TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS 
  game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
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  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 
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  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  For questions specific to this document and your region,
  se e-mail your triad point of contact (POC) at skerrit@wi.rr.com
   plea
  ; for LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  HIG6-01 
   
   
   
   
   
   
  Faerie Fire 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Highfolk Regional Adventure 
  Version 1.0 
  by Brian Nowak 
  Reviewed by Chris Tulach 
   
  Gunther Sugarbaker is renowned for his confectionary works. From colored sugar tiaras to walnut fudge, Master 
  Sugarbaker’s culinary delights are desired by the elite across the central Flanaess. With a new confection in mind, Gunther 
  needs a harvest of the stubbornly deep-rooted white sayles (SAY-els) berries. What secrets will be illuminated on this 
  journey into the southern swamplands known as the Deepmarsh? A regional adventure set in the Deepmarsh of the Vesve 
  Forest for APL 2 to 6. Page One of the Keeper of Word and Deed.  
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an RPGA 
  even from the RPGA website, or you received it from your 
  senior gamemaster. To play this adventure as part of the 
  LIVING GREYHAWK™ campaign—a worldwide, ongoing 
  D&D campaign set in the GREYHAWK setting—you must 
  sanction it as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a group of 
  friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions the 
  event is called the senior gamemaster, and is in charge of 
  making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and then reported back 
  to the RPGA in a timely manner. The person who runs the 
  game is called the table Dungeon Master (or usually just 
  DM). Sometimes (and almost all the time in the cases of 
  home events) the senior gamemaster is also the table DM. 
  You don’t have to be a HERALD-LEVEL GM to run this 
  adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play on 
  December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK character 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA website 
  at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop reading 
  now. The rest of the information in this adventure is for 
  the DM only. If you read farther than this section, you’ll 
  know too much about its challenges, which kills the fun. 
  Also, if you’re playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point makes you 
  ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs and 
  monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this sheet 
  to your senior GM directly after play. You’ll also find a 
  LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
   
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than 
  those 
  brought by virtue 
  of a class ability 
  (such as animal 
  companions, 
  familiars paladin’s 
  mounts) 
  or the 
  warhorse 
  of 
  a 
  character with the 
  Mounted Combat 
  feat, 
  use 
  the 
  sidebar chart to determine the number of levels 
  you add to the sum of step one. Add each 
  character’s animals separately. Animals with 
  different CRs are determined separately using the 
  chart; then, take the highest CR animal (or 
  animals), and add 2 (drop fractions). This result is 
  the effective character level for a mixed-CR group 
  of animals. A single PC may only bring four or 
  fewer animals of this type.  
  CR
  1 
  2
  3
  4
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
   
  Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the adventure. 
  Round up to the nearest whole number. 
   
  If you are running a table of six PCs, add one 
  to that average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. Based 
  on their choice, use either the higher or the lower adjacent 
  APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher or 
  lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives. 
  Faerie Fire 
   
  Page 2 
  
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may not 
  play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 2 
  and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances of 
  success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to 
  help protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Highfolk.  Characters native to Highfolk pay one Time 
  Unit per round; all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer other 
  in-game penalties (or possibly gain in-game benefits) as 
  may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or more 
  ranks in the Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability damage 
  as if he or she paid for Standard Upkeep, may refill spell 
  component pouches and healer’s kits, and may restock up 
  to 20 arrows or bolts if the character has at least four ranks 
  in Craft (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep can be 
  found in the “Lifestyle and Upkeep” section of Chapter 3 of 
  the LIVING GREYHAWK Campaign Sourcebook. 
   
  Adventure Background 
  The Berry Mission: Gunther Sugarbaker is a portly, 
  balding man with a flair for confectionery and a congenial 
  self-deprecating humor.  He is a master of the sweet tooth, 
  particularly custom creations that require some level of 
  intricacy.  Among the works he is known for are jeweled 
  tiaras and crowns created entirely out of colored sugars; 
  marvelous to look at, but without even the remotest chance 
  of fooling the untrained eye (or tongue) into thinking 
  them real jewels.  These delicate works are sometimes 
  exported to nobles in other cities who want to give their 
  young daughters a special treat and are willing to pay for it, 
  but the stock and trade of Gunther’s shop remains 
  providing sweets for the locals.  Gunther creates exactly 20 
  pounds of walnut fudge each year; the waiting list for this 
  trademark treat is already filled up through next year’s 
  batch. 
   
  He and Nella Folstrom (who specializes in pastries 
  and baked goods in her shop far down the street) maintain 
  a friendly rivalry over who can provide the most 
  extravagant culinary delights come the holiday seasons.  
  Gunther has won the informal Needfest competition 
  (judged by 5-6 customers who frequent both shops) for 6 
  years running, but has yet to best Nella at Brewfest since 
  she opened her shop 14 years ago. 
   
  Gunther has already started working on his confection 
  for this year’s Brewfest. In his mind, the confectioner has 
  put together a wonderful berry castle, but he needs a rare 
  berry to obtain the proper coloring and flavor. 
   
  This berry, the white sayles (SAY-els) berry, is well 
  known for its flavor and rarity. Grown only in the swamps 
  of the southeastern Vesve Forest, the plant has proven to 
  be unrootable. It thrives only in the Deepmarsh and all 
  transplant attempts have failed. The berry is rumored to 
  have medicinal and/or magical purposes as well, if distilled 
  properly. 
   
  The Marshlord:  The sayles berry bush grows in one 
  part of the Deepmarsh. Until recently, this part of the 
  wetlands was under the dominion of a horrible black 
  dragon known as Vuthasventgixustrat. Four years ago a 
  representative of a competing force in the Vesve Forest 
  known as the Wrath of the Emerald Dawn slew the black. 
   
  Moving to quickly fill the power void, this new power, 
  known only as the Ancient Protector, enslaved the 
  denizens 
  of 
  the 
  Deepmarsh. 
  The 
  death 
  of 
  Vuthasventgixustrat has long gone unnoticed by the other 
  powers in Highfolk. The Ancient Protector, however, has 
  plans to announce the death and set into motion a series of 
  events leading to her ultimate goal. The arrival of the 
  heroes in the marshlands serves as the perfect catalyst. 
   
  Informing her representative in the Deepmarsh of the 
  coming heroes, she gives the green hag Svatlena very 
  specific 
  instructions 
  to 
  send 
  the 
  party 
  into 
  Vuthasventgixustrat’s old lair. The Wrath left a portion of 
  the prophecy foretelling the accomplishment of the 
  Ancient Protector’s goal. 
   
  Svatlena, getting ready for the party’s arrival, gathered 
  up all of the white sayles berries from the bog in the 
  swamp and hid them away so that the party cannot find 
  them. She intends to barter the berries in exchange for 
  killing 
  some 
  shocker 
  lizards 
  inhabiting 
  Vuthasventgixustrat’s old lair. She is counting on the 
  natural curiosity of adventurers to lead to the discovery of 
  the prophecy. 
   
  Evil to the core, the green hag intends to allow the 
  party to explore the lair and return to her. Then, she plans 
  to kill all of them except one so that her master’s message 
  may be carried to the Highfolk. Little does she know, 
  however, that a group of swamp fey have stolen the berries 
  from her hiding spot and intend to intercept the party 
  between the lair and Svatlena.  
   
  The Marshlord’s Minions: While most of the 
  denizens of the Deepmarsh are now under the sway of the 
  Ancient Protector, there is a very small number still 
  dedicated to their dead master. A diseased tribe of kobolds 
  still lives in the lair once inhabited by their black dragon 
  master. Feasting on the dragon’s flesh, they hoped to 
  absorb his essence. Instead, as the meat went rancid, they 
  Faerie Fire 
   
  Page 3 
  
  fell seriously ill. Most died. The few remaining are feverish 
  and fanatic. 
   
  Adventure Synopsis 
  Encounter One:  The PCs meet Gunther Sugarbaker, a 
  local confectioner in need of someone to acquire white 
  sayles for his latest treat. 
  Encounter Two: The party researches the location of 
  the berries and begins their journey into the Vesve. 
   
   
  Encounter Three:  The PCs arrive at the swamp and 
  begin their search. 
   
  Encounter Four:  If the party did not acquire the 
  location of the hag before coming to the swamp their will 
  have to search blindly, encountering other denizens of the 
  swamp. 
   
  Encounter Five:  The party arrives at the home of the 
  swamp witch, where the hag puts them to the test. 
   
  Encounter Six:  After passing the hag’s challenge, she 
  treats with the party and makes demands of her own. 
   
  Encounter Seven:  The PCs arrive at the lair of the 
  Marshlord where they must deal with the kobolds that still 
  live there. 
   
  Encounter Eight:  The kobolds capture one of the 
  PCs number and the party must win Cecil free.  In return, 
  they also hear an important prophecy.   
   
  Encounter Nine:  The PCs receive some fey aid sent 
  by the Dreamer of Sea and Stars. 
   
  Conclusion:  The party returns triumphant. 
   
  Preparation for Play 
  Legendary Deeds:  At the beginning of this scenario, each 
  player must determine the recognition of his Legendary 
  Deeds. Roll percentile dice for each player and compare it 
  to the total percentage value of all the Legendary Deeds 
  that the player has accumulated for this character. If the 
  percentile roll is greater that the total, a Legendary Deed is 
  not recognized, and nothing happens. If the roll is less than 
  the percentage total, then randomly choose one of the 
  deeds from the hero’s pool. 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, the deed is marked "USED" and 
  the player may keep it, so as to keep a record of his deeds. 
   
  Player Handouts: The judge is encouraged to provide 
  extra copies of Player Handouts 1 and 2. When a player 
  receives these handouts, they should be allowed to keep 
  them for future reference. 
   
  Adventure Hooks: The simplest way to get the party 
  involved in the adventure is to have them explore 
  Sugarbaker’s ever-growing reputation firsthand. Several, 
  more specific hooks have been provided as well: 
  • 
  Any members of the Druidic Circles (a Highfolk 
  regional 
  meta-organization) 
  receive 
  an 
  animal 
  messenger bearing a Druidic message requesting they 
  attend Gunther’s expedition and obtain a sprig of 
  berries for their archdruids. 
  • 
  The Guildsmen of the High Art (a Highfolk regional 
  meta-organization) receive a courier bearing a note 
  commanding them to go on Gunther’s expedition, 
  obtain a sprig of berries, and return it to Guildhall. 
  • 
  Members of the Highfolk Gardening Society find a 
  short message written in code sending them to 
  Gunthers to “chase the white sayles for transplanting”. 
  • 
  Characters with Contact: Verna Darst from HIG5-09 
  Twilight receive a short message informing them of 
  Gunther’s expedition and asking them to gather some 
  of the berries for her. 
  • 
  Any characters serving as Clergy for a Temple 
  Affiliation (a Highfolk regional meta-organization) 
  who worship Ehlonna, Corellon Larethian or 
  Sehanine Moonbow experience a prophetic dream. 
  Give them Player Handout 1. 
   
  Introduction 
  The adventure begins just after midday during the spring 
  of 596CY. Read or paraphrase the following when the party 
  enters Gunther’s shop. 
   
  The sky has been slowly darkening all day, and the 
  smell o  rain has been thick in the air. Now it has 
  finally begun to fall, accompanied by loud peals of 
  thunder that seem to roll across the buildings on this 
  street in the Poor Quarter of Highfolk Town. 
  f
   
  f
  . 
   
  t
  i
  lt
   
   
  Fortunately, the confectioner’s shop in which you 
  stand provides adequate shelter against Velnius’ roils 
  outside. It is a large building, consisting o  only a 
  single room. Gunther Sugarbaker’s establishment is 
  dedicated to his art. Shelves adorned with sugary 
  intricacies line the walls. Great tables are covered in 
  flour 
  and 
  sugar 
  and 
  many 
  other 
  ingredients 
  surrounding half-finished works of art – here a sugar 
  tiara, there a gingerbread castle. 
   
  The portly, balding man with a self-deprecating 
  smile can only be Master Sugarbaker himself. He 
  stands amongst a swarm of young children all waiting 
  for their sample of Gunther’s delight of the day. There 
  are others here as well
  Give the players this opportunity to introduce their 
  characters. When their introductions are complete, read or 
  paraphrase the following introduction of Cecil Trueblood. 
   
  Another is present, his stance and demeanor that of a 
  skilled adven urer. Oeridian in descent, the man’s 
  dusty blonde hair and delicate features give him an 
  erudite appearance that is belied by the tone of his 
  muscled arms and his board-straight posture. 
   
  Dressed in deerskin leathers embossed with brass 
  l ghtning bolts, the stranger is armed with an elegantly 
  hi ed longsword sheathed on his right side. A pack 
  bulges, resting on the ground at his feet. The rattle of 
  plate armor gives away its contents each time he shifts 
  his feet. 
  Cecil Trueblood: Male human Pal4(Heironeous). Cha 16. 
  Traits:  Experienced, deferential, knowledge-seeking.  Age: 
  28.  See DMs Aid #1 for statistics.  [Note:  Cecil radiates 
  Faerie Fire 
   
  Page 4 
  
  faint evil, and does not radiate good. See DMs Aid #1 for 
  details on Cecil.] 
   
  When introductions are complete and the party has 
  sated their curiosity regarding Cecil, proceed to Encounter 
  One. 
  Encounter One 
  Sweet Ambitions 
  This encounter occurs once Gunther has finished with the 
  children 
  and 
  sends 
  them 
  scurrying 
  home. 
  The 
  confectioner may recognize the party as adventurers, but is 
  hesitant to bring up the topic. He is still not certain of the 
  dangers of the swamp are worth risking for his simple 
  confectionary castle. Because of this, he treats the exchange 
  as a typical business transaction unless someone brings up 
  the swamp expedition. 
  Gunther Sugarbaker: Male human (mixed) Exp2. 
  Gunther is a jovial, self-deprecating fellow. He should be 
  played as ambitious, but cautious. He is prone to smiling 
  and cracking appropriate jokes for a given situation. 
  Consumed by his art, he has little care for his own 
  appearance. The crazy ways of his hair and crystal sugar 
  coated eyebrows should lend to his trusting nature. 
   
  Unless one of the party brings up the expedition 
  before leaving the premises, Cecil mentions it and asks for 
  more information. Gunther, while still hesitant, explains 
  the task to the party that asks. His information is provided 
  in bullets below. 
  • 
  Nella Folstrom, who maintains a shop down the 
  street, has been his friendly rival for quite some time.  
  (She can confirm everything Gunthar tells the PCs, 
  and is very interested in what Gunthar is making for 
  this years contest, if the PCs will tell her.) 
  • 
  Each Needfest and Brewfest they have an informal 
  competition over who can provide the most 
  extravagant culinary delights come the holiday 
  seasons. 
  • 
  Gunther has won the Needfest competition for 6 years 
  running, but has yet to beat Nella at Brewfest since 
  she opened her shop 14 years ago. 
  • 
  Now that Needfest has come and gone, it is time for 
  him to start thinking about his Brewfest creation. 
  • 
  He has a great confection in mind (for which he won’t 
  give details… trade secrets and whatnot), but needs a 
  rare berry to obtain the proper coloring and flavor. 
  • 
  This berry, the white sayles (SAY-els) berry, is well 
  known for its flavor and rarity. 
  • 
  The problem, and reason for Gunther’s hesitance, is 
  that the bush only grows in the southeastern 
  marshlands of the Vesve Forest known as the 
  Deepmarsh. 
  • 
  Gunther doesn’t know where to find it, but is willing 
  to pay the party 50 gp per person to research the sayles 
  berry and harvest it for him. He pays in advance. 
  • 
  He is willing to negotiate this price to a maximum of 
  75 gp per person. 
  • 
  Gunther suggests they start with “The Old Hag”, a 
  witch who lives somewhere in the swamp. No! She’s 
  not really a hag. 
  • 
  Sugarbaker doesn’t know where she lives. He’s just a 
  candymaker! 
  When the party has finished dealing with Gunther, they 
  have a choice. They can attempt to gather information and 
  research the white sayles berry (Encounter Two), or they 
  can set off for the swamp (Encounter Three). 
   
  Note: Make a note of which party members refuse to 
  accept payment for this task in duplication of Cecil’s 
  example. These characters receive Legendary Deed: 
  Selfless Giver at the end of the scenario. 
   
  Development: Some parties may balk at the inclusion 
  of Cecil in this adventure. Given that Cecil attends the 
  expedition in a subservient position and does not require 
  payment, the reticent party members have little leg to 
  stand on. Even so, if enough fuss is put out about Cecil, he 
  resigns from the party and attends the mission on his own. 
  He still appears in Encounter Eight. 
   
  If some party members pass at the opportunity to go 
  on this expedition, Cecil later approaches them and offers 
  to pay them 100gp each to accompany him. For those who 
  still refuse, the adventure is over – unless they decide to 
  attempt to claim the berries for themselves through 
  subterfuge. The judge is encouraged to entertain this 
  notion and allow suitable plans to work appropriately. 
   
  Encounter Two 
  Berry Important Questions 
  This encounter outlines what sort of information can be 
  obtained by the party before setting out on their adventure. 
  The judge is encouraged to role-play these exchanges in a 
  game day or home play setting. Due to time constraints, in 
  a convention setting simply rolling is recommended.   
   
  Development:  Those PCs who wisely decide to visit 
  the Bardic College to gain aid with their research gain a +5 
  circumstance bonus to each of the Knowledge checks.  
  They may also pay one of the bards to do the research for 
  them.  For 5 gp and five hours, they receive the 
  information listed under each Knowledge check of DC 20 
  or less. 
   
  Knowledge (Nature) 
  Members of the Druidic Circles meta-organization may 
  contact their hierarchy to receive all the information as if 
  they attained DC 25. 
  • 
  Less than DC 15: Sayles berries might be related to 
  mulberries or ilymirth berries. Their white coloration 
  sometimes gets confused with itch ivy. 
  • 
  DC 15: Sayles berries are renowned for their sweet 
  flavor, and can only be grown in the marshland of the 
  Vesve Forest. All attempts to transplant them have 
  failed. 
  • 
  DC 20: Sayles berry bushes have such deep root 
  systems that it is rumored they cannot be transplanted 
  Faerie Fire 
   
  Page 5 
  
  due to a unique food source only found in the small 
  area in the Vesve where they grow. 
  • 
  DC 25: The bushes may actually be the extension of 
  an underground or aquatic plant that has burrowed 
  through the ground. 
  • 
  DC 30:  The berries are rumored to have powerful 
  magical and medicinal properties, but no harvest has 
  ever 
  been 
  large 
  enough 
  to 
  permit 
  solid 
  experimentation. 
   
  Knowledge (Local – Iuz’s Border States) 
  Members of the Fifth District may contact their superiors 
  to receive all the information as if they attained DC 20. 
  Highfolk regional characters receive a +2 competence 
  bonus to this check. 
  • 
  Less than DC 15: Swamps? In the Vesve Forest? 
  When did that happen? 
  • 
  DC 15:  There’s a wooded marshland in the Forest. It 
  is home to a few tribes of lizardfolk and is known as 
  the Deepmarsh. 
  • 
  DC 20:  The Vesve marshland is home to lizardfolk 
  and a tribe of snake-like creatures known as ophidians. 
  The “Old Hag” is an elven recluse who lives in the 
  swamp. 
  • 
  DC 25:  A group of adventurers returned a few years 
  ago from an expedition to the marshlands with tales of 
  the lizardfolk tribes paying homage to a wolf god. 
  • 
  DC 30:  You know the location of the Old Hag’s 
  residence and can find it with some navigational help. 
  • 
  DC 35:  “The Old Hag” may actually be a hag who 
  poses as an elven witch. 
   
  Knowledge (Geography) 
  A successful DC 40 Knowledge (geography) check knows 
  the location of the sayles berries. Members of the Rangers 
  of the Vesve, Helping Hands of Ehlonna, Druidic Circles, 
  or Knights of the High Forest meta-organizations may 
  contact their fellow members to receive a +4 circumstance 
  bonus on this check. 
   
  Parties which succeed at the DC 30 Knowledge (local 
  – Iuz’s Border States) and DC 40 Knowledge (geography) 
  checks recognize the location of the Old Hag’s residence 
  and the sayles berries to be similar if not identical. 
   
  Bardic Knowledge 
  • 
  DC 10: The swamp is home to a tribe of lizardfolk 
  who worship a wolf god. 
  • 
  DC 15:  A small clan of snakelike creatures known as 
  ophidians also lives in the marshlands. 
  • 
  DC 20:  The Old Hag is an elven witch who lives 
  alone in the swamp. She doesn’t welcome visitors, but 
  has been known to be ‘friendly’ to an attractive elven 
  male or two. 
  • 
  DC 25:  Even though the ophidians and lizardfolk 
  share close territories in the marshlands, they don’t 
  war against each other with any notable frequency. 
  • 
  DC 30:  Those elven lads she became so friendly with 
  claim that the Old Hag is in fact a hag with a great 
  disguise. 
  • 
  DC 35:  The lizardfolk’s wolf god is known as the 
  Ancient Protector and actually walks the moors in the 
  Forest. 
  • 
  DC 40:  The ophidians also serve the Ancient 
  Protector. 
   
  Gather Information 
  A single Gather Information check takes 1d4 hours and 
  costs 1d6 gold pieces. This check may be attempted as 
  many times as the heroes desire. 
   
  There are three topics for which the party can gather 
  information. Each check applies to only one topic. 
   
  The Deepmarsh 
  • 
  DC 15:  “I heard there are some folk up in the marshes 
  that are part lizard. They like to get up on people and 
  capture ‘em and make ‘em fight each other. An’ they 
  let the winner go without any clothes or gear to 
  survive. An’ then chase ‘em down and kill ‘em.” 
  • 
  DC 20:  “I do believe there is a wicked elven woman 
  who lives in the marshes. ‘The Old Hag’ I have heard 
  her called. If the stories are true, she knows all the 
  comings and goings of the marshes. And it is only by 
  her whimsy that some are allowed to leave.” 
  • 
  DC 25:  “The way I hear it, even The Old Hag’s got a 
  master she grovels to. Maybe it’s that wolf god the 
  lizardfolk are bowing to. The Protectorate or 
  something, they call it.” 
  • 
  DC 30:  “I went into the moors once. I found a cave 
  that went deep into the ground. I think it went deep 
  anyway; I didn’t get far into it before I was chased out 
  by black skinned kobolds yelping at me like soaked 
  mongrels.” 
   
  The Sayles Berries 
  • 
  DC 15: “Sayles berries, eh? Them ‘er those white ones 
  that make yer throat get all closed up and make talkin’ 
  hard?” 
  • 
  DC 20:  “You’re looking for the sayles berries too? A 
  wizardly-type came to my cart the other day asking for 
  the same things. Said the Guild needed them for some 
  big spell.” [Note, while the Guildsmen are looking for 
  the berries, attempts to approach them about the topic 
  are rebuffed.] 
  • 
  DC 25:  “Sayles berries? Gunther Sugarbaker has some 
  sayles berries, I hear. He has plans for a great sugar 
  castle he wants to make with sayles berries for flavor.” 
   
  The Old Hag 
  • 
  DC 10:  “The Old Hag? Yeah, I know where she is. If 
  she knows what’s good for her, she’s in my kitchen 
  getting my dinner ready!” 
  Faerie Fire 
   
  Page 6 
  
  • 
  DC 15:  “I was told that the Old Hag is an elven witch 
  driven from her home to the swamps because she was 
  so ugly.” 
  • 
  DC 20:  “The Old Hag must be long dead. It was more 
  than 200 years ago that those elven boys she was so 
  ‘friendly’ with passed away. A whole month she kept 
  them, making them ‘accompany’ her against their 
  will.” 
  • 
  DC 30:  “The Old Hag? *spit* Worse than the Old 
  One himself, that. Wicked old woman hides in the 
  moors, seducing pretty elven lads and then eating 
  their eyes. *spit* Not even a woman, her. She lives on 
  the top of a dead dragon turtle’s shell and I heard tell 
  she’s a real hag – green skin and all!” 
   
  Encounter Three 
  The Long Road 
  The trip to the edge of the marsh is several days walk. 
  Traveling by horse only reduces the time slightly, and the 
  horses are no good for traveling through the Deepmarsh. 
  The party should be encouraged to make the trip afoot. 
   
  At this point, it would be prudent to have the party 
  develop a marching order and watch schedule. These play a 
  part later in the scenario. 
   
  This encounter should be used as an opportunity for 
  the party to become familiar with Cecil Trueblood, their 
  adventuring companion. Cecil wants to get to know his 
  companions, at least. See DM’s Aid #1 for details about 
  Cecil. 
   
  The weather continues to be wet and overcast. It does 
  not rain constantly, but the threat of precipitation hangs 
  indefinitely. If the party does not seem to be taking 
  appropriate precautions for the weather, the judge should 
  feel free to use the Weather rules presented in the 
  Dungeon Masters’ Guide on pg 93. This adventure occurs 
  in 
  a 
  temperate 
  climate 
  and 
  should 
  consist 
  of 
  thunderstorms and rain. 
   
  When the party has arrived at the Deepmarsh, read or 
  paraphrase the following. 
   
  The first shal ow bog announced the transition from 
  forest to marshland and the border of the Deepmarsh. 
  Only muck and filth await travelers as the tall reeds 
  replace forest undergrowth up ahead. The trees begin 
  to thin and the ground promises to become less and 
  less firm. 
  l
  f
   
   
  The warmth o  spring is usually a welcome thing 
  and though the swampy stench of the marsh before 
  you has been dampened by the rain, a few more days’ 
  cold air would certainly do well to stifle the stink a bit 
  more. 
  Assuming the party performed some information 
  gathering, they should have an easy time stumbling upon 
  the Old Hag’s lair and proceeding to Encounter Five. If 
  the party failed to do any research before setting off for the 
  Deepmarsh, proceed to Encounter Four. 
   
  Encounter Four 
  The Dangers of a Swamp 
  The dangers of a swamp are numerous. An unprepared 
  party can easily be misled and become lost in the dire 
  surroundings that are a dying moor. Judges are encouraged 
  to use the Marsh Dangers presented in the Dungeon 
  Masters’ Guide on page 88. 
   
  These incompetent adventurers wander for 2d4 days 
  in the swamp before coming on the Old Hag’s domain. 
  Each day there is a 5% chance of a random encounter. This 
  chance increases by 5% each evening, and an additional 5% 
  each day the party goes without an encounter. 
   
  For example, the party must wander for four days. The 
  first day there is a 5% chance of an encounter. The first 
  night, there is a 10% chance of an encounter. The second 
  day, there is a 15% chance of an encounter. On the second 
  day there is an encounter. The second night, there is only a 
  5% chance of an encounter. The third day, that chance 
  increases to 10% again, and so on. 
   
  When an encounter is rolled, use the appropriate table 
  based on the APL. At most, a single party can suffer two 
  random encounters. Note that these encounters should not 
  walk up off the side of the battle map. Judges are 
  encouraged to develop the mood before these encounters 
  occur and to place naturally occurring creatures within 
  their habitats – e.g., the party discovers the monstrous 
  spiders by walking into one of the many webs they have 
  spread across the swampy area. 
   
  APL 2 (EL Varies) 
  d6 
  Encounter 
  EL 
  1 
  4 troglodyte zombies (MM 266) 
  4 
  2-3 
  2 spider swarms (MM 239) 
  3 
  4-5 
  1 crocodile (MM 271) 
  2 
  6 
  2 stirges (MM 236) 
  1 
   
  APL 4 (EL Varies) 
  d6 
  Encounter 
  EL 
  1 
  1 shambling mound (MM 222) 
  6 
  2-3 
  3 large monstrous spiders 
  (webspinners) (MM 288) 
  5 
  4-5 
  1 minotaur zombie (MM 267) 
  4 
  6 
  1 assassin vine (MM 20) 
  3 
   
  APL 6 (EL Varies) 
  d6 
  Encounter 
  EL 
  1 
  2 will-o’-wisps (MM 255) 
  8 
  2-3 
  3 minotaur zombies (MM 267) 
  7 
  4-5 
  1 shambling mound (MM 222) 
  6 
  6 
  2 locust swarms (MM 239) 
  5 
   
  Once the party has experienced two random encounters or 
  managed to avoid them for the number of days rolled, 
  proceed to Encounter Five. 
   
  Faerie Fire 
   
  Page 7 
  
  Encounter Five 
  Tournament of Champions 
  Read or paraphrase the following. 
   
  Through the reeds ahead, a strange sight reaches you. 
  Di apidated and ramshackle, a shed or house of some 
  sort has been set up. A single candle burns in a 
  window; otherwise, no other activity is noticeable. 
  l
   
  l
  i
  l
   
  Svatlena, the green hag, has setup this combat to lure the 
  party into her clutches and determine their purpose in her 
  part of the swamp. The house is, in fact, a silent image spell. 
  The Old Hag is hiding and invisible up in the branches of 
  her unmoving treant companion, requiring a DC 49 Spot 
  check (before distance modifiers) to notice. Her centipede 
  companions are hiding in the deep bog surrounding the 
  island, giving them total cover. 
   
  When all of the party is on the island, Svatlena cues 
  her centipedes to rise up using her mimicry ability 
  (sounded as more centipedes). The combatant centipedes 
  burst from the house illusion, while the watery vermin (the 
  centipedes listed in Encounter Six) act to keep the party 
  from running.  See DM’s Aid #2 for a map. 
   
  APL 2 (EL 1) 
  Medium Monstrous Centipedes (3): hp 4, 5, 6; see 
  Monster Manual page 286. 
   
  APL 4 (EL 3) 
  Large Monstrous Centipedes (3): hp 12, 13, 14; see 
  Monster Manual page 286. 
   
  APL 6 (EL 5) 
  Huge Monstrous Centipede (1): hp 33; see Monster 
  Manual page 286. 
  Centipede Swarm (1):  hp 31; see Monster Manual page 
  238. 
   
  Development: Given the overwhelming odds of the non-
  combatant centipede companions, many parties may run 
  from the outset. While the centipedes (listed in Encounter 
  Six) move to block such actions, Svatlena also discourages 
  such actions by giving voice to her desire for a fight from 
  her place in the trees. The party fights or Svatlena orders 
  the party killed. See Encounter Six for details on the 
  forces Svatlena commands. 
   
  When the combat is completed, proceed to 
  Encounter Six. 
   
  Encounter Six 
  The Old Hag’s Demands 
  Read or paraphrase the following the party once the 
  centipedes have been slain. 
   
  Falling lightly from the large tree on this accursed 
  is and s a horrid sight. Gangly and hunchbacked, the 
  woman’s large nose juts out of her face at an awkward 
  angle. Crooked elven ears peak out through scraggly 
  silver hair rife with leaves and bugs that crawl about 
  her happi y. 
   
  “Who’s come to visit the Old Hag in her marsh, 
  eh?” she asks, idly petting the monstrous hundred-
  legged insect at her side. The elven woman’s fierce 
  green eyes almost glow from underneath a wrinkled, 
  warted brow. 
   
  All about, the very ground moves with bugs, 
  surrounding you. 
  NPCs: Svatlena, the green hag, is currently under the 
  effects of a disguise self spell to appear as the crankly old 
  elven woman. In reality, she is much more horrid looking. 
  The Old Hag is not here to kill the party. She does not 
  desire a fight, but is not beyond slaying the party. She has a 
  veritable army at her side. 
   
  If a combat breaks out, Svatlena attempts to dissuade 
  the course of action by pointing out her overwhelming 
  numbers and prompting Qyohre, the treant, to reveal 
  himself. 
   
  All APLs (EL 12) 
  Svatlena: green hag Sor7; stats not provided – use DMG 
  Sor7. 
  Qyohre, treant: hp 66; see Monster Manual page 244, 
  except AL CE. 
  Centipede Swarms (2):  hp 31, 33; see Monster Manual 
  page 238. 
  Huge Monstrous Centipedes (3): hp 32, 33, 34; see 
  Monster Manual page 286. 
  Medium Monstrous Centipedes (10): hp 4, 4, 4, 5, 5, 5, 
  5, 6, 6, 6, 7, 8; see Monster Manual page 286. 
   
  Once the party is ready to carry on a discussion, she 
  questions them about their presence in her Deepmarsh. 
  She already knows the party is after white sayles berries, 
  and says as much if the party is hesitant to reveal their 
  purpose. 
   
  Svatlena informs the party she knows where the 
  berries grow and since she knew they were coming, she 
  took them all up and has them hidden somewhere they 
  will never find. However, Svatlena offers an exchange. The 
  berries belong to the party if they go into an old swamp 
  cave and kill the shocker lizards there. These are her terms. 
  They are non-negotiable. 
   
  Svatlena tells the party there are at least four shocker 
  lizards living in the cave. She wants them all dead and 
  wants their heads returned to her. The more heads the 
  party brings, the more white sayles berries she provides. 
   
  If the party refuses, she grants them safe passage from 
  the Deepmarsh and the adventure is over for the heroes. 
   
  If the party agrees to her terms, she points them to 
  Vuthasventgixustrat’s lair and waits for their return. 
  Proceed to Encounter Seven. 
   
  Faerie Fire 
   
  Page 8 
  
  Encounter Seven 
  The Lair of the Dead Lord 
  When the party arrives at the lair, read or paraphrase the 
  following. 
   
  In a land of death like a swamp, it is be an odd sight to 
  see an area where even the death fights to survive. That 
  is the only description that touches on the scene la d 
  out just ahead. In the side of a barren marsh mound is a 
  deep maw. Nothing decorates the mound or the 
  ground just outside it. There are no trees for some 
  distance around the cave entrance. Even the pesky 
  swarms of biteme flies seem to be avoiding the 
  darkness within.  
   
  i
   
  See DM’s Aid #3 for a map of Vuthasventgixustrat’s lair. 
   
  A successful DC 10 Search or Survival (with the Track 
  feat) check to Track around the lair reveals the footprints of 
  the shocker lizards and a number of small humanoids. 
  These tracks are persistent throughout the dragon’s lair and 
  indicate very recent activity. 
   
  Creatures: The shocker lizards are spread throughout 
  the lair. At all APLs, they have an EL of 6, though the 
  number of them varies. 
   
  APL 2 (EL 6) 
  Shocker Lizards (4 groups of 1 lizard): hp 13 each 
  group; see Monster Manual page 224. 
   
  APL 4 (EL 6) 
  Shocker Lizards (4 groups of 2 lizards): hp 13, 14 each 
  group; see Monster Manual page 224. 
   
  APL 6 (EL 6) 
  Shocker Lizards (3 groups of 3 lizards): hp 12, 13, 14 
  each group; see Monster Manual page 224. 
   
  One shocker lizard group resides in each room #4, #6, and 
  #7. The judge is encouraged to place the fourth group at his 
  discretion, though it should not accompany any other 
  group. 
   
  The Lair of the Marshlord 
  Unless otherwise stated, there are no light sources in the 
  lair. The walls are wet mud and roots. The air is heavy with 
  moisture, and the floors are slick muck. Treat the floors as 
  shallow bogs. Unnumbered rooms are empty. 
   
  On the map, the judge should notice a raised pathway 
  traveling from Room #1 to Room #7. This pathway rises 
  from the cave floor fifteen feet, and must be climbed to get 
  to any room except #1 and #7 where the pathway slopes 
  down to ground level. Also, the secret door to Room #6 is 
  level with the pathway. 
   
  The Entryway 
  Read or paraphrase the following when the party moves 
  into the cave entrance. 
   
  What begins as a gaping maw into the side of a marshy 
  hill quickly narrows to a muddy crevice pressing in 
  from all sides. The stench of swamp gas grows even 
  thicker here, as water slides down the mud walls in 
  tiny rivulets. The narrow passage goes on for some 20 
  feet. 
   
  In spite of the text, getting through the entryway is easy. 
  The trick is that the mud conceals a pressure plate (in 
  square ‘T’) that cues sprays of acid from the sides of the 
  entryway. It covers the squares marked ‘A’ and ‘T’ on the 
  map. 
   
  Remember to penalize the Reflex saves of Medium or 
  larger creatures as they are squeezing through the 
  entryway.  Creatures that are squeezing suffer a –4 penalty 
  to attack rolls and a –4 penalty to AC; they do not suffer a 
  Reflex save penalty unless they have to make Escape Artist 
  checks to squeeze through (see the Player’s Handbook, 
  page 148). 
   
  APL 2 (EL 2) 
  Acid Spray Trap: CR 2; mechanical; touch trigger; 
  automatic reset (15 minutes for the acid sacs to refill); 
  acid jets spray from the walls (3d6 acid damage); DC 12 
  Reflex save for half; multiple targets (all in hallway); 
  Search DC 18; Disable Device DC 15 
   
  APL 4 (EL 4) 
  Acid Spray Trap: CR 4; mechanical; touch trigger; 
  automatic reset (15 minutes for the acid sacs to refill); 
  acid jets spray from the walls (5d6 acid damage); DC 14 
  Reflex save for half; multiple targets (all in hallway); 
  Search DC 18; Disable Device DC 18 
   
  APL 6 (EL 6) 
  Acid Spray Trap: CR 6; mechanical; touch trigger; 
  automatic reset (15 minutes for the acid sacs to refill); 
  acid jets spray from the walls (8d6 acid damage); DC 16 
  Reflex save for half; multiple targets (all in hallway); 
  Search DC 19; Disable Device DC 19 
   
  Room #1 – The Pool of Movement 
  This area is really just an intersection of pathways, but it 
  contains an important feature of the lair. A 5-ft. diameter 
  pool of water is centermost in this area. The water is thick 
  and murky, eliminating all visibility. At the bottom of the 
  pool is a teleportation circle keyed to Dragons and 
  Reptilian creatures and teleports them to a similar circle in 
  Room #9. The circle circuit is two-directional. 
   
  Development: At this point, Cecil offers to explore 
  the shaft. He produces an elixir of swimming and 
  consumes it. Diving into the water, he is gone for a few 
  moments before the surface grows turbulent and the water 
  turns a murky red. The kobolds from Room #8 laid a trap 
  here and captured Cecil, taking him to their hideaway so 
  they may eat him. 
   
  If the party refused Cecil’s accompaniment, they find 
  the pool already still and murky red with Cecil’s sack of 
  armor sitting at the edge. Cecil falls for the trap whether or 
  not he is with the party. 
  Faerie Fire 
   
  Page 9 
  
   
  Room #2 – The Kobold Warrens 
  When the party first explores one of these rooms, read or 
  paraphrase the following. 
   
  Scattered about this hole-in-the-ground are the 
  remnants of an old massacre. The bones of small 
  rep ile-like creatures lie in heaps, picked clean of flesh 
  and possessions where they died. The stink of death 
  that has seeped into your pores since you started into 
  the Deepmarsh is lighter here. 
  t
   
   
   
   
  l
  it
   
   
  The party is free to search through the remains of this 
  massacre. When the Wrath of the Emerald Dawn came to 
  the Marshlord’s lair, he slaughtered the kobold servants in 
  this room. A DC 15 Heal check reveals that most died more 
  than three years ago due to blunt force skull trauma. 
   
  A successful DC 15 Search check locates some long-
  forgotten treasure spread amongst the remains of the 
  kobold colony. At APL 2, the party locates a vial of 
  antitoxin, two flasks of alchemists’ fire, a masterwork small 
  shortsword, and two potions of cure light wounds. At APL 
  4 and 6, the party additionally finds a masterwork small 
  net, an oil of magic stone, and a ring of protection +1. 
   
  APL 2: Loot – 34 gp, Coin – 0 gp, Magic – potion of 
  cure light wounds - (4 gp each). 
   
  APL 4 and 6: Loot – 64 gp, Coin – 0 gp, Magic – potion 
  of cure light wounds - (4 gp each), oil of magic stone (4 gp), 
  ring of protection +1 (166 gp). 
   
  Room #3 – Shocker Lizard Lair 
  Read or paraphrase the following as the party explores this 
  room. 
   
  This ovular cavern’s floor is riddled with cracked 
  eggshells and small piles of sticks and mud. A number 
  of nests have been formed up, and tiny blue-skinned 
  lizards scatter from them into equally sized holes 
  honeycombing the walls. Larger and less threatened, 
  the remaining shocker(s) clack in warning. 
  This is the lair of the shocker lizards. They have hatched 
  several clutches of baby lizards here and are more than 
  willing to defend them. One group of the shocker lizards is 
  found here. 
   
  Searching this area finds the remains of several swamp 
  creatures that have been captured and consumed by the 
  shockers and their hungry offspring. The babies pose no 
  threat to the party. 
   
  A DC 10 Survival check to Track reveals the number 
  of adult shocker lizards inhabiting the entire dragon’s lair. 
   
  Room #4 – Illusionary Guardians 
  Read or paraphrase the following as the party draws near to 
  this room. 
   
  An immense black dragon dominates this chamber – 
  the largest chamber yet in the complex. Fierce horns 
  sprout from its scaled skull, and though its body is well 
  below you on this raised pathway, its head rises well 
  above. The dragon smi es from atop s muddy horde. 
  Already, the draconic monstrosity drools viscous green 
  acid at some inner thought. 
  “Who dares to disturb me?” it asks rhetorically, the 
  words somehow managing to echo even in this mud-
  walled chamber. “Flee, now,” it orders, taking a sharp 
  intake of breath. Expectant eyes flash at you. 
  Allow the party a moment to react appropriately before the 
  illusionary dragon opens its maw and deposits fake acid 
  upon any remaining characters. Four years ago, this 
  illusion would have corresponded with the deposit of true 
  acid onto intruders from a sac in the ceiling. With the 
  dragon dead, however, the kobolds have not maintained 
  the acid content of the trap and so it blubbers without any 
  bite. This is actually a programmed image setup to scare off 
  intelligent intruders. Disbelief requires a DC 20 Will save, 
  after the PCs have been breathed upon or otherwise 
  interacted with the illusion beyond witnessing it. It repeats 
  every time a new intelligent creature enters the chamber. 
   
  Room #5 – Stairways to the True Lair 
  This room is behind a secret door. Locating the door 
  requires a DC 25 Search check. An iron-wrought spiral 
  stairway leads down to the rope ladder found in Room #8. 
   
  Room #6 – The Plug 
  This room has little of interest except for a large boulder 
  enchanted to keep the nearby bog from draining into the 
  lair. This boulder is etched with runes and has a large 
  warning scribbled onto it in Draconic. “Warning! Do not 
  open! We’ll all drown!” it says quite bluntly. Attempts, 
  magical or mundane, to move or destroy the boulder fail; 
  however, 
  ambitious 
  adventurers 
  may 
  attempt 
  to 
  circumvent the boulder and dig through the walls to see 
  what is beyond. These attempts succeed, and result in the 
  submersion of the entire lair. Give the party plenty of clues 
  as to the result of this action as they take it. Persistent 
  parties without any means of surviving a crushing tidal 
  wave (8d6 points of bludgeoning damage) and then Swim 
  checks (DC 15) all the way back to the Entryway are dead. 
   
  Room #7 – The Freshwater Pool 
  This small pool of water is exceptionally clear. Stemming 
  from a clean well source, it was what the kobolds used to 
  drink when they were still alive. Still clean, the shocker 
  lizards have taken to it. The stream runs out of the complex 
  and into a completely submerged shaft that leads to 
  nowhere. 
   
  When the party proceeds to Room #8, go to 
  Encounter Eight. 
   
  Encounter Eight 
  Blood of the Fold 
  Read or paraphrase the following as the party enters the 
  chamber. 
   
  Faerie Fire 
   
  Page 10 
  
  Spread out upon the ground is the unconscious form of 
  Cecil Trueblood; his body is surrounding by five black-
  skinned creatures. Humanoid in shape, the kobolds are 
  graced with spikes and leathery skin. Decked in leather 
  and armed with small spears, they are feasting on the 
  paladin’s flesh. 
   
  One of the kobolds is actually scaled and bears 
  wicked, sharp teeth in its lizard-like maw. Beady red 
  eyes flit about the room, insanely fixating on various 
  points in the air. 
   
   
  Combat: Once the kobolds detect the party, they attack. If 
  the party is making any attempt at stealth, a surprise round 
  might be possible. Vvailkivin, the scaled kobold, opens 
  combat with a crazed rant about how the Wrath may have 
  killed 
  Vuthasventgixustrat, 
  but 
  the 
  green-skinned 
  oathbreaker would never have Vvailkivin. 
   
  Cecil Trueblood is alive, though almost dead. In three 
  rounds he dies. The wounds from the kobolds beginning 
  feast prevent him from stabilizing. A DC 15 Heal check 
  recognizes this. Cecil can be stabilized magically through a 
  cure or similar spell, or through the mundane means of a 
  DC 17 Heal check. His condition makes it more difficult. 
  Cecil does not awaken to participate in this encounter. 
   
  APL 2 (EL 3) 
  Vvailkivin: hp 34; see Appendix One. 
  Kobolds (4): hp 4 each; see Monster Manual page 161. 
   
  APL 4 (EL 5) 
  Vvailkivin: hp 51; see Appendix One. 
  Kobolds (4): hp 4 each; see Monster Manual page 161. 
   
  APL 6 (EL 7) 
  Vvailkivin: hp 77; see Appendix One. 
  Kobolds (4): hp 4 each; see Monster Manual page 161. 
   
  Tactics: 
  Vvailkivin 
  and 
  the 
  crazed 
  kobolds 
  are 
  straightforward attackers. They recognize the benefit of 
  flanking, but otherwise do not utilize more advanced 
  tactics. Deeply insane, they fight to the death. Two of the 
  kobolds stay back, keeping themselves between Cecil and 
  any party members for as long as they can manage. 
   
  When the party slays the kobolds and moves into 
  Room #9, proceed to Encounter Nine. 
   
  Encounter Nine 
  The Prophecy of Ascension 
  Read or paraphrase the following as the party enters the 
  chamber. 
   
  This room is the final resting place for the bones of 
  what was quite obviously an ancient dragon. Even 
  though its skull is gone, the skeleton still stretches 
  some fifty-five feet; its stark white bones form a sort of 
  macabre cage. From within that cage, a faint violet light 
  pulses. 
  The faint pulsing light is actually an altered faerie fire spell 
  permanently cast in the space within the dead black 
  dragon’s chest cavity. The words are a swirling column of 
  eldritch energy suspended in mid air and moving 
  constantly. In spite of the movement, the words are legible, 
  and seem to move so that they read easily. It is written in 
  Draconic. If the party is able to translate, give them Player 
  Handout #2. The Prophecy of Ascension has been 
  rewritten here for the judge’s convenience. Note that Cecil, 
  if conscious, is capable of reading the Prophecy. 
   
  Prophecy of Ascension 
  Two children, born in the union of owl and ocean, shall 
  carry Her will. 
  The Harbinger will cry for the Emerald Dawn. 
  The Wrath will cry for the Emerald Dawn. 
  And She will Rise. And She will Rise. 
  When the darkness falls on feathers, She will gather. 
  When the walker flees the sea, She will move. 
  When the dreamer dies, She will flourish. 
  And She will Rise. And She will Rise. 
  A light She will take, the Harbinger working Her will. 
  A dark She will take, the Harbinger working Her will. 
  A hold She will take, the Harbinger working Her will. 
  A rose She will break, the Harbinger working Her will. 
  And She will Rise. And She will Rise. 
  Riddler. Watcher. Destroyer. Three remain with the 
  Marshlord’s skull upon Her wall. 
  Three remain unknowing their danger. 
  She silently lies in wait. To break them. To prepare them. 
  She will Rise. She will Rise. 
  Her Wrath will scour beneath the sea. 
  The Horn. The Moon. The Sword. 
  Thrown from the waters will they be. 
  The fish will scream out in pain. 
  She silently lies in wait. To prepare them. To break them. 
  And She will Ascend. 
  And as the Keeper of Word and Deed has written, the sea 
  will thrive and the fish will tremble. 
   
  The Prophecy can be transcribed by any character who 
  understands Draconic. For those unable to speak the 
  language, the swirling words move too fast to allow 
  transcription. If the party can transcribe it, allow the 
  players to keep Player Handout #2. 
   
  Also present in this chamber is the twin teleportation 
  circle linked to the circle in Room #1. 
   
  Treasure: Below the swirling column of words is a 
  treasure of sorts. At all APLs, there is a delicate piece of 
  porcelain. This thin, fragile piece appears to be a portion of 
  a broken mask. The piece depicts the high cheekbone and 
  elegant jawline of a scaly-skinned female. 
   
  At APL 6, there is also a jagged shard of oak. This is a 
  wand of magic missile (3
  rd caster level). 
   
  APL 6: Loot – 0gp; Coin – 0 gp; Magic – wand of magic 
  missile (188 gp each). 
   
  When the party is ready to leave, they must travel 
  back through the dragon’s lair to the exit. By now, the 
  Entryway trap has reset, and so the party must attempt to 
  Faerie Fire 
   
  Page 11 
  
  Disable it if they haven’t already. Once they have exited, 
  proceed to Encounter Ten. 
   
  Encounter Ten 
  Tricksy and False 
  The party can easily leave the dragon’s lair with their 
  shocker lizard heads in toe. This encounter occurs while 
  the party is on their way back to meet with Svatlena and 
  acquire their white sayles berries. Read or paraphrase the 
  following. 
   
  “Psst!” comes and urgent whisper through the moor 
  reeds. “Psst!” 
   
   
  f
  Assuming the party follows the urgent whisper, they come 
  across a shallow bog. Within it, a delicate creature 
  seemingly made of the very reeds and lilies she hides 
  among is watching the heroes with wide childlike eyes. 
  This is Serendipity, the swamp nixie. She is accompanied 
  by her companion, Gutterfly the Grig. 
   
  They were sent by their fey mistress, the Dreamer of 
  Sea and Stars, to intercept the adventurers before they 
  returned to Svatlena. The Dreamer informed them that 
  The Old Hag plans to kill all of the adventurers except for 
  one and send that one running back to Highfolk Town 
  empty-handed and missing an eye. 
   
  Serendipity and Gutterfly stole the white sayles 
  berries from Svatlena and give them to the party only to 
  demand afterwards that they avoid Svatlena at all costs. 
  Among the fey, the giving of a gift always requires 
  reciprocation. 
  If 
  the 
  gifts 
  are 
  not 
  exchanged 
  simultaneously, it is not uncommon for the giver to 
  demand of the receiver. 
   
  Assuming the party avoids Svatlena, proceed to the 
  Conclusion. If they insist on seeing the Old Hag, the 
  swamp fey do not stop them. Upon reaching the agreed 
  meeting place, the party finds the Old Hag in a tizzy. She 
  blames the theft of the white sayles berries on the party, 
  and is proven right when she finds they have them. Using 
  the creatures presented in Encounter Six, Svatlena 
  attempts to slay the whole party except for one member. 
  Due to the overwhelming nature of the fight at most APLs, 
  the DM should ask the party if they have a plan of escape.  
  If the DM deems their chances likely (use of fly, teleport, 
  or similar magic) the DM may rule they escape.  Otherwise, 
  she is generous enough to allow the party to come to a 
  consensus on who should live. Cecil insists that he be one 
  to die. The dead are unrecoverable. 
   
  Conclusion 
  There are several ends to wrap up. If the party returns the 
  white sayles berries to Gunther, he is extremely grateful 
  and promises to tell of their good deeds to all his 
  companions. The party receives Favor of Gunther 
  Sugarbaker. Remember that party members who refused 
  payment receive Legendary Deed: Selfless Giver. 
   
  If the Guildsman of the High Art PC returns some of 
  the berries to the Guildhall, he receives IP: Guildsmen of 
  the High Art and Berry Component. Note that only the 
  Guildsman of the High Art PCs receive these items. 
   
  If the Highfolk Gardening Society member or the 
  character with Contact: Verna Darst to their contact, they 
  receive White Sayles Berry Tea. Note that only the 
  characters of the organization or with the contact receive 
  this item. 
   
  If the party saves Cecil Trueblood from dying they 
  receive Favor of Cecil Trueblood. He is eternally grateful, 
  and promises to truly repay them in the future. 
   
  Some parties may attempt to decipher the Prophecy of 
  Ascension, or alert various powers within Highfolk of the 
  impending doom. Attempts to decipher or interpret the 
  Prophecy are not covered in this scenario and, for now, fall 
  wholly to the interpretation of the player. Attempts to alert 
  the powers that be in Highfolk of some danger are met 
  with the same diligence every report they receive each day 
  gets. The Vesve Forest is full of horrible omens, and this 
  one will be filed away with all the rest. 
   
  Read or paraphrase the following. 
   
  It is not uncommon for a simple adventure to become 
  more complex. It is not uncommon for adventurers to 
  stumble on something they were not expecting. But, it 
  is only in Highfolk that one can be looking for berries 
  and end up hunting shocker lizards and uncovering a 
  confounding prophecy. 
  And what of the prophecy? Has it already come to 
  pass? Is it yet to happen? Exactly how long was that 
  dragon in the marsh dead? What of the Harbinger? Or 
  the Wrath? And who is this Keeper of Word and Deed? 
  And since when do fish tremble? 
   
  Only in Highfolk can the illumination o  faerie 
  fire spread more shadow and confusion over the 
  battlefield. 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Four 
  Defeating the Wandering Enconter 
   
  All APLs: (30 xp * EL). 
   
  Encounter Five 
  Defeating the Centipedes 
   
  APL 2: 30 xp;  
   
  APL 4: 90 xp;  
   
  APL 6: 150 xp. 
   
  Encounter Seven 
  Defeating the Shocker Lizards 
   
  All APLs: 180 xp. 
  Faerie Fire 
   
  Page 12 
  
   
  Encountering or Disabling the Entry Trap 
   
  APL 2: 60 xp;  
   
  APL 4: 120 xp;  
   
  APL 6: 180 xp. 
   
  Encounter Eight 
  Defeating the Kobolds 
   
  APL 2: 90 xp;  
   
  APL 4: 150 xp;  
   
  APL 6: 210 xp. 
   
  Story Award 
  Obtaining the white sayles berries 
   
  APL 2: 45 xp;  
   
  APL 4: 67 xp;  
   
  APL 6: 90 xp. 
   
  Discovering the Prophecy of Ascension 
   
  APL 2: 25 xp;  
   
  APL 4: 38 xp;  
   
  APL 6: 50 xp. 
   
  Discretionary role-playing award 
   
  APL 2: 20 xp;  
   
  APL 4: 30 xp;  
   
  APL 6: 40 xp 
   
  Total possible experience: 
  DM Note:  Due to the wandering encounter, it is possible 
  to earn experience in excess of the xp cap for the 
  adventure.  Such PCs may not receive more than the 
  maximum listed here. 
   
  APL 2: 450 xp;  
   
  APL 4: 675 xp;  
   
  APL 6: 900 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 One 
   
  All APLs: L: 0 gp; C: 100 gp; M: 0 gp 
   
  Encounter Seven – Room #2   
   
  APL 2: Loot – 34 gp, Coin – 0 gp, Magic – potion of 
  cure light wounds - (4 gp each). 
   
   
  APL 4 and 6: Loot – 64 gp, Coin – 0 gp, Magic – potion 
  of cure light wounds - (4 gp each), oil of magic stone (4 gp), 
  ring of protection +1 (166 gp). 
   
  Encounter Eight 
   
  All APLs: Loot – 13 gp, Coin – 0 gp, Magic – +1 leather 
  armor (97 gp each), potion of haste (62 gp each), potion of 
  aid (25 gp each). 
   
  Encounter Nine 
   
  APL 6: Loot – 0 gp, Coin – 0 gp, Magic – wand of 
  magic missile [CL3] (188 gp each) 
   
  Total Possible Treasure 
  APL 2: L: 47 gp; C: 100 gp; M: 254 gp - Total: 401 gp 
  APL 4: L: 47 gp; C: 100 gp; M: 424 gp - Total: 601 gp 
  APL 6: L: 47 gp; C: 100 gp; M: 612 gp - Total: 789 gp 
   
  Special 
  Favor of Gunther Sugarbaker: Gunther has spread word 
  of your success to his merchant companions. This favor 
  grants you access to the items marked with a (*). Devoted 
  of the Green and White characters also receive access to 
  the items marked with a (
  †). 
   
  Favor of Cecil Trueblood:  You have saved the life of Cecil 
  Trueblood, paladin of Heironeous. For your valor, you have 
  earned his eternal gratitude. Currently, this manifests as 
  Regional access to elixir of swimming. 
   
  Faerie Fire 
   
  Page 13 
  
  White Sayles Berry Tea: This tea, distilled by a friend of a 
  friend, is a potent poison. One cup is enough to cause slow 
  reactions and difficulty speaking. This is enough to brew 
  one cup. 
   
  Ingested DC 17; 1d6 Dex and 20% spell failure for 
  spells with Verbal component; 1d6 Dex and unable to cast 
  spells with Verbal component. The tea loses its potency 30 
  minutes after brewing and becomes nonpoisonous. 
   
  Market Price: 500 gp. Access: Regional. You may only 
  ever purchase one dose. 
   
  Mask Piece: This elegant porcelain mask has been broken. 
  The only piece you could find is this – the delicate 
  cheekbone and jaw line of a scaly-skinned female. The 
  mask radiates faint transmutation magic. Only one 
  character may take this shard, and it is added to the MIL at 
  no cost. 
   
  Legendary Deed: Selfless Giver (5%): Your selfless 
  expedition into the Deepmarsh for zero monetary 
  compensation has earned you a reputation as a true hero. 
  When this deed is redeemed, you receive a +4 
  circumstance bonus to Diplomacy checks with the people 
  of Highfolk. Additionally, you receive free High lifestyle 
  for that adventure. 
   
  Berry Component: The Guildsmen have taught you the 
  secret of using the white sayles berry in spellcasting. When 
  used as a component, the berry has a 20% chance of being 
  consumed and affecting the spell’s target with a silence 
  spell (with no save) in addition to whatever spell is 
  normally being cast. The Guild has only granted you with 
  one use of this component. Mark this text “USED” when 
  the berry is consumed. 
   
  IP: Guildsmen of the High Art 
   
  Items for the Adventure Record 
  Item Access 
  APL 2: 
  • 
  White Sayles Berry Tea (Adventure; See Above; 500 
  gp) 
  • 
  *Universal solvent (Adventure; DMG; 50 gp) 
  • 
  *Oil of exacting shot(Adventure; CV; 100 gp) 
  • 
  †Oil of sonic weapon (Regional; CV; 300 gp) 
  • 
  †Pearl of power [1
  st level] (Adventure; DMG; 1,000 gp) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  *Slippers of spider climbing (Adventure; DMG; 4,800 
  gp) 
  • 
  *Wand of enlarge person (Adventure; DMG; 750 gp) 
  • 
  †Ring of feather falling (Adventure; DMG; 2,200 gp) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Wand of magic missile (Adventure; DMG; CL 3; 2,250 
  gp) 
  • 
  *Lesser metamagic rod of enlarge (Adventure; DMG; 
  3,000 gp) 
  • 
  †Ring of counterspells (Regional; DMG; 4,000 gp) 
   
  Faerie Fire 
   
  Page 14 
  
  Appendix One – Encounter Eight
  APL 2 
  Vvailkivin: male draconic kobold War4; CR 2; Small 
  Humanoid (Reptilian); HD 4d8+12; hp 34; Init +2; Spd 30 
  ft.; AC 18, touch 13, flat-footed 16 (+2 Dex, +1 size, +2 
  natural, +3 armor); Base Atk +4; Grp +0;  Atk +9 melee 
  (1d2+3, claw) or +7 ranged (1d3+3, sling); Full Atk as +9/+9 
  melee (1d2+3, claws) or +7 ranged (1d3+3, sling); SQ 
  Darkvision 60 ft., light sensitivity, low-light vision; AL CE; 
  SV Fort +7, Ref +2, Will -1; Str 16, Dex 15, Con 16, Int 10, 
  Wis 7, Cha 12.  
   
  Skills and Feats: Climb +9, Intimidate +9, Listen +0, 
  Spot +2. Alertness, Weapon Focus (claw). 
   
  Light Sensitivity (Ex): Dazzled in bright sunlight or 
  daylight spell. 
   
  Languages:  Common, Kobold, Draconic. 
   
  Possessions: +1 leather armor, flask of alchemists’ fire, 
  tanglefoot bag, potion of haste (x2), potion of aid (x1), sling 
  (10 bullets) 
  APL 4 
  Vvailkivin: male draconic kobold Ftr2/War4; CR 4; Small 
  Humanoid (Reptilian); HD 4d8+12 plus 2d10+6; hp 51; Init 
  +2; Spd 30 ft.; AC 18, touch 13, flat-footed 16 (+2 Dex, +1 
  size, +2 natural, +3 armor); Base Atk +6; Grp +2;  Atk +11 
  melee (1d2+3, claw) or +9 ranged (1d3+3, sling); Full Atk as 
  +11/+11 melee (1d2+3, claws) or +9/+4 ranged (1d3+3, 
  sling); SQ Darkvision 60 ft., light sensitivity, low-light 
  vision; AL CE; SV Fort +10, Ref +2, Will -1; Str 16, Dex 15, 
  Con 16, Int 10, Wis 7, Cha 12.  
   
  Skills and Feats: Climb +10, Intimidate +10, Listen +0, 
  Spot +3. Alertness, Blind-Fight, Combat Reflexes, Power 
  Attack, Weapon Focus (claw). 
   
  Light Sensitivity (Ex): Dazzled in bright sunlight or 
  daylight spell. 
   
  Languages:  Common, Kobold, Draconic. 
   
  Possessions: +1 leather armor, flask of alchemists’ fire, 
  tanglefoot bag, potion of haste (x2), potion of aid (x1), sling 
  (10 bullets) 
  APL 6 
  Vvailkivin: male draconic kobold Bbn1/Ftr4/War4; CR 7; 
  Small Humanoid (Reptilian); HD 4d8+12 plus 4d10+12 
  plus 1d12+3; hp 77; Init +3; Spd 40 ft.; AC 19, touch 14, flat-
  footed 16 (+3 Dex, +1 size, +2 natural, +3 armor); Base Atk 
  +9; Grp +5;  Atk +14 melee (1d2+5/19-20, claw) or +13 
  ranged (1d3+3, sling); Full Atk as +14/+14 melee 
  (1d2+5/19-20, claws) or +13/+8 ranged (1d3+3, sling); SA 
  Rage 1/day; SQ Darkvision 60 ft., fast movement, light 
  sensitivity, low-light vision; AL CE; SV Fort +13, Ref +4, 
  Will +0; Str 16, Dex 16, Con 16, Int 10, Wis 7, Cha 12.  
   
  Skills and Feats: Climb +10, Intimidate +10, Listen +0, 
  Spot +3. Alertness, Blind-Fight, Combat Reflexes, 
  Improved Critical (claw), Power Attack, Weapon Focus 
  (claw), Weapon Specialization (claw). 
   
  Light Sensitivity (Ex): Dazzled in bright sunlight or 
  daylight spell. 
   
  Rage (Ex): 1/day -- +4 Str, +4 Con, +2 Will, -2 AC for 8 
  rounds. 
   
  Languages:  Common, Kobold, Draconic. 
   
  Possessions: +1 leather armor, flask of alchemists’ fire, 
  tanglefoot bag, potion of haste (x2), potion of aid (x1), sling 
  (10 bullets) 
   
  Faerie Fire 
   
  Page 15 
  
  Appendix Two – Highfolk Influence Charts 
   
  Regional Influence Points 
  The following lists are the Highfolk region's Influence Points 
  (abbreviated "IP"), and their uses in the region.  Influence Points 
  are normally gained through scenarios, and are a way of keeping 
  track of favors that others owe the hero.  Some influence may also 
  be purchased with gold. 
  In addition to the uses listed below, certain events may have 
  special opportunities for characters to use accumulated Influence 
  Points.  Heroes may also pool influence to receive a better effect.  
  Adventuring Companies receive additional benefits with certain 
  Influence Point uses.  Influence points may be turned in during 
  any Highfolk Regional as follows.  
   
  Church of Ehlonna 
  While not an overly religious people, the folk of the Fairdells do 
  favor certain deities, most agricultural or nature-oriented.  
  Ehlonna is most revered of all, as her areas of emphasis mesh well 
  with the lifestyle of the people in the Highfolk region. 
   
  1 Influence Point (purchase price: 40 gold)  
  • 
  Lodging at the temple in Highfolk or Quaalsten 
  for one scenario (lifestyle cost halved) 
  • 
  Requirement for 3rd- or 4th-level spells to be cast, 
  except reincarnate (see the Judge Guidelines for more 
  details) 
   
  3 Influence Points (purchase price: 160 gold) 
  • 
  Requirement for 5th-level spells to be cast, also 
  reincarnate (see the Judge Guidelines for more details) 
   
  6 Influence Points (purchase price: 400 gold) 
  • 
  Requirement for 6th-level spells to be cast (see 
  the Judge Guidelines for more details) 
   
  10 Influence Points (purchase price: 1600 gold) 
  • 
  Requirement for 7th-level spells to be cast (see 
  the Judge Guidelines for more details) 
   
  Followers of the Seldarine Pantheon 
  The elves are everywhere in the Fairdells, and their gods walk 
  with them.  Second only to the Church of Ehlonna in religious 
  followers, the clerics who follow the Seldarine can bestow gifts on 
  the people of Highfolk as well (for a price). 
  General Note:  Humans, Halflings, and Gnomes must pay 
  one level higher to purchase these perks.  Dwarves must pay two 
  levels higher.  Half-Orcs may not purchase anything from this list.  
  Elf Friend status negates this penalty (although Half-Orcs still 
  cannot use this list). 
   
  1 Influence Point (purchase price: 50 gold) 
  • 
  Requirement for 3rd- or 4th-level spells to be cast, 
  except reincarnate (see the Judge Guidelines for more 
  details) 
   
  3 Influence Points (purchase price: 200 gold) 
  • 
  Requirement for 5th-level spells to be cast, also 
  reincarnate (see the Judge Guidelines for more details) 
   
  6 Influence Points (purchase price: 500 gold) 
  • 
  "Elf Friend" status can be gained by any PC 
  (except dwarves and half-orcs), allowing the PC to 
  freely travel to Flameflower  (Influence cannot be 
  purchased) 
  • 
  Requirement for 6th-level spells to be cast (see 
  the Judge Guidelines for more details) 
   
  10 Influence Points 
  • 
  "Elf Friend" status can be gained by any dwarven 
  PC, allowing the PC to freely travel to Flameflower 
  (Influence cannot be purchased) 
   
  15 Influence Points 
  • 
  Entry can be gained into the Lands of the Tree for 
  a short while (e.g., one scenario) 
   
  Gnomish Consortium of Merchants, Moneylenders, Miners, 
  and Gemcutters 
  The gnomes are well regarded in the Highfolk region as 
  the race with the most business acumen.  The Gnomish 
  Consortium embodies that ideal.  Having "family" 
  seemingly all over the region, these wily gnomes deal in 
  goods otherwise hard to come by.  They also are strong 
  advocates of acceptance for all races (including half-orcs). 
   
  1 Influence Point (purchase price: 50 gold) 
  • 
  Trade license in Gildenhand (PC must also 
  possess 4+ ranks in Craft or Profession skill that 
  he/she is seeking license for) 
  • 
  Letter of introduction, useful for one scenario 
   
  3 Influence Points (purchase price: 200 gold) 
  • 
  Backing of PC for Town Council position 
   
  6 Influence Points (purchase price: 500 gold) 
  • 
  Consortium Membership (20% discount on all 
  standard PHB alchemical items purchased in 
  Gildenhand) 
   
  Guildsmen of the High Art 
  Arcane spellcasters are relatively common in and around 
  Highfolk, and recently, they have decided to share some 
  secrets with each other.  Even though it is somewhat 
  cliquish and chaotic, the magical might they collectively 
  possess cannot be denied. 
   
  General note:  All services are only performed within 
  the town of Highfolk. 
   
  1 Influence Point (purchase price: 50 gold) 
  • 
  Requirement for 3rd- or 4th-level spells to be cast 
  (see the Judge Guidelines for more details) 
   
  3 Influence Points (purchase price: 200 gold) 
  • 
  Requirement for 5th-level spells to be cast (see 
  the Judge Guidelines for more details) 
  • 
  Members of the Guildsmen will research a topic 
  for you.  After one day they report back on one topic 
  Faerie Fire 
   
  Page 16 
  
  (Knowledge skill check) with all information available 
  to them (DC 25 or less). 
   
  6 Influence Points (purchase price: 500 gold) 
  • 
  Requirement for 6th-level spells to be cast (see 
  the Judge Guidelines for more details) 
   
  Highfolk Town Council 
  Known for arguing about everything under the sun and getting 
  little accomplished, the Town Council still can be considered an 
  influential organization, if one knows the right people.  One of 
  the council's main tasks is the parceling of land in and around 
  Highfolk Town. 
   
  General Note:  These points may also be spent on political 
  campaigning.  They may only be spent at interactives or directly 
  through the Wisconsin Triad.  All land purchases are subject to 
  approval. 
   
  1 Influence Point (purchase price: 50 gold) 
  • 
  Business license to operate in the Town of 
  Highfolk 
   
  3 Influence Point (purchase price: 200 gold) 
  • 
  Additional requirement to purchase a plot of land 
  outside the Town of Highfolk (land for sale by the 
  Triad only) 
   
  6 Influence Points (purchase price: 500 gold) 
  • 
  Additional requirement to purchase a plot of land 
  in the town's Poor District (land for sale by the Triad 
  only) 
   
  10 Influence Points (purchase price: 2000 gold) 
  • 
  Additional requirement to purchase a plot of land 
  in the town's Merchant District (land for sale by the 
  Triad only) 
   
  15 Influence Points (purchase price: 5000 gold) 
  • 
  Additional requirement to purchase a plot of land 
  in the town's Temple or Elven Districts (land for sale 
  by the Triad only) 
     
  Kashafen Tamarel, Lord of the High Elves 
  The leader of Clan Shandareth has a long reach, and it extends 
  throughout the Highfolk region.  He is regarded as the noblest of 
  all elves, and his word commands respect and order.  Note that 
  Influence Points with the Lord of the High Elves cannot be 
  purchased; they must be earned through interaction.  Kashafen's 
  influence may also be used for favors from the Followers of the 
  Seldarine Pantheon. 
   
  1 Influence Point  
  • 
  "Elf Friend" status can be gained by any PC 
  (except dwarves and half-orcs), allowing the PC to 
  freely travel to Flameflower  
   
  3 Influence Points 
  • 
  Admission to the Elven Court at Flameflower for 
  one event (for non-elf (except dwarves or half-orcs) 
  PCs only; elves and half-elves can do this if the 
  situation warrants it without spending IPs) 
  • 
  May freely come and go in the Elven Court (for 
  elf and half-elf PCs only) 
  • 
  "Elf Friend" status can be gained by any dwarven 
  PC, allowing the PC to freely travel to Flameflower 
   
  6 Influence Points 
  • 
  Racial representative to the Elven Court; a non-elf 
  PC (except dwarves or half-orcs) may come and go 
  freely  
   
  10 Influence Points 
  • 
  Racial representative to the Elven Court; a 
  dwarven PC may come and go freely 
   
  Merchant Guilds of Highfolk 
  The various merchant guilds spread out in Highfolk and the 
  Highvale.  They see much of the activities of both common and 
  uncommon men and women.  Merchant guilds may also allow 
  the use of Influence Points to buy certain items at a lower price 
  (such cases will be noted in specific events).   
   
  1 Influence Point (purchase price: 50 gold) 
  • 
  Perfect Gather Information skill check (all 
  information available on subject is learned); can only 
  be used in Highfolk or Verbeeg Hill, and one day 
  must be spent in town 
   
  3 Influence Points (purchase price: 200 gold) 
  • 
  Trade license (PC must also possess 4+ ranks in 
  Craft or Profession skill that he/she is seeking license 
  for) 
   
  6 Influence Points (purchase price: 500 gold) 
  • 
  Backing of PC for Town Council position 
   
  10 Influence Points (purchase price: 2000 gold) 
  • 
  Guild Membership (20% discount on all standard 
  PHB goods purchased in Highfolk) 
   
  Patron's Guild of Norebo 
  The Smiling Halls of Good Fortune smile upon those who give 
  generously at their worship services - the dice tables and other 
  games of the gambling halls in Verbeeg Hill.  The High Roller 
  (high priest) is very wealthy as a result; and with wealth, comes 
  power. 
  General Note: These points may only be spent during a 
  module.  None of the benefits are permanent.  All benefits must 
  be gotten in Verbeeg Hill. 
   
  1 Influence Point (purchase price: 50 gold) 
  • 
  1 Fortune Lotto Ticket (may only be purchased at 
  specific events) 
   
  3 Influence Points (purchase price: 200 gold) 
  • 
  Favor of the House - for one scenario, no "bad 
  luck" will occur to you at the gambling table, and your 
  games will be blessed with "good luck" while you play  
  (+2 sacred bonus to Profession (Gambler)) 
  • 
  Lodging at the temple in Verbeeg Hill for one 
  scenario (lifestyle cost halved) 
   
  6 Influence Points (purchase price: 1000 gold) 
  Faerie Fire 
   
  Page 17 
  
  • 
  Lucky Nines - you are allowed one (and only one) 
  reroll during one (and only one) Highfolk regional 
  scenario  (Does not stack with other rerolls.) 
   
  10 Influence Points (purchase price: 5000 gold) 
  • 
  Winner on Double Down - you are allowed one 
  reroll per day of one (and only one) Highfolk regional 
  scenario  (Does not stack with other rerolls.) 
   
  Tavin Ersteader, Mayor of Highfolk Town 
  The Mayor is an old adventurer himself, and still has a soft spot 
  for heroes of renown.  Note that Influence Points with the Mayor 
  cannot be purchased; they must be earned through interaction.  
  Tavin's influence may also be used for favors from the Church of 
  Ehlonna, Gnomish Consortium, Guildsmen of the High Art, 
  Highfolk Town Council, and the Merchant Guilds. 
   
  1 Influence Point 
  • 
  Letter of introduction, useful for one scenario 
   
  3 Influence Points 
  • 
  Personal backing of PC for Town Council 
  position 
  • 
  Writ of Investigation for one scenario (Subject to 
  refusal) 
   
  6 Influence Points 
  • 
  Life imprisonment sentence may be reviewed 
  and possibly lessened 
   
  10 Influence Points 
  • 
  Death sentence may be commuted to exile from 
  the lands of Highfolk 
  Faerie Fire 
   
  Page 18 
  
  DM’s Aid #1 – Cecil Trueblood
  Cecil Trueblood: Male human Pal4; CR 4; Medium 
  Humanoid; HD 4d10+4; hp 36; Init +0; Spd 20 ft.; AC 20 
  (touch 10, flat-footed 20) [+8 full plate, +2 shield] or 15 
  (touch 10, flat-footed 15) [+3 leather, +2 shield]; Base Atk 
  +4; Grp +6; Atk +8 melee (1d8+3 and 1d6 fire, +1 flaming 
  longsword) or +4 ranged (1d8, longbow); Full Att +8 melee 
  (1d8+3 and 1d6 fire, +1 flaming longsword), +4 ranged 
  (1d8, longbow); SA smite evil (1/day, +3 atk, +4 dmg), turn 
  undead (5/day, lvl 1, +3 check, 2d6+4 dmg), spells; SQ aura 
  of good, detect evil, divine grace, lay on hands, aura of 
  courage, divine health; AL LG (detects as CE); SV Fort +8, 
  Ref +4, Will +5; Str 15, Dex 10, Con 13, Int 9, Wis 14, Cha 
  16.  
   
  Skills and Feats: Knowledge (Religion) +4, Knowledge 
  (Local - Iuz’s Border States) +5, Diplomacy +6, Sense 
  Motive +6; Weapon Focus (longsword), Power Attack, 
  Negotiator. 
   
  Languages: Common, Draconic, Celestial. 
   
  Aura of Good (Ex): The power of a paladin’s aura of 
  good (see detect good spell) is equal to her paladin level, 
  just like the aura of a cleric of a good deity.  [Note:  Cecil 
  does not radiate good of any sort.  The curse of his sword 
  suppresses his good aura, replacing it with one of evil. 
  Detection spells of 6
  th level or lower register Cecil’s 
  alignment as CE.] 
   
  Lay on Hands (Su):  Cecil may heal up to 12 hit 
  points per day.  These points need not be spent in a single 
  use, and may be spread among many people or uses. 
   
  Aura of Courage (Su):  Cecil is immune to fear 
  (magical or otherwise).  Each ally within 10 feet of him 
  gains a +4 morale bonus on saving throws against fear 
  effects. 
   
  Possessions: heavy steel shield, +1 flaming longsword 
  (cursed), +1 leather armor, full plate armor, holy symbol 
  (Heironeous), backpack, 70 pp, 82 gp, trail rations x4, hemp 
  rope (50 ft.), bedroll. 
   
  Spells Prepared (1; base DC = 12 + spell level): 1—cure 
  light wounds. 
  Here is the information Cecil knows and is willing to share 
  with kind, forward PCs.  It is provided in bullet form so 
  that you may role-play it. 
  • 
  Cecil is from Bradford, in the Kingdom of Furyondy.  
  He serves His Pious Majesty, the King of Furyondy, 
  Belvor IV. 
  • 
  Cecil is in Highfolk after rumors of the destruction of 
  the Temple to Heironeous in Ironstead reached him 
  while on a relief mission near Kisail. 
  • 
  Cecil stopped in Ironstead, and witnessed the ruins of 
  the Temple himself.  A young gnomish woman by the 
  name of Rjandi Tammi Tavi has taken temporary 
  control of the Furyondian outpost until Belvor can 
  send a new military man. 
  • 
  The Temple was horribly destroyed by some creature 
  that leaked pus and attempted to eat the Knights of 
  the High Forest that were in the outpost. 
  • 
  If any of the party brings it up, Cecil will admit that he 
  suffers from a curse that causes him to radiate evil.  He 
  will also admit that the curse originates in his 
  longsword.  The most powerful priests at Chendl 
  could not remove the curse, but Cecil is willing to let 
  any PCs attempt it.  (They will not succeed). 
  • 
  He acquired the sword on a journey into a place 
  known as Sallow Hold, but that was years ago. 
  Cecil intends to go on this expedition for Gunther 
  Sugarbaker. He heard of the task through gathering 
  information. Given Gunther’s reputation as a caring 
  member of the town, Cecil has decided to perform the task 
  asked. Cecil insists on performing the acquisition without 
  receiving payment. He does not allow the party to split his 
  share between them. 
   
  Cecil should be portrayed as a steadfast and loyal 
  friend with few true flaws. The cursed sword truly 
  awakened him to the wrongs of unbending paladinhood. 
  While he should live to those standards, he cannot force 
  them on others. It was his pride that drove him to attempts 
  to show the world how to live… and those attempts led 
  him to the curse. Heironeous will show him the way for its 
  removal once his penance has been served. Or so Cecil 
  believes. 
   
  Cecil willingly accepts all buff spells cast by members 
  of the party, except those who radiate evil. He attempts to 
  resist those spells, making the appropriate saving throw. 
  He reminds them, though, that he will be acting in a 
  support role. Cecil’s main action during the course of this 
  scenario is Aid Another. 
   
  Radiating Evil:  Cecil Trueblood is an experienced 
  paladin. He firmly believes that even those of evil heart can 
  be redeemed. He also believes that bearing an evil heart is 
  not reason to be punished.  Indulging an evil heart is, 
  though. He keeps a particularly close eye upon any PCs 
  radiating evil. 
   
  As indicated above, Cecil radiates evil due to the curse 
  of his flaming longsword.  This is another reason why the 
  paladin does not kill outright those who radiate evil. He 
  knows that even his own magical abilities can be 
  misinformed at times. 
  Faerie Fire 
   
  Page 19 
  
  DM’s Aid #2 – Encounter Five Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1. Svatlena’s Illusionary Hovel (hiding centipedes) 
  2. Qyohre the Treant & Svatlena the Green Hag (invisible) 
  3. Watery vermin and their direction of travel to cut off PC escape 
   
  Faerie Fire 
   
  Page 20 
  
  DM’s Aid #3 – Dragon’s Lair Maps 
   
  Maps borrowed from Wizards of the Coast Map-A-Week 
  Faerie Fire 
   
  Page 21 
  
  DM’s Aid #4 – New Rules Items 
   
  Draconic Creature Template 
  Reference: Draconomicon, pg 150 
   
  A draconic creature is descended from a dragon ancestor, though that ancestor may be many generations removed. 
  Draconic creatures often bear hints of their heritage, such as slitted pupils or talonlike nails. They are sometimes mistaken 
  for half-dragons. 
   
  “Draconic” is an inherited template that can be added to any living corporeal creature (referred to hereafter as the base 
  creature) except a dragon. 
   
  A draconic creature uses all the base creature’s statistics and special abilities except as noted here. 
   
  Size and Type: Animals with this template become magical beasts, but 
  otherwise the creature type is unchanged. Size is unchanged. 
  Size
  Claw Damage
  Up to Tiny 
  1 
  Small 
  1d2 
  Medium 
  1d3 
  Large 
  1d4 
  Huge 
  1d6 
  Gargantuan 
  1d8 
  Colossal 
  1d10 
   
  Armor Class: Natural armor improves by 1. 
   
  Damage: Draconic creatures have two claw attacks. If the base creature does not 
  have this attack form, use the damage values in the table below. Otherwise, use the 
  values below or the base creature’s damage, whichever is greater. 
   
  Special Qualities: A draconic creature has all the special qualities of the base 
  creature, plus darkvision out to 60 ft. and low-light vision. 
   
  Saves: A draconic creature has a +4 racial bonus against magic sleep effects and 
  paralysis, thanks to its heritage. 
   
  Abilities: Increase from the base creature as follows: Str +2, Dex +0, Con +2, Int +0, Wis +0, Cha +2. 
   
  Skills: Draconic creatures have a +2 racial bonus on Intimidate and Spot checks. 
   
  Organization: Solitary or as base creature. 
   
  Challenge Rating: As base creature +1. 
   
  Level Adjustment: As base creature +1. 
   
  Faerie Fire 
   
  Page 22 
  
  Player Handout #1 
   
  It is dark. Standing before you, three clergy stand bathed in holy light. One, a half-elven female bent with age and heavy 
  with worry, basks in a green glow. The second, a delicate grey elven woman with stars for eyes tilts her head skyward as she 
  is soothed by the yellow glow around her. The third, a sturdy high elven warrior priest cares for his elegant longsword with 
  expert finesse as he is wrapped in a halo of blue. 
   
  One by one, they three clergy are consumed in a conflagration of dark, unholy flame. A single tree remains in place of 
  each. 
   
  Pushing through the trees, you find a shop. It is not unusual in design or appearance. A sign in the window reads 
  “Help Needed”. The placard above the door shows only a single dollop of chocolate. A moment later, the silence is broken 
  by the screams of the three clergy. 
  Faerie Fire 
   
  Page 23 
  
  Player Handout #2 – The Prophecy of Ascension 
   
  Prophecy of Ascension 
  Two children, born in the union of owl and ocean, shall carry Her will. 
  The Harbinger will cry for the Emerald Dawn. 
  The Wrath will cry for the Emerald Dawn. 
   
  She will Rise. She will Rise. 
   
  When the darkness falls on feathers, She will gather. 
  When the walker flees the sea, She will move. 
   
  She will Rise. She will Rise. 
   
  A light She will take, the Harbinger working Her will. 
  A dark She will take, the Harbinger working Her will. 
  A hold She will take, the Harbinger working Her will. 
  A rose She will break, the Harbinger working Her will. 
   
  She will Rise. She will Rise. 
   
  Riddler. Watcher. Destroyer. Three remain with the Lord’s skull upon Her wall. 
  Three remain unknowing their danger. 
  She silently lies in wait. To break them. To prepare them. 
   
  She will Rise. She will Rise. 
   
  Her Wrath will fall beneath the sea. 
  The Horn. The Moon. The Sword. 
  Thrown from the waters will they be. 
  The fish will cry out. 
  She silently lies in wait. To prepare them. To break them. 
   
  And She will Ascend. 
   
  And the sea will thrive. And the fish will tremble. 
  Faerie Fire 
   
  Page 24 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/596/Normal Scenarios/HIG6-01 - Faerie Fire (APL 2-6)/HIG6-01 - Faerie Fire.pdf