TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
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  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
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  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster 
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  coincidental. © 2005 Wizards of the Coast, Inc. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
  For questions specific to this document, please e-mail your regional representative at hig@iuzlg.com; for LIVING GREYHAWK campaign questions email 
  rpgahq@wizards.com. 
  HIG8-05 
   
   
   
  …Thicker Than Water? 
   
  A One -Round Dungeons & Dragons
  ® Living Greyhawk™  
  Highfolk Regional Adventure 
  Version 0.9 
   
  by Todd Ammerman 
   
  Editor: Gary Affeldt 
  Triad Reviewer: Gary Affeldt 
  Circle Reviewer: Britt F. Frey 
  Playtesters: Tim Bailey, Tamela Bangs, Christine Dziadosz, Brian Klement, David Krolnik, David Maskell, Jenny 
  Morrison, Jason Myatt, Andrew Pagel, David Reiter, Ben Siekert, Phil Tobin, Dan Werner, Dennis Wheelock 
   
   
  The Watcher has been doing just that for decades, measuring the degree to which the opposition has pushed the 
  Balance, and waiting until he felt the time was right to act. Unfortunately, acting now requires an unholy alliance with 
  the very beings the past generation of heroes had worked so hard to expunge. Simultaneously, an alliance of an entirely 
  different sort could provide new hope from an unexpected direction. Part 2 of the Waits and Measures series (loose 
  sequel to HIG6-03 Heavy Upon a Heart). A one-round Highfolk Regional adventure set in the Highvale and beyond for 
  character levels 1-15 (APLs 4-12). 
   
  Resources for this adventure include Complete Adventurer [Jesse Decker], Complete Arcane [Richard Baker], 
  Complete Divine [David Noonan], Fiendish Codex I: Hordes of the Abyss [Ed Stark, James Jacobs, Erik Mona], Fiendish 
  Codex II: Tyrants of the Nine Hells [Robin D. Laws & Robert J. Schwalb], Magic Item Compendium [Andy Collins, 
  Eytan Bernstein, Frank Brunner, Owen K.C. Stephens, John Snead], Monster Manual III [Rich Burlew, Eric Cagle, 
  Jesse Decker, Andrew J. Finch, Gwendolyn F.M. Kestrel, Rich Redman, Matthew Sernett, Chris Thomasson, P. Nathan 
  Toomey], Monster Manual IV [Gwendolyn F.M. Kestrel, Jennifer Clarke Wilkes, Matthew Sernett, Eric Cagle, Andrew 
  Finch, Christopher Lindsay, Kolja Raven Liquette, Chris Sims, Owen K.C. Stephens, Travis Stout, JD Wiker, Skip 
  Williams],  Monster Manual V [David Noonan], and Planar Handbook [Bruce R. Cordell and Gwendolyn F.M. Kestrel], 
  Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor]. 
   
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. By sanctioning 
  and reporting this adventure, you accomplish a couple of 
  things. First, it is an official game, and you can use the AR 
  to advance your LIVING GREYHAWK character. Second, 
  players and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth two 
  (2) points. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008. 
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL. 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
  AVERAGE PARTY LEVEL (APL) 
  See Chapter One of the Living Greyhawk Campaign 
  Sourcebook for details on APLs. If the APL of your group is 
  an odd number, ask them before the adventure begins 
  whether they would like to play the higher or the lower 
  adjacent APL. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success: 
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help protect 
  them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard Regional adventure, set in Highfolk. 
  Characters native to Highfolk pay 1 Time Unit per 
  round; all other characters pay 2 Time Units per round. 
   
  More information about Lifestyle and Upkeep can 
  be found in the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  In late CY595, a large group of adventurers visited 
  Weeping Willow to look into some mysterious 
  disappearances and in doing so entered into a magical 
  handbasket that led to the Hells. On the seventh layer, 
  Maladomini, they discovered a group of seven fallen 
  angels plotting to slay Baalzebul, ruler of that layer. 
   
  These fallen angels, and their virtuous counterparts, 
  were named Envy (Love), Gluttony (Temperance), Greed 
  (Generosity), Lust (Self-Control), Pride (Humility), Sloth 
  (Zeal), and Wrath (Kindness). While several of the fallen 
  were Redeemed through the actions of some of the 
  heroes, one that was not was Envy, a fiendish couatl; it 
  seems her Virtue of Love was instead gifted to the Dawn 
  for her consumption, by the actions of Wynda Ceara, and 
  Releshi and Calentir Elethiel-Rellen. 
   
  While claiming to be attempting to save his wife 
  from mortal danger, Calentir came to possess several of 
  the other Virtues at that time; though he granted the 
  Virtue of Generosity to the Dawn (naming his new wolf-
  HIG8-05 … Thicker Than Water? 
   
  Page 1 
  
  pup companion ‘Genny’ in recognition of that gift), he 
  helped use the Virtue of Self-Control to Redeem the 
  coure named Lust (who turned out to be Onvere 
  Raycaster’s mother). 
   
  As the 1-year armistice of the duskblades nears its 
  expiration, those individuals and groups opposed to the 
  forces of the Dawn have begun to ally, through the 
  efforts of the Devoted and other adventurers of Highfolk, 
  encouraged by Onvere Raycaster, and recently his 
  master. 
   
  ADVENTURE SUMMARY 
  Devoted PCs experience visions or dreams, as do those 
  with a regenerated hand, succubus mutterer, or are 
  Caressed by Angels or Kissed by Devils). Factor Endavon of 
  the Highfolk Merchant’s Guild sends PCs to Svatek 
  Grimblood to sign a contract to secure the aid of his 
  master, Greater Boneheart Panshazek; Endavon has an 
  outburst if questioned about working with Iuz. The PCs 
  meet Azlapyn the hound archon, who leads them to 
  Rafeorae and Heldeng, servants of the copper dragon. 
   
  Svatek asks for blackstone badges, and help setting up a 
  storefront in Weeping Willow. While there, PCs notice a 
  large amount of open farmland, and that there is little 
  commerce/trade established here. 
   
  Svatek’s main goal is to learn the Truenames of 
  Calentir, Releshi, and the Dawn, which are known by the 
  fallen celestial Envy who deals in information, and is 
  located on the seventh plane of the Nine Hells known as 
  Maladomini; the PCs must obtain the Truenames, and are 
  then attacked by Envy and/or her minions. 
   
  In exchange for one or more of the above, Svatek 
  offers Panshazek’s help against the Dawn, possibly to 
  restore part of the Plaguehold, and may share info on a 
  new potential ally. Those PCs that have some form of 
  demonic taint or are Caressed by Angels or Kissed by Devils 
  may experience some difficulties working with the 
  Iuzians or later in the Hells. 
   
  Those that refuse to work with Svatek are attacked 
  by demons and undead. Those that work with Svatek are 
  attacked by lizardfolk. 
   
  Berinia provides the magical handbasket to the 
  Hells, and later offers a safe haven for Leaijrn, Wynda, 
  and Aensylorin. 
   
  Leaijrn’s and Wynda’s tryst is exposed; Wynda has 
  decided to flee the Oronodel with baby Aensylorin, 
  thinking he is danger from the Dawn (as it has been 
  learned that she plans to consume Rellen heir); Wynda 
  provide the third mask piece as an offer of cooperation. 
   
  When the PCs return to Factor Endavon to report, 
  they find him with the Loslain, Aramil Oakbow 
  Wintershale, with a new Augury Octavo revelation. 
   
  PREPARATION FOR PLAY 
  This section summarizes any information that the judge 
  should determine about the participating PCs prior to the 
  adventure beginning. 
   
  ABSENCE OF RESPONSIBILITY 
  For those PCs who are devoted to the Lady of the Wood 
  or are her green dragon disciples, adventuring with other 
  PCs who are opposed to her may prove difficult if not 
  impossible, especially if the adventure centers on 
  thwarting her.  
   
  To accommodate this, the Lady of the Wood is using 
  a powerful artifact to magically disguise her loyal 
  supporters. This magical disguise not only alters the 
  appearance of the PC, but grants them a new identity. 
  This means they are effectively somebody else.  
   
  It is suggested the player with the affected PC 
  determine this new identity, including a name. Other 
  players are strongly encouraged to role-play this effect 
  and are discouraged from meta-gaming. 
   
  This effect can be dispelled (caster level 20) and 
  spells like true seeing can pierce the magical disguise. 
   
  It is strongly suggested that any PC devoted to the 
  Lady of the Wood accept this magical disguise before 
  going on an adventure, especially one that is trying to 
  thwart her efforts. The PC may reveal to others involved 
  in the adventure their magical disguise or even refuse it 
  completely.  
   
  Those refusing the disguise are forewarned there are 
  consequences to refusing this as well as consequences if 
  the magical disguise is pierced. The table judge 
  determines this consequence.  
   
  For this adventure, the most danger is present in 
  Encounter 3: Enter Svatek and Encounter 5: To the 
  Hells in a Handbasket, while Encounter 4: Things 
  That Bump in the Night has little. 
   
  If this is the first time the PC has experienced the 
  Absence of Responsibility, or if that power was 
  previously dismissed or dispelled, conduct a brief 
  encounter with any PC who is devoted to the Lady of the 
  Wood.  
   
  Asked to a secret meeting by an Oronodel elder, she 
  tells you, “If you are asked to perform a task that is 
  opposed to the wishes of the Lady of the Wood, She 
  requests that you cooperate. She asks that you 
  conceal your true self, and She can grant the power 
  to do so. This magical disguise allows you to appear 
  as someone else, but it can be pierced or dispelled by 
  powerful magic; you can also dismiss it yourself if 
  you deem it necessary. Please accept this gift and 
  report your findings back to me.” 
  HIG8-05 … Thicker Than Water? 
   
  Page 2 
  
   
  Ensure the player knows: 
  • The magical disguise can be dismissed with a standard 
  action. 
  • Once dismissed or dispelled, the magical disguise 
  cannot be regained unless otherwise specified in the 
  adventure. 
   
  BALANCE OF SCALES  
  Determine if any PCs have levels of Dragon Disciple or 
  other draconic prestige classes, base classes, feats, or 
  other abilities and do not have Highfolk regional 
  documentation granting them access (that is, they gained 
  access from another region, or took access exercising the 
  core or Open option) or are playing a kobold using the 
  “Sojourner from the Mist Kingdom” Player Rewards card. 
  These PCs should be noted, as they may receive a special 
  encounter or be specifically targeted during Encounter 
  3: Enter Svatek, Encounter 4: Things That Go Bump 
  in the Night, and Encounter 5: To the Hells in a 
  Handbasket; also refer to the Adventure Supplement for 
  this adventure, if present. Those PCs that do have levels 
  of 
  Dragon 
  Disciple 
  with 
  Highfolk 
  regional 
  documentation should also be noted, as they too may 
  receive special attention, dependent upon their color. 
   
  HIGHFOLK SPECIAL PCS 
  Determine if any PCs are “Caressed by Angels” or “Kissed by 
  Devils”, or are “Devoted of the Green and White”. These PCs 
  should be noted, as they receive special treatment; in this 
  case, they each experience a vision prior to the start of the 
  adventure, dependent on their background. Those who 
  are Kissed by Devils, or who have the Not in Your Right 
  Mind favor or a regenerated hand from IUZ7-05 Know 
  Thy Enemy or the Dark Taint or Demonic Tortures from 
  IUZ3-06 Every Passing Breeze, or are Caressed by Angels also 
  experience certain bonuses, penalties, and influences 
  during both Encounter 3: Enter Svatek and 
  Encounter 5: To the Hells in a Handbasket. 
   
  LEGENDARY DEEDS 
  At the beginning of this scenario, each player must 
  determine the recognition of his Highfolk Legendary 
  Deeds. These deeds automatically activate (no rolling 
  necessary). At the beginning of this scenario, each player 
  chooses ONE of their unused Legendary Deeds and for 
  the entirety of the event, NPCs recognize the hero for the 
  deed he has accomplished, and the benefit listed on the 
  deed may be used. After the scenario, if the deed expires, 
  mark it "USED". Note that the Legendary Deed “Ender of 
  Evil Ways” from HIG7-06 Black Magic Halfling may only 
  be used once for this purpose; cross this favor off when 
  used, even though the favor states it does not expire. 
   
  HIGHFOLK INFLUENCE CHART 
  PCs may wish to spend various Regional Influence Points 
  during this adventure. Refer to the Supplemental 
  Highfolk Influence Chart for guidelines. 
   
  INTRODUCTION 
  Before the PCs are called to the guildhall in the Merchant 
  District, determine if there are any Devoted of the Green 
  and White PCs at the table; each of these PCs receives 
  one of the visions from Player Handout #1PC Visions 
  before the start of the adventure. 
   
  The Merchant’s Guild is actually a conglomeration of 
  all the various trade guilds that work throughout 
  Highfolk and the Highvale, and the small guildhall is 
  used for those few meetings between guildmasters and as 
  a small public office. 
   
  The small guildhall is located in the Merchant 
  District, not far from the edge of the Temple District 
  on the main thoroughfare that leads to East Gate. 
  Entering into the building, the large hall seems 
  vacant, but a light comes from a nearby office. 
   
  There is nobody in the meeting hall save for a handful of 
  scribes occupying the front office; they direct curious 
  PCs to the rear office where Endavon, a Factor of the 
  Guild can be found. 
   
  A smiling human man with graying temples and 
  wearing fine clothing rises as you enter the office. 
  Offering his hand, he says “Hello and welcome to 
  the Highfolk Merchant’s Guild. You may call me 
  Factor Endavon. Thank you for responding to my 
  request for aid.” 
   
  The PCs may have met Endavon during HIG6-03 Heavy 
  Upon a Heart or HIG7-01 Luck Lost. During the former, he 
  was concerned with the robbery of caravan master 
  Gherwold Hammerstrike, when Fraek of Pelor’s effulgent 
  candle of Pelor went missing. In HIG7-01 Luck Lost, 
  Endavon and Mercermillan of the Smiling Halls of Good 
  Fortune were looking for help to raise the Velverdyva 
  Queen. Endavon appears quite distracted and agitated at 
  this time. 
   
  Once the PCs settle in (he provides tea and pastries 
  for those who wish them) Endavon explains that he 
  needs someone to attend a meeting with Svatek 
  Grimblood, who is a servant of the Old One who directly 
  reports to Greater Boneheart Panshazek. This may 
  precipitate some of the following questions: 
   
  HIG8-05 … Thicker Than Water? 
   
  Page 3 
  
  • Why would anyone want to meet with ANY servant of 
  the Old One? “Because if we do not, it is certain 
  that Highfolk shall fall. I have spoken with the 
  leaders of most of the various organizations 
  around town and beyond, and we are all in 
  agreement.” 
  • What do you want us to do at this meeting? “Have 
  Svatek Grimblood, minion of the Boneheart 
  Panshazek, sign this contract, promising his aid 
  and that of his master in combating the Dawn.” 
  Endavon hands over a sealed scroll of parchment to a 
  trustworthy PC. 
  • Where is this meeting to take place? “In Weeping 
  Willow, though I do not know why he chose to 
  meet there. 
  • Why do you want US to do it? ”Because I cannot, so 
  you MUST!” The Factor snaps his reply with 
  obvious frustration in his tone. 
  • Will Svatek ask for something in return? ”His kind 
  always does, don’t they?” Endavon’s head sags in 
  remorse before continuing. ”However, this 
  negotiation is important enough that we must 
  comply with almost any request he makes, 
  within reason. I am providing you with several 
  items of eldritch power, and the means to 
  contact me once Svatek states his terms and a 
  deal has been reached; activate this item at that 
  time and speak his requests to me in twenty-five 
  words, and I shall provide my response.” The 
  merchant offers what appears to be a small, 
  silvered plate and favors you with a meaningful 
  glance. A DC 17 Knowledge (arcana) check reveals 
  that the ‘plate’ is actually a silver dragon scale. 
  Endavon hands it to a paladin or lawful good cleric 
  PC first, followed by any lawful good PC or any good 
  PC; failing that, he settles for a lawful neutral, 
  neutral, or chaotic neutral PC as a last resort, in that 
  order. In all cases, he gives preference to Devoted 
  PCs first. 
  • What authority do you have to make this deal? “On 
  behalf of the Merchant’s Guild, the good people 
  of the town of Highfolk, and the Vesve itself.” 
  The man’s eyes twinkle for an instant; you could 
  swear you saw a flash of silver. 
  • Are you the silver dragon/Gathil/The Wanderer? “I 
  was, the last time I checked.” 
  • What did you mean that you can’t work with Svatek? 
  “Do you realize how hard we worked and fought 
  to drive him and his ilk from our Forest? And 
  now, to practically invite them back with open 
  arms?” The blonde man shudders with barely-
  restrained ire, but looks toward the open door 
  and calms enough to continue. “I simply cannot 
  bring myself to deal with his kind, but I have 
  been convinced of the greater good – our need is 
  simply too great.” 
  • How do you feel about the Dread Mistress? Endavon 
  bristles at the question. “While we require her 
  aid as well to defeat the coming Dawn, I am far 
  more concerned about her agenda than I am of 
  Svatek’s. If successful, I fear we will require his 
  assistance in order to restore what is left of the 
  Balance. 
  • Who else do we have as allies? ”Well, the full 
  resources of the Merchant’s Guild are available 
  to us, of course, as well as those of the Gnomish 
  Consortium now. The Familiar Brigade has 
  been doing their small part, and you have likely 
  witnessed our large gray friend in the woods at 
  some point. We can also count on the worthy 
  elves of the Krysalyn, Moonbow, and Seldorian 
  to support the Shandareth, of course. And 
  recently, through no small effort on the parts of 
  heroes such as yourselves, we can rely on… 
  Keenwyn, and all those he has rallied to his side 
  – some Seelie fey, the owl-offspring of Velira, 
  the gnomes of Gildenhand and Lunadore, the 
  Rockspire Wanderers of the Druidic Paths, and 
  hopefully the Dwarves of Dargas Mor, now that 
  their plight has been resolved. 
  • What’s the Familiar Brigade? Endavon’s mood finally 
  seems to brighten at this topic. “Let’s just call it 
  a little… ‘pet’ project of mine. I have often 
  found that our animal friends have more sense 
  than we do ourselves. As such, I have a few 
  familiars, companions, and other superior 
  animals that help me achieve the unity I seek.” 
  • Do you mean like Jye (elven cat) and Sjach (weasel)? 
  ”Yes, exactly like that. They recruited you at my 
  request, to stop the Dawn from taking control of 
  that planar portal beneath the Shieldmage’s 
  Tower. (Endavon refers to the events of HIG7-08 
  Familiar Territory here.) 
  • Doesn’t Onvere Raycaster work for you?/Why don’t 
  you get Onvere to talk to Svatek? “Onvere is too 
  busy right now going against my wishes.” 
  • What do you mean? Endavon sighs deeply. “He is 
  fiddling around with that Golden Sickle, 
  attempting something I tried myself several 
  years ago, only my efforts were a bit more 
  subtle.” 
  • And just what does THAT mean? With a grimace of 
  resignation, the Factor continues, “Onvere plans 
  to use the Golden Sickle to attempt to redeem 
  Releshi, by severing her bond with the Dawn. 
  But if he plans to succeed, I think he may need 
  HIG8-05 … Thicker Than Water? 
   
  Page 4 
  
  some help, and I cannot spare any. Now, if we 
  may return to the matter at hand? Azlapyn!” 
   
  At any point the PCs are about to attack, become 
  aggressive, outright refuse or have accepted Endavon’s 
  offer, are finished with their questions, and/or are ready 
  to leave, they notice a low growl from just outside the 
  office door. A moment later, a dog enters the office; PCs 
  that make a DC 26 Knowledge (nature) check realize that 
  the canine’s eyes are far more intelligent-looking than a 
  normal dog’s might be. Those that played HIG8-02 
  Intertwined recognize the dog as Azlapyn (az-lah-PIN), 
  and are sure to recall that he is far more than he seems. 
   
  The large, gray-muzzled, brown and black shepherd 
  pads into the office and favors each of you with an 
  intelligent gaze. Its form then shifts into that of a 
  canine-headed man, resplendent in gleaming plate 
  armor with a blade of cold iron sheathed at his hip. 
  “Yes, m’lord? Are these good folk ready to seek the 
  servants of the trickster with me, before meeting 
  with the evil one?” His snout pulls back into a snarl 
  of disgust. 
   
  Though he prefers to get on the road to Weeping Willow 
  and relate his tale to the PCs while traveling, Azlapyn 
  shares the following information with the PCs now if 
  they persist: 
   
  • He has been asked to escort the PCs to negotiate with 
  Svatek using a variety of items of eldritch power 
  •  He knows Svatek has already procured something that 
  only Keenwyn can provide, and is concerned about 
  what that might be (though they do not know it yet, 
  Svatek has obtained the services of Rafeorae and 
  Heldeng for one year) 
  • If asked, he informs the PCs that the contract is 
  magical; it copies the verbal terms as spoken by its 
  holder, and, once signed in blood, is magically 
  binding. Azlapyn does not know it, but the  contract 
  magically returns to Endavon once signed by all 
  parties 
  • Azlapyn intends to take the PCs to see High Priestess 
  Berinia Starshine at the Radiant Halls of Pelor; he 
  does not know where else to  hold the meeting in 
  Weeping Willow 
  • Several years ago, Azlapyn was asked to offer Releshi a 
  chance to change allegiances, from the Dawn to the 
  silver dragon. She refused, on the premise that she 
  could keep closer tabs on the Dawn’s activities that 
  way. Though he warned her against following that 
  course, he now feels she is beyond his help; he views 
  this as a failure on his part. 
   
  After the PCs are finished with their questions, Endavon 
  points out and then opens a large war chest containing 
  several magic items; the cost and item level of each have 
  been included here, to ease the negotiations with Envy 
  later on in Encounter 5:  To Hell in a Handbasket: 
   
  •   armband of elusive action (800 gp, 3rd) 
  •   artificer's monocle (1,500 gp, 3rd) 
  •   horn of fog (2,000 gp, 5th) 
  •   elemental gem (2,250 gp, 6th) 
  •   spellsight spectacles (2,500 gp, 7th) 
  •   Nolzur’s marvelous pigments (4,000 gp, 8th) 
  •   boots of swift passage (5,000 gp, 9th) 
  •   deathguardian bracers (6,000 gp, 10th) 
  •   ring of mighty summons (14,000 gp, 14th) 
  •   +1 wounding elven thinblade (18,400 gp, 14th) 
  •   orange prism ioun stone (30,000 gp, 16th) 
  •   strand of prayer beads (karma, 20,000 gp, 17th) 
  •   ring of spell storing (50,000 gp, 18th) 
   
  Endavon instructs the PCs to take the entire chest with 
  them to Weeping Willow, and explains the function and 
  relative power of each item if asked (or points out that 
  the eyepiece is an artificer’s monocle so they can identify 
  the other items themselves). The Factor points out that 
  each item was donated by those individuals particularly 
  devoted to the region, and also informs the PCs that they 
  may use and possibly obtain any items not traded to 
  Svatek. He then requests that the PCs return to him and 
  give a full report after the negotiations are complete. 
  Azlapyn gives the PCs one hour to procure supplies in 
  town, if they choose. When they are ready to head west 
  to Weeping Willow in the Highvale, proceed to 
  Encounter One:  Throwing Copper. 
   
  CREATURES 
  All APLs 
  Endavon: Male human Exp3. 
   Traits: business-like, professional, inflexible. ‘Endavon’ 
  is incensed that he must essentially deal with the devil, 
  but has resigned himself to the fact that it is the only path 
  left to follow; without the help of the servants of Iuz, the 
  Vesve will fall to the Dawn. 
   
  Azlapyn the Just: Male hound archon, Pal11 (Bahamut) 
  (1): hp 143; Appendix 1. 
   Traits: competent, honest, loyal. Azlapyn is the dutiful 
  holy warrior, just and loyal. He is, however, discreet and 
  prone to keeping secrets, though he seems to show 
  concern for the well-being of all good souls. 
   
  HIG8-05 … Thicker Than Water? 
   
  Page 5 
  
  TROUBLESHOOTING 
  Should this meeting somehow devolve into combat, 
  remember that Endavon is actually an adult silver dragon 
  and Azlapyn is a hound archon paladin; however, they 
  both choose to magically flee at the first opportunity 
  rather than fight. 
   
  DEVELOPMENT 
  Once the PCs have finished with their questions and 
  understand their mission, proceed to Encounter 1: 
  Throwing Copper. 
   
  1: THROWING COPPER 
  Azlapyn leads the PCs to Weeping Willow to meet with 
  Svatek, a journey that typically takes 3 days at normal 
  speed. Rafeorae and Heldeng are also en route for the 
  meeting, but are attacked just outside town. Sounds of 
  the combat reach the PCs, and Azlapyn teleports ahead to 
  protect the draconic creatures, who are engaged in a fight 
  for their lives while flying over the Velverdyva River. 
  This encounter is intended to demonstrate how the allies 
  of the silver dragon are beginning to work together, 
  rather than to challenge the PCs’ martial abilities. 
   
  After traveling several days from Highfolk toward 
  the Highvale, you come upon the fast-flowing 
  Velverdyva River, still swollen from spring rains. 
  Azlapyn begins to follow along the path that skirts 
  its edge when the bright ‘shring’ of steel being 
  drawn peals out from perhaps several hundred feet 
  ahead. “Make haste as best you can; follow the river!” 
  shouts the hound archon as he disappears from 
  sight with a gesture. 
   
  Assuming the PCs follow Azlapyn’s instructions and 
  double-move at a speed of 30 ft., they arrive at the source 
  of the disturbance 2 rounds later. If they take longer 
  (because they move slower than 30 ft. or delay to cast 
  spells) or shorter (moving faster than 30 ft. or using 
  magic to speed their travel), adjust the following 
  accordingly: 
   
  A very tan half-elven man wearing traveler’s clothes 
  oddly hovers above the stream, his legs seeming to 
  be stuck in the water from the knees down. A 
  miniature draconic creature dives at a small 
  humanoid as it leaps out of the flowing water to 
  shred the man’s legs with its sharp claws, while a 
  seething whirlpool seems to form below. Azlapyn is 
  here as well, several more of the mossy things dead 
  or dying at his feet, his greatsword bloodied. 
   
  Should any PCs venture out into the water, use the rules 
  for water dangers (DMG 304) and underwater combat 
  (DMG 92), should it become necessary. While the water 
  level of the Velverdyva is quite high at this time, the 
  current is still relatively calm, and requires only a DC 10 
  Swim check to maintain control. 
   
  CREATURES 
  All APLs 
  Elder Water Elemental (1): hp 228; MM 100. 
   
  Rafeorae: male pseudodragon (1): hp 15; MM 100. 
   Traits: curmudgeonly, serious, wise. 
   
  Heldeng Iryrinshae: male half-elf, Rog2/Sor3/DrD3, hp 
  50. 
   Traits: lecherous, playful. 
   
  APL 4 (EL 2) 
  Bog Imp (1): hp 22; Appendix 1. 
   
  APL 6 (EL 3) 
  Bog Imp (1): hp 22; Appendix 1. 
   
  APL 8 (EL 4) 
  Bog Imp (1): hp 22; Appendix 1. 
   
  APL 10 (EL 5) 
  Bog Imp (2): hp 22; Appendix 1. 
   
  APL 12 (EL 6) 
  Bog Imp (2): hp 22; Appendix 1. 
   
  Note: The EL of this encounter has been reduced by 2 to 
  account for Azlapyn’s assistance. 
   
  Tactics 
  The bog imp(s) continue to harry Heldeng as Rafeorae 
  attempts to sting and poison his friend’s attacker(s), but 
  are happy to focus on the PCs once they involve 
  themselves. It (they) use sink and then claws at stuck 
  PCs, causing them to sicken. Remember their stagnate 
  effect, which is a mere annoyance until the PCs can 
  restock in Weeping Willow. This is an easy combat, so 
  feel free to free up another bog imp or two from attacking 
  Azlapyn to challenge the PCs. 
   
  Once the PCs arrive, Azlapyn salutes them with his 
  sword and then disappears, teleporting beneath the water 
  to deal with the elder water elemental, which has formed 
  a vortex in an attempt to drown Heldeng. 
   
  HIG8-05 … Thicker Than Water? 
   
  Page 6 
  
  The mossy, impish creatures defeated, you finally 
  have time to get a good look at the strange-looking 
  half-elven man, and note he has a tattoo of a fairy in 
  flight is imprinted on his left cheek. He wears no 
  armor but just a fine green and brown jerkin and 
  shredded black pants. Even his feet are bare. Upon 
  looking closer, the sun catches his skin and flares, 
  showing a light copper color. 
   
  Flying just beside this man is what appears to be 
  a miniature red dragon, though it is brownish red in 
  color and is no larger than a cat.   
   
  The small red dragon chirps and pokes the man 
  with his snout. Inside your head, you hear an older 
  man’s voice in Common say, “Hel, we should thank 
  our saviors.” 
   
  “This,” the handsome half-elf says with a smile, 
  waving a clawed hand toward the tiny dragon, “is 
  Rafeorae, my friend. He’s an old man, so you’d best 
  not crack wise to him.” He chuckles under his 
  breath and roguishly winks. “I am Heldeng 
  Iryinshae, of Clan Llelyuna. At your service.” 
   
  PCs can make DC 15 Knowledge (arcana) checks to know 
  that the man is a copper dragon disciple and the small 
  dragon is a pseudodragon. Elven PCs know that the fairy 
  mark on his cheek is a mark of Clan Llelyuna. Those PCs 
  who have played HIG7-08 Familiar Territory recognize the 
  pseudodragon as Rafeorae. 
   
  Heldeng is a very suave half-elven man who enjoys 
  wooing attractive women. Any woman with a 12+ 
  charisma gets his attentions straight away, and he 
  attempts to get them interested through his charming 
  personality. Should there be more than one woman at the 
  table, he chooses the prettiest one first and goes down 
  from there (should he fail). No one woman is enough for 
  him, so if the PCs plan to stay the night, he visits more 
  than one. Just have fun with this, but don’t stray too far or 
  offend anyone. 
   
  Rafeorae is the wiser of the two “dragons”, though 
  still a trickster in his own right. He is Heldeng’s constant 
  companion and does not with to leave him for any reason 
  (should any wizards or sorcerers beg him). 
   
  Heldeng and Rafeorae share the fact that Radiance, a 
  powerful leader of the fey, has been missing since early 
  CY595; if the PCs do not yet know it, they reveal that she 
  is being held by forces of the Dawn in Castle Ehlenestra. 
   
  TROUBLESHOOTING 
  Again, feel free to add more bog imps if the PCs are 
  under-challenged, but remember time constraints and 
  the intended EL of the overall encounter. 
   
  DEVELOPMENT 
  Once the PCs and NPCs have shared any information 
  they desire, they may proceed on to Weeping Willow 
  another few hours away. 
   
  2: WEEPING WILLOW 
  While entering Weeping Willow, the PCs notice a large 
  amount of open farmland, and that there is little 
  commerce/trade established here (a potential haven for 
  Svatek). Azlapyn instructs the PCs to inform Berinia of 
  the impending meeting (though not the details, to 
  protect her from the consequences of knowing too 
  much), and request she prepare a meeting place. He 
  accompanies the PCs to the shrine while Rafeorae and 
  Heldeng remain outside of town; Azlapyn then leaves the 
  party with Berinia and returns to exchange information 
  with the draconic duo regarding recent events. 
   
  The sun reaches its zenith as your group approaches 
  the small town of Weeping Willow; you notice the 
  large amounts of open farmland. There appears to be 
  little commerce or trade established here… even as 
  you look toward the ‘busiest’ area of town. 
   
  Before you enter town, Azlapyn reverts to his 
  canine form, explaining to your group, “I would 
  prefer to conceal my true nature for now, and I need 
  to converse with Rafeorae and Heldeng about a few 
  things while you prepare for the negotiations. While 
  they wait for me here, I will lead you, but please 
  make straight for the shrine of Pelor and ask for 
  high priestess Berinia Starshine. Tonight is when 
  Svatek has requested to meet, and you must secure 
  the area in preparation.” 
   
  Assuming the PCs comply, continue on: 
   
   Striding up the lone street of town, you pass by the 
  somber Shady Leaf Inn, the home of Speaker 
  Myrindil Riverstone, and the empty town meeting 
  hall; as you near it, you see that Religuth’s Goods 
  appears to have been permanently closed. Azlapyn 
  urges you on past the graveyard and town well to the 
  shrine of Pelor while maintaining typical canine 
  behavior, running ahead, looking back at you while 
  whining, then returning to your group and 
  repeating the process until you arrive. 
   
  Easily blending into the street of Weeping 
  Willow is an adequately sized one-story building 
  painted in a pleasantly bright yellow wash. The 
  single open door to this building is emblazoned 
  with a large sunburst, the symbol of Pelor. 
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  Page 7 
  
   
  Once at the door, the hound archon does his 
  best to genuflect, splaying his forelegs and bowing 
  his muzzle at the threshold before entering. As he 
  does, you hear a frightened boyish scream from 
  beyond. 
   
  If the PCs enter, read on: 
   
  A skinny, pimple-faced young man relaxes visibly as 
  you enter, hopeful that you are the keepers of the 
  fierce canine interloper. His voice cracks as he 
  states, “Welcome to the Halls of the Radiant Sun. I 
  am Acolyte of the Sun Derith; how can we help you 
  today?” 
   
  Give the PCs a chance to respond and ask for Berinia; 
  Derith’s face lights up as brightly as the symbols around 
  him at the mention of her name, and rushes off to fetch 
  her. Describe the PCs’ surroundings as they wait: 
   
  As you wait, you notice the shrine to the Sun God is 
  rather quaint and peaceful. Many skylights and 
  stained glass windows allow the sun’s rays to bathe 
  the entirety of the main chamber, and a raised 
  wooden altar rests at its head, covered in silver and 
  yellow cloth. A great copper embossing of the sun 
  hangs against the rearmost wall. Four rows of 
  benches allow for worship. 
   
  Several moments later, a pretty high elven 
  woman glides out of the sacristy and towards your 
  group. She seems to quickly sum up the importance 
  of your presence, focusing for a long moment on the 
  hound at your side. She then smiles warmly and 
  invites you in to a small meeting room at the back of 
  the shrine. As you follow, Azlapyn bows again to the 
  priestess, and then slinks out the front door, 
  presumably for his own meeting with Rafeorae and 
  Heldeng. 
   
  If the PCs have not met her before, a successful DC 10 
  Knowledge (local) or Bardic Knowledge check suggests 
  who she may be. PCs who are Devoted of the Green and 
  White or who are Born of the Vesve receive a +4 
  circumstance bonus to this check. Members of clan 
  Krysalyn automatically succeed, and recognize her as a 
  Surinya (highest tier) of the clan. 
   
  Since she is a powerful cleric, assume Berinia has any 
  preparatory spell you deem appropriate, including a zone 
  of truth. In addition, she has a true seeing spell active when 
  the PCs arrive which allows her to see through any PC 
  adopting a disguise, including those created via the 
  Absence of Responsibility. The high priestess is fully 
  aware that these people exist; however, her sunny 
  disposition prevents her from shunning them. Instead, 
  she is more inclined to convince them of the error of 
  their ways.  
   
  As Berinia seats herself and invites the PCs to join 
  her at the table, Derith brings in a tray of citrus fruits and 
  juices. He cannot take his eyes off the elven priestess as 
  he serves you (which causes him to nearly spill several 
  times; a DC 5 Sense Motive makes it quite obvious he has 
  a crush on Berinia. The high priestess favors him with a 
  stunning smile as he performs his duties, but says 
  nothing until Derith leaves the room. Once he does, 
  Berinia leads off the conversation: 
   
  ”How can I help you? I have the impression that you 
  were led here for a very good reason… but please be 
  careful. Remember that you really do not know me, 
  and though I am not without resources, I cannot be 
  forced to tell that which I do not know… so perhaps 
  it would be best to inform me only of what I really 
  need to know.” 
   
  Allow PCs to reveal whatever information they wish, but 
  at any time Berinia feels they are sharing too much, she 
  reminds them that secrets, once spoken, can never be 
  unsaid. The ideal amount of detail is simply that the PCs 
  are expecting to meet with someone and that they 
  require a safe location for negotiations; Berinia is content 
  with that much. 
   
  • Why are you being so nice/understanding/willing to 
  help us? “Is there a reason why should I not? You 
  appear to be people in need, and I appear to be 
  able to fulfill that need.” 
  • Do you know Svatek Grimblood? “I am sorry; I do 
  not know anyone that goes by such a horrible 
  name.” 
  • Do you know Azlapyn/the hound archon? “I do not 
  know that name. I did notice that your ‘hound 
  companion’ was more than he seemed, however. 
  It is part of the reason I trust you.” 
  • Do you know Leaijrn (or Calentir, Releshi, Wynda, 
  Onvere, or other notables)? “I do, though I have 
  not seen him/her/them for a very long time; we 
  have adventured together in the past. Many of 
  these people were asked to fill vacant positions 
  of importance after the Shadow War. 
  • How do you feel about what’s going on with the civil 
  war/ the Lady of the Wood/the Dawn? “I feel it is a 
  terrible tragedy that the elves cannot put their 
  differences aside. The Dawn is tearing our forest 
  apart, and must be stopped.” 
  • Do you know what happened to Religuth? “He 
  curiously closed up shop perhaps a month ago; 
  HIG8-05 … Thicker Than Water? 
   
  Page 8 
  
  very strange, since I heard that he was the only 
  one that wanted to stay the last time there was 
  trouble in town. 
  • Do you know that Derith has a crush on you?/How do 
  you feel about Derith? “He is a sweet boy, but he is 
  so very young for a human, and I am an elf. I am 
  aware of his feelings for me, but I am reluctant 
  to return his affections, considering the 
  circumstances.” 
   
  Improving Berinia’s attitude from Friendly to Helpful 
  (requiring a DC 20 Diplomacy check) can convince her to 
  give Derith a chance to pursue his affections, if the PCs 
  care; particularly if they point out how tolerant her clan is 
  of marriage to humans. Once they have finished with 
  their questions and persuasions, Berinia stands and takes 
  her leave to make any preparations that were asked of 
  her.  
   
  ”Due to the circumstances of this meeting, I believe 
  I shall vacate the premises for a time. Derith will 
  attend to your needs during your meeting, and I 
  assure you that he can be trusted implicitly with any 
  information to which he might become privy.” 
   
  Berinia then goes elsewhere in town and remains out of 
  the way until the meeting is over, but can be seen 
  attending to the fallen after the next encounter, as do 
  Azlapyn, Heldeng, and Rafeorae. 
   
  CREATURES 
  All APLs: 
  Berinia Starshine: Female high elf cleric 5/Radiant 
  Servant of Pelor 8. 
   Traits: caring, idealistic, soft-spoken.  
  Berinia is a ranking Surinya of clan Krysalyn. She 
  typically assumes an advisory role unless forced to take 
  charge, either due to lack of action or the mistakes of 
  others; direct action is not her strong point. She is 
  somewhat amused by Derith's crush on her, but does her 
  best not to lead him on.  She has always trusted Calentir 
  implicitly, though she is now quite concerned about the 
  recent events. 
   
  Derith: male human Clr1 [Pelor], hp 8, Cha 15 
   Traits: clumsy, naïve, nervous.  
  Derith has a rather large crush on Berinia Starshine, upon 
  whose virtues he expounds if the PCs seem likely to 
  listen; he idolizes her and the other famous adventuring 
  clerics that founded the shrine, Welby Bumpus and Silas 
  Nadian. 
   
  TROUBLESHOOTING 
  Allow the PCs to set whatever defenses and make 
  preparations as they see fit, but no trouble should come 
  their way unless they make efforts to be difficult. 
   
  DEVELOPMENT 
  Once the PCs are ready, or the DM deems that it is 
  roughly 10PM, proceed to Encounter 3: Enter Svatek. 
   
  3: ENTER SVATEK 
  Svatek Grimblood arrives with a pair of glabrezu 
  disguised as humans for the meeting. The PCs are 
  Endavon’s negotiators, and have been authorized to offer 
  a variety of magic items in exchange for Svatek’s help 
  combating the Dawn. 
   
  A tall man enters the shrine, followed closely by a 
  pair of unassuming men in simple black robes, 
  possibly lesser clergy of Old Wicked. The man gives 
  an oily smile as he surveys the shrine’s interior. 
  “How… quaint. The Sun Father must be ever so 
  proud of a shining bastion of purity such as this,” 
  the priest observes drolly. 
   
  Shifting his focus back to your group, Svatek 
  introduces himself to those he has not yet met, and 
  cordially takes the hand of those he has. “Thank you 
  for arranging this meeting, friends; we have much to 
  discuss.” 
   
  Svatek pointedly avoids acknowledging his two 
  attendees, dismissing them with a casual wave of his 
  hand if anyone asks about them. For those who have not 
  met him before or require a refresher on recent events, 
  he explains that the Old One’s clergy has not been blind 
  to the happenings in the Vesve. Indeed, with their 
  Empire’s recent set backs, many wriggled their hands 
  with glee at the strife rising in the forest. However, 
  Greater Boneheart Panshazek is aware that more is going 
  on than the normal bickering of the elves. Therefore, he 
  has assigned those members of the Boneshadow that 
  have escaped the Blood Owl purge to watch events 
  unfold in the Vesve. Some adventurers have been 
  constantly involved in the machinations of Releshi 
  Elethiel-Rellen and the Oronodel and yet remained 
  somewhat above the fray; these adventurers interest him. 
   
  Panshazek has dispatched Svatek Grimblood, an 
  ambitious up-and-coming priest originally from the 
  Bandit Kingdoms, to meet with these persons, and offer 
  them an alliance. The Boneheart has shared the following 
  with Svatek that he uses while speaking with the PCs, 
  which has been related before: 
   
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  Page 9 
  
  • Svatek knows the names, descriptions, and general 
  capabilities of any PC that has played HIG5-07 Twilight, 
  HIG6-08 Dusk, HIG7-05 Midnight, HIG7-08 Familiar 
  Territory, or is Devoted of the Green and White.  
  • Panshazek has informed his minion that these PCs 
  seem somehow important, likely against the Dawn. He 
  does not know how the Boneheart has heard of the 
  PCs. 
  • Panshazek is aware that there is a female force calling 
  itself the Dawn that has been slowly claiming parts of 
  the Vesve, and indeed has many allies in the North that 
  will inevitably come into conflict with the Iuzians. 
  • Svatek confirms that allies of Dawn include many elves 
  and fey and other natural creatures of the wood, and 
  that the mercenary and draconic army of the Clatspurs 
  is an enemy of the Dawn. 
  • The Iuzian forces of Panshazek wish to offer an alliance 
  with the PCs against the Dawn. Both sides agree to 
  share information and should the time come, they will 
  join forces to battle the creature. Svatek is here this 
  evening to negotiate the terms of this alliance. 
   
  Use the following as guidelines for the negotiations; 
  Svatek remains as cordial as possible throughout, though 
  attempts to keep his cards close to the vest until 
  necessary to reveal them. As a skilled negotiator with 
  several items loaned to him by his master (Bluff +20, 
  Diplomacy +25; refer to his stat block in Appendix 1), he 
  prefers to let the PCs first make their offers before stating 
  his terms. Do not let this bog down or make it too 
  difficult for the players, especially during a timed event, 
  such as at a convention; Svatek has places to be, so while 
  he wishes to maximize his benefits, he does not want to 
  prolong the meeting. Derith checks on the negotiations 
  periodically, to refresh drinks and food trays. 
   
  If any PC has a regenerated hand or is possessed by a 
  succubi as a ‘mutterer’ (has the AR item Not in Your 
  Right Mind) from IUZ7-05 Know Thy Enemy, or has  the 
  Dark Taint or Demonic Tortures from IUZ3-06 Every 
  Passing Breeze, they feel increasingly unable to control 
  themselves during the negotiations. These PCs suffer a -4 
  penalty on all Charisma-based checks. PCs that are 
  Caressed by Angels or Kissed by Devils suffer an 
  additional -4 penalty to these checks. 
   
  • Svatek is interested in the following: 
  • 
  Though Endavon has provided the PCs with 
  magic items to sweeten the deal with Svatek, the 
  Iuzian cleric has no interest whatsoever in them. 
  As far as he is concerned, the PCs can keep these 
  items for their troubles 
  • 
  He has already procured the services of Rafeorae 
  and Heldeng for one year (Azlapyn is learning this 
  from the pair on the edge of Weeping Willow at 
  the very moment these negotiations take place) 
  • 
  He asks for blackstone badges (used for open entry 
  into Flameflower, from HIG7-04 Rose and Pearl), 
  explaining that if he is to be considered a part of 
  the community, he must be able to defend it from 
  any location (record the number of badges 
  obtained for critical events) 
  • 
  On a strictly personal level, Svatek wishes for a 
  Weeping Willow retreat; he would like to open a 
  store, for the purposes of trading goods and 
  providing clerical services and items; he is thrilled 
  to learn that Religuth has recently closed up shop, 
  should this be mentioned 
  • 
  He also wishes to lure Azlapyn into working with 
  him, playing on the hound archon’s desire to 
  redeem Releshi and to protect Heldeng and 
  Rafeorae; Svatek would be pleased to receive 
  Azlapyn’s services for one year 
  • 
  He requires the Truenames of Releshi, Calentir, 
  the Dawn herself, and even the child Aensylorin; 
  if these beings are to be defeated in combat, 
  knowing their Truenames is critical. Svatek’s 
  divinations have revealed to him that the being 
  known as Envy likely knows these Truenames. 
  This is a must have; Svatek does not sign the 
  contract without the PCs agreement to retrieve at 
  least Calentir’s and Releshi’s Truenames 
  • In exchange for the Truenames, Svatek offers 
  Panshazek’s help against the Dawn; should the PCs 
  agree to any of the other requests, he can offer 
  additional aid: 
  • 
  To restore a portion of the Plaguehold to its 
  former condition 
  • 
  He knows of a potential ally that may prove very 
  useful against the followers of the Dawn. Under 
  no circumstances does he reveal the identity of 
  this ally, but he assures the PCs that this ally is no 
  friend of Iuz; the individual loathes both Iuz and 
  the Oronodel equally. Svatek can find and 
  negotiate with this person and can reveal the 
  identity once the treaty is signed 
   
  Assuming the PCs come to some form of agreement with 
  Svatek, he elaborates on the mission at hand; he needs 
  the PCs to travel to the seventh layer of the Nine Hells, 
  that of Maladomini, where they can find the being 
  known as Envy. Those PCs that participated in HIG5-i03 
  In a Handbasket Interactive (Conflict ’05) may recognize 
  Envy as one of the Fallen Celestials that was not 
  Redeemed, remember her as a fiendish couatl, or other 
  information as presented in the Adventure Background 
  of this adventure. 
  HIG8-05 … Thicker Than Water? 
   
  Page 10 
  
   
  Svatek does not possess the power to transport the 
  PCs to the Hells (nor would he, if he did; Iuz works with 
  the demonic, not the diabolic, and his glabrezu do not 
  wish to travel their either) However, while discussing 
  their planar travel issues, Derith has entered the room to 
  refill drinks and overhears the PCs’ plight. He offers the 
  use of the Handbasket, a unique magic item that can 
  transport the PCs safely to Envy’s precise location 
  (“Mistress Berinia has an item that can help you get 
  anywhere you’d like to go.”). He runs off to fetch the 
  Handbasket while the others finish their negotiations. 
   
  Assuming the PCs agree to venture to the Hells to 
  obtain the Truenames, Svatek is satisfied; He promises to 
  return to complete the negotiations and sign the 
  contract, then takes his friends and departs until the PCs 
  can complete their task and fulfill their end of the 
  agreement. Unknown to the PCs (unless they trail him), 
  Svatek hangs around town, checking out the abandoned 
  storefront of Religuth’s Goods. Derith then returns with 
  the Handbasket, but encourages the PCs to wait until the 
  morning: 
   
  “We should probably wait until the morning when 
  Mistress Berinia returns though; I don’t know how 
  to operate this, and I should probably get her 
  permission to let you use it first anyway.” 
  Encourage the PCs to wait until morning so that they do 
  not miss the attack on Weeping Willow. If they persist 
  and try to leave immediately, have Derith tell them: 
   
  “Besides, I’m sure Mistress Berinia will wish to 
  serve you breakfast in the morning. I always feel 
  more brave and healthy after one of her special 
  meals.” 
   
  Derith refers to Berinia’s casting of a heroes’ feast, of 
  course. If they still insist on leaving now, Derith can 
  claim that he has heard time may flow differently in the 
  Hells and that their journey could take no time at all; 
  otherwise, allow the PCs to choose as they wish and miss 
  the attack. It does require a DC 25 Spellcraft check to 
  operate the Handbasket properly without instructions, 
  however. Success on this check also reveals that the 
  portal created by the Handbasket is fixed; that is, once 
  opened, the portal remains open on the destination plane 
  to those that passed through, even if the Handbasket is 
  moved to another location upon Oerth. 
   
  CREATURES 
  Panshazek has provided his minion with additional force; 
  two glabrezu in disguise have been placed at Svatek’s 
  disposal. Svatek only involves the demons if he is 
  attacked first; he wishes for this to be a civilized 
  negotiation, not a combat. 
   
  All APLs (EL 15) 
  Svatek Grimblood: male human cleric 7 [Iuz], hp 45; 
  oily; Appendix 1. 
  Glabrezu (2): hp 174; MM 43; magically disguised as 
  humans in leather armor. 
   
  Tactics 
  This is not intended to be a combat. Svatek only allows 
  the demons to attack if attacked first. If it does come to 
  combat, Svatek restrains the demons and orders them to 
  use tactics such as power word stun spell-like abilities or 
  simply allowing enemies to flee. Only if it is clear that the 
  PCs represent a significant threat does he allow the 
  demons to respond with their full capabilities. If Svatek 
  feels personally threatened, he flees the meeting room, 
  leaving the demons to their own devices. Should combat 
  occur, the first glabrezu to reveal his true form causes the 
  thin wall between the meeting room and the shrine 
  proper to collapse; the combatants should then have 
  plenty of room to spread out, as the shrine is 50 ft. x 30 ft., 
  whereas the meeting room is only 10 ft. x 15 ft. 
   
  TROUBLESHOOTING 
  It is possible that the PCs never allow a discussion to 
  occur and instead rush to battle. This combat may be 
  overwhelming for most parties and the DM should be 
  careful not to decimate them. The demons can teleport 
  away or use crowd control tactics if necessary. If the PCs 
  continue against the odds, the demons release their full 
  fury. 
   For those PCs using the Absence of Responsibility, 
  Svatek’s glabrezu friends have true seeing, and are thus 
  able to recognize these PCs for what they truly are; the 
  glabrezu known as Molleck the Soul Feaster uses his 
  telepathy to inform Svatek of the traitors’ presence. 
  Despite the fact that they are on exact opposite sides of 
  the upcoming confrontation, Svatek chooses to keep 
  their secret, depending on how these PCs react to the 
  telepathic message he ends them via Molleck: “I know 
  who you are and whom you serve, but I will keep 
  your secret if you aid your companions here to 
  provide that which I seek.” 
   
  DEVELOPMENT 
  Assuming the PCs decide to bed down for the night 
  rather than leave immediately, allow them to make ‘camp’ 
  in the shrine before continuing with Encounter 4. 
   
  HIG8-05 … Thicker Than Water? 
   
  Page 11 
  
  4: THINGS THAT BUMP IN THE NIGHT 
  The town of Weeping Willow is attacked by lizardfolk if 
  the PCs agreed to work with Svatek; if they refused, the 
  town is instead attacked by demons and undead (as the 
  lizardfolk were secretively camped on the outskirts, 
  waiting for dark to destroy the town, they spied the 
  demonic force and decided to conserve their forces and 
  returned home). 
   
  As you settle in, either with a hard temple pew as 
  your makeshift bed for the night or to stand guard 
  over your companions, the town outside is eerily 
  silent. But no more than half an hour passes before 
  that silence is disturbed by a panicked pounding on 
  the small oaken door; a frightened voice urgently 
  cries out from beyond, “Lady Berinia! Come quickly; 
  we’re under attack!” 
   
  Berinia is of course nowhere to be found, but the PCs 
  may feel obligated to save the town from being 
  overrun… especially since they find that the Halls of the 
  Radiant Sun are now on fire, as is half the town. Both 
  Berinia and Svatek can be seen after the battle, tending to 
  the wounded. 
   
  4A: THE DAWN RISES AT MIDNIGHT 
  If the PCs agreed to work with Svatek, the town is 
  attacked by lizardfolk of the Dawn that all wear symbols 
  of the Lady of the Wood. Though many of them have 
  black scales, all now show hints of green on their bodies, 
  as if they have been altered or cross-bred at some point. 
  Though other lizardfolk burn various buildings or attack 
  townsfolk, one group focuses on the shrine and its 
  occupants: 
   
  CREATURES 
  APL 4 (EL 5) 
  Blackscale Lizardfolk (1): hp 39; Appendix 1. 
  Poison Dusk Lizardfolk (3): hp 5; Appendix 1. 
   
  APL 6 (EL 7) 
  Blackscale Barbarian (2): hp 60; Appendix 1. 
  Poison Dusk Lieutenant (1): hp 33; Appendix 1. 
  Dark Talon Soldier (2): hp 19; Appendix 1. 
   
  APL 8 (EL 9) 
  Blackscale Barbarian (2): hp 73; Appendix 1. 
  Poison Dusk Ranger (1): hp 42; Appendix 1. 
  Dark Talon Shaman (1): hp 49; Appendix 1. 
   
  APL 10 (EL 11) 
  Blackscale Barbarian (2): hp 97; Appendix 1. 
  Poison Dusk Ranger (1): hp 50; Appendix 1. 
  Dark Talon Shaman (1): hp 56; Appendix 1. 
   
  APL 12 (EL 13) 
  Blackscale Barbarian (2): hp 131; Appendix 1. 
  Poison Dusk Ranger (1): hp 66; Appendix 1. 
  Dark Talon Shaman (1): hp 80; Appendix 1. 
   
  Tactics 
  These lizardfolk followers of the Lady do not attack green 
  dragon disciples or other followers of the Lady unless 
  attacked first. They preferentially attack those subject to 
  the Balance of Scales (other than green dragon disciples). 
   
  The shaman begins combat wild shaped as a giant 
  crocodile and casts using his Natural Spell feat. If 
  available, he has pre-cast blindsight, call lightning, freedom of 
  movement, and protection from energy (fire) on himself, and 
  barkskin, bear’s endurance, bull’s strength, brambles, and lion’s 
  charge on the blackscale barbarians. He puts up 
  decomposition as soon as possible, and places a flame strike 
  to hit a maximum number of targets. 
   
  The blackscale barbarians pounce into combat, flying 
  or drinking a potion of resurgence as available and needed. 
  The poison dusk lieutenant hides until a target presents 
  itself, then uses manyshot with a readied action, 
  preferably at an elven spellcaster for maximum effect 
  with the hunting enhancement on its bow. 
   
  The shaman’s giant crocodile (thanks to Natural 
  Bond feat) and the lieutenant’s monitor lizard remain in 
  front of their masters, defending them. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 4: Loot 58 gp; Coin 0 gp; Magic 12 gp; potion of 
  resurgence (2 @ 6 gp each); Total 70 gp. 
   
  APL 6: Loot 155 gp; Coin 0 gp; Magic 837 gp; +1 
  greatclub (2 @ 192 gp each), lesser bracers of archery (416 gp), 
  potion of cure moderate wounds (25 gp each), potion of 
  resurgence (2 @ 6 gp each); Total 992 gp. 
   
  APL 8: Loot 25 gp; Coin 0 gp; Magic 1,802 gp; +1 
  greatclub (2 @ 192 gp each), cloak of resistance +1 (83 gp), +1 
  composite longbow [+2 Str] (216 gp), lesser bracers of archery 
  (416 gp), potion of cure moderate wounds (25 gp), pearl of 
  power 2nd level (2 @ 333 gp each), potion of resurgence (2 @ 6 
  gp each); Total 1,827 gp. 
   
  APL 10: Loot 25 gp; Coin 0 gp; Magic 3,402 gp; +1 
  corrosive greatclub (2 @ 692 gp each), cloak of resistance +2 
  (333 gp), +1 composite longbow [+4 Str] (233 gp), lesser bracers 
  of archery (416 gp), potion of cure moderate wounds (25 gp), 
  pearl of power 2nd level (2 @ 333 gp each), potion of 
  resurgence (2 @ 6 gp each), ring of counterspells (333 gp); 
  Total 3,427 gp. 
   
  APL 12: Loot 25 gp; Coin 0 gp; Magic 10,319 gp; +1 
  corrosive greatclub (2 @ 692 gp each), cloak of resistance +3 
  HIG8-05 … Thicker Than Water? 
   
  Page 12 
  
  (750 gp), +1 hunting composite longbow [+4 Str] (733 gp), +6 
  amulet of health (2 @ 3,000 gp each), lesser bracers of archery 
  (416 gp), potion of cure moderate wounds (25 gp), pearl of 
  power 2nd level (2 @ 333 gp each), potion of resurgence (2 @ 6 
  gp each), ring of counterspells (333 gp); Total 10,344 gp. 
   
  Detect Magic Results: +1 corrosive greatclub 
  (moderate conjuration), cloak of resistance +3 (moderate 
  abjuration), +1 hunting composite longbow [+4 Str] 
  (moderate abjuration), +6 amulet of health (moderate 
  transmutation), lesser bracers of archery (moderate 
  transmutation), potion of cure moderate wounds (faint 
  conjuration), 
  pearl 
  of 
  power 
  2nd 
  level 
  (strong 
  transmutation), potion of resurgence (faint abjuration), ring 
  of counterspells (moderate evocation). 
   
  4B: DON’T MESS WITH SVATEK – PART I 
  If the PCs refused to work with Svatek, the town is 
  instead attacked by two waves; the first consists of 
  demons and undead. Even if Svatek should be attacked 
  and somehow defeated, he had pre-arranged this attack, 
  with orders to destroy Weeping Willow if he did not 
  report back by a pre-determined time: 
   
  CREATURES 
  APL 4 (EL 7) 
  Fire Spectre (1): hp 32; Appendix 1. 
  Gadacro (2): hp 26; Appendix 1. 
   
  APL 6 (EL 9) 
  Fire Spectre (2): hp 32; Appendix 1. 
  Gadacro (3): hp 26; Appendix 1. 
   
  APL 8 (EL 11) 
  Fire Spectre (3): hp 32; Appendix 1. 
  Vrock (1): hp 115; MM 48. 
   
  APL 10 (EL 13) 
  Dread Wraith (1): hp 104; MM 258. 
  Hezrou (1): hp 138; MM 44. 
   
  APL 12 (EL 15) 
  Dread Wraith (2): hp 104; MM 258. 
  Glabrezu (1): hp 174; MM 43. 
   
  4B: DON’T MESS WITH SVATEK – PART II 
  If the PCs refused to work with Svatek, the town is 
  instead attacked now by a second wave of demons; 
  should the PCs be foolish enough to attack Svatek and 
  somehow survive, feel free to skip this wave at APLs 4 
  and 6: 
   
  CREATURES 
  APL 4 (EL 7) 
  Bar-lgura (2): hp 51; Appendix 1. 
   
  APL 6 (EL 9) 
  Bar-lgura (4): hp 51; Appendix 1. 
   
  APL 8 (EL 12) 
  Vrock (3): hp 115; MM 48. 
   
  APL 10 (EL 14) 
  Vrock (3): hp 115; MM 48. 
  Chasme (2): hp 76; Appendix 1. 
   
  APL 12 (EL 17) 
  Chasme (4): hp 76; Appendix 1. 
  Glabrezu (3): hp 174; MM 43. 
   
  Tactics 
  These servants of Iuz are intent on destroying everything 
  in their path. 
   
  DEVELOPMENT 
  Since Berinia is now in sight of the PCs, she explains the 
  operation of the Handbasket and suggests the PCs use it 
  immediately, before any more trouble occurs. If the PCs 
  accepted Svatek’s mission to obtain the Truenames, 
  proceed to Encounter 5: To the Hells in a 
  Handbasket. If they refused, skip to Encounter 6: 
  Unexpected Company and adjust as necessary. 
   
  5: TO THE HELLS IN A HANDBASKET 
  The PCs must enter the Handbasket to the Hells to 
  obtain the Truenames of Releshi, Calentir, and the Dawn 
  which are known by the fallen celestial known as Envy, 
  who deals in information in the Hells. Envy shares the 
  Truenames gladly, requiring at least one magic item per 
  name. After the negotiations, the fallen celestial find an 
  excuse to attack the PCs before they depart. Make it clear 
  to the PCs that no NPCs join them for this mission. 
   
  You place your head into the wicker container and 
  experience 
  some 
  discomfort 
  as 
  you 
  feel 
  simultaneously 
  squeezed 
  and 
  stretched. 
  The 
  pressure builds, and everything smells initially of 
  old hay… and then of brimstone, as the pressure 
  relaxes and you step forth from the Handbasket. It 
  is readily apparent that you are no longer in 
  Weeping Willow, or even on Oerth. 
   
  You stand in a small octagonal room, empty 
  except for an open window in each wall and a 
  HIG8-05 … Thicker Than Water? 
   
  Page 13 
  
  descending staircase in the center. Through the 
  windows wafts an uncomfortable dry heat and the 
  stench of sulfur, accompanied by a ruddy glow. You 
  are quickly joined by the rest of your companions. 
   
  If any PC looks out a window, they see: 
   
  Far below lies one wall of a crumbling city; you are 
  apparently in a high tower just outside some 
  diabolic haven. A sludge-choked river wends its way 
  past your tower and what appears to be a strip mine 
  worked by all manner of fiends; as you watch, some 
  sentient chunk of filth crawls forth from the river 
  and begins to die on the bank, apparently unable to 
  breath the toxic gas that passes for air here. A foul 
  black ichor weeps forth from the mine entrance into 
  the river just above a sluice gate into the city proper; 
  it seems this is the main water supply for the area. 
   
  A DC 20 Knowledge (planes) check confirms the PCs 
  have arrived on Maladomini, and that the city below is 
  likely Grenpoli. Grenpoli is known as a haven for politics, 
  where violence is forbidden and the only permissible 
  weapons are wit and guile. It is therefore considered an 
  accidental sanctuary for non-devil visitors to Baator. A 
  DC 25 Knowledge (planes) check indicates the PC knows 
  they were fortunate that Envy’s tower lies outside 
  Grenpoli, since powerful wards there prevent any 
  weapons from entering the city by any means, and spells 
  that deal hit point or ability damage or summon creatures 
  automatically fail. 
   
  The plane of Maladomini is both mildly law and evil-
  aligned; Chaotic and Good PCs each suffer a –2 penalty 
  on all Charisma-based checks, and Chaotic Good PCs 
  suffer a –4 penalty. 
   
  If any PC is possessed by a succubi as a ‘mutterer’ 
  (has the AR item Not in Your Right Mind) from IUZ7-05 
  Know Thy Enemy, they feel increasingly uncomfortable 
  during their stay in the Hells. The above penalties are 
  doubled for this PC, and the succubus eventually 
  attempts to shift from mutterer to controller (see 
  Fiendish Codex I page 21), requiring the PC to succeed 
  on a DC 19 Will save to prevent the succubus from taking 
  over; apply a -8 penalty to this Will save due to extreme 
  discomfort endured while in the Hells. PCs that are 
  Caressed by Angels suffer an additional -4 penalty to this 
  save, while those that are Kissed by Devils gain a +4 
  bonus. 
   
  If any PC has a regenerated hand, again from IUZ7-
  05 Know Thy Enemy or have the Dark Taint or Demonic 
  Tortures from IUZ3-06 Every Passing Breeze, they feel 
  increasingly uncomfortable during their stay in the 
  Hells. The above penalties are doubled for this PC, and 
  they must succeed on a DC 19 Will save to prevent the 
  hand or other body part from taking over. PCs that are 
  Caressed by Angels suffer an additional -4 penalty to this 
  save, while those that are Kissed by Devils gain a +4 
  bonus. 
   
  PCs that are ‘merely’ Caressed by Angels need only 
  to make a DC 19 Will save to maintain control of their 
  persons. 
   
  All the PCs that suffer these adverse effects must 
  succeed on the Will save 3 times to prevent the effect for 
  24 hours. Those that fail even one of the Will saves are 
  forced to either attack Envy and her minions once the 
  negotiations are complete, or to steal at least one of her 
  trinkets, preferably a soul vessel – DM’s choice. 
   
  Unless the PCs wish to venture out the window, the 
  best way to proceed is down the stairs; note that once 
  they descend and no longer benefit from the red glow 
  from outside, the rest of the tower is dark until the PCs 
  provide their own light: 
   
  Descending the tower stairs perhaps 20 feet, you 
  pass by all manner of knickknacks; plaques and 
  trophies, gewgaws and baubles line the walls of the 
  staircase and cover the shelves and tables of the 
  sitting room beyond.  These objects hang all over the 
  40 ft. diameter room, all the way up to the ceiling 
  two longspears above. 
   
  A DC 27 Spot check reveals a rat as it slinks into a small 
  hole in the opposite corner. This is actually an imp using 
  its alternate form and standing guard; it is now running 
  off to warn its master that she has unwanted guests. 
   
  The DM is encouraged to detail and describe some of 
  the trophies and such, as things that are representative of 
  her envious nature of things of beauty, power, love, and 
  wealth; a beautifully gilt mirror here, a statue of 
  someone’s lover there (petrified, of course), the staff of an 
  archmage (perhaps engraved with the symbol of Bigby of 
  the Circle of Eight), or even a crown of King Belvor of 
  Furyondy, etc. 
   
  One particular item of note is an elven thinblade 
  mounted to a darkwood plaque with a brass nameplate 
  fastened beneath; the plaque reads “Xeraco Amastodel” in 
  Infernal and Elven. Those who succeed on a DC 10 
  Knowledge (local), Knowledge (nobility and royalty), or 
  Bardic Knowledge check recognize “Amastodel” as a 
  Moonbow family name. PCs who are Devoted of the 
  Green and White or who are Born of the Vesve receive a 
  +4 circumstance bonus to this check. Members of clan 
  Moonbow automatically succeed on this check, and 
  recognize Xeraco as a former elder of that clan who died 
  defending Verbeeg Hill. Those PCs that played HIG7-01 
  Luck Lost or succeed on a DC 10 Knowledge (local) check 
  HIG8-05 … Thicker Than Water? 
   
  Page 14 
  
  recognize this as the sword retrieved from the sunken 
  Velverdyva Queen on behalf of Sithari Silvanara, also of 
  clan Moonbow. Those who succeed on a DC 15 
  Knowledge (nature) or a DC 15 Knowledge (arcana) 
  check identify the metal as thinaun. A DC 20 Knowledge 
  (arcana) check tells the hero that thinaun stores a bit of 
  the wielder’s essence if they die while wielding the 
  weapon. If the PCs examine the sword closely, they can 
  see some sort of flickering movement in the crystal in the 
  hilt. Curious PCs may wonder how this weapon came to 
  be displayed here, in the Hells; they may wish to ask 
  Envy to answer that question for them when given the 
  opportunity. 
   
  One of the golden trophies on the mantle is actually 
  a spell turret; it can be found and recognized for what it is 
  with a successful Search check. Note that since its trigger 
  conditions are dependent upon the removal of items 
  from this tower, it is unlikely to be set off at this time. It 
  is far more likely to activate upon the PCs’ departure if 
  they attempt to take any property of Envy’s. 
   
  TRAP 
  APL 4 (EL 4) 
  Spell Turret: CR 4; Diminutive magic device; visual 
  trigger (true seeing, only if a soul vessel or trophy is 
  brought through or out of the room); automatic reset; 
  dispel magic, hold person, stinking cloud, slow cast once per 
  round in set order, no spells cast every fifth round but 
  spell turret self-repairs 4d8+20 hp; Search DC 28; Disable 
  Device DC 28; AC 7, hardness 8; hp 200. Cost: 7,500 gp. 
   
  APL 6 (EL 5) 
  Spell Turret: CR 5; Diminutive magic device; visual 
  trigger (true seeing, only if a soul vessel or trophy is 
  brought through or out of the room); automatic reset; 
  solid fog, wall of fire, enervation, phantasmal killer cast once 
  per round in set order, no spells cast every fifth round but 
  spell turret self-repairs 4d8+20 hp; Search DC 29; Disable 
  Device DC 29; AC 7, hardness 8; hp 200. Cost: 14,000 gp. 
   
  APL 8 (EL 6) 
  Spell Turret: CR 6; Diminutive magic device; visual 
  trigger (true seeing, only if a soul vessel or trophy is 
  brought through or out of the room); automatic reset; 
  cloudkill, symbol of sleep, Bigby’s interposing hand, waves of 
  fatigue cast once per round in set order, no spells cast 
  every fifth round but spell turret self-repairs 4d8+20 hp; 
  Search DC 30; Disable Device DC 30; AC 7, hardness 8; 
  hp 200. Cost: 22,500 gp. 
   
  APL 10 (EL 7) 
  Spell Turret: CR 7; Diminutive magic device; visual 
  trigger (true seeing, only if soul vessel brought within 60 
  ft.); automatic reset; greater dispel magic, acid fog, flesh to 
  stone, eyebite cast once per round in set order, no spells 
  cast every fifth round but spell turret self-repairs 4d8+20 
  hp; Search DC 31; Disable Device DC 31; AC 7, hardness 
  8; hp 200. Cost: 33,000 gp. 
   
  APL 12 (EL 8) 
  Spell Turret: CR 8; Diminutive magic device; visual 
  trigger (true seeing, only if soul vessel brought within 60 
  ft.); automatic reset; reverse gravity, mass hold person, power 
  word blind, forcecage cast once per round in set order, no 
  spells cast every fifth round but spell turret self-repairs 
  4d8+20 hp; Search DC 32; Disable Device DC 32; AC 7, 
  hardness 8; hp 200. Cost: 45,500 gp. 
   
  There is just one other exit from the sitting room, 
  which leads down a short corridor to some sort of 
  twisted laboratory, perhaps 50 ft. by 40 ft. with a 20 
  ft. high ceiling. In addition to the typical tomes and 
  tubes, books and beakers, you note several racks of 
  glass balls. There are perhaps three-dozen in all that 
  seem to be locked into position in the racks. 
   
  Shortly after entering the laboratory, a distinct 
  pop fills the air; a beautiful but dangerous-looking 
  winged serpent appears on the far side of the room, 
  its eyes scintillating with a crimson hue. In your 
  mind, a soft and pleasant voice rings, “Who are you, 
  and what brings you to the Tower of Desires 
  Fulfilled? 
   
  This is Envy, a fiendish couatl who fell from grace many 
  years ago (see Adventure Background for full details). 
  Since then, she has carved out her own little niche here 
  outside of Grenpoli, primarily due to her envious nature. 
  She is extremely vain, and subject to fits of instant 
  jealousy; while quite intelligent, witty PCs can use her 
  faults against her by appealing to her vanity. 
   
  Envy deals primarily in souls, information, and 
  unique items, constantly coveting that which she does 
  not yet possess. In that pursuit, she has collected dozens 
  of lost souls that she stores in racks of magical containers; 
  one of these likely contains the soul of a loved one of one 
  of the PCs. Pick or randomly choose a PC and tell them 
  they hear their loved one faintly call out for help. Should 
  a PC wish to remove a soul vessel and fins themselves in 
  rounds, it requires a standard action to twist the latch and 
  take it from the shelf. 
   
  In addition, she has obtained a magical thinaun 
  longsword containing yet another soul; that of Xeraco 
  Amastodel, friend of Sithari Silvanara, both of clan 
  Moonbow. One of the Black Six has been controlling 
  Sithari’s mind for quite some time, and traded the 
  HIG8-05 … Thicker Than Water? 
   
  Page 15 
  
  thinaun longsword to Envy in exchange for information 
  regarding rare magic items. 
   
  Despite her evil nature, Envy is amused with the PCs 
  enough to entertain their questions. She telepathically 
  provides a piece of information for each magic item the 
  PCs provide; the DM should use the guidelines provided 
  and his own judgment to compare the worth of the item 
  offered with the information desired. Envy is not above 
  lying while sharing her information, if she feels she can 
  get away with it (Bluff +19, Diplomacy +19). 
   
  At any time you deem appropriate, Envy states, “I 
  make it my business to know that of others.” 
   
  During the information gathering, PCs may make 
  DC 10 Spot and Listen checks to detect that other beings, 
  likely devils, are watching and waiting the exchange from 
  just outside the laboratory. 
   
  PCs may use the items Endavon provided for the 
  negotiations with Svatek, or their own items as desired, 
  particularly if they seek information of a more personal 
  nature (use the MIC tables to approximate the item’s 
  level).  Items may be combined to equal the gp value, but 
  the total level is calculated using the method presented 
  for upgrading items presented on MIC page 229 (for 
  example, a combination of 10th, 9th, 7th, and 4th level 
  items equate to a single 14th level item, as does a 12th, 
  10th, and 6th).  
   
  Under no circumstances does she tell the PCs 
  exactly what value item she requires for a given fact. The 
  equivalent value  of the item needed for a piece  of 
  information can be reduced by 2,000gp and 2 levels using 
  related flattery and a DC 30 Diplomacy check to bring 
  Envy’s 
  attitude 
  from 
  Indifferent 
  to 
  Helpful 
  (circumstance bonuses  as high as +5 may be awarded 
  depending on the pertinence of the flattery to the desired 
  topic). 
   
  The couatl shares any information for which a fee 
  has been agreed upon telepathically; as each item is 
  traded, it magically disappears from the trunk or the PC’s 
  person without any explanation on her part. Should a PC 
  ask what happened to any given item, she shrugs and 
  simply states, “Someone made a deal.” She is perfectly 
  willing to double-deal and can converse telepathically 
  with multiple PCs at once. For example, one PC may ask 
  for information and offer a 9th level item, while another 
  PC simultaneously offers a 1oth level item to tell him 
  instead and give the first PC false information. Any item 
  traded to Envy is not available for access, and should thus 
  be crossed off the AR. 
   
  Envy cannot reveal any specific information about 
  the Dawn other than what is presented here. She does 
  not accept deals made by PCs using other PC’s items or 
  souls, unless that PC gives permission. Envy can provide 
  the following: 
   
  • Soul Vessels: Envy reveals that each glass container in 
  the rack contains a soul. The DM should choose a PC 
  with a family member who is deceased or may have 
  had reason to sell her soul; she possesses that 
  relative’s soul, and is willing to trade another soul in 
  exchange for it. This piece of information requires an 
  item of at least 800 gp/3rd level. 
  • Rod of Highfolk: The fiendish couatl knows that the 
  Rod of Highfolk no longer exists; she does not know 
  what happened to it, but suspects it was consumed 
  by the Dawn. This piece of information requires an 
  item of at least 800 gp/3rd level. 
  • Releshi’s Allegiance: Envy knows Releshi serves the 
  Dawn because she feels it is the best way to protect 
  the Vesve from the forces of the Old One; Releshi 
  initially thought she could do more good working 
  on the inside with the Dawn than fighting against 
  her; now that she knows the Dawn is her mother 
  and has been given a taste of power, she is fully 
  under the Dawn’s sway and seeks her Destiny. Envy 
  believes that the only way to save Releshi now is to 
  use the Golden Sickle to sever Releshi’s bond with 
  the Dawn or with Purpose. A DC 12 Sense Motive 
  reveals that Envy is jealous of Releshi’s beauty and 
  power and doesn’t seem like she would mind if 
  Releshi were destroyed. This piece of information 
  requires an item of at least 1,500 gp/3rd level. 
  • Truename Power: While not really her area of 
  expertise, the couatl reveals that the speaker of a 
  Truename holds great power over the subject, 
  including lowering the subject’s resistances to 
  certain spells and effects. If the speaker is the 
  subject, he gains great power when casting spells. 
  Anyone who speaks a Truename aloud is subjected 
  to a significant amount of damage. She begrudgingly 
  admits that skilled spellcasters might know more 
  about this topic than she. This piece of information 
  requires an item of at least 5,000 gp/9th level. 
  • Calentir Elethiel-Rellen’s Truename: This is 
  “Ezreesarthiss, Silent Lie of the Emerald Dawn, One 
  with the Sacred Wood” in Draconic; both Giselda 
  Insticious (from the Far Realm in HIG6-02 Antipathy) 
  and Tusk, Blossom, and Thistleprong from HIG7-07 
  Faerly Moot) referred to “One with the Sacred Wood”; 
  these were references to Calentir’s Truename. The 
  elven cat Jye (from HIG7-08 Familiar Territory) 
  mentioned that Releshi sometimes called Calentir 
  “Ezree” when she thought they were alone. This 
  piece of information requires an item of at least 
  14,000 gp/14th level. 
  • Releshi 
  Elethiel-Rellen’s 
  Truename: 
  This 
  is 
  “Sulshareliss, Herald of the Emerald Dawn, Protector 
  of the Sacred Wood, Harbinger of the Ascension” in 
  HIG8-05 … Thicker Than Water? 
   
  Page 16 
  
  • The Dawn’s Truename: This is “Shardantheliss, the 
  Emerald Dawn”, and confirms what Danellaran 
  revealed in HIG8-03 Lies of Iron. This piece of 
  information requires an item of at least 50,000 
  gp/18th level. 
  • Ioethalenar’s Truename: This is “Sanshathaliss, 
  Wrath of the Emerald Dawn, Keeper of Word and 
  Deed”, and is vaguely referred to in the Prophecy of 
  Ascension mentioned in HIG6-01 Faerie Fire and 
  HIG7-09 Anathema. This piece of information 
  requires an item of at least 4,000 gp/8th level. 
  • Aensylorin Elethiel Rellen’s Truename: This is 
  “Sharsylorliss, Scion of the Emerald Dawn, Everhope 
  of the Sacred Wood”. This piece of information 
  requires an item of at least 6,000 gp/10th level. 
  • Calentir’s Dirty Little Secret: When last in the Hells, 
  Ixtacious Rellen, Calentir’s foster father and 
  Mnemosyne’s husband, was ambushed by a group of 
  devils and permanently slain. Though it was 
  commonly believe that it was Mnemosyne that hired 
  the devils, Envy reveals that it was Calentir himself 
  that ultimately procured their services and ordered 
  the assassination. Though only a rumor, she also 
  claims that Calentir and Releshi share a magical 
  mental bond, and are perhaps even more strongly 
  tied somehow. This piece of information requires an 
  item of at least 6,000 gp/10th level. 
  • Calentir’s Other Secret: Calentir has been recruiting 
  forces for the Dawn and obtaining powerful artifacts 
  for her to consume, while disguised as a white 
  dragon known as ‘Whiteclawdeath’. This piece of 
  information requires an item of at least 5,000 gp/9th 
  level. 
  • Naughty Monkeys: The last time Calentir, Releshi, 
  and Wynda were in the Hells, they convinced or 
  tricked several other heroes into giving them several 
  Virtues; the trio then separately worked to ensure 
  that the Dawn obtained at least two of these Virtues 
  for Her consumption. This piece of information 
  requires an item of at least 2,000 gp/5th level. 
  • Mnemosyne’s Affiliation: Envy confirms that 
  Mnemosyne Menanine-Rellen is a high-ranking 
  member of the covert spy organization known as the 
  Blood Owls. This piece of information requires an 
  item of at least 2,000 gp/5th level. 
  • Onvere’s Lineage: Envy knows that Onvere is the son 
  of a Shield Lander man and the coure Lust, who is 
  once again known as Self-Control now that she has 
  been Redeemed. This piece of information requires 
  an item of at least 2,000 gp/5th level. 
  • Thinaun thinblade: The fiendish couatl reveals how 
  she obtained this weapon, and the soul of Xeraco 
  Amastodel trapped within it, from Thalon Zernea of 
  clan Volmiryth, now one of the Black Six. She 
  throws in the fact that Sithari Silvanara was and still 
  is under the control of the Black Six, and that she 
  knows where Thalon can be found. This piece of 
  information requires an item of at least 2,500 gp/7th 
  level. 
  • Thalon Zernea’s location: Envy reveals that this 
  Black Six member can be found in his original 
  hideout, first visited in HIG3-04 Ghostly View, but 
  only for a few more days. This piece of information 
  requires an item of at least 4,000 gp/8th level. 
   
  Envy of course knows plenty of other bits of information; 
  the DM must determine whether it is worth her effort 
  and makes sense for her to know, and what level of item 
  she requires to reveal it. She is also willing to exchange a 
  soul vessel or the thinaun thinblade for an item, but that 
  item must either be 50,000gp/18th level or be another 
  soul. Note that a succubus rider can be used to cover this 
  fee; if used in this way, Envy extracts the succubus from 
  the PC, and he must now cross off that AR item from his 
  IUZ7-05 Know They Enemy AR. 
   When the PCs are finished dealing for information, 
  this encounter should devolve into combat. PCs may start 
  it with their own aggressions, or attempt to steal any item 
  from Envy’s collection. PCs that suffer any adverse effects 
  as detailed above (succubus mutterer or other taints from 
  IUZ mods, or Caressed by Angels or Kissed by Devils) are 
  either forced to attack Envy or her minions for at least 
  one round, which is enough to precipitate a combat, or to 
  steal any item from Envy’s collection. 
   Otherwise, have Envy state coolly: 
   
  “Thank you for your business… now, who gave you 
  permission to trespass upon my property in the first 
  place?” She faintly twitches her tail and a handful of 
  devils enter the room. All ambient light is 
  extinguished. 
   
  At APLs 4 and 6, Envy ethereal jaunts elsewhere in her 
  lair, presumably to fetch more devilish forces. 
   
  At APL 8, Envy casts her Evard’s black tentacles with 
  her first action and then ethereal jaunts elsewhere in her 
  lair, presumably to fetch more devilish forces. 
   
  At APLs 10 and 12, Envy remains for the entire 
  combat, only using her ethereal jaunt to escape if the PCs 
  gain the upper hand. 
  HIG8-05 … Thicker Than Water? 
   
  Page 17 
  
   
  Note: If combat is precipitated by the theft of one or 
  more items, remember the spell turret trap if the item is 
  brought into or taken from the sitting room. In this case, 
  the devils are alerted by the sounds of combat and come 
  to investigate after 5 rounds. The spells cast by the turret 
  are primarily meant to delay any thieves for that purpose. 
   
  CREATURES 
  All APLs 
  Envy (1): hp 75; Appendix 1. 
   
  APL 4 (EL 7) 
  Spinagon (3): hp 19; Appendix 1. 
   
  APL 6 (EL 9) 
  Steel Devil (3): hp 51; Appendix 1. 
   
  APL 8 (EL 11) 
  Advanced Steel Devil (2): hp 79; Appendix 1. 
  Longinus Hellreaver, Warlock (1): hp 33; Appendix 1. 
   
  APL 10 (EL 13) 
  Advanced Steel Devil (2): hp 79; Appendix 1. 
  Longinus Hellreaver, Warlock (1): hp 45; Appendix 1. 
   
  APL 12 (EL 15) 
  Advanced Steel Devil (4): hp 101; Appendix 1. 
  Longinus Hellreaver, Warlock (1): hp 63; Appendix 1. 
   
  Tactics 
  At all APLs, the devils take best advantage of the magical 
  effects the PCs may suffer due to the spell turret, if they 
  set it off. 
   
  At APL 4, the spinagons attempt to set up in the 
  entry corridor, 2 in front and one behind. One of the 
  front-liners attempts to summon others while the other 
  engages in melee; the rearmost summons others and then 
  fires spines until engaged in melee. 
   
  At APL 6, the steel devils fight in formation, always 
  staying adjacent to each other. One begins chanting 
  immediately to distract spellcasters, and all haste 
  themselves. They then use their push ability to move PCs 
  behind their lines.  At APLs 8 & 10, the steel devils’ brute 
  gauntlets and potions of bull’s strength have been included in 
  their stat blocks. They use their transposer cloaks to move 
  PC casters behind their lines or into melee. At APL 12 
  they trip or disarm if it creates an advantage; remember 
  their additional damage from their profane weapons (+2d6 
  damage vs. good) and witchlight reservoir filled with blood 
  (and additional 2d6 damage). 
   
  At APLs 8-12, Longinus the warlock has already 
  used his devil’s sight invocation to see in the darkness as 
  the devils and Envy do. He stays well back of the steel 
  devils and uses eldritch (sickening) blasts to best effect. 
  Remember his fast heal if needed. At APL 10, he benefits 
  from additional attack bonus and damage from his 
  warlock’s scepter (already included in the stat block), and 
  uses eldritch chain on his blasts to target two PCs.  At APL 
  12, he is already flying, and can use hellrime blast with his 
  hellfire blasts; note that this is not normal fire and typical 
  resistances to fire do not benefit the target. 
   
  At APLS 10 &12Envy has cast all her minute/level 
  spells before meeting the PCs; when combat starts, she 
  takes to the air under the cover of invisibility. She uses her 
  spells from a distance as long as possible, summoning 
  more creatures to aid her forces; if necessary, she flies 
  into melee while hovering. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 0 gp; Total 0 gp. 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 0 gp; Total 0 gp. 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 1,298 gp; +1 cold 
  iron greatsword (341 gp), brute gauntlets (41 gp), corsair’s 
  eyepatch (250 gp), ring of the four winds (166 gp), transposer 
  cloak (500 gp); Total 1,298 gp. 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 7,739 gp; +1 cold 
  iron greatsword (341 gp), +4 amulet of health (1,333 gp), 
  amulet of emergency healing (500 gp), brute gauntlets (41 gp), 
  cloak of resistance +3 (750 gp), corsair’s eyepatch (250 gp), 
  orange prism ioun stone (2,500 gp), pink and green ioun stone 
  (666 gp), ring of the four winds (166 gp), transposer cloak (500 
  gp), warlock’s scepter (692 gp); Total 7,739 gp. 
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 9,988 gp; +1 
  profane cold iron greatsword (841 gp), +4 amulet of health 
  (1,333 gp), amulet of emergency healing (500 gp), brute 
  gauntlets (41 gp), cloak of resistance +3 (750 gp), corsair’s 
  eyepatch (250 gp), orange prism ioun stone (2,500 gp), pink 
  and green ioun stone (666 gp), ring of four winds (166 gp), 
  transposer cloak (500 gp), war wizard cloak (1,333 gp), 
  warlock’s scepter (692 gp), witchlight reservoir (416 gp); Total 
  9,947 gp. 
  Detect Magic Results: +1 profane cold iron greatsword 
  (moderate necromancy), +4 amulet of health (moderate 
  transmutation), amulet of emergency healing (faint 
  conjuration), brute gauntlets (faint transmutation), cloak of 
  resistance +3 (faint abjuration), corsair’s eyepatch (faint 
  divination), 
  orange 
  prism 
  ioun 
  stone 
  (moderate 
  transmutation), pink and green ioun stone (moderate 
  transmutation), ring of four winds (faint evocation), 
  transposer cloak (strong conjuration), war wizard cloak 
  (moderate 
  evocation), 
  warlock’s 
  scepter 
  (faint 
  transmutation), 
  witchlight 
  reservoir 
  (moderate 
  necromancy). 
  HIG8-05 … Thicker Than Water? 
   
  Page 18 
  
   
  TROUBLESHOOTING 
  Try to give the PCs as much of a chance as possible to get 
  the Truenames they came for before starting the combat, 
  but remember that Envy is a shrewd negotiator. 
   
  DEVELOPMENT 
  Assuming the PCs defeat Envy and/or her minions, they 
  may return to the top level of the tower and step back 
  through the portal created by the Handbasket, likely 
  appearing back at the Halls of the Radiant Sun in 
  Weeping Willow. 
   
  6: UNEXPECTED COMPANY 
  The PCs return from Maladomini to the shrine of Pelor, 
  finalize the deal with Svatek, and rest for the evening. 
   
  Returning through the Handbasket, you arrive back 
  at the Halls of the Radiant Sun, both you and the 
  shrine a bit worse for the wear. You find that 
  virtually no time has passed, and that Svatek and his 
  guardians coincidentally arrive just a few minutes 
  later, inquiring as to your success. They are joined by 
  Heldeng and Rafeorae. 
   
  If his services were part of the deal with Svatek, Azlapyn 
  is with them as well, though he is clearly not happy about 
  it. If not, he does not attend. 
   
  Svatek suggests that the PCs merely think the 
  Truenames they have obtained, communicating them 
  telepathically rather than speak them aloud. Once he has 
  the names and the other items (or the promise of them, as 
  applicable), he holds up his end of the bargain and signs 
  the contract in his own blood, then waits for the PCs to 
  do the same. Assuming they do, the contract disappears 
  as soon as the last signature is made. Svatek graciously 
  takes his leave, along with Heldeng and Rafeorae, and 
  Azlapyn if such was the deal. Derith invites the PCs to 
  rest at the shrine for the evening, as it is now quite late 
  (well after midnight). 
   
  The night passes uneventfully; the PCs awake the 
  next morning to find themselves accosted by an 
  abnormally strong and slightly draconic toddler. 
   
  <Sleeping PC name> is awakened rather abruptly to 
  find one end of his pew raised at a precarious angle. 
  It seems a red-headed, green-eyed toddler has 
  escaped his keeper, crept into the worship area, and 
  is looking for a playmate. Moments later, a half-elf 
  with long brown hair and twin scars on his face 
  stalks in. “Where did you run off to, you little dire 
  ape?!” The child points at you and giggles, shouting, 
  “Boom-da-da!” in a loud voice only a 2-year-old can 
  muster. 
   
  A blonde grey elven woman follows closely 
  behind the half-elf, rushing to scoop the child into 
  her arms with much cooing to the child and a stern 
  look toward you and your companions. 
   
  The accosted PC should make a DC 10 Balance check to 
  avoid being spilled upon the hard stone floor. Lord 
  Marshall of the Rangers of the Vesve Leaijrn Greenoak 
  has just entered the worship area, seemingly in search of 
  the child. He is followed quickly by a blonde, plain grey 
  elven woman with a worried look on her face, which 
  brightens when she see the man and child; the PCs 
  recognize her as Councilor Wynda Ceara. 
   
  It seems a curious Aensylorin Elethiel-Rellen has 
  momentarily escaped his guardian Wynda’s grasp while 
  her attentions were focused on rekindling her affair with 
  Leaijrn. Wynda has temporarily fled the Oronodel with 
  baby Aensylorin, thinking he is danger from the Dawn 
  (she has heard the rumor that the Dawn intends to 
  consume the Rellen heir). Berinia offers a safe haven for 
  Leaijrn, Wynda, and Aensyl until things get sorted out; 
  meanwhile, it is likely that Leaijrn’s and Wynda’s feelings 
  for each other are finally exposed. 
   
  Wynda immediately takes the child, scooping him 
  into her arms like an over-protective mother. Aensyl 
  sticks his tongue out at the Lord Marshall; a DC 15 Spot 
  check allows PCs to notice that his tiny pink tongue is 
  slightly forked. 
   
  Give PCs a DC 5 Spot check to notice a faint, out-of-
  place scent pervading the room; a DC 18 Knowledge 
  (nature) identifies it as jasmine and sandalwood – a 
  woman’s perfume. A DC 10 Spot check or Wisdom check 
  reminds the PC of the Lord Marshall’s quarters or the 
  scented letter, if he played HIG7-07 Faerly Moot and/or 
  HIG8-02 Intertwined. The scent gets stronger as Wynda 
  remains in the room; it is obviously her perfume. 
   
  The PCs may have a few questions for either Wynda 
  or Leaijrn: 
  • Wynda, why are you here? “I took Aensylorin and 
  fled to protect him, as I swore to do. While I 
  have given my service to the Lady, and even 
  though Releshi and Calentir are my friends, I 
  cannot allow Her to harm him in any way. I 
  have recently learned that She plans to consume 
  the boy as part of the Ascension Ritual. I plan to 
  go back and explain to Releshi, but I wanted to 
  leave Aensyl in good hands first.” She smiles 
  sweetly up at Leaijrn. A DC 10 Sense Motive 
  reveals that she seems very worried, despite her 
  elation at Leaijrn’s company. 
  HIG8-05 … Thicker Than Water? 
   
  Page 19 
  
  • Lord Marshall, why are you here? “Wynda came to 
  me in Quaalsten and explained her situation; I 
  was only too happy to help… and to see her 
  again. I suggested she teleport us here 
  immediately; Lady Berinia and I are old 
  adventuring companions.” Berinia enters at this 
  time and nods in acknowledgement, adding, “All in 
  need of refuge are welcome here.” Leaijrn repeats 
  Wynda’s tale if she has not already explained. A DC 
  10 Sense Motive reveals that the two have obvious 
  romantic feelings for each other. 
  • Wynda, was that your letter?/ Was that you that gave 
  us that letter to deliver to the Lord Marshall a few 
  months ago? “Yes, it was I, in disguise. I wanted 
  to know if he still felt the same way I do.” 
  • Wynda, why are you helping the Lady?/the Dawn? 
  “Because Releshi is my friend, and she needs 
  me. Nobody else besides Calentir understands 
  Rel.” 
  • Wynda, do you have a Truename? “No; I do not carry 
  dragon blood in my veins.” 
  • Leaijrn, are you friends with Calentir/Releshi? “Yes, 
  you could still say that, though I cannot support 
  their actions of late. I will fight them if I must, 
  but I hope there is another way to stop them.” 
  • Wynda, why should we trust you? “No reason; I 
  expect I’ll be killed when I return anyway for 
  running off with Aensyl. But I had to try, and I 
  wanted to see Leaijrn again.” 
  • Wynda, why would you be killed? “Even Calentir was 
  severely punished for his interference with 
  Ioethalenar’s assassination of Onvere; She does 
  not tolerate such transgressions. He now bears a 
  new mark on his chest, and I heard him cry out 
  in pain the last time Releshi was wounded by an 
  axe blow.” 
   
  When the PCs finish their questions, Wynda makes the 
  following offer: 
   
  “If it helps at all, please take this mask piece.  I 
  found it under Ioethalenar’s pillow, after he was 
  eaten. It radiates faint transmutation magic, but I do 
  not know what it does. I would appreciate it if you 
  would not tell anyone we are here, at least not until I 
  have a chance to explain to Releshi.” 
   
  Wynda hands over the third mask piece – she doesn’t 
  understand its import (she is unaware of the other 
  pieces), but offers it to any PC that already has a mask 
  piece, as a gesture of cooperation and for the group’s 
  discretion. This PC receives the Mask Piece reward on 
  the AR. If the PC matches it up with the other two pieces 
  and magically reassembles the mask, the instead receive 
  the Porcelain Mask reward on the AR. 
   
  If asked what the mask does or why Ioethalenar had 
  it, Wynda becomes uncomfortable and shudders, saying, 
  “Ioethalenar had an unnatural affection for his 
  sister. I don’t even want to think about what he did 
  with it.” 
   
  CREATURES 
  Leaijrn Greenoak: Male half-elf. Ranger 6/Barbarian 
  1/Pious Templar3/Wildrunner 7. 
   Traits: loyal, honorable, modest, easy-going. Though an 
  air of sadness typically hangs around Leaijrn and at 
  moments he seems distracted, he is currently elated at 
  the return of his lost love. He is quite a capable leader, 
  however, and cares deeply about his Rangers and the 
  people of Highfolk. 
   
  Wynda Ceara: female gray elf, wizard 12/fatespiner 
  4/archmage 1/divine oracle 1. 
   Traits: fragile, unpredictable, loyal.  
   
  Aensylorin Elethiel-Rellen: male gray elf half-dragon. 
   Traits: terrible twos says it all, and strong as an ox to 
  boot!  
   
  Treasure: The PCs can gain the following treasure here: 
   
  All APLs: Mask Piece: Wynda gives the PCs a 
  delicate piece of porcelain. This thin, fragile piece appears 
  to be a portion of a broken mask. The piece depicts the 
  high cheekbone and elegant jaw-line of a scaly-skinned 
  female. If anyone has a mask piece from either HIG6-01 
  Faerie Fire, HIG7-09 Anathema, or both, they find that it 
  matches perfectly. The mask can then be magically 
  reassembled (make whole, sovereign glue). 
   
  Detect 
  Magic 
  Results: 
  Mask 
  Piece 
  (faint 
  transmutation). 
   
  TROUBLESHOOTING 
  Under no circumstances does Wynda allow a PC to get 
  close to Aensylorin unless she is touching him. As an 
  18th level archmage, assume she has multiple contingency 
  and other spells in place to protect them and teleport 
  them both away to safety should the need arise. Even 
  Leaijrn is willing to die to protect his love and the baby. 
   
  DEVELOPMENT 
  Assuming the meeting at the shrine of Pelor does not 
  degrade into conflict, all that is left is for the PCs to 
  report back to Factor Endavon at the Merchant’s Guild. 
   
  HIG8-05 … Thicker Than Water? 
   
  Page 20 
  
  7: AUGURY 
  The journey back to Highfolk Town is uneventful; when 
  the PCs return to report to Factor Endavon, they find 
  him entertaining a guest. The Loslain Aramil Oakbow 
  Wintershale shares a new Augury Octavo revelation with 
  Endavon and the PCs regarding the Dawn’s Ascension. 
   
  You return to the modest office of Factor Endavon, 
  and immediately realize he is not alone. A regal elf 
  sits across from the Factor, dressed in flowing blue 
  robes adorned with silver moons and wearing a 
  golden ring bearing an enormous white gemstone 
  on his left middle finger. The newcomer notices you 
  and beckons you forward without rising. “Come, 
  come, my children.” He extends the ring toward you 
  and waits patiently. 
   
  The newcomer is none other than the Loslain of the 
  Elves, Aramil Oakbow Wintershale and he allows any PC 
  who wishes to to kiss his ring. If the PCs have not met 
  him before, a successful DC 10 Knowledge (local) or 
  Bardic Knowledge check suggests who he may be. PCs 
  who are Devoted of the Green and White or who are 
  Born of the Vesve receive a +4 circumstance bonus to this 
  check. Members of clan Seldorian automatically succeed, 
  and recognize Aramil as an Ooma (highest tier) of the 
  clan. 
   
  The Loslain opens his mouth again to continue, but 
  Endavon quickly stands and interjects, “His 
  Lordship was just telling me about his latest 
  translation from the Augury Octavo; perhaps he 
  would be willing to share the quatrain with you as 
  well if you provide your report? He looks to the elf, 
  who nods graciously in response; the pair waits 
  patiently for your tale. As you speak, you notice a 
  familiar-looking contract on the edge of the table, 
  your signatures still red upon the parchment. 
   
  Assuming the PCs hold nothing back, Endavon is 
  generally pleased with the arrangements, though already 
  remorseful at the loss of Heldeng and Rafeorae; if 
  Azlapyn’s services were exchanged, the Factor appears 
  quite pained. He attempts to remain upbeat though, 
  offering his sincere thanks for their part in the 
  negotiations, especially if they seemed to procure more 
  than they lost. The Loslain listens carefully during the 
  report, and says nothing until it is complete: 
   
  “Well done, my children; to be sure, the peoples of 
  Highfolk appreciate your service, especially in these 
  dark times since the destruction of the Blessed 
  Glade, Hei-Corollon shar-shelevu avain (Corellon, 
  may your grace grant them peace).” 
   
  “However, we have new hope; I have recently 
  deciphered another passage from the Augury 
  Octavo, and I shall utter it for you now: 
   
  “When the pentagram is squared, a new day shall 
  begin its rise; it culminates as the target becomes 
  the arrow and the shoot becomes the target. Look to 
  new shoots of petal and light, nurtured in natant 
  gold, to preserve the sea. The dark hand shall 
  decree.” 
   
  ~ The words of High Priest Olletange Amastodel, CY 
  515 
   
  CREATURES 
  Loslain Aramil Oakbow Wintershale: male high elf, 
  cleric 12/ruathar 3. 
   Traits: competent, dependable, pleasant. 
   
  CONCLUSION 
  Endavon and Aramil have no idea yet what this new 
  passage might mean, but they excuse the PCs as they 
  have much to discuss yet. If the contract was signed by 
  Svatek, Endavon gives the PCs a silver scale that fits 
  around the throat. The PCs receive the Silver Blessings 
  reward on the AR, which provides Any access to the 
  sterling collar, as well as an Influence Point with the 
  Highfolk Merchant’s Guild and the Favor of the 
  Seldarine. They may retain access to any item from the 
  war chest that they did not trade away. 
   
  Those PCs that are Caressed by Angels or Kissed by 
  Devils and traveled to Maladomini receive the Enhanced 
  Taint reward on the AR. 
   
  Any PC that serves the Lady and reports back to one 
  of her NPC followers receives the Verdant Blessing 
  reward on the AR, which provides Any access to the 
  emerald eye patch. 
   
  One PC that dealt civilly with Wynda Ceara and ha 
  sat least one other mask piece receives the Mask Piece; if 
  this PC has all 3 mask pieces he instead receives the 
  Porcelain Mask. 
   
  EXPERIENCE POINT SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  HIG8-05 … Thicker Than Water? 
   
  Page 21 
  
  1: THROWING COPPER 
  Rescue Heldeng and Rafeorae 
  APL 4 
  60 XP 
  APL 6 
  90 XP 
  APL 8 
  120 XP 
  APL 10 
  150 XP 
  APL 12 
  180 XP 
   
  3: ENTER SVATEK 
  Defeat Svatek and glabrezu 
  All APL s 
  450 XP 
   
  4A: THINGS THAT BUMP IN THE NIGHT (THE 
  DAWN RISES AT MIDNIGHT) 
  Defeat the lizardfolk/save Weeping Willow 
  APL 4 
  150 XP 
  APL 6 
  210 XP 
  APL 8 
  270 XP 
  APL 10 
  330 XP 
  APL 12 
  390 XP 
   
  4B: THINGS THAT BUMP IN THE NIGHT (DON’T 
  MESS WITH SVATEK – PART 1) 
  Defeat the demons and undead/save Weeping 
  Willow 
  APL 4 
  210 XP 
  APL 6 
  270 XP 
  APL 8 
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
   
  4B: THINGS THAT BUMP IN THE NIGHT (DON’T 
  MESS WITH SVATEK – PART 1I) 
  Defeat the demons/save Weeping Willow 
  APL 4 
  210 XP 
  APL 6 
  270 XP 
  APL 8 
  360 XP 
  APL 10 
  420 XP 
  APL 12 
  510 XP 
   
  5: TO THE HELLS IN A HANDBASKET 
  Defeat, disable, or avoid the spell turret 
  APL 4 
  120 XP 
  APL 6 
  150 XP 
  APL 8 
  180 XP 
  APL 10 
  210 XP 
  APL 12 
  240 XP 
   
  Defeat the devils or escape the Hells 
  APL 4 
  210 XP 
  APL 6 
  270 XP 
  APL 8 
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
   
  STORY AWARD 
  Secured the Iuzian alliance 
  APL 4 
  70 XP 
  APL 6 
  90 XP 
  APL 8 
  115 XP 
  APL 10 
  135 XP 
  APL 12 
  160 XP 
   
  DISCRETIONARY ROLEPLAYING AWARD 
  APL 4 
  65 XP 
  APL 6 
  90 XP 
  APL 8 
  110 XP 
  APL 10 
  135 XP 
  APL 12 
  155 XP 
   
  TOTAL POSSIBLE EXPERIENCE: 
  APL 4 
  785 XP 
  APL 6 
  900 XP 
  APL 8 
  1,370 XP 
  APL 10 
  1,545 XP 
  APL 12 
  1,745 XP 
   
  MAXIMUM POSSIBLE EXPERIENCE: 
  APL 4 
  675 XP 
  APL 6 
  900 XP 
  APL 8 
  1,125 XP 
  APL 10 
  1,350 XP 
  APL 12 
  1,575 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., 
  HIG8-05 … Thicker Than Water? 
   
  Page 22 
  
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  4A: THINGS THAT BUMP IN THE NIGHT (THE 
  DAWN RISES AT MIDNIGHT) 
   
  APL 4: Loot 58 gp; Coin 0 gp; Magic 12 gp; potion of 
  resurgence (2 @ 6 gp each); Total 70 gp. 
   
  APL 6: Loot 155 gp; Coin 0 gp; Magic 837 gp; +1 
  greatclub (2 @ 192 gp each), lesser bracers of archery (416 gp), 
  potion of cure moderate wounds (25 gp each), potion of 
  resurgence (2 @ 6 gp each); Total 992 gp. 
   
  APL 8: Loot 25 gp; Coin 0 gp; Magic 1,802 gp; +1 
  greatclub (2 @ 192 gp each), cloak of resistance +1 (83 gp), +1 
  composite longbow [+2 Str] (216 gp), lesser bracers of archery 
  (416 gp), potion of cure moderate wounds (25 gp), pearl of 
  power 2nd level (2 @ 333 gp each), potion of resurgence (2 @ 6 
  gp each); Total 1,827 gp. 
   
  APL 10: Loot 25 gp; Coin 0 gp; Magic 3,402 gp; +1 
  corrosive greatclub (2 @ 692 gp each), cloak of resistance +2 
  (333 gp), +1 composite longbow [+4 Str] (233 gp), lesser bracers 
  of archery (416 gp), potion of cure moderate wounds (25 gp), 
  pearl of power 2nd level (2 @ 333 gp each), potion of 
  resurgence (2 @ 6 gp each), ring of counterspells (333 gp); 
  Total 3,427 gp. 
   
  APL 12: Loot 25 gp; Coin 0 gp; Magic 10,319 gp; +1 
  corrosive greatclub (2 @ 692 gp each), cloak of resistance +3 
  (750 gp), +1 hunting composite longbow [+4 Str] (733 gp), +6 
  amulet of health (2 @ 3,000 gp each), lesser bracers of archery 
  (416 gp), potion of cure moderate wounds (25 gp), pearl of 
  power 2nd level (2 @ 333 gp each), potion of resurgence (2 @ 6 
  gp each), ring of counterspells (333 gp); Total 10,344 gp. 
   
  5: TO THE HELLS IN A HANDBASKET 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 0 gp; Total 0 gp. 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 0 gp; Total 0 gp. 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 1,298 gp; +1 cold 
  iron greatsword (341 gp), brute gauntlets (41 gp), corsair’s 
  eyepatch (250 gp), ring of the four winds (166 gp), transposer 
  cloak (500 gp); Total 1,298 gp. 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 7,739 gp; +1 cold 
  iron greatsword (341 gp), +4 amulet of health (1,333 gp), 
  amulet of emergency healing (500 gp), brute gauntlets (41 gp), 
  cloak of resistance +3 (750 gp), corsair’s eyepatch (250 gp), 
  orange prism ioun stone (2,500 gp), pink and green ioun stone 
  (666 gp), ring of the four winds (166 gp), transposer cloak (500 
  gp), warlock’s scepter (692 gp); Total 7,739 gp. 
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 9,988 gp; +1 
  profane cold iron greatsword (841 gp), +4 amulet of health 
  (1,333 gp), amulet of emergency healing (500 gp), brute 
  gauntlets (41 gp), cloak of resistance +3 (750 gp), corsair’s 
  eyepatch (250 gp), orange prism ioun stone (2,500 gp), pink 
  and green ioun stone (666 gp), ring of the four winds (166 gp), 
  transposer cloak (500 gp), war wizard cloak (1,333 gp), 
  warlock’s scepter (692 gp), witchlight reservoir (416 gp); Total 
  9,988 gp. 
   
  TOTAL POSSIBLE TREASURE 
   
  APL 4: Loot 58 gp; Coin 0 gp; Magic 12 gp; Total 70 
  gp. 
   
  APL 6: Loot 155 gp; Coin 0 gp; Magic 837 gp; Total 
  992 gp. 
   
  APL 8: Loot 25 gp; Coin 0 gp; Magic 3,100 gp; Total 
  3,125 gp. 
   
  APL 10: Loot 25 gp; Coin 0 gp; Magic 11,141 gp; 
  Total 11,166 gp. 
   
  APL 12: Loot 25 gp; Coin 150 gp; Magic 20,307 gp; 
  Total 20,332 gp. 
   
  ADVENTURE RECORD 
  Enhanced Taint: Your time spent on the infernal plane of 
  Maladomini has enhanced your already extraplanar heritage. If 
  you are Caressed by Angels or Kissed by Devils, you may choose an 
  additional celestial or infernal Taint from those listed on your 
  certificate. Additionally, you may choose to enhance one of your 
  previously existing Taints (those chosen prior to this AR). 
   
  If you have never used a similar favor prior to this, you may 
  choose TWO additional taints and then enhance them both. 
   
  During Highfolk adventures, as a swift action (mental), 
  you may manifest the following effect, based on your original 
  HIG8-05 … Thicker Than Water? 
   
  Page 23 
  
  HIG8-05 … Thicker Than Water? 
   
  Page 24 
  Taint. The effect can be manifested once per adventure, has a 
  duration of 1 minute, and a CL of 5, unless otherwise noted. 
   
  Caressed by Angels 
  White hair:  light of Lunia (SpC 132) 
  Golden skin: DR 3/evil 
  Feathered wings: fly 
  Silver eyes: Darkvision 60 ft. 
  Smells of cinnamon: calm emotions  
   
  Kissed by Devils 
  Tiny horns: gore attack, 1d4 damage 
  Red skin: DR 3/good 
  Bat-like wings: fly 
  Red eyes: raging flame (SpC 164) 
  Smells of brimstone: rage 
   
  Influence Point: Highfolk Merchant’s Guild 
   
  Favor of the Seldarine: This counts as an Influence Point with 
  the Ancestral Copse. 
   
  Silver Blessings: You receive Any access to either the sterling 
  collar (DrM 103), sacred scabbard (MIC 183), or the dragondodger 
  armor enhancement (MIC 10) (circle one), but must spend 2 
  TUs to travel back to Highfolk to obtain it. 
   
  Verdant Blessings: You receive Any access to the emerald eye 
  patch (DrM 101) or the corrosive weapon enhancement (MIC 
  31) (circle one), but must spend 2 TUs to travel back to 
  Highfolk to obtain it. 
   
  Mask Piece: This thin, fragile porcelain piece appears to be a 
  portion of a broken mask. The piece depicts the high cheekbone 
  and elegant jaw-line of a scaly-skinned female. If you have a 
  mask piece from either HIG6-01 Faerie Fire, HIG7-09 Anathema, 
  or both, you find that it matches perfectly. The mask can then 
  be magically reassembled (make whole, sovereign glue). The mask 
  radiates faint transmutation magic. Only one character may take 
  this shard, and it is added to the MIL at no cost. 
   
  Porcelain Mask: This elegant porcelain mask has been 
  reassembled, and it is an exact likeness of Releshi Elethiel-
  Rellen. When placed upon the face, it transforms the wearer’s 
  appearance as a hat of disguise (as disguise self, CL 1), except it may 
  be used to take the appearance of Releshi only. Only one 
  character may take this mask, and it is added to the MIL at no 
  cost; remove all mask pieces from the MIL. 
   
  ITEMS FOUND DURING THE ADVENTURE 
  APLs 4 and 6: 
  • armband of elusive action (Regional; MIC) 
  •  artificer's monocle (Regional; MIC) 
  • horn of fog (Regional; DMG) 
  •   elemental gem (Regional; DMG) 
  •   bracers of archery, lesser (Adventure; MIC) 
  •   spellsight spectacles (Regional; MIC) 
   
  APL 8 (all of APLs 4-6 plus the following): 
  •    boots of swift passage (Regional; MIC) 
  •  brute gauntlets (Adventure; MIC) 
  •  corsair’s eyepatch (Adventure; MIC) 
  •  deathguardian bracers (Regional; MIC) 
  •   Nolzur’s marvelous pigments (Regional; DMG) 
  •  transposer's cloak (Adventure; MIC) 
   
  APL 10 (all of APLs 4-8 plus the following): 
  •   +1 wounding elven thinblade (Regional; DMG; 18,400 gp) 
  •  amulet of emergency healing (Adventure; MIC) 
  •   ring of mighty summons (Regional; CM) 
   
  APL 12 (all of APLs 4-10 plus the following): 
  •   +1 hunting composite longbow [+4 Str] (Adventure; MIC; 
  8,800 gp) 
  •   orange prism ioun stone (Adventure; DMG) 
  •   ring of spell storing (Regional; DMG) 
  •  ring of four winds (Adventure; MIC) 
  •   strand of prayer beads (Regional; DMG) 
  •  war wizard’s cloak (Adventure; MIC) 
  •  witchlight reservoir (Adventure; MIC) 
   
  
  APPENDIX 1: ALL APLS
  AZ L AP Y N 
  CR  16 
  Male hound archon paladin 11 
  LG Medium outsider (Archon, Extraplanar, Good, 
  Lawful) 
  Init +4; Senses darkvision 60 ft., low-light vision, 
  scent; Listen +10, Spot +10 
  Aura Overwhelming good, overwhelming law 
  Languages Common 
  AC 30, touch 10, flat-footed 30 (+9 natural, +11 
  armor) 
  hp 143 (17 HD); DR 10/evil 
  Immune electricity, petrification 
  SR 27 
  Fort +18 (+22 against poison), Ref +11, Will +13 
  Speed 30 ft. in full plate (6 squares), base movement 
  40 ft. 
  Melee +2 cold iron greatsword +25/+20/+15/+10 
  (2d6+9/19-20) and bite +17 (1d8+5) or bite +22 
  (1d8+5) and slam +17 (1d4+2) 
  Base Atk +17; Grp +22 
  Atk Options Smite evil (3/day), turn undead (6/day) 
  Special Actions aura of menace (DC 18), change 
  shape, lay on hands 
  Paladin Spells Prepared (CL 5th): 
  2nd—resist energy, remove paralysis 
  1st—divine favor, lesser restoration 
  Spell-like Abilities (CL 6th): 
   At will–-aid, continual flame, detect evil, message 
   2/week–-remove disease 
  Abilities Str 21, Dex 10, Con 16, Int 8, Wis 14, Cha 
  16 
  SQ Aura of courage, divine grace, magic circle versus 
  evil, teleport, tongues 
  Feats 
  Improved 
  Initiative, 
  Improved 
  Sunder, 
  Leadership, Power Attack, Track, Weapon Focus 
  (Greatsword) 
  Skills Concentration +20, Diplomacy +19, Hide +2*, 
  Jump +0, Sense Motive +19, Survival +9* 
  Possessions +2 cold iron greatsword, +3 full plate  
  Aura of Menace (Su) A righteous aura surrounds 
  archons that fight or get angry. Any hostile creature 
  within a 20-foot radius of an archon must succeed 
  on a Will save to resist its effects. Those who fail 
  take a -2 penalty on attacks, AC, and saves for 24 
  hours or until they successfully hit the archon that 
  generated the aura. A creature that has resisted or 
  broken the effect cannot be affected again by the 
  same archon’s aura for 24 hours. 
  Change Shape (Su) A hound archon can assume 
  any canine form of Small to Large size. While in 
  canine form, the hound archon loses its bite, slam, 
  and greatsword attacks, but gains the bite attack of 
  the form it chooses. For the purposes of this ability, 
  canines include any dog-like or wolf-like animal of 
  the animal type. 
  Magic Circle against Evil (Su) A magic circle against 
  evil effect always surrounds an archon, with a 
  caster level equal to the archon’s Hit Dice. The 
  effects from the circle are not included in the 
  archon’s stats. 
  Teleport (Su) Archons can use greater teleport at will, 
  as the spell (caster level 14th), except that the 
  creature can transport only itself and up to 50 
  pounds of objects. 
  Tongues (Su) All archons can speak with any 
  creature that has a language, as though using a 
  tongues spell (caster level 14th). This ability is 
  always active. 
  Skills While in canine form, a hound archon gains a 
  +4 circumstance bonus on Hide and Survival 
  checks. 
   
  S V AT E K  G R I M BL O O D 
   
   
  CR  7 
  Male human cleric 7 
  CE Medium humanoid (human) 
  Init +5; Senses Listen +4, Spot +4 
  Languages Abyssal, Common 
  AC 21, touch 11, flat-footed 20; (+1 Dex, +8 armor, +2 
  shield) 
  hp 45 (7 HD)  
  Fort +6, Ref +5, Will +9 
  Speed 20 ft. (4 squares) 
  Melee mwk morningstar +5 (1d8-1)  
  Ranged light crossbow +7 (1d8/19-20)  
  Base Atk +5; Grp +4 
  Special Actions rebuke undead 2/day 
  Cleric Spells Prepared (CL 7th, 8th for chaotic and 
  evil spells): 
   
  4th—freedom 
  of 
  movement, 
  summon 
  monster IV, unholy blightD (DC 18) 
   
  3rd—cure serious wounds, dispel magic, 
  invisibility purge, magic circle versus goodD 
   
  2nd—aid, hold person (DC 16) shatterD (DC 
  16), silence, sound burst (DC 16) 
   
  1st—bless, cause fear (DC 15), divine favor, 
  obscuring mist, protection from lawD, shield of 
  faith 
   
  0th—create water, detect magic (2), detect 
  poison, light, mending 
   
  D: Domain spell. Deity: Iuz. Domains: Chaos, 
  Evil.  
  Abilities Str 8, Dex 12, Con 12, Int 12, Wis 19, Cha 
  12 
  Feats Divine Vigor, Improved Initiative, Improved 
  Toughness, Lightning Reflexes  
  Skills Bluff +20, Concentration +11, Diplomacy +25, 
  Knowledge (religion) +11, Spellcraft +11 
  Possessions 
  plate 
  mail, 
  heavy 
  steel 
  shield, 
  masterwork morningstar, holy symbol, light 
  crossbow, 10 masterwork bolts, greater choker of 
  eloquence, circlet of persuasion, +4 cloak of 
  charisma, mask of lies 
  HIG8-05 … Thicker Than Water? 
   
  Page 25 
  
  E N V Y 
  CR  12 
  Female fiendish couatl 
  LE Large outsider (extraplanar) 
  Init +8; Senses darkvision 60 ft., Listen +17, Spot 
  +17 
  Languages Common  
  AC 26, touch 13, flat-footed 22 
   (-1 Size, +4 Dex, +9 natural, +4 armor) 
  hp 75 (9 HD); DR 5/magic 
  Resist cold 10 and fire 10 
  Fort +14, Ref +13, Will +14 
  Speed 20 ft., fly 60 ft. [Good] 
  Melee bite +13 melee (1d3+7 plus poison) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +18 
  Special Actions constrict 2d8+7, improved grab, 
  poison, psionics, spells 
  Combat Gear 10 bolts, scroll of cure light wounds 
  Sorcerer Spells Known (CL 9th): 
  4th (5/day)— Evard’s black tentacles, freedom of 
  movement 
  3rd (7/day)— dispel magic, lightning bolt, summon 
  monster III 
  2nd (7/day)— scorching ray, see invisibility, silence, 
  wind wall 
  1st (8/day)— charm person, mage armor, magic 
  missile, protection from chaos, true strike 
  0 (6/day)— acid splash, cure minor wounds, detect 
  magic, disrupt undead, mage hand, prestidigitation, 
  read magic, resistance 
  Abilities Str 20, Dex 18, Con 20, Int 17, Wis 21, Cha 
  20  
  SQ ethereal jaunt 
  Feats Dodge, Empower Spell, Eschew Materials, 
  Hover, Improved Initiative 
  Skills Bluff +19, Concentration +17, Diplomacy +19, 
  Jump +1, Knowledge (arcana) +15, Knowledge 
  (the planes) +15, Listen +17, Sense Motive +17, 
  Spellcraft +15 (+17 scrolls), Spot +17, Survival +6 
  (+8 following tracks), Tumble +16, Use Magic 
  Device +17 (+19 scrolls) 
  Possessions combat gear amulet of health +4, 
  amulet of emergency healing, pink and green 
  sphere ioun stone, orange prism ioun stone, cloak 
  of resistance +3 
  Constrict (Ex): A couatl deals 2d8+7 points of 
  damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, a couatl 
  must hit a creature of up to two size categories 
  larger with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict. 
  Poison (Ex): Injury, Fortitude DC 16, initial damage 
  2d4 Str, secondary damage 4d4 Str. The save DC 
  is Constitution-based. 
  Smite Good (Su): Once per day Envy can make a 
  normal melee attack to deal extra damage equal to 
  its HD (+9) against any good foe. 
  Ethereal Jaunt (Su): This ability works like the 
  ethereal jaunt spell (caster level 16th). 
  Telepathy 
  (Su): 
  A 
  couatl 
  can 
  communicate 
  telepathically with any creature within 90 feet that 
  has an Intelligence score. The creature can 
  respond to the couatl if it wishes - no common 
  language is needed. 
  Psionics (Sp): Effective caster level 9th. The save 
  DCs are Charisma-based.  At will – detect chaos, 
  detect evil, detect good, detect law, detect 
  thoughts (DC 17), invisibility, plane shift (DC 22), 
  polymorph (self only).  
  Spells: A couatl casts spells as a 9th-level sorcerer. It 
  can choose its spells known from the sorcerer list, 
  the cleric list, and from the lists for the Air, Good, 
  and Law domains. The cleric spells and domain 
  spells are considered arcane spells for a couatl, 
  meaning that the creature does not need a divine 
  focus to cast them. 
   
  Power-Up 
  Suite 
  (freedom 
  of 
  movement, 
  invisibility, mage armor, protection from chaos, 
  resistance, see invisibility) – AC 26 (+4 mage 
  armor, –1 size, +4 Dex, +9 natural), touch 13, flat-
  footed 22 (+2 deflection bonus vs. chaotic PCs); Fort 
  +15, Ref +14, Will +15 (Fort +16, Ref +15, Will +16 
  vs. chaotic). 
  HIG8-05 … Thicker Than Water? 
   
  Page 26 
  
  APL 4 
  1: THROWING COPPER 
  B O G  I M P 
  CR  6 
  LE Small fey (aquatic) 
  Init +9; Senses Low-light vision; Listen +11, Spot +11 
  Languages Common, Sylvan 
  AC 18, touch 16, flat-footed 13 
   (+1 size, +5 Dex, +2 natural) 
  hp 22 (4 HD); DR 5/cold iron  
  Immune acid, paralysis, poison, sleep 
  Resist mind-effects 
  Fort +3 Ref +9, Will +6* 
  Speed 30 ft. (6 squares), burrow 60 ft., swim 30 ft. 
  Melee 2 claws +8 (1d3-1 plus sicken) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -3 
  Atk Options sicken, sink, stagnate 
  Abilities Str 8, Dex 21, Con 15, Int 12, Wis 15, Cha 
  12  
  SQ amphibious, code of law, liquid burrow 
  Feats Ability focus (sink)B, Improved Initiative, 
  Weapon Finesse 
  Skills Hide +16*, Listen +11, Move Silently +12, 
  Search +10, Spot +11, Survival +9, Swim +14 
  Sicken (Ex) Anyone struck by a bog imp’s claw attack 
  must succeed on a DC 14 Fortitude save or be 
  sickened for 2d4 minutes. Failure on more than 
  one save does not stack, but it does extend the 
  duration of the sickening. 
  Sink (Su) A bog imp can, with a simple glance, cause 
  anyone standing on or in water, mud, or any other 
  nonsolid surface to sink. This ability functions 
  within 60 ft. A successful DC 15 Will save negates 
  the attack and renders the target immune to the 
  sink attack of that particular bog imp for 24 hours.  
   
  If the save fails, the target is dragged beneath the 
  surface by a spectral force, this takes 1 full round, 
  plus 1 additional round per point of the target’s 
  strength bonus, if any. Once beneath the surface, 
  the target is subject to drowning (standard 
  drowning rules apply). A target can be rescued if 
  aided by another who succeeds on a DC 30 
  Strength check, but this simply begins the process 
  over again. The effect ends instantly if the bog imp 
  is slain, if the target is placed on solid stone or 
  lifted 5 feet or more above the surface of the water, 
  or if the target moves out of range. 
   
  If an elf (and only an elf) drowns in this manner, 
  he does not truly die. Rather, he remains in a form 
  of stasis beneath the water, pickling and shriveling 
  over the course of 13 days. When that period ends, 
  the elf becomes a new bog imp. 
  Stagnate (Su) Any nonmagical liquids that come 
  within 60 feet of a bog imp immediately stagnate. 
  This effect renders water, wine, mile, and other 
  liquids nonpotable; anyone who drinks them must 
  succeed on a DC 14 Fortitude save or be 
  nauseated for 1d3 hours. This ability has no effect 
  on potions. 
  Amphibious Bog imps can survive comfortably on 
  land or water. 
  Liquid Burrow When moving through stagnant, 
  slime-filled water or other liquids more viscous than 
  clear water, a bog imp can use its burrow speed in 
  place of its swim speed. 
  Saves Bog imps have a +4 racial bonus on saves 
  against mind-affecting spells and abilities. 
  Skills +2 racial bonus to Listen, Search, and Spot 
  checks. +8 racial bonus on Hide checks made in its 
  home environment and on any Swim check to 
  perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a 
  straight line. 
   
  4A: THINGS THAT BUMP IN THE NIGHT (THE 
  DAWN RISES AT MIDNIGHT) 
  B L AC K S C AL E  L I ZAR D F O L K 
  CR  3 
  Male lizardfolk 
  LE Large humanoid (reptilian) 
  Init +0; Senses Darkvision 60 ft.; Listen +0, Spot +4 
  Languages Draconic  
  AC 16, touch 9, flat-footed 16 
   (-1 Size, +7 natural) 
  hp 39 (4 HD) 
  Resist acid 5 
  Fort +3, Ref +4, Will +4 
  Speed base movement 40 ft. 
  Melee 2 claws +9 (1d6+6) and 
   
  bite +7 (1d6+3) or  
   
  mwk greatclub +10 (2d8+9) and 
   
  bite +7 (1d6+3) 
  Ranged javelin +3 (1d8+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +14 
  Atk Options Power Attack 
  Combat Gear potion of resurgence 
  Abilities Str 23, Dex 10, Con 18, Int 8, Wis 11, Cha 7 
  SQ hold breath (72 rounds) 
  Feats Multiattack, Power Attack  
  Skills Balance +5, Jump +14, Spot +4, Swim +12 
  Possessions combat gear plus greatclub, mwk 
  greatclub, 5 javelins, potion of bull’s strength, 
  potion of bear’s endurance, 
   
  Power-Down Suite (no potions):  
  hp 31 (4 HD) 
  Fort +1, Ref +4, Will +4 
  Melee 2 claws +7 (1d6+4) and 
   
  bite +5 (1d6+1) or  
   
  mwk greatclub +8 (2d8+7) and 
   
  bite +5 (1d6+1) 
  Ranged javelin +3 (1d8+4) 
  Grp +12 
  HIG8-05 … Thicker Than Water? 
   
  Page 27 
  
  Abilities Str 19, Con 14 
  SQ hold breath (56 rounds) 
  Skills Jump +12, Swim +10 
   
  P O I S O N  D U S K  L I ZAR D F O L K 
  CR  1 
  Male lizardfolk ranger 1 
  LE Small humanoid (reptilian) 
  Init +2; Senses Low-light vision; Listen +0, Spot +4 
  Languages Draconic  
  AC 17, touch 13, flat-footed 15 
   (+1 Size, +2 Dex, +3 natural, +1 buckler) 
  hp 5 (1 HD) 
  Fort +3, Ref +4, Will +0 
  Speed base movement 30 ft. 
  Melee 2 claws +3 (1d3+1) and 
   
  bite +1 (1d3) or  
   
  longsword +3 (1d6+1/19-20) 
  Ranged shortbow +4 (1d4/x3) or 
   
  bola +4 (1d3+1 nonlethal or ranged trip) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp -2 
  Special Actions poison use 
  Abilities Str 12, Dex 15, Con 12, Int 8, Wis 11, Cha 7 
  SQ Chameleon skin, favored enemy +2 (human), hold 
  breath (48 rounds) 
  Feats Multiattack, TrackB  
  Skills Balance +5, Jump +4, Spot +4, Swim +3 
  Possessions bola, club, longsword, shortbow (20 
  arrows) 
   
  4B: THINGS THAT BUMP IN THE NIGHT 
  (DON’T MESS WITH SVATEK – PART 1) 
  F I RE  S P E C T R E 
  CR  6 
  CE Medium undead (incorporeal) 
  Init +6; Senses Listen +8, Spot +8 
  Languages Common 
  AC 14, touch 12, flat-footed 10 
   (+2 Dex, +2 deflection) 
  hp 32 (5 HD)  
  Immune fire 
  Resist turn resistance +2 
  Fort +1 Ref +5, Will +4 
  Speed 20 ft. (4 squares), fly 120 ft. (average) 
  Melee incorporeal touch +4 (1d6+2 +1d6 fire) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp -- 
  Atk Options breath weapon, burn 
  Abilities Str --, Dex 15, Con --, Int 14, Wis 11, Cha 14  
  SQ illumination, incorporeal, undead traits 
  Feats Combat Reflexes, Improved Initiative, Lightning 
  Reflexes, Touch Attack Specialization 
  Skills Hide +8, Intimidate +10, Listen +8, Search +10, 
  Sense Motive +6, Spot +8, Tumble +8 
  Breath Weapon (Su) 10 ft. cone of fire, once every 
  1d4 rounds, 3d6 fire damage, Reflex DC 12 for 
  half. 
  Burn (Ex) Those hit by a fire spectre’s incorporeal 
  touch attack must succeed on a DC 12 Reflex save 
  or catch fire. The flames burn for 1d4 rounds. A 
  burning creature can take a move-equivalent action 
  to put out the flame. Creatures hitting the fire 
  spectre with natural weapons or unarmed attacks 
  take fire damage as though hit by the fire spectre 
  and also catch fire unless they succeed on a Reflex 
  save. 
  Illumination 
  (Ex) 
  A 
  fire 
  spectre’s 
  presence 
  automatically suspends nearby magical darkness 
  or deeper darkness as if a daylight spell had been 
  cast, although the creature does not shed a 
  significant amount of light. 
   
  G AD AC R O 
  CR  3 
  CE Small outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +4; Senses darkvision 120 ft., superior low-light 
  vision; Listen +7, Spot +11 
  Languages Abyssal, Celestial, Draconic; 
   
  telepathy 100 ft. 
  AC 15, touch 15, flat-footed 11 
   (+1 size, +4 Dex) 
  hp 26 (4 HD); DR 5/cold iron or good; sudden escape 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10 
  Fort +6 Ref +8, Will +4 
  Speed 20 ft. (4 squares), fly 40 ft. (perfect); Flyby 
  Attack 
  Melee talon +9 (1d6-2/18-20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp -2 
  Atk Options aligned strike (chaotic, evil), eyethief, 
  sneak attack +1d6 
  Special Actions summon tanar’ri 
  Spell-Like Abilities (CL 4th): 
   1/day—earthbind (DC 13), mirror image 
  Abilities Str 7, Dex 18, Con 15, Int 8, Wis 10, Cha 12  
  SA aligned strike, eyethief, sneak attack, spell-like 
  abilities, sudden escape, summon tanar’ri 
  Feats Flyby Attack, Weapon Finesse 
  Skills Balance +11, Escape Artist +15, Hide +15, 
  Listen +7, Move Silently +11, Search +6, Spot +11 
  Superior Low-light Vision (Ex) A gadacro sees four 
  times as well as a human does in shadowy 
  illumination. 
  Sudden Escape (Ex)If a gadacro takes damage from 
  a melee attack, it can, as an immediate action, 
  disappear in a puff of smoke and brimstone and 
  reappear in a square up to 20 feet away to which it 
  has line of sight. 
  Eyethief (Ex) A gadacro can forgo its sneak attack 
  damage or extra damage on a confirmed critical hit 
  to instead blind an opponent for 5 rounds. A 
  creature that has been blinded in this way cannot 
  be affected again until it has recovered from the 
  current effect. Creatures that lack eyes are 
  immune.  
  Summon Tanar’ri (Sp) 35% chance to summon 1d2 
  gadacros; 1/day; caster level 4th. This ability is the 
  equivalent of a 2nd-level spell. 
  Skills (Ex) Gadacros have a +4 racial bonus on 
  Escape Artist and Spot checks. 
  HIG8-05 … Thicker Than Water? 
   
  Page 28 
  
  HIG8-05 … Thicker Than Water? 
   
  Page 29 
   
  4B: THINGS THAT BUMP IN THE NIGHT 
  (DON’T MESS WITH SVATEK – PART 1I) 
  B AR-L G U R A 
  CR  5 
  CE Medium outsider (chaotic, evil, extraplanar, 
  tanar’ri) 
  Init +4; Senses darkvision 60 ft.; Listen +11, Spot 
  +11 
  Languages Abyssal, Celestial, Common, Draconic; 
   
  telepathy 100 ft. 
  AC 23, touch 14, flat-footed 17; Dodge, Mobility 
   (+4 Dex, +8 natural, +1 armor) 
  hp 51 (6 HD); DR 10/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 16 
  Fort +9 Ref +9, Will +7 
  Speed 40 ft. (8 squares), climb 20 ft.; Run 
  Melee 2 claws +12 (1d6+6) and 
   
  bite +7 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +12 
  Atk Options pounce 
  Special Actions abduction, summon tanar’ri 
  Spell-Like Abilities (CL 6th): 
   At will—cause fear (DC 12), darkness, dispel 
  magic, greater teleport (DC 18), see invisibility,  
  telekinesis (DC 16) 
   2/day— disguise self (DC 12), invisibility, major 
  image (DC 14) 
  Abilities Str 22, Dex 19, Con 19, Int 13, Wis 14, Cha 
  12  
  SQ tanar’ri traits 
  Feats Dodge, Mobility, Run 
  Skills Balance +15, Climb +23, Hide +17, Intimidate 
  +10, Jump +27, Listen +11, Move Silently +13, 
  Spot +11, Tumble +15 
  Pounce (Ex) If a bar-lgura charges a foe, it can make 
  a full attack. 
  Abduction (Su) Unlike most tanar’ri, a bar-lgura can 
  use greater teleport to transport other creatures. It 
  can bring up to one Large or two Medium or 
  smaller creatures with it each time it teleports. It 
  can teleport unwilling targets as well, although an 
  unwilling victim can attempt a DC 18 Will save to 
  resist being transported. 
  Summon Tanar’ri (Sp) Once per day, a bar-lgura can 
  attempt to summon another bar-lgura with a 35% 
  chance of success. This ability is the equivalent of 
  a 2nd-level spell (CL6th). 
  Skills (Ex) A bar-lgura gains a +4 racial bonus on 
  Hide checks and a +10 racial bonus on Jump 
  checks. 
   
  5: TO THE HELLS IN A HANDBASKET 
  S P I N E D  D E V I L  (S P I N AG O N) 
  CR  4 
  LE Small outsider (baatezu, evil, extraplanar, lawful) 
  Init +7; Senses see in darkness; Listen +7, Spot +7 
  Languages Celestial, Draconic, Infernal; 
   
  telepathy 100 ft. 
  AC 24, touch 18, flat-footed 17 
   (+1 size, +7 Dex, +6 natural) 
  hp 19 (3 HD); DR 5/magic  
  Immune fire, poison 
  Resist acid 10, cold 10; SR 12 
  Fort +5 Ref +10, Will +4 
  Speed 20 ft. (4 squares), fly 120 ft. (average) 
  Melee talon +4 (1d3+1d4 fire) or 
  Melee spine +1 (1d3+1d4 fire and see below) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -1 
  Atk Options Point Blank Shot, Precise Shot 
  Special Actions spines, summon baatezu 
  Spell-Like Abilities (CL 5th): 
   3/day— disguise self, produce flame (+4 melee 
  touch or +11 ranged touch) 
   1/day—stinking cloud (DC 14) 
  Abilities Str 10, Dex 25, Con 14, Int 8, Wis 13, Cha 
  13  
  SA fiery spines and talons, spell-like abilities, summon 
  baatezu 
  Feats Point Blank Shot, Precise Shot 
  Skills Bluff +7, Diplomacy +11, Disguise +1 (+3 
  acting), Hide +17, Intimidate +3, Listen +7, Move 
  Silently +13, Sense Motive +7, Spot +7 
  Fiery Spines and Talons (Su) A spinagon deals an 
  extra 1d4 points of fire damage with its natural 
  attacks. 
  Spines (Ex) Each round, a spinagon can pluck a 
  spine from its body and hurl it as a standard action. 
  This is a ranged touch attack with a range of 60 
  feet and no range increment. Each round, the 
  spinagon automatically regrows the lost spine. The 
  spine causes intense, distracting pain in its target. 
  A creature struck by a spine must succeed on a 
  DC 13 Fortitude save or take a -2 penalty to AC 
  and a -10 foot penalty to speed. This penalty lasts 
  for 1 minute or until the target receives healing of 
  any sort. 
  Summon Baatezu (Sp) Once per day, a spinagon 
  can attempt to summon two spinagons with a 35% 
  chance of success. 
  
  APL 6 
  1: THROWING COPPER 
  B O G  I M P 
  CR  6 
  LE Small fey (aquatic) 
  Init +9; Senses Low-light vision; Listen +11, Spot +11 
  Languages Common, Sylvan 
  AC 18, touch 16, flat-footed 13 
   (+1 size, +5 Dex, +2 natural) 
  hp 22 (4 HD); DR 5/cold iron  
  Immune acid, paralysis, poison, sleep 
  Resist mind-effects 
  Fort +3 Ref +9, Will +6* 
  Speed 30 ft. (6 squares), burrow 60 ft., swim 30 ft. 
  Melee 2 claws +8 (1d3-1 plus sicken) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -3 
  Atk Options sicken, sink, stagnate 
  Abilities Str 8, Dex 21, Con 15, Int 12, Wis 15, Cha 
  12  
  SQ amphibious, code of law, liquid burrow 
  Feats Ability focus (sink)B, Improved Initiative, 
  Weapon Finesse 
  Skills Hide +16*, Listen +11, Move Silently +12, 
  Search +10, Spot +11, Survival +9, Swim +14 
  Sicken (Ex) Anyone struck by a bog imp’s claw attack 
  must succeed on a DC 14 Fortitude save or be 
  sickened for 2d4 minutes. Failure on more than 
  one save does not stack, but it does extend the 
  duration of the sickening. 
  Sink (Su) A bog imp can, with a simple glance, cause 
  anyone standing on or in water, mud, or any other 
  nonsolid surface to sink. This ability functions 
  within 60 ft. A successful DC 15 Will save negates 
  the attack and renders the target immune to the 
  sink attack of that particular bog imp for 24 hours.  
   
  If the save fails, the target is dragged beneath the 
  surface by a spectral force, this takes 1 full round, 
  plus 1 additional round per point of the target’s 
  strength bonus, if any. Once beneath the surface, 
  the target is subject to drowning (standard 
  drowning rules apply). A target can be rescued if 
  aided by another who succeeds on a DC 30 
  Strength check, but this simply begins the process 
  over again. The effect ends instantly if the bog imp 
  is slain, if the target is placed on solid stone or 
  lifted 5 feet or more above the surface of the water, 
  or if the target moves out of range. 
   
  If an elf (and only an elf) drowns in this manner, 
  he does not truly die. Rather, he remains in a form 
  of stasis beneath the water, pickling and shriveling 
  over the course of 13 days. When that period ends, 
  the elf becomes a new bog imp. 
  Stagnate (Su) Any nonmagical liquids that come 
  within 60 feet of a bog imp immediately stagnate. 
  This effect renders water, wine, mile, and other 
  liquids nonpotable; anyone who drinks them must 
  succeed on a DC 14 Fortitude save or be 
  nauseated for 1d3 hours. This ability has no effect 
  on potions. 
  Amphibious Bog imps can survive comfortably on 
  land or water. 
  Liquid Burrow When moving through stagnant, 
  slime-filled water or other liquids more viscous than 
  clear water, a bog imp can use its burrow speed in 
  place of its swim speed. 
  Saves Bog imps have a +4 racial bonus on saves 
  against mind-affecting spells and abilities. 
  Skills +2 racial bonus to Listen, Search, and Spot 
  checks. +8 racial bonus on Hide checks made in its 
  home environment and on any Swim check to 
  perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a 
  straight line. 
   
  4A: THINGS THAT BUMP IN THE NIGHT 
  B L AC K S C AL E  B ARBARI AN ( R AG I N G) 
  CR  4 
  Male lizardfolk barbarian 1 
  LE Large humanoid (reptilian) 
  Init +0; Senses Darkvision 60 ft.; Listen +0, Spot +4 
  Languages Draconic 
  AC 18, touch 9, flat-footed 18 
   (-1 Size, +7 natural, +4 armor, -2 rage) 
  hp 60 (5 HD) 
  Resist acid 5 
  Fort +7, Ref +4, Will +6 
  Speed base movement 50 ft. 
  Melee 2 claws +12 (1d6+8) and 
   
  bite +10 (1d6+4) or  
   
  +1 greatclub +13 (2d8+13) and 
   
  bite +10 (1d6+4) 
  Ranged javelin +4 (1d8+8) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +5; Grp +17 
  Atk Options Power Attack 
  Combat Gear potion of resurgence 
  Abilities Str 27, Dex 11, Con 22, Int 8, Wis 11, Cha 7 
  SQ hold breath (88 rounds), fast movement, illiteracy, 
  rage (9 rounds) 
  Feats Multiattack, Power Attack 
  Skills Balance +6, Jump +17, Spot +4, Swim +15 
  Possessions +1 greatclub, chain shirt, greatclub, 5 
  javelins, potion of bull’s strength, potion of bear’s 
  endurance 
   
  Power-Down Suite (not raging, no potions):  
  AC 20, touch 11, flat-footed 20 
   (-1 Size, +7 natural, +4 armor); uncanny dodge 
  hp 40 (5 HD) 
  Fort +5, Will +4 
  Melee 2 claws +6 (1d6+4) and 
   
  bite +6 (1d6+2) or  
   
  +1 greatclub +9 (2d8+9) and bite +6 (1d6+2) 
  Ranged javelin +4 (1d8+4) 
  Grp +13 
  HIG8-05 … Thicker Than Water? 
   
  Page 30 
  
  Abilities Str 19, Con 14 
  SQ hold breath (56 rounds) 
  Skills Jump +13, Swim +11 
   
  P O I S O N  D U S K  L I E UTE NANT 
  CR  4 
  Male lizardfolk ranger 4 
  LE Small humanoid (reptilian) 
  Init +3; Senses Low-light vision; Listen +1, Spot +8 
  Languages Draconic 
  AC 18, touch 14, flat-footed 15 
   (+1 Size, +3 Dex, +3 natural, +1 buckler) 
  hp 33 (4 HD) 
  Fort +7, Ref +7, Will +2 
  Speed base movement 30 ft. 
  Melee 2 claws +6 (1d3+2) and 
   
  bite +2 (1d3+1) or  
   
  longspear +7 (1d6+3/x3) and 
   
  bite +2 (1d3+1) 
  Ranged mwk longbow +10 (1d6/x3) or 
   
  mwk longbow +8/+8(1d6/x3) or 
   
  bola +7 (1d3+2 nonlethal or ranged trip) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +4; Grp +2 
  Special Actions poison use, spells 
  Combat Gear 2 vials black adder venom (DC 11, 1d6 
  Con/1d6 Con) 
  Ranger Spells Prepared (CL 2nd): 
   1st— arrow mind 
  Abilities Str 14, Dex 17, Con 16, Int 8, Wis 12, Cha 8 
  SQ chameleon skin, hold breath (64 rounds), animal 
  companion (monitor lizard), favored enemy +2 (elf), 
  wild empathy 
  Feats EnduranceB, Point Blank Shot, Precise Shot, 
  Rapid ShotB, TrackB 
  Skills Balance +7, Climb +6, Handle Animal +6, Hide 
  +19, Jump +6*, Knowledge (arcana) +4, Listen +1, 
  Move Silently +3, Spot +8, Survival +1, Swim +6 
  Possessions bola, club, lesser bracers of archery, 
  mwk longbow (20 arrows), longspear 
   
  D ARK T ALO N  S O L D I E R 
  CR  2 
  Male lizardfolk 
  LE Medium humanoid (reptilian) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common, Draconic  
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +3 armor, +5 natural) 
  hp 19 (2 HD) 
  Fort +3, Ref +4, Will +1 
  Speed base movement 30 ft. 
  Melee mwk maquahuitl +7 (1d10+7/x3) and 
   
  bite +1 (1d4+2) or 
   
  2 claws +6 each (1d4+5) and 
   
  bite +1 (1d4+2) 
  Ranged javelin +2 (1d6+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +6 
  Special Actions  
  Combat Gear potion of bull’s strength, 2 potions of 
  cure moderate wounds 
  Abilities Str 21, Dex 13, Con 16, Int 8, Wis 12, Cha 8 
  SQ hold breath (64 rounds) 
  Feats Power Attack  
  Skills Balance +6, Jump +7, Listen +1, Spot +1, Swim 
  +7 
  Possessions combat gear plus mwk studded leather, 
  mwk maquahuitl, 5 javelins 
   
  Power-Down Suite (no potion):  
  Melee  mwk maquahuitl +5 (1d10+5/x3) and 
   
  bite -1 (1d4+1) or 
   
  2 claws +4 each (1d4+3) and 
   
  bite -1 (1d4+1) 
  Ranged javelin +2 (1d6+3) 
  Grp +4 
  Abilities Str 17 
  Skills Jump +7, Swim +7 
   
  4B: THINGS THAT BUMP IN THE NIGHT 
  (DON’T MESS WITH SVATEK – PART 1) 
  F I RE  S P E C T R E 
  CR  6 
  CE Medium undead (incorporeal) 
  Init +6; Senses Listen +8, Spot +8 
  Languages Common 
  AC 14, touch 12, flat-footed 10 
   (+2 Dex, +2 deflection) 
  hp 32 (5 HD)  
  Immune fire 
  Resist turn resistance +2 
  Fort +1 Ref +5, Will +4 
  Speed 20 ft. (4 squares), fly 120 ft. (average) 
  Melee incorporeal touch +4 (1d6+2 +1d6 fire) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp -- 
  Atk Options breath weapon, burn 
  Abilities Str --, Dex 15, Con --, Int 14, Wis 11, Cha 14  
  SQ illumination, incorporeal, undead traits 
  Feats Combat Reflexes, Improved Initiative, Lightning 
  Reflexes, Touch Attack Specialization 
  Skills Hide +8, Intimidate +10, Listen +8, Search +10, 
  Sense Motive +6, Spot +8, Tumble +8 
  Breath Weapon (Su) 10 ft. cone of fire, once every 
  1d4 rounds, 3d6 fire damage, Reflex DC 12 for 
  half. 
  Burn (Ex) Those hit by a fire spectre’s incorporeal 
  touch attack must succeed on a DC 12 Reflex save 
  or catch fire. The flames burn for 1d4 rounds. A 
  burning creature can take a move-equivalent action 
  to put out the flame. Creatures hitting the fire 
  spectre with natural weapons or unarmed attacks 
  take fire damage as though hit by the fire spectre 
  and also catch fire unless they succeed on a Reflex 
  save. 
  Illumination 
  (Ex) 
  A 
  fire 
  spectre’s 
  presence 
  automatically suspends nearby magical darkness 
  or deeper darkness as if a daylight spell had been 
  cast, although the creature does not shed a 
  significant amount of light. 
   
  HIG8-05 … Thicker Than Water? 
   
  Page 31 
  
  G ADACRO 
  CR  3 
  CE Small outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +4; Senses darkvision 120 ft., superior low-light 
  vision; Listen +7, Spot +11 
  Languages Abyssal, Celestial, Draconic; 
   
  telepathy 100 ft. 
  AC 15, touch 15, flat-footed 11 
   (+1 size, +4 Dex) 
  hp 26 (4 HD); DR 5/cold iron or good; sudden escape 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10 
  Fort +6 Ref +8, Will +4 
  Speed 20 ft. (4 squares), fly 40 ft. (perfect); Flyby 
  Attack 
  Melee talon +9 (1d6-2/18-20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp -2 
  Atk Options aligned strike (chaotic, evil), eyethief, 
  sneak attack +1d6 
  Special Actions summon tanar’ri 
  Spell-Like Abilities (CL 4th): 
   1/day—earthbind (DC 13), mirror image 
  Abilities Str 7, Dex 18, Con 15, Int 8, Wis 10, Cha 12  
  SA aligned strike, eyethief, sneak attack, spell-like 
  abilities, sudden escape, summon tanar’ri 
  Feats Flyby Attack, Weapon Finesse 
  Skills Balance +11, Escape Artist +15, Hide +15, 
  Listen +7, Move Silently +11, Search +6, Spot +11 
  Superior Low-light Vision (Ex) A gadacro sees four 
  times as well as a human does in shadowy 
  illumination. 
  Sudden Escape (Ex)If a gadacro takes damage from 
  a melee attack, it can, as an immediate action, 
  disappear in a puff of smoke and brimstone and 
  reappear in a square up to 20 feet away to which it 
  has line of sight. 
  Eyethief (Ex) A gadacro can forgo its sneak attack 
  damage or extra damage on a confirmed critical hit 
  to instead blind an opponent for 5 rounds. A 
  creature that has been blinded in this way cannot 
  be affected again until it has recovered from the 
  current effect. Creatures that lack eyes are 
  immune.  
  Summon Tanar’ri (Sp) 35% chance to summon 1d2 
  gadacros; 1/day; caster level 4th. This ability is the 
  equivalent of a 2nd-level spell. 
  Skills (Ex) Gadacros have a +4 racial bonus on 
  Escape Artist and Spot checks. 
   
  4B: THINGS THAT BUMP IN THE NIGHT 
  (DON’T MESS WITH SVATEK – PART 1I) 
  B AR-L G U R A 
  CR  5 
  CE Medium outsider (chaotic, evil, extraplanar, 
  tanar’ri) 
  Init +4; Senses darkvision 60 ft.; Listen +11, Spot 
  +11 
  Languages Abyssal, Celestial, Common, Draconic; 
   
  telepathy 100 ft. 
  AC 23, touch 14, flat-footed 17; Dodge, Mobility 
   (+4 Dex, +8 natural, +1 armor) 
  hp 51 (6 HD); DR 10/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 16 
  Fort +9 Ref +9, Will +7 
  Speed 40 ft. (8 squares), climb 20 ft.; Run 
  Melee 2 claws +12 (1d6+6) and 
   
  bite +7 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +12 
  Atk Options pounce 
  Special Actions abduction, summon tanar’ri 
  Spell-Like Abilities (CL 6th): 
   At will—cause fear (DC 12), darkness, dispel 
  magic, greater teleport (DC 18), see invisibility,  
  telekinesis (DC 16) 
   2/day— disguise self (DC 12), invisibility, major 
  image (DC 14) 
  Abilities Str 22, Dex 19, Con 19, Int 13, Wis 14, Cha 
  12  
  SQ tanar’ri traits 
  Feats Dodge, Mobility, Run 
  Skills Balance +15, Climb +23, Hide +17, Intimidate 
  +10, Jump +27, Listen +11, Move Silently +13, 
  Spot +11, Tumble +15 
  Pounce (Ex) If a bar-lgura charges a foe, it can make 
  a full attack. 
  Abduction (Su) Unlike most tanar’ri, a bar-lgura can 
  use greater teleport to transport other creatures. It 
  can bring up to one Large or two Medium or 
  smaller creatures with it each time it teleports. It 
  can teleport unwilling targets as well, although an 
  unwilling victim can attempt a DC 18 Will save to 
  resist being transported. 
  Summon Tanar’ri (Sp) Once per day, a bar-lgura can 
  attempt to summon another bar-lgura with a 35% 
  chance of success. This ability is the equivalent of 
  a 2nd-level spell (CL6th). 
  Skills (Ex) A bar-lgura gains a +4 racial bonus on 
  Hide checks and a +10 racial bonus on Jump 
  checks. 
   
  5: TO THE HELLS IN A HANDBASKET 
  S T E E L  D E V I L  (B U E R O Z A) 
  CR  6 
  LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +3; Senses see in darkness; Listen +8, Spot +8 
  Languages Celestial, Draconic, Infernal; 
   
  telepathy 100 ft. 
  AC 26, touch 9, flat-footed 26 
   (-1 Dex, +17 natural) 
  hp 51 (6 HD); DR 5/good  
  Immune fire, poison; mind-affecting, sleep, stun, 
  paralysis, death effects 
  Resist acid 10, cold 10; SR 16 
  Fort +9 Ref +4, Will +4 
  Speed 20 ft. (4 squares) 
  Melee mwk cold iron greatsword +11/+6 (2d6+4/19-
  20) 
  HIG8-05 … Thicker Than Water? 
   
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  HIG8-05 … Thicker Than Water? 
   
  Page 33 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options Combat Expertise, push +7 
  Special Actions chant, formation fighting 
  Spell-Like Abilities (CL6th): 
   At will— greater command (DC 17), haste (self 
  only), scare (DC 14) 
  Abilities Str 16, Dex 8, Con 19, Int 13, Wis 9, Cha 14  
  SA chant, formation fighting, push 
  Feats Combat Expertise, Improved Initiative, Weapon 
  Focus (greatsword) 
  Skills Balance +8, Diplomacy +11, Intimidate +11, 
  Jump +6, Knowledge (geography) +10, Knowledge 
  (planes) +10, Listen +8, Ride +8, Spot +8, Survival 
  -1 (+1 on other planes to avoid getting lost) 
  Possessions mwk cold iron greatsword 
  Chant (Su) As a swift action, a steel devil can begin 
  to chant for 1 minute. It produces a horrid, rhythmic 
  shrieking that sounds like metal rasping against 
  metal. Any spellcasters within 30 feet must make a 
  Concentration check (DC 15+ the spell’s level) to 
  cast a spell. The DC increases by 1 for each 
  chanting steel devil beyond the first. Silence and 
  similar effects negate this ability. 
  Formation Fighting (Ex) If a square adjacent to a 
  steel devil is occupied by another steel devil, both 
  gain a +2 bonus on attack rolls, damage rolls, and 
  saving throws so long as they remain adjacent.  
  Bonuses gained from multiple steel devils stack. 
  Push (Ex) A steel devil’s attacks hammer home with 
  such force that they can force an opponent to 
  move. Each time a steel devil strikes an opponent 
  in melee, it can make a Strength check opposed by 
  the target’s Strength check (total modifier of +7). If 
  the devil succeeds, it forces its opponent to move 5 
  feet in a direction of its choice. Large or larger 
  creatures gain a +4 bonus per size category larger, 
  and Small or smaller ones take a -4 penalty per 
  size category smaller. 
  
  APL 8 
  1: THROWING COPPER 
  B O G  I M P 
  CR  6 
  LE Small fey (aquatic) 
  Init +9; Senses Low-light vision; Listen +11, Spot +11 
  Languages Common, Sylvan 
  AC 18, touch 16, flat-footed 13 
   (+1 size, +5 Dex, +2 natural) 
  hp 22 (4 HD); DR 5/cold iron  
  Immune acid, paralysis, poison, sleep 
  Resist mind-effects 
  Fort +3 Ref +9, Will +6* 
  Speed 30 ft. (6 squares), burrow 60 ft., swim 30 ft. 
  Melee 2 claws +8 (1d3-1 plus sicken) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -3 
  Atk Options sicken, sink, stagnate 
  Abilities Str 8, Dex 21, Con 15, Int 12, Wis 15, Cha 
  12  
  SQ amphibious, code of law, liquid burrow 
  Feats Ability focus (sink)B, Improved Initiative, 
  Weapon Finesse 
  Skills Hide +16*, Listen +11, Move Silently +12, 
  Search +10, Spot +11, Survival +9, Swim +14 
  Sicken (Ex) Anyone struck by a bog imp’s claw attack 
  must succeed on a DC 14 Fortitude save or be 
  sickened for 2d4 minutes. Failure on more than 
  one save does not stack, but it does extend the 
  duration of the sickening. 
  Sink (Su) A bog imp can, with a simple glance, cause 
  anyone standing on or in water, mud, or any other 
  nonsolid surface to sink. This ability functions 
  within 60 ft. A successful DC 15 Will save negates 
  the attack and renders the target immune to the 
  sink attack of that particular bog imp for 24 hours.  
   
  If the save fails, the target is dragged beneath the 
  surface by a spectral force, this takes 1 full round, 
  plus 1 additional round per point of the target’s 
  strength bonus, if any. Once beneath the surface, 
  the target is subject to drowning (standard 
  drowning rules apply). A target can be rescued if 
  aided by another who succeeds on a DC 30 
  Strength check, but this simply begins the process 
  over again. The effect ends instantly if the bog imp 
  is slain, if the target is placed on solid stone or 
  lifted 5 feet or more above the surface of the water, 
  or if the target moves out of range. 
   
  If an elf (and only an elf) drowns in this manner, 
  he does not truly die. Rather, he remains in a form 
  of stasis beneath the water, pickling and shriveling 
  over the course of 13 days. When that period ends, 
  the elf becomes a new bog imp. 
  Stagnate (Su) Any nonmagical liquids that come 
  within 60 feet of a bog imp immediately stagnate. 
  This effect renders water, wine, mile, and other 
  liquids nonpotable; anyone who drinks them must 
  succeed on a DC 14 Fortitude save or be 
  nauseated for 1d3 hours. This ability has no effect 
  on potions. 
  Amphibious Bog imps can survive comfortably on 
  land or water. 
  Liquid Burrow When moving through stagnant, 
  slime-filled water or other liquids more viscous than 
  clear water, a bog imp can use its burrow speed in 
  place of its swim speed. 
  Saves Bog imps have a +4 racial bonus on saves 
  against mind-affecting spells and abilities. 
  Skills +2 racial bonus to Listen, Search, and Spot 
  checks. +8 racial bonus on Hide checks made in its 
  home environment and on any Swim check to 
  perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a 
  straight line. 
   
  4A: THINGS THAT BUMP IN THE NIGHT 
  B L AC K S C AL E  B ARBARI AN ( R AG I N G) 
  CR  5 
  Male lizardfolk barbarian 2 
  LE Large humanoid (reptilian) 
  Init +0; Senses Darkvision 60 ft.; Listen +0, Spot +4 
  Languages Draconic 
  AC 18, touch 9, flat-footed 18 
   (-1 Size, +7 natural, +4 armor, -2 rage); uncanny 
  dodge 
  hp 73 (6 HD) 
  Resist acid 5 
  Fort +11, Ref +4, Will +6 
  Speed base movement 50 ft. 
  Melee 2 claws +14 (1d6+9) and 
   
  bite +12 (1d6+4) or  
   
  +1 greatclub +16/+11 (2d8+22) and 
   
  bite +12 (1d6+4) 
  Ranged javelin +5 (1d8+9) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +19 
  Atk Options Cleave, Power Attack, rage 
  Combat Gear potion of resurgence 
  Abilities Str 28, Dex 10, Con 22, Int 8, Wis 11, Cha 7 
  SQ fast movement, illiteracy, rage (9 rounds) uncanny 
  dodge, hold breath (88 rounds),  
  Feats Cleave, Multiattack, Power Attack 
  Skills Balance +7, Jump +19, Spot +4, Swim +17 
  Possessions +1 greatclub, chain shirt, greatclub, 5 
  javelins, potion of bear’s endurance, potion of bull’s 
  strength, potion of fly 
   
  Power-Down Suite (not raging, no buff spells):  
  AC 20, touch 11, flat-footed 20 
   (-1 Size, +7 natural, +4 armor); uncanny dodge 
  hp 49 (6 HD) 
  Fort +7, Will +4 
  Melee 2 claws +10 (1d6+5) and 
   
  bite +8 (1d6+2) or  
   
  greatclub +11/+6 (2d8+10) and 
   
  bite +8 (1d6+2) 
  HIG8-05 … Thicker Than Water? 
   
  Page 34 
  
  Ranged javelin +5 (1d8+5) 
  Grp +15 
  Abilities Str 20, Con 14 
  SQ hold breath (56 rounds) 
  Skills Jump +15, Swim +13 
   
  P O I S O N  D U S K  R AN G E R 
  CR  6 
  Male lizardfolk ranger 4/fighter 2 
  LE Small humanoid (reptilian) 
  Init +7; Senses Low-light vision Listen +1, Spot +8 
  Languages Draconic 
  AC 18, touch 14, flat-footed 15 
   (+1 Size, +3 Dex, +3 natural, +1 buckler) 
  hp 42 (6 HD) 
  Fort +10, Ref +7, Will +2 
  Speed base movement 30 ft. 
  Melee 2 claws +9 (1d3+2) and 
   
  bite +4 (1d3+1) or  
   
  longspear +9/+4 (1d6+3/x3) and 
   
  bite +4 (1d3+1) 
  Ranged +1 comp. longbow [+2 Str] +15/+10 
  (1d6+5/x3) or 
   
  +1 composite longbow [+2 Str] +13/+13/+8 
  (1d6+5/x3) 
   
  or bola +12 (1d3+2 nonlethal or ranged trip) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +6; Grp +4 
  Special Actions poison use, spells 
  Combat Gear 1 vial wyvern poison (DC 17, 2d6 
  Con/2d6 Con) 
  Ranger Spells Prepared (CL 2nd): 
   1st— arrow mind 
  Abilities Str 14, Dex 21, Con 16, Int 8, Wis 12, Cha 8 
  SQ chameleon skin, hold breath (64 rounds), animal 
  companion (monitor lizard), favored enemy +4 (elf), 
  favored enemy +2 (human), wild empathy 
  Feats EnduranceB, Improved Initiative, ManyshotB, 
  Point Blank Shot, Precise Shot, Rapid ShotB, 
  TrackB, Weapon Focus (Comp. Longbow), Weapon 
  Specialization (Comp. Longbow) 
  Skills Balance +7, Climb +6, Handle Animal +7, Hide 
  +20, Jump +6*, Knowledge (arcana) + 4, Listen +1, 
  Move Silently +3, Spot +8, Survival +1, Swim +6 
  Possessions bola, +1 comp. longbow [+2 Str] (20 
  arrows), club, lesser bracers of archery, longspear, 
  potion of cat’s grace 
   
  D ARK T ALO N  S HAM AN 
  CR  6 
  Male lizardfolk druid 5 
  LE Medium humanoid (reptilian) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common, Draconic, Druidic, Elven 
  AC 18, touch 10, flat-footed 18 
   (+3 armor, +5 natural) 
  hp 49 (7 HD) 
  Fort +7, Ref +5, Will +8; +4 vs. fey 
  Speed base movement 30 ft.; woodland stride 
  Melee  2 claws +4 each (1d4) and 
   
  bite -1 (1d4) 
  Base Atk +4; Grp +4 
  Special Actions spontaneous casting (summon 
  nature’s ally spells), wild shape 1/day (5 hours) 
  Combat Gear potion of cure moderate wounds 
  Druid Spells Prepared (CL 5th): 
   3rd— lion's charge x2 
   2nd— brambles, bull's strength, decomposition, 
  flaming sphere (DC 15) 
   1st— entangle (DC 14), faerie fire, lesser vigor, 
  produce flame (+7 ranged touch) 
   0— create water, cure minor wounds, detect 
  magic, light, resistance 
  Abilities Str 10, Dex 10, Con 15, Int 12, Wis 16, Cha 
  12 
  SQ hold breath (60 rounds), animal companion (giant 
  crocodile), nature sense, wild empathy, woodland 
  stride, trackless step, resist nature's lure, wild 
  shape 
  Feats Eagle's Wings, Natural Bond, Natural Spell 
  Skills Balance +9, Concentration 10, Handle Animal 
  +6, Jump +9, Knowledge (nature) +7, Listen +3, 
  Ride +2, Spellcraft +5, Spot +3, Survival +9, Swim 
  +9 
  Possessions combat gear plus cloak of resistance 
  +1, pearl of power II, scroll of bear's endurance x2 
   
  4B: THINGS THAT BUMP IN THE NIGHT 
  (DON’T MESS WITH SVATEK – PART 1) 
  F I RE  S P E C T R E 
  CR  6 
  CE Medium undead (incorporeal) 
  Init +6; Senses Listen +8, Spot +8 
  Languages Common 
  AC 14, touch 12, flat-footed 10 
   (+2 Dex, +2 deflection) 
  hp 32 (5 HD)  
  Immune fire 
  Resist turn resistance +2 
  Fort +1 Ref +5, Will +4 
  Speed 20 ft. (4 squares), fly 120 ft. (average) 
  Melee incorporeal touch +4 (1d6+2 +1d6 fire) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp -- 
  Atk Options breath weapon, burn 
  Abilities Str --, Dex 15, Con --, Int 14, Wis 11, Cha 14  
  SQ illumination, incorporeal, undead traits 
  Feats Combat Reflexes, Improved Initiative, Lightning 
  Reflexes, Touch Attack Specialization 
  Skills Hide +8, Intimidate +10, Listen +8, Search +10, 
  Sense Motive +6, Spot +8, Tumble +8 
  Breath Weapon (Su) 10 ft. cone of fire, once every 
  1d4 rounds, 3d6 fire damage, Reflex DC 12 for 
  half. 
  Burn (Ex) Those hit by a fire spectre’s incorporeal 
  touch attack must succeed on a DC 12 Reflex save 
  or catch fire. The flames burn for 1d4 rounds. A 
  burning creature can take a move-equivalent action 
  to put out the flame. Creatures hitting the fire 
  spectre with natural weapons or unarmed attacks 
  take fire damage as though hit by the fire spectre 
  HIG8-05 … Thicker Than Water? 
   
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  HIG8-05 … Thicker Than Water? 
   
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  and also catch fire unless they succeed on a Reflex 
  save. 
  Illumination 
  (Ex) 
  A 
  fire 
  spectre’s 
  presence 
  automatically suspends nearby magical darkness 
  or deeper darkness as if a daylight spell had been 
  cast, although the creature does not shed a 
  significant amount of light. 
   
  5: TO THE HELLS IN A HANDBASKET 
  S T E E L  D E V I L  (B U E R O Z A)  F I G HTE R 
  CR  8 
  LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) fighter 2 
  Init +3; Senses see in darkness; Listen +8, Spot +8 
  Languages Celestial, Draconic, Infernal; 
   
  telepathy 100 ft. 
  AC 26, touch 9, flat-footed 26 
   (-1 Dex, +17 natural) 
  hp 79 (8 HD); DR 5/good  
  Immune fire, poison; mind-affecting, sleep, stun, 
  paralysis, death effects 
  Resist acid 10, cold 10; SR 18 
  Fort +12 Ref +4, Will +4 
  Speed 20 ft. (4 squares) 
  Melee mwk cold iron greatsword +16/+11 (2d6+8/19-
  20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +13 
  Atk Options Combat Expertise, Power Attack, push 
  +7 
  Special Actions chant, formation fighting 
  Combat Gear brute gauntlets, transposer cloak 
  Spell-Like Abilities (CL6th): 
   At will— greater command (DC 17), haste (self 
  only), scare (DC 14) 
  Abilities Str 20, Dex 8, Con 20, Int 13, Wis 9, Cha 14  
  SA chant, formation fighting, push 
  Feats Combat Expertise, Improved Initiative, Power 
  Attack, Weapon Focus (greatsword), Weapon 
  Specialization (greatsword) 
  Skills Balance +8, Diplomacy +11, Intimidate +13, 
  Jump 
  +10, 
  Knowledge 
  (geography) 
  +10, 
  Knowledge (planes) +10, Listen +8, Ride +8, Spot 
  +8, Survival -1 (+1 on other planes to avoid getting 
  lost) 
  Possessions +1 cold iron greatsword, potion of bull’s 
  strength 
  Chant (Su) As a swift action, a steel devil can begin 
  to chant for 1 minute. It produces a horrid, rhythmic 
  shrieking that sounds like metal rasping against 
  metal. Any spellcasters within 30 feet must make a 
  Concentration check (DC 15+ the spell’s level) to 
  cast a spell. The DC increases by 1 for each 
  chanting steel devil beyond the first. Silence and 
  similar effects negate this ability. 
  Formation Fighting (Ex) If a square adjacent to a 
  steel devil is occupied by another steel devil, both 
  gain a +2 bonus on attack rolls, damage rolls, and 
  saving throws so long as they remain adjacent.  
  Bonuses gained from multiple steel devils stack. 
  Push (Ex) A steel devil’s attacks hammer home with 
  such force that they can force an opponent to 
  move. Each time a steel devil strikes an opponent 
  in melee, it can make a Strength check opposed by 
  the target’s Strength check (total modifier of +13, 
  including his brute gauntlets and racial bonus). If 
  the devil succeeds, it forces its opponent to move 5 
  feet in a direction of its choice. Large or larger 
  creatures gain a +4 bonus per size category larger, 
  and Small or smaller ones take a -4 penalty per 
  size category smaller. 
   
  L O N G I N U S  H E L L R E AV E R 
  CR  5 
  Male warlock 5 
  LE medium humanoid (humanoid) 
  Init +7; Senses see in darkness; Listen -1, Spot -1 
  Languages Common, Infernal 
  AC 21 touch 17, flat-footed 14 
   
  (+7 Dex, +4 mage armor); 50% miss chance 
  hp 33 (5 HD); DR 1/cold iron 
  Fort +4, Ref +8, Will +3 (+5 to any one type of save) 
  Speed 30 ft. (6 squares) 
  Melee spear +2 (1d8/x3) 
  Ranged eldritch blast +9 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +2 
  Atk Options Point Blank Shot, Precise Shot 
  Combat Gear potion of mage armor, scroll of 
  displacement, corsair’s eyepatch, ring of four winds  
  Invocations Known (CL 5th): 
   At will—dark one’s own luck, devil’s sight, eldritch 
  chain, fell flight, sickening blast (DC 21), 
  Spell-like Abilities (CL 5th): 
   
  At will—detect magic, eldritch blast (ranged touch 
  +9, 3d6) 
  Abilities Str 8, Dex 22, Con 16, Int 12, Wis 8, Cha 20 
  SQ deceive item 
  Feats Point Blank Shot, Precise Shot 
  Skills Intimidate +11, Knowledge (planes) +9, 
  Spellcraft +7, Use Magic Device +7 
  Possessions combat gear plus 2 daggers, spear 
  Eldritch Blast (Sp): ray, ranged touch 60 ft., 3d6 
  damage 
  Detect Magic (Sp): spell-like ability at will 
  Deceive Item (Sp): take 10 on Use Magic Device 
  Fiendish Resilience (Su): fast healing 1 for 2 
  minutes as free action 
  Least Invocation (Sp): dark one’s own luck (Cha 
  bonus to any one type of save for 24 hours) 
  Least Invocation (Sp): devil’s sight (see normally in 
  darkness and magical darkness for 24 hours) 
  Least Invocation (Sp): sickening blast (eldritch blast 
  also causes Fortitude save or become sickened, 
  DC 21) 
  
  APL 10 
  1: THROWING COPPER 
  B O G  I M P 
  CR  6 
  LE Small fey (aquatic) 
  Init +9; Senses Low-light vision; Listen +11, Spot +11 
  Languages Common, Sylvan 
  AC 18, touch 16, flat-footed 13 
   (+1 size, +5 Dex, +2 natural) 
  hp 22 (4 HD); DR 5/cold iron  
  Immune acid, paralysis, poison, sleep 
  Resist mind-effects 
  Fort +3 Ref +9, Will +6* 
  Speed 30 ft. (6 squares), burrow 60 ft., swim 30 ft. 
  Melee 2 claws +8 (1d3-1 plus sicken) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -3 
  Atk Options sicken, sink, stagnate 
  Abilities Str 8, Dex 21, Con 15, Int 12, Wis 15, Cha 
  12  
  SQ amphibious, code of law, liquid burrow 
  Feats Ability focus (sink)B, Improved Initiative, 
  Weapon Finesse 
  Skills Hide +16*, Listen +11, Move Silently +12, 
  Search +10, Spot +11, Survival +9, Swim +14 
  Sicken (Ex) Anyone struck by a bog imp’s claw attack 
  must succeed on a DC 14 Fortitude save or be 
  sickened for 2d4 minutes. Failure on more than 
  one save does not stack, but it does extend the 
  duration of the sickening. 
  Sink (Su) A bog imp can, with a simple glance, cause 
  anyone standing on or in water, mud, or any other 
  nonsolid surface to sink. This ability functions 
  within 60 ft. A successful DC 15 Will save negates 
  the attack and renders the target immune to the 
  sink attack of that particular bog imp for 24 hours.  
   
  If the save fails, the target is dragged beneath the 
  surface by a spectral force, this takes 1 full round, 
  plus 1 additional round per point of the target’s 
  strength bonus, if any. Once beneath the surface, 
  the target is subject to drowning (standard 
  drowning rules apply). A target can be rescued if 
  aided by another who succeeds on a DC 30 
  Strength check, but this simply begins the process 
  over again. The effect ends instantly if the bog imp 
  is slain, if the target is placed on solid stone or 
  lifted 5 feet or more above the surface of the water, 
  or if the target moves out of range. 
   
  If an elf (and only an elf) drowns in this manner, 
  he does not truly die. Rather, he remains in a form 
  of stasis beneath the water, pickling and shriveling 
  over the course of 13 days. When that period ends, 
  the elf becomes a new bog imp. 
  Stagnate (Su) Any nonmagical liquids that come 
  within 60 feet of a bog imp immediately stagnate. 
  This effect renders water, wine, mile, and other 
  liquids nonpotable; anyone who drinks them must 
  succeed on a DC 14 Fortitude save or be 
  nauseated for 1d3 hours. This ability has no effect 
  on potions. 
  Amphibious Bog imps can survive comfortably on 
  land or water. 
  Liquid Burrow When moving through stagnant, 
  slime-filled water or other liquids more viscous than 
  clear water, a bog imp can use its burrow speed in 
  place of its swim speed. 
  Saves Bog imps have a +4 racial bonus on saves 
  against mind-affecting spells and abilities. 
  Skills +2 racial bonus to Listen, Search, and Spot 
  checks. +8 racial bonus on Hide checks made in its 
  home environment and on any Swim check to 
  perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a 
  straight line. 
   
  4A: THINGS THAT BUMP IN THE NIGHT 
  B L AC K S C AL E  B ARBARI AN ( R AG I N G) 
  CR  7 
  Male lizardfolk barbarian 2/fighter 2 
  LE Large humanoid (reptilian) 
  Init +0; Senses Darkvision 60 ft.; Listen +0, Spot +4 
  Languages Draconic 
  AC 19, touch 9, flat-footed 18 
   (-1 Size, +1 Dex, +7 natural, +4 armor, -2 rage); 
  uncanny dodge 
  hp 97 (8 HD) 
  Resist acid 5 
  Fort +14, Ref +5, Will +6 
  Speed base movement 50 ft. 
  Melee 2 claws +16 (1d6+9) and 
   
  bite +14 (1d6+4) or  
   
  +1 corrosive greatclub +19/+14 (2d8+24+1d6 
  acid) and 
   
  bite +14 (1d6+4) 
  Ranged javelin +8 (1d8+9) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +21 
  Atk Options Cleave, Power Attack, rage 
  Combat Gear potion of resurgence 
  Abilities Str 28, Dex 12, Con 22, Int 8, Wis 10, Cha 7 
  SQ hold breath (88 rounds), fast movement, illiteracy, 
  rage (9 rounds), uncanny dodge 
  Feats Cleave, Combat Reflexes, Multiattack, Power 
  Attack, Weapon Focus (greatclub) 
  Skills Balance +10, Jump +21, Spot +4, Swim +19 
  Possessions +1 corrosive greatclub, chain shirt, 
  greatclub, 5 javelins, potion of bull’s strength, potion 
  of bear’s endurance 
   
   
  Power-Down Suite (not raging, no buff spells):  
  AC 21, touch 11, flat-footed 20 
   (-1 Size, +1 Dex, +7 natural, +4 armor); uncanny 
  dodge 
  hp 65 (10 HD) 
  Fort +10, Will +4 
  HIG8-05 … Thicker Than Water? 
   
  Page 37 
  
  Melee 2 claws +12 (1d6+5) and 
   
  bite +10 (1d6+2) or  
   
  +1 corrosive greatclub +14/+9 (2d8+10+1d6 acid) 
  and 
   
  bite +10 (1d6+2) 
  Ranged javelin +5 (1d8+5) 
  Grp +17 
  Abilities Str 20, Con 14 
  SQ hold breath (56 rounds) 
  Skills Jump +17, Swim +15 
   
  P O I S O N  D U S K  R AN G E R 
  CR  7 
  Male lizardfolk ranger  4/fighter 2/occult slayer 1 
  LE Small humanoid (reptilian) 
  Init +7; Senses Low-light vision; Listen +1, Spot +8 
  Languages Draconic 
  AC 19, touch 15, flat-footed 15 
   (+1 Size, +4 Dex, +3 natural, +1 buckler) 
  hp 50 (7 HD) 
  Fort +10, Ref +8, Will +4 (+1 vs. spells) 
  Speed base movement 30 ft. 
  Melee 2 claws +12 (1d3+2) and 
   
  bite +7 (1d3+2) or  
   
  longspear +12/+7 (1d6+6/x3) and 
   
  bite +7 (1d3+2) 
  Ranged +1 comp. longbow [+4 Str] +17/+12 
  (1d6+7/x3) +1d6 (vs. spellcasters) or 
   
  +1 composite longbow [+4 Str] +15/+15/+10 
  (1d6+7/x3) +1d6 (vs. spellcasters) 
   
  or bola +14 (1d3+4 nonlethal or ranged trip) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +7; Grp +7 
  Special Actions poison use, spells, weapon bond 
  Combat Gear 1 vial wyvern poison (DC 17, 2d6 
  Con/2d6 Con) 
  Ranger Spells Prepared (CL 2nd): 
   1st— arrow mind 
  Abilities Str 18, Dex 22, Con 16, Int 8, Wis 12, Cha 8 
  SQ chameleon skin, hold breath (64 rounds), animal 
  companion (monitor lizard), favored enemy +4 (elf), 
  favored enemy +2 (human), magical defense, wild 
  empathy 
  Feats EnduranceB, Improved Initiative, ManyshotB, 
  Point Blank Shot, Precise Shot, Rapid ShotB, 
  TrackB, Weapon Focus (Comp. Longbow), Weapon 
  Specialization (Comp. Longbow) 
  Skills Balance +8, Climb +6, Handle Animal +7, Hide 
  +20, Jump +6*, Knowledge (arcana) +4, Listen +1, 
  Move Silently +3, Spellcraft +3, Spot +8, Survival 
  +1, Swim +6 
  Possessions +1 comp. longbow [+4 Str] (20 arrows), 
  club, lesser bracers of archery, longspear, potion of 
  bull’s strength, potion of cat's grace, ring of 
  counterspells 
  Magical Defense (Ex) Provides a +2 bonus on saving 
  throws against spells or spell-like abilities. 
  Weapon Bond (Su) Deals an extra 1d6 points of 
  damage against a spellcaster or creature with 
  spell-like abilities. 
   
  D ARK T AL O N  S HAM AN 
  CR  7 
  Male lizardfolk druid 6 
  LE Medium humanoid (reptilian) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common, Draconic, Druidic, Elven 
  AC 18, touch 10, flat-footed 18 
   (+3 armor, +5 natural) 
  hp 56 (8 HD) 
  Fort +9, Ref +7, Will +10; +4 vs. fey 
  Speed base movement 30 ft.; woodland stride 
  Melee  2 claws +7 each (1d4) and 
   
  bite +0 (1d4) 
  Ranged  javelin +5 (1d6) 
  Base Atk +5; Grp +5 
  Special Actions spontaneous casting (summon 
  nature’s ally spells), wild shape 3/day (5 hours, 
  large) 
  Combat Gear potion of cure moderate wounds 
  Druid Spells Prepared (CL 6th): 
    3rd— lion's charge x2, protection from energy 
   2nd— 
  barkskin, 
  brambles, 
  bull's 
  strength, 
  decomposition, flaming sphere (DC 15) 
   1st— entangle (DC 14), faerie fire, lesser vigor, 
  produce flame (+7 ranged touch) 
   0— create water, cure minor wounds, detect 
  magic, light, resistance 
  Abilities Str 10, Dex 10, Con 15, Int 12, Wis 16, Cha 
  12 
  SQ hold breath (60 rounds), animal companion (giant 
  crocodile), nature sense, wild empathy, woodland 
  stride, trackless step, resist nature's lure, wild 
  shape 
  Feats Eagle's Wings, Natural Bond, Natural Spell 
  Skills Balance +9, Concentration +12, Handle 
  Animal +9, Jump +9, Knowledge (nature) +7, Listen 
  +3, Ride +2, Spellcraft +5, Spot +3, Survival +9, Swim 
  +9 
  Possessions combat gear plus cloak of resistance 
  +2, pearl of power II x2, scroll of bear's endurance 
  x2, scroll of blindsight 
   
  4B: THINGS THAT BUMP IN THE NIGHT 
  (DON’T MESS WITH SVATEK – PART 1I) 
  C H AS M E 
  CR  11 
  CE Large outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +3; Senses darkvision 60 ft.; Listen +14, Spot 
  +14 
  Languages Abyssal, Celestial, Common; 
   
  telepathy 100 ft. 
  AC 26, touch 12, flat-footed 23; Dodge, Mobility 
   (-1 size, +3 Dex, +14 natural) 
  hp 76 (9 HD); DR 10/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 21 
  Fort +10 Ref +9, Will +8 
  Speed 40 ft. (8 squares), climb 30 ft., fly 50 ft. 
  (perfect); Flyby Attack 
  Melee 2 claws +17 (1d6+4 plus wounding) and 
   
  bite +15 (1d8+2 plus wounding) and 
  HIG8-05 … Thicker Than Water? 
   
  Page 38 
  
   
  gore +15 (1d8+2 plus wounding) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +17 
  Atk Options Flyby Attack, Power Attack 
  Special Actions drone, summon tanar’ri 
  Spell-Like Abilities (CL 9th): 
   At 
  will—contagion 
  (DC 
  varies), 
  darkness, 
  desecrate, detect good, dispel magic, fly, greater 
  teleport (self plus 50 pounds of objects only), 
  insect plague, ray of enfeeblement (+11 ranged 
  touch), protection from good (DC 13), see 
  invisibility,  telekinesis (DC 17) 
   3/day— quickened ray of enfeeblement (+11 
  ranged touch),  
   1/day— unholy aura (DC 20) 
  Abilities Str 19, Dex 16, Con 18, Int 14, Wis 14, Cha 
  14  
  SQ tanar’ri traits 
  Feats Flyby Attack, Multiattack, Power Attack, 
  Quicken Spell-Like Ability (ray of enfeeblement) 
  Skills Bluff +14, Climb +24, Concentration +16, 
  Diplomacy +6, Hide +11, Intimidate +16, Listen 
  +14, Move Silently +15, Search +14, Sense Motive 
  +14, Spot +14 
  Drone (Su) As a full-round action, a chasme can beat 
  its wings to create a droning buzz in a 60-foot 
  radius spread. Each creature in this area must 
  succeed on a DC 16 Will save or fall asleep for 
  2d10 rounds. Creatures immune to sleep effects 
  are immune to this effect. 
  Fear Aura (Su) As a swift action, a chasme can 
  create an aura of fear in a 5-foot radius around it. 
  This effect is otherwise identical to a fear spell (CL 
  12th; Will DC 16 negates). If this save is 
  successful, that creature cannot be affected again 
  by that chasme’s fear aura for 24 hours. 
  Summon Tanar’ri (Sp) Once per day, a chasme can 
  attempt to summon 1 chasme with a 40% chance 
  of success. This ability is the equivalent of a 4th-
  level spell (CL 9th). 
  Wounding (Ex) A wound resulting from a chasme’s 
  attack bleeds for an additional 1 point of damage 
  per round thereafter. Multiple wounds from such 
  attacks result in cumulative bleeding loss. The 
  bleeding can be stopped by a DC 10 Heal check or 
  the application of any form of magical healing. 
   
  HIG8-05 … Thicker Than Water? 
   
  Page 39 
  
  HIG8-05 … Thicker Than Water? 
   
  Page 40 
  5: TO THE HELLS IN A HANDBASKET 
  S T E E L  D E V I L  (B U E R O Z A)  F I G HTE R 
  CR  8 
  LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) fighter 2 
  Init +3; Senses see in darkness; Listen +8, Spot +8 
  Languages Celestial, Draconic, Infernal; 
   
  telepathy 100 ft. 
  AC 26, touch 9, flat-footed 26 
   (-1 Dex, +17 natural) 
  hp 79 (8 HD); DR 5/good  
  Immune fire, poison; mind-affecting, sleep, stun, 
  paralysis, death effects 
  Resist acid 10, cold 10; SR 18 
  Fort +12 Ref +4, Will +4 
  Speed 20 ft. (4 squares) 
  Melee +1 cold iron greatsword +16/+11 (2d6+8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +13 
  Atk Options Combat Expertise, Power Attack, push 
  +7 
  Special Actions chant, formation fighting 
  Combat Gear brute gauntlets, transposer cloak 
  Spell-Like Abilities (CL6th): 
   At will— greater command (DC 17), haste (self 
  only), scare (DC 14) 
  Abilities Str 20, Dex 8, Con 20, Int 13, Wis 9, Cha 14  
  SA chant, formation fighting, push 
  Feats Combat Expertise, Improved Initiative, Power 
  Attack, Weapon Focus (greatsword), Weapon 
  Specialization (greatsword) 
  Skills Balance +8, Diplomacy +11, Intimidate +13, 
  Jump 
  +10, 
  Knowledge 
  (geography) 
  +10, 
  Knowledge (planes) +10, Listen +8, Ride +8, Spot 
  +8, Survival -1 (+1 on other planes to avoid getting 
  lost) 
  Possessions +1 cold iron greatsword, potion of bull’s 
  strength 
  Chant (Su) As a swift action, a steel devil can begin 
  to chant for 1 minute. It produces a horrid, rhythmic 
  shrieking that sounds like metal rasping against 
  metal. Any spellcasters within 30 feet must make a 
  Concentration check (DC 15+ the spell’s level) to 
  cast a spell. The DC increases by 1 for each 
  chanting steel devil beyond the first. Silence and 
  similar effects negate this ability. 
  Formation Fighting (Ex) If a square adjacent to a 
  steel devil is occupied by another steel devil, both 
  gain a +2 bonus on attack rolls, damage rolls, and 
  saving throws so long as they remain adjacent.  
  Bonuses gained from multiple steel devils stack. 
  Push (Ex) A steel devil’s attacks hammer home with 
  such force that they can force an opponent to 
  move. Each time a steel devil strikes an opponent 
  in melee, it can make a Strength check opposed by 
  the target’s Strength check (total modifier of +13, 
  including his brute gauntlets and racial bonus). If 
  the devil succeeds, it forces its opponent to move 5 
  feet in a direction of its choice. Large or larger 
  creatures gain a +4 bonus per size category larger, 
  and Small or smaller ones take a -4 penalty per 
  size category smaller. 
   
  L O N G I N U S  H E L L R E AV E R 
  CR  7 
  Male warlock 7 
  LE medium humanoid (humanoid) 
  Init +7; Senses see in darkness; Listen -1, Spot -1 
  Languages Common, Infernal 
  AC 21 touch 17, flat-footed 14 
   
  (+7 Dex, +4 mage armor); 50% miss chance 
  hp 45 (7 HD); DR 2/cold iron 
  Fort +5, Ref +9, Will +4 (+5 to any one type of save) 
  Speed 30 ft. (6 squares) 
  Melee +1 warlock’s scepter +6/+1 (1d6+1) 
  Ranged eldritch blast +12 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +4 
  Atk Options Point Blank Shot, Precise Shot 
  Combat Gear scroll of displacement, corsair’s 
  eyepatch, ring of four winds, warlock’s scepter 
  Invocations Known (CL 7th): 
   At will—dark one’s own luck, devil’s sight, eldritch 
  chain, fell flight, sickening blast (DC 21), 
  Spell-like Abilities (CL 7th): 
   At will—detect magic, eldritch blast (ranged touch 
  +11, 4d6) 
  Abilities Str 8, Dex 22, Con 16, Int 12, Wis 8, Cha 20 
  SQ deceive item 
  Feats Ability Focus (eldritch blast), Heighten Spell-like 
  Ability, Point Blank Shot, Precise Shot 
  Skills Intimidate +11, Knowledge (planes) +11, 
  Spellcraft +7, Use Magic Device +11 
  Possessions combat gear plus 2 daggers, spear 
  Eldritch Blast (Sp): ray, ranged touch 60 ft., 4d6 
  damage (+2d6 more if heightened) +4d6 with 
  warlock’s scepter 
  Detect Magic (Sp): spell-like ability at will 
  Deceive Item (Sp): take 10 on Use Magic Device 
  Fiendish Resilience (Su): fast healing 1 for 2 
  minutes as free action 
  Least Invocation (Sp): dark one’s own luck (Cha 
  bonus to any one type of save for 24 hours) 
  Least Invocation (Sp): devil’s sight (see normally in 
  darkness and magical darkness for 24 hours) 
  Least Invocation (Sp): sickening blast (eldritch blast 
  also causes Fortitude save or become sickened, 
  DC 21) 
  Lesser Invocation (Sp): eldritch chain (blast jumps 
  from initial target to a second target) 
  
  APL 12 
  1: THROWING COPPER 
  B O G  I M P 
  CR  6 
  LE Small fey (aquatic) 
  Init +9; Senses Low-light vision; Listen +11, Spot +11 
  Languages Common, Sylvan 
  AC 18, touch 16, flat-footed 13 
   (+1 size, +5 Dex, +2 natural) 
  hp 22 (4 HD); DR 5/cold iron  
  Immune acid, paralysis, poison, sleep 
  Resist mind-effects 
  Fort +3 Ref +9, Will +6* 
  Speed 30 ft. (6 squares), burrow 60 ft., swim 30 ft. 
  Melee 2 claws +8 (1d3-1 plus sicken) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -3 
  Atk Options sicken, sink, stagnate 
  Abilities Str 8, Dex 21, Con 15, Int 12, Wis 15, Cha 
  12  
  SQ amphibious, code of law, liquid burrow 
  Feats Ability focus (sink)B, Improved Initiative, 
  Weapon Finesse 
  Skills Hide +16*, Listen +11, Move Silently +12, 
  Search +10, Spot +11, Survival +9, Swim +14 
  Sicken (Ex) Anyone struck by a bog imp’s claw attack 
  must succeed on a DC 14 Fortitude save or be 
  sickened for 2d4 minutes. Failure on more than 
  one save does not stack, but it does extend the 
  duration of the sickening. 
  Sink (Su) A bog imp can, with a simple glance, cause 
  anyone standing on or in water, mud, or any other 
  nonsolid surface to sink. This ability functions 
  within 60 ft. A successful DC 15 Will save negates 
  the attack and renders the target immune to the 
  sink attack of that particular bog imp for 24 hours.  
   
  If the save fails, the target is dragged beneath the 
  surface by a spectral force, this takes 1 full round, 
  plus 1 additional round per point of the target’s 
  strength bonus, if any. Once beneath the surface, 
  the target is subject to drowning (standard 
  drowning rules apply). A target can be rescued if 
  aided by another who succeeds on a DC 30 
  Strength check, but this simply begins the process 
  over again. The effect ends instantly if the bog imp 
  is slain, if the target is placed on solid stone or 
  lifted 5 feet or more above the surface of the water, 
  or if the target moves out of range. 
   
  If an elf (and only an elf) drowns in this manner, 
  he does not truly die. Rather, he remains in a form 
  of stasis beneath the water, pickling and shriveling 
  over the course of 13 days. When that period ends, 
  the elf becomes a new bog imp. 
  Stagnate (Su) Any nonmagical liquids that come 
  within 60 feet of a bog imp immediately stagnate. 
  This effect renders water, wine, mile, and other 
  liquids nonpotable; anyone who drinks them must 
  succeed on a DC 14 Fortitude save or be 
  nauseated for 1d3 hours. This ability has no effect 
  on potions. 
  Amphibious Bog imps can survive comfortably on 
  land or water. 
  Liquid Burrow When moving through stagnant, 
  slime-filled water or other liquids more viscous than 
  clear water, a bog imp can use its burrow speed in 
  place of its swim speed. 
  Saves Bog imps have a +4 racial bonus on saves 
  against mind-affecting spells and abilities. 
  Skills +2 racial bonus to Listen, Search, and Spot 
  checks. +8 racial bonus on Hide checks made in its 
  home environment and on any Swim check to 
  perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a 
  straight line. 
   
  4A: THINGS THAT BUMP IN THE NIGHT 
  B L AC K S C AL E  B ARBARI AN ( R AG I N G) 
  CR  9 
  Male lizardfolk barbarian 2/fighter 4 
  LE Large humanoid (reptilian) 
  Init +0; Senses Darkvision 60 ft.; Listen +0, Spot +4 
  Languages Draconic 
  AC 19, touch 9, flat-footed 16 
   (-1 Size, +1 Dex, +7 natural, +4 armor, -2 rage); 
  uncanny dodge 
  hp 131 (10 HD) 
  Resist acid 5 
  Fort +15, Ref +6, Will +7 
  Speed base movement 50 ft. 
  Melee 2 claws +18 (1d6+9) and 
   
  bite +16 (1d6+4) or  
   
  +1 corrosive greatclub +22/+17 (2d8+28+1d6 
  acid) and 
   
  bite +16 (1d6+4) 
  Ranged javelin +10 (1d8+9) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +23 
  Atk Options Cleave, Power Attack, rage 
  Combat Gear potion of resurgence 
  Abilities Str 28, Dex 12, Con 24, Int 8, Wis 10, Cha 7 
  SQ hold breath (96 rounds), fast movement, illiteracy, 
  rage (10 rounds), uncanny dodge 
  Feats Cleave, Combat Reflexes, Greater Weapon 
  Focus (greatclub), Greater Weapon Specialization 
  (greatclub), Multiattack, Power Attack, Weapon 
  Focus 
  (greatclub), 
  Weapon 
  Specialization 
  (greatclub) 
  Skills Balance +10, Jump +22, Spot +4, Swim +20 
  Possessions +1 corrosive greatclub, +6 amulet of 
  health, chain shirt, greatclub, 5 javelins, potion of 
  bull’s strength, potion of bear’s endurance, potion 
  of fly 
   
   
   
  P O I S O N  D U S K  L I E UTE NANT 
  CR  9 
  HIG8-05 … Thicker Than Water? 
   
  Page 41 
  
  Male lizardfolk ranger 4/fighter 2/occult slayer 3 
  LE Small humanoid (reptilian) 
  Init +7; Senses Low-light vision; Listen +1, Spot +8 
  Languages Draconic 
  AC 19, touch 15, flat-footed 15 
   (+1 Size, +4 Dex, +3 natural, +1 buckler) 
  hp 66 (9 HD), evasion 
  Fort +11, Ref +9, Will +5 (+2 vs. spells) 
  Speed base movement 30 ft. 
  Melee 2 claws +14 (1d3+2) and 
   
  bite +9 (1d3+2) or  
   
  longspear +14 (1d6+6/x3) and 
   
  bite +9 (1d3+2) 
  Ranged +1 hunting comp. longbow [+4 Str] +19/+14 
  (1d6+7/19-20x3)+1d6 (vs. spellcasters) or 
   
  +1 
  hunting 
  comp. 
  longbow 
  [+4 
  Str] 
  +17/+17/+12 (1d6+7/19-20x3)+1d6 (vs. spellcasters) 
  or 
   
  bola +16 (1d3+4 nonlethal or ranged trip) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +9; Grp +8 
  Special Actions mind over magic, poison use, spells, 
  vicious strike, weapon bond 
  Combat Gear 1 vial wyvern poison (DC 17, 2d6 
  Con/2d6 Con) 
  Ranger Spells Prepared (CL 2nd): 
   1st— arrow mind 
  Abilities Str 18, Dex 22, Con 16, Int 8, Wis 12, Cha 8 
  SQ chameleon skin, hold breath (64 rounds), animal 
  companion (monitor lizard), favored enemy +8 (elf), 
  favored enemy +2 (human), magical defense, wild 
  empathy 
  Feats EnduranceB, Improved Critical, Improved 
  Initiative, ManyshotB, Point Blank Shot, Precise 
  Shot, Rapid ShotB, TrackB, Weapon Focus (Comp. 
  Longbow), 
  Weapon 
  Specialization 
  (Comp. 
  Longbow) 
  Skills Balance +8, Climb +6, Handle Animal +7, Hide 
  +21, Jump +6*, Knowledge (arcana) +4, Listen +1, 
  Move Silently +3, Spellcraft +3, Spot +8, Survival 
  +1, Swim +6 
  Possessions bola, +1 hunting comp. longbow [+4 
  Str] (20 arrows), club, lesser bracers of archery, 
  longspear, potion of bull’s strength, potion of cat's 
  grace, ring of counterspells  
  Magical Defense (Ex) Provides a +2 bonus on saving 
  throws against spells or spell-like abilities. 
  Weapon Bond (Su) Deals an extra 1d6 points of 
  damage against a spellcaster or creature with 
  spell-like abilities. 
  Mind over Magic (Su) Causes a spell or spell-like 
  ability to rebound onto the originator as a free 
  action. This ability can be used once/day and 
  functions as the spell turning spell (CL 8). 
  Vicious Strike (Ex) If the occult slayer readies an 
  action to disrupt a spellcaster, he deals double 
  damage if the attack hits. 
   
   
  D ARK T ALO N  S HAM AN 
  CR  9 
  Male lizardfolk druid 8 
  LE Medium humanoid (reptilian) 
  Init +1; Senses Listen +3, Spot +11 
  Languages Common, Draconic, Druidic, Elven 
  AC 18, touch 10, flat-footed 18 
   (+3 armor, +5 natural) 
  hp 80 (10 HD) 
  Fort +11, Ref +7, Will +12; +4 vs. fey 
  Speed base movement 30 ft.; woodland stride 
  Melee  2 claws +7 each (1d4) and 
   
  bite +2 (1d4) 
  Ranged javelin +7/+2 (1d6) 
  Base Atk +7; Grp +7 
  Special Actions spontaneous casting (summon 
  nature’s ally spells), wild shape 3/day (8 hours, 
  large) 
  Combat Gear potion of cure moderate wounds 
  Druid Spells Prepared (CL 8th): 
   4th— flame strike (DC 17), languor (DC 17) 
   3rd— call of lightning (DC 16), lion's charge x2, 
  protection from energy 
   2nd— 
  barkskin, 
  brambles, 
  bull’s 
  strength, 
  decomposition, flaming sphere (DC 15) 
   1st— entangle (DC 14), faerie fire, lesser vigor x2, 
  produce flame (+7 ranged touch) 
   0— create water, cure minor wounds, detect 
  magic, flare, light, resistance 
  Abilities Str 10, Dex 10, Con 16, Int 12, Wis 16, Cha 
  12 
  SQ hold breath (64 rounds), animal companion (giant 
  crocodile), nature sense,  wild empathy, woodland 
  stride, trackless step, resist nature's lure, wild 
  shape 
  Feats Eagle's Wings, Elephant's Hide, Natural Bond, 
  Natural Spell 
  Skills Balance +9, Concentration +14, Handle Animal 
  +9, Jump +9, Knowledge (nature) +7, Listen +3, 
  Ride +2, Spellcraft +5, Spot +11, Survival +9, Swim 
  +9 
  Possessions combat gear plus cloak of resistance 
  +3, pearl of power II x2, scroll of bear's endurance 
  x2, scroll of blindsight, scroll of freedom of 
  movement 
   
  4B: THINGS THAT BUMP IN THE NIGHT 
  (DON’T MESS WITH SVATEK – PART 1I) 
  C H AS M E 
  CR  11 
  CE Large outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +3; Senses darkvision 60 ft.; Listen +14, Spot 
  +14 
  Languages Abyssal, Celestial, Common; 
   
  telepathy 100 ft. 
  AC 26, touch 12, flat-footed 23; Dodge, Mobility 
   (-1 size, +3 Dex, +14 natural) 
  hp 76 (9 HD); DR 10/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 21 
  Fort +10 Ref +9, Will +8 
  HIG8-05 … Thicker Than Water? 
   
  Page 42 
  
  Speed 40 ft. (8 squares), climb 30 ft., fly 50 ft. 
  (perfect); Flyby Attack 
  Melee 2 claws +17 (1d6+4 plus wounding) and 
   
  bite +15 (1d8+2 plus wounding) and 
   
  gore +15 (1d8+2 plus wounding) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +17 
  Atk Options Flyby Attack, Power Attack 
  Special Actions drone, summon tanar’ri 
  Spell-Like Abilities (CL 9th): 
   At 
  will—contagion 
  (DC 
  varies), 
  darkness, 
  desecrate, detect good, dispel magic, fly, greater 
  teleport (self plus 50 pounds of objects only), 
  insect plague, ray of enfeeblement (+11 ranged 
  touch), protection from good (DC 13), see 
  invisibility,  telekinesis (DC 17) 
   3/day— quickened ray of enfeeblement (+11 
  ranged touch),  
   1/day— unholy aura (DC 20) 
  Abilities Str 19, Dex 16, Con 18, Int 14, Wis 14, Cha 
  14  
  SQ tanar’ri traits 
  Feats Flyby Attack, Multiattack, Power Attack, 
  Quicken Spell-Like Ability (ray of enfeeblement) 
  Skills Bluff +14, Climb +24, Concentration +16, 
  Diplomacy +6, Hide +11, Intimidate +16, Listen 
  +14, Move Silently +15, Search +14, Sense Motive 
  +14, Spot +14 
  Drone (Su) As a full-round action, a chasme can beat 
  its wings to create a droning buzz in a 60-foot 
  radius spread. Each creature in this area must 
  succeed on a DC 16 Will save or fall asleep for 
  2d10 rounds. Creatures immune to sleep effects 
  are immune to this effect. 
  Fear Aura (Su) As a swift action, a chasme can 
  create an aura of fear in a 5-foot radius around it. 
  This effect is otherwise identical to a fear spell (CL 
  12th; Will DC 16 negates). If this save is 
  successful, that creature cannot be affected again 
  by that chasme’s fear aura for 24 hours. 
  Summon Tanar’ri (Sp) Once per day, a chasme can 
  attempt to summon 1 chasme with a 40% chance 
  of success. This ability is the equivalent of a 4th-
  level spell (CL 9th). 
  Wounding (Ex) A wound resulting from a chasme’s 
  attack bleeds for an additional 1 point of damage 
  per round thereafter. Multiple wounds from such 
  attacks result in cumulative bleeding loss. The 
  bleeding can be stopped by a DC 10 Heal check or 
  the application of any form of magical healing. 
   
  5: TO THE HELLS IN A HANDBASKET 
  S T E E L  D E V I L  (B U E R O Z A)  F I G HTE R 
  CR  10 
  LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) fighter 4 
  Init +3; Senses see in darkness; Listen +8, Spot +9 
  Languages Celestial, Draconic, Infernal; 
   
  telepathy 100 ft. 
  AC 26, touch 9, flat-footed 26 
   (-1 Dex, +17 natural) 
  hp 101 (10 HD); DR 5/good  
  Immune fire, poison; mind-affecting, sleep, stun, 
  paralysis, death effects 
  Resist acid 10, cold 10; SR 20 
  Fort +13 Ref +5, Will +5 
  Speed 20 ft. (4 squares) 
  Melee +1 profane cold iron greatsword +18/+13 
  (2d6+8/19-20) +2d6 (blood) +2d6 (good outsiders) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +15 
  Atk Options Combat Expertise, disarm, trip, Power 
  Attack, push +7, trip 
  Special Actions chant, formation fighting 
  Combat Gear brute gauntlets, transposer cloak, 
  witchlight reservoir (blood) 
  Spell-Like Abilities (CL6th): 
   At will— greater command (DC 17), haste (self 
  only), scare (DC 14) 
  Abilities Str 20, Dex 8, Con 20, Int 13, Wis 9, Cha 14  
  SA chant, formation fighting, push 
  Feats Combat Expertise, Improved Disarm, Improved 
  Initiative, Improved  Trip, Power Attack, Weapon 
  Focus 
  (greatsword), 
  Weapon 
  Specialization 
  (greatsword) 
  Skills Balance +8, Diplomacy +11, Intimidate +15, 
  Jump 
  +12, 
  Knowledge 
  (geography) 
  +10, 
  Knowledge (planes) +10, Listen +8, Ride +8, Spot 
  +9, Survival -1 (+1 on other planes to avoid getting 
  lost) 
  Possessions +1 profane cold iron greatsword, potion 
  of bull’s strength 
  Chant (Su) As a swift action, a steel devil can begin 
  to chant for 1 minute. It produces a horrid, rhythmic 
  shrieking that sounds like metal rasping against 
  metal. Any spellcasters within 30 feet must make a 
  Concentration check (DC 15+ the spell’s level) to 
  cast a spell. The DC increases by 1 for each 
  chanting steel devil beyond the first. Silence and 
  similar effects negate this ability. 
  Formation Fighting (Ex) If a square adjacent to a 
  steel devil is occupied by another steel devil, both 
  gain a +2 bonus on attack rolls, damage rolls, and 
  saving throws so long as they remain adjacent.  
  Bonuses gained from multiple steel devils stack. 
  Push (Ex) A steel devil’s attacks hammer home with 
  such force that they can force an opponent to 
  move. Each time a steel devil strikes an opponent 
  in melee, it can make a Strength check opposed by 
  the target’s Strength check (total modifier of +13, 
  including his brute gauntlets and racial bonus). If 
  the devil succeeds, it forces its opponent to move 5 
  feet in a direction of its choice. Large or larger 
  creatures gain a +4 bonus per size category larger, 
  and Small or smaller ones take a -4 penalty per 
  size category smaller. 
   
  L O N G I N U S  H E L L R E AV E R 
  CR  10 
  Male warlock 9/hellfire warlock 1 
  LE medium humanoid (humanoid) 
  Init +7; Senses see in darkness; Listen -1, Spot -1 
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  HIG8-05 … Thicker Than Water? 
   
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  Languages Common, Infernal 
  AC 21 touch 17, flat-footed 14 
   
  (+7 Dex, +4 mage armor); 50% miss chance 
  hp 63 (10 HD); fiendish resilience 1 (1/day); 
   
  DR 2/cold iron 
  Fort +6, Ref +9, Will +7 (+5 to any one type of save) 
  Speed 30 ft. (6 squares); fly 30 ft. (good) 
  Melee +1 warlock’s scepter +6/+1 (1d6+1) 
  Ranged eldritch blast +13 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +2 
  Atk Options Point Blank Shot, Precise Shot 
  Combat Gear potion of mage armor, scroll of 
  displacement, war wizard cloak, corsair’s eyepatch, 
  ring of four winds, warlock’s scepter 
  Invocations Known (CL 10th): 
   At will—dark one’s own luck, devil’s sight, eldritch 
  chain, fell flight, hellrime blast (DC 22), sickening 
  blast (DC 22), 
  Spell-like Abilities (CL 10th): 
   At will—detect magic, eldritch blast (ranged touch 
  +13, 5d6), hellfire blast (ranged touch +13, 9d6) 
  Abilities Str 8, Dex 22, Con 16, Int 12, Wis 8, Cha 21 
  SQ deceive item 
  Feats Ability Focus (eldritch blast), Heighten Spell-like 
  Ability, Point Blank Shot, Precise Shot 
  Skills Intimidate +11, Knowledge (planes) +13, 
  Spellcraft +7, Use Magic Device +15 
  Possessions combat gear plus 2 daggers, spear 
  Eldritch Blast (Sp): ray, ranged touch 60 ft., 5d6 
  damage (+2d6 more if heightened; +4d6 with 
  warlock’s scepter) 
  Hellfire Blast (Sp): ray, ranged touch 60 ft., 9d6 
  hellfire damage (+2d6 more if heightened; +4d6 
  with warlock’s scepter; takes 1 point Con damage 
  with each use) 
  Detect Magic (Sp): spell-like ability at will 
  Deceive Item (Sp): take 10 on Use Magic Device 
  Fiendish Resilience (Su): fast healing 1 for 2 
  minutes as free action 
  Least Invocation (Sp): dark one’s own luck (Cha 
  bonus to any one type of save for 24 hours) 
  Least Invocation (Sp): devil’s sight (see normally in 
  darkness and magical darkness for 24 hours) 
  Least Invocation (Sp): sickening blast (eldritch blast 
  also causes Fortitude save or become sickened, 
  DC 21) 
  Lesser Invocation (Sp): eldritch chain (blast jumps 
  from initial target to a second target) 
  Lesser Invocation (Sp): hellrime blast (blast deals 
  cold damage and target must make Fortitude save 
  or take -2 penalty to Dexterity, DC 22) 
  Lesser Invocation (Sp): fell flight (gain fly speed with 
  good maneuverability for 24 hours) 
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  EAGLE’S WINGS [WILD] 
  You can take wing and fly with the grace of an eagle. 
   
  Prerequisite: Ability to wild shape. 
   
  Benefit: You can spend one wild shape to grow 
  feathery wings. These allow you to fly at a speed of 60 
  feet (average maneuverability). The wings remain for 1 
  hour. 
   
  Source: Complete Divine 80. 
   
  ELEPHANT’S HIDE [WILD] 
  You can thicken your skin to the toughness of an 
  elephant’s. 
   
  Prerequisite: Ability to wild shape into a Large 
  creature. 
   
  Benefit: You can spend one wild shape to give 
  yourself a natural armor bonus of 7. This does not stack 
  with any natural armor you currently have. The effect 
  lasts for 10 minutes. 
   
  Source: Complete Divine 81. 
   
  NATURAL BOND  
  Your 
  bond 
  with 
  your 
  animal 
  companion 
  is 
  exceptionally strong. 
   
  Prerequisite: Animal companion. 
   
  Benefit: Add three to your effective druid level 
  for the purpose determining the bonus Hit Dice, extra 
  tricks, special abilities, and other bonuses that your 
  animal companion receives (see page 36 of the Player’s 
  Handbook). This bonus can never make your effective 
  druid level exceed you character level. 
   
  Source: Complete Adventurer 111. 
   
  ITEMS 
  MUNDANE EQUIPMENT 
  THINAUN 
  This dark, glittering steel alloy holds an attraction to 
  souls recently released from their bodies. Obviously, 
  this has application for melee weapons. If a thinaun 
  melee weapon is touching a creature when it dies, that 
  creature’s soul is sucked into the weapon rather than 
  passing on to its final reward. The soul remains in the 
  thinaun weapon until the weapon is destroyed or 
  another creature dies while touching the thinaun 
  weapon (the new soul displaces the old one). Raise 
  dead, resurrection, and similar spells won’t bring back a 
  creature whose soul is trapped by a thinaun weapon 
  unless the caster has the weapon in his possession. 
  Because the soul is nearby, fewer material components 
  are required for such spells: Reincarnation, raise dead, 
  resurrection, and true resurrection requite half as 
  much of the relevant material component (unguents or 
  diamonds) to cast if the soul is within a thinaun 
  weapon.  
   
  A thinaun weapon captures a soul from anyone 
  killed while touching the weapon. This means that if 
  the thinaun weapon’s wielder dies, her weapon 
  captures her soul.  
   
  Only melee weapons made primarily of metal can 
  be crafted as thinaun weapons.  
   
  Item cost modifier: light weapon +10,000 gp; one-
  handed weapon or one head of a double weapon 
  +15,000 gp; two-handed weapon or both heads of a 
  double weapon +20,000 gp. 
   
  Source: Complete Warrior 136. 
   
  ARMBAND OF ELUSIVE ACTION 
  Price (Item Level): 800 gp (3rd) 
  Body Slot: Arms 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) transmutation 
  Activation: Immediate (mental) 
  Weight: 1 lb. 
   
  This solid gold band is polished to a bright shine.  
   
  An armband of elusive action allows you to protect 
  yourself from the hazards of battlefield chaos. When it 
  is activated, the band allows you to avoid provoking a 
  single attack of opportunity that your actions would 
  otherwise incur. 
   
  An armband of elusive action functions once per 
  day. 
   
  Prerequisites: Craft Wondrous Item, cat’s grace or 
  evade attack (CP 89). 
   
  Cost to Create: 400 gp, 32 XP, 1 day. 
   
  Source: Magic Item Compendium 72. 
   
  ARTIFICER’S MONOCLE 
  Price (Item Level): 1,500 gp (5th) 
  Body Slot: Face 
  Caster Level: 5th 
  Aura: Faint; (DC 17) divination 
  Activation: See text 
  Weight: -- 
   
  This glass lens is rimmed with gold and has a fine gold chain 
  attached to an ear clip.  
   
  Putting on a monocle is a standard action. While 
  wearing an artificer’s monocle, whenever you 
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  Page 45 
  
  successfully use your artificer knowledge class feature 
  (ECS 31) to detect an item’s magical aura or you cast 
  detect magic and have at least 5 ranks of Knowledge 
  (arcana), you can spend 1 additional minute studying 
  the item. If you do, you can identify the abilities of that 
  item as if you had cast identify upon it. 
   
  Prerequisites: 
  Craft 
  Wondrous 
  Item, identify, 
  artificer knowledge or Knowledge (arcana) 5 ranks. 
   
  Cost to Create: 750 gp, 60 XP, 2 days. 
   
  Source: Magic Item Compendium 72. 
   
  BOOTS OF SWIFT PASSAGE 
  Price (Item Level): 5,000 gp (9th) 
  Body Slot: feet 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) conjuration 
  Activation: Move (command) 
  Weight: 1 1b. 
   
  These comfortable high boots are made from deep red leather 
  with brilliant copper-colored leather sales. 
   
  When activated, boot) of swift passage teleport you up to 
  20 feet in any direction (with no chance of error). You 
  must have line of sight and line 0f effect to your 
  destination to use the boots. You can't use the boots to 
  move into a space occupied by another creature, nor 
  can you teleport into a solid object; if you attempt to do 
  so, the boots' activation is wasted. You can bring along 
  objects weighing up to your maximum load, bur you 
  can't bring another creature with you. 
   
  Boots of swift passage function five times per day. 
   
  Prerequisites: Craft Wondrous Item, dimension 
  door. 
   
  Cost 10 Create: 2,500 gp, 200 XP, 5 days, 
   
  BRUTE GAUNTLETS 
  Price (Item Level): 500 gp (3rd) 
  Slot: Hands 
  Caster Level: 3rd 
  Aura: Faint (DC 16) transmutation 
  Activation: Swift (command) 
  Weight: - 
   
  This pair of heavy black leather gauntlets is set with metal 
  studs. 
   
  Brute gauntlets allow you to temporarily increase your 
  physical might. These gauntlets have 3 charges, which 
  are renewed each day at dawn. Spending 1 or more 
  charges grants you a morale bonus on Strength checks, 
  Strength-based skill checks, and melee weapon damage 
  for 1 round. 
   
  1 charge: +2 morale bonus. 
   
  2 charges: +3 morale bonus. 
   
  3charges: +4 morale bonus. 
   
  Prerequisites: Craft Wondrous Item, bull's strength. 
   
  Cost to Create: 250 gp, 20 XP 1 day. 
   
  Source: Magic Item Compendium 83. 
   
  CHOKER OF ELOQUENCE, GREATER 
  Price (Item Level): 24,000 gp (14th) 
  Body Slot: Face 
  Caster Level: 6th 
  Aura: Moderate; (DC 16) transmutation 
  Activation: Swift (command) 
  Weight: - 
   
  Coveted by bards, singers, and public speakers, this 
  beautiful necklace is carved from ivory and jade. There 
  are two versions of these chokers. A lesser choker of 
  eloquence grants a +5 competence bonus on Diplomacy, 
  Bluff, and Perform (sing) checks. A greater choker of 
  eloquence increases the bonus to +10. 
   
  Prerequisites: Craft Wondrous Item, creator must be 
  a spellcaster of at least 6th level. 
   
  Cost to Create: 12,000 gp, 120 XP, 3 days. 
   
  Source: Complete Adventurer 132. 
   
  CORSAIR'S EYEPATCH 
  Price (Item Level): 3,000 gp (7th) 
  Body Slot: Face 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) divination 
  Activation: Swift (command) 
  Weight: - 
   
  A leather strap and a bit of hardened leather and krenshar 
  hide make up this menacing black eyepatch. 
   
  Despite its name, the improved visual acuity provided 
  by a corsair's eyepatch is equally useful to landlubbers. 
  Wearing this eyepatch has no negative impact on your 
  eyesight-it appears completely transparent to you. 
  While you wear a corsair’s eyepatch over your left eye, 
  activating it grants you the ability to use see invisibility 
  (as the spell) for 1 round. While you wear it over your 
  right eye, activating it grants you the benefit of the 
  Blind-Fight feat for 1 minute. Moving the eyepatch 
  from one eye to another requires a move action that 
  doesn't provoke attacks of opportunity. 
   
  A corsair's eyepatch functions a total of three rimes 
  per day. 
   
  Prerequisites: Craft Wondrous Item, see invisibility 
   
  Cost to Create: 1,500 gp, 120 XP, 3 days. 
   
  Source: Magic Item Compendium 90. 
  HIG8-05 … Thicker Than Water? 
   
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  DEATHSTRIKE BRACERS 
  Price (Item Level): 5,000 gp (9th) 
  Slot: Arms 
  Caster Level: 5th 
  Aura: Faint; (DC 17) transmutation 
  Activation: Swift (mental) 
  Weight: 2 lb. 
   
  Each of these black steel bracers is marked with an etching of 
  crossed swords. 
   
  When activated, deathstrike bracers allow you to use 
  melee weapons to deal extra damage from critical hits 
  and sneak attacks to constructs, elementals, oozes, 
  plants, and undead as if they were not immune to such 
  extra damage. You must still roll a critical threat and 
  confirm it as a critical hit or qualify to deliver sneak 
  attack damage to gain any benefit from the bracers. 
  This effect does not allow you to overcome any other 
  immunity or resistance to extra damage from sneak 
  attacks or critical hits (such as the fortification armor 
  property). This effect lasts for 1 round. 
   
  This ability functions three times per day. 
   
  Prerequisites: Craft Wondrous Item, keen edge. 
   
  Cost to Create: 2,500 gp, 200 XP, 5 days. 
   
  MASK OF LIES 
  Price (Item Level): 4,500 gp (9th) 
  Slot: Face 
  Caster Level: 5th 
  Aura: Faint; (DC 17) abjuration 
  Activation: -- and swift (mental) 
  Weight: 1 lb. 
   
  This black, featureless mask has crossed-shaped slits where the 
  wearer’s eyes and mouth should be. 
   
  While wearing this mask, you gain a +5 competence 
  bonus on Bluff checks and your alignment is disguised 
  as if by an undetectable alignment spell. This is a 
  continuous effect and requires no activation. When 
  you activate the mask, you can alter your appearance as 
  if by the disguise self spell. This ability functions three 
  times per day. 
   
  Prerequisites: Craft Wondrous Item, disguise self, 
  undetectable alignment. 
   
  Cost to Create: 2,250 gp, 180 XP, 5 days. 
   
  PROFANE 
  Price: +1 bonus 
  Property: Weapon 
  Caster Level: 7th 
  Aura: Moderate; (DC 17) necromancy 
  Activation: Standard (command) 
   
  This black iron weapon is decorated with a single silver 
  skull. A runic phrase describing a vile act runs along its 
  blade or haft. 
   
  By speaking the appropriate command word, you can 
  sheathe a profane weapon in crackling black negative 
  energy. If you have no Constitution score, this energy 
  does not harm you; otherwise you take 1 point of 
  Constitution damage for each round that you hold the 
  weapon while the effect is activated. This effect lasts 
  until you speak another command word to end it. 
   
  While activated, a profane weapon deals an extra 
  1d6 points of damage to any living target (or 2d6 points 
  against a good outsider) on a successful hit. Also, it is 
  treated as evil-aligned for the purpose of overcoming 
  damage reduction. Projectile weapons bestow this 
  property upon their ammunition. 
   
  Prerequisites: Craft Magic Arm and Armor, inflict 
  light wounds. 
   
  Cost 10 Create: Varies. 
   
  Source: Magic Item Compendium 40. 
   
  RING OF FOUR WINDS 
  Price (Item Level): 2,000 gp (6th) 
  Body Slot: Ring 
  Caster Level: 3rd 
  Aura: Faint (DC 16) evocation 
  Activation: Immediate (command) 
  Weight:- 
   
  Four clouds, each a different shade of green 01' blue, adorn 
  this simple wooden ring. The faces of four old men puffing up 
  their cheeks are also carved into the sides. 
   
  When you activate a ring of the four 'winds it creates 
  gusts of wind that grant you a +2 deflection bonus to 
  AC against a single attack. 
   
  Alternatively, you can activate it to use a feather fall 
  effect on yourself. 
   
  This ring functions a total of four times per day. 
   
  Prerequisites: Forge Ring, feather fall, gust of wind, 
  shield of faith. 
   
  Cost to Create: 1,000 gp, 80 XP, 2 days. 
   
  Source: Magic Item Compendium 124. 
   
  RING OF MIGHTY SUMMONS 
  Price (Item Level): 14,000 gp (14th) 
  Body Slot: Ring 
  Caster Level: 6th 
  Aura: Moderate (DC 16) conjuration 
  HIG8-05 … Thicker Than Water? 
   
  Page 47 
  
  Activation: Free (see text) 
  Weight:- 
   
  A ring of mighty summons is an ornate gold band, carved 
  with tiny images of many creatures and the representations of 
  all four elements. Its surface is rough to the touch. Whenever 
  the ring is active, the images carved on it seem to twist and 
  move as though alive, and the item smells faintly of ozone. 
   
  When you use this ring while casting a summoning 
  spell, any creature you summon with the spell has 
  maximum hit points per Hit Die. However, the 
  duration of the spell is halved (to a minimum of 1 
  round). 
   
  Prerequisites: Forge Ring, Augment Summoning, 
  Spell Focus (conjuration), summon monster III or 
  summon nature’s ally III. 
   
  This ring functions up to three times per day. 
   
  Cost to Create: 7,000 gp, 560 XP, 14 days. 
   
  Source: Complete Mage 127. 
   
  SPELLSIGHT SPECTACLES 
  Price (Item Level): 2,500 gp (7th) 
  Body Slot: Face 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) divination 
  Activation: -- 
  Weight: -- 
   
  These round-rimmed spectacles have blue-tinted lenses and a 
  clear gem set into the joint of each earpiece.  
   
  Spellsight spectacles grant you a +5 competence bonus 
  on Spellcraft checks made to decipher scrolls and Use 
  Magic Device checks made to use scrolls. 
   
  Prerequisites: Craft Wondrous Item, read magic. 
   
  Cost to Create: 1,250 gp, 100 XP, 3 days. 
   
  Source: Magic Item Compendium 138. 
   
  TRANSPOSER CLOAK 
  Price (Item Level); 6,000 gp (10th) 
  Body Slot: Shoulders 
  Caster Level: 12th 
  Aura: Strong; (DC 21) conjuration 
  Activation: Swift (command) 
  Weight:- 
   
  This cloak is divided diagonally into two colors. The upper 
  portion is pure white, while the lower is black as night. 
   
  A transposer cloak allows you to switch positions with 
  another creature. When you activate this cloak, you 
  and any one creature within 30 feet swap positions. 
  Both you and the target must occupy the same size of 
  space on the battlefield (for instance, a human could 
  swap places with a dwarf or a goblin, but nor with an 
  ogre or a cat). If the other creature is unwilling to trade 
  positions, it is allowed a DC 13 Will save to negate the 
  effect. Each creature can bring along objects weighing 
  up to it maximum load, bur additional creatures can't 
  be brought along. 
   
  This ability functions three times per day. 
   
  Prerequisites; Craft Wondrous Item, baleful 
  transposition (SpC 23). 
   
  Cost to Create: 3,000 gp, 240 XP, 6 days. 
  MIC 144 
   
  WAR WIZARD CLOAK 
  Price (Item Level): 16,000 gp (14th) 
  Body lot: Shoulder 
  Caster Level: 9th 
  Aura: Moderate; (DC 19) evocation 
  Activation: - and Standard (command) 
  Weight: 1 lb. 
   
  This long black cloak has a high collar and is cut to overlap a 
  wearer's chest and arms. An open white palm in a circle 
  adorns the right breast, and a rampant purple dragon rages 
  on the left. 
   
  A wizard cloak protects you from the elements (as 
  endure elements) and also activates a feather fall effect on 
  you automatically if you fall more than 5 feet. 
   
  This is a continuous effect and requires no 
  activation. 
   
  In addition, this cloak has four other abilities, each 
  of which can be activated once per day: dimension door, 
  mage armor, protection from arrows and sending 
   
  Prerequisites: Craft Wondrous Item, dimension door, 
  endure elements, feather fall, mage armor, protection from 
  arrows, sending. 
   
  Cost 10 Create: 8,000 gp, 640 XP, 16 days. 
  MIC 147 
   
  WARLOCK’S SCEPTER 
  Price (Item Level): 8,305 gp (12th) 
  Body lot: -- (held) 
  Caster Level: 10th 
  Aura: Moderate; (DC 20) necromancy 
  Activation: -- or swift (mental); see text 
  Weight: 3 lb. 
   
  This sturdy ebony rod is surmounted by a carving of a demonic, 
  horned skull. 
   
  HIG8-05 … Thicker Than Water? 
   
  Page 48 
  
  This +1 light mace confer a +1 profane bonus on your 
  ranged touch attack rolls while you hold it. This is a 
  continuous effect and requires no activation. 
   
  Furthermore, a warlock's scepter has 5 charges, 
  which are renewed each day at dawn. Spending 1 or 
  more charges improves the damage of the next eldritch 
  blast (CAr 7) you make in that round. 
   
  1 charge: +1d6 damage. 
   
  3 charges: +2d6 damage. 
   
  5 charges: +4d6 damage. 
   
  After these charges have been expended, the rod 
  remains a +1 light mace, but it no longer provides a 
  bonus on ranged touch attack rolls until its charges are 
  restored. 
   
  Prerequisites: Craft Magic Arms and Armor, Craft 
  Rod, bestow curse. 
   
  Cost to Create: 4,000 gp (plus 305 gp for masterwork 
  light mace), 320 XP, 8 days. 
   
  Source: Magic Item Compendium 63. 
   
  WITCHLIGHT RESERVOIR 
  Price (Item Level): 5,000 gp (9th) 
  Body lot: - (weapon crystal) 
  Caster Level: 10th 
  Aura: Moderate; (DC 20) necromancy 
  Activation: Swift (mental) 
  Weight: -- 
   
  This coin-sized crystal sphere is inscribed with arcane sigils 
  representing earth, air, wind, fire, magic, death, and beauty. It 
  rattles 'like soft thunder. 
   
  As it name suggests, a witchlight reservoir can hold a 
  small quantity of magical power, which can be used to 
  enhance the power of a melee weapon. To imbue this 
  augment crystal with power, you must directly expose 
  it for 8 hours to one of the following substances: 
  sunlight, moonlight, blood, or wine (at least one pint of 
  either of the last two substances). Each one of these 
  substances grants the item a different effect, as 
  described below. Exposing a full reservoir to a new 
  substance replaces the old effect with the new effect. 
   
  When activated, a reservoir adds an extra effect to 
  its weapon's next successful melee strike (as long as it 
  is made before the end of your turn). The effect 
  depends on the substance to which the witchlight 
  reservoir was exposed (see above). 
   
  Sunlight: +2d6 fire damage (or +4d6 fire damage 
  if the target is undead). 
   
  Moonlight: +2d6 electricity damage (or +4d6 
  electricity damage if the target is a lycanthrope). 
   
  Blood: +2d6 damage to a living target 
   
  Wine: -2 penalty on Will saves for 1 round. 
  A witchlight reservoir functions five times before it loses 
  its power and must be imbued again. It is considered a 
  greater augment crystal. 
   
  Lore: The first witchlight reservoir was recovered by 
  Iggwilv from the vanity drawer of one of Graz'zt's 
  previous paramours (Knowledge [arcana] DC 15). 
   
  Who created the first sphere is unknown, but the 
  Witch of the Yatils made several more after her 
  discovery including one for her daughter Drelzna who 
  employed a bastard sword called The Bleeding Infanta 
  fitted with a blood-filled witchlight reservoir. She 
  carried the weapon until it was lost in battle against a 
  gnome army led by a gold dragon somewhere between 
  Ket and Perrenland (Knowledge [arcana] DC 20). 
   
  Prerequisites: Craft Magic Arms and Armor, burning 
  hands, shocking grasp, touch of idiocy, vampiric touch. 
   
  Cost to Create: 2,500 gp, 200 XP, 5 day 
   
  Source: Magic Item Compendium 66. 
   
  SPELLS 
  ARROW MIND 
  Divination 
  Level: Ranger 1, sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 immediate action 
  Range: Close Personal 
  Target: You 
  Duration: 1 minute/level (D) 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  The bow in your hand feels more like an extension of your 
  body as you complete the spell – as if it’s become a part of your 
  arm. Creatures nearby seem sharper to your eyes, more in 
  focus. 
   
  While this spell is in effect and you are wielding a 
  projectile weapon that fires arrows, such as a longbow 
  or shortbow, you threaten all squares within your 
  normal melee reach (5 feet if Small or Medium, 10 feet 
  if Large) with your bow. In addition, you do not 
  provoke attacks of opportunity when you shoot a bow 
  while you are in another creature’s threatened square. 
   
  Material Component: A flint arrowhead. 
   
  Source: Spell Compendium 16. 
   
  BLINDSIGHT 
  Transmutation 
  Level: Cleric 3, druid 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
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  Duration: I minute/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You touch your intended subject, which then turns its head 
  rapidly about as if looking for the source of some sound. 
   
  This spell grants the subject the blindsight ability (MM 
  306) effective out to 30 feet. 
   
  Source: Spell Compendium 32. 
   
  DECOMPOSITION 
  Necromancy 
  Level: Druid 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 50 ft. 
  Area: Living enemies within a 50·ft. radius emanation 
  centered on you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  Using your link to the natural world, you create an air of 
  decay that makes death come quicker to the wounded. 
   
  Whenever an enemy within the area takes normal (not 
  nonlethal) damage, that wound festers for an 
  additional 3 points of damage at the beginning of its 
  turn each round thereafter for the duration of the spell. 
  A DC 15 Heal check or the application of any cure spell 
  or other healing magic stops the festering. Only one 
  wound festers at a time; additional wounds taken while 
  the first is still festering are not subject to this effect. 
  Once festering has been stopped, however, any new 
  wound taken while the subject is within the area 
  (before the spell expires) begins the process anew. 
   
  Source: Spell Compendium 61. 
   
  EARTHBIND 
  Transmutation 
  Level: Druid 2, sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: 1 minute/level (D) 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  You intone the words of binding and point at your foe. Yellow 
  strings of magical energy loop about its wings, dragging it to 
  the ground. 
   
  You hinder the subject’s ability to fly (whether through 
  natural or magical means) for the duration of the spell. 
  If the target fails its saving throw, its fly speed (if any) 
  becomes 0 feet. An airborne creature subjected to this 
  spell falls to the ground as if under the effect of a feather 
  fall spell. Even if a new effect would grant the creature 
  the ability to fly, that effect is suppressed for the 
  duration of the earthbind spell. 
   
  Earthbind has no effect on other forms of 
  movement, or even on effects that might grant 
  airborne movement without granting a fly speed (such 
  as jumping or levitate or air walk spells). 
   
  Source: Spell Compendium 76. 
   
  LANGUOR 
  Transmutation 
  Level: Druid 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: 1 round/level 
  Saving Throw: Will partial 
  Spell Resistance: Yes 
   
  With a low thrumming sound, a blue beam lances from 
  your finger to strike your foe and weaken him. 
   
  You must succeed on a ranged touch attack with the 
  ray to strike a target. This ray causes creatures it hits to 
  become weak and slow for the spell’s duration. A 
  struck creature takes a penalty to strength equal to 
  1d6+1 per two caster levels (maximum1d6+10). In 
  addition, a subject that fails a Will save is slowed. 
  The spell’s slow effect counters and is countered by 
  haste. 
   
  Source: Spell Compendium 130. 
   
  LION'S CHARGE 
  Transmutation 
  Level: Druid 3, ranger 2 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  You cast the spell and a nimbus of yellow energy in the form 
  of a lion surrounds you. 
   
  HIG8-05 … Thicker Than Water? 
   
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  HIG8-05 … Thicker Than Water? 
   
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  This spell grants you the pounce special ability (MM 
  313), allowing you to make a full attack at the end of 
  the charge. 
   
  Source: Spell Compendium 133. 
   
  LESSER VIGOR 
  Conjuration (Healing) 
  Level: Cleric 1, druid 1 
  Components: V S 
  Casting Time: 1 Standard Action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 rounds + 1 round/level (max 15 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The sounds of battle ring in your ears as you lay hands on 
  your fallen comrades. You can spare neither time nor magic to 
  do more right now, but the blood flow slows to a trickle and 
  her breathing becomes less labored, even as you are called to 
  the aid of another. 
   
  The subject gains fast healing 1, enabling it to heal 1 hit 
  point per round until the spell ends and automatically 
  becoming stabilized if it begins dying from hit point 
  loss during that time. Lesser vigor does not restore hit 
  points lost from starvation, thirst, or suffocation, nor 
  does it allow a creature to regrow or attach lost body 
  parts. 
   
  The effects of multiple vigor spells do not stack; 
  only the highest-level effect applies. 
   
  Source: Spell Compendium 229. 
   
  RESURGENCE 
  Abjuration 
  Level: Blackguard 1, cleric 1, paladin 1 
  Components: V, S, DF 
  Casting Time; I Standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  By laying hands on your ally and saying a brief prayer, you 
  convince a higher power to grant him a second chance. 
   
  The subject of a resurgence spell can make a second 
  attempt to save against an ongoing spell, spell-like 
  ability, or supernatural ability, such as dominate 
  person. If the subject of resurgence is affected by more 
  than one ongoing magical effect, the subject chooses 
  one of them to retry the save against. If the subject 
  succeeds on the saving throw on the second attempt, 
  the effect ends immediately. Resurgence never restores 
  hit points or ability score damage, but it does eliminate 
  any conditions such as shaken, fatigued, or nauseated 
  that were caused by a spell, spell-like ability, or 
  supernatural ability. 
   
  If a spell, spell-like ability, or supernatural ability 
  doesn’t allow a save (such as power word stun), then 
  resurgence won't help the subject recover. 
   
  Source: Spell Compendium 174. 
   
  
  APPENDIX 3: DM MAP: WEEPING WILLOW 
   
  Key: 
  1. Shady Leaf Inn 
  2. Mayor Myrindil Riverstone’s Home 
  3. Town Meeting Hall  
  4. Religuth’s Goods (closed) 
  5. Old Graveyard 
  6. New Graveyard 
  7. Town Well 
  8. Halls of the Radiant Sun
  HIG8-05 … Thicker Than Water? 
   
  Page 52 
  
  PLAYER HANDOUT 1: PC VISIONS 
   
  VISION #1 
   
  You see yourself standing with others near a pool of flowing gold, in a glistening cavern. A huge, 
  blue-armored serpent watches as you place the flowering green rose into the pool, gently 
  releasing it to float amongst the bubbles. The many-legged creature gives a joyful sigh as the 
  rose seems to fully bloom and gives off a pleasant, earthy scent. You nod, and one of your 
  companions steps forward, carrying a cutting of a slender branch, its smooth leaves of rich green 
  lined with silver. He too places the plant into the pool where it flourishes, further strengthening the 
  loamy aroma. 
  --------------------------------------------------------------------------------------------------------------------------------------------------------------------- 
   
  VISION #2 
   
  Your hand still tingles from the little girl’s touch, yet you occasionally find yourself longing to hold 
  her hand once again. Was that her, just now, giggling just beyond your sight? Then you hear 
  what sounds like an old man asking in a dangerously playful voice, “Why don’t you come to ME 
  little girl? We’ll see what you have to giggle about!” 
  --------------------------------------------------------------------------------------------------------------------------------------------------------------------- 
   
  VISION #3 
   
  The dragon lands in a clearing, after flaring its chalky wings to slow its descent. A red-haired 
  elven beauty with emerald wings steps out the front door of the rustic house nearby, a burly child 
  in her arms. “Looky, Aensyl, it’s the fierce Whiteclawdeath, come to eat you!” she teases, and the 
  toddler giggles, burying his face in the woman’s lush hair. The draconic creature stalks toward 
  the pair of elves as they run in circles, roaring and gnashing its fangs while the woman feigns 
  helplessness. After a brief show of force, the white beast grabs the dragon-elf with a sharp-
  taloned claw. “Now I’ve got you, my pretty… my love.” 
   
  The dragon’s form dissolves into that of a half-elven man with a thin band of green scales 
  running down his left cheek, from his eye to the corner of his mouth. “No more Whiteclawdeath 
  today, Sulsha; my duties are done.” 
   
  The woman kisses her husband warmly, then hefts the toddler onto her shoulder with one 
  strong hand and asks the boy, “What would you like daddy to make us for dinner?” 
  --------------------------------------------------------------------------------------------------------------------------------------------------------------------- 
   
  VISION #4 
   
  The mahogany-haired elven man wipes a single bead of sweat from his brow with a sleeve of his 
  yellow robes. As he does so, he pauses in curiosity and feels inside, pulling forth a piece of 
  shattered porcelain, and then two more. A mix of ire and sadness creases his brow, and he 
  angrily tosses a berry at the hulking ebony corpse, setting off yet another fiery explosion. “You 
  broke my mask, you slithering wyrm!” 
   
  The vision fades, and reappears moments later, as the elf is now waving a finger as he 
  stands near the same corpse, now completely stripped of all flesh. A lavender beam of light 
  shoots from the extended digit, and a flowing script begins to form within the immense rib cage. 
  Apparently caught up in the glory of his recording efforts, one of the porcelain shards falls from 
  his robes and tumbles beneath one of the larger bones, obscured from the elf’s sight. 
  HIG8-05 … Thicker Than Water? 
   
  Page 53 
  
  --------------------------------------------------------------------------------------------------------------------------------------------------------------------- 
   
  VISION #5 
   
  You are a child once again, of perhaps ten summers, and have somehow become lost in the 
  forest of your youth. As you stumble past the same fallen log for at least the third time, you notice 
  something different now; there is a crooked old man seated upon it. “Are you lost, young one? I 
  can help you find your way.” You notice his pocked skin and watery eyes, but it is when he 
  attempts a smile that you see his broken teeth and smell his fetid breath that makes you want to 
  run in terror. 
   
  Before you can take four steps, a sinister voice whispers from behind a dark canopy, “If you 
  enter the shadows and join me, I can set you on your path, my child.” The dead, icy tone of the 
  voice and the rasping of bone sliding against bone makes you turn in yet another direction. 
   
  Stepping into the clearing is a beautiful elven woman with reptilian wings and glowing green 
  eyes, clothed in a dress of autumn leaves. In a soft lilting voice, she purrs, “All you need is to take 
  my hand, my sweet, and I shall show you where your true destiny lies. 
   
  Turning in a new direction, you run from the clearing, screaming. Behind you, the bickering 
  and arguing of many angry voices rises above the rushing of the wind. 
   
  --------------------------------------------------------------------------------------------------------------------------------------------------------------------- 
   
  VISION #6 
   
  A shadowed fox, its body easily the size of a small horse, watches you with eyes of brilliant, 
  burning green. Its two companions, much smaller than the first, pad lightly toward you. The first is 
  female and has violet eyes, while the other is a male with golden-flecked orbs. You reach out to 
  the little fox, waiting and hoping for her to approach. Just as she is about to reach you, the male’s 
  fur bristles aggressively and it snarls; you snatch your hand back reflexively, cradling it to your 
  chest as your heart beats in sudden shock. Then you are momentarily blinded by a brilliant flash 
  of silver light. Tears run down your face as you try to blink away the spots that swim and dance in 
  your sight. The light throbs with an effervescent energy, infusing the plant life with its radiant glow 
  and with each pulse, more of the vegetation shines with a luminous silver. As you watch, a gentle 
  warmth fills your soul; soothing, comforting, and formidable. It its peaceful touch envelopes you, 
  causing your heart to leap with joy. Your body shivers and your soul blossoms and overflows with 
  love. 
   
  The tiny female begins to pad over toward the silver-glowing vegetation, but before she can 
  take two steps the snarling male is blocking her path. His posture is almost possessive as he 
  drives the female back towards the shadows. The smaller fox allows herself to be turned and 
  slowly driven backwards, though her violet eyes never leave the bright and growing light. For the 
  briefest of moments the light of the silver foliage seems to reveal a glowing green collar and 
  green fastened to both of the smaller foxes which lead back towards the massive shadowed fox. 
  You meet its narrowed gaze, and feel yourself becoming lost within those blazing emerald eyes. 
  Power almost visibly radiates out from the creature’s form and your body shakes with its potency. 
  You crawl forward, one arm reaching out, your body aching with ecstasy… but the silvery light 
  pulses behind, causing you to turn again. 
  HIG8-05 … Thicker Than Water? 
   
  Page 54 
  
  PLAYER HANDOUT 2: SVATEK NEGOTIATION ITEMS 
   
  •   armband of elusive action (800 gp, 3rd) 
  •   artificer's monocle (1,500 gp, 3rd) 
  •   horn of fog (2,000 gp, 5th) 
  •   elemental gem (2,250 gp, 6th) 
  •   spellsight spectacles (2,500 gp, 7th) 
  •   Nolzur’s marvelous pigments (4,000 gp, 8th) 
  •   boots of swift passage (5,000 gp, 9th) 
  •   deathguardian bracers (6,000 gp, 10th) 
  •   ring of mighty summons (14,000 gp, 14th) 
  •   +1 wounding elven thinblade (18,400 gp, 14th) 
  •   orange prism ioun stone (30,000 gp, 16th) 
  •   strand of prayer beads (karma, 20,000 gp, 17th) 
  •   ring of spell storing (50,000 gp, 18th) 
  HIG8-05 … Thicker Than Water? 
   
  Page 55 
  
  HIG8-05 … Thicker Than Water? 
   
  Page 56 
  PLAYER HANDOUT 3: AUGURY OCTAVO 
   
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/598/Normal Scenarios/HIG8-05 - Thicker Than Water (APL 4-12)/HIG8-05 - Thicker Than Water.pdf