TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
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  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
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  coincidental. © 2005 Wizards of the Coast, Inc. 
   
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  rpgahq@wizards.com. 
  HIG7-09 
   
   
   
  Anathema 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Highfolk Regional Adventure 
  Version 0.84 
   
  by Brian Nowak, Jason Myatt, & Richard Brown  
   
  Editor: Todd Ammerman 
  Triad Reviewer: Todd Ammerman 
  Circle Reviewer: Britt F. Frey 
  Playtesters: Pat Fuge, Josh Demski, Dave Maskell, Nevin Mlodik, Andrew Pagel, David Reiter, Leah Schutte  
   
  Sometimes a horrible wrong can be set right, and sometimes a hero cannot pass up the chance to get something done. 
  But sometimes that chance comes at a cost. Will the heroes of the day pay the price? Part 2 of The Keeper of Word and 
  Deed. A one-round Highfolk Regional adventure set in the Vesve for APLs 4-10. 
   
  Resources for this adventure include Magic Item Compendium [Andy Collins, Eytan Bernstein, Frank Brunner, Owen 
  K.C. Stephens, John Snead], Monster Manual II [Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, Steve Winter], 
  Monster Manual III [Rich Burlew, Eric Cagle, Jesse Decker, Andrew J. Finch, Gwendolyn F.M. Kestrel, Rich Redman, 
  Matthew Sernett, Chris Thomasson, P. Nathan Toomey], Monster Manual IV [Gwendolyn F.M. Kestrel, Jennifer Clarke 
  Wilkes, Matthew Sernett, Eric Cagle, Andrew Finch, Christopher Lindsay, Kolja Raven Liquette, Chris Sims, Owen 
  K.C. Stephens, Travis Stout, JD Wiker, Skip Williams], and Greyhawk Adventures: The Marklands [Carl Sargent]. 
   
   
  
  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 
  Ioethalenar Elethiel is the son of a dragon. Born an era 
  ago to the great green wyrm of the Vesve Forest, 
  Ioethalenar (Ioe for short) was raised for two very 
  specific roles. The first is to act as the dragon’s personal 
  “angel of vengeance,” for which he is known as the Wrath 
  of the Emerald Dawn. The second is to record the 
  dragon’s ascent, in his role as the Keeper of Word and 
  Deed. 
   
  Decades ago, the dragon granted Ioe a prophecy of 
  the future – the method for her Ascension (the Prophecy 
  of Ascension has been reproduced and may later be 
  repeated to the PCs by Philidor’ double in Player 
  Handout #2). For years the pair has been working in 
  unison, mother and son, to fulfill the terms of the 
  prophecy. Thus far, it has been easy. 
   
  Lately, people with power have started taking notice 
  of the dragon’s activities; they are not pleased. The 
  draconic duo has interpreted the next phase of the 
  HIG7-09 Anathema 
   
  Page 1 
  
  Prophecy of Ascension to require the murder of every 
  priest of note in the region. 
   
  Enter Philidor the Blue. Philidor is an elf wizard of 
  great power renowned for two things: the abjurative orbs 
  he created which patrol the Vesve Forest as a sort of 
  medieval alarm system, and his trademark blue skin. For 
  reasons unknown, Philidor took a great interest in the 
  security of the forest during the Greyhawk Wars. While 
  he largely left the forest to its own fate during the 
  Shadow War, he has returned to see to its keeping in 
  light of this new threat. 
   
  The arrival of such a powerful being did not go 
  unnoticed by Ioethalenar and his mother. A quickly 
  formed and hastily executed plan resulted in the easy 
  capture and imprisonment of the Blue Wizard. Arrogance 
  kept both dragon and son from wondering if it was too 
  easy. That same arrogance has made way for the heroes to 
  stop Ioethalenar and his mother – but at a cost. 
   
  Deep in the heart of the central Vesve Forest is an 
  enclave of reclusive and powerful grey elves known as 
  the Timeless Tree. The elves of the Tree long ago 
  distanced themselves from Flameflower politics and the 
  difficulties of the human world. They have lived in 
  relative peace behind their powerful magics while the 
  rest of the Vesve dealt with Iuz and the Shadow War. 
   
  Fearing the elves might involve themselves in 
  preventing the ascension of a green wyrm to 
  goddesshood, Ioethalenar and his mother hatched a plot 
  to sever their already tenuous ties to the world outside 
  the Tree. A bit of draconic and quasi-deific magic later, 
  and the Tree has been essentially removed from the 
  conflict. 
   
  ADVENTURE SUMMARY 
  The adventure begins, as so many do, with the heroes in 
  the right place at the right time. The Festival of the 
  Cardinal is a local event held on the first day of each 
  autumn and is led by the clergy at the Temple of Change 
  in Highfolk town. At this year’s festival, the High 
  Priestess of Wenta is attacked by a sylph – a typical 
  minion of the wind gods – at the Temple of Change. 
   
  The party sets out for the Tree with directions from 
  Master Trueblood and finds it a city under siege. Packs of 
  draconic creatures roam the borders of its lands. While 
  crossing the borders, the party engages one of those 
  packs. 
   
  Once inside the borders of the lands surrounding 
  the Tree, it is not long before the traditional band of elf 
  scouts discovers the party. Contrary to tradition, 
  however, the elves are delighted to see humanoids from 
  outside their lands.  
   
  The elf scouts are in a hurry and escort the party 
  directly to the Tree proper. Here the High Priestess, 
  Calandryen of Labelas Enoreth, the Seer of All Time and 
  de facto ruler of the Timeless Tree, meets with them. The 
  heroes are informed of the many draconic creatures 
  surrounding their lands. The elves are confined and 
  under siege, and are as diligent as always in protecting 
  the Tree. However, given their “imprisonment,” the elves 
  of the Tree have a task they would like the party to 
  perform. Divinations have revealed that the green dragon 
  and her kin have captured the Blue Mage, Philidor. The 
  elves would like the party to go to the hidden location 
  and free the blue-skinned elf. The High Priestess 
  introduces the party to Dosmil, a grey elf wizard, who 
  will teleport them to the locale where Philidor is 
  imprisoned. 
   
  While waiting to be teleported, the party is 
  approached by Aradaneth, an acolyte of Labelas Enoreth, 
  with dire information. Divinations within the enclave 
  have revealed that the priesthoods of Highfolk are in 
  grave danger, but Calandryen has made the decision that 
  the party must be sent to save Philidor. Aradaneth does 
  not agree with the decision and implores the party to 
  travel to the Dock of the Rushing Waves, a temple 
  dedicated to Xerbo, to try to save the clergy there. This 
  newly built temple in Shallowhaven is the scene of her 
  divinations. Aradaneth tells the PCs that many priests 
  plan to visit the temple to show their respects after the 
  festival. Many could perish. 
   
  The party is given the opportunity to mull over the 
  decision for only a few minutes before Aradaneth returns 
  to them for their answer. If they choose to rescue 
  Philidor, she is disappointed, but does not interfere with 
  their decision. If they choose to go to the temple, she 
  promises to arrange their teleportation to take them to 
  the docks of Shallowhaven instead. This is the crux of the 
  adventure, and the party should be allowed time to 
  debate this decision. (DM: allow no more than 15 
  minutes to decide.) 
   
  No matter the decision, the party is teleported to 
  whichever location they have chosen. Dosmil has cast a 
  teleportation circle spell. 
   
  Here, the adventure branches. If the adventurers 
  choose to locate and save Philidor, they appear deep in 
  the northern Vesve Forest – old Oronodel lands. Much to 
  the chagrin of the party, Philidor has already escaped 
  imprisonment and left a double in his place so the dragon 
  is unaware of his escape. The Philidor double offers to 
  teleport his rescuers wherever they want to go next. He 
  suggests the Temple of Xerbo (if they have not been 
  there yet) or back to the grey elves since it sounds like 
  they could use some help against the dragon’s agents. 
   
  If the party chooses to defy the decision of the Tree 
  and save the temple’s clergy, they arrive in the midst of 
  an ugly scene. It appears they are too late and many of the 
  HIG7-09 Anathema 
   
  Page 2 
  
  clergy are dead. The assassins have already started the 
  killing. Ioethalenar magically disguised his attackers and 
  they appeared as representatives of the clergy’s god.  The 
  battle is still going on – it remains on the party to claim 
  vengeance on the killers. The killers’ disguises vanish and 
  they appear as large draconic creatures. 
   
  PREPARATION FOR PLAY 
  LEGENDARY DEEDS 
  At the beginning of this scenario, each player must 
  determine the recognition of his Highfolk Legendary 
  Deeds. These deeds automatically activate (no rolling 
  necessary). At the beginning of this scenario, each player 
  chooses ONE of their unused Legendary Deeds and for 
  the entirety of the event, NPCs recognize the hero for the 
  deed he has accomplished, and the benefit listed on the 
  deed may be used. After the scenario, if the deed expires, 
  mark it "USED". 
   
  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 
  The adventure begins with the heroes, together or 
  individually, wandering the festivities at the Temple of 
  Change. The first day of autumn is celebrated each year 
  by the high clergy of Wenta with a day of carousing, 
  revelry, and the ceremonial release of the cardinals. 
   
  Give the players the opportunity to explore a typical 
  autumn festival, with carnival-like games and copious 
  amounts of food. During the festival, PCs have the 
  opportunity to hear rumors; have them make Knowledge 
  (local – Iuz’s Border States), Gather Information, or 
  Bardic Knowledge checks as you feel appropriate: 
   
  DC 8 – “The Stony Lodge of the Fiery Forge in 
  Gildenhand seems to be thriving via its trade with 
  the Gnomish Consortium. Gloryhammer Girban 
  Steelrock just blessed a new worship anvil, 
  supposedly made of solid gold!” Followers of the 
  Stony Lodge of the Fiery Forge automatically know that 
  while the temples coffers are full, the new altar is an anvil 
  made of regular steel, chased in gold filigree. 
   
  DC 8 – “The pumpkin-carving contest is about to 
  start. I sure hope I can beat Lindor Wood this year! 
   
  DC 10 – “Gunther Sugarbaker is looking for more 
  strange ingredients for his confections again. I 
  heard he thinks he can even beat Nella Folstrom 
  this Brewfest. 
   
  DC 10 – “The Wanderer’s Way Inn and Temple was 
  burned down again, and Gileed Wanderfoot died in 
  the conflagration.” (give them Player’s Handout #1) 
   
  DC 12 – “The newly rebuilt Smiling Halls of Good 
  Fortune and a debate meeting of Town Council 
  nominees were attacked by a giant five-headed 
  dragon at the Brewfest celebration!” 
   
  DC 12 – “Those sayles berries just don’t taste any 
  good when baked, and they’re actually quite bitter 
  when brewed as a tea, too. 
   
  DC 15 – “The Voice of the Whispering Leaves (High 
  Priestess of the Sacred Home of the Forest 
  Mistress), Renae Wenyd is a staunch supporter of 
  Aensylorin as the Rellen Heir, and recently of 
  the Lady of the Wood as well.” 
   
  DC 18 – “The woods near the Shieldmage’s Tower in 
  the northern Vesve are teeming with lizardfolk; they 
  must breed like rabbits, since they’ve only been seen 
  in the swamps of the southeastern Vesve until 
  recently.” 
   
  DC 20 – “Alysin Thanemantle, High Lady of the Glen 
  of the Hearth of the Unicorn's Heart, has not been 
  seen in public since the start of the elven civil war.” 
   
  DC 25 – “It is rumored that Alysin is deathly ill and 
  being tended to at the Hearth of the Unicorn’s Heart 
  in Quaalsten; her condition was possibly caused by 
  an attack by none other than the Sword of the King, 
  Tymir Menanine! He stabbed her in the chest with a 
  ruddy thinblade with a rose-shaped pommel.” 
   
  DC 30 – “Tymir Menanine is reported to have slain 
  Releshi Elethiel-Rellen; this appears to be a 
  falsehood though, as Releshi was seen shortly 
  thereafter leading the Oronodel and their allies in 
  the attack at the Crossroads.” 
   
  After they have had a chance to get a feel for the 
  festivities, the cardinal ceremony begins. Read or 
  paraphrase the following: 
   
  As the evening rolls along, the crowd begins to 
  gather at the main stage. Each season, the priests of 
  the Temple of Change re-consecrate the temple 
  grounds in the name of the ruling wind deity. Today, 
  the first day of autumn, means the Temple falls 
  HIG7-09 Anathema 
   
  Page 3 
  
  under the domain of Wenta. The High Priestess, 
  Jenrial Weaveron, a rotund woman with an ample 
  bosom and a smiling, cherubic face, takes the stage. 
   
  Her brother, Geldrin Weaveron, High Priest of 
  Atroa, and an immense woman who can only be the 
  High Priestess of Sotillion, Bellabee Weaveron, take 
  their positions at Jenrial’s right. To her left stands a 
  dour-faced Phostia Lichentow, High Priestess of 
  Telchur. 
   
  A hush falls over the gathered crowd as a large 
  wagon is wheeled into its midst. A heavy canvas 
  covers its contents. The Ceremony of Cardinals 
  culminates with the fluttering release of hundreds 
  of crimson birds. 
   
  The priestess’s speech is typical, with praises to 
  Wenta and a sermon on the inevitability of change 
  and the glory of a harvest season. As it culminates, 
  all four priests on stage take up a single airy chant. 
  Wordless, the hymn summons up a cool wind from 
  the west. 
   
  The wind gusts, whipping the tarp from the 
  wagon, releasing a flurry of red feathers and 
  squawks as the ceremonial cardinals take flight. 
   
  A sharp retort, like the crack of thunder, slices 
  through the gasping crowd as a thick bolt of light 
  sears the air. The stench of burnt flesh and feathers 
  fills the air, and a single cry rings out.  
   
  Where the wagon stood is a single charred mark 
  on the cobblestone courtyard. Standing delicately in 
  a circle of dead cardinals, a small girl in a peasant 
  tunic takes a breath. Her gossamer wings flit briefly 
  as she raises a pale arm. Pointing at Jenrial and the 
  gathered priests, her voice lilts with a barely 
  contained threat. 
   
  “You have failed,” she whispers. “The Four 
  Winds are displeased. Just as the northern winds 
  foretell the coming winter, so too am I the 
  harbinger of your death.” 
   
  In unison, the four priests fall to their knees in 
  supplication and the crowd begins to break. The 
  winged creature lifts herself easily into the air and 
  raises her arms. 
   
  Creatures: The creature is a sylph, an outsider from the 
  Elemental Plane of Air. Sylphs are commonly found in 
  service to the four deities in the Temple of Change, and 
  she is here to strike down the priests. 
   
  Her primary focus is the death of the priests, but she 
  does not hesitate to unleash her vast magical powers on 
  any heroes who might stand in her way. 
   
  The priests are dumbstruck by the appearance of a 
  messenger of their gods. They remain in full supplication 
  on the stage. They take no offensive or defensive action, 
  but may attempt Fortitude and Reflex saves as normal 
  (instinct, mostly). Assume each priest has 60 hit points, a 
  +6 Fortitude save modifier, and a +4 Reflex save modifier. 
  They automatically fail Will saves. 
   
  APL 4 (EL 5) 
  Sylph: hp 22; Appendix One. 
   
  APL 6 (EL 9) 
  Sylph, Advanced: hp 33; Appendix One. 
  Air Elemental, Huge: hp 136; MM 96 
   
  APL 8 (EL 11) 
  Sylph, Advanced: hp 40; Appendix One. 
  Air Elemental, Greater: hp 178; MM 96 
   
  APL 10 (EL 13) 
  Sylph, Advanced: hp 47; Appendix One. 
  Air Elemental, Greater (2): hp 178, 178; MM 96 
   
  Note that the EL has been increased by 1 due to the 
  sylph’s pre-cast spells. 
   
  Tactics 
  The sylph has cast many spells in preparation for her 
  battle, which are struck-through in Appendix One. She 
  has positioned herself 65 ft. above the clerics. The sylph 
  has summoned a large air elemental using her summon 
  elemental ability prior to combat. She keeps close to this 
  creature, using it more as a bodyguard than an attack 
  force, though at APL 4 she sends it to attack. She opens 
  with her most powerful area-of-effect spells, and then 
  moves down through her spell levels. Though she 
  initially uses her wind wall to foil ranged attacks, she 
  relies more on her greater invisibility and uses hit-and-run 
  tactics for the remainder of the combat. She is an 
  intelligent and graceful combatant, using her abilities to 
  their greatest effect. She fights to the death. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 607 gp; bracers 
  of arcane freedom (191 gp), circlet of mages (416 gp); Total 
  607 gp. 
   
  Detect Magic Results: bracers of arcane freedom 
  (moderate 
  abjuration), 
  circlet 
  of 
  mages 
  (moderate 
  transmutation).  
   
  DEVELOPMENT 
  As a summoned outsider, the sylph’s body disappears 
  upon death. 
   
  HIG7-09 Anathema 
   
  Page 4 
  
  1: THE JOB AT HAND 
  The body of the sylph dissipates as you collect 
  yourselves after the battle. A man approaches and 
  congratulates you on your battle skills. 
   
  “You fought well! I warned them of something 
  like this. Such a pity. Some of us feared that this 
  would happen. A few priests have observed bad 
  omens of late, and divinations have revealed godly 
  forces at work. The high priests offered different 
  interpretations. I sure am sorry to see that they were 
  wrong. Now look what they brought upon 
  themselves.” He shakes his head sadly. 
   
  “I am Cecil Trueblood, and if you would listen, I 
  may be able to shed some light on the why of today. 
  I’m in need of some folks just like you. Are you 
  interested in a little task?” 
   
  After gauging your reaction, he continues. 
   
  “For months the Temple of Change has been 
  receiving omens and portents that the Timeless Tree 
  was important to those opposed to the wishes of our 
  deities, for reasons unknown, and action should be 
  taken to investigate and defend the tree, to assist in 
  preventing whatever may happen. The priests 
  ignored these—with grave consequences, as you can 
  see. Hidden deep in the Vesve Forest is a village of 
  grey elves known as the Timeless Tree. They have 
  divined 
  information 
  that 
  they 
  would 
  like 
  investigated. Can you go to them and help?” 
   
  The Timeless Tree is both a community and a shrine.  
  Legends tell that the tree itself houses a temple to Labelas 
  Enoreth. This tree is taller than six giants and is so wide 
  that a dozen men could not encircle it with their arms. 
  The lands about the tree are home to an insular clan of 
  grey elves who are outside the normal elven politics of 
  the Vesve and do not mix with others.  Only the elven 
  clan Oronodel has had any contact with them, and even 
  then, never within the Lands of the Tree. 
   
  These grey elves are led by a powerful cleric of the 
  elven god of fate and time—stories say she is a woman of 
  considerable age, even for an elf.  The lands themselves 
  are guarded not only by patrols of skilled wizards, but by 
  the fey who spy for the grey elves. Many powerful 
  enchantments guard the area from certain types of magic. 
  For information, see DM Aid #2; any of the above 
  information on the Land of the Tree and its inhabitants 
  can be gained with a DC 15 Knowledge (history), 
  Knowledge (local – Iuz’s Border States), or Knowledge 
  (nobility and royalty). 
   
  Cecil Trueblood: male human paladin 5. 
  Some of the party may remember Cecil from HIG6-01 
  Faerie Fire. He is a paladin of Heironeous. 
   
  2: TO THE TREE 
  This encounter takes place as the party makes its trek to 
  the Timeless Tree. The Tree is relatively simple to reach if 
  proper directions are available—this information is 
  provided by Cecil Trueblood. Any PC who visited the 
  Tree in HIG6-05 A Column of Five may remember the way 
  on their own. 
   
  This portion of the Vesve seems particularly verdant 
  despite autumn’s onset. Driven by some primal 
  urge, trees shimmer and whisper with a green only 
  barely matched during the height of summer. The 
  sounds, smells, and sights of animals are as evident 
  as ever – the forest’s creatures boldly shadow your 
  trek through its heart. 
   
  With days of travel behind you, the Timeless 
  Tree – your destination – should be approaching, if 
  Cecil Trueblood was correct. Then, without warning, 
  as so often happens in the Vesve Forest, a poised 
  silence falls over your group. The entire forest waits 
  for something to happen. 
   
  Allow the party to attempt Listen and Spot checks against 
  the Move Silently and Hide checks of the greenspawn. 
  Those who succeed may act during the surprise round, if 
  warranted. 
   
  This combat takes place in a typical forested area. A 
  map has not been provided—all that is needed is a sketch 
  of an area dotted with trees (both wide and slender), with 
  a few areas of underbrush (providing cover and 
  hindering movement). 
   
  APL 4 (EL 6) 
  Greenspawn Sneak (4): hp 14, 13, 13, 12; Appendix One. 
   
  APL 6 (EL 8) 
  Greenspawn Sneak Raid Leader: hp 56; Appendix One. 
  Greenspawn Sneak (3): 13, 12, 11; Appendix One 
   
  APL 8 (EL 10) 
  Greenspawn Razorfiend (2): hp 87, 86; Appendix One. 
  Greenspawn Sneak Raid Leader: hp 56; Appendix One. 
  Greenspawn Sneak (2): 13, 12; Appendix One 
   
  APL 10 (EL 12) 
  Greenspawn Razorfiend, Advanced: hp 190; Appendix 
  One. 
  Greenspawn Razorfiend: hp 86; Appendix One. 
  Greenspawn Sneak Raid Leader: hp 56; Appendix One. 
  Greenspawn Sneak (3): 13, 12, 11; Appendix One 
   
  HIG7-09 Anathema 
   
  Page 5 
  
  Tactics 
  The greenspawn attack in unison, acting as a well-
  rehearsed battle team. They choose lightly armored, 
  weapon-wielding adventurers as primary targets, and 
  throw their acid flasks when an opportunity presents, 
  without fear of harming their razorfiend allies (if 
  present). The raid leader uses his boots of agile leaping to 
  stand from prone if subjected to a grease spell, and uses 
  his brute ring if he sees a good bull rush opportunity. 
  Under powerful orders, the greenspawn fight to the 
  death. 
   
  Special: If the PCs appear to be losing, each round you 
  may make APL/2 ranged attacks at an attack bonus of 
  6+APL, causing 1d8+3+APL damage, from the elf patrol 
  that has been monitoring this greenspawn patrol. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 4: Loot 27 gp; Coin 0 gp; Magic 0 gp; Total 27 
  gp. 
   
  APL 6: Loot 30 gp; Coin 0 gp; Magic 531 gp; +1 
  dragonsplit (194 gp), +1 leather armor (96 gp), boots of agile 
  leaping (50 gp), brute ring (191 gp); Total 561 gp. 
   
  APL 8: Loot 23 gp; Coin 0 gp; Magic 531 gp; +1 
  dragonsplit (194 gp), +1 leather armor (96 gp), boots of agile 
  leaping (50 gp), brute ring (191 gp); Total 554 gp. 
   
  APL 10: Loot 30 gp; Coin 0 gp; Magic 531 gp; +1 
  dragonsplit (194 gp), +1 leather armor (96 gp), boots of agile 
  leaping (50 gp), brute ring (191 gp); Total 561 gp. 
   
  Detect Magic Results: +1 dragonsplit (faint 
  transmutation), +1 leather armor (faint abjuration), boots of 
  agile leaping (faint transmutation), brute ring (strong 
  transmutation) 
   
  3: OF ORBS AND MAGIC 
  As the last of the green monsters falls, a half-dozen 
  elves emerge from the forest. They clearly look glad 
  to see you. The one who appears to be the leader 
  steps forward. “We have been observing those spies 
  for some time now. While we believe the 
  information that could have been gleaned from 
  their continued actions was more worthwhile than 
  their deaths, that option has passed.  Our sources, 
  and your chosen path of travel, imply you are 
  traveling to the Timeless Tree. We would guide you 
  there, as our task is now at an end. The High 
  Priestess welcomes brave allies such as yourselves.” 
   
  PHILIDOR'S GLOBE 
  Along with the robed wizards, the PCs have come across 
  one of Philidor's Globes that are known to guard the 
  Vesve.  These magical creations have been placed 
  throughout the great wood by the enigmatic archmage 
  Philidor.  How the globe reacts depends on the 
  individual PC race and alignment, however, all passage 
  sets off an alarm warning the patrols of the Timeless Tree. 
   A master crystal ball in the Timeless Tree can see 
  through any of the globes with a true seeing when 
  activated due to an alarm. 
   
  Glass Globe: 1 ft. thick; hardness 1; hp 12; AC 11. 
   
  The globe is one foot in diameter and radiates an 
  alternating soft blue and yellow light from its bobbing 
  height twenty feet in the air.  The globe moves away from 
  anyone who moves toward it at a rate of 30' per round, 
  staying within 30' to watch the intruder.  When 
  controlled through the master crystal ball, the globe may 
  be moved by the user, although, not more than a mile 
  from its point of creation. 
   
  The globe radiates strong divination magic if 
  detected for, provided the caster overcomes the globes 
  SR of 18.  In addition, the globe has 20/epic damage 
  reduction.  The globe can be dispelled (caster level 25), 
  turning it into a glass globe that falls from the sky, 
  smashing into many pieces.  The globe is immune to light, 
  daylight, continual flame, darkness, and deeper darkness. 
   
  The globe also has an alarm system.  If any goblinoid, 
  evil humanoid, or servant of Iuz approaches within 360 
  feet of the globe, it flashes blue and emits a shrill noise 
  for six rounds or until someone activates the master 
  crystal ball to see what the globe has detected.  
   
  Philidor’s Globes can be recognized with a DC 10 
  Knowledge (Local: Iuz Border States) or Bardic 
  Knowledge.  Success indicates the PC knows they are a 
  fixture in the Vesve and are used by the forces of light to 
  spy upon the evils that dwell there. 
   
  The elves are satisfied with the skills of the adventurers 
  and offer to lead them to their village. 
   
  After a short walk, the characters see that a clearing 
  lies ahead. The tree trunks disappear, and at the center of 
  the clearing is the most enormous oak tree the characters 
  have ever seen. 
   
  Note to the DM: If any players have visited the 
  Timeless Tree before, they might observe that the elf 
  scouts are less severe and much friendlier than on 
  previous visits. 
   
  At the center of the clearing is a massive oak tree. 
  Looking at it closely, you determine that it might be 
  the result of numerous trees growing together for 
  several centuries. The canopy is so broad and thick 
  that it merges with the surrounding forest to create 
  a seamless cover. 
  HIG7-09 Anathema 
   
  Page 6 
  
   
  Small huts and walkways are visible within the 
  branches of the tree. Elves move about, tending to 
  their daily business.  
   
  4: THE SEER OF ALL TIME 
  The elf scouting party knows that their situation is 
  becoming desperate. They have seen increased activity 
  from the greenspawn, and the beasts have been lingering 
  for greater amounts of time. The leaders of the Timeless 
  Tree fear that they will come under a concerted attack 
  from the greenspawn in the next few months. 
   
  The scouts know that any outside help will prove 
  valuable. They are under orders to escort any friendly 
  newcomers, wanderers, visitors, or others to High 
  Priestess Calandryen so she may assess whether they 
  have any skills or resources to offer the elf tribe. 
   
  Read the following aloud: 
   
  The scouting party escorts your group to the center 
  of the elven village. It reminds you very much of 
  other elven homes you may have visited. Everywhere 
  you look, homes, walkways, and bridges are 
  constructed to blend with the forest. Elves dressed 
  in greens, browns, and tans take care of their daily 
  needs. Children and pets dash through the main 
  clearing. 
   
  The standout feature of the village is the 
  Timeless Tree. You have never seen an oak so large, 
  and doubt that you ever will again. It sweeps up to 
  the sky magnificently, rising taller than six giants, 
  and its upper branches disappear in a blur. You note 
  numerous expanses of mesh strung below the 
  branches of the tree, laden with acorns. 
   
  The scouts lead you to one of several lifts on the 
  far side of the tree. You watch as an elderly male elf 
  settles comfortably into a sling-like seat, and 
  another elf flips a lever. The seat rises into the air 
  with the speed of an arrow, then slows and stops 
  alongside a high platform. More elves swing the seat 
  onto the platform and the elf rider steps out of his 
  seat and goes about his business. 
   
  The elves motion for you to follow in any of the 
  numerous seats that await. 
   
  The sling seats are perfectly safe. Characters may enjoy a 
  fast but smooth ride that offers an incredible view of the 
  surrounding forest. 
   
  If any PC should ask why Calandryen is meeting 
  their party in this office rather than the crystal chamber, 
  one of the elves, or Calandryen herself, explains that the 
  chamber is being used as command center to prepare for 
  the impending battle, and is therefore unavailable. 
   
  You are led into the interior of the tree via a portal 
  that looks like nothing more than an enormous 
  knothole. Inside, you are escorted to a wide chamber 
  with an oval shape. The far end contains a large desk, 
  several chairs, and a table laden with diagrams, 
  maps, and papers. An elderly elf woman is speaking 
  quietly with a younger assistant. 
   
  The near end of the office is furnished with 
  many wooden chairs and side tables. A pair of elves 
  is putting the finishing touches on several platters 
  of food—fruit, cheese, bread, and sweets—and 
  pitchers of drinks. As you are seated, you note that 
  the wooden chairs are quite possibly the most 
  comfortable chairs you’ve ever used. 
   
  The elf woman and her aide finish their 
  conversation and cross the room to greet you. The 
  older woman speaks. “I am High Priestess 
  Calandryen of Labelas Enoreth, the Seer and de facto 
  ruler of the Timeless Tree.” 
   
  This encounter should seem hurried but polite. 
  Calandryen is worried about Philidor’s safety and feels 
  that he is in imminent danger. 
   
  “It is good of you to come. Our divinations have 
  shown us that Philidor the Blue Wizard has been 
  captured. We know where he is and we want you to 
  rescue him. His power is needed to combat the 
  growing troubles in our forest. 
   
  “Our village is in danger. We are being scouted 
  by greenspawn and we expect that a major attack 
  will come soon, but we do not know when or why. 
   
  “Our hope is that Philidor can help to protect 
  the Timeless Tree. His blue orbs are famous for 
  guarding the forest. If he could muster that same 
  magic . . . but first we must reach him. 
   
  “The future of our village may depend upon his 
  aid. Do you accept this task?” 
   
  Assuming that the PCs accept the mission, 
  Calandryen explains that the party will be teleported to 
  the prison where Philidor is being held. They must 
  depart immediately, but she gives each PC a twig and 
  explains that it activates a word of recall to return them to 
  the Tree so that they can report back when they complete 
  their mission. Calandryen thanks them and wishes them 
  luck. Her aide, Aradaneth, takes them to the place where 
  they are to be teleported. 
   
  Aradaneth leads the party to the sling seats and back 
  to the ground. Then she takes them to a small hut and 
  explains that they may have one hour to ready 
  themselves and pack their supplies. A young elf stationed 
  outside the door fetches food, water, and disposable 
  supplies such as arrows if the characters request them. 
  HIG7-09 Anathema 
   
  Page 7 
  
   
  The woman hesitates, then quietly addresses the 
  characters. 
   
   
  “I must ask you to reconsider this mission,” she 
  says. “Philidor is badly needed, but I have been 
  monitoring the scrying that takes place here, and we 
  are aware that an unknown force is plotting the 
  murder of a number of clergy in Shallowhaven. 
  Dozens are marked for death. 
   
  “I beg you to go to Shallowhaven to intervene. 
  Maybe you can find another way to teleport to 
  Philidor when that mission is finished. The forces of 
  good cannot withstand such a blow, and they have 
  no idea what awaits them. 
   
  “Please consider my request as you ready 
  yourselves. You may give your answer when I return 
  for you in an hour.” 
   
  She gives you a pleading look and exits the hut. 
   
  Proceed to Encounter Five. 
   
  5: DECISIONS MADE 
  Read or paraphrase the following. 
  At the prescribed time, Aradaneth arrives with an elf 
  following closely behind. The companion, a grey elf 
  dressed appropriately for a forest hunt, has a simple 
  tree-shaped badge of gray felt over his left breast. 
  The priestess smiles and introduces her companion 
  as Dosmil, grey wizard of the Timeless Tree. 
   
  “Dosmil 
  will 
  activate 
  our 
  permanent 
  teleportation 
  circle 
  and 
  take 
  you 
  to 
  your 
  destination. He feels as I do, but is willing to use the 
  circle to take you to the Blue Wizard or to the Dock 
  of the Rushing Waves – the Temple of Xerbo – in 
  Shallowhaven. Which do you choose?” 
   
  If the party chooses to go to the temple, Aradaneth is 
  pleased and visibly relieved. She relays the directive to 
  Dosmil and then blesses the party in the name of Labelas 
  Enoreth (granting each party member the benefits of an 
  aid spell as cast by a 7
  th-level cleric for the duration of the 
  encounter). 
   
  If one member of the party particularly impressed 
  her, at the DM’s discretion, she grants that hero the 
  benefit of an imbue with spell ability spell (giving the 
  ability to cast cure light wounds twice as a 7
  th-level cleric). 
   
  When the party is ready to proceed, read or 
  paraphrase the following: 
   
  Withdrawing an aged scroll from the fine ivory case 
  at his belt, he speaks. “Be warned, adventurers. Once 
  I begin activating the teleportation circle using the 
  incantation 
  on 
  this 
  scroll, 
  I 
  require 
  ten 
  uninterrupted minutes to successfully enable the 
  circle. If my concentration is broken, the scroll will 
  be wasted, and your mission a failure before it even 
  begins; it will take too long to pen another. We 
  should be safe here for a time, though the Dawn has 
  a number of minions nearby.” 
   
   
  Dosmil: male grey elf Wizard 13 (Concentration +17 
  when using scrolls). 
   
  Do your best to play up the suspense and cause the PCs to 
  think an attack is imminent. If the party chooses to 
  attempt to save members of the clergy, proceed to 
  Encounter Six. If the party chooses to go after Philidor, 
  proceed instead to Encounter Seven. Either way, 
  Dosmil joins the PCs and has 3 teleport spells to use to 
  transport the PCs to their next destination if they should 
  attempt to accomplish both missions. 
   
  6: ASSASSINS AT THE DOCKS 
  The party arrives at the newly rebuilt Dock of the 
  Rushing Waves, a temple dedicated to Xerbo in 
  Shallowhaven. They have been transported into the 
  middle of a great battle. Many clerics lie dead and the 
  clash of battle is heard all around the party. 
   
  Read the following aloud. 
   
  A nearby priest of Xerbo shouts surprised and 
  delighted thanks to his god, then motions you into a 
  huddle, watching warily all around. He is happy to 
  see you and asks, “By what means did my god deliver 
  you into our time of need?” Then he shakes off the 
  question to focus on the emergency at hand. “An 
  avatar of Xerbo presented itself to my clergy, and we 
  were taken completely by surprise at such an honor. 
  As the clerics bowed to give thanks, it began 
  slaughtering them. Then the magics protecting the 
  avatar were dismissed and subsequently revealed 
  the large green draconic creatures you see dead at 
  your feet. 
   
  “All is in chaos. The clergy of Corellon went 
  down the street that way, and the followers of 
  Phyton went in the other direction.” 
   
  You hear screams of death coming from all 
  sides. 
   
  If the party went to Philidor first, they must fight the 
  battle below. They learn that the three groups of clergy 
  have been badly beaten and many murdered. In addition, 
  Khaelen Hharp, Verlia Riverstone, and all their clergy are 
  dead. If the PCs chose to come here first, they fight the 
  battle and find that all the clergy of Corellon have been 
  HIG7-09 Anathema 
   
  Page 8 
  
  murdered, including Khaelen Hharp, but they are able to 
  save most of the priests of Phyton (including Verlia).  
   
  Dock of the Rushing Waves (Xerbo) – Sacred 
  Harbormaster Johim Bahnree; male human cleric 8; AL 
  N; last appeared in HIG7-01 Luck Lost). 
   
  Blessed Glade of the Protector (Corellon) – Keeper of 
  Mysteries Khaelen Hharp; male high elf cleric 9; AL CG. 
   
  Golden Harvest Temple (Phyton) – High Priestess 
  Verlia Riverstone; female half-elf cleric 6/radiant servant 
  of Phyton 1; AL CG; last appeared in HIG7-03 Lost in the 
  Dark).  
   
  APL 4 (EL 7) 
  Dracotaur Guards (4): hp 28, 28, 28, 28; Appendix One. 
   
  APL 6 (EL 9) 
  Dracotaur Ragers (2): hp 80, 80; Appendix One. 
   
  APL 8 (EL 11) 
  Dracotaur Lieutenant: hp 106; Appendix One. 
  Dracotaur Ragers (2): hp 80, 80; Appendix One. 
   
  APL 10 (EL 13) 
  Dracotaur Captain: hp 130; Appendix One. 
  Dracotaur Lieutenant: hp 106; Appendix One. 
  Dracotaur Ragers (2): hp 80, 80; Appendix One. 
   
  Tactics 
  Attack and kill all that oppose them. Remember the extra 
  die of damage and higher DC of their breath weapons, 
  due to their dragon spirit cinctures; they use their eagleclaw 
  talismans to sunder weapons if an opportunity presents 
  itself. They are a death squad and are good at what they 
  do. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  All APLS: Mask piece 
   
  APL 4: Loot 3 gp; Coin 0 gp; Magic 332 gp; 4 
  eagleclaw talisman (83 gp each); Total 335 gp. 
   
  APL 6: Loot 42 gp; Coin 0 gp; Magic 1,924 gp; 2 +1 
  flaming battleaxe (692 gp each), 2 dragon spirit cincture (166 
  gp each), 2 eagleclaw talisman (83 gp each); Total 1,966 gp. 
   
  APL 8: Loot 42 gp; Coin 0 gp; Magic 3,903 gp; +1 
  battleaxe (192 gp), 2 +1 flaming battleaxe (692 gp each), +1 
  leather armor (96 gp), +1 wounding handaxe (1,525 gp), 2 
  dragon spirit cincture (166 gp each), dragonmask (166 gp 
  each), 2 eagleclaw talisman (83 gp each); Total 3,947 gp. 
   
  APL 10: Loot 42 gp; Coin 0 gp; Magic 7,548 gp; +1 
  acidic burst battleaxe (1,525 gp), +1 battleaxe (192 gp), 2 +1 
  flaming battleaxe (692 gp each), +1 handaxe (192 gp), +1 
  leather armor (96 gp), +1 moderate fortitude leather armor 
  (1.346 gp), +1 wounding handaxe (1,525 gp), 2 dragon spirit 
  cincture (166 gp each), 2 dragonmask (166 gp each), 
  dragonscale cloak (416 gp each), 2 eagleclaw talisman (83 gp 
  each); Total 7,590 gp. 
   
  Detect Magic Results: +1 acidic burst battleaxe 
  (strong conjuration), +1 battleaxe (faint transmutation), 2 
  +1 flaming battleaxe (moderate evocation), +1 handaxe 
  (faint transmutation), +1 leather armor (faint abjuration), 
  mask piece (faint transmutation), +1 moderate fortitude 
  leather armor (strong abjuration), +1 wounding handaxe 
  (strong evocation), 2 dragon spirit cincture (moderate 
  evocation), 
  2 
  dragonmask 
  (moderate 
  divination), 
  dragonscale cloak (strong transmutation), 2 eagleclaw 
  talisman (faint transmutation). 
   
  DEVELOPMENT 
  A DC 10 Search check reveals a piece of cracked 
  porcelain that appears to be the forehead part of a broken 
  mask – one PC gains access to the Mask Piece on the 
  AR. 
   
  � 
  If the party came here first: 
   
  The Harbormaster, Johim Bahnree, steps forward 
  and raises his hands, signaling for silence. “There 
  was a great tragedy here today. Our friend Khaelen 
  Hharp and his followers fell to these foul creatures. 
  These abhorrent beasts used our faith and tricked us 
  into believing that our gods had forsaken us. Let us 
  bow our heads in a moment of silence for this great 
  leader that left us. 
   
  � 
  If the party came here after their visit with Philidor’s 
  double: 
   
  The Harbormaster, Johim Bahnree, steps forward 
  and raises his hands, signaling for silence. “There 
  was a great tragedy here today. Our friends Khaelen 
  Hharp and Verlia Riverstone, along with their 
  followers, fell to these foul creatures. These 
  abhorrent beasts used our faith and tricked us into 
  believing that our gods had forsaken us. Let us bow 
  our heads in a moment of silence for these great 
  leaders that left us. 
   
  � 
  If the party went to rescue Philidor, his double 
  transported them back to the tree, and then they 
  came to the clergy: 
   
  A great tragedy lies before you. The followers and 
  their leaders, Khaelen Hharp, Verlia Riverstone, and 
  HIG7-09 Anathema 
   
  Page 9 
  
  Johim Bahnree, lie dead amidst the carnage brought 
  by these foul beasts. 
   
  After much discussion about the attacks, the PCs can 
  decide what they wish to do next. 
   
  As your party prepares for further adventure, many 
  of the townsfolk start to creep toward the carnage. 
  Piercing the silent hesitation of the masses is a 
  single, resounding voice. A lone elf stands gazing at 
  the people. He has come to town and brought with 
  him a promise of salvation. 
   
  “Fret not, my brothers and sisters! I am 
  Talavain, a member of the Oronodel clan.” A 
  prominent symbol declaring him a member of the 
  Oronodel Clan beams from his chest.  “There is one 
  who has not abandoned us – one who did not fall on 
  this dark day. To our north, the Vesve still thrives! 
  Give your hearts to the forest, and find comfort. All 
  will be well.” The Oronodel’s words are not what 
  unsettle your heart. It is the look of slow 
  acknowledgement and acceptance on the faces of 
  the gathering crowds that chills your bones. 
   
  Talavain hands out symbols of the Lady of the Wood to 
  any that wish them. He then offers to arrange a meeting 
  with an Oronodel elder to perform the Verdant Oath for 
  those that swear fealty. 
   
  Ask the characters what they do next. 
   
  � 
  If the party came to Shallowhaven first, Dosmil 
  appears shortly after the battle has ended. “I am 
  sorry, my friends, for your great loss, but my 
  mistress has sent me to ask that you attend to 
  the mission of rescuing Philidor. She feels that 
  it is even more important now given the events 
  this day. I can transport you there immediately. 
  Will you go?” 
   
  � 
  If the party arrives in Shallowhaven after the visit 
  with Philidor’s double, Dosmil appears shortly after 
  the battle. “I am sorry, my friends, for your great 
  loss, but my mistress has a dire need for your 
  further help this day. An attack will come at any 
  time and our need is great. Will you help us?” 
   
   
  When this encounter is complete, proceed to 
  Encounter Seven, or to the Conclusion if they have 
  already been to visit Philidor. 
   
  7: I’M NOT THE WIZARD YOU’RE 
  LOOKING FOR 
  Teleportation magic whisks you across space and 
  time to your destination. You are delivered into a 
  common area inside a dim prison. Weak daylight 
  dribbles in through a few small windows set high in 
  the walls. Three torches sputter in wall sconces in 
  the common area. 
   
  You see a long corridor of prison cells, and at 
  the far end, a pair of orcs guards the last cell. 
   
  Orcs (2): hp 5 each; MM 203. 
   
   
  The locked door at the end of the corridor is thicker, 
  sturdier, and more reinforced than other doors in the 
  passage. The lock also appears more intricate than those on 
  other cells.  
   
  Iron Door: 2 in. thick; hardness 10; hp 60; AC 5; Break 
  DC 28; Open Lock DC 30. 
   
  No magic can be used to open the lock or break the door, 
  due to the antimagic field in effect upon the door and the 
  cell beyond it. The man behind the door introduces 
  himself as Philidor. He has all the features of an elf, save 
  that his skin is an intense cobalt blue. (He will not divulge 
  the reason that his skin is blue.) After some discussion and 
  pretenses, he learns the PCs’ purpose there. 
   
  Philidor shakes his head sadly and looks at you 
  gratefully. “I appreciate your efforts to rescue me. But 
  in truth, I’m not the Philidor you’re looking for. 
   
  “Philidor placed me here so the Dawn would 
  think she had captured him. I’m a double—a magical 
  double that’s a perfect copy of the Blue Wizard. By 
  placing me here, the real Philidor is free to conduct 
  his business and practice his magic without 
  interference from the green dragon.” 
   
  Philidor shares the fact that his cell is encompassed by an 
  antimagic field. Furthermore, he asks the PCs if they are 
  familiar with the Prophecy of Ascension. Whether they are 
  or not, he repeats it for them verbatim, and helps them 
  analyze parts of it – give them Player’s Handout #2: 
   
  “A short time ago, several adventurers found the 
  remains of an enormous black dragon in the 
  Deepmarsh; Philidor has since learned that this 
  creature was known to his former followers –  
  worshippers, actually –  as the Marshlord. The being 
  who slew the dragon must have been very powerful 
  HIG7-09 Anathema 
   
  Page 10 
  
  indeed, and left a magical message on the Marshlord’s 
  skeleton, entitled the Prophecy of Ascension. 
   
  Philidor’s double allows the PCs to take the lead in 
  deciphering 
  the 
  Prophecy, 
  mainly 
  guiding 
  their 
  interpretations. Allow them to puzzle things out for a few 
  minutes, but the double can eventually reveal or confirm 
  their guesses on the following: 
   
  • ‘two children’, perhaps siblings? 
  • he has no guesses as to the identity of ‘the Harbinger’ 
  or ‘the Wrath’ 
  • the ‘owl’ is likely Clan Oronodel 
  • the ‘ocean’ is the Vesve, often referred to as the ‘green 
  sea’ 
  • the ‘Emerald Dawn’ is the green dragon 
  • the ‘darkness falls on feathers’ was the siege of 
  Quaalsten 
  • the ‘walker’ is probably the Nightwalker 
  • the ‘dreamer’ must be Maegla 
  • he is uncertain what the ‘light’, ‘dark’, or ‘hold’ are 
  • the ‘Riddler’ 'is probably the Copper dragon 
  • the ‘Watcher is likely the Silver 
  • the ‘Destroyer’ must be the Red 
  • the ‘Wrath’ surely is the being that killed the 
  Marshlord 
  • the ‘Horn’ represents Ehlonna/Ehlenestra 
  • the ‘Moon’ refers to Sehanine Moonbow 
  • the Sword is Corellon 
  • ‘thrown from the waters’ refers to the green’s attempt 
  to supplant these gods 
  • ‘She will Ascend’ surely refers to her attempts to 
  become a deity 
  • the ‘Keeper of Word and Deed’ must be her scribe 
  • he  fears ‘the fish’ refers to the people of the Vesve 
   
   
  DEVELOPMENT 
  The party should soon realize that this mission was mostly 
  in vain; Philidor is not in need of a rescue. The double does 
  not reveal his plans, other than to assure them that his 
  master is trying to find a way to stop the Dawn, but thanks 
  the PCs for their attempt. If the group has not yet made the 
  journey to help the clerics, Dosmil offers to teleport them 
  to Shallowhaven. Otherwise, when their conversation has 
  run its course, they can break their word of recall twig to 
  teleport back to the Timeless Tree. Before they leave, 
  Philidor offers the PCs some gifts them to help in their 
  coming battles: 
   
  • Healing belt 
  • Ring of brief blessing 
  • Contact medallion 
  • Casting glove 
  • Cloak of displacement 
  • Eyes of truth 
  • Helm of heroes 
  • Lore gem 
   
  CONCLUSION 
  Read or paraphrase the following. 
   
  As the world reappears around you, you quickly 
  notice that things are not as they were. Sounds of 
  battle and confusion surround you. Skirmishes 
  between elves of the Tree and the greenspawn are 
  everywhere. There does not appear to be any 
  defensive line held at the moment—everything is 
  engulfed. 
   
  Elves loaded with sacks, bags, handcarts, and 
  anything else they can manage seem to be pouring 
  out of the trees, moving quickly past you. One 
  notices you in the rush and yells, “We’re being 
  overrun . . . they want the Tree . . . DO something!” 
   
  If the PCs stay to help, they receive the Calandryen’s 
  Boon favor on the AR; this encounter leads into the 
  Highfolk Special, HIG8-S01 Fallen Heroes. 
   
  THE END 
   
   
  EXPERIENCE POINT SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
   
  INTRODUCTION 
  Experience objective Save the Priests 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  360 XP 
   
  2: TO THE TREE 
  Experience objective: Find the Timeless Tree 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  HIG7-09 Anathema 
   
  Page 11 
  
  APL 10  
  360 XP 
   
  7: ASSASSINS AT THE DOCK 
  Experience objective: Save the Priests 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
   
  STORY AWARD 
  Objective(s) 
  met: 
  Gain 
  information 
  from 
  Philidor’s double. 
  APL 4  
  50 XP 
  APL 6  
  50 XP 
  APL 8  
  50 XP 
  APL 10  
  50 XP 
   
  DISCRETIONARY ROLEPLAYING AWARD 
  APL 4  
  50 XP 
  APL 6  
  75 XP 
  APL 8  
  100 XP 
  APL 10  
  150 XP 
   
  TOTAL POSSIBLE EXPERIENCE: 
  APL 4 
  640 XP 
  APL 6  
  845 XP 
  APL 8  
  1050 XP 
  APL 10  
  1310 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: INTRODUCTION 
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 607 gp; bracers 
  of arcane freedom (191 gp), circlet of mages (416 gp); Total 
  607 gp. 
   
   
  2: TO THE TREE 
   
  APL 4: Loot 27 gp; Coin 0 gp; Magic 0 gp; Total 27 
  gp. 
   
  APL 6: Loot 30 gp; Coin 0 gp; Magic 531 gp; +1 
  dragonsplit (194 gp), +1 leather armor (96 gp), boots of agile 
  leaping (50 gp), brute ring (191 gp); Total 561 gp. 
   
  APL 8: Loot 23 gp; Coin 0 gp; Magic 531 gp; +1 
  dragonsplit (194 gp), +1 leather armor (96 gp), boots of agile 
  leaping (50 gp), brute ring (191 gp); Total 554 gp. 
   
  APL 10: Loot 30 gp; Coin 0 gp; Magic 531 gp; +1 
  dragonsplit (194 gp), +1 leather armor (96 gp), boots of agile 
  leaping (50 gp), brute ring (191 gp); Total 561 gp. 
   
  6: ASSASSINS AT THE DOCKS 
   
  APL 4: Loot 3 gp; Coin 0 gp; Magic 332 gp; 4 
  eagleclaw talisman (83 gp each); Total 335 gp. 
   
  APL 6: Loot 42 gp; Coin 0 gp; Magic 1,924 gp; 2 +1 
  flaming battleaxe (692 gp each), 2 dragon spirit cincture (166 
  gp each), 2 eagleclaw talisman (83 gp each); Total 1,966 gp. 
   
  APL 8: Loot 42 gp; Coin 0 gp; Magic 3,903 gp; +1 
  battleaxe (192 gp), 2 +1 flaming battleaxe (692 gp each), +1 
  leather armor (96 gp), +1 wounding handaxe (1,525 gp), 2 
  dragon spirit cincture (166 gp each), dragonmask (166 gp 
  each), 2 eagleclaw talisman (83 gp each); Total 3,947 gp. 
  HIG7-09 Anathema 
   
  Page 12 
  
  HIG7-09 Anathema 
   
  Page 13 
   
  APL 10: Loot 42 gp; Coin 0 gp; Magic 7,548 gp; +1 
  acidic burst battleaxe (1,525 gp), +1 battleaxe (192 gp), 2 +1 
  flaming battleaxe (692 gp each), +1 handaxe (192 gp), +1 
  leather armor (96 gp), +1 moderate fortitude leather armor 
  (1.346 gp), +1 wounding handaxe (1,525 gp), 2 dragon spirit 
  cincture (166 gp each), 2 dragonmask (166 gp each), 
  dragonscale cloak (416 gp each), 2 eagleclaw talisman (83 gp 
  each); Total 7,590 gp. 
   
  TOTAL POSSIBLE TREASURE 
   
  APL 4: Loot 30 gp; Coin 0 gp; Magic 939 gp; Total 
  969 gp (319 gp over-the-cap). 
   
  APL 6: Loot 72 gp; Coin 0 gp; Magic 3,062 gp; Total 
  3,134 gp (2,234 gp over-the-cap). 
   
  APL 8: Loot 65 gp; Coin 0 gp; Magic 5,041 gp; Total 
  5,106 gp (3,806 gp over-the-cap). 
   
  APL 10: Loot 72 gp; Coin 0 gp; Magic 8,686 gp; Total 
  8,758 gp (6,458 gp over-the-cap). 
   
  ADVENTURE RECORD 
  Calandryen’s Boon: In exchange for your pledge to help the 
  Timeless Tree in the impending battle, Calandryen one of her 
  allies teach you the following druid spells: dawn, babau slime, 
  earthbind, blindsight, last breath, panacea, summon greater elemental. 
   
  Favor of the Tree:  Aradaneth of the Timeless Tree teaches you 
  how to cast the spells energized shield lesser, energized shield, and 
  shield of warding. She also sells you her +1 ranged heavy steel shield, 
  and can add the daylight and/or energy immunity (acid) 
  enhancements to it. 
   
  The Lady’s Favor:  This gift from Talavain is a 3 inch oaken 
  disk that depicts a large tree with a female elf’s face upon it; 
  what is perhaps a glowing ball hovers behind the tree. It is non-
  magical. 
   
  Mask Piece: This elegant porcelain mask has been broken. The 
  only piece you could find is this – the round forehead and 
  smooth eye-ridges of a scaly-skinned female. The mask radiates 
  faint transmutation magic. Only one character may take this 
  shard, and it is added to the MIL at no cost. 
   
  Philidor’s Gift: The simulacrum of Philidor gives you a small 
  token of his appreciation for your attempt to free him, in the 
  form of a tiny blue doll.  Squeezing the doll’s midsection, head, 
  or right hand places you under the effects of the greater variety 
  of mage armor, dimension door, or enlarge person, respectively. All 
  spells take effect at CL 10, and turn the user’s skin blue for the 
  duration of the spell plus 1 hour. **How often??** 
   
  Verdant Oath: You have taken the Verdant Oath to reaffirm 
  your loyalty to Clan Oronodel and the Vesve. Doing so has 
  turned your skin a bright green and given you the ability to 
  treestride (as the spell) once per day in the Vesve as a standard 
  action with a range of sixty feet. You lose your +2 racial saving 
  throw bonus versus enchantment spells and effects while this 
  oath remains in effect. 
   
  ITEMS FOUND DURING THE ADVENTURE 
  APL 4: 
  • Boots of agile leaping (Adventure; MIC) 
  • Eagleclaw talisman (Adventure; MIC) 
  • Healing belt (Regional; MIC) 
  • Ring of brief blessing (Regional; MIC) 
   
  APL 6 (all of APL 4 plus the following): 
  • +1 flaming battleaxe (Adventure; MIC; 8,310 gp) 
  • +1 wounding hand axe (Adventure; MIC; 18,306 gp) 
  • Bracers of arcane freedom (Regional; MIC) 
  • Brute ring (Adventure; MIC) 
  • Contact medallion (Regional; MIC) 
  • Dragon spirit cincture (Adventure; MIC) 
   
  APL 8 and 10 (all of APLs 4-6 plus the following): 
  • +1 acidic burst battle axe (Adventure; MIC; 18,310 gp) 
  • +1 moderate fortification leather armor (Adventure; DMG; 
  16,160 gp) 
  • Casting glove (Regional; MIC) 
  • Circlet of mages (Regional; MIC) 
  • Cloak of displacement, minor (Regional; DMG) 
  • Dragon mask (Adventure; MIC) 
  • Dragonfang gauntlets (Adventure; MIC) 
  • Dragonscale cloak (Adventure; MIC) 
  • Eyes of truth (Regional; MIC) 
  • Helm of heroes (Adventure; MIC) 
  • Lore gem (Regional; MIC) 
   
  
  APPENDIX 1: APL 4
  INTRODUCTION 
  S Y L P H 
  CR  5 
  N Small Outsider (Air) 
  Init +1; Senses darkvision 60’; Listen +3, Spot +3 
  Languages Auran, Common 
  AC 20, touch 12, flat-footed 19 
   
  (+1 size, +1 Dex)  
  hp 22 (3HD)  
  SR 14 
  Fort +2, Ref +4, Will +6 
  Speed 30 ft. (6 squares), fly 90 ft. (good) 
  Melee unarmed strike +3 (1d2-1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -2 
  Special Actions summon elemental 
  Class Spells Known (Sor 7th): 
  3rd (5/day)—fireball (DC 16), windwall 
  2nd (7/day)—false life, scorching ray, web (DC 15), 
  1st (7/day)— mage armor, magic missile, ray of 
  enfeeblement, shield, true strike 
  0 (6/day)—acid splash, daze, detect magic, flare (DC 
  13), mage hand, message, ray of frost  
  Abilities Str 8, Dex 13, Con 8, Int 15, Wis 16, Cha 17  
  SQ improved invisibility, outsider traits 
  Feats Point Blank Shot, Precise Shot 
  Skills Animal Empathy +9, Concentration+5, Escape 
  Artist +7, Hide +11, Move Silently +7 
  Possessions bracers of arcane freedom, circlet of 
  mages 
  Improved Invisibility (Sp): At will, a sylph can use 
  greater invisibility (self only). 
  Summon Elemental (Sp): Once per day, a sylph can 
  use summon monster VI (caster level 12th) to 
  summon a large air, earth, fire, or water elemental. 
  Physical Description: A sylph appears as a small, 
  beautiful woman with translucent, brightly colored 
  wings.  The typical sylph prefers filmy clothing and 
  brightly colored jewelry. 
  Power Down Suite (false life, mage armor, shield): 
  AC 12, touch 11, flat-footed 11  
  hp 10 
   
  2: TO THE TREE 
  G R E E N S P AW N  S N E AK 
  CR  2 
  LE Small monstrous humanoid (dragonblood) 
  Init +3; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Draconic 
  AC 19, touch 14, flat-footed 16 
   
  (+1 size, +3 Dex, +2 armor, +3 natural) 
  hp 11 (2 HD)  
  Immune acid 
  Fort +1, Ref +6, Will +3 
  Speed 30 ft. (6 squares) 
  Melee dragonsplit +4/+4 (1d4/19-20 or x4) or 
  Melee dragonsplit +6 (1d4/19-20 or x4) 
  Ranged dagger +6 (1d3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -2 
  Atk Options sneak attack +2d6 
  Combat Gear 4 flasks of acid 
  Abilities Str 11, Dex 16, Con 13, Int 10, Wis 11, Cha 
  15 
  SQ water breathing 
  Feats Two-Weapon FightingB, Weapon Finesse  
  Skills Bluff +9, Hide +14, Listen +2, Move Silently 
  +10, Spot +2 
  Possessions combat gear plus leather armor, 2 
  dragonsplits, 2 daggers 
  Sneak Attack (Ex) Extra damage to flanked or flat-
  footed target; PH 50. This sneak attack damage 
  stacks with that granted by class levels. 
  Water Breathing (Ex) A greenspawn sneak can 
  breathe underwater indefinitely. 
  Skills: Greenspawn sneaks have a +5 racial bonus 
  on Bluff, Hide, and Move Silently checks. 
  Physical Description: Greenspawn sneaks look like 
  short lizardfolk with a distinct draconic appearance.  
   
  7: ASSASSINS AT THE DOCKS 
  D R AC O T AU R  G UARD 
  CR  3 
  NE Large dragon 
  Init +1; Senses darkvision 60 ft.; Listen +6, Spot +6 
  Languages Draconic 
  AC 17, touch 11, flat-footed 17 
   (-1 size, +1 Dex, +2 armor, +5 natural) 
  hp 28 (3HD);  
  Immune magic sleep, paralysis 
  Fort +9, Ref +5, Will +5 
  Speed 50 ft. in leather armor (10 squares), base 
  movement 50 ft. 
  Melee spear +6 (2d6+6/x3) or  
   
  spear +6 (2d6+6/x3) and  
   
  bite +1  (1d8+2) and  
   
  tail slap +1 (1d8+6) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +11 
  Special Actions spit fire +4 ranged touch attack  
  (2d6) 
  Combat Gear eagleclaw talisman 
  Abilities Str 18, Dex 12, Con 16, Int 13, Wis 11, Cha 
  13 
  Feats Armor Proficiency (light), Iron Will 
  Skills Balance +5, Intimidate +7, Jump +16, 
  Knowledge (arcana) +4, Listen +6, Sense Motive 
  +6, Spell Craft +6, Spot +6, Survival +6, Swim +8, 
  Use Magic Device + 7  
  Possessions combat gear plus leather armor, spear  
  Spit Fire (Su): A dracotaur can spit a glob of fire as a 
  standard action. Once a dracotaur spits, it cannot 
  spit again for 1 minute. The dracotaur’s spittle is a 
  sticky adhesive substance that ignites when 
  exposed to air, much like alchemists fire. This glob 
  HIG7-09 Anathema 
   
  Page 14 
  
  of fiery spittle is treated as a ranged touch attack 
  with a range increment of 20 feet. 
   
   
  A direct hit deals 2d6 points of fire damage. 
  Every creature within 5 feet of the point where the 
  spittle hits takes 1d4 points of fire damage from the 
  splash. Unlike alchemists fire, a dracotaur’s spittle 
  does not continue to burn. 
  Skills A dracotaur’s dragon levels give it skill points 
  equal to 6 x (6 + Int modifier). Its class skills are 
  Intimidate, Jump, Knowledge (arcana), Listen, 
  Sense Motive, Spellcraft, Spot, Survival, Swim, and 
  Use Magic Device. Because of their tails, 
  dracotaurs have a +4 racial bonus on Balance, 
  Jump, and Swim checks. 
  HIG7-09 Anathema 
   
  Page 15 
  
  APL 6 
  INTRODUCTION 
  S Y L P H 
  CR  7 
  N Small Outsider (Air) 
  Init +1; Senses darkvision 60’; Listen +3, Spot +3 
  Languages Auran, Common 
  AC 20, touch 12, flat-footed 19  
   
  (+1 size, +1 Dex)  
  hp 33 (5HD)  
  SR 16 
  Immune spells 3rd level or less 
  Fort +3, Ref +5, Will +7 
  Speed 30 ft. (6 squares), fly 90 ft. (good) 
  Melee unarmed strike + 4 (1d2-1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp 0 
  Special Actions summon elemental 
  Class Spells Known (Sor 9th): 
  4th (5/day)—lesser globe of invulnerability, orb of acid 
  3rd (7/day)—dispel magic, fireball (DC 17), wind wall 
  2nd (7/day)—false life, scorching ray, snake’s 
  swiftness, web (DC 16), 
  1st (7/day)— mage armor, magic missile, ray of 
  enfeeblement, shield, true strike 
  0 (6/day)— acid splash, daze, detect magic, flare (DC 
  13), mage hand, message, ray of frost, read magic 
  Abilities Str 8, Dex 13, Con 8, Int 15, Wis 16, Cha 18  
  SQ improved invisibility, outsider traits 
  Feats Point Blank Shot and Precise Shot 
  Skills Animal Empathy +13, Concentration+9, Escape 
  Artist +11, Hide +15, Move Silently +11 
  Possessions bracers of arcane freedom, circlet of 
  mages 
  Improved Invisibility (Sp): At will, a sylph can use 
  greater invisibility (self only). 
  Summon Elemental (Sp): Once per day, a sylph can 
  use summon monster VI (caster level 12th) to 
  summon a large air, earth, fire, or water elemental. 
  Physical Description: A sylph appears as a small, 
  beautiful woman with translucent, brightly colored 
  wings.  The typical sylph prefers filmy clothing and 
  brightly colored jewelry. 
  Power Down Suite (lesser globe of invulnerability, 
  false life, mage armor, shield): 
  AC 12, touch 12, flat-footed 11 
  hp 18 
   
  2: TO THE TREE 
  G R E E N S P AW N  S N E AK R AI D  L E AD E R      CR  7 
  Male greenspawn sneak ranger 2/scout 3 
  LE Small monstrous humanoid (dragonblood) 
  Init +6; Senses darkvision 60 ft.; Listen +7, Spot +7 
  Languages Draconic 
  AC 23, touch 16, flat-footed 23; Two-Weapon 
  Defense, uncanny dodge 
   
  (+1 size, +5 Dex, +3 armor, +1 shield, +3 natural) 
  hp 56 (7 HD)  
  Immune acid 
  Fort +8, Ref +14, Will +7 
  Speed 40 ft. (8 squares) 
  Melee +1 dragonsplit +12/+7 (1d4+3/19-20 or x4) and 
  dragonsplit +11 (1d4+1/19-20 or x4) or  
  Melee +1 dragonsplit +14/+9 (1d4+3/19-20 or x4) 
  Ranged longbow +12/+7 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +4 
  Atk Options favored enemy humans +2, skirmish 
  (+1d6, +1 AC), sneak attack +2d6 
  Combat Gear 4 flasks of acid 
  Abilities Str 15, Dex 20, Con 16, Int 10, Wis 12, Cha 
  12 
  SQ battle fortitude +1, fast movement, trackless step, 
  water breathing, wild empathy +3 (-1 magical 
  beasts) 
  Feats Iron Will, TrackB, Two-Weapon DefenseB, Two-
  Weapon FightingB, Weapon Finesse , Weapon 
  Focus (dragon spirit cincture) 
  Skills Balance +7, Bluff +10, Hide +22, Jump +4, 
  Listen +7, Move Silently +16, Spot +7, Survival +5, 
  Swim +7, Tumble +15 
  Possessions combat gear plus +1 leather, +1 
  dragonsplit, brute ring, dragonsplit, longbow with 
  20 arrows 
  Skirmish (Ex) +1 bonus on damage rolls and to AC in 
  any round in which the greenspawn sneak raid 
  leader moves at least 10 feet. 
  Battle Fortitude (Ex) Bonus on initiative checks and 
  Fortitude saves while wearing light or no armor and 
  carrying a light load. Included above. 
  Sneak Attack (Ex) Extra damage to flanked or flat-
  footed target; PH 50. This sneak attack damage 
  stacks with that granted by class levels. 
  Water Breathing (Ex) A greenspawn sneak can 
  breathe underwater indefinitely. 
  Skills: Greenspawn sneaks have a +5 racial bonus 
  on Bluff, Hide, and Move Silently checks. 
  Physical Description: This greenspawn sneak raider 
  leader looks like a short lizardfolk with a distinct 
  draconic appearance. 
   
  G R E E N S P AW N  S N E AK 
  CR  2 
  LE Small monstrous humanoid (dragonblood) 
  Init +3; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Draconic 
  AC 19, touch 14, flat-footed 16 
   
  (+1 size, +3 Dex, +2 armor, +3 natural) 
  hp 11 (2 HD)  
  Immune acid 
  Fort +1, Ref +6, Will +3 
  Speed 30 ft. (6 squares) 
  Melee dragonsplit +4/+4 (1d4/19-20 or x4) or 
  Melee dragonsplit +6 (1d4/19-20 or x4) 
  Ranged dagger +6 (1d3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -2 
  Atk Options sneak attack +2d6 
  HIG7-09 Anathema 
   
  Page 16 
  
  Combat Gear 4 flasks of acid 
  Abilities Str 11, Dex 16, Con 13, Int 10, Wis 11, Cha 
  15 
  SQ water breathing 
  Feats Two-Weapon FightingB, Weapon Finesse  
  Skills Bluff +9, Hide +14, Listen +2, Move Silently 
  +10, Spot +2 
  Possessions combat gear plus leather armor, 2 
  dragonsplits, 2 daggers 
  Sneak Attack (Ex) Extra damage to flanked or flat-
  footed target; PH 50. This sneak attack damage 
  stacks with that granted by class levels. 
  Water Breathing (Ex) A greenspawn sneak can 
  breathe underwater indefinitely. 
  Skills: Greenspawn sneaks have a +5 racial bonus 
  on Bluff, Hide, and Move Silently checks. 
  Physical Description: Greenspawn sneaks look like 
  short lizardfolk with a distinct draconic appearance. 
   
  7: ASSASSINS AT THE DOCKS 
  D R AC O T AU R  R AG E R 
  CR  7 
  NE Large dragon barbarian 4 
  Init +2; Senses darkvision 60 ft.; Listen +10, Spot +7 
  Languages Draconic 
  AC 20, touch 12, flat-footed 20; uncanny dodge 
   (-1 size, +2 Dex, +4 armor, +5 natural) 
  hp 80 (7HD);  
  Immune magic sleep, paralysis 
  Fort +14, Ref +7, Will +6 
  Speed 60 ft. in mw chain shirt (12 squares), base 
  movement 60 ft. 
  Melee battleaxe +13/+8 (2d6+7/x3) or 
   
  battleaxe +11 (2d6+7/x3) and 
   
  handaxe +11  (1d6+3) and 
   
  bite +6 (1d8+3) and  
   
  tail slap +6 (1d8+6) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +7; Grp +18 
  Atk Options Power Attack, Two-weapon Fighting 
  Special Actions Spit Fire +9 ranged touch attack 
  (2d6) 
  Combat Gear dragon spirit cincture, eagleclaw 
  talisman  
  Abilities Str 24, Dex 15, Con 20, Int 10, Wis 12, Cha 
  12 
  SQ fast movement, illiteracy, rage (2x/day), trap 
  sense (+1) 
  Feats Iron Will, Power Attack, Two-Weapon Fighting 
  Skills Balance +6, Intimidate +11, Jump +28, 
  Knowledge (arcana) +6, Listen +10, Sense Motive 
  +7, Spell Craft +6, Spot +7, Survival +10, Swim +9, 
  Use Magic Device + 7  
  Possessions combat gear plus +1 flaming battle axe, 
  hand axe, mwk chain shirt 
  Fast Movement (Ex) A barbarian’s land speed is 
  faster than the norm for his race by +10 feet. This 
  benefit applies only when he is wearing no armor, 
  light armor, or medium armor and not carrying a 
  heavy load. Apply this bonus before modifying the 
  barbarian’s speed because of any load carried or 
  armor worn.  
  Illiteracy Barbarians are the only characters who do 
  not automatically know how to read and write. A 
  barbarian may spend 2 skill points to gain the 
  ability to read and write all languages he is able to 
  speak.  
  Rage (Ex): Twice per day, this dracotaur rager can 
  enter a state of fierce rage that lasts 10 rounds. At 
  the end of his rage, the dracotaur barbarian is 
  fatigued for the remainder of the encounter. 
  Skills A dracotaur’s dragon levels give it skill points 
  equal to 6 x (6 + Int modifier). Its class skills are 
  Intimidate, Jump, Knowledge (arcana), Listen, 
  Sense Motive, Spellcraft, Spot, Survival, Swim, and 
  Use Magic Device. Because of their tails, 
  dracotaurs have a +4 racial bonus on Balance, 
  Jump, and Swim checks. 
  Spit Fire (Su): A dracotaur can spit a glob of fire as a 
  standard action. Once a dracotaur spits, it cannot 
  spit again for 1 minute. The dracotaur’s spittle is a 
  sticky adhesive substance that ignites when 
  exposed to air, much like alchemists fire. This glob 
  of fiery spittle is treated as a ranged touch attack 
  with a range increment of 20 feet. 
   
   
  A direct hit deals 2d6 points of fire damage. 
  Every creature within 5 feet of the point where the 
  spittle hits takes 1d4 points of fire damage from the 
  splash. Unlike alchemists fire, a dracotaur’s spittle 
  does not continue to burn. 
  Trap Sense (Ex): A dracotaur rager has an intuitive 
  sense that alerts it to danger from traps, granting a 
  +1 bonus on Reflex saves and a +1 dodge bonus 
  to AC against attacks by traps. 
  Uncanny Dodge (Ex): A dracotaur rager can react to 
  danger before its senses would normally allow it to 
  do so. It retains its Dexterity bonus to AC even if it 
  is caught flat- footed or struck by an invisible 
  attacker. However, it still loses its Dexterity bonus 
  to AC if immobilized. 
  Power Up Suite: Rage 
  AC 18, touch 9, flat-footed 18;  
  hp 94 
  Melee battleaxe +15/+10 (2d6+9/x3) or 
   
  battleaxe +13/+8 (2d6+9/x3) and 
   
  handaxe +13 (1d6+5) and 
   
  bite +8 (1d8+5) and  
   
  tail slap +8 (1d8+8) 
  Fort +14, Will +9;  
  Abilities Str 28, Con 24 
  Skills Jump +30, Swim +11 
  HIG7-09 Anathema 
   
  Page 17 
  
  APL 8 
  INTRODUCTION 
  S Y L P H 
  CR  8 
  N Small Outsider (Air) 
  Init +1; Senses darkvision 60’; Listen +3, Spot +3 
  Languages Auran, Common 
  AC 21, touch 13, flat-footed 19  
   
  (+1 size, +1 Dex)  
  Miss Chance 20% (blur) 
  hp 40 (7HD)  
  Resist 20 (one type); SR 18 
  Immunity spells 3rd level or less 
  Fort +4, Ref +7, Will +8 
  Speed 60 ft. (6 squares), fly 120 ft. (good) 
  Melee unarmed strike +7 (1d2-1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +2 
  Special Actions summon elemental 
  Class Spells Known (Sor 11th): 
  5th (5/day)—contingent energy resistance, dominate 
  person 
  4th (7/day)—Evard’s black tentacles, lesser globe of 
  invulnerability, orb of acid  
  3rd (7/day)—dispel magic, fireball (DC 17), haste, 
  wind wall  
  2nd (7/day)—blur, false life, scorching ray, snake’s 
  swiftness, web (DC 16)  
  1st (7/day)— mage armor, magic missile, ray of 
  enfeeblement, shield, true strike 
  0 (6/day)— acid splash, daze, detect magic, flare (DC 
  13), mage hand, message, ray of frost, read magic, 
  resistance 
  Abilities Str 8, Dex 13, Con 8, Int 15, Wis 16, Cha 18  
  SQ improved invisibility, outsider traits 
  Feats Empower Spell, Point Blank Shot, Precise Shot 
  Skills Animal Empathy +17, Concentration+13, 
  Escape Artist +15, Hide +19, Move Silently +15 
  Possessions bracers of arcane freedom, circlet of 
  mages 
  Improved Invisibility (Sp): At will, a sylph can use 
  greater invisibility (self only). 
  Summon Elemental (Sp): Once per day, a sylph can 
  use summon monster VI (caster level 12th) to 
  summon a large air, earth, fire, or water elemental. 
  Physical Description: A sylph appears as a small, 
  beautiful woman with translucent, brightly colored 
  wings.  The typical sylph prefers filmy clothing and 
  brightly colored jewelry. 
  Power Down Suite (contingent energy resistance, 
  lesser globe of invulnerability, haste, blur, false life, 
  mage armor, shield): 
  AC 12, touch 11, flat-footed 11  
  Miss Chance none 
  hp 25 
  Resist none 
  Immunity none 
  Speed 30 ft. (6 squares), fly 90 ft. (good) 
  Melee unarmed strike +6 (1d2-1) 
  Ref +6 
   
  2: TO THE TREE 
  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  S N E AK R AI D  L E AD E R      CR  7 
  Male greenspawn sneak ranger 2/scout 3 
  LE Small monstrous humanoid (dragonblood) 
  Init +6; Senses darkvision 60 ft.; Listen +7, Spot +7 
  Languages Draconic 
  AC 23, touch 16, flat-footed 23; Two-Weapon 
  Defense, uncanny dodge 
   
  (+1 size, +5 Dex, +3 armor, +1 shield, +3 natural) 
  HIG7-09 Anathema 
   
  Page 18 
  
  hp 56 (7 HD)  
  Immune acid 
  Fort +8, Ref +14, Will +7 
  Speed 40 ft. (8 squares) 
  Melee +1 dragonsplit +12/+7 (1d4+3/19-20 or x4) and 
  dragonsplit +11 (1d4+1/19-20 or x4) or  
  Melee +1 dragonsplit +14/+9 (1d4+3/19-20 or x4) 
  Ranged longbow +12/+7 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +4 
  Atk Options favored enemy humans +2, skirmish 
  (+1d6, +1 AC), sneak attack +2d6 
  Combat Gear 4 flasks of acid 
  Abilities Str 15, Dex 20, Con 16, Int 10, Wis 12, Cha 
  12 
  SQ battle fortitude +1, fast movement, trackless step, 
  water breathing, wild empathy +3 (-1 magical 
  beasts) 
  Feats Iron Will, TrackB, Two-Weapon DefenseB, Two-
  Weapon FightingB, Weapon Finesse , Weapon 
  Focus (dragon spirit cincture) 
  Skills Balance +7, Bluff +10, Hide +22, Jump +4, 
  Listen +7, Move Silently +16, Spot +7, Survival +5, 
  Swim +7, Tumble +15 
  Possessions combat gear plus +1 leather, +1 
  dragonsplit, dragonsplit, longbow with 20 arrows, 
  ring of swimming 
  Skirmish (Ex) +1 bonus on damage rolls and to AC in 
  any round in which the greenspawn sneak raid 
  leader moves at least 10 feet. 
  Battle Fortitude (Ex) Bonus on initiative checks and 
  Fortitude saves while wearing light or no armor and 
  carrying a light load. Included above. 
  Sneak Attack (Ex) Extra damage to flanked or flat-
  footed target; PH 50. This sneak attack damage 
  stacks with that granted by class levels. 
  Water Breathing (Ex) A greenspawn sneak can 
  breathe underwater indefinitely. 
  Skills: Greenspawn sneaks have a +5 racial bonus 
  on Bluff, Hide, and Move Silently checks. 
  Physical Description: This greenspawn sneak raider 
  leader looks like a short lizardfolk with a distinct 
  draconic appearance. 
   
  G R E E N S P AW N  S N E AK 
  CR  2 
  LE Small monstrous humanoid (dragonblood) 
  Init +3; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Draconic 
  AC 19, touch 14, flat-footed 16 
   
  (+1 size, +3 Dex, +2 armor, +3 natural) 
  hp 11 (2 HD)  
  Immune acid 
  Fort +1, Ref +6, Will +3 
  Speed 30 ft. (6 squares) 
  Melee dragonsplit +4/+4 (1d4/19-20 or x4) or 
  Melee dragonsplit +6 (1d4/19-20 or x4) 
  Ranged dagger +6 (1d3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -2 
  Atk Options sneak attack +2d6 
  Combat Gear 4 flasks of acid 
  Abilities Str 11, Dex 16, Con 13, Int 10, Wis 11, Cha 
  15 
  SQ water breathing 
  Feats Two-Weapon FightingB, Weapon Finesse  
  Skills Bluff +9, Hide +14, Listen +2, Move Silently 
  +10, Spot +2 
  Possessions combat gear plus leather armor, 2 
  dragonsplits, 2 daggers 
  Sneak Attack (Ex) Extra damage to flanked or flat-
  footed target; PH 50. This sneak attack damage 
  stacks with that granted by class levels. 
  Water Breathing (Ex) A greenspawn sneak can 
  breathe underwater indefinitely. 
  Skills: Greenspawn sneaks have a +5 racial bonus 
  on Bluff, Hide, and Move Silently checks. 
  Physical Description: Greenspawn sneaks look like 
  short lizardfolk with a distinct draconic appearance. 
   
  7: ASSASSINS AT THE DOCKS 
  D R AC O T AU R  R AG E R 
  CR  7 
  NE Large dragon barbarian 4 
  Init +2; Senses darkvision 60 ft.; Listen +10, Spot +7 
  Languages Draconic 
  AC 20, touch 12, flat-footed 20; uncanny dodge 
   (-1 size, +2 Dex, +4 armor, +5 natural) 
  hp 80 (7HD);  
  Immune magic sleep, paralysis 
  Fort +14, Ref +7, Will +6 
  Speed 60 ft. in mw chain shirt (12 squares), base 
  movement 60 ft. 
  Melee battleaxe +13/+8 (2d6+7/x3) or 
   
  battleaxe +11 (2d6+7/x3) and 
   
  handaxe +11  (1d6+3) and 
   
  bite +6 (1d8+3) and  
   
  tail slap +6 (1d8+6) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +7; Grp +18 
  Atk Options Power Attack, Two-weapon Fighting 
  Special Actions Spit Fire +9 ranged touch attack 
  (2d6) 
  Combat Gear dragon spirit cincture, eagleclaw 
  talisman  
  Abilities Str 24, Dex 15, Con 20, Int 10, Wis 12, Cha 
  12 
  SQ fast movement, illiteracy, rage (2x/day), trap 
  sense (+1) 
  Feats Iron Will, Power Attack, Two-Weapon Fighting 
  Skills Balance +6, Intimidate +11, Jump +28, 
  Knowledge (arcana) +6, Listen +10, Sense Motive 
  +7, Spell Craft +6, Spot +7, Survival +10, Swim +9, 
  Use Magic Device + 7  
  Possessions combat gear plus +1 flaming battle axe, 
  hand axe, mwk chain shirt 
  Fast Movement (Ex) A barbarian’s land speed is 
  faster than the norm for his race by +10 feet. This 
  benefit applies only when he is wearing no armor, 
  light armor, or medium armor and not carrying a 
  heavy load. Apply this bonus before modifying the 
  HIG7-09 Anathema 
   
  Page 19 
  
  barbarian’s speed because of any load carried or 
  armor worn.  
  Illiteracy Barbarians are the only characters who do 
  not automatically know how to read and write. A 
  barbarian may spend 2 skill points to gain the 
  ability to read and write all languages he is able to 
  speak.  
  Rage (Ex): Twice per day, this dracotaur rager can 
  enter a state of fierce rage that lasts 10 rounds. At 
  the end of his rage, the dracotaur barbarian is 
  fatigued for the remainder of the encounter. 
  Skills A dracotaur’s dragon levels give it skill points 
  equal to 6 x (6 + Int modifier). Its class skills are 
  Intimidate, Jump, Knowledge (arcana), Listen, 
  Sense Motive, Spellcraft, Spot, Survival, Swim, and 
  Use Magic Device. Because of their tails, 
  dracotaurs have a +4 racial bonus on Balance, 
  Jump, and Swim checks. 
  Spit Fire (Su): A dracotaur can spit a glob of fire as a 
  standard action. Once a dracotaur spits, it cannot 
  spit again for 1 minute. The dracotaur’s spittle is a 
  sticky adhesive substance that ignites when 
  exposed to air, much like alchemists fire. This glob 
  of fiery spittle is treated as a ranged touch attack 
  with a range increment of 20 feet. 
   
   
  A direct hit deals 2d6 points of fire damage. 
  Every creature within 5 feet of the point where the 
  spittle hits takes 1d4 points of fire damage from the 
  splash. Unlike alchemists fire, a dracotaur’s spittle 
  does not continue to burn. 
  Trap Sense (Ex): A dracotaur rager has an intuitive 
  sense that alerts it to danger from traps, granting a 
  +1 bonus on Reflex saves and a +1 dodge bonus 
  to AC against attacks by traps. 
  Uncanny Dodge (Ex): A dracotaur rager can react to 
  danger before its senses would normally allow it to 
  do so. It retains its Dexterity bonus to AC even if it 
  is caught flat- footed or struck by an invisible 
  attacker. However, it still loses its Dexterity bonus 
  to AC if immobilized. 
  Power Up Suite: Rage 
  AC 18, touch 9, flat-footed 18;  
  hp 94 
  Melee battleaxe +15/+10 (2d6+9/x3) or 
   
  battleaxe +13/+8 (2d6+9/x3) and 
   
  handaxe +13 (1d6+5) and 
   
  bite +8 (1d8+5) and  
   
  tail slap +8 (1d8+8) 
  Fort +14, Will +9;  
  Abilities Str 28, Con 24 
  Skills Jump +30, Swim +11 
   
  D R AC O T AU R  L I E UTE NANT 
  CR  9 
  NE Large dragon barbarian 6 
  Init +2; Senses darkvision 60 ft.; Listen +13, Spot +8 
  Languages Draconic 
  AC 21, touch 12, flat-footed 21; improved uncanny 
  dodge, uncanny dodge 
   (-1 size, +2 Dex, +5 armor, +5 natural) 
  hp 106 (9HD);  
  Immune magic sleep, paralysis 
  Fort +19, Ref +13, Will +12 
  Speed 60ft. in +1 leather armor (12 squares), base 
  movement 60ft., other movement mode ft.; 
  Melee +1 battleaxe +17/+12 (2d6+6/x3) or 
   
  +1 battleaxe +15 (2d6+6/x3) and  
   
  +1 wounding handaxe +14  (1d6+2) and 
   
  bite +8 (1d8+3) and  
   
  tail slap +8 (1d8+6) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +20 
  Atk Options Power Attack, Two-weapon Fighting 
  Special Actions spit fire +11 ranged touch attack 
  (2d6) 
  Abilities Str 24, Dex 15, Con 20, Int 10, Wis 12, 
  Cha 12 
  SQ fast movement, illiteracy dodge, rage (2x/day), 
  trap sense (+2) 
  Feats Iron Will, Power Attack, Two-Weapon Fighting, 
  Weapon Focus (battleaxe) 
  Skills Balance +6, Intimidate +13, Jump +30, 
  Knowledge (arcana) +7, Listen +13, Sense Motive 
  +7, Spell Craft +8, Spot +8, Survival +11, Swim 
  +14, Use Magic Device + 7  
  Possessions+1 battleaxe, +1 leather armor, +1 
  wounding handaxe, dragon mask  
  Fast Movement (Ex) A barbarian’s land speed is 
  faster than the norm for his race by +10 feet. This 
  benefit applies only when he is wearing no armor, 
  light armor, or medium armor and not carrying a 
  heavy load. Apply this bonus before modifying the 
  barbarian’s speed because of any load carried or 
  armor worn.  
  Illiteracy Barbarians are the only characters who do 
  not automatically know how to read and write. A 
  barbarian may spend 2 skill points to gain the 
  ability to read and write all languages he is able to 
  speak.  
  Improved Uncanny Dodge (Ex) At 5th level and 
  higher, a barbarian can no longer be flanked. This 
  defense denies a rogue the ability to sneak attack 
  the barbarian by flanking him, unless the attacker 
  has at least four more rogue levels than the target 
  has barbarian levels. If a character already has 
  uncanny dodge from a second class, the character 
  automatically gains improved uncanny dodge 
  instead, and the levels from the classes that grant 
  uncanny dodge stack to determine the minimum 
  level a rogue must be to flank the character.  
  Rage (Ex): Twice per day, this dracotaur rager can 
  enter a state of fierce rage that lasts 10 rounds. At 
  the end of his rage, the dracotaur barbarian is 
  fatigued for the remainder of the encounter. 
  Skills A dracotaur’s dragon levels give it skill points 
  equal to 6 x (6 + Int modifier). Its class skills are 
  Intimidate, Jump, Knowledge (arcana), Listen, 
  Sense Motive, Spellcraft, Spot, Survival, Swim, and 
  Use Magic Device. Because of their tails, 
  dracotaurs have a +4 racial bonus on Balance, 
  Jump, and Swim checks. 
  Spit Fire (Su): A dracotaur can spit a glob of fire as a 
  standard action. Once a dracotaur spits, it cannot 
  HIG7-09 Anathema 
   
  Page 20 
  
  HIG7-09 Anathema 
   
  Page 21 
  spit again for 1 minute. The dracotaur’s spittle is a 
  sticky adhesive substance that ignites when 
  exposed to air, much like alchemists fire. This glob 
  of fiery spittle is treated as a ranged touch attack 
  with a range increment of 20 feet. 
   
   
  A direct hit deals 2d6 points of fire damage. 
  Every creature within 5 feet of the point where the 
  spittle hits takes 1d4 points of fire damage from the 
  splash. Unlike alchemist’s fire, a dracotaur’s spittle 
  does not continue to burn. 
  Trap Sense (Ex): A dracotaur rager has an intuitive 
  sense that alerts it to danger from traps, granting a 
  +2 bonus on Reflex saves and a +2 dodge bonus 
  to AC against attacks by traps. 
  Uncanny Dodge (Ex): A dracotaur rager can react to 
  danger before its senses would normally allow it to 
  do so. It retains its Dexterity bonus to AC even if it 
  is caught flat- footed or struck by an invisible 
  attacker. However, it still loses its Dexterity bonus 
  to AC if immobilized. 
  Power Up Suite: Rage 
  AC 19, touch 10, flat-footed 19;  
  hp 124 
  Melee +1 battleaxe +19/+14 (2d6+8/x3) or 
   
  +1 battleaxe +17/+12 (2d6+8/x3) and  
   
  +1 wounding handaxe +16  (1d6+4) and 
   
  bite +10 (1d8+4) and  
   
  tail slap +10 (1d8+8) 
  Fort +21, Will +14;  
  Abilities Str 28, Con 24 
  Skills Jump +32, Swim +16 
  
  APL 10 
  INTRODUCTION 
  S Y L P H 
  CR  9 
  N Small Outsider (Air) 
  Init +1; Senses darkvision 60’; Listen +3, Spot +3 
  Languages Auran, Common 
  AC 21, touch 13, flat-footed 19 
   
  (+1 size, +1 Dex)  
  Miss Chance 20% (blur) 
  hp 47 (9HD)  
  Resist 20 (one type); SR 20 
  Immunity spells 3rd level or less 
  Fort +7, Ref +10, Will +11 
  Speed 60 ft. (6 squares), fly 120 ft. (good) 
  Melee unarmed strike +9 (1d2-1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +4 
  Special Actions summon elemental 
  Class Spells Known (Sor 13th): 
  6th (4/day)—antimagic field, disintegrate 
  5th (6/day)—break enchantment, contingent energy 
  resistance, dominate person 
  4th (7/day)—Evard’s black tentacles, ice storm, lesser 
  globe of invulnerability, orb of acid  
  3rd (7/day)—dispel magic, fireball (DC 17), haste, 
  wind wall  
  2nd (7/day)—blur, false life, scorching ray, snake’s 
  swiftness, web (DC 16)  
  1st (7/day)— mage armor, magic missile, ray of 
  enfeeblement, shield, true strike 
  0 (6/day)— acid splash, daze, detect magic, flare (DC 
  13), mage hand, message, ray of frost, read magic, 
  resistance 
  Abilities Str 8, Dex 13, Con 8, Int 15, Wis 16, Cha 19  
  SQ improved invisibility, outsider traits 
  Feats Empower Spell, Improved Initiative, Point Blank 
  Shot, Precise Shot 
  Skills Animal Empathy +18, Concentration+20, 
  Escape Artist +18, Hide +22, Move Silently +18 
  Possessions bracers of arcane freedom, circlet of 
  mages 
  Improved Invisibility (Sp): At will, a sylph can use 
  greater invisibility (self only). 
  Summon Elemental (Sp): Once per day, a sylph can 
  use summon monster VI (caster level 12th) to 
  summon a large air, earth, fire, or water elemental. 
  Physical Description: A sylph appears as a small, 
  beautiful woman with translucent, brightly colored 
  wings.  The typical sylph prefers filmy clothing and 
  brightly colored jewelry. 
  Power Down Suite (contingent energy resistance, 
  lesser globe of invulnerability, haste, blur, false life, 
  mage armor, shield): 
  AC 12, touch 11, flat-footed 11  
  Miss Chance none 
  hp 32 
  Resist none 
  Immunity none 
  Speed 30 ft. (6 squares), fly 90 ft. (good) 
  Melee unarmed strike +8 (1d2-1) 
  Ref +9 
   
  2: TO THE TREE 
  G R E E N S P AW N  R AZ O R F I E N D,  AD V AN C E D CR  10 
  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 190 (19+57 HD); DR 5/magic 
  Immune acid, paralysis, sleep 
  Fort +14, Ref +14, Will +8 
  Speed 50 ft. (10 squares), swim 50 ft.; Spring Attack 
  Melee 2 wingblades +26 each (3d6+10/18-20/x3) and 
  bite +21 (2d6+7) 
  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 24, Dex 17, Con 16, Int 5, Wis 15, Cha 
  12  
  SQ Tiamat’s blessing (acid), water breathing 
  Feats Dodge, Improved Initiative, Improved Natural 
  Attack (wingblades), Improved Natural Attack 
  (bite), Mobility, Improved Toughness, Spring Attack  
  Skills Jump +30, Listen +12, Spot +11, Swim +18 
  Possessions Dragonfang gauntlets 
  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  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 
  HIG7-09 Anathema 
   
  Page 22 
  
  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  S N E AK R AI D  L E AD E R      CR  7 
  Male greenspawn sneak ranger 2/scout 3 
  LE Small monstrous humanoid (dragonblood) 
  Init +6; Senses darkvision 60 ft.; Listen +7, Spot +7 
  Languages Draconic 
  AC 23, touch 16, flat-footed 23; Two-Weapon 
  Defense, uncanny dodge 
   
  (+1 size, +5 Dex, +3 armor, +1 shield, +3 natural) 
  hp 56 (7 HD)  
  Immune acid 
  Fort +8, Ref +14, Will +7 
  Speed 40 ft. (8 squares) 
  Melee +1 dragonsplit +12/+7 (1d4+3/19-20 or x4) and 
  dragonsplit +11 (1d4+1/19-20 or x4) or  
  Melee +1 dragonsplit +14/+9 (1d4+3/19-20 or x4) 
  Ranged longbow +12/+7 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +4 
  Atk Options favored enemy humans +2, skirmish 
  (+1d6, +1 AC), sneak attack +2d6 
  Combat Gear 4 flasks of acid 
  Abilities Str 15, Dex 20, Con 16, Int 10, Wis 12, Cha 
  12 
  SQ battle fortitude +1, fast movement, trackless step, 
  water breathing, wild empathy +3 (-1 magical 
  beasts) 
  Feats Iron Will, TrackB, Two-Weapon DefenseB, Two-
  Weapon FightingB, Weapon Finesse , Weapon 
  Focus (dragon spirit cincture) 
  Skills Balance +7, Bluff +10, Hide +22, Jump +4, 
  Listen +7, Move Silently +16, Spot +7, Survival +5, 
  Swim +7, Tumble +15 
  Possessions combat gear plus +1 leather, +1 
  dragonsplit, dragonsplit, longbow with 20 arrows, 
  ring of swimming 
  Skirmish (Ex) +1 bonus on damage rolls and to AC in 
  any round in which the greenspawn sneak raid 
  leader moves at least 10 feet. 
  Battle Fortitude (Ex) Bonus on initiative checks and 
  Fortitude saves while wearing light or no armor and 
  carrying a light load. Included above. 
  Sneak Attack (Ex) Extra damage to flanked or flat-
  footed target; PH 50. This sneak attack damage 
  stacks with that granted by class levels. 
  Water Breathing (Ex) A greenspawn sneak can 
  breathe underwater indefinitely. 
  Skills: Greenspawn sneaks have a +5 racial bonus 
  on Bluff, Hide, and Move Silently checks. 
  Physical Description: This greenspawn sneak raider 
  leader looks like a short lizardfolk with a distinct 
  draconic appearance. 
   
  G R E E N S P AW N  S N E AK 
  CR  2 
  LE Small monstrous humanoid (dragonblood) 
  Init +3; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Draconic 
  AC 19, touch 14, flat-footed 16 
   
  (+1 size, +3 Dex, +2 armor, +3 natural) 
  hp 11 (2 HD)  
  Immune acid 
  Fort +1, Ref +6, Will +3 
  Speed 30 ft. (6 squares) 
  Melee dragonsplit +4/+4 (1d4/19-20 or x4) or 
  Melee dragonsplit +6 (1d4/19-20 or x4) 
  Ranged dagger +6 (1d3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -2 
  Atk Options sneak attack +2d6 
  Combat Gear 4 flasks of acid 
  Abilities Str 11, Dex 16, Con 13, Int 10, Wis 11, Cha 
  15 
  SQ water breathing 
  Feats Two-Weapon FightingB, Weapon Finesse  
  Skills Bluff +9, Hide +14, Listen +2, Move Silently 
  +10, Spot +2 
  HIG7-09 Anathema 
   
  Page 23 
  
  Possessions combat gear plus leather armor, 2 
  dragonsplits, 2 daggers 
  Sneak Attack (Ex) Extra damage to flanked or flat-
  footed target; PH 50. This sneak attack damage 
  stacks with that granted by class levels. 
  Water Breathing (Ex) A greenspawn sneak can 
  breathe underwater indefinitely. 
  Skills: Greenspawn sneaks have a +5 racial bonus 
  on Bluff, Hide, and Move Silently checks. 
  Physical Description: Greenspawn sneaks look like 
  short lizardfolk with a distinct draconic appearance. 
   
  7: ASSASSINS AT THE DOCKS 
  D R AC O T AU R  C AP T AI N 
  CR  11 
  NE Large dragon barbarian 8 
  Init +3; Senses darkvision 60 ft.; Listen +15, Spot 
  +12 
  Languages Draconic 
  AC 23, touch 13, flat-footed 22; improved uncanny 
  dodge, uncanny dodge 
   (+3 Dex, +5 armor, +5 natural) 
  hp 130 (11HD); DR 1/- 
  Immune magic sleep, paralysis 
  Fort +20, Ref +14, Will +12 
  Speed 60 ft. in +1 moderate fortification leather armor 
  (12 squares), base movement 60 ft. 
  Melee +1 acidic burst battleaxe +18 (2d6+6/x3) or 
   
  +1 acidic burst battleaxe +17/+12/+7 (2d6+6/x3) 
  and 
   
   +1 handaxe +17 (1d6+4) and 
   
  bite +10 (1d8+3) and  
   
  tail slap +10 1d8+6) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +11; Grp +22 
  Atk Options Power Attack, Two-weapon Fighting 
  Special Actions spit fire +14 ranged touch attack 
  (2d6) 
  Abilities Str 24, Dex 16, Con 20, Int 10, Wis 12, Cha 
  12 
  SQ fast movement, illiteracy, rage (3x/day), trap 
  sense (+2) 
  Feats Iron Will, Power Attack, True Believer, Two-
  Weapon Fighting, Weapon Focus (battleaxe) 
  Skills Balance +7, Intimidate +14, Jump +32, 
  Knowledge (arcana) +7, Listen +15, Sense Motive 
  +7,  Spell Craft +7, Spot +12, Survival +10, Swim 
  +16, Use Magic Device + 7 
  Possessions combat gear plus +1 acidic burst battle 
  axe, +1 handaxe, +1 moderate fortification leather 
  armor, dragon mask, dragonscale cloak 
  Damage Reduction (Ex) At 7th level, a barbarian 
  gains Damage Reduction. Subtract 1 from the 
  damage the barbarian takes each time he is dealt 
  damage from a weapon or a natural attack. At 10th 
  level, and every three barbarian levels thereafter 
  (13th, 16th, and 19th level), this damage reduction 
  rises by 1 point. Damage reduction can reduce 
  damage to 0 but not below 0.  
  Fast Movement (Ex) A barbarian’s land speed is 
  faster than the norm for his race by +10 feet. This 
  benefit applies only when he is wearing no armor, 
  light armor, or medium armor and not carrying a 
  heavy load. Apply this bonus before modifying the 
  barbarian’s speed because of any load carried or 
  armor worn.  
  Illiteracy Barbarians are the only characters who do 
  not automatically know how to read and write. A 
  barbarian may spend 2 skill points to gain the 
  ability to read and write all languages he is able to 
  speak.  
  Improved Uncanny Dodge (Ex) At 5th level and 
  higher, a barbarian can no longer be flanked. This 
  defense denies a rogue the ability to sneak attack 
  the barbarian by flanking him, unless the attacker 
  has at least four more rogue levels than the target 
  has barbarian levels. If a character already has 
  uncanny dodge from a second class, the character 
  automatically gains improved uncanny dodge 
  instead, and the levels from the classes that grant 
  uncanny dodge stack to determine the minimum 
  level a rogue must be to flank the character.  
  Rage (Ex): Three times per day, this dracotaur rager 
  can enter a state of fierce rage that lasts 10 
  rounds. At the end of his rage, the dracotaur 
  barbarian is fatigued for the remainder of the 
  encounter. 
  Skills A dracotaur’s dragon levels give it skill points 
  equal to 6 x (6 + Int modifier). Its class skills are 
  Intimidate, Jump, Knowledge (arcana), Listen, 
  Sense Motive, Spellcraft, Spot, Survival, Swim, and 
  Use Magic Device. Because of their tails, 
  dracotaurs have a +4 racial bonus on Balance, 
  Jump, and Swim checks. 
  Spit Fire (Su): A dracotaur can spit a glob of fire as a 
  standard action. Once a dracotaur spits, it cannot 
  spit again for 1 minute. The dracotaur’s spittle is a 
  sticky adhesive substance that ignites when 
  exposed to air, much like alchemists fire. This glob 
  of fiery spittle is treated as a ranged touch attack 
  with a range increment of 20 feet. 
   
   
  A direct hit deals 2d6 points of fire damage. 
  Every creature within 5 feet of the point where the 
  spittle hits takes 1d4 points of fire damage from the 
  splash. Unlike alchemist’s fire, a dracotaur’s spittle 
  does not continue to burn. 
  Trap Sense (Ex): A dracotaur rager has an intuitive 
  sense that alerts it to danger from traps, granting a 
  +2 bonus on Reflex saves and a +2 dodge bonus 
  to AC against attacks by traps. 
  Uncanny Dodge (Ex): A dracotaur rager can react to 
  danger before its senses would normally allow it to 
  do so. It retains its Dexterity bonus to AC even if it 
  is caught flat- footed or struck by an invisible 
  attacker. However, it still loses its Dexterity bonus 
  to AC if immobilized. 
  Power Up Suite: Rage, dragonscale cloak 
  AC 20, touch 11, flat-footed 20;  
  hp 152; resist energy 20 
  Speed 60 ft, fly 60 ft. (average) 
  Melee +1 battleaxe +20 (2d6+6/x3) or 
   
  +1 battleaxe +19/+14/+9 (2d6+8/x3) and 
  HIG7-09 Anathema 
   
  Page 24 
  
   
   +1 handaxe +18 (1d8+6) and 
   
  bite +12 (1d8+4) and  
   
  tail slap +12 1d8+8) 
  Fort +22, Will +14;  
  Abilities Str 28, Con 24 
  Skills Jump +34, Swim +18 
   
  D R AC O T AU R  L I E UTE NANT 
  CR  9 
  NE Large dragon barbarian 6 
  Init +2; Senses darkvision 60 ft.; Listen +13, Spot +8 
  Languages Draconic 
  AC 21, touch 12, flat-footed 21; improved uncanny 
  dodge, uncanny dodge 
   (-1 size, +2 Dex, +5 armor, +5 natural) 
  hp 106 (9HD);  
  Immune magic sleep, paralysis 
  Fort +19, Ref +13, Will +12 
  Speed 60ft. in +1 leather armor (12 squares), base 
  movement 60ft., other movement mode ft.; 
  Melee +1 battleaxe +17/+12 (2d6+6/x3) or 
   
  +1 battleaxe +15 (2d6+6/x3) and  
   
  +1 wounding handaxe +14  (1d6+2) and 
   
  bite +8 (1d8+3) and  
   
  tail slap +8 (1d8+6) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +20 
  Atk Options Power Attack, Two-weapon Fighting 
  Special Actions spit fire +11 ranged touch attack 
  (2d6) 
  Abilities Str 24, Dex 15, Con 20, Int 10, Wis 12, Cha 
  12 
  SQ fast movement, illiteracy, rage (2x/day), Trap 
  Sense (+2) 
  Feats Iron Will, Power Attack, Two-Weapon Fighting, 
  Weapon Focus (battleaxe) 
  Skills Balance +6, Intimidate +13, Jump +30, 
  Knowledge (arcana) +7, Listen +13, Sense Motive 
  +7, Spell Craft +8, Spot +8, Survival +11, Swim 
  +14, Use Magic Device + 7  
  Possessions+1 battleaxe, +1 leather armor, +1 
  wounding handaxe, dragon mask  
  Fast Movement (Ex) A barbarian’s land speed is 
  faster than the norm for his race by +10 feet. This 
  benefit applies only when he is wearing no armor, 
  light armor, or medium armor and not carrying a 
  heavy load. Apply this bonus before modifying the 
  barbarian’s speed because of any load carried or 
  armor worn.  
  Illiteracy Barbarians are the only characters who do 
  not automatically know how to read and write. A 
  barbarian may spend 2 skill points to gain the 
  ability to read and write all languages he is able to 
  speak.  
  Improved Uncanny Dodge (Ex) At 5th level and 
  higher, a barbarian can no longer be flanked. This 
  defense denies a rogue the ability to sneak attack 
  the barbarian by flanking him, unless the attacker 
  has at least four more rogue levels than the target 
  has barbarian levels. If a character already has 
  uncanny dodge from a second class, the character 
  automatically gains improved uncanny dodge 
  instead, and the levels from the classes that grant 
  uncanny dodge stack to determine the minimum 
  level a rogue must be to flank the character.  
  Rage (Ex): Twice per day, this dracotaur rager can 
  enter a state of fierce rage that lasts 10 rounds. At 
  the end of his rage, the dracotaur barbarian is 
  fatigued for the remainder of the encounter. 
  Skills A dracotaur’s dragon levels give it skill points 
  equal to 6 x (6 + Int modifier). Its class skills are 
  Intimidate, Jump, Knowledge (arcana), Listen, 
  Sense Motive, Spellcraft, Spot, Survival, Swim, and 
  Use Magic Device. Because of their tails, 
  dracotaurs have a +4 racial bonus on Balance, 
  Jump, and Swim checks. 
  Spit Fire (Su): A dracotaur can spit a glob of fire as a 
  standard action. Once a dracotaur spits, it cannot 
  spit again for 1 minute. The dracotaur’s spittle is a 
  sticky adhesive substance that ignites when 
  exposed to air, much like alchemists fire. This glob 
  of fiery spittle is treated as a ranged touch attack 
  with a range increment of 20 feet. 
   
   
  A direct hit deals 2d6 points of fire damage. 
  Every creature within 5 feet of the point where the 
  spittle hits takes 1d4 points of fire damage from the 
  splash. Unlike alchemist’s fire, a dracotaur’s spittle 
  does not continue to burn. 
  Trap Sense (Ex): A dracotaur rager has an intuitive 
  sense that alerts it to danger from traps, granting a 
  +2 bonus on Reflex saves and a +2 dodge bonus 
  to AC against attacks by traps. 
  Uncanny Dodge (Ex): A dracotaur rager can react to 
  danger before its senses would normally allow it to 
  do so. It retains its Dexterity bonus to AC even if it 
  is caught flat- footed or struck by an invisible 
  attacker. However, it still loses its Dexterity bonus 
  to AC if immobilized. 
  Power Up Suite: Rage 
  AC 19, touch 10, flat-footed 19;  
  hp 124 
  Melee +1 battleaxe +19/+14 (2d6+8/x3) or 
   
  +1 battleaxe +17/+12 (2d6+8/x3) and  
   
  +1 wounding handaxe +16  (1d6+4) and 
   
  bite +10 (1d8+4) and  
   
  tail slap +10 (1d8+8) 
  Fort +21, Will +14;  
  Abilities Str 28, Con 24 
  Skills Jump +32, Swim +16 
   
  D R AC O T AU R  R AG E R 
  CR  7 
  NE Large dragon barbarian 4 
  Init +2; Senses darkvision 60 ft.; Listen +10, Spot +7 
  Languages Draconic 
  AC 20, touch 12, flat-footed 20; Uncanny Dodge 
   (-1 size, +2 Dex, +4 armor, +5 natural) 
  hp 80 (7HD);  
  Immune magic sleep, paralysis 
  Fort +14, Ref +7, Will +6 
  Speed 60 ft. in mw chain shirt (12 squares), base 
  movement 60 ft. 
  Melee battleaxe +13/+8 (2d6+7/x3) or 
  HIG7-09 Anathema 
   
  Page 25 
  
  HIG7-09 Anathema 
   
  Page 26 
   
  battleaxe +11 (2d6+7/x3) and 
   
  handaxe +11  (1d6+3) and 
   
  bite +6 (1d8+3) and  
   
  tail slap +6 (1d8+6) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +7; Grp +18 
  Atk Options Power Attack, Two-weapon Fighting 
  Special Actions Spit Fire +9 ranged touch attack 
  (2d6) 
  Combat Gear dragon spirit cincture, eagleclaw 
  talisman  
  Abilities Str 24, Dex 15, Con 20, Int 10, Wis 12, Cha 
  12 
  SQ fast movement, illiteracy, rage (2x/day), trap 
  sense (+1) 
  Feats Iron Will, Power Attack, Two-Weapon Fighting 
  Skills Balance +6, Intimidate +11, Jump +28, 
  Knowledge (arcana) +6, Listen +10, Sense Motive 
  +7, Spell Craft +6, Spot +7, Survival +10, Swim +9, 
  Use Magic Device + 7  
  Possessions combat gear plus +1 flaming battle axe, 
  hand axe, mwk chain shirt 
  Fast Movement (Ex) A barbarian’s land speed is 
  faster than the norm for his race by +10 feet. This 
  benefit applies only when he is wearing no armor, 
  light armor, or medium armor and not carrying a 
  heavy load. Apply this bonus before modifying the 
  barbarian’s speed because of any load carried or 
  armor worn.  
  Illiteracy Barbarians are the only characters who do 
  not automatically know how to read and write. A 
  barbarian may spend 2 skill points to gain the 
  ability to read and write all languages he is able to 
  speak.  
  Rage (Ex): Twice per day, this dracotaur rager can 
  enter a state of fierce rage that lasts 10 rounds. At 
  the end of his rage, the dracotaur barbarian is 
  fatigued for the remainder of the encounter. 
  Skills A dracotaur’s dragon levels give it skill points 
  equal to 6 x (6 + Int modifier). Its class skills are 
  Intimidate, Jump, Knowledge (arcana), Listen, 
  Sense Motive, Spellcraft, Spot, Survival, Swim, and 
  Use Magic Device. Because of their tails, 
  dracotaurs have a +4 racial bonus on Balance, 
  Jump, and Swim checks. 
  Spit Fire (Su): A dracotaur can spit a glob of fire as a 
  standard action. Once a dracotaur spits, it cannot 
  spit again for 1 minute. The dracotaur’s spittle is a 
  sticky adhesive substance that ignites when 
  exposed to air, much like alchemists fire. This glob 
  of fiery spittle is treated as a ranged touch attack 
  with a range increment of 20 feet. 
   
   
  A direct hit deals 2d6 points of fire damage. 
  Every creature within 5 feet of the point where the 
  spittle hits takes 1d4 points of fire damage from the 
  splash. Unlike alchemists fire, a dracotaur’s spittle 
  does not continue to burn. 
  Trap Sense (Ex): A dracotaur rager has an intuitive 
  sense that alerts it to danger from traps, granting a 
  +1 bonus on Reflex saves and a +1 dodge bonus 
  to AC against attacks by traps. 
  Uncanny Dodge (Ex): A dracotaur rager can react to 
  danger before its senses would normally allow it to 
  do so. It retains its Dexterity bonus to AC even if it 
  is caught flat- footed or struck by an invisible 
  attacker. However, it still loses its Dexterity bonus 
  to AC if immobilized. 
  Power Up Suite: Rage 
  AC 18, touch 9, flat-footed 18;  
  hp 94 
  Melee battleaxe +15/+10 (2d6+9/x3) or 
   
  battleaxe +13/+8 (2d6+9/x3) and 
   
  handaxe +13 (1d6+5) and 
   
  bite +8 (1d8+5) and  
   
  tail slap +8 (1d8+8) 
  Fort +14, Will +9;  
  Abilities Str 28, Con 24 
  Skills Jump +30, Swim +11 
  
  APPENDIX 2: NEW RULES ITEMS 
  ITEMS 
  BOOTS OF AGILE LEAPING 
  Price (Item Level): 600 gp (3rd) 
  Body Slot: Feet 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) transmutation 
  Activation: -- 
  Weight: 2 lb. 
   
  These crocodile boots feel slightly elastic. 
   
  While wearing boots of agile leaping, you can add your 
  Dexterity modifier (instead of your Strength modifier) 
  on Jump checks. 
   
  If you have at least 5 ranks in Balance, you can 
  stand from prone as a swift action. When standing 
  from prone, you do not provoke attacks of opportunity.  
   
  Prerequisites: Craft Wondrous Item, cat’s grace. 
   
  Cost to Create: 300 gp, 24 XP, 1 day.  
   
  Source: Magic Item Compendium 76. 
   
  BRACERS OF ARCANE FREEDOM 
  Price (Item Level): 2,300 gp (6th) 
  Body Slot: Arms 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) abjuration 
  Activation: Swift (command) 
  Weight: 1/2 lb. 
   
  These ornate leather armbands are stitched with depictions of 
  golden eagles in flight. 
   
  Bracers of arcane freedom allow you to cast arcane spells 
  without the normal complex gestures required. When 
  you activate these bracers, you omit the somatic 
  component of the next arcane spell you cast before the 
  end of your turn (as if applying the Still Spell feat to it, 
  but without altering the spell’s level or casting time.) 
  This effect functions two times per day. 
   
  Prerequisites: Craft Wondrous Item, freedom of 
  movement. 
   
  Cost to Create: 1,150 gp, 92 XP, 3 days. 
   
  Source: Magic Item Compendium 80. 
   
  BRUTE RING 
  Price (Item Level): 2,300 gp (6th) 
  Body Slot: Ring 
  Caster Level: 12th 
  Aura: Strong; (DC 21) transmutation 
  Activation: Standard (command) 
  Weight: -- 
   
  This silver ring is set with a sapphire carved in the form of a 
  crude fist.  
   
  A brute ring allows you to push another creature away 
  from you with pure force. When you activate the ring, 
  a blast of force issues forth, making a bull rush attack 
  against a single creature up to 30 feet from you. You 
  can use either the ring’s check modifier (+5) or your 
  own bull rush check modifier, whichever is higher. As 
  a force effect, this ability affects incorporeal creatures. 
   
  A brute ring functions two times per day. 
   
  Prerequisites: Forge Ring, telekinesis. 
   
  Cost to Create: 1,150 gp, 92 XP, 3 days. 
   
  Source: Magic Item Compendium 83. 
   
  CIRCLET OF MAGES 
  Price (Item Level): 5,000 gp (9th) 
  Body Slot: Head 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) transmutation 
  Activation: -- and free (command) 
  Weight: -- 
   
  This leather circlet has a silver headpiece showing a crescent 
  moon on either side of a seven-pointed star. 
   
  A circlet of mages grants you a +2 competence bonus on 
  Concentration checks. This is a continuous effect and 
  requires no activation. 
   
  In addition, this circlet has 3 charges, which are 
  renewed each day at dawn. Spending 1 or more charges 
  when you cast a spell allows you to avoid losing that 
  prepared spell or spell slot (as if you hadn’t cast it). 
   
  1 charge: Retain a spell of up to 1st level. 
   
  2 charges: Retain a spell of up to 2nd level. 
   
  3 charges: Retain a spell of up 3rd level. 
   
  Prerequisites: 
  Craft 
  Wondrous 
  Item, 
  Rary’s 
  mnemonic enhancer. 
   
  Cost to Create: 2,500 gp, 200 XP, 5 days.  
   
  Source: Magic Item Compendium 86. 
   
  DRAGON MASK 
  Price (Item Level): 4,000 gp (8th) 
  Body Slot: Face 
  Caster Level: 6th 
  HIG7-09 Anathema 
   
  Page 27 
  
  Aura: Moderate; (DC 18) divination 
  Activation: Swift (command) 
  Weight: 2 lb. 
   
  Glittering metal and brilliant paints adorn this elaborate 
  mask, which has the shape of a stylized dragon head. 
  Spreading like a sunburst around the draconic features are 
  rays of shimmering metal and glass, one for each breed of 
  metallic and chromatic dragon. 
   
  When activated, a dragon mask allows you to use see 
  invisibility, as the spell, for 5 minutes. This ability 
  functions two times per day. 
   
  Prerequisites: Craft Wondrous Item, see invisibility. 
   
  Cost to Create: 2,000 gp, 160 XP, 5 days.  
   
  Source: Magic Item Compendium 94. 
   
  DRAGON SPIRIT CINCTURE 
  Price (Item Level): 2,000 gp (6th) 
  Body Slot: Waist 
  Caster Level: 6th 
  Aura: Moderate; (DC 18) evocation 
  Activation: -- 
  Weight: -- 
   
  This wide, embroidered belt sash is emblazoned with the 
  images of fire-breathing dragons. 
   
  While you wear a dragon spirit cincture, your breath 
  weapon damage is increased by one die (or by 1 point if 
  your breath weapon doesn’t deal damage expressed in 
  dice). 
   
  If you are holding a magic weapon that deals the 
  same type of damage as your breath weapon, your 
  breath weapon save DC increase by 1. 
   
  Prerequisites: Craft Wondrous Item, breath weapon. 
   
  Cost to Create: 1,000 gp, 80 XP, 2 days.  
   
  Source: Magic Item Compendium 95. 
   
  DRAGONFANG GAUNTLETS 
  Price (Item Level): 8,610 gp (12th) 
  Body Slot: Hands 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) evocation 
  Activation: -- and free (mental); see text 
  Weight: 1 lb. 
   
  These thick leather gauntlets sport real dragon’s teeth for 
  studs. 
   
  Dragonfang gauntlets function as masterwork spiked 
  gauntlets and also grant you a +2 enhancement bonus 
  to Strength. 
   
  In addition, three times per day, you can activate 
  the gauntlets to treat your next melee attack against a 
  weapon or shield as though you had the Improved 
  Sunder feat, even if you don’t meet its prerequisites. 
   
  If you have Improved Unarmed Strike, dragonfang 
  gauntlets allow you to overcome damage reduction with 
  your unarmed strikes as though you were wielding a 
  magic weapon. In this case, you deal unarmed strike 
  damage instead of spiked gauntlet damage. 
   
  Prerequisites: Craft Wondrous Item, see invisibility. 
   
  Cost to Create: 4,610 gp, 320 XP, 8 days.  
   
  Source: Magic Item Compendium 95. 
   
  DRAGONSCALE CLOAK [RELIC] 
  Price (Item Level): 5,000 gp (9th) 
  Body Slot: Shoulders 
  Caster Level: 20th 
  Aura: Strong; (DC 25) transmutation 
  Activation: Swift (command) 
  Weight: 2 lb. 
   
  This long flowing cloak is sewn from an assortment of 
  chromatic dragon scales. 
   
  While wearing this cloak, you have resistance 5 to an 
  energy type of your choice (acid, cold, electricity, or 
  fire) provided that you are chaotic neutral. You can 
  select or change the resistance by speaking the 
  command word. 
   Relic Power: If you have established the proper 
  divine connection, you can also transform a dragonscale 
  cloak into functional dragon wings upon command. 
  The wings (which last for 2 hours per day, divided up 
  as you wish) allow you to fly with a speed of 60 feet and 
  average maneuverability. Additionally, the value of the 
  cloak’s resistance to energy increases to 20. 
  To use the relic power, you must worship Tiamat and 
  either sacrifice a 6
  th-level divine spell slot or have the 
  True Believer feat and at least 11 HD. 
   Lore:  The first dragonscale cloak is said to have been 
  created from the scales of Tiamat herself by a devoted 
  high priest who visited the dragon queen on her home 
  plane. Since then, those who ally with evil dragons 
  have occasionally collected assortments of scales with 
  which to duplicate the process (Knowledge [religion] 
  DC 20). 
  Prerequisites: Craft Wondrous Item, Sanctify Relic, 
  polymorph, resist energy. 
   
  Cost to Create: 2,500 gp, 200 XP, 5 days.  
   
  Source: Magic Item Compendium 95. 
   
  EAGLE CLAW TALISMAN 
  Price (Item Level): 1,000 gp (4th) 
  HIG7-09 Anathema 
   
  Page 28 
  
  Body Slot: Throat 
  Caster Level: 5th 
  Aura: Faint; (DC 27) transmutation 
  Activation: Swift (command) 
  Weight: -- 
   
  An eagle claw worked from adamantine dangles from a silver 
  chain. 
   
  The wearer of an eagle claw talisman is capable of 
  delivering ruinous strikes against doors, locked chests, 
  or other objects. When you activate an eagle claw 
  talisman, you gain a +5 competence bonus on the next 
  Strength check (or unarmed strike damage roll) you 
  make to break or burst an item. This effect lasts for 1 
  round or until used. 
   
  This ability functions three times per day. 
   
  Prerequisites: Craft Wondrous Item, shatter. 
   
  Cost to Create: 500 gp, 40 XP, 1 day.  
   
  Source: Magic Item Compendium 96. 
   
  +1 ACIDIC BURST BATTLE AXE 
  Price (Item Level): 18,310 gp (4th) 
  Property: Weapon 
  Caster Level: 12th 
  Aura: Strong; (DC 21) conjuration 
  Activation: Standard (command) and -- 
  Synergy Prerequisite: Corrosive 
   
  The surface of this weapon is pitted and worn. 
   
  An acidic burst weapon functions as a corrosive weapon 
  (see page 31). 
   
  In addition, the weapon automatically showers an 
  opponent with acid upon a successful critical hit, 
  dealing extra acid damage as set out on the table below. 
  This acid does not harm you or any creature other than 
  the target. This is a continuous effect and requires no 
  activation. Even if the weapon has not been activated 
  to deal the extra 1d6 points of acid damage that comes 
  from the corrosive property, the weapon still deals its 
  extra acid damage on a successful critical hit. 
  Critical Multiplier 
  Extra acid Damage 
  X2 
  1d10 
  X3 
  2d10 
  X4 
  3d10 
  Projectile weapons bestow this property upon their 
  ammunition. 
   
  Prerequisites: Craft Magic Arms and Armor, Melf’s 
  acid arrow. 
   
  Cost to Create: +1 bonus.  
   
  Source: Magic Item Compendium 28. 
   
  SPELLS 
  CONTINGENT ENERGY RESISTANCE 
  Abjuration 
  Level: Cleric 4. druid 4, sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 minute 
  Duration: 1 hour/level (D) 
   
  As you finish chanting the words, a pearlescent film covers 
  your body before fading into your skin, a pale rainbow of 
  colors offering their protection against potential damage to 
  come. 
   
  This spell functions similarly to contingency PH 213), 
  but with a more limited scope. While contingent energy 
  resistance is in effect, if you are dealt damage associated 
  with one of the five types of energy (acid, cold, 
  electricity, fire, or sonic), the spell automatically grants 
  you resistance 10 against that type of energy for up to 
  10 minutes per caster level, or until the remainder of 
  the spell’s duration, just as if you were under the effect 
  of a resist energy spell of the appropriate type. 
   
  Once the energy type protected against by a 
  particular casting of this spell is determined, it can’t be 
  changed. You can’t have more than one contingent 
  energy resistance in effect on yourself at the same time 
  – if you cast the spell a second time while an earlier 
  casting is in effect, the earlier spell automatically 
  expires. 
   
  The energy resistance granted by this spell does 
  not stack with similar benefits against the same energy 
  type 9such as from the resist energy spell). However, it is 
  possible to be simultaneously under the effect of resist 
  energy (fire) and contingent energy resistance (electricity), or 
  any other two such spells that protect against different 
  types of energy. 
   
  Material Component: An oyster shell. 
   
  Source: Spell Compendium 52. 
   
  ORB OF ACID 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: No 
   
  Your quick, precise movements culminate in your open palm 
  facing your target. An orb of .dark green acid flies from your 
  hand. 
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  Page 29 
  
   
  An orb of acid about 3 inches across shoots from your 
  palm at its target, dealing 1d6 points of acid damage per 
  caster level (maximum 15d6). You must succeed on a 
  ranged touch attack to hit your target. 
   
  A creature struck by the orb takes damage and 
  becomes sickened by the acid’s noxious fumes for 1 
  round. A successful Fortitude save negates the 
  sickened effect but does not reduce the damage. 
   
  Material Component: A pinch of ashes from a 
  destrachan. 
   
  Source: Spell Compendium 66. 
   
  SNAKE’S SWIFTNESS 
  Transmutation 
  Level: Druid 1, sorcerer/wizard 2 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25ft. + 5 ft./2 levels) 
  Target: One allied creature 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You toss the scales into the air, and they vanish in a sparkling 
  mist as you indicate your target. Without hesitating, that 
  creature draws and fires an arrow into the fray. 
   
  The subject can immediately make one melee or 
  ranged attack. Taking this action doesn’t affect the 
  initiative order. This is a single attack and follows the 
  standard rules for attacking. 
   
  This spell does not allow the subject to make more 
  than one additional attack in a round. If the subject has 
  already made an additional attack, due to a prior casting 
  of this spell, from the haste spell, or from any other 
  source, this spell fails. 
   
  Material Component: A few scales from a snake. 
   
  Source: Spell Compendium 193. 
   
  CREATURES 
  SYLPH 
  (from Monster Manual II, p. 192) 
  Small Outsider (Air) 
  Hit Dice:  
  3d8-3 (10 hp) 
  Initiative: 
  +1 
  Speed:  
  30 ft., fly 90 ft. (good) 
  AC:  
   
  12 (+1 size, +1 Dex)  
  Attacks:  
  Unarmed strike +3 melee  
  Damage: 
  Unarmed strike 1d2-1 nonlethal 
  Face/Reach: 
  5 ft. by 5 ft./5 ft. 
  Special Attacks: Spells 
  Special Qualities:  Improved invisibility, outsider 
  traits, spells, SR 14, summon 
  elemental 
  Saves:  
  Fort +2, Ref +4, Will +6  
  Abilities: 
  Str 8, Dex 13, Con 8, 
   
   
   
  Int 15, Wis 16, Cha 17 
   
  Skills:  
  Animal Empathy +9, Concentration 
  +5, Escape Artist +7, Hide +11, 
  Move Silently +7 
  Feat: 
   
  Empower Spell 
  Climate/Terrain:  Temperate and warm mountains 
  Organization: 
  Solitary 
  Challenge Rating:   5 
  Treasure: 
  Standard (gems and magic items 
  only) 
  Alignment: 
  Usually neutral 
  Advancement: 
  4-9 HD (Small) 
  Sylphs are native to the Elemental Plane of Air, but 
  they have a liking for the scenery of the Material 
  Plane.  They often maintain homes high in the 
  mountains, but since they love to travel, they are 
  rarely found near their homes. 
   
  A sylph appears as a small, beautiful woman with 
  translucent, brightly colored wings.  The typical sylph 
  prefers filmy clothing and brightly colored jewelry. 
   
  Sylphs always become invisible at the approach 
  of strangers and remain so until they know whether 
  there is any danger.  The mere presence of danger, 
  however, doesn’t necessarily cause them to flee; they 
  are so naturally curious that they may linger in 
  dangerous situations just to watch.  They are 
  generally friendly, especially to human males. 
   
  Sylphs speak Auran and Common. 
  Combat 
  Sylphs seldom engage in physical combat and usually 
  do not carry any weapons.  They depend on their 
  spells and special abilities to protect themselves.  
  When threatened, they often summon elementals to 
  defend them. 
   
  Spells:  A sylph can cast arcane spells as a 
  sorcerer.  Caster level = sylph’s Hit Dice + 4. 
   
  Improved Invisibility (Sp):  At will, a sylph can 
  use greater invisibility (self only). 
   
  Outsider Traits:  A sylph has darkvision (60-foot 
  range).  It cannot be raised or resurrected. 
   
  Summon Elemental (Sp):  Once per day, a 
  sylph can use summon monster VI (12th level caster) 
  to summon a Large air, earth, fire, or water elemental. 
   
   
  G R E E N S P AW N  S N E AK 
  CR  2 
  (from Monster Manual IV, p. 148) 
  LE Small monstrous humanoid (dragonblood) 
  Init +3; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Draconic 
  AC 19, touch 14, flat-footed 16 
   
  (+1 size, +3 Dex, +2 armor, +3 natural) 
  hp 11 (2 HD)  
  Immune acid 
  Fort +1, Ref +6, Will +3 
  Speed 30 ft. (6 squares) 
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  Melee dragonsplit +4/+4 (1d4/19-20 or x4) or 
  Melee dragonsplit +6 (1d4/19-20 or x4) 
  Ranged dagger +6 (1d3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -2 
  Atk Options sneak attack +2d6 
  Combat Gear 4 flasks of acid 
  Abilities Str 11, Dex 16, Con 13, Int 10, Wis 11, Cha 
  15 
  SQ water breathing 
  Feats Two-Weapon FightingB, Weapon Finesse  
  Skills Bluff +9, Hide +14, Listen +2, Move Silently 
  +10, Spot +2 
  Advancement by character class; Favored Class 
  ranger 
  Possessions combat gear plus leather armor, 2 
  dragonsplits, 2 daggers 
  Sneak Attack (Ex) Extra damage to flanked or flat-
  footed target; PH 50. This sneak attack damage 
  stacks with that granted by class levels. 
  Water Breathing (Ex) A greenspawn sneak can 
  breathe underwater indefinitely. 
  Skills: Greenspawn sneaks have a +5 racial bonus 
  on Bluff, Hide, and Move Silently checks. 
  Physical Description: Greenspawn sneaks look like 
  short lizardfolk with a distinct draconic appearance.  
   
  G R E E N S P AW N  R AZ O R F I E N D 
  CR  7 
  (from Monster Manual IV, p. 146) 
  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. 
   
  D R AC O T AU R 
  CR  3 
  (from Monster Manual III, p. 42) 
  NE large dragon 
  Init +1; Senses darkvision 60 ft.; Listen +6, Spot +6 
  Languages Draconic 
  AC 17, touch 11, flat-footed 17 
   (-1 size, +1 Dex, +2 armor, +5 natural) 
  hp 28 (3HD);  
  Immune magic sleep, paralysis 
  Fort +9, Ref +5, Will +5 
  Speed 50ft. in leather armor (10squares), base 
  movement 50ft. 
  Melee spear +6 (2d6+6/x3) or  
   
  spear +6 (2d6+6/x3) and  
   
  bite +1  (1d8+2) and  
   
  tail slap +1 (1d8+6) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +11 
  Special Actions Spit Fire +4 ranged touch attack  
  (2d6) 
  Combat Gear leather armor, spear 
  Abilities Str 18, Dex 12, Con 16, Int 13, Wis 11, Cha 
  13 
  Feats Armor Proficiency (light), Iron Will 
  Skills Balance +5, Intimidate +7, Jump +16, 
  Knowledge (arcana) +4, Listen +6, Sense Motive 
  +6, Spell Craft +6, Spot +6, Survival +6, Swim +8, 
  Use Magic Device + 7  
  Possessions combat gear plus  
  Spit Fire (Su): A dracotaur can spit a glob of fire as a 
  standard action. Once a dracotaur spits, it cannot 
  spit again for 1 minute. The dracotaur’s spittle is a 
  sticky adhesive substance that ignites when 
  exposed to air, much like alchemists fire. This glob 
  of fiery spittle is treated as a ranged touch attack 
  with a range increment of 20 feet. 
   
   
  A direct hit deals 2d6 points of fire damage. 
  Every creature within 5 feet of the point where the 
  spittle hits takes 1d4 points of fire damage from the 
  splash. Unlike alchemists fire, a dracotaur’s spittle 
  does not continue to burn. 
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  HIG7-09 Anathema 
   
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  Skills A dracotaur’s dragon levels give it skill points 
  equal to 6 x (6 + Int modifier). Its class skills are 
  Intimidate, Jump, Knowledge (arcana), Listen, 
  Sense Motive, Spellcraft, Spot, Survival, Swim, and 
  Use Magic Device. Because of their tails, 
  dracotaurs have a +4 racial bonus on Balance, 
  Jump, and Swim checks. 
  
   
  APPENDIX 3: DM AID: THE TIMELESS TREE 
  The following is reprinted directly from Greyhawk Adventures: The Marklands.  The statistics present are in 2
  nd-edition and 
  have not been updated.  They are provided as a general reference, but should not be considered correct for the Living 
  Greyhawk campaign. 
   
  THE TIMELESS TREE 
   
  The Timeless Tree is both a community and a shrine. This vast oak stands in the central part of the Vesve forest. It 
  measures 160 feet high and its trunk has a circumference of 55 feet. Its branches span a 200-foot radius. 
    Within this tree’s massive network of branches are tree houses of extraordinary elven design. Rope bridges and trailing 
  vine ladders are everywhere, seeming almost to be part of the vast tree itself. 
    This is the heart of the lands of the grey elves. Here their Seer, High Priestess Calandryen of Labelas Enoreth, holds 
  court inside a glittering crystal chamber within the roots of the oak. This chamber may only be reached from above, by a 
  dimension door effect. The oak is said to have grown from the same tiny group of acorns, which also gave rise to 
  Oakvein in the Gnarley Forest. Calandryen can magically communicate with the Oakvein’s loremasters as she wishes. 
    The grey elves protect the boundaries of their lands carefully, with the aid of dryads, brownies and other faerie spies. 
  They do not permit anyone of non-good alignment to enter. They use illusion and non-damaging spells like wall of force, 
  phantasmal and spectral force to deny access to unwanted visitors. In addition, Philidor’s globes (see below) protect all of 
  these lands, and Calandryen can see virtually anywhere within her domain as she wishes. 
    The grey elves seem only to passively resist the approach and advance of Iuz and the goblinoids of the Vesve. They 
  certainly don't cooperate much with woodsmen, rangers, or even the high elves. Their own patrols are strictly watchful 
  and defensive. 
    If anyone were to ask Calandryen why the grey elves choose this path, she would say, “Great magic is afoot which you 
  know nothing about. Iuz has been upon Oerth barely a century I have been here for six, and my people for longer than 
  any other race can tell. I saw Iuz born, and I will see him perish. He is barely a small wave coming to the shoreline of 
  history.” She is a priestess of Labelas Enoreth, and it is impossible to convey any urgency or haste to her. 
   Anyone attempting to attack these lands would face powerful wizardry. Calandryen is served by a ring of grey mages. 
  These are all powerful wizards of 11th level and higher. These defenders of the Timeless Tree wear grey robes as a badge 
  of office. 
    Grey elf patrols will always be Superior (see the encounter tables in From the Ashes), and accompanied by a wizard of 
  level 6 + 1d6. 
   
   
  Calandryen, High Priestess of Labelas Enoreth: 15th-level Grey Elf Priestess. (Dex 15, Int 18, Wis 18, Cha 17). AC -6 
  (Bracers of defense AC2, cloak of displacement, ring of protection +5), hp 66, AL CG. Calandryen employs many magical items, 
  including a ring of free action, a ring of djinni summoning, and a brazier of sleep smoke. She always wears an amulet which 
  gives her the ability to detect lie, even negating undetectable lie spells and similar stratagems. Calandryen is nearly 630 
  years old, a tiny (4' 7") grey elf with skin the color of faded parchment and violet eyes. Her silver hair is tied back from 
  her face and braided down to the small of her back. She is peaceful and composed, taking a long time to think over what 
  she says. The interdicted crystal chamber she rarely leaves radiates protection from evil throughout and any creature of 
  evil alignment must save versus spells each round it is within it or be stunned. She can revoke this effect as she wills. 
  Because of her age, Calandryen is a living font of lore and first hand knowledge, possibly unequalled in the Flanaess. 
  Whether player characters learn any of it depends on whether they gain the trust of this otherworldly, secluded mystic. 
  HIG7-09 Anathema 
   
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  PLAYER HANDOUT 1: DISPATCH 
   
  Highfolk Dispatch, Patchwall 27, CY597 
   
  Early on the morning of Patchwall 25, 
  CY597, the Wanderer’s Way Inn & Tavern, 
  was 
  burned 
  down… 
  again. 
  The 
  fire, 
  despite 
  the 
  inn’s 
  strong 
  stone 
  construction, is reported to have been 
  set 
  by 
  disgruntled 
  merchants 
  and 
  pilgrims, irate at the years of poor 
  service they had received. 
   
   In 
  the 
  conflagration, 
  Gileed 
  Wanderfoot, proprietor and high priest 
  of Fharlanghn, was burned along with his 
  establishment, 
  and 
  perished 
  in 
  the 
  flames. When his spirit was consulted 
  regarding a possible return to this 
  mortal coil, his only comment was, 
  ”Enough is enough.” 
  HIG7-09 Anathema 
   
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  PLAYER HANDOUT 2: THE PROPHECY OF ASCENSION 
   
  Two children, born in the union of owl and ocean, shall carry Her will. 
  The Harbinger will cry for the Emerald Dawn. 
  The Wrath will cry for the Emerald Dawn. 
  And She will Rise. And She will Rise. 
  When the darkness falls on feathers, She will gather. 
  When the walker flees the sea, She will move. 
  When the dreamer dies, She will flourish. 
  And She will Rise. And She will Rise. 
  A light She will take, the Harbinger working Her will. 
  A dark She will take, the Harbinger working Her will. 
  A hold She will take, the Harbinger working Her will. 
  A rose She will break, the Harbinger working Her will. 
  And She will Rise. And She will Rise. 
  Riddler. Watcher. Destroyer. Three remain with the Lord’s skull upon Her wall. 
  Three remain unknowing their danger. 
  She silently lies in wait. To break them. To prepare them. 
  She will Rise. She will Rise. 
  Her Wrath will scour beneath the sea. 
  The Horn. The Moon. The Sword. 
  Thrown from the waters will they be. 
  The fish will scream out in pain. 
  She silently lies in wait. To prepare them. To break them. 
  And She will Ascend. 
  And as the Keeper of Word and Deed has written, the sea will thrive and the fish will tremble. 
   
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