TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  YEO4-04 
    
   
   
   
   
   
  Season of the Wolf 
   
  A One-Round D&D LIVING GREYHAWK®  
  Yeomanry Regional Adventure 
  Version 1.2 
   
  by Jason Mayberry 
   
   
   
  The woods are darker now and more dangerous.  The residents of Shalehal lock their doors and shutter their windows 
  now when night falls and the mists creep in.  Everyone stokes the fire a little higher when the wolves howl from the 
  Shale Fens. Not marked on any calendar, the Season of the Wolf is upon us.  A Yeomanry Regional adventure for APLs 
  2-12, and Part One of the Ties That Bind series.   
   
  
  YEO4-04 Season of the Wolf 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
   
   
   
   
   
   
   
  
  YEO4-04 Season of the Wolf 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Yeomanry.  Characters native to the Yeomanry 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. 
  
  YEO4-04 Season of the Wolf 
   
  Page 4 
  Adventure Background 
  About the Yeomanry 
  The Yeomanry is situated in a valley between the Jotens 
  and the Tors in the southwest corner of the Sheldomar 
  Valley.  The moderately sized realm is nearly surrounded 
  by the Crystalmists and its spurs, though its eastern 
  border with Keoland is generally regarded as the eastern 
  bank of the Javan across from the county of Cryllor.  Its 
  border continues south to where the great river enters 
  the Hool marshes and the lands of the Sea Princes.  The 
  climate is hot nearly year-round in the central valley, 
  though the temperature moderates as one approaches the 
  foothills, particularly in late fall and winter.   The 
  Yeomanry is a land populated primarily by freemen 
  Farmers, who are mostly a Suel-Flan mix. 
  The Yeomanry is one of the few representative 
  democracies in the Flanaess.  Any citizen of majority who 
  has carried a spear for the nation, either now or in the 
  past, is eligible to elect spokesmen on his behalf from his 
  community, who, in turn, elect Grosspokesmen that 
  serve in the Council of Common Grosspokesmen in 
  Loftwick.   
  The people of the Yeomanry are rural, cloistered folk 
  with little exposure to either foreigners or magic.  They 
  are religious and superstitious, yet reservedly friendly to 
  travelers.  Many Yeomen have served in the Militia and 
  are stout defenders of their homes. 
  Life in the Yeomanry is changing.  There is a greater 
  influx of magic as trade between the Sheldomar nations 
  grows.  And with constant rumors of giants gathering in 
  the mountains, Scarlet Brotherhood agents sneaking into 
  the country, and horrors creeping out of the Passage of 
  Slerotin, the average Yeoman is now both more militant 
  and more vigilant. 
  You can learn more about the Yeomanry at its official 
  website: http://yeomanry.living-greyhawk.com.  
  Is this a ‘Military Module?’ 
  PCs in the militia or army are not considered activated 
  for this adventure. 
  Is this a “Dustdigger Module?” 
  PCs belonging to the Academy of Lore are not considered 
  activated for this adventure. 
  Is this “Promotion Worthy?” 
  No. 
  Shalehal (pop 800) 
  Shalehal, pronounced “Shal a hale”, is a large, unfortified 
  village nestled within the depths of the Sylvan Wood of 
  the far southwest of the Yeomanry.  It has the notoriety 
  of being the only town in the Yeomanry with an elven 
  majority.  Not surprisingly, the town’s major export is 
  lumber and products derived there from.  Its fabled 
  Silveroaks are much sought after in both the Yeomanry 
  and other Sheldomar nations.  The elves here take great 
  pride in the preservation of the surrounding woods, and 
  are very selective in determining what trees should be 
  harvested.  This selective culling has made demand for 
  Shalehal lumber, and silveroak wood specifically, high, 
  and the village has a moderate degree of wealth that 
  belies its size.  The town has made a pact with the treants 
  who reside in the forest.  The treants protect the town 
  from major threats, and in exchange they have a say in 
  what trees can be used by the elves. Only the town itself 
  is protected, however.  Those who wander too far into the 
  woods themselves are fair game for the dangers of the 
  forest. 
  � Shalehal (village): Conventional; AL NG; 500 gp 
  limit; Assets 20,000 gp; Population 800 adults; Mixed 
  (57% elf, 21% human, 15% half-elf, 6% gnome, 1% 
  halfling). 
   
  Authority Figures: Grosspokesman Hianian Tirel, male 
  elf Wiz5/Ari1; Liandriel Naldros, Captain of Sylvan 
  Wardens, female elf Rgr3/War4. 
   
  Typical Guard Patrol: In town, the typical patrol is 
  basic militiamen consisting of a yeoman of the guard 
  (Ftr2) and 1d4 militiamen (Ftr1 or War2).  In the woods, 
  a typical Sylvan Warden patrol is a Silverleaf (Rgr2) and 
  1d4+1 Redwillows (Rgr1 or War3).  Militia members on-
  duty in town wear the standard bright red Yeomanry 
  tabard, while Sylvan Guards are distinguished only by 
  their silver cloak clasps done as a stylized oak leaf. 
   
  Healing: The Hall of Zilchus serves mainly as the 
  town’s bank and underwrites the lucrative lumber 
  transactions, but it also hosts at least one lower level 
  cleric and keeps some potions and scrolls on hand for 
  adventurers.  Prices are steep, however.  Non-Zilchans 
  will pay 10% more for healing magic.  There is also a 
  shrine to Rillithane somewhere in the depths of the 
  woods, but finding it is problematic.  PCs with the Track 
  feat can find it with a Survival check (DC 15+ APL).  
  There is also a small chapel, the Chapel of Sylvan 
  Courage, dedicated to Heironeous that is kept by Alludra 
  Tehdris (Clr6), a former adventurer. 
  The Shale Fens 
  The Shale Fens are a marshy area half-a-league distant 
  from Shalehal along the Westburn Road.  The fens are 
  almost perpetually covered in deep mists, and are home 
  to numerous fey.  Sages speculate that the cold runoff 
  waters of the Burn River flows down from the 
  Crystalmists and mingles with hot springs in the Fens to 
  create the misty conditions.  Others say it is the work of 
  the native fey.  Whatever the reason, the Shale Fens are 
  filled with wispy fogs and mists at almost all times but 
  the searing heat of high summer.   
  
  YEO4-04 Season of the Wolf 
   
  Page 5 
  A portion of the Westburn Road winds through the Fens 
  on its way to Shalehal, and travelers on the road prefer 
  not to linger.  The fey of the Shale Fens are generally 
  peaceful, though not above pranks and practical jokes, 
  and those that stick to the road are usually left with 
  spooky sounds and disquieting illusions.  The few who 
  are lured from the path find themselves lost and the 
  victims of more frightening and vicious, though 
  ultimately harmless, pranks.  Evil fey do exist in scattered 
  pockets, but when their deprivations grow too great, they 
  are usually driven out by their good kin or the Sylvan 
  Guards.  By ancient agreement, the treants of the Sylvan 
  Wood do not interfere in this particular section of the 
  forest. 
  Background 
  This adventure is meant to be the first part of a three or 
  four part series.  Some information has been left out 
  purposefully in order not to spoil future events for you 
  the judge.  Bear in mind as you are judging that you 
  might not have access to all the information of what will 
  come out in the series. This is part of a series involving 
  the redemption of a fallen paladin of Ehlonna and the 
  defeat of a manipulative vampire.  In this particular 
  scenario, the characters are introduced to the paladin and 
  hopefully defeat one of the vampire’s lieutenants.  It 
  takes place near the town of Shalehal and adds further 
  geographic definition to that area. 
  In Shalehal, the PCs stop to rest at Nathria’s Respite, an 
  inn close to the main square.  While there, they receive a 
  request for a meeting at the Temple of Zilchus.  At the 
  temple, they meet Malethane Trianius, a local artisan, and 
  Burgemeister Hamund, a priest of Zilchus.  Trianius, a 
  well-known bowyer and woodcarver, is working on a 
  commission of longbows for a group of officers of the 
  Yeoman Army.  The bows themselves are finished, but he 
  uses a special corded silk for the bowstrings.  The 
  merchant who delivers the silk is missing, along with his 
  shipment.  He was last seen on his wagon with two 
  bodyguards on the road from Westburn to Shalehal.  The 
  Church of Zilchus had insured the shipment, but rather 
  than pay the loss they would like to hire the PCs to 
  investigate 
  and 
  possibly 
  salvage 
  the 
  shipment.  
  Malethane has agreed both because he wants to preserve 
  his reputation for timely completion and because the 
  merchant is a personal friend.   
  Andrij the merchant deals in silks from the Amedio 
  peninsula.  He has them shipped up in raw form and he 
  weaves and bundles the silk for delivery to the Yeomanry, 
  Keoland, and Geoff.  At the end of his season, he keeps 
  some corded stock to personally deliver to his friend, 
  Malethane.  He disappeared in the Shale Fens, a misty 
  wood fen between Shalehal and Westburn.  The area is 
  slightly marshy and home to many fey creatures, though 
  the elves of the nearby Sylvan Wood make sure to drive 
  out evil or destructive fey.  At the present time of year, 
  the Fens are blanketed with heavy mists, dropping 
  visibility considerably.  The unwary are easily lost in the 
  mists and mischievous fey often use ghost sound and 
  illusions to cause strangers to drift off the path.  There 
  have been scattered disappearances in the weeks before, 
  but the bodies were always recovered and the deaths 
  attributed to wild animal attacks.  Rangers in the area 
  warn of numerous mountain wolf packs driven out of the 
  Jotens by the depredation of giants and lack of game. 
  In reality, Andrij was directly targeted by orders of 
  Alyssis Blackthorn, a rival merchant.  Alyssis, who is a 
  vampire, has many interests, including silk trade.  She 
  wanted to usurp Andrij’s silk custom and decided the 
  easiest way to take it over would be to have him “offed”.  
  She had her henchman, the werewolf Kayn, and his band 
  ambush Andrij on his way through the Shale Fens.  It was 
  supposed to be a covert assassination and return, but 
  Kayn has decided he likes the Shale Fens and wants to 
  stay.  After butchering the merchant in a particularly 
  brutal fashion, he has taken to preying on the locals.  
  Alyssis has come to the conclusion that Kayn is losing 
  control of his bestial side and she has used her contacts in 
  the Church of Zilchus to arrange for a party to take him 
  out.  One of her many contacts in the church is 
  Burgemeister Hamund.  She keeps him in a high lifestyle 
  of wine, women, and song that he could not otherwise 
  afford as a rector of a small community, and in exchange 
  he passes along information and does the occasional 
  favor.  Lately, he has begun siphoning off sums to fund 
  her special projects, such as what happened to the 
  missing funding for the Heironean orphanage.  He 
  knows of a few others in the church who are friendly to 
  her interests, but is unaware of the extent of her 
  influence and of the fact that she is a vampire. 
  Almost all possible outcomes are beneficial for her.  If the 
  PCs kill Kayn and his band, she is rid of a dangerous and 
  uncontrollable minion and all trace of her involvement is 
  gone.  If Kayn defeats the PCs, she will be rid of a 
  troublesome group of adventurers who might interfere 
  with her plans later.  One of the players will be given an 
  amulet on loan (amulet of natural armor +2) by 
  Burgemeister Hamund with a symbol of a thorny rose.  
  The amulet was given to Hamund by Alyssis and in 
  addition to its normal protective enchantment, it has 
  scrying magic embedded to allow her to keep tabs on 
  what the characters are doing and whether they have 
  successfully defeated Kayn and his minions.  At random 
  points, PCs may make Int checks to detect scrying (DC 
  25), but the magic is subtle and in no way should they be 
  given the information that the amulet is the focus.  When 
  he sees it, Kayn gets the message to stay in line or die.   
  Divinations 
  The following spells will provide the caster no useful 
  information about Toliver Gan, due to the divine 
  protections of Ehlonna upon his person: discern lies, zone of 
  truth, detect thoughts, legend lore.  The caster will not know 
  why the spell failed/generated no useful information or 
  behavioral modification, just that it has.  Attempts to scry 
  
  YEO4-04 Season of the Wolf 
   
  Page 6 
  or track Gan with magic will fail due to these divine 
  protections as well. 
  Attempts to scry the whereabouts of Tolliver’s fiancé, 
  Nathria, reveal the following venue (via a screen spell 
  placed on her location): “A beautiful human girl of mixed 
  heritage seems to be laughing and playing ‘Five Corners,” 
  a game popular in Nyrond.  She is laughing as she plays 
  and holds a party mask in one hand as she moves the 
  pieces.  A glass of red wine sits nearby.  Behind her you 
  see various costumed and masked party-goers dancing.  
  You are unable to discern a location, but get the sense of a 
  great distance.” 
  Attempts to use commune, divination, greater divination, or 
  any other spell that attempts to seek the guidance of an 
  extraplanar entity or power, receives the following 
  message: 
  “Your pleas to us fall on deaf ear, 
  Forbidden we are to interfere. 
  Seek the task at hand, we say, 
  Pawns must move when Powers play.” 
  Adventure Summary  
  Encounter One:  On the road to Shalehal, the PCs are 
  attacked by a pack of “wolves” (worgs, dire wolves, winter 
  wolves, fiendish winter wolves - depending on the APL) 
  that appear faintly evil.  The wolves attack without 
  warning and the PCs are thrown into initiative as soon as 
  they sit down to the table. The PCs are hard-pressed, but 
  the pack is eventually driven off. 
  Encounter Two:  In Shalehal.  While the PCs are 
  enjoying a mid-day meal, they are asked to meet with 
  Trianius, a local artisan, at the Temple of Zilchus.  There 
  they are given the mission to find the merchant, Andrij, 
  and his shipment of silk.  He disappeared in the Shale 
  Fens, a misty wood marsh less than a league from 
  Shalehal.  
  Encounter Three: On their way back to the inn, the PCs 
  run into a scuffle between townsfolk and Toliver Gan, the 
  town drunk. Gan is a former paladin of Ehlonna who has 
  fallen on hard times and taken to drowning his sorrows 
  in drink.  His fateful collision with the PCs has 
  repercussions in later adventures of the series.  The PCs 
  may choose to aid either Gan or the mob.  This is not 
  meant as a combat encounter, but rather as a chance for 
  the PCs to roleplay and/or utilize skills.  If they come to 
  blows, appropriate stats are given, but excessive force 
  upon civilians will bring the full force of the law upon 
  them. 
  Encounter Four:  The PCs encounter some wolves (or 
  dire wolves) surrounding a great stag.  The wolves are not 
  evil, just hungry.  They will turn and attack the PCs if 
  they interfere.  The stag, however, is fey.  PCs might 
  think the right thing to do would be to rescue the stag.  
  In reality, this is “against the natural order” and the 
  wrong thing to do.  The stag is mighty, but old and 
  wishes to die in battle.  The wolves are natural and just 
  hungry.  If the PCs do nothing, they will have 
  demonstrated respect for the Way of Nature and the fey 
  of the Shale Fens will aid them and eventually lead them 
  to the werewolf’s camp and the body of Andrij.  If they 
  interfere, the fey lead them astray and play tricks on 
  them. 
  If the PCs decide to rest for the night to heal and regain 
  spells, they see burning sets of eyes at the edge of the 
  firelight surround the camp.  Occasionally, a wolf or two 
  will race in to attack a random PC.  Not meant to be truly 
  dangerous, but this should keep PCs awake and on their 
  toes all night. 
  Encounter Five: If the PCs tried to save the white stag, 
  the forest fey plague them with pranks, snipes, and 
  illusions.  There is nothing lethal, but they do try to get 
  the PCs lost, confused, and frustrated.  If the PCs allowed 
  nature to take its course, the fey will assist the PCs here. 
  Encounter Six:  Neydus the druid, an ally of the 
  werewolf, ambushes the PCs with spells and summoned 
  monsters.  If he is overwhelmed, he will attempt to flee 
  and warn Kayn. 
  Encounter Seven:  The PCs either confront or are 
  ambushed by Kayn the werewolf and the remaining 
  members of his band.  Kayn’s camp has various pit traps 
  and sharpened-branch traps and the constant mists make 
  combat difficult. 
  Conclusion:  The PCs recover the body of Andrij and his 
  shipment and report back to Malethane for their reward. 
  Introduction 
  Before beginning play, the DM must determine which 
  PCs hail from which locations in the Yeomanry.  This has 
  a bearing on certain aspects of the module.  Specifically, 
  those PCs from Shalehal and the Little Hills may have an 
  easier time of it.  Those with no specific locale or who 
  have not chosen one are assumed to be vagrant or 
  unsettled.   
  Next, determine if any of the PCs are on covert 
  assignment during the module.  This is only possible for 
  natives of the Yeomanry region and active members of 
  either the Church of Seven Faiths (Co7F) or the Church 
  of Heironeous (CoH). 
  If none of the PCs qualify, skip this section and proceed 
  to the first encounter.  If some of the characters are 
  Yeoman, the DM should obtain the following 
  information from each:  hometown and membership in 
  meta-organizations.  If any of the following statements 
  apply to any of the Yeoman PCs at the table, all Yeoman 
  players should be taken aside individually by the DM and 
  briefed as appropriate.  This is to prevent one PC from 
  being singled out for suspicion.  For PCs that do not fit 
  any of the categories below, the DM should simply 
  remind the player not to discuss this pre-brief. 
  
  YEO4-04 Season of the Wolf 
   
  Page 7 
  If a PC is from Shalehal, give them Player Handout #1. 
  If a PC is a member of the Church of Seven Faiths, give 
  them Player Handout #2. 
  If a PC is a member of the Church of Heironeous, give 
  them Player Handout #3. 
  The DM should remind each player that this is a 
  confidential assignment, not to be revealed or discussed 
  with other players unless compelled or forced to do so by 
  special circumstances.  The DM should note any 
  characters that blatantly reveal the nature of their 
  mission for later reprimand.  Even characters in the same 
  category do not know they are working for the same ends 
  and should not reveal to each other that they are on 
  covert mission without a compelling in-game reason. 
  Encounter One: Pack Attack 
  Light:  Morning daylight, muted by mists and leafy 
  canopy. 
  Sounds:  Low voices in conversation (Listen DC 10).  No 
  animal sounds (Listen DC 15 + APL to realize, Knowledge 
  (nature) DC 10 + APL to understand significance). 
  Auras:  Faint evil.  There is no time to cast detect spells 
  before the attack, but those who have innate or spell-like 
  abilities may use them. 
  Refer to DM Aids: Map #1. 
  The sun has blossomed crimson over your travels 
  and painted the morning clouds a spectacular 
  magenta hue.  Some would take that as a bad omen, 
  but you feel strangely invigorated.  As you journey 
  on to Shalehal, you see the fabled mists of the Shale 
  Fens creeping out from the trees to your left and 
  right.  The idyllic setting is short-lived, however, as 
  the drover you have been traveling with begins to 
  rein in his skittish horses who are suddenly 
  straining wildly against their traces.  His small herd 
  of cattle scatters on fleet hooves and their lowing 
  takes on an urgent pitch.  You have the prickly 
  sensation of eyes upon you that lasts but a moment 
  before dark and furry forms come racing out of the 
  nearby forest, with keen eyes and flashing, jagged 
  teeth, giving you no time to even shout a warning. 
  Neither the PCs nor the wolves get a surprise round. 
  APL 2 (EL 4) 
  � Worgs (2): hp 36 each; see Monster Manual. 
  APL 4 (EL 6) 
  � Worgs (4): hp 36 each; see Monster Manual. 
  APL 6 (EL 8) 
  � Winter Wolf (1): hp 59; see Monster Manual. 
  � Dire Wolves (4): hp 50 each; see Monster Manual. 
  APL 8 (EL 10) 
  � Fiendish Winter Wolves (4): hp 59 each; see 
  Appendix One. 
  APL 10 (EL 12) 
  � Advanced Fiendish Winter Wolves (4): hp 88 each; 
  see Appendix One. 
  APL 12 (EL 14) 
  � Advanced Fiendish Winter Wolves (8): hp 88 each; 
  see Appendix One. 
  After defeating the wolves, characters may introduce 
  themselves to any party members they have not 
  adventured with before. 
  Encounter Two: A Note from 
  Malethane 
  Having fended off the strange wolves, you take stock 
  of your position and situation.  Mel, the drover, is 
  obviously rattled.  He mutters something about it, 
  “not being right, wolves attackin’ so near to town,” 
  gathers whatever cattle are within sight, and makes 
  hastily to Shalehal…leaving the rest of his cattle to 
  their fate.  He glances at you over his shoulder and 
  strongly suggests that you do the same.  Your serene, 
  early-morning travel has been shattered by the 
  inexplicable attack.  You set a brisker pace and the 
  distance passes without further incidence, but 
  questions linger in your mind.  Why did the wolves 
  attack so close to town?  Why didn’t they chase down 
  easier prey like the fleeing cows?  How did they get 
  so close to the road without you noticing them?  You 
  loosen your weapons and keep your hands free, alert 
  now for further trouble. 
  The whitewashed and cross-beamed houses of 
  Shalehal appear suddenly out of the mists, and a 
  bored militiaman at the roadside guard post nods 
  you through.  When he notices blood and signs of 
  battle about you, however, he halts you and 
  demands explanation.   
  Allow characters to relay the events of the morning. 
  Upon hearing your tale, he rings a bell set into the 
  post and a small boy in a red tunic rushes up.  He 
  scribbles a quick not and hands it to the boy, who 
  races off with the message.  He points Mel the 
  drover off to the holding pens farther into town and 
  tells you, “Ye should take yer rest at Nathria’s 
  Respite for a bit.  T’other inn’s full up.  I’ll let the 
  sergeant know what happened to ye.  He might want 
  ta know more, but I do be doubting it.  Blasted 
  
  YEO4-04 Season of the Wolf 
   
  Page 8 
  wolves’re all too common nowadays, eh?  Ye seem 
  none the worse for wear.  Any fight ye can stagger 
  away from is a good’un, eh?” 
  Following the militiaman’s haphazard directions, 
  you meander in the general direction of Nathria’s 
  Respite.  The grumble in your bellies is a sure sign 
  that you’ve neglected to eat breakfast, and so the inn 
  is a welcome sight when you at last find it.  Being 
  the erstwhile adventurers that you are, you swagger 
  into the common room, grab a table near the 
  cavernous fireplace and bellow out an order to the 
  serving maid for a hearty fare.  She raises an eyebrow 
  and gives you a little smile before nodding and 
  disappearing into what you assume is the kitchen.  
  She and another maid appear a few minutes later 
  laden with roasted game hens, fruits and cheeses 
  whose aromas make your mouths water.  She sets 
  the food before you, winks, and gracefully slides 
  away to the bar to care for other patrons.  As you dig 
  in to your breakfast, she returns with a note, sealed 
  in wax and impressed with a stylized “M”. 
  If the PCs open it, the note reads: 
   
  My friends, 
   
  I had heard of a party of adventurers making its 
  way to Shalehal and am happy you have arrived in 
  such fortuitous timing.  I have need of a group of 
  freeswords of your caliber and would like to discuss 
  a possible employment with you.  Please meet me at 
  the Temple of Zilchus at your earliest convenience, 
  if interested. 
   
  Your humble servant, 
   
  Malethane Trianius   
  After receiving the note, players have essentially three 
  options:  talking with Captain Dinalle about the wolves, 
  gathering information in the inn and about town, and/or 
  going to the Church of Zilchus. 
  Captain Dinalle 
  Dinalle is the captain of the local contingent of the 
  Border Guards and some characters may remember him 
  from YEO3-06 Rhythm of Drums.  He is preoccupied 
  with giant activity in the mountains, especially rumors of 
  gathering forces, and knows very little about the wolves.  
  He echoes the Rangers’ opinions concerning the increase 
  in wolf-sightings…that they have been driven out of the 
  mountains by the giants.  He knows nothing of anything 
  else of consequence since his attention has been directed 
  to the mountains and possible giant incursions.  He 
  thanks any PCs who played in Rhythm of Drums for 
  their efforts again, and then apologizes and gathers up a 
  handful of reports from Loftwick and starts barking 
  orders to his subordinates.  If characters don’t get the 
  hint, he states that he is extremely busy and has a 
  militiaman show them out. 
  Gather Information about Shalehal 
  Characters may wish to use their time gathering 
  information both before and after meeting with 
  Malethane.  Here are a few subjects about which they 
  might care to inquire, broken down by DC.  Generally, a 
  Gather Information check that makes a higher DC 
  includes all the information listed at the lower DC.  
  Further embellish as you deem necessary. 
  The Wolves 
  DC 15 
  “Lotsa wolves been coming down from the 
  mountains, recently.  Rangers say them 
  giants been eatin’ up all their food, so they 
  come down to the low country to find some 
  more eats.” 
  DC 20 
  “A few folk been disappearin’ lately for no 
  good reason.  Wolves must’ve got ‘em.  
  That’s what the Rangers say.” 
  Andrij the Merchant 
  DC 15 
  That silk merchant, Andrij is overdue.  He 
  usually comes through here about 2 weeks 
  earlier. 
   
  I’m 
  not 
  much 
  for 
  such 
  luxuries…that’s a human failing.  No silken 
  cloth could match the shimmer of sunlight 
  through maple leaves.  I believe he is a 
  good friend of Malethane, though, for all 
  that he is human. 
  DC 20 
  Gonna miss that fellow, Andrij.  He was a 
  good one to talk to.  He was fascinated by 
  our gnomish inventions.  Only so much I 
  could tell him, of course, since he’s not a 
  gnome.  But no one could put away ale like 
  that guy.  It was like he had a hollow leg or 
  something. 
  DC 25 
  I think Andrij ran afoul of another 
  merchant up in Westburn.  Some of those 
  city-folk are a bit unsavory, if you know 
  what I mean.   Enough thugs walking the 
  countryside nowadays that anybody with 
  ready coin can rustle up a gang of ruffians 
  to push a hard negotiation.  Not like in the 
  old days, when your word was your bond. 
  Toliver Gan (the drunk) 
  DC 15 
  Aelfwold is the owner of Nathria’s Respite.  
  Named it after his daughter.  He doesn’t 
  care too much for Gan and won’t let him 
  into the bar…even if he has coin to spend. 
  DC 20 
  Toliver and Nathria had a lover’s quarrel 
  and he probably killed her.  That’s why he 
  drinks so much—he’s consumed by guilt.  
  Her body’s probably out in the fens 
  somewhere.  Farmer said he saw her ghost 
  wandering the mists. 
  
  YEO4-04 Season of the Wolf 
   
  Page 9 
  DC 25 
  Toliver is a sad individual.  Once he was a 
  paladin, a chosen of Ehlonna.  He’s been on 
  the bad side of Aelfwold since Aelfwold’s 
  daughter, Nathria, disappeared.  Since her 
  disappearance, he has taken to spending 
  too much time in his cups.  He no longer 
  trods the leafy paths with us and will tell no 
  one what happened to Nathria or himself.  
  With Ehlonna’s blessings, perhaps he will 
  find his way back. 
  The Shale Fens 
  DC 15 
  The fey in the Shale Fens’re all agitated 
  ‘bout somesuch.  Must be what happened to 
  that merchant, Andrij…fey got ‘im.  Best to 
  take Raburn’s Trace to Westburn till they 
  quiet down. 
  DC 20 
  Another group of adventurers went into 
  the Fens a couple o’ weeks ago.  Didn’t say 
  what they were looking for.  Called 
  themselves “Kayn’s Fist” or “Kayn’s Hand” 
  or somesuch nonsense.  Nobody’s seen ‘em 
  since. 
  DC 25 
  If you ask me, it weren’t normal wolves 
  what got some of them folks what got 
  eaten.  I mean, one was this wizard-bloke 
  on his way to Dark Gate and another was a 
  Sylvan Warden.  No matter how hungry 
  they are, ain’t likely that a wolf’ll tackle 
  something smells o’ magic.  Even less likely 
  an elf Warden’ll let himself be set upon in 
  his own backyard.  
  Note:  Attempts to glean information in town have a bit 
  of a twist.  Thrax Briarwood, a member of the mercenary 
  band Kayn’s Fist, is lurking about town and is likely to 
  catch wind of PCs asking about Kayn’s Fist or Andrij.  He 
  attempts to learn as much about the party as he can to 
  inform his superior, Kayn.  In Shalehal, as many PCs as 
  wish to may aid the primary PC in Gather Information 
  checks.  But for every PC after the first, add +5 to Thrax’ 
  Gather Information checks.  The DCs for him to gain 
  specific information about the PCs are: 
  DC 15 
  PCs’ Mission 
  DC 20 
  Number of PCs in party 
  DC 25 
  Party composition (class, level, etc.) 
  DC 30 
  One distinctive magic item owned by a PC 
  (i.e. lion shield) 
  For every 5 above DC 30, Thrax may gain info about one 
  additional distinctive or disposable magic item owned by 
  a PC. 
  If Thrax reaches DC 25 or higher, inform the PCs that 
  they smell the lingering scent of tobacco smoke.  An 
  Appraise or Knowledge (local - Sheldomar Valley 
  Metaregion) check (DC 20 + APL) identifies it as Little 
  Hills Red brand.  PCs from the Little Hills receive a +4 
  circumstance bonus to this check. 
  Temple of Zilchus 
  Light:  Daylight, filtered through stained glass. 
  Sounds:  Low voices in conversation (Listen DC 10) 
  Auras:  Faint magic (the amulet, DC 17 faint 
  transmutation; DC 20 faint divination) 
  The Temple of Zilchus in Shalehal is a solid, stone 
  structure that true to Zilchan form is ornate.  In 
  fact, it borders on ostentatious.  You knock at the 
  heavy, iron door and it swings open to reveal a 
  wizened fellow with a slight stoop in an otherwise 
  immaculate robe of gold and white.  You show him 
  the note and he nods thoughtfully as he reads it.  
  Then he directs you to a well-decorated conference 
  room nearly filled by a massive oak table.  The wood 
  of the table shimmers slightly in the light and you 
  suspect it must be made of the famous Shalehal 
  Silveroak.  Seated at the table, a human and an elf 
  are having a low, but companionable conversation.  
  The human appears to be tall and portly, and is 
  dressed in the traditional gold and white robes of a 
  Zilchan priest, though a bit rumpled.  He is balding 
  and in his middle years and he tips his wineglass 
  toward the elf when talking, not noticing that some 
  sloshes out. 
  PCs should make a Spot check: 
  DC 20: His skin is blotchy and edging toward sallow 
  or jaundice.  His eyes are bloodshot. 
  DC 25: He smells vaguely of mint and brandy. 
  If a PC who makes either DC Spot check also makes a DC 
  18 Heal check, they realize that he may be suffering from 
  alcoholism. 
  The elf is handsome and seems to have a forceful 
  personality.  He has an easy and almost infectious 
  laugh.  A slight scent of sandalwood and lacquer 
  lingers about him, and his blue eyes turn to you 
  when you enter.  He rises gracefully and says, “Ah, 
  you accepted my invitation.  How good of you.  I am 
  Malethane Trianius, a humble craftsman of 
  Shalehal, and I have need of your expertise.” 
  A DC 20 Knowledge (local – Sheldomar Valley 
  Metaregion) check reveals that he is not just a humble 
  craftsman, but a celebrated artisan of fine woodworks.  
  His creations are highly sought after throughout the 
  Sheldomar Valley, and many of his works are considered 
  “functional works of art”.  It is rumored that he uses 
  sorcerous talents to augment his craftsmanship. 
  “Have you had breakfast?  Would you care for some 
  wine?  I brought some over for Brother Hamund 
  from my private reserve, but you are welcome to 
  some.  Yes?  No?  I will get to the point then, since I 
  
  YEO4-04 Season of the Wolf 
   
  Page 10 
  know that your time is valuable.  As I said, I am a 
  craftsman, and have taken on a commission to craft 
  some longbows for a group of officers of the Army.  
  The bows themselves are finished, but I often use a 
  special corded silk for the bowstrings.  My good 
  friend, Andrij, is a silk merchant who buys silk from 
  the Amedio Hook and weaves it into cloth for 
  delivery to many of the great cities of the 
  Sheldomar.  At the end of his trading season, he 
  brings me some of his extra silk to make into 
  bowstrings.  His schedule is usually as regular as the 
  Great Clock Tower in Loftwick.  This year, however, 
  he is late.  I fear he may have come to harm.” 
  He gestures toward the bald priest and says, “This is 
  Burgemeister Hamund, the local rector of Zilchus.  
  Perhaps he can explain the situation in a more 
  forthright manner that is unclouded by emotion.”  
  Burgemeister Hamund snorts and gestures the 
  party to take seats at the table. 
  Hamund fills the PCs in on the details.  Andrij was last 
  seen on his wagon with two bodyguards on the road from 
  Westburn to Shalehal about a week ago.  The shipment, 
  itself, is of only moderate value since the silk is 
  unprocessed.  The Church of Zilchus had insured the 
  shipment, as is customary, but rather than pay the loss 
  they would like to hire the PCs to investigate and 
  possibly salvage the shipment.  At this point, he offers the 
  party 50 gp each to find Andrij and his shipment.  If the 
  DM wishes, he may allow PCs to haggle over the price.  
  He goes no higher than 150 gp each. 
  At the conclusion of negotiations, Malethane gives to 
  either the most aggressive negotiator or a PC at random 
  an amulet with a thorny rose embossed upon it.  The 
  amulet functions as an amulet of natural armor +2, and he 
  stresses that it is the Property of the Church of Zilchus 
  and on loan only for the duration of the mission. 
  Malethane continues, “You must help us.  Aside 
  from the damage to my reputation as a craftsman, 
  Andrij is a good friend…and a good man.  You must 
  save him if you can.” 
  If the party does not accept the employment, the 
  adventure is effectively over for them.  This is the hook, 
  after all.  PCs receive no gold and only the XP gained 
  from defeating the wolves in Encounter One.  Pass out 
  the ARs. 
  Assuming the characters accept, Malethane then 
  instructs them to return to the inn to prepare to venture 
  into the Shale Fens.  All reasonable and customary 
  incidental items will be covered by the Zilchans (rations, 
  waterskins, camping tools, etc.).  DMs are cautioned to 
  use discretion.  No tanglefoot bags, no alchemist fire, no 
  pack animals/ war horses, and no walking arsenals of 
  holy water will be funded by the Church (they are 
  Zilchans, after all, and they know what is and isn’t a good 
  deal for them financially). 
  Encounter Three: When Good 
  Mobs Go Bad … 
  Light:  Daylight, muted by mists. 
  Sounds:  Angry shouts (Listen DC 10 to hear; Listen DC 
  25 to discern direction). 
  Auras:  faint good (Toliver Gan); moderate conjuration 
  (DC 21, quiver of Ehlonna) on one of the Sylvan Wardens. 
  Trudging back through the streets to Nathria’s 
  Respite, you begin to hear the sounds of shouting 
  and conflict.  Rounding the corner and emerging at 
  the far end of the town square, you see that a crowd 
  has gathered—an angry crowd.  The leader of this 
  mob is a blond, bear of an Oeridian man who you 
  recognize as your innkeeper.  He and some other 
  toughs are shoving a man into the dirt of the street 
  and occasionally kicking him, while yelling 
  invectives.  An angry crowd has gathered, but as yet 
  only a handful participates.   
  ”Where is my daughter?!!” the innkeeper shouts at 
  the figure huddling in the dirt, “What have you done 
  with her?”   
  At the periphery of the conflict stand a couple of 
  members of the Sylvan Wardens, who do not seem 
  comfortable with this display, but nonetheless do 
  not interfere. 
  The mob consists of: 
  � Aelfwood: male human Ftr2. 
  � Bar Bouncer: male dwarf Ftr2. 
  � Townfolk (6): male human Com2. 
  If any of the PCs look as if they are drawing weapons, the 
  elven Warden will look pointedly at them and shake his 
  head.  If any of the PCs attack anyone in the mob with 
  anything but subduing force, the Sylvan Wardens will 
  enter the fray on the side of the mob and shout for the 
  militia.  Two turns after the call, a patrol of militia will 
  show up and arrest everyone, including the PCs.  This 
  does save the victim of the mob, but earns the PCs no xp 
  for the encounter. 
  The figure huddling in the dirt is the fallen paladin and 
  town drunk, Toliver Gan.  He is a scruffy-looking elf 
  male, wearing woodland garb that is soiled and dingy.  
  He reeks of strong alcohol and is clearly inebriated.  The 
  innkeeper is Aelfwold, a former militia sergeant who 
  opened the inn when he mustered out.  He and the 
  others are upset with Gan over the disappearance of 
  Nathria, Aelfwold’s daughter and Gan’s fiancé.  Nathria 
  is/was a well-known and well-loved figure and her 
  disappearance has caused a great deal of concern.  
  Aelfwold seems to think that Toliver had something to 
  do with it, or at least knows more about it than he’s 
  telling. 
  
  YEO4-04 Season of the Wolf 
   
  Page 11 
  PCs may either subdue the mob through magic, such as a 
  calm emotions spell, or via successful use of the Diplomacy 
  or Intimidate skill.  The DC for a successful Intimidate 
  check is DC 16, but intimidating the mob will also result 
  in no xp earned for the encounter.  Using non-violent 
  magic on the mob or being diplomatic will earn full xp 
  for the encounter.  The mob’s initial attitude is Hostile, 
  and they disperse if brought to Indifferent by a successful 
  check (DC 25).  The DM is encouraged to give the PCs 
  circumstance bonuses to their Diplomacy check based on 
  how they roleplay the situation. 
  PCs checking out Toliver may make a Spot check: 
  DC 15: Toliver’s tabard, although filthy features the 
  unicorn symbol of Ehlonna. 
  DC 20: Although Toliver’s clothing and person are 
  unkempt and grimy, his sword and scabbard are 
  immaculately clean. 
  If the PCs are unable or unwilling to stop the angry mob, 
  Toliver takes a beating and eventually a militia patrol 
  shows up to disperse the crowd.  He lays in the street 
  half-heartedly begging for mercy, but will in no way 
  mention a peep of Nathria’s fate. Aelfwold stomps back 
  into his inn, looking over his shoulder long enough to 
  tell Toliver to “never darken my door again.”  The PCs 
  earn no xp for this encounter if they allow Toliver to be 
  beaten. 
  If the PCs save Toliver from the mob, he does not 
  acknowledge it or seem to care.  When he sees the amulet 
  given by Malethane, he will become agitated and state 
  that he refuses to speak to “lackeys of that vicious toad.”  
  He is, of course, referring to Alyssis Blackthorn.  The 
  thorny rose is her house symbol, but the party may 
  mistakenly believe that he is referring to Malethane or 
  Hamund.  He becomes very disturbed if the characters 
  press him further, muttering “She has my love.  The 
  horrors I have endured, you cannot believe.  I cannot 
  save her.”  He believes the characters to be agents of 
  Blackthorn and seeks to escape immediately.  If the PCs 
  let him go, he drunkenly staggers off into the crowd, 
  mumbling about his lost love, and is soon lost from sight. 
   If they seek to detain him, he creates a commotion 
  which draws the Sylvan Wardens and slips away in the 
  confusion. 
  At this point, the PCs may make Gather Information 
  checks using the previous lists (from Encounter Two) for 
  any topics they have not already covered.  They may not, 
  however, reroll on a topic they have already explored. 
  Encounter Four: The Hunters 
  Light:  Gloomy mist.  Visibility is reduced to 40ft. 
  Sounds:  Snarls, barks, and yelps (Listen DC 18 + APL) 
  Reaction: Wolves begin as indifferent to party unless 
  they interfere. 
  Auras:  None. 
  The day has left you plenty of time to venture into 
  the Shale Fens.  You start off down the Westburn 
  Road, backtracking the likeliest route of Andrij’s 
  caravan.  The mists are heavy and play tricks with 
  your eyes.  Shapes seem to move beyond your vision 
  and the crawling sensation of something watching 
  you remains on you as you walk.  The normal 
  animal-sounds are infrequent and muffled by the 
  mists, and the sun stabs weakly through the heavy 
  canopy, only to be diffused and swallowed by the 
  fog. 
  PCs with the Track feat may make a Survival check (DC 
  15 + APL) to find wolf tracks.  If they follow, they will 
  eventually come across the battle between the pack and 
  the Great Stag.  If not, a Listen check (DC 18 + APL) will 
  allow PCs to hear and follow the barks and snarls of the 
  battle. 
  You hear them before you see them.  The sound of 
  gruff barks and snarls draws you into the brush and 
  along a brook that cuts across the road.  As you 
  follow the sounds, you reach an embankment where 
  the brook has, over time, created a steep cut in the 
  bank.  A great stag stands with his back to a 10ft. 
  drop surrounded by wolves who snap and harry him. 
   The wolves circle stealthily, causing the stag to 
  divide his attention, though a couple limp and are 
  bloodied.  The stag is an impressive beast and the 
  great rack of his antlers is splattered with blood 
  from this combat.  Some of his fur is grey, but his 
  eyes seem deep, and alert.  One of the wolves catches 
  your scent and snarls at you, but then returns to his 
  prey—the old buck. 
  � Great Stag: hp 58; see Monster Manual (use entry for 
  dire boar). 
  � Dire Wolves (4): hp 50 each; see Monster Manual. 
  Before the PCs interfere, allow them to make a 
  Knowledge (nature) check (DC 15 + APL); success 
  indicates the PC realizes the following: 
  “The stag appears to be very old, though still very 
  strong.  The wolves appear hungry, but otherwise 
  acting naturally.” 
  The party may be tempted to rush in to fight on the side 
  of the outnumbered stag.  This is the wrong thing to do.  
  The wolves ignore the PCs, unless they interfere.  If the 
  party attacks the wolves, the wolves fight for one round 
  and then attempt to flee if overmatched.  If the PCs stop 
  attacking them, they stop attacking the PCs.  The stag 
  then looks over the party, sadly shakes its head and 
  wanders off into the forest.  PCs are unable to track the 
  stag, since the fey of the fens cast pass without trace upon it 
  and it bounds off at top speed.  PCs earn the Wrath of the 
  Shale Fens Fey for interfering with the great stag’s death 
  wish and with the natural order (see the Treasure 
  
  YEO4-04 Season of the Wolf 
   
  Page 12 
  Summary).  The fey will plague the PCs and eventually 
  confront them. 
  If the PCs do nothing, the wolves eventually overcome 
  the great stag and begin to eat.  They ignore the PCs 
  unless attacked, at which point they fight for one round 
  and flee.  They will come back later after the party is gone 
  to finish their meal. PCs who allow the natural course of 
  actions to happen receive the Favor of the Shale Fens Fey for 
  their correct decision (see the Treasure Summary).  The 
  few will aid the PCs later. 
  The encounter with the wolves has taken the party fairly 
  far off the road and the sun is beginning to set.  The 
  woods are becoming darker.  The mists still pervade the 
  woods, but the full moon is bright and visibility is fair, 
  especially for those characters with low-light vision.   
  If the PCs decide to camp for the night, go to Call of the 
  Wild below.  Otherwise, proceed to Encounter Five, as 
  the PCs press on. 
  Call of the Wild 
  Light: Firelight (assuming the PCs use it).  Vision is 
  reduced to 30 ft.  Due to mists, low-light vision and 
  darkvision also reduced to 30 ft. 
  Sounds: Occasional wolf howls (No DC); Movement 
  beyond the firelight (DC 23; DC 33 to pinpoint). 
  Auras:  Faint evil (wolves). 
  You make camp and settle in for the night, setting 
  your standard watches.  The air is heavy, though, and 
  the forest is too quiet.  The normal sounds of 
  nighttime creatures are ominously absent.  Some of 
  you settle into your bedrolls, determined to get 
  whatever rest you can in this strange place, but the 
  firelight is reflected off of various pairs of eyes just 
  beyond the edge of the light.  You try to count them, 
  but they disappear and then reappear at random, 
  ringing you in. 
  If the party has earned the Wrath of the Shale Fens Fey, one 
  of the nymphs of the fens will cast quench on the fire (7th 
  level caster).  Either way, for the entire night, the wolves 
  will stalk the party, staying just out of reach.  
  Occasionally, one or two wolves will race in to take a bite 
  out of someone sleeping, but they will never attack en 
  mass and will run away if threatened by the PCs … only 
  to return again.  The wolves will keep up the hit-and-run 
  tactics all night, making it impossible for anyone to get 
  any real rest or for arcane casters to rest enough to 
  recover spells.  If, somehow, the PCs manage to kill the 
  wolf, keep sending another every watch.  This encounter 
  is not meant to seriously threaten the PCs, but to lend a 
  spooky atmosphere, and keep them from resting.  If all 
  the PCs remain awake and vigilant, the wolves will not 
  race in to the camp; they just “stalk” the PCs from the 
  edge of the range of their light source. 
  APL 2 or 4 
  � Worg (1): hp 36; see Monster Manual. 
  APL 6 
  � Dire Wolf (1): hp 50; see Monster Manual. 
  APL 8 or 10 
  � Winter Wolf (1): hp 59; see Monster Manual. 
  APL 12 
  � Fiendish Winter Wolf (1): hp 59; see Appendix One. 
  Encounter Five: Take the Wrong 
  Fey Home 
  Light: Gloomy mists; visibility is reduced to 40 ft.  Low-
  light and darkvision also reduced to 40 ft. 
  Sounds: Occasional birdcalls and natural animal sounds 
  (no DC). 
  Auras:  Faint magic (pixies, DC 19 illusion, greater 
  invisibility); faint magic (nymph, DC 16 transmutation, 
  pass without trace); moderate good (nymph). 
  The PCs will encounter a group of fey of the fens in this 
  encounter.  How they react to the PCs is determined by 
  whether or not the PCs have the wrath or the favor of the 
  fey. 
  � Lyssa the Nymph: hp 32; see Monster Manual. 
  � Pixies Sor3 (2): hp 9 each; see Monster Manual. 
  � Pixies w/ Otto’s irresistible dance (2): hp 5 each; 
  see Monster Manual. 
  PCs earned the Wrath of the Shale Fens Fey 
  The fey denizens of the Shale Fens plague them 
  continually with pranks and tricks. The PCs are led off 
  the trail by will o’ wisps or dancing lights made to look like 
  torches.  Some possible pranks could be: 
  • 
  An item of a random PC is enchanted with a 
  magic mouth that continually yells insults and 
  obscenities at that character as she travels. 
  • 
  One of the PCs suddenly turns a shockingly 
  bright shade of pink or orange (prestidigitation). 
  • 
  An unattended item has an alarm spell cast upon 
  it (10th level caster; duration 20 hours; resets 
  every 10 min.)  As long as the item is in contact 
  with the character, it shrieks. 
  • 
  Chill metal, heat metal, etc.  Be creative. 
  
  YEO4-04 Season of the Wolf 
   
  Page 13 
  Eventually, as the PCs struggle through the woods, they 
  are confronted. 
  As you struggle your way through the misty fens, a 
  figure of unearthly beauty rises from the flowing 
  waters of a nearby babbling brook.   
  “Begone, interlopers.” The woman says,” You are not 
  welcome here.  You who have no respect for the Way 
  of Nature.” 
  If there are any druids, rangers, or PCs from Shalehal or 
  the Sylvan Woods present, she points at them and says: 
  “I see you, [Druid, Ranger, or Shalehal native].  You of 
  all beings should know better.” 
  To all she says: 
  “The Great Stag in whose conflict you interfered 
  sought to end his final days in battle.  He was weary 
  of this world and ready to pass on to the next in the 
  natural way.  He was a great lord of the forest and 
  you have denied him his chosen ending.  Begone, 
  now disrespectful ones.  The earth of this place 
  cringes from your uncaring footsteps.  You will find 
  no aid here.” 
  Any PCs who wish to do so may attempt to change 
  Lyssa’s attitude, as she represents all the fey of the fens on 
  this matter.  Her initial attitude is Hostile, and the PCs 
  need to shift her attitude to Friendly (Diplomacy DC 35) 
  to gain the assistance of the fey.  Any druid, ranger, or 
  Shalehal natives in the party add +5 to the DC of their 
  Diplomacy check.  The party’s best defense would be to 
  plead ignorance, which would be difficult with nature-
  oriented characters present. If the party manages to shift 
  her attitude to Friendly, the fey agree to help the party 
  find the Andrij and the culprits who attacked him.  
  Usually, this would necessitate shifting her attitude to 
  Helpful, but the fey are worried about the destruction 
  wrought by Kayn and his band and would prefer that he 
  be driven out.  If they are unable to change her attitude, 
  the fey continue to plague the party, and, although they 
  can find Neydus and Kayn, surprise upon those NPCs is 
  impossible with the fey causing trouble.  PCs who 
  succeed at the Diplomacy check no longer receive the 
  Wrath of the Shale Fens Fey, but they don’t gain the Favor 
  either (see the Treasure Summary). 
  PCs earned the Favor of the Shale Fens Fey 
  As you struggle your way through the misty fens, a 
  female figure of unearthly beauty rises from the 
  flowing waters of a nearby babbling brook.  
  “Welcome, forest friends,” she says in a voice that 
  sounds like tinkling crystal, “your respect for the 
  Way of the Forest has been noted.  You are welcome 
  here.” 
  “You seek the dark ones who have called the wolves 
  down from the mountains, yes?  In their way, they 
  are strong.  We have marked them and watched.  
  Nature has its darker side, as well.  So are they part 
  of the natural order.  But now you have come to 
  restore the balance…and that too is natural.  We 
  will aid you, as we can, and watch the progression of 
  seasons, as always.” 
  “This way, friends.  Triella will guide you.  May your 
  path be easier, and Ehlonna watch over you until 
  you return unto the earth.” 
  A pixie (Triella) appears to guide the characters.  Lyssa 
  casts pass without trace upon the entire party, and Triella 
  then flits off into the woods.  She glows slightly, so it is 
  easy to see her, even in the misty gloom.  
  Encounter Six: What Webs We 
  Weave 
  Light: Gloomy with fog.  All sight is obscured beyond 5 
  ft.  Creatures 5 ft. away have concealment (20% miss 
  chance).  Creatures more than 5 ft. away have total 
  concealment (50% miss chance). 
  Sounds: Faint, intermittent chittering (Listen DC 16 + 
  APL). 
  Auras: faint evil (Neydus the Druid); various magic auras 
  (see below for spells cast and Appendix One for items 
  possessed). 
  Refer to DM Aids: Map #2. 
  After trundling up and down the forest track for 
  what seems like ages, you think you may have found 
  signs of Andrij’s fate.  There are subtle signs of large 
  things dragged through the underbrush.  Veering 
  off the track and into the heart of the Shale Fens, 
  you begin to follow.  The mists are getting thicker, 
  however, and by necessity the party moves closer 
  together. 
  If the PCs earned the aid of the Shale Fens fey: 
  Triella, however, stops you.  “Not that way,” she 
  trills.”  That way is a trap.  You must follow me.  I 
  know the way that bypasses the danger they have 
  prepared for you.”  She leads you away from the 
  tracks and on a more roundabout course.  It is 
  difficult going because of the heavy undergrowth 
  and fog and Triella disappears into the fog one 
  minute and then flits back to draw you onward.  She 
  seems to be growing impatient with your slow 
  progress.  Finally, she stops and points. 
  “There is one of the dark ones,” she says, “Be wary.  
  He is wise in the ways of the forest, and is very 
  dangerous.  If you defeat him, take the north game-
  trail by the holly bush and there you shall find the 
  others.”  With that, she disappears completely.  You 
  cautiously advance in the direction the pixie 
  indicated.  The forest is deathly still, and you tense 
  
  YEO4-04 Season of the Wolf 
   
  Page 14 
  momentarily as a startled bat flaps past you into the 
  fog. 
  The bat is an animal Neydus’ charmed via a divine scroll of 
  charm animal.  The fey have masked the party’s approach, 
  but the bat has been on guard.  Treat Neydus as having 
  only 2 rounds to precast spells, rather than 5 rounds.  
  Neither side will be surprised for this encounter.  Neydus 
  also has with him hunting spider allies which hide in the 
  trees until the characters are nearby and will then jump 
  on them. 
  If the PCs did not earn the aid of the Shale Fens fey: 
  With some difficulty, you have followed the tracks 
  that will hopefully lead you to Andrij.  The way has 
  been slow and exhausting, but you have pushed 
  yourself, eager to make an end of this.  The fog 
  seems to close in on you like dirt being tossed into 
  your grave, and the forest is deathly still. No, not 
  completely still. There are intermittent sounds that 
  you cannot identify that make your skin crawl.  
  Strange, formless shapes move through the fog at 
  the edge of your vision and the hair on the back of 
  your necks stands up as each of you feel the 
  sensation of being watched.  How anyone could 
  watch you, you cannot even guess since you can 
  barely see one another.  On the plus side, the 
  annoying tricks of the woodland fey seemed to have 
  stopped. 
  Neydus’ bat (an animal Neydus’ charmed via a divine scroll 
  of charm animal) has been scouting the party.  Characters 
  may make a Listen check (DC 21) to hear it, but will need 
  a DC 31 check to locate it.  It uses its blindsense to stay 
  within 20 ft. of the party since visibility for the PCs is 
  limited to 10 ft.  If the PCs hear the bat, the DM may let 
  them avoid surprise.  Otherwise Neydus and his spiders 
  get a surprise round when combat begins.  In either case, 
  he still has 5 rounds to pre-cast spells.  Neydus also has 
  with him hunting spider allies which hide in the trees 
  until the characters are nearby and will then jump on 
  them. 
  Combat with Neydus and the Spiders 
  APL 2 (EL 3) 
  � Neydus the Druid: male human Drd1; hp 8; see 
  Appendix One. 
  � Wolf, Animal Companion: hp 15; see Appendix 
  One. 
  � Bat, Charmed Animal: hp 2; see Monster Manual. 
  � Medium Monstrous Spider (1): hp 14; see Monster 
  Manual. 
  APL 4 (EL 5) 
  � Neydus the Druid: male human Drd3; hp 23; see 
  Appendix One. 
  � Wolf, Animal Companion: hp 30; see Appendix 
  One. 
  � Bat, Charmed Animal: hp 2; see Monster Manual. 
  � Large Monstrous Spider (1): hp 27; see Monster 
  Manual. 
  � Medium Monstrous Spider (1): hp 14; see Monster 
  Manual. 
  APL 6 (EL 7) 
  � Neydus the Druid: male human Drd5; hp 38; see 
  Appendix One. 
  � Bat, Charmed Animal: hp 2; see Monster Manual. 
  � Dire Bat, Animal Companion: hp 33; see 
  Appendix One. 
  � Huge Monstrous Spider (1): hp 60; see Monster 
  Manual. 
  APL 8 (EL 9) 
  � Neydus the Druid: male human Drd7; hp 53; see 
  Appendix One. 
  � Bat, Charmed Animal: hp 2; see Monster Manual. 
  � Dire Bat, Animal Companion: hp 50; see 
  Appendix One. 
  � Huge Monstrous Spiders (2): hp 60 each; see 
  Monster Manual. 
  APL 10 (EL 11) 
  � Neydus the Druid: male human Drd9; hp 68; see 
  Appendix One. 
  � Dire Bat, Animal Companion: hp 66; see 
  Appendix One. 
  � Bat, Charmed Animal: hp 2; see Monster Manual. 
  � Huge Monstrous Spiders (4): hp 60 each; see 
  Monster Manual. 
  APL 12 (EL 13) 
  � Neydus the Druid: male human Drd11; hp 83; see 
  Appendix One. 
  � Dire Bat, Animal Companion: hp 66; see 
  Appendix One. 
  � Bat, Charmed Animal: hp 2; see Monster Manual. 
  
  YEO4-04 Season of the Wolf 
   
  Page 15 
  � Huge Monstrous Spiders (8): hp 60 each, see 
  Monster Manual. 
  Tactics:  The effects of the fog are critical to the combat 
  in this encounter.  Anything more than 5 feet away has 
  total concealment.  This makes Spot checks all but useless 
  and makes all combatants without blindsight/blindsense 
  rely on Listen checks to locate enemies.  Refer to the PH 
  and DMG for rules for pinpointing invisible targets or 
  those with total concealment. 
  Basic tactics follow; modify them for the specific 
  situation. 
  APL 2: 
  Depending on how much time he has, 
  Neydus will buff the spider with magic fang and 
  resistance, then will drink the potion and use the oil.  
  He then uses the bat to pinpoint party members and 
  casts entangle.  He’ll burn his remaining spells 
  sending waves of summoned creatures against the 
  party.  If things do not look to be going well, he will 
  flee to Kayn. 
  APL 4: 
  Same as above, but he will also cast 
  faerie fire on any spellcasters that he can to pick them 
  out from the fog for the spiders.  He will then stay 
  out of sight and possibly cast treeshape to hide. 
  APL 6: 
  In addition to pre-buffing the spiders, 
  Neydus will follow his entangle with summon swarm 
  on an enemy spellcaster.  He will then call lighting on 
  the group. 
  APL 8: 
  In addition to pre-buffing the spiders 
  and casting freedom of movement upon one to allow it 
  to move within entangle, Neydus will follow his 
  entangle with summon swarm on an enemy 
  spellcaster.  He will then call lighting and flame strike 
  on the group. 
  APL 10: 
  Neydus will have precast commune with 
  nature, which essentially means that surprise upon 
  him is impossible.  He follows entangle with a spike 
  stones.  Otherwise, he will use the same tactics as 
  above (call lightning storm instead of call lightning). 
  APL 12: 
  As above, but if things look to be going 
  badly, Neydus will cast anti-life shell prior to 
  attempting his escape to warn Kayn.  
  After the defeat or escape of Neydus, the PCs may 
  continue along the path to Encounter Seven. 
  Encounter Seven: Strike the Fist 
  Light:  Gloomy with fog.  All sight is obscured beyond 10 
  ft.  Creatures 10 ft away have concealment (20% miss 
  chance).  Creatures more than 10 ft. away have total 
  concealment (50% miss chance). 
  Sounds:  Faint, crackling fire (Listen DC 16 + APL); low 
  voices (Listen DC 20 + APL). 
  Auras:  faint evil (Kayn [APL 2-10], Thrax and Shastus); 
  moderate evil (Kayn [APL 12]); various magic auras (see 
  below for spells cast and Appendix One for items 
  possessed).  Kayn and his band are constantly moving 
  and it will be impossible to localize their location 
  through use of detect spells or abilities. 
  Refer to DM Aids: Map #3. 
  If the PCs earned the aid of the Shale Fens fey: 
  That was a bit of unpleasantness.  But it was better 
  that you had a pixie guide rather than blunder into a 
  trap.  You know that time is of the essence, and so 
  you gird yourself for further battle and rush on in 
  the direction that the pixie told you.  Now was it left 
  at the holly bush or right?   
  Racing through the brush as stealthily as you can, 
  you feel that you are making better time, now.  The 
  fog is thinning somewhat…well, at least a 
  little…and you eventually creep up to a semi-
  clearing with fewer trees and more open ground.  It 
  is still difficult to see very far due to the mists, but 
  you can spy the flickering light of a campfire.  It 
  looks as if you have caught them unawares. 
  Place the PCs on the map at P2; the party enters from the 
  eastern side of the map. 
  If Neydus managed to escape, the party will not surprise 
  Kayn and his band; Kayn’s forces may surprise the PCs if 
  they don’t hear or see the NPCs in time.  Proceed 
  immediately to combat below and place Kayn’s band 
  according to K2, S2, and T2 on the map.  Depending on 
  how quickly the PCs chased after Neydus, Kayn and his 
  band will have cast as many prep spells as they could. 
  If Neydus did not manage to escape, the party will 
  achieve a surprise round on Kayn’s band as long as they 
  approach undetected.  Proceed immediately to combat 
  below and place Kayn’s band according to K1, S1, and T1 
  on the map. 
  If the PCs did not earn the aid of the Shale Fens fey: 
  Taking a moment to catch your breath and bind 
  your wounds, the terrain leaves you little doubt as to 
  the direction you must take.  The trees thin out a bit 
  and the way seems to open up before you, as if 
  cleared by ancient brushfires.   You know that time 
  is of the essence, and so you gird yourself for further 
  battle and rush on.    Racing through the brush as 
  stealthily as you can, you feel that you are making 
  better 
  time, 
  now. 
   
  The 
  fog 
  is 
  thinning 
  somewhat…well, 
  at 
  least 
  a 
  little…and 
  you 
  eventually creep up to a semi-clearing with fewer 
  trees and more open ground.  It is still difficult to 
  see very far due to the mists, but you can spy the 
  flickering light of a campfire.  It looks as if you have 
  caught them unawares. 
  
  YEO4-04 Season of the Wolf 
   
  Page 16 
  Place the PCs on the map at P1; the party enters from the 
  southern side of the map. 
  If Neydus managed to escape, the party will not surprise 
  Kayn and his band; Kayn’s forces may surprise the PCs if 
  they don’t hear or see the NPCs in time.  Proceed 
  immediately to combat below and place Kayn’s band 
  according to K2, S2, and T2 on the map.  Depending on 
  how quickly the PCs chased after Neydus, Kayn and his 
  band will have cast as many prep spells as they could. 
  Even if Neydus failed to escape, the party likely trips the 
  alarm spell placed on a boulder to the side of the path (set 
  to silent notification).  Kayn’s Fist is ready and waiting 
  (having a full round to pre-cast spells) for them unless the 
  PCs managed to avoid the alarm spell and approach 
  undetected.  Proceed immediately to combat below and 
  place Kayn’s band according to K2, S2, and T2 on the 
  map.  Determine surprise based on whether either side 
  manages to avoid detection before combat begins. 
  Combat with Kayn’s Fist 
  Note: In the midst of battle, when Kayn sees the amulet 
  given by Hamund and Malethane, he shouts: 
  “So!  You were sent by that traitorous worm!  I’ll 
  send your head back in a box as a lesson not to 
  betray me again!” 
  APL 2 (EL 5) 
  � Kayn: male human werewolf War1; hp 28; see 
  Appendix One. 
  � Thrax Briarwood: male human Rog1; hp 6; see 
  Appendix One. 
  � Pit Traps (2): CR 1; mechanical; location trigger; 
  manual reset; DC 15 Reflex save avoids; 10 ft. deep (1d6, 
  fall); multiple targets (first target in each of two adjacent 
  5 ft. squares); Search DC 24, Disable Device DC 20. 
  � Sharpened Branch Trap: CR 1; mechanical; location 
  trigger; manual reset; Atk +12 melee (1d8/x3, spear); 
  Search DC 20, Disable Device DC 20. 
  APL 4 (EL 7) 
  � Kayn: male human werewolf Bbn2; hp 42; see 
  Appendix One. 
  � Thrax Briarwood: male human Rog2; hp 12; see 
  Appendix One. 
  � Shastus: male gnome Sor2; hp 11; see Appendix 
  One. 
  � Pit Traps (2): CR 2; mechanical; location trigger; 
  manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, 
  fall); multiple targets (first target in each of two adjacent 
  5 ft. squares); Search DC 24, Disable Device DC 20. 
  � Sharpened Branch Trap: CR 1; mechanical; location 
  trigger; manual reset; Atk +14 melee (1d8/x3, spear); 
  Search DC 20, Disable Device DC 20. 
  APL 6 (EL 9) 
  � Kayn: male human werewolf Bbn2/Rgr2; hp 59; see 
  Appendix One. 
  � Thrax Briarwood: male human Rog4; hp 24; see 
  Appendix One. 
  � Shastus: male gnome Sor4; hp 21; see Appendix 
  One. 
  � Pit Traps (4): CR 2; mechanical; location trigger; 
  manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, 
  fall); multiple targets (first target in each of two adjacent 
  5 ft. squares); Search DC 24, Disable Device DC 20. 
  � Sharpened Branch Trap: CR 2; mechanical; location 
  trigger; manual reset; Atk +16 melee (1d8/x3, spear); 
  Search DC 20, Disable Device DC 20. 
  APL 8 (EL 11) 
  � Kayn: 
  male 
  human 
  werewolf 
  Bbn2/Rgr3/Warshaper1; hp 75; see Appendix One. 
  � Thrax Briarwood: male human Rog5/Rgr1; hp 38; 
  see Appendix One. 
  � Shastus: male gnome Sor6; hp 32; see Appendix 
  One. 
  � Pit Traps (4): CR 3; mechanical; location trigger; 
  manual reset; DC 22 Reflex save avoids; 30 ft. deep (3d6, 
  fall); multiple targets (first target in each of two adjacent 
  5 ft. squares); Search DC 24, Disable Device DC 20. 
  � Sharpened Branch Trap: CR 3; mechanical; location 
  trigger; manual reset; Atk +18 melee (1d8/x3, spear); 
  Search DC 25, Disable Device DC 20. 
  APL 10 (EL 13) 
  � Kayn: 
  male 
  human 
  werewolf 
  Bbn2/Rgr3/Warshaper3; hp 95; see Appendix One. 
  � Thrax 
  Briarwood: 
  male 
  human 
  Rog5/Rgr2/DeepwoodSniper1; hp 53; see Appendix One. 
  � Shastus: male gnome Sor8; hp 42; see Appendix 
  One. 
  � Pit Traps (4): CR 5; mechanical; location trigger; 
  manual reset; DC 25 Reflex save avoids; 40 ft. deep (4d6, 
  fall); multiple targets (first target in each of two adjacent 
  5 ft. squares); Search DC 27, Disable Device DC 20. 
  � Sharpened Branch Trap: CR 5; mechanical; location 
  trigger; manual reset; Atk +20 melee (1d8/x3, spear); 
  Search DC 25, Disable Device DC 25. 
  
  YEO4-04 Season of the Wolf 
   
  Page 17 
  APL 12 (EL 15) 
  � Kayn: 
  male 
  human 
  werewolf 
  Bbn2/Rgr3/Warshaper5; hp 111; see Appendix One. 
  � Thrax 
  Briarwood: 
  male 
  human 
  Rog5/Rgr2/DeepwoodSniper3; hp 68; see Appendix One. 
  � Shastus: male gnome Sor10; hp 53; see Appendix 
  One. 
  � Pit Traps (4): CR 7; mechanical; location trigger; 
  manual reset; DC 27 Reflex save avoids; 50 ft. deep (5d6, 
  fall); multiple targets (first target in each of two adjacent 
  5 ft. squares); Search DC 30, Disable Device DC 20. 
  � Sharpened Branch Trap: CR 7; mechanical; location 
  trigger; manual reset; Atk +22 melee (1d8/x3, spear); 
  Search DC 30, Disable Device DC 30. 
  Tactics:  The effects of the fog are critical to the combat 
  in this encounter.  Anything more than 5 feet away has 
  total concealment.  This makes Spot checks all but useless 
  and makes all combatants without blindsight/blindsense 
  rely on Listen checks to locate enemies.  Refer to the PH 
  and DMG for rules for pinpointing invisible targets or 
  those with total concealment. 
  Basic tactics follow; modify them for the specific 
  situation.  Make sure you make not of anyone bitten by 
  Kayn as they are at risk for lycanthropy (see the Treasure 
  Summary). 
  APL 2: 
  If any of the PCs thought to purchase 
  Little Hills Red tobacco to track Thrax, or he catches 
  a scent of it, he will begin the round by tossing his 
  tobacco pouch onto one of the pit traps.  He then 
  stays out of sight, sniping from the fog.  If any 
  characters approach closely enough, he will sneak 
  attack them.  Kayn spends the first round shifting to 
  his hybrid form and then attacks with his greataxe, 
  giving preference to any obvious (or known) 
  spellcasters. 
  APL 4: 
  As above, but Thrax begins by drinking 
  his potion of cat’s grace and then proceeds as above.  
  Shastus will cast shield upon himself, then grease to 
  slow fighters or spellcasters. 
  APL 6: 
  Essentially the same tactics as above, 
  but after shifting to hybrid form, Kayn will attempt 
  to bull-rush any vulnerable PCs close to a pit trap 
  into the pit.  Shastus will also try to hit any invisible 
  PC with glitterdust.  He will use his familiar to hit any 
  big fighter-types with touch of fatigue. 
  APL 8: 
  As above, but Shastus will try to 
  pinpoint the party in the fog with his familiar and 
  then drop a fireball on them.  Shastus will also try to 
  hit any fighters or spellcasters with Tasha’s hideous 
  laughter.  He will use his familiar thereafter to deliver 
  touch attack spells.  Also, be aware of the different 
  damage for Kayn’s natural weapons due to his 
  morphic weapons ability. 
  APL 10: 
  In addition to the rest, Shastus will 
  cast an area dispel magic once he has pinpointed the 
  party to get rid of any magical buffs the party has.  If 
  he gets close enough to see any party members, or 
  has a good enough impression from his familiar, he 
  may retreat back into the fog, cast disguise self upon 
  himself to resemble a party-member and try to use 
  this disguise to sneak up on a spellcaster to use touch 
  of idiocy.  He’ll use the same disguise to cast confusion 
  on fighter-types, attack them, and retreat into the 
  fog…causing them to seek out and attack the party-
  member he is impersonating.  Be aware of Kayn’s 
  morphic reach ability. 
  APL 12: 
  As above, but instead of disguising 
  himself and leaving himself open to attack, Shastus 
  will cast greater invisibility upon himself to stay out of 
  melee combat range as much as possible.  Once he 
  has incapacitated a character with Tasha’s hideous 
  laughter, he will begin dropping offensive area spells 
  like fireball and cone of cold on the party.  Be aware of 
  Kayn’s morphic healing and flashmorph abilities. 
  Conclusion 
  After defeating Kayn and his band, the PCs search the 
  camp.  In one of the pits, they find the remains of Andrij, 
  his guards, and his wagon.  The silk is dirty, but 
  salvageable.  Andrij, unfortunately, is dead. 
  With some effort, you are able to pull Andrij’s 
  wagon up from the moldy pit.  It is a morbid task 
  which awaits you—that of carting the remains of 
  the merchant and his guards back to town.  The 
  corpses have been in the pit for about a week and 
  they are fetid and…well, slushy.  As you gingerly 
  attempt to load them into the wagon, your thoughts 
  turn to your own close brush with death at the 
  hands of the evil werewolf, Kayn. 
  As you wheel the cart into town, a small crowd 
  gathers, many covering their faces from the smell.  
  Malethane greets you with a heavy heart. 
  “I know that you did your best,” he says, “Come.  My 
  apprentices will see to the bodies.  Tell me if you 
  have brought the evil fiends to their justice.  You 
  look to have earned a rest.” 
  Malethane and Hamund listen to the party’s tale and 
  Burgemeister Hamund counts out payment to each PC.  
  Both congratulate the PCs on a job well done and express 
  regret that Andrij could not be saved.  In gratitude, 
  Malethane also offers his services as a bowyer to any PC 
  that desires; the PCs receive the Favor of Malethane 
  Trianius (see the Treasure Summary).  If any of the PCs 
  directly confront Hamund or Malethane over the tidbits 
  gleaned from Toliver or Kayn, both will deny any 
  involvement in any evil actions.  If the PCs persist, 
  Malethane will be offended and they will lose access to 
  his Favor. 
  
  YEO4-04 Season of the Wolf 
   
  Page 18 
   
   
  The End 
  Experience Point Summary 
  The player characters receive the following experience 
  point awards, by APL and encounter: 
  Encounter One 
  Defeat the wolves 
   
  APL 2 – 120 xp. 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp. 
  Encounter Three 
  Save Toliver Gan from a beating without resorting to 
  physical force or intimidation  
   
  APL 2 – 30 xp. 
   
  APL 4 – 45 xp. 
   
  APL 6 – 60 xp. 
   
  APL 8 – 75 xp. 
   
  APL 10 – 90 xp. 
   
  APL 12 – 105 xp. 
  Encounter Five 
  Earn the assistance of the Shale Fens fey via diplomacy or 
  their favor 
   
  APL 2 – 30 xp. 
   
  APL 4 – 45 xp. 
   
  APL 6 – 60 xp. 
   
  APL 8 – 75 xp. 
   
  APL 10 – 90 xp. 
   
  APL 12 – 105 xp. 
  Encounter Six 
  Defeat Neydus and the Spiders 
   
  APL 2 – 90 xp. 
   
  APL 4 – 150 xp. 
   
  APL 6 – 210 xp. 
   
  APL 8 – 270 xp. 
   
  APL 10 – 330 xp. 
   
  APL 12 – 390 xp. 
  Encounter Seven 
  Defeat Kayn’s Fist 
   
  APL 2 – 150 xp. 
   
  APL 4 – 210 xp. 
   
  APL 6 – 270 xp. 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing  
   
  APL 2 – 30 xp. 
   
  APL 4 – 45 xp. 
   
  APL 6 – 60 xp. 
   
  APL 8 – 75 xp. 
   
  APL 10 – 90 xp. 
   
  APL 12 – 105 xp. 
  Total Possible Experience 
   
  APL 2 – 450 xp. 
   
  APL 4 – 675 xp. 
   
  APL 6 – 900 xp. 
   
  APL 8 – 1,125 xp. 
   
  APL 10 – 1,350 xp. 
   
  APL 12 – 1,575 xp. 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and how to 
  activate it.  Other times they may attempt to use the item 
  blindly.  If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  
  YEO4-04 Season of the Wolf 
   
  Page 19 
  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. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Six 
   
  APL 2: L: 39 gp; C: 0 gp; M: potion of barkskin +2 (25 
  gp), oil of shillelagh (4 gp), universal solvent (4 gp). 
   
  APL 4: L: 39 gp; C: 0 gp; M: potion of barkskin +2 (25 
  gp), oil of shillelagh (4 gp), universal solvent (4 gp), divine 
  scroll of owl’s wisdom – 3rd level caster (13 gp), elemental gem - 
  earth (188 gp). 
   
  APL 6: L: 25 gp; C: 0 gp; M: potion of barkskin +2 (25 
  gp), oil of shillelagh (4 gp), universal solvent (4 gp), divine 
  scroll of owl’s wisdom – 3rd level caster (13 gp), elemental gem - 
  earth (188 gp), dragonhide scale mail (33 gp), Quaal’s feather 
  token – tree (33 gp), Quaal’s feather token – bird (25 gp). 
   
  APL 8: L: 25 gp; C: 0 gp; M: potion of barkskin +2 (25 
  gp), oil of shillelagh (4 gp), universal solvent (4 gp), divine 
  scroll of owl’s wisdom – 3rd level caster (13 gp), elemental gem - 
  earth (188 gp), dragonhide breastplate (58 gp), Quaal’s feather 
  token – tree (33 gp), Quaal’s feather token – bird (25 gp), +1 
  light wooden shield (96 gp), periapt of wisdom +2 (333 gp). 
   
  APL 10: L: 25 gp; C: 0 gp; M: potion of barkskin +2 (25 
  gp), oil of shillelagh (4 gp), universal solvent (4 gp), divine 
  scroll of owl’s wisdom – 3rd level caster (13 gp), elemental gem - 
  earth (188 gp), +1 wild dragonhide breastplate (1,392 gp), 
  Quaal’s feather token – tree (33 gp), Quaal’s feather token – 
  bird (25 gp), +1 light wooden shield (96 gp), periapt of wisdom 
  +2 (333 gp), ring of protection +1 (167 gp). 
   
  APL 12: L: 25 gp; C: 0 gp; M: potion of barkskin +2 (25 
  gp), oil of shillelagh (4 gp), universal solvent (4 gp), divine 
  scroll of owl’s wisdom – 3rd level caster (13 gp), elemental gem - 
  earth (188 gp), +1 wild dragonhide breastplate (1,392 gp), 
  Quaal’s feather token – tree (33 gp), Quaal’s feather token – 
  bird (25 gp), +1 light wooden shield (96 gp), periapt of wisdom 
  +4 (1,333 gp), ring of protection +1 (167 gp). 
  Encounter Seven 
   
  APL 2: L: 126 gp; C: 0 gp; M: potion of greater magic 
  fang +3 (150 gp). 
   
  APL 4: L: 192 gp; C: 0 gp; M: potion of greater magic 
  fang +3 (150 gp), dust of dryness (71 gp), potion of barkskin +4 
  (75 gp), potion of cat’s grace (25 gp), potion of eagle’s splendor 
  (25 gp), pearl of power – 1st level (83 gp). 
   
  APL 6: L: 150 gp; C: 0 gp; M: potion of greater magic 
  fang +3 (150 gp), dust of dryness (71 gp), mithral breastplate 
  (350 gp), potion of barkskin +4 (75 gp), potion of cat’s grace (25 
  gp), +1 studded leather (98 gp), gloves of dexterity +2 (333 gp), 
  potion of eagle’s splendor (25 gp), pearl of power – 1st level (83 
  gp), cloak of charisma +2 (333 gp). 
   
  APL 8: L: 124 gp; C: 0 gp; M: potion of greater magic 
  fang +3 (150 gp), dust of dryness (71 gp), mithral breastplate 
  (350 gp), +1 greataxe (193 gp), cloak of resistance +1 (83 gp), 
  potion of barkskin +4 (75 gp), potion of cat’s grace (25 gp), +1 
  silent moves studded leather (410 gp), gloves of dexterity +2 
  (333 gp), potion of eagle’s splendor (25 gp), pearl of power – 1st 
  level (83 gp), cloak of charisma +2 (333 gp). 
   
  APL 10: L: 93 gp; C: 0 gp; M: potion of greater magic 
  fang +3 (150 gp), dust of dryness (71 gp), mithral breastplate 
  (350 gp), +1 greataxe (193 gp), cloak of resistance +1 (83 gp), 
  Murlynd’s spoon (450 gp), potion of barkskin +4 (75 gp), 
  potion of cat’s grace (25 gp), +1 silent moves studded leather (98 
  gp), gloves of dexterity +2 (333 gp), +1 longbow (198 gp), ring 
  of protection +1 (167 gp), potion of eagle’s splendor (25 gp), 
  pearl of power – 1st level (83 gp), cloak of charisma +2 (333 gp), 
  chime of opening (250 gp). 
   
  APL 12: L: 93 gp; C: 0 gp; M: potion of greater magic 
  fang +3 (150 gp), dust of dryness (71 gp), mithral breastplate 
  (350 gp), +1 bane (animal, fey) greataxe (1,527 gp), cloak of 
  resistance +1 (83 gp), Murlynd’s spoon (450 gp), potion of 
  barkskin +4 (75 gp), potion of cat’s grace (25 gp), +1 silent 
  moves studded leather (98 gp), gloves of dexterity +4 (1,333 gp), 
  +1 longbow (198 gp), ring of protection +1 (167 gp), lesser 
  bracers of archery (417 gp), potion of eagle’s splendor (25 gp), 
  pearl of power – 1st level (83 gp), cloak of charisma +2 (333 gp), 
  chime of opening (250 gp), gloves of swimming and climbing 
  (521 gp), elixir of truth (42 gp). 
  Conclusion 
   
  APL 2: L: 0 gp; C: 175 gp; M: 0 gp. 
   
  APL 4: L: 0 gp; C: 175 gp; M: 0 gp. 
   
  APL 6: L: 0 gp; C: 175 gp; M: 0 gp. 
   
  APL 8: L: 0 gp; C: 175 gp; M: 0 gp. 
   
  APL 10: L: 0 gp; C: 175 gp; M: 0 gp. 
   
  APL 12: L: 0 gp; C: 175 gp; M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 2: L: 165 gp; C: 175 gp; M: 183 gp – Total: 498 gp 
  (450 gp). 
   
  APL 4: L: 231 gp; C: 175 gp; M: 663 gp – Total: 1,044 
  gp (650 gp). 
   
  APL 6: L: 175 gp; C: 175 gp; M: 1,868 gp – Total: 2,193 
  gp (900 gp). 
   
  APL 8: L: 149 gp; C: 175 gp; M: 4,453 gp – Total: 4,752 
  gp (1,300 gp). 
   
  APL 10: L: 118 gp; C: 175 gp; M: 5,164 gp – Total: 
  5,432 gp (2,300 gp). 
   
  APL 12: L: 118 gp; C: 175 gp; M: 9,478 gp – Total: 
  9,746 gp (3,300 gp). 
  Items for the Adventure Record 
  Special 
  � Favor of Malethane Trianius 
   
  You have gained the favor of Malethane Trianius.  
  You may exchange this favor (marking it as USED) 
  during any adventure set in the Yeomanry to gain access 
  (Frequency: Adventure) to purchase one, and only one, of 
  the following bow upgrades from Malethane: +2 
  
  YEO4-04 Season of the Wolf 
   
  Page 20 
  enchantment bonus, bane (giant) weapon special ability, 
  shock weapon special ability, thundering weapon special 
  ability, distance weapon special ability, knockback weapon 
  special ability (CW).  In addition, the bow upgrade will 
  feature the words “In Gratitude” prominently in Elven; 
  this grants the user a +1 circumstance bonus to 
  Diplomacy and Bluff checks when dealing with 
  Yeomanry elves. 
  � Favor of the Shale Fens Fey 
   
  As a gift for respecting the customs of the Shale Fens 
  Fey, this PC has gained their favor.  This favor may be 
  exchanged (mark it as USED) during any adventure set in 
  the Yeomanry in return for access to acquire one of the 
  following (and you may acquire it only once – if it dies, it 
  is not replaced): satyr w/o pipes special cohort (CN, ECL 
  7th), nymph special cohort (CG, ECL 13th), grig w/o fiddle 
  special cohort (NG, ECL 4th), pixie  w/o dance special 
  cohort (NG, ECL 5th), unicorn special cohort (CG, ECL 
  8th), pegasus special cohort (CG, ECL 6th), unicorn paladin 
  unusual mount, pegasus paladin unusual mount, dire 
  wolf paladin unusual mount, dire boar paladin unusual 
  mount, dire wolverine paladin unusual mount, dire 
  badger paladin unusual mount, dire weasel paladin 
  unusual mount.  See the DMG for rules on taking a 
  special cohort or paladin unusual mount. 
  � Wrath of the Shale Fens Fey 
   
  Because of your disrespect for the Way of Nature 
  and the territory of the fey, your name has been cursed by 
  the fey.  All fey with whom you interact have their 
  starting attitude towards you moved one step less 
  friendly as per Diplomacy in the PH.  Also, any animal 
  you interact with will become more difficult to teach and 
  control.  This PC has a -2 circumstance penalty to all 
  Handle Animal checks he makes, until this wrath has 
  been dealt with.  
  � Curse of Lycanthropy - Werewolf 
   
  Any humanoid or giant hit by a natural lycanthrope’s 
  bite attack in animal or hybrid form must succeed on a 
  DC 15 Fortitude save or contract lycanthropy.  If the 
  victim’s size is not within one size category of the 
  lycanthrope, the victim cannot contract lycanthropy 
  from that lycanthrope.  Afflicted lycanthropes cannot 
  pass on the curse of lycanthropy.  See the LGCS for 
  details on how to deal with lycanthropy. 
  Item Access 
  APL 2: 
  � Potion of Greater Magic Fang +3 (Adventure, DMG) 
  � Universal Solvent (Adventure, DMG) 
   
  APL 4 (APL 2 Items plus): 
  � Dust of Dryness (Adventure, DMG) 
  � Elemental Gem - Earth (Adventure, DMG) 
  � Pearl of Power – 1st level spell (Adventure, DMG) 
  � Potion of Barkskin +4 (Adventure, DMG) 
   
  APL 6 (APL 2, 4 Items plus): 
  � Dragonhide Scale Mail (Adventure, DMG) 
  � Mithral Breastplate (Adventure, DMG) 
  � Quaal’s Feather Token - Bird (Adventure, DMG) 
  � Quaal’s Feather Token - Tree (Adventure, DMG) 
   
  APL 8 (APL 2, 4, 6 Items plus): 
  � +1 Silent Moves Studded Leather (Adventure, DMG) 
  � Dragonhide Breastplate (Adventure, DMG) 
   
  APL 10 (APL 2, 4, 6, 8 Items plus): 
  � +1 Wild Dragonhide Breastplate (Adventure, DMG) 
  � Chime of Opening (Adventure, DMG) 
  � Murlynd’s Spoon (Adventure, DMG) 
   
  APL 12 (APL 2, 4, 6, 8, 10 Items plus): 
  � +1 Bane (Animal, Fey) Greataxe (Adventure, DMG) 
  � Elixir of Truth (Adventure, DMG) 
  � Gloves of Dexterity +4 (Adventure, DMG) 
  � Gloves of Swimming and Climbing (Adventure, 
  DMG) 
  � Lesser Bracers of Archery (Adventure, DMG) 
  � Periapt of Wisdom +4 (Adventure, DMG) 
   
   
  
  YEO4-04 Season of the Wolf 
   
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  Appendix One: NPCs
  APL 2 
  Encounter Six 
  Neydus the Druid: male human Drd1; CR 1; medium 
  humanoid (human); HD 1d8+2; hp 8; Init +2; Spd 20 ft.; 
  AC 16, touch 12, flat-footed 14 (+2 Dex, +3 armor, +1 
  shield); BA/Grp 0/+1; Atk/Full Atk masterwork club +2 
  melee (1d6+1); SA spells, spontaneous casting, animal 
  companion; SQ nature sense, wild empathy; AL NE; SV 
  Fort +4, Ref +2, Will +5; Str 12, Dex 14, Con 14, Int 10, 
  Wis 17, Cha 8. 
   
  Skills and Feats:  Concentration +6, Knowledge 
  (nature) +4, Listen +5, Spellcraft +4, Spot +5, Survival +7; 
  Combat Casting, Track. 
   
  Spells Prepared (3/2, base DC = 13 + spell level): 0—
  cure minor wounds, guidance, resistance; 1st—entangle, magic 
  fang. 
   
  Equipment: masterwork hide armor, masterwork 
  club, light wooden shield, potion of barkskin +2, oil of 
  shillelagh, universal solvent, divine scroll of charm animal (11th 
  level caster), 2 divine scrolls of speak with animals (11th level 
  caster). 
  Wolf, Animal Companion: Medium Animal; HD 
  2d8+4; hp 15; Init +2; Spd 50 ft.; AC 14, touch 12, flat-
  footed 12 (+2 Dex, +2 natural); BA/Grp +1/+2; Atk/Full 
  Atk bite +3 melee (1d6+1); SA trip; SQ low-light vision, 
  scent, link, share spells; AL N; SV Fort +5, Ref +5, Will +1; 
  Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +2, Listen +3, Move Silently +3, 
  Spot +3, Survival +1* (+5 tracking by scent); Track, 
  Weapon Focus (bite). 
  Encounter Seven 
  Kayn (human form): male human werewolf War1; CR 
  3; medium humanoid (human, shapechanger); HD 
  1d8+3+2d8+10; hp 28; Init +4; Spd 20 ft.; AC 17, touch 10, 
  flat-footed 17 (+5 armor, +2 natural); BA/Grp +2/+5; 
  Atk/Full Atk mw greataxe +6 melee (1d12+4/x3); SA 
  curse of lycanthropy; SQ alternate form, wolf empathy, 
  low-light vision, scent; AL CE; SV Fort +8, Ref +3, Will 
  +5; Str 16, Dex 10, Con 16, Int 8, Wis 16, Cha 8. 
   
  Skills and Feats:  Hide +1, Intimidate +3, Jump +4,  
  Listen +3, Move Silently +1, Spot +3, Survival +3 (+7 by 
  scent); Improved Initiative, Iron Will, Power Attack, 
  Stealthy, Track, Weapon Focus (bite). 
   
  Equipment: 
  masterwork 
  greataxe, 
  masterwork 
  breastplate, potion of greater magic fang +3. 
  Kayn (wolf form): male human werewolf War1; CR 3; 
  medium 
  humanoid 
  (human, 
  shapechanger); 
  HD 
  1d8+3+2d8+10; hp 28; Init +6; Spd 50 ft.; AC 16, touch 12, 
  flat-footed 14 (+2 Dex, +4 natural); BA/Grp +2/+6; 
  Atk/Full Atk bite +7 melee (1d6+6); SA curse of 
  lycanthropy, trip; SQ alternate form, wolf empathy, low-
  light vision, scent, DR 10/silver; AL CE; SV Fort +10, Ref 
  +5, Will +5; Str 18, Dex 14, Con 20, Int 8, Wis 16, Cha 8. 
   
  Skills and Feats:  Hide +6, Intimidate +3, Jump +8,  
  Listen +3, Move Silently +6, Spot +3, Survival +3 (+7 by 
  scent); Improved Initiative, Iron Will, Power Attack, 
  Stealthy, Track, Weapon Focus (bite). 
  Kayn (hybrid form): male human werewolf War1; CR 3; 
  medium 
  humanoid 
  (human, 
  shapechanger); 
  HD 
  1d8+3+2d8+10; hp 28; Init +6; Spd 30 ft.; AC 16, touch 12, 
  flat-footed 14 (+2 Dex, +4 natural); BA/Grp +2/+6; Atk 
  claw +6 melee (1d4+4) or mw greataxe +7 melee 
  (1d12+6/x3); Full Atk 2 claws +6 melee (1d4+4) and bite 
  +2 melee (1d6+2) OR mw greataxe +7 melee (1d12+6/x3) 
  and bite +2 melee (1d6+2); SA curse of lycanthropy; SQ 
  alternate form, wolf empathy, low-light vision, scent, DR 
  10/silver; AL CE; SV Fort +10, Ref +5, Will +5; Str 18, Dex 
  14, Con 20, Int 8, Wis 16, Cha 8. 
   
  Skills and Feats:  Hide +6, Intimidate +3, Jump +8,  
  Listen +3, Move Silently +6, Spot +3, Survival +3 (+7 by 
  scent); Improved Initiative, Iron Will, Power Attack, 
  Stealthy, Track, Weapon Focus (bite). 
   
  Equipment: masterwork greataxe. 
  Thrax Briarwood: male human Rog1; CR 1; medium 
  humanoid (human); HD 1d6+2; hp 6; Init +3; Spd 30 ft.; 
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 armor); 
  BA/Grp 0/0; Atk/Full Atk mw rapier +1 melee (1d6/18-
  20) or mw shortbow +4 ranged (1d6/x3); SA sneak attack 
  +1d6; SQ trapfinding; AL CE; SV Fort +2, Ref +5, Will +1; 
  Str 10, Dex 16, Con 14, Int 14, Wis 12, Cha 8. 
   
  Skills and Feats:  Bluff +3, Escape Artist +7, Gather 
  Information +3, Hide +7, Knowledge (local – Sheldomar 
  Valley) +6, Listen +5, Move Silently +7, Sense Motive +5, 
  Sleight of Hand +7, Spot +5, Tumble +7; Far Shot, Point 
  Blank Shot. 
   
  Equipment: masterwork studded leather armor, 
  masterwork rapier, mw shortbow, 40 arrows. 
  APL 4 
  Encounter Six 
  Neydus the Druid: male human Drd3; CR 3; medium 
  humanoid (human); HD 3d8+6; hp 23; Init +6; Spd 20 ft.; 
  AC 16, touch 12, flat-footed 14 (+2 Dex, +3 armor, +1 
  shield); BA/Grp +2/+3; Atk/Full Atk masterwork club +4 
  melee (1d6+1); SA spells, spontaneous casting, animal 
  companion; SQ nature sense, wild empathy, woodland 
  stride, trackless step; AL NE; SV Fort +5, Ref +3, Will +6; 
  Str 12, Dex 14, Con 14, Int 10, Wis 17, Cha 8. 
   
  Skills and Feats:  Concentration +8, Knowledge 
  (nature) +5, Listen +7, Spellcraft +5, Spot +7, Survival +9; 
  Combat Casting, Improved Initiative, Track. 
   
  Spells Prepared (4/3/2, base DC = 13 + spell level): 0—
  cure minor wounds, flare, guidance, resistance; 1st—entangle, 
  faerie fire, magic fang; 2nd—barkskin, treeshape. 
   
  Equipment: masterwork hide armor, masterwork 
  club, light wooden shield, divine scroll of owl’s wisdom (3rd 
  level caster), potion of barkskin +2, oil of shillelagh, universal 
  
  YEO4-04 Season of the Wolf 
   
  Page 22 
  solvent, elemental gem of earth, divine scroll of charm animal 
  (11th level caster), 2 divine scrolls of speak with animals (11th 
  level caster). 
  Wolf, Animal Companion: Medium Animal; HD 
  4d8+8; hp 30; Init +3; Spd 50 ft.; AC 17, touch 13, flat-
  footed 14 (+3 Dex, +4 natural); BA/Grp +3/+5; Atk/Full 
  Atk bite +6 melee (1d6+3); SA trip; SQ low-light vision, 
  scent, link, share spells, evasion; AL N; SV Fort +6, Ref 
  +7, Will +2; Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +5, Listen +3, Move Silently +4, 
  Spot +3, Survival +1* (+5 tracking by scent); Blind-Fight, 
  Track, Weapon Focus (bite). 
  Encounter Seven 
  Kayn (human form): male human werewolf Bbn2; CR 
  4; medium humanoid (human, shapechanger); HD 
  2d12+6+2d8+10; hp 42; Init +4; Spd 30 ft.; AC 17, touch 
  10, flat-footed 17 (+5 armor, +2 natural); BA/Grp +3/+6; 
  Atk/Full Atk mw greataxe +7 melee (1d12+4/x3); SA 
  curse of lycanthropy; SQ alternate form, wolf empathy, 
  low-light vision, scent, fast movement, illiteracy, rage 
  1/day, uncanny dodge; AL CE; SV Fort +9, Ref +3, Will 
  +5; Str 17, Dex 10, Con 16, Int 8, Wis 16, Cha 8. 
   
  Skills and Feats:  Hide +1, Intimidate +4, Jump +5,  
  Listen +8, Move Silently +1, Spot +3, Survival +8 (+12 by 
  scent); Improved Initiative, Iron Will, Power Attack, 
  Stealthy, Track, Weapon Focus (bite). 
   
  Equipment: 
  masterwork 
  greataxe, 
  masterwork 
  breastplate, potion of greater magic fang +3, dust of dryness. 
  Kayn (wolf form): male human werewolf Bbn2; CR 4; 
  medium 
  humanoid 
  (human, 
  shapechanger); 
  HD 
  2d12+6+2d8+10; hp 42; Init +6; Spd 60 ft.; AC 16, touch 
  12, flat-footed 16 (+2 Dex, +4 natural); BA/Grp +3/+7; 
  Atk/Full Atk bite +8 melee (1d6+6); SA curse of 
  lycanthropy, trip; SQ alternate form, wolf empathy, low-
  light vision, scent, DR 10/silver, fast movement, 
  illiteracy, rage 1/day, uncanny dodge; AL CE; SV Fort 
  +11, Ref +5, Will +5; Str 19, Dex 14, Con 20, Int 8, Wis 16, 
  Cha 8. 
   
  Skills and Feats:  Hide +6, Intimidate +4, Jump +9,  
  Listen +8, Move Silently +6, Spot +3, Survival +8 (+12 by 
  scent); Improved Initiative, Iron Will, Power Attack, 
  Stealthy, Track, Weapon Focus (bite). 
  Kayn (hybrid form): male human werewolf Bbn2; CR 4; 
  medium 
  humanoid 
  (human, 
  shapechanger); 
  HD 
  2d12+6+2d8+10; hp 42; Init +6; Spd 40 ft.; AC 16, touch 
  12, flat-footed 16 (+2 Dex, +4 natural); BA/Grp +3/+7; Atk 
  claw +7 melee (1d4+4) or mw greataxe +8 melee 
  (1d12+6/x3); Full Atk 2 claws +7 melee (1d4+4) and bite 
  +3 melee (1d6+2) OR mw greataxe +8 melee (1d12+6/x3) 
  and bite +3 melee (1d6+2); SA curse of lycanthropy; SQ 
  alternate form, wolf empathy, low-light vision, scent, DR 
  10/silver, fast movement, illiteracy, rage 1/day, uncanny 
  dodge; AL CE; SV Fort +11, Ref +5, Will +5; Str 19, Dex 
  14, Con 20, Int 8, Wis 16, Cha 8. 
   
  Skills and Feats:  Hide +6, Intimidate +4, Jump +9,  
  Listen +8, Move Silently +6, Spot +3, Survival +8 (+12 by 
  scent); Improved Initiative, Iron Will, Power Attack, 
  Stealthy, Track, Weapon Focus (bite). 
   
  Equipment: masterwork greataxe. 
  Thrax Briarwood: male human Rog2; CR 2; medium 
  humanoid (human); HD 2d6+4; hp 12; Init +3; Spd 30 ft.; 
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 armor); 
  BA/Grp +1/+1; Atk/Full Atk mw rapier +2 melee 
  (1d6/18-20) or mw shortbow +5 ranged (1d6/x3); SA 
  sneak attack +1d6; SQ trapfinding, evasion; AL CE; SV 
  Fort +2, Ref +6, Will +1; Str 10, Dex 16, Con 14, Int 14, 
  Wis 12, Cha 8. 
   
  Skills and Feats:  Bluff +4, Escape Artist +8, Gather 
  Information +4, Hide +8, Knowledge (local – Sheldomar 
  Valley) +7, Listen +6, Move Silently +8, Sense Motive +6, 
  Sleight of Hand +8, Spot +6, Tumble +8; Far Shot, Point 
  Blank Shot. 
   
  Equipment: masterwork studded leather armor, 
  masterwork rapier, mw shortbow, 40 arrows, potion of cat’s 
  grace, potion of barkskin +4. 
  Shastus: male gnome (forest) Sor2; CR 2; small 
  humanoid (gnome); HD 2d4+6; hp 11; Init +2; Spd 20 ft.; 
  AC 15, touch 13, flat-footed 13 (+2 Dex, +1 size, +2 armor); 
  BA/Grp +1/-4; Atk/Full Atk mw small dagger +2 melee 
  (1d3-1/19-20) or mw small light crossbow +5 ranged 
  (1d6/19-20); SA spells, weapon familiarity (gnome 
  hooked hammers), +1 racial bonus on attacks vs. kobolds, 
  goblinoids, orcs, and reptilian humanoids; SQ summon 
  familiar (raven), low-light vision, +2 racial bonus to saves 
  vs. illusions, +4 dodge bonus to AC vs. giants, gnome 
  spell-like abilities, pass w/o trace (Su, self only, free action, 
  as Drd2); AL CE; SV Fort +3, Ref +2, Will +6; Str 8, Dex 
  14, Con 16, Int 12, Wis 12, Cha 16. 
   
  Skills and Feats:  Appraise +4, Concentration +8, Craft 
  (alchemy) +3, Hide +6 (+10 in woodland), Knowledge 
  (arcana) +6, Listen +5, Spellcraft +6, Spot +3; Eschew 
  Materials. 
   
  Spells Known (6/5, base DC = 13 + spell level, 14 + 
  spell level for illusion): 0—acid splash, flare, ray of frost, 
  resistance, touch of fatigue; 1st—grease, shield. 
   
  Equipment: 
  masterwork 
  small 
  leather 
  armor, 
  masterwork small dagger, mw small light crossbow, 20 
  bolts, potion of eagle’s splendor, pearl of power – 1st level, arcane 
  scroll of alarm (12th  level caster). 
  Familiar—Raven:  tiny animal; HD ¼d8; 5 hp; Init 
  +2; Spd 10 ft., fly 40ft. (average); AC 15, touch 14, 
  flat-footed 13 (+2 size, +2 Dex, +1 natural); BA/Grp 
  +1/-13; Atk/Full Atk claws +5 melee (1d2-5); 
  Space/Reach 2½ ft./0 ft.; SA -; SQ low-light vision, 
  alertness, improved evasion, share spells, empathic 
  link; SV Fort +2, Ref +4, Will +5; Str 1; Dex 15; Con 
  10, Int 6, Wis 14; Cha 6. 
   
  Skills and Feats:  Listen +3, Spot +5; Weapon 
  Finesse. 
  
  YEO4-04 Season of the Wolf 
   
  Page 23 
  APL 6 
  Encounter Six 
  Neydus the Druid: male human Drd5; CR 5; medium 
  humanoid (human); HD 5d8+10; hp 38; Init +6; Spd 20 
  ft.; AC 17, touch 12, flat-footed 15 (+2 Dex, +4 armor, +1 
  shield); BA/Grp +3/+4; Atk/Full Atk masterwork club +5 
  melee (1d6+1); SA spells, spontaneous casting, animal 
  companion, wild shape 1/day; SQ nature sense, wild 
  empathy, woodland stride, trackless step, resist nature’s 
  lure; AL NE; SV Fort +6, Ref +3, Will +8; Str 12, Dex 14, 
  Con 14, Int 10, Wis 18, Cha 8. 
   
  Skills and Feats:  Concentration +10, Knowledge 
  (nature) +6, Listen +9, Spellcraft +6, Spot +9, Survival +11; 
  Combat Casting, Improved Initiative, Natural Spell. 
   
  Spells Prepared (5/4/3/2, base DC = 14 + spell level): 
  0—cure minor wounds, flare, guidance, resistance x2; 1st—
  entangle, faerie fire, magic fang x2; 2nd—barkskin, summon 
  swarm, treeshape; 3rd—call lighting, protection from energy. 
   
  Equipment: dragonhide scale mail armor, masterwork 
  club, light wooden shield, divine scroll of owl’s wisdom (3rd 
  level caster), potion of barkskin +2, oil of shillelagh, universal 
  solvent, Quaal’s feather token – tree, Quaal’s feather token – 
  bird, elemental gem of earth, divine scroll of charm animal (11th 
  level caster), 2 divine scrolls of speak with animals (11th level 
  caster). 
  Dire Bat, Animal Companion: Large Animal; HD 
  4d8+12; hp 33; Init +6; Spd 20 ft., fly 40 ft. (good); AC 20, 
  touch 15, flat-footed 14 (-1 size, +6 Dex, +5 natural); 
  BA/Grp +3/+10; Atk/Full Atk bite +5 melee (1d8+4); SQ 
  blindsense 40 ft., link, share spells; AL N; SV Fort +7, Ref 
  +10, Will +6; Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6. 
   
  Skills and Feats: Hide +4, Listen +12* (+16 w/ 
  blindsense), 
  Move 
  Silently 
  +11, 
  Spot 
  +8* 
  (+12 
  w/blindsense); Alertness, Stealthy. 
  Encounter Seven 
  Kayn 
  (human 
  form): 
  male 
  human 
  werewolf 
  Bbn2/Rgr2; 
  CR 
  6; 
  medium 
  humanoid 
  (human, 
  shapechanger); HD 2d12+6+2d8+6+2d8+10; hp 59; Init 
  +4; Spd 40 ft.; AC 17, touch 10, flat-footed 17 (+5 armor, 
  +2 natural); BA/Grp +5/+8; Atk/Full Atk mw greataxe +9 
  melee (1d12+4/x3); SA curse of lycanthropy; SQ alternate 
  form, wolf empathy, low-light vision, scent, fast 
  movement, rage 1/day, uncanny dodge, favored enemy 
  (elf +2), wild empathy, combat style (two-weapon 
  combat); AL CE; SV Fort +12, Ref +6, Will +5; Str 17, Dex 
  10, Con 16, Int 8, Wis 16, Cha 8. 
   
  Skills and Feats:  Hide +5, Intimidate +4, Jump +9,  
  Listen +10, Move Silently +5, Spot +5, Survival +10 (+14 
  by scent); Blind-Fight, Improved Initiative, Iron Will, 
  Power Attack, Stealthy, Track, Two-Weapon Fighting, 
  Weapon Focus (bite). 
   
  Equipment: masterwork greataxe, mithral breastplate, 
  potion of greater magic fang +3, dust of dryness. 
  Kayn (wolf form): male human werewolf Bbn2/Rgr2; 
  CR 6; medium humanoid (human, shapechanger); HD 
  2d12+6+2d8+6+2d8+10; hp 59; Init +6; Spd 60 ft.; AC 16, 
  touch 12, flat-footed 16 (+2 Dex, +4 natural); BA/Grp 
  +5/+9; Atk/Full Atk bite +10 melee (1d6+6); SA curse of 
  lycanthropy, trip; SQ alternate form, wolf empathy, low-
  light vision, scent, DR 10/silver, fast movement, rage 
  1/day, uncanny dodge, favored enemy (elf +2), wild 
  empathy, combat style (two-weapon combat); AL CE; SV 
  Fort +14, Ref +8, Will +5; Str 19, Dex 14, Con 20, Int 8, 
  Wis 16, Cha 8. 
   
  Skills and Feats:  Hide +8, Intimidate +4, Jump +11,  
  Listen +10, Move Silently +8, Spot +5, Survival +10 (+14 
  by scent); Blind-Fight, Improved Initiative, Iron Will, 
  Power Attack, Stealthy, Track, Two-Weapon Fighting, 
  Weapon Focus (bite). 
  Kayn (hybrid form): male human werewolf Bbn2/Rgr2; 
  CR 6; medium humanoid (human, shapechanger); HD 
  2d12+6+2d8+6+2d8+10; hp 59; Init +6; Spd 40 ft.; AC 16, 
  touch 12, flat-footed 16 (+2 Dex, +4 natural); BA/Grp 
  +5/+9; Atk claw +9 melee (1d4+4) or mw greataxe +10 
  melee (1d12+6/x3); Full Atk 2 claws +9 melee (1d4+4) 
  and bite +5 melee (1d6+2) OR mw greataxe +10 melee 
  (1d12+6/x3) and bite +5 melee (1d6+2); SA curse of 
  lycanthropy; SQ alternate form, wolf empathy, low-light 
  vision, scent, DR 10/silver, fast movement, rage 1/day, 
  uncanny dodge, favored enemy (elf +2), wild empathy, 
  combat style (two-weapon combat); AL CE; SV Fort +14, 
  Ref +8, Will +5; Str 19, Dex 14, Con 20, Int 8, Wis 16, Cha 
  8. 
   
  Skills and Feats:  Hide +8, Intimidate +4, Jump +11,  
  Listen +10, Move Silently +8, Spot +5, Survival +10 (+14 
  by scent); Blind-Fight, Improved Initiative, Iron Will, 
  Power Attack, Stealthy, Track, Two-Weapon Fighting, 
  Weapon Focus (bite). 
   
  Equipment: masterwork greataxe. 
  Thrax Briarwood: male human Rog4; CR 4; medium 
  humanoid (human); HD 4d6+8; hp 24; Init +4; Spd 30 ft.; 
  AC 18, touch 14, flat-footed 18 (+4 Dex, +4 armor); 
  BA/Grp +3/+3; Atk/Full Atk mw rapier +4 melee 
  (1d6/18-20) or mw shortbow +9 ranged (1d6/x3); SA 
  sneak attack +2d6; SQ trapfinding, evasion, trap sense +1, 
  uncanny dodge; AL CE; SV Fort +3, Ref +8, Will +2; Str 
  10, Dex 17 (19), Con 14, Int 14, Wis 12, Cha 8. 
   
  Skills and Feats:  Bluff +6, Escape Artist +11, Gather 
  Information +6, Hide +11, Knowledge (local – Sheldomar 
  Valley) +9, Listen +8, Move Silently +11, Sense Motive +8, 
  Sleight of Hand +11, Spot +8, Tumble +11; Far Shot, Point 
  Blank Shot, Weapon Focus (bow). 
   
  Equipment: +1 studded leather armor, masterwork 
  rapier, mw shortbow, 40 arrows, potion of cat’s grace, gloves 
  of dexterity +2, potion of barkskin +4. 
  Shastus: male gnome (forest) Sor4; CR 4; small 
  humanoid (gnome); HD 4d4+12; hp 21; Init +2; Spd 20 ft.; 
  AC 15, touch 13, flat-footed 13 (+2 Dex, +1 size, +2 armor); 
  BA/Grp +2/-3; Atk/Full Atk mw small dagger +3 melee 
  (1d3-1/19-20) or mw small light crossbow +6 ranged 
  (1d6/19-20); SA spells, weapon familiarity (gnome 
  hooked hammers), +1 racial bonus on attacks vs. kobolds, 
  goblinoids, orcs, and reptilian humanoids; SQ summon 
  familiar (raven), low-light vision, +2 racial bonus to saves 
  
  YEO4-04 Season of the Wolf 
   
  Page 24 
  vs. illusions, +4 dodge bonus to AC vs. giants, gnome 
  spell-like abilities, pass w/o trace (Su, self only, free action, 
  as Drd4); AL CE; SV Fort +4, Ref +3, Will +7; Str 8, Dex 
  14, Con 16, Int 12, Wis 12, Cha 17 (19). 
   
  Skills and Feats:  Appraise +4, Concentration +10, 
  Craft (alchemy) +3, Hide +6 (+10 in woodland), 
  Knowledge (arcana) +8, Listen +5, Spellcraft +8, Spot +3; 
  Eschew Materials, Silent Spell. 
   
  Spells Known (6/7/4, base DC = 14 + spell level, 15 + 
  spell level for illusion): 0—acid splash, detect magic, flare, ray 
  of frost, resistance, touch of fatigue; 1st—grease, magic missile, 
  shield; 2nd—glitterdust. 
   
  Equipment: 
  masterwork 
  small 
  leather 
  armor, 
  masterwork small dagger, mw small light crossbow, 20 
  bolts, potion of eagle’s splendor, cloak of charisma +2, pearl of 
  power – 1st level, arcane scroll of alarm (12th  level caster). 
  Familiar—Raven:  tiny animal; HD ¼d8; 10 hp; Init 
  +2; Spd 10 ft., fly 40ft. (average); AC 16, touch 14, 
  flat-footed 14 (+2 size, +2 Dex, +2 natural); BA/Grp 
  +2/-12; Atk/Full Atk claws +6 melee (1d2-5); 
  Space/Reach 2½ ft./0 ft.; SA deliver touch spells; SQ 
  low-light vision, alertness, improved evasion, share 
  spells, empathic link; SV Fort +2, Ref +4, Will +6; Str 
  1; Dex 15; Con 10, Int 7, Wis 14; Cha 6. 
   
  Skills and Feats:  Listen +3, Spot +5; Weapon 
  Finesse. 
  APL 8 
  Encounter One 
  Fiendish Winter Wolf: CR 6; Large Magical Beast 
  (Cold, Extraplanar); HD 6d10+18; hp 59; Init +5; Spd 50 
  ft.; AC 15, touch 10, flat-footed 14 (-1 size, +1 Dex, +5 
  natural); BA/Grp +6/+14; Atk/Full Atk bite +9 melee 
  (1d8+6 plus 1d6 cold); SA breath weapon, freezing bite, 
  smite good, trip; SQ darkvision 60 ft., immunity to cold, 
  low-light vision, scent, vulnerability to fire, fire resistance 
  5, DR 5/ magic, SR 11; AL NE; SV Fort +8, Ref +6, Will 
  +3; Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10. 
   
  Skills and Feats: Hide –1* (+4 in snow and ice), Listen 
  +6, Move Silently +7, Spot +6, Survival +1* (+5 tracking 
  by scent); Alertness, Improved Initiative, Track. 
   
  Breath Weapon (Su): 15 foot cone, once every 1d4 
  rounds, damage 4d6 cold, Ref DC 16 half.  The save is 
  Con-based. 
   
  Freezing Bite (Su): A winter wolf deals an extra 1d6 
  cold damage every time it bites an opponent, as if its bite 
  were a frost weapon. 
   
  Smite Good (Su): Once per day, the creature can 
  make a normal attack to deal additional damage equal to 
  its HD against a good foe. 
   
  Trip (Ex): A winter wolf that hits with a bite attack 
  can attempt to trip the opponent (+8 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the winter wolf.  
  Encounter Six 
  Neydus the Druid: male human Drd7; CR 7; medium 
  humanoid (human); HD 7d8+14; hp 53; Init +6; Spd 20 
  ft.; AC 19, touch 12, flat-footed 17 (+2 Dex, +5 armor, +2 
  shield); BA/Grp +5/+6; Atk/Full Atk masterwork club +7 
  melee (1d6+1); SA spells, spontaneous casting, animal 
  companion, wild shape 3/day; SQ nature sense, wild 
  empathy, woodland stride, trackless step, resist nature’s 
  lure; AL NE; SV Fort +7, Ref +4, Will +10; Str 12, Dex 14, 
  Con 14, Int 10, Wis 18 (20), Cha 8. 
   
  Skills and Feats:  Concentration +12, Knowledge 
  (nature) +7, Listen +11, Spellcraft +7, Spot +11, Survival 
  +13; Combat Casting, Improved Initiative, Natural Spell, 
  Track. 
   
  Spells Prepared (6/6/4/3/2, base DC = 15 + spell level): 
  0—create water, cure minor wounds, flare, guidance, resistance 
  x2; 1st—entangle x2, faerie fire, longstrider, magic fang x2; 
  2nd—barkskin x2, summon swarm, treeshape; 3rd—call 
  lighting, cure moderate wounds, protection from energy; 4th—
  flame strike, freedom of movement. 
   
  Equipment: dragonhide breastplate, masterwork club, 
  +1 light wooden shield, divine scroll of owl’s wisdom (3rd level 
  caster), potion of barkskin +2, oil of shillelagh, universal solvent, 
  Quaal’s feather token – tree, Quaal’s feather token – bird, 
  elemental gem of earth, periapt of wisdom +2, divine scroll of 
  charm animal (11th level caster), 2 divine scrolls of speak with 
  animals (11th level caster). 
  Dire Bat, Animal Companion: Large Animal; HD 
  6d8+18; hp 50; Init +6; Spd 20 ft., fly 40 ft. (good); AC 22, 
  touch 15, flat-footed 16 (-1 size, +6 Dex, +7 natural); 
  BA/Grp +4/+12; Atk/Full Atk bite +7 melee (2d6+6); SQ 
  blindsense 40 ft., link, share spells, evasion; AL N; SV 
  Fort +8, Ref +11, Will +7; Str 18, Dex 23, Con 17, Int 2, 
  Wis 14, Cha 6. 
   
  Skills and Feats: Hide +5, Listen +12* (+16 w/ 
  blindsense), 
  Move 
  Silently 
  +12, 
  Spot 
  +8* 
  (+12 
  w/blindsense); Alertness, Improved Natural Attack, 
  Stealthy. 
  Encounter Seven 
  Kayn 
  (human 
  form): 
  male 
  human 
  werewolf 
  Bbn2/Rgr3/Warshaper1; CR 8; medium humanoid 
  (human, shapechanger); HD 2d12+6+4d8+12+2d8+10; hp 
  75; Init +4; Spd 40 ft.; AC 17, touch 10, flat-footed 17 (+5 
  armor, +2 natural); BA/Grp +6/+10; Atk greataxe +11 
  melee (1d12+7/x3); Full Atk greataxe +11/+6 melee 
  (1d12+7/x3); SA curse of lycanthropy; SQ alternate form, 
  wolf empathy, low-light vision, scent, fast movement, 
  rage 1/day, uncanny dodge, favored enemy (elf +2), wild 
  empathy, combat style (two-weapon combat); AL CE; SV 
  Fort +15, Ref +7, Will +7; Str 18, Dex 10, Con 16, Int 8, 
  Wis 16, Cha 8. 
   
  Skills and Feats:  Concentration +5, Hide +6, 
  Intimidate +4, Jump +11, Listen +11, Move Silently +6, 
  Spot +6, Survival +11 (+15 by scent); Blind-Fight, 
  Endurance, Improved Initiative, Iron Will, Power Attack, 
  Stealthy, Track, Two-Weapon Fighting, Weapon Focus 
  (bite). 
  
  YEO4-04 Season of the Wolf 
   
  Page 25 
   
  Equipment: +1 greataxe, mithral breastplate, cloak of 
  resistance +1, potion of greater magic fang +3, dust of dryness. 
  Kayn 
  (wolf 
  form): 
  male 
  human 
  werewolf 
  Bbn2/Rgr3/Warshaper1; CR 8; medium humanoid 
  (human, shapechanger); HD 2d12+6+4d8+12+2d8+10; hp 
  75; Init +6; Spd 60 ft.; AC 16, touch 12, flat-footed 16 (+2 
  Dex, +4 natural); BA/Grp +6/+11; Atk/Full Atk bite +12 
  melee (1d6+7); SA curse of lycanthropy, trip; SQ alternate 
  form, wolf empathy, low-light vision, scent, DR 10/silver, 
  fast movement, rage 1/day, uncanny dodge, favored 
  enemy (elf +2), wild empathy, combat style (two-weapon 
  combat), morphic immunities (Ex, immune to stunning 
  and critical hits), morphic weapons (Su); AL CE; SV Fort 
  +17, Ref +9, Will +7; Str 20, Dex 14, Con 20, Int 8, Wis 16, 
  Cha 8. 
   
  Skills and Feats:  Concentration +7, Hide +9, 
  Intimidate +4, Jump +13, Listen +11, Move Silently +9, 
  Spot +6, Survival +11 (+15 by scent); Blind-Fight, 
  Endurance, Improved Initiative, Iron Will, Power Attack, 
  Stealthy, Track, Two-Weapon Fighting, Weapon Focus 
  (bite). 
   
  Morphic Weapons (Su): As a move action, a warshaper 
  can grow natural weapons such as claws or fangs, 
  allowing a natural attack that deals the appropriate 
  amount of damage according to the size of the new form. 
   These morphic weapons need not be natural weapons 
  the creature already possesses.  If they did already possess 
  the natural weapon grown, that natural weapon instead 
  deals damage as if it were one category larger (bite from 
  1d6 to 1d8).  A warshaper can change morphic weapons 
  as often as it likes. 
   
  Equipment: cloak of resistance +1. 
  Kayn 
  (hybrid 
  form): 
  male 
  human 
  werewolf 
  Bbn2/Rgr3/Warshaper1; CR 8; medium humanoid 
  (human, shapechanger); HD 2d12+6+4d8+12+2d8+10; hp 
  75; Init +6; Spd 40 ft.; AC 16, touch 12, flat-footed 16 (+2 
  Dex, +4 natural); BA/Grp +6/+11; Atk claw +11 melee 
  (1d4+5) or greataxe +12 melee (1d12+8/x3); Full Atk 2 
  claws +11 melee (1d4+5) and bite +7 melee (1d6+2) OR 
  greataxe +12/+7 melee (1d12+8/x3) and bite +7 melee 
  (1d6+2); SA curse of lycanthropy; SQ alternate form, wolf 
  empathy, low-light vision, scent, DR 10/silver, fast 
  movement, rage 1/day, uncanny dodge, favored enemy 
  (elf +2), wild empathy, combat style (two-weapon 
  combat), morphic immunities (Ex, immune to stunning 
  and critical hits), morphic weapons (Su); AL CE; SV Fort 
  +17, Ref +9, Will +7; Str 20, Dex 14, Con 20, Int 8, Wis 16, 
  Cha 8. 
   
  Skills and Feats:  Concentration +7, Hide +9, 
  Intimidate +4, Jump +13, Listen +11, Move Silently +9, 
  Spot +6, Survival +11 (+15 by scent); Blind-Fight, 
  Endurance, Improved Initiative, Iron Will, Power Attack, 
  Stealthy, Track, Two-Weapon Fighting, Weapon Focus 
  (bite). 
   
  Morphic Weapons (Su): As a move action, a warshaper 
  can grow natural weapons such as claws or fangs, 
  allowing a natural attack that deals the appropriate 
  amount of damage according to the size of the new form. 
   These morphic weapons need not be natural weapons 
  the creature already possesses.  If they did already possess 
  the natural weapon grown, that natural weapon instead 
  deals damage as if it were one category larger (bite from 
  1d6 to 1d8 or claw from 1d4 to 1d6).  A warshaper can 
  change morphic weapons as often as it likes. 
   
  Equipment: +1 greataxe, cloak of resistance +1. 
  Thrax Briarwood: male human Rog5/Rgr1; CR 6; 
  medium humanoid (human); HD 5d6+1d8+12; hp 38; 
  Init +4; Spd 30 ft.; AC 19, touch 14, flat-footed 19 (+4 Dex, 
  +4 armor, +1 shield); BA/Grp +4/+4; Atk/Full Atk mw 
  rapier +5 melee (1d6/18-20) or mw longbow +10 ranged 
  (1d8/x3); SA sneak attack +3d6, favored enemy (halfling 
  +2); SQ trapfinding, evasion, trap sense +1, uncanny 
  dodge, wild empathy; AL CE; SV Fort +5, Ref +10, Will 
  +2; Str 10, Dex 17 (19), Con 14, Int 14, Wis 12, Cha 8. 
   
  Skills and Feats:  Bluff +7, Escape Artist +12, Gather 
  Information +7, Hide +13, Knowledge (local – Sheldomar 
  Valley) +10, Listen +10, Move Silently +13 (+18), Sense 
  Motive +9, Sleight of Hand +12, Spot +10, Survival +6, 
  Tumble +12; Far Shot, Point Blank Shot, Precise Shot, 
  Track, Weapon Focus (bow). 
   
  Equipment: +1 silent moves studded leather armor, mw 
  buckler, mw rapier, mw longbow, 40 arrows, potion of cat’s 
  grace, gloves of dexterity +2, potion of barkskin +4. 
  Shastus: male gnome (forest) Sor6; CR 6; small 
  humanoid (gnome); HD 6d4+18; hp 32; Init +2; Spd 20 ft.; 
  AC 15, touch 13, flat-footed 13 (+2 Dex, +1 size, +2 armor); 
  BA/Grp +3/-2; Atk/Full Atk mw small dagger +4 melee 
  (1d3-1/19-20) or mw small light crossbow +7 ranged 
  (1d6/19-20); SA spells, weapon familiarity (gnome 
  hooked hammers), +1 racial bonus on attacks vs. kobolds, 
  goblinoids, orcs, and reptilian humanoids; SQ summon 
  familiar (raven), low-light vision, +2 racial bonus to saves 
  vs. illusions, +4 dodge bonus to AC vs. giants, gnome 
  spell-like abilities, pass w/o trace (Su, self only, free action, 
  as Drd6); AL CE; SV Fort +5, Ref +4, Will +8; Str 8, Dex 
  14, Con 16, Int 12, Wis 12, Cha 17 (19). 
   
  Skills and Feats:  Appraise +4, Concentration +12, 
  Craft (alchemy) +3, Hide +6 (+10 in woodland), 
  Knowledge (arcana) +10, Listen +5, Spellcraft +10, Spot 
  +3; Eschew Materials, Silent Spell, Still Spell. 
   
  Spells Known (6/7/6/4, base DC = 14 + spell level, 15 + 
  spell level for illusion): 0—acid splash, detect magic, flare, ray 
  of frost, read magic, resistance, touch of fatigue; 1st—enlarge 
  person, grease, magic missile, shield; 2nd—glitterdust, Tasha’s 
  hideous laughter; 3rd—fireball. 
   
  Equipment: 
  masterwork 
  small 
  leather 
  armor, 
  masterwork small dagger, mw small light crossbow, 20 
  bolts, potion of eagle’s splendor, cloak of charisma +2, pearl of 
  power – 1st level, arcane scroll of alarm (12th  level caster). 
  Familiar—Raven:  tiny animal; HD ¼d8; 16 hp; Init 
  +2; Spd 10 ft., fly 40ft. (average); AC 17, touch 14, 
  flat-footed 15 (+2 size, +2 Dex, +3 natural); BA/Grp 
  +3/-11; Atk/Full Atk claws +7 melee (1d2-5); 
  Space/Reach 2½ ft./0 ft.; SA deliver touch spells; SQ 
  low-light vision, alertness, improved evasion, share 
  spells, empathic link, speak with master; SV Fort +2, 
  
  YEO4-04 Season of the Wolf 
   
  Page 26 
  Ref +4, Will +7; Str 1; Dex 15; Con 10, Int 8, Wis 14; 
  Cha 6. 
   
  Skills and Feats:  Listen +3, Spot +5; Weapon 
  Finesse. 
  APL 10 
  Encounter One 
  Advanced Fiendish Winter Wolf: CR 8; Large Magical 
  Beast (Cold, Extraplanar); HD 9d10+27; hp 88; Init +5; 
  Spd 50 ft.; AC 15, touch 10, flat-footed 14 (-1 size, +1 Dex, 
  +5 natural); BA/Grp +9/+17; Atk/Full Atk bite +12 melee 
  (2d6+6 plus 1d6 cold); SA breath weapon, freezing bite, 
  smite good, trip; SQ darkvision 60 ft., immunity to cold, 
  low-light vision, scent, vulnerability to fire, fire resistance 
  10, DR 5/ magic, SR 14; AL NE; SV Fort +9, Ref +7, Will 
  +4; Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10. 
   
  Skills and Feats: Hide –1* (+4 in snow and ice), Listen 
  +6, Move Silently +8, Spot +6, Survival +1* (+5 tracking 
  by scent); Alertness, Improved Initiative, Improved 
  Natural Attack, Track. 
   
  Breath Weapon (Su): 15 foot cone, once every 1d4 
  rounds, damage 4d6 cold, Ref DC 16 half.  The save is 
  Con-based. 
   
  Freezing Bite (Su): A winter wolf deals an extra 1d6 
  cold damage every time it bites an opponent, as if its bite 
  were a frost weapon. 
   
  Smite Good (Su): Once per day, the creature can 
  make a normal attack to deal additional damage equal to 
  its HD against a good foe. 
   
  Trip (Ex): A winter wolf that hits with a bite attack 
  can attempt to trip the opponent (+8 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the winter wolf.  
  Encounter Six 
  Neydus the Druid: male human Drd9; CR 9; medium 
  humanoid (human); HD 9d8+18; hp 68; Init +6; Spd 20 
  ft.; AC 21, touch 13, flat-footed 19 (+2 Dex, +6 armor, +2 
  shield, +1 ring); BA/Grp +6/+7; Atk masterwork club +8 
  melee (1d6+1); Full Atk masterwork club +8/+3 melee 
  (1d6+1); 
  SA 
  spells, 
  spontaneous 
  casting, 
  animal 
  companion, wild shape (3/day, Large); SQ nature sense, 
  wild empathy, woodland stride, trackless step, resist 
  nature’s lure, venom immunity; AL NE; SV Fort +8, Ref 
  +5, Will +11; Str 12, Dex 14, Con 14, Int 10, Wis 19 (21), 
  Cha 8. 
   
  Skills and Feats:  Concentration +14, Knowledge 
  (nature) +8, Listen +13, Spellcraft +8, Spot +13, Survival 
  +15; Combat Casting, Improved Initiative, Natural Spell, 
  Run, Track. 
   
  Spells Prepared (6/6/5/4/3/2, base DC = 15 + spell 
  level): 0—create water, cure minor wounds, flare, guidance, 
  resistance x2; 1st—entangle x2, faerie fire, longstrider, magic 
  fang x2; 2nd—barkskin x2, bull’s strength, summon swarm, 
  treeshape; 3rd—cure moderate wounds, greater magic fang, 
  poison, protection from energy; 4th—flame strike, freedom of 
  movement, spike stones; 5th—call lightning storm, commune 
  with nature. 
   
  Equipment: +1 wild dragonhide breastplate, masterwork 
  club, +1 light wooden shield, divine scroll of owl’s wisdom (3rd 
  level caster), potion of barkskin +2, oil of shillelagh, universal 
  solvent, Quaal’s feather token – tree, Quaal’s feather token – 
  bird, elemental gem of earth, periapt of wisdom +2, ring of 
  protection +1, divine scroll of charm animal (11th level caster), 2 
  divine scrolls of speak with animals (11th level caster). 
  Dire Bat, Animal Companion: Large Animal; HD 
  8d8+24; hp 66; Init +7; Spd 20 ft., fly 40 ft. (good); AC 25, 
  touch 16, flat-footed 18 (-1 size, +7 Dex, +9 natural); 
  BA/Grp +6/+14; Atk/Full Atk bite +9 melee (2d6+6); SQ 
  blindsense 40 ft., link, share spells, evasion, devotion; AL 
  N; SV Fort +9, Ref +13, Will +8; Str 19, Dex 24, Con 17, 
  Int 2, Wis 14, Cha 6. 
   
  Skills and Feats: Hide +8, Listen +12* (+16 w/ 
  blindsense), 
  Move 
  Silently 
  +13, 
  Spot 
  +8* 
  (+12 
  w/blindsense); Alertness, Improved Natural Attack, 
  Stealthy. 
  Encounter Seven 
  Kayn 
  (human 
  form): 
  male 
  human 
  werewolf 
  Bbn2/Rgr3/Warshaper3; CR 10; medium humanoid 
  (human, shapechanger); HD 2d12+6+6d8+18+2d8+14; hp 
  95; Init +4; Spd 40 ft.; AC 17, touch 10, flat-footed 17 (+5 
  armor, +2 natural); BA/Grp +8/+12; Atk greataxe +13 
  melee (1d12+7/x3); Full Atk greataxe +13/+8 melee 
  (1d12+7/x3); SA curse of lycanthropy; SQ alternate form, 
  wolf empathy, low-light vision, scent, fast movement, 
  rage 1/day, uncanny dodge, favored enemy (elf +2), wild 
  empathy, combat style (two-weapon combat); AL CE; SV 
  Fort +16, Ref +8, Will +8; Str 18, Dex 10, Con 16, Int 8, 
  Wis 16, Cha 8. 
   
  Skills and Feats:  Concentration +9, Hide +6, 
  Intimidate +4, Jump +11, Listen +11, Move Silently +6, 
  Spot +6, Survival +11 (+15 by scent); Blind-Fight, 
  Endurance, Improved Initiative, Iron Will, Multiattack, 
  Power Attack, Stealthy, Track, Two-Weapon Fighting, 
  Weapon Focus (bite). 
   
  Equipment: +1 greataxe, mithral breastplate, cloak of 
  resistance +1, potion of greater magic fang +3, dust of dryness, 
  Murlynd’s spoon. 
  Kayn 
  (wolf 
  form): 
  male 
  human 
  werewolf 
  Bbn2/Rgr3/Warshaper3; CR 10; medium humanoid 
  (human, shapechanger); HD 2d12+6+6d8+18+2d8+14; hp 
  95; Init +6; Spd 60 ft.; AC 16, touch 12, flat-footed 16 (+2 
  Dex, +4 natural); BA/Grp +8/+15; Atk/Full Atk bite +16 
  melee (1d6+10); Space/Reach 5 ft./10 ft.; SA curse of 
  lycanthropy, trip; SQ alternate form, wolf empathy, low-
  light vision, scent, DR 10/silver, fast movement, rage 
  1/day, uncanny dodge, favored enemy (elf +2), wild 
  empathy, combat style (two-weapon combat), morphic 
  immunities (Ex, immune to stunning and critical hits), 
  morphic weapons (Su), morphic body (Su, +4 Str, +4 
  Con), morphic reach (Su); AL CE; SV Fort +20, Ref +10, 
  Will +8; Str 24, Dex 14, Con 24, Int 8, Wis 16, Cha 8. 
  
  YEO4-04 Season of the Wolf 
   
  Page 27 
   
  Skills and Feats:  Concentration +13, Hide +9, 
  Intimidate +4, Jump +15, Listen +11, Move Silently +9, 
  Spot +6, Survival +11 (+15 by scent); Blind-Fight, 
  Endurance, Improved Initiative, Iron Will, Multiattack, 
  Power Attack, Stealthy, Track, Two-Weapon Fighting, 
  Weapon Focus (bite). 
   
  Morphic Weapons (Su): As a move action, a warshaper 
  can grow natural weapons such as claws or fangs, 
  allowing a natural attack that deals the appropriate 
  amount of damage according to the size of the new form. 
   These morphic weapons need not be natural weapons 
  the creature already possesses.  If they did already possess 
  the natural weapon grown, that natural weapon instead 
  deals damage as if it were one category larger (bite from 
  1d6 to 1d8).  A warshaper can change morphic weapons 
  as often as it likes. 
   
  Morphic Reach (Su): A warshaper can suddenly stretch 
  its limbs, neck, or other appendages outward, giving it 5 
  more feet of reach that the creature it is emulating.  
  Unlike most creatures, warshapers don’t appear to have a 
  longer reach until they actually use it. 
   
  Equipment: cloak of resistance +1. 
  Kayn 
  (hybrid 
  form): 
  male 
  human 
  werewolf 
  Bbn2/Rgr3/Warshaper3; CR 10; medium humanoid 
  (human, shapechanger); HD 2d12+6+6d8+18+2d8+14; hp 
  95; Init +6; Spd 40 ft.; AC 16, touch 12, flat-footed 16 (+2 
  Dex, +4 natural); BA/Grp +8/+15; Atk claw +15 melee 
  (1d4+7) or greataxe +16 melee (1d12+11/x3); Full Atk 2 
  claws +15 melee (1d4+7) and bite +14 melee (1d6+3) OR 
  greataxe +16/+11 melee (1d12+11/x3) and bite +14 melee 
  (1d6+3); Space/Reach 5 ft./10 ft.; SA curse of lycanthropy; 
  SQ alternate form, wolf empathy, low-light vision, scent, 
  DR 10/silver, fast movement, rage 1/day, uncanny dodge, 
  favored enemy (elf +2), wild empathy, combat style (two-
  weapon combat), morphic immunities (Ex, immune to 
  stunning and critical hits), morphic weapons (Su), 
  morphic body (Su, +4 Str, +4 Con), morphic reach (Su); 
  AL CE; SV Fort +20, Ref +10, Will +8; Str 24, Dex 14, Con 
  24, Int 8, Wis 16, Cha 8. 
   
  Skills and Feats:  Concentration +13, Hide +9, 
  Intimidate +4, Jump +15, Listen +11, Move Silently +9, 
  Spot +6, Survival +11 (+15 by scent); Blind-Fight, 
  Endurance, Improved Initiative, Iron Will, Multiattack, 
  Power Attack, Stealthy, Track, Two-Weapon Fighting, 
  Weapon Focus (bite). 
   
  Morphic Weapons (Su): As a move action, a warshaper 
  can grow natural weapons such as claws or fangs, 
  allowing a natural attack that deals the appropriate 
  amount of damage according to the size of the new form. 
   These morphic weapons need not be natural weapons 
  the creature already possesses.  If they did already possess 
  the natural weapon grown, that natural weapon instead 
  deals damage as if it were one category larger (bite from 
  1d6 to 1d8 or claw from 1d4 to 1d6).  A warshaper can 
  change morphic weapons as often as it likes. 
   
  Morphic Reach (Su): A warshaper can suddenly stretch 
  its limbs, neck, or other appendages outward, giving it 5 
  more feet of reach that the creature it is emulating.  
  Unlike most creatures, warshapers don’t appear to have a 
  longer reach until they actually use it. 
   
  Equipment: +1 greataxe, cloak of resistance +1. 
  Thrax 
  Briarwood: 
  male 
  human 
  Rog5/Rgr2/DeepwoodSniper1; CR 8; medium humanoid 
  (human); HD 5d6+3d8+16; hp 53; Init +5; Spd 30 ft.; AC 
  21, touch 16, flat-footed 21 (+5 Dex, +4 armor, +1 shield, 
  +1 ring); BA/Grp +6/+6; Atk mw rapier +7 melee (1d6/18-
  20) or longbow +13 ranged (1d8+1/19-20/x3); Full Atk mw 
  rapier +7/+2 melee (1d6/18-20) or longbow +11/+11/+6 
  ranged (1d8+1/19-20/x3); SA sneak attack +3d6, favored 
  enemy (halfling +2), combat style (archery), keen arrows 
  (arrows threat 19-20), range increment bonus (+10 ft. to 
  range increment of all projectile weapons); SQ 
  trapfinding, evasion, trap sense +1, uncanny dodge, wild 
  empathy; AL CE; SV Fort +6, Ref +14, Will +2; Str 10, Dex 
  18 (20), Con 14, Int 14, Wis 12, Cha 8. 
   
  Skills and Feats:  Bluff +7, Escape Artist +14, Gather 
  Information +7, Hide +16, Knowledge (local – Sheldomar 
  Valley) +10, Listen +12, Move Silently +16 (+21), Sense 
  Motive +10, Sleight of Hand +13, Spot +12, Survival +12, 
  Tumble +13; Far Shot, Point Blank Shot, Precise Shot, 
  Rapid Shot, Track, Weapon Focus (bow). 
   
  Equipment: +1 silent moves studded leather armor, mw 
  buckler, mw rapier, +1 longbow, 40 arrows, potion of cat’s 
  grace, gloves of dexterity +2, ring of protection +1, potion of 
  barkskin +4. 
  Shastus: male gnome (forest) Sor8; CR 8; small 
  humanoid (gnome); HD 8d4+24; hp 42; Init +2; Spd 20 ft.; 
  AC 15, touch 13, flat-footed 13 (+2 Dex, +1 size, +2 armor); 
  BA/Grp +4/-1; Atk/Full Atk mw small dagger +5 melee 
  (1d3-1/19-20) or mw small light crossbow +8 ranged 
  (1d6/19-20); SA spells, weapon familiarity (gnome 
  hooked hammers), +1 racial bonus on attacks vs. kobolds, 
  goblinoids, orcs, and reptilian humanoids; SQ summon 
  familiar (raven), low-light vision, +2 racial bonus to saves 
  vs. illusions, +4 dodge bonus to AC vs. giants, gnome 
  spell-like abilities, pass w/o trace (Su, self only, free action, 
  as Drd8); AL CE; SV Fort +5, Ref +4, Will +9; Str 8, Dex 
  14, Con 16, Int 12, Wis 12, Cha 18 (20). 
   
  Skills and Feats:  Appraise +4, Concentration +14, 
  Craft (alchemy) +3, Hide +6 (+10 in woodland), 
  Knowledge (arcana) +12, Listen +5, Spellcraft +12, Spot 
  +3; Eschew Materials, Silent Spell, Still Spell. 
   
  Spells Known (6/8/7/6/4, base DC = 15 + spell level, 
  16 + spell level for illusion): 0—acid splash, detect magic, 
  flare, message, ray of frost, read magic, resistance, touch of 
  fatigue; 1st—disguise self, enlarge person, grease, magic missile, 
  shield; 2nd—glitterdust, Tasha’s hideous laughter, touch of 
  idiocy; 3rd—dispel magic, fireball; 4th—confusion. 
   
  Equipment: 
  masterwork 
  small 
  leather 
  armor, 
  masterwork small dagger, mw small light crossbow, 20 
  bolts, potion of eagle’s splendor, cloak of charisma +2, pearl of 
  power – 1st level, chime of opening, arcane scroll of alarm (12th  
  level caster). 
  Familiar—Raven:  tiny animal; HD ¼d8; 21 hp; Init 
  +2; Spd 10 ft., fly 40ft. (average); AC 18, touch 14, 
  flat-footed 16 (+2 size, +2 Dex, +4 natural); BA/Grp 
  
  YEO4-04 Season of the Wolf 
   
  Page 28 
  +4/-10; Atk/Full Atk claws +8 melee (1d2-5); 
  Space/Reach 2½ ft./0 ft.; SA deliver touch spells; SQ 
  low-light vision, alertness, improved evasion, share 
  spells, empathic link, speak with master, speak with 
  animals of its kind; SV Fort +2, Ref +4, Will +8; Str 1; 
  Dex 15; Con 10, Int 9, Wis 14; Cha 6. 
   
  Skills and Feats:  Listen +3, Spot +5; Weapon 
  Finesse. 
  APL 12 
  Encounter One 
  Advanced Fiendish Winter Wolf: CR 8; Large Magical 
  Beast (Cold, Extraplanar); HD 9d10+27; hp 88; Init +5; 
  Spd 50 ft.; AC 15, touch 10, flat-footed 14 (-1 size, +1 Dex, 
  +5 natural); BA/Grp +9/+17; Atk/Full Atk bite +12 melee 
  (2d6+6 plus 1d6 cold); SA breath weapon, freezing bite, 
  smite good, trip; SQ darkvision 60 ft., immunity to cold, 
  low-light vision, scent, vulnerability to fire, fire resistance 
  10, DR 5/ magic, SR 14; AL NE; SV Fort +9, Ref +7, Will 
  +4; Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10. 
   
  Skills and Feats: Hide –1* (+4 in snow and ice), Listen 
  +6, Move Silently +8, Spot +6, Survival +1* (+5 tracking 
  by scent); Alertness, Improved Initiative, Improved 
  Natural Attack, Track. 
   
  Breath Weapon (Su): 15 foot cone, once every 1d4 
  rounds, damage 4d6 cold, Ref DC 16 half.  The save is 
  Con-based. 
   
  Freezing Bite (Su): A winter wolf deals an extra 1d6 
  cold damage every time it bites an opponent, as if its bite 
  were a frost weapon. 
   
  Smite Good (Su): Once per day, the creature can 
  make a normal attack to deal additional damage equal to 
  its HD against a good foe. 
   
  Trip (Ex): A winter wolf that hits with a bite attack 
  can attempt to trip the opponent (+8 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the winter wolf.  
  Encounter Four 
  Fiendish Winter Wolf: CR 6; Large Magical Beast 
  (Cold, Extraplanar); HD 6d10+18; hp 59; Init +5; Spd 50 
  ft.; AC 15, touch 10, flat-footed 14 (-1 size, +1 Dex, +5 
  natural); BA/Grp +6/+14; Atk/Full Atk bite +9 melee 
  (1d8+6 plus 1d6 cold); SA breath weapon, freezing bite, 
  smite good, trip; SQ darkvision 60 ft., immunity to cold, 
  low-light vision, scent, vulnerability to fire, fire resistance 
  5, DR 5/ magic, SR 11; AL NE; SV Fort +8, Ref +6, Will 
  +3; Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10. 
   
  Skills and Feats: Hide –1* (+4 in snow and ice), Listen 
  +6, Move Silently +7, Spot +6, Survival +1* (+5 tracking 
  by scent); Alertness, Improved Initiative, Track. 
   
  Breath Weapon (Su): 15 foot cone, once every 1d4 
  rounds, damage 4d6 cold, Ref DC 16 half.  The save is 
  Con-based. 
   
  Freezing Bite (Su): A winter wolf deals an extra 1d6 
  cold damage every time it bites an opponent, as if its bite 
  were a frost weapon. 
   
  Smite Good (Su): Once per day, the creature can 
  make a normal attack to deal additional damage equal to 
  its HD against a good foe. 
   
  Trip (Ex): A winter wolf that hits with a bite attack 
  can attempt to trip the opponent (+8 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the winter wolf.  
  Encounter Six 
  Neydus the Druid: male human Drd11; CR 11; medium 
  humanoid (human); HD 11d8+22; hp 83; Init +6; Spd 20 
  ft.; AC 21, touch 13, flat-footed 19 (+2 Dex, +6 armor, +2 
  shield, +1 ring); BA/Grp +8/+9; Atk masterwork club +10 
  melee (1d6+1); Full Atk masterwork club +10/+5 melee 
  (1d6+1); 
  SA 
  spells, 
  spontaneous 
  casting, 
  animal 
  companion, wild shape (4/day, Large, Tiny); SQ nature 
  sense, wild empathy, woodland stride, trackless step, 
  resist nature’s lure, venom immunity; AL NE; SV Fort +9, 
  Ref +5, Will +13; Str 12, Dex 14, Con 14, Int 10, Wis 19 
  (23), Cha 8. 
   
  Skills and Feats:  Concentration +16, Knowledge 
  (nature) +9, Listen +15, Spellcraft +9, Spot +15, Survival 
  +17; Combat Casting, Improved Initiative, Natural Spell, 
  Run, Track. 
   
  Spells Prepared (6/7/6/5/4/3/2, base DC = 15 + spell 
  level): 0—create water, cure minor wounds, flare, guidance, 
  resistance x2; 1st—entangle x2, faerie fire, longstrider, magic 
  fang x2, produce flame; 2nd—barkskin x2, bear’s endurance, 
  bull’s strength, summon swarm, treeshape; 3rd—cure moderate 
  wounds, greater magic fang x2, poison, protection from energy; 
  4th—dispel magic, flame strike, freedom of movement, spike 
  stones; 5th—call lightning storm, commune with nature, wall of 
  thorns; 6th—antilife shell, greater dispel magic. 
   
  Equipment: +1 wild dragonhide breastplate, masterwork 
  club, +1 light wooden shield, divine scroll of owl’s wisdom (3rd 
  level caster), potion of barkskin +2, oil of shillelagh, universal 
  solvent, Quaal’s feather token – tree, Quaal’s feather token – 
  bird, elemental gem of earth, periapt of wisdom +4, ring of 
  protection +1, divine scroll of charm animal (11th level caster), 2 
  divine scrolls of speak with animals (11th level caster). 
  Dire Bat, Animal Companion: Large Animal; HD 
  8d8+24; hp 66; Init +7; Spd 20 ft., fly 40 ft. (good); AC 25, 
  touch 16, flat-footed 18 (-1 size, +7 Dex, +9 natural); 
  BA/Grp +6/+14; Atk/Full Atk bite +9 melee (2d6+6); SQ 
  blindsense 40 ft., link, share spells, evasion, devotion; AL 
  N; SV Fort +9, Ref +13, Will +8; Str 19, Dex 24, Con 17, 
  Int 2, Wis 14, Cha 6. 
   
  Skills and Feats: Hide +8, Listen +12* (+16 w/ 
  blindsense), 
  Move 
  Silently 
  +13, 
  Spot 
  +8* 
  (+12 
  w/blindsense); Alertness, Improved Natural Attack, 
  Stealthy. 
  Encounter Seven 
  Kayn 
  (human 
  form): 
  male 
  human 
  werewolf 
  Bbn2/Rgr3/Warshaper5; CR 12; medium humanoid 
  (human, shapechanger); HD 2d12+6+8d8+24+2d8+14; hp 
  111; Init +4; Spd 40 ft.; AC 17, touch 10, flat-footed 17 (+5 
  armor, +2 natural); BA/Grp +9/+13; Atk greataxe +14 
  
  YEO4-04 Season of the Wolf 
   
  Page 29 
  melee (1d12+7/x3); Full Atk greataxe +14/+9 melee 
  (1d12+7/x3); SA curse of lycanthropy; SQ alternate form, 
  wolf empathy, low-light vision, scent, fast movement, 
  rage 1/day, uncanny dodge, favored enemy (elf +2), wild 
  empathy, combat style (two-weapon combat); AL CE; SV 
  Fort +17, Ref +8, Will +8; Str 18, Dex 11, Con 16, Int 8, 
  Wis 16, Cha 8. 
   
  Skills and Feats:  Concentration +13, Hide +6, 
  Intimidate +4, Jump +11, Listen +11, Move Silently +6, 
  Spot +6, Survival +11 (+15 by scent); Blind-Fight, 
  Endurance, Improved Bull Rush, Improved Initiative, 
  Iron Will, Multiattack, Power Attack, Stealthy, Track, 
  Two-Weapon Fighting, Weapon Focus (bite). 
   
  Equipment: +1 bane (animal, fey) greataxe, mithral 
  breastplate, cloak of resistance +1, potion of greater magic fang 
  +3, dust of dryness, Murlynd’s spoon. 
  Kayn 
  (wolf 
  form): 
  male 
  human 
  werewolf 
  Bbn2/Rgr3/Warshaper5; CR 12; medium humanoid 
  (human, shapechanger); HD 2d12+6+8d8+24+2d8+14; hp 
  111; Init +6; Spd 60 ft.; AC 16, touch 12, flat-footed 16 (+2 
  Dex, +4 natural); BA/Grp +9/+16; Atk/Full Atk bite +17 
  melee (1d6+10); Space/Reach 5 ft./10 ft.; SA curse of 
  lycanthropy, trip; SQ alternate form, wolf empathy, low-
  light vision, scent, DR 10/silver, fast movement, rage 
  1/day, uncanny dodge, favored enemy (elf +2), wild 
  empathy, combat style (two-weapon combat), morphic 
  immunities (Ex, immune to stunning and critical hits), 
  morphic weapons (Su), morphic body (Su, +4 Str, +4 
  Con), morphic reach (Su), morphic healing (Su), 
  flashmorph (Su); AL CE; SV Fort +21, Ref +10, Will +8; 
  Str 24, Dex 15, Con 24, Int 8, Wis 16, Cha 8. 
   
  Skills and Feats:  Concentration +15, Hide +9, 
  Intimidate +4, Jump +15, Listen +11, Move Silently +9, 
  Spot +6, Survival +11 (+15 by scent); Blind-Fight, 
  Endurance, Improved Bull Rush, Improved Initiative, 
  Iron Will, Multiattack, Power Attack, Stealthy, Track, 
  Two-Weapon Fighting, Weapon Focus (bite). 
   
  Morphic Weapons (Su): As a move action, a warshaper 
  can grow natural weapons such as claws or fangs, 
  allowing a natural attack that deals the appropriate 
  amount of damage according to the size of the new form. 
   These morphic weapons need not be natural weapons 
  the creature already possesses.  If they did already possess 
  the natural weapon grown, that natural weapon instead 
  deals damage as if it were one category larger (bite from 
  1d6 to 1d8).  A warshaper can change morphic weapons 
  as often as it likes. 
   
  Morphic Reach (Su): A warshaper can suddenly stretch 
  its limbs, neck, or other appendages outward, giving it 5 
  more feet of reach that the creature it is emulating.  
  Unlike most creatures, warshapers don’t appear to have a 
  longer reach until they actually use it. 
   
  Morphic Healing (Su): A warshaper gains fast healing 
  2, and if it spends a full-round action and succeeds on a 
  Concentration check (DC equal to the total damage it has 
  sustained), it heals 10 points of damage. 
   
  Flashmorph (Su): A warshaper can change form as a 
  move action. 
   
  Equipment: cloak of resistance +1. 
  Kayn 
  (hybrid 
  form): 
  male 
  human 
  werewolf 
  Bbn2/Rgr3/Warshaper5; CR 12; medium humanoid 
  (human, shapechanger); HD 2d12+6+8d8+24+2d8+14; hp 
  111; Init +6; Spd 40 ft.; AC 16, touch 12, flat-footed 16 (+2 
  Dex, +4 natural); BA/Grp +9/+16; Atk claw +16 melee 
  (1d4+7) or greataxe +17 melee (1d12+11/x3); Full Atk 2 
  claws +16 melee (1d4+7) and bite +15 melee (1d6+3) OR 
  greataxe +17/+12 melee (1d12+11/x3) and bite +15 melee 
  (1d6+3); Space/Reach 5 ft./10 ft.; SA curse of lycanthropy; 
  SQ alternate form, wolf empathy, low-light vision, scent, 
  DR 10/silver, fast movement, rage 1/day, uncanny dodge, 
  favored enemy (elf +2), wild empathy, combat style (two-
  weapon combat), morphic immunities (Ex, immune to 
  stunning and critical hits), morphic weapons (Su), 
  morphic body (Su, +4 Str, +4 Con), morphic reach (Su), 
  morphic healing (Su), flashmorph (Su); AL CE; SV Fort 
  +21, Ref +10, Will +8; Str 24, Dex 15, Con 24, Int 8, Wis 
  16, Cha 8. 
   
  Skills and Feats:  Concentration +15, Hide +9, 
  Intimidate +4, Jump +15, Listen +11, Move Silently +9, 
  Spot +6, Survival +11 (+15 by scent); Blind-Fight, 
  Endurance, Improved Bull Rush, Improved Initiative, 
  Iron Will, Multiattack, Power Attack, Stealthy, Track, 
  Two-Weapon Fighting, Weapon Focus (bite). 
   
  Morphic Weapons (Su): As a move action, a warshaper 
  can grow natural weapons such as claws or fangs, 
  allowing a natural attack that deals the appropriate 
  amount of damage according to the size of the new form. 
   These morphic weapons need not be natural weapons 
  the creature already possesses.  If they did already possess 
  the natural weapon grown, that natural weapon instead 
  deals damage as if it were one category larger (bite from 
  1d6 to 1d8 or claw from 1d4 to 1d6).  A warshaper can 
  change morphic weapons as often as it likes. 
   
  Morphic Reach (Su): A warshaper can suddenly stretch 
  its limbs, neck, or other appendages outward, giving it 5 
  more feet of reach that the creature it is emulating.  
  Unlike most creatures, warshapers don’t appear to have a 
  longer reach until they actually use it. 
   
  Morphic Healing (Su): A warshaper gains fast healing 
  2, and if it spends a full-round action and succeeds on a 
  Concentration check (DC equal to the total damage it has 
  sustained), it heals 10 points of damage. 
   
  Flashmorph (Su): A warshaper can change form as a 
  move action. 
   
  Equipment: +1 bane (animal, fey) greataxe, cloak of 
  resistance +1. 
  Thrax 
  Briarwood: 
  male 
  human 
  Rog5/Rgr2/DeepwoodSniper3; 
  CR 
  10; 
  medium 
  humanoid (human); HD 5d6+5d8+20; hp 68; Init +6; Spd 
  30 ft.; AC 22, touch 17, flat-footed 22 (+6 Dex, +4 armor, 
  +1 shield, +1 ring); BA/Grp +8/+8; Atk mw rapier +15 
  melee (1d6/18-20) or longbow +17 ranged (1d8+1 plus 
  poison /19-20/x4); Full Atk mw rapier +15/+10 melee 
  (1d6/18-20) or longbow +15/+15/+10 ranged (1d8+1 plus 
  poison/19-20/x4); SA sneak attack +3d6, favored enemy 
  (halfling +2), combat style (archery), keen arrows (arrows 
  threat 19-20), range increment bonus (+30 ft. to range 
  increment of all projectile weapons), concealment 
  
  YEO4-04 Season of the Wolf 
   
  Page 30 
  reduction (miss chance vs. opponents drops 10%), magic 
  weapon 1/day (3rd level caster, projectile weapons only), 
  projectile improved critical (+1 critical damage multiplier 
  w/ projectile weapons); SQ trapfinding, evasion, trap 
  sense +1, uncanny dodge, wild empathy, poison use; AL 
  CE; SV Fort +7, Ref +16, Will +3; Str 10, Dex 18 (22), Con 
  14, Int 14, Wis 12, Cha 8. 
   
  Skills and Feats:  Bluff +7, Escape Artist +17, Gather 
  Information +7, Hide +19, Knowledge (local – Sheldomar 
  Valley) +10, Listen +14, Move Silently +19 (+24), Sense 
  Motive +12, Sleight of Hand +14, Spot +14, Survival +14, 
  Tumble +14; Far Shot, Point Blank Shot, Precise Shot, 
  Rapid Shot, Track, Weapon Finesse, Weapon Focus 
  (bow). 
   
  Equipment: +1 silent moves studded leather armor, mw 
  buckler, mw rapier, +1 longbow, 20 arrows, 20 poisoned 
  arrows (purple worm poison, Fort DC 24, 1d6 Str/2d6 
  Str), potion of cat’s grace, gloves of dexterity +4, ring of protection 
  +1, lesser bracers of archery, potion of barkskin +4. 
  Shastus: male gnome (forest) Sor10; CR 10; small 
  humanoid (gnome); HD 10d4+30; hp 53; Init +2; Spd 20 
  ft.; AC 15, touch 13, flat-footed 13 (+2 Dex, +1 size, +2 
  armor); BA/Grp +5/0; Atk/Full Atk mw small dagger +6 
  melee (1d3-1/19-20) or mw small light crossbow +9 
  ranged (1d6/19-20); SA spells, weapon familiarity (gnome 
  hooked hammers), +1 racial bonus on attacks vs. kobolds, 
  goblinoids, orcs, and reptilian humanoids; SQ summon 
  familiar (raven), low-light vision, +2 racial bonus to saves 
  vs. illusions, +4 dodge bonus to AC vs. giants, gnome 
  spell-like abilities, pass w/o trace (Su, self only, free action, 
  as Drd10); AL CE; SV Fort +6, Ref +5, Will +10; Str 8, Dex 
  14, Con 16, Int 12, Wis 12, Cha 18 (20). 
   
  Skills 
  and 
  Feats: 
   
  Appraise 
  +4, 
  Climb 
  +4, 
  Concentration +16, Craft (alchemy) +3, Hide +6 (+10 in 
  woodland), Knowledge (arcana) +14, Listen +5, Spellcraft 
  +14, Spot +3, Swim +4; Eschew Materials, Silent Spell, 
  Spell Focus (enchantment), Still Spell. 
   
  Spells Known (6/8/7/7/6/4, base DC = 15 + spell level, 
  16 + spell level for enchantment, illusion): 0—acid splash, 
  detect magic, disrupt undead, flare, message, ray of frost, read 
  magic, resistance, touch of fatigue; 1st—disguise self, enlarge 
  person, grease, magic missile, shield; 2nd—glitterdust, mirror 
  image, Tasha’s hideous laughter, touch of idiocy; 3rd—dispel 
  magic, fireball, suggestion; 4th—confusion, greater invisibility; 
  4th—cone of cold. 
   
  Equipment: 
  masterwork 
  small 
  leather 
  armor, 
  masterwork small dagger, mw small light crossbow, 20 
  bolts, potion of eagle’s splendor, cloak of charisma +2, pearl of 
  power – 1st level, chime of opening, elixir of truth, gloves of 
  swimming and climbing, arcane scroll of alarm (12th  level 
  caster). 
  Familiar—Raven:  tiny animal; HD ¼d8; 26 hp; Init 
  +2; Spd 10 ft., fly 40ft. (average); AC 19, touch 14, 
  flat-footed 17 (+2 size, +2 Dex, +5 natural); BA/Grp 
  +5/-9; Atk/Full Atk claws +9 melee (1d2-5); 
  Space/Reach 2½ ft./0 ft.; SA deliver touch spells; SQ 
  low-light vision, alertness, improved evasion, share 
  spells, empathic link, speak with master, speak with 
  animals of its kind; SV Fort +3, Ref +5, Will +9; Str 1; 
  Dex 15; Con 10, Int 10, Wis 14; Cha 6. 
   
  Skills and Feats:  Listen +3, Spot +5; Weapon Finesse. 
   
   
   
  
  YEO4-04 Season of the Wolf 
   
  Page 31 
  DM Aids: Map #1 
   
   
  
  YEO4-04 Season of the Wolf 
   
  Page 32 
  DM Aids: Map #2 
   
  Sp 
  #1 
  Sp 
  #4 
  Sp 
  #3 
  Sp 
  #2 
  Sp 
  #8 
  Sp 
  #5 
  Sp 
  #7 
  Sp 
  #6 
  Anim
  Comp 
  
  YEO4-04 Season of the Wolf 
   
  Page 33 
  DM Aids: Map #3 
   
   
  #1 
  #2 
  #3 
  #4 
  
  YEO4-04 Season of the Wolf 
   
  Page 34 
   Player Handout #1 
   
  Dear Friend, 
   
   It has been long since last we spoke.  Your friends in town speak well 
  of you and say that you have been having many grand adventures.  I must 
  unfortunately inform you of some difficulties here in your home.  It seems 
  that the merchant, Andrij, has gone missing.  You remember him.  He is 
  a friend of our own Malethane Trianius, and quite the lively drinker.  
  He was traveling on his way here from Westburn approximately a week 
  ago.  Malethane is in an awful state. 
   Just prior to that, others have gone missing.  There are more and more 
  wild animals in the Sylvan Woods and in the Shale Fens.  The rangers 
  say that it is all perfectly natural, but I am not sure.  If you could find 
  time out of your busy travels to return home and help us get to the bottom 
  of these strange occurrences, we would all appreciate it. 
   
  Sincerely, 
  Hianian Tirel, Grosspokesman 
  
  YEO4-04 Season of the Wolf 
   
  Page 35 
  Player Handout #2 
   
  My Esteemed Colleague, 
   
   Something strange is going on in the Church of Zilchus.  Our 
  sympathetic souls in the Church of Heironeous tell us that the Zilchans 
  misallocated a large sum that was to go to a Heironean orphanage.  
  The funds were later replaced, and the Zilchans deny any mistake 
  whatsoever.  Other sympathetic souls in the Zilchan High Temple 
  confirmed the misallocation, but turned up missing when we sought 
  additional information.   
   I’m sure you agree that it is not like the Zilchans to misplace any 
  amount of coin, much less a large sum.  We fear there may be some dire 
  outside influence at work.  Please investigate with our blessings and 
  report all your findings to our Chapterhouse in Loftwick. 
  In the Holy Seven’s Good Service, 
   
  Du’Brin, Priest of Allitur 
  Undersecretary to his Eminence, Reyndrith, High Priest of Allitur to 
  the Yeomanry and Counselor of the High Council of the Sevenfold 
  Church 
  
  YEO4-04 Season of the Wolf 
   
  Page 36 
  Player Handout #3 
   
  Our righteous Comrade-in-Arms, 
   
   Strange tidings arise from the Church of Zilchus.  We 
  have recently discovered a misallocation of funds earmarked 
  to the construction of an orphanage dedicated to the 
  Archpaladin.  As is customary, we deposited a lump sum, and 
  the Zilchans handled routine dispersement.  However, some of 
  the funds were missing when we chose to audit.  The money 
  was replaced and the Zilchans deny any mistake on their 
  part.  We both know that it is more likely that one of us supp 
  with a Hextorite than that a Zilchan overlook the merest copper 
  common, much less thousands of freegold. 
   I fear that in their greed they have fallen under the 
  influence of evil forces.  The trail leads hence to a Zilchan 
  priest in Shalehal, named Hamund.  Go to Shalehal and see 
  what you can discover about the goings on there, and report 
  back to my office in the Bastion in Loftwick.  I may call upon 
  you at a later time when we have learned more of the 
  corruption in the Zilchan ranks. 
  Fraternally yours, 
   
  Patris Sebastian, 
  Sentinel of the Illuminating Bolt 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/YEO (Yeomanry)/YEO4-04 - Season of the Wolf (3E).pdf