 
  Seven bodies lie scattered about the room.  Some 
  have been scratched, some beheaded.  All of them 
  bare a holy symbol of an air-glyph within a heart. 
  HIG5-02 Goblin Knights 
   
  Page 12 
  
  Those heroes who have played HIG1-03 Of Elven Make 
  and/or HIG4-02 Axes in the Night know this halfling as 
  Seraphina, the missing doll maker. The elven children 
  are clearly grugach.  The holy symbol is that the bodies 
  wear is of Atroa. 
   
  If Varynin should see the heroes: 
  “O ho. Looks ke I have someone NEW to play with. 
  How joyful,” she coos, and crouches like a cat that is 
  ready to pounce. 
   
  li
  APL 6 (EL 9) 
  � Varynin: hp 33; See Appendix One. 
  � Dretches (6):  hp 11, 11, 12, 13, 13, 15; see Monster 
  Manual pg 42.  Unable to summon. 
  APL 8 (EL 11) 
  � Varynin: hp 41; See Appendix Two. 
  � Babau (3):  hp 62, 66, 70; see Monster Manual pg 40. 
   Unable to summon. 
  APL 10 (EL 13) 
  � Varynin: hp 49; See Appendix Three. 
  � Beblith:  hp 150; see Monster Manual pg 42. 
  � Dretches (4):  hp 11, 12, 13, 15; see Monster Manual 
  pg 42.  Unable to summon. 
  APL 12 (EL 15) 
  � Varynin: hp 57; See Appendix Four. 
  � Beblith (2):  hp 150, 160; see Monster Manual pg 
  42. 
  � Dretches (4):  hp 11, 12, 13, 15; see Monster Manual 
  pg 42.  Unable to summon. 
  Tactics: The demons have already used their summoning 
  abilities for the day, and so cannot summon again for this 
  encounter.  Varynin begins the encounter by casting fly 
  on herself, to get out of the party’s reach.  At APL 8 and 
  higher, she instead casts greater invisibility first.  The 
  majority of her area spells do not affect her demonic 
  minions, and so she casts them without remorse or 
  hesitation. 
   
  The dretches, and at higher APLs the babau or 
  bebliths, run interference for Varynin.  They make good 
  use of their stinking cloud and/or darkness spell-like 
  abilities to hinder the party.  Varynin flees if reduced to 
  half hit points or lower. 
  Varynin 
  Varynin is a snarky little tart of a tiefling, and gives the 
  heroes half-assed answers.  Even caught, she does not like 
  to cooperate.  Feel free to alter these answers in any way 
  you like, unless they convince her to be “good” through 
  other (magical) means. 
  � Her name is Varynin and she is a tiefling who 
  hails from Baator. 
  � She once worked with a woman named Orin 
  Yaun.  (“How IS dear Ori, by the way?  Doing 
  well?”)  The assignment was most delightful 
  and Varynin agreed to work with her again. 
  � Orin said she would key her to a Gate scroll 
  when Varynin was needed, and the tiefling 
  agreed. 
  � Varynin does not keep track of time, though it 
  took her a “good long while” for her to be 
  summoned.  When she was, however, she was 
  met with a very chubby, sloppy wizard named 
  Fylben. 
  � The tiefling decided it was in her best interest to 
  have Fylben think she was under his control, so 
  she played around with him for a while until 
  she got bored. 
  � When she found clerics of Atroa running 
  around, she decided to play with them using 
  Major Image spells.  She made up a creature that 
  had no real identity, and then stalked the clerics 
  until she grew bored and killed them. 
  � Out of ten clerics that she was toying with, she 
  only got seven. 
  � When she found Seraphina with a small group 
  of grugach children, she stole them into her 
  little hideout and was wondering what to do 
  with them. 
  Seraphina 
  Seraphina is a very lovable, but dimwitted halfling, whose 
  heart is much too big for her own good.  If the heroes 
  want to do something mean to the grugach, she defends 
  them till her very death. 
  • 
  Who are you? 
  “My name is Seraphina,” she says with a smile.  “And 
  these three are my charges.” 
   
  Her l ttle grugach chi dren, who could be no 
  more than forty, just sit there huddled together.  They 
  try to look defiant and mean, but all that comes out is
  a tiny whimper. 
  i
  l
   
   
  • 
  Where have you been?! 
  “Have I been somewhere? -- oh! That’s right!  I took a 
  vacation to find myself.  It was a lovely little vacation, 
  and I met with my grugach friends again.”  She nods 
  and still smiles heartily, which turns down into a 
  frown.  “But then they said they were going to war.  I 
  told them I would take care of their babies until they 
  returned, but war is long and grueling, I s’ppose!” 
  HIG5-02 Goblin Knights 
   
  Page 13 
  
  • 
  Do you know you were framed for murder? 
  “Murder? Was I?  Is my sister Milfy okay?  I don’t 
  suppose she knows?” 
   
  i
  Seraphina very much does not know that it was Milfy, 
  her sister, who framed her.  If the heroes tell her this, she 
  is in a bit of a shock, but then quietly says, “Well, we all 
  have our little demons.”
  • 
  What will you do with the children? 
  “They are very good children, and I will keep tak ng 
  care of them until their parents return!  They’re a 
  little messy and sometimes rude, but what child 
  isn’t?”  She laughs gaily. 
  • 
  But grugach are evil. (etc etc) 
  Seraphina insists that they are not evil at all.  After all, 
  they are just mere children.  If the parents were really 
  evil, they would have killed her back when she 
  accidentally came upon them the first time. 
  Conclusion 
  The heroes are now faced with some tough choices.  The 
  most honorable thing to do would be to return the bodies 
  to the temple, though at the expense of having Trennor 
  Kael’s mission “discovered”.  If the PCs return the bodies 
  covering up that they were doing a mission, then the 
  temple does not find out about Trennor, and Trennor 
  gives his favor to the heroes. 
   
  Heroes must also decide what to do with Fylben.  
  They no longer have an item to give back to the 
  Guildsmen.  Should they bring Fylben in, however, 
  Daimon is pleased with the outcome and gives them his 
  own favor.  He assures the heroes that the Home Guard 
  will take it from there. 
   
  Lastly is what to do with Seraphina and the grugach 
  children.  Seraphina refuses to part with them, even 
  suggesting they live with her in her shop until they 
  return.  Heroes may choose to spend Influence Points 
  with either the Town Council or the Mayor in order to 
  keep the children there, though they will be steadily 
  watched.  In return for saving her and the children’s 
  lives, she gives a ticket to the heroes for purchase of a 
  very special doll. 
  After another long adventure is had, the next day 
  brings great happiness to the people of Highfolk as 
  the Festival of Renewal begins!  Children and adults 
  alike dance with each other in the streets as vendors 
  hand out free samples to passersby. Today promises to 
  be a good day.  Who knows what tomorrow will 
  bring?   
  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. 
  Encounter Six 
  Experience objective 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  APL10 360 xp 
   
  APL12 420 xp 
  Encounter Seven 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
  Story Award 
  Objective(s) met: Keeping things covert 
   
  All APLs 60 xp 
  Discretionary roleplaying award 
   
  APL6 120 xp 
   
  APL8 165 xp 
   
  APL10 210 xp 
   
  APL12 255 xp 
  Total possible experience: 
   
  APL6 690 xp 
   
  APL8 855 xp 
   
  APL10 1020 xp 
   
  APL12 1185 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  HIG5-02 Goblin Knights 
   
  Page 14 
  
  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.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter One:  Introduction 
   
  APL A: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL B: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL C: L: 0 gp; C: 150 gp; M: 0 gp 
  Encounter Two:   
   
  APL A: L: 12 gp; C: 0 gp; M: 13 gp – scroll of 
  protection from arrows (13 gp each) 
   
  APL B: L: 25 gp; C: 0 gp; M: 180 gp – scroll of 
  protection from arrows (13 gp each), ring of protection +1 
  (167 gp each) 
   
  APL C: L: 16 gp; C: 0 gp; M: 214 gp – 2 potions of 
  cure light wounds (8 gp each per potion), scroll of haste 
  (31 gp each), ring of protection +1 (167 gp each)  
   
  Total Possible Treasure 
  APL A: L: 12 gp; C: 50 gp; M: 13 gp - Total: 75 gp 
  APL B: L: 25 gp; C: 100 gp; M: 180 gp - Total: 305 gp 
  APL C: L: 16 gp; C: 150 gp; M: 214 gp - Total: 380 gp 
   
  Special 
  Influence Point with the Guildsmen of the High Art 
   
  Trennor’s Favor:  This favor functions as one Influence 
  Point with the Temple of Change in Highfolk Town. 
   
  Favor of Daimon Truflame – As thanks for your help, 
  Daimon has offered the services of several of the mages 
  in the guild.  The guild will upgrade any armor, weapon, 
  or set of bracers of armor with ANY non-Restricted 
  enhancement (up to +2) in the DMG.  In addition to this, 
  he will enhance the weapon or armor at only three-
  quarters the cost.  This favor is only for one piece of 
  armor or weapon.  Write down the enhancement and 
  article chosen in the line below once this favor is used: 
  ____________________ 
   
  Favor of Seraphina – In thanks for helping her and the 
  grugach children, Seraphina has given you a ticket to 
  purchase a very special doll of her make.  You may 
  purchase one, and only one, doll of valiant fury. 
   
  Doll of Valiant Fury: Once per day, this doll may 
  incite within its bearer a sense of righteous fury.  As a 
  standard action, the bearer may activate the doll by 
  holding it and shouting “Incite me!” in Halfling.  The 
  bearer gains a +4 morale bonus to Strength and 
  Constitution and a +2 morale bonus on Will saves. 
   
  In addition, when making a full attack, the bearer 
  may make one additional attack with any weapon he is 
  holding.  The attack is made using the creature’s full base 
  attack bonus, plus any modifiers appropriate to the 
  situation.  This effect is not cumulative with similar 
  effects. 
   
  The effect lasts for 9 rounds, and can be dispelled at 
  9
  th caster level.  The doll may only be used 10 times before 
  it becomes nonmagical. 
   
  Frequency: 
   
  Regional; 
  Moderate 
  evocation; 
  Prerequisites:  This item may not be crafted.  Market 
  Price:  3,240 gp; limit one per PC. 
   
  Special Teachings:  After some time away, your giant 
  owl has gained 4 points of Strength and Dexterity, and 2 
  points of Constitution, Intelligence and Wisdom. These 
  are not bonuses. They are increases to ability scores. 
   
  HIG5-02 Goblin Knights 
   
  Page 15 
  
  Items for the Adventure 
  Record 
  Item Access 
  APL 6: 
  • 
  Bracers of Armor +3 (Adventure; DMG; 9,000 gp) 
  APL 8 (all of APL 6 plus the following): 
  • 
  Wand of Lightning Bolt (Adventure; DMG; 11,250 
  gp) 
  • 
  Arcane Scroll of Feeblemind (Adventure; DMG; gp) 
  • 
  Cloak of Resistance +2 (Adventure; DMG; 4,000 gp) 
  APL 10 (all of APLs 6-8 plus the following): 
  • 
  Slippers of Spider Climbing (Adventure; DMG; 
  8,350 gp) 
  APL 12 (all of APLs 6-10 plus the following): 
  • 
  Cloak of Resistance +3 (Adventure; DMG; 9,000 gp) 
  • 
  Bracers of Armor +5 (Adventure; DMG; 25,000 gp) 
   
  HIG5-02 Goblin Knights 
   
  Page 16 
  
  Appendix One – APL 6
  Encounter Three 
   
   
   
   
  Gilfor:  CR 2; male goblin Rog2; Small Humanoid 
  (goblinoid); HD 2d6+2; hp 12; Init +2; Spd 30 ft.; AC 13, 
  touch 13, flat-footed 11; Base Atk +1; Grp -3; Atk +1 melee 
  (1d3, dagger); Full Atk as Atk; SA Sneak attack +1d6; SQ 
  Darkvision 60 ft., evasion, trapfinding; AL N; SV Fort +1, 
  Ref +5, Will +0; Str 10, Dex 14, Con 12, Int 14, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Bluff +6, Forgery +6, Hide +12, 
  Listen +6, Move Silently +10, Search +6, Sleight of Hand 
  +8, Spot +4, Tumble +8; Run. 
   
  Evasion (Ex):  If Gilfor is exposed to any effect that 
  normally allows him a Reflex saving throw for half 
  damage; he takes no damage with a successful saving 
  throw. 
   
  Trapfinding (Ex):  Gilfor can use a Search check to 
  locate a trap with the task as a DC higher than 20. 
   
  Possessions: small dagger, wooden holy symbol of 
  Heironeous. 
  Encounter Four 
   
   
   
   
  Heldeng 
  Iryinshae: 
   
  CR 
  8; 
  male 
  half-elf 
  Rog2/Sor3/DrD3;  Medium Humanoid (Elf); HD 2d6+4 
  plus 3d4+6 plus 3d12+6; hp 50; Init +2; Spd 30 ft.; AC 13, 
  touch 12, flat-footed 11; Base Atk +5; Grp +7; Atk +7 
  melee (1d6+2, bite); Full Atk +7 melee (1d6+2, bite) and 
  +2 (1d4+2, 2 claws); SA sneak attack +1d6, breath weapon; 
  SQ 
  Evasion, 
  half-elven 
  traits, 
  summon 
  familiar, 
  trapfinding; AL N; SV Fort +6, Ref +5, Will +6; Str 14, Dex 
  14, Con 14, Int 14, Wis 10, Cha 18. 
   
  Skills and Feats:  Bluff +10, Concentration +6, 
  Disguise +8, Knowledge (arcane) +10, Sense Motive +5, 
  Search +8, Spot + 8, Tumble +7; Persuasive, Spell Focus 
  (illusion), Greater Spell Focus (illusion). 
   
  Evasion (Ex):  If Heldeng is exposed to any effect 
  that normally allows him a Reflex saving throw for half 
  damage; he takes no damage with a successful saving 
  throw. 
   
  Half-Elven Traits (Ex):  Immune to magic sleep 
  spells and effects, +2 racial bonus on saving throws 
  against enchantment spells or effects; elven blood. 
   
  Summon Familiar (Su):  Heldeng has the ability to 
  summon a familiar, but has not done so. 
   
  Trapfinding (Ex):  Heldeng can use a Search check 
  to locate a trap with the task as a DC higher than 20. 
   
  Spells Known  (6/8; base DC = 14 + spell level, 
  illusion DC = 16 + spell level): 0—daze, detect magic, 
  ghost sound, message, read magic; 1st—charm person, 
  color spray, disguise self. 
   
  Personality 
  Traits: 
   
  Charming, 
  dashing, 
  roguish. 
  Encounter Five 
   
   
   
   
  Fylben: CR 8; male human Wiz8 (conjurer); Medium 
  Humanoid; HD 8d4+8; hp 33; Init +1; Spd 30 ft.; AC 11, 
  touch 11, flat-footed 10; Base Atk +4; Grp +4; Atk +4 
  melee (1d4/19-20x2, dagger), or +4 melee touch (spell), or 
  +5 ranged touch (spell); Full Atk as Atk; SQ Spells; AL 
  CN; SV Fort +3, Ref +3, Will +7; Str 10, Dex 12, Con 12, 
  Int 20, Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +12, Knowledge 
  (arcana) +16, Spellcraft +16; Augment Summoning, 
  Empower Spell
  B, Rapid Spell*, Scribe Scroll
  B, Spell Focus 
  (conjuration)
  B, Spell Focus (evocation). 
   
  Spells Prepared (5/7/5/4/4; base DC = 15 + spell 
  level; conjuration DC = 16 + spell level; evocation DC = 
  16 + spell level): 0—acid splash (2), daze, detect magic, 
  mage hand; 1st—burning hands, expeditious retreat, 
  mage armor, magic missile (2), summon monster I, 
  unseen servant; 2nd—glitterdust, rope trick, scorching 
  ray, Tasha’s hideous laughter, web; 3rd—dispel magic, fly, 
  protection from energy, rapid summon monster II; 4
  th—
  dimension door, empowered scorching ray, Evard’s black 
  tentacles, rapid summon monster III. 
   
  Possessions:  Spell component pouch. 
  Encounter Six 
   
   
   
   
  Varynin: CR 8; female tiefling Sor8; Medium Outsider 
  (Native); HD 8d4+8; hp 33; Init +3; Spd 30 ft.; AC 16, 
  touch 13, flat-footed 13; Base Atk +4; Grp +6; Atk +6 
  melee (1d6+2/18-20x2, rapier), or +6 melee touch (spell), 
  or +7 ranged touch (spell); SA Darkness; SQ Darkvision 
  60 ft., resistance to cold, electricity, and fire 5, spells; AL 
  CE; SV Fort +3, Ref +5, Will +6; Str 14, Dex 16, Con 12, 
  Int 12, Wis 10, Cha 18. 
   
  Skills and Feats: Bluff +20, Concentration +12, 
  Spellcraft +12; Greater Spell Focus (evocation), Spell 
  Focus (evocation), Spell Focus (illusion). 
   
  Darkness (Sp):  Once per day, Varynin can use 
  darkness at 8
  th caster level. 
   
  Spells Known  (6/7/7/6/4; base DC = 14 + spell level; 
  evocation DC = 16 + spell level; illusion DC = 15 + spell 
  level): 0—acid splash, daze, detect magic, ghost sound, 
  open/close, prestidigitation, ray of frost, touch of fatigue; 
  1st—disguise self, enlarge person, magic missile, shield, 
  silent image; 2nd—invisibility, mirror image, scorching 
  HIG5-02 Goblin Knights 
   
  Page 17 
  
  ray; 3rd—fly, lightning bolt, major image; 4th—
  phantasmal killer. 
   
  Possessions: bracers of armor +3. 
  HIG5-02 Goblin Knights 
   
  Page 18 
  
  Appendix Two – APL 8
  Encounter Three 
   
   
   
   
  Gilfor:  male goblin Rog2; Small Humanoid (goblinoid); 
  HD 2d6+2; hp 12; Init +2; Spd 30 ft.; AC 13, touch 13, flat-
  footed 11; Base Atk +1; Grp -3; Atk +1 melee (1d3, 
  dagger); Full Atk as Atk; SA Sneak attack +1d6; SQ 
  Darkvision 60 ft., evasion, trapfinding; AL N; SV Fort +1, 
  Ref +5, Will +0; Str 10, Dex 14, Con 12, Int 14, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Bluff +6, Forgery +6, Hide +12, 
  Listen +6, Move Silently +10, Search +6, Sleight of Hand 
  +8, Spot +4, Tumble +8; Run. 
   
  Evasion (Ex):  If Gilfor is exposed to any effect that 
  normally allows him a Reflex saving throw for half 
  damage; he takes no damage with a successful saving 
  throw. 
   
  Trapfinding (Ex):  Gilfor can use a Search check to 
  locate a trap with the task as a DC higher than 20. 
   
  Possessions: small dagger, wooden holy symbol of 
  Heironeous. 
  Encounter Four 
   
   
   
   
  Heldeng 
  Iryinshae: 
   
  CR 
  8; 
  male 
  half-elf 
  Rog2/Sor3/DrD3;  Medium Humanoid (Elf); HD 2d6+4 
  plus 3d4+6 plus 3d12+6; hp 50; Init +2; Spd 30 ft.; AC 13, 
  touch 12, flat-footed 11; Base Atk +5; Grp +7; Atk +7 
  melee (1d6+2, bite); Full Atk +7 melee (1d6+2, bite) and 
  +2 (1d4+2, 2 claws); SA sneak attack +1d6, breath weapon; 
  SQ 
  Evasion, 
  half-elven 
  traits, 
  summon 
  familiar, 
  trapfinding; AL N; SV Fort +6, Ref +5, Will +6; Str 14, Dex 
  14, Con 14, Int 14, Wis 10, Cha 18. 
   
  Skills and Feats:  Bluff +10, Concentration +6, 
  Disguise +8, Knowledge (arcane) +10, Sense Motive +5, 
  Search +8, Spot + 8, Tumble +7; Persuasive, Spell Focus 
  (illusion), Greater Spell Focus (illusion). 
   
  Evasion (Ex):  If Heldeng is exposed to any effect 
  that normally allows him a Reflex saving throw for half 
  damage; he takes no damage with a successful saving 
  throw. 
   
  Half-Elven Traits (Ex):  Immune to magic sleep 
  spells and effects, +2 racial bonus on saving throws 
  against enchantment spells or effects; elven blood. 
   
  Summon Familiar (Su):  Heldeng has the ability to 
  summon a familiar, but has not done so. 
   
  Trapfinding (Ex):  Heldeng can use a Search check 
  to locate a trap with the task as a DC higher than 20. 
   
  Spells Known  (6/8; base DC = 14 + spell level, 
  illusion DC = 16 + spell level): 0—daze, detect magic, 
  ghost sound, message, read magic; 1st—charm person, 
  color spray, disguise self. 
   
  Personality 
  Traits: 
   
  Charming, 
  dashing, 
  roguish. 
  Encounter Five 
   
   
   
   
  Fylben: CR 10; male human Wiz10 (conjurer); Medium 
  Humanoid; HD 10d4+10; hp 41; Init +1; Spd 30 ft.; AC 11, 
  touch 11, flat-footed 10; Base Atk +5; Grp +5; Atk +5 
  melee (1d4/19-20x2, dagger), or +5 melee touch (spell), or 
  +6 ranged touch (spell); Full Atk as Atk; SQ Spells; AL 
  CN; SV Fort +4, Ref +4, Will +8; Str 10, Dex 12, Con 12, 
  Int 20, Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +14, Knowledge 
  (arcana) +18, Spellcraft +18; Augment Summoning, 
  Empower Spell
  B, Greater Spell Focus (conjuration), Rapid 
  Spell*, Scribe Scroll
  B, Spell Focus (conjuration)
  B, Spell 
  Focus (evocation), Quicken Spell
  B. 
   
  Spells Prepared (5/7/6/5/5/4; base DC = 15 + spell 
  level; conjuration DC = 17 + spell level; evocation DC = 
  16 + spell level): 0—acid splash (2), daze, detect magic, 
  mage hand; 1st—burning hands, expeditious retreat, 
  mage armor, magic missile (2), summon monster I, 
  unseen servant; 2nd—fog cloud, glitterdust, rope trick, 
  scorching ray, Tasha’s hideous laughter, web; 3rd—dispel 
  magic, fly, protection from energy, rapid summon 
  monster II; 4
  th—dimension door, empowered scorching 
  ray, Evard’s black tentacles, rapid summon monster III, 
  stoneskin; 5th—cloudkill, dominate person, rapid 
  summon monster IV, quickened magic missile. 
   
  Possessions:  Spell component pouch, wand of 
  lightning bolt [10 charges], scroll of feeblemind. 
  Encounter Six 
   
   
   
   
  Varynin: CR 10; female tiefling Sor10; Medium Outsider 
  (Native); HD 10d4+10; hp 41; Init +3; Spd 30 ft.; AC 16, 
  touch 13, flat-footed 13; Base Atk +5; Grp +7; Atk +7 
  melee (1d6+2/18-20x2, rapier), or +7 melee touch (spell), 
  or +8 ranged touch (spell); SA Darkness; SQ Darkvision 
  60 ft., resistance to cold, electricity, and fire 5, spells; AL 
  CE; SV Fort +6, Ref +8, Will +9; Str 14, Dex 16, Con 12, 
  Int 12, Wis 10, Cha 18. 
   
  Skills and Feats: Bluff +22, Concentration +14, 
  Spellcraft +14; Greater Spell Focus (evocation), Greater 
  Spell Focus (illusion), Spell Focus (evocation), Spell 
  Focus (illusion). 
   
  Darkness (Sp):  Once per day, Varynin can use 
  darkness at 10
  th caster level. 
   
  Spells Known  (6/7/7/7/6/3; base DC = 14 + spell 
  level; evocation DC = 16 + spell level; illusion DC = 16 + 
  HIG5-02 Goblin Knights 
   
  Page 19 
  
  spell level): 0—acid splash, daze, detect magic, flare, 
  ghost sound, open/close, prestidigitation, ray of frost, 
  touch of fatigue; 1st—disguise self, enlarge person, magic 
  missile, shield, silent image; 2nd—invisibility, mirror 
  image, scorching ray, Tasha’s hideous laughter; 3rd—fly, 
  haste, lightning bolt, major image; 4th—greater 
  invisibility, phantasmal killer; 5th—cone of cold. 
   
  Possessions: bracers of armor +3, cloak of resistance 
  +2. 
  HIG5-02 Goblin Knights 
   
  Page 20 
  
  Appendix Three – APL 10
  Encounter Three 
   
   
   
   
  Gilfor:  male goblin Rog2; Small Humanoid (goblinoid); 
  HD 2d6+2; hp 12; Init +2; Spd 30 ft.; AC 13, touch 13, flat-
  footed 11; Base Atk +1; Grp -3; Atk +1 melee (1d3, 
  dagger); Full Atk as Atk; SA Sneak attack +1d6; SQ 
  Darkvision 60 ft., evasion, trapfinding; AL N; SV Fort +1, 
  Ref +5, Will +0; Str 10, Dex 14, Con 12, Int 14, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Bluff +6, Forgery +6, Hide +12, 
  Listen +6, Move Silently +10, Search +6, Sleight of Hand 
  +8, Spot +4, Tumble +8; Run. 
   
  Evasion (Ex):  If Gilfor is exposed to any effect that 
  normally allows him a Reflex saving throw for half 
  damage; he takes no damage with a successful saving 
  throw. 
   
  Trapfinding (Ex):  Gilfor can use a Search check to 
  locate a trap with the task as a DC higher than 20. 
   
  Possessions: small dagger, wooden holy symbol of 
  Heironeous. 
  Encounter Four 
   
   
   
   
  Heldeng 
  Iryinshae: 
   
  CR 
  8; 
  male 
  half-elf 
  Rog2/Sor3/DrD3;  Medium Humanoid (Elf); HD 2d6+4 
  plus 3d4+6 plus 3d12+6; hp 50; Init +2; Spd 30 ft.; AC 13, 
  touch 12, flat-footed 11; Base Atk +5; Grp +7; Atk +7 
  melee (1d6+2, bite); Full Atk +7 melee (1d6+2, bite) and 
  +2 (1d4+2, 2 claws); SA sneak attack +1d6, breath weapon; 
  SQ 
  Evasion, 
  half-elven 
  traits, 
  summon 
  familiar, 
  trapfinding; AL N; SV Fort +6, Ref +5, Will +6; Str 14, Dex 
  14, Con 14, Int 14, Wis 10, Cha 18. 
   
  Skills and Feats:  Bluff +10, Concentration +6, 
  Disguise +8, Knowledge (arcane) +10, Sense Motive +5, 
  Search +8, Spot + 8, Tumble +7; Persuasive, Spell Focus 
  (illusion), Greater Spell Focus (illusion). 
   
  Evasion (Ex):  If Heldeng is exposed to any effect 
  that normally allows him a Reflex saving throw for half 
  damage; he takes no damage with a successful saving 
  throw. 
   
  Half-Elven Traits (Ex):  Immune to magic sleep 
  spells and effects, +2 racial bonus on saving throws 
  against enchantment spells or effects; elven blood. 
   
  Summon Familiar (Su):  Heldeng has the ability to 
  summon a familiar, but has not done so. 
   
  Trapfinding (Ex):  Heldeng can use a Search check 
  to locate a trap with the task as a DC higher than 20. 
   
  Spells Known  (6/8; base DC = 14 + spell level, 
  illusion DC = 16 + spell level): 0—daze, detect magic, 
  ghost sound, message, read magic; 1st—charm person, 
  color spray, disguise self. 
   
  Personality 
  Traits: 
   
  Charming, 
  dashing, 
  roguish. 
  Encounter Five 
   
   
   
   
  Fylben: CR 12; male human Wiz12 (conjurer); Medium 
  Humanoid; HD 12d4+12; hp 49; Init +1; Spd 30 ft.; AC 11, 
  touch 11, flat-footed 10; Base Atk +6; Grp +6; Atk +6 
  melee (1d4/19-20x2, dagger), or +6 melee touch (spell), or 
  +7 ranged touch (spell); Full Atk +6/+1 melee (1d4/19-
  20x2, dagger); SQ Spells; AL CN; SV Fort +6, Ref +6, Will 
  +10; Str 10, Dex 12, Con 12, Int 21, Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +16, Knowledge 
  (arcana) +20, Spellcraft +20; Augment Summoning, 
  Empower Spell
  B, Greater Spell Focus (conjuration), 
  Greater Spell Focus (evocation), Rapid Spell*, Scribe 
  Scroll
  B, 
  Spell 
  Focus 
  (conjuration)
  B, 
  Spell 
  Focus 
  (evocation), Quicken Spell
  B. 
   
  Spells Prepared (5/7/6/5/5/4/3; base DC = 15 + spell 
  level; conjuration DC = 17 + spell level; evocation DC = 
  17 + spell level): 0—acid splash (2), daze, detect magic, 
  mage hand; 1st—burning hands, expeditious retreat, 
  mage armor, magic missile (2), summon monster I, 
  unseen servant; 2nd—fog cloud, glitterdust, rope trick, 
  scorching ray, Tasha’s hideous laughter, web; 3rd—dispel 
  magic, empowered magic missile, fly, protection from 
  energy, rapid summon monster II; 4
  th—dimension door,
  empowered scorching ray, Evard’s black tentacles, rapid 
  summon 
  monster 
  III, 
  stoneskin; 
  5th—cloudkill, 
  dominate person, rapid summon monster IV, quickened 
  magic missile; 6th—disintegrate, rapid summon monster 
  V, quickened scorching ray. 
   
   
  Possessions:  Spell component pouch, wand of 
  lightning bolt [10 charges], scroll of feeblemind, cloak of 
  resistance +1. 
  Encounter Six 
   
   
   
   
  Varynin: CR 12; female tiefling Sor12; Medium Outsider 
  (Native); HD 12d4+12; hp 49; Init +3; Spd 30 ft., climb 
  15ft.; AC 18, touch 13, flat-footed 15; Base Atk +6; Grp +8; 
  Atk +8 melee (1d6+2/18-20x2, rapier), or +8 melee touch 
  (spell), or +9 ranged touch (spell); Full Atk +8/+3 melee 
  (1d6+2/18-20x2, rapier); SA Darkness; SQ Darkvision 60 
  ft., resistance to cold, electricity, and fire 5, spells; AL CE; 
  SV Fort +7, Ref +9, Will +10; Str 14, Dex 16, Con 12, Int 
  12, Wis 10, Cha 19. 
   
  Skills and Feats: Bluff +24, Concentration +16, 
  Spellcraft +16; Empower Spell, Greater Spell Focus 
  HIG5-02 Goblin Knights 
   
  Page 21 
  
  (evocation), Greater Spell Focus (illusion), Spell Focus 
  (evocation), Spell Focus (illusion). 
   
  Darkness (Sp):  Once per day, Varynin can use 
  darkness at 12
  th caster level. 
   
  Spells Known  (6/7/7/7/7/5/3; base DC = 14 + spell 
  level; evocation DC = 16 + spell level; illusion DC = 16 + 
  spell level): 0—acid splash, daze, detect magic, flare, 
  ghost sound, open/close, prestidigitation, ray of frost, 
  touch of fatigue; 1st—disguise self, enlarge person, magic 
  missile, shield, silent image; 2nd—invisibility, mirror 
  image, scorching ray, spider climb, Tasha’s hideous 
  laughter; 3rd—displacement, fly, haste, lightning bolt, 
  major image; 4th—greater invisibility, phantasmal killer, 
  shadow conjuration; 5th—cone of cold, hold monster; 
  6th—chain lightning. 
   
  Possessions: bracers of armor +5, cloak of resistance 
  +2, slippers of spider climbing. 
  HIG5-02 Goblin Knights 
   
  Page 22 
  
  Appendix Four – APL 12
  Encounter Three 
   
   
   
   
  Gilfor:  male goblin Rog2; Small Humanoid (goblinoid); 
  HD 2d6+2; hp 12; Init +2; Spd 30 ft.; AC 13, touch 13, flat-
  footed 11; Base Atk +1; Grp -3; Atk +1 melee (1d3, 
  dagger); Full Atk as Atk; SA Sneak attack +1d6; SQ 
  Darkvision 60 ft., evasion, trapfinding; AL N; SV Fort +1, 
  Ref +5, Will +0; Str 10, Dex 14, Con 12, Int 14, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Bluff +6, Forgery +6, Hide +12, 
  Listen +6, Move Silently +10, Search +6, Sleight of Hand 
  +8, Spot +4, Tumble +8; Run. 
   
  Evasion (Ex):  If Gilfor is exposed to any effect that 
  normally allows him a Reflex saving throw for half 
  damage; he takes no damage with a successful saving 
  throw. 
   
  Trapfinding (Ex):  Gilfor can use a Search check to 
  locate a trap with the task as a DC higher than 20. 
   
  Possessions: small dagger, wooden holy symbol of 
  Heironeous. 
  Encounter Four 
   
   
   
   
  Heldeng 
  Iryinshae: 
   
  CR 
  8; 
  male 
  half-elf 
  Rog2/Sor3/DrD3;  Medium Humanoid (Elf); HD 2d6+4 
  plus 3d4+6 plus 3d12+6; hp 50; Init +2; Spd 30 ft.; AC 13, 
  touch 12, flat-footed 11; Base Atk +5; Grp +7; Atk +7 
  melee (1d6+2, bite); Full Atk +7 melee (1d6+2, bite) and 
  +2 (1d4+2, 2 claws); SA sneak attack +1d6, breath weapon; 
  SQ 
  Evasion, 
  half-elven 
  traits, 
  summon 
  familiar, 
  trapfinding; AL N; SV Fort +6, Ref +5, Will +6; Str 14, Dex 
  14, Con 14, Int 14, Wis 10, Cha 18. 
   
  Skills and Feats:  Bluff +10, Concentration +6, 
  Disguise +8, Knowledge (arcane) +10, Sense Motive +5, 
  Search +8, Spot + 8, Tumble +7; Persuasive, Spell Focus 
  (illusion), Greater Spell Focus (illusion). 
   
  Evasion (Ex):  If Heldeng is exposed to any effect 
  that normally allows him a Reflex saving throw for half 
  damage; he takes no damage with a successful saving 
  throw. 
   
  Half-Elven Traits (Ex):  Immune to magic sleep 
  spells and effects, +2 racial bonus on saving throws 
  against enchantment spells or effects; elven blood. 
   
  Summon Familiar (Su):  Heldeng has the ability to 
  summon a familiar, but has not done so. 
   
  Trapfinding (Ex):  Heldeng can use a Search check 
  to locate a trap with the task as a DC higher than 20. 
   
  Spells Known  (6/8; base DC = 14 + spell level, 
  illusion DC = 16 + spell level): 0—daze, detect magic, 
  ghost sound, message, read magic; 1st—charm person, 
  color spray, disguise self. 
   
  Personality 
  Traits: 
   
  Charming, 
  dashing, 
  roguish. 
  Encounter Five 
   
   
   
   
  Fylben: CR 14; male human Wiz14 (conjurer); Medium 
  Humanoid; HD 14d4+14; hp 57; Init +1; Spd 30 ft.; AC 11, 
  touch 11, flat-footed 10; Base Atk +7; Grp +7; Atk +7 
  melee (1d4/19-20x2, dagger), or +7 melee touch (spell), or 
  +8 ranged touch (spell); Full Atk +7/+2 melee (1d4/19-
  20x2, dagger); SQ Spells; AL CN; SV Fort +8, Ref +8, Will 
  +12; Str 10, Dex 12, Con 12, Int 21, Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +18, Knowledge 
  (arcana) +22, Spellcraft +22; Augment Summoning, 
  Empower Spell
  B, Greater Spell Focus (conjuration), 
  Greater Spell Focus (evocation), Rapid Spell*, Scribe 
  Scroll
  B, 
  Spell 
  Focus 
  (conjuration)
  B, 
  Spell 
  Focus 
  (evocation), Quicken Spell
  B. 
   
  Spells Prepared (5/7/6/6/6/5/4/3; base DC = 15 + 
  spell level; conjuration DC = 17 + spell level; evocation 
  DC = 17 + spell level): 0—acid splash (2), daze, detect 
  magic, mage hand; 1st—burning hands, expeditious 
  retreat, mage armor, magic missile (2), summon monster 
  I, unseen servant; 2nd—fog cloud, glitterdust, rope trick, 
  scorching ray, Tasha’s hideous laughter, web; 3rd—dispel 
  magic, empowered magic missile, fly, protection from 
  energy, rapid summon monster II; 4
  th—dimension door,
  empowered scorching ray (2), Evard’s black tentacles, 
  rapid summon monster III, stoneskin; 5th—cloudkill, 
  dominate person, rapid summon monster IV (2), 
  quickened magic missile; 6th—disintegrate, rapid 
  summon monster V, quickened scorching ray (2); 7th—
  mass hold person, Mordenkainen’s sword, rapid summon 
  monster VI. 
   
   
  Possessions:  Spell component pouch, wand of 
  lightning bolt [10 charges], scroll of feeblemind, cloak of 
  resistance +2. 
  Encounter Six 
   
   
   
   
  Varynin: CR 14; female tiefling Sor14; Medium Outsider 
  (Native); HD 14d4+14; hp 57; Init +3; Spd 30 ft., climb 
  15ft.; AC 18, touch 13, flat-footed 15; Base Atk +7; Grp +9; 
  Atk +9 melee (1d6+2/18-20x2, rapier), or +9 melee touch 
  (spell), or +10 ranged touch (spell); Full Atk +9/+4 melee 
  (1d6+2/18-20x2, rapier); SA Darkness; SQ Darkvision 60 
  ft., resistance to cold, electricity, and fire 5, spells; AL CE; 
  SV Fort +9, Ref +11, Will +12; Str 14, Dex 16, Con 12, Int 
  12, Wis 10, Cha 20. 
  HIG5-02 Goblin Knights 
   
  Page 23 
  
   
  Skills and Feats: Bluff +26, Concentration +18, 
  Spellcraft +18; Empower Spell, Greater Spell Focus 
  (evocation), Greater Spell Focus (illusion), Spell Focus 
  (evocation), Spell Focus (illusion). 
   
  Darkness (Sp):  Once per day, Varynin can use 
  darkness at 14
  th caster level. 
   
  Spells Known  (6/8/7/7/7/7/5/3; base DC = 15 + 
  spell level; evocation DC = 17 + spell level; illusion DC = 
  17 + spell level): 0—acid splash, daze, detect magic, flare, 
  ghost sound, open/close, prestidigitation, ray of frost, 
  touch of fatigue; 1st—disguise self, enlarge person, magic 
  missile, shield, silent image; 2nd—invisibility, mirror 
  image, scorching ray, spider climb, Tasha’s hideous 
  laughter; 3rd—displacement, fly, haste, lightning bolt, 
  major image; 4th—greater invisibility, phantasmal killer, 
  shadow conjuration; 5th—cone of cold, feeblemind, hold 
  monster; 6th—chain lightning, greater dispel magic; 
  7th—finger of death. 
   
  Possessions: bracers of armor +5, cloak of resistance 
  +3, slippers of spider climbing. 
  HIG5-02 Goblin Knights 
   
  Page 24 
  
  DM’s Handout 1: Fylben’s Cottage 
   
   
   
   
  HIG5-02 Goblin Knights 
   
  Page 25 
  
  Player Handout #1 
  This message was delivered to you last night via magical means.  It was on your night stand as you awoke this morning, 
  folded and bearing the wand-and-flame symbol of the Guildsmen of the High Art. 
   
   
   
   
   
  HIG5-02 Goblin Knights 
   
  Page 26 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/595/Normal Scenarios/HIG5-02 - Goblin Knights (APL 6-12)/HIG5-02 - Goblin Knights.pdf