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.  
   
  DOU4-06 
   
   
   
   
   
  Ye of Little Faith 
   
  A One-Round D&D LIVING GREYHAWK®  
  Duchy of Urnst Regional Adventure 
  Version 1.2 
  by Mike Haakstad and Mike Dezotell  
   
   
  Sometimes, being a hero means having to live up to your reputation. It is not the first time a night on the town has led 
  you to adventure, but it may be the last, if an old enemy has something to say about it. An adventure for APL2-12 that 
  takes place in the College of Sages and Sorcery in Nellix. 
   
  
  URD 4-06 Ye of Little Faith 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and 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 
  
  URD 4-06 Ye of Little Faith 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  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 
  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 
  Duchy of Urnst. Characters native to the Duchy of 
  Urnst 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 that 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 
  Lord Academian Grimshaw Gasmaden was caught 
  performing illegal experiments with monsters three 
  years ago, in an incident involving a cross between a 
  giant spider and a frog.  Several innocent lives were 
  
  URD 4-06 Ye of Little Faith 
   
  Page 4 
  lost and there was also an unfortunate incident during 
  a festival where more people were killed. His 
  involvement was never disclosed, but it was clear to the 
  Directors of the College of Sages and Sorcery that he 
  was responsible. He was censured, and removed from 
  full-time teaching indefinitely. He was, however, 
  allowed to continue at the college as a guest lecturer 
  and assistant to the Director of Natural Philosophy. 
   
  The Directors agreed not to turn him over to the 
  authorities, because he was considered such a 
  knowledgeable scholar and an asset to the college. 
   
  Though Lord Gasmaden denied any further 
  involvement 
  with 
  forbidden 
  experiments, 
  he 
  continued his work in secret. In a hidden laboratory, 
  deep below the family crypt on his estate, less than a 
  mile downriver from the college, he experimented 
  with new forms of lycanthropy. 
   
  Enter 
  Laila 
  Laschana, 
  femme 
  fatale 
  and 
  spy/assassin/priestess for the Scarlet Brotherhood. 
  When her cover as a beautiful but harmless cleric of 
  Lydia was blown two years ago in Leukish, she 
  managed to escape to Nellix, where she disguised 
  herself as a student of the college, going by the name of 
  Dema Oborn, and plotted her revenge against the 
  Duchy. While working her way through the faculty, 
  seducing each vulnerable member in turn, she 
  discovered the secret of Lord Gasmaden, and found it 
  all too easy to turn his monsters against him. After 
  killing their creator, they became the slavish minions 
  of Laila, who had little difficulty in finding a use for 
  them… 
   
  She also discovered that the Skeptic Movement at 
  the college had created a proposal to ban undead or 
  formerly dead beings from ever owning land or 
  holding public office in the Duchy. Laila quickly saw a 
  way to use the proposal to bring ruin upon Lord 
  Seoman Verle, who had been instrumental in bringing 
  about her defeat. She had only to change the wording 
  of the document slightly to make it illegal for someone 
  who was raised from the dead to hold public office. 
  Since Lord Verle had been so raised several years ago, it 
  would exclude him from being a member of the 
  Honorable Chamber. She already knew a prospective 
  nobleman, sympathetic to the Scarlet Brotherhood, 
  who would be next in line. 
   
  Thus, we have Laila, using the estate of Lord 
  Gasmaden as a base of operations, occasionally 
  impersonating him to maintain the illusion that he still 
  lives; her lycanthropic horrors are the most powerful 
  minions she has ever had in her control; and her plan 
  is the most evil she has ever concocted.  
   
  Can the PCs defeat her in time?  
  Adventure Summary 
  Introduction: A Night on the Town. The PCs begin 
  by having a good time in a bar in Nellix. There is music 
  and merriment in abundance. 
  Encounter One: The Other Woman. As the 
  festivities wind down for the night, a woman in 
  desperate need of heroes approaches the PCs. 
  Encounter Two: Saevil Estate. When the PCs seek 
  the woman’s employer, this is where they find him. 
  Nice place, except for the combat. Lord Saevil will give 
  them some clues, which lead to… 
  Encounter Three: Hall of Natural Philosophy 
  (AKA Justinian Hall). Lord Director Clairmont 
  Samaris, aka the Head Administrator. Charming man, 
  but a bit overworked. More combat, after which he 
  directs the PCs to… 
  Encounter Four: Hall of Bardic Arts and Music 
  (AKA Dagon Faenal Auditorium). This is where the 
  party meets Lady Director Nami U’morael. Very 
  dramatic woman, but what do you expect with a bard? 
  At least nobody gets attacked here. Lady Nami holds 
  the final clues. 
  Encounter Five: Imiriana Tower. This is where the 
  PCs could find Lady Nami’s sister, Julmar (previously 
  met in Purloined Letters), if they wished. This is 
  entirely optional, though. Better if they just go to… 
  Encounter Six: Gasmaden Estate. This is where the 
  clues should lead. The place looks empty, except for 
  the body of Lord Gasmaden. But, what’s downstairs…? 
  Conclusion: Gasmaden Family Crypt. So, this is 
  where the trouble began, eh? Cages for animals, pools 
  of murky water, barrels of salted fish, and programmed 
  illusions…? Final combat here, and some unhappy 
  endings. 
  Guide to the College of Sages 
  and Sorcery 
  The campus of the College of Sages and Sorcery 
  sprawls across the once heavily wooded hills to the 
  south of Nellix, along the banks of the Bessen River. 
  Many of the trees have been cut down over the years to 
  make way for expansion, and many of the hills have 
  been leveled for the construction of buildings. Still, 
  much of the natural setting has been preserved, 
  blending in with the landscaping and various 
  structures in a disarmingly pleasant environment for 
  the students and faculty to enjoy. 
   
  Key locations for purposes of this adventure (See 
  Map One: NW Campus of the College of Sages and 
  Sorcery): 
  
  URD 4-06 Ye of Little Faith 
   
  Page 5 
  Saevil Estate – The home of the Director of Elemental 
  Studies, this lavish estate is justly famous for its 
  extensive gardens, fountains, pools, and canals. Lord 
  Rycroft Saevil is somewhat reclusive, however, and 
  does not often receive guests. 
  Karll Hall (Probationer Dormitory) – Built to 
  accommodate the growing influx of students following 
  the Greyhawk Wars in CY 585, this is where the 
  newest students at the College stay. It also has guest 
  rooms for those visiting the College.  
  Danvirius Hall (Arcane Library) – The oldest 
  building left on campus, built when the College was 
  founded in CY 241. This is where the various books 
  and scrolls of arcane lore and spells are kept. Access is 
  restricted to those members of the College of Fellow 
  status or higher, and under no circumstances may any 
  book, scroll, tome, libram or paper be removed from 
  the library for any reason. Cubicles are provided for 
  study purposes. 
  Justinian Hall (Hall of Natural Philosophy) – 
  Really the administrative heart of the College, this is 
  where beginning students must go to be registered, pay 
  fees, and be assigned a mentor. It also contains the 
  non-arcane library, which is actually larger than the 
  arcane library, since it contains all the known works of 
  history, natural and unnatural science, philosophy 
  (including many rare books on Skepticism), and 
  religion (mostly works regarding Wee Jas and Boccob). 
  Access to the non-arcane library is only restricted to 
  members of the College, but it also does not allow 
  materials to be removed from the library for any 
  reason. 
  Dagon Faenal Auditorium (Hall of Bardic Arts 
  and Music) – One of the oldest buildings, constructed 
  in CY 246, the Auditorium has been remodeled many 
  times over the years, the last time in CY 567. This is 
  where students and faculty gather to receive lectures 
  from visiting wizards and experts (Warnes Starcoat, 
  himself, spoke here in CY 590; giving a lecture on the 
  dangers of the Nyr Dyv and spellcasting in aquatic 
  environments), as well as musical plays and choral and 
  instrumental concerts, which are held throughout the 
  year and performed by the bardic students. 
  Warnes Hall (Arcane Laboratories) – Actually the 
  newest building on the campus, since the last arcane 
  laboratory, Faisore Hall, was destroyed in a tragic 
  explosion in CY 589.  Access to the laboratories is 
  restricted to those members of the College who have 
  achieved Fellow status or higher. 
  Imiriana Tower – Residence of House U’morael at 
  the College. While not as impressive as the Saevil 
  Estate, Imiriana Tower is one of the tallest structures 
  on the campus, as well as one of the oldest residences. 
  It was built in CY 248. 
   
  Note that the residence is only for those members 
  of House U’morael who are of Preceptor status or 
  above. Those of lower rank, or not members of the 
  college, should stay in Karll Hall or at a suitable inn in 
  Nellix. 
  Preparation for Play 
  Extensive tactical notes for all monsters occurring in 
  this module are provided in the Tactics section of 
  Appendix One.  It is very important that you have a 
  thorough understanding of these tactics before 
  running this module.  
  Introduction: A Night on the 
  Town 
  The party is in the Gravy Boat Tavern in Nellix, having 
  a relaxing evening. Have the players introduce their 
  characters and give a reason why they are there. A 
  serving maid takes the party’s order and brings it to 
  them, then takes their payment.   
   
  The entertainment is Hythe Silverwing (male half 
  Suel/elf Brd16) a talented musician and entertainer 
  who is wildly famous – in Nellix. (He is also an 
  Academian at the college - teaching music, of course.) 
  As he plays his harp, colored lights dance and sparkle 
  around him. The crowd particularly seems to enjoy his 
  rendition of the local favorite:  “The Night of the 
  Festival Knight.” 
   
  As he finishes his set, the dancing lights become a 
  spotlight. Suddenly the table the party is sitting at is 
  illuminated under the bright light.   
   
  Hythe speaks, his voice clear and resonant: 
  “I thought I recognized some familiar faces! 
  Ladies and Gentlemen, I would like to introduce 
  you to the REAL heroes of the Night of the 
  Festival Knight!” 
  He introduces each PC in turn, adding The Great or 
  The Mighty or some other colorful (but wildly 
  inappropriate or unsuitable) title to each name. It really 
  does not matter if the PC named was actually present 
  (or even if the player has never played Festival Knight, 
  a first year Adaptable module that took place in Nellix 
  in the Duchy of Urnst adaptation); he likes to do this to 
  any adventuring group that looks like they might have 
  been there at the time. If they deny it, he just shakes 
  his head and tells the crowd how honored he is to be 
  among heroes so brave AND humble. Any PCs that 
  chose to go along with it are asked to tell their version 
  of the events of the legendary night. If a player makes a 
  serious attempt to tell the tale, or successfully makes a 
  Perform check (DC 15), the drinks and food for the 
  entire party will be free for the rest of the night. 
   
  If any PCs try to make trouble or start a bar fight, 
  the Nellix town watch will arrive in 5 rounds. 
  
  URD 4-06 Ye of Little Faith 
   
  Page 6 
  Encounter One: The Other 
  Woman 
  After the bard sings his last song of the night and the 
  tavern becomes even louder as the serious drinking 
  starts, a rather shy and studious-looking young Suel 
  woman (Ari1/Exp6) approaches the PCs and asks them 
  for help:  
  “Good evening, heroes. I couldn’t help but notice 
  that Academian Silverwing over there said that 
  you were heroes and investigators of no mean 
  ability.  I have need of such people, urgent need.  
  May I sit with you for a moment?  
   
  “My name is Berwyn Mamavoxin, and I am 
  honored to be the secretary of one Lord Rycroft 
  Saevil, who is a Director at the College. Lord Saevil 
  has been my employer for nearly ten years and we 
  have always had a very… um… close relationship. 
  I noticed right away when he started acting very 
  strangely… missing appointments, coming in late 
  in an unseemly disheveled state, even keeping late 
  hours in the library without me!” 
   
  Berwyn takes a moment to compose herself, 
  requesting a seat and asking for a cup of water, 
  which she gulps quickly before continuing her 
  story:  
   
  “It all started when he started messing around 
  with this strumpet, er, I mean a new student. Her 
  name is Dema Oborn, and I will admit that she is 
  very… um, attractive, in a common sort of way, 
  though she claims to be noble-born. And she 
  always reeks of roses, which she knows I am 
  horribly allergic to!  
   
  “Well, I followed the strumpet home one 
  night, to see what sort of mischief she was up to. 
  She walked right up to the riverbank, made a 
  quick adjustment to her dress and wiped off her 
  make-up 
  and 
  suddenly 
  looked 
  completely 
  different! And then she touched her hands 
  together and just vanished! 
   
  “I have seen some magic – you cannot help it 
  around here, though I am not a practitioner 
  myself – but I can tell you that was not any arcane 
  spellcasting I have ever seen before!” 
   
  “That… that witch is up to no good! I just 
  know it! And she’s after my dear Ricky… I mean, 
  my master Lord Saevil! I know only mighty heroes 
  such as you can save him! Please, you must stop 
  her!” 
  She directs them to Lord Saevil's estate, on the 
  riverside of Nellix, just off the campus of the College of 
  Sages and Sorcery. 
   
  If someone recognizes her last name from URD3-
  02 A Test of Faith, she will admit to being the older sister 
  of Tamaraca Mamavoxin, who works as a receptionist 
  at Government Hall in Leukish. She has three other 
  sisters, but she does not wish to talk about her family 
  right now. 
   
  If they insist, Berwyn can take the PCs to the part 
  of the riverbank where she saw the woman disappear, 
  but there is nothing there of any use. A DC 25 Search 
  check is needed to find the faint traces of a woman’s 
  footprints leading up to that point, but there is no sign 
  of where they went from there. 
   
  Lord Rycroft Saevil is the Director of Elemental 
  Studies at the College, and a powerful wizard 
  specializing in elemental magic. 
   
  If the PCs are reluctant to help, Berwyn will offer 
  her life savings of 50 gp/APL each. 
   
  If the PCs ask, Berwyn will lead them to Lord 
  Saevil’s estate to introduce them. Otherwise, she will 
  just give directions. 
  Encounter Two: Saevil Estate 
  The main gate is apparently unguarded, yet locked and 
  barred against visitors. There is a cold wind that blows 
  through the bars of the heavy wrought iron gate, and as 
  the PCs approach (location #1 on Map Two: the Saevil 
  Estate) the wind seems to whisper to them… 
  “Whhhhooo are yooouuu?” 
  If any of the PCs are members of the College at the 
  rank of Preceptor or above, they need merely to 
  announce themselves and the gate will swing open, as 
  if of its own volition. This also happens if Berwyn is 
  with the party. 
   
  PCs who are members of the College, though of 
  Fellow rank or less, may announce themselves, and the 
  wind will respond with… 
  “Whhhhaaat 
  issss 
  yooouuur 
  buissssinessss 
  withhhh Lorrrd Saaaaeviiiil?” 
  If the PCs mention the name of Berwyn Mamavoxin, 
  Dema Oborn, or any of the other Directors at the 
  College, the gate will swing open to let them through. 
  Otherwise, it will require a DC 15 Diplomacy or Bluff 
  check to give a reason the air elemental finds worthy.  
   
  If no member of the College is present, the PCs 
  will need to make a DC 20 Diplomacy, Intimidate or 
  Bluff check to convince the air elemental to let them in 
  (if the player is very persuasive and comes up with a 
  good reason the elemental should let them in, a 
  circumstance bonus of up to +4 can be awarded). 
  Elementals are not very bright, but they can be very 
  stubborn. 
   
  If the PCs try to break in, or climb the 15’ high 
  stone wall that surrounds the estate, the air elemental 
  will try to gently push them back, saying...  
  
  URD 4-06 Ye of Little Faith 
   
  Page 7 
  “Youuu musssst nnnnot ennnnterrrr.” 
  It will not attempt to harm them under any 
  circumstances, and if threatened with harm itself it 
  will flee immediately to summon help. The campus 
  guards will arrive within five rounds, in overwhelming 
  force. 
   
  The estate of Lord Rycroft Saevil is brightly lit 
  with large copper braziers that blaze with real fire, 
  though the fires never seem to go out or require 
  tending. His buildings have massive earthen walls held 
  together with metal braces. His courtyard is an open, 
  airy plaza of stamped earth covered in scattered paving 
  stones and crossed with deep canals fed from the 
  nearby river. Arching stone bridges without railings 
  cross the canals. 
   
  As the PCs move past the first bridge (location #2 
  on Map Two: the Saevil Estate), Loligo Sibogae will 
  make his move.  He had been hiding in the canal, 
  waiting for the PCs to arrive. (+4 circumstance bonus 
  to his Hide check while concealed in the water.)  Being 
  an archer, he will try to take the PCs by surprise, and 
  will take advantage of his superior movement in the 
  water in order to keep out of melee. 
   
   
  For detailed tactics according to APL, see the 
  Tactics section of Appendix One. 
  APL 2 (EL 3) 
  � Loligo Sibogae – Male Weresquid Ran1 (1): 
  hp 27; see Appendix One. 
  APL 4 (EL 5) 
  � Loligo Sibogae – Male Weresquid Ran3 (1): 
  hp 39; see Appendix One. 
  APL 6 (EL 7) 
  � Loligo Sibogae – Male Weresquid Ran5 (1): 
  hp 51; see Appendix One. 
  APL 8 (EL 9) 
  � Loligo Sibogae – Male Weresquid Ran7 (1): 
  hp 63; see Appendix One. 
  APL 10 (EL 11) 
  � Loligo Sibogae – Male Weresquid Ran9 (1): 
  hp 75; see Appendix One. 
  APL 12 (EL 13) 
  � Loligo Sibogae – Male Weresquid Ran11 (1): 
  hp 87; see Appendix One. 
  Various elemental servants hurry about or stand guard, 
  but they are only instructed to protect the Lord and his 
  estate, any visitors are on their own. They might even 
  just stand there and watch the combat, refusing to help 
  or summon the Lord or do anything the party says. 
  Elementals tend to take their instructions literally, and 
  these take their orders only from Lord Saevil. 
   
  After the combat, the party may speak with Lord 
  Saevil (male Suel, Wiz14), who has come to see what 
  the commotion is. When he observes the evidence of 
  the battle, he is somewhat apologetic.  If the party 
  seems to blame him for the attack, he will offer them 
  six scrolls (five arcane and one divine) of the spell 
  Mordenkainen’s defense against lycanthropes (see Appendix 
  10). He will explain to them that he received it from 
  Warnes Starcoat on his last visit to the college. 
   
  When asked about Dema Oborn, at first he will 
  only admit to her being his student. But, with some 
  persuasion (DC 15 Bluff, Diplomacy or Intimidate 
  check) he will admit to the affair. He really knows very 
  little about her, but she seemed very interested in a 
  proposal he and other Skeptics had written for 
  submission to the Honorable Chamber in Leukish. He 
  remembers that it had something to do with keeping 
  undead from owning land in the Duchy, and says that 
  his colleague Clairmont Samaris might know more.  
   
  He believes the PCs if they confront him about 
  what Berwyn saw, as he did not really believe he had a 
  chance with such a fine young thing anyway. 
   
  If asked about his involvement with the Skeptic 
  movement Lord Saevil will admit to being a Skeptic, 
  and if the PCs seem curious about the Skeptics, he will 
  say the following: 
  "The difference between humanity and the so-
  called "Gods" is simply a matter of scale. Let me 
  illustrate..."  
  He quickly casts two spells (Spellcraft checks to 
  recognize stoneshape (DC 20) and levitate (DC 17)), 
  and a large chunk of flagstone rises into the air and 
  molds itself into a nearly perfect sphere. 
  "There. I could just as easily populate that piece of 
  stone with various creatures of my own design 
  and set it spinning about the cosmos. Of course, a 
  much more powerful being would be able to make 
  a much larger ball of stone, but that is the whole 
  point. Given time and study, I may yet attain such 
  power myself. And yet I am no more divine than 
  any other mortal. 
   
  "That is the essence of Skepticism."  
  If asked about roses, Lord Saevil will gruffly admit that 
  he lost his sense of smell many years ago in an 
  unfortunate laboratory experiment. 
  
  URD 4-06 Ye of Little Faith 
   
  Page 8 
  Encounter Three: Hall of 
  Natural Philosophy  
  (AKA Justinian Hall) 
  Lord 
  Director 
  Clairmont 
  Samaris 
  (male 
  Suel 
  Ari1/Wiz13) is usually to be found in the Hall of 
  Natural Philosophy during the day, as any member of 
  the college would know, and any guest could easily 
  find out by asking (DC 5 Gather Information). This 
  large ivy-clad stone building is the location of the main 
  library and college administrative offices. As well as 
  being the Director of Natural Philosophy, Lord Samaris 
  is also the Head Administrator for the college. As the 
  only Director to actually have an office, it stands to 
  reason that his would be a very large and impressive. 
   
  The office of the Head Administrator is, indeed, 
  large, but the only thing impressive about it is the 
  mountainous stack of scrolls, books, and assorted 
  paperwork that threaten to cause an avalanche at any 
  moment. His desk is solid marble and oak, but even 
  then it seems to sag under the weight of paper that is 
  stacked upon it. Young Suloise women hurry to and 
  fro, adding more papers to the stacks and removing 
  finished ones. It is impossible to actually see the Lord 
  Director over the heaps of paperwork, but his voice 
  carries clearly from behind the desk: 
  “Miss Magamal! Where are the processing forms 
  for the Elvish Scholarships from Celene?!” 
   
  One of the young women rushes in with a 
  bundle of papers and quickly tosses it over the 
  stacks on the desk. 
   
  “Here, Lord Director!” 
   
  After a few seconds of shuffling sounds, you 
  hear: 
   
  “Miss Magamal! This form is in TRIPLICATE! 
  It needs to be signed in QUADRUPLICATE!” 
   
  The bundle of papers is hurled over the stacks, 
  and the young woman deftly catches it and 
  hurries from the room again, calling over her 
  shoulder: 
   
  “Yes, Lord Director!” 
  Then another young woman stops, looks at the PCs as 
  if noticing them for the first time, regardless of what 
  they have been doing up until now, and calls out: 
  “Lord Director! You have visitors, milord!” 
   
  “I am very busy! Tell them to come back 
  another time!” 
  If the PCs do nothing to assert themselves, the young 
  women will shoo them out and not allow them to come 
  back until the next day, when the same events will 
  repeat themselves.  
   
  If the PCs introduce themselves as members of 
  the College, and are of Sophist rank or above, the Head 
  Administrator will stop what he is doing and come out 
  from behind his desk to peer at the PCs through a set 
  of lenses of minute seeing.  
   
  If the PCs introduce themselves as members of 
  the College, and are of no higher than Probationer 
  rank, they will need to convince the Head 
  Administrator that their need is urgent, requiring a DC 
  15 Diplomacy or Bluff check. 
   
  If none of the PCs are members of the College, but 
  mention Lord Saevil’s name, Dema Oborn, or succeed 
  at a DC 20 Diplomacy or Bluff check, the Head 
  Administrator will sigh heavily, then grudgingly come 
  out from behind his desk to peer at the PCs through a 
  set of lenses of minute seeing.  
   
  If the party is persistent and forceful, they can 
  push their way past the phalanx of young interns and 
  confront the Head Administrator at his desk. 
   
  Lord Director Clairmont Samaris is a human male 
  of Suloise descent, but is almost as short as a gnome, 
  standing barely more than 4 and a half feet tall. His 
  bright blue eyes look enormous through the lenses, 
  and his pale blond hair tends to stick up on top in a 
  permanent cowlick. 
  “May I help you?” he asks. 
  If asked about the new proposal before the Honorable 
  Chamber: He tells the PCs that the gist of the proposal 
  is to ban the undead from owning land or holding 
  office in the Duchy. He can show the document to the 
  PCs if they ask, pulling it from the sleeve of his coat as 
  if by magic (though it is not magic, just a bit of Sleight 
  of Hand that he likes to impress the students with 
  (Spot DC 10 to notice)). 
   
  The lengthy, rather dull document requires at 
  least thirty minutes and both a Knowledge (local, 
  Metaregion IV) check and a Decipher Script check to 
  fully understand.  A PC who speaks the Ancient 
  Suloise language gains a +4 circumstance bonus to the 
  Decipher Script check, as much of the “legalese” in the 
  document is in that language.  If the PC making the 
  Decipher Script check does not speak Ancient Suloise, 
  one other PC who does can use the Aid Another action 
  to assist the PC making the check. 
   
  The following insights are learned, depending on 
  the checks made.  
   
  Since both knowledge of the law in general and an 
  understanding of the document itself are required, 
  only give out information up to the lower of the two 
  checks made (for example, if the best results for the 
  party are DC 22 Knowledge (local, Metaregion IV) and 
  a DC 17 Decipher Script check, only release the DC 10 
  and DC 15 information, not the DC 20 or DC 30 
  information), although both checks do not need to 
  come from the same PC. 
  
  URD 4-06 Ye of Little Faith 
   
  Page 9 
  DC 10 
  • 
  This proposal is to be made before the Honorable 
  Chamber.   
  • 
  The proposal would still need to be ratified by the 
  Duke to become law, and he could choose to do so 
  or not, at his whim.  
  • 
  The Duke is well known for being fairly 
  conscientious about his work, and isn't likely to 
  ratify anything without the proper amount of 
  study being done, either by himself or by trusted 
  underlings. 
  DC 15 
  • 
  The proposal seeks to prevent undead creatures 
  from holding office or owning land in the Duchy 
  of Urnst.  
  • 
  There has been minor unrest in the Duchy 
  recently, as a former noble family has returned as 
  liches and has demanded the return of their 
  former lands and positions. 
  DC 20 
  • 
  A strict reading of the proposal reveals that not 
  only are the undead targeted, but so is anyone who 
  has EVER been dead, no matter whether revived 
  by resurrection or by darker means.  
  • 
  The most prominent noble to have been 
  resurrected recently is Lord Seoman Verle.  Lord 
  Verle is actively campaigning to have the churches 
  restored to their former positions in the 
  Honorable Chamber, and has thus made himself 
  many enemies in the Skeptic movement. 
  DC 30 
  • 
  The clause that includes the resurrected in with 
  the undead appears to have been written by a 
  different hand than the rest of the document.  
  • 
  The proposal would almost certainly not be 
  ratified by the Duke, whose staff of aides is highly 
  qualified and would notice the "error". However 
  with the resurrection clause removed, it might just 
  become law. 
  If Lord Samaris is confronted with the "resurrected 
  equals undead" clause, he will claim that he has no 
  previous knowledge of this, and that he had nothing to 
  do with that section.  A DC 20 Sense Motive check (per 
  the Player's Handbook page 81) can determine that 
  Lord Samaris is trustworthy in this regard. 
   
  If asked about the Skeptics: He will admit to being 
  a member of the Skeptics, but will not explain further, 
  or in any way engage in debate on the subject. 
   
  If asked about Dema Oborn – If any of the PCs is a 
  member of the College, he says:  
  “Oh, yes, an attractive young probationer who just 
  started as an intern here a few months ago. I know 
  very little about her, but you might ask Lady Nami 
  U’morael, Director of Bardic Arts and Music, since 
  she was studying there before taking the job of 
  intern in my department.” 
  If the person asking is NOT a member of the College, 
  his answer is quite different:  
  “Ah, yes, Dema Oborn… (sigh) I know her well. 
  Delightful young woman - tall, blond, and smells 
  delightfully of roses.”  
   
  He smiles broadly as he continues, his eyes 
  fixed on a distant vision, “She came to me from 
  the department of Bardic Arts and Music, which 
  was a considerable loss for them, I have no doubt. 
  She had a voice like honeyed wine – rich, smooth 
  and sweet. The figure of a fine dancer, and the 
  quick wit of a poetess.” 
   
  He shakes his head as the vision fades, and he 
  returns to the present, “Alas, but I have not seen 
  her in more than a month. I wish I knew where 
  she has gone, but I can find no record of her as a 
  student. She has vanished, and left me more alone 
  than I was before I met her, for now I know what I 
  am missing… 
   
  He sighs heavily again, and then says, “You 
  might ask Lady Nami about her, she is the 
  Director of Bardic Arts and Music, and is usually 
  at the Auditorium.” 
  When the PCs are finished with their questions, he 
  will shake their hands and say: 
  “It has been a pleasure, I’m sure. But, I really must 
  get back to work! This place has become an 
  absolute madhouse since my esteemed associate 
  stopped coming to work last month! If you see 
  him, tell him to come back! All is forgiven! His 
  name is Grimshaw Gasmaden!” 
   
  Then, without another word, he dives back 
  behind his desk and begins shuffling papers 
  again. 
  The werecheetahs start moving in at this time, taking 
  advantage of the crowd of student/interns and stacks 
  of paperwork as cover, in order to sneak up on the PCs. 
  This gives them a bonus to their hide check.  The PCs 
  must actively be making a spot check (APL 2-6: DC 40, 
  APL8-12: 50) to notice the suspicious boys amongst the 
  otherwise female interns. Of course detecting evil will 
  immediately reveal them.  If they do detect evil or spot 
  them and begin to draw weapons, the werecheetahs 
  will realize they have lost the surprise they were 
  hoping for, but will attack anyway. 
  
  URD 4-06 Ye of Little Faith 
   
  Page 10 
  APL 2 (EL 4) 
  � Acinatus – Male Werecheetah Rog1 (1): hp 
  31; see Appendix One. 
  APL 4 (EL 6) 
  � Acinatus and Jubonyx– Male and Female 
  Werecheetahs Rog1 (1 each): hp 31; see Appendix 
  One. 
  APL 6 (EL 8) 
  � Acinatus and Jubonyx– Male and Female 
  Werecheetahs Rog1/Ran2 (1 each): hp 43; see 
  Appendix One. 
  APL 8 (EL 10) 
  � Acinatus and Jubonyx– Male and Female 
  Werecheetahs Rog1/Ran2/InBl2 (1 each): hp 53; 
  see Appendix One. 
  APL 10 (EL 12) 
  � Acinatus and Jubonyx– Male and Female 
  Werecheetahs Rog1/Ran2/InBl4 (1 each): hp 60; 
  see Appendix One. 
  APL 12 (EL 13) 
  � Acinatus and Jubonyx– Male and Female 
  Werecheetahs 
  Rog1/Ran2/InBl5/WarSh1 
  (1 
  each): hp 73; see Appendix One. 
  Though the werecheetahs tactics will vary according to 
  APL (for detailed tactics according to APL, see the 
  Tactics section of Appendix One), at all APLs the 
  following applies.  This is a very crowded room, with 
  piles of stacked papers and books, as well as a variety of 
  desks, tables, chairs, cabinets, and shelves. Also, there 
  are twelve young students scattered about the room. 
  They are all low level and none of them are willing to 
  fight; they will generally scream, and try to flee the 
  building or hide under a table (which is what the Head 
  Administrator is doing). The only spells any of them 
  have prepared are read magic and identify. 
   
  The werecheetahs will use the confined space and 
  noncombatants to their advantage, moving quickly to 
  and from concealment and forcing the PCs to 
  endanger the students in order to reach them, 
  whenever possible.  
   
  During the combat, whenever they are not 
  taunting the PCs with clever feints, they will knock 
  over a cabinet or shelf or table in order to injure a PC 
  or student (they know if they injure the students, the 
  PCs will try to help them). Knocking over a heavy 
  wooden table/shelf/cabinet stacked with papers 
  requires a DC 12 Strength check, and the subdual 
  damage done to anyone beneath the table is 1d6 
  (Reflex save DC 12 for half). 
   
  Brief stats are included for the students and the 
  Head Administrator, though they will try very hard 
  not be involved in combat. They are included here as 
  innocent bystanders. The stats are the same for all 
  APLs. 
  � Student (12), Female Human Ari1/Wiz1 
  (Diviner),  
  HD (1d8)+(1d4)+2; hp 9; Init +1 (+1 Dex); Speed 
  Walk 30'; AC 11 (flatfooted 10, touch 11); AL: LG; 
  Saves: Fort +1, Ref +1, Will +5; Str 10, Dex 12, Con 
  12, Int 16, Wis 12, Cha 12 
  Skills and Feats:  Appraise +7, Bluff +5, Knowledge 
  (Arcana) +8, Knowledge (nobility and royalty) +7, 
  Spellcraft +12; Magical Aptitude, Spell Focus 
  (Divination)  
  � Lord Director Clairmont Samaris, Male Human 
  Ari1/Wiz13 (Diviner), 
  HD (1d8)+(13d4)+14; hp 54; Init +1 (+1 Dex); Speed 
  Walk 30'; AC 16 (flatfooted 15, touch 11); AL: LN; 
  Saves: Fort +7, Ref +7, Will +12; Str 10, Dex 12, Con 
  12, Int 19, Wis 12, Cha 12 
  Skills 
  and 
  Feats:  
  Appraise 
  +10, 
  Bluff 
  +5, 
  Concentration +17, Decipher Script +23, Diplomacy 
  +3, Knowledge (Arcana) +24, Knowledge (history) 
  +14, 
  Knowledge 
  (nobility 
  and 
  royalty) 
  +13, 
  Knowledge (the planes) +10, Sleight of Hand +9, 
  Spellcraft +25; Craft Wand, Diligent, Extend Spell, 
  Greater Spell Focus (Divination), Magical Aptitude, 
  Skill Focus (Knowledge (Arcana)), Spell Focus 
  (Divination), Spell Penetration  
  Possessions:   Goggles of minute seeing, robe of the 
  archmagi (gray), helm of comprehending languages 
  and reading magic, ring of wizardry I. 
  Developments: 
  After 
  the 
  fight, 
  the 
  Head 
  Administrator will climb out from under his desk and 
  chide the PCs for not letting campus security deal with 
  the “unruly students”. In spite of his brusque manner, 
  however, he is grateful to the PCs for handling the 
  werecheetahs, and will answer any of their questions 
  that he had not answered earlier. 
   
  At this time, several campus security officers 
  arrive on the scene. The Head Administrator recounts 
  the heroic battle, avoiding any mention of his lack of 
  direct involvement in it. After directing the officers to 
  remove the bodies, he turns again to the PCs and adds: 
  “You should go to the Hall of Bardic Arts and 
  Music, which is just a short distance from here. 
  Lady Director Nami U’morael might actually 
  know where you can find Miss Oborn. Good luck!” 
   
  With that, he again dives into his paperwork 
  and the office returns to its hectic routine. 
  
  URD 4-06 Ye of Little Faith 
   
  Page 11 
  Encounter Four: Hall of Bardic 
  Arts and Music  
  (AKA Dagon Faenal Auditorium) 
  Lady Director Nami U’morael (female Suel Brd16), 
  Director of the Bardic Arts and Music at the College, 
  can be found at the back of the stage of the grand 
  theater that is the Hall of Bardic Arts and Music. She is 
  a petite woman with short reddish-blond hair, cheerful 
  blue eyes, and a knowing grin. She is currently tending 
  to a litter of four riding dog puppies that were left at 
  the auditorium. 
   
  When she first came to Nellix, Lady Nami was a 
  sheltered noblewoman, having moved from the 
  protection of her family to the protection of the college 
  at a tender age. She has spent most of her career over 
  the past thirty years with books of nearly forgotten 
  lore, romantic poetry, and the few friendships she has 
  made with her colleagues. Having scarcely left the 
  campus in all that time, she knows little of the harsh 
  realities of life.  
   
  Laila/Dema found her to be an easy mark, but 
  Nami is not stupid and has started to suspect that she 
  has been used. When Dema left her for Clairmont, her 
  pride was hurt and she is still embarrassed to admit the 
  affair. But if the PC's are diplomatic she will try to help 
  them as best she can. 
   
  If the PCs are not diplomatic, or rude in any way, 
  Lady Nami U’morael will calmly remind them that she 
  is still a noblewoman of the Duchy and a Director at 
  the College of Sages and Sorcery, and is entitled to 
  their respect as such, regardless of how they feel about 
  her as a person. She will not get upset or lose her 
  temper, no matter what the PCs say or do.   
   
  In any case, she feels that this is a good 
  opportunity to express her feelings and is grateful that 
  someone is willing to listen to her story. 
   
  Nami began the affair with Dema over six months 
  ago and it ended just two months ago. Her face lights 
  up as she describes the young woman, a golden-haired 
  Suloise beauty with obvious noble bearing and bright 
  green eyes that seemed to take in everything around 
  her at once. She always seemed to smell of fresh roses.  
   
  She had given the name of Dema Oborn, but 
  Nami had long suspected that she had used a fake 
  name when she entered the college, since she knew 
  something of the Oborn family. Also, the woman 
  seemed to know little of the Duchy, though she 
  claimed to have grown up in Leukish. Nami also 
  suspected that she was older than she appeared to be, 
  about twenty-two years old. 
  Then, Nami laughs. It is a sad little chuckle, as 
  much at herself as anything else. She picks up one 
  of the puppies and gently scratches behind his 
  ears, causing him to squirm with delight. Then 
  she says: 
   
  “We bards have our ways of finding things 
  out, do we not? No matter how painful a truth may 
  be, it is but a sitting bird to our hunter’s eye. I 
  know she is not what she led me to believe she 
  was. I know she deceived me and used me like a 
  fool, and fool am I indeed. 
   
  “And now it is my redemption that is at hand, 
  or perhaps my further damnation. I will betray my 
  betrayer, and tell you where she might be found. 
  She lairs in the Estate of Lord Grimshaw 
  Gasmaden. I know not of his fate, though I fear 
  the worst. Go now, and do what you must. Be not 
  gentle with her for my sake, for she is as ruthless 
  as any serpent. This I know from bitter 
  experience.” 
   
  Again she laughs her sad little laugh as she 
  shakes her head, her half-smile wry with humor at 
  her own foolishness. 
   
  “Oh, yes. I know her well.” 
  She will gladly give the party directions on how to 
  reach the Estate of Lord Grimshaw Gasmaden. 
   
  If the PCs ask about Skeptics, or if there is an 
  obvious cleric or paladin in the party, she will say the 
  following to them: 
  "Have you ever noticed how petty and childish our 
  'gods' are? Should we not expect more from true 
  divinity? If I am going to worship anything, it 
  would be the divinity I see in all things, all beings. 
  We are all equally divine, as we are all equally 
  mortal - including the beings we call gods." 
  If the PC's make any comment about her relationship 
  with another woman, regardless if the comment came 
  from a male or female PC, Nami looks into the eyes of 
  the one who spoke and replies without anger or 
  bitterness, only sadness and sincerity:  
  "What can any man know of a woman's heart? He 
  can know her body, but he will never know her 
  soul. Only another woman can do that. No (raises 
  her hand), I do not expect you to understand. I 
  only want you to know that it is easier for us to 
  alter the courses of the sun and stars than to 
  change the path of our own souls. We cannot 
  debate this, only accept who and what we are. 
  Please, let us speak of this no more. You have far 
  more urgent matters than the lost heart of a 
  lonely woman, yes?" 
  If the PCs ask about her relationship with Lady Julmar 
  U’morael, or mention her in any way, she will again 
  give her ironic half-smile and say: 
  “My elder cousin? She has never approved of my 
  career, my beliefs, my personal lifestyle, or me. In 
  
  URD 4-06 Ye of Little Faith 
   
  Page 12 
  that, she shares much in common with the rest of 
  my family and my House. If you have the 
  opportunity to see her again, you can tell her that 
  I still think her love of the Scarlet Witch gives us 
  more in common than she will admit.” 
  The last thing she says, as the PCs are about to leave (if 
  they have not asked already): 
  “Would you like a puppy?” 
  Encounter Five: Imiriana 
  Tower 
  Note: this encounter only takes place if the PCs indicate they 
  wish to speak with Lady Julmar, who was a key NPC in a 
  previous module – Purloined Letters. If they don’t mention it, 
  don’t suggest it. 
  The large tower of dark stone and octagonal cross-
  section that sits atop Liounstu Hill is the 
  residence of House U’morael at the college. 
   
  “Academian Julmar U’morael, Director of 
  planar research, is not receiving guests or visitors 
  at this time,” explains the preceptor who answers 
  the door.   
  If any member of the party has a favor of House 
  U’morael, or any two favors of other Suel noble houses 
  in the Duchy of Urnst, these may be expended to gain 
  entrance and speak with Lady Julmar.  A Diplomacy 
  check (DC 40, DC 20 for members of House U’morael) 
  may be used instead. 
   
  Her long red hair hangs loosely about her 
  shoulders, and she is dressed only in her house-clothes 
  and slippers. A Spot check (DC 15) will reveal that the 
  Lady’s eyes are slightly reddened, as though she has 
  been crying. 
   
  Lady Julmar knows a little lore of lycanthropes, 
  but only enough to suggest the use of silver or magic to 
  attack them. She keeps no silver weapons in the tower. 
   
  The Lady will not speak of the Skeptics, since she 
  is not a member of that group.  She is a worshipper of 
  the old Suloise religion, a lay member of the Church of 
  Wee Jas. 
   
  She will not speak of Nami U’morael, except to 
  admit that Nami is her younger cousin. If the PCs press 
  her for information about Nami or continue to discuss 
  the private life of a member of her family, Lady Julmar 
  will coldly ask them to leave, and will summon the 
  guards to have them removed by force if they persist. If 
  the PCs are polite and diplomatic in their enquiries, 
  she will direct them to seek Nami at the Hall of Bardic 
  Arts and Music, if they have not already done so. 
   
  If any of the PCs repeat what Nami said about her 
  and the “Scarlet Witch”, she will fly into a rage, scream 
  “Blasphemy!” and have all of them thrown out. If this 
  happens, they will have earned the Enmity of House 
  U’morael. 
   
  Essentially, Lady Julmar is very upset by the tragic 
  and scandalous affair of her cousin, and does not wish 
  to spread any rumors or expose the scandal any further. 
  The other recent events at the college mean nothing to 
  her. 
   
  There is nothing the PCs can do that will make 
  Lady Julmar happy, except to leave her alone. 
  Encounter Six: Gasmaden 
  Estate 
  The Gasmaden Estate lies to the Southwest of the 
  campus, further along the river. The manor itself is a 
  sprawling stone building, but only one-story. The 
  windows are all shuttered, and no smoke can be seen 
  coming from the chimneys. The place is as dark and 
  quiet as a grave. 
   
  There is dust everywhere in the manor, as though 
  it has not been occupied for a month. However, the 
  scent of roses is noticeable in places. Especially near 
  the body of Grimshaw Gasmaden (Location #1, Map 
  Five: Gasmaden Estate), which is in full-blown decay in 
  the master bedroom, where he was apparently ripped 
  from throat to gullet by massive claws. There is a horde 
  of flies hovering about the bloated corpse, but the scent 
  of roses overshadows the stench of rotting flesh. 
   
  Down the steps to the Gasmaden Family  
  Crypt (Location #2, Map Five: Gasmaden Estate), the 
  dust is less noticeable. The scent of roses clings to the 
  ancient stone, all but driving out the lingering smell of 
  death and decay that is common to all tombs. 
   
  There are pools of water here, even an old 
  fountain, fed from a stream that feeds into the river. 
  There is a direct connection to the river through one of 
  the pools. 
   
  The laboratory itself is entered through a secret 
  door. Inside are cages and more pools of water, also 
  sacks of feed and barrels of salted fish. 
   
  When the PCs reach point X on the map, a 
  programmed illusion is triggered. Laila set this up 
  when she realized that the PCs were on the way (She 
  has been using her contacts at the college to warn her 
  if anyone was making inquiries about “Dema” and has 
  also heard that the “heroes of the Festival Knight” are 
  in town. She is assuming the two are related and has 
  been sending her lycanthropic minions to eliminate 
  the threat. When the Weresquid and werecheetahs 
  failed, she then surmised that the investigators would 
  end up here, and has set a trap for them.) A giant snake 
  rises up from a hole that appears in the floor. It looks at 
  the PCs and speaks: 
  
  URD 4-06 Ye of Little Faith 
   
  Page 13 
  “You have foiled my plans for the last time. There 
  is no escape…” 
   
  The giant snake turns into a beautiful blond 
  woman, and then explodes in a flash of light. 
   
  Niloticus has been waiting for the illusion to end, 
  as per Laila’s instructions. He has been hiding in the 
  shadows of the deepest pool of water (+4 circumstance 
  bonus to his Hide check). He will move quickly once 
  he leaves his hiding position, and will try to surprise 
  the PCs, choosing the strongest-looking one to attack.  
  APL 2 (EL 5) 
  � Niloticus – Male Werecrocodile Mnk2 (1): 
  hp 42; see Appendix One. 
  APL 4 (EL 7) 
  � Niloticus – Male Werecrocodile Mnk3/ 
  WarSh1 (1): hp 54; see Appendix One. 
  APL 6 (EL 9) 
  � Niloticus – Male Werecrocodile Mnk3/ 
  WarSh2/ RpMl1 (1): hp 70; see Appendix One. 
  APL 8 (EL 11) 
  � Niloticus – Male Werecrocodile Mnk3/ 
  WarSh2/ RpMl1 (1): hp 83; see Appendix One. 
  APL 10 (EL 12) 
  � Niloticus – Male Werecrocodile Mnk3/ 
  WarSh2/ RpMl3 (1): hp 96; see Appendix One. 
  APL 12 (EL 15) 
  � Niloticus – Male Werecrocodile Mnk3/ 
  WarSh2/ RpMl5 (1): hp 109; see Appendix One. 
   
  For detailed tactics according to APL, see the 
  Tactics section of Appendix One. 
   
  Niloticus’ pride and sense of honor will keep him 
  from retreating or surrendering, regardless of the odds 
  against him. He will fight to the death. Laila/Dema has 
  long made her escape, before the PCs have even 
  arrived.  
   
  In addition to his equipment, Niloticus carries a 
  small bag of jewels and coins (see Treasure Summary 
  for amounts).  
   
  Also, a note can be found in Niloticus’ belongings 
  (See Player Handout #1). It is written in Ancient 
  Suloise:  
  My dearest Niloticus, 
  After you defeat the intruders, as I am certain that you 
  will, you are free to seek your fortune on the river, or 
  wherever your heart takes you.  Do not look for me, for 
  my work here is finished and my people need my help 
  elsewhere. Remember me always, my love, and do not 
  listen to the rumors about my “indiscretions” at the 
  College. You know how important my work is to my 
  people, and how those of the Scarlet Sign must conceal 
  what we do with smoke and mirrors. It is a lonely life 
  we must live, you and I. But, do not be afraid, for I am 
  certain that someday, when we least expect it, our 
  paths will cross again. 
  Until that day comes, remember me in my true form as 
  your beloved yellow rose… 
  Love, 
  Laila Laschana 
   
  Conclusion 
  When the PCs get back to Nellix, Berwyn Mamavoxin 
  will be waiting for them, with her promised payment 
  (if any). 
  “Many thanks, my heroes!  I don’t know what the 
  future holds for me, or for Ricky, but with that 
  harlot out of the way, I’m sure things will work 
  out fine.” 
  The PCs later learn that Lady Director Nami U’morael 
  was found dead in the Hall of Bardic Arts and Music. 
  The howling of the puppies alerted some students to 
  find her body lying in a pool of blood in a storage area 
  behind the stage of the auditorium. It appeared to be 
  suicide, and there is a note confessing an affair with a 
  female student at the college. But the dagger with 
  which she stabbed herself was not like any seen on the 
  campus before. PCs that played URD3-01 A Test of 
  Faith will immediately recognize it as one that Laila 
  was carrying, and a Search check (DC 25) will 
  determine that it bears the mark of the Scarlet Sign. 
  Also, the scent of roses hangs heavily in the air at the 
  scene. 
   
  Because Lady Nami left instructions in her will 
  stating that no divine magic should be used to heal, 
  raise, reincarnate, or resurrect her, nothing was done 
  with her body except place it into a simple casket and 
  prepared for cremation. 
   
  In the brief scandal that followed, the Skeptic 
  Movement at the College decided not to support the 
  proposal to ban the undead from owning land or 
  holding office in the Duchy. 
   
  Later, following the funeral of Lady Nami 
  U’morael, the College of Sages and Sorcery announces 
  that the title of Director of Bardic Arts and Music has 
  been passed to Lord Hythe Dacaticar. Lady Julmar 
  cannot be reached for comment. 
   
  The End 
   
  
  URD 4-06 Ye of Little Faith 
   
  Page 14 
  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 
  Defeat Loligo Sibogae 
   
  APL2 90 xp 
   
  APL4 150 xp 
   
  APL6 210 xp 
   
  APL8 270 xp 
   
  APL10 330 xp 
   
  APL12 390 xp 
  Encounter Three 
  Defeat Acinatus 
   
  APL2 120 xp 
  Defeat Acinatus and Jubonyx 
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  APL10 360 xp 
   
  APL12 420 xp 
  Encounter Six 
  Defeat Niloticus 
   
  APL2 150 xp 
   
  APL4 210 xp 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
  Discretionary roleplaying award 
   
  APL2 90 xp 
   
  APL4 135 xp 
   
  APL6 180 xp 
   
  APL8 225 xp 
   
  APL10 270 xp 
   
  APL12 315 xp 
  Total possible experience: 
   
  APL2 450 xp 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1125 xp  
   
  APL10 1350 xp 
   
  APL12 1575 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not gain 
  this gold. If you feel it is reasonable that characters can 
  go back to loot the bodies, and those bodies are there 
  (i.e., not carted off by dungeon scavengers, removed 
  from the scene by the local watch, and so on), characters 
  may return to retrieve loot. If the characters do not loot 
  the body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it. Other times 
  they may attempt to use the item blindly. If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, its 
  total is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate. Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  
  URD 4-06 Ye of Little Faith 
   
  Page 15 
  Encounter One:   
   
  APL 2: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 300 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 400 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 500 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 600 gp; M: 0 gp 
  Encounter Two:   
   
  APL 2: L: 89 gp; C: 0 gp; M: 75 gp – 6 scrolls of 
  Mordenkainen’s defense against lycanthropes (12.5 gp each 
  per scroll) 
   
  APL 4: L: 89 gp; C: 0 gp; M: 75 gp – 6 scrolls of 
  Mordenkainen’s defense against lycanthropes (12.5 gp each 
  per scroll) 
   
  APL 6: L: 89gp; C: 0 gp; M: 100 gp - 6 scrolls of 
  Mordenkainen’s defense against lycanthropes (12.5 gp each 
  per scroll), potion of cat’s grace (25 gp each) 
   
  APL 8: L: 1 gp; C: 0 gp; M: 437 gp - 6 scrolls of 
  Mordenkainen’s defense against lycanthropes (12.5 gp each 
  per scroll), +1 mighty (Str 18) composite longbow (233 
  gp each), +1 chain shirt (104 gp each), potion of cat’s 
  grace (25 gp each) 
   
  APL 10: L: 1 gp; C: 0 gp; M: 445 gp - 6 scrolls of 
  Mordenkainen’s defense against lycanthropes (12.5 gp each 
  per scroll), +1 mighty (Str 18) composite longbow (233 
  gp each), +1 chain shirt (104 gp each), potion of cat’s 
  grace (25 gp each), 2 potions of cure light wounds (4 gp 
  each per potion) 
   
  APL 12: L: 1 gp; C: 0 gp; M: 862 gp - 6 scrolls of 
  Mordenkainen’s defense against lycanthropes (12.5 gp each 
  per scroll), +1 mighty (Str 18) composite longbow (233 
  gp each), +1 chain shirt (104 gp each), potion of cat’s 
  grace (25 gp each), 2 potions of cure light wounds (4 gp 
  each per potion), bracers of archery (lesser) (417 gp 
  each) 
  Encounter Three:   
   
  APL 2: L: 89 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 151 gp; C: 0 gp; M: 194 gp – 2 +1 bucklers 
  (97 gp each per buckler) 
   
  APL 6: L: 103 gp; C: 0 gp; M: 244 gp - 2 +1 bucklers 
  (97 gp each per buckler), 4 oils of magic weapon (caster 
  level 3) (12.5 gp each per oil) 
   
  APL 8: L: 103 gp; C: 0 gp; M: 244 gp - 2 +1 bucklers 
  (97 gp each per buckler), 4 oils of magic weapon (caster 
  level 3) (12.5 gp each per oil) 
   
  APL 10: L: 103 gp; C: 0 gp; M: 302 gp - 2 +1 
  bucklers (97 gp each per buckler), 4 oils of magic 
  weapon (caster level 3) (12.5 gp each per oil), 2 potions 
  of cat’s grace (25 gp each per potion), 2 potions of cure 
  light wounds (4 gp each per potion) 
   
  APL 12: L: 103 gp; C: 0 gp; M: 335 gp - 2 +1 
  bucklers (97 gp each per buckler), 4 oils of magic 
  weapon (caster level 3) (12.5 gp each per oil), 2 potions 
  of cat’s grace (25 gp each per potion), 2 potions of cure 
  light wounds (4 gp each per potion), 2 potions of shield of 
  faith +2 (4 gp each per potion), 2 potions of magic fang 
  (caster level 3) (12.5 gp each per potion) 
  Encounter Six:   
   
  APL 2: L: 0 gp; C: 100 gp; M: 25 gp – potion of bull’s 
  strength (25 gp each) 
   
  APL 4: L: 0 gp; C: 200 gp; M: 25 gp – potion of bull’s 
  strength (25 gp each) 
   
  APL 6: L: 0 gp; C: 300 gp; M: 108 gp - potion of 
  bull’s strength (25 gp each), bracers of armor +1 (83 gp 
  each) 
   
  APL 8: L: 0 gp; C: 400 gp; M: 158 gp - potion of 
  bull’s strength (25 gp each), bracers of armor +1 (83 gp 
  each), 2 potions of cure moderate wounds (25 gp each per 
  potion) 
   
  APL 10: L: 0 gp; C: 500 gp; M: 658 gp - potion of 
  bull’s strength (25 gp each), bracers of armor +1 (83 gp 
  each), 2 potions of cure moderate wounds (25 gp each per 
  potion), amulet of mighty fists +1 (500 gp each) 
   
  APL 12: L: 0 gp; C: 600 gp; M: 825 gp - potion of 
  bull’s strength (25 gp each), bracers of armor +1 (83 gp 
  each), 2 potions of cure moderate wounds (25 gp each per 
  potion), amulet of mighty fists +1 (500 gp each), ring of 
  protection +1 (167 gp each) 
  Total Possible Treasure 
  APL 2: 450 gp (478 available) 
  APL 4: 650 gp (934 available) 
  APL 6: 900 gp (1244 available) 
  APL 8: 1,300 gp (1743 available) 
  APL 10: 2,300 gp (2509 available) 
  APL 12: L: 3,300 gp (3325 available) 
   
  Special 
  Favor of Lord Rycroft Saevil:  Lord Rycroft Saevil, 
  the Director of Elemental Studies, will provide the PC 
  with a small elemental (2 HD per MM pp. 95-101) 
  servant for 24 hours. The servant will perform any 
  labor within its abilities, but will not engage in combat 
  under any circumstances. At the slightest sign of 
  danger to itself, the elemental will immediately return 
  to the plane from which it originated. The type of small 
  elemental provided (earth, air, fire, or water) is up to 
  the PC. The PC is considered responsible for any 
  
  URD 4-06 Ye of Little Faith 
   
  Page 16 
  damage the elemental might cause in the performance 
  of its assigned task. This favor may only be used during 
  Duchy of Urnst Regional modules or Nyrond Meta-
  Regional modules set in the Duchy of Urnst. Until this 
  favor is expended, the character is deemed to have an 
  Influence Point with the College of Sages and Sorcery.  
  Enmity of Lady Julmar U’morael: Lady Julmar 
  U’morael blames you for the death of her cousin, 
  Nami. You have earned her enmity, which can be 
  resolved by expending a favor of House U’morael, or 
  two favors of any other Noble House of the Duchy of 
  Urnst. Lady Julmar holds considerable influence with 
  the College, and all Diplomacy checks with members 
  of the College will receive a -2 penalty.  Note that this 
  Enmity stacks with the one from Purloined Letters, 
  making the penalty to Diplomacy checks a total of -4 in 
  social situations involving members of the College.  
  Diplomacy checks made during examinations for 
  advancement would be at -7. Removing this Enmity 
  will not remove the other one, and this Enmity has no 
  expiration date. 
  Favor of Lord Clairmont Samaris: Lord Clairmont 
  Samaris, the Director of Natural Philosophy and Head 
  Administrator, will do one of the following: 
  A PC who is currently a member of the College may 
  have her tuition for the following year waived. 
  A PC who is currently a member of the College could 
  have his next testing fee for advancement waived. 
  Any PC who is adventuring in the vicinity of Nellix, 
  the Eastern Abbor Alz hills, or the Celadon Forest, 
  receives free standard lifestyle cost for a single 
  adventure. 
  Cross off this favor once it has been used. Until this 
  favor is expended, the character is deemed to have an 
  Influence Point with the College of Sages and Sorcery.  
  Mordenkainen’s Defense Against Lycanthropes – 
  Abjuration – Level: Brd 2, Sor/Wiz 2; Components: V, 
  S, M; Casting Time: 1 standard action; Range: Touch; 
  Target: Creature touched; Duration: 1 min./level (D); 
  Saving Throw: No; Spell Resistance: No 
  It creates a magical barrier around the subject that 
  moves with the subject and has the following effects. 
  First, the subject gains a +2 luck bonus to AC that 
  applies only against attacks by lycanthropes. Second, 
  the barrier makes the subject immune to lycanthropy. 
  Third, the subject gains a +2 luck bonus to grapple 
  checks or opposed ability checks to resist grapple or 
  trip attempts made by a lycanthrope. 
  Arcane Material Component: A little powdered silver 
  with which you trace a 3-foot -diameter circle on the 
  floor (or ground) around the creature to be warded. 
  Items for the Adventure 
  Record 
  Item Access 
  APL 2: 
  • 
  New 
  Spell 
  Mordenkainen’s 
  defense 
  against 
  lycanthropes (Adventure; see above). 
  • 
  Potion of Mordenkainen’s defense against lycanthropes 
  (Adventure; see above; 150 gp) 
  • 
  silversheen (Regional; DMG; 250 gp) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Wand of enlarge person (Regional; DMG; 750 gp) 
  • 
  Metamagic rod of extend, lesser (Regional; DMG; 
  3,000 gp) 
  • 
  Ring of sustenance (Adventure; DMG; 2,500 gp) 
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Oil of magic weapon (caster level 3) (Adventure; 
  DMG; 150 gp) 
  • 
  Arcane scroll of teleport (Regional; DMG; 750 gp) 
  • 
  Immovable rod (Regional; DMG; 5,000 gp) 
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Ring of counterspells (Regional; DMG; 4,000 gp) 
  • 
  Shifter’s sorrow (Adventure; DMG; 12, 780 gp) 
  • 
  Arcane scroll of dispel magic (caster level 10) 
  (Regional; DMG; 750 gp) 
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  Amulet of mighty fists +1 (Adventure; DMG; 6,000 
  gp) 
  • 
  ring of spell storing, minor (Regional; DMG; 
  18,000gp) 
  • 
  Boccob’s blessed book (Regional; DMG; 12,500 gp) 
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  Ring of wizardry (I) (Regional; DMG; 20,000 gp) 
  • 
  Potion of magic fang (caster level 3) (Adventure; 
  DMG; 150 gp) 
  • 
  Headband of intellect +6 (Adventure; DMG; 
  36,000 gp) 
   
   
   
  
  URD 4-06 Ye of Little Faith 
   
  Page 17 
  Appendix One: NPCs Description and Strategy 
  Encounter Two - Loligo Sibogae 
  The weresquid ranger Loligo Sibogae is the first of 
  Grimshaw Gasmaden’s experiments with lycanthropy.  
  Lord Gasmaden mostly left Loligo to fend for himself, 
  and in his youth a local gang of gnome children 
  continually taunted him.  He was so bothered by the 
  (relatively benign) teasing that he tracked each of them 
  down and killed them in a brutal fashion.  He was 
  nearly killed by a band of vengeful parents, and has 
  harbored a hatred of that race ever since. 
   
  Loligo is also a passionate archer, disdaining the 
  sword except as a last resort.  Although he is quite 
  strong, he is a coward at heart and will not hesitate to 
  flee if he is sorely pressed. 
   
  In his human form, Loligo’s squid characteristics 
  are chiefly manifest in his unusually long fingers and 
  toes, and the cool, clammy feel of his skin.  He has a 
  long, beak-like nose and only a small fringe of hair just 
  above his ears. 
   
  In squid form he appears larger than average, but 
  is otherwise unremarkable. 
   
  In hybrid form he is a truly grotesque sight.  His 
  face is elongated into a grinding beak, and he sprouts 
  half a dozen new arms.  These extra arms are not very 
  strong, but he does carry some gear in them.  He must 
  transfer the gear to his main hands in order to use it, 
  using the same action as he would to unsheathe or 
  retrieve the item from a pack (this is not a game 
  mechanic advantage, only flavor). 
   
  Note that Loligo does NOT currently have an 
  animal companion.  His most recent companion, a 
  squid named Gnome-Strangler, was killed in a recent 
  scuffle with some traveling gnomes. 
  Tactics 
  APL2 
  Loligo will stick to human form at this APL, although 
  he will change to squid form in the stream if he is 
  forced to flee.  He will use his bow exclusively, even to 
  the point of suffering attacks of opportunity to either 
  move out of melee or fire while threatened. 
  Key Skills, APL2 
  • 
  Favored enemy (gnome) +2 
  • 
  Point Blank Shot 
  • 
  Damage reduction 10/silver (in squid form only) 
  APL4 
  Loligo will be in his hybrid form, unless the party is 
  particularly underpowered, in which case he can be in 
  human form.  Use your discretion.  He will favor his 
  bow to a large degree, but he will use his sword and 
  bite combination if pressed. 
  Key Skills, APL4 
  • 
  Favored enemy (gnome) +2 
  • 
  Point Blank Shot 
  • 
  Rapid Shot 
  • 
  Damage reduction 10/silver (in squid or hybrid 
  form only) 
  APL6 
  Loligo will begin the encounter in hybrid form.  If the 
  party appears abnormally capable and powerful, he will 
  use his potion of cat’s grace early.  Otherwise, he will 
  hang on to it (hey, potions don’t grow on trees).  He 
  won’t cast his resist energy spell until after he observes 
  an energy effect being used against him once. 
  Key Skills: 
  • 
  Favored enemy (gnome) +4, (human) +2 
  • 
  Point Blank Shot 
  • 
  Rapid Shot 
  • 
  Dodge (an easy one to forget, so don’t!) 
  • 
  Damage reduction 10/silver (in squid or hybrid 
  form only) 
  APL8 
  Loligo will begin the encounter in hybrid form.  He 
  will also have his longstrider spell pre-cast (not reflected 
  in the stat block).  If the party appears abnormally 
  capable and powerful, he will use his potion of cat’s 
  grace early.  Otherwise, he will hang on to it (hey, 
  potions don’t grow on trees).  He won’t cast his resist 
  energy spell until after he observes an energy effect 
  being used against him once. 
   
  Whenever he is forced to move, he will use his 
  Manyshot attack rather than a standard single attack. 
  Key Skills, APL 8 
  • 
  Favored enemy (gnome) +4, (human) +2 
  • 
  Point Blank Shot 
  
  URD 4-06 Ye of Little Faith 
   
  Page 18 
  • 
  Rapid Shot 
  • 
  Manyshot 
  • 
  Dodge (an easy one to forget, so don’t!) 
  • 
  Mobility 
  • 
  Damage reduction 10/silver (in squid or hybrid 
  form only) 
  APL10 
  Loligo will begin the encounter in hybrid form.  He 
  will also have his longstrider spell pre-cast (not reflected 
  in the stat block).  He has excellent mobility, and will 
  use his Shot on the Run ability frequently.  Since he is 
  now quite powerful, he won’t hesitate to use his potion 
  of cat’s grace at the first opportunity.  He won’t cast his 
  resist energy spell until after he observes an energy 
  effect being used against him once, and he won’t use 
  his spike growth spell except to cover his own retreat. 
  Key Skills, APL 10 
  • 
  Favored enemy (gnome) +4, (human) +2 
  • 
  Evasion 
  • 
  Point Blank Shot 
  • 
  Rapid Shot 
  • 
  Manyshot 
  • 
  Dodge (an easy one to forget, so don’t!) 
  • 
  Mobility 
  • 
  Shot on the Run 
  • 
  Damage reduction 10/silver (in squid or hybrid 
  form only) 
   
  APL12 
  Loligo will begin the encounter in hybrid form.  He 
  will also have his longstrider spell pre-cast (not reflected 
  in the stat block).  He has excellent mobility, and will 
  use his Shot on the Run ability frequently.  Since he is 
  now quite powerful, he won’t hesitate to use his potion 
  of cat’s grace at the first opportunity.  He won’t cast his 
  resist energy spell until after he observes an energy 
  effect being used against him once, and he won’t use 
  his spike growth spell except to cover his own retreat.  If 
  he is forced to retreat, he will try to use his tree shape 
  spell to hide out until the heat is off. 
  Key Skills, APL 12 
  • 
  Favored enemy (gnome) +6, (human) +4, (dwarf) 
  +2 
  • 
  Evasion 
  • 
  Point Blank Shot 
  • 
  Rapid Shot 
  • 
  Manyshot 
  • 
  Improved Precise Shot 
  • 
  Dodge (an easy one to forget, so don’t!) 
  • 
  Mobility 
  • 
  Shot on the Run 
  • 
  Damage reduction 10/silver (in squid or hybrid 
  form only) 
  Encounter Three - Acinatus and Jubonyx 
  Acinatus and Jubonyx are the second of Lord 
  Gasmaden’s experiments with lycanthropy.  They are a 
  pair of sadistic brother werecheetahs. Nimble and 
  deceptively strong, they delight in slicing apart their 
  unsuspecting foes in tandem. 
   
  Acinatus, the elder brother, frequently calls out 
  commands to his younger brother in the language of 
  orcs (which can describe complex martial maneuvers 
  in a remarkably short time).  Strangely, the elder 
  brother demands to deal the killing blow to all foes, 
  whenever possible.  If Jubonyx estimates that a foe is 
  near death, he will either delay or use the Aid Another 
  action in his brother’s favor. 
   
  The brothers have a rather unusual contest 
  running between them.  They take great pride in their 
  trickery, and use the feint in combat action whenever 
  it is tactically sound (depending on their skill level, it 
  can be tactically sound all the time).  They keep a 
  running tally of how often they succeed at distracting 
  their opponents, and shout out “scores” as they occur.  
  Particularly ludicrous distractions (“Look!  It’s The Old 
  One himself, standing right behind you!”) that 
  succeed, despite a penalty to the Bluff check of –4, are 
  worth double points. 
  List of Sample Feints 
  • 
  Is that yours? (Pointing downward) 
  • 
  Are those your test scores?  (Pointing at a 
  scrap of paper on the floor) Awful! 
  • 
  Here, let me get that for you… 
  • 
  Guards!  He did it!  Arrest him! 
  • 
  Great Gygax!  Those are HUGE! 
  • 
  How do you see with three eyes like that? 
  (Double points) 
  • 
  (Points at a stack of papers) The Great Libram 
  of Faulkner!  Grab it before it falls, or we’re all 
  DOOMED! (Double points) 
  
  URD 4-06 Ye of Little Faith 
   
  Page 19 
  • 
  Watch out!  Oh, you stepped in it!  That’ll 
  never wash out! 
  • 
  A solar eclipse!  Wow! (Double points) 
  • 
  Excuse me; a multi-legged creature is 
  crawling on your left shoulder. (Double 
  points) 
  • 
  All right, who farted? 
  • 
  Duck!  Chamber pot! 
  In human form, the brothers sport bushy sideburns, 
  exaggerated canine teeth, and green, slightly almond 
  shaped eyes. 
   
  In animal form, they are exceptionally large 
  cheetahs. 
   
  In hybrid form they have a thin coat of fur, 
  pronounced teeth, a long tail, and claws on their hands 
  and feet. 
  Tactics 
  APL2 
  Only Acinatus is present at APL2, and he will stay in 
  human form for the duration of the battle, unless he is 
  sorely pressed.  He is not afraid to throw a couple of 
  daggers, as long as he has one left (fer stabbin’).  He 
  will flee to fight another day if it becomes necessary. 
   
  Without his brother, Acinatus’ tactics are not the 
  greatest.  He will try to toss his daggers at any wizards, 
  and then engage the toughest looking fighter. Even 
  though his brother isn’t there, he will still shout out his 
  scores. 
   
  The starting score for the “feint” contest is 
  Acinatus 9, Jubonyx 4. 
  Key Skills, APL2 
  • 
  Sneak attack +1d6 
  • 
  Sprint 
  • 
  Tumble skill 
  • 
  Damage reduction 10/silver (animal and hybrid 
  form only) 
  • 
  Trip (bite attack, animal and hybrid form only) 
  APL4 
  The brothers will stay in human form for the duration 
  of the battle, unless they are sorely pressed.  They are 
  not afraid to throw a couple of daggers, as long as they 
  each have one left (fer stabbin’).  If both brothers are 
  badly injured they might flee, but if one is taken out 
  the other will fight to the death (changing into hybrid 
  form if he hasn’t been pressed into it already). 
   
  The brothers work best when they tag-team 
  targets one by one (flanking for sneak attacks).  They 
  will usually start with the toughest looking warrior and 
  move on from there. 
   
  The starting score for the “feint” contest is 
  Acinatus 17, Jubonyx 15. 
  Key Skills, APL4 
  • 
  Sneak attack +1d6 
  • 
  Sprint 
  • 
  Tumble skill 
  • 
  Damage reduction 10/silver (animal and hybrid 
  form only) 
  • 
  Trip (bite attack, animal and hybrid form only) 
  APL6 
  The brothers will begin the fight in hybrid form, and 
  won’t change out of it unless they have a good reason 
  to (such as fleeing at the cheetah form’s higher speed).  
  They are not afraid to throw a couple of daggers, since 
  they each have a pair of kukris (fer stabbin’).  If both 
  brothers are badly injured they might flee, but if one is 
  taken out the other will fight to the death. 
   
  If they get the chance, they will treat their 
  weapons with their oils of magic weapon. 
   
  The brothers work best when they tag-team 
  targets one by one (flanking for sneak attacks).  They 
  will usually start with the toughest looking warrior and 
  move on from there, although they will try to target 
  elves (and half-elves) first whenever it isn’t obviously 
  suicidal to do so. 
   
  The starting score for the “feint” contest is 
  Acinatus 31, Jubonyx 21. 
  Key Skills 
  • 
  Sneak attack +1d6 
  • 
  Favored enemy (elf) +2 
  • 
  Sprint 
  • 
  Tumble skill 
  • 
  Damage reduction 10/silver (animal and hybrid 
  form only) 
  • 
  Trip (bite attack, animal and hybrid form only) 
  APL8 
  The brothers will begin the fight in hybrid form, and 
  won’t change out of it unless they have a good reason 
  to (such as fleeing at the cheetah form’s higher speed).  
  They are not afraid to throw a couple of daggers, since 
  they each have a pair of kukris (fer stabbin’).  If both 
  
  URD 4-06 Ye of Little Faith 
   
  Page 20 
  brothers are badly injured they might flee, but if one is 
  taken out the other will fight to the death. 
   
  If they get the chance, they will treat their 
  weapons with their oils of magic weapon. 
   
  The brothers work best when they tag-team 
  targets one by one (flanking for sneak attacks).  They 
  will usually start with the toughest looking warrior and 
  move on from there, although they will try to target 
  elves (and half-elves) first whenever it isn’t obviously 
  suicidal to do so. 
   
  While Acinatus prefers to do as much damage as 
  possible per hit, Jubonyx likes to sacrifice sneak attack 
  dice to use his Bleeding Wound ability pretty much all 
  the time. 
   
  The starting score for the “feint” contest is 
  Acinatus 50, Jubonyx 45. 
  Key Skills, APL8 
  • 
  Sneak attack +2d6 
  • 
  Favored enemy (elf) +2 
  • 
  Bleeding wound 
  • 
  Sprint 
  • 
  Tumble skill 
  • 
  Damage reduction 10/silver (animal and hybrid 
  form only) 
  • 
  Trip (bite attack, animal and hybrid form only) 
  APL10 
  The brothers will begin the fight in hybrid form, and 
  won’t change out of it unless they have a good reason 
  to (such as fleeing at the cheetah form’s higher speed).  
  They are not afraid to throw a couple of daggers, since 
  they each have a pair of kukris (fer stabbin’).  If both 
  brothers are badly injured they might flee, but if one is 
  taken out the other will fight to the death. 
   
  If they get the chance, they will treat their 
  weapons with their oils of magic weapon. 
   
  The brothers work best when they tag-team 
  targets one by one (flanking for sneak attacks).  They 
  will usually start with the toughest looking warrior and 
  move on from there, although they will try to target 
  elves (and half-elves) first whenever it isn’t obviously 
  suicidal to do so. 
   
  While Acinatus prefers to do as much damage as 
  possible per hit, Jubonyx likes to sacrifice sneak attack 
  dice to use his Bleeding Wound ability pretty much all 
  the time. 
   
  The starting score for the “feint” contest is 
  Acinatus 67, Jubonyx 59.  Now that they have the 
  Uncanny Feint (move action) ability, they will use the 
  feint in combat action far more frequently. 
  Key Skills 
  • 
  Sneak attack +2d6 
  • 
  Favored enemy (elf) +2 
  • 
  Bleeding wound 
  • 
  Uncanny feint (move action) 
  • 
  Sprint 
  • 
  Tumble skill 
  • 
  Damage reduction 10/silver (animal and hybrid 
  form only) 
  • 
  Trip (bite attack, animal and hybrid form only) 
  APL12 
  The brothers will begin the fight in hybrid form, and 
  won’t change out of it unless they have a good reason 
  to (such as fleeing at the cheetah form’s higher speed).  
  They are not afraid to throw a couple of daggers, since 
  they each have a pair of kukris (fer stabbin’).  If both 
  brothers are badly injured they might flee, but if one is 
  taken out the other will fight to the death. 
   
  If they get the chance, they will treat their 
  weapons with their oils of magic weapon. 
   
  The brothers work best when they tag-team 
  targets one by one (flanking for sneak attacks).  They 
  will usually start with the toughest looking warrior and 
  move on from there, although they will try to target 
  elves (and half-elves) first whenever it isn’t obviously 
  suicidal to do so. 
   
  While Acinatus prefers to do as much damage as 
  possible per hit, Jubonyx likes to sacrifice sneak attack 
  dice to use his Bleeding Wound ability pretty much all 
  the time. 
   
  The starting score for the “feint” contest is 
  Acinatus 67, Jubonyx 59.  Now that they have the 
  Uncanny Feint (free action) ability, they will use the 
  feint in combat action far more frequently, in fact they 
  would need a pretty good reason not to use it every 
  round. 
   
  Note the special defenses they have due to the 
  Warshaper class. 
  Key Skills 
  • 
  Sneak attack +2d6 
  • 
  Favored enemy (elf) +2 
  • 
  Bleeding wound 
  • 
  Uncanny feint (move action) 
  
  URD 4-06 Ye of Little Faith 
   
  Page 21 
  • 
  Morphic immunities 
  • 
  Morphic weapons (already accounted for in the 
  stat block) 
  • 
  Sprint 
  • 
  Tumble skill 
  • 
  Damage reduction 10/silver (animal and hybrid 
  form only) 
  • 
  Trip (bite attack, animal and hybrid form only) 
  Encounter Six - Niloticus 
  Niloticus is the third and final Gasmaden experiment.  
  He is obsessed with attaining perfection by increasing 
  his mastery of his body, and by testing himself against 
  others.  He will single out any apparent monks and 
  target them to the exclusion of other foes, as they are 
  the closest to achieving the perfection he aims for. 
   
  In human form Niloticus is entirely bald, with 
  yellowish-brown eyes and a large, almost comical chin. 
   
  In animal form his is deceptively unassuming, or 
  at least as unassuming as any crocodile can be. 
   
  In hybrid form, the form he considers to be his 
  most perfect, his face is elongated and flattened, he 
  grows a large tail, and his teeth become immense.  His 
  skin turns green and hardens into a tough armor. 
  Tactics 
  APL2 
  Niloticus is a VERY tough opponent at APL2.  He is 
  also very overconfident.  He won’t use his potion 
  under any circumstance, and he will begin the battle in 
  human form.  He won’t change to hybrid form unless 
  he drops below 10 hit points, and even then he likely 
  will not change. 
  Key Skills 
  • 
  Dodge 
  • 
  Stunning fist 
  • 
  Damage reduction 10/silver (animal and hybrid 
  form only) 
  • 
  Evasion 
  • 
  Tumble skill 
  APL4 
  Niloticus is a tough opponent at APL4.  He is also 
  overconfident.  He won’t use his potion under any 
  circumstance, and he will begin the battle in human 
  form.  He won’t change to hybrid form until he loses at 
  least 15 hit points. 
  Key Skills 
  • 
  Dodge 
  • 
  Stunning fist 
  • 
  Damage reduction 10/silver (animal and hybrid 
  form only) 
  • 
  Evasion 
  • 
  Tumble skill 
  • 
  Morphic weapon (already reflected in stat block) 
  • 
  Morphic immunities 
  APL6 
  Niloticus takes great pride in his Improved Grapple 
  feat, and will grapple whenever it is practical.  He also 
  enjoys combining this feat with his Improved Grab 
  ability while in crocodile form, but he will most likely 
  remain in hybrid form for the duration.  He will begin 
  the battle in hybrid form, and will use his potion if he 
  feels truly tested by the party. 
  Key Skills 
  • 
  Dodge 
  • 
  Mobility 
  • 
  Stunning fist 
  • 
  Damage reduction 10/silver (animal and hybrid 
  form only) 
  • 
  Evasion 
  • 
  Tumble skill 
  • 
  Morphic weapon (already reflected in stat block) 
  • 
  Morphic immunities 
  APL8 
  Niloticus takes great pride in his Improved Grapple 
  feat, and will grapple whenever it is practical.  He also 
  enjoys combining this feat with his Improved Grab 
  ability while in crocodile form, but he will most likely 
  remain in hybrid form for the duration.  He will begin 
  the battle in hybrid form, and will use his potion at the 
  first safe opportunity once battle begins.  He enjoys 
  surprising opponents with his Morphic Reach ability, 
  and may not take advantage of it immediately, saving 
  the surprise for the best moment. 
  Key Skills 
  • 
  Dodge 
  • 
  Mobility 
  • 
  Spring Attack 
  • 
  Stunning fist 
  
  URD 4-06 Ye of Little Faith 
   
  Page 22 
  • 
  Damage reduction 10/silver (animal and hybrid 
  form only) 
  • 
  Evasion 
  • 
  Tumble skill 
  • 
  Morphic weapon (already reflected in stat block) 
  • 
  Morphic immunities 
  • 
  Morphic reach 
  APL10 
  Niloticus takes great pride in his Improved Grapple 
  feat, and will grapple whenever it is practical.  He also 
  enjoys combining this feat with his Improved Grab 
  ability while in crocodile form, but he will most likely 
  remain in hybrid form for the duration.  He will begin 
  the battle in hybrid form, and will use his potion at the 
  first safe opportunity once battle begins.  He enjoys 
  surprising opponents with his Morphic Reach ability, 
  and may not take advantage of it immediately, saving 
  the surprise for the best moment. 
   
  He will take advantage of the first two aspects of 
  his Elusive Target feat as often as possible.  Note the 
  Morphic healing ability, which grants fast healing 2.  
  The Fort DC for his Sleeper Lock ability is 16. 
  Key Skills 
  • 
  Dodge 
  • 
  Mobility 
  • 
  Spring Attack 
  • 
  Elusive Target 
  • 
  Stunning fist 
  • 
  Sleeper lock 
  • 
  Damage reduction 10/silver (animal and hybrid 
  form only) 
  • 
  Evasion 
  • 
  Tumble skill 
  • 
  Morphic weapon (already reflected in stat block) 
  • 
  Morphic immunities 
  • 
  Morphic reach 
  • 
  Morphic healing 
  APL12 
  Niloticus takes great pride in his Improved Grapple 
  feat, and will grapple whenever it is practical.  He also 
  enjoys combining this feat with his Improved Grab 
  ability while in crocodile form, but he will most likely 
  remain in hybrid form for the duration.  He will begin 
  the battle in hybrid form, and will use his potion at the 
  first safe opportunity once battle begins.  He enjoys 
  surprising opponents with his Morphic Reach ability, 
  and may not take advantage of it immediately, saving 
  the surprise for the best moment. 
   
  He will take advantage of the first two aspects of 
  his Elusive Target feat as often as possible.  Note the 
  Morphic healing ability, which grants fast healing 2.  
  The Fort DC for his Sleeper Lock ability is 17. 
  Key Skills 
  • 
  Dodge 
  • 
  Mobility 
  • 
  Spring Attack 
  • 
  Elusive Target 
  • 
  Stunning fist 
  • 
  Sleeper lock 
  • 
  Damage reduction 10/silver (animal and hybrid 
  form only) 
  • 
  Evasion 
  • 
  Tumble skill 
  • 
  Morphic weapon (already reflected in stat block) 
  • 
  Morphic immunities 
  • 
  Morphic reach 
  • 
  Morphic healing 
  
  URD 4-06 Ye of Little Faith 
   
  Page 23 
  Appendix Two – Key to Stat Blocks
  Stat blocks for the lycanthrope NPCs are provided in 
  each of their forms (hybrid, animal, and human). The 
  hybrid form is listed first, and is the preferred form to 
  use. If using the NPC in non-hybrid form, pay special 
  attention to which special attacks and qualities are and 
  are not present in each form, as they can vary. 
  The other forms are listed after the main hybrid block 
  in an abbreviated format, listing statistics only where 
  they are different from the hybrid block. For instance, 
  feats are common to all forms, as are possessions, and 
  thus these are listed only once. Ability scores are 
  common to hybrid and animal forms (and so aren’t 
  listed for the animal form), but different for the human 
  form (and so are listed there). If something you need 
  isn’t there, check back to the hybrid block. 
  Note also that statistics listed in [brackets] are adjusted 
  for any non-permanent magic items that the NPC 
  might consume/use before the combat begins. 
  The following special attacks and qualities are shared 
  by ALL lycanthrope NPCs in the adventure.  They are 
  collected here at the beginning of this appendix in 
  order to avoid printing them out 18 times. 
  Alternate Form (Su): A lycanthrope can shift into 
  animal form as though using the polymorph spell on 
  itself, though its gear is not affected, it does not regain 
  hit points for changing form, and only the specific 
  animal form indicated for the lycanthrope can be 
  assumed. It does not assume the ability scores of the 
  animal, but instead adds the animal’s physical ability 
  score modifiers to its own ability scores. A lycanthrope 
  also can assume a bipedal hybrid form with prehensile 
  hands and animalistic features. 
  Changing to or from animal or hybrid form is a 
  standard action. 
  A slain lycanthrope reverts to its humanoid form, 
  although it remains dead. Separated body parts retain 
  their animal form, however. 
  Afflicted lycanthropes find this ability difficult to 
  control, but natural lycanthropes have full control over 
  this power. 
  Curse of Lycanthropy (Su): Any humanoid or giant 
  hit by a natural lycanthrope’s bite attack in animal or 
  hybrid form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. If the victim’s size is not within 
  one size category of the lycanthrope the victim cannot 
  contract lycanthropy from that lycanthrope. Afflicted 
  lycanthropes cannot pass on the curse of lycanthropy. 
  Damage Reduction (Ex): A natural lycanthrope in 
  animal or hybrid form has damage reduction 10/silver. 
  Lycanthropic 
  Empathy 
  (Ex): 
  In 
  any 
  form, 
  lycanthropes can communicate and empathize with 
  normal or dire animals of their animal form. This gives 
  them a +4 racial bonus on checks when influencing the 
  animal’s attitude and allows the communication of 
  simple concepts and (if the animal is friendly) 
  commands, such as “friend,” “foe,” “flee,” and “attack.” 
  Low-Light Vision (Ex): A lycanthrope has low-light 
  vision in any form. 
  Scent (Ex): A lycanthrope has the scent ability in any 
  form.  
   
   
   
  
  Ye of Little Faith 
   
  Page 24 
  Appendix Three – APL 2
  Encounter Two 
   
   
   
  Loligo Sibogae: Male weresquid Rgr1, hybrid form; 
  CR 3; Medium Humanoid (Human, Shapechanger); 
  HD 1d8+1+3d8+3; 27 hp; Init +6; Speed 30 ft.; Armor 
  Class 23, touch 14, flat-footed 19; BAB/Grp +3/+7; Atk 
  +11 ranged (1d8+4, x3, masterwork mighty (+4) 
  composite longbow) or +7 melee (1d8+4, 19-20, 
  longsword); Full Atk +11 ranged (1d8+4, x3, 
  masterwork mighty (+4) composite longbow) or +7 
  melee (1d8+4, 19-20, longsword) and +2 melee (1d6+2, 
  bite); Space/Reach 5 ft./5 ft.; SA Curse of lycanthropy, 
  favored enemy gnome +2; SQ Alternate form, damage 
  reduction 10/silver, ink cloud, jet, low-light vision, 
  lycanthropic empathy, scent, wild empathy +1; AL NE; 
  SV Fort +6, Ref +11, Will +6; Str 18, Dex 23, Con 12, Int 
  12, Wis 16, Cha 10. 
   
  Skills and Feats:  Handle Animal +4, Hide +9, Listen 
  +12, Move Silently +9, Search +5, Spot +12, Survival +7, 
  Swim +11; Alertness, Endurance, Iron Will, Point 
  Blank Shot, Track, Weapon Focus (longbow). 
   
  Possessions:  Masterwork mighty (+4) composite 
  longbow, longsword, masterwork chain shirt, 40 
  arrows. 
  Squid form; Speed Swim 60 ft.; Armor Class 21, touch 
  16, flat-footed 15; BAB/Grp +3/+11; Atk +7 melee (0, 
  arms); Full Atk +7 melee (0, arms) and +2 melee (1d6+2, 
  bite); SA Curse of lycanthropy, favored enemy gnome 
  +2, improved grab; SQ Alternate form, damage 
  reduction 10/silver, ink cloud, jet, low-light vision, 
  lycanthropic empathy, scent, wild empathy +1. 
  Human form; Init +3; Armor Class 19, touch 13, flat-
  footed 16; BAB/Grp +3/+5; Atk +6 ranged (1d8+2, x3, 
  masterwork mighty (+4) composite longbow) or +5 
  melee (1d8+2, 19-20, longsword); Full Atk +6 ranged 
  (1d8+2, x3, masterwork mighty (+4) composite 
  longbow) or +5 melee (1d8+2, 19-20, longsword); SA 
  Favored enemy gnome +2; Special Qualities:  Alternate 
  form, low-light vision, lycanthropic empathy, scent, 
  wild empathy +1; SV Fort +6, Ref +8, Will +6; Str 14, 
  Dex 17, Con 12, Int 12, Wis 16, Cha 10. 
   
  Skills:  Handle Animal +4, Hide +6, Listen +12, 
  Move Silently +6, Search +5, Spot +12, Survival +7, 
  Swim +9. 
   Improved Grab (Ex): To use this ability, a squid must 
  hit an opponent of any size with its arms attack. It can 
  then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and automatically 
  deals bite damage. *A squid has a +4 racial bonus on 
  grapple checks. 
  Ink Cloud (Ex): A squid can emit a cloud of jet-black 
  ink 10 feet high by 10 feet wide by 10 feet long once 
  per minute as a free action. The cloud provides total 
  concealment, which the squid normally uses to escape 
  a losing fight. All vision within the cloud is obscured. 
  Jet (Ex): A squid can jet backward once per round as a 
  full-round action, at a speed of 240 feet. It must move 
  in a straight line, but does not provoke attacks of 
  opportunity while jetting. 
  Encounter Three 
   
   
   
  APL2, EL4 
  Acinatus: Male werecheetah Rog1, hybrid form; CR 
  4; Medium Humanoid (Human, Shapechanger); HD 
  1d6+1+3d8+9; 31 hp; Init +7; Speed 30 ft.; Armor Class 
  21, touch 17, flat-footed 14; BAB/Grp +2/+7; Atk +11 
  melee (1d4+5, 19-20, dagger) or ranged +11 (1d4+5, 19-
  20, dagger); Full Atk +11 melee (1d4+5, 19-20, dagger) 
  and +4 melee (1d6+2, bite) or ranged +11 (1d4+5, 19-20, 
  dagger); Space/Reach 5 ft./5 ft.; SA Curse of 
  lycanthropy, sneak attack +1d6; SQ Alternate form, 
  damage 
  reduction 
  10/silver, 
  low-light 
  vision, 
  lycanthropic empathy, scent, sprint, trapfinding; AL 
  CE; SV Fort +6, Ref +12, Will +5; Str 20, Dex 25, Con 
  16, Int 16, Wis 14, Cha 10. 
   
  Skills and Feats:  Bluff +7, Escape Artist +11, Hide 
  +11, Listen +8, Move Silently +11, Search +7, Sense 
  Motive +9, Sleight of Hand +11, Spot +9, Survival +4, 
  Swim +9, Tumble +12; Alertness, Point Blank Shot, 
  Weapon Finesse, Weapon Focus (dagger). 
   
  Possessions:  3 x masterwork dagger, masterwork 
  buckler. 
  Cheetah Form; Speed 50 ft.; Armor Class 20, touch 17, 
  flat-footed 13; Atk +9 melee (1d6+7, bite); Full Atk +9 
  melee (1d6+7, bite) and +4/+4 melee (1d2+2, claws); SA 
  Curse of lycanthropy, sneak attack +1d6, trip; SQ 
  Alternate form, damage reduction 10/silver, low-light 
  vision, 
  lycanthropic 
  empathy, 
  scent, 
  sprint, 
  trapfinding. 
   Human Form; Init +3; Armor Class 16, touch 13, flat-
  footed 13; BAB/Grp +2/+4; Atk +7 melee (1d4+2, 19-20, 
  dagger) or ranged +7 (1d4+2, 19-20, dagger); Full Atk +7 
  melee (1d4+2, 19-20, dagger) or ranged +7 (1d4+2, 19-
  20, dagger); SA Sneak attack +1d6; SQ Alternate form, 
  low-light 
  vision, 
  lycanthropic 
  empathy, 
  scent, 
  trapfinding; SV Fort +4, Ref +8, Will +5; Str 14, Dex 17, 
  Con 12, Int 16, Wis 14, Cha 10. 
   
  Skills:  Bluff +7, Escape Artist +7, Hide +7, Listen 
  +8, Move Silently +7, Search +7, Sense Motive +9, 
  Sleight of Hand +7, Spot +9, Survival +4, Swim +9, 
  Tumble +8. 
  
  Ye of Little Faith 
   
  Page 25 
  Sprint (Ex): Once per hour, a cheetah can move ten 
  times its normal speed (500 feet) when it makes a 
  charge. 
  Trip (Ex): A cheetah that hits with a claw or bite attack 
  can attempt to trip the opponent (+5 check modifier) as 
  a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt fails, 
  the opponent cannot react to trip the cheetah. 
  Encounter Six 
   
   
   
  Niloticus: Male werecrocodile Mnk2, hybrid form; 
  CR 5; Medium Humanoid (Human, Shapechanger); 
  HD 2d8+2+3d8+12; 42 hp; Init +4; Speed 30 ft.; Armor 
  Class 23, touch 17, flat-footed 19; BAB/Grp +3/+9 [+11]; 
  Atk  +9 [+11] melee (1d6+6 [+8], unarmed strike); Full 
  Atk +7/+7 [+9/+9] melee (1d6+6 [+8], unarmed strike) 
  and +2 [+4] melee (1d6+3 [+4], bite); Space/Reach 5 
  ft./5 ft.; SA Curse of lycanthropy; SQ Alternate form, 
  damage reduction 10/silver, evasion, hold breath, low-
  light vision, lycanthropic empathy, scent; SV Fort +10, 
  Ref +10, Will +8; Str 22 [26], Dex 19, Con 18, Int 12, 
  Wis 17, Cha 8. 
   
  Skills and Feats:  Balance +11, Escape Artist +12, 
  Hide +11, Jump +13 [+15], Listen +10, Spot +10, Swim 
  +14 [+16], Tumble +14; Alertness, Clever Wrestling, 
  Deflect Arrows, Dodge, Improved Unarmed Strike, 
  Iron Will, Skill Focus (Hide), Stunning Fist. 
   
  Possessions:  Potion of bull’s strength. 
  Crocodile Form; Speed 20 ft., swim 30 ft.; Armor 
  Class 23, touch 17, flat-footed 19; BAB/Grp +3/+9 [+11]; 
  Atk +9 [+11] (1d8+9 [+12], bite) or +9 [+11] (1d12+9 
  [+12], tail slap); Full Atk +9 [+11] (1d8+9 [+12], bite) or 
  +9 [+11] (1d12+9 [+12], tail slap); SA Curse of 
  lycanthropy, improved grab; SQ Alternate form, 
  damage reduction 10/silver, evasion, hold breath, low-
  light vision, lycanthropic empathy, scent. 
  Human Form; Init +3; Armor Class 18, touch 16, flat-
  footed 15; BAB/Grp +3/+5 [+7]; Atk +5 [+7] melee 
  (1d6+2 [+4], unarmed strike); Full Atk +3/+3 [+5/+5] 
  melee (1d6+2 [+4], unarmed strike); SQ Alternate form, 
  evasion, low-light vision, lycanthropic empathy, scent; 
  SV Fort +7, Ref +9, Will +8; Str 14 [18], Dex 17, Con 12, 
  Int 12, Wis 17, Cha 8. 
   
  Skills:  Balance +10, Escape Artist +11, Hide +10, 
  Jump +9 [+11], Listen +10, Spot +10, Swim +10 [+12], 
  Tumble +13. 
  Hold Breath (Ex): A crocodile can hold its breath for a 
  number of rounds equal to 4 x its Constitution score 
  before it risks drowning. 
  Improved Grab (Ex): To use this ability, a crocodile 
  must hit with its bite attack. It can then attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, the 
  crocodile establishes a hold on the opponent with its 
  mouth and drags it into deep water, attempting to pin 
  it to the bottom. 
   
  
  Ye of Little Faith 
   
  Page 26 
  Appendix Four – APL 4
  Encounter Two  
  Loligo Sibogae: Male weresquid Rgr3, hybrid form; 
  CR 5; Medium Humanoid (Human, Shapechanger); 
  HD; 3d8+3+3d8+3; 39 hp; Init +6; Speed 30 ft.; Armor 
  Class 23, touch 14, flat-footed 19; BAB/Grp +5/+9; Atk 
  +13 ranged (1d8+4, x3, masterwork mighty (+4) 
  composite longbow) or +9 melee (1d8+4, 19-20, 
  longsword); Full Atk +11/+11 ranged (1d8+4, x3, 
  masterwork mighty (+4) composite longbow) or +9 
  melee (1d8+4, 19-20, longsword) and +4 melee (1d6+2, 
  bite); Space/Reach 5 ft./5 ft.; SA Curse of lycanthropy, 
  favored enemy gnome +2; SQ Alternate form, damage 
  reduction 10/silver, ink cloud, jet, low-light vision, 
  lycanthropic empathy, scent, wild empathy +5; AL NE; 
  SV Fort +7, Ref +12, Will +7; Str 18, Dex 23, Con 12, Int 
  12, Wis 16, Cha 10.  
   
  Skills and Feats:  Handle Animal +6, Hide +11, 
  Listen +14, Move Silently +11, Search +7, Spot +14, 
  Survival +9, Swim +13; Alertness, Dodge, Endurance, 
  Iron Will, Point Blank Shot, Rapid Shot, Track, 
  Weapon Focus (longbow). 
   
  Possessions: Masterwork mighty (+4) composite 
  longbow, longsword, masterwork chain shirt, 40 
  arrows. 
  Squid form; Speed Swim 60 ft.; Armor Class 21, touch 
  16, flat-footed 15; BAB/Grp +5/+13; Atk +9 melee (0, 
  arms); Full Attack:  +9 melee (0, arms) and +4 melee 
  (1d6+2, bite); SA Curse of lycanthropy, favored enemy 
  gnome +2, improved grab; SQ Alternate form, damage 
  reduction 10/silver, ink cloud, jet, low-light vision, 
  lycanthropic empathy, scent, wild empathy +5. 
  Human form; Init:  +3; Armor Class 19, touch 13, flat-
  footed 16; BAB/Grp +5/+7; Atk:  +8 ranged (1d8+2, x3, 
  masterwork mighty (+4) composite longbow) or +7 
  melee (1d8+2, 19-20, longsword); Full Atk +6/+6 
  ranged (1d8+2, x3, masterwork mighty (+4) composite 
  longbow) or +7 melee (1d8+2, 19-20, longsword); SA 
  Favored enemy gnome +2; SQ Alternate form, low-
  light vision, lycanthropic empathy, scent, wild 
  empathy +5; SV Fort +7, Ref +9, Will +7; Str 14, Dex 17, 
  Con 12, Int 12, Wis 16, Cha 10;  
   
  Skills:  Handle Animal +6, Hide +8, Listen +14, 
  Move Silently +8, Search +7, Spot +14, Survival +9, 
  Swim +11. 
  Improved Grab (Ex): To use this ability, a squid must 
  hit an opponent of any size with its arms attack. It can 
  then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and automatically 
  deals bite damage. *A squid has a +4 racial bonus on 
  grapple checks. 
  Ink Cloud (Ex): A squid can emit a cloud of jet-black 
  ink 10 feet high by 10 feet wide by 10 feet long once 
  per minute as a free action. The cloud provides total 
  concealment, which the squid normally uses to escape 
  a losing fight. All vision within the cloud is obscured. 
  Jet (Ex): A squid can jet backward once per round as a 
  full-round action, at a speed of 240 feet. It must move 
  in a straight line, but does not provoke attacks of 
  opportunity while jetting. 
  Encounter Three 
  Acinatus 
  and 
  Jubonyx: 
   
  Male 
  and 
  female 
  werecheetah Rog1, hybrid form; CR 4; Medium 
  Humanoid 
  (Human, 
  Shapechanger); 
  HD 
  1d6+1+3d8+9; 31 hp; Init +7; Speed 30 ft.; Armor Class 
  22, touch 17, flat-footed 15; BAB/Grp +2/+7; Atk +11 
  melee (1d4+5, 19-20, dagger) or ranged +11 (1d4+5, 19-
  20, dagger); Full Atk +11 melee (1d4+5, 19-20, dagger) 
  and +4 melee (1d6+2, bite) or ranged +11 (1d4+5, 19-20, 
  dagger); Space/Reach 5 ft./5 ft.; SA Curse of 
  lycanthropy, sneak attack +1d6; SQ Alternate form, 
  damage 
  reduction 
  10/silver, 
  low-light 
  vision, 
  lycanthropic empathy, scent, sprint, trapfinding; AL 
  CE; SV Fort +6, Ref +12, Will +5; Str 20, Dex 25, Con 
  16, Int 16, Wis 14, Cha 10. 
   
  Skills and Feats:  Bluff +7, Escape Artist +11, Hide 
  +11, Listen +8, Move Silently +11, Search +7, Sense 
  Motive +9, Sleight of Hand +11, Spot +9, Survival +4, 
  Swim +9, Tumble +12; Alertness, Point Blank Shot, 
  Weapon Finesse, Weapon Focus (dagger). 
   
  Possessions:  3 x masterwork dagger, +1 buckler. 
  Cheetah Form; Speed 50 ft.; Armor Class 20, touch 17, 
  flat-footed 13; Atk +9 melee (1d6+7, bite); Full Atk +9 
  melee (1d6+7, bite) and +4/+4 melee (1d2+2, claws); SA 
  Curse of lycanthropy, sneak attack +1d6, trip; SQ 
  Alternate form, damage reduction 10/silver, low-light 
  vision, 
  lycanthropic 
  empathy, 
  scent, 
  sprint, 
  trapfinding. 
   Human Form; Init +3; Armor Class 17, touch 13, flat-
  footed 14; BAB/Grp +2/+4; Atk +7 melee (1d4+2, 19-20, 
  dagger) or ranged +7 (1d4+2, 19-20, dagger); Full Atk +7 
  melee (1d4+2, 19-20, dagger) or ranged +7 (1d4+2, 19-
  20, dagger); SA Sneak attack +1d6; SQ Alternate form, 
  low-light 
  vision, 
  lycanthropic 
  empathy, 
  scent, 
  trapfinding; SV Fort +4, Ref +8, Will +5; Str 14, Dex 17, 
  Con 12, Int 16, Wis 14, Cha 10. 
   
  Skills:  Bluff +7, Escape Artist +7, Hide +7, Listen 
  +8, Move Silently +7, Search +7, Sense Motive +9, 
  Sleight of Hand +7, Spot +9, Survival +4, Swim +9, 
  Tumble +8. 
  
  Ye of Little Faith 
   
  Page 27 
  Sprint (Ex): Once per hour, a cheetah can move ten 
  times its normal speed (500 feet) when it makes a 
  charge. 
  Trip (Ex): A cheetah that hits with a claw or bite attack 
  can attempt to trip the opponent (+5 check modifier) as 
  a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt fails, 
  the opponent cannot react to trip the cheetah. 
  Encounter Six 
  Niloticus: Male werecrocodile Mnk3/Warshaper1, 
  hybrid form; CR 7; Medium Humanoid (Human, 
  Shapechanger); HD 3d8+3+1d8+1+3d8+12; 54 hp; Init 
  +5; Speed 40 ft.; Armor Class 24, touch 18, flat-footed 
  19; BAB/Grp +4/+10 [+12]; Atk +11 [+13] melee (1d6+6 
  [+8], unarmed strike); Full Atk +9/+9 [+11/+11] melee 
  (1d6+6 [+8], unarmed strike) and +3 [+5] melee (1d8+3 
  [+4], bite); Space/Reach 5 ft./5 ft.; SA Curse of 
  lycanthropy; SQ Alternate form, damage reduction 
  10/silver, evasion, hold breath, low-light vision, 
  lycanthropic empathy, morphic immunities, morphic 
  weapons, scent, still mind; SV Fort +12, Ref +11, Will 
  +8; Str 22 [26], Dex 20, Con 18, Int 12, Wis 17, Cha 8. 
   
  Skills and Feats:  Balance +12, Escape Artist +15, 
  Hide +11, Jump +17 [+19], Listen +11, Spot +11, Swim 
  +14 [+16], Tumble +17; Alertness, Clever Wrestling, 
  Deflect Arrows, Dodge, Improved Unarmed Strike, 
  Iron Will, Skill Focus (Hide), Stunning Fist, Weapon 
  Focus (unarmed strike). 
   
  Possessions:  Potion of bull’s strength. 
  Crocodile Form; Speed 30 ft., swim 30 ft.; Armor 
  Class 24, touch 18, flat-footed 19; BAB/Grp +4/+10 
  [+12]; Atk +10 [+12] melee (2d6+9 [+12]. bite) or +10 
  [+12] melee (2d8+9 [+12], tail slap); Full Atk +10 [+12] 
  melee (2d6+9 [+12], bite) or +10 [+12] melee (2d8+9 
  [+12], tail slap); SA Curse of lycanthropy, improved 
  grab; SQ Alternate form, damage reduction 10/silver, 
  evasion, hold breath, low-light vision, lycanthropic 
  empathy, morphic immunities, morphic weapons, 
  scent, still mind. 
  Human Form; Init +4; Armor Class 19, touch 17, flat-
  footed 15; BAB/Grp +4/+6 [+8]; Atk +7 [+9] melee 
  (1d6+2 [+4], unarmed strike); Full Atk +5/+5 [+7/+7] 
  melee (1d6+2 [+4], unarmed strike); SQ  Alternate 
  form, evasion, low-light vision, lycanthropic empathy, 
  scent, still mind; SV  Fort +9, Ref +10, Will +8; Str 14 
  [18], Dex 18, Con 12, Int 12, Wis 17, Cha 8. 
   
  Skills:  Balance +11, Escape Artist +14, Hide +10, 
  Jump +13 [+15], Listen +11, Spot +11, Swim +10 [+12], 
  Tumble +16. 
  Hold Breath (Ex): A crocodile can hold its breath for a 
  number of rounds equal to 4 x its Constitution score 
  before it risks drowning. 
  Improved Grab (Ex): To use this ability, a crocodile 
  must hit with its bite attack. It can then attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, the 
  crocodile establishes a hold on the opponent with its 
  mouth and drags it into deep water, attempting to pin 
  it to the bottom. 
  Morphic Immunities (Ex):  A warshaper is adept at 
  distributing her form’s vital organs around her body to 
  keep them safe from harm.  Warshapers are immune to 
  stunning and critical hits. 
  Morphic Weapons (Su):  As a move action, a 
  warshaper can grow natural weapons such as claws or 
  fangs, allowing a natural attack that deals the 
  appropriate amount of damage according to the size of 
  the new form (see Table 5-1 on page 296 of the Monster 
  Manual).  These morphic weapons need not be natural 
  weapons that the creature already possesses. 
  If the warshaper’s form already has a natural weapon of 
  that type, the weapon deals damage as if it were one 
  category larger.   
  A warshaper can change morphic weapons as often as 
  it likes, even if it is using a shapechanging technique 
  such as the polymorph spell or the wild shape class 
  feature that doesn’t allow subsequent changes after the 
  initial transformation. 
  Still Mind (Ex): A monk of 3rd level or higher gains a 
  +2 bonus on saving throws against spells and effects 
  from the school of enchantment. 
   
   
  
  Ye of Little Faith 
   
  Page 28 
  Appendix Five – APL 6
  Encounter Two 
  Loligo Sibogae:  Male weresquid Rgr5, hybrid form; 
  CR7; Medium Humanoid (Human, Shapechanger); 
  HD 5d8+5+3d8+3; 51 hp; Init +7 [+9]; Speed 30 ft.; 
  Armor Class 23, touch 14, flat-footed 19; BAB/Grp 
  +7/+11; Atk +16 [+18] ranged (1d8+4, x3, masterwork 
  mighty (+4) composite longbow) or +11 melee (1d8+4, 
  19-20, longsword); Full Atk +14/+14/+9 [+16/+16/+11] 
  ranged (1d8+4, x3, masterwork mighty (+4) composite 
  longbow) or +11/+6 melee (1d8+4, 19-20, longsword) 
  and +6 melee (1d6+2, bite); Space/Reach 5 ft./5 ft.; SA 
  Curse of lycanthropy, favored enemy gnome +4, 
  favored enemy human +2; SQ Alternate form, animal 
  companion, damage reduction 10/silver, ink cloud, jet, 
  low-light vision, lycanthropic empathy, scent, wild 
  empathy +7; AL NE; SV Fort +8, Ref +14 [+16], Will +7; 
  Str 18, Dex 24 [28], Con 12, Int 12, Wis 16, Cha 10. 
   
  Skills and Feats:  Handle Animal +8, Hide +14 [+16], 
  Listen +16, Move Silently +14 [+16], Search +9, Spot 
  +16, Survival +11, Swim +15; Alertness, Dodge, 
  Endurance, Iron Will, Point Blank Shot, Rapid Shot, 
  Track, Weapon Focus (longbow). 
   
  Possessions:  Masterwork mighty (+4) composite 
  longbow, longsword, masterwork chain shirt, 40 
  arrows, potion of cat’s grace. 
  Spells Prepared (1, base DC = 13 + spell level):  1st—[resist 
  energy]. 
  Squid form; Speed Swim 60 ft.; Armor Class 22 [24], 
  touch 17 [19], flat-footed 15; BAB/Grp +7/+15; Atk +11 
  melee (0, arms); Full Atk +11/+6 melee (0, arms) and +6 
  melee (1d6+2, bite); SA Curse of lycanthropy, favored 
  enemy gnome +2, favored enemy human +4, improved 
  grab; SQ Alternate form, animal companion, damage 
  reduction 10/silver, ink cloud, jet, low-light vision, 
  lycanthropic empathy, scent, wild empathy +7. 
   Human form; Init +4 [+6]; Armor Class 20, touch 14, 
  flat-footed 16; BAB/Grp +7/+9; Atk +11 [+13] ranged 
  (1d8+2, x3, masterwork mighty (+4) composite 
  longbow) or +9 melee (1d8+2, 19-20, longsword); Full 
  Atk +9/+9/+4 [+11/+11/+6] ranged (1d8+2, x3, 
  masterwork mighty (+4) composite longbow) or +9/+4 
  melee (1d8+2, 19-20, longsword); SA Favored enemy 
  gnome +2, favored enemy human +4; SQ:  Alternate 
  form, animal companion, low-light vision, lycanthropic 
  empathy, scent, wild empathy +7; SV Fort +8, Ref +11 
  [+13], Will +7; Str 14, Dex 18 [22], Con 12, Int 12, Wis 
  16, Cha 10. 
   
  Skills:  Handle Animal +8, Hide +11 [+13], Listen 
  +16, Move Silently +11 [+13], Search +9, Spot +16, 
  Survival +11, Swim +15. 
  Improved Grab (Ex): To use this ability, a squid must 
  hit an opponent of any size with its arms attack. It can 
  then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and automatically 
  deals bite damage. *A squid has a +4 racial bonus on 
  grapple checks. 
  Ink Cloud (Ex): A squid can emit a cloud of jet-black 
  ink 10 feet high by 10 feet wide by 10 feet long once 
  per minute as a free action. The cloud provides total 
  concealment, which the squid normally uses to escape 
  a losing fight. All vision within the cloud is obscured. 
  Jet (Ex): A squid can jet backward once per round as a 
  full-round action, at a speed of 240 feet. It must move 
  in a straight line, but does not provoke attacks of 
  opportunity while jetting. 
  Encounter Three 
   
   
   
  Acinatus 
  and 
  Jubonyx: 
   
  Male 
  and 
  female 
  werecheetah Rog1/Rgr2, hybrid form; CR 6; Medium 
  Humanoid 
  (Human, 
  Shapechanger); 
  HD 
  1d6+1+2d8+2+3d8+9; 43 hp; Init +7; Speed 30 ft.; 
  Armor Class 22, touch 17, flat-footed 15; BAB/Grp 
  +4/+9; Atk +13 melee (1d4+5 [+6], 18-20, masterwork 
  kukri) or +11 ranged (1d4+5, 19-20, dagger); Full Atk 
  +11 melee (1d4+5 [+6], 18-20, masterwork kukri) and 
  +11 melee (1d4+2 [+3], 18-20, masterwork kukri) and 
  +4 melee (1d6+2, bite) or +11 ranged (1d4+5, 19-20, 
  dagger); Space/Reach 5 ft./5 ft.; SA Curse of 
  lycanthropy, favored enemy elf +2, sneak attack +1d6; 
  SQ Alternate form, damage reduction 10/silver, low-
  light vision, lycanthropic empathy, scent, sprint, 
  trapfinding, wild empathy +2; AL CE; SV Fort +9, Ref 
  +15, Will +5; Str 20, Dex 25, Con 16, Int 16, Wis 14, 
  Cha 10. 
   
  Skills and Feats:  Bluff +9, Escape Artist +11, Hide 
  +11, Listen +8, Move Silently +11, Search +7, Sense 
  Motive +11, Sleight of Hand +11, Spot +13, Survival +5, 
  Swim +9, Tumble +16; Alertness, Far Shot, Point Blank 
  Shot, Track, Two-Weapon Fighting, Weapon Finesse, 
  Weapon Focus (kukri). 
   
  Possessions:  2 x masterwork kukri, 2 x dagger, +1 
  buckler, 2 x oil of magic weapon (caster level 3). 
  Cheetah Form; Speed:  50 ft.; Armor Class 20, touch 
  17, flat-footed 13; Atk +11 melee (1d6+7, bite); Full Atk 
  +11 melee (1d6+7, bite) and +6/+6 melee (1d2+2, 
  claws); SA Curse of lycanthropy, favored enemy elf +2, 
  sneak attack +1d6, trip; SQ Alternate form, damage 
  reduction 10/silver, low-light vision, lycanthropic 
  empathy, scent, sprint, trapfinding, wild empathy +2. 
   Human Form; Init +3; Armor Class 17, touch 13, flat-
  footed 14; BAB/Grp +4/+6; Atk +9 melee (1d4+2 [+3], 
  18-20, masterwork kukri) or +7 ranged (1d4+5, 19-20, 
  dagger); Full Atk +7 melee (1d4+2 [+3], 18-20, 
  masterwork kukri) and +7 melee (1d4+1 [+2], 18-20, 
  
  Ye of Little Faith 
   
  Page 29 
  masterwork kukri) or +7 ranged (1d4+5, 19-20, dagger); 
  SA Favored enemy elf +2, sneak attack +1d6; SQ 
  Alternate form, low-light vision, lycanthropic empathy, 
  scent, trapfinding, wild empathy +2; SV Fort +7, Ref 
  +11, Will +5; Str 14, Dex 17, Con 12, Int 16, Wis 14, 
  Cha 10. 
   
  Skills:  Bluff +9, Escape Artist +7, Hide +7, Listen 
  +8, Move Silently +7, Search +7, Sense Motive +11, 
  Sleight of Hand +7, Spot +13, Survival +5, Swim +9, 
  Tumble +12. 
  Sprint (Ex): Once per hour, a cheetah can move ten 
  times its normal speed (500 feet) when it makes a 
  charge. 
  Trip (Ex): A cheetah that hits with a claw or bite attack 
  can attempt to trip the opponent (+3 check modifier) as 
  a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt fails, 
  the opponent cannot react to trip the cheetah. 
  Encounter Six 
  Niloticus: 
  Male 
  werecrocodile 
  Mnk3/Warshaper2/Reaping Mauler1, hybrid form; 
  CR 9; Medium Humanoid (Human, Shapechanger); 
  HD 3d8+3+2d8+2+1d10+1 +3d8+18; 70 hp; Init +5; 
  Speed 40 ft.; Armor Class 25, touch 18, flat-footed 20; 
  BAB/Grp +6/+20 [+22]; Atk +15 [+17] melee (1d6+8 
  [+10], 
  unarmed 
  strike); 
  Full 
  Atk 
  +13/+13/+8 
  [+15/+15/+10] melee (1d6+8 [+10], unarmed strike) and 
  +7 [+9] melee (1d8+4 [+5], bite); Space/Reach 5 ft./5 ft.; 
  SA Curse of lycanthropy; SQ Alternate form, damage 
  reduction 10/silver, evasion, hold breath, low-light 
  vision, lycanthropic empathy, morphic body, morphic 
  immunities, morphic weapons, scent, still mind; SV 
  Fort +17, Ref +13, Will +8; Str 26 [30], Dex 20, Con 22, 
  Int 12, Wis 17, Cha 8. 
   
  Skills and Feats:  Balance +12, Escape Artist +17, 
  Hide +11, Jump +22 [+24], Listen +11, Spot +11, Swim 
  +16 [+18], Tumble +19; Alertness, Clever Wrestling, 
  Deflect Arrows, Dodge, Improved Grapple, Improved 
  Unarmed Strike, Iron Will, Mobility, Skill Focus 
  (Hide), Spring Attack, Stunning Fist, Weapon Focus 
  (unarmed strike). 
   
  Possessions:  Potion of bull’s strength, bracers of 
  armor +1. 
  Crocodile Form; Speed 30 ft., swim 30 ft.; Armor 
  Class 24, touch 18, flat-footed 19; BAB/Grp +6/+20 
  [+22]; Atk +14 [+16] melee (2d6+12 [+15], bite) or +14 
  [+16] melee (2d8+12 [+15], tail slap); Full Atk +14 [+16] 
  melee (2d6+12 [+15], bite) or +14 [+16] melee (2d8+12 
  [+15], tail slap); SA Curse of lycanthropy, improved 
  grab; SQ Alternate form, damage reduction 10/silver, 
  evasion, hold breath, low-light vision, lycanthropic 
  empathy, 
  morphic 
  body, 
  morphic 
  immunities, 
  morphic weapons, scent, still mind. 
  Human Form; Init +4; Armor Class 20, touch 17, flat-
  footed 16; BAB/Grp +6/+14 [+16]; Atk +9 [+11] melee 
  (1d6+2 [+4], unarmed strike); Full Atk +7/+7/+2 
  [+9/+9/+4] melee (1d6+2 [+4], unarmed strike); SQ  
  Alternate form, evasion, low-light vision, lycanthropic 
  empathy, scent, still mind; SV Fort +12, Ref +12, Will 
  +8; Str 14 [18], Dex 18, Con 12, Int 12, Wis 17, Cha 8. 
   
  Skills:  Balance +11, Escape Artist +16, Hide +10, 
  Jump +16 [+18], Listen +11, Spot +11, Swim +10 [+12], 
  Tumble +18. 
  Hold Breath (Ex): A crocodile can hold its breath for a 
  number of rounds equal to 4 x its Constitution score 
  before it risks drowning. 
  Improved Grab (Ex): To use this ability, a crocodile 
  must hit with its bite attack. It can then attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, the 
  crocodile establishes a hold on the opponent with its 
  mouth and drags it into deep water, attempting to pin 
  it to the bottom. 
  Morphic Body (Su):  At 2nd level and higher, a 
  warshaper can use its precise control over its form to 
  make itself stronger and heartier. It gains +4 to 
  Strength and +4 to Constitution. 
  Morphic Immunities (Ex):  A warshaper is adept at 
  distributing her form’s vital organs around her body to 
  keep them safe from harm. Warshapers are immune to 
  stunning and critical hits. 
  Morphic Weapons (Su):  As a move action, a 
  warshaper can grow natural weapons such as claws or 
  fangs, allowing a natural attack that deals the 
  appropriate amount of damage according to the size of 
  the new form (see Table 5-1 on page 296 of the Monster 
  Manual).  These morphic weapons need not be natural 
  weapons that the creature already possesses. 
  If the warshaper’s form already has a natural weapon of 
  that type, the weapon deals damage as if it were one 
  category larger.   
  A warshaper can change morphic weapons as often as 
  it likes, even if it is using a shapechanging technique 
  such as the polymorph spell or the wild shape class 
  feature that doesn’t allow subsequent changes after the 
  initial transformation. 
  Still Mind (Ex): A monk of 3rd level or higher gains a 
  +2 bonus on saving throws against spells and effects 
  from the school of enchantment. 
   
   
  
  Ye of Little Faith 
   
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  Appendix Six – APL 8
  Encounter Two 
  Loligo Sibogae: Male weresquid Rgr7, hybrid form; 
  CR 9; Medium Humanoid (Human, Shapechanger); 
  HD:  7d8+7+3d8+3; 63 hp; Init +7 [+9]; Speed 30 ft.; 
  Armor Class 24, touch 14, flat-footed 20; BAB/Grp 
  +9/+13; Atk +18 [+20] ranged (1d8+5, x3, +1 mighty 
  (+4) composite longbow) or manyshot +14 [+16] ranged 
  (1d8+5, x3, +1d8+5, +1 mighty (+4) composite longbow) 
  or +13 melee (1d8+4, 19-20, longsword); Full Atk 
  +16/+16/+11 [+18/+18/+13] ranged (1d8+5, x3, +1 
  mighty (+4) composite longbow) or +13/+8 melee 
  (1d8+4, 19-20, longsword) and +8 melee (1d6+2, bite); 
  Space/Reach 5 ft./5 ft.; SA Curse of lycanthropy, 
  favored enemy gnome +4, favored enemy human +2; 
  SQ Alternate form, damage reduction 10/silver, ink 
  cloud, jet, low-light vision, lycanthropic empathy, 
  scent, wild empathy +9, woodland stride; AL NE; SV 
  Fort +9, Ref +15 [+17], Will +8; Str 18, Dex 24 [28], Con 
  12, Int 12, Wis 16, Cha 10. 
   
  Skills and Feats:  Handle Animal +10, Hide +16 
  [+18], Listen +18, Move Silently +16 [+18], Search +11, 
  Spot +18, Survival +13, Swim +17; Alertness, Dodge, 
  Endurance, Iron Will, Manyshot, Mobility, Point 
  Blank Shot, Rapid Shot, Track, Weapon Focus 
  (longbow). 
   
  Possessions:  +1 mighty (+4) composite longbow, 
  longsword, +1 chain shirt, 40 arrows, potion of cat’s 
  grace [effects in brackets]. 
  Spells Prepared (2, base DC = 13 + spell level):  1st -- 
  [longstrider, resist energy]. 
  Squid form; Speed Swim 60 ft.; Armor Class 22 [24], 
  touch 17 [19], flat-footed 15; BAB/Grp +9/+17; Atk +13 
  melee (0, arms); Full Atk +13 melee (0, arms) and +8 
  melee (1d6+2, bite); SA Curse of lycanthropy, favored 
  enemy gnome +2, favored enemy human +4, improved 
  grab; SQ Alternate form, damage reduction 10/silver, 
  ink cloud, jet, low-light vision, lycanthropic empathy, 
  scent, wild empathy +9, woodland stride. 
  Human form; Init:  +4 [+6]; Armor Class 21, touch 14, 
  flat-footed 17; BAB/Grp +9/+11; Atk +13 [+15] ranged 
  (1d8+3, x3, +1 mighty (+4) composite longbow) or 
  manyshot +9 [+11] ranged (1d8+3, x3, +1d8+3, +1 
  mighty (+4) composite longbow) or +11 melee (1d8+2, 
  19-20, longsword); Full Atk +11/+11/+6 [+13/+13/+8] 
  ranged (1d8+3, x3. +1 mighty (+4) composite longbow) 
  or +11/+6 melee (1d8+2, 19-20, longsword); SA Favored 
  enemy gnome +2, Favored enemy human +4; SQ 
  Alternate form, low-light vision, lycanthropic empathy, 
  scent, wild empathy +9, woodland stride; Saves:  Fort 
  +9, Ref +12 [+14], Will +8; Str 14, Dex 18 [22], Con 12, 
  Int 12, Wis 16, Cha 10, 
   
  Skills:  Handle Animal +10, Hide +13 [+15], Listen 
  +18, Move Silently +13 [+15], Search +11, Spot +18, 
  Survival +13, Swim +17. 
  Improved Grab (Ex): To use this ability, a squid must 
  hit an opponent of any size with its arms attack. It can 
  then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and automatically 
  deals bite damage. *A squid has a +4 racial bonus on 
  grapple checks. 
  Ink Cloud (Ex): A squid can emit a cloud of jet-black 
  ink 10 feet high by 10 feet wide by 10 feet long once 
  per minute as a free action. The cloud provides total 
  concealment, which the squid normally uses to escape 
  a losing fight. All vision within the cloud is obscured. 
  Jet (Ex): A squid can jet backward once per round as a 
  full-round action, at a speed of 240 feet. It must move 
  in a straight line, but does not provoke attacks of 
  opportunity while jetting. 
  Encounter Three 
  Acinatus and Jubonyx: Male and female werecheetah 
  Rog1/Rgr2/Invisible Blade2, hybrid form; Medium 
  Humanoid 
  (Human, 
  Shapechanger): 
   
  HD:  
  1d6+1+2d8+2+2d6+2+3d8+9; 53 hp; Init +8; Speed 30 
  ft.; Armor Class 25, touch 20, flat-footed 15; BAB/Grp 
  +6/+11; Atk +16 melee (1d4+5 [+6], 18-20, masterwork 
  kukri) or +14 ranged (1d4+5, 19-20, dagger); Full Atk 
  +14/+9 melee (1d4+5 [+6], 18-20, masterwork kukri) 
  and +14 melee (1d4+2 [+3], 18-20, masterwork kukri) 
  and +7 melee (1d6+2, bite) or +14/+9 ranged (1d4+5, 
  19-20, dagger); Space/Reach 5 ft./5 ft.; SA Bleeding 
  wound, curse of lycanthropy, favored enemy elf +2, 
  sneak attack +1d6, dagger sneak attack +1d6; SQ 
  Alternate form, damage reduction 10/silver, low-light 
  vision, 
  lycanthropic 
  empathy, 
  scent, 
  sprint, 
  trapfinding, unfettered defense, wild empathy +2; AL 
  CE; SV Fort +9, Ref +19, Will +5; Str 20, Dex 26, Con 
  16, Int 16, Wis 14, Cha 10. 
   
  Skills and Feats:  Bluff +11, Escape Artist +19, Hide 
  +12, Listen +9, Move Silently +12, Search +7, Sense 
  Motive +13, Sleight of Hand +12, Spot +15, Survival +5, 
  Swim +9, Tumble +19; Alertness, Far Shot, Point Blank 
  Shot, Track, Two-Weapon Fighting, Weapon Finesse, 
  Weapon Focus (kukri). 
   
  Possessions:  2 x masterwork kukri, 2 x dagger, +1 
  buckler, 2 x oil of magic weapon (caster level 3). 
  Cheetah Form; Speed 50 ft.; Armor Class 23, touch 20, 
  flat-footed 13; Atk +14 melee (1d6+7, bite); Full Atk +14 
  melee (1d6+7, bite) and +9/+9 melee (1d2+2, claws); SA 
  Curse of lycanthropy, favored enemy elf +2, sneak 
  attack +1d6, trip; SQ Alternate form, damage reduction 
  10/silver, low-light vision, lycanthropic empathy, 
  
  Ye of Little Faith 
   
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  scent, sprint, trapfinding, unfettered defense, wild 
  empathy +2. 
  Human Form; Init +4; Armor Class 20, touch 16, flat-
  footed 14; BAB/Grp +6/+8; Atk +12 melee (1d4+2 [+3], 
  18-20, masterwork kukri) or +10 ranged (1d4+2, 19-20, 
  dagger); Full Atk +10/+5 melee (1d4+2 [+3], 18-20, 
  masterwork kukri) and +10 melee (1d4+1 [+2], 18-20, 
  masterwork kukri) or +10/+5 ranged (1d4+2, 19-20, 
  dagger); SA Bleeding wound, favored enemy elf +2, 
  sneak attack +1d6, dagger sneak attack +1d6; SQ 
  Alternate form, low-light vision, lycanthropic empathy, 
  scent, trapfinding, unfettered defense, wild empathy 
  +2; SV Fort +7, Ref +15, Will +5; Str 16, Dex 18, Con 12, 
  Int 16, Wis 14, Cha 10. 
   
  Skills:  Bluff +11, Escape Artist +15, Hide +8, Listen 
  +9, Move Silently +8, Search +7, Sense Motive +13, 
  Sleight of Hand +8, Spot +15, Survival +5, Swim +9, 
  Tumble +15. 
  Bleeding Wound (Ex):  An invisible blade of 2nd level 
  or higher that makes a successful dagger sneak attack 
  can choose to deal a bleeding wound, sacrificing 1d6 
  points of the extra damage from the dagger sneak 
  attack.  Such an attack deals damage as normal in the 
  round when the attack hits.  Thereafter, the wound 
  caused by the invisible blade’s dagger bleeds for 1 point 
  of damage per round.  Multiple wounds from the 
  weapon result in cumulative bleeding loss (two 
  wounds for 2 points of damage per round, and so on).  
  The bleeding can only be stopped by a DC 15 Heal 
  check or the application of any cure spell or other 
  healing spell (heal, healing circle, and so on).  Creatures 
  immune to sneak attack damage are immune to 
  bleeding wounds as well. 
  Dagger Sneak Attack (Ex):  As sneak attack (see 
  below), but the extra damage only applies to sneak 
  attacks made with a dagger, kukri, or punching dagger. 
   This damage bonus stacks with any other sneak attack 
  damage from other classes. 
  Sprint (Ex): Once per hour, a cheetah can move ten 
  times its normal speed (500 feet) when it makes a 
  charge. 
  Trip (Ex): A cheetah that hits with a claw or bite attack 
  can attempt to trip the opponent (+3 check modifier) as 
  a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt fails, 
  the opponent cannot react to trip the cheetah. 
  Unfettered Defense (Ex):  Acinatus and Jubonyx add 
  +2 of their Intelligence bonus to their Armor Class 
  when they are not wearing any armor and are armed 
  with one or more daggers, kukris, or punching daggers 
  as their only weapons.  If they are denied their 
  Dexterity modifier to AC, they lose this bonus. 
  Encounter Six 
  Niloticus: 
  Male 
  werecrocodile 
  Mnk3/Warshaper3/Reaping Mauler2, hybrid form; 
  CR 11; Medium Humanoid (Human, Shapechanger); 
  HD 3d8+3+3d8+3+2d10+2+3d8+18; 83 hp; Init +5; 
  Speed 40 ft.; Armor Class 25, touch 18, flat-footed 20; 
  BAB/Grp +8/+23 [+25]; Atk +17 [+19] melee (1d6+8 
  [+10], 
  unarmed 
  strike); 
  Full 
  Atk 
  +15/+15/+10 
  [+17/+17/+12] melee (1d6+8 [+10], unarmed strike) and 
  +9 [+11] melee (1d8+4 [+5], bite); Space/Reach 5 ft./10 
  ft.; SA Adept wrestling +1, curse of lycanthropy; SQ 
  Alternate form, damage reduction 10/silver, evasion, 
  hold breath, low-light vision, lycanthropic empathy, 
  morphic body, morphic immunities, morphic reach, 
  morphic weapons, scent, still mind; SV Fort +18, Ref 
  +15, Will +9; Str 26 [30], Dex 21, Con 22, Int 12, Wis 17, 
  Cha 8. 
   
  Skills and Feats:  Balance +12, Escape Artist +19, 
  Hide +11, Jump +24 [+26], Listen +11, Spot +12, Swim 
  +16 [+18], Tumble +21; Alertness, Clever Wrestling, 
  Deflect Arrows, Dodge, Improved Grapple, Improved 
  Unarmed Strike, Iron Will, Mobility, Skill Focus 
  (Hide), Spring Attack, Stunning Fist, Weapon Focus 
  (unarmed strike). 
   
  Possessions:  Potion of bull’s strength, bracers of 
  armor +1, 2 x potion of cure moderate wounds. 
  Crocodile Form; Speed 30 ft., swim 30 ft.; Armor 
  Class 24, touch 18, flat-footed 19; Atk +16 [+18] melee 
  (2d6+12 [+15], bite) or +16 [+18] melee (2d8+12 [+15], 
  tail slap); Full Atk +16 [+18] melee (2d6+12 [+15], bite) 
  or +16 [+18] melee (2d8+12 [+15], tail slap); SA Adept 
  wrestling +1, curse of lycanthropy, improved grab; SQ 
  Alternate form, damage reduction 10/silver, evasion, 
  hold breath, low-light vision, lycanthropic empathy, 
  morphic body, morphic immunities, morphic reach, 
  morphic weapons, scent, still mind. 
  Human Form; Init +4; Armor Class 20, touch 17, flat-
  footed 16; BAB/Grp +8/+17 [+19]; Atk +11 [+13] melee 
  (1d6+2 [+4], unarmed strike); Full Atk +11/+11/+6 
  [+13/+13/+8] melee (1d6+2 [+4], unarmed strike); SA 
  Adept wrestling +1; SQ Alternate form, evasion, low-
  light vision, lycanthropic empathy, scent, still mind; 
  SV Fort +13, Ref +14, Will +9; Str 14 [18], Dex 19, Con 
  12, Int 12, Wis 17, Cha 8. 
   
  Skills:  Balance +11, Escape Artist +18, Hide +10, 
  Jump +18 [+20], Listen +11, Spot +12, Swim +10 [+14], 
  Tumble +20. 
  Adept Wrestling (Ex):  Beginning at 2nd level, a 
  reaping mauler who is wearing light armor or no armor 
  gains a +1 bonus on all grapple checks and opposed 
  Dexterity or Strength checks. 
  Hold Breath (Ex): A crocodile can hold its breath for a 
  number of rounds equal to 4 x its Constitution score 
  before it risks drowning. 
  
  Ye of Little Faith 
   
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  Improved Grab (Ex): To use this ability, a crocodile 
  must hit with its bite attack. It can then attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, the 
  crocodile establishes a hold on the opponent with its 
  mouth and drags it into deep water, attempting to pin 
  it to the bottom. 
  Morphic Body (Su):  At 2nd level and higher, a 
  warshaper can use its precise control over its form to 
  make itself stronger and heartier.  It gains +4 to 
  Strength and +4 to Constitution. 
  Morphic Immunities (Ex):  A warshaper is adept at 
  distributing her form’s vital organs around her body to 
  keep them safe from harm.  Warshapers are immune to 
  stunning and critical hits. 
  Morphic Reach (Su):  A warshaper of 3rd level or 
  higher can suddenly stretch its limbs, neck, or other 
  appendages outward, giving it 5 more feet of reach 
  than the creature it’s emulating.  Unlike most 
  creatures, warshapers don’t appear to have a longer 
  reach until they actually use it. 
  Morphic Weapons (Su):  As a move action, a 
  warshaper can grow natural weapons such as claws or 
  fangs, allowing a natural attack that deals the 
  appropriate amount of damage according to the size of 
  the new form (see Table 5-1 on page 296 of the Monster 
  Manual).  These morphic weapons need not be natural 
  weapons that the creature already possesses. 
  If the warshaper’s form already has a natural weapon of 
  that type, the weapon deals damage as if it were one 
  category larger.   
  A warshaper can change morphic weapons as often as 
  it likes, even if it is using a shapechanging technique 
  such as the polymorph spell or the wild shape class 
  feature that doesn’t allow subsequent changes after the 
  initial transformation. 
  Still Mind (Ex): A monk of 3rd level or higher gains a 
  +2 bonus on saving throws against spells and effects 
  from the school of enchantment. 
   
   
  
  Ye of Little Faith 
   
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  Appendix Seven – APL 10
  Encounter Two 
  Loligo Sibogae: Male weresquid Rgr9, hybrid form; 
  CR 11; Medium Humanoid (Human, Shapechanger); 
  HD 9d8+9+3d8+3; 75 hp; Init +7 [+9]; Speed 30 ft.; 
  Armor Class 24, touch 14, flat-footed 20; BAB/Grp 
  +11/+15; Atk +20 [+22] ranged (1d8+5, x3, +1 mighty 
  (+4) composite longbow) or manyshot +14 [+16] ranged 
  (1d8+5, x3, +2d8+10, +1 mighty (+4) composite 
  longbow) or +15 melee (1d8+4, 19-20, longsword); Full 
  Atk 
  +18/+18/+13/+8 
  [+20/+20/+15/+10] 
  ranged 
  (1d8+5, x3, +1 mighty (+4) composite longbow) or 
  +15/+10/+5 melee (1d8+4, 19-20, longsword) and +10 
  melee (1d6+2, bite); Space/Reach 5 ft./5 ft.; SA Curse of 
  lycanthropy, favored enemy gnome +4, favored enemy 
  human +2; SQ Alternate form, damage reduction 
  10/silver, evasion, ink cloud, jet, low-light vision, 
  lycanthropic empathy, scent, swift tracker, wild 
  empathy +11, woodland stride; AL NE; SV Fort +10, 
  Ref +16 [+18], Will +9; Str 18, Dex 25 [29], Con 12, Int 
  12, Wis 16, Cha 10. 
   
  Skills and Feats:  Handle Animal +12, Hide +18 
  [+20], Listen +20, Move Silently +18 [+20], Search +13, 
  Spot +20, Survival +15, Swim +19; Alertness, Dodge, 
  Endurance, Iron Will, Manyshot, Mobility, Point 
  Blank Shot, Rapid Shot, Shot on the Run, Track, 
  Weapon Focus (longbow). 
   
  Possessions:  +1 mighty (+4) composite longbow, 
  longsword, +1 chain shirt, 40 arrows, potion of cat’s 
  grace, 2 x potion of cure light wounds. 
  Spells Prepared (2/1, base DC = 13 + spell level):  1st—
  [longstrider, resist energy]; 2nd – [spike growth]. 
  Squid form; Speed Swim 60 ft.; Armor Class 22 [24], 
  touch 17 [19], flat-footed 15; BAB/Grp  +11/+19; Atk 
  +20 [+22] ranged (1d8+5, x3, +1 mighty (+4) composite 
  longbow) or manyshot +14 [+16] ranged (1d8+5, x3, 
  +2d8+10, +1 mighty (+4) composite longbow) or +15 
  melee (0, arms); Full Atk +15 melee (0, arms) and +10 
  melee (1d6+2, bite); SA Curse of lycanthropy, favored 
  enemy gnome +2, favored enemy human +4, improved 
  grab; SQ Alternate form, damage reduction 10/silver, 
  evasion, ink cloud, jet, low-light vision, lycanthropic 
  empathy, scent, swift tracker, wild empathy +11, 
  woodland stride. 
  Human form; Init +4 [+6]; Armor Class 21, touch 14, 
  flat-footed 17; BAB/Grp +11/+13; Atk +15 [+17] ranged 
  (1d8+3, x3, +1 mighty (+4) composite longbow) or 
  manyshot +9 [+11] ranged (1d8+3, x3, +2d8+6, +1 
  mighty (+4) composite longbow) or +13 melee (1d8+2, 
  19-20, 
  longsword); 
  Full 
  Atk 
  +13/+13/+8/+3 
  [+15/+15/+10/+5] ranged (1d8+3, x3, +1 mighty (+4) 
  composite longbow) or +13/+8/+3 melee (1d8+2, 19-20, 
  longsword); SA Favored enemy gnome +2, favored 
  enemy human +4; SQ Alternate form, evasion, low-
  light vision, lycanthropic empathy, scent, swift tracker, 
  wild empathy +11, woodland stride; SV Fort +10, Ref 
  +13 [+15], Will +9; Str 14, Dex 19 [23], Con 12, Int 12, 
  Wis 16, Cha 10. 
   
  Skills:  Handle Animal +12, Hide +15 [+17], Listen 
  +20, Move Silently +15 [+17], Search +13, Spot +20, 
  Survival +15, Swim +19. 
  Improved Grab (Ex): To use this ability, a squid must 
  hit an opponent of any size with its arms attack. It can 
  then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and automatically 
  deals bite damage. *A squid has a +4 racial bonus on 
  grapple checks. 
  Ink Cloud (Ex): A squid can emit a cloud of jet-black 
  ink 10 feet high by 10 feet wide by 10 feet long once 
  per minute as a free action. The cloud provides total 
  concealment, which the squid normally uses to escape 
  a losing fight. All vision within the cloud is obscured. 
  Jet (Ex): A squid can jet backward once per round as a 
  full-round action, at a speed of 240 feet. It must move 
  in a straight line, but does not provoke attacks of 
  opportunity while jetting. 
  Swift Tracker (Ex): Beginning at 8th level, a ranger 
  can move at his normal speed while following tracks 
  without taking the normal –5 penalty. He takes only a 
  –10 penalty (instead of the normal –20) when moving 
  at up to twice normal speed while tracking. 
  Encounter Three 
  Acinatus and Jubonyx: Male and female werecheetah 
  Rog1/Rgr2/Invisible Blade4, hybrid form; CR 10; 
  Medium Humanoid (Human, Shapechanger); HD 
  1d6+1+2d8+2+4d6+4+3d8+9; 60 hp; Init +8 [+10]; Speed 
  30 ft.; Armor Class 26 [28], touch 21 [23], flat-footed 15; 
  BAB/Grp +8/+13; Atk +18 [+20] melee (1d4+5 [+6], 18-
  20, masterwork kukri) or +16 [+18] ranged (1d4+5, 19-
  20, dagger); Full Atk +16/+11 [+18/+13] melee (1d4+5 
  [+6], 18-20. masterwork kukri) and +16/+11 [+18/+13] 
  melee (1d4+2 [+3], 18-20, masterwork kukri) and +9 
  [+11] melee (1d6+2, bite) or +16/+11 [+18/+13] ranged 
  (1d4+5, 19-20, dagger); Space/Reach 5 ft./5 ft.; SA 
  Bleeding wound, curse of lycanthropy, favored enemy 
  elf +2, sneak attack +1d6, dagger sneak attack +2d6; SQ 
  Alternate form, damage reduction 10/silver, feint 
  mastery, low-light vision, lycanthropic empathy, scent, 
  sprint, trapfinding, uncanny feint (move action), 
  unfettered defense, wild empathy +2; AL CE; SV Fort 
  +10, Ref +20 [+22], Will +6; Str 20, Dex 26 [30], Con 16, 
  Int 16, Wis 14, Cha 10. 
   
  Skills and Feats:  Bluff +13, Escape Artist +21 [+23], 
  Hide +12 [+14], Listen +15, Move Silently +12 [+14], 
  Search +7, Sense Motive +15, Sleight of Hand +12 
  
  Ye of Little Faith 
   
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  [+14], Spot +17, Survival +5, Swim +9, Tumble +21 
  [+23]; Alertness, Far Shot, Improved Two-Weapon 
  Fighting, Point Blank Shot, Track, Two-Weapon 
  Fighting, Weapon Finesse, Weapon Focus (kukri). 
   
  Possessions:  2 x masterwork kukri, 2 x dagger, +1 
  buckler, 2 x oil of magic weapon (caster level 3), potion 
  of cat’s grace, potion of cure light wounds. 
  Cheetah Form; Speed 50 ft.; Armor Class 24 [26], 
  touch 21 [23], flat-footed 13; Atk +16 [+18] melee 
  (1d6+7, bite); Full Atk +16 [+18] melee (1d6+7, bite) 
  and +11/+11 [+13/+13] melee (1d2+2, claws); SA Curse 
  of lycanthropy, favored enemy elf +2, sneak attack 
  +1d6, trip; SQ Alternate form, damage reduction 
  10/silver, feint mastery, low-light vision, lycanthropic 
  empathy, scent, sprint, trapfinding, uncanny feint 
  (move action), unfettered defense, wild empathy +2. 
   Human Form; Init +4 [+6]; Armor Class 21 [23], 
  touch 17 [19], flat-footed 14; BAB/Grp +8/+10; Atk:  
  +14 [+16] melee (1d4+2 [+3], 18-20, masterwork kukri) 
  or +12 [+14] ranged (1d4+2, 19-20, dagger); Full Atk  
  +12/+7 [+14/+9] melee (1d4+2 [+3], 18-20, masterwork 
  kukri) and +12/+7 [+14/+9] melee (1d4+1 [+2], 18-20, 
  masterwork kukri) or +12/+7 [+14/+9] ranged (1d4+2, 
  19-20, dagger); SA Bleeding wound, favored enemy elf 
  +2, sneak attack +1d6, dagger sneak attack +2d6; SQ 
  Alternate form, feint mastery, low-light vision, 
  lycanthropic empathy, scent, trapfinding, uncanny 
  feint (move action), unfettered defense, wild empathy 
  +2; SV Fort +8, Ref +16 [+18], Will +6; Str `4, Dex 18 
  [22], Con 12, Int 16, Wis 14, Cha 10. 
   
  Skills:  Bluff +13, Escape Artist +17 [+19], Hide +8 
  [+10], Listen +15, Move Silently +8 [+10], Search +7, 
  Sense Motive +15, Sleight of Hand +8 [+10], Spot +17, 
  Survival +5, Swim +9, Tumble +17 [+19]. 
  Bleeding Wound (Ex):  An invisible blade of 2nd level 
  or higher that makes a successful dagger sneak attack 
  can choose to deal a bleeding wound, sacrificing 1d6 
  points of the extra damage from the dagger sneak 
  attack.  Such an attack deals damage as normal in the 
  round when the attack hits.  Thereafter, the wound 
  caused by the invisible blade’s dagger bleeds for 1 point 
  of damage per round.  Multiple wounds from the 
  weapon result in cumulative bleeding loss (two 
  wounds for 2 points of damage per round, and so on).  
  The bleeding can only be stopped by a DC 15 Heal 
  check or the application of any cure spell or other 
  healing spell (heal, healing circle, and so on).  Creatures 
  immune to sneak attack damage are immune to 
  bleeding wounds as well. 
  Dagger Sneak Attack (Ex):  As sneak attack (see 
  below), but the extra damage only applies to sneak 
  attacks made with a dagger, kukri, or punching dagger. 
   This damage bonus stacks with any other sneak attack 
  damage from other classes. 
  Favored Enemy (Ex):  Acinatus and Jubonyx gain a +2 
  bonus on their Bluff, Listen, Sense Motive, Spot, and 
  Survival checks when using these skills against elves.  
  They get the same bonus on weapon damage rolls 
  against elves. 
  Feint Mastery (Ex):  At 4th level, an invisible blade 
  armed with a dagger, kukri, or punching dagger 
  becomes so sure of his ability to mislead opponents 
  that he can take 10 on all Bluff checks when feinting in 
  combat (see page 68 of the Player’s Handbook), even if 
  stress and distractions would normally prevent him 
  from doing so. 
  Sprint (Ex): Once per hour, a cheetah can move ten 
  times its normal speed (500 feet) when it makes a 
  charge. 
  Trip (Ex): A cheetah that hits with a claw or bite attack 
  can attempt to trip the opponent (+3 check modifier) as 
  a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt fails, 
  the opponent cannot react to trip the cheetah. 
  Uncanny Feint (Ex):  At 3rd level, an invisible blade 
  gains the ability to feint in combat (see page 68 of the 
  Player’s Handbook) as a move action rather than a 
  standard action.  An invisible blade can use uncanny 
  feint only when armed with a dagger, kukri, or 
  punching dagger. 
  Unfettered Defense (Ex):  Acinatus and Jubonyx add 
  +3 of their Intelligence bonus to their Armor Class 
  when they are not wearing any armor and are armed 
  with one or more daggers, kukris, or punching daggers 
  as their only weapons.  If they are denied their 
  Dexterity modifier to AC, they lose this bonus. 
  Encounter Six 
  Niloticus: 
   
  Male 
  werecrocodile 
  Mnk3/Warshaper4/Reaping Mauler3, hybrid form; 
  CR 13; Medium Humanoid (Human, Shapechanger); 
  HD:  3d8+3+4d8+4+3d10+3+3d8+18; 96 hp; Init +5; 
  Speed 40 ft.; Armor Class 25, touch 18, flat-footed 20; 
  BAB/Grp +10/+25 [+27]; Atk +20 [+22] melee (1d6+9 
  [+11]. Unarmed strike); Full Atk +18/+18/+13 
  [+20/+20/+15] melee (1d6+9 [+11], unarmed strike) and 
  +12 [+14] melee (1d8+5 [+6], bite); SA Adept wrestling 
  +1, curse of lycanthropy, sleeper lock; SQ Alternate 
  form, counter grapple, damage reduction 10/silver, 
  evasion, hold breath, low-light vision, lycanthropic 
  empathy, morphic body, morphic healing, morphic 
  immunities, morphic reach, morphic weapons, scent, 
  still mind; SV Fort +19, Ref +15, Will +10; Str 26 [30], 
  Dex 21, Con 22, Int 12, Wis 17, Cha 8. 
   
  Skills and Feats:  Balance +12, Escape Artist +21, 
  Hide +11, Jump +26 [+28], Listen +11, Spot +13, Swim 
  +16 [+18], Tumble +23; Alertness, Clever Wrestling, 
  Deflect Arrows, Dodge, Elusive Target, Improved 
  Grapple, Improved Unarmed Strike, Iron Will, 
  Mobility, Skill Focus (Hide), Spring Attack, Stunning 
  Fist, Weapon Focus (unarmed strike). 
  
  Ye of Little Faith 
   
  Page 35 
   
  Possessions:  Potion of bull’s strength, bracers of 
  armor +1, 2 x potion of cure moderate wounds, amulet of 
  mighty fists +1. 
  Crocodile Form; Speed 30 ft., swim 30 ft.; Armor 
  Class 24, touch 18, flat-footed 19; BAB/Grp +10/+25 
  [+27]; Atk +19 [+21] melee (2d6+13 [+16], bite) or +19 
  [+21] melee (2d8+13 [+16], tail slap); Full Atk +19 [+21] 
  melee (2d6+13 [+16], bite) or +19 [+21] melee (2d8+13 
  [+16], tail slap); SA  Adept wrestling +1, curse of 
  lycanthropy, 
  improved 
  grab, 
  sleeper 
  lock; 
  SQ  
  Alternate form, counter grapple, damage reduction 
  10/silver, evasion, hold breath, low-light vision, 
  lycanthropic 
  empathy, 
  morphic 
  body, 
  morphic 
  healing, morphic immunities, morphic reach, morphic 
  weapons, scent, still mind. 
  Human Form; Init +4; Armor Class 20, touch 17, flat-
  footed 16; BAB/Grp +10/+19 [+21]; Atk +14 [+16] 
  melee (1d6+3 [+5], unarmed strike); Full Atk 
  +12/+12/+7 [+14/+14/+9] melee (1d6+3 [+5], unarmed 
  strike); SA  Adept wrestling +1, sleeper lock; SQ  
  Alternate form, counter grapple, evasion, low-light 
  vision, lycanthropic empathy, scent, still mind; SV Fort 
  +14, Ref +14, Will +10; Str 14 [18], Dex 19, Con 12, Int 
  12, Wis 17, Cha 8. 
   
  Skills:  Balance +11, Escape Artist +20, Hide +10, 
  Jump +20 [+22], Listen +11, Spot +13, Swim +10 [+14], 
  Tumble +22. 
  Adept Wrestling (Ex):  Beginning at 2nd level, a 
  reaping mauler who is wearing light armor or no armor 
  gains a +1 bonus on all grapple checks and opposed 
  Dexterity or Strength checks. 
  Counter Grapple (Ex):  When grappling or pinned, a 
  reaping mauler of 3rd level or higher wearing light 
  armor or no armor can attempt either a grapple check 
  or an Escape Artist check opposed by his opponent’s 
  grapple check to free himself as normal.  If he fails the 
  check he has chosen, he can immediately attempt the 
  other check as a free action. 
  Hold Breath (Ex): A crocodile can hold its breath for a 
  number of rounds equal to 4 x its Constitution score 
  before it risks drowning. 
  Improved Grab (Ex): To use this ability, a crocodile 
  must hit with its bite attack. It can then attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, the 
  crocodile establishes a hold on the opponent with its 
  mouth and drags it into deep water, attempting to pin 
  it to the bottom. 
  Morphic Body (Su):  At 2nd level and higher, a 
  warshaper can use its precise control over its form to 
  make itself stronger and heartier. It gains +4 to 
  Strength and +4 to Constitution. 
  Morphic Healing (Su):  At 4th level, a warshaper 
  becomes able to change its form where wounds appear, 
  creating smooth skin where once were wounds. The 
  warshaper gains fast healing 2, and if it spends a full-
  round action and succeeds on a Concentration check 
  (DC equal to the total damage it has sustained), it heals 
  10 points of damage. 
  Morphic Immunities (Ex):  A warshaper is adept at 
  distributing her form’s vital organs around her body to 
  keep them safe from harm. Warshapers are immune to 
  stunning and critical hits. 
  Morphic Reach (Su):  A warshaper of 3rd level or 
  higher can suddenly stretch its limbs, neck, or other 
  appendages outward, giving it 5 more feet of reach 
  than the creature it’s emulating. Unlike most creatures, 
  warshapers don’t appear to have a longer reach until 
  they actually use it. 
  Morphic Weapons (Su):  As a move action, a 
  warshaper can grow natural weapons such as claws or 
  fangs, allowing a natural attack that deals the 
  appropriate amount of damage according to the size of 
  the new form (see Table 5-1 on page 296 of the Monster 
  Manual). These morphic weapons need not be natural 
  weapons that the creature already possesses. 
  If the warshaper’s form already has a natural weapon of 
  that type, the weapon deals damage as if it were one 
  category larger.   
  A warshaper can change morphic weapons as often as 
  it likes, even if it is using a shapechanging technique 
  such as the polymorph spell or the wild shape class 
  feature that doesn’t allow subsequent changes after the 
  initial transformation. 
  Sleeper Lock (Ex):  At 3rd level, a reaping mauler 
  learns how to render an opponent unconscious with 
  pressure.  If the character pins his opponent while 
  grappling and maintains the pin for 1 full round, the 
  opponent must make a Fortitude save (DC 10 + the 
  reaping mauler’s class level + the reaping mauler’s Wis 
  modifier) at the end of the round or fall unconscious 
  for 1d3 rounds. A creature with no discernible 
  anatomy has immunity to this effect. 
  Still Mind (Ex): A monk of 3rd level or higher gains a 
  +2 bonus on saving throws against spells and effects 
  from the school of enchantment. 
   
   
  
  Ye of Little Faith 
   
  Page 36 
  Appendix Eight – APL 12
  Encounter Two 
  APL12, EL13 
  Loligo Sibogae: Male weresquid Rgr11, hybrid form; 
  CR 13; Medium Humanoid (Human, Shapechanger); 
  HD 11d8+11+3d8+3; 87 hp; Init +7 [+9]; Speed 30 ft.; 
  Armor Class 24, touch 14, flat-footed 20; BAB/Grp 
  +13/+17; Atk ranged (1d8+5, x3, +1 mighty (+4) 
  composite longbow) or manyshot +17 [+19] ranged 
  (1d8+5, x3, +2d8+10, +1 mighty (+4) composite 
  longbow) or +17 melee (1d8+4, 19-20, longsword); Full 
  Atk 
  +21/+21/+16/+11 
  [+23/+23/+18/+13] 
  ranged 
  (1d8+5, x3, +1 mighty (+4) composite longbow) or 
  +17/+12/+7 melee (1d8+4, 19-20, longsword) and +12 
  melee (1d6+2, bite); Space/Reach 5 ft./5 ft.; SA Curse of 
  lycanthropy, favored enemy dwarf +2, favored enemy 
  gnome +6, favored enemy human +4; SQ Alternate 
  form, damage reduction 10/silver, evasion, ink cloud, 
  jet, low-light vision, lycanthropic empathy, scent, swift 
  tracker, wild empathy +13, woodland stride; AL NE; SV 
  Fort +11, Ref +17 [+19], Will +9; Str 18, Dex 25 [29], 
  Con 12, Int 12, Wis 16, Cha 10. 
   
  Skills and Feats:  Handle Animal +14, Hide +20 
  [+22], Listen +22, Move Silently +20 [+22], Search +15, 
  Spot +22, Survival +17, Swim +21; Alertness, Dodge, 
  Endurance, Improved Precise Shot, Iron Will, 
  Manyshot, Mobility, Point Blank Shot, Rapid Shot, 
  Shot on the Run, Track, Weapon Focus (longbow). 
   
  Possessions:  +1 mighty (+4) composite longbow, 
  longsword, +1 chain shirt, 40 arrows, bracers of archery 
  (lesser), potion of cat’s grace, 2 x potion of cure light 
  wounds. 
  Spells Prepared (2/2/1, base DC = 13 + spell level):  1st—
  [longstrider, resist energy]; 2nd – [cure light wounds, spike 
  growth]; 3rd – [tree shape]. 
  Squid form; Speed Swim 60 ft.; Armor Class 22 [24], 
  touch 17 [19], flat-footed 15; BAB/Grp +13/+21; Atk 
  +17 melee (0, arms); Full Atk +17 melee (0, arms) and 
  +12 melee (1d6+2, bite); SA Curse of lycanthropy, 
  favored enemy dwarf +2, favored enemy gnome +4, 
  favored enemy human +6, improved grab; SQ Alternate 
  form, damage reduction 10/silver, evasion, ink cloud, 
  jet, low-light vision, lycanthropic empathy, scent, swift 
  tracker, wild empathy +13, woodland stride. 
  Human form; Init +4 [+6]; Armor Class 24, touch 14, 
  flat-footed 20; BAB/Grp +13/+15; Atk +18 [+20] ranged 
  (1d8+3, x3, +1 mighty (+4) composite longbow) or 
  manyshot +12 [+14] ranged (1d8+3, x3, +2d8+6, +1 
  mighty (+4) composite longbow) or +15 melee (1d8+2, 
  19-20, 
  longsword); 
  Full 
  Atk 
  +16/+16/+11/+6 
  [+18/+18/+13/+8] ranged (1d8+3, x3, +1 mighty (+4) 
  composite longbow) or +15/+10/+5 melee (1d8+2, 19-
  20, longsword); SA Favored enemy dwarf +2, favored 
  enemy gnome +4, favored enemy human +6; SQ 
  Alternate form, evasion, low-light vision, lycanthropic 
  empathy, scent, swift tracker, wild empathy +13, 
  woodland stride; SV Fort +11, Ref +14 [+16], Will +9; 
  Str 14, Dex 19 [23], Con 12, Int 12, Wis 16, Cha 10. 
   
  Skills:  Handle Animal +14, Hide +17 [+19], Listen 
  +22, Move Silently +17 [+19], Search +15, Spot +22, 
  Survival +17, Swim +21. 
  Improved Grab (Ex): To use this ability, a squid must 
  hit an opponent of any size with its arms attack. It can 
  then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and automatically 
  deals bite damage. *A squid has a +4 racial bonus on 
  grapple checks. 
  Ink Cloud (Ex): A squid can emit a cloud of jet-black 
  ink 10 feet high by 10 feet wide by 10 feet long once 
  per minute as a free action. The cloud provides total 
  concealment, which the squid normally uses to escape 
  a losing fight. All vision within the cloud is obscured. 
  Jet (Ex): A squid can jet backward once per round as a 
  full-round action, at a speed of 240 feet. It must move 
  in a straight line, but does not provoke attacks of 
  opportunity while jetting. 
  Swift Tracker (Ex): Beginning at 8th level, a ranger 
  can move at his normal speed while following tracks 
  without taking the normal –5 penalty. He takes only a 
  –10 penalty (instead of the normal –20) when moving 
  at up to twice normal speed while tracking. 
  Encounter Three 
  Acinatus and Jubonyx: Male and female werecheetah 
  Rog1/Rgr2/Invisible 
  Blade5/Warshaper1, 
  hybrid 
  form; 
  CR 
  12; 
  Medium 
  Humanoid 
  (Human, 
  Shapechanger); 
  HD 
  1d6+1+2d8+2+5d6+5+1d8+1+3d8+9; 74 hp; Init +8 
  [+10]; Speed 30 ft.; Armor Class 26 [30], touch 21 [25], 
  flat-footed 15 [17]; BAB/Grp +9/+14; Atk +19 [+21] 
  melee (1d4+5 [+6], 15-20, masterwork kukri) or +17 
  [+19] ranged (1d4+5, 19-20, dagger); Full Atk +17/+12 
  [+19/+14] melee (1d4+5 [+6], 15-20, masterwork kukri) 
  and +17/+12 [+19/+14] melee (1d4+2 [+3], 15-20, 
  masterwork kukri) and +10 [+13] melee (1d8+2 [+3], 
  bite) or +17/+12 [+19/+14] ranged (1d4+5, 19-20, 
  dagger); Space/Reach 5 ft./5 ft.; SA Bleeding wound, 
  curse of lycanthropy, favored enemy elf +2, sneak 
  attack +1d6, dagger sneak attack +3d6; SQ Alternate 
  form, damage reduction 10/silver, feint mastery, low-
  light 
  vision, 
  lycanthropic 
  empathy, 
  morphic 
  immunities, 
  morphic 
  weapons, 
  scent, 
  sprint, 
  trapfinding, uncanny feint (free action), unfettered 
  defense, wild empathy +2; AL CE; SV Fort +12, Ref +20 
  
  Ye of Little Faith 
   
  Page 37 
  [+22], Will +6; Str 20, Dex 27 [31], Con 16, Int 16, Wis 
  14, Cha 10. 
   
  Skills and Feats:  Bluff +15, Escape Artist +23 [+25], 
  Hide +12 [+14], Listen +16, Move Silently +12 [+14], 
  Search +7, Sense Motive +17, Sleight of Hand +12 
  [+14], Spot +19, Survival +5, Swim +9, Tumble +23 
  [+25]; Alertness, Far Shot, Improved Critical (kukri), 
  Improved Two-Weapon Fighting, Point Blank Shot, 
  Track, Two-Weapon Fighting, Weapon Finesse, 
  Weapon Focus (kukri). 
   
  Possessions:  2 x masterwork kukri, +1 buckler, 2 x 
  oil of magic weapon (caster level 3), potion of cat’s grace, 
  potion of cure light wounds, potion of shield of faith +2, 
  potion of magic fang (caster level 3). 
  Cheetah Form; Speed 50 ft.; Armor Class 24 [28], 
  touch 21 [25], flat-footed 13 [15]; BAB/Grp +9/+14; Atk 
  +17 [+20] melee (1d8+7 [+8], bite); Full Atk +17 [+20] 
  melee (1d8+7 [+8], bite) and +11 [+13] melee (1d2+2, 
  claws); SA Curse of lycanthropy, favored enemy (elf) 
  +2, sneak attack +1d6, trip; SQ Alternate form, damage 
  reduction 10/silver, low-light vision, lycanthropic 
  empathy, morphic immunities, morphic weapons, 
  scent, sprint, trapfinding, unfettered defense, wild 
  empathy +2. 
  Human Form; Init +4 [+6]; Armor Class 21 [25], touch 
  17 [21], flat-footed 14 [16]; BAB/Grp +9/+11; Atk +15 
  [+17] melee (1d4+2 [+3], 15-20, masterwork kukri) or 
  +13 ranged (1d4+2, 19-20, dagger); Full Atk +13/+8 
  [+15/+10] melee (1d4+2 [+3], 15-20, masterwork kukri) 
  and +13/+8 [+15/+10] melee (1d4+1 [+2], 15-20, 
  masterwork kukri) or +13/+8 ranged (1d4+2, 19-20, 
  dagger); SA Bleeding wound, favored enemy elf +2, 
  sneak attack +1d6, dagger sneak attack +4d6; SQ 
  Alternate form, feint mastery, low-light vision, 
  lycanthropic empathy, scent, trapfinding, uncanny 
  feint (free action), unfettered defense, wild empathy 
  +2; SV Fort +10, Ref +16 [+18], Will +6; Str 14, Dex 19 
  [23], Con 12, Int 16, Wis 14, Cha 10. 
   
  Skills:  Bluff +15, Escape Artist +19 [+21], Hide +8 
  [+10], Listen +16, Move Silently +8 [+10], Search +7, 
  Sense Motive +17, Sleight of Hand +8 [+10], Spot +19, 
  Survival +5, Swim +9, Tumble +19 [+21]. 
  Bleeding Wound (Ex):  An invisible blade of 2nd level 
  or higher that makes a successful dagger sneak attack 
  can choose to deal a bleeding wound, sacrificing 1d6 
  points of the extra damage from the dagger sneak 
  attack.  Such an attack deals damage as normal in the 
  round when the attack hits. Thereafter, the wound 
  caused by the invisible blade’s dagger bleeds for 1 point 
  of damage per round. Multiple wounds from the 
  weapon result in cumulative bleeding loss (two 
  wounds for 2 points of damage per round, and so on). 
  The bleeding can only be stopped by a DC 15 Heal 
  check or the application of any cure spell or other 
  healing spell (heal, healing circle, and so on). Creatures 
  immune to sneak attack damage are immune to 
  bleeding wounds as well. 
  Dagger Sneak Attack (Ex):  As sneak attack (see 
  below), but the extra damage only applies to sneak 
  attacks made with a dagger, kukri, or punching dagger. 
  This damage bonus stacks with any other sneak attack 
  damage from other classes. 
  Feint Mastery (Ex):  At 4th level, an invisible blade 
  armed with a dagger, kukri, or punching dagger 
  becomes so sure of his ability to mislead opponents 
  that he can take 10 on all Bluff checks when feinting in 
  combat (see page 68 of the Player’s Handbook), even if 
  stress and distractions would normally prevent him 
  from doing so. 
  Morphic Immunities (Ex):  A warshaper is adept at 
  distributing her form’s vital organs around her body to 
  keep them safe from harm. Warshapers are immune to 
  stunning and critical hits. 
  Morphic Weapons (Su):  As a move action, a 
  warshaper can grow natural weapons such as claws or 
  fangs, allowing a natural attack that deals the 
  appropriate amount of damage according to the size of 
  the new form (see Table 5-1 on page 296 of the Monster 
  Manual). These morphic weapons need not be natural 
  weapons that the creature already possesses. 
   
  If the warshaper’s form already has a natural 
  weapon of that type, the weapon deals damage as if it 
  were one category larger.   
   
  A warshaper can change morphic weapons as 
  often as it likes, even if it is using a shapechanging 
  technique such as the polymorph spell or the wild shape 
  class feature that doesn’t allow subsequent changes 
  after the initial transformation. 
  Sprint (Ex): Once per hour, a cheetah can move ten 
  times its normal speed (500 feet) when it makes a 
  charge. 
  Trip (Ex): A cheetah that hits with a claw or bite attack 
  can attempt to trip the opponent (+3 check modifier) as 
  a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt fails, 
  the opponent cannot react to trip the cheetah. 
  Uncanny Feint (Ex):  At 5th level, an invisible blade 
  gains the ability to feint in combat (see page 68 of the 
  Player’s Handbook) as a free action rather than a standard 
  or move action.  An invisible blade can use uncanny 
  feint only when armed with a dagger, kukri, or 
  punching dagger. 
  Unfettered Defense (Ex):  Acinatus and Jubonyx add 
  +3 of their Intelligence bonus to their Armor Class 
  when they are not wearing any armor and are armed 
  with one or more daggers, kukris, or punching daggers 
  as their only weapons. If they are denied their 
  Dexterity modifier to AC, they lose this bonus. 
  
  Ye of Little Faith 
   
  Page 38 
  Encounter Six 
  Niloticus: 
   
  Male 
  werecrocodile 
  Mnk3/Warshaper5/Reaping Mauler4, hybrid form; 
  CR 15; Medium Humanoid (Human, Shapechanger); 
  HD 3d8+3+5d8+5+4d10+4+3d8+18; 109 hp; Init +6; 
  Speed 40 ft.; Armor Class 27, touch 20, flat-footed 21; 
  BAB/Grp +11/+27 [+29]; Atk +21 [+23] melee (1d6+9 
  [+11], unarmed strike); Full Atk +19/+19/+14/+9 
  [+21/+21/+16/+11] melee (1d6+9 [+11], unarmed 
  strike) and +13 [+15] melee (1d8+5 [+6], bite); 
  Space/Reach 5 ft./10 ft.; SA Adept wrestling +2, curse 
  of lycanthropy, sleeper lock; SQ Alternate form, 
  counter grapple, damage reduction 10/silver, evasion, 
  flashmorph, hold breath, low-light vision, lycanthropic 
  empathy, morphic body, morphic healing, morphic 
  immunities, morphic reach, morphic weapons, scent, 
  still mind; SV Fort +20, Ref +17, Will +10; Str 26 [30], 
  Dex 22, Con 22, Int 12, Wis 17, Cha 8. 
   
  Skills and Feats:  Balance +13, Escape Artist +24, 
  Hide +12, Jump +28 [+30], Listen +11, Spot +14, Swim 
  +16 [+18], Tumble +26; Alertness, Clever Wrestling, 
  Combat Reflexes, Deflect Arrows, Dodge, Elusive 
  Target, Improved Grapple, Improved Unarmed Strike, 
  Iron Will, Mobility, Skill Focus (Hide), Spring Attack, 
  Stunning Fist, Weapon Focus (unarmed strike). 
   
  Possessions:  Potion of bull’s strength, bracers of 
  armor +1, 2 x potion of cure moderate wounds, amulet of 
  mighty fists +1, ring of protection +1. 
  Crocodile Form; Speed 30 ft., swim 30 ft.; Armor 
  Class 25, touch 19, flat-footed 19; BAB/Grp +11/+27 
  [+29]; Atk +20 melee (2d6+13 [+16], bite) or +20 melee 
  (2d8+13 [+16], tail slap); Full Atk +20 melee (2d6+13 
  [+16], bite) or +20 melee (2d8+13 [+16], tail slap); SA 
  Adept wrestling +2, curse of lycanthropy, improved 
  grab, sleeper lock; SQ Alternate form, counter grapple, 
  damage reduction 10/silver, evasion, flashmorph, hold 
  breath, 
  low-light 
  vision, 
  lycanthropic 
  empathy, 
  morphic body, morphic healing, morphic immunities, 
  morphic reach, morphic weapons, scent, still mind. 
  Human Form; Init +5; Armor Class 22, touch 19, flat-
  footed 17; BAB/Grp +11/+21 [+23]; Atk +15 [+17] 
  melee (1d6+3 [+5], unarmed strike); Full Atk 
  +13/+13/+8/+3 [+15/+15/+10/+5] melee (1d6+3 [+5], 
  unarmed strike); SA Adept wrestling +2, sleeper lock; 
  SQ 
  Alternate 
  form, 
  counter 
  grapple, 
  evasion, 
  flashmorph, low-light vision, lycanthropic empathy, 
  scent, still mind; SV Fort +15, Ref +16, Will +10; Str 14 
  [18], Dex 20, Con 12, Int 12, Wis 17, Cha 8. 
   
  Skills:  Balance +12, Escape Artist +23, Hide +11, 
  Jump +22 [+24], Listen +11, Spot +14, Swim +10 [+14], 
  Tumble +25. 
  Adept Wrestling (Ex):  Beginning at 4th level, a 
  reaping mauler who is wearing light armor or no armor 
  gains a +2 bonus on all grapple checks and opposed 
  Dexterity or Strength checks. 
  Counter Grapple (Ex):  When grappling or pinned, a 
  reaping mauler of 3rd level or higher wearing light 
  armor or no armor can attempt either a grapple check 
  or an Escape Artist check opposed by his opponent’s 
  grapple check to free himself as normal. If he fails the 
  check he has chosen, he can immediately attempt the 
  other check as a free action. 
  Flashmorph (Su):  A 5th level warshaper gains the 
  flashmorph class feature, allowing it to change forms as 
  a move action.  
  Hold Breath (Ex): A crocodile can hold its breath for a 
  number of rounds equal to 4 x its Constitution score 
  before it risks drowning. 
  Improved Grab (Ex): To use this ability, a crocodile 
  must hit with its bite attack. It can then attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, the 
  crocodile establishes a hold on the opponent with its 
  mouth and drags it into deep water, attempting to pin 
  it to the bottom. 
  Morphic Body (Su):  At 2nd level and higher, a 
  warshaper can use its precise control over its form to 
  make itself stronger and heartier.  It gains +4 to 
  Strength and +4 to Constitution. 
  Morphic Healing (Su):  At 4th level, a warshaper 
  becomes able to change its form where wounds appear, 
  creating smooth skin where once were wounds.  The 
  warshaper gains fast healing 2, and if it spends a full-
  round action and succeeds on a Concentration check 
  (DC equal to the total damage it has sustained), it heals 
  10 points of damage. 
  Morphic Immunities (Ex):  A warshaper is adept at 
  distributing her form’s vital organs around her body to 
  keep them safe from harm.  Warshapers are immune to 
  stunning and critical hits. 
  Morphic Reach (Su):  A warshaper of 3rd level or 
  higher can suddenly stretch its limbs, neck, or other 
  appendages outward, giving it 5 more feet of reach 
  than the creature it’s emulating.  Unlike most 
  creatures, warshapers don’t appear to have a longer 
  reach until they actually use it. 
  Morphic Weapons (Su):  As a move action, a 
  warshaper can grow natural weapons such as claws or 
  fangs, allowing a natural attack that deals the 
  appropriate amount of damage according to the size of 
  the new form (see Table 5-1 on page 296 of the Monster 
  Manual).  These morphic weapons need not be natural 
  weapons that the creature already possesses. 
  If the warshaper’s form already has a natural weapon of 
  that type, the weapon deals damage as if it were one 
  category larger.   
  A warshaper can change morphic weapons as often as 
  it likes, even if it is using a shapechanging technique 
  such as the polymorph spell or the wild shape class 
  
  Ye of Little Faith 
   
  Page 39 
  feature that doesn’t allow subsequent changes after the 
  initial transformation. 
  Sleeper Lock (Ex):  At 3rd level, a reaping mauler 
  learns how to render an opponent unconscious with 
  pressure.  If the character pins his opponent while 
  grappling and maintains the pin for 1 full round, the 
  opponent must make a Fortitude save (DC 10 + the 
  reaping mauler’s class level + the reaping mauler’s Wis 
  modifier) at the end of the round or fall unconscious 
  for 1d3 rounds.  A creature with no discernible 
  anatomy has immunity to this effect. 
  Still Mind (Ex): A monk of 3rd level or higher gains a 
  +2 bonus on saving throws against spells and effects 
  from the school of enchantment. 
   
   
  
  Ye of Little Faith 
   
  Page 40 
  Appendix Nine: New Rules Items 
  Feats 
  Clever Wrestling [General] from The 
  Complete Warrior 
  You have a better than normal chance to escape or 
  wriggle free from a big creature’s grapple or pin. 
  Prerequisites:  Small or Medium size, Improve 
  unarmed Strike. 
  Benefit:  When your opponent is larger than Medium, 
  you gain a circumstance bonus on your grapple check 
  to escape a grapple or pin. The size of the bonus 
  depends on your opponent’s size, according to the 
  following table. 
   
  Opponent Size 
  Bonus 
  Large 
  +2 
  Huge 
  +4 
  Gargantuan 
  +6 
  Colossal 
  +8 
   
  Elusive 
  Target 
  [Tactical] 
  from 
  The 
  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 
  three tactical maneuvers. 
  Negate Power Attack:  To use this maneuver, you must 
  designate a specific foe to be affected by your Dodge 
  feat.  If that foe uses the Power Attack feat against you, 
  the foe gains no bonus on the damage roll but still 
  takes the corresponding penalty on the attack roll. 
  Diverting Defense:  To use this maneuver, you must be 
  flanked and you must designate one of the flanking 
  attackers to be 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 the foe, and the foe 
  does not get a chance to trip you if your attempt fails. 
  Prestige Classes 
  Invisible Blade from the Complete 
  Warrior 
  Who is this fool who dares to challenge you in the 
  arena? You brandish a greatsword, and he whips out a 
  dagger. You unsheathe your longsword, and he throws 
  off his armor. You advance menacingly, and he only 
  smiles at you – a big, maniacal grin. Is he mad? Does he 
  have a death wish? No, he is an invisible blade, and you 
  have made the classic mistake of underestimating his 
  prowess. As you fight, he seems almost relaxed, 
  stepping lightly to the side, dodging your blows easily. 
  His eyes note your every move, as though taking 
  mental notes about your style. Then, in the split second 
  when you lower your guard, he exploits your error, 
  plunging his weapon into your heart. 
   
  Invisible blades are deadly fighters who prefer to 
  use daggers and related weapons in combat. Their 
  training and techniques with these weapons make 
  them just as lethal as any well-armed fighter. Invisible 
  blades enjoy cultivating misconceptions about the 
  level of danger they present, and they relish any 
  chance to demonstrate that the most unimposing 
  weapons can be the most lethal. Thus, invisible blades 
  are rarely impressed by how mighty their opponents 
  appear. 
   
  An invisible blade specializes in fighting with the 
  dagger, kukri, or punching dagger.  He is not penalized 
  for using other weapons with which he is proficient, 
  but every class ability he possesses is tied into using 
  one of these three weapons. 
   
  The typical invisible blade was once a rogue, who 
  chose this path because his sneak attack ability 
  dovetailed nicely with the abilities of this prestige 
  class. Bards and monks are also good candidates, as are 
  barbarians, fighters, and rangers who are willing to 
  exchange there arsenals of weapons for a less 
  cumbersome approach. Clerics and druids seldom 
  choose this class, perceiving its members as faithless, 
  while paladins ironically view invisible blades as too 
  self-absorbed. Sorcerers and wizards rarely become 
  invisible blades because they don’t appreciate the class’ 
  lack of offensive options and tight focus on weapon 
  use. 
   
   other martial philosophies. They place enormous 
  emphasis on making a single decisive strike, thereby 
  hoping to end a bout in a single round. Most invisible 
  blades pick up their skills in a guild. A few, however, 
  learn from seasoned professionals who expect a 
  potential gladiator to practice fanatically with the 
  
  Ye of Little Faith 
   
  Page 41 
  dagger until he can pass the required rite-of-passage 
  combat (see Requirements below). 
  Hit Die: d6 
  Requirements 
  To qualify to become an invisible blade, a character 
  must fulfill all the following criteria. 
  Skills:  Bluff 8 ranks, Sense Motive 6 ranks. 
  Feats:  Far Shot, Point Blank Shot, Weapon Focus 
  (dagger, kukri, or punching dagger). 
  Special:  The candidate must defeat a worthy 
  opponent in single combat using one or more daggers, 
  kukris, or punching daggers in any combination as his 
  only weapons. 
  Table 2-16:  The Invisible Blade 
   
  Class Skills 
  The invisible blade’s class skills (and the key ability for 
  each skill) are Balance (Dex), Bluff (Cha), Climb (Str), 
  Craft (Int), Escape artist (Dex), Jump (Str), Hide (Dex), 
  Listen (Wis), Move Silently (Dex), Perform (Cha), 
  Profession (Wis), Sense Motive (Wis), Spot (Wis), and 
  Tumble (Dex). 
  Skill Points at Each Level:  4 + Int Modifier. 
  Class Features 
  All of the following are class features of the invisible 
  blade prestige class. 
  Weapon and Armor Proficiency:  Invisible blades 
  gain no proficiency with any weapon or armor. 
  Dagger Sneak Attack (Ex):  An  invisible blade gains 
  the sneak attack ability if he does not already have it, 
  but the extra damage applies only to sneak attacks 
  made with a dagger, kukri, or punching dagger (the 
  DM may allow other similar weapons).  When making 
  a sneak attack with one of these weapons, he deals an 
  extra 1d6 points of damage at 1st level, and this 
  increases to 2d6 at 3rd level and to 3d6 at 5th level.  If he 
  already has the sneak attack ability from a previous 
  class, the applicable bonuses on damage rolls stack. 
  Unfettered Defense (Ex):  An invisible blade benefits 
  from an increased survival instinct during combat.  
  Because of this sixth sense, he adds 1 point of 
  intelligence bonus (if any) per invisible blade class 
  level to his Armor Class in addition to any other 
  modifiers he would normally receive.  If the invisible 
  blade is caught flat-footed or is otherwise denied his 
  Dexterity modifier to Armor Class, he also loses this 
  bonus.  Unfettered defense functions only when an 
  invisible blade is not wearing armor and is armed with 
  one or more daggers, kukris, or punching daggers as 
  his only weapons. 
  Bleeding Wound (Ex):  An invisible blade of 2nd level 
  or higher that makes a successful dagger sneak attack 
  can choose to deal a bleeding wound, sacrificing 1d6 
  points of the extra damage from the dagger sneak 
  attack.  Such an attack deals damage as normal in the 
  round 
  when 
  the attack hits.  
  Thereafter, the 
  wound caused 
  by the invisible 
  blade’s 
  dagger 
  bleeds 
  for 
  1 
  point 
  of 
  damage 
  per 
  round.  
  Multiple 
  wounds 
  from 
  the 
  weapon 
  result 
  in 
  cumulative 
  bleeding loss (two wounds for 2 points of damage per 
  round, and so on).  The bleeding can only be stopped 
  by a DC 15 Heal check or the application of any cure 
  spell or other healing spell (heal, healing circle, and so 
  on).  Creatures immune to sneak attack damage are 
  immune to bleeding wounds as well. 
  Uncanny Feint (Ex):  At 3rd level, an invisible blade 
  gains the ability to feint in combat (see page 68 of the 
  Player’s Handbook) as a move action rather than a 
  standard action.  At 5th level, the character can feint in 
  combat as a free action.  An invisible blade can use 
  uncanny feint only when armed with a dagger, kukri, 
  or punching dagger. 
  Feint Mastery (Ex):  At 4th level, an invisible blade 
  armed with a dagger, kukri, or punching dagger 
  becomes so sure of his ability to mislead opponents 
  that he can take 10 on all Bluff checks when feinting in 
  combat (see page 68 of the Player’s Handbook), even if 
  stress and distractions would normally prevent him 
  from doing so. 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +0 
  +2 
  +0 
  Dagger sneak attack +1d6, unfettered defense 
  2nd 
  +2 
  +0 
  +3 
  +0 
  Bleeding wound 
  3rd 
  +3 
  +1 
  +3 
  +1 
  Dagger sneak attack +2d6, uncanny feint (move 
  action) 
  4th 
  +4 
  +1 
  +4 
  +1 
  Feint Mastery 
  5th 
  +5 
  +1 
  +4 
  +1 
  Dagger sneak attack +3d6, uncanny feint (free 
  action) 
  
  Ye of Little Faith 
   
  Page 42 
  Reaping Mauler from the Complete 
  Warrior 
  Truly wise adventurers are always wary of unarmed 
  opponents, for such adversaries are usually more than 
  they seem. Such an opponent might even be a reaping 
  mauler – the worst nightmare of a character who 
  depends on weapon skills to win.  Anyone who dares to 
  wield a weapon against a reaping mauler had better 
  make use of it quickly, 
  because 
  the 
  opportunity 
  won’t last for long. 
   
  Reaping maulers are the 
  back-breakers, 
  the 
  limb-
  twisters, 
  and 
  the 
  neck-
  snappers among pit fighters. 
   Grapplers of the highest 
  order, they wear nothing 
  heavier than light armor in 
  combat to maximize their 
  flexibility, and they use no 
  weapons to achieve their gruesome victories, for they 
  prefer the intimacy of a barehanded kill.  A reaping 
  mauler wants to be close enough to taunt his opponent 
  with whispers while crushing the life out of it, to smell 
  its fear, and to watch the despair creep over its face 
  when the opponent realizes just how useless its 
  weapons are during a grapple. 
   
  Most of those attracted to the reaping mauler 
  prestige class are fighters, but it is not uncommon for 
  barbarians or rangers to embrace this path. Monks have 
  natural ability in this direction, but the class sometimes 
  feels to chaotic for such a character. Paladins and 
  clerics have also been known to dabble in this prestige 
  class, treating the combat style as both good, hearty 
  sport and a means to render opponents unconscious 
  without killing them. Druids sometimes become 
  reaping maulers to enhance their ability to tame 
  animals by hand, and even rogues occasionally adopt 
  the class. Bards, sorcerers, and wizards usually lack the 
  physical strength to be good candidates for the class, 
  but they respect reaping maulers for their obvious 
  spell-disrupting abilities. 
   
  NPC reaping maulers are burly, rowdy individuals 
  who carry themselves with an air of invulnerability. 
  When it comes to the simple pleasures of life – drink 
  and food – they believe the world exists for their 
  convenience. In a reaping mauler’s mind, there is no 
  problem that can’t be solved with brawn. If something 
  can be taken by force, he feels that it must naturally 
  belong to him, and rarely does anyone oppose this 
  concept. 
  Hit Die:  d10 
  Table 2-30:  The Reaping Mauler 
   
  Requirements 
  To qualify to become a reaping mauler, a character 
  must fulfill all the following criteria. 
  Base Attack Bonus:  +5. 
  Skills:  Escape Artist 5 ranks, Tumble 5 ranks. 
  Feats:  Clever Wrestling, Improved Unarmed Strike. 
  Special:  The candidate must have defeated at least 
  three opponents one size category larger than himself 
  with his bare hands. 
  Class Skills 
  The reaping mauler’s class skills (and the key ability for 
  each skill) are Climb (Str), Craft (Int), Escape Artist 
  (Dex), Intimidate (Cha), Jump (Str), Perform (Cha), 
  Profession (Wis), Swim (Str), and Tumble (Dex). 
  Skill Points at Each Level:  2 + Int modifier. 
  Class Features 
  All of the following are class features of the reaping 
  mauler prestige class. 
  Weapon and Armor Proficiency:  Reaping maulers 
  gain no proficiency with any weapon or armor. 
  Improved Grapple (Ex):  When wearing light armor 
  or no armor, a reaping mauler gains the benefit of the 
  Improved Grapple feat, even if he does not meet the 
  prerequisites. 
  Mobility (Ex):  When wearing light armor or no 
  armor, a reaping mauler gains the benefit of the 
  Mobility feat, even if he does not meet the 
  prerequisites. 
  Adept Wrestling (Ex):  Beginning at 2nd level, a 
  reaping mauler who is wearing light armor or no armor 
  gains a +1 bonus on all grapple checks and opposed 
  Dexterity or Strength checks.  This bonus increases to 
  +2 at 4th level. 
  Counter Grapple (Ex):  When grappling or pinned, a 
  reaping mauler of 3rd level or higher wearing light 
  armor or no armor can attempt either a grapple check 
  or an Escape Artist check opposed by his opponent’s 
  grapple check to free himself as normal.  If he fails the 
  check he has chosen, he can immediately attempt the 
  other check as a free action. 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +2 
  +2 
  +0 
  Improved Grapple, Mobility 
  2nd 
  +2 
  +3 
  +3 
  +0 
  Adept wrestling +1 
  3rd 
  +3 
  +3 
  +3 
  +1 
  Counter grapple, sleeper lock 
  4th 
  +4 
  +4 
  +4 
  +1 
  Adept wrestling +2 
  5th 
  +5 
  +4 
  +4 
  +1 
  Devastating grapple 
  
  Ye of Little Faith 
   
  Page 43 
  Sleeper Lock (Ex):  At 3rd level, a reaping mauler 
  learns how to render an opponent unconscious with 
  pressure.  If the character pins his opponent while 
  grappling and maintains the pin for 1 full round, the 
  opponent must make a Fortitude save (DC 10 + the 
  reaping mauler’s class level + the reaping mauler’s Wis 
  modifier) at the end of the round or fall unconscious 
  for 1d3 rounds. A creature with no discernible 
  anatomy has immunity to this effect. 
  Devastating Grapple (Ex):  If a 5th level reaping 
  mauler pins his opponent while grappling and 
  maintains the pin for 3 consecutive rounds, the 
  opponent must make a Fortitude save (DC 10 + the 
  reaping mauler’s class level + the reaping mauler’s Wis 
  modifier) at the end of the third round or die. A 
  creature with no discernible anatomy is immune to 
  this ability. 
  Warshaper from the Complete Warrior 
  Most martial characters rely on manufactured gear 
  such as a sword and a shield or natural endowments 
  such as teeth and claws to survive on the battlefield. 
  The warshaper finds those options sadly limiting, 
  instead growing and evolving her own weapons and 
  armor to suit the threat at hand. Blessed with the 
  ability to change form at a moment’s notice, 
  warshapers delight in surprising their foes by growing 
  massive claws, armored skin, or other unpleasant 
  surprises. 
   
  Warshapers must have some ability to change 
  their form, and many are shapechangers such as 
  doppelgangers 
  and 
  lycanthropes. 
  Wizards 
  and 
  sorcerers who know the polymorph spell can take levels 
  in the prestige class, as can druids who have mastered 
  the wild shape class feature. Most warshapers can 
  change their outward appearance in the blink of an 
  eye, so they don’t stand out among the ranks of their 
  allies. It’s not until the soldier you’re fighting grows a 
  tentacle and fangs that you know you have met a 
  warshaper. 
  Hit Die:  d8. 
  Requirements 
  To qualify to become a warshaper, a character must 
  fulfill all the following criteria. 
  Race:  Any (but see below). 
  Base Attack Bonus:  +4. 
  Special:  Must be able to change shape in one of the 
  following five ways: 
  • 
  Change shape supernatural ability (aranea, 
  hound archon, barghest, doppelganger, 
  rakshasa, salad). 
  • 
  Shapechanger subtype (lycanthropes, phasm). 
  • 
  Polymorph as a spell-like ability (astral deva, 
  planetar, solar, couatl, marilith, bronze 
  dragon, gold dragon, silver dragon, Efreeti, 
  leonal guardinal, night hag, ogre mage, pixie). 
  • 
  Able to cast the polymorph spell. 
  • 
  Wild shape or similar class feature (bear 
  warrior, druid) 
  The alternate form ability (possessed by quasits, 
  vampires, and others) is insufficient to become a 
  warshaper. 
  Class Skills 
  The warshaper’s class skills (and the key ability for each 
  skill) are Balance (Dex), Climb (Str), Concentration 
  (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), 
  Jump (Str), and Swim (Str). 
  Skill Points at Each Level:  2 + Int modifier. 
  Table 2-37:  The Warshaper 
   
  Class Features 
  All of the following are class features of the warshaper 
  prestige class. The class features function only when 
  the warshaper is in a form other than her own (which 
  for doppelganger and phasm warshapers is most of the 
  time). 
  Weapon and Armor Proficiency:  Warshapers gain 
  no proficiency with any weapon or armor. 
  Morphic Immunities (Ex):  A warshaper is adept at 
  distributing her form’s vital organs around her body to 
  keep them safe from harm.  Warshapers are immune to 
  stunning and critical hits. 
  Morphic Weapons (Su):  As a move action, a 
  warshaper can grow natural weapons such as claws or 
  fangs, allowing a natural attack that deals the 
  appropriate amount of damage according to the size of 
  the new form (see Table 5-1 on page 296 of the Monster 
  Manual).  These morphic weapons need not be natural 
  weapons that the creature already possesses.  For 
  example, a warshaper polymorphed into an ettin (Large 
  giant) could grow a claw that deals 1d6 points of 
  damage, or horns for a gore attack that deals 1d8 points 
  of damage. 
   
  If the warshaper’s form already has a natural 
  weapon of that type, the weapon deals damage as if it 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +0 
  +2 
  +0 
  +0 
  Morphic immunities, 
  weapons 
  2nd 
  +1 
  +3 
  +0 
  +0 
  Morphic body 
  3rd 
  +2 
  +3 
  +1 
  +1 
  Morphic reach 
  4th 
  +3 
  +4 
  +1 
  +1 
  Morphic healing 
  5th 
  +3 
  +4 
  +1 
  +1 
  Flashmorph/multimor
  
  Ye of Little Faith 
   
  Page 44 
  were one category larger. For example, a warshaper 
  who used wild shape to become a dire wolf (Large 
  animal) could grow its jaw and snout, enabling a bite 
  attack that deals 2d6 points of damage (as for a Huge 
  animal), not the normal 1d8. 
   
  A warshaper can change morphic weapons as 
  often as it likes, even if it is using a shapechanging 
  technique such as the polymorph spell or the wild shape 
  class feature that doesn’t allow subsequent changes 
  after the initial transformation. 
  Morphic Body (Su):  At 2nd level and higher, a 
  warshaper can use its precise control over its form to 
  make itself stronger and heartier. It gains +4 to 
  Strength and +4 to Constitution. 
  Morphic Reach (Su):  A warshaper of 3rd level or 
  higher can suddenly stretch its limbs, neck, or other 
  appendages outward, giving it 5 more feet of reach 
  than the creature it’s emulating. Unlike most creatures, 
  warshapers don’t appear to have a longer reach until 
  they actually use it. 
  Morphic Healing (Su):  At 4th level, a warshaper 
  becomes able to change its form where wounds appear, 
  creating smooth skin where once were wounds.  The 
  warshaper gains fast healing 2, and if it spends a full-
  round action and succeeds on a Concentration check 
  (DC equal to the total damage it has sustained), it heals 
  10 points of damage. 
  Flashmorph/Multimorph 
  (Su): 
   
  A 
  5th 
  level 
  warshaper gains one of two class features.  If the 
  warshaper has the ability to change form at will, such 
  as from the change shape ability, the shapechanger 
  subtype, or a polymorph spell-like ability, it gains the 
  flashmorph class feature, allowing it to change forms as 
  a move action.  If it casts the polymorph spell, has 
  polymorph as a spell-like ability usable less often than at 
  will, or has the wild shape class feature, it instead gains 
  the multimorph class feature. Multimorph allows a 
  warshaper to change forms multiple times during the 
  duration of the spell, spell-like ability, or class feature 
  that enables her to change form. For example, a 
  wizard/warshaper could polymorph into a troll for 2 
  minutes, then change into a red dragon for 4 minutes, 
  and then spend the rest of the spell’s duration in the 
  form of a hill giant. Each change requires a standard 
  action, and only the first transformation heals the 
  warshaper. If the warshaper changes into its natural 
  form, the spell, spell-like ability, or use of wild shape 
  ends.  
  New Spell 
  Divine casters can add this spell immediately to their 
  list of spells known.  Spontaneous arcane casters can 
  choose to learn this spell at their next opportunity.  
  Wizards can add this spell to their spellbooks as 
  normal. 
  Mordenkainen’s 
  Defense 
  Against 
  Lycanthropes 
  Abjuration 
  Level: Brd 2, Clr 2, Rgr 2, Sor/Wiz 2 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 min./level (D) 
  Saving Throw: No 
  Spell Resistance: No 
  This spell wards a creature from attacks by 
  lycanthropes, from contracting lycanthropy, and from 
  grapple and trip attempts by lycanthropes. It creates a 
  magical barrier around the subject that moves with the 
  subject and has three major effects. 
  First, the subject gains a +2 luck bonus to AC. This 
  bonus applies only against attacks by lycanthropes. 
  Second, the barrier makes the subject completely 
  immune to lycanthropy. 
  Third, the subject gains a +2 luck bonus to grapple 
  checks or opposed ability checks to resist grapple or 
  trip attempts made by a lycanthrope. 
  Arcane Material Component: A little powdered silver 
  with which you trace a 3-foot -diameter circle on the 
  floor (or ground) around the creature to be warded. 
   
  
  Ye of Little Faith 
   
  Page 45 
  Judge Aid One:  Map of the NW Campus of the College of Sages and 
  Sorcery 
  Map One:  NW Campus of the College of Sages and Sorcery 
   
  Key: 
  1. 
  Saevil Estate 
  2. 
  Karll Hall - Probationer Dormitory 
  3. 
  Danvirius Hall - Arcane Library 
  4. 
  Justinian Hall - Hall of Natural Philosophy 
  5. 
  Dagon Faenal Auditorium - Hall of Bardic Arts and Music 
  6. 
  Warnes Hall - Arcane Laboratories 
  7. 
  Imiriana Tower 
  Judge Aid Two: Map of Saevil Estate 
  
  Ye of Little Faith 
   
  Page 46 
   
  Key: 
  1.  Main Gate 
  2.  Encounter 
   
  
  Ye of Little Faith 
   
  Page 47 
  Judge Aid Three:  Map of the Hall of Natural Philosophy  
    
   
  Key: 
  1) 
  Head Administrator 
  2) 
  Werecheetah(s) enter here 
  S) 
  Student interns 
   
  Each square = 5’ 
  
  Ye of Little Faith 
   
  Page 48 
  Judge Aid Four: Map of the Gasmaden Estate 
   
  1 square = 5’ 
  Key: 
  1) Location of Lord Gasmaden’s body. 
  2) Location of stairway down to the family crypt. 
   
   
  
  Ye of Little Faith 
   
  Page 49 
  Judge Aid Five: Map of the Gasmaden Family Crypt 
   
  X = Encounter 
   
  Each square = 5’ 
   
   
  
  Ye of Little Faith 
   
  Page 50 
  Player Handout #1 
   
   
  My dearest Niloticus, 
   After you defeat the intruders, as I am certain that you will, 
  you are free to seek your fortune on the river, or wherever your 
  heart takes you.  Do not look for me, for my work here is finished 
  and my people need my help elsewhere. Remember me always, my 
  love, and do not listen to the rumors about my “indiscretions” at 
  the College. You know how important my work is to my people, 
  and how those of the Scarlet Sign must conceal what we do with 
  smoke and mirrors. It is a lonely life we must live, you and I. But, 
  do not be afraid, for I am certain that someday, when we least 
  expect it, our paths will cross again. 
   Until that day comes, remember me in my true form as your 
  beloved yellow rose… 
  Love, 
  Laila Laschana 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/594/Normal Scenarios/URD4-06 - Ye of Little Faith (APL 2-12)/URD4-06 - Ye of Little Faith.pdf