TEXT: NYR7-M04 
   
   
   
   
   
  Crossroads 
   
  A One-Round Dungeons & Dragons®
  Living Greyhawk™ Regional Mini-Mission 
  set in the Kingdom of Nyrond 
  Version 1.0 
   
   
  by Torry Steed 
  Triad Reviewer: Tom Kee 
  Playtesters: Bryan Bagnas, Mike Borger, Eric Brittain, Kevin Gaffuri, Dianna Hildreth, Peter Hoang, Mike 
  King, Nicholas Louie, Jerry McMillan, David Monson, Scott Sanders, Norman Thallheimer 
   
   
  Travel in Womtham has gotten so dangerous that people are afraid to venture out and the god of travel is 
  not pleased. His priests are determined to discover the cause before it disrupts the upcoming Horizon 
  Festival. Hopefully this ancient crypt holds the clues you need to unravel the mystery… A one-round 
  Regional Mini-Mission set in Kingdom of Nyrond for characters level 1-10 (APLs 2-8). 
   
  Resources for this adventure [and the authors of those works] include Complete Warrior [Andy Collins, 
  David Noonan, and Ed Stark], Magic Item Compendium [Andy Collins, et al], Monster Manual II [Ed 
  Bonny, Jeff Grubb, Rich Redman, Skip Williams and Steve Winter], NYR5-05 Shadows of Insurrection 
  [Brandon Gillespie], and NYR5-I05 Metamorphosis [Brandon Gillespie]. 
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK, 
  DUNGEON MASTER’S GUIDE, AND MONSTER MANUAL ARE TRADEMARKS OF WIZARDS OF THE COAST, INC, IN THE US 
  AND OTHER COUNTRIES. THIS MATERIAL IS PROTECTED UNDER THE COPYRIGHT LAWS OF THE UNITED STATES OF 
  AMERICA. ANY REPRODUCTION OR UNAUTHORIZED USE OF THE MATERIAL OR ARTWORK CONTAINED HEREIN IS 
  PROHIBITED WITHOUT THE EXPRESS WRITTEN PERMISSION OF WIZARDS OF THE COAST, INC. THIS PRODUCT IS A 
  WORK OF FICTION. ANY SIMILARITY TO ACTUAL PEOPLE, ORGANIZATIONS, PLACES, OR EVENTS IS PURELY 
  COINCIDENTAL. © 2005 WIZARDS OF THE COAST, INC. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D® campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house. 
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL™ gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM. 
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points. 
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
   
  Preparing for Play 
  To get the most out of this adventure, you need 
  copies of the following D&D rulebooks: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in Appendix 1. For your convenience, that 
  appendix is split by APL. 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR). 
   
  Living Greyhawk LEVELS OF 
  PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately. 
  # 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 
  NYR7-M04 Crossroads 
   
  Page 2 
  
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round normally to the nearest 
  whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
   
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLs are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success: 
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to 
  help protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional mini-
  mission, set in the Kingdom of Nyrond. Characters 
  from the Kingdom of Nyrond pay one (1) Time Unit 
  per round, while all other characters pay two (2) 
  Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit. Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival 
  check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Hundreds of years ago, a powerful werewolf lord 
  crafted a magic amulet from the remains of a 
  meteorite that had fallen from the moon. The 
  amulet enhanced his powers and helped him form 
  a large pack of werewolves that terrorized the 
  area for many years. Eventually the lord died and 
  was entombed, along with his amulet, in a crypt 
  hidden in the southern part of the Flinty Hills. To 
  this day, werewolves and other lycanthropes have 
  been a threat in Womtham. 
   
  Several months ago a werewolf pack leader 
  named Kelvis found the location of the crypt and 
  recovered the Wolflord Amulet. The long dead 
  werewolf lord was enraged by this desecration of 
  his tomb. His rage reanimated his corpse and he 
  rose as a ferocious undead, determined to smash 
  anyone in sight. Kelvis escaped, however and has 
  used the amulet to make his pack very powerful. 
  They have been attacking travelers in Womtham 
  ever since. 
   
  Kelvis’ only weakness is his passion for his 
  mate, Victoria, the alpha female of the pack. 
  Victoria hungers for revenge against Nyrond’s 
  General Osmeran and she recently found some 
  information that could help her achieve her goal. 
  The pack attacked and killed a lone traveler who 
  was carrying a letter from a roaming priest of 
  Fharlanghn. 
   
  The letter explains how the priest discovered a 
  young boy wandering in the wilderness over a 
  year ago. The priest decided to take the boy under 
  his wing and continued on his pilgrimage to 
  Greyhawk. What the priest later learned is that the 
  boy is in fact the grandson of General Osmeran. 
  The priest is worried about the boy’s safety so he’s 
  traveling in disguise and using magic to prevent 
  being discovered via divination. He is trying to 
  make 
  contact 
  with 
  some 
  other 
  priests 
  of 
  Fharlanghn to return the boy to Osmeran. Victoria 
  NYR7-M04 Crossroads 
   
  Page 3 
  
  is eager to use this information to kidnap the boy 
  and further Osmeran’s suffering. 
   
  While Kelvis is eager to please Victoria, his 
  primary goal is to strengthen his pack and become 
  a powerful figure in Womtham. Ultimately, he 
  would be pleased to see werewolves spread 
  across Nyrond sowing destruction. Now that he 
  has the Wolflord Amulet, he is well on his way. 
   
   
  Fharlanghn (I, N): The God of Horizons, 
  Distance, Travel, and Roads. 
   
  ADVENTURE SUMMARY 
  The adventure starts in media res with the PCs 
  exploring the crypt of a werewolf lord in search of 
  a missing adventurer named Forrestal. They were 
  hired several days before by two of his concerned 
  friends. Forrestal was investigating the cause of all 
  the recent attacks on travelers in Womtham and 
  hoped he could find some clues in the tomb. 
   
  The first encounter the PCs face is with the 
  enraged zombie of the werewolf lord and his crypt 
  guardians. The PCs also find Forrestal, or at least 
  what’s left of him. A quick search of the tomb 
  reveals two important clues. The first is a missing 
  necklace from the werewolf statue that appears to 
  have been taken fairly recently. The second clue is 
  a heavily damaged book that talks about the 
  history of the werewolf lord. 
   
  After finding the clues, the PCs should return 
  and report their findings, including the sad news 
  about Forrestal, to the two priests of Fharlanghn, 
  Narik and Andra, who hired them. They are sad 
  about the loss of their friend and concerned about 
  what the clues could mean. They have a more 
  urgent matter though and ask the PCs to escort 
  them to the Horizon Festival that is being held in 
  Womtham this year. 
   
  The trip requires camping along the way 
  where the priests of Fharlanghn get a chance to 
  listen to stories about the distant places the PCs 
  have visited. They are particularly interested in 
  any long trips they have taken to exotic locations. 
  Then a pack of wolves attack just as everyone is 
  about to turn in for the night. The wolves are very 
  aggressive and do not retreat even if seriously 
  injured. 
   
  The next day the PCs and the priests arrive at 
  the crossroads where they find the Cracked 
  Tankard Inn. They can stop for a drink and 
  directions before proceeding about a half-mile 
  down the road to the O’Brien farm where the 
  Horizon Festival is in full swing. They have the 
  chance to interact with numerous individuals 
  including merchants who are selling some rare 
  items. The celebration goes long into the night. 
   
  The next day starts with the arrival of a tearful 
  barmaid from the Cracked Tankard inn recounting 
  the frightening tale of an attack by “demons”. A 
  quick investigation leads to a trail up into the Flinty 
  Hills where the PCs discover a hidden cave 
  entrance. Inside the cave they find a kidnapped 
  priest of Fharlanghn being tortured by the alpha 
  male werewolf and his bodyguard. 
   
  If the PCs are successful in rescuing the priest 
  and defeating the werewolf pack leader, they must 
  decide what to do with the Wolflord Amulet. They 
  also learn that the priest was tortured for 
  information and the alpha female werewolf has 
  gone out in search of General Osmeran’s 
  grandson and the old priest escorting him back to 
  Womtham. 
   
  PREPARATION FOR PLAY 
  The adventure starts with the PCs in the middle of 
  exploring a crypt. It is assumed that they have 
  used some portion of their daily resources 
  overcoming the challenges to get to where the 
  adventure starts. 
   
  All spellcasters in the group should assume 
  they have already cast ½ of their spells for each 
  spell level. For example, if a cleric has four zero 
  level spells, and three 1st level spells plus one 
  domain spell, he will only have two zero level 
  spells and a total of two 1st level spells left at the 
  start of this adventure. If the number of spells is 
  odd, round up to determine how many are 
  remaining. The players can choose which spells 
  they have remaining. Clerics may choose their 
  domain spells if they wish. Specialist wizards do 
  not need to choose a spell from their chosen 
  school, they can assume that they had one 
  prepared and already cast it. No buffing spells are 
  active at the start of the adventure. They must 
  select and cast any buffing spells they want to 
  have active from their reduced number of spells. 
   
  In addition, any other resources that are 
  renewed each day are also partially used. To find 
  out how many uses are left simply divide by two 
  and round up. Examples include: 
  • 
  Barbarian Rage 
  • 
  Magic items that recharge each day 
  • 
  Pearls of power (total the number of pearls of 
  each level and divide by two) 
   
  If they only have one daily use of an ability or item, 
  it is still available. For example, if they only have 
  one rage per day, they can still rage. Items that do 
  not have renewable charges (such as wands) are 
  NYR7-M04 Crossroads 
   
  Page 4 
  
  not affected in any way. The purpose of this 
  mechanic is to simulate a “final combat” at the end 
  of a dungeon crawl. If the players are concerned 
  about being low on resources, assure them that 
  they feel they are very close to the final chamber 
  of the crypt. 
   
  INTRODUCTION 
  The adventure starts with the PCs in the midst of 
  exploring an ancient werewolf lord’s crypt. The 
  PCs were hired to search for a missing adventurer 
  who was investigating the savage attacks on 
  travelers in Womtham. There are two Fharlanghn 
  priests (Narik and Andra) who have traveled to 
  Cordrend on the Nyrond border in anticipation of 
  the Horizon Festival. The festival is held each year 
  at a different crossroads and this year it will be in 
  Womtham. 
  The 
  festival 
  is 
  a 
  gathering 
  of 
  Fharlanghn 
  priests, 
  worshipers, 
  travelers, 
  merchants and locals all interested in paying 
  tribute to the god of travel and horizons. The 
  priests are hoping to resolve the attacks before 
  the festival starts, but time is running out. 
   
  Narik and Andra believe that the attacks are 
  related to the high level of lycanthrope activity in 
  the area. Forrestal, the missing explorer, found 
  evidence of an ancient crypt in the Flinty Hills 
  where a werewolf lord was buried. Forrestal 
  believed that the crypt held clues to the increased 
  lycanthrope activity in the area and he went to 
  investigate. 
   
  Forrestal has been missing for over a week 
  now. The PCs were sent to the crypt to investigate 
  what happened to him and see if they could find 
  him and the clues he was looking for. There are 
  several potential motivations for the PCs. 
  1. The priests of Fharlanghn are paying them 
  to find Forrestal. 
  2. They could help finally eliminate the threat 
  of Lycanthropy in Womtham. 
  3. Travel in Womtham is growing 
  increasingly difficult because of vicious 
  attacks and the locals need help. 
  4. A fellow adventurer (Forrestal) could be in 
  trouble. 
   
  ENCOUNTER 1: WEREWOLF 
  LORD CRYPT 
  You have already encountered plenty of 
  danger in this underground crypt, but no sign 
  of the missing explorer Forrestal. It was just a 
  few days ago that Narik and Andra, two priests 
  of Fharlanghn, asked you to look into the 
  disappearance of their friend. The attacks on 
  travelers in Womtham have been getting so 
  bad that people are afraid to leave their homes. 
  That’s not good, not as far as the god of travel 
  is concerned. Forrestal found clues leading to 
  this ancient werewolf lord burial site and went 
  to investigate, suspecting that the lycanthrope 
  activity might be related to the attacks. So far 
  you have faced some nasty traps and a few 
  devious guardians to get this far, but still no 
  sign of Forrestal. 
   
  Nearly every surface of the crypt is carved 
  with various werewolf images. You see men 
  and 
  women 
  undergoing 
  the 
  painful 
  transformation into wolf like creatures. Deeper 
  into the crypt you see wolves hunting under a 
  full moon, tearing their prey limb from limb. 
  Some of the engravings are simply massive 
  ferocious half man, half wolf monsters. 
   
  From just ahead you begin to hear a dull 
  thumping sound. It’s almost too deep to hear, 
  but you feel it, like a rumbling of the stone 
  itself, whump… whump… whump… A large 
  iron door is visible in the gloom ahead with a 
  stout iron bar securing it. The thumping grows 
  louder as you approach. 
   
  The PCs can make any preparations they feel are 
  needed before proceeding. It is reasonable to 
  assume they could have made some purchases in 
  Cordrend before going to the crypt. They would 
  have known they were headed to the crypt of a 
  werewolf lord looking for a missing priest. 
   
  The door is heavy and the hinges are rusted, 
  but it can be forced open with some effort. The 
  rusty hinges screech loudly as the door is opened. 
   
   
  Iron Door: 2 in. thick; hardness 10; hp 60; AC 
  5; Break DC 28. 
   
  The door opens to reveal a large rectangular 
  room with another door on the far side. In the 
  center of the room is the inert body of a man. 
  In the place where his head should be, there is 
  instead, a messy dark stain on the stone floor. 
  Standing over the corpse is a ferocious 
  looking werewolf carrying a huge stone club. 
  He is repeatedly bashing the floor where the 
  man’s head once was. 
   
  Slowly, the creature seems to notice that 
  something has changed and he turns to the 
  doorway facing you. It’s obvious that this 
  creature no longer lives. 
   
  Creatures: The undead werewolf is completely 
  enraged and wants only to smash the heads of 
  NYR7-M04 Crossroads 
   
  Page 5 
  
  anyone who enters the chamber and that’s what 
  he’s been doing for the past few days to poor 
  Forrestal. The constructs remain hidden behind 
  the door or in the alcoves until an intruder enters 
  the room. Then, one of them slams the door shut 
  and tries to keep it closed while the others kill 
  anyone inside the room. Once the door is forced 
  open or additional intruders enter, all of the 
  guardians attack. 
   
  APL 2 (EL 3) 
   
  Werewolf (Human Warrior) Zombie, Hybrid 
  Form: hp 57; Appendix 1. 
   
  Animated Small Banded Mail: hp 17; 
  Appendix 1. 
   
  APL 4 (EL 5) 
   
  Werewolf (Human Warrior) Zombie, Hybrid 
  Form, Fast Hunting Unkillable: hp 63; Appendix 
  1. 
   
  Animated Medium Banded Mail: hp 35; 
  Appendix 1. 
   
  APL 6 (EL 7) 
   
  Werewolf (Human Warrior) Zombie, Hybrid 
  Form, Fast Hunting Unkillable: hp 63; Appendix 
  1. 
   
  Advanced Dread Guard: hp 132; Appendix 1. 
   
  APL 8 (EL 9) 
   
  Werewolf (Human Warrior) Zombie, Hybrid 
  Form, Fast Hunting Unkillable: hp 63; Appendix 
  1. 
   
  Advanced Dread Guard: hp 132; Appendix 1. 
   
  Advanced Dread Guard: hp 157; Appendix 1. 
   
  Environment: The first room has an unhallow with 
  invisibility purge attached. The intention of this 
  combination is to make it very difficult to simply 
  sneak past the guardians with hide from undead 
  or invisibility. The unhallow spell also makes it 
  more difficult to turn the zombie (-4 to turn 
  checks). 
   
   
  Detect Magic Results: The two rooms radiate 
  moderate evocation magic from the unhallow 
  spells and moderate evocation magic from the 
  invisibility purge spell (moderate abjuration magic 
  from the dimensional anchor spell in the burial 
  chamber). 
   
  Tactics: At APL 2 and 4 the zombie is the greater 
  threat and the main purpose of the animated 
  armor is to close the door and split the party for a 
  time while the zombie deals damage. At APL 6 
  and 8 the dread guards are the greater threat and 
  the zombie is the bait intended to draw one or two 
  PCs into the room. The dread guards still close the 
  door to split the party. 
   
  Treasure: The werewolves left nothing behind 
  except for the weapons and shields of the 
  zombies and constructs. 
   
   
  APL 2: Loot: 40 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 4: Loot: 40 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 6: Loot: 98 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 8: Loot: 171 gp; Coin: 0 gp; Magic: 0 gp 
   
  Development: Investigating the corpse reveals 
  that it was a human male matching the description 
  of Forrestal, the adventurer who went missing a 
  week ago. It’s impossible to be sure because his 
  head has been pulverized, but it’s reasonable to 
  assume that this is his body. He has a holy symbol 
  of Fharlanghn and a quarterstaff. He was wearing 
  masterwork studded leather armor and has some 
  basic adventuring supplies. 
   
  The door on the far side is locked, but pretty 
  easy to open. A DC 10 Search check reveals a 
  small keyhole that allows a DC 25 Open Lock 
  check to unlock the door. Alternatively a knock 
  spell or simply breaking the door down will work. It 
  has the same statistics as the iron door above. 
   
  Forrestal found a secret entrance into the 
  crypt that led directly to this room. There is a 
  secret door that leads back out to the surface. 
  This explains how he was able to make it to this 
  chamber without bypassing any of the dangers the 
  PCs have faced so far. A DC 25 Search check will 
  reveal the secret door. 
   
  Inside the next room is the burial chamber of 
  the werewolf lord. A stone sarcophagus is in the 
  center of the room. The lid has been thrown aside 
  and lays in pieces on the floor. The sarcophagus 
  is empty. In the back of the room is an alcove that 
  contains a 10-foot tall granite statue of a werewolf. 
  Hanging around the werewolf’s neck is the broken 
  chain of what was obviously part of an amulet of 
  some kind. A large disc shaped dark spot on the 
  statue marks where the amulet once rested. From 
  the dust on the statue, it’s obvious that the amulet 
  was taken within the past few months. 
   
  A DC 20 Search check reveals a hidden 
  chamber in the base of the statue that contains a 
  very old book. The book is difficult to read 
  because it is heavily damaged, burned, rotted, and 
  pieces have been torn away, but it seems to 
  involve the history of the werewolf that was buried 
  here. Studying the book for a few minutes allows a 
  DC 25 Knowledge (history) check or a DC 30 
  NYR7-M04 Crossroads 
   
  Page 6 
  
  Bardic 
  Knowledge 
  check 
  for 
  the 
  following 
  information. 
   
  Several hundred years ago a powerful 
  werewolf lord and his pack terrorized the area now 
  known as Womtham. The werewolf got his 
  tremendous power from an amulet that he crafted 
  from a piece of metal that fell from the sky. The 
  legend implies that the metal was actually a piece 
  of the moon itself. The amulet, known as the 
  Wolflord Amulet, enhanced the power of any 
  werewolf who possesses it and makes the cures 
  of lycanthropy more difficult to resist. It would 
  appear that the evidence in this crypt confirms at 
  least part of the story. 
   
  The burial chamber has an unhallow spell with 
  dimensional anchor attached. The intention is to 
  prevent anyone from being able to teleport directly 
  into the burial chamber. 
   
  ENCOUNTER 2: REPORT TO 
  THE FHARLANGHN’S 
  The day and a half trip back to Cordrend is 
  uneventful and the time passes quickly. 
  Cordrend is a small city of just over five 
  thousand people with a double stone wall. It’s 
  mostly a military town with a lot more soldiers 
  than civilians. Since the end of the war the 
  town has been prosperous, especially the 
  businesses catering to the soldiers. General 
  Osmeran visits the town from time to time to 
  check on the morale of the troops. 
   
  Narik and Andra are waiting at the only inn 
  in town called the Sleeping Bear Lodge. They 
  seem pleased to see you, as you enter the 
  common room, but concerned that Forrestal is 
  not with you. They wave you over to their table 
  and order a round of drinks. “Well, what did 
  you find?” asks Andra. 
   
  The PCs can relate the story of what they found at 
  the crypt. Narik and Andra are saddened by the 
  passing of Forrestal and concerned about the 
  missing amulet. They don’t have any idea what it 
  is, but it can’t be good. 
   
  The priests have waited as long as they can, 
  but now they must set out for the crossroads 
  between Cordrend, Womtham, and Schukendale. 
  If they wait any longer, they will miss the Horizon 
  Festival. The festival moves around each year, but 
  it’s always held near a major crossroads far away 
  from any large settlements. This year, it’s being 
  held in Womtham. 
   
  Narik and Andra are very concerned for their 
  safety on the road. They ask the PCs if they will 
  help by escorting them to the Horizon Festival. 
  They can offer to pay for their services if 
  necessary. 
   
   
  Narik: male human cleric 1. 
   
  Andra: female half-elf cleric 3. 
   
  Treasure: Despite the bad news about Forrestal, 
  the PCs did the job they were asked to do and the 
  priests pay them the agreed upon amount of 30 gp 
  each. They offer another 20 gp each to simply 
  escort them to the festival. 
   
   
  APL 2: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp 
   
  APL 4: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp 
   
  APL 6: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp 
   
  APL 8: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp 
   
  ENCOUNTER 3: WOLF 
  AMBUSH 
  The journey from Cordrend to the site of the 
  Horizon Festival takes about two days. The priests 
  travel at a brisk pace, but they refrain from using 
  magical travel, claiming that the journey is part of 
  the experience. When the sun goes down, the 
  priests find a comfortable clearing off the side of 
  the road and suggest it as a good campsite. The 
  PCs are free to search around if they’d like to find 
  an alternative, but the area is pretty open. It 
  consists of rolling hills with scattered tress. 
   
  After setting up camp and preparing a 
  wonderful stew, the priests question the PCs 
  about any traveling they’ve done. They are very 
  interested in any exotic locations the PCs have 
  visited during their adventures. Of particular 
  interest are any long journey’s they have taken. 
   
  Creatures: During the night the PCs hear wolves 
  in the distance. As the night wears on the wolf 
  howls seem to get closer and closer. The wolves 
  circle the camp and attack suddenly from different 
  directions. The PCs have just enough time to leap 
  to their feet and ready weapons before rolling 
  initiative. 
   
  The wolves have been directed to attack per 
  the instructions of the local werewolf lord so they 
  do not retreat and fight to the death. 
   
  APL 2 (EL 4) 
   
  Advanced Wolves (2): hp 44 each; Appendix 
  1. 
   
  NYR7-M04 Crossroads 
   
  Page 7 
  
  APL 4 (EL 6) 
   
  Advanced Wolves (3): hp 66 each; Appendix 
  1. 
   
  APL 6 (EL 8) 
   
  Advanced Dire Wolves (3): hp 132 each; 
  Appendix 1. 
   
  APL 8 (EL 10) 
   
  Advanced Dire Wolves (3): hp 198 each; 
  Appendix 1. 
   
  ENCOUNTER 4: HORIZON 
  FESTIVAL 
  As you near the crossroads a small local 
  watering hole called The Cracked Tankard 
  comes into view. It looks like a good place to 
  ask for directions and get a quick bite to eat 
  before continuing to the festival. 
   
  The inn is a rustic two story wooden building that 
  looks like it’s been around for a long time. It is 
  fairly busy with the overflow from the near by 
  Horizon Festival. Any of the people in the inn can 
  direct the PCs down the west road about a half-
  mile to the O’Brien farmstead where the Horizon 
  Festival is in full swing. The local barmaid, Maggie 
  is young, attractive, and overworked, but she’s 
  friendly enough and has a nice smile. Also present 
  is a Halfling named Wilbur, who is attending the 
  festival primarily for the food, along with a dozen 
  or so other patrons. Once the PCs have had a 
  quick rest, Narik and Andra express their interest 
  to continue on to the festival. 
   
  After a short walk west from the Cracked 
  Tankard you round a bend in the road and see 
  the Horizon Festival grounds sprawling before 
  you. There are dozens of large colorful tents, 
  numerous merchant carts and several hundred 
  people enjoying the festivities. The wonderful 
  smell of a wide assortment of foods drifts up 
  to meet you. It looks like the festival is in full 
  swing. 
   
  The festival grounds are actually on a local farm 
  about a half-mile from the actual crossroads. The 
  O’Brien’s have agreed to allow the festivities to 
  take place on their land. The priests of Fharlanghn 
  don’t want to disrupt traffic by having the festival 
  on the actual road so this works well. 
   
  The festival is basically a large group of 
  eclectic travelers, many of them merchants, 
  entertainers, and followers of Fharlanghn, who are 
  interested in having a good time. The merchant 
  wares focus heavily on things that aid travel (see 
  Items for the Adventure Record for some of the 
  more exotic things available here). They have 
  everything from fine horses to scrolls of teleport. 
  There are also lots of different food vendors as 
  well as a few makeshift taverns. 
   
  The priests of Fharlanghn are like travel 
  agents, 
  encouraging 
  travel 
  all 
  across 
  the 
  Flanaess. They have tales of exotic locations and 
  try their best to encourage visitors to travel far and 
  often. 
   
  The PCs can meet a dwarf named Dorgen 
  Bearheart who thinks highly of the Fharlanghn 
  priests and has also been investigating the attacks 
  in the area. He is in fact a werebear who despises 
  evil lycanthropes and spends much of his time 
  hunting them. If the PCs mention the amulet to 
  him, he knows a little bit about it and can relate the 
  same information found in the book. Dorgen has a 
  small booth where he is selling some items useful 
  for fighting lycanthropes. He has several silvered 
  weapons and a few vials of alchemists silver. 
  Dorgen also has some freshly picked belladonna 
  available. 
   
  The next morning the PCs find out that a 
  nearby roadside inn was attacked during the night 
  by a pack of werewolves. A priest of Fharlanghn 
  has gone missing and everyone is concerned. 
   
  You are awakened early the next morning by 
  shouting. A commotion has broken out at the 
  edge of the festival grounds and a small crowd 
  has gathered. 
   
  A woman, her clothes torn and bloody, is 
  pleading for help. She is out of breath from 
  running. “They’re dead, all dead!” she sobs. 
  You recognize the woman as Maggie, the 
  barmaid from the Cracked Tankard inn. 
   
  Maggie is out of breath from running flat out the 
  half mile from the Inn to the O’Brien farm. She is 
  obviously panicked, but doesn’t seem to have any 
  serious injuries other than skinned knees from 
  falling down while running away. It takes some 
  time and a successful DC 15 Diplomacy check to 
  get her to calm down long enough to relate the 
  story. 
   
  “I was sleeping in the common room when I 
  heard the crash. The front door was knocked 
  clean off the hinges. Then the demons came 
  rushing in, killing everyone! I ran out the back 
  and got away, but I could hear everyone 
  screaming, they’re all dead.” She breaks down 
  and begins sobbing again. 
  NYR7-M04 Crossroads 
   
  Page 8 
  
   
  She describes the creatures as hairy demons with 
  enormous teeth and claws. They were tearing 
  people apart. She didn’t look back as she ran and 
  didn’t see anyone else who made it out. 
   
  By the time the PCs reach the inn, all is quiet. 
  The front door has been torn away and several of 
  the ground floor windows are smashed. There is a 
  body laying in the road in front of the inn, a human 
  man. 
   
  Inside the front door is a horrible scene of 
  destruction. All the furniture is smashed and has 
  been thrown about the room. There are two more 
  bodies buried in the rubble, one dwarf and one 
  human female. Several people did manage to 
  escape and hide outside of the inn. Most of them 
  have fled down the road by the time the PCs 
  arrive. 
   
  The rooms upstairs reveal a similar scene of 
  destruction. There are two more bodies up here in 
  one of the guest rooms. A second guest room has 
  been torn apart. The final guest room still has the 
  door intact and closed. Inside is a Halfling male 
  survivor hiding under the bed. His name is Wilbur 
  and he’s scared out of his mind. 
   
  Wilbur was down in the common room looking 
  for an early breakfast when the attack started. He 
  was buried under a pile of pots and pans when the 
  beasts crashed into the kitchen. As things were 
  quieting down, he plucked up his courage and 
  took a look out the back door. He saw the savage 
  beasts moving east and one of them was carrying 
  Rakind. Wilbur liked Rakind because he bought 
  lots of extra food and was willing to share. Wilbur 
  isn’t sure if Rakind was alive or not when they 
  carried him off. They left about a half hour ago. 
  After he saw them leaving, he went up stairs to get 
  his things so he could leave, then he heard 
  something down stairs so he hid under the bed. 
   
  A search check reveals obvious signs of large 
  pawed creatures all around the inn. The tracks are 
  easy to follow, even for someone without the 
  tracking feat. They head up into the hills east of 
  the inn. 
   
  The priests ask the PCs to go after them and 
  rescue Rakind if possible. 
   
  ENCOUNTER 5: WEREWOLF 
  CAVE 
  The trail leads a few miles east up into the hills to 
  a hidden cave entrance. After exploring the cave, 
  the PCs come upon the following scene: 
   
  As you round the next corner you can make 
  out a quiet growling voice. “You are weak… 
  …you broke easily, but your suffering is far 
  from over… My female will find your priest and 
  the boy and her revenge will follow.” Then 
  there is a low groan of pain. 
   
  When the scene becomes visible: 
   
  A man is chained to the wall of the cave. He is 
  broken 
  and 
  bloody, 
  obviously 
  seriously 
  injured. Towering over him is a large werewolf 
  in hybrid form wearing a large disc shaped 
  amulet and holding a greatsword. The amulet 
  is engraved with the image of a wolf. He sniffs 
  the air briefly then turns to look in your 
  direction and snarls, “your friends are too late 
  to save you, I doubt they can even save 
  themselves.” He snarls and moves forward to 
  attack. 
   
  Creatures: Kelvis, the alpha male of the pack, is 
  currently taunting Rakind. At higher APLs Kelvis 
  has a werewolf bodyguard with him as well. They 
  both launch into combat fearlessly and will not 
  surrender. 
   
  APL 2 (EL 5) 
   
  Kelvis: male human werewolf barbarian 
  1/fighter 2; hp 60; Appendix 1. 
   
  APL 4 (EL 7) 
   
  Kelvis: male human werewolf barbarian 
  1/fighter 2/warshaper 1; hp 70; Appendix 1. 
   
  Werewolf Bodyguard: male human werewolf 
  barbarian 1/fighter 1; hp 40; Appendix 1. 
   
  APL 6 (EL 9) 
   
  Kelvis: male human werewolf barbarian 
  1/fighter 2/warshaper 3; hp 106; Appendix 1. 
   
  Werewolf Bodyguard: male human werewolf 
  barbarian 
  1/fighter 
  2/warshaper 
  1; 
  hp 
  64; 
  Appendix 1. 
   
  APL 8 (EL 11) 
   
  Kelvis: male human werewolf barbarian 
  1/fighter 4/warshaper 3; hp 133; Appendix 1. 
   
  Werewolf Bodyguard: male human werewolf 
  barbarian 
  1/fighter 
  2/warshaper 
  3; 
  hp 
  98; 
  Appendix 1. 
   
  Treasure: The pack has been preying on travelers 
  for many months. They have gathered a lot of 
  valuables from their victims and stored them in this 
  cave. A quick search will reveal various trade 
  goods and some gold coins, in addition to the 
  treasure on the werewolves. 
  NYR7-M04 Crossroads 
   
  Page 9 
  
   
   
  APL 2: Loot: 29 gp; Coin: 0 gp; Magic: 167 gp 
  – ring of protection +1 (167 gp each), wolflord 
  amulet (0 gp each) 
   
  APL 4: Loot: 58 gp; Coin: 0 gp; Magic: 417 gp 
  – cloak of resistance +1 (83 gp each), ring of 
  protection +1 (2) (167 gp each per ring), wolflord 
  amulet (0 gp each) 
   
  APL 6: Loot: 29 gp; Coin: 0 gp; Magic: 863 gp 
  – +1 greatsword (196 gp each), bracers of armor 
  +1 (167 gp each), cloak of resistance +1 (2) (83 
  gp each per cloak), ring of protection +1 (2) (167 
  gp each per ring), wolflord amulet (0 gp each) 
   
  APL 8: Loot: 0 gp; Coin: 0 gp; Magic: 1,976 gp 
  – +1 greatsword (196 gp each), +2 greatsword 
  (696 gp each), bracers of armor +1 (2) (167 gp 
  each per set of bracers), cloak of resistance +1 
  (83 gp each), cloak of resistance +2 (333 gp 
  each), ring of protection +1 (2) (167 gp each per 
  ring), wolflord amulet (0 gp each) 
   
  Detect Magic Results: +1 greatsword (faint 
  transmutation), 
  +2 
  greatsword 
  (faint 
  transmutation), bracers of armor +1 (moderate 
  conjuration), 
  cloak 
  of 
  resistance 
  +1 
  (faint 
  abjuration), 
  cloak 
  of 
  resistance 
  +2 
  (faint 
  abjuration), ring of protection +1 (faint abjuration), 
  wolflord amulet (strong transmutation) 
   
  CONCLUSION 
  Once Kelvis is defeated, the PCs can tend to 
  Rakind. His wounds are serious and he has 
  contracted lycanthropy from the numerous bites 
  he received while being tortured. His wounds can 
  be healed by any of the standard methods, but the 
  lycanthropy must be treated as detailed in the 
  Monster Manual. 
   
  Rakind will reveal to the PCs that he was 
  tortured for information. It seems that the 
  werewolves bumped into Forrestal in the crypt of 
  the werewolf lord. They stole a letter from him that 
  was from a Fharlanghn priest, which indicated the 
  grandson of General Osmeran had been found 
  alive. It seems that the alpha female of the pack 
  has a special hatred for Osmeran and she plans to 
  use the information to hurt the general in any way 
  she can. After taking the letter and robbing the 
  tomb, the werewolves locked Forrestal in the crypt 
  with the enraged werewolf zombie. 
   
  Rakind was unable to hold out against the 
  torture and told Kelvis that Moscha is headed back 
  to Womtham. Moscha is a wandering priest of 
  Fharlanghn and friend of Rakind’s who found the 
  boy about a year ago and took him on a 
  pilgrimage to Greyhawk. The female took most of 
  the pack and set out to find him. 
   
  The alpha female is missing and she knows 
  about the wandering priest who is guarding 
  Osmeran’s grandson. She must be stopped. 
   
  Wolflord Amulet 
  The PCs must decide what to do with the Wolflord 
  Amulet. They have three basic options: 
  1. One PC in the party may keep it. The PC 
  who keeps it receives the “Possession of 
  the Wolflord Amulet” on the AR. 
  2. They can destroy it. 
  3. They can hand it over to an authority 
  figure such as the priests of Fharlanghn or 
  Dorgan Bearheart the werebear. 
   
  NYR7-M04 Crossroads 
   
  Page 10 
  
  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 1 
  Defeat the crypt guardians: 
  APL 2  
  45 XP 
  APL 4  
  75 XP 
  APL 6  
  105 XP 
  APL 8  
  135 XP 
   
  Encounter 3 
  Defeat the wolves: 
  APL 2  
  60 XP 
  APL 4  
  90 XP 
  APL 6  
  120 XP 
  APL 8  
  150 XP 
   
  Encounter 5 
  Defeat Kelvis and his guard: 
  APL 2  
  75 XP 
  APL 4  
  105 XP 
  APL 6  
  135 XP 
  APL 8  
  165 XP 
   
  Story Award 
  Rescue Rakind: 
  APL 2  
  30 XP 
  APL 4  
  40 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
   
  Discretionary roleplaying award: 
  APL 2  
  15 XP 
  APL 4  
  17 XP 
  APL 6  
  30 XP 
  APL 8  
  37 XP 
   
  Total possible experience: 
  APL 2  
  225 XP 
  APL 4  
  327 XP 
  APL 6  
  450 XP 
  APL 8  
  562 XP 
   
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of 
  their foes. Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of 
  all their earthly possessions. Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold. If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot. If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available. A normal adventuring party can usually 
  gather this wealth in a round or so. If for some 
  reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use them during the adventure. Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it. Other times they may attempt to 
  use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the 
  adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate. 
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = 
  Magic Items. 
   
  Encounter 1 
   
  APL 2: Loot: 40 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 4: Loot: 40 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 6: Loot: 98 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 8: Loot: 171 gp; Coin: 0 gp; Magic: 0 gp 
   
  Encounter 2 
   
  APL 2: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp 
   
  APL 4: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp 
   
  APL 6: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp 
  NYR7-M04 Crossroads 
   
  Page 11 
  
   
  APL 8: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp 
  • 
  Silversheen (Adventure; DMG) 
   
  • 
  Ring of climbing (Adventure; DMG) 
  Encounter 5 
  • 
  Ring of jumping (Adventure; DMG) 
   
  APL 2: Loot: 29 gp; Coin: 0 gp; Magic: 167 gp 
  – ring of protection +1 (167 gp each), wolflord 
  amulet (0 gp each) 
  • 
  Wand of longstrider (CL1) (Adventure; DMG) 
   
  APL 4 (all of APL 2 plus the following): 
   
  APL 4: Loot: 58 gp; Coin: 0 gp; Magic: 417 gp 
  – cloak of resistance +1 (83 gp each), ring of 
  protection +1 (2) (167 gp each per ring), wolflord 
  amulet (0 gp each) 
  • 
  Horseshoes of speed (Adventure; DMG) 
  • 
  Boots of striding and springing (Adventure; 
  DMG) 
   
   
  APL 6: Loot: 29 gp; Coin: 0 gp; Magic: 863 gp 
  – +1 greatsword (196 gp each), bracers of armor 
  +1 (167 gp each), cloak of resistance +1 (2) (83 
  gp each per cloak), ring of protection +1 (2) (167 
  gp each per ring), wolflord amulet (0 gp each) 
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Horseshoes of the zephyr (Adventure; DMG) 
  • 
  Anklet of translocation (Adventure; MIC) 
   
  APL 8 (all of APLs 2-6 plus the following): 
   
  APL 8: Loot: 0 gp; Coin: 0 gp; Magic: 1,976 gp 
  – +1 greatsword (196 gp each), +2 greatsword 
  (696 gp each), bracers of armor +1 (2) (167 gp 
  each per set of bracers), cloak of resistance +1 
  (83 gp each), cloak of resistance +2 (333 gp 
  each), ring of protection +1 (2) (167 gp each per 
  ring), wolflord amulet (0 gp each) 
  • 
  Boots of speed (Adventure; DMG) 
  • 
  Gloves of swimming and climbing (Adventure; 
  DMG) 
   
   
   
  Total Possible Treasure 
   
  APL 2: Loot: 69 gp; Coin: 50 gp; Magic: 167 
  gp; Total: 286 gp 
   
  APL 4: Loot: 98 gp; Coin: 50 gp; Magic: 417 
  gp; Total: 565 gp 
   
  APL 6: Loot: 127 gp; Coin: 50 gp; Magic: 863 
  gp; Total: 1,040 gp 
   
  APL 8: Loot: 171 gp; Coin: 50 gp; Magic: 
  1,976 gp; Total: 2,197 gp 
   
  Special 
  Blessing of Fharlanghn: You have rescued the 
  Fharlanghn priest Rakind and may call upon the 
  blessings of Fharlanghn. Activating this blessing is 
  a swift action that allows you to act as if under the 
  effects of a freedom of movement spell. The effect 
  lasts for a total of 10 rounds, which do not have to 
  be used consecutively. Turning off the effect is a 
  free action. Cross this favor off when it is used up. 
   
  ���������� 
   
  Possession of the Wolflord Amulet: You have 
  chosen to keep the Wolflord Amulet. Only one PC 
  at each table may keep the amulet. 
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
   
  Item Access 
  APL 2: 
  NYR7-M04 Crossroads 
   
  Page 12 
  
  APPENDIX 1: APL 2
  ENCOUNTER 1: WERWOLF LORD 
  CRYPT 
  W E R E W O L F  (H UM AN W AR R I O R)  Z O M B I E,  H Y B R I D  
  F O R M 
  CR  2 
  NE Medium undead 
  Init +1; Senses darkvision 60 ft.; Listen +0, Spot +0 
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 natural) 
  hp 57 (6 HD); DR 5/slashing 
  Fort +2, Ref +3, Will +5 
  Speed 30 ft. (6 squares) 
  Melee masterwork greatclub +7 (1d10+4) or 
  Melee slam +6 (1d6+3) or 
  Melee claw +6 (1d4+3) or 
  Melee bite +6 (1d6+1) 
  Base Atk +3; Grp +6 
  Abilities Str 17, Dex 13, Con —, Int —, Wis 10, Cha 1 
  SQ single actions only, undead traits 
  Feats ToughnessB
  Possessions masterwork greatclub 
   
  AN I M AT E D  S M ALL B AN D E D  M AI L 
  CR  1 
  N Small construct 
  Init +1; Senses darkvision 60 ft., low-light vision; Listen 
  -5, Spot -5 
  AC 15, touch 12, flat-footed 14 
   (1 size, 1 Dex, +1 shield, +2 natural) 
  hp 17 (1 HD); hardness 10 
  Immune construct immunities 
  Fort +0, Ref +1, Will -5 
  Speed 40 ft. (8 squares) 
  Melee small longsword +1 (1d6/19-20) 
  Base Atk +0; Grp -4 
  Abilities Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1 
  SQ construct traits 
  Possessions longsword, masterwork light steel shield 
   
  ENCOUNTER 3: WOLF AMBUSH 
  W O L F,  AD V AN C E D 
  CR  2 
  N Large Animal 
  Init +1; Senses low-light vision, scent; Listen +4, Spot 
  +4 
  AC 14, touch 10, flat-footed 13 
   (-1 size, +1 Dex, +4 natural) 
  hp 44 (4 HD) 
  Fort +8, Ref +5, Will +2 
  Speed 50 ft. (10 squares) 
  Melee bite +9 (1d8+9) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +13 
  Atk Options trip (+10 check modifier) 
  Abilities Str 22, Dex 13, Con 19, Int 2, Wis 12, Cha 6 
  Feats Improved Toughness, TrackB, Weapon Focus 
  (bite) 
  Skills Hide -3, Listen +4, Move Silently +2, Spot +4, 
  Survival +1 (+5 if tracking via scent) 
  Trip (Ex) A wolf that hits with a bite attack can attempt 
  to trip the opponent (+10 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf. 
  Skills Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
   
  NYR7-M04 Crossroads 
   
  Page 13 
  
  ENCOUNTER 5: WEREWOLF CAVE 
  K E L V I S,  H Y B R I D  F O R M 
  CR  5 
  Male human werewolf barbarian 1/fighter 2 
  CE Medium humanoid (human, shapechanger) 
  Init +8; Senses low-light vision, scent; Listen +8, Spot 
  +4 
  Languages Common 
  AC 19, touch 15, flat-footed 15 
   (+4 Dex, +1 deflection, +4 natural) 
  hp 60 (5 HD); DR 10/silver 
  Fort +13, Ref +7, Will +4 
  Speed 40 ft. (8 squares) 
  Melee masterwork greatsword +10 (2d6+7) and 
   
   bite +7 (1d8+2) or 
  Melee 2 claws +9 (1d4+5) and 
   
   bite +7 (1d8+2) 
  Base Atk +4; Grp +9 
  Atk Options Power Attack 
  Special Actions alternate form, rage 1/day 
  Abilities Str 20, Dex 19, Con 20, Int 10, Wis 14, Cha 8 
  SQ wolf empathy 
  Feats Improved Initiative, Improved Natural Attack 
  (bite), Improved Toughness, Iron Will, Multiattack, 
  Power Attack, TrackB 
  Skills Handle Animal +5, Intimidate +3,Jump +11, 
  Listen +8, Ride +6, Spot +4, Survival +6 (+10 if 
  tracking via scent) 
  Possessions masterwork greatsword, ring of protection 
  +1, wolflord amulet 
  Alternate Form (Su): A werewolf can assume a human 
  form or the form of a wolf. 
  Curse of Lycanthropy (Su): Any humanoid or giant hit 
  by a natural lycanthrope’s bite attack in animal or 
  hybrid form must succeed on a DC 17 Fortitude save 
  or contract lycanthropy. If the victim’s size is not 
  within one size category of the lycanthrope the victim 
  cannot contract lycanthropy from that lycanthrope. 
  Afflicted lycanthropes cannot pass on the curse of 
  lycanthropy. 
  Wolf Empathy (Ex): Communicate with wolves and dire 
  wolves, and +4 racial bonus on Charisma-based 
  checks against wolves and dire wolves. 
  Skills Werewolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
  Rage when raging, Kelvis’ stats change as follows: 
   
  AC 17, touch 13, flat-footed 13 
   
  hp 70 
   
  Fort +15, Will +6 
   
  Melee masterwork greatsword +12 (2d6+10) and 
   
   bite +9 (1d8+3) or 
   
  Melee 2 claws +11 (1d4+7) and 
   
   bite +9 (1d8+3) 
   
  Grp +11 
   
  Abilities Str 24, Con 24 
   
  Skills Jump +13 
   
   
  NYR7-M04 Crossroads 
   
  Page 14 
  
  APL 4 
  ENCOUNTER 1: WERWOLF LORD 
  CRYPT 
  W E R E W O L F  (H UM AN W AR R I O R)  Z O M B I E,  H Y B R I D  
  F O R M,  F AS T H U N T I NG  U NKI LLABLE 
  CR  4 
  NE Medium undead 
  Init +1; Senses darkvision 60 ft., scent; Listen +6, Spot 
  +6 
  AC 19, touch 13, flat-footed 16 
   (+1 Dex, +2 dodge, +6 natural) 
  hp 63 (6 HD); fast healing 5; DR 5/slashing 
  Fort +2, Ref +3, Will +7 
  Speed 60 ft. (12 squares) 
  Melee masterwork greatclub +7 (1d10+4) or 
  Melee slam +6 (1d6+3) or 
  Melee claw +6 (1d4+3) or 
  Melee bite +6 (1d6+1) 
  Base Atk +3; Grp +6 
  Abilities Str 17, Dex 13, Con —, Int —, Wis 14, Cha 1 
  SQ undead traits 
  Feats Improved ToughnessB, ToughnessB, TrackB
  Skills Listen +6, Spot +6 
  Possessions masterwork greatclub 
  Skills Hunting zombies have a +4 racial bonus to Listen 
  and Spot checks. 
   
  AN I M AT E D  M E D I U M  B AN D E D  M AI L 
  CR  2 
  N Medium construct 
  Init +0; Senses darkvision 60 ft., low-light vision; Listen 
  -5, Spot -5 
  AC 15, touch 10, flat-footed 15 
   (+1 shield, +4 natural) 
  hp 35 (2 HD); hardness 10 
  Immune construct immunities 
  Fort +0, Ref +0, Will -5 
  Speed 40 ft. (8 squares) 
  Melee longsword +2 (1d8+1/19-20) 
  Base Atk +1; Grp +2 
  Abilities Str 12, Dex 10, Con —, Int —, Wis 1, Cha 1 
  SQ construct traits 
  Possessions longsword, masterwork light steel shield 
   
  ENCOUNTER 3: WOLF AMBUSH 
  W O L F,  AD V AN C E D 
  CR  3 
  N Large Animal 
  Init +1; Senses low-light vision, scent; Listen +5, Spot 
  +5 
  AC 14, touch 10, flat-footed 13 
   (-1 size, +1 Dex, +4 natural) 
  hp 66 (6 HD) 
  Fort +9, Ref +6, Will +3 
  Speed 50 ft. (10 squares) 
  Melee bite +10 (2d6+9) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +4; Grp +14 
  Atk Options trip (+10 check modifier) 
  Abilities Str 22, Dex 13, Con 19, Int 2, Wis 12, Cha 6 
  Feats 
  Improved 
  Natural 
  Attack 
  (bite), 
  Improved 
  Toughness, TrackB, Weapon Focus (bite) 
  Skills Hide -3, Listen +5, Move Silently +2, Spot +5, 
  Survival +1 (+5 if tracking via scent) 
  Trip (Ex) A wolf that hits with a bite attack can attempt 
  to trip the opponent (+10 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf. 
  Skills Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
   
  ENCOUNTER 5: WEREWOLF CAVE 
  K E L V I S,  H Y B R I D  F O R M 
  CR  6 
  Male human werewolf barbarian 1/fighter 2/warshaper 1 
  CE Medium humanoid (human, shapechanger) 
  Init +8; Senses low-light vision, scent; Listen +8, Spot 
  +4 
  Languages Common 
  AC 19, touch 15, flat-footed 15 
   (+4 Dex, +1 deflection, +4 natural) 
  hp 70 (6 HD); DR 10/silver 
  Immune critical hits, stun 
  Fort +16, Ref +8, Will +5 
  Speed 40 ft. (8 squares) 
  Melee masterwork greatsword +10 (2d6+7) and 
   
   bite +7 (2d6+2) or 
  Melee 2 claws +9 (1d6+5) and 
   
   bite +7 (2d6+2) 
  Base Atk +4; Grp +9 
  Atk Options Power Attack 
  Special Actions alternate form, rage 1/day 
  Abilities Str 20, Dex 19, Con 20, Int 10, Wis 14, Cha 8 
  SQ wolf empathy 
  Feats Improved Initiative, Improved Natural Attack 
  (bite), Improved Toughness, Iron Will, Multiattack, 
  Power Attack, TrackB 
  Skills Handle Animal +5, Intimidate +3,Jump +13, 
  Listen +8, Ride +6, Spot +4, Survival +6 (+10 if 
  tracking via scent) 
  Possessions 
  masterwork 
  greatsword, 
  cloak 
  of 
  resistance +1, ring of protection +1, wolflord amulet 
  Alternate Form (Su): A werewolf can assume a human 
  form or the form of a wolf. 
  Curse of Lycanthropy (Su): Any humanoid or giant hit 
  by a natural lycanthrope’s bite attack in animal or 
  hybrid form must succeed on a DC 17 Fortitude save 
  or contract lycanthropy. If the victim’s size is not 
  within one size category of the lycanthrope the victim 
  cannot contract lycanthropy from that lycanthrope. 
  Afflicted lycanthropes cannot pass on the curse of 
  lycanthropy. 
  Morphic Immunities (Ex): You are immune to stunning 
  and critical hits. 
  Morphic Weapons (Su): As a move action you can 
  grow natural weapons dealing the appropriate 
  amount of damage (see Table 5-1, MM p. 296). 
  These morphic weapons need not be natural to the 
  NYR7-M04 Crossroads 
   
  Page 15 
  
  form the warshaper is in. If the warshaper’s form 
  already has that weapon type of natural weapon, the 
  morphic weapon deals damage as if it were one 
  category larger. You can change natural weapons as 
  often as you like. 
  Wolf Empathy (Ex): Communicate with wolves and dire 
  wolves, and +4 racial bonus on Charisma-based 
  checks against wolves and dire wolves. 
  Skills Werewolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
  Wolf Empathy (Ex): Communicate with wolves and dire 
  wolves, and +4 racial bonus on Charisma-based 
  checks against wolves and dire wolves. 
  Rage when raging, the bodyguard’s stats change as 
  follows: 
   
  AC 16, touch 12, flat-footed 13 
  Skills Werewolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
   
  hp 48 
   
  Fort +13, Will +6 
  Rage when raging, Kelvis’ stats change as follows: 
   
  Melee masterwork greatsword +10 (2d6+9) and 
   
   bite +4 (1d8+3) or 
   
  AC 17, touch 13, flat-footed 13 
   
  Melee 2 claws +9 (1d4+6) and 
   
  hp 82 
   
   bite +4 (1d8+3) 
   
  Fort +18, Will +7 
   
  Grp +9 
   
  Melee masterwork greatsword +12 (2d6+10) and 
   
  Abilities Str 22, Con 22 
   
   bite +9 (2d6+3) or 
   
  Skills Jump +12 
   
  Melee 2 claws +11 (1d6+7) and 
   
   bite +9 (2d6+3) 
   
  Grp +11 
   
  Abilities Str 24, Con 24 
   
  Skills Jump +15 
   
  W E R E W O L F  B O D Y G U AR D,  H Y B R I D  F O R M 
  CR  4 
  Male human werewolf barbarian 1/fighter 1 
  CE Medium humanoid (human, shapechanger) 
  Init +7; Senses low-light vision, scent; Listen +8, Spot 
  +4 
  Languages Common 
  AC 18, touch 14, flat-footed 15 
   (+3 Dex, +1 deflection, +4 natural) 
  hp 40 (4 HD); DR 10/silver 
  Fort +11, Ref +6, Will +4 
  Speed 40 ft. (8 squares) 
  Melee masterwork greatsword +8 (2d6+6) and 
   
   bite +2 (1d8+2) or 
  Melee 2 claws +7 (1d4+4) and 
   
   bite +2 (1d8+2) 
  Base Atk +3; Grp +7 
  Atk Options Power Attack 
  Special Actions alternate form, rage 1/day 
  Abilities Str 18, Dex 17, Con 18, Int 10, Wis 14, Cha 8 
  SQ wolf empathy 
  Feats Improved Initiative, Improved Natural Attack 
  (bite), Iron Will, Power Attack, TrackB 
  Skills Handle Animal +3, Intimidate +3,Jump +10, 
  Listen +8, Spot +4, Survival +6 (+10 if tracking via 
  scent) 
  Possessions masterwork greatsword, ring of protection 
  +1 
  Alternate Form (Su): A werewolf can assume a human 
  form or the form of a wolf. 
  Curse of Lycanthropy (Su): Any humanoid or giant hit 
  by a natural lycanthrope’s bite attack in animal or 
  hybrid form must succeed on a DC 17 Fortitude save 
  or contract lycanthropy. If the victim’s size is not 
  within one size category of the lycanthrope the victim 
  cannot contract lycanthropy from that lycanthrope. 
  Afflicted lycanthropes cannot pass on the curse of 
  lycanthropy. 
  NYR7-M04 Crossroads 
   
  Page 16 
  
  APL 6 
  ENCOUNTER 1: WERWOLF LORD 
  CRYPT 
  W E R E W O L F  (H UM AN W AR R I O R)  Z O M B I E,  H Y B R I D  
  F O R M,  F AS T H U N T I NG  U NKI LLABLE 
  CR  4 
  NE Medium undead 
  Init +1; Senses darkvision 60 ft., scent; Listen +6, Spot 
  +6 
  AC 19, touch 13, flat-footed 16 
   (+1 Dex, +2 dodge, +6 natural) 
  hp 63 (6 HD); fast healing 5; DR 5/slashing 
  Fort +2, Ref +3, Will +7 
  Speed 60 ft. (12 squares) 
  Melee masterwork greatclub +7 (1d10+4) or 
  Melee slam +6 (1d6+3) or 
  Melee claw +6 (1d4+3) or 
  Melee bite +6 (1d6+1) 
  Base Atk +3; Grp +6 
  Abilities Str 17, Dex 13, Con —, Int —, Wis 14, Cha 1 
  SQ undead traits 
  Feats Improved ToughnessB, ToughnessB, TrackB
  Skills Listen +6, Spot +6 
  Possessions masterwork greatclub 
  Skills Hunting zombies have a +4 racial bonus to Listen 
  and Spot checks. 
   
  D R E AD G UARD,  AD V AN C E D 
  CR  6 
  N Large construct 
  Init +0; Senses darkvision 60 ft., low-light vision; Listen 
  +1, Spot +16 
  Languages Common (does not speak) 
  AC 18, touch 9, flat-footed 18 
   (-1 size, +6 armor, +1 shield, +2 natural) 
  hp 132 (12 HD) 
  Immune construct immunities 
  Resist cold 10, fire 10 
  Fort +4, Ref +4, Will +7 
  Speed 20 ft. (4 squares); can’t run 
  Melee large longsword +16/+11 (2d6+8/19-20) 
  Base Atk +9; Grp +21 
  Atk Options Blind-Fight, Cleave, Power Attack 
  Abilities Str 26, Dex 10, Con —, Int 6, Wis 13, Cha 2 
  SQ construct traits 
  Feats Blind-Fight, Cleave, Improved Toughness, Iron 
  Will, Power Attack 
  Skills Spot +16 
  Possessions large longsword, masterwork banded 
  mail, masterwork light steel shield 
   
  ENCOUNTER 3: WOLF AMBUSH 
  W O L F,  AD V AN C E D  D I RE 
  CR  5 
  N Large animal 
  Init +2; Senses low-light vision, scent; Listen +10, Spot 
  +10 
  AC 14, touch 11, flat-footed 12 
   (-1 size, +2 Dex, +3 natural) 
  hp 132 (12 HD) 
  Fort +12, Ref +10, Will +9 
  Speed 50 ft. (10 squares); Run 
  Melee bite +17 (2d6+12) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +21 
  Atk Options trip (+12 check modifier) 
  Abilities Str 26, Dex 15, Con 18, Int 2, Wis 12, Cha 10 
  Feats Alertness, Improved Natural Attack (bite), 
  Improved Toughness, Run, TrackB, Weapon Focus 
  (bite) 
  Skills Hide +3, Listen +10, Move Silently +5, Spot +10, 
  Survival +2 (+6 if tracking via scent) 
  Trip (Ex) A dire wolf that hits with a bite attack can 
  attempt to trip its opponent (+12 check modifier) as a 
  free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt fails, 
  the opponent cannot react to trip the dire wolf. 
  Skills A dire wolf has a +2 racial bonus on Hide, Listen, 
  Move Silently, and Spot checks. It also has a +4 
  racial bonus on Survival checks when tracking by 
  scent. 
   
  ENCOUNTER 5: WEREWOLF CAVE 
  K E L V I S,  H Y B R I D  F O R M 
  CR  8 
  Male human werewolf barbarian 1/fighter 2/warshaper 3 
  CE Medium humanoid (human, shapechanger) 
  Init +9; Senses low-light vision, scent; Listen +8, Spot 
  +4 
  Languages Common 
  AC 21, touch 16, flat-footed 16 
   (+5 Dex, +1 armor, +1 deflection, +4 natural) 
  hp 106 (8 HD); DR 10/silver 
  Immune critical hits, stun 
  Fort +19, Ref +12, Will +6 
  Speed 40 ft. (8 squares) 
  Melee +1 greatsword +14/+9 (2d6+11) and 
   
   bite +11 (2d6+3) or 
  Melee 2 claws +13 (1d6+7) and 
   
   bite +11 (2d6+3) 
  Space 5 ft.; Reach 10 ft. 
  Base Atk +6; Grp +13 
  Atk Options Power Attack 
  Special Actions alternate form, rage 1/day 
  Abilities Str 24, Dex 20, Con 24, Int 10, Wis 14, Cha 8 
  SQ wolf empathy 
  Feats Improved Initiative, Improved Natural Attack 
  (bite), Improved Toughness, Iron Will, Lightning 
  Reflexes, Multiattack, Power Attack, TrackB 
  Skills Handle Animal +5, Intimidate +3,Jump +19, 
  Listen +8, Ride +7, Spot +4, Survival +6 (+10 if 
  tracking via scent) 
  Possessions +1 greatsword, bracers of armor +1, cloak 
  of resistance +1, ring of protection +1, wolflord 
  amulet 
  Alternate Form (Su): A werewolf can assume a human 
  form or the form of a wolf. 
  Curse of Lycanthropy (Su): Any humanoid or giant hit 
  by a natural lycanthrope’s bite attack in animal or 
  NYR7-M04 Crossroads 
   
  Page 17 
  
  hybrid form must succeed on a DC 17 Fortitude save 
  or contract lycanthropy. If the victim’s size is not 
  within one size category of the lycanthrope the victim 
  cannot contract lycanthropy from that lycanthrope. 
  Afflicted lycanthropes cannot pass on the curse of 
  lycanthropy. 
  Feats Improved Initiative, Improved Natural Attack 
  (bite), Improved Toughness, Iron Will, Multiattack, 
  Power Attack, TrackB 
  Skills Handle Animal +5, Intimidate +3,Jump +12, 
  Listen +8, Ride +5, Spot +4, Survival +6 (+10 if 
  tracking via scent) 
  Morphic Body (Su): You can make yourself stronger 
  and healthier, +4 Str and Con 
  Possessions 
  masterwork 
  greatsword, 
  cloak 
  of 
  resistance +1, ring of protection +1 
  Morphic Immunities (Ex): You are immune to stunning 
  and critical hits. 
  Alternate Form (Su): A werewolf can assume a human 
  form or the form of a wolf. 
  Morphic Reach (Su): You can stretch your limbs 
  outward gaining 5 more feet of reach. Unlike most 
  creatures you do not appear to have longer reach 
  until you actually use it. 
  Curse of Lycanthropy (Su): Any humanoid or giant hit 
  by a natural lycanthrope’s bite attack in animal or 
  hybrid form must succeed on a DC 17 Fortitude save 
  or contract lycanthropy. If the victim’s size is not 
  within one size category of the lycanthrope the victim 
  cannot contract lycanthropy from that lycanthrope. 
  Afflicted lycanthropes cannot pass on the curse of 
  lycanthropy. 
  Morphic Weapons (Su): As a move action you can 
  grow natural weapons dealing the appropriate 
  amount of damage (see Table 5-1, MM p. 296). 
  These morphic weapons need not be natural to the 
  form the warshaper is in. If the warshaper’s form 
  already has that weapon type of natural weapon, the 
  morphic weapon deals damage as if it were one 
  category larger. You can change natural weapons as 
  often as you like. 
  Morphic Immunities (Ex): You are immune to stunning 
  and critical hits. 
  Morphic Weapons (Su): As a move action you can 
  grow natural weapons dealing the appropriate 
  amount of damage (see Table 5-1, MM p. 296). 
  These morphic weapons need not be natural to the 
  form the warshaper is in. If the warshaper’s form 
  already has that weapon type of natural weapon, the 
  morphic weapon deals damage as if it were one 
  category larger. You can change natural weapons as 
  often as you like. 
  Wolf Empathy (Ex): Communicate with wolves and dire 
  wolves, and +4 racial bonus on Charisma-based 
  checks against wolves and dire wolves. 
  Skills Werewolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
  Rage when raging, Kelvis’ stats change as follows: 
   
  AC 19, touch 14, flat-footed 14 
  Wolf Empathy (Ex): Communicate with wolves and dire 
  wolves, and +4 racial bonus on Charisma-based 
  checks against wolves and dire wolves. 
   
  hp 122 
   
  Fort +21, Will +8 
   
  Melee +1 greatsword +16/+11 (2d6+14) and 
  Skills Werewolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
   
   bite +13 (2d6+4) or 
   
  Melee 2 claws +15 (1d6+9) and 
  Rage when raging, the bodyguard’s stats change as 
  follows: 
   
   bite +13 (2d6+4) 
   
  Grp +15 
   
  AC 16, touch 12, flat-footed 13 
   
  Abilities Str 28, Con 28 
   
  hp 76 
   
  Skills Jump +21 
   
  Fort +18, Will +7 
   
   
  Melee masterwork greatsword +11 (2d6+9) and 
  W E R E W O L F  B O D Y G U AR D,  H Y B R I D  F O R M 
  CR  6 
   
   bite +8 (2d6+3) or 
  Male human werewolf barbarian 1/fighter 2/warshaper 1 
   
  Melee 2 claws +10 (1d6+6) and 
  CE Medium humanoid (human, shapechanger) 
   
   bite +8 (2d6+3) 
  Init +7; Senses low-light vision, scent; Listen +8, Spot 
  +4 
   
  Grp +10 
   
  Abilities Str 22, Con 22 
  Languages Common 
   
  Skills Jump +14 
   
  AC 18, touch 14, flat-footed 15 
   
   (+3 Dex, +1 deflection, +4 natural) 
  hp 64 (6 HD); DR 10/silver 
  Immune critical hits, stun 
  Fort +16, Ref +7, Will +5 
  Speed 40 ft. (8 squares) 
  Melee masterwork greatsword +9 (2d6+6) and 
   
   bite +6 (2d6+2) or 
  Melee 2 claws +8 (1d6+4) and 
   
   bite +6 (2d6+2) 
  Base Atk +4; Grp +8 
  Atk Options Power Attack 
  Special Actions alternate form, rage 1/day 
  Abilities Str 18, Dex 17, Con 18, Int 10, Wis 14, Cha 8 
  SQ wolf empathy 
  NYR7-M04 Crossroads 
   
  Page 18 
  
  APL 8 
  ENCOUNTER 1: WERWOLF LORD 
  CRYPT 
  W E R E W O L F  (H UM AN W AR R I O R)  Z O M B I E,  H Y B R I D  
  F O R M,  F AS T H U N T I NG  U NKI LLABLE 
  CR  4 
  NE Medium undead 
  Init +1; Senses darkvision 60 ft., scent; Listen +6, Spot 
  +6 
  AC 19, touch 13, flat-footed 16 
   (+1 Dex, +2 dodge, +6 natural) 
  hp 63 (6 HD); fast healing 5; DR 5/slashing 
  Fort +2, Ref +3, Will +7 
  Speed 60 ft. (12 squares) 
  Melee masterwork greatclub +7 (1d10+4) or 
  Melee slam +6 (1d6+3) or 
  Melee claw +6 (1d4+3) or 
  Melee bite +6 (1d6+1) 
  Base Atk +3; Grp +6 
  Abilities Str 17, Dex 13, Con —, Int —, Wis 14, Cha 1 
  SQ undead traits 
  Feats Improved ToughnessB, ToughnessB, TrackB
  Skills Listen +6, Spot +6 
  Possessions masterwork greatclub 
  Skills Hunting zombies have a +4 racial bonus to Listen 
  and Spot checks. 
   
  D R E AD G UARD,  AD V AN C E D 
  CR  6 
  N Large construct 
  Init +0; Senses darkvision 60 ft., low-light vision; Listen 
  +1, Spot +16 
  Languages Common (does not speak) 
  AC 18, touch 9, flat-footed 18 
   (-1 size, +6 armor, +1 shield, +2 natural) 
  hp 132 (12 HD) 
  Immune construct immunities 
  Resist cold 10, fire 10 
  Fort +4, Ref +4, Will +7 
  Speed 20 ft. (4 squares); can’t run 
  Melee large longsword +16 (2d6+8/19-20) 
  Base Atk +9; Grp +21 
  Atk Options Blind-Fight, Cleave, Power Attack 
  Abilities Str 26, Dex 10, Con —, Int 6, Wis 13, Cha 2 
  SQ construct traits 
  Feats Blind-Fight, Cleave, Improved Toughness, Iron 
  Will, Power Attack 
  Skills Spot +16 
  Possessions large longsword, masterwork banded 
  mail, masterwork light steel shield 
   
  D R E AD G UARD,  AD V AN C E D 
  CR  7 
  N Large construct 
  Init +4; Senses darkvision 60 ft., low-light vision; Listen 
  +1, Spot +19 
  Languages Common (does not speak) 
  AC 18, touch 9, flat-footed 18 
   (-1 size, +6 armor, +1 shield, +2 natural) 
  hp 157 (15 HD) 
  Immune construct immunities 
  Resist cold 10, fire 10 
  Fort +5, Ref +5, Will +8 
  Speed 20 ft. (4 squares); can’t run 
  Melee large longsword +18/+13/+8 (2d6+8/19-20) 
  Base Atk +11; Grp +23 
  Atk Options Blind-Fight, Cleave, Power Attack 
  Abilities Str 26, Dex 10, Con —, Int 6, Wis 13, Cha 2 
  SQ construct traits 
  Feats Blind-Fight, Cleave, Improved Iniiative, Improved 
  Toughness, Iron Will, Power Attack 
  Skills Spot +19 
  Possessions large longsword, masterwork banded 
  mail, masterwork light steel shield 
   
  ENCOUNTER 3: WOLF AMBUSH 
  W O L F,  AD V AN C E D  D I RE 
  CR  7 
  N Large animal 
  Init +3; Senses low-light vision, scent; Listen +11, Spot 
  +11 
  AC 15, touch 12, flat-footed 12 
   (-1 size, +3 Dex, +3 natural) 
  hp 198 (18 HD) 
  Fort +15, Ref +14, Will +12 
  Speed 50 ft. (10 squares); Run 
  Melee bite +21 (2d6+12) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +13; Grp +25 
  Atk Options Combat Reflexes, Power Attack, trip (+12 
  check modifier) 
  Abilities Str 26, Dex 16, Con 18, Int 2, Wis 12, Cha 10 
  Feats Alertness, Combat Reflexes, Improved Natural 
  Attack (bite), Improved Toughness, Power Attack, 
  Run, TrackB, Weapon Focus (bite) 
  Skills Hide +7, Listen +11, Move Silently +7, Spot +11, 
  Survival +2 (+6 if tracking via scent) 
  Trip (Ex) A dire wolf that hits with a bite attack can 
  attempt to trip its opponent (+12 check modifier) as a 
  free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt fails, 
  the opponent cannot react to trip the dire wolf. 
  Skills A dire wolf has a +2 racial bonus on Hide, Listen, 
  Move Silently, and Spot checks. It also has a +4 
  racial bonus on Survival checks when tracking by 
  scent. 
   
  ENCOUNTER 5: WEREWOLF CAVE 
  K E L V I S,  H Y B R I D  F O R M 
  CR  10 
  Male human werewolf barbarian 1/fighter 4/warshaper 3 
  CE Medium humanoid (human, shapechanger) 
  Init +9; Senses low-light vision, scent; Listen +8, Spot 
  +4 
  Languages Common 
  AC 21, touch 16, flat-footed 16 
   (+5 Dex, +1 armor, +1 deflection, +4 natural) 
  hp 133 (10 HD); DR 10/silver 
  Immune critical hits, stun 
  Fort +20, Ref +13, Will +7 
  NYR7-M04 Crossroads 
   
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  Speed 40 ft. (8 squares) 
  Melee +2 greatsword +18/+13 (2d6+12) and 
   
   bite +13 (2d6+3) or 
  Melee 2 claws +15 (1d6+7) and 
   
   bite +13 (2d6+3) 
  Space 5 ft.; Reach 10 ft. 
  Base Atk +8; Grp +15 
  Atk Options Power Attack 
  Special Actions alternate form, rage 1/day 
  Abilities Str 24, Dex 20, Con 24, Int 10, Wis 14, Cha 8 
  SQ wolf empathy 
  Feats Improved Initiative, Improved Natural Attack 
  (bite), Improved Toughness, Iron Will, Lightning 
  Reflexes, Multiattack, Power Attack, TrackB, Weapon 
  Focus (greatsword) 
  Skills Handle Animal +9, Intimidate +3,Jump +19, 
  Listen +8, Ride +7, Spot +4, Survival +6 (+10 if 
  tracking via scent) 
  Possessions +2 greatsword, bracers of armor +1, cloak 
  of resistance +1, ring of protection +1, wolflord 
  amulet 
  Alternate Form (Su): A werewolf can assume a human 
  form or the form of a wolf. 
  Curse of Lycanthropy (Su): Any humanoid or giant hit 
  by a natural lycanthrope’s bite attack in animal or 
  hybrid form must succeed on a DC 17 Fortitude save 
  or contract lycanthropy. If the victim’s size is not 
  within one size category of the lycanthrope the victim 
  cannot contract lycanthropy from that lycanthrope. 
  Afflicted lycanthropes cannot pass on the curse of 
  lycanthropy. 
  Morphic Body (Su): You can make yourself stronger 
  and healthier, +4 Str and Con 
  Morphic Immunities (Ex): You are immune to stunning 
  and critical hits. 
  Morphic Reach (Su): You can stretch your limbs 
  outward gaining 5 more feet of reach. Unlike most 
  creatures you do not appear to have longer reach 
  until you actually use it. 
  Morphic Weapons (Su): As a move action you can 
  grow natural weapons dealing the appropriate 
  amount of damage (see Table 5-1, MM p. 296). 
  These morphic weapons need not be natural to the 
  form the warshaper is in. If the warshaper’s form 
  already has that weapon type of natural weapon, the 
  morphic weapon deals damage as if it were one 
  category larger. You can change natural weapons as 
  often as you like. 
  Wolf Empathy (Ex): Communicate with wolves and dire 
  wolves, and +4 racial bonus on Charisma-based 
  checks against wolves and dire wolves. 
  Skills Werewolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
  Rage when raging, Kelvis’ stats change as follows: 
   
  AC 19, touch 14, flat-footed 14 
   
  hp 153 
   
  Fort +22, Will +9 
   
  Melee +2 greatsword +20/+15 (2d6+15) and 
   
   bite +15 (2d6+4) or 
   
  Melee 2 claws +17 (1d6+9) and 
   
   bite +15 (2d6+4) 
   
  Grp +17 
   
  Abilities Str 28, Con 28 
   
  Skills Jump +21 
   
  W E R E W O L F  B O D Y G U AR D,  H Y B R I D  F O R M 
  CR  8 
  Male human werewolf barbarian 1/fighter 2/warshaper 3 
  CE Medium humanoid (human, shapechanger) 
  Init +8; Senses low-light vision, scent; Listen +8, Spot 
  +4 
  Languages Common 
  AC 20, touch 15, flat-footed 16 
   (+4 Dex, +1 armor, +1 deflection, +4 natural) 
  hp 98 (8 HD); DR 10/silver 
  Immune critical hits, stun 
  Fort +19, Ref +12, Will +7 
  Speed 40 ft. (8 squares) 
  Melee +1 greatsword +13/+8 (2d6+10) and 
   
   bite +10 (2d6+3) or 
  Melee 2 claws +12 (1d6+6) and 
   
   bite +10 (2d6+3) 
  Space 5 ft.; Reach 10 ft. 
  Base Atk +6; Grp +12 
  Atk Options Power Attack 
  Special Actions alternate form, rage 1/day 
  Abilities Str 22, Dex 18, Con 22, Int 10, Wis 14, Cha 8 
  SQ wolf empathy 
  Feats Improved Initiative, Improved Natural Attack 
  (bite), Improved Toughness, Iron Will, Lightning 
  Reflexes, Multiattack, Power Attack, TrackB 
  Skills Handle Animal +5, Intimidate +3,Jump +18, 
  Listen +8, Ride +6, Spot +4, Survival +6 (+10 if 
  tracking via scent) 
  Possessions +1 greatsword, bracers of armor +1, cloak 
  of resistance +2, ring of protection +1 
  Alternate Form (Su): A werewolf can assume a human 
  form or the form of a wolf. 
  Curse of Lycanthropy (Su): Any humanoid or giant hit 
  by a natural lycanthrope’s bite attack in animal or 
  hybrid form must succeed on a DC 17 Fortitude save 
  or contract lycanthropy. If the victim’s size is not 
  within one size category of the lycanthrope the victim 
  cannot contract lycanthropy from that lycanthrope. 
  Afflicted lycanthropes cannot pass on the curse of 
  lycanthropy. 
  Morphic Body (Su): You can make yourself stronger 
  and healthier, +4 Str and Con 
  Morphic Immunities (Ex): You are immune to stunning 
  and critical hits. 
  Morphic Reach (Su): You can stretch your limbs 
  outward gaining 5 more feet of reach. Unlike most 
  creatures you do not appear to have longer reach 
  until you actually use it. 
  Morphic Weapons (Su): As a move action you can 
  grow natural weapons dealing the appropriate 
  amount of damage (see Table 5-1, MM p. 296). 
  These morphic weapons need not be natural to the 
  form the warshaper is in. If the warshaper’s form 
  already has that weapon type of natural weapon, the 
  morphic weapon deals damage as if it were one 
  NYR7-M04 Crossroads 
   
  Page 20 
  
  category larger. You can change natural weapons as 
  often as you like. 
  Wolf Empathy (Ex): Communicate with wolves and dire 
  wolves, and +4 racial bonus on Charisma-based 
  checks against wolves and dire wolves. 
  Skills Werewolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
  Rage when raging, the bodyguard’s stats change as 
  follows: 
   
  AC 17, touch 13, flat-footed 14 
   
  hp 114 
   
  Fort +21, Will +9 
   
  Melee +1 greatsword +15/+10 (2d6+13) and 
   
   bite +12 (2d6+4) or 
   
  Melee 2 claws +14 (1d6+8) and 
   
   bite +12 (2d6+4) 
   
  Grp +14 
   
  Abilities Str 26, Con 26 
   
  Skills Jump +20 
   
   
  NYR7-M04 Crossroads 
   
  Page 21 
  
  APPENDIX 2: NEW RULES 
  NEW FEATS 
  Improved Toughness 
  (Complete Warrior, page 101) 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal 
  to your current Hit Dice. Each time you gain a HD 
  (such as by gaining a level), you gain 1 additional 
  hit point. If you lose a HD (such as by losing a 
  level), you lose 1 hit point permanently. 
   
  Special: A fighter may select Improved 
  Toughness as one of his fighter bonus feats. 
   
  NEW MAGIC ITEMS 
  Anklet of Translocation 
  (Magic Item Compendium, page 71) 
  Price (Item Level): 1,400 gp (5th) 
  Body Slot: Feet 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) conjuration 
  Activation: Swift (command) 
  Weight: — 
   
  Description: An anklet of translocation allows you 
  to make short dimensional hops. When it is 
  activated, you can instantly teleport (with no 
  chance of error) up to 10-feet. The new space 
  must be within line of sight and line of effect. 
   
  You can’t use the anklet to move into a space 
  occupied by another creature, nor can you teleport 
  into a solid object; if you attempt to do so, the 
  anklet’s activation is wasted. You can bring along 
  objects weighing up to your maximum load, but 
  you can’t bring another creature with you. 
   
  An anklet of translocation functions two times 
  per day. 
   
  Prerequisites: 
  Craft 
  Wondrous 
  Item, 
  dimension door. 
   
  Cost to Create: 700 gp, 56 xp, 2 days. 
   
  NEW MONSTERS 
  Dread Guard 
  (Monster Manual II, page 87) 
  A dread guard appears to be an armored undead, still 
  bearing the weapons and shield it carried in life. In fact, 
  it is an animated suit of armor, little different from a 
  golem. 
   
  D R E AD G UARD 
  CR  3 
  Always N Medium construct 
  Init +0; Senses darkvision 60 ft., low-light vision; Listen 
  +1, Spot +9 
  Languages Common (does not speak) 
  AC 17, touch 10, flat-footed 17 
   (+6 armor, +1 shield) 
  hp 47 (5 HD) 
  Immune construct immunities 
  Resist cold 10, fire 10 
  Fort +1, Ref +1, Will +2 
  Speed 20 ft. (4 squares); can’t run 
  Melee longsword +6 (1d8+3/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6 
  Atk Options Cleave, Power Attack 
  Abilities Str 17, Dex 11, Con —, Int 6, Wis 13, Cha 2 
  SQ construct traits 
  Feats Cleave, Power Attack 
  Skills Spot +9 
  Advancement 5-8 HD (Large); 12 HD (Huge) 
  Possessions longsword, masterwork banded mail, 
  masterwork light steel shield 
   
  A dread guard is simply a magically animated suit of 
  armor with a weapon, some special resistances, and a 
  semblance of intelligence. 
   
  Strategies and Tactics 
  Dread guards attack mindlessly with their weapons. 
  They are unsubtle and straightforward in combat. 
   
  Sample Encounters 
  Those who create dread guards usually do so to obtain 
  guardians for their strongholds—guardians that can 
  never be bribed and rarely fooled. 
   
  Individual (EL 3): A single dread guard might be 
  found at its master’s side or tucked away in a treasure 
  vault. 
   
  Pair (EL 5): two dread guards can typically be found 
  posted to either side of a doorway. 
   
  Company (EL 6-8): These groups of three to five 
  dread guards are typically found patrolling a stronghold 
  or dungeon. 
   
  Ecology 
  Dread guards are magical creations, much like golems 
  and animated objects. A dread guard obeys simple 
  commands from its creator, but these are limited to one 
  or two rudimentary concepts. Typical orders include 
  “Stay in this room and attack anyone but me who 
  enters,” ad “Kill each person who opens this chest until I 
  tell you otherwise.” 
   
  A dread guard never speaks, but it understands 
  command in its creator’s language. 
   
  Environment: Dread guards can be found in any 
  land or or in underground areas where there is an 
  arcanist powerful enough to do so. 
   
  Typical Physical Characteristics: A typical dread 
  guard stands around 6 feet tall and weighs between 50 
  and 100 pounds. 
   
  Society 
  Dread guards have no society of their own. 
   
  Alignment: Dread guards are always neutral. 
  NYR7-M04 Crossroads 
   
  Page 22 
  
   
  Dread Guard Lore 
  Characters with ranks in Knowledge (arcana) can learn 
  more about dread guards. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  Knowledge (the Planes) 
  DC 
  Result 
  13 
  This creature is a dread guard. Dread guards 
  are magically animated suits of armor. Dread 
  guards have a very rudimentary intelligence. 
  This reveals all construct traits. 
  18 
  They have good resistance against cold and 
  fire. 
   
  Typical Treasure 
  Dread guards typically have no treasure of their own 
  other than the items that make up the dread guard. 
  However, they might very well be found guarding a 
  treasure of one sort or another for their master. 
   
  NEW PRESTIGE CLASSES 
  Warshaper 
  (Complete Warrior, page 89) 
  Most martial characters rely on manufactured gear 
  such as a sword and a shield or natural 
  endowments such as teeth and claws to survive 
  on the battlefield. The warshaper finds those 
  options sadly limiting, instead growing and 
  evolving her own weapons and armor to suit the 
  threat at hand. Blessed with the ability to change 
  form at a moment’s notice, warshapers delight in 
  surprising their foes by growing massive claws, 
  armored skin, or other unpleasant surprises. 
   
  Most warshapers can change their outward 
  appearance in the blink of an eye, so they don’t 
  stand out among the ranks of their allies. It’s not 
  until the soldier you’re fighting grows a tentacle 
  and fangs that you know you have met a 
  warshaper. 
   
  BECOMING A WARSHAPER 
  Warshapers must have some ability to change 
  their form, and many are shapechangers such as 
  doppelgangers and lycanthropes. Wizards and 
  sorcerers who know the polymorph spell can take 
  levels in the prestige class, as can druids who 
  have mastered the wild shape class feature. 
   
  Entry Requirements 
  Race: Any (but see below). 
  Base Attack Bonus: +4. 
  Special: Must be able to change shape in one of 
  the following five ways: 
  • 
  Change 
  shape 
  supernatural 
  ability 
  (aranea, 
  hound 
  archon, 
  barghest, 
  doppelganger, rakshasa, slaad). 
  • 
  Shapechanger 
  subtype 
  (lycanthropes, 
  phasm). 
  • 
  Polymorph as a spell-like ability (astral 
  deva, planetar, solar, couatl, marilith, 
  bronze dragon, gold dragon, silver dragon, 
  efreeti, leonal guardinal, night hag, ogre 
  mage, pixie). 
  • 
  Able to cast the polymorph spell. 
  • 
  Wild shape or similar class feature (bear 
  warrior, druid) 
   
  The alternate form ability (possessed by 
  quasits, vampires, and others) is insufficient to 
  become a warshaper. 
   
  Table: Warshaper 
  Hit Dice: D8 
   
  Level  
  Base 
  Attack 
  Bonus 
  Fort 
  Save  
  Ref 
  Save  
  Will 
  Save  
   
  Special 
  1st 
  +0 
  +2 
  +0 
  +0 
  Morphic 
  immunities, 
  morphic 
  weapons 
  2nd 
  +1 
  +3 
  +0 
  +0 
  Morphic 
  body 
  3rd 
  +2 
  +3 
  +1 
  +1 
  Morphic 
  reach 
  4th 
  +3 
  +4 
  +1 
  +1 
  Morphic 
  healing 
  5th 
  +3 
  +4 
  +1 
  +1 
  Flashmorph
  /multimorph 
   
  Class Skills (2 + Int modifier per level): Balance, 
  Climb, Concentration, Craft, Disguise, Escape 
  Artist, Jump, and Swim. 
   
  CLASS FEATURES 
  All of the following are class features of the 
  warshaper prestige class. The class features 
  function only when the warshaper is in a form 
  other than her own (which for doppelganger and 
  phasm warshapers is most of the time). 
   
  Weapon 
  and 
  Armor 
  Proficiency: 
  Warshapers gain no proficiency with any weapon 
  or armor. 
   
  Morphic Immunities (Ex): A warshaper is 
  adept at distributing her form’s vital organs around 
  her body to keep them safe from harm. 
  Warshapers are immune to stunning and critical 
  hits. 
   
  Morphic Weapons (Su): As a move action, a 
  warshaper can grow natural weapons such as 
  claws or fangs, allowing a natural attack that deals 
  the appropriate amount of damage according to 
  NYR7-M04 Crossroads 
   
  Page 23 
  
  the size of the new form (see Table 5-1 on page 
  296 of the Monster Manual). These morphic 
  weapons need not be natural weapons that the 
  creature already possesses. For example, a 
  warshaper polymorphed into an ettin (Large giant) 
  could grow a claw that deals 1d6 points of 
  damage, or horns for a gore attack that deals 1d8 
  points of damage. 
   
  If the warshaper’s form already has a natural 
  weapon of that type, the weapon deals damage as 
  if it were one category larger. For example, a 
  warshaper who used wild shape to become a dire 
  wolf (Large animal) could grow its jaw and snout, 
  enabling a bite attack that deals 2d6 points of 
  damage (as for a Huge animal), not the normal 
  1d8. 
   
  A warshaper can change morphic weapons as 
  often as it likes, even if it is using a shapechanging 
  technique such as the polymorph spell or the wild 
  shape class feature that doesn’t allow subsequent 
  changes after the initial transformation. 
   
  Morphic Body (Su): At 2nd level and higher, 
  a warshaper can use its precise control over its 
  form to make itself stronger and heartier. It gains 
  +4 to Strength and +4 to Constitution. 
   
  Morphic Reach (Su): A warshaper of 3rd 
  level or higher can suddenly stretch its limbs, 
  neck, or other appendages outward, giving it 5 
  more feet of reach than the creature it’s emulating. 
  Unlike most creatures, warshapers don’t appear to 
  have a longer reach until they actually use it. 
   
  Morphic Healing (Su): At 4th level, a 
  warshaper becomes able to change its form where 
  wounds appear, creating smooth skin where once 
  were wounds. The warshaper gains fast healing 2, 
  and if it spends a full-round action and succeeds 
  on a Concentration check (DC equal to the total 
  damage it has sustained), it heals 10 points of 
  damage. 
   
  Flashmorph/Multimorph (Su): A 5th level 
  warshaper gains one of two class features. If the 
  warshaper has the ability to change form at will, 
  such as from the change shape ability, the 
  shapechanger subtype, or a polymorph spell-like 
  ability, it gains the flashmorph class feature, 
  allowing it to change forms as a move action. If it 
  casts the polymorph spell, has polymorph as a 
  spell-like ability usable less often than at will, or 
  has the wild shape class feature, it instead gains 
  the multimorph class feature. Multimorph allows a 
  warshaper to change forms multiple times during 
  the duration of the spell, spell-like ability, or class 
  feature that enables her to change form. For 
  example, a wizard/warshaper could polymorph 
  into a troll for 2 minutes, then change into a red 
  dragon for 4 minutes, and then spend the rest of 
  the spell’s duration in the form of a hill giant. Each 
  change requires a standard action, and only the 
  first transformation heals the warshaper. If the 
  warshaper changes into its natural form, the spell, 
  spell-like ability, or use of wild shape ends.  
   
   
  NYR7-M04 Crossroads 
   
  Page 24 
  
  DM AID #1 
   
  Wolflord Amulet: The wolflord amulet is made from a strange metal that was smelted from a meteorite 
  believed to have fallen from the moon itself. It is a carving of a wolf baying at the moon as shown below. 
  The amulet enhances the powers of any evil aligned lycanthrope within a 10-mile radius by making the 
  curse of lycanthropy more difficult to resist. The DC of any check to resist the curse of lycanthropy while 
  under the effect of the amulet is increased by 2 (for a total of DC 17). In addition, any evil lycanthrope that 
  wears the amulet gains a +2 enhancement bonus to Strength, Dexterity and Constitution while in hybrid 
  form. These bonuses are already factored into the stats for Kelvis, the alpha male in Encounter 5. The 
  amulet radiates strongly of transmutation magic and of evil. 
   
   
   
  NYR7-M04 Crossroads 
   
  Page 25 
  
  DM MAP: WEREWOLF LORD CRYPT 
   
   
   
  Figure 1 - Werewolf Lord Crypt 
  NYR7-M04 Crossroads 
   
  Page 26 
  
  DM MAP: WEREWOLF CAVE 
   
   
   
  Figure 2 - Hidden Werewolf Cave 
  NYR7-M04 Crossroads 
   
  Page 27 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Nyrond/NYR7-M04 - Crossroads.pdf