Conversion of KEO03-05 Crimes of the Heart

Page 6:

References to Wilderness Lore Checks should be replaced with Survival at the same DCs.

Page 7-8

Master of Dragons Damoth, Former Scarlet Brotherhood Monk, Male Human (Suloise) Ex-Mnk 7/Red Avenger 1: CR 8; Medium-size Humanoid (human); HD 7d8+1d8; hp 43; Init +1 (+1 Dex); Spd 50'; AC 17 (flat-footed 16, touch 17) Atk +7/+2 One-handed  (1d8,20/x2, Unarmed Strike); SA Flurry of Blows, Ki Strike,  Stunning Shout; SQ Evasion, Still Mind, Slow Fall, Purity of Body, Wholeness of Body 
SV Fort +7, Ref +8, Will +12; AL CG;Str 10(+0), Dex 12(+1), Con 10(+0), Int 10(+0), Wis 20(+5), Cha 10(+0);
Skills & Feats: Balance¹ +9, Climb¹ +4, Diplomacy¹ +4, Escape Artist¹ +4, Gather Information¹ +4, Hide¹ +5, Jump¹ +8, Listen¹ +11, Move Silently¹ +5, Swim¹ +4, Tumble +9.
 Eyes in the Back of Your Head, Fists of Iron, Pain Touch, Weapon Finesse (Unarmed Strike)

Stunning Shout(Sp): You can blast ki energy in a cone 30 feet long. The  attack stuns all targets in the cone for one round unless they make a successful Will save (DC 20). The attack is a standard action, and you must be able to vocalize in order to use this ability.

APL 4

Bupo, Druid 6, CR 6; Medium Humanoid; HD 6d8+6; hp 41;Init +1; Spd 20 ft/x4; AC 14(+3 armor, +1 dex); Atk +5 One-handed  (1d6+1,20/x2, Quarterstaff); SV Fort +6, Ref +5, Will +8; AL LN; Str 12(+1), Dex 12(+1), Con 12(+1), Int 12(+1), Wis 17(+3), Cha 10(+0); SQ: Spontaneous Casting, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature’s Lore, Wile Shape (2/day S or M)
Skills & Feats: Concentration¹ +10, Handle Animal +12, Heal¹ +9, Knowledge (nature) +14, Spellcraft +3, Survival¹ +14, Swim¹ +5.
Lightning Reflexes, Skill Focus(Handle Animal), Animal Defiance, Plant Defiance

Use Spell Selection in module.  

Dire Toad (relevant changes): Animal;  5/5 ft; Hide +8, Jump +10, Listen +7, Spot +8, Alertness, Weapon Finesse (tongue)

APL 6 

Bupo, Druid 7/TmrofBsts1; CR 8; Medium Humanoid; HD 8d8+8; hp 54; Init +1; Spd 20 ft/x4; AC 14(+3 armor, +1 dex);Atk +6 One-handed  (1d6+1,20/x2, Quarterstaff); SV Fort +8, Ref +7, Will +9; AL LN; Str 12(+1), Dex 12(+1), Con 12(+1), Int 12(+1), Wis 18(+4), Cha 10(+0); SQ: Spontaneous Casting, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature’s Lore, Wile Shape (2/day S or M), Animal Mastery
Skills & Feats: Concentration¹ +12, Handle Animal +14, Heal¹ +14, Knowledge (nature) +16, Spellcraft +3, Survival¹ +17, Swim¹ +5. Lightning Reflexes, Skill Focus(Handle Animal), Animal Defiance, Plant Defiance

Use Spell Selection in module.  

Dire Toads (Advanced, 8 HD): Medium-size Magical Beast; HD 8d8+16, HP 52; Init +1 (Dex); Spd: 20 ft.; AC: 16 (+1 Dex, +6 natural, -1 size); Attacks +5 ranged (tongue, 0 + poison), SA Poison (Fort Save DC 14, initial and secondary damage 1d6 temporary Con); AL N; SV Fort +12, Ref +10, Will +7; Str 14, Dex 12, Con 16, Int 4, Wis 14, Cha 7. Hide +9, Jump +11, Listen +8, Spot +9 

APL 8

Bupo, Druid 7/TmrofBsts3; CR 10; Medium Humanoid; HD 10d8+10; hp 68;Init +1; Spd 20 ft/x4;
AC 14(+3 armor, +1 dex); Atk +8/+3 One-handed  (1d6+1,20/x2, Quarterstaff); SV Fort +9, Ref +8, Will +10; AL LN; Str 12(+1), Dex 12(+1), Con 12(+1), Int 12(+1), Wis 18(+4), Cha 10(+0); SQ: Spontaneous Casting, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature’s Lore, Wile Shape (2/day S or M), Animal Mastery, Empathic Link, Blood Bond
Skills & Feats: Concentration¹ +14, Handle Animal +18, Heal¹ +14, Knowledge (nature) +18, Spellcraft +7, Survival¹ +19, Swim¹ +5.
Animal Affinity, Lightning Reflexes, Skill Focus(Handle Animal), Animal Defiance, Plant Defiance

Use  Spell Selection & description of special abilities in module. 

Dire Toads (Advanced, 10 HD): Medium-size Magical Beast; HD 10d8+20, HP 75; Init +1 (Dex); Spd: 20 ft.; AC: 16 (+1 Dex, +6 natural, -1 size); Attacks +6 ranged (tongue, 0 + poison), SA Poison (Fort Save DC 14, initial and secondary damage 1d6 temporary Con); AL N; SV Fort +14, Ref +13, Will +10; Str 14, Dex 12, Con 16, Int 4, Wis 14, Cha 7. Hide +9, Jump +11, Listen +8, Spot +9

APL 10

Bupo, Druid 7/TmrofBsts5; CR 12; Medium Humanoid; HD 12d8+12; hp 20;
Init +5; Spd 20 ft/x4; AC 14(+3 armor, +1 dex); Atk +9/+4 One-handed  (1d6+1,20/x2, Quarterstaff);
SV Fort +10, Ref +9, Will +10; AL LN; Spontaneous Casting, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature’s Lore, Wile Shape (2/day S or M), Animal Mastery, Empathic Link, Blood Bond; Snimal Senses; Speak with Master
Str 12(+1), Dex 12(+1), Con 12(+1), Int 12(+1), Wis 19(+4), Cha 10(+0);
Skills & Feats: Concentration¹ +16, Handle Animal +20, Heal¹ +14, Knowledge (nature) +20, Spellcraft +11, Survival¹ +21, Swim¹ +5.
Animal Affinity, Improved Initiative, Lightning Reflexes, Skill Focus(Handle Animal), Animal Defiance, Plant Defiance

Use  Spell Selection & description of special abilities in module.

Use the APL 6 Dire Toads above, except SV Fort +14, Ref +12, Will +9.

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APL 4

Brimble, Male Halfing Rogue 3, CR 3; Small Humanoid; 5'/5';HD 3d6; hp 14; Init +5; Spd 20 ft/x4; AC 16(+5 dex, +1 size); SV Fort +2, Ref +9, Will +2; AL CN; Str 10(+0), Dex 20(+5), Con 10(+0), Int 10(+0), Wis 10(+0), Cha 10(+0);
Skills & Feats: Climb¹ +7, Craft (stonework) +5, Disable Device +6, Hide¹ +13, Listen¹ +8, Move Silently¹ +11, Open Lock +11, Search¹ +6, Tumble +7, Use Magic Device +6. Alertness, Blind-Fight 

Reighnaa, Female Wood Elf, Ranger 3, CR 3; Medium Humanoid; 5'/5'; HD 3d8+6; hp 24; Init +5; Spd 30 ft/x4; AC 18(+3 armor, +5 dex); Attacks +8 melee (Two weapon fighting, Short Sword +1, 1d6+2) and +7 melee (Two weapon fighting, masterwork short sword, 1d6+1), or +10 melee (Short Sword +1, 1d6+2); SA Favored Enemy (Human, +2); SQ: Immunity to sleep (Ex), Low-light vision, Save at +2 vs enchantment spells; SV Fort +5, Ref +8, Will +0; AL CN; Str 12(+1), Dex 20(+5), Con 14(+2), Int 6(-2), Wis 8(-1), Cha 6(-2); Skills & Feats: Listen¹ +7, Move Silently¹ +8, Spot¹ +7, Survival¹ +7. Weapon Finesse, Weapon Focus(Short Sword)

Braga, Male Human (Oeridian) Cleric3,  CR 3; Medium Humanoid; 5'/5';HD 3d8; hp 18;
Init +0; Spd 20 ft/x4; AC 15(+5 armor); Atk +2 One-handed  (1d6,20/x2, Quarterstaff); SV Fort +3, Ref +3, Will +8; AL N; Str 10(+0), Dex 10(+0), Con 10(+0), Int 16(+3), Wis 16(+3), Cha 10(+0);SA: Turn Undead; SQ: Spontaneous Casting; Skills & Feats: Concentration¹ +6, Diplomacy¹ +6, Heal¹ +9, Knowledge (arcana) +9, Knowledge (history) +6, Knowledge (local) +6, Knowledge (religion) +9. Iron Will, Lightning Reflexes, Spell Focus (Divination)

	Spells Prepared (4/3+1/2+1; Base DC = 13 + Spell Level) 0- [Cure Minor Wounds, Detect Magic x2, Read Magic]; 1- [Comprehend Languages, Cure Light Wounds, Detect Evil, Detect Secret Doors]; 2- [Cure Moderate Wounds, Detect Thoughts*, Hold Person]

APL 6

Brimble, Male Halfing Rogue 6, CR CR 6; Small Humanoid; 5'/5'; HD 6d6; hp 26; Init +5; Spd 20 ft/x4; AC 16(+5 dex, +1 size); SV Fort +3, Ref +11, Will +3; AL CN; Str 10(+0), Dex 20(+5), Con 10(+0), Int 10(+0), Wis 10(+0), Cha 10(+0); Skills & Feats: Climb¹ +10, Craft (stoneworking) +5, Disable Device +9, Hide¹ +13, Listen¹ +8, Move Silently¹ +11, Open Lock +14, Search¹ +9, Sense Motive¹ +3, Sleight of Hand +9, Spot¹ +7, Tumble +7, Use Magic Device +6.
Alertness, Blind-Fight, Dodge

Reighnaa, Female Wood Elf, Ranger 6, CR 6; Medium Humanoid; 5'/5';HD 6d8+12; hp 45;
Init +5; Spd 30 ft/x4; AC 18(+3 armor, +5 dex); Atk +13/+8 One-handed  (1d6+2/19-20/x2, Hunting Short Sword +1) or  two handed +11/+6 (1d6+2/19-20/x2, Hunting Short Sword +1) and +11 One-handed  (1d6+1,19-20/x2, Masterwork short sword), SA Favored Enemy (Human, +2, Dwarf +2); SQ: Immunity to sleep (Ex), Low-light vision, Save at +2 vs enchantment spells;; SV Fort +7, Ref +10, Will +2; AL CN;Str 12(+1), Dex 20(+5), Con 14(+2), Int 6(-2), Wis 11(+0), Cha 6(-2); Skills & Feats: Listen¹ +9, Move Silently¹ +10, Search¹ +6, Spot¹ +9, Survival¹ +10. Dodge, Weapon Finesse, Weapon Focus(Short Sword)

Spells Prepared (1; base DC = 10 + Spell Level): 1-[Entangle]

Braga, Male Human (Oeridian) Cleric6,  CR 6; Medium Humanoid; 5'/5';
HD 6d8; hp 33; Init +0; Spd 20 ft/x4; AC 15(+5 armor); Atk +4 One-handed  (1d6,20/x2, Quarterstaff); SA: Turn Undead; SQ: Spontaneous Casting; SV Fort +7, Ref +4, Will +10; AL N; Str 10(+0), Dex 10(+0), Con 10(+0), Int 16(+3), Wis 17(+3), Cha 10(+0); Skills & Feats: Concentration¹ +6, Diplomacy¹ +6, Heal¹ +9, Knowledge (arcana) +9, Knowledge (architecture & engineering) +4, Knowledge (dungeoneering) +4, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobilty & royalty) +6, Knowledge (religion) +9, Knowledge (the planes) +6, Spellcraft +9. Great Fortitude, Iron Will, Lightning Reflexes, Spell Focus (Divination)

	Spells Prepared (5/4+1/4+1/3+1; base DC 13 + Spell Level): 0-[Cure Minor Wounds, Detect Magic, Detect Poison, Read Magic, Resistance], 1- [Comprehend Languages, Cure Light Wounds, Detect Good, Detect Evil, Detect Secret Doors*], 2- [Augury, Cure Moderate Wounds, Detect Thoughts*, Find Traps, Hold Person] 3- [Clairaudience/Clairvoyance*, Cure Serious Wounds, Dispel Magic, Speak with Dead]

* Domain spell. Domains:  Knowledge (All knowledge skills are class skills, cast divinations at +1 caster level), Magic (Use scrolls, wands and other devices with spell completion or spell trigger activation as a wizard of one-half cleric level)

APL 8

Brimble, Male Halfing Rogue 7/Dngn Dlver1, CR 8; Small Humanoid; 5'/5';HD 8d6; hp 34;Init +9; Spd 20 ft/x4; AC 16(+5 dex, +1 size); SV Fort +5, Ref +13, Will +3; AL CN; Str 10(+0), Dex 20(+5), Con 10(+0), Int 10(+0), Wis 10(+0), Cha 12(+1); Skills & Feats: Climb¹ +12, Craft (stonemasonry) +5, Decipher Script +3, Diplomacy¹ +2, Disable Device +10, Hide¹ +13, Listen¹ +8, Move Silently¹ +11, Open Lock +15, Search¹ +10, Sense Motive¹ +3, Sleight of Hand +9, Spot¹ +8, Tumble +7, Use Magic Device +12. Alertness, Blind-Fight, Dodge, Improved Initiative

Danger Sense (Ex): This grants him a +2 insight bonus on Reflex saves to avoid traps, a +2 dodge bonus to AC against attacks from traps, and a +4 insight bonus to Spot checks made to spot creatures at the beginning of an encounter

Reighnaa, Female Wood Elf, Ranger 8, CR 8; Medium Humanoid; 5'/5'; HD 8d8+16; hp 59; Init +5; Spd 30 ft/x4; AC 18(+3 armor, +5 dex); Atk +13/+8 Two-Weapon (primary)  (1d6+1,19-20/x2, Masterwork short sword), +13/+8 Two-Weapon (secondary)  (1d6+1/19-20/x2, Short Sword +1), +15/+10 One-handed  (1d6+2/19-20/x2, Short Sword +1); SA Favored enemy (human +4, dwarf +2); SQ: Immunity to sleep, Low-light vision, Save at +2 vs enchantment spells; SV Fort +8, Ref +11, Will +3; AL CN; Str 12(+1), Dex 20(+5), Con 14(+2), Int 6(-2), Wis 12(+1), Cha 6(-2); Skills & Feats: Hide¹ +8, Listen¹ +10, Move Silently¹ +10, Search¹ +10, Spot¹ +10, Survival¹ +11.
Dodge, Weapon Finesse, Weapon Focus(Short Sword)

Spells Prepared (2; base DC = 10 + Spell Level): 1-[Entangle, Summon Nature’s Ally I]

Braga, Male Human (Oeridian) Cleric7/Dvn Rcl 1,  CR 8; Medium Humanoid; 5'/5'; HD 1d6+7d8; hp 42; Init +0; Spd 20 ft/x4;AC 15(+5 armor); Atk +5 One-handed  (1d6,20/x2, Quarterstaff); SA: Turn Undead; SQ: Spontaneous Casting; SV Fort +7, Ref +4, Will +13; AL N; Str 10(+0), Dex 10(+0), Con 10(+0), Int 16(+3), Wis 18(+4), Cha 10(+0);
Skills & Feats: Concentration¹ +6, Diplomacy¹ +6, Heal¹ +10, Knowledge (arcana) +11, Knowledge (architecture & engineering) +4, Knowledge (dungeoneering) +4, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobilty & royalty) +6, Knowledge (religion) +11, Knowledge (the planes) +8, Spellcraft +9. Great Fortitude, Iron Will, Lightning Reflexes, Spell Focus(Divination)

	Prepared Spells (6/5+1/4+1/4+1/3+1) 0 – [Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Read Magic, Resistance]; 1- [Cure Light Wounds, Detect Chaos, Detect Evil, Detect Law, Detect Secret Doors*]; 2- [Augury, Cure Moderate Wounds, Detect Thoughts*, Find Traps, Hold Person]; 3- [Clairaudience/Clairvoyance*, Cure Serious Wounds, Dispel Magic, Speak with Dead]; 4- [Cure Critical Wounds, Divination*, Freedom of Movement, Greater Magic Weapon]
* Domain spell. Domains:  Knowledge (All knowledge skills are class skills, cast divinations at +1 caster level), Magic (Use scrolls, wands and other devices with spell completion or spell trigger activation as a wizard of one-half cleric level)

APL 10

Brimble, Male Halfing Rogue 7/Dngn Dlver3, CR 10; Small Humanoid; 5'/5';HD 10d6; hp 42;Init +9; Spd 20 ft/x4; AC 16(+5 dex, +1 size); SV Fort +6, Ref +14, Will +4; AL CN;Str 10(+0), Dex 20(+5), Con 10(+0), Int 10(+0), Wis 10(+0), Cha 12(+1); Skills & Feats: Climb¹ +12, Craft (stonemasonry) +5, Decipher Script +3, Diplomacy¹ +2, Disable Device +10, Hide¹ +14, Listen¹ +8, Move Silently¹ +12, Open Lock +15, Search¹ +13, Sense Motive¹ +3, Sleight of Hand +9, Spot¹ +8, Swim¹ +3, Tumble +15, Use Magic Device +12.
Alertness, Blind-Fight, Dodge, Improved Initiative

Danger Sense (Ex): This grants him a +2 insight bonus on Reflex saves to avoid traps, a +2 dodge bonus to AC against attacks from traps, and a +4 insight bonus to Spot checks made to spot creatures at the beginning of an encounter
	Blindsight (Ex): This enhances spatial sense enables him to maneuver and fight as well as he can under normal conditions, regardless of the ambient lighting. Invisibility is irrelevant, though the character cannot see ethereal creatures. Blindsight does not replace normal vision. Activating the ability is a standard action, and the effects last for 10 minutes.

Reighnaa, Female Wood Elf, Ranger 10, CR 10; Medium Humanoid; 5'/5'; HD 10d8+20; hp 73;
Init +5; Spd 30 ft/x4; AC 18(+3 armor, +5 dex); Atk +12/+7 Two-Weapon (primary)  (1d6+4,18-20/x2, Sylvan Scimitar), +15/+10 Two-Weapon (secondary)  (1d6/19-20/x2, Masterwork short sword), +12/+7 One-handed  (1d6+2/18-20/x2, Sylvan Scimitar); SA Favored enemy (human +2, dwarf +2, orc +2); SQ: Immunity to sleep, Low-light vision, Save at +2 vs enchantment spells; SV Fort +9, Ref +12, Will +4; AL CN; Str 12(+1), Dex 20(+5), Con 14(+2), Int 6(-2), Wis 12(+1), Cha 6(-2); Skills & Feats: Hide¹ +12, Listen¹ +10, Move Silently¹ +11, Search¹ +11, Spot¹ +11, Survival¹ +12.
Dodge, Mobility, Weapon Finesse, Weapon Focus(Short Sword)

Spells Prepared (2/1; base DC = 11 + Spell Level): 1-[Entangle, Summon Nature’s Ally I]; 2 – [Cure Light Wounds]

Braga, Male Human (Oeridian) Cleric7/Dvn Rcl 3, CR 10; Medium Humanoid; 5'/5'; HD 3d6+7d8; hp 50;
Init -1; Spd 20 ft/x4; AC 14(+5 armor, -1 dex); Atk +6/+1 One-handed  (1d6,20/x2, Quarterstaff);
SV Fort +8, Ref +4, Will +14; AL N; 
Str 10(+0), Dex 9(-1), Con 10(+0), Int 16(+3), Wis 19(+4), Cha 10(+0);
Skills & Feats: Concentration¹ +12, Diplomacy¹ +6, Heal¹ +16, Knowledge (arcana) +11, Knowledge (architecture & engineering) +4, Knowledge (dungeoneering) +4, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobilty & royalty) +6, Knowledge (religion) +11, Knowledge (the planes) +8, Spellcraft +15.
Great Fortitude, Iron Will, Lightning Reflexes, Spell Focus(Divination), Eyes in the Back of Your Head

Spells Prepared: (6/5+1/6+1/4+1/4+1/2+1; Base DC 14 + Spell Level) 0 – [Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Read Magic, Resistance]; 1- [Cure Light Wounds x2, Detect Chaos, Detect Evil, Detect Secret Doors**, Summon Monster I]; 2 – [Bull's Strength, Cure Moderate Wounds, Detect Thoughts**, Hold Person, Identify, Lesser Restoration, Zone of Truth]; 3- [Clairaudience/Clairvoyance**, Cure Serious Wounds, Dispel Magic x2]; 4 – [Cure Critical Wounds x2, Divination**; Freedom of Movement, Greater Magic Weapon]; 5 – [Flame Strike, Raise Dead, True Seeing**]

** Domain spell. Domains:  Knowledge (All knowledge skills are class skills, cast divinations at +1 caster level), Magic (Use scrolls, wands and other devices with spell completion or spell trigger activation as a wizard of one-half cleric level)
	Scry Bonus (Su): A divine oracle has a +2 sacred bonus to all Scry checks.
	Prescient Sense: If a divine oracle makes a successful Reflex saving throw against an attack that normally inflicts half damage on a successful save, he instead suffers no damage.
	Divination Enhancement: A divine oracle adds his divine oracle level to his percentage chance of success when using divination spells such as augury or divination. 

PAGE 10

Kro Dreo. A Knowledge(religion) DC 20 will identify his symbol as Tharizdun.

Mezzoloth same as scenario, except DR 10/good;  Skills: Hide +11, Intimidate +13, Knowledge (the planes) +9, Listen +11, Move Silently +11, Spot +11
Feats: Improved critical (trident), Improved Initiative, Weapon Focus (trident)

APL 4
Kro Dreo, Male Human (Suloise) Clr 6/ Doomdreamer 1: CR 7; Medium-size Humanoid (human); HD 6d8+1d8; hp 38; Init +0; Spd 20'; AC 17 (flat-footed 17, touch 10); Attacks +4 melee (morningstar, 1d8); SA Rebuke undead; SQ: Secret (no payment for using Planar Ally spells, 1/week), Spontaneous casting; AL NE; SV Fort +7, Ref +4, Will +12; Str 10, Dex 10, Con 10, Int 22, Wis 14, Cha 10
	Skills and Feats:  Alchemy +11, Concentration +9, Diplomacy +9, Heal +6, Knowledge (Arcana) +15, Knowledge (Religion) +15, Spellcraft +10; Great Fortitude, Iron Will, Lightning Reflexes, Spell Focus (Necromancy)
	Possessions: Headband of Intellect +2, chainmail, large steel shield, morningstar
	Prepared Spells (6/5+1/4+1/2+1/1+1; Base DC 13 + Spell Level [+1 for necromancy]) 0 – [Create Water, Create Wine, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue]; 1- [Cause Fear, Command, Cure Light Wounds, Inflict Light Wounds, Obscuring Mist, Mage Armor*]; 2 – [Bull's Strength, Darkness, Hold Person, Inflict Moderate Wounds, Magic Missile*]; 3 - [Dispel Magic, Magic Vestment, Rage*]; 4 – [Confusion*, Lesser Planar Ally]
* Domain Spell. Domains:  Force (Once per day, re-roll any damage roll and take the better of the two rolls), Madness (Gain Insanity Score equal to half your class level [cleric + prestige]. For spellcasting (bonus spells and DC), add this score to your wisdom score and use the result in place of Wisdom alone. For all other purposes, such as skill checks and saving throws, subtract this score from your Wisdom score and use the result in place of Wisdom alone) Insanity score: 3

APL 6
Kro Dreo, Male Human (Suloise) Clr 6/Doomdreamer3: CR 9; Medium-size Humanoid (human); HD 6d8+3d8; hp 48; Init +0; Spd 30'; AC 15 (flat-footed 15, touch 10); SA Rebuke undead; SQ: Chill Soul, Dark Lore, Insanity score +2, Spontaneous casting, Secret (no payment for using Planar Ally spells, 1/week; unnaturally vitality [+3 hp]; Deeper madness (+2 to Insanity score)); AL NE; SV Fort +9, Ref +6, Will +7; Str 10, Dex 10, Con 10, Int 22, Wis 16, Cha 10
	Skills and Feats:  Alchemy +14, Concentration +12, Diplomacy +12, Heal +10, Intimidate +4, Knowledge (Arcana) +15, Knowledge (Religion) +15, Spellcraft +13; Blind-Fight, Great Fortitude, Iron Will, Lightning Reflexes, Spell Focus (Necromancy)
	Possessions: Headband of Intellect +4, Amulet of Natural Armor +1, Bracers of Armor +4, Cloak of Resistance +1, Scroll of Flame Strike
	Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; Base DC = 16 + Spell Level [+1 for Necromancy spells]) 0 – [Create Water, Create Wine, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue]; 1 - [Cause Fear, Command, Cure Light Wounds, Inflict Light Wounds, Obscuring Mist, Mage Armor*]; 2 – [Bull's Strength, Darkness, Hold Person, Inflict Moderate Wounds, Magic Missile*, Fox's Cunning], 3 – [Dispel Magic, Magic Vestment, Rage*, Bestow Curse, Inflict Serious Wounds]; 4 – [Confusion*, Inflict Critical Wounds, Lesser Planar Ally]; 5 – [Slay Living, Wall of Force*]
* Domain Spell. Domains:  Force (Once per day, re-roll any damage roll and take the better of the two rolls), Madness (Gain Insanity Score equal to half your class level [cleric + prestige]. For spellcasting (bonus spells and DC), add this score to your wisdom score and use the result in place of Wisdom alone. For all other purposes, such as skill checks and saving throws, subtract this score from your Wisdom score and use the result in place of Wisdom alone) Insanity score: 6
APL 8
Kro Dreo, Male Human (Suloise) Clr 6 / Doomdreamer 5: CR 11; Medium-size Humanoid (Human); HD 6d8+5d8+3; hp 73; Init +0; Spd 20'; AC 17 (flat-footed 17, touch 10); Attacks +7/+2 melee (morningstar); SA Chill Soul, Maddening Howl, Rebuke undead; SQ: Dark Communion, Dark Lore Spontaneous casting, Secrets (no payment for using Planar Ally spells, 1/week; unnaturally vitality [+3 hp]; Deeper madness (+2 to Insanity score); Curse of Power (+1 to effective level for Evil Spells); Paying Fealty to Death (+1 to DC for death effects)); Unnatural Vitality +3 hp); AL NE; SV Fort +8, Ref +5, Will +8; Str 10, Dex 10, Con 10, Int 24, Wis 15, Cha 10
	Skills and Feats:  Alchemy +18, Concentration +14, Diplomacy +9, Heal +7, Intimidate +5, Knowledge (Arcana) +16, Knowledge (Religion) +16, Scry +17, Spellcraft +21; Great Fortitude, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Spell Focus (Necromancy)
	Possessions: Chainmail, large steel shield, morningstar, Headband of Intellect +4
	Prepared Spells (6/6+1/5+1/5+1/3+1/2+1/1+1; DC 16 + Spell Level [+1 for Necromancy spells], +1 DC if death effect) 0 – [Create Water, Create Wine, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue]; 1 – [Cause Fear, Command, Cure Light Wounds x2, Inflict Light Wounds, Obscuring Mist, Mage Armor*]; 2 – [Bull's Strength, Darkness, Hold Person, Inflict Moderate Wounds, Magic Missile*, Fox's Cunning]; 3 – [Blindness/Deafness, Dispel Magic, Magic Vestment, Rage*, Bestow Curse, Inflict Serious Wounds]; 4 – [Confusion*, Inflict Critical Wounds, Lesser Planar Ally, Freedom of Movement]; 5 – [Slay Living, Wall of Force*, Flame Strike]; 6 – [Blade Barrier, Repulsion*]
* Domain Spell. Domains:  Force (Once per day, re-roll any damage roll and take the better of the two rolls), Madness (Gain Insanity Score equal to half your class level [cleric + prestige]. For spellcasting (bonus spells and DC), add this score to your wisdom score and use the result in place of Wisdom alone. For all other purposes, such as skill checks and saving throws, subtract this score from your Wisdom score and use the result in place of Wisdom alone) Insanity score: 7
	Dark Lore (Su): Once per day, the doomdreamer can, as a standard action, look at one intelligent creature and learn some secret. Speaking that dark secret, the target creature must make a Will save (DC 15 + doomdreamer levels) or react as stunned for 1d3 rounds.
	Chill Soul (Su): The doomdreamer can make a touch attack against a living creature and inflict 3d8 points of damage by chilling their soul. This can be used in conjunction with an inflict wounds spell. Usable once per day.
	Maddening Howl: The doomdreamer can give a howl that affects all living creatures within 50 feet. Those in the area must make Will saves (DC 15 + doomdreamer levels). Failure means that the victim stands still (treat as dazed) for 1 round, his mind reeling with insane thoughts. Usable once per day.

APL 10

Kro Dreo, Male Human (Suloise) Clr 8 / Doomdreamer 5: CR 13; Medium-size Humanoid (human); HD 8d8+5d8+3; hp 81; Init +0; Spd 20'; AC 17 (flat-footed 17, touch 10); Attacks +9/+4 melee (morningstar, 1d8); SA Chill Soul, Maddening Howl, Rebuke undead; SQ: Dark Communion, Dark Lore Spontaneous casting, Secrets (no payment for using Planar Ally spells, 1/week; unnaturally vitality [+3 hp]; Deeper madness (+2 to Insanity score); Curse of Power (+1 to effective level for Evil Spells); Paying Fealty to Death (+1 to DC for death effects)); AL NE; SV Fort +9, Ref +5, Will +8; Str 10, Dex 10, Con 10, Int 22, Wis 18, Cha 10
	Skills and Feats:  Alchemy +19, Concentration +16, Diplomacy +16, Heal +13, Intimidate +14, Knowledge (Arcana) +16, Knowledge (Religion) +16, Scry +9, Spellcraft +23; Great Fortitude, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Spell Focus (Necromancy)
	Prepared Spells (6/6+1/6+1/5+1/4+1/3+1/2+1/1+1; DC 18 + Spell Level [+1 for Necromancy spells], +!Dc for death effect spells) 0 – [Create Water, Create Wine, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue]; 1 – [Cause Fear, Command, Cure Light Wounds x2, Inflict Light Wounds, Obscuring Mist, Mage Armor*]; 2 – [Bull's Strength, Darkness, Hold Person, Inflict Moderate Wounds, Magic Missile*, Fox's Cunning, Spiritual Weapon]; 3 – [Blindness/Deafness, Dispel Magic, Magic Vestment, Rage*, Bestow Curse, Inflict Serious Wounds]; 4 – [Poison, Confusion†, Inflict Critical Wounds, Lesser Planar Ally, Freedom of Movement]; 5 – [Slay Living, Wall of Force*, Flame Strike, Dispel Good]; 6 – [Blade Barrier, Repulsion*, Word of Recall]; 7 – [Destruction, Insanity*]
* Domain Spell. Domains:  Force (Once per day, re-roll any damage roll and take the better of the two rolls), Madness (Gain Insanity Score equal to half your class level [cleric + prestige]. For spellcasting (bonus spells and DC), add this score to your wisdom score and use the result in place of Wisdom alone. For all other purposes, such as skill checks and saving throws, subtract this score from your Wisdom score and use the result in place of Wisdom alone) Insanity score: 8
	Possessions: Headband of Intellect +4, morningstar, masterwork chainmail, masterwork large steel shield
	Dark Lore (Su): Once per day, the doomdreamer can, as a standard action, look at one intelligent creature and learn some secret. Speaking that dark secret, the target creature must make a Will save (DC 15 + doomdreamer levels) or react as stunned for 1d3 rounds.
	Chill Soul (Su): The doomdreamer can make a touch attack against a living creature and inflict 3d8 points of damage by chilling their soul. This can be used in conjunction with an inflict wounds spell. Usable once per day.
	Maddening Howl: The doomdreamer can give a howl that affects all living creatures within 50 feet. Those in the area must make Will saves (DC 15 + doomdreamer levels). Failure means that the victim stands still (treat as dazed) for 1 round, his mind reeling with insane thoughts. Usable once per day.

PAGE 16

Pseudonatural shadow mastiff as per scenario except DR 5/good

Kaorti & rukanyr – NO changes

Page 17

The following is from Baron Malweig’s description, but is HIGHLY relevant to running the encounter:

Malweig is insane. He is mad in a kind, fun but easily distracted sort of way. The DM is free to play him as you wish as long as the baron is not portrayed as mean-spirited or threatening. His demeanor will change once he has seen the final mural in Encounter Three. After that he will switch to being a silent, sullen, haunted man fighting with past memories. Malweig will not fight or assist until it seems that the PCs are in serious trouble (DM’s discretion). If this occurs, consider giving a player control of Malweig during combats. Otherwise, he will stand mute and stare blankly at the sight of any pseudonatural/Far Realms creatures. If/when he does finally enter combat; he will do so with no concern for his own welfare.

Please note that under 3.5 rules, the Cloaker Lord’s CR is being reassessed to CR 9 due to its being a magic user creature in function. (Monster Manual p302).

Accordingly,

APL 4 (EL 8)

Qodvolius, Cloaker Lord: CR 9; Huge Aberration; HD 9d8+45; hp 88; Init +5 (Dex, Improved Init.); Spd 10ft., Fly 50 ft. (average); AC 17 (touch 9, flat-footed 16) [-2 size, +1 Dex, +8 natural]; Atk +12 melee (2d6+8, tail snap) and +7 melee (2d4+4, bite); Face/Reach 15 ft. by 15 ft./10 ft. (5 ft. with bite); SA moan, engulf, spellcasting, dominate cloakers; SQ shadow shift, plane shift; SR 18; AL CN; SV Fort +9, Ref +7, Will +10; Str 26, Dex 13, Con 20, Int 18, Wis 17, Cha 15.
	Skills and Feats: Hide +3, Knowledge (arcana) +13, Move Silently +10, Spellcraft +13, Spot +12; Blind-Fight, Combat Reflexes, Expertise, Improved Initiative, Lightning Reflexes.
	Moan (Ex): As a free action, a cloaker lord can emit a dangerous subsonic moan at will, as long as it does not use its bite attack in the same round.  By varying the frequency and intensity of the moan, a cloaker lord can create one of four different effects:
	Unnerve:  All within 90 feet of the cloaker lord suffer a –2 morale penalty on attack and damage rolls.  Those forced to hear this sound for 6 consecutive rounds must make a Will save (DC 16) or enter a trance and become unable to attack or defend themselves until the moaning stops.  Opponents who successfully save must repeat the save next round if the moaning continues.
	Fear:  All within 40 feet of the cloaker lord must make a Will save (DC 16) or flee in terror for two rounds.
	Nausea:  Everyone in a 40 foot cone must make a Fort save (DC 16) or become overcome with nausea and weakness.  Affected characters fall to the ground and are unable to take any actions, including defending themselves, for 1d4+1 rounds.
	Stupor:  A single individual no more than 50 feet from the cloaker lord must make a Fort save (DC 16) or be affected as by a hold monster spell for 6 rounds.  A cloaker lord can affect only one victim at a time with this ability, so if it decides to affect one character while another is still under the effect of the stupor, the previous effect is cancelled.
	Engulf (Ex): A cloaker lord can try to wrap a foe of Large size or smaller in its body.  The cloaker lord makes a grapple attack that does not provoke an attack of opportunity.  If the cloaker lord achieves a hold, it is free to use its whiplike tail to strike at another target while it gnaws on an engulfed victim.  The cloaker lord can bite an engulfed foe with a +4 attack bonus.  Attacks made on an engulfing cloaker lord deal half their damage to the monster and half to the trapped victim.
	Dominate Cloakers (Ex): Cloaker lords have a natural power of domination over ordinary cloakers, allowing them to rule as the unquestioned leaders in cloaker communities.
	Shadow Shift (Su): Cloaker lords have the ability to manipulate shadows.  This power is effective only in shadowy areas and has several possible effects:
	Obscure Vision:  The cloaker gains one-quarter concealment for 1d4 rounds.
	Dancing Images:  This duplicates the mirror image spell cast by a 9th level sorcerer.
	Silent Image:  This duplicates the effect of a silent image spell cast by a 9th level sorcerer.
	Plane Shift (Sp): Cloaker lords can travel to and from the Plane of Shadow at will.  Once per day, they can bring up to seven cloakers along with them on the journey, as the spell plane shift. 
	Spellcasting: Cloaker lords have the spellcasting ability of 9th level wizards.  They are considered specialists in spells of the shadow subschool.  Cloaker lords cast all their spells with verbal components only:
	Spells Prepared (4/6/6/5/4/2; base DC = 14 + spell level): 0—[dancing lights, disrupt undead, ghost sound, read magic]; 1st—[chill touch, magic missile (2), ray of enfeeblement*, shield, sleep]; 2nd—[blindness/deafness, blur*, darkness, Melf’s acid arrow, scare, spectral hand]; 3rd—[dispel magic, gaseous form*, haste, nondetection, slow]; 4th—[enervation*, Evard’s black tentacles (2), improved invisibility]; 5th—[shadow evocation*, polymorph self]. *Shadow subschool bonus spell
Possessions: Ioun Stone

APL 6 (EL 10)

Use the statistics for the Psuedonatural  Qodvoldeus only. Change DR to reflect DR /good

APL 8 (EL 12)

Use the Statistics for Psuedonatural Qodvoldeus (Change DR to DR /good) and another regular Cloaker Lord

APL 10 (EL14)

Use the Statistics for Psuedonatural Qodvoldeus and another two pseudonatural Cloaker Lords. (Change DR to DR /good)