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.  
   
  URC3-08 
   
   
   
   
   
   
  Winds of Change 
   
  A One Round D&D LIVING GREYHAWK
  ®  
  County of Urnst Regional Adventure 
  Version 0.14 
  Round 1 
  By Nicholas Carnival 
   
   
  The time has come for action not words. A civil war is anything but civil—death and destruction are 
  no less real or devastating. When the sun sets on the burned and barren fields covered with the 
  County's dead, a decision must be made... with whom will you stand when come the Winds of 
  Change?  Part 11 of the Lordmaker Series. An adventure for APLs 2-12. 
  
  Winds of Change 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with the preparation 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, and your sense of fun. It is also a good idea to have a 
  way to track movement during combat. This can be as 
  simple as a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin dungeon 
  walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in 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. 
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring their 
  own characters with them. If players do not have a 
  LIVING GREYHAWK character generated, get a copy of 
  the current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars, paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  
  Winds of Change 
   
  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 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLs are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the fact that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are three things 
  that you can do to help even the score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the County of Urnst. Characters native to the County 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. 
  Acknowledgements  
   
   
   
  The County of Urnst Triad wishes to extend their 
  heartfelt gratitude to the play-testers of this module for 
  their invaluable input: Anthony Chiesi, Rich Clark, 
  Robert Hughes, David Morgan, Pat Paulson, Jeremiah 
  Peace, Sumit Sarkar, Bill Scharfenberg, Chris Simpson, 
  Kevin Weibler, and Cory Williamsen.  
   
  The Triad is grateful to Nancy Heyl-Swiontek for 
  developing the Duncombe heraldry, and to Robert “Call 
  me Andy, Dammit!” Matthews and Rich Kohl for 
  developing stat blocks. 
  
  Winds of Change 
   
  Page 4 
  Adventure Background 
  The County has been leaderless for months now. Nimar 
  has been managing the affairs of the County and the Lord 
  of the East is tired of his bumbling and mistakes.  
   
  Calling his forces and officers back to duty, Terrard 
  Duncombe handicapped the County’s armies by filling 
  his own ranks with well trained and heavily equipped 
  soldiers. Utilizing these troops in a surprising political 
  move, Terrard Duncombe demanded Nimar relinquish 
  authority of the County over to him or face the 
  consequences. Nimar refused, and Terrard launched an 
  all out assault on all holdings related to the Countess’ 
  loyal subjects. Only Brotton, High Mardreth and 
  Radigast still hold their defenses.  
   
  Terrard fielded his entire house guard, The Lord’s 
  Fist, and swept through the County on a whirlwind 
  maneuver. That was four months ago and now the Lord’s 
  Fist marches on Radigast, while Torquann and his units 
  occupy High Mardreth’s forces in a stalemate.  
   
  Nobody has seen nor heard from the Countess in 
  well over half a year, and nobody has heard anything 
  coherent from her since the Administrator’s Circle Riots. 
  DM Note on Teleports 
  PCs should be advised that teleport spells no longer 
  function within the County of Urnst as per dimensional 
  anchor. DMs should check the DM Notes and 
  Introductions when running a Year 3 (593CY) and Year 
  Four (594CY) County of Urnst Regional for information 
  on whether teleport-type spells function within the 
  County of Urnst during that module.  
   
  Because the tovag (standing stones) remains open to 
  the Nine Hells, devils use the energy emanating from 
  them to gate and teleport as normal. All other beings 
  (PCs and NPCs) and monsters, including demons, are 
  limited as per dimensional anchor. Summon works as 
  usual and is not affected by the block. 
  Adventure Summary  
  Parties will find themselves divided by their loyalties in 
  the County of Urnst. Who they will stand with is strictly 
  up to them, but this module is designed to make them 
  decide, force them into that decision, or banish them 
  from the County for disloyalty to the ruling nobles.  
   
  It is assumed that all adventuring groups playing this 
  module conform to APL 2-12. This adventure will be 
  deadly at the low APLs and high APLs. Middle APLs are 
  the core of the players and will find it difficult, but not 
  too difficult.  
   
  The DM has a lot of leniency to give out plenty of 
  plot information (back story) and the module is 
  intentionally designed to give the DM full control over 
  how to give this information out. The DM will be 
  expected to role play on the fly in this module, and the 
  intent is for the DM to feel the flow of the group and play 
  off their strengths and weaknesses when it comes to 
  roleplaying.  
   
  The Lord of the East has swept through the 
  Countess’ troops and is intending to lay siege to Radigast 
  shortly after this module happens. The grain plays an 
  important role in the Coup because Radigast needs food 
  due to their inability to teleport food into the Capitol 
  City. 
   
   
  Shipping has been crippled as well. Pirates and 
  outlaws from the Bandit Kingdoms have taken advantage 
  of the current state of chaos in the County. The 
  Admiralty spends most of its time controlling refugees 
  attempting to flee the region, levying most able-bodied 
  souls they detain for military duty. 
  Introduction 
  The PCs find themselves traveling together, just leaving 
  the town of Holbrook. The PCs have been traveling 
  together for a few short days now, and have gotten time 
  to know each other. As they pass through the rolling hills 
  of the middle County they approach within sight of a 
  recent battle. 
  Encounter 1:  Traveling Party 
  The PCs get to introduce themselves here, and they get to 
  make up their own reasons for traveling. News has spread 
  like wild fire of a countywide curfew and the PCs are 
  traveling north to look into what it’s all about. After a few 
  days’ travel, the party sees a flock of vultures and crows 
  circling a recent battle site and gets to investigate.  
  Encounter 2 Mercenaries in the Forest 
  The PCs meet a band of mercenaries who are here to 
  profit from them by recruiting them for one of the 
  warring armies. The PCs are confronted with a choice of 
  loyalty. They will be taken to the camp of the noble they 
  choose, or if they decide to remain neutral they stand a 
  very real chance of being attacked. The Mercenaries just 
  wish to transport the PCs to the appropriate military 
  camp for money, and will use all the diplomacy they can 
  in order to make sure the PCs make it there. 
  
  Winds of Change 
   
  Pa ge  5 
  Encounter 3:  Choice  
   
   
   
  At  t hi s  poi nt ,  t he  PCs  a r e  br ought  t o 
  c a mp.  
  Thi s  
  e xpe r i e nc e  
  i s  
  a  
  l i t t l e  
  humi l i a t i ng.  The y wi l l  be  gi ve n t he  
  opt i on t o j oi n or  be  e s c or t e d f r om 
  t he  
  c a mp 
  a nd 
  l e f t  
  t o 
  t he i r  
  own 
  de vi c e s .  
  I f  
  t he y 
  r e f us e  
  t o 
  j oi n 
  e i t he r  s i de ,  t hi s  i s  r e por t e d t o t he  
  Tr i a d a nd t he  modul e  e nds  f or  t hos e  
  pl a ye r s .  Ea c h c a mp i s  r un t he  s a me ,  
  a nd 
  t he y 
  wi l l  
  r e c e i ve  
  a  
  t a t t oo 
  of  
  t he i r  
  c hos e n 
  nobl e  
  whe n 
  t he y 
  s we a r  
  f e a l t y.  
  Encounter 4:  A Captain’s Demand  
   
  The  
  PCs  
  wi l l  
  be  
  br ought  
  t o 
  t he  
  Ca pt a i n’s  t e nt  a nd a s ke d t o pe r f or m a  
  mi s s i on f or  t he i r  Count y.  The  mi s s i on 
  e nt a i l s  c a pt ur i ng a  gr a i n c a r a va n,  or  
  a t  t he  ve r y l e a s t ,  de s t r oyi ng i t .  The  
  Ca pt a i n ne e ds  t he  PCs  t o t a ke  t hi s  
  mi s s i on 
  on 
  be c a us e  
  t he y 
  don’t  
  l ook 
  l i ke  mi l i t a r y r e gul a r s  a nd c oul d s l i p 
  be hi nd 
  e ne my 
  l i ne s  
  wi t h 
  t he  
  l e a s t  
  c ha nc e  
  of  
  de t e c t i on.  
  Af t e r  
  t he  
  me e t i ng,  t he  Ca pt a i n wi l l  t a l k wi t h 
  Cl e r i c s  pr i va t e l y wi t h a  r e que s t  f or  
  s hor t  t e r m s e r vi c e  t o t he  t r oops .  
  Encounter 5:  Soldiers Will Talk 
   
   
  Af t e r  
  r e c e i vi ng 
  t he i r  
  t a t t oos  
  a nd 
  t he i r  mi s s i on,  i f  t he  PCs  l e a ve  a nd 
  a t t e mpt  t o go t o t he  ot he r  c a mp,  t he y 
  a r e  di s c ove r e d a nd a r r e s t e d a s  s pi e s .  
  The i r  i nqui s i t i on l a s t s  6 TUs ,  a f t e r  
  whi c h t he y a r e  br a nde d a s  t r a i t or s ,  
  ba ni s he d 
  a nd 
  e s c or t e d 
  unde r  
  he a vy 
  gua r d out  of  t he  Count y.  Thi s  a c t i on 
  i s  
  r e por t e d 
  t o 
  t he  
  Tr i a d 
  a nd 
  t he  
  modul e  e nds  f or  t he s e  pl a ye r s .  The y 
  a r e  not  a l l owe d t o pl a y i n t he  CoU 
  r e gi on 
  a ga i n 
  unt i l  
  t he y 
  obt a i n 
  c a mpa i gn doc ume nt a t i on f r om t he  Tr i a d 
  t ha t  
  t he i r  
  ba ni s hme nt  
  ha s  
  be e n 
  r e s c i nde d.  Thi s  r e s t r i c t i on doe s  not  
  a ppl y 
  t o 
  Cor e  
  or  
  Me t a - Re gi ona l  
  modul e s  unl e s s  t he y a r e  s e t  i n t he  
  Count y.  
  Tha t  ni ght  a t  t he  c a mpf i r e s ,  a l l  t he  
  s ol di e r s  
  wi l l  
  ha ve  
  s ome t hi ng 
  i nt e r e s t i ng t o s a y.  Thi s  i s  t he  DM’s  
  oppor t uni t y 
  f or  
  s ome  
  on 
  t he  
  f l y 
  r ol e pl a yi ng,  wi t h a  l i s t  of  r umor s  t o 
  s pr e a d.  Re me mbe r ,  t he  r umor s  a r e  not  
  t he  onl y t hi ng t he  s ol di e r s  wi l l  be  
  di s c us s i ng.  
  The y 
  ha ve  
  f a mi l i e s  
  a nd 
  l i ve s  t o l i ve  a f t e r  t hi s  c oup.  Spi c e  
  i t  
  up,  
  a nd 
  i nt e r a c t  
  wi t h 
  t he  
  PCs .  
  Te s t os t e r one  
  wi l l  
  r ul e  
  t he  
  c onve r s a t i on.  
  Encounter 6:  Scouting Party  
   
   
  On t he i r  wa y t o a mbus h t he  c a r a va n,  
  t he y e nc ount e r  a n e ne my pa t r ol .  The  
  PCs  ma y t r y t o t a l k t he i r  wa y out  of  
  i t ,  
  but  
  whe n 
  t he  
  Cl e r i c  
  of  
  t he  
  oppos i ng 
  a r my 
  c a s t s  
  de t e c t  
  ma gi c ,  
  t he r e by di s c ove r i ng t he  t a t t oos ,  he  
  c a l l s  out  f or  t he  i mme di a t e  de a t hs  of  
  t he  PCs  a nd t he  f i ght  i s  on.  
  Encounter 7:  Merchant Caravan 
   
   
  The  
  PCs  
  s ur pr i s e  
  t he  
  Ca r a va n.  
  Thi s  
  c omba t  i s  s e t  up f or  ni ght  or  da y,  
  whi c he ve r  
  t he  
  PCs  
  pr e f e r .  
  I t ’s  
  t he  
  s a me  
  c omba t  
  a s  
  t he  
  Sc out i ng 
  pa r t y,  
  e xc e pt  i s  ha s  5 wa gons  t o t hr ow i nt o 
  t he  t a c t i c s  of  t he  f i ght .  One  we l l -
  pl a c e d s pe l l  c oul d s t op t hi s  c omba t  
  i n one  r ound;  of  c our s e  t he  gr a i n ma y 
  not  
  s t a nd 
  t he  
  da ma ge .  
  The r e  
  i s  
  no 
  s ur r e nde r ,  
  nor  
  ne got i a t i on.  
  The  
  gua r ds  pr e f e r  t o f i ght  t o t he  de a t h.  
  Encounter 8:  Vengeance for Fallen 
  Comrades 
  The  PCs  ha ve  dr a wn t he  a t t e nt i on of  a  
  s c r yi ng 
  wi z a r d 
  a nd 
  hi s  
  powe r f ul  
  a l l i e s  
  who 
  we r e  
  s e nt  
  t o 
  he l p 
  t he  
  c a r a va n.  
  Thi s  
  l e a ds  
  t o 
  a  
  f i na l  
  e nc ount e r .  
  The  
  PCs  
  ha ve  
  t he  
  oppor t uni t y 
  t o 
  r e s t ,  
  or  
  i f  
  t he y 
  t r a ve l  s t r a i ght  t hr ough,  t he y wi l l  be  
  c a ught  e a r l y t he  ne xt  mor ni ng.  Ei t he r  
  wa y,  t he  c omba t  wi l l  ha ppe n.  Thi s  ha s  
  t he  
  pot e nt i a l  
  t o 
  be  
  a  
  de a dl y 
  e nc ount e r .  
  The  
  Wi z a r d 
  wi l l  
  be  
  i nvi s i bl e ,  f l yi ng a nd s ummoni ng e ve r y 
  r ound.  The  f i ght e r  a nd c l e r i c  ( a t  APL 
  2- 8 
  onl y)  
  wi l l  
  r un 
  i nt e r f e r e nc e  
  on 
  t he  
  gr ound.  
  Hope f ul l y 
  t he  
  PCs  
  wi l l  
  
  Winds of Change 
   
  Pa ge  6 
  ha ve  r e s t e d a nd wi l l  be  f ul l y r e a dy 
  f or  t hi s  c omba t .  
  Encounter 9:  Conclusion 
   
   
   
  The  PCs  a r e  we l c ome d ba c k a s  he r oe s .  
  The  Ca pt a i n wi l l  onc e  a ga i n a s k t he  
  Cl e r i c s  f or  t he i r  TU of  s e r vi c e ,  a nd 
  wi l l  t e l l  t he  PCs  t ha t  t he  r e s t  of  
  t he i r  t i me  s e r vi ng wi l l  be  on gua r d 
  dut y whi l e  t he  f a t e  of  Ra di ga s t  i s  
  de c i de d 
  by 
  t hos e  
  hi ghe r  
  up 
  i n 
  t he  
  c omma nd c ha i n.  
   
  Why Clerics of Zilchus? 
   
   
   
   
  DM Note: The  NPC c l e r i c s  i n t hi s  
  a dve nt ur e  
  a r e  
  f r om 
  t he  
  Te mpl e  
  of  
  Zi l c hus  
  i n 
  Ra di ga s t  
  or  
  J e dbr i dge .  
  Si nc e  t he  mone y c a r a va ns  whi c h move  
  Nyr ondi a n c oi n e xc ha nge d f or  Ur ns t i a n 
  mone y 
  ba c k 
  t o 
  Nyr ond 
  ha ve  
  be e n 
  s t oppe d 
  due  
  t o 
  t he  
  pol i t i c a l  
  uphe a va l ,  
  t he s e  
  Cl e r i c s  
  ha ve  
  vol unt e e r e d t o r i de  wi t h t he  Eme r a l d 
  Gua r d/ Lor d’s  Fi s t  t o pr ovi de  de f e ns i ve  
  s e r vi c e s .   
  Introduction 
  The County has been embroiled in a civil war for over 
  four months now. The Countess turns a blind eye to 
  the goings on in the County, while the Lord of the 
  East is enjoying an easy military campaign and is 
  massing for a siege on Radigast.  
       As the price of everything rises, so too does the 
  lawlessness. Martial law has been declared in the 
  lands of the East, and a curfew covers all settlements 
  of the County. Grisly signs of martial law being 
  executed line city walls, and the vultures and crows 
  grow fat over these displays.  
       Rumors abound of the Lord of the East’s leaders 
  possessing incredible luck and devastating powers. 
  Most, if not all, have some sort of the arcane power 
  about them. The War College in Jedbridge seems to 
  be filling rank and file with quality soldiers and 
  leaders. His troops say the Lord of the East has gone 
  mad, but through this madness comes victory and 
  they love him for it.  
       As for the Countess, she has largely ignored the 
  conflict. She hasn’t held a public audience for quite 
  some time. In fact, it is believed that Belissica and the 
  Duke of Tenh have left the County altogether, 
  abandoning the populace to their fate. If not for her 
  elite heavy cavalry, the Lord of the East may have 
  already won. Nimar has been publicly running the 
  County and her affairs for half a year now. Terrard has 
  demanded his surrender of power and Nimar has 
  refused.  
   
  Encounter One: Traveling Party 
  Having just left the Babbling Brook Tavern, in 
  Holbrook, a few short days ago, you find yourself 
  wishing for its warmth once again. Unless you are a 
  creature of the cold, the chill causes you to pull your 
  clothes tight around you to ward off the weather’s 
  effects. 
       As you ride/walk through the rolling hills of the 
  middle County you see a dark mass of moving objects 
  drifting through the sky in the distance ahead. The 
  early morning sun outlines the mass in a golden 
  shimmer that writhes and moves at an alarming rate. 
   
   
  DM Note:  Spot Check DC:20 to realize they are 
  actually vultures and crows.  If the spot check is failed 
  allow the party to react. 
   
   
  As you move upon the mass, the smell hits you 
  first. It’s the smell of liquid iron. The palpable taste of 
  bloodied spoiled meat greets you as you crest the hill 
  in front of you and look upon the mass grave of 
  hundreds if not thousands of slain soldiers. The cold 
  weather has preserved most of them, yet the carrion 
  birds that are the darkened mass have been feasting 
  for days, and the air is THICK as bloated bugs fly 
  about you thinking you are their next meal. 
   
  DM Note:  At this point, allow the party to introduce 
  themselves and figure out what they are doing here, 
  while they are checking out the dead bodies.  
   
  If the PCs investigate, they find that the bodies of 
  the dead soldiers have been stripped of anything useful. 
  A successful Heal check (DC 15) tells the PCs that 
  claws/bites and not swords made many of the wounds 
  
  Winds of Change 
   
  Page 7 
  and not swords made many of the wounds and lethal 
  levels of poison can be detected in quite a few corpses. All 
  of the bodies possess the tattoo of a Swan on their upper 
  arm.  As they search, proceed to Encounter Two. 
  Encounter Two: Mercenaries in 
  the Forest 
  As you search the battle scene, you see a pair of riders 
  moving out of a secluded copse of trees off in the 
  distance.  
    
   
  DM Note:  The mercenaries are trying to force the 
  players to make a decision about which noble they stand 
  with. They will not take kindly to neutral folks who are 
  apt not to make a decision, or avoid taking sides. This part 
  of the module is dangerous, and the players may become 
  irate if pushed too far. The purpose of this module is to 
  make characters choose a side in the civil war gripping 
  the County. This is the mercenaries’ only goal, and will 
  press hard for a decision of loyalty. 
   
  The mercenaries will dismount to engage the party 
  in a non-threatening posture. 
  Mercenary Leader Markus:  Well met fellow travelers. 
  What a tragedy we have here. Perhaps there will be some 
  good to come of this, but…. 
  DM note:  The DM will have to answer questions at 
  this point.  There is some information provided 
  below, but mostly the DM will have to make up 
  answers to the PC’s questions.   
  PCs: Should ask questions 
  Markus:  I am Markus, and we are recruiters of a sort. We 
  mostly connect people wishing to join forces with an 
  army, with that army. Who was it you said you stood with 
  in the County again?   
  PCs: Should make their decision and inform the 
  mercenaries. 
  Markus: We were here to pick up any wounded and 
  return them to their camps. We are merely trying to 
  make a living. If you are looking for profit, the Lord of 
  the East has considerable more money than that bumble 
  head Nimar. 
  The Mercenaries have the following rumors to talk about, 
  if the PCs engage them in more conversation. 
  • The Countess has run off with the Duke of Tenh.  
  • The Countess is with the Lord of the East’s child 
  and that is why he is taking over the County.  
  • Mages are angry all across the land because they 
  cannot teleport.  
  • Brotton is the only free city left not under siege.  
  • Radigast is a three-day ride to the West.  
  • Nimar has ruined the local economy. He’s not 
  housed grain, and turns peasants into soldiers, 
  instead of into farmers. He’s raised taxes across the 
  lands, and has demanded temples increase their 
  tithes to the City and County proper.  
    
  From here, the DM is going to have to wing it in order to 
  convince the party not to split up, or kill the mercenaries. 
  The mercenaries should easily be defeated.  
   
  All APLs (EL 2) 
  � Brother Lyas: Human Clr1 (1): hp 9, see Appendix 1 
  � Markus: Human Ftr1 (1): hp 12, see Appendix 1 
   
  Tactics: If the PCs attack, the mercenaries will defend 
  themselves while attempting to mount their horses to 
  escape.  
   
  The party is between the opposing camps.  If they go 
  a mile in either direction (East or West) they will arrive at 
  one of the camps.  If the mercenaries are accompanying 
  the PCs, either camp will warmly (more or less) greet 
  them.  If the PCs haven’t picked a side and are alone, 
  randomly choose the camp they arrive at. 
  Encounter Three: Choices 
  You travel for close to half a day. Soon you see the 
  telltale signs of campfires burning, and smell the 
  army well before you see it.  
   
  (If the mercenaries accompany the party…) Markus 
  leads you directly to a guard walking rounds. 
  DM note:  It’s easy for the PCs to find the camp. Smoke 
  and light can be seen in night and day conditions. Unless 
  the PCs are trying to avoid the camps, they will easily run 
  across them no matter which direction they travel, 
  because the camps are directly in their path. They could 
  travel North or South and end up at the same location. 
  Don’t box the characters in, but direct them to the camp. 
   
  The banners being flown and uniforms worn can 
  easily identify the camps. See Players Handout #1 and #2 
  for appropriate heraldry. 
  
  Winds of Change 
   
  Page 8 
   
  If the PCs are accompanied by the mercenaries: 
  Officer of the Watch:  Halt! Who goes there? Stand and 
  be counted. 
  Mercenary:  It’s me, Markus from Echo Company with 
  some green meat. 
  Officer of the Watch: Great, wait here while we get 
  (Inky for Lord of the East, Stinger for Countess) and the 
  Captain. 
  (Markus will explain that Inky/Stinger is the tattoo 
  sorcerer and the PCs will be expected to swear fealty and 
  get tattooed. He then shows them the tattoo he has. Note 
  that he bears both tattoos and will only show the 
  appropriate one.)  Both camps know he’s working both 
  sides, but they also value the recruits he brings in. 
    
  If the PCs show up on their own: 
  Officer of the Watch:  Halt! Who goes there?  Stand and 
  be counted. 
  PCs: blah 
  Officer: Explain your intentions and stand down. 
  PCs: blah 
  Officer: Blows signal whistle and half the camp comes 
  running. 
  Captain: Are you here to swear fealty to the (Lord of the 
  East / Countess)? 
  PCs: blah 
  Captain: Yes, well good then, I see you have made wise 
  choices in the past and after Inky (Lord of the 
  East)/Stinger (Countess) gets done with you than come 
  to my private chambers. 
   
  If the PCs do not choose either side, preferring 
  instead to act as mercenaries: 
  Both camps will detain them for a short while to obtain 
  their names and grill them about their past activities, 
  associates and loyalties. Then the Captain will order the 
  PCs to leave. The PCs names will be spread across the 
  county as having no loyalties to anyone or anything.  
   
  The DM must report this choice to the CoU Triad 
  using the response form in the back of this module or by 
  sending an email to the address provided. The module 
  ends for those players. 
   
  Once the PCs have chosen a camp, proceed here: 
  Inky/Stinger is a grizzled old sorcerer. His specialty is 
  arcane marks with magical ink that leave a permanent 
  mark that cannot be removed by any means known. 
  (Inky for Lord of the East, and Stinger for Countess.) 
    
  • Countess: rare form of green ink in the form of a 
  Swan. The ink is magical in nature being 
  concocted from the blood of an ogre magi and 
  when detect magic is cast upon the PC its aura is 
  easily detectable even if it is covered (see Player 
  Handout #1). 
  • Lord of the East: rare form of red ink in the form 
  of a Bull. The ink is magical in nature being 
  concocted from the blood and poison of a 
  manticore and when detect magic is cast upon the 
  PC its aura is easily detectable even if it is covered 
  (see Player Handout #2). 
    
  DM Note: If the PCs look around they will notice 
  everyone has the same tattoo they do. If they refuse the 
  tattoo they will be asked to leave. They can go over to the 
  other camp but will be given the same treatment.  These 
  tattoos are magical in nature and therefore will be seen 
  regardless of efforts to hide them when detect magic is 
  cast in the direction of the PC’s.   
   
  If the PCs refuse either tattoo, the DM must report 
  this choice to the CoU Triad using the response form in 
  the back of this module or by sending an email to the 
  address provided. The module ends for those players. 
   
  Players from out of region must still choose who 
  they support in the conflict and suffer the same 
  consequences as regional players. 
   
  After the PCs swear fealty to their respective noble 
  the captain will take them into his private chambers. On 
  the wall is an interesting map (see Player Handout #3). 
  Encounter Four: A Captain’s 
  Demand 
  The Captain asks the PCs for their assistance in breaking 
  a stalemate. He tells the PCs that they don’t look like the 
  usual military types and will be better able to infiltrate 
  behind enemy lines. 
   
  If the PCs accept this mission, they are supplied with 
  rations and speedy horses for. The mission is to capture, 
  or at the very least destroy, a supply train that isn’t 
  heavily guarded. The supply train has been scryed upon, 
  
  Winds of Change 
   
  Page 9 
  deemed a good logistical target, and after all, an army 
  lives on its stomach. 
   
  The Captain gives the PCs a map to show where the 
  strike should happen. It’s about a day’s ride away in the 
  middle of some rolling plains. 
  • If the PCs are standing with the Countess, they are 
  given Medium Warhorses from the stock of 
  House Dane.  They will be fair in color (make sure 
  to stress this), as the dark colored stock has been 
  sold away to foreign lands, and to the nobles of the 
  East.  
  • If the PCs support the Lord of the East, they are 
  given Medium Warhorses that are dark in color. 
  Like the Countess, the Lord has sold away the fair 
  colors in an effort to create horses that are more 
  suited and tolerant of war. He believes a dark 
  horse will have a dark mood and therefore 
  perform better during times of crisis. When 
  handing these steeds out, make sure to stress their 
  dark chocolate or black color. The Lord of the East 
  is enjoying the capture of a large stock of horses 
  bound for High Mardreth, and these horses given 
  to the PCs will be branded with the symbol of 
  Count’s Markham. 
  DM Note: Pass out the tokens (Player Handout #4) and 
  stats (Player Handout #5) for Medium Warhorses to 
  players who accept these mounts. 
   
  The Captain gives the PCs four days in order to 
  complete their mission, and at that time, if they haven’t 
  returned, the Captain will consider the mission a failure 
  and the PCs either M.I.A. or A.W.O.L. The four days is in 
  case the PCs lose their horses and have to foot it around 
  their mission. This is a lenient time frame, and the 
  Captain fully expects the PCs to be picked off (killed) by 
  the enemy, but slow food is almost as good as no food. 
   
  After the meeting, the Captain will approach any 
  Clerics that are with the squads and ask them to help 
  with their prospective army’s healing AFTER they 
  complete their mission. If the Clerics accept this, they are 
  charged another time unit for healing troops, and are 
  instructed to contact the Triad about this commitment 
  for their reward. 
   
  If the PCs decline the mission, they will be given 
  guard duty for the rest of the week, and released to find 
  their own deaths in the County proper. The DM must 
  report this choice to the CoU Triad using the response 
  form in the back of this module or by sending an email to 
  the address provided. The module ends for those players. 
   
  DM Note: Were the clerics offered the opportunity 
  to work on behalf of the army after this mission is 
  complete? 
  Encounter Five: Soldiers Will 
  Talk 
   
  DM Note:  Not all questions asked will match these 
  answers.  DM’s will have to make up answers, and role-
  play on the fly.  Have fun and interact with the PCs.  This 
  is their only chance to get a lot of the political 
  information they so desperately need in order to have a 
  clue what’s going on in the County of Urnst. 
   
  After the PCs accept their mission, they are left with 
  their map and four days to accomplish the mission. The 
  PCs can either head out that night, or can hang around in 
  camp and chat with the soldiers. The soldiers will provide 
  the following rumors. Be sure to use different accents for 
  each soldier showing the diversity that sits in the camp. 
  Lord of the East rumors  
  • Jedbridge’s Richfest was cancelled due to the 
  nature of the levies against young men. 
  • Terrard Duncombe has a special power that allows 
  him to control denizens of the underdark. 
  • The watchtower network Torquann set up in the 
  years previous to the war is serving as a network 
  for the Lord of the East to watch communication 
  between High Mardreth and Radigast. 
  • Food is hard to come by. Good food even harder. If 
  not for the clerics in the army, we’d have starved 
  to death for sure. 
  Countess Belissica rumors 
  • Thousands of soldiers have died already, and 
  everyone expects the final deaths to come within 
  the walls of Radigast. 
  • The East is marching easily all over the County. 
  • Nimar cannot manage the County, let alone the 
  army, and that is destroying more young lives than 
  the bumble head can imagine. 
  • The Emerald Guard is the only strong point for 
  the Countess, if they are crushed, then the Lord of 
  the East wins.  
  • Dosselford fell before the Lord’s Fist got there. 
  Some say it was plague, others say they have seen 
  the slag piles where the village once stood. Nimar 
  
  Winds of Change 
   
  Page 10 
  blames Duncombe’s wizards who must have 
  targeted his hometown in retribution for his 
  denial of the Lord of the East’s bid for power. 
  Because of this tragedy, Nimar won’t back down. 
  (NOTE: Many players who started in year one and 
  two are familiar with the town and its inhabitants. 
  It has historical links to rally the players behind 
  Nimar. It’s straight out of the MoCS series, and 
  was a town of around 400 souls.) 
  • Holbrook has been relatively untouched because 
  of some powerful mage defending it. (NOTE: This 
  is a false rumor. Neither noble has approached 
  Holbrook for fear of turning all the stalwart 
  adventurers to their enemy’s camps.) 
   
  General Rumors in both camps 
  • Incursions of late by Old Wicked’s minions have 
  met disaster because somehow his generals and 
  officers cannot cross the border. 
  • Dane is supplying the highest bidder and Terrard 
  has Brotton surrounded. 
  • Radigast has 15,000 peasants holed up inside its 
  walls, and the sewers are damn near plugged 
  • A cult of Kyuss was recently unearthed by a loyal 
  band of army special forces and destroyed 
  • Crops are not fairing well this year and food is 
  scarce. 
    
  Now the PCs must decide which action to take. 
  Possibilities seem limitless, but most parties should make 
  plans and carry out their missions.  
  If the party tries to go to the other camp, they will be 
  summarily arrested as spies, and it will spend 6 TUs 
  under the inquisitor’s gaze answering all sorts of 
  questions. After this ordeal, the PCs are banished from 
  the County with a traitor’s mark magically branded into 
  their forehead, indicating neither side should trust them. 
  After their captivity, they will be escorted as prisoners 
  under heavy guard across the County border and 
  released—Bandit Kingdoms if held by the Countess, 
  Nyrond if held by the Lord of the East. 
   
  The DM must report this choice to the CoU Triad 
  using the response form in the back of this module or by 
  sending an email to the address provided. The module 
  ends for those players and they may not play ANY 
  additional scenarios taking place within the County’s 
  borders until they have campaign documentation to 
  support their legal return to the County. This is acquired 
  by petitioning the Triad in character. 
   
  After a good night resting or a full night traveling 
  the party will start their mission. 
  Encounter Six: Scouting Party 
  During their trip to the ambush site, with a successful 
  spot check of DC15, the Party will come across a scouting 
  party. The scouting party rides up on the PCs by blind 
  luck. 
   
  If the party tries to parlay with the scouting party, 
  the scouting party’s cleric will use his detect magic to 
  discern from their tattoos that they are enemies and 
  combat ensues. 
   
  The terrain is wide-open rolling plain. You can break 
  up the landscape by putting in a sparse tree or two, but 
  everywhere you look is knee high grass. 
       You have been traveling for close to a day, and the 
  sun is falling quickly. Soon you will have no light at 
  all. You crest another hill, or swing around a hillock if 
  you have been avoiding high ground, and you see 
  riders rushing your way. The terrain is rolling hills 
  with knee high grass, and the sun is at your back 
  highlighting you to these strangers. When the riders 
  come within 100’ of your view you can see the 
  startling contrast between the colors of your steeds, as 
  well as the enemies banner hanging from their 
  gleaming heavy lances. 
    
  Corporal: Halt, who goes there?  Are you not aware of 
  the curfew in these lands?  Why are you not heading 
  towards civilization? 
  PCs: Blah 
  Cleric: Corporal, they bear the mark. 
  Corporal: All enemies of the (Lord of the East, Countess) 
  will be struck down. Soldiers attack. 
    
  The scouting party consists of the following: 
  APL 2 (EL 3) 
  � Chaplain: Human Clr1 (1): hp 9, see Appendix 1 
  � Patrolman: Human Ftr1 (2): hp 12, see Appendix 1 
  APL 4 (EL 5) 
  � Chaplain: Human Clr2 (1): hp 15, see Appendix 1 
  � Patrolman: Human Ftr2 (2): hp 20, see Appendix 1 
  
  Winds of Change 
   
  Page 11 
  APL 6 (EL 7) 
  � Chaplain: Human Clr4 (1): hp 27, see Appendix 1 
  � Patrolman: Human Ftr4 (2): hp 36, see Appendix 1 
  APL 8 (EL 9) 
  � Chaplain: Human Clr4 (2): hp 27, see Appendix 1 
  � Patrolman: Human Ftr4 (4): hp 36, see Appendix 1 
  APL 10 (EL 11) 
  � Chaplain: Human Clr6 (2): hp 39, see Appendix 1 
  � Patrolman: Human Ftr6 (4): hp 52, see Appendix 1 
  APL 12 (EL 13) 
  � Chaplain: Human Clr8 (2): hp 51, see Appendix 1 
  � Patrolman: Human Ftr6 (8): hp 52, see Appendix 1 
   
  Tactics:  These are simple. The soldiers know they are up 
  against non-regular military and will concentrate on 
  taking down the least armored foe first in order to 
  increase their odds of winning. At every APL except APL 
  2 have at least one fighter go for the least armored person. 
  Concentrate on taking down single targets since these 
  are well-trained military troops. 
   
  All mounted fighters on the Countess’ side are 
  riding Heavy Warhorses, and all wizards and clerics are 
  riding Light Warhorses, that are fair of color. The horses 
  have studded leather barding.  
   
  All mounted fighters on the Lord of the East’s side 
  are riding Heavy Warhorses, and all wizards are riding 
  Light Warhorses,  that are dark in color. The horses have 
  studded leather barding. 
   
  Make sure to read up on the Mounted Combat feats 
  these soldiers possess in order to take advantage of 
  terrain. Lances do triple damage because of the feats these 
  fighters possess and they usually ride past their targets in 
  a straight line passing them up, while getting an attack in 
  with lethal consequences. Lances are 12’ long and 
  therefore give the soldiers reach. A critical hit with a 
  lance under Spirited Charge is X5 damage (see 
  “Multiplying” on pg. 304 of the Player’s Handbook). 
  Mounted Combat allows the fighters to attempt to negate 
  an attack on their steed once per round.   
   
  These soldiers are just that, soldiers.  They are not 
  stupid warriors and will use only the best tactics in 
  attempting to take down their sworn and hated enemies. 
  The soldiers will fight to the death. If one is captured, he 
  will reveal the location of his campground, his rank 
  (private or corporal), and that he is with the regular 
  infantry (Nimar’s Battalion or the Lord’s Fist). This is all 
  the information that he has besides that he/they were 
  looking for other patrols of the opposing army. 
   
  At APL12, the Cleric is invisible, air walking as he 
  summons monsters every round possible. 
  Encounter Seven: Merchant 
  Caravan 
  The Party now has time to set up an ambush for the 
  Merchant Caravan. Let the PCs describe what they are 
  looking for in an ambush site and accommodate them. 
  The one exception is that there are no dense woods. 
  There is the occasional copse of trees, but nothing too 
  deep. 
   
  DM Note:  This is the same as Encounter Six: 
  Scouting Party but it has the added flavor of running 
  wagons and such. The PCs have the element of surprise 
  rather than the riders coming up to them in the previous 
  encounter and the stats are the same.  
   
  The teamsters driving the five wagons are non-
  combatants, but should be used to enhance the mood of 
  the fight, and seriousness of this ambush. They will run 
  until either they escape, are caught or killed. They don’t 
  have much information except the location of the 
  enemy’s camp and are not prepared to fight. They are 
  pretty scared and the DM should wing it if the PCs 
  should decide to engage them verbally. 
   
  The wagons carry grain with the house Dane 
  marking on them, and Brandy from the house Torquann. 
   Most people will miss the political innuendo that 
  carrying merchandise from these two opposing houses 
  brings, so mention to the players that those from the 
  County will think it strange that two opposing houses 
  would be shipping goods together, especially in time of 
  War. 
   
  The PCs should initiate this encounter since it is 
  their ambush. 
   
  ALL APLs – Non-Combatants 
  � Teamster Exp1 (5); hp 4 
   
  APL 2 (EL 3) 
  � Chaplain: Human Clr1 (1): hp 9, see Appendix 1 
  � Patrolman: Human Ftr1 (2): hp 12, see Appendix 1 
  APL 4 (EL 5) 
  
  Winds of Change 
   
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  � Chaplain: Human Clr2 (1): hp 15, see Appendix 1 
  � Patrolman: Human Ftr2 (2): hp 20, see Appendix 1 
  APL 6 (EL 7) 
  � Chaplain: Human Clr4 (1): hp 27, see Appendix 1 
  � Patrolman: Human Ftr4 (2): hp 36, see Appendix 1 
  APL 8 (EL 9) 
  � Chaplain: Human Clr4 (2): hp 27, see Appendix 1 
  � Patrolman: Human Ftr4 (4): hp 36, see Appendix 1 
  APL 10 (EL 11) 
  � Chaplain: Human Clr6 (2): hp 39, see Appendix 1 
  � Patrolman: Human Ftr6 (4): hp 52, see Appendix 1 
  APL 12 (EL 13) 
  � Chaplain: Human Clr8 (2): hp 51, see Appendix 1 
  � Patrolman: Human Ftr6 (8): hp 52, see Appendix 1 
  Encounter Eight: Vengeance for 
  Fallen Comrades 
  The final encounter is different depending upon which 
  noble the party supports. 
    
  At night:  You have been riding hard through the 
  night in hopes of reaching your home camp. All 
  thoughts of making it there unscathed scatter with 
  the wind when you hear hoof quickly making their 
  way towards you. Soon you hear a voice coming out of 
  the darkness. 
  During day:  You have rested well, and are breaking 
  camp. Getting your gear situated, and praying for 
  knowledge, you soon head off. Shortly after leaving 
  your campground you are hailed from behind by a 
  commanding voice. 
    
  Officer:  Halt, stand down, and death will be swift. I have 
  no time to parlay. Your insolence will only bring you 
  further grief. These are the enemies who have ambushed 
  the supply train. Soldiers kill them all. 
   
  If supporting the Lord of the East, they will face 
  some of the Countess’s Elite Response Troops, the 
  Emerald Guards. At APL 2 and 4, they will be facing 
  regular troops in training to be Emerald Guards. If 
  supporting the Countess, they are facing some of the 
  Lord’s Fists. At APL 2 and 4, they are facing regular troops 
  in training to be Lord’s Fists.  
   
  DM Note: The Countess' troops lack higher-level 
  wizards because they are all needed in Radigast and the 
  other walled cities to bolster their defenses.  
   
  Countess’ Emerald Guard (If the PCs choose the Lord 
  of the East): 
  APL 2 (EL 4):  
  � Emerald Guard Priest: Human Clr1 (1): hp 9, see 
  Appendix 1 
  � Emerald Guard Warrior: Human Ftr1 (2): hp 12, see 
  Appendix 1 
  � Emerald Guard Mage: Human Wiz1 (1): hp 5, see 
  Appendix 1 
  APL 4 (EL 6):  
  � Emerald Guard Priest: Human Clr2 (1): hp 15, see 
  Appendix 1 
  � Emerald Guard Warrior: Human Ftr2 (2): hp 20, see 
  Appendix 1 
  � Emerald Guard Mage: Human Wiz3 (1): hp 13, see 
  Appendix 1 
  APL 6 (EL 8):  
  � Emerald Guard Priest: Human Clr4 (1): hp 27, see 
  Appendix 1 
  � Emerald Guard Warrior: Human Ftr4 (2): hp 36, see 
  Appendix 1 
  � Emerald Guard Mage: Human Wiz5 (1): hp 21, see 
  Appendix 1 
  APL 8 (EL 10):  
  � Emerald Guard Priest: Human Clr8 (1): hp 51, see 
  Appendix 1 
  � Emerald Guard Warrior: Human Ftr4 (4): hp 36, see 
  Appendix 1 
  APL 10 (EL 12):  
  � Emerald Guard Priest: Human Clr10 (1): hp 63, see 
  Appendix 1 
  � Emerald Guard Warrior: Human Ftr8 (2): hp 68, see 
  Appendix 1 
  APL 12 (EL 14):  
  � Emerald Guard Priest: Human Clr12 (1): hp 75, see 
  Appendix 1 
  � Emerald Guard Warrior: Human Ftr8 (4): hp 68, see 
  Appendix 1 
  
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  Lord’s Fist (If the PCs choose the Countess): 
  APL 2 (EL 4):  
  � Lord’s Fist Warrior: Human Ftr1 (1): hp 12, see 
  Appendix 1 
  � Lord’s Fist Mage: Human Wiz3 (1): hp 13, see 
  Appendix 1 
  APL 4 (EL 6):  
  � Lord’s Fist Warrior: Human Ftr2 (2): hp 20, see 
  Appendix 1 
  � Lord’s Fist Mage: Human Wiz5 (1): hp 21, see 
  Appendix 1 
  APL 6 (EL 8):  
  � Lord’s Fist Warrior: Human Ftr4 (1): hp 36, see 
  Appendix 1 
  � Lord’s Fist Mage: Human Wiz7 (1): hp 29, see 
  Appendix 1 
  APL 8 (EL 10):  
  � Captain Fireblade: Erineye (1): hp 85, see Appendix 1 
  � Lord’s Fist Mage: Human Wiz9 (1): hp 37, see 
  Appendix 1 
  APL 10 (EL 12):  
  � Captain Fireblade: Erineye: hp 85, see Appendix 1 
  � Lord’s Fist Warrior: Human Ftr6 (2): hp 52, see 
  Appendix 1 
  � Lord’s Fist Mage: Human Wiz11 (1): hp 45, see 
  Appendix 1 
  APL 12 (EL 14):  
  � Captain Fireblade: Erineye: hp 85, see Appendix 1 
  � Lord’s Fist Warrior: Human Ftr8 (2): hp 68, see 
  Appendix 1 
  � Lord’s Fist Mage: Human Wiz13 (1): hp 53, see 
  Appendix 1 
   
  Tactics:   
  Since these troops know they are close on the heels of the 
  enemy, assume the NPCs had one minute (10 rounds) to 
  pre-buff; DM's choice as to which spells have been cast. 
   
  At APL 4 and above, the mage/cleric will be invisibly 
  summoning every round until they are out of 
  summoning spells. They will make their creatures attack 
  the least armored individuals in hopes of thinning the 
  ranks of the party.  Do not forget that every summoned 
  creature will be augmented.  This is a 3.5 feat that gives all 
  summoned creatures +4 to strength and +4 to 
  constitution.   
   
  At APLs 8, 10 and 12, the Countess’ clerics will be 
  airwalking. 
    
  If the party is successful in defeating this final 
  encounter, they will make it back to their respective 
  home camp without further complications.  
  Conclusion 
  Upon returning to camp, they will be hailed by the 
  guards (a new set of guards. “Stop and declare who you 
  stand with!”  The PCs should know the drill and make it 
  into camp without much further ado.  
   
  Captain, 
  “Welcome 
  back 
  heroes 
  of 
  the 
  Bull/Swan. It is good to see you made it back, and 
  even better to hear of your success. Within the week 
  we expect to achieve a stunning victory and turn the 
  tide of this coup. I fully believe the final battle of this 
  disagreement will be fought within the walls of 
  Radigast City.  
  For Countess supporters only: 
   
  I have excellent news, my brothers in arms. One 
  of our most esteemed Holy Knights of the Swan has 
  developed a weapon that allows our clerics the ability 
  to imbue their holy symbol with the power of the 
  celestial plane of good. For your valiant service, I’m 
  giving you access to this secret for your upcoming 
  battles on behalf of the Countess. We call this weapon 
  the Holy Bane of Devils. 
  Continued for all players: 
   
  The people thank you for your valiant service, 
  and now you have earned some much needed R&R. 
  Unless you have agreed to serve as medic during that 
  time, you are hereby released from duty with a 
  commendation for valiancy in the face of adversity. 
  Perhaps your service will be needed again, and most 
  assuredly you have a friend with connections. If ever 
  you need anything from the military, do not hesitate 
  to call upon me. For now I must prepare, fare thee 
  well trusted adventurers.” 
  
  Winds of Change 
   
  Page 14 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Two 
  All APLs 60xp  
  Encounter Six 
  APL2 90xp; APL4 150xp; APL6 210xp;  
  APL8 270xp; APL10 330xp; APL12 390xp 
  Encounter Seven 
  APL2 90xp; APL4 150xp; APL6 210xp;  
  APL8 270xp; APL10 330xp; APL12 390xp 
  Encounter Eight 
  APL2 120xp; APL4 180xp; APL6 240xp;  
  APL8 300xp; APL10 360xp; APL12 420xp 
  Discretionary roleplaying award 
  APL2 90xp; APL4 135xp; APL6 180xp;  
  APL8 225xp; APL10 270xp; APL12 315xp 
  Total possible experience:  
   
  APL2 450 xp; APL4 675xp; APL6 700xp;  
  APL8 1125xp; APL10 1350xp; APL12 1575xp 
  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. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Six 
   
  APL 2: L: 100gp; C: 25gp; M: 0gp 
   
  APL 4: L: 100gp; C: 25gp; M: 50gp 
   
  APL 6: L: 50gp; C: 25gp; M: 125gp 
   
  APL 8: L: 100gp; C: 75gp; M: 200gp 
   
  APL 10: L: 150gp; C: 1250gp; M: 250gp 
   
  APL 12: L: 200gp; C: 200gp; M: 600gp 
  Encounter Seven   
   
  APL 2: L: 100gp; C: 25gp; M: 0gp 
   
  APL 4: L: 100gp; C: 25gp; M: 50gp 
   
  APL 6: L: 50gp; C: 25gp; M: 125gp 
   
  APL 8: L: 100gp; C: 75gp; M: 200gp 
  
  Winds of Change 
   
  Page 15 
   
  APL 10: L: 150gp; C: 125gp; M: 250gp 
   
  APL 12: L: 200gp; C: 200gp; M: 600gp 
  Encounter Eight   
   
  APL 2: L: 100gp; C: 50gp; M: 0gp 
   
  APL 4: L: 100gp; C: 50gp; M: 100gp 
   
  APL 6: L: 100gp; C: 100gp; M: 200gp 
   
  APL 8: L: 100gp; C: 100gp; M: 300gp 
   
  APL 10: L: 300gp; C: 250gp; M: 500gp 
   
  APL 12: L: 200gp; C: 200gp; M: 600gp 
  Total Possible Treasure 
  APL 2: Total: 400gp 
  APL 4: Total: 600gp 
  APL 6: Total: 800gp 
  APL 8: Total: 1250gp 
  APL 10: Total: 2100gp 
  APL 12: Total: 3000gp 
   
   
  
  Winds of Change 
   
  Page 16 
   Adventure Record #1 
  Cross off items that do not apply. Frequency Regional 
  unless otherwise noted. 
  Item Access: Support of the Countess 
  ALL APLs 
  Holy Bane of Devils (see below) – Frequency 
  Adventure 
   
  Urnstian Medium Warhorse (see below) 
   
  Wand of Cure Light Wounds 
  APL 2 
  Brooch of shielding 
  Vest of resistance +2 (Tome & Blood) 
  Headband of intellect +2 
  Heward’s handy haversack 
  Ring of protection +2 
  Wand of magic missiles 
  APL 4 
  APL2 items and… 
  Bracers of armor +2 
  Headband of intellect +2 
  Periapt of wisdom +2 
  APL 6 
  APL2-4 items and… 
  Bracers of armor +3 
  Rod of Extend, Lesser 
  +2 enhancement upgrade to any weapon 
  APL 8 
  APL2-6 items and… 
  Bracers of armor +4 
  Vest of resistance +3 (Tome & Blood) 
  Hat of Disguise 
  Headband of intellect +6 
  Ring of protection +3 
  Flaming enhancement to any weapon 
  APL 10 
  APL2-8 items and… 
  Bracers of armor +5 
  Vest of resistance +4 (Tome & Blood) 
  Figurine of wondrous power: Golden Lions 
  Ring of protection +4 
  Wand of cure moderate wounds 
  +2 enhancement upgrade to any armor 
  Animated shield enhancement 
  APL12 
  APL2-10 items and… 
  Bracers of armor +6 
  Vest of resistance +5 (Tome & Blood) 
  Equerry’s armor (Masters of the Wild) 
  Periapt of wisdom +6 
  +3 enhancement upgrade to any weapon 
  Invulnerable armor enhancement 
  Special Items 
  This adventurer refused to choose sides in the conflict, or 
  refused to accept a tattoo, and has been reported to the 
  County of Urnst Triad as a mercenary without loyalty, a 
  bandit unworthy of trust.   
   
  This adventurer was caught and tried for espionage 
  having been put to the inquisition, paid an additional 6 
  TUs, and is banished from the County. They have been 
  transported across the border to the Bandit Kingdoms. 
  The character may not participate in any other adventure 
  set in the County of Urnst without obtaining campaign 
  documentation from the Triad that their banishment has 
  been rescinded. 
   
  Influence Point with the Countess:  This adventurer has 
  come to the aid of the Countess’ forces during the 
  uprising of the Lord of the East.  This point can be used 
  to influence any County official loyal to the Countess 
  into the player’s favor regardless of the situation. 
   
  This cleric agreed to serve as medic for the Emerald 
  Guard for one week and has paid an additional 1 TU. 
  Contact the Triad for additional information on benefits 
  earned. 
  
  Winds of Change 
   
  Page 17 
  Adventure Record #2 
  Cross off items that do not apply. Frequency Regional 
  unless otherwise noted. 
  Item Access: Support of the Lord of the East 
  ALL APLs 
   
  Urnstian Medium Warhorse (see below) 
   
  Wand of Cure Light Wounds 
   
  APL 2 
  Brooch of shielding 
  Heward’s handy haversack 
  Wand of magic missiles 
   
  APL4 
  APL 2 items and… 
  Vest of resistance +2 (Tome & Blood) 
  Headband of intellect +2 
  Periapt of wisdom +2 
  Ring of protection +2 
  Wand of magic missiles 
   
  APL 6 
  APL 2-4 items and… 
  Bracers of armor +2 
  Stone of Quickness (see below) 
   
  APL 8 
   
  APL2-6 items and… 
  Vest of resistance +3 (Tome & Blood) 
  Equerry’s armor (Masters of the Wild) 
  Periapt of wisdom +6 
  +2 enhancement upgrade to any weapon 
   
  APL 10 
   
  APL2-8 items and… 
  Vest of resistance +4 (Tome & Blood) 
  Wand of cure moderate wounds 
  Wand of cure serious wounds 
  +3 enhancement upgrade to any weapon 
  +2 enhancement upgrade to any armor 
  +2 enhancement upgrade to any shield 
  Animated shield enhancement 
   
  APL12 
  APL 2-10 items and… 
  Vest of resistance +5 (Tome & Blood) 
  Holy Bane of Devils (see below) – Frequency 
  Adventure 
  Periapt of wisdom +6 
  Wand of cure critical wounds 
  +3 enhancement upgrade to any weapon 
  Holy enhancement to any weapon 
  
  Winds of Change 
   
  Page 18 
  Special Items 
  This adventurer refused to choose sides in the conflict, or 
  refused to accept a tattoo, and has been reported to the 
  County of Urnst Triad as a mercenary without loyalty, a 
  bandit unworthy of trust.   
   
  This adventurer was caught and tried for espionage 
  having been put to the inquisition, paid an additional 6 
  TUs, and is banished from the County. They have been 
  transported across the border to Nyrond. The character 
  may not participate in any other adventure set in the 
  County 
  of 
  Urnst 
  without 
  obtaining 
  campaign 
  documentation from the Triad that their banishment has 
  been rescinded. 
   
  Influence Point with the Lord of the East:  This 
  adventurer has aided Lord Duncombe in gaining control 
  of the county.  This point can be used to influence any 
  county official loyal to Lord Duncombe into the player’s 
  favor regardless of the situation. 
   
  This cleric agreed to serve as medic for the Lord’s Fist for 
  one week and has paid an additional 1 TU. Contact the 
  Triad for additional information on benefits earned. 
   
  
  Winds of Change 
   
  Page 19 
  Special items for the Adventure Record 
  Holy Bane of the Devils: This greater holy symbol 
  gives clerics and paladins the ability to Censure 
  Demons (SU described below).   
   
  Caster Level: 8th; Prerequisites: Craft Wondrous 
  Item, ability to censure demons as a 1st level Knight of 
  the Chalice, participation of a celestial, fiend, or other 
  outsider servant of a deity; Market Price: 10,080 gp; 
  Weight: 1 lb.  
   
  Censure Devils (SU): This ability gives a cleric or 
  paladin (anyone who can Turn Undead) the ability to 
  censure devils, much as clerics turn undead. Rather 
  than channeling positive energy, the cleric channels 
  energy from the celestial planes of lawful good. The 
  wielder makes a Charisma check and consults table 8-
  16, page 140 of the Player's Handbook. Instead of using 
  his class level, however, he uses his cleric or paladin 
  level, (plus any divine power granting prestige classes) 
  to determine the most powerful devil he can censure. 
  He then rolls 2d6+ his cleric level + his Charisma 
  modifier for censuring damage. Using his cleric or 
  paladin level in this manner means that he is more 
  likely to affect a single powerful devil, but unlikely to 
  turn more than one of them. A censured demon is 
  stunned by the wielder’s holy power. Stunned 
  creatures lose their Dexterity bonus to AC (if any) and 
  can take no actions. Foes gain a +2 circumstance bonus 
  to hit stunned creatures. If the wielder attacks the 
  censured devil, it can act normally on its next turn. If 
  the wielder’s associated levels are twice the devil’s Hit 
  Dice, he banishes the devil back to its home plane. The 
  wielder can make a number of censuring devil checks 
  equal to 3 + Charisma modifier.  
   
  Stone of Quickness: This stone grants the bearer the 
  ability to move and react with blinding speed. The 
  wielder of this object gains a +2 to their initiative rolls 
  as well as + 1 to their reflex saves.   
  Caster 
  Level: 
  6th; 
  Prerequisites, 
  Craft 
  Wondrous Item, Caster must also have both the feats 
  Lightning Reflexes and Improved Initiative, Haste; 
  Market Price: 10,080 gp; Weight: –  
   
  Warhorse, Medium Urnstian 
  Large Animal 
  Hit Dice: 4d8+8 (26hp) 
  Initiative: +1  
  Speed: 60 ft. 
  Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, 
  flat-footed 13 
  Base Attack/Grapple: +3/+11 
  Attack: Hoof +6 melee (1d6+4) 
  Full Attack: 2 hooves +6 melee (1d6+4) and bite 
  (1d4+2) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: — 
  Special Qualities: Low-light vision, scent 
  Saves: Fort +7, Ref +5, Will +3 
  Abilities: Str 18, Dex 13, Con 15, Int 2, Wis 14, Cha 6 
  Skills: Listen +8, Spot +8 
  Feats: Endurance, Run 
  Environment: Temperate plains 
  Organization: Domesticated 
  Challenge Rating: 2 
  Advancement: — 
  Level Adjustment: — 
  Carrying Capacity: light < 300 lbs, med. 301–600 lbs., 
  hvy. 601-900, drag 4.500 lbs 
  Cost: 400 gp 
  
  Winds of Change 
   
  Page 20 
  Appendix 1: NPC Stats 
   
  ALL APLs 
  Encounter 2 
  Brother Lyas: Male Human Clr1 of Zilchus (1); CR1; 
  Medium humanoid (human); HD 1d8+1; hp 9; Init +0; 
  Spd 20 ft. (base 30 ft); AC 17 (breastplate, heavy steel 
  shield), touch 10, flat-footed 17; Base Atk +0; Grp +0; 
  Atk +1 melee (1d8+0, masterwork heavy mace) or +0 
  ranged (none); Full Atk +1 melee (1d8+0, masterwork 
  heavy mace) or +0 ranged (none); SA turn undead 
  4/day; SQ —; AL N; SV Fort +3, Ref +0, Will +5; Str 11, 
  Dex 10, Con 12, Int 10, Wis 16, Cha 12. 
   
  Skills and feats: Bluff +1, Concentration +5, 
  Disguise +1, Hide +0, Knowledge (religion) +2, Ride 
  +4, Spellcraft +4; Combat Casting, Mounted Combat. 
   
  Cleric spells prepared: (3/2+1; Save DC = 13 + spell 
  level): 0—detect magic, guidance, resistance; 1st—
  bless, protection from chaos* (as 2nd level), summon 
  monster I. 
   
  *Domain spell; Deity: Zilchus; Domains: Law (Cast 
  law spells at +1 caster level), Trickery (Added class 
  skills of Bluff, Disguise and Hide). 
   
  Possessions: breastplate, heavy steel shield, heavy 
  mace, Wand of Cure Light Wounds (25 charges), 
  leather barding, military saddle, light warhorse, spell 
  component pouch. 
   
   
  Clr1 / Light warhorse: (1) CR 1; Large animal, HD 
  3d8+9; hp 22; Init +1; Spd 40 due to rider/encumbrance 
  (base 60), AC 16 (-1 size, +1 Dex, +4 natural, leather 
  barding), touch 10, flat-footed 15; Base Atk +2; Grp +9; 
  Atk hoof +4 melee (1d4+3); Full Atk 2 hooves +4 melee 
  (1d4+3) and bite –1 melee (1d3+1); Space/Reach: 10 
  ft./10 ft (LG variant); SA —; SQ Low light vision, scent; 
  SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con 17, Int 
  2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +4, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <230 lbs, medium 231-460 
  lbs, heavy 461-690 lbs, drag 3,450 lbs. 
   
  Markus: Male Human Ftr1 (1); CR 1; Medium 
  humanoid (human), HD 1d10+2; hp 12; Init +2; Spd 20 
  ft (base 30 ft); AC 19 (breastplate, heavy steel shield), 
  touch 12, flat-footed 17; Base Atk +1; Grp +3; Atk +3 
  melee (1d8+2/19-20, longsword; double damage/crit 
  X3 with Spirited Charge) or +3 melee (1d8+3/x3, lance; 
  triple damage/crit X5 with Spirited Charge) or +3 
  ranged (none); Full Atk +3 melee (1d8+2/19-20, 
  longsword; double damage/crit X3 with Spirited 
  Charge) or +3 melee (1d8+3/x3, lance; triple 
  damage/crit X5 with Spirited Charge) or +3 ranged 
  (none); SA —; SQ —; AL CN; SV Fort +4, Ref +2, Will 
  +0; Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 11. 
   
  Skills and feats: Handle Animal +4, Intimidate +4, 
  Ride +8; Mounted Combat, Ride-By Attack, Spirited 
  Charge. 
   
  Possessions: breastplate, heavy steel shield, lance, 
  longsword, military saddle, leather barding, heavy 
  warhorse. 
   
  Ftr1 / Heavy warhorse: (1) CR 2; Large animal, HD 
  4d8+12; 
  hp 
  30; 
  Init 
  +1; 
  Spd 
  35 
  due 
  to 
  rider/encumbrance (base 50), AC 16 (-1 size, +1 Dex, +4 
  natural, leather barding), touch 10, flat-footed 15; Base 
  Atk +3; Grp +11; Atk hoof +6 melee (1d6+4); Full Atk 2 
  hooves +6 melee (1d6+4) and bite +1 melee (1d4+2); 
  Space/Reach: 10 ft./10 ft (LG variant); SA —; SQ Low 
  light vision, scent; SV Fort +7, Ref +5, Will +2; Str 18, 
  Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +5, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <300 lbs, medium 301-600 
  lbs, heavy 601-900 lbs, drag 4,500 lbs. 
  
  Winds of Change 
   
  Page 21 
  APL 2 
  Encounter 6 and 7 
  Chaplain: Male Human Clr1 of Zilchus (1); CR1; 
  Medium humanoid (human); HD 1d8+1; hp 9; Init +0; 
  Spd 20 ft. (base 30 ft); AC 17 (breastplate, heavy steel 
  shield), touch 10, flat-footed 17; Base Atk +0; Grp +0; 
  Atk +1 melee (1d8+0, masterwork heavy mace) or +0 
  ranged (none); Full Atk +1 melee (1d8+0, masterwork 
  heavy mace) or +0 ranged (none); SA turn undead 
  4/day; SQ —; AL N; SV Fort +3, Ref +0, Will +5; Str 11, 
  Dex 10, Con 12, Int 10, Wis 16, Cha 12. 
   
  Skills and feats: Bluff +1, Concentration +5, 
  Disguise +1, Hide +0, Knowledge (religion) +2, Ride 
  +4, Spellcraft +4; Combat Casting, Mounted Combat. 
   
  Cleric spells prepared: (3/2+1; Save DC = 13 + spell 
  level): 0—detect magic, guidance, resistance; 1st—
  bless, protection from chaos* (as 2nd level), summon 
  monster I. 
   
  *Domain spell; Deity: Zilchus; Domains: Law (Cast 
  law spells at +1 caster level), Trickery (Added class 
  skills of Bluff, Disguise and Hide). 
   
  Possessions: breastplate, heavy steel shield, heavy 
  mace, Wand of Cure Light Wounds (25 charges), 
  leather barding, military saddle, light warhorse, spell 
  component pouch. 
   
   
  Clr1 / Light warhorse: (1) CR 1; Large animal, HD 
  3d8+9; hp 22; Init +1; Spd 40 due to rider/encumbrance 
  (base 60), AC 16 (-1 size, +1 Dex, +4 natural, leather 
  barding), touch 10, flat-footed 15; Base Atk +2; Grp +9; 
  Atk hoof +4 melee (1d4+3); Full Atk 2 hooves +4 melee 
  (1d4+3) and bite –1 melee (1d3+1); Space/Reach: 10 
  ft./10 ft (LG variant); SA —; SQ Low light vision, scent; 
  SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con 17, Int 
  2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +4, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <230 lbs, medium 231-460 
  lbs, heavy 461-690 lbs, drag 3,450 lbs. 
   
   
  Patrolman: Male Human Ftr1 (2); CR 1; Medium 
  humanoid (human), HD 1d10+2; hp 12; Init +2; Spd 20 
  ft (base 30 ft); AC 19 (breastplate, heavy steel shield), 
  touch 12, flat-footed 17; Base Atk +1; Grp +3; Atk +3 
  melee (1d8+2/19-20, longsword; double damage/crit 
  X3 with Spirited Charge) or +3 melee (1d8+3/x3, lance; 
  triple damage/crit X5 with Spirited Charge) or +3 
  ranged (none); Full Atk +3 melee (1d8+2/19-20, 
  longsword; double damage/crit X3 with Spirited 
  Charge) or +3 melee (1d8+3/x3, lance; triple 
  damage/crit X5 with Spirited Charge) or +3 ranged 
  (none); SA —; SQ —; AL CN; SV Fort +4, Ref +2, Will 
  +0; Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 11. 
   
  Skills and feats: Handle Animal +4, Intimidate +4, 
  Ride +8; Mounted Combat, Ride-By Attack, Spirited 
  Charge. 
   
  Possessions: breastplate, heavy steel shield, lance, 
  longsword, military saddle, leather barding, heavy 
  warhorse. 
   
  Ftr1 / Heavy warhorse: (2) CR 2; Large animal, HD 
  4d8+12; 
  hp 
  30; 
  Init 
  +1; 
  Spd 
  35 
  due 
  to 
  rider/encumbrance (base 50), AC 16 (-1 size, +1 Dex, +4 
  natural, leather barding), touch 10, flat-footed 15; Base 
  Atk +3; Grp +11; Atk hoof +6 melee (1d6+4); Full Atk 2 
  hooves +6 melee (1d6+4) and bite +1 melee (1d4+2); 
  Space/Reach: 10 ft./10 ft (LG variant); SA —; SQ Low 
  light vision, scent; SV Fort +7, Ref +5, Will +2; Str 18, 
  Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +5, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
    
  Carrying Capacity: light <300 lbs, medium 301-600 
  lbs, heavy 601-900 lbs, drag 4,500 lbs. 
   
  Encounter 8 
  Countess Belissica’s Forces 
  Emerald Guard Priest: Male Human Clr1 of Zilchus 
  (1); CR1; Medium humanoid (human); HD 1d8+1; hp 
  9; Init +0; Spd 20 ft. (base 30 ft); AC 17 (breastplate, 
  heavy steel shield), touch 10, flat-footed 17; Base Atk 
  +0; Grp +0; Atk +1 melee (1d8+0, masterwork heavy 
  mace) or +0 ranged (none); Full Atk +1 melee (1d8+0, 
  masterwork heavy mace) or +0 ranged (none); SA turn 
  undead 4/day; SQ —; AL N; SV Fort +3, Ref +0, Will 
  +5; Str 11, Dex 10, Con 12, Int 10, Wis 16, Cha 12. 
  
  Winds of Change 
   
  Page 22 
   
  Skills and feats: Bluff +1, Concentration +5, 
  Disguise +1, Hide +0, Knowledge (religion) +2, Ride 
  +4, Spellcraft +4; Combat Casting, Mounted Combat. 
   
  Cleric spells prepared: (3/2+1; Save DC = 13 + spell 
  level): 0—detect magic, guidance, resistance; 1st—
  bless, protection from chaos* (as 2nd level), summon 
  monster I. 
   
  *Domain spell; Deity: Zilchus; Domains: Law (Cast 
  law spells at +1 caster level), Trickery (Added class 
  skills of Bluff, Disguise and Hide). 
   
  Possessions: breastplate, heavy steel shield, heavy 
  mace, Wand of Cure Light Wounds (25 charges), 
  leather barding, military saddle, light warhorse, spell 
  component pouch. 
   
   
  Clr1 / Light warhorse: (1) CR 1; Large animal, HD 
  3d8+9; hp 22; Init +1; Spd 40 due to rider/encumbrance 
  (base 60), AC 16 (-1 size, +1 Dex, +4 natural, leather 
  barding), touch 10, flat-footed 15; Base Atk +2; Grp +9; 
  Atk hoof +4 melee (1d4+3); Full Atk 2 hooves +4 melee 
  (1d4+3) and bite –1 melee (1d3+1); Space/Reach: 10 
  ft./10 ft (LG variant); SA —; SQ Low light vision, scent; 
  SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con 17, Int 
  2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +4, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <230 lbs, medium 231-460 
  lbs, heavy 461-690 lbs, drag 3,450 lbs. 
   
  Emerald Guard Warrior: Male Human Ftr1 (2); CR 1; 
  Medium humanoid (human), HD 1d10+2; hp 12; Init 
  +2; Spd 20 ft (base 30 ft); AC 19 (breastplate, heavy steel 
  shield), touch 12, flat-footed 17; Base Atk +1; Grp +3; 
  Atk +3 melee (1d8+2/19-20, longsword; double 
  damage/crit X3 with Spirited Charge) or +3 melee 
  (1d8+3/x3, lance; triple damage/crit X5 with Spirited 
  Charge) or +3 ranged (none); Full Atk +3 melee 
  (1d8+2/19-20, longsword; double damage/crit X3 with 
  Spirited Charge) or +3 melee (1d8+3/x3, lance; triple 
  damage/crit X5 with Spirited Charge) or +3 ranged 
  (none); SA —; SQ —; AL CN; SV Fort +4, Ref +2, Will 
  +0; Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 11. 
   
  Skills and feats: Handle Animal +4, Intimidate +4, 
  Ride +8; Mounted Combat, Ride-By Attack, Spirited 
  Charge. 
   
  Possessions: breastplate, heavy steel shield, lance, 
  longsword, military saddle, leather barding, heavy 
  warhorse. 
   
  Ftr1 / Heavy warhorse: (2) CR 2; Large animal, HD 
  4d8+12; 
  hp 
  30; 
  Init 
  +1; 
  Spd 
  35 
  due 
  to 
  rider/encumbrance (base 50), AC 16 (-1 size, +1 Dex, +4 
  natural, leather barding), touch 10, flat-footed 15; Base 
  Atk +3; Grp +11; Atk hoof +6 melee (1d6+4); Full Atk 2 
  hooves +6 melee (1d6+4) and bite +1 melee (1d4+2); 
  Space/Reach: 10 ft./10 ft (LG variant); SA —; SQ Low 
  light vision, scent; SV Fort +7, Ref +5, Will +2; Str 18, 
  Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +5, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <300 lbs, medium 301-600 
  lbs, heavy 601-900 lbs, drag 4,500 lbs. 
   
  Emerald Guard Mage: Male Human Wiz1 (1); CR 1; 
  Medium humanoid (human), HD 1d4+1; hp 5; Init +2; 
  Spd 30 ft; AC 12, touch 12, flat-footed 10; Base Atk +0; 
  Grp -1; Atk -1 melee (1d4-1, dagger) or +2 ranged (1d4-
  1, dagger); Full Atk -1 melee (1d4-1, dagger) or +2 
  ranged (1d4-1, dagger); SA —; SQ —; AL LN; SV Fort 
  +1, Ref +2, Will +5; Str 8, Dex 14, Con 12, Int 17, Wis 
  10, Cha 8. 
   
  Skills and feats: Concentration +5, Knowledge 
  (arcana/history/religion) +7, Ride +6, Spellcraft +7, 
  Spot +6 (+3 familiar); Alertness (familiar should not be 
  within arm’s reach for the purposes of this adventure), 
  Augment Summoning, Scribe Scroll, Spell Focus 
  (Conjuration). 
   
  Prohibited 
  Schools: 
  Necromancy 
  and 
  Enchantment. 
   
  Wizard spells prepared: (3+1 conj/2+1 conj; Save 
  DC = 13 + spell level; 14 + spell level conjuration): 0—
  acid splash, detect magic, resistance (2); 1st—enlarge, 
  mage armor, summon monster I. 
   
  Spellbook; Not present; back at camp. 
   
  Possessions: dagger, brooch of shielding, Heward’s 
  handy haversack, wand of magic missiles (25 charges), 
  leather barding, military saddle, light war horse, spell 
  component pouch, hawk (day)/owl (night) familiar 
  (flying at 600 ft.). 
  
  Winds of Change 
   
  Page 23 
   
  Wiz1 / Light warhorse: (1) CR 1; Large animal, HD 
  3d8+9; hp 22; Init +1; Spd 60; AC 16 (-1 size, +1 Dex, +4 
  natural, leather barding), touch 10, flat-footed 15; Base 
  Atk +2; Grp +9; Atk hoof +4 melee (1d4+3); Full Atk 2 
  hooves +4 melee (1d4+3) and bite –1 melee (1d3+1); 
  Space/Reach: 10 ft./10 ft (LG variant); SA —; SQ Low 
  light vision, scent; SV Fort +6, Ref +4, Will +2; Str 16, 
  Dex 13,  Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +4, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <230 lbs, medium 231-460 
  lbs, heavy 461-690 lbs, drag 3,450 lbs. 
   
  Encounter 8 
  Lord of the East’s Forces 
  Lord’s Fist Warrior: Male Human Ftr1 (1); CR 1; 
  Medium humanoid (human), HD 1d10+2; hp 12; Init 
  +2; Spd 20 ft (base 30 ft); AC 19 (breastplate, heavy steel 
  shield), touch 12, flat-footed 17; Base Atk +1; Grp +3; 
  Atk +3 melee (1d8+2/19-20, longsword; double 
  damage/crit X3 with Spirited Charge) or +3 melee 
  (1d8+3/x3, lance; triple damage/crit X5 with Spirited 
  Charge) or +3 ranged (none); Full Atk +3 melee 
  (1d8+2/19-20, longsword; double damage/crit X3 with 
  Spirited Charge) or +3 melee (1d8+3/x3, lance; triple 
  damage/crit X5 with Spirited Charge) or +3 ranged 
  (none); SA —; SQ —; AL CN; SV Fort +4, Ref +2, Will 
  +0; Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 11. 
   
  Skills and feats: Handle Animal +4, Intimidate +4, 
  Ride +8; Mounted Combat, Ride-By Attack, Spirited 
  Charge. 
   
  Possessions: breastplate, heavy steel shield, lance, 
  longsword, military saddle, leather barding, heavy 
  warhorse. 
   
  Ftr1 / Heavy warhorse: (1) CR 2; Large animal, HD 
  4d8+12; 
  hp 
  30; 
  Init 
  +1; 
  Spd 
  35 
  due 
  to 
  rider/encumbrance (base 50), AC 16 (-1 size, +1 Dex, +4 
  natural, leather barding), touch 10, flat-footed 15; Base 
  Atk +3; Grp +11; Atk hoof +6 melee (1d6+4); Full Atk 2 
  hooves +6 melee (1d6+4) and bite +1 melee (1d4+2); 
  Space/Reach: 10 ft./10 ft (LG variant); SA —; SQ Low 
  light vision, scent; SV Fort +7, Ref +5, Will +2; Str 18, 
  Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +5, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <300 lbs, medium 301-600 
  lbs, heavy 601-900 lbs, drag 4,500 lbs. 
   
  Lord’s Fist Mage: Male Human Wiz3 (1); CR 3; 
  Medium humanoid (human), HD 3d4+3; hp 13; Init +6 
  (+4 Improved Initiative); Spd 30 ft; AC 14 (ring of 
  protection +2), touch 14, flat-footed 12; Base Atk +1; 
  Grp +0; Atk +1 melee (1d4-1, masterwork dagger) or +4 
  ranged (1d4-1, masterwork dagger); Full Atk +1 melee 
  (1d4-1, masterwork dagger) or +4 ranged (1d4-1, 
  masterwork dagger); SA —; SQ —; AL LN; SV Fort +4, 
  Ref +5, Will +9; Str 8, Dex 14, Con 12, Int 19 (headband 
  of intellect +2), Wis 10, Cha 8. 
   
  Skills and feats: Concentration +7, Knowledge 
  (arcana/history/religion) +9, Ride +8, Spellcraft +9, 
  Spot +7 (+3 familiar); Alertness (familiar should not be 
  within arm’s reach for the purposes of this adventure), 
  Augment Summoning, Improved Initiative, Scribe 
  Scroll, Spell Focus (Conjuration). 
   
  Prohibited 
  Schools: 
  Necromancy 
  and 
  Enchantment. 
   
  Wizard spells prepared: (4+1 conj/3+1 conj/2+1 
  conj; Save DC = 14 + spell level; 15 + spell level 
  conjuration): 0—acid splash (2), detect magic, 
  resistance (2); 1st—enlarge, mage armor, summon 
  monster I (2); 2nd—invisibility, summon monster II, 
  web. 
   
  Spellbook; Not present; back at camp. 
   
  Possessions: masterwork dagger, brooch of 
  shielding, vest of resistance +2, headband of intellect 
  +2, Heward’s handy haversack, ring of protection +2, 
  wand of magic missiles (25 charges), studded leather 
  barding, military saddle, light war horse, spell 
  component pouch, hawk (day)/owl (night) familiar 
  (flying at 600 ft.). 
   
  Wiz3 / Light warhorse: (1) CR 1; Large animal, HD 
  3d8+9; hp 22; Init +1; Spd 60; AC 17 (-1 size, +1 Dex, +4 
  natural, studded leather barding), touch 10, flat-footed 
  16; Base Atk +2; Grp +9; Atk hoof +4 melee (1d4+3); 
  Full Atk 2 hooves +4 melee (1d4+3) and bite –1 melee 
  (1d3+1); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  
  Winds of Change 
   
  Page 24 
  SQ Low light vision, scent; SV Fort +6, Ref +4, Will +2; 
  Str 16, Dex 13,  Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +4, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <230 lbs, medium 231-460 
  lbs, heavy 461-690 lbs, drag 3,450 lbs. 
  
  Winds of Change 
   
  Page 25 
  APL 4 
  Encounter 6 and 7 
  Chaplain: Male Human Clr2 of Zilchus (1); CR 2; 
  Medium humanoid (human), HD 2d8+2; hp 15; Init +0; 
  Spd 20 ft (base 30 ft); AC 17 (breastplate, heavy steel 
  shield), touch 10, flat-footed 17; Base Atk +1; Grp +1; 
  Atk +2 melee (1d8+0, masterwork heavy mace) or +1 
  ranged (none); Full Atk +2 melee (1d8+0, masterwork 
  heavy mace) or +1 ranged (none); SA turn undead; SQ 
  —; AL N; SV Fort +4, Ref +0, Will +7; Str 11, Dex 10, 
  Con 12, Int 10, Wis 18 (periapt of wisdom +2), Cha 12. 
   
  Skills and feats: Bluff +1, Concentration +6, 
  Disguise +1, Hide +0, Knowledge (religion) +3, Ride 
  +5, Spellcraft +4; Combat Casting, Mounted Combat. 
   
  Cleric spells prepared: (4/3+1; Save DC = 14 + spell 
  level): 0—detect magic, guidance, resistance (2); 1st—
  bless, protection from chaos* (as 2nd level), shield of 
  faith, summon monster I. 
   
  *Domain spell; Deity: Zilchus; Domains: Law (Cast 
  law spells at +1 caster level), Trickery (Added class 
  skills of Bluff, Disguise and Hide). 
   
  Possessions: masterwork breastplate, masterwork 
  heavy steel shield, masterwork heavy mace, periapt of 
  wisdom +2, Wand of Cure Light Wounds (25 charges), 
  studded leather barding, military saddle, light 
  warhorse, spell component pouch. 
   
  Clr2 / Light warhorse: (1) CR 1; Large animal, HD 
  3d8+9; hp 22; Init +1; Spd 40 due to rider/encumbrance 
  (base 60), AC 17 (-1 size, +1 Dex, +4 natural, studded 
  leather barding), touch 10, flat-footed 16; Base Atk +2; 
  Grp +9; Atk hoof +4 melee (1d4+3); Full Atk 2 hooves 
  +4 melee (1d4+3) and bite –1 melee (1d3+1); 
  Space/Reach: 10 ft./10 ft (LG variant); SA —; SQ Low 
  light vision, scent; SV Fort +6, Ref +4, Will +2; Str 16, 
  Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +4, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <230 lbs, medium 231-460 
  lbs, heavy 461-690 lbs, drag 3,450 lbs. 
   
  Patrolman: Male Human Ftr2 (2); CR 2; Medium 
  humanoid (human), HD 2d10+4; hp 20; Init +6; Spd 20 
  ft (base 30 ft); AC 19 (masterwork breastplate, 
  masterwork heavy steel shield), touch 12, flat-footed 
  17; Base Atk +2; Grp +4; Atk +5 melee (1d8+2/19-20, 
  masterwork longsword; double damage/crit X3 with 
  Spirited Charge) or +5 melee (1d8+3/x3, masterwork 
  lance; triple damage/crit X5 with Spirited Charge) or 
  +4 ranged (none); Full Atk +5 melee (1d8+2/19-20, 
  masterwork longsword; double damage/crit X3 with 
  Spirited Charge) or +5 melee (1d8+3/x3, masterwork 
  lance; triple damage/crit X5 with Spirited Charge) or 
  +4 ranged (none); SA —; SQ —; AL CN; SV Fort +8, 
  Ref +5, Will +3; Str 15, Dex 14, Con 14, Int 10, Wis 10, 
  Cha 11. 
   
  Skills and feats: Handle Animal +5, Intimidate +5, 
  Ride +7; Improved Initiative, Mounted Combat, Ride-
  By Attack, Spirited Charge, 
   
  Possessions: masterwork breastplate, masterwork 
  heavy steel shield, masterwork lance, masterwork 
  longsword, vest of resistance +2, military saddle, 
  studded leather barding, heavy warhorse. 
   
  Ftr2 / Heavy warhorse: (2) CR 2; Large animal, HD 
  4d8+12; 
  hp 
  30; 
  Init 
  +1; 
  Spd 
  35 
  due 
  to 
  rider/encumbrance (base 50), AC 17 (-1 size, +1 Dex, +4 
  natural, studded leather barding), touch 10, flat-footed 
  16; Base Atk +3; Grp +11; Atk hoof +6 melee (1d6+4); 
  Full Atk 2 hooves +6 melee (1d6+4) and bite +1 melee 
  (1d4+2); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort +7, Ref +5, Will +2; 
  Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +5, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <300 lbs, medium 301-600 
  lbs, heavy 601-900 lbs, drag 4,500 lbs. 
   
  Encounter 8 
  Countess Belissica’s Forces 
  Emerald Guard Priest: Male Human Clr2 of Zilchus 
  (1); CR 2; Medium humanoid (human), HD 2d8+2; hp 
  15; Init +0; Spd 20 ft (base 30 ft); AC 17 (breastplate, 
  heavy steel shield), touch 10, flat-footed 17; Base Atk 
  +1; Grp +1; Atk +2 melee (1d8+0, masterwork heavy 
  mace) or +1 ranged (none); Full Atk +2 melee (1d8+0, 
  masterwork heavy mace) or +1 ranged (none); SA turn 
  undead; SQ —; AL N; SV Fort +4, Ref +0, Will +7; Str 
  
  Winds of Change 
   
  Page 26 
  11, Dex 10, Con 12, Int 10, Wis 18 (periapt of wisdom 
  +2), Cha 12. 
   
  Skills and feats: Bluff +1, Concentration +6, 
  Disguise +1, Hide +0, Knowledge (religion) +3, Ride 
  +5, Spellcraft +4; Combat Casting, Mounted Combat. 
   
  Cleric spells prepared: (4/3+1; Save DC = 14 + spell 
  level): 0—detect magic, guidance, resistance (2); 1st—
  bless, protection from chaos* (as 2nd level), shield of 
  faith, summon monster I. 
   
  *Domain spell; Deity: Zilchus; Domains: Law (Cast 
  law spells at +1 caster level), Trickery (Added class 
  skills of Bluff, Disguise and Hide). 
   
  Possessions: masterwork breastplate, masterwork 
  heavy steel shield, masterwork heavy mace, periapt of 
  wisdom +2, Wand of Cure Light Wounds (25 charges), 
  studded leather barding, military saddle, light 
  warhorse, spell component pouch. 
   
  Clr2 / Light warhorse: (1) CR 1; Large animal, HD 
  3d8+9; hp 22; Init +1; Spd 40 due to rider/encumbrance 
  (base 60), AC 17 (-1 size, +1 Dex, +4 natural, studded 
  leather barding), touch 10, flat-footed 16; Base Atk +2; 
  Grp +9; Atk hoof +4 melee (1d4+3); Full Atk 2 hooves 
  +4 melee (1d4+3) and bite –1 melee (1d3+1); 
  Space/Reach: 10 ft./10 ft (LG variant); SA —; SQ Low 
  light vision, scent; SV Fort +6, Ref +4, Will +2; Str 16, 
  Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +4, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <230 lbs, medium 231-460 
  lbs, heavy 461-690 lbs, drag 3,450 lbs. 
   
  Emerald Guard Warrior: Male Human Ftr2 (2); CR 2; 
  Medium humanoid (human), HD 2d10+4; hp 20; Init 
  +6; Spd 20 ft (base 30 ft); AC 19 (masterwork 
  breastplate, masterwork heavy steel shield), touch 12, 
  flat-footed 17; Base Atk +2; Grp +4; Atk +5 melee 
  (1d8+2/19-20, 
  masterwork 
  longsword; 
  double 
  damage/crit X3 with Spirited Charge) or +5 melee 
  (1d8+3/x3, masterwork lance; triple damage/crit X5 
  with Spirited Charge) or +4 ranged (none); Full Atk +5 
  melee (1d8+2/19-20, masterwork longsword; double 
  damage/crit X3 with Spirited Charge) or +5 melee 
  (1d8+3/x3, masterwork lance; triple damage/crit X5 
  with Spirited Charge) or +4 ranged (none); SA —; SQ 
  —; AL CN; SV Fort +8, Ref +5, Will +3; Str 15, Dex 14, 
  Con 14, Int 10, Wis 10, Cha 11. 
   
  Skills and feats: Handle Animal +5, Intimidate +5, 
  Ride +7; Improved Initiative, Mounted Combat, Ride-
  By Attack, Spirited Charge, 
   
  Possessions: masterwork breastplate, masterwork 
  heavy steel shield, masterwork lance, masterwork 
  longsword, vest of resistance +2, military saddle, 
  studded leather barding, heavy warhorse. 
   
  Ftr2 / Heavy warhorse: (2) CR 2; Large animal, HD 
  4d8+12; 
  hp 
  30; 
  Init 
  +1; 
  Spd 
  35 
  due 
  to 
  rider/encumbrance (base 50), AC 17 (-1 size, +1 Dex, +4 
  natural, studded leather barding), touch 10, flat-footed 
  16; Base Atk +3; Grp +11; Atk hoof +6 melee (1d6+4); 
  Full Atk 2 hooves +6 melee (1d6+4) and bite +1 melee 
  (1d4+2); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort +7, Ref +5, Will +2; 
  Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +5, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <300 lbs, medium 301-600 
  lbs, heavy 601-900 lbs, drag 4,500 lbs. 
   
  Emerald Guard Mage: Male Human Wiz3 (1); CR 3; 
  Medium humanoid (human), HD 3d4+3; hp 13; Init +6 
  (+4 Improved Initiative); Spd 30 ft; AC 14 (ring of 
  protection +2), touch 14, flat-footed 12; Base Atk +1; 
  Grp +0; Atk +1 melee (1d4-1, masterwork dagger) or +4 
  ranged (1d4-1, masterwork dagger); Full Atk +1 melee 
  (1d4-1, masterwork dagger) or +4 ranged (1d4-1, 
  masterwork dagger); SA —; SQ —; AL LN; SV Fort +4, 
  Ref +5, Will +9; Str 8, Dex 14, Con 12, Int 19 (headband 
  of intellect +2), Wis 10, Cha 8. 
   
  Skills and feats: Concentration +7, Knowledge 
  (arcana/history/religion) +9, Ride +8, Spellcraft +9, 
  Spot +7 (+3 familiar); Alertness (familiar should not be 
  within arm’s reach for the purposes of this adventure), 
  Augment Summoning, Improved Initiative, Scribe 
  Scroll, Spell Focus (Conjuration). 
   
  Prohibited 
  Schools: 
  Necromancy 
  and 
  Enchantment. 
   
  Wizard spells prepared: (4+1 conj/3+1 conj/2+1 
  conj; Save DC = 14 + spell level; 15 + spell level 
  conjuration): 0—acid splash (2), detect magic, 
  
  Winds of Change 
   
  Page 27 
  resistance (2); 1st—enlarge, mage armor, summon 
  monster I (2); 2nd—invisibility, summon monster II, 
  web. 
   
  Spellbook; Not present; back at camp. 
   
  Possessions: masterwork dagger, brooch of 
  shielding, vest of resistance +2, headband of intellect 
  +2, Heward’s handy haversack, ring of protection +2, 
  wand of magic missiles (25 charges), studded leather 
  barding, military saddle, light war horse, spell 
  component pouch, hawk (day)/owl (night) familiar 
  (flying at 600 ft.). 
   
  Wiz3 / Light warhorse: (1) CR 1; Large animal, HD 
  3d8+9; hp 22; Init +1; Spd 60; AC 17 (-1 size, +1 Dex, +4 
  natural, studded leather barding), touch 10, flat-footed 
  16; Base Atk +2; Grp +9; Atk hoof +4 melee (1d4+3); 
  Full Atk 2 hooves +4 melee (1d4+3) and bite –1 melee 
  (1d3+1); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort +6, Ref +4, Will +2; 
  Str 16, Dex 13,  Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +4, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <230 lbs, medium 231-460 
  lbs, heavy 461-690 lbs, drag 3,450 lbs. 
   
  Encounter 8 
  Lord of the East’s Forces 
  Lord’s Fist Warrior: Male Human Ftr2 (2); CR 2; 
  Medium humanoid (human), HD 2d10+4; hp 20; Init 
  +6; Spd 20 ft (base 30 ft); AC 19 (masterwork 
  breastplate, masterwork heavy steel shield), touch 12, 
  flat-footed 17; Base Atk +2; Grp +4; Atk +5 melee 
  (1d8+2/19-20, 
  masterwork 
  longsword; 
  double 
  damage/crit X3 with Spirited Charge) or +5 melee 
  (1d8+3/x3, masterwork lance; triple damage/crit X5 
  with Spirited Charge) or +4 ranged (none); Full Atk +5 
  melee (1d8+2/19-20, masterwork longsword; double 
  damage/crit X3 with Spirited Charge) or +5 melee 
  (1d8+3/x3, masterwork lance; triple damage/crit X5 
  with Spirited Charge) or +4 ranged (none); SA —; SQ 
  —; AL CN; SV Fort +8, Ref +5, Will +3; Str 15, Dex 14, 
  Con 14, Int 10, Wis 10, Cha 11. 
   
  Skills and feats: Handle Animal +5, Intimidate +5, 
  Ride +7; Improved Initiative, Mounted Combat, Ride-
  By Attack, Spirited Charge, 
   
  Possessions: masterwork breastplate, masterwork 
  heavy steel shield, masterwork lance, masterwork 
  longsword, vest of resistance +2, military saddle, 
  studded leather barding, heavy warhorse. 
   
  Ftr 2 / Heavy warhorse: (2) CR 2; Large animal, HD 
  4d8+12; 
  hp 
  30; 
  Init 
  +1; 
  Spd 
  35 
  due 
  to 
  rider/encumbrance (base 50), AC 17 (-1 size, +1 Dex, +4 
  natural, studded leather barding), touch 10, flat-footed 
  16; Base Atk +3; Grp +11; Atk hoof +6 melee (1d6+4); 
  Full Atk 2 hooves +6 melee (1d6+4) and bite +1 melee 
  (1d4+2); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort +7, Ref +5, Will +2; 
  Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +5, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <300 lbs, medium 301-600 
  lbs, heavy 601-900 lbs, drag 4,500 lbs. 
   
  Lord’s Fist Mage: Male Human Wiz5 (1); CR 5; 
  Medium humanoid (human), HD 5d4+5; hp 21; Init +6 
  (+4 Improved Initiative); Spd 30 ft; AC 16 (bracers of 
  armor +2, ring of protection +2), touch 14, flat-footed 
  +14; Base Atk +2; Grp +1; Atk +2 melee (1d4+0, +1 
  dagger) or +5 ranged (1d4+0, +1 dagger); Full Atk +2 
  melee (1d4+0, +1 dagger) or +5 ranged (1d4+0, +1 
  dagger);  SA —; SQ —; AL LN; SV Fort +5, Ref +6, Will 
  +11; Str 8, Dex 14, Con 12, Int 20 (headband of intellect 
  +2), Wis 10, Cha 8. 
   
  Skills and feats: Concentration +9, Knowledge 
  (arcana/history/religion) +11, Knowledge (nobility) +4, 
  Knowledge (planes) +4, Ride +9, Spellcraft +11, Spot +8 
  (+3 familiar); Alertness (familiar should not be within 
  arm’s reach for the purposes of this adventure), 
  Augment Summoning, Eschew Materials, Improved 
  Initiative, Scribe Scroll, Spell Focus (Conjuration). 
   
  Prohibited 
  Schools: 
  Necromancy 
  and 
  Enchantment. 
   
  Wizard spells prepared: (4+1 conj/5+1 conj/3+1 
  conj/2+1conj; Save DC = 15 + spell level; 16 + spell 
  level conjuration): 0—acid splash (2), detect magic, 
  resistance (2); 1st—enlarge (2), mage armor, summon 
  monster I (3); 2nd—invisibility, summon monster II 
  (2), web; 3rd—fireball, fly, summon monster III. 
   
  Spellbook; Not present; back at camp. 
  
  Winds of Change 
   
  Page 28 
   
  Possessions: +1 dagger, bracers of armor +2, 
  brooch of shielding, vest of resistance +2, headband of 
  intellect +2, Heward’s handy haversack, ring of 
  protection +2, wand of magic missiles (25 charges), 
  studded leather barding, military saddle, light war 
  horse, spell component pouch, hawk (day)/owl (night) 
  familiar (flying at 600 ft.). 
   
  Wiz5 / Light warhorse: (1) CR 1; Large animal, HD 
  3d8+9; hp 22; Init +1; Spd 60; AC 17 (-1 size, +1 Dex, +4 
  natural, studded leather barding), touch 10, flat-footed 
  16; Base Atk +2; Grp +9; Atk hoof +4 melee (1d4+3); 
  Full Atk 2 hooves +4 melee (1d4+3) and bite –1 melee 
  (1d3+1); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort +6, Ref +4, Will +2; 
  Str 16, Dex 13,  Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +4, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <230 lbs, medium 231-460 
  lbs, heavy 461-690 lbs, drag 3,450 lbs. 
   
  
  Winds of Change 
   
  Page 29 
  APL 6 
  Encounter 6 and 7 
  Chaplain: Male Human Clr4 of Zilchus (1); CR 4; 
  Medium humanoid (human), HD 4d8+4; hp 27; Init +4; 
  Spd 20 ft (base 30 ft); AC 18 (+1 breastplate, heavy steel 
  shield), touch 10, flat-footed 18; Base Atk +3; Grp +3; 
  Atk +4 melee (1d8+1, +1 heavy mace) or +3 ranged 
  (none); Full Atk +4 melee (1d8+1, +1 heavy mace) or +3 
  ranged (none); SA turn undead; SQ —; AL N; SV Fort 
  +5, Ref +1, Will +8; Str 11, Dex 10, Con 12, Int 10, Wis 
  19 (periapt of wisdom +2), Cha 12. 
   
  Skills and feats: Bluff +1, Concentration +8, 
  Disguise +1, Hide +0, Knowledge (religion) +3, Ride 
  +6, Spellcraft +7; Combat Casting, Improved Initiative, 
  Mounted Combat. 
   
  Cleric spells prepared: (5/4+1/3+1; Save DC = 14 + 
  spell level): 0—detect magic, guidance, resistance (3); 
  1st—bless, protection from chaos* (as 2nd level), 
  shield of faith, summon monster I (2); 2nd—aid, 
  invisibility*, summon monster II (2). 
   
  *Domain spell; Deity: Zilchus; Domains: Law (Cast 
  law spells at +1 caster level), Trickery (Added class 
  skills of Bluff, Disguise and Hide). 
   
  Possessions: +1 breastplate, masterwork heavy 
  steel shield, +1 heavy mace, periapt of wisdom +2, 
  Wand of Cure Light Wounds (25 charges), studded 
  leather barding, military saddle, light warhorse, spell 
  component pouch. 
   
  Clr4 / Light warhorse: (1) CR 1; Large animal, HD 
  3d8+9; hp 22; Init +1; Spd 40 due to rider/encumbrance 
  (base 60), AC 17 (-1 size, +1 Dex, +4 natural, studded 
  leather barding), touch 10, flat-footed 16; Base Atk +2; 
  Grp +9; Atk hoof +4 melee (1d4+3); Full Atk 2 hooves 
  +4 melee (1d4+3) and bite –1 melee (1d3+1); 
  Space/Reach: 10 ft./10 ft (LG variant); SA —; SQ Low 
  light vision, scent; SV Fort +6, Ref +4, Will +2; Str 16, 
  Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +4, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <230 lbs, medium 231-460 
  lbs, heavy 461-690 lbs, drag 3,450 lbs. 
   
  Patrolman: Male Human Ftr4 (2); CR 4; Medium 
  humanoid (human), HD 4d10+8; hp 36; Init +6; Spd 20 
  ft (base 30 ft); AC 23 (+1 breastplate, +1 heavy steel 
  shield, ring of protection +2), touch 14 (ring of 
  protection +2), flat-footed 21; Base Atk +4; Grp +6; Atk 
  +7 melee (1d8+3/19-20, +1 longsword; double 
  damage/crit X3 with Spirited Charge) or +8 melee 
  (1d8+6/x3, +1 lance; triple damage/crit X5 with 
  Spirited Charge, +1 weapon focus, +2 dmg weapon 
  specialization) or +6 ranged (none); Full Atk +7 melee 
  (1d8+3/19-20, +1 longsword; double damage/crit X3 
  with Spirited Charge) or +8 melee (1d8+6/x3, +1 lance; 
  triple damage/crit X5 with Spirited Charge, +1 weapon 
  focus, +2 dmg weapon specialization) or +6 ranged 
  (none); SA —; SQ —; AL CN; SV Fort +8, Ref +5, Will 
  +3; Str 15, Dex 14, Con 14, Int 10, Wis 10, Cha 11. 
   
  Skills and feats: Handle Animal +7, Intimidate +7, 
  Ride +11; Improved Initiative, Mounted Combat, Ride-
  By Attack, Spirited Charge, Weapon Focus (lance), 
  Weapon Specialization (lance). 
   
  Possessions: +1 breastplate, +1 heavy steel shield, 
  +1 lance, +1 longsword, vest of resistance +2, ring of 
  protection +2, military saddle, studded leather barding, 
  heavy warhorse. 
   
  Ftr4 / Heavy warhorse: (2) CR 2; Large animal, HD 
  4d8+12; 
  hp 
  30; 
  Init 
  +1; 
  Spd 
  35 
  due 
  to 
  rider/encumbrance (base 50), AC 17 (-1 size, +1 Dex, +4 
  natural, studded leather barding), touch 10, flat-footed 
  16; Base Atk +3; Grp +11; Atk hoof +6 melee (1d6+4); 
  Full Atk 2 hooves +6 melee (1d6+4) and bite +1 melee 
  (1d4+2); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort +7, Ref +5, Will +2; 
  Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +5, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <300 lbs, medium 301-600 
  lbs, heavy 601-900 lbs, drag 4,500 lbs. 
   
  Encounter 8 
  Countess Belissica’s Forces 
  Emerald Guard Priest: Male Human Clr4 of Zilchus 
  (1); CR 4; Medium humanoid (human), HD 4d8+4; hp 
  27; Init +6 (+2 stone of quickness); Spd 20 ft (base 30 
  ft); AC 18 (+1 breastplate, heavy steel shield), touch 10, 
  
  Winds of Change 
   
  Page 30 
  flat-footed 18; Base Atk +3; Grp +3; Atk +4 melee 
  (1d8+1, +1 heavy mace) or +3 ranged (none); Full Atk 
  +4 melee (1d8+1, +1 heavy mace) or +3 ranged (none); 
  SA turn undead; SQ —; AL N; SV Fort +6, Ref +2, Will 
  +9; Str 11, Dex 10, Con 12, Int 10, Wis 19 (periapt of 
  wisdom +2), Cha 12. 
   
  Skills and feats: Bluff +1, Concentration +8, 
  Disguise +1, Hide +0, Knowledge (religion) +3, Ride 
  +6, Spellcraft +7; Combat Casting, Improved Initiative, 
  Mounted Combat. 
   
  Cleric spells prepared: (5/4+1/3+1; Save DC = 14 + 
  spell level): 0—detect magic, guidance, resistance (3); 
  1st—bless, protection from chaos* (as 2nd level), 
  shield of faith, summon monster I (2); 2nd—aid, 
  invisibility*, summon monster II (2). 
   
  *Domain spell; Deity: Zilchus; Domains: Law (Cast 
  law spells at +1 caster level), Trickery (Added class 
  skills of Bluff, Disguise and Hide). 
   
  Possessions: +1 breastplate, masterwork heavy 
  steel shield, +1 heavy mace, periapt of wisdom +2, 
  stone of quickness  (see Appendix 2; +2 initiative, +1 
  saves), Wand of Cure Light Wounds (25 charges), 
  studded leather barding, military saddle, light 
  warhorse, spell component pouch. 
   
  Clr4 / Light warhorse: (1) CR 1; Large animal, HD 
  3d8+9; hp 22; Init +1; Spd 40 due to rider/encumbrance 
  (base 60), AC 17 (-1 size, +1 Dex, +4 natural, studded 
  leather barding), touch 10, flat-footed 16; Base Atk +2; 
  Grp +9; Atk hoof +4 melee (1d4+3); Full Atk 2 hooves 
  +4 melee (1d4+3) and bite –1 melee (1d3+1); 
  Space/Reach: 10 ft./10 ft (LG variant); SA —; SQ Low 
  light vision, scent; SV Fort +6, Ref +4, Will +2; Str 16, 
  Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +4, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <230 lbs, medium 231-460 
  lbs, heavy 461-690 lbs, drag 3,450 lbs. 
   
  Emerald Guard Warrior: Male Human Ftr4 (2); CR 4; 
  Medium humanoid (human), HD 4d10+8; hp 36; Init 
  +6; Spd 20 ft (base 30 ft); AC 23 (+1 breastplate, +1 
  heavy steel shield, ring of protection +2), touch 14 
  (ring of protection +2), flat-footed 21; Base Atk +4; Grp 
  +6; Atk +7 melee (1d8+3/19-20, +1 longsword; double 
  damage/crit X3 with Spirited Charge) or +8 melee 
  (1d8+6/x3, +1 lance; triple damage/crit X5 with 
  Spirited Charge, +1 weapon focus, +2 dmg weapon 
  specialization) or +6 ranged (none); Full Atk +7 melee 
  (1d8+3/19-20, +1 longsword; double damage/crit X3 
  with Spirited Charge) or +8 melee (1d8+6/x3, +1 lance; 
  triple damage/crit X5 with Spirited Charge, +1 weapon 
  focus, +2 dmg weapon specialization) or +6 ranged 
  (none); SA —; SQ —; AL CN; SV Fort +8, Ref +5, Will 
  +3; Str 15, Dex 14, Con 14, Int 10, Wis 10, Cha 11. 
   
  Skills and feats: Handle Animal +7, Intimidate +7, 
  Ride +11; Improved Initiative, Mounted Combat, Ride-
  By Attack, Spirited Charge, Weapon Focus (lance), 
  Weapon Specialization (lance). 
   
  Possessions: +1 breastplate, +1 heavy steel shield, 
  +1 lance, +1 longsword, vest of resistance +2, ring of 
  protection +2, military saddle, studded leather barding, 
  heavy warhorse. 
   
  Ftr4 / Heavy warhorse: (2) CR 2; Large animal, HD 
  4d8+12; 
  hp 
  30; 
  Init 
  +1; 
  Spd 
  35 
  due 
  to 
  rider/encumbrance (base 50), AC 17 (-1 size, +1 Dex, +4 
  natural, studded leather barding), touch 10, flat-footed 
  16; Base Atk +3; Grp +11; Atk hoof +6 melee (1d6+4); 
  Full Atk 2 hooves +6 melee (1d6+4) and bite +1 melee 
  (1d4+2); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort +7, Ref +5, Will +2; 
  Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +5, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <300 lbs, medium 301-600 
  lbs, heavy 601-900 lbs, drag 4,500 lbs. 
   
   
  Emerald Guard Mage: Male Human Wiz5 (1); CR 5; 
  Medium humanoid (human), HD 5d4+5; hp 21; Init +6 
  (+4 Improved Initiative); Spd 30 ft; AC 16 (bracers of 
  armor +2, ring of protection +2), touch 14, flat-footed 
  +14; Base Atk +2; Grp +1; Atk +2 melee (1d4+0, +1 
  dagger) or +5 ranged (1d4+0, +1 dagger); Full Atk +2 
  melee (1d4+0, +1 dagger) or +5 ranged (1d4+0, +1 
  dagger);  SA —; SQ —; AL LN; SV Fort +5, Ref +6, Will 
  +11; Str 8, Dex 14, Con 12, Int 20 (headband of intellect 
  +2), Wis 10, Cha 8. 
  
  Winds of Change 
   
  Page 31 
   
  Skills and feats: Concentration +9, Knowledge 
  (arcana/history/religion) +11, Knowledge (nobility) +4, 
  Knowledge (planes) +4, Ride +9, Spellcraft +11, Spot +8 
  (+3 familiar); Alertness (familiar should not be within 
  arm’s reach for the purposes of this adventure), 
  Augment Summoning, Eschew Materials, Improved 
  Initiative, Scribe Scroll, Spell Focus (Conjuration). 
   
  Prohibited 
  Schools: 
  Necromancy 
  and 
  Enchantment. 
   
  Wizard spells prepared: (4+1 conj/5+1 conj/3+1 
  conj/2+1conj; Save DC = 15 + spell level; 16 + spell 
  level conjuration): 0—acid splash (2), detect magic, 
  resistance (2); 1st—enlarge (2), mage armor, summon 
  monster I (3); 2nd—invisibility, summon monster II 
  (2), web; 3rd—fireball, fly, summon monster III. 
   
  Spellbook; Not present; back at camp. 
   
  Possessions: +1 dagger, bracers of armor +2, 
  brooch of shielding, vest of resistance +2, headband of 
  intellect +2, Heward’s handy haversack, ring of 
  protection +2, wand of magic missiles (25 charges), 
  studded leather barding, military saddle, light war 
  horse, spell component pouch, hawk (day)/owl (night) 
  familiar (flying at 600 ft.). 
   
  Wiz5 / Light warhorse: (1) CR 1; Large animal, HD 
  3d8+9; hp 22; Init +1; Spd 60; AC 17 (-1 size, +1 Dex, +4 
  natural, studded leather barding), touch 10, flat-footed 
  16; Base Atk +2; Grp +9; Atk hoof +4 melee (1d4+3); 
  Full Atk 2 hooves +4 melee (1d4+3) and bite –1 melee 
  (1d3+1); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort +6, Ref +4, Will +2; 
  Str 16, Dex 13,  Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +4, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <230 lbs, medium 231-460 
  lbs, heavy 461-690 lbs, drag 3,450 lbs. 
   
  Encounter 8 
  Lord of the East’s Forces 
  Lord’s Fist Warrior: Male Human Ftr4 (1); CR 4; 
  Medium humanoid (human), HD 4d10+8; hp 36; Init 
  +6; Spd 20 ft (base 30 ft); AC 23 (+1 breastplate, +1 
  heavy steel shield, ring of protection +2), touch 14 
  (ring of protection +2), flat-footed 21; Base Atk +4; Grp 
  +6; Atk +7 melee (1d8+3/19-20, +1 longsword; double 
  damage/crit X3 with Spirited Charge) or +8 melee 
  (1d8+6/x3, +1 lance; triple damage/crit X5 with 
  Spirited Charge, +1 weapon focus, +2 dmg weapon 
  specialization) or +6 ranged (none); Full Atk +7 melee 
  (1d8+3/19-20, +1 longsword; double damage/crit X3 
  with Spirited Charge) or +8 melee (1d8+6/x3, +1 lance; 
  triple damage/crit X5 with Spirited Charge, +1 weapon 
  focus, +2 dmg weapon specialization) or +6 ranged 
  (none); SA —; SQ —; AL CN; SV Fort +8, Ref +5, Will 
  +3; Str 15, Dex 14, Con 14, Int 10, Wis 10, Cha 11. 
   
  Skills and feats: Handle Animal +7, Intimidate +7, 
  Ride +11; Improved Initiative, Mounted Combat, Ride-
  By Attack, Spirited Charge, Weapon Focus (lance), 
  Weapon Specialization (lance). 
   
  Possessions: +1 breastplate, +1 heavy steel shield, 
  +1 lance, +1 longsword, vest of resistance +2, ring of 
  protection +2, military saddle, studded leather barding, 
  heavy warhorse. 
   
  Ftr4 / Heavy warhorse: (1) CR 2; Large animal, HD 
  4d8+12; 
  hp 
  30; 
  Init 
  +1; 
  Spd 
  35 
  due 
  to 
  rider/encumbrance (base 50), AC 17 (-1 size, +1 Dex, +4 
  natural, studded leather barding), touch 10, flat-footed 
  16; Base Atk +3; Grp +11; Atk hoof +6 melee (1d6+4); 
  Full Atk 2 hooves +6 melee (1d6+4) and bite +1 melee 
  (1d4+2); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort +7, Ref +5, Will +2; 
  Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +5, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <300 lbs, medium 301-600 
  lbs, heavy 601-900 lbs, drag 4,500 lbs. 
   
  Lord’s Fist Mage: Male Human Wiz7 (1); CR 7; 
  Medium humanoid (human), HD 7d4+7; hp 29; Init +6 
  (+4 Improved Initiative); Spd 30 ft; AC 17 (bracers of 
  armor +3, ring of protection +2),, touch 14, flat-footed 
  15; Base Atk +3; Grp +2; Atk +4 melee (1d4+1, +2 
  dagger) or +7 ranged (1d4+1, +2 dagger); Full Atk +4 
  melee (1d4+1, +2 dagger) or +7 ranged (1d4+1, +2 
  dagger); SA —; SQ —; AL LN; SV Fort +5, Ref +6, Will 
  +7; Str 8, Dex 14, Con 12, Int 20 (headband of intellect 
  +2), Wis 10, Cha 8. 
   
  Skills and feats: Concentration +11, Knowledge 
  (arcana/history/religion) +13, Knowledge (nobility) +4, 
  
  Winds of Change 
   
  Page 32 
  Knowledge (planes) +4, Ride +10, Spellcraft +13, Spot 
  +8 (+3 familiar); Alertness (familiar should not be 
  within arm’s reach for the purposes of this adventure), 
  Augment Summoning, Combat Casting, Eschew 
  Materials, Improved Initiative, Scribe Scroll, Spell 
  Focus (Conjuration). 
   
  Prohibited 
  Schools: 
  Necromancy 
  and 
  Enchantment. 
   
  Wizard spells prepared: (4+1 conj/6+1 conj/4+1 
  conj/3+1 conj/2+1conj; Save DC = 15 + spell level; 16 + 
  spell level conjuration): 0—acid splash (2), detect 
  magic, resistance (2); 1st—enlarge (2), mage armor, 
  shield, summon monster I (3); 2nd—invisibility (2), 
  summon monster II (2), web; 3rd—fireball, fly, 
  summon monster III (2), 4th—haste, improved 
  invisibility, summon monster IV. 
   
  Spellbook; Not present; back at camp. 
   
  Possessions: +2 dagger, bracers of armor +3, 
  brooch of shielding, vest of resistance +2, headband of 
  intellect +2, Heward’s handy haversack, ring of 
  protection +2, rod of extend lesser, wand of magic 
  missiles (25 charges), chain shirt barding, military 
  saddle, light war horse, spell component pouch, 250gp 
  diamond dust, hawk (day)/owl (night) familiar (flying 
  at 600 ft.). 
   
  Wiz7 / Light warhorse: (1) CR 1; Large animal, HD 
  3d8+9; hp 22; Init +1; Spd 60; AC 18 (-1 size, +1 Dex, +4 
  natural, chain shirt barding), touch 10, flat-footed 17; 
  Base Atk +2; Grp +9; Atk hoof +4 melee (1d4+3); Full 
  Atk 2 hooves +4 melee (1d4+3) and bite –1 melee 
  (1d3+1); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort +6, Ref +4, Will +2; 
  Str 16, Dex 13,  Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +4, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <230 lbs, medium 231-460 
  lbs, heavy 461-690 lbs, drag 3,450 lbs. 
  
  Winds of Change 
   
  Page 33 
  APL 8 
  Encounter 6 and 7 
  Chaplain: Male Human Clr4 of Zilchus (2); CR 4; 
  Medium humanoid (human), HD 4d8+4; hp 27; Init +4; 
  Spd 20 ft (base 30 ft); AC 18 (+1 breastplate, heavy steel 
  shield), touch 10, flat-footed 18; Base Atk +3; Grp +3; 
  Atk +4 melee (1d8+1, +1 heavy mace) or +3 ranged 
  (none); Full Atk +4 melee (1d8+1, +1 heavy mace) or +3 
  ranged (none); SA turn undead; SQ —; AL N; SV Fort 
  +5, Ref +1, Will +8; Str 11, Dex 10, Con 12, Int 10, Wis 
  19 (periapt of wisdom +2), Cha 12. 
   
  Skills and feats: Bluff +1, Concentration +8, 
  Disguise +1, Hide +0, Knowledge (religion) +3, Ride 
  +6, Spellcraft +7; Combat Casting, Improved Initiative, 
  Mounted Combat. 
   
  Cleric spells prepared: (5/4+1/3+1; Save DC = 14 + 
  spell level): 0—detect magic, guidance, resistance (3); 
  1st—bless, protection from chaos* (as 2nd level), 
  shield of faith, summon monster I (2); 2nd—aid, 
  invisibility*, summon monster II (2). 
   
  *Domain spell; Deity: Zilchus; Domains: Law (Cast 
  law spells at +1 caster level), Trickery (Added class 
  skills of Bluff, Disguise and Hide). 
   
  Possessions: +1 breastplate, masterwork heavy 
  steel shield, +1 heavy mace, periapt of wisdom +2, 
  Wand of Cure Light Wounds (25 charges), studded 
  leather barding, military saddle, light warhorse, spell 
  component pouch. 
   
  Clr4 / Light warhorse: (2) CR 1; Large animal, HD 
  3d8+9; hp 22; Init +1; Spd 40 due to rider/encumbrance 
  (base 60), AC 17 (-1 size, +1 Dex, +4 natural, studded 
  leather barding), touch 10, flat-footed 16; Base Atk +2; 
  Grp +9; Atk hoof +4 melee (1d4+3); Full Atk 2 hooves 
  +4 melee (1d4+3) and bite –1 melee (1d3+1); 
  Space/Reach: 10 ft./10 ft (LG variant); SA —; SQ Low 
  light vision, scent; SV Fort +6, Ref +4, Will +2; Str 16, 
  Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +4, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <230 lbs, medium 231-460 
  lbs, heavy 461-690 lbs, drag 3,450 lbs. 
   
  Patrolman: Male Human Ftr4 (4); CR 4; Medium 
  humanoid (human), HD 4d10+8; hp 36; Init +6; Spd 20 
  ft (base 30 ft); AC 23 (+1 breastplate, +1 heavy steel 
  shield, ring of protection +2), touch 14 (ring of 
  protection +2), flat-footed 21; Base Atk +4; Grp +6; Atk 
  +7 melee (1d8+3/19-20, +1 longsword; double 
  damage/crit X3 with Spirited Charge) or +8 melee 
  (1d8+6/x3, +1 lance; triple damage/crit X5 with 
  Spirited Charge, +1 weapon focus, +2 dmg weapon 
  specialization) or +6 ranged (none); Full Atk +7 melee 
  (1d8+3/19-20, +1 longsword; double damage/crit X3 
  with Spirited Charge) or +8 melee (1d8+6/x3, +1 lance; 
  triple damage/crit X5 with Spirited Charge, +1 weapon 
  focus, +2 dmg weapon specialization) or +6 ranged 
  (none); SA —; SQ —; AL CN; SV Fort +8, Ref +5, Will 
  +3; Str 15, Dex 14, Con 14, Int 10, Wis 10, Cha 11. 
   
  Skills and feats: Handle Animal +7, Intimidate +7, 
  Ride +11; Improved Initiative, Mounted Combat, Ride-
  By Attack, Spirited Charge, Weapon Focus (lance), 
  Weapon Specialization (lance). 
   
  Possessions: +1 breastplate, +1 heavy steel shield, 
  +1 lance, +1 longsword, vest of resistance +2, ring of 
  protection +2, military saddle, studded leather barding, 
  heavy warhorse. 
   
  Ftr4 / Heavy warhorse: (4) CR 2; Large animal, HD 
  4d8+12; 
  hp 
  30; 
  Init 
  +1; 
  Spd 
  35 
  due 
  to 
  rider/encumbrance (base 50), AC 17 (-1 size, +1 Dex, +4 
  natural, studded leather barding), touch 10, flat-footed 
  16; Base Atk +3; Grp +11; Atk hoof +6 melee (1d6+4); 
  Full Atk 2 hooves +6 melee (1d6+4) and bite +1 melee 
  (1d4+2); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort +7, Ref +5, Will +2; 
  Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +5, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <300 lbs, medium 301-600 
  lbs, heavy 601-900 lbs, drag 4,500 lbs. 
   
  Encounter 8 
  Countess Belissica’s Forces 
  Emerald Guard Priest: Male Human Clr8 of Zilchus 
  (1); CR 8; Medium humanoid (human), HD 8d8+8; hp 
  51; Init +6 (+2 stone of quickness); Spd 20 ft (base 30 
  ft); AC 23 (equerry’s armor, +1 heavy steel shield), 
  
  Winds of Change 
   
  Page 34 
  touch 10, flat-footed 23; Base Atk +6/+1; Grp +6; Atk +8 
  melee (1d8+2, +2 heavy mace) or +6/+1 ranged (none); 
  Full Atk +8/+3 melee (1d8+2, +2 heavy mace) or +6/+1 
  ranged (none); SA turn undead; SQ —; AL N; SV Fort 
  +11, Ref +6, Will +17; Str 11, Dex 10, Con 12, Int 10, 
  Wis 24 (periapt of wisdom +6), Cha 12. 
   
  Skills and feats: Bluff +1, Concentration +12, 
  Disguise +1, Hide +0, Knowledge (religion) +5, Ride 
  +8, Spellcraft +11; Combat Casting, Improved 
  Initiative, Mounted Combat, Spell Focus (conjuration). 
   
  Cleric spells prepared: (6/6+1/5+1/5+1/3+1; Save 
  DC = 17 + spell level, 18 + spell level conjuration): 0—
  detect magic, guidance, resistance (4); 1st—bless, 
  divine favor, protection from chaos* (as 2nd level), 
  shield of faith (2), summon monster I (2); 2nd—aid (3), 
  invisibility*, summon monster II (2); 3rd—invisibility 
  purge, magic circle against chaos* (as 4th level), magic 
  vestment (2), summon monster III (2); 4th—air walk, 
  summon monster IV (2), order’s wrath* (as 5th level). 
   
  *Domain spell; Deity: Zilchus; Domains: Law (Cast 
  law spells at +1 caster level), Trickery (Added class 
  skills of Bluff, Disguise and Hide). 
   
  Possessions: equerry’s armor (+8 armor bonus, +2 
  enhancement bonus, +1 Ride, +2 Dex for mount, +10 
  feet speed for mount), +1 heavy steel shield, +2 heavy 
  mace, vest of resistance +3, periapt of wisdom +6, stone 
  of quickness (see Appendix 2; +2 initiative, +1 saves), 
  wand of cure moderate wounds (25 charges), chain 
  shirt barding, military saddle, light warhorse, spell 
  component pouch. 
   
  Clr8 / Light warhorse: (1) CR 1; Large animal, HD 
  3d8+9; hp 22; Init +1; Spd 50 due to rider/encumbrance 
  (base 70, equerry’s armor), AC 19 (-1 size, +2 Dex, +4 
  natural, chain shirt barding), touch 10, flat-footed 18; 
  Base Atk +2; Grp +9; Atk hoof +4 melee (1d4+3); Full 
  Atk 2 hooves +4 melee (1d4+3) and bite –1 melee 
  (1d3+1); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort, +6 Ref +5 
  (equerry’s armor), Will +2; Str 16, Dex 15 (equerry’s 
  armor), Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +4, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <230 lbs, medium 231-460 
  lbs, heavy 461-690 lbs, drag 3,450 lbs. 
   
  Emerald Guard Warrior: Male Human Ftr4 (4); CR 4; 
  Medium humanoid (human), HD 4d10+8; hp 36; Init 
  +6; Spd 20 ft (base 30 ft); AC 23 (+1 breastplate, +1 
  heavy steel shield, ring of protection +2), touch 14 
  (ring of protection +2), flat-footed 21; Base Atk +4; Grp 
  +6; Atk +7 melee (1d8+3/19-20, +1 longsword; double 
  damage/crit X3 with Spirited Charge) or +8 melee 
  (1d8+6/x3, +1 lance; triple damage/crit X5 with 
  Spirited Charge, +1 weapon focus, +2 dmg weapon 
  specialization) or +6 ranged (none); Full Atk +7 melee 
  (1d8+3/19-20, +1 longsword; double damage/crit X3 
  with Spirited Charge) or +8 melee (1d8+6/x3, +1 lance; 
  triple damage/crit X5 with Spirited Charge, +1 weapon 
  focus, +2 dmg weapon specialization) or +6 ranged 
  (none); SA —; SQ —; AL CN; SV Fort +8, Ref +5, Will 
  +3; Str 15, Dex 14, Con 14, Int 10, Wis 10, Cha 11. 
   
  Skills and feats: Handle Animal +7, Intimidate +7, 
  Ride +11; Improved Initiative, Mounted Combat, Ride-
  By Attack, Spirited Charge, Weapon Focus (lance), 
  Weapon Specialization (lance). 
   
  Possessions: +1 breastplate, +1 heavy steel shield, 
  +1 lance, +1 longsword, vest of resistance +2, ring of 
  protection +2, military saddle, studded leather barding, 
  heavy warhorse. 
   
  Ftr4 / Heavy warhorse: (4) CR 2; Large animal, HD 
  4d8+12; 
  hp 
  30; 
  Init 
  +1; 
  Spd 
  35 
  due 
  to 
  rider/encumbrance (base 50), AC 17 (-1 size, +1 Dex, +4 
  natural, studded leather barding), touch 10, flat-footed 
  16; Base Atk +3; Grp +11; Atk hoof +6 melee (1d6+4); 
  Full Atk 2 hooves +6 melee (1d6+4) and bite +1 melee 
  (1d4+2); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort +7, Ref +5, Will +2; 
  Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +5, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <300 lbs, medium 301-600 
  lbs, heavy 601-900 lbs, drag 4,500 lbs. 
   
  Encounter 8 
  Lord of the East’s Forces 
  Captain Fireblade: Male Erineye (appears Male 
  Human from Hat of Disguise) (1): CR 8; Medium 
  outsider (Baatezu, Evil, Extraplaner, Lawful; HD 
  9d8+45; hp 85; Init +9; Spd 30 ft, Fly 50 ft (good); AC 33 
  
  Winds of Change 
   
  Page 35 
  (+5 Dex, +8 natural, full plate, heavy steel shield), touch 
  15, flat-footed 28; Base Atk +9; Grp +4; Atk +15 melee 
  (1d8+6/19-20, +1 longsword) or +15 ranged (1d8+10 + 
  1d6 fire/x3, +1 flaming mighty composite longbow +4) 
  or +14 ranged rope (entangle); Full Atk +15/+10 melee 
  (1d8+6/19-20, +1 longsword) or +15/+10 ranged 
  (1d8+10 + 1d6 fire/x3, +1 flaming mighty  composite 
  longbow +4) or +14 ranged rope (entangle); 
  Space/Reach 5 ft/5 ft; SA Entangle, summon baatezu; 
  SQ Damage reduction 10/(5/good), Darkvision 61, 
  Immunity to Fire and Poison, resistance to Acid 10 and 
  Cold 10, See in Darkness, Spell Resistance 20, 
  Telepathy 100’, true seeing; AL LE; SV Fort +16, Ref 
  +16, Will +15; Str 21, Dex 21, Con 21; Int 14, Wis 18, 
  Cha 20. 
   
  Skills and feats: Concentration +16, Diplomacy +7, 
  Escape Artist +16, Hide +16, Knowledge (planes, 
  religion) +14, Listen +16, Move Silently +16, ride +9, 
  Search +14, Sense Motive +16, Spot +16, Survival +4 (+6 
  when tracking), Use rope +5 (+7 when binding); 
  Dodge, Improved Initiative, Mobility, Mounted 
  Combat, Ride-by Attack, Spirited Charge. 
   
  See In Darkness (Su): These creatures are able to 
  see in magical darkness which they create. 
   
  Entangle (Ex): Each of these devils carries a 50’ 
  rope which they can use to entangle any size creature 
  as per animate rope spell cast at 16th level. They may 
  throw this rope to a distance of 40’ without penalty. 
   
  Spell-like Abilities: At will —greater teleport (self 
  plus 600 pounds of objects only), charm monster  
  (DC19), minor image (DC17), unholy blight (DC19). 
  All these are cast at the 12th level of ability; armor does 
  not affect these abilities. 
   
  Summon Baatezu (Sp): Once per day, they may 
  attempt to summon 2d10 Lemmurs or 1d4 Barbed 
  Devils. There is a 50% chance of success. This is the 
  equivalent of a 3rd level spell. 
   
  True Seeing (Su): These devils continually use 
  True Seeing as if cast by a 14th level caster. 
   
  Possessions: full plate, heavy steel shield, +1 
  flaming mighty composite longbow +4, +1 longsword, 
  vest of resistance +5, hat of disguise, 50 ft. stout rope, 
  military saddle, +1 chain shirt barding, heavy warhorse. 
   
  Fireblade / Heavy warhorse: (1) CR 2; Large animal, 
  HD 4d8+12; hp 30; Init +1; Spd 35 due to 
  rider/encumbrance (base 50), AC 19 (-1 size, +1 Dex, +4 
  natural, +1 chain shirt barding), touch 10, flat-footed 
  18; Base Atk +3; Grp +11; Atk hoof +6 melee (1d6+4); 
  Full Atk 2 hooves +6 melee (1d6+4) and bite +1 melee 
  (1d4+2); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort +7, Ref +5, Will +2; 
  Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +5, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <300 lbs, medium 301-600 
  lbs, heavy 601-900 lbs, drag 4,500 lbs. 
   
  Lord’s Fist Mage: Male Human Wiz9 (1); CR 9; 
  Medium humanoid (human), HD 9d4+9; hp 37; Init +6 
  (+4 Improved Initiative); Spd 30 ft; AC 18 (bracers of 
  armor +4, ring of protection +3), touch 15, flat-footed 
  16; Base Atk +4; Grp +3; Atk +5 melee (1d4+1, +2 
  dagger) or +8 ranged (1d4+1, +2 dagger);  Full Atk +5 
  melee (1d4+1, +2 dagger) or +8 ranged (1d4+1, +2 
  dagger); SA —; SQ —; AL LN; SV Fort +7, Ref +8, Will 
  +16; Str 8, Dex 14, Con 12, Int 25 (headband of intellect 
  +6), Wis 10, Cha 8. 
   
  Skills and feats: Concentration +13, Knowledge 
  (arcana/nobility/planes) +15, Knowledge (history) +4, 
  Knowledge (religion) +4, Ride +11, Spellcraft +15, Spot 
  +10 (+3 familiar); Alertness (familiar should not be 
  within arm’s reach for the purposes of this adventure), 
  Augment Summoning, Combat Casting, Energy 
  Substitution (Sonic), Eschew Materials, Improved 
  Initiative, Scribe Scroll, Spell Focus (Conjuration). 
   
  Prohibited 
  Schools: 
  Necromancy 
  and 
  Enchantment. 
   
  Wizard spells prepared: (4+1 conj/6+1 conj/6+1 
  conj/5+1 conj/3+1 conj/2+1 conj; Save DC = 17 + spell 
  level; 18 + spell level conjuration): 0—acid splash (2), 
  detect magic, resistance (2); 1st—enlarge (2), mage 
  armor, shield, summon monster I (3); 2nd—
  indifference, invisibility (3), summon monster II (2), 
  web; 3rd—fireball (2), fly, greater magic weapon, 
  summon monster III (2), 4th—haste, improved 
  invisibility, summon monster IV (2); 5th—dominate 
  person, summon monster V, wall of force. 
   
  Spellbook; Not present; back at camp. 
   
  Possessions: +2 dagger, bracers of armor +4, 
  brooch of shielding, vest of resistance +3, headband of 
  intellect +6, Heward’s handy haversack, ring of 
  protection +3, rod of extend lesser, wand of magic 
  missiles (25 charges), chain shirt barding, military 
  saddle, light war horse, spell component pouch, 250gp 
  
  Winds of Change 
   
  Page 36 
  diamond dust, hawk (day)/owl (night) familiar (flying 
  at 600 ft.). 
   
  Wiz9 / Light warhorse: (1) CR 1; Large animal, HD 
  3d8+9; hp 22; Init +1; Spd 60; AC 18 (-1 size, +1 Dex, +4 
  natural, chain shirt barding), touch 10, flat-footed 17; 
  Base Atk +2; Grp +9; Atk hoof +4 melee (1d4+3); Full 
  Atk 2 hooves +4 melee (1d4+3) and bite –1 melee 
  (1d3+1); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort +6, Ref +4, Will +2; 
  Str 16, Dex 13,  Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +4, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <230 lbs, medium 231-460 
  lbs, heavy 461-690 lbs, drag 3,450 lbs. 
  
  Winds of Change 
   
  Page 37 
  APL 10 
  Encounter 6 and 7 
  Chaplain: Male Human Clr6 of Zilchus (2); CR 6; 
  Medium humanoid (human), HD 6d8+6; hp 39; Init +4; 
  Spd 20 ft (base 30 ft); AC 23 (+2 full plate, +1 heavy 
  steel shield), touch 10, flat-footed 23; Base Atk +4; Grp 
  +4; Atk +5 melee (1d8+1, +1 heavy mace) or +4 ranged 
  (none); Full Atk +5 melee (1d8+1, +1 heavy mace) or +4 
  ranged (none); SA turn undead; SQ —; AL N; SV Fort 
  +6, Ref +2, Will +9; Str 11, Dex 10, Con 12, Int 10, Wis 
  19 (periapt of wisdom +2), Cha 12. 
   
  Skills and feats: Bluff +1, Concentration +10, 
  Disguise +1, Hide +0, Knowledge (religion) +4, Ride 
  +7, Spellcraft +9; Combat Casting, Improved Initiative, 
  Mounted Combat, Spell Focus (conjuration). 
   
  Cleric spells prepared: (5/4+1/4+1/3+1; Save DC = 
  14 + spell level, 15 + spell level conjuration): 0—detect 
  magic, guidance, resistance (3); 1st—bless, protection 
  from chaos* (as 2nd level), shield of faith, summon 
  monster I (2); 2nd—aid (2), invisibility*, summon 
  monster II (2); 3rd—invisibility purge, magic circle 
  against chaos* (as 4th level), summon monster III (2). 
   
  *Domain spell; Deity: Zilchus; Domains: Law (Cast 
  law spells at +1 caster level), Trickery (Added class 
  skills of Bluff, Disguise and Hide). 
   
  Possessions: +2 full plate, +1 heavy steel shield, +1 
  heavy mace, periapt of wisdom +2, Wand of Cure 
  Moderate Wounds (25 charges), chain shirt barding, 
  military saddle, light warhorse, spell component 
  pouch. 
   
  Clr6 / Light warhorse: (2) CR 1; Large animal, HD 
  3d8+9; hp 22; Init +1; Spd 40 due to rider/encumbrance 
  (base 60), AC 18 (-1 size, +1 Dex, +4 natural, chain shirt 
  barding), touch 10, flat-footed 17; Base Atk +2; Grp +9; 
  Atk hoof +4 melee (1d4+3); Full Atk 2 hooves +4 melee 
  (1d4+3) and bite –1 melee (1d3+1); Space/Reach: 10 
  ft./10 ft (LG variant); SA —; SQ Low light vision, scent; 
  SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con 17, Int 
  2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +4, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <230 lbs, medium 231-460 
  lbs, heavy 461-690 lbs, drag 3,450 lbs. 
   
   
  Patrolman: Male Human Ftr6 (4); CR 6; Medium 
  humanoid (human), HD 6d10+12; hp 52; Init +6; Spd 
  20 ft (base 30 ft); AC 24 (+1 full plate, +1 animated 
  heavy steel shield, ring of protection +2), touch 14 
  (ring of protection +2), flat-footed 22; Base Atk +6/+1; 
  Grp +8; Atk +9 melee (1d8+3/19-20, +1 longsword; 
  double damage/crit X3 with Spirited Charge) or +11 
  melee (1d8+7/x3, +2 lance; triple damage/crit X5 with 
  Spirited Charge, +1 weapon focus, +2 dmg weapon 
  specialization) or +10 ranged (none); Full Atk +9/+4 
  melee (1d8+3/19-20, +1 longsword; double damage/crit 
  X3 with Spirited Charge) or +11/+6 melee (1d8+7/x3, 
  +2 lance; triple damage/crit X5 with Spirited Charge, 
  +1 weapon focus, +2 dmg weapon specialization) or 
  +10/+5 ranged (none); SA —; SQ —; AL CN; SV Fort 
  +11, Ref +6, Will +4; Str 15, Dex 14, Con 14, Int 10, Wis 
  10, Cha 11. 
   
  Skills and feats: Handle Animal +9, Intimidate +9, 
  Ride +13; Improved Initiative, Mounted Combat, 
  Power Attack, Ride-By Attack, Spirited Charge, 
  Trample, 
  Weapon 
  Focus 
  (lance), 
  Weapon 
  Specialization (lance). 
   
  Possessions: +1 full plate, +1 animated heavy steel 
  shield, +2 lance, +1 longsword, vest of resistance +2, 
  ring of protection +2, military saddle, chain shirt 
  barding, heavy warhorse. 
   
  Ftr6 / Heavy warhorse: (4) CR 2; Large animal, HD 
  4d8+12; 
  hp 
  30; 
  Init 
  +1; 
  Spd 
  35 
  due 
  to 
  rider/encumbrance (base 50), AC 18 (-1 size, +1 Dex, +4 
  natural, chain shirt barding), touch 10, flat-footed 17; 
  Base Atk +3; Grp +11; Atk hoof +6 melee (1d6+4); Full 
  Atk 2 hooves +6 melee (1d6+4) and bite +1 melee 
  (1d4+2); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort +7, Ref +5, Will +2; 
  Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +5, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <300 lbs, medium 301-600 
  lbs, heavy 601-900 lbs, drag 4,500 lbs. 
   
   
  
  Winds of Change 
   
  Page 38 
  Encounter 8 
  Countess Belissica’s Forces 
  Emerald Guard Priest: Male Human Clr10 of Zilchus 
  (1); CR 10; Medium humanoid (human), HD 10d8+10; 
  hp 63; Init +6 (+2 stone of quickness); Spd 20 ft (base 30 
  ft); AC 23 (equerry’s armor, +2 heavy steel shield), 
  touch 10, flat-footed 23; Base Atk +7/+2; Grp +7; Atk +9 
  melee (1d8+2, +2 heavy mace) or +7/+2 ranged (none); 
  Full Atk +9/+4 melee (1d8+2, +2 heavy mace) or +7/+2 
  ranged (none); SA turn undead; SQ —; AL N; SV Fort 
  +13, Ref +8, Will +19; Str 11, Dex 10, Con 12, Int 10, 
  Wis 24 (periapt of wisdom +6), Cha 12. 
   
  Skills and feats: Bluff +1, Concentration +14, 
  Disguise +1, Hide +0, Knowledge (religion) +5, Ride 
  +10, Spellcraft +13; Augment Summoning, Combat 
  Casting, Improved Initiative, Mounted Combat, Spell 
  Focus (conjuration). 
   
  Cleric spells prepared: (6/6+1/6+1/5+1/4+1/3+1; 
  Save DC = 17 + spell level, 18 + spell level conjuration): 
  0—detect magic, guidance, resistance (4); 1st—bless, 
  divine favor, protection from chaos* (as 2nd level), 
  shield of faith (2), summon monster I (2); 2nd—aid (4), 
  invisibility*, summon monster II (2); 3rd—invisibility 
  purge, magic circle against chaos* (as 4th level), magic 
  vestment (2), summon monster III (2); 4th—air walk, 
  greater magic weapon, summon monster IV (2), order’s 
  wrath* (as 5th level); 5th—dispel chaos* (as 6th level), 
  true seeing , summon monster V (2). 
   
  *Domain spell; Deity: Zilchus; Domains: Law (Cast 
  law spells at +1 caster level), Trickery (Added class 
  skills of Bluff, Disguise and Hide). 
   
  Possessions: equerry’s armor (+8 armor bonus, +2 
  enhancement bonus, +1 Ride, +2 Dex for mount, +10 
  feet speed for mount), +2 heavy steel shield, +2 heavy 
  mace, vest of resistance +4, periapt of wisdom +6, stone 
  of quickness (see Appendix 2; +2 initiative, +1 saves), 
  wand of cure serious wounds (25 charges), +1 chain 
  shirt barding, military saddle, light warhorse, spell 
  component pouch. 
   
  Clr10 / Light warhorse: (1) CR 1; Large animal, HD 
  3d8+9; hp 22; Init +1; Spd 50 due to rider/encumbrance 
  (base 70, equerry’s armor), AC 19 (-1 size, +2 Dex, +4 
  natural, chain shirt barding), touch 10, flat-footed 17; 
  Base Atk +2; Grp +9; Atk hoof +4 melee (1d4+3); Full 
  Atk 2 hooves +4 melee (1d4+3) and bite –1 melee 
  (1d3+1); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort +6, Ref +5 
  (equerry’s armor), Will +2; Str 16, Dex 15 (equerry’s 
  armor), Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +4, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <230 lbs, medium 231-460 
  lbs, heavy 461-690 lbs, drag 3,450 lbs. 
   
  Emerald Guard Warrior: Male Human Ftr8 (2); CR 8; 
  Medium humanoid (human), HD 8d10+16; hp 68; Init 
  +6; Spd 20 ft (base 30 ft); AC 27 (+2 full plate, +1 
  animated heavy steel shield, ring of protection +2), 
  touch 14 (ring of protection +2), flat-footed 25; Base 
  Atk +8/+3; Grp +13; Atk +13 melee (1d8+5/17-20, +2 
  longsword; double damage/crit X3 with Spirited 
  Charge) or +14 melee (1d8+9/19-20 x3, +3 lance; triple 
  damage/crit X5 with Spirited Charge, +1 weapon focus, 
  +2 dmg weapon specialization) or +10 ranged (none); 
  Full Atk +13/+8 melee (1d8+5/17-20, +2 longsword; 
  double damage/crit X3 with Spirited Charge) or 
  +14/+9 melee (1d8+9/19-20 x3, +3 lance; triple 
  damage/crit X5 with Spirited Charge, +1 weapon focus, 
  +2 dmg weapon specialization) or +10 ranged (none); 
  SA —; SQ —; AL CN; SV Fort +10, Ref +6, Will +4; Str 
  16, Dex 14, Con 14, Int 10, Wis 10, Cha 11. 
   
  Skills and feats: Handle Animal +11, Intimidate 
  +11, Ride +15; Improved Critical, Improved Initiative, 
  Mounted Combat, Power Attack, Ride-By Attack, 
  Spirited Charge, Trample, Weapon Focus (lance), 
  Weapon Specialization (lance). 
   
  Possessions: +2 full plate, +1 animated heavy steel 
  shield, +3 lance, +2 longsword, vest of resistance +2, 
  ring of protection +2, military saddle, +1 chain shirt 
  barding, heavy warhorse. 
   
  Ftr8 / Heavy warhorse: (2) CR 2; Large animal, HD 
  4d8+12; 
  hp 
  30; 
  Init 
  +1; 
  Spd 
  35 
  due 
  to 
  rider/encumbrance (base 50), AC 19 (-1 size, +1 Dex, +4 
  natural, +1 chain shirt barding), touch 10, flat-footed 
  18; Base Atk +3; Grp +11; Atk hoof +6 melee (1d6+4); 
  Full Atk 2 hooves +6 melee (1d6+4) and bite +1 melee 
  (1d4+2); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort +7, Ref +5, Will +2; 
  Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +5, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
  
  Winds of Change 
   
  Page 39 
   
  Carrying Capacity: light <300 lbs, medium 301-600 
  lbs, heavy 601-900 lbs, drag 4,500 lbs. 
   
  Encounter 8 
  Lord of the East’s Forces 
  Captain Fireblade: Male Erineye (appears Male 
  Human from Hat of Disguise) (1): CR 8; Medium 
  outsider (Baatezu, Evil, Extraplaner, Lawful; HD 
  9d8+45; hp 85; Init +9; Spd 30 ft, Fly 50 ft (good); AC 33 
  (+5 Dex, +8 natural, full plate, heavy steel shield), touch 
  15, flat-footed 28; Base Atk +9; Grp +4; Atk +15 melee 
  (1d8+6/19-20, +1 longsword) or +15 ranged (1d8+10 + 
  1d6 fire/x3, +1 flaming mighty composite longbow +4) 
  or +14 ranged rope (entangle); Full Atk +15/+10 melee 
  (1d8+6/19-20, +1 longsword) or +15/+10 ranged 
  (1d8+10 + 1d6 fire/x3, +1 flaming mighty  composite 
  longbow +4) or +14 ranged rope (entangle); 
  Space/Reach 5 ft/5 ft; SA Entangle, summon baatezu; 
  SQ Damage reduction 10/(5/good), Darkvision 61, 
  Immunity to Fire and Poison, resistance to Acid 10 and 
  Cold 10, See in Darkness, Spell Resistance 20, 
  Telepathy 100’, true seeing; AL LE; SV Fort +16, Ref 
  +16, Will +15; Str 21, Dex 21, Con 21; Int 14, Wis 18, 
  Cha 20. 
   
  Skills and feats: Concentration +16, Diplomacy +7, 
  Escape Artist +16, Hide +16, Knowledge (planes, 
  religion) +14, Listen +16, Move Silently +16, ride +9, 
  Search +14, Sense Motive +16, Spot +16, Survival +4 (+6 
  when tracking), Use rope +5 (+7 when binding); 
  Dodge, Improved Initiative, Mobility, Mounted 
  Combat, Ride-by Attack, Spirited Charge. 
   
  See In Darkness (Su): These creatures are able to 
  see in magical darkness which they create. 
   
  Entangle (Ex): Each of these devils carries a 50’ 
  rope which they can use to entangle any size creature 
  as per animate rope spell cast at 16th level. They may 
  throw this rope to a distance of 40’ without penalty. 
   
  Spell-like Abilities: At will —greater teleport (self 
  plus 600 pounds of objects only), charm monster  
  (DC19), minor image (DC17), unholy blight (DC19). 
  All these are cast at the 12th level of ability; armor does 
  not affect these abilities. 
   
  Summon Baatezu (Sp): Once per day, they may 
  attempt to summon 2d10 Lemmurs or 1d4 Barbed 
  Devils. There is a 50% chance of success. This is the 
  equivalent of a 3rd level spell. 
   
  True Seeing (Su): These devils continually use 
  True Seeing as if cast by a 14th level caster. 
   
  Possessions: full plate, heavy steel shield, +1 
  flaming mighty composite longbow +4, +1 longsword, 
  vest of resistance +5, hat of disguise, 50 ft. stout rope, 
  military saddle, +1 chain shirt barding, heavy warhorse. 
   
  Fireblade / Heavy warhorse: (1) CR 2; Large animal, 
  HD 4d8+12; hp 30; Init +1; Spd 35 due to 
  rider/encumbrance (base 50), AC 19 (-1 size, +1 Dex, +4 
  natural, +1 chain shirt barding), touch 10, flat-footed 
  18; Base Atk +3; Grp +11; Atk hoof +6 melee (1d6+4); 
  Full Atk 2 hooves +6 melee (1d6+4) and bite +1 melee 
  (1d4+2); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort +7, Ref +5, Will +2; 
  Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +5, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <300 lbs, medium 301-600 
  lbs, heavy 601-900 lbs, drag 4,500 lbs. 
   
  Lord’s Fist Warrior: Male Human Ftr6 (2); CR 6; 
  Medium humanoid (human), HD 6d10+12; hp 52; Init 
  +6; Spd 20 ft (base 30 ft); AC 24 (+1 full plate, +1 
  animated heavy steel shield, ring of protection +2), 
  touch 14 (ring of protection +2), flat-footed 22; Base 
  Atk +6/+1; Grp +8; Atk +9 melee (1d8+3/19-20, +1 
  longsword; double damage/crit X3 with Spirited 
  Charge) or +11 melee (1d8+7/x3, +2 lance; triple 
  damage/crit X5 with Spirited Charge, +1 weapon focus, 
  +2 dmg weapon specialization) or +10 ranged (none); 
  Full Atk +9/+4 melee (1d8+3/19-20, +1 longsword; 
  double damage/crit X3 with Spirited Charge) or 
  +11/+6 melee (1d8+7/x3, +2 lance; triple damage/crit 
  X5 with Spirited Charge, +1 weapon focus, +2 dmg 
  weapon specialization) or +10/+5 ranged (none); SA —; 
  SQ —; AL CN; SV Fort +11, Ref +6, Will +4; Str 15, Dex 
  14, Con 14, Int 10, Wis 10, Cha 11. 
   
  Skills and feats: Handle Animal +9, Intimidate +9, 
  Ride +13; Improved Initiative, Mounted Combat, 
  Power Attack, Ride-By Attack, Spirited Charge, 
  Trample, 
  Weapon 
  Focus 
  (lance), 
  Weapon 
  Specialization (lance). 
   
  Possessions: +1 full plate, +1 animated heavy steel 
  shield, +2 lance, +1 longsword, vest of resistance +2, 
  ring of protection +2, military saddle, chain shirt 
  barding, heavy warhorse. 
   
  
  Winds of Change 
   
  Page 40 
  Ftr6 / Heavy warhorse: (2) CR 2; Large animal, HD 
  4d8+12; 
  hp 
  30; 
  Init 
  +1; 
  Spd 
  35 
  due 
  to 
  rider/encumbrance (base 50), AC 18 (-1 size, +1 Dex, +4 
  natural, chain shirt barding), touch 10, flat-footed 17; 
  Base Atk +3; Grp +11; Atk hoof +6 melee (1d6+4); Full 
  Atk 2 hooves +6 melee (1d6+4) and bite +1 melee 
  (1d4+2); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort +7, Ref +5, Will +2; 
  Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +5, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <300 lbs, medium 301-600 
  lbs, heavy 601-900 lbs, drag 4,500 lbs. 
   
  Lord’s Fist Mage: Male Human Wiz11 (1); CR 11; 
  Medium humanoid (human), HD 11d4+11; hp 45; Init 
  +6 (+4 Improved Initiative); Spd 30 ft; AC 21 (bracers 
  of armor +5, ring of protection +4), touch 16, flat-footed 
  19; Base Atk +5; Grp +4; Atk +6 melee (1d4+1, +2 
  dagger) or +9 ranged (1d4+1, +2 dagger); Full Atk +6 
  melee (1d4+1, +2 dagger) or +9 ranged (1d4+1, +2 
  dagger);  SA —; SQ —; AL LN; SV Fort +8, Ref +9, Will 
  +18; Str 8, Dex 14, Con 12, Int 25 (headband of intellect 
  +6), Wis 10, Cha 8. 
   
  Skills and feats: Concentration +15, Knowledge 
  (arcana/nobility/planes) +17, Knowledge (history) +4, 
  Knowledge (religion) +4, Ride +12, Spellcraft +17, Spot 
  +10 (+3 familiar); Alertness (familiar should not be 
  within arm’s reach for the purposes of this adventure), 
  Augment 
  Summoning, 
  Combat 
  Casting, 
  Craft 
  Wondrous Item, Energy Substitution (Sonic), Eschew 
  Materials, Improved Initiative, Scribe Scroll, Spell 
  Focus (Conjuration). 
   
  Prohibited 
  Schools: 
  Necromancy 
  and 
  Enchantment. 
   
  Wizard spells prepared: (4+1 conj/6+1 conj/6+1 
  conj/6+1 conj/4+1 conj/3+1 conj/2+1 conj; Save DC = 
  17 + spell level; 18 + spell level conjuration): 0—acid 
  splash (2), detect magic, resistance (2); 1st—enlarge (3), 
  mage armor, shield, summon monster I (2); 2nd—
  indifference, invisibility (3), summon monster II (2), 
  web; 3rd—fireball (3), fly, greater magic weapon, 
  summon monster III (2), 4th—haste, improved 
  invisibility, stoneskin, summon monster IV (2); 5th—
  dominate person, summon monster V (2), wall of force; 
  6th—chain lightning, summon monster VI, true 
  seeing . 
   
  Spellbook; Not present; back at camp. 
   
  Possessions: +2 dagger, bracers of armor +5, 
  brooch of shielding, vest of resistance +4, figurine of 
  wondrous power: golden lions, headband of intellect 
  +6, Heward’s handy haversack, ring of protection +4, 
  rod of extend lesser, wand of magic missiles (25 
  charges), +1 chain shirt barding, military saddle, light 
  war horse, spell component pouch, 250gp diamond 
  dust, hawk (day)/owl (night) familiar (flying at 600 ft.). 
   
  Wiz11 / Light warhorse: (1) CR 1; Large animal, HD 
  3d8+9; hp 22; Init +1; Spd 60; AC 19 (-1 size, +1 Dex, +4 
  natural, +1 chain shirt barding), touch 10, flat-footed 
  18; Base Atk +2; Grp +9; Atk hoof +4 melee (1d4+3); 
  Full Atk 2 hooves +4 melee (1d4+3) and bite –1 melee 
  (1d3+1); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort +6, Ref +4, Will +2; 
  Str 16, Dex 13,  Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +4, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <230 lbs, medium 231-460 
  lbs, heavy 461-690 lbs, drag 3,450 lbs. 
  
  Winds of Change 
   
  Page 41 
  APL 12 
  Encounter 6 and 7 
  Chaplain: Male Human Clr8 of Zilchus (2); CR 8; 
  Medium humanoid (human), HD 8d8+8; hp 51; Init +4; 
  Spd 20 ft (base 30 ft); AC 23 (equerry’s armor, +1 heavy 
  steel shield), touch 10, flat-footed 23; Base Atk +6/+1; 
  Grp +6; Atk +8 melee (1d8+2, +2 heavy mace) or +6/+1 
  ranged (none); Full Atk +8/+3 melee (1d8+2, +2 heavy 
  mace) or +6/+1 ranged (none); SA turn undead; SQ —; 
  AL N; SV Fort +10, Ref +5, Will +16; Str 11, Dex 10, 
  Con 12, Int 10, Wis 24 (periapt of wisdom +6), Cha 12. 
   
  Skills and feats: Bluff +1, Concentration +12, 
  Disguise +1, Hide +0, Knowledge (religion) +5, Ride 
  +8, Spellcraft +11; Combat Casting, Improved 
  Initiative, Mounted Combat, Spell Focus (conjuration). 
   
  Cleric spells prepared: (6/6+1/5+1/5+1/3+1; Save 
  DC = 17 + spell level, 18 + spell level conjuration): 0—
  detect magic, guidance, resistance (4); 1st—bless, 
  divine favor, protection from chaos* (as 2nd level), 
  shield of faith (2), summon monster I (2); 2nd—aid (3), 
  invisibility*, summon monster II (2); 3rd—invisibility 
  purge, magic circle against chaos* (as 4th level), magic 
  vestment (2), summon monster III (2); 4th—air walk, 
  summon monster IV (2), order’s wrath* (as 5th level). 
   
  *Domain spell; Deity: Zilchus; Domains: Law (Cast 
  law spells at +1 caster level), Trickery (Added class 
  skills of Bluff, Disguise and Hide). 
   
  Possessions: equerry’s armor (+8 armor bonus, +2 
  enhancement bonus, +1 Ride, +2 Dex for mount, +10 
  feet speed for mount), +1 heavy steel shield, +2 heavy 
  mace, vest of resistance +3, periapt of wisdom +6, 
  Wand of Cure Moderate Wounds (25 charges), chain 
  shirt barding, military saddle, light warhorse, spell 
  component pouch. 
   
  Clr8 / Light warhorse: (2) CR 1; Large animal, HD 
  3d8+9; hp 22; Init +1; Spd 50 due to rider/encumbrance 
  (base 70, equerry’s armor), AC 19 (-1 size, +2 Dex, +4 
  natural, chain shirt barding), touch 10, flat-footed 18; 
  Base Atk +2; Grp +9; Atk hoof +4 melee (1d4+3); Full 
  Atk 2 hooves +4 melee (1d4+3) and bite –1 melee 
  (1d3+1); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort, +6 Ref +5 
  (equerry’s armor), Will +2; Str 16, Dex 15 (equerry’s 
  armor), Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +4, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <230 lbs, medium 231-460 
  lbs, heavy 461-690 lbs, drag 3,450 lbs. 
   
  Patrolman: Male Human Ftr6 (8); CR 6; Medium 
  humanoid (human), HD 6d10+12; hp 52; Init +6; Spd 
  20 ft (base 30 ft); AC 24 (+1 full plate, +1 animated 
  heavy steel shield, ring of protection +2), touch 14 
  (ring of protection +2), flat-footed 22; Base Atk +6/+1; 
  Grp +8; Atk +9 melee (1d8+3/19-20, +1 longsword; 
  double damage/crit X3 with Spirited Charge) or +11 
  melee (1d8+7/x3, +2 lance; triple damage/crit X5 with 
  Spirited Charge, +1 weapon focus, +2 dmg weapon 
  specialization) or +10 ranged (none); Full Atk +9/+4 
  melee (1d8+3/19-20, +1 longsword; double damage/crit 
  X3 with Spirited Charge) or +11/+6 melee (1d8+7/x3, 
  +2 lance; triple damage/crit X5 with Spirited Charge, 
  +1 weapon focus, +2 dmg weapon specialization) or 
  +10/+5 ranged (none); SA —; SQ —; AL CN; SV Fort 
  +11, Ref +6, Will +4; Str 15, Dex 14, Con 14, Int 10, Wis 
  10, Cha 11. 
   
  Skills and feats: Handle Animal +9, Intimidate +9, 
  Ride +13; Improved Initiative, Mounted Combat, 
  Power Attack, Ride-By Attack, Spirited Charge, 
  Trample, 
  Weapon 
  Focus 
  (lance), 
  Weapon 
  Specialization (lance). 
   
  Possessions: +1 full plate, +1 animated heavy steel 
  shield, +2 lance, +1 longsword, vest of resistance +2, 
  ring of protection +2, military saddle, chain shirt 
  barding, heavy warhorse. 
   
  Ftr6 / Heavy warhorse: (8) CR 2; Large animal, HD 
  4d8+12; 
  hp 
  30; 
  Init 
  +1; 
  Spd 
  35 
  due 
  to 
  rider/encumbrance (base 50), AC 18 (-1 size, +1 Dex, +4 
  natural, chain shirt barding), touch 10, flat-footed 17; 
  Base Atk +3; Grp +11; Atk hoof +6 melee (1d6+4); Full 
  Atk 2 hooves +6 melee (1d6+4) and bite +1 melee 
  (1d4+2); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort +7, Ref +5, Will +2; 
  Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +5, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <300 lbs, medium 301-600 
  lbs, heavy 601-900 lbs, drag 4,500 lbs. 
  
  Winds of Change 
   
  Page 42 
   
  Encounter 8 
  Countess Belissica’s Forces 
   
  Emerald Guard Priest: Male Human Clr12 of Zilchus 
  (1); CR 12; Medium humanoid (human), HD 12d8+12; 
  hp 75; Init +6 (+2 stone of quickness); Spd 20 ft (base 30 
  ft); AC 24 (equerry’s armor, +2 heavy steel shield), 
  touch 10, flat-footed 24; Base Atk +9/+4; Grp +9; Atk 
  +10 melee (1d8+1, +2d6 vs. evil, +1 holy heavy mace) or 
  +9/+4 ranged; Full Atk +10/+5 melee (1d8+1, +2d6 vs. 
  evil, +1 holy heavy mace) or +9/+4 ranged; SA turn 
  undead; SQ —; AL N; SV Fort +15, Ref +10, Will +19; 
  Str 11, Dex 10, Con 12, Int 10, Wis 25 (periapt of 
  wisdom +6), Cha 12. 
   
  Skills and feats: Bluff +1, Concentration +16, 
  Disguise +1, Hide +0, Knowledge (religion) +6, Ride 
  +11, Spellcraft +15; Augment Summoning, Combat 
  Casting, Improved Initiative, Mounted Combat, Ride-
  By Attack, Spell Focus (Conjuration). 
   
  Cleric 
  spells 
  prepared: 
  (6/7+1/6+1/6+1/4+1/4+1/3+1; Save DC = 17 + spell 
  level, 18 + spell level conjuration): 0—detect magic, 
  guidance, resistance (4); 1st—bless, divine favor, 
  protection from chaos* (as 2nd level), shield of faith 
  (3), summon monster I (2); 2nd—aid (4), invisibility*, 
  summon monster II (2); 3rd—invisibility purge, magic 
  circle against chaos* (as 4th level), magic vestment (3), 
  summon monster III (2); 4th—air walk, greater magic 
  weapon, summon monster IV (2), order’s wrath* (as 
  5th level); 5th—dispel chaos* (as 6th level), true seeing 
  (2), summon monster V (2); 6th—bull’s strength mass, 
  mislead* (as 7th level), summon monster VI (2). 
   
  *Domain spell; Deity: Zilchus; Domains: Law (Cast 
  law spells at +1 caster level), Trickery (Added class 
  skills of Bluff, Disguise and Hide). 
   
  Possessions: equerry’s armor (+8 armor bonus, +2 
  enhancement bonus, +1 Ride, +2 Dex for mount, +10 
  feet speed for mount), +2 heavy steel shield, +1 holy 
  heavy mace, vest of resistance +5, holy bane of devils 
  (see Appendix 2), periapt of wisdom +6, stone of 
  quickness (see Appendix 2; +2 initiative, +1 saves), 
  wand of cure critical wounds (25 charges), +1 chain 
  shirt barding, military saddle, light warhorse, spell 
  component pouch. 
   
  Clr12 / Light warhorse: (1) CR 1; Large animal, HD 
  3d8+9; hp 22; Init +1; Spd 50 due to rider/encumbrance 
  (base 70, equerry’s armor), AC 20 (-1 size, +2 Dex, +4 
  natural, +1 chain shirt barding), touch 10, flat-footed 
  18; Base Atk +2; Grp +9; Atk hoof +4 melee (1d4+3); 
  Full Atk 2 hooves +4 melee (1d4+3) and bite –1 melee 
  (1d3+1); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort +6, Ref +5 
  (equerry’s armor), Will +2; Str 16, Dex 15 (equerry’s 
  armor), Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +4, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <230 lbs, medium 231-460 
  lbs, heavy 461-690 lbs, drag 3,450 lbs. 
   
  Emerald Guard Warrior: Male Human Ftr8 (4); CR 8; 
  Medium humanoid (human), HD 8d10+16; hp 68; Init 
  +6; Spd 20 ft (base 30 ft); AC 27 (+2 full plate, +1 
  animated heavy steel shield, ring of protection +2), 
  touch 14 (ring of protection +2), flat-footed 25; Base 
  Atk +8/+3; Grp +13; Atk +13 melee (1d8+5/17-20, +2 
  longsword; double damage/crit X3 with Spirited 
  Charge) or +14 melee (1d8+9/19-20 x3, +3 lance; triple 
  damage/crit X5 with Spirited Charge, +1 weapon focus, 
  +2 dmg weapon specialization) or +10 ranged (none); 
  Full Atk +13/+8 melee (1d8+5/17-20, +2 longsword; 
  double damage/crit X3 with Spirited Charge) or 
  +14/+9 melee (1d8+9/19-20 x3, +3 lance; triple 
  damage/crit X5 with Spirited Charge, +1 weapon focus, 
  +2 dmg weapon specialization) or +10 ranged (none); 
  SA —; SQ —; AL CN; SV Fort +10, Ref +6, Will +4; Str 
  16, Dex 14, Con 14, Int 10, Wis 10, Cha 11. 
   
  Skills and feats: Handle Animal +11, Intimidate 
  +11, Ride +15; Improved Critical, Improved Initiative, 
  Mounted Combat, Power Attack, Ride-By Attack, 
  Spirited Charge, Trample, Weapon Focus (lance), 
  Weapon Specialization (lance). 
   
  Possessions: +2 full plate, +1 animated heavy steel 
  shield, +3 lance, +2 longsword, vest of resistance +2, 
  ring of protection +2, military saddle, +1 chain shirt 
  barding, heavy warhorse. 
   
  Ftr8 / Heavy warhorse: (4) CR 2; Large animal, HD 
  4d8+12; 
  hp 
  30; 
  Init 
  +1; 
  Spd 
  35 
  due 
  to 
  rider/encumbrance (base 50), AC 19 (-1 size, +1 Dex, +4 
  natural, +1 chain shirt barding), touch 10, flat-footed 
  18; Base Atk +3; Grp +11; Atk hoof +6 melee (1d6+4); 
  Full Atk 2 hooves +6 melee (1d6+4) and bite +1 melee 
  (1d4+2); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  
  Winds of Change 
   
  Page 43 
  SQ Low light vision, scent; SV Fort +7, Ref +5, Will +2; 
  Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +5, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <300 lbs, medium 301-600 
  lbs, heavy 601-900 lbs, drag 4,500 lbs. 
   
  Encounter 8 
  Lord of the East’s Forces 
  Captain Fireblade: Male Erineye (appears Male 
  Human from Hat of Disguise) (1): CR 8; Medium 
  outsider (Baatezu, Evil, Extraplaner, Lawful; HD 
  9d8+45; hp 85; Init +9; Spd 30 ft, Fly 50 ft (good); AC 
  25, touch 15, flat-footed 20; Base Atk +9; Grp +4; Atk 
  +15 melee (1d8+6/19-20, +1 longsword) or +15 ranged 
  (1d8+10 + 1d6 fire/x3, +1 flaming mighty composite 
  longbow +4) or +14 ranged rope (entangle); Full Atk 
  +15/+10 melee (1d8+6/19-20, +1 longsword) or 
  +15/+10 ranged (1d8+10 + 1d6 fire/x3, +1 flaming 
  mighty  composite longbow +4) or +14 ranged rope 
  (entangle); Space/Reach 5 ft/5 ft; SA Entangle, 
  summon baatezu; SQ Damage reduction 10/(5/good 
  and 5/magic), Darkvision 61, Immunity to Fire and 
  Poison, resistance to Acid 10 and Cold 10, See in 
  Darkness, Spell Resistance 20, Telepathy 100’, true 
  seeing; AL LE; SV Fort +16, Ref +16, Will +15; Str 21, 
  Dex 21, Con 21; Int 14, Wis 18, Cha 20. 
   
  Skills and feats: Concentration +16, Diplomacy +7, 
  Escape Artist +16, Hide +16, Knowledge (planes, 
  religion) +14, Listen +16, Move Silently +16, ride +9, 
  Search +14, Sense Motive +16, Spot +16, Survival +4 (+6 
  when tracking), Use rope +5 (+7 when binding); 
  Dodge, Improved Initiative, Mobility, Mounted 
  Combat, Ride-by Attack, Spirited Charge. 
   
  See In Darkness (Su): These creatures are able to 
  see in magical darkness which they create. 
   
  Entangle (Ex): Each of these devils carries a 50’ 
  rope which they can use to entangle any size creature 
  as per animate rope spell cast at 16th level. They may 
  throw this rope to a distance of 40’ without penalty. 
   
  Spell-like Abilities: At will —greater teleport (self 
  plus 600 pounds of objects only), charm monster  
  (DC19), minor image (DC17), unholy blight (DC19). 
  All these are cast at the 12th level of ability; armor does 
  not affect these abilities. 
   
  Summon Baatezu (Sp): Once per day, they may 
  attempt to summon 2d10 Lemmurs or 1d4 Barbed 
  Devils. There is a 50% chance of success. This is the 
  equivalent of a 3rd level spell. 
   
  True Seeing (Su): These devils continually use 
  True Seeing as if cast by a 14th level caster. 
   
  Possessions: +1 invulnerable full plate, +1 
  animated heavy steel shield, +1 flaming mighty 
  composite longbow +4, +1 longsword, vest of resistance 
  +5, hat of disguise, 50 ft. stout rope, military saddle, +1 
  chain shirt barding, heavy warhorse. 
   
  Fireblade / Heavy warhorse: (1) CR 2; Large animal, 
  HD 4d8+12; hp 30; Init +1; Spd 35 due to 
  rider/encumbrance (base 50), AC 19 (-1 size, +1 Dex, +4 
  natural, +1 chain shirt barding), touch 10, flat-footed 
  18; Base Atk +3; Grp +11; Atk hoof +6 melee (1d6+4); 
  Full Atk 2 hooves +6 melee (1d6+4) and bite +1 melee 
  (1d4+2); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort +7, Ref +5, Will +2; 
  Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +5, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <300 lbs, medium 301-600 
  lbs, heavy 601-900 lbs, drag 4,500 lbs. 
   
  Lord’s Fist Warrior: Male Human Ftr8 (2); CR 8; 
  Medium humanoid (human), HD 8d10+16; hp 68; Init 
  +6; Spd 20 ft (base 30 ft); AC 27 (+2 full plate, +1 
  animated heavy steel shield, ring of protection +2), 
  touch 14 (ring of protection +2), flat-footed 25; Base 
  Atk +8/+3; Grp +13; Atk +13 melee (1d8+5/17-20, +2 
  longsword; double damage/crit X3 with Spirited 
  Charge) or +14 melee (1d8+9/19-20 x3, +3 lance; triple 
  damage/crit X5 with Spirited Charge, +1 weapon focus, 
  +2 dmg weapon specialization) or +10 ranged (none); 
  Full Atk +13/+8 melee (1d8+5/17-20, +2 longsword; 
  double damage/crit X3 with Spirited Charge) or 
  +14/+9 melee (1d8+9/19-20 x3, +3 lance; triple 
  damage/crit X5 with Spirited Charge, +1 weapon focus, 
  +2 dmg weapon specialization) or +10 ranged (none); 
  SA —; SQ —; AL CN; SV Fort +10, Ref +6, Will +4; Str 
  16, Dex 14, Con 14, Int 10, Wis 10, Cha 11. 
   
  Skills and feats: Handle Animal +11, Intimidate 
  +11, Ride +15; Improved Critical, Improved Initiative, 
  Mounted Combat, Power Attack, Ride-By Attack, 
  
  Winds of Change 
   
  Page 44 
  Spirited Charge, Trample, Weapon Focus (lance), 
  Weapon Specialization (lance). 
   
  Possessions: +2 full plate, +1 animated heavy steel 
  shield, +3 lance, +2 longsword, vest of resistance +2, 
  ring of protection +2, military saddle, +1 chain shirt 
  barding, heavy warhorse. 
   
  Ftr8 / Heavy warhorse: (2) CR 2; Large animal, HD 
  4d8+12; 
  hp 
  30; 
  Init 
  +1; 
  Spd 
  35 
  due 
  to 
  rider/encumbrance (base 50), AC 19 (-1 size, +1 Dex, +4 
  natural, +1 chain shirt barding), touch 10, flat-footed 
  18; Base Atk +3; Grp +11; Atk hoof +6 melee (1d6+4); 
  Full Atk 2 hooves +6 melee (1d6+4) and bite +1 melee 
  (1d4+2); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort +7, Ref +5, Will +2; 
  Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +5, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <300 lbs, medium 301-600 
  lbs, heavy 601-900 lbs, drag 4,500 lbs. 
   
  Lord’s Fist Mage: Male Human Wiz13 (1); CR 13; 
  Medium humanoid (human), HD 13d4+13; hp 53; Init 
  +6 (+4 Improved Initiative); Spd 30 ft; AC 22 (bracers 
  of armor +6, ring of protection +4), touch 16, flat-footed 
  20; Base Atk +6/+1; Grp +5; Atk +8 melee (1d4+2, +3 
  dagger) or +11 ranged (1d4+2, +3 dagger); Full Atk 
  +5/+0 melee (1d4+2, +3 dagger)  or +8/+3 ranged 
  (1d4+2, +3 dagger); SA —; SQ —; AL LN; SV Fort +10, 
  Ref +11, Will +21; Str 8, Dex 14, Con 12, Int 26 
  (headband of intellect +6), Wis 10, Cha 8. 
   
  Skills and feats: Concentration +17, Knowledge 
  (arcana/nobility/planes) +19, Knowledge (history) +5, 
  Knowledge (religion) +5, Ride +13, Spellcraft +19, Spot 
  +11 (+3 familiar); Alertness (familiar should not be 
  within arm’s reach for the purposes of this adventure), 
  Augment 
  Summoning, 
  Combat 
  Casting, 
  Craft 
  Wondrous Item, Energy Substitution (Sonic), Eschew 
  Materials, Improved Initiative, Scribe Scroll, Spell 
  Focus (Conjuration), Spell Focus (Evocation). 
   
  Prohibited 
  Schools: 
  Necromancy 
  and 
  Enchantment. 
   
  Wizard spells prepared: (4+1 conj+1 evoc /6+1 
  conj+1 evoc /6+1 conj+1 evoc /6+1 conj+1 evoc /6+1 
  conj+1 evoc /4+1 conj+1 evoc /3+1 conj+1 evoc /2+1 
  conj+1 evoc; Save DC = 18 + spell level; 19 + spell level 
  conjuration/evocation): 0—acid splash (2), detect 
  magic, resistance (2), ray of frost; 1st—burning hands, 
  enlarge (3), mage armor, shield, summon monster I (2); 
  2nd—indifference, invisibility (3), summon monster II 
  (2), shatter, web; 3rd—fireball (3), fly, greater magic 
  weapon, lightning bolt, summon monster III (2), 4th—
  haste, improved invisibility (3), stoneskin, summon 
  monster IV (2), wall of ice; 5th—animal growth, cone 
  of cold, dominate person, summon monster V (2) , wall 
  of 
  force; 
  6th—chain 
  lightning, 
  globe 
  of 
  invulnerability, summon monster VI (2), true seeing; 
  7th—Mordenkein’s 
  sword, 
  power 
  word 
  blind, 
  summon monster VII (2). 
   
  Spellbook; Not present; back at camp. 
   
  Possessions: +3 dagger, bracers of armor +6, 
  brooch of shielding, vest of resistance +5, figurine of 
  wondrous power: golden lions, headband of intellect 
  +6, Heward’s handy haversack, ring of protection +4, 
  rod of extend lesser, wand of magic missiles (25 
  charges), +1 chain shirt barding, military saddle, light 
  war horse, spell component pouch, 250gp diamond 
  dust, hawk (day)/owl (night) familiar (flying at 600 ft.). 
   
  Wiz13 / Light warhorse: (1) CR 1; Large animal, HD 
  3d8+9; hp 22; Init +1; Spd 60; AC 19 (-1 size, +1 Dex, +4 
  natural, +1 chain shirt barding), touch 10, flat-footed 
  18; Base Atk +2; Grp +9; Atk hoof +4 melee (1d4+3); 
  Full Atk 2 hooves +4 melee (1d4+3) and bite –1 melee 
  (1d3+1); Space/Reach: 10 ft./10 ft (LG variant); SA —; 
  SQ Low light vision, scent; SV Fort +6, Ref +4, Will +2; 
  Str 16, Dex 13,  Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills and feats: Listen +4, Spot +4; Endurance, 
  Run. 
   
  Other: A light warhorse can fight while carrying a 
  rider, but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
   
  Carrying Capacity: light <230 lbs, medium 231-460 
  lbs, heavy 461-690 lbs, drag 3,450 lbs. 
   
  
  Winds of Change 
   
  Page 45 
  Appendix 2: New Items 
  Equerry’s Armor (Masters of the Wild and Defenders 
  of the Faith): This armor appears to be finely crafted 
  full plate specifically cut for those who fight from atop 
  a mount of some sort. In addition to providing a +2 
  enhancement bonus to Armor Class (in addition to its 
  +8 armor bonus, for a total bonus of +10), this armor 
  provides a +1 competence bonus on all Ride checks for 
  the rider, a +2 enhancement bonus to Dexterity for the 
  mount, and gives the mount’s speed a competence 
  bonus of +10 feet. 
   
  Caster Level: 6
  th; Prerequisites: Craft Magic Arms 
  and Armor; Market Price: 10,670 gp. 
   
  Vest of Resistance (Tome and Blood): These garments 
  offer magic protection in the form of a +1 to +5 
  resistance modifier to all saving throws (Fortitude, 
  Reflex, Will), 
   
  Caster Level: 5th; Prerequisites: Craft Wondrous 
  Item, resistance, caster level must be three times that 
  of the cloak’s bonus; Market Price: 1,000 gp (+1), 4,000 
  gp (+2), 9,000 gp (+3), 16,000 gp (+4), or 25,000 gp (+5); 
  Weight: 1 lb. 
   
  Holy Bane of the Devils: This greater holy symbol 
  gives clerics and paladins the ability to Censure 
  Demons (SU described below).   
   
  Caster Level: 8th; Prerequisites: Craft Wondrous 
  Item, ability to censure demons as a 1st level Knight of 
  the Chalice, participation of a celestial, fiend, or other 
  outsider servant of a deity; Market Price: 10,080 gp; 
  Weight: 1 lb.  
   
  Censure Devils (SU): This ability gives a cleric or 
  paladin (anyone who can Turn Undead) the ability to 
  censure devils, much as clerics turn undead. Rather 
  than channeling positive energy, the cleric channels 
  energy from the celestial planes of lawful good. The 
  wielder makes a Charisma check and consults table 8-
  16, page 140 of the Player's Handbook. Instead of using 
  his class level, however, he uses his cleric or paladin 
  level, (plus any divine power granting prestige classes) 
  to determine the most powerful devil he can censure. 
  He then rolls 2d6+ his cleric level + his Charisma 
  modifier for censuring damage. Using his cleric or 
  paladin level in this manner means that he is more 
  likely to affect a single powerful devil, but unlikely to 
  turn more than one of them. A censured demon is 
  stunned by the wielder’s holy power. Stunned 
  creatures lose their Dexterity bonus to AC (if any) and 
  can take no actions. Foes gain a +2 circumstance bonus 
  to hit stunned creatures. If the wielder attacks the 
  censured devil, it can act normally on its next turn. If 
  the wielder’s associated levels are twice the devil’s Hit 
  Dice, he banishes the devil back to its home plane. The 
  wielder can make a number of censuring devil checks 
  equal to 3 + Charisma modifier.  
   
  Stone of Quickness: This stone grants the bearer the 
  ability to move and react with blinding speed. The 
  wielder of this object gains a +2 to their initiative rolls 
  as well as + 1 to their reflex saves.   
  Caster 
  Level: 
  6th; 
  Prerequisites, 
  Craft 
  Wondrous Item, Caster must also have both the feats 
  Lightning Reflexes and Improved Initiative, Haste; 
  Market Price: 10,080 gp; Weight: –  
   
  
   
  Winds of Change 
   
  Page 46 
  Player Handout #1 
   
   
                                                       
   
   
   
   
   
   
   
   
   
  Player Handout #2 
   
                 
   
  
   
  Winds of Change 
   
  Page 47 
  Player Handout #3 — Map in Captain’s Tent 
  
   
  Winds of Change 
   
  Page 48 
  DM Tools / Player Handout #4 
   
   
   
   
  
   
  Winds of Change 
   
  Page 49 
  Player Handout #5 
  Warhorse, Medium Urnstian 
  Large Animal 
  Hit Dice: 4d8+8 (26hp) 
  Initiative: +1  
  Speed: 60 ft. 
  Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 
  Base Attack/Grapple: +3/+11 
  Attack: Hoof +6 melee (1d6+4) 
  Full Attack: 2 hooves +6 melee (1d6+4) and bite (1d4+2) 
  Space/Reach: 10 ft./5 ft. 
  Special Qualities: Low-light vision, scent 
  Saves: Fort +7, Ref +5, Will +3 
  Abilities: Str 18, Dex 13, Con 15, Int 2, Wis 14, Cha 6 
  Skills: Listen +8, Spot +8 
  Feats: Endurance, Run 
  Environment: Temperate plains 
  Organization: Domesticated 
  Challenge Rating: 2 
  Advancement: — 
  Level Adjustment: — 
  Carrying Capacity: light < 300 lbs, med. 301–600 lbs., hvy. 601-900, drag 4.500 lbs 
  Cost: 400 gp 
   
   
  Warhorse, Medium Urnstian 
  Large Animal 
  Hit Dice: 4d8+8 (26hp) 
  Initiative: +1  
  Speed: 60 ft. 
  Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 
  Base Attack/Grapple: +3/+11 
  Attack: Hoof +6 melee (1d6+4) 
  Full Attack: 2 hooves +6 melee (1d6+4) and bite (1d4+2) 
  Space/Reach: 10 ft./5 ft. 
  Special Qualities: Low-light vision, scent 
  Saves: Fort +7, Ref +5, Will +3 
  Abilities: Str 18, Dex 13, Con 15, Int 2, Wis 14, Cha 6 
  Skills: Listen +8, Spot +8 
  Feats: Endurance, Run 
  Environment: Temperate plains 
  Organization: Domesticated 
  Challenge Rating: 2 
  Advancement: — 
  Level Adjustment: — 
  Carrying Capacity: light < 300 lbs, med. 301–600 lbs., hvy. 601-900, drag 4.500 lbs 
  Cost: 400 gp 
  
   
  Winds of Change 
   
  Page 50 
  Please mail this form to the Triad c/o Jeanne Scharfenberg, 10602 W. 62
  nd Place, Arvada, CO 80004-4823, or 
  email the information as in-line text to coutriad@yahoogroups.com 
  The following player(s) either refused to choose sides in the conflict, or refused to accept a tattoo, and is being 
  reported herein to the County of Urnst Triad as a mercenary without loyalty, a bandit unworthy of trust: 
  Player Name 
   
   
   
  RPGA#              Character Name 
   
   
  _________________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________________ 
   
  The following player(s) were caught and tried for espionage having been put to the inquisition, paid an 
  additional 6 TUs, and are banished from the County. They have been transported across the border (as noted) 
  and may not participate in any other adventure set in the County of Urnst without obtaining campaign 
  documentation from the Triad that their banishment has been rescinded. 
  Player Name 
   
   
  RPGA#  
   
  Character Name  
    BK     Nyrond 
   
  _________________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________________ 
   
  The following clerics accepted service as a medic for the army (as noted) for one week and have paid an 
  additional 1 TU. The player will contact the Triad for additional information on benefits earned. 
  Player Name 
   
   
  RPGA#  
   
  Character Name  
    CoU     Lord of the East  
  _________________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________________ 
   
  Please submit this information to the Triad immediately following the 
  play of this adventure. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/URC (County of Urnst)/URC3-08 Winds of Change (3E).pdf