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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  coincidental. © 2005 Wizards of the Coast, Inc. 
   
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  rpgahq@wizards.com. 
  HIG7-08 
   
   
   
  Familiar Territory 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Highfolk Regional Adventure 
  Version 0.8 
   
  by Todd Ammerman, Toni Brill, & Paul Dohearty 
   
  Editor: Todd Ammerman 
  Triad Reviewer: Gary Affeldt 
  Circle Reviewer: Britt F. Frey 
  Playtesters: Timothy Bailey, Kerry Mullan, Michael Schultz, Kent Wayson 
  Special thanks to Peter Eckels, Jason Myatt, and Kent Wayson 
   
   
  Not too long ago, the foul magic of the Old One caused a portion of the Vesve to be exchanged with an ancient and 
  abandoned Shieldmage's Tower.  Strange allies inform you that the time has come to explore the crumbling ruins that 
  should still reside in the Shield Lands, and to discover its untold secrets before the Dawn rises.  Part 3 of the Familiarity 
  Breeds Contempt series (sequel to HIG6-02 Antipathy and HIG7-08 Faerly Moot).  A Highfolk regional adventure set in 
  the Vesve Forest for characters levels 1-13 (APL 4-10). 
   
  Resources for this adventure include Magic Item Compendium [Andy Collins, Eytan Bernstein, Frank Brunner, Owen 
  K.C. Stephens, John Snead], 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]. 
  
  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 
  More than a year ago, an epic-level ritual was enacted by 
  Iuz and his minions in an attempt to destabilize two of 
  his border states, to undermine the gains that Highfolk 
  and the Shield Lands have made against his forces in 
  recent years. Through this ritual, a portion of the Vesve 
  Forest was magically switched with an equal-sized 
  portion of the occupied area of the Shield Lands, via a 
  dimensional rift. A Shieldmage’s Tower and its 
  accompanying dungeon complex were transposed with 
  an ancient grove of the Vesve. 
   
    Of note is that this Tower now lies in Oronodel 
  lands; it has become apparent to many that there are 
  forces that are quite interested in its contents. It was 
  recently learned that a connection still exists between the 
  transposed lands for some reason, and some of those 
  forces wish to sever that connection completely, while 
  others plot to exploit it. 
   
  Jye, the familiar of former Knight of the High Forest 
  Releshi Elethiel-Rellen, and Sjach, the familiar of 
  HIG7-09 Familiar Territory 
   
  Page 1 
  
  Guildsman of the High Art Onvere Raycaster, went 
  missing after the purging of the Old One from the Vesve 
  near the end of CY595. Separate reports of an elven cat 
  and a weasel seen helping various adventurers have been 
  heard on several occasions since that time, but nothing 
  really substantial has been confirmed… until now. 
   
  ADVENTURE SUMMARY 
  At the end of HIG7-07 Faerly Moot, the PCs encounter Jye, 
  the estranged elven cat familiar of Releshi Elethiel-Rellen 
  (reh-LEE-she eh-LEE-thee-ell REL-en), who was last 
  encountered in HIG5-09 Twilight. He is then joined by 
  Sjach (SA-jik), Onvere Raycaster's (On-a-veer) estranged 
  weasel familiar – this was the helpful weasel from HIG6-
  02 Antipathy. In his roundabout way, Jye refers to his 
  'pocket' (Releshi), how he misses her, and how he and 
  Sjach think Releshi is in over her head but doesn't realize 
  it. PCs that share Jye's toy with him garner enough trust 
  that Jye asks the PCs to find a way to save her. 
   
  Ultimately, Jye and Sjach ask the PCs to close the 
  Portal to the Upper Planes located beneath the recently 
  transported Shieldmage’s Tower in Oronodel lands, 
  before it can be used by the Dawn. 
   
  After a short trip to the Tower, the PCs arrive to find 
  it heavily guarded by an odd tribe of lizardfolk; they 
  claim to have been sent by a being they refer to as the 
  Ancient Protector to defend it from the PCs’ entry, and 
  attack any who attempt to pass. 
   
  Assuming they defeat or bypass the lizardfolk, the 
  PCs approach the Tower to find no visible means of 
  entry. They either need to bash their way in, or for those 
  that have been here before, recall how they entered last 
  time. 
   
  Descending to the catacombs beneath the Tower, the 
  PCs find one or more celestials guarding the Portal. 
  These beings are not interested in letting anybody close it 
  - they allow the PCs to negotiate, but fight if it comes 
  down to keeping the Portal open. The PCs need to slay 
  the celestials if they wish to close the Portal. 
   
  As the PCs leave the Tower, a distinctly draconic 
  Releshi arrives; likely too late to prevent the Portal’s 
  closing. She informs the PCs of the intended 
  repercussions for their grave mistake, but before she can 
  act, Onvere Raycaster arrives, teleporting between her 
  and the PCs. The two greet each other as old friends, but 
  a wariness can be detected between them. As they parlay 
  briefly, greenish draconic creatures arrive and attack the 
  PCs. 
   
  After defeating the first wave of draconic creatures, 
  it becomes apparent that Releshi has brought a small 
  army with her; as things begin to look very grim, a flight 
  of giant owls arrives to whisk the PCs away to safety 
  while a great grey render engages the draconic horde. 
   
  PREPARATION FOR PLAY 
  • Determine if any PCs have Jye’s Toy from HIG6-08 
  Dusk 
  • Ask if PCs have played HIG5-09 Twilight, HIG6-09 Dusk, 
  or HIG7-i02 Crossroads – if so, they recognize Releshi 
  in Encounter 5: Big Guns, despite her enhanced 
  draconic traits. If they have played HIG5-09 Twilight, 
  they might also recognize Jye. 
  • Ask if PCs have played HIG6-02 Antipathy or HIG7-i01 
  Dwarrowdeep – if so, they recognize Onvere in 
  Encounter 5: Big Guns. If they have played HIG6-
  02 Antipathy, they might also recognize Sjach. 
   
  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). These PCs 
  should be noted, as they are specifically targeted during 
  Encounter 5: Big Guns; also refer to the Adventure 
  Supplement for this adventure, if present. 
   
  Highfolk Special PCs: Determine if any PCs are 
  “Caressed by Angels” or “Kissed by Devils”. These PCs should 
  be noted, as they may receive special benefits or penalties 
  during Encounter 3: Close the Portal and 4: 
  Aftermath. Also, Devoted PCs receive some special 
  attention in Encounter 6: An Offer. 
   
  Legendary Deeds:  At the beginning of this 
  scenario, each player must determine the recognition of 
  his Highfolk Legendary Deeds. Roll percentile dice for 
  each player and compare it to the total percentage value 
  of all the Legendary Deeds that the player has 
  accumulated for this character. If the percentile roll is 
  greater that the total, a Legendary Deed is not recognized, 
  and nothing happens. If the roll is less than the 
  percentage total, then randomly choose one of the deeds 
  from the hero’s pool. For the entirety of the event, NPCs 
  recognize the hero for the deed he has accomplished, and 
  the benefit listed on the deed may be used. After the 
  scenario, the deed is marked "USED" and the player may 
  keep it, so as to keep a record of his deeds. 
   
  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: FAMILIAR FRIENDS 
  You come upon an odd site; a long-haired calico cat 
  sits in the middle of the road, casually licking its 
  paws to wash its face and its brown, green, and black 
  fur. Without pausing, the cats says (in Elven; if 
  HIG7-09 Familiar Territory 
   
  Page 2 
  
  nobody understands, repeat in Common), "I wondered 
  how long we'd have to wait for you."  
    
  He flicks a tufted ear and studies your group 
  intently. As he does so, a sleek-furred brown weasel 
  darts out of the brush and onto the road. It chitters 
  loudly at the cat, and though you cannot understand 
  the creature, its tone is unmistakable.  
          The calico wrinkles its nose and flops down 
  casually in the middle of the dirt track. It sighs, 
  "Relax, Sjach – I'm getting to it." Yawning and 
  stretching, the furry cat speaks to your group once 
  more.  
   
  "My name is Jye, and this is Sjach… and we were 
  wondering if you'd be willing to help us with 
  something. We need someone to enter into the 
  Shieldmage's Tower and close the Portal that lies 
  beneath it." 
   
  A DC 15 Knowledge (local – Iuz’s Border States) allows 
  PCs to recognize these familiars, either by reputation, 
  name, or sight – Devoted PCs gain a +4 circumstance 
  bonus to these rolls. Sjach is unable to speak to the PCs 
  directly (he is a magical beast, so speak with animals does 
  not help though the spell tongues does) and instead 
  attempts to communicate with them via Jye and by using 
  facial expressions and small noises.  He seems to be quite 
  friendly, and is very intelligent and focused on the 
  matters at hand.  He is constantly trying to keep his elven 
  cat companion from getting sidetracked. 
   
  Jye, on the other hand, is easily distracted and 
  chaotic. He is friendly, playful, and sarcastic, and like 
  most cats, he has a mild selfish streak - though his overall 
  disposition is good and helpful. Jye has a strong dislike 
  for canines, so any wolves or dogs present are treated 
  with disdain; at some point, Jye uses his enlarge ability to 
  puff himself up and show the canine just who is in 
  charge. Should any animals cause trouble and the enlarge 
  trick doesn’t work, Jye flees up a nearby tree and changes 
  into a branch with his tree shape ability. 
   
  A DC 15 Knowledge (nature) check reveals the 
  following about Jye: 
   
  • 
  He is what is known as an elven cat. 
  • 
  Elven cats are capable of speaking in elven. 
  • 
  Elven cats have some unusual abilities that 
  allow them to blend into the woods. 
  • 
  They can pass without trace like druids, at will. 
  • 
  They have the ability to change their size at will. 
   
   
  At some point, one of the PCs may give the elven cat 
  Jye’s Toy which they may have received from Releshi (in 
  HIG6-08 Dusk); this causes Jye to immediately cease 
  whatever action or conversation he was engaged in. He 
  becomes obviously excited about the gift; after taking it, 
  he promptly and happily plays with the toy, rolling and 
  pouncing on it while purring loudly. He appears to have 
  completely forgotten both Sjach and the PCs for the 
  moment. 
   
  Eventually, Sjach chitters loudly at Jye and the PCs 
  need to try to get his attention again, which causes him to 
  reluctantly stop with the toy and pay attention once 
  more. Even afterward though, Jye occasionally bats at the 
  toy with an idle paw. He is, after all, a cat and easily 
  distracted. 
   
  PCs may have questions for either of these beats: 
   
  • 
  Who are you two again? “I told you, I’m Jye and 
  this is Sjach. We are the leaders of…” Jye pauses and 
  casts a sly look at his companion, “Jye’s Brigade.” 
   
  Sjach lets out an annoyed squeak, circling 
  around the green splotched cat. Again, his chiding 
  tone is evident. 
   
  “Listen, I’m the one talking to them and I’m the 
  one that they understand.  I’ve decided to rename 
  our group Jye’s Brigade. That Familiar Brigade name 
  is too boring.” Jye looks quite pleased with himself 
  and puffs his chest out. 
   
  • 
  Why do you want us to close the Portal? “Why?” The 
  cat sniffs disdainfully, “I thought you were heroes? 
  Don’t you just do something when someone asks for 
  your help?” He peers suspiciously at his furry 
  companion. “I thought you said they’d help us?” 
  Sjach waves his paws around and points at your 
  group. Jye sighs and complains, “You are always so 
  bossy, Sjach. Between you and Patchmo…” He leaves 
  the sentence hanging. “I’m supposed to tell you that 
  the reason we want the Portal closed is that we are 
  afraid that its powers may be used to benefit the 
  Dawn. I also want you try to save my Pocket while 
  you are at it. She’s in way over her head and she does 
  not realize it.” 
   
  • 
  Who is Patchmo? A flea-ridden mutt, one of my 
  ‘servants’. He’s not important.” 
   
  • 
  What IS the Dawn and what is it trying to do? Both 
  animals shake their heads sadly before Jye replies, 
  “You will find out soon enough.” 
   
  • 
  Pocket? Who’s your Pocket? Jye squints at you, 
  apparently thinking the answer is so obvious that 
  you must be playing a joke on him to even ask it. He 
  does have the grace to answer your question 
  however.  “She’s my familiar – she keeps my god 
  trapped in her pocket so that she can bring him out 
  when I need to tell him to do something for me. 
  HIG7-09 Familiar Territory 
   
  Page 3 
  
  Elven cats don’t have REAL pockets you know.” The 
  weasel says something to Jye but the cat appears to 
  ignore him. 
   
  • 
  Who IS your familiar then, Jye? Rel is, though she 
  always calls ME the familiar. I let her have that little 
  vanity because it makes her feel better. Strangely 
  though, I’ve heard Cal call Releshi ‘Sulsha’ before. 
  And she then calls him ‘Ezree’ sometimes.” At these 
  words, a loud and shocked squeak emanates from 
  the sleek furred weasel. His intelligent eyes regard 
  Jye with surprise and Sjach jabbers at him.  
   
  Jye bats playfully at the excited animal and 
  appears to take Sjach’s words in stride. “Fine, fine. 
  We can talk more about it later.” Jye wrinkles his 
  feline nose, “I don’t know what you are getting at, 
  it’s just one of those cute little kissy-names. Those 
  two can be so annoyingly affectionate sometimes; 
  they seem so in tune with one another. They 
  occasionally don’t even make room for me in their 
  laps to be petted.” It seems that to Jye, this is a great 
  offense. 
   
  • 
  Releshi keeps a god in her pocket?  Yes, he’s really a 
  very little god or else he wouldn’t fit. His name is 
  Gadhelyn. A DC 18 Knowledge (religion) check reveals 
  that Gadhelyn is a somewhat obscure elven hero-god, 
  whose portfolio includes independence, outlawry, 
  feasting and hunting; he is also known as the Hunter or 
  the Lord of the Wildwood. 
   
  • 
  What exactly is Releshi up to (or similar questions 
  regarding Releshi’s current actions)? “I honestly 
  couldn’t tell you what she is doing or why she’s done 
  certain things.” Jye’s tail stops its constant lashing 
  for a moment and his ears press miserably against 
  his furred skull. “I haven’t seen her for a while now. 
  I miss her terribly, and wish she would come back to 
  me.” Sjach sadly noses his companion. 
   
  • 
  Is Sjach a familiar too? If so, whose is he? Now it is 
  Sjach’s turn to look insulted. Jye speaks for the 
  other, “HIS familiar is Onvere Raycaster. He’s 
  worried about him too... we’re going to get this 
  whole mess figured out and fixed, that’s why we’re 
  here. “What’s that, Sjach? No, I don’t think they 
  really care that you once grappled Calentir to the 
  ground. He must have been humoring you.” 
   
  • 
  What is the Familiar Brigade or Jye’s Brigade? We 
  accept all sorts of animals so long as they work to 
  help and protect Highfolk and the Vesve.” (If the PC 
  has a familiar or animal companion he addresses them 
  and adds, “Even you, fleabag.”) 
   
  • 
  Why aren’t you with your masters anymore? This 
  time it is the weasel that tries to answer first. He 
  chirps and hops, seemingly lecturing. Jye nods his 
  whiskered head in agreement. 
   
  “Both of our familiars are trying to accomplish 
  the same end goal through different means. We 
  happen to believe that they are both wrong. 
   
  • 
  So, how do we close this Portal? I have this scroll 
  that you can use.  Jye waves an idle paw over in the 
  direction of the crotch of a nearby tree branch. “Take 
  that – it was in Onvere’s library and I think it might 
  help you close the Portal.” The silent familiar gives 
  off an odd barking sound, and Jye adds, “Oh yes… 
  Sjach says you’ll need a few drops from a… what? A 
  celestial being? And that makes the sealing 
  permanent?” Sjach nods his tiny head once in 
  confirmation as Jye licks a paw and casually begins 
  to wash his whiskered face. 
   
  This is a scroll of seal portal (see New Rules Items in 
  Appendix 2 for details), which is an arcane spell.  If the 
  PCs cannot use it, the familiars act confused and are sure 
  they’ll find some way to figure things out.  Allow the PCs 
  a DC 22 Knowledge (arcana) or Knowledge (planes) 
  check to realize that the spell might work with blood 
  from someone who is Caressed by Angels. 
   
  They are also able to give PCs directions to the 
  Shieldmage’s Tower. 
   
  Interject the following into the above questions at any 
  point you feel it appropriate: “I don’t suppose you have 
  any mice for my anywhere? I’m hungry and I really 
  like mice, especially fresh ones but dead ones are 
  okay too so long as they haven’t been dead for too 
  long.” Jye swishes his thickly furred tail hopefully. 
  Sjach gives a resigned sigh. 
   
  If the PCs actually DO have mice and they give one to 
  Jye, he takes it quickly and eats it if it is already dead. If it 
  is alive, he plays with it and bats at it while he continues 
  talking to the PCs. 
   
  CREATURES 
  Jye: elven cat familiar. 
  Sjach: weasel familiar. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 137 gp; scroll of 
  seal portal (137 gp); Total 137 gp. 
  HIG7-09 Familiar Territory 
   
  Page 4 
  
   
  Detect Magic Results: Scroll of seal portal (moderate 
  abjuration).  
   
  TROUBLESHOOTING 
  If the PCs do not accept the mission from Jye and Sjach, 
  the adventure is over. If they require monetary 
  compensation, Sjach berates them with a flurry of angry 
  chitters, then tells Jye to pass along that he can deliver 
  some magic items to their homes. 
   
  DEVELOPMENT 
  The PCs travel to the Shieldmage’s Tower without 
  incident. 
   
  1: LEAPIN’ LIZARDS! 
  Hurrying through the majestic trees of the Vesve, 
  you crunch through the fallen leaves as the 
  Patchwall sun winds its way among the ever-
  diminishing canopies overhead. You eventually 
  reach a point where there is a distinctive change. 
  The plants and trees are somehow a little different 
  in certain places.   
   
  PCs who make a DC 15 Knowledge (local – Iuz’s Border 
  States) check, Knowledge (geography) check, or played 
  HIG6-i03 Conflict Interactive ‘06 know that this is near the 
  boundary of where the land translocation occurred.   
   
  PCs who make a DC 10 Knowledge (nature) check 
  recognize the regional variation of the plants from the 
  Shield Lands, though the flora of the Vesve is starting to 
  intermix with the transplanted vegetation.   
   
  Creeping vines have wrapped themselves around 
  these foreign invaders, sucking the life out of them.  
  Fauna 
  have 
  eaten 
  the 
  intruding 
  grasses, 
  undoubtedly making room for native varieties to 
  grow in the spring.  Not long after crossing this line, 
  you spy a large stone tower through the gaps in the 
  trees.   
   
  Characters may think it prudent to cast any long-duration 
  preparatory spells (i.e. one minute per level or greater) at 
  this interval, if they expect trouble.    
   
  Breaking into the clearing near the Tower, you see 
  what would have once been a majestic site - a tall 
  spire of worked stone. This tower lacks all of the 
  traditional bricks and mortar that most edifices of 
  this type utilize for construction.   
   
  Standing on the far side of the clearing about 50 
  feet away and blocking your path to the Tower is a 
  small group of lizardfolk. They brandish their 
  weapons, and the largest of them steps forward to 
  speak in broken Common to any male in the group 
  (completely ignoring any females, and referring to them 
  in a derogatory manner, if at all). “The Ancient 
  Protector has foreseen the time and place of your 
  intrusion 
  into 
  this 
  sacred 
  area. 
  For 
  this 
  transgression, you must die!” With that, the pack 
  readies their weapons and begins to stride forward.   
   
  APL 4 (EL 6) 
   
  Lizardfolk (3): hp 10, 11, 12; Monster Manual xxx. 
   
  Lizardfolk Cleric (1): hp 41; Appendix 1. 
   
  APL 6 (EL 8) 
   
  Lizardfolk Fighter (2): hp 27; Appendix 1. 
   
  Lizardfolk Ranger (1): hp 26; Appendix 1. 
   
  Lizardfolk Cleric (1): hp 56; Appendix 1. 
   
  APL 8 (EL 10) 
   
  Lizardfolk Fighter (2): hp 58; Appendix 1. 
   
  Lizardfolk Ranger (1): hp 49; Appendix 1. 
   
  Lizardfolk Cleric (1): hp 71; Appendix 1. 
   
  APL 10 (EL 12) 
   
  Lizardfolk Fighter (2): hp 87; Appendix 1. 
   
  Lizardfolk Ranger (1): hp 64; Appendix 1. 
   
  Lizardfolk Cleric (1): hp 86; Appendix 1. 
   
  Tactics 
  The lizardfolk charge, preferring lightly armored targets 
  with their first assaults.  These lizardfolk prefer to fight 
  using shield and club (AC 17) instead of their two claws.  
  They try to use flanking to their best advantage.  The 
  cleric attempts to handle heavier armored targets.  
  Because of the vision the lizardfolk experienced, they 
  cannot be dissuaded from fighting by use of Diplomacy.  
  However, if they are brought to Friendly or Helpful (DC 
  35 or better Diplomacy check), they instead simply 
  subdue PCs, strip them of their gear, and dump them far 
  away in the forest before returning to guard the Tower.  
  These lizardfolk fight to the death.   
   
  At all APLs, there is a small pool of water, about 10 ft 
  by 20 ft.  At APLs 4 and 6, it is 5 feet deep.  At APLs 8 and 
  10, it is 10 feet deep. 
   
  At APL 4, this is a simple fight. The cleric has already 
  drunk his potion of enlarge, and serves as the beef while the 
  others simply support. 
   
  At APL 6, the cleric is a secondary melee combatant.  
  The fighters try to push (and potentially grapple) the PCs 
  into the water intent upon drowning them. The ranger 
  fights from the back ranks while throwing a net on any 
  PC who falls into the water. 
  HIG7-09 Familiar Territory 
   
  Page 5 
  
   
  At APL 8, the cleric buffs and supports from the rear. 
   Other tactics are as at APL 6. Here, the water is 10 feet 
  deep. 
   
  At APL 10, basic tactics are the same.  However, the 
  cleric traps any PCs in the water with a wall of stone. He 
  also casts control water to remove any space underneath 
  for a trapped PC to breathe. He uses his Dragonfire 
  Channeling to convert his turning attempts so he can 
  breathe for 4d6 points of fire damage in a 15 ft. cone (DC 
  15 Reflex save for half damage). 
   
  Lizardfolk – Knowledge (local – Iuz’s Border States): 
  12- These are reptilian humanoids known as lizardfolk; 
  they generally speak Draconic.   
  17- They are adept at attacking with both their claws and 
  their bite, and have a very thick, scaly skin.   
  22- Highfolk’s lizardfolk follow a being they refer to as 
  the Ancient Protector, though none of them really know 
  what it is other than it has appeared to them as a great 
  wolf with glowing green eyes. 
   
  Each lizardfolk carries an oaken disk inscribed with 
  an image of a large wolf with glowing green eyes. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 4: Loot 25 gp; Coin 0 gp; Magic 136 gp; +1 
  breastplate (112 gp), potion of enlarge person (20 gp), scroll of 
  cure light wounds (2 gp), scroll of resurgence (2 gp); Total 161 
  gp. 
   
  APL 6: Loot 50 gp; Coin 0 gp; Magic 590 gp; +1 
  greatclub (192 gp), +1 breastplate (112 gp), potion of resurgence 
  (3 @4 gp each), potion of enlarge person (20 gp), scroll of cure 
  light wounds (2 gp), scroll of resurgence (2 gp); Total 640 gp. 
   
  APL 8: Loot 103 gp; Coin 0 gp; Magic 3005 gp; amulet 
  of health +2 (2 @ 333 gp each), +1 breastplate (2 @112 gp 
  each), +3 breastplate (779 gp), gloves of dexterity +2 (333 gp), 
  +1 greatclub (192 gp), +1 heavy wooden shield (96 gp), +1 
  leather armor (96 gp), periapt of wisdom +2 (333 gp), potion of 
  resurgence (3 @4 gp each), potion of enlarge person (20 gp), 
  scroll of cure light wounds (2 gp) , scroll of resurgence (2 gp); 
  Total 3108 gp. 
   
  APL 10: Loot 103 gp; Coin 0 gp; Magic 4005 gp; 
  amulet of health +2 (2 @ 333 gp each), +1 breastplate (2 
  @112 gp each), +3 breastplate (779 gp), gloves of dexterity +2 
  (333 gp), +1 greatclub (192 gp), +1 heavy wooden shield (96 
  gp), +1 leather armor (96 gp), periapt of wisdom +4 (1333 gp), 
  potion of resurgence (3 @4 gp each), potion of enlarge person 
  (20 gp), scroll of cure light wounds (2 gp) , scroll of resurgence 
  (2 gp); Total 4108 gp. 
   
  Detect Magic Results: amulet of health +2, +x 
  breastplate, gloves of dexterity +2 (333 gp), +1 greatclub, +1 
  heavy wooden shield, +1 leather armor, periapt of wisdom +2 
  (all faint transmutation), periapt of wisdom +4 (moderate 
  transmutation), potion of resurgence (faint abjuration), 
  potion of enlarge person (faint transmutation), scroll of cure 
  light wounds (faint conjuration), scroll of resurgence (faint 
  abjuration). 
   
  TROUBLESHOOTING 
  If the lizardfolk are subdued, they are resistant to talk, 
  calling PCs “infidels”, “doom-bringers” and whatnot; they 
  completely ignore any females.  If they are charmed or 
  turned using similar magics, they describe the vision of 
  the adventurers breaking into the Tower. This action 
  brought pain to their Ancient Protector.  
   
  2: WE’RE HERE – NOW, HOW DO WE GET 
  IN? 
  After the final lizardfolk has fallen, the Tower still 
  stands forebodingly.  You see no physical opening; 
  no windows or other means of possible entry. 
   
  Upon a careful DC 20 Search, one area of the wall appears 
  to be different than the others.  A DC 25 Spellcraft check 
  indicates that this is a wall of stone that has covered up a 
  possible entry point. PCs that have participated in HIG6-
  i03 Conflict Interactive ‘06 recall the location of the 
  entrance automatically.   
   
  There is no other entrance to the Tower. Most 
  groups will need to either use magic (rock to mud, stone 
  shape, etc.) to create an opening, dimension door inside, or 
  else simply bash down the stone wall. Estimate how 
  much time this takes, as some spells from the lizardfolk 
  battle may expire.  
   
  Reinforced Masonry Walls: 1 ft. thick; hardness 8; hp 
  180; AC 5; Break DC 45, Climb DC 15. 
   
  Peering into the Tower, you see a thick layer of dust 
  and feel cool air pouring out. 
   
  DEVELOPMENT 
  The PCs, may dimension door directly to the first lower 
  level, materializing near the Portal (especially if they have 
  been here before); adjust descriptions as appropriate. The 
  Tower is compact enough that PCs feel they can keep 
  minute/level spells running in case of danger.   
   
  3: CLOSE THE PORTAL BEHIND YOU.  
  WHAT, WERE YOU BORN IN A 
  SHIELDMAGE’S TOWER? 
  The Shieldmage’s Tower is a cold, imposing 
  structure; 
  much 
  chillier 
  than 
  outside, 
  uncomfortable, but not particularly dangerous. The 
  HIG7-09 Familiar Territory 
   
  Page 6 
  
  halls inside the Tower are cold and empty. Large 
  statues of ancient heroes decorate the halls and 
  appear to be supporting the ceiling. You walk 
  through the deserted halls, searching for any sort of 
  danger or trouble, but the Tower seems deserted and 
  unused. 
  Your 
  directions 
  suggest 
  you 
  head 
  downward. In short order you find a stone spiral 
  staircase that descends into the bowels of the 
  structure.  
   
  A DC 20 Listen check allows a PC to hear some of the 
  spellcasting that the alerted guardians may be 
  performing. Those that succeed at the Listen check can 
  then make a Spellcraft check to identify one of the 
  preparatory spells that the guardians have cast.   
   
  Oddly, as you descend, the temperature begins to 
  rise and brightness gradually begins to fill the 
  passageway. Once you move off the bottom step, the 
  entire room is bathed in illumination as bright as 
  daylight. Amidst the rows of catacombs, a gigantic 
  circle seems to have ripped through the fabric of the 
  planes, and several beautiful creatures float through 
  the air in front of it. The scene beyond the Portal is 
  serene and reveals peaceful grassy fields. 
   
  Continue with a description of the creature(s), based 
  upon APL below: 
   
  APL 4 
  While the short, stocky elf-like creature gazes upon 
  you with eyes that constantly change hue, a long, 
  serpentine shape dives to and fro around the Portal, 
  a single claw jutting forward near its head. 
   
  APL 6 
  Three short, stocky elf-like creatures gaze upon you 
  with eyes that constantly change hue, their silver-
  white hair blowing in an unseen breeze. 
   
  APL 8 
  While the short, stocky elf-like creature gazes upon 
  you with eyes that constantly change hue, two tall, 
  muscular humanoids with powerful wings instead 
  of arms circle the air around the Portal. The pair’s 
  faces are only slightly bird-like, but their hair 
  resembles a feathery cowl, they have eyes of bright 
  gold, and their legs end in strong talons instead of 
  feet. 
   
  APL 10 
  This angelic creature resembles a female elf with a 
  noble bearing; its pearly, opalescent eyes glow, 
  seeming to bore into your very soul. It levels its 
  glowing greatsword at you and waits. 
   
  Consult the Knowledge (planes) results to see if PCs can 
  identify the creatures. A DC 10 Knowledge (planes) 
  check identifies the inter-planar Portal. A DC 20 
  Knowledge (planes) check identifies the plane on the 
  other side of the Portal as Elysium. Through the Portal 
  can be seen glimpses of a bridge resembling a white 
  swan, spanning two high mountain peaks above a 
  rushing river. Everything there seems brighter and more 
  vivid, and a soft melodious music calls to the PCs 
  through the Portal. PCs get a sense that, should they cross 
  through, the destination is so beautiful that they might 
  never wish to leave. 
   
  As you enter the large room, one of the creatures 
  holds itself aloft and speaks to you, while the 
  other(s) continue(s) its (their) flight back and forth 
  before the Portal, watching you closely. The lead 
  creature holds out one hand, “Stop. The Divine Ones 
  have spoken to us of you. We know who you are and 
  what you are here to do.” This voice is odd, and 
  appears to you to be in your native tongue.    
   
  The PCs may attempt to convince the celestials that the 
  Portal must be closed. Use the following questions as a 
  guide to your responses; the lead celestial speaks in deep, 
  regal tones: 
   
  • Why do you want the Portal open? The higher 
  powers demand it; we do not question our 
  orders. 
   
  • What purpose does it serve? The owner of this 
  Tower, whom we have not seen in many 
  decades, wishes us to maintain and guard the 
  Portal for those known as the Shieldmages to 
  use for the furthering of good. We have also 
  learned that this connection to Elysium fuels 
  the link between what your kind refers to as the 
  Wraithwood, and the green sea, that which you 
  mortals call the Vesve. 
   
  • Why is a bralani (or ravid, or ghaele – any non-
  guardinal) guarding a portal to Elysium? The 
  Portal’s import is far too great to allow petty 
  ethics to restrict our options; all celestial beings 
  are accepted as guardians. 
  • But we want to close it to stop a great evil!  There is no 
  great evil here in the presence of the Portal… 
  not unless you have brought it here yourselves. 
   
  HIG7-09 Familiar Territory 
   
  Page 7 
  
  • May we approach? “No, you may not. If you leave 
  the area within 10 feet of the stairs, we have 
  been instructed to attack. If you leave and 
  return, we have been instructed to attack.” 
   
  If the PCs attempt to use Diplomacy to sway the 
  celestials, the beings cannot be convinced to let the PCs 
  close the Portal. Consider the celestials as Hostile for this 
  purpose. PCs that are Caressed by Angels receive a +4 
  circumstance bonus on this check. If the celestials are 
  brought to Friendly (requiring a DC 35 Diplomacy 
  check), they do not yield, but also do not kill the PCs, 
  instead striking for non-lethal damage. They then 
  transport any unconscious PCs far away from the Tower 
  before returning to defend the Portal. At APL 10, 
  Godsend planeshifts them elsewhere so they cannot 
  continue to cause problems. 
   
  It is unlikely that stealth can be used by PCs to close 
  the Portal. Most of the celestials are very alert and some 
  can see invisibility. If any PC is detected and appears to be 
  hiding and/or sneaking, the celestials call them out. If 
  the PCs continue to hide, the celestials attack them until 
  the PCs reveal themselves.  
   
  Should the PCs decide to return up the stairs so that 
  they may privately discuss plans on how to close the 
  Portal, or even merely to leave for good, the lead celestial 
  shouts out a warning, “Do NOT return to this room. 
  Your presence is no longer welcome here; you have 
  seen the Portal, and it is good. If you do return, we 
  will attack immediately”. 
   
  PCs that are Kissed by Devils may treat their natural 
  and manufactured weapon attacks as the appropriate 
  materials/alignment to bypass these celestials’ DR.  They 
  also automatically succeed on any of their SR checks.   
   
  PCs that are Caressed by Angels are punished for 
  turning on and attacking their celestial cousins.  The 
  celestial’s attacks are considered Bane: Caressed by Angels 
  PC (+2 to hit, +2d6+2 damage).   
   
  CREATURES 
  APL 4 (EL 7) 
   
  Bralani: hp 45; Monster Manual 93. 
   
  Ravid: hp 16; Monster Manual 213. 
   
  APL 6 (EL 9) 
   
  Bralani (3): hp 45; Monster Manual 93. 
   
  APL 8 (EL 11) 
   
  Avoral (2): hp 66; Monster Manual 141. 
   
  Bralani: hp 45; Monster Manual 93. 
   
  APL 10 (EL 13) 
   
  Godsend, Ghaele (1): hp 65; Appendix 1. 
   
  Bralani (2): hp 45; Monster Manual 93. 
   
  Tactics 
  The bralani has mirror image and blur active and refreshes 
  them continuously after the PCs enter the Tower until 
  they reach this level.  The bralani prefers to fly in this 
  room.  It uses lightning bolts to hit as many foes as 
  possible, switching over to the bow when it runs out of 
  uses.  If foes have a high AC or deflect arrows, it switches 
  to Whirlwind form and begins to blast them with buffets 
  of air. Remember their DR and SR. 
   
  The ravid flies about, trying to stay within 20’ of the 
  statues, randomly animating them as Large-sized 
  animated objects (see Monster Manual page 13) for one 
  round. These objects charge a random foe and attack, 
  then fall inert until they are possibly animated again. The 
  ravid enters melee combat with anyone who attacks the 
  bralani.   
   
  The avorals have aid, blur, magic circle against evil and 
  see invisibility active, and refresh them continuously after 
  the PCs enter the Tower until they reach this level.  The 
  avoral prefer to fly around the room shooting lightning 
  bolts to affect a large number of PCs or empowered magic 
  missiles at individual targets. If flying creatures or burly 
  PCs get close to them, the avorals use their fear aura to 
  scare the PCs off.  Remember their DR and SR.  When 
  wounded, the avorals use their lay on hands ability.   
   
  Godsend has previously cast heroes' feast on itself (already 
  factored into stat block).  The ghaele has aid (already factored 
  into the hp above), greater invisibility and see invisibility are active 
  and refreshed continuously after the PCs enter the Tower until 
  they reach this level. The PCs are actually speaking to a major 
  image (a DC 15 Spot check notices this), rather than the ghaele 
  itself.  Remember its 20’ protective aura acts as both a magic circle 
  against evil and a lesser globe of invulnerability (stops 3rd level or 
  lower spells from entering), and remember DR and SR. 
  Godsend prefers to use prismatic spray, then chain lightning and 
  other offensive cleric spells.  
   
  The ghaele uses close wounds on itself every round when it 
  is hurt. When physically attacking, Godsend typically uses 
  Combat Expertise for 5, unless it has trouble hitting foes or is 
  Improved Disarming them. 
   
  Knowledge (planes) check results reveal the following 
  information (PCs that are Caressed by Angels or Kissed by 
  Devils receive a +4 circumstance bonus on this roll): 
   
  Bralani 
  16- Bralani are chaotic good celestials.   
  21- They have a wide array of defenses including 
  resistance to physical damage except from evil or cold 
  iron weapons.   
  26- They are immune to paralysis and electricity, are 
  resistant to cold and fire (10) and have SR 17.  
   
  HIG7-09 Familiar Territory 
   
  Page 8 
  
  Ravid 
  13- This odd looking creature is a ravid.   
  18- Ravids are best known for randomly animating 
  objects when they become upset.  
  23- Ravids are immune to fire. 
   
  Avoral 
  17- This a bird-like celestial called an avoral. 
  22- Avorals are resistant to physical damage except from 
  silver or evil weapons. 
  27- They are immune to paralysis and electricity, are 
  resistant to cold and sonic (10) and have SR 25. 
   
  Ghaele 
  20- This is a ghaele. 
  25- They are best known for wielding their glowing +4 
  holy greatswords. 
  30- Ghaele have a wide array of spell-like abilities and also 
  casts spells as a high (14
  th) level cleric.  They have access 
  to the Air, Animal, Chaos, Good, or Plant domains. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 3092 gp; +1 holy 
  composite longbow (+4 Str) (1566gp), +1 holy scimitar 
  (1526gp); Total 3092 gp. 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 9276 gp; +1 holy 
  composite longbow (+4 Str) (3 @ 1566gp each), +1 holy 
  scimitar (3 @ 1526gp each); Total 9276 gp. 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 3092 gp; +1 holy 
  composite longbow (+4 Str) (1566gp), +1 holy scimitar 
  (1526gp); Total 3092 gp. 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 6029 gp; +4 holy 
  greatsword (6029gp); Total 6029 gp. 
   
  Detect Magic Results: +1 holy composite longbow (+4 
  Str), +1 holy scimitar (moderate transmutation), +4 Holy 
  Greatsword (strong transmutation). 
   
  TROUBLESHOOTING 
  PCs may try to close the Portal without fighting the 
  celestials, who of course do everything within their 
  power to stop them from doing so. If the PCs attempt 
  this, skip ahead to the appropriate parts of the next 
  encounter, returning here as needed to conduct the 
  ongoing battle. 
   
  4: AFTERMATH 
  If the PCs choose not to fight the celestials: 
   
  You argue and try to coerce, but you find that the 
  celestial beings will not budge on their stance.  
  Deciding that discretion is the better part of valor, 
  all that remains is for you to return and report your 
  findings. 
   
  Go to Encounter 5: Big Guns. 
     
  If the celestials are slain: 
   
  The broken bodies of the celestial beings lie 
  bleeding on the floor.  Behind them still glows the 
  wondrous Portal. 
   
  There are several different ways to close the Portal, 
  though all but the last method also require a few drops of 
  celestial blood to make the sealing permanent; this either 
  needs to be taken from one of the guardians, or from a PC 
  that is Caressed by Angels: 
  • PCs can use the scroll of seal portal provided to them by 
  the familiars in the Introduction. This closes the 
  Portal automatically. 
   
  • If the PCs cannot use the scroll, either because they do 
  not have the spell on their spell list or because they 
  do not succeed at the Use Magic Device skill, there 
  are several other options. PCs can make a DC 
  20+APL Disable Device skill check (the aura of the 
  celestials, slain or incapacitated, still provides the 
  Portal with some resistance to this tinkering; 
  stronger celestials increase this resistance). PCs can 
  take 20 on this roll, but only if all the celestial 
  guardians have been disposed of to tinker with the 
  Portal enough to break it and close it. PCs that are 
  Caressed by Angels receive a +4 circumstance bonus on 
  this check. 
   
  • A DC 15 Knowledge (planes), Disable Device, 
  Spellcraft, or Int check reveals that causing an 
  extradimensional rift (such as placing a bag of holding 
  into another such space) may be enough to disrupt 
  and close the Portal. PCs that are Caressed by Angels 
  receive a +4 circumstance bonus on this check as 
  well. 
   
  •  Alternatively, a powerful (non-good) outsider from the 
  Elysium side of the Portal eventually wanders by. A 
  gift or offering of valuables worth 1000 x APL gp 
  entices him to close the Portal for the PCs.  
   
  Once the PCs close the Portal, read the following: 
   
  You bask in the last few rays of extraplanar sun as 
  the Portal begins to shrink. Now all that is left is to 
  return back and report. As the last bit of the Portal 
  HIG7-09 Familiar Territory 
   
  Page 9 
  
  irises closed, you feel something inside you snap, 
  your mind reels and your vision goes blank.   
   
  PCs that close the Portal gain the Favor of the Familiars 
  AR item.   
   
  For those PCs that are Caressed by Angels or Kissed by 
  Devils: 
   
  As the last bit of the Portal irises closed, you feel 
  something inside you snap, a connection deep 
  inside you is lost, but only now do you feel 
  something inside you blossom unto its own. With a 
  horrible mix of pain and glory, you fall to the floor. 
   
  PCs that are Caressed by Angels and Kissed by Devils fall 
  unconscious. They awaken after one minute, but are 
  disoriented for the next several hours. Treat them as 
  shaken for the remainder of the adventure. 
    
  TROUBLESHOOTING 
  PCs may try to close the Portal without fighting the 
  celestials, who of course do everything within their 
  power to stop them from doing so. If the PCs attempt 
  this, jump back to the appropriate parts of the previous 
  encounter, returning here as needed to conduct the 
  closing of the Portal. 
   
  5: BIG GUNS 
  Striding out of the Tower and into the clearing, you 
  still see the lizardfolk corpses lying on the fallen 
  leaves. A small figure approaches the ruined 
  entrance; it is a draconic woman with red-hair, and 
  emerald scales and wings, dressed in woodland 
  blues and browns.  
   
  If the PCs have played HIG5-09 Twilight, HIG6-08 Dusk, 
  and/or HIG7-i02 Crossroads, they recognize the woman as 
  Releshi Elethiel-Rellen. Those that did not may recognize 
  her by description with a DC10 Knowledge (local – Iuz’s 
  Border States) check; Devoted PCs receive a +4 
  circumstance bonus to this roll. Releshi is a former 
  Knight of the High Forest. 
   
  Those PCs that have met Releshi previously may 
  immediately recognize that her physical draconic traits 
  appear stronger.  PCs may make a DC 12 Knowledge 
  (arcana) to realize that her appearance is more draconic 
  than that of a typical dragon disciple. 
   
  Give this general description of Releshi to the PCs: 
  while still grey elven, Releshi’s oval face and forehead 
  sport small, crested spines that disappear into her thick 
  hairline, her scales appear to be a richer and darker green, 
  and a long and powerful tail curls at her feet. Great wings 
  rest upon her back, while her razor sharp teeth and slitted 
  violet eyes shine brightly. A jagged scar, angry red and 
  badly healed, fully encircles her neck. 
   
  Releshi wrinkles her nose in annoyance. Calmly she 
  inquires, “And just why are you intruding in the 
  Shieldmage’s Tower, on Oronodel lands?” 
   
  Allow the PCs to either provide an explanation or spin 
  falsehoods here. Releshi has already figured out just what 
  they may have done inside, which explains her irritation. 
  How the PCs answer her question colors her interaction 
  with them. If they are honest and admit exactly why they 
  are here at the Tower, she is more tolerant in her 
  interactions with them. If the PCs mention that Jye or 
  Sjach sent them to shut the Portal, have them make a DC 
  10 Sense Motive check to realize that the news of the 
  familiars sending the PCs there is quite upsetting to her. 
  If the PCs merely mention that they’ve met the two 
  familiars, those PCs that made the Sense Motive check 
  instead notice a flicker of sadness. 
   
  If the PCs instead wish to question her about other 
  matters, 
  including 
  her 
  recent 
  activities, 
  Releshi 
  entertains them for a few minutes: 
   
  • “You wish to waste your time asking me 
  questions?” She shakes her head in amazement. 
  “I do not have time right now for such 
  foolishness, nor for you.”  Gloved hands grasp 
  the hilts of the two thinblades resting at her 
  waist, but she reconsiders. “Very well… but be 
  quick.” 
   
  • Why do you betray Highfolk? Releshi stares at you 
  incredulously, anger and hurt coloring her 
  words. "Everything 
  I 
  have 
  done 
  is 
  FOR 
  Highfolk. Everything. I have given up so much 
  and suffered for what I think is right; to keep 
  safe those I love. If you only knew what I have 
  done…” 
   
  • What have you been doing lately/ Where is Maegla the 
  Dreamer? / Why did you take her, etc.?" Now is not 
  the time to be discussing these things.  Soon the 
  time of revelations will be at hand and you shall 
  have your answers."  
  •  
  Where is your son and/or husband? "My baby is 
  with his father." She waves a hand dismissively. 
  "I'm sure they are enjoying their time together 
  at home." 
   
  HIG7-09 Familiar Territory 
   
  Page 10 
  
  • We gave Jye your toy. Her face softens slightly. "The 
  last time I saw Jye was during the Purging while 
  we stood with our friends against the forces of 
  the Old One. But, thank you for that. I truly 
  mean it.” 
   
  • Where did you get that nasty scar?  "I died once… 
  well, twice now.” An unspeakable fury rises 
  within the tiny dragon-elf, thinly veiled behind 
  her amethyst eyes, and she says no more on the 
  subject. 
   
  This last question (or any of the prior ones) might be 
  asked once Onvere arrives; if so, work Onvere into the 
  responses periodically: 
   
  • How do you two know each other? This time, it is the 
  wizard that speaks, “Releshi and I used to 
  adventure together a few short years ago.  
  Because of our disagreements and our separate 
  tasks, we don't get to see each other very much 
  anymore. I fear though, that someday, our 
  disagreements will come to a head.  Rubbing her 
  temples, Releshi responds, "I have a great 
  destiny before me. This is my fate and my path.  
  It is as it must be."  Onvere frowns, shaking his 
  head solemnly. "No Releshi, I've told you before, 
  Fate is not set in stone. It is a malleable thing, 
  and what we make of it.” 
   
  After the PCs have attempted their explanations or asked 
  their questions, Releshi addresses them:  
   
  “I have to admit, I am quite annoyed with you at this 
  moment. You knew the dangers of this place when 
  you came out here.” Quickly, the woman advances a 
  step, but before she can take another, an Oeridian 
  man with silver-streaked brown hair and a sad face 
  appears, floating in mid-air and directly interposing 
  himself between her and your group. 
   
  “Releshi, you know I will not let you harm 
  them,” the newcomer retorts.   
   
  Many PCs have already met Onvere Raycaster in HIG6-02 
  Antipathy or HIG7-i01 Dwarrowdeep. Those that did not 
  may recognize him by description with a DC10 
  Knowledge (local – Iuz’s Border States) check; Devoted 
  PCs receive a +4 circumstance bonus to this roll. Onvere 
  is a high-ranking member of the Guildsmen of the High 
  Art.  A DC 19 Spellcraft check confirms that Onvere used 
  teleport to arrive here; a DC 20 Spellcraft check reveals he 
  is currently using overland flight.   
   
  The petite woman freezes in surprise at the sudden 
  appearance of the archmage. Then her beautiful face 
  breaks out into a huge grin and she squeals happily, 
  charging Onvere and flinging her powerful arms 
  around his neck. 
   
  Onvere’s lined face smiles warmly, gently 
  returning the elven woman’s embrace. “I’ve missed 
  you as well, Rel.” 
   
  As he pulls away, Onvere frowns as confusion, 
  surprise, and worry flit across his face; it seems 
  Releshi’s 
  enhanced 
  appearance 
  has 
  finally 
  registered. “Wha…?” 
   
  Smirking, Releshi interrupts, “Not now; maybe 
  we’ll get to talk later.” She pokes a finger playfully at 
  the magic user, and adds, “You’ve been away too 
  long, Onvere.” 
   
  The archmage’s expression once more turns 
  serious.  “You know the reasons for that, Releshi.” 
   
  The green-scaled woman sighs, nods, and her 
  demeanor changes slightly. The tension in the air 
  rises visibly and Onvere looks wary. Releshi then 
  watches your group out of the corner of her eye.  “So, 
  you wish me to let their meddling stand? Why 
  should I leave them be? They have interfered when 
  and where they should not have. But first – you and 
  I need to talk in private.” 
   
  The PCs can interject once more on why they should be 
  left alone.  Allow them a DC 20 Diplomacy check to 
  convince her to leave them be.  If they succeed, the 
  greenspawns then fight using non-lethal damage when 
  the combat begins. 
   
  If the PCs wish to discern whether Releshi’s and 
  Onvere’s affections for each other are genuine, allow 
  them Sense Motive checks to ascertain that they most 
  certainly are. At this point, the PCs easily see draconic 
  figures approaching the clearing from the north, led by 
  what appears to be another lizardfolk. Releshi’s demeanor 
  suddenly becomes a bit more abrupt: 
   
  "But, enough of this."  The tiny woman draws herself 
  up to her full 4 ft. 5 in. height. Releshi turns to face 
  her draconic companions when Onvere places a 
  hand on her shoulder. 
   
  "Releshi, they aren't worth it. What's done is 
  done. Why don't we go and have that talk?" 
   
  Glancing at your group, the draconic elf sighs. 
  "You are right, my friend, they are not worth my 
  effort."  
   
  The archmage relaxes some and begins to head 
  into the woods. At the tree line, he frowns at the 
  group of snarling and shifting lizard creatures. 
  "What about them?" 
  HIG7-09 Familiar Territory 
   
  Page 11 
  
   
  "Do not worry about them, Onvere. They will do 
  as I say." Rel gives the creatures, most especially the 
  lone lizardfolk, a stern glare. The creature snarls and 
  averts his eyes. 
   
  Onvere nods, "Good, and thank you Rel." Over 
  his should he says, "You know where I will be." He 
  then continues into the woods. 
   
  Onvere leads Releshi away from the Tower, but just 
  before they move out of sight… 
   
  The woman immediately follows the Archmage; this 
  time it is Releshi that pauses at the tree line. 
   
  If the PCs chose NOT to close the celestial Portal: 
   
  Releshi merely asks the PCs to move away from the 
  entrance to the Tower, telling them that she will allow 
  them to leave unharmed. She then instructs her 
  greenspawn creatures to guard the entrance. The 
  monsters do not attack the PCs as long as they do not try 
  to re-enter the Shieldmage’s Tower and Releshi is there. 
  Once she is gone, however, read the following: 
   
  The lizardman watches the draconic woman leave, 
  his eyes boring into her back. Once she is out of 
  sight, he looks at your group and spits out in 
  Draconic, “His Protector may be willing to let you 
  leave without due punishment, but you have earned 
  the anger our Master, the Ancient Protector. Death 
  is the consequence for your meddling.”  
   
  It is at this point that the greenspawn attack. 
   
  If the PCs have managed to close the celestial Portal 
  within the Tower before Releshi arrives, read the 
  following as she leaves: 
   
  With Onvere out of sight, Releshi gives a subtle flick 
  of her gloved hand, sending the awaiting monsters 
  charging in your direction. She then flies off into 
  the woods. In response, several large green lizards 
  emerge from the nearby trees, followed by a small 
  troupe of others, pausing only to note their fallen 
  kinsmen. 
   
  Allow the PCs a DC 25 Sense Motive check.  Those that 
  succeed catch the slightest flicker of regret on the ex-
  Knight’s face. 
   
  The creatures in both the first and second waves 
  target non-certed Dragon Disciples and other creatures 
  detailed under the Balance of Scales in preference to all 
  others. The greenspawns specifically avoid Highfolk 
  Green Dragon Disciples, as well as those green-skinned 
  PCs who took the Verdant Oath and any PC wearing the 
  symbol of the Lady of the Wood, unless they attack the 
  greenspawns themselves. Note that PCs should be 
  discouraged from attacking either Releshi or Onvere; 
  they are exceedingly powerful individuals and should not 
  be taken lightly. If they decide to attack, Onvere has 
  precast a moment of prescience and is therefore quite likely 
  to win initiative. Remember that he is an Initiate of the 
  Sevenfold Veils; as an immediate action, he puts up both 
  a violet and an indigo veil between the PCs and Releshi 
  and himself, regardless of who the PC intends to attack. 
   
  CREATURES 
  All APLs: 
  Releshi Elethiel-Rellen female dragon (augmented 
  grey elf), Barbarian 1/Fighter 2/Ranger 2/Sorcerer 
  1/Marshal 2/Dragon Disciple 10. 
   
  Traits: confident, driven, quick-witted, likeable, 
  loyal. 
   
  Onvere Raycaster: Male human (Oeridian) Wizard 
  7/Fatespinner 
  2/Initiate 
  of 
  the 
  Sevenfold 
  Veils 
  7/Archmage 2. 
   
  Traits: free-spirited, intelligent, and mischievous. He 
  is rather soft-spoken and carries himself quite well in 
  conversation. He appears as if his thoughts are on a great 
  many things at once, although his demeanor suggests he 
  has great concentration on the task at hand. 
   
  APL 4 (EL 5): 
  Greenspawn Leaper (3): hp 19 each; See Appendix 1. 
   
  APL 6 (EL 7): 
  Greenspawn Razorfiend (1): hp 85; See Appendix 1. 
   
  APL 8 (EL 9): 
  Greenspawn Razorfiend (2): hp 85 each; See Appendix1. 
   
  APL 10 (EL 11):  
  Greenspawn Razorfiend (3): hp 85 each; See Appendix 1. 
  Greenspawn Zealot (2): hp 45 each; See Appendix 1. 
   
  Greenspawn Leaper 
  Knowledge (arcana) result: 
  10 - This creature is definitely draconic in origin. 
  12 - This creature is a greenspawn leaper, a predatory 
  magical beast related to green dragons that lives in the 
  forest canopy. This result reveals all magical beast traits. 
  17 - Greenspawn leapers are immune to acid and release a 
  burst of acidic poison from their bodies when wounded. 
  They are vicious and selfish creatures. 
  HIG7-09 Familiar Territory 
   
  Page 12 
  
  22 - Greenspawn leapers are very territorial and engage in 
  races against others of their kind through the canopy to 
  determine dominance. 
  27 - Greenspawn leapers dislike being out of their trees 
  and rarely cross open ground or enter water. 
  32 - Greenspawn leapers mate once every three years. A 
  leaper raised in captivity can serve a Small humanoid as a 
  mount among the trees, but it retains its vicious 
  disposition. 
   
  Knowledge (religion) result: 
  12 - Greenspawn leapers are some of Tiamat’s spawn. 
  17 - Greenspawn leapers can sometimes be found among 
  worshippers of Tiamat. 
   
  Greenspawn Razorfiend 
  Knowledge (arcana) result: 
  10 - This creature is definitely draconic in origin. 
  17 - This creature is a greenspawn razorfiend, a vicious 
  magical beast related to green dragons. This result reveals 
  all magical beast traits. 
  22 - Greenspawn razorfiends are immune to acid, 
  paralysis, and sleep. They have an acidic breath weapon 
  and extremely sharp, bladed wings with which they slash 
  at foes. 
  27 - Greenspawn razorfiends live to kill and prefer to 
  ambush opponents, leaping in and out of combat to rip 
  prey to shreds. 
  32 - Greenspawn razorfiends form mated pairs that 
  defend their nests ferociously. One guards the eggs while 
  the other hunts, staying nearby to respond to an alarm. 
   
  Knowledge (religion) result: 
  17 - Greenspawn razorfiends are some of Tiamat’s spawn. 
  22 - Greenspawn razorfiends can often be found among 
  worshippers of Tiamat. 
  27 - Tiamat’s armies use greenspawn razorfiends as shock 
  troops to take advantage of their ferocity and love of 
  slaughter. 
   
  Greenspawn Zealot 
  Knowledge (nature) result: 
  10 - This creature is definitely draconic in origin. 
  15 - This creature is a greenspawn zealot, a monstrous 
  humanoid related to green dragons. 
  20 - Greenspawn zealots are the spiritual leaders and 
  religious enforcers of Tiamat’s armies. They command 
  other dragonspawn and Tiamat’s allies in battle, ensuring 
  that dragonspawn remain faithful to Tiamat. A 
  greenspawn zealot is more resilient when near another of 
  its kind. 
  25 - A zealot has a damage-dealing touch attack that also 
  allows it to heal itself or a nearby draconic creature. 
   
  Tactics 
  Leapers attempt to spring down from the trees upon 
  unsuspecting PCs, then use their Poison Burst. 
  Razorfiends use their breath weapon, then Spring Attack 
  and move adjacent to the zealots so that other razorfiends’ 
  breath weapons cannot injure their leaders. Zealots 
  remain next to each other to benefit from Tiamat’s grace, 
  and use their touch of Tiamat to heal themselves and 
  other greenspawns. 
   
  Note that at APL 4, two leapers wear a brooch of 
  shielding, one wears a wyrmfang amulet, and all three carry 
  stench stones. At APL 6, the razorfiend wears a brooch of 
  shielding, as well as all 3 razorfiends in the second wave. 
  At APL 8, the 2 razorfiends wear a brooch of shielding while 
  the razorfiends of the second wave all wear rending 
  gauntlets, and at APL 10 all 3 razorfiends wear a brooch of 
  shielding. 
   
  If the enemies are slain (or whenever you deem 
  appropriate – if the PCs are having an easy time of the 
  combat, bring in the second wave 2-4 rounds after 
  combat begins), read the following: 
   
  When the last serpentine body falls, the rustling of 
  the trees grows louder, branches shaking and fall 
  leaves tumbling to the ground.  Bursting from the 
  surrounding forest are several larger green creatures 
  that run towards you with unbridled aggression.   
   
  At APL 6+: 
  Several 
  green 
  lizardfolk-like 
  creatures 
  follow 
  behind. 
   
  The PCs hopefully realize they should flee from this 
  encounter, as it is evidently overpowering.  Use phrases 
  like, “easily hitting, massive horde, etc.” to convey that 
  they should run.   
   
  Second Wave: 
  All APLs: 
  Giant Owl (12): hp 85 each; MM 205, except (Str 22, Dex 
  21, Con 14, Int 12, Wis 16). 
  Gray Render (1): hp 170; MM 138. 
   
  APL 4 (EL 9): 
  Greenspawn Razorfiend (2): hp 85 each; Appendix 1. 
   
  APL 6 (EL 11): 
  Greenspawn Razorfiend (3): hp 85 each; Appendix 1. 
  Greenspawn Zealot (2): hp 45 each; Appendix 1. 
   
  APL 8 (EL 13): 
  Greenspawn Razorfiend (6): hp 85 each; Appendix 1. 
  Greenspawn Zealot (7): hp 45 each; Appendix 1. 
  HIG7-09 Familiar Territory 
   
  Page 13 
  
   
  APL 10 (EL 15):  
  Greenspawn Razorfiend (14): hp 85 each; Appendix 1. 
  Greenspawn Zealot (10): hp 45 each; Appendix 1. 
   
  If this wave is not sufficient to dissuade them, an 
  identical wave appears in five (or less, if appropriate) 
  rounds.  When the PCs finally decide to flee, read the 
  following: 
   
  As your eyes dart around searching for the best 
  route of escape, you hear the slight whisper of 
  feathers in flight. Several very powerful-looking 
  giant owls appear, arrowing over the Tower’s 
  clearing. Seeing you fighting the oncoming green 
  horde, they swoop down toward you… but it looks 
  like they may arrive too late, as the horde of green 
  death closes the gap. 
   
  Just as certain death appears imminent, a 
  hulking gray figure lurches into the clearing, 
  swatting the greenspawns aside like flies. This 
  seems to buy your group just enough time for the 
  owls to dive down, grab you as gently as possible, 
  and whisk you into the skies; meanwhile, the green 
  horde now finds itself otherwise occupied. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 437 gp; brooch of 
  shielding (2 @ 125 gp each) stench stone (3 @ 25 gp each), 
  wyrmfang amulet (112 gp); Total 437 gp. 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 500 gp; brooch of 
  shielding (4 @ 125 gp each); Total 500 gp. 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 2050 gp; brooch of 
  shielding (2 @ 125 gp each), rending gauntlets (6 @ 300 gp 
  each); Total 2050 gp. 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 375 gp; brooch of 
  shielding (3 @ 125 gp each); Total 375 gp. 
   
  TROUBLESHOOTING 
  Do everything in your power to encourage the PCs to flee 
  the draconic horde after they defeat the first wave. 
   
  DEVELOPMENT 
  Once safely away from the Shieldmage’s Tower site, the 
  owls descend to allow the PCs a brief chat with their 
  mentor – proceed to Encounter 6: An Offer. 
   
  6: AN OFFER 
  The owls take you only a short distance away, and 
  gently set you down. They land in a spacious 
  clearing, where a very small red draconic creature 
  waits on a log. “Greetings,” it thinks into your head. 
  “Glad to help you out of that little spat over there.”   
   
  A DC 12 Knowledge (arcana) check reveals that this is a 
  pseudodragon. If a DC 17 check is made, it reveals that 
  pseudodragons are usually neutral good. Rafeorae speaks 
  and behaves like a whimsical, old curmudgeon. Any PCs 
  that played HIG5-02 Goblin Knights or succeeds at a DC 15 
  Knowledge (local – Iuz’s Border States) check recognize 
  him; Devoteds gain a +4 circumstance bonus on this 
  check. 
   
  PCs that are Devoted of the Green and White are 
  taken aside (other PCs are discouraged from listening in, 
  but not openly prevented; Rafeorae simply uses his 
  telepathy to exclude those he didn’t invite aside):   
   
  Leading you away from the group, the miniature 
  dragon hops onto your <pick a likely PC, ideally CG 
  alignment> shoulder and directs you to take a short 
  walk outside the clearing. The leaves fall gently in 
  the cool breeze as the dragon speaks into your head 
  again. ”Hello, my name is Rafeorae. There’s more of 
  us, ya know. Not all dragons are bad. I have friends, 
  and sometimes we need helpers. Say, you seem nice. 
  My friends and I may need a favor sometime. Would 
  it be okay if ya passed on any information we might 
  find interestin’ and maybe do more to help, if we 
  needed it?” 
   
  If the PC replies in the affirmative, he gains the 
  Pseudodragon Helper AR item. 
   
  The PCs may have other questions for Rafeorae: 
   
  • These owls seem bigger/stronger than normal – what 
  happened to them? “I trained ‘em! Lots of 
  exercise, fresh air… and giant mice! Took me 
  two years, but I whipped ‘em into shape… just 
  in case.” 
   
  • Where did they come from? “Well… many are the 
  offspring of Velira, an old friend of the Vesve 
  that was slain by gnolls several years ago. Most 
  of the owls were befriended and reared by 
  adventurers like yourselves. Always knew they’d 
  come in handy some day; hopefully, we can help 
  out again.” The pseudodragon pauses to fly up 
  and pat one of the giant owls on the head. “You 
  were a good girl today, Shesera. You, Hedwig, 
  Baby, and all the others; not sure what would’ve 
  become of our friends here without the lot of 
  ya.” 
   
  • Do you know Keenwyn/Koop/the copper dragon? 
  Rafeorae gives you a sideways glance before 
  HIG7-09 Familiar Territory 
   
  Page 14 
  
  thinking into your heads. “Think you’ve finally 
  figured it out, have ya? Well, good – it’s about 
  time! I’ll let Heldeng know; you’ll be hearing 
  from us again soon.” 
   
  • Who is Heldeng? “Eh? Oh, Heldeng Iryrinshae; he’s 
  young, but still my friend, and a disciple of… 
  Keenwyn’s.” 
   
  When the PCs are through with their questions, Rafeorae 
  sends them off: 
   
  “Well, you youngsters better toddle off now; them 
  greenies are still hanging about, ya know. Might be 
  unwise to travel ‘round these parts anymore without 
  an escort. I can have my friends here give ya a lift 
  back to Highfolk town or wherever, if’n ya’d like.” 
   
  Rafeorae, Pseudodragon: Male dragon. 
   
  CONCLUSION 
  Whether they accept the flight or make their own way 
  back, the PCs return home, having possibly taken the 
  first step towards thwarting the plans of the Dawn. 
   
  If they successfully closed the Portal, the PCs receive 
  the Favor of the Familiar Brigade, and find both Jye’s 
  Favor and Sjach’s Favor waiting upon their return; PCs 
  that are Caressed by Angels or Kissed by Devils receive 
  Enhanced Taint. 
   
  EPILOGUE 
  Devoted PCs experience the following vision the next 
  time they rest: 
   
  In this vision, you see Onvere Raycaster sitting in an 
  overstuffed chair before a roaring fire, a snifter of 
  brownish liquid in his hand, apparently having a 
  chat with a large ruddy canine near his feet. “… So, 
  you’re saying THAT is what the proverb really 
  means? A golden sickle reaps a bitter harvest?” 
   
  The canine nods its snout up then down once 
  before its form shifts; a dog-headed humanoid in 
  gleaming plate armor, a huge blade of cold iron 
  sheathed at its hip, now stands before the seated 
  archmage. 
   
  “I don’t know about that, sir… but it IS possible. 
  Based upon that mossy cat’s claims, it could be the 
  time to test the theory. If anything could ever 
  chance to sever the bond between the Dawn and Her 
  Protector, that tool retrieved from the Hold might 
  just do it. It freed Har’do Ilharn, after all.” 
   
  “Of course, I would be quite surprised if she 
  actually WANTS the bond severed. She refused my 
  Master’s offer nearly four years ago, so I cannot 
  imagine she would be any more willing now. Over 
  tea, she revealed she thought she could do more 
  good by staying with her Mistress.” 
   
  Onvere ponders these words carefully, sipping 
  at the contents of his goblet. The dog-man catches 
  the faintest of twinkles in the gray-templed 
  archmage’s eyes and hopes. 
   
  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. 
   
  1: LEAPIN’ LIZARDS 
  Defeated Lizardfolk Protectors 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
   
  3: PORTAL 
  Defeated Celestial Guardians 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10 
  390 XP 
   
  5: BIG GUNS 
  Survived final battle 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10 
  330 XP 
   
  STORY AWARD 
  Destroyed/Closed the Portal 
  APL 4  
  75 XP 
  APL 6  
  100 XP 
  APL 8  
  125 XP 
  APL 10 
  150 XP 
   
  DISCRETIONARY ROLEPLAYING AWARD 
  APL 4  
  60 XP 
  APL 6  
  80 XP 
  APL 8  
  100 XP 
  APL 10 
  120 XP 
   
  HIG7-09 Familiar Territory 
   
  Page 15 
  
  TOTAL POSSIBLE EXPERIENCE: 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10 
  1,350 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  1: LEAPIN’ LIZARDS 
   
  APL 4: Loot 25 gp; Coin 0 gp; Magic 136 gp; +1 
  breastplate (112 gp), potion of enlarge person (20 gp), scroll of 
  cure light wounds (2 gp), scroll of resurgence (2 gp); Total 161 
  gp. 
   
  APL 6: Loot 50 gp; Coin 0 gp; Magic 590 gp; +1 
  greatclub (192 gp), +1 breastplate (112 gp), potion of resurgence 
  (3 @4 gp each), potion of enlarge person (20 gp), scroll of cure 
  light wounds (2 gp) , scroll of resurgence (2 gp); Total 640 gp. 
   
  APL 8: Loot 103 gp; Coin 0 gp; Magic 3005 gp; amulet 
  of health +2 (2 @ 333 gp each), +1 breastplate (2 @112 gp 
  each), +3 breastplate (779 gp), gloves of dexterity +2 (333 gp), 
  +1 greatclub (192 gp), +1 heavy wooden shield (96 gp), +1 
  leather armor (96 gp), periapt of wisdom +2 (333 gp), potion of 
  resurgence (3 @4 gp each), potion of enlarge person (20 gp), 
  scroll of cure light wounds (2 gp) , scroll of resurgence (2 gp); 
  Total 3108 gp. 
   
  APL 10: Loot 103 gp; Coin 0 gp; Magic 4005 gp; 
  amulet of health +2 (2 @ 333 gp each), +1 breastplate (2 
  @112 gp each), +3 breastplate (779 gp), gloves of dexterity +2 
  (333 gp), +1 greatclub (192 gp), +1 heavy wooden shield (96 
  gp), +1 leather armor (96 gp), periapt of wisdom +4 (1333 gp), 
  potion of resurgence (3 @4 gp each), potion of enlarge person 
  (20 gp), scroll of cure light wounds (2 gp) , scroll of resurgence 
  (2 gp); Total 4108 gp. 
   
  3: PORTAL 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 3092 gp; +1 Holy 
  Composite Longbow (+4 Str) (1566gp), +1 Holy Scimitar 
  (1526gp); Total 3092 gp. 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 9276 gp; +1 Holy 
  Composite Longbow (+4 Str) (3 @ 1566gp each), +1 Holy 
  Scimitar (3 @ 1526gp each); Total 9276 gp. 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 3092 gp; +1 Holy 
  Composite Longbow (+4 Str) (1566gp), +1 Holy Scimitar 
  (1526gp); Total 3092 gp. 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 6029 gp; +4 Holy 
  Greatsword (6029gp); Total 6029 gp. 
   
  5: BIG GUNS 
   
  APL 4: Loot 0 gp; Coin 0 gp; Magic 437 gp; brooch of 
  shielding (2 @ 125 gp each) stench stone (3 @ 25 gp each), 
  wyrmfang amulet (112 gp); Total 437 gp. 
   
  APL 6: Loot 0 gp; Coin 0 gp; Magic 500 gp; brooch of 
  shielding (4 @ 125 gp each); Total 500 gp. 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 2050 gp; brooch of 
  shielding (2 @ 125 gp each), rending gauntlets (6 @ 300 gp 
  each); Total 2050 gp. 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 375 gp; brooch of 
  shielding (3 @ 125 gp each); Total 375 gp. 
   
  TOTAL POSSIBLE TREASURE 
   
  APL 4: Loot 25 gp; Coin 0 gp; Magic 3,665 gp; Total 
  3,690 gp (3,040 gp over-the-cap). 
  HIG7-09 Familiar Territory 
   
  Page 16 
  
  HIG7-09 Familiar Territory 
   
  Page 17 
   
  APL 6: Loot 50 gp; Coin 0 gp; Magic 10,366 gp; Total 
  10,416 gp (9,516 gp over-the-cap). 
   
  APL 8: Loot 103 gp; Coin 0 gp; Magic 8,147 gp; Total 
  8,250 gp (6,950 gp over-the-cap). 
   
  APL 10: Loot 103 gp; Coin 0 gp; Magic 10,409 gp; 
  Total 10,512 gp (8,212 gp over-the-cap). 
   
  ADVENTURE RECORD 
  Enhanced Taint: The magical surge caused by the closing of 
  the Elysian Portal 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 existing Taints. During Highfolk adventures, as a 
  swift action (mental), you may manifest the following effect, 
  based on your original 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 
     
  Sjach’s Favor: When you arrive back home, you find an item 
  waiting for you, half-buried in a conspicuous spot. Choose one 
  item from the list of items below marked with a * – you gain 
  Regional access to this item, even if you did not play at that APL. 
   
  Jye’s Favor: When you arrive back home, you find a dead, 
  headless mouse waiting for you, prominently displayed on your 
  pillow. Clearly, a great boon has been bestowed upon you, 
  knowing of Jye's affinity for mice. 
   
  Pseudodragon Helper: You made an oath to help the friendly 
  pseudodragon, Rafeorae, which may have impact upon future 
  adventures. Rafeorae grants all Devoted PCs Regional access to a 
  necklace of copper dragon scales (MIC 118). 
   
  Favor of the Familiar Brigade: Jye and Sjach speak to their 
  friends on your behalf, and give a small badge (depicting a small 
  mammal wearing a cape) to any familiars, animal companions, 
  or special mounts that wish to join. In all ways, this badge acts as 
  an amulet of natural armor +1.  This item only functions for the 
  familiar, animal companion, or special mount that it was 
  originally given to and it cannot be sold.  
   
  ITEMS FOUND DURING THE ADVENTURE 
  APL 4: 
  +1 holy composite longbow (+4 Str) (Regional; DMG; 18,800 
  gp) 
  +1 holy scimitar (Regional; DMG; 18,315 gp) 
  Brooch of shielding (Adventure; DMG) 
  Divine scroll of resurgence (Adventure; SpC; CL 1; 25 gp) 
  Shirt of angels (Regional; MIC) 
  Stench stone (Adventure; MIC) 
  Wyrmfang amulet (Adventure; MIC) 
   
  APL 6 and 8 (all of APL 4 plus the following): 
  Platinum helm (Adventure; MIC)* 
  Rending gauntlets (Adventure; MIC)  
   
  APL 10 (all of APLs 4-8 plus the following): 
  +4 holy greatsword (Regional; DMG; 72,350 gp) 
  Ring of dragon friendship (Adventure; MIC)* 
  Shroud of scales (Adventure; MIC)* 
  
  APPENDIX 1: APL 4 
  1: LEAPIN’ LIZARDS! 
  C L E R I C 
  CR  4 
  Male lizardfolk cleric 3 
  LE Medium humanoid (reptilian) 
  Init +2; Senses Listen +3, Spot +3 
  Languages Common, Draconic 
  AC 23, touch 12, flat footed 21 
   
  (+2 Dex, +5 natural, +6 +1 breastplate) 
  hp 41 (5 HD) 
  Fort +6, Ref +6, Will +6 
  Speed 20 ft. in breastplate (4 squares); base 
  movement 30 ft. 
  Melee mwk greatclub +5 (1d10+3) 
  Ranged -  
  Base Atk +3; Grp +5 
  Special Actions rebuke undead 
  Combat Gear potion of enlarge person, scroll of cure 
  light wounds, scroll of resurgence (x2) 
  Cleric Spells Prepared (CL 3rd): 
   
  2nd- brambles, bull’s strength, resist energyD 
   
  1st- bless, cause fear (DC 14), protection from 
  goodD, shield of faith 
   
  0- detect magic, guidance, light (x2) 
  D: Domain spell. Deity: Ancient Protector. Domains: 
  Dragon, Evil 
  Abilities Str 14, Dex 14, Con 16, Int 10, Wis 16, Cha 
  8 
  SQ Hold breath 
  Feats Skill Focus (Concentration), Martial Weapon 
  Proficiency (greatclub) 
  Skills Balance +7, Concentration +12, Jump +0, 
  Swim +3 
  Possessions combat gear plus +1 breastplate, 
  greatclub, masterwork greatclub, holy symbol, spell 
  component pouch 
  Rebuke Undead (Su) 2/day; 1d20-1; turning damage 
  2d6+2 
  Hold Breath A lizardfolk can hold its breath for a 
  number of rounds equal to four times its Constitution 
  score before it risks drowning. 
   
  Power-Up Suite: (Cast bull’s strength, shield of faith, 
  resist energy, used potion of enlarge person), Large 
  humanoid (reptilian), Init +1, Melee mwk brambles 
  greatclub +8 (3d10+10), AC 23 (touch 12, flat-footed 
  21), Str 16, Dex 12, SQ resistance to fire 10. 
   
  5: BIG GUNS 
  G R E E N S P AW N  L E AP E R 
  CR  2 
  NE Medium magical beast (dragonblood) 
  Init +4; Senses darkvision 60 ft., low-light vision, 
  Listen +2, Spot +2 
  Languages -- 
  AC 18, touch 14, flat-footed 14 
   
  (+4 Dex, +4 natural) 
  hp 19 (3 HD)  
  Immune acid 
  Fort +4, Ref +7, Will +3 
  Speed 40 ft. (8 squares), climb 40 ft. 
  Melee bite +8 (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6  
  Special Actions poison burst 
  Abilities Str 17, Dex 19, Con 12, Int 2, Wis 15, Cha 8  
  Feats Weapon Finesse, Weapon Focus (bite)  
  Skills Balance +14, Climb +17, Hide +14, Jump +17, 
  Listen +2, Spot +2 
  Poison Burst (Ex): A greenspawn leaper can release 
  a burst of poison gas as a standard action once per 
  day. Any creature within 5 feet is affected. This 
  insidious poison is absorbed through the skin and 
  converts to acid. Whenever the greenspawn leaper 
  takes damage from an attack, it can activate this 
  ability as an immediate action. It can still use it only 
  once per day. 
   
  Contact; Fort DC 12; 2d6 acid/2d6 acid. The save 
  DC is Constitution-based. 
  Skills: Greenspawn leapers have a +10 racial bonus 
  on Balance, Hide, and Jump checks. In addition, 
  they have a +8 racial bonus on Climb checks and 
  can always choose to take 10 on Climb checks, 
  even if rushed or threatened. 
  Physical Description: A green-scaled, dragonlike 
  creature about the size of a dwarf.  
   
  G R E E N S P AW N  R AZ O R F I E N D 
  CR  7 
  LE Large magical beast (dragonblood) 
  Init +7; Senses darkvision 60 ft., low-light vision, 
  Listen +8, Spot +9 
  Languages Draconic 
  AC 19, touch 12, flat-footed 16; Dodge, Mobility
   (-1 size, +3 Dex, +7 natural) 
  hp 85 (10 HD); DR 5/magic  
  Immune acid, paralysis, sleep 
  Fort +10, Ref +10, Will +5 
  Speed 50 ft. (10 squares), swim 50 ft.; Spring Attack 
  Melee 2 wingblades +15 each (2d6+8/18-20/x3) and 
  bite +10 (1d8+3) 
  Space 10 ft.; Reach 5 ft. (10 ft. with bite) 
  Base Atk +10; Grp +20 
  Atk Options augmented critical, magic strike 
  Special Actions breath weapon 
  Abilities Str 22, Dex 17, Con 16, Int 5, Wis 15, Cha 
  12  
  SQ Tiamat’s blessing (acid), water breathing 
  Feats Dodge, Improved Initiative, Mobility, Spring 
  Attack  
  Skills Jump +22, Listen +8, Spot +9, Swim +14 
  Augmented Critical (Ex) A greenspawn razorfiend’s 
  wingblade threatens a critical hit on a natural attack 
  roll of 18-20, dealing triple damage on a successful 
  critical hit. 
  Breath Weapon (Su) 20-ft. cone, once every 1d4 
  rounds, 5d6 acid, Reflex DC 18 half. The save DC 
  is Constitution-based. 
  HIG7-09 Familiar Territory 
   
  Page 18 
  
  Tiamat’s Blessing (Acid) (Su) All spawn of Tiamat 
  within 5 feet of a greenspawn razorfiend gain 
  immunity to acid. 
  Water Breathing (Ex) A greenspawn razorfiend can 
  breathe underwater indefinitely and can freely use 
  its breath weapon while submerged. 
  Skills A greenspawn razorfiend has a +8 racial bonus 
  on Jump checks. It also has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or threatened. It 
  can use the run action while swimming, provided it 
  swims in a straight line. 
  Physical Description: A draconic creature with 
  slashing, razor-tipped, clawed wings, this creature 
  sports a frill on its end reminiscent of a green 
  dragon’s. 
  HIG7-09 Familiar Territory 
   
  Page 19 
  
  APL 6 
  1: LEAPIN’ LIZARDS! 
  F I G HTE R 
  CR  3 
  Male lizardfolk fighter 1/monk 1 
  LE Medium humanoid (reptilian) 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 22, touch 12, flat footed 20 
   
   
  (+2 Dex, +5 armor, +5 natural) 
  hp 35 (4 HD) 
  Fort +7, Ref +7, Will +2 
  Speed 20 ft. in breastplate (4 squares); base 
  movement 30 ft. (6 squares) 
  Melee greatclub +6 (1d10+6) or claw +6 (1d4+4) 
  Ranged javelin +4 (1d6+4) 
  Base Atk: +2, Grapple: +10 
  Combat Gear: potion of resurgence 
  Abilities Str 19, Dex 14, Con 16, Int 10, Wis 10, Cha 
  8 
  Special Qualities: Hold breath 
  Feats: Power Attack, Improved Bull Rush, Combat 
  Reflexes, Improved Grapple, Improved Unarmed 
  Strike 
  Skills: Balance +3, Jump +5, Swim +7 
  Possessions: 
  combat 
  gear 
  plus 
  breastplate, 
  greatclub, javelins (10) 
  Hold Breath A lizardfolk can hold its breath for a 
  number of rounds equal to four times its 
  Constitution score before it risks drowning. 
   
  R ANG E R 
  CR  3 
  Male lizardfolk ranger 2 
  LE Medium humanoid (reptilian) 
  Init +3, Senses Listen +4, Spot +4 
  Languages Common, Draconic 
  AC 20, touch 13, flat footed 17 
   
  (+3 Dex, +5 natural, +2 armor) 
  hp 34 (4 HD) 
  Fort +6, Ref +9, Wis +0 
  Speed 30 ft. (6 squares) 
  Melee club +6 (1d6+3) 
  Ranged javelin +6 (1d6+3), net +1 touch 
  Base Atk: +3, Grapple: +6 
  Special Actions: wild empathy 
  Combat Gear: potion of resurgence 
  Combat Options: Favored enemy (humanoid (elf)) 
  +2 damage 
  Abilities: Str 16, Dex 17, Con 16, Int 10, Wis 10, Cha 
  8 
  SQ: Hold breath 
  Feats: Point Blank Shot, Precise Shot, Track, Rapid 
  Shot 
  Skills: Jump +11, Listen +4, Spot +4, Survival +4, 
  Swim +10 
  Possessions combat gear plus heavy wooden shield, 
  javelins (20), leather armor, nets (2) 
  Hold Breath A lizardfolk can hold its breath for a 
  number of rounds equal to four times its 
  Constitution score before it risks drowning. 
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check to improve the attitude of a person. 
  The ranger rolls 1d20 and adds his ranger level and 
  his Charisma bonus to determine the wild empathy 
  check result. The typical domestic animal has a 
  starting attitude of indifferent, while wild animals are 
  usually unfriendly. 
   
  Power Up Suite: (bless) Melee club +7 (1d6+3) 
  Ranged javelin +7 (1d6+3) 
   
  C L E R I C 
  CR  6 
  Male lizardfolk cleric 5 
  LE Medium humanoid (reptilian) 
  Init +2; Senses Listen +3, Spot +3 
  Languages Common, Draconic 
  AC 23, touch 12, flat footed 21 
   
  (+2 Dex, +5 natural, +6 armor) 
  hp 56 (7 HD) 
  Fort +7, Ref +6, Will +7 
  Speed 20 ft. in breastplate (4 squares); base 
  movement 30 ft. 
  Melee +1 greatclub +8 (1d10+4) 
  Ranged -  
  Base Atk +4; Grp +6 
  Special Actions rebuke undead 
  Combat Gear potion of enlarge person, scroll of cure 
  light wounds, scroll of resurgence 
  Cleric Spells Prepared (CL 5th): 
   
  3rd- blindness/deafness (DC 16), magic circle 
  against goodD, spikes 
   
  2nd- bull’s strength, cure moderate wounds, hold 
  person (DC 15), resist energyD 
   
  1st- bane (DC 14), bless, cause fear (DC 14), 
  protection from goodD, sanctuary 
   
  0- detect magic, guidance, light (x2), resistance 
  D: Domain spell. Deity: Ancient Protector. Domains: 
  Dragon, Evil 
  Abilities Str 14, Dex 14, Con 16, Int 10, Wis 16, Cha 
  8 
  SQ Hold breath 
  Feats Skill Focus (Concentration), Martial Weapon 
  Proficiency (greatclub), Weapon Focus (greatclub) 
  Skills Balance +7, Concentration +16, Jump +0, 
  Swim +3 
  Possessions combat gear plus +1 breastplate, +1 
  greatclub, greatclub, holy symbol (2), spell component 
  pouch 
  Rebuke Undead (Su) 2/day; 1d20-1; turning damage 
  2d6+4 
  Hold Breath A lizardfolk can hold its breath for a 
  number of rounds equal to four times its Constitution 
  score before it risks drowning. 
   
  HIG7-09 Familiar Territory 
   
  Page 20 
  
  Power-Up Suite: (Cast bull’s strength, magic circle 
  against good, resist energy, spikes) Grp: +8 Melee +2 
  spiked greatclub +12 (1d10+11, 19-20/x2), AC vs. 
  good: 25 (touch 14, flat-footed 23), SQ resistance to 
  fire 10. 
   
  5: BIG GUNS 
  G R E E N S P AW N  R AZ O R F I E N D 
  CR  7 
  LE Large magical beast (dragonblood) 
  Init +7; Senses darkvision 60 ft., low-light vision, 
  Listen +8, Spot +9 
  Languages Draconic 
  AC 19, touch 12, flat-footed 16; Dodge, Mobility
   (-1 size, +3 Dex, +7 natural) 
  hp 85 (10 HD); DR 5/magic  
  Immune acid, paralysis, sleep 
  Fort +10, Ref +10, Will +5 
  Speed 50 ft. (10 squares), swim 50 ft.; Spring Attack 
  Melee 2 wingblades +15 each (2d6+8/18-20/x3) and 
  bite +10 (1d8+3) 
  Space 10 ft.; Reach 5 ft. (10 ft. with bite) 
  Base Atk +10; Grp +20 
  Atk Options augmented critical, magic strike 
  Special Actions breath weapon 
  Abilities Str 22, Dex 17, Con 16, Int 5, Wis 15, Cha 
  12  
  SQ Tiamat’s blessing (acid), water breathing 
  Feats Dodge, Improved Initiative, Mobility, Spring 
  Attack  
  Skills Jump +22, Listen +8, Spot +9, Swim +14 
  Augmented Critical (Ex) A greenspawn razorfiend’s 
  wingblade threatens a critical hit on a natural attack 
  roll of 18-20, dealing triple damage on a successful 
  critical hit. 
  Breath Weapon (Su) 20-ft. cone, once every 1d4 
  rounds, 5d6 acid, Reflex DC 18 half. The save DC 
  is Constitution-based. 
  Tiamat’s Blessing (Acid) (Su) All spawn of Tiamat 
  within 5 feet of a greenspawn razorfiend gain 
  immunity to acid. 
  Water Breathing (Ex) A greenspawn razorfiend can 
  breathe underwater indefinitely and can freely use 
  its breath weapon while submerged. 
  Skills A greenspawn razorfiend has a +8 racial bonus 
  on Jump checks. It also has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or threatened. It 
  can use the run action while swimming, provided it 
  swims in a straight line. 
  Physical Description: A draconic creature with 
  slashing, razor-tipped, clawed wings, this creature 
  sports a frill on its end reminiscent of a green 
  dragon’s. 
   
  G R E E N S P AW N  Z E AL O T 
  CR  5 
  LE Medium monstrous humanoid (dragonblood) 
  Init +4; Senses darkvision 60 ft., Listen +1, Spot +10 
  Languages Common, Draconic 
  AC 21, touch 10, flat-footed 21 
   
  (+6 armor, +2 shield, +3 natural) 
  hp 45 (6 HD)  
  Immune acid 
  Fort +5, Ref +5, Will +8; Tiamat’s grace, zealotry 
  Speed 20 ft. (4 squares) in banded mail, base speed 
  30 ft. 
  Melee heavy mace +10/+5 (1d8+3) 
  Ranged light crossbow +6 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options favored enemy humans +2 
  Special Actions touch of Tiamat (+9 melee touch) 
  Abilities Str 16, Dex 11, Con 16, Int 10, Wis 12, Cha 
  12  
  Feats Improved Initiative, Iron Will, Weapon Focus 
  (heavy mace)  
  Skills Listen +1, Sense Motive +10, Spot +10 
  Possessions banded mail, heavy steel shield, heavy 
  mace, light crossbow with 10 bolts 
  Tiamat’s Grace (Su) When a greenspawn zealot is 
  adjacent to one or more other greenspawn zealots, 
  it gains a +2 bonus on saving throws. 
  Zealotry (Ex) Once per day, as an immediate action, 
  a greenspawn zealot can reroll one saving throw. 
  Favored Enemy (Ex) A greenspawn zealot gains a 
  +2 bonus on Bluff, Listen, Sense Motive, Spot, and 
  Survival checks when using these skills against 
  humans. Likewise, it gains a +2 bonus on weapon 
  damage rolls against humans. 
  Touch of Tiamat (Su) A greenspawn zealot can 
  damage living creatures with its touch attack. It can 
  deal up to 18 points of damage per day in this way 
  (Will save DC 16 half), divided among as many 
  touches as it chooses. When a greenspawn zealot 
  deals damage with its touch, it simultaneously 
  heals one dragon or dragonblood creature of its 
  choice (including itself) within 30 feet of the same 
  amount of damage. The save DC is Constitution 
  based. 
  Physical Description: A draconic creature with 
  slashing, razor-tipped, clawed wings, this creature 
  sports a frill on its end reminiscent of a green 
  dragon’s. 
  HIG7-09 Familiar Territory 
   
  Page 21 
  
  APL 8
  1: LEAPIN’ LIZARDS! 
  F I G HTE R 
  CR  5 
  Male lizardfolk fighter 3/monk 1 
  LE Medium humanoid (reptilian) 
  Init +6; Senses Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 23, touch 12, flat footed 21 
   
   
  (+2 Dex, +6 armor, +5 natural) 
  hp 58 (6 HD) 
  Fort +9, Ref +8, Will +3 
  Speed 20 ft. in breastplate (4 squares); base 
  movement 30 ft. (6 squares) 
  Melee masterwork greatclub +9 (1d10+6) or claw +8 
  (1d6+4) 
  Ranged javelin +6 (1d6+4) 
  Base Atk: +4, Grapple: +12 
  Combat Gear: potion of enlarge person, potion of 
  resurgence 
  Abilities Str 19, Dex 14, Con 16 (18), Int 10, Wis 10, 
  Cha 8 
  Special Qualities: Hold breath 
  Feats: Power Attack, Improved Bull Rush, Combat 
  Reflexes, 
  Improved 
  Unarmed 
  Strike, 
  Improved 
  Grapple, Improved Initiative, Cleave 
  Skills: Jump +7, Swim +11 
  Possessions: combat gear plus +1 breastplate, 
  amulet of health +2, greatclub, javelins (10), 
  masterwork greatclub  
  Hold Breath A lizardfolk can hold its breath for a 
  number of rounds equal to four times its 
  Constitution score before it risks drowning. 
   
  Power Up Suite: (used potion of enlarge person; 
  bless, bull’s strength and spikes from cleric) Large 
  humanoid (reptilian) Init +5, AC 21 (+1 Dex, +6 +1 
  breastplate, +5 natural, -1 size), Grapple +19, Attacks 
   +2 spiked greatclub +13 (3d6+17, 19-20/x2), claw 
  +11 (1d8+8); Save Ref +7, Str 25, Dex 12. 
   
  R ANG E R  
  CR  5 
  Male lizardfolk ranger 4 
  LE Medium humanoid (reptilian) 
  Init +3, Senses Listen +8, Spot +8 
  Languages Common, Draconic 
  AC 24, touch 14, flat footed 20 
   
  (+4 Dex, +5 natural, +3 armor, +2 shield) 
  hp 49 (6 HD) 
  Fort +7, Ref +11, Wis +1 
  Speed 30 ft. (6 squares) 
  Melee club +8 (1d6+3) 
  Ranged javelin +9 (1d6+3), net +5 touch 
  Base Atk: +5, Grapple: +8 
  Special Actions: wild empathy 
  Combat Gear: potion of resurgence 
  Combat Options: Favored enemy (humanoid (elf)) 
  +2 damage 
  Abilities: Str 16, Dex 17 (19), Con 16, Int 10, Wis 10, 
  Cha 8 
  SQ: Hold breath 
  Feats: Point Blank Shot, Precise Shot, Track, Rapid 
  Shot, Endurance, Quick Draw 
  Skills: Jump +10, Listen +8, Spot +8, Survival +8, 
  Swim +8 
  Possessions combat gear plus +1 heavy wooden 
  shield, gloves of dexterity +2, javelins (20), +1 leather 
  armor, nets (4) 
  Hold Breath A lizardfolk can hold its breath for a 
  number of rounds equal to four times its 
  Constitution score before it risks drowning. 
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check to improve the attitude of a person. 
  The ranger rolls 1d20 and adds his ranger level and 
  his Charisma bonus to determine the wild empathy 
  check result. The typical domestic animal has a 
  starting attitude of indifferent, while wild animals are 
  usually unfriendly. 
   
  Power Up Suite (bless) Melee club +9 (1d6+3) 
  Ranged javelin +10 (1d6+3), net +6. 
   
  C L E R I C 
  CR  8 
  Male lizardfolk cleric 7 
  LE Medium humanoid (reptilian) 
  Init +1; Senses Listen +4, Spot +4 
  Languages Common, Draconic 
  AC 24, touch 11, flat footed 23 
   
  (+1 Dex, +5 natural, +8 armor) 
  hp 71 (9 HD) 
  Fort +8, Ref +6, Will +9 
  Speed 20 ft. in breastplate (4 squares); base 
  movement 30 ft. 
  Melee +1 greatclub +11/+6 (1d10+5) 
  Ranged -  
  Base Atk +6/+1; Grp +8 
  Special Actions rebuke undead 
  Combat Gear potion of enlarge person, scroll of cure 
  light wounds, scroll of resurgence 
  Cleric Spells Prepared (CL 7th): 
   
  4th- freedom of movement, poison (+9 touch, DC 
  17), unholy blightD (DC 19) 
   
  3rd- blindness/deafness, magic circle against 
  goodD, spikes x2 
   
  2nd- bull’s strength x2, cure moderate wounds, 
  hold person (DC 16), resist energyD 
   
  1st- bane (DC 15) x2, bless, cause fear (DC 15), 
  protection from goodD, sanctuary 
   
  0- detect magic, guidance, light (x2), resistance 
  (x2) 
  D: Domain spell. Deity: Ancient Protector. Domains: 
  Dragon, Evil 
  Abilities Str 14, Dex 12, Con 16, Int 10, Wis 16 (18), 
  Cha 12 
  SQ Hold breath 
  HIG7-09 Familiar Territory 
   
  Page 22 
  
  Feats Skill Focus (Concentration), Martial Weapon 
  Proficiency (greatclub), Weapon Focus (greatclub), 
  Dragonfire Channeling 
  Skills Balance +6, Concentration +18, Jump +0, 
  Knowledge (religion) +2, Swim +3 
  Possessions combat gear plus +3 breastplate, +1 
  greatclub, greatclub, holy symbol (2, periapt of 
  wisdom +2), spell component pouch (2) 
  Rebuke Undead (Su) 4/day; 1d20+1; turning damage 
  2d6+8 
  Hold Breath A lizardfolk can hold its breath for a 
  number of rounds equal to four times its Constitution 
  score before it risks drowning. 
   
  Power-Up Suite: (Cast bless, freedom of movement, 
  magic circle against good, resist energy) Melee +1 
  greatclub +12/+7 (1d10+5), AC vs. good: 26 (touch 
  13, flat-footed 25) SQ resistance to fire 10. 
   
  5: BIG GUNS 
  G R E E N S P AW N  R AZ O R F I E N D 
  CR  7 
  LE Large magical beast (dragonblood) 
  Init +7; Senses darkvision 60 ft., low-light vision, 
  Listen +8, Spot +9 
  Languages Draconic 
  AC 19, touch 12, flat-footed 16; Dodge, Mobility
   (-1 size, +3 Dex, +7 natural) 
  hp 85 (10 HD); DR 5/magic  
  Immune acid, paralysis, sleep 
  Fort +10, Ref +10, Will +5 
  Speed 50 ft. (10 squares), swim 50 ft.; Spring Attack 
  Melee 2 wingblades +15 each (2d6+8/18-20/x3) and 
  bite +10 (1d8+3) 
  Space 10 ft.; Reach 5 ft. (10 ft. with bite) 
  Base Atk +10; Grp +20 
  Atk Options augmented critical, magic strike 
  Special Actions breath weapon 
  Abilities Str 22, Dex 17, Con 16, Int 5, Wis 15, Cha 
  12  
  SQ Tiamat’s blessing (acid), water breathing 
  Feats Dodge, Improved Initiative, Mobility, Spring 
  Attack  
  Skills Jump +22, Listen +8, Spot +9, Swim +14 
  Augmented Critical (Ex) A greenspawn razorfiend’s 
  wingblade threatens a critical hit on a natural attack 
  roll of 18-20, dealing triple damage on a successful 
  critical hit. 
  Breath Weapon (Su) 20-ft. cone, once every 1d4 
  rounds, 5d6 acid, Reflex DC 18 half. The save DC 
  is Constitution-based. 
  Tiamat’s Blessing (Acid) (Su) All spawn of Tiamat 
  within 5 feet of a greenspawn razorfiend gain 
  immunity to acid. 
  Water Breathing (Ex) A greenspawn razorfiend can 
  breathe underwater indefinitely and can freely use 
  its breath weapon while submerged. 
  Skills A greenspawn razorfiend has a +8 racial bonus 
  on Jump checks. It also has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or threatened. It 
  can use the run action while swimming, provided it 
  swims in a straight line. 
  Physical Description: A draconic creature with 
  slashing, razor-tipped, clawed wings, this creature 
  sports a frill on its end reminiscent of a green 
  dragon’s. 
   
  G R E E N S P AW N  Z E AL O T 
  CR  5 
  LE Medium monstrous humanoid (dragonblood) 
  Init +4; Senses darkvision 60 ft., Listen +1, Spot +10 
  Languages Common, Draconic 
  AC 21, touch 10, flat-footed 21 
   
  (+6 armor, +2 shield, +3 natural) 
  hp 45 (6 HD)  
  Immune acid 
  Fort +5, Ref +5, Will +8; Tiamat’s grace, zealotry 
  Speed 20 ft. (4 squares) in banded mail, base speed 
  30 ft. 
  Melee heavy mace +10/+5 (1d8+3) 
  Ranged light crossbow +6 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options favored enemy humans +2 
  Special Actions touch of Tiamat (+9 melee touch) 
  Abilities Str 16, Dex 11, Con 16, Int 10, Wis 12, Cha 
  12  
  Feats Improved Initiative, Iron Will, Weapon Focus 
  (heavy mace)  
  Skills Listen +1, Sense Motive +10, Spot +10 
  Possessions banded mail, heavy steel shield, heavy 
  mace, light crossbow with 10 bolts 
  Tiamat’s Grace (Su) When a greenspawn zealot is 
  adjacent to one or more other greenspawn zealots, 
  it gains a +2 bonus on saving throws. 
  Zealotry (Ex) Once per day, as an immediate action, 
  a greenspawn zealot can reroll one saving throw. 
  Favored Enemy (Ex) A greenspawn zealot gains a 
  +2 bonus on Bluff, Listen, Sense Motive, Spot, and 
  Survival checks when using these skills against 
  humans. Likewise, it gains a +2 bonus on weapon 
  damage rolls against humans. 
  Touch of Tiamat (Su) A greenspawn zealot can 
  damage living creatures with its touch attack. It can 
  deal up to 18 points of damage per day in this way 
  (Will save DC 16 half), divided among as many 
  touches as it chooses. When a greenspawn zealot 
  deals damage with its touch, it simultaneously 
  heals one dragon or dragonblood creature of its 
  choice (including itself) within 30 feet of the same 
  amount of damage. The save DC is Constitution 
  based. 
  Physical Description: A draconic creature with 
  slashing, razor-tipped, clawed wings, this creature 
  sports a frill on its end reminiscent of a green 
  dragon’s. 
   
  HIG7-09 Familiar Territory 
   
  Page 23 
  
  APL 10 
  1: LEAPIN’ LIZARDS! 
  F I G HTE R 
  CR  7 
  Male lizardfolk fighter 5/monk 1 
  LE Medium humanoid (reptilian) 
  Init +6; Senses Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 23, touch 12, flat footed 21 
   
   
  (+2 Dex, +6 armor, +5 natural) 
  hp 87 (8 HD) 
  Fort +10, Ref +8, Will +3 
  Speed 20 ft. in breastplate (4 squares); base 
  movement 30 ft. (6 squares) 
  Melee masterwork greatclub +13 (1d10+7) or claw 
  +11 (1d6+5) 
  Ranged javelin +8 (1d6+5) 
  Base Atk: +6, Grapple: +15 
  Combat Gear: potion of enlarge person, potion of 
  resurgence 
  Abilities Str 20, Dex 14, Con 16 (18), Int 10, Wis 10, 
  Cha 8 
  Special Qualities: Hold breath 
  Feats: Power Attack, Improved Bull Rush, Combat 
  Reflexes, 
  Improved 
  Unarmed 
  Strike, 
  Improved 
  Grapple, Improved Initiative, Cleave, Weapon Focus 
  (greatclub) 
  Skills: Jump +10, Swim +14 
  Possessions: +1 breastplate, amulet of health +2, 
  greatclub, javelins (10), masterwork greatclub 
  Hold Breath A lizardfolk can hold its breath for a 
  number of rounds equal to four times its 
  Constitution score before it risks drowning. 
   
  Power Up Suite: (used potion of enlarge person; 
  bless, bull’s strength, shield of faith and spikes from 
  cleric) Large humanoid (reptilian) Init +5, AC 24 (+1 
  Dex, +6 +1 breastplate, +5 natural, -1 size, +3 
  deflection), Grapple +22, Attacks  +2 spiked greatclub 
  +16 (3d6+17, 19-20/x2), claw +13 (1d8+8); Save Ref 
  +7, Str 26, Dex 12. 
   
  R ANG E R 
  CR  7 
  Male lizardfolk ranger 6 
  LE Medium humanoid (reptilian) 
  Init +3, Senses Listen +12, Spot +12 
  Languages Common, Draconic 
  AC 27, touch 16, flat footed 21 
   
  (+6 Dex, +5 natural, +3 armor, +3 shield) 
  hp 64 (8 HD) 
  Fort +7, Ref +11, Wis +1 
  Speed 30 ft. (6 squares) 
  Melee club +10 (1d6+3) 
  Ranged javelin +12/+7 (1d6+3), net +8/+3 touch 
  Base Atk: +7/+2, Grapple: +10 
  Special Actions: wild empathy 
  Combat Gear: potion of resurgence 
  Combat Options: Favored enemy (humanoid (elf)) 
  +4 damage, favored enemy (humanoid (human) +2 
  damage 
  Abilities: Str 16, Dex 18 (22), Con 16, Int 10, Wis 10, 
  Cha 8 
  SQ: Hold breath 
  Feats: Point Blank Shot, Precise Shot, Track, 
  Manyshot, Rapid Shot, Endurance, Quick Draw 
  Skills: Jump +10, Listen +12, Spot +12, Survival +12, 
  Swim +8 
  Possessions +1 heavy wooden shield, +1 leather 
  armor, gloves of dexterity +4, javelins (20), nets (4) 
  Hold Breath A lizardfolk can hold its breath for a 
  number of rounds equal to four times its 
  Constitution score before it risks drowning. 
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check to improve the attitude of a person. 
  The ranger rolls 1d20 and adds his ranger level and 
  his Charisma bonus to determine the wild empathy 
  check result. The typical domestic animal has a 
  starting attitude of indifferent, while wild animals are 
  usually unfriendly. 
   
  Power Up Suite (bless) Melee club +11 (1d6+3) 
  Ranged javelin +14 (1d6+3), net +10. 
   
  C L E R I C 
  CR  10 
  Male lizardfolk cleric 9 
  LE Medium humanoid (reptilian) 
  Init +1; Senses Listen +4, Spot +4 
  Languages Common, Draconic 
  AC 24, touch 11, flat footed 23 
   
  (+1 Dex, +5 natural, +8 armor) 
  hp 86 (11 HD) 
  Fort +9, Ref +7, Will +10 
  Speed 20 ft. in breastplate (4 squares); base 
  movement 30 ft. 
  Melee +1 greatclub +12/+7 (1d10+5) 
  Ranged -  
  Base Atk +7/+2; Grp +9 
  Special Actions rebuke undead 
  Combat Gear potion of enlarge person, scroll of cure 
  light wounds, scroll of resurgence 
  Cleric Spells Prepared (CL 9th): 
   
  5th- slay living (+9 touch, DC 20), true seeingD, 
  wall of stone 
   
  4th- control water, freedom of movement, poison 
  (+19 touch, DC 19), unholy blightD (DC 20) 
   
  3rd- blindness/deafness, (DC 18), dispel magic, 
  magic circle against goodD, spikes x2 
   
  2nd- bear’s endurance, bull’s strength x2, cure 
  moderate wounds, hold person (DC 17), resist 
  energyD 
   
  1st- bane (DC 16) x2, bless, protection from 
  goodD, sanctuary, shield of faith (x2) 
   
  0- detect magic, guidance, light (x2), resistance 
  (x2) 
  HIG7-09 Familiar Territory 
   
  Page 24 
  
  D: Domain spell. Deity: Ancient Protector. Domains: 
  Dragon, Evil 
  Abilities Str 14, Dex 12, Con 16, Int 10, Wis 16 (20), 
  Cha 12 
  SQ Hold breath 
  Feats Skill Focus (Concentration), Martial Weapon 
  Proficiency (greatclub), Weapon Focus (greatclub), 
  Dragonfire Channeling 
  Skills Balance +6, Concentration +20, Jump +0, 
  Knowledge (religion) +4, Swim +3 
  Possessions +3 breastplate, +1 greatclub, greatclub, 
  holy symbol (2), periapt of wisdom +4, spell 
  component pouch (2) 
  Rebuke Undead (Su) 4/day; 1d20+1; turning damage 
  2d6+10 
  Hold Breath A lizardfolk can hold its breath for a 
  number of rounds equal to four times its Constitution 
  score before it risks drowning. 
   
  Power-Up Suite: (Cast bear’s endurance, bless, 
  freedom of movement, magic circle against good, 
  resist energy) hp 108 Melee +1 greatclub +12 
  (1d10+5), AC vs. good: 26 (touch 13, flat-footed 25) 
  Fort +11, Con 20, SQ resistance to fire 20. 
   
  3: CLOSE THE PORTAL BEHIND YOU.  WHAT, 
  WERE YOU BORN IN A SHIELDMAGE’S TOWER? 
  G O D S E N D 
  CR 13 
  Male, Ghaele 
  CG Medium outsider (chaotic, extraplanar, good) 
  Init +5; Senses darkvision 60 ft., low-light vision, 
  Listen +16, Spot +16 
  Languages Celestial, Infernal, and Draconic; plus 
  tongues ability 
  AC 29, touch 11, flat-footed 24 (+1 Dex, +21 natural), 
  or 19, touch 14, flat-footed 13 (+1 Dex, +3 deflection, 
  +5 natural) 
  hp 111 (10d8+40 + Aid [1d8+10] + Heroes' Feast 
  [1d8+7]); DR 10/evil and cold iron 
  Immune Electricity, fear (heroes' feast), petrification, 
  poison (heroes' feast) 
  Resist cold 10 and fire 10; SR 28; Protective Aura (no 
  3rd level spells)  
  Fort +9, Ref +8, Will +11 
  Speed 50 ft. (10 squares), fly 150 ft. (perfect) 
  Melee 
  +4 
  holy 
  greatsword 
  +22/+17 
  melee 
  (2d6+14/19-20) 
  Ranged 2 light rays +12 ranged touch (2d12) 
  Base Atk +10; Grapple: +17 
  Atk Options Combat Expertise, Improved Disarm, 
  Improved Trip 
  SQ A ghaele’s natural weapons, as well as any 
  weapons it wields, are treated as chaotic-aligned and 
  good-aligned for the purpose of overcoming damage 
  reduction. 
  Combat Gear incandescent +4 holy greatsword 
   
  Cleric Spells Prepared CL (14th): 
   
  7th—animate 
  plantsD, 
  holy 
  word, 
  summon 
  monster VII 
   
  6th— blade barrier, chain lightningD, heal, heroes' 
  feast 
   
  5th—control windsD, flame strike, plane shift, true 
  seeing 
   
  4th—command plantsD, death ward, dismissal, 
  divine power, restoration 
   
  3rd—daylight, gaseous formD, prayer, remove 
  blindness (2), searing light 
   
  2nd—bear’s endurance, barkskinD, close wounds 
  (x4), remove paralysis, 
   
  1st—bless, command, deathwatch, divine favor, 
  obscuring mist D, sanctuary, shield of faith 
   
  0—cure minor wounds, detect magic, guidance, 
  light, resistance, virtue 
   
  spell = already cast (and factored into stat block if 
  appropriate) 
  D: Domain spell.  Domains: Air, Plant 
   
  Spell-Like Abilities (Caster level 12th. The save DCs 
  are Charisma-based): 
  At will—aid, charm monster (DC 17), color spray (DC 
  14), comprehend languages, continual flame, cure 
  light wounds (DC 14), dancing lights, detect evil, 
  detect thoughts (DC 15), disguise self, dispel magic, 
  hold monster (DC 18), greater invisibility (self only), 
  major image (DC 16), see invisibility, greater teleport 
  (self plus 50 pounds of objects only) 
  1/day—chain lightning (DC 19), prismatic spray (DC 
  20), wall of force. 
  Abilities Str 25, Dex 12, Con 15 (19), Int 16, Wis 17, 
  Cha 16 
  Feats Combat Expertise, Improved Disarm, Improved 
  Initiative, Improved Trip 
  Skills Concentration +15, Diplomacy +5, Escape 
  Artist +14, Handle Animal +16, Hide +14, Knowledge 
  (arcana) +16, Knowledge (planes) +16, Listen +16, 
  Move Silently +14, Ride +16, Sense Motive +16, Spot 
  +16, Use Rope +1 (+3 with bindings) 
  Possessions +4 holy greatsword 
  Gaze (Su) In humanoid form—slay evil creatures of 5 
  or less HD, range 60 feet, Will DC 18 negates. Even if 
  the save succeeds, the creature is affected as though 
  by a fear spell for 2d10 rounds. Nonevil creatures, 
  and evil creatures with more than 5 HD, must succeed 
  on a DC 18 Will save or suffer the fear effect. The 
  save DCs are Charisma-based. 
  Light Ray (Ex) A ghaele in globe form can project 
  light rays with a range of 300 feet. This attack 
  overcomes damage reduction of any type.  
  Alternate Form (Su) A ghaele can shift between its 
  humanoid and globe forms as a standard action. In 
  humanoid form, it cannot fly or use its light rays, but it 
  can use its gaze attack and spell-like abilities, make 
  physical attacks, and cast spells. In globe form, it can 
  fly, use its light rays, and use spell-like abilities, but it 
  cannot cast spells or use its gaze attack. The globe 
  form is incorporeal, and the ghaele has no Strength 
  score while in that form.  
   
  A ghaele remains in one form until it chooses to 
  assume a new one. A change in form cannot be 
  HIG7-09 Familiar Territory 
   
  Page 25 
  
  dispelled, nor does the ghaele revert to any particular 
  form when killed. A true seeing spell or ability, 
  however, reveals both forms simultaneously.  
  Protective Aura (Su) Against attacks made or effects 
  created by evil creatures, this ability provides a +4 
  deflection bonus to AC and a +4 resistance bonus on 
  saving throws to anyone within 20 feet of the ghaele. 
  Otherwise, it functions as a magic circle against evil 
  effect and a lesser globe of invulnerability, both with a 
  radius of 20 feet (caster level equals ghaele’s HD). 
  (The defensive benefits from the circle are not 
  included in a ghaele’s statistics block.) 
  Tongues (Su) Ghaeles can speak with any creature 
  that has a language, as though using a tongues spell 
  (caster level 14th). This ability is always active. 
  Air Domain Granted Powers (Su) Turn or destroy 
  earth creatures as a good cleric turns undead. 
  Rebuke, command, or bolster air creatures as an evil 
  cleric rebukes undead. Use these abilities a total 
  number of times per day equal to 3 + your Charisma 
  modifier. 
  Plant Domain Granted Powers (Su) Rebuke or 
  command plant creatures as an evil cleric rebukes or 
  commands undead. Use this ability a total number of 
  times per day equal to 3 + your Charisma modifier. 
  Add Knowledge (nature) to your list of cleric class 
  skills. 
   
  5: BIG GUNS 
  G R E E N S P AW N  R AZ O R F I E N D 
  CR  7 
  LE Large magical beast (dragonblood) 
  Init +7; Senses darkvision 60 ft., low-light vision, 
  Listen +8, Spot +9 
  Languages Draconic 
  AC 19, touch 12, flat-footed 16; Dodge, Mobility
   (-1 size, +3 Dex, +7 natural) 
  hp 85 (10 HD); DR 5/magic  
  Immune acid, paralysis, sleep 
  Fort +10, Ref +10, Will +5 
  Speed 50 ft. (10 squares), swim 50 ft.; Spring Attack 
  Melee 2 wingblades +15 each (2d6+8/18-20/x3) and 
  bite +10 (1d8+3) 
  Space 10 ft.; Reach 5 ft. (10 ft. with bite) 
  Base Atk +10; Grp +20 
  Atk Options augmented critical, magic strike 
  Special Actions breath weapon 
  Abilities Str 22, Dex 17, Con 16, Int 5, Wis 15, Cha 
  12  
  SQ Tiamat’s blessing (acid), water breathing 
  Feats Dodge, Improved Initiative, Mobility, Spring 
  Attack  
  Skills Jump +22, Listen +8, Spot +9, Swim +14 
  Augmented Critical (Ex) A greenspawn razorfiend’s 
  wingblade threatens a critical hit on a natural attack 
  roll of 18-20, dealing triple damage on a successful 
  critical hit. 
  Breath Weapon (Su) 20-ft. cone, once every 1d4 
  rounds, 5d6 acid, Reflex DC 18 half. The save DC 
  is Constitution-based. 
  Tiamat’s Blessing (Acid) (Su) All spawn of Tiamat 
  within 5 feet of a greenspawn razorfiend gain 
  immunity to acid. 
  Water Breathing (Ex) A greenspawn razorfiend can 
  breathe underwater indefinitely and can freely use 
  its breath weapon while submerged. 
  Skills A greenspawn razorfiend has a +8 racial bonus 
  on Jump checks. It also has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or threatened. It 
  can use the run action while swimming, provided it 
  swims in a straight line. 
  Physical Description: A draconic creature with 
  slashing, razor-tipped, clawed wings, this creature 
  sports a frill on its end reminiscent of a green 
  dragon’s. 
   
  G R E E N S P AW N  Z E AL O T 
  CR  5 
  LE Medium monstrous humanoid (dragonblood) 
  Init +4; Senses darkvision 60 ft., Listen +1, Spot +10 
  Languages Common, Draconic 
  AC 21, touch 10, flat-footed 21 
   
  (+6 armor, +2 shield, +3 natural) 
  hp 45 (6 HD)  
  Immune acid 
  Fort +5, Ref +5, Will +8; Tiamat’s grace, zealotry 
  Speed 20 ft. (4 squares) in banded mail, base speed 
  30 ft. 
  Melee heavy mace +10/+5 (1d8+3) 
  Ranged light crossbow +6 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options favored enemy humans +2 
  Special Actions touch of Tiamat (+9 melee touch) 
  Abilities Str 16, Dex 11, Con 16, Int 10, Wis 12, Cha 
  12  
  Feats Improved Initiative, Iron Will, Weapon Focus 
  (heavy mace)  
  Skills Listen +1, Sense Motive +10, Spot +10 
  Possessions banded mail, heavy steel shield, heavy 
  mace, light crossbow with 10 bolts 
  Tiamat’s Grace (Su) When a greenspawn zealot is 
  adjacent to one or more other greenspawn zealots, 
  it gains a +2 bonus on saving throws. 
  Zealotry (Ex) Once per day, as an immediate action, 
  a greenspawn zealot can reroll one saving throw. 
  Favored Enemy (Ex) A greenspawn zealot gains a 
  +2 bonus on Bluff, Listen, Sense Motive, Spot, and 
  Survival checks when using these skills against 
  humans. Likewise, it gains a +2 bonus on weapon 
  damage rolls against humans. 
  Touch of Tiamat (Su) A greenspawn zealot can 
  damage living creatures with its touch attack. It can 
  deal up to 18 points of damage per day in this way 
  (Will save DC 16 half), divided among as many 
  touches as it chooses. When a greenspawn zealot 
  deals damage with its touch, it simultaneously 
  heals one dragon or dragonblood creature of its 
  choice (including itself) within 30 feet of the same 
  HIG7-09 Familiar Territory 
   
  Page 26 
  
  HIG7-09 Familiar Territory 
   
  Page 27 
  amount of damage. The save DC is Constitution 
  based. 
  Physical Description: A draconic creature with 
  slashing, razor-tipped, clawed wings, this creature 
  sports a frill on its end reminiscent of a green 
  dragon’s. 
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  DRAGONFIRE CHANNELING [DIVINE, DRACONIC]  
  You channel draconic fire through your holy symbol. 
   
  Prerequisite: Cha 11, dragonblood subtype, 
  ability to turn or rebuke undead or elementals. 
   
  Benefit: You can spend a turn or rebuke undead 
  attempt or a turn or rebuke elementals attempt  as a 
  standard action to create a 15-foot cone of fire that 
  deals 1d6 points of damage per 2 cleric levels 
  (minimum 1d6 points). A successful Reflex save (DC 
  10+1/2 your cleric level+ your Cha modifier) halves 
  this damage. Half of this damage is fire, while the 
  remainder is sacred damage (to which resistance or 
  immunity to fore does not apply). 
   
  If your effective cleric level for the purpose of 
  turning or rebuking is higher than your actual level 
  (for instance, if you are a paladin), use that value 
  instead. 
   
  Special: If you have the Draconic Heritage feat or 
  if you are a half-dragon, the extra damage is of the 
  energy type (acid, cold, electricity, fire, or sonic) that 
  corresponds to your heritage or your draconic parent 
  instead. If your feat or your parent is not associated 
  with one of these energy types, this feat has no effect 
  for you. 
   
  Source: Dragon Magic 17 
   
  ITEMS 
  RENDING GAUNTLETS 
  Price (Item Level): 3,610 gp (8th) 
  Body Slot: Hands 
  Caster Level: 3rd  
  Aura: Faint; (DC 16) evocation 
  Activation: Swift (command)  
  Weight: -- 
   
  These heavy, fingerless leather gloves bear shining 
  adamantine bands across the knuckles. 
   
  These masterwork spiked gauntlets allow you to tear 
  the flesh of any creature you strike with at least two 
  weapons. If you deal damage to a creature with at least 
  two different weapons or natural attacks on your turn, 
  you can activate rending gauntlets to deal an extra 2d6 
  points of damage with the second attack. 
   
  This ability functions three times per day. 
   
  Prerequisites: Craft Wondrous Item, shatter. 
   
  Cost to Create: 1,500 gp (plus 610 gp for masterwork 
  spiked gauntlets), 120 XP, 3 days. 
   
  Source: Magic Item Compendium 121. 
   
  STENCH STONE 
  Price (Item Level): 300 gp (2nd) 
  Body Slot: (held); see text 
  Caster Level: 3rd  
  Aura: Faint; (DC 16) necromancy 
  Activation: Standard (thrown) or – (ammunition) 
  Weight: -- 
   
  This stone reeks of rotting meat. 
   
  A stench stone nauseates its target and sickens those 
  nearby. The stone must be thrown (range increment 10 
  feet) or hurled from a sling (using that weapon’s 
  normal range increment) as a ranged attack. If the 
  stone strikes its target, it deals no damage but bursts 
  into a cloud of noxious vapor. If a stench stone misses its 
  target, it is consumed without effect. Any living 
  creature struck by a stench stone becomes nauseated for 
  1 round (Fort DC 13 negates). Regardless of the success 
  or failure of the save, the target exudes a stench for 3 
  rounds that causes all creatures within 10 feet of it to 
  be sickened for the remaining duration of the stench 
  (Fort DC 13 negates). Creatures immune to poison are 
  unaffected by stench stones; any effect that neutralizes or 
  delays poison also protects against the effect. 
   
  Once activated, this item is expended and cannot 
  be used again. 
   
  Prerequisites: Craft Wondrous Item, ghoul touch. 
   
  Cost to Create: 150 gp, 12 XP, 1 day. 
   
  Source: Magic Item Compendium 186. 
   
  WYRMFANG AMULET 
  Price (Item Level): 1,350 gp (5th) 
  Body Slot: Throat 
  Caster Level: 12th  
  Aura: Strong; (DC 21) transmutation 
  Activation: -- 
  Weight: 1 lb. 
   
  This necklace consists of a leather thong strung with dragon’s 
  teeth. 
   
  All attacks you make with natural weapons or unarmed 
  strikes while wearing this amulet overcome damage 
  reduction as though they were magic weapons. (The 
  attacks don’t gain an enhancement bonus, just the 
  ability to overcome some creatures’ damage reduction.) 
   
  Prerequisites: Craft Wondrous Item, greater magic 
  fang. 
   
  Cost to Create: 675 gp, 54 XP, 2days. 
  HIG7-09 Familiar Territory 
   
  Page 28 
  
   
  Source: Magic Item Compendium 148. 
   
  SPELLS 
  CLOSE WOUNDS 
  Conjuration (Healing) 
  Level: Cleric 2 
  Components: V 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will half (harmless) 
  Spell Resistance: Yes (harmless) 
   
  Your ally falls from a crushing blow, but you don’t have time 
  to reach him. You quickly speak words of power, and the 
  worst of his injuries glow golden and begin to heal. 
   
  This spell cures 1d4 points of damage +1 point per 
  caster level (maximum +5). 
   
  If you cast this spell immediately after the subject 
  takes damage, it effectively prevents the damage, it 
  would keep alive someone who had just dropped to -10 
  hit points, for example, leaving the character at 
  negative points but stable. 
   
  Used against an undead creature, close wounds deals 
  damage instead of curing the creature (which takes 
  half damage if it makes its Will saving throw). 
   
  Source: Spell Compendium 48. 
   
  RESURGENCE 
  Abjuration 
  Level: Blackguard 1, cleric 1, paladin 1 
  Components: V, S, DF 
  Casting Time: 1 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 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. 
   
  SEAL PORTAL 
  Abjuration 
  Level: Sorcerer/wizard 6 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One interplanar gate or portal 
  Duration: Permanent (D) 
  Saving Throw: None 
  Spell Resistance: No 
   
  You can permanently seal an interplanar portal or gate. 
  If cast on a portal, the spell prevents any activation of 
  it, although seal portal may be dispelled by a dispel magic 
  spell. A knock spell does not function on the sealed 
  portal, but a chime of opening dispels seal portal if seal 
  portal was cast by a spellcaster of lower than 15th level. 
  In addition, the ability of the gatecrasher prestige class 
  (see Manual of the Planes) to open portals may be able to 
  break through a sealed portal, but if the first attempt 
  fails, the gatecrasher can’t try again. Once the portal is 
  opened, seal portal does not remain in effect and must 
  be cast again. 
  Material Component: A silver bar worth 50 gp. 
   
  Source: Planar Handbook 104. 
  HIG7-09 Familiar Territory 
   
  Page 29 
  
  APPENDIX 3: DM MAP 1 – SHIELDMAGE’S TOWER ENVIRONS 
   
   
   
   
  DM MAP 2: SHIELDMAGE’S TOWER 
  This room is about 100’ across.   
   
   
  HIG7-09 Familiar Territory 
   
  Page 30 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/597/Normal Scenarios/HIG7-08 - Familiar Territory (APL 4-10)/HIG7-08 - Familiar Territory.pdf