TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  IUZ3−06 
   
   
   
   
   
   
  Every Passing Breeze 
   
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Iuz’s Border States Meta-regional Adventure 
  Version 1.0 
   
  by Greg Marks 
  Reviewed by Jason Bulmahn 
   
   
  Some say death rides on every passing breeze, but a little wind won’t stop you from a trip to the top of the Yatil 
  Mountains, where you are told there is an ancient weapon to be found; a weapon that you may be able to use against the 
  machinations of the Old One.  The Organization has sent you on a quest key to the survival of the free peoples of the 
  Flaness.  Part Four of the Machinations plot line, an adventure for APLs 8 to 14. To participate in this scenario, each 
  table must include at least one PC who has played the previous three parts in this series.  The same PC need not have 
  played all three parts as long as all three modules have been played amongst the PCs represented. 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  Every Passing Breeze 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  # 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 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Iuz’s Border States.  Characters native to Bandit 
  Kingdoms, Furyondy, Highfolk, Perrenland or Shield 
  Lands pay one Time Unit per round, all others pay two 
  Time Units per round.  Adventurer’s Standard Upkeep 
  costs 12gp per Time Unit.  Rich Upkeep costs 50gp per 
  Time Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  Every Passing Breeze 
   
  Page 3 
  
  Adventure Background 
  Schemes of the powerful rarely go entirely unnoticed.  
  Given that these are schemes of gods and near gods, it 
  was inevitable that all parties involved would become 
  aware that plots had begun even if the details were not 
  yet known.  Unfortunately, Iuz does not always see fit to 
  inform the lords of the Abyss of his plans and sometimes, 
  they become, curious.  One of the dread lords of the 
  Abyss has begun to investigate those who oppose Iuz’s 
  movements already, and set into motion a scheme to 
  learn what they know.  Two weeks ago, some of the PCs 
  met with who they believed to be The Shade.  In fact, this 
  trusted friend was simply a succubus in the service of the 
  abyssal lord, appearing as The Shade, and deployed to 
  send the PCs on a journey not only to the roof of the 
  world, but beyond into the depths of the Abyss. 
   
  Adventure Summary  
  Introduction.  The PCs begin traveling together, having 
  been brought together by various members of the 
  Drinkers of the Cup of Midnight who they may have met 
  in the past.  They are in the Yatil Mountains during the 
  season of autumn, looking for a cloud giant castle that 
  guards some unknown artifact, although not all members 
  may be aware of this until the PCs share information 
  from their starting handouts. 
   
  Encounter One. The PCs arrive at the small cloud 
  giant keep where they must infiltrate the walls and 
  dispose of the few obstacles left behind while the 
  majority of the clan is away on a hunt.  While there they 
  have the opportunity to free three slaves, one of whom is 
  actually a spy for the abyssal lord.  
   
  Encounter Two. The PCs climb to the top of the 
  tallest tower in the keep only to find it is a gate leading to 
  the Abyss.  Once there, a group of demons seals the way 
  home and likely captures the PCs in the name of their 
  master, Rzasanet. 
   
  Encounter Three. The PCs are brought before a 
  vrock called Rzasanet, the Master of the Blood-Drenched 
  Sky and Lord of the Castle of Foul Breezes. Rzasanet has 
  arranged to acquire the PCs in the name of his master in 
  order to question them about their knowledge of the Old 
  One’s plans. Rzasanet insists the PCs stay for some dinner 
  and entertainment. 
   
  Encounter Four. The PCs are placed in the care of 
  Bazhon the Torturer.  Bazhon tortures several of the PCs 
  in various gruesome manners, but offers some of the PCs 
  a deal.  If they allow him to make a copy of their 
  memories to study later, he will give them their 
  belongings and let them go.  If none of the PCs accept 
  Bazhon’s deal, he tortures them for whatever information 
  he can get. 
   
  Encounter Five. If none of the PCs have accepted 
  the deal, they are taken in front of Rzasanet for the 
  entertainment portion of their stay.  They are forced to 
  fight each other in a maze to the death in order for one of 
  them to secure their freedom.  Little do they know, when 
  one of the PCs is slain, they are offered another chance at 
  the deal. 
   
  Encounter Six. Should the PCs have survived the 
  torture sessions and the fight with each other and still no 
  one has taken the deal, a PC who has played IUZ3-02 
  Experimentation is given the key to the cells by the imp 
  Zezaxittaz who they have previously befriended. 
   
  Encounter Seven. Now with a way out of the Castle 
  of Foul Breezes either by taking Bazhon’s deal, with 
  Zezaxittaz’s aid, or by their own devices, the PCs must 
  fight their way out of the demonic castle and back to the 
  gate. 
   
  Conclusion. The PCs meet with the Shade and 
  explain their ordeal only to find out that she never sent 
  them on this mission. 
   
  Introduction 
  Before beginning the adventure, have each player fill out 
  Player Handout Two, the PC Questionnaire Determine 
  which PCs have played previous modules in the 
  Machinations plot line, and distribute the appropriate 
  Player Handout One to them.  Each PC should receive 
  only one handout.  In those cases where a PC has played 
  more than one of the modules in the series, give them 
  only one handout so as to repeat each handout as few 
  times as possible. 
   
  The wind is biting as you look back over the side of 
  the mountain.  Far down in the Highvale, it is a 
  pleasant autumn day.  No doubt farmers are enjoy the 
  fine day as they harvest their crops, but you are 
  surrounded 
  by 
  snow 
  and 
  driving 
  wind 
  uncharacteristic of the lower altitudes.  After gearing 
  up in Highfolk town, your group made for the Yatils 
  where you have been climbing for nearly three days. 
  Somewhere nearby you should be able to locate your 
  destination   Iso ated from your companions by the 
  howling of the wind and the mists of the clouds you 
  are passing through, your thoughts drift back to the 
  first meeting o  your fellowsh p in the Hero’s Rest 
  Tavern of Highfolk. 
   
  .
  l
  f
  i
   
  Have the players make character introductions at this 
  time.  Remember they have been traveling together for 
  eight days, three of them in the mountains.  The PCs 
  know nothing of whatever the other PCs might know of 
  the mission, unless they mention it at this time.   
   
  Every Passing Breeze 
   
  Page 4 
  
  Encounter One: 
  Every Passing Breeze 
  Your path winds along a sheltered shelf that over 
  looks a snowy crevasse.  As you slowly make your way 
  past yet another potentially dangerous fal , your scout 
  motions for your party to stop.  Looking to the right 
  and above you, a crude castle of gigantic proportions 
  rests at the edge of your snow-hampered vision.  The 
  simple wooden door is nearly twenty feet tall, and 
  twice as wide with a single handle nearly the size of a 
  pony.  The crude gray blocks that make up the wall 
  show little skill or imagination.  Two towers, one 
  wide but squat and the second tall and thin, rise 
  behind the door, not that they would be of much help 
  to a sentry given the driving snow.   
  l
   
  The PCs have arrived at the home of a small group of 
  cloud giants.  They have been lead to believe that this is 
  the location of a powerful item that can be used against 
  the Old One.  When the PCs arrive, most of the tribe is 
  away hunting.  Should they wait, they see a dozen giants 
  return in three hours.  Those giants leave each morning 
  for roughly six hours to hunt for food or raid. 
   
  The Keep 
  Unless otherwise stated, all rooms are dark and have 
  ceilings of forty feet.  All furnishings are sized for huge 
  individuals.  All the doors and walls have the following 
  statistics unless stated otherwise: 
   
  � Keep Walls: 1 ft. thick; hardness 8; hp 120; AC 5; 
  Break DC 35. 
  � Internal Wooden Doors: 4 in. thick; hardness 5; hp 
  40; AC 5; Break DC 25. 
   
  Front Gate 
  The wooden door is huge, easily able to accommodate 
  several men marching abreast.  A crude metal handle 
  is present on the right side, slightly above the height 
  of an average man and an obvious metal lock is placed 
  below it. 
   
  � Front Door: 8 in. thick; hardness 5; hp 80; AC 5; Break 
  DC 25, Open Locks DC 20. 
   
  The front door is a huge, locked wooden door made from 
  timbers.  It is not well watched, but if the PCs attempt to 
  force or destroy the door it is likely that Velfic (room 1) 
  hears them. 
   
  Room 1 - Front Hall 
  Sputtering torchlight, lost in the high rafters, flickers 
  across this long hall. The smell o  baked bread and 
  savory meat is palatable as you step from the blustery 
  wind of the outside.  Quiet voices and light come 
  from the west, while the hall turns north into shadow 
  to the east. A huge door stands closed directly in front 
  of you next to a tall but slim archway too narrow for a 
  man to pass through easily. 
  f
   
  This front hall is largely the domain of the slaves and 
  their overseer, Velfic.  The eastern alcove is filled with 
  stolen booty, largely consisting of foodstuffs and furs in 
  various sacks.  None of it is especially valuable.  To the 
  west, is a kitchen area.  A hearth sits on the north wall 
  near the well where Velfic tends the meal.  Three slaves 
  draw water and cut vegetables for the stew.  A quick 
  search of the stew notes that the source of the meat is 
  humanoid. 
   
  Creatures: While the slaves are not likely to pose 
  any threat to the PCs, Velfic moves to investigate any 
  disturbance he becomes aware of before sounding an 
  alarm, unless it is obvious that the castle is under attack.  
  If the castle is clearly under attack he screams for help 
  (which arrives from room five after 20-APL rounds, 
  provided they hear his shouting) immediately. 
   
  APL 8 (EL 7) 
  � Velfic: hp 79, see Appendix One. 
   
  APL 10 (EL 9) 
  � Velfic: hp 101, see Appendix One. 
   
  APL 12 (EL 11) 
  � Velfic: hp 123, see Appendix One. 
   
  APL 14 (EL 13) 
  � Velfic: hp 145, see Appendix One. 
   
  Tactics: Velfic is not a terribly imaginative combatant.  
  He charges the nearest foe while bellowing a warning to 
  the rest of the castle.  He attempts to break up any 
  formations to protect spellcasters with his Improved Bull 
  Rush (at appropriate APLs) and then uses Power Attack 
  on lightly armored foes. 
   
  Development: Should Velfic manage to sound the 
  alarm (by screaming, banging pots, etc.…) the rest of the 
  keep (room five) is aware that something is afoot and 
  arms themselves appropriately to come and investigate 
  the disturbance, likely by preparing to defend the keep 
  from room four. 
   
  Treasure: If the PCs take the time to search Velfic, 
  they may find a few items of value. 
  Every Passing Breeze 
   
  Page 5 
  
   
  APL 8-14 – hide armor +1 -  (97 gp), greatclub +1 - 
  (192 gp). 
   
  Room 2 - Slave Pen 
  A door of metal bars blocks passage to this smal  room 
  filled with straw and refuse. The smell from the dark 
  room is offensive.  Three small piles of rags are all 
  that serve for beds.  
  l
   
   
  This room is used to lock up the three slaves (currently in 
  room one) when they are not being put to work.  There is 
  room for more captives, though none are currently 
  present.  There is nothing of value here. 
   
  Creatures: All three of the slaves wish to escapee 
  and attempt to help the PCs in any way possible; 
  however, two of them are not as helpful as the PCs might 
  like, and the third is actually a spy.  See Questioning the 
  Captives below for more information on role-playing 
  these NPCs. 
   
  All APLs 
  � Vilnt: hp 32, see Appendix One. 
  � Marna: hp 7, see Appendix One. 
  � Palthenia Zernea: hp 34, see Appendix One. 
   
  Development: Vilnt volunteers to assist the PCs in any 
  way they think appropriate, especially if given some 
  weapons and armor allowing him to fight against his 
  former captures.  Marna is terrified if the PCs are going to 
  leave her behind, and she would rather follow the PCs 
  than wait for them to come back for her, as the giants 
  may come back at any moment.  Both of them have never 
  been beyond this hall and thus have no useful 
  information beyond rooms one, two, and three.  Both can 
  tell the PCs several of the giants left on a hunt, and will 
  likely be back soon.  Palthenia is of more help, as she 
  secretly wants the PCs to succeed so her true master can 
  meet with them.  She has been in rooms four and five and 
  can describe them, as well as the giants that are still 
  present.  She also says that she believes that the tower 
  (room seven) is where the giants keep their treasure, as 
  she saw them take her belongings there. 
   
  Room 3 - Velfic’s Room 
  A large bed sits in the far corner of this room whi e a 
  moth eaten and singed rug lies in front o  a small 
  fireplace.  An ironbound chest sits next to the head of 
  the bed with a platter of dirty dishes resting atop. 
  l
  f
   
  Velfic’s room is in far better shape than the slave quarters, 
  but it is still far from clean.  Inside the locked chest (he 
  has the key) the PCs find changes of dirty clothes and 
  some lose coins that compose all of Velfic’s wealth.   
   
  � Wooden Chest: 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 18, Open Locks DC 25. 
   
  Treasure: Mixed in among dirty clothes and a few 
  crawling bugs are all the coins that Velfic has managed to 
  save.  The coins are a mixture of Perrenland and Highfolk 
  mint.  There are two stoppered bottles in the chest as 
  well.  A silvery liquid fills a clear bottle two thirds of the 
  way.  The second bottle is a green ceramic and is filled 
  with a fishy smelling oil. 
   
  APL 8-12 – coin - (65 gp), silversheen - (21 gp), 
  unguent of timelessness - (13 gp). 
   
  APL 14 – coin - (165 gp), silversheen - (21 gp), 
  unguent of timelessness - (13 gp). 
   
  Room 4 - Guard Post 
  This room is obviously a guardroom of some sort.  A 
  wide arrow slit watches over a long hall to the south 
  and a rack for weapons and a wooden stool stands 
  nearby to the west.  Two giant sized doors exit this 
  dark room on the north wall
   
  . 
   
  Due to the giants being away on the hunt, this room is 
  currently unoccupied unless the PCs allowed Velfic to 
  warn the giants in room five.  If that is the case, the giants 
  attempt to barricade this room, fighting from behind the 
  cover of the arrow slits, if they have time to prepare.  The 
  northeastern door leads to a small closet, which contains 
  pots of oil, torches, and shortspears; all of them are giant-
  sized.  The weapons rack is currently empty.   
   
  Room 5 - Main Room 
  The description of this room assumes the PCs have 
  captured the giants unaware; the DM may have to adjust 
  accordingly if this is not the case. 
   
  This vast room contains a hearth, well, beds, and 
  several chairs.  The ceiling rises higher than a good 
  spear throw and comes to a point in the center.  
  Seated by the hearth (is one/are a number of) blue 
  skinned female giant(s) watching some smaller giants 
  at play.  (She/They) shout(s) an alarm as you enter 
  and move(s) to attack. 
   
  This is the main living chambers for the giant clan, and is 
  the most resistance the PCs are likely to find in the giant 
  castle.  The ceiling here starts at fifty feet and rises to 
  nearly one hundred and twenty feet in the center of the 
  room.   
   
  Creatures: The majority of the giant tribe is away 
  hunting, but they have left the children behind.  There 
  are four infants (still larger than most normal PCs) and 
  Every Passing Breeze 
   
  Page 6 
  
  their nursemaid(s).  At APL 8 Josil is only a juvenile giant. 
   At all APLs, Josil wears a ring of protection +1. 
   
  APL 8 (EL 9) 
  � Josil: hp 66, see Appendix One. 
   
  APL 10 (EL 11) 
  � Josil: hp 178, see Monster Manual p. 120. 
   
  APL 12 (EL 13) 
  � Clauda, Josil: hp 170, 186, see Monster Manual p. 120. 
   
  APL 14 (EL 15) 
  � Berthid, Clauda, Josil, Termina: hp 170, 174, 182, 
  186, see Monster Manual p. 120. 
   
  Tactics: The cloud giants fight as a well-organized unit if 
  possible. They prefer to fight from a position above their 
  opponents, using their levitate abilities. A favorite tactic 
  is to circle the enemies, barraging them with rocks while 
  some of the giants use other magical abilities. 
   
  Development: After the combat, the PCs have to 
  decide what to do with the infants (who likely outweigh 
  them by quite a bit).  The giant babies do nothing by 
  cringe and cry, and are incapable of fighting back.  This is 
  a moral dilemma that tests the PCs’ alignments.  Clearly 
  these children, if left behind, will be raised to become 
  man-eating threats to the farmers of the Highvale and the 
  mountain clans of Perrenland.  However, the PCs can’t 
  safely take the giants with them, and it is morally 
  questionable to murder infants in their cribs, even if they 
  are five feet tall infants.  This is the DM’s first 
  opportunity to drive a wedge between PCs in preparation 
  for later encounters. 
   
  Treasure: Josil wears a ring that the PCs may claim. 
   
  APL 8-14 – ring of protection +1 -  (167 gp). 
   
  Room 6 - Chief’s Room 
  Captured standards of Highfolk and Perrenland 
  decorate this room and surround a bed that could 
  accommodate a dozen men.  A pleasant fire burns 
  away in the hearth while the wind batters at two tall 
  windows in the western wall.  A huge bear rug warms 
  the floor and quiets your footfalls.   
   
  When not away hunting, Chief Milmont makes his home 
  here with his wife and children.  He is currently not 
  present.  While this room is well appointed, there is no 
  obvious treasure to be found, as most treasure has been 
  taken with the giants or given as tribute to the demons 
  on the other side of the gate.  A Search DC 10 + APL finds 
  a secret compartment in the headboard of the bed.  It is 
  currently empty except for a blue-skinned cloth doll the 
  size of a halfling (left here by one of the chief’s young 
  children) and a large wood and cloth fan with a flying 
  griffin proudly displayed upon it.   
   
  Treasure: Those PCs that discover the secret 
  compartment may help themselves to the child’s doll, or 
  the magic fan. 
   
  APL 8-14 – wind fan -  (458 gp). 
   
  Room 7 - Tower 
  Large stairs wind around the side of this cold square 
  tower past a slim open window and up into a dense 
  fog.  The floor and stairs are wet with moisture. 
   
   
   
   
  The stairs wind for sixty feet through a normal fog that is 
  created when the heat from the abyssal gate interacts 
  with the cold air on the top of the mountain.  It is not 
  harmful or magical in any way, but it does feel strangely 
  warm and may unnerve some PCs.  Treat the effects of 
  the fog as though an obscuring mist had been cast at the 
  top of the stairs.  Note the thickness of the vapor 
  effectively limits darkvision to the same effectiveness as 
  normal vision.  The stairs themselves are nearly five feet 
  tall each, making the climb difficult for shorter 
  characters.  It also makes it unlikely that any PC is 
  waiting on the stairs when the first PC enters into the fog 
  shrouded room at the top of the stairs.  When the PCs 
  come to the top of the stairs read the following: 
   
  The stairs end a wide landing and a large stone door. 
  The temperature here is much warmer than at the 
  bottom of the stairs, and the thick fog is still present. 
  As you push through the fog, you note a plain stone 
  door that appears to be locked, at the end of the 
  landing. 
  � Stone Door: 4 in. thick; hardness 8; hp 60; AC 5; Break 
  DC 28, Open Locks DC 25. 
   
  The landing is twenty five by forty feet and made of solid 
  stone.  The door is not decorated in anyway.  It is 
  important that the DM do everything possible to get the 
  PCs into the room behind the stone door, or standing on 
  the landing.  If the PCs do not specifically state their 
  locations, assume they are in one of these two places.  
  When the PCs are prepared to enter through the door, 
  move to Encounter Two. 
   
  Questioning the Captives 
  It is likely that the PCs want to question the captives 
  (room one) in some detail.  All three of them have 
  different motives and experiences and have an impact on 
  the rest of this scenario.   
  Every Passing Breeze 
   
  Page 7 
  
  Vlint: Vilnt is a male human of Clan Rosrijder from the 
  nation of Perrenland.  While still a young lad of only 17, 
  he has had some experience as a soldier and is happy to 
  assist the PCs in any way they believe is appropriate.  The 
  giants captured him three weeks ago when the small 
  mercenary company he was serving with was attacked on 
  their way home after spending time in Furyondy.  He 
  sees the PCs as an opportunity to escape and payback the 
  giants for the death of his comrades.   
   
  � Q: Who are you? 
  A: “I’m Vlint, of Clan Rosrijder from the 
  Highlands of Perrenland.”   
   
  � Q: Do you want to come along with us? 
  A: “I may not be as skilled as you, but I’ve 
  campaigned here and there, and I’ve served some 
  time along the Fireline in Furyondy.  I can help 
  you if the giants come back.” 
   
  � Q: What can you tell us about the keep? 
  A: “I haven’t seen much.  I’ve only been here 
  three weeks.  The ogre’s name was Velfric and he 
  wasn’t much of cook, that’s for sure.  I know 
  there are small children too, I’ve heard them 
  crying.  They’re still here, but about a few hours 
  ago I think most of the adults left.  They’ve done 
  this before, usually they come back with game or 
  other food.” 
   
  Development: As the scenario continues, Vlint generally 
  follows the lead of the PCs, and is happy to play any 
  combat support role the PCs ask of him.  He is against 
  fighting the demons if possible, realizing how outclassed 
  he is, but does so if the PCs provide him a weapon 
  capable of harming them. 
   
  Marna: Marna is a middle aged human woman from the 
  Highvale.  She was abducted ten mornings ago while 
  gathering firewood and wants to get back to her family’s 
  farm not far from Stoutstump.  She is terrified of being in 
  the giant’s keep and expected to die until the PCs arrived. 
  Marna is also incredibly nervous around magic and tends 
  to view it distrustfully; in particular, she is completely 
  against transportation magic like teleport or plane shift.  
  She tries to stay close to the main group of the PCs so she 
  is not left behind at any point.   
   
  � Q: Who are you? 
  A: “I’m no one.  Really, please take me home.  You 
  can call me Marna; please just take me home.” 
   
   
   
  l
   
   
   
   
   
  � Q: What can you tell us about the keep? 
  A: “I don’t know anything.  Please don’t hurt me - 
  just don’t leave me alone.  The giants will be back
  any moment.  You have to help us, don’t leave us 
  behind.” 
  � Q: Will you let us teleport you home? 
  A: “No, please.  I just want to use my own legs 
  like a natural person.  I’ve seen what that magic 
  will do and p ease don’t make me be a part of it. 
  Just take me home.” 
  Development: As the scenario continues, Marna 
  becomes more and more difficult.  She begins as 
  genuinely afraid, but once it becomes clear that the PCs 
  have traveled to another plane of existence and there are 
  demons, she becomes catatonic and must be carried.  It is 
  an evil act to leave her behind for random demons to 
  feast upon.    
   
  Palthenia Zernea:  Palthenia appears to be a gray elf of 
  Clan Volmiryth from the Vesve Forest who was captured 
  three days ago while she and two other companions were 
  searching for a well-known ancient Suel ruin known as 
  Sallowhold.  Her magical skills are nearly exhausted now 
  (or so she claims), but she is aware of how many giants 
  there are as well as the general layout of the keep, as she 
  was taken to the chief to be interrogated.  In reality, she is 
  a spy placed here to make certain the PCs find their way 
  to the gate and divulge the information that her dread 
  lord requires.  At no point does she combat the PCs 
  unless she has somehow been discovered and directly 
  confronted.  Otherwise, she hopes to escape with the PCs 
  and find her way back to her allies to divulge any 
  information she has gained.  The only flaw in her 
  disguise is that she is not actually a member of Clan 
  Volmiryth.  While she has studied them (Knowledge 
  [local] +14) she does not necessarily know everyone the 
  PCs might know.  She tries to play this off by pointing 
  out it’s a big clan.  Members of the clan might think to 
  look for the clan tattoo on her neck.  She tries to keep her 
  neck covered at all times, but should the PCs forcibly 
  look, she has a burn there.  She claims the tattoo is there, 
  but she was burned by orcs in the Vesve (Bluff +14). 
   
  � Q: Who are you? 
  A: “I am Palthenia Zernea of Clan Volmiryth 
  from the northern Vesve.  I am a wizard of some 
  skill, although my captivity has left me drained of
  most useful spells.” 
  � Q: What can you tell us about the keep? 
  A: “A great deal.  When I was captured, my 
  companions and I were looking for an ancient 
  Suel ruin known as Sallowhold.  It is known to be 
  Every Passing Breeze 
   
  Page 8 
  
  in the Yatils somewhere.  The giant chieftain, a 
  huge specimen, was interested in what we were 
  doing, think ng it might bring h m wealth.  As 
  such, he had me brought to him.  I have seen that 
  the next room is a guard area, although I do not 
  think it is manned at the moment.  Beyond that 
  room is a huge round area where the main bulk 
  of the clan live.  I believe there are some giants 
  there now.  There are two doors from this room - 
  one leads to the chieftain’s room and is a slim 
  tower; the other must be where there keep their 
  treasure, as I saw them take my belongings there. 
  Also, there was a fourth captive, a human female, 
  when last I was taken to the chief and I think she 
  may be held atop the tower as she was taken 
  inside it as well.” 
  i
  i
   
   
  “
  i
  l-
   
   
  i
   
   
   
  f
   
   
   
   
   
  � Q: What can you tell us of Sallowhold and what 
  might be there? 
  A: Nothing exciting.  It s a wel known ruin.  I 
  was accompanying two other elves of my clan on 
  an archeological expedition.  Unfortunately, both 
  of them have been eaten.” 
  Development: As the scenario continues, Palthenia is 
  the most engaging of the NPCs.  She questions the PCs 
  about why they are captured by the demons, and what 
  they may know that the demons wish to learn about 
  (possibly using detect thoughts while questioning the 
  PCs if she can safely cast it).  She also tries to be helpful as 
  the adventure progresses, casting spells to aid the PCs.  
  She does not use any of her rogue abilities, as that may 
  cause her to become suspect. 
   
  Encounter Two: 
  Welcoming Party 
  As you clear the mists, you enter into a windowed 
  room with a pedestal in the center upon which rests a 
  large glowing green gem.  The windows and a large 
  archway show a blasted and burning landscape that 
  does not match the snowy peaks you expected, but 
  you have little time to consider that as a large 
  demonic creature pulls the gem from the pedestal, 
  causing the mist, and the door you entered through, 
  to disappear.  A green glow begins to emanate from 
  you, the demons, and the pedestal.  “Welcome 
  travelers.  It seems you have had a long trip indeed.  If 
  you would be so kind as to come w th myself and my
  companions, we will be certain you find a 
  comfortable place to rest before meeting my master.” 
  The PCs have crossed through the gate to the Abyss; 
  however, the mist makes it impossible to see much until 
  they clear the door by several feet.  Once they do so, 
  Avehovna removes the key gem closing the gate and 
  activating the extended dimensional anchor (as those cast 
  by a 19
  th level sorcerer) effect on all those present as well 
  as the pedestal.  Those within fifty feet of the door are 
  shunted through to stand in the room.  Should the PCs 
  consider splitting up, Vlint will council against it and 
  Marna is afraid of not going with the larger group.  The 
  gate cannot be reactivated for the duration of the spell (38 
  minutes) without first dispelling the effect upon 
  themselves and pedestal.  Avehovna does leave the green 
  gem behind should the PCs return later looking to 
  reactivate the gate.  At this point, Marna collapses into 
  catatonia, Vlint eyes the demons (aware he is not likely to 
  be of help), and Palthenia does her best to stay away from 
  any of the demons.   
   
  In most cases, the Abyss behaves as the Prime 
  Material except in the case of alignment.  The Abyss is 
  mildly aligned to both chaos and evil.  This means that 
  those PCs that are lawful or good receive a –2 penalty to 
  all Charisma-based checks.  Lawful good PCs receive a –4 
  penalty to all Charisma-based checks.   
   
  While Avehovna wishes to attend her master 
  shortly, she is not above a little idle conversation should 
  the PCs have some questions.  She does not spend more 
  than five minutes in conversation. 
   
  Q: Who are you? 
  A:  “Now that would be telling!  Why don’t you just 
  call me Avehovna for now.” 
  Q: Where are we? 
  A: “This is my lord’s domain, in the depths o  the 
  Abyss.” 
  Q: What do you want from us? 
  A: “My Lord requests that you attend him in his 
  audience chamber.  He wishes to know why you have 
  entered into his domain and how your acquaintance 
  might benefit you both.” 
  Q: What stops us from killing you all now? 
  A: “You are welcome to try, but it will now doubt 
  delay my Lord dinner plans … or perhaps speed them 
  up?” 
  Q: How did you know we would be here now? 
  A: “I didn’t.  My lord said to come and retrieve and I 
  have.  From his description though, I thought you’d 
  be taller.” 
  Q: What is this green light on us? 
  Every Passing Breeze 
   
  Page 9 
  
  A: “It prevents magical transportation from this room 
  for a few hours.” 
   
  Creatures: This is not intended to be a combat, and 
  despite the general menace of the demons, they have 
  strict orders not to kill the PCs at this point.  Avehovna 
  (the most powerful demon at each APL, a glabrezu or a 
  marilith) chats pleasantly with the PCs until they are 
  willing to meet with her master.  It is possible the PCs are 
  not be prepared to go with the demons and determine 
  what is going on.  If so, they may initiate a combat.   
   
  APL 8 (EL 14) 
  � Glabrezu: hp 174, see Monster Manual p. 43. 
  � Vrock (2): hp 110, 120, see Monster Manual p. 48. 
   
  APL 10 (EL 16) 
  � Glabrezu (3): hp 170, 174, 178, see Monster Manual p. 
  43. 
   
  APL 12 (EL 18) 
  � Marilith: hp 216, see Monster Manual p. 44. 
  � Glabrezu (2): hp 170, 178, see Monster Manual p. 43. 
   
  APL 14 (EL 20) 
  � Marilith (2): hp 213, 219, see Monster Manual p. 44. 
  � Nalfeshnee (3): hp 175, see Monster Manual p. 45. 
   
  Tactics: The demons attempt to incapacitate the PCs 
  using subdual or spell-like abilities.  They are willing to 
  capture a few of the PCs instead of all, if some of the PCs 
  are especially difficult to defeat.   
   
  Development: It is unlikely but possible that the 
  PCs may be capable of defeating the demons sent to 
  retrieve them.  In this case it is a simple thing for the PCs 
  to dispel the dimensional anchor, open the gate, and go 
  home; this ends the adventure.  Or the PCs may walk to 
  the abyssal palace evident in the distance to further 
  investigate who is trying to capture and interrogate them. 
   In this case, the DM will have to modify the following 
  encounters appropriately to continue. 
   
  Encounter Three: 
  Dinner Fun 
  Your demonic companions lead you down the 
  volcanic rock face from the gazebo-like gate building 
  to an ebon castle of wicked spires and twisting 
  towers.  A scouring wind howls through the valley 
  blowing the wretched stink of burning flesh and 
  burnt hair.  A murder of ravens peck at the remains of 
  dozens of unrecognizable creatures hung from the 
  spikes at the top of the dark walls. Blood and other 
  ichors drip from the gateway above into your hair as 
  they lead you into the dank halls.  Screams and moans 
  are interrupted by echoing cackles from deep within 
  this pit of the damned.  The flickering light of flames 
  is obvious well before you enter into a large audience 
  chamber filled with all manner of san ty shaking 
  demonic creatures.  At the far end of the room, sits a 
  throne of skulls, and on that throne sits a huge 
  sinewy winged demon with vulture like head.  Its 
  head swaying at the end of its long neck, it addresses 
  you.  “Ah, I see our fr ends have joined us.”  A chorus
  of mad laughter and cackles erupts from the 
  assembled demonic host.  “Please come forward and 
  introduce yourselves.” 
   
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  Rzasanet, the vrock seated upon the throne, is master of 
  this realm and works for a more powerful demon lord 
  who has set this entire adventure in motion.  Rzasanet 
  does not mention his true master for any reason.  
  Rzasanet hopes to do this with a minimal amount of 
  bloodshed (at least for now).  He is willing to undergo the 
  pretense of the gracious host in order to further his game, 
  and as such he answers some of the PCs questions before 
  proceeding to the next step of the game, especially since 
  both transportation magic (teleport, plane shift, etc.) and 
  summoning magic is not possible inside the castle and 
  they are surround by hundreds of powerful fiends. 
   
  Q: Who are you? 
  A: “You may call me Rzasanet, Master of the Blood-
  Drenched Sky.” 
  Q: How did you know we were coming? 
  A: “A little bird told me.” (laughter from the court) 
  Q: What do you want of us? 
  A: “Some conversation, some pleasant company, 
  perhaps an exchange of knowledge.” 
  Q: What kind of knowledge? 
  A: “What do you have?” 
  Q: Can we leave? 
  A: “Oh course, you can leave as soon as I have all I 
  want.  Until then, you are one of my honored guests.”
  (laughter from the court) 
  Q: Why is your realm connected to the cloud giant’s 
  tower? 
  A: “We have similar friends, and enjoy the occasional 
  visit.  Do you like to call on friends now and then?” 
   
  Every Passing Breeze 
   
  Page 10 
  
  Once the PCs have had the opportunity to ask a few 
  questions or are threatening to start a combat, Rzasanet 
  makes a declaration to the PCs and the assembled 
  demonic court. 
   
  “I think we have had enough of this talk.  I tire, but 
  am pleased your group has decided to spend the 
  evening and offer us entertainment and dinner.  You 
  are most gracious to give of yourselves so.  Guards, 
  take them to their rooms until we are ready for them.” 
   Dozens of huge demonic creatures close in around 
  you, and lead your group away. 
   
   
   
  l
   
  Should the PCs attempt to resist, use the group described 
  in Encounter Two in order to subdue them; however, 
  another such group joins the fray every two rounds. 
   
  Encounter Four: 
  A Little Torture Between 
  Friends 
  Dozens of rough hands strip your gear and clothing 
  from you, leaving you with less than your modesty.  
  Those that resist are beaten until they can no longer 
  resist, and then they join the rest of you; naked in 
  separate cells with little more than a few rags and 
  some dirty straw.  The metal door is shut, leaving you 
  in darkness.  In the darkness, red glowing eyes skitter 
  across the floor waiting for their new meals to die. 
  The PCs are in 10’ by 10’ cells, each facing inward toward 
  the center of the room.  They have no items of any kind, 
  except those that cannot be separated from their body 
  (tattoos and permanent marks being examples).  Any PCs 
  that wish to be unconscious from subdual may be so.  The 
  NPCs are nervous, but Marna is still catatonic.  Vlint asks 
  any likely leaders what the plan is and what he should do. 
   Palthenia inquires as to why the demons seem to know 
  the PCs.  Have they had any dealings with powerful 
  fiends?  Give the PCs a minute or two to discuss their 
  predicament before the demons return.   
   
  � Iron Bar Doors: 2 in. thick; hardness 10; hp 60; AC 5; 
  Break DC 28, Open Locks DC 30. 
   
  The slamming of the iron door and the flood of bright 
  light draws your attention to a massive humanoid 
  toad with long wicked spines running down his back 
  that ambles into the room.  After letting out a massive 
  belch, he looks about the room.  “A right, who’s first?”  
  Bazhon is a Hezrou demon that enjoys his work as the 
  senior torturer in the service of Rzasanet.  While some 
  might claim to be interrogators or butchers, such a life is 
  not for Bazhon.  He is a torturer, and that means the 
  subtle application of pain to get what he wants, and learn 
  how to do it better the next time.  He is fascinated by 
  mortals, and studies them as he goes.  In the end, he 
  looks at himself as an artist, and the time has come to 
  create his art.   
   
  As the PCs are removed from the room, each of these 
  scenes should be done separately, DM to player, without 
  interference of the other players.  Appendix Three lists 
  possible tortures he might use.  It is very important to 
  consider the sensibilities of the players while describing 
  these scenes.  It is not necessary (or desired) that the DM 
  be graphic in descriptions of pain or gore.  Simple 
  explanations should be sufficient to encourage the PCs to 
  talk.  He begins with Vlint.  Choose a torture from the list 
  and have Vlint’s unconscious form returned to his cell 
  after an hour or so.  Then choose another PC and 
  institute the torture listed while asking questions from 
  the list below.  For choosing the initial PC, preference 
  goes to a PC who has not participated in any of the Iuz 
  Machinations plotline and failing that, is unlikely to 
  break under pressure (paladins are a favorite).  When you 
  get to the second PC, attempt the deal as illustrated below 
  the questions list.   
   
  At all times during the torture sessions, there is a 
  float quill that records the questions and responses upon 
  a stack of parchment, the pages flipping when one fills. 
   
  Questions Bazhon is likely to ask: 
   
  � Who are you? 
  � Who sent you? 
  � Tell me what you know of fiends. 
  � Have you ever been in the Empire of Iuz? 
  � Are you a servant of the Old One? 
  � What do you know of the machinations of the Old 
  One? 
  � There are armies forming under the Old One’s 
  watchful gaze, why? 
  � There are new creatures being created in Doraaka.  
  What are they?  How are they made?  What is their 
  purpose? 
  � Who does the Old One scheme against? 
  � How are you involved? 
  � Why do you oppose/serve him? 
  � The forges in Doraaka work day-round, why?  What 
  are they making? 
  � What other schemes is the Old One planning? 
  � How did you find out about these schemes? 
  � Who are the Drinkers?  Are you a member?  How 
  does one join?  Where do they meet?  Who are their 
  members? 
  Every Passing Breeze 
   
  Page 11 
  
   
  The Deal 
  After Vlint and at least one PC have undergone a torture 
  and question session with Bazhon, choose a PC who 
  seems least likely to break under torture and who has 
  played at least one of the previous Machinations plotline 
  modules.  Pull that player aside as you would any other 
  and describe the torture set-up, but before proceeding 
  with the session, Bazhon has a deal to offer the victim. 
   
  “Hmmmm… You look like a reasonable fellow,” the 
  rumbling demon offers while examining your bonds. 
  “Perhaps we can make a deal, you and I.  What do you 
  think? I’m sure you have no wish to experience my 
  skills.” 
   
   
   
  ,
   
  i
   
  i i
  i
   
   
  Allow the PC a chance to respond; if they seem 
  interested, continue: 
   
  “Well you must understand, I don’t have the 
  opportunity to learn about many mortals and I always 
  have been curious.  Maybe we can skip this torture.  
  You won’t tell anyone, will you?”  The Hezrou grins, 
  his giant teeth larger than your head.  “I want to know 
  more about your kind; I’m sure you can help me do 
  that.  Allow me to make a copy of your mind ” he says
  pulling out a large gem, “and then I can study the way 
  your kind thinks and behaves at my le sure.  If you 
  agree, I will skip torturing you.  In fact, I might forget 
  to lock your cell when I take you back.  It would be a 
  shame if you escaped with your gear after you 
  accidentally overhead me talking about the way out of 
  the castle, wouldn’t it?” 
  The deal is basically that Bazhon is offering to stop the 
  torture, let the PCs free, give them their gear, and tell 
  them how to escape (the way out of the castle and how to 
  use the gate room) in exchange for making a copy of the 
  PC’s mind so he may study it in depth at a later date to 
  learn more about how mortals think and behave.  Of 
  course, his master wishes to know more of the fine 
  details about what the PC may know about Iuz’s 
  machinations that the PC has experienced.  The fact that 
  Bazhon gets the memory copy afterward is a small detail.  
  Anyone making the deal receives the Dark Taint on the 
  Adventure Record. 
   
  Should the PC refuse, go through with the standard 
  torture session.  However when it ends, Bazhon takes the 
  PC to another room to recuperate.  When he returns for 
  the next PC, inform the other PCs that the previous 
  victim didn’t survive the experience.  Then choose 
  another PC to try the deal on.  Proceed until you run out 
  of PCs or someone breaks.  Bazhon continues torturing 
  PCs until he copies the minds of enough PCs to learn the 
  details of IUZ3-01, IUZ3-02, and IUZ3-04; whether this 
  takes one, two or three PCs.  This entire encounter takes 
  approximately one day, so all spellcasters, with the 
  exception of wizards without the feat Spell Mastery, have 
  time to regain their spells. 
   
  Bazhon needs to learn the details of all three 
  modules.  Once enough of the PCs have accepted the 
  deal, proceed to Encounter Seven.  If not, proceed to 
  Encounter Eive. 
   
  Encounter Five: 
  Amok Time! 
  This encounter takes place only if none of the PCs accept 
  the deal offered by Bazhon in Encounter Four.   
   
  Beaten but not broken, your group is brought before 
  the demonic court once again.  Rzasanet sways back 
  and forth from his high perch, so much like a vulture 
  waiting for you to die.  “I hope you have enjoyed your 
  accommodations; I’m sorry I couldn’t offer you more, 
  but as you can see, I have a lot of visitors.”  With a 
  wave of his clawed hand, Rzasanet motions to the 
  hundreds of fiends that surround you.  “So as I was 
  saying before you left so rudely, you have traveled so 
  far just to offer us some entertainment.  You must be 
  so very devoted to prov d ng happiness for others, 
  almost willing to do anyth ng.”  Pushing a hidden 
  button on his horrible throne, the floor rapidly falls 
  away, dropping you down a chute that deposits you 
  alone in a deep pit.  High above you, you can see the 
  demonic court gazing down with glee.  Rzasanet’s 
  voice echoes down to you, “I have decided to let one 
  of you go free from my court; whichever one of you 
  survives the others in a battle to the death!” 
  The PCs have been thrown into pit maze in order to fight 
  to the death while thousands of demons watch, shout, 
  and jeer; or so they think.  While the PCs are dropped 
  through chutes into the maze, the floor of the hall opens 
  up so the demons can gather around (some 100’ up) to 
  watch the fun.  The PCs thrown into the maze appear to 
  kill each other, however when any PC appears to be 
  knocked unconscious or slain, their body disappears.    
  Rules for running PC on PC combat: 
   
  � The PCs begin in the maze at the positions marked 
  with an asterisk (*).  None of the three captive NPCs 
  are in the maze with the PCs, it having been 
  determined that they are not relevant to gaining the 
  information. 
  � The PCs begin with nothing.  However, there is a 
  wooden club (appropriate to their size) on the 
  Every Passing Breeze 
   
  Page 12 
  
  ground near them.  Note that spell casters have no 
  material components. 
  � The PCs may do anything they wish to survive.  
  Players do not lose their PCs for attacking another 
  PC, however some alignments may be changed.  For 
  example, any paladins attempting to kill their 
  unarmed wizard friends may be forced to lose their 
  paladinhood.   
  � The items chosen by the PCs in the PC 
  questionnaire are placed randomly throughout the 
  maze.  Each time a PC comes to a turn, intersection, 
  or dead end (besides the start point), roll 1d20.  On a 
  19 or 20 they find one of the items.  Determine 
  which item is found randomly. 
  � When a PC would be slain, their body disappears.  
  Pull the player and offer them the second deal (see 
  below).  The player may not talk to the other players 
  for the rest of this encounter. 
  � Some PCs may refuse to participate.  This fine as 
  long as someone is attempting to kill the other PCs.  
  If all the PCs are refusing, choose the instigator and 
  make an example of him.  Rzasanet orders one of the 
  Mariliths in attendance to place a blade barrier on 
  the PC.  This continues until the PC is “slain” and 
  disappears or the PCs begin to combat each other. 
   
  The Deal, Again 
  You remember the killing blow and the pain, but this 
  can’t be the afterlife.  You are lying on a stone slab 
  surrounded by several demons.  You recognize 
  Bazhon’s huge grin and rumbling voice.  “I’ve always 
  liked you, mortal.  That’s why I’m going to give you 
  one more chance.  Just let me make a copy of your 
  memories, and I’ll make sure you can get away.” 
   
   
  The deal is the same as before, only now, the PC is facing 
  dozens of demons.  The PC has no wounds and no gear 
  found in the maze, but any spells cast have been used. If 
  the PC agrees, Bazhon uses the gem to make a copy of the 
  PC’s mind.  If the PC refuses, tell them the last thing they 
  see is all the demons closing in on them. 
   
  If none of the PCs accept this deal proceed to 
  Encounter Six.  If one of them took the deal, move to 
  Encounter Seven. 
   
  Encounter Six: 
  Old Friends 
  This encounter only occurs if against all odds none of the 
  PCs have taken the deal, the first or second time it was 
  offered, and they have not yet been able to contrive a way 
  to escape their captivity.  In this case, they get a visit from 
  an old friend.  This occurs to one PC who has played 
  IUZ3-04 Burning Cliffs.  If there is more than one such 
  PC, choose whichever PC has had the easiest time of it as 
  of yet. 
   
  “Wake up stupid flessshbag, you don’t have much 
  time.  Zezaxittaz say he be seeing you again.  
  Besssidesss, I owe you and I hate owing anyone.”  
  Looking up through the bars at the horned head, past 
  the needle like fangs, to the winged imp beyond, a 
  dim recollection from the warm summer comes back 
  to you.  A slim silver key bounces across the cell and 
  comes to rest next to your hand.  “Here’s the key to 
  your cellssss.  Now we are even.  Your belongingsss 
  are in the next room over to the left and you can 
  returns to your boring worldsssis by the gate that 
  brought you here.  Now you owe me.  Don’t worry 
  flessshbag, we’ll see each other again.”  The imp 
  vanishes from sight. 
  Zezaxittaz has taken an interest in the machinations of 
  the Abyssal Lords since his forced servitude at Ashen Pit 
  in the Burning Cliffs a few months ago.  Finding out 
  what is truly going on might be worth it to the Lords of 
  Hell, and that means a promotion for Zezaxittaz.  
  Realizing that the repercussions for the fleshbags that 
  freed him couldn’t be far off, he has been following them 
  for a few months.  While he hasn’t quite figured out 
  what’s going on, he knows enough to know that the PCs 
  have to stay alive if they are going to lead him to more 
  clues.  Besides, the operatives of the Old One and the 
  Boneheart have yet to catch the PCs and he doesn’t want 
  to miss out on seeing that fun. 
   
  Now that the PCs have the means to free themselves, 
  proceed to Encounter Seven. 
   
  Encounter Seven: 
  The Great Escape 
  This is the final encounter of the module.  For the PCs to 
  have arrived here, they should have undergone hours of 
  torture, possibly over two days if they fought in the maze, 
  and be fleeing for their lives having escaped by the grace 
  of Bazhon, Zezaxittaz, or their own skills.  If Bazhon or 
  Zezaxittaz are responsible for their escape, the PCs are 
  aware of the location of their gear (room fifteen) and the 
  general way out.  If they are doing this on their own, they 
  may not know either of these things. 
   
  The following is a summary of what the PCs may 
  find on the ground level.  If the PCs stray up or down, the 
  DM is encouraged to offer descriptions of the floors as 
  appropriate. 
   
  Unless otherwise stated, all rooms are dark and have 
  ceilings twenty feet high.  The quasit servants keep lit 
  Every Passing Breeze 
   
  Page 13 
  
  torches in the hallways every thirty feet.  All the doors 
  and walls have the following statistics unless stated 
  otherwise: 
   
  � Castle Walls: 1 ft. thick; hardness 8; hp 120; AC 5; 
  Break DC 35. 
  � Stone Door: 4 in. thick; hardness 8; hp 60; AC 5; Break 
  DC 28, Open Locks DC 25 (if locked). 
   
  Room 1 – Entrance Hall 
  This hall is ankle deep in foul humors as ichors drip 
  from unseen sources in the ceiling.  It is hard to stifle 
  your gags from the charnel smell, as load moans and 
  insane cackles drift from deeper in the castle on a 
  foul breeze. 
   
  The entrance way to the demonic Castle of Foul Breezes 
  is not guarded regularly; few would come here willing.  
  Should the PCs wish to inspect the foul dripping liquids, 
  they can determine that it flows from hundreds of fine 
  holes in the ceiling sixty feet above and is humanoid in 
  origin.  Dozens of poor victims on the second floor above 
  the holes serve no other purpose than to drip their lives 
  onto those that enter this forsaken place. 
   
  Room 2 – Guard Barracks 
  Several piles of filthy rags that suggest nests litter this 
  room amidst broken weapons and picked over meals. 
  This is either a garbage dump, or a despicable 
  barracks.   
   
   
  The gate guards sleep here, but are often found carousing 
  with the rest of the castle inhabitants in the dungeons 
  below or in the Audience Hall.  It is empty at the 
  moment. 
   
  Room 3 – Servant’s Quarters 
  Piles of dirty sheets rest below a strange scaffolding of 
  bones n this unkempt room.  There appears to be no 
  one present. 
  i
   
  Perched in this room are two quasits whose job is to serve 
  the guards.  They spend most of their time hiding (Hide 
  +17, in addition to invisibility) here under the cover of 
  invisibility in case someone has work for them to do.   
   
  All APLs 
  � Quasit (2): hp 11, 14, see Monster Manual p. 46. 
   
  Tactics:  The quasits do not attack any nosey PCs if 
  possible, but move to warn any available demons once 
  the PCs leave them.  If forced to fight, they attack using 
  their poison claws and flee. 
   
  Development: Should the PCs enter this room, and 
  not deal with the quasits, they immediately move to raise 
  an alarm as soon as the PCs leave. 
   
  Room 4 – Main Intersection 
  A large intersection is obvious up ahead with a mosaic 
  worked into the floor.  The tiles depict vultures and 
  other carrion birds with glowing red eyes descending 
  upon a pile of bodies.  While most are clearly 
  deceased, some poor souls struggle to crawl away 
  while the feather fiends attack them. 
   
  The main intersection is perhaps the second most well 
  traveled area of the castle after the Audience Hall.  
  Should the PCs tarry here for more than a few rounds, it 
  is likely that a wandering quasit servant notices them and 
  flees to raise the alarm, alerting the guards in room 
  fourteen.  If those guards are found to be dead or missing, 
  a similar group is dispatched from the Audience Hall ten 
  rounds after the warning is delivered.   
   
  Room 5 – Play Room 
  Blood stains the walls of this small room.  A number 
  of wooden practice dummies lay in various states of 
  disrepair.  Closer inspection notes that some of the 
  dummies possess restraints that might be used to tie 
  down a victim so that the dummy might scream and 
  bleed as the soldier practiced.   
   
  This despicable room is currently empty except for the 
  blood splatters and four practice dummies, two of which 
  are bloody and utterly destroyed. 
   
  Room 6 – Stairs Down 
  A wide set of stairs descend into darkness.  Foul cries 
  and demonic howls rise from the deep pit. 
   
  This leads to the catacombs where most of the demons 
  live.  Should the PCs choose this path the DM should 
  note that it is completely dark, and is likely not the way 
  out.  If they choose to continue, they meet a group of 
  demons similar to that of Encounter Two; they attempt to 
  capture the PCs.  If the PCs defeat those demons but 
  choose to continue, they meet several other groups of 
  demons; alternate between groups similar to Encounter 
  Two and Encounter Seven, room 14; a new group arrives 
  every two rounds until the PCs flee or die. 
   
  Room 7 – Stairs Up 
  These wide stairs rise up and turn after a short way.  A 
  red glow can be seen emanating from above, and a 
  strong wide blows down the stairs, bringing with it 
  the stench of death. 
   
  Every Passing Breeze 
   
  Page 14 
  
  This leads to the upper levels where most of the powerful 
  demons live.  Should the PCs choose this path the DM 
  should note that from what the PCs saw from the outside 
  it likely moves to the high second floor and is likely not 
  the way out.  If they choose to continue, they meet a 
  group of demons similar to that of Encounter Two; they 
  attempt to capture the PCs.  If the PCs defeat those 
  demons but choose to continue, they meet several other 
  groups of demons; alternate between groups similar to 
  Encounter Two and Encounter Seven, room 14; a new 
  group arrives every two rounds until the PCs flee or die. 
   
  Room 8 – Dining Room 
  This large room appears seldom used.  A massive slate 
  topped table surrounded by stone benches dominates 
  the room and iron sconces in the shape of clawed 
  talons are placed randomly along the walls.  There are 
  no torches to be found. 
   
  This room is designated as a dining area, however 
  Rzasanet prefers to take meals in the Audience Hall with 
  his Court in attendance.  As such this room has seen little 
  use. 
   
  Room 9 – Kitchen 
  Prior to opening the door, the smell of cooking meat 
  and sounds of food preparation are obvious.  Inside 
  the room is a large hearth against the wall opposite 
  you and a short hall to the left.  Several small spike-
  covered creatures with bat-like wings work busily at 
  making more food to feed the demonic court. 
   
  Four quasits work day and night to feed the rest of the 
  assembled horde.  There were once six quasits, but 
  demons are often too hungry to wait for more food.   
   
  All APLs 
  � Quasit (4): hp 11,12, 13 14, see Monster Manual p. 46. 
   
  Tactics:  The quasits do not attack any nosey PCs if 
  possible, but move to warn any available demons once 
  the PCs leave them.  If forced to fight, they attack using 
  their poison claws and flee.  If the PCs offer them the 
  chance, they surrender without a fight. 
   
  Development: Should the PCs enter this room, and 
  not deal with the quasits, they immediately move to raise 
  an alarm as soon as the PCs leave.  They cannot be trusted 
  to keep their word should they accept some sort of deal 
  with the PCs. 
   
  Room 10 – Larder 
  Several barrels are stacked against the opposite wall as 
  you enter this room.  Your attention is drawn deeper 
  in the room to your right where a number of sides of 
  meat hang from the ceiling amidst buzzing flies.  
  Some o  them look distinctly humanoid.   
  f
   
  There is little here but diseased meat and stale wine and 
  ale.  Nothing is safe for consumption. 
   
  Room 11 – Rzasanet’s Sanctuary 
  A statue of a feathered humanoid dominates the 
  center of this circular room.  Flickering torches are 
  space evenly about the room and a number of metal 
  rods crisscross the room, offering dozens of perches.   
   
  Rzasanet makes his lair here, although he is never found 
  alone.  For nearly the entirety of the PCs stay he is found 
  in the Audience Hall.  The door to this room is locked.   
   
  Room 12 – Audience Hall 
  A loud cacophony of demonic voices fills this dimly 
  lit hall.  Steep amphitheater seating rises toward the 
  ceiling on both sides.  The seats are filled with 
  hundreds of unspeakable creatures that appear to be 
  pointing and laugh ng in your direction  
  i
  .
   
  The audience hall is the main focal point of the demonic 
  life in the Castle of Foul Breezes.  It is here that Rzasanet 
  holds court, and here that he sees that his subjects are 
  entertained.  The raucous party continues days at time, 
  and those that fail to keep up with the others become the 
  entertainment, or meal, at the next party.  When the PCs 
  arrive, the party has only just begun.  Any attacks lead by 
  the PCs on this room is doomed to failure. 
   
  Room 13 – Armory 
  A number of wicked looking weapons are stacked on 
  racks in this room.  None of them appear to be of 
  particularly good quality, and haven't been cleaned 
  since their last use. 
   
  Three weapon racks are the dominant feature of this 
  room.  While the arms are not in particular quality, there 
  are several falchions, flails, longswords, morningstars, 
  scythes, and spiked chains.  All are covered in old gore, 
  some of which is still tacky.   
   
  Treasure: The weapons are worth 15 gp each, given 
  their condition, although if the PCs are unarmed, they 
  may be useful.  At some APLs, there is a longsword in a 
  magic scabbard. 
   
  APL 8-10 – coin - 15 gp. 
   
  APL 12-14 – coin - 15 gp, weightless scabbard -  (133 
  gp). 
   
  Room 14 – Guardroom 
  Every Passing Breeze 
   
  Page 15 
  
  A table and several chairs are placed in the center of 
  this room.  Three clay mugs and a picked over roast 
  hog dominate the table.  A large keg with a spigot is 
  on the far wall. 
   
  This is room is a seldom used guardroom, where guards 
  rotate in their duties when prisoners are in residence in 
  room 17. 
   
  Creatures:  Several powerful demons have been 
  placed on guard here to make sure the valuable prisoners 
  don’t escape.  Unfortunately, they have not been given 
  orders to spare potential escapees, and given that they 
  resent such lowly duty, they plan to have as much fun as 
  possible with the mortals.  The demons do not go looking 
  for the PCs, should they trigger the alarm (room 16), as 
  they realize the PCs have no other way to go. 
   
  APL 8 (EL 11) 
  � Babau: hp 68, see Monster Manual p. 40. 
  � Hezrou: hp 138, see Monster Manual p. 44. 
   
  APL 10 (EL 13) 
  � Vrock: hp 120, see Monster Manual p. 48. 
  � Glabrezu: hp 174, see Monster Manual p. 43. 
   
  APL 12 (EL 15) 
  � Glabrezu (2): hp 170, 178, see Monster Manual p. 43. 
   
  APL 14 (EL 17) 
  � Marilith: hp 216, see Monster Manual p. 44. 
  � Glabrezu: hp 178, see Monster Manual p. 43. 
   
  Tactics:  The demons move so that they flank the 
  doorway and are not seen from the hall.  While waiting 
  for the PCs, they cast any spells that may assist them, 
  such as darkness, mirror image, or see invisibility as 
  appropriate.  They also communally use any of the magic 
  items possessed by them as appropriate (for example, one 
  of them who is in the front drinks the potion of greater 
  magic fang +2).  When the PCs enter, two of the demons 
  attack, while the third uses an attack spell.  They alternate 
  this pattern as appropriate.  Please note that due to the 
  enchantments on the Castle of Foul Breezes, the both the 
  demons and the PCs cannot use magic that summons 
  creatures or magically transports a creature (such as 
  teleport). 
   
  Treasure: At some APLs, the demons have several 
  items in the room that may be of value to the PCs   
   
  APL 8 – Nothing. 
   
  APL 10 – figurine of wondrous power: ebon fly -  
  (833 gp). 
   
  APL 12 – figurine of wondrous power: ebon fly -  
  (833 gp), hand of glory - (667 gp), potion of greater magic 
  fang +2 - (100 gp). 
   
  APL 14 – figurine of wondrous power: ebon fly -  
  (833 gp), hand of glory - (667 gp), potion of greater magic 
  fang +2 - (100 gp), hand of the mage - (75 gp), amulet of 
  proof against detection and location - (2917 gp). 
   
  Development: The party should be able to defeat 
  these guards without alerting the rest of the castle.  
  However, if they are especially noisy it is possible that 
  one of the quasits moves to investigate, and then warns 
  the court.  Should this happen, the PCs have ten rounds 
  to escape the castle before they are attacked by waves of 
  demons (similar to as if they had descended the stairs in 
  room 6). 
   
  Room 15 – Bazhon’s Quarters 
  A striking contrast to the rest of the rooms you have 
  seen in the accursed place, this room is pleasantly 
  decorated.  Fine furniture carved in an elven style 
  fills this room and a luxurious green Kettite rug 
  covers the stone floor.  There is a wide assortment of 
  weapons and adventuring gear on a large darkwood 
  table.  The room smells faintly of smoke.  A large 
  painting of a busy city street hangs above the 
  fireplace.  In the painting, a sign that reads “Black 
  Dragon Inn” hangs above the door to a tavern.  An 
  ornate bottle rests on the mantel.   
   
  The door to this room is locked unless the PCs have been 
  aided by Bazhon in their escape.  In this case, he has left 
  the door open so they can retrieve their things.  This 
  room is spotless, almost to a questionable degree.  The 
  order in this room is in stark contrast to the chaos that 
  fills the rest of the castle and is clearly the product of a 
  deranged mind.  All of the PCs’ belongings are arrayed on 
  a large darkwood table.  They have been taken out, 
  cleaned, and placed neatly.  Those PCs that look closely at 
  the painting realize it is a corner in Clerksburg in the city 
  of Greyhawk (The Black Dragon being an inn frequented 
  by many adventurers).  Bazhon is not present.  He is 
  either with a victim in the Torture Chamber or with the 
  rest demonic court in the Audience Hall.  
   
  All APLs (EL 11) 
  � Bazhon the Hezrou: hp 150, see Monster Manual p. 
  44. 
   
  Tactics: In all truth, Bazhon is fascinated with the PCs 
  and has no wish to kill them.  Given the choice, he copies 
  their memories for study by himself and his true master, 
  saving their bodies for more in-depth study later if 
  Every Passing Breeze 
   
  Page 16 
  
  necessary.  If forced to fight the PCs, he uses blasphemy 
  and attempts to immobilize the offenders. 
   
  Treasure: The PCs may attempt to take the ornate 
  bottle.  The furniture is worth a great deal to collector 
  (150 gp each) and the painting is well done (25 gp each), 
  but both will be difficult to move without damaging 
  them.    
   
  APL 8-14 – loot - (175 gp), eversmoking bottle - (450 
  gp). 
   
  Room 16 – Sentry 
  A five-foot tall statue of a nude winged woman raising 
  a long iron horn to her lips stands in this alcove.  The 
  woman wears a cloak made of black feathers about 
  her shoulders.  The statue appears to be made of a 
  black stone, veined with red. 
   
   
  This alcove actually contains an animated statue whose 
  purpose is to watch over the prisoners in room 17.  Those 
  that make a Knowledge (the planes) DC 15 check before 
  the statue attacks recognize it as a representation of a 
  succubus.   
   
  All APLs (EL 2) 
  � Animated Succubus Statue: hp 31, Hardness 8, see 
  Monster Manual p. 13. 
   
  Tactics: The statue sits endlessly, waiting for any non-
  demons to come down the hallway without a demonic 
  escort, causing it to animate and sound its horn.  It then 
  moves to pummel the violators.  While not an especially 
  potent guardian, its purpose is to give warning to the 
  guards in room 14. 
   
  Treasure: The cloak worn by the statue is made from 
  normal raven feathers and is quite beautiful.  It could be 
  sold for 20 gp each, and at some APLs, the clasp is made 
  of a broad bright blue feather that is magical. 
   
  APL 8 – loot - (20 gp). 
   
  APL 10-14 – loot - (20 gp), Quaal’s feather token: fan - 
  (17 gp). 
   
  Development: If the statue is given the opportunity 
  to sound its horn, the guards in room 14 are alerted. 
   
  Room 17 – Cellblock 
  Ten small cells are placed next to each other in this 
  straw-filled, dirty room.  Manacles hang from the 
  walls in each cell, rusted with blood.   
   
  The PCs are likely well acquainted with this room 
  already.  The door, unlike most doors in this place, is 
  locked. 
   
  Room 18 – Torture Chamber 
  A large table with attached restraints dominates the 
  center of this room.  Several dark stains are obvious 
  on the table.  Two dull metal cabinets line the wall to
  the left of the door.  A small stool sits next to a slim 
  table, upon which is a white ceramic bowl filled with 
  red tinted water.  Two lit braziers are in the far 
  corners.   
   
   
  Unfortunately the PCs are already familiar with this 
  room as well.   
   
  Fleeing the Castle 
  Once the PCs flee the castle, they can return to the 
  gatehouse on the volcanic hill and place the green gem 
  upon the pedestal to activate the gate and go back to 
  Oerth.   
   
  Conclusion 
  You stand around a table in a darkened basement, The 
  Shade listening to the tale of your ordeal.  “You have 
  quite a tale, adventurers.  I’m glad you made it out 
  alive but it’s too bad you didn’t get the artifact to use 
  against the Old One.  More importantly though, we 
  have a problem.  I never sent you on any mission.” 
   
  The Shade and the Drinkers of the Cup of Midnight 
  never sent the PCs on any mission, but they realize now 
  that they have been infiltrated.  Anything the PCs have 
  told the demons of the Abyss is yet one more leak to the 
  enemies of good.   
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  role-playing) to each character. 
   
  Encounter One 
  Defeat Velfic 
   
   
  APL 8 – 210 xp; APL 10 – 270 xp; APL 12 – 330 xp; 
  APL 14 – 390 xp. 
   
  Defeat the Nursemaid(s) 
   
   
  APL 8 – 270 xp; APL 10 – 330 xp; APL 12 – 390 xp; 
  APL 14 – 420 xp. 
   
  Encounter Seven 
  Defeat the Sentry  
   
  APL 8 – 60 xp; APL 10 – 60 xp; APL 12 – 60 xp;  
  Every Passing Breeze 
   
  Page 17 
  
  APL 14 – 60 xp. 
   
  Defeat the Guards  
   
  APL 8 – 360 xp; APL 10 – 420 xp; APL 12 – 480 xp; 
  APL 14 – 540 xp. 
   
  Story Award 
  Not Fighting the Welcoming Party (encounter two) 
   
  APL 8 – 30 xp; APL 10 – 60 xp; APL 12 – 90 xp;  
  APL 14 – 120 xp. 
   
  Not Allowing a Copy of You Memories to be Made 
  (individual award to each PC) 
   
  APL 8 – 50 xp; APL 10 – 50 xp; APL 12 – 50 xp;  
  APL 14 – 50 xp. 
   
  Escaping without the aid of Bazhon or Zezaxittaz 
   
  APL 8 – 45 xp; APL 10 – 60 xp; APL 12 – 75 xp;  
  APL 14 – 90 xp. 
   
  Discretionary roleplaying award 
  APL 8 – 100 xp; APL 10 – 100 xp; APL 12 – 100 xp; APL 14 
  – 100 xp. 
   
  Total possible experience:  
   
  APL 8 – 1125 xp; APL 10 – 1350 xp; APL 12 – 1575 xp; 
  APL 14 – 1800 xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  L:  Looted gear from enemy 
   
  C:  Coin, Gems, Jewelry, and other valuables 
   
  M:  Magic Items (sell value)  
   
  Encounter One:   
  Defeat Velfic (room one) 
   
  APL 8: M: 289 gp 
   
  APL 10: M: 289 gp 
   
  APL 12: M: 289 gp 
   
  APL 14: M: 289 gp 
   
  Retrieve Velfic’s Wealth (room three) 
   
  APL 8: C: 65 M: 34 gp 
   
  APL 10: C: 65 M: 34 gp 
   
  APL 12: C: 65 M: 34 gp 
   
  APL 14: C: 165 M: 34 gp 
   
  Defeat Josil (room five) 
   
  APL 8: M: 167 gp 
   
  APL 10: M: 167 gp 
   
  APL 12: M: 167 gp 
   
  APL 14: M: 167 gp 
   
  Retrieve the Wind Fan from the Secret Compartment 
  (room six) 
   
  APL 8: M: 458 gp 
   
  APL 10: M: 458 gp 
   
  APL 12: M: 458 gp 
   
  APL 14: M: 458 gp 
   
  Encounter Seven:   
  Find the Weightless Scabbard (room thirteen) 
  Every Passing Breeze 
   
  Page 18 
  
   
  APL 8: C: 15 gp 
   
  APL 10: C: 15 gp 
   
  APL 12: C: 15 gp, M: 133 gp 
   
  APL 14: C: 15 gp, M: 133 gp 
   
  Defeat the Guards (room fourteen) 
   
  APL 10: M: 833 gp 
   
  APL 12: M: 1600 gp 
   
  APL 14: M: 4592 gp 
   
  Loot Bazhon’s Room (room fifteen) 
   
  APL 8: L: 175 M: 450 gp 
   
  APL 10: L: 175 M: 450 gp 
   
  APL 12: L: 175 M: 450 gp 
   
  APL 14: L: 175 M: 450 gp 
   
  Defeat the Sentry (room sixteen) 
   
  APL 8: L: 15 gp 
   
  APL 10: L: 15 gp, M: 17 gp 
   
  APL 12: L: 15 gp, M: 17 gp 
   
  APL 14: L: 15 gp, M: 17 gp 
   
  Total Possible Treasure 
  APL 8: L: 190 gp; C: 80 gp; M: 1415 gp  - Total: 1250 
  gp 
  APL 10: L: 190 gp; C: 80 gp; M: 2248 gp  - Total: 2100 
  gp 
  APL 12: L: 190 gp; C: 80 gp; M: 3148 gp  - Total: 3000 
  gp 
  APL 14: L: 190 gp; C: 180 gp; M: 6140 gp  - Total: 6000 
  gp 
   
  Special 
  � Debt to Zezaxittaz: This PC owes a debt to the lowly 
  imp Zezaxittaz for his aid in escaping the Castle of Foul 
  Breezes. 
   
  � Demonic Tortures:  You have been the victim of 
  Bazhon the Torturer and as have carried some lasting 
  effects of that meeting.  (check appropriate box) 
  � Permanent Stat Drain (stat)______  (loss)_____ 
  � Demonic Arm: The PC’s left arm has been amputated 
  and replaced with a demonic looking arm.  It functions as 
  a normal arm in all cases, but has no skin sensation and 
  thus causes a permanent lose of one point of Dexterity.  
  The victim is often plagued by dreams that he is being 
  strangled in his sleep.  Each time the PCs attamepts to 
  sleep or meditate, there is 10% chance that the arm 
  attempts to strangle the PC in his sleep.  This wakes the 
  PC immediately allowing him to exert control over the 
  arm, but it prevents the PC from getting any rest that 
  night and spending the next night fatigued.  The arm can 
  be removed doing 7d4 damage to the PC and the old arm 
  restored healed with a regenerate spell. 
  � Demonic Blood: The PC’s blood has been replaced with 
  a demonic block ichor.  Whenever the PC is in the 
  presence of a demon, he must make a DC _____ Fortitude 
  save or become disposed toward that demon as though 
  under the effects of a charm monster spell.  This effect is 
  permanent and applies to all demons the PC meets until 
  he is healed by heal, regenerate, or similar magic. 
   
  � Dark Taint:  You have been touched by the infernal in 
  the Castle of Foul Breezes.  Since that time you have 
  found yourself better able to understand the minds of 
  avian creatures.  You gain a +2 profane bonus to 
  Diplomacy, Handle Animal, and wild empathy when 
  dealing with avian creatures or animals.  Of course this 
  dark taint may cause you further problems in the future, 
  but for now, there seems no drawbacks. 
   
  � Weightless Scabbard: This magical scabbard grows 
  and shrinks in size to accommodate any Large to tiny 
  bladed weapon.  This includes greatsword, falchion, 
  scimitar, rapier, longsword, short sword, and dagger.  
  While the weapon is in the scabbard, its weight is 
  reduced to zero, although the scabbard retains its own 
  weight. 
   
  Caster Level: 3
  rd; Prerequisites: Craft Wondrous 
  Item, reduce; Market Price: 1,600 gp; Weight: 1 Lb.  
  (From Arms and Equipment Guide, p. 138.) 
   
  Items for the Adventure 
  Record 
  Item Access 
  APL 8: 
  Eversmoking bottle (Adventure, DMG) 
   
  Silversheen (Adventure, DMG) 
  Unguent of timelessness (Adventure, DMG) 
  Wind fan (Adventure, DMG) 
  APL 10: APL 8 Items 
   
  Figurine of wondrous power: ebony fly  (Adventure, 
  DMG) 
  Quaal’s feather token: fan (Adventure, DMG) 
  APL 12: APL 8 & 10 Items 
   
  Hand of Glory (Adventure, DMG) 
  Potion of greater magic fang +2 (Adventure, DMG) 
  Weightless scabbard (Adventure, see Above) 
  APL 14: APL 8, 10 & 12 Items 
   
  Amulet of proof against detection and location 
  (Adventure, DMG) 
  Hand of the mage (Adventure, DMG) 
  Every Passing Breeze 
   
  Page 19 
  
  Appendix One:  
  NPC Statistics 
  Encounter One 
  Room One 
  APL 8 (EL 7) 
   
  � Velfic, male ogre Bbn4: Large Giant; HD 
  4d8+4d12+35; hp 79; Init +0; Spd 40 ft; AC 18 (touch 9, 
  flat-footed 18); BA/G: +7/+19; Atk: +16 melee +1 
  greatclub (2d8+13) or +6 ranged javelin (1d8+8); Full 
  Atk: +16/+11 melee +1 greatclub (2d8+13) or +6 ranged 
  javelin (1d8+8); SA rage; SQ darkvision 60 ft., low-light, 
  trap sense +1, uncanny dodge; AL CE; SV Fort +12, Ref 
  +2, Will +2; Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +12, Hide -6, Jump +16, 
  Listen +6, Profession (cook) +1, Spot +2; Power Attack, 
  Toughness, Weapon Focus (greatclub). 
   
  Rage (Ex): 2/day, Velfic can fly into a screaming 
  blood frenzy for 9 rounds. Velfic gains +4 Str, +4 Con, 
  and a +2 morale bonus vs. fear, but suffers -2 to AC. 
  After the rage, Velfic is winded. 
   
  Trap Sense (Ex): Velfic has an intuitive sense that 
  alerts him to danger from traps, granting a +1 bonus on 
  Reflex saves and a +1 dodge bonus to AC against 
  attacks by traps. 
   
  Uncanny Dodge (Ex):  Velfic can react to danger 
  before his senses would normally allow him to do so.  
  He retains his Dexterity bonus to AC even when 
  caught flat-footed. 
   
  Possessions: hide armor +1, greatclub +1, 3 
  javelins, leather apron, key. 
   
  APL 10 (EL 9) 
  � Velfic, male ogre Bbn6: Large Giant; HD 
  4d8+6d12+43; hp 101; Init +0; Spd 40 ft; AC 18 (touch 
  9, flat-footed 18); BA/G: +9/+21; Atk: +18 melee +1 
  greatclub (2d8+13) or +8 ranged javelin (1d8+8); Full 
  Atk: +18/+13 melee +1 greatclub (2d8+13) or +8 ranged 
  javelin (1d8+8); SA rage; SQ darkvision 60 ft., low-light, 
  trap sense +2, uncanny dodge, improved uncanny 
  dodge; AL CE; SV Fort +13, Ref +3, Will +3; Str 26, Dex 
  11, Con 18, Int 8, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +13, Hide -5, Jump +16, 
  Listen +7, Profession (cook) +2, Spot +3; Improved Bull 
  Rush, Power Attack, Toughness, Weapon Focus 
  (greatclub). 
   
  Rage (Ex): 2/day, Velfic can fly into a screaming 
  blood frenzy for 9 rounds. Velfic gains +4 Str, +4 Con, 
  and a +2 morale bonus vs. fear, but suffers -2 to AC. 
  After the rage, Velfic is winded. 
   
  Trap Sense (Ex): Velfic has an intuitive sense that 
  alerts him to danger from traps, granting a +2 bonus on 
  Reflex saves and a +2 dodge bonus to AC against 
  attacks by traps. 
   
  Uncanny Dodge (Ex):  Velfic can react to danger 
  before his senses would normally allow him to do so.  
  He retains his Dexterity bonus to AC even when 
  caught flat-footed. 
   
  Improved Uncanny Dodge (Ex): Velfic can no 
  longer be flanked. This defense denies a rogue the 
  ability to sneak attack Velfic by flanking him, unless 
  the attacker has at least four more rogue levels than 
  Velfic has barbarian levels.  
   
  Possessions: hide armor +1, greatclub +1, 3 
  javelins, leather apron, key. 
   
  APL 12 (EL 11) 
  � Velfic, male ogre Bbn8: Large Giant; HD 
  4d8+8d12+51; hp 123; Init +0; Spd 40 ft; AC 18 (touch 
  9, flat-footed 18); BA/G: +10/+23; Atk: +20 melee +1 
  greatclub (2d8+13) or +10 ranged javelin (1d8+8); Full 
  Atk: +20/+15/+10 melee +1 greatclub (2d8+13) or 
  +10/5 ranged javelin (1d8+8); SA rage; SQ darkvision 
  60 ft., low-light, trap sense +2, uncanny dodge, 
  improved uncanny dodge, damage reduction 1/-; AL 
  CE; SV Fort +14, Ref +3, Will +3; Str 27, Dex 11, Con 
  18, Int 8, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +14, Hide -4, Jump +16, 
  Listen +8, Profession (cook) +3, Spot +4; Improved Bull 
  Rush, Power Attack, Toughness, Weapon Focus 
  (greatclub). 
   
  Rage (Ex): 3/day, Velfic can fly into a screaming 
  blood frenzy for 9 rounds. Velfic gains +4 Str, +4 Con, 
  and a +2 morale bonus vs. fear, but suffers -2 to AC. 
  After the rage, Velfic is winded. 
   
  Trap Sense (Ex): Velfic has an intuitive sense that 
  alerts him to danger from traps, granting a +2 bonus on 
  Reflex saves and a +2 dodge bonus to AC against 
  attacks by traps. 
   
  Uncanny Dodge (Ex):  Velfic can react to danger 
  before his senses would normally allow him to do so.  
  He retains his Dexterity bonus to AC even when 
  caught flat-footed. 
   
  Improved Uncanny Dodge (Ex): Velfic can no 
  longer be flanked. This defense denies a rogue the 
  ability to sneak attack Velfic by flanking him, unless 
  the attacker has at least four more rogue levels than 
  Velfic has barbarian levels.  
   
  Damage Reduction (Ex): Subtract 1 from the 
  damage Velfic takes each time he is dealt damage from 
  a weapon or a natural attack. Damage reduction can 
  reduce damage to 0 but not below 0. 
   
  Possessions: hide armor +1, greatclub +1, 3 
  javelins, leather apron, key. 
   
  APL 14 (EL 13) 
  Every Passing Breeze 
   
  Page 20 
   
  
  � Velfic, male ogre Bbn10: Large Giant; HD 
  4d8+10d12+59; hp 145; Init +0; Spd 40 ft; AC 18 (touch 
  9, flat-footed 18); BA/G: +12/+25; Atk: +22 melee +1 
  greatclub (2d8+13) or +12 ranged javelin (1d8+8); Full 
  Atk: +22/+17/+12 melee +1 greatclub (2d8+13) or 
  +12/7 ranged javelin (1d8+8); SA rage; SQ darkvision 
  60 ft., low-light, trap sense +3, uncanny dodge, 
  improved uncanny dodge, damage reduction 2/-; AL 
  CE; SV Fort +15, Ref +4, Will +4; Str 27, Dex 11, Con 
  18, Int 8, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +14, Hide -3, Jump +17, 
  Listen +9, Profession (cook) +4, Spot +5; Combat 
  Reflexes, 
  Improved 
  Bull 
  Rush, Power Attack, 
  Toughness, Weapon Focus (greatclub). 
   
  Rage (Ex): 3/day, Velfic can fly into a screaming 
  blood frenzy for 9 rounds. Velfic gains +4 Str, +4 Con, 
  and a +2 morale bonus vs. fear, but suffers -2 to AC. 
  After the rage, Velfic is winded. 
   
  Trap Sense (Ex): Velfic has an intuitive sense that 
  alerts him to danger from traps, granting a +3 bonus on 
  Reflex saves and a +3 dodge bonus to AC against 
  attacks by traps. 
   
  Uncanny Dodge (Ex):  Velfic can react to danger 
  before his senses would normally allow him to do so.  
  He retains his Dexterity bonus to AC even when 
  caught flat-footed. 
   
  Improved Uncanny Dodge (Ex): Velfic can no 
  longer be flanked. This defense denies a rogue the 
  ability to sneak attack Velfic by flanking him, unless 
  the attacker has at least four more rogue levels than 
  Velfic has barbarian levels.  
   
  Damage Reduction (Ex): Subtract 2 from the 
  damage Velfic takes each time he is dealt damage from 
  a weapon or a natural attack. Damage reduction can 
  reduce damage to 0 but not below 0. 
   
  Possessions: hide armor +1, greatclub +1, 3 
  javelins, leather apron, key. 
   
  All APLs (the slaves) 
  � Vlint, male human (Flan) Ftr4: Medium 
  Humanoid; HD 4d10+4; hp 32; Init +1; Spd 30 ft; AC 11 
  (touch 11, flat-footed 10); BA/G: Atk: +3 melee 
  unarmed strike  (1d3+3); Full Atk: +3 melee unarmed 
  strike  (1d3+3); AL NG; SV Fort +5, Ref +2, Will +3; Str 
  16, Dex 13, Con 12, Int 10, Wis 11, Cha 11. 
   
  Skills and Feats: Climb +10, Handle Animal +7, 
  Ride +8; Blind-Fight, Iron Will, Point Blank Shot, 
  Power 
  Attack, 
  Precise 
  Shot, 
  Weapon 
  Focus 
  (shortspear), Weapon Specialization (shortspear). 
   
  Possessions: Torn and dirty clothes. 
   
  Personality: Vilnt is a male human of Clan 
  Rosrijder from the nation of Perrenland.  While still a 
  young lad of only 17, he has had some experience as a 
  soldier and is happy to assist the PCs in anyway they 
  believe is appropriate.  He was captured by the giants 
  when the small mercenary company he was serving 
  with was captured on their way home after serving in 
  Furyondy three weeks ago.  He sees the PCs the as an 
  opportunity to escape and give a little payback to the 
  giants. 
   
  � Marna, female human (Suel) Com2: Medium 
  Humanoid; HD 2d4; hp 7; Init +0; Spd 30 ft; AC 10 
  (touch 10, flat-footed 10); BA/G: +0/0; Atk: +0 melee 
  unarmed strike  (1d3); Full Atk: +0 melee unarmed 
  strike  (1d3); AL CG; SV Fort +0, Ref +0, Will +0; Str 11, 
  Dex 10, Con 11, Int 10, Wis 11, Cha 10. 
   
  Skills and Feats: Profession (cook) +8, Handle 
  Animal +4, Survival +3; Martial Weapon Proficiency 
  (shortbow), Skill Focus (Profession (cook)). 
   
  Possessions: Torn and dirty clothes. 
   
  Personality: Marna is a middle aged human 
  woman from the Highvale.  She was abducted ten 
  mornings ago while gathering firewood and wants to 
  get back to her family’s farm not far from Stoutstump.  
  She is terrified of being in the giant’s keep and 
  expected to die until the PCs arrived. Marna is also 
  incredibly nervous around magic and tends to view it 
  distrustfully; in particular, she is completely against 
  transportation magic like teleport or plane shift. 
   
  � Palthenia Zernea, female gray elf Wiz3/Rog5: 
  Medium Humanoid; HD 3d4+5d6; hp 34; Init +2; Spd 
  30 ft; AC 12 (touch 12, flat-footed 10); BA/G: +4/3; Atk: 
  +3 melee unarmed strike  (1d3-1); Full Atk: +3 melee 
  unarmed strike  (1d3-1); AL CN; SV Fort +3, Ref +8, 
  Will +7; Str 8, Dex 15, Con 10, Int 20, Wis 14, Cha 14. 
   
  Skills and Feats: Bluff +14, Concentration +8, 
  Decipher Script +11, Diplomacy +10, Disguise +10, 
  Gather Information +10, Knowledge: Local (Highfolk) 
  +14, Listen +12, Search +12, Sense Motive +10, Sleight 
  of Hand +10, Spellcraft +13, Spot +12, Tumble +10, Use 
  Magic Device +10; Eschew Materials, Scribe Scroll, 
  Skill Focus (bluff), Spell Mastery (detect magic, detect 
  thoughts, mage armor, magic missile, touch of idiocy,). 
   
  Possessions: Torn and dirty clothes. 
   
  Spells Prepared (4/4/2; base DC = 15 + spell level): 
  0—detect magic (x2), prestidigitation, touch of fatigue; 
  1st—mage armor, magic missile (x2), protection from 
  evil; 2nd—detect thoughts, touch of idiocy. 
   
  Personality: Palthenia appears to be a gray elf of 
  Clan Volmiryth from the Vesve forest who was 
  captured three days ago while herself and two other 
  companions where searching for a well known ancient 
  Suel ruin known as Sallowhold.  Her magical skills are 
  nearly exhausted now (or so she claims), but she is 
  aware of how many giants there are as well as the 
  general layout of the keep, as she was taken to the chief 
  Every Passing Breeze 
   
  Page 21 
   
  
  to be interrogated.  In reality, she is a spy placed here 
  to make certain the PCs find their way to the gate and 
  divulge the information that her dread lord requires.  
  At no point does she combat the PCs unless she has 
  somehow been discovered and directly confronted.  
  Otherwise, she hopes to escape with the PCs and find 
  her way back to her allies to divulge any information 
  she has gained.  The only flaw in her disguise is that 
  she is not actually a member of Clan Volmiryth.  While 
  she has studied them (Knowledge Local +14) she does 
  not necessarily know everyone the PCs might know.  
  She tries to play this off by pointing out it’s a big clan.  
  Members of the clan might think to look for the clan 
  tattoo on her neck.  She tries to keep her neck covered 
  at all times, but should the PCs forcibly look, she has a 
  burn there.  She claims the tattoo is there, but she was 
  burned by orcs in the Vesve (bluff +14). 
   
  Room Five 
  APL 8 (EL 9) 
  � Josil, female cloud giant: Medium Giant; HD 
  9d8+18; hp 66; Init +1; Spd 40 ft; AC 26 (touch 10, flat-
  footed 25); BA/G: +6/+14; Atk: large morningstar +14 
  melee (2d6+12) or slam +14 melee (1d3+8); Full Atk: 
  large morningstar +14/+9 melee (2d6+12) 2 slams +14 
  melee (1d3+8); SA spell-like abilities; SQ Low-light 
  vision, oversized weapon, scent; AL NE; SV Fort +8, 
  Ref +4, Will +8; Str 27, Dex 13, Con 15, Int 12, Wis 16, 
  Cha 13. 
   
  Skills and Feats: Climb +9, Craft (stonework) +2, 
  Diplomacy +2, Intimidate +2, Listen +4, Perform (harp) 
  +2, Sense Motive +4, Spot +4; Cleave, Improved Bull 
  Rush, Iron Will, Power Attack 
   
  Oversized Weapon (Ex): Josil wields a great, two-
  handed morningstar (big enough for large creatures) 
  without penalty. 
   
  Spell-Like Abilities: 3/day—levitate (self plus 
  2,000 pounds), obscuring mist; 1/day—fog cloud. 
  Caster level 15th. 
   
  Possessions: Large morningstar, chain shirt, ring 
  of protection +1. 
  Every Passing Breeze 
   
  Page 22 
   
  
  Appendix Two: 
   New Rules Items 
   
  (From Arms and Equipment Guide, p. 138.) 
  Weightless Scabbard: This magical scabbard grows 
  and shrinks in size to accommodate any Large to tiny 
  bladed weapon.  This includes greatsword, falchion, 
  scimitar, rapier, longsword, short sword, and dagger.  
  While the weapon is in the scabbard, its weight is 
  reduced to zero, although the scabbard retains its own 
  weight. 
   
  Caster Level: 3
  rd; Prerequisites: Craft Wondrous 
  Item, reduce; Market Price: 1,600 gp; Weight: 1 Lb. 
   
   
   
  Every Passing Breeze 
   
  Page 23 
   
  
  Appendix Three: Methods of Torture 
  Each PC undergoes one of these forms of torture.  Roll 
  randomly or choose, but do not repeat any.  It is very 
  important to consider the sensibilities of the players 
  while describing these scenes.  It is not necessary (or 
  desired) that the DM be graphic in descriptions of pain 
  or gore.  Simple explanations should be sufficient to 
  encourage the PCs to talk.  Regardless of the outcome, 
  no PC ever dies from the torture.  Bazhon is too much 
  of an artist for that. 
   
  1) The PC is connected to several magical electrodes 
  before being asked a series of questions.  Each time the 
  PC answers a question correctly, the Hezrou shoves a 
  raw fish into his mouth and forces him/her to eat it.  If 
  the PC refuses to answer, gives an obvious lie, or does 
  not swallow the fish, Bazhon delivers an electrical 
  shock causing great pain and damage to the brain, 
  nervous system, optic nerves, and heart.  The PC takes 
  3d10 points of subdual damage each time this occurs.  
  At the end of this torture, the PC acquires 1d10+2 
  permanent circular scars approximately the size of a 
  coin.  If this number is greater than 7, the PC loses one 
  permanent point of Charisma and Dexterity until the 
  damage is healed by heal, regenerate, or similar magic. 
   
  2) The PC is placed within a windowless box where the 
  temperature, air-pressure, and water-pressure can be 
  magically regulated.  The combination of temperature 
  and pressure is potentially lethal.  If the PC proves 
  immune to heat, Bazhon tries cold.  If the PC is 
  immune to cold, he tries drowning or high pressure.  
  This continues with the PC taking 1d3+1, 1d4+2, 
  1d6+3, etc.  Each time the PC refuses to answer, or 
  gives an obvious lie, or fails to answer a question with 
  the same answer as before the damage gets 
  progressively worse.  The PC is returned to his/her cell 
  with one or more of the following: bleeding from the 
  nose, mouth and ears, burns over half the body, 
  throbbing headaches and nausea, or dead skin from 
  frostbite over half the body.  This results in the loss of 
  one permanent and Dexterity until the damage is 
  healed by heal, regenerate, or similar magic. 
   
  3) The PC is strapped to a table and all of his/her blood 
  is removed while he watches.  His/Her blood is stored 
  conveniently in another cabinet while a black ichor is 
  used to replace the real blood.  After this done, the PC 
  must make a Fortitude save (DC APL+10) or become 
  disposed toward Bazhon as though under the effects of 
  a charm monster spell.  This effect is permanent and 
  applies to all demons the PC meets until he/she is 
  healed by heal, regenerate, or similar magic. 
   
  4) The PC is strapped to a chair with his/her left arm 
  pointed away from him.  Bazhon begins by asking 
  questions.  If the PC refuses to answer, or gives an 
  obvious lie, Bazhon amputates the arm doing 
  (APL/2)d4 points of damage.  He asks again.  If the PC 
  is not forthcoming he eats the arm.  He tries again, and 
  if the PC is not helpful, he attaches a demonic looking 
  arm.  The arm immediately attempts to strangle the PC 
  as soon as it is attached.  Bazhon removes it if the PC is 
  helpful.  If not, he/she awakens in a cell.  His/Her 
  neck is bruised and the demonic arm is still attached.  
  It functions as a normal arm in all cases, but has no 
  skin sensation and thus causes a permanent loss of one 
  point of Dexterity.  The victim is often plagued by 
  dreams that he/she is being strangled in his sleep.  The 
  arm can be removed (doing the above damage) and 
  healed with a regenerate spell. 
   
  5) The PC awakens impaled upon a smooth metal 
  spike, but feels no pain unless he/she attempts to 
  move.  His/Her arms and legs are tied firmly.  Bazhon 
  begins asking questions and each time the PC refuses 
  to answer, or gives an obvious lie, or fails to answer a 
  question with the same answer as before, he flays a 
  long strip of skin from the victim's body, doing 
  1d4+APL points of damage.  This continues until PC 
  breaks or runs out of skin (hit points).  For each twenty 
  percent of hit points the victim loses, a permanent 
  point of Charisma is lost until the damage is healed by 
  a regenerate spell.  For each forty percent of hit points 
  the victim loses, a permanent point of Constitution is 
  lost until the skin loss is healed by a regenerate spell.   
   
  6) Bazhon lays the victim out upon a table, firmly 
  clamped down with metal bands.  While the PC 
  watches, he melts several bars of lead in a large 
  cauldron and begins to pour small drops of it upon the 
  PC.  Each drop does 1d3 points of damage.  If the 
  victim seems immune to heat damage, refuses to 
  answer, or gives an obvious lie, or fails to answer a 
  question with the same answer as before, he uses larger 
  amounts, doing 2d10 points of damage until the PC is 
  forthcoming or passes out. 
  Every Passing Breeze 
   
  Page 24 
   
  
  Appendix Four: DM's Map of the Cloud Giant Stronghold  
   
   
  Each square is 10’x10’ 
  Every Passing Breeze 
   
  Page 25 
   
  
  Appendix Five: DM’s Map of the Maze 
   
   
  The characters' start positions are indicated by “*” on the map.  The DM is encouraged to not draw out 
  the entire maze as the PCs move through it.  It is a maze after all. 
   
  Every Passing Breeze 
   
  Page 26 
   
  
  Appendix Six: DM’s Map of the Demon Castle 
   
   
   
   
   
  Each square is 10’x10’ 
   
   
  Every Passing Breeze 
   
  Page 27 
   
  
  Player Handout #1:  Introductory Handout 
   
  ---------------------------------------------For those that have played IUZ3-01--------------------------------------------- 
   
   
  Dear Cousin, 
   
  I’m sorry I didn’t get a get a chance to share a Drink with you for your help in finding my way home.  Things have been 
  very busy here telling our mutual friends about the things I’ve seen in my recent travels.  I was hoping you could help 
  me retrieve a present for my aunt, I’m sure you remember her.  You met her last spring while standing in the Shade of 
  the large oak near my house.  On my last trip I learned that there is a something her Old mean neighbor wants that I 
  think would be better in her hands.  If you would like to help retrieve this item before the Old neighbor does, meet 
  with some of our cousins at the Hero’s Rest in Highfolk town.  Dress warm. 
  Felkas 
   
   
  ---------------------------------------------For those that have played IUZ3-02---------------------------------------------- 
   
   
  You have been contacted by The Shade whom you have worked for while traveling with in the Bandit Kingdoms.  It 
  seems another group of travelers need guards and you are just sure to be one of the people she’s looking for.  There is 
  sure to be real adventure and treasure for the taking this time; really, honest.  You will be meeting the rest of the team in 
  the Hero’s Rest Inn and then heading several days into the Yatil Mountains.  She has given you a map to show where 
  you are headed, it appears to be somewhere nearly halfway between Highfolk and Perrenland.   
   
   
  ---------------------------------------------For those that have played IUZ3-04---------------------------------------------- 
   
   
  The Shade has contacted you once again.  While leaving an inn one evening, she approached you from an alleyway.  It 
  seems the Old One’s plan involves some artifact held by a clan of evil cloud giants in the Yatils.  The Drinkers’ 
  operatives have been unable to determine anything about the nature of this artifact, other than it’s location.  The 
  Drinkers want to get that item first, and they are sending you to beat Old Wicked to it.  You are to make all haste to the 
  Hero’s Rest Inn in Highfolk town and meet with the rest of your team.  Once there, you will make for the giants’ castle. 
    
   
   
  -------------------------------For those that have not played any of the previous modules---------------------------- 
   
   
  You met a savvy merchant named Jaedric one late night in the common room of some nameless inn nearly two weeks 
  ago.  Over several rounds with him and his bodyguard Halon, you got to talking about some of your previous 
  adventures and some of his.  It was through these discussions that you learned, like many, he was no friend of the Old 
  One and was organizing a team of adventures to retrieve some item.  While he was vague on the details, he was not 
  vague on the stories of wealth waiting to be retrieved from the Yatils.  He seemed to trust you, and so encouraged you to 
  meet with the rest of his team at the Hero’s Rest Inn in Highfolk Town.  He warned you to come ready for a trip to the 
  wintry peaks, as the team would be leaving as soon as they were assembled.   
   
  Every Passing Breeze 
   
  Page 28 
   
  
  Player Handout #2:  PC Questionnaire  
  Please answer the following questions and return this page to your DM. 
   
  1. 
  What is your PC’s name, race, class, and alignment? 
   
   
   
  2. 
  What modules in the Machinations plotline (IUZ3-01 Across the Border, IUZ3-02 Experimentation, IUZ3-04 
  Burning Cliffs), if any, have you played with this PC? 
   
   
   
  3. 
  Of the items owned by your PC, what is your PC’s primary offensive weapon (flaming longsword +1, wand of 
  fireballs, longbow +2, etc…)? 
   
   
   
   
   
   
   
   
   
   
   
   
  ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  ----- 
   
  Player Handout #2:  PC Questionnaire  
  Please answer the following questions and return this page to your DM. 
   
  4. 
  What is your PC’s name, race, class, and alignment? 
   
   
   
  5. 
  What modules in the Machinations plotline (IUZ3-01 Across the Border, IUZ3-02 Experimentation, IUZ3-04 
  Burning Cliffs), if any, have you played with this PC? 
   
   
   
  6. 
  Of the items owned by your PC, what is your PC’s primary offensive weapon (flaming longsword +1, wand of 
  fireballs, longbow +2, etc…)? 
   
   
  Every Passing Breeze 
   
  Page 29 
   
  
  Critical Events 
   
   
   
  1.  Did Bazhon succeed in making a copy of any of the PCs mind? 
  YES 
  NO 
   
  If so, what Iuz meta-regional scenarios has that person played? 
   
   
   
  2.  Did the PCs escape (circle one): 
   
   
  On their own? 
   
   
  With the aid of Bazhon? 
   
    
  With the aid of Zezaxittaz?. 
   
   
  3.  What information (in general terms) was learned by the questioning of Bazhon and 
  Palthenia? 
   
   
  Every Passing Breeze 
   
  Page 30 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Iuz Border States/593/Normal Scenarios/IUZ3-06 Every Passing Breeze (APL 8-14)/IUZ3-06 - Every Passing Breeze.pdf