TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  HIG4−01 
   
    
   
   
   
   
   
   
   
   
   
  Demon Spawn 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Highfolk Regional Adventure 
  Version 1.0 
   
   
  by Brian Nowak 
   
  Reviewed by Jason Bulmahn 
   
   
   
   
   
  Rumors are flying through Highfolk town of a fire within the halls of the Temple of Change. The temple has remained 
  surprisingly close-mouthed, saying only that the place of worship is in fine condition.   But… this past Godsday, the 
  temple did not open its doors for service.  As the common folk grow more suspicious, you receive a summons.  An 
  adventure for APLs 2-12.  It is recommended that characters with the Quarterstaff of the Serpent’s Path play this 
  adventure. 
    
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  HIG4-01 Demon Spawn 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Highfolk.  Characters native to Highfolk pay one Time 
  Unit per round, all others pay two Time Units per round. 
   Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. 
  HIG4-01 Demon Spawn 
   
  Page 3 
  
  Adventure Background 
  The Temple of Change in Highfolk Town is a temple 
  dedicated to the Oeridian seasonal deities: Atroa, 
  Sotillion, Telchur, and Wenta.  It is by no means a major 
  player in the politics of Highfolk town, but it does 
  manage to cultivate a solid following of worshippers.  
  Many of them visit the temple in hopes of a better crop 
  the next year.  Wet springs, cool summers, indian-
  summer autumns, and short winters all fall within the 
  scope of the Four Winds deities. 
   
  Recently, Phostia Lichentow, a priestess of Telchur 
  returned to Highfolk with a wonderful item in her 
  possession.  She had managed to acquire a scroll of 
  resurrection.  The temple has been attempting to obtain 
  one of these powerful magical scrolls for quite sometime. 
   They have been carefully maintaining the hand of a 
  powerful warrior of Telchur, Victor Eldenbrath. 
   
  Though it was a risky endeavor, the high priest of 
  Atroa in Highfolk, Geldrin Weaveron, attempted to use 
  the resurrection scroll.  The spell was successful, and the 
  hand used to bring Victor back from the dead. 
   
  Unfortunately, the reunion was not a pleasant one.  
  Unbeknownst to the Temple of Change, Victor was a 
  creature cursed with fiendish blood and blessed with a 
  heart of good.  In his life, he had managed to suppress the 
  evil urges flowing in his blood.  Upon return to life, the 
  disorientation of rejoining his body after such a 
  prolonged time had an undesired effect.  Victor flew into 
  a bloody rage, slaying numerous acolytes of the Four 
  Winds, setting fire to the temple, and then fleeing it and 
  Highfolk town. 
   
  Victor now battles the evil of his soul in the hills of 
  the Highvale.  The demonic portion of him wants to push 
  for Verbeeg Hill so that he may further feed and wreak 
  havoc.  The human portion of him wants to stay away 
  from any people, which is why his progress towards 
  Verbeeg Hill has been so slow. 
   
  On another note, unrelated to the proceedings of 
  this adventure, a process has begun which has caused a 
  powerful earth spirit to begin wandering the Vesve 
  Forest.  This earth spirit seeks the bearer of the 
  Quarterstaff of the Serpent’s Path (an advancement of the 
  Ironwood Quarterstaff from HIG1-01 A Path Less 
  Traveled) so that he may bond the staff and it’s bearer for 
  the ‘time to come’. 
   
  Adventure Summary  
  The adventure begins in Highfolk Town with the 
  adventurer receiving a message accompanied by a blank 
  sheet of parchment.  The message and parchment are part 
  of a simple test that will lead the adventurers to the 
  Temple of Change in Highfolk Town. 
   
  Before going to the Temple, the party will have the 
  opportunity to gather information from the residents of 
  Highfolk or purchase any materials they might need. 
   
  At the Temple, the adventurers will attempt to get 
  into the temple.  Unfortunately, the guards are busy 
  attempting to subdue a paladin of Heironeous outside the 
  temple.  The paladin, name undecided, has come to 
  Highfolk from Furyondy after news of the destruction of 
  the Shrine to Heironeous in Ironstead reached him.  He 
  wishes to instill some law to the chaotic society, 
  beginning with the abnormal behavior of the Temple of 
  Change. 
   
  After subduing the paladin, who may or may not 
  insist on accompanying the party, the High Priest of 
  Atroa brings the party into the temple and shows them to 
  a small room where they receive a set of brief details 
  surrounding the events that happened with in the 
  temple.  Depending on the eloquence of the PCs, and 
  their agreement to keep their job silent, they may or may 
  not be able to investigate the area where the raising 
  occurred. 
   
  That done, the party receives the names of a few 
  people who were close to Victor. The temple informs the 
  party that divinations on Victor have placed him making 
  his way towards Verbeeg Hill.  The party may chase after 
  Victor immediately, or they may investigate the 
  Telchurian warrior’s background. 
   
  If they choose to investigate a bit, they learn that 
  Victor’s wife died a less than a year hence.  They also get a 
  very vivid picture of the torn human Victor was. 
   
  After the briefing at the Temple of Change, or after 
  investigating Victor’s history, the party sets off after the 
  recently raised warrior.  Along the way, they meet up 
  with the earth spirit searching for the Quarterstaff of the 
  Serpent’s Path.  If any members of the party carry this 
  Quarterstaff, the earth spirit sacrifices itself, transferring 
  his essence into the staff. 
   
  Pushing forward, the party reaches Victor just 
  outside of Verbeeg Hill.  There, he engages the party in 
  battle.  If the PCs have not investigated Victor’s history, 
  he may shift into a full-fledged half-fiend, sprouting 
  wings and exhibiting the full spell-like abilities of the 
  creatures.  If the PCs have investigated his history, they 
  may attempt to talk with Victor.  This provides them with 
  a small advantage, preventing Victor from completing his 
  undesired change, though he still submits to his urges 
  and attacks the party. 
   
  The party returns to Highfolk with Victor, dead or 
  alive, and the adventure concludes. 
   
   
   
  HIG4-01 Demon Spawn 
   
  Page 4 
  
  DM’s Aid 
  Before the adventure begins, separate and hand out the 
  form provided in DM’s Aid #1.  Have each player 
  complete the form for the PC they will be playing during 
  this adventure.  Keep it on hand for ease of use. 
   
  Introduction 
  When you are ready to begin, read or paraphrase the 
  following: 
   
  Four days ago, tragedy happened.  A small fire broke 
  out in the Temple District o  Highfolk Town. Luckily, 
  no one suffered injury, and only a few buildings took
  minor damage.  While the cause of the fire is 
  unknown, ts origin is anything but.  Rumors have 
  been running rampant since the horrible event, and 
  all share one common trait.  The fire began at the 
  Temple of Change. 
  f
   
  i
   
  f
  t
  The people whisper that the seasonal deities have 
  turned their backs on the people of Highfolk.  “To 
  prove it,” rumormongers say, “they set a fire upon the 
  temple, killing all the priests but one.”  The Temple 
  has been less than forthcoming.  They still refuse to 
  open their doors, and refuse any of the Highfolk 
  Militia.  A Godsday has passed, and still, the Temple 
  turns away worshippers. 
   
  As you are pondering just what may be going on 
  within the Halls o  Change, an elven lad of maybe 90 
  disturbs your lunch at the Vesve’s Tankard.  
  “Almireal, sir,” he says, bowing his head, “If you 
  would please come over here, I have some papers for 
  you, sir.” [Almireal then gathers each PC to the same 
  table, intoning the same brief phrase.]  “Excellen , now 
  that I have gathered all of you, here are your papers.” 
  Completing the cheerful sentence, he holds out two 
  folded pieces of parchment.  Both are unsealed. 
   
  � Almireal:  hp 3, male elf; Com1.  Traits:  Respectful, 
  effervescent, and witty. 
   
  � Almireal does not know who originally wrote the 
  papers.  One of his ‘boys’ brought them to him. 
  � Almireal takes care of a few orphaned children in 
  Highfolk town.  He feeds them and gives them odd 
  jobs so they are not causing trouble.  Occasionally, 
  people seek out his ‘gang’ of children with tasks of 
  their own. 
  � He will not reveal the name of the child who 
  brought the messages.  If the PCs are pressing this 
  hard, Almireal will simply excuse himself without 
  waiting for payment. 
  � The PCs may express a desire to follow Almireal.  
  Allow them to do so for as long as they desire.  
  Almireal is a well-received elven lad in all districts of 
  town, and leads the party on a wild (yet slow-paced) 
  ride through Highfolk town if they pursue him long 
  enough. 
   
  If the part takes the papers from Almireal, give them 
  Player Handout #1. 
   
  Almireal lingers silently for a bit of time, watching 
  his toes while the party reads the paper.  If any character 
  attempts to dismiss him, Almireal coughs and places his 
  hands behind his back.  He lingers a few moments longer 
  before leaving. 
   
  Almireal is hoping for a bit of payment for delivery 
  of the message.  If given anything less than a gold piece, 
  he smiles and nods his head before leaving.  If given one 
  gold piece or more he smiles broadly, bobs his head, and 
  says “Thank you, sir” before leaving. 
   
  The first piece of parchment contains the text 
  indicated in Player Handout #1.  The second parchment 
  is apparently blank. 
   
  To view the second parchment, the party must burn 
  the first to illuminate the phantom ink message.  Once 
  the party has done so, give them Player Handout #2. 
   
  Make a note as to whether or not the party does this 
  in relative privacy (a room in the inn [which they have 
  already acquired, if desired], a local residence, a back 
  alley, etc). 
   
  A Knowledge(local-Iuz’s Border Lands) check (DC 
  10), Intelligence check for Highfolk PCs (DC 10), or 
  Knowledge(local-any other) check (DC 20) will recognize 
  the name Geldrin Weaveron as that of the High Priest of 
  Atroa in the Temple of Change. 
   
  Development:  The party may try to go directly to 
  the temple, in spite of the time.  If this happens, the 
  Temple guards kindly turn them away.  Geldrin 
  Weaveron will also turn them away, though nervously.  
  Feel free to adlib this.   
   
  As it is a bit after noon, the party may wish to do 
  some reconnoitering or purchasing within the town.  If 
  so, proceed to Encounter One.  If they wish to simply 
  wait for nightfall, proceed to Encounter Two.  
   
  Encounter One 
  Reconnoitering 
  Read or paraphrase the following: 
   
  With the goal of learning a few things and picking up 
  a few necessities, you set out into the bustling streets 
  of Highfolk.  Things in this Free City are palpably 
  tense.  Hawkers still cry their wares, and children still 
  HIG4-01 Demon Spawn 
   
  Page 5 
  
  play in the streets, but the occasional glance to the 
  north reminds you of two worries: the displaced 
  Court of Flameflower currently taking residence in 
  the sealed Elven District, and the undead, humanoid, 
  and grugach armies somewhere deep in the Vesve 
  Forest. 
   
  The PCs have two options for this encounter:  purchasing 
  and gathering of information. 
   
  Purchasing 
  The PCs may purchase any items to which they have 
  Any, Regional: Highfolk, or Adventure (from the last 
  three adventures played) access to.  They may also 
  purchase any of the items indicated on pages 16 and 17 of 
  the LGCS. 
   
  In addition, the Guildsmen of the High Art are 
  having a scroll sales drive to raise funds for upkeep of 
  their new Guildhall, adoringly called “Doom’s Retreat”.  
  They are selling scrolls of locate creature, arcane eye, 
  dimension door, and wall of ice.  All scrolls are at 7
  th 
  caster level and sell for 700 gp a piece. 
   
  � Orin Yaun: Female half-elf Sor6/Rog4.  Traits:  
  Beautiful (Cha 20), friendly, smooth. 
   
  The young half-elven woman standing before you is 
  stunning.  So stunning in fact, that you find yourself 
  focusing more upon the melodies of her voice than 
  the yellowed rolls o  parchment she seems to be 
  attempting to sell you.  “Spells from the fourth circle 
  of magic, to help raise money for Doom’s Retreat.” 
  f
   
  Orin Yaun is a polite and helpful member of the 
  Guildsmen of the High Art.  She is manning the ‘booth’ 
  stationed outside the Guild Hall for the time being.  She 
  is very friendly, and will try to sell as many scrolls as she 
  can.  She is not above flirting with male PCs. 
   
  Gather Information 
   
  The DM is encouraged to role-play these attempts, 
  and offer up to a +5 bonus to any PCs that do well.  The 
  PCs should receive an additional +1 to their check for 
  every extra 10 gp they spend (up to +5 for 50 gp spent). 
  Each attempt at a general Gather Information costs the 
  PC 1d4 gp and three hours. The PC gains all information 
  for the DC they make, and all those lower. 
   
  � DC 10: “I haven’t heard anything, but i  must’ve 
  been something bad if the Temple won’t even 
  open its doors for Godsday.” 
  t
  i
   
   
   
   
  � DC 15: “The Militia tried to investigate, but the 
  Temple turned them away, or so I heard.  People 
  are saying that Constable Paxana even came to 
  petition entry.  I don’t believe that though.” 
  � DC 20: “Everybody is scared.  The elves have been 
  driven from Flameflower… Quaalsten is being 
  attacked… Highfolk is divided.  And now!  A fire 
  within a temple.  Things are starting to get tense.” 
  � DC 25: “The fire?  I was out that night, on my way 
  home from the Vesve’s Tankard.  I saw it.  The 
  flames weren’t nearly as big as everyone says.  
  But, I did see a short man running from the 
  temple right after the fire started.  He was 
  wearing a cloak, so I couldn’t see much of him.  
  He jingled when he ran though, l ke he was 
  wearing lots of chain armor, or maybe carrying 
  too much loose Wheat.”
  � DC 30: “Rumor has it, and I’m passing it to you, 
  that the temple was up to something big that 
  night.  Two weeks ago, Phostia, a priestess of 
  Telchur, came back from some short adventure.  
  All the priests, even the ones of Atroa and Wenta 
  and stuff, were happy for a few days. Then, they 
  all got quiet; pensive-like.” 
  � DC 31+:  “If I were you, I’d stay away from the 
  Temple of Change tonight.  Certain people are a 
  bit upset, and they might decide to take out their 
  frustrations.  It’d be best for you if you didn’t go 
  near the place.” 
  Fifth District/Town Guard 
  Some PCs may wonder what the town guard has to say 
  about the fire.  The truth is that the investigation has not 
  proceeded very far, but they are welcome to ask.  It is 
  possible that some PCs are members of the Fifth District, 
  a 
  regional 
  meta-org 
  of 
  Highfolk 
  town 
  militia 
  troubleshooters.  If so, professional courtesy grants them 
  a +15 to this roll.  This visit costs the PCs no money and 
  the watch cannot be bribed, but does take two hours to 
  sort through red tape (or one hour for PC members of the 
  Fifth District).  It is also conceivable that the PCs may be 
  able to make a Bluff, Diplomacy, or Gather Information 
  depending on how they approach the guard. The PC 
  gains all information for the DC they make, and all those 
  lower.   
   
  � DC 10: “We’re looking into it, but it isn’t a 
  priority. We don’t have anything yet but we’l  let 
  you know i  we catch someone.” 
   
   
  l
  f
   
  � DC 15: “Well, I guess there’s no harm in me 
  telling you what I know.  No, we weren’t called. 
  We responded to the fire, like we’re supposed to 
  do.  But once it was out, the priests asked us to 
  leave.  Maybe they’ll talk to you.” 
  HIG4-01 Demon Spawn 
   
  Page 6 
  
  � DC 20: “Paxana even went to visit the Temple, 
  after the priests turned all of us away.  She hoped 
  her ‘station’ would hold some sway.  They didn’t 
  let her in, but at least they didn’t slam the door in 
  her face.  The Temple is calling it an internal 
  matter, and we’re pretty content to let them 
  handle it.” 
   
   
   
   
   
  l
  i
  i
   
  .
   
  � DC 25: “See, the thing is, people are starting to 
  talk.  And they’re starting to talk angrily.  Bad 
  things seem to be happening around town since 
  the Temple closed its doors. Call me paranoid, if 
  you want, but I’m afraid the Temple might see 
  another fire soon, and this one won’t be an 
  internal affair.” 
   
  Any other possible information resources are too 
  occupied with their own affairs to concern themselves 
  with the Temple of Change.  The party is free to attempt 
  to contact any other resources they may have, but will 
  not earn the favor of the Temple of Change for not being 
  discreet. 
   
  Development:  It is possible that the PCs are unable 
  to gather any information, but it’s not really too 
  important.  The main purpose of this encounter is to give 
  the PCs a chance to paint a broader picture of the tension 
  within the town, and to set up the one-man mob in the 
  next encounter. 
   
  When the PCs have completed their shopping and 
  information gathering, and are ready to go to the Temple, 
  proceed to Encounter Two. 
   
  Encounter Two 
  Shooing Fireflies  
  This encounter takes place at the Temple of Change in 
  Highfolk town.  When the PCs have ventured to the 
  temple that night, read or paraphrase the following: 
   
  The thick blanket of night has fallen over Highfolk 
  town, and with it a great silence.  Shutters are closed. 
  Curtains are drawn.  The light crunch of snow 
  beneath you is the only sound. Only eight bells into 
  the evening, and the town feels like a graveyard. 
  Ghosts and ghouls, though, are driven to the back 
  of your mind when the shout echoes from further 
  down the street.  “Open your doors, now!  In the 
  name of Heironeous!” 
   
  Odd that, Heironeous invoked in Highfolk.  It 
  only makes you move faster of course. 
  The party is free to approach any way they desire.  The 
  statistics for Marek, the temple guard, and Cecil, the 
  paladin of Heironeous, can be found in Appendix 1. 
   
  Once the party has approached, read or paraphrase 
  the following: 
   
  There, standing in the center of the courtyard outside 
  a large, sprawling set of five buildings carved with 
  flowing winds, is a dusty haired man.  He is dressed 
  in silver, shining p ate armor emblazoned with the 
  fist and lightn ng bolt of Heironeous.  His face is 
  calm and impassive, but his voice bellows again.  
  “Open 
  your doors for a proper and lawful 
  investigation!” 
   
  A few feet away from the obvious paladin, a man 
  dressed in the colors of Telchur, black and grey, 
  stands with his back resting against the wall of the 
  Temple.  He is lightly snickering beh nd a gloved 
  hand. 
  The Heironean draws a fine longsword and holds 
  it forth   A word is whispered, and the sword bursts 
  into pure, blue flame.  “The wrath of Heironeous is 
  unforgiving!  Open your doors.” 
   
  The cold winter wind fans the flames upon his 
  sword and the flames of his anger as he stands alone 
  within the courtyard.  Completely alone. 
  � Cecil Trueblood: Male human Pal4(Heironeous).  
  Cha 16.  Traits:  Experienced, stubborn, battle-loving.  
  Age: 28.  See Appendix One for statistics.  [Note:  Cecil 
  radiates faint evil, and does not radiate good.] 
   
  The party may take any approach they desire to deal with 
  the paladin. 
   
  � They may ignore him.  He will not try to force his 
  way into the temple, but he also will not leave the 
  courtyard unless coaxed to do so by the PCs.  The 
  party may move into the temple without responding 
  to Cecil, if they so desire. 
  � They may coax him.  Cecil may be stubborn, but an 
  adequate Diplomacy check (DC 20) combined with 
  good role-playing (allow up to a +4 bonus to the 
  Diplomacy check for good RP) will convince the 
  paladin to leave. 
  � They may be honest with him, informing the paladin 
  that they are here to take care of the problem.  In 
  this instance, Cecil will detect evil and then insist on 
  accompanying the party.  If any member of the party 
  radiates evil, see the heading below ‘Radiating Evil’. 
  � They may subdue him.  Cecil may fall prey to any 
  number of spells, as he has no immunities.  They 
  may also subdue him with nonlethal damage.  In this 
  instance, Cecil defends himself, returning the 
  nonlethal damage. 
  � They may attack him.  Some parties may attack Cecil 
  after discovering that he radiates evil.  If this 
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  happens, make a note of it in the critical events.  At 
  the end of the adventure, charge each PC involved 4 
  TUs for time spent in Roots after conviction and 
  detention for assault.  Cecil is raised, if he dies, by 
  the church of Heironeous, and testifies against the 
  PCs in court.  If Cecil dies, his sword disappears as if 
  by a teleport spell. 
   
  Here is the information Cecil knows and is willing to 
  share with kind, forward PCs.  It is provided in bullet 
  form so that you may role-play it. 
   
  � Cecil is from Bradford, in the Kingdom of Furyondy. 
   He serves His Pious Majesty, the King of Furyondy, 
  Belvor IV. 
  � Cecil is in Highfolk after rumors of the destruction 
  of the Temple to Heironeous in Ironstead reached 
  him while on a relief mission near Kisail. 
  � Cecil stopped in Ironstead, and witnessed the ruins 
  of the Temple himself.  A young gnomish woman by 
  the name of Rjandi Tammi Tavi has taken temporary 
  control of the Furyondian outpost until Belvor can 
  send a new military man. 
  � The Temple was horribly destroyed by some creature 
  that leaked pus and attempted to eat the Knights of 
  the High Forest that were in the outpost. 
  � Cecil came to Highfolk to speak with the Town 
  Council.  Before he had a chance, though, news that 
  the Temple suffered a fire, wasn’t cooperating with a 
  proper investigation, and didn’t open their doors for 
  worship on Godsday reached him. 
  � He is there, right now, to see to it that the temple 
  submits to a complete and lawful investigation. 
  � If any of the party brings it up, Cecil will admit that 
  he suffers from a curse which causes him to radiate 
  evil.  He will also admit that the curse originates in 
  his longsword.  The most powerful priests at Chendl 
  could not remove the curse, but Cecil is willing to let 
  any PCs attempt it.  (They will not succeed). 
  � He acquired the sword on a journey into a place 
  known as Sallow Hold, but that was years ago. 
   
  Coming Along:  Should the party inform Cecil that they 
  are here to investigate the crimes committed within the 
  Temple of Change, the paladin of Heironeous insists that 
  he come along.  He claims to be skilled in combat (at low 
  APLs this is true).  He also claims to be skilled in sensing 
  that which others wish to keep hidden (he has an 
  appreciable Sense Motive skill). 
   
  Cecil takes the role of a follower within the party.  
  He understands that he is not the leader of this already 
  formed group, and it would be unlawful to usurp that 
  leadership in the middle of a mission. 
   
  Cecil willingly accepts all buff spells cast by 
  members of the party, except those who radiate evil.  He 
  attempts to resist those spells, making the appropriate 
  saving throw. 
   
  Radiating Evil:  Cecil Trueblood is an experienced 
  paladin.  He firmly believes that even those of evil heart 
  can be redeemed.  He also believes that bearing an evil 
  heart is not reason to be punished.  Indulging an evil 
  heart is, though.  Should any PC radiate evil, Cecil makes 
  it his intention to accompany the party and assist them.  
  He keeps a particularly close eye upon any PCs radiating 
  evil.  Should they perform an evil act, Cecil attacks to kill. 
   He does not attack until he has witnessed an evil act by 
  the radiating member of the party. 
   
  As indicated above, Cecil radiates evil due to the 
  curse of his flaming longsword.  This is another reason 
  why the paladin does not kill outright those who radiate 
  evil.  He knows that even his own magical abilities can be 
  misinformed at times. 
   
  Encounter Three 
  Getting Into the Temple 
  There are numerous ways to get into the Temple of 
  Change.  A few of them are outlined below.  It is 
  important to remember that the security on the Temple 
  of Change is minimal.  Should the party come up with 
  any plan not indicated below, it will likely succeed, at the 
  DM’s discretion. 
   
  � Sneak up to the door.  This method is also feasible.  
  The guard, Marek, (statistics provided in Appendix 
  One), is quite alert, though skilled parties may be 
  able to sneak up on him and get through the door 
  without him noticing. 
  � Heroic Misdirection.  The guard, Marek, has very 
  heroic notions of himself.  If presented with a 
  situation where someone is in distress, he will not 
  hesitate to run off to save the day. 
  � Investigative Misdirection.  Marek can be lured 
  away from the door on a brief goose chase, following 
  sounds of combat, a child crying, the sounds of some 
  creature loose in Highfolk.  This sound can be 
  created through spells, mimicry, etc. 
  � Through the Window.  There are numerous 
  windows on the Temple.  Unsurprisingly, all of 
  them are open.  The party could easily slip into one 
  of the windows.  No matter which room they enter, 
  Geldrin Weaveron is waiting for them there.  His 
  divinations have told him exactly when and where 
  the party will arrive. 
  � Talking to the guard.  Some parties may attempt to 
  speak with Marek.  It is an amiable fellow with a 
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  good sense of humor.  He is particularly focused this 
  evening on the paladin.  He will frequently crack 
  jokes at the expense of the Heironean (whether he is 
  present or not).  Marek will not allow the party 
  entrance, but he may be convinced to get Geldrin 
  Weaveron.  The party loses the favor of the Temple 
  of Change for doing this. 
   
  � Marek Whistledown: Male human Ftr1/Rog2.  Cha 
  11.  Traits:  Heroic, humorous, alert.  See Appendix One 
  for statistics.   
   
  No matter which room they enter, Geldrin Weaveron is 
  waiting for them there.  His divinations have told him 
  exactly when and where the party will arrive.  Once the 
  party has entered the Temple, read or paraphrase the 
  following: 
   
  The man standing before you is a rather unassuming 
  one.  Loose green and white clothing cut in an old 
  fashion covers his cherubim body.  His broad nose 
  dominates his flushed face.  Brown eyes twinkle 
  excitedly underneath large, bushy brows.  A sparse 
  patch of hair stretches dangerously thin over the bare 
  expanse of scalp atop his head. 
   
   
  f
  f
  f
   
   
  f
  t
   
   
  Around his neck hangs a silvered chain bearing a 
  thin silver heart etched with an air-glyph.  His pudgy 
  fingers twitch nervously, one hand twiddling the 
  other.  “You’re here!” he says with a bit of nervous joy. 
   “Just as Atroa told me.” 
  Proceed to Encounter Four. 
   
  Encounter Four 
  Something Wicked This Way 
  Came 
  Read or paraphrase the following, continued from 
  Encounter Three: 
   
  … The smell o  char is faint here, within the con ines 
  of the Temple o  Change.  Days old, but still it lingers 
  like some hungry child at the dinner table. 
  The man moves, a sort of odd rolling motion that 
  shifts his weight from one leg to the other.  “I’m 
  Geldrin Weaveron,” he greets you, hal  bowing, “ he 
  High Priest of Atroa here in the Temple of change.  
  Since you’re here, I guess you received my letter.” He 
  pauses, waiting for acknowledgement.  “Come, come,” 
  he says, his voice a nervous twitter, “Much to do, 
  much to see.  I’m glad you made it this far, and now 
  for the task at hand, yes.” 
   
  He briefly turns his head, to make sure you are 
  following, before leading you down a small hallway 
  and into the Temple proper.  The walls are decorated 
  in cloths of black and white and paintings of barren 
  scenes of winter landscapes.  It is winter, and Telchur 
  runs the Temple of Change.  Rows of wooden pews 
  are in the floor of the room, spaced evenly on either 
  side of a broad walkway leading up to an altar. 
   
  It is the altar, though, which draws your eyes.  
  Before it lie five people.  Three in greens and whites 
  similar to those upon your host, one in gold and 
  brown, and the fifth in blacks and silvers like the 
  Temple’s adornments.  Blood soaks each of their 
  garments. 
   
  “Please, sit,” Geldrin says, motioning towards a 
  row of pews.  He waits for you to sit, before taking his 
  own seat a row ahead of you and twisting to face your 
  party. 
  The man is Geldrin Weaveron, High Priest of Atroa at the 
  Temple of Change. 
   
  � Geldrin 
  Weaveron: Male human (Oeridian) 
  Clr9(Atroa).  CHA 14.  Traits:  Warm, nurturing, nervous. 
   
  Geldrin knows and relays the following information 
  through role-play: 
   
  � He was the one who sent the message to bring the 
  PCs to the Temple. 
  � He is currently in charge of the temple until the 
  resources can be mustered to raise Phostia 
  Lichentow, the sole priestess of Telchur at the 
  Temple, and the rest of the fallen. 
  � The five bodies are the five who fell.  Phostia is the 
  priestess of Telchur, dressed in blacks and silvers.  
  Kayla, Tiber, and Denar are the three priests of Atroa 
  who fell, dressed in greens and whites.  Regina is the 
  priestess of Wenta, in brown and gold. 
  � The five of them died while attempting to perform a 
  resurrection spell. 
  � Phostia recently recovered a scroll of resurrection, 
  and the church was going to attempt to use it to raise 
  a long dead Telchurian warrior, Victor Eldenbrath. 
  � Victor died 6 years ago, in service to the church, and 
  his body has been preserved since then, until such a 
  time as the clergy was capable of bringing him back 
  to life, since the usual raise dead magic was not 
  working. 
  � Victor served in the faith of Telchur in a discreet 
  manner.  Geldrin doesn’t know much, being of the 
  faith of Atroa.  He does know that Victor would be 
  sent on frequent missions, the nature of which were 
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  l
   
  ‘less than good’.  Telchur is a force of chaos and 
  seasonal death, afterall. 
  � Geldrin does know that Victor carried an item of 
  some magical power.  This item would return 
  Victor’s corpse to the Temple of Change, if he were 
  to die.  It is because of this, no one knows where or 
  how he died, or they simply don’t wish to share it. 
  � Two weeks ago, Phostia returned with the scroll, and 
  four nights ago she attempted to use it.  As far as 
  Geldrin and the other acolytes of the Temple can 
  tell, the scroll functioned properly. 
  � The problem was not with the magic, but with the 
  man who was resurrected. 
  � Victor was fine for a few moments, but then flew 
  into a murderous rage.  He drew his weapons and 
  slew the five priests before throwing a torch to the 
  decorated walls and fleeing. 
  � Geldrin was initially afraid Victor might go after his 
  daughter, Willough, or possibly his sister, Venise, 
  but divinations have shown that Victor fled 
  Highfolk Town.  He is heading for Verbeeg Hill, 
  though no one is certain why. 
  � His movement has been erratic.  He initially made 
  great bounds towards the Hill, but then, the last two 
  days he has moved very little. 
  � Geldrin is afraid of what might happen if Victor 
  makes it to Verbeeg Hill, and wants to send the PCs 
  after him, if they’re willing. 
  � The Church cannot afford to make any sort of 
  payment, as they need to save their resources to raise 
  the five priests.  Geldrin chose the PCs because of 
  divinations performed. 
  � The Temple hasn’t opened its doors for service 
  because of the five dead clerics, and an inability to 
  handle the people of the town with their reduced 
  numbers.  Once the clerics are raised, services will 
  recommence. 
   
  A Knowledge(local-Iuz’s Border States) check (DC 15) 
  will recognize the name Victor Eldenbrath as a human 
  member of the Iryrinshae Fighting School of Clan 
  Llelyuna.  A further Knowledge check at the same DC, or 
  if a PC is a member of any Highfolk Fighting School, give 
  the party Player Handout #3.   
   
  Geldrin provides a very good physical description of 
  Victor: 
   
  “Victor is a distinguished man.  He has salt and 
  pepper hair, a very sharp face, and a light dusting of a 
  beard.  He carries his weapons in a magical quiver 
  which allows him to easily carry numerous spears, his 
  favored weapon.  His trademark piece of clothing is a 
  long, thick, black winter cloak with the holy symbol 
  of Telchur sewn into its back.” 
  Geldrin is glad to let the party investigate the temple as 
  much as they wish. 
   
  � A Heal check (DC 15) will reveal that the five priests 
  all received the benefits of preservation at about the 
  same time after their deaths.  It will also reveal that 
  they all died by piercing weapons, likely the same 
  weapon. 
  � The bodies all radiate faint necromancy (gentle 
  repose) if checked for magical auras. 
  � A Search check (DC 15) will reveal that the fire 
  began on one of the many cloth decorations of the 
  Temple, and quickly spread about the wooden 
  building.  Most of the damage has been repaired, but 
  some of the wood still shows char marks. 
  � Geldrin will show the party to the room where 
  Victor was preserved if they wish.  The room is a 
  simple acolyte’s quarters:  Single bed, table, and 
  chair.  No possessions remain, as all were given over 
  to his family, except what Victor was preserved in. 
  � The room (particularly the bed) still radiates a faint 
  and fading necromancy, if checked for magical auras. 
   A Spellcraft (DC 17) will deduce that after 6 years of 
  being near magical effect, the aura may still linger 
  for another few days. 
   
  Geldrin’s divinations will cause him to encourage the PCs 
  to pay a visit to Victor’s family. 
   
  “One last thing,” Geldrin says, his cherubim face 
  breaking into a warm smile.  “’Three keys to the 
  broken soul.  One of ove.  One of duty.  One of old.’,”
  he quotes. “Those are the words Atroa gave me, and I 
  am passing them to you.” 
   
  Should the PCs desire, Geldrin can provide them with 
  the locations of living spaces belonging to Willough and 
  Venise, Victor’s kin.  If the party chooses to visit them, 
  proceed to Encounter Five. 
   
  If the party chooses to follow after Victor 
  immediately, proceed to Encounter Six. 
   
  Encounter Five 
  What Was Kept in Secret 
  This encounter is fairly freeform.  A basic physical 
  description of each NPC is provided in addition to a 
  breakdown of their personality.  Also provided is the 
  pertinent information each NPC knows and will relay 
  through role-play. 
   
  HIG4-01 Demon Spawn 
   
  Page 10 
  
  Willough Eldenbrath 
  Willough Eldenbrath is an unshapely female, looking 
  more like a slat of lumber than a woman.  She is short, 
  thin, and well muscled.  Her dark black hair is cut short, 
  and almost always spiky and unkempt.  She wears man’s 
  breeches and shirts, as they’re more comfortable for her 
  work.  She is a foreman at the Clover Tannery on Tannery 
  Row in the Poor District. 
   
  Clover Tannery is one of the premiere tanneries in 
  Town, competing with the Three Crowns Tannery for the 
  reigning top spot among tanners. 
   
  Willough takes great pride in her work.  She acts 
  more like a man than a woman, brusquely shaking hands 
  with people, grinning, cracking jokes related to sex, beer, 
  and hunting.  She berates her crew at the tannery, if they 
  appear to be slacking.  They groan, but she has garnered 
  their respect. 
   
  She is only 18 years old, prime age for human 
  females to begin seeking out a husband, but Willough 
  will have none of it.  She intends to take Florence 
  Skinner’s place as owner of the Clover once the old man 
  kicks over.  She doesn’t have time for men. 
   
  Willough lived with her father and mother, before 
  he passed six years ago and she this past year.  Willough 
  is not aware that the Temple of Change has been 
  preserving her father’s body, intending to raise it.  As far 
  as she is aware, the body is buried in a graveyard outside 
  of Highfolk.  Should the PCs inform her of her father’s 
  revival, the PCs do not receive the Favor of the Temple of 
  Change. 
   
  When asked to talk about her father, Willough will 
  become a combination of angry and depressed.  As she 
  saw him, her father was a torn man with a broken soul.  
  Some days he would be caring, loving, and generous.  
  Other days he would be brooding, short-tempered, and 
  angry.  On some days he would shift back and forth 
  multiple times. 
   
  If asked about her father’s possessions, Willough 
  informs the party that, at one point, she was given almost 
  all of her father’s things by the Temple of Change, but 
  she gave them to her aunt, Venise Dassowmoon.  She 
  tells the party that it was a small chest that her father kept 
  hidden under his bed.  He never opened it without 
  muttering some word.  “Metchur” is what she 
  remembers. 
   
  � Willough Eldenbrath: Female human (Oeridian) 
  Exp7. Profession(tanner) +14.  Cha 11.  Traits:  Brusque, 
  manly, powerful. 
   
   
  Venise Dassowmoon 
  Venise Dassowmoon is Victor’s elder sister.  She is an 
  older woman, about 47 years of age.  Unlike her niece, 
  she is the proper woman.  She is the wife of a wealthy 
  merchant who delivers eel jelly to Mitrik and Chendl.  
  She wears fine muslin dresses, and her house is kept by a 
  well-mannered maid.  She exhibits excellent etiquette 
  and diplomatic skills, as expected of any ‘good wife’. 
   
  Her hair is dark, graying at the temples to form a pair 
  of white-gray streaks that blend seamlessly into her 
  always-bunned hair.  She, too, is thin, but shapely in a 
  voluptous manner and frequently wears clothes that 
  accent her shape but do not draw attention to it. 
   
  In the recent past, Venise has dabbled in divinatory 
  magics, though she would never admit as much to 
  anyone.  She is a cleric of Istus, using powers granted by 
  the goddess of fate to speak with her departed family 
  members.  This has given her reason to suspect that the 
  Temple of Change was doing something with Victor’s 
  body and recently departed soul.  While she doesn’t make 
  this information known, it does give her reason to 
  suspect the party is here at the behest of the Temple.  
  Istus has told her that the party will help her family, and 
  that she should be gentle and forthcoming.  If the party 
  shares information about her brother’s revival with 
  Venise, they still receive the Favor of the Temple of 
  Change. 
   
  Venise does not ask many questions, but provides a 
  great deal of information under the guise of making idle 
  conversation. 
   
  She has two stories to tell about Victor when they 
  were children.  The first is of his rescue of a stranded 
  kitten that had broken its leg and was in a tree.  Victor 
  climbed the tree and brought the kitten down, in spite of 
  the fact that the kitten was near the crown of the old oak 
  tree, some 30 feet in the air.  Victor then splinted the 
  kitten’s leg, hand fed it, and took care of it for six weeks 
  before the kitten was able to walk on its own.  After that, 
  the kitten, Meows, followed Victor around all the time. 
   
  The second story also involves the kitten.  Two 
  months after saving the young cat, Victor took it off to 
  play in a small grove in the Merchant’s District.  He and 
  the kitten were gone for most of the day, and when 
  dinner time arrived, their mother sent Venise off to find 
  the wayward boy and bring him back home.  She found 
  him in the grove where he had said he was going earlier 
  that day.  Victor was sitting with his back against a tree, 
  the kitten laid out before him.  The boy was holding a 
  bloody knife, and the kitten was not moving.  What 
  Venise saw made her run away without saying anything 
  to Victor, and she never told anyone about it:  Victor had 
  cut open the kitten and was playing with its insides.  His 
  HIG4-01 Demon Spawn 
   
  Page 11 
  
  face was smeared in blood, in some weird designs, and he 
  was giggling like a maniac. 
   
  Since the party is asking after him, Venise offers up 
  the chest of Victor’s possessions to the PCs, claiming to 
  never have opened it (she hasn’t).  She has never felt the 
  desire to know what was within it. 
   
  Trap:  The small wooden chest that Venise gives to 
  the PCs is trapped.  When any PC touches the latch of the 
  chest, it will set off the trap.  The command word to 
  deactivate the trap is “Telchur”.  If this is muttered by a 
  PC before the latch is touched, the trap will not go off 
  having been circumvented. 
   
  If the trap goes off, it works to push the PC away 
  from the chest in a direct line.  The PC who touched the 
  latch is bull-rushed directly away from the chest 
  according to the mechanics below (Similar to the 
  telekinesis spell). 
   
  APL 2 (EL 3) 
  � Chest Trap: CR 3; magical; touch trigger; automatic 
  reset (immediate); +5 melee touch (bull rush and 3d4 
  magic damage, +4 bonus on Str check); Search (DC 26); 
  Disable Device (DC 26), Caster level 5
  th. 
   
  APL 4 (EL 5) 
  � Chest Trap: CR 5; magical; touch trigger; automatic 
  reset (immediate); +7 melee touch (bull rush and 3d6 
  magic damage, +5 bonus on Str check); Search (DC 26); 
  Disable Device (DC 26), Caster level 7
  th. 
   
  APL 6 (EL 7) 
  � Chest Trap: CR 7; magical; touch trigger; automatic 
  reset (immediate); +9 melee touch (bull rush and 3d8 
  magic damage, +6 bonus on Str check); Search (DC 26); 
  Disable Device (DC 26), Caster level 9
  th. 
   
  APL 8 (EL 9) 
  � Chest Trap: CR 9; magical; touch trigger; automatic 
  reset (immediate); +11 melee touch (bull rush and 6d6 
  magic damage, +7 bonus on Str check); Search (DC 28); 
  Disable Device (DC 28), Caster level 11
  th. 
   
  APL 10 (EL 11) 
  � Chest Trap: CR 11; magical; touch trigger; automatic 
  reset (immediate); +13 melee touch (bull rush and 9d6 
  magic damage, +8 bonus on Str check); Search (DC 28); 
  Disable Device (DC 28), Caster level 13
  th. 
   
  APL 12 (EL 13) 
  � Chest Trap: CR 13; magical; touch trigger; automatic 
  reset (immediate); +15 melee touch (bull rush and 9d8 
  magic damage, +9 bonus on Str check); Search (DC 28); 
  Disable Device (DC 28), Caster level 15
  th. 
   
  Inside the chest is a thick, fur-lined cloak of black cloth 
  with a large silver leafless tree in a field of snow sewn 
  into it.  The chest also contains an old knife, coated in 
  long dried blood.  A Heal check (DC 15) will reveal that 
  the blood is years old.  There are also three pieces of 
  parchment, each stored in a single scroll case.  The 
  parchments have coal sketches upon them, one of 
  Willough, another of Venise, and a third of his wife, 
  Larissa.  Venise can identify all three of the portraits. 
   
  Once the party is ready to follow after Victor, 
  proceed to Encounter Six. 
   
  Encounter Six 
  Children of Stone 
  Read or paraphrase the following: 
   
  Moving quickly up the Quagflow Road, you’re 
  sincerely hoping that you make it to Victor before 
  Victor makes it to Verbeeg Hill.  There is no telling 
  what the warrior might do, if unhindered, in the 
  bustling eel jelly town. 
   
   
  i
  .
   
   
  The sound of cracking stone and a grating voice 
  break into your thoughts.  “Help me!”  The voice is a 
  deep baritone, and sounds like  gravel, but it is 
  definitely in distress. 
  When the PCs go after the voice, read or paraphrase the 
  following.  The PCs may interrupt this at anytime they 
  desire. 
   
  The middle of the clearing contains an odd sight, and 
  odd sounds.  A single man, standing some eight feet 
  tall dominates the middle of the small clearing.  His 
  skin is a dark brown, and his face is all sharp angles 
  and rough edges.  His broad chest is bare, and long 
  cut marks mar it.  Each slash drips blood, you guess, 
  but the blood is translucent, as if liquid crystal. 
   
  The source of those cuts is crouched low before 
  the hulk ng man.  A human man is there, a glistening 
  rapier in his hand.  Grayish skin, black and hungry 
  eyes, and an almost lupine face identify this man as 
  something less than human. 
   
  “Help me!” the voice cries again.  The large 
  brown man’s eyes have fixed upon you, black pools of 
  anguish   “Please!” 
  The short man lashes out again, with his rapier… 
   
  Creatures:  The tall man is an earth creature born for one 
  purpose: to bond with the Quarterstaff of the Serpent’s 
  Path.  The earth creature is a pacifist. 
  HIG4-01 Demon Spawn 
   
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  His attacker is a creature from the Abyss: a vultivor.  
  The vultivor is a trained assassin, who has been trailing 
  the earth spirit for days now, waiting for a chance to kill 
  him. 
   
  Tactics: The vultivor is a very sly creature, and thus 
  far, the earth creature has not struck it.  He is more than 
  willing to turn his back upon the creature and focus his 
  tactics against the party. 
   
  The vultivor maintains his humanoid shape, and 
  makes use of his Improved Feint ability to get a sneak 
  attack in every round. 
   
  When he gets to half hitpoints, the vultivor shifts to 
  his vorr form, and makes use of his Improved Feint 
  ability in combination trip attacks to bring opponents 
  down. 
   
  When reduced to one-quarter hitpoints, the vultivor 
  attempts to flee into the forest. If it is unable to escape 
  without provoking attacks of opportunity, the vorr uses 
  its shadow form ability before escaping. 
   
  If captured, the vultivor will talk briefly before 
  attempting to use his shadow form ability to escape any 
  bonds and flee. 
   
   
  APL 2 (EL 4) 
  � Vultivor: hp 29; see Appendix Two. 
   
  APL 4 (EL 6) 
  � Vultivor: hp 42; see Appendix Three. 
   
  APL 6 (EL 8) 
  � Vultivor: hp 55; see Appendix Four. 
   
  APL 8 (EL 10) 
  � Vultivor: hp 68; see Appendix Five. 
   
  APL 10 (EL 12) 
  � Vultivor: hp 81; see Appendix Six. 
   
  APL 12 (EL 14) 
  � Vultivor: hp 94; see Appendix Seven. 
   
  Once the vultivor has been destroyed (assuming the 
  earth creature has not been killed by the PCs), read or 
  paraphrase the following: 
   
  Lumbering up from where it was curled upon the 
  forest floor, the strange, hulking, dark-skinned man 
  extends a long arm as if in friendship.  “Thank you,” 
  he says, his baritone voice sounding like the rumble 
  of so many stones down a mountain.  Closer now, you 
  can see that his skin is not actually dark, it is dirt and 
  rock! 
  � Unnamed Earth Creature: male, unknown.  Traits:  
  Pacifistic, humble, gentle.  hp 224, AC 20, DR 20/evil. 
   
  No Knowledge skill will allow any PC to identify this 
  creature.  A Knowledge(planes) DC 15 will narrow it 
  down to some kind of elemental creature, but any further 
  isolation is not possible. 
   
  The earth creature knows the following things: 
   
  � He is a pacifist.  He has been wandering the ‘green 
  sea’ (as he calls the Vesve Forest), since time 
  immemorial.  For as long as he can remember, he has 
  hidden from the world. 
  � Recently, his desire to hide disappeared, and now he 
  has made a special effort to meet everyone he can 
  and fulfill his purpose. 
  � He has no name.  It was a sacrifice he made long ago. 
   He does not wish to go into further detail. 
  � He is a creature of the earth, born in the womb of 
  Beory, and raised by her children.  He was released 
  to wander the ‘green sea’ until the time comes.  That 
  he speaks with the party now, tells him the time is 
  near. 
  � That creature is one from the Abyss.  It has been 
  hunting him for years now.  He was waiting here for 
  the party when it attacked him. 
  � He could do nothing to the creature.  To raise a fist 
  against any roaming the world would be to violate all 
  he was taught.  He has never struck a single being, 
  never even in self-defense. 
  � His purpose is to wait until the time comes.  When 
  the time comes his purpose will be made known to 
  him. 
   
  If no party member carries the Staff of the Serpent’s Path, 
  read or paraphrase the following: 
   
   
   
   
   
   
  The creature seems distant for a moment, his head 
  tilting an ear to the sky… or maybe an ear to the 
  ground.  It is difficult to tell.  He lets out an audible 
  sigh, the buzzing of a million honey bees, and looks 
  off towards the horizon.  “I thought one of you might 
  aid me in my purpose, but today it was not to be so.” 
  The hulking form reaches over his shoulder, into a 
  backpack that blends so completely into his bare skin
  you didn’t notice it before.  “For your help, I have a 
  gift.  It will help you in the days to come.” 
  The gift provided is dependant upon APL.  See the 
  section labeled “Treasure” below for details.  The creature 
  knows the function of each item and discloses it, if the 
  PCs ask. 
   
  Proceed to Encounter Seven. 
  HIG4-01 Demon Spawn 
   
  Page 13 
  
   
  If any party member carries the Staff of the Serpent’s 
  Path, read or paraphrase the following, focusing upon the 
  PC (or PCs) with the Staff: 
   
  The hulking form reaches over his shoulder, into a 
  backpack that blends so completely into his bare skin
  you didn’t notice i  before.  “For your help, I have a 
  gift.  It will help you in the days to come.”  The 
  creature’s head shifts, and his dark, murky eyes seem 
  to sharpen and focus, the weight of all his earth 
  settling heavily upon you.  “You,” he says, something 
  resembling a gen le smile of anticipation breaking 
  onto his stony face.  “You have what I am here for.” 
   
  t
   
  t
   
   
   
   
   
   
  t
   
   
   
   
   
  The creature is, of course, referring to the Staff of the 
  Serpent’s Path.  The creature asks to see the staff, and 
  resorts to begging if he has to.  He knows that the staff is 
  his reason for existence. 
   
  When the PC produces the Staff, the creature asks if 
  he may have it.  Once it is given over… 
   
  If the PC has all ten signatures on the Staff, read or 
  paraphrase the following: 
   
  The ogre-sized creature takes the Staff, holding it 
  almost reverently within his hands.  “Oh,” he says, his 
  rumbling voice filled with awe.  “It is ready for the 
  next step.  But you must first make a sacrifice.”  His 
  dark eyes focus heavily on you.  “A portion of your 
  essence must be given over to the staff.  I can try 
  without, but it will be more powerful with.” 
  Should the PC agree, the creature approaches, and places 
  a stony hand upon the PCs forehead.  The PC feels a wash 
  of warmth, and loses one point of Constitution.  This 
  Constitution loss may not be recovered except by a wish 
  or miracle spell. 
   
  Should the PC not agree, the creature still attempts 
  to convert the staff.  The conversion fails, destroying the 
  staff completely. 
  Slowly, the beast bends at his waist, chunks of stone 
  tumbling from his body.  He sets the snake-headed 
  staff down upon the ground and takes a step back.  “A 
  life of pacifism ended in a moment of violence.”  His 
  bottomless eyes meet yours for one final time.  “Know 
  that my sacrifice is for the green sea, and for your 
  future.” 
   
  Two quick steps place the earth-man over the 
  staff.  His fist raises high over his head, only to come 
  smashing down upon the fragile wood of the 
  Quarterstaff.  The thin shaft shatters, sending wood 
  splintering in all directions.  It happens in the blink 
  of an eye, but seems to take an eternity.  The creature, 
  fist pressed into the ground, begins to crack and 
  break. The large slashes caused by his assailant grow 
  larger, as his skin begins to roll off in thick chunks.  A 
  bellow of ecstasy escapes the creature’s lips as he 
  throws his head back to peer at the sky.  Then, he is 
  gone. 
  In his place, a swirling mass of rock and dust lifts 
  the broken remnants of the staff.  The small tornado 
  of earth and wood grows dark, almost black, as if the 
  pair is absorbing the daylight from all around. 
  With a muted clatter, the staff hits the ground in 
  a small shower of rubble.  The earth creature is gone, 
  leaving behind his second gift for you:  the 
  Quarterstaff of the Serpent’s Path in its new form.  
  The golden serpent’s head is gone.  Instead, the long 
  staff is topped with a crystal sculpture of a hissing 
  cobra.  The staff itself is now a spiral of dark brown 
  stone, and ligh  yellow wood. 
   
  When the bonded PC picks up the Quarterstaff (now a 
  Rod), he immediately knows its powers, as described in 
  the “Special Treasure” section at the end of this module. 
   
  If the PC does not have all ten signatures on the 
  Staff, read or paraphrase the following: 
   
  The ogre-sized creature takes the Staff, holding it 
  almost reverently within his hands.  “Oh,” he says, his 
  rumbling voice filled with awe.  “It is not ready yet. 
  You have not completely bonded with it.”  The 
  creature’s head tilts again, listening.  “I am to do it 
  anyway.  And when the staff is ready, it will change.” 
   
  Slowly, the beast bends at his waist, chunks of 
  stone tumbling from his body.  He sets the snake-
  headed staff down upon the ground and takes a step 
  back.  “A life of pacifism ended in a moment of 
  violence.”  His bottomless eyes meet yours for one 
  final time.  “Know that my sacrifice is for the green 
  sea, and for your future.” 
   
  Two quick steps place the earth-man over the 
  staff.  His fist raises high over his head, only to come 
  smashing down upon the fragile wood of the 
  Quarterstaff.  The thin shaft shatters, sending wood 
  splintering in all directions.  It happens in the blink 
  of an eye, but seems to take an eternity.  The creature, 
  fist pressed into the ground, begins to crack and 
  break. The large slashes caused by his assailant grow 
  larger, as his skin begins to roll off in thick chunks.  A 
  bellow of ecstasy escapes the creature’s lips as he 
  throws his head back to peer at the sky.  Then, he is 
  gone. 
  In his place, a swirling mass of rock and dust lifts 
  the broken remnants of the staff.  The small tornado 
  of earth and wood grows dark, almost black, as if the 
  pair is absorbing the daylight from all around. 
  HIG4-01 Demon Spawn 
   
  Page 14 
  
   
   
   
   
  i
   
   
  With a muted clatter, the staff hits the ground in 
  a small shower of rubble.  The earth creature is gone, 
  leaving 
  behind 
  the 
  apparently 
  unchanged 
  Quarterstaff of the Serpent’s Path. 
   
  For characters without 10 signatures, the Quarterstaff is 
  prepared to change, but is not completely bonded yet.  
  Once it is completely bonded, the Staff will immediately 
  undergo the change indicated. 
   
  For characters that do not make the sacrifice, the 
  Quarterstaff is completely destroyed.  It may not be 
  recovered through any magical means.  Take the 
  character’s quarterstaff certificate and destroy it. 
   
  Treasure:  All parties receive the gift for saving the 
  earth creature based upon APL.  He only provides them 
  with one of the item indicated (marked with an *). 
   
  APL 2: L: 27.1 gp; C: 94.7 gp; M: dust of 
  tracelessness* (21 gp) 
   
  APL 4: L: 27.2 gp; M: dust of dryness* (71 gp), 
  necklace of fireballs type I (137.5) 
   
  APL 6: L: 1 gp; M: wand of Melf’s acid arrow* (16 
  charges, CL 3
  rd) (120 gp), +1 rapier (275.5 gp), potion of fly 
  (62.5 gp), necklace of fireballs type I (137.5) 
   
  APL 8: M: elemental gem(earth)* (187.5 gp), +1 
  rapier (275.5 gp), potion of cure serious wounds x2 (62.5 
  gp each), +1 leather armor (96.7 gp), necklace of fireballs 
  type I (137.5) 
   
  APL 10: M:  dust of disappearance* (292 gp), +2 
  rapier (692.9 gp), potion of cure serious wounds x2 (62.5 
  gp each), +2 leather armor (346.7 gp), necklace of fireballs 
  type I (137.5) 
   
  APL 12: M: stone salve* (333 gp), +2 rapier (692.9 gp), 
  potion of cure serious wounds x2 (62.5 gp), +2 leather 
  armor (346.7 gp), necklace of fireballs type I (137.5) 
   
  Once the earth creature has left or completed his task, 
  and the party has set off again, proceed to Encounter 
  Seven. 
   
  Encounter Seven 
  A Torn Man 
  Read or paraphrase the following: 
   
  After your strange encounter with the earth creature, 
  you made your way back to the Quagflow Road and 
  towards Verbeeg Hill, hot upon the trail of your 
  quarry. 
   
  Night fell, you camped, and day rose once more. 
  Only a few hours out from the eel jelly capitol of 
  the Highvale is when you come upon the man 
  kneeling in the middle of the road. 
  A thick, black, fur-l ned cloak covers his huddled 
  form, silver threads dancing across it to form a single 
  leafless tree upon a broad field of snow.  The man 
  carries no weapons that you can see, though a simple 
  quiver hangs upon his belt as he kneels in the 
  crunchy snow. 
   
  As you draw nearer, the man’s head moves, his 
  face finally becoming visible.  Short, curled horns 
  sprout from his bloody forehead, and his dark eyes 
  are shadowed by the rising sunlight.  His mouth 
  opens, as if to speak, but no sound comes out. 
   
  You can see now, this man matches the 
  description of Victor Eldenbrath… except he has 
  horns!  His fingers have elongated into claws!  And 
  his grimace reveals a mouth full of sharp teeth! 
  The huddled man is Victor. He is embroiled in the battle 
  for his soul.  The party is approximately 85 feet away from 
  Victor at this point. 
   
  Enter initiative.  The party has three rounds to save 
  Victor’s soul.  To do so, they must mention two of the 
  four ‘keys’: his dead wife or his daughter (love), his sister 
  (old) and his duty to Telchur (duty).  If they do read or 
  paraphrase the following: 
   
  Victor’s head picks up, and his eyes grow a bit clearer. 
   His face softens, and he begins to stand.  “Thank 
  you,” he says, in a cold voice. 
   
  Then, in an instant transformation, Victor’s eyes 
  glow a burnished red, and his face contorts in a 
  gleefully evil visage.  A spear appears in his hands, 
  drawn quickly from the quiver at his belt! 
   
  Then, he stops.  His eyes grow dark, and his face 
  softens once more, into a silent pleading.  “Help me,” 
  his mouth moves, but again makes no sound. 
   
  “I will deal with you later,” Victor finally 
  manages, his voice an evil hiss, his face showing the 
  struggle going on within his soul.  “First,” he says, 
  focusing his glowing eyes upon you and the rest of 
  the party, “I will deal with these infidels.” 
  The party has managed to save Victor’s soul, and fight 
  him without his full repertoire of demonic abilities 
  (Victor 
  Eldenbrath, 
  Saved 
  in 
  the 
  appropriate 
  Appendix). 
   
  If the party fails to mention two of the three things 
  indicated above, OR if the party takes any hostile action 
  (spellcasting, brandished weapons, etc) at any time before 
  the three things have been mentioned, the party fails to 
  save his soul.  Victor leaps into action and begins to attack 
  the party.  Read or paraphrase the following: 
   
  Victor’s head picks up, and his eyes grow a dark, foul 
  red.  He grins, a gleefully malicious sight.  He 
  HIG4-01 Demon Spawn 
   
  Page 15 
  
  hunches over, letting out a scream of pain, as his back 
  begins to lump and shift.  Suddenly, the skin splits, 
  sending the Telchurian cloak floating to the ground 
  in a mist of blood.  Large, leather bat wings, black as 
  the darkest night stretch lazily. 
   
  “Finally,” Victor hisses, glancing back at his new 
  wings, “I am in con rol.  No more will I have to wait, 
  locked away in the dark recesses of his soul while he 
  does good in the world.” 
  t
   
   
  A spear appears in the creature’s hands, quickly 
  drawn from the quiver at his belt.  “Now, he is gone 
  from me, and I will feast!” 
  The party has failed to save Victor’s soul, and must fight 
  him with his full repertoire of demonic abilities (Victor 
  Eldenbrath, Lost in the appropriate Appendix). 
   
  APL 2 (EL 4 or 5) 
  � Victor: hp 37; see Appendix Two. 
   
  APL 4 (EL 6 or 7) 
  � Victor: hp 45; see Appendix Three. 
   
  APL 6 (EL 8 or 9) 
  � Victor: hp 60; see Appendix Four. 
   
  APL 8 (EL 10 or 11) 
  � Victor: hp 76; see Appendix Five. 
   
  APL 10 (EL 12 or 13) 
  � Victor: hp 92; see Appendix Six. 
   
  APL 12 (EL 14 or 15) 
  � Victor: hp 108; see Appendix Seven. 
   
  Tactics:  Victor falls back upon his Iryrinshae training 
  for this battle.  He fights a mostly defensive game, 
  making good use of his Combat Expertise, Improved 
  Trip, and Monkey Grip feats.  Victor prefers to Combat 
  Expertise the maximum amount available and/or fight 
  defensively, then make a trip attempt against a PC, and if 
  it succeeds, take his attack against the now prone PC. 
   
  He does use the oils and potions found on his 
  masterwork potion belt.  Drawing them is a free action 
  once per round. 
   
  As he is unfamiliar with them, Victor refrains from 
  using his spell-like abilities, unless no other options exist. 
   He will fly out of reach of the PCs, if given the 
  opportunity, so that he may consume the potions he 
  carries. 
   
  Treasure: 
   
  APL 2: L: 52.4 gp; C: 10 gp; M: quiver of Ehlonna 
  (150 gp), oil of magic weapon (4.2 gp), potion of cure 
  light wounds x3 (4.2 gp each), potion of shield of faith +2 
  (4.2 gp), potion of bull’s strength (25 gp) 
   
  APL 4: L: 31.6 gp; C: 8.7 gp; M: quiver of Ehlonna 
  (150 gp), oil of magic weapon (4.2 gp), potion of cure 
  light wounds x3 (4.2 gp each), potion of shield of faith +2 
  (4.2 gp), +1 chain shirt (104.2 gp), wand of entangle (62.5 
  gp) 
  APL 6: L: 31 gp; C: 2.7 gp; M: quiver of Ehlonna (150 
  gp), oil of magic weapon (4.2 gp), potion of cure light 
  wounds x2 (4.2 gp each), potion of cure moderate wounds 
  (25 gp), +1 chain shirt (104.2 gp), +1 heavy wooden shield 
  (96.4 gp), wand of entangle (62.5 gp) 
  APL 8: L: 5.8 gp; C: 11.3 gp; M: quiver of Ehlonna 
  (150 gp), potion of cure light wounds x2 (4.2 gp each), +1 
  chain shirt (104.2 gp), +1 heavy wooden shield (96.4 gp), 
  +1 spear (275.2 gp), wand of entangle (62.5 gp) 
   
  APL 10: L: 5.8 gp; C: 3.7 gp; M: quiver of Ehlonna 
  (150 gp), potion of cure light wounds x2 (4.2 gp each), +1 
  chain shirt (104.2 gp), +1 heavy wooden shield (96.4 gp), 
  +1 spear (275.2 gp), wand of entangle (62.5 gp) 
  APL 12: L: 5.8 gp; M: quiver of Ehlonna (150 gp), +1 
  spear (275.2 gp), potion of cure light wounds x4 (4.2 gp 
  each), potion of cure moderate wounds x3 (25 gp each), 
  potion of cure serious wounds (62.5 gp), +2 chain shirt 
  (354.7 gp), +2 heavy wooden shield (357.2 gp), potion of 
  barkskin +4 (75 gp), potion of shield of faith +5 (75 gp), 
  wand of entangle (62.5 gp) 
   
  Conclusion 
  What to do with Victor… 
  The PCs may do as they choose with Victor or his body.  
  The Temple of Change would prefer to have it back in its 
  possession 
   
  If the party saved Victor’s soul…. 
  Divinations that likely should have been performed 
  long ago have revealed something you had already 
  deduced: Victor was in fact a creature with demonic 
  blood.  For all his life, the young warrior had battled 
  against his darker desires.  In death, he had been 
  saved.  By bringing him back, the clerics of the 
  Temple of Change began that battle anew. 
   
   
  Victor may not have had the heart to fight that 
  battle any longer, or he may have been caught 
  unawares by his resurrection.  Either way, you have 
  helped Victor stave off the assault of his demonic 
  heritage yet again… Highfolk is safe, for now. 
   
  And its people are content.  Two days after your 
  return to Highfolk town, the Temple of Change 
  reopened 
  its 
  doors, 
  and 
  Phostia 
  Lichentow 
  commenced with services in the name of Telchur and 
  the other Three Winds. 
  HIG4-01 Demon Spawn 
   
  Page 16 
  
   
  If the party did not save Victor’s soul… 
  The man, unfortunately, was lost to his innate dark 
  desires.  Victor may not have had the heart to fight 
  the battle any longer, or he may have been caught 
  unawares by his resurrection.  Either way, his good 
  soul is lost to the world… and his evil roams the 
  planes. 
   
  t
   
   
  Two days after your return to Highfolk town, the 
  Temple of Change reopened i s doors, and Phostia 
  Lichentow commenced with services in the name of 
  Telchur and the other Three Winds.  The people of 
  Highfolk are content once again. 
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Five 
  Encountering, circumventing, disabling the trap  
  APL2 90 xp;  APL4 150 xp; APL6 210 xp;  
  APL8 270 xp;  APL10 330 xp; APL12 390 xp. 
   
  Encounter Six 
  Defeating or chasing off the vultivor 
  APL2 120 xp;  APL4 180 xp; APL6 240 xp;  
  APL8 300 xp;  APL10 360 xp; APL12 420 xp. 
   
  Encounter Seven 
  Defeating Victor and Saving his Soul  
  APL2 120 xp;  APL4 180 xp; APL6 240 xp;  
  APL8 300 xp;  APL10 360 xp; APL12 420 xp. 
   
  OR 
   
  Defeating Victor without saving his soul 
  APL2 150 xp;  APL4 210 xp; APL6 270 xp;  
  APL8 330 xp;  APL10 390 xp; APL12 450 xp. 
   
  Story Award 
  Saving Victor’s Soul 
  All APLs:  75 xp 
   
  Discretionary roleplaying award 
  APL2 45 xp;  APL4 80 xp; APL6 135 xp;  
  APL8 180 xp;  APL10 225 xp; APL12 270 xp. 
   
  Total possible experience:  
   
  APL2 450 xp;  APL4 675 xp; APL6 900 xp;  
  APL8 1125 xp;  APL10 1350 xp; APL12 1575 xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter Two:   
   
  All APLs: L: 127.5 gp; C: 6.2 gp; 
  HIG4-01 Demon Spawn 
   
  Page 17 
  
   
  Encounter Three:   
   
  All APLs: L: 1.7 gp; 
   
  Encounter Four:   
   
  APL 2: L: 27.1 gp; C: 94.7 gp; M: 158.5 gp 
   
  APL 4: L: 27.2 gp; C: 0 gp; M: 208.5 gp 
   
  APL 6: L: 1 gp; C: 0 gp; M: 595.5 gp 
   
  APL 8: L: 0 gp; C: 0 gp; M: 822.2 gp 
   
  APL 10: L: 0 gp; C: 0 gp; M:  1864.1 gp 
   
  APL 12: L: 0 gp; C: 0 gp; M: 1842.6 gp 
   
  Encounter Seven:   
   
  APL 2: L: 52.4 gp; C: 10 gp; M: 196 gp 
   
  APL 4: L: 31.6 gp; C: 8.7 gp; M: 342.7  gp 
  APL 6: L: 31 gp; C: 2.7 gp; M: 450.7 gp 
  APL 8: L: 5.8 gp; C: 11.3 gp; M: 701.7 gp 
   
  APL 10: L: 5.8 gp; C: 3.7 gp; M: 701.7 gp 
  APL 12: L: 5.8 gp; C: 0 gp; M: 1503.9 gp 
   
  Total Possible Treasure 
  APL 2: L: 208.7 gp; C: 110.9 gp; M: 217 gp  - Total: 400 gp 
  APL 4: L: 188 gp; C: 14.9 gp; M: 551.2  gp  - Total: 550 gp 
  APL 6: L: 161.2 gp; C: 8.9 gp; M: 1051.2 gp  - Total: 800 gp 
  APL 8: L: 135 gp; C: 17.5 gp; M: 1523.9 gp  - Total: 1250 gp 
  APL 10: L: 135 gp; C: 9.9 gp; M: 2292.2  gp  - Total: 2100 gp 
  APL 12: L: 135 gp; C: 6.2 gp; M: 3139  gp  - Total: 3000 gp 
   
  Special 
  Favor of the Temple of Change:  For performing the 
  ‘recovery mission’ with the utmost discretion, the PC has 
  received this favor.  This favor may be redeemed for 
  Regional access to wands of light (CL 1
  st), scrolls of break 
  enchantment 
  (CL 
  7
  th), 
  or 
  potions 
  of 
  remove 
  blindness/deafness (CL 5
  th).  Alternatively, the favor may 
  be saved, and redeemed in a later scenario.  Note which 
  item was chosen once this favor has been redeemed: 
  ___________________. 
   
  Gift of the Earth Spirit:  For saving the earth creature 
  from his attacker, he has gifted you with the following 
  item: 
   
  APL 2–dust of tracelessness 
   
  APL 4–dust of dryness 
   
  APL 6– wand of Melf’s acid arrow 
   
  APL 8–elemental gem(earth) 
   
  APL 10–dust of disappearance 
   
  APL 12–stone salve 
  Only one item is granted per APL.  You have Adventure 
  access to that item, and must purchase it as normal. 
   
  Masterwork Potion Belt:  This extremely well-made 
  potion belt holds ten potions or oils.  Retrieving a potion 
  or oil from a potion belt is a free action once per round.  
  Market Price:  60gp.  (Originally appeared in FRCS, pg. 
  96) 
   
  The following items are on a separate AR.  To receive this 
  AR, the PC must contact Brian Nowak of the Highfolk 
  Triad at wizard@role-play.org.  Instructions for receiving 
  the additional Adventure Record will be provided at that 
  time. 
   
  Sacrifice:  This character has made a sacrifice to 
  empower the rod they have received below.  The 
  character suffered one permanent point of Constitution 
  loss, which may not be restored while the rod is in the 
  PCs possession. 
   
  The PC need not pay the market price for this item, he 
  simply adds it to his Master Item Logsheet. 
   
  Quarterstaff of Crystal Thunder:  The long rod is 
  topped with a crystal sculpture of a hissing cobra.  The 
  rod itself is a spiral of dark brown stone, and light yellow 
  wood.  It is bonded to you, and may not be traded or sold. 
   In the hands of anyone else, it is a simple quarterstaff. 
   
  This rod may be used as a +2/+2 quarterstaff. 
   
  Once per day, if it is thrown to the ground and the 
  word “Untellundria” is uttered, the rod lands so that its 
  crystal adorned head points to the north.  This acts as a 
  know direction orison, but offers a reference point with 
  itself for as long as it lies on the ground. 
   
  Once per day, a single end of the rod may strike as a 
  +3 quarterstaff, and the opponent struck is stunned from 
  the noise of the rod’s impact (Fortitude negates).  
  Activating this power counts as a free action, and it works 
  if the wielder strikes an opponent in 1 round. 
   
  Once per day as a standard action, the wielder can 
  cause the rod to give out a deafening noise, just as the 
  shout spell (Fortitude save partial, 2d6 points of sonic 
  damage, target deafened for 2d6 rounds). 
   
  The save DC for the rod’s abilities is 14. 
   
  On the back of this AR, record your next five 
  Highfolk regional scenarios (only regionals; interactives, 
  meta-regionals, etc, do no count).  You must record the 
  Adventure Name, Dungeon Master’s name, Dungeon 
  Master’s RPGA #, Convention/Event, and your DM must 
  sign the back of this AR. 
   
  Moderate evocation, faint divination; CL 9
  th; Market 
  Price: 26,000 gp; Item may not be created, traded, bought, 
  or sold. 
   
  Quarterstaff of Earthen Skin:  The long rod is topped 
  with a crystal sculpture of a hissing cobra.  The rod itself 
  is a spiral of dark brown stone, and light yellow wood.  It 
  HIG4-01 Demon Spawn 
   
  Page 18 
  
  is bonded to you, and may not be traded or sold.  In the 
  hands of anyone else, it is a simple quarterstaff. 
   
  This rod may be used as a +1/+1 quarterstaff. 
   
  Once per day, if it is thrown to the ground and the 
  word “Untellundria” is uttered, the rod lands so that its 
  crystal adorned head points to the north.  This acts as a 
  know direction orison, but offers a reference point with 
  itself for as long as it lies on the ground. 
   
  It also allows the wielder of the rod to utilize the 
  spells meld with stone and stone shape once per day 
  each. 
   
  Moderate transmutation, faint divination; CL 5
  th; 
  Market Price:  18,600 gp; Item may not be created, traded, 
  bought, or sold. 
   
  Items for the Adventure 
  Record 
   
  Item Access 
  APL 2: 
  Arcane scroll:  locate creature (Adventure, CL 7
  th, DMG) 
  Arcane scroll: arcane eye (Adventure, CL 7
  th, DMG) 
  Arcane scroll: dimension door (Adventure, CL 7
  th, DMG) 
  Arcane scroll: wall of ice (Adventure, CL 7
  th, DMG) 
  Masterwork potion belt (Adventure, Mundane, Above) 
  Quiver of Ehlonna (Adventure, CL 9
  th, DMG) 
   
  APL 4: (All of APL 2 plus the following) 
  Necklace of fireballs (Type I) (Adventure, CL 10
  th, DMG) 
  Wand of entangle (Adventure, CL 1
  st, DMG) 
   
  APL 6: (All of APLs 2-4 plus the following) 
  Potion of fly (Adventure, CL 5
  th, DMG) 
   
  APL 8: (All of APLs 2-6 plus the following) 
  Potion of cure serious wounds (Adventure, CL 5
  th, DMG) 
   
  APL 10: (All of APLs 2-8 plus the following) 
  +2 rapier  (Adventure, CL 6
  th, DMG) 
  +2 leather armor (Adventure, CL 6
  th, DMG) 
   
  APL 12: (All of APLs 2-10 plus the following) 
  +2 chain shirt (Adventure, CL 6
  th, DMG) 
  +2 heavy wooden shield (Adventure, CL 6
  th, DMG) 
  Potion of barkskin +4  (Adventure, CL 9
  th, DMG) 
  Potion of shield of faith +5 (Adventure, CL 18
  th, DMG)
  HIG4-01 Demon Spawn 
   
  Page 19 
  
  Appendix One 
  All APLs
  Encounter Two 
  � Cecil Trueblood: Male human Pal4; CR 4; Medium 
  Humanoid; HD 4d10+4; hp 36; Init +0; Spd 20 ft.; AC 
  20 (touch 10, flat-footed 20) [+8 full plate, +2 shield]; 
  BA/G +4/+6; Atk +8 melee (1d8+3 and 1d6 fire, +1 
  flaming longsword) or +4 ranged (1d8, longbow); Full 
  Att +8 melee (1d8+3 and 1d6 fire, +1 flaming 
  longsword), +4 ranged (1d8, longbow); SA smite evil, 
  turn undead, spells; SQ aura of good, detect evil, divine 
  grace, lay on hands, aura of courage, divine health; AL 
  LG (radiates faint evil); SV Fort +8, Ref +4, Will +5; Str 
  15, Dex 10, Con 13, Int 9, Wis 14, Cha 16.  
   
  Skills 
  and 
  Feats: 
  Knowledge(religion) 
  +4, 
  Knowledge(local, Iuz’s Borderlands) +5, Diplomacy +6, 
  Sense Motive +6; Weapon Focus (longsword), Power 
  Attack, Negotiator. 
   
  Aura of Good (Ex): The power of a paladin’s aura 
  of good (see detect good spell) is equal to her paladin 
  level, just like the aura of a cleric of a good deity.  
  [Note:  Cecil does not radiate good of any sort.  The 
  curse of his sword suppresses his good aura, replacing 
  it with one of evil] 
   
  Detect Evil (Sp):  As the spell detect evil, at will. 
   
  Smite Evil (Su):  Once per day, Cecil may attempt 
  to smite evil with one normal melee attack.  He adds 
  his Charisma bonus to his attack roll and deals one 
  extra point of damage per level. 
   
  Divine Grace (Su):  Cecil gains a bonus equal to 
  his Charisma bonus on all saving throws. 
   
  Lay on Hands (Su):  Cecil may heal up to 8 hit 
  points per day.  These points need not be spent in a 
  single use, and may be spread among many people or 
  uses. 
   
  Aura of Courage (Su):  Cecil is immune to fear 
  (magical or otherwise).  Each ally within 10 feet of him 
  gains a +4 morale bonus on saving throws against fear 
  effects. 
   
  Divine Health (Ex):  Cecil is immune to all 
  diseases, including supernatural and magical diseases 
  (such as mummy rot and lycanthropy). 
   
  Turn Undead (Su):  Cecil may attempt to turn 
  undead 5 times per day.  He turns as a 1
  st level cleric. 
   
  Possessions: heavy steel shield, +1 flaming 
  longsword (cursed), full plate armor, holy symbol 
  (Heironeous), backpack, 37 Furyondian crowns (gp), 
  trail rations x4, hemp rope (50 ft.). 
   
  Spells Prepared (1; base DC = 12 + spell level): 1—
  bless weapon. 
   
  Encounter Three 
  � Marek Whistledown: Male human, Oeridian 
  Ftr1/Rog2; CR 3; Medium Humanoid; HD 1d10 + 2d6; 
  hp 17; Init +2; Spd 30 ft.; AC 15 (touch 12, flat-footed 
  13) [+3 studded armor, +2 Dex]; BA/G +2/+3; Atk +3 
  melee (1d8+1, spear) or +4 ranged (1d4, sling); Full Att 
  +3 melee (1d8+1, longsword) or +4 ranged (1d4, sling); 
  SA sneak attack +1d6; SQ trapfinding, evasion; AL CG; 
  SV Fort +2, Ref +5, Will +1; Str 12, Dex 15, Con 11, Int 
  13, Wis 12, Cha 11.  
   
  Skills and Feats: Balance +9, Diplomacy +7, Escape 
  Artist +7, Gather Information +5, Intimidate +5, Listen 
  +8, Search +6, Sense Motive +8, Spot +8, Tumble +9; 
  Alertness, Dodge, Acrobatic, Negotiator. 
   
  Sneak Attack (Ex):  Marek deals an extra +1d6 
  points of damage on an attack any time his target 
  would be denied a Dexterity bonus to AC, or when the 
  rogue flanks his target. 
   
  Possessions:  studded leather armor, medium 
  spear, peasant’s outfit, sling, sling bullets (x10), holy 
  symbol (Telchur) 
  HIG4-01 Demon Spawn 
   
  Page 20 
  
  Appendix Two 
  APL 2 Encounters 
  Encounter Six 
  � Vultivor, Humanoid Form: CR 4; Medium-Size 
  Outsider (Chaotic, Evil, Extraplanar, Shapechanger); 
  HD 3d10+9; hp 29; Init +6; Spd 30 ft; AC 21 (touch 16, 
  flat-footed 15) [+6 Dex, +3 natural, +2 leather]; BA/G 
  +3/+6; Atk +7 melee (1d6+3/18-20x2, rapier); Full Att 
  +7 melee (1d6+3/18-20x2, rapier); SA Sneak attack 
  +2d6; SQ Alternate form, command vorrs, outsider 
  traits, scent, shadow form, shadow jump; AL CE; SV 
  Fort +5, Ref +9, Will +3; Str 16, Dex 22, Con 14, Int 13, 
  Wis 11, Cha 12.  
   
  Skills and Feats:  Bluff +7, Climb +9, Escape Artist 
  +12, Hide +12, Jump +9, Listen +3, Move Silently +12, 
  Sense Motive +6, Spot +3, Survival +6*, Tumble +12; 
  Combat Expertise, Improved Feint. 
   
  Sneak Attack (Ex): When the vultivor’s target is 
  denied a Dexterity bonus to AC, or when the vultivor 
  flanks his target, he deals an extra 2d6 points of 
  damage. 
   
  Alternate Form (Su):  Vultivor can assume 
  humanoid form at will, as alter self. 
   
  Command Vorrs (Sp):  Vultivor can use greater 
  command at will (DC 16) on vorrs.  This save is 
  Charisma-based. 
   
  Outsider Traits:  Vultivor have darkvision (60-
  foot range), and they cannot be raised or resurrected 
  (thought a wish or miracle spell can restore life). 
   
  Scent (Ex):  Vultivor can detect approaching foes, 
  sniff out hidden enemies, and track by scent. 
   
  Shadow Form (Su):  Once per day, a vultivor can 
  assume the form of a living shadow for up to 10 
  minutes.  While in shadow form, the vultivor can move 
  at normal speed on any surface, including walls and 
  ceilings, and even across liquids.  The vultivor gains a 
  +15 circumstance bonus on Hide checks.  Effects that 
  detect thoughts, life, or presences (including true 
  seeing) can detect it. 
   
  While in shadow form, a vultivor gains damage 
  reduction 20/good and is immune to critical hits, 
  blindness, damage to ability scores from non-magical 
  attacks, deafness, disease, drowning, poison, and 
  stunning.  It takes half damage from fire and acid. 
   
  Shadow Jump (Su):  As a standard action, a 
  vultivor can travel between shadows as if by a 
  dimension door spell.  The starting and ending points 
  of the jump must be in shadow, and these points must 
  be at least 10 feet apart.  A vultivor can make several 
  jumps in one day, as long as the total distance traveled 
  in this fashion per day does not exceed 160 feet. 
   
  Skills:  *Vultivors have a +8 racial bonus on 
  Survival checks when tracking by scent. 
   
  Possessions: masterwork rapier, leather armor, 568 
  gp 
   
   
  � Vultivor, Vorr Form: Spd 40 ft; AC 19 (touch 16, 
  flat-footed 13) [+6 Dex, +3 natural]; Atk +7 melee 
  (1d6+3, bite); Full Att +7 melee (1d6+3, bite) and +2/+2 
  melee (1d3+1, claws); SA Sneak attack +2d6, trip.  [All 
  other info unchanged.] 
   
  Trip (Ex):  A vultivor that hits with its bite attack 
  may make a trip attempt as a free action that does not 
  provoke an attack of opportunity.  If the attempt fails, 
  the opponent may not attempt to trip vultivor in 
  return. 
   
  Encounter Seven 
  � 
  Victor 
  Eldenbrath, 
  Saved: 
  Male 
  human 
  (Oeridian)/half-fiend Ftr2/Rgr2; CR 4; Medium 
  Outsider (Augmented Humanoid, Native); HD 2d10+4 
  plus 2d8+4; hp 37; Init +4; Spd 30 ft.; AC 20 (touch 14, 
  flat-footed 16) [+4 Dex, +4 armor, +2 shield]; BA/G 
  +4/+9; Atk +9 melee (1d8+5, spear)] or +10 ranged 
  (1d8+5, spear), or +9 melee (1d4+5, claw); Full Att +9 
  melee (1d8+5, spear), or +10 ranged (1d8+5, spear), or 
  +8/+8 ranged (1d8+5, spear), or +9/+9 melee (1d4+5, 
  claw) and +4 melee (1d6+2, bite); SA favored enemy 
  (evil outsiders); SQ Birch, combat style (archery), 
  darkvision, poison immunity, elemental resistances, 
  DR 5/magic; AL CE; SV Fort +8, Ref +8, Will +2; Str 21, 
  Dex 18, Con 14, Int 18, Wis 14, Cha 10. 
   
  Skills and Feats: Climb +12, Escape Artist +7, Heal 
  +9, 
  Jump 
  +14, 
  Knowledge(geography) 
  +11, 
  Knowledge(planes) +7, Listen +9, Spot +9, Survival +9, 
  Swim +10. Combat Expertise, Improved Trip, 
  Lightning Reflexes, Monkey Grip (spear), Track, 
  Weapon Focus (spear). 
   
  Favored Enemy (Ex): Victor gains a +2 bonus to 
  Bluff, Sense Motive, Spot, and Listen checks made 
  against evil outsiders.  He also gains +2 damage when 
  attacking evil outsiders. 
   
  Birch (Ex):  Victor has attained the Birch rank 
  within the Iryrinshae Fighting School.  This entitles 
  him to a +2 bonus to the contested Int/Wis check 
  against members of other fighting schools.  This also 
  grants him a +2 competence bonus to Jump checks 
  (included in the stat block). 
   
  Combat Style (archery) (Ex):  Victor counts as 
  having the Rapid Shot feat while wearing light or no 
  HIG4-01 Demon Spawn 
   
  Page 21 
  
  armor, even though he does not meet the prerequisites 
  for it. 
   
  Darkvision (Ex):  60 feet. 
   
  Elemental Resistances (Ex):  Victor has cold, 
  fire, acid, and electricity resistance 10. 
   
  Possessions: masterwork chain shirt, masterwork 
  medium spear, heavy wooden shield, masterwork 
  potion belt, quiver of Ehlonna, medium spears (x5), oil 
  of magic weapon, potion of cure light wounds (x3), 
  potion of shield of faith +2, potion of bull’s strength, 60 
  solars (gp) 
   
  If Victor’s soul is not saved, he gains the following 
  abilities. 
  Victor Eldenbrath, Lost: CR 5; Spd 40 ft. fly (average); 
  SA Smite good, spell-like abilities; SR 14. 
   
  Smite Good (Su):  Once per day, upon a 
  successful attack, Victor may deal an additional 4 
  points of damage to any good creature.  This ability 
  must be declared before an attack roll is made. If the 
  attack misses, the smite is still used. 
   
  Spell-like Abilities (Sp):  1/day – desecrate; 3/day 
  – darkness.  The saves are Charisma based. (DC = 12 + 
  spell level). 
  HIG4-01 Demon Spawn 
   
  Page 22 
  
  Appendix Three 
  APL 4 Encounters
  Encounter Six 
  � Vultivor, Humanoid Form Rog2: CR 6; Medium-
  Size 
  Outsider 
  (Chaotic, 
  Evil, 
  Extraplanar, 
  Shapechanger); HD 3d10+9 plus 2d6+6; hp 42; Init +10; 
  Spd 30 ft; AC 21 (touch 16, flat-footed 15) [+6 Dex, +3 
  natural, +2 leather]; BA/G +4/+7; Atk +8 melee 
  (1d6+3/18-20x2, mw rapier); Full Att +8 melee 
  (1d6+3/18-20x2, mw rapier); SA Sneak attack +3d6; SQ 
  Alternate form, command vorrs, evasion, outsider 
  traits, scent, shadow form, shadow jump, trapfinding; 
  AL CE; SV Fort +5, Ref +12, Will +3; Str 16, Dex 22, 
  Con 14, Int 13, Wis 11, Cha 12.  
   
  Skills and Feats:  Bluff +9, Climb +11, Escape Artist 
  +14, Hide +14, Jump +11, Listen +5, Move Silently +14, 
  Sense Motive +8, Spot +5, Survival +8*, Tumble +14; 
  Combat 
  Expertise, 
  Improved 
  Feint, 
  Improved 
  Initiative. 
   
  Sneak Attack (Ex): When the vultivor’s target is 
  denied a Dexterity bonus to AC, or when the vultivor 
  flanks his target, he deals an extra 3d6 points of 
  damage. 
   
  Alternate Form (Su):  Vultivor can assume 
  humanoid form at will, as alter self. 
   
  Command Vorrs (Sp):  Vultivor can use greater 
  command at will (DC 16) on vorrs.  This save is 
  Charisma-based. 
   
  Evasion (Ex):  If vultivor makes a Reflex saving 
  throw against an attack that normally does half damage 
  on a successful save, the vultivor takes no damage 
  instead. 
   
  Outsider Traits:  Vultivor have darkvision (60-
  foot range), and they cannot be raised or resurrected 
  (thought a wish or miracle spell can restore life). 
   
  Scent (Ex):  Vultivor can detect approaching foes, 
  sniff out hidden enemies, and track by scent. 
   
  Shadow Form (Su):  Once per day, a vultivor can 
  assume the form of a living shadow for up to 10 
  minutes.  While in shadow form, the vultivor can move 
  at normal speed on any surface, including walls and 
  ceilings, and even across liquids.  The vultivor gains a 
  +15 circumstance bonus on Hide checks.  Effects that 
  detect thoughts, life, or presences (including true 
  seeing) can detect it. 
   
  While in shadow form, a vultivor gains damage 
  reduction 20/good and is immune to critical hits, 
  blindness, damage to ability scores from non-magical 
  attacks, deafness, disease, drowning, poison, and 
  stunning.  It takes half damage from fire and acid. 
   
  Shadow Jump (Su):  As a standard action, a 
  vultivor can travel between shadows as if by a 
  dimension door spell.  The starting and ending points 
  of the jump must be in shadow, and these points must 
  be at least 10 feet apart.  A vultivor can make several 
  jumps in one day, as long as the total distance traveled 
  in this fashion per day does not exceed 160 feet. 
   
  Trapfinding (Ex):  Vultivor can use the Search 
  skill to locate traps when the task has a DC higher than 
  20. 
   
  Skills:  *Vultivors have a +8 racial bonus on 
  Survival checks when tracking by scent. 
   
  Possessions: masterwork rapier, leather armor, 
  necklace of fireballs type I. 
   
   
  � Vultivor, Vorr Form Rog2: Spd 40 ft; AC 19 (touch 
  16, flat-footed 13) [+6 Dex, +3 natural]; Atk +8 melee 
  (1d6+3, bite); Full Att +8 melee (1d6+3, bite) and +3/+3 
  melee (1d3+1, claws); SA Sneak attack +3d6, trip.  [All 
  other info unchanged] 
   
  Trip (Ex):  A vultivor that hits with its bite attack 
  may make a trip attempt as a free action that does not 
  provoke an attack of opportunity.  If the attempt fails, 
  the opponent may not attempt to trip vultivor in 
  return. 
   
  Encounter Seven 
  � 
  Victor 
  Eldenbrath, 
  Saved: 
  Male 
  human 
  (Oeridian)/half-fiend Ftr3/Rgr2; CR 6; Medium 
  Outsider (Augmented Humanoid, Native); HD 3d10+6 
  plus 2d8+4; hp 45; Init +4; Spd 30 ft.; AC 21 (touch 14, 
  flat-footed 17) [+4 Dex, +5 armor, +2 shield]; BA/G 
  +5/+10; Atk +10 melee (1d8+5, spear)] or +11 ranged 
  (1d8+5, spear), or +10 melee (1d4+5, claw); Full Att +10 
  melee (1d8+5, spear), or +11 ranged (1d8+5, spear), or 
  +9/+9 ranged (1d8+5, spear), or +10/+10 melee (1d4+5, 
  claw) and +5 melee (1d6+2, bite); SA favored enemy 
  (evil outsiders); SQ Birch, combat style (archery), 
  darkvision, poison immunity, elemental resistances, 
  DR 5/magic; AL CE; SV Fort +8, Ref +9, Will +3; Str 21, 
  Dex 18, Con 14, Int 18, Wis 14, Cha 10. 
   
  Skills and Feats: Climb +13, Escape Artist +8, Heal 
  +9, 
  Jump 
  +15, 
  Knowledge(geography) 
  +13, 
  Knowledge(planes) +7, Listen +9, Spot +9, Survival +9, 
  Swim +11. Combat Expertise, Improved Trip, 
  Lightning Reflexes, Monkey Grip (spear), Track, 
  Weapon Focus (spear). 
   
  Favored Enemy (Ex): Victor gains a +2 bonus to 
  Bluff, Sense Motive, Spot, and Listen checks made 
  against evil outsiders.  He also gains +2 damage when 
  attacking evil outsiders. 
  HIG4-01 Demon Spawn 
   
  Page 23 
  
   
  Birch (Ex):  Victor has attained the Birch rank 
  within the Iryrinshae Fighting School.  This entitles 
  him to a +2 bonus to the contested Int/Wis check 
  against members of other fighting schools.  This also 
  grants him a +2 competence bonus to Jump checks 
  (included in the stat block). 
   
  Combat Style (archery) (Ex):  Victor counts as 
  having the Rapid Shot feat while wearing light or no 
  armor, even though he does not meet the prerequisites 
  for it. 
   
  Darkvision (Ex):  60 feet. 
   
  Elemental Resistances (Ex):  Victor has cold, 
  fire, acid, and electricity resistance 10. 
   
  Possessions: +1 chain shirt, masterwork medium 
  spear, heavy wooden shield, masterwork potion belt, 
  quiver of Ehlonna, medium spears (x5), potion of cure 
  light wounds (x3), potion of shield of faith +2, oil of 
  magic weapon, 52 solars (gp). 
   
  If Victor’s soul is not saved, he gains the following 
  abilities. 
  Victor Eldenbrath, Lost: CR 7; Spd 40 ft. fly (average); 
  SA Smite good, spell-like abilities; SR 15. 
   
  Smite Good (Su):  Once per day, upon a 
  successful attack, Victor may deal an additional 5 
  points of damage to any good creature.  This ability 
  must be declared before an attack roll is made. If the 
  attack misses, the smite is still used. 
   
  Spell-like Abilities (Sp):  1/day – desecrate, 
  unholy blight; 3/day – darkness.  The saves are 
  Charisma based.  (DC = 12 + spell level). 
  HIG4-01 Demon Spawn 
   
  Page 24 
  
  Appendix Four 
  APL 6 Encounters
  Encounter Six 
  � Vultivor, Humanoid Form Rog4: CR 8; Medium-
  Size 
  Outsider 
  (Chaotic, 
  Evil, 
  Extraplanar, 
  Shapechanger); HD 3d10+9 plus 4d6+12; hp 55; Init 
  +10; Spd 30 ft; AC 21 (touch 16, flat-footed 15) [+6 Dex, 
  +3 natural, +2 leather]; BA/G +6/+9; Atk +13 melee 
  (1d6+4/18-20x2, +1 rapier); Full Att +13/+8 melee 
  (1d6+4/18-20x2, +1 rapier); SA Sneak attack +4d6; SQ 
  Alternate form, command vorrs, evasion, outsider 
  traits, scent, shadow form, shadow jump, trap sense, 
  trapfinding, uncanny dodge; AL CE; SV Fort +6, Ref 
  +13, Will +4; Str 16, Dex 23, Con 14, Int 13, Wis 11, 
  Cha 12.  
   
  Skills and Feats:  Bluff +10, Climb +13, Escape 
  Artist +16, Hide +16, Jump +13, Listen +7, Move 
  Silently +16, Sense Motive +10, Spot +7, Survival +10*, 
  Tumble +16; Combat Expertise, Improved Feint, 
  Improved Initiative, Weapon Finesse. 
   
  Sneak Attack (Ex): When the vultivor’s target is 
  denied a Dexterity bonus to AC, or when the vultivor 
  flanks his target, he deals an extra 4d6 points of 
  damage. 
   
  Alternate Form (Su):  Vultivor can assume 
  humanoid form at will, as alter self. 
   
  Command Vorrs (Sp):  Vultivor can use greater 
  command at will (DC 16) on vorrs.  This save is 
  Charisma-based. 
   
  Evasion (Ex):  If vultivor makes a Reflex saving 
  throw against an attack that normall does half damage 
  on a successful save, the vultivor takes no damage 
  instead. 
   
  Outsider Traits:  Vultivor have darkvision (60-
  foot range), and they cannot be raised or resurrected 
  (thought a wish or miracle spell can restore life). 
   
  Scent (Ex):  Vultivor can detect approaching foes, 
  sniff out hidden enemies, and track by scent. 
   
  Shadow Form (Su):  Once per day, a vultivor can 
  assume the form of a living shadow for up to 10 
  minutes.  While in shadow form, the vultivor can move 
  at normal speed on any surface, including walls and 
  ceilings, and even across liquids.  The vultivor gains a 
  +15 circumstance bonus on Hide checks.  Effects that 
  detect thoughts, life, or presences (including true 
  seeing) can detect it. 
   
  While in shadow form, a vultivor gains damage 
  reduction 20/good and is immune to critical hits, 
  blindness, damage to ability scores from non-magical 
  attacks, deafness, disease, drowning, poison, and 
  stunning.  It takes half damage from fire and acid. 
   
  Shadow Jump (Su):  As a standard action, a 
  vultivor can travel between shadows as if by a 
  dimension door spell.  The starting and ending points 
  of the jump must be in shadow, and these points must 
  be at least 10 feet apart.  A vultivor can make several 
  jumps in one day, as long as the total distance traveled 
  in this fashion per day does not exceed 160 feet. 
   
  Trap Sense (Ex):  Vultivor gains a +1 bonus to 
  Reflex saves made to avoid traps and a +1 dodge bonus 
  to AC against attacks made by traps. 
   
  Trapfinding (Ex):  Vultivor can use the Search 
  skill to locate traps when the task has a DC higher than 
  20. 
   
  Uncanny Dodge (Ex):  Vultivor retains its 
  Dexterity bonus to AC even if caught flat-footed or 
  struck by an invisible attacker. 
   
  Skills:  *Vultivors have a +8 racial bonus on 
  Survival checks when tracking by scent. 
   
  Possessions: +1 rapier, leather armor, potion of fly, 
  necklace of fireballs type I 
   
   
  � Vultivor, Vorr Form Rog4: Spd 40 ft; AC 19 (touch 
  16, flat-footed 13) [+6 Dex, +3 natural]; Atk +10 melee 
  (1d6+3, bite); Full Att +10 melee (1d6+3, bite) and 
  +5/+5 melee (1d3+1, claws); SA Sneak attack +4d6, trip. 
   [All other info unchanged] 
   
  Trip (Ex):  A vultivor that hits with its bite attack 
  may make a trip attempt as a free action that does not 
  provoke an attack of opportunity.  If the attempt fails, 
  the opponent may not attempt to trip vultivor in 
  return. 
   
  Encounter Seven 
  � 
  Victor 
  Eldenbrath, 
  Saved: 
  Male 
  human 
  (Oeridian)/half-fiend Ftr4/Rgr3; CR 8; Medium 
  Outsider (Augmented Humanoid, Native); HD 4d10+8 
  plus 3d8+6; hp 60; Init +4; Spd 30 ft.; AC 22 (touch 14, 
  flat-footed 18) [+4 Dex, +5 armor, +3 shield]; BA/G 
  +7/+12; Atk +12 melee (1d8+5, spear)] or +13 ranged 
  (1d8+5, spear), or +12 melee (1d4+5, claw); Full Att 
  +12/+7 melee (1d8+5, spear), or +13/+8 ranged (1d8+5, 
  spear), or +11/+11/+6 ranged (1d8+5, spear), or +12/+12 
  melee (1d4+5, claw) and +7 melee (1d6+2, bite); SA 
  favored enemy (evil outsiders); SQ Cedar, combat style 
  (archery), darkvision, poison immunity, elemental 
  resistances, DR 5/magic; AL CE; SV Fort +9, Ref +9, 
  Will +4; Str 21, Dex 18, Con 14, Int 18, Wis 14, Cha 10. 
   
  Skills and Feats: Climb +14, Escape Artist +8, Heal 
  +10, 
  Jump 
  +16, 
  Knowledge(geography) 
  +14, 
  Knowledge(planes) +8, Listen +11, Spot +11, Survival 
  HIG4-01 Demon Spawn 
   
  Page 25 
  
  +11, Swim +14, Tumble +8. Combat Expertise, 
  Endurance, Improved Trip, Knock-Down, Lightning 
  Reflexes, Monkey Grip (spear), Quick Draw, Track, 
  Weapon Focus (spear). 
   
  Favored Enemy (Ex): Victor gains a +2 bonus to 
  Bluff, Sense Motive, Spot, and Listen checks made 
  against evil outsiders.  He also gains +2 damage when 
  attacking evil outsiders. 
   
  Cedar (Ex):  Victor has attained the Cedar rank 
  within the Iryrinshae Fighting School.  This entitles 
  him to a +3 bonus to the contested Int/Wis check 
  against members of other fighting schools.  This also 
  grants him a +2 competence bonus to Jump checks 
  (included in the stat block), and a +2 competence 
  bonus to trip attempts when wielding a spear 
  (including the roll to avoid being tripped if you fail to 
  trip your opponent). 
   
  Combat Style (archery) (Ex):  Victor counts as 
  having the Rapid Shot feat while wearing light or no 
  armor, even though he does not meet the prerequisites 
  for it. 
   
  Darkvision (Ex):  60 feet. 
   
  Elemental Resistances (Ex):  Victor has cold, 
  fire, acid, and electricity resistance 10. 
   
  Possessions: +1 chain shirt, masterwork medium 
  spear, medium spears (x5), +1 heavy wooden shield, 
  masterwork potion belt, quiver of Ehlonna, oil of 
  magic weapon, potion of cure moderate wounds, 
  potion of cure light wounds (x2), 16 gp. 
   
  If Victor’s soul is not saved, he gains the following 
  abilities. 
  Victor Eldenbrath, Lost: CR 9; Spd 40 ft. fly (average); 
  SA Smite good, spell-like abilities; SR 17. 
   
  Smite Good (Su):  Once per day, upon a 
  successful attack, Victor may deal an additional 7 
  points of damage to any good creature.  This ability 
  must be declared before an attack roll is made. If the 
  attack misses, the smite is still used. 
   
  Spell-like Abilities (Sp):  1/day – desecrate, 
  unholy blight; 3/day – darkness, poison.  The saves are 
  Charisma based.  (DC = 13 + spell level). 
  HIG4-01 Demon Spawn 
   
  Page 26 
  
  Appendix Five 
  APL 8 Encounters
  Encounter Six 
  � Vultivor, Humanoid Form Rog6: CR 10; Medium-
  Size 
  Outsider 
  (Chaotic, 
  Evil, 
  Extraplanar, 
  Shapechanger); HD 3d10+9 plus 6d6+18; hp 68; Init 
  +10; Spd 30 ft; AC 22 (touch 16, flat-footed 16) [+6 Dex, 
  +3 natural, +3 leather]; BA/G +7/+10; Atk +14 melee 
  (1d6+4/18-20x2, +1 rapier); Full Att +14/+9 melee 
  (1d6+4/18-20x2, +1 rapier); SA Sneak attack +5d6; SQ 
  Alternate form, command vorrs, evasion, outsider 
  traits, scent, shadow form, shadow jump, trap sense, 
  trapfinding, uncanny dodge; AL CE; SV Fort +7, Ref 
  +14, Will +5; Str 16, Dex 23, Con 14, Int 13, Wis 11, 
  Cha 12.  
   
  Skills and Feats:  Bluff +15, Climb +15, Escape 
  Artist +18, Hide +18, Jump +18, Listen +9, Move 
  Silently +18, Sense Motive +12, Spot +9, Survival +12*, 
  Tumble +18; Combat Expertise, Improved Feint, 
  Improved Initiative, Skill Focus (Bluff), Weapon 
  Finesse. 
   
  Sneak Attack (Ex): When the vultivor’s target is 
  denied a Dexterity bonus to AC, or when the vultivor 
  flanks his target, he deals an extra 5d6 points of 
  damage. 
   
  Alternate Form (Su):  Vultivor can assume 
  humanoid form at will, as alter self. 
   
  Command Vorrs (Sp):  Vultivor can use greater 
  command at will (DC 16) on vorrs.  This save is 
  Charisma-based. 
   
  Evasion (Ex):  If vultivor makes a Reflex saving 
  throw against an attack that normall does half damage 
  on a successful save, the vultivor takes no damage 
  instead. 
   
  Outsider Traits:  Vultivor have darkvision (60-
  foot range), and they cannot be raised or resurrected 
  (thought a wish or miracle spell can restore life). 
   
  Scent (Ex):  Vultivor can detect approaching foes, 
  sniff out hidden enemies, and track by scent. 
   
  Shadow Form (Su):  Once per day, a vultivor can 
  assume the form of a living shadow for up to 10 
  minutes.  While in shadow form, the vultivor can move 
  at normal speed on any surface, including walls and 
  ceilings, and even across liquids.  The vultivor gains a 
  +15 circumstance bonus on Hide checks.  Effects that 
  detect thoughts, life, or presences (including true 
  seeing) can detect it. 
   
  While in shadow form, a vultivor gains damage 
  reduction 20/good and is immune to critical hits, 
  blindness, damage to ability scores from non-magical 
  attacks, deafness, disease, drowning, poison, and 
  stunning.  It takes half damage from fire and acid. 
   
  Shadow Jump (Su):  As a standard action, a 
  vultivor can travel between shadows as if by a 
  dimension door spell.  The starting and ending points 
  of the jump must be in shadow, and these points must 
  be at least 10 feet apart.  A vultivor can make several 
  jumps in one day, as long as the total distance traveled 
  in this fashion per day does not exceed 160 feet. 
   
  Trap Sense (Ex):  Vultivor gains a +2 bonus to 
  Reflex saves made to avoid traps and a +2 dodge bonus 
  to AC against attacks made by traps. 
   
  Trapfinding (Ex):  Vultivor can use the Search 
  skill to locate traps when the task has a DC higher than 
  20. 
   
  Uncanny Dodge (Ex):  Vultivor retains its 
  Dexterity bonus to AC even if caught flat-footed or 
  struck by an invisible attacker. 
   
  Skills:  *Vultivors have a +8 racial bonus on 
  Survival checks when tracking by scent. 
   
  Possessions: +1 rapier, +1 leather armor, potion 
  cure serious wounds (x2), necklace of fireballs type I 
   
   
  � Vultivor, Vorr Form Rog6: Spd 40 ft; AC 19 (touch 
  16, flat-footed 13) [+6 Dex, +3 natural]; Atk +11 melee 
  (1d6+3, bite); Full Att +11 melee (1d6+3, bite) and 
  +6/+6 melee (1d3+1, claws); SA Sneak attack +5d6, trip. 
   [All other info unchanged] 
   
  Trip (Ex):  A vultivor that hits with its bite attack 
  may make a trip attempt as a free action that does not 
  provoke an attack of opportunity.  If the attempt fails, 
  the opponent may not attempt to trip vultivor in 
  return. 
   
  Encounter Seven 
  � 
  Victor 
  Eldenbrath, 
  Saved: 
  Male 
  human 
  (Oeridian)/half-fiend Ftr6/Rgr3; CR 10; Medium 
  Outsider 
  (Augmented 
  Humanoid, 
  Native); 
  HD 
  6d10+12 plus 3d8+6; hp 76; Init +4; Spd 30 ft.; AC 22 
  (touch 14, flat-footed 18) [+4 Dex, +5 armor, +3 shield]; 
  BA/G +9/+15; Atk +15 melee (1d8+9, +1 spear)] or +16 
  ranged (1d8+9, +1 spear), or +15 melee (1d4+6, claw); 
  Full Att +15/+10 melee (1d8+9, +1 spear), or +16/+11 
  ranged (1d8+9, +1 spear), or +14/+14/+9 ranged (1d8+9, 
  +1 spear), or +15/+15 melee (1d4+6, claw) and +10 
  melee (1d6+3, bite); SA favored enemy (evil outsiders); 
  SQ Cedar, combat style (archery), darkvision, poison 
  immunity, elemental resistances, DR 5/magic; AL CE; 
  SV Fort +10, Ref +10, Will +5; Str 22, Dex 18, Con 14, 
  Int 18, Wis 14, Cha 10. 
   
  Skills and Feats: Climb +16, Escape Artist +9, Heal 
  +10, 
  Jump 
  +18, 
  Knowledge(geography) 
  +14, 
  HIG4-01 Demon Spawn 
   
  Page 27 
  
  Knowledge(planes) +8, Listen +11, Spot +11, Survival 
  +11, Swim +16, Tumble +9. Combat Expertise, 
  Endurance, Improved Trip, Knock-Down, Lightning 
  Reflexes, Monkey Grip (spear), Prone Attack, Quick 
  Draw, 
  Track, 
  Weapon 
  Focus 
  (spear), 
  Weapon 
  Specialization (spear). 
   
  Favored Enemy (Ex): Victor gains a +2 bonus to 
  Bluff, Sense Motive, Spot, and Listen checks made 
  against evil outsiders.  He also gains +2 damage when 
  attacking evil outsiders. 
   
  Cedar (Ex):  Victor has attained the Cedar rank 
  within the Iryrinshae Fighting School.  This entitles 
  him to a +3 bonus to the contested Int/Wis check 
  against members of other fighting schools.  This also 
  grants him a +2 competence bonus to Jump checks 
  (included in the stat block), and a +2 competence 
  bonus to trip attempts when wielding a spear 
  (including the roll to avoid being tripped if you fail to 
  trip your opponent). 
   
  Combat Style (archery) (Ex):  Victor counts as 
  having the Rapid Shot feat while wearing light or no 
  armor, even though he does not meet the prerequisites 
  for it. 
   
  Darkvision (Ex):  60 feet. 
   
  Elemental Resistances (Ex):  Victor has cold, 
  fire, acid, and electricity resistance 10. 
   
  Possessions: +1 chain shirt, +1 medium spear, +1 
  heavy wooden shield, masterwork potion belt, quiver 
  of Ehlonna, medium spears (x5), potion of cure light 
  wounds (x2), 68 solars (gp). 
   
  If Victor’s soul is not saved, he gains the following 
  abilities. 
  Victor Eldenbrath, Lost: CR 11; Spd 40 ft. fly 
  (average); SA Smite good, spell-like abilities; SR 19. 
   
  Smite Good (Su):  Once per day, upon a 
  successful attack, Victor may deal an additional 9 
  points of damage to any good creature.  This ability 
  must be declared before an attack roll is made. If the 
  attack misses, the smite is still used. 
   
  Spell-like Abilities (Sp):  1/day – contagion, 
  desecrate, unholy blight; 3/day – darkness, poison.  
  The saves are Charisma based.  (DC = 14 + spell level). 
  HIG4-01 Demon Spawn 
   
  Page 28 
  
  Appendix Six 
  APL 10 Encounters
  Encounter Six 
  � Vultivor, Humanoid Form Rog8: CR 12; Medium-
  Size 
  Outsider 
  (Chaotic, 
  Evil, 
  Extraplanar, 
  Shapechanger); HD 3d10+9 plus 8d6+24; hp 81; Init 
  +11; Spd 30 ft; AC 23 (touch 17, flat-footed 17) [+7 Dex, 
  +3 natural, +4 leather]; BA/G +9/+12; Atk +18 melee 
  (1d6+5/18-20x2, +2 rapier); Full Att +18/+13 melee 
  (1d6+5/18-20x2, +2 rapier); SA Sneak attack +6d6; SQ 
  Alternate form, command vorrs, evasion, improved 
  uncanny dodge, outsider traits, scent, shadow form, 
  shadow jump, trap sense, trapfinding, uncanny dodge; 
  AL CE; SV Fort +7, Ref +15, Will +5; Str 16, Dex 24, 
  Con 14, Int 13, Wis 11, Cha 12.  
   
  Skills and Feats:  Bluff +17, Climb +17, Escape 
  Artist +20, Hide +20, Jump +17, Listen +11, Move 
  Silently +20, Sense Motive +12, Spot +11, Survival +14*, 
  Tumble +20; Combat Expertise, Improved Feint, 
  Improved Initiative, Skill Focus (Bluff), Weapon 
  Finesse. 
   
  Sneak Attack (Ex): When the vultivor’s target is 
  denied a Dexterity bonus to AC, or when the vultivor 
  flanks his target, he deals an extra 6d6 points of 
  damage. 
   
  Alternate Form (Su):  Vultivor can assume 
  humanoid form at will, as alter self. 
   
  Command Vorrs (Sp):  Vultivor can use greater 
  command at will (DC 16) on vorrs.  This save is 
  Charisma-based. 
   
  Evasion (Ex):  If vultivor makes a Reflex saving 
  throw against an attack that normall does half damage 
  on a successful save, the vultivor takes no damage 
  instead. 
   
  Improved Uncanny Dodge (Ex):  Vultivor 
  cannot be flanked, unless the opponent has 4 more 
  rogue levels than vultivor. 
   
  Outsider Traits:  Vultivor have darkvision (60-
  foot range), and they cannot be raised or resurrected 
  (thought a wish or miracle spell can restore life). 
   
  Scent (Ex):  Vultivor can detect approaching foes, 
  sniff out hidden enemies, and track by scent. 
   
  Shadow Form (Su):  Once per day, a vultivor can 
  assume the form of a living shadow for up to 10 
  minutes.  While in shadow form, the vultivor can move 
  at normal speed on any surface, including walls and 
  ceilings, and even across liquids.  The vultivor gains a 
  +15 circumstance bonus on Hide checks.  Effects that 
  detect thoughts, life, or presences (including true 
  seeing) can detect it. 
   
  While in shadow form, a vultivor gains damage 
  reduction 20/good and is immune to critical hits, 
  blindness, damage to ability scores from non-magical 
  attacks, deafness, disease, drowning, poison, and 
  stunning.  It takes half damage from fire and acid. 
   
  Shadow Jump (Su):  As a standard action, a 
  vultivor can travel between shadows as if by a 
  dimension door spell.  The starting and ending points 
  of the jump must be in shadow, and these points must 
  be at least 10 feet apart.  A vultivor can make several 
  jumps in one day, as long as the total distance traveled 
  in this fashion per day does not exceed 160 feet. 
   
  Trap Sense (Ex):  Vultivor gains a +2 bonus to 
  Reflex saves made to avoid traps and a +2 dodge bonus 
  to AC against attacks made by traps. 
   
  Trapfinding (Ex):  Vultivor can use the Search 
  skill to locate traps when the task has a DC higher than 
  20. 
   
  Uncanny Dodge (Ex):  Vultivor retains its 
  Dexterity bonus to AC even if caught flat-footed or 
  struck by an invisible attacker. 
   
  Skills:  *Vultivors have a +8 racial bonus on 
  Survival checks when tracking by scent. 
   
  Possessions: +2 rapier, +2 leather armor, cure 
  serious wounds (x2) , necklace of fireballs type I 
   
   
  � Vultivor, Vorr Form Rog8: Spd 40 ft; AC 20 (touch 
  17, flat-footed 13) [+7 Dex, +3 natural]; Atk +13 melee 
  (1d6+3, bite); Full Att +13 melee (1d6+3, bite) and 
  +8/+8 melee (1d3+1, claws); SA Sneak attack +6d6, trip. 
   [All other info unchanged] 
   
  Trip (Ex):  A vultivor that hits with its bite attack 
  may make a trip attempt as a free action that does not 
  provoke an attack of opportunity.  If the attempt fails, 
  the opponent may not attempt to trip vultivor in 
  return. 
   
  Encounter Seven 
  � 
  Victor 
  Eldenbrath, 
  Saved: 
  Male 
  human 
  (Oeridian)/half-fiend Ftr8/Rgr3; CR 12; Medium 
  Outsider 
  (Augmented 
  Humanoid, 
  Native); 
  HD 
  8d10+16 plus 3d8+6; hp 92; Init +4; Spd 30 ft.; AC 22 
  (touch 14, flat-footed 18) [+4 Dex, +5 armor, +3 shield]; 
  BA/G +11/+17; Atk +18 melee (1d8+9, +1 spear) or +18 
  ranged (1d8+9, +1 spear), or +16 melee (1d4+6, claw); 
  Full Att +18/+13/+8 melee (1d8+9, +1 spear), or 
  +18/+13/+8 
  ranged 
  (1d8+9, 
  +1 
  spear), 
  or 
  +17/+17/+12/+7 ranged (1d8+9, +1 spear), or +16/+16 
  melee (1d4+6, claw) and +11 melee (1d6+3, bite); SA 
  favored enemy (evil outsiders); SQ Cedar, combat style 
  (archery), darkvision, poison immunity, elemental 
  HIG4-01 Demon Spawn 
   
  Page 29 
  
  resistances, DR 5/magic; AL CE; SV Fort +11, Ref +10, 
  Will +5; Str 22, Dex 18, Con 14, Int 18, Wis 14, Cha 10. 
   
  Skills and Feats: Climb +18, Escape Artist +9, Heal 
  +10, 
  Jump 
  +20, 
  Knowledge(geography) 
  +14, 
  Knowledge(planes) +8, Listen +11, Spot +11, Survival 
  +11, Swim +18, Tumble +11. Combat Expertise, 
  Endurance, Greater Weapon Focus (spear), Improved 
  Trip, Knock-Down, Lightning Reflexes, Monkey Grip 
  (spear), Prone Attack, Quick Draw, Track, Weapon 
  Focus (spear), Weapon Specialization (spear). 
   
  Favored Enemy (Ex): Victor gains a +2 bonus to 
  Bluff, Sense Motive, Spot, and Listen checks made 
  against evil outsiders.  He also gains +2 damage when 
  attacking evil outsiders. 
   
  Cedar (Ex):  Victor has attained the Cedar rank 
  within the Iryinshae Fighting School.  This entitles 
  him to a +3 bonus to the contested Int/Wis check 
  against members of other fighting schools.  This also 
  grants him a +2 competence bonus to Jump checks 
  (included in the stat block), and a +2 competence 
  bonus to trip attempts when wielding a spear 
  (including the roll to avoid being tripped if you fail to 
  trip your opponent). 
   
  Combat Style (archery) (Ex):  Victor counts as 
  having the Rapid Shot feat while wearing light or no 
  armor, even though he does not meet the prerequisites 
  for it. 
   
  Darkvision (Ex):  60 feet. 
   
  Elemental Resistances (Ex):  Victor has cold, 
  fire, acid, and electricity resistance 10. 
   
  Possessions: +1 chain shirt, +1 medium spear, +1 
  heavy wooden shield, masterwork potion belt, quiver 
  of Ehlonna, medium spears (x5), potion of cure light 
  wounds (x2), 44 solars (gp). 
   
  If Victor’s soul is not saved, he gains the following 
  abilities. 
  Victor Eldenbrath, Lost: CR 13; Spd 40 ft. fly 
  (average); SA Smite good, spell-like abilities; SR 21. 
   
  Smite Good (Su):  Once per day, upon a 
  successful attack, Victor may deal an additional 11 
  points of damage to any good creature.  This ability 
  must be declared before an attack roll is made. If the 
  attack misses, the smite is still used. 
   
  Spell-like Abilities (Sp):  1/day – blasphemy, 
  contagion, desecrate, unholy blight; 3/day – darkness, 
  poison.  The saves are Charisma based.  (DC = 14 + spell 
  level). 
  HIG4-01 Demon Spawn 
   
  Page 30 
  
  Appendix Seven 
  APL 12 Encounters
  Encounter Six 
  � Vultivor, Humanoid Form Rog10: CR 14; 
  Medium-Size Outsider (Chaotic, Evil, Extraplanar, 
  Shapechanger); HD 3d10+9 plus 10d6+30; hp 94; Init 
  +11; Spd 30 ft; AC 22 (touch 17, flat-footed 15) [+7 Dex, 
  +3 natural, +2 leather]; BA/G +10/+13; Atk +19 melee 
  (1d6+5/18-20x2, +2 rapier); Full Att +19/+14 melee 
  (1d6+5/18-20x2, +2 rapier); SA Crippling strike, sneak 
  attack +7d6; SQ Alternate form, command vorrs, 
  evasion, improved uncanny dodge, outsider traits, 
  scent, shadow form, shadow jump, trap sense, 
  trapfinding, uncanny dodge; AL CE; SV Fort +8, Ref 
  +16, Will +7; Str 16, Dex 24, Con 14, Int 13, Wis 11, 
  Cha 12.  
   
  Skills and Feats:  Bluff +19, Climb +19, Escape 
  Artist +22, Hide +22, Jump +19, Listen +13, Move 
  Silently +22, Sense Motive +14, Spot +13, Survival +16*, 
  Tumble +22; Combat Expertise, Combat Reflexes, 
  Improved Feint, Improved Initiative, Skill Focus 
  (Bluff), Weapon Finesse. 
   
  Crippling Strike (Ex):  An opponent damaged by 
  vultivor’s sneak attack also takes 2 points of temporary 
  Strength damage for each attack. 
   
  Sneak Attack (Ex): When the vultivor’s target is 
  denied a Dexterity bonus to AC, or when the vultivor 
  flanks his target, he deals an extra 7d6 points of 
  damage. 
   
  Alternate Form (Su):  Vultivor can assume 
  humanoid form at will, as alter self. 
   
  Command Vorrs (Sp):  Vultivor can use greater 
  command at will (DC 16) on vorrs.  This save is 
  Charisma-based. 
   
  Evasion (Ex):  If vultivor makes a Reflex saving 
  throw against an attack that normall does half damage 
  on a successful save, the vultivor takes no damage 
  instead. 
   
  Improved Uncanny Dodge (Ex):  Vultivor 
  cannot be flanked, unless the opponent has 4 more 
  rogue levels than vultivor. 
   
  Outsider Traits:  Vultivor have darkvision (60-
  foot range), and they cannot be raised or resurrected 
  (thought a wish or miracle spell can restore life). 
   
  Scent (Ex):  Vultivor can detect approaching foes, 
  sniff out hidden enemies, and track by scent. 
   
  Shadow Form (Su):  Once per day, a vultivor can 
  assume the form of a living shadow for up to 10 
  minutes.  While in shadow form, the vultivor can move 
  at normal speed on any surface, including walls and 
  ceilings, and even across liquids.  The vultivor gains a 
  +15 circumstance bonus on Hide checks.  Effects that 
  detect thoughts, life, or presences (including true 
  seeing) can detect it. 
   
  While in shadow form, a vultivor gains damage 
  reduction 20/good and is immune to critical hits, 
  blindness, damage to ability scores from non-magical 
  attacks, deafness, disease, drowning, poison, and 
  stunning.  It takes half damage from fire and acid. 
   
  Shadow Jump (Su):  As a standard action, a 
  vultivor can travel between shadows as if by a 
  dimension door spell.  The starting and ending points 
  of the jump must be in shadow, and these points must 
  be at least 10 feet apart.  A vultivor can make several 
  jumps in one day, as long as the total distance traveled 
  in this fashion per day does not exceed 160 feet. 
   
  Trap Sense (Ex):  Vultivor gains a +3 bonus to 
  Reflex saves made to avoid traps and a +3 dodge bonus 
  to AC against attacks made by traps. 
   
  Trapfinding (Ex):  Vultivor can use the Search 
  skill to locate traps when the task has a DC higher than 
  20. 
   
  Uncanny Dodge (Ex):  Vultivor retains its 
  Dexterity bonus to AC even if caught flat-footed or 
  struck by an invisible attacker. 
   
  Skills:  *Vultivors have a +8 racial bonus on 
  Survival checks when tracking by scent. 
   
  Possessions: +2 rapier, +2 leather armor, cure 
  serious wounds (x2) , necklace of fireballs type I 
   
   
  � Vultivor, Vorr Form Rog10: Spd 40 ft; AC 20 
  (touch 17, flat-footed 13) [+7 Dex, +3 natural]; Atk +14 
  melee (1d6+3, bite); Full Att +14 melee (1d6+3, bite) 
  and +9/+9 melee (1d3+1, claws); SA Crippling strike, 
  sneak attack +7d6, trip.  [All other info unchanged] 
   
  Trip (Ex):  A vultivor that hits with its bite attack 
  may make a trip attempt as a free action that does not 
  provoke an attack of opportunity.  If the attempt fails, 
  the opponent may not attempt to trip vultivor in 
  return. 
   
  Encounter Seven 
  � 
  Victor 
  Eldenbrath, 
  Saved: 
  Male 
  human 
  (Oeridian)/half-fiend Ftr10/Rgr3; CR 14; Medium 
  Outsider 
  (Augmented 
  Humanoid, 
  Native); 
  HD 
  10d10+20 plus 3d8+6; hp 108; Init +8; Spd 30 ft.; AC 24 
  (touch 14, flat-footed 20) [+4 Dex, +6 armor, +4 shield]; 
  BA/G +13/+19; Atk +20 melee (1d8+9/19-20x2, +1 
  spear) or +20 ranged (1d8+9/19-20x2, +1 spear), or +19 
  melee (1d4+6, claw); Full Att +20/+15/+10 melee 
  (1d8+9/19-20x2, +1 spear), or +20/+15/+10 ranged 
  (1d8+9/19-20x2, +1 spear), or +18/+18/+13/+8 ranged 
  HIG4-01 Demon Spawn 
   
  Page 31 
  
  (1d8+9/19-20x2, +1 spear), or +19/+19 melee (1d4+6, 
  claw) and +14 melee (1d6+3, bite); SA favored enemy 
  (evil outsiders); SQ Cedar, combat style (archery), 
  darkvision, poison immunity, elemental resistances, 
  DR 10/magic; AL CE; SV Fort +12, Ref +11, Will +6; Str 
  23, Dex 18, Con 14, Int 18, Wis 14, Cha 10. 
   
  Skills and Feats: Climb +20, Escape Artist +10, 
  Heal +10, Jump +22, Knowledge(geography) +14, 
  Knowledge(planes) +8, Listen +11, Spot +11, Survival 
  +11, Swim +16, Tumble +13. Combat Expertise, 
  Endurance, Greater Weapon Focus (spear), Improved 
  Critical (spear), Improved Initiative, Improved Trip, 
  Knock-Down, Lightning Reflexes, Monkey Grip 
  (spear), Prone Attack, Quick Draw, Track, Weapon 
  Focus (spear), Weapon Specialization (spear). 
   
  Favored Enemy (Ex): Victor gains a +2 bonus to 
  Bluff, Sense Motive, Spot, and Listen checks made 
  against evil outsiders.  He also gains +2 damage when 
  attacking evil outsiders. 
   
  Cedar (Ex):  Victor has attained the Cedar rank 
  within the Iryinshae Fighting School.  This entitles 
  him to a +3 bonus to the contested Int/Wis check 
  against members of other fighting schools.  This also 
  grants him a +2 competence bonus to Jump checks 
  (included in the stat block), and a +2 competence 
  bonus to trip attempts when wielding a spear 
  (including the roll to avoid being tripped if you fail to 
  trip your opponent). 
   
  Combat Style (archery) (Ex):  Victor counts as 
  having the Rapid Shot feat while wearing light or no 
  armor, even though he does not meet the prerequisites 
  for it. 
   
  Darkvision (Ex):  60 feet. 
   
  Elemental Resistances (Ex):  Victor has cold, 
  fire, acid, and electricity resistance 10. 
   
  Possessions: +2 chain shirt, +1 medium spear, +2 
  heavy wooden shield, masterwork potion belt, quiver 
  of Ehlonna, medium spears (x5), potion of cure light 
  wounds (x4), potion of cure moderate wounds (x3), 
  potion of cure serious wounds, potion of barkskin +4, 
  potion of shield of faith +5, wand of entangle (50 
  charges). 
   
  If Victor’s soul is not saved, he gains the following 
  abilities. 
  Victor Eldenbrath, Lost: CR 15; Spd 40 ft. fly 
  (average); SA Smite good, spell-like abilities; SR 23. 
   
  Smite Good (Su):  Once per day, upon a 
  successful attack, Victor may deal an additional 13 
  points of damage to any good creature.  This ability 
  must be declared before an attack roll is made. If the 
  attack misses, the smite is still used. 
   
  Spell-like Abilities (Sp):  1/day – blasphemy, 
  contagion, desecrate, unhallow, unholy blight; 3/day – 
  darkness, poison, unholy aura.  The saves are Charisma 
  based.  (DC = 14 + spell level). 
  HIG4-01 Demon Spawn 
   
  Page 32 
  
  Appendix Eight 
  New Monsters
  Canomorph 
  (from Fiend Folio, pg 25) 
  Those who don’t understand the true nature of 
  canomorphs often incorrectly identify them as 
  fiendish lycanthropes.  The canomorph is not a true 
  lycanthrope; it is a fiendish hound (either a hell hound, 
  vorr, or shadow mastiff) that has learned to assume 
  humanoid form.  Created by demon and devil lords to 
  serve 
  as 
  intelligent 
  trackers 
  and 
  guardians, 
  canomorphs often journey to the Material Plane to 
  undertake diabolical missions for their infernal 
  masters. 
   
  An intense rivalry among the three subraces 
  divides canomorphs from each other.  All three fill 
  similar roles in the Lower Planes, so there is intense 
  competition for dominance.  The harakins (hell 
  hounds) are the physically weakest of the three, but 
  they are also the most numerous and tenacious.  The 
  shadurakuls (shadow mastiffs) are the strongest and 
  most dangerous canomorphs, but they are few in 
  number.  Between the two are the shadowy vultivors 
  (vorrs), who are for now content to remain in hiding 
  and let their more aggressive kin tear at each other. 
   
  Combat 
  Canomorphs have all the abilities and characteristics of 
  their hound form, plus class levels learned in their 
  humanoid form.  Canomorphs can change form at will 
  from their hound form to a humanoid form – usually 
  human, although other races are possible.  They 
  infiltrate humanoid settlements in this guise, but often 
  revert to their natural forms to attack. 
   
  Alternate Form (Su):  All canomorphs can 
  assume humanoid form at will.  Transforming to 
  humanoid form from hound form, or vice verse, is a 
  move action.  This transformation works like alter self; 
  the canomorph retains its physical ability scores, 
  extraordinary abilities, and supernatural abilities in 
  humanoid form.  It loses its natural attacks and is 
  limited to the movement of the form it assumes.  A 
  canomorph can only choose humanoid forms of Small 
  to Large size. 
   
  A canomorph’s alternate form ability does not 
  affect equipment it may be carrying or wearing.  Most 
  canomorphs create secure caches of arms and armor 
  they intend to use in humanoid form when they expect 
  to shift form frequently. 
   
  Command 
  Fiendish 
  Hound 
  (Sp): 
   
  All 
  canomorphs can use greater command at will against 
  fiendish hounds of their associated kind (vorrs for 
  vultivors).  These creatures will never voluntarily 
  attack a canomorph of the associated kind. 
   
  Outsider Traits:  Canomorphs have darkvision 
  (60-foot range), and they cannot be raised or 
  resurrected (thought a wish or miracle spell can restore 
  life). 
   
  Vultivor 
  Humanoid Form 
  Medium-Size Outsider (Chaotic, Evil, Extraplanar, 
  Shapechanger) 
  Hit Dice: 3d10+9 plus 5d6+14 (54 hp) 
  Initiative: +10 
  Speed:  30 ft. 
  AC:  21 (+6 Dex, +3 natural, +2 leather), touch 16, flat-
  footed 21 
  Base Attack/Grapple:  +6/+9 
  Attack:  +1 rapier +10 melee 
  Full Attack:  +1 rapier +10/+5 melee 
  Damage:  +1 rapier 1d6+3/18-20 
  Face/Reach: 5 ft./ 5 ft. 
  Special Attacks:  Sneak attack +5d6 
  Special Qualities:  Alternate form, command vorrs, 
  evasion, outsider traits, scent, shadow form, shadow 
  jump, uncanny dodge, trap sense 
  Saves:  Fort +7, Ref +12, Will +3 
  Abilities:  Str 16, Dex 23, Con 16, Int 11, Wis 13, Cha 
  12 
  Skills:  Balance +16, Climb +8, Hide +17, Jump +10, 
  Listen +12, Move Silently +17, Search +4, Spot +15, 
  Survival +6*, Tumble +13 
  Feats:  Alertness, Blind-Fight, Improved Initiative 
   
  Vorr Form 
  Medium-Size Outsider (Chaotic, Evil, Extraplanar, 
  Shapechanger) 
  Hit Dice: 3d10+9 plus 5d6+14 (54 hp) 
  Initiative: +10 
  Speed:  40 ft. 
  AC:  19 (+6 Dex, +3 natural), touch 16, flat-footed 19 
  Base Attack/Grapple:  +6/+9 
  Attack:  Bite +9 melee 
  Full Attack:  Bite +9 melee and 2 claws +4 melee 
  Damage:  Bite 2d4+3; claw 1d3+1 
  Face/Reach: 5 ft./ 5 ft. 
  Special Attacks:  Sneak attack +5d6, trip 
  Special Qualities:  Alternate form, command vorrs, 
  evasion, outsider traits, scent, shadow form, shadow 
  jump, uncanny dodge, trap sense 
  Saves:  Fort +7, Ref +12, Will +3 
  HIG4-01 Demon Spawn 
   
  Page 33 
  
  Abilities:  Str 16, Dex 23, Con 16, Int 11, Wis 13, Cha 
  12 
  Skills:  Balance +16, Climb +8, Hide +17, Jump +10, 
  Listen +12, Move Silently +17, Search +4, Spot +15, 
  Survival +6*, Tumble +13 
  Feats:  Alertness, Blind-Fight, Improved Initiative 
  Climate/Terrain:  Any land and underground 
  Organization:  Solitary, pair, or pack (3-14) 
  Challenge Rating: 9 (class level + 4) 
  Treasure: Standard 
  Alignment:  Always chaotic evil 
  Advancement:  By character class 
  Level Adjustment:  +4 
   
  Climate/Terrain:  Any land and underground 
  Organization:  Solitary, pair, or pack (3-14) 
  Challenge Rating: 9 (class level + 4) 
  Treasure: Standard 
  Alignment:  Always chaotic evil 
  Advancement:  By character class 
  Level Adjustment:  +4 
   
  Like other canomorphs, a vultivor can appear as any 
  humanoid.  Grayish skin, black and hungry eyes, and a 
  long, lupine face often mark its humanoid guises.  It 
  tends to be cruel and subtle, taking great pleasure in 
  the misfortunes of others. 
   
  A vultivor speaks Common and Abyssal. 
   
  Combat 
  The vultivor described here is based on an exceptional 
  5
  th-level vorr rogue.  Vultivors are stealthy and patient 
  murderers, stalking their victims until the see an 
  opportunity to make a sneak attack.  A vultivor often 
  shifts to its vorr form to speed its escape from the scene 
  of a crime. 
   
  Sneak Attack (Ex):  Anytime a vultivor’s target is 
  denied a Dexterity bonus, or when a target is flanked 
  by a vultivor, the vultivor deals an additional 5d6 
  points of damage on a successful melee attack. 
   
  Trip (Ex):  A vultivor that hits with a bite attack 
  can attempt to trip its opponent as a free action 
  without making a touch attack or provoking an attack 
  of opportunity.  If the attempt fails, the opponent 
  cannot react to trip the vultivor.  The vultivor can only 
  attempt to trip it in this manner while in its vorr form. 
   
  Shadow Form (Su):  Once per day, a vultivor can 
  assume the form of a living shadow for up to 10 
  minutes.  While in shadow form, the vultivor can move 
  at normal speed on any surface, including walls and 
  ceilings, and even across liquids.  The vultivor gains a 
  +15 circumstance bonus on Hide checks.  Effects that 
  detect thoughts, life, or presences (including true 
  seeing) can detect it. 
   
  While in shadow form, a vultivor gains damage 
  reduction 20/good and is immune to critical hits, 
  blindness, damage to ability scores from non-magical 
  attacks, deafness, disease, drowning, poison, and 
  stunning.  It takes half damage from fire and acid. 
   
  Shadow Jump (Su):  As a standard action, a 
  vultivor can travel between shadows as if by a 
  dimension door spell.  The starting and ending points 
  of the jump must be in shadow, and these points must 
  be at least 10 feet apart.  A vultivor can make several 
  jumps in one day, as long as the total distance traveled 
  in this fashion per day does not exceed 160 feet. 
   
  Trap Sense (Ex):  A vultivor rogue gains a +1 
  bonus on Reflex saves made to avoid traps, and a +1 
  dodge bonus to Armor Class against attacks by traps. 
   
  Uncanny Dodge (Ex):  This vultivor retains its 
  Dexterity bonus to Armor class even when flat-footed 
  or struck by an invisible attacker. 
   
  Skills:  *Vultivors have a +8 racial bonus on 
  Survival checks when tracking by scent. 
   
  Vultivor Characters 
  A vultivor’s favored class is rogue.  A vultivor character 
  begins with 3 Hit Dice for being a vorr (refer to the 
  vorr entry in this book for ability scores, feats, and 
  skills), and its level adjustment is +4.  A vultivor PC’s 
  effective character level (ECL) is equal to its class level 
  + 7.  Because canomorphs are exceptional examples of 
  fiendish hounds, the vultivor described above applies 
  the vorr’s ability score modifiers to the standard array 
  of ability scores (15, 14, 13, 12, 10, 8). 
   
  HIG4-01 Demon Spawn 
   
  Page 34 
  
  Appendix Nine 
  Class Guidebook Material
  Knock-Down [General] 
  (from Sword and Fist, pg 7) 
  Your mighty blows can knock foes off their feet. 
  Prerequisites: Base attack bonus +2. Improved Trip, 
  Str 15+. 
  Benefit: Whenever you deal 10 or more points of 
  damage to your opponent in melee with a single attack, 
  you may make a trip attack as a free action against the 
  same target. Use of this feat cannot be combined with 
  Improved Trip to generate an extra attack, and 
  successful use of this feat does not grant an extra attack 
  through the Cleave or Great Cleave feats. 
   
  Monkey Grip [General] 
  (from Sword and Fist, pg 7) 
  You use a wider variety of sizes of weapons. 
  Prerequisites: Base attack bonus +1, Weapon focus 
  with the appropriate weapon, Str 13+. 
  Benefit: Yon can use one melee weapon that is one size 
  larger than you in one hand. For example, a halfling 
  with the Monkey Grip feat can use a longsword in one 
  hand. You suffer a -2 penalty on your attack roll when 
  using this feat. This feat can be taken multiple times, 
  each time with a different weapon. 
  Normal: Only weapons of your size or smaller can 
  normally be wielded with one hand. 
   
  Prone Attack [General] 
  (from Sword and Fist, pg 9) 
  You attack from a prone position without penalty. 
  Prerequisites: Base attack bonus +2, Dex 15+, 
  Lightning Reflexes. 
  Benefit: You can make an attack from the prone 
  position and suffer no penalty to your attack roll. If 
  your attack roll is successful you may regain your feet 
  immediately as a free action. 
  HIG4-01 Demon Spawn 
   
  Page 35 
  
  DM’s Aid #1 
  Separate and hand out this form to your players before the adventure begins. 
  PC Name: 
  Player Name: 
   
  Do you radiate evil?  If yes, how strong? 
  YES 
  NO 
   
  Do you radiate good?  If yes, how strong?  
  YES 
  NO 
   
  Do you have the Quarterstaff of the Serpent’s Path?  
  YES 
  NO 
        If yes, does it have all 10 signatures on it?  
  YES 
  NO 
   
  PC Name: 
  Player Name: 
   
  Do you radiate evil?  If yes, how strong? 
  YES 
  NO 
   
  Do you radiate good?  If yes, how strong?  
  YES 
  NO 
   
  Do you have the Quarterstaff of the Serpent’s Path?  
  YES 
  NO 
        If yes, does it have all 10 signatures on it?  
  YES 
  NO 
   
  PC Name: 
  Player Name: 
   
  Do you radiate evil?  If yes, how strong? 
  YES 
  NO 
   
  Do you radiate good?  If yes, how strong?  
  YES 
  NO 
   
  Do you have the Quarterstaff of the Serpent’s Path?  
  YES 
  NO 
        If yes, does it have all 10 signatures on it?  
  YES 
  NO 
   
  PC Name: 
  Player Name: 
   
  Do you radiate evil?  If yes, how strong? 
  YES 
  NO 
   
  Do you radiate good?  If yes, how strong?  
  YES 
  NO 
   
  Do you have the Quarterstaff of the Serpent’s Path?  
  YES 
  NO 
        If yes, does it have all 10 signatures on it?  
  YES 
  NO 
   
  PC Name: 
  Player Name: 
   
  Do you radiate evil?  If yes, how strong? 
  YES 
  NO 
   
  Do you radiate good?  If yes, how strong?  
  YES 
  NO 
   
  Do you have the Quarterstaff of the Serpent’s Path?  
  YES 
  NO 
        If yes, does it have all 10 signatures on it?  
  YES 
  NO 
   
  PC Name: 
  Player Name: 
   
  Do you radiate evil?  If yes, how strong? 
  YES 
  NO 
   
  Do you radiate good?  If yes, how strong?  
  YES 
  NO 
   
  Do you have the Quarterstaff of the Serpent’s Path?  
  YES 
  NO 
        If yes, does it have all 10 signatures on it?  
  YES 
  NO
  HIG4-01 Demon Spawn 
   
  Page 36 
   
  
  DM’s Aid #2 – Fighting School Mechanics 
  Iryrinshae Fighting School of Clan Llelyuna 
  Clan Llelyuna and their fey connections strive to keep a little tomfoolery and mischief in life.  The same can be said for 
  the clan on the battlefield.  Their style of battle consists of using long weapons to keep the enemy off guard and on their 
  heels through the entire battle.  It is a difficult school to master, and the school's practitioners are often strong, quick, 
  and adaptable to changes in combat.   
  Apprentice Level – Sapling 
  Requirements: 
  • 
  Possess the following feats: Expertise, Improved Trip, and Lightning Reflexes 
  • 
  Base Attack Bonus +2 or higher 
  • 
  Proficient with shortspear or longspear (halfspear for small characters) 
  • 
  Spend 2 TUs for Training 
  Benefits: 
  • 
  Access to the school list of feats:  Knock-Down, Prone Attack, and Monkey Grip (shortspear, longspear or 
  halfspear only) feats (from S&F) 
  • 
  +1 competence bonus to contested Int/Wis check against members of fighting schools 
  Journeyman Level – Birch 
  Requirements: 
  • 
  Possess one feat from the school list 
  • 
  Spend 2 TUs for Training 
  Benefits: 
  • 
  Competence bonus to contested Int/Wis check against members of fighting schools increases to +2 
  • 
  +2 competence bonus to either Balance or Jump skill checks 
  Expert Level – Cedar 
  Requirements: 
  • 
  Possess two feats from the school list 
  • 
  Spend 4 TUs for Training 
  Benefits: 
  • 
  Competence bonus to contested Int/Wis check against members of fighting schools increases to +3 
  • 
  +2 competence bonus to trip attempts when wielding a longspear, shortspear, or halfspear (including the roll 
  to avoid being tripped if you fail to trip your opponent) 
  • 
  Access to the shock weapon enhancement. 
  Master Level – Great Oak 
  Requirements: 
  • 
  Possess all of the feats on the school list 
  • 
  Spend 8 TUs for Training 
  Benefits: 
  • 
  Competence bonus to contested Int/Wis check against members of fighting schools increases to +4 
  • 
  1 permanent Influence Point with the Seldarine Pantheon 
  • 
  Ability to teach the school list of feats to other PCs 
  • 
  Access to the shocking burst weapon enhancement 
  • 
  Access to the glamered armor enhancement 
   
   
  One important aspect of any fighting school’s training regimen is counter techniques.  Each school spends a fair 
  amount of time teaching its members the basic nuances of the other schools, to lend its members a combat advantage.  
  When playing in Highfolk regional modules (and interactives) and battling others enrolled in Highfolk fighting 
  schools, both combatants roll an opposed Intelligence or Wisdom check (the combatant chooses which check he 
  wishes to roll).  The winner receives a +1 competence bonus to attack rolls and a +1 competence bonus to damage rolls 
  against his opponent.  This has no effect on characters that do not possess fighting styles that contain this skill.  This 
  effect can be used against members of the same fighting school. 
  HIG4-01 Demon Spawn 
   
  Page 37 
   
  
  DM’s Aid #3 – The Deities of the Temple of Change
  (Excerpted from the Living Greyhawk Gazeteer) 
   
  Atroa 
  The Sad Maiden 
  NG lesser goddess of Spring, East Wind, and 
  Renewal 
  Atroa (ah-TROH-ah) is one of the five Oeridian wind 
  and agricultural deities fathered by Procan.  Depicted 
  as a fresh-faced blonde woman with an eagle perched 
  upon her shoulder, she once loved the god Kurell but 
  was spurned by him for her sister Sotillion.  She 
  oversees the blessings of spring, including the opening 
  of hearts to new prospects and the body to new 
  horizons.  Her sling Windstorm can strike the most 
  distant foe, and her spherical glass talisman Readying’s 
  Dawn can melt ice within her line of sight.  She is 
  closest to her divine family and is indifferent to most 
  other gods except Fharlanghn.  Her holy symbol is a 
  heart with an air-glyph within. 
   
  Clerics of Atroa are optimistic, willing to try new 
  things; and rarely settle in one place for more than a 
  year.  They are forgiving and proud to turn foes into 
  friends.  They love returning past friends and lovers 
  almost as much as they relish any opportunity to travel 
  and see new places.  They enjoy exploring strange 
  places, especially if they haven’t traveled in a while. 
  Domains:  Air, Good, Plant, Sun; Weapon:  Sling. 
   
  Sotillion 
  The Summer Queen 
  CG (CN) lesser goddess of Summer, South Wind, 
  Ease, and Comfort 
  Sotillion (so-TIL-ee-on) is depicted as a beautiful 
  woman in diaphanous clothes, reclining on a blanket 
  with a bottle of wine, accompanied by a winged, pure-
  orange tiger (her holy symbol).  With a wave of her 
  hand she can afflict others with a careless stupor nearly 
  unto slumber.  Zilchus’s wife, she can retain her 
  favorite comforts because of her husband’s prosperity.  
  Ever a languid goddess, she often has to be prodded to 
  her duties by her family. 
   
  Sotillion’s clerics like to be pampered and enjoy 
  casual parties and banquets where they can listen to 
  soft music, engage in pleasant conversation with 
  interesting people, and sample tasty foods and 
  beverages.  Her clerics make good diplomats because 
  they are able to make people so relaxed that they forget 
  their quarrels and gripes.  They travel in style, usually 
  on horseback, in a carriage, or on a litter, in order to 
  visit acquaintances or attend parties.  Some are of the 
  mindset that ease and comfort become stale and boring 
  without times of distress and hardship to which it can 
  be contrasted; these clergymen go adventuring, both 
  with the purpose of roughing it and to acquire riches to 
  allow them the comforts they desire. 
  Domains:  Air, Chaos, Good, Healing, Plant; Weapon: 
   net (e) 
   
  Telchur 
  Icebrother 
  CN lesser god of Winter, Cold, and North Wind 
  Telchur (TEL-chur) is the bitterest of Procan’s children. 
   Resenting being assigned the coldest and bleakest 
  months of the year, he shuns his family to associate 
  with strange beings (including noble slaadi, the Wolf 
  Lord, and the arch-devil Belial).  Shown as a gaunt man 
  with dark eyes and an icicle beard, he wields an icy 
  shortspear and is accompanied by a winged, albino 
  bull.  He is extremely good at his work; because he 
  wishes no rivals to blight his reputation, he urged his 
  greatest clerics to trap his rival Vatun in a magical 
  prison seven hundred years ago.  He prefers the 
  tranquility of a frozen forest to the screams of an icy 
  wind through a mountain pass; his symbol is a leafless 
  tree in a field of snow. 
   
  Telchur’s clerics are brooding and withdrawn.  
  They dislike noise and pleasantries, preferring to focus 
  on the grim necessities of survival, even in times of 
  prosperity.  They pray just after dark.  They preside 
  over winter funerals, help the fit survive the coldest 
  parts of winter, and adventure to spread the gloom of 
  the Icebrother to distant people. 
  Domains: 
   
  Air, 
  Chaos, 
  Strength; 
  Weapons:  
  shortspear, shortbow (m) 
   
  Wenta 
  The Alewife, Harvest Daughter 
  CG lesser goddess of Autumn, West Wind, Harvest, 
  and Brewing 
  Wenta (WEN-tah) is the youngest Oeridian wind god.  
  She always appears as a buxom, rosy-cheeked woman 
  with straw in her hair and a large mug of beer (her holy 
  symbol).  She has no permanent ties to any one being, 
  preferring to go where her heart takes her, and as such 
  has been linked to many deities.  The week of Brewfest 
  is a holy time for her, although she prefers that people 
  spend it cavorting and drinking rather than praying.  
  She dislikes only her brother Telchur, seeing him as 
  the black sheep always on her heels. 
   
  Wenta’s clerics are friendly, outgoing, and 
  unafraid to talk to strangers.  Their time of prayer is a 
  brief interval before sundown.  They organize 
  gatherings, particularly those involving alcohol, and 
  direct harvest procedures so that work is shared fairly 
  HIG4-01 Demon Spawn 
   
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  by all and finished early.  Many work as brewmasters 
  and travel to other parts of the world to enjoy the 
  weather and the local spirits.  They adventure to meet 
  new people and spend time with friends, or because 
  they agreed to do so while intoxicated.  Their holy 
  water is actually blessed ale or beer. 
  Domains:  Air, Chaos, Good, Plant; Weapons:  Club
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  Player Handout #1 
  This is the first piece of parchment given to you by the young elf, Almireal. 
   
   
  Dearest Master of the Flames, 
   
  Accompanying this letter is a second.  By using that with which you are skilled upon this 
  paper you may create the light necessary to view the other. 
   
  I encourage you, then, to also use that with which you are skilled upon the second piece of 
  paper. 
   
  Do this where none may watch. 
  Urgently, 
  Servant of the Winds 
  HIG4-01 Demon Spawn 
   
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  Player Handout #2 
  In the light of the flaming parchment, the following words shimmer into existence on the second, previously blank, 
  letter delivered to you. 
   
   
  Excellent!  I am pleased that you have passed this test. 
   
  We are in dire need of your assistance.  We may have inadvertently released a great evil 
  upon the region.  It is an evil we cannot contain ourselves. 
   
  When the clock reads eight in the evening, come to the Temple of Change. 
   
  Your discretion is required in this situation.  Not even our own door guards are aware of 
  the danger to them and their families.  We do not want to start a panic.  Keep this a secret! 
   
  The front door of the Temple will be unlocked and will have only one guard.  Please do not 
  harm him. 
   
  Again, share with no one what you are about to do.  Please do not be seen on your way in. 
  Thank you! 
  Geldrin Weaveron 
  Servant of the Winds 
  HIG4-01 Demon Spawn 
   
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  Player Handout #3 
  Your knowledge of the region or your membership within a Fighting School of Highfolk entitles you to the following 
  information.  (At the time of writing, this organization has not been updated for v3.5, so some things make be different 
  in the current version of the organization.) 
   
  Iryrinshae Fighting School of Clan Llelyuna  
  Clan Llelyuna and their fey connections strive to keep a little tomfoolery and mischief in life.  The same can be said for 
  the clan on the battlefield.  Their style of battle consists of using long weapons to keep the enemy off guard and on their 
  heels through the entire battle.  It is a difficult school to master, and the school's practitioners are often strong, quick, 
  and adaptable to changes in combat.   
  Apprentice Level – Sapling 
  Requirements: 
  • 
  Possess the following feats: Expertise, Improved Trip, and Lightning Reflexes 
  • 
  Proficient with shortspear or longspear (halfspear for small characters) 
  Benefits: 
  • 
  Access to the school list of feats:  Knock-Down, Prone Attack, and Monkey Grip (shortspear, longspear or 
  halfspear only) feats (from S&F) 
  Journeyman Level – Birch 
  Requirements: 
  • 
  Possess one feat from the school list 
  Benefits: 
  • 
  Increased competence to either Balance or Jump skills 
  Expert Level – Cedar 
  Requirements: 
  • 
  Possess two feats from the school list 
  Benefits: 
  • 
  Increased competence with trip attempts when wielding a longspear, shortspear, or halfspear (including the 
  roll to avoid being tripped if you fail to trip your opponent) 
  • 
  Access to the shock weapon enhancement. 
  Master Level – Great Oak 
  Requirements: 
  • 
  Possess all of the feats on the school list 
  Benefits: 
  • 
  Access to the shocking burst weapon enhancement 
  • 
  Access to the glamered armor enhancement 
   
  Throughout her childhood, Reina Iryrinshae, wood elven master of the Iryrinshae fighting school, was always light 
  hearted and carefree.  Most of this is inspired by the handful of gnomes that she spent her young years with.  While she 
  saw generations of little gnomes pass by as her friends, she connected with each one of them and learned the benefits of 
  the Gnomish viewpoint on the world.  She eventually grew and took up arms in defense of the family name.  She took 
  the lessons she learned from her childhood and created a fighting style that was at the time unique to the region.  
  During the war, she was persuaded by her family to come back from active fighting, and to teach her effective style to 
  others. 
   
  While Reina is the official leader of the fighting school, she is never seen teaching her students without the help of 
  her Nixie friend, Freliss.  Her style of instruction is exactly like her personality: light and casual.  Reina will never raise 
  her voice, even if it’s the 5
  th time she is explaining something to a student.  This method teaches her students the 
  patience needed to fully appreciate the non-aggressive method that she is teaching.  To teach the finer points of the 
  method, Freliss serves as a guide.  Her quickness and size teaches students to be quick on their toes and to be able to 
  attack precise spots, even at long distance. 
   
  There is no concept of rank or order at Reina’s school. Everything is casual and laid back.  Everyone learns from 
  everyone else, regardless of class standing or expertise.  Inside the school, no distinction is made between clan member 
  HIG4-01 Demon Spawn 
   
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  and outsider.  That being said, getting into the school is a matter that resides outside of her hands, and thus outsiders 
  still have a harder time being admitted. 
  HIG4-01 Demon Spawn 
   
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  Critical Events Summary – HIG4-01 Demon Spawn 
  If this adventure is not played during Brush.Fire.Con in February 2004, please e-mail these results to Brian Nowak of 
  the Highfolk Triad at banantalis@wi.rr.com 
   
  1.  Did Cecil Trueblood survive the module? 
  YES 
  NO 
   
   
  2. 
  Did the party receive the Favor of the Temple of Change? 
  YES 
  NO 
   
   
  3. 
  Did Marek Whistledown survive the module? 
  YES 
  NO 
   
   
  4. 
  Was the earth creature killed by the PCs? 
  YES 
  NO 
   
   
  5. 
  Did any PC have the Quarterstaff of the Serpent’s Path? 
  YES 
  NO 
   
  If yes, did it have the full 10 signatures? 
  YES 
  NO 
   
  Record the player names, PC names, class, levels, and RPGA# of any PCs who 
  had the Quarterstaff of the Serpent’s Path and had it transform.  Also include 
  which version of the staff they will receive.  Make note if the staff was 
  destroyed. 
   
   
   
   
   
   
   
   
   
  6. 
  Did the party manage to save Victor’s soul? 
  YES 
  NO 
   
   
  7. 
  Did Victor survive the module? 
  YES 
  NO 
   
   
  8. 
  Did Victor get returned to the Temple of Change? (dead or alive) 
  YES 
  NO 
  a. 
  If no, where did his body end up? 
   
   
   
   
   
  HIG4-01 Demon Spawn 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/594/Normal Scenarios/HIG4-01 - Demon Spawn (APL 2-12)/HIG4-01 - Demon Spawn.pdf