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 the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  HIG4−02 
   
   
   
   
   
   
   
   
   
  Losing the War We’ve 
  Won 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Highfolk Regional Adventure 
  Version 1.0 
   
   
   
  by Greg Marks 
  Reviewed by Jason Bulmahn 
   
   
  The spring thaw brings the opportunity for a dangerous scouting mission to determine the fate of fallen Flameflower 
  and the lost members of Court, but politics and the poor progress of war prevent the full allocation of resources.  Heroes 
  are needed to bring hope to the elves and all of Highfolk.  A Highfolk regional scenario for heroic and stealthy PCs, 
  APLs 4 to 12.  Part three in the House Divided module series. 
   
   
   
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  Losing the War We’ve Won 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  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 being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. 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. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will 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 you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  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. 
  Losing the War We’ve Won 
   
  Page 3 
  
  Adventure Background 
  The progress of the war against Iuz does not go well.  
  Quaalsten is still besieged, the might of the elves in 
  Flameflower has been smashed, the aid of Ironstead is 
  questionable, and many of Highfolk’s allies have 
  withdrawn.  It appears that within the year, Highfolk and 
  all the free folk of the Vesve could be under the heel of 
  the Old One.   
   
  In the summer of CY 593, adventurers carried a plea 
  for aid from Quaalsten to the hidden capital of the elves 
  (HIG3-06 Brother Against Brother).  While there, they 
  witnessed the invasion and destruction of the city at the 
  hands of the wild elves (grugach) from the north.  In the 
  process of rescuing the commonfolk, the Lord of the 
  High Elves and several members of the elven Court were 
  lost or slain.  The fate of many of them remains 
  unknown.  In the absence of Lord Kashafen Tamarel, 
  Ixtacious Rellen was named Voice of the King while 
  Tymir Menanine became Hand of the King.  Those 
  members of Court that survived that night took refuge 
  with the other refugees in the Elven District of Highfolk. 
   
  During the winter of CY 593 the murders of several 
  elves rocked the Elven District (HIG3-08 The Evil 
  Within).  Rumors abound of shadowy groups fighting a 
  secret war in the night.  While the true reason for the 
  murders remains clouded, the fact that they were 
  targeted against elves resulted in the Hand of the King, 
  Tymir Menanine, closing the District to non-elves in the 
  name of security.  All non-elves have been evicted, paid a 
  fair price for their homes, and the hours when non-elves 
  may enter the District are strictly controlled.  The friction 
  between the residents of Highfolk town and the refugee 
  elves of Flameflower has continued to rise. 
   
  Adventure Summary  
  Before the beginning of the event, each PC receives a 
  message from an organization they are a member of, or 
  gather a rumor on their own if they do not meet any of 
  the requirements for the available player handouts.  Each 
  player receives only one handout, and if more than one 
  player qualifies for a handout, chose only one to receive it 
  and give a different handout to the other player. 
   
  Introduction.  Watching the proceedings of the 
  elven Court has become a common spectacle in Highfolk 
  and the PCs are present to watch the latest session.  Their 
  seating varies with their status.  The party has the 
  opportunity to meet with each other or gather rumors 
  from those NPCs present. 
   
  Encounter One.  As Court begins, those present are 
  updated on the progress of the War with the Old One.  
  The recently installed Lord Octiven Hharp, who has 
  claimed his rightful place as leader of Clan Krysalyn with 
  the death of his uncle Evnal Hharp (see HIG3-06 Brother 
  Against Brother), moves that an expedition be sent to 
  Flameflower to determine the fate of the city and the lost 
  Court members.  While many of the Court see it as a 
  foolish expenditure of resources, it meets with strong 
  popular support.  Octiven asks for heroic volunteers.  
  Assuming the heroes volunteer, Tymir Menanine and his 
  son Quival who is captain of the Lord’s Guard are to meet 
  with the volunteers after the session to discuss the 
  details. 
   
  Encounter Two.  Tymir and Quival meet privately 
  with the PCs and discuss the details of the PCs mission.  
  Tymir is able to share more details of the war and the fall 
  of Flameflower with the PCs.  Tymir departs and Quival 
  organizes a meeting with the PCs a few hours later at a 
  warehouse where they will be supplied.  He urges the 
  PCs to keep their mission a secret.  The PCs may gather 
  more rumors and make any preparations they require at 
  this time.   
   
  Encounter Three.  The PCs arrive to meet Quival 
  and he is not present.  While waiting for him, they are 
  attacked by agents of the Shadowclaw disguised as 
  members of the Lord’s Guard.   
   
  Encounter Four.  As the fight ends, Quival arrives 
  with other Lord’s Guard members.  He knows nothing of 
  the attack.  Any captured agents will claim Quival sent 
  them, but he denies it.  It is likely a tense situation, but 
  there is little proof.  Any captured thugs are taken into 
  custody and the PCs are outfitted for their mission.   
   
  Encounter Five.  As the PCs travel through the 
  Vesve, they encounter Engert Wood, a halfling ranger, 
  and his squirrel Squisha; both whom they may have met 
  in the past (HIG1-02 Deep in the Vesve).  Engert has 
  some information about happenings in the wood.  Parties 
  traveling by unconventional means do not have this 
  encounter. 
   
  Encounter Six.  The PCs arrive in Flameflower and 
  spend a large time scouting.  Much of Flameflower is 
  destroyed, but the growth of plants has occurred 
  unnaturally fast.  While there are grugach patrols, they 
  are very few in number.  The PCs do witness a number 
  strange spirits.  While the opportunity for combat 
  presents itself several times, smart PCs will avoid it.   
   
  Encounter Seven.  The PCs are able to locate the 
  main grugach camp located on the previous site of Lord 
  Kashafen’s Mansion and it appears they have a prisoner: 
  Talus Wintershale, the Loslain and leader of Clan 
  Seldorian.  An opportunity to rescue the prisoners 
  presents itself and successful PCs are rewarded with not 
  only the Loslain, but also several Shandareth nobles from 
  the Isalos family.  Once away from immediate danger, 
  Talus is able to tell the PCs much of what has happened 
  in the last months.  Of most interest is that while he does 
  not know the location of Kashafen Tamarel but the 
  Losing the War We’ve Won 
   
  Page 4 
  
  leaders of the grugach and most of their army left 
  Flameflower heading north just two days ago.  He fears 
  they may have gone after Kashafen and his party.  He 
  implores the party to follow them. 
   
  Encounter Eight.  The PCs follow after the grugach 
  only to find a horrible site.  The PCs stumble upon a 
  killing field where thousands of elves lie dead; however, 
  roughly half of them have been dead for many years 
  before fighting this battle.  There are clues to the survival 
  of Kashafen and his party to be found, as well as a combat 
  with some of the undead here.  It appears that the bulk of 
  some force went west toward the elven heartland and the 
  High Vale.  However, the trail goes cold and the PCs 
  possess a large amount of valuable information that must 
  be gotten to the defenders of Highfolk.   
   
  Conclusion.  The PCs return to Highfolk to make 
  their report to the Court and are hailed as heroes for their 
  rescue of the captives.  It appears war is spreading, but 
  news that Kashafen likely still lives gives the elves hope. 
   
  Introduction 
  Each PC receives a message from an organization they are 
  part of, a person they owe a debt to, or they gather a 
  rumor on their own if they do not meet any of the 
  requirements for the available player handouts.  Each 
  player receives only one handout, and if more than one 
  player qualifies for a handout, chose only one to receive it 
  and give a different handout to the other player.  If no PC 
  qualifies for one of the special handouts (#1-#8), no one 
  receives it. The DM should not give more than one 
  handout per PC, and the handouts should be given out 
  preferentially in the order they are listed. 
   
  � Player Handout #1: This handout is for those PCs 
  that possess the Spider Token from HIG3-06 Brother 
  Against Brother and did not redeem it to assuage 
  their debt in HIG3-08 The Evil Within.  Note that it 
  requires the player to make a choice before reading 
  the second part of the handout.  If more than one PC 
  possesses the token, choose an elf of Clan Volmiryth 
  first, followed by any elf.  This mission is considered 
  a success if the PCs return the spirit trap to the 
  Volmiryth with a wood sprite within, without 
  reporting what occurred to any members of Court. 
  � Player Handout #2: Give this handout to a PC that 
  possesses the regional meta-organization certificates 
  Highfolk Gardening Society and Highfolk Traveling 
  Circus.  If no PC possesses both, give it to a PC that 
  possesses only one.  This mission is considered a 
  success when the captures a doppelganger, does not 
  allow the doppelgangers to be interrogated 
  thoroughly (so who actually sent them becomes 
  known to the Lord’s Guard), and successfully 
  delivers at least one of the doppelgangers (alive or 
  dead) to Rythen who waits for him near Old Bough.  
  Those PCs that ask may make a Knowledge (nature) 
  DC 5 check to know what a phasmida is.  Phasmida 
  are insects that disguise themselves as something 
  else, such as a walking stick. 
  � Player Handout #3:  Give this handout only to a PC 
  that possesses the Notice of Rowana Menanine from 
  HIG3-06 Brother Against Brother.  If more than one 
  PC has this notice, choose the PC with the highest 
  Charisma.  This mission is a success if the PC returns 
  to Rowana at the end of the event. 
  � Player Handout #4:  This handout is to be given to a 
  PC that possesses the Favor to Magliana from HIG3
  01 As Luck Would Have It.  If multiple PCs have this 
  debt, choose the PC you believe most likely to 
  comply with Magliana’s request. This mission is a 
  success if the PC gets Tymir or Octiven to agree to 
  take Magliana into service. 
  -
  � Player Handout #5:  This handout is to be given to a 
  member of the Ancestral Copse Temple meta-
  organization.  If more than one player is a member of 
  this meta-organization give the handout to the PC 
  who is the highest rank in the temple.  If both PCs 
  are of the same rank, the handout goes to the PC of 
  the highest level.  This mission is a success if the PCs 
  rescue Talus Wintershale. 
  � Player Handout #6:  Give this handout only to a 
  member of the elven Clan Seldorian.  If there is 
  more than one PC, choose the PC of the highest 
  level.  This mission is a success if the PCs rescue 
  Talus Wintershale.  Some players may not be 
  familiar with the Visarun, so an explanation is 
  provided from the Clan Seldorian description:  
  Visarun, the night of visions, is celebrated amongst 
  the Seldorian the last night of Diamondice.  On this 
  night the members of the clan fast and spend the 
  evening in quiet contemplation; often seeking 
  visions in the flame of a single candle.  The visions, 
  when encountered, range from admonishment for 
  the seeker’s unelven behavior, to insight of the 
  future. 
  � Player Handout #7:  Give this handout only to a 
  member of the elven Clan Moonbow.  If there is 
  more than one PC, choose the PC of the highest 
  level.  This mission is a success if the PC delivers the 
  supplies to the hidden cache in the warehouse off 
  the Lilyway. 
  � Player Handout #8:  Give this handout only to a 
  member of the elven Clan Krysalyn.  If there is more 
  than one PC, choose the PC of the highest level.  
  This mission is a success if the PC volunteers for the 
  expedition in such a way that makes Octiven look 
  good to the public.   
  Losing the War We’ve Won 
   
  Page 5 
  
  � Player Handout #9:  This handout is to be given to a 
  PC who does not meet the requirements for any of 
  the other handouts. 
  � Player Handout #10:  This handout is to be given to a 
  PC who does not meet the requirements for any of 
  the other handouts. 
  � Player Handout #11:  This handout is to be given to a 
  PC who does not meet the requirements for any of 
  the other handouts. 
  � Player Handout #12:  This handout is to be given to a 
  PC who does not meet the requirements for any of 
  the other handouts. 
  � Player Handout #13:  This handout is to be given to a 
  PC who does not meet the requirements for any of 
  the other handouts. 
  � Player Handout #14:  This handout is to be given to a 
  PC who does not meet the requirements for any of 
  the other handouts. 
   
  After all of the players have received one handout and 
  had the opportunity to read it, continue with the read 
  aloud text.  Before the start of the adventure, players 
  should not share their handouts with each other.   
   
  Highfolk is a land o  simple farmers and woodsmen 
  unused to the pomp and circumstance of a noble 
  Court.  Thus it is no surprise that many come to 
  marvel at the strange daily proceedings of the elven 
  Court now located in the Elven District.  In addition 
  to the unusual spectacle, the talk of Court is one of 
  the best places to learn news of the invasion by the 
  Old One.   
  f
   
   
  l
  -
   
   
  f
  -
  Continue with this text for those who are not elves of 
  Clan Shandareth or racial representatives to the elven 
  Court. 
  It is for this reason that you that find yourself in the 
  crowded gal ery overlooking the floor.  Well dressed 
  elves with an educated grace congregate upon the 
  floor below you, waiting for the notables of Court to 
  arrive and ascend to the dais at the head of the room. 
  You are lucky today, as you have managed to get a 
  place near the front against the rail, not far from the 
  stairs that lead down to the main floor.  Several others 
  are pressed close to you. 
  Any PC that is an elf of Clan Shandareth or a racial 
  representative to the elven Court receives this read aloud 
  text. 
   
  Rumors and politics have brought you to Court once 
  again.  You sit on the main floor below the dais 
  waiting patiently for the most important nobles of 
  Court to make their appearance and begin the 
  session.  You are fortunate today, finding a 
  comfortable chair near the front of the nobles not far 
  from a delegation of elves bearing the heraldry of 
  Clan Krysalyn.  Looking up, you note the masses, 
  many o  them non elves, have already filled the 
  gallery in anticipation.   
   
  Those PCs in the same area are seated close to each other 
  and may introduce themselves.  Any PC that wishes to 
  may strike up a conversation with NPCs around them to 
  learn of the current rumors.  The NPCs do not need to be 
  used if the PCs are not interested or if time is short due to 
  convention play.  Use the following examples, should the 
  PCs wish to talk to an NPC: 
   
  Yalari Stallodel (Female high elf Ari2):  Yalari is a 
  young member of the Shadareth noble house of Stallodel 
  and is seated on the main floor.  She has come to Court, 
  as she does everyday, because it is expected of a young 
  woman of high birth.  She is concerned about the plight 
  of the elven refugees and has been organizing a group of 
  like-minded women from her clan to gather and donate 
  clothing to those displaced by the fighting.  Any PC that 
  seems interested will be propositioned for a donation. 
   
  Viilseria Harynis (Female half-elf Com1): Viiseria is 
  barmaid at the Leaping Deer, an expensive elven tavern 
  not far from Court.  She has come to Court before 
  working her shift to learn rumors about the invasion.  
  Having grown up in Highfolk she has never seen the 
  display of Court and it fascinates her.  She has recently 
  received a letter from a cousin of hers (Cherast Harynis) 
  that lives in Verbeeg Hill.  Cherast says that an army of 
  several thousand Perrenlanders has marched through the 
  Kershane Pass to aid Highfolk, but Viilseria worries that 
  they mean occupy Highfolk and use it as a buffer state 
  against the depredations of the Old One.  She hopes to 
  hear the Court speak on this matter and asks any PC that 
  talks to her if they know anything.  Viilseria is seated in 
  the gallery. 
   
  Relger Hammerstrike (Male dwarf Exp3/Ftr2):  
  Relger is boisterous dwarf with a taste for good ale and a 
  straight game.  Unfortunately, he is much better at 
  finding the former than the later, and thus he is often 
  explaining the disappearance of his purse to his stern 
  wife, Mertia.  Some PCs may have met him in HIGA-03 
  Scavenger Hunt.  This day however he has come to Court 
  as there is a rumor that more elven troops will be moving 
  to the area near Highfolk and Ashenglade.  If true, it may 
  mean more work for the Hammerstrike clan and the 
  smiths at Hammerstrike Goods.  If so, Relger hopes to get 
  the contract and impress his brother Utruk, who owns 
  the store.  He speaks of weapons, drinking, or gambling 
  with any likely PCs.  Relger is seated in the gallery. 
  Losing the War We’ve Won 
   
  Page 6 
  
   
  Balmor Kenna (Male human (suel) Brd3):  Balmor is 
  a bard traveling from the Duchy of Urnst toward the 
  Baklunish West.  While passing through Highfolk he 
  heard of the elvish Court and thought it an interesting 
  thing to see.  Blamor is quite the historian and is happy to 
  discuss the history of the Suel or Bakluni peoples in as 
  much depth as any PC wishes.  He is also happy to 
  question the PC on current events with the war.  Balmor 
  is also looking to visit a temple or shrine to Lydia, the 
  Suel goddess of music, knowledge and daylight.  While 
  he will ask after one, none exist in the region.  Balmor is 
  seated in the gallery. 
   
  Falshea the Cat (Female half-elf Rog2):  Court tends 
  to attract two kinds of people, those with money, and 
  those so awed by those with money that they have little 
  attention for what little money they have.  Falshea is 
  young women, and also a member of a gang of thieves 
  and vagabonds known as the Steel Doves.  She has come 
  to Court to scope out potential targets for robbery while 
  claiming to be present to see the Court and its exhibition. 
   She generally talks with her potential target, and then 
  follows them home to see if they are worth robbing.  She 
  happily discusses any adventures the PCs may wish to tell 
  her about; pretending to be awed by their stories of 
  danger and treasure hunting (Bluff +7).  All the while she 
  asks questions about their gear, and what other treasures 
  they may have found.  She will not steal from a PC, 
  deciding they are not worth the likely trouble.  Falshea is 
  seated in the gallery. 
   
  Halotho Starshine (Male high elf Rng1):  Halotho 
  wears simple woodland garb with the symbols of both 
  Clan Krysalyn and Solonor Thelandira displayed.  He is a 
  spiritual man and is troubled by the stories of the 
  grugach attack on Flameflower.  He has come to Court to 
  see what the nobles might say of the attack and the 
  current state of Flameflower.  Should the PCs have 
  knowledge of the attack he questions them on it.  
  Halotho was most recently in Ironstead and knows that 
  the temple to Hieroneous there is in the process of being 
  rebuilt following its destruction last autumn.  As he 
  understands it, the temporary commander of Ironstead is 
  a female halfling cleric of Istus who may have actually 
  been involved in destroying the Hieronean temple.  
  Halotho may be seated in the gallery or on the main 
  floor, as needed. 
   
  Once the PCs have had the opportunity to introduce 
  themselves, or speak to a few NPCs proceed to encounter 
  one. 
   
  Encounter One 
  The rear doors to the audience hall open and an 
  unnaturally tall woman, whose head is encircled by 
  motes of light, soundlessly walks out onto the dais.  
  As she takes her place near the front of the dais, her 
  voice rings out filling the chamber, “Vo ce of the 
  King, Ixtacious Rellen of Clan Shandareth, Master of 
  House Rellen and Sword of the King, Tymir 
  Menanine of Clan Shandareth, Master of House 
  Menanine.”  Two high elves walk side by side through 
  the double doors; followed by the rest of Court.  The 
  thin man on the right wears fine red robes 
  emblazoned with the symbol of Shandareth.  In his 
  hand he carries a rose carved from darkwood.  The 
  larger man on the left wears a shirt of thin mithral 
  mail and wears a thin elven blade at his hip.  The 
  blade bears a complicated and colorful enamel on the 
  hilt and sheath.  Both men, and the dozens of 
  courtiers that follow, walk forward and take their 
  seats on the dais.   
  i
   
  “
  l
  l
  t
   
   
   
  , 
   
  i
   
   
   
   
  After the men and their entourage have taken 
  their seats, Ixtacious Rellen begins, “Would the 
  Sword of the King please inform the Court of the 
  current state of the incursion of the Old One upon 
  our wood?” 
   
  Tymir 
  Menanine 
  calmly 
  looks 
  upon 
  the 
  assembled, 
  As you know, the winter has been 
  relatively quiet.  By the authority of our Lord 
  Kashafen Tamarel I have redeployed the majority of 
  our might that was along the border near the 
  Plaguehold.  While our forces still patro  the border, 
  the Readying thaw has al owed a portion of them to 
  be sent north to Quaalsten to join with the elves who 
  swear allegiance to the Knights of the High Forest.  
  The bulk of the force has been recalled to defend the 
  Court and the town of Highfolk.  Convenien ly, large 
  space to house the troops was available in the nearby 
  and largely empty town of Ashenglade.” 
  “What of Flameflower?” a voice calls out from the 
  crowd. 
   
  “At this time with the lack of information, we 
  have not yet formulated a plan for the retaking of 
  Flameflower.”
   
  The voice rises from the crowd seated on the 
  floor and reveals itself as a young elven man, in the 
  colors of Clan Krysalyn. “I believe the Court has the 
  obligation to retake Flameflower.  With the bulk of 
  our forces in the south of the Vesve, the way is clear 
  for the Old One to march on the Heartland and 
  threaten the rest of the Clans.” 
   
  Ixtacious, looking somewhat tired replies, “Lord 
  Hharp it is good of you to jo n us again, but as I have
  told you previously, we do not have the resources to 
  focus on Flameflower at the moment.” 
   
  Tymir joins him, “If we do not begin our 
  defenses, we will not remain long enough to return. 
  Your uncle understood his duty clearly enough.” 
  Losing the War We’ve Won 
   
  Page 7 
  
   
  “My uncle was a hero, but not a strategist.  All 
  your planning is fine, but what of action?  What of 
  our missing Lord and those souls brave enough to go 
  with him?  We cannot sit behind these walls waiting 
  for the end to come!  We cannot sit here putting out 
  small fires, and fighting skirmishes.  The time for true 
  action has come.  Your delays will doom those whose 
  homes lie west of Flameflower.  Should the grugach 
  march now that Coldeven has come, it will not matter 
  that you are now doing what you can to slow the 
  advance of the Old One’s hordes.”  Several murmurs 
  of assent ripple through the crowd.   
   
  Tymir looks at the young Krysalyn lord, “Now is 
  not the time.  If your uncle still lived and your father 
  had not dishonored himself with his marriage to that 
  human, you would not even hold this seat.  Learn 
  from you elders Octiven and become a better man.  
  Now is not yet the time.” 
   
  “If the Shandareth say the elves cannot spare the 
  forces to investigate the fate of Flameflower and our 
  lost Lord, I call for heroic souls here to volunteer for 
  such a mission.”  The young Lord Octiven Hharp of 
  Krysalyn looks up to the gallery.  “There are true souls 
  here who have fought against the wild elves and 
  forced back the Old One.  If you cannot act, surely 
  they will, and with the blessing of the Krysalyn.”  
  There is a silence from the floor and the gallery as 
  those present look around them at those standing 
  next to them. 
   
  Octiven Hharp, the new Lord of the Krysalyn, realizes 
  that due to his age the other lords will not take him 
  seriously.  As such, he sees this is as an opportunity to 
  make a play for the popular support of the people against 
  the more ensconced lords; particularly the Shandareth.  
  His support of this plan will help propel him to the 
  forefront of elven politics. 
   
  It is now up to the PCs to volunteer themselves.  
  Most PCs will have a reason to see this mission through; 
  whether it is due to their past involvement, their heroic 
  natures, or their thirst for adventure.  Allow any PC that 
  desires to rise up and make whatever speech is 
  appropriate.  This is an opportunity for them to be leaders 
  in the region, and make a name for themselves.  If the 
  PCs choose not to involve themselves, then the 
  adventure is likely over for them; as adventures are for 
  heroes.  Shy PCs will have a second chance, if they 
  should choose to stay behind when the session finishes, 
  and follow more vocal PCs to their private meeting. 
   
  Once the PCs have volunteered to go on this 
  mission, continue with the read aloud text: 
   
  Ixtacious sighs, “While we do not have the resources 
  to support this mission as it deserves, the Shandareth 
  and all the elves of course, support the goals of this 
  undertaking.  Those of you who have so graciously 
  offered yourselves for the greater good of your 
  fellows will not be forgotten.  I ask the Sword of the 
  King to meet with these volunteers immediately so 
  that they may be on their way.  Preserve and Protect 
  adventurers, and may Corellon watch over you in 
  this, one of our most dire hours.” 
   
  The tall woman rises and speaks, once again her 
  voice echo ng unnaturally loud.  “The public is 
  dismissed.  Long live Kashafen Tamarel, Lord of the 
  High Elves and Protector of the Vesve.  May his 
  strength never falter.”   
  i
  f
   
  As you wonder what you have gotten yourself 
  into, several o  the people around you clap you on the 
  back or shake your hand, wishing you luck as they 
  leave.  Soon the great audience chamber is empty but 
  for you and Tymir Menanine, with one member of 
  the Lord’s Guard standing behind him. 
   
  Unless some of the PCs wish to leave, proceed to 
  encounter two. 
   
  Encounter Two 
  This encounter covers attempts by the PCs to gather 
  more information about the state of Flameflower and 
  what previously occurred there, as well as organizing the 
  expedition to Flameflower.   
   
  Organizing the Expedition 
  Following the session of Court, the PCs have the chance 
  to interact with Tymir and Quival Menanine to discuss 
  the state of Flameflower.  A brief description of each 
  follows to aid in portraying them. 
   
  Tymir Menanine:  House Menanine maintains the 
  Houses of Shandareth as the rightful and eternal rulers of 
  the Vesve.  As the leader of House Menanine, Tymir is 
  the champion of these beliefs.  Appearing gruff and 
  unyielding due to his quiet, patient nature, he is actually 
  a very skilled politician who seeks the advancement of 
  the elves above other races, the advancement of clan 
  Shandareth above the elves, and House Menanine above 
  the Shandareth.  Since his appointment as Sword of the 
  King with the disappearance of Kashafen, he is 
  responsible for the elven military. 
   
  Quival Menanine:  Son of Tymir and Rosisa 
  Menanine, Quival is passionate about nearly everything, 
  as he is happy to tell all that ask him, as well as many that 
  do not.  The arrogant heir to House Menanine dislikes 
  non-elves and waiting, loves dueling and archery, and 
  cares very deeply about any slight against his family, real 
  or imagined.  However, despite these character flaws, he 
  is possessed of a great gift for leading men in battle and 
  Losing the War We’ve Won 
   
  Page 8 
  
  his prowess on the field is well known.  In spite of his 
  young age, he has successfully won several small 
  skirmishes with the Old One’s troops.   Since the fall of 
  Flameflower, and the loss of Annugrial Stallodel, he has 
  been named captain of the Lord’s Guard by his father. 
   
  Tymir is able to tell the PCs the following details 
  about the current state of the war and the fall of 
  Flameflower, should they ask: 
   
  � During Goodmonth of CY 593 an army composed of 
  the wild elves, fey, and animals invaded and sacked 
  the elven capital of Flameflower.  The bulk of the 
  armies of the elves were in the east, and the magical 
  protections of Flameflower do not function against 
  elves.   
  � The defenses of Flameflower prevent scrying upon 
  the lost members of Court, or the grugach occupiers. 
   Magical questioning of the divine and failed scrying 
  attempts suggest that the grugach are still present 
  and that the members of Court known to have 
  stayed behind, still live. 
  � To the best of the Court’s knowledge, all of the 
  magical defenses of Flameflower still hold.  
  � Tymir knows that the war progresses.  The Old One’s 
  forces have been probing the Plaguehold border.  
  His armies besiege Quaalsten, although the siege has 
  been partially broken.  Many bands of the previously 
  unaligned humanoids in the north have been 
  enslaved or turned to the cause of the Old One. 
  � The nobles of Court have no issue with Clan 
  Krysalyn, but young Octiven does not understand 
  the difficulties of planning this war.  The Court feels 
  it would be best to prepare for the likely onslaught 
  by the Old One, rather than expend valuable 
  resources looking for missing members of Court. 
  � Tymir has negotiated a treaty with Perrenland.  The 
  Perrenlanders can no longer stomach their non-
  aggression pact with the empire of the Old One and 
  are looking for an excuse to aid Highfolk and 
  safeguard the Velverdyva trade route that flows from 
  them through the High Vale.  An army of 
  Perrenlanders and gray elves from the mountains 
  crossed into the hills a few days ago.  Soon the 
  largest army in the world will join with the might of 
  the elves near Ashenglade. 
   
  When the PCs are ready to discuss their mission, Tymir 
  will explain what he, and by extension the rest of Court, 
  expect of them.   
   
  � The PCs are to do all in their power to locate the 
  missing members of Court: Lord Kashafen Tamarel, 
  Enias Amastodel of Clan Moonbow, and Talus 
  Wintershale, the Loslain, of Clan Seldorian.  There 
  may be others who are assumed dead, that were 
  instead captured.  Any missing members of Court 
  that can be located are to be rescued and returned to 
  Highfolk.  (Some PCs may note that other well-
  known personalities stayed behind as well, by Tymir 
  does not consider their retrieval a priority.)   
  � Tymir recommends the PCs look near Kashafen’s 
  mansion.  As it is in the center of the city, it is the 
  most likely place for the grugach leaders to be.  As 
  for finding Kashafen, they might try the temple of 
  Aerdrie Faenya, as it is at the edge of the city, and its 
  large sculpted gardens would make it easy to see 
  enemies approaching from a distance. 
  � The PCs are to evaluate the level of occupation and 
  the defenses erected by the grugach.  In addition, the 
  PCs are to determine the extent of damage caused by 
  the grugach.  This information will be necessary if an 
  attempt is to be made to recover Flameflower.  The 
  PCs should also attempt to locate any defenses the 
  grugach have erected in the Vesve between 
  Highfolk and Flameflower. 
  � If possible, the PCs are to locate and gather as much 
  information as possible as to identity of the leaders 
  of the grugach.  If the opportunity presents itself, 
  they may engage them, with the intent of disrupting 
  the organizing leadership of the wild elves. 
  � If the PCs ask for supplies, they are told Quival will 
  be in charge of outfitting them from the stores of the 
  Lord’s Guard. 
   
  After the PCs have had a chance to discuss the expedition 
  to Flameflower, read or paraphrase the following: 
   
  “That should be all then.  I have other business to 
  attend to.  Quival will see to your supp y needs.”  
  Tymir rises from his chair and heads to the rear doors. 
   He says without turning, “Good luck to you, 
  adventurers,” and then he is gone.   
  l
   
  Quival turns to you, “You will meet me in four 
  hours at the storage building behind the Lord’s Guard 
  barracks.  I will have the supplies and mounts you 
  will require prepared for you then.  Do not be late and 
  do not speak of this to others.”  With that, Quival also 
  quickly rises, leaving you alone in the large audience 
  chamber.  
   
  Development: Those PCs that receives Player handout 
  #4 may attempt to convince Tymir to accept their “maid” 
  Magliana into his household.  Tymir is skeptical, 
  especially as Magilana is human.  It is up to the DM to 
  consider the persuasiveness of the PC’s argument.  If the 
  PC does well, Tymir may relent and agree to find a place 
  with her as a servant to someone at Court; possibly in the 
  Rellen Household. 
  Losing the War We’ve Won 
   
  Page 9 
  
   
  The PCs have four hours to prepare themselves for the 
  journey and gather their necessary belongings.  It is 
  approximately 2 PM.  If the PCs are not interested in 
  gaining further information, they may skip ahead to 
  Encounter Three. 
   
  Speaking With Lord Octiven Hharp 
  Many PCs may wish to speak with the young Lord whose 
  banner they have flocked to.  Should the PCs try to catch 
  up with him, he is currently shaking hands and speaking 
  with townsfolk near the front of the audience hall. 
   
  Leaving the audience hall, you are able to see a small 
  crowd just outside.  Octiven Hharp, the lord of the 
  Krysalyn is shaking hands and speaking with several 
  townsfolk.  There are many smiles on their faces as 
  they thank the young lord for championing their 
  point of view with the Court.  He enthusiastically 
  waves to you from his position at the bottom of the 
  stairs.   
    
  Octiven waves the PCs over and publicly thanks them for 
  their heroic gesture in volunteering.  He is much the 
  politician, appearing popular and pleasant in front of the 
  crowd.   
   
  Should the PCs have some questions about his 
  motives, or the particulars of what he hopes they 
  accomplish, he will pull them aside to discuss the party’s 
  questions: 
   
  � Octiven was born to Lord Alstarr and Lady Salive 
  Hharp in CY 545.  After his mother died, his father 
  stepped down from lordship of the clan to marry a 
  human woman, Rowanwood Hharp.  His uncle 
  Evnal was named Steward of the clan until Octiven 
  would come of age.  Evnal died in the invasion of 
  Flameflower during the summer of CY 593. 
  � Due to his young age, many of the noble lords do not 
  appreciate Octiven’s presence in the Court, but he 
  feels he must speak for his people.  (Bluff +10, while 
  he may be speaking for the people, he also wishes to 
  catapult himself to a position of prominence as well.) 
    
  � Octiven hopes the PCs will be able to rescue any 
  captives held in Flameflower and bring them back to 
  their families in the Elven District.   
  � Octiven is not much of an adventurer himself, but 
  he wishes the PCs the best of luck, as they likely 
  know more about these sorts of things than he does. 
   
  Development: Those PCs that receives Player handout 
  #4 may attempt to convince Octiven to accept their 
  “maid” Magliana into his household.  The young lord is 
  only too happy to assist the brave adventurer’s by doing 
  this small deed. 
   
  Gathering Information 
  Some PCs may want to gather information before leaving 
  on their mission.  Feel free to role-play out these 
  encounters, or use the Gather Information skill as fits the 
  temperament of the table.  Those that role-play these 
  encounters may receive any of the following information 
  as the judge sees fit based upon whom they speak with, 
  without rolling.  For those rolling skill checks, members 
  of an elven clan, the Knights of the High Forest or the 
  Rangers of the Vesve meta-organizations receive a +10 to 
  this roll.  The PCs should receive an additional +1 to their 
  check for every extra 10 gp they spend (up to +5 for 50 gp 
  spent).  Assume rolling Gather Information costs the PC 
  3d4 gp in drinks and bribes and takes two hours.  
  Depending on whom the PCs specifically approach, the 
  DM may also allow Bluff or Diplomacy checks with 
  certain NPCs. 
   
  � DC 5: “Someone has to do something to get these 
  elves back in Flameflower.  They kicked everybody 
  that wasn’t an elf outta their homes in the Elven 
  District.  I’d say something, but if we complain too 
  much, who’s to say that Menanine fella won’t take 
  his soldiers and head off to Celene?” 
  � DC 10:  “All of the communities and homes between 
  Flameflower and Quaalsten have been burned.  
  Between the wild elves and the rampaging 
  humanoids flying the colors of Old Wicked, nearly 
  half the Vesve is under the control of darkness.” 
  � DC 15:  “I was huntin’ well south of Quaalsten a few 
  weeks back and I saw some grugach.  I hid, and they 
  didn’t see me, but I got a good look at them.  There 
  was something wrong about them and they way they 
  moved, but the weirdest thing was the smell of rot.  I 
  think I’m gonna hunt somewhere else from now on.” 
  � DC 20:  “If I was going back to Flameflower, I’d be 
  stopping by the Lilyway warehouses.  I’ve heard all 
  kinds of stories of merchants hiding their bags of 
  gold in secret hidey-holes in those warehouses while 
  fleeing the wild elves.” 
  � DC 25:  “There has been a decrease in the humanoid 
  raids into the High Vale during the winter.  What 
  with all the fighting in the east and the lack of 
  humanoid activity many are thinking of returning to 
  their farms.  The absence of a strong presence at 
  Flameflower means there is an open route between 
  the armies at Quaalsten and the lightly defended 
  farming communities of the High Vale.” 
  Losing the War We’ve Won 
   
  Page 10 
  
  � DC 30:  “I’ve been a servant of Ehlonna for many 
  years now, young one, but I have not seen the wood 
  like it is now.  My family in the Lleyluna is 
  connected to the fey and the nature spirits of the 
  Vesve, but recently they have not answered my call.  
  I have seen fewer of them than usual.  It is a quiet 
  that worries me.” 
   
  Once the PC’s are ready to meet with Quival and retrieve 
  their supplies, proceed to Encounter Three. 
   
  Encounter Three 
  With night approaching, you prepare for your long 
  journey to the lost city of the elves.  Following the 
  directions given to you previously, you quick y arrive 
  outside the darkened armory building surrounded by 
  several large trees.  In the distance, you can make out 
  the dim lights of the barracks of the Lord’s Guard. 
  l
   
  The Lord’s Guard armory is located several hundred feet 
  behind the barracks in a cluster of trees, to hide the 
  ground-based building from disrupting the serene view 
  of the district.  The PCs have arrived according to the 
  directions given to them by Quival.  Unfortunately, he 
  has been delayed and others have arrived to take his 
  place.  As the PCs arrive, there are no obvious lights, but 
  the wide sliding doors (on noisy hanging rollers) are 
  partially ajar.  Not enough for a wagon to pass through, 
  but a medium sized humanoid could walk through easily. 
   
  Creatures:  Whisper, an agent of the Shadowclaw, 
  has learned of the PCs’ plan to meet with members of the 
  Lord’s Guard before going on a mission to Flameflower.  
  She has no wish for the PCs to succeed, so she has called 
  on two of her most valuable minions lay a trap for the 
  PCs.   
   
  APL 4 (EL 5) 
  � Bambuk: hp 30; see Appendix One. 
  � Shagul: hp 30; see Appendix One. 
   
  APL 6 (EL 7) 
  � Bambuk: hp 47; see Appendix One. 
  � Shagul: hp 47; see Appendix One. 
   
  APL 8 (EL 9) 
  � Bambuk: hp 63; see Appendix One. 
  � Shagul: hp 65; see Appendix One. 
   
  APL 10 (EL 11) 
  � Bambuk: hp 79; see Appendix One. 
  � Shagul: hp 83; see Appendix One. 
   
  APL 12 (EL 13) 
  � Bambuk: hp 95; see Appendix One. 
  � Shagul: hp 101; see Appendix One. 
   
  Tactics:  Before the arrival of the PCs, the doppelgangers 
  have assumed the form of two high elven members of the 
  Lord’s Guard.  Bambuk hides in the rafters, 25 feet above 
  the door.  Shagul hides behind a collection of crates to 
  the right of the door, within 30 feet of the door.  The 
  ceiling is 40 feet high, although the rafters are only 25 up. 
   The rafters are 8 inches wide (DC 10 Balance) for the 
  purposes of moving.  Bambuk is braced against a beam so 
  he does not have to make a balance check if hit during 
  combat.  Should he be forced to from his position, he will 
  have to make those rolls.  At APLs 6 to 12, Shagul has 
  used his wand of snare to create a magical snare just 
  inside the door that if successful, will pull one of the PCs 
  up into one of the trees located just outside the door (see 
  map in Appendix Five).  At APLs 8 to 12, both 
  doppelgangers have drunk their potions of invisibility 
  before the arrival of the PCs.  Realizing the importance of 
  their mission, and the violence that would be visited 
  upon them if they fail, the doppelgangers do not 
  surrender.  The assassins do their best to ensure a 
  maximum body count to make the success of the PC’s 
  mission unlikely.   
   
  Treasure: The doppelgangers have the following 
  items, which the PCs may claim.  If the Lord’s Guard 
  witness the PCs looting the bodies, they may wish to 
  inspect the items and bodies for clues to their identities, 
  but will allow the PCs to claim the equipment afterwards. 
   
  APL 4–loot - (44 gp), +1 longsword - (193 gp), potion 
  of protection from good - (4 gp ea.). 
   
  APL 6–loot - (32 gp), +1 longsword - (193 gp), +1 
  composite longbow [mighty +2] - (217 gp), potion of 
  protection from good - (4 gp ea.), wand of snare (5 
  charges) - (38 gp). 
   
  APL 8– loot - (32 gp), +1 longsword - (193 gp), +1 
  composite longbow [mighty +2] - (217 gp), potion of 
  protection from good - (4 gp ea.), wand of snare (5 
  charges) - (38 gp). 
   
  APL 10– loot - (32 gp), +1 longsword - (193 gp), +1 
  composite longbow [mighty +2] - (217 gp), potion of 
  protection from good - (4 gp ea.), wand of snare (5 
  charges) - (38 gp). 
   
  APL 12– loot - (32 gp), +1 longsword - (193 gp), +1 
  composite longbow [mighty +2] - (217 gp), potion of 
  protection from good - (4 gp ea.), wand of snare (5 
  charges) - (38 gp). 
   
  Development: Should the PCs manage to capture 
  one or both of the doppelgangers, they have limited 
  knowledge of what is going on.  They are able to read the 
  PCs minds, so it is extremely unlikely that any non-
  Losing the War We’ve Won 
   
  Page 11 
  
  magical tricks or threats will be successful.  As such, they 
  will not answer any questions truthfully, unless magically 
  compelled to do so, or the PCs are extremely clever.  They 
  will initially claim that they were sent by Quival 
  Menanine to eliminate the interlopers who would go to 
  Flameflower instead of a House Menanine sponsored 
  party.  If the PCs manage pry any information from their 
  attackers, use the following to answer the PCs questions.  
  If information is not included, the doppelgangers are 
  unlikely to know the answer, unless it is common 
  knowledge.   
   
  � Bambuk and Shagul are operatives for a being 
  known as Whisper.  They have never seen Whisper, 
  but believe her to be female due to her voice.   
  � They were unable to read Whisper’s mind. 
  � They are members of the Shadowclaw; a group of 
  secretive Iuzian sympathizers.  They take their 
  orders Whisper. 
  � They have no regular meeting place or way to 
  contact other members of the organization.  They do 
  not know any other members of the Shadowclaw, 
  and have no information for finding them.   
  � At the order of Whisper, on the 19
  th of Sunsebb in 
  CY 593, they assisted an elven man named Vilrithir 
  who had been ordered by another member of the 
  Shadowclaw named Riscot Gempetal to slay a 
  Volmiryth woman named Indilia Zernea.  They do 
  not know what any connection between Whisper, 
  Riscot, and Vilrithir, but Riscot Gempetal is now 
  dead (events described in HIG3-08 The Evil Within). 
   
  After the PCs have defeated the doppelgangers, proceed 
  to encounter four. 
   
  Encounter Four 
  “What is going here?  What have you done?”  
  Surveying the scene, Quival Menanine and four 
  members of the Lord’s Guard approach.  “Why is it 
  you adventurers must cause destruction everywhere 
  you go?” 
   
  Initially the guardsmen assume the PCs are up to 
  something, possibly having murdered someone.  The 
  number of elves in the party mitigates their attitude.  The 
  PCs may have some questions of Quival as well, as no one 
  is supposed to know of their meeting and he is late in his 
  arrival.  Quival denies having sent the assassins, and tells 
  the PCs it is likely their fault for not having kept their 
  plans a secret.  “Who might you have told?  Someone on 
  the street?  A serving girl?  Adventurers are notorious 
  braggarts.“ 
   
  This may become a tense situation, but should not 
  devolve into combat.  While Quival will wittily insult 
  non-elven PCs, he has no wish to battle any on them.  
  Should the PCs attack Quival, the entire Lord’s Guard 
  will come to his aid, and members of Court arrive shortly 
  thereafter.  PCs unable to control their tempers find 
  themselves arrested.  Those that draw first and slay a 
  member of the Lord’s Guard have forfeited their own life. 
   See the Player’s Guide to Highfolk for more information 
  about the legal system and appropriate punishments in 
  Highfolk.  The Lord’s Guard will wish to question the 
  PCs and any prisoners, and inspect the scene to 
  determine the truth of what occurred.  
   
  Once the PCs have managed to explain themselves 
  to Quival and the rest of the guards, they are outfitted 
  directly from the stores of the Lord’s Guard.  Each PC 
  may be LOANED the following items if they wish them 
  (items used up, need not be returned): 
   
  � A mithral chain shirt (painted white) 
  � A pair of boots of elvenkind 
  � A cloak of elvenkind 
  � A light warhorse with tack and saddle 
  � A potion of cure moderate wounds 
  � A potion of lesser restoration 
  � Travel rations for two weeks 
   
  Once the PCs have loaded their gear onto their horses, 
  they are free to leave.  Quival recommends they leave 
  immediately under the cover of darkness before more 
  assassins find them.  If the PCs choose to do something 
  else, adjudicate based on the information provided in this 
  scenario.  They will not be able to meet with any 
  members of Court for at least a day, due to other business 
  they must attend to.  However, some PCs may have meta-
  organizations that they feel may give them aid. 
   
  Development:  Those PCs slain during Encounter 
  Three may seek a raise dead spell.  These are available in 
  town from the Temple of Change (High Priestess of 
  Atroa), Sacred Home of the Forest Mistress (Renae 
  Wyned), Blessed Glade of the Protector (Our Lady of 
  Dreams, here from the destroyed Ancestral Copse 
  Temple).  In addition to the normal cost, each spell 
  requires an addition 3 Influence Points with that temple 
  (or an additional 50 gp per IP).  See the Player’s Guide to 
  Highfolk for more information on spell-casting in the 
  Highfolk region. 
   
  Encounter Five 
  This encounter assumes the PCs travel through the Vesve 
  via normal means.  Should the PCs utilize magical means 
  to arrive near the border of Flameflower (fly, teleport, 
  etc…) they do not have this encounter at all. 
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  It has been several days of travel, and at first, it was 
  hardly perceptible, but the wood is different.  The 
  movement of armies had changed the Vesve over the 
  last year.  Game had become scarce, areas were clear 
  cut or burned, and the whole forest was wounded.  
  There is something different now.  It started slowly, 
  but as you have traveled, you noticed the plant 
  growth is more than you might have expected, 
  especially for early spring.  There are more predators 
  as well.  The wood seems more alive, darker, more 
  primal.  The eerie feeling of the wood is abruptly 
  broken by a cheery whistling on the path ahead. 
   
  The PCs have happened upon Engert Wood, a halfling 
  ranger of Ehlonna that some PCs may have previously 
  met three years ago (HIG1-02 Deep in the Vesve).  He 
  means the PCs no harm and walks up to them if they are 
  visible.   
   
  � Engert Wood: Male halfling Rgr5. 
  � Squisha: Male squirrel Animal Companion. 
   
  l
   
  The man, appearing to be a halfling, spots you, and 
  waves you forward.  "Co d iron avail you, friends!  I 
  believe I may have had the pleasure of meeting some 
  of you before, but just in case, I'm Engert Wood."   
  After introductions are made, Engert asks the PCs why 
  they are traveling through the wood, as it is not safe 
  anymore.  If the PCs would like to chat, he has some 
  sweet cakes and could brew some brambleroot tea.  It is 
  cold, and some hot tea should warm them nicely.  Engert 
  has a good deal of information he can share with friendly 
  PCs, and is happy to sit through the afternoon sharing 
  stories if the PCs are amicable.   
   
  The following information can be gleaned from him 
  in casual conversation: 
   
  � He really enjoys living here in the forest.  He's spent 
  most of his life here, and has helped to keep the area 
  clean of foulness, although it has been harder as of 
  late with the war.  He has a small cabin southeast of 
  here, on the road to Ironstead.   
  � Engert still adventures from time to time, usually 
  with his cousin Logan, although not for nearly two 
  years now. 
  � Logan still does a lot of adventuring with other 
  halfling friends and family.  Apparently, word has 
  gotten to him that Logan and his band were set upon 
  by bandits a few years ago, after his cousin last 
  visited.   Engert has heard that ever since, Logan's 
  been acting really strange toward tall folks.  He 
  seems to dislike them greatly for what they did to his 
  band.  He hopes it is just a phase he's going through 
  (after all, Logan is still pretty young). 
  � Engert has a squirrel named Squisha.  He tells 
  everyone not to mind him too much; he's always 
  begging for nuts.   
  � He lets the party know he's spotted some grugach 
  activity (tracks, signs of small camps) in the area 
  recently.  Engert knows that the grugach have set up 
  their camp inside Flameflower, but their patrols 
  seem to be wide ranging.   
  � Engert has heard from some woodsmen that 
  Perrenland is raising a large army and plans to 
  engage Iuz in the Vesve.  He’s not sure if it’s true, 
  given that Perrenland has a non-aggression treaty 
  with the Old One.  If it is true, they could be of 
  tremendous aid, as they have the largest army in the 
  world.   
  � The forest has wildness to it, in this area that was not 
  there last year.  The growth of underbrush has 
  increased greatly despite the earliness of the season, 
  there are more predators hunting for food, and the 
  winter has been especially mild, despite harsh 
  winters in the lands surrounding the Vesve, such as 
  the Shieldlands. 
  � Several druids have told Engert that the natural 
  spirits that inhabit land have been absent or perhaps 
  just silent.  No one knows where the spirits seem to 
  have gone.   
   
  Treasure:  If the PCs treat Engert with respect and are 
  generally friendly to him, Engert gives them something 
  to take along, since the road ahead might be a little 
  dangerous.  He gives the party a small bag filled with 
  vegetables known as brownleaf turnips.  He says that 
  they are very good, and possess healing properties.  They 
  must be cooked to bring out the medicinal properties, 
  and taste much better that way.  He only is able to find a 
  few of them each year, and this year he managed to 
  gather one for each of them. 
   
  All APLs–Favor of Engert Wood: As a sign of his 
  friendship, Engert Wood has given you a brownleaf 
  turnip.  When cooked, a turnip will restore 1d4+1 hit 
  points.  This healing is not considered magical healing in 
  any way, and the turnip must be served warm to receive 
  the healing.  If the turnip is not used within one year 
  from the playing of this event, it has spoiled and is now 
  useless. 
   
  Encounter Six 
  You push through the growing brush towards the 
  borders of hidden Flameflower.  A large owl sleepily 
  regards you from a nearby branch, but otherwise you 
  see no sign of the usual elven patrols or the 
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  Page 13 
  
  mysterious floating globes that once protected the 
  borders.  For the first time in your life, you silently 
  pass into the lands of Flameflower without so much 
  as a greeting from vigilant guards.   
   
  Quietly entering into the capital of the elves you 
  witness the remains of the city that once was perhaps 
  the most graceful place in the Flanaess.  The brilliant, 
  orchid-like crimson flowers, the flameflower that 
  gives the city its name, are still present, but they are 
  little more than green shoots just beginning to 
  sprout.  All of the wooden chalets that once graced 
  the ground have been burned and their ruins 
  overgrown with vines that are likely to flower soon. 
  All of the slim tree houses, and the catwalks that 
  connect them appear relatively untouched, and those 
  that have seen damage, have been repaired.   
   
   
  It is quiet.  It appears the grand city of the elves is 
  deserted. 
   
  This encounter is relatively freeform.  The PCs may 
  explore as they wish, while doing their best to avoid the 
  grugach patrols and other guardians.  While several of 
  these location-based encounters have the opportunity for 
  combat, it is not the intent of the PC’s mission to engage 
  the occupiers.  Theirs is a mission of stealth.   
   
  While describing the current state of Flameflower, it 
  should be noted that wonder filled mood of the city has 
  changed.  No longer are their fluttering fey and 
  moonlight dappled ponds where maidens sing softly.  
  Now there are burnt ruins covered by wild vines.  The 
  paths are overgrown with bushes and high grass.  Wolves 
  prowl the night looking to catch a rabbit.  The land is 
  especially feral here. 
   
  Many of the party’s choices will be based upon any 
  special mission received by party members at the 
  beginning of this event, or previous experiences by PCs 
  in this module series.  The PCs may go to all or none of 
  the following places, but judges are reminded to be 
  mindful of the time for events running in convention 
  settings. 
   
   
  A. An Elven Tree-house 
  This small home stands silent amongst the leafless 
  boughs of a stout oak.  With no one to care for the 
  home and its tree, several branches have grown 
  through the windows.  Entering into the home, it is 
  clear that this home has been thoroughly searched.  
  Clothes are strewn about and the furniture is 
  overturned, but there is no sign of the fire that seems 
  to have ravaged much of the ground buildings.   
   
  Noting that it appears that very few of the tree-houses 
  have been burned, curious parties may choose to 
  investigate some of them.  Those few that have been 
  burned are always near signs of other fire, such as homes 
  burned on the ground.  The homes have been roughly 
  searched.  Many intact homes that are investigated by 
  PCs show some signs of violence.  In half of such homes, 
  a DC 5 Search check locates dried blood.  None of the 
  homes contain bodies however, and none are home to 
  any of the grugach occupiers.   
   
  B. The Ruins of a Burned Chalet 
  One charred wall still stands, marking the border of 
  what was once a beautifully carved wooden chalet.  
  Woody vines grow from the soot-scarred ground to 
  hang across fallen timbers.  Green shoots sprout here 
  and there, and a small rabbit wrinkles it’s nose at your 
  approach and hops into the underbrush.  Where just a 
  few months ago there was a home, there is now little 
  more than ashes and the rapid growth of plants.   
  Nearly all of the buildings built upon the ground have 
  been burned.  Now plants grow amongst their fallen 
  timbers.  Any PC making a Knowledge (nature) DC 
  6+APL will notice that the amount of growth that has 
  occurred since the destruction of the building does not 
  seem possible.  If the PCs choose to search the ruins, they 
  will find nothing of interest.  Of particular note, there are 
  no remains left behind from the previous owners.   
   
  C. The Temple of Aerdrie Faenya 
  You approach the temple to Aerdrie Faenya; goddess 
  of Air, Weather, and Fertility.  The temple appears to 
  be little more than an open-air shrine filled with 
  statues of women and birds, spread throughout 
  elaborate gardens.  While walls with vaulting 
  entrances surround the central area, there is no roof 
  to shield parishioners from the elements.  The 
  sculpted gardens have gone wild and are not 
  recognizable, but for the feral plant growth that seeks 
  to consume the many statues.  The temple seems 
  otherwise untouched since you last saw it.   
   
  Some PCs may wish to inspect the site of the exodus 
  from Flameflower.  Nothing has changed here, and 
  anyone that possesses a planar fork keyed to the 
  elemental plane of air can still activate the teleportation 
  circle by striking it on one of the statues that mark the 
  circle in the center of the temple.  Those PCs who 
  participated in HIG3-06 Brother Against Brother and are 
  capable of casting teleport, may use that spell to arrive 
  here from outside the city.  Consider the circle within 
  the temple as “viewed once” for purposes of error.   
   
  D. The Lilyway 
  The Lilyway, the main thoroughfare that connects the 
  commercial areas of the city to the temples, widens 
  into a large plaza near the center of the city.  The 
  Losing the War We’ve Won 
   
  Page 14 
  
  great plaza is a wide area surrounding a fountain 
  crowned by a marble statue depicting an elven maid 
  handing a bouquet o  lilies to a small elven girl.  
  Oddly, the four warehouses that surround the plaza 
  are untouched by the fire damage seem elsewhere.  
  The cobblestones of the great plaza are hard to see 
  however, as green shoots have grown up between the 
  carefully laid stones, and have spread their green 
  leaves wide.   
  f
   
  The Lilyway is now awash in fresh green.  A Knowledge 
  (nature) DC 10 will identify the plants as an early lily that 
  has not yet bloomed.  The PCs will never find any 
  grugach in this area, as they avoid it.   
   
  Should the PCs simply move through the plaza, they 
  will be unmolested.  However, should they linger, there 
  is a danger.  Quillathe Niathihel of clan Bælath’sinoth 
  haunts this plaza as a ghost.  In years past, her presence 
  was rarely felt, but the massacre that occurred here last 
  year has focused her attention on this world far more 
  than usual.   
   
  She has no reason to interact with PCs moving 
  through the plaza or into one of the surrounding 
  warehouses (as recipients of Player Handout #6 may wish 
  to do).  Those PCs that enter the warehouses that flank 
  the Lilyway will note that they seem relatively 
  untouched.  Since the invasion of the grugach, the wild 
  elves have had no reason to enter these large buildings.  
  The fact that they still stand free of fire damage is due to 
  the presence of Quillathe, and may peak the curiosity of 
  observant PCs.  A PC searching the northeastern 
  warehouse (Search DC 15+APL) will locate a hidden 
  trapdoor underneath an empty crate.  Below the trapdoor 
  is a 5’x5’x5’ area used in previous days by members of clan 
  Moonbow to smuggle weapons out of the city.  Currently 
  the space is nearly empty, but there are ten quivers of 
  arrows under some blankets here.  A Survival (Tracking, 
  DC 19) reveals that a medium sized booted creature was 
  here a few days ago.  It appears they retrieved some of the 
  arrows before leaving. 
   
  Creatures: Quillathe spends most of her time 
  residing inside the statue of her, or on the ethereal plane, 
  lost in dreams of her past.  When creatures pass through 
  the plaza, they do not gain her attention unless they 
  linger or inspect the statue that ties her to the material 
  plane.  Even then, she takes note of the creature or 
  creatures and does not manifest unless they stay within 
  the plaza or are destroying her precious lilies.   
   
  All APLs (EL) 
  � Quillathe Niathihel: Hp 61; see Appendix One. 
   
  Tactics:  Quillathe does not particularly wish harm to 
  anyone, but she possesses a tenuous hold on her sanity 
  since her death.  Her attention wanders easily, and her 
  memory rarely holds from moment to moment.  If 
  someone appears to know of her presence, and sits 
  quietly in the plaza, she may manifest to speak with them 
  and offer them lilies.  Should someone harm the plants 
  that she tends, she will manifest and ask them to leave.  If 
  that fails to remove the intruder, she will lead off using 
  her frightful moan and telekinesis abilities.  Persistent 
  PCs will suffer her draining touch. 
   
  Development:  Quillathe is tied to the plaza because 
  the people of Flameflower remember her sad story due to 
  the statue of her.  Normally she rests somewhat 
  peacefully, but the massacre during the summer of CY 
  593 woke her.  Should the PCs succeed in destroying the 
  marble statue (hardness 8; hp 180; AC 5) of Quillathe that 
  serves as focus of her memory in Flameflower, she cannot 
  use her rejuvenation ability.   
   
  E. The House Rellen Compound 
  Where once there stood one of the most beautiful 
  homes in all o  F ameflower, there are now several 
  large trees with healthy undergrowth surrounding 
  them.  No sign of the large home, nor any of its 
  several out buildings, remain. 
  f
  l
   
  Some PCs of House Rellen may wish to check on the 
  status of their own home.  Unfortunately, there is no sign 
  of it.  A DC 10+APL Search check reveals signs of fire, but 
  once again, it is hidden by the unnatural growth of 
  plants.  Those that choose to dig in this area will be able 
  to locate the burned timbers that used to support the 
  walls and roof of this large home. 
   
  F. 
  The Ancestral Copse Temple 
  The Ancestral Copse still stands, its elegantly carved 
  walls still hidden beh nd the ancient grove of trees 
  sacred to the elves.  It is the first building on the 
  ground that you have seen fully intact.  It appears that 
  despite the wild elves willingness to burn the other 
  buildings, they were unwilling to do so in this case. 
  There is a new addition however.  Hundreds, maybe 
  thousands, of grave markers, break the quiet shade of 
  the trees.  While each marker is unnamed, freshly 
  planted flowers are beginning to bloom next to each.   
  i
   
   
  There are several points of interest to be found at the 
  Ancestral Copse.  The first is to note that the temple is 
  now surrounded by roughly one thousand graves.  
  Should the PCs go so far as to dig up several of the graves, 
  they are a mix of high and wild elves; all buried following 
  the invasion.  It is clear that all of them have undergone 
  elven burial rights (a DC 5 Knowledge: religion check 
  Losing the War We’ve Won 
   
  Page 15 
  
  will confirm the rites are common to the Seldarine), as 
  the bodies have been cleaned and wrapped in funeral 
  wrappings.   
   
  The second bit of interest is the complete lack of 
  damage to this building.  The grugach have gone so far as 
  to care for the plants in this area, instead of causing 
  things to grow wild like in other areas. 
   
  Perhaps the most important thing can be found 
  inside.  Should the PCs bother to go inside, they can see 
  that the temple does not seem well used in the last year, 
  but has certainly been cleaned since the fall of the city.  
  Most of the antechambers appear to have been emptied, 
  although a few pieces of furniture remain.  Should 
  someone have cause to Search the altar (DC APL 15+APL) 
  they may find a secret compartment.  Inside, instead of 
  the gold some may hope to find, there is a book.  The 
  book details the holy words of the Seldarine and is 
  similar to most religious works focusing on the Seldarine 
  the PCs may be familiar with, however this book contains 
  the prophecies made by the High Priests of Sehanine 
  Moonbow since the founding of the temple.   
   
  Treasure: Should the PCs think to search the altar, 
  they can retrieve the writings hidden there. 
   
  All APLs – The Augury Octavo: This book, whose 
  pages are made by folding a sheet of paper three times to 
  form eight leaves, detail the holy words of the Seldarine 
  and are similar to most religious works focusing on the 
  Seldarine.  However, these contain the prophecies made 
  by the High Priests of Sehanine Moonbow since the 
  founding of the temple written in a complex cipher.  The 
  PC must spend 2 TUs decipher this tome.  If the PC does 
  so, the DM will write a password here _________, which the 
  player will use when contacting the Highfolk POC to 
  receive a document with the important prophecies.  
  Frequency: Adventure, 50 gp.   
   
  Development: Note that the Ancestral Copse is 
  within site of Kashafen’s Mansion.  While the two are not 
  immediately next to each other, those making a large 
  commotion in the temple may attract the attention of the 
  grugach in Kashafen’s gardens.  A patrol (see “I. Random 
  Patrol” below) might be sent to investigate. 
   
  G. Kashafen’s Mansion 
  Should the PCs investigate Kashafen’s mansion, move to 
  Encounter Seven. 
   
  H. Spirits of Nature 
  At some point while traveling through Flameflower the 
  party should participate in this encounter; especially if 
  one of the PCs was given player handout #1. 
   
  Catching your breath behind the burnt remains of a 
  wall, movement catches your eye.  A woman not taller 
  than a halfling emerges from a pair of bushes.  
  Wearing a dress made of green leaves, she looks much 
  like an elf with skin like the bark of a hickory tree. 
  She looks back towards the bushes she just passed 
  through and shakes her head.  “This just won’t do,” 
  she says to no one in particular as she begins waving 
  her hands.  Moments later, the bushes, and the 
  indeed all the plants for several hundred feet, grow as 
  if several seasons had passed.  Smiling to herself, she 
  turns to walk away. 
   
   
  The PCs have encounter one of the many fey nature 
  spirits (see Appendix Two for more on wood sprites) that 
  now populate Flameflower since the exodus of the high 
  elves.  Mindria the wood sprite is doing her best to make 
  Flameflower look more like she believes it should, and in 
  her mind, that means plants; many more plants.   
   
  Should the PCs make themselves visible in order to 
  parlay with Mindria, she is initially nervous unless they 
  appear to be grugach.  Regardless, she is generally 
  friendly, if a bit shy, and can be convinced to talk to the 
  PCs if approached in a pleasant manner.  If coaxed into 
  talking, she may share the following: 
   
  � Mindria is confused as to who the PCs actually are, 
  since they clearly are not like the elves that live in 
  this place. 
  � The Sleeper Under the Earth called Mindria here.  
  She does not know much of that being other than it 
  is truly powerful and wills her here.  Many fey have 
  answered his call. 
  � She has not spoken with many here, but all the elves 
  seem to care for plants a great deal.  That pleases her, 
  and so she makes the plants grow more. 
  � She is just one of many similar fey/nature spirits that 
  have come in the last few months.  Both Seelie and 
  Unseelie are, but Mindria is of the Seelie.  Since the 
  gate to her home, a place called Twilight Keep, has 
  been left open by an oath sworn by the lord of that 
  place, many fey have heard the call of the Sleeper. 
  � Mindria does not wish to leave this place for any 
  reason.  Nor will she believe that the grugach have 
  done any harm, as she has seen no proof of it.  While 
  the PCs may seem pleasant enough, the grugach 
  have shown themselves to be concerned guardians 
  of nature. 
  � Mindria knows that there are other spirits in the 
  vicinity.  There are dozens like her in the city, 
  bringing back the wild.  She also knows of another 
  spirit in the large stone plaza filled with lilies, but 
  that spirit spends most of its time sleeping.  The true 
  danger is the dark spirits that hide at the edges of 
  reality.  The Sleeper Under the Earth keeps them 
  from entering the city, but they flit at the edges.  
  Mindria fears them. 
  Losing the War We’ve Won 
   
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  � She does not know anything about any non-grugach 
  elves that may be in the city. 
  � A DC 10 Knowledge (local) or Knowledge (nobility 
  and royalty) identifies the clan and family of the 
  heraldry that she wears.  Elves native to the Vesve 
  succeed automatically. 
   
  Creature:  Mindria does not wish to fight anyone, but 
  one never knows what may happen.  She tries to avoid 
  being surrounded at all times; making certain she has a 
  clear escape route.  Should the PCs attack her, it will 
  likely be a very short combat. 
   
  All APLs (EL 1) 
  � Mindria: Hp 3; see Appendix One. 
   
  Tactics: In the rare chance that the PCs begin a combat, 
  Mindria attempts to use her entangle spell-like ability to 
  slow PCs down and escape using treestride. 
   
  Development: Should PC attempt to use the 
  Volmiryth spirit trap upon Mindria, they must attempt to 
  beat her SR.  If successful, they see her sucked into the 
  box, which promptly slams shut and emits a faint glow 
  afterward. 
   
  I. 
  Random Patrol 
  While the PCs are hiding in Flameflower, there are few 
  grugach visible when the PCs are not in the immediate 
  area of Kashafen’s mansion.  There are a few patrols 
  however, and the party should remember that they are in 
  an occupied city. 
   
  This encounter is provided for the judge to motivate 
  PCs or for parties that are not challenged.  This encounter 
  is also appropriate if the PCs cause a commotion that 
  requires someone to investigate.  Note as there is no XP 
  for this encounter, it is entirely optional.   
   
   
  Three elves covered in body paints and wearing dark 
  furs move cautiously down the path.  They appear to 
  be looking for someone or something. 
   
  Creatures: There are several grugach patrols moving 
  through the city, but they have no regular pattern or 
  frequency.  Should the party attract the attention of one, 
  this patrol is provided as an example. 
   
  APL 4 (EL 4) 
  � Grugach Warrior (3): Hp 18, 20, 22; see Appendix 
  One. 
   
  APL 6 (EL 6) 
  � Grugach Warrior (3): Hp 26, 28, 30; see Appendix 
  One. 
   
  APL 8 (EL 8) 
  � Grugach Warrior (3): Hp 41, 43, 45; see Appendix 
  One. 
   
  APL 10 (EL 10) 
  � Grugach Warrior (3): Hp 55, 57, 59; see Appendix 
  One. 
   
  APL 12 (EL 12) 
  � Grugach Warrior (3): Hp 80, 82, 84; see Appendix 
  One. 
   
  Tactics:  The patrol members shout an alarm upon seeing 
  the PCs.  They attempt to use their superior speed with 
  two of the warriors moving around the sides to attack 
  weaker spellcasters while one grugach uses his bow 
  against distant or flying PCs.  Well aware of the skill of 
  elven archers however, archer PCs are targeted, as the 
  grugach make use of their Improved Sunder feat to 
  eliminate these threats. 
   
  Development:  It is likely that PCs will attempt to 
  interrogate captured grugach for information.  While his 
  attitude is likely to be somewhat hostile, the grugach can 
  tell the PCs some information.  The answers are the same 
  should the PCs use a speak with dead spell upon a slain 
  foe.  In all answers, the grugach says as little as possible, 
  and then only in elven.  Use the following as a guide 
  while answering the PCs questions. 
   
  Q: “Who are you?” 
  A: “I am Bearhunter of the Grugach.” 
   
   
   
   
   
  i
   
  Q: “Why did you attack Flameflower?” 
  A: “We must cleanse the land of the betrayers.” 
  Q: “Who are the betrayers?” 
  A: “Those who betray the true elven way by living in 
  houses and building roads.  Those who are not of the 
  blood.” 
  Q: “Who sent you?” 
  A: “Solonor Thelandira”  
  Q: “Why do you say Solonor Thelandira sent you?” 
  A: “He appeared to me, as he did to all my brothers, 
  and told us of h s will.  We will drive the betrayers 
  from the wood in his name.”
   
  Q: Why do you avoid the Lilyway plaza?” 
  A: “The unrestful spirit does not need our help to 
  return the land to its natural state.” 
   
  Losing the War We’ve Won 
   
  Page 17 
  
  Q: “Where are the rest of your forces?” 
  A: “They have gone, but that is not my path.  I stay 
  here.” 
   
  Q: “Where are you leaders?” 
  A: “Look to the raised garden behind the shin ng 
  hall.” 
  i
  f
  l
   
  f
  .
  f
   
   
   
   
  Q: “What happen to Kashafen?” 
  A: “The ghost?  He continues to elude our eyes.  That 
  one has the warrior’s spirit but he to has lost the way 
  and must be cleansed from the wood of our 
  forefathers like the others.” 
   
  Any attempts to convince the grugach that it was not the 
  divine avatar of Solonor Thelandira who sent them 
  utterly fail.  The grugach feel divinely inspired and fully 
  justified in their mission. 
   
  Treasure: Should the PCs think to search the bodies 
  of the grugach, they can retrieve their gear. 
   
  APL 4 – loot- (105 gp). 
   
  APL 6 – loot- (108 gp). 
   
  APL 8 – loot- (108 gp), potion of cure moderate 
  wounds (25 gp ea.). 
   
  APL 10 – loot- (108 gp), potion of cure moderate 
  wounds (25 gp ea.). 
   
  APL 12 – loot- (108 gp), potion of cure moderate 
  wounds (25 gp ea.). 
   
  Encounter Seven 
  The PCs arrive at this encounter when they approach the 
  remains of Kashafen’s mansion and gardens in the center 
  of the city.  The read aloud text assumes the PCs approach 
  cautiously and observe from a sheltered distance. 
   
  All delusions o  F ameflower being a ghost town are 
  driven away once you see what were once Kashafen’s 
  elegant gardens.  A small village of tents has sprung 
  up and a large bonfire burns atop the veranda where 
  large sculpted hedges used to stand.  Dozens of elves 
  are visible moving between the tents and cook fires. 
  It appears that a cage large enough for several people 
  has been constructed upon the raised veranda near 
  the bonfire.  Two large tents flank the fire, and 
  several grugach appear to be speaking with someone 
  inside the cage.  The large wooden mansion behind is 
  gone. 
   
  That is all the PCs can see from the cover of the many 
  overgrown bushes that surround the site of the ruined 
  mansion.  It should be clear that an assault without 
  further information would be suicide.  Those PCs that 
  choose to attack without gather further intelligence 
  should encounter a patrol like that above, followed by the 
  creatures shown below three rounds later.  Another 
  patrol arrives every two rounds until the PCs flee, are 
  slain, or slay 96 elves.   
   
  Wiser PCs will attempt to move to a better position 
  and learn more.  The DM is encouraged to call for some 
  hide/move silently rolls.  The dialogue below assumes 
  that at least one PC is capable of speaking elven.  If that is 
  not the case, the DM will have to adjust the text as 
  appropriate.  The words given in elven are defined in 
  Appendix Ten. 
   
  From your new vantage point, you can see more 
  clearly.  There is a commotion near the head of the 
  camp.  A group of grugach are chanting around a 
  mound of earth that rests between the large bonfire 
  and the cage.  Four captives can be seen within the 
  cage; one of them is standing, garbed in the 
  vestments of a cleric o  Corellon   A large wild elf 
  emerges from one of the tents and approaches the 
  wooden cage.  “Now you will see the power o  our 
  faith, lost one.  Behold the blessings of the Seldarine!” 
   With that proclamation he turns and withdraws a 
  glowing stone from furs.  At first there is nothing, but 
  slowly the mound of earth begins to stir.  A paw takes 
  shape, followed by another, and then ursine head 
  rises up behind them the height of three men; and 
  then the roar.  It shakes the ground even where you 
  stand.  In the silence that follows, there is only the 
  laughing of the large elf in furs.  “Only the true 
  followers of the Seldarine would be given such a 
  power over the land, lost one, and now you see the 
  truth.”   
   
  “I see only mad ravings of a fool, Tarec’sal,” the 
  elderly cleric of Corellon answers. 
   
  “Say as you wish my friend, but our god has 
  appeared to us once again.  Why does he not speak to 
  you? I tell you why, because you have fallen from the 
  true way and displease the Fathers.”  The elf in furs 
  turns to huge earthen bear and continues, “Har'dro 
  Ilharn, the time is at hand.  We march to meet our 
  Lord, but before I return you to your slumber, I 
  require that you bring forth guardians.” 
   
  The rumbling voice of the bear that answers is 
  deeper than the Nyr Dyv, “I already guard this land 
  Abbil Tarec’sal.” 
   
  “You guard this land from the forces of the lost 
  ones that have not yet come, but I require more to 
  watch those that we leave behind.” 
  “As you wish Abbil Tarec’sal.”  The creature raises 
  one paw toward the sky and a second earthen bear, 
  this one smaller than the first, rises from the ground. 
  “It is done.”  And with that, the earth collapses to the 
  ground; a large mound of earth. 
  Losing the War We’ve Won 
   
  Page 18 
  
   
  “Now the time has come for our reward!”  The 
  grugach begin striking their camp. 
   
  The PCs have witnessed an extremely powerful being, 
  the Sleeper Under the Earth, Har'dro Ilharn.  This Spirit 
  of the Land has long slept under Flameflower, and in fact, 
  many of the defenses of Flameflower tap into his power.  
  It is this drain that tires him.  However, with the 
  departure of the high elves, the grugach have gained 
  control of him via a magical device bestowed upon them 
  by their patron deity.   
   
  Assuming the PCs wait approximately fifteen 
  minutes, the majority of the grugach leave and head 
  north out of the city, including Tarec’sal.  While it is clear 
  that some leave to patrol the area, only a handful remain 
  to guard the prisoners.   
   
  Development: Should the PCs choose to attack the 
  Spirit of the Land while he is present, use the statistics in 
  Appendix Two.  Such foolish PCs will likely not survive.  
  Tarec’sal flees any such combat, but the PCs are attacked 
  by a patrol like that above, followed by the creatures 
  shown below three rounds later.  Another patrol arrives 
  every two rounds until the PCs flee, are slain, or slay 96 
  elves.   
   
  Creatures: One of the chanters, two guards, and an 
  earthen bear stand guard over what was once the grugach 
  camp and the few prisoners that remain.  The four NPCs 
  held captive in the cage will attempt to avoid combat.  
  However, should things appear difficult, Talus will call to 
  PCs that are injured and attempt to heal them.  He tries 
  to avoid casting combat effective spells as they may 
  attract attention by the jailors, making him and the other 
  captives legitimate targets. 
   
  The site of the ruined mansion is on a hill, with the 
  raised veranda where the prisoners a raised flat area that 
  goes from eight feet high to flush with the hill. 
   
  Note that each encounter level is calculated at -1 EL 
  due to the PCs ability to ambush the jailors and Talus’s 
  healing. 
   
  APL 4 (EL 7) 
  � Gúlam: Hp 37, See Appendix One. 
  � Grugach Guard (2): Hp 20, See Appendix One. 
  � Large Earth Elemental: Hp 68, See Monster Manual, 
  p.97. 
   
  APL 6 (EL 9) 
  � Gúlam: Hp 47, See Appendix One.  
  � Grugach Guard (2): Hp 36, See Appendix One. 
  � Huge Earth Elemental: Hp 152, See Monster 
  Manual, p.97. 
   
  APL 8 (EL 11) 
  � Gúlam: Hp 52, See Appendix One.  
  � Grugach Guard (2): Hp 50, See Appendix One. 
  � Greater Earth Elemental: Hp 199, See Monster 
  Manual, p.97. 
   
  APL 10 (EL 13) 
  � Gúlam: Hp 60, See Appendix One.  
  � Tundyr, planar cohort: Hp 50, See Appendix One. 
  � Grugach Guard (2): Hp 64, See Appendix One. 
  � Elder Earth Elemental: Hp 228, See Monster 
  Manual, p.97. 
   
  APL 12 (EL 15) 
  � Gúlam: Hp 72, See Appendix One.  
  � Tundyr, planar cohort: Hp 52, See Appendix One. 
  � Grugach Guard (2): Hp 80, See Appendix One. 
  � Elder Earth Elemental, Advanced: Hp, See 
  Appendix One. 
   
  Tactics:  Before the start of the combat, both Talus and 
  Gúlam.  Gúlam has cast magic vestment upon his 
  breastplate at APLs 4 (for a +1 AC) and 6 (for a +2 AC) and 
  upon his buckler at APLs 8 to 12 (for a +2/+3/+3 AC 
  respectively).  These bonuses are not included in the 
  statistic blocks.  Talus has precast status upon himself and 
  endure elements: cold upon himself and the other three 
  captives. 
   
  The earth elemental appears like a bear, but it still 
  fights like an elemental.  It charges the nearest ground-
  based target and attempts to pummel it.  The guards 
  attempt to target one of their favored enemies, while 
  blocking the passage of enemies to Gúlam.  Gúlam 
  attempts to remove himself from combat whenever 
  possible to make it possible to summon more combatants 
  to attack the PCs.  After summoning, he uses his spells 
  (quickened 
  where 
  appropriate) 
  to 
  enhance 
  his 
  summoned creatures along with the rest of his allies.  At 
  those APLs where Tundyr is present, he stays near Gúlam 
  to intercept enemies.  Once this is no longer necessary, 
  he moves to target troublesome PCs.  Note, at APL 12, 
  should the PCs attempt to negotiate peacefully, it is likely 
  that Tundyr (due to his alignment) will not participate in 
  the combat unless the PCs attack first. 
   
  Treasure: Should the PCs think to search the bodies 
  of the grugach, they can retrieve their gear. 
   
  APL 4 – loot- (113 gp), cloak of resistance +2 - (333 
  gp). 
   
  APL 6 – loot- (163 gp), cloak of resistance +2 - (333 
  gp), potion of shield of faith +2 - (4 gp ea.). 
   
  APL 8 – loot- (90 gp), cloak of resistance +2 - (333 
  gp), potion of shield of faith +2 - (4 gp ea.), +1 greataxe - 
  Losing the War We’ve Won 
   
  Page 19 
  
  (193 gp ea.), +1 breastplate - (113 gp), elixir of vision - (21 
  gp). 
   
  APL 10 – loot- (90 gp), cloak of resistance +2 - (333 
  gp), potion of shield of faith +2 - (4 gp ea.), +1 greataxe - 
  (193 gp ea.), +1 breastplate - (113 gp), elixir of vision - (21 
  gp), dark blue rhomboid ioun stone - (833 gp). 
   
  APL 12 – loot- (90 gp), cloak of resistance +2 - (333 
  gp), potion of shield of faith +2 - (4 gp ea.), +1 greataxe - 
  (193 gp ea.), +1 breastplate - (113 gp), elixir of vision - (21 
  gp), dark blue rhomboid ioun stone - (833 gp), meta-
  magic rod: enlarge - (917 gp). 
   
  Development:  It is likely that PCs will attempt to 
  interrogate captured grugach for information.  The 
  answers given below assume the PCs have captured 
  Gúlam.  If they have captured one of the guards, use the 
  answers from Encounter Six.    Gúlam’s attitude is likely 
  to be somewhat hostile, but he can tell the PCs some 
  information.  The answers are the same should the PCs 
  use a speak with dead spell upon him.  In all answers, he 
  says as little as possible, and then only in elven.  Use the 
  following as a guide while answering the PCs questions. 
   
  Q: “Who are you?” 
  A: “I am Gúlam, chosen of Solonor Thelandira.” 
   
   
   
   
   
  i
   
   
   
  i
  f
  Q: “Why did you attack Flameflower?” 
  A: “We must cleanse the land of the betrayers.” 
  Q: “Who are the betrayers?” 
  A: “Those who betray the true elven way by living in 
  houses and building roads.  Those who are not of the 
  blood.” 
  Q: “Who sent you?” 
  A: “Solonor Thelandira”  
  Q: “Why do you say Solonor Thelandira sent you?” 
  A: “He appeared to me, as he did to all my brothers, 
  and told us of h s will.  We will drive the betrayers 
  from the wood in his name.”
   
  Q: Why do you avoid the Lilyway plaza?” 
  A: “The unrestful spirit does not need our help to 
  return the land to its natural state.” 
   
  Q: “Where are the rest of your forces?” 
  A: “They have gone, but that is not my path.  I stay 
  here.  They travel to the north.” 
   
  Q: “Where are you leaders?” 
  A: “The have traveled with the rest of our people 
  where our Lord calls us.  They will lead them to their 
  reward.” 
   
  Q: “What happen to Kashafen?” 
  A: “The ghost?  He continues to elude our eyes.  That 
  one has the warrior’s spirit but he to has lost the way 
  and must be cleansed from the wood of our 
  forefathers like the others.  We have not been able to 
  find h m, but our Lord will stop him.” 
   
  Q: “Who/What is the Sleeper Under the Earth?” 
  A: “He is the spirit that is this land.  Those o  the lost 
  way had forgotten him, but our Lord Solonor 
  Thelandira has united us with him.” 
   
  Q: “Who is Abbil Tarec’sal?” 
  A: “Tarec’sal is our chief.  Solonor Thelandira speaks 
  to him more than any of us, as he is truly blessed by 
  the Seldarine.” 
   
  Any attempts to convince Gúlam that it was not the 
  divine avatar of Solonor Thelandira who sent him to 
  Flameflower utterly fails.  The grugach feel divinely 
  inspired and fully justified in their mission. 
   
  The Prisoners 
  Once the PCs move to free the prisoners, continue with 
  the read aloud text. 
   
  As you approach the wooden cage, the four captive 
  look at you expectantly.  One is the tall and haggard 
  looking cleric o  Corellon, but behind him are three 
  more, two men and a woman, wearing what were 
  once fine clothing. One of the men bears a familial 
  resemblance to the woman.   
  f
   
  “Well fought adventurers.  I am the Loslain, Talus 
  Wintershale.  These are my companions, Urrai Isalos, 
  his sister Sata Isalos, and her husband, Ruzel Isalos.  
  We are most grateful for your rescue.” 
   
  The PCs have rescued the Loslain, Talus Wintershale, 
  head of the Seldorian clan, along with three members of 
  the Shandareth noble House Isalos: Urrai, his sister Sata 
  and her husband, Ruzel.  The PCs likely have many 
  questions, and Talus is more than happy to answer them. 
   
  � Talus stayed behind with Kashafen and his party 
  (which also included Enias Amastodel of Clan 
  Moonbow, Captain of the Lord’s Guard Annugrial 
  Stannodel, and a half-orc adventurer named 
  Creewrack Blackbottom) when the rest of the city 
  evacuated.  They have been fighting a guerrilla war 
  against the occupiers since then.  When last he saw 
  them, they all still lived.   
  Losing the War We’ve Won 
   
  Page 20 
  
  � Despite the elves protestations, the half-orc 
  Creewrack followed them.  In the beginning his aid 
  was often enough detrimental as it was helpful, but 
  he kept insisting on helping.  He kept saying that he 
  knew his place, and hoped CsiCee would 
  understand.  Talus never did understand that, but it 
  was clear that the half-orc had a respect for the elven 
  ways, and was a valuable combatant after some 
  training. 
  � Talus was captured in a raid against the grugach 
  three weeks ago and has been held here since then.   
  � The Isalos were cut off during the evacuation and 
  were unable to escape. They were captured two 
  months ago; when the grugach came to burn the 
  ancestral home they had been hiding in.  They do 
  not know why they were not killed, although the 
  grugach often had them had them track the stars and 
  tell them of the celestial omens the sky may tell.  
  Ruzel would have died of sickness, had Talus not 
  arrived and treated him with his clerical spells. 
  � Should any of the PCs ask about the what the stars 
  may say now, Sata will mention how inauspicious 
  the night is.  It is the eleventh of Coldeven, the 
  Festival of the Bloodmoon.  She can explain the 
  information presented in the read aloud text of 
  Appendix Three to the PCs. 
  � Both Talus and the Isalos have witness the behavior 
  of the grugach over the last eight months and it has 
  been odd.  After emptying the city, they buried all of 
  the dead according to the rites of the Seldarine.  
  Then they burned all of the ground buildings except 
  the warehouses near the Lilyway and the Ancestral 
  Copse. Those buildings in the trees where not 
  harmed.  Then they began to assist the wood in 
  reclaiming Flameflower.  At no time did anyone 
  witness anything that appeared obviously evil, 
  despite the obvious violence.    
  � Talus had done his best to strike up a “friendship of 
  convince” with one of his captors:  Tarec’sal.  
  Tarec’sal was one of the leaders of the grugach in 
  Flameflower and was a cleric of Solonor Thelandira.  
  He seemed to believe that Solonor had sent them on 
  a holy quest against the elves.  He has seen Tarec’sal 
  command some earthen bear creature of great power 
  with some sort of device that Tarec’sal said was given 
  to him by Solonor himself.  He believes that Tarec’sal 
  and his group of about one hundred that the PCs saw 
  leave likely went to catch up to the main group of 
  grugach.  He knows from what Tarec’sal said that 
  several hundred grugach have been left in the city to 
  hold it, but that it was the bear creature that was the 
  true power left behind.  No extra defenses have been 
  created that they know of. 
  � Talus does not know where Kashafen and his party 
  are now, but suspects it would have been likely that 
  they would have followed the main group of grugach 
  when they left the city yesterday.   
  � Talus urges the PCs to escort the captives (himself 
  included) out of the city.  Once there, they will hide 
  and wait for the PCs to return.  If the PCs do not 
  return within one week, they will attempt to make it 
  back to Highfolk on their own.  He urges the PCs to 
  follow after the grugach immediately after resting, 
  saying Kashafen and his party may require the PC’s 
  aid. 
   
  Talus and the Isalos are happy to assist the PCs how they 
  can, but will not do anything once they leave 
  Flameflower beyond waiting for the PCs or traveling to 
  Highfolk.   
   
  Encounter Eight 
  The party has the rest of the night of the eleventh to exit 
  Flameflower and rest.  The PCs arrive at this encounter 
  just as the sun is just finished setting on the twelfth.  
  Should the PCs choose to wait and extra day or more, 
  despite the possibility of losing the trail, they will arrive 
  after the grugach has bled to death and the shadows have 
  left.  In this case, the PCs receive no XP for this 
  encounter. 
   
  The trail north is easily followed through the 
  darkness, despite clear efforts to disguise the signs.  
  What you might expect from the trail markings to be 
  less than a few hundred men is, if the stories are to be 
  believed, is an army of thousands.   
   
  The smell of rot and blood h ts you well before 
  you see its cause.  A large clearing is obvious, with a 
  river passing through a shallow valley.  Dead elves 
  and animals clog the waterway, giving the slow 
  moving water a dark tinge in the bright moonlight.   
  i
   
  The PCs have stumbled upon the remains of the grugach 
  army, which appears utterly destroyed.  The PCs have the 
  opportunity to move through the valley and explore the 
  remains before they are attacked by some of the undead 
  that remain. 
   
  A search of the valley can determine the following 
  things (information that requires a skill check or magical 
  detection is noted): 
   
  � It appears as if grugach, fey, and animals fought 
  amongst themselves, as there are no other corpses to 
  be found. 
  Losing the War We’ve Won 
   
  Page 21 
  
  � A Heal or Survival check (DC 5) suggests nearly half 
  the elven corpses have been dead for more than a 
  year prior to the battle. 
  � A Survival (Tracking DC 1+APL) notes that the 
  group the PCs were following was headed north.  A 
  second group came from the northeast.  There is a 
  third path leaving to the southwest after the battle.  
  Those that make the check by 10 (e.g. 15 at APL 4, 17 
  at APL 6, etc…) notes that there were several 
  hundred in the group that went southwest.  It is 
  impossible to tell which group (the grugach or 
  undead elves) made the trail to the southwest. 
  � Attempts to follow the trail to the southwest will fail 
  after a few hours.  It simply ends. 
  � A Survival, Knowledge (geography), or Knowledge 
  (local) check (DC 15) reminds the PCs that the clan 
  Seldorian lands and the most heavily populated parts 
  of the High Vale are directly southwest of where 
  they are now. 
   
  After the PCs have had a chance to examine the area, 
  proceed to the read aloud text. 
   
  A pained moaning catches your attention, perhaps 
  not everyone has been slain.  A grugach warrior lies at 
  the edge of the river, blood flowing freely from a 
  great wound in his side. 
   
  Creatures: There are a few survivors, from the undead 
  army, that have been waiting for living souls to feast 
  upon.  Given their previous orders, they target elves, fey 
  and animals before others.  These shadows have left one 
  grugach alive as bait for others that may come to his aid.  
  When the PCs find the grugach, he has five rounds left 
  before he bleeds to death.  Note that each encounter level 
  is calculated at +1 EL due to the effects of the Blood 
  Moon (See Appendix Three). 
   
  Rising up from the river are several grugach warriors 
  covered in shadow, but something is wrong with 
  these wild elves.  While they appear otherwise 
  normal, they leave behind no footprints and do not 
  disturb the water as they silently move forward. 
   
  APL 4 (EL 6) 
  � Shadows (2): hp 20, 22; see Monster Manual page 221. 
   
  APL 6 (EL 8) 
  � Shadows (4): hp 20, 21, 22, 23; see Monster Manual 
  page 221. 
   
  APL 8 (EL 10) 
  � Shadows (3): hp 20, 22, 23; see Monster Manual page 
  221. 
  � Shadow, Greater: hp 67; see Monster Manual page 
  221. 
   
  APL 10 (EL 12) 
  � Shadow, Greater (3): hp 65, 67, 69; see Monster 
  Manual page 221. 
   
  APL 12 (EL 14) 
  � Shadow, Greater (5): hp 65, 66, 67, 68, 69; see 
  Monster Manual page 221. 
   
  Tactics:  As the PCs approach the wounded grugach, the 
  shadows are hiding in the shadowy river (gaining the +4 
  racial bonus to hide when hiding in areas of shadow), 
  attempting to surprise the PCs.  Once combat truly 
  begins, they target elves, fey and animals; although they 
  need not concentrate their attacks on one target if other 
  PCs are a potential nuisance.  Greater shadows make good 
  use of their Spring Attack feat.  Please note that neither 
  shadows nor greater shadows have the lifesense ability, so 
  they cannot see through the ground.  Also, the DM 
  should note that the shadows and greater shadows are 
  vulnerable to the Volmiryth spirit trap, if the PCs possess 
  the item and have not yet used it. 
   
  Development:  Should the PCs succeed in saving 
  the grugach from bleeding to death, they may interrogate 
  him once he is made conscious.  While his attitude is 
  likely to be somewhat hostile, the grugach can tell the 
  PCs some information.  The answers are the same should 
  the PCs use a speak with dead spell.  In all answers, the 
  grugach says as little as possible, and then only in elven.  
  Should the captured grugach require statistics, his are 
  identical to those for the grugach patrol in encounter six. 
   Use the following as a guide while answering the PCs 
  questions. 
   
  Q: “Who are you?” 
  A: “I am Nolthor of the Grugach.” 
   
   
   
   
   
  Q: “Why did you attack Flameflower?” 
  A: “We must cleanse the land of the betrayers.” 
  Q: “Who are the betrayers?” 
  A: “Those who betray the true elven way by living in 
  houses and building roads.  Those who are not of the 
  blood.” 
  Q: “Who sent you?” 
  A: “Solonor Thelandira”  
  Losing the War We’ve Won 
   
  Page 22 
  
  Q: “Why do you say Solonor Thelandira sent you?” 
  A: “He appeared to me as he did to all my brothers, 
  and told us of h s will.  We will drive the betrayers 
  from the wood in his name.”
  i
   
  “
   
   
   
  Q: “Why did your army march north from Flameflower? ” 
  A: Solonor Thelandira sent us home.  The tainted 
  land is not for us.” 
   
  Q: “Who did you fight here?” 
  A: “The betrayers send our dead against us in 
  retribution.  It is further proof that they have fallen 
  from the true way.  Few if any of us survived.” 
   
  Q: “What happen to Kashafen?” 
  A: “The and three others appeared during the battle. 
  That is how I know the lost ones sent the dead against 
  us.  He and his companions, one a green monster, 
  disappeared in a flash of light near the end of the 
  battle.  Our lord Solonor will visit a horrible 
  punishment upon them.”
   
  Any attempts to convince the grugach that it was not the 
  divine avatar of Solonor Thelandira who sent them 
  utterly fail.  The grugach feel divinely inspired and fully 
  justified in their mission. 
   
  Conclusion 
  Once the PCs have defeated the undead, and searched 
  the scene, there is little left for them to do but return to 
  make their report.   
   
  You stand in the council chamber with Court seated 
  around you.  Hundreds have come to see you make 
  your report of your journey to Flameflower.  “Please, 
  adventurers, tell us your story,” Ixtacious Rellen says. 
   
  Note what, and to whom, the PCs tell the details of their 
  expedition.  The Court congratulates the PCs on a job 
  well done, especially if they managed to free any of the 
  captives.  Fill out the Critical Events Summary at the end 
  of this module.  Of particular note to those with Player 
  Handout #3 is if they visit and talk to Rowana Menanine. 
   
  Instructions for Special Rewards 
  The Adventure Record for this event contains several 
  unique rewards that many PCs may not acquire.  What 
  follows are instructions for the awarding of each. 
   
  1. 
  The Augury Octavo: Only those PCs who manage 
  to successfully locate the Octavo hidden within the 
  altar of the Ancestral Copse temple are allowed to 
  purchase this item.  When a PC purchases this item, 
  they must spend 2 TUs to understand the contents 
  within.  For PCs that choose to do so, the DM should 
  write the password “harbinger” on the AR. 
  2. 
  Contact Rythen:  A PC that receives Player 
  Handout #2, does not allow the doppelgangers to be 
  interrogated thoroughly (so who actually sent them 
  becomes known to the Lord’s Guard), and 
  successfully 
  delivers 
  at 
  least 
  one 
  of 
  the 
  doppelgangers (alive or dead) to Rythen who waits 
  for him near Old Bough; may receive this contact.   
  3. 
  Contemplative of the Seldarine: Only a member of 
  Clan Seldorian who receives Player Handout #6 and 
  successfully aids in the rescue of Talus Wintershale 
  may receives this benefit.  
  4. 
  Favor of the Lord’s Guard:  All PCs who aid in the 
  expedition to Flameflower and return with 
  information of its current state receive this favor. 
  5. 
  Magical reward from Avereen Volmiryth:  A PC 
  who receives Player Handout #1, chooses a magical 
  reward over repaying their debt, successful captures 
  a wood sprite, and returns it to Avereen Volmiryth; 
  may receive this reward. 
  6. 
  Sponsorship of House Isalos:  If any of the three 
  Isalos NPCs are rescued, this sponsorship is awarded 
  to any members of the elven Clan Shandareth who 
  assisted. 
   
  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 
  role-playing) to each character. 
   
  Encounter Three 
  Defeat the Shadowclaw 
  Agents 
  APL 4 - 150 xp;  APL 6 - 180 xp; APL 8 -  210 xp;  
  APL 10 - 240 xp; APL 12 - 270 xp. 
   
  Encounter Seven 
  Defeat the Guards 
  APL 4 - 210 xp;  APL 6 - 240 xp; APL 8 -  270 xp;  
  APL 10 - 300 xp; APL 12 - 330 xp. 
   
  Encounter Eight 
  Defeat the Undead 
  APL 4 - 180 xp;  APL 6 - 210 xp; APL 8 -  240 xp;  
  APL 10 - 270 xp; APL 12 - 300 xp. 
   
  Story Award 
  Rescuing the Prisoners: 
  Losing the War We’ve Won 
   
  Page 23 
  
  APL 4 - 85 xp;  APL 6 - 130 xp; APL 8 -  175 xp;  
  APL 10 - 220 xp; APL 12 - 265 xp. 
   
  Completing a Special Mission (from player handout 1-8): 
  APL 4 - 50 xp;  APL 6 - 50 xp; APL 8 -  50 xp;  
  APL 10 - 50 xp; APL 12 - 50 xp. 
   
  Total possible experience:  
   
  APL 4 - 675 xp;  APL 6 - 900 xp; APL 8 -  1125 xp;  
  APL 10 - 1350 xp; APL 12 - 1575 xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  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 Three 
  Defeat the Doppelganger Assassins 
   
  APL 4: L: 44 gp; M: 201 gp 
   
  APL 6: L: 32 gp; M: 456 gp 
   
  APL 8: L: 32 gp; M: 456 gp 
   
  APL 10: L: 32 gp; M: 456 gp 
   
  APL 12: L: 32 gp; M: 456 gp 
   
  Encounter Six 
  F. Discover the Augury Octavo 
   
  All APLs: L: 4 gp 
    
  I. Defeat a Random Patrol 
   
  APL 4: L: 130 gp; M: 75 gp 
   
  APL 6: L: 133 gp; M: 75 gp 
   
  APL 8: L: 133 gp; M: 75 gp 
   
  APL 10: L: 133 gp; M: 75 gp 
   
  APL 12: L: 133 gp; M: 75 gp 
   
  Encounter Seven 
  Defeat the Guards 
   
  APL 4: L: 113 gp; M: 333 gp 
   
  APL 6: L: 163 gp; M: 345 gp 
   
  APL 8: L: 90 gp; M: 672 gp 
   
  APL 10: L: 107 gp; M: 1505 gp 
   
  APL 12: L: 90 gp; M: 2422gp 
   
  Total Possible Treasure 
   
  APL 4: L: 291 gp; M: 609 gp  - Total: 600 gp 
   
  APL 6: L: 332 gp; M: 875 gp  - Total: 800 gp 
   
  APL 8: L: 259 gp; M: 1203 gp  - Total: 1250 gp  
   
  APL 10: L: 276 gp; M: 2036 gp  - Total: 2100 gp 
   
  APL 12: L: 259 gp; M: 2953 gp  - Total: 3000 gp 
   
  Special 
   
  � The Augury Octavo: This book, whose pages are made 
  by folding a sheet of paper three times to form eight 
  leaves, detail the holy words of the Seldarine and are 
  similar to most religious works focusing on the Seldarine. 
   However, these contain the prophecies made by the 
  High Priests of Sehanine Moonbow since the founding 
  of the temple written in a complex cipher.  The PC must 
  spend 2 TUs decipher this tome.  If the PC does so, the 
  DM will write a password here _________, which the player 
  will use when contacting the Highfolk POC to receive a 
  document with the important prophecies.  Frequency: 
  Adventure, 50 gp.   
  Losing the War We’ve Won 
   
  Page 24 
  
    
  � Favor of Engert Wood: As a sign of his friendship, 
  Engert Wood has given you a brownleaf turnip.  When 
  cooked, a turnip will restore 1d4+1 hit points.  This 
  healing is not considered magical healing in any way, and 
  the turnip must be served warm to receive the healing.  If 
  the turnip is not used within one year from the playing of 
  this event, it has spoiled and is now useless. 
   
  � Favor of the Lord’s Guard:  Due to your success on 
  your mission for the elven Court, Tymir Menanine has 
  directed the Lord’s Guard to purchase any of the gear 
  loaned to you immediately following this event.  If you 
  choose not to take advantage of this favor, it may instead 
  be counted as one influence point with Kashafen 
  Tamarel. 
   
  � Magical reward from Avereen Volmiryth:  You have 
  completed mission for the Iron Spider, Avereen 
  Volmiryth.  Instead of repaying your debt to her, you 
  have asked for a magical reward.  As such your PC still 
  owes this debt to her, but now has access to learn all of 
  the following spells from the Miniatures Handbook: 
  benign transposition, undeniable gravity, and blast of 
  flame.  If you do not choose to learn any of these spells, 
  you may instead gain access to the magic item boots of 
  teleportation.  Both learning the spells and the 
  purchasing the item are considered to have a frequency 
  of Regional.   
   
  � Wand of snare, 3
  rd caster lvl, 5 charges.  Frequency 
  Adventure, 450 gp. 
   
  Regionally Certed Separately 
   
  � Contact Rythen:  For successfully completing your 
  assigned task, you have made contact with Rythen. 
   
  � Contemplative of the Seldarine: This member of 
  Clan Seldorian has met the special requirement for the 
  prestige class Contemplative for any deity who is a 
  member of the Seldarine.   
   
  � Price of the Spider:  For completing a mission for the 
  Iron Spider, whether as repayment of your debt, or for a 
  reward, you are known to have acted against a fey 
  creature and as such, you now suffer a –1 circumstance 
  penalty on social checks with members of the fey (Bluff, 
  Diplomacy, Sense Motive, etc…).   
   
  � Sponsorship of House Isalos:  The above PC has 
  assisted in the rescue of three members of the Isalos 
  family.  Should this elven PC ever acquire a play 
  opportunity that allows the PC to join the Plaurincil 
  (third) level of the Clan Shandareth Meta-Organization, 
  the PC named above, may be sponsored by House Isalos 
  regardless of their actual family. 
   
  Items for the Adventure 
  Record 
   
  Item Access 
  APL 4: 
  Augury Octavo (Adventure, see above) 
  Boots of elvenkind (Adventure, DMG)  
  Cloak of elvenkind (Adventure, DMG) 
  Cloak of resistance +2 (Adventure, DMG) 
  Mithral chain shirt (painted white) (Adventure, DMG) 
   
  APL 6: (All of APL 2 plus the following) 
  Wand of snare, 5 charges (Adventure, Caster Level 3
  rd, see 
  above) 
   
  APL 8: (All of APLs 2-4 plus the following) 
  Elixir of vision (Adventure, DMG) 
   
  APL 10: (All of APLs 2-6 plus the following) 
  Dark blue rhomboid ioun stone (Adventure, DMG) 
   
  APL 12: (All of APLs 2-8 plus the following) 
  Meta-magic rod: enlarge (Adventure, DMG) 
  Losing the War We’ve Won 
   
  Page 25 
  
  Appendix #1: NPC Statistics 
   
  Encounter Three 
   
  APL 4 (EL 5) 
  � Bambuk: Male Doppelganger; CR 3; Medium 
  Monstrous Humanoid (Shapechanger); HD 4d8+12; hp 
  30; Init +3; Spd 30 ft.; AC 21 (+4 chain shirt, +3 Dex, +4 
  natural), touch 13, flat-footed 14; BA/G +4/+6; Atk +6 
  melee [1d6+2, slam] or +8 ranged [1d8, x3 crit, 
  longbow]; Full Atk +6 melee [1d6+2, slam] or +8 ranged 
  [1d8, x3 crit, longbow]; SA Detect thoughts; SQ 
  Change shape, immunity to sleep and charm effects; 
  AL N; SV Fort +4, Ref +7, Will +5; Str 15, Dex 17, Con 
  16, Int 14, Wis 12, Cha 12. 
   
  Skills and Feats: Bluff +10*, Disguise +7* (+9 
  acting), Hide +6, Move Silently +6, Listen +4, Sense 
  Motive +4, Spot +4; Point Blank Shot, Weapon Focus 
  (longbow). 
  *When using its change shape ability, a doppelganger 
  gets an additional +10 circumstance bonus on Disguise 
  checks. If it can read an opponent’s mind, it gets a 
  further +4 circumstance bonus on Bluff and Disguise 
  checks. 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Possessions: chain shirt, longbow, long sword, 20 
  MW arrows, 50’ rope, potion of protection from good. 
   
  Physical Description: When the PCs encounter 
  Bambuk, he appears as an average high elf male, 
  dressed as one of the Lord’s Guard. 
   
  � Shagul: Male Doppelganger; CR 3; Medium 
  Monstrous Humanoid (Shapechanger); HD 4d8+12; hp 
  30; Init +2; Spd 30 ft.; AC 22 (+4 chain shirt, +2 shield, 
  +2 Dex, +4 natural), touch 12, flat-footed 14; BA/G 
  +4/+7; Atk +8 melee [1d8+4, 19-20 crit, +1 longsword] 
  or +6 ranged [1d8, x3 crit, longbow]; Full Atk +7 melee 
  [1d8+4, 19-20 crit, +1 longsword] or +6 ranged [1d8, x3 
  crit, longbow]; SA Detect thoughts; SQ Change shape, 
  immunity to sleep and charm effects; AL N; SV Fort +6, 
  Ref +6, Will +5; Str 17, Dex 15, Con 16, Int 14, Wis 12, 
  Cha 12. 
   
  Skills and Feats: Bluff +10*, Diplomacy +3, 
  Disguise +9* (+11 acting), Intimidate +3, Listen +5, 
  Sense Motive +5, Spot +5; Great Fortitude, Weapon 
  Focus (longsword). 
  *When using its change shape ability, a doppelganger 
  gets an additional +10 circumstance bonus on Disguise 
  checks. If it can read an opponent’s mind, it gets a 
  further +4 circumstance bonus on Bluff and Disguise 
  checks. 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change in 
  form cannot be dispelled, but a doppelganger reverts to 
  its natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
   
  Possessions: chain shirt, heavy steel shield, 
  longbow, +1 long sword, 20 arrows, 50’ rope, potion of 
  protection from good. 
   
  Physical Description: When the PCs encounter 
  Shagul, he appears as a handsome high elf male, 
  dressed as one of the Lord’s Guard. 
   
  APL 6 (EL 7) 
  � Bambuk: Male Doppelganger Ftr1/DpwdSnpr1; CR 
  5; Medium Monstrous Humanoid (Shapechanger); HD 
  5d8+1d10+18; hp 47; Init +3; Spd 30 ft.; AC 21 (+4 chain 
  shirt, +3 Dex, +4 natural), touch 13, flat-footed 14; 
  BA/G +6/+8; Atk +8 melee [1d6+2, slam] or +11 ranged 
  [1d8+3, 19-20/x3 crit, +1 composite mighty longbow]; 
  Full Atk +8/+3 melee [1d6+2, slam] or +9/+9/+6 ranged 
  [1d8+3, 19-20/x3 crit, +1 longbow]; SA Detect 
  thoughts, keen arrows, range increment bonus; SQ 
  Change shape, immunity to sleep and charm effects; 
  AL N; SV Fort +6, Ref +9, Will +5; Str 15, Dex 17, Con 
  16, Int 14, Wis 12, Cha 12. 
   
  Skills and Feats: Bluff +10*, Disguise +7* (+9 
  acting), Intimidate +3, Hide +7, Move Silently +7, 
  Listen +4, Sense Motive +4, Spot +4; Farshot, Point 
  Blank Shot, Rapid Shot, Weapon Focus (longbow). 
  *When using its change shape ability, a doppelganger 
  gets an additional +10 circumstance bonus on Disguise 
  checks. If it can read an opponent’s mind, it gets a 
  further +4 circumstance bonus on Bluff and Disguise 
  checks. 
   
  Detect Thoughts (Su): As APL 4. 
  Losing the War We’ve Won 
   
  Page 26 
  
   
  Change Shape (Su): As APL 4. 
   
  Keen Arrows (Ex): At 1
  st level, all projectiles the 
  deepwood sniper fires behave as if they were keen 
  weapons in addition to any other properties they might 
  possess.  Thus, a normal arrow fired by a deepwood 
  sniper has a threat range of 19-20 instead of 20.  This 
  effect does not stack with any other keen effect. 
   
  Range Increment Bonus (Ex): With each level 
  the deepwood sniper gains, the range increments of 
  her projectile weapons increase by +10 feet (added after 
  all multipliers).  Thus a 10
  th-level deepwood sniper who 
  has the Far Shot feat would have a 280-foot range 
  increment with a heavy crossbow (120 feet x 1.5 + 100 
  feet). 
   
  Possessions: chain shirt, +1 composite longbow 
  [mighty +2], long sword, 40 arrows, 50’ rope, potion of 
  protection from good. 
   
  Physical Description: When the PCs encounter 
  Bambuk, he appears as an average high elf male, 
  dressed as one of the Lord’s Guard. 
   
  � Shagul: Male Doppelganger Ftr1/Rgr1; CR 5; 
  Medium Monstrous Humanoid (Shapechanger); HD 
  5d8+1d10+18; hp 47; Init +2; Spd 30 ft.; AC 22 (+4 chain 
  shirt, +2 shield, +2 Dex, +4 natural), touch 12, flat-
  footed 14; BA/G +6/+9; Atk +11 melee [1d8+4, 19-20 
  crit, +1 longsword] or +8 ranged [1d8, x3 crit, 
  longbow]; Full Atk +11/+6 melee [1d8+4, 19-20 crit, +1 
  longsword] or +8/+3 ranged [1d8, x3 crit, longbow]; SA 
  Detect thoughts, favored enemy (elf); SQ Change 
  shape, immunity to sleep and charm effects, wild 
  empathy; AL N; SV Fort +10, Ref +8, Will +5; Str 17, 
  Dex 15, Con 16, Int 14, Wis 12, Cha 12. 
   
  Skills and Feats: Bluff +10*, Diplomacy +3, 
  Disguise +9* (+11 acting), Hide +10, Intimidate +3, 
  Listen +5, Sense Motive +5, Spot +7; Combat Reflexes, 
  Great Fortitude, Power Attack, Track, Weapon Focus 
  (longsword). 
  *When using its change shape ability, a doppelganger 
  gets an additional +10 circumstance bonus on Disguise 
  checks. If it can read an opponent’s mind, it gets a 
  further +4 circumstance bonus on Bluff and Disguise 
  checks. 
   
  Detect Thoughts (Su): As APL 4. 
   
  Change Shape (Su): As APL 4. 
   
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check to improve the attitude of a person. 
  The ranger rolls 1d20 and adds his ranger level and his 
  Charisma bonus to determine the wild empathy check 
  result. The typical domestic animal has a starting 
  attitude of indifferent, while wild animals are usually 
  unfriendly.  To use wild empathy, the ranger and the 
  animal must be able to study each other, which means 
  that they must be within 30 feet of one another under 
  normal visibility conditions. Generally, influencing an 
  animal in this way takes 1 minute, but, as with 
  influencing people, it might take more or less time.  
  The ranger can also use this ability to influence a 
  magical beast with an Intelligence score of 1 or 2, but 
  he takes a –4 penalty on the check. 
   
  Possessions: chain shirt, heavy steel shield, 
  longbow, +1 long sword, 20 arrows, 50’ rope, potion of 
  protection from good. 
   
  Physical Description: When the PCs encounter 
  Shagul, he appears as a handsome high elf male, 
  dressed as one of the Lord’s Guard. 
   
  APL 8 (EL 9) 
  � Bambuk: Male Doppelganger Ftr1/DpwdSnpr3; CR 
  7; Medium Monstrous Humanoid (Shapechanger); HD 
  7d8+1d10+24; hp 63; Init +4; Spd 30 ft.; AC 22 (+4 chain 
  shirt, +4 Dex, +4 natural), touch 14, flat-footed 14; 
  BA/G +8/+10; Atk +10 melee [1d6+2, slam] or +14 
  ranged [1d8+3, 19-20/x4 crit, +1 mighty composite 
  longbow]; Full Atk +10/+5 melee [1d6+2, slam] or 
  +12/+12/+9 ranged [1d8+3, 19-20/x4 crit, +1 composite 
  mighty longbow]; SA Detect thoughts, keen arrows, 
  range increment bonus, concealment reduction, magic 
  weapon, improved critical, safe poison use; SQ Change 
  shape, immunity to sleep and charm effects; AL N; SV 
  Fort +7, Ref +11, Will +6; Str 15, Dex 18, Con 16, Int 14, 
  Wis 12, Cha 12. 
   
  Skills and Feats: Bluff +10*, Disguise +7* (+9 
  acting), Intimidate +3, Hide +13, Move Silently +13, 
  Listen +4, Sense Motive +4, Spot +6; Farshot, Point 
  Blank Shot, Rapid Shot, Weapon Focus (longbow). 
  *When using its change shape ability, a doppelganger 
  gets an additional +10 circumstance bonus on Disguise 
  checks. If it can read an opponent’s mind, it gets a 
  further +4 circumstance bonus on Bluff and Disguise 
  checks. 
   
  Detect Thoughts (Su): As APL 4. 
   
  Change Shape (Su): As APL 4. 
   
  Keen Arrows (Ex): As APL 6. 
   
  Range Increment Bonus (Ex): As APL 6. 
   
  Concealment 
  Reduction 
  (Ex): 
  When 
  the 
  deepwood sniper reaches 2
  nd level, her miss chance 
  against opponents with concealment drops by 10%.  
  Thus, she has a miss chance of 10% rather than 20% 
  against an opponent with normal concealment.  Her 
  miss chance drops by an additional 10% per four 
  deepwood sniper levels she gains thereafter, but this 
  ability never reduces her miss chance against any 
  opponent below 0%. 
   
  Magic Weapon (Sp): At 2
  nd level, the character 
  can produce an effect identical to that of a magic 
  weapon spell cast by a cleric of her deepwood sniper 
  Losing the War We’ve Won 
   
  Page 27 
  
  level.  This ability is usable once per day on projectile 
  weapons only. 
   
  Projectile Improved Critical (Ex): When the 
  deepwood sniper reaches 2
  nd level, the critical damage 
  multipliers of all her projectile weapons increase by +1. 
   Thus, an arrow that normally deals x3 damage on a 
  critical hit instead does x4 damage in her hands.  When 
  she reaches 7
  th level, these critical multipliers increase 
  by an additional +1. 
   
  Safe Poison Use (Ex): At 3
  rd level, a deepwood 
  sniper can use poison without any chance of poisoning 
  herself. 
   
  Possessions: chain shirt, +1 composite longbow 
  [mighty +2], long sword, 40 arrows, 50’ rope, potion of 
  protection from good, potion of invisibility. 
   
  Physical Description: When the PCs encounter 
  Bambuk, he appears as an average high elf male, 
  dressed as one of the Lord’s Guard. 
   
  � Shagul: Male Doppelganger Ftr2/Rgr1/FHunter1; 
  CR 7; Medium Monstrous Humanoid (Shapechanger); 
  HD 5d8+3d10+24; hp 65; Init +2; Spd 30 ft.; AC 22 (+4 
  chain shirt, +2 shield, +2 Dex, +4 natural), touch 12, 
  flat-footed 14; BA/G +7/+11; Atk +13 melee [1d8+5, 19-
  20 crit, +1 longsword] or +10 ranged [1d8, x3 crit, 
  longbow]; Full Atk +13/8 melee [1d8+5, 19-20 crit, +1 
  longsword] or +10/+5 ranged [1d8, x3 crit, longbow]; 
  SA Detect thoughts, favored enemy (elf), hated enemy 
  (elf), rancor +1d6; SQ Change shape, immunity to sleep 
  and charm effects, wild empathy; AL N; SV Fort +13, 
  Ref +10, Will +5; Str 18, Dex 15, Con 16, Int 14, Wis 12, 
  Cha 12. 
   
  Skills and Feats: Bluff +10*, Diplomacy +3, 
  Disguise +9* (+11 acting), Hide +10, Intimidate +3, 
  Listen +8, Sense Motive +5, Spot +12; Blind-fight, 
  Combat Reflexes, Great Fortitude, Power Attack, Track, 
  Weapon Focus (longsword). 
  *When using its change shape ability, a doppelganger 
  gets an additional +10 circumstance bonus on Disguise 
  checks. If it can read an opponent’s mind, it gets a 
  further +4 circumstance bonus on Bluff and Disguise 
  checks. 
   
  Detect Thoughts (Su): As APL 4. 
   
  Change Shape (Su): As APL 4. 
   
  Wild Empathy (Ex): As APL 6. 
   
  Hated Enemy: At 1
  st level, the foe hunter chooses 
  one creature type that she has already selected as a 
  favored enemy to be the target of her hatred.  This 
  choice determines what kind of foe hunter she 
  becomes—orc hunter, giant hunter, or the like.  The 
  choice of hated enemy is irreversible. 
   
  Rancor (Su): The foe hunter can deliver a 
  powerful blow to her hated enemy.  Once per round, 
  on her action, she can designate one of her attacks 
  against a hated enemy as a rancor attack before the 
  attack roll is made.  A successful rancor attack by a 1
  st-
  level foe hunter deals +1d6 points of extra damage.  
  This amount increases by +1d6 for every two additional 
  foe hunter levels the attacker acquires.  Should the foe 
  hunter score a critical hit with a rancor attack, this 
  extra damage is not multiplied.  The extra damage from 
  a rancor attack applies even if that enemy is immune to 
  critical hits. 
   
  With a sap or an unarmed strike, the foe hunter 
  can deal non-lethal damage instead of normal damage 
  with a rancor attack.  She cannot, however, do non-
  lethal damage with a weapon that deals normal damage 
  in a rancor attack, even when taking the usual -4 
  penalty. 
   
  Possessions: chain shirt, heavy steel shield, 
  longbow, +1 long sword, 20 arrows, 50’ rope, potion of 
  protection from good, potion of invisibility. 
   
  Physical Description: When the PCs encounter 
  Shagul, he appears as a handsome high elf male, 
  dressed as one of the Lord’s Guard. 
   
  APL 10 (EL 11) 
  � Bambuk: Male Doppelganger Ftr1/DpwdSnpr5; CR 
  9; Medium Monstrous Humanoid (Shapechanger); HD 
  9d8+1d10+30; hp 79; Init +4; Spd 30 ft.; AC 22 (+4 chain 
  shirt, +4 Dex, +4 natural), touch 14, flat-footed 14; 
  BA/G +10/+12; Atk +12 melee [1d6+2, slam] or +16 
  ranged [1d8+3, 19-20/x4 crit, +1 composite mighty 
  longbow]; Full Atk +12/+7 melee [1d6+2, slam] or 
  +14/+14/+11 
  ranged 
  [1d8+3, 
  19-20/x4 
  crit, 
  +1 
  composite mighty longbow]; SA Detect thoughts, keen 
  arrows, 
  range 
  increment 
  bonus, 
  concealment 
  reduction, magic weapon, improved critical, safe 
  poison use; take aim, consistent aim, SQ Change shape, 
  immunity to sleep and charm effects; AL N; SV Fort +7, 
  Ref +12, Will +6; Str 15, Dex 18, Con 16, Int 14, Wis 12, 
  Cha 12. 
   
  Skills and Feats: Bluff +10*, Disguise +7* (+9 
  acting), Intimidate +3, Hide +13, Move Silently +13, 
  Listen +8, Sense Motive +4, Spot +14; Farshot, Point 
  Blank Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (longbow). 
  *When using its change shape ability, a doppelganger 
  gets an additional +10 circumstance bonus on Disguise 
  checks. If it can read an opponent’s mind, it gets a 
  further +4 circumstance bonus on Bluff and Disguise 
  checks. 
   
  Detect Thoughts (Su): As APL 4. 
   
  Change Shape (Su): As APL 4. 
   
  Keen Arrows (Ex): As APL 6. 
   
  Range Increment Bonus (Ex): As APL 6. 
   
  Concealment Reduction (Ex): As APL 8. 
   
  Magic Weapon (Sp): As APL 8. 
  Losing the War We’ve Won 
   
  Page 28 
  
   
  Projectile Improved Critical (Ex): As APL 8. 
   
  Safe Poison Use (Ex): As APL 8. 
   
  Take Aim (Ex): A 4
  th-level deepwood sniper can 
  gain a +2 bonus on her attack rolls against a stationary 
  target by aiming carefully.  Taking aim is a full-round 
  action, and if the target moves more than 5 feet during 
  that period, the bonus is lost.  No additional benefit 
  exists for spending more than 1 round aiming.  This 
  bonus increases to +4 at 8
  th level. 
   
  Consistent Aim (Su): Once per day, a 5
  th level 
  deepwood sniper can reroll one attack roll that she has 
  just made with a projectile weapon.  She must keep 
  that result, even if it is worse than the original roll.  She 
  can use this ability twice per day at 7
  th level and three 
  times per day at 10
  th level, though each use must relate 
  to a different attack roll. 
   
  Possessions: chain shirt, +1 composite longbow 
  [mighty +2], long sword, 40 arrows, 50’ rope, potion of 
  protection from good, potion of invisibility. 
   
  Physical Description: When the PCs encounter 
  Bambuk, he appears as an average high elf male, 
  dressed as one of the Lord’s Guard. 
   
  � Shagul: Male Doppelganger Ftr2/Rgr1/FHunter3; 
  CR 9; Medium Monstrous Humanoid (Shapechanger); 
  HD 5d8+5d10+30; hp 83; Init +2; Spd 30 ft.; AC 22 (+4 
  chain shirt, +2 shield, +2 Dex, +4 natural), touch 12, 
  flat-footed 14; BA/G +9/+13; Atk +15 melee [1d8+5, 17-
  20 crit, +1 longsword] or +12 ranged [1d8, x3 crit, 
  longbow]; Full Atk +15/10 melee [1d8+5, 17-20 crit, +1 
  longsword] or +12/+7 ranged [1d8, x3 crit, longbow]; 
  SA Detect thoughts, favored enemy (elf), hated enemy 
  (elf), rancor +2d6, hated enemy DR 3/-; SQ Change 
  shape, immunity to sleep and charm effects, wild 
  empathy; AL N; SV Fort +14, Ref +11, Will +6; Str 18, 
  Dex 15, Con 16, Int 14, Wis 12, Cha 12. 
   
  Skills and Feats: Bluff +10*, Diplomacy +3, 
  Disguise +9* (+11 acting), Hide +10, Intimidate +3, 
  Listen +14, Sense Motive +5, Spot +14, Survival +5; 
  Blind-fight, 
  Combat 
  Reflexes, 
  Great 
  Fortitude, 
  Improved Critical (longsword), Power Attack, Track, 
  Weapon Focus (longsword). 
  *When using its change shape ability, a doppelganger 
  gets an additional +10 circumstance bonus on Disguise 
  checks. If it can read an opponent’s mind, it gets a 
  further +4 circumstance bonus on Bluff and Disguise 
  checks. 
   
  Detect Thoughts (Su): As APL 4. 
   
  Change Shape (Su): As APL 4. 
   
  Wild Empathy (Ex): As APL 6. 
   
  Hated Enemy: As APL 8. 
   
  Rancor (Su): As APL 8. 
   
  Hated Enemy Damage Reduction (Ex): At 2
  nd 
  level, the foe hunter can shrug off 3 points of damage 
  from each successful attack by her hated enemy.  This 
  damage reduction increases by 2 points for every two 
  additional foe hunter levels she has.  Damage reduction 
  can reduce damage to 0, but not below that.  Hated 
  enemy damage reduction does not stack with any other 
  damage reduction the character has. 
   
  Possessions: chain shirt, heavy steel shield, 
  longbow, +1 long sword, 20 arrows, 50’ rope, potion of 
  protection from good, potion of invisibility. 
   
  Physical Description: When the PCs encounter 
  Shagul, he appears as a handsome high elf male, 
  dressed as one of the Lord’s Guard. 
   
  APL 12 (EL 13) 
  � Bambuk: Male Doppelganger Ftr1/DpwdSnpr7; CR 
  11; Medium Monstrous Humanoid (Shapechanger); 
  HD 11d8+1d10+36; hp 95; Init +4; Spd 30 ft.; AC 22 (+4 
  chain shirt, +4 Dex, +4 natural), touch 14, flat-footed 14; 
  BA/G +12/+14; Atk +14 melee [1d6+2, slam] or +18 
  ranged [1d8+3, 19-20/x3 crit, +1 composite mighty 
  longbow]; Full Atk +14/+9/+4 melee [1d6+2, slam] or 
  +16/+16/+13/+8 ranged [1d8+3, 19-20/x4 crit, +1 
  composite mighty longbow]; SA Detect thoughts, keen 
  arrows, 
  range 
  increment 
  bonus, 
  concealment 
  reduction, magic weapon, improved critical, safe 
  poison use; take aim, consistent aim, SQ Change shape, 
  immunity to sleep and charm effects; AL N; SV Fort +9, 
  Ref +13, Will +7; Str 15, Dex 18, Con 16, Int 14, Wis 12, 
  Cha 12. 
   
  Skills and Feats: Bluff +10*, Disguise +7* (+9 
  acting), Intimidate +3, Hide +18, Move Silently +18, 
  Listen +8, Sense Motive +4, Spot +16; Farshot, Point 
  Blank Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (longbow). 
  *When using its change shape ability, a doppelganger 
  gets an additional +10 circumstance bonus on Disguise 
  checks. If it can read an opponent’s mind, it gets a 
  further +4 circumstance bonus on Bluff and Disguise 
  checks. 
   
  Detect Thoughts (Su): As APL 4. 
   
  Change Shape (Su): As APL 4. 
   
  Keen Arrows (Ex): As APL 6. 
   
  Range Increment Bonus (Ex): As APL 6. 
   
  Concealment Reduction (Ex): As APL 8. 
   
  Magic Weapon (Sp): As APL 8. 
   
  Projectile Improved Critical (Ex): As APL 8. 
   
  Safe Poison Use (Ex): As APL 8. 
   
  Take Aim (Ex): As APL 10. 
   
  Consistent Aim (Su): As APL 10. 
   
  Possessions: chain shirt, +1 composite longbow 
  [mighty +2], long sword, 40 arrows, 50’ rope, potion of 
  protection from good, potion of invisibility. 
  Losing the War We’ve Won 
   
  Page 29 
  
   
  Physical Description: When the PCs encounter 
  Bambuk, he appears as an average high elf male, 
  dressed as one of the Lord’s Guard. 
   
  � Shagul: Male Doppelganger Ftr2/Rgr1/FHunter5; 
  CR 
  11; 
  Medium 
  Monstrous 
  Humanoid 
  (Shapechanger); HD 5d8+7d10+36; hp 101; Init +3; Spd 
  30 ft.; AC 23 (+4 chain shirt, +2 shield, +3 Dex, +4 
  natural), touch 13, flat-footed 14; BA/G +10/+14; Atk 
  +16 melee [1d8+5, 17-20 crit, +1 longsword] or +14 
  ranged [1d8, x3 crit, longbow]; Full Atk +16/11 melee 
  [1d8+5, 17-20 crit, +1 longsword] or +14/+9 ranged 
  [1d8, x3 crit, longbow]; SA Detect thoughts, favored 
  enemy (elf), hated enemy (elf), rancor +3d6, hated 
  enemy DR 5/-, hated enemy SR 20; SQ Change shape, 
  immunity to sleep and charm effects, wild empathy; 
  AL N; SV Fort +15, Ref +13, Will +8; Str 18, Dex 16, 
  Con 16, Int 14, Wis 12, Cha 12. 
   
  Skills and Feats: Bluff +10*, Diplomacy +3, 
  Disguise +9* (+11 acting), Hide +11, Intimidate +3, 
  Listen +12, Sense Motive +5, Spot +12, Survival +13; 
  Blind-fight, 
  Combat 
  Reflexes, 
  Great 
  Fortitude, 
  Improved Critical (longsword), Iron Will, Power 
  Attack, Track, Weapon Focus (longsword). 
  *When using its change shape ability, a doppelganger 
  gets an additional +10 circumstance bonus on Disguise 
  checks. If it can read an opponent’s mind, it gets a 
  further +4 circumstance bonus on Bluff and Disguise 
  checks. 
   
  Detect Thoughts (Su): As APL 4. 
   
  Change Shape (Su): As APL 4. 
   
  Wild Empathy (Ex): As APL 6. 
   
  Hated Enemy: As APL 8. 
   
  Rancor (Su): As APL 8. 
   
  Hated Enemy Damage Reduction (Ex): As APL 
  10. 
   
  Hated Enemy Spell Resistance (Ex): Beginning 
  at 4
  th level, the foe hunter can avoid the effects of spells 
  and spell-like abilities that would directly affect her, as 
  long as they originate from her hated enemy.  Against 
  such effects, the foe hunter has spell resistance equal to 
  15 + her foe hunter class level.  This stacks with any 
  other applicable spell resistance the character may 
  have. 
   
  Possessions: chain shirt, heavy steel shield, 
  longbow, +1 long sword, 20 arrows, 50’ rope, potion of 
  protection from good, potion of invisibility. 
   
  Physical Description: When the PCs encounter 
  Shagul, he appears as a handsome high elf male, 
  dressed as one of the Lord’s Guard. 
   
  Encounter Four 
   
  All APLs 
  � Lord’s Guard, male high elf Ftr4/Rgr1: CR 5; 
  Medium-size Humanoid; HD 5d10+5; hp 39; Init +2 
  (Dex); Spd 30 ft; AC 16 (+4 chain shirt, +2 Dex); Atks +8 
  melee (1d8+4/crit 19-20, longsword), or +8 melee 
  (1d6+3/crit 19-20, shortsword) or +7 ranged (1d8/crit 
  x3, longbow); SA favored enemy; AL CG; SV Fort +7, 
  Ref +3, Will +3; Str 16, Dex 14, Con 12, Int 12, Wis 10, 
  Cha 11. 
   
  Skills: Climb +11, Listen +6, Ride +10, Search +7, 
  Spot +6, Wilderness Lore +4. Feats: Blind-Fight, 
  Combat Reflexes, Dodge, Iron Will, Power Attack, 
  Track. 
   
  Possessions: Longsword, shortsword, mithral 
  chain shirt, longbow, 20 arrows, 50' rope, cloak. 
   
  Encounter Five 
  � Engert Wood: Male Tallfellow Halfling Rgr5; CR 5; 
  Small Humanoid (3 ft. 8 in. tall); HD 5d8+10; hp 38; 
  Init +6; Spd 20 ft.; AC 16 (+ 1 size, +3 studded leather 
  armor, +2 Dex), touch 13, flat-footed 13; BA/G +5/+5; 
  Atk +7 melee [1d6+1, 19-20 crit, small longsword] or 
  +14 ranged [1d8, x3 crit, longbow]; Full Atk +5 melee 
  [1d6+1, 19-20 crit, small longsword] and +4 melee 
  [1d4+1, 19-20 crit, small short sword] or +7 ranged 
  [1d6+1, x3 crit, mighty [+1] small longbow]; SA 
  Favored enemy (goblinoids, orc); SQ Wild empathy; 
  AL CG; SV Fort +7, Ref +7, Will +3; Str 12, Dex 14, Con 
  14, Int 10, Wis 13, Cha 11. 
   
  Skills and Feats: Handle Animal +2, Heal +9, Hide 
  +15, Knowledge (nature) +3, Move Silently +12, 
  Profession (cook) +4, Speak Common, Speak Halfling, 
  Spot +9, Survival +9; Endurance, Improved Initiative, 
  Track, Two Weapon Fighting, Weapon Focus (small 
  longsword). 
   
  Possessions: Small longsword, small short sword, 
  small long bow with 20 arrows, studded leather armor, 
  rope (20 ft.), flint and steel, lantern, 6 flasks of oil, 
  pouch with 35 solars (gp) and 50 small lunars (sp), and 
  other miscellaneous cooking supplies. 
   
  Personality Traits:  Rustic, practical, nurturing, 
  kind. 
   
  Spells Prepared (1; base DC = 11 + spell level): 
  1st— speak with animals. 
   
  � Squisha: Male Squirrel Animal Companion; Small 
  Humanoid (3 ft. 8 in. tall); HD ¼d8+2d8; hp 11; Init +2; 
  Spd 15 ft., climb 15 ft., swim 15 ft..; AC 16 (+2 natural, 
  +2 size, +2 Dex), touch 14, flat-footed 14; BA/G +0/-12; 
  Atk +5 melee  [1d3–4, bite]; Full Atk +5 melee  [1d3–4, 
  bite]; SQ Low-light vision, scent; AL N; SV Fort +2, Ref 
  +4, Will +1; Str 3, Dex 16, Con 10, Int 2, Wis 12, Cha 2. 
  Losing the War We’ve Won 
   
  Page 30 
  
   
  Skills and Feats: Balance +10, Climb +12, Hide 
  +15, Move Silently +11, Swim +10; Weapon Finesse. 
   
  Skills: Squisha has a +4 racial bonus on Hide and 
  Move Silently checks, and a +8 racial bonus on Balance, 
  Climb, and Swim checks. Squisha can always choose to 
  take 10 on Climb checks, even if rushed or threatened. 
  Squisha uses its Dexterity modifier instead of its 
  Strength modifier for Climb and Swim checks. Squisha 
  has a +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard. It can always 
  choose to take 10 on a Swim check, even if distracted 
  or endangered. It can use the run action while 
  swimming, provided it swims in a straight line. 
   
  Personality Traits:  Mischievous, loves nuts. 
   
  Encounter Six 
   
  D. All APLs (EL 9) 
  � Quillathe Niathihel: female wood elf ghost Com8; 
  CR 9; Medium-size Undead; HD 8d12; hp 61; Init +0; 
  Spd 30 ft fly (perfect); AC 14 (+4 deflection); BA/G: 
  +4/+4; Atks +4 incorporeal touch; SA Draining touch, 
  frightful moan, manifestation, telekinesis; SQ Elven 
  traits, rejuvenation, turn resistance +4; AL CN; SV Fort 
  +4, Ref +4, Will +3; Str 11, Dex 10, Con -, Int 9, Wis 12, 
  Cha 19. 
   
  Skills: 
  Hide 
  +8, 
  Listen 
  +9, 
  Profession 
  (gardener) +15, Search +7, Spot +9. Feats: Great 
  Fortitude, 
  Lightning 
  Reflexes, 
  Skill 
  Focus 
  (profession). 
   
  SA: Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only; Frightful Moan (Su): A ghost can 
  emit a frightful moan as a standard action. All living 
  creatures within a 30-foot spread must succeed on a 
  Will save (DC 18) or become panicked for 2d4 rounds. 
  This is a sonic necromantic mind-affecting fear effect. 
  A creature that successfully saves against the moan 
  cannot be affected by the same ghost’s moan for 24 
  hours; Manifestation (Su): Every ghost has this ability. 
  A ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
  A manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon. A manifested ghost 
  remains partially on the Ethereal Plane, where is it not 
  incorporeal. A manifested ghost can be attacked by 
  opponents on either the Material Plane or the Ethereal 
  Plane. The ghost’s incorporeality helps protect it from 
  foes on the Material Plane, but not from foes on the 
  Ethereal Plane.  A ghost has two home planes, the 
  Material Plane and the Ethereal Plane. It is not 
  considered extraplanar when on either of these planes; 
  Telekinesis (Su): A ghost can use telekinesis as a 
  standard action (caster level 12th). When a ghost uses 
  this power, it must wait 1d4 rounds before using it 
  again. 
   
  SQ: Elven Traits (Ex)–Sleep immunity, +2 save vs. 
  Enchantment, low-light vision, proficient: long sword 
  or rapier, proficient: longbows and shortbows; 
  Rejuvenation (Su): In most cases, it’s difficult to 
  destroy a ghost through simple combat: The 
  “destroyed” spirit will often restore itself in 2d4 days. 
  Even the most powerful spells are usually only 
  temporary solutions. A ghost that would otherwise be 
  destroyed returns to its old haunts with a successful 
  level check (1d20 + ghost’s HD) against DC 16. As a 
  rule, the only way to get rid of a ghost for sure is to 
  determine the reason for its existence and set right 
  whatever prevents it from resting in peace. The exact 
  means varies with each spirit and may require a good 
  deal of research; Turn Resistance (Ex): A ghost has +4 
  turn resistance. 
   
  Possessions: Dress, hand shovel 
   
  Personality Traits:  Sweet but quiet, protective of 
  her garden, absent minded, prone to random violence 
  if her garden is harmed. 
   
  Physical Description: Quillathe appears as a 
  somewhat insubstantial wood elven woman with dark 
  red hair.  She wears a pin that displays a blue maple leaf 
  upon a white field; an oak tree stand within the maple 
  leaf. 
   
  H. All APLs (EL 1) 
  � Mindria: female wood sprite; CR 1; Small-size Fey; 
  HD 1d6; hp 3; Init +4 (Dex); Spd 20 ft; AC 16 (+1 size, 
  +4 Dex, +1 natural), touch 15, flat-footed 12; BA/G: +0/-
  6; Atks +5 melee (1d3-2, dagger); SA Spell-like abilities; 
  SQ Damage reduction 5/cold iron, low-light vision, 
  spell resistance 14, wild empathy; AL CG; SV Fort +0, 
  Ref +6, Will +5; Str 6, Dex 19, Con 10, Int 12, Wis 17, 
  Cha 16. 
  Losing the War We’ve Won 
   
  Page 31 
  
   
  Skills Handle Animal +7, Heal +7, Hide +8, 
  Knowledge (nature) +5, Listen +9*, Spot +9*, Survival 
  +7. Feats: Dodge, Weapon Finesse. 
   
  SA: Spell-Like Abilities – 3/day—entangle (DC 
  14), plant growth, speak with animals, speak with 
  plants, tree stride. Caster level 6th. The save DCs are 
  Charisma-based. 
   
  SQ: Wild Empathy (Ex) – This ability works like 
  the druid’s wild empathy class feature, except that a 
  wood sprite has a +6 racial bonus on the check. 
   
  Possessions: bag of seeds, dress of leaves 
   
  Personality Traits:  Shy but friendly  
   
  Physical Description: Mindria appears much like a 
  very short elf whose skin looks much like the rough 
  bark of a hickory tree.  She wears a dress sewn from 
  green leaves.  (A DC 10 Knowledge (local) or 
  Knowledge (nobility and royalty) identifies the clan 
  and family of the heraldry.  Elves native to the Vesve 
  succeed automatically.) 
   
  I. APL 4 (EL 4) 
  � Grugach Warrior: male wild elf Bbn1, Ftr1; CR 2; 
  Medium-size Humanoid; HD 1d10+1d12+2; hp 20; Init 
  +1 (Dex); Spd 40 ft; AC 15 (+4 chain shirt, +1 Dex); 
  BA/G: +2/+4; Atks +4 melee (1d12+3/crit x3, greataxe), 
  or +3 ranged (1d8+2/crit x3, longbow); SA rage; SQ 
  elven traits, fast movement; AL CN; SV Fort +5, Ref +1, 
  Will +0; Str 15, Dex 12, Con 13, Int 8, Wis 11, Cha 10. 
   
  Skills: Climb +4, Intimidate +4, Listen +4, 
  Survival +4. Feats: Improved Sunder, Power Attack. 
   
  SA: Rage (Ex)–1/day, Grugach Warrior can 
  fly into a screaming blood frenzy for 6 rounds. 
  Grugach Warrior gains +4 Str, +4 Con, and a +2 morale 
  bonus vs. fear, but suffers -2 to AC. After the rage, 
  Grugach Warrior is winded. 
   
  SQ: Elven Traits (Ex)–Sleep immunity, +2 save 
  vs. Enchantment, low-light vision, proficient: long 
  sword or rapier, proficient: longbows and shortbows. 
   
  Possessions: greataxe, mighty longbow [+2], quiver 
  w/20 arrows, chain shirt, flask of oil (x2), torch (x2), 
  tinderbox, large sack. 
   
  APL 6 (EL 6) 
  � Grugach Warrior: male wild elf Bbn2, Ftr1; CR 3; 
  Medium-size Humanoid; HD 1d10+2d12+3; hp 28; Init 
  +1 (Dex); Spd 40 ft; AC 15 (+4 chain shirt, +1 Dex); 
  BA/G: +3/+5, Atks +5 melee (1d12+3/crit x3, greataxe), 
  or +4 ranged (1d8 +2/crit x3, longbow); SA rage; SQ 
  elven traits, fast movement, uncanny dodge; AL CN; 
  SV Fort +6, Ref +1, Will +2; Str 15, Dex 12, Con 13, Int 
  8, Wis 11, Cha 10. 
   
  Skills: Climb +4, Intimidate +5, Listen +5, Survival 
  +5. Feats: Improved Sunder, Iron Will, 
  Power Attack. 
   
  SA: Rage (Ex)–1/day, Grugach Warrior can fly into 
  a screaming blood frenzy for 6 rounds. Grugach 
  Warrior gains +4 Str, +4 Con, and a +2 morale bonus vs. 
  fear, but suffers -2 to AC. After the rage, Grugach 
  Warrior is winded. 
   
  SQ: Elven Traits (Ex)–Sleep immunity, +2 save vs. 
  Enchantment, low-light vision, proficient: long sword 
  or rapier, proficient: longbows and shortbows. 
  Uncanny Dodge–Dex bonus to AC. 
   
  Possessions: Greataxe, mighty darkwood longbow 
  [+2], quiver w/20 arrows, chain shirt, flask of oil (x2), 
  torch (x2), tinderbox, large sack. 
   
  APL 8 (EL 8) 
  � Grugach Warrior: male wild elf Bbn3, Ftr2; CR 5; 
  Medium-size Humanoid; HD 2d10+3d12+5; hp 43; Init 
  +1 (Dex); Spd 40 ft; AC 15 (+4 chain shirt, +1 Dex); 
  BA/G: +5/+8; Atks +9 melee (1d12+4/crit x3, greataxe), 
  or +6 ranged (1d8+2/crit x3,longbow); SA rage; SQ 
  elven traits, fast movement, uncanny dodge, trap sense; 
  AL CN; SV Fort +7, Ref +2, Will +3; Str 16, Dex 12, Con 
  13, Int 8, Wis 11, Cha 10. 
   
  Skills: Climb +6, Intimidate +6, Listen +6, Survival 
  +6. Feats: Improved Sunder, Iron Will, Power Attack, 
  Weapon Focus (greataxe). 
   
  SA: Rage (Ex)–2/day, Grugach Warrior can fly into 
  a screaming blood frenzy for 6 rounds. 
  Grugach Warrior gains +4 Str, +4 Con, and a +2 
  morale bonus vs. fear, but suffers -2 to AC. After 
  the rage, Grugach Warrior is winded. 
   
  SQ: Elven Traits (Ex)–Sleep immunity, +2 save vs. 
  Enchantment, low-light vision, proficient: long sword 
  or rapier, proficient: longbows and shortbows. 
  Uncanny Dodge (Ex)–Dex bonus to AC; Trap Sense 
  (Ex)– Grugach Warrior has an intuitive sense that 
  alerts him to danger from traps, granting a +1 bonus on 
  Reflex saves and a +1 dodge bonus to AC against 
  attacks by traps. 
   
  Possessions: Greataxe, mighty darkwood longbow 
  [+2], quiver w/20 arrows, chain shirt, potion of cure 
  moderate wounds, flask of oil (x2), torch (x2), 
  tinderbox, large sack. 
   
  APL 10 (EL 10) 
  � Grugach Warrior: male wild elf Bbn3, Ftr4; CR 7; 
  Medium-size Humanoid; HD 4d10+3d12+7; hp 57; Init 
  +1 (Dex); Spd 40 ft; AC 15 (+4 chain shirt, +1 Dex); 
  BA/G: +7/+10; Atk +12 melee (1d12+6/crit x3, 
  greataxe), or +8 ranged (1d8+2/crit x3, longbow); Full 
  Atk +11/+6 melee (1d12+6/crit x3, greataxe), or +8/+3 
  ranged (1d8+2/crit x3, longbow); SA rage; SQ elven 
  traits, fast movement, uncanny dodge, trap sense; AL 
  CN; SV Fort +8, Ref +3, Will +4; Str 16, Dex 12, Con 13, 
  Int 8, Wis 11, Cha 10.  
  Losing the War We’ve Won 
   
  Page 32 
  
   
  Skills: Climb +8, Intimidate +6, Listen +6, Survival 
  +6. Feats: Blind-Fight, Improved Sunder, Iron Will, 
  Power Attack, Weapon Focus (greataxe), Weapon 
  Specialization (greataxe). 
   
  SA: Rage (Ex)–2/day, Grugach Warrior can fly into 
  a screaming blood frenzy for 6 rounds. Grugach 
  Warrior gains +4 Str, +4 Con, and a +2 morale bonus vs. 
  fear, but suffers -2 to AC. After the rage, Grugach 
  Warrior is winded.  
   
  SQ: Elven Traits (Ex)–Sleep immunity, +2 save vs. 
  Enchantment, low-light vision, proficient: long sword 
  or rapier, proficient: longbows and shortbows. 
  Uncanny Dodge–Dex bonus to AC; Trap Sense (Ex)– 
  Grugach Warrior has an intuitive sense that alerts him 
  to danger from traps, granting a +1 bonus on Reflex 
  saves and a +1 dodge bonus to AC against attacks by 
  traps.  
   
  Possessions: Greataxe, mighty darkwood longbow 
  [+2], quiver w/20 arrows, chain shirt, potion of cure 
  moderate wounds, flask of oil (x2), torch (x2), 
  tinderbox, large sack. 
   
  APL 12 (EL 12) 
  � Grugach Warrior: male wild elf Bbn5, Ftr4; CR 9; 
  Medium-size Humanoid; HD 4d10+5d12+18; hp 82; 
  Init +1 (Dex); Spd 40 ft; AC 15 (+4 chain shirt, +1 Dex); 
  BA/G: +9/+12; Atk +13 melee (1d12+6/crit x3, 
  greataxe), or +10 ranged (1d8+2/crit x3, longbow); 
  Full Atk +13/+8 melee (1d12+6/crit x3, greataxe), or 
  +10/+5 ranged (1d8+2/crit x3, longbow); SA rage; SQ 
  elven traits, fast movement, uncanny dodge; AL CN; 
  SV Fort  +10, Ref +3, Will +4; Str 16, Dex 12, Con 14, 
  Int 8, Wis 11, Cha 10. 
   
  Skills: Climb +8, Intimidate +8, Listen +8, Survival 
  +8. Feats: Blind-Fight, Improved Sunder, Iron Will, 
  Power Attack, Weapon Focus (greataxe), Weapon 
  Specialization (greataxe). 
   
  SA: Rage (Ex)–2/day, Grugach Warrior can fly into 
  a screaming blood frenzy for 7 rounds. Grugach 
  Warrior gains +4 Str, +4 Con, and a +2 morale bonus vs. 
  fear, but suffers -2 to AC. After the rage, Grugach 
  Warrior is winded. 
   
  SQ: Elven Traits (Ex)–Sleep immunity, +2 save vs. 
  Enchantment, low-light vision, proficient: long sword 
  or rapier, proficient: longbows and shortbows. 
  Uncanny Dodge–Dex bonus to AC, can’t be flanked; 
  Trap Sense (Ex)– Grugach Warrior has an intuitive 
  sense that alerts him to danger from traps, granting a 
  +1 bonus on Reflex saves and a +1 dodge bonus to AC 
  against attacks by traps. 
   
  Possessions: Greataxe, mighty darkwood longbow 
  [+2], quiver w/20 arrows, chain shirt, potion of cure 
  moderate wounds, flask of oil (x2), torch (x2), 
  tinderbox, large sack. 
   
  Encounter Seven 
  � Talus Wintershale: male High elf Clr12; CR 12; 
  Medium-size Humanoid; HD 12d8+12; hp 75; Init +2 
  (Dex); Spd 30 ft; AC 12 (+2 Dex); BA/G: +9/+8; Atks +9 
  melee (1d3-1, unarmed strike); SA turn undead; SQ 
  elven traits; AL CG; SV Fort +9, Ref +6, Will +13; Str 8, 
  Dex 15, Con 12, Int 15, Wis 20, Cha 14. 
   
  Skills: Bluff +5, Concentration +8, Diplomacy 
  +19, Intimidate +4, Knowledge (arcane) +9, Knowledge 
  (history) +9, Knowledge (religion) +9, Sense Motive +7, 
  Spellcraft +17. Feats: Craft Wondrous Item, Extra 
  Turning, 
  Improved 
  Turning, 
  Negotiator, 
  Persuasive. 
   
  SQ: Elven Traits (Ex)–Sleep immunity, +2 save 
  vs. Enchantment, low-light vision, proficient: long 
  sword or rapier, proficient: longbows and shortbows. 
   
  Possessions: clerical robe.  
   
  Personality Traits:  Devious, crotchety, old. 
   
  Physical Description: Talus is tall, and rail thin, 
  and his advancing age is obvious.  He wears stained and 
  torn robes of a cleric of Corellon Larethian.   
   
  Spells 
  Prepared 
  (6/6+1/5+1/5+1/4+1/4+1/2+1; 
  base DC = 15 + spell level): 0—create water, detect 
  magic, detect poison (x2), guidance, purify food and 
  drink; 1
  st—endure elements (x4), entopic shield, 
  Nystul’s magic aura*
  †, remove fear; 2
  nd—lesser 
  restoration (x3), shield other*
  †, silence, status; 3
  rd—
  create food and water, daylight, dispel magic*, 
  invisibility purge, remove disease; 4
  th—inflict critical 
  (x4), spell immunity*
  †; 5
  th—break enchantment (x2), 
  disrupting weapon, slay living, spell resistance*
  †; 6
  th—
  greater dispel, heal. 
   
  *Domain spell, 
  †Requires material component or 
  divine focus. Domains: Magic, Protection. 
   
  APL 4 (EL 7) 
  � Grugach Guard: male wild elf Bbn1, Ftr1; CR 2; 
  Medium-size Humanoid; HD 1d10+1d12+2; hp 20; Init 
  +1 (Dex); Spd 40 ft; AC 15 (+4 chain shirt, +1 Dex); 
  BA/G: +2/+4; Atks +4 melee (1d12+3/crit x3, greataxe), 
  or +3 ranged (1d8+2/crit x3, longbow); SA rage; SQ 
  elven traits, fast movement; AL CN; SV Fort +5, Ref +1, 
  Will +0; Str 15, Dex 13, Con 13, Int 8, Wis 11, Cha 10. 
   
  Skills: Climb +4, Intimidate +4, Listen +4, 
  Survival +4. Feats: Improved Sunder, Power 
  Attack. 
   
  SA: Rage (Ex)–1/day, Grugach Guard can fly into a 
  screaming blood frenzy for 6 rounds. Grugach Guard 
  gains +4 Str, +4 Con, and a +2 morale bonus vs. fear, but 
  suffers -2 to AC. After the rage, Grugach Guard is 
  winded. 
  Losing the War We’ve Won 
   
  Page 33 
  
   
  SQ: Elven Traits (Ex)–Sleep immunity, +2 save vs. 
  Enchantment, low-light vision, proficient: long sword 
  or rapier, proficient: longbows and shortbows. 
   
  Possessions: greataxe, mighty longbow [+2], quiver 
  w/20 arrows, chain shirt, flask of oil (x2), torch (x2), 
  tinderbox, large sack. 
   
  � Gúlam: male wild elf Clr6; CR 6; Medium-size 
  Humanoid; HD 6d8+6; hp 37; Init +2 (Dex); Spd 20 ft; 
  AC 18 (+5 breastplate, +2 Dex, +1 shield); BA/G: +4/+4; 
  Atks +4 melee (1d8/19-20 crit, long sword), or +7 
  ranged (1d8/crit x3, longbow); SA turn undead or 
  plants; SQ elven traits; AL CN; SV Fort +8, Ref +6, Will 
  +10; Str 10, Dex 15, Con 13, Int 10, Wis 17, Cha 12. 
   
  Skills: Concentration +10, Spellcraft +9. Feats: 
  Blind-fight, Silent Spell, Spell Focus (conjuration), 
  Weapon Focus (longbow). 
   
  SQ: Elven Traits (Ex)–Sleep immunity, +2 save vs. 
  Enchantment, low-light vision, proficient: long sword 
  or rapier, proficient: longbows and shortbows. 
   
  Possessions: long sword, longbow, quiver w/20 
  arrows, breastplate, buckler, holy symbol of Solonor 
  Thelandira (x2), cloak of resistance +2.  
   
  Personality Traits:  Fanatical 
   
  Physical Description: Gúlam is a short wild elf 
  with unkempt black hair.  He wears greasy furs over a 
  dirty breastplate. 
   
  Spells Prepared (5/4+1/4+1/3+1; base DC = 13 + 
  spell level, 14 + spell level for conjuration): 0—create 
  water (x2), detect magic (x2), guidance; 1
  st—bless, 
  entangle*, entopic shield, protection from evil, 
  summon monster I; 2
  nd—barkskin*, hold person, resist 
  energy, silence, summon monster II; 3
  rd—dispel magic, 
  magic vestment*, remove blindness/deafness, summon 
  monster III. 
   
  *Domain spell. Domains: Plant, War. 
   
  APL 6 (EL 9) 
  � Grugach Guard: male wild elf Bbn1, Ftr1, Rgr2; CR 
  4; Medium-size Humanoid; HD 2d8+1d10+1d12+8; hp 
  36; Init +1 (Dex); Spd 40 ft; AC 15 (+4 chain shirt, +1 
  Dex); BA/G: +4/+6; Atks +7 melee (1d12+3/crit x3, 
  masterwork greataxe), or +5 ranged (1d8+2/crit x3, 
  longbow); Full Atk +6 melee (1d12+3/crit x3, greataxe), 
  or +3/3 ranged (1d8+2/crit x3, longbow); SA rage, 
  favored enemy (human); SQ elven traits, fast 
  movement, wild empathy; AL CN; SV Fort +9, Ref +4, 
  Will +0; Str 15, Dex 13, Con 14, Int 8, Wis 11, Cha 10. 
   
  Skills: Climb +4, Intimidate +4, Knowledge 
  (geography) +6, Listen +4, Spot +3, Survival +4. Feats: 
  Improved Sunder, Power Attack, Point Blank Shot, 
  Rapid Shot, Track. 
   
  SA: Rage (Ex)–1/day, Grugach Guard can 
  fly into a screaming blood frenzy for 6 rounds. 
  Grugach Guard gains +4 Str, +4 Con, and a +2 morale 
  bonus vs. fear, but suffers -2 to AC. After the rage, 
  Grugach Guard is winded. 
   
  SQ: Elven Traits (Ex)–Sleep immunity, +2 save vs. 
  Enchantment, low-light vision, proficient: long sword 
  or rapier, proficient: longbows and shortbows. 
   
  Possessions: 
  masterwork 
  greataxe, 
  mighty 
  longbow [+2], quiver w/20 arrows, chain shirt, flask of 
  oil (x2), torch (x2), tinderbox, large sack, potion of 
  shield of faith +2. 
   
  � Gúlam: male wild elf Clr7/Thm1; CR 8; Medium-
  size Humanoid; HD 1d4+7d8+8; hp 47; Init +2 (Dex); 
  Spd 20 ft; AC 18 (+5 breastplate, +2 Dex, +1 shield); 
  BA/G: +5/+5; Atks +5 melee (1d8/19-20 crit, long 
  sword), or +8 ranged (1d8/crit x3, longbow); SA turn 
  undead or plants; SQ elven traits, improved ally; AL 
  CN; SV Fort +8, Ref +6, Will +13; Str 10, Dex 15, Con 
  13, Int 10, Wis 18, Cha 12. 
   
  Skills: Concentration +12, Spellcraft +11. Feats: 
  Blind-fight, Silent Spell, Spell Focus (conjuration), 
  Weapon Focus (longbow). 
   
  SQ: Elven Traits (Ex)–Sleep immunity, +2 save vs. 
  Enchantment, low-light vision, proficient: long sword 
  or rapier, proficient: longbows and shortbows. 
   
  Possessions: long sword, longbow, quiver w/20 
  arrows, breastplate, buckler, holy symbol of Solonor 
  Thelandira (x2), cloak of resistance +2, potion of shield 
  of faith +2.  
   
  Personality Traits:  Fanatical 
   
  Physical Description: Gúlam is a short wild elf 
  with unkempt black hair.  He wears greasy furs over a 
  dirty breastplate. 
   
  Spells Prepared (6/5+1/4+1/4+1/3+1; base DC = 14 
  + spell level, 15 + spell level for conjuration): 0—create 
  water (x2), detect magic (x2), detect poison, guidance; 
  1
  st—bless, entangle*, entopic shield, protection from 
  evil, shield of faith, summon monster I; 2
  nd—
  barkskin*, hold person, resist energy, silence, summon 
  monster II; 3
  rd—dispel magic, invisibility purge, magic 
  vestment*, 
  remove 
  blindness/deafness, 
  summon 
  monster III; 4
  th—air walk, silent dispel magic, divine 
  power*, summon monster IV. 
   
  *Domain spell. Domains: Plant, War. 
   
  APL 8 (EL 11) 
  � Grugach Guard: male wild elf Bbn1, Ftr1, Rgr3, 
  HznWkr1; CR 6; Medium-size Humanoid; HD 
  4d8+1d10+1d12+12; hp 50; Init +1 (Dex); Spd 40 ft; AC 
  15 (+4 chain shirt, +1 Dex); BA/G: +6/+8; Atks +10 
  melee (1d12+4/crit x3, +1 greataxe), or +7 ranged 
  (1d8+2/crit x3, longbow); Full Atk +10/+5 melee 
  (1d12+4/crit x3, +1 greataxe), or +5/+5/+0 ranged 
  (1d8+2/crit x3, longbow); SA rage, favored enemy 
  Losing the War We’ve Won 
   
  Page 34 
  
  (human); SQ elven traits, fast movement, wild 
  empathy, terrain mastery (forest); AL CN; SV Fort +11, 
  Ref +4, Will +1; Str 15, Dex 13, Con 14, Int 8, Wis 11, 
  Cha 10. 
   
  Skills: Climb +4, Hide +5, Intimidate +4, 
  Knowledge (geography) +7, Listen +7, Spot +8, Survival 
  +4. Feats: Endurance, Improved Sunder, Power Attack, 
  Point Blank Shot, Rapid Shot, Track, Weapon Focus 
  (greataxe). 
   
  SA: Rage (Ex)–1/day, Grugach Guard can fly into a 
  screaming blood frenzy for 6 rounds. Grugach Guard 
  gains +4 Str, +4 Con, and a +2 morale bonus vs. fear, but 
  suffers -2 to AC. After the rage, Grugach Guard is 
  winded. 
   
  SQ: Elven Traits (Ex)–Sleep immunity, +2 save vs. 
  Enchantment, low-light vision, proficient: long sword 
  or rapier, proficient: longbows and shortbows, Terrain 
  Mastery- Grugach Guard has a +4 competence bonus 
  on Hide checks. Grugach Guard gains a +1 insight 
  bonus on attack and damage rolls against forest 
  creatures. 
   
  Possessions: +1 greataxe, mighty longbow [+2], 
  quiver w/20 arrows, chain shirt, flask of oil (x2), torch 
  (x2), tinderbox, large sack, tanglefoot bag, potion of 
  shield of faith +2. 
   
  � Gúlam: male wild elf Clr7/Thm3; CR 10; Medium-
  size Humanoid; HD 3d4+7d8+10; hp 52; Init +2 (Dex); 
  Spd 20 ft; AC 19 (+6 breastplate, +2 Dex, +1 shield); 
  BA/G: +6/+6; Atks +6 melee (1d8/19-20 crit, long 
  sword), or +9 ranged (1d8/crit x3, longbow); Full Atk 
  +6/+1 melee (1d8/19-20 crit, long sword), or +9/+4 
  ranged (1d8/crit x3, longbow); SA turn undead or 
  plants; SQ elven traits, improved ally, extended 
  summoning; AL CN; SV Fort +9, Ref +7, Will +14; Str 
  10, Dex 15, Con 13, Int 10, Wis 18, Cha 12. 
   
  Skills: Concentration +14, Spellcraft +13. Feats: 
  Augment Summoning, Blind-fight, Silent Spell, Spell 
  Focus (conjuration), Quicken Spell, Weapon Focus 
  (longbow). 
   
  SQ: Elven Traits (Ex)–Sleep immunity, +2 save vs. 
  Enchantment, low-light vision, proficient: long sword 
  or rapier, proficient: longbows and shortbows; 
  Extended 
  Summoning—All 
  spells 
  from 
  the 
  summoning subschool that Gúlam casts have their 
  durations doubled, as if the Extend Spell feat had been 
  applied to them. The levels of the summoning spells 
  don’t change, however. 
   
  Possessions: long sword, longbow, quiver w/20 
  arrows, +1 breastplate, buckler, holy symbol of Solonor 
  Thelandira (x2), cloak of resistance +2, elixir of vision, 
  potion of shield of faith +2.  
   
  Personality Traits:  Fanatical 
   
  Physical Description: Gúlam is a short wild elf 
  with unkempt black hair.  He wears greasy furs over a 
  dirty breastplate. 
   
  Spells Prepared (6/5+1/5+1/4+1/4+1/2+1; base DC 
  = 14 + spell level, 15 + spell level for conjuration): 0—
  create water (x2), detect magic (x2), detect poison, 
  guidance; 1
  st—entangle*, entopic shield, protection 
  from evil, remove fear, shield of faith, summon 
  monster I; 2
  nd—barkskin*, hold person, lesser 
  restoration, resist energy, silence, summon monster II; 
  3
  rd—dispel magic, invisibility purge, magic vestment*, 
  remove blindness/deafness, summon monster III; 
  4
  th—air walk, dismissal, silent dispel magic, divine 
  power*, summon monster IV; 5
  th—quickened bless, 
  bear’s heart, wall of thorns*. 
   
  *Domain spell. Domains: Plant, War. 
   
  APL 10 (EL 13) 
  � Grugach Guard: male wild elf Bbn1, Ftr1, Rgr3, 
  HznWkr3; CR 8; Medium-size Humanoid; HD 
  6d8+1d10+1d12+16; hp 64; Init +2 (Dex); Spd 40 ft; AC 
  16 (+4 chain shirt, +2 Dex); BA/G: +8/+10; Atks +11 
  melee (1d12+4/crit x3, +1 greataxe), or +10 ranged 
  (1d8+2/crit x3, longbow); Full Atk +11/+6 melee 
  (1d12+3/crit x3, +1 greataxe), or +8/+8/+3 ranged 
  (1d8+2/crit x3, longbow); SA rage, favored enemy 
  (human); SQ elven traits, fast movement, wild 
  empathy, terrain mastery (forest, hills, plains); AL CN; 
  SV Fort +12, Ref +5, Will +2; Str 15, Dex 14, Con 14, Int 
  8, Wis 11, Cha 10. 
   
  Skills: Climb +4, Hide +6, Intimidate +4, 
  Knowledge (geography) +7, Listen +14, Spot +15, 
  Survival +4. Feats: Endurance, Improved Sunder, 
  Power Attack, Point Blank Shot, Rapid Shot, Track, 
  Weapon Focus (greataxe). 
   
  SA: Rage (Ex)–1/day, Grugach Guard can 
  fly into a screaming blood frenzy for 6 rounds. 
  Grugach Guard gains +4 Str, +4 Con, and a +2 morale 
  bonus vs. fear, but suffers -2 to AC. After the rage, 
  Grugach Guard is winded. 
   
  SQ: Elven Traits (Ex)–Sleep immunity, +2 save vs. 
  Enchantment, low-light vision, proficient: long sword 
  or rapier, proficient: longbows and shortbows, Terrain 
  Mastery- Grugach Guard has a +4 competence bonus 
  on Hide, Listen, and Spot checks. Grugach Guard gains 
  a +1 insight bonus on attack and damage rolls against 
  forest, hills, and plains creatures. 
   
  Possessions: +1 greataxe, mighty longbow [+2], 
  quiver w/20 arrows, chain shirt, flask of oil (x2), torch 
  (x2), tinderbox, large sack, tanglefoot bag, potion of 
  shield of faith +2. 
   
  � Gúlam: male wild elf Clr7/Thm5; CR 12; Medium-
  size Humanoid; HD 5d4+7d8+12; hp 60; Init +3 (Dex); 
  Losing the War We’ve Won 
   
  Page 35 
  
  Spd 20 ft; AC 20 (+6 breastplate, +3 Dex, +1 shield); 
  BA/G: +7/+7; Atks +7 melee (1d8/19-20 crit, long 
  sword), or +11 ranged (1d8/crit x3, longbow); Full Atk 
  +7/+2 melee (1d8/19-20 crit, long sword), or +11/+6 
  ranged (1d8/crit x3, longbow); SA turn undead or 
  plants, contingent conjuration; SQ elven traits, 
  improved ally, extended summoning, planar cohort; 
  AL CN; SV Fort +9, Ref +7, Will +15; Str 10, Dex 16, 
  Con 13, Int 10, Wis 18, Cha 12. 
   
  Skills: Concentration +20, Spellcraft +15. Feats: 
  Augment Summoning, Blind-fight, Combat Casting, 
  Silent Spell, Spell Focus (conjuration), Quicken Spell, 
  Weapon Focus (longbow). 
   
  SA: Contingent Conjuration (Sp)— Gúlam can 
  prepare a summoning or calling spell ahead of time to 
  be triggered by some other event. This functions as 
  described for the contingency spell, including having 
  Gúlam 
  cast 
  the 
  summoning 
  or 
  calling 
  spell 
  beforehand. The spell is cast instantly when the trigger 
  event occurs.  
  The conditions needed to bring the spell into effect 
  must be clear, although they can be general. If 
  complicated or convoluted condition as are prescribed, 
  the contingent conjuration may fail when triggered. 
  The conjuration spell occurs based solely on the stated 
  conditions, regardless of whether Gúlam wants it to, 
  although most conjurations can be dismissed normally. 
  Gúlam can have only one contingent conjuration 
  active at a time. 
   
  SQ: Elven Traits (Ex)–Sleep immunity, +2 save vs. 
  Enchantment, low-light vision, proficient: long sword 
  or rapier, proficient: longbows and shortbows; 
  Extended 
  Summoning—All 
  spells 
  from 
  the 
  summoning subschool that Gúlam casts have their 
  durations doubled, as if the Extend Spell feat had been 
  applied to them. The levels of the summoning spells 
  don’t change, however. 
   
  Possessions: long sword, longbow, quiver w/20 
  arrows, +1 breastplate, buckler, holy symbol of Solonor 
  Thelandira (x2), cloak of resistance +2, potion of shield 
  of faith +2.  
   
  Personality Traits:  Fanatical 
   
  Physical Description: Gúlam is a short wild elf 
  with unkempt black hair.  He wears greasy furs over a 
  dirty breastplate. 
   
  Spells 
  Prepared 
  (6/6+1/5+1/5+1/4+1/3+1/2+1; 
  base DC = 14 + spell level, 15 + spell level for 
  conjuration): 0—create water (x2), detect magic (x2), 
  detect poison, guidance; 1
  st—entangle*, entopic shield, 
  obscuring mist, protection from evil, remove fear, 
  shield of faith, summon monster I; 2
  nd—barkskin*, 
  hold person, lesser restoration, resist energy, silence, 
  summon monster II; 3
  rd—dispel magic, invisibility 
  purge, 
  magic 
  vestment*, 
  prayer, 
  remove 
  blindness/deafness, summon monster III; 4
  th—air 
  walk, dismissal, silent dispel magic, divine power*, 
  summon monster IV; 5
  th—quickened bless, summon 
  monster V, bear’s heart, wall of thorns*; 6
  th—fire 
  seeds*, quicken resist energy,, summon monster VI. 
   
  *Domain spell. Domains: Plant, War. 
   
  � Tundyr: male earth mephit, advanced; CR 5; 
  Medium-size Outsider (Earth, Extraplanar); HD 
  7d8+17; hp 50; Init -2 (Dex); Spd 20 ft., fly 30 ft. 
  (average); AC 19 (+5 breastplate, –2 Dex, +6 natural); 
  BA/G: +7/+7; Atks +12 melee (1d4+5, claw) or +5 
  ranged (1d6+5, throwing axe); Full Atk +12/+12 melee 
  (1d4+5, 2 claws) or +5/+0 ranged (1d6+5, throwing axe); 
  SA Breath weapon, spell-like abilities, summon mephit; 
  SQ Change size, damage reduction 5/magic, darkvision 
  60 ft., fast healing 2; AL N; SV Fort +6, Ref +2, Will +4; 
  Str 21, Dex 6, Con 15, Int 6, Wis 11, Cha 15. 
   
  Skills: Bluff +10, Escape Artist +8, Hide +4, 
  Diplomacy +4, Disguise +14 (+16 acting), Intimidate +4, 
  Listen +12, Move Silently +4, Spot +12, Use Rope –2 
  (+0 with bindings). Feats: Alertness, Power Attack, 
  Toughness. 
   
  SA: Breath Weapon (Su)—15-foot cone of rock 
  shards and pebbles, damage 1d8, Reflex DC 14 half. 
  The save DC is Constitution-based and includes a +1 
  racial bonus; Spell-Like Abilities: 1/day—soften earth 
  and stone. Caster level 6
  th; Change Size (Sp)—Once per 
  hour, Tundyr can magically change its size. This works 
  just like an enlarge person spell, except that the power 
  works only on Tundyr. This is the equivalent of a 2nd-
  level spell; Summon Mephit (Sp)—Once per day, 
  Tundyr can attempt to summon another earth mephit, 
  much as though casting a summon monster spell, but 
  with only a 25% chance of success. Roll d%: On a 
  failure, no creature answers the summons that day. A 
  mephit that has just been summoned cannot use its 
  own summon ability for 1 hour. This ability is the 
  equivalent of a 2nd-level spell. 
   
  SQ: Fast Healing (Ex)— Tundyr heals only if it is 
  underground or buried up to its waist in earth. 
   
  Possessions: masterwork breastplate, throwing axe 
  (x4), 
  disguise 
  kit, 
  tanglefoot 
  bag, 
  antitoxin, 
  thunderstone, smokestick, elixir of vision, dark blue 
  rhomboid ioun stone. 
   
  Personality Traits:  Slow, thorough, loyal. 
   
  Physical Description: Tundyr appears as a dwarf 
  wearing a breastplate and carrying axes given to him by 
  his master.  His master encourages him to use his 
  disguise skill to enhance his appearance as a dwarf to 
  confuse enemies. 
   
  Losing the War We’ve Won 
   
  Page 36 
  
  APL 12 (EL 15) 
  � Grugach Guard: male wild elf Bbn2, Ftr1, Rgr3, 
  HznWkr4; CR 10; Medium-size Humanoid; HD 
  7d8+1d10+2d12+20; hp 80; Init +2 (Dex); Spd 40 ft; AC 
  16 (+4 chain shirt, +2 Dex); BA/G: +10/+13; Atks +14 
  melee (1d12+5/crit x3, +1 greataxe), or +12 ranged 
  (1d8+2/crit x3, longbow); Full Atk +14/+9 melee 
  (1d12+4/crit x3, +1 greataxe), or +10/+10/+5 ranged 
  (1d8+2/crit x3, longbow); SA rage, favored enemy 
  (human); SQ elven traits, fast movement, wild 
  empathy, terrain mastery (desert, forest, hills, plains), 
  uncanny dodge; AL CN; SV Fort +14, Ref +5, Will +2; 
  Str 16, Dex 14, Con 14, Int 8, Wis 11, Cha 10. 
   
  Skills: Climb +5, Hide +7, Intimidate +4, 
  Knowledge (geography) +7, Listen +17, Spot +17, 
  Survival +4. Feats: Endurance, Improved Sunder, 
  Manyshot, Power Attack, Point Blank Shot, Rapid 
  Shot, Track, Weapon Focus (greataxe). 
   
  SA: Rage (Ex)–1/day, Grugach Guard can 
  fly into a screaming blood frenzy for 6 rounds. 
  Grugach Guard gains +4 Str, +4 Con, and a +2 morale 
  bonus vs. fear, but suffers -2 to AC. After the rage, 
  Grugach Guard is winded. 
   
  SQ: Elven Traits (Ex)–Sleep immunity, +2 save vs. 
  Enchantment, low-light vision, proficient: long sword 
  or rapier, proficient: longbows and shortbows, Terrain 
  Mastery- Grugach Guard has a +4 competence bonus 
  on Hide, Listen, and Spot checks. Grugach Guard gains 
  a +1 insight bonus on attack and damage rolls against 
  desert, forest, hills, and plains creatures. Grugach 
  Guard resist effects that tire him. Grugach Guard is 
  immune to fatigue, and anything that would cause him 
  to become exhausted makes him fatigued instead; 
  Uncanny Dodge (Ex)- Grugach Guard retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker. However, he 
  still loses his Dexterity bonus to AC if immobilized.  
   
  Possessions: +1 greataxe, mighty longbow [+2], 
  quiver w/20 arrows, chain shirt, flask of oil (x2), torch 
  (x2), tinderbox, large sack, tanglefoot bag, potion of 
  shield of faith +2. 
   
  � Gúlam: male wild elf Clr9/Thm5; CR 14; Medium-
  size Humanoid; HD 5d4+9d8+14; hp 72; Init +3 (Dex); 
  Spd 20 ft; AC 20 (+6 breastplate, +3 Dex, +1 shield); 
  BA/G: +8/+8; Atks +8 melee (1d8/19-20 crit, long 
  sword), or +12 ranged (1d8/crit x3, longbow); Full Atk 
  +8/+3 melee (1d8/19-20 crit, long sword), or +12/+7 
  ranged (1d8/crit x3, longbow); SA turn undead or 
  plants, contingent conjuration; SQ elven traits, 
  improved ally, extended summoning, planar cohort; 
  AL CN; SV Fort +10, Ref +8, Will +16; Str 10, Dex 16, 
  Con 13, Int 10, Wis 18, Cha 12. 
   
  Skills: Concentration +22, Listen +6, Spellcraft 
  +17, Spot +6. Feats: Alertness, Augment Summoning, 
  Blind-fight, Combat Casting, Silent Spell, Spell Focus 
  (conjuration), 
  Quicken 
  Spell, 
  Weapon 
  Focus 
  (longbow). 
   
  SA: Contingent Conjuration (Sp)— Gúlam can 
  prepare a summoning or calling spell ahead of time to 
  be triggered by some other event. This functions as 
  described for the contingency spell, including having 
  Gúlam 
  cast 
  the 
  summoning 
  or 
  calling 
  spell 
  beforehand. The spell is cast instantly when the trigger 
  event occurs.  
  The conditions needed to bring the spell into effect 
  must be clear, although they can be general. If 
  complicated or convoluted condition as are prescribed, 
  the contingent conjuration may fail when triggered. 
  The conjuration spell occurs based solely on the stated 
  conditions, regardless of whether Gúlam wants it to, 
  although most conjurations can be dismissed normally. 
  Gúlam can have only one contingent conjuration 
  active at a time. 
   
  SQ: Elven Traits (Ex)–Sleep immunity, +2 save vs. 
  Enchantment, low-light vision, proficient: long sword 
  or rapier, proficient: longbows and shortbows; 
  Extended 
  Summoning—All 
  spells 
  from 
  the 
  summoning subschool that Gúlam casts have their 
  durations doubled, as if the Extend Spell feat had been 
  applied to them. The levels of the summoning spells 
  don’t change, however. 
   
  Possessions: long sword, longbow, quiver w/20 
  arrows, +1 breastplate, buckler, holy symbol of Solonor 
  Thelandira (x2), cloak of resistance +2, dark blue 
  rhomboid ioun stone, potion of shield of faith +2, meta-
  magic rod: enlarge.  
   
  Personality Traits:  Fanatical 
   
  Physical Description: Gúlam is a short wild elf 
  with unkempt black hair.  He wears greasy furs over a 
  dirty breastplate. 
   
  Spells Prep’d 6/6+1/6+1/5+1/5+1/3+1/3+1/2+1; 
  base DC = 14 + spell level, 15 + spell level for 
  conjuration): 0—create water (x2), detect magic (x2), 
  detect poison, guidance; 1
  st—entangle*, entopic shield, 
  obscuring mist, protection from evil, remove fear, 
  shield of faith, summon monster I; 2
  nd—barkskin*, 
  hold person, lesser restoration (x2), resist energy, 
  silence, summon monster II; 3
  rd—dispel magic, 
  invisibility purge, magic vestment*, prayer, remove 
  blindness/deafness, summon monster III; 4
  th—air 
  walk, dismissal, silent dispel magic, divine power*, 
  recitation, summon monster IV; 5
  th—quickened bless, 
  summon monster V, bear’s heart, wall of thorns*; 6
  th—
  fire seeds*, heal, quicken resist energy, summon 
  monster VI; 7
  th—animate plants*, repulsion, summon 
  monster VII 
  Losing the War We’ve Won 
   
  Page 37 
  
   
  *Domain spell. Domains: Plant, War. 
   
  � Elder Earth Elemental, Advanced: CR 13; Huge-
  size Outsider (Earth, Extraplanar); HD 32d8+160; hp 
  308; Init -1 (-1 Dex); Spd 30 ft.; AC 22 (–2 size, –1 Dex, 
  +15 natural); BA/G: +24/+44, Atks +34 melee 
  (4d8+12/19–20, slam); Full Atk +34/+34 melee 
  (4d8+12/19–20, 2 slams); Face/Reach: 15 ft./15 ft.; SA 
  Earth mastery, push; SQ Damage reduction 10/–, earth 
  glide, darkvision 60 ft., elemental traits; AL N; SV Fort 
  +23, Ref +10, Will +14; Str 34, Dex 8, Con 21, Int 10, 
  Wis 12, Cha 11. 
   
  Skills: Listen +38, Spot +38.  Feats: Alertness, 
  Awesome Blow, Cleave, Great Cleave, Improved Bull 
  Rush, Improved Critical (slam), Improved Natural 
  Attack, Improved Sunder, Iron Will, Power Attack, 
  Power Critical. 
   
  SA: Earth Mastery (Ex)—An earth elemental gains 
  a +1 bonus on attack and damage rolls if both it and its 
  foe are touching the ground. If an opponent is airborne 
  or waterborne, the elemental takes a –4 penalty on 
  attack and damage rolls. (These modifiers are not 
  included in the statistics block.); Push (Ex)—An earth 
  elemental can start a bull rush maneuver without 
  provoking an attack of opportunity. The combat 
  modifiers given in Earth Mastery, above, also apply to 
  the elemental’s opposed Strength checks. 
   
  SQ: Earth Glide (Ex)—An earth elemental can 
  glide through stone, dirt, or almost any other sort of 
  earth except metal as easily as a fish swims through 
  water. Its burrowing leaves behind no tunnel or hole, 
  nor does it create any ripple or other signs of its 
  presence. A move earth spell cast on an area containing 
  a burrowing earth elemental flings the elemental back 
  30 feet, stunning the creature for 1 round unless it 
  succeeds on a DC 15 Fortitude save; Elemental – 
  Immune to poison, sleep, paralysis, and stunning. Not 
  subject to critical hits. 
   
  Physical Description: The elemental summoned 
  by the Sleeper Under the Earth looks much like a Dire 
  Bear made of dirt and rock. 
   
  � Tundyr: male bralani eladrin, advanced; CR 6; 
  Medium-size Outsider (Chaotic, Eladrin, Extraplanar, 
  Good); HD 7d8+21; hp 52; Init +8 (Dex); Spd 40 ft., fly 
  100 ft. (perfect); AC 24 (+4 chain shirt, +4 Dex, +6 
  natural); BA/G: +7/+11; Atks +12 melee (1d6+4/18-20 
  crit, +1 holy scimitar) or +12 ranged (1d8+5/crit x3, +1 
  holy composite longbow mighty +4) or +11 melee 
  (1d6+4, slam); Full Atk +12/+7 melee (1d6+4/18-20 crit, 
  +1 holy scimitar) or +12/+7 ranged (1d8+5/crit x3, +1 
  holy composite longbow mighty +4) or +11 melee 
  (1d6+4, slam); SA Spell-like abilities, whirlwind blast; 
  SQ Alternate form, damage reduction 10/cold iron or 
  evil, darkvision 60 ft., immunity to electricity and 
  petrifaction, low-light vision, resistance to cold 10 and 
  fire 10, spell resistance 17, tongues; AL CG; SV Fort +8, 
  Ref +9, Will +7; Str 18, Dex 18, Con 17, Int 13, Wis 14, 
  Cha 14. 
   
  Skills: Concentration +13, Diplomacy +4, Escape 
  Artist +14, Handle Animal +11, Hide +12, Jump +11, 
  Listen +14, Move Silently +14, Ride +6, Sense Motive 
  +12, Spot +14, Tumble +14, Use Rope +4 (+6 with 
  bindings). Feats: Alertness, Blind-fight, Improved 
  Initiative. 
   
  SA: Spell-Like Abilities: At will—blur, charm 
  person (DC 13), gust of wind (DC 14), mirror image, 
  wind wall; 2/day—lightning bolt (DC 15), cure serious 
  wounds (DC 15). Caster level 6
  th; Whirlwind blast 
  (Su)—When is whirlwind form, Tundyr can attack 
  with a scouring blast of wind, dealing 3d6 points of 
  damage in a 20-foot line (Reflex DC 16 half). The save 
  is Constitution based. 
   
  SQ: Alternate Form (Su)—Tundyr can shift 
  between his humanoid and whirlwind as a standard 
  action.  In humanoid form he cannot fly or use his 
  whirlwind blast, but it can use its spell-like abilities and 
  its weapons.  In whirlwind form, Tundyr can fly, make 
  slam attacks and whirlwind blast attacks, and use spell-
  like abilities.  Tundyr remains in one form until he 
  chooses to assume a new one.  A change in form cannot 
  be dispelled, nor does Tundyr revert to a particular 
  form when killed.  A true seeing spell however, reveals 
  both forms, simultaneously.   
   
  Possessions: chain shirt, elixir of vision. 
   
  Personality Traits:  Feral, furious, loyal. 
   
  Physical Description: Tundyr appears as a short 
  stocky elf with silver hair wearing a chain shirt given 
  to him by his master.   
  Losing the War We’ve Won 
   
  Page 38 
  
  Appendix #2: New Rules 
   
  New Creatures 
   
  Spirit of the Land 
   
  Reference: Monster Manual II, page 189, updated for 3.5. 
    
  Huge Fey (Incorporeal) 
  Hit Dice: 
  20d6+200 (270 hp) 
  Initiative: 
  +1 
  Speed: 
  Fly 60 ft. (perfect) 
  Armor Class: 
  16 (-2 size, +1 Dex, +7 deflection), touch 16, flat-
  footed 15 
  Base 
  Attack/Grapple: 
  None 
  Attack: 
  None 
  Full Attack: 
  None 
  Space/Reach: 
  15 ft./15 ft. 
  Special Attacks: 
  Spell-like abilities 
  Special Qualities: 
  All-around 
  vision, 
  DR 
  10/-, 
  elemental 
  manifestation, 
  fast 
  healing 
  10, 
  incorporeal 
  subtype, low-light vision, natural invisibility, 
  telepathy, SR 34 
  Saves: 
  Fort +16, Ref +13, Will +16 
  Abilities: 
  Str -, Dex 13, Con 30, Int 20, Wis 19, Cha 25 
  Skills: 
  Concentration +33, Diplomacy +32, Hide +16, 
  Knowledge (geography) +28, Knowledge (nature) 
  +30, Listen +27, Search +28, Sense Motive +27, 
  Spellcraft +28, Spot +27, Survival +28 
  Feats: 
  Cleave*, Dodge, Combat Expertise
  B, Dodge
  B, Great 
  Cleave*, Improved Bull Rush*, Improved Disarm, 
  Improved Sunder*, Improved Trip*, Mobility, 
  Power Attack*
  B 
  Environment: 
  Any 
  Organization: 
  Solitary 
  Challenge Rating: 
  23 
  Treasure: 
  None 
  Alignment: 
  Always neutral 
  Advancement: 
  21-30 HD (Huge), 31-60 HD (Gargantuan) 
  Level Adjustment: 
  - 
   
  A spirit of the land is a powerful force of nature that lies dormant until the area it guards is threatened.  Each inhabits a 
  particular geographical area, existing as a living part of the land.  A spirit of the land usually assumes dominion over a 
  small valley, a river, a desert, or some other bounded geographical feature.  These creatures dwell in all regions of the 
  world, and more than one can exist within the same area, each concerned with a particular aspect of the terrain.   
   
  In its natural form, a spirit of the land is an invisible and intangible force.  It appears to be shapeless mist to 
  creatures that can see invisible things.  When it wishes to manifest a physical form, a spirit of the land can assume the 
  shape of a humanoid, animal, or elemental of its own size composed of one particular element—air, earth, fire, or water. 
   
  Spirits of the land are always aware of what transpires in their territories, and they punish all who would ravage or 
  defile them.  They get along well with druids as well as with races that respect the land.   
   
  Spirits of the land speak Common, Elven, Dwarven, and most goblinoid languages.  They can also speak 
  telepathically with speakers of other languages. 
  Losing the War We’ve Won 
   
  Page 39 
  
   
  Combat 
  In combat, a spirit of the land prefers to strike invisibly, using its command over weather, nature, and the elements to 
  destroy its enemies.  Opponents may find themselves confronted by an earthquake, followed by a rain of lightning bolts 
  accompanied by hurricane force winds.  A spirit attacks relentlessly, coordinating its actions to keep foes off balance 
  while remaining unseen.  To fight in melee, a spirit of the land must manifest an elemental form.  In this shape, it 
  usually focuses on destroying one foe before moving on to the next. 
   
  Spell-Like Abilities: At will—chain lightning, chill metal, cone of cold, control water, control weather, control 
  winds, create water, earthquake, fire storm, fog cloud, heat metal, ice storm, incendiary cloud, lightning bolt, move 
  earth, produce flame, quench, sleet storm, solid fog, soften earth and stone, spike stones, stone shape, wall of fire, wall of 
  ice, wall of stone, whirlwind, wind wall. Caster level 20
  th; save DC 17+ spell level. 
   
  All-Around Vision (Ex): A spirit of the land is a part of all terrain that surrounds it, so it sees from all directions at 
  once.  Because of this ability, it gains a +4 racial bonus on Search and Spot checks, and it cannot be flanked, regardless of 
  its form. 
   
  Elemental Manifestation (Su): Once per day, a spirit of the land can assume a form composed of elemental 
  material (air, earth, fire, or water), so long as that element exists in some form on its terrain.  In elemental form, a spirit 
  of the land is no longer invisible, or incorporeal.  It gains the element-specific qualities noted in the appropriate 
  manifestation section below and loses the benefits of the incorporeal subtype.  Should a spirit of the land’s elemental 
  manifestation be destroyed, the monster dissipates but is not slain.  A dissipated spirit of the land must wait 24 hours 
  before it can use any of its abilities again.   
   
  When a spirit of the land is manifested, the following changes are in effect: AC 19, touch 9, flat-footed, 18, Atk +14 
  melee (2d8+6, 2 slams); SQ DR 15/-, Str 23. 
   
  Incorporeal Subtype: In its incorporeal form, a spirit of the land can be harmed only by other incorporeal 
  creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities.  The creature has a 50% 
  chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch 
  weapons.  An incorporeal spirit of the land can pass through solid objects, but not force effects, at will.  Its attacks ignore 
  natural armor, armor, and shields, but deflection bonuses and force effects work normally against them.  An incorporeal 
  spirit of the land always moves silently and cannot be heard with Listen checks if it doesn’t wish to be. 
   
  Natural Invisibility (Su): An incorporeal spirit of the land remains invisible even when it attacks.  This ability is 
  always active, but the monster can suppress or resume it as a free action. 
   
  Telepath (Su): A spirit of the land can communicate telepathically with any creature within 5 miles that has a 
  language.   
   
  Wild Empathy (Ex): This ability works like the druid’s wild empathy class feature. 
   
  Feats: *A spirit of the land has access to the feats marked with an asterisk only while it is manifested. 
   
  Air Manifestation 
  To manifest as air, a spirit of the land must have a windy valley, breezy seashore, or the like in its terrain.  In this form, it 
  gains the following abilities. 
   
  Air Mastery (Ex): Any airborne creatures take a –1 penalty on attack and damage rolls made against a spirit of the 
  land manifested as air. 
   
  Flight (Ex): A spirit of the land manifested as air is naturally buoyant.  At will as a free action, it can produce an 
  effect like that of the fly spell (caster level 5
  th), except that the effect only applies to itself.  The ability gives it a fly speed 
  of 120 feet (perfect). 
   
  Earth Manifestation 
  An earth manifestation simply requires any type of land.  In this form, a spirit of the land gains the following ability. 
   
  Earth Mastery (Ex): A spirit of the land manifested as earth gains a +1 bonus on attack and damage rolls if its foe is 
  touching the ground. 
   
  Fire Manifestation 
  A fire manifestation requires a volcanic region, hot spring, or the like on the spirit of the land’s terrain.  In this form, it 
  gains the following abilities. 
  Losing the War We’ve Won 
   
  Page 40 
  
   
  Burn (Ex): Any creature hit by the slam attack of a spirit of the land manifested as fire, or that hits the monster 
  with a natural weapon or unarmed attack, must succeed on a Reflex save (DC 30) or catch on fire.  The fire burns for 1d4 
  rounds. 
   
  Fire Subtype (Ex): A spirit of the land manifested as fire is immune to fire damage but takes double damage from 
  cold unless a saving throw for half damage is allowed.  In that case, the creature takes half damage on a successful save 
  and double damage on a failure. 
   
  Water Manifestation 
  To manifest as water, a spirit of the land must have a river, lake, pond, or other waterway in its terrain.  In this form, it 
  gains the following abilities. 
   
  Swim (Ex): A spirit of the land manifested as water can swim at a speed of 60 feet. 
   
  Water Mastery (Ex): A spirit of the land manifested as water gains a +1 bonus on attack and damage rolls if its 
  opponent is touching water. 
   
    
  Wood Sprite 
  A New Creature 
    
  Small Fey 
  Hit Dice: 
  1d6 (3 hp) 
  Initiative: 
  +4 
  Speed: 
  20 ft. (4 squares) 
  Armor Class: 
  16 (+1 size, +4 Dex, +1 natural), touch 15, flat-
  footed 12 
  Base 
  Attack/Grapple: 
  +0/–6 
  Attack: 
  Dagger +5 melee (1d3–2) 
  Full Attack: 
  Dagger +5 melee (1d3–2) 
  Space/Reach: 
  5 ft./5 ft. 
  Special Attacks: 
  Spell-like abilities 
  Special Qualities: 
  Damage reduction 5/cold iron, low-light vision, 
  spell resistance 14, wild empathy 
  Saves: 
  Fort +0, Ref +6, Will +5 
  Abilities: 
  Str 6, Dex 19, Con 10, Int 12, Wis 17, Cha 16 
  Skills: 
  Handle Animal +7, Heal +7, Hide +8, Knowledge 
  (nature) +5, Listen +9*, Spot +9*, Survival +7 
  Feats: 
  Dodge
  B, Weapon Finesse 
  Environment: 
  Temperate forest 
  Organization: 
  Gang (2–4), band (6–11), or tribe (20–80) 
  Challenge Rating: 
  1 
  Treasure: 
  No coins; 50% goods; 50% items 
  Alignment: 
  Always neutral good 
  Advancement: 
  2–3 HD (Small) 
  Level Adjustment: 
  +3 
   
  This being looks much like a short elf whose skin looks much like the rough bark of a hickory tree.  Its clothes appear to 
  be sewn from leaves. 
   
  Wood sprites are reclusive fey that enhance the natural growth of the woods in which they dwell.  While they despise 
  evil, they often shy away from direct confrontation.  Instead, they attempt to use tricks and natural traps to protect their 
  homelands. If presented with many enemies, they often attempt to enlist they aid of their animal neighbors.  Most 
  wood sprites are slim and comely, with pale brown skin reminiscent of bark and dark brown hair. Wood sprites prefer 
  not to leave their forests.  A wood sprite stands about 3 feet tall and weighs about 30 pounds.  Wood sprites speak 
  Common and Sylvan. 
  Losing the War We’ve Won 
   
  Page 41 
  
   
  Combat 
  Wood sprites fight their opponents with spell-like abilities and pintsized weaponry. They prefer ambushes and other 
  trickery over direct confrontation. 
   
  Spell-Like Abilities: 3/day—entangle (DC 14), plant growth, speak with animals, speak with plants, tree stride. Caster 
  level 6th. The save DCs are Charisma-based. 
  Wild Empathy (Ex): This ability works like the druid’s wild empathy class feature, except that a wood sprite has a +6 
  racial bonus on the check. 
  Skills: All sprites have a +2 racial bonus on Search, Spot, and Listen checks. 
   
  New Feats 
   
  Power Critical 
  Reference: Masters of the Wild, page 24. 
  Choose one weapon, such as a longsword or greataxe.  With that weapon, you know how to hit where it hurts. 
   
  Prerequisites: Improved critical with weapon, base attack bonus +12, proficiency with weapon. 
   
  Benefit:  Once per day, you can declare a single melee attack with your chosen kind of weapon to be an automatic 
  threat before you make the attack roll.  If the attack is successful, you roll to confirm the critical, regardless of whether 
  the actual attack roll was a threat. 
   
  Special:  You can take this feat multiple times.  Each time you do, it applies to a new kind of weapon.  You may use 
  this ability only once per day per kind of weapon to which it applies. 
   
  New Prestige Classes 
   
  DEEPWOOD SNIPER 
  Reference: Masters of the Wild, page 52. 
  Class 
  Base 
  Fort 
  Ref 
  Will 
  Level 
  Attack Save 
  Save 
  Save 
  Special 
  1
  st  
  +1 
  +0 
  +2 
  +0 
  Keen arrows, range increment bonus +10 ft./level 
  2
  nd  
  +2 
  +0 
  +3 
  +0 
  Concealment reduction 10%, magic weapon, projectile 
  improved critical +1 
  3
  rd  
  +3 
  +1 
  +3 
  +1 
  Safe poison use 
  4
  th  
  +4 
  +1 
  +4 
  +1 
  Take aim +2 
  5
  th  
  +5 
  +1 
  +4 
  +1 
  Consistent aim 1/day 
  6
  th  
  +6 
  +2 
  +5 
  +2 
  Concealment reduction 20%, keen edge 
  7
  th  
  +7 
  +2 
  +5 
  +2 
  Consistent aim 2/day, projectile improved critical +2 
  8
  th  
  +8 
  +2 
  +6 
  +2 
  Take aim +4 
  9
  th  
  +9 
  +3 
  +6 
  +3 
  Consistent aim 3/day 
  10
  th  
  +10 
  +3 
  +7 
  +3 
  Concealment reduction 30%, true strike 
   
  Hit Die: d8 
   
  Requirements: 
  Base Attack Bonus: +5 
  Skills: Hide 4 ranks, Move Silently 4 ranks, Spot 4 ranks 
  Feats: Far shot, Point Blank Shot, Weapon Focus (any bow or crossbow) 
   
  Class Skills: 
  Balance (Dex), Climb (Str), Craft (bowmaking) (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (nature) 
  (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), 
  Swim (Str). 
  Losing the War We’ve Won 
   
  Page 42 
  
   
   
  Skill Points at Each Level: 4 + Int modifier. 
   
  Class Features: 
  Weapon and Armor Proficiency: Deepwood snipers gain no weapon or armor proficiencies.  All weapon-related 
  abilities of this prestige class apply only to projectile ranged weapons with which the character is proficient. 
  Keen Arrows (Ex): At 1
  st level, all projectiles the deepwood sniper fires behave as if they were keen weapons in 
  addition to any other properties they might possess.  Thus, a normal arrow fired by a deepwood sniper has a threat range 
  of 19-20 instead of 20.  This effect does not stack with any other keen effect. 
  Range Increment Bonus (Ex): With each level the deepwood sniper gains, the range increments of her projectile 
  weapons increase by +10 feet (added after all multipliers).  Thus a 10
  th-level deepwood sniper who has the Far Shot feat 
  would have a 280-foot range increment with a heavy crossbow (120 feet x 1.5 + 100 feet). 
  Concealment Reduction (Ex): When the deepwood sniper reaches 2
  nd level, her miss chance against opponents with 
  concealment drops by 10%.  Thus, she has a miss chance of 10% rather than 20% against an opponent with normal 
  concealment.  Her miss chance drops by an additional 10% per four deepwood sniper levels she gains thereafter, but this 
  ability never reduces her miss chance against any opponent below 0%. 
  Magic Weapon (Sp): At 2
  nd level, the character can produce an effect identical to that of a magic weapon spell cast by a 
  cleric of her deepwood sniper level.  This ability is usable once per day on projectile weapons only. 
  Projectile Improved Critical (Ex): When the deepwood sniper reaches 2
  nd level, the critical damage multipliers of all 
  her projectile weapons increase by +1.  Thus, an arrow that normally deals x3 damage on a critical hit instead does x4 
  damage in her hands.  When she reaches 7
  th level, these critical multipliers increase by an additional +1. 
  Safe Poison Use (Ex): At 3
  rd level, a deepwood sniper can use poison without any chance of poisoning herself (see 
  Perils of Using Poison in Chapter 8 of the Dungeon Master’s Guide). 
  Take Aim (Ex): A 4
  th-level deepwood sniper can gain a +2 bonus on her attack rolls against a stationary target by aiming 
  carefully.  Taking aim is a full-round action, and if the target moves more than 5 feet during that period, the bonus is 
  lost.  No additional benefit exists for spending more than 1 round aiming.  This bonus increases to +4 at 8
  th level. 
  Consistent Aim (Su): Once per day, a 5
  th level deepwood sniper can reroll one attack roll that she has just made with a 
  projectile weapon.  She must keep that result, even if it is worse than the original roll.  She can use this ability twice per 
  day at 7
  th level and three times per day at 10
  th level, though each use must relate to a different attack roll. 
  True Strike (Sp): At 10
  th level, the deepwood sniper can produce an effect identical to that of a true strike spell cast by a 
  cleric of her deepwood sniper level.  This ability is useable once per day on projectile weapons only. 
   
  FOE HUNTER 
  Reference: Masters of the Wild, page 56. 
  Class 
  Base 
  Fort 
  Ref 
  Will 
  Level 
  Attack Save 
  Save 
  Save 
  Special 
  1
  st  
  +0 
  +2 
  +2 
  +0 
  Hated enemy, rancor +1d6 
  2
  nd  
  +1 
  +3 
  +3 
  +0 
  Hated Enemy Damage Reduction 3/- 
  3
  rd  
  +2 
  +3 
  +3 
  +1 
  Rancor +2d6 
  4
  th  
  +3 
  +4 
  +4 
  +1 
  Hated Enemy Damage Reduction 5/-, hated enemy spell 
  resistance 
  5
  th  
  +3 
  +4 
  +4 
  +1 
  Rancor +3d6 
  6
  th  
  +4 
  +5 
  +5 
  +2 
  Hated Enemy Damage Reduction 7/- 
  7
  th  
  +5 
  +5 
  +5 
  +2 
  Rancor +4d6 
  8
  th  
  +6 
  +6 
  +6 
  +2 
  Hated Enemy Damage Reduction 9/- 
  9
  th  
  +6 
  +6 
  +6 
  +3 
  Rancor +5d6 
  10
  th  
  +7 
  +7 
  +7 
  +3 
  Death attack, hated enemy damage reduction 11/- 
   
  Hit Die: d10. 
   
  Requirements: 
  Base Attack Bonus: +7 
  Feats: Track, Weapon Focus (any). 
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  Language: The language (if any) of the intended hated enemy. 
  Special: The character must have a favored enemy. 
   
  Class Skills: 
  Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str). 
   
  Skill Points at Each Level: 4 + Int modifier. 
   
  Class Features: 
  Weapon and Armor Proficiencies: Foe hunters gain no additional weapon or armor proficiencies. 
  Hated Enemy: At 1
  st level, the foe hunter chooses one creature type that she has already selected as a favored enemy to 
  be the target of her hatred.  This choice determines what kind of foe hunter she becomes—orc hunter, giant hunter, or 
  the like.  The choice of hated enemy is irreversible. 
  Rancor (Su): The foe hunter can deliver a powerful blow to her hated enemy.  Once per round, on her action, she can 
  designate one of her attacks against a hated enemy as a rancor attack before the attack roll is made.  A successful rancor 
  attack by a 1
  st-level foe hunter deals +1d6 points of extra damage.  This amount increases by +1d6 for every two 
  additional foe hunter levels the attacker acquires.  Should the foe hunter score a critical hit with a rancor attack, this 
  extra damage is not multiplied.  The extra damage from a rancor attack applies even if that enemy is immune to critical 
  hits. 
   
  With a sap or an unarmed strike, the foe hunter can deal non-lethal damage instead of normal damage with a rancor 
  attack.  She cannot, however, do non-lethal damage with a weapon that deals normal damage in a rancor attack, even 
  when taking the usual -4 penalty. 
  Hated Enemy Damage Reduction (Ex): At 2
  nd level, the foe hunter can shrug off 3 points of damage from each 
  successful attack by her hated enemy.  This damage reduction increases by 2 points for every two additional foe hunter 
  levels she has.  Damage reduction can reduce damage to 0, but not below that.  Hated enemy damage reduction does not 
  stack with any other damage reduction the character has. 
  Hated Enemy Spell Resistance (Ex): Beginning at 4
  th level, the foe hunter can avoid the effects of spells and spell-like 
  abilities that would directly affect her, as long as they originate from her hated enemy.  Against such effects, the foe 
  hunter has spell resistance equal to 15 + her foe hunter class level.  This stacks with any other applicable spell resistance 
  the character may have. 
  Death Attack (Ex): At 10
  th level, the foe hunter can make a death attack against a hated enemy that is denied its 
  Dexterity bonus to AC (whether or not it actually has one).  This ability functions like the assassin’s death attack (see 
  Assassin in Chapter 6 of the Dungeon Master’s Guide), except that the foe hunter need only make a melee attack that 
  successfully deals damage, not a sneak attack. 
   
   
  New Spells  
   
  Bear's Heart 
  Reference: Defenders of the Faith, page 81. 
   
  Transmutation 
   
  Level: Beastmaster 4, Clr 5, Drd 4 
   
  Components: V, S  
   
  Casting Time: 1 action 
   
  Range: 20 ft 
   
  Target: Living allies within 20 ft 
   
  Duration: 1 round/level  
   
  Saving Throw: Will negates  
   
  Spell Resistance: No  
   
  You turn your living allies (one per caster level) into fierce warriors, but exhaust them in the process. Allies gain a+4 
  enhancement bonus to Strength, and also +1d4 temporary hit points per caster level. When the spell ends, any 
  Losing the War We’ve Won 
   
  Page 44 
  
  remaining temporary hit points from its effect are lost, and each ally takes 1 point of subdual damage per level of the 
  caster. 
   
  Recitation 
  Reference: Defenders of the Faith, page 89. 
   
  Conjuration (Creation)  
   
  Level: Clr 4  
   
  Components: V, S, DF  
   
  Casting Time: 1 action  
   
  Range: 60 ft.  
   
  Area: All allies and foes within a 60-ft.-radius burst centered on you  
   
  Duration: 1 round/level  
   
  Saving Throw: None  
   
  Spell Resistance: Yes  
   
  By reciting a sacred passage or declaration, you invoke your deity's blessing upon yourself and your allies while causing 
  confusion and weakness among your enemies. The spell affects all allies and foes within the spell's area at the moment 
  you cast it. Your allies gain a +2 luck bonus on attack rolls and saving throws, or a+3 luck bonus if they worship the same 
  patron deity as you. Enemies suffer a -2 luck penalty on attack rolls and saving throws. After casting the spell, you are 
  free to take further actions during the spell's duration as you see fit.  
   
  Divine Focus: In addition to your holy symbol, this spell requires a sacred text as a divine focus. 
   
   
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  Appendix Three: Festival of the Blood Moon 
   
   
  The following can be learned by any PC successfully making a Knowledge (religion) or Knowledge (history) check 
  (DC 10): 
   
  The eleventh of Coldeven is the Festival of the Blood-Moon on the Oerth Calendar. Sacred to worshippers of 
  Nerull and most lawful evil cults as well, this grim festival techn cally begins on the n ght of the ten h and ends 
  on the evening of the twelfth. It commemorates the blood-red moon, which appeared all over the Flanaess on 
  this day in 294 CY. (Some sages postulated common volcanism as the source, but proponents dwindled quickly 
  after several sages disappeared under mysterious circumstances.) Elaborate ceremonies are held in fell and 
  shadowy places, many of which are grisly and unpleasant in the extreme. This festival is now honored in Iuz' 
  lands as well since the Wars, in mocking celebration of the surprise attacks which decimated the Hierarchs of 
  Molag in 583 CY. 
  i
   
   
  i
   
  t
   
   
   
   
  The undead met by the PCs in this module have undergone a ritual during the Blood Moon and which has given 
  them the following in game benefits: 
   
  � The undead have +1 temporary hit point per hit die during the Festival of the Blood Moon.  This is accounted for in 
  the abbreviated stat blocks in the above module text. 
   
  � The undead +1 turn resistance during the Festival of the Blood Moon. 
   
  � The undead cannot be commanded.  Any such consequence results in the shadows being rebuked instead.  
   
  � These effects can be affected by a dispel magic or similar spells that defeat a caster level of 17. 
   
   
   
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  Appendix Four: The Defenses of Flameflower
   
   
  The normal defenses of Flameflower are many fold, from its elven patrols to magical alarms that detect the 
  approach of any non-elves.  Perhaps the most famous are the globes left by the archmage Philidor.  These have been 
  discussed in previous modules, but they are not encountered in this one.  Two of the enchantments of the city bare 
  further discussion as they may affect the PCs, those that apply to teleportation and illusion.   
   
   
  1. 
  Teleportation:  The use of many transportive magics fail within the bounds of Flameflower.  The caster of any 
  spell that moves the caster or another being instantly from one place (such as dimension door, gate, plane shift, 
  or teleportation) to another must make a DC 40 level check to succeed.  There are several prepared places 
  where this restriction does not hold, but only a few members of the Court, guard, and clergy, know these 
  places.  One example would be the teleportation circles located in the temple of Aerdrie Faenya.  Those PCs 
  that played HIG3-06 Brother Against Brother may attempt to teleport to the circle they have viewed once (the 
  temple of Aerdrie Faenya).  This is entirely possible. 
   
   
  2. 
  Illusion Magic:  Those illusionary magics that attempt to hide the identity of the barer appear to function 
  normally, however, all elves within the borders of Flameflower see through them as if they were under the 
  affect of a true seeing.  So while illusions may create dancing lights or glowing dragons to amuse elven 
  children, a halfling wearing a hat of disguise attempting to appear as an elven child will appear as a halfling to 
  all elves. 
   
   
   
   
   
   
  Appendix Five:  The Volmiryth Spirit Trap 
   
   
  Those PCs that have been given Player Handout #1 are in possession of a magical device referred to as the Volmiryth 
  Spirit Trap.  This six inch square box appears to be made of lead, with the bottom and lid each forming half of the box.  
  The inside appears empty.  The box radiates strong abjuration magic if a detect magic (DC 24) is used. 
   
  To use the item, one need simply open the box, and speak the word “captivity.”  That causes the target to be sucked 
  into the box (no save, SR applies, caster level 13).  If a creature is caught, the lid immediately slams shut and the box 
  starts to glow equal to a candle.  The box cannot be opened after it is used. 
   
  Only fey and incorporeal undead are vulnerable to the effects of the box 
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  Appendix Six: Map of Lord’s Guard Armory
   
   
   
  Light Shading = snare trap to neighboring tree 
  Dark Shading = Boxes of various height 
   
  Appendix Seven: Map of the Kashafen’s Mansion
   
   
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  Page 48 
  
  Appendix Eight: The Augmented Tier Option
   
   
  Regional modules are limited to APL 12, but with the rising in the average level of the PCs, there has been an 
  increase in the number of PCs over 14
  th level playing APL to be part of the story.  This module offers some suggestions 
  for tables that qualify for APL 14 of higher and do not feel challenged but are unwilling to give up being part of the 
  regional story.  PCs that participate at APL 12 with these modifications do not receive any extra experience or gold, and 
  must still take half experience if they are not within two levels of APL 12.  Because of this, these modifications should 
  only be used with the agreement of the DM and all of the players.  If all agree, institute these modifications to APL 12: 
   
  1. 
  Increase the DC by all variable by +2.  (E.g. A DC that normally reads 5+APL should be changed to 7+APL) 
   
  2. 
  Encounter Three:  Bambuk and Shagul are using Purple Worm Poison on their weapons.  (Fort save negates, 
  DC 24, 1d6 Str/2d6 Str).  Shagul’s longsword is poisoned for only the first hit, but all of Bambuk’s arrows are 
  poisoned.  They are both under the effects of a greater invisibility. 
   
  3. 
  Encounter Seven: There are two advanced elder earth elementals instead of one. 
   
  4. 
  Encounter Eight:  Add the three normal shadows from APL 8. 
  Losing the War We’ve Won 
   
  Page 49 
  
  Appendix Nine: Families of the Shandareth 
   
  The politics of the noble families of Clan Shandareth play an important part in this scenario.  To better understand these 
  families, or invent NPC courtiers, a brief synopsis of those families is provided here.  The DM may choose to share this 
  information with any players of Shandareth PCs who are not familiar with the politics of their PC’s clan. 
   
  Family Names: Isalos, Menanine, Rellen, Stallodel, Tamarel  
   
  Isalos:  Touched by the gods, those of Isalos are often chosen by Sehanine to become scholars or clerics seeking 
  knowledge.  Children of Isalos are as well versed in the lore of the night sky, as well as the songs of ancient courts.  
  Those who are less concerned with ancient stories often put their childhood lessons to use by become well-known 
  minstrels or bards.   
   
  Menanine:  Strong and fiercely proud, House Menanine has been long seen by some elves as an example of what is 
  wrong with elven politics.  Often isolationist, and frequently haughty, those of Menanine rarely have any wish to 
  associate with non-elves, and bare a certain prejudice against those not of high elven blood.  Despite these flaws, the 
  youth of Menanine are well schooled in the arts of both poetry and war.  Many of the leaders of the military that the 
  elves maintain come from the elves of this family. 
   
  Rellen:  Members of House Rellen are known among the other clans as the listeners of Shandareth.  While other houses 
  might expound their inherent superiority, those elves of Rellen are known for being councilors willing to listen and 
  consider many proposals.  Young Oronodel clansmen claim this makes them spies, but the Rellens would say it simply 
  makes them well informed.  While many elves of this family have served well as sage advisers at court, their numbers 
  have been shrinking of late and the sun is setting on the prominence of this family. 
   
  Stallodel:  House Stallodel are known for their loyalty.  Once an oath is given, they will never go back on it.  As such, 
  they have never risen to great prominence in the politics of Court.  The children of this prolific House are often seen in 
  support positions of soldiers and craftsmen.  While other elves sit under shady trees and watch the clouds float buy, the 
  children of Stallodel are capably seeing that their brothers are fed and their sisters protected.  As such, they are well 
  trusted, but rarely rise to a position of power.   
   
  Tamarel:  The shining beacon of elvendom, House Tamarel rules the elves of the Vesve with a steady hand.  Great 
  compromisers, orators, and leaders; House Tamarel has been seen as seen perfect paragons of what elves should be.  
  Many see them as evenhanded and wise, but many are also excellent generals and skilled mages.   
   
  Appendix Ten: Elven Words 
   
   
   
  Encounter Seven uses several elven words, they are defined here to aid the DM in portraying the grugach culture. 
   
  Abbil: Comrade, friend, ally. 
  Har'dro: The element of earth. 
  Ilharn: Father, master. 
   
   
   
   
   
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  Player Handout #1: Debt to Avereen Volmiryth 
   
  This morning, you met with a young woman, Giela Xerlos, you have met before in the employ of Avereen Volmiryth, 
  the High Mage of Volmiryth.  While she would not speak of her mistress, happenings of Court, or the current fate of 
  Flameflower, she said, “My mistress wishes a another favor.  You must make a choice.  You will perform a service for the 
  High Mage.  For this duty you may choose to be rewarded magically as my generous mistress has in the past for you, or 
  your debt to her may be repaid.  You must choose which prior to learning the details of the mission.  If you are 
  unsuccessful in your task, you will not be rewarded nor will your debt be considered repaid.” 
   
  Choose (circle one)     Magic Reward      or       Repayment of Debt  
   
   
  -----------------------------------------------------------Fold here----------------------------------------------------------- 
   
   
  “The young Lord Octiven Hharp will soon publicly sponsor an expedition to Flameflower.  You will enthusiastically 
  volunteer, and if asked, it is solely of your own volition.  Once you arrive you will use this magical box to capture one of 
  the spirits that the grugach have called there.  When you see one of the nature spirits, you must simple open the box, 
  point in the direction of the being, and speak the word “captivity.”  After you have done so, and completed any other 
  mission you have there, you will return the box and the spirit it contains to me.  Do not discuss the box, its purpose, or 
  the its destination with anyone else.” 
   
   
   
   
  Player Handout #2: Member of the Highfolk Gardening Society or Highfolk Traveling Circus 
   
  Dear Friend of the Garden, 
   
   
  Threats to the garden still exist.  The spring thaw has brought several phasmida that threaten to harm the roses.  
  Should you find one of these unusual insects, attempt to capture it alive and bring it to us.  It is important to our cause 
  that the captive not be inspected too closely by just any flower.  Deliver the specimen, alive or dead, to gardener Rythen 
  in the shade of the Old Man. 
   
  The Groundskeeper 
   
   
   
  Player Handout #3: Noticed by Rowana Menanine 
   
  My dearest ______________, 
   
   
  I have thought long on the pleasant words we have shared, and I miss your company more with each passing day.  
  However, I worry that I may not see you again.  The more I listen to the doings of Court, the more I fear that we have 
  been infiltrated by one of the Old One’s spies.  I am only an obedient daughter, but actions that have been taken seem 
  counter the common defense of our people, and will only serve to weaken us should the end come.  I hear rumors my 
  beloved, rumors that bare your name.  I fear that these evil souls seek to do you harm.  My unease grows nightly, as it 
  seems increasingly likely that someone well placed and close to me, wishes you ill.  Please my sweet, have care, and 
  come to me when all these worries have fled and tell me of your travels. 
   
   
   
  Rowana Menanine 
  Loosing the War We’ve Won 
   
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  Player Handout #4: Debt to Magliana 
   
  “You might remember a favor you owe me.  Well friend, its come time for me to collect.  I have a small thing I need you 
  to do for me; practically nothing really.  I need you to get me a job, but not just any job.  You know people at Court, and 
  I would like to be set up in style.  If I’m gonna go straight, I’m gonna need a nice place to stay.  So here’s the deal.  I’ll 
  come with you to Court, and pretend to be in your service.  When have you ever had a maid, especially one that looked 
  so good?  Then when those big shots offer you some adventure or quest, you‘ll need someone to take your maid into 
  their service, since you couldn’t take such a delicate but hard working flower into danger.  It’ll go great.  Trust me, what 
  could go wrong?”  Magliana has been following you to Court since. 
   
   
   
  Player Handout #5: Member of the Ancestral Copse Temple 
   
  Our Lady of Dreams came to you in one of your quiet moments of meditation at the Blessed Glade of the Protector 
  where many of your temple have taken refuge.  “My child, I have seen you in a vision.  Would you like to hear it?  Of 
  course, I will tell you.  I see a stormy green sea, and the wide deck of a ship.  There are many on the ship, but their voices 
  are drown out by thunder.  They are shouting but I cannot hear them.  Then there is a tremendous clap of thunder, and 
  all stare at you.  You stand behind what looks like the altar from our temple in Flameflower.  Then I see a man is 
  swimming amongst the swells overboard.  It is the Loslain, Talus Wintershale; lost since this last summer.  You will 
  have a choice soon, my child, and it will be an important one.  You have must save him, before he drowns.” 
   
   
   
  Player Handout #6: Member of Clan Seldorian 
   
  It came to you during a time of quiet contemplation, in a vision of fire, much like the Visarun of Diamondice.  You saw 
  it all, the invasion of the grugach, the fall of Flameflower, the valiant efforts by Kashafen Tamarel and his party; but 
  now, his party falters.  Your clan leader, the Loslain, Talus Wintershale has been captured.  Somehow, you know it in 
  your heart that you have been charged by the Seldarine to rescue him.  You will not fail. 
   
     
   
   
  Player Handout #7: Member of Clan Moonbow 
   
  Fortius Kalen, the voice of your clan in Courtly matters, has contacted you.  He has word that the new Lord of the 
  Krysalyn plans to sponsor an expedition to Flameflower.  As Enias Amastodel of Clan Moonbow stayed behind during 
  the siege of Flameflower to protect the King, the clan has an interest in having agents among these scouts.  Fortius has 
  asked you to volunteer for any such mission, should you have the opportunity.  He will give you supplies for the 
  insurgency in Flameflower.  You are to attempt to contact Enias and the rest of the King’s party once you arrive in 
  Flameflower.  If that is not possible, the Moonbow have a secret drop site in the city that had previously been used to 
  smuggle supplies out of the city to Moonbow warriors near the Plaguehold.  The drop is secreted in a warehouse just off 
  the Lillyway to the northeast.  You are to leave the supplies there in hopes that Enias thinks to check the drop site.  
  Should you be forced to use the hidden drop, it would be best not to tell others on the journey of its original purpose.   
   
  You have the following items:  3 MW longswords, 60 MW cold iron arrows, 100 days worth of iron 
  rations, 50 feet of rope, 2 wands, and 6 potions. 
   
   
   
   
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  Player Handout #8: Member of Clan Krysalyn 
   
  High Wizard Juri Hharp has contacted you in regards to the recent changes in control for your clan.  Lord Octiven 
  Hharp has ascended to the mantel of leadership with the demise of his uncle, Head Constable and Steward of the 
  Krysalyn, Evnal Hharp.  Octiven’s youth has resulted in a loss of political influence in Court, but your Lord has a plan to 
  change things.  You will attend the session of Court this morning and aid the young Lord in any way possible for the 
  honor of the clan. 
   
   
   
   
  Player Handout #9: Rumors 
   
  Treasure stories are nothing new on the frontier, but as an adventurer, it never hurts to listen when you hear one.  An 
  old elf well into his cups shared a story with you late last night.  Apparently, he had been a servant in the Ancestral 
  Copse temple of Flameflower, or so he said.  On the night of the grugach invasion, he witnessed Our Lady of Dreams 
  and the Loslain gathering all the temple’s valuables; a fortune in gold and jewels.  Realizing they wouldn’t be able to 
  carry it all in the flight, they hide it in the temple.  He claimed there is secret space under the altar where they placed 
  the treasure; and now it just sits there, waiting for someone to find it. 
   
   
   
  Player Handout #10: Rumors 
   
  The stories of Flameflower are commonplace now.  Kashafen is a spy for the Old One.  The Court sold Flameflower to 
  the grugach to fund the war.  Quaalsten sent ambassadors to distract the elves so the grugach could destroy Flameflower 
  as a punishment for not marshaling against Iuz sooner.  Of course, it is often able to tell which stories are false, but then 
  there are the others; the legends and lore of the hidden city that only those that lived in Flameflower ever heard, until 
  now.  One such story recently came to your attention as you sat around the warm fire, fighting the winter chill.  The 
  Lilyway is the main thoroughfare that connects the commercial areas of the city to the temples.  It widens into a large 
  plaza near the center of the city with flower-lined cobblestone paths leading out from it.  The great plaza is a wide area 
  surrounding a fountain crowned by a marble statue of an elven maid handing a bouquet of lilies to a small elven girl.  It 
  is the story of this maid that you have heard.   
   
  There once was a Bælath’sinoth maid of the Niathihel family, but unlike many of her tribesman, she had a gentle heart 
  that cared only for flowers.  This maid was won by a Shandareth man of the south and went to live with him.  Sadly, her 
  love died not long after they came to Flameflower, where she did not fit in well, in the city that was large to her 
  provincial eyes.  So, she spent many long days in the gardens, growing beautiful flowers, of which her favorite were the 
  lilies.  Those lilies she gave to passing children for the rest of her days; alone, growing her flowers, and giving them 
  away that others might find the happiness she saw in them.  It is said that she died in Flameflower in the garden she so 
  loved and that the statue in the Lilyway was placed there to honor her.  Some say her spirit haunts the plaza still, and 
  that the bloodshed there last summer has made her spirit troubled. 
   
   
   
   
  Player Handout #11: Rumors 
   
  Stories have come to you out of the Deepmarsh.  Forces of the Old One seek to enslave the remaining lizardfolk that 
  live there, to grow their armies.  If true, it bodes ill news for the free folk of the Vesve as the lizardmen are fierce 
  fighters.  However, it has even more dire implications.  The lizardfolk are known to be freedom loving and would not 
  serve such masters easily, which might suggest that the foul leaders of the Old One’s army have already won the hearts 
  of the humanoid tribes to the north which are more likely to flock to Old Wicked’s blood soaked banner. 
  Loosing the War We’ve Won 
   
  Page 53 
  
   
   
   
  Player Handout #12: Rumors 
   
  The people of Highfolk were a merry folk, given to hard work and casual parties when the work was done, but with the 
  coming war, rumors and whispered stories have been ever-present.  One might suppose that the rumormongers tell the 
  stories to make themselves feel important, or possibly, to give hope to those that might listen.  It is one such hopeful 
  story that you have heard told over the last few days.  The story involves the young Annugrial Stannodel, captain of the 
  Lord’s Guard before the fall of hidden Flameflower.  If the tales are to be believed, the stalwart captain who chose to stay 
  behind with his king is actually a silver dragon, who guards the elves of the Vesve.  It is said that Kashafen Tamarel so 
  impressed this majestic beast that he assumed the shape of one of the elves and worked his way into the confidence of 
  the Lord of the High Elves.  You see the hope upon the faces of the elves that you have heard tell this story, hope not 
  only for their lost Liege, but for the elves as a whole.  Surely if such a great power is their secret ally, all is not yet lost. 
   
   
   
   
  Player Handout #13: Rumors 
   
  The Vesve’s Tankard has not been the same since the occupation of Flameflower.  Many nights are given to grim tales.  
  It is one such tale that you heard last night, told by a large drunken human woman dressed in furs calling herself 
  CsiCee.  In this tale she told you of the invasion of the grugach and the horrors of war in fallen Flameflower, but most 
  curious was the end of her tale that you had not heard elsewhere. 
   
  “After Evnal Hharp, the steward of Krysalyn was slain trying to save the smallfolk, the elf King says he’s gonna stay 
  behind.  *Burp* This got all the fancy elves all unhappy, but thens they all say they gonna stay, so my handsome 
  Creewrack realizes that all these elfs aren’t strong enough to stay, so he says he’ll stay and protect them, and they say to 
  him, ‘We don’t need you half-orc, stay with the children where you will be safe.’  Wells the King tells most of the elfs 
  that they can’t come either cause he’s all big and tough and don’t need them.  So he runs off with three other elfs into 
  the grugach, but my Creewrack, he knows better.  He knows they are just fancy lords and ladies and can’t fight without 
  a big axe like his so he follows after them.  That was the last time I saw him.  *Sniff* Another round in honor of 
  Creewrack the brave!” 
   
   
   
   
   
  Player Handout #14: Rumors 
   
  Rumors have come out of the East.  Iuz conjures a great army from the Abyss.  Old Wicked has created new creatures of 
  fire and flame.  The forges of Doraaka create great weapons, more than any army has ever wielded before.  The Old One 
  is growing a great army of evil.  Soon the Old One will bring all of this to bare against Highfolk.  If true, there may be no 
  hope for the few free stout men and women of the Vesve. 
  Loosing the War We’ve Won 
   
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  Critical Events 
  For Conflagration, April  22-25, 2004 
   
  1. Who was blamed for the doppelganger attack? 
   
  Quival 
   
   
  Whisper 
   
   
  Iuz 
   
   
  No One 
   
  2.  Where the captives rescued? 
   
   
   
  Yes 
   
   
  No 
   
  3. Did the PCs determine that Kashafen still lives?   
  Yes 
   
   
  No 
   
  4. Did the PCs determine that of the most grugach were wiped out? 
   
  Yes 
   
   
  No 
   
  5. List any PC, Player, & RPGA # received a special mission (handout 1-8), as well as 
  whether they were successful. 
  Player Handout #1:    
   
   
   
  Yes 
   
   
  No 
   
   
  Player Handout #2:  
   
   
   
  Yes 
   
   
  No 
   
   
  Player Handout #3:  
   
   
   
  Yes 
   
   
  No 
   
   
  Player Handout #4:  
   
   
   
  Yes 
   
   
  No 
   
   
  Player Handout #5:  
   
   
   
  Yes 
   
   
  No 
   
   
  Player Handout #6:  
   
   
   
  Yes 
   
   
  No 
   
   
  Player Handout #7:  
   
   
   
  Yes 
   
   
  No 
   
   
  Player Handout #8:  
   
   
   
  Yes 
   
   
  No 
   
   
   
   
  Loosing the War We’ve Won 
   
  Page 55 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/594/Normal Scenarios/HIG4-02 - Losing the War We've Won (APL 4-12)/HIG4-02 - Losing the War We've Won.pdf