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 Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at 
  outlaw658@yahoo.com for LIVING GREYHAWK campaign questions email rpgahq@wizards.com 
   
  Dyv5-06 
   
   
   
   
   
   
  Matters of the Heart 
   
  A One Round D&D® LIVING GREYHAWK™ 
  Dyvers Regional Adventure 
   
  By Joseph L. Selby 
  Cartography by Eric Paul Price 
  Triad Edit: Kevin Elmore 
  Circle Edit: Tim Sech 
   
  As the siege against the forces of Iuz rages, the Gentry Council approaches you with a request. The demon-cambion 
  Kurault has been located. You are asked to cross the border into the Empire of Iuz to exact justice. A Dyvers regional 
  adventure for characters levels 10 to 18. (APLs 12 to 18). Rogues and Rangers will excel in this adventure. 
   
  
  Dyv5-06 Matters of the Heart 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign------a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting------
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in charge 
  of making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and then reported back 
  to the RPGA in a timely manner. The person who runs 
  the game is called the table DM (or usually just DM). 
  Sometimes (and almost all the time in the cases of home 
  events) the senior gamemaster is also the table DM. You 
  don’t have to be a HERALD-LEVEL GM to run this 
  adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK character 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA 
  website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs and 
  monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  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 dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs 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 
  
  Dyv5-06 Matters of the Heart 
   
  Page 3 
  on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may not 
  play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Dyvers.  Characters native to Dyvers 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. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or more 
  ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at least 
  four ranks in Craft (bowmaking).  The player is allowed to 
  Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can be 
  found in the “Lifestyle and Upkeep” section of Chapter 3 
  of the Living Greyhawk Campaign Sourcebook. 
   
  Adventure Background 
   
  Along with Dyv5-05 Riposte and the MageCon South XX 
  Battle Interactive Old Debts of Old Wicked, this 
  adventure marks the climax of the Dyvers 5-year plotline. 
  Six years ago, Rashaman of Safeton was captured and sold 
  into slavery. Although there were many potential leads, 
  none of them ever led to his rescue or definitive evidence 
  of his whereabouts. However, during the early months of 
  CY 594 during the arrival of the Evil Elemental Prince, 
  Olhydra, a group of adventurers found solid evidence that 
  Rashaman was alive. Since that time, Larissa has actively 
  sought out the location of her long-lost husband. 
   
  At the end of CY 594, she finally found out that he 
  was being held in a holding pen in the middle of the Nyr 
  Dyv. Sneaking out of the city to avoid alerting the slavers 
  (who would most certainly kill him if they knew she was 
  coming), she snuck from the city with the help of 
  adventurers who guarded her doppelganger bodyguard 
  while assassins sent from Old Wicked tried to kill her 
  look-alike. Although she missed her husband at the 
  holding pen, she learned that the slavers were trading 
  with the Empire of the Old One. She knew that is where 
  she would find them. 
   
  Knowing that the Great Dock Fire of CY 592 had 
  been instigated by forces of Iuz, Larissa knew that the 
  continued infiltration by Iuzian forces along with the 
  prospect of significant profit could gain her the backing 
  of the Gentry Council. She then traveled to the Shield 
  Lands and negotiated a strange treaty: Dyvers and the 
  Shield Lands would launch a joint attack against the 
  island city of Admundfort (the Shield Lands former 
  capital). If the attack is successful, Dyvers will 
  automatically cede the area to the Shield Lands in 
  exchange for exclusive shipping rights from the island. 
   
  In truth, Larissa knows that an active military 
  incursion onto Iuzian lands will distract the Old One. 
  With the help of adventurers (who had proven their 
  worth repeatedly), she could then send a strike force into 
  the empire to find her husband. Everyone would come 
  out a winner (except for Iuz). 
  
  Dyv5-06 Matters of the Heart 
   
  Page 4 
   
  Upon her return, though, she learns of the Kesser 
  Massacre and the infiltration by the half-demon Kurault. 
  Once the cambion is sighted traveling into the empire, 
  this allows Larissa to have one of the Gentry Council send 
  the PCs to kill the assassin, knowing that they will also 
  find her husband. This completely removes her from 
  public ridicule for ending Dyvers’ 11 years of neutrality in 
  a war with the primary purpose of rescuing her husband. 
   
  Teleport and Other Spells 
   
  Certain spells that might be cast during this event don’t 
  have the effect they normally do. There is some 
  interference based on the divine presence of Iuz across 
  his empire. Because of this, any dimension door or 
  teleportation spell cast with a destination located within 
  the empire automatically end up off-course. This is listed 
  in the adventure, so there’s no need to use the variation 
  tables whenever the PCs are casting such spells with 
  destinations within the empire. 
   
  NOTE: The distance in which PCs arrive off-target is 
  measured in hundreds of feet rather than feet. This effect 
  overrides Myrgund’s Instability from Dyv5-01 Setting 
  in the West. 
   
  NOTE: If the PCs use these spells to return to 
  Admundfort, to Dyvers, or to the Shield Lands, they work 
  successfully, and the variation tables should be used as 
  normal. 
   
  Halnt Kurault, Spymaster 
   
  The half-demon Halnt Kurault infiltrated the gentry of 
  Dyvers 3 years ago, killing his grandfather and taking his 
  guise and name. Although magic might act as a suitable 
  disguise for the short term, no one would be able to 
  infiltrate the Dyvers gentry for so long without having 
  the skill to do so. Because of this, it is important that the 
  DM review the stat blocks of Kurault in Appendix 1: 
  NPCs as that has the abilities of the spymaster prestige 
  class within. A few of the more important class features 
  are listed below. 
  • 
  Bonus to Disguise and Bluff checks (these bonuses 
  have already been factored into the DCs listed in the 
  adventure) 
  o 
  Kurault’s disguise in Encounter 9: Duplicity is 
  a non-magical disguise. True seeing does not 
  automatically penetrate this disguise. The PCs 
  must succeed at a Spot vs. Disguise check. DCs 
  are already listed in the adventure. 
  • 
  Undetectable alignment (Kurault does not detect as 
  Evil or any other alignment) 
  • 
  Undetectable magic items (none of Kurault’s magic 
  items detect as magical; they appear mundane) 
  • 
  The persona Halnt Kurault or his half-demon self 
  cannot be scryed on because of his Deep Cover 
  ability. He can only be scryed on if the caster chooses 
  to scry on Rashaman of Safeton, and even then 
  Kurault can attempt to dispel it. 
  NOTE: Any attempts to scry on the real Rashaman of 
  Safeton fail. He is being held in a secret chamber that has 
  Mordenkainen’s private sanctum cast on it. 
   
  Symbol of the 
  Order of the Black Zealot 
   
  PCs that participated in Dyv4-08 Linchpin found a 
  magical holy symbol of Iuz on the body of a black flame 
  zealot. Divinatory magic did not reveal what this item did, 
  other than having an aura of divination magic about it. 
  This holy symbol leads to the hiding place of a powerful 
  but incomplete magic item that was stolen by the zealots 
  during one of their assassinations. This item cannot be 
  activated with a Use Magic Device check and no 
  information can be gleaned about it using a Knowledge 
  (arcana) check. It is part of a much more powerful item 
  and is ineffective by itself. 
   
  NOTE: Analyze dweomer does not function when 
  targeting this item. Legend lore only returns the vaguest 
  of statements: “Drop the fist like a hammer.” 
   
  Adventure Summary 
   
  Introduction: Klabert Lord Grandhearth seeks out the 
  characters and brings them to his pavilion for a private 
  meeting. 
  Encounter 1: A Noble Task: The PCs are told that the 
  half-demon Kurault has been seen heading toward a 
  
  Dyv5-06 Matters of the Heart 
   
  Page 5 
  tower north of Axeport and the Gentry Council hopes 
  they’ll follow him and kill him. They are told the various 
  ways they can reach the mainland. 
  Encounter 2A: Lost: If the PCs try to teleport into the 
  mainland, they appear in an unexpected location and 
  must track their way to the tower. 
  Encounter 2B: The Shores: If the PCs sail, water walk or 
  use other means to reach the shores north of 
  Admundfort, they find yuan-ti tracks and can track their 
  way to the tower. 
  Encounter 2C: Run For It: A distraction has been 
  arranged with the Dyvers Free Army to pull Iuzian forces 
  away from a tunnel found in the northwest portion of 
  Admundfort that leads to the mainland. 
  Encounter 3: The Tunnel: Once in the tunnel, the PCs 
  run into Pug Newton, the constable that helped them 
  infiltrate the Kesser Manor in Dyv5-03 Dining with the 
  Dragon. He warns them that it is his job to flood the 
  tunnel if reinforcements should try to move into the city 
  beneath the channel a second time. The PCs don’t have 
  much time to finish their task and get back to 
  Admundfort. 
  Encounter 4: Guards: The PCs must make their way 
  through a closed, guarded gate without having the alarm 
  sounded. 
  Encounter 5: Axeport: The PCs can sneak into Axeport 
  and do reconnaissance for the Dyversian military. They 
  must be very careful or the alarm is sounded. 
  Encounter 6: North Side: If the PCs are able to follow 
  the tracks, they find the tower that Halnt Kurault is 
  supposedly at. If they can’t find the tracks, there’s a 
  chance they get lost in the empire and their way back is 
  blocked (if they took the tunnel). 
  Encounter 7: Abominations: Surviving yuan-ti (they 
  were attacked by orcs from Axeport) see the PCs 
  approaching and attack. 
  Encounter 8: The Tower: Ascending the tower, the PCs 
  encounter numerous locked doors, traps, and useless 
  rooms. Near the top of the tower, they find one slave 
  that’s still alive. He identifies himself as Rashaman of 
  Safeton. 
  Encounter 9: Duplicity: Halnt Kurault, the demon-
  cambion, attempts to portray himself as Rashaman of 
  Safeton, hoping the PCs will take him back to the 
  Dyversian headquarters. 
  Encounter 10: Secrets (conditional): If any of the PCs 
  carry the Symbol of the Order of the Black Zealot from 
  Dyv4-08 Linchpin, it begins to glow at the top of the 
  tower. The PCs have the opportunity to break into the 
  secret safe room. 
  Conclusion A: The PCs return to Admundfort where the 
  battle has bee won or lost based on the results of the 
  MageCon 2005 interactive. Rashaman is reunited with his 
  long-lost wife. 
  Conclusion B: The PCs return to Admundfort where the 
  battle has bee won or lost based on the results of the 
  MageCon 2005 interactive. The cambion, still in disguise 
  as Rashaman of Safeton, takes Larissa Hunter and 
  teleports her to Dorakka as a gift for Iuz. 
   
  Introduction 
   
  The Battle of Admundfort is in full swing. Your feet 
  disappear, buried beneath the dead bodies that litter 
  the streets, and blood saturates your clothing. Screams 
  of the dying come from all directions, making it 
  difficult to keep your bearings in the foreign city. 
   
  Allow the PCs to make a Spot check (DC 13 + APL). 
  Those succeeding see a group of Free Marines being 
  overwhelmed by orcs 150 feet to the left of the party. In 
  the middle of the Free Marines, the PCs see Larissa 
  Hunter. The marines are losing ground. If the PCs don’t 
  see the event, they are approached by Lord Grandhearth 
  and the badly wounded doppelganger a few moments 
  later. 
   
  NOTE: If PCs have played Dyv4-08 Linchpin and 
  question why Hunter is not in the rear directing the 
  entire army, allow them a Wisdom check (DC 12) to 
  realize that this is most likely Hunter’s doppelganger 
  bodyguard. If they go to help her, continue reading, 
  otherwise skip the next paragraph. 
   
  Although you move to the group to help, the 
  moment seems lost as a mighty greataxe cleaves into 
  Larissa Hunter’s armor and draws a staggering amount 
  of blood. Suffering what seems like a mortal wound, 
  Hunter transforms into an androgynous, gray-skinned 
  being, causing the orcs to hesitate in bafflement. That 
  half-a-second is all the Free Marines need. 
   
  Taking advantage of the orcs’ poor training, 
  Dyvers’ elite fighters turn the tide of battle, cutting a 
  number of their enemies down. The group is spurred 
  to victory when they are joined by a group from the 
  Free Army. Their captain is adorned in resplendent 
  plate mail and carries a fiery long sword that finds its 
  
  Dyv5-06 Matters of the Heart 
   
  Page 6 
  way into a number of orc bellies. The fighting ends 
  quickly. 
   
  With the immediate threat passed, the leader of 
  the Free Army removes his helm and speaks. “We 
  have searched for you all morning,” says Klabert Lord 
  Grandhearth happily. “Let us away from the dangers 
  of battle so that we may discuss a more urgent matter.” 
  If the PCs choose not to return with Lord Grandhearth, 
  the adventure is over. 
   
  Encounter 1: A Noble Task 
   
  The higher level the PCs are, the further in the city they 
  are considered to be. They are taken to the rear lines near 
  the western wall of the city, meaning the higher level 
  characters pass a number of hot spots and a large number 
  of dead bodies on their way. 
  Admundfort’s western ramparts—once flooded with 
  orc soldiers preparing for battle—stand empty but for 
  a few clerics of Pelor. With censors and holy water, 
  the priests walk up and down the battlements, 
  consecrating the dead, ensuring that their dark master 
  does not bring them to unlife to finish the job they 
  failed at. 
   
  There is a large pavilion erected in an open spot. A 
  flag of Dyvers flies high above it, visible beyond the 
  rooftops. Similar flags can be seen both north and south 
  of this one. The flags flying from those are slightly 
  different, though. Individual pavilions have been erected 
  for each noble house (Grandhearth, Maltrus, Grift, and 
  Navoy) as well as one for the magister, one for Jereader 
  Zomawyn and the Zilchans, and one for Asyth Zomawyn 
  and the Xerboans. The tent the PCs are being led to flies 
  an unmodified banner, meaning that it belongs to one or 
  more of the military organizations. Once they are inside, 
  they see a handful of Free Army captains poring over 
  maps of the city, receiving status reports of the fighting, 
  and giving orders for various units of soldiers to advance 
  or fall back accordingly. 
   
  Hunter’s bodyguard is attended to on the other side 
  of the tent while Lord Grandhearth tells the PCs why he 
  has called them there. 
  • 
  There is no clear victor as of yet. Although both 
  Dyvers and the Shield Lands have made some 
  significant advances, the use of aerial units was 
  unexpected. The forces of Iuz have a significant 
  advantage in intelligence due to the fact that they can 
  observe more of the battlefield at a faster pace. 
  • 
  There have been reports that one of the winged 
  creatures is the half-demon Halnt Kurault. (For those 
  adventurers who have not played Dyv5-03 Dining 
  with the Dragon, Grandhearth explains that Kurault 
  disguised himself as a Dyvers gentryman for 3 years 
  and eventually massacred a large number of the 
  Dyvers Gentry Council.) 
  • 
  Knowing that Kurault survived his battle with the 
  Zomawyn brothers and is back in the Empire of Iuz, 
  Magister Hunter has deemed it a high priority that 
  he be hunted down and dispatched. 
  • 
  This was attempted once before and Kurault fled 
  across the channel toward Axeport. The most recent 
  reports had the half-demon bleeding heavily and 
  severely depleted of spells. 
  • 
  Oracles have been unable to pinpoint a precise 
  location, so they’re hoping adventurers might be able 
  to employ their various skills to track him. 
  • 
  Unlike previous reports, the cambion has proven 
  completely vulnerable to both spells and weapons. 
  • 
  There is no coin or spare item Grandhearth can offer 
  as payment or reward. He did not bring any with him 
  to Admundfort, nor does he feel that this job is 
  beyond value. He does stress that this request was 
  made by the magister herself and, as such, will be 
  duly recognized. 
  PCs have a number of options on how to make their way 
  across the channel to the mainland. Not all of these are 
  viable options, however. 
  Dimension door/Teleport 
  Although this is a valid and expected option, Grandhearth 
  cautions the PCs. Agents from the Shield Lands have 
  stated that previous incursions in the Empire of Iuz using 
  magical teleportation caused the people traveling to arrive 
  in random locations. There is no guarantee that the PCs 
  would appear anywhere near Axeport, Admundfort, or 
  the coastline. 
   
  If the PCs choose this route, go to Encounter 2A: 
  Lost. 
  Fly 
  Grandhearth requests that the PCs not fly across the 
  channel. It is the opinion of the Free Army and Free 
  Marine Captains that Axeport doesn’t have a full 
  understanding of what is happening. Adventurers flying 
  
  Dyv5-06 Matters of the Heart 
   
  Page 7 
  from Admundfort would most certainly alert them to the 
  full-scale invasion taking place. 
   
  NOTE: PCs may cast fly and water breathing and 
  move beneath the water. This option is acceptable. If the 
  PCs choose this route, go to Encounter 2B: The Shores. 
  Phantom Steeds/Horseshoes of the Zephyr/Water Walk 
  There is the risk of guards spotting the adventurers, but if 
  they know of a way they can stealthily move across the 
  channel, this may be a viable option. Unfortunately, all 
  resources are being diverted to the primary invasion. PCs 
  must rely on what spells they have available. 
   
  If the PCs choose this route, go to Encounter 2B: 
  The Shores. 
  Sailing 
  It is believed that the cambion is north of the port city. 
  Because of this, a ship weighing anchor in Axeport could 
  rouse suspicions and would be hard pressed to pass 
  through the entire city successfully. 
   
  If the PCs choose to sail north from the island and 
  weigh anchor along the shore, go to Encounter 2B: The 
  Shores. 
  Shadow Walk 
  Although they have not made their presence known on 
  the Prime Material Plane, the massive amount of death 
  happening during the siege has drawn a number of 
  extraplanar undead to the area. PCs that use this spell to 
  travel find themselves faced with the following creatures 
  that attack any that enter the Shadow Demiplane.  
   
  NOTE: Characters with extraplanar companions 
  (such as a shadowdancer's shadow companion) learn of 
  the undead presence. Intelligent companions refuse to 
  accompany the character if he chooses to move onto the 
  plane of shadow anyway. 
  APL 12 (EL 15) 
  �Nightwing: Extraplanar Undead; hp 144; see Monster 
  Manual p. 197. 
  �Greater Shadow (4): Incorporeal Undead; hp 58 each; 
  see Monster Manual p. 221-222 
  APL 14 (EL 17) 
  �Nightwalker: Extraplanar Undead; hp 178; see 
  Monster Manual p. 196-197. 
  �Nightwing: Extraplanar Undead; hp 144; see Monster 
  Manual p. 197. 
  APL 16 (EL 19) 
  �Nightcrawler: Extraplanar Undead; hp 212; see 
  Monster Manual p. 195-196. 
  �Nightwalker: Extraplanar Undead; hp 178; see 
  Monster Manual p. 196-197. 
  APL 18 (EL 21) 
  �Nightcrawler (3): Extraplanar Undead; hp 212 each; 
  see Monster Manual p. 195-196. 
  Tactics: The shadow creatures are not here as a group and 
  they are not here to fight, only to watch the carnage. If 
  the PCs move on to the shadow plane, they are encircled 
  by the monsters in this encounter. They are intelligent 
  undead, though, and work together in an attempt to 
  destroy the PCs. 
   
  NOTE: At no time do the shadow creatures follow 
  the PCs onto the Prime Material Plane. If the caster ends 
  the spell, the encounter is immediately over. 
  Treasure: 
  All APLs – L: 0 gp, C: 0 gp, M: 0 gp. 
  Swimming or Tunneling 
  Although the distance between the island and the 
  mainland is too great for most adventurers with full 
  equipment to swim, there is another option. During the 
  battle, the Free Army encountered reinforcements 
  coming from the mainland through a secret tunnel. 
  • 
  Years ago, the Furyondian navy established a 
  blockade 
  between 
  Axeport 
  and 
  Admundfort, 
  ensuring that the forces on the island were cut off 
  from the empire and limiting its usefulness as a 
  potential invasion point for what remains of the 
  Shield Lands. 
  • 
  It is theorized that, rather than fight the Furyondian 
  fleet, Iuzian forces simply dug a tunnel beneath the 
  channel to allow easy access between Admundfort 
  and the mainland. 
  • 
  Dyvers Free Army moved into the area just in time to 
  catch a detachment of orc scouts sneaking into the 
  city. The orcs were caught off-guard and quickly 
  destroyed. There has been no activity in the area 
  since. 
  • 
  Lord Grandhearth has made arrangements with the 
  Free Army to intensify its attacks on the western part 
  of the city. The PCs can use this intensification as a 
  distraction to make their way to the tunnel. He gives 
  them directions on where the tunnel is located. 
  • 
  Many people will die during this engagement, so it 
  should not be considered frivolously. 
  
  Dyv5-06 Matters of the Heart 
   
  Page 8 
  If the PCs choose this route, go to Encounter 2C: Run 
  For It. 
   
  NOTE: There are a number of spells PCs may want 
  to cast beforehand. Because Lord Grandhearth did not 
  know their location, the army’s distraction is not time 
  based. Grandhearth is willing to wait up to an hour to let 
  PCs cast the spells they want, but repeatedly reminds 
  them that time is of the essence. 
   
  NOTE; Because Kurault is a spymaster, there are 
  certain spells that do not work on him. Please note that 
  any attempts to scry on the cambion or Halnt Kurault 
  automatically fail (he has adopted his persona of 
  Rashaman of Safeton). If for some reason the PCs attempt 
  to scry on Rashaman of Safeton, they see Kurault in his 
  disguise and he attempts to dispel their scrying sensor. 
   
  NOTE: If the PCs disregard the gentryman’s request 
  and attempt to sail, fly, or heedlessly walk across the 
  channel, they are engaged by the following aerial units. 
  They also alert Axeport to the invading force in 
  Admundfort. 
  APL 12 (EL 15) 
  �Orc Vulture Riders (6): Male orc Ftr9; hp 144 each; 
  see Appendix I. 
  �Dire Vultures, Advanced (6): Large animal; hp 187 
  each; see Appendix 1 
  APL 14 (EL 17) 
  �Orc Vulture Rider: Male orc Ftr13; hp 144; see 
  Appendix I. 
  �Orc Vulture Riders (5): Male orc Ftr11; hp 144 each; 
  see Appendix I. 
  �Dire Vultures, Advanced (6): Large animal; hp 187 
  each; see Appendix 1 
  APL 16 (EL 19) 
  �Orc Vulture Rider: Male orc Ftr13; hp 144; see 
  Appendix I. 
  �Orc Vulture Riders (5): Male orc Ftr14; hp 144 each; 
  see Appendix I. 
  �Dire Vultures, Advanced (6): Large animal; hp 187 
  each; see Appendix 1 
  APL 18 (EL 21) 
  �Orc Vulture Rider: Male orc Ftr15; hp 144; see 
  Appendix I. 
  �Orc Vulture Riders (5): Male orc Ftr16; hp 144 each; 
  see Appendix I. 
  �Dire Vultures, Advanced (6): Large animal; hp 187 
  each; see Appendix 1 
  Tactics: All the vulture riders have mounted combat feats. 
  They charge the PCs from multiple directions, hoping to 
  maximize the damage they deal with their lances and 
  separate the party to make them easier targets. 
  Treasure: 
  All APLs – L: 257 gp, C: 0 gp, M: 0 gp. 
   
  Encounter 2A: Lost 
   
  Just like they were warned, the PCs do not teleport or 
  dimension door to where they had planned to arrive. 
  They arrive approximately two miles north of the shore 
  out of sight of the coast or Admundfort. With the 
  permanent cloud cover, PCs must have 15 ranks in 
  Survival rather than 5 to determine True North. A 
  successful Survival check (DC 25) also tells them which 
  way is True North. 
   
  The area here is barren. Nothing here is living or 
  undead. It seems completely deserted. Three successful 
  Survival checks (DC 25) can guide the PCs to Axeport in 
  the most direct route. If the PCs fail at any of these 
  checks, they veer off-course and head too far south and 
  find the coastline first with Axeport to the west. 
   
  If the PCs get lost and end up on the shoreline of the 
  Nyr Dyv, they may have a chance to find yuan-ti tracks 
  (see Encounter 2B: The Shores below). If they do not get 
  lost, proceed to Encounter 5: Axeport. 
   
  NOTE: For ease, all miscast spells end the PCs in the 
  same location. However, once off course, if the PCs 
  attempt to teleport or dimension door back to the city, 
  they again appear off-course. This time they end up in the 
  city in the middle of the fighting. They are immediately 
  engaged by the following enemies. 
   
  APL 12 (EL 15) 
  �Orc Warriors (3): Male orc Ftr10; hp 104 each; see 
  Appendix I. 
  �Orc Cleric of Iuz: Male orc Bbn1/Clr9; hp 77; see 
  Appendix I. 
  �Orc Sorcerer: Male orc Sor10; hp 49; see Appendix I. 
  �Orc Rogue: Male orc Rog10; hp 62; see Appendix I. 
  APL 14 (EL 17) 
  
  Dyv5-06 Matters of the Heart 
   
  Page 9 
  �Orc Warriors (3): Male orc Ftr12; hp 124 each; see 
  Appendix I. 
  �Orc Cleric of Iuz: Male orc Bbn1/Clr11; hp 91; see 
  Appendix I. 
  �Orc Sorcerer: Male orc Sor12; hp 59; see Appendix I. 
  �Orc Rogue: Male orc Rog12; hp 86; see Appendix I. 
  APL 16 (EL 19) 
  �Orc Warriors (3): Male orc Ftr14; hp 144 each; see 
  Appendix I. 
  �Orc Cleric of Iuz: Male orc Bbn1/Clr13; hp 105; see 
  Appendix I. 
  �Orc Sorcerer: Male orc Sor14; hp 69; see Appendix I. 
  �Orc Rogue: Male orc Rog13/Ftr1; hp 102; see 
  Appendix I. 
  APL 18 (EL 21) 
  �Orc Warriors (3): Male orc Ftr16; hp 164 each; see 
  Appendix I. 
  �Orc Cleric of Iuz: Male orc Bbn1/Clr15; hp 119; see 
  Appendix I. 
  �Orc Sorcerer: Male orc Sor16; hp 97; see Appendix I. 
  �Orc Rogue: Male orc Rog13/Ftr3; hp 120; see 
  Appendix I. 
  Tactics: The orcs aren’t very intelligent, but they work 
  together often and have a general understanding of each 
  other’s abilities. The fighters generally charge forward 
  attempting to deliver as much damage as quickly as 
  possible. The rogue uses them as flankers, using his 
  crippling strike special ability to reduce the effectiveness 
  of the party heavy. The cleric likes to buff himself and 
  then wade into combat like a heavy, but also acts as a 
  healer and a light fighter if necessary. He rages when his 
  hit points get significantly low or when there’s someone 
  he needs to deal significant damage to. The sorcerer uses 
  his damage-dealing spells to reduce high-hit point PCs as 
  quickly as possible to allow the fighters to finish them off 
  without having to make themselves an easy target of the 
  other characters. 
  Treasure: 
  All APLs – L: 372 gp, C: 0 gp, M: 0 gp. 
   
  Encounter 2B: The Shores 
   
  The distance isn’t that great that PCs need to worry about 
  casting water walk more than once. Successfully moving 
  across the channel north of Admundfort, the PCs find 
  themselves on a rocky, deserted shore. If they are 
  confident enough in their abilities that they head directly 
  to Axeport, there is a risk of being noticed by patrols. 
   
  By coincidence, the PCs cross the Nyr Dyv to a point 
  that yuan-ti slavers have been using to smuggle slaves into 
  the Empire of Iuz. Once the PCs are on shore, allow them 
  a Spot check (DC 15 + APL). There is a post that’s been 
  dug into the ground and then covered with shrubs. It’s 
  used to moor boats bringing in slaves from a nearby ship. 
   
  They may try a Search check (DC 15 + APL) to find 
  the tracks of the yuan-ti slavers and their captives. The 
  yuan-ti were actively attempting to cover their tracks. A 
  successful Knowledge (nature) check (12 + APL) allows 
  the PCs to recognize the yuan-ti tracks. If they choose to 
  follow the tracks, they must succeed at three Track checks 
  (DC 25) to find their way to the slave camp. 
   
  If the PCs move north from Admundfort and simply 
  follow the shoreline, proceed to Encounter 5: North 
  Side. If they head directly to Axeport, proceed to 
  Encounter 5: Axeport and adapt the encounter to the 
  situation. If they find and follow the yuan-ti tracks, 
  proceed to Encounter 7: Abominations. 
   
  Encounter 2C: Run For It 
   
  This can be a very simple encounter if the players simply 
  follow the instructions given to them. Once they’re done 
  casting any preparatory spells they want, Lord 
  Grandhearth gives the word that the army should begin 
  its feint. If at any time the PCs stop running toward the 
  tunnel to help any of the distractions listed below, they 
  trigger combat. Combat can be triggered multiple times. 
  Use the same stats each time. If three combats are 
  triggered, the tunnel is overwhelmed before they arrive 
  and they’ll have to find other means to get across the 
  river. The DM should adapt the module to accommodate 
  any reasonable plans they may have. 
  Distraction #1 
  Racing toward the tunnel opening, the sounds of 
  combat reach your ears before you are able to see any 
  conflict. This changes soon enough as you reach a 
  wide thoroughfare. Iuzian forces attempting to flank 
  the headquarter pavilions collided with the Free Army 
  moving into the northwestern city to offer your 
  distraction. The screams of the dying echo against the 
  
  Dyv5-06 Matters of the Heart 
   
  Page 10 
  stone buildings as the orcs’ savagery seems to 
  overwhelm the Dyversian soldiers. 
  Distraction #2 
  Allow the PCs to make a Spot check (DC 18). Those that 
  are successful see a group of captured Free Marines. Most 
  of their unit is dead, peppered with arrows, but a few are 
  still alive. Those PCs that beat the DC by 5 or more notice 
  that the officer leading the group is pinned against the 
  wall. A large orc holds him at the wrists while another 
  steadies a sword along his neck, preparing to swing. 
  Distraction #3 
  Allow the PCs to make a Spot check (DC 10 + APL). Those 
  that are successful see a group of Free Marines moving to 
  engage the orc warriors and aid the faltering Free Army 
  that the PCs passed. Hidden on the rooftops, snipers wait 
  to catch them in an ambush. 
  Distraction #4 
  Allow the PCs to make a Spot check (DC 25). They pass 
  another wide street. This one appears empty. However, on 
  the far side of the road, two orcs have apprehended an 8-
  year-old urchin. He’s struggling, but every time he slips 
  the grasp of one, the other catches him before he reaches 
  the ground. 
   
  If the PCs do nothing, eventually one of the orcs 
  bites into the side of the child to prevent him from 
  wriggling away. The two eat the boy while he’s still alive. 
  The width of the avenue allows the PCs to see more of 
  this gruesome sight than most would care to see. 
  APL 12 (EL 15) 
  �Orc Warriors (3): Male orc Ftr10; hp 104 each; see 
  Appendix I. 
  �Orc Cleric of Iuz: Male orc Bbn1/Clr9; hp 77; see 
  Appendix I. 
  �Orc Sorcerer: Male orc Sor10; hp 49; see Appendix I. 
  �Orc Rogue: Male orc Rog10; hp 62; see Appendix I. 
  APL 14 (EL 17) 
  �Orc Warriors (3): Male orc Ftr12; hp 124 each; see 
  Appendix I. 
  �Orc Cleric of Iuz: Male orc Bbn1/Clr11; hp 91; see 
  Appendix I. 
  �Orc Sorcerer: Male orc Sor12; hp 59; see Appendix I. 
  �Orc Rogue: Male orc Rog12; hp 86; see Appendix I. 
  APL 16 (EL 19) 
  �Orc Warriors (3): Male orc Ftr14; hp 144 each; see 
  Appendix I. 
  �Orc Cleric of Iuz: Male orc Bbn1/Clr13; hp 105; see 
  Appendix I. 
  �Orc Sorcerer: Male orc Sor14; hp 69; see Appendix I. 
  �Orc Rogue: Male orc Rog13/Ftr1; hp 102; see 
  Appendix I. 
  APL 18 (EL 21) 
  �Orc Warriors (3): Male orc Ftr16; hp 164 each; see 
  Appendix I. 
  �Orc Cleric of Iuz: Male orc Bbn1/Clr15; hp 119; see 
  Appendix I. 
  �Orc Sorcerer: Male orc Sor16; hp 97; see Appendix I. 
  �Orc Rogue: Male orc Rog13/Ftr3; hp 120; see 
  Appendix I. 
  Tactics: The orcs aren’t very intelligent, but they work 
  together often and have a general understanding of each 
  other’s abilities. The fighters generally charge forward 
  attempting to deliver as much damage as quickly as 
  possible. The rogue uses them as flankers, using his 
  crippling strike special ability to reduce the effectiveness 
  of the party heavy. The cleric likes to buff himself and 
  then wade into combat like a heavy, but also acts as a 
  healer and a light fighter if necessary. He rages when his 
  hit points get significantly low or when there’s someone 
  he needs to deal significant damage to. The sorcerer uses 
  his damage-dealing spells to reduce high-hit point PCs as 
  quickly as possible to allow the fighters to finish them off 
  without having to make themselves an easy target of the 
  other characters. 
  Treasure: 
  All APLs – L: 372 gp, C: 0 gp, M: 0 gp. 
  If the PCs make it past all these distractions without 
  giving in to the temptation to help, eventually both 
  Dyversian soldier and Iuzian warrior disappear. The 
  northwestern most part of the city is deserted. It hasn’t 
  always been this way, though. A number of human and 
  orc bodies litter the ground. There was fighting here 
  previously. The tunnel is exactly where Lord Grandhearth 
  said it would be. 
   
  Encounter 3: The Tunnel 
   
  The entrance to the tunnel would most likely be 
  concealed if the stone doorway that normally covers it 
  
  Dyv5-06 Matters of the Heart 
   
  Page 11 
  hadn’t been previously smashed into small pieces. The 
  15-foot-wide hole slopes into the pitch dark like the 
  maw of a dragon waiting to swallow you. No torches 
  come from within and the footing looks treacherous. 
  Allow PCs to make a Spot check (DC 30) as they enter the 
  tunnel. Those who are successful see a wooden sign half-
  buried beneath debris. The words “Say Black Butterfly” 
  are written in Orc. (If they ask Pug, he does not know 
  what the sign means.) A DC 20 Decipher Script check 
  reveals what the sign says. 
   
  The grade is at a 45-degree angle. The footing is 
  unworked, and the rock is moist with perspiration from 
  the nearby channel. PCs may secure a rope to a nearby 
  building to help themselves down into the tunnel where 
  it levels out, or they may make a Balance check (DC 25) to 
  make their way down. The passage goes 60 feet before it 
  levels out. 
   
  Pug Newton is below. If the PCs use a light source to 
  help them in the tunnel, he is aware of their presence as 
  soon as they reach the level. If they don’t, they must 
  succeed at Move Silently checks (DC 20) to approach him 
  without alerting him. 
   
  Before Pug appears in their light, he shouts at the 
  party, “Stop where ye be and give the password!” 
   
  There is no password. Pug is just having fun with the 
  PCs. He was told to expect them. He’s expecting them to 
  react in one of two ways: say that they weren’t told the 
  password or just make something up. If they say they 
  weren’t told a password, he responds, “That’s ‘cause there 
  ain’t one! Enemies woulda attacked by now. Come on 
  up and let’s talk.” If they make something up, he 
  responds, “That’s good enough fer me. Come on up and 
  let’s talk.” 
   
  When the PCs approach Pug, they should make a 
  Spot check (DC 20). Those that are successful see four 
  creatures half-melded with the stone of the tunnel. They 
  appear to be earth elementals (and a Knowledge [the 
  planes] check [DC 22] confirms that they are). Each wears 
  an iron collar and sits docilely. 
   
  If asked, Pug won’t say what they are or why they’re 
  there, but a successfully worded Diplomacy check (DC 
  30) convinces him to explain. The military higher-ups are 
  worried that Axeport will discover what’s happening and 
  send reinforcements through the tunnel before the island 
  has been properly secured. Pug’s the last line of defense. 
  He’s to sit here and watch the tunnel. If soldiers begin to 
  move through, he’s been given a command word to 
  control the elementals. They’ll burrow through the wall 
  and flood the tunnel with water from the Nyr Dyv above. 
   
  “Some shady types were here earlier. If we were 
  back in Dyvers, Ida most likely put ‘em in manacles. 
  As it stands, I got bigger orcs ta fry. Anyway, they 
  made their way up the tunnel earlier and took a look 
  about. They say there’s a gate on the other end with 
  some guards. I’m not sure’n if I believe ‘em, but I don’t 
  think even they’d be that low. If they were on the up-
  n-up, you’ll have ta take care of the guards before you 
  can move on. The last thing we need is alla you 
  bringing alla Axeport down on us.” 
   
  Pug hasn’t been to the other side himself, so he can’t 
  give exact details. He tries to help them as best he can. 
  • 
  There are 2-6 guards at the gate at all times. They’re 
  armed and armored, but nothing extravagant. 
  • 
  The gate is an iron portcullis that covers the entire 
  entry. It probably weighs 100 pounds or more. 
  • 
  The exit to the cave is just as steep as this entrance 
  and just as perilous. Guess they’ve never had to use it 
  in a rush before. 
  • 
  The exit comes out on what they think is the 
  easternmost part of Axeport. If all goes well, the PCs 
  won’t even need to go into the city. 
  • 
  Although the PCs aren’t expected to enter Axeport, 
  any information they might gather about the city and 
  its current state of readiness would be appreciated. 
  • 
  Pug is a constable, not a spellcaster. He doesn’t have 
  any magical abilities to help them get by the gate 
  without setting off the alarm. However, he does hand 
  them a rock. “I’ve been to Admundfort once 
  before. Crazy idea back when I was an adventurer. 
  I got me this rock. I figure you could use it now.” 
  When the rock isn’t covered, it emits a 10-foot radius 
  burst of silence. 
   
  Pug stays in the tunnel until the PCs return. If they 
  should set off the alarm in Axeport and orcs move into 
  the tunnel or if for some reason other actions they take 
  cause orcs to enter the tunnel, Pug has the elementals dig 
  a whole into the Nyr Dyv and the PCs are stranded on the 
  other side. If this happens, they won’t be able to use the 
  tunnel to get back to Admundfort. 
   
  As they travel, allow the PCs to make a Spot check 
  (DC 18 + APL). If they have darkvision, the DC decreases 
  by 10. If they have low-light vision, the DC decreases by 5. 
  Those that are successful find non-human tracks in the 
  tunnel. A successful Knowledge (nature) check (DC 22) 
  reveals that yuan-ti abominations and yuan-ti purebloods 
  have been in the tunnel. A successful Track check (DC 
  30) allows the PCs to follow the tracks all the way to the 
  
  Dyv5-06 Matters of the Heart 
   
  Page 12 
  Axeport gate. (The tracks continue beyond the gate; see 
  Encounter 5: Axeport for more information.) 
  Treasure: 
  All APLs – L: 0 gp, C: 0 gp, M: stone of silence (166 gp per 
  character). 
   
  Encounter 4: Guards 
   
  If a rogue PC succeeds at a Search check (DC 26) or detect 
  magic is cast, they locate an alarm spell placed on the gate 
  leading into Axeport. (If they search later, there is a 
  similar spell on the gate into Admundfort, but this trap 
  has already been triggered.) The alarm spell goes to the 
  captain of the watch in Axeport and is not audible to the 
  rest of the city. (The alarm on the Admundfort gate goes 
  to the captain of the watch in Admundfort, who sent the 
  first detachment of orcs to the tunnel before he was killed 
  in the fighting.) 
   
  NOTE: Although a rogue can find an alarm spell 
  with his trap finding class ability, he is unable to disable it 
  without utilizing a dispel magic spell. 
   
  There are four orc guards posted at the gate. They 
  face Axeport and not the tunnel. Their job is to prevent 
  newly arrived slaves from attempting to use the tunnel to 
  escape the city. They don’t really talk. They’ve been at this 
  post for years and ran out of things to discuss years ago. 
  They stand their sullenly, watching the city. 
   
  There are a number of ways to get past the alarm. A 
  few of them are listed below, but the DM should adapt to 
  any out-of-the-box ideas the PCs may come up with. 
  • 
  A target dispel magic (caster level 5) removes the 
  spell. 
  • 
  A successful Disguise check (DC 15) followed by a 
  successful Bluff check spoken in Orc (DC 20), and 
  the guards tell the PCs the password to exit the gate 
  without setting the alarm off. 
  • 
  If a PC can reduce himself to fit through the iron 
  latticework or succeed at an Escape Artist check (DC 
  30) to squeeze through the gate, he finds a wooden 
  sign posted above this entrance similar to the one he 
  may have found near the Admundfort entrance. 
  Written in Orc are the words “Say Blood Dandelion.” 
  A DC 20 Decipher Script check reveals what the sign 
  says. This is the password to deactivate the alarm 
  spell. The warriors kept forgetting the password so 
  the sign was posted to remind them. 
  • 
  If the PCs snipe the guards through the gate before 
  they can sound the alarm and manage to drag the 
  bodies to the gate for inspection (or succeed at a Spot 
  check [DC 40]), they find the words “Blood 
  Dandelion” written in Orc on one of the guard’s 
  hands. 
  • 
  There are a number of enchantments that cause the 
  guards to aid the PCs, including suggestion, mass 
  charm person, and similar spells. There is no 
  precautionary effect in place to prevent these spells 
  from working. 
  If the PCs set off the alarm, none of the guards are aware 
  of it. The captain of the watch arrives in 1d3 minutes with 
  3 other guards (use the same stats as the gate guards if the 
  PCs are still at the entrance when they arrive). The PCs 
  must kill the captain of the watch or the orcs enter the 
  tunnel and Pug floods the connection between Axeport 
  and Admundfort. 
   
  NOTE: If the PCs enchanted the guards so that no 
  conflict ensued, the captain of the watch believes the 
  guards accidentally triggered the spell (a semi-regular 
  occurrence) and does not call out the guard and thus Pug 
  does not flood the tunnel. 
  All APLs (EL 8) 
  �Orc Guards (4): Male orc Ftr4; hp 44; see Appendix I. 
  Tactics: The guards have their backs to the gate, so they 
  fight a reactionary battle. Taken off-guard (unless the PCs 
  somehow moved up to the gate without being silent), 
  they want to sound the alarm but none of them want to 
  abandon his post to do so. If at any time, two of the guards 
  are killed, one of the two remaining attempts to run back 
  to the city to sound the alarm. There is no other reason 
  why any of them would leave combat (unless they are the 
  target of a compulsory effect). 
  Treasure: 
  All APLs – L: 617 gp, C: 0 gp, M: 0 gp. 
   
  Encounter 5: Axeport 
   
  Only a short distance in front of you lays the city of 
  Axeport. It is often referred to as a city by those 
  people who don’t actually travel here. In fact, calling 
  it a ruin is being polite. In truth, the city has been 
  demolished and what remains are the various orc 
  tribes, and their crude stone and mud structures along 
  with the slave pits they’ve created to accommodate the 
  
  Dyv5-06 Matters of the Heart 
   
  Page 13 
  trade of the Nyr Dyv slave lords. This city died years 
  ago. 
  The PCs should not go fully into Axeport but simply skirt 
  the eastern side of the city until they find the trail to the 
  tower north of the city. The yuan-ti tracks are much easier 
  to find on the outside of the cave. A Spot check (DC 15) 
  locates the tacks outside the tunnel. They lead north, 
  rather than into the city 
   
  NOTE: If the PCs enter Axeport proper for some 
  reason, they are discovered unless the entire party (or 
  those PCs that choose to enter the city if the entire party 
  isn’t attempting the infiltration) is invisible or can best 
  Hide and Move Silently checks (DC 30). If the alarm is 
  sounded, the city is roused and warriors flood onto the 
  street. Through procedure, the outer guards then discover 
  the battle happening in Admundfort and the forces in 
  Axeport move into the tunnel to aid the island city. PCs 
  that cannot magically leave the city must fight a 
  retreating action to survive the botched encounter. Allow 
  the PCs to fight a large number of orc warriors (using the 
  stats from the previous encounter), but if they don’t 
  attempt to flee the city (to the coast or back into the 
  tunnel), they are eventually overborne as per the rules in 
  the DMG and the module is over. 
   
  Those PCs who are defeated in Axeport are enslaved 
  for 52 TUs before they escape. This number is reduced to 
  13 TUs if the Dyvers and Shield Lands offensive is 
  successful in Admundfort. Contact the Dyvers triad if the 
  Siege of Admundfort has not yet been resolved. 
   
  NOTE: Unless the PCs escape the city and then 
  double-back to the north, the adventure is over.  
  If a PC successfully infiltrates Axeport 
  There is little intelligence, but what little there is could be 
  vital to the allied siege. The character infiltrating the city 
  must be able to speak Orc, as they do not use common 
  when speaking to one another. The conflagration of the 
  initial assault against Admundfort was seen by a few 
  guards along the shore. They did not report it 
  immediately because they were drunk and passed out 
  once they drove each other into a frenzy about the 
  opportunity of genuine battle (it’s been a year since 
  anyone was foolish enough to assault this area of the 
  empire and the orcs are restless for battle). Once they 
  awoke, they gave their report, but their superiors believed 
  it to simply be drunken hallucinations. 
   
  There have been sporadic reports about potential 
  battle since then; however, so many of the orcs in Axeport 
  have prepared for battle regardless. Admundfort’s 
  numbers could easily double if the forces in Axeport 
  commit to battle. The leadership in the city, though, 
  believes the sightings are simply infighting on the island 
  between the various tribes (repercussions of Waquonis’ 
  death are still being felt) or possibly a feint by forces 
  wanting to attack Axeport. As such, no plan has been 
  finalized on how to proceed. 
   
  NOTE: If the PC does not speak Orc, a lot of the 
  emotions are clear simply through body language. Allow a 
  Sense Motive check (DC 14) to get a similar impression 
  (with less detail) of what’s listed above. 
  If the PCs attempt to gather intelligence from the 
  outskirts of the city 
  Three successful Spot checks (DC 18) reveal a large 
  number of orcs prepared for battle, although there has 
  been no official formation of an army or even an orcish 
  warband. They seem to be waiting for something. With 
  the quantity that is visible, however, Admundfort’s 
  numbers could easily be doubled if Axeport commits to 
  battle. 
   
  PCs wanting to follow the yuan-ti tracks around the 
  city must succeed at three Track checks (DC 25) or must 
  succeed at a Search check (DC 35) to find the tracks again. 
   
  NOTE: If there is not a tracker in the party or if the 
  group does not find the tracks, it becomes more difficult 
  for the PCs to find their way to the tower (they were told 
  by Grandhearth that the cambion Kurault could be found 
  north of Axeport). PCs must attempt 10 Search checks 
  (DC 35) and 10 Survival checks (DC 25). For each failure, 
  they lose an hour going off course. With each excess 
  hour, there is a 10% cumulative chance that the orcs 
  discover the siege of Axeport and move into the tunnel, 
  forcing Pug to flood it. Regardless of how often the party 
  fails, they find the tower after 10 hours of travel. By then, 
  the tunnel has been flooded, so the party must find 
  another way back. 
   
  Encounter 6: North Side 
   
  On the north side of Axeport, about a quarter-mile from 
  the ruined city, another set of yuan-ti tracks joins with the 
  set the PCs are following. This set seems to have come 
  from the city proper. At this point, the slavers don’t seem 
  to be taking the effort to cover their tracks like they were 
  before. The Track check required is only a DC 15. 
  The land immediately north of Axeport is desolate and 
  barren, most likely similar to the rest of the empire. 
  The terrain is akin to the Stonelands of Tenh with the 
  
  Dyv5-06 Matters of the Heart 
   
  Page 14 
  exception of the ever-present feeling of evil that has 
  lingered behind you since you arrived. Although Lord 
  Grandhearth said that you’d find the cambion Kurault 
  north of the ruined city, one has to wonder if any life 
  at all—even one of fiendish birth—exists in this 
  wasteland. 
   
  As the PCs travel, have them make three Spot checks 
  and three Listen checks. Any PC surpassing a DC of 15 
  thinks he sees or hears something to the left or right 
  (depending on where they are standing in the party 
  formation), skittering from rock to rock. It’s a shadow that 
  only exists in their peripheral vision and if inspected 
  closer, nothing is there. Allow them to make Spot checks, 
  Search checks, Survival checks, or attempt any other 
  plans they may have to ensure they are not being watched 
  or followed. 
   
  NOTE: If a PC succeeds at a Survival check (DC 35), 
  he finds a small hole and is able to pull a white rabbit out 
  of it. The rabbit sits there with its nose twitching. It stares 
  at them knowingly and doesn’t bolt, as if it were 
  intelligent (very similar to a druid wildshaped into a 
  rabbit, which Dyversians may believe is Naimur, the High 
  Druid of the Gnarley). If at any time the PCs address the 
  rabbit as if it were a person, it sits up on its hind legs, 
  revealing its entire chest cavity is missing. It continues to 
  stare at them as if it knows them. Although it has no 
  internal organs, the rabbit continues to act as if it were 
  alive. (It can be turned as a 1/2 HD zombie or killed with 
  4 or more points of damage struck against an AC of 16.) 
   
  After a half-hour of travel (with a base movement of 
  20 feet), allow the PCs to make another Spot check (DC 
  30). They find a third set of tracks (also yuan-ti) joining 
  the trail they are following. It looks as if they are coming 
  from the unsettled shoreline north of Admundfort. At 
  this point, they no longer need to make Track checks to 
  follow the yuan-ti to their encampment. There are too 
  many bodies traveling for the yuan-ti to successfully cover 
  their tracks. After an hour of travel, PCs see the tower rise 
  in the distance. 
   
  Encounter 7: Abominations 
   
  North of Axeport, there’s a single tower surrounded by a 
  number of pens. The bars of the pens are made of bone. 
  The entire encampment is only 75 feet in diameter, with 
  the 25-foot diameter tower in the immediate center. 
   
  There are two possible ways to arrive at this 
  encounter. The PCs may have followed the tracks from 
  Axeport. These tracks represent the “official” slave trade 
  between the Empire and the Yuan-Ti slavers. They arrive 
  at the camp from the south. 
   
  They may have also followed the tracks from the east. 
  This represents the smuggling efforts where they 
  dropped slaves on the shoreline and force-marched them 
  to the camp, avoiding taxes and bribes associated with 
  business making port in Axeport. They were recently 
  discovered, though, and a massive battle ensued. Most of 
  the Yuan-Ti were slaughtered, but the return of Halnt 
  Kurault from Admundfort caused the remaining orcs to 
  flee back to Axeport (Halnt is the direct liason for the 
  slavers and the attack was made without his approval). 
  There are only four Yuan-Ti remaining, and they are 
  inside slaughtering the slaves they recently sold to the 
  Iuzians. 
   
  Regardless of which direction they come from, PCs 
  may make a Spot check (DC 15) to see dead bodies of orcs 
  and yuan-ti scattered about the campsite (they see this at 
  50 ft. away; those that surpass the DC can see this earlier 
  up to 150 ft. away with a DC of 25). They may also make a 
  Listen check (DC 30) to hear the screams of the dying 
  from within the tower. Unless the PCs sneak into the 
  encampment, they are spotted from the tower and the 
  remaining abominations come out to fight. They are 
  unwilling to negotiate. 
   
  NOTE: Because of the number of dead bodies on the 
  ground, all Tumble DCs are increased by 2. 
  APL 12 (EL 14) 
  �Yuan-Ti Slaver Druid: Yuan-Ti Abomination Drd3; hp 
  135; see Appendix 1. 
  �Yuan-Ti 
  Slaver 
  Fighter: 
  Yuan-Ti 
  Abomination 
  Bbn1/Ftr2; hp 151; see Appendix 1. 
  �Yuan-Ti Slaver Rogue: Yuan-Ti Abomination Rog3; hp 
  144; see Appendix 1. 
  �Yuan-Ti 
  Slaver 
  Wizard: 
  Yuan-Ti 
  Abomination 
  Wiz1/FateSpnnr2; hp 105 (+1d10+5); see Appendix 1. 
  APL 14 (EL 16) 
  �Yuan-Ti Slaver Druid: Yuan-Ti Abomination Drd5; hp 
  157; see Appendix 1. 
  �Yuan-Ti 
  Slaver 
  Fighter: 
  Yuan-Ti 
  Abomination 
  Bbn1/Ftr4; hp 177; see Appendix 1. 
  �Yuan-Ti Slaver Rogue: Yuan-Ti Abomination Rog5; hp 
  166; see Appendix 1. 
  �Yuan-Ti 
  Slaver 
  Wizard: 
  Yuan-Ti 
  Abomination 
  Wiz1/FateSpnnr4; hp 119 (+1d10+5); see Appendix 1. 
  
  Dyv5-06 Matters of the Heart 
   
  Page 15 
  APL 16 (EL 18) 
  �Yuan-Ti Slaver Druid: Yuan-Ti Abomination Drd7; hp 
  179; see Appendix 1. 
  �Yuan-Ti 
  Slaver 
  Fighter: 
  Yuan-Ti 
  Abomination 
  Bbn1/Ftr6; hp 203; see Appendix 1. 
  �Yuan-Ti Slaver Rogue: Yuan-Ti Abomination Rog7; hp 
  188; see Appendix 1. 
  �Yuan-Ti 
  Slaver 
  Wizard: 
  Yuan-Ti 
  Abomination 
  Wiz3/FateSpnnr4; hp 133 (+1d10x0.5+7); see Appendix 1. 
  APL 18 (EL 20) 
  �Yuan-Ti Slaver Druid: Yuan-Ti Abomination Drd9; hp 
  201; see Appendix 1. 
  �Yuan-Ti 
  Slaver 
  Fighter: 
  Yuan-Ti 
  Abomination 
  Bbn1/Ftr8; hp 229; see Appendix 1. 
  �Yuan-Ti Slaver Rogue: Yuan-Ti Abomination Rog9; hp 
  210; see Appendix 1. 
  �Yuan-Ti 
  Slaver 
  Wizard: 
  Yuan-Ti 
  Abomination 
  Wiz5/FateSpnnr4; hp 147 (+1d10x0.5+9); see Appendix 1. 
  Tactics: The yuan-ti abominations attempt to use their 
  aversion ability to keep the PCs at bay long enough for 
  them to magically prep themselves. They also attempt to 
  sicken any PC spellcasters to prevent the party from 
  doing the same. The fighter attempts to grapple anyone 
  he determines as a low-hit point character that would be 
  easy to grab (like a wizard). The rogue uses this 
  opportunity to sneak attack the wizard while the fighter 
  constricts and deals acid damage. The yuan-ti wizard 
  attempts to inflict as much damage to the high-hit point 
  PCs so that when the fighter is finished with the wizard, 
  he can have an easier time fighting the heavies. The druid 
  casts what defensive spells he can and then attempts to 
  aid the wizard in damaging the high value targets while 
  using his higher hit points and armor class to prevent the 
  yuan-ti wizard from being killed too quickly. 
  Treasure: 
  APL 12 – L: 131 gp, C: 0 gp, M: 0 gp. 
  APL 14 – L: 105 gp, C: 0 gp, M: +2 Large heavy flail (694 
  gp per character), boots of speed (1,000 gp per character). 
  APL 16 – L: 104 gp, C: 0 gp, M: +3 Large vicious heavy flail 
  (2694 gp per character), +3 leather armor (764 gp per 
  character), boots of elvenkind (208 gp per character), 
  boots of speed (1,000 gp per character), cloak of elvenkind 
  (208 gp per character). 
  APL 18 – L: 102 gp, C: 0 gp, M: +3 Large vicious heavy flail 
  (2694 gp per character), +3 leather armor (764 gp per 
  character), boots of elvenkind (208 gp per character), 
  boots of speed (1,000 gp per character), cloak of elvenkind 
  (208 gp per character). 
   
  Encounter 8: The Tower 
   
  The slavers’ tower is 60 feet in diameter made of stone, 
  and has only one door made of iron-banded wood. The 
  yuan-ti did not take the time to close it and it is not 
  trapped. There are four stories total to the tower. Each 
  story has two narrow windows, one facing north and one 
  facing south. The top of the tower is flat and holds a 
  shrine to Iuz with the altar pointed toward Dorraka (the 
  capital city of the Empire of Iuz). 
  THE FIRST FLOOR 
  The interior of the first floor is lined with cages. On the 
  east side of the room is a staircase leading up to a door. 
  The only other thing in the room is a small wooden chest 
  lying on the floor. Its lock has been broken open. Inside 
  are papers of sale from the slave lords to the servants of 
  Iuz for what’s listed as “35 head of cattle.” In an 
  ostentatious script, the signature Halnt Kurault is in the 
  bottom left corner. The bottom right corner has a blank 
  line. (This chest held the money for the sale of the slaves. 
  The yuan-ti broke it open and stole it as they were killing 
  the slaves.) The cages hold 15 people. The cages are not 
  separated by gender, but everyone kept here is old. The 
  cages are locked. They can be opened with an Open Lock 
  check (DC 30) or a Break check (DC 28). The bars are 
  made of steel, have a hardness of 10, and 60 hit points. 
   
  If the PCs inspect the bodies, a Heal check (DC 15) 
  confirms that they are all dead. There is nothing of value 
  or importance on any of the bodies. 
  NOTE: If a PC casts speak with dead on any of the slaves 
  on any floor, there is very little he can learn. 
  • 
  There are three men of importance on the upper 
  level.  
  • 
  One claimed to be from Greyhawk City, one from 
  Safeton, and one from Hardby. 
  • 
  They have been kept under careful scrutiny ever 
  since they arrived. 
  • 
  A half-demon (Kurault) governs this place and 
  negotiates with the slavers. 
  • 
  The orcs attacked the yuan-ti without warning (the 
  orcs discovered that the yuan-ti were smuggling 
  additional slaves into the empire without paying the 
  appropriate taxes in Axeport) 
  
  Dyv5-06 Matters of the Heart 
   
  Page 16 
  • 
  The surviving yuan-ti killed the slaves as reciprocity 
  for the double-cross. 
  THE SECOND FLOOR 
  The door to the second floor is closed but unlocked. The 
  interior of the second floor is lined with fewer cages. On 
  the west side of the room is a staircase leading up to a 
  door. The cages hold 12 people, separated by age. All of 
  them are women from pre-adolescence to middle aged. 
  The cages are locked. They can be opened with an Open 
  Lock check (DC 30) or a Break check (DC 28). The bars 
  are made of steel, have a hardness of 10, and 60 hit points. 
  If the PCs inspect the bodies, they find that everyone is 
  dead. There is nothing else on this floor of interest. 
  THE THIRD FLOOR 
  The iron-banded door to the third floor is closed but 
  unlocked. At APL 18, there’s also a trap on the door. At 
  lower APLs, the trap was sprung by the yuan-ti. It is not 
  difficult to find the knot in the door. This is actually a 
  spring-loaded trap that ejects a type of flash pellet at 
  anyone who touches the door. The height of the hole 
  directs the pellet at a Medium creature. If the person 
  touching the door is Small, the pellet goes over his head 
  and strikes the first Medium-size character in the 
  marching order. 
  APL 18 (EL 2) 
  �Flash Pellet Trap: CR 2, mechanical device; touch 
  trigger, no reset, alchemical effect (blindness, DC 13 
  Fortitude negates, target is blind); Search DC 20; Disable 
  Device DC 24. 
  There are far fewer cages on this floor than on the others. 
  On the east side of the room is a staircase leading up to a 
  door. The cages hold five people, separated by age. All of 
  them are men from pre-adolescence to middle aged. The 
  cages are locked. They can be opened with an Open Lock 
  check (DC 30) or a Break check (DC 28). The bars are 
  made of steel, have a hardness of 10, and 60 hit points. If 
  the PCs inspect the bodies, they find that everyone is 
  dead. There is nothing else on this floor of interest. 
  THE FOURTH FLOOR 
  The iron-banded door to the fourth floor is closed and 
  locked. An Open Lock check (DC 40) unlocks the door. It 
  is also trapped. The trap resets after 1 minute unless 
  disabled or bypassed. If the PCs can’t unlock the door, it 
  requires a Break check (DC 25). It has a hardness of 5 and 
  20 hit points. 
  APL 12 (EL 5) 
  �Arc of Lightning Trap: CR 5; magic device; touch 
  trigger; automatic reset (1 minute); spell effect (arc of 
  lightning*, 7-level druid, 7d6 electricity, DC 20 Reflex 
  save half damage); Search DC 29; Disable Device DC 29. 
  APL 14 (EL 7) 
  �Miasma Trap: CR 7; magic device; touch trigger, 
  automatic reset (1 minute); spell effect (miasma*, 6th-
  level druid, suffocation [see spell in Appendix 2: New 
  Rules Items], DC 19 Fortitude negates); Search DC 31; 
  Disable Device DC 31. 
  APLs 16 and 18 (EL 9) 
  �Finger of Death Trap: CR 9, magic device; touch 
  trigger, automatic reset (1 minute), spell effect (finger of 
  death, 15th-level druid, death [3d6+15 partial], DC 22 
  Fortitude partial); Search DC 33, Disable Device DC 33. 
  Once the trap is disabled or triggered, proceed to 
  Encounter 9: Duplicity. 
   
  Encounter 9: Duplicity 
   
  On the other side of the door to the fourth floor, there are 
  still five more steps before it levels off onto a new floor. 
  Once the door is open, all PCs present may make a Listen 
  check (DC 20). Those that are successful hear the faint 
  sound of a man crying. Depending on whether the PCs 
  move so that they can see what’s on the fourth floor or 
  speak out first, read one of the two following: 
  If the PCs call into the room without looking 
  Answering in a lilting, almost dream-like voice you 
  hear a middle-aged man plead back, “Leave me be 
  phantoms. I have long given up hope and nothing you 
  can say in this dark hour can raise my spirits. Unless 
  you have come to usher me to the hereafter, I have no 
  use for you.” 
  If the PCs look into the room 
  A gruesome sight comes into view once you’ve passed 
  the level of the floor. The last room of the tower is 
  only half the size of those below. In the center of the 
  room is an iron slab. An Oeridian man lies face down. 
  His hands are manacled to two rods that are 
  suspended in mid-air. A cloak covers his back, 
  although its contours are irregular, suggesting 
  something on top of him. A number of bloody surgical 
  tools sit in a tray beside the table. 
  • 
  This person is Halnt Kurault disguised as Rashaman 
  of Safeton. At any time, PCs may make a Spot check 
  (DC 48) to penetrate his disguise. 
  
  Dyv5-06 Matters of the Heart 
   
  Page 17 
  o 
  If the PC has true seeing active, the DC is only 
  38. 
  o 
  (If a PC actively rubs his hand across Kurault’s 
  face, a noticeable amount of makeup smears 
  onto the PC’s hand.) 
  • 
  At any time, PCs may make a Sense Motive check 
  (DC 35) to determine that Halnt is lying and that he 
  is not Rashaman of Safeton. 
  • 
  Kurault receives the Deep Cover spymaster ability, 
  meaning that any divinations cast on him detect 
  information only relevant to Rashaman of Safeton 
  (although his alignment is undetectable all together). 
  o 
  Zone of truth is not a divinatory spell and he 
  must succeed at a Will save as normal. 
  • 
  If a PC casts detect magic, Kurault has used his Magic 
  Aura spymaster ability so that all his magic items do 
  not detect as magical. His wings appear as 
  Transmutation magic and the two rods detect as if 
  they were immovable rods. 
  • 
  If the PCs move aside the cloak, two wings unfurl 
  limply to his sides. They had been bundled up like a 
  bedroll. If they look closely, the PCs see stitch marks 
  as if the wings were surgically attached. 
  • 
  Once he raises his head, PCs may make a Knowledge 
  (local: Velverdyva, Tuflik, Fals Trade Route) check or 
  a Knowledge (nobility and royalty) check (DC 20) to 
  recognize Rashaman of Safeton, the missing husband 
  of Larissa Hunter. He was lost at sea over 5 years ago. 
  If the PCs do not know who he is, he identifies himself as 
  Rashaman of Safeton. He explains that his ship was 
  attacked on the Nyr Dyv by slavers. He has spent the past 
  6 years bouncing from slaver pen to slaver pen across the 
  Nyr Dyv. It wasn’t until last year when his yuan-ti captors 
  discovered who he was that they truly understood his 
  worth. The slavers fought among themselves trying to 
  decide what to do (evidenced by the carnage of the yuan-
  ti in VTF4-03 Whirlpool of Madness), and the decision 
  was finally made to sell him to the Empire of the Old 
  One. He arrived 3 months ago after being shipped from a 
  small island holding pen in the middle of the Nyr Dyv 
  (Dyv5-04 No More!). He has been here ever since. 
   
  He says he’s being held by a man claiming to be a 
  Dyvers gentryman, although he’s never met Halnt 
  Kurault before. A few days ago, his captor came to him 
  and told him that his wife was sailing across the Nyr Dyv 
  and that the Old One wanted to leave her a present. They 
  tortured him and performed horrible experiments. They 
  only finished hours ago when the sounds of fighting led 
  them away. He’s been left here by himself ever since. 
   
  After recounting the tale, he begins to cry again. He 
  asks the characters if they’ve come to rescue him. If they 
  say yes, he asks if they are Free Marines. He is not upset if 
  they say no, but stays closest to those that say they are 
  marines. 
   
  NOTE: With the exception of the surgery, all the 
  above is true. The only lie is that he’s Rashaman and that 
  the Iuzians attached his wings as revenge against Larissa 
  Hunter. The real Rashaman was tortured before he was 
  put into the secret compartment in the western wall. 
  Most of what Kurault tells the PCs is in fact true. 
   
  NOTE: Kurault could use his ring of chameleon 
  power to hide his wings and not take the risk that the PCs 
  won’t believe him. However, the lie would appear more 
  transparent if he tried to hide the wings magically and 
  then a PC with true seeing saw them. He’d have virtually 
  no chance of convincing them of his false identity then. 
  Better to give them a semi-believable sob story and see if 
  they take the bait. 
   
  If the PCs accept his story as being a tortured 
  Rashaman of Safeton, he begins inquiring about Larissa 
  Hunter. Regardless of where the PCs tell him she is, he 
  asks to be taken to her as quickly as possible. If they tell 
  him she is in Admundfort and it is too dangerous, he tells 
  them that seeing his wife again after all this time would 
  give him the strength to fight the Old One himself. He is 
  not deterred for any reason from seeing his long-lost wife. 
  (This is true for the real Rashaman as well if the PCs find 
  him in the wall.) 
  APL 12 (EL 15) 
  �Halnt 
  Kurault 
  (Wounded): 
  Male 
  Half-Demon 
  Wiz13/Rog2/SpyMstr7; hp 148; see Appendix 1. 
  APL 14 (EL 17) 
  �Halnt 
  Kurault 
  (Wounded): 
  Male 
  Half-Demon 
  Wiz13/Rog2/SpyMstr7; hp 168; see Appendix 1. 
  APL 16 (EL 19) 
  �Halnt 
  Kurault 
  (Wounded): 
  Male 
  Half-Demon 
  Wiz13/Rog2/SpyMstr7; hp 188; see Appendix 1. 
  APL 18 (EL 21) 
  �Halnt 
  Kurault: 
  Male 
  Half-Demon 
  Wiz13/Rog2/SpyMstr7; hp 208 (+1d10x0.5+10); see 
  Appendix 1. 
  Tactics: Kurault knows and appreciates the dangers of 
  fighting in against superior numbers. He uses spells like 
  greater blink to prevent as much damage being dealt as 
  possible while still allowing him to deal damage. If a 
  spellcaster is using force spells, he targets him first. 
  
  Dyv5-06 Matters of the Heart 
   
  Page 18 
  Otherwise he targets the largest threat first and works his 
  way down. At the higher APLs, he uses more of his spell-
  like abilities that can affect multiple targets. NOTE: If the 
  PCs investigate the hidden room and none of them come 
  outside with Kurault, he uses that time to begin 
  precasting spells, preparing himself for battle. 
  Treasure: 
  APL 12 – L: 0 gp, C: 0 gp, M: amulet of health +6 (3000 gp 
  per character), cloak of charisma +6 (3000 gp per 
  character), gloves of dexterity +6 (3000 gp per character), 
  headband of intellect +6 (3000 gp per character), ring of 
  protection +3 (1500 gp per character). 
  APL 14 – L: 0 gp, C: 0 gp, M: amulet of health +6 (3000 gp 
  per character), cloak of charisma +6 (3000 gp per 
  character), gloves of dexterity +6 (3000 gp per character), 
  headband of intellect +6 (3000 gp per character), ring of 
  protection +3 (1500 gp per character). 
  APL 16 – L: 0 gp, C: 0 gp, M: amulet of health +6 (3000 gp 
  per character), cloak of charisma +6 (3000 gp per 
  character), gloves of dexterity +6 (3000 gp per character), 
  headband of intellect +6 (3000 gp per character), ring of 
  protection +3 (1500 gp per character). 
  APL 18 – L: 0 gp, C: 0 gp, M: amulet of health +6 (3000 gp 
  per character), cloak of charisma +6 (3000 gp per 
  character), gloves of dexterity +6 (3000 gp per character), 
  headband of intellect +6 (3000 gp per character), meta-
  magic rod of maximize (4500 gp per character), meta-
  magic rod of quicken (6292 gp per character), ring of 
  protection +3 (1500 gp per character). 
   
  Encounter 10: Secrets 
  (conditional) 
   
  NOTE: To trigger this encounter, one of the PCs must 
  intentionally make a Search check (DC 40) on the 
  western wall or have the Symbol of the Order of the Black 
  Flame from Dyv4-08 Linchpin. The holy symbol does not 
  need to be worn, simply kept somewhere on his person. 
  However, if the PC keeps the symbol in an extra-
  dimensional space, nothing happens. 
   
  Any PCs that come within 15 feet of the western wall 
  begin to feel a burning sensation coming from wherever 
  they keep the Symbol of the Order of the Black Flame 
  (e.g., they feel burning against their hip if they keep it in a 
  belt pouch or against their back if they keep it in a 
  backpack). It does not cause any damage, but creates an 
  uncomfortable feeling for as long as the PC is in the room. 
   
  Allow the affected PCs to make a Wisdom check (DC 
  12) to recognize that the burning sensation is coming 
  from where they keep the holy symbol of Iuz if they are 
  not figuring it out on their own. If any PC pulls the holy 
  symbol out and lets it hang from its chain, he sees that it 
  is wreathed in black fire (although it does not burn). A 
  Spellcraft check (DC 20) reveals that it is a modified 
  version of continual flame. 
   
  NOTE: If the PCs have failed to identify the faux 
  Rashaman as the cambion Halnt Kurault, he acts alarmed 
  when a PC brings out a flaming holy symbol of Iuz. He 
  insists that they leave and that the holy symbol should be 
  left behind. He claims that the symbol alerts other Iuzians 
  to their presence and that they are on their way now to 
  capture and torture the entire group. If the PCs do not 
  listen to him, he runs down the stairs screaming, hoping 
  they’ll follow. 
   
  The flame flickers as if it were in a strong breeze and 
  eventually holds its form with the flame pointed toward 
  the western wall regardless of where the PC is standing 
  (thus, if the PC moves, the flame moves so that it is always 
  pointed toward the western wall). 
   
  If the PCs bring the holy symbol within 5 feet of the 
  center of the western wall, they see that the flame is 
  giving off an ultraviolet light, similar to a modern-day 
  black light. When viewing the wall under the 
  incandescence of the back flame, one of the bricks in the 
  center wall disappears (it’s an illusory brick). If the PCs 
  look or reach inside this cavity, they find the imprint of a 
  holy symbol of Iuz on the inside-back of the hole. The 
  symbol of the order of the black flame fits perfectly into 
  this imprint, but nothing happens. 
   
  If a PC emulates Evil using the Use Magic Device 
  skill or channels negative energy [using an inflict wounds 
  spell, an enervation spell, a rebuking attempt, or the feat 
  Profane Boost] and then places the holy symbol into the 
  imprint, the wall opens. A Search check DC 40 finds a 
  very well-hidden door that is locked and sealed. An Open 
  Lock check (DC 40) made into any of the seams springs 
  the lock so that the seal is broken. PCs must then succeed 
  at a Strength check (DC 25) to pull the stone wall open 
  (no more than four PCs can work together to open the 
  door). 
   
  When the door opens, a gust of wind rushes into the 
  newly exposed space. The door had been sealed air-tight 
  and the air used from within. Inside the sealed room lie a 
  half-conscious Rashaman of Safeton and two dead bodies. 
  He looks identical to the person that was on the operating 
  table except he has no wings. He holds the remains of a 
  small bottle in his hands, with the mouth and broken 
  neck hanging limply from his own mouth. (He later 
  
  Dyv5-06 Matters of the Heart 
   
  Page 19 
  relates that the slaves had been given a bottle of air to 
  share between them. One of the three had eventually 
  refused to share the bottle and it was broken in the 
  ensuing struggle. The other two eventually suffocated to 
  death.) Neither of the dead has anything identifying them 
  or anything of value to take. Rashaman does not know 
  who they were. He says neither of them was forthcoming 
  about his identity. There are two other items in the room, 
  a stone rod a little more than a foot long and a three-inch 
  platinum shard that looks similar to a shrimp fork. The 
  rod smolders with an innate fire, but is cool to the touch. 
  It cannot be identified with a Knowledge (arcana) check. 
  A Spellcraft check (DC 21) reveals this is not a material 
  component for a plane shift spell, but anyone succeeding 
  at a Bardic Lore check (DC 25) or who wields the Staff of 
  Kadoran from Dyv1-10 The Power of Gold may make a 
  Wisdom check (DC 15) to realize that it is a fragment 
  from the Staff of Kadoran. 
   
  NOTE: If a PC casts detect magic and focuses it on 
  the fragment, he detects Strong evocation. If he focuses it 
  on the rod, he detects Strong necromancy and 
  Overwhelming evocation. If he focuses it on the secret 
  room itself, he detects Strong abjuration (from the 
  Mordenkainen’s private sanctum cast on the room). 
   
  If the PCs were fooled by Halnt Kurault’s disguise, 
  they are now faced with the situation of figuring out 
  which one is the real Rashaman. Kurault knows that 
  Rashaman is imprisoned in the tower (although he did 
  not know that the bottle of air had been broken) and as 
  such, is expecting the PCs to engage him when they 
  return. He does not play his hand too early, though he 
  readies to leap into combat. If the PCs approach with a 
  confrontational attitude, have them roll Sense Motive 
  checks (DC 35). Those who succeed can act on the 
  surprise round. 
   
  Once combat is finished, the PCs are faced with the 
  challenge of returning to Admundfort. If they dispatched 
  the tunnel guards without the alarm being sounded, they 
  may use the tunnel. If the tunnel is flooded, there are a 
  number of means (all magical). 
  Dimension Door/Teleport 
  Unlike teleporting to the mainland, returning to 
  Admundfort does not run the risk of returning to the 
  wrong place. PCs may freely teleport back to the city 
  (although not directly into the Dyversian headquarters 
  because of wards that have been placed on the area). Some 
  PCs may fear the same type of variance going directly to 
  Admundfort and instead go to Dyvers. There they learn 
  that both the Sorcerer’s and Dweomercrafter’s Guilds 
  have been successfully teleporting from the city to 
  Admundfort. If the PCs are out of spells, they can buy a 
  teleport spell from the guilds at normal price. Knowing 
  that Larissa is at Admundfort, Rashaman refuses to be left 
  behind, regardless of the risks to his safety. 
  Flying 
  If the tunnel has been flooded, then Axeport is aware of 
  the attack against Admundfort. The PCs no longer risk 
  tipping the military’s hand by flying across the channel. 
  Horseshoes of the Zephyr/Water Walk 
  If the PCs employed this tactic once before, they know it 
  will work again, and it does. The PCs may move across the 
  channel in either of these manners without running into 
  trouble. 
  Sailing 
  If the PCs sailed across the channel, they may return with 
  equal safety. 
  Shadowwalking 
  The shadow creatures that were drawn to the fighting on 
  the island are still present; however, in this instance the 
  PCs may spot them before arriving at the island. If the 
  PCs are successful at a Spot check (DC 20), they see the 
  various shadow creatures watching the slaughter at 
  Admundfort. PCs traveling through a shadowwalk may 
  return to the Material Plane aboard a Dyversian ship, 
  which then takes them to shore so that the PCs may 
  return to the Dyversian headquarters. 
   
  NOTE: Parties without the magical capacity to cross 
  the channel to Admundfort are trapped in the Empire of 
  Iuz (see AR). The channel is too wide to merely swim 
  across and for all their skill, all six PCs are not able to 
  sneak through Axeport and stow away on an Iuzian ship 
  (and even then, the ship may be sunk on its journey to the 
  island). If Dyvers and the Shield Lands are successful in 
  their attack on Admundfort, Lord Grandhearth sends 
  Abas Grah of the Wayfarer’s Guild (the PCs have met him 
  in Dyv5-04 No More!) to retrieve them. If Dyvers and the 
  Shield Lands fail in their attack, then the characters are 
  trapped in the empire and require a special mission to 
  return home. 
  Conclusion A 
   
  NOTE: Read this conclusion if the cambion Kurault was 
  exposed and destroyed. 
  As you arrive back in Admundfort, you are not greeted 
  by Klabert Lord Grandhearth. No, entering the 
  pavilion you instead find Her Excellency, Larissa 
  Hunter. She has removed her armor, cleaned the mire 
  
  Dyv5-06 Matters of the Heart 
   
  Page 20 
  from her face, and dressed in her finest clothes. You 
  have no time to speak before she charges into the 
  arms of Rashaman, her long-lost love. The two 
  embrace, refusing to let go as if this were a fleeting 
  dream they had both experienced so many times 
  before. The rescued marine picks up his wife and 
  twirls her in a circle, evoking a child-like laugh from 
  the leader of the Free Lands. 
   
  “Thank you,” she says, finally turning her 
  attention to you. “No one has ever done a greater 
  service for me than you have this day. I will not forget 
  what you have done for me, and what you have done 
  for Dyvers.” 
  Lord Grandhearth casually makes his appearance and asks 
  the PCs to escort him to another pavilion for a debriefing 
  about Axeport and any other information they might have 
  gained during their adventure. The PCs earn the 
  Honorable Mention of Larissa Hunter. 
   
  The Magister also has something special for those 
  people who paid the ultimate sacrifice defending her 
  bodyguard. Those PCs that died protecting Larissa 
  Hunter’s bodyguard in Dyv4-08 Linchpin (as noted on 
  that adventure’s AR) are presented with a five-pointed 
  platinum star that hangs from a red and blue ribbon. This 
  is the Dyvers Medal of Valor, one of the highest signs of 
  recognition in the entire nation. Usually only given to 
  military personnel, the last person in Dyvers to earn this 
  honor was Larissa Hunter herself as a captain for the Free 
  Army during the Greyhawk Wars. The ribbon can be 
  affixed to any suit of armor. Please see the AR of this 
  adventure to see the other rewards that accompany this 
  medal. 
   
  The End 
   
  Conclusion B 
   
  NOTE: Read this conclusion if the cambion Kurault was 
  NOT exposed and successfully infiltrated the group. 
  As you arrive back in Admundfort, you are not greeted 
  by Klabert Lord Grandhearth. No, entering the 
  pavilion you instead find Her Excellency, Larissa 
  Hunter. She has removed her armor, cleaned the mire 
  from her face, and dressed in her finest clothes. You 
  have no time to speak before she charges into the 
  arms of Rashaman, her long-lost love. The two 
  embrace, refusing to let go as if this were a fleeting 
  dream they had both experienced so many times 
  before. The rescued marine picks up his wife and 
  twirls her in a circle, evoking a child-like laugh from 
  the leader of the Free Lands. 
   
  With his arms wrapped around his wife like an 
  iron vice, Rashaman looks you in the eye. He utters 
  arcane words in a guttural voice, and you see that a 
  large amount of makeup has smeared off of his face 
  onto Larissa’s blouse. His disguise ruined, you see the 
  cambion Halnt Kurault disappear with the newly 
  restored magister of the Free Lands. In the instant the 
  spell is finished, he gives you a wink. 
   
  Lord Grandhearth casually makes his appearance. 
  He says, “Perhaps we should give them some privacy,” 
  but stops dumbfounded. He looks about the pavilion 
  for Larissa and Rashaman, finding neither. “What… 
  what has happened?” He asks, panic filling his voice. 
  He staggers backward, pushing the pavilion flaps 
  open. The cries of the dying rise above the ruined 
  buildings. Once again, the magister is lost to Dyvers. 
   
  The PCs do not earn the Honorable Mention of 
  Larissa Hunter or the Medal of Valor. Cross off both of 
  these items. Any influence they have with the Magister, 
  the Gentry Council, or any specific gentry house from 
  any previous adventures or from membership in a meta-
  organization is now void. This is the only thing that 
  prevents Lord Grandhearth from having the characters 
  turned into Gelatinous Cubes for aiding the enemy in a 
  time of war. 
   
  The End 
  
  Dyv5-06 Matters of the Heart 
   
  Page 21 
  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 
  role playing) to each character. 
  Encounter 3: The Tunnel 
  If the PCs defeat the adversaries presented in the manor 
  in which they crossed the Nyr Dyv to journey to the 
  slaver’s tower: 
   
  APL 12  
   
   
   
  240 xp. 
   
  APL 14  
   
   
   
  240 xp. 
   
  APL 16  
   
   
   
  240 xp. 
   
  APL 18  
   
   
   
  240 xp. 
  Encounter 7: Abominations 
  If the PCs defeat the yuan-ti slavers: 
   
  APL 12  
   
   
   
  420 xp. 
   
  APL 14  
   
   
   
  480 xp. 
   
  APL 16  
   
   
   
  540 xp. 
   
  APL 18  
   
   
   
  600 xp. 
  Encounter 8: The Tower 
  If the PCs make it t the fourth floor of the slaver tower: 
   
  APL 12  
   
   
   
  150 xp. 
   
  APL 14 
   
   
   
  210 xp. 
   
  APL 16   
   
   
   
  270 xp. 
   
  APL 18   
   
   
   
  330 xp. 
  Encounter 9: Duplicity 
  If the PCs defeat Halnt Kurault: 
   
  APL 12   
   
   
   
  450 xp. 
   
  APL 14  
   
   
   
   510 xp. 
   
  APL 16  
   
   
   
  570 xp. 
   
  APL 18  
   
   
   
  630 xp. 
  Story Award 
  If the PCs discover Halnt Kurault’s gambit and prevent 
  him from abducting the magister: 
   
  APL 12   
   
   
   
  315 xp. 
   
  APL 14   
   
   
   
  360 xp. 
   
  APL 16  
   
   
   
  405 xp. 
   
  APL 18  
   
   
   
  450 xp. 
  Total Possible Experience 
  APL 12   
   
   
   
  1,575 xp. 
  APL 14    
   
   
   
  1,800 xp. 
  APL 16    
   
   
   
  2,025 xp. 
  APL 18   
   
   
   
  2,250 xp. 
  Treasure Summary 
   
  During an adventure, characters come upon 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.  In the case of potions, they may use Spellcraft to 
  identify them.  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 
  
  Dyv5-06 Matters of the Heart 
   
  Page 22 
  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 (sell value)  
  Encounter 1: A Noble Task 
  All APLs – L: 257 gp, C: 0 gp, M: 0 gp. 
   
  Encounter 2A: Lost 
  All APLs – L: 372 gp, C: 0 gp, M: 0 gp. 
   
  Encounter 2C: Run for It 
  All APLs – L: 372 gp, C: 0 gp, M: 0 gp. 
   
  Encounter 4: Guards 
  All APLs – L: 617 gp, C: 0 gp, M: 0 gp. 
   
  Encounter 7: Abominations 
  APL 12 – L: 131 gp, C: 0 gp, M: 0 gp. 
  APL 14 – L: 105 gp, C: 0 gp, M: +2 Large heavy flail (694 
  gp per character), boots of speed (1000 gp per character). 
  APL 16 – L: 104 gp, C: 0 gp, M: +3 Large vicious heavy flail 
  (2694 gp per character), +3 leather armor (764 gp per 
  character), boots of elvenkind (208 gp per character), 
  boots of speed (1000 gp per character), cloak of elvenkind 
  (208 gp per character). 
  APL 18 – L: 102 gp, C: 0 gp, M: +3 Large vicious heavy flail 
  (2694 gp per character), +3 leather armor (764 gp per 
  character), boots of elvenkind (208 gp per character), 
  boots of speed (1000 gp per character), cloak of elvenkind 
  (208 gp per character). 
  Encounter 9: Duplicity 
  APL 12 – L: 0 gp, C: 0 gp, M: amulet of health +6 (3000 gp 
  per character), cloak of charisma +6 (3000 gp per 
  character), gloves of dexterity +6 (3000 gp per character), 
  headband of intellect +6 (3000 gp per character), ring of 
  protection +3 (1500 gp per character). 
  APL 14 – L: 0 gp, C: 0 gp, M: amulet of health +6 (3000 gp 
  per character), cloak of charisma +6 (3000 gp per 
  character), gloves of dexterity +6 (3000 gp per character), 
  headband of intellect +6 (3000 gp per character), ring of 
  protection +3 (1500 gp per character). 
  APL 16 – L: 0 gp, C: 0 gp, M: amulet of health +6 (3000 gp 
  per character), cloak of charisma +6 (3000 gp per 
  character), gloves of dexterity +6 (3000 gp per character), 
  headband of intellect +6 (3000 gp per character), ring of 
  protection +3 (1500 gp per character). 
  APL 18 – L: 0 gp, C: 0 gp, M: amulet of health +6 (3000 gp 
  per character), cloak of charisma +6 (3000 gp per 
  character), gloves of dexterity +6 (3000 gp per character), 
  headband of intellect +6 (3000 gp per character), meta-
  magic rod of maximize (4500 gp per character), meta-
  magic rod of quicken (6292 gp per character), ring of 
  protection +3 (1500 gp per character). 
   
  Total Possible Treasure 
  APL 12   
   
   
   
  3,300 gp 
  APL 14   
   
   
   
  6,600 gp. 
  APL 16   
   
   
   
  9,600 gp. 
  APL 18   
   
   
   
  17,000 gp. 
  
  Dyv5-06 Matters of the Heart 
   
  Page 23 
  Appendix 1: NPC Stats 
   
  APL 12 
  ENCOUNTER 1: A NOBLE TASK 
  Orc Vulture Riders (6): Orc Ftr9; CR 9; Medium 
  humanoid (orc); HD 9d10+27; hp 85; Init +2; Spd 30 ft.; 
  AC 19, touch 14, flat-footed 16 (+4 Dex, +4 chain shirt, 
  +1 buckler); Base Atk +9; Grp +15; Atk +16 melee 
  (1d8+9, Masterwork lance/19-20x3) or +15 melee 
  (2d6+9, greatsword); Full Atk +16/+11 melee (1d8+9, 
  Masterwork 
  lance/19-20x3) 
  or 
  +15/+10 
  melee 
  (2d6+9x2, greatsword); SQ Orc traits; AL N; SV Fort +8, 
  Ref +5, Will +4; Str 22, Dex 14, Con 14, Int 10, Wis 8, 
  Cha 6. 
   
  Skills and Feats: Handle Animal +10, Ride +14; 
  Combat Reflexes, Improved Critical (lance), Improved 
  Toughness*, Iron Will, Mounted Combat, Power 
  Attack, Power Critical*, Ride-By Attack, Spirited 
  Charge. 
   
  Possessions: 
  buckler, 
  chain 
  shirt, 
  dagger, 
  greatsword, masterwork lance, military saddle. 
  *See Appendix 2: New Rules Items 
   
  Dire Vulture, Advanced 9 HD (6): Large Animal; CR 
  5; HD 15d8+120; hp 187; Init +1; Spd 20 ft., fly 80 ft. 
  (average); AC 18, touch 11, flat-footed 16 (−1 size, +2 
  Dex, +7 natural); Base Atk +11; Grp +18; Atk/Full Atk 
  +13 melee (2d6+4, bite); Space/Reach 10 ft/5 ft; SA 
  Stench; SQ Low-light vision, resistance to disease, 
  scent; AL N; SV Fort +17, Ref +11, Will +11; Str 16, Dex 
  14, Con 26, Int 2, Wis 14, Cha 4. 
   
  Skills and Feats: Listen +14, Spot +14, Survival +11; 
  Alertness, Flyby Attack, Hover, Improved Natural 
  Attack, Track, Wingover. 
   
  ENCOUNTER 2A: LOST and 
  ENCOUNTER 2C: RUN FOR IT 
  Orc Warriors (3): Orc Ftr10; CR 10; Medium-Size 
  humanoid (orc); HD 10d10+40; hp 104; Init +5; Spd 20 
  ft.; AC 21, touch 11, flat-footed 20 (+1 Dex, +8 full plate, 
  +2 heavy steel shield); Base Atk +10; Grp +16; Atk +18 
  melee (1d10+8, Masterwork bastard sword); Full Atk 
  +18/+13 melee (1d10+8, Masterwork bastard sword); 
  AL CE; SV Fort +10, Ref +6, Will +5; Str 22, Dex 12, 
  Con 16, Int 6, Wis 10, Cha 6. 
   
  Skills and Feats: Intimidate +11; Cleave, Close-
  Quarters Fighting*, Exotic Weapon Proficiency 
  (bastard sword), Improved Initiative, Improved Toughness*, 
  Iron Will, Lightning Reflexes, Power Attack, Weapon Focus 
  (bastard sword), Weapon Specialization (bastard sword). 
   
  Possessions: masterwork bastard sword, dagger, full 
  plate, heavy steel shield. 
  *See Appendix 2: New Rules Items 
  Orc Cleric of Iuz: Orc Bbn1/Clr9; CR 10; Medium-Size 
  humanoid (orc); HD 1d12+2+9d8+18; hp 77; Init +0; Spd 20 
  ft.; AC 18, touch 10, flat-footed 18 (+8 full plate); Base Atk +7; 
  Grp +11; Atk +12 melee (2d6+6, Masterwork greatsword); 
  Full Atk +12/+7 melee (2d6+6x2, Masterwork greatsword); 
  SA 
  rage 
  1/day; 
  SQ 
  spontaneously 
  cast 
  (inflict), 
  rebuke/command undead; AL CE; SV Fort +8, Ref +3, Will 
  +11; Str 18, Dex 10, Con 12, Int 6, Wis 18, Cha 6. 
   
  Skills and Feats: Concentration +10, Knowledge 
  (religion) +2, Spellcraft +2; Combat Casting, Greater Spell 
  Focus (enchantment), Improved Toughness*, Spell Focus 
  (enchantment). 
   
  Spells prepared (6/5+1/5+1/4+1/3+1/1+1; save DC = 14 
  [16 enchantment (+1 if compulsion)] + spell level): 0—create 
  water, cure minor wounds (x2), detect magic, mending, read 
  magic; 1st—bane, bless, cure light wounds, entropic shield, 
  shield of faith, command†; 2nd—bear’s endurance, bull’s 
  strength, cure moderate wounds, death knell, sound burst, 
  detect thoughts†; 3rd—bestow curse, cure serious wounds, 
  dispel magic, invisibility purge, lesser telepathic bond*†; 
  4th—air walk, divine power, freedom of movement, fear†; 
  5th—righteous might, greater command†. 
   
  †Domain spell. Domains: [Mind (Gain a +2 bonus on 
  Bluff, Diplomacy, and Sense Motive checks); Tyranny (Add 
  +1 to the save DC of any compulsion spell you cast).] 
   
  Possessions: masterwork greatsword, dagger, full plate, 
  holy symbol of Iuz. 
  *See Appendix 2: New Rules Items 
  Orc Sorcerer: Orc Sor10; CR 10; Medium-Size humanoid 
  (orc); HD 10d4+20; hp 49; Init +0; Spd 30 ft.; AC 16, touch 
  10, flat-footed 16 (+6 greater mage armor); Base Atk +5; Grp 
  +6; Atk/Full Atk +6 melee (1d6+1, club); AL CE; SV Fort +5, 
  Ref +3, Will +7; Str 12, Dex 10, Con 14, Int 6, Wis 10, Cha 18. 
   
  Skills and Feats: Concentration +10, Knowledge 
  (arcana) +2, Spellcraft +3; Arcane Preparation*, Combat 
  Casting, Empower Spell, Extend Spell. 
   
  Spells Known (6/7/7 (6)/7/6 (5)/3; save DC = 16 + spell 
  level): 0 – acid splash, daze, detect magic, light, mending, 
  
  Dyv5-06 Matters of the Heart 
   
  Page 24 
  message, ray of frost, read magic, touch of fatigue 1
  st – 
  magic missile, orb of acid (lesser)*, shield, ray of 
  enfeeblement, true strike; 2
  nd – false life, glitterdust, 
  Melf’s acid arrow, scorching ray; 3
  rd – fireball, heroism, 
  mage armor (greater)*; 4
  th – arcane prepared 
  empowered fireball (x1), burning blood*, dimension 
  door, 5
  th – arcane prepared empowered orb of acid 
  (x2)*, vitriolic sphere*. 
  Precast spells: extended mage armor (greater), false 
  life 
   
  Possessions: club. 
  *See Appendix 2: New Rules Items 
  Orc Rogue: Orc Rog10; CR 10; Medium-Size 
  humanoid (orc); HD 10d6+20; hp 62; Init +3; Spd 30 ft.; 
  AC 17, touch 13, flat-footed 17 (+3 Dex, +4 chain shirt); 
  Base Atk +7; Grp +12; Atk +13 melee (1d6+5, 
  Masterwork rapier); Full Atk +11/+6 melee (1d6+5, 
  Masterwork rapier) and +11 melee (1d6+2, Masterwork 
  short sword); SA crippling strike, sneak attack +5d6; 
  SQ evasion, improved uncanny dodge, trap sense +3, 
  uncanny dodge; AL CE; SV Fort +5, Ref +10, Will +3; 
  Str 20, Dex 16, Con 14, Int 6, Wis 10, Cha 6. 
   
  Skills and Feats: Bluff +11, Listen +13, Intimidate 
  +13, Sense Motive +13, Spot +13, Tumble +14; Dodge, 
  Elusive Target*, Mobility, Two-Weapon Fighting. 
   
  Possessions: masterwork rapier, masterwork short 
  sword, 2 daggers, chain shirt. 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 4: GUARDS 
  Orc Warriors (4): Orc Ftr4; CR 4; Medium-Size 
  humanoid (orc); HD 4d10+16; hp 44; Init +5; Spd 20 ft.; 
  AC 21, touch 11, flat-footed 20 (+1 Dex, +8 full plate, +2 
  heavy steel shield); Base Atk +4; Grp +9; Atk/Full Atk 
  +11 melee (1d10+6, Masterwork bastard sword); AL 
  CE; SV Fort +17, Ref +2, Will +1; Str 21, Dex 12, Con 
  16, Int 6, Wis 10, Cha 6. 
   
  Skills and Feats: Intimidate +11; Exotic Weapon 
  Proficiency (bastard sword), Improved Initiative, 
  Improved Toughness*, Weapon Focus (bastard sword), 
  Weapon Specialization (bastard sword). 
   
  Possessions: masterwork bastard sword, dagger, 
  full plate, heavy steel shield. 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 7: ABOMINATIONS 
  Abominable Druid of Merrshaulk: Male yuan-ti 
  abomination Drd3; CR 10; Large monstrous humanoid; 
  HD 9d8+54+3d8+18; hp 135; Init +3; Spd 30 ft., climb 
  20ft., swim 20 ft.; AC 26, touch 12, flat-footed 23 (+3 Dex, +2 
  leather, +2 heavy wooden shield, –1 Size, +10 Natural); Base 
  Atk +11; Grp +18; Atk +14 melee (1d8+4, Masterwork Large 
  scimitar); Full Atk +14/+9/+4 melee (1d8+4, Masterwork 
  Large scimitar) and +9 melee (2d6+1, bite); Space/Reach 10 
  ft./10 ft.; SA Aversion, constrict 1d6+4, improved grab, 
  poison, produce acid, spell-like abilities; SQ Alternate form, 
  chameleon power, darkvision 60 ft., detect poison, nature 
  sense, scent, spell-resistance 18, trackless step, wild empathy, 
  woodland stride; AL NE; SV Fort +11, Ref +10, Will +18; Str 
  16, Dex 16, Con 20, Int 18, Wis 28, Cha 16. 
   
  Skills and Feats: Concentration +17, Handle Animal 
  +12, Hide +3*, Knowledge (local: Core) +10, Knowledge 
  (nature) +10, Listen +23, Spot +23, Survival +26, Swim +3; 
  Alertness, Blind-Fight, Improved Toughness*, Natural Spell, 
  Point Blank Shot, Rapid Shot, Track. 
   
  Spells prepared (4/5/3; save DC = 19 + spell level): 0—
  create water, cure minor wounds, detect magic, mending; 
  1st—cure light wounds, entangle, faerie fire, produce flame 
  (x2); 2nd—barkskin, flaming sphere, hold animal. 
   
  Spell-like abilities: At will—animal trance (DC 15), 
  entangle (DC 14); 3/day—deeper darkness, neutralize 
  poison (DC 17), suggestion (DC 17); 1/day—baleful 
  polymorph (DC 18, into snake form only), fear (DC 17). 
  Caster level 10th. The save DCs are Charisma based. 
   
  Possessions: Masterwork Large scimitar, leather armor, 
  heavy wooden shield. 
  *See Appendix 2: New Rules Items 
  Aversion (Sp): A yuan-ti abomination can psionically create 
  a compulsion effect targeting one creature within 30 feet. 
  The target must succeed on a DC 21 Will save or gain an 
  aversion to snakes for 10 minutes. Affected creatures must 
  stay at least 20 feet away from any snake or yuan-ti, alive or 
  dead; if already within 20 feet, they move away. A subject 
  unable to move away, or one attacked by snakes or yuan-ti, is 
  overcome with revulsion. This revulsion reduces the 
  creature’s Dexterity score by 4 points until the effect wears 
  off or the subject is no longer within 20 feet of a snake or 
  yuan-ti. This ability is otherwise similar to antipathy as the 
  spell (caster level 16th). The save DC is Charisma-based). 
  Constrict (Ex): An abomination deals 1d6+4 points of 
  damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, an abomination 
  must hit a Large or smaller creature with its bite attack. It 
  can then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict. 
  Poison (Ex): Injury, Fortitude DC 19, initial and secondary 
  damage 1d6 Con. The save is Constitution-based. 
  
  Dyv5-06 Matters of the Heart 
   
  Page 25 
  Produce Acid (Sp): An abomination has the psionic 
  ability to exude acid from its body, dealing 3d6 points 
  of acid damage to the next creature it touches, 
  including a creature hit by its bite attack. If the yuan-ti 
  is grappling, constricting, or pinning a foe when it uses 
  this power, its grasp deals 5d6 points of acid damage. 
  The acid becomes inert when it leaves the yuan-ti’s 
  body, and the yuan-ti is immune to its effects. 
  Chameleon Power (Sp): A yuan-ti abomination can 
  psionically change the coloration of itself and its 
  equipment to match its surroundings, granting it a +10 
  circumstance bonus on Hide checks. 
  Skills: A yuan-ti abomination can always choose to take 
  10 on a Climb check, even if rushed or threatened. 
   
  A yuan-ti abomination has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line. 
   
  *Yuan-ti abominations using chameleon power 
  gain a +10 circumstance bonus on Hide checks. 
  Abominable Fighter: Male yuan-ti abomination 
  Bbn1/Ftr2; CR 10; Large monstrous humanoid; HD 
  9d8+63+1d12+7+2d10+14; hp 151; Init +4; Spd 40 ft., 20 
  ft. climb, 20 ft. swim; AC 27, touch 13, flat-footed 23 
  (+4 Dex, +4 chain shirt, –1 Size, +10 Natural); Base Atk 
  +12; Grp +23; Atk +19 melee (2d8+10/19-20x2, MW 
  Large heavy flail); Full Atk +19/+14/+9 melee (2d8+10, 
  Masterwork Large heavy flail) and +17 melee (3d6+32, 
  bite); Space/Reach 10 ft./10 ft.; SA Aversion, constrict 
  1d6+1d12+10, improved grab, poison, produce acid, 
  rage 1/day, spell-like abilities; SQ Alternate form, 
  chameleon power, darkvision 60 ft., detect poison, fast 
  movement, scent, spell-resistance 18; AL CE; SV Fort 
  +14, Ref +10, Will +10; Str 24, Dex 18, Con 22, Int 18, 
  Wis 18, Cha 16. 
   
  Skills and Feats: Climb +5*, Concentration +17, 
  Hide +9, Intimidate + 18, Knowledge (local: Core) +10, 
  Listen +18, Spot +18, Survival +9, Swim +3; Alertness, 
  Blind-Fight, Combat Expertise, Earth’s Embrace*, 
  Improved Natural Attack, Improved Toughness*, 
  Improved Unarmed Strike, Multi-Attack, Power 
  Attack. 
   
  Spell-like abilities: At will—animal trance (DC 
  15), entangle (DC 14); 3/day—deeper darkness, 
  neutralize poison (DC 17), suggestion (DC 17); 1/day—
  baleful polymorph (DC 18, into snake form only), fear 
  (DC 17). Caster level 10th. The save DCs are Charisma 
  based. 
   
  Possessions: masterwork Large heavy flail, chain shirt. 
  *See Appendix 2: New Rules Items 
  Aversion (Sp): A yuan-ti abomination can psionically create 
  a compulsion effect targeting one creature within 30 feet. 
  The target must succeed on a DC 21 Will save or gain an 
  aversion to snakes for 10 minutes. Affected creatures must 
  stay at least 20 feet away from any snake or yuan-ti, alive or 
  dead; if already within 20 feet, they move away. A subject 
  unable to move away, or one attacked by snakes or yuan-ti, is 
  overcome with revulsion. This revulsion reduces the 
  creature’s Dexterity score by 4 points until the effect wears 
  off or the subject is no longer within 20 feet of a snake or 
  yuan-ti. This ability is otherwise similar to antipathy as the 
  spell (caster level 16th). The save DC is Charisma-based). 
  Constrict (Ex): An abomination deals 1d6+4 points of 
  damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, an abomination 
  must hit a Large or smaller creature with its bite attack. It 
  can then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict. 
  Poison (Ex): Injury, Fortitude DC 20, initial and secondary 
  damage 1d6 Con. The save is Constitution-based. 
  Produce Acid (Sp): An abomination has the psionic ability 
  to exude acid from its body, dealing 3d6 points of acid 
  damage to the next creature it touches, including a creature 
  hit by its bite attack. If the yuan-ti is grappling, constricting, 
  or pinning a foe when it uses this power, its grasp deals 5d6 
  points of acid damage. The acid becomes inert when it leaves 
  the yuan-ti’s body, and the yuan-ti is immune to its effects. 
  Chameleon Power (Sp): A yuan-ti abomination can 
  psionically change the coloration of itself and its equipment 
  to match its surroundings, granting it a +10 circumstance 
  bonus on Hide checks. 
  Skills: A yuan-ti abomination can always choose to take 10 
  on a Climb check, even if rushed or threatened. 
   
  A yuan-ti abomination has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  *Yuan-ti abominations using chameleon power gain a 
  +10 circumstance bonus on Hide checks. 
  Abominable Rogue: Male yuan-ti abomination Rog3; CR 
  10; Large monstrous humanoid; HD 9d8+63+3d6+21; hp 144; 
  Init +9; Spd 30 ft., 20 ft. climb, 20 ft. swim; AC 26, touch 14, 
  flat-footed 21 (+5 Dex, +2 leather, –1 Size, +10 Natural); Base 
  Atk +11; Grp +18; Atk +16 melee (1d8+3, Masterwork Large 
  rapier); Full Atk +16/+11/+6 melee (1d8+3, Masterwork 
  
  Dyv5-06 Matters of the Heart 
   
  Page 26 
  Large rapier) and +14 melee (3d6+1, bite); Space/Reach 
  10 ft./10 ft.; SA Aversion, constrict 1d6+4, improved 
  grab, poison, produce acid, sneak attack +2d6, spell-like 
  abilities; SQ Alternate form, chameleon power, 
  darkvision 60 ft., detect poison, evasion, scent, spell-
  resistance 18, trap sense +1; AL CN; SV Fort +10, Ref 
  +14, Will +11; Str 16, Dex 21, Con 22, Int 20, Wis 18, 
  Cha 16. 
   
  Skills and Feats: Climb +3*, Concentration +12, 
  Craft (trapmaking) +11, Hide +17, Knowledge (local: 
  Core) +10, Listen +18, Move Silently +8, Open Lock 
  +18, Spot +18, Swim +3, Tumble +18, Use Magic Device 
  +16; Alertness, Blind-Fight, Improved Initiative, 
  Improved Natural Attack, Improved Toughness*, 
  Multi-Attack, Weapon Finesse. 
   
  Spell-like abilities: At will—animal trance (DC 
  15), entangle (DC 14); 3/day—deeper darkness, 
  neutralize poison (DC 17), suggestion (DC 17); 1/day—
  baleful polymorph (DC 18, into snake form only), fear 
  (DC 17). Caster level 10th. The save DCs are Charisma 
  based. 
   
  Possessions: Masterwork Large rapier, leather 
  armor. 
  *See Appendix 2: New Rules Items 
  Aversion (Sp): A yuan-ti abomination can psionically 
  create a compulsion effect targeting one creature 
  within 30 feet. The target must succeed on a DC 21 
  Will save or gain an aversion to snakes for 10 minutes. 
  Affected creatures must stay at least 20 feet away from 
  any snake or yuan-ti, alive or dead; if already within 20 
  feet, they move away. A subject unable to move away, 
  or one attacked by snakes or yuan-ti, is overcome with 
  revulsion. This revulsion reduces the creature’s 
  Dexterity score by 4 points until the effect wears off or 
  the subject is no longer within 20 feet of a snake or 
  yuan-ti. This ability is otherwise similar to antipathy as 
  the spell (caster level 16th). The save DC is Charisma-
  based). 
  Constrict (Ex): An abomination deals 1d6+4 points of 
  damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, an 
  abomination must hit a Large or smaller creature with 
  its bite attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of opportunity. 
  If it wins the grapple check, it establishes a hold and 
  can constrict. 
  Poison (Ex): Injury, Fortitude DC 20, initial and 
  secondary damage 1d6 Con. The save is Constitution-
  based. 
  Produce Acid (Sp): An abomination has the psionic 
  ability to exude acid from its body, dealing 3d6 points 
  of acid damage to the next creature it touches, including a 
  creature hit by its bite attack. If the yuan-ti is grappling, 
  constricting, or pinning a foe when it uses this power, its 
  grasp deals 5d6 points of acid damage. The acid becomes 
  inert when it leaves the yuan-ti’s body, and the yuan-ti is 
  immune to its effects. 
  Chameleon Power (Sp): A yuan-ti abomination can 
  psionically change the coloration of itself and its equipment 
  to match its surroundings, granting it a +10 circumstance 
  bonus on Hide checks. 
  Skills: A yuan-ti abomination can always choose to take 10 
  on a Climb check, even if rushed or threatened. 
   
  A yuan-ti abomination has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  *Yuan-ti abominations using chameleon power gain a 
  +10 circumstance bonus on Hide checks. 
   
  Abominable 
  Wizard: 
  Male 
  yuan-ti 
  abomination 
  Wiz1/FateSpnnr2; CR 10; Large monstrous humanoid; HD 
  9d8+36+1d4+4+2d4+8; hp 105 (+1d10+3); Init +4; Spd 30 ft., 
  20 ft. climb, 20 ft. swim; AC 27, touch 13, flat-footed 23 (+4 
  Dex, +4 mage armor,–1 Size, +10 Natural); Base Atk +10; Grp 
  +17; Atk +12 melee (2d6+4, bite); Full Atk +13/+8 melee 
  (2d6+3, bite); Space/Reach 10 ft./10 ft.; SA Aversion, 
  constrict 1d6+4, improved grab, poison, produce acid, spell-
  like abilities; SQ Alternate form, chameleon power, 
  darkvision 60 ft., detect poison, fickle finger of fate, scent, 
  spell-resistance 18, spin fate; AL CE; SV Fort +8, Ref +10, 
  Will +15; Str 16, Dex 18, Con 16, Int 29, Wis 18, Cha 16. 
   
  Skills and Feats: Concentration +18, Climb +3*, Hide 
  +16, Knowledge (arcana) +21, Knowledge (architecture & 
  engineering) +21, Knowledge (local: Core) +21, Knowledge 
  (religion) +21, Listen +18, Profession (gambler) +9, Sleight of 
  Hand +16, Spellcraft +19, Spot +18, Swim +3; Alertness, 
  Blind-Fight, 
  Great 
  Fortitude, 
  Greater 
  Spell 
  Focus 
  (evocation), Improved Toughness*, Scribe Scroll, Spell 
  Focus (evocation). 
   
  Spells prepared (4/5/3; save DC = 19 [21 evocation] + 
  spell level): 0— acid splash, daze, detect magic, ray of frost; 
  1st—burning hands, mage armor, orb of acid (lesser)*, ray of 
  enfeeblement; 2nd—false life, flaming sphere, scorching 
  ray. 
   
  Spell-like abilities: At will—animal trance (DC 15), 
  entangle (DC 14); 3/day—deeper darkness, neutralize 
  poison (DC 17), suggestion (DC 17); 1/day—baleful 
  polymorph (DC 18, into snake form only), fear (DC 17). 
  Caster level 10th. The save DCs are Charisma based. 
  
  Dyv5-06 Matters of the Heart 
   
  Page 27 
  *See Appendix 2: New Rules Items 
  Aversion (Sp): A yuan-ti abomination can psionically 
  create a compulsion effect targeting one creature 
  within 30 feet. The target must succeed on a DC 21 
  Will save or gain an aversion to snakes for 10 minutes. 
  Affected creatures must stay at least 20 feet away from 
  any snake or yuan-ti, alive or dead; if already within 20 
  feet, they move away. A subject unable to move away, 
  or one attacked by snakes or yuan-ti, is overcome with 
  revulsion. This revulsion reduces the creature’s 
  Dexterity score by 4 points until the effect wears off or 
  the subject is no longer within 20 feet of a snake or 
  yuan-ti. This ability is otherwise similar to antipathy as 
  the spell (caster level 16th). The save DC is Charisma-
  based). 
  Constrict (Ex): An abomination deals 1d6+4 points of 
  damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, an 
  abomination must hit a Large or smaller creature with 
  its bite attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of opportunity. 
  If it wins the grapple check, it establishes a hold and 
  can constrict. 
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. The save is Constitution-
  based. 
  Produce Acid (Sp): An abomination has the psionic 
  ability to exude acid from its body, dealing 3d6 points 
  of acid damage to the next creature it touches, 
  including a creature hit by its bite attack. If the yuan-ti 
  is grappling, constricting, or pinning a foe when it uses 
  this power, its grasp deals 5d6 points of acid damage. 
  The acid becomes inert when it leaves the yuan-ti’s 
  body, and the yuan-ti is immune to its effects. 
  Chameleon Power (Sp): A yuan-ti abomination can 
  psionically change the coloration of itself and its 
  equipment to match its surroundings, granting it a +10 
  circumstance bonus on Hide checks. 
  Skills: A yuan-ti abomination can always choose to take 
  10 on a Climb check, even if rushed or threatened. 
   
  A yuan-ti abomination has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line. 
   
  *Yuan-ti abominations using chameleon power 
  gain a +10 circumstance bonus on Hide checks. 
  Spin Fate (Ex): A mage of many fates understands that 
  “chance” is not as random as many believe it to be, and he 
  can adjust the probability of certain events by applying a 
  force that fatespinners refer to as “spin.” Each day, a 
  fatespinner can use a number of points of spin equal to his 
  fatespinner class level. 
   
  As a free action, a fatespinner can use stored spin to 
  boost the save DC of a spell he casts, adding some or all his 
  spin to the DC, on a point-for-point basis. For instance, a 5th-
  level wizard/3rd-level fatespinner casting fireball could 
  choose to boost the DC of the spell by 1, 2, or 3 points. Once 
  he uses up his spin for the day, his ability to tinker with 
  probability in this fashion is also exhausted for the day. 
   
  A fatespinner’s spin is replenished when3ver the 
  character successfully regains his spells for the day (whether 
  through rest, preparation, or prayer). 
  Fickle Finger of Fate (Ex): On reaching 2nd level, a 
  fatespinner gains the ability to affect the luck of others. 
  Once per day as an immediate action (see page 86), he can 
  force any other creature—friend or enemy—to reroll a roll 
  that it has just made. A fatespinner must have line of sight to 
  the creature to be affected. That creature must abide by the 
  result of the reroll, whether it’s higher or lower than the 
  original roll. 
  Spin Destiny (Ex): Beginning at 3rd level, a fatespinner 
  more clearly comprehends the matrix of reality and can use 
  accumulated spin to adjust other random events. The 
  method is identical to increasing a spell’s save DC, but the 
  fatespinner can now add spin to any skill check, attack roll, 
  or saving throw that he attempts on a point-for-point basis. 
  However, the spin utilized comes from the same limited 
  reservoir of karma storage that allows him to adjust the DC 
  of his spells. He must apply the bonus before making the 
  roll. 
  Deny Fate (Ex): At 4th level and higher, a fatespinner has a 
  better chance of beating the odds should he ever be 
  rendered unconscious and dying. Once per day, on the first 
  occasion when a fatespinner must make a check to become 
  stable when dying, the check automatically succeeds. Other 
  such checks called for later in the same24-hour period are 
  made normally. 
  Resist Fate (Ex): A fatespinner of 4th level and above 
  embraces his extraordinary good luck. Once per day, he can 
  reroll one roll that he just made. He must abide by the result 
  of the reroll, even if it’s worse than the original roll. 
   
  ENCOUNTER 9: DUPLICITY 
  Halnt 
  Kurault, 
  (Wounded): 
  Half-demon 
  Wiz13/Rog2/SpyMstr7 CR 21; Medium-Size outsider 
  (augmented humanoid); HD 13d4+78+2d6+12+7d6+42; hp 
  208 (148); Init +8; Spd 30 ft., fly 30 ft. (average); AC 32, touch 
  21, flat-footed 24 (+8 Dex, +1 natural, +6 greater mage armor, 
  
  Dyv5-06 Matters of the Heart 
   
  Page 28 
  +4 shield, +3 deflection); Base Atk +12; Grp +13; Atk 
  +13 melee (1d6+1, claw); Full Atk +13 melee (1d4+1/x2, 
  2 claws) and +8 melee (1d6+1 bite); SA smite good 
  1/day, sneak attack +3d6, spell-like abilities; SQ cover 
  identity, damage reduction 10/magic, darkvision 60 ft., 
  deep cover, dispel scrying, evasion, immunity to 
  poison, magic aura, quick change, resistance to acid 10, 
  cold 10, electricity 10, and fire 10, scrying defense, 
  spell resistance 31, slippery mind, undetectable 
  alignment; AL NE (undetectable); SV Fort +10, Ref 
  +19, Will +12; Str 12, Dex 26, Con 20, Int 29, Wis 14, 
  Cha 24. 
   
  Skills and Feats: Bluff +23, Concentration + 26, 
  Diplomacy +18, Disguise +24, Forgery +19, Gather 
  Information +13, Intimidate +14, Jump +8, Knowledge 
  (arcana) +18, Knowledge (local: Iuz’s Border States) 
  +14, Knowledge (local: Velverdyva, Tuflik, Fals Trade 
  Route) +14, Knowledge (nobility and royalty) +18, 
  Knowledge (the planes) +18, Knowledge (religion) +12, 
  Listen +10, Sense Motive +12, Spellcraft +23, Spot +9, 
  Tumble +26; Alertness, Empower Spell, Extend Spell, 
  Hover, Improved Toughness*, Iron Will, Practiced 
  Spellcaster*, Scribe Scroll, Silent Spell, Skill Focus 
  (Bluff), True Believer*. 
   
  Spells prepared (4/7/6/6/6/5/3/2; save DC = 18 + 
  spell level): 0—acid splash (2), ray of frost, touch of 
  fatigue; 1st—grease, magic missile (2), ray of 
  enfeeblement (2), shield, true strike; 2nd—glitterdust, 
  invisibility, Melf’s acid arrow, scorching ray, see 
  invisibility, Tasha’s hideous laughter; 3rd—dispel 
  magic (2), empowered false life, greater mage armor, 
  silent scorching ray, slow; 4th—dimension door, 
  empowered fireball, Evard’s black tentacles, orb of 
  acid*, orb of electricity*, phantasmal killer; 5th—
  empowered orb of electricity*, feeblemind, greater 
  blink*, silent dimension door, teleport; 6th—
  empowered vitriolic sphere*, flesh to stone, globe of 
  invulnerability; 
  7th—empowered 
  disintegrate, 
  prismatic spray. 
   
  Spells-like abilities (1/day except where noted; 
  caster level 22; save DC 17 + spell level); blasphemy, 
  contagion, darkness 3/day, desecrate, finger of death, 
  horrid wilting, poison 3/day (DC 26), summon 
  monster IX (demons only), unhallow, unholy aura 
  3/day, unholy blight. 
   
  Possessions: snake familiar, amulet of health +6, 
  cloak of charisma +6, gloves of dexterity +6, headband 
  of intellect +6, ring of chameleon power, ring of 
  protection +3. 
  *See Appendix 2: New Rules Items 
  Cover Identity (Ex): A spymaster has one specific 
  cover identity (such as “Murek, the tailor from 
  Sumberton”). While operating in that identity, she gains a +4 
  circumstance bonus on Disguise checks and a +2 
  circumstance bonus on Bluff and Gather Information 
  checks. 
   
  A spymaster can add an additional cover identity to her 
  repertoire at 4th level and another at 7th level. 
   
  Should a spymaster wish to “retire” a cover identity and 
  develop a new one, she must spend one week rigorously 
  practicing subtle vocal intonations and body language before 
  she earns the bonuses. Cover identities do not in themselves 
  provide the spymaster with additional skills, proficiencies, 
  or class features that others might expect of the professions 
  pretended. Thus, a spymaster must be careful to choose 
  identities that can withstand ordinary scrutiny. 
  Undetectable Alignment (Ex): The web of different 
  identities and agendas inside a spymaster’s mind makes it 
  impossible for others to detect her alignment by mans of any 
  form of divination. This ability functions like an 
  undetectable alignment spell, except that it is always active. 
  Quick Change (Ex): By 2nd level, a spymaster has become 
  adept at quickly switching from one identity to another. She 
  now can don a disguise in one-tenth the normal time (1d3 
  minutes) and don or remove armor in one-half the normal 
  time. 
  Scrying Defense (Ex): Starting at 2nd level, a spymaster 
  adds her class level to Will saves against divination (scrying) 
  spells, as well as to Spot checks made to notice the sensors 
  created by such spells. 
  Magic Aura (Sp): At 3rd level, a spymaster gains the ability 
  to use Nystul’s magic aura at will with a caster level equal to 
  her class level. Most spymasters use this ability to shield 
  their own magic items from detection. 
  Sneak Attack (Ex): Beginning at 3rd level, a spymaster deals 
  an extra 1d6 points of damage when flanking an opponent or 
  any time the target would be denied its Dexterity bonus. 
  This extra damage applies to ranged attacks only if the target 
  is within 30 feet. It increases to 2d6 points at 6th level. See 
  the rogue class feature, page 50 of the Player’s Handbook. If 
  a spymaster gets a sneak attack bonus from another source 
  (such as levels of rogue), the bonuses on damage stack. 
  Slippery Mind (Ex): Starting at 4th level, a spymaster has a 
  second chance to wriggle free from any enchantment spells 
  and effects. See the rogue class feature, page 51 of the 
  Player’s Handbook. 
  Dispel Scrying (Su): At 5th level and higher, a spymaster 
  can dispel a scrying sensor as if casting a targeted greater 
  dispel magic. Her caster level is equal to her class level + 10. 
  She can use this ability a number of times per day equal to 3 
  + her Intelligence modifier. 
  Deep Cover (Ex): At 7th level, a spymaster becomes able to 
  quiet her mind and completely immerse herself in her cover 
  identity. While she operates under deep cover, divination 
  spells detect only information appropriate to her cover 
  
  Dyv5-06 Matters of the Heart 
   
  Page 29 
  identity; they reveal nothing relating to her spymaster 
  persona. 
  
  Dyv5-06 Matters of the Heart 
   
  Page 30 
  APL 14 
  ENCOUNTER 1: A NOBLE TASK 
  Orc Vulture Rider: Orc Ftr13; CR 13; Medium 
  humanoid (orc); HD 13d10+39; hp 121; Init +6; Spd 30 ft.; 
  AC 19, touch 14, flat-footed 16 (+4 Dex, +4 chain shirt, +1 
  buckler); Base Atk +13; Grp +19; Atk +21 melee (1d8+11, 
  Masterwork lance/19-20x3) or +19 melee (2d6+9, 
  greatsword); Full Atk +21/+16/+11 melee (1d8+11, 
  Masterwork lance/19-20x3) or +19/+14/+9 melee (2d6+9, 
  greatsword); SQ Orc triats; AL N; SV Fort +10, Ref +6, 
  Will +5; Str 22, Dex 14, Con 15, Int 10, Wis 8, Cha 6. 
   
  Skills and Feats: Handle Animal +14, Ride +18; 
  Combat Reflexes, Improved Critical (lance), Improved 
  Initiative, Improved Toughness*, Iron Will, Mounted 
  Combat, Power Attack, Power Critical*, Ride-By Attack, 
  Spirited Charge, Weapon Focus (lance), Weapon 
  Specialization (lance). 
   
  Possessions: buckler, chain shirt, dagger, greatsword, 
  masterwork lance, military saddle. 
  *See Appendix 2: New Rules Items 
   
  Orc Vulture Riders (5): Orc Ftr11; CR 11; Medium 
  humanoid (orc); HD 11d10+33; hp 103; Init +2; Spd 30 ft.; 
  AC 19, touch 14, flat-footed 16 (+4 Dex, +4 chain shirt, +1 
  buckler); Base Atk +11; Grp +17; Atk +19 melee (1d8+9, 
  Masterwork lance/19-20x3) or +17 melee (2d6+9, 
  greatsword); Full Atk +19/+14/+9 melee (1d8+9, 
  Masterwork lance/19-20x3) or +17/+12/+7 melee (2d6+9, 
  greatsword); SQ Orc triats; AL N; SV Fort +9, Ref +5, Will 
  +4; Str 22, Dex 14, Con 14, Int 10, Wis 8, Cha 6. 
   
  Skills and Feats: Handle Animal +12, Ride +16; 
  Combat Reflexes, Improved Critical (lance), Improved 
  Toughness*, Iron Will, Mounted Combat, Power Attack, 
  Power Critical*, Ride-By Attack, Spirited Charge, Weapon 
  Focus (lance). 
   
  Possessions: buckler, chain shirt, dagger, greatsword, 
  masterwork lance, military saddle. 
  *See Appendix 2: New Rules Items 
   
  Dire Vulture, Advanced 9 HD (6): Large Animal; CR 5; 
  HD 15d8+120; hp 187; Init +1; Spd 20 ft., fly 80 ft. 
  (average); AC 18, touch 11, flat-footed 16 (−1 size, +2 Dex, 
  +7 natural); Base Atk +11; Grp +18; Atk/Full Atk +13 
  melee (2d6+4, bite); Space/Reach 10 ft/5 ft; SA Stench; 
  SQ Low-light vision, resistance to disease, scent; AL N; SV 
  Fort +17, Ref +11, Will +11; Str 16, Dex 14, Con 26, Int 2, 
  Wis 14, Cha 4. 
   
  Skills and Feats: Listen +14, Spot +14, Survival +11; 
  Alertness, Flyby Attack, Hover, Improved Natural Attack, 
  Track, Wingover. 
   
  ENCOUNTER 2A: LOST and 
  ENCOUNTER 2C: RUN FOR IT 
  Orc Warriors (3): Orc Ftr12; CR 12; Medium-Size 
  humanoid (orc); HD 12d10+48; hp 124; Init +5; Spd 20 ft.; 
  AC 21, touch 11, flat-footed 20 (+1 Dex, +8 full plate, +2 
  heavy steel shield); Base Atk +12; Grp +18; Atk +20 melee 
  (1d10+8, Masterwork bastard sword/17-20x2); Full Atk 
  +20/+15/+10 
  melee 
  (1d10+8, 
  Masterwork 
  bastard 
  sword/17-20x2); AL CE; SV Fort +11, Ref +7, Will +6; Str 
  23, Dex 12, Con 16, Int 6, Wis 10, Cha 6. 
   
  Skills and Feats: Intimidate +13; Cleave, Close-
  Quarters 
  Fighting*, 
  Endurance, 
  Exotic 
  Weapon 
  Proficiency (bastard sword), Improved Critical (bastard 
  sword), Improved Initiative, Improved Toughness*, Iron 
  Will, Lightning Reflexes, Power Attack, Weapon Focus 
  (bastard sword), Weapon Specialization (bastard sword). 
   
  Possessions: masterwork bastard sword, dagger, full 
  plate, heavy steel shield. 
  *See Appendix 2: New Rules Items 
   
  Orc Cleric of Iuz: Orc Bbn1/Clr11; CR 12; Medium-Size 
  humanoid (orc); HD 1d12+2+11d8+22; hp 91; Init +0; Spd 
  20 ft.; AC 18, touch 10, flat-footed 18 (+8 full plate); Base 
  Atk +9; Grp +13; Atk +14 melee (2d6+6, Masterwork 
  greatsword); Full Atk +14/+9 melee (2d6+6, Masterwork 
  greatsword); SA rage 1/day; SQ spontaneously cast 
  (inflict), rebuke/command undead; AL CE; SV Fort +9, 
  Ref +5, Will +12; Str 18, Dex 10, Con 12, Int 6, Wis 19, 
  Cha 6. 
   
  Skills and Feats: Concentration +12, Knowledge 
  (religion) +2, Spellcraft +2; Combat Casting, Greater Spell 
  Focus (enchantment), Improved Toughness*, Lightning 
  Reflexes, Spell Focus (enchantment). 
   
  Spells prepared (6/6+1/5+1/5+1/4+1/2+1/1+1; save 
  DC = 14 [16 enchantment (+1 if compulsion)] + spell 
  level): 0—create water, cure minor wounds (x2), detect 
  magic, mending, read magic; 1st—bane, bless, cure light 
  wounds, divine favor, entropic shield, shield of faith, 
  command†; 2nd—bear’s endurance, bull’s strength, cure 
  moderate wounds, death knell, sound burst, detect 
  thoughts†; 3rd—bestow curse, cure serious wounds, 
  dispel magic, invisibility purge, wind wall, lesser 
  telepathic bond*†; 4th—air walk, cure critical wounds, 
  divine power, freedom of movement, fear†; 5th—flame 
  
  Dyv5-06 Matters of the Heart 
   
  Page 31 
  strike, righteous might, greater command†; 6th—heal, 
  geas/quest†. 
   
  †Domain spell. Domains: [Mind (Gain a +2 bonus on 
  Bluff, Diplomacy, and Sense Motive checks); Tyranny 
  (Add +1 to the save DC of any compulsion spell you cast).] 
   
  Possessions: masterwork greatsword, dagger, full 
  plate, holy symbol of Iuz. 
  *See Appendix 2: New Rules Items 
   
  Orc Sorcerer: Orc Sor12; CR 12; Medium-Size humanoid 
  (orc); HD 12d4+24; hp 59; Init +0; Spd 30 ft.; AC 16, touch 
  10, flat-footed 16 (+6 greater mage armor); Base Atk +6; 
  Grp +7; Atk +7 melee (1d6+1, club); Full Atk +7/+2 melee 
  (1d6+1, club); AL CE; SV Fort +6, Ref +6, Will +8; Str 12, 
  Dex 10, Con 14, Int 6, Wis 10, Cha 19. 
   
  Skills and Feats: Concentration +12, Knowledge 
  (arcana) +2, Spellcraft +3; Arcane Preparation*, Combat 
  Casting, Empower Spell, Extend Spell, Lightning 
  Reflexes. 
   
  Spells Known (6/7/7 (6)/7/7 (6)/5/3; save DC = 16 + 
  spell level): 0 – acid splash, daze, detect magic, light, 
  mending, message, ray of frost, read magic, touch of 
  fatigue 1
  st – magic missile, orb of acid (lesser)*, shield, ray 
  of enfeeblement, true strike; 2
  nd –false life, glitterdust, 
  Melf’s acid arrow, mirror image, scorching ray; 3
  rd – 
  displacement, fireball, heroism, mage armor (greater)*; 4
  th 
  – arcane prepared empowered fireball (x1), burning 
  blood*, dimension door, orb of electricity*; 5
  th – arcane 
  prepared empowered orb of acid (x2)*, baleful polymorph, 
  vitriolic sphere*; 6
  th – arcane prepared empowered 
  vitriolic sphere (x1)*, chain lightning. 
  Precast spells: extended mage armor (greater), false life 
   
  Possessions: club. 
  *See Appendix 2: New Rules Items 
   
  Orc Rogue: Orc Rog12; CR 12; Medium-Size humanoid 
  (orc); HD 12d6+36; hp 86; Init +3; Spd 30 ft.; AC 17, touch 
  13, flat-footed 17 (+3 Dex, +4 chain shirt); Base Atk +9; 
  Grp +14; Atk +15 melee (1d6+5, Masterwork rapier); Full 
  Atk +13/+8 melee (1d6+5, Masterwork rapier) and +13 
  melee (1d6+2, Masterwork short sword); SA crippling 
  strike, sneak attack +6d6; SQ evasion, improved uncanny 
  dodge, trap sense +4, uncanny dodge; AL CE; SV Fort +6, 
  Ref +11, Will +4; Str 20, Dex 17, Con 14, Int 6, Wis 10, 
  Cha 6. 
   
  Skills and Feats: Bluff +13, Intimidate +15, Listen 
  +15, Sense Motive +15, Spot +15, Tumble +16; Dodge, 
  Elusive Target*, Improved Toughness*, Mobility, Two-
  Weapon Fighting. 
   
  Possessions: masterwork rapier, masterwork short 
  sword, 2 daggers, chain shirt. 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 4: GUARDS 
  Orc Warriors (4): Orc Ftr4; CR 4; Medium-Size 
  humanoid (orc); HD 4d10+16; hp 44; Init +5; Spd 20 ft.; 
  AC 21, touch 11, flat-footed 20 (+1 Dex, +8 full plate, +2 
  heavy steel shield); Base Atk +4; Grp +9; Atk/Full Atk +11 
  melee (1d10+6, Masterwork bastard sword); AL CE; SV 
  Fort +17, Ref +2, Will +1; Str 21, Dex 12, Con 16, Int 6, 
  Wis 10, Cha 6. 
   
  Skills and Feats: Intimidate +11; Exotic Weapon 
  Proficiency 
  (bastard 
  sword), 
  Improved 
  Initiative, 
  Improved Toughness*, Weapon Focus (bastard sword), 
  Weapon Specialization (bastard sword). 
   
  Possessions: masterwork bastard sword, dagger, full 
  plate, heavy steel shield. 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 7: ABOMINATIONS 
  Abominable Druid of Merrshaulk: Male yuan-ti 
  abomination Drd5; CR 12; Large monstrous humanoid; 
  HD 9d8+54+5d8+30; hp 157; Init +3; Spd 30 ft., climb 
  20ft., swim 20 ft.; AC 26, touch 12, flat-footed 23 (+3 Dex, 
  +2 leather, +2 heavy wooden shield, –1 Size, +10 Natural); 
  Base Atk +12; Grp +19; Atk +15 melee (1d8+4, Masterwork 
  Large scimitar); Full Atk +15/+10/+5 melee (1d8+4, 
  Masterwork Large scimitar) and +10 melee (2d6+1, bite); 
  Space/Reach 10 ft./10 ft.; SA Aversion, constrict 1d6+4, 
  improved grab, poison, produce acid, spell-like abilities; 
  SQ Alternate form, chameleon power, darkvision 60 ft., 
  detect poison, nature sense, resist nature’s lure, scent, 
  spell-resistance 18, trackless step, wild empathy, wild 
  shape 1/day, woodland stride; AL NE; SV Fort +12, Ref 
  +10, Will +19; Str 16, Dex 16, Con 20, Int 18, Wis 28, Cha 
  16. 
   
  Skills and Feats: Concentration +17, Handle Animal 
  + 12, Hide +10*, Knowledge (local: Core) +10, Knowledge 
  (nature) +10, Listen +23, Spellcraft +6, Spot +23, Survival 
  +26, Swim +10; Alertness, Blind-Fight, Improved 
  Toughness*, Natural Spell, Point Blank Shot, Rapid Shot, 
  Track. 
   
  Spells prepared (5/6/4/3; save DC = 19 + spell level): 
  0—create water, cure minor wounds, detect magic, 
  mending, resistance; 1st—cure light wounds, entangle, 
  faerie fire, longstrider, produce flame (x2); 2nd—
  barkskin, flaming sphere, gust of wind, hold animal; 
  3rd—cure moderate wounds, gust of wind, wind wall. 
  
  Dyv5-06 Matters of the Heart 
   
  Page 32 
   
  Spell-like abilities: At will—animal trance (DC 15), 
  entangle (DC 14); 3/day—deeper darkness, neutralize 
  poison (DC 17), suggestion (DC 17); 1/day—baleful 
  polymorph (DC 18, into snake form only), fear (DC 17). 
  Caster level 10th. The save DCs are Charisma based. 
   
  Possessions: Masterwork Large scimitar, leather 
  armor, heavy wooden shield. 
  *See Appendix 2: New Rules Items 
  Aversion (Sp): A yuan-ti abomination can psionically 
  create a compulsion effect targeting one creature within 
  30 feet. The target must succeed on a DC 21 Will save or 
  gain an aversion to snakes for 10 minutes. Affected 
  creatures must stay at least 20 feet away from any snake or 
  yuan-ti, alive or dead; if already within 20 feet, they move 
  away. A subject unable to move away, or one attacked by 
  snakes or yuan-ti, is overcome with revulsion. This 
  revulsion reduces the creature’s Dexterity score by 4 
  points until the effect wears off or the subject is no longer 
  within 20 feet of a snake or yuan-ti. This ability is 
  otherwise similar to antipathy as the spell (caster level 
  16th). The save DC is Charisma-based). 
  Constrict (Ex): An abomination deals 1d6+4 points of 
  damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, an abomination 
  must hit a Large or smaller creature with its bite attack. It 
  can then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict. 
  Poison (Ex): Injury, Fortitude DC 19, initial and 
  secondary damage 1d6 Con. The save is Constitution-
  based. 
  Produce Acid (Sp): An abomination has the psionic 
  ability to exude acid from its body, dealing 3d6 points of 
  acid damage to the next creature it touches, including a 
  creature hit by its bite attack. If the yuan-ti is grappling, 
  constricting, or pinning a foe when it uses this power, its 
  grasp deals 5d6 points of acid damage. The acid becomes 
  inert when it leaves the yuan-ti’s body, and the yuan-ti is 
  immune to its effects. 
  Chameleon Power (Sp): A yuan-ti abomination can 
  psionically change the coloration of itself and its 
  equipment to match its surroundings, granting it a +10 
  circumstance bonus on Hide checks. 
  Skills: A yuan-ti abomination can always choose to take 
  10 on a Climb check, even if rushed or threatened. 
   
  A yuan-ti abomination has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  *Yuan-ti abominations using chameleon power gain a 
  +10 circumstance bonus on Hide checks. 
   
  Abominable 
  Fighter: 
  Male 
  yuan-ti 
  abomination 
  Bbn1/Ftr4; CR 12; Large monstrous humanoid; HD 
  9d8+63+1d12+7+4d10+28; hp 177; Init +4; Spd 40 ft., 20 ft. 
  climb, 20 ft. swim; AC 27, touch 13, flat-footed 23 (+4 Dex, 
  +4 chain shirt, –1 Size, +10 Natural); Base Atk +14; Grp 
  +25; Atk +22 melee (2d8+12, +2 Large heavy flail); Full Atk 
  +22/+17/+12 melee (2d8+12, +2 Large heavy flail) and +18 
  melee (3d6+3, bite); Space/Reach 10 ft./10 ft.; SA 
  Aversion, constrict 1d6+1d12+10, improved grab, poison, 
  produce acid, rage 1/day, spell-like abilities; SQ Alternate 
  form, chameleon power, darkvision 60 ft., detect poison, 
  fast movement, scent, spell-resistance 18; AL CE; SV Fort 
  +15, Ref +11, Will +11; Str 24, Dex 18, Con 22, Int 18, Wis 
  18, Cha 16. 
   
  Skills and Feats: Climb +11*, Concentration +17, 
  Hide +9, Intimidate + 18, Knowledge (local: Core) +10, 
  Listen +18, Spot +18, Survival +9, Swim +9; Alertness, 
  Blind-Fight, 
  Combat 
  Expertise, 
  Earth’s 
  Embrace*, 
  Improved 
  Natural 
  Attack, 
  Improved 
  Toughness*, 
  Improved Trip, Improved Unarmed Strike, Multi-Attack, 
  Power Attack. 
   
  Spell-like abilities: At will—animal trance (DC 15), 
  entangle (DC 14); 3/day—deeper darkness, neutralize 
  poison (DC 17), suggestion (DC 17); 1/day—baleful 
  polymorph (DC 18, into snake form only), fear (DC 17). 
  Caster level 10th. The save DCs are Charisma based. 
   
  Possessions: chain shirt, +2 heavy flail, boots of speed 
  *See Appendix 2: New Rules Items 
  Aversion (Sp): A yuan-ti abomination can psionically 
  create a compulsion effect targeting one creature within 
  30 feet. The target must succeed on a DC 21 Will save or 
  gain an aversion to snakes for 10 minutes. Affected 
  creatures must stay at least 20 feet away from any snake or 
  yuan-ti, alive or dead; if already within 20 feet, they move 
  away. A subject unable to move away, or one attacked by 
  snakes or yuan-ti, is overcome with revulsion. This 
  revulsion reduces the creature’s Dexterity score by 4 
  points until the effect wears off or the subject is no longer 
  within 20 feet of a snake or yuan-ti. This ability is 
  otherwise similar to antipathy as the spell (caster level 
  16th). The save DC is Charisma-based). 
  Constrict (Ex): An abomination deals 1d6+4 points of 
  damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, an abomination 
  must hit a Large or smaller creature with its bite attack. It 
  
  Dyv5-06 Matters of the Heart 
   
  Page 33 
  can then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict. 
  Poison (Ex): Injury, Fortitude DC 20, initial and 
  secondary damage 1d6 Con. The save is Constitution-
  based. 
  Produce Acid (Sp): An abomination has the psionic 
  ability to exude acid from its body, dealing 3d6 points of 
  acid damage to the next creature it touches, including a 
  creature hit by its bite attack. If the yuan-ti is grappling, 
  constricting, or pinning a foe when it uses this power, its 
  grasp deals 5d6 points of acid damage. The acid becomes 
  inert when it leaves the yuan-ti’s body, and the yuan-ti is 
  immune to its effects. 
  Chameleon Power (Sp): A yuan-ti abomination can 
  psionically change the coloration of itself and its 
  equipment to match its surroundings, granting it a +10 
  circumstance bonus on Hide checks. 
  Skills: A yuan-ti abomination can always choose to take 
  10 on a Climb check, even if rushed or threatened. 
   
  A yuan-ti abomination has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  *Yuan-ti abominations using chameleon power gain a 
  +10 circumstance bonus on Hide checks. 
   
  Abominable Rogue: Male yuan-ti abomination Rog5; CR 
  12; Large monstrous humanoid; HD 9d8+63+5d6+35; hp 
  166; Init +9; Spd 30 ft., 20 ft. climb, 20 ft. swim; AC 26, 
  touch 14, flat-footed 21 (+5 Dex, +2 leather, –1 Size, +10 
  Natural); Base Atk +12; Grp +19; Atk +17 melee 
  (1d8+3/18-20x2, Masterwork Large rapier); Full Atk 
  +17/+12/+7 melee (1d8+3, Masterwork Large rapier) and 
  +15 melee (3d6+1, bite); Space/Reach 10 ft./10 ft.; SA 
  Aversion, constrict 1d6+4, improved grab, poison, 
  produce acid, sneak attack +3d6, spell-like abilities; SQ 
  Alternate form, chameleon power, darkvision 60 ft., 
  detect poison, evasion, scent, spell-resistance 18, trap 
  sense +1, uncanny dodge; AL CN; SV Fort +11, Ref +14, 
  Will +11; Str 16, Dex 21, Con 22, Int 20, Wis 18, Cha 16. 
   
  Skills and Feats: Bluff +7, Climb +10*, Concentration 
  +12, Craft (trapmaking) +11, Hide +17, Jump +8, 
  Knowledge (local: Core) +10, Listen +18, Move Silently 
  +8, Open Lock +18, Spot +18, Swim +9, Tumble +24, Use 
  Magic Device +16; Alertness, Blind-Fight, Improved 
  Initiative, 
  Improved 
  Natural 
  Attack, 
  Improved 
  Toughness*, Multi-Attack, Weapon Finesse. 
   
  Spell-like abilities: At will—animal trance (DC 15), 
  entangle (DC 14); 3/day—deeper darkness, neutralize 
  poison (DC 17), suggestion (DC 17); 1/day—baleful 
  polymorph (DC 18, into snake form only), fear (DC 17). 
  Caster level 10th. The save DCs are Charisma based. 
   
  Possessions: Masterwork Large rapier, leather armor. 
  *See Appendix 2: New Rules Items 
  Aversion (Sp): A yuan-ti abomination can psionically 
  create a compulsion effect targeting one creature within 
  30 feet. The target must succeed on a DC 21 Will save or 
  gain an aversion to snakes for 10 minutes. Affected 
  creatures must stay at least 20 feet away from any snake or 
  yuan-ti, alive or dead; if already within 20 feet, they move 
  away. A subject unable to move away, or one attacked by 
  snakes or yuan-ti, is overcome with revulsion. This 
  revulsion reduces the creature’s Dexterity score by 4 
  points until the effect wears off or the subject is no longer 
  within 20 feet of a snake or yuan-ti. This ability is 
  otherwise similar to antipathy as the spell (caster level 
  16th). The save DC is Charisma-based). 
  Constrict (Ex): An abomination deals 1d6+4 points of 
  damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, an abomination 
  must hit a Large or smaller creature with its bite attack. It 
  can then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict. 
  Poison (Ex): Injury, Fortitude DC 20, initial and 
  secondary damage 1d6 Con. The save is Constitution-
  based. 
  Produce Acid (Sp): An abomination has the psionic 
  ability to exude acid from its body, dealing 3d6 points of 
  acid damage to the next creature it touches, including a 
  creature hit by its bite attack. If the yuan-ti is grappling, 
  constricting, or pinning a foe when it uses this power, its 
  grasp deals 5d6 points of acid damage. The acid becomes 
  inert when it leaves the yuan-ti’s body, and the yuan-ti is 
  immune to its effects. 
  Chameleon Power (Sp): A yuan-ti abomination can 
  psionically change the coloration of itself and its 
  equipment to match its surroundings, granting it a +10 
  circumstance bonus on Hide checks. 
  Skills: A yuan-ti abomination can always choose to take 
  10 on a Climb check, even if rushed or threatened. 
   
  A yuan-ti abomination has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
  
  Dyv5-06 Matters of the Heart 
   
  Page 34 
   
  *Yuan-ti abominations using chameleon power gain a 
  +10 circumstance bonus on Hide checks. 
   
  Abominable 
  Wizard: 
  Male 
  yuan-ti 
  abomination 
  Wiz1/FateSpnnr4; CR 12; Large monstrous humanoid; 
  HD 9d8+36+1d4+4+4d4+16; hp 119 (+1d10+5); Init +4; 
  Spd 30 ft., 20 ft. climb, 20 ft. swim; AC 27, touch 13, flat-
  footed 23 (+4 Dex, +4 mage armor,–1 Size, +10 Natural); 
  Base Atk +11; Grp +18; Atk +14 melee (2d6+4, bite); Full 
  Atk +14/+9/+4 melee (2d6+3, bite); Space/Reach 10 ft./10 
  ft.; SA Aversion, constrict 1d6+4, improved grab, poison, 
  produce acid, spell-like abilities; SQ Alternate form, 
  chameleon power, darkvision 60 ft., deny fate, detect 
  poison, fickle finger of fate, resist fate, scent, spell-
  resistance 18, spin destiny, spin fate; AL CE; SV Fort +9, 
  Ref +11, Will +16; Str 16, Dex 18, Con 16, Int 29, Wis 18, 
  Cha 16. 
   
  Skills and Feats: Appraise +20, Concentration +18, 
  Climb +3*, Hide +16, Knowledge (arcana) +21, 
  Knowledge (architecture & engineering) +21, Knowledge 
  (local: Core) +21, Knowledge (religion) +21, Listen +18, 
  Profession (gambler) +20, Sleight of Hand +16, Spellcraft 
  +19, Spot +18, Swim +3; Alertness, Blind-Fight, Great 
  Fortitude, Greater Spell Focus (evocation), Improved 
  Toughness*, Scribe Scroll, Spell Focus (evocation). 
   
  Spells prepared (4/6/4/3; save DC = 19 [21 evocation] 
  + spell level): 0— acid splash, daze, detect magic, ray of 
  frost; 1st—burning hands, magic missile (x2), orb of acid 
  (lesser)*, ray of enfeeblement, true strike; 2nd—false life, 
  fireburst*, flaming sphere, scorching ray; 3rd—fireball, 
  greater mage armor, lightning bolt. 
   
  Spell-like abilities: At will—animal trance (DC 15), 
  entangle (DC 14); 3/day—deeper darkness, neutralize 
  poison (DC 17), suggestion (DC 17); 1/day—baleful 
  polymorph (DC 18, into snake form only), fear (DC 17). 
  Caster level 10th. The save DCs are Charisma based. 
  *See Appendix 2: New Rules Items 
  Aversion (Sp): A yuan-ti abomination can psionically 
  create a compulsion effect targeting one creature within 
  30 feet. The target must succeed on a DC 21 Will save or 
  gain an aversion to snakes for 10 minutes. Affected 
  creatures must stay at least 20 feet away from any snake or 
  yuan-ti, alive or dead; if already within 20 feet, they move 
  away. A subject unable to move away, or one attacked by 
  snakes or yuan-ti, is overcome with revulsion. This 
  revulsion reduces the creature’s Dexterity score by 4 
  points until the effect wears off or the subject is no longer 
  within 20 feet of a snake or yuan-ti. This ability is 
  otherwise similar to antipathy as the spell (caster level 
  16th). The save DC is Charisma-based). 
  Constrict (Ex): An abomination deals 1d6+4 points of 
  damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, an abomination 
  must hit a Large or smaller creature with its bite attack. It 
  can then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict. 
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. The save is Constitution-
  based. 
  Produce Acid (Sp): An abomination has the psionic 
  ability to exude acid from its body, dealing 3d6 points of 
  acid damage to the next creature it touches, including a 
  creature hit by its bite attack. If the yuan-ti is grappling, 
  constricting, or pinning a foe when it uses this power, its 
  grasp deals 5d6 points of acid damage. The acid becomes 
  inert when it leaves the yuan-ti’s body, and the yuan-ti is 
  immune to its effects. 
  Chameleon Power (Sp): A yuan-ti abomination can 
  psionically change the coloration of itself and its 
  equipment to match its surroundings, granting it a +10 
  circumstance bonus on Hide checks. 
  Skills: A yuan-ti abomination can always choose to take 
  10 on a Climb check, even if rushed or threatened. 
   
  A yuan-ti abomination has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  *Yuan-ti abominations using chameleon power gain a 
  +10 circumstance bonus on Hide checks. 
  Spin Fate (Ex): A mage of many fates understands that 
  “chance” is not as random as many believe it to be, and he 
  can adjust the probability of certain events by applying a 
  force that fatespinners refer to as “spin.” Each day, a 
  fatespinner can use a number of points of spin equal to his 
  fatespinner class level. 
   
  As a free action, a fatespinner can use stored spin to 
  boost the save DC of a spell he casts, adding some or all 
  his spin to the DC, on a point-for-point basis. For 
  instance, a 5th-level wizard/3rd-level fatespinner casting 
  fireball could choose to boost the DC of the spell by 1, 2, 
  or 3 points. Once he uses up his spin for the day, his 
  ability to tinker with probability in this fashion is also 
  exhausted for the day. 
   
  A fatespinner’s spin is replenished when3ver the 
  character successfully regains his spells for the day 
  (whether through rest, preparation, or prayer). 
  Fickle Finger of Fate (Ex): On reaching 2nd level, a 
  fatespinner gains the ability to affect the luck of others. 
  
  Dyv5-06 Matters of the Heart 
   
  Page 35 
  Once per day as an immediate action (see page 86), he can 
  force any other creature—friend or enemy—to reroll a 
  roll that it has just made. A fatespinner must have line of 
  sight to the creature to be affected. That creature must 
  abide by the result of the reroll, whether it’s higher or 
  lower than the original roll. 
  Spin Destiny (Ex): Beginning at 3rd level, a fatespinner 
  more clearly comprehends the matrix of reality and can 
  use accumulated spin to adjust other random events. The 
  method is identical to increasing a spell’s save DC, but the 
  fatespinner can now add spin to any skill check, attack 
  roll, or saving throw that he attempts on a point-for-point 
  basis. However, the spin utilized comes from the same 
  limited reservoir of karma storage that allows him to 
  adjust the DC of his spells. He must apply the bonus 
  before making the roll. 
  Deny Fate (Ex): At 4th level and higher, a fatespinner has 
  a better chance of beating the odds should he ever be 
  rendered unconscious and dying. Once per day, on the 
  first occasion when a fatespinner must make a check to 
  become stable when dying, the check automatically 
  succeeds. Other such checks called for later in the 
  same24-hour period are made normally. 
  Resist Fate (Ex): A fatespinner of 4th level and above 
  embraces his extraordinary good luck. Once per day, he 
  can reroll one roll that he just made. He must abide by the 
  result of the reroll, even if it’s worse than the original roll. 
   
  ENCOUNTER 9: DUPLICITY 
  Halnt 
  Kurault, 
  (Wounded): 
  Half-demon 
  Wiz13/Rog2/SpyMstr7 CR 21; Medium-Size outsider 
  (augmented humanoid); HD 13d4+78+2d6+12+ 7d6+42; 
  hp 208 (168); Init +8; Spd 30 ft., fly 30 ft. (average); AC 32, 
  touch 21, flat-footed 24 (+8 Dex, +1 natural, +6 greater 
  mage armor, +4 shield, +3 deflection); Base Atk +12; Grp 
  +13; Atk +13 melee (1d6+1, claw); Full Atk +13 melee 
  (1d4+1, 2 claws) and +8 melee (1d6+1 bite); SA smite good 
  1/day, sneak attack +3d6, spell-like abilities; SQ cover 
  identity, damage reduction 10/magic, darkvision 60 ft., 
  deep cover, dispel scrying, evasion, immunity to poison, 
  magic aura, quick change, resistance to acid 10, cold 10, 
  electricity 10, and fire 10, scrying defense, spell resistance 
  31, slippery mind, undetectable alignment; AL NE 
  (undetectable); SV Fort +10, Ref +19, Will +12; Str 12, Dex 
  26, Con 20, Int 29, Wis 14, Cha 24. 
   
  Skills and Feats: Bluff +23, Concentration + 26, 
  Diplomacy +18, Disguise +24, Forgery +19, Gather 
  Information +13, Intimidate +14, Jump +8, Knowledge 
  (arcana) +18, Knowledge (local: Iuz’s Border States) +14, 
  Knowledge (local: Velverdyva, Tuflik, Fals Trade Route) 
  +14, Knowledge (nobility and royalty) +18, Knowledge 
  (the planes) +18, Knowledge (religion) +12, Listen +10, 
  Sense Motive +12, Spellcraft +23, Spot +9, Tumble +26; 
  Alertness, 
  Empower 
  Spell, 
  Extend 
  Spell, 
  Hover, 
  Improved Toughness*, Iron Will, Practiced Spellcaster*, 
  Scribe Scroll, Silent Spell, Skill Focus (Bluff), True 
  Believer*. 
   
  Spells prepared (4/7/6/6/6/5/3/2; save DC = 18 + 
  spell level): 0—acid splash (2), ray of frost, touch of 
  fatigue; 
  1st—grease, 
  magic 
  missile 
  (2), 
  ray 
  of 
  enfeeblement (2), shield, true strike; 2nd—glitterdust, 
  invisibility, Melf’s acid arrow, scorching ray, see 
  invisibility, Tasha’s hideous laughter; 3rd—dispel magic 
  (2), empowered false life, greater mage armor, silent 
  scorching ray, slow; 4th—dimension door, empowered 
  fireball, Evard’s black tentacles, orb of acid*, orb of 
  electricity*, phantasmal killer; 5th—empowered orb of 
  electricity*, feeblemind, greater blink*, silent dimension 
  door, teleport; 6th—empowered vitriolic sphere*, flesh to 
  stone, 
  globe 
  of 
  invulnerability; 
  7th—empowered 
  disintegrate, prismatic spray. 
   
  Spells-like abilities (1/day except where noted; caster 
  level 22; save DC 17 + spell level); blasphemy, contagion, 
  darkness 3/day, desecrate, finger of death, horrid wilting, 
  poison 3/day (DC 26), summon monster IX (demons 
  only), unhallow, unholy aura 3/day, unholy blight. 
   
  Possessions: snake familiar, amulet of health +6, cloak 
  of charisma +6, gloves of dexterity +6, headband of 
  intellect +6, ring of chameleon power, ring of protection 
  +3. 
  *See Appendix 2: New Rules Items 
  Cover Identity (Ex): A spymaster has one specific cover 
  identity (such as “Murek, the tailor from Sumberton”). 
  While operating in that identity, she gains a +4 
  circumstance bonus on Disguise checks and a +2 
  circumstance bonus on Bluff and Gather Information 
  checks. 
   
  A spymaster can add an additional cover identity to 
  her repertoire at 4th level and another at 7th level. 
   
  Should a spymaster wish to “retire” a cover identity 
  and develop a new one, she must spend one week 
  rigorously practicing subtle vocal intonations and body 
  language before she earns the bonuses. Cover identities 
  do not in themselves provide the spymaster with 
  additional skills, proficiencies, or class features that others 
  might expect of the professions pretended. Thus, a 
  spymaster must be careful to choose identities that can 
  withstand ordinary scrutiny. 
  Undetectable Alignment (Ex): The web of different 
  identities and agendas inside a spymaster’s mind makes it 
  impossible for others to detect her alignment by mans of 
  any form of divination. This ability functions like an 
  undetectable alignment spell, except that it is always 
  active. 
  
  Dyv5-06 Matters of the Heart 
   
  Page 36 
  Quick Change (Ex): By 2nd level, a spymaster has 
  become adept at quickly switching from one identity to 
  another. She now can don a disguise in one-tenth the 
  normal time (1d3 minutes) and don or remove armor in 
  one-half the normal time. 
  Scrying Defense (Ex): Starting at 2nd level, a spymaster 
  adds her class level to Will saves against divination 
  (scrying) spells, as well as to Spot checks made to notice 
  the sensors created by such spells. 
  Magic Aura (Sp): At 3rd level, a spymaster gains the 
  ability to use Nystul’s magic aura at will with a caster level 
  equal to her class level. Most spymasters use this ability to 
  shield their own magic items from detection. 
  Sneak Attack (Ex): Beginning at 3rd level, a spymaster 
  deals an extra 1d6 points of damage when flanking an 
  opponent or any time the target would be denied its 
  Dexterity bonus. This extra damage applies to ranged 
  attacks only if the target is within 30 feet. It increases to 
  2d6 points at 6th level. See the rogue class feature, page 50 
  of the Player’s Handbook. If a spymaster gets a sneak 
  attack bonus from another source (such as levels of 
  rogue), the bonuses on damage stack. 
  Slippery Mind (Ex): Starting at 4th level, a spymaster has 
  a second chance to wriggle free from any enchantment 
  spells and effects. See the rogue class feature, page 51 of 
  the Player’s Handbook. 
  Dispel Scrying (Su): At 5th level and higher, a spymaster 
  can dispel a scrying sensor as if casting a targeted greater 
  dispel magic. Her caster level is equal to her class level + 
  10. She can use this ability a number of times per day 
  equal to 3 + her Intelligence modifier. 
  Deep Cover (Ex): At 7th level, a spymaster becomes able 
  to quiet her mind and completely immerse herself in her 
  cover identity. While she operates under deep cover, 
  divination spells detect only information appropriate to 
  her cover identity; they reveal nothing relating to her 
  spymaster persona. 
  
  Dyv5-06 Matters of the Heart 
   
  Page 37 
  APL 16 
  ENCOUNTER 1: A NOBLE TASK 
  Orc Vulture Rider: Orc Ftr13; CR 13; Medium 
  humanoid (orc); HD 13d10+39; hp 121; Init +6; Spd 30 ft.; 
  AC 19, touch 14, flat-footed 16 (+4 Dex, +4 chain shirt, +1 
  buckler); Base Atk +13; Grp +19; Atk +21 melee (1d8+11, 
  Masterwork lance/19-20x3) or +19 melee (2d6+9, 
  greatsword); Full Atk +21/+16/+11 melee (1d8+11, 
  Masterwork lance/19-20x3) or +19/+14/+9 melee (2d6+9, 
  greatsword); SQ Orc triats; AL N; SV Fort +10, Ref +6, 
  Will +5; Str 22, Dex 14, Con 15, Int 10, Wis 8, Cha 6. 
   
  Skills and Feats: Handle Animal +14, Ride +18; 
  Combat Reflexes, Improved Critical (lance), Improved 
  Initiative, Improved Toughness*, Iron Will, Mounted 
  Combat, Power Attack, Power Critical*, Ride-By Attack, 
  Spirited Charge, Weapon Focus (lance), Weapon 
  Specialization (lance). 
   
  Possessions: buckler, chain shirt, dagger, greatsword, 
  masterwork lance, military saddle. 
  *See Appendix 2: New Rules Items 
   
  Orc Vulture Riders (5): Orc Ftr14; CR 14; Medium 
  humanoid (orc); HD 14d10+42; hp 130; Init +6; Spd 30 ft.; 
  AC 19, touch 14, flat-footed 16 (+4 Dex, +4 chain shirt, +1 
  buckler); Base Atk +14; Grp +20; Atk +22 melee (1d8+11, 
  Masterwork lance/19-20x3) or +20 melee (2d6+9, 
  greatsword); Full Atk +22/+17/+12 melee (1d8+11, 
  Masterwork lance/19-20x3) or +20/+15/+10 melee 
  (2d6+9, greatsword); SQ Orc triats; AL N; SV Fort +11, Ref 
  +6, Will +5; Str 22, Dex 14, Con 15, Int 10, Wis 8, Cha 6. 
   
  Skills and Feats: Handle Animal +15, Ride +19; 
  Combat Reflexes, Improved Buckler Defense*, Improved 
  Critical 
  (lance), 
  Improved 
  Initiative, 
  Improved 
  Toughness*, Iron Will, Mounted Combat, Power Attack, 
  Power Critical*, Ride-By Attack, Spirited Charge, Weapon 
  Focus (lance), Weapon Specialization (lance). 
   
  Possessions: buckler, chain shirt, dagger, greatsword, 
  masterwork lance, military saddle. 
  *See Appendix 2: New Rules Items 
   
  Dire Vulture, Advanced 9 HD (6): Large Animal; CR 5; 
  HD 15d8+120; hp 187; Init +1; Spd 20 ft., fly 80 ft. 
  (average); AC 18, touch 11, flat-footed 16 (−1 size, +2 Dex, 
  +7 natural); Base Atk +11; Grp +18; Atk/Full Atk +13 
  melee (2d6+4, bite); Space/Reach 10 ft/5 ft; SA Stench; 
  SQ Low-light vision, resistance to disease, scent; AL N; SV 
  Fort +17, Ref +11, Will +11; Str 16, Dex 14, Con 26, Int 2, 
  Wis 14, Cha 4. 
   
  Skills and Feats: Listen +14, Spot +14, Survival +11; 
  Alertness, Flyby Attack, Hover, Improved Natural Attack, 
  Track, Wingover. 
   
  ENCOUNTER 2A: LOST and 
  ENCOUNTER 2C: RUN FOR IT 
  Orc Warriors (3): Orc Ftr14; CR 14; Medium-Size 
  humanoid (orc); HD 14d10+56; hp 144; Init +5; Spd 20 ft.; 
  AC 21, touch 11, flat-footed 20 (+1 Dex, +8 full plate, +2 
  heavy steel shield); Base Atk +14; Grp +20; Atk +22 melee 
  (1d10+8, Masterwork bastard sword/17-20x2); Full Atk 
  +22/+17/+12 
  melee 
  (1d10+8, 
  Masterwork 
  bastard 
  sword/17-20x2); AL CE; SV Fort +12, Ref +7, Will +6; Str 
  23, Dex 12, Con 16, Int 6, Wis 10, Cha 6. 
   
  Skills and Feats: Intimidate +15; Cleave, Close-
  Quarters 
  Fighting*, 
  Endurance, 
  Exotic 
  Weapon 
  Proficiency (bastard sword), Improved Critical (bastard 
  sword), Improved Bull Rush, Improved Initiative, 
  Improved Toughness*, Iron Will, Lightning Reflexes, 
  Power Attack, Weapon Focus (bastard sword), Weapon 
  Specialization (bastard sword). 
   
  Possessions: masterwork bastard sword, dagger, full 
  plate, heavy steel shield. 
  *See Appendix 2: New Rules Items 
   
  Orc Cleric of Iuz: Orc Bbn1/Clr13; CR 14; Medium-Size 
  humanoid (orc); HD 1d12+2+13d8+26; hp 105; Init +0; 
  Spd 20 ft.; AC 18, touch 10, flat-footed 18 (+8 full plate); 
  Base Atk +10; Grp +14; Atk +15 melee (2d6+6, Masterwork 
  greatsword); Full Atk +15/+10 melee (2d6+6, Masterwork 
  greatsword); SA rage 1/day; SQ spontaneously cast 
  (inflict), rebuke/command undead; AL CE; SV Fort +10, 
  Ref +6, Will +13; Str 18, Dex 10, Con 12, Int 6, Wis 19, 
  Cha 6. 
   
  Skills and Feats: Concentration +14, Knowledge 
  (religion) +2, Spellcraft +2; Combat Casting, Greater Spell 
  Focus (enchantment), Improved Toughness*, Lightning 
  Reflexes, Spell Focus (enchantment). 
   
  Spells prepared (6/6+1/6+1/5+1/5+1/3+1/2+1/1+1; 
  save DC = 14 [16 enchantment (+1 if compulsion)] + spell 
  level): 0—create water, cure minor wounds (x2), detect 
  magic, mending, read magic; 1st—bane, bless, cure light 
  wounds, divine favor, entropic shield, shield of faith, 
  command†; 2nd—bear’s endurance, cure moderate 
  wounds, death knell, shield of faith (x2), sound burst, 
  detect thoughts†; 3rd—bestow curse, dispel magic, 
  invisibility purge, prayer, wind wall, lesser telepathic 
  bond*†; 4th—air walk, cure critical wounds, divine 
  
  Dyv5-06 Matters of the Heart 
   
  Page 38 
  power, freedom of movement (x2), fear†; 5th—flame 
  strike, righteous might, slay living, greater command†; 
  6th—heal, mass bull’s strength, geas/quest†; 7th—mass 
  cure serious wounds, Bigby’s grasping hand†. 
   
  †Domain spell. Domains: [Mind (Gain a +2 bonus on 
  Bluff, Diplomacy, and Sense Motive checks); Tyranny 
  (Add +1 to the save DC of any compulsion spell you cast).] 
   
  Possessions: masterwork greatsword, dagger, full 
  plate, holy symbol of Iuz. 
  *See Appendix 2: New Rules Items 
   
  Orc Sorcerer: Orc Sor14; CR 14; Medium-Size humanoid 
  (orc); HD 14d4+28; hp 69; Init +0; Spd 30 ft.; AC 16, touch 
  10, flat-footed 16 (+6 greater mage armor); Base Atk +7; 
  Grp +8; Atk +8 melee (1d6+1, club); Full Atk +8/+3 melee 
  (1d6+1, club); AL CE; SV Fort +6, Ref +6, Will +9; Str 12, 
  Dex 10, Con 14, Int 6, Wis 10, Cha 19. 
   
  Skills and Feats: Concentration +14, Knowledge 
  (arcana) +2, Spellcraft +3; Arcane Preparation*, Combat 
  Casting, Empower Spell, Extend Spell, Lightning 
  Reflexes. 
   
  Spells Known (6/7/7 (6)/7/7 (6)/6/5/3; save DC = 16 
  + spell level): 0 – acid splash, daze, detect magic, light, 
  mending, message, ray of frost, read magic, touch of 
  fatigue 1
  st – magic missile, orb of acid (lesser)*, shield, ray 
  of enfeeblement, true strike; 2
  nd –false life, glitterdust, 
  Melf’s acid arrow, mirror image, scorching ray; 3
  rd – 
  displacement, fireball, heroism, mage armor (greater)*; 4
  th 
  – arcane prepared empowered fireball (x1), burning 
  blood*, dimension door, orb of acid*, orb of electricity*; 
  5
  th –arcane prepared empowered orb of acid (x2)*, baleful 
  polymorph, Rary’s telepathic bond, vitriolic sphere*; 6
  th – 
  arcane prepared empowered vitriolic sphere (x1)*, chain 
  lightning, mass bull’s strength; 7
  th – waves of exhaustion. 
  Precast spells: extended mage armor (greater), false life 
   
  Possessions: club. 
  *See Appendix 2: New Rules Items 
   
  Orc Rogue: Orc Rog13/Ftr1; CR 14; Medium-Size 
  humanoid (orc); HD 13d6+1d10+42; hp 102; Init +7; Spd 
  30 ft.; AC 17, touch 13, flat-footed 17 (+3 Dex, +4 chain 
  shirt); Base Atk +10; Grp +15; Atk +16 melee (1d6+5/, 
  Masterwork rapier); Full Atk +14/+9 melee (1d6+5, 
  Masterwork rapier) and +14 melee (1d6+2, Masterwork 
  short sword); SA crippling strike, sneak attack +7d6; SQ 
  defensive roll, evasion, improved uncanny dodge, trap 
  sense +4, uncanny dodge; AL CE; SV Fort +8, Ref +11, 
  Will +4; Str 20, Dex 17, Con 14, Int 6, Wis 10, Cha 6. 
   
  Skills and Feats: Bluff +14, Intimidate +17, Listen 
  +16, Sense Motive +16, Spot +16, Tumble +16; Dodge, 
  Elusive 
  Target*, 
  Improved 
  Initiative, 
  Improved 
  Toughness*, Mobility, Two-Weapon Fighting. 
   
  Possessions: masterwork rapier, masterwork short 
  sword, 2 daggers, chain shirt. 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 4: GUARDS 
  Orc Warriors (4): Orc Ftr4; CR 4; Medium-Size 
  humanoid (orc); HD 4d10+16; hp 44; Init +5; Spd 20 ft.; 
  AC 21, touch 11, flat-footed 20 (+1 Dex, +8 full plate, +2 
  heavy steel shield); Base Atk +4; Grp +9; Atk/Full Atk +11 
  melee (1d10+6, Masterwork bastard sword); AL CE; SV 
  Fort +17, Ref +2, Will +1; Str 21, Dex 12, Con 16, Int 6, 
  Wis 10, Cha 6. 
   
  Skills and Feats: Intimidate +11; Exotic Weapon 
  Proficiency 
  (bastard 
  sword), 
  Improved 
  Initiative, 
  Improved Toughness*, Weapon Focus (bastard sword), 
  Weapon Specialization (bastard sword). 
   
  Possessions: masterwork bastard sword, dagger, full 
  plate, heavy steel shield. 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 7: ABOMINATIONS 
  Abominable Druid of Merrshaulk: Male yuan-ti 
  abomination Drd7; CR 14; Large monstrous humanoid; 
  HD 9d8+54+7d8+42; hp 179; Init +3; Spd 30 ft., 20 ft. 
  climb, 20 ft. swim, climb 20ft., swim 20 ft.; AC 26, touch 
  12, flat-footed 23 (+3 Dex, +2 leather, +2 heavy wooden 
  shield, –1 Size, +10 Natural); Base Atk +14; Grp +21; Atk 
  +17 melee (1d8+4, Masterwork Large scimitar); Full Atk 
  +17/+12/+7 melee (1d8+4, Masterwork Large scimitar) 
  and +12 melee (2d6+1, bite); Space/Reach 10 ft./10 ft.; SA 
  Aversion, constrict 1d6+4, improved grab, poison, 
  produce acid, spell-like abilities; SQ Alternate form, 
  chameleon power, darkvision 60 ft., detect poison, nature 
  sense, resist nature’s lure, scent, spell-resistance 18, 
  trackless step, wild empathy, wild shape 3/day, woodland 
  stride; AL NE; SV Fort +13, Ref +11, Will +20; Str 16, Dex 
  16, Con 20, Int 18, Wis 29, Cha 16. 
   
  Skills and Feats: Concentration +19, Handle Animal 
  + 12, Hide +10*, Knowledge (local: Core) +10, Knowledge 
  (nature) +10, Listen +23, Spellcraft +20, Spot +23, Survival 
  +26, Swim +10; Alertness, Blind-Fight, Extend Spell, 
  Improved Toughness*, Natural Spell, Point Blank Shot, 
  Rapid Shot, Track. 
   
  Spells prepared (6/7/5/4/3; save DC = 19 + spell 
  level): 0—create water, cure minor wounds, detect magic, 
  mending, resistance, virtue; 1st—cure light wounds (x2), 
  entangle, faerie fire, longstrider, produce flame (x2); 
  2nd—barkskin, extended produce flame, flaming sphere, 
  
  Dyv5-06 Matters of the Heart 
   
  Page 39 
  gust of wind, hold animal; 3rd—cure moderate wounds, 
  gust of wind, poison, wind wall; 4th—air walk, flame 
  strike, freedom of movement. 
   
  Spell-like abilities: At will—animal trance (DC 15), 
  entangle (DC 14); 3/day—deeper darkness, neutralize 
  poison (DC 17), suggestion (DC 17); 1/day—baleful 
  polymorph (DC 18, into snake form only), fear (DC 17). 
  Caster level 10th. The save DCs are Charisma based. 
   
  Possessions: Masterwork Large scimitar, leather 
  armor, heavy wooden shield. 
  Aversion (Sp): A yuan-ti abomination can psionically 
  create a compulsion effect targeting one creature within 
  30 feet. The target must succeed on a DC 21 Will save or 
  gain an aversion to snakes for 10 minutes. Affected 
  creatures must stay at least 20 feet away from any snake or 
  yuan-ti, alive or dead; if already within 20 feet, they move 
  away. A subject unable to move away, or one attacked by 
  snakes or yuan-ti, is overcome with revulsion. This 
  revulsion reduces the creature’s Dexterity score by 4 
  points until the effect wears off or the subject is no longer 
  within 20 feet of a snake or yuan-ti. This ability is 
  otherwise similar to antipathy as the spell (caster level 
  16th). The save DC is Charisma-based). 
  Constrict (Ex): An abomination deals 1d6+4 points of 
  damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, an abomination 
  must hit a Large or smaller creature with its bite attack. It 
  can then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict. 
  Poison (Ex): Injury, Fortitude DC 19, initial and 
  secondary damage 1d6 Con. The save is Constitution-
  based. 
  Produce Acid (Sp): An abomination has the psionic 
  ability to exude acid from its body, dealing 3d6 points of 
  acid damage to the next creature it touches, including a 
  creature hit by its bite attack. If the yuan-ti is grappling, 
  constricting, or pinning a foe when it uses this power, its 
  grasp deals 5d6 points of acid damage. The acid becomes 
  inert when it leaves the yuan-ti’s body, and the yuan-ti is 
  immune to its effects. 
  Chameleon Power (Sp): A yuan-ti abomination can 
  psionically change the coloration of itself and its 
  equipment to match its surroundings, granting it a +10 
  circumstance bonus on Hide checks. 
  Skills: A yuan-ti abomination can always choose to take 
  10 on a Climb check, even if rushed or threatened. 
   
  A yuan-ti abomination has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  *Yuan-ti abominations using chameleon power gain a 
  +10 circumstance bonus on Hide checks. 
   
  Abominable 
  Fighter: 
  Male 
  yuan-ti 
  abomination 
  Bbn1/Ftr6; CR 14; Large monstrous humanoid; HD 
  9d8+63+1d12+7+6d10+42; hp 203; Init +8; Spd 40 ft., 20 ft. 
  climb, 20 ft. swim; AC 27, touch 13, flat-footed 23 (+4 Dex, 
  +4 chain shirt, –1 Size, +10 Natural); Base Atk +16; Grp 
  +27; Atk +24 melee (2d8+2d6+12, +3 Large vicious heavy 
  flail); Full Atk +24/+19/+14/+9 melee (2d8+2d6+12, +2 
  Large vicious heavy flail) and +20 melee (3d6+3, bite); 
  Space/Reach 10 ft./10 ft.; SA Aversion, constrict 
  1d6+1d12+10, improved grab, poison, produce acid, rage 
  1/day, spell-like abilities; SQ Alternate form, chameleon 
  power, darkvision 60 ft., detect poison, fast movement, 
  scent, spell-resistance 18; AL CE; SV Fort +16, Ref +12, 
  Will +12; Str 25, Dex 18, Con 22, Int 18, Wis 18, Cha 16. 
   
  Skills and Feats: Climb +11*, Concentration +17, 
  Craft (metalworking) + 16, Hide +9, Intimidate + 18, 
  Knowledge (local: Core) +10, Listen +18, Spot +18, 
  Survival +9, Swim +9; Alertness, Blind-Fight, Close-
  Quarters Fighting*, Combat Expertise, Earth’s Embrace*, 
  Improved Initiative, Improved Natural Attack, Improved 
  Toughness*, Improved Trip, Improved Unarmed Strike, 
  Multi-Attack, Power Attack. 
   
  Spell-like abilities: At will—animal trance (DC 15), 
  entangle (DC 14); 3/day—deeper darkness, neutralize 
  poison (DC 17), suggestion (DC 17); 1/day—baleful 
  polymorph (DC 18, into snake form only), fear (DC 17). 
  Caster level 10th. The save DCs are Charisma based. 
   
  Possessions: chain shirt, +2 Large heavy flail, boots of 
  speed 
  *See Appendix 2: New Rules Items 
  Aversion (Sp): A yuan-ti abomination can psionically 
  create a compulsion effect targeting one creature within 
  30 feet. The target must succeed on a DC 21 Will save or 
  gain an aversion to snakes for 10 minutes. Affected 
  creatures must stay at least 20 feet away from any snake or 
  yuan-ti, alive or dead; if already within 20 feet, they move 
  away. A subject unable to move away, or one attacked by 
  snakes or yuan-ti, is overcome with revulsion. This 
  revulsion reduces the creature’s Dexterity score by 4 
  points until the effect wears off or the subject is no longer 
  within 20 feet of a snake or yuan-ti. This ability is 
  otherwise similar to antipathy as the spell (caster level 
  16th). The save DC is Charisma-based). 
  Constrict (Ex): An abomination deals 1d6+4 points of 
  damage with a successful grapple check. 
  
  Dyv5-06 Matters of the Heart 
   
  Page 40 
  Improved Grab (Ex): To use this ability, an abomination 
  must hit a Large or smaller creature with its bite attack. It 
  can then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict. 
  Poison (Ex): Injury, Fortitude DC 20, initial and 
  secondary damage 1d6 Con. The save is Constitution-
  based. 
  Produce Acid (Sp): An abomination has the psionic 
  ability to exude acid from its body, dealing 3d6 points of 
  acid damage to the next creature it touches, including a 
  creature hit by its bite attack. If the yuan-ti is grappling, 
  constricting, or pinning a foe when it uses this power, its 
  grasp deals 5d6 points of acid damage. The acid becomes 
  inert when it leaves the yuan-ti’s body, and the yuan-ti is 
  immune to its effects. 
  Chameleon Power (Sp): A yuan-ti abomination can 
  psionically change the coloration of itself and its 
  equipment to match its surroundings, granting it a +10 
  circumstance bonus on Hide checks. 
  Skills: A yuan-ti abomination can always choose to take 
  10 on a Climb check, even if rushed or threatened. 
   
  A yuan-ti abomination has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  *Yuan-ti abominations using chameleon power gain a 
  +10 circumstance bonus on Hide checks. 
   
  Abominable Rogue: Male yuan-ti abomination Rog7; CR 
  14; Large monstrous humanoid; HD 9d8+63+7d6+49; hp 
  188; Init +10; Spd 30 ft., 20 ft. climb, 20 ft. swim; AC 30, 
  touch 15, flat-footed 24 (+6 Dex, +2 +3 leather, –1 Size, +10 
  Natural); Base Atk +14; Grp +21; Atk +20 melee (1d8+3, 
  Masterwork Large rapier); Full Atk +18/+13/+8 melee 
  (1d8+3, Masterwork Large rapier), +18 melee (1d8+1, 
  masterwork short sword) and +17 melee (3d6+1, bite); 
  Space/Reach 10 ft./10 ft.; SA Aversion, constrict 1d6+4, 
  improved grab, poison, produce acid, sneak attack +4d6, 
  spell-like abilities; SQ Alternate form, chameleon power, 
  darkvision 60 ft., detect poison, evasion, scent, spell-
  resistance 18, trap sense +2, uncanny dodge; AL CN; SV 
  Fort +12, Ref +15, Will +12; Str 16, Dex 22, Con 22, Int 20, 
  Wis 18, Cha 16. 
   
  Skills 
  and 
  Feats: 
  Bluff 
  +20, 
  Climb 
  +10*, 
  Concentration +12, Craft (trapmaking) +11, Hide +22, 
  Jump +8, Knowledge (local: Core) +10, Listen +18, Move 
  Silently +13, Open Lock +18, Sense Motive +17, Spot +18, 
  Swim +9, Tumble +24, Use Magic Device +16; Alertness, 
  Blind-Fight, Improved Initiative, Improved Natural 
  Attack, Improved Toughness*, Multi-Attack, Two-
  Weapon Fighting, Weapon Finesse. 
   
  Spell-like abilities: At will—animal trance (DC 15), 
  entangle (DC 14); 3/day—deeper darkness, neutralize 
  poison (DC 17), suggestion (DC 17); 1/day—baleful 
  polymorph (DC 18, into snake form only), fear (DC 17). 
  Caster level 10th. The save DCs are Charisma based. 
   
  Possessions: Masterwork Large rapier, masterwork 
  Large short sword, +3 leather armor, boots of elvenkind, 
  cloak of elvenkind. 
  *See Appendix 2: New Rules Items 
  Aversion (Sp): A yuan-ti abomination can psionically 
  create a compulsion effect targeting one creature within 
  30 feet. The target must succeed on a DC 21 Will save or 
  gain an aversion to snakes for 10 minutes. Affected 
  creatures must stay at least 20 feet away from any snake or 
  yuan-ti, alive or dead; if already within 20 feet, they move 
  away. A subject unable to move away, or one attacked by 
  snakes or yuan-ti, is overcome with revulsion. This 
  revulsion reduces the creature’s Dexterity score by 4 
  points until the effect wears off or the subject is no longer 
  within 20 feet of a snake or yuan-ti. This ability is 
  otherwise similar to antipathy as the spell (caster level 
  16th). The save DC is Charisma-based). 
  Constrict (Ex): An abomination deals 1d6+4 points of 
  damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, an abomination 
  must hit a Large or smaller creature with its bite attack. It 
  can then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict. 
  Poison (Ex): Injury, Fortitude DC 20, initial and 
  secondary damage 1d6 Con. The save is Constitution-
  based. 
  Produce Acid (Sp): An abomination has the psionic 
  ability to exude acid from its body, dealing 3d6 points of 
  acid damage to the next creature it touches, including a 
  creature hit by its bite attack. If the yuan-ti is grappling, 
  constricting, or pinning a foe when it uses this power, its 
  grasp deals 5d6 points of acid damage. The acid becomes 
  inert when it leaves the yuan-ti’s body, and the yuan-ti is 
  immune to its effects. 
  Chameleon Power (Sp): A yuan-ti abomination can 
  psionically change the coloration of itself and its 
  equipment to match its surroundings, granting it a +10 
  circumstance bonus on Hide checks. 
  Skills: A yuan-ti abomination can always choose to take 
  10 on a Climb check, even if rushed or threatened. 
  
  Dyv5-06 Matters of the Heart 
   
  Page 41 
   
  A yuan-ti abomination has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  *Yuan-ti abominations using chameleon power gain a 
  +10 circumstance bonus on Hide checks. 
   
  Abominable 
  Wizard: 
  Male 
  yuan-ti 
  abomination 
  Wiz3/FateSpnnr4; CR 14; Large monstrous humanoid; 
  HD 9d8+36+3d4+12+4d4+16; hp 133 (+1d10x0.5+7); Init 
  +4; Spd 30 ft., 20 ft. climb, 20 ft. swim; AC 29, touch 13, 
  flat-footed 25 (+4 Dex, +6 mage armor,–1 Size, +10 
  Natural); Base Atk +12; Grp +19; Atk +15 melee (2d6+4, 
  bite); Full Atk +15/+10/+5 melee (2d6+3, bite); 
  Space/Reach 10 ft./10 ft.; SA Aversion, constrict 1d6+4, 
  improved grab, poison, produce acid, spell-like abilities; 
  SQ Alternate form, chameleon power, darkvision 60 ft., 
  deny fate, detect poison, fickle finger of fate, resist fate, 
  scent, spell-resistance 18, spin destiny, spin fate; AL CE; 
  SV Fort +10, Ref +12, Will +17; Str 16, Dex 18, Con 16, Int 
  30, Wis 18, Cha 16. 
   
  Skills and Feats: Appraise +21, Concentration +18, 
  Climb +3*, Hide +16, Knowledge (arcana) +22, 
  Knowledge (architecture & engineering) +22, Knowledge 
  (local: Core) +22, Knowledge (local: Iuz’s Border States) 
  +22, Knowledge (local: Velverdyva, Tuflik, Fals Trade 
  Route) +22, Knowledge (religion) +21, Listen +18, 
  Profession (gambler) +20, Sleight of Hand +16, Spellcraft 
  +19, Spot +18, Swim +3; Alertness, Blind-Fight, Empower 
  Spell, Great Fortitude, Greater Spell Focus (evocation), 
  Improved Toughness*, Scribe Scroll, Spell Focus 
  (evocation). 
   
  Spells prepared (4/7/5/4/3; save DC = 20 [22 
  evocation] + spell level): 0— acid splash, daze, detect 
  magic, ray of frost; 1st—burning hands, magic missile, 
  orb of acid (lesser)*, ray of enfeeblement, true strike; 
  2nd—fireburst*, flaming sphere, mirror image, scorching 
  ray; 3rd—empowered false life, fireball, greater mage 
  armor, 
  lightning 
  bolt; 
  4th—empowered 
  fireball, 
  empowered lightning bolt, orb of electricity*. 
   
  Spell-like abilities: At will—animal trance (DC 15), 
  entangle (DC 14); 3/day—deeper darkness, neutralize 
  poison (DC 17), suggestion (DC 17); 1/day—baleful 
  polymorph (DC 18, into snake form only), fear (DC 17). 
  Caster level 10th. The save DCs are Charisma based. 
  *See Appendix 2: New Rules Items 
  Aversion (Sp): A yuan-ti abomination can psionically 
  create a compulsion effect targeting one creature within 
  30 feet. The target must succeed on a DC 21 Will save or 
  gain an aversion to snakes for 10 minutes. Affected 
  creatures must stay at least 20 feet away from any snake or 
  yuan-ti, alive or dead; if already within 20 feet, they move 
  away. A subject unable to move away, or one attacked by 
  snakes or yuan-ti, is overcome with revulsion. This 
  revulsion reduces the creature’s Dexterity score by 4 
  points until the effect wears off or the subject is no longer 
  within 20 feet of a snake or yuan-ti. This ability is 
  otherwise similar to antipathy as the spell (caster level 
  16th). The save DC is Charisma-based). 
  Constrict (Ex): An abomination deals 1d6+4 points of 
  damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, an abomination 
  must hit a Large or smaller creature with its bite attack. It 
  can then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict. 
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. The save is Constitution-
  based. 
  Produce Acid (Sp): An abomination has the psionic 
  ability to exude acid from its body, dealing 3d6 points of 
  acid damage to the next creature it touches, including a 
  creature hit by its bite attack. If the yuan-ti is grappling, 
  constricting, or pinning a foe when it uses this power, its 
  grasp deals 5d6 points of acid damage. The acid becomes 
  inert when it leaves the yuan-ti’s body, and the yuan-ti is 
  immune to its effects. 
  Chameleon Power (Sp): A yuan-ti abomination can 
  psionically change the coloration of itself and its 
  equipment to match its surroundings, granting it a +10 
  circumstance bonus on Hide checks. 
  Skills: A yuan-ti abomination can always choose to take 
  10 on a Climb check, even if rushed or threatened. 
   
  A yuan-ti abomination has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  *Yuan-ti abominations using chameleon power gain a 
  +10 circumstance bonus on Hide checks. 
  Spin Fate (Ex): A mage of many fates understands that 
  “chance” is not as random as many believe it to be, and he 
  can adjust the probability of certain events by applying a 
  force that fatespinners refer to as “spin.” Each day, a 
  fatespinner can use a number of points of spin equal to his 
  fatespinner class level. 
   
  As a free action, a fatespinner can use stored spin to 
  boost the save DC of a spell he casts, adding some or all 
  his spin to the DC, on a point-for-point basis. For 
  
  Dyv5-06 Matters of the Heart 
   
  Page 42 
  instance, a 5th-level wizard/3rd-level fatespinner casting 
  fireball could choose to boost the DC of the spell by 1, 2, 
  or 3 points. Once he uses up his spin for the day, his 
  ability to tinker with probability in this fashion is also 
  exhausted for the day. 
   
  A fatespinner’s spin is replenished when3ver the 
  character successfully regains his spells for the day 
  (whether through rest, preparation, or prayer). 
  Fickle Finger of Fate (Ex): On reaching 2nd level, a 
  fatespinner gains the ability to affect the luck of others. 
  Once per day as an immediate action (see page 86), he can 
  force any other creature—friend or enemy—to reroll a 
  roll that it has just made. A fatespinner must have line of 
  sight to the creature to be affected. That creature must 
  abide by the result of the reroll, whether it’s higher or 
  lower than the original roll. 
  Spin Destiny (Ex): Beginning at 3rd level, a fatespinner 
  more clearly comprehends the matrix of reality and can 
  use accumulated spin to adjust other random events. The 
  method is identical to increasing a spell’s save DC, but the 
  fatespinner can now add spin to any skill check, attack 
  roll, or saving throw that he attempts on a point-for-point 
  basis. However, the spin utilized comes from the same 
  limited reservoir of karma storage that allows him to 
  adjust the DC of his spells. He must apply the bonus 
  before making the roll. 
  Deny Fate (Ex): At 4th level and higher, a fatespinner has 
  a better chance of beating the odds should he ever be 
  rendered unconscious and dying. Once per day, on the 
  first occasion when a fatespinner must make a check to 
  become stable when dying, the check automatically 
  succeeds. Other such checks called for later in the 
  same24-hour period are made normally. 
  Resist Fate (Ex): A fatespinner of 4th level and above 
  embraces his extraordinary good luck. Once per day, he 
  can reroll one roll that he just made. He must abide by the 
  result of the reroll, even if it’s worse than the original roll. 
   
  ENCOUNTER 9: DUPLICITY 
  Halnt 
  Kurault, 
  (Wounded): 
  Half-demon 
  Wiz13/Rog2/SpyMstr7 CR 21; Medium-Size outsider 
  (augmented humanoid); HD 13d4+78+2d6+12+ 7d6+42; 
  hp 208 (188); Init +8; Spd 30 ft., fly 30 ft. (average); AC 32, 
  touch 21, flat-footed 24 (+8 Dex, +1 natural, +6 greater 
  mage armor, +4 shield, +3 deflection); Base Atk +12; Grp 
  +13; Atk +13 melee (1d6+1, claw); Full Atk +13 melee 
  (1d4+1, 2 claws) and +8 melee (1d6+1, bite); SA smite 
  good 1/day, sneak attack +3d6, spell-like abilities; SQ 
  cover identity, damage reduction 10/magic, darkvision 60 
  ft., deep cover, dispel scrying, evasion, immunity to 
  poison, magic aura, quick change, resistance to acid 10, 
  cold 10, electricity 10, and fire 10, scrying defense, spell 
  resistance 31, slippery mind, undetectable alignment; AL 
  NE (undetectable); SV Fort +10, Ref +19, Will +12; Str 12, 
  Dex 26, Con 20, Int 29, Wis 14, Cha 24. 
   
  Skills and Feats: Bluff +23, Concentration + 26, 
  Diplomacy +18, Disguise +24, Forgery +19, Gather 
  Information +13, Intimidate +14, Jump +8, Knowledge 
  (arcana) +18, Knowledge (local: Iuz’s Border States) +14, 
  Knowledge (local: Velverdyva, Tuflik, Fals Trade Route) 
  +14, Knowledge (nobility and royalty) +18, Knowledge 
  (the planes) +18, Knowledge (religion) +12, Listen +10, 
  Sense Motive +12, Spellcraft +23, Spot +9, Tumble +26; 
  Alertness, 
  Empower 
  Spell, 
  Extend 
  Spell, 
  Hover, 
  Improved Toughness*, Iron Will, Practiced Spellcaster*, 
  Scribe Scroll, Silent Spell, Skill Focus (Bluff), True 
  Believer*. 
   
  Spells prepared (4/7/6/6/6/5/3/2; save DC = 18 + 
  spell level): 0—acid splash (2), ray of frost, touch of 
  fatigue; 
  1st—grease, 
  magic 
  missile 
  (2), 
  ray 
  of 
  enfeeblement (2), shield, true strike; 2nd—glitterdust, 
  invisibility, Melf’s acid arrow, scorching ray, see 
  invisibility, Tasha’s hideous laughter; 3rd—dispel magic 
  (2), empowered false life, greater mage armor, silent 
  scorching ray, slow; 4th—dimension door, empowered 
  fireball, Evard’s black tentacles, orb of acid*, orb of 
  electricity*, phantasmal killer; 5th—empowered orb of 
  electricity*, feeblemind, greater blink*, silent dimension 
  door, teleport; 6th—empowered vitriolic sphere*, flesh to 
  stone, 
  globe 
  of 
  invulnerability; 
  7th—empowered 
  disintegrate, prismatic spray. 
   
  Spells-like abilities (1/day except where noted; caster 
  level 22; save DC 17 + spell level); blasphemy, contagion, 
  darkness 3/day, desecrate, finger of death, horrid wilting, 
  poison 3/day (DC 26), summon monster IX (demons 
  only), unhallow, unholy aura 3/day, unholy blight. 
   
  Possessions: snake familiar, amulet of health +6, cloak 
  of charisma +6, gloves of dexterity +6, headband of 
  intellect +6, ring of chameleon power, ring of protection 
  +3. 
  *See Appendix 2: New Rules Items 
  Cover Identity (Ex): A spymaster has one specific cover 
  identity (such as “Murek, the tailor from Sumberton”). 
  While operating in that identity, she gains a +4 
  circumstance bonus on Disguise checks and a +2 
  circumstance bonus on Bluff and Gather Information 
  checks. 
   
  A spymaster can add an additional cover identity to 
  her repertoire at 4th level and another at 7th level. 
   
  Should a spymaster wish to “retire” a cover identity 
  and develop a new one, she must spend one week 
  rigorously practicing subtle vocal intonations and body 
  language before she earns the bonuses. Cover identities 
  do not in themselves provide the spymaster with 
  
  Dyv5-06 Matters of the Heart 
   
  Page 43 
  additional skills, proficiencies, or class features that others 
  might expect of the professions pretended. Thus, a 
  spymaster must be careful to choose identities that can 
  withstand ordinary scrutiny. 
  Undetectable Alignment (Ex): The web of different 
  identities and agendas inside a spymaster’s mind makes it 
  impossible for others to detect her alignment by mans of 
  any form of divination. This ability functions like an 
  undetectable alignment spell, except that it is always 
  active. 
  Quick Change (Ex): By 2nd level, a spymaster has 
  become adept at quickly switching from one identity to 
  another. She now can don a disguise in one-tenth the 
  normal time (1d3 minutes) and don or remove armor in 
  one-half the normal time. 
  Scrying Defense (Ex): Starting at 2nd level, a spymaster 
  adds her class level to Will saves against divination 
  (scrying) spells, as well as to Spot checks made to notice 
  the sensors created by such spells. 
  Magic Aura (Sp): At 3rd level, a spymaster gains the 
  ability to use Nystul’s magic aura at will with a caster level 
  equal to her class level. Most spymasters use this ability to 
  shield their own magic items from detection. 
  Sneak Attack (Ex): Beginning at 3rd level, a spymaster 
  deals an extra 1d6 points of damage when flanking an 
  opponent or any time the target would be denied its 
  Dexterity bonus. This extra damage applies to ranged 
  attacks only if the target is within 30 feet. It increases to 
  2d6 points at 6th level. See the rogue class feature, page 50 
  of the Player’s Handbook. If a spymaster gets a sneak 
  attack bonus from another source (such as levels of 
  rogue), the bonuses on damage stack. 
  Slippery Mind (Ex): Starting at 4th level, a spymaster has 
  a second chance to wriggle free from any enchantment 
  spells and effects. See the rogue class feature, page 51 of 
  the Player’s Handbook. 
  Dispel Scrying (Su): At 5th level and higher, a spymaster 
  can dispel a scrying sensor as if casting a targeted greater 
  dispel magic. Her caster level is equal to her class level + 
  10. She can use this ability a number of times per day 
  equal to 3 + her Intelligence modifier. 
  Deep Cover (Ex): At 7th level, a spymaster becomes able 
  to quiet her mind and completely immerse herself in her 
  cover identity. While she operates under deep cover, 
  divination spells detect only information appropriate to 
  her cover identity; they reveal nothing relating to her 
  spymaster persona. 
  
  Dyv5-06 Matters of the Heart 
   
  Page 44 
  APL 18 
  ENCOUNTER 1: A NOBLE TASK 
  Orc Vulture Rider: Orc Ftr15; CR 15; Medium 
  humanoid (orc); HD 15d10+45; hp 139; Init +6; Spd 30 ft.; 
  AC 19, touch 14, flat-footed 16 (+4 Dex, +4 chain shirt, +1 
  buckler); Base Atk +15; Grp +21; Atk +24 melee (1d8+11, 
  Masterwork lance/19-20x3) or +21 melee (2d6+9, 
  greatsword); Full Atk +24/+19/+14 melee (1d8+11, 
  Masterwork lance/19-20x3) or +21/+16/+11 melee 
  (2d6+9, greatsword); SQ Orc triats; AL N; SV Fort +11, Ref 
  +7, Will +6; Str 22, Dex 14, Con 15, Int 10, Wis 8, Cha 6. 
   
  Skills and Feats: Handle Animal +15, Ride +19; 
  Combat Reflexes, Greater Weapon Focus (lance), 
  Improved Buckler Defense*, Improved Critical (lance), 
  Improved Initiative, Improved Toughness*, Iron Will, 
  Mounted Combat, Power Attack, Power Critical*, Ride-By 
  Attack, Spirited Charge, Weapon Focus (lance), Weapon 
  Specialization (lance). 
   
  Possessions: buckler, chain shirt, dagger, greatsword, 
  masterwork lance, military saddle. 
  *See Appendix 2: New Rules Items 
   
  Orc Vulture Riders (5): Orc Ftr16; CR 16; Medium 
  humanoid (orc); HD 16d10+64; hp 164; Init +6; Spd 30 ft.; 
  AC 19, touch 14, flat-footed 16 (+4 Dex, +4 chain shirt, +1 
  buckler); Base Atk +16; Grp +22; Atk +25 melee (1d8+13, 
  Masterwork lance/19-20x3) or +22 melee (2d6+9, 
  greatsword); Full Atk +25/+20/+15/+10 melee (1d8+13, 
  Masterwork lance/19-20x3) or +22/+17/+13/+8 melee 
  (2d6+9, greatsword); SQ Orc triats; AL N; SV Fort +13, Ref 
  +7, Will +6; Str 22, Dex 14, Con 16, Int 10, Wis 8, Cha 6. 
   
  Skills and Feats: Handle Animal +16, Ride +20; 
  Combat Reflexes, Greater Weapon Focus (lance), Greater 
  Weapon 
  Specialization 
  (lance), 
  Improved 
  Buckler 
  Defense*, Improved Critical (lance), Improved Initiative, 
  Improved Toughness*, Iron Will, Mounted Combat, 
  Power Attack, Power Critical*, Ride-By Attack, Spirited 
  Charge, Weapon Focus (lance), Weapon Specialization 
  (lance). 
   
  Possessions: buckler, chain shirt, dagger, greatsword, 
  masterwork lance, military saddle. 
  *See Appendix 2: New Rules Items 
   
  Dire Vulture, Advanced 9 HD (6): Large Animal; CR 5; 
  HD 15d8+120; hp 187; Init +1; Spd 20 ft., fly 80 ft. 
  (average); AC 18, touch 11, flat-footed 16 (−1 size, +2 Dex, 
  +7 natural); Base Atk +11; Grp +18; Atk/Full Atk +13 
  melee (2d6+4, bite); Space/Reach 10 ft/5 ft; SA Stench; 
  SQ Low-light vision, resistance to disease, scent; AL N; SV 
  Fort +17, Ref +11, Will +11; Str 16, Dex 14, Con 26, Int 2, 
  Wis 14, Cha 4. 
   
  Skills and Feats: Listen +14, Spot +14, Survival +11; 
  Alertness, Flyby Attack, Hover, Improved Natural Attack, 
  Track, Wingover. 
   
  ENCOUNTER 2A: LOST and 
  ENCOUNTER 2C: RUN FOR IT 
  Orc Warriors (3): Orc Ftr16; CR 16; Medium-Size 
  humanoid (orc); HD 16d10+64; hp 164; Init +5; Spd 20 ft.; 
  AC 21, touch 11, flat-footed 20 (+1 Dex, +8 full plate, +2 
  heavy steel shield); Base Atk +16; Grp +23; Atk +25 melee 
  (1d10+9, Masterwork bastard sword/17-20x2); Full Atk 
  +25/+20/+15/+10 melee (1d10+9, Masterwork bastard 
  sword/17-20x2); AL CE; SV Fort +13, Ref +8, Will +7; Str 
  24, Dex 12, Con 16, Int 6, Wis 10, Cha 6. 
   
  Skills and Feats: Intimidate +17; Cleave, Close-
  Quarters Fighting*, Diehard, Endurance, Exotic Weapon 
  Proficiency (bastard sword), Improved Critical (bastard 
  sword), Improved Bull Rush, Improved Initiative, 
  Improved Toughness*, Iron Will, Lightning Reflexes, 
  Power Attack, Weapon Focus (bastard sword), Weapon 
  Specialization (bastard sword). 
   
  Possessions: masterwork bastard sword, dagger, full 
  plate, heavy steel shield. 
  *See Appendix 2: New Rules Items 
   
  Orc Cleric of Iuz: Orc Bbn1/Clr15; CR 16; Medium-Size 
  humanoid (orc); HD 1d12+2+15d8+30; hp 119; Init +0; 
  Spd 20 ft.; AC 18, touch 10, flat-footed 18 (+8 full plate); 
  Base Atk +12; Grp +16; Atk +17 melee (2d6+6/, 
  Masterwork greatsword); Full Atk +17/+12/+7 melee 
  (2d6+6, Masterwork greatsword); SA rage 1/day; SQ 
  spontaneously cast (inflict), rebuke/command undead; 
  AL CE; SV Fort +13, Ref +7, Will +14; Str 18, Dex 10, Con 
  12, Int 6, Wis 20, Cha 6. 
   
  Skills and Feats: Concentration +16, Knowledge 
  (religion) +2, Spellcraft +2; Combat Casting, Great 
  Fortitude, Greater Spell Focus (enchantment), Improved 
  Toughness*, Lightning Reflexes, Power Attack, Spell 
  Focus (enchantment). 
   
  Spells 
  prepared 
  (6/7+1/6+1/6+1/5+1/5+1/3+1/ 
  2+1/1+1; save DC = 15 [17 enchantment (+1 if 
  compulsion)] + spell level): 0—create water, cure minor 
  wounds (x2), detect magic, mending, read magic; 1st—
  bane, bless, cure light wounds, divine favor, doom, 
  entropic shield, shield of faith, command†; 2nd—cure 
  moderate wounds, death knell, shield of faith (x3), sound 
  
  Dyv5-06 Matters of the Heart 
   
  Page 45 
  burst, detect thoughts†; 3rd—bestow curse, dispel magic 
  (x2), invisibility purge, prayer, wind wall, lesser telepathic 
  bond*†; 4th—air walk, cure critical wounds, divine 
  power, freedom of movement (x2), fear†; 5th—flame 
  strike, greater command (x2), righteous might, slay living, 
  greater command†; 6th—heal, mass bear’s endurance, 
  mass bull’s strength, geas/quest†; 7th—blasphemy, mass 
  cure serious wounds, Bigby’s grasping hand†; 8th—
  greater spell immunity, mass charm monster†. 
   
  †Domain spell. Domains: [Mind (Gain a +2 bonus on 
  Bluff, Diplomacy, and Sense Motive checks); Tyranny 
  (Add +1 to the save DC of any compulsion spell you cast).] 
   
  Possessions: masterwork greatsword, dagger, full 
  plate, holy symbol of Iuz. 
  *See Appendix 2: New Rules Items 
   
  Orc Sorcerer: Orc Sor16; CR 16; Medium-Size humanoid 
  (orc); HD 16d4+48; hp 97; Init +0; Spd 30 ft.; AC 16, touch 
  10, flat-footed 16 (+6 greater mage armor); Base Atk +8; 
  Grp +9; Atk +9 melee (1d6+1/x2, club); Full Atk +9/+4 
  melee (1d6+1, club); AL CE; SV Fort +7, Ref +7, Will +10; 
  Str 12, Dex 10, Con 14, Int 6, Wis 10, Cha 20. 
   
  Skills and Feats: Concentration +16, Knowledge 
  (arcana) +2, Spellcraft +3; Arcane Preparation*, Combat 
  Casting, Empower Spell, Extend Spell, Improved 
  Toughness*, Lightning Reflexes. 
   
  Spells Known (6/8/7 (6)/7/7 (6)/7/5/3; save DC = 16 
  + spell level): 0 – acid splash, daze, detect magic, light, 
  mending, message, ray of frost, read magic, touch of 
  fatigue 1
  st – magic missile, orb of acid (lesser)*, shield, ray 
  of enfeeblement, true strike; 2
  nd –false life, glitterdust, 
  Melf’s acid arrow, mirror image, scorching ray; 3
  rd – 
  displacement, fireball, heroism, mage armor (greater)*; 4
  th 
  – arcane prepared empowered fireball (x1), burning 
  blood*, fire shield, orb of acid*, orb of electricity*; 5
  th –
  arcane prepared empowered orb of acid (x2)*, baleful 
  polymorph, feeblemind, Rary’s telepathic bond, vitriolic 
  sphere*; 6
  th – arcane prepared empowered vitriolic sphere 
  (x1)*, chain lightning, mass bear’s endurance, mass bull’s 
  strength; 7
  th – prismatic spray, waves of exhaustion; 8
  th – 
  maze. 
  Precast spells: extended mage armor (greater), false life 
   
  Possessions: club. 
  *See Appendix 2: New Rules Items 
   
  Orc Rogue: Orc Rog13/Ftr3; CR 16; Medium-Size 
  humanoid (orc); HD 13d6+3d10+48; hp 120; Init +7; Spd 
  30 ft.; AC 18, touch 14, flat-footed 18 (+4 Dex, +4 chain 
  shirt); Base Atk +12; Grp +17; Atk +18 melee (1d6+5, 
  Masterwork rapier); Full Atk +16/+11/+6 melee (1d6+5, 
  Masterwork 
  rapier) 
  and 
  +16/+11 
  melee 
  (1d6+2, 
  Masterwork short sword); SA crippling strike, sneak 
  attack +7d6; SQ defensive roll, evasion, improved 
  uncanny dodge, trap sense +4, uncanny dodge; AL CE; SV 
  Fort +9, Ref +13, Will +7; Str 20, Dex 18, Con 14, Int 6, 
  Wis 10, Cha 6. 
   
  Skills and Feats: Bluff +14, Intimidate +19, Listen 
  +16, Sense Motive +16, Spot +16, Tumble +16; Dodge, 
  Elusive 
  Target*, 
  Improved 
  Initiative, 
  Improved 
  Toughness*, Improved Two-Weapon Fighting, Iron Will, 
  Mobility, Two-Weapon Fighting. 
   
  Possessions: masterwork rapier, masterwork short 
  sword, 2 daggers, chain shirt. 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 4: GUARDS 
  Orc Warriors (4): Orc Ftr4; CR 4; Medium-Size 
  humanoid (orc); HD 4d10+16; hp 44; Init +5; Spd 20 ft.; 
  AC 21, touch 11, flat-footed 20 (+1 Dex, +8 full plate, +2 
  heavy steel shield); Base Atk +4; Grp +9; Atk/Full Atk +11 
  melee (1d10+6, Masterwork bastard sword); AL CE; SV 
  Fort +17, Ref +2, Will +1; Str 21, Dex 12, Con 16, Int 6, 
  Wis 10, Cha 6. 
   
  Skills and Feats: Intimidate +11; Exotic Weapon 
  Proficiency 
  (bastard 
  sword), 
  Improved 
  Initiative, 
  Improved Toughness*, Weapon Focus (bastard sword), 
  Weapon Specialization (bastard sword). 
   
  Possessions: masterwork bastard sword, dagger, full 
  plate, heavy steel shield. 
  *See Appendix 2: New Rules Items 
   
  ENCOUNTER 7: ABOMINATIONS 
  Abominable Druid of Merrshaulk: Male yuan-ti 
  abomination Drd9; CR 16; Large monstrous humanoid; 
  HD 9d8+54+9d8+54; hp 201; Init +3; Spd 30 ft., climb 
  20ft., swim 20 ft.; AC 26, touch 12, flat-footed 23 (+3 Dex, 
  +2 leather, +2 heavy wooden shield, –1 Size, +10 Natural); 
  Base Atk +15; Grp +22; Atk +18 melee (1d8+4, Masterwork 
  Large scimitar); Full Atk +18/+14/+8 melee (1d8+4, 
  Masterwork Large scimitar) and +16 melee (2d6+1, bite); 
  Space/Reach 10 ft./10 ft.; SA Aversion, constrict 1d6+4, 
  improved grab, poison, produce acid, spell-like abilities; 
  SQ Alternate form, chameleon power, darkvision 60 ft., 
  detect poison, nature sense, resist nature’s lure, scent, 
  spell-resistance 18, trackless step, venom immunity, wild 
  empathy, wild shape 3/day (large), woodland stride; AL 
  NE; SV Fort +14, Ref +12, Will +21; Str 16, Dex 16, Con 
  20, Int 18, Wis 29, Cha 16. 
   
  Skills and Feats: Concentration +19, Handle Animal 
  + 12, Hide +10*, Knowledge (local: Core) +10, Knowledge 
  
  Dyv5-06 Matters of the Heart 
   
  Page 46 
  (nature) +10, Listen +23, Profession (slaver) +25, Spellcraft 
  +20, Spot +23, Survival +26, Swim +10; Alertness, Blind-
  Fight, Extend Spell, Improved Toughness*, Multi-Attack, 
  Natural Spell, Point Blank Shot, Rapid Shot, Track. 
   
  Spells prepared (6/7/6/5/4/3; save DC = 19 + spell 
  level): 0—create water, cure minor wounds, detect magic, 
  mending, resistance, virtue; 1st—cure light wounds (x2), 
  entangle, faerie fire, longstrider, produce flame (x2); 
  2nd—barkskin (x2), extended produce flame, flaming 
  sphere, gust of wind, hold animal; 3rd—cure moderate 
  wounds, gust of wind, poison, wind wall; 4th—arc of 
  lightning*, dispel magic, flame strike, freedom of 
  movement; 5th—cure critical wounds, extended air walk, 
  stoneskin. 
   
  Spell-like abilities: At will—animal trance (DC 15), 
  entangle (DC 14); 3/day—deeper darkness, neutralize 
  poison (DC 17), suggestion (DC 17); 1/day—baleful 
  polymorph (DC 18, into snake form only), fear (DC 17). 
  Caster level 10th. The save DCs are Charisma based. 
   
  Possessions: Masterwork Large scimitar, leather 
  armor, heavy wooden shield. 
  *See Appendix 2: New Rules Items 
  Aversion (Sp): A yuan-ti abomination can psionically 
  create a compulsion effect targeting one creature within 
  30 feet. The target must succeed on a DC 21 Will save or 
  gain an aversion to snakes for 10 minutes. Affected 
  creatures must stay at least 20 feet away from any snake or 
  yuan-ti, alive or dead; if already within 20 feet, they move 
  away. A subject unable to move away, or one attacked by 
  snakes or yuan-ti, is overcome with revulsion. This 
  revulsion reduces the creature’s Dexterity score by 4 
  points until the effect wears off or the subject is no longer 
  within 20 feet of a snake or yuan-ti. This ability is 
  otherwise similar to antipathy as the spell (caster level 
  16th). The save DC is Charisma-based). 
  Constrict (Ex): An abomination deals 1d6+4 points of 
  damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, an abomination 
  must hit a Large or smaller creature with its bite attack. It 
  can then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict. 
  Poison (Ex): Injury, Fortitude DC 19, initial and 
  secondary damage 1d6 Con. The save is Constitution-
  based. 
  Produce Acid (Sp): An abomination has the psionic 
  ability to exude acid from its body, dealing 3d6 points of 
  acid damage to the next creature it touches, including a 
  creature hit by its bite attack. If the yuan-ti is grappling, 
  constricting, or pinning a foe when it uses this power, its 
  grasp deals 5d6 points of acid damage. The acid becomes 
  inert when it leaves the yuan-ti’s body, and the yuan-ti is 
  immune to its effects. 
  Chameleon Power (Sp): A yuan-ti abomination can 
  psionically change the coloration of itself and its 
  equipment to match its surroundings, granting it a +10 
  circumstance bonus on Hide checks. 
  Skills: A yuan-ti abomination can always choose to take 
  10 on a Climb check, even if rushed or threatened. 
   
  A yuan-ti abomination has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  *Yuan-ti abominations using chameleon power gain a 
  +10 circumstance bonus on Hide checks. 
   
  Abominable 
  Fighter: 
  Male 
  yuan-ti 
  abomination 
  Bbn1/Ftr8; CR 16; Large monstrous humanoid; HD 
  9d8+63+1d12+7+8d10+56; hp 229; Init +8; Spd 40 ft., 20 ft. 
  climb, 20 ft. swim; AC 27, touch 13, flat-footed 23 (+4 Dex, 
  +4 chain shirt,–1 Size, +10 Natural); Base Atk +18; Grp 
  +29; Atk +27 melee (2d8+2d6+13, +3 vicious Large heavy 
  flail/17-20x2); 
  Full 
  Atk 
  +27/+22/+17/+12 
  melee 
  (2d8+2d6+13, +3 vicious Large heavy flail/17-20x2) and 
  +27 melee (3d6+3, bite); Space/Reach 10 ft./10 ft.; SA 
  Aversion, constrict 1d6+1d12+10, improved grab, poison, 
  produce acid, rage 1/day, spell-like abilities; SQ Alternate 
  form, chameleon power, darkvision 60 ft., detect poison, 
  fast movement, scent, spell-resistance 18; AL CE; SV Fort 
  +17, Ref +12, Will +12; Str 25, Dex 18, Con 22, Int 18, Wis 
  18, Cha 16. 
   
  Skills and Feats: Climb +11*, Concentration +17, 
  Craft (metalworking) + 16, Handle Animal 15, Hide +9, 
  Intimidate + 18, Knowledge (local: Core) +10, Listen +18, 
  Spot +18, Survival +9, Swim +9; Alertness, Blind-Fight, 
  Cleave, Close-Quarters Fighting*, Combat Expertise, 
  Earth’s Embrace*, Improved Critical, Improved Initiative, 
  Improved 
  Natural 
  Attack, 
  Improved 
  Toughness*, 
  Improved Trip, Improved Unarmed Strike, Multi-Attack, 
  Power Attack. 
   
  Spell-like abilities: At will—animal trance (DC 15), 
  entangle (DC 14); 3/day—deeper darkness, neutralize 
  poison (DC 17), suggestion (DC 17); 1/day—baleful 
  polymorph (DC 18, into snake form only), fear (DC 17). 
  Caster level 10th. The save DCs are Charisma based. 
   
  Possessions: chain shirt, +2 Large heavy flail, boots of 
  speed 
  *See Appendix 2: New Rules Items 
  
  Dyv5-06 Matters of the Heart 
   
  Page 47 
  Aversion (Sp): A yuan-ti abomination can psionically 
  create a compulsion effect targeting one creature within 
  30 feet. The target must succeed on a DC 21 Will save or 
  gain an aversion to snakes for 10 minutes. Affected 
  creatures must stay at least 20 feet away from any snake or 
  yuan-ti, alive or dead; if already within 20 feet, they move 
  away. A subject unable to move away, or one attacked by 
  snakes or yuan-ti, is overcome with revulsion. This 
  revulsion reduces the creature’s Dexterity score by 4 
  points until the effect wears off or the subject is no longer 
  within 20 feet of a snake or yuan-ti. This ability is 
  otherwise similar to antipathy as the spell (caster level 
  16th). The save DC is Charisma-based). 
  Constrict (Ex): An abomination deals 1d6+4 points of 
  damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, an abomination 
  must hit a Large or smaller creature with its bite attack. It 
  can then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict. 
  Poison (Ex): Injury, Fortitude DC 20, initial and 
  secondary damage 1d6 Con. The save is Constitution-
  based. 
  Produce Acid (Sp): An abomination has the psionic 
  ability to exude acid from its body, dealing 3d6 points of 
  acid damage to the next creature it touches, including a 
  creature hit by its bite attack. If the yuan-ti is grappling, 
  constricting, or pinning a foe when it uses this power, its 
  grasp deals 5d6 points of acid damage. The acid becomes 
  inert when it leaves the yuan-ti’s body, and the yuan-ti is 
  immune to its effects. 
  Chameleon Power (Sp): A yuan-ti abomination can 
  psionically change the coloration of itself and its 
  equipment to match its surroundings, granting it a +10 
  circumstance bonus on Hide checks. 
  Skills: A yuan-ti abomination can always choose to take 
  10 on a Climb check, even if rushed or threatened. 
   
  A yuan-ti abomination has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  *Yuan-ti abominations using chameleon power gain a 
  +10 circumstance bonus on Hide checks. 
   
  Abominable Rogue: Male yuan-ti abomination Rog9; CR 
  16; Large monstrous humanoid; HD 9d8+63+9d6+63; hp 
  210; Init +10; Spd 30 ft., 20 ft. climb, 20 ft. swim; AC 30, 
  touch 15, flat-footed 24 (+6 Dex, +2 +3 leather, –1 Size, +10 
  Natural); Base Atk +15; Grp +22; Atk +21 melee (1d8+3, 
  Masterwork Large rapier); Full Atk +19/+14/+9 melee 
  (1d8+3, Masterwork Large rapier), +19 melee (1d8+1, 
  masterwork short sword), and +18 melee (3d6+1, bite); 
  Space/Reach 10 ft./10 ft.; SA Aversion, constrict 1d6+4, 
  improved grab, poison, produce acid, sneak attack +5d6, 
  spell-like abilities; SQ Alternate form, chameleon power, 
  darkvision 60 ft., detect poison, evasion, improved 
  uncanny dodge, scent, spell-resistance 18, trap sense +2, 
  uncanny dodge; AL CN; SV Fort +13, Ref +16, Will +13; 
  Str 16, Dex 22, Con 22, Int 20, Wis 18, Cha 16. 
   
  Skills 
  and 
  Feats: 
  Bluff 
  +20, 
  Climb 
  +10*, 
  Concentration +12, Craft (trapmaking) +11, Hide +22, 
  Intimidate +17, Jump +8, Knowledge (local: Core) +10, 
  Listen +18, Move Silently +22, Open Lock +18, Sense 
  Motive +17, Spot +18, Swim +9, Tumble +29, Use Magic 
  Device +16; Alertness, Blind-Fight, Death Blow*, 
  Improved Initiative, Improved Natural Attack, Improved 
  Toughness*, 
  Multi-Attack, 
  Two-Weapon 
  Fighting, 
  Weapon Finesse. 
   
  Spell-like abilities: At will—animal trance (DC 15), 
  entangle (DC 14); 3/day—deeper darkness, neutralize 
  poison (DC 17), suggestion (DC 17); 1/day—baleful 
  polymorph (DC 18, into snake form only), fear (DC 17). 
  Caster level 10th. The save DCs are Charisma based. 
   
  Possessions: Masterwork Large rapier, masterwork 
  Large short sword, +3 leather armor, boots of elvenkind, 
  cloak of elvenkind. 
  *See Appendix 2: New Rules Items 
  Aversion (Sp): A yuan-ti abomination can psionically 
  create a compulsion effect targeting one creature within 
  30 feet. The target must succeed on a DC 21 Will save or 
  gain an aversion to snakes for 10 minutes. Affected 
  creatures must stay at least 20 feet away from any snake or 
  yuan-ti, alive or dead; if already within 20 feet, they move 
  away. A subject unable to move away, or one attacked by 
  snakes or yuan-ti, is overcome with revulsion. This 
  revulsion reduces the creature’s Dexterity score by 4 
  points until the effect wears off or the subject is no longer 
  within 20 feet of a snake or yuan-ti. This ability is 
  otherwise similar to antipathy as the spell (caster level 
  16th). The save DC is Charisma-based). 
  Constrict (Ex): An abomination deals 1d6+4 points of 
  damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, an abomination 
  must hit a Large or smaller creature with its bite attack. It 
  can then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict. 
  
  Dyv5-06 Matters of the Heart 
   
  Page 48 
  Poison (Ex): Injury, Fortitude DC 20, initial and 
  secondary damage 1d6 Con. The save is Constitution-
  based. 
  Produce Acid (Sp): An abomination has the psionic 
  ability to exude acid from its body, dealing 3d6 points of 
  acid damage to the next creature it touches, including a 
  creature hit by its bite attack. If the yuan-ti is grappling, 
  constricting, or pinning a foe when it uses this power, its 
  grasp deals 5d6 points of acid damage. The acid becomes 
  inert when it leaves the yuan-ti’s body, and the yuan-ti is 
  immune to its effects. 
  Chameleon Power (Sp): A yuan-ti abomination can 
  psionically change the coloration of itself and its 
  equipment to match its surroundings, granting it a +10 
  circumstance bonus on Hide checks. 
  Skills: A yuan-ti abomination can always choose to take 
  10 on a Climb check, even if rushed or threatened. 
   
  A yuan-ti abomination has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  *Yuan-ti abominations using chameleon power gain a 
  +10 circumstance bonus on Hide checks. 
   
  Abominable 
  Wizard: 
  Male 
  yuan-ti 
  abomination 
  Wiz5/FateSpnnr4; CR 16; Large monstrous humanoid; 
  HD 9d8+36+5d4+20+4d4+16; hp 142 (+1d10x0.5+9); Init 
  +4; Spd 30 ft., 20 ft. climb, 20 ft. swim; AC 29, touch 13, 
  flat-footed 25 (+4 Dex, +6 mage armor,–1 Size, +10 
  Natural); Base Atk +12; Grp +19; Atk +15 melee (2d6+4, 
  bite); Full Atk +15/+10/+5 melee (2d6+3, bite); 
  Space/Reach 10 ft./10 ft.; SA Aversion, constrict 1d6+4, 
  improved grab, poison, produce acid, spell-like abilities; 
  SQ Alternate form, chameleon power, darkvision 60 ft., 
  deny fate, detect poison, fickle finger of fate, resist fate, 
  scent, spell-resistance 18, spin destiny, spin fate; AL CE; 
  SV Fort +10, Ref +12, Will +17; Str 16, Dex 18, Con 16, Int 
  30, Wis 18, Cha 16. 
   
  Skills and Feats: Appraise +21, Concentration +18, 
  Climb +3*, Hide +16, Knowledge (arcana) +22, 
  Knowledge (architecture & engineering) +22, Knowledge 
  (local: Core) +22, Knowledge (local: Iuz’s Border States) 
  +22, Knowledge (local: Velverdyva, Tuflik, Fals Trade 
  Route) +22, Knowledge (religion) +21, Listen +18, 
  Profession (gambler) +20, Sleight of Hand +16, Spellcraft 
  +19, Spot +18; Alertness, Blind-Fight, Empower Spell, 
  Great Fortitude, Greater Spell Focus (evocation), 
  Improved Toughness*, Scribe Scroll, Spell Focus 
  (evocation). 
   
  Spells prepared (4/7/6/5/4/3; save DC = 20 [22 
  evocation] + spell level): 0— acid splash, daze, detect 
  magic, ray of frost; 1st—burning hands, magic missile 
  (x2), orb of acid (lesser)*, ray of enfeeblement, true strike 
  (x2); 2nd—fireburst*, flaming sphere, invisibility, mirror 
  image, scorching ray (x2); 3rd—bands of steel, 
  empowered false life, fireball, greater mage armor, 
  lightning bolt; 4th—empowered fireball, empowered 
  lightning bolt, orb of electricity*, unluck; 5th—
  empowered orb of electricity*, cone of cold, vitriolic 
  sphere*. 
   
  Spell-like abilities: At will—animal trance (DC 15), 
  entangle (DC 14); 3/day—deeper darkness, neutralize 
  poison (DC 17), suggestion (DC 17); 1/day—baleful 
  polymorph (DC 18, into snake form only), fear (DC 17). 
  Caster level 10th. The save DCs are Charisma based. 
  *See Appendix 2: New Rules Items 
  Aversion (Sp): A yuan-ti abomination can psionically 
  create a compulsion effect targeting one creature within 
  30 feet. The target must succeed on a DC 21 Will save or 
  gain an aversion to snakes for 10 minutes. Affected 
  creatures must stay at least 20 feet away from any snake or 
  yuan-ti, alive or dead; if already within 20 feet, they move 
  away. A subject unable to move away, or one attacked by 
  snakes or yuan-ti, is overcome with revulsion. This 
  revulsion reduces the creature’s Dexterity score by 4 
  points until the effect wears off or the subject is no longer 
  within 20 feet of a snake or yuan-ti. This ability is 
  otherwise similar to antipathy as the spell (caster level 
  16th). The save DC is Charisma-based). 
  Constrict (Ex): An abomination deals 1d6+4 points of 
  damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, an abomination 
  must hit a Large or smaller creature with its bite attack. It 
  can then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict. 
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. The save is Constitution-
  based. 
  Produce Acid (Sp): An abomination has the psionic 
  ability to exude acid from its body, dealing 3d6 points of 
  acid damage to the next creature it touches, including a 
  creature hit by its bite attack. If the yuan-ti is grappling, 
  constricting, or pinning a foe when it uses this power, its 
  grasp deals 5d6 points of acid damage. The acid becomes 
  inert when it leaves the yuan-ti’s body, and the yuan-ti is 
  immune to its effects. 
  Chameleon Power (Sp): A yuan-ti abomination can 
  psionically change the coloration of itself and its 
  
  Dyv5-06 Matters of the Heart 
   
  Page 49 
  equipment to match its surroundings, granting it a +10 
  circumstance bonus on Hide checks. 
  Skills: A yuan-ti abomination can always choose to take 
  10 on a Climb check, even if rushed or threatened. 
   
  A yuan-ti abomination has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  *Yuan-ti abominations using chameleon power gain a 
  +10 circumstance bonus on Hide checks. 
  Spin Fate (Ex): A mage of many fates understands that 
  “chance” is not as random as many believe it to be, and he 
  can adjust the probability of certain events by applying a 
  force that fatespinners refer to as “spin.” Each day, a 
  fatespinner can use a number of points of spin equal to his 
  fatespinner class level. 
   
  As a free action, a fatespinner can use stored spin to 
  boost the save DC of a spell he casts, adding some or all 
  his spin to the DC, on a point-for-point basis. For 
  instance, a 5th-level wizard/3rd-level fatespinner casting 
  fireball could choose to boost the DC of the spell by 1, 2, 
  or 3 points. Once he uses up his spin for the day, his 
  ability to tinker with probability in this fashion is also 
  exhausted for the day. 
   
  A fatespinner’s spin is replenished when3ver the 
  character successfully regains his spells for the day 
  (whether through rest, preparation, or prayer). 
  Fickle Finger of Fate (Ex): On reaching 2nd level, a 
  fatespinner gains the ability to affect the luck of others. 
  Once per day as an immediate action (see page 86), he can 
  force any other creature—friend or enemy—to reroll a 
  roll that it has just made. A fatespinner must have line of 
  sight to the creature to be affected. That creature must 
  abide by the result of the reroll, whether it’s higher or 
  lower than the original roll. 
  Spin Destiny (Ex): Beginning at 3rd level, a fatespinner 
  more clearly comprehends the matrix of reality and can 
  use accumulated spin to adjust other random events. The 
  method is identical to increasing a spell’s save DC, but the 
  fatespinner can now add spin to any skill check, attack 
  roll, or saving throw that he attempts on a point-for-point 
  basis. However, the spin utilized comes from the same 
  limited reservoir of karma storage that allows him to 
  adjust the DC of his spells. He must apply the bonus 
  before making the roll. 
  Deny Fate (Ex): At 4th level and higher, a fatespinner has 
  a better chance of beating the odds should he ever be 
  rendered unconscious and dying. Once per day, on the 
  first occasion when a fatespinner must make a check to 
  become stable when dying, the check automatically 
  succeeds. Other such checks called for later in the 
  same24-hour period are made normally. 
  Resist Fate (Ex): A fatespinner of 4th level and above 
  embraces his extraordinary good luck. Once per day, he 
  can reroll one roll that he just made. He must abide by the 
  result of the reroll, even if it’s worse than the original roll. 
   
  ENCOUNTER 9: DUPLICITY 
  Halnt Kurault: Half-demon Wiz13/Rog2/SpyMstr7 CR 
  21; Medium-Size outsider (augmented humanoid); HD 
  13d4+78+2d6+12+ 7d6+42; hp 208 (+1d10x0.5+10); Init +8; 
  Spd 30 ft., fly 30 ft. (average); AC 32, touch 21, flat-footed 
  24 (+8 Dex, +1 natural, +6 greater mage armor, +4 shield, 
  +3 deflection); Base Atk +12; Grp +13; Atk +13 melee 
  (1d6+1, claw); Full Atk +13 melee (1d4+1, 2 claws) and +8 
  melee (1d6+1 bite); SA smite good 1/day, sneak attack 
  +3d6, spell-like abilities; SQ cover identity, damage 
  reduction 10/magic, darkvision 60 ft., deep cover, dispel 
  scrying, evasion, immunity to poison, magic aura, quick 
  change, resistance to acid 10, cold 10, electricity 10, and 
  fire 10, scrying defense, spell resistance 31, slippery mind, 
  undetectable alignment; AL NE (undetectable); SV Fort 
  +10, Ref +19, Will +12; Str 12, Dex 26, Con 20, Int 29, Wis 
  14, Cha 24. 
   
  Skills and Feats: Bluff +23, Concentration + 26, 
  Diplomacy +18, Disguise +24, Forgery +19, Gather 
  Information +13, Intimidate +14, Jump +8, Knowledge 
  (arcana) +18, Knowledge (local: Iuz’s Border States) +14, 
  Knowledge (local: Velverdyva, Tuflik, Fals Trade Route) 
  +14, Knowledge (nobility and royalty) +18, Knowledge 
  (the planes) +18, Knowledge (religion) +12, Listen +10, 
  Sense Motive +12, Spellcraft +23, Spot +9, Tumble +26; 
  Alertness, 
  Empower 
  Spell, 
  Extend 
  Spell, 
  Hover, 
  Improved Toughness*, Iron Will, Practiced Spellcaster*, 
  Scribe Scroll, Silent Spell, Skill Focus (Bluff), True 
  Believer*. 
   
  Spells prepared (4/7/6/6/6/5/3/2; save DC = 18 + 
  spell level): 0—acid splash (2), ray of frost, touch of 
  fatigue; 
  1st—grease, 
  magic 
  missile 
  (2), 
  ray 
  of 
  enfeeblement (2), shield, true strike; 2nd—glitterdust, 
  invisibility, Melf’s acid arrow, scorching ray, see 
  invisibility, Tasha’s hideous laughter; 3rd—dispel magic 
  (2), empowered false life, greater mage armor, silent 
  scorching ray, slow; 4th—dimension door, empowered 
  fireball, Evard’s black tentacles, orb of acid*, orb of 
  electricity*, phantasmal killer; 5th—empowered orb of 
  electricity*, feeblemind, greater blink*, silent dimension 
  door, teleport; 6th—empowered vitriolic sphere*, flesh to 
  stone, 
  globe 
  of 
  invulnerability; 
  7th—empowered 
  disintegrate, prismatic spray. 
   
  Spells-like abilities (1/day except where noted; caster 
  level 22; save DC 17 + spell level); blasphemy, contagion, 
  
  Dyv5-06 Matters of the Heart 
   
  Page 50 
  darkness 3/day, desecrate, finger of death, horrid wilting, 
  poison 3/day (DC 26), summon monster IX (demons 
  only), unhallow, unholy aura 3/day, unholy blight. 
   
  Possessions: snake familiar, amulet of health +6, cloak 
  of charisma +6, gloves of dexterity +6, headband of 
  intellect +6, ring of chameleon power, ring of protection 
  +3. 
  *See Appendix 2: New Rules Items 
  Cover Identity (Ex): A spymaster has one specific cover 
  identity (such as “Murek, the tailor from Sumberton”). 
  While operating in that identity, she gains a +4 
  circumstance bonus on Disguise checks and a +2 
  circumstance bonus on Bluff and Gather Information 
  checks. 
   
  A spymaster can add an additional cover identity to 
  her repertoire at 4th level and another at 7th level. 
   
  Should a spymaster wish to “retire” a cover identity 
  and develop a new one, she must spend one week 
  rigorously practicing subtle vocal intonations and body 
  language before she earns the bonuses. Cover identities 
  do not in themselves provide the spymaster with 
  additional skills, proficiencies, or class features that others 
  might expect of the professions pretended. Thus, a 
  spymaster must be careful to choose identities that can 
  withstand ordinary scrutiny. 
  Undetectable Alignment (Ex): The web of different 
  identities and agendas inside a spymaster’s mind makes it 
  impossible for others to detect her alignment by mans of 
  any form of divination. This ability functions like an 
  undetectable alignment spell, except that it is always 
  active. 
  Quick Change (Ex): By 2nd level, a spymaster has 
  become adept at quickly switching from one identity to 
  another. She now can don a disguise in one-tenth the 
  normal time (1d3 minutes) and don or remove armor in 
  one-half the normal time. 
  Scrying Defense (Ex): Starting at 2nd level, a spymaster 
  adds her class level to Will saves against divination 
  (scrying) spells, as well as to Spot checks made to notice 
  the sensors created by such spells. 
  Magic Aura (Sp): At 3rd level, a spymaster gains the 
  ability to use Nystul’s magic aura at will with a caster level 
  equal to her class level. Most spymasters use this ability to 
  shield their own magic items from detection. 
  Sneak Attack (Ex): Beginning at 3rd level, a spymaster 
  deals an extra 1d6 points of damage when flanking an 
  opponent or any time the target would be denied its 
  Dexterity bonus. This extra damage applies to ranged 
  attacks only if the target is within 30 feet. It increases to 
  2d6 points at 6th level. See the rogue class feature, page 50 
  of the Player’s Handbook. If a spymaster gets a sneak 
  attack bonus from another source (such as levels of 
  rogue), the bonuses on damage stack. 
  Slippery Mind (Ex): Starting at 4th level, a spymaster has 
  a second chance to wriggle free from any enchantment 
  spells and effects. See the rogue class feature, page 51 of 
  the Player’s Handbook. 
  Dispel Scrying (Su): At 5th level and higher, a spymaster 
  can dispel a scrying sensor as if casting a targeted greater 
  dispel magic. Her caster level is equal to her class level + 
  10. She can use this ability a number of times per day 
  equal to 3 + her Intelligence modifier. 
  Deep Cover (Ex): At 7th level, a spymaster becomes able 
  to quiet her mind and completely immerse herself in her 
  cover identity. While she operates under deep cover, 
  divination spells detect only information appropriate to 
  her cover identity; they reveal nothing relating to her 
  spymaster persona. 
   
   
   
  
  Dyv5-06 Matters of the Heart 
   
  Page 51 
  Appendix 2: New Rules Items 
   
  Feats, as presented in Complete Arcane 
  Arcane Preparation [General]: You can prepare an 
  arcane spell ahead of time, just as a wizard does. 
   
  Prerequisite: Ability to cast arcane spells without 
  preparation. 
   
  Benefit: Each day, you can use one or more of your 
  spell slots to prepare spells you know, usually for the 
  purpose of applying a metamagic feat to the spell—but 
  without an increase in its casting time. Preparing a spell 
  uses a spell slot of the appropriate level, and once 
  prepared, that slot can’t be used for anything else until the 
  prepared spell is cast. 
   
  Normal: Spellcasters who cast arcane spells without 
  preparation (such as sorcerers and bards) who apply a 
  meta-magic feat to a spell must cast it as a full-round 
  action instead of a standard action. 
   
  Feats, as presented in Complete Divine 
  Divine Spell Power [Divine]: You can channel 
  positive or negative energy to enhance your divine 
  spellcasting ability. 
   
  Prerequisites: Ability to turn or rebuke undead, able 
  to cast 1
  st-level divine spells. 
   
  Benefit: You can spend a turn or rebuke attempt as a 
  free action and roll a turning check (with a special +3 
  bonus, plus any other modifiers you’d normally apply to 
  your turning check). Treat the result of the turning check 
  as a modifier to your caster level on the next divine spell 
  you cast in that round. 
   
  For example, if a cleric used this feat and rolled a 16 
  on his turning check, he would add a +2 bonus to his 
  caster level for the next divine spell he casts in the round. 
  Had he rolled an 8, he would apply a –1 penalty to his 
  caster level for the next divine spell he casts in the round. 
   
  If you don’t cast a divine spell before your next turn, 
  you lose the effect of the check result. This feat has no 
  effect on your arcane spellcasting ability. 
   
  True Believer [General]: Your deity rewards your 
  unquestioning faith and dedication. 
   
  Prerequisite: Must choose a single deity to worship. 
  Must be within one step of that god’s alignment. 
   
  Benefit: Once per day when you are about to make a 
  saving throw you may declare that you are using this feat 
  to gain a +2 insight bonus on that saving throw. 
  This feat also allows you to use a relic (see relics, page 88 
  of Complete Divine) of the deity you worship. 
   
  Feats, as presented in Complete Warrior 
  Close-Quarters Fighting [General]: You are 
  skilled at fighting at close range and resisting 
  grapple attempts. 
   
  Prerequisites: Base attack bonus +3 
   
  Benefit: You gain an attack of opportunity whenever 
  an enemy attempts to grapple you, even if the enemy has 
  a feat or special ability that would normally bypass the 
  attack. If you deal damage with this attack, the enemy 
  fails to start the grapple unless it has the Improved 
  Grapple feat or a special ability such as improved grab. If 
  the enemy has such an ability, you may add the damage 
  you deal as a bonus on your opposed check to resist being 
  grappled. This feat does not give you extra attacks of 
  opportunity when you would be denied one for being 
  surprised, helpless, or in a similar situation. 
   
  For example, an ogre attempts to grapple Tordek. 
  Tordek gains an attack of opportunity, hits, and causes 
  damage. Since the ogre does not have any sort of 
  grappling special ability or feat, it fails to start a grapple. 
  Then an ankheg—a creature with the improved grab 
  special ability—attempts to grapple Tordek. He takes an 
  attack of opportunity, hits, and deals 10 points of damage 
  to the creature. Tordek then adds +10 to his opposed 
  check to resist being grappled. 
   
  Normal: 
  Creatures 
  with 
  improved 
  Grapple, 
  improved grab, or similar feats or special abilities do not 
  provoke attacks of opportunity when they attempt to start 
  a grapple. 
   
  Special: A fighter may select Close-Quarters 
  Fighting as one of his fighter bonus feats. 
   
  Earth’s Embrace [General]: You can crush 
  opponents when you grapple them. 
   
  Prerequisites: Str 15, Improved Grapple or improved 
  grab, Improved Unarmed Strike 
   
  Benefit:  While grappling, if you pin your opponent, 
  you deal and extra 1d12 points of damage in each round 
  that you maintain the pin. You must hold your opponent 
  immobile as normal (with an opposed grapple check), but 
  you must also remain immobile, giving opponents (other 
  than the one you’re pinning) a +4 bonus on attack rolls 
  against you (but you are not helpless). You do not gain 
  this extra damage against creatures that are immune to 
  critical hits. 
  
  Dyv5-06 Matters of the Heart 
   
  Page 52 
   
  Normal: You may deal normal damage to a pinned 
  opponent by making a successful grapple check. 
  Reference Complete Warrior, page 97 
   
  Elusive Target [Tactical]: Trying to land a blow 
  against you can be a maddening experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  these tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you 
  must designate a specific foe to be effected by your Dodge 
  feat. If that foe uses the Power Attack feat against you, the 
  foe gains no benefit on the damage roll but still takes the 
  corresponding penalty on the attack role.   
   
  Diverting Defense: To use this maneuver, you must 
  designate one of the flanking attackers affected by your 
  Dodge feat.  The first attack of the round from the 
  designated attacker automatically misses you and may 
  strike the other flanking foe instead; the attacking 
  creature makes an attack roll normally. And its ally is 
  considered flat-footed. If the designated attacker is 
  making a full attack against you, its second and 
  subsequent attacks function normally. 
   
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square. If the foe misses you, you can 
  make a free trip attempt against this foe, and the foe does 
  not gain a chance to trip you if your attempt fails. 
   
  Improved 
  Toughness 
  [General]: 
  You 
  are 
  significantly tougher than normal. 
   
  Prerequisite: Base Fortitude Save bonus +2 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such as 
  by gaining a level), you gain 1 additional hit point. If you 
  lose a HD (such as by losing a level), you lose 1 hit point 
  permanently. 
   
  Special: A fighter may select Improved Toughness as 
  one of his fighter bonus feats. 
   
  Power Critical [General]: Choose one weapon, such 
  as a longsword or a greataxe. With that weapon, you know 
  how to hit where it hurts. 
   
  Prerequisite: Weapon Focus with weapon, base 
  attack bonus +4 
   
  Benefit: When using the weapon you selected, you 
  gain a +4 bonus on the roll to confirm a threat. 
   
  Special: A fighter may select power Critical as one of 
  his fighter bonus feats. 
   
  You can gain Power Critical multiple times. Each 
  time you take the feat, it may be with a different weapon 
  or the same weapon. If you take it with the same weapon, 
  the effects of the feat stack. 
   
  Spells, as presented in Complete Arcane 
  Arc of Lightning 
  Conjuration (Creation) [Electricity] 
  Level: Druid 4, sorcerer/wizard 5, warmage 5, wu jen 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: A line between two creatures 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
  You create natural conductivity between two creatures, 
  and a bolt of electricity arcs between them. This bolt deals 
  1d6 points of electricity damage per caster level 
  (maximum 15d6) to both creatures and to anything in the 
  line between them. 
   
  Both creatures must be in range, and you must be 
  able to target them (as if this spell had them as its targets). 
  Draw the line from any corner in one creature’s space to 
  any corner in the other’s space. 
   
  Arcane Material Component: Two small iron rods. 
  Reference: Complete Adventurer, page 97. 
   
  Blink, Greater 
  Transmutation 
  Level: Bard 5, sorcerer/wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level (D) 
  This spell functions like blink, except you have control 
  over the timing of your “blinking” back and forth between 
  the Ethereal Plane and the Material Plane. You can also 
  ready an action to blink away from any physical or 
  magical attack, with the attack missing automatically 
  unless it also affects ethereal targets (as a force effect 
  does). While blinking, you have no chance of interfering 
  with your own attacks of your own spells. When moving 
  through solid objects, you do not risk materializing inside 
  one unless you actually end your movement there, in 
  which case you materialize and are shunted off to the 
  nearest open space, taking 1d6 points of damage per 5 feet 
  traveled in this manner. 
   
  Burning Blood 
  Necromancy 
  Level: Sorcerer/wizard 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  
  Dyv5-06 Matters of the Heart 
   
  Page 53 
  Target: One living creature; see text 
  Duration: 1 round/level (D) 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
  You taint a living creature’s blood with a hot, corrosive 
  infusion, dealing 1d8 points of acid damage and 1d8 
  points of fire damage per round. The subject can attempt a 
  Fortitude save each round to negate the damage, but a 
  successful save does not prevent damage in future rounds. 
  Searing pain limits the subject to a single move action in 
  any round when it fails its Fortitude save. 
   
  Burning blood does not affect creatures of the 
  construct, elemental, ooze, plant, or undead types. 
   
  Material Component: A drop of blood and a pinch of 
  saltpeter. 
   
  Fireburst 
  Evocation [Fire] 
  Level: Sorcerer/wizard 2, warmage 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 5 ft. 
  Effect: Burst of fire extending 5 ft. from you 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  Fireburst causes a powerful explosion of flame to burst 
  from you, damaging anyone within 5 feet of you. All 
  creatures and objects within that area, except for you and 
  any creatures or objects that share your space, take 1d8 
  points of fire damage per caster level (maximum 5d8). 
   
  Material Component: A bit of sulfur. 
   
  Mage Armor, Greater 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
  This spell functions like mage armor, except that its 
  tangible field of force provides a +6 armor bonus to Armor 
  Class. 
   
  Material Component: A tiny platinum shield worth 
  25 gp. 
  Reference: Complete Arcane, page 114. 
   
  Miasma 
  Evocation 
  Level: Druid 6 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft + 5ft/2 levels) 
  Target: One living creature 
  Duration: 3 rounds/level 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  By filling the subject’s mouth and throat with 
  unbreathable gas, you prevent him from doing much 
  more than coughing and spitting. The subject cannot 
  speak.  Conversation is impossible, spells with verbal 
  components cannot be cast, bardic music cannot be 
  performed, and no noise other than coughing and 
  spitting is possible. The subject can hold his breath for 2 
  rounds per point of Constitution but must make a 
  Constitution check (DC 10 + 1 per previous success) each 
  round thereafter to continue doing so. Failure on any 
  such check (or voluntary resumption of breathing) causes 
  the subject to fall unconscious (0 hp). On the next round, 
  the subject drops to -1 hit points and is dying; on the third 
  round, he suffocates (see Suffocation, page 304 of the 
  Dungeon Master’s Guide). 
   
  Orb of Acid 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
  An orb of acid about 3 inches across shoots from your 
  palm at its target, dealing 1d6 points of acid damage per 
  caster level (maximum 15d6). You must succeed on a 
  ranged touch attack to hi your target. 
   
  A creature struck by the orb takes damage and 
  becomes sickened by the acid’s noxious fumes for 1 
  round. A successful Fortitude save negates the sickened 
  effect but does not reduce the damage. 
   
  Orb of Acid, Lesser 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 1, warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
  
  Dyv5-06 Matters of the Heart 
   
  Page 54 
  An orb of acid about 2 inches across shots from your palm 
  at its target, dealing 1d8 points of damage. You must 
  succeed on a ranged touch attack to hit your target. 
   
  For every two caster levels beyond 1st, your orb deals 
  an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 
  at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 
  9th level or higher. 
   
  Orb of Electricity 
  Conjuration (Creation) [Electricity] 
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
  This spell functions like orb of acid except that it deals 
  electricity damage. In addition, a creature wearing metal 
  armor struck by an orb of electricity must make a 
  Fortitude save or be entangled for 1 round instead of 
  being sickened. 
   
  Vitriolic Sphere 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 5, wu jen 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: 10-ft.-radius burst 
  Duration: Instantaneous, see text 
  Saving Throw: Reflex negates and Reflex half; see text 
  Spell Resistance: No 
  You conjure a sizzling emerald sphere that drenches all 
  within the area with a potent acid. Affected creatures take 
  1d4 points of acid damage per caster level (maximum 
  15d4) and must succeed on a Reflex save or risk taking 
  damage in the following 2 rounds (6d4 points of damage 
  in the second round and 3d4 points of damage in the 
  third round). Both rounds of continuing damage are 
  subject to Reflex saves for half damage; if an affected 
  creature succeeds on its second Reflex save, it takes no 
  acid damage in the third round. 
   
  Material Component: A tiny glass vial filled with 
  aqua regia. 
   
  Dire Vulture, as presented in Sandstorm 
  Dire Vulture 
  Large Animal 
  Hit Dice: 6d8+42 (69 hp) 
  Initiative: +1 
  Speed: 20 ft. (4 squares), fly 80 ft. (average) 
  Armor Class: 17 (–1 size, +1 Dex, +7 natural), touch 10, 
  flat footed 16 
  Base Attack/Grapple: +4/+11 
  Attack: Bite +6 melee (1d8+4) 
  Full Attack: Bite +6 melee (1d8+4) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Stench 
  Special Qualities: Low-light vision, resistance to disease, 
  scent 
  Saves: Fort +12, Ref +6, Will +7 
  Abilities: Str 16, Dex 13, Con 25, Int 2, Wis 14, Cha 4 
  Skills: Listen +4, Spot +12, Survival +11 
  Feats: Alertness, Flyby Attack, Track 
  Environment: Warm deserts 
  Organization: Solitary or flock (4–20) 
  Challenge Rating: 3 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 7–12 HD (Large); 13–18 HD (Huge) 
  Level Adjustment: — 
   
  This enormous bird of prey has a mottled, naked head and 
  neck with a wicked, hooked beak. A stink of carrion 
  surrounds the beast. 
  A dire vulture, like its normal cousin, is a carrion feeder. 
  It takes a very large carcass, or many small ones, to keep 
  such a monster fed. 
   
  A dire vulture is 8 to 12 feet long and has a wingspan 
  of 20 feet or more. 
   
  Combat 
  Dire vultures are much more aggressive than mundane 
  vultures, and one might attack a creature that is two or 
  more size categories smaller than itself. 
   
  Stench (Ex): Scraps of rotting flesh cling to a dire 
  vulture’s feathers, and the fetid wind of its wings can feel 
  even the hardiest opponent. A creature within 20 feet of a 
  dire vulture must succeed on a DC 20 Fortitude save or be 
  sickened for 1d6 rounds. A creature that successfully 
  saves can’t be affected by that dire vulture’s stench ability 
  for 24 hours. The save DC is Constitution-based. 
   
  Resistance to Disease (Ex): A dire vulture has a cast-iron 
  stomach. It has a +2 bonus on Fortitude saves to resist 
  normal diseases, but not supernatural or magical diseases 
  such as mummy rot. 
   
  Skills: A dire vulture has a +4 racial bonus on Spot and 
  Survival checks. 
  
  Dyv5-06 Matters of the Heart 
   
  Page 55 
   
  DM’s Map #1 
   
  The Nyr Dyv and its shoreline near Axeport and Admundfort 
   
  
  Dyv5-06 Matters of the Heart 
   
  Page 56 
  Critical Events Summary 
   
  • 
  Use the tunnel to cross beneath the Nyr Dyv? 
  YES 
  NO 
   
  • 
  Did the PCs attempt to fly across the Nyr Dyv from Admundfort? 
  YES 
  NO 
   
  • 
  Did the PCs move onto the Plane of Shadow? 
  YES 
  NO 
   
  • 
  Did the PCs sail, ride, or water walk across the Nyr Dyv from Admundfort? 
  YES 
  NO 
   
  • 
  Did Pug Newton have to flood the tunnel? 
  YES 
  NO 
   
  • 
  Did the PCs attempt to infiltrate Axeport? 
  YES 
  NO 
   
  • 
  Did the PCs find the multiple yuan-ti tracks? 
  YES 
  NO 
   
  • 
  Did the PCs discover Kurault’s true identity? 
  YES 
  NO 
   
  • 
  Did the PCs discover the real Rashaman of Safeton? 
  YES 
  NO 
   
  • 
  Did a PC keep the mysterious relic? 
  YES 
  NO 
  � 
  If so, have him email bkplots@gmail.com for further instructions 
   
  • 
  Did any PC have the Staff of Kadoran? 
  YES 
  NO 
   
  • 
  Was Larissa Hunter kidnapped by Kurault? 
  YES 
  NO 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/595/Normal Scenarios/DYV5-06 - Matters of the Heart (APL 12-18)/DYV5-06 - Matters of the Heart.pdf