TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  HIG4−03 
   
   
   
   
   
   
   
   
   
  Axes in the Night 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Highfolk Regional Adventure 
  Version 1.0 
   
   
   
   
  by Andrea Paulinski 
  Reviewed by Jason Bulmahn 
   
   
   
   
   
  Oh no!!  Seraphina, the loveable halfling doll maker, has been accused of murder.  What foul creature could be behind 
  this frame-up, or did she really do it?  Are you ready to solve the mystery?   An adventure for APLs 2 through 6. 
   
   
   
   
   
   
   
   
  
  INTRODUCTION 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  Axes in the Night 
  1
  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play  
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
  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. 
  Additionally, characters with home region of “Highfolk” 
  may do other things at the end of this adventure, 
  spending Time Units as per RUP-2 guidelines. 
  Adventurer’s Standard Upkeep costs 12 gp per TU spent. 
  Rich Upkeep costs 50 gp per TU spent. Luxury Upkeep 
  costs 100 gp per TU spent. 
   
  Axes in the Night 
  2
  
  ADVENTURE SUMMARY AND 
  BACKGROUND 
  Seraphina is a somewhat well-known halfling doll maker 
  who lives in the town of Highfolk.  She has amazed 
  hundreds of little children and adults alike with her 
  likenesses of grugach and the Mayor, as well as countless 
  other dolls and games. The silly middle-aged woman 
  seems to be in all the places she should very well not be, 
  having found herself captured by a tribe of grugach, as 
  well as other misplaced adventures. 
   
  It seems that this day is no exception.  She is wanted 
  for murder most foul.  Several children of Highfolk are 
  now orphans, their parents murdered in their sleep.  
  What is worse is that no one knows how it was done or 
  why, the only clue left at each murder a doll: one of 
  Seraphina’s dolls. 
   
  Seraphina is now on the run from the law.  The 
  heroes are hired by one of the orphans of the victims, 
  pleading her case that Seraphina could never do such a 
  horrible thing. 
   
  And indeed, she could not.  Seraphina is one of the 
  sweetest personalities that Highfolk has ever known.  
  Her older half sister, however, is a nut case. Born with 
  not quite as much talent as her younger sister, Milfy 
  struggled with her own doll making business.  She is 
  extremely jealous of her sister, so jealous that this half-
  fiend halfling has made it her mission to see her sister 
  suffer.   
   
  Three years ago, she set up her plan.  It was three 
  years ago that Seraphina started selling grugach dolls, 
  which were a big hit in Highfolk (HIG1-04 Of Elven 
  Make).  This was the first time in a long time that Milfy 
  had visited her sister, and some “good” times were had by 
  both.   Seraphina was left feeling more connected with 
  her sister than ever, while Milfy left with several grugach 
  dolls Seraphina had made her. 
   
  Milfy then waited for an opportune time to strike.  
  Three years later passed, with the city of Highfolk in 
  disarray over the siege of Quaalsten, the fall of 
  Flameflower and Iuz’s oncoming forces.  Not only would 
  they not have the time or patience to deal with a little 
  murderer, but she might be linked in with Iuz while she’s 
  at it.  And so, she picked several families to knock off, all 
  with children that Seraphina had spoken highly of, and 
  resold the now retired dolls to the children.  Possessing 
  these dolls she gave them, she chopped at the parents’ 
  faces with tiny axes until they were dead, and left the doll 
  there as a “calling card”. 
   
  Seven families have been destroyed in seven days.  
  Paxana has put out a call for Seraphina’s arrest, but the 
  halflling has yet to be found, and Milfy could not be 
  happier.  Soon her sister will be hanged, or even better, 
  rot in the roots, and her mind will be at complete ease. 
   
  Yet not is all good for our villainess.  A young girl, 
  with the help of her older cousin, puts out her own call 
  for “fame and fortune” on the posts.  She hopes that 
  adventurers will come to heed her call, to find out who 
  the real culprit may be and to stop any more killings from 
  occurring. 
   
  Almireal’s gang of orphan kids (first seen in HIG4-01 
  Demon Spawn) are on the trail of this fiendish halfling, 
  and yet, they are in need of great assistance.  They made 
  up the list to give to Mervin, and are trailing the heroes at 
  all times.  The heroes first make it to Paxana’s office, 
  where they get a writ to examine houses as well as get 
  more information. 
   
  From then on, it is up to the heroes on where they 
  go.  They may visit the children where they are staying 
  for some more information, go investigate the houses, 
  and investigate Seraphina’s shop and home.  All clues 
  lead to the same thing: Milfy is the murderer, and she is 
  hiding in the Leaping Deer Inn.  When the heroes find 
  her, she is already in battle with one of Almireal’s men. 
   
  After her capture, Paxana thanks them, and the 
  heroes are off on their way. 
   
  INTRODUCTION 
  When the call had gone out for adventurers to come 
  post haste to the Vesve’s Tankard of Highfolk, no one 
  could have imagined that it would be from a little girl 
  and her teenage cousin.  “Come one and all.  Fame 
  and fortune to be had, damsels to rescue, kingdoms to 
  be won!”  was just part of the message you had seen 
  plastered on some of the walls throughout the town. 
  Yet, many were to leave empty-handed.  As they saw it 
  was just for a little girl, they shook their heads and 
  walked off. 
   
   
   
   
  An odd introduction for an adventure, it must be said.  If 
  the player believes that he too shall walk, then that is the 
  end of the adventure for him.   
   
  To those who decided to stay, the young human man 
  of teen years smiles and whispers a polite “thank you”. 
   The little girl, perhaps  only five or six, stands up on 
  her chair and announces in a squeaky voice: 
  “Thank you!!  Pwease save Sewaphina!!”
   
  She then sits down again, and takes out a small 
  pouch in her pocket.   
   
   
  Axes in the Night 
  3
  
  ENCOUNTER 1: “PWEASE 
  SAVE SEWAPHINA!” 
  Now may be a good time to wonder who Seraphina is and 
  what has happened to her.  The little girl, who still 
  remains nameless, is much too busy counting out copper 
  coins from her pouch to answer these questions.  She 
  believes that her little speech is enough to sway any 
  decent adventurer to her cause. 
   
  There are a number of ways to clue in the most 
  clueless adventurer.  First of all, there’s a plethora of 
  people in the bar, including the Owner and the head 
  barmistress, Celenthi.  There is, of course, the cousin to 
  the little girl.  He, however, is almost a mute, and is hard 
  to hear.  There are other personalities in the town to ask, 
  including Paxana.  The most obvious is probably asking 
  the little girl. 
   
  Asking the Little Girl (Lilyen) 
  Lilyen speaks with a lisp, unable to properly pronounce 
  her Rs and Ls. 
   
  � What is your name? 
  “My name is Lilyen Fairstrike.” 
   
   
   
   
   
   
   
  i l
   
   
   
   
   
  l
   
   
   
   
  l
   
  t
   
   
  � Who’s Seraphina? 
  “She’s the greatest dollmaker in the whole wide 
  world!!”
  � What’s wrong with her? 
  “They think she killed my parents, but I don’t 
  think she did.” 
  � What happened? 
  Lilyen goes silent for a long moment, then shakes 
  her head.  “I don’t wanna talk ‘bout it.”
  � Where is she now? 
  “I dunno, but that lady Paxana person s ooking 
  for her.” 
  � Do you know who the other children are? 
  “Mervin does. He’s my cousin, right there.”  She 
  points to the young man that whispered only 
  moments ago. 
  � Will I get paid? 
   
  “I’m counting out your money right now!” 
  Asking the Cousin (Mervin) 
  Mervin is a very quiet young individual, who speaks only 
  when spoken to.  Even then, his voice is barely above a 
  whisper.  An illness he had long ago injured his vocal 
  cords, and thus he cannot speak very well.   
   
  � What is your name? 
  “Mervin Fairstrike,” the boy says quietly. 
  � Who is Seraphina? 
  “She’s pretty popular around here.  I’m surprised 
  you never heard of her. Well, I suppose, since 
  you’re al  grown up and such.  Seraphina’s a 
  halfling, and she makes dolls and games that 
  everyone loves.”  
  � What is wrong with her? 
  “She’s being accused of murdering my aunt and 
  uncle, as well as six other pairs of parents.” 
  � What happened?  How do they know it was her? 
  “I’m not too sure on the details, but you can ask 
  Constable Paxana about it.  She’s the one who’s 
  looking for her.  All I know is that people have 
  been murdered in their sleep, and one of 
  Seraphina’s dolls was left at the scene of the 
  crime.” 
  � Why did you summon all these people here? 
  “Lilyen thinks Seraphina is innocent.  I doubt a 
  woman like that could ever do such a thing.  My 
  cousin just doesn’t want to see her get hurt.” 
  � Who are the other victims?  Where can I find them? 
  “Certainly.”  He pulls out a sheet of parchment 
  and sets it nicely on the table.  “I’ve made a list of 
  all the children of the victims and where they 
  live, just for you.  I meant to go around ooking 
  for them, but as you can tell, I’m not very good 
  with speaking..” 
  He gives the heroes Player Handout 1.  This list was 
  actually not made by him, but by one of Almireal’s 
  agents. 
   
  � Will I get paid for this? 
  “My little cousin has her heart set on paying you. 
   But i ’s not very much.  Only ten copper.”
  Questioning the Patrons of the Bar 
  Another source of information are the people in the 
  Vesve’s Tankard.  There are a few of them around: Brietta 
  Vailee (female halfling seamstress), as well as The 
  Owner (male elf) of the Tankard and Celenthi (female 
  elf Clr4). All of them have something to say about 
  Seraphina. 
  Axes in the Night 
  4
  
   
   
  i
   
  l
   
  .
   
   
   
   
   
   
   
   
   
   
   
  Brietta Vailee 
  “I cannot and WILL not bel eve that Seraphina is a 
  murderer!  If anyone, I think her sister is to blame.” 
   
  “Now, don’t you be accusing people!” one of the 
  patrons butts in.  “How do you know she even HAS a 
  sister?” 
  “Seraphina and I are best friends.  Of COURSE she’d 
  tell me everything.” 
  Brietta is telling the truth, though it is only a half truth.  
  Seraphina does not know that Milfy hates her with a 
  passion, and so Brietta can only speculate the truth. 
   
  If asked about Milfy’s whereabouts, she tells the 
  heroes that she does now know where Milfy lives.  
  Seraphina had not seen Milfy for three years, when Milfy 
  made an appearance during the Brewfest festival and 
  visited her sister for a while.  She knows that they are half 
  sisters, Milfy being the older and sharing the same father. 
   
  The Owner 
  “Appearances CAN be deceiving.  That’s why it’s 
  a ways best to keep on your toes   However, I believe 
  that Seraphina is innocent.”  His lips turn into a wide 
  grin.  “Even if she wanted to hurt a fly, she could 
  never figure out how.  She’s always had a few screws 
  loose, if you know what I mean.” 
  Celenthi 
  “I came here after the whole grugach fiasco, after the 
  former barmistress here died.”  Her voice trails off, 
  and she gives you all a sad smile.  “That was three 
  years ago.  Time does fly.  However, I heard that the 
  dolls found at the scene of the crime were grugach 
  dolls, correct?  I’ve heard that she stopped making 
  them three years ago, even though they were so 
  popular.”
  Bards and Locals 
  The heroes may also use Bardic Knowledge, Knowledge 
  (local) or Gather Information, all at DC 20, to hear these 
  rumors.  Members of the Town Militia may add a +2 to 
  their checks: 
   
  � Seven pairs of parents have been murdered during 
  the past seven nights. 
  � The last murder was one night ago. 
  � At each of the scenes was a grugach doll. There was 
  no other evidence. 
  � These dolls were very popular three years ago, and 
  were made by the halfling dollmaker Seraphina.   
  � All investigations into the matter have wound up 
  inconclusive, and Seraphina is the prime suspect.  
  However, she has been missing for the past seven 
  days. 
  � Paxana has issued a warrant out for her arrest. 
   
  If and when the mission is accepted by the heroes, 
  Mervin thanks them again and hands them each their 
  copper piece. 
   
  ENCOUNTER TWO: “WADY 
  PAXANA” 
  The heroes may decide that they want to visit constable 
  Paxana Eventhil (female half-elf Rog4/Ftr5) about this 
  matter.  Heroes of Highfolk know that they can find her 
  at the Home Guard Headquarters. 
   
  Asking to seek a counsel with constable Paxana has 
  proven a daunting task.  She appears to be quite busy, 
  with people running in and out of her office every 
  few moments.  You have been asked to sit and wait for 
  a time for when she can have you.  Hopefully you 
  have enough patience to wait this out.. 
   
  After a few more moments of hustle and bustle, 
  Paxana peeks her head out the door and tells you to 
  come in. 
  Some of you may be familiar with the constable’s 
  office, others may have met her for the first time.  
  This isn’t the first time that her office has been in so 
  much disarray.  Not only the office, but the constable 
  herself is on the verge of a nervous breakdown. She 
  kicks some papers out of the way to make a path to 
  her desk. 
  “Sorry.  Who are you?  What do you want? Make 
  it snappy, will you?  I’ve a meeting with Elwin in five 
  minutes, and he yells at me for being late.” 
  Elwin is a no-nonsense, tough-as-nails veteran of the 
  Greyhawk Wars, and leads the section of the Home 
  Guard known as the Defense Force.  He focuses his 
  efforts on protection against exterior threats, and 
  thankfully, has seen little action in this regard over the 
  years since he left the Furyondy army.  His relationship 
  with Paxana, the constable, is cool; both have different 
  leadership styles that often clash. 
   
  After the heroes introduce themselves and mention 
  Seraphina’s case: 
   
  � She indeed has a warrant out for Seraphina’s arrest. 
  � They have been not been able to spend as much time 
  on the case as she wants to.  Personally, she believes 
  the halfling doll maker to be innocent.  However, 
  Axes in the Night 
  5
  
  her disappearance and dolls at the scenes of the 
  crimes does not bode well for her. 
  � When Seraphina is found, she will be placed in the 
  jail until the Home Guard finds time to investigate 
  further.  However, at this time, there is so much 
  happening in Highfolk right now that she cannot 
  work solely on this case. 
  � The bodies have been buried in an undisclosed 
  location. 
  � If the heroes wish to find Seraphina and prove her 
  innocence (or guilt), they are free to.  Paxana would 
  have just one of many great weights lifted off her 
  shoulders with the help, and would be grateful. 
  � Paxana will give the heroes writs to investigate the 
  scenes of the crimes, and tells them that the Fifth 
  District has already searched the homes.   
   
   
   
   
   
   
   
  l
   
   
  l
   
   
  “If and when you find her, as well as the evidence we 
  need to convict or free her, let me know.  Just be 
  careful.  Now.. if you’ll excuse me.”  She nods politely 
  and makes a dash for her door, already late for her 
  meeting. 
  The heroes have many choices they can make on where 
  to go to next.  They may visit the children of the victims 
  (Encounter three) or investigate the homes (Encounter 
  four).  Should they try to  investigate  Seraphina’s own 
  shop before they get enough clues, the shop is closed 
  (refer to section A of Encounter five). 
   
   
  ENCOUNTER THREE: “MY 
  FWIENDS” 
  The children, according to Player Handout 1, are mostly 
  in different areas of the city.   
   
  � Hladgrun is staying with Aramaia near the Elven 
  district. 
  � Finyra is staying in her home with her Aunt. 
  � Bibiana, Belicia and Xanadros are staying in the 
  Sacred Home of the Forestmistress. 
   
  Also refer to DM Handout 1 for the children’s 
  personalities and backgrounds, should you need it. 
   
  Hladgrun and Aramaia 
  Young Aramaia’s place near the Elven District’s 
  borders is far from quaint and cozy.  Towering an 
  amazing three stories, the wooden home looks more 
  like a castle or a temple than an actual house.  
  Beautiful floral bushes seem to hug the house 
  protectively.  
  An older elven woman is on the porch, sitting on 
  a rocking chair and working on some knitting.  When 
  she detects your presence, she stands solemnly, but 
  does not come out to greet you. 
  “Can I help you?” 
  This older woman is Byrta Shephen, a servant to the 
  family who has been with them for many years. She is 
  rather protective of Aramaia (and now Hladgrun). 
   
  If the PCs mention the deaths at all, she says: 
   
  “Well, you’d best be off with you.  Young miss does 
  not know that her parents are dead.  I’ve told her 
  they’re off to Ratik and won’t be back for a while.  I 
  just haven’t had the heart to tell her.” 
  � We would like to see the girls. 
  “I’m doubtful that you can see the girls now.  
  They’re busy playing upstairs, and I don’t want 
  any outside help.  Don’t want you telling Aramaia 
  that her parents won’t be coming back.  That’s 
  MY job.” 
  � What can you tell us about Seraphina? 
  “She was a nice halfling, very nice.  She made 
  Aramaia so many of those dolls that she has in 
  her room.  I don’t believe that she could have 
  killed them, but…”  The o d woman shakes her 
  head and sighs.  “There’s just no evidence in her 
  favor.” 
  � Can we investigate the murder scene? 
  “Well, it’s upstairs as well.  The place has already 
  been investigated quite nicely.  They found one 
  of Aramaia’s dolls on the ground by the bodies, 
  and that’s pretty much it.” 
  � What can you tell us about the parents? 
  “Missus always liked being the belle of the ball, if 
  you can call it that.  Master was always away on 
  business. He owns a furrier shop nearby.  Makes 
  a lot of money come Winter.  Unfortunately for 
  my poor little Aramaia, they didn’t really pay 
  much attention to her.  But I don’t real y know of 
  anyone who would be their enemies.”  
  � What can you tell us of Aramaia? 
  “She’s such a sweet little thing, if not a little 
  bossy.  I don’t blame her though.  She’s been 
  sheltered all her life.  I doubt she knows there’s a 
  war going on.” 
  � What can you tell us of Hladgrun? 
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  “Ah, she’s also a sweet little thing.  Her parents 
  moved here a few years ago.  Don’t know why.  
  She knows that her parents are gone, but I made 
  her promise not to tell Aramaia what’s happened. 
   They’re best friends, met each other in 
  Seraphina’s shop.” 
   
   
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  If the heroes threaten or use diplomacy to get their way 
  in, Byrta reluctantly allows it, but insists on coming in 
  with them.   
   
  The murder scene is a large bedroom with an 
  extravagant bed and set up.  Byrta must unlock the door 
  before they enter. The sheets have already been replaced 
  and floor thoroughly washed. The doll has been burned 
  before the authorities could have investigated it. No clues 
  remain of the murder here. 
   
  The girls’ room is upstairs as well.   
   
  Byrta knocks on the door.  “Aramaia, Hladgrun. You 
  have some visitors.”   
   
  The door opens to reveal a very small, young 
  dwarven girl with a dol  in her hand.  Behind her is 
  another young girl, elven with long blonde hair.  
  Several dolls, some cloth, some made of glass, are 
  scattered about on the floor.   
   
  The elven girl, Aramaia, looks up and asks 
  sweetly, “Are you here for my parents?  I’m sorry, but 
  they’re on business right now.” 
  Aramaia does not know the truth about her parents’ 
  disappearance.  However, Hladgrun does, and has 
  promised Byrta that she would keep the secret safe with 
  her. 
   
  Should the PCs mention the deaths of Aramaia’s 
  parents, she is quite shocked and demands them to leave, 
  not believing them.  If they do not leave, she asks Byrta to 
  take care of them for her. 
   
  Any mention of death also brings Hladgrun to tears. 
   Anyone who brings Hladgrun to tears is also asked by 
  Aramaia to leave the premises. 
   
  Asking Aramaia 
  � Who are you? 
  “My name is Aramaia, and this is Hladgrun.  She’s 
  my playmate.” 
  � Are these all your dolls?  Who made them for you? 
  “Some of them are Hladgrun’s, but most of them 
  are mine.  A nice half ing lady named Seraphina 
  made them all for us.  But I hear she’s missing.  
  Have you seen her anywhere?” 
  � Where are your parents? 
  “Byrta says they’re off on a business trip to Ratik. 
  They should be back soon.  If you have a 
  question, you should ask her.  I don’t really know 
  the ins and outs of the business as of yet.” 
  � May we see the dolls? 
  “Wel , I don’t suppose why not…  Help yoursel , 
  but please don’t break it.” 
   
  Some dolls are cloth, some are glass, others are wooden.  
  Most have the same thing in common: a small solid heart 
  is burned into the soles of the doll’s feet.  These are all 
  Seraphina’s dolls, and it is her maker’s mark. 
   
  Asking Hladgrun 
  � Who are you? 
  “My name,” she mumbles and looks away, “is 
  Hladgrun.” 
  � Where are your parents? 
  “They…”  She shakes her head and starts 
  sniffling. 
  If the PCs are not careful, Hladgrun starts crying, 
  and they are asked to leave. 
   
  � Why are you here? 
  “I’m… visiting.  Aramaia and I are friends.” 
  � What do you think of Seraphina? 
  “I love her dolls.  She’s so nice to me.” 
   
  Finyra 
  As Finyra and her home are in the Elven district, it is 
  forbidden to go there after dark unless the party is made 
  up of all elves and/or half-elves or unless they have a writ 
  from Paxana. 
  Walking through the elven district is like walking 
  through chaos.  Elves and half-elves everywhere 
  around you argue over some o  the silliest things, and 
  you can just feel the tension hover over them in the 
  air, so thick that you can cut it with an axe. 
  Highfolk is all in a hub bub ever since the rules that no 
  non-elves could live in the Elven district.  There is mass 
  overcrowding and the atmosphere has gotten far 
  moodier. 
  Two young male half-elves and a female half-elf are 
  playing some sort of game on the porch of your next 
  destination.  An elven woman stands over them, arms 
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  crossed, lips pursed and ready to yell should the need 
  arise. 
   
   
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  Felgana is Finyra’s aunt (father’s side).  The two others 
  playing with her are her older brothers, Aien and Elrei. 
   
  Felgana demands to know what the heroes are doing 
  here.  She is not a very nice woman, and believes that this 
  house is now hers and the adventurers could be here to 
  take it away from her. She refuses to answer any 
  questions until the heroes can persuade her that they are 
  indeed here with permission (diplomacy, showing her 
  the writ, etc). 
   
  In any case, she is not a very helpful woman.  Asking 
  her questions only gets the following information: 
   
  � Roselyn and Quintath (her brother) were murdered 
  in their beds five nights ago. 
  � Aien and Elrei are taking it in stride.  Finyra is quite 
  younger and does not seem to understand all that is 
  going on. 
  � Finyra is a nasty little girl who acts more like a boy.  
  Her parents introduced her to dolls to try to make 
  her more feminine, but instead she just plays war 
  with them. 
  � Helgana does NOT like Seraphina, and hopes she 
  burns in the Abyss for her brother’s murder. 
  � Under NO circumstances does she allow the PCs 
  into the house.  
   
  Talking to the boys gives the following information: 
   
  � Finyra enjoys playing war with the dolls, but does 
  not know the first thing about death.  She thinks her 
  parents are just gone away for a while. 
  � Finyra used to go to Seraphina’s shop all the time to 
  talk with her.  But a week ago, Seraphina said that 
  she was going on a trip, so she could not visit. 
  � They don’t believe that Seraphina could be the prime 
  suspect of the case. 
   
  Talking to Finyra 
  � Where are your parents? 
  “Aien and Elrei keep saying they’re not coming 
  back, but they lie a lot, so I don’t believe them.” 
   
  � Where is Seraphina now? 
  “Last I saw her, she was packing up and leaving to
  go somewhere.  That was..”  She counts on her 
  fingers, seven in all.  “Seven days ago.  She said 
  she’d be back soon!” 
   
  � What do you think of her? 
  “She’s really nice, and I always come over to visit 
  her in her store when she makes dolls.  It’s kinda 
  interesting to watch, you know.  She said that 
  every craftsman has a mark they put on their 
  stuff.”  Finyra looks shifty-eyed over at her aunt, 
  and when she isn’t looking, she pulls out a small 
  grugach cloth doll.  “They say that this was made 
  by Seraphina, and it was found by my parents’ 
  bed, but…”  She turns it over and presents the 
  soles of the doll’s feet.  “Seraph na’s dolls have 
  hearts on their feet.  This one doesn’t.  Someone 
  else sold it to me.” 
  � Who sold it to you? 
  “A very mean-looking halfling lady who said she 
  was Seraphina’s sister.  She sold it to me because 
  I lost my grugach doll a long time ago, and 
  Seraphina wasn’t making anymore.”
  � Can you tell me anything else about the mean 
  halfling lady? 
  “Well, Seraphina DID tell me she has a sister 
  named Milfy, but she doesn’t know where she 
  lives.  I guess that was Milfy?” 
   
  Finyra does not know anything more about Milfy, other 
  than what Seraphina has said: that she is her sister and 
  they had lost touch with each other long ago.  Finyra 
  bought the doll from Milfy the day after Seraphina 
  packed her bags and left Highfolk. 
   
  Should the PCs sneak inside the house (without 
  Felgana knowing), they find a room with many dolls 
  inside of it (Finyra’s room), as well as wooden swords and 
  play bows.  Investigating the dolls, they also find that all 
  of the dolls have Seraphina’s mark on them: a heart on 
  each of the soles of their feet. 
   
  Felgana, the aunt, is currently living in the parents’ 
  bedroom.  Apparently, she has no qualms living in the 
  room of the murder, and has made it her room easily.  No 
  evidence is inside this room at all. 
   
  Sacred Home 
  The Sacred Home of the Forest Mistress is Highfolk’s 
  temple of Ehlonna.  Three of the orphans of Milfy’s 
  murders are staying here and are being taken care of by a 
  kindly priest named Mezgoth. 
   
  When the PCs arrive, Mezgoth (male human clr5) 
  thanks them for their interest in this case, and answers 
  any questions that he can answer.  He can take them to 
  the children if they so desire, but urges great discretion 
  when they do so.  He does not want them to get any more 
  upset than they already are. 
   
  Axes in the Night 
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  � What can you tell me of Bibiana? 
  “Young Bibiana has only known hardship for 
  most of her young life.  Her father passed on and 
  her mother abandoned her, and she soon came to 
  know the life of a thief.  However, Seraphina 
  found some foster parents for her, and they have 
  grown up to be a somewhat loving family.” 
   
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  � What can you tell me of Belicia? 
  “She was such a happy child before her parents 
  were murdered.  Bibiana only had eyes for 
  Seraphina’s dol s, and she wanted to be a 
  dollmaker just like Seraphina was.  Now, the 
  children can’t stop her from crying.” 
  � What can you tell me of Xanadros? 
  “All is not right with Xanadros.  He lost his sister 
  when he was very young, and became quite 
  moody and morose.  Seraphina has taught him a 
  little joy, and in her memory, he had decided to 
  become a doll maker.  However, with his parents’ 
  death, he has gone back to his former mood.  I 
  also used to be his former teacher.” 
  � What can you tell me of the murders? 
  “It is most unfortunate that such a tragedy can 
  occur.  Not once, but seven times.  Seven nights 
  in a week has brought much pain to the children
   I’m not sure how much anyone can take.”
  � What can you tell me of Seraphina? 
  “She was and still remains a sweet woman   I have 
  prayed to Ehlonna to give her guidance.  
  Personally, I do not believe she is the murderer. 
  However, I could be wrong.” 
  Should the PCs ask to see the children, he brings them 
  back into a larger room of the temple.  There are ten cots, 
  five on each side of the room.  Many children are playing 
  with different toys, none of which are dolls.  Some of 
  these children are victims of the oncoming war that Iuz 
  is bringing down on the Vale.  Mezgoth points to each of 
  the children that the heroes wish to speak with. 
   
  Bibiana 
  This young halfling girl has a look of perpetual 
  defiance upon her face.  With arms crossed and body 
  leaning against the wall, she watches the other 
  children play without saying a word. 
  � Who are you? 
  “Name’s Bibiana,” she says in a bored voice.  
  “Why do you wanna know?” 
  � What can you tell us about the murder? 
  “You’re here about the murder?”  Her eyes perk 
  up and she stands up stra ght.  “Are you here to 
  take me with you?” 
  Bibiana is insistent on her helping the group. She 
  just does not want to take “no” for an answer. 
   
  � What can you tell us of Seraphina? 
  “She’s too much of a loon to be an actual 
  murderer.  Really.  She’s nice and all that, but a 
  little light in the head.  I KNOW she didn’t do it, 
  and I have some information for you if you let me 
  go with you.” 
   
  This information is the location and disposition of 
  Milfy, Seraphina’s sister.  She is the only person in 
  the module with this information. 
   
  Should the PCs actually allow Bibiana to go with 
  them, she is very surprised.  “I didn’t think you had 
  it in you.  Well, I’ll stay here.  The only thing 
  worse than an orphan is a dead orphan.”: 
   
  � It was very dark, and something small was on the 
  bed when she heard her parents screamed.  The 
  thing was the size of a doll. 
  � Bibiana was too late to save her mother.  Her father 
  had already been murdered, and she had heard her 
  mother’s scream. 
  � The thing, which turned out to be a grugach, fell to 
  the ground.  Beside it was a tiny bloodied axe. 
  � She felt a horrible presence in the room, and 
  thought she heard some feminine laughter.  It did 
  NOT sound like Seraphina. It instead sounded like 
  the woman who she bought this doll from, a 
  different halfling. 
  � Through some “contacts” she has in the “Highfolk 
  underworld”, she learned that this woman’s name is 
  Milfy, that she is Seraphina’s sister, and that she is 
  staying in the The Leaping Deer. 
  � Bibiana wishes to confront her, but is tied up at the 
  moment with all these children. 
  � Her contact is Almireal (male elf com1), an elven 
  boy with his own street gang.  The boy is already on 
  the case, and may be helping the group already. 
   
  � Bibiana; hp 7; See Appendix 1. 
   
  Xanadros 
  Xanadros is a very sullen and angry human lad who does 
  not wish to speak with anyone.  Like Bibiana, he is 
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  uninterested in the other children, and rather just plays 
  with a wooden halfling doll all by himself. 
   
  Should the heroes question him, he says nothing.  If 
  they are insistent on him speaking, he angrily lashes out 
  at them, both physically and mentally. 
   
  Only someone who is gentle and patient enough 
  with him will get any response:  “Everyone that I love is 
  always taken away from me: my sister, my parents, 
  and now Seraphina.  I don’t wanna talk about it…” 
   
   
  Xanadros has a journal that Seraphina gave him to 
  cheer him up on his bluest days.  Only if the heroes 
  mention that he might have something to help Seraphina 
  does he snap out of his reverie, and hands it to them. 
  (Player Handout 2) 
  Belicia 
  Belicia is a sweet and very young girl, who would look 
  very happy if only she had not been through this 
  hardship.  At any moment, she looks ready to cry.  She 
  knows no information except that Seraphina is very nice 
  to her, and she wants to be like her when she grows up.  
  If asked about the grugach doll, she got one from a “scary 
  halfling lady” (Milfy). 
   
  ENCOUNTER FOUR: “HOUSES 
  OF DEATH” 
  The Fifth District has investigated each of the victim’s 
  houses, though not with a fine-toothed comb.   
   
  Hladgrun’s Home 
  This is the home of the dwarves who were murdered.  
  The house is 40 feet by 50 feet and consists of three 
  rooms: a bedroom, a kitchen and a living room.  There is a 
  small 10-foot by 10 foot out house beside the home.   
       This home is, by far, the bloodiest that the heroes see.  
  It was quite hard for Milfy to murder the dwarves 
  because of their great constitution.  Blood is caked in the 
  master bed and all over the floor where the bodies 
  eventually lay, leaving an imprint of their bodies for all to 
  see.  There is also the imprint of the doll beside them. 
       Nothing else of import is in this home. 
   
  Aramaia’s Home 
  This is a very beautiful and large home very close to the 
  elven district.  The home is a whopping 75 feet by 75 feet, 
  with several rooms, including a master bedroom, two 
  smaller bedrooms (one for Aramaia, one for Hladgrun), 
  servants’ quarters (for Byrta), a bathroom, kitchen and 
  living room. 
   
  The murder scene is a large bedroom upstairs with 
  an extravagant bed and set up.  Byrta must unlock the 
  door before they enter. The sheets have already been 
  replaced and floor thoroughly washed. The doll has been 
  burned before the authorities could have investigated it. 
  No clues remain of the murder here. 
   
  See Encounter Three for more details on the home. 
   Byrta is very apprehensive of allowing people inside after 
  the murder, as Aramaia does not know that her parents 
  are dead. 
   
  Finyra’s Home 
  The inhabitants continue to live in here, despite the 
  murder.  The aunt believes it necessary for the children’s 
  growth, though secretly she just loves the house and does 
  not want it to “go to waste”. 
   
  See Encounter Three for more details on the home. 
   Under no circumstances does Felgana want the PCs 
  inside the house. 
   
   Should the PCs sneak inside the house (without 
  Felgana knowing), they find a room with many dolls 
  inside of it (Finyra’s room), as well as wooden swords and 
  play bows.  Investigating the dolls, they also find that all 
  of the dolls have Seraphina’s mark on them: a heart on 
  each of the soles of their feet. 
   
  Felgana, the aunt, is currently living in the parents’ 
  bedroom.  Apparently, she has no qualms living in the 
  room of the murder, and has made it her room easily.  No 
  evidence is inside this room at all. 
   
  Bibiana’s Home 
  Bibiana’s foster parents’ home is a bit on the cozy side, a 
  nice 60 by 60 feet of living space.  There are two 
  bedrooms: the master bedroom and Bibiana’s own room, 
  both connected by a door.  There is also a kitchen and a 
  bath. 
   
  Not much remains here of the murder, except for 
  the dried blood and a boot imprints of the doll, as well as 
  one of Milfy’s hired goons who remains hidden in the 
  closet. 
   
  The boot imprint has no heart, indicating that this is 
  not one of Seraphina’s dolls. 
   
  APL 2  (EL 5) 
  � Assassin: hp 22; See Appendix 1. 
   
  APL 4 (EL 7) 
  � Assassin; hp 30; See Appendix 1. 
   
  APL 6 (EL 9) 
  � Assassin; hp 38; See Appendix 1. 
   
  Tactics: The assassin is hiding in the closet of the master 
  bedroom when the PCs arrive.  His tactics depend on the 
  number of the PCs entering the bedroom.  If the number 
  is small (one or two) he will attempt to use his wand of 
  Axes in the Night 
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  charm person to eliminate the number of threats to 
  himself.  He will then try gain the aid of any charmed 
  PCs in subduing any non-charmed PCs.  Should a larger 
  number of PCs enter the room, he will attack 
  immediately trying to gain surprise for a sneak attack, 
  preferably attacking from the cover of the closet 
  doorway.  If there are a large number of foes in the hall, 
  he will use his elemental gem to block access to the 
  room.  At APL 6, the rogue will use his spring attack feat 
  to move into the room, attack, and then retreat into the 
  closet.   
   
  Treasure: Should the PCs defeat the fanatic assassin 
  they may claim any of his gear that he has not used. 
   
  APL 2: L: 27 gp; M: wand of charm person – 63 gp, 
  elixir of fire breath – 92 gp. 
   
  APL 4: L: 1 gp; M: wand of charm person – 63 gp, 
  elixir of fire breath – 92 gp, +1 rapier – 194 gp, elemental 
  gem [earth] – 188 gp. 
   
  APL 6: L: 1 gp; M: wand of charm person – 63 gp, 
  elixir of fire breath – 92 gp, +2 rapier – 694 gp, elemental 
  gem [earth] – 188 gp. 
   
  Questioning the Attacker 
  � He works for Milfy, a halfling doll maker. 
  � The name he gives is Trudor. 
  � He was to lie in wait for someone to come, as his 
  mistress knew that someone was on to her. 
  � What connection she has with Seraphina is 
  unknown to him. 
   
  Belicia’s Home 
  For a large family, Belicia’s house is rather small.  The 
  whole house is only 40 feet by 40 feet, with two 
  bedrooms and a kitchen.  A small outhouse is out back.  A 
  queen size bed and a smaller bed are in the master 
  bedroom, and three beds are in the smaller. 
   
  This house has yet to be cleaned out.  There is still a 
  lot of blood on the floor and the bed sheets of the master 
  bed.  The doll has been taken.  However, with a Search 
  check (DC 15), the heroes can find a tiny bloodied axe 
  hiding underneath the bed.  They can also find little 
  tracks (doll’s tracks) running from the master bed to the 
  smaller bed, and then back.  The doll ran off to hide the 
  axe, then back to the master bed.   
   
  The boot imprints have no heart on its soles, 
  indicating that this is not one of Seraphina’s dolls. 
   
  Xanadros’ Home 
  Xanadros’ home is right next to a warehouse on Tannery 
  Row.  The owner of that warehouse owned the home, and 
  now that the inhabitants are dead, it is being used as a 
  storage facility.  Everything that Xanadros did not take 
  with him to the Sacred Home has been destroyed. 
   
  If the heroes feel the need to speak with the owner, 
  Ches Dreyfuss (male human exp3), they may request an 
  audience with him.   
   
  Here are the things that Ches knows: 
   
  � Xanadros’ father, Vidan, worked in the warehouse. 
  � A strange figure was visiting him as he worked late.  
  Ches could not tell what it was, except that it was 
  small and had a feminine voice. 
  � “I have something for Xanadros,” she said, and 
  proceeded to give him a package. 
  � She ran off soon after that. 
   
  Before Seraphina left, she gave Ches a journal to give to 
  Xanadros to help him feel better.  Xanadros still has that 
  journal. 
   
  Lilyen’s Home 
  Lilyen’s home was the first home to be hit by this 
  disaster, and it was also the “test” home.  However, it is 
  not in Highfolk, but out a half day’s away in the Vale.   
   
  It is a modest barn setting, with a small house (40 by 
  40 feet) and a larger barn with an animal pen.  Lilyen’s 
  uncle has sold all the animals, and he will be in the 
  process of refurnishing it once the war has simmered 
  down.  Until then, it remains abandoned and unused.  All 
  of the evidence in the case has been stripped clean by the 
  uncle and the Fifth District. 
   
  ENCOUNTER FIVE: 
  DESPERATELY SEEKING 
  SERAPHINA 
  Gilly the Great, the other owner of the shop, is not there 
  until the heroes have seeked out at least five other areas. 
   
  Should the heroes attempt to break in to the shop, 
  Gilly has great security devices hooked up (ie magical 
  traps) that turn naughty thieves different colors or do 
  small amounts of damage (d4).   
   
  Whatever happens, the heroes are not allowed entry 
  until they visit five destinations. 
   
   
   
  Gilly the Great 
  “Sweet sweet candy, oh how I love you so,” you hear 
  someone’s raspy voice say from behind a door.  
  Following some directions, you have found yourself 
  in the Merchant’s district of Highfolk, just before a 
  sign labeled “Gilly the Great’s Great Comeback Candy 
  and Dolls”.  Small words are etched underneath the 
  sign: “co-owned by Seraphina.”
  Axes in the Night 
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  Gilfred G. Gallios, gnome merchant extraordinaire, has 
  teamed up with Seraphina to make their own candy and 
  doll shop.  Gilfred (first seen in Of Elven Make along 
  with Seraphina) lost his previous shop due to poor sales, 
  but co-owning a store with Seraphina has proven to be a 
  wonderful business venture.  Most of the children go for 
  the dolls, but the candy is a wonderful addition. 
   
  Gilfred, unfortunately, is not the friendliest of 
  gnomes.  While Seraphina is well suited for her job, 
  Gilfred is just plain obnoxious and arrogant.  He believes 
  he is the greatest being to ever cross Oerth, and is quite 
  vocal about his beliefs.  While Seraphina has been away, 
  poor Gilfred has had such a bad time trying to keep the 
  kids interested in their wares. 
   
  When the PCs come around, he is up to his knees in 
  frustration.  Sales are down, Seraphina is off on vacation 
  for a long while, and someone or something is haunting 
  him.  Namely, Milfy.  He is quite unreceptive to the PCs, 
  though can be convinced to talk through some gentle 
  speech. 
   
  “What… whaddya want?!”  As the door is opened, you 
  find an old crooked gnome stooped over something 
  in his gnarled hands.  Crumpled candy wrappers 
  crunch under your feet, which makes the gnome 
  growl under his breath.  “Quit wrecking my store!!  
  Whaddya want?!?!”  Dolls of all shapes and sizes lay 
  crookedly on shelves surrounding the wall, and the 
  smell in the room is a little pungent.  No one must 
  have visited this store in a long time. 
   
   
   
   
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  � Who are you? 
  “Haven’t you heard of me?!  I’m Gilly the Great, 
  the greatest thing Highfolk has seen in a long 
  long time!!  I make everything under the sun: 
  metal things, candy, turkey dinners.”  He 
  grumbles, “The only thing I can’t do is make 
  dolls.” 
  � These aren’t your dolls? 
  “No.  They’re Seraphina’s dolls.  She.. works for 
  me.  Yeah, that’s it.  Though she might claim that 
  we co-own the store together!” 
  � What’s wrong with you? 
  “What’s wrong with ME?  What’s wrong with 
  YOU?!  Why aren’t you buying anything?!  I 
  haven’t had a sale in days!!!”  His right eye 
  twitches slightly and his whole body shakes. 
  � Where’s Seraphina? 
  “She went off without me a while ago.  Like.. 
  seven or eight days ago.  Said she needed a 
  vacation.”  His big nose scrunches up. 
  � Where did she go? 
  “Am I s’pposed to keep tabs on the woman?!  
  Constable Paxana asked me the same question, 
  and I have no idea why!   Some o her halfling 
  chic asked me too.  But if you must know, I can.. 
  perhaps.. sell you some information.” 
  Good old Gilfred is hinting that the PCs should buy 
  one of his goods.  Feel free to make up any kind of 
  candy or doll that you want.  The price for Gilly’s 
  information is 50 gp.  After one of the PCs buys 
  something: 
   
   
  Gilfred leans in and whispers, “You didn’t 
  hear this from me, but Seraphina said she needed 
  a vacation to find her wild side.  Seemed that 
  three years ago she found herself lost in the 
  woods and was captured by some grugach.  She 
  wanted to find them again and thank them for 
  not killing her, or something weird to that 
  extent.  I couldn’t stop her or anything.  She was 
  due for some vacation anyway.” 
  � Have you heard about the murders? 
  “Murders?  Obviously not.” 
  � Have you told anyone else about Seraphina? 
  “Nah.  I told Paxana and that halfling that I didn’t 
  know where she went.”  He shrugs.  “They didn’t 
  buy anything.” 
  � Do you live here? 
  “Both Seraphina and I l ve here.”
  Once the heroes have exhausted their questions, Gilfred 
  adds: 
   
  “Listen, but I DO have some problems with these 
  dolls.  I keep having nightmares and see these damn 
  dolls actually MOVE.  With blinding RED EYES.  I 
  think… I think they want to KILL me.” 
  This is no nightmare. After her murders each night, 
  Milfy has a little fun with Gilfred and haunts him with 
  possessed dolls.   
   
  Seraphina’s Room 
  Seraphina’s room is above the shop, a small 20 by 20 feet 
  of one space.  A small bed is in the corner of the room 
  with a kitchenette on the opposite corner.  There are 
  dolls in various stages of construction everywhere.  All of 
  the almost finished ones have the same maker’s marks on 
  the soles of their feet: little hearts. 
  Axes in the Night 
  12
  
   
  Upon a Search check (DC 15), the heroes can find a 
  letter from Seraphina to Milfy that is unfinished (Player 
  Handout 3).  Seraphina asks Milfy how she is and when 
  she is coming home.  
   
  ENCOUNTER SIX: “I’VE GOT 
  YOU NOW!!” 
  Milfy is hiding up in the The Leaping Deer Inn, in one of 
  the rooms there.  If the bartender is asked, he tells the 
  heroes that someone else was here to see the halfling: a 
  young elven man.  He came in three minutes ago, and has 
  not left yet.  The bartender gives the heroes the room 
  number should they ask for it, as he does not trust “that 
  wild-eyed halfling.” 
   
  In truth, one of Almireal’s men (an older much more 
  experience youth) has gone to deal with the menace. 
   
  Once the PCs have made it to the room, read the 
  following:   
   
  A fierce battle is raging in this room.  Battle cries and 
  swords clash together, a man calls for the fiend to 
  stop.  But there is no stopping, only more fighting. 
   
  ,
  li
  Once they open the door:  
   
  A young elven man lies on the floor, bleeding from 
  several wounds.  Standing over him is a small 
  halfling, whose red eyes flash as they see your 
  presence.  Murder is in her strange red eyes.  “More 
  against me?!  Well  fine then!!!  Let’s see if you ve to 
  see the day!!!”  
   
  APL 2 (EL 5) 
  � Milfy: hp 27; See Appendix 1. 
   
  APL 4 (EL 7) 
  � Milfy: hp 37; See Appendix 1. 
   
  APL 6 (EL 9) 
  � Milfy: hp 50; See Appendix 1. 
   
  Tactics:  Milfy is a vile little halfling, but she is also a 
  cowardly one.  She prefers not to enter combat, instead 
  using her Use Magic Device skill and the numerous 
  wands she has acquired to summon combatants in her 
  stead.  She summons, and while the creature fights for 
  her, she will use the staff of animation to animate her 
  rope (as per the animate rope spell).  She also uses the 
  numerous alchemical items at her disposal to make the 
  job easier for her summoned guardians.  She does not 
  hesitate to heal herself (at APLs 4 and 6) if she has the 
  time.  She also does not hesitate to attempt flight from 
  her persuers. 
   
  Once the battle is over, they have a chance to talk to 
  Fyneth and Milfy (should either be alive). 
   
  Fyneth 
  � His name is Fyneth, and he is one of the older 
  members of Almireal’s gang (129 years old). 
  � He and his companions have been after Milfy since 
  her second murder. 
  � They found her by following her ethereal aura to the 
  The Leaping Deer.  One of the members spotted as 
  she passed by. 
  � They kept an eye of her and on the heroes, and 
  concluded from their own ideas that she was guilty. 
  � Unfortunately for him, Milfy got the drop on him, 
  rather than the other way around. 
   
  Milfy 
  � Who are you? 
  “Milfy.” 
   
   
   
   
   
   
  � Why did you commit those murders? 
  “Because it’s FUN. And because I hate my stupid 
  little half-sister so very VERY much.” 
  � Where is Seraphina? 
  “Away.  Long gone.”  She smiles. 
  � Why do you hate her so much? 
  “I was always better than her with everything I 
  did, except for one thing.  Her doll making was 
  far better than mine.  So... I decided I wanted a 
  little fun.  Possession is my specialty, and I 
  wanted to ruin her reputation a bit by killing her 
  little friends’ parents.”  She shrugs.  “Simple, no?” 
  � Are you the one giving Gilly the nightmares?
  “He’s an accomplice of hers, is he not?”  The 
  halfling laughs.  “He deserves it.” 
   
  Even captured, Milfy is quite arrogant.  She fully believes 
  that she can get out of this if she wants to.  Perhaps if she 
  bid her time more, it would happen. 
   
  The smart thing to do is to turn Milfy in to the 
  authorities. 
   
  Development: Should the PCs capture Milfy prior 
  to encountering the assassin, Paxana encourages the party 
  to continue gathering evidence be fully investigating 
  each of the murder sites.   
   
  Treasure:  While Milfy has no treasure for the PCs 
  to claim, those who turn her, or her body with proof of 
  her guilt, over to Paxana earn both an influence point 
  Axes in the Night 
  13
  
  with the Church of Ehlonna and the favor of the Helping 
  Hands of Ehlonna. 
   
  CONCLUSION 
  It is a much easier time to get into Paxana’s office 
  now that you have apprehended the criminal.  Shortly 
  after your arrival, Paxana led you into her office and 
  sat you down, expecting a full report. 
   
   
   
   
  t
  After giving details of your report: 
  Paxana’s face is one of surprise and anguish. “If a 
  fiend like that can exist in Highfolk unnoticed, then 
  there’s a lot more we need to be worried about.  
  Thank you, always, for your effort.  But I wonder, 
  whatever happened to Seraphina?”
   
  What has happened to Seraphina remains a 
  mystery to be told, but not this day.  The sun sets on 
  Highfolk town yet again, but will soon rise to ano her 
  adventure. 
     
  The End 
   
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the bonus 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. Different characters can 
  receive different bonus awards within the range allowed 
  by the maximum. 
   
   
  Encounter Five 
  Defeating the “assassin”  
  APL 2: 150 xp; APL 4 210 xp; APL 6 270 xp. 
   
  Encounter Six 
  Defeating Milfy  
  APL 2: 120 xp; APL 4: 180 xp; APL 6: 240 xp. 
   
  Discretionary Roleplaying  
  APL 2: 90 xp; APL 4: 135 xp; APL 6: 180 xp. 
   
  Total Possible Experience 
  Experience totals 
   
  APL 2 
  360 XP 
   
  APL 4 
  525 XP 
   
  APL 6 
  690 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 character’s 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 (calculated at 50% of book 
  price); C = Coin, Gems, Jewelry, and other valuables 
  (calculated at 100% of value); M = Magic Items (calculated 
  at 50% of book price). 
   
    
  Encounter Four 
  Taking the assassin's gear 
   
  APL 2: L: 27 gp; M: wand of charm person – 63 gp, 
  elixir of fire breath – 92 gp. 
  Axes in the Night 
  14
  
   
  APL 4: L: 1 gp; M: wand of charm person – 63 gp, 
  elixir of fire breath – 92 gp, +1 rapier – 194 gp, elemental 
  gem [earth] – 188 gp. 
   
  APL 6: L: 1 gp; M: wand of charm person – 63 gp, 
  elixir of fire breath – 92 gp, +2 rapier – 694 gp, elemental 
  gem [earth] – 188 gp. 
   
  Encounter Six 
  Milfy’s gear 
   
  APL 2: L: 145; M: Wand of summon nature's ally I – 
  56 gp, Heward's handy haversack – 1500 gp, staff of 
  animation (4 charges) – 1808 gp. 
   
  APL 4: L: 859.5; M: Heward's handy haversack – 1500 
  gp, +1 leather armor – 993 gp, staff of animation (4 
  charges) – 1808 gp, wand of cure light wounds (5 charges, 
  CL 1) – 56 gp, wand of summon nature's ally I (5 charges, 
  CL 3) – 56 gp, wand of summon nature's ally II (5 
  charges, CL 3) – 337 gp. 
   
  APL 6: L: 1713 gp; M: Heward's handy haversack – 
  1500 gp, +1 leather armor – 993 gp, staff of animation (4 
  charges) – 1808 gp, wand of cure light wounds (10 
  charges, CL 1) – 112.5 gp, wand of summon nature's ally I 
  (5 charges, CL 3) – 56 gp, wand of summon nature's ally 
  II (5 charges, CL 3) – 337 gp, wand of summon nature's 
  ally III (10 charges, CL 5) – 1687.5 gp. 
   
   
   
  Total Possible Treasure 
  APL 2: 400 gp 
  APL 4: 600 gp 
  APL 6: 800 gp 
   
   
  Special 
   
  � Influence Point with the Church of Ehlonna   
   
  � Favor of the Helping Hands of Ehlonna: For your 
  efforts to clear the name of the wrongly accused 
  Seraphina and bring the true murderer to justice, you 
  have earned the attention of those who watch over the 
  orphaned children.  This favor may be redeemed 
  following any Highfolk regional module to give the PC 
  one time access to training that will unlock mastery over 
  the spells conviction and divine protection (from the 
  Miniatures Handbook).  If the PC chooses to not take 
  advantage of this, they may instead be granted one time 
  adventure access (when the favor is spent) to purchase 
  one vial of Keoghtom’s ointment. 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  ITEM ACCESS 
  APL 2:  
  Elixir of fire breath (Adventure, DMG) 
  Wand of charm person (Adventure, DMG) 
  Sparkstone (Adventure, A&EG) 
  Wand of summon nature's ally I (Adventure, CL 3, DMG) 
  Heward's handy haversack 
   
   
  APL 4 (all of APL 2 plus the following): 
  Elemental gem (earth) (Adventure, DMG) 
  Wand of summon nature's ally II (Adventure, CL 3, 
  DMG) 
  Wand of cure light wounds (Adventure, CL 1, DMG) 
   
   
  APL 6 (all of APLs 2-4 plus the following): 
  +2 rapier 
  Wand of summon nature's ally III (Adventure, CL 5, 
  DMG)
  Axes in the Night 
  15
  
  PLAYER HANDOUT ONE 
   
   
  Thank you for taking this mission for us.  It is very important that we find out who did 
  such a thing to our wonderful Seraphina. 
   
  Every one of these children has a thing in common.  They were all great friends with 
  Seraphina.  A very popular grugach doll from three years ago was found at the scene of each 
  of these crimes. 
   
  Compiled is the list of children who visited Seraphina often, where they lived and where they 
  are staying now. 
   
  Seven nights ago: Lilyen Fairstrike, resident of a farm house a half day’s journey to 
  Highfolk.  She is currently staying with her uncle and cousin Mervin in the Vesve’s 
  Tankard. 
   
  Six nights ago: Hladgrun’s parents, Gurda and Manyrg, were killed.  They are dwarves who 
  just moved to Highfolk a few years ago, and live in the poor district of town.  Hladgrun is 
  currently staying with her playmate, Aramaia. 
   
  Five nights ago: Finyra’s parents, Roselyn and Quintath, were murdered.  She is a half-elf, 
  who lives in the elven district.  Her aunt, Felgana, is taking care of the family in the same 
  house.  She has two brothers. 
   
  Four nights ago: Bibiana’s foster parents, Aurelia and Elwood, were murdered across the 
  street from Gilly the Great and Seraphina’s shop.  They are halflings as well.  Bibiana can be 
  found in the Sacred Home of the Forest Mistress. 
   
  Three nights ago: Belicia’s parents, Selani and Jacadian, were murdered.  They are human, 
  and are survived by two sons and two other daughters.  Their home is in the merchant 
  district. All can be found in the Sacred Home of the Forest Mistress. 
   
  Two nights ago:  Xanadros’ parents, Lirenzia and Vidan, were murdered in the temple 
  district.  They are also human. Xanadros can be found in the Sacred Home of the Forest 
  Mistress.  He may have information crucial to this case. 
   
  Last night: Aramaia’s parents, Selynnis and Elinel, were murdered on the edge of the Elven 
  district.  She remains in the home with Hladgrun and a servant, Byrtul. 
  Axes in the Night 
  16
  
  HANDOUT TWO:  “MY LITTLE BOOK TO XANADROS” 
   
  Dearest Xan, 
   
  You have a smile that can light up a room.  You have a heart that can give the greatest of love. 
   If you don’t show that light, if you don’t reveal that love, you’ll never know what good you 
  can give to people. 
   
  Your sister is very proud of you.  I say “is” because I KNOW she is.  She’s smiling up from the 
  sky.  She smiles when you smile and laughs when you do.  I just know it.  If you smile, she’ll be 
  ever the happier. 
   
  Some people need to be loved and cared for.  I have a half-sister named Milfy.  She’s so grumpy. 
   The last time I saw her, she came to the Harvest festival and bought a few dolls from me.  
  Remember my grugach dolls that everyone wanted?  She got a few of those.  I thought they 
  would make her happy, and it did.  She left with a big smile on her face.  It made me feel so 
  good! 
   
  When you smile, others smile too!  But remember, dear, I will always be there for you.   
   
  Love,  
   
  Seraphina 
  Axes in the Night 
  17
  
  HANDOUT THREE 
   
   
  Dear Milfy, 
   
  It’s been so long since I last saw you!  I heard you were in Highfolk again, that you were 
  staying in the The Leaping Deer, but unfortunately I cannot make it to visit you.  I’m on a 
  special mission to the Vesve to find myself.  Let’s hope all goes well! 
   
  If you see my darlings that I mentioned to you, give them a hug for me!   
   
  Much love, 
   
  Seraphina  
   
  Axes in the Night 
  18
  
  DM HANDOUT 1: CHILDREN’S PERSONALITIES AND 
  BACKGROUNDS 
   
   
  Hladgrun 
  Race:  Dwarven 
  Age:  Seventeen years old 
   
  Hladgrun is an only child who moved to Highfolk some 
  years ago with her Mom and dad. Hladgrun either 
  doesn't know why her family moved there. Despite the 
  fact that they now live in a town settled almost 
  exclusively by other races, Hladgrun's parents both insist 
  on living in accordance with dwarven traditions as much 
  as  
  they possibly can.  They love their daughter a lot, but 
  they're also very strict with her, and force religious 
  teachings and observances and lectures about morality on 
  her. Hladgrun wants to have friends in this new town 
  and most of the kids around her seem friendly, but she 
  doesn't know how to interact with them at all.  This all 
  changed after she met Seraphina, who felt sorry for the 
  lonely little girl and gave her one of her prettiest dolls. 
  Hladgrun became the envy of all the girls her age and 
  was frequently invited to join play sessions, where she 
  eventually made friends and learned  how to get along 
  with other kids. 
  Hladgrun is a bit quiet and introverted, but devoted 
  to her friends once she's made them.  Her parents have 
  ingrained her with a sense of morality far far deeper than 
  she really understands, but she usually obeys what she's 
  been taught regardless. She practically worships 
  Seraphina for the change her generosity wrought in her 
  life and hangs around her shop chatting, browsing, and 
  helping out when she can. She's devastated and 
  bewildered now by the murder of her parents; she cries 
  often and feels as though she just can't stand it anymore.  
  If she's aware that Seraphina is the prime suspect, she's 
  that much more torn and anguished by the knowledge; 
  she just can't comprehend that her idol would do 
  something so terrible, something soclearly against the 
  law.  If she's proven guilty Hladgrun believes she should 
  be punished because of her parents' teachings, but 
  inwardly she truly doesn't want anything bad to happen 
  to Seraphina and wants her to be innocent.  After losing 
  her parents, she doesn't want Seraphina to be taken away 
  from her too. 
   
  Finyra 
  Race:  Half-elven 
  Age:  Twenty years old 
  Siblings: two brothers, Aien and Elrei 
   
  Finyra's a wild li'l thing -- despite the features that tell of 
  her elven heritage, you wouldn't know it at all from the 
  way she acts.  Clearly her human side carried the day 
  when it came to personality genes. Finyra's mom is 
  human while her dad is elven -- they're almost polar 
  opposites and were attracted to each other for that reason. 
  They're one of the lucky couples able to reconcile such 
  stark differences and make their marriage work -- they're 
  tolerant of each other's differences and can usually work 
  out disagreements in point of view without resorting to 
  fighting.  So far they've been married for about eleven 
  years (yes, Finyra's older than that) and have a couple of 
  boys in addition to their daughter.  Finyra's dad wants 
  lots of children; he dotes on them terribly and is just the 
  world's bestest dad.  On a sadder note, this is partly 
  because he realizes that his wife will grow old and die 
  before his eyes, and all he'll have left is the children they 
  had together. 
  Finyra has more than one dolls made by Seraphina, 
  given to her by her dad in an effort to teach his daughter 
  the value of art and beauty.  Normally she doesn't care 
  about anything feminine and plays with boys most of the 
  time, but she wants her dad to be happy with her and so 
  she makes an effort sometimes to play with the dolls.  
  Mostly she plays soldier with them or reenacts games she 
  played with the boys.  Once when prompted by her 
  father to tell Seraphina what nice dolls she made, Finyra 
  told her that  they were the darned best footmen in all 
  the Second Regiment and the colonel was very proud of 
  them.  Dad was mortified, but Seraphina found this very 
  amusing and invited Finyra over to watch while she 
  worked on grugach dolls.  Her father encourages these 
  visits for the same reason he got her the dolls, and her 
  mom's just glad for a break from her megahyper 
  daughter. 
  Finyra is stunned by her parents' deaths and doesn't 
  truly understand that they're dead -- while she plays war 
  games and such all the time, the word "dead" never meant 
  more than being out of the game for a while.  She thinks 
  her parents are just going away for awhile and will be 
  back soon, but she also knows that something far worse is 
  wrong because of the way all the adults are acting.  The 
  fact that Seraphina is the prime suspect right now means 
  little to her since she doesn't understand what happened. 
    
  Bibiana 
  Race:  Halfling 
  Axes in the Night 
  19
  
  Age:  12 years old 
   
  Bibiana's beginnings are rather unhappy -- her father died 
  when she was five and her mother deserted her as a baby, 
  so early in life she was forced to shift for herself.  Most 
  often this involved learning how to take advantage of 
  people's kindness to beg for food and money, stealing 
  whenever she felt she could get away with it.  She tried to 
  steal some of Seraphina's dolls once when she was nine, 
  but she ended up getting caught red-handed by 
  Seraphina herself. To Bibiana's surprise, Seraphina didn't 
  seem angry in the slightest, and instead gave her tea and 
  cookies and talked to her for hours.  This cemented 
  Bibiana's opinion of her as a bona fide nutcase  -- but at 
  the time it only mattered to her because she thought 
  Seraphina might let her go. The dollmaker did, and a few 
  days later Bibiana was approached by a childless halfling 
  couple who took her in and adopted her.  Now, Bibiana 
  can't prove anything, but she has some suspicions as to 
  how the couple found out about her and why they chose 
  to adopt her.  She still thinks Seraphina's a loon, but she 
  has a lot of grudging respect for her and regularly hangs 
  around her to chat.  She has a very bored "I'm too old for 
  this kid stuff" demeanor, but she really does like 
  Seraphina or she wouldn't bother coming over. 
  Despite Bibiana's scoffing that she's too old for 
  everything, her adopted parents have bought her several 
  of Seraphina's dolls and she takes very good care of them. 
   She doesn't play with them often for fear of breaking 
  them, but she treasures them very highly even though 
  she won't admit it.  She was a little slow to come around 
  to her foster parents when they first adopted her, but 
  firm, loving kindness got to her in the end and she 
  warmed up to them in time.  She came to think of them 
  as her parents and now that they've been murdered, she's 
  angry and vengeful.  More than likely she knows that 
  Seraphina's been accused of the crime (she has a knack 
  for eavesdropping), and she firmly believes that she's 
  innocent of the crime.  She's vocal in her belief that 
  Seraphina might be crazy but she's definitely not a 
  murderer; Bibiana insists she can smell someone who 
  could kill a person from miles off.  If the PCs give any 
  indication that they're looking for Seraphina or want to 
  clear her name, Bibiana will do her absolute best to 
  persuade them to let her join and may even shadow them 
  if they refuse.   
  She always carries a dagger and is proficient in its use. 
   
  Belicia 
  Race:  Human 
  Age:  Five years old 
  Siblings: two sisters, Eilena and Kirsi, two brothers, 
  Brandol and Radner 
   
  Belicia's an absolute sweetheart -- she's always cheerful 
  and happy to see everyone.  She already knows what she's 
  going to be when she grows up and loves to tell everyone 
  all about it:  she's going to be a dollmaker just like 
  Seraphina!  Seraphina's always nice to everyone and she 
  makes the most beautiful dolls and everyone loves her!  
  Belicia's 
  mom 
  is 
  usually 
  embarrassed 
  by 
  her 
  forthrightedness with people, but her dad always laughs 
  and thinks his little girl's energy and conviction is great.  
  Belicia met Seraphina at the Brewfest festival one time 
  and fell in love with her dolls; her mom and dad had to 
  buy her one just so they could tear her away from the 
  stand.  After that Belicia would always call out to 
  Seraphina whenever she saw her and chatter endlessly, 
  and Seraphina began inviting her over sometimes to play 
  with dolls.  Belicia's mom and dad have five children 
  together and work a lot to support them, so these 
  playdates are a welcome break for the  two, especially if 
  some or all of the kids tag along. 
  Belicia is charming and chatters a mile a minute, 
  which can sometimes make her a little hard to 
  understand due to her young age.  She's never shy around 
  anyone and likes to sing just about any song she hears, 
  sometimes making up one of her own out of nonsense 
  words.  She refuses to play with or even look at any doll 
  but one of Seraphina's. After her parents' death, an older 
  sibling has explained to her that her parents have gone to 
  a wonderful place now, but they won't be able to come 
  back and see her ever again.  Belicia is very very sad and 
  looks as though she's going to burst into tears any 
  minute, and will start to cry on any provocation.  
  Currently she and all the children are living at the Sacred 
  Home of the Forest Mistress.  
   
  Xanadros 
  Race:  Human 
  Age:  Ten years old 
   
  Xanadros carries himself with a graveness so far beyond 
  his years that it sometimes borders on comical.  His 
  somber nature can be partly attributed to the sad fate of 
  his younger sister, Alisanda, who died several years ago at 
  the age of five.  Xan and Alisanda were practically 
  inseperable while she was alive, and her sudden death at 
  so young an age changed him drastically. Before the loss 
  of his sister Xanadros was an obedient, outgoing and 
  largely happy child, but overnight he became apathetic 
  and withdrawn from everything and everyone around 
  him.  His parents did their best to comfort their son, but 
  they were grief-stricken themselves and it was hard for 
  them to help very much when they were suffering as 
  well. 
  Time has done some to ease the wounds though he'll 
  never be the same again; Xanadros has been able to make 
  Axes in the Night 
  20
  
  and play with other friends, and can usually function 
  normally.  He spends many of his mornings at the Sacred 
  Home of the Forestmistress with a priest who teaches 
  him about religion, and regularly visits Seraphina, whom 
  he met through his sister.  Alisanda owned several of 
  Seraphina's dolls, and after her death Xanadros came to 
  buy one to leave at her grave, hoping it would comfort 
  her in the afterlife. Seraphina was able to coax him to talk 
  about how he felt a little, and some months later they 
  struck up a friendship after Xanadros helped her carry 
  some things home from the market. Recently he's 
  decided he wants to become a toymaker when he grows 
  up, partly from his sister's memory, partly from 
  admiration of Seraphina, and partly because he likes 
  creating things from nothing.  So far he's made two 
  things: a little wooden box carved with a crude flower, 
  and a miniature wooden halfling for Seraphina. 
  Xan bought the ill-fated doll from Milfy to leave by 
  his sister's grave, as the first doll has been damaged badly 
  by weather over the years.  But before Xanadros had a 
  chance to do so, Milfy killed his parents. Xan has lapsed 
  back to being much like he was four years ago and keeps 
  to himself without speaking, ignoring almost everything 
  else.  If pushed too far, he'll become violently angry and 
  attack whomever did so though without intent or ability 
  to kill.  He carries no weapons and is proficient in none, 
  but may throw nearby objects if he can reach them.  If 
  treated gently and motherly (female PCs will likely have 
  better luck), Xan may speak a little and answer one or two 
  brief questions, then lapse back into silence.  Xanadros is 
  currently staying at the Sacred Home. 
   
  Aramaia 
  Race:  Elven 
  Age:  Sixty years old 
   
  Aramaia's mother and father own a store in Highfolk, 
  making them fairly well-to-do by the standards of the 
  community.  Thus their daughter is used to some degree 
  of finery in her life and will say so whenever something 
  fails to meet her standards.  She can come off as 
  inexcusably rude though she doesn't mean to; she's never 
  arrogant or malicious, she just hasn't  
  been taught that it's impolite.  Aramaia's father is often 
  busy with the store and her mother is fond of society, so 
  Aramaia is usually left in the care of a few indulgent 
  servants.  Luckily, Aramaia is only moderately spoiled by 
  such treatment; she inherited a kind disposition and is 
  unstinting when it comes to sharing things.  But she's 
  learned that asking for something will usually get it, and 
  will sometimes make frivolous and/or monumental 
  requests as though they're nothing.  If turned down, 
  Aramaia will usually accept it well unless she's tired or 
  cranky, in which case she'll burst into tears and wail. 
  Aramaia met Seraphina when one of the servant's 
  children asked her to come home with her for a minute 
  to see whether or not a doll of hers could be repaired.  
  They (Aramaia and Seraphina) talked for a little while, 
  and Aramaia later asked the servants to take her to visit 
  Seraphina's shop.  Aramaia returns there frequently to 
  visit her and asks for dolls each time, and the servants 
  buy as many as they think their employers will let them 
  get away with.  She has quite a collection by now.  
  Sometimes Aramaia will buy or give dolls and toy to 
  children who couldn't afford them otherwise. 
  Aramaia is naive and knows very little beyond what 
  the sheltered experiences of her life have taught her.  If 
  someone says something she doesn't understand, she will 
  ignore it unless the speaker has her undivided attention 
  or makes a point of interesting her in the subject.  She 
  hasn't been told about her parents' death; one of the 
  servants discovered them when she went to rouse them 
  in the morning, and since then they have kept Aramaia in 
  the house at all times.  Aramaia has been told that her 
  parents are gone on a trip to Ratik and will be back soon, 
  so any attempt by the PCs that indicates or says otherwise 
  will be ignored unless they adamantly pursue the subject. 
   If convinced of the truth, Aramaia will burst into tears 
  and rush downstairs to the nearest servant, who will 
  angrily order the PCs to leave and never come back.  If 
  they refuse or become hostile, one of the servants will 
  leave to summon the authorities. 
  If the PCs ask Aramaia to give them anything, 
  Aramaia may grant it if she understands what the PCs are 
  asking for; if she doesn't know, she'll ignore the request 
  and any repetitions of it. If the PCs ask for something she 
  likes a lot (any of her favorite dolls or toys from 
  Seraphina, for one) or too much money, she'll become 
  possessive and insist that it's hers, they can't have it.  If 
  the PCs coax, force or deceive her into promising 
  anything too extreme, the servants will refuse to carry 
  out her bidding and ask the PCs to leave.  Refusal or 
  hostile action will result in one of the servants leaving to 
  fetch the authorities. 
   
   
  Lilyen Fairstrike 
  Race: Human 
  Age: Four years old 
   
  Lilyen is at that adorable age where she's just lost her two 
  front teeth, so she has the cutest smile and lisp when she 
  talk. She has a very charming, straightforward manner 
  with everyone that stems from her innocence and 
  general trust in people.  Like many children her age, she's 
  very curious and energetic, and often asks questions 
  about everything and seems inexhaustible to many of the 
  poor adults around her.  Lilyen usually minds well, but 
  Axes in the Night 
  21
  
  sometimes curiosity and temptation get the best of her 
  even after she's been told no.  She loves animals of all 
  kinds -- pets, the farm animals her parents keep, and a 
  number of things that aren't quite so tame -- and many of 
  her toys reflect this.  She's also fond of sweets, which her 
  parents don't often let her have. 
  Lilyen lives just across the street from Seraphina and 
  has known the dollmaker for all of her short life.  
  Seraphina is like a favorite aunt or grandmother to the 
  little girl; she babysits for her, takes her places and invites 
  her over to play regularly.  In recent months this has 
  been a great help to Lilyen's mother, who is pregnant and 
  having a difficult time of it thus far.  Her sister-in-law, 
  Mervin's mother, has been stopping by several times a 
  week to assist her with house chores and make sure she's 
  taking care of herself.  Lilyen's father is a nice guy, but he 
  has all the duplicity of a rock and thus doesn't usually 
  catch on if someone's not telling him the whole truth.  
  His wife doesn't mean to deceive him, but her quiet and 
  humble nature leads her to keep her troubles to herself, 
  even when she needs help. 
  Lilyen's uncle (Mervin's father) was once an 
  adventurer in the days of his youth, and he's full of tales 
  both real and imagined about his exploits. The fictional 
  ones he tells to tease children are way too fanciful and 
  farfetched to be believable, but with a glint in his eyes he 
  solemnly assures his listeners that everything is equally 
  true.  Lilyen loves to hear his stories, and it was from 
  these that she got the idea to hire some adventurers to 
  clear Seraphina's name.  Melvin's father's stories are all 
  sanitized for the benefit of his young audience, so Lilyen 
  believes that adventurers are honorable and strive to 
  uphold justice.  Thus, her simple speech in the tavern.  
  She knows all about how it's done -- putting up the 
  advertisement, meeting with them and explaining the 
  mission, and rewarding them for their brave deeds.  She's 
  nobly prepared to give them every bit of money she had 
  saved up to buy a necklace she wanted -- ten copper 
  pieces. 
  Axes in the Night 
  22
  
  ITEMS 
  � Staff of Animation:  This staff is about two feet long, and appears to be a simple length of stone when unattended.  
  Once grasped, the staff animates, wrapping a bit of its length around the wielders' hand.  This staff inflicts one negative 
  level upon its wielder if he is not of evil alignment.  This negative level remains in effect and cannot be removed as long 
  as the staff is wielded. 
      animate object (2 charges) 
      animate rope (1 charge) 
      animate dead (2 charges) 
  Strong transmutation and moderate necromancy.  CL 13.  Prerequisites:  Craft Staff, animate object, animate dead, 
  animate rope.  Market Price:  22,600gp. This item is evil and hence is not listed as possible treasure 
    
  � Sparkstone:  These alchemical devices actually resemble fist-sized lumps of hard, gray clay.  You can throw a 
  sparkstone as a grenade-like weapon.  When a sparkstone hits a target, it releases a short, violent arc of electricity.  A 
  direct hit by a sparkstone on a touch attack deals 1d6 points of electricity damage.  If there is another creature within 5 
  feet of the target, the electricity arcs to that creature, dealing half of the initial damage.  The sparkstone only creates one 
  secondary arc, so if more than one creature is within 5 feet of the target, roll randomly to see which creature is affected.  
  If no creatures are within 5 feet of the target, the sparkstone causes no secondary effect.  A sparkstone has a range 
  increment of 10 feet.  Frequency: Adventure.  Market Price:  50gp.  Originally appeared in Arms and Equipment Guide, 
  pg 33. 
    
  Axes in the Night 
  23
  
  APPENDIX 1 – NPCS 
   
  Encounter Three 
   
  ALL APLS 
  � Bibiana, female halfling Rog1: Medium-size 
  Humanoid (2 ft. 4 in. tall); HD 1d6+1; hp 7; Init +4 (Dex); 
  Spd 20 ft.; AC 15 (+4 Dex, + 1 size); Atks +1 melee (1d3, 
  dagger); SA Rog sneak attack +1d6; SQ Trap finding +1; 
  AL N; SV Fort +2, Ref +7, Will +1. 
   
  Str 10, Dex 18, Con 12, Int 14, Wis 10, Cha 10. 
   
  Skills: Disable Device +6, Forgery +6, Hide +12, 
  Intimidate +4, Listen +6, Move Silently +10, Search +6, 
  Sleight of Hand +8, Spot +4, Tumble +8; Feats: Run. 
   
  Equipment: Dagger. 
   
   
   
  Encounter Four 
   
  APL 2 (EL5) 
  � Assassin, male human Rog5:  Medium humanoid (5 
  ft. tall); HD 5d6; hp 22; Init +4; Spd 30; AC 16 (touch 14, 
  flat-footed 12); BA/G +3/+4; Atk +8 melee (1d6+1, 
  masterwork rapier); SA sneak attack +3d6; SQ Evasion, 
  uncanny dodge (Dex bonus to AC); AL NE; SV Fort +1, 
  Ref +8, Will +1. 
   
  Str 12, Dex 19, Con 10, Int 12, Wis 10, Cha 8. 
   
  Skills:  Escape Artist +12, Hide +12, Listen +8, Move 
  Silently +12, Search +8, Spot + 8, Tumble +12, Use Magic 
  Device +7.  Feats:  Combat reflexes, Dodge, Weapon 
  finesse.  
   
  Equipment:  Leather armor, masterwork rapier, 
  wand of charm person, elixir of fire breath. 
   
   Personality Traits:  Fanatical, insane. 
   
  APL 4 (EL7) 
  � Assassin, male human Rog7:  Medium humanoid (5 
  ft. tall); HD 7d6; hp 30; Init +4; Spd 30; AC 16 (touch 14, 
  flat-footed 12); BA/G +5/+6; Atk +10 melee (1d6+2, +1 
  rapier); SA sneak attack +4d6; SQ Evasion, uncanny 
  dodge (Dex bonus to AC); AL NE; SV Fort +2, Ref +9, 
  Will +2. 
   
  Str 12, Dex 19, Con 10, Int 12, Wis 10, Cha 8. 
   
  Skills:  Escape Artist +14, Hide +14, Listen +10, 
  Move Silently +14, Search +10, Spot + 10, Tumble +14, 
  Use Magic Device +9.  Feats:  Combat reflexes, Dodge, 
  Mobility, Weapon finesse.  
   
  Equipment:  Leather armor, +1 rapier, wand of 
  charm person, elixir of fire breath, elemental gem (earth). 
   
  Personality Traits:  Fanatical, insane. 
   
   
  APL 6 (EL9) 
  � Assassin, male human Rog9:  Medium humanoid (5 
  ft. tall); HD 9d6; hp 38; Init +5; Spd 30; AC 17 (touch 15, 
  flat-footed 12); BA/G +6/+7; Atk +12 melee (1d6+3, +2 
  rapier); Full Att +12/+7 melee (1d6+3, +2 rapier); SA 
  sneak attack +5d6; SQ Evasion, uncanny dodge (Dex 
  bonus to AC), improved uncanny dodge (can’t be 
  flanked); AL NE; SV Fort +3, Ref +11, Will +3. 
   
  Str 12, Dex 20, Con 10, Int 12, Wis 10, Cha 8. 
   
  Skills:  Escape Artist +16, Hide +17, Listen +12, 
  Move Silently +17, Search +12, Spot + 12, Tumble +17, 
  Use Magic Device +11.  Feats:  Combat reflexes, Dodge, 
  Mobility, Spring Attack, Weapon finesse.  
   
  Equipment:  Leather armor, +2 rapier, wand of 
  charm person, elixir of fire breath, elemental gem (earth). 
   
  Personality Traits:  Fanatical, insane. 
   
   
  Encounter Six 
   
  APL 2 (EL 4) 
  � Milfy:  female lightfoot halfling Exp5; CR 4; Small 
  Humanoid (halfling); HD 5d6+5; hp 27; Init +2; Spd 20 
  ft.; AC 15 (touch 13, flat-footed 13); BA/G +3/-2; Atk +3 
  melee (1d3-1/19-20x2, dagger); or +5 ranged (1d3-1/19-
  20x2, dagger); or +5 ranged (1d3-1, sling); Full Atk +3 
  melee (1d3-1/19-20x2, dagger); or +5 ranged (1d3-1/19-
  20x2, dagger); or +5 ranged (1d3-1, sling); AL CE; SV Fort 
  +3, Ref +4, Will +4; Str 8, Dex 14, Con 12, Int 17, Wis 8, 
  Cha 16. 
      
  Skills 
  and 
  Feats:  
  Appraise 
  +11, 
  Bluff 
  +11, 
  Profession(dollmaker) +14, Disguise +13, Intimidate +13, 
  Knowledge(arcana) +13, Sense Motive +7, Spellcraft +13, 
  Use Magic Device +13.  Magical Aptitude, Skill 
  Focus(Profession[dollmaker]). 
      Possessions:  alchemist's fire x5, dagger x2, Heward's 
  handy haversack, leather armor, rope (50ft), sling (10 
  bullets), sparkstone, staff of animation (4 charges), 
  tanglefoot bag x2, wand of summon nature's ally I (5 
  charges, CL 3). 
   
  APL 4 (EL 6) 
  � Milfy:  female lightfoot halfling Exp7; CR 6; Small 
  Humanoid (halfling); HD 7d6+7; hp 37; Init +2; Spd 20 
  ft.; AC 16 (touch 13, flat-footed 14); BA/G +5/+0; Atk +6 
  melee (1d3-1/19-20x2, mw dagger); or +9 ranged (1d3-
  1/19-20x2, mw dagger); or +8 ranged (1d3-1, sling); Full 
  Atk +6 melee (1d3-1/19-20x2, mw dagger); or +9 ranged 
  (1d3-1/19-20x2, mw dagger); or +8 ranged (1d3-1, sling); 
  AL CE; SV Fort +4, Ref +5, Will +5; Str 8, Dex 14, Con 12, 
  Int 17, Wis 8, Cha 16. 
  Axes in the Night 
  24
  
      
  Skills 
  and 
  Feats:  
  Appraise 
  +13, 
  Bluff 
  +13, 
  Profession(dollmaker) +16, Disguise +15, Intimidate +15, 
  Knowledge(arcana) +15, Sense Motive +9, Spellcraft +15, 
  Use Magic Device +18.  Magical Aptitude, Skill 
  Focus(Profession[dollmaker]), Skill Focus(Use Magic 
  Device). 
      Possessions:  alchemist's fire x10, masterwork dagger 
  x2, Heward's handy haversack, +1 leather armor, rope 
  (50ft), sling (10 bullets), sparkstone x2, staff of animation 
  (4 charges), tanglefoot bag x4, wand of cure light wounds 
  (5 charges, CL 1), wand of summon nature's ally I (5 
  charges, CL 3), wand of summon nature's ally II (5 
  charges, CL 3). 
   
   
  APL 6 (EL 8) 
  � Milfy:  female lightfoot halfling Exp9; CR 8; Small 
  Humanoid (halfling); HD 9d6+9+3; hp 50; Init +2; Spd 20 
  ft.; AC 16 (touch 13, flat-footed 14); BA/G +6/+1; Atk +7 
  melee (1d3-1/19-20x2, mw dagger); or +10 ranged (1d3-
  1/19-20x2, mw dagger); or +9 ranged (1d3-1, sling); Full 
  Atk +7/+2 melee (1d3-1/19-20x2, mw dagger); or +10/+5 
  ranged (1d3-1/19-20x2, mw dagger); or +9/+4 ranged 
  (1d3-1, sling); AL CE; SV Fort +4, Ref +5, Will +6; Str 8, 
  Dex 14, Con 12, Int 18, Wis 8, Cha 16. 
      
  Skills 
  and 
  Feats:  
  Appraise 
  +15, 
  Bluff 
  +15, 
  Profession(dollmaker) +18, Disguise +17, Intimidate +17, 
  Knowledge(arcana) +17, Sense Motive +11, Spellcraft 
  +17, Use Magic Device +20.  Magical Aptitude, Skill 
  Focus(Profession[dollmaker]), Skill Focus(Use Magic 
  Device), Toughness. 
      Possessions:  alchemist's fire x15, masterwork dagger 
  x4, Heward's handy haversack, +1 leather armor, rope 
  (50ft), sling (10 bullets), sparkstone x6, staff of animation 
  (4 charges), tanglefoot bag x8, wand of cure light wounds 
  (10 charges, CL 1), wand of summon nature's ally I (5 
  charges, CL 3), wand of summon nature's ally II (5 
  charges, CL 3), wand of summon nature's ally III (10 
  charges, CL 5). 
   
   
   
  � Fyneth, male elf Rgr6: CR 6; Medium-size 
  Humanoid; HD 6d8+12; hp 43 (currently at –5); Init +3 
  (Dex); Spd 30 ft; AC 17 (touch 12, flat-footed 15); BA/G 
  +6/+8; Atk +10 melee (1d8+3/crit 19-20, +1 longsword) or 
  +9 ranged (1d8/crit x3, longbow); Full Att +8/+3 melee 
  (1d8+3/crit 19-20, + 1 longsword) +8 melee (1d6+3/crit 
  19-20/x2, +1 short sword), or +9/+4 ranged (1d8/crit x3, 
  longbow); SA favored enemies (outsider-chaotic; orc), 
  spells; SQ elven traits; AL N; SV Fort +7, Ref +7, Will +4. 
  Str 14, Dex 14, Con 14, Int 10, Wis 14, Cha 10. 
  Skills: Hide +9, Move Silently +9, Survival +9. Feats: 
  Cleave, Power Attack, Weapon Focus (longsword). 
  Equipment: +1 longsword, +1 short sword, longbow, 20 
  arrows, mithril chain. 
  SQ: Elven Traits (Ex)–Sleep immunity, +2 save vs. 
  Enchantment, low-light vision, proficient: longsword or 
  rapier, proficient: longbows and shortbows. 
  Ranger Spells Prepared: 1st—entangle, longstrider. 
   
  Axes in the Night 
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/594/Normal Scenarios/HIG4-03 - Axes in the Night (APL 2-6)/HIG4-03 - Axes in the Night.pdf