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.  
   
  NMR5-05 
   
   
   
   
   
   
  Winds of Change 
   
  A One-Round D&D LIVING GREYHAWK®  
  Nyrond Meta-Regional Adventure 
  Version 1.2 
  by Susan Ruff and Eric Brittain 
   
   
  Black Prince Sewarndt may be gone, but his legacy remains. One of his former lieutenants has set up a blockade near 
  the mouth of the Nesser River, keeping critical supplies away from Nyrond’s rebuilding efforts.  Can your strike force 
  destroy it?  Merchants and war refugees from Nyrond, the Duchy, the County and the Pale are counting on you.  An 
  adventure for characters of APLs 2-16. 
  
  NMR5-05 Winds of Change 
   
  Page 1 
  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 record-
  keeping 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. 
   
  Keep in mind that you must have at least four players 
  (not counting the judge), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, or 
  wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  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 judge) 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 judge 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 bold 
  italics. 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. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet.  The judge 
  should complete the top of the form and list his name 
  and RPGA number.  The players should each list their 
  name and RPGA number.  After the form is filled out it 
  should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  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 discussed in the 
  Preparation section above 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.  
  Nevertheless, if a character has the Mounted 
  
  NMR5-05 Winds of Change 
   
  Page 2 
  # 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 
  Combat feat, he may bring a single warhorse, light or 
  heavy, with him in the adventure and it will not 
  count toward the APL calculation. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. 
  APLS are given in even-numbered 
  increments. If the APL of your 
  group falls on an odd number, ask 
  them before the adventure begins 
  whether they would like to play a 
  harder or easier adventure. Based on 
  their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of 
  experience and gold a PC may gain 
  at the end of the adventure. If a 
  player character is three character 
  levels or more either higher or lower 
  than the APL at which this 
  adventure is being played, that 
  character will receive only one-half 
  of the experience points for the 
  adventure.  Further, if the PC is 
  three character levels or more lower 
  than the APL at which this 
  adventure is being played, that PC will receive one-half 
  gold for the adventure as well.  This simulates the fact 
  that either the PC was not challenged as much as normal 
  or relied on help by higher-level characters to reach the 
  objectives. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are 
  three things that the group 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 move 
  action (spoken command) that may be attempted 
  each round. If the animal is wounded or has taken 
  any nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Nyrond and Her Environs Meta-Region.  Characters 
  native to the meta-region 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. 
  Characters that fail to pay at least 
  Standard Upkeep will retain 
  temporary ability damage until 
  the next adventure, must buy 
  new spell component pouches 
  and healer’s kits, and may suffer 
  other 
  in-game 
  penalties 
  (or 
  possibly gain in-game benefits) 
  as may be detailed in this 
  scenario. 
   
  A character who does not 
  pay for at least Standard Upkeep 
  may also avoid the above-
  described penalties by living off 
  the wild.  If the character 
  possesses four or more ranks in 
  the Survival skill and succeeds at 
  a Survival check (DC 20), the 
  character will heal temporary ability damage as if he or 
  she paid for Standard Upkeep, may refill spell 
  component pouches and healer’s kits, and may restock up 
  to 20 arrows or bolts if the character has at least four 
  ranks in Craft (bowmaking).  The player is allowed to 
  Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  Adventure Background 
  Emperor Sewarndt of the Nyrond Imperium has finally 
  been defeated, but the fight is not over.  While Sewarndt 
  himself fell some of his followers either avoided or 
  escaped the battle of Rel Mord and continue to trouble 
  the land. 
   
  Prior to his recent defeat, Sewarndt set up a blockade 
  near the mouth of the Nesser River, with one of his lesser 
  lieutenants, a man known as “Mafisadi”, in charge.  
  Mafisadi blockaded river traffic for months, keeping vital 
  supplies away from the Duchess of Woodwych (a loyal 
  supporter of King Lynwerd, the true king of Nyrond).  
  The blockade also helped raise revenue for Sewarndt’s 
  
  NMR5-05 Winds of Change 
   
  Page 3 
  ongoing civil war, while beginning to drive up prices in 
  the meta-region. 
   
  After Sewarndt’s defeat, Mafisadi, in addition to 
  maintaining the blockade, is gathering the scattered 
  remnants of Sewarndt’s troops in the Nesser region and 
  carving out a small empire for himself along the Nesser 
  River. His tax ships patrol the river, collecting taxes from 
  the merchant boats, and he continues to earn revenue 
  from the blockade.  Only the ships he permits to pass by 
  the blockade may do so, and then only after they pay a 
  hefty toll.  Not only is the blockade draining revenue 
  from the war weary country of Nyrond, it is also keeping 
  critical rebuilding supplies from Nyrond’s people. 
   
  King Lynwerd is busy trying to sort out the situation 
  in Nyrond’s capital and does not have the time to send 
  his exhausted, depleted troops to deal with the blockade.
   
  However, Nyrond is not the only country hurt by 
  the blockade.  Merchants from the County and Duchy of 
  Urnst are upset by the delays in river traffic and the loss 
  of revenue due to the taxes. Even the Pale is harmed by 
  the loss of one of its sources of vital supplies (such as 
  salt). 
   
  One of the Duchy merchants, with the unofficial 
  backing of her country, has decided to hire a strike force 
  to disrupt the blockade.  Now that King Lynwerd and 
  Queen Xenia are back on the throne, the Duchy cannot 
  send soldiers into Nyrond to break the blockade lest the 
  Duke risk a war with Nyrond.  However, no one will be 
  upset if a merchant hires a group of adventurers (the PCs) 
  to deal with the blockade and end Mafisadi’s stranglehold 
  over river traffic. 
   
  There is also an unexpected player in the blockade 
  situation – the self-proclaimed Fiendfinder-General 
  Zylinchin, a fanatical Pholtan who was recently deported 
  from the Nyrond city of Midmeadow.  He refused to 
  return to the Pale and is currently conducting a secret, 
  guerilla war against Nyrond. 
   
  Zylinchin’s ultimate goal is to start a war between 
  Nyrond and the Pale to try to win the Midmeadow area 
  for the Pale, so a blockade near the mouth of the Nesser 
  River would not normally concern him.  However, prior 
  to Sewarndt’s defeat, anger over the blockade was rapidly 
  pushing the Duchy of Urnst toward war against 
  Sewarndt.  Zylinchin could not afford to have the Duchy 
  forces disrupt his plans, so he had decided to send a team 
  of his fanatical supporters to deal with the blockade.  He 
  believed that, once the blockade was broken, it would 
  relieve the tension in the Duchy and prevent the Duchy’s 
  interference with Sewarndt (and Zylinchin’s plans for 
  war).  However, Zylinchin could not afford to let his 
  name be associated with the plot, so he sent out his team 
  in secret, instructing them to take a roundabout course to 
  reach the blockade, and ordered them to leave no 
  survivors. 
   
  With Sewarndt’s defeat, the threat of war between 
  Nyrond and the Duchy ended, but Zylinchin’s plan had 
  already been set in motion and it was too late to recall his 
  covert team. Zylinchin’s team, after spending several 
  months traveling undercover on their way to the 
  blockade, will arrive at the blockade shortly before the 
  PCs. Because they have been traveling in secret for so 
  long, the Pholtans do not realize that Sewarndt has been 
  overthrown.  However, they are fanatics who believe that 
  Zylinchin speaks for Pholtus.  It will not make any 
  difference to their mission who sits on the throne of 
  Nyrond – they have their orders and will obey without 
  question 
  Adventure Summary 
  Encounter 1: Dinner at the Captain’s Table: 
  The game opens with the PCs enjoying a well-deserved 
  rest aboard the luxury ship Nesser Queen.  They are invited 
  to dinner at the captain’s table.  This is intended to be a 
  role-playing scene that will introduce major NPCs and 
  set the scene for the real adventure. 
  Encounter 2: Enter the Tax Collectors 
  Mafisadi’s tax collectors board the ship.  This can either 
  be a role-playing scene or a combat scene depending on 
  how the PCs deal with the situation. The PCs are 
  informed by the Ship’s Captain that any violence will 
  cause him ongoing problems, with that in mind at higher 
  APLs the PC receive no experience for killing the 
  boarding party. 
  Encounter 3: Assemble the Strike Force 
  The PCs are hired by Tessa Greenfield of House 
  Holomaer of the Duchy of Urnst, one of the people who 
  dined with them at the captain’s table in Encounter One. 
   She wants them to break the blockade on the Nesser 
  River.  One of their teammates includes another NPC 
  from the captain’s table – Professor Merrick of the 
  University of Rel Mord in Nyrond who has made a study 
  of adventurers and their ways.  He is particularly 
  interested in finding Mafisadi’s flagship, because 
  Mafisadi possesses some very ancient and valuable papers 
  from the University of Rel Mord that were looted by 
  Sewarndt’s forces. 
  Encounter 4:  A Little Knowledge... 
  The PCs show up in a village near the blockade to gather 
  information.  Professor Merrick (who has lots of “book-
  learning” but very little practical experience) proves that 
  a little knowledge is a dangerous thing, as he sees 
  through the scheme of some local ruffians, leading them 
  to attack the PCs.  During the scene, the PCs can also gain 
  some information about the blockade. 
  Encounter 5:  Where did THAT Come From? 
  The blockade is set up in two parts.  The second part is 
  patrolled constantly by Mafisadi’s fleet, led by Mafisadi’s 
  flagship. The first part is a dock along side the river 
  upstream, where ships traveling down the river are 
  
  NMR5-05 Winds of Change 
   
  Page 4 
  expected to dock, have their goods searched and pay their 
  toll.  The dock has only a small force on land and two 
  small patrol boats.  The soldiers at the docks contact 
  Mafisadi by magical means to let him know which ships 
  can pass and which should be attacked. When the PCs 
  arrive and attempt to destroy the dock, they find out why 
  the place is so lightly manned.  There is an aquatic 
  monster living in the river.  Sewarndt made a deal with 
  the monster at the time the blockade was established. 
  The monster agreed to attack at a signal from the patrol 
  boats and destroy any ships that cause trouble for 
  Sewarndt’s blockade.  The monster does not realize that 
  Sewarndt has been defeated and has continued to do the 
  same job for Mafisadi. 
  Encounter 6: Guess Who Got There First 
  After the PCs beat the river monster and sabotage the 
  first part of the blockade, they will have to move on to 
  the main blockade.  However, when they arrive at the 
  scene, they will find Mafisadi and the force on his 
  flagship already dead.  Zylinchin’s fanatics killed them 
  and are currently setting the magical charges that will 
  destroy the flagship and the other ships in the blockade.  
  Even though they are technically working toward the 
  same ends as the PCs, the Pholtans have been ordered to 
  leave no witnesses.  Therefore, they will fight the PCs to 
  the death, even after the charges go off and the ship is 
  sinking.  After the Pholtans are defeated, the PCs can 
  finish the job of destroying the blockade and rescuing 
  the University’s missing historical documents. 
  Encounter 7: Celebration at Adrean’s Landing 
  If the PCs are successful, they will return to Adrean’s 
  Landing, where Captain Tessa Greenfield will give them 
  their reward.  Assuming that they kept Professor Merrick 
  with them the entire time and helped him recover the 
  missing papers, they will also earn his favor and a favor 
  from the University. 
  Introduction 
  The game opens in the Captain's Lounge of the Nesser 
  Queen, a flat-bottomed riverboat traveling along the 
  Duntide River.  The PCs have been invited to dinner at 
  the Captain’s table. 
   
  The opening scene is intended to be a role-playing 
  scene, in which the players learn some background 
  information and get to meet the NPCs who will be 
  important during the rest of the adventure. 
   
  The module assumes that all the PCs will join the 
  Captain for dinner.  However, knowing how paranoid 
  PCs can be, some of them may choose to remain on deck 
  to watch.  If so, they will miss the opening role-playing, 
  but they will have an opportunity to join the action later. 
   
  Note: if all the PCs refuse the captain’s invitation, the 
  module ends after the first night on the ship if the PCs do 
  not investigate the very loud argument between father 
  and son.  Someone else will be at the captain’s table 
  instead of the PCs if they do not react to the argument 
  and enter the dining area to stop the combat between 
  father and son, and there will be no reason for Tessa to be 
  impressed with the PCs or hire them to break the 
  blockade 
  Encounter One: Dinner at the 
  Captain’s Table 
  Every once in a while, a mission goes exactly as 
  planned.  You just completed that type of mission.  
  The task was challenging, the pay was excellent, and 
  the cause was worthy.  In the end, your employer 
  was so pleased that, as an extra bonus for your help, 
  he paid for you to relax for a few days on the luxury 
  riverboat, the Nesser Queen. 
   
  On the third night of the cruise, while sailing 
  along the Duntide River in the County of Eventide, 
  you find yourselves invited to dinner at the captain's 
  table in the ship's lounge.  The lounge is a large 
  room below the deck of the ship.  Formerly a cargo 
  hold, the room has now been lavishly furnished and 
  decorated to fit the wealthy passengers who dine in 
  it. 
   
  The captain's table is not the only dining table 
  in the lounge, but it is by far the most lavish.  Based 
  on the envious looks you receive from the other 
  guests, it is clearly a great honor to be invited to 
  dine there. 
   
  At this point, pull out the map of the dining area 
  [Player Handout # 1] and place a figure or marker for 
  Captain Daille (pronounced Dale) at the table's head.  Ask 
  the players to place themselves around the table, then 
  place figures (or markers) for the remaining NPCs: 
   
  1) Professor Merrick, male human Exp4. 
   
  2) Tessa Greenfield of House Holomaer, female 
  human (Suloise) Rog4 
   
  3) Arken Railsley, male human (Oeridian) Exp1, 
  3Hps 
  At the head of the table sits Captain Perris Daille, a 
  silver-haired man who looks to be about 60 years 
  old.  He is still fit and hardy, despite his age.  
   
  "Good evening," he says to you as you take your 
  seats, "I'm honored that you accepted my invitation 
  to dinner.  I met each of you when you came on 
  board, but if you would not mind, please introduce 
  yourselves to these other guests." 
  At this point, the PCs can introduce themselves.  Then 
  have the three remaining NPCs introduce themselves as 
  follows: 
  
  NMR5-05 Winds of Change 
   
  Page 5 
  An elderly, blond man with ice blue eyes and a crisp, 
  precise voice speaks up.  He nods politely to Daille, 
  the silver holy symbol of Pholtus gleaming against 
  his chest.  "Arken Railsley at your service.  I am from 
  Wintershiven in the Pale."  He turns his stern gaze 
  to each of you and adds in a distant, but still friendly 
  tone, "It is a pleasure to make your acquaintance."   
  [If the PCs ask why he is on the ship, he will explain that 
  he came south for his health, to get away from the cold of 
  the Pale. If asked about his eyes he will admit that he is 
  part Suel but refuse to talk about it any further.] 
  A dark-haired, middle-aged man introduces himself 
  next.  His deep voice has the authoritative tone of a 
  man who is used to lecturing in great halls.  "I am 
  Professor Merrick of the University of Rel Mord.  
  I've made a study of adventurers and their fighting 
  techniques for many years.  I daresay that I am quite 
  the expert on the adventuring profession.  I am 
  delighted to be sharing a table with you."  
  [He is traveling along the river, trying to recover various 
  items that were looted from the University archives 
  while Sewarndt was in control of Rel Mord.] 
  The final person at the table is a young woman with 
  tanned skin and a lively smile.  Her clothing is 
  embroidered with a symbol bearing two black crabs 
  on a field of blue and gold.  "I am Tessa Greenfield of 
  House Holomaer of the Duchy of Urnst," she says, 
  giving each of you an appraising look.  "I am a fellow 
  ship captain, visiting my old friend Daille, before I 
  head back to my own vessel." 
   
  "So, tell me," Professor Merrick says, when the 
  introductions 
  are 
  finished, 
  "You 
  people 
  are 
  experienced adventurers. Did you take part in the 
  recent battle for Rel Mord?" 
  This is intended to be a role-playing segment.  Try to get 
  all the PCs talking, then feel free to “ad lib” comments 
  from the other NPCs. 
   
  Prof. Merrick will be very interested in whatever the 
  PCs say.  Tessa Greenfield of House Holomaer is saucy 
  and self-confident, and she enjoys a good laugh (even at 
  her own expense).  Arken Railsley, the Pholtan, is stiff 
  and proper, but still friendly and polite to the PCs.  He 
  has not heard of the recent events in Nyrond and will be 
  very interested in the PCs’ news. Captain Daille is a 
  cheerful man who loves his work and enjoys talking with 
  people who travel on his ship.  He will try to smooth over 
  any arguments that might arise. 
   
  The following are some additional suggested 
  conversation threads, designed to provide information to 
  the PCs and hopefully start role-playing: 
  • 
  All of the Nyrondese encountered in this module 
  will not refer to Sewarndt by name. They will call 
  him the dark brother, or just him. This is out of 
  respect for King Lynwerd’s decree that Sewarndt’s 
  name not be spoken. The people of other nations 
  will not always manage to heed this request. 
  • 
  Captain Daille, who is from the County of Urnst, 
  will ask if anyone at the table believes that any of the 
  trading houses from the County had been secretly 
  siding with Sewarndt and what the consequences 
  might be for those trading houses now that Lynwerd 
  has regained the throne.  (This topic is something of 
  a red herring. Any PCs who played in NMR5-03 
  Borne on an Ill Wind might remember the County 
  involvement and assume it is important in this 
  module.) 
  • 
  Railsley, the Pholtan, will mention that the leaders 
  of the Pale are not at all happy with Zylinchin.  
  Zylinchin is devout in his fervor for Pholtus, but is 
  considered a dangerous heretic because of his refusal 
  to return to the Pale and because of the problems he 
  causes with Nyrond.  Railsley knows he was driven 
  out of Midmeadow, but does not know where he 
  went.  He was not in Wintershiven when Railsley 
  left. 
  • 
  Prof. Merrick can talk about the long rebuilding 
  process that must now take place in Nyrond with the 
  end of the Civil War.  Although the dark brother 
  (Sewarndt) himself is recently dead, the danger is 
  not over since some of his (Sewarndt’s) key followers 
  remain at large.  Merrick was fortunate enough to 
  have been traveling out of the country when the 
  attack occurred and only recently returned after Rel 
  Mord was liberated. The University suffered greatly 
  during the dark brother’s (Sewarndt’s) occupation, 
  and Merrick is traveling the Nesser in hopes of 
  recovering valuable documents from the University 
  archives that were looted by his (Sewarndt’s) 
  minions.  If the PCs offer to help, he will thank them 
  but explain that the University budget is very small 
  at the moment, and he doubts that he can afford to 
  hire experienced adventurers.  If they offer to help 
  him for free, he will be deeply grateful and say that 
  he will seriously consider their offer.  He will let 
  them know the next day. 
  • 
  There can also be talk about why the Duchy never 
  invaded Nyrond to help restore Lynwerd and save 
  Xenia.  Tessa Greenfield of House Holomaer, who is 
  from the Duchy, can discuss a little of the politics 
  behind Duke Karll's position -- he is not an absolute 
  monarch as the King of Nyrond is. Duke Karll needs 
  support from the Honorable Chamber before he can 
  act.  
  Whatever conversation path(s) you choose, the subject 
  should eventually turn to the blockade. Captain Daille 
  will complain that it is disrupting shipping on the river.  
  He will explain the history of the blockade to the PCs – 
  that it was set up by the dark brother (Sewarndt) who put 
  one of his lieutenants named Mafisadi in charge (a very 
  bad man rumored to traffic with demons).  Since his 
  
  NMR5-05 Winds of Change 
   
  Page 6 
  (Sewarndt’s) recent defeat, Mafisadi has gathered the 
  scattered remnants of the usurper’s (Sewarndt’s) army in 
  this region and begun to carve out a little empire for 
  himself.  His ships tax the trade on the river and he 
  charges exorbitant fees to go through the blockade. 
   
  Professor Merrick will point out that, ironically, 
  prior to the usurper’s (Sewarndt’s) defeat, the blockade 
  was rapidly providing the Duke of Urnst with the means 
  to convince the Honorable Chamber to move against the 
  dark brother (Sewarndt) because the blockade was so 
  damaging to the Duchy's interests. 
   
  Tessa will explain that, with Lynwerd and Xenia on 
  the throne once more, threat of war between Nyrond and 
  the Duchy has ended.  However, toward the end of 
  Sewarndt’s reign, it was a different story -- war between 
  the Duchy and Nyrond was very close to happening.  It 
  would have taken only a few more straws to break the 
  camel’s back and bring the Duchy forces in to fight 
  Sewarndt. 
   
  If none of the PCs ask, Daille will ask Tessa if she 
  believes the Duchy will send in troops to fight Mafisadi 
  and break the blockade.  She will explain that it would be 
  an act of war to send Duchy troops into Nyrond.  The 
  Duke would never embarrass Lynwerd (whom he 
  considers his brother-in-law) in such a fashion. 
   
  Merrick will remark that, with the mess in Rel Mord 
  following the final battle, it will probably be some time 
  before Lynwerd or the Duchess of Woodwych will be 
  able to deal with Mafisadi. 
   
  If you are short on time, you can skip all the role-
  playing except the part at the end about the blockade.  It 
  is important for the PCs to learn why the blockade was 
  drawing the Duchy's attention to Nyrond, in order for 
  the PCs to understand why Zylinchin sent his strike 
  team to destroy the blockade (and why his fanatical 
  followers will not appreciate PC interference). 
   
  At the end of this role-playing scene, Professor 
  Merrick will thank the PCs for the conversation.  He will 
  explain that he has some work to do before he retires for 
  the night, so he must bid everyone goodnight early.  He 
  will head out to his room.  [Note to judge:  it is very 
  important that Merrick NOT be in the upcoming battle, 
  to explain why he is so startled when he finally sees a real 
  battle later.  That is also why he explains to the PCs 
  (earlier in the conversation) that he was out of the 
  country when the usurper (Sewarndt) conquered Rel 
  Mord.] 
   
  If the PCs have all refused to join the captain below 
  decks have them encounter Professor Merrick as he 
  leaves the captains table and heads to his rooms. He can 
  briefly give them some of the same information included 
  above. Have him retire for the evening before moving on 
  to the “If the PCs stay on deck” section next encounter.  
  Encounter Two: Enter the Tax 
  Collectors 
  If all of the PCs are on deck or have refused to join the 
  captain at dinner paraphrase the following accordingly. 
  Just as dessert is being served, you hear a shout of 
  greeting from the deck above.  After a moment, a 
  young sailor walks into the room and apologizes for 
  interrupting the captain's dinner as he approaches 
  your table.  He whispers in the captain's ear. 
  [PCs can all make a DC 15 Listen check to overhear him 
  say, "The tax collectors are here, sir. Captain Brightfire's 
  ship.”] 
  Captain Daille nods and smiles.  "Alert the crew.  
  Kitchen duty for any hand who insults or hinders 
  them." 
  After the sailor leaves, Captain Daille turns to the PCs 
  and explains that the ship is being boarded by Warlord 
  Mafisadi’s tax collectors.  However, the PCs and the other 
  guests have nothing to fear – these are not Mafisadi’s 
  typical bullies.  Captain Brightfire, the leader of this 
  particular ship of tax collectors, is a decent man.  He has 
  been forced to work for the Warlord in order to feed his 
  struggling family who lost everything in the war.  
  Brightfire and Daille are old friends.   
   
  Daille will go on to say that Brightfire’s tax collectors 
  are under strict orders to collect only a very reasonable 
  amount and move on.  Daille will ask the PCs, as a favor, 
  NOT to interfere with the tax collectors in any way.  He 
  will insist that, if anyone should fight these tax collectors 
  – even if they kill them all – it will only hurt Brightfire’s 
  family and allow one of Mafisadi’s petty tyrants to take 
  over the tax collecting duties.  The PCs will do Daille 
  (and all the ships on this stretch of river) a big favor if 
  they simply pay the money and let the tax collectors go.  
  If the PCs cannot afford to pay, then Daille will even 
  offer to pay the tax for them out of his own pocket. It the 
  PCs go on and kill the tax collectors after having been 
  given this much reason not to, they will lose XP. 
   
  If anyone asks why an evil overlord such as Mafisadi 
  would put up with a decent man like Brightfire, Daille 
  will explain that Brightfire is trustworthy and gets the job 
  done, one of the few such men who can consistently do 
  so in Mafisadi’s little empire.  However, at the point 
  where Brightfire stops being useful (in other words, 
  when he stops collecting tax money), Mafisadi will 
  undoubtedly kill him and put another captain in his 
  place. 
   
  If all off the PCs have refused the Captain’s 
  invitation to dinner have one of the sailors on deck give 
  the PCs the same information as above. This will mean 
  that you will need to improvise your way through the 
  next section. 
  
  NMR5-05 Winds of Change 
   
  Page 7 
   
  As soon as Daille is done telling the PCs about the 
  tax collectors, the tax collectors enter with the following 
  box text: 
  As soon as Daille finishes speaking, the door opens 
  to admit a party of [APL2 five / APL4+ six] men.  
  Their leader wears black and white clothing that 
  clearly has seen better days, with a newly added 
  patch that depicts a black mailed fist on a red 
  background behind a set of blue ramparts.  The 
  people behind him wear what appear to be cast-off 
  uniforms from the Nyrond Imperium with the same 
  patch, but these men do not have the typical 
  arrogant scowls you remember from Sewarndt's 
  minions.  In fact, the lieutenant who is in charge of 
  them seems rather young and insecure. 
   
  You see them move to the first table by the door 
  and address the wealthy nobles sitting there.  
  “Please pay the river travel tax of [amount].”   
  At APL 2 the tax amount is 5 silver pieces.  At every other 
  APL, the amount is one gold piece x APL (for example, at 
  APL 12, the amount is 12 gp.) 
   
  Stop the boxed-text and ask the PCs what they are 
  doing.  Give them a chance to react before continuing.  If 
  they look hostile at all, Captain Daille will say, "Please . . . 
  no trouble." 
   
  When they have had a chance to react, then 
  continue with the boxed-text. 
   
  [Note: If any of the PCs try to detect evil, they will 
  find no evil among the six tax collectors.  These are just 
  men and women who were desperate for a job, not bad 
  guys.] 
  As the tax collectors approach your table, Arken 
  Railsley draws in a sharp breath and narrows his 
  eyes, watching Mafisadi’s lieutenant closely.  The 
  holy symbol of Pholtus gleams against the old man’s 
  chest as he whispers, "It cannot be..." 
   
  The young lieutenant notices Arken at the same 
  time and the lieutenant’s eyes widen. 
  [IMPORTANT NOTE TO JUDGE:  From this point on, 
  during this scene, the boxed-text CAN BE interrupted.  
  Since PCs are used to not interrupting boxed-text, there 
  are also several breaks for you to ask the PCs what they 
  are doing.  However, if they interrupt it at any point, 
  move to the section entitled “Mediating Between Father 
  and Son” (so you can find it easily during game play). 
   
  However, do NOT read the section entitled 
  “Mediating Between Father and Son” unless the PCs 
  interrupt the conversation.] 
   
  The purpose of this scene is to give the PCs a choice. 
   They can attempt to smooth over the hostilities through 
  good role-play, diplomacy, bluffing or similar techniques. 
   If they do, you should play the old Pholtan as somewhat 
  annoyed and resistant to the PCs’ efforts, but eventually 
  he will let the PCs talk their way out of the situation. 
   
  If the PCs do nothing or even encourage the 
  hostilities, then continue with the scene right up 
  through the combat. 
   
  The fight can be prevented at any point until the old 
  Pholtan slaps his son's face.  At that point only an 
  extraordinary effort by the PCs will stop the combat.  
  Note that at lower APLs, the PCs will get the same 
  experience either way, whether they prevent the fight or 
  defeat the NPCs.  At higher APLs, the PCs will receive 
  experience for preventing the fight through diplomacy, 
  bluffing or similar means, but they will not receive any 
  experience if they simply fight and kill the tax collectors 
  – the tax collectors are much too low level. 
  Arken Railsley rises to his feet.  His voice is low, but 
  his tone is sharp and cutting.  "I don't believe it! 
  What are you doing with this Warlord’s scum, boy? 
  Answer me!" 
   
  The young lieutenant bristles.  "I am a grown 
  man now, Father, and I make my own decisions.  
  You don't dictate my life any more!" From various 
  places in the room, the rest of the Warlord’s tax 
  collectors look up and watch the proceeding with 
  interest. 
  Pause to let the PCs break in.  If they speak up to try to 
  stop the growing conflict, move to the section entitled 
  “Mediating Between Father and Son” on the next page.  
  Ask if they’re doing anything in particular at this 
  point.  If they do nothing, continue: 
   
  NOTE: It is at this point that the PCs that refused to 
  join the Captain for dinner will begin to overhear the 
  argument. 
  Arken Railsley steps around the table and walks 
  within arm’s length of his son, staring down in 
  disgust at the youth. "You're not a grown man.  
  You're a blithering idiot.  You've thrown away any 
  decency you once had and taken up with a band of 
  murderers and thieves! I am only glad that your 
  dear, departed mother did not live to see this day!" 
   
  The young lieutenant's hands clench into fists 
  and he cries, "You know nothing about Warlord 
  Mafisadi!  He is continuing the crusade started by 
  the late Emperor.  But while the Emperor was weak 
  and failed, Mafisadi is strong!  The world is 
  changing and I'm going to be a part of the new order. 
   Anything is better than being a slave to Pholtus!" 
  Pause again to let the PCs interfere if they wish.  If the 
  PCs interfere to try to calm the hostilities, move to the 
  section entitled “Mediating Between Father and Son” on 
  the next page.  If they do nothing, then read: 
  Captain Daille looks alarmed and opens his mouth 
  to speak, but the elder Railsley waves a hand to 
  silence him.  The other tax collectors, rather than 
  
  NMR5-05 Winds of Change 
   
  Page 8 
  look alarmed or angry, seem amused by the 
  argument. 
  Give one last pause for the PCs to interfere. 
  Glaring at his son, the old man hisses, "Now you've 
  gone too far, boy!"  He slaps the youth hard across 
  the face.  "Never blaspheme Pholtus!" 
  While the young lieutenant is not evil when he enters 
  the boat any PC that is detecting evil at this point will see 
  his alignment shift towards evil. 
  The force of the slap brings tears to the young 
  lieutenant's eyes and he breathes rapidly, trying to 
  blink them away. The other tax collectors are 
  chuckling openly now.  Their mockery is the final 
  straw. The lieutenant rapidly slides his dagger from 
  his belt and plunges it through his father's chest, 
  then orders his men, "Kill them all!  Kill every 
  person in this room!" 
   
  The other tax collectors look at one another 
  uncertainly, but they have their orders, and in 
  Mafisadi's army orders are to be obeyed without 
  question. 
  At this point it is too late for the PCs to stop the fight 
  through simple Diplomacy, unless they can come up 
  with something extraordinary (A rushed Diplomacy 
  check would be DC 35 with additional appropriate 
  circumstance penalties depending on players prior 
  actions, or lack there of). Have the PCs roll initiative and 
  start the combat.   
   
  The young lieutenant’s next target (after stabbing his 
  father) is Captain Daille, but the lieutenant will turn away 
  from that and fight the PCs as soon as the PCs start 
  resisting.   
   
  The elder Pholtan (Railsley) will be at -7 HP at the 
  start of the combat, so the PCs can save him if they get to 
  him within the first three rounds.  If not, he will die.  If 
  he dies, he will resist any efforts to raise him – his shame 
  over his son’s actions are too much for him and he would 
  rather stay with Pholtus. 
   
  Captain Daille and Tessa Greenfield are unarmed.  
  As soon as the combat starts (assuming that the PCs jump 
  into the fight) Daille will start ushering the other guests 
  out of the room. Tessa will pick up a chair and join the 
  fight.  [Stats for Tessa and Daille are in the appendix.] 
   
  If the young lieutenant is killed or subdued, the PCs 
  can attempt to reason with the remaining men.  The 
  remaining men feel very uncomfortable about the fight, 
  so they will be open to any peace attempts. If the PCs 
  only wish to roll dice and not role-play the situation the 
  rushed Diplomacy  check DC is 25 with additional 
  appropriate circumstance penalties depending on players 
  prior actions, or lack there of. 
   
  After the fight, Captain Daille will ask the PCs to 
  stay in their rooms for the night until he can explain the 
  situation to Captain Brightfire.  There were a dozen 
  witnesses who saw the young lieutenant start the fight, so 
  he doubts there will be any trouble. 
  APL 2 (EL 4) 
  � The younger Railsley: hp 12; see Appendix Two. 
  � Tax collectors (4): hp 6 each; see Appendix Two. 
  APL 4+ (EL 6) 
  � The younger Railsley: hp 39; see Appendix Two. 
  � Tax collectors (5): hp 6 each; see Appendix Two. 
   
  Mediating Between Father and Son 
  If, at any point, the PCs break the conversation between 
  Railsley and his son to try to smooth over the hostilities, 
  then move to the following text: 
  Arken Railsley and the young lieutenant both turn 
  to look at you.  "This is a personal matter," Arken 
  Railsley snaps.  "What do you want?" 
  The purpose of this encounter is to get the PCs role-
  playing with the angry father and son, rather than just to 
  let them roll the dice.  If they make any reasonable 
  attempt to calm the NPCs or get them to talk rationally, 
  give a little resistance from father and son, but eventually 
  let them succeed.  
   
  If the PCs would prefer to roll dice without a real 
  attempt at role-playing, they can use Bluff, Diplomacy or 
  any other appropriate skill.  The DC for rushed 
  Diplomacy is 25 to get them both to listen to the PCs. 
  Feel free to apply any appropriate circumstance penalties. 
   If the PCs fail the roll, the argument will continue, so 
  you should go to an appropriate place in the argument 
  box text above and restart the hostilities.  (If the PCs 
  make a good faith attempt role-playing instead of just 
  rolling dice or in addition to rolling dice, they will 
  eventually succeed in stopping the hostilities, no matter 
  how badly they roll on the dice.) 
   
  If they succeed in calming the situation, then the tax 
  collectors will finish their work and leave the ship.  
  Railsley will leave to go to his room, angry at his son (and 
  possibly the PCs), but Captain Daille will thank the PCs 
  and congratulate them on stopping the fight. 
  If the PCs Stay On Deck 
  Note to judge:  Even though the PCs are invited to the 
  captain's table in the opening box text, one or more of 
  them might insist on keeping watch on deck.  If they do, 
  they will see the Brightfire’s ship sail next to the Nesser 
  Queen and hail them.  Rather than look alarmed, the 
  sailors on the Nesser Queen will look bored. 
  
  NMR5-05 Winds of Change 
   
  Page 9 
   
  One of the sailors will tell the PCs, "No need to 
  worry, that’s Captain Brightfire's ship.  Even 
  though he's one of Mafisadi’s boys, he is a 
  decent guy; he won't let his tax collectors get 
  out of hand." 
   
  If the PCs look like they are getting ready to fight or 
  resist, the sailor will say, "Please don't make any 
  trouble.  If anything happens to these tax 
  collectors, I guarantee you that the next ones 
  will be far worse." 
   
  The tax collectors will board and start asking each 
  sailor for taxes.  Unlike the rich people in the captain's 
  lounge, the taxes out here will be very low -- just one 
  silver piece x APL.  If the PCs refuse to pay even that low 
  amount, a nearby sailor will shake his head and pay it for 
  the PC, insisting that, "Captain Daille don't want no 
  trouble." 
   
  If the PCs use detect evil, none of the people boarding 
  the ship will be evil.  If they follow the tax collecting 
  party and continue to watch the young lieutenant they 
  will see him shift to evil right after he is slapped by his 
  father. (Captain Brightfire makes certain that none of the 
  crew assigned to him are evil.  These are just desperate 
  men and women who lost everything in the war and 
  need a job so they went to work for Mafisadi.  As long as 
  Brightfire continues to collect taxes, Mafisadi doesn’t 
  interfere with Brightfire’s methods.)  
   
  If, after all this, the PC(s) on deck still wish to start a 
  fight, the PCs will be facing six NPCs who will fight to 
  subdue rather than kill.  [Use the same stats as the stats 
  for the young lieutenant and his men in Appendix 1.]  
  However, that PC (or PCs) will not be invited into the 
  strike force that Tessa assembles later, unless the other 
  PCs assure her that they will prevent the PC from 
  jeopardizing the mission through wanton violence. 
   
  If any of the PCs are on deck when the fight breaks 
  out between Railsley and his son, have them roll 
  initiative with the others.  Those on deck will hear the 
  part of the argument as well as the terrified cries of the 
  guests and be able to run down to join the combat during 
  their initiative.  Because it is unlikely that any PCs will be 
  on deck, there is no map provided for the outer deck of 
  the ship.  However, if necessary, you can draw the top 
  deck based on the dimensions of Player Handout #1.  
  Assume the ship extends for twenty feet to the front and 
  back of the captain’s lounge. 
   
  Note: If all the PCs refuse the invitation to dine at 
  the captain’s table and do nothing in response to the 
  overheard argument, preferring to keep watch on deck, 
  they have ONE last chance to accept the module hook.  
  Tessa will hire Professor Merrick to complete the job and 
  Professor Merrick will attempt to recruit the PCs in this 
  event.  Since Tessa will not hire them they do not receive 
  any of the rewards that she gives out for completing the 
  mission.  Professor Merrick does not have the means to 
  pay them in gold, so reduce the gold pieces gained by the 
  appropriate amount. If they do not take this additional 
  last chance hook, the module is over. 
  Encounter Three: Assemble the 
  Strike Force 
  The next morning, if the PCs fought with the tax 
  collectors, the PCs will receive an apology from Captain 
  Brightfire, explaining that the younger Railsley acted 
  against his orders, so there will be no bad consequences 
  for the PCs.  If the PCs did not kill the young lieutenant, 
  the note will say that he will be punished appropriately.  
  If the PCs saved the elder Railsley, they will be told that 
  he sends along his thanks for the rescue and his apologies 
  for the actions of the man who was once his son. 
   
  Whether they defeated the tax collectors in battle or 
  prevented the fight through diplomacy, bluffing or 
  whatever, they will receive a note the next morning from 
  Tessa Greenfield, asking them to meet her in the 
  captain's lounge at 10 bells. 
   
  When they go there, they will find the lounge 
  deserted, except for Tessa and Professor Merrick, who are 
  sitting at a table in one corner and busy talking to each 
  other. 
   
  If the PCs fought the tax collectors, read the first 
  boxed-text.  If they did not fight them, read the second 
  boxed-text. 
   
  If they fought the tax collectors:  
  Tessa smiles as you enter.  "Thank you for answering 
  my request to meet.  I watched you fight last night 
  and I was very impressed with your skills.” 
  Have her mention notable actions by the PCs in dealing 
  with the tax collectors. 
   “ I think you may be just the people I need.  I would 
  like to hire you for a job.  Are you interested in 
  hearing my offer?" 
   
  If the PCs used diplomacy, bluffing or 
  some other means to prevent the fight:  
  Tessa smiles as you enter.  "Thank you for accepting 
  my invitation for a talk.  I watched the way you 
  handled that situation last night and I was very 
  impressed.  If you had not been there to stop that 
  argument, I am certain it would have led to an 
  armed fight.” 
  Have her mention notable actions by the PCs in dealing 
  with the tax collectors. 
  
  NMR5-05 Winds of Change 
   
  Page 10 
    “I think you are just the people I need to handle a 
  situation that requires delicacy and finesse.  Are you 
  interested in a job offer?" 
   
  The rest of the boxed-text is the same whether the PCs 
  fought the Imperials or not: 
  "As we discussed at dinner last night, the blockade is 
  becoming more and more of a problem for the 
  Duchy as time goes on.  My benefactors in the Duchy 
  would like to see it destroyed or at least weakened.  
  They've asked me to assemble a strike force to deal 
  with the problem.   When I first arrived here, I 
  thought I would have to find the team members 
  one-by-one, but instead it seems as if an excellent 
  team has fallen into my lap.  What do you say?  Are 
  you interested in a well-paying mission that will 
  help the merchants and destroy Warlord Mafisadi’s 
  stranglehold over the river traffic?  
   
  “If it makes your task any easier,” Tessa 
  continues, “I will point out that weakening the 
  blockade will help the good people of Nyrond gain 
  the medical supplies and building supplies they 
  need to assist the poor and the other casualties of 
  the war.” 
   
  Professor Merrick speaks up immediately, 
  "Captain, I would be honored to add my extensive 
  knowledge of Nyrond and adventuring to your team! 
   Count me in."  Turning to your group, he adds, “As I 
  explained to Captain Greenfield, one of my first 
  research projects at the University involved a study 
  of the river blockades used during the Greyhawk 
  Wars. 
   
  “Further, my sources believe that this Warlord 
  Mafisadi has possession of some very ancient and 
  valuable papers from the University archives.  If we 
  can find his base of operations, I may be able to 
  retrieve them.” 
  All PCs should recognize a plot hook when they see one 
  so they will hopefully take up Tessa’s offer. 
   
  As soon as the PCs agree to undertake the task, Tessa 
  will pull out a map of the Duntide and Nesser rivers, 
  showing the places where the upper and lower parts of 
  the blockade are located. [Players’ Handout # 2]  She 
  explains that the plan is to have the PCs deal with the 
  soldiers guarding each part of the blockade and plant 
  magical devices to destroy each part.  (The PCs can also 
  use their own means to destroy the blockade if they 
  prefer.  She is just providing the magical devices to assist 
  them. The devices work off of a variation of the spell warp 
  wood causing wood to gradually lose its structural 
  integrity ending up the consistency of wet cardboard.) 
  Merrick says, "I suggest we stop in Melton’s Marsh, a 
  tiny settlement just south of the place where the 
  Duntide and Nesser meet, to gather information as 
  the first step of our journey.  We may be able to 
  learn how the blockade has been built." 
   
  Tessa nods.  “That sounds like a good start.  I can 
  take you as far as that port in my ship, Fortia’s 
  Delight.  After that, you will be on your own to deal 
  with the blockade.  If you are successful in 
  destroying the blockade, meet my ship at the dock in 
  Adrean’s Landing to receive your pay.”  
  [If the PCs ask about payment, just say it will be 
  appropriate to the APL.]  
   
  Tessa will explain that she has 4 magical explosives 
  for them, which she will give them when they arrive at 
  Melton’s Marsh.  These magical devices are essentially 
  just magical traps, but they have been crafted so that a 
  person who does not have the craft trap skill can still set 
  them. They function off of a variation of the spell warp 
  wood. In order to use the devices, the PCs must place 
  them against the hull of the ship or under a support beam 
  of a building and turn the right dial on the side of the 
  trap three times deosil (clockwise).  The PCs will have 
  five minutes to leave the area before the device activates.  
  The devices will only be good for three days once they 
  are given to the PCs, so they musty act quickly.  After 
  that, the magic fades.  The main part of the blockade is 
  composed of Mafisadi’s fleet of ships.  Obviously Tessa 
  does not have enough devices to destroy each ship, but if 
  they concentrate on Mafisadi’s flagship and maybe one or 
  two others, it should disperse the rest.  If asked Tessa 
  does not know precisely how the devices function, only 
  that she has been assured that they will sink ships if 
  placed below the waterline.  She acquired these devices 
  through ‘unofficial’ channels. Give the PCs Player’ 
  Handout #3 – Tessa’s Devices. 
   
  Note:  Tessa doesn’t know very much about the 
  devices other than that they destroy ships.  She will warn 
  the PCs that they may do anything from a small 
  explosion to grinding a hole in the hull.  She will advise 
  the PCs to be nowhere near the site of the devices when 
  they are set off. 
  Encounter Four: A Little 
  Knowledge... 
  The journey south on Tessa’s ship, Fortia’s Delight, 
  is uneventful.  Only two things mar what would 
  otherwise be a peaceful voyage. 
   
  First, all along the route, you see signs of the 
  devastation that war has brought to Nyrond.  
  Burned homes and villages punctuate the river's 
  edge.  Armies of flies and buzzards mark the spots 
  where people and animals have fallen, and 
  occasionally you see bodies floating in the water. 
  If anyone asks the first two bodies they see floating in the 
  river are half-orc bodies. 
  
  NMR5-05 Winds of Change 
   
  Page 11 
  The other problem during your voyage is your 
  companion 
  Professor 
  Merrick. 
   
  Because 
  he 
  considers himself an expert on adventuring, he is 
  constantly telling you what to do and how to do it.   
  Comments of his such as, "No, no, no! That is not 
  how you arrange a watch on the deck of a ship.  Let 
  me show you how..." have become annoyingly 
  common.  
   
  As the sailors are lowering the gangplank to let 
  you go ashore at your destination, Merrick shows up 
  on deck.  He is clad in very fine adventuring clothes 
  that clearly have never seen a day in the wild. 
   
  "Ah Melton’s Marsh," he says, sniffing the river 
  air.  "We should make for Britvale's Tavern.  
  According to my research, it is the best place to 
  gather information in town." 
  Presumably, the PCs will follow his advice and enter 
  Britvale's Tavern.  As annoying as Merrick can be, in this 
  case he is correct and Britvale's is the place to gather 
  information.  (A DC 20 Knowledge (local - Nyrond and 
  Her Environs) check allows a PC to know this, too.) If the 
  PCs go anywhere else in town to ask questions, they will 
  be directed back to the tavern.  [A map of Britvale’s 
  Tavern is included as Player Handout # 4.] 
   
  If they follow Merrick into the tavern and do not 
  prevent him from being the first to speak, he will walk in, 
  clear his throat loudly to catch the attention of everyone 
  present, and announce to the entire tavern: 
  “We are adventurers from the North seeking to 
  gather information about the blockade on the river.  
  Does anyone have information that can help us?” 
  Of course, everyone in the tavern will immediately turn 
  away and pretend they did not hear him.  Hopefully the 
  players will realize that this is not the way to gather 
  information and the PCs will do it correctly (by buying 
  drinks at the bar, speaking with the bartender, etc.)   
   
  Merrick will be genuinely surprised if the PCs tell 
  him that his method of “gathering information” was 
  wrong.  He will explain that all the adventurers he 
  interviewed in the past simply told him that they walked 
  into a tavern to gather information.  He just assumed that 
  was how they did it. 
   
  Once the PCs talk to the innkeeper, they will get the 
  info they need. The innkeeper Kozal (pronounced with a 
  long "o") is a friendly man.  He knows that the first part 
  of the blockade is about 5 miles down river from the 
  town.  He will explain that it is a long dock where the 
  river ships are expected to stop and pay their taxes.  There 
  is a small garrison there, but the soldiers mostly keep to 
  themselves and do not frequent the town.  However, 
  several merchants whose ships were permitted to pass 
  through have described the blockade to him.  
   
  He doesn’t know much about the second part of the 
  blockade, except that it is near the mouth of the Nesser 
  and is made up of a large patrol of Warlord Mafisadi’s 
  boats.  (He will lower his voice and look around the 
  tavern as he says this – this part of the river is under 
  Mafisadi’s control. He is genuinely afraid of Warlord 
  Mafisadi as he has heard horrible tales about his brutality. 
  He has even heard that Mafisadi has bound a demon into 
  his flesh.) 
   
  At some point, a group of three cloaked men wearing 
  clerical vestments and holy symbols of Pelor will 
  approach one of the PCs.  (If any of the PCs are not 
  talking to the innkeeper, try to have the cloaked men 
  approach that PC or PCs.  If the PCs all talk to the 
  innkeeper, one of the cloaked men should pull a PC aside 
  to speak privately). The “leader” of the cloaked men (the 
  rogue) will explain that they are Pelorite priests 
  collecting money to help the poor people in the area.  He 
  will ask the PCs for a donation of 2 GPs or whatever the 
  PC can spare. Meanwhile, the real leader of the group – 
  Taharas – will look around the bar for dangers and smirk 
  if Igho is being successful. 
   
  If the PCs ask about the weapons that Taharas and 
  Kal are carrying, describe them as having several 
  different weapons that were “scavenged imperial 
  weapons” that they’re planning to “sell for 
  donations to the poor”.  Subsequently, they’ll drop 
  all the other worthless weapons when they attack. 
   
  As the PCs start to answer, Merrick will walk over to 
  watch, observe the hooded figures carefully and say 
  loudly to Taharas: 
  “Wait just a minute! I recognize that scar on your 
  earlobe.  I saw a picture of it at the University during 
  some research I did two years ago!  You’re Taharas 
  the Sly, the leader of a small band of highwaymen 
  and thieves who plague this area!” 
   
  Merrick’s eyes widen in surprise as the hooded 
  figure and his companions draw their weapons. 
   
  “We were only trying to make a few gold pieces,” 
  Taharas sneers, “We woulda left you alone.  But since 
  you recognized us and ruined our plans, I think 
  we’ll have to find another way of amusing ourselves. 
   Draw your weapon, old man.” 
  At that point combat starts.  See Appendix for the stats 
  for Taharas and his men.  If Taharas knows the PCs are 
  with Merrick or if the PCs join in the fight, Taharas will 
  fight the PCs as well.  If, for some reason, the PCs 
  distanced themselves from Merrick before they entered 
  the tavern and if they do nothing to aid Merrick, Taharas 
  will kill Merrick.  If that happens, the PCs do NOT get 
  the map that is attached as Players’ Handout #5.  (Merrick 
  provides that map.) 
  APL 2 (EL 4) 
  � Taharas the Sly: hp 18; see Appendix Three. 
  � Kal Ek’hudo: hp 12; see Appendix Three. 
  � Igho: hp 9; see Appendix Three. 
  
  NMR5-05 Winds of Change 
   
  Page 12 
  APL 4 (EL 6) 
  � Taharas the Sly: hp 25; see Appendix Four. 
  � Kal Ek’hudo: hp 30; see Appendix Four. 
  � Igho: hp 27; see Appendix Four. 
  APL 6 (EL 8) 
  � Taharas the Sly: hp 39; see Appendix Five. 
  � Kal Ek’hudo: hp 46; see Appendix Five. 
  � Igho: hp 37; see Appendix Five. 
  APL 8 (EL 10) 
  � Taharas the Sly: hp 53; see Appendix Six. 
  � Kal Ek’hudo: hp 62; see Appendix Six. 
  � Igho: hp 51; see Appendix Six. 
  APL 10 (EL 12) 
  � Taharas the Sly: hp 67; see Appendix Seven. 
  � Kal Ek’hudo: hp 87; see Appendix Seven. 
  � Igho: hp 65; see Appendix Seven. 
  APL 12 (EL 14) 
  � Taharas the Sly: hp 81; see Appendix Eight. 
  � Kal Ek’hudo: hp 94; see Appendix Eight. 
  � Igho: hp 79; see Appendix Eight. 
  APL 14 (EL 16) 
  � Taharas the Sly: hp 95; see Appendix Nine. 
  � Kal Ek’hudo: hp 110; see Appendix Nine. 
  � Igho: hp 93; see Appendix Nine. 
  APL 16 (EL 18) 
  � Taharas the Sly: hp 109; see Appendix Ten. 
  � Kal Ek’hudo: hp 184; see Appendix Ten. 
  � Igho: hp 107; see Appendix Ten. 
  Events during combat: Merrick will raise his hands to 
  surrender, but Taharas will laugh and attack him.  
  [Merrick’s stats are in the Appendix.]  If the PCs do not 
  intervene, Taharas will continue to attack Merrick until 
  he kills him, and then start looting the body.  If the PCs 
  jump into the fight, Taharas and his men will ignore 
  Merrick and go after the PCs.   
   
  For the first two rounds of the combat, Merrick will 
  stand still like the proverbial “deer in the bullseye 
  lantern” and watch the combat around him.  Then he will 
  shake himself out of his shock and pick up a chair to join 
  the fight. This is a turning point for Merrick (if he lives 
  this long).  For the first time, he is actually in an 
  adventure instead of just listening to stories about them.  
  Also, for the first time, he realizes that experience is more 
  important 
  than 
  knowledge 
  when 
  it 
  comes 
  to 
  adventuring.  If Merrick falls unconscious during the 
  fight but survives, he will still have his turning point and 
  wake up a very different person. 
   
  Taharas and his men will NOT fight to the death.  If 
  more than two of them go down, the last one will try to 
  make a run for it. If he can’t run he will surrender. 
  Taharas will surrender saying something like the 
  following, “I surrender, I am indeed Taharas. I 
  beg for your mercy and the chance to mend 
  my ways. How ever can I thank you for saving 
  me from that path of torment”. If he thinks he can 
  get away with it, his eyes will glitter with malice and his 
  tone will drip with sarcasm. Local guardsmen will take 
  them away in chains. Perhaps there will be a parting grin. 
   
  Encounter Five: Where did 
  THAT Come From? 
  As stated above, one way or another (unless Merrick dies 
  in the battle) the combat with Taharas will be the 
  beginning of a change in Merrick.  After the combat (or 
  after he wakes up), he will approach the PCs and ask 
  something 
  like, 
  “That 
  situation 
  with 
  Taharas...ahem...what should I have done?  What would 
  you have done if you recognized him?” 
   
  If the PCs say he did the right thing, he will look 
  very happy.  If they make suggestions, he will listen 
  carefully.  If the PCs decide to throw Merrick out of their 
  group or order him to stay behind, they can do so, but 
  they will not get the benefit of his knowledge or his favor 
  at the end. 
   
  At an appropriate time before the PCs head out to 
  deal with the blockade, Merrick says:  
  “I think, perhaps, I can be of some genuine help.  
  Give me a few minutes to talk to the sailors here and 
  I can draw a diagram of the dock.” 
  If the PCs agree, Merrick will spend a few minutes at a 
  table in a corner, then sit down with parchment, quill and 
  ink to draw maps of the exterior and interior of a typical 
  dockhouse. (Player’s Handout #5).  His drawings are 
  meticulous and he even includes a grid to assist the PCs 
  (and, of course, to assist the judge who will be running 
  the combat).  [Obviously, if he is killed, the PCs do not 
  get the map.  In addition, if they are too nasty to him, or 
  throw him out of the party, they will not get the map.] 
  He also is able to point out that the river is about 2 miles 
  across at the point of the blockade. 
   
  He will explain that he is familiar with other 
  dockhouses used for taxing and from what he has heard, 
  this one seems fairly standard.  There is probably a 
  magical way that the guards talk to the guards at the 
  
  NMR5-05 Winds of Change 
   
  Page 13 
  lower part of the blockade.  He suggests that the PCs take 
  out the guards at the dock first, before the PCs attack the 
  patrol boats, so the dockworkers and guards cannot 
  contact their comrades.  Then the PCs can destroy the 
  patrol boats.  Merrick is not sure how to destroy them, 
  but it would be best if no debris was left to float down the 
  river and alert the lower blockade.  Perhaps if they 
  capture one of the boats they can use that later to assault 
  the main part of the blockade.  (At lower APLs, he will 
  suggest that there may be a smaller boat at the dock that 
  the PCs can use to reach the patrol boats.  This can also be 
  used at a higher-level table if the PCs have no means of 
  flight or water transport.).  [For suggested diagrams of the 
  patrol boats and the small rowboat used by the PCs, see 
  Judge’s Aid # 1.] 
   
  If the PCs prefer to make their own plan, he will 
  listen carefully and then agree that their plan sounds 
  good.  However, no matter which plan the PCs decide to 
  use, he will caution them as follows: 
  “Based on what these sailors have told me, I am 
  concerned that Mafisadi’s “base” may be his flagship, 
  not the docks.  If so, he probably has the University’s 
  historical documents that I seek with him on his 
  ship.  I am dreadfully worried about what may 
  happen to those papers if they get wet.  They are 
  incredibly fragile and would undoubtedly be lost 
  forever.  Whatever we do about the blockade, we 
  must not let those papers fall into the river.” 
  It is about a two-hour walk from the town to the dock 
  site.  There are twelve people operating the dock, but 
  they are just lackeys.  At very low APLs, they will run 
  away when the PCs arrive.  At higher APLs, they will be 
  significantly below the APL and the PCs should defeat 
  them easily.  They are not the real fight here.  
   
  Merrick’s map of the dock area is accurate, so the 
  PCs will know what they are facing.  There is a means for 
  the workers at the dock to contact the lower part of the 
  blockade inside the Commander’s Office. There is also a 
  secret compartment in the commander’s office. (DC25 
  Search check.  See below for more details.)  Otherwise 
  the rooms inside the dock are fairly ordinary.  If the PCs 
  time their fight properly, they can stop the people from 
  alerting the blockade.  (However, in reality, it doesn’t 
  matter whether they alert the blockade or not since the 
  Pholtans will reach the blockade first.) 
   
  As Merrick predicted, the PCs will find a small boat 
  at the dock that can be used to sail out to fight the two 
  patrol boats.  The main purpose of the two patrol boats is 
  to spot ships that are trying to sail past without paying 
  their taxes and report them, not to engage in combat.  
  There are six people on each boat, but they are also 
  significantly below APL and are there as scenery more 
  than as a real fight. 
   
  However, as the PCs attack the sailors on the first 
  boat, the PCs will notice one of the sailors blowing on 
  what appears to be a broken whistle -- they will not hear 
  any sound.  However, any canine animal companions or 
  other animals that can hear high frequencies will react to 
  the whistle.  The whistle is the signal for the real fight – 
  the sea monster.  It will rise out of the water to attack the 
  PCs and the little boat they are on. 
   
  In order to take out the patrol boats, the PCs will 
  have to kill it.  If for some reason they take out the boats 
  without dealing with it, remind them that they will leave 
  a hazard for river traffic if they do not kill it. 
   
  Merrick will ask the PCs to borrow a weapon, 
  because he wants to fight beside them.  If they allow him 
  to do so, then use his stats in the appendix.  If they don’t, 
  he will go along with whatever plan they have in mind.  
  If they won’t let him participate, he will be disappointed, 
  but he will pull out a notebook, a quill and ink bottle to 
  take notes. 
   
  As long as the PCs allow Merrick to accompany 
  them and don’t leave him behind (or get him killed), they 
  will earn his favor at the end of the module.  He does not 
  actually need to fight to give the PCs his favor at the end. 
   If the PCs do keep him along, any time he is present, he 
  can make Knowledge checks on any Knowledge skill 
  after the PCs have tried to make the roll and failed. He is 
  a professor who has studied adventuring, and his 
  knowledge is considerable 
   
  NOTE: Make sure that you are aware of the time you 
  have. You might need to limit the PCs planning time. 
   
  [Dockworkers are not statted] 
  APL 2 (EL 4) 
  � Sahuagin (2): hp 9, 11; see Monster Manual pg 217. 
  APL 4 (EL 6) 
  � Gargoyles (2): hp 29, 26; see Monster Manual pg 
  113. 
  APL 6 (EL 8) 
  � Heliongram Advanced Half-Dragon Dire Snake: 
  hp 85; see Appendix Five. 
  APL 8 (EL 10) 
  � Petrel’gi Advanced Half-Fiend Morkoth: hp 150; 
  see Appendix Six. 
  APL 10 (EL 12) 
  � Skua’lip Advanced Half-Fiend Morkoth Mnk2: hp 
  170; see Appendix Seven. 
  APL 12 (EL 14) 
  � Corraria Advanced Half-Fiend Morkoth Mnk3: hp 
  220; see Appendix Eight. 
  APL 14 (EL 16) 
  � Gaaree’eeki Half-Fiend Kraken Ftr1: hp 325; see 
  Appendix Nine. 
  
  NMR5-05 Winds of Change 
   
  Page 14 
  APL 16 (EL 18) 
  � Varchulanga Advanced Half-Fiend Kraken of 
  Legend Ftr1: hp 409; see Appendix Ten. 
  Setup: There is a moderate wind blowing from the South 
  at the time the PCs encounter the patrol boats it will be 
  blowing at 1d10+10 mph. This comes into play when the 
  Kraken uses its Control Winds ability. Also note that an 
  appropriate DC Knowledge check with a DC set my the 
  base creature’s hit dice will reveal information about  the 
  base creatures. Specifically a DC30 Knowledge (arcana) 
  will reveal a Kraken’s vulnerability to having its 
  tentacles/arms severed. 
   
  Tactics: Note that all of the half-fiends in this 
  encounter are not native to the Prime Material plane. 
  This means that they do not need to eat or sleep. Also it 
  means that they can be Banished back to their native 
  plane.  
   
  Development:  
  After 
  the 
  fight, 
  any 
  remaining lackeys on the patrol boats will surrender.  The 
  PCs will later discover that the boats were stolen and 
  really belong to the Nyrond Navy.  (This means the PCs 
  cannot keep the boats at the end of the module.)  
  However, the PCs can use these ‘official’ boats to get close 
  to Mafisadi’s flagship without drawing undue attention. 
   
  If the PCs search the dock, they can find a secret 
  compartment in the commander’s office (DC 25 Search 
  check).  If none of the PCs have enough ranks in “search,” 
  then Merrick will find it (if he is still traveling with the 
  PCs). Inside the compartment they will find information 
  and plans for the main blockade on the lower part of the 
  river as well as a map of Mafisadi’s flagship. (Player 
  Handout # 6.) 
   
  Encounter Six: Guess Who 
  Got There First. 
  Merrick will suggest that the PCs rest for the night to 
  recover their strength.  In the morning they should head 
  right toward Mafisadi’s ship rather than attacking any of 
  the smaller ships.  Merrick believes that once Mafisadi is 
  defeated, it will throw the rest of his fleet into confusion 
  and make it easier to take out the other ships.  In 
  addition, since the valuable University historical 
  documents are most likely on Mafisadi’s ship, he would 
  like to get there first, before Mafisadi can escape with the 
  documents. 
   
  If at any point during the module Merrick should 
  die, his last dying request to the PCs will be to rescue the 
  missing papers and return them to the University of Rel 
  Mord. 
   
  NOTE: Make sure that you are aware of the time you 
  have. You might need to limit the PCs planning time. 
   
  No matter how the PCs arrive at the blockade, 
  whether by flight or by sailing one of the captured boats 
  down the river, they will see the blockade ships spaced 
  across the harbor, their sails lowered.  The Pholtans have 
  already been there.  The Pholtans quickly and efficiently 
  took out the crews of each ship and planted magical 
  charges on the ships, all designed to be set off at the same 
  time.  They are currently on Mafisadi’s flagship. 
   
  Try to get the PCs to head toward Mafisadi’s flagship 
  first.  When you describe the blockade to them, explain 
  that it is obvious to them which ship is Mafisadi’s 
  flagship, even from the distance – it is the largest and 
  sporting a huge flag with Mafisadi’s device – a black 
  mailed fist on a red background behind a set of blue 
  ramparts.  It is also the closest ship to the PCs as the PCs 
  approach. 
  Ships other than the Flagship: 
   
  If the PCs go to any of the blockade ships besides 
  Mafisadi’s ship, they will find the outer deck empty.  If 
  they go below, they will find the ship’s crew dead and the 
  bodies piled in the center of the hold below.  It is clear 
  that they died by attack, and all their weapons are 
  missing. 
   
  On the lesser ships, the Pholtans placed their 
  magical charges underneath the keel of the ship, so the 
  PCs will not find them unless they go under water.  If 
  they go under water and search along the hull of the ship, 
  it will take a DC 25 Search check to find the explosives.  
  If the PCs should find them, they will realize that they 
  are similar to the devices that the PCs have.   
  The air is quiet as you descend into the hold.  Only 
  the lapping of the water and the footsteps of your 
  companions break the stillness of the scene. 
   
   As you enter the hold, you smell the 
  unmistakable odor of blood.  Then you see the 
  bodies piled in the center of the room.  There must 
  be a dozen of them all wearing cast off uniforms 
  from Sewarndt’s forces. 
  A DC 12 Heal check will show that the sailors died in 
  battle – there are obvious weapon wounds and their own 
  weapons are missing.  However, there is no sign of any 
  attackers. 
  The Flagship: 
   
  Mafisadi’s ship is the largest of his fleet, large 
  enough to have a lavish cabin for Mafisadi in the front of 
  the hold.   
   
  Give the players a short time to look around.  The 
  Pholtans are in Mafisadi’s cabin at the front of the hold.  
  They have already killed Mafisadi and set the magical 
  charges.  They are taking a quick look around his cabin 
  before they have to depart.  (DC 15 Listen check for the 
  PCs to hear the Pholtans – they are being fairly quiet, but 
  
  NMR5-05 Winds of Change 
   
  Page 15 
  they do not realize that someone else is on the ship.  If 
  the PCs are not being stealthy, give the Pholtans an 
  appropriate Listen check to hear the PCs.)  
   
  If the PCs immediately go into Mafisadi’s cabin, they 
  will surprise the Pholtans.  If they search around the ship 
  for more than 3 rounds or make too much noise, then the 
  Pholtans will leave Mafisadi’s cabin, notice the PCs and 
  immediately attack. 
   
  The papers Merrick is seeking are in a secret 
  compartment in the chest in Mafisadi’s cabin. (DC 25 
  Search check to find the secret compartment.  If the PCs 
  cannot find the compartment, they can also take the 
  chest with them.  It is small and weighs about 100 
  pounds. It is not water tight, but if the PCs take 
  reasonable precautions the documents will be fine).  
  Alternatively, they can have Professor Merrick search for 
  the secret compartment at low APLs or if they do not 
  have a character with high Search ranks (and he is still 
  alive and present). 
   
  The PCs will also find the corpse of Mafisadi in the 
  corner of his quarters.  He is a tall Oeridian man wearing 
  an elaborate captain’s uniform.  He appears to have died 
  from many slash wounds. 
   
  Note: If the PCs go to the rear hold first, give the 
  first PC to touch the door a DC 15 Spot check to notice 
  the door is broken from its hinges and merely propped 
  up.  If the PC fails the Spot check, the door will fall as the 
  PC touches it, making a noise that will alert the Pholtans. 
  (The Pholtans had previously broken down the door, but 
  propped it up after they finished the attack.)  If the PC 
  makes the spot check and notices the broken door, the 
  PC can choose to set it aside without making any noise.  
  In that case, the Pholtans will see the PCs in the back 
  hold as the Pholtans step out of Mafisadi’s cabin to leave.  
   
  As soon as the Pholtans appear, have the PCs roll 
  initiative and start combat.  After the third round of 
  combat, the devices set by the Pholtans will go off.  At 
  that point the PCs will only have a certain number of 
  rounds to complete the combat and find the papers 
  before the ship sinks. 
   
  Depending on the APL of the Pholtans, they will 
  have done a better job of finding critical spots to plant the 
  devices to make the ship sink more quickly -- the higher 
  the level of the Pholtans, the better the placement of the 
  devices, the greater the number of devices and the better 
  condition of the devices.  In other words, at higher APLs, 
  the PCs will have fewer rounds to complete the combat 
  and find the University papers before the hold is under 
  waist-high water and the papers destroyed.  The timetable 
  for each APL is as follows: 
  APL 2:  25 rounds –  
  � 1 device in Mafisadi’s cabin. DC20 and 1d4 rounds 
  to disable 
  APL 4:  20 rounds –  
  � 1 device in Mafisadi’s cabin. DC20 and 1d4 rounds 
  to disable 
  APL 6:  16 rounds –  
  � 1 device in Mafisadi’s cabin DC25 and 2d4 rounds 
  to disable 
  APL 8:  14 rounds – 
  � 2 devices. 1 in Mafisadi’s cabin and 1 in rear hold. 
  DC25 and 2d4 rounds to disable each device 
  APL 10:  12 rounds –  
  � 2 devices. 1 in Mafisadi’s cabin and 1 in rear hold. 
  DC25 and 2d4 rounds to disable each device 
  APL 12:  11 rounds –  
  � 3 devices. 1 in Mafisadi’s cabin and 2 in rear hold. 
  DC25 and 2d4 rounds to disable each device 
  APL 14:  10 rounds –  
  � 4 devices. 2 in Mafisadi’s cabin and 2 in rear hold. 
  DC25 and 2d4 rounds to disable each device 
  APL 16:    8 rounds –  
  � 5 devices. 2 in Mafisadi’s cabin, 2 in rear hold and 1 
  outside the ship on the keel. DC25 and 2d4 rounds to 
  disable each device 
  On the first round of combat, all of the PCs will begin to 
  hear a crackling noise. The noise will get louder until the 
  third round of combat,  
   
  After the third round of combat, read the following 
  box text: 
  The crackling reaches a crescendo and suddenly you 
  hear a loud boom and the ship lurches violently to 
  one side. 
   
  All combatants, PCs and Pholtans alike, must make a 
  DC 15 Balance check or else they will be knocked to the 
  floor from the lurching ship.  (After the first round, they 
  can regain their balance normally.) Anyone with 
  Profession (sailor) or another appropriate skill will realize 
  that the ship is sinking.  A PC15 Profession (sailor) check 
  will let the PC know the number of rounds that it will 
  take for water to reach waist-high level in the hold. 
   
  Once the ship begins sinking at all but APLs 2 and 4 
  the PCs will not have time to ‘Take 20’ in their search for 
  the historical documents (unless they are able to breath 
  water). In any case the documents will be irreparably 
  damaged by the time the PCs finish taking 20, negating 
  the purpose of the search. 
   
  No amount of negotiation with the Pholtans will 
  make them stop the fight. They are fanatics and their 
  orders are to leave no one alive.  They might end up 
  thinking that you are a nice person as a result of a high 
  
  NMR5-05 Winds of Change 
   
  Page 16 
  Diplomacy check, but they have their orders. They do not 
  want any survivors who might identify them and connect 
  them to Zylinchin.  However, if they are confronted with 
  a PC follower of Pholtus (or Priest of Pholtus) that PC 
  may attempt to influence their behavior through 
  religious arguments.  This is accomplished by a 
  Knowledge (religion) check with a base DC of 25 and 
  some circumstance modifiers listed below. 
  • 
  If the PC is obviously a follower of Pholtus (obvious 
  holy symbol)+1 to the roll 
  • 
  If the PC is obviously a priest of Pholtus +1 to the 
  roll 
  • 
  If the PCs home region is the Theocracy of the Pale 
  +1 to the roll 
  • 
  If the PC is a member of the Pale Meta-Org the 
  ‘Church of the One True Path’ bonuses as follows by 
  rank 
  o Initiate +1 to the roll 
  o Deacon +2 to the roll 
  o Prior +3 to the roll 
  o Abbot +5 to the roll 
  o Bishop +7 to the roll 
  o Archbishop +10 to the roll 
  If the PCs should decide to leave without fighting the 
  Pholtans, they will technically complete their mission 
  because the Pholtans will have destroyed the blockade, 
  but they will not save Merrick’s papers and they will not 
  get any experience for the final combat.  They also will 
  not get any clues about Zylinchin or what he is doing.  
  APL 2 (EL 4) 
  � Pholtan Cleric: hp 13; see Appendix Three. 
  � Faithful Flan Druid: hp 10; see Appendix Three. 
  � Pholtan Fighter (2): hp 9, 9,; see Appendix Three. 
  APL 4 (EL 6) 
  � Pholtan Cleric: hp 27; see Appendix Four. 
  � Faithful Flan Druid: hp 24; see Appendix Four. 
  � Pholtan Fighter (2): hp 18, 18; see Appendix Four. 
  APL 6 (EL 8) 
  � Pholtan Cleric: hp 40; see Appendix Five. 
  � Faithful Flan Druid: hp 38; see Appendix Five. 
  � Pholtan Fighter (2): hp 25, 25; see Appendix Five. 
  APL 8 (EL 10) 
  � Pholtan Cleric: hp 52; see Appendix Six. 
  � Faithful Flan Druid: hp 52; see Appendix Six. 
  � Pholtan Fighter (2): hp 49, 49; see Appendix Six. 
  APL 10 (EL 12) 
  � Pholtan Cleric: hp 66; see Appendix Seven. 
  � Faithful Flan Druid: hp 66; see Appendix Seven. 
  � Pholtan Fighter (2): hp 67, 67; see Appendix Seven. 
  APL 12 (EL 14) 
  � Pholtan Cleric: hp 89; see Appendix Eight. 
  � Faithful Flan Druid: hp 89; see Appendix Eight. 
  � Pholtan Fighter (2): hp 94, 94; see Appendix Eight. 
  APL 14 (EL 16) 
  � Pholtan Cleric: hp 104; see Appendix Nine. 
  � Faithful Flan Druid: hp 104; see Appendix Nine. 
  � Pholtan Fighter (2): hp 124, 124; see Appendix Nine. 
  APL 16 (EL 18) 
  � Pholtan Cleric: hp 119; see Appendix Ten. 
  � Faithful Flan Druid: hp 119; see Appendix Ten. 
  � Pholtan Fighter (2): hp 158, 158; see Appendix Ten. 
  The PCs should rapidly learn that they are facing 
  Pholtans. If they manage to capture one of the Pholtans 
  and question him, he will be very arrogant.  Instead of 
  the usual type of NPC who refuses to talk once captured, 
  this captive if questioned will brag about the Fiendfinder-
  General’s great plan.  He will feel that Pholtus guides 
  Zylinchin’s hand and that nothing can stop Zylinchin’s 
  success, no matter what knowledge the PCs gain.  He will 
  tell the PCs that the Fiendfinder-General ordered his 
  strike team to take out the blockade as part of the 
  Fiendfinder-General’s glorious plot to go to war with the 
  heretics of Nyrond and win Midmeadow back to the One 
  True Faith.  Destroying the blockade takes the attention 
  of the heathens in the Duchy away from Nyrond.  Then 
  the holy war will begin and Pholtus will be victorious! 
   
  If the PCs kill all the Pholtans, then they will be able 
  to question them only through speak with dead, which the 
  Pholtans will resist. They will allow themselves to be 
  raised only by a cleric of Pholtus.  After the fight the PCs 
  find Player Handout # 7. 
  
  NMR5-05 Winds of Change 
   
  Page 17 
  Conclusion 
  If the PCs are successful, they can make their way back to 
  Adrean’s Landing, and Captain Tessa Greenfield will pay 
  them their reward. Even if they admit the Pholtans 
  destroyed the blockade, Tessa will still pay their reward.  
  She will also be interested in any news the PCs have 
  regarding the Pholtans. 
   
  If the PCs rescue the University of Rel Mord papers, 
  they will earn a favor from the University. 
   
  If Merrick is still alive and still traveling with the 
  PCs, he will thank them for teaching him what real 
  adventuring is all about as follows: 
  As Tessa finishes thanking you and paying you for 
  your work, Professor Merrick turns to address of all 
  you.  His once fine adventuring clothes are now 
  stained and torn in places, but there is a new look of 
  determination, courage and confidence in his eyes. 
   
  “Thank you for rescuing the University papers,” 
  he says, giving each of you a smile. “But even more 
  than that, I want to thank you for teaching me what 
  real adventuring is all about.  I used to think that 
  what made an adventurer succeed was his or her 
  knowledge, but now I understand that experience is 
  what makes the difference.  You have given me a 
  very exciting experience – one that I shall never 
  forget.  Alas, I have nothing with which to repay you 
  except knowledge -- if you are ever in Rel Mord in 
  need of information, come visit me at the 
  University.  I will personally help you research any 
  answers you seek.” 
   
  He laughs and adds, “And of course, I will be 
  happy to listen to any adventuring stories you might 
  have to tell.” 
  Addenum − Gift of the Gnomes 
  At the conclusion of the adventure, after the characters 
  have rested up and spent a night or two in a warm bed, 
  each PC is visited individually by a gnome hailing from 
  the Yatil Mountains. The gnome knows the identity of 
  the character, and the read-aloud text below can be 
  paraphrased to include that information. Read the 
  following to the players: 
  Your last adventure complete, you spend a few days 
  resting and relaxing, enjoying what comforts 
  civilization offers. One day, as you are out walking 
  about, a well-worn gnome traveler dressed in an 
  earthen robe with stitchings of gold waves you 
  down. As he approaches, his face beams with the 
  delight of your attention. 
   
  “Good adventurer, I thank you for a moment of 
  your precious time. Allow me to introduce myself. 
  My name is Clegin, Master Illusionist of Gnome 
  Vale. The Laird Gwaylar, our headman, has sent me 
  to search for worthies that may be willing to aid our 
  cause. Having heard of your recent exploits, I must 
  say, I am quite impressed by your actions. You must 
  be one of the stalwarts spoke of in the foretellings of 
  our Chief Cleric. Thus, I have this gift for you, if you 
  will accept it.” 
   
  Clegin pulls a polished gemstone from one of 
  his robe pockets. The gem has a symbol of arcane 
  power etched in its face. “Please, take this. It is now 
  but an interesting bauble, but I have the power to 
  enchant it into something that would be of greater 
  use than exchange for mere coin. When the time is 
  right, you might find yourself on the path to my 
  home, and then, as is foretold, you will aid my 
  people who have been beset upon by evils thought 
  vanquished. If you are successful in your task to be, I 
  shall reward you by awakening the arcane power 
  within the gem I offer. I and my people thank you 
  for all you’ve done, and all you’ve yet to accomplish.” 
  If the character accepts the gemstone: 
  Clegin hands you the gemstone. The same smile 
  plays upon his face as when he first greeted you. “I 
  have others to seek out. Soon, our paths shall cross 
  again, brave one.” He turns from you, and walks 
  down the street, disappearing in the crowd. 
  If the character does not accept the gemstone: 
  A look of confusion furrows Clegin’s brow. “I am 
  certain you are the one spoken of, yet you do not 
  accept my gift? Are you sure you would not 
  reconsider?” 
  Give the player another chance to think it over. If they 
  accept, read the acceptance text above. If they continue to 
  decline, read the following: 
  Clegin resigns himself to a slow smile. “Gift or no, 
  our paths shall meet again. I am certain that 
  something can be arranged at a later time. I must 
  leave now; I have others to seek out. Good day to 
  you, brave one.” He turns from you, and walks down 
  the street, disappearing in the crowd. 
  Characters can make a DC 20 Knowledge (geography) 
  skill check to know that Gnome Vale is a very isolated 
  community of gnomes located deep within the Yatil 
  Mountains.  
  Clegin has more errands to run, and can’t sit and 
  chat any longer with the character. If pressed for more 
  information, he simply says that all will be revealed in 
  due time. 
  If a character accepts the gift, they receive the Gnome 
  Vale gemstone listed on the Adventure Record. If they 
  refuse, cross this item off the Adventure Record. Its 
  purpose will become known at a later time. 
  
  NMR5-05 Winds of Change 
   
  Page 18 
   
  If a character already has a gemstone, they may 
  receive a second (or third) gemstone if it is of a different 
  color than the ones already possessed by the character. A 
  character may not possess more than one of the same 
  color gemstone. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Two 
  Stopping the fight between father and Son 
   
  APL2 30 xp 
   
  APL4 45 xp 
   
  APL6 60 xp 
   
  APL8 75 xp 
   
  APL10 90 xp 
   
  APL12 105 xp 
   
  APL14 120 xp 
   
  APL16 135 xp 
  OR 
  Fighting and Killing all the tax collectors 
   
  APL2 30 xp 
   
  APL4 45 xp 
   
  APL6 30 xp 
   
  APL8 0 xp 
   
  APL10 0 xp 
   
  APL12 0 xp 
   
  APL14 0 xp 
   
  APL16 0 xp 
  Encounter Four 
  Defeating Taharas the Sly’s gang: 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  APL10 360 xp 
   
  APL12 420 xp 
   
  APL14 480 xp 
   
  APL16 540 xp  
  Encounter Five 
  Defeating the dock guards and the river guardian: 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  APL10 360 xp 
   
  APL12 420 xp 
   
  APL14 480 xp 
   
  APL16 540 xp 
  Encounter Six 
  Defeating Zylinchin’s Pholtan Fanatics: 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  APL10 360 xp 
   
  APL12 420 xp 
   
  APL14 480 xp 
   
  APL16 540 xp 
  Story Award 
  Recovering the historical documents stolen from Rel 
  Mord library: 
   
  APL2 30 xp 
   
  APL4 45 xp 
   
  APL6 60 xp 
   
  APL8 75 xp 
   
  APL10 90 xp 
   
  APL12 105 xp 
   
  APL14 120 xp 
   
  APL16 135 xp 
  Discretionary roleplaying award 
   
  APL2 30 xp 
   
  APL4 45 xp 
   
  APL6 60 xp 
   
  APL8 75 xp 
   
  APL10 90 xp 
   
  APL12 105 xp 
  
  NMR5-05 Winds of Change 
   
  Page 19 
   
  APL14 120 xp 
   
  APL16 135 xp 
  Total possible experience: 
   
  APL2 450 xp 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1125 xp 
   
  APL10 1350 xp 
   
  APL12 1575 xp 
   
  APL14 1800 xp 
   
  APL16 2025 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter Two:  Enter the Tax Collectors 
   
  APL 2: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 4+: L: 0 gp; C: 100 gp; M: 0 gp 
  Encounter Four:  A Little Knowledge 
   
  APL 2: L: 64 gp; C: 3 gp; M: 225 gp 
   
  APL 4: L: 89 gp; C: 3 gp; M: 625 gp 
   
  APL 6: L: 209 gp; C: 3 gp; M: 1,075 gp 
   
  APL 8: L: 89 gp; C: 3 gp; M: 1,800 gp 
   
  APL 10: L: 89 gp; C: 3 gp; M: 3,000 gp 
   
  APL 12: L: 89 gp; C: 3 gp; M: 5,250 gp 
   
  APL 14: L: 89 gp; C: 3 gp; M: 6,250 gp 
   
  APL 16: L: 89 gp; C: 3 gp; M: 14,750, gp 
  Encounter Five:  Where did THAT Come From? 
   
  APL all. L: 0 gp; C: 0gp; M: 0gp  
  Encounter Six:  Guess Who Got There First 
   
  APL 2: L: 31 gp; C: 0 gp; M: 300 gp  
   
  APL 4: L: 47 gp; C: 0  gp; M: 567 gp 
   
  APL 6: L: 344 gp; C: 0  gp; M: 1,133 gp 
   
  APL 8: L: 31 gp; C: 0  gp; M: 1,917 gp 
   
  APL 10: L: 31 gp; C: 0  gp; M: 3,200 gp 
   
  APL 12: L: 31 gp; C: 0  gp; M: 5,500 gp 
   
  APL 14: L: 31gp; C: 0  gp; M: 7,667 gp 
   
  APL 16: L: 31 gp; C: 0  gp; M: 14,000 gp  
   
  Encounter Seven:  Celebration at Adrean’s 
  Landing 
  NOTE: Tessa will compensate the PCs an amount equal 
  to the amount needed to bring them to the APL cap for 
  GP (not to exceed 1000 gp each). 
  Total Possible Treasure 
  APL 2: L: 95 gp; C: 153 gp; M: 525 gp  - Total: 400gp 
  APL 4: L: 136 gp; C: 303 gp; M: 1,192 gp  - Total: 600gp 
  APL 6: L: 552 gp; C: 403 gp; M: 2,208 gp  - Total: 800gp 
  
  NMR5-05 Winds of Change 
   
  Page 20 
  APL 8: L: 120 gp; C: 503 gp; M: 3,717 gp  - Total: 1250gp 
  APL 10: L: 120 gp; C: 603 gp; M: 6,200 gp  - Total: 2100gp 
  APL 12: L: 120 gp; C: 703 gp; M: 10,750 gp  - Total: 
  3,000gp 
  APL 14: L: 120 gp; C: 803 gp; M: 13,917 gp  - Total: 
  6,000gp 
  APL 16: L: 120 gp; C: 903 gp; M: 28,750 gp  - Total: 
  9,000gp 
   
  Special 
  Favor of Professor Merrick:  You have performed a 
  valuable service for Rel Mord University. Until this favor 
  is expended, the character is deemed to have an 
  Influence Point with the parties loyal to the King of 
  Nyrond. This favor can be redeemed for access to any 
  ONE of the following: the spell Close Wounds (Miniatures 
  Handbook), Boccob’s Blessed Book, or Helm of 
  Comprehend Languages and Read Magic. Void this favor 
  once it is used. 
  Favor of House Holomaer:  As a reward for helping 
  resolve the situation at Nessermouth, House Holomaer 
  will see that your armor gets enchanted:  APL 2 – 6: +2 
  armor upgrade; APL 8-12: +3 armor upgrade; APL 14: +4 
  armor upgrade; APL 16: +5 armor upgrade. 
  Gnome Vale Green Gemstone: A gnome calling 
  himself Clegin presented you with a well-cut, human’s 
  palm-sized gemstone colored green. Upon the face is 
  etched a symbol of arcane magic signifying the school of 
  transmutation; there is also a lingering aura of this magic 
  upon the gemstone. If sold, it will fetch 50 gold pieces. 
  You do not have to pay for this item. You may only 
  possess one Gnome Vale gemstone. 
  Enmity of Zylinchin:  Word has spread of your deeds 
  and your part in destroying the blockade that Zylinchin 
  was counting on to further his plans.  
  Items for the Adventure 
  Record 
  [List all things that should be listed on the AR.  Also 
  include the items found or made available to characters 
  in the Item Access Section.  You should not include any 
  item to which the PCs are granted Core access in the 
  LIVING GREYHAWK Campaign Sourcebook.  Remove this 
  paragraph] 
  Item Access 
  APL 2: 
  • 
  Gnome Vale green gemstone (Adventure; 0 gp) 
  • 
  Scroll of close wounds (Adventure; MH; 375 gp) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Bracers of Quick Strike (Adventure; Miniatures 
  Handbook; 1,200 gp) 
  • 
  Bag of Holding, Type 1 (Adventure; DMG 2,500 gp) 
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Gloves of Fortunate Striking (Adventure; Miniatures 
  Handbook; 2,000 gp) 
  • 
  Rope of Climbing (Adventure; DMG; 3,000 gp) 
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  +1 Glamered Chain Shirt (Adventure; DMG 4,250 
  gp) 
  • 
  Ring of Counter Spells (Adventure; DMG 4,000 gp)  
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  Steadfast Boots (Adventure; Arms and Equipment 
  Guide; 6,000 gp) 
  • 
  Circlet of Persuasion (Adventure; DMG 4,500 gp) 
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  +1 Keen Falchion (Adventure; DMG 8,375 gp) 
  • 
  Amulet 
  of 
  Fortune 
  Prevailing 
  (Adventure; 
  Miniatures Handbook; 8,000 gp) 
  • 
  Periapt of Wisdom +4 (Adventure; DMG 16,000 gp) 
  APL 14 (all of APLs 2-12 plus the following): 
  • 
  Belt of Giant Strength +4 (Adventure; DMG 16,000 
  gp) 
  • 
  +1 Blurstrike Light Mace (Adventure; Races of the 
  Wild) 
  • 
  Gloves of Dexterity +4 (Adventure; DMG 16,000 gp) 
  APL 16 (all of APLs 2-14 plus the following): 
  • 
  Belt of Giant Strength +6 (Adventure; DMG 36,000 
  gp) 
  • 
  Cape of the Mountebank (Adventure; DMG 10,800 
  gp) 
  • 
  Boots of Speed (Adventure; DMG 12,000 gp) 
   
  
  NMR5-05 Winds of Change 
   
  Page 21 
  Appendix One– NPCs 
  Professor Merrick: Male Human Exp 4 (Delleb); CR 
  4, Medium Humanoid; HD 4d6+4, hp 21, Init +0, Spd 
  30 ft./x5, AC 13 (+3 Studded Leather), touch 10, flat 
  footed 13, Base Atk/Grp: +3/+3, Atk: + 3 Melee 
  (1d4/19-20, Dagger); Full Atk: + 3 Melee (1d4/19-20, 
  Dagger); Space/Reach 5/5; AL NG; SV Fort +2, Ref +1, 
  Will +4, Str 10(+0), Dex 10(+0), Con 12(+1), Int 18(+4), 
  Wis 10(+0), Cha 10(+0). 
   
  Skills and Feats: Knowledge (arch & eng) +11, 
  Knowledge 
  (dungeoneering) 
  +11, 
  Knowledge 
  (geography) +11, Knowledge (history) +11, Knowledge 
  (local) +11, Knowledge (nobility) +11, Search +13, Spot 
  +7, Swim +3.; Investigator, Run, Toughness 
   
  Possessions: MW Studded Leather Armor, Dagger, 
  Adventurer’s Outfit, Backpack, Water skin, Pen, Ink, 
  Parchment, Partially filled journal. 24 gp 
   
  Languages: Common, Nryondese, Gnomish, Elven, 
  Olman 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Captain Daille: Male Human (mixed) Exp 4 
  (Osprem); CR 4, Medium Humanoid; HD 4d6+8, hp 
  29, Init +6, Spd 30 ft/x4, AC 12 (+2 Dex), touch 12, flat 
  footed 10, Base Atk/Grp: +3/+4, Atk: +4 Melee (1d3 
  subdual, Fist) ; Full Atk: +4 Melee (1d3 subdual, Fist) ; 
  Space/Reach 5/5;, AL NG; SV Fort +3, Ref +3, Will +5, 
  Str 12(+1), Dex 14(+2), Con 15(+2), Int 12(+1), Wis 
  12(+1), Cha 12(+1). 
   
  Skills and Feats: Appraise +12, Balance +9, Climb +9, 
  Gather Information +9, Jump +7, Profession (Sailor) 
  +11, Profession (Merchant) +8, Sense Motive +8, Spot 
  +8, Swim +9, Use Rope +9. Balance +8, Climb +6, 
  Knowledge (geography) +8, Knowledge (local) +6, 
  Profession (Sailor) +11, Sense Motive +6, Spot +8, 
  Swim +8, Use Rope +9. Improved Initiative, Skill 
  Focus(Profession (Sailor)), Toughness 
   
  Possessions: Improvise as needed and appropriate. 
   
  Languages: Common, Nryondese 
  Tessa Greenfield of House Holomaer: Female 
  Human (Suloise) Rog 4 (Elhonna); CR 4, Medium 
  Humanoid; HD 4d6+4, hp 22, Init +2, Spd 30 ft/x4, AC 
  12 (+2 Dex), touch 12, flat footed 10, Base Atk/Grp: 
  +3/+3, Atk: -1 Melee (1d6, Chair); Full Atk: -1 Melee 
  (1d6, Chair); Space/Reach 5/5; SA Sneak Attack +2d6; 
  SQ Evasion, AL CG; SV Fort +2, Ref +6, Will +2, Str 
  10(+0), Dex 14(+2), Con 12(+1), Int 14(+2), Wis 12(+1), 
  Cha 14(+2). 
   
  Skills and Feats: Appraise +12, Balance +9, Climb +9, 
  Gather Information +9, Jump +7, Profession (Sailor) 
  +11, Profession (Merchant) +8, Sense Motive +8, Spot 
  +8, 
  Swim 
  +9, 
  Use 
  Rope 
  +9; 
  Athletic, 
  Skill 
  Focus(Profession (Sailor), Appraise) 
   
  Possessions: Improvise as needed and appropriate. 
  Languages: Ancient Suloise, Common, Elven. 
  
  NMR5-05 Winds of Change 
   
  Page 22 
  Appendix Two – Encounter Three 
  APL 2 
  Tax Collector: Male Human War 1; CR 1, Medium 
  Humanoid; HD 1d8+1, hp 6, Init +1, Spd 30 ft./x4, AC 
  12 (+1 Dex, +1 Cloth), touch 11, flat footed 11, Base 
  Atk/Grp: +1/+2, Atk: + 2 Melee (1d6+1/19-20, 
  Shortsword); Full Atk: + 2 Melee (1d4/19-20, Dagger); 
  Space/Reach 5/5; AL CN; SV Fort +5, Ref +1, Will +0, 
  Str 12(+1), Dex 12(+1), Con 12(+1), Int 12(+1), Wis 
  10(+0), Cha 09(-1). 
   
  Skills and Feats: Handle Animal +1, Intimidate +3, 
  Knowledge (local-NMR) +3, Ride +2, Swim +6; 
  Endurance, Great Fortitude 
   
  Possessions: Cloth Armor, Dagger, Shortsword, Belt 
  Purse, Cast off uniform from the Nyrond Imperium 
  with Mafisadi patch sewn over the Imperium Crest 
   
  Languages: Speaks Common, Orc 
  Young Lt. Railsley: Male Human Ftr 1; CR 1, Medium 
  Humanoid; HD 1d10+2, hp 12, Init +2, Spd 20 ft/x4, 
  AC 17 (+2 Dex, +5 Breastplate), touch 12, flat footed 15, 
  Base Atk/Grp: +1/+2, Atk: + 2 Melee (1d8+1/19-20, 
  Longsword); Full Atk: +2 Melee (1d8+1/19-20, 
  Longsword) OR + 2 Melee (1d4/19-20, Dagger) OR +0 
  (1d8+1/19-20, Longsword) AND + 0 Melee (1d4/19-20, 
  Dagger); Space/Reach 5/5; AL N; SV Fort +4, Ref +2, 
  Will +0, Str 12(+1), Dex 15(+2), Con 14(+2), Int 12(+1), 
  Wis 10(+0), Cha 12(+1). 
   
  Skills and Feats: Handle Animal +2, Knowledge 
  (history) +3, Knowledge (local) +3, Knowledge 
  (religion) +3, Ride +3, Swim -5; Dodge, Quickdraw, 
  Two-Weapon Fighting 
   
  Possessions: Worn Purple cloak with holes in the 
  breast and collars, Black Trousers, White Shirt with 
  holes in the collar, backpack (contains: 10 flasks of oil, 
  10 pitons, 11 days rations, 2 50' lengths of silk rope 
  [one knotted], bedroll, 2nd uniform, flint and steel, 
  grappling hook, hooded lantern, signal whistle, spade, 
  waterskin, 
  whetstone, 
  blanket), 
  Breastplate, 
  Longsword, Dagger, 6 gp 
   
  Languages: Speaks Common, Dwarven 
  APL 4 
  Tax Collector: Male Human War 1; CR 1, Medium 
  Humanoid; HD 1d8+1, hp 6, Init +1, Spd 30 ft./x4, AC 
  12 (+1 Dex, +1 Cloth), touch 11, flat footed 11, Base 
  Atk/Grp: +1/+2, Atk: + 2 Melee (1d6+1/19-20, 
  Shortsword); Full Atk: + 2 Melee (1d4/19-20, Dagger); 
  Space/Reach 5/5; AL CN; SV Fort +5, Ref +1, Will +0, 
  Str 12(+1), Dex 12(+1), Con 12(+1), Int 12(+1), Wis 
  10(+0), Cha 09(-1). 
   
  Skills and Feats: Handle Animal +1, Intimidate +3, 
  Knowledge (local-NMR) +3, Ride +2, Swim +6; 
  Endurance, Great Fortitude 
   
  Possessions: Cloth Armor, Dagger, Shortsword, Belt 
  Purse, Cast off uniform from the Nyrond Imperium 
  with Mafisadi patch sewn over the Imperium Crest 
   
  Languages: Speaks Common, Orc. 
  Young Lt. Railsley: Male Human Ftr 4 ; CR 4, 
  Medium Humanoid; HD 2d10+8, hp 39, Init +3, Spd 20 
  ft/x4, AC 18(+3 Dex, +5 Breastplate),  touch 13, flat 
  footed 15, Base Atk/Grp: +4/+5, Atk: +6 Melee 
  (1d8+1/19-20, Longsword); Full Atk: +6 Melee 
  (1d8+1/19-20, Longsword) OR + 6 Melee (1d4+1/19-20, 
  Dagger) OR +6 (1d8+1/19-20, Longsword) AND + 6 
  Melee (1d4/19-20, Dagger); Space/Reach 5/5; AL N; SV 
  Fort +6, Ref +4, Will +1, Str 12(+1), Dex 16(+3), Con 
  14(+2), Int 12(+1), Wis 10(+0), Cha 12(+1). 
   
  Skills and Feats: Handle Animal +2, Knowledge 
  (dungeoneering) 
  +2, 
  Knowledge 
  (history) 
  +3, 
  Knowledge (local-NMR) +3, Knowledge (religion) +3, 
  Profession (Soldier) +1, Ride +4, Sense Motive +2, 
  Swim +1; Combat Reflexes, Dodge, Mobility, Quick 
  Draw, Toughness, Two-Weapon Fighting 
   
  Possessions: Worn Purple cloak with holes in the 
  breast and collars, Black Trousers, White Shirt with 
  holes in the collar, backpack (contains: 10 flasks of oil, 
  10 pitons, 11 days rations, 2 50' lengths of silk rope 
  [one knotted], bedroll, 2nd uniform, flint and steel, 
  grappling hook, hooded lantern, signal whistle, spade, 
  waterskin, whetstone, blanket), MW Breastplate, MW 
  Longsword, MW Shortsword, 2 Potions Cure Light 
  Wounds, 17 gp. 
   
  Languages: Speaks Common, Dwarven 
  
  NMR5-05 Winds of Change 
   
  Page 23 
  Appendix Three – APL 2 
  Encounter Four 
   
   
   
   
  Taharas the Sly: Male Human Ftr 2; CR 2, Medium 
  Humanoid; HD 2d10+2, hp 18, Init +6, Spd 30 ft, AC 
  16, touch 12, flat footed 14, Base Atk/Grp: +2/+5, Atk: 
  +7 Melee (1d8+4; MW Hvy Mace); Full Atk: +7 Melee 
  (1d8+4; MW Hvy Mace); Space/Reach 5/5; AL NE; SV 
  Fort +4, Ref +2, Will -1, Str 16(+3), Dex 15(+2), Con 
  12(1), Int 13(+1), Wis 8(-1), Cha 8(-1). 
   
  Skills and Feats: Balance +3, Jump +5, Knowledge 
  (local) +2, Sense Motive +0, Tumble +3; Combat 
  Expertise, 
  Improved Trip (Trip +7), Improved 
  Initiative, Weapon Focus(Heavy Mace) 
   
  Possessions: Chain Shirt, MW Heavy mace, Cloak, 
  Clerical Vestments (Pelor), Wooden Holy Symbol 
  (Pelor), 11gp 
   
  Languages: Ancient Suloise Common. 
  Kal Ek'hudo: Male Human Ftr 1; CR 1, Medium 
  Humanoid; HD 1d10+2, hp 12, Init +2, Spd 30 ft/x4, 
  AC 17(+2 Dex, +5 Breastplate), touch 12, flat footed 15, 
  Base Atk/Grp: +1/+4, Atk: +4 Melee (1d8+3; Hvy 
  Mace); Full Atk: +4 Melee (1d8+3; Hvy Mace); 
  Space/Reach 5/5; AL NE; SV Fort +4, Ref +2, Will -1, 
  Str 16(+3), Dex 14(+2), Con 14(+2), Int 13(+1), Wis 8(-
  1), Cha 8(-1). 
   
  Skills and Feats: Intimidate +3, Knowledge (local) 
  +3, Profession (Soldier) +1, Sense Motive +1; Combat 
  Expertise, Dodge, Mobility 
   
  Languages: Ancient Suloise Common. 
   
  Possessions: Breastplate, 2 x Heavy Mace, Clerical 
  Vestments (Pelor), Wooden Holy Symbol (Pelor), 3 sp 
  Igho: Male Human Rog 1; CR 1, Medium Humanoid; 
  HD 1d6+3, hp 9, Init +7, Spd 30 ft, AC 17(+3 Dex, +4 
  Chain Shirt), touch 13, flat footed 14, Base Atk/Grp: 
  +0/+0, Atk: +0 Melee (1d6, Light Mace); Full Atk: +0 
  Melee (1d6, Light Mace); Space/Reach 5/5; SA Sneak 
  Attack +1d6; SQ Trapfinding, AL NE; SV Fort +3, Ref 
  +5, Will -1, Str 10(+0), Dex 16(+3), Con 16(+3), Int 
  13(+1), Wis 8(-1), Cha 8(-1). 
   
  Skills and Feats: Appraise +5, Balance +5, Bluff +3, 
  Disable Device +5, Jump +2, Open Lock +7, Profession 
  (Soldier) +3, Sense Motive +3, Swim +0, Tumble +5; 
  Combat Expertise, Improved Initiative 
   
  Languages: Ancient Suloise Common. 
   
  Possessions: Chain Shirt, 2 x Light Mace, Clerical 
  Vestments (Pelor), Wooden Holy Symbol (Pelor), 6 gp 
  Encounter Six 
   
   
   
   
  Pholtan Cleric: Male Human Clr 1; CR 1, Medium 
  Humanoid; HD 1d8+5, hp 13, Init +3, Spd 20 ft/x4, AC 
  16 (-1 Dex, +5 Breastplate, +2 Hvy Steel Shield), touch 
  09, flat footed 16, Base Atk/Grp: +0/+0, Atk: +0 Melee 
  (1d8, Morningstar); Full Atk: +0 Melee (1d8, 
  Morningstar) or -1 Ranged (1d8, 19-20, Light 
  Crossbow); Space/Reach 5/5; SQ Turn Undead, AL LN; 
  SV Fort +4, Ref -1, Will +5, Str 10(+0), Dex 8(-1), Con 
  14(+2), Int 8(-1), Wis 16(+3), Cha 16(+3). 
   
  Skills and Feats: Concentration +6, Knowledge 
  (religion) +3; Improved Initiative, Toughness 
   
  Possessions: 
  Breastplate, 
  Heavy 
  Steel 
  Shield, 
  Morningstar, Light Crossbow, 7 bolts, Dagger, 2 
  potions Cure Light Wounds, Silver Holy Symbol 
  (Pholtus) 
   
  Spells Prepared (3/2; base DC = 13 + spell level): 0—
  Light, Light, Detect Magic; 1st—Detect Secret Doors*, Bless, 
  Shield of Faith;  
   
  *Domain 
  spell. 
  Domains: 
  Knowledge 
  (All 
  Knowledge skills are class skills, cast Divination spells 
  at +1 caster level); Glory (Turn undead with a +2 bonus 
  on turning check and +1d6 on the turning damage 
  roll). 
  Faithful Flan Druid: Male Human (Flan) Drd 1 
  (Pholtus); CR 1, Medium Humanoid; HD 1d8+2, hp 10, 
  Init +2, Spd 20 ft/x4, AC 15 (+2 Dex, +3 Hide), touch 
  12, flat footed 13, Base Atk/Grp: +0/+1, Atk: +1 Melee 
  (1d6+1/18-20, Scimitar) or +2 Ranged (1d4+1, Dart); 
  Full Atk: +1 Melee (1d6+1/18-20, Scimitar) or +2 
  Ranged (1d4+1, Dart); Space/Reach 5/5; SQ Animal 
  Companion, Nature Sense, Wild Empathy, AL LN; SV 
  Fort +4, Ref +2, Will +5, Str 12(+1), Dex 14(+2), Con 
  14(+2), Int 10(+0), Wis 16(+3), Cha 8(-1). 
   
  Skills and Feats: Concentration +6, Handle Animal 
  +1, Knowledge (nature) +4, Knowledge (religion) +2, 
  Profession (Ship Construction) +7, Profession (Sailor) 
  +5, Survival +7; Point Blank, Precise Shot 
   
  Languages: Druidic, Common. 
   
  Possessions: Scimitar, 6 Darts, Hide Armor, 50 foot 
  Hemp Rope, Rowboat, Quarterstaff, Wooden Holy 
  Symbol (Pholtus) 
   
  Spells Prepared (3/2; base DC = 13 + spell level): 0—
  Flare, Flare, Cure Minor; 1st—Sand Blast, Produce Flame;  
   
  Note: Animal companion (shark) does not appear in this 
  mod. 
  Pholtan Fighter: Male Human Ftr 1 (Pholtus); CR 1, 
  Medium Humanoid; HD 1d10+3, hp 8, Init +2, Spd 30 
  ft/x4, AC 15 (+2 Dex, +2 Leather, +1 Light Wooden 
  
  NMR5-05 Winds of Change 
   
  Page 24 
  Shield), touch 12, flat footed 13, Base Atk/Grp: +1/+3, 
  Atk: +3 Melee (1d6+2, Light Mace) or +3 Ranged 
  (1d8/19-20, Light Crossbow); Full Atk: +3 Melee 
  (1d6+2, Light Mace) or +3 Ranged (1d8/19-20, Light 
  Crossbow); Space/Reach 5/5; AL LN; SV Fort +5, Ref 
  +2, Will +2, Str 14(+2), Dex 14(+2), Con 16(+3), Int 8(-
  1), Wis 14(+2), Cha 8(-1). 
   
  Skills and Feats: Knowledge (religion) +1, Sense 
  Motive +4; Combat Reflexes, Power Attack, Cleave 
   
  Languages: Common. 
   
  Possessions: Leather Armor, Light Wooden Shield, 
  Dagger, Light Mace, Light Crossbow 17 bolts. 
   
  
  NMR5-05 Winds of Change 
   
  Page 25 
  Appendix Four – APL 4 
  Encounter Four 
   
   
   
   
  Taharas the Sly: Male Human Ftr 3; CR 3, Medium 
  Humanoid; HD 3d10+3, hp 25, Init +6, Spd 30 ft, AC 17 
  (+2 Dex, +5  +1 Chain Shirt), touch 12, flat footed 15, 
  Base Atk/Grp: +3/+6, Atk: +8 Melee (1d10+4; 20/x3, 
  MW Halberd); Full Atk: +8 Melee (1d10+4; 20/x3, MW 
  Halberd); Space/Reach 5/5; AL NE; SV Fort +4, Ref +3, 
  Will +0, Str 16(+3), Dex 15(+2), Con 12(1), Int 13(+1), 
  Wis 8(-1), Cha 8(-1). 
   
  Skills and Feats: Balance +3, Jump +7, Knowledge 
  (local) +2, Sense Motive +0, Tumble +6; Combat 
  Expertise, Combat Reflexes, Improved Trip (Trip +7), 
  Improved Initiative, Weapon Focus (Halberd) 
   
  Languages: Ancient Suloise, Common. 
   
  Possessions: +1 Chain Shirt, MW Halberd, Heavy 
  mace, Cloak, Clerical Vestments (Pelor), Wooden Holy 
  Symbol (Pelor), 11gp 
  Kal Ek'hudo: Male Human Brb 1/Ftr 2; CR 3, 
  Medium Humanoid; HD 1d12+2d10+6, hp 30, Init +2, 
  Spd 30 ft/x4, AC 17 (+2 Dex, +5 Breastplate) 
  (Karmic+Rage=11), touch 12 (Karmic+Rage=06), flat 
  footed 15 (Karmic+Rage=09), Base Atk/Grp: +3/+6, 
  Atk: +7 Melee (2d4+5/18-20, +1 Falchion); Full Atk: +7 
  Melee (2d4+5/18-20, +1 Falchion); Space/Reach 5/5; 
  AL NE; SV Fort +7, Ref +2, Will -1, Str 16(+3), Dex 
  14(+2), Con 14(+2), Int 13(+1), Wis 8(-1), Cha 8(-1). 
   
  Skills and Feats: Intimidate +5, Knowledge (local) 
  +3, Profession (Soldier) +1, Search +5, Survival +3, 
  Swim +1; Combat Reflexes, Dodge, Combat Expertise, 
  Deft Opportunist (+4 to hit on AoO attacks), Karmic 
  Strike (attack as AoO when hit) (attack as AoO when 
  hit) 
   
  Languages: Ancient Suloise, Common. 
   
  Possessions: Breastplate, +1 Falchion, Heavy Mace, 
  Clerical Vestments (Pelor), Wooden Holy Symbol 
  (Pelor), 3 sp. 
  Igho: Male Human Rog 3; CR 3, Medium Humanoid; 
  HD 3d6+9, hp 27, Init +7, Spd 30 ft, AC 17 (+3 Dex, +4 
  Chain Shirt), touch 13, flat footed 14, Base Atk/Grp: 
  +2/+2, Atk: +5 Melee (1d6+1, +1 Light Mace); Full Atk: 
  +5 Melee (1d6+1, +1 Light Mace); Space/Reach 5/5; SA 
  Sneak Attack +2d6; SQ Trapfinding, Evasion, Trap 
  sense +1, AL NE; SV Fort +4, Ref +6, Will +0, Str 10(+0), 
  Dex 16(+3), Con 16(+3), Int 13(+1), Wis 8(-1), Cha 8(-1). 
   
  Skills and Feats: Appraise +6, Balance +9, Bluff +5, 
  Disable Device +7, Jump +5, Open Lock +9, Profession 
  (Soldier) +3, Sense Motive +5, Swim +0, Tumble +9, 
  Use Magic Device +5; Combat Expertise, Improved 
  Initiative, Weapon Finesse 
   
  Languages: Ancient Suloise, Common. 
   
  Possessions: Chain Shirt, +1 Light Mace, Light Mace, 
  Clerical Vestments (Pelor), Wooden Holy Symbol 
  (Pelor), 6 gp. 
  Encounter Six 
   
   
   
   
  Pholtan Cleric: Male Human Clr 3 (Pholtus); CR 3, 
  Medium Humanoid; HD 3d8+9, hp 27, Init +3, Spd 20 
  ft/x4, AC 18 (-1 Dex, +5 Breastplate, +2 Heavy Steel 
  Shield, +2 shield of faith), touch 11, flat footed 16, Base 
  Atk/Grp: +2/+2, Atk: +3 Melee (1d8, Morningstar); Full 
  Atk: +3 Melee (1d8, Morningstar) or +2 Ranged (1d8, 
  19-20, Light Crossbow); Space/Reach 5/5; SQ Turn 
  Undead, AL LN; SV Fort +5, Ref +0, Will +6, Str 10(+0), 
  Dex 8(-1), Con 14(+2), Int 8(-1), Wis 16(+3), Cha 16(+3). 
   
  Skills and Feats: Concentration +8, Knowledge 
  (religion) +5; Improved Initiative, Toughness, Divine 
  Spell Power 
   
  Languages: Common. 
   
  Possessions: 
  Breastplate, 
  Heavy 
  Steel 
  Shield, 
  Morningstar, Light Crossbow, 7 bolts, Dagger, 3 
  potions Cure Light Wounds, Silver Holy Symbol 
  (Pholtus), Potion of Cure Serious Wounds 
   
  Spells Prepared (4/3/2; base DC = 13 + spell level): 
  0—Light, Light, Detect Magic, Guidance; 1st—Detect Secret 
  Doors*, Bless (1 min left, 6th lvl caster), Lesser Vigor, Shield of 
  Faith(1 min left, 6th lvl caster); 2nd— Bless Weapon*, 
  Silence(1 min left, 6th lvl caster, cast on silver coin), Sound 
  Burst; 
   
  *Domain 
  spell. 
  Domains: 
  Knowledge 
  (All 
  Knowledge skills are class skills, cast Divination spells 
  at +1 caster level); Glory (Turn undead with a +2 bonus 
  on turning check and +1d6 on the turning damage 
  roll). 
   
  Turn Attempts Remaining: 3, Turn Check +7 (Divine 
  Spell Power +10). 
   
  Spells Currently Active: Bless (3rd lvl caster), Shield of 
  Faith (+2 deflection, 3rd lvl caster) 
  Faithful Flan Druid: Male Human (Flan) Drd 3 
  (Pholtus); CR 3, Medium Humanoid; HD 3d8+6, hp 24, 
  Init +2, Spd 20 ft/x4, AC 17 (+2 Dex, +2 natural 
  (barkskin), +3 Hide), touch 12, flat footed 15, Base 
  Atk/Grp: +2/+3, Atk: +4 Melee (1d6+1/18-20, Scimitar) 
  or +5 Ranged (1d4+1, Dart); Full Atk: +4 Melee 
  (1d6+1/18-20, Scimitar) or +5 Ranged (1d4+1, Dart); 
  Space/Reach 5/5; SQ Animal Companion, Nature 
  Sense, Wild Empathy, Woodland Stride, Trackless 
  Step, AL LN; SV Fort +6, Ref +4, Will +7, Str 12(+1), 
  Dex 14(+2), Con 14(+2), Int 10(+0), Wis 16(+3), Cha 8(-
  1). 
  
  NMR5-05 Winds of Change 
   
  Page 26 
   
  Skills and Feats: Concentration +8, Handle Animal 
  +4, Knowledge (nature) +5, Knowledge (religion) +3, 
  Profession (Ship Construction) +9, Profession (Sailor) 
  +5, Survival +9; Point Blank Shot, Precise Shot, Rapid 
  Shot 
   
  Languages: Druidic, Common. 
   
  Possessions: Scimitar, 4 Darts, Hide Armor, 50 foot 
  Hemp Rope, Rowboat, Wooden Holy Symbol 
  (Pholtus), Potion of Cure Serious Wounds, Cloak of 
  Resistance +1, Sling, 17 sling bullets 
   
  Spells Prepared (4/3/2; base DC = 13 + spell level): 
  0— Cure Minor, Flare, Flare, Light; 1st—Produce Flame, 
  Shillelagh, Produce Flame; 2nd— Barkskin(15 minutes 
  left, 3rd lvl caster), Woodland Veil 
   
  Note: Animal companion (shark) does not appear in this 
  mod. 
   
  Spells Currently Active: Bless (3rd lvl caster), Barkskin 
  (+2 natural, 3rd lvl caster) 
  Pholtan Fighter: Male Human Ftr 2 (Pholtus); CR 2, 
  Medium Humanoid; HD 2d10+6, hp 18, Init +2, Spd 30 
  ft/x4, AC 19 (+2 Dex, +5 Chain Mail, +2 Heavy Steel 
  Shield), touch 12, flat footed 17, Base Atk/Grp: +2/+5, 
  Atk: +6 Melee (1d8+2/19-20, Longsword) or +5 Ranged 
  (1d8,20/x3, Longbow); Full Atk: +6 Melee (1d8+2/19-
  20, Longsword) or +5 Ranged (1d8,20/x3, Longbow); 
  Space/Reach 5/5; AL LN; SV Fort +6, Ref +2, Will +2, 
  Str 14(+2), Dex 14(+2), Con 16(+3), Int 8(-1), Wis 
  14(+2), Cha 8(-1). 
   
  Skills and Feats: Knowledge (religion) +1, Sense 
  Motive +4; Combat Reflexes, Power Attack, Cleave, 
  Weapon Focus (Longsword) 
   
  Languages: Common. 
   
  Possessions: Chain Mail, Heavy Steel Shield, 
  Longsword, Longbow, Dagger, 17 Arrows 
   
  Spells Currently Active: Bless (3rd lvl caster) 
  
  NMR5-05 Winds of Change 
   
  Page 27 
  Appendix Five – APL 6 
  Encounter Four 
   
   
   
   
  Taharas the Sly: Male Human Ftr 5; CR 5, Medium 
  Humanoid; HD 5d10+5, hp 39, Init +7, Spd 30 ft, AC 18 
  (+3 Dex, +5 +1 Chain Shirt), touch 13, flat footed 15, 
  Base Atk/Grp: +5/+8, Atk: +10 Melee (1d10+5; 20/x3, 
  +1 Halberd); Full Atk: +10 Melee (1d10+5; 20/x3, +1 
  Halberd); Space/Reach 5/5; AL NE; SV Fort +5, Ref +4, 
  Will +0, Str 16(+3), Dex 16(+3), Con 12(1), Int 13(+1), 
  Wis 8(-1), Cha 8(-1). 
   
  Skills and Feats: Balance +9, Jump +10, Knowledge 
  (local) +2, Sense Motive +0, Tumble +10; Combat 
  Expertise, Combat Reflexes, Improved Trip (Trip +7), 
  Improved 
  Initiative, 
  Weapon 
  Focus 
  (Halberd), 
  Distracting Attack 
   
  Languages: Ancient Suloise, Common. 
   
  Possessions: +1 Chain Shirt, +1 Halberd, Heavy mace, 
  Cloak, Clerical Vestments (Pelor), Potion of Cure Light 
  Wounds, 11gp 
  Kal Ek'hudo: Male Human Brb 1/Ftr 4; CR 5, 
  Medium Humanoid; HD 1d12+4d10+10, hp 46, Init +2, 
  Spd 30 ft/x4, AC 17 (+2 Dex, +5 Breastplate) 
  (Karmic+Rage=11), touch 12 (Karmic+Rage=06), flat 
  footed 15 (Karmic+Rage=09), Base Atk/Grp: +5/+8, 
  Atk: +9 Melee (2d4+5/18-20, +1 Falchion); Full Atk: +9 
  Melee (2d4+5/18-20, +1 Falchion); Space/Reach 5/5; 
  AL NE; SV Fort +8, Ref +3, Will +0, Str 16(+3), Dex 
  15(+2), Con 14(+2), Int 13(+1), Wis 8(-1), Cha 8(-1). 
   
  Skills and Feats: Intimidate +7, Knowledge (local) 
  +3, Profession (Soldier) +1, Sense Motive +5, Survival 
  +3, Swim +3; Combat Reflexes, Dodge, Combat 
  Expertise, Deft Opportunist (+4 to hit on AoO attacks), 
  Karmic Strike (attack as AoO when hit), Power Attack 
   
  Languages: Ancient Suloise, Common. 
   
  Possessions: Breastplate, +1 Falchion, Masterwork 
  Heavy Mace, Clerical Vestments (Pelor), Wooden Holy 
  Symbol (Pelor), 2 Potions of Cure Serious Wounds, 3 sp 
  Igho: Male Human Rog 5; CR 5, Medium Humanoid; 
  HD 5d6+15, hp 37, Init +7, Spd 30 ft, AC 18 (+3 Dex, +5 
  +1 Chain Shirt), touch 13, flat footed 15, Base Atk/Grp: 
  +3/+3, Atk: +6 Melee (1d6+1, +1 Light Mace); Full Atk: 
  +6 Melee (1d6+1, +1 Light Mace); Space/Reach 5/5; SA 
  Sneak Attack +3d6; SQ Trapfinding, Evasion, Trap 
  sense +1, Uncanny Dodge, AL NE; SV Fort +4, Ref +7, 
  Will +0, Str 10(+0), Dex 17(+3), Con 16(+3), Int 13(+1), 
  Wis 8(-1), Cha 8(-1). 
   
  Skills and Feats: Appraise +6, Balance +11, Bluff +7, 
  Disable Device +9, Hide +7, Jump +5, Open Lock +11, 
  Profession (Soldier) +3, Sense Motive +7, Swim +0, 
  Tumble +11, Use Magic Device +7; Combat Expertise, 
  Improved Initiative, Weapon Finesse 
   
  Languages: Ancient Suloise, Common. 
   
  Possessions: +1 Chain Shirt, +1 Light Mace, Light 
  Mace, Clerical Vestments (Pelor), Wooden Holy 
  Symbol (Pelor), Potion of Cure Light Wounds, 6 gp 
  Encounter Five 
   
   
   
   
  Heliongram: Female Advanced Half-Dragon Dire 
  Snake; CR 8, Huge Dragon; HD 10d10+40, hp 85, Init 
  +5, Spd 30 ft, climb 20 ft, swim 20 ft, fly(average) 60 ft , 
  AC 22 (-2 size, +5 Dex, +9 natural), touch 13, flat footed 
  17, Base Atk/Grp: +7/+24, Atk: +16 Melee (2d6+16 plus 
  Poison, Bite); Full Atk: +16 Melee (2d6+16 plus Poison, 
  Bite); Space/Reach 15/15; SA Constrict 1d6+10, 
  Improved grab, Poison, Breath weapon; SQ Low light 
  vision, Scent, Darkvision 60ft, Immunity to acid, sleep, 
  and paralysis, AL NE; SV Fort +10, Ref +11, Will +8, Str 
  32(+11), Dex 20(+5), Con 18(+4), Int 03(-4), Wis 13(+1), 
  Cha 13(+1). 
   
  Skills and Feats: Balance +14, Climb +15, Hide +7, 
  Listen +9, Spot +9; Combat Reflexes, Improved Grapple 
   
  Constrict (Ex): With a successful grapple check, a 
  dire snake can constrict a grappled opponent, dealing it 
  1d6+10 points of bludgeoning damage 
   
  Poison (Ex): A dire snake delivers its poison 
  (Fortitude save DC16) with each successful bite attack, 
  The initial and secondary damage is the same (1d6 
  points of Constitution damage) 
   
  Improved Grab (Ex): If a dire snake hits an 
  opponent that is at least on size category smaller than 
  itself with a bite attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity. If it gets a hold, it 
  can constrict in the same round, Thereafter, the dire 
  snake has the option to conduct the grapple normally, 
  or simply use its jaws to hold the opponent (-20 on the 
  grapple check, but the dire snake is not considered 
  grappled.) In either case, each successful grapple check 
  it makes during successive rounds automatically deals 
  bite and constrict damage. 
   
  Scent (Ex): A dire snake can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
   
  Skills: A Dire snake receives a +4 racial bonus on 
  Hide, Listen, and Spot checks, and a +8 racial bonus on 
  Balance checks. 
   
  Breath Weapon (Su): 30-foot line, once per day, 
  damage 6d8 acid, Reflex DC 19 half. The save DC is 
  Constitution-based. 
  
  NMR5-05 Winds of Change 
   
  Page 28 
  Encounter Six 
   
   
   
   
  Pholtan Cleric: Male Human Clr 5 (Pholtus); CR 5, 
  Medium Humanoid; HD 5d8+15, hp 40, Init +3, Spd 20 
  ft/x4, AC 27 24 (-1 Dex, +10 Full Plate[magic vestment], 
  +2 Heavy Steel Shield, +3 shield of faith), touch 14, flat 
  footed 27, Base Atk/Grp: +3/+3, Atk: +4 Melee (1d8, 
  Morningstar); Full Atk: +4 Melee (1d8, Morningstar) or 
  +3 Ranged (1d8, 19-20, Light Crossbow); Space/Reach 
  5/5; SQ Turn Undead, AL LN; SV Fort +6, Ref +0, Will 
  +7, Str 10(+0), Dex 8(-1), Con 14(+2), Int 8(-1), Wis 
  17(+3), Cha 16(+3). 
   
  Skills and Feats: Concentration +10, Knowledge 
  (religion) 
  +7; 
  Improved 
  Initiative, 
  Improved 
  Toughness, Divine Spell Power  
   
  Languages: Common. 
   
  Possessions: Full Plate, Heavy Steel Shield, 
  Morningstar, Light Crossbow, 7 bolts, Dagger, 2 
  potions Cure Light Wounds, Silver Holy Symbol 
  (Pholtus), Rope of Climbing 
   
  Spells Prepared (5/4/3/2; base DC = 13 + spell level): 
  0—Light, Light, Light, Detect Magic, Guidance; 1st—Detect 
  Secret Doors*, Bless(3 minutes left, 8th lvl caster), Lesser 
  Vigor, Shield of Faith(3 minutes left, 8th lvl caster), Shield of 
  Faith(3 minutes left, 8th lvl caster); 2nd—Bless Weapon*, 
  Silence(3 min left - cast on coin, 8th lvl caster), Spiritual 
  Weapon, Sound Burst; 3rd—Clairaudience / Clairvoyance*, 
  Water Breathing(1hour left,8th lvl caster), Magic Vestment(5 
  hours left, 8th lvl caster) 
   
  *Domain 
  spell. 
  Domains: 
  Knowledge 
  (All 
  Knowledge skills are class skills, cast Divination spells 
  at +1 caster level); Glory (Turn undead with a +2 bonus 
  on turning check and +1d6 on the turning damage 
  roll). 
   
  Turn Attempts Remaining: 2, Turn Check +7 (Divine 
  Spell Power +10). 
   
  Spells Currently Active: Bless (5th lvl caster), Shield of 
  Faith (+3 deflection, 8th lvl caster), Water Breathing (8th 
  lvl caster), Magic Vestment (on armor, +2 enhancement, 
  8th lvl caster), Woodland Veil (+5 to Hide & Move 
  Silent, 5th lvl caster) 
  Faithful Flan Druid: Male Human (Flan) Drd 5 
  (Pholtus); CR 5, Medium Humanoid; HD 5d8+10, hp 
  38, Init +1, Spd 20 ft/x4, AC 19 (+1 Dex, +2 natural 
  [barkskin], +3 Hide, +3 Shield of Faith), touch 14, flat 
  footed 18, Base Atk/Grp: +3/+3, Atk: +4 Melee (1d6/18-
  20, Scimitar) or +4 Ranged (1d4, Dart); Full Atk: +4 
  Melee (1d6/18-20, Scimitar) or +4 Ranged (1d4, Dart); 
  Space/Reach 5/5; SQ Animal Companion, Nature 
  Sense, Wild Empathy, Woodland Stride, Trackless 
  Step, Resist Natures Lure, Wildshape 1/day, AL LN; SV 
  Fort +5, Ref +2, Will +8, Str 10(+0), Dex 12(+1), Con 
  12(+1), Int 10(+0), Wis 19(+4), Cha 8(-1). 
   
  Skills and Feats: Concentration +9, Handle Animal 
  +7, Knowledge (nature) +8, Knowledge (religion) +4, 
  Profession (Ship Construction) +12, Profession (Sailor) 
  +6, Survival +12; Eschew Materials, Natural Spell, 
  Improved Toughness 
   
  Languages: Druidic, Common. 
   
  Possessions: Scimitar, 4 Darts, Hide Armor, 50 foot 
  Hemp Rope, Rowboat, Wooden Holy Symbol 
  (Pholtus), Potion of Haste, Bag of Holding – Type 1. 
   
  Spells Prepared (5,4/3/2; base DC = 13 + spell level): 
  0— Cure Minor, Flare, Flare, Flare, Light; 1st—Magic 
  Fang, Produce Flame, Shillelagh, Produce Flame; 2nd— 
  Barkskin(15 minutes left, 3rd lvl caster), Spider Climb, 
  Woodland Veil; 3rd— Natures Favor, Poison 
  Wildshaped into Smaller Deinonychus: Medium Animal 
  (Shapeshifted Medium Humanoid); HD --, hp 48, Init 
  +4, Spd 60 ft/x4, AC 23 (+2 Dex, +8 natural [+2 
  barkskin], +3 Shield of Faith), touch 15, flat footed 20, 
  Base Atk: +3; Grp: +11, Atk: +7 Melee (1d8+4, Talon); 
  Full Atk: +7/+7 Melee (1d8+4, Talon) and+2/+2 Melee 
  (1d4+2, Foreclaw), and +2 Melee (B2d4+2, Bite); 
  Space/Reach 5/5; SA Pounce; AL LN; SV Fort +9, Ref 
  +4, Will +9, Str 19(+4), Dex 15(+2), Con 19(+4), Int 
  10(+0), Wis 19(+4), Cha 8(-1). 
   
  Skills 
  and 
  Feats: 
  Balance 
  +2, 
  Climb 
  +4, 
  Concentration +13, Escape Artist +2, Hide +10, Jump 
  +24, Listen +12, Move Silently +2, Spot +12, Survival 
  +13, Swim +12.  
   
  Note: Animal companion (shark) does not appear in this 
  mod. 
   
  Spells Currently Active: Bless (5th lvl caster), Barkskin 
  (+2 natural, 5th lvl caster), Shield of Faith (+3 deflection, 
  8th lvl caster), Water Breathing (8th lvl caster), Spider 
  Climb (5th lvl caster), Woodland Veil (+5 to Hide & 
  Move Silent, 5th lvl caster) 
  Pholtan Fighter: Male Human Ftr 3 (Pholtus); CR 3, 
  Medium Humanoid; HD 3d10+9, hp 25, Init +2, Spd 20 
  ft/x3, AC 21 (+1 Dex, +8 Full Plate, +2 Heavy Steel 
  Shield), touch 11, flat footed 20, Base Atk/Grp: +3/+6, 
  Atk: +8 Melee (1d8+2/19-20, MW Longsword) or +7 
  Ranged (1d8,20/x3, MW Longbow); Full Atk: +8 Melee 
  (1d8+2/19-20, MW Longsword) or +7 Ranged 
  (1d8,20/x3, MW Longbow); Space/Reach 5/5; AL LN; 
  SV Fort +6, Ref +3, Will +3, Str 14(+2), Dex 14(+2), Con 
  16(+3), Int 8(-1), Wis 14(+2), Cha 8(-1). 
   
  Skills 
  and 
  Feats: 
  Knowledge 
  (history) 
  +0, 
  Knowledge (religion) +2, Sense Motive +4; Combat 
  Reflexes, Power Attack, Cleave, Weapon Focus 
  (Longsword), Shieldmate 
   
  Languages: Common. 
   
  Possessions: MW Full Plate, MW Heavy Steel 
  Shield, MW Longsword, MW Longbow, Dagger, 17 
  Arrows 
  
  NMR5-05 Winds of Change 
   
  Page 29 
   
  Spells Currently Active: Bless (5th lvl caster), Water 
  Breathing (8th lvl caster), Woodland Veil (+5 to Hide & 
  Move Silent, 5th lvl caster) 
   
  
  NMR5-05 Winds of Change 
   
  Page 30 
  Appendix Six – APL 8 
  Encounter Four 
   
   
   
   
  Taharas the Sly: Male Human Ftr 7; CR 7, Medium 
  Humanoid; HD 7d10+7, hp 53, Init +7, Spd 30 ft, AC 19 
  (+3 Dex, +5 +1 Chain Shirt, +1 Ring of Protection) touch 
  14, flat footed 16, Base Atk/Grp: +7/+10, Atk: +12 
  Melee (1d10+5; 20/x3, +1 Halberd); Full Atk: +12/+7 
  Melee (1d10+5; 20/x3, +1 Halberd); Space/Reach 5/5; 
  AL NE; SV Fort +6, Ref +5, Will +1, Str 16(+3), Dex 
  16(+3), Con 12(1), Int 13(+1), Wis 8(-1), Cha 8(-1). 
   
  Skills and Feats: Balance +11, Jump +10, Knowledge 
  (local) +2, Sense Motive +0, Tumble +12; Combat 
  Expertise, Improved Trip (Trip  +7), Combat Reflexes, 
  Dodge, Mobility, Elusive Target, Improved Initiative, 
  Weapon Focus (Halberd) 
   
  Languages: Ancient Suloise, Common. 
   
  Possessions: +1 Chain Shirt, +1 Halberd, Heavy mace, 
  Cloak, Clerical Vestments (Pelor), Gloves of Fortunate 
  Striking, Ring of Protection +1, 11gp. 
  Kal Ek'hudo: Male Human Brb 1/Ftr 6; CR 7, 
  Medium Humanoid; HD 1d12+6d10+14, hp 62, Init +2, 
  Spd 30 ft/x4, AC 17 (+2 Dex, +5 Breastplate) 
  (Karmic+Rage=09), touch 12 (Karmic+Rage=05), flat 
  footed 15 (Karmic+Rage=07), Base Atk/Grp: +7/+11, 
  Atk: +12 Melee (2d4+7/18-20, +1 Falchion); Full Atk: 
  +12/+7 Melee (2d4+7/18-20, +1 Falchion); Space/Reach 
  5/5; AL NE; SV Fort +9, Ref +4, Will +1, Str 18(+4), Dex 
  15(+2), Con 14(+2), Int 13(+1), Wis 8(-1), Cha 8(-1). 
   
  Skills and Feats: Intimidate +9, Knowledge (local) 
  +3, Profession (Soldier) +1, Sense Motive +7, Survival 
  +3, Swim +8; Combat Reflexes, Dodge, Combat 
  Expertise, Deft Opportunist (+4 to hit on AoO attacks), 
  Karmic Strike (attack as AoO when hit), Power Attack, 
  Improved Bull Rush, Shock Trooper 
   
  Languages: Ancient Suloise, Common. 
   
  Possessions: Breastplate, +1 Falchion, Masterwork 
  Heavy Mace, Clerical Vestments (Pelor), Wooden Holy 
  Symbol (Pelor), Gauntlets of Ogre Power, Potion of 
  Cure Moderate Wounds, 3 sp 
  Igho: Male Human Rog 7; CR 7, Medium Humanoid; 
  HD 7d6+21, hp 51, Init +7, Spd 30 ft, AC 19 (+3 Dex, +5 
  +1 Chain Shirt, +1 Ring of Protection), touch 14, flat 
  footed 16, Base Atk/Grp: +5/+5, Atk: +9 Melee (1d6+1, 
  +1 Light Mace); Full Atk: +9 Melee (1d6+1, +1 Light 
  Mace) or +7/+7 Melee (1d6+1, +1 Light Mace); 
  Space/Reach 5/5; SA Sneak Attack +4d6; SQ 
  Trapfinding, Evasion, Trap sense +2, Uncanny Dodge, 
  AL NE; SV Fort +5, Ref +8, Will +1, Str 10(+0), Dex 
  17(+3), Con 16(+3), Int 13(+1), Wis 8(-1), Cha 8(-1). 
   
  Skills and Feats: Appraise +6, Balance +13, Bluff +9, 
  Disable Device +11, Escape Artist +5, Hide +9, Jump +5, 
  Open Lock +13, Profession (Soldier) +3, Sense Motive 
  +9, Swim +0, Tumble +13, Use Magic Device +9; 
  Combat Expertise, Improved Initiative, Weapon 
  Finesse, Two Weapon Fighting 
   
  Languages: Ancient Suloise, Common. 
   
  Possessions: +1 Chain Shirt, 2 x +1 Light Mace, Light 
  Mace, Clerical Vestments (Pelor), Wooden Holy 
  Symbol (Pelor), Ring of Protection +1, Potion of Haste, 
  6 gp 
  Encounter Five 
   
   
   
   
  Petrel'gi: Female Advanced Half-Fiend Morkoth; CR 
  10, Large Outsider (Aquatic); HD 15d8+75, hp 150, Init 
  +7, Spd Swim 50 ft, Fly(Average) 50ft, AC 22 (-1 size, +3 
  Dex, +9 natural), touch 12, flat footed 18, Base Atk/Grp: 
  +11/+20, Atk: +15 Melee (3d6+7, Bite); Full Atk: +15 
  Melee (3d6+7, Bite); Space/Reach 10/10; SA Hypnosis, 
  Smite Good, Spell Like Abilities; SQ Darkvision 60ft, 
  Spell Reflection, Immune to Poison, Resistance Acid 
  10, Cold 10, Electricity 10, Fire 10, DR10/magic; SR 
  25/15 See Spell Reflection, AL LE; SV Fort +10, Ref +8, 
  Will +13, Str 20(+5), Dex 16(+3), Con 20(+5), Int 20(+5), 
  Wis 18(+4), Cha 15(+2). 
   
  Skills and Feats: Hide +14, Knowledge (arcana) +12, 
  Listen +14, Spellcraft +12, Spot +14, Swim +11, Speak 
  Infernal, Speak Abyssal; Blind-Fight, Dodge, Improved 
  Initiative, Skill Focus (Hide), Hover, Wingover, 
  Improved Natural Attack (Bite) 
   
  Smite Good (Su): Once per day Petrel’gi can 
  make a normal melee attack to deal 15 extra points of 
  damage to a good foe. 
   
  Hypnosis (Su): Any creature passing within 20 
  feet of the entrance to a morkoth’s lair must make a 
  successful Will saving throw (DC 19) or be hypnotized. 
  A hypnotized creature moves unerringly through the 
  maze at its usual speed. Once in the center of the lair, 
  the affected creature floats quietly in a trance, waiting 
  to be devoured at the morkoth's leisure. A hypnotized 
  creature is helpless against the morkoth's attacks but 
  may attempt a new saving throw at the same DC each 
  round that the morkoth attacks it. 
   
  A morkoth can hypnotize any number of creatures 
  at one time. When it is outside it’s lair, this ability has a 
  range of 20 feet. Hypnosis is a mind-affecting 
  compulsion effect. The save DC is Charisma-based. 
   
  Spell Reflection (Su): The morkoth has a special 
  type of spell resistance that causes the effects of any 
  spell, spell-like ability, or magic item that it 
  successfully resists (even those that effect areas) to 
  bounce off and reflect back at the caster. If the caster of 
  the spell or user of the spell-like ability or magic item 
  
  NMR5-05 Winds of Change 
   
  Page 31 
  fails a second caster level check at DC 15, he or she 
  becomes either the spell's target or the point of origin 
  for the spell's effect, as appropriate. If the morkoth is 
  the subject of a dispel magic spell that is not reflected, 
  its spell reflection ability is suppressed for 1 round.  
   
  Spell-Like Abilities: Caster Level = 15th, (base 
  DB = 2 +level) 3/day - Darkness, Poison, Unholy Aura; 
  1/day 
  - 
  Desecrate, Unholy Blight, Contagion, 
  Blasphemy, Unhallow, Horrid Wilting 
  Encounter Six 
   
   
   
   
  Pholtan Cleric: Male Human Clr 7 (Pholtus); CR 7, 
  Medium Humanoid; HD 7d8+14, hp 52, Init -1, Spd 20 
  ft/x3, AC 26 (-1 Dex, +10 +1 Full Plate[magic vestment], 
  +3 +1 Heavy Steel Shield, +3 shield of faith, +1 
  natural[Barkskin]),  touch 12, flat footed 26, Base 
  Atk/Grp: +5/+5, Atk: +5 Melee (1d8, Morningstar); Full 
  Atk: +5 Melee (1d8, Morningstar) or +4 Ranged (1d8, 
  19-20, Light Crossbow); Space/Reach 5/5; SQ Turn 
  Undead, AL LN; SV Fort +7, Ref +1, Will +9, Str 10(+0), 
  Dex 8(-1), Con 14(+2), Int 8(-1), Wis 19(+4), Cha 16(+3). 
   
  Skills and Feats: Concentration +12, Knowledge 
  (religion) +9; Extra Turning, Quicken Spell, Divine 
  Spell Power, Divine Metamagic 
   
  Languages: Common. 
   
  Possessions: +1 Full Plate, +1 Heavy Steel Shield, 
  Morningstar, Light Crossbow, 7 bolts, Dagger, 2 
  potions Cure Light Wounds, Silver Holy Symbol 
  (Pholtus), Rope of Climbing, Periapt of Wisdom +2 
   
  Spells Prepared (6/5/4/3/2; base DC = 14 + spell 
  level): 0—Light, Light, Light, Create Water, Detect Magic, 
  Guidance; 1st—Detect Secret Doors*, Bless (2 minutes left, 
  7th lvl caster), Lesser Vigor, Shield of Faith (2 minutes left, 
  7th lvl caster on Ape), Shield of Faith (2 minutes left, 7th lvl 
  caster, on Druid), Shield of Faith (2 minutes left, 7th lvl 
  caster, on self); 2nd— Bless Weapon*, Silence, Silence (1 min 
  left - cast on coin, 7th lvl caster), Spiritual Weapon, Sound 
  Burst; 3rd—Clairaudience / Clairvoyance*, Invisibility 
  Purge, Magic Vestment (4 hours left, 11th lvl caster, on self), 
  Water Breathing (2 hours left,11th lvl caster, shared on all); 
  4th—Divination*, Divine Power, Revenance 
   
  *Domain 
  spell. 
  Domains: 
  Knowledge 
  (All 
  Knowledge skills are class skills, cast Divination spells 
  at +1 caster level); Glory (Turn undead with a +2 bonus 
  on turning check and +1d6 on the turning damage 
  roll). 
   
  Turn Attempts Remaining: 8, Turn Check +7 (Divine 
  Spell Power +10). 
   
  Spells Currently Active: Bless (7th lvl caster), Shield 
  of Faith (+3 deflection, 7th lvl caster), Water Breathing 
  (11th lvl caster), Magic Vestment (on armor, +2 
  enhancement, 7th lvl caster), Barkskin (+1 natural, 7th 
  lvl caster), Woodland Veil (+5 to Hide & Move Silent, 
  7th lvl caster), Mass Camouflage (+10 Hide & Move 
  Silent, 7th lvl Caster). 
  Faithful Flan Druid: Male Human (Flan) Drd 7 
  (Pholtus); CR 7, Medium Humanoid; HD 7d8+14, hp 
  52, Init +1, Spd 20 ft/x4, AC 20 (+1 Dex, +3 natural 
  [barkskin], +3 Hide, +3 shield of faith), touch 14, flat 
  footed 19, Base Atk/Grp: +5/+5, Atk: +6 Melee (1d6/18-
  20, Scimitar) or +6 Ranged (1d4, Dart); Full Atk: +6 
  Melee (1d6/18-20, Scimitar) or +6 Ranged (1d4, Dart); 
  Space/Reach 5/5; SQ Animal Companion, Nature 
  Sense, Wild Empathy, Woodland Stride, Trackless 
  Step, Resist Natures Lure, Wildshape 3/day (used 2), 
  AL LN; SV Fort +6, Ref +3, Will +10, Str 10(+0), Dex 
  12(+1), Con 12(+1), Int 10(+0), Wis 21(+5), Cha 8(-1). 
   
  Skills and Feats: Concentration +11, Handle Animal 
  +9, Knowledge (nature) +9, Knowledge (religion) +5, 
  Profession (Ship Construction) +14, Profession (Sailor) 
  +6, Survival +15; Eschew Materials, Natural Spell, 
  Improved Toughness, Fast Wildshape 
   
  Languages: Druidic, Common. 
   
  Possessions: Scimitar, 4 Darts, Hide Armor, 50 foot 
  Hemp Rope, Rowboat, Wooden Holy Symbol 
  (Pholtus), Bag of Holding – Type 1, Periapt of Wisdom 
  +2, Potion of Cure Light Wounds. 
   
  Spells Prepared (6/5/4/3/2; base DC = 14 + spell 
  level): 0— Cure Minor, Flare, Flare, Flare, Light; 1st—
  Magic Fang, Faerie Fire, Produce Flame, Shillelagh, 
  Produce Flame; 2nd— Barkskin(30  minutes left, 7th lvl 
  caster, on self), Barkskin(30  minutes left, 7th lvl caster, on 
  Cleric) Spider Climb, Woodland Veil; 3rd— Cure Moderate 
  Wounds, Natures Favor, Poison; 4th—Arc of Lightning, 
  Mass Camouflage(30 minutes left, 7th lvl caster, shared on 
  all) 
  Wildshaped into Smaller Deinoynchus: Medium Animal 
  (Shapeshifted Medium Humanoid); HD --, hp 66, Init 
  +2, Spd 60 ft/x4, AC 23, touch 15, flat footed 21, Base 
  Atk/Grp: +5/+13, Atk: +10 Melee (1d8+4, Talon); Full 
  Atk: +10/+10 Melee (1d8+4, Talon) and+10/+10 Melee 
  (1d4+2, Foreclaw), and +10 Melee (2d4+2, Bite); 
  Space/Reach 5/5; SA Pounce; AL LN; SV Fort +9, Ref 
  +4, Will +10, Str 19(+4), Dex 15(+2), Con 19(+4), Int 
  10(+0), Wis 21(+5), Cha 8(-1). 
   
  Skills 
  and 
  Feats: 
  Balance 
  +2, 
  Climb 
  +4, 
  Concentration +14, Escape Artist +2, Hide +10, Jump 
  +24, Listen +12, Move Silently +2, Spot +12, Survival 
  +13, Swim +12.  
   
  Spells Currently Active: Bless (7th lvl caster), Shield 
  of Faith (+3 deflection, 7th lvl caster), Water Breathing 
  (11th lvl caster), Barkskin (+1 natural, 7th lvl caster), 
  Spider Climb (7th lvl caster), Woodland Veil (+5 to 
  Hide & Move Silent, 7th lvl caster), Mass Camouflage 
  (+10 Hide & Move Silent, 7th lvl Caster). 
  Animal Companion: Male Ape; CR N/A, Large 
  Magical Beast; HD 6d8+12, hp 39, Init +3, Spd 30 ft/x4, 
  Climb 30 ft, AC 23 (-1 size, +3 Dex, +5 natural, +3 
  
  NMR5-05 Winds of Change 
   
  Page 32 
  Studded Leather, +3 shield of faith), touch 15, flat 
  footed 22, Base Atk/Grp: +4/+14, Atk: +10 Melee 
  (1d8+6, Claw); Full Atk: +10/+10 Melee (1d8+6, Claw) 
  and +7 Melee (1d6+3, Bite); Space/Reach 10/10; SQ 
  Link, Share Spells, Evasion, AL N; SV Fort +7, Ref +9, 
  Will +4, Str 22(+6), Dex 16(+3), Con 14(+2), Int 02(-4), 
  Wis 12(+1), Cha 07(-2). 
   
  Skills and Feats: Balance +4, Climb +14, Escape 
  Artist +3, Hide -2, Jump +5, Listen +6, Move Silently+2, 
  Spot +6, Swim +4; Alertness, Toughness, Improved 
  Natural Attack (Claws) 
   
  Possessions: MW Studded Leather Armor 
   
  Spells Currently Active: Bless (7th lvl caster), Shield 
  of Faith (+3 deflection, 7th lvl caster), Water Breathing 
  (11th lvl caster), Woodland Veil (+5 to Hide & Move 
  Silent, 7th lvl caster), Mass Camouflage (+10 Hide & 
  Move Silent, 7th lvl Caster). 
  Pholtan Fighter: Male Human Ftr 5 (Pholtus); CR 5, 
  Medium Humanoid; HD 5d10+15, hp 49, Init +2, Spd 
  20 ft/x3, AC 22, touch 12, flat footed 21, Base Atk/Grp: 
  +5/+8, Atk: +11 Melee (1d8+3/19-20, MW Longsword) 
  or +9 Ranged (1d8,20/x3, MW Longbow); Full Atk: +11 
  Melee (1d8+3/19-20, MW Longsword) or +9 Ranged 
  (1d8,20/x3, MW Longbow); Space/Reach 5/5; AL LN; 
  SV Fort +7, Ref +3, Will +3, Str 15(+2), Dex 14(+2), Con 
  16(+3), Int 8(-1), Wis 14(+2), Cha 8(-1). 
   
  Skills 
  and 
  Feats: 
  Knowledge 
  (history) 
  +1, 
  Knowledge (religion) +3, Sense Motive +4; Cleave, 
  Combat Reflexes, Eyes in the Back of Your Head, 
  Power 
  Attack, 
  Shieldmate, 
  Weapon 
  Focus 
  (Longsword). 
   
  Languages: Common. 
   
  Possessions: MW Full Plate, MW Heavy Steel 
  Shield, +1 Longsword, MW Longbow, Dagger, 17 
  Arrows, 3 potions Cure Light Wounds, Ring of 
  Protection +1 
   
  Spells Currently Active: Bless (7th lvl caster), Water 
  Breathing (11th lvl caster), Woodland Veil (+5 to Hide 
  & Move Silent, 7th lvl caster), Mass Camouflage (+10 
  Hide & Move Silent, 7th lvl Caster). 
  
  NMR5-05 Winds of Change 
   
  Page 33 
  Appendix Seven – APL 10 
  Encounter Four 
   
   
   
   
  Taharas the Sly: Male Human Ftr 9; CR 9, Medium 
  Humanoid; HD 9d10+9, hp 67, Init +2, Spd 30 ft/x4, 
  AC 17 (+2 Dex, +5 +1 Glamered Chain Shirt) (+1 to AC 
  when making full attack with Halberd), touch 12, flat 
  footed 15, Base Atk/Grp: +9/+13, Atk: +15 Melee 
  (1d10+7; 20/x3, +1 Halberd); Full Atk: +15/+10 Melee 
  (1d10+7; 20/x3, +1 Halberd) and +10 Melee (1d6+3; 
  20/x3, +1 Halberd); Space/Reach 5/5; AL NE; SV Fort 
  +8, Ref +6, Will +3, Str 18(+4), Dex 15(+2), Con 12(+1), 
  Int 13(+1), Wis 8(-1), Cha 8(-1). 
   
  Skills and Feats: Balance +10, Jump +11, Knowledge 
  (local) +2, Sense Motive +0, Swim +6, Tumble +13; 
  Combat Expertise, Combat Reflexes, Dodge, Elusive 
  Target, Improved Disarm, Improved Trip (Trip with 
  Halberd: +12), Mobility, Quick Draw, Spinning 
  Halberd, Two-Weapon Fighting, Weapon Focus 
  (Halberd). 
   
  Languages: Ancient Suloise, Common. 
   
  Possessions: +1 Halberd, +1 Glamered Chain Shirt, 
  Steadfast Boots, Cloak of Resistance +1, Clerical Vestments 
  (Pelor), Wooden Holy Symbol (Pelor), 8gp. 
  Kal Ek'hudo: Male Human Brb 1/Ftr 6/Tct 2; CR 9, 
  Medium Humanoid; HD 1d12+6d10+2d10+27, hp 87, 
  Init +3, Spd 30 ft/x4, AC 18 (Karmic + R.Rage = 10), 
  touch 13 (Karmic + R.Rage = 05), flat footed 15 (Karmic 
  + R.Rage = 07), Base Atk/Grp: +9/+13, Atk: +15 Melee 
  (2d4+7/18-20, +1 Falchion); Full Atk: +15/+10 Melee 
  (2d4+7/18-20, +1 Falchion); Space/Reach 5/5; SQ 
  Flanker, AL NE; SV Fort +13, Ref +5, Will +1, Str 
  18(+4), Dex 16(+3), Con 16(+3), Int 13(+1), Wis 8(-1), 
  Cha 8(-1). 
   
  Skills and Feats: Intimidate +10, Knowledge (local) 
  +3, Profession (Soldier) +1, Sense Motive +8, Survival 
  +3, Swim +9; Combat Reflexes, Dodge, Combat 
  Expertise, Deft Opportunist (+4 to hit on AoO attacks), 
  Karmic Strike (attack as AoO when hit), Power Attack, 
  Weapon Focus (Falchion), Sidestep, Reckless Rage. 
   
  Flanker (Ex): A Tactical Soldier can Flank 
  enemies from seemingly impossible angles. She can 
  designate any adjacent square as the square from which 
  flanking against an ally is determined (including the 
  square where she stands, as normal). She may designate 
  the square at the beginning of her turn or at any time 
  during her turn. The designated square remains her 
  effective square for flanking until she is no longer 
  adjacent to it or until she chooses a different square (at 
  the start of one of her turns). The character can even 
  choose a square that is impassible or occupied. 
   
  Languages: Ancient Suloise, Common. 
   
  Possessions: Breastplate, +1 Falchion, Masterwork 
  Heavy Mace, Clerical Vestments (Pelor), Wooden Holy 
  Symbol (Pelor), Gauntlets of Ogre Power, Amulet of Health 
  +2, 3 sp 
  Igho: Male Human Rog 9; CR 9, Medium Humanoid; 
  HD 9d6+27, hp 65, Init +8, Spd 30 ft, AC 21 (+5 Dex, +5 
  +1 Chain Shirt, +1 Ring of Protection),, touch 16, flat 
  footed 15, Base Atk/Grp: +6/+6, Atk: +11 Melee (1d6+1, 
  +1 Light Mace); Full Atk: +11/+6 Melee (1d6+1, +1 
  Light Mace) or +9/+9/+4 Melee (1d6+1, +1 Light 
  Mace); Space/Reach 5/5; SA Sneak Attack +5d6; SQ 
  Trapfinding, Evasion, Trap sense +2, Uncanny Dodge, 
  Improved Uncanny Dodge, AL NE; SV Fort +6, Ref 
  +11, Will +2, Str 10(+0), Dex 20(+5), Con 16(+3), Int 
  13(+1), Wis 8(-1), Cha 8(-1). 
   
  Skills and Feats: Appraise +6, Balance +16, Bluff +11, 
  Disable Device +13, Escape Artist +10, Hide +12, Jump 
  +5, Open Lock +17, Profession (Soldier) +3, Sense 
  Motive +11, Swim +0, Tumble +16, Use Magic Device 
  +11; Combat Expertise, Improved Initiative, Staggering 
  Strike, Two Weapon Fighting, Weapon Finesse. 
   
  Languages: Ancient Suloise, Common. 
   
  Possessions: +1 Chain Shirt, 2 x +1 Light Mace, Light 
  Mace, Clerical Vestments (Pelor), Wooden Holy 
  Symbol (Pelor), Ring of Protection +1, Gloves of Dexterity 
  +2, Potion of Cure Serious Wounds, Potion of Haste, 6 gp 
  Encounter Five 
   
   
   
   
  Skua'lip: Female Advanced Half-Fiend Morkoth Mnk 
  2; CR 12, Large Outsider (Aquatic); HD 15d8+2d8+85, 
  hp 170, Init +8, Spd Swim 50 ft, Fly(Average) 50ft, AC 
  25 (-1 Size, +3 Dex, +9 natural, +4 wisdom), touch 16, 
  flat footed 22, Base Atk/Grp: +12/+21, Atk: +16 Melee 
  (3d6+7, Bite); Full Atk: +16 Melee (3d6+7, Bite) and +11 
  melee (1d6+3, 2 claws) or +13/+13 Melee (1d8+7, 
  Flurry of Bites); Space/Reach 10/10; SA Hypnosis, 
  Smite Good, Spell Like Abilities, Flurry of Blows; SQ 
  Darkvision 60ft, Spell Reflection, Immune to Poison, 
  Resistance Acid 10, Cold 10, Electricity 10, Fire 10, 
  DR10/magic, AC bonus, Evasion; SR 25/15 See Spell 
  Reflection, AL LE; SV Fort +13, Ref +11, Will +16, Str 
  20(+5), Dex 16(+3), Con 20(+5), Int 20(+5), Wis 18(+4), 
  Cha 16(+3). 
   
  Skills and Feats: Hide +14, Knowledge (Arcana) +10, 
  Listen +13, Spellcraft +10, Spot +13, Swim +7, Speak 
  Infernal, Speak Abyssal; Blind-Fight, Dodge, Improved 
  Initiative, Skill Focus (Hide), Hover, Wingover, 
  Improved Natural Attack (Bite), Stunning Fist (Fort 
  DC 15, 2/day), Combat Reflexes 
   
  Smite Good (Su): Once per day Skua’lip can make 
  a normal melee attack to deal an extra 15 points of 
  damage equal to a good foe. 
  
  NMR5-05 Winds of Change 
   
  Page 34 
   
  Hypnosis (Su): Any creature passing within 20 
  feet of the entrance to a morkoth’s lair must make a 
  successful Will saving throw (DC 19) or be hypnotized. 
  A hypnotized creature moves unerringly through the 
  maze at its usual speed. Once in the center of the lair, 
  the affected creature floats quietly in a trance, waiting 
  to be devoured at the morkoth's leisure. A hypnotized 
  creature is helpless against the morkoth's attacks but 
  may attempt a new saving throw at the same DC each 
  round that the morkoth attacks it. 
   
  A morkoth can hypnotize any number of creatures 
  at one time. When it is outside it’s lair, this ability has a 
  range of 20 feet. Hypnosis is a mind-affecting 
  compulsion effect. The save DC is Charisma-based. 
   
  Spell Reflection (Su): The morkoth has a special 
  type of spell resistance that causes the effects of any 
  spell, spell-like ability, or magic item that it 
  successfully resists (even those that effect areas) to 
  bounce off and reflect back at the caster. If the caster of 
  the spell or user of the spell-like ability or magic item 
  fails a second caster level check at DC 15, he or she 
  becomes either the spell's target or the point of origin 
  for the spell's effect, as appropriate. If the morkoth is 
  the subject of a dispel magic spell that is not reflected, 
  its spell reflection ability is suppressed for 1 round.  
   
  Spell-Like Abilities (Sp): Caster Level = 15th, 
  (base DC = 12 +level) 3/day - Darkness, Poison, Unholy 
  Aura; 1/day - Desecrate, Unholy Blight, Contagion, 
  Blasphemy, Unhallow, Horrid Wilting, Summon 
  Monster IX (Fiends Only). 
  Encounter Six 
   
   
   
   
  Pholtan Cleric: Male Human Clr 9 (Pholtus); CR 9, 
  Medium Humanoid; HD 9d8+18, hp 66, Init -1, Spd 20 
  ft/x3, AC 29 (-1 Dex, +4 natural [barkskin], +10 +2 Full 
  Plate [magic vestment], +3 +1 Heavy Steel Shield, +3 shield 
  of faith), touch 12, flat footed 29, Base Atk/Grp: +6/+6, 
  Atk: +7 Melee (1d8, Morningstar); Full Atk: +7/+2 
  Melee (1d8, Morningstar) or +6 Ranged (1d8, 19-20, 
  Light Crossbow); Space/Reach 5/5; SQ Turn Undead, 
  AL LN; SV Fort +9, Ref +3, Will +12, Str 10(+0), Dex 8(-
  1), Con 14(+2), Int 8(-1), Wis 20(+5), Cha 16(+3). 
   
  Skills and Feats: Concentration +14, Knowledge 
  (religion) +11; Divine Metamagic, Divine Spell Power, 
  Extra Turning, Extra Turning, Quicken Spell. 
   
  Languages: Common. 
   
  Possessions: +1 Full Plate, +1 Heavy Steel Shield, 
  Morningstar, Light Crossbow, 7 bolts, Dagger, 2 
  potions Cure Light Wounds, Silver Holy Symbol 
  (Pholtus), Rope of Climbing, Periapt of Wisdom +2, Cloak of 
  Resistance +1, Circlet of Persuasion 
   
  Spells Prepared (6/6/5/4/3/2; base DC = 15 + spell 
  level): 0—Light, Light, Light, Create Water, Detect Magic, 
  Guidance; 1st—Detect Secret Doors*, Bless (4 minutes left, 
  9th lvl caster), Divine Favor, Lesser Vigor, Shield of Faith (4 
  minutes left, 9th lvl caster on Ape), Shield of Faith (4 minutes 
  left, 9th lvl caster, on Druid), Shield of Faith (4 minutes left, 
  9th lvl caster, on self); 2nd— Bless Weapon*, Silence, Silence 
  (7 min left - cast on coin, 12th lvl caster), Spiritual Weapon, 
  Sound 
  Burst; 
  3rd—Clairaudience 
  / 
  Clairvoyance*, 
  Invisibility Purge (7 min left - cast on coin, 12th lvl caster), 
  Magic Vestment(6 hours left, 9th lvl caster, on self), Searing 
  Light, Water Breathing(2 hours left,12th lvl caster, shared on 
  all); 
  4th—Divination*, 
  Divine 
  Power, 
  Recitation, 
  Revenance; 5th—True Seeing*(4 minutes left, 9th lvl caster, 
  on self), Stalwart Pact (Active on Self), Flame Strike 
   
  *Domain 
  spell. 
  Domains: 
  Knowledge 
  (All 
  Knowledge skills are class skills, cast Divination spells 
  at +1 caster level); Glory (Turn undead with a +2 bonus 
  on turning check and +1d6 on the turning damage 
  roll). 
   
  Turn Attempts Remaining: 10, Turn Check +10 
  (Divine Spell Power +13). 
   
  Spells Currently Active: Bless (9th lvl caster), Shield of 
  Faith (+3 deflection, 9th lvl caster), Invisibility Purge 
  (9th lvl caster), Magic Vestment (on armor, +2 armor, 9th 
  caster), Water Breathing (12th lvl caster), True Seeing 
  (9th lvl caster), Stalwart Pact (at 33hps triggers and 
  grants +60 temp hp, DR 5/magic and +4 luck bonus to 
  all saves, lasts 12 rounds, 12th lvl caster), Barkskin (+4 
  natural, 9th lvl caster), Woodland Veil (+5 to Hide & 
  Move Silent, 9th lvl caster), Mass Camouflage (+10 Hide 
  & Move Silent, 9th lvl Caster). 
  Faithful Flan Druid: Male Human (Flan) Drd 9 
  (Pholtus); CR 9, Medium Humanoid; HD 9d8+18, hp 
  66, Init +1, Spd 20 ft/x4, AC 21 (+1 Dex, +4 
  natural[Barkskin], +3 Hide, +3 shield of faith), touch 14, 
  flat footed 20, Base Atk/Grp: +6/+6, Atk: +7 Melee 
  (1d6/18-20, Scimitar) or +7 Ranged (1d4, Dart); Full 
  Atk: +7/+1 Melee (1d6/18-20, Scimitar) or +7/+1 
  Ranged (1d4, Dart); Space/Reach 5/5; SQ Animal 
  Companion, Nature Sense, Wild Empathy, Woodland 
  Stride, Trackless Step, Resist Natures Lure, Wildshape 
  3/day (used 1), Wildshape (Large), Venom Immunity, 
  AL LN; SV Fort +7, Ref +4, Will +11, Str 10(+0), Dex 
  12(+1), Con 12(+1), Int 10(+0), Wis 20(+5), Cha 8(-1). 
   
  Skills and Feats: Concentration +13, Handle Animal 
  +11, Knowledge (nature) +10, Knowledge (religion) +6, 
  Profession (Ship Construction) +17, Profession (Sailor) 
  +7, Survival +19; Elephant's Hide, Eschew Materials, 
  Fast Wildshape, Improved Toughness, Natural Spell. 
   
  Languages: Druidic, Common. 
   
  Possessions: Scimitar, 4 Darts, Hide Armor, 50 foot 
  Hemp Rope, Rowboat, Wooden Holy Symbol 
  (Pholtus), Periapt of Wisdom +2, Bag of Holding Type 1, 
  Ring of Counterspells (Dispel Magic. 
   
  Spells Prepared (6/6/5/4/3/2; base DC = 15 + spell 
  level): 0— Cure Minor, Flare, Flare, Flare, Light; 1st—
  Magic Fang, Faerie Fire, Produce Flame, Shillelagh, 
  
  NMR5-05 Winds of Change 
   
  Page 35 
  Produce Flame; 2nd— Barkskin(50  minutes left, 9th lvl 
  caster, on self), Barkskin(50  minutes left, 9th lvl caster, on 
  Cleric, Bulls Strength (4 minutes left, 9th lvl caster, on Ape), 
  Spider Climb, Woodland Veil; 3rd— Cure Moderate 
  Wounds, Protection from Energy, Natures Favor, Poison; 
  4th—Arc of Lightning, Dispel Magic, Mass Camouflage(50 
  minutes left, 9th lvl caster, shared on all) ; 5th— Stoneskin 
  (50 minutes left and 60 point left, 9th lvl caster, on 
  Cleric), Wall of Thorns. 
  Wildshaped into Smaller Megaraptor: Large Animal 
  (Shapeshifted Medium Humanoid); HD --, hp 93, Init 
  +2, Spd 60 ft/x4, AC 25 (+2 Dex, +10 natural [+4 
  Barkskin], +3 shield of faith), touch 12, flat footed 23, 
  Base Atk/Grp: +6/+19, Atk: +11 Melee (2d8+5, Talons); 
  Full Atk: +11 Melee (2d8+5, Talons) and +6/+6 Melee 
  (1d4+2, Foreclaw) and +6 Melee (2d6+2, Bite); 
  Space/Reach 10/5; SA Pounce; AL LN; SV Fort +11, Ref 
  +5, Will +11, Str 21(+5), Dex 15(+2), Con 21(+5), Int 
  10(+0), Wis 20(+5), Cha 8(-1). 
   
  Skills 
  and 
  Feats: 
  Balance 
  +2, 
  Climb 
  +5, 
  Concentration +19, Escape Artist +2, Hide +6, Jump 
  +25, Listen +13, Move Silently +2, Spot +13, Survival 
  +27, Swim +5.  
   
  Spells Currently Active: Bless (9th lvl caster), Shield of 
  Faith (+3 deflection, 9th lvl caster), Water Breathing 
  (12th lvl caster), Barkskin (+4 natural, 9th lvl caster), 
  Spider Climb (9th lvl caster), Woodland Veil (+5 to Hide 
  & Move Silent, 9th lvl caster), Mass Camouflage (+10 
  Hide & Move Silent, 9th lvl Caster), Stoneskin (60 pts, 
  DR10/Adamantiun, 9th lvl caster). 
  Animal Companion: Male Ape; CR N/A, Large 
  Magical Beast; HD 8d8+16, hp 52, Init +3, Spd 30 ft/x4, 
  Climb 30 ft, AC 29 (-1 size, +3 Dex, +11 natural[+4 
  Barkskin], +3 Studded Leather, +3 shield of faith), 
  touch 15, flat footed 26, Base Atk/Grp: +6/+18, Atk: +14 
  Melee (1d8+8, Claw); Full Atk: +14/+14 Melee (1d8+8, 
  Claw) and +12 Melee (1d6+4, Bite); Space/Reach 10/10; 
  SQ Link, Share Spells, Evasion, Devotion, AL N; SV 
  Fort +8, Ref +10, Will +4, Str 27(+8), Dex 17(+3), Con 
  14(+2), Int 02(-4), Wis 12(+1), Cha 07(-2). 
   
  Skills and Feats: Balance +6, Climb +14, Escape 
  Artist +3, Hide -2, Jump +5, Listen +6, Move Silently+2, 
  Spot +6, Survival +1, Swim +4; Alertness, Improved 
  Natural Attack (Claws), Toughness. 
   
  Possessions: MW Studded Leather Armor. 
   
  Spells Currently Active: Bless (9th lvl caster), Shield of 
  Faith (+3 deflection, 9th lvl caster), Barkskin (+4 natural, 
  9th lvl caster), Water Breathing (12th lvl caster), Bulls 
  Strength (9th lvl caster), Woodland Veil (+5 to Hide & 
  Move Silent, 9th lvl caster), Mass Camouflage (+10 Hide 
  & Move Silent, 9th lvl Caster). 
  Pholtan Fighter: Male Human Ftr 7 (Pholtus); CR 7, 
  Medium Humanoid; HD 7d10+21, hp 67, Init +2, Spd 
  20 ft/x3, AC 24 (+1 Dex, +9 +1 Full Plate, +3 +1 Heavy 
  Steel Shield, +1 Ring of Protection), touch 12, flat footed 
  22, Base Atk/Grp: +7/+10, Atk: +12 Melee (1d8+3/19-
  20, MW Longsword) or +11 Ranged (1d8,20/x3, MW 
  Longbow); Full Atk: +12/+7 Melee (1d8+5/19-20, MW 
  Longsword) or +11/+6 Ranged (1d8,20/x3, MW 
  Longbow); Space/Reach 5/5; AL LN; SV Fort +8, Ref 
  +4, Will +4, Str 15(+2), Dex 14(+2), Con 16(+3), Int 8(-
  1), Wis 14(+2), Cha 8(-1). 
   
  Skills 
  and 
  Feats: 
  Knowledge 
  (history) 
  +2, 
  Knowledge (religion) +4, Sense Motive +4; Combat 
  Reflexes, Power Attack, Cleave, Weapon Focus 
  (Longsword), Weapon Specialization (Longsword), 
  Shieldmate, Improved Shieldmate, Eyes in the Back of 
  Your Head 
   
  Languages: Common. 
   
  Possessions: +1 Full Plate, +1 Heavy Steel Shield, +1 
  Longsword, MW Longbow, Dagger, 17 Arrows, Ring of 
  Protection +1, Potion Cure Serious Wounds, Potion Cure 
  Moderate Wounds. 
   
  Spells Currently Active: Bless (9th lvl caster), Water 
  Breathing (12th lvl caster), Bulls Strength (9th lvl caster), 
  Woodland Veil (+5 to Hide & Move Silent, 9th lvl 
  caster), Mass Camouflage (+10 Hide & Move Silent, 9th 
  lvl Caster). 
  
  NMR5-05 Winds of Change 
   
  Page 36 
  Appendix Eight – APL 12 
  Encounter Four 
   
   
   
   
  Taharas the Sly: Male Human Ftr 11; CR 11, Medium 
  Humanoid; HD 11d10+11, hp 81, Init +2, Spd 30 ft/x4, 
  AC 18 (+2 Dex, +5 +1 Glamered Chain Shirt, +1 Ring of 
  Protection +1) (+1 to AC when making full attack with 
  Halberd), touch 13, flat footed 16, Base Atk/Grp: 
  +11/+16, Atk: +18 Melee (1d10+8; 20/x3, +1 Sweeping 
  Halberd); Full Atk: +18/+13 Melee (1d10+8; 20/x3, +1 
  Sweeping Halberd) and +13 Melee (1d6+3; 20/x3, +1 
  Sweeping Halberd); Space/Reach 5/5; AL NE; SV Fort 
  +9, Ref +6, Will +3, Str 20(+5), Dex 15(+2), Con 12(+1), 
  Int 13(+1), Wis 8(-1), Cha 8(-1). 
   
  Skills and Feats: Balance +12, Jump +12, Knowledge 
  (local) +2, Sense Motive +0, Swim +7, Tumble +15; 
  Combat Reflexes, Dodge, Mobility, Combat Expertise, 
  Elusive Target, Improved Combat Expertise, Improved 
  Trip (Trip with Halberd: +16), Mobility, Spinning 
  Halberd, Two-Weapon Fighting, Weapon Focus 
  (Halberd), Hold the Line. 
   
  Languages: Ancient Suloise, Common. 
   
  Possessions: +1 Sweeping Halberd, +1 Glamered Chain 
  Shirt, Steadfast Boots, Gauntlets of Ogre Power, Ring of 
  Protection +1, Cloak of Resistance +1, 6 potions of Cure 
  Light Wounds, Amulet of Natural Armor +1, 8gp 
  Kal Ek'hudo: Male Human Brb 1/Ftr 8/Tct 2; CR 11, 
  Medium Humanoid; HD 1d12+10d10+22, hp 94, Init 
  +3, Spd 30 ft/x4, AC 18 (+3 Dex, +5 Breastplate) 
  (Karmic + R.Rage = 10), touch 13 (Karmic + R.Rage = 
  05), flat footed 15 (Karmic + R.Rage = 07), Base 
  Atk/Grp: +11/+15, Atk: +18 Melee (2d4+7/15-20, +1 
  Keen 
  Falchion); 
  Full 
  Atk: 
  +18/+13/+8 
  Melee 
  (2d4+7/15-20, +1 Keen Falchion); Space/Reach 5/5; SQ 
  Flanker, AL NE; SV Fort +15, Ref +6, Will +2, Str 
  18(+4), Dex 16(+3), Con 16(+3), Int 13(+1), Wis 8(-1), 
  Cha 8(-1). 
   
  Skills and Feats: Intimidate +11, Knowledge (local) 
  +3, Profession (Soldier) +1, Sense Motive +9, Survival 
  +3, Swim +8; Combat Reflexes, Dodge, Combat 
  Expertise, Deft Opportunist (+4 to hit on AoO attacks), 
  Karmic Strike (attack as AoO when hit), Power Attack, 
  Cleave, Weapon Focus (Falchion), Greater Weapon 
  Focus (Falchion), Reckless Rage, Sidestep. 
   
  Languages: Ancient Suloise, Common. 
   
  Flanker (Ex): A Tactical Soldier can Flank 
  enemies from seemingly impossible angles. She can 
  designate any adjacent square as the square from which 
  flanking against an ally is determined (including the 
  square where she stands, as normal). She may designate 
  the square at the beginning of her turn or at any time 
  during her turn. The designated square remains her 
  effective square for flanking until she is no longer 
  adjacent to it or until she chooses a different square (at 
  the start of one of her turns). The character can even 
  choose a square that is impassible or occupied. 
   
  Possessions: 
  Breastplate, 
  +1 
  Keen 
  Falchion, 
  Masterwork Heavy Mace, Clerical Vestments (Pelor), 
  Wooden Holy Symbol (Pelor), Cloak of Resistance +1, 
  Gauntlets of Ogre Power, Amulet of Health +2, 3 sp 
  Igho: Male Human Rog 11; CR 11, Medium 
  Humanoid; HD 11d6+33, hp 79, Init +8, Spd 30 ft, AC 
  21 (+5 Dex, +5 +1 Chain Shirt, + Ring of Protection),, 
  touch 16, flat footed 16, Base Atk/Grp: +8/+8, Atk: +14 
  Melee (1d6+1, +1 Light Mace); Full Atk: +14/+9 Melee 
  (1d6+1, +1 Light Mace) or +12/+12/+7 Melee (1d6+1, 
  +1 Light Mace); Space/Reach 5/5; SA Sneak Attack 
  +6d6; SQ Trapfinding, Evasion, Trap sense +3, 
  Uncanny 
  Dodge, 
  Improved 
  Uncanny 
  Dodge, 
  Opportunist, AL NE; SV Fort +7, Ref +13, Will +3, Str 
  10(+0), Dex 20(+5), Con 16(+3), Int 13(+1), Wis 8(-1), 
  Cha 8(-1). 
   
  Skills and Feats: Appraise +6, Balance +19, Bluff +13, 
  Disable Device +15, Escape Artist +15, Hide +15, Jump 
  +5, Open Lock +18, Profession (Soldier) +3, Sense 
  Motive +13, Swim +0, Tumble +19, Use Magic Device 
  +13; Combat Expertise, Improved Initiative, Weapon 
  Finesse, Two Weapon Fighting, Staggering Strike 
   
  Languages: Ancient Suloise, Common. 
   
  Possessions: +1 Chain Shirt, 2 x +1 Light Mace, Light 
  Mace, Clerical Vestments (Pelor), Wooden Holy 
  Symbol (Pelor), Ring of Protection +1, Gloves of Dexterity 
  +2, Cloak of Resistance +1, Amulet of Fortune Prevailing, 
  Potion of Cure Serious Wounds, Potion of Haste, 6 gp 
  Encounter Five 
   
   
   
   
  Corraria: Female Advanced Half-Fiend Morkoth Mnk 
  3; CR 14, Large Outsider (Aquatic); HD 19d8+3d8+110, 
  hp 220, Init +8, Spd Swim 50 ft, Fly (Average) 50ft, AC 
  26 (-1 size, +4 Dex, +9 natural, +4 wisdom) touch 17, flat 
  footed 22, Base Atk/Grp: +16/+25, Atk: +20 Melee 
  (3d6+7, Bite); Full Atk: +20 Melee (3d6+7, Bite) and +15 
  melee (1d6+3, 2 claws) or +20/+20 Melee (1d8+7, 
  Flurry of Bites); Space/Reach 10/10; SA Hypnosis, 
  Smite Good, Spell Like Abilities, Flurry of Blows; SQ 
  Darkvision 60ft, Spell Reflection, Immune to Poison, 
  Resistance Acid 10, Cold 10, Electricity 10, Fire 10, 
  DR10/magic, AC bonus, Evasion; SR 30/22 See Spell 
  Reflection, AL LE; SV Fort +14, Ref +13, Will +17, Str 
  20(+5), Dex 18(+4), Con 20(+5), Int 20(+5), Wis 19(+4), 
  Cha 16(+3). 
   
  Skills and Feats: Hide +17, Knowledge (arcana) +12, 
  Listen +15, Spellcraft +12, Spot +15, Swim +11, Speak 
  Infernal, Speak Abyssal; Blind-Fight, Dodge, Improved 
  Initiative, Skill Focus (Hide), Hover, Wingover, 
  
  NMR5-05 Winds of Change 
   
  Page 37 
  Improved Natural Attack (Bite), Stunning Fist (Fort 
  DC 15, 3/day), Combat Reflexes, Ability Focus (Spell 
  Reflection), 
  Ability 
  Focus 
  (Hypnosis), 
  Sudden 
  Empower, Sudden Quicken 
   
  Hypnosis (Su): Any creature passing within 20 
  feet of the entrance to a morkoth’s lair must make a 
  successful Will saving throw (DC 21) or be hypnotized. 
  A hypnotized creature moves unerringly through the 
  maze at its usual speed. Once in the center of the lair, 
  the affected creature floats quietly in a trance, waiting 
  to be devoured at the morkoth's leisure. A hypnotized 
  creature is helpless against the morkoth's attacks but 
  may attempt a new saving throw at the same DC each 
  round that the morkoth attacks it. 
   
  A morkoth can hypnotize any number of creatures 
  at one time. When it is outside it’s lair, this ability has a 
  range of 20 feet. Hypnosis is a mind-affecting 
  compulsion effect. The save DC is Charisma-based. 
   
  Spell Reflection (Su): The morkoth has a special 
  type of spell resistance that causes the effects of any 
  spell, spell-like ability, or magic item that it 
  successfully resists (even those that effect areas) to 
  bounce off and reflect back at the caster. If the caster of 
  the spell or user of the spell-like ability or magic item 
  fails a second caster level check at DC 17, he or she 
  becomes either the spell's target or the point of origin 
  for the spell's effect, as appropriate. If the morkoth is 
  the subject of a dispel magic spell that is not reflected, 
  its spell reflection ability is suppressed for 1 round. 
   
  Spell-Like Abilities: Caster Level 20th, (base DC 
  = 13 + spell level); 3/day - Darkness, Poison (Fort 
  DC22), Unholy Aura (Fort DC23); 1/day - Desecrate, 
  Unholy Blight(will DC23), Contagion, Blasphemy, 
  Unhallow, Horrid Wilting (Fort DC23), Summon 
  Monster IX (Fiends only), Destruction 
  Encounter Six 
   
   
   
   
  Pholtan Cleric: Male Human Clr 11 (Pholtus); CR 11, 
  Medium Humanoid; HD 11d8+22, hp 80 (89 with 
  temp hp), Init -1, Spd 20 ft/x3, AC 29 (-1 Dex, +4 
  natural [Barkskin], +10 +2 Full Plate [magic vestment], +3 
  +1Heavy Steel Shield, +3 Shield of Faith), touch 12, flat 
  footed 29, Base Atk/Grp: +8/+8, Atk: +10 Melee (1d8, 
  Morningstar); 
  Full 
  Atk: 
  +10/+5 
  Melee 
  (1d8, 
  Morningstar) or +9 Ranged (1d8, 19-20, Light 
  Crossbow); Space/Reach 5/5; SQ Turn Undead, AL LN; 
  SV Fort +10, Ref +3, Will +14, Str 10(+0), Dex 8(-1), Con 
  14(+2), Int 8(-1), Wis 20(+5), Cha 16(+3). 
   
  Skills and Feats: Concentration +16, Knowledge 
  (religion) +13; Extra Turning, Extra Turning, Quicken 
  Spell, 
  Divine 
  Spell 
  Power, 
  Divine 
  Metamagic 
  (Quicken). 
   
  Languages: Common. 
   
  Possessions: +1 Full Plate, +1 Heavy Steel Shield, 
  Morningstar, Light Crossbow, 7 bolts, Dagger, 2 
  potions Cure Light Wounds, Silver Holy Symbol 
  (Pholtus), Rope of Climbing, Periapt of Wisdom +2, Cloak of 
  Resistance +1, Circlet of Persuasion. 
   
  Spells Prepared (6/7/5/5/4/3/1; base DC = 15 + spell 
  level): 0—Light, Light, Light, Create Water, Detect Magic, 
  Guidance; 1st—Detect Secret Doors*, Bless (6 minutes left, 
  11th lvl caster), Divine Favor, Lesser Vigor, Protection from 
  Chaos(6 minutes left, 11th lvl caster, cast on self), Shield of 
  Faith (6 minutes left, 11th lvl caster Ape), Shield of Faith (6 
  minutes left, 11th lvl caster, on Druid), Shield of Faith (6 
  minutes left, 11th lvl caster, on self); 2nd— Bless Weapon*,  
  Silence, Silence (8 min left - cast on coin, 14th lvl caster), 
  Sound Burst, Spiritual Weapon; 3rd—Clairaudience / 
  Clairvoyance*, Invisibility Purge (6 min left - cast on coin, 
  11th lvl caster), Magic Vestment(8 hours left, 11th lvl caster, 
  on self), Dispel Magic, Searing Light, Water Breathing(2 
  hours left,11th lvl caster, shared on all); 4th—Divination*, 
  Castigate, Divine Power, Recitation, Revenance; 5th—True 
  Seeing*(6 minutes left, 11th lvl caster, on self), Stalwart Pact 
  (Active on Self), Flame Strike, Flame Strike; 6th—Find the 
  Path*, Heroes Feast (8 hours left, 11th level caster, +9 temp hp) 
   
  *Domain 
  spell. 
  Domains: 
  Knowledge 
  (All 
  Knowledge skills are class skills, cast Divination spells 
  at +1 caster level); Glory (Turn undead with a +2 bonus 
  on turning check and +1d6 on the turning damage 
  roll). 
   
  Turn Attempts Remaining: 10, Turn Check +10 
  (Divine Spell Power +13). 
   
  Spells Currently Active: Bless (11th lvl caster), 
  Protection from Chaos (+2 deflect and +2 saves against 
  chaotically aligned, 11th lvl caster), Shield of Faith (+3 
  deflection, 11th lvl caster), Invisibility Purge (11th lvl 
  caster), Magic Vestment (on armor, +2 armor, 11th 
  caster), Water Breathing (11th lvl caster), True Seeing 
  (11th lvl caster), Stalwart Pact (at 40hps triggers and 
  grants +70 temp hp, DR 5/magic and +4 luck bonus to 
  all saves, lasts 14 rounds, 14th lvl caster), Heroes Feast 
  (+9 temp hps, +1 attack, +1 will saves, immune to 
  poison and fear, 11th lvl caster), Barkskin (+4 natural, 
  11th lvl caster), Woodland Veil (+5 to Hide & Move 
  Silent, 11th lvl caster), Mass Camouflage (+10 Hide & 
  Move Silent, 11th lvl Caster). 
  Faithful Flan Druid: Male Human (Flan) Drd 11 
  (Pholtus); CR 11, Medium Humanoid; HD 11d8+22, 
  hp 80 (89 with temp hp), Init +1, Spd 20 ft/x4, AC 21 
  (+1 Dex, +4 natural [barkskin], +3 Hide, +3 shield of faith), 
  touch 14, flat footed 24, Base Atk/Grp: +8/+8, Atk: +10 
  Melee (1d6/18-20, Scimitar) or +11 Ranged (1d4, Dart); 
  Full Atk: +10/+5 Melee (1d6/18-20, Scimitar) or +11/+6 
  Ranged (1d4, Dart); Space/Reach 5/5; SQ Animal 
  Companion, Nature Sense, Wild Empathy, Woodland 
  Stride, Trackless Step, Resist Natures Lure, Wildshape 
  4/day (used 1), Wildshape (Large), Venom Immunity, 
  Wildshape (Tiny), AL LN; SV Fort +8, Ref +4, Will +15, 
  
  NMR5-05 Winds of Change 
   
  Page 38 
  Str 10(+0), Dex 12(+1), Con 12(+1), Int 10(+0), Wis 
  24(+7), Cha 8(-1). 
   
  Skills and Feats: Concentration +15, Handle Animal 
  +13, Knowledge (nature) +11, Knowledge (religion) +7, 
  Profession (Ship Construction) +19, Profession (Sailor) 
  +8, Survival +21; Elephant's Hide, Eschew Materials, 
  Fast Wildshape, Improved Toughness, Natural Spell. 
   
  Languages: Druidic, Common. 
   
  Possessions: Scimitar, 4 Darts, Hide Armor, 50 foot 
  Hemp Rope, Rowboat, Wooden Holy Symbol 
  (Pholtus), Bag of Holding Type 1, Periapt of Wisdom 
  +4. 
   
  Spells Prepared (6/7/6/6/5/3/1; base DC = 15 + spell 
  level): 0— Cure Minor, Flare, Flare, Flare, Light; 1st—
  Magic Fang, Faerie Fire, Produce Flame, Shillelagh, 
  Produce Flame, Cure Light Wounds; 2nd— Barkskin(70  
  minutes left, 11th lvl caster, on self), Barkskin(70 minutes left, 
  11th lvl caster, on Cleric), Barkskin(70 minutes left, 11th lvl 
  caster, on Ape), Bulls Strength (6 minutes left, 11th lvl caster, 
  on Ape), Spider Climb, Woodland Veil; 3rd— Cure 
  Moderate Wounds, Protection from Energy, Natures Favor, 
  Poison, Greater Magic Fang, Wind Wall; 4th—Arc of 
  Lightning, Dispel Magic, Mass Camouflage(70 minutes left, 
  11th lvl caster, shared on all), Flame Strike ; 5th— Stoneskin 
  (70 minutes left and 70 point left, 11th lvl caster, on 
  Cleric), Wall of Thorns, Rejuvenation Cocoon ; 6th— Fires 
  of Purity 
  Wildshaped into Smaller Megaraptor: Large Animal 
  (Shapeshifted Medium Humanoid); HD --, hp 113 + 9 
  temp hp, Init +2, Spd 60 ft/x4, AC 25(+2 Dex, +10 
  natural [+4 barkskin], +3 shield of faith), touch 15, flat 
  footed 23, Base Atk/Grp: +8/+21, Atk: +14 Melee 
  (2d8+5, Talons); Full Atk: +14 Melee (2d8+5, Talons) 
  and +9/+9 Melee (1d4+2, Foreclaw) and +9 Melee 
  (2d6+2, Bite); Space/Reach 10/5; SA Pounce; SQ --; AL 
  LN; SV Fort +12, Ref +5, Will +15, Str 21(+5), Dex 
  15(+2), Con 21(+5), Int 10(+0), Wis 24(+7), Cha 8(-1). 
   
  Skills 
  and 
  Feats: 
  Balance 
  +2, 
  Climb 
  +5, 
  Concentration +19, Escape Artist +2, Hide +6, Jump 
  +25, Listen +13, Move Silently +2, Spot +13, Survival 
  +27, Swim +5. 
   
  Spells Currently Active: Bless (11th lvl caster), Shield 
  of Faith (+3 deflection, 11th lvl caster), Water Breathing 
  (11th lvl caster), Heroes Feast (+9 temp hps, +1 attack, +1 
  will saves, immune to poison and fear, 11th lvl caster), 
  Barkskin (+4 natural, 11th lvl caster), Spider Climb (11th 
  lvl caster), Woodland Veil (+5 to Hide & Move Silent, 
  11th lvl caster), Mass Camouflage (+10 Hide & Move 
  Silent, 
  11th 
  lvl 
  Caster), 
  Stoneskin 
  (70 
  pts, 
  DR10/Adamantine, 11th lvl caster). 
  Animal Companion: Male Ape; CR N/A, Large 
  Magical Beast; HD 8d8+16, hp 52 + 9 temp hp, Init +3, 
  Spd 30 ft/x4, Climb 30 ft, AC 25 (-1 size, +3 Dex, +7 
  natural, +3 Studded Leather, +3 Shield of Faith), touch 
  15, flat footed 23, Base Atk/Grp: +6/+18, Atk: +15 
  Melee (1d8+8, Claw); Full Atk: +15/+15 Melee (1d8+8, 
  Claw) and +13 Melee (1d6+4, Bite); Space/Reach 10/10; 
  SQ Link, Share Spells, Evasion, Devotion, AL N; SV 
  Fort +8, Ref +10, Will +5, Str 27(+8), Dex 17(+3), Con 
  14(+2), Int 02(-4), Wis 12(+1), Cha 07(-2). 
   
  Skills and Feats: Balance +6, Climb +14, Escape 
  Artist +3, Hide -2, Jump +5, Listen +6, Move Silently+2, 
  Spot +6, Survival +1, Swim +4; Alertness, Toughness, 
  Improved Natural Attack (Claws) 
   
  Possessions: MW Studded Leather Armor. 
   
  Spells Currently Active: Bless (11th lvl caster), Shield 
  of Faith (+3 deflection, 11th lvl caster), Water Breathing 
  (11th lvl caster), Heroes Feast (+9 temp hps, +1 attack, +1 
  will saves, immune to poison and fear, 11th lvl caster), 
  Bull’s Strength (11th lvl caster), Woodland Veil (+5 to 
  Hide & Move Silent, 11th lvl caster), Mass Camouflage 
  (+10 Hide & Move Silent, 11th lvl Caster). 
  Pholtan Fighter: Male Human Ftr 7/Tct2 (Pholtus); 
  CR 9, Medium Humanoid; HD 9d10+27, hp 85 (95 
  with temp hp), Init +6, Spd 20 ft/x3, AC 24 (+1 Dex, +9 
  +1 Full plate, +3 +1 Heavy Steel Shield, +1 Ring of 
  Protections +1), touch 12, flat footed 23, Base Atk/Grp: 
  +9/+14, Atk: +17 Melee (1d8+7/19-20, +1 Longsword) 
  or +16 Ranged (1d8,20/x3, Longbow); Full Atk: 
  +17/+12 Melee (1d8+7/19-20, +1 Longsword) or 
  +16/+11 
  Ranged 
  (1d8,20/x3, 
  MW 
  Longbow); 
  Space/Reach 5/5; AL LN; SV Fort +12, Ref +5, Will +6, 
  Str 18(+4), Dex 14(+2), Con 16(+3), Int 8(-1), Wis 
  14(+2), Cha 8(-1). 
   
  Skills 
  and 
  Feats: 
  Knowledge 
  (history) 
  +3, 
  Knowledge (religion) +5, Sense Motive +4; Combat 
  Reflexes, Power Attack, Cleave, Weapon Focus 
  (Longsword), Weapon Specialization (Longsword), 
  Shieldmate, Improved Shieldmate, Eyes in the Back of 
  Your Head, Improved Initiative, Sidestep 
   
  Flanker (Ex): A Tactical Soldier can Flank 
  enemies from seemingly impossible angles. She can 
  designate any adjacent square as the square from which 
  flanking against an ally is determined (including the 
  square where she stands, as normal). She may designate 
  the square at the beginning of her turn or at any time 
  during her turn. The designated square remains her 
  effective square for flanking until she is no longer 
  adjacent to it or until she chooses a different square (at 
  the start of one of her turns). The character can even 
  choose a square that is impassible or occupied. 
   
  Languages: Common. 
   
  Possessions: +1 Full Plate, +1 Heavy Steel Shield, Ring of 
  Protection +1, +1 Longsword, MW Longbow, Dagger, 17 
  Arrows, Gauntlets of Ogre Power +2, Cloak of Resistance +1, 
  Potion Cure Moderate Wounds. 
   
  Spells Currently Active: Bless (11th lvl caster), Shield 
  of Faith (+3 deflection, 11th lvl caster), Water Breathing 
  (11th lvl caster), Heroes Feast (+9 temp hps, +1 attack, +1 
  
  NMR5-05 Winds of Change 
   
  Page 39 
  will saves, immune to poison and fear, 11th lvl caster), 
  Woodland Veil (+5 to Hide & Move Silent, 11th lvl 
  caster), Mass Camouflage (+10 Hide & Move Silent, 11th 
  lvl Caster). 
  
  NMR5-05 Winds of Change 
   
  Page 40 
  Appendix Nine – APL 14 
  Encounter Four 
   
   
   
   
  Taharas the Sly: Male Human Ftr 13; CR 13, Medium 
  Humanoid; HD 13d10+13, hp 95, Init +2, Spd 30 ft/x4, 
  AC 18 (+2 Dex, +5 +1 Glamered Chain Shirt, +1 Ring of 
  Protection +1), (+1 to AC when making full attack with 
  Halberd), touch 13, flat footed 16, Base Atk/Grp: 
  +13/+18, Atk: +20 Melee (1d10+12; 20/x3, +1 Sweeping 
  Halberd); Full Atk: +20/+15/+10 Melee (1d10+12; 
  20/x3, +1 Sweeping Halberd) and +15 Melee (1d6+4; 
  20/x3, +1 Sweeping Halberd); Space/Reach 5/5; AL 
  NE; SV Fort +10, Ref +7, Will +4, Str 22(+6), Dex 
  15(+2), Con 12(+1), Int 13(+1), Wis 8(-1), Cha 8(-1). 
   
  Skills and Feats: Balance +14, Jump +12, Knowledge 
  (local) +2, Sense Motive +0, Swim +7, Tumble +17; 
  Combat Reflexes, Dodge, Mobility, Combat Expertise, 
  Elusive Target, Improved Combat Expertise, Improved 
  Disarm, Improved Trip (Trip with Halberd: +16), 
  Spinning Halberd, Two-Weapon Fighting, Weapon 
  Focus (Halberd), Power Attack, Weapon Specialization 
  (Halberd), Hold the Line. 
   
  Languages: Ancient Suloise, Common. 
   
  Possessions: +1 Sweeping Halberd, +1 Glamered Chain 
  Shirt, Steadfast Boots, Belt of Giant Strength +4, Ring of 
  Protection +1, Cloak of Resistance +1, Amulet of Natural 
  Armor +1, 1 Potion Cure Moderate Wounds, 8gp 
  Kal Ek'hudo: Male Human Brb 1/Ftr 10/Tct 2; CR 13, 
  Medium Humanoid; HD 1d12+12d10+26, hp 110, Init 
  +3, Spd 30 ft/x4, AC 18 (+3 Dex, +5 Breastplate) 
  (Karmic + R.Rage = 10), touch 13 (Karmic + R.Rage = 
  06), flat footed 15 (Karmic + R.Rage = 07), Base 
  Atk/Grp: +13/+17, Atk: +19 Melee (2d4+7/15-
  20/x(1d4), +1 Keen Doom Burst Falchion); Full Atk: 
  +19/+14/+9 Melee (2d4+7/15-20/x(1d4), +1 Keen  
  Doom Burst Falchion); Space/Reach 5/5; SQ Flanker, 
  AL NE; SV Fort +15, Ref +7, Will +3, Str 16(+3), Dex 
  16(+3), Con 14(+2), Int 13(+1), Wis 8(-1), Cha 8(-1). 
   
  Skills and Feats: Intimidate +12, Knowledge (local) 
  +3, Profession (Soldier) +1, Sense Motive +11, Survival 
  +3, Swim +8; Combat Reflexes, Dodge, Combat 
  Expertise, Deft Opportunist (+4 to hit on AoO attacks), 
  Karmic Strike (attack as AoO when hit), Power Attack, 
  Cleave, Weapon Focus (Falchion), Greater Weapon 
  Focus (Falchion), Reckless Rage, Sidestep, Weapon 
  Specialization (Falchion) 
   
  Flanker (Ex): A Tactical Soldier can Flank 
  enemies from seemingly impossible angles. She can 
  designate any adjacent square as the square from which 
  flanking against an ally is determined (including the 
  square where she stands, as normal). She may designate 
  the square at the beginning of her turn or at any time 
  during her turn. The designated square remains her 
  effective square for flanking until she is no longer 
  adjacent to it or until she chooses a different square (at 
  the start of one of her turns). The character can even 
  choose a square that is impassible or occupied. 
   
  Languages: Ancient Suloise, Common. 
   
  Possessions: Breastplate, +1 Keen Doom Burst Falchion, 
  Masterwork Heavy Mace, Clerical Vestments (Pelor), 
  Wooden Holy Symbol (Pelor), 3 sp 
  Igho: Male Human Rog 13; CR 13, Medium 
  Humanoid; HD 13d6+39, hp 93, Init +4, Spd 30 ft, AC 
  21 (+5 Dex, +5 +1 Chain Shirt, +1 Ring of Protection), 
  touch 16, flat footed 16, Base Atk/Grp: +9/+9, Atk: +15 
  Melee (1d6+1, +1 Blurstrike Light Mace); Full Atk: 
  +15/+10 Melee (1d6+1, +1 Blurstrike Light Mace) or 
  +13/+13/+8/+8 Melee (1d6+1, +1 Blurstrike Light Mace 
  and +1 Light Mace); Space/Reach 5/5; SA Sneak Attack 
  +7d6; SQ Trapfinding, Evasion, Trap sense +4, 
  Uncanny 
  Dodge, 
  Improved 
  Uncanny 
  Dodge, 
  Opportunist, AL NE; SV Fort +8, Ref +14, Will +4, Str 
  10(+0), Dex 21(+5), Con 16(+3), Int 13(+1), Wis 8(-1), 
  Cha 8(-1). 
   
  Skills and Feats: Appraise +6, Balance +20, Bluff +15, 
  Disable Device +17, Escape Artist +18, Hide +16, Jump 
  +5, Open Lock +20, Profession (Soldier) +3, Sense 
  Motive +15, Swim +0, Tumble +20, Use Magic Device 
  +15; Combat Expertise, Weapon Finesse, Two Weapon 
  Fighting, Improved Two Weapon Fighting, Staggering 
  Strike, Combat Reflexes 
   
  Languages: Ancient Suloise, Common. 
   
  Possessions: Chain Shirt, +1 Blurstrike Light Mace, +1 
  Light Mace, Light Mace, Clerical Vestments (Pelor), 
  Wooden Holy Symbol (Pelor), Ring of Protection +1, 
  Amulet of Fortune Prevailing, Gloves of Dexterity +2, Cloak 
  of Resistance +1, Potion of Haste, 6 gp 
  .
  
  NMR5-05 Winds of Change 
   
  Page 41 
  Encounter Five 
   
   
   
   
  Gaaree’eeki: Female Half-fiend Kraken Ftr1; CR 16; 
  Gargantuan Outsider; HD 20d10+1d10+210; hp 325; 
  Init +8; Spd swim 20 ft., Fly 20ft (average); AC 23 (-4 
  size, +2 Dex, +15 natural), touch 8, flat-footed 21; Base 
  Atk/Grp: +21/+51; Atk: +31 melee (3d6+14/19-20, 
  Clawed Tentacle); Full Atk: 2 Clawed Tentacles 
  +31/+31 melee (3d6+14/19-20, Clawed Tentacles) and 
  +26/+26/+26/+26/+26/+26 melee (1d6+7,  Arms) and 
  +26 melee (4d6+7, Bite); Space/Reach 20/15 (60ft with 
  Clawed Tentacle, 30ft with Arms); SA Improved Grab, 
  Constrict 2d8+14 (tentacle) or 1d6+7(arm), Smite Good 
  (+20), Spell Like Abilities; SQ Ink Cloud, Jet, Low 
  Light Vision, Darkvision 60, Immune to Poison, 
  Resistance Acid 10, Cold 10, Electricity 10, Fire 10, 
  DR10/magic; SR 31; AL LE; SV Fort +24, Ref +14, Will 
  +13; Str 38(+14), Dex 14 (+2), Con 31(+10), Int 25(+7), 
  Wis 20(+5), Cha 22(+6).  
   
  Skills and Feats: Concentration +25, Diplomacy +17, 
  Hide +18, Intimidate +26, Knowledge (geography) +27, 
  Knowledge (nature) +27, Knowledge (religion) +27, 
  Listen +30, Move Silently +18, Search +28, Sense 
  Motive +25, Spot +30, Survival +5 (+7 following tracks), 
  Swim +22, Use Magical Device +26; Alertness, Blind-
  Fight, Hover, Improved Critical (clawed tentacle), 
  Improved Initiative, Improved Grapple, Iron Will, 
  Quick Reconnoiter, Martial Weapon Proficiency 
   
  Smite Good (su): Once per day Gaaree’eeki may 
  make a normal Melee attack to deal 20 points extra 
  damage against a good foe. 
   
  Spell-Like Abilities: Caster Level 20th, (base DC 
  = 16 + spell level); 3/day - Darkness, Poison (Fort 
  DC25), Unholy Aura (Fort DC26); 1/day - Desecrate, 
  Unholy Blight(Will DC26), Contagion, Blasphemy, 
  Unhallow, Horrid Wilting (Fort DC26), Summon 
  Monster IX (Fiends only), Destruction 
  Caster Level 9, (base DC = 8 + spell level); 1/day - 
  Control Weather, Control Winds, Dominate Animal 
  (Will DC 19), Resist Energy 
   
  Improved Grab (ex): To use this ability she must 
  hit with an arm or clawed tentacle attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If she wins a 
  grapple check she can establish a hold and can 
  constrict. 
   
  Constrict (Ex): She deals automatic arm or 
  tentacle damage with a successful grapple check. 
  2d8+14 (tentacle) or 1d6+7(arm) 
   
  Jet (Ex): She can jet backwards once per round as 
  a full-round action, at a speed of 280 feet. She must 
  move in a straight line, but does not provoke attacks of 
  opportunity while jetting. 
   
  Ink Cloud (Ex): She can emit a cloud of jet-black 
  ink in a 80-foot spread once per minute as a free action. 
  The cloud provides total concealment, which the 
  kraken normally uses to escape a fight that is going 
  badly. Creatures within the cloud are considered to be 
  in darkness. 
   
  Combat: She strikes her opponents with her 
  clawed tentacles, then grabs or crushes them with her 
  arms or drags the victims into her huge jaws. An 
  opponent can make sunder attempts against her 
  tentacles or arms as if they were weapons. Her clawed 
  tentacles have 20 hit points and her arms have 10 hit 
  points. If she is currently grappling a target with one 
  clawed tentacle or arm she usually uses another limb to 
  make her attack of opportunity against the sunder 
  attempt. Severing a tentacle or arm deals damage to her 
  equal to half the limb's full normal hit points. 
   
  Tactics: If the PCs look capable she will cast 
  Unholy Aura before surfacing. If targeted repeatedly 
  with a specific energy type she will use Resist Energy. 
  She will use her Control Winds ability to raise a 
  windstorm (DMG Pg.94) if necessary to deal with 
  overly mobile opponents. She will flee down river 
  using its Jet ability if she loses both tentacles and 3 
  arms or if she is reduced to less than 100 HPs. She will 
  use her Horrid Wilting followed by Summon Monster 
  IX if she is pursued or if she drops below 30 HPs. 
  
  NMR5-05 Winds of Change 
   
  Page 42 
  Encounter Six 
   
   
   
   
  Pholtan Cleric: Male Human Clr 13 (Pholtus); CR 13, 
  Medium Humanoid; HD 13d8+26, hp 94 (104 with 
  temp hp), Init -1, Spd 20 ft/x3, AC 34 (-1 Dex, +5 
  natural [barkskin], +11 +3 Full Plate [magic vestment], +5 
  +3 Heavy Steel Shield[magic vestment], +4 shield of faith),, 
  touch 13, flat footed 34, Base Atk/Grp: +9/+9, Atk: +11 
  Melee (1d8, Morningstar); Full Atk: +11/+6 Melee 
  (1d8, Morningstar) or +10 Ranged (1d8, 19-20, Light 
  Crossbow); Space/Reach 5/5; SQ Turn Undead, AL LN; 
  SV Fort +11, Ref +4, Will +16, Str 10(+0), Dex 8(-1), Con 
  14(+2), Int 8(-1), Wis 23(+6), Cha 16(+3). 
   
  Skills and Feats: Concentration +18, Knowledge 
  (religion) +15; Divine Metamagic, Divine Spell Power, 
  Extra Turning, Extra Turning, Quicken Spell, Sudden 
  Empower. 
   
  Languages: Common. 
   
  Possessions: +1 Full Plate, +1 Heavy Steel Shield, 
  Morningstar, Light Crossbow, 7 bolts, Dagger, 2 
  potions Cure Light Wounds, Silver Holy Symbol 
  (Pholtus), Rope of Climbing, Periapt of Wisdom +4, Cloak of 
  Resistance +1, Circlet of Persuasion 
   
  Spells Prepared (6/7/6/5/5/4/2/1; base DC = 15 + 
  spell level): 0—Light, Light, Light, Create Water, Detect 
  Magic, Guidance; 1st—Detect Secret Doors*, Bless (6 minutes 
  left, 13th lvl caster), Divine Favor, Lesser Vigor, Protection 
  from Chaos(8 minutes left, 13th lvl caster, cast on self), Shield 
  of Faith (8 minutes left, 13th lvl caster on Ape), Shield of 
  Faith (8 minutes left, 13th lvl caster, on Druid), Shield of 
  Faith (8 minutes left, 13th lvl caster, on self); 2nd— Bless 
  Weapon*, Bull’s Strength,, Remove Paralysis, Silence, Silence 
  (8 min left - cast on coin, 13th lvl caster), Sound Burst, 
  Spiritual Weapon; 3rd—Clairaudience / Clairvoyance*, 
  Invisibility Purge (8 min left - cast on coin, 13th lvl caster), 
  Magic Vestment(on armor, 10 hours left, 13th lvl caster), 
  Magic Vestment(on shield, 10 hours left, 13th lvl caster), 
  Dispel Magic, Searing Light, Water Breathing(2 hours 
  left,13th lvl caster, shared on all); 4th—Divination*, 
  Castigate, Discern Lies, Divine Power, Recitation, Revenance; 
  5th—True Seeing*(8 minutes left, 13th lvl caster, on self), 
  Stalwart Pact (Active on Self), Stalwart Pact (Active on 
  Druid), Flame Strike, Flame Strike; 6th—Find the Path*, 
  Harm, Heroes Feast (8 hours left, 13th level caster, +10 temp 
  hp); 7th—Sunbeam*, Dictum 
   
  *Domain 
  spell. 
  Domains: 
  Knowledge 
  (All 
  Knowledge skills are class skills, cast Divination spells 
  at +1 caster level); Glory (Turn undead with a +2 bonus 
  on turning check and +1d6 on the turning damage 
  roll). 
   
  Turn Attempts Remaining: 10, Turn Check +10 
  (Divine Spell Power +13). 
   
  Spells Currently Active: Bless (13th lvl caster), 
  Protection from Chaos (+2 deflect and +2 saves against 
  chaotically aligned, 13th lvl caster), Shield of Faith (+4 
  deflection, 13th lvl caster), Invisibility Purge (13th lvl 
  caster), Magic Vestment (on armor, +3 armor, 13th 
  caster), Magic Vestment (on shield, +3 armor, 13th 
  caster), Water Breathing (13th lvl caster), True Seeing 
  (13th lvl caster), Stalwart Pact (at 47hps triggers and 
  grants +80 temp hp, DR 5/magic and +4 luck bonus to 
  all saves, lasts 16 rounds, 16th lvl caster), Heroes Feast 
  (+10 temp hps, +1 attack, +1 will saves, immune to 
  poison and fear, 13th lvl caster), Barkskin (+5 natural, 
  13th lvl caster), Woodland Veil (+5 to Hide & Move 
  Silent, 13th lvl caster), Mass Camouflage (+10 Hide & 
  Move Silent, 13th lvl Caster). 
  Faithful Flan Druid: Male Human (Flan) Drd 13 
  (Pholtus); CR 13, Medium Humanoid; HD 13d8+26, 
  hp 94 (104 with temp hp), Init +1, Spd 20 ft/x4, AC 23 
  (+1 Dex, +5 natural [barkskin], +3 Hide, +4 shield of faith), 
  touch 15, flat footed 22, Base Atk/Grp: +9/+9, Atk: +11 
  Melee (1d6/18-20, Scimitar) or +12 Ranged (1d4, Dart); 
  Full Atk: +11/+6 Melee (1d6/18-20, Scimitar) or +12/+7 
  Ranged (1d4, Dart); Space/Reach 5/5; SQ Animal 
  Companion, Nature Sense, Wild Empathy, Woodland 
  Stride, Trackless Step, Resist Natures Lure, Wildshape 
  4/day (used 1), Wildshape (Large), Venom Immunity, 
  Wildshape (Tiny), Wildshape (Plant), A Thousand 
  Faces, AL LN; SV Fort +9, Ref +5, Will +16, Str 10(+0), 
  Dex 12(+1), Con 12(+1), Int 10(+0), Wis 25(+7), Cha 8(-
  1). 
   
  Skills and Feats: Concentration +17, Handle 
  Animal +15, Knowledge (nature) +12, Knowledge 
  (religion) +8, Profession (Ship Construction) +23, 
  Profession (Sailor) +11, Survival +25; Elephant's Hide, 
  Eschew 
  Materials, 
  Fast 
  Wildshape, 
  Improved 
  Toughness, Natural Spell, Oaken Resilience. 
   
  Languages: Druidic, Common. 
   
  Possessions: Scimitar, 4 Darts, Hide Armor, 50 foot 
  Hemp Rope, Rowboat, Wooden Holy Symbol 
  (Pholtus), Periapt of Wisdom +4, Bag of Holding Type 
  1 
   
  Spells Prepared (6/7/7/6/5/4/3/2,; base DC = 17 + 
  spell level): 0— Cure Minor, Flare, Flare, Flare, Light; 
  1st—Magic Fang, Faerie Fire, Produce Flame, 
  Shillelagh, Produce Flame, Cure Light Wounds; 2nd— 
  Barkskin(90 minutes left, 13th lvl caster, on self), Barkskin(90 
  minutes left, 13th lvl caster, on Cleric, Bulls Strength (8 
  minutes left, 13th lvl caster, on Ape), Spider Climb, 
  Woodland Veil, Resist Energy, Bear’s Endurance; 3rd— 
  Cure Moderate Wounds, Protection from Energy, Natures 
  Favor, Poison, Greater Magic Fang, Swift Fly; 4th—Arc of 
  Lightning, Dispel Magic, Mass Camouflage(90 minutes left, 
  13th lvl caster, shared on all), Flame Strike ; 5th— Stoneskin 
  (90 minutes left and 100 point left, 13th lvl caster, on 
  Cleric), Wall of Thorns, Rejuvenation Cocoon Binding 
  Winds ; 6th— Fires of Purity, Greater Dispel Magic, Fire 
  Seeds; 7th— Heal, Firestorm. 
  
  NMR5-05 Winds of Change 
   
  Page 43 
  Wildshaped into Smaller Megaraptor: Large Animal 
  (Shapeshifted Medium Humanoid); HD --, hp 133 (143 
  with temp hp), Init +2, Spd 60 ft/x4, AC 26 (-1 size, +2 
  Dex, +11 natural [+5 barkskin], +4 shield of faith),, touch 
  15, flat footed 24, Base Atk/Grp: +9/+22, Atk: +16 
  Melee (2d8+5, Talons); Full Atk: +16 Melee (2d8+5, 
  Talons) and +11/+11 Melee (1d4+2, Foreclaw) and +11 
  Melee (2d6+2, Bite); Space/Reach 10/5; SA Pounce; AL 
  LN; SV Fort +13, Ref +6, Will +16, Str 21(+5), Dex 
  15(+2), Con 21(+5), Int 10(+0), Wis 25(+5), Cha 8(-1). 
   
  Skills 
  and 
  Feats: 
  Balance 
  +2, 
  Climb 
  +5, 
  Concentration +21, Escape Artist +2, Hide +6, Jump 
  +25, Listen +15, Move Silently +2, Spot +15, Survival 
  +31, Swim +5.  
   
  Spells Currently Active: Bless (13th lvl caster), Shield 
  of Faith (+4 deflection, 13th lvl caster), Water Breathing 
  (13th lvl caster), Stalwart Pact (at 47hps or 66hp in 
  Wildshape triggers and grants +80 temp hp, DR 
  5/magic and +4 luck bonus to all saves, lasts 16 rounds, 
  16th lvl caster), Heroes Feast (+10 temp hps, +1 attack, +1 
  will saves, immune to poison and fear, 13th lvl caster), 
  Barkskin (+5 natural, 13th lvl caster), Woodland Veil (+5 
  to Hide & Move Silent, 13th lvl caster), Mass 
  Camouflage (+10 Hide & Move Silent, 13th lvl Caster), 
  Stoneskin (100 pts, DR10/Adamantine, 13th lvl caster). 
  Animal Companion: Male Ape; CR N/A, Large 
  Magical Beast; HD 10d8+20, hp 65 (75 with temp hp), 
  Init +4, Spd 30 ft/x4, Climb 30 ft, AC 34 (-1 size, +4 
  Dex, +14 natural[Barkskin], +3 Studded Leather, +4 
  Shield of Faith), touch 18, flat footed 32, Base Atk/Grp: 
  +7/+18, Atk: +17 Melee (1d8+9, Claw); Full Atk: 
  +17/+17 Melee (1d8+9, Claw) and +15 Melee (1d6+4, 
  Bite); Space/Reach 10/10; SA ; SQ Link, Share Spells, 
  Evasion, Devotion, Multiattack, AL N; SV Fort +9, Ref 
  +13, Will +5, Str 28(+9), Dex 18(+4), Con 14(+2), Int 
  02(-4), Wis 12(+1), Cha 07(-2). 
   
  Skills and Feats: Balance +7, Climb +17, Escape 
  Artist +4, Hide -1, Jump +8, Listen +6, Move Silently+3, 
  Spot +6, Survival +1, Swim +7; Alertness, Toughness, 
  Improved Natural Attack (Claws), Lightning Reflexes 
   
  Possessions: +1 Medium Fortification Studded Leather 
  Armor 
   
  Spells Currently Active: Bless (13th lvl caster), Shield 
  of Faith (+4 deflection, 13th lvl caster), Water Breathing 
  (13th lvl caster), Heroes Feast (+10 temp hps, +1 attack, 
  +1 will saves, immune to poison and fear, 13th lvl 
  caster), Bulls Strength (13th lvl caster), Barkskin (+5 
  natural, 13th lvl caster), Woodland Veil (+5 to Hide & 
  Move Silent, 13th lvl caster), Mass Camouflage (+10 
  Hide & Move Silent, 13th lvl Caster). 
  Pholtan Fighter: Male Human Ftr 9/Tct2 (Pholtus); 
  CR 11, Medium Humanoid; HD 11d10+44, hp 114 (124 
  with temp hp), Init +6, Spd 20 ft/x3, AC 25 (+1 Dex, 
  +10 +2 Full plate, +3 +1 Heavy Steel Shield, +1 Ring of 
  Protection), touch 12, flat footed 24, Base Atk/Grp: 
  +11/+16, Atk: +20 Melee (1d8+7/19-20, +1 Longsword) 
  or +16 Ranged (1d8,20/x3, Longbow); Full Atk: 
  +20/+15/+10 Melee (1d8+7/19-20, +1 Longsword) or 
  +16/+11/+6 Ranged (1d8,20/x3, MW Longbow); 
  Space/Reach 5/5; SA ; SQ Flanker, AL LN; SV Fort +14, 
  Ref +6, Will +7, Str 18(+4), Dex 14(+2), Con 18(+4), Int 
  8(-1), Wis 14(+2), Cha 8(-1). 
   
  Skills 
  and 
  Feats: 
  Knowledge 
  (history) 
  +4, 
  Knowledge (religion) +6, Sense Motive +4; Combat 
  Reflexes, Power Attack, Cleave, Weapon Focus 
  (Longsword), Greater Focus (Longsword), Weapon 
  Specialization (Longsword), Shieldmate, Improved 
  Shieldmate, Eyes in the Back of Your Head, Improved 
  Initiative 
   
  Flanker (Ex): A Tactical Soldier can Flank 
  enemies from seemingly impossible angles. She can 
  designate any adjacent square as the square from which 
  flanking against an ally is determined (including the 
  square where she stands, as normal). She may designate 
  the square at the beginning of her turn or at any time 
  during her turn. The designated square remains her 
  effective square for flanking until she is no longer 
  adjacent to it or until she chooses a different square (at 
  the start of one of her turns). The character can even 
  choose a square that is impassible or occupied. 
   
  Languages: Common. 
   
  Possessions: +2 Full Plate, +1 Heavy Steel Shield, +1 
  Ring of Protections, +1 Longsword, MW Longbow, Dagger, 
  17 Arrows, Gauntlets of Ogre Strength +2, Potion Cure 
  Moderate Wounds, Amulet of Health +2, Cloak of Resistance 
  +1. 
   
  Spells Currently Active: Bless (13th lvl caster), Water 
  Breathing (13th lvl caster), Heroes Feast (+10 temp hps, 
  +1 attack, +1 will saves, immune to poison and fear, 
  13th lvl caster), Woodland Veil (+5 to Hide & Move 
  Silent, 13th lvl caster), Mass Camouflage (+10 Hide & 
  Move Silent, 13th lvl Caster). 
   
  
  NMR5-05 Winds of Change 
   
  Page 44 
  Appendix Ten – APL 16 
  Encounter Four 
   
   
   
   
  Taharas the Sly: Male Human Ftr 15; CR 15, Medium 
  Humanoid; HD 15d10+15, hp 109, Init +3, Spd 30 
  ft/x4, AC 19 (+3 Dex, +5 +1 Glamered Chain Shirt, +1 
  Ring of Protection) (+1 to AC when making full attack 
  with Halberd), touch 14, flat footed 16, Base Atk/Grp: 
  +15/+19, Atk: +25 Melee (1d10+15; 20/x3, +1 Sweeping 
  Halberd); Full Atk: +25/+20/+15 Melee (1d10+15; 
  20/x3, +1 Sweeping Halberd) and +20 Melee (1d6+8; 
  20/x3, +1 Sweeping Halberd); Space/Reach 5/5; AL 
  NE; SV Fort +11, Ref +9, Will +5, Str 24(+7), Dex 
  16(+3), Con 12(+1), Int 13(+1), Wis 8(-1), Cha 8(-1). 
   
  Skills and Feats: Balance +17, Jump +13, Knowledge 
  (local) +2, Sense Motive +0, Swim +8, Tumble +20; 
  Combat Reflexes, Dodge, Mobility, Combat Expertise, 
  Elusive Target, Improved Trip (Trip with Halberd: +19), 
  Spinning Halberd, Two-Weapon Fighting, Weapon 
  Focus (Halberd), Distracting Attack, Power Attack, 
  Greater 
  Weapon 
  Focus 
  (Halberd), 
  Weapon 
  Specialization 
  (Halberd), 
  Greater 
  Weapon 
  Specialization (Halberd), Hold the Line. 
   
  Languages: Ancient Suloise, Common. 
   
  Possessions: +1 Sweeping Halberd, Heavy Mace, +1 
  Glamered Chain Shirt, Steadfast Boots, Ring of Protection +1, 
  Cloak of Resistance +1, Potion Cure Moderate Wounds, 
  Clerical Vestments (Pelor), Wooden Holy Symbol 
  (Pelor), Belt of Giant Strength +6, Amulet of Natural Armor 
  +1, 8gp. 
  Kal Ek'hudo: Male Human Brb 1/Ftr 12/Tct 2 ; CR 15, 
  Medium Humanoid; HD 1d12+14d10+43, hp 184, Init 
  +3, Spd 30 ft/x4, AC 18 (+3 Dex, +5 Breastplate) 
  (Karmic+R.Rage = 10), touch 13 (Karmic+R.Rage = 5), 
  flat footed 15 (Karmic+R.Rage = 7); Base Atk/Grp: 
  +15/+19, Atk: +22 (+4 more while flanking) Melee 
  (2d4+9 /15-20/x(1d4) + 1 Keen Harmonizing Doom 
  Burst Falchion); Full Atk: +22/+17/+12 (+4 more while 
  flanking) Melee (2d4+9 /15-20/x(1d4) + 1 Keen 
  Harmonizing Doom Burst Falchion); Space/Reach 5/5; 
  SQ Flanker, AL NE; SV Fort +15, Ref +7, Will +3, Str 
  18(+4), Dex 16(+3), Con 14(+2), Int 13(+1), Wis 8(-1), 
  Cha 8(-1). 
   
  Skills and Feats: Intimidate +13, Knowledge (local) 
  +3, Profession (Soldier) +1, Sense Motive +13, Survival 
  +3, Swim +9; Combat Reflexes, Dodge, Combat 
  Expertise, Deft Opportunist (+4 to hit on AoO attacks), 
  Karmic Strike (attack as AoO when hit), Power Attack, 
  Cleave, Weapon Focus (Falchion), Greater Weapon 
  Focus (Falchion), Reckless Rage, Sidestep, Weapon 
  Specialization (Falchion), Improved Toughness x 4 
   
  Flanker (Ex): A Tactical Soldier can Flank 
  enemies from seemingly impossible angles. She can 
  designate any adjacent square as the square from which 
  flanking against an ally is determined (including the 
  square where she stands, as normal). She may designate 
  the square at the beginning of her turn or at any time 
  during her turn. The designated square remains her 
  effective square for flanking until she is no longer 
  adjacent to it or until she chooses a different square (at 
  the start of one of her turns). The character can even 
  choose a square that is impassible or occupied. 
   
  Languages: Ancient Suloise, Common. 
   
  Possessions: Breastplate, +1 Keen Harmonizing (+4 
  from flanks) Doom Burst Falchion, Masterwork Heavy 
  Mace, Clerical Vestments (Pelor), Wooden Holy 
  Symbol (Pelor), Gauntlets of Ogre Power, Amulet of 
  Fortune Prevailing, Cape of the Mountebank, 3 sp 
  Igho: Male Human Rog 15; CR 15, Medium 
  Humanoid; HD 15d6+45, hp 107, Init +6, Spd 30 ft, AC 
  18 (+4 Dex, +4 Chain Shirt), touch 14, flat footed 14, 
  Base Atk/Grp: +11/+11, Atk: +18 Melee (1d6+1, +1 
  Blurstrike Light Mace); Full Atk: +18/+13/+9 Melee 
  (1d6+1, 
  +1 
  Blurstrike 
  Light 
  Mace) 
  or 
  +16/+16/+11/+11/+6/+6 Melee (1d6+1, +1 Blurstrike 
  Light Mace); Space/Reach 5/5; SA Sneak Attack +8d6; 
  SQ Trapfinding, Evasion, Trap sense +5, Uncanny 
  Dodge, Improved Uncanny Dodge, Opportunist, AL 
  NE; SV Fort +8, Ref +15, Will +4, Str 10(+0), Dex 
  23(+6), Con 16(+3), Int 13(+1), Wis 8(-1), Cha 8(-1). 
   
  Skills and Feats: Appraise +6, Balance +22, Bluff +17, 
  Disable Device +19, Escape Artist +20, Hide +18, Jump 
  +5, Knowledge (arcana) +2, Open Lock +22, Profession 
  (Soldier) +3, Sense Motive +17, Swim +0, Tumble +22, 
  Use Magic Device +17; Combat Expertise, Weapon 
  Finesse, Two Weapon Fighting, Improved Two 
  Weapon Fighting, Greater Two Weapon Fighting, 
  Staggering Strike, Combat Reflexes 
   
  Languages: Ancient Suloise, Common. 
   
  Possessions: Chain Shirt, 2 x +1 Blurstrike Light Mace, 
  Light Mace, Clerical Vestments (Pelor), Wooden Holy 
  Symbol (Pelor), Gloves of Dexterity +4, Boots of Speed, 6 gp. 
  Encounter Five 
   
   
   
   
  Varchulanga: Female Advanced Half-Fiend Kraken of 
  Legend Ftr 1; CR 18, Gargantuan Outsider (Aquatic); 
  HD 20d10+1d10+315, hp 409, Init +7, Spd Swim 20ft, 
  Fly(Average) 20ft., 31 (-4 size, +5 Dex, +20 natural), 
  touch 11, flat-footed 26; Base Atk/Grp: +21/+56, Atk: 
  +37 melee (3d6+19/19-20, Clawed Tentacle); Full Atk: 
  +37/+37 melee (3d6+19/19-20, Clawed Tentacles) and 
  +31/+31/+31/+31/+31/+31 melee (1d6+9, 6 Arms) and 
  +31 melee (4d6+9, Bite); Space/Reach 20/15 (60ft with 
  Clawed Tentacle, 30ft with Arms); SA Improved Grab, 
  Constrict 2d8+14 (tentacle) or 1d6+7(arm), Smite Good 
  (+20), Spell Like Abilities, Raging Blood; SQ Ink 
  
  NMR5-05 Winds of Change 
   
  Page 45 
  Cloud, Jet, Low Light Vision, Darkvision 60, 
  Immunities, Resistance Acid 10, Cold 10, Electricity 
  10, Fire 10, DR10/magic, Regrow Limbs; SR 31, AL LE; 
  SV Fort +32, Ref +20, Will +18, Str 48(+19), Dex 20(+5), 
  Con 41(+15), Int 27(+8), Wis 22(+7), Cha 26(+8). 
   
  Skills and Feats: Concentration +25, Diplomacy +17, 
  Hide +18, Intimidate +26, Knowledge (Arcana) +27, 
  Knowledge (Geography) +27, Knowledge (Nature) +27, 
  Listen +30, Move Silently +18, Search +28, Sense 
  Motive +25, Spot +30, Survival +5 (+7 following tracks), 
  Swim +22, Use Magical Device +26; Alertness, Blind-
  Fight, Hover, Improved Critical (clawed tentacle), 
  Combat Reflexes, Improved Grapple, Iron Will, Power 
  Attack, Martial Weapon Proficiency, Weapon Focus 
  (Clawed Tentacle) 
   
  Smite Good (Su): 1/ Day she can make a normal 
  Melee attack to deal +20 extra points of damage against 
  a good foe. 
   
  Spell-Like Abilities (Sp): Caster Level = 20th, 
  Saves are CHA based (base DC = 8 + spell level) 3/day - 
  Darkness, Poison, Unholy Aura; 1/day - Desecrate, 
  Unholy Blight, Contagion, Blasphemy, Unhallow, 
  Horrid Wilting, Summon Monster Ix (Fiends only), 
  Destruction 
  The following are at Caster Level 9 (base DC = 8 + spell 
  level) 1/day - Control Weather, Control Winds, 
  Dominate Animal (Will DC19), Resist Energy 
   
  Improved Grab (Ex): To use this ability, she must 
  hit with an arm or clawed tentacle attack. She can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If she wins a 
  grapple check she can establish a hold and can 
  constrict. 
   
  Constrict (Ex): She deals automatic arm or 
  tentacle damage with a successful grapple check. 
  2d8+14 (tentacle) or 1d6+7(arm) 
   
  Jet (Ex): She can jet backwards once per round as 
  a full-round action, at a speed of 280 feet. It must move 
  in a straight line, but does not provoke attacks of 
  opportunity while jetting.  
   
  Ink Cloud (Ex): She can emit a cloud of jet-black 
  ink in an 80-foot spread once per minute as a free 
  action. The cloud provides total concealment, which 
  she normally uses to escape a fight that is going badly. 
  Creatures within the cloud are considered to be in 
  darkness. 
   
  Raging Blood (Su): She has acid in her blood. 
  Each time damage is dealt to her a piercing or slashing 
  attack, her blood sprays outwards in a 5-foot cone, 
  dealing 1d4 points of acid damage to all within range 
  (no save). Her own blood does not harm her. 
   
  Regrow Limbs (Ex): If she loses a limb, head or 
  body part, a new one grows in 1 round. She cannot be 
  slain by a vorpal weapon's head severing ability. 
   
  Immunities (Ex): Immune to fear, poison and 
  mind-affecting effects 
   
  Skills: From her kraken ancestry she has a +8 
  racial bonus on any Swim check to perform some 
  special action to avoid a hazard. She can always choose 
  to take 10 on a Swim check, even if distracted or 
  endangered. She can use the run action while 
  swimming, provided she swims in a straight line. 
   
  Combat: She strikes her opponents with her 
  clawed tentacles, then grabs or crushes them with her 
  arms or drags the victims into her huge jaws. An 
  opponent 
  can 
  make 
  sunder 
  attempts 
  against 
  Varchulanga’s tentacles or arms as if they were 
  weapons. Her clawed tentacles have 20 hit points and 
  her arms have 10 hit points. If a she is currently 
  grappling a target with one clawed tentacle of arm she 
  usually uses another limb to make its attack of 
  opportunity against the sunder attempt. Severing a 
  tentacle or arm deals damage to her equal to half the 
  limb's full normal hit points.  
   
  Tactics: If the PCs look capable she will cast 
  Unholy Aura before surfacing. If targeted repeatedly 
  with a specific energy type she will use Resist Energy. 
  She will use her Control Winds ability (DMG Pg.94) if 
  necessary to deal with overly mobile opponents. She 
  will flee down river using her Jet ability is she is 
  reduced to less than 100 HPs. She will hold off on 
  using her Horrid Wilting and Summon Monster IX 
  until she is pursued while fleeing or if she drops below 
  40 HPs. 
  Encounter Six 
   
   
   
   
  Pholtan Cleric: Male Human Clr 15 (Pholtus); CR 15, 
  Medium Humanoid; HD 15d8+30, hp 108 (119 with 
  temp hp), Init -1, Spd 20 ft/x3, 32 (-1 Dex, +5 natural 
  [barkskin)], +11 +3 Full Plate [magic vestment], +3 +1 
  Heavy Steel Shield, +4 shield of faith), touch 13, flat footed 
  32;  Base Atk/Grp: +11/+11, Atk: +13 Melee (1d8, 
  Morningstar); Full Atk: +13/+8/+3 Melee (1d8, 
  Morningstar) or +12 Ranged (1d8, 19-20, Light 
  Crossbow); Space/Reach 5/5; SQ Turn Undead, AL LN; 
  SV Fort +12, Ref +5, Will +19, Str 10(+0), Dex 8(-1), Con 
  14(+2), Int 8(-1), Wis 25(+7), Cha 16(+3). 
   
  Skills and Feats: Concentration +20, Knowledge 
  (religion) +17; Divine Metamagic, Divine Spell Power, 
  Extra Turning, Extra Turning, Quicken Spell, Sudden 
  Empower, Sudden Silent. 
   
  Languages: Common. 
   
  Possessions: +1 Full Plate, +1 Heavy Steel Shield, 
  Morningstar, Light Crossbow, 7 bolts, Dagger, 2 
  potions Cure Light Wounds, Silver Holy Symbol 
  (Pholtus), Rope of Climbing, Periapt of Wisdom +4, Cloak of 
  Resistance +1, Circlet of Persuasion. 
  
  NMR5-05 Winds of Change 
   
  Page 46 
   
  Spells Prepared (6/7/6/5/5/4/2/1; base DC = 16 + 
  spell level): 0—Light, Light, Light, Create Water, Detect 
  Magic, Guidance; 1st—Detect Secret Doors*, Bless (10 
  minutes left, 15th lvl caster), Divine Favor, Lesser Vigor, 
  Protection from Chaos(10 minutes left, 15th lvl caster, cast on 
  self), Shield of Faith (10 minutes left, 15th lvl caster on Ape), 
  Shield of Faith (10 minutes left, 15th lvl caster, on Druid), 
  Shield of Faith (10 minutes left, 15th lvl caster, on self); 
  2nd— Bless Weapon*, Bull’s Strength, Eagle’s Splendor, 
  Remove Paralysis, Silence, Silence (9 min left - cast on coin, 
  15th lvl caster), Sound Burst, Spiritual Weapon; 3rd—
  Clairaudience / Clairvoyance*, Magic Circle against Chaos 
  (100 minutes left, 15th lvl caster, on Druid), Invisibility Purge 
  (10 min left - cast on coin, 15th lvl caster), Magic 
  Vestment(11 hours left, 15th lvl caster, on self), Dispel Magic, 
  Searing Light, Water Breathing(3 hours left,15th lvl caster, 
  shared on all); 4th—Divination*, Castigate, Discern Lies, 
  Divine Power, Recitation, Revenance; 5th—True Seeing*(10 
  minutes left, 15th lvl caster, on self), Stalwart Pact (Active on 
  Self, 18th lvl caster), Stalwart Pact (Active on Druid 18th lvl 
  caster), Flame Strike, Flame Strike, Flame Strike; 6th—Find 
  the Path*, Harm, Heroes Feast (8 hours left, 15th level caster, 
  +11 temp hp), Mass Bear’s Endurance; 7th—Sunbeam*, 
  Dictum, Mass Spell Resistance; 8th— Sunbeam*,Firestorm 
   
  *Domain 
  spell. 
  Domains: 
  Knowledge 
  (All 
  Knowledge skills are class skills, cast Divination spells 
  at +1 caster level); Glory (Turn undead with a +2 bonus 
  on turning check and +1d6 on the turning damage 
  roll). 
   
  Turn Attempts Remaining: 11, Turn Check +10 
  (Divine Spell Power +13). 
   
  Spells Currently Active: Bless (15th lvl caster), 
  Protection from Chaos (+2 deflect and +2 saves against 
  chaotically aligned, 15th lvl caster), Shield of Faith (+4 
  deflection, 15th lvl caster), Invisibility Purge (15th lvl 
  caster), Magic Vestment (on armor, +3 armor, 15th 
  caster), Magic Vestment (on shield, +3 armor, 15th 
  caster), Water Breathing (15th lvl caster), True Seeing 
  (15th lvl caster), Stalwart Pact (at 54hps triggers and 
  grants +90 temp hp, DR 5/magic and +4 luck bonus to 
  all saves, lasts 18 rounds, 18th lvl caster), Heroes Feast 
  (+11 temp hps, +1 attack, +1 will saves, immune to 
  poison and fear, 15th lvl caster), Barkskin (+5 natural, 
  15th lvl caster), Woodland Veil (+5 to Hide & Move 
  Silent, 15th lvl caster), Mass Camouflage (+10 Hide & 
  Move Silent, 15th lvl Caster). 
  Faithful Flan Druid: Male Human (Flan) Drd 15 
  (Pholtus); CR 15, Medium Humanoid; HD 15d8+30, 
  hp 108 (119 with temp hp), Init +5, Spd 20 ft/x4, 23 (+1 
  Dex, +5 natural [barkskin], +3 Hide, +4 shield of faith), 
  touch 15, flat footed 22; Base Atk/Grp: +11/+11, Atk: 
  +13 Melee (1d6/18-20, Scimitar) or +14 Ranged (1d4, 
  Dart); Full Atk: +13/+8/+3 Melee (1d6/18-20, Scimitar) 
  or +14/+9/+4 Ranged (1d4, Dart); Space/Reach 5/5; SQ 
  Animal Companion, Nature Sense, Wild Empathy, 
  Woodland Stride, Trackless Step, Resist Natures Lure, 
  Wildshape 5/day (used 1), Wildshape (Large), Venom 
  Immunity, Wildshape (Tiny), Wildshape (Plant), A 
  Thousand Faces, Wildshape (Huge), Timeless Body, , 
  AL LN; SV Fort +10, Ref +6, Will +17, Str 10(+0), Dex 
  12(+1), Con 12(+1), Int 10(+0), Wis 25(+7), Cha 8(-1). 
   
  Skills and Feats: Concentration +19, Handle Animal 
  +17, Knowledge (nature) +13, Knowledge (religion) +9, 
  Profession (Ship Construction) +25, Profession (Sailor) 
  +12, Survival +27; Elephant's Hide, Eschew Materials, 
  Fast Wildshape, Improved Initiative, Improved 
  Toughness, Natural Spell, Oaken Resilience. 
   
  Languages: Druidic, Common. 
   
  Possessions: Scimitar, 4 Darts, Hide Armor, 50 foot 
  Hemp Rope, Rowboat, Wooden Holy Symbol 
  (Pholtus), Periapts of Wisdom +4, Bag of Holding Type 
  1. 
   
  Spells Prepared (6/7/7/6/5/5/4/3/1; base DC = 17 + 
  spell level): 0— Cure Minor, Flare, Flare, Flare, Light; 
  1st—Magic Fang, Faerie Fire, Produce Flame, 
  Shillelagh, Produce Flame, Cure Light Wounds; 2nd— 
  Barkskin(100 minutes left, 15th lvl caster, on self), 
  Barkskin(100 minutes left, 15th lvl caster, on Cleric, Bulls 
  Strength (9 minutes left, 15th lvl caster, on Ape), Spider 
  Climb, Woodland Veil, Resist Energy, Gust of Wind; 3rd— 
  Cure Moderate Wounds, Protection from Energy, Natures 
  Favor, Poison, Greater Magic Fang, Swift Fly; 4th—Arc of 
  Lightning, Dispel Magic, Mass Camouflage(100 minutes left, 
  15th lvl caster, shared on all), Flame Strike, Control Water ; 
  5th— Stoneskin (100 minutes left and 110 point left, 
  15th lvl caster, on druid), Wall of Thorns, Rejuvenation 
  Cocoon, Binding Winds, Cure Critical Wounds ; 6th— Fires 
  of Purity, Greater Dispel Magic, Fire Seeds, Mass Bear’s 
  Endurance; 7th— Brilliant Aura, Heal, Firestorm; 8th—
  Repel Metal and Stone 
  Wildshaped into Smaller Megaraptor: Large Animal 
  (Shapeshifted Medium Humanoid); HD --, hp 158 (169 
  with temp hp), Init +6, Spd 60 ft/x4, AC 27 (+2 Dex, 
  +11 natural [+5 barkskin], +4 shield of faith), touch 16, flat 
  footed 25, Base Atk/Grp: +11/+24, Atk: +17 Melee 
  (2d8+5, Talons); Full Atk: +17 Melee (2d8+5, Talons) 
  and +12/+12 Melee (1d4+2, Foreclaw) and +11 Melee 
  (2d6+2, Bite); Space/Reach 10/5; SA Pounce; AL LN; 
  SV Fort +14, Ref +7, Will +17, Str 21(+5), Dex 15(+2), 
  Con 21(+5), Int 10(+0), Wis 25(+5), Cha 8(-1). 
   
  Skills 
  and 
  Feats: 
  Balance 
  +2, 
  Climb 
  +5, 
  Concentration +23, Escape Artist +2, Hide +6, Jump 
  +25, Listen +15, Move Silently +2, Spot +15, Survival 
  +33, Swim +5.  
   
  Spells Currently Active: Bless (15th lvl caster), Magic 
  Circle against Chaos (+2 deflect and +2 saves against 
  chaotically aligned, 15th lvl caster), Shield of Faith (+4 
  deflection, 15th lvl caster), Water Breathing (15th lvl 
  caster), Stalwart Pact (at 54hps triggers and grants +90 
  temp hp, DR 5/magic and +4 luck bonus to all saves, 
  lasts 18 rounds, 18th lvl caster), Heroes Feast (+11 temp 
  hps, +1 attack, +1 will saves, immune to poison and 
  fear, 15th lvl caster), Barkskin (+5 natural, 15th lvl 
  caster), Woodland Veil (+5 to Hide & Move Silent, 15th 
  
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  Page 47 
  lvl caster), Mass Camouflage (+10 Hide & Move Silent, 
  15th lvl Caster), Stoneskin (110 pts, DR10/Adamantiun, 
  15th lvl caster). 
  Animal Companion: Male Ape; CR N/A, Large 
  Magical Beast; HD 12d8+24, hp 78 +11 temp hps, Init 
  +4, Spd 30 ft/x4, Climb 30 ft, AC 31 (-1 size, +4 Dex, 
  +11 natural. +4 Shield of Faith, +3 Studded Leather), 
  touch 17, flat footed 27; Base Atk/Grp: +9/+20, Atk: +20 
  Melee (1d8+9, Claw); Full Atk: +20/+20 Melee (1d8+9, 
  Claw) and +18 Melee (1d6+4, Bite); Space/Reach 10/10; 
  SA ; SQ Link, Share Spells, Evasion, Devotion, 
  Multiattack, AL N; SV Fort +10, Ref +14, Will +7, Str 
  29(+9), Dex 19(+4), Con 14(+2), Int 02(-4), Wis 12(+1), 
  Cha 07(-2). 
   
  Skills and Feats: Balance +7, Climb +17, Escape 
  Artist +4, Hide -1, Jump +8, Listen +6, Move Silently+3, 
  Spot +6, Survival +1, Swim +7; Alertness, Toughness, 
  Improved Natural Attack (Claws), Lightning Reflexes, 
  Iron Will 
   
  Possessions: +1 Heavy Fortification Studded Leather 
  Armor. 
   
  Spells Currently Active: Bless (15th lvl caster), Shield 
  of Faith (+4 deflection, 15th lvl caster), Water Breathing 
  (15th lvl caster), Heroes Feast (+11 temp hps, +1 attack, 
  +1 will saves, immune to poison and fear, 15th lvl 
  caster), Bulls Strength (15th lvl caster), Woodland Veil (+5 
  to Hide & Move Silent, 15th lvl caster), Mass 
  Camouflage (+10 Hide & Move Silent, 15th lvl Caster). 
  Pholtan Fighter: Male Human Ftr 11/Tct 2 (Pholtus); 
  CR 13, Medium Humanoid; HD 13d10+52, hp 146 (158 
  with temp hp), Init +6, Spd 20 ft/x3, AC 25 (+1 Dex, 
  +10 +2 Full Plate, +3 +1 Heavy Steel Shield, +1 Ring of 
  Protection), touch 12, flat footed 24, Base Atk/Grp: 
  +13/+19, Atk: +23 Melee (1d8+9/19-20, +1 Longsword) 
  or +21 Ranged (1d8,20/x3, MW Longbow); Full Atk: 
  +23/+18/+13 Melee (1d8+9/19-20, +1 Longsword) or 
  +21/+16/+11 Ranged (1d8,20/x3, MW Longbow); 
  Space/Reach 5/5; SA ; SQ Flanker, Interpose, 
  Defensive Shield, AL LN; SV Fort +14, Ref +6, Will +7, 
  Str 21(+5), Dex 14(+2), Con 16(+3), Int 8(-1), Wis 
  14(+2), Cha 8(-1). 
   
  Skills 
  and 
  Feats: 
  Knowledge 
  (history) 
  +5, 
  Knowledge (religion) +7, Sense Motive +4; Combat 
  Reflexes, Power Attack, Cleave, Weapon Focus 
  (Longsword), Greater Focus (Longsword), Weapon 
  Specialization (Longsword), Shieldmate, Improved 
  Shieldmate, Eyes in the Back of Your Head, Improved 
  Initiative, Improved Toughness x2 
   
  Flanker (Ex): A Tactical Soldier can Flank 
  enemies from seemingly impossible angles. She can 
  designate any adjacent square as the square from which 
  flanking against an ally is determined (including the 
  square where she stands, as normal). She may designate 
  the square at the beginning of her turn or at any time 
  during her turn. The designated square remains her 
  effective square for flanking until she is no longer 
  adjacent to it or until she chooses a different square (at 
  the start of one of her turns). The character can even 
  choose a square that is impassible or occupied. 
   
  Languages: Common. 
   
  Possessions: +2 Full Plate, +1 Heavy Steel Shield, +1 
  Ring of Protections, +1 Longsword, MW Longbow, 
  Dagger, 17 Arrows, Belt of Giant Strength +4, Potion 
  Cure Moderate Wounds, Bracers of Quick Strike, 
  Cloak of Resistance +1 
   
  Spells Currently Active: Bless (15th lvl caster), Water 
  Breathing (15th lvl caster), Heroes Feast (+11 temp hps, 
  +1 attack, +1 will saves, immune to poison and fear, 
  15th lvl caster), Woodland Veil (+5 to Hide & Move 
  Silent, 15th lvl caster), Mass Camouflage (+10 Hide & 
  Move Silent, 15th lvl Caster). 
  
  NMR5-05 Winds of Change 
   
  Page 48 
  Appendix 11 – New Rules Items 
  Classes 
  Tactical Soldier (Miniatures Handbook) 
  The tactical soldier is the master of teamwork in melee. She has trained in cooperative battle tactics and knows how to 
  take advantage of position and timing to make herself and her teammates a deadly, unified force in battle. No other 
  force compares to a group of melee-worthy combatants along with a tactical soldier in the wings, ready to multiply the 
  total deadly effectiveness of the group by far more than their number alone would indicate. 
   
  It takes a special kind of person to give up the limelight in favor of teamwork. Those with the necessary ability to 
  think about the objective first and their own glory second make ideal tactical soldiers. Fighters, paladins, and rangers 
  are the most common tactical soldiers, knowing just how to multiply the strengths and eradicate the weakness of battle-
  hardened combatants. 
   
  NPC tactical soldiers make ideal cohorts or hirelings. What fighter wouldn’t want a tactical solider backing him up, 
  ready to step in and fight when the melee begins? 
  Hit Die: d10. 
  Requirements 
  To qualify to become a tactical soldier, a character must fulfill all the following criteria. 
  Base Attack Bonus: +5. 
  Skills: Sense Motive 2 ranks. 
  Feats: Cleave, Combat Reflexes. 
  Class Skills 
  The tactical soldier’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), 
  Intimidate (Cha), Jump (Str), Ride (Dex), Sense Motive (Wis), and Swim (Str). 
  Skill Points at Each Level: 2 + Int modifier. 
  Table: The Tactical Soldier 
  Level 
  Base Attack Bonus 
  Fort Save 
  Ref Save 
  Will Save 
  Special 
  1st 
  +1 
  +2 
  +0 
  +0 
  Flanker 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Sidestep 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Interpose 
  4th 
  +4 
  +4 
  +1 
  +1 
  Defensive shield 
  5th 
  +5 
  +4 
  +1 
  +1 
  Offensive strike 
  6th 
  +6 
  +5 
  +2 
  +2 
  – 
  7th 
  +7 
  +5 
  +2 
  +2 
  Delayed Cleave 
  8th 
  +8 
  +6 
  +2 
  +2 
  Unbalancing blow 
  9th 
  +9 
  +6 
  +3 
  +3 
  – 
  10th 
  +10 
  +7 
  +3 
  +3 
  Reciprocal strike 
  Class Features 
  All of the following are class features of the tactical soldier prestige class. 
   
  Weapon and Armor Proficiency: Tactical soldiers are proficient with all simple and martial weapons, with all 
  types of armor (heavy, medium, and light), and with shields (except tower shields). 
  
  NMR5-05 Winds of Change 
   
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  Flanker (Ex): A tactical soldier can flank enemies from seemingly impossible angles. She can designate any 
  adjacent square as the square from which flanking against an ally is determined (including the square where she stands, 
  as normal). She may designate the square at the beginning of her turn or at any time during her turn. The designated 
  square remains her effective square for flanking until she is no longer adjacent to it or until she chooses a different 
  square (at the start of one of her turns). The character can even choose a square that is impassable or occupied. 
   
  Sidestep (Ex): At 2nd level, a tactical soldier gains Sidestep (described later in this chapter) as a bonus feat. If she 
  already has the feat, she can choose another one. 
   
  Interpose (Ex): A tactical soldier gains this ability, usable three times per day, at 3rd level. When an enemy 
  threatens her in melee and makes a successful attack against an adjacent ally of hers, the tactical soldier may take the 
  damage (and other effects) of the blow as if she had been hit instead. 
   
  Defensive Shield (Ex): Starting at 4th level, whenever a tactical soldier fights defensively, she provides up to two 
  adjacent allies with a +2 dodge bonus to Armor Class, though their attack rolls do not take the normal -4 penalty (but 
  her attack rolls still do). 
   
  Offensive Strike (Ex): Starting at 5th level, in times of urgency a tactical soldier can lower all her defense to make a 
  very aggressive attack. When making an offensive strike, the tactical soldier gains a +4 bonus on melee attack rolls and 
  damage rolls for 1 round. Until her next turn, however, she is wide open to physical and magical attacks. All successful 
  attack rolls made against the tactical soldier are automatic threats, and all saving throws the tactical soldier makes 
  against spells automatically fail. 
   
  Delayed Cleave (Ex): Starting at 7th level, if the last creature a tactical soldier hit in melee is dropped by someone 
  other than her, and the tactical soldier still threatens that creature’s square, she may make a cleave attack as an attack of 
  opportunity. All normal restrictions on cleave attempts and attacks of opportunity apply. 
   
  Unbalancing Blow (Ex): Starting at 8th level, a tactical soldier can use a full-round action to make a strategic melee 
  attack against an enemy. If the attack succeeds, in addition to dealing regular damage, the blow unbalances the target so 
  much that it provokes attacks of opportunities from creatures threatening its square. This ability works only on 
  creatures up to one size category larger than the tactical soldier. 
   
  Reciprocal Strike (Ex): A 10th-level tactical soldier can make an attack of opportunity (subject to normal 
  restrictions) against a foe that successfully attacks an ally of the soldier and deals damage. She can use this ability three 
  times per day. 
   
    
   
  Creatures 
  Monster of Legend (Monster Manual II) 
  A monster of legend is a creature chosen by a god to perform an appointed task. The creature is imbued with divine 
  abilities and great strength to better accomplish its goal. A monster of legend is a unique creature and considered to be 
  an archetype for creatures of the same kind. These divinely enhanced creatures are often set to guard artifacts or planar 
  portals. 
   
  Monsters of legend are highly dangerous creatures. They are stronger, tougher, and fiercer than their normally 
  encountered kin. Most have potent attack forms and special qualities that mark them as having been touched by divine 
  forces. Monsters of legend are rarely encountered by chance. They leave their lairs only when on divine missions or 
  when exacting revenge on those who threaten their divine missions. 
  Creating a Monster of Legend 
  "Monster of Legend" is a template that can be added to any animal, beast, magical beast, or monstrous humanoid 
  (hereafter referred to as the base creature). The creature's type changes to outsider, though the monster of legend's 
  home plane is the Material Plane. It has all the base creature's attributes, except as noted here. 
   
   
  Hit Dice: All the base creature's Hit Dice increases to d8s (if smaller than d8, otherwise same as base creature). 
   
  Speed: Same as base creature. 
  
  NMR5-05 Winds of Change 
   
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  AC: Base creature's natural armor bonus improves by +5. 
   
  Attacks: Same as base creature. 
   
  Damage: Same as base creature or as indicated on the table below, whichever is greater. 
   
  Size 
  Slam 
  Bite 
  Claw 
  Gore 
  Fine 
  1 
  1 
  – 
  – 
  Diminutive 
  1d2 
  1d2 
  1 
  – 
  Tiny 
  1d3 
  1d3 
  1d2 
  1 
  Small 
  1d4 
  1d4 
  1d3 
  1d2 
  Medium-size 
  1d6 
  1d6 
  1d4 
  1d3 
  Large 
  1d8 
  1d8 
  1d6 
  1d4 
  Huge 
  2d6 
  2d6 
  2d4 
  1d6 
  Gargantuan 
  2d8 
  2d8 
  2d6 
  1d8 
  Colossal 
  4d6 
  4d6 
  2d8 
  2d8 
   
   
  Special Attacks: A monster of legend retains the base creature's extraordinary, supernatural, and spell-like 
  abilities. In addition, it gains one of the following special attacks: 
   
  Breath Weapon (Su): Every 1d4 rounds, the monster of legend can use a breath weapon (15-foot cone, 3d6 damage). 
  Choose one of the following energy types: acid, fire, lightning, or cold. A target can make a Reflex save (DC 10 + 1/2 
  monster of legend's Hit Dice + monster of legend's Constitution modifier) for half damage. 
   
  Frightful Presence (Ex): When a monster of legend makes a loud sound (a roar, growl, or other sound appropriate to 
  its form), it inspires terror in all creatures within 20 feet that have fewer Hit Dice or levels than it has. Each potentially 
  affected opponent must succeed at a Will save (DC 10 + 1/2 monster of legend's Hit Dice + monster of legend's 
  Charisma modifier) or become shaken – a condition that lasts until the opponent is out of range. A successful save 
  leaves that opponent immune to that monster of legend's frightful presence for 24 hours. 
   
  Poison (Ex): A monster of legend delivers its poison with each successful bite attack. A target that succeeds at a 
  Fortitude save (DC 10 + 1/2 the monster of legend's Hit Dice + the monster of legend's Constitution modifier) does not 
  take poison damage from that particular attack. The initial and secondary damage is the same: 1d6 points of Strength 
  damage. 
   
  Raging Blood (Su): Choose whether the monster of legend has acid, fire, or electricity in its blood. Each time damage 
  is dealt to the creature with a piercing or slashing attack, its blood sprays outward in a 5' cone, dealing 1d4 points of 
  damage of the selected energy type to all within range (no saving throw). A monster of legend is not harmed by its own 
  blood. 
   
  Spells: the monster of legend casts divine spells from the cleric list and from the Protection, Strength, and War 
  domains as a 5th level cleric (save DC 10 + spell level + the monster of legend's Wisdom modifier). It does not gain extra 
  domain spell slots for these domains as a cleric would. 
   
  Special Qualities: A monster of legend retains the base creature's extraordinary, supernatural, and spell-like 
  abilities. In addition, it gains two of the following special qualities. 
   
  Damage Reduction (Su): 10/magic. 
   
  Enhanced Attributes (Ex): The save DC for each of the monster of legend's special attacks, spells, and spell-like 
  abilities increases by +4. 
   
  Fast Healing (Ex): A monster of legend regains lost hit points at the rate of 5 per round. Fast healing does not restore 
  hit points lost from starvation, thirst, or suffocation, and it does not allow the monster of legend to regrow or reattach 
  lost body parts. 
   
  Greater Damage (Ex): Damage dice for the creature's natural attacks are increased by one die type, as indicated on the 
  table below. 
  
  NMR5-05 Winds of Change 
   
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  Old Damage 
  New Damage 
  – 
  1 
  1 
  1d2 
  1d2 
  1d3 
  1d3 
  1d4 
  1d4 
  1d6 
  1d6 
  1d8 
  1d8 
  2d6 
   
   
  Haste (Su): the creature is supernaturally quick. It can take an extra partial action each round, as if affected by a haste 
  spell. 
   
  Immunities (Ex): The creature is immune to two of the following effects: acid, electricity, fear, poison, 
  polymorphing, or mind-affecting effects. 
   
  Reflective Hide (Su): the creature has a silvery sheen to its skin and is permanently protected by a spell turning effect. 
   
  Regrow Limbs (Ex): If the creature loses a limb, head, or body part, a new one grows in 1 round. A monster of legend 
  with this ability cannot be slain by a vorpal weapon's head severing ability. 
   
  See in Darkness (Su): the creature can see perfectly in darkness of any kind, even that created by deeper darkness 
  spells. 
   
  Spell resistance (Su): the creature has spell resistance equal to 10 + 1/2 monster of legend's Hit Dice. 
   
  Subtype (Ex): the creature has one of the following subtypes: cold or fire. 
   
  Saves: Each of the base creature's base saves increases by +3 
   
  Abilities: Increase from the base creature as follows: Str +10, Dex +6, Con +10, Int +2, Wis +2, Cha +4. 
   
  Skills: A monster of legend has skill points as the base creature, adjusted for its increased Intelligence score. Its 
  class skills are as the base creature. 
   
  Feats: a monster of legend gains Improved Initiative and Multiattack as bonus feats. 
   
   
  Climate/Terrain: Same as base creature. 
   
  Organization: Same as base creature. 
   
  Challenge Rating: Same as base creature +2. 
   
  Treasure: Same as base creature. 
   
  Alignment: Same as base creature. 
   
  Advancement: Same as base creature. 
   
  Level Adjustment: Same as base creature +7. 
   
  Morkoth (Monster Manual II) 
  Medium Aberration (Aquatic) 
  Hit Dice: 7d8+7 (38 hp) 
  Initiative: +6 
  Speed: Swim 50 ft. (10 squares) 
  
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  Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16 
  Base Atk/Grapple: +5/+4 
  Attack: Bite +4 melee (1d8-1) 
  Full Attack: Bite +4 melee (1d8-1) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Hypnosis 
  Special Qualities: Darkvision 60 ft., spell reflection 
  Saves: Fort +3, Ref +4, Will +8 
  Abilities: Str 8, Dex 14, Con 13, Int 16, Wis 17, Cha 13 
  Skills: Hide +15, Knowledge (arcana) +13, Listen +13, Spellcraft +13, Spot +13, Swim +7 
  Feats: Blind-fight, Dodge, Improved Initiative. Skill Focus (hide)B 
  Environment: Any aquatic 
  Organization: Solitary 
  Challenge Rating: 5 
  Treasure: Standard 
  Alignment: Always chaotic evil 
  Advancement: 8-14 HD (Medium)/15-21 HD (Large) 
  Level Adjustment: +3 
  Few creatures of the deep enjoy reputations for cruelty and hatred as extensive as that of the morkoth. 
   
  The top half of a morkoth resembles a deep-sea fish with bulging eyes, protruding teeth and a saillike fin along its 
  back. Its lower body resembles that of an octopus in that it has eight tentacles, but the creature also sports limbs like the 
  legs of a crustacean. Occasionally a morkoth has a squidlike beak instead of a mouth, but the typical version just has a 
  maw like that of a fish. 
   
  A morkoth live a solitary existence, spending most of its days inside a maze of tunnels constructed of rock or coral 
  at the bottom of the sea. The outer part of a morkoth’s lair usually consists of six tunnels, all spiraling outward, 
  crisscrossing and interconnecting with one another in a bewildering pattern. The creature’s actual home is at the center 
  of this maze. 
   
  A morkoth uses a variety of lures to draw prey into its clutches. It may dangle treasure as a prize, but its hypnosis 
  ability is the most powerful lure at its disposal. Once in a morkoth’s clutches, a victim doesn’t usually survive for long, 
  since these creatures are interested in capturing only food, not slaves or captives. A morkoth has little interest in 
  treasure except as a lure for prospective victims. 
  Combat 
  A morkoth’s bite is its only offensive weapon. Normally it uses its hypnosis ability to lure a passing creature through its 
  maze, then devours its prey alive. The morkoth is a cautious monster, so it chooses its victims carefully. Typically, it tries 
  to lure the last in a group of passing creatures into its tunnel, hoping that the others won’t notice that one’s absence 
  until it is too late. 
   
  Hypnosis (Su): Any creature passing within 20 feet of the entrance to a morkoth’s lair must make a successful Will 
  saving throw (DC 19) or be hypnotized. A hypnotized creature moves unerringly through the maze at its usual speed. 
  Once in the center of the lair, the affected creature floats quietly in a trance, waiting to be devoured at the morkoth's 
  leisure. A hypnotized creature is helpless against the morkoth's attacks but may attempt a new saving throw at the same 
  DC each round that the morkoth attacks it. 
   
  A morkoth can hypnotize any number of creatures at one time. When it is outside it’s lair, this ability has a range of 
  20 feet. Hypnosis is a mind-affecting compulsion effect. The save DC is Charisma-based. 
   
  Spell Reflection (Su): The morkoth has a special type of spell resistance that causes the effect of any spell, spell-
  like ability, or magic item that it successfully resists (even those that effect areas) to bounce off and reflect back at the 
  
  NMR5-05 Winds of Change 
   
  Page 53 
  caster. If the caster of the spell or user of the spell-like ability or magic item fails a caster level check (DC 15), he or she 
  becomes either the spell's target or the point of origin for the spell's effect, as appropriate. If the morkoth is the subject 
  of a dispel magic spell that is not reflected, its spell reflection ability is suppressed for 1 round.  
  Morkoth Tunnels 
  A creature that has successfully resisted he morkoth’s hypnosis ability might try to rescue a friend who was drawn into 
  the tunnels. The passages of a morkoth’s lair are so narrow that only one medium character can swim through any f-foot 
  section at a time. An ambitious DM could map out the mazelike tunnel system and allow the characters to try to work 
  their way through it. 
   
  Alternatively, the DM could handle penetration of the lair abstractly as follows: roll 2d6 to determine the number 
  of intersections between the tunnel’s entrance and the morkoth’s lair. Allowing 10 to 40 feet between intersections. At 
  each intersection, have the lead character make a Survival check (DC 15) to discern the correct path. Each correct 
  choice brings the group one intersection closer to the lair; each incorrect choice adds 1d6 intersections to the route and 
  an equal number of rounds to the time needed to complete the trip. 
   
  It is always possible to navigate any labyrinth by simply choosing one wall and following wherever it goes. A 
  creature using this method can eventually find the morkoth’s chamber without error, but this route is usually not the 
  shortest possible path. Roll 1d6+6 for the number of intersections the rescuers must traverse using this method. 
   
  Feats 
  Deft Opportunist (Complete Adventurer) 
  You are prepared for the unexpected. 
   
  Prerequisite: Dex 15, Combat Reflexes. 
   
  Benefit: You get a +4 bonus on attack rolls when making attacks of opportunity. 
  Distracting Attack (Miniatures Handbook) 
  You are skilled at interfering with opponents in melee.  
   
  Prerequisite: Base attack bonus +1. 
   
  Benefit: When you make a melee attack against a creature, whether you are successful or not, all other creatures 
  get a +1 circumstance bonus on attack rolls against that creature until the start of your next turn. 
   
  Special: A fighter may select Distracting Attack as one of his fighter bonus feats. 
  Divine Metamagic [Divine] (Complete Divine) 
  You can channel energy into some of your divine spells to make them more powerful. 
   
  Prerequisite: Ability to turn or rebuke undead. 
   
  Benefit: When you take this feat, choose a metamagic feat. This feat applies only to that metamagic feat. As a free 
  action, you can take the energy from turning or rebuking undead and use it to apply a metamagic feat to spells that you 
  know. You must spend one turn or rebuke attempt, plus an additional attempt for each level increase in the metamagic 
  feat you’re using. Because you’re using positive or negative energy to augment your spells, the spell slot for the spell 
  doesn’t change. 
   
  Special: This feat may be taken multiple times. Each time you take this feat choose a different metamagic feat to 
  which to apply it. 
  Divine Spell Power [Divine] (Complete Divine) 
  You can channel positive or negative energy to enhance your divine spellcasting ability. 
   
  Prerequisites: Ability to turn or rebuke undead, able to cast 1st-level divine spells. 
   
  Benefit: You can spend a turn or rebuke attempt as a free action and roll a turning check (with a special +3 bonus, 
  plus any other modifiers you’d normally apply to your turning check). Treat the result of the turning check as a 
  modifier to your caster level on the next divine spell you cast in that round. 
  
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  For example, if a cleric used this feat and rolled a 16 on his turning check, he would add a +2 bonus to his caster 
  level for the next divine spell he casts in the round. Had he rolled an 8, he would apply a –1 penalty to his caster level 
  for the next divine spell he casts in the round. 
   
  If you don’t cast a divine spell before your next turn, you lose the effect of the check result. This feat has no effect 
  on your arcane spellcasting ability. 
  Elephant’s Hide [Wild] (Complete Divine) 
  You can thicken your kin to the toughness of an elephant’s. 
   
  Prerequisites: Ability to wild shape into a Large creature. 
   
  Benefit: You can spend one wild shape to give yourself a natural armor bonus of 7. This does not stack with any 
  natural armor you currently have. The effect lasts for 10 minutes. 
  Elusive Target [Tactical] (Complete Warrior) 
  Trying to land a blow against you can be a maddening experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus +6. 
   
  Benefit: The Elusive Target feat enables the use of these tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you must designate a specific foe to be effected by your Dodge feat. If 
  that foe uses the Power Attack feat against you, the foe gains no benefit on the damage roll but still takes the 
  corresponding penalty on the attack role. 
   
  Diverting Defense: To use this maneuver, you must designate one of the flanking attackers affected by your Dodge 
  feat. The first attack of the round from the designated attacker automatically misses you and may strike the other 
  flanking foe instead; the attacking creature makes an attack roll normally. And its ally is considered flat-footed. If the 
  designated attacker is making a full attack against you, its second and subsequent attacks function normally. 
   
  Cause Overreach: To use this maneuver, you must provoke an attack of opportunity from a foe by moving out of a 
  threatened square. If the foe misses you, you can make a free trip attempt against this foe, and the foe does not gain a 
  chance to trip you if your attempt fails. 
  Eyes in the Back of Your Head (Complete Warrior) 
  Your superior battle sense helps minimize the threat of flanking attacks. 
   
  Prerequisites: Wis13, base attack bonus +1. 
   
  Benefit: Attackers do not gain the usual +2 bonus on their attack rolls when flanking you. This feat grants no effect 
  whenever you are attacked without benefit of your dexterity modifier to Armor Class, such as when you are flat-footed. 
  You may still be sneak attacked when flanked. 
   
  Normal: When you are flanked, the flanking opponents receive a +2 bonus on their attack rolls against you. 
  Fast Wild Shape [Wild] (Complete Divine) 
  You assume your wild shape faster and more easily than you otherwise could. 
   
  Prerequisites: Dex 13, ability to use wild shape 
   
  Benefit: You gain the ability to wild shape as a move-equivalent action. 
   
  Normal: A druid uses wild shape as a standard action. 
  Improved Toughness (Complete Warrior) 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fort bonus +2. 
   
  Benefit: You gain a number of hit points equal to your current hit dice. Each time you gain a HD (such as by 
  gaining a level), you gain 1 additional hit point. If you lose a HD (such as by losing a level), you lose 1 hit point 
  permanently. 
  
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  Karmic Strike (Complete Warrior) 
  You have learned to strike when your opponent is most vulnerable – the same instant your opponent strikes you. 
   
  Prerequisites: Dex 13, Combat Expertise, Dodge 
   
  Benefit: You can make an attack of opportunity against an opponent that hits you in melee. On your action, you 
  choose to take a –4 penalty to your Armor class in exchange for the ability to make an attack of opportunity against any 
  creature that makes a successful melee attack or melee touch attack against you. The opponent that hits you must be in 
  your threatened area, and this feat does not grant you more attacks of opportunity than you are normally allowed in a 
  round. You specify on your turn that you are activating this feat, and the change to your Armor Class and your ability to 
  make these special attacks of opportunity last until your next turn. 
  Oaken Resilience [Wild] (Complete Divine) 
   
  Prerequisite: Ability to wild shape into a plant. 
   
  Benefit: You can spend a wild shape to gain immunity to critical hits, poison, sleep, paralysis, polymorph, and 
  stunning. You also gain great stability, which gives you a +8 bonus on checks to avoid being bull rushed or tripped. The 
  effect remains for 10 minutes. 
  Quick Reconnoiter (Complete Divine) 
  You can learn a lot of information from just a quick scan of an area or object. 
   
  Prerequisite: Listen 5 ranks, Spot 5 ranks. 
   
  Benefit: You can make one Spot check and one Listen check each round as a free action. You also gain a +2 bonus 
  on initiative checks. 
   
  Normal: Using Spot or Listen in a reactive fashion is a free action, but actively trying to make a Spot check or 
  Listen check requires a move action. 
  Reckless Rage (Races of Stone) 
  You are considered extreme even among other barbaric warriors, and you enter a deeper state of rage than others. 
   
  Prerequisites: Con 13, rage ability. 
   
  Benefit: Whenever you activate your rage ability, you take an additional –2 penalty to your Armor Class, but you 
  gain an additional +2 bonus to Strength and Constitution. These bonuses and penalties stack with the effects of rage, 
  greater rage, and mighty rage. 
  Shieldmate [General] (Miniature’s Handbook) 
  You can protect those near you with your shield. 
   
  Prerequisite:  Base attack bonus +1. 
   
  Benefit:  When you are using a shield with which you are proficient, friendly creatures adjacent to you get a +1 
  shield bonus to their Armor Class.  If you are using a tower shield, those creatures get a +2 shield bonus.  The creature 
  loses the bonus if they are no longer adjacent to you, if you’re grappling, or if you’re stunned, paralyzed or otherwise 
  unable to take actions.  This shield bonus doesn’t stack with other shield bonuses the allied creatures may have. 
   
  Special:  A fighter may select Shieldmate as one of his fighter bonus feats. 
  Shock Trooper [Tactical] (Complete Warrior) 
  You are adept at breaking up formations of soldiers when you rush into battle. 
   
  Prerequisites: Improved Bull Rush, Power Attack, base attack bonus +6. 
   
  Benefit: The Shock Trooper feat enables the use of three tactical maneuvers. 
   
  Directed Bull Rush: To use this maneuver, you must make a successful bull rush attempt as part of a charge. For every 
  square you push your foe back, you may also push that foe one square to the left or right. 
   
  Domino Rush: To use this maneuver, you must make a successful bull rush attempt that forces a foe into the same 
  square as another foe. You may make a free trip attempt against both foes at the same time, and neither foe gets a chance 
  to trip you if your attempt fails. 
  
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  Heedless Charge: To use this maneuver, you must charge and make an attack at the end of your charge using your 
  Power Attack feat. The penalty you take on your attack roll must be –5 or worse. In addition to normal charge modifiers 
  (which give you a –2 penalty to AC and a +2 bonus on the attack roll), you can assign any portion of the attack roll 
  penalty from Power Attack to your Armor Class instead, up to a maximum equal to your base attack bonus. 
   
  Special: A fighter may select Shock Trooper as one of his fighter bonus feats. 
  Sidestep (Miniatures Handbook) 
  You can move nimbly around the battlefield.  
   
  Prerequisite: Dex 15, Tumble 8 ranks, Dodge, Mobility 
   
  Benefit: Once per round, when you make an attack of opportunity, you may take a 5-foot step after you attack. This 
  5-foot step doesn’t count against your limit of one 5-foot step per round or against any movement you take on your turn.  
  Spinning Halberd [Style] (Complete Warrior) 
  You have mastered the style of fighting with a halberd, and can use all parts of the weapon – blade, spike, hook, or butt – 
  to strike devastating blows. 
   
  Prerequisites: Combat Reflexes, Two-Weapon Fighting, Weapon Focus (halberd). 
   
  Benefit: When you make a full attack with your halberd, you gain a +1 dodge bonus to your Armor Class as well as 
  an additional attack with the weapon at a -5 penalty. This attack deals points of bludgeoning damage equal to 1d6 + ½ 
  your Strength modifier. 
  Staggering Strike (Complete Adventurer) 
  You can deliver a wound that hampers an opponent’s movement. 
   
  Prerequisite: Base attack bonus +6, sneak attack. 
   
  Benefit: If you deal damage with a melee sneak attack, you can also deliver a wound that limits your foe’s mobility. 
  For 1 round (or until the target is the beneficiary of a DC 15 Heal check or any magical healing that restores at least 1 hit 
  point, whichever comes first) your target is treated as if it were staggered, even if its nonlethal damage doesn’t exactly 
  equal its current hit points. A target can resist this effect by making a successful Fortitude save (DC equal to damage 
  dealt). Multiple staggering strikes on the same creature do not stack.  This feat has no effect on creatures not subject to 
  sneak attack damage. 
  Sudden Empower [Metamagic] (Miniatures Handbook) 
  You can cast a spell to greater effect without special preparation.  
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: Once per day, you can apply the effect of the Empower Spell feat to any spell you cast without increasing 
  the level of the spell or specially preparing it ahead of time. You can still use. Empower spell normally if you have it.  
  Sudden Silent [Metamagic] (Miniatures Handbook) 
  Once per day you may cast a spell silently without special preparation. 
   
  Prerequisites: Any metamagic feat. 
   
  Benefit: Once per day, you may apply the Silent Spell feat to any spell you cast, without increasing the level of the 
  spell or specially preparing it ahead of time. You may still use the Silent Spell feat normally, if you have it. 
  Spells 
  Arc of Lightning (Complete Arcane) 
  Conjuration (Creation) [Electricity]  
  Level: Druid 4, sorcerer/wizard 5, warmage 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action  
  
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  Range: Close (25 ft. + 5 ft/2 levels)  
  Area: A line between two creatures  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: No 
  You create natural conductivity between two creatures, and a bolt of electricity arcs between them. This bolt deals 1d6 
  points of electricity damage per caster level (maximum 15d6) to both creatures and to anything in the line between 
  them. 
  Both creatures must be in range, and you must be able to target them (as if this spell had them as its targets). Draw the 
  line from any corner in one creature's space to any corner in the other's space. 
  Arcane Material Component Two small iron rods. 
  Binding Winds (Complete Divine) 
  Evocation 
  Level: Druid 5, Weather 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. +10 ft./level) 
  Target: One creature 
  Duration: Concentration 
  Saving Throw: Reflex negates 
  Spell Resistance: Yes 
  You create a flurry of air to encircle and hold your target. The binding winds do not move. Instead, they become a 
  physical barrier surrounding the subject. The subject may act normally, but she cannot move from her current location. 
  The winds carry her voice away, so she can speak but cannot be heard, and she cannot hear anything but the roar of the 
  winds. 
   
  Furthermore, no sonic or language-dependent spells or effects may be cast into or out of the binding winds (though 
  spells cast by the caster upon himself function normally). Ranged attacks made into or out of the binding winds suffer a –
  2 penalty. Binding wins hold flying creatures in mid-air. 
  Brilliant Aura (Complete Divine) 
  Transmutation 
  Level: Druid 7 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: 1 person per 2 levels, all of whom must be within 30 ft. of each other 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  You limn your allies in a glowing nimbus, transforming their attacks into brilliant energy. 
   
  Each person affected by this aura gives off light as a torch (20-foot radius). Their weapon attacks (melee or ranged) 
  function as if their weapons were brilliant energy weapons: they ignore nonliving matter, and armor and enhancement 
  
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  AC bonuses do not count against them. The attacks cannot harm undead, constructs, or objects. In addition, all attacks 
  gain an enhancement bonus on damage equal to one-half the caster’s level (maximum +10). 
  Camouflage (Complete Divine) 
  Transmutation 
  Level:  Druid 1, ranger 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range:  Personal 
  Target: You 
  Duration:  10 min./level 
  You change the coloring of your skin and clothing to match the environment around you.  Throughout the duration of 
  the spell, your coloration changes instantly to match the background of any new environment you enter, with no effort 
  on your part.  This effect grants you a +10 circumstance bonus on Hide checks. 
  Castigate (Complete Divine) 
  Evocation [Sonic] 
  Level: Cleric 4 
  Components: V 
  Casting Time: 1 standard action 
  Range: 10 ft. 
  Area: 10-ft. radius emanation 
  Duration: Instantaneous 
  Saving Throw: Fortitude halt 
  Spell Resistance: Yes 
  This spell allows you to verbally rebuke foes. By shouting your deity's teachings about other alignments, you inflict pain 
  on those who hear, and those in the area need not understand your divine words to be affected. This spell has no effect 
  on creatures that cannot hear. Otherwise, you deafen foes of the same alignment for ld4 rounds (save for half). Foes 
  within one alignment step of your alignment (lawful, neutral, chaotic; good or evil) take 1 point of damage per caster 
  level (maximum 10). Foes whose alignment is more than one step different from yours take 1d4 points of damage per 
  caster level (maximum 10d4). A Fortitude saving throw is allowed for half damage from this spell. 
  Fires of Purity (Complete Divine) 
  Evocation [Fire] 
  Level: Druid 6, Purification 6, sorcerer/wizard 6 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Target: Creature touched 
  Duration: 1 round/level 
  Saving Throw: Reflex negates (harmless); see text 
  Spell Resistance: Yes (harmless); see text 
  The creature you touch busts into magical flames that do not harm the target, but are quite capable of harming anyone 
  else who comes into contact with them. 
   
  With a successful melee attack, the subject deals an extra 1d6 points of fire damage +1 point per caster level 
  (maximum +15). If the defender has spell resistance, it applies to this effect. 
  
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  Creatures hitting the subject are susceptible to the same damage unless that attack with weapons that have 
  exceptional reach, such as longspears.  
   
  Any creature taking fire damage from fires of purity must succeed on a Reflex save or catch fire. Creatures on fire 
  burn for 1d4 rounds and take 1d6 points of fire damage each round, unless they succeed on Reflex saves (at the spell’s 
  DC) in subsequent rounds or douse themselves in water (see Catching on Fire, page 303 of the Dungeon Master’s Guide). 
   
  The target takes only half damage from fire-based attacks. If such an attack allows a reflex save for half damage, the 
  target takes no damage on a successful save. 
  Camouflage, Mass (Complete Divine) 
  Transmutation 
  Level:  Druid 4, ranger 4 
  Components:  V,S 
  Casting Time:  1 standard action 
  Range: Medium (100 ft. +10 ft./level) 
  Target: Any number of creatures, no two of which can be more than 60ft. apart 
  Duration: 10 min./level 
  As camouflage, except the effect is mobile with the group.  The spell is broken for any individual who moves more than 
  60 feet from the nearest member of the group.  (If only two individuals are affected, the one moving away from the 
  other loses its camouflage.  If both are moving away from each other, they both become visible when the distance 
  between them exceeds 60 feet.) 
  Nature’s Favor (Complete Adventurer) 
  Evocation 
  Level: Druid 2, Ranger 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Animal touched 
  Duration: 1 minute 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  By calling on the power of nature, you grant the target animal a +1 luck bonus on attack and damage rolls for every three 
  caster levels you possess (maximum +3). 
  Recitation (Complete Divine) 
  Conjuration (Creation) 
  Level: Cleric 4, Purification 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: All allies and foes within a 60-ft.-radius burst centered on you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  
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  By reciting a sacred passage or declaration, you invoke your deity's blessing upon yourself and your allies while causing 
  confusion and weakness among your enemies. The spell affects all allies and foes within the spell's area at the moment 
  you cast it. Your allies gain a +2 luck bonus on attack rolls and saving throws, or a +3 luck bonus if they worship the 
  same patron deity as you. Enemies suffer a -2 luck penalty on attack rolls and saving throws. After casting the spell, you 
  are free to take further actions during the spell's duration as you see fit. 
  Divine Focus: In addition to your holy symbol, this spell requires a sacred text as a divine focus. 
  Rejuvenation Cocoon (Complete Divine) 
  Conjuration (Healing) 
  Level: Druid 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Willing creature touched 
  Duration: 2 rounds 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  With this spell, you create a temporary cocoon of energy around a creature you touch that provides healing and a 
  measure of protection. 
   
  When you cast the spell, the cocoon forms around the target. The glowing, yellow-green cocoon is made of force, 
  but it is somewhat flexible and responds to pressure from the inside of the cocoon. The cocoon initially forms a few 
  inches from the target, but deforms enough to allow the target to reach in a backpack, cast a spell with somatic 
  component, draw a weapon, or perform similar actions. The target can’t move from the space it is in while cocooned, 
  however. Nor can it leave the rejuvenating cocoon early without using teleportation magic or dealing enough damage to 
  destroy the cocoon. 
   
  The cocoon has hardness 10 and 10 hit points per caster level. If it is destroyed, the spell ends. 
   
  One round after the cocoon forms, it heals the target of 10 points of damage per caster level and purges the target of 
  poison and disease. At the end of the second round, the rejuvenation cocoon dissipates and the target emerges, able to 
  move and act freely. 
   
  Material Component: Cocoon from a butterfly. 
  Revenance (Complete Divine) 
  Conjuration (Healing) 
  Level: Blackguard 4, cleric 4, paladin 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Dead ally touched 
  Duration: 1 min./level 
  Saving Throw: None; see text 
  Spell Resistance: Yes (harmless) 
  You touch a recently slain ally and temporarily restore her to life so she may continue to fight. The target can have been 
  dead for up to 1 round/caster level. She functions as if a raise dead spell had been cast upon her, except that she does nor 
  lose a level and has half of her full normal hit points. She is alive (not undead) for the duration of the spell and can be 
  healed normally, but dies as soon as the spell ends. While the subject is under this spell, she is not affected by resur-
  rection or raise dead. 
  
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  The target gains a +1 morale bonus on attacks, damage, saves, and checks against the creature that killed her. 
  Stalwart Pact (Complete Divine) 
  Conjuration (Healing)  
  Level: Cleric 5, pact 5 
  Components: V, S, DF, XP  
  Casting Time: 10 minutes  
  Range: Touch  
  Area: Willing living creature touched, then 1 round/level  
  Duration: Permanent until triggered  
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  This allows the target to enter into a binding agreement with a deity that provides a measure of protection when the 
  need is dire. 
   
  Once this spell is cast, the pact remains dormant until the target is reduced to half or less of her full normal hit 
  points. The target immediately gains 5 temporary hit points per caster level, damage reduction of 5/magic, and a +4 luck 
  bonus on saving throws. The hit points damage reduction, and saving throw bonus evaporate when the spell ends. 
   
  XP Cost: 250 XP 
  Items: 
  Boots, Steadfast (Arms and Equipment Guide) 
  These thick and heavy iron-toed boots help keep the wearer from getting knocked down. Someone wearing steadfast 
  boots cannot be tripped or pushed back by a bull rush. As long as the wearer carries a melee weapon that is Medium-size 
  or larger, she also counts as being set against a charge. The weapon does not have to have reach. 
   
  Faint transmutation; CL 3rd; Craft Wondrous Item, bull’s strength; Price: 6,000 gp; Weight: 1 lb. 
  Bracers of Quick Strike (Miniature’s Handbook) 
  These bracers provide the benefit of incredible speed. Once per day, when taking a full attack action, as a swift action 
  the wearer may make one additional attack with any weapon he is holding. The attack is made at the wearer’s full base 
  attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as 
  that provided by a speed weapon or by the haste spell, nor does it actually grant an extra action.) The bracers can be used 
  only after being worn continuously for 24 hours. If they are taken off, they become inactive until they are again donned 
  and worn for a full 24 hours. 
   
  Faint transmutation; CL 5th; Craft Wondrous Item, haste; Price: 1,200 gp. 
  Blurstrike (Races of the Wild) 
  On command (a free action), a weapon with this special ability fades partially from view, appearing as only a faint 
  outline, though the wielder can see it normally.  When used in an attack, an activated blurstrike weapon (along with its 
  wielder's hand and arm) appear as nothing but an amorphous blur near the wielder's body.  The blurring effect prevents 
  a foe from knowing exactly where the blow is aimed.  The first attack made with a blurstrike weapon each round is 
  made as if the target were flat-footed.  Foes that don't rely on sight for combat (such as creatures witht he blindsight 
  special quality) and creatures with the uncanny dodge class feature retain their Dexterity bonus and dodge bonuses to 
  AC against the wielder's attacks.  A blurstrike weapon can remain blurry for up to 10 rounds a day.  The duration of the 
  effect need not be in consecutive rounds; deactivating the effect is also a free action. This property can only be applied 
  to melee weapons. Faint illusion; CL 3rd; Craft Magic ARms and Armor, blur, invisibility; Price +2 bonus. 
  Doom Burst (Miniatures Handbook) 
  
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  A cascade of blackness pours from this weapon when its wielder strikes true.  On a successful critical hit, the weapon 
  causes the victim to become shaken (no saving throw) for 5 minutes.  This effect activates even if the creature struck is 
  not subject to critical hits (roll to see if a critical hit occurs, then apply the shaken effect if appropriate).  A creature that 
  is already shaken is not affected (aside from the critical hit damage). 
  Faint necromancy; CL 5th; Craft Magic Arms and Armor, doom; Price: +1 bonus. 
  Gloves of Fortunate Striking (Miniature’s Handbook) 
  Best worn by the cleverest of warmakers, these gloves allow their wearer to attempt to change an unfortunate strike at 
  the enemy to a more accurate one.  Once per day, after the wearer of the gloves has made an attack roll (but before it’s 
  determined whether the roll succeeded), he may choose to make the attack roll again.  He must use the second result 
  even if it’s lower.  The wearer can’t use this ability if he has already made the attack roll again because of another ability 
  he possesses, nor can he use another ability he possesses to make the attack roll again after he uses the gloves.  The 
  gloves can be used only after they are worn for 24 hours.  If they are taken off, they become inactive until they are again 
  donned and worn for a full 24 hours. 
  Faint divination; CL 3rd; Craft Wonderous Item, true strike; Price: 2,000 gp 
  Harmony (Arms and Equipment Guide) 
  Harmony weapons help their wielders press the advantage against a flanked opponent.  When flanking an opponent, the 
  wielder of this weapon gains a +4 bonus on attacks rather than the normal +2 for flanking.  Only melee weapons can 
  have this ability. 
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, detect thoughts; Market Price: +1 bonus. 
  Sweeping (Arms and Equipment Guide) 
  This ability grants a +4 bonus on Strength checks the wielder makes as part of an attempt to trip an opponent with the 
  weapon.  Only melee weapons can have this ability. 
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor; bull’s strength; Market Price: +1 bonus. 
  
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  Judge’s Aid #1 
  Diagram of Patrol Boats near the Dockhouse 
   
  Boat used by the PCs: 
   
  One square = 5 feet 
  
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  Player Handout # 1 
   
  Map of the Dining Lounge of the Nesser Queen 
   
   
   
  
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  Player Handout # 2 
   
   
   
  
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  Player Handout # 3  
  Tessa’s Devices 
   
   
  The 4 devices that Tessa hands you are surprisingly heavy. They are contained in a single wooden 
  box each in their individual compartment. The box is heavily padded with cotton batting, insuring 
  that any sudden shock wouldn’t be easily transmitted to its contents. Each hemispherical device is 6 
  inches in diameter and weights about 10 pounds.  
  Tessa’s instructions for activating the devices were as follows: 
  1. The devices should be good from the next three to five days 
  2. Place the device at or below the waterline of the vessel  
  3. With the flat side of the device pressed against a solid surface, with the dials facing you, turn 
  the RIGHT dial THREE (3) compete revolution deosil (clockwise) this should arm the 
  device 
  4. The device should activate in somewhere around 5 minutes 
  5. Leave the area immediately! 
  6. DO NOT, FOR ANY REASON, TOUCH A DEVICE ONCE IT HAS BEEN ARMED 
  7. The armed device should start to make a crackling sound shortly before it triggers 
  
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  Player Handout # 4 
   
   
                                                                                                                                                                      
   
  BRITVALE’S TAVERN 
  
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  Player Handout # 5 
   
   
   
   
   
  
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  Player Handout # 6 
   
   
   
   
   
   
  
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  Player Handout # 7 
   
   
  May Pholtus guide your steps.   
  As we discussed at our last meeting, in order to succeed with our plan to win 
  Midmeadow away from the heretics and back to the Blinding Light, we cannot 
  afford any interference.  The evil Emperor of Nyrond must be free to take our bait 
  and wage war against the Pale, without any interference from other nations, 
  particularly nearby nations that may want to gain territory for themselves. 
  For this reason, I am growing very concerned about the blockade of the Nesser 
  River.  It is angering the merchants of the Duchy of Urnst and slowly pushing 
  their leaders to the brink of war with Nyrond.  If the Hextorite Emperor is 
  distracted by a war with Urnst, it could delay our glorious plan.  This must not 
  happen, particular not now when the wheels are set in motion and our long journey 
  to victory has begun. 
  Therefore, I have new orders for you.  Assemble your strike team and head south to 
  disrupt this blockade. Do not travel there directly – stealth is more important than 
  immediate action.  Take time to plan your course and travel a roundabout route if 
  necessary to avoid detection.  When you deal with the blockade, you must leave no 
  survivors.  My name must not be associated with this task until the time is right. 
  The fools in the Pale are already angry with me.  They must never learn that we are 
  driving them to war. 
   
   
   
   
   
   
   
   
  In Pholtus’ Light 
   
   
   
   
   
   
   
   
  Fiend-Finder General Zylinchin 
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/NMR5-05 - Winds of Change.pdf