TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster 
  Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United 
  States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
  For questions specific to this document, please e-mail your regional representative at hig@iuzlg.com; for LIVING GREYHAWK campaign questions email 
  rpgahq@wizards.com. 
  HIG8-05 
   
   
   
  Coming through the Rye 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Highfolk Regional Adventure 
  Version 0.1 
   
  by Richard W. Brown 
   
  Editor: N/A 
  Triad Reviewer: N/A 
  Circle Reviewer: Britt F. Frey 
  Playtesters: Timothy Bailey, Tamela Bangs, Chris Bossert, Christine Dziadosz, Brayden Glad, Brian Klement, David 
  Krolnik, Dave Maskell, Jason Myatt, Myron Mychal, Andrew Pagel, David Reiter, Phil Tobin, Dennis Wheelock. 
   
   
  A fortress in the Vesve holds a secret that must be unchained to help the forest. Moving toward the light is usually the 
  best move—if you can find it. PCs that have been previously Touched by the Fey are encouraged to participate in this 
  adventure. A one-round Highfolk Regional adventure set in the Vesve for APLs 4-12. Part Three of the Harvesting 
  Information Series. 
   
  Resources for this adventure include Complete Warrior [Andy Collins, David Noonan, and Ed Stark], Dungeonscape 
  [Jason Buhlman and Rich Burlew], Iuz the Evil [Carl Sargent], The Marklands [Carl Sargent], Miniatures Handbook 
  [Michael Donais, Skaff Elias, Rob Heinsoo, and Jonathon Tweet].  
   
   
   
   
   
   
   
   
   
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. By sanctioning 
  and reporting this adventure, you accomplish a couple of 
  things. First, it is an official game, and you can use the AR 
  to advance your LIVING GREYHAWK character. Second, 
  players and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth two 
  (2) points. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008. 
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL. 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
  AVERAGE PARTY LEVEL (APL) 
  See Chapter One of the Living Greyhawk Campaign 
  Sourcebook for details on APLs. If the APL of your group is 
  an odd number, ask them before the adventure begins 
  whether they would like to play the higher or the lower 
  adjacent APL. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success: 
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help protect 
  them and fight for them. 
  1. 
   
  TIME UNITS AND UPKEEP 
  This is a standard Regional adventure, set in Highfolk. 
  Characters native to Highfolk pay 1 Time Unit per 
  round; all other characters pay 2 Time Units per round. 
   
  More information about Lifestyle and Upkeep can 
  be found in the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  After Radiance left King Kashafen court she began an 
  investigation to restore the link to Har'dro Ilharn (Spirit 
  of the Land). She was also a key opponent to initial 
  discussions in the fey court to ally with the emerald 
  dawn. It was her feelings that the fey should not involve 
  themselves with agreements like this. It was at this time 
  that a plot was fostered to capture her to stop her plans 
  and opposition. She holds great power influencing the 
  fey even during the time when the Unseelie are in charge 
  of court. It was a surprise that her disappearance went 
  virtually unnoticed.  
   
  ADVENTURE SUMMARY 
  This adventure begins on the streets of the Town of 
  Highfolk and follows the list of events below. 
  • Magic Show and the message for the PCs to meet with 
  Keenwyn. 
  HIG8-04 Coming Through the Rye 
   
  Page 1 
  
  • Meeting with Keenwyn to hear what mission he has 
  now. 
  • Travel on eagles to Castle Ehlenestra to look for 
  Radiance. 
  • Explore the castle. Sharnalem is nowhere to be found 
  and the castle is abandoned. 
  • Explore the Faerie Grounds and meet some Brownies 
  that saw Sharnalem walk through a rock. 
  • Fight crazy treants and solve the puzzle to enter the 
  rock. 
  • Enter the dungeon and make your way through its 
  defenses. 
  • Battle the armed guards and rescue Radiance and 
  Sharnalem. 
  • Talk with Radiance to find out where she has been. 
   
  PREPARATION FOR PLAY 
   
   
  Balance of Scales: Determine if any PCs have 
  levels of Dragon Disciple or other draconic prestige 
  classes, base classes, feats, or other abilities and do not 
  have Highfolk regional documentation granting them 
  access (that is, they gained access from another region, or 
  took access exercising the core or Open option) or are 
  playing a kobold using the “Sojourner from the Mist 
  Kingdom” Player Rewards card. These PCs should be 
  noted, as they may receive a special encounter or be 
  specifically targeted during Encounter 5 Faerie Grounds; 
  also refer to the Adventure Supplement for this 
  adventure, if present. Those PCs that do have levels of 
  Dragon Disciple with Highfolk regional documentation 
  should also be noted, as they too may receive special 
  attention, dependent upon their color. 
   
   
  Legendary Deeds:  These deeds automatically 
  activate (no rolling necessary). At the beginning of this 
  scenario, each player chooses ONE of their unused 
  Legendary Deeds and for the entirety of the event, NPCs 
  recognize the hero for the deed he has accomplished, and 
  the benefit listed on the deed may be used. After the 
  scenario, if the deed expires, mark it "USED". 
   
  Highfolk Influence Chart: PCs may wish to spend 
  various Regional Influence Points during this adventure. 
  Refer to the Supplemental Highfolk Influence Chart for 
  guidelines. 
   
  INTRODUCTION 
  It’s a gloomy day in the town of Highfolk, and you’re 
  looking for a diversion. A young man is walking 
  through town advertising the grand opening of a 
  new drinking establishment. It is just down the 
  street from where you stand. He boasts of the 
  unusual and exciting entertainment it offers.  
  Admission is free this week, so the temptation tugs 
  at you. Thunder rolls overhead, “Do you go in?” 
   
  1: NOTHING EVER HAPPENS AROUND 
  HERE 
  A short time later, you’re sitting in the tavern. A 
  hooded stranger wanders in and sits at the table 
  next to yours. He lowers his hood, shaking off a 
  heavy spray of raindrops. The man gestures to a 
  serving girl, then nods at you in greeting. He grasps 
  a holy symbol of Fharlanghn from a chain around 
  his neck, then closes his eyes, deep in prayer until 
  his meal arrives. 
   
  A small stage occupies the front of the room, 
  and the proprietor steps up to introduce the 
  entertainment. “Ladies and gentlemen, we are 
  pleased to bring you a demonstration in the 
  mystifying secrets of the arcane. May I introduce—
  the Amazing Mumford!!” The gathered crowd 
  applauds politely as a tall wizard steps onto the 
  stage. 
   
  Mumford entertains the crowd with minor 
  tricks, such as repeatedly changing the color of his 
  hair, levitating a small boy on his chair, and 
  climbing up the wall and across the ceiling. To the 
  gathered townsfolk, the tricks are impressive. But 
  you’ve dodged fireballs and seen some pretty strange 
  stuff, so his tricks merely make you drowsy. 
   
  Then Mumford announces, “Watch me pull a 
  rabbit out of my hat!” He doffs his cap, shakes it 
  three times, mutters some magic words, and opens 
  the cap wide—and the cap emits the ear-splitting 
  roar of a lion. He snaps the cap shut and takes a bow 
  as the proprietor ushers him off stage. 
   
  The owner seems less than delighted with 
  Mumford’s performance, and he stammers a 
  moment. He says, “And now here’s something we 
  hope you’ll really like! Introducing—Pylek!” The 
  owner hurries off stage. 
   
  A gnome steps out on stage and climbs onto a 
  high stool. “I am a tale spinner,” he says, “and I’m 
  here to entertain you with a story of daring 
  adventures, dangerous villains, fantastic treasure, 
  and heroic deeds. Listen closely to my tale.” Pylek 
  hops off the stool and steps closer to the crowd. 
   
  “This is the tale of an adventuring group that 
  was thought to be lost. It was a group much like 
  some of you here—like you—and you—and you—
  and you.” He points to the people of interest in turn, 
  including yourself. “They set off on a mission to 
  Frostbite Falls, and were not heard from for six 
  HIG8-04 Coming Through the Rye 
   
  Page 2 
  
  months. All were thought to be dead. And then one 
  day . . .” 
   
  You suddenly hear the gnome’s voice speaking 
  in your head. You glance around quickly, and see 
  that the gnome is still telling his story and the 
  crowd is attentive. The voice is urgent. “Depart 
  immediately to discuss a matter of importance with 
  Keenwyn. Do not delay.  Follow the trail to the cave 
  in the hills . . .” 
   
  The voice continues, giving precise directions. 
   
   
  The PCs are unaware that others are receiving the 
  same message.  As they exit the tavern and follow the 
  trails, they may encounter each other and choose to 
  travel together (introductions if they do). The walk takes 
  about two hours. 
   
  The cave has torches lighting the perimeter. Other 
  people are arriving, and the PCs may recognize each 
  other from the tavern—the folks the gnome had pointed 
  at while telling his story. 
   
  Let the characters interact for a few moments as they 
  all 
  arrive 
  and 
  assess 
  their 
  situation 
  (continue 
  introductions). 
   
  The cave is approximately 75 feet in diameter and 
  about 30 feet high. It shows no signs of having been 
  carved or worked. Toward the rear, gleaming in the torch 
  light, the characters see a great pile of something shiny—
  coins? Treasure? 
   
  2: I HOPE THAT’S TREASURE 
  As you get your bearings, you see that the pile of 
  treasure at the back of the cave shifts and slides . . . 
  and then sits up. A huge creature rises up, stretches, 
  then sits back on its haunches to stare at you. No 
  doubt about it—it’s a dragon. You are in the lair of a 
  copper dragon. 
   
  A deep voice rolls out from the dragon and fills 
  the cave. “Greetings, my friends. Are you tired from 
  your journey? Please forgive my methods. I needed 
  to gather you all quickly and discuss matters with 
  you.” 
   
  This is Keenwyn, the dragon who has been orchestrating 
  efforts to slow the progress of the Emerald Dawn. Using 
  simple magic, his storytelling gnome friend delivered the 
  message to meet at the cave. This is not the dragon’s main 
  lair, but only a small hideout that the dragon uses when 
  necessary. 
   
  The dragon explains that Radiance, a member of the 
  Seelie court, has been missing for several years. He and 
  his comrades suspected that the Emerald Dawn was 
  responsible, but had no leads until a few days ago. They 
  now believe that she is being held captive somewhere in 
  the immediate vicinity of Castle Ehlenestra, just on the 
  border with Furyondy. Adventurers are needed to travel 
  there and learn what they can. 
   
  Assuming that the characters accept the mission, the 
  dragon lets them stock up on supplies from his stores. He 
  has a significant supply of standard mundane items such 
  as food, rope, arrows, oil, and so on. 
   
  The PCs have lost track of time, but the dragon tells 
  them that it is late evening. They may spend the night in 
  his cave, and are welcome to use the blankets he has 
  acquired. Since traveling to Castle Ehlenestra will take 
  more than a week on foot, he has arranged for 
  transportation that will depart at dawn. 
   
  The dragon has no information to offer the PCs. 
  Some of his agents recently detected signs of her near 
  Castle Ehlenestra, but the sensory images they picked up 
  were weak and vague. The dragon hopes that the party 
  will find clues to her whereabouts or find and rescue 
  Radiance. 
   
  Keenwyn hands over a vial. It contains an elixir of greater 
  restoration (two doses). 
   
  3: MORE RAPID THAN EAGLES, HIS 
  COURSERS THEY CAME 
  In the morning, the PCs are awakened by a familiar face. 
  It is Keenwyn in his dwarf persona. He delivers the news 
  that their transportation has arrived. He tells the PCs,  
   
  “There are many of us around the Vesve who want to 
  see the Emerald Dawn stopped. You will have 
  allies—and enemies—that you don’t even know 
  about.”  
   
  He leads them outside as soon as they are packed and 
  ready. 
   
  The sky is beginning to brighten as you step outside 
  the dragon’s cave. This must be a joke—shouldn’t 
  there be horses, or mules, or a wagon? You see 
  nothing that resembles transportation other than 
  your own two feet. 
   
  You feel a sudden whoosh of air, and a half-
  dozen giant eagles settle to the ground in front of 
  you. They look you over, then they seem to have a 
  discussion among themselves—a series of clicks, 
  caws, and head shakes. 
   
  Keenwyn strolls out of the cave behind you and 
  communicates with the eagles in a strange animal 
  tongue. Then he says, “Everything is arranged. The 
  eagles will take you to the keep and drop you off. 
  They have chosen their riders. 
  HIG8-04 Coming Through the Rye 
   
  Page 3 
  
   
  “Good luck, and thank you for your aid.” 
   
  The dwarf looks on as the eagles greet you and 
  you mount up. As soon as you are airborne, you see 
  the dwarf change to his natural shape, then the 
  dragon takes to the sky and flies toward the north. 
   
  The eagles fly carefully at first to let you become 
  acclimated to their flight. You see the Velverdyva 
  River below you and the Vesve Forest just to the 
  north. The birds increase their speed gradually as 
  you adjust to their movements. 
   
  After about six hours, the birds begin to 
  descend and Castle Ehlenestra comes into view. The 
  eagles land just outside the castle wall, nudge you 
  gently with their beaks in farewell, and take to the 
  sky once again. 
   
  4: CASTLE EHLENESTRA 
  DM’s Note: Castle Ehlenestra has suffered recently at 
  the hands (or claws) of the Emerald Dawns minions. The 
  castle is deserted, some of its wards have been 
  deactivated, and it is in a state of neglect. In order to 
  preserve the usefulness of Castle Ehlenestra in a 
  campaign setting, the castle is described in this adventure 
  as if it is in a thriving state of health. For the purposes of 
  Coming Through the Rye, the castle should be described as 
  empty and neglected. Vegetation is beginning to grow 
  out of control, with weeds appearing where none should 
  be. The entire area has a dusty, neglected, unkempt look. 
  In certain places, the adventurers can discover specific 
  damage or changes to the castle; those features are 
  identified in DM’s Notes. 
   
   
  Castle Ehlenestra is a centuries-old stronghold of the 
  Knights of the Hart, but it resembles a stronghold no 
  more than it resembles a castle. The first visible feature is 
  a stone wall that surrounds all of the interior buildings. 
  The wall is made of blocks of granite and basalt, and the 
  blocks are so tightly fitted that no mortar joins them. The 
  blocks vary in size and shape to create an intricate puzzle; 
  this serves to strengthen the wall against tremors and 
  blows. The wall begins 5 feet below ground, and stands 
  22 feet high above ground. Shards of black, razor-sharp 
  obsidian are embedded in the top of the wall as a 
  deterrent to climbing over. Anyone viewing the wall can 
  easily guess that dwarves were involved in its 
  construction. 
   
  An observer who walks along the outside of the wall 
  will notice that images of espaliered fruit trees are 
  chiseled into the stone. The wall appears as if the fruit 
  trees (apple, pear, plum, cherry) are growing as if they are 
  reliefs embedded in the wall. The images depict trees that 
  are fully mature (about 15 to 18 feet tall) and in full fruit. 
  The trees are spaced so that the branches of neighboring 
  trees are barely touching. A passerby who attempts to 
  take a piece of fruit from the chiseled image will discover 
  that the fruit is easily picked, fully ripe, and completely 
  edible—and the most delicious fruit they have ever 
  eaten. Picked fruit vanishes from the carvings on the 
  wall, but returns after seven days. 
   
  Careful observers at the wall may notice that runes 
  are chiseled into randomly placed blocks about 9 feet 
  apart. The runes are part of the magic that protects the 
  wall, the stronghold, and its inhabitants. 
   
  A gate is set into the center of the eastern wall. At 
  least, it looks like a gate, with stone framing and a 
  decorative arch. But the stone blocks are fitted tightly, no 
  hinges or hardware are visible, and the gate appears as 
  solid as the rest of the wall. The mechanism for opening 
  the gate is on the inside of the wall, and the mechanism 
  functions only if a command word is spoken, then the 
  mechanical device is activated. When activated, the twin 
  doors swing outward, with the blocks separating along 
  their uneven edges, giving the gates jagged sides. The 
  blocks separate along different edges each time they are 
  opened, to discourage anyone who thinks they might pry 
  the gate open through force. 
   
  CASTLE GROUNDS 
   
  The castle itself is actually a compound occupied by 
  many buildings. The gate in the east wall is the only 
  entrance. Passing through the gate, a visitor is greeted by 
  twin statues of unicorns. The unicorns face each other in 
  rampant positions, forming a sort of arch that frames the 
  view of the nearest building beyond it—a shrine to 
  Ehlonna. 
   
  The unicorns are sculpted of white marble, and their 
  manes and tails shimmer in the sunlight, a natural quality 
  of the exotic stone that was used to form them. The heads 
  are sculpted as separate pieces from the bodies. The necks 
  of the bodies end in a smooth, rounded cone, and the 
  heads are hollow at the neck. The heads are placed atop 
  the neck cones, and the result is that the heads sway 
  slightly in the breeze, giving the unicorns a lifelike 
  quality. 
   
  DM’s Note: The heads of both unicorns are lying on 
  the ground near the statues. Both are undamaged due to 
  innate protective magic. If the characters pick up the 
  heads and place them back on the statues, they are 
  rewarded. Each PC is bestowed a Cure Critical Wounds 
  spell that can be used as an immediate action on 
  themselves.   
   
  EHLONNA’S SHRINE 
   
  A shrine to Ehlonna stands beyond the unicorns. It 
  soars 80 feet high, ending in a pointed roof that 
  resembles a twisting unicorn horn. The roof is made of 
  HIG8-04 Coming Through the Rye 
   
  Page 4 
  
  carefully fitted white stone tiles that shimmer in the 
  sunlight or moonlight. The building is round and made 
  of white stone, measuring about 150 feet in diameter. 
  Diamond-shaped windows of iridescent glass are set into 
  the walls around the entire building. Three sets of double 
  doors allow entry. 
   
  The interior of the shrine is one enormous room, 
  with the exception of two small rooms on either side of 
  the central double doors. One of the small rooms is a 
  Robing Room, where garments and vestments are stored. 
  The other is a Preparation Room, where vessels, supplies, 
  candles, and other items are kept. 
   
  The main room has a central aisle with rows of about 
  15 benches on each side. The benches are angled to allow 
  easy view of the altar. The walls are white stone and are 
  decorated to appear as if the forest has been brought 
  indoors. Etched into the stone are images of trees, birds, 
  animals, and clouds, and the etchings are tinted just 
  slightly to enhance the feeling of a woodland. 
   
  The ceiling matches the spiraling roof and is painted 
  a pale bluish violet. At the tip, a clear crystal the size of a 
  watermelon is embedded. The crystal catches light and 
  illuminates the upper reaches of the ceiling. 
   
  The entire population of Castle Ehlenestra can fit 
  comfortably inside the shrine. 
   
  NORTH AND SOUTH BARRACKS 
  Approximately 400 men are garrisoned at Castle 
  Ehlenestra. They are housed in barracks at the northwest 
  and southwest corners of the grounds, and are known as 
  the North Barracks and South Barracks. In the triangular 
  space between the back of the barracks and the stone 
  wall, the men are responsible for tending vegetable and 
  fruit gardens. These are important food sources for the 
  castle. Each barracks also has its own well at the entrance 
  to each garden. 
   
  Both barracks have a cellar about half the size of the 
  main floor. These underground spaces are used as root 
  cellars and for storage. An underground tunnel, 
  concealed by hidden doors on both ends, connects the 
  two cellars of the barracks. 
   
  Each barracks houses approximately 200 men, but is 
  equipped with sixty beds each on four floors. Each floor 
  has two common rooms where residents can relax or 
  discuss the issues of the day. The population varies daily 
  as knights come and go on various assignments. 
   
  STABLES AND TRAINING GROUNDS 
  Each barracks has a stable and training ground. Each 
  stable is divided into four areas, and can house 200 horses 
  in total. The buildings are magically protected from all 
  forms of fire and lightning. When the castle’s garrison is 
  near capacity, the grounds are in use from sunup to 
  sundown as the knights practice weapon skills and with 
  their horses. A dozen full-time grooms and trainers are 
  employed by the castle for each stable. 
   
  DINING HALL 
  This is a simple rectangular building constructed of stone 
  and massive timbers. The roof is made of slate tiles. The 
  kitchen occupies the south end, and the remainder of the 
  space is occupied by tables and benches. Approximately 
  250 knights can be seated at one time, but if tables and 
  benches are stacked or moved aside, the entire garrison 
  can be gathered. 
   
  On the walls are shields, helmets, and weapons that 
  belonged to deceased or retired knights who showed 
  exceptional bravery or valor. 
   
  MAIN KEEP 
  The main keep is home to the administrators and priests 
  of Castle Ehlenestra. It also serves as a site for diplomatic 
  discussions, strategy meetings, archives, and visitors’ 
  quarters. 
   
  The keep is built of stone blocks in the same style as 
  the outer wall, with blocks of varying sizes and shapes 
  fitting tightly together. The roof is made of slate tiles. The 
  windows on all floors are fitted with wooden shutters. 
   
  The style of the rooms and furnishings is simple and 
  sturdy, yet well crafted. Decorations are sparse, but all 
  parts of the keep are comfortable and of high quality. 
   
  Ground Floor: Wooden double doors allow entry to 
  the keep. A broad foyer welcomes residents and guests, 
  and a wide hallway divides the ground floor down the 
  center. 
   
  Sitting rooms: On the southern side of the ground 
  floor are two sitting rooms connected by massive sliding 
  wooden doors. The sitting rooms may be connected into 
  one large room by opening the doors. These are used to 
  entertain visiting dignitaries. 
  • Dining room: The northern side of the ground floor is 
  occupied by a large dining room with space to seat 
  50 people at two long tables. 
  • Kitchen: At the rear of the ground floor is a large 
  kitchen. During daylight hours, the kitchen is 
  constantly busy. 
  • Second Floor: The layout of the second floor matches 
  the ground floor. Above the dining room is a chapel 
  dedicated to Ehlonna. Above the sitting rooms are 
  private meeting rooms for the priests and 
  administrators of Castle Ehlenestra. In the area 
  above the kitchen are offices for  Sharnalem the 
  ranger, her generals, and the head priests. 
  • Third Floor: This level is occupied by six separate 
  chambers that serve as guest rooms for visiting 
  HIG8-04 Coming Through the Rye 
   
  Page 5 
  
  dignitaries, along with four rooms occupied by the 
  priests of the keep. 
  • Fourth Floor: This level holds eight chambers. The 
  largest is for the lady of the castle. Her upper 
  ranking aides and lieutenants fill out the remaining 
  rooms. 
  • Sharnalem’s Room: The Lady of the Castle is 
  Sharnalem, a swanmay and Knight of the Hart. Her 
  room is in the southeast corner of this level. 
  Stepping into Sharnalem’s room makes a visitor feel as if 
  they are stepping outdoors. The perimeter of the room is 
  lined with trees growing in enormous pots. Potted shrubs 
  and flowering plants are mixed in among the trees. A 
  flowing fountain stands in the northwest corner. A few 
  dozen birds make their homes among the trees and fly 
  freely about the room. A pair of raccoons, a family of 
  ferrets, and a corn snake also live comfortably in this 
  room. 
   
  The ceiling of this space is unique. The room appears 
  to have no ceiling at all, but by looking closely, an 
  observer can see a slightly domed surface. Inside the 
  room, the climate feels like the outdoors—fresh breezes 
  blow, carrying the scent of the forest, and the room is 
  drenched in sunlight. The ceiling lets air and light pass in 
  and out, but solid objects (including rain and snow) 
  cannot pass through. Sharnalem has the ability to control 
  the air and light in order to keep the temperature 
  comfortable. 
   
  The PCs discover a desk with administrative 
  paperwork. Among the papers is a log book. The entries 
  end abruptly about three weeks earlier. PCs can learn that 
  Sharnalem had been sending groups of Knights out on 
  missions until the castle was completely emptied about 
  two weeks before the journal entries ended. 
   
  DM’s Note: During Coming Through the Rye, this 
  room has suffered greatly. The animals are gone, and 
  about half the trees and most of the smaller plants are 
  dead. The fountain has dried up. The room could be 
  restored to its former beauty if Sharnalem were to return, 
  install new plants, and reactivate the magic of the room. 
   
   
  CELLAR 
  The castle has two sublevels. The upper level is primarily 
  for storage of food and supplies, with several large root 
  cellars. The lower level contains about a dozen empty 
  prison cells. 
   
  5: FAERIE GROUNDS 
  Facing the stone wall of Castle Ehlenestra on the 
  south is a massive wooden wall. This wall, about 25 
  yards from Ehlenestra’s stone perimeter wall, forms 
  an oval “courtyard” that is roughly two miles long 
  and one mile wide. Ehlenestra’s southern wall is 
  visible only from within the courtyard. 
   
  The wood that makes up the wall is not simply a 
  row of planks or posts, but living trees growing 
  closely together. Thousands of ironwood trees, 
  centuries old, grow so closely together that their 
  trunks touch each other. Their roots and branches 
  intertwine, anchoring them solidly to the ground 
  and making the branches impassible to anything 
  larger than a raccoon. 
   
  Within Ehlenestra’s courtyard is a sylvan 
  paradise. The forest grows as freely as it does outside 
  the wall, but within, the forest is far more wild. Fey 
  folk cavort, animals thrive, and the guardians of 
  Ehlenestra—packs of canines, mist wolves (type of 
  wolf), and tyrgs (type of striped dog)—coexist 
  peacefully. Hundreds of brownies dwell there and 
  act as messengers and spies for the castle, carrying 
  missives to and from the brownies of the Vesve. 
   
  A creek trickles across the woodland, forming 
  three separate ponds on its path. 
   
  If the PCs attempt to enter the faerie grounds, they are 
  met by two brownies. Hundreds of brownies live in this 
  sanctuary, so the PCs will be greeted regardless of where 
  they enter. The brownies begin a conversation with the 
  PCs in order to assess their motives. If they are satisfied 
  that the PCs have good intentions, they take them to the 
  pond and rock. Other brownies will watch and spread the 
  word that visitors have arrived. This announcement is 
  heard by all that live here in a matter of a few moments. 
   
  The brownies are named Wink and Krok. They have 
  the following information: 
  • The green dragon has been sighted in the area several 
  times in the past few months. 
  • Castle Ehlenestra is deserted. 
  • Sharnalem passed through the shiny rock by the pond. 
  • Sharnalem has not been seen for about three weeks. 
   
  Wink and Krok, Brownies (2): 
   
  APL 4 (EL 6) 
  Treant (1): hp 66; Monster Manual page 244. 
   
  APL 6 (EL 8) 
  Treant (2): hp 66; Monster Manual page 244. 
   
  APL 8 (EL 10) 
  Treant, Huge Half Dragon Treant / Fighter 1 (1): hp 
  132; Appendix 1. 
   
  HIG8-04 Coming Through the Rye 
   
  Page 6 
  
  APL 10 (EL 12) 
  Treant, Huge Half Dragon Treant / Fighter 1 (2): hp 
  132, 132; Appendix 1. 
   
  APL 12 (EL 14) 
  Treant, Huge Half Dragon Treant / Fighter 1 (4): hp 
  132, 132, 132, 132; Appendix 1. 
   
  **EL reduced by 1 because of gift of Ehlonna. 
   
  Tactics 
  The treants are alerted that intruders are in the forest 
  while the brownies are talking to the PCs. They take this 
  time to animate their full contingent of trees. The trees 
  take up positions around the entrance to the shadow 
  prison. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 0 gp; Total 0 gp. 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 0 gp; Total 0 gp. 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 698 gp; +1 keen 
  great sword (698 gp); Total 698 gp. 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 1396 gp; +1 keen 
  great sword x2 (698 gp); Total 1396 gp. 
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 2792 gp; +1 keen 
  great sword x4 (698 gp); Total 2792 gp. 
   
  6: THE STEAMED DOOR 
  Wink and Kroc eagerly lead your group across the 
  forest. They come to a stream and follow it for nearly 
  half an hour. The stream opens into a wide pond 
  with a rock formation on the opposite side. 
   
  The rock formation looks ordinary, except that 
  in one place near the edge of the pond, one side of 
  the rock is black, shiny, and perfectly smooth. The 
  smooth section is a few feet wide and about five feet 
  high. It is fogged, as if by steam. 
   
  When examined, a series of letters appears on the surface. 
   
  Vixen queen ruler til eve 
  Bring lumen 
  Free zepyr 
  Pick jugge fruit 
  (The answer is shadow.) 
   
  Give the players Handout #1. 
   
   
  Jade burden vexes 
  darkness wars 
  pyros forms 
  aqua cures 
  dawn dazes 
  (The answer is light.) 
   
  When a player moves to touch the stone surface, the 
  words vanish, leaving a clean steamed surface for the PC 
  to draw on. If a letter drawn on the surface is not part of 
  the answer, the stone will fog it over. 
   
  The brownies can offer some help with the puzzle if 
  needed. “Sometimes, what you don’t see is more 
  important than what you do,” they advise. 
   
  DC20 Intelligence check reveals that letters are missing. 
   
  If the players draw the correct answer on the steamed 
  stone, the stone shimmers and becomes vaporous. The 
  characters may step through. 
   
  7: FALSE ENTRANCE 
  A simple chute trap sends the PCs to the dragon crystal 
  room below. 
   
  You have entered a narrow, empty room. A double 
  door lies at the far end. A purple mist flows over 
  your feet. 
   
  This room is 10 feet wide and 25 feet long. A double door 
  at the end of the hallway is a false doorway. The entrance 
  to the rest of the complex is the chute trap below the PCs’ 
  feet. The middle section of the floor will fall away after 
  everyone has been in the room for one round. The DM 
  should note where each PC stands in this room. 
   
  ALL APLs (EL 1) 
  Chute Trap: CR 1; mechanical; touch trigger; automatic 
  reset; Reflex DC 22 avoids (allow PCs to jump to a open 
  floor section if they make the save); 30’ deep greased slide 
  (2d6 damage); Search DC 22; Disable Device DC 22. 
   
  Anchor Mists (CR 8): This violet vapor hangs low to the 
  ground, usually filling an entire dungeon level with its 
  wispy haze. The mist is harmless except to those who 
  attempt to enter or leave the current plane of existence. 
  Anyone standing within anchor mists is affected as if by a 
  dimensional anchor spell (PH221). If a creature attempts 
  to enter or leave the area of the mists by any form of 
  planar travel—such as ethereal jaunt, teleport, rope trick—he 
  immediately takes 10d6 points of damage (Fortitude DC 
  23 half), and the attempt fails. If the effect lasts for 
  multiple rounds, as with a blink spell, the creature takes 
  damage every turn that he remains within the mists. 
  Creatures cannot access extra dimensional spaces while 
  HIG8-04 Coming Through the Rye 
   
  Page 7 
  
  standing in the anchor mists, and thus cannot remove 
  items from a bag of holding. 
   
  Anchor mists are unaffected by winds, holding their 
  place in midair even in gales as strong as hurricanes, but 
  they can be dispersed with bottled air. 
   
  8: DRAGON EYES 
  You have entered a hexagonal room where each wall 
  is 20’ wide and 20’ high. A statue of a dragon stands 
  in the center of the room and lightning moves from 
  it to touch the walls. In each ceiling corner a small 
  dragon head is set. A purple mist covers the floor. 
   
  This hexagonal room is 20’ on each side. The room is 20’ 
  tall. In each corner of the room at the ceiling is a dragon 
  head made of stone. In the center of the room is a 10’ 
  statue of a dragon. The statue can be moved (DC 30 
  strength check) to reveal a 5x5 hole leading down. A 
  ladder is attached to the wall. The head is very similar to 
  the ones attached near the ceiling. The chute opening is 
  10’ off the floor. The statue has lightning dancing from it 
  throughout the room. Once anyone enters the room the 
  eyes of each of the dragon heads begin to glow with a 
  blue light. 
   
  APL 4 (EL 4) 
  Dragon Head Encounter Trap (1): hp 10, 10, 10, 40; 
  Appendix 1. 
   
  APL 6 (EL 6) 
  Dragon Head Encounter Trap (1): hp 10, 10, 10, 10, 10, 
  10, 80; Appendix 1. 
   
  APL 8 (EL 8) 
  Dragon Head Encounter Trap (1): hp 15, 15, 15, 15, 15, 
  15, 160; Appendix 1. 
   
  APL 10 (EL 11) 
  Dragon Head Encounter Trap (1): hp 20, 20, 20, 20, 20, 
  20, 280; Appendix 1. 
   
  APL 12 (EL 12) 
  Dragon Head Encounter Trap (1): hp 40, 40, 40, 40, 40, 
  40, 320; Appendix 1. 
   
  Anchor Mists (CR 8): This violet vapor hangs low to the 
  ground, usually filling an entire dungeon level with its 
  wispy haze. The mist is harmless except to those who 
  attempt to enter or leave the current plane of existence. 
  Anyone standing within anchor mists is affected as if by a 
  dimensional anchor spell (PH221). If a creature attempts 
  to enter or leave the area of the mists by any form of 
  planar travel - such as ethereal jaunt, teleport, rope trick – he 
  immediately takes 10d6 points of damage (Fortitude DC 
  23 half), and the attempt fails. If the effect lasts for 
  multiple rounds, as with a blink spell, the creature takes 
  damage every turn that he remains within the mists. 
  Creatures cannot access extra dimensional spaces while 
  standing in the anchor mists, and thus cannot remove 
  items from a bag of holding. 
   
  Anchor mists are unaffected by winds, holding their 
  place in midair even in gales as strong as hurricanes, but 
  they can be dispersed with bottled air. 
   
  9: ARMED GUARDS 
  You have entered a lightless 125’ long by 20’ wide by 
  15’ high room. The same mist covers the floor. At 
  one end are four doors. 
   
  This room is 125’ x 20’ and is 15’ high. At one end are four 
  doors to 5’x 10’ cells. The guards here will make every 
  attempt to eliminate any invaders. The cell doors are 
  unlocked since the prisoners are secured and kept 
  unconscious and weak. They are wrapped from head to 
  toe in a heavy cold iron chain. Inside are both Radiance 
  and Sharnalem. 
   
  APL 4 (EL 8) 
  Ghirrash (1): hp 52; Appendix 1. 
   
  APL 6 (EL 10) 
  Ghirrash (2): hp 52; Appendix 1. 
   
  APL 8 (EL 12) 
  Elite Ghirrash (2): hp 122; Appendix 1. 
   
  APL 10 (EL 14) 
  Elite Ghirrash (3): hp 157, 122, 122; Appendix 1. 
   
  APL 12 (EL 16) 
  Elite Ghirrash (4): hp 157, 157, 157, 157; Appendix 1. 
   
  While in this room the guards are protected by a magic 
  circle against good creatures. 
   
  Anchor Mists (CR 8): This violet vapor hangs low to the 
  ground, usually filling an entire dungeon level with its 
  wispy haze. The mist is harmless except to those who 
  attempt to enter or leave the current plane of existence. 
  Anyone standing within anchor mists is affected as if by a 
  dimensional anchor spell (PH221). If a creature attempts 
  to enter or leave the area of the mists by any form of 
  planar travel - such as ethereal jaunt, teleport, rope trick – he 
  HIG8-04 Coming Through the Rye 
   
  Page 8 
  
  immediately takes 10d6 points of damage (Fortitude DC 
  23 half), and the attempt fails. If the effect lasts for 
  multiple rounds, as with a blink spell, the creature takes 
  damage every turn that he remains within the mists. 
  Creatures cannot access extra dimensional spaces while 
  standing in the anchor mists, and thus cannot remove 
  items from a bag of holding. 
   
  Anchor mists are unaffected by winds, holding their 
  place in midair even in gales as strong as hurricanes, but 
  they can be dispersed with bottled air. 
   
  Tactics 
  The armed guards close the doors to the cells. They will 
  charge once a creature has entered the room. They will 
  defend the cells until dead. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 667 gp; ring of 
  protection+1 (167 gp), vest of resistance +1 (167 gp), ring of 
  counterspells (333 gp); Total 667 gp. 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 2730 gp; ring of 
  protection+1 x2 (167 gp), vest of resistance +1 x2 (167 gp), ring 
  of counterspells x2 (333 gp); Total 1334 gp. 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 4414 gp; gauntlets 
  of ogre power (167 gp), amulet of health +2 (167 gp), ring of 
  protection+1 (167 gp), +1 studded leather armor (175 gp) vest 
  of resistance +2 (167 gp), ring of counterspells (333 gp), ring of 
  counterspells (333 gp), +1 keen great sword (698 gp); Total 
  4417 gp. 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 13480 gp; belt of 
  giant strength +4 (1333 gp), boots of speed (1000 gp), +3 
  mithral breastplate (864 gp), amulet of health +4 (1333 gp), 
  gloves of dexterity +2 (167 gp), ring of protection+1 (167 gp), 
  +1 studded leather armor (175 gp) vest of resistance +3 (667 
  gp), ring of counterspells (333 gp), ring of counterspells (333 
  gp), +1 keen great sword (698 gp), +2 keen great sword (1531 
  gp), incandescent blue sphere ioun stone (667 gp), +1 animated 
  heavy mithral shield (835 gp); Total 13480 gp. 
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 18126 gp; belt of 
  giant strength +4 (1333 gp), boots of speed (1000 gp), +3 
  mithral breastplate (864 gp), amulet of health +4 (1333 gp), 
  gloves of dexterity +2 (167 gp),  vest of resistance +3 (667 gp), 
  ring of counterspells (333 gp), ring of counterspells (333 gp),  
  +2 keen great sword (1531 gp), incandescent blue sphere ioun 
  stone (667 gp), +1 animated heavy mithral shield (835 gp); 
  Total 18126 gp. 
   
  CONCLUSION 
  Relay the following information to the PCs as the 
  prisoners gain their strength back. 
  • Sharnelem: I was under a powerful domination spell 
  that had me sending troops to needed areas. I kept 
  doing this until no knights or soldiers were left. 
  Then I walked into the rock area and have been 
  unconscious ever since. Thanks you very much. I 
  wish to extend a favor of the Knights that protect 
  this castle. 
  • Radiance: When I left the court of King Kashafen I 
  began an investigation to restore the link to Har'dro 
  Ilharn (Spirit of the Land). I had solved and gathered 
  what I needed and was about to restore that what 
  was severed. It was at this time that I was betrayed 
  and captured. I have been a prisoner for many years 
  now. I will attempt the magic again very soon. The 
  brownies tell me that the emerald dawn is much 
  more powerful now. Time draws near where it might 
  be too late to do this. 
  • Radiance: Also at this time talk had begun of formally 
  allying the fey court with the emerald dawn. I was an 
  opponent of the agreement not believing we fey 
  needed to by tide down in such away. It was at this 
  time that a plot was fostered to capture her to stop 
  her plans and opposition. I will go to court and see if 
  I can end that agreement. 
    
  EXPERIENCE POINT SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  5: FAERIE GROUNDS 
  Experience objective: Enter Shadow Prison by 
  defeating treants and solving the puzzle. 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  8: DRAGON EYES 
  Experience objective: Get past the trap 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  330 XP 
  APL 12  
  360 XP 
   
  9: ARMED GUARDS 
  Experience objective: Defeat guards 
  APL 4  
  240 XP 
  HIG8-04 Coming Through the Rye 
   
  Page 9 
  
  APL 6  
  300 XP 
  APL 8  
  360 XP 
  APL 10  
  420 XP 
  APL 12  
  480 XP 
   
  STORY AWARD 
  Objective(s) met: Rescue Radiance & Sharnelem 
  APL 4  
  100 XP 
  APL 6  
  130 XP 
  APL 8  
  175 XP 
  APL 10  
  220 XP 
  APL 12  
  265 XP 
   
  DISCRETIONARY ROLEPLAYING AWARD 
  APL 4  
  35 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  
  1380 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.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  5: FAERIE GROUNDS 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 0 gp; Total 0 gp. 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 0 gp; Total 0 gp. 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 698 gp; +1 keen 
  great sword (698 gp); Total 698 gp. 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 1396 gp; +1 keen 
  great sword x2 (698 gp); Total 1396 gp. 
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 2792 gp; +1 keen 
  great sword x4 (698 gp); Total 2792 gp. 
   
  9: ARMED GUARDS 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 667 gp; ring of 
  protection+1 (167 gp), vest of resistance +1 (167 gp), ring of 
  counterspells (333 gp); Total 667 gp. 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 2730 gp; ring of 
  protection+1 x2 (167 gp), vest of resistance +1 x2 (167 gp), ring 
  of counterspells x2 (333 gp); Total 1334 gp. 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 4414 gp; gauntlets 
  of ogre power (167 gp), amulet of health +2 (167 gp), ring of 
  protection+1 (167 gp), +1 studded leather armor (175 gp) vest 
  of resistance +2 (167 gp), ring of counterspells (333 gp), ring of 
  counterspells (333 gp), +1 keen great sword (698 gp); Total 
  4417 gp. 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 13480 gp; belt of 
  giant strength +4 (1333 gp), boots of speed (1000 gp), +3 
  mithral breastplate (864 gp), amulet of health +4 (1333 gp), 
  gloves of dexterity +2 (167 gp), ring of protection+1 (167 gp), 
  +1 studded leather armor (175 gp) vest of resistance +3 (667 
  gp), ring of counterspells (333 gp), ring of counterspells (333 
  gp), +1 keen great sword (698 gp), +2 keen great sword (1531 
  gp), incandescent blue sphere ioun stone (667 gp), +1 animated 
  heavy mithral shield (835 gp); Total 13480 gp. 
  HIG8-04 Coming Through the Rye 
   
  Page 10 
  
  HIG8-04 Coming Through the Rye 
   
  Page 11 
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 18126 gp; belt of 
  giant strength +4 (1333 gp), boots of speed (1000 gp), +3 
  mithral breastplate (864 gp), amulet of health +4 (1333 gp), 
  gloves of dexterity +2 (167 gp),  vest of resistance +3 (667 gp), 
  ring of counterspells (333 gp), ring of counterspells (333 gp),  
  +2 keen great sword (1531 gp), incandescent blue sphere ioun 
  stone (667 gp), +1 animated heavy mithral shield (835 gp); 
  Total 18126 gp. 
   
  TOTAL POSSIBLE TREASURE 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 667 gp; Total 667 
  gp. 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 1334 gp; Total 
  1334 gp. 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 5105 gp; Total 
  5105 gp. 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 14876 gp; Total 
  14876 gp. 
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 20918 gp; Total 
  20918 gp. 
   
  ADVENTURE RECORD 
  Kissed by Radiance: If you have been kissed by 
  Radiance she conveys the power to become part fey. If 
  you have been Touched by Fey in prior adventures at 
  least three times then you can take on the feytouched 
  template (FF 71). If you have been Touched by Fey five or 
  more times you can become half-fey by using that 
  template (FF 89). You can immediately add this template 
  as if you had leveled. The next time you gain a level, you 
  do not choose a character class; instead, this template 
  effectively replaces that level, as you are now a character 
  with a +1 level adjustment. 
   
  The Gratitude of Sharnalem: If you rescued Sharnalem 
  and have a favor of the Knights of the High Forest she 
  bestows a membership invitation provided that you meet 
  the requirements. You can immediately become a Knight 
  of the High Forest. 
   
  A Copper Scale: For successfully completing the release 
  of Radiance the copper dragon uses his contacts and 
  resources to grant you one of the following benefits 
  (must be chosen now, cross off when used): 
  • 
  Regional access to any limited spell from the Spell 
  Compendium, to a maximum level equal to half the 
  APL of this AR. All normal costs apply. 
  • 
  Regional access to any +2 weapon or armor 
  enhancement from the Dungeon Master’s Guide. 
  • 
  Regional access to a Cupric Brooch from Dragon 
  Magic at a 50% discount. 
    
  Those Clever Gnomes: For attempting the quest for the 
  faerie princess the gnomes are impressed. Using their 
  contacts, resources, and design improvement abilities 
  they offer the follow reward (must be chosen now, cross 
  off when used), to be added to any existing magic item 
  you possess. All normal costs apply: 
  • 
  Charisma +2 enhancement bonus from the Magic 
  Item Compendium (page 234).  
  • 
  Constitution +2 enhancement bonus from the Magic 
  Item Compendium (page 234). 
  • 
  Dexterity +2 enhancement bonus from the Magic 
  Item Compendium (page 234). 
  • 
  Intelligence +2 enhancement bonus from the Magic 
  Item Compendium (page 234). 
  • 
  Strength +2 enhancement bonus from the Magic Item 
  Compendium (page 234). 
  • 
   Wisdom +2 enhancement bonus from the Magic 
  Item Compendium (page 234). 
   
  ITEMS FOUND DURING THE ADVENTURE 
  APL 4 through 8: 
  • Ring of Counterspells 
  • +1 keen Greatsword 
  • Bottled air 
  • Cupric Brooch 
   
  APL 10 and 12 (all APLs 4-8 plus the following): 
  • Boots of speed 
  • +2 keen greatsword 
  • Mithral breastplate +3 
  • Incandescent blue sphere ioun stone 
  • +1 animated heavy mithral shield 
   
   
   
  
  APL 4 
  8: DRAGON CRYSTALS 
  D R AG O N  C R Y S T AL T RAP 
  CR  4 
  Description This hexagonal chamber is entered from 
  the chute or from underneath the statue. In each 
  ceiling corner of the room a dragon head is 
  attached. In the center of the room stands a statue 
  of a dragon. When the PCs enter the room, the 
  trap activates, and the dragon eyes begin to fire 
  magic missiles at all creatures in the room (one 
  missile per crystal per target). Until three dragon 
  head are destroyed, each creature is targeted each 
  round. After the trap’s duration expires, it takes 1 
  minute to recharge. If the dragon statue is 
  destroyed, the trap stops functioning. 
  Search DC19; Type Magical  
  Trigger Detection (alarm); Init +2 
   
  Effect One magic missile (automatically hits, 1d4+1 
  points of damage, CL 5th) per dragon head eye per 
  creature (3 at this APL)  
  Duration 7 rounds 
  Destruction AC 14; hp 10; hardness 5 (each dragon 
  head) 
  Destruction AC 14; hp 20; hardness 10 (statue) 
  Disarm Disable Device DC 26 (each dragon head) 
  Dispel DC 16 (each dragon head) 
   
  9: ARMED GUARDS 
  G H I R R AS H 
  CR  7 
  NE Large outsider (extraplanar) 
  Init +3; Senses darkvision 60’; Listen +11, Spot +11 
  Languages Common, Infernal  
  AC 21, touch 13, flat-footed 18 
   (-1 size, +3 Dex, +8 natural, +1 ring) 
  hp 52 (7 HD); DR 5/magic  
  Fort +9 Ref +11, Will +7 
  Speed 50 ft. (10 squares), 
  Resist resistance to acid 10, fire 10, cold 10, 
  electricity 10, spell resistance 14 
  Immunities poison, ring of counterspells (glitterdust) 
  Melee claw +16 (1d6+6) or 
  Melee 4 claws +13 (1d6+6) and bite +7 (1d4+3 plus 
  paralysis) and rake +13 (1d6+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +17 
  Atk Options paralysis DC 16, pounce, rake 
  Abilities Str 23, Dex 16, Con 16, Int 13, Wis 13, Cha 
  15  
  SQ displacement 
  Feats Dodge, Great Fortitude, Weapon Focus (great 
  scimitar) 
  Skills Balance +15, Climb +16, Hide +13, Jump +26, 
  Listen +11 , Move Silently +13, Spot +11, Survival 
  +11, Tumble +15; 
  Possessions +1 ring of protection, +1 vest of 
  resistance, ring of counterspells (glitterdust), +1 
  keen greatsword (Encumbrance – Light)  
  Paralysis (Su) A creature hit by a ghirrash’s bite 
  attack must make a DC 16 Fortitude save or be 
  paralyzed for 1d4+1 rounds. 
  Pounce (Ex) If a ghirrash charges, it can make a full 
  attack including two rake attacks. 
  Rake (Ex) Two claws, attack bonus +13 1d6+3 
  Displacement (Su) A light-bending glamer continually 
  surrounds a ghirrash making it difficult to surmise 
  the creature’s true location. Any melee or ranged 
  attack directed at it has a 50% miss chance unless 
  the attacker can locate the ghirrash by some 
  means other than sight. A true seeing effect allows 
  the user to see the ghirrash’s position but see 
  invisibility has no effect. 
  Power-Up Suite (magic circle against good): vs. 
  good creatures AC 23, Fort +11, Ref +13, Will +9 
   
   
  HIG8-04 Coming Through the Rye 
   
  Page 12 
  
  APL 6 
  8: DRAGON CRYSTALS 
  D R AG O N  C R Y S T AL T RAP 
  CR  4 
  Description This hexagonal chamber is entered from 
  the chute or from underneath the statue. In each 
  ceiling corner of the room a dragon head is attached. 
  In the center of the room stands a statue of a dragon. 
  When the PCs enter the room, the trap activates, and 
  the dragon eyes begin to fire magic missiles at all 
  creatures in the room (one missile per crystal per 
  target). Until three dragon head are destroyed, each 
  creature is targeted each round. After the trap’s 
  duration expires, it takes 1 minute to recharge. If the 
  dragon statue is destroyed, the trap stops functioning. 
  Search DC19; Type Magical  
  Trigger Detection (alarm); Init +2 
   
  Effect One magic missile (automatically hits, 1d4+1 
  points of damage, CL 5th) per dragon head eye per 
  creature (6 at this APL) 
  Duration 7 rounds 
  Destruction AC 14; hp 10; hardness 5 (each dragon 
  head) 
  Destruction AC 14; hp 40; hardness 10 (statue) 
  Disarm Disable Device DC 26 (each dragon head) 
  Dispel DC 16 (each dragon head) 
   
  9: ARMED GUARDS 
  G H I R R AS H 
  CR  7 
  NE Large outsider (extraplanar) 
  Init +3; Senses darkvision 60’; Listen +11, Spot +11 
  Languages Common, Infernal  
  AC 21, touch 13, flat-footed 18 
   (-1 size, +3 Dex, +8 natural, +1 ring) 
  hp 52 (7 HD); DR 5/magic  
  Fort +9 Ref +11, Will +7 
  Speed 50 ft. (10 squares), 
  Resist resistance to acid 10, fire 10, cold 10, electricity 
  10, spell resistance 14 
  Immunities poison, ring of counterspells (glitterdust) 
  Melee claw +16 (1d6+6) or 
  Melee 4 claws +13 (1d6+6) and bite +7 (1d4+3 plus 
  paralysis) and rake +13 (1d6+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +17 
  Atk Options paralysis DC 16, pounce, rake 
  Abilities Str 23, Dex 16, Con 16, Int 13, Wis 13, Cha 15  
  SQ displacement 
  Feats Dodge, Great Fortitude, Weapon Focus (great 
  scimitar) 
  Skills Balance +15, Climb +16, Hide +13, Jump +26, 
  Listen +11 , Move Silently +13, Spot +11, Survival 
  +11, Tumble +15; 
  Possessions +1 ring of protection, +1 vest of 
  resistance, ring of counterspells (glitterdust), +1 keen 
  greatsword (Encumbrance – Light)  
  Paralysis (Su) A creature hit by a ghirrash’s bite attack 
  must make a DC 16 Fortitude save or be paralyzed 
  for 1d4+1 rounds. 
  Pounce (Ex) If a ghirrash charges, it can make a full 
  attack including two rake attacks. 
  Rake (Ex) Two claws, attack bonus +13 1d6+3 
  Displacement (Su) A light-bending glamer continually 
  surrounds a ghirrash making it difficult to surmise the 
  creature’s true location. Any melee or ranged attack 
  directed at it has a 50% miss chance unless the 
  attacker can locate the ghirrash by some means 
  other than sight. A true seeing effect allows the user 
  to see the ghirrash’s position but see invisibility has 
  no effect. 
  Power-Up Suite (magic circle against good): vs. 
  good creatures AC 23, Fort +11, Ref +13, Will +9 
  HIG8-04 Coming Through the Rye 
   
  Page 13 
  
  APL 8 
  5: FAERIE GROUNDS 
  T R E ANT    
  CR  11 
  NG  Huge Half Dragon Treant / Fighter 1 
  Init +0 ; Senses darkvision 60 ft., low light.  
   
  Listen +7, Spot +7 
  Languages  
  AC 25, (-2 size, +0 Dex, +17 natural) 
   
  touch 8, flat-footed 25. 
  HP 132  :  (8 HD) : (52+80)  
  Immune : magic sleep, paralysis, fire, poison, 
  polymorph, stunning, crits, all mind affecting effects. 
  Fort +17   Ref +2   Will +5    
  Speed 30ft. : Fly 60ft (average)  : Hover 
  Melee  Greatsword  +21 (4d6+25 : 17-20x2)  or 
   
  Sunder - Greatsword  +37 (4d6+25 : 17-20x2) or 
   
  Greatsword  +21/+16 (4d6+25 : 17-20x2)  
   
  And Bite +15 (2d6+8) or 
   
  2 Slams +20/+20 (2d6+16)  
   
  And Bite +15 (2d6+8) or 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +6; Grp +30 
  Atk Options Power Attack, Sunder, Trample (2d6+24) 
  Combat Gear : +1 Keen Greatsword. 
  Abilities Str 42, Dex 10, Con 30, Int 12, Wis 16, Cha 10 
  SQ   
  Animate Trees, DR 10/slashing, Plant traits 
  Feats   Power Attack, Improved Sunder,  
   
  Hover, Combated Brute. 
  Skills Hide -8 (+16), Intimidate +5, Listen +8, 
   
  Knowledge (nature) +6, Spot +8,  
   
  Sense motive +8, Survival +8 
  Possessions : combat gear plus  
  Animate Trees (Sp) : A treant can animate up to two 
   
  trees at will within 180 ft, equal to treant in MM. 
   
  MV of trees is 10’ only. 
  Trample (Ex) : Reflex DC 30 half. Str based. 
  Double damage against objects (Ex) : On a full attack 
   
  action a treant does double damage vs. object & 
   
  structures. 
  Breath Weapon (Ex) : Reflex DC 24 half. Con based. 
   
  (6d8) 30’ cone fire, red dragon breath. 
   
  8: DRAGON CRYSTALS 
  D R AG O N  C R Y S T AL T RAP 
  CR  8 
  Description This hexagonal chamber is entered from 
  the chute or from underneath the statue. In each 
  ceiling corner of the room a dragon head is attached. 
  In the center of the room stands a statue of a dragon. 
  When the PCs enter the room, the trap activates, and 
  the dragon eyes begin to fire magic missiles at all 
  creatures in the room (one missile per crystal per 
  target) and the statue will fire dispel magic (CL 6th) at 
  each creature in the room. Until six dragon heads are 
  destroyed, each creature is targeted each round. 
  After the trap’s duration expires, it takes 1 minute to 
  recharge. If the dragon statue is destroyed, the trap 
  stops functioning. 
  Search DC19; Type Magical  
  Trigger Detection (alarm); Init +3 
   
  Effect One magic missile (automatically hits, 1d4+1 
  points of damage, CL 5th) per dragon head eye per 
  creature (9 at this APL)   
  Duration 7 rounds 
  Destruction AC 14; hp 15; hardness 5 (each dragon 
  head) 
  Destruction AC 14; hp 80; hardness 10 (statue) 
  Disarm Disable Device DC 26 (each dragon head) 
  Dispel DC 16 (each dragon head) 
   
  9: ARMED GUARDS 
  G H I R R AS H 
  CR  9 
  Elite Male Ghirrash Warrior1/Monk2/Fighter1 
  NE Large outsider (extraplanar) 
  Init +4; Senses darkvision 60’; Listen +13, Spot +15 
  Languages Common, Infernal  
  AC 26, touch 13, flat-footed 22 
   (-1 size, +4 Dex, +8 natural, +4 armor) 
  hp 122 (11 HD); DR 5/magic  
  Fort +22 Ref +16, Will +15 
  Speed 50 ft. (10 squares), 
  Resist resistance to acid 10, fire 10, cold 10, electricity 
  10, spell resistance 14 
  Immunities poison, ring of counterspells (glitterdust), 
  ring of counterspells (ray of enfeeblement) 
  Melee +2 large keen greatsword +23/+18 (3d6+17/17-
  20 and 2 claws +21 (1d8+11) and bite +16 (1d4+5 
  plus paralysis) and 2 rakes +20 (1d8+5) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +29 
  Atk Options paralysis DC 19, pounce (Ex), rake (Ex), 
  flurry of blows (Ex) 
  Abilities Str 32, Dex 19, Con 22, Int 13, Wis 14, Cha 13  
  SQ displacement (Su), evasion (Ex) 
  Feats Combat Acrobat, Deflect Arrows, Dodge, Great 
  Fortitude, Improved Grapple, Improved Unarmed 
  Strike, Iron Will, Weapon Focus (greatsword) 
  Skills Balance +18, Climb +23, Escape Artist +11, Hide 
  +15, Jump +33, Listen +13 , Move Silently +14, Spot 
  +15, Survival +13, Tumble +17; 
  Possessions +1large keen great sword, gauntlets of 
  ogre power, +2 amulet of health, +1 studded leather, 
  +2 
  vest 
  of 
  resistance, 
  ring 
  of 
  counterspells 
  (glitterdust), 
  ring 
  of 
  counterspells 
  (ray 
  of 
  enfeeblement) (Encumbrance – Light)  
  Paralysis (Su) A creature hit by a ghirrash’s bite attack 
  must make a DC 19 Fortitude save or be paralyzed 
  for 1d4+1 rounds. 
  Pounce (Ex) If a ghirrash charges, it can make a full 
  attack including two rake attacks. 
  Rake (Ex) Two claws, attack bonus +20 1d6+5 
  Displacement (Su) A light-bending glamer continually 
  surrounds a ghirrash making it difficult to surmise the 
  creature’s true location. Any melee or ranged attack 
  directed at it has a 50% miss chance unless the 
  attacker can locate the ghirrash by some means 
  HIG8-04 Coming Through the Rye 
   
  Page 14 
  
  other than sight. A true seeing effect allows the user 
  to see the ghirrash’s position but see invisibility has 
  no effect. 
  Power-Up Suite (magic circle against good): vs. 
  good creatures AC 28, Fort +24, Ref +18, Will +17 
   
   
  HIG8-04 Coming Through the Rye 
   
  Page 15 
  
  APL 10 
  5: FAERIE GROUNDS 
  T R E ANT    
  CR  11 
  NG  Huge Half Dragon Treant / Fighter 1 
  Init +0 ; Senses darkvision 60 ft., low light.  
   
  Listen +7, Spot +7 
  Languages  
  AC 25, (-2 size, +0 Dex, +17 natural) 
   
  touch 8, flat-footed 25. 
  HP 132  :  (8 HD) : (52+80)  
  Immune : magic sleep, paralysis, fire, poison, 
  polymorph, stunning, crits, all mind affecting effects. 
  Fort +17   Ref +2   Will +5    
  Speed 30ft. : Fly 60ft (average)  : Hover 
  Melee  Greatsword  +21 (4d6+25 : 17-20x2)  or 
   
  Sunder - Greatsword  +37 (4d6+25 : 17-20x2) or 
   
  Greatsword  +21/+16 (4d6+25 : 17-20x2) 
   
  And Bite +15 (2d6+8) or 
   
  2 Slams +20/+20 (2d6+16) 
   
  And Bite +15 (2d6+8) or 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +6; Grp +30 
  Atk Options Power Attack, Sunder, Trample (2d6+24) 
  Combat Gear : +1 Keen Greatsword. 
  Abilities Str 42, Dex 10, Con 30, Int 12, Wis 16, Cha 10 
  SQ   
  Animate Trees, DR 10/slashing, Plant traits 
  Feats   Power Attack, Improved Sunder,  
   
  Hover, Combated Brute. 
  Skills Hide -8 (+16), Intimidate +5, Listen +8, 
   
  Knowledge (nature) +6, Spot +8,  
   
  Sense motive +8, Survival +8 
  Possessions : combat gear plus  
  Animate Trees (Sp) : A treant can animate up to two 
   
  trees at will within 180 ft, equal to treant in MM. 
   
  MV of trees is 10’ only. 
  Trample (Ex) : Reflex DC 30 half. Str based. 
  Double damage against objects (Ex) : On a full attack 
   
  action a treant does double damage vs. object & 
   
  structures. 
  Breath Weapon (Ex) : Reflex DC 24 half. Con based. 
   
  (6d8) 30’ cone fire, red dragon breath. 
   
  8: DRAGON CRYSTALS 
  D R AG O N  C R Y S T AL T RAP 
  CR  12 
  Description This hexagonal chamber is entered from 
  the chute or from underneath the statue. In each 
  ceiling corner of the room a dragon head is attached. 
  In the center of the room stands a statue of a dragon. 
  When the PCs enter the room, the trap activates, and 
  the dragon eyes begin to fire magic missiles at all 
  creatures in the room (one missile per crystal per 
  target) and the statue will fire greater dispel magic 
  (CL 11th) at each creature in the room. Until six 
  dragon heads are destroyed, each creature is 
  targeted each round. After the trap’s duration expires, 
  it takes 1 minute to recharge. If the dragon statue is 
  destroyed, the trap stops functioning. 
  Search DC19; Type Magical  
  Trigger Detection (alarm); Init +3 
   
  Effect One magic missile (automatically hits, 1d4+1 
  points of damage, CL 5th) per dragon head eye per 
  creature (12 at this APL) 
  Duration 7 rounds 
  Destruction AC 14; hp 20; hardness 5 (each dragon 
  head) 
  Destruction AC 14; hp 140; hardness 10 (statue) 
  Disarm Disable Device DC 26 (each dragon head) 
  Dispel DC 16 (each dragon head) 
   
  9: ARMED GUARDS 
  G H I R R AS H 
  CR  9 
  Elite Male Ghirrash Warrior1/Monk2/Fighter1 
  NE Large outsider (extraplanar) 
  Init +4; Senses darkvision 60’; Listen +13, Spot +15 
  Languages Common, Infernal  
  AC 26, touch 13, flat-footed 22 
   (-1 size, +4 Dex, +8 natural, +4 armor) 
  hp 122 (11 HD); DR 5/magic  
  Fort +22 Ref +16, Will +15 
  Speed 50 ft. (10 squares), 
  Resist resistance to acid 10, fire 10, cold 10, electricity 
  10, spell resistance 14 
  Immunities poison, ring of counterspells (glitterdust), 
  ring of counterspells (ray of enfeeblement) 
  Melee +2 large keen greatsword +23/+18 (3d6+17/17-
  20 and 2 claws +21 (1d8+11) and bite +16 (1d4+5 
  plus paralysis) and 2 rakes +20 (1d8+5) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +29 
  Atk Options paralysis DC 19, pounce (Ex), rake (Ex), 
  flurry of blows (Ex) 
  Abilities Str 32, Dex 19, Con 22, Int 13, Wis 14, Cha 13  
  SQ displacement (Su), evasion (Ex) 
  Feats Combat Acrobat, Deflect Arrows, Dodge, Great 
  Fortitude, Improved Grapple, Improved Unarmed 
  Strike, Iron Will, Weapon Focus (greatsword) 
  Skills Balance +18, Climb +23, Escape Artist +11, Hide 
  +15, Jump +33, Listen +13 , Move Silently +14, Spot 
  +15, Survival +13, Tumble +17; 
  Possessions +1large keen greatsword, gauntlets of 
  ogre power, +2 amulet of health, +1 studded leather, 
  +2 
  vest 
  of 
  resistance, 
  ring 
  of 
  counterspells 
  (glitterdust), 
  ring 
  of 
  counterspells 
  (ray 
  of 
  enfeeblement) (Encumbrance – Light)  
  Paralysis (Su) A creature hit by a ghirrash’s bite attack 
  must make a DC 19 Fortitude save or be paralyzed 
  for 1d4+1 rounds. 
  Pounce (Ex) If a ghirrash charges, it can make a full 
  attack including two rake attacks. 
  Rake (Ex) Two claws, attack bonus +20 1d6+5 
  Displacement (Su) A light-bending glamer continually 
  surrounds a ghirrash making it difficult to surmise the 
  creature’s true location. Any melee or ranged attack 
  directed at it has a 50% miss chance unless the 
  attacker can locate the ghirrash by some means 
  HIG8-04 Coming Through the Rye 
   
  Page 16 
  
  other than sight. A true seeing effect allows the user 
  to see the ghirrash’s position but see invisibility has 
  no effect. 
  Power-Up Suite (magic circle against good): vs. 
  good creatures AC 28, Fort +24, Ref +16, Will +14 
   
  G H I R R AS H 
  CR  11 
  Elite Male Ghirrash Warrior1/Monk2/Fighter1/Drunken 
  Master 2 
  NE Large outsider (extraplanar) 
  Init +5; Senses darkvision 60’; Listen +15, Spot +15 
  Languages Common, Infernal  
  AC 33, touch 14, flat-footed 28 
   (-1 size, +5 Dex, +8 natural, +8 armor, +3 animated 
  shield) 
  hp 157 (13 HD); DR 5/magic  
  Fort +24 Ref +17, Will +17 
  Speed 50 ft. (10 squares), 
  Resist resistance to acid 10, fire 10, cold 10, electricity 
  10, spell resistance 14 
  Immunities poison, ring of counterspells (glitterdust), 
  ring of counterspells (ray of enfeeblement) 
  Melee 
  +2 
  large 
  keen 
  greatsword 
  +26/+21/+16 
  (3d6+20/17-20 and 2 claws +23 (1d8+12) and bite 
  +18 (1d4+6 plus paralysis) and 2 rakes +23 (1d8+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11; Grp +31 
  Atk Options paralysis (Su) DC 19, pounce (Ex), rake 
  (Ex), flurry of blows (Ex), improvised weapons (Ex), 
  power attack 
  Abilities Str 34, Dex 21, Con 24, Int 13, Wis 16, Cha 13  
  SQ displacement (Su), drink like a demon (Ex), evasion 
  (Ex), stagger 
  Feats Close Quarters Fighting, Combat Acrobat, Deflect 
  Arrows, Dodge, Great Fortitude, Improved Grapple, 
  Improved Unarmed Strike, Iron Will, Weapon Focus 
  (greatsword) 
  Skills Balance +19, Climb +22, Escape Artist +11, Hide 
  +14, Jump +30, Listen +15 , Move Silently +13, Spot 
  +15, Survival +13, Tumble +17; 
  Possessions +2 large keen greatsword,+4 belt of giant 
  strength, +4 amulet of health,+2 gloves of dexterity, 
  boots of speed, +3 mithral breastplate, +3 vest of 
  resistance, ring of counterspells (glitterdust), ring of 
  counterspells (ray of enfeeblement), incandescent 
  blue sphere ioun stone, +1 animated heavy mithral 
  shield (Encumbrance – Light)  
  Paralysis (Su) A creature hit by a ghirrash’s bite attack 
  must make a DC 20 Fortitude save or be paralyzed 
  for 1d4+1 rounds. 
  Pounce (Ex) If a ghirrash charges, it can make a full 
  attack including two rake attacks. 
  Rake (Ex) Two claws, attack bonus +23 1d8+6 
  Displacement (Su) A light-bending glamer continually 
  surrounds a ghirrash making it difficult to surmise the 
  creature’s true location. Any melee or ranged attack 
  directed at it has a 50% miss chance unless the 
  attacker can locate the ghirrash by some means 
  other than sight. A true seeing effect allows the user 
  to see the ghirrash’s position but see invisibility has 
  no effect. 
  Drink like a Demon (Ex): A drunken master’s body 
  handles alcohol differently from other people. He can 
  drink a large tankard of ale, a bottle of wine, or a 
  corresponding amount of stronger alcohol as a move 
  action. Every bottle or tankard of alcohol he 
  consumes during combat reduces his Wisdom and 
  Intelligence by 2 points each, but increases his 
  Strength or Constitution (Judges choice) by 2 points. 
  A drunken master may benefit from a number of 
  rounds equal to the PCs drunken master level +3. 
  Stagger (Ex): By tripping, stumbling, and staggering, a 
  drunken master of 2nd level or higher can make a 
  charge attack that surprises his opponents. This 
  ability has two beneficial aspects. First the charge 
  need not be in a straight line, even though the PC 
  can still move up to twice his speed. Second, if a 
  drunken master makes a DC 15 Tumble check before 
  beginning 
  his 
  charge, 
  his 
  movement 
  through 
  threatened 
  squares 
  provokes 
  no 
  attacks 
  of 
  opportunity.  
  Power-Up Suite (magic circle against good): vs. 
  good creatures AC 35, Fort +26, Ref +19, Will +19 
   
   
   
   
   
  HIG8-04 Coming Through the Rye 
   
  Page 17 
  
  APL 12 
  5: FAERIE GROUNDS 
  T R E ANT    
  CR  11 
  NG  Huge Half Dragon Treant / Fighter 1 
  Init +0 ; Senses darkvision 60 ft., low light.  
   
  Listen +7, Spot +7 
  Languages  
  AC 25, (-2 size, +0 Dex, +17 natural) 
   
  touch 8, flat-footed 25. 
  HP 132  :  (8 HD) : (52+80)  
  Immune : magic sleep, paralysis, fire, poison, 
  polymorph, stunning, crits, all mind affecting effects. 
  Fort +17   Ref +2   Will +5    
  Speed 30ft. : Fly 60ft (average)  : Hover 
  Melee  Greatsword  +21 (4d6+25 : 17-20x2)  or 
   
  Sunder - Greatsword  +37 (4d6+25 : 17-20x2) or 
   
  Greatsword  +21/+16 (4d6+25 : 17-20x2) 
   
  And Bite +15 (2d6+8) or 
   
  2 Slams +20/+20 (2d6+16) 
   
  And Bite +15 (2d6+8) or 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +6; Grp +30 
  Atk Options Power Attack, Sunder, Trample (2d6+24) 
  Combat Gear : +1 Keen Greatsword. 
  Abilities Str 42, Dex 10, Con 30, Int 12, Wis 16, Cha 10 
  SQ   
  Animate Trees, DR 10/slashing, Plant traits 
  Feats   Power Attack, Improved Sunder,  
   
  Hover, Combated Brute. 
  Skills Hide -8 (+16), Intimidate +5, Listen +8, 
   
  Knowledge (nature) +6, Spot +8,  
   
  Sense motive +8, Survival +8 
  Possessions : combat gear plus  
  Animate Trees (Sp) : A treant can animate up to two 
   
  trees at will within 180 ft, equal to treant in MM. 
   
  MV of trees is 10’ only. 
  Trample (Ex) : Reflex DC 30 half. Str based. 
  Double damage against objects (Ex) : On a full attack 
   
  action a treant does double damage vs. object & 
   
  structures. 
  Breath Weapon (Ex) : Reflex DC 24 half. Con based. 
  (6d8) 30’ cone fire, red dragon breath. 
   
  8: DRAGON CRYSTALS 
  D R AG O N  C R Y S T AL T RAP 
  CR  12 
  Description This hexagonal chamber is entered from 
  the chute or from underneath the statue. In each 
  ceiling corner of the room a dragon head is attached. 
  In the center of the room stands a statue of a dragon. 
  When the PCs enter the room, the trap activates, and 
  the dragon eyes begin to fire magic missiles at all 
  creatures in the room (one missile per crystal per 
  target) the statue will fire greater dispel magic (CL 
  11th) at each creature in the room. Until six dragon 
  heads are destroyed, each creature is targeted each 
  round. After the trap’s duration expires, it takes 1 
  minute to recharge. If the dragon statue is destroyed, 
  the trap stops functioning. 
  Search DC19; Type Magical  
  Trigger Detection (alarm); Init +3 
   
  Effect One magic missile (automatically hits, 1d4+1 
  points of damage, CL 5th) per dragon head eye per 
  creature (18 at this APL) 
  Duration 7 rounds 
  Destruction AC 14; hp 40; hardness 5 (each dragon 
  head) 
  Destruction AC 14; hp 160; hardness 10 (statue) 
  Disarm Disable Device DC 26 (each dragon head) 
  Dispel DC 16 (each dragon head) 
   
  9: ARMED GUARDS 
  G H I R R AS H 
  CR  11 
  Elite Male Ghirrash Warrior1/Monk2/Fighter1/Drunken 
  Master 2 
  NE Large outsider (extraplanar) 
  Init +5; Senses darkvision 60’; Listen +15, Spot +15 
  Languages Common, Infernal  
  AC 33, touch 14, flat-footed 28 
   (-1 size, +5 Dex, +8 natural, +8 armor, +3 animated 
  shield) 
  hp 157 (13 HD); DR 5/magic  
  Fort +24 Ref +17, Will +17 
  Speed 50 ft. (10 squares), 
  Resist resistance to acid 10, fire 10, cold 10, electricity 
  10, spell resistance 14 
  Immunities poison, ring of counterspells (glitterdust), 
  ring of counterspells (ray of enfeeblement) 
  Melee 
  +2 
  large 
  keen 
  greatsword 
  +26/+21/+16 
  (3d6+20/17-20 and 2 claws +23 (1d8+12) and bite 
  +18 (1d4+6 plus paralysis) and 2 rakes +23 (1d8+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11; Grp +31 
  Atk Options paralysis (Su) DC 19, pounce (Ex), rake 
  (Ex), flurry of blows (Ex), improvised weapons (Ex), 
  power attack 
  Abilities Str 34, Dex 21, Con 24, Int 13, Wis 16, Cha 13  
  SQ displacement (Su), drink like a demon (Ex), evasion 
  (Ex), stagger 
  Feats Close Quarters Fighting, Combat Acrobat, Deflect 
  Arrows, Dodge, Great Fortitude, Improved Grapple, 
  Improved Unarmed Strike, Iron Will, Weapon Focus 
  (greatsword) 
  Skills Balance +19, Climb +22, Escape Artist +11, Hide 
  +14, Jump +30, Listen +15 , Move Silently +13, Spot 
  +15, Survival +13, Tumble +17; 
  Possessions +2 large keen greatsword,+4 belt of giant 
  strength, +4 amulet of health,+2 gloves of dexterity, 
  boots of speed, +3 mithral breastplate, +3 vest of 
  resistance, ring of counterspells (glitterdust), ring of 
  counterspells (ray of enfeeblement), incandescent 
  blue sphere ioun stone, +1 animated heavy mithral 
  shield (Encumbrance – Light)  
  Paralysis (Su) A creature hit by a ghirrash’s bite attack 
  must make a DC 20 Fortitude save or be paralyzed 
  for 1d4+1 rounds. 
  HIG8-04 Coming Through the Rye 
   
  Page 18 
  
  Pounce (Ex) If a ghirrash charges, it can make a full 
  attack including two rake attacks. 
  Rake (Ex) Two claws, attack bonus +23 1d8+6 
  Displacement (Su) A light-bending glamer continually 
  surrounds a ghirrash making it difficult to surmise the 
  creature’s true location. Any melee or ranged attack 
  directed at it has a 50% miss chance unless the 
  attacker can locate the ghirrash by some means 
  other than sight. A true seeing effect allows the user 
  to see the ghirrash’s position but see invisibility has 
  no effect. 
  Drink like a Demon (Ex): A drunken master’s body 
  handles alcohol differently from other people. He can 
  drink a large tankard of ale, a bottle of wine, or a 
  corresponding amount of stronger alcohol as a move 
  action. Every bottle or tankard of alcohol he 
  consumes during combat reduces his Wisdom and 
  Intelligence by 2 points each, but increases his 
  Strength or Constitution (Judges choice) by 2 points. 
  A drunken master may benefit from a number of 
  rounds equal to the PCs drunken master level +3. 
  Stagger (Ex): By tripping, stumbling, and staggering, a 
  drunken master of 2nd level or higher can make a 
  charge attack that surprises his opponents. This 
  ability has two beneficial aspects. First the charge 
  need not be in a straight line, even though the PC 
  can still move up to twice his speed. Second, if a 
  drunken master makes a DC 15 Tumble check before 
  beginning 
  his 
  charge, 
  his 
  movement 
  through 
  threatened 
  squares 
  provokes 
  no 
  attacks 
  of 
  opportunity.  
  Power-Up Suite (magic circle against good): vs. 
  good creatures AC 35, Fort +26, Ref +19, Will +19
   
   
   
   
   
   
   
  HIG8-04 Coming Through the Rye 
   
  Page 19 
  
  APPENDIX 2: NEW RULES ITEMS 
  All new rules items from sources other than the PH, DMG, or MM go in this section. If you do not have any DM aids or 
  maps, replace this line with “N/A” 
   
  FEATS 
  List alphabetically. Include source and page: 
   
  STAGGER  
  Like the scorpion, you are not easily distracted. 
   
  Benefit: You gain a +4 bonus on saving throws 
  against mind-affecting spells and abilities. 
   
  Source: Sandstorm 53 
   
  ITEMS 
  List alphabetically; see above. 
   
  WHALE GREASE 
  Whale grease is a thick clear grease fashioned from a 
  combination of melted whale blubber and various 
  powdered minerals and waxy plants. This foul-smelling 
  stuff must be applied directly to the skin (taking 1 
  minute to do so) to be effective; once applied, the 
  grease insulates the user from hypothermia, providing 
  complete protection from hypothermia effects for as 
  long as it lasts. Whale grease loses its effectiveness 1 
  hour after application. It is not water soluble, but can 
  be quickly removed with alcohol. While worn, the 
  pungent odor the grease gives off allows creatures with 
  the scent ability to detect you at double normal range. 
   
  Cost: 2 gp. 
   
  Craft DC: 25. 
   
  Weight: 2 lb. 
   
  Source: Frostburn 79. 
   
  SPELLS 
  List alphabetically; see above. 
   
  DIRGE OF DISCORD 
  Enchantment (compulsion) [Evil, Mind-Affecting] 
  Level: Bard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25ft. + 5 ft./2 levels) 
  Area: 20-ft-radius spread 
  Duration: Concentration + 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  You create an unholy, cacophonous dirge that fills the target’s 
  mind with screams of the dying, the wailing of the damned, 
  and the howling of the mad. 
   
  Creatures affected by this spell take a –4 penalty on 
  attack rolls and Dexterity, a 50% reduction in their 
  speed (to a minimum of 5 feet), and must make a 
  Concentration check to cast any spell (DC equal to this 
  spell’s DC + the level of the spell being cast). 
   
  Material Component: A pinch of ashes from a 
  destrachan. 
   
  Source: Spell Compendium 66. 
  HIG8-04 Coming Through the Rye 
   
  Page 20 
  
  APPENDIX 3: DM AID OR MAP 
   
  Faerie Grounds Encounter Map 
   
   
   
  Dungeon Map 
   
  HIG8-04 Coming Through the Rye 
   
  Page 21 
  
  PLAYER HANDOUT 1 
   
  Vixen queen ruler til eve 
  Bring lumen 
  Free zepyr 
  Pick jugge fruit 
   
   
   
   
   
   
   
   
  PLAYER HANDOUT 2 
   
   
  Jade burden vexes 
  darkness wars 
  pyros forms 
  aqua cures 
  dawn dazes 
   
   
  HIG8-04 Coming Through the Rye 
   
  Page 22 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/598/Normal Scenarios/HIG8-04 - Coming through the Rye (APL 4-12)/HIG8-04 - Coming through the Rye.pdf