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.  
   
  BDK3−08 
   
   
   
   
   
   
   
   
   
   
   
   
  Change in the Air 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Bandit Kingdoms Regional Adventure 
  Version 1 
   
   
  by Jerry Blakemore 
  Reviewed by Jason Bulmahn 
   
   
  General Hok is preparing to find a stronghold to use as a base of operations.  As he initiates this final campaign before 
  the winter, he has another matter that must be dealt with. 
  
  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.  
   
  BDK3-08 Change in the Air 
   
  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 
  the Bandit Kingdoms.  Characters native to the Bandit 
  Kingdoms 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. 
  BDK3-08 Change in the Air 
   
  Page 3 
  
  Adventure Background 
  General Hok’s return has meant a great deal to the rebels 
  in the Bandit Kingdoms.  To some he inspired hope, 
  providing an opportunity to strike at Cranzer.  Others 
  consider him a tool that can be wielded in their hopes to 
  achieve power.  Some fear he has grown too powerful in a 
  short time and he must be removed so they may better 
  control the rebellion. 
   
  Iuz is tired of Hok’s interference.  Furthermore, the 
  Old One does not appreciate the fact that the rebel forces 
  threaten his access to the Nyr Dyv.  The fact that the 
  Horned Society brought the man back to lead the 
  rebellion also upsets Iuz.  The Old One has a plan to 
  disrupt the revolt’s momentum.  He has sent an assassin 
  to kill General Hok.  He aims to not only kill Hok, but to 
  implicate the Priests of the Horned Society in the 
  murder. 
   
  General Hok seeks to establish a garrison for his 
  troops.  Winter approaches and he wants to establish 
  comfortable quarters for his men.  The general has also 
  grown tired of the Horned Society members’ incessant 
  demands, as they distract him from focusing on the 
  campaign to take Hallorn.  The man seeks an excuse to 
  remove the yoke of the Horned Society’s interference.  
  After all, it is his efforts that are giving the Horned 
  Society real power. 
   
  Prince Zeech watches Hok and the Horned Society 
  with great interest.  He has made no declarations of 
  support to Hok, nor has he answered Cranzer’s requests 
  to strike against the rebels.  Zeech waits for the right 
  moment to act.  You can be certain that whatever moves 
  he makes, Zeech will seek to please Hextor. 
   
  Adventure Summary  
  Change in the Air is the fourth installment of the 
  “General Hok” series of the Bandit Kingdoms regional 
  series set in Living Greyhawk.  It is recommended that 
  each party be well balanced. 
   
  This scenario includes many deadly opponents.  It is 
  possible the players will find themselves outclassed.  
  Remind them that there is no dishonor in running and it 
  may be the only means to survival. 
   
  Encounter One: The Banquet 
   
  The adventure begins with Encounter One: The 
  Banquet.  The PCs are celebrating the liberation of a herd 
  of cattle from Cranzer.  General Hok is present and the 
  characters have a good seat, where they can see the great 
  leader.  The man is in the middle of a speech, when a 
  priest of the Horned Society enters the Pavilion.  To 
  everyone’s surprise, the priest strikes General Hok and 
  then flees, passing the characters’ table. 
   
  Encounter Two:  The Assassin of Iuz 
   
  The characters should pursue the assassin.  Everyone 
  else is too shocked to act in time or they focus on General 
  Hok’s condition.  The Priest of Iuz has disguised himself 
  to look like one of the masked Horned Society member.  
  He will not want to be taken prisoner and will fight to 
  the death.  Once he is defeated, it will be apparent to the 
  players that he is a servant of the Old One.  Hok’s men 
  will arrive and escort the players to the general’s tent.  
  The dead cleric of Iuz will be taken to the general as well. 
   
  Encounter Three:  General Hok 
   
  General Hok is wounded and lies on his cot when 
  the players enter his tent.  He asks to see the dead Priest’s 
  body and the general looks disappointed when he sees 
  that his nemesis belongs to Iuz.  He orders his men to 
  dispose of the body and all implements of Iuz.  General 
  Hok then demands that the characters remain silent in 
  regards to what has happened.  Hok also has a mission for 
  them.  He wants to be rid of the Horned Society priests.  
  His spies tell him that the Horned Society is preparing a 
  ritual to increase their power.  Hok orders the characters 
  to prevent this rite and kill the Horned Society members. 
   The players are given a map to the Horned Society’s 
  reclusive shrine. 
   
  Encounter Four:  A Short Journey 
   
  The characters can leave immediately or after a night 
  of resting.  The land they must traverse is empty of all 
  life.  War has decimated this area and even after peace 
  was established at Greyhawk, the former residents chose 
  not to return.  The Horned Society selected this area 
  because they desire privacy.  To maintain their privacy, 
  they have hell hounds wandering in packs to discourage 
  intruders. 
   
  Encounter Five:  Hextor’s Shrine 
   
  The Horned Society members are busy with their 
  ritual preparation.  The Horned Society members are 
  hoping to obtain fiendish abilities from this process.  
  While entering this lair the characters will see examples 
  of their experiments in this process.  The characters 
  should prevent the ritual and in the process collect some 
  treasure and a ritual apparatus. 
   
  Encounter Six:  Zeech’s Minions 
   
  The characters will be met when they exit the 
  shrine.  Prince Zeech has sent a squadron to take the 
  ritual apparatus from the Horned Society members.  The 
  party can hand it over or fight to keep it. 
   
  BDK3-08 Change in the Air 
   
  Page 4 
  
  Introduction 
  The ast year has been a good one.  Good, but not 
  great.  Yet there is a hope for better things to come. 
  This hope can be attributed to General Hok, the man 
  back from the dead and haunting the Old One’s 
  minions. 
  l
   
  l
  t
   
   
   
   
  Just last week Hok’s cavalry liberated a herd of 
  cattle bound for Riftcrag.  To show his appreciation to 
  all of those that have fought under his banner, the 
  general has provided three days of feasts and 
  celebration. 
   
  You and your comrades are enjoying the night’s 
  banquet under Hok’s Grand Pavilion.  The food has 
  been excellent.  What fighting man does not enjoy 
  freshly slaughtered beef?  However, Hok went all out 
  and potatoes have been amply provided as well as 
  carrots, turnips, and several varieties of greens.  The 
  bread p ates are constan ly filled and fresh butter has 
  been a welcome blessing upon your plate.  Nothing 
  has been spared and everyone has the choice of 
  drinking elven wines and dwarven ales. 
  Your company has been privileged to sit at a table 
  adjacent to the general’s dais on this eve.  You can 
  hear the Lords clearly when the ale prompts them to 
  boast.  You pat your full belly, but in the back of your 
  mind, you anticipate bread pudding. 
   
  Note.  If any players have a title, they should be seated at 
  General Hok’s table, though the rest of the party will not 
  be so honored.  They will be seated at least two chairs 
  away from him and opposite the entrance that the 
  assassin uses. 
   
  Allow this time for players to introduce themselves.  
  Make sure they announce whether they wear or display a 
  symbol of a deity. 
   
  Encounter One: The Banquet 
  Let the players have fun role-playing here.  There are 
  minstrels entertaining the crowd, a jester, and lots of 
  machismo being displayed.  Many toasts are offered in 
  recognition of Hok’s ability.  Players may offer their own 
  toast if they wish. 
   
  Players can also take part in contests of accuracy in 
  dagger and axe throwing.  Bards may test their lyrical 
  prowess as well.  Clerics may offer prayers of blessing, if a 
  player wants to do it and it fits the mood allow them to 
  enjoy the joviality, as it will end quickly. 
  Laughter fills the air and a troubadour sings of the 
  better days that will come.  In an instant, however, 
  the revelry is lost.  A tall man enters the tent, moving 
  at a brisk pace and wearing the mask of a Horned 
  Society member. 
   
  He passes your table without a glance, as if you 
  are not worthy of his recognition, and stops behind 
  General Hok’s table.  You can read the words of 
  greeting on the General’s lips.  The Priest stops in 
  front of Hok and, to everyone’s shock, he pulls out a 
  dagger and stabs the general. 
   
  Before anyone can react, the Priest flees.  Hok 
  bleeds and his eyes look to the heavens for succor. 
   
  The combination of shock and booze has left everyone 
  without the ability to act, except for the players of course. 
   Ask them what they are doing.  They must act quickly.  
  Players may administer to Hok’s wounds or they may 
  pursue the assassin. 
   
  Encounter Two: The Assassin 
  of Iuz 
  The Old One sent Sornem, an Assassin, from Dorakaa to 
  remove this thorn called Hok.  Sornem has used his 
  divine powers of trickery to infiltrate Hok’s camp and 
  implicate the members of the Horned Society in the 
  assassination.  The Assassin has already cast a few spells 
  before entering Hok’s tent.  Disguise Self has 10 minutes 
  left on its duration at all APLs.  Sornem casts the 
  following spells in this order before entering the tent, 
  Guidance and Magic Weapon.  After he exits the tent, 
  Sornem casts an invisibility spell and then flees to his 
  horse that is hitched outside the tent. 
   
  The players may try to intercept him.  If they do not 
  prevent him from riding off, there are enough light 
  warhorses tied to the hitch for the entire party.  The 
  characters may have their own personal steeds located 
  there as well.  The moonlight illuminates the night, so 
  characters with low-light vision or darkvision will have 
  no difficulty seeing, despite the time of day. 
   
  The characters will have to make an effort to catch 
  Sornem.  He will cast obscuring mist, silence, and pass 
  without trace to facilitate his escape at eligible APLs.  The 
  assassin will not stop on his own accord, so his horse will 
  need to be incapacitated in some fashion.  Spellcasters 
  will be at a disadvantage on horseback and must pass 
  concentration checks for their spells to work. 
   
  Light warhorses can move 17 rounds (Con) without 
  making a check.  On every round starting with 18 the 
  horse must make a constitution check (DC10) to 
  continue running.  On each subsequent round the DC is 
  raised by 1.  Once the check fails, the horse must rest. 
   
  When the players catch up to Sornem, he will fight 
  with determination and use his magic to aid him as well.   
   
  BDK3-08 Change in the Air 
   
  Page 5 
  
  APL 6 (EL 4) 
  � Sornem: Male Human Clr3/Rog1; See Appendix I. 
  � Horse, Light War (1):  hp 22; See Monster Manual 
  page 274. 
   
  APL 8 (EL 6) 
  � Sornem: Male Human Clr3/Rog2/Asn1; See 
  Appendix II. 
  � Horse, Light War (1):  hp 22; See Monster Manual 
  page 274. 
   
  APL 10 (EL 8) 
  � Sornem: Male Human Clr3/Rog2/Asn3; See 
  Appendix III. 
  � Horse, Light War (1):  hp 22; See Monster Manual 
  page 274. 
   
  APL 12 (EL 10) 
  � Sornem: Male Human Clr4/Rog2/Asn4; See 
  Appendix IV. 
  � Horse, Light War (1):  hp 22; See Monster Manual 
  page 274. 
   
  Development: If the character’s defeat the priest of Iuz, 
  read the following: 
   
  The assassin’s body lies in a crumpled heap.  You hear 
  horses approach from the direction of the camp.  It is 
  several of Lord Hok’s men, as you recognize the 
  Warfields heraldry.  They are led by a hook nosed 
  Cap ain, who is outfitted in chain mail. 
  t
  i
  i
   
   
  l
  i
   
   
  l
   
   
  l
   
   
  “Good work,” he says.  The words would be a 
  complement, yet there is a touch of condescension in 
  his tone.  “Lord Hok lives.  Wee Jas be denied this 
  n ght.  Still, ye have sent h m another.  His Lordship 
  will see ye.” 
   
  The man turns his horse back toward the camp. 
  He gives the beast a rap with his riding crop.  Looking 
  back at you, he shouts out, “My men will take of the 
  body.  Fol ow me.”  Then he disappears nto the black 
  of night. 
   
  If the priest escapes the party, read this section: 
   
  Frustration fills you, as you realize the assassin has 
  escaped your pursuit.  The sound of horses approach 
  from the direction of the camp gets your attention.  
  You recognize the Warfields heraldry that is worn by 
  several of Lord Hok’s men.  They are led by a hook 
  nosed Captain, who is outfitted in chain mail. 
  “Lost him didn’t ye,” the man wields the question 
  like 
  an 
  accusation? 
   
  “Doesn’t 
  surprise 
  me.  
  Fortunately, his Lordship lives.  General Hok shall 
  speak with ye.”  
   
  The man turns his horse back toward the camp. 
  He gives the beast a rap with his riding crop.  Looking 
  back at you he shouts out, “General Hok will not 
  wait.”  They spur their horses on back toward camp. 
   
  The party has to get moving, whether they caught the 
  priest or not.  If they decide to see General Hok, go to 
  Encounter Three.  If they want to avoid the general’s 
  camp and they say they will stay on the current road go to 
  Encounter Four.  Any other choice will end the game. 
   
  Encounter Three:  
  General Hok 
  Read this if the party defeated the priest: 
   
  You arrive at the camp and the festivities have been 
  cut short.  The Grand Pavilion has been struck.  
  Warriors sharpen their swords or test the fletching on 
  their arrows.  The tension and anxiety that motivate 
  men to fight for a cause are evident in the soldiers' 
  preparations.  The Captain spurs his horse on, forcing 
  those on foot to move or be moved.  You fol ow, 
  managing to avoid running down your comrades. 
   
  The Captain halts in front of General Hok’s tent 
  and slides down the side of the horse.  A squire runs 
  forward, taking the reins.  Your group dismounts and 
  other boys take your animals. 
   
  “Enter!”  The captain looks at the party with the 
  intensity of a hawk.  “His Lordship will not wait for 
  ye.” 
   
  The players should enter the tent.  A delay here could be 
  considered insulting.  If they enter read: 
   
  The tent is by far the largest in camp.  A wide table 
  fills the middle area.  It is covered with maps and 
  scrolls.  To the right is a sitting area with several camp 
  chairs.  On the left is a cot.  The general lies upon it, a 
  mixture of mead and blood clots stain his dark beard. 
  He appears weakened, but his eyes lock on you with 
  interest. 
   
  “Yonder men failed to take the Priest prisoner, 
  your Lordship,” the Captain announces.  “What shal  I 
  do with them?” 
  Before Hok can speak, the tent flaps open behind 
  you and more of the Warfield men enter bearing a 
  shrouded bundle.  One of the men hands a pouch to 
  the Captain.  The rest set the shroud in front of Hok’s 
  cot and then the soldiers leave. 
  BDK3-08 Change in the Air 
   
  Page 6 
  
   
  Hok sits up, a pained grimace briefly covers his 
  face from the effort.  “What do you have in your hand 
  Marwald,” Hok demands? 
   
   
  l
   
   
   
   
  l
   
  l
   
  The Captain glares at the party, while approaching the 
  general.  He maneuvers so that he can interpose his body, 
  blocking the party’s view of the bag’s contents.  A spot 
  DC 20 identifies it as a holy symbol of Iuz.  The Captain 
  will replace the holy symbol in the bag, once Hok has 
  recognized it. 
   
  “What shall I do with them?”  Marwald points at you 
  and your comrades. 
   
  “Show me the body,” Hok says, ignoring the 
  question.  Marwald bends over and pulls the cloth 
  down to reveal the assassin’s remains.  The captain 
  lets out a surprised gasp, as the corpse’s features have 
  changed.  The body is covered in tattoo patterns 
  adorned by priests of Iuz. 
   
  Hok chuckles, “The Old One would have me 
  fighting the Horned Society.  Captain I want this 
  corpse burned.  And keep his identity to yourself.”  
  He looks at the party.  “I demand your silence on this 
  as well.  If you cannot keep your mouth shut, leave. 
  Never fol ow my banner again!”
   
  The general grimaces as he stands.  Marwald 
  takes a step closer to his liege, but is waved back.  
  Hok looks at the party, one by one.  “It is a bit ironic
  that I have been looking for the opportunity to 
  remove the Horned Society.  How do you feel about 
  that?” 
   
  The characters are now allowed to respond to General 
  Hok.  He wants to know how they feel in regards to the 
  Horned Society.  The priests of Hextor have long been 
  interfering with his plans, as if they knew how to defeat 
  Iuz.  Hok holds them in contempt and fears their 
  meddling may tear apart the coalition he has built with 
  the Free Lords.  He does not want to strike at them 
  openly, as some of the Lords might feel threatened by 
  such a move, while others actively support the Horned 
  Society’s ambitions. 
   
  Spies inform him that the Horned Society members 
  are preparing a great ritual.  One in which they will attain 
  greater power to use in the fight against Iuz.  General 
  Hok would prefer this did not occur, as this newly gained 
  power might tighten the shackles round him.  The 
  assassination has provided a reasonable excuse to strike at 
  the Horned Society and if the party shows interest, Hok 
  will prompt them to act. 
   
  Hok will provide them with a map and food for the 
  journey.  He tells them he wants any Tomes or items 
  used in the ritual.  Anything else the characters find they 
  may keep.  He has heard that the Horned Society possess 
  a significant amount of material wealth.  The Horned 
  Society members must be killed. 
   
  If the players appear unwilling to accept this mission 
  read the following: 
   
  “Shall I take them out and flog them for ye, my Lord,” 
  Marwald offers. 
  Hok sits on his bunk and his body shudders from 
  the pain he feels.  “Marwald take care of the body,” he 
  barks the order.  He returns his focus to the party and 
  asks, “ What can I do to convince you of the urgency 
  here?  I need to strike them now.  A reborn Horned 
  Society under these fools is no better than enduring 
  the rule of Iuz.  You must help me, I beg of you.” 
  If the characters still do not want to take the bait, then 
  what else can you do?  Call it an adventure and good 
  night. 
   
  If the assassin escapes and the party returns with the 
  captain read the following to the party: 
   
  You arrive at the camp and the festivities have been 
  cut short.  The Grand Pavilion has been struck.  
  Warriors sharpen their swords or test the fletching on 
  their arrows.  The tension and anxiety that motivate 
  men to fight for a cause are evident in the soldiers' 
  preparations.  The Captain spurs his horse on, forcing 
  those on foot to move or be moved.  You fol ow, 
  managing to avoid running down your comrades. 
   
  The Captain halts in front of General Hok’s tent 
  and slides down the side of the horse.  A squire runs 
  forward, taking the reins.  Your group dismounts and 
  other boys take your animals. 
   
  “Enter!”  The captain looks at the party with the 
  intensity of a hawk.  “His Lordship will not wait for 
  ye.” 
   
  The players should enter the tent.  A delay here could be 
  considered insulting.  If they enter read: 
   
  The tent is by far the largest in camp.  A wide table 
  fills the middle area.  It is covered with maps and 
  scrolls.  To the right is a sitting area with several camp 
  chairs.  On the left is a cot.  The general lies upon it, a 
  mixture of mead and blood clots stain his dark beard. 
  He appears weakened, but his eyes lock on you with 
  interest. 
   
  “Yonder men failed to capture the Priest, your 
  Lordship,” the Captain announces.  “What shal  I do 
  with them?” 
   
  Hok sits up, a pained grimace briefly covers his 
  face from the effort.  “Where did you lose him? 
  BDK3-08 Change in the Air 
   
  Page 7 
  
  The party can answer the questions General Hok asks.  
  He is interested in determining the assassin’s destination, 
  whether he worked alone, and if they anticipate another 
  attempt on the General’s life.  The party may ask 
  questions, though Marwald will interrupt them.  Read 
  the following when this occurs: 
   
   
   
  “What shall I do with them?”  Marwald points at you 
  and your comrades. 
   
  Hok chuckles, “I have felt concerns about the 
  Horned Society’s motivation lately.  As everyone 
  should have seen from tonight, I frighten them now. 
  Therefore they think I am a tool to be discarded.  
  Well, I live and I will not be set aside.  You must help
  me?  I need to strike back before they have a second 
  chance to kill me.” 
   
  The general grimaces as he stands.  Marwald 
  takes a step closer to his liege, but is waved back.  He 
  looks the party in their eyes, one by one.  “Feel free to 
  speak openly.  How do you feel about attacking the 
  Horned Society?” 
   
  The characters can now discuss whether they want to 
  accept this mission or not.   
   
  Development: Characters that accept the mission 
  will go to Encounter Four.  Any other choice ends the 
  game. 
   
  Encounter Four:  
  A Short Journey 
  The characters can leave camp immediately if they 
  choose to. They can also rest and start their journey in the 
  morning.  They may purchase common goods and 
  services from the Players Handbook page 128.  A pair of 
  7
  th-level Clerics is in the camp and will provide healing at 
  the standard price.  Spellcasters will have time to 
  memorize new spells.  The map provided by Hok is easy 
  to interpret and it looks to be a ride of not more than 16 
  miles to the northeast.  He will loan light war horses to 
  the party if they do not have mounts of their own.  This 
  distance should only take four hours unless the animals 
  are pushed or burdened. 
   
  The first three hours of the journey will be 
  uneventful.  But as they approach the cave the Horned 
  Society uses as a shrine, low level parties will encounter 
  guardians.  The road and the countryside are well 
  patrolled, making it difficult for a party to avoid this 
  encounter.  These guardians seek to deter anyone that 
  comes too close to the temple.  They will not attack 
  parties that include individuals wearing implements of 
  Hextor or have Hextor’s icon painted on their shielded or 
  crafted upon their armor.  The guardians will not pursue 
  fleeing characters. 
   
  APL 6-8 ONLY 
   
  Once horse-riding characters are four miles away 
  from the cave, the guardians will spot them.  This is also 
  true for any flyers that land 100 yards away from the 
  cave’s mouth.  Guardians will not enter the cave.  When 
  you are ready to attack characters on the ground, read the 
  following:   
   
  The ground is jagged and difficult to negotiate, 
  despite the trail.  The few trees in this locale have 
  sacrificed their leaves to autumn’s call.  Brambles 
  border the trail.  In some places it is an irritating 
  ground cover, while a few feet further down the trail 
  the brush grows to the height of a horse’s head. 
   
  Above you thunder booms and echoes.  The day 
  is gray and the smell of the coming rain, prompts you 
  to tighten your cloak around you.  A flash of 
  lightning reveals strange shadows, or is it just more 
  brush? 
   
  Let the players attempt spot checks versus hide checks 
  and then start the battle.  Appendix VII provides a map of 
  an ideal location for a pack attack. 
   
  APL 6 (EL 8) 
  � Hell Hound (3): hp 22 each; See Monster Manual, 
  page 151. 
  � Haraknin (2): hp 43 each; See Appendix V. 
   
  APL 8 (EL 10) 
  � Hell Hound (4): hp 22; See Monster Manual, page 
  151. 
  � Haraknin Warlords (2): hp 61 each; See Appendix V. 
   
  Tactics: The hell hounds and haraknin will sneak as close 
  to the party as they can.  The hell hounds will strike at 
  party members that are exposed, such as an advance scout 
  or rearguard.  Haraknin, who are using human form, will 
  look for characters in robes and cloaks in that order.  
  They will charge and breathe while attacking.  The pack 
  will seek to make flank attacks and use their abilities to 
  their best advantage.  They will choose a location where 
  the trail curves to further isolate the party.   
   
  Two legged creatures will have difficulty negotiating 
  the brambles.  Any biped that gets off the path will move 
  at half their normal speed.  Quadrupeds are not affected 
  by this penalty. 
   
  The trail is 10 ft. wide with brush bordering it.  The 
  brush provides cover for hiding and missile attacks.   
  BDK3-08 Change in the Air 
   
  Page 8 
  
   
  Hell hounds will attack until hit.  Then they will run 
  into the brambles and look for another opponent.  Once a 
  hell hound has suffered 50 per cent damage, it will 
  attempt to flee.  The pack realizes they have bit off more 
  than they can chew and will seek to cut their losses.  A 
  haraknin will assume hell hound form when it flees, 
  which will cause it to leave the chain mail shirt and 
  scimitar behind.  Each haraknin has a second set of 
  possessions located near the cave. 
   
  If a party splits up and leaves members outside the 
  cave, the haraknin may command the pack to attack the 
  isolated members.  The pack will never enter the cave. 
   
  Development: Any surviving guardians will notify 
  the Horned Society.  The survivors will howl a warning 
  that trespassers are on the way. 
   
  If the party destroys the entire pack they will have 
  gained an advantage when they enter the Shrine.  Parties 
  that fly over the pack may miss this encounter.  The 
  guardians will each roll a Spot check at DC 20.  Success 
  means they see the party and howl a warning.  The pack 
  will also run towards the cave. 
   
  Any party that makes it beyond the guardians may 
  go to Encounter Five. 
   
  Encounter Five 
  Hextor’s Shrine 
  Ahead of you is a small rise in the earth. An opening 
  can be seen in the rough gray stone.  A red hand 
  grasping 8 arrows has been painted upon the rock 
  next to the cave entrance. 
   
  i
  i
   
   
   
  The characters will be entering an access to the 
  Underdark.   
   
  Appendix VIII is a map of this area.  Encounter Five 
  A takes place in the chamber marked 5A.  Encounter Five 
  B occurs between the chambers marked 5A and 5C.  
  Encounter Five C takes place in 5C, while Encounter 
  Five D occurs in 5D. 
   
  Encounter Five A:  
  The Entry Chamber 
  You pass through a narrow hall that runs about 20 
  feet and then opens into a chamber that is 30 feet in 
  circumference.  An opening can be seen across the 
  chamber from where you have entered.  A 15-foot tall 
  statue fills the middle of this room and almost 
  touches the ceiling.  The statue is a h deous 6-armed 
  creature wielding various bludgeons.  Its right foot 
  crushes a shield displaying a fist grasping a l ghtning 
  bolt.  A pair of benches is arranged before the statue. 
  A golden cup rests between them. 
  The statue is Hextor and this is where laymen can offer a 
  quick prayer.  The cup holds blood from laymen that 
  bleed themselves during prayer.  The cup is of ordinary 
  craftsmanship and will sale for 25 gp. 
   
  The opening turns into a passageway that will take 
  you to the Horned Society members' quarters below. 
   
  Encounter Five B:  
  The Passageway 
  It is dark in this tunnel.  Darkvision will work fine, but 
  all other types of vision will require light.  The walls are 
  very rough granite.  At higher APL’s, the Horned 
  Society’s pet guards this path. 
   
  An underground river intersects the passage.  It is 60 
  ft, across and reaches a depth of 20 ft in the shallows.  A 
  skiff rests upon the far bank.  It could easily hold a dozen 
  passengers, though it would be crowded.  A pair of long 
  poles lay in the craft.  These can be used to move the skiff 
  from one bank to the other.  The skiff can move 20 feet 
  each round. 
   
  � Skiff: hardness 5; hp 30; AC 5; Break DC 23. 
   
  It is possible that party members may end up in the 
  water. If they head south they could end up going over 
  the falls. Anyone going over the falls suffers 8d6 lethal 
  and 2d3 nonlethal damage from the 120-foot drop into a 
  20 ft. pool. Diving will not reduce damage, as the pool is 
  too shallow. The pool’s water is chilling and characters 
  suffer 1d6 point of nonlethal cold damage each minute 
  they remain in the water. A character that is unconscious 
  will drown unless someone hauls them out of the water. 
  Do not forget to apply armor check penalties to 
  swimmers.  
   
  Fortunately, a bank can be found to the left of the 
  falls. From here the characters can attempt the difficult 
  climb up in the dark. The rock is slippery from a 
  combination of the falling water spraying off of it and 
  humidity. The Climb DC is 30 for the slick rock. 
  Characters that fail a climb check by 5 will fall onto the 
  bank. Falling characters do not deliberately jump. 
  Characters that successfully scale the cliff find 
  themselves on the same side of the river as when they 
  entered. 
   
  APL10-12 ONLY 
   
  A fiendish pyrohydra resides in the river, a pet kept 
  by the Society members to guard their sanctum.  The 
  creature is a prototype of what the Horned Society seeks 
  BDK3-08 Change in the Air 
   
  Page 9 
  
  to improve upon.  The pet is extremely loyal and seeks to 
  please its masters.  
   
  APL 10 (EL 12) 
  � Nine-Headed pyrohydra, fiendish; See Appendix 
  III. 
   
  APL 12 (EL 14) 
  � Eleven-Headed pyrohydra, fiendish; See Appendix 
  IV. 
   
  Tactics: The hydra rests inside its lair, which is located 
  near the crossing.  At night, it sleeps, though its slumber 
  is light, waking at the slightest sound.  If alerted to 
  unwelcome guests, the hydra will immerse itself under 
  the black waters to surprise unwary intruders.  A hydra 
  hiding in the water can be seen with a Spot check of DC 
  13. 
   
  The hydra is not afraid of anyone.  If the characters 
  are crossing the water it will attempt to capsize the skiff.  
  Capsizing is an opposed check between Profession 
  (boater) or Profession (sailor) against the hydra’s Strength 
  plus 4 for its size.  Failure by 5 or more results in the boat 
  being knocked over.  Characters must make a Reflex 
  check (DC 15) to grab the skiff.  Otherwise they must 
  swim for it.  If the characters win the opposed check they 
  may move forward 10 feet.  If they should beat the hydra 
  by 10 or more on the check they can move 15 feet. 
   
  Swimming characters will be attacked by the hydra.  
  It will go for those that are closest to shore.  Once it 
  finishes with the swimmers it will focus on those left 
  clutching the skiff.  Its first effort will be to smash the 
  skiff.  Once the skiff is broken it will no longer support 
  any character’s weight and they must sink or swim. 
   
  Once everyone is back on land, the hydra will attack 
  the closest character.  It will continue to focus on that 
  character, until they drop or someone destroys a head.  
  Anyone that lops off a head will get the hydra’s undivided 
  attention, until someone else knocks off another head.  If 
  two or more heads go in one round then the hydra will 
  split its attacks against those that hurt it.  This creature 
  will fight to the death. 
   
  The hydra’s attacks will be noisy, warning the 
  Horned Society members of any intrusion.  This creature 
  will not attack the party if one of the members has a 
  Hextor crest or holy symbol, unless a Horned Society 
  member commands otherwise. 
   
  ALL APL’s 
   
  After they leave the river the party will have to avoid 
  a rolling boulder trap.  Characters stepping on a plate in 
  the ground will trigger this trap.  Characters must pass a 
  DC 20 search check to notice the plate.  Dwarves get a +2 
  racial bonus on this check.  There is a 50% chance that a 
  character will step on the plate if they enter this square.  
  Characters that are aware of the plate can avoid it without 
  taking a roll.  As soon as character steps on the plate read 
  the following: 
   
  A large rumbling noise can be heard behind you.  It is 
  coming closer and growing louder. 
   
  Trap: A large boulder is located in a higher cave above 
  the passageway. Stepping on the plate dislodges the rock 
  and it rolls free. One round later it will fall upon the path 
  20 ft. behind the plate. Roll 4d6 damage against anyone 
  standing upon the plate. From there it rolls down the 
  passageway. It moves on the same initiative minus one as 
  the character that stepped on the plate. It rolls 30 ft. the 
  next round downhill, hitting anyone in its path for 4d6 
  damage. It gains speed as it rolls and the following round 
  it moves 40 ft. and in the next round it covers 50 ft. of 
  movement. At the end of that turn it rolls into a pit 
  designed to catch it. Rolling over characters will not stop 
  the boulder. The boulder can only strike each character 
  once and then it passes its victim. This pit will only open 
  if a mass of 500 pounds or greater stands upon it, such as 
  the boulder. It is impossible for a character to fall in this 
  hole, unless they possess this much mass. If so, the rock 
  will bury them and they cannot breath while the boulder 
  covers them.  (Use the rules for slow suffocation from the 
  DMG, p. 304.)   
   
  Characters can outrun the boulder, if they can see.  
  Vision impaired characters must make a reflex check of 
  DC 15 at 5 ft., 15 ft. and 25 ft. of movement.  Failure 
  means they have tripped to a prone position in the next 
  square.  If the boulder rolls over any tripped characters 
  they will have –4 on the save to avoid being rolled over. 
   
  Thieves will be able to disable this trap once they 
  have found it.  Characters must be mindful that the 
  slightest noise echoes through these passages.  Move 
  Silent checks are penalized by –10 DC for any character 
  that is disabling a trap. 
   
  All APLs (EL 4) 
  � Rolling Boulder Trap:  CR 4; mechanical; location 
  trigger; manual reset; 4d6 damage (see above); Reflex save 
  DC 20 for half damage; Search (DC 20); Disable Device 
  (DC 15). 
   
  Development: The boulder will make a great deal of 
  noise and it will awaken the hydra if it is sleeping.  The 
  racket will alert the Horned Society members.  The hydra 
  will come to investigate the disturbance.  It will arrive at 
  the plate 5 rounds after the rock strikes the floor.  The 
  Horned Society members will cast protective spells and 
  BDK3-08 Change in the Air 
   
  Page 10 
  
  barricades to prevent intruders from entering the ritual 
  chamber (Encounter 5c). 
   
  Encounter Five C:  
  The Ritual Chamber 
  You reach a chamber that is domelike with smooth 
  ceilings reaching a height of 60 feet.  This room is 
  well lit.  A large stone block  6 foot long, 2 foot wide 
  and 3 foot tall sits in the middle of the room.  This 
  altar is blood stained and Hextor’s device is chiseled 
  into it.  Red chalk has been used to draw a 
  representation of 8 arrows, with candles dotting the 
  fletching and tips.  This diagram is on the floor in 
  front of the altar.  White chalk and candles complete 
  the pentagram at a radius of 20 feet.   
  ,
  t
   
  ,
   
  Several tapestries cover the walls.  These are 
  gruesome pieces of work depicting the brutal side of 
  war.  Looking clockwise round the room at the 
  tapestries, the first depicts the victors finishing off 
  the wounded at the end of a battle.  The next portrays 
  several clerics of Hextor gathering slaves and leading 
  the weak to sacrificial altars.  The third tapestry 
  shows a Fist of Hextor taunting prisoners with a flail. 
   The last tapestry represents Hextor crushing a 
  lightning bol .  The ground around him is barren and 
  the nearby woods are on fire.  A dwarf, elf and human 
  bow before him, wiping his feet with banners of 
  Pelor, Corellon Larethian  and Moradin.   Near this 
  tapestry is a pedestal made of mahogany.  A large 
  tome is opened upon it. 
   
  This room is illuminated by a dozen continual flame 
  spells cast by the wizard.  This shrine is a vital to the 
  worship of Hextor in this area.  Because of its importance, 
  unhallow has been cast upon the room.  This provides the 
  room with a permanent magic circle versus good.  All 
  turning checks are made at –4, while rebuke undead is 
  made at +4.  All worshippers of Hextor receive the 
  benefit of bless so long as they remain in this room.   This 
  room is depicted on DM Aid 4.  The Horned Society 
  members are listed on DM Aid 6. 
   
  The hydra is a result of the Horned Society 
  members’ experiments to gain greater power.  The ritual 
  that created it occurred in this chamber.  The Horned 
  Society members desire to become closer to Hextor and 
  would achieve this by acquiring fiendish abilities. 
   
  If the party arrives at night: 
   
  � A quiet party will have an empty room to explore.  
  The Horned Society members are taking a break 
  from the ritual, which requires nine days to 
  complete. 
  � If the Horned Society members heard the party 
  coming they will seek to protect the room at all 
  costs. 
   
  Characters that arrive in the morning and are quiet will 
  find this chamber to be empty.  If they arrive during the 
  afternoon the ritual will be in progress. 
   
  If a battle ensues, the hydra will hear the 
  commotion.  It will run to aid the Horned Society 
  members.  These attacks will be frenzied as it does not 
  want to anger the Horned Society members and be 
  punished.  Touching the pentagram will only delay the 
  ritual.  Contact with the pentagram or its candles will not 
  damage the being that touches it. 
   
  The book is written in an ancient draconic dialect, 
  requiring Knowledge (Arcana) check at DC25 to 
  comprehend that this book has to do with converting 
  material plane creatures into Fiendish creatures.  The title 
  of the book is “Mortal Integration and Conversion into 
  Superior Diabolic Manifestations.”  It will take thirty 
  minutes of study to understand this much. 
   
  The altar has a hidden lid.  When opened it reveals a 
  silver phylactery in the shape of a crown.  Eight fists 
  protrude and each holds an arrow extending upwards at a 
  45-degree angle.  The silver fletching has traces of blood, 
  for whoever wears this device will suffer.  Each 
  individual that seeks to be converted into a fiend during 
  the ritual wears this crown. 
   
  General Hok would like to acquire the tome and the 
  phylactery.  Prince Zeech is interested in these items as 
  well.  In fact his interest is portrayed in Encounter Six. 
   
  APL 6 (EL 8) 
  � Paxtor:  Male Human Clr2 of Hextor, see Appendix I. 
  � Cinthius:  Female Human Clr2 of Hextor, see 
  Appendix I. 
  � Crav’ch:  Male Half-Orc Ftr2, see Appendix I. 
  � Metzdil:  Male Human Wiz7, see Appendix I. 
   
  APL 8 (EL 10) 
  � Paxtor:  Male Human Clr4 of Hextor, see Appendix II. 
  � Cinthius:  Female Human Clr3/Ftr1 of Hextor, see 
  Appendix II. 
  � Crav’ch:  Male Half-Orc Ftr4, see Appendix II. 
  � Metzdil:  Male Human Wiz9, see Appendix II.  
   
  APL 10 (EL 12) 
  � Paxtor:  Male Human Clr11 of Hextor, see Appendix 
  III. 
  � Cinthius:  Female Human Clr4/Ftr2 of Hextor, see 
  Appendix III. 
  � Crav’ch:  Male Half-Orc Ftr5, see Appendix III. 
  � Metzdil:  Male Human Wiz7, see Appendix III. 
  BDK3-08 Change in the Air 
   
  Page 11 
  
   
  APL 12 (EL 14) 
  � Paxtor:  Male Human Clr13 of Hextor, see Appendix 
  IV. 
  � Cinthius:  Female Human Clr5/Ftr2/Wrpst1 of 
  Hextor, see Appendix IV. 
  � Crav’ch:  Male Half-Orc Ftr5/Fist2, see Appendix IV. 
  � Metzdil:  Male Human Wiz8, see Appendix IV. 
   
  Tactics: If the Horned Society members hear the party 
  coming, they will try to block the party’s ability to enter.  
  They will use various wall spells and blade barriers to 
  close off the entrance.  They will summon fiendish allies 
  to deter the invaders.  They will also send messages to the 
  hydra and hell hounds to render assistance.  They will 
  oblige unless they have been killed.  The clerics will seek 
  to weaken the opposition with spells, before entering 
  melee. 
   
  Metzdil will levitate to the ceiling, cast spider climb 
  and then summon in allies to bring about the party’s 
  defeat.  If he loses half his hit points he will dimension 
  door to his quarters.  There he will drink healing potions 
  and summon creatures to fight the party.  He may boost 
  these creatures with spells to make them more 
  challenging. 
   
  Crav’ch will boost his strength and charge the 
  strongest looking character, seeking to take them out 
  quickly.  Each round he will use his brutal strike 
  advantage to help him hit opponents in medium or heavy 
  armor.  Should this warrior ever use his cleave feat, he 
  will make the final blow extremely shocking to invoke 
  his frightful presence ability. 
   
  Development: If the party is doing major damage to 
  the Horned Society members, the priest will try to stop 
  the fight and ask the players to join them.  They will offer 
  them a nice sum of money to cease hostilities.  This will 
  be all the gold they possess in the quarters. 
   
  Encounter Five D 
  The Quarters  
  This part of the cavern appears to be quite 
  comfortable looking.  Thick red rugs cover the entire 
  floor.  A large table fills the middle o  the room.  The 
  remains of a roasted boar cover a quarter of a platter. 
  Several decanters are set upon the table.  Most are 
  empty, but a pair holds some red wine.  An iron pot is
  half-filled with carrot and turnips in a white broth.  
  Four comfortable chairs surround the table. 
  f
   
   
   
   
  f
  ,
  i
   
  Several tapestries cover the walls portraying 
  Hextor’s 
  previous 
  victories 
  over 
  Heironeous. 
  Somehow this chamber is able to accommodate a 
  fireplace, which is currently full of ashes.  A breeze 
  caresses your skin, winding its way to a natural vent. 
  Four beds are inside this area as well.  At the foot of 
  each bed lies a large trunk. 
   
   
  If the characters arrive at night and are quiet, they 
  will find Horned Society members sleeping in their beds. 
   They have confidence that the guardians and the hydra 
  will protect their slumber. 
   
  If the characters reach this point during the 
  morning and they are quiet, the Horned Society 
  Members will be chatting around the table as they 
  prepare for the ritual.  If they sneak around the Horned 
  Society members during the ritual, they will find this 
  room empty. 
   
  All of the trunks hold clothing, gold, and personal 
  trinkets.  In addition, one trunk (Mitzdil’s) contains 
  several spellbooks. 
   
  Each trunk has a lock which can be picked with a 
  DC 20 check. 
   
  � Chests: hardness 5; hp 10; AC 5; Break DC 21. 
   
  Encounter Six 
  Zeech’s Minions 
  You have defeated the agents of the Horned Society. 
  You anticipate the taste o  the rum ration Hok will 
  surely reward you with.  But as you step outside of the 
  cave, you see a scarred human straddling a large black 
  horse.  You recognize that Prince Zeech’s crest adorns 
  his shield.  A bastard sword is strapped across his 
  back.  Ten cloaked warriors straddle warhorses 
  behind him.  They too bear Zeech’s device. These are 
  obviously well trained troops. 
   
  “Killed ‘em, huh ” h s voice rumbles.  He looks 
  you over and does not await a reply.  “Dey must have 
  been weak.  Serves ‘em right.  But enough chitchat.  
  His Lordship wants da book and da phylactery.  He 
  don’t care ‘bout nuthin’ else.” 
   
  The characters have to decide whether they will hand 
  over the items or fight for possession.  In truth, there is 
  little to be gained in fighting for the items (and feel free 
  to let the players know as much).  If attacked, Zeech’s 
  men will show no mercy.  In addition, any surviving hell 
  hounds and haraknins will come and aid Zeech’s men (if 
  the creatures were present at this APL). 
   
  If the party gives the captain what he wants, he will 
  accept the items and leave with his patrol.  If a character 
  has influence with Redhand or Prince Zeech, the captain 
  will recognize the character and offer to accompany the 
  party back to the General in order to discuss terms for the 
  items. 
  BDK3-08 Change in the Air 
   
  Page 12 
  
   
  The characters can also refuse without attacking the 
  patrol.  A successful Intimidate check versus the captain 
  will force the captain to back down and allow the party to 
  leave with the items.  If this check is failed by 5 or more, 
  the captain will order his patrol to attack. 
   
  The characters may also appeal to Captain and 
  suggest he accompany them to General Hok and that the 
  good general may decide to offer the item to Prince 
  Zeech as a token of friendship.  They could explain they 
  are simply soldiers carrying out the orders of their liege, 
  not unlike what Zeech’s men are doing.  This requires a 
  successful Diplomacy or Bluff check (DC 25), although 
  the GM should award circumstance bonuses for 
  particularly convincing arguments or lies. 
   
  Success in either case will see Zeech’s men escort the 
  characters to Hok’s camp.  Failure indicates the Captain 
  gives the players an ultimatum.  “Hand over the items or 
  lose the hand that holds them.” 
   
  All APL’s (EL 15) 
  � Redhand Captain, Male Human Ftr10: hp 80; see 
  Appendix VI. 
  � Redhand Cavalry, Human Ftr9: hp 72; see Appendix 
  VI. 
  � Heavy Warhorses (11): hp 30 each; see Monster 
  Manual p. 273. 
   
  Tactics: Zeech’s men fight well together.  They will fire 
  their crossbows and then charge on horseback into the 
  characters on the first round.  Then they will maneuver 
  for flank attacks.  Any hell hounds or Haraknin will be 
  watching from the brush and when combat begins, they 
  will move in for flank attacks also. 
   
  Development: Characters that give away the book 
  and the phylactery will anger Hok if he should learn of 
  this.  Of course, if they bluff him and say they never saw 
  these items, he can only be disappointed.  Fighting 
  Zeech’s men will be frowned upon by the man in 
  Alhaster. 
   
  Conclusion 
  Surviving characters that return to Hok will be treated 
  well.  If they bring the tome and the phylactery he will 
  decorate them with honors, which amount to influence 
  points.  He will be pleased to hear that the Horned 
  Society has suffered a fall. 
   
  If the characters have not achieved this and they 
  inform General Hok that they gave the items to Prince 
  Zeech, he will be angry.  They characters will be ordered 
  to leave camp and they will receive Enmity with Hok. 
   
  If the characters do not give the items to Hok and 
  tell that they found nothing with the Horned Society 
  members, he will be disappointed.  The characters can 
  continue with their lives as normal. 
   
  If the characters bring back Zeech’s men, Hok will 
  be interested to speak with them.  He will give the items 
  to Zeech’s men with the hope that the Prince will join 
  him in the coming year in his war against Iuz.  Characters 
  will receive IP from Hok and Zeech. 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Two 
  Defeat the assassin 
   
  APL6 120 xp; APL8 180 xp; APL10 240 xp; 
   
  APL12 300 xp. 
   
  Encounter Four 
  Defeat the hellhounds / haraknin 
   
  APL6 240 xp; APL8 300 xp. 
   
  Encounter Five 
  Defeat the hydra 
   
  APL10 240 xp; APL12 420 xp. 
  Disarm / Survive the Boulder Trap 
   
  APL6 120 xp; APL8 120 xp; APL10 120 xp; 
   
  APL12 120 xp. 
  Defeat the Horned Society agents 
   
  APL6 240 xp; APL8 300 xp; APL10 360 xp; 
   
  APL12 420 xp. 
   
  Encounter Six 
  Not fighting Prince Zeech’s Cavalry 
   
  APL6 180 xp; APL8 225 xp; APL10 270 xp; 
   
  APL12 315 xp. 
   
  Total possible experience 
   
  APL6 900 xp; APL8 1125 xp;  
   
  APL10 1350 xp; APL12 1575 xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  BDK3-08 Change in the Air 
   
  Page 13 
  
   
  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. 
   
  Encounter Two:  A Short Journey 
   
  APL 6: L: 22 gp; C: 0 gp; M: horn of fog (167 gp), 
  potion of cure moderate wounds (25gp), potion of 
  gaseous form (62gp). 
   
  APL 8: L: 20 gp; C: 0 gp; M: +1 light crossbow (194 
  gp), horn of fog (167 gp), potion of cure moderate 
  wounds (25gp), potion of gaseous form (62gp). 
   
  APL 10: L: 19 gp; C: 0 gp; M: +1 studded leather 
  armor (98 gp), +1 light crossbow (194 gp), horn of fog 
  (167 gp), potion of cure moderate wounds (25gp), potion 
  of gaseous form (62gp). 
   
  APL 12: L: 19 gp; C: 0 gp; M: +2 studded leather 
  armor (347 gp), +1 light crossbow (194 gp), horn of fog 
  (167 gp), boots of striding and springing (458 gp), potion 
  of cure moderate wounds (25gp), potion of gaseous form 
  (62gp). 
   
  Encounter Four:  A Short Journey 
   
  APL 6: L: 26 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 26 gp; C: 0 gp; M: 0 gp 
   
  Encounter Five A:  The Entry Chamber 
   
  APL 6: L: 25 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 25 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 25 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 25 gp; C: 0 gp; M: 0 gp 
   
  Encounter Five C:  The Ritual Chamber 
   
  APL 6: L: 338 gp; C: 0 gp; M: cloak of resistance +1 
  (167 gp), potion of cure moderate wounds (4 @ 25 gp 
  each), ring of protection +1 (167 gp), wand of web (375 
  gp). 
   
  APL 8: L: 336 gp; C: 0 gp; M: cloak of resistance +1 (2 
  @ 167 gp each), +1 heavy steel shield (97 gp), pearl of 
  power (1
  st) (83 gp), potion of cure moderate wounds (4 @ 
  25 gp each), ring of protection +1 (167 gp), wand of web 
  (375 gp). 
   
  APL 10: L: 333 gp; C: 0 gp; M: cloak of resistance +1 
  (167 gp), cloak of resistance +2 (333 gp), +1 heavy flail 
  (192 gp), +1 heavy steel shield (97 gp), pearl of power (1
  st) 
  (83 gp), potion of cure moderate wounds (4 @ 25 gp 
  each), ring of protection +1 (167 gp), wand of web (375 
  gp). 
   
  APL 12: L: 160 gp; C: 0 gp; M: bracers of armor +1 
  (167 gp), cloak of resistance +1 (2 @ 167 gp each), cloak of 
  resistance +3 (750 gp), +1 full plate (220 gp), +1 half-plate 
  (145 gp), +1 heavy flail (192 gp), +1 heavy steel shield (97 
  gp), +1 spiked gauntlet (192 gp), pearl of power (1
  st) (83 
  gp), potion of cure moderate wounds (4 @ 25 gp each), 
  ring of protection +1 (167 gp), wand of web (375 gp). 
   
  Encounter Five D:  The Quarters 
   
  APL 6: L: 0 gp; C: 0 gp; M: Metzdil’s Lesser Spellbook 
  (55 gp) 
   
  APL 8: L: 0 gp; C: 0 gp; M: Metzdil’s Lesser Spellbook 
  (55 gp), Metzdil’s Greater Spellbook (30gp) 
   
  APL 10: L: 0 gp; C: 80 gp; M: Metzdil’s Lesser 
  Spellbook (55 gp) 
   
  APL 12: L: 0 gp; C: 170 gp; M: Metzdil’s Lesser 
  Spellbook (55 gp) 
   
  Total Possible Treasure 
   
  APL 6: 900 gp  
   
  APL 8: 1300 gp 
   
  APL 10: 2300 gp 
   
  APL 12: 3300 gp 
  BDK3-08 Change in the Air 
   
  Page 14 
  
   
  Items found during the Adventure: 
  Cross off all items NOT found 
  APL 6 
  Metzdil’s Lesser Spellbook (Freq: Adventure, see above) 
  Wand of Web (Freq: Adventure, DMG) 
  Horn of Fog (Freq: Adventure, DMG) 
  Potion of Gaseous Form (Freq: Adventure, CL 5
  th, DMG) 
   
  APL 8 (All of APL 6 plus the following) 
  Metzdil’s Greater Spellbook (Freq: Adventure, see above) 
  Pearl of Power (1
  st) (Freq: Adventure, DMG) 
   
  APL 10 (All of APL 6-8 plus the following) 
  Cloak of Resistance +2 (Freq: Adventure, DMG)  
   
  APL 12  (All of APL 6-10 plus the following) 
  Cloak of Resistance +3 (Freq: Adventure, DMG) 
  Boots of Striding and Springing (Freq: Adventure, DMG) 
  +2 S udded Leather (Freq: Adventure, DMG) 
  t
   
  Special 
  Metzdil’s Lesser Spellbook: This spellbook contains the 
  following spells:  0-acid splash, arcane mark, dancing 
  lights, daze, detect poison, detect magic, disrupt undead, 
  flare, light, mage hand, mending, message, open/close, 
  prestidigitation, ray of frost, touch of fatigue, read magic; 
  1
  st-animate rope, erase, expeditious retreat, feather fall, 
  magic weapon, shocking grasp; 2nd-bull’s strength, cat’s 
  grace, darkness, darkvision, levitate, owl’s wisdom, 
  pyrotechnics, rope trick, spider climb, whispering wind; 
  3
  rd - blink, gaseous form, keen edge, slow, summon 
  monster III; 4
  th-dimension door, stone shape. Thirty-four 
  pages remaining.  Value: 660 gp. 
   
  Metzdil’s Greater Spellbook: This spellbook contains 
  the following spells:  1
  st - enlarge person; 2
  nd - bear’s 
  endurance; 3
  rd-arcane sight, shrink item; 4
  th-bestow curse, 
  mass enlarge person, wall of ice; 5
  th-cone of cold, passwall, 
  teleport. Sixty-four pages remaining.  Value: 360 gp. 
   
  If the party returns the phylactery and book to Hok, he 
  will reward them with one influence.  If the party returns 
  the phylactery and introduces him to Zeech’s captain, 
  award two influence points. 
   
  Influence with the Army of the Warfields 
  Due to the character’s actions, they have received the 
  notice of Guardian General Hok and his agents.  Check 
  the box below if the influence is not gained or as the 
  influence is spent. [  ] [  ] 
   
  If the party turns the phylactery and book over to Zeech’s 
  cavalry, award them one influence with Prince Zeech. 
   
  Influence with Prince Zeech 
  Due to the character’s actions, they have received 
  favorable notice from the Prince of Redhand. 
   
  If the party turns the phylactery over to Zeech’s men or 
  allows the Horned Society priests to live, award the 
  Enmity of Hok. 
   
  Enmity of Hok 
  You have roused the ire of the Guardian General of the 
  Warfields.  Hok and his followers will not recognize any 
  influence or favor they have granted you until you use 
  two influence with either Hok or the Army of the 
  Warfields. 
   
  If the party attacks Zeech’s men, award the Enmity of 
  Zeech. 
   
  Enmity of Zeech 
  The Prince of Redhand has received word of your attack 
  on his forces and is not pleased.  Zeech will not recognize 
  any influence or favor he has granted you until two 
  influence points with him have been spent. 
  In addition, if the character is currently Banned in 
  Redhand, the Enmity is permanent and the BK Triad 
  should be notified. 
   
   
  BDK3-08 Change in the Air 
   
  Page 15 
  
  Appendix I: APL 6 Encounters 
   
  Encounter Two 
  � Sornem, Male Human Clr3/Rog1 of Iuz: CR 4; 
  Medium Humanoid; HD 3d8+3+1d6+1; hp 25; Init +6 
  (+2 Dex, +4 Imp. Init.); Spd 30 ft.; AC 14 (touch 12, flat-
  footed 12) [[+2 leather, +2 Dex]]; BA/G: +2/+3; Atk +3 
  melee (1d4+1 [19-20/x2], dagger); Full Att +3 melee 
  (1d4+1 [19-20/x2], dagger) or +4 ranged (1d8 [19-
  20/x2], light crossbow); SA Sneak Attack +1d6, Spells; 
  SQ Command/Rebuke Undead, Trapfinding; AL CE; 
  SV Fort +4, Ref +5, Will +5; Str 12, Dex 14, Con 12, Int 
  12, Wis 14, Cha 12. 
   
  Skills and Feats: Concentration +2, Disguise +7, 
  Hide +9, Knowledge (Religion) +5, Move Silently +8, 
  Ride +5; Dodge, Improved Initiative, Quick Draw. 
   
  Spells Prepared (4/4/3; base DC=12 + spell level): 0 
  - [guidance, mending, resistance, virtue]; 1
  st – [bane,
  cause fear, d
   
  isguise self*, magic weapon]; 2
  nd – [death 
  knell, invisibility*, silence]. 
   
  *Domain spell. Domains: [Chaos (You cast Chaos 
  spells at +1 caster level), Trickery (Add bluff, disguise 
  and hide to your list of Cleric class skills)]. 
   
  Possessions:  4 daggers, light crossbow, bolts (10), 
  4 bags of caltrops, 4 vials of acid, 2 tanglefoot bags, 2 
  thunderstones, leather armor, silver holy symbol of 
  Iuz, horn of fog, potion of cure moderate wounds, 
  potion of gaseous form. 
   
  Encounter Four 
  � Hell Hound (3): hp 22 each; See Monster Manual, 
  page 151. 
  � Haraknin (2): hp 43 each; See Appendix V. 
   
  Encounter Five C 
  � Paxtor,  Male Human Clr2 of Hextor: CR 2; 
  Medium Humanoid; HD 2d8+2; hp 15; Init +0; Spd 20 
  ft.; AC 17 (touch 10, flat-footed 17) [[+6 half-plate, +1 
  light shield]]; BA/G: +1/+1; Atk +3 melee (1d8, flail); 
  Full Att +3 melee (1d8, flail) or +1 ranged (1d8 [19-
  20/x2], light crossbow); SA: Command / Rebuke 
  Undead, Spells; AL LE; SV Fort +5, Ref +1, Will +7; Str 
  11, Dex 10, Con 12, Int 12, Wis 16, Cha 14. 
   
  Skills and Feats: Speak Languages (Common, 
  Infernal), Concentration +6, Knowledge (Religion) +6, 
  Intimidate +4, Spellcraft +6; Combat Casting, Scribe 
  Scroll, Weapon Focus (Flail). 
   
  Spells Prepared (4/4; base DC = 13 + spell level): 0 
  – [guidance, guidance, light, resistance]; 1
  st – [bane,
  divine favor, magic weapon*, sanctuary]. 
   
  *Domain spell. Domains: Evil (Cast evil spells at 
  +1 caster level); War (Free Martial Weapon Proficiency 
  with a flail and Weapon Focus (Flail)). 
   
  Possessions:  Flail, light crossbow, bolts (10), half-
  plate, light steel shield, thunderstone, cloak of 
  resistance +1, potion of cure moderate wounds. 
   
  � Cinthius,  Female Human Clr2 of Hextor; CR 2; 
  Medium Humanoid; HD 2d8+2; hp 15; Init +0; Spd 20 
  ft.; AC 20 (touch 10, flat-footed 20) [[+8 full plate, +2 
  heavy shield]]; BA/G: +1/+3; Atk +4 melee (1d10+3 [19-
  20/x2], heavy flail); Atk +4 melee (1d10+3 [19-20/x2], 
  heavy flail) or +1 ranged (1d8 [19-20/x2], light 
  crossbow); SA Command / Rebuke Undead, Spells; AL 
  LE; SV Fort +4, Ref +0, Will +5; Str 14, Dex 11, Con 13, 
  Int 12, Wis 15, Cha 10. 
   
   
  Skills and Feats: Speak Languages (Common, Orc), 
  Concentration 
  +6, 
  Diplomacy 
  +5, 
  Knowledge 
  (Religion) +6, Sense Motive +4; Combat Casting, Spell 
  Penetration, Weapon Focus (Heavy Flail). 
   
  Spells Prepared (4/3+1; base DC = 12 + spell level): 
  0-guidance, mending, resistance, virtue; 1
  st-bane, cause 
  fear, command, magic weapon*. 
   
  *Domain spell. Domains: Domain: Destruction 
  (Smite (Su): Once per day, the cleric may make a single 
  melee attack with a +4 bonus on attack rolls and a +2 
  bonus to damage.); War (Free Martial Weapon 
  Proficiency with a flail and Weapon Focus (Flail)). 
   
  Possessions:  Heavy flail, light crossbow, bolts (10), 
  full plate, heavy steel shield, tanglefoot bags (2), 
  thunderstone, potion of cure moderate wounds. 
   
  � Crav’ch:  Male Half-Orc Ftr2; CR 2; Medium 
  Humanoid (orc); HD 2d10+4; hp 20; Init +1 (+1 Dex); 
  Spd 20 ft.; AC 21 (touch 11, flat-footed 20) [[+1 dex, +8 
  full plate, +2 heavy shield]]; BA/G: +2/+4; Atk +4 melee 
  (1d8+3 [x3], longspear); Full Atk +4 melee (1d8+3 [x3], 
  longspear) or +5 melee (1d4+2, spiked gauntlet) or +3 
  ranged (1d4+2 [19-20/x2], dagger); SQ: Darkvision 60 
  ft.; AL LE; SV Fort +5, Ref +1, Will +1; Str 15, Dex 12, 
  Con 14, Int 14, Wis 12, Cha 8. 
   
  Skills and Feats: Speak Languages (Common, 
  Goblin, Infernal, Orc), Jump +6, Knowledge (Religion) 
  +4, Intimidate +1, Spot +3; Cleave, Power Attack, 
  Weapon Focus (spiked gauntlet). 
   
  Possessions:  Spiked gauntlet, longspear, daggers 
  (2), full plate, heavy steel shield, tanglefoot bags (2), 
  potion of cure moderate wounds. 
   
  � Metzdil, Male Human Wiz7: CR 7; Medium 
  Human; HD 7d4+14; hp 36; Init +0; Spd 30 ft.; AC 11 
  BDK3-08 Change in the Air 
   
  Page 16 
  
  (touch 11, flat-footed 11) [[+1 deflection]]; BA/G: 
  +3/+2; Atk +2 melee (1d6-1, club); Full Att +2 melee 
  (1d6-1, club) or +3 ranged (1d8 [19-20/x2], light 
  crossbow); SA Spells; AL LE; SV Fort +4, Ref +2, Will 
  +6; Str 8, Dex 10, Con 14, Int 17, Wis 12, Cha 13. 
   
  Skills and Feats: Speak Languages (Common, 
  Draconic, Elf, Infernal), Alchemy +13, Concentration 
  +12, Craft (Jewelry) +13, Craft (Painting) +13, 
  Knowledge (Arcana) +13, Spellcraft +13; Brew Potion, 
  Combat Casting, Craft Wondrous Item, Improved 
  Familiar, Scribe Scroll, Spell Focus (Transmutation). 
   
  Spells Prepared (4/6/5/4/2; base DC = 13 + spell 
  level): 0-daze, mending*, open/close*, read magic; 1
  st-
  expeditious retreat*, feather fall, magic weapon*, 
  shocking grasp (x3); 2nd-darkness, darkvision*, 
  levitate*, spider climb*, whispering wind*; 3
  rd-blink*, 
  keen edge*, slow*, summon monster III; 4
  th- ritual of 
  vitality, stone shape*. 
   
  *School 
  Specialization. 
  Specialization: 
  Transmutation.  Prohibited Schools (Abjuration and 
  Illusion). 
   
  Possessions:  club, light crossbow, bolts (10), 
  potion of cure moderate wounds, ring of protection +1, 
  wand of web (50 charges). 
   
  � Dribble Itch:  Imp (Familiar); CR-; Tiny Outsider 
  (evil, lawful, extraplanar); HD 7; hp 18; Init +3 (+3 
  Dex); Spd 20 ft., fly 50 ft. (perfect); AC 24 (touch 15, 
  flat-footed 21) [[+2 Size, +3 dex, +9 natural]]; BA/G: +3/-
  5; Atk +8 melee (1d4 plus poison, sting); Full Atk Atk 
  +8 melee (1d4 plus poison, sting); Space / Reach 2½ ft. 
  / 0 ft.; SA: Poison, spell-like abilities; SQ: Alternate 
  form, darkvision 60 ft., deliver touch spells, DR 5/good 
  or silver, fast healing 2, immunity to poison, improved 
  evasion, resistance to fire 5, speak with master, granted 
  abilities; AL LE; SV Fort +3, Ref +6, Will +4; Str 10, Dex 
  17, Con 10, Int 10, Wis 12, Cha 14. 
   
  Skills and Feats:  Diplomacy +8, Hide +17, 
  Knowledge (religion) +6, Listen +7, Move Silently +9, 
  Search +6, Spellcraft +6, Spot +7, Survival +1; Dodge, 
  Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC13, Initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. 
   
  Granted Abilities: All familiars grant their 
  masters the Alertness feat, the benefit of the empathic 
  link, and the ability to share spells. 
   
  Spell-Like Ability: At will-detect good, detect 
  magic, invisibility (self only); 1/day-suggestion, Caster 
  level 6
  th; save DC 12 + spell level.  Once per week an 
  imp can use commune to ask six questions (otherwise 
  as the spell cast by a 12
  th-level cleric). 
   
  Alternate Form (Su): As polymorph, caster level 
  12
  th.  Dribble Itch can transform into a raven or a 
  medium monstrous spider. 
   
  Improved Evasion (Ex): When subjected to an 
  attack that normally allows a Reflex saving throw for 
  half damage, a familiar takes no damage if it makes a 
  successful saving throw and half damage even if the 
  saving throw fails. 
  BDK3-08 Change in the Air 
   
  Page 17 
  
  Appendix II: APL 8 Encounters 
   
  Encounter Two 
  � Sornem, Male Human Clr3/Rog2/Asn1 of Iuz: 
  CR 6; Medium Humanoid; HD 3d8+3d6+6; hp 35; Init 
  +6 (+2 Dex, +4 Imp. Init.); Spd 30 ft.; AC 14 (touch 12, 
  flat-footed 12) [[+2 leather, +2 Dex]]; BA/G: +3/+4; Atk 
  +4 melee (1d4+1 [19-20/x2], dagger); Full Att +4 melee 
  (1d4+1 [19-20/x2], dagger) or +6 ranged (1d8+1 [19-
  20/x2], light crossbow); SA Death Attack, Sneak Attack 
  +2d6, Spells; SQ Evasion, Poison Use, Command / 
  Rebuke Undead, Trapfinding; AL CE; SV Fort +4, Ref 
  +8, Will +5; Str 12, Dex 14, Con 12, Int 13, Wis 14, Cha 
  12. 
   
  Skills and Feats: Concentration +4, Disguise +9, 
  Hide +11, Knowledge (Religion) +6, Move Silently +11, 
  Ride +6, Tumble +7; Combat Reflexes, Dodge, 
  Improved Initiative, Quick Draw. 
   
  Death Attack:  If Sornem studies his victim for 3 
  rounds then makes a sneak attack with a melee weapon 
  that successfully deals damage, the sneak attack has the 
  additional effect of possibly either paralyzing or killing 
  the target (Sornem’s choice).  While studying the 
  victim, Sornem can undertake other actions so long as 
  his attention stays focused on the target and the target 
  does not detect him or recognize him as an enemy.  If 
  the victim of such an attack fails a Fortitude save (DC 
  12) against the kill effect, she dies.  If the saving throw 
  fails against the paralyzing effect, the victim’s mind 
  and body become enervated, rendering her helpless 
  and unable to act for 1d6+1 rounds.  If the victim’s 
  saving throw succeeds, the attack is just a normal sneak 
  attack.  Once Sornem has completed the three rounds 
  of study, he must make the death attack with the next 3 
  rounds.  If a death attack is attempted and fails (the 
  victim makes her save) or if he does not launch the 
  attack within 3 rounds of completing the study, 3 new 
  rounds of study are required before he can attempt 
  another death attack. 
   
  Poison Use:  Sornem is trained in the use of 
  poison and never risks accidentally poisoning himself 
  when applying poison to a blade. 
   
  Cleric Spells Prepared (4/4/3; base DC=12 + spell 
  level): 0 - [guidance, mending, resistance, virtue]; 1
  st – 
  [bane, cause fear, disguise self*, magic weapon]; 2
  nd – 
  [death knell, invisibility*, silence]. 
   
  *Domain spell. Domains: [Chaos (You cast Chaos 
  spells at +1 caster level), Trickery (Add bluff, disguise 
  and hide to your list of Cleric class skills)]. 
   
  Assassin Spells Known (1; base DC= 11 + spell 
  level):  1
  st – [ghost sound, obscuring mist]. 
   
  Possessions:  4 daggers, +1 light crossbow, bolts 
  (10), 4 bags of caltrops, 4 vials of acid, 2 tanglefoot bags, 
  2 thunderstones, leather armor, silver holy symbol of 
  Iuz, horn of fog, potion of cure moderate wounds, 
  potion of gaseous form. 
   
  Encounter Four 
  � Hell Hound (4): hp 22; See Monster Manual, page 
  151. 
  � Haraknin Warlords (2): hp 61 each; See Appendix 
  V. 
   
  Encounter Five C 
  � Paxtor, Male Human Clr4 of Hextor: CR 4; 
  Medium Humanoid; HD 4d8+4; hp 27; Init +0; Spd 20 
  ft.; AC 17 (touch 10, flat-footed 17) [[+6 half-plate, +1 
  light shield]]; BA/G: +3/+3; Atk +5 melee (1d8, flail); 
  Full Att +5 melee (1d8, flail) or +3 ranged (1d8 [19-
  20/x2], light crossbow); SA Command / Rebuke 
  Undead, Spells; AL LE; SV Fort +6, Ref +2, Will +8; Str 
  11, Dex 10, Con 12, Int 12, Wis 17, Cha 14. 
   
  Skills and Feats: Speak Languages (Common, 
  Infernal), Concentration +8, Knowledge (Religion) +8, 
  Intimidate +5, Spellcraft +8; Combat Casting, Scribe 
  Scroll, Spell Penetration, Weapon Focus (Flail). 
   
  Spells Prepared (5/5/4; base DC = 13 + spell level): 
  0 – [guidance, guidance, guidance, light, resistance]; 1
  st 
  – [bane, divine favor, magic weapon*, sanctuary, shield 
  of faith]; 2
  nd – [darkness, hold person, silence, spiritual 
  weapon*]. 
   
  *Domain spell. Domains: Evil (Cast evil spells at 
  +1 caster level); War (Free Martial Weapon Proficiency 
  with a flail and Weapon Focus (Flail)). 
   
  Possessions:  Flail, light crossbow, bolts (10), half-
  plate, light steel shield, thunderstone, cloak of 
  resistance +1, pearl of power (1
  st-level spell), potion of 
  cure moderate wounds. 
   
  � Cinthius,  Female Human Clr3/Ftr1 of Hextor: 
  CR 4; Medium Human; HD 3d8+3+1d10+1; hp 28; Init 
  +0; Spd 20 ft.; AC 20 (touch 10, flat-footed 20) [[+8 full 
  plate, +2 heavy shield]]; BA/G: +3/+5; Atk +5 melee 
  (1d10+3 [19-20/x2], heavy flail); Full Att +5 melee 
  (1d10+3 [19-20/x2], heavy flail) or +3 ranged (1d8 [19-
  20/x2], light crossbow); SA: Command / Rebuke 
  Undead, Spells; AL LE; SV Fort +7, Ref +2, Will +7; Str 
  14, Dex 11, Con 13, Int 12, Wis 16, Cha 10. 
   
  Skills and Feats: Speak Languages (Common, Orc), 
  Climb +4, Concentration +7, Diplomacy +6, Jump +3, 
  Knowledge (Religion) +7, Sense Motive +6; Combat 
  Casting, Power Attack, Cleave, Spell Penetration, 
  Weapon Focus (Heavy Flail). 
  BDK3-08 Change in the Air 
   
  Page 18 
  
   
  Spells Prepared (4/4/3; base DC = 13 + spell level): 
  0 – [guidance, mending, resistance, virtue]; 1
  st – [bane,
  cause fear, command, magic weapon*]; 2
   
  nd – [aid, bull’s 
  strength, shatter*]. 
   
  *Domain spell. Domains: Domain: Destruction 
  (Smite (Su): Once per day, the cleric may make a single 
  melee attack with a +4 bonus on attack rolls and a +3 
  bonus to damage.); War (Free Martial Weapon 
  Proficiency with a flail and Weapon Focus (Flail)). 
   
  Possessions:  Heavy flail, light crossbow, bolts (10), 
  full plate, heavy steel shield, tanglefoot bags (2), 
  thunderstone, cloak of resistance +1, potion of cure 
  moderate wounds. 
   
  � Crav’ch, Male Half-Orc Ftr4: CR 4; Medium 
  Humanoid (orc); HD 4d10+8; hp 36; Init +1 (+1 Dex); 
  Spd 20 ft.; AC 22 (touch 11, flat-footed 21) [[+1 Dex, +8 
  full plate, +3 heavy shield]]; BA/G: +4/+7; Atk +8 melee 
  (1d4+5, spiked guantlet); Full Att +8 melee (1d4+5, 
  spiked gauntlet) or +7 melee (1d8+4 [x3], longspear) or 
  +5 ranged (1d4+3 [19-20/x2], dagger); SQ: Darkvision 
  60 ft.; AL LE; SV Fort +6, Ref +2, Will +2; Str 16, Dex 
  12, Con 14, Int 14, Wis 12, Cha 8. 
   
  Skills and Feats: Speak Languages (Common, 
  Goblin, Infernal, Orc), Jump +10 Knowledge (Religion) 
  +5, Intimidate +2, Spot +4; Cleave, Great Cleave, Power 
  Attack, Weapon Focus (spiked gauntlet), Weapon 
  Specialization (spiked gauntlet). 
   
  Possessions:  Spiked gauntlet, longspear, daggers 
  (2), full plate, +1 heavy steel shield, tanglefoot bags (2), 
  potion of cure moderate wounds. 
   
  � Metzdil,  Male Human Wiz9: CR 9; Medium 
  Humanoid; HD 9d4+18; hp 46; Init +0; Spd 30 ft.; AC 
  11 (touch 11, flat-footed 11) [[+1 deflection]]; BA/G: 
  +4/+3; Atk +3 melee (1d6-1, club), Full Att +3 melee 
  (1d6-1, club) or +4 ranged (1d8 [19-20/x2], light 
  crossbow); SA: Spells; AL LE; SV Fort +5, Ref +3, Will 
  +7; Str 8, Dex 10, Con 14, Int 18, Wis 12, Cha 13. 
   
  Skills and Feats: Speak Languages (Common, 
  Draconic, Elf, Infernal), Concentration +14, Craft 
  (Alchemy) +16, Craft (Jewelry) +16, Craft (Painting) 
  +16, Knowledge (Arcana) +16, Knowledge (Local – 
  Core) +10, Knowledge (Local - Iuz’s Border States) +10, 
  Spellcraft +16; Brew Potion, Combat Casting, Craft 
  Wondrous Item, Improved Familiar, Scribe Scroll, 
  Spell Focus (Transmutation), Spell Penetration. 
   
  Spells Prepared (4/6/6/5/4/2; base DC = 14 + spell 
  level, transmutation DC = 15 + spell level): 0-daze, 
  mending*, open/close*, read magic; 1
  st-expeditious 
  retreat*, feather fall, magic weapon*, shocking grasp 
  (x3); 2nd-bull’s strength*, darkness, darkvision*, 
  levitate*, spider climb*, whispering wind*; 3
  rd-blink*, 
  gaseous form, keen edge*, slow*, summon monster III; 
  4
  th- bestow curse, ritual of vitality, stone shape*; 5
  th-
  cone of cold, passwall*. 
   
  *School 
  Specialization. 
  Specialization: 
  Transmutation.  Prohibited Schools (Abjuration and 
  Illusion). 
   
  Possessions:  club, light crossbow, bolts (10), 
  potion of cure moderate wounds, ring of protection +1, 
  wand of web (50 charges). 
   
  � Dribble Itch:  Imp (Familiar); CR-; Tiny Outsider 
  (evil, lawful, extraplanar); HD 7; hp 23; Init +3 (+3 
  Dex); Spd 20 ft., fly 50 ft. (perfect); AC 25 (touch 15, 
  flat-footed 22) [[+2 Size, +3 dex, +10 natural]]; BA/G: 
  +3/-5; Atk +8 melee (1d4 plus poison, sting); Full Att +8 
  melee (1d4 plus poison, sting); Space/Reach 2½ ft. / 0 
  ft.; SA: Poison, spell-like abilities; SQ: Alternate form, 
  darkvision 60 ft., deliver touch spells, DR 5/good or 
  silver, fast healing 2, immunity to poison, improved 
  evasion, resistance to fire 5, speak with master, granted 
  abilities; AL LE; SV Fort +3, Ref +6, Will +4; Str 10, Dex 
  17, Con 10, Int 10, Wis 12, Cha 14. 
   
  Skills and Feats:  Diplomacy +8, Hide +17, 
  Knowledge (religion) +6, Listen +7, Move Silently +9, 
  Search +6, Spellcraft +6, Spot +7, Survival +1; Dodge, 
  Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC13, Initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. 
   
  Granted Abilities: All familiars grant their 
  masters the Alertness feat, the benefit of the empathic 
  link, and the ability to share spells. 
   
  Spell-Like Ability: At will-detect good, detect 
  magic, invisibility (self only); 1/day-suggestion, Caster 
  level 6
  th; save DC 12 + spell level.  Once per week an 
  imp can commune to ask six questions (otherwise as 
  the spell cast by a 12
  th-level cleric). 
   
  Alternate Form (Su): As polymorph, caster level 
  12
  th.  Dribble Itch can transform into a raven or 
  medium monstrous spider. 
   
  Improved Evasion (Ex): When subjected to an 
  attack that normally allows a Reflex saving throw for 
  half damage, a familiar takes no damage if it makes a 
  successful saving throw and half damage even if the 
  saving throw fails. 
   
  BDK3-08 Change in the Air 
   
  Page 19 
  
  Appendix III: APL 10 Encounters 
   
  Encounter Two 
  � Sornem, Male Human Clr3/Rog2/Asn3 of Iuz: 
  CR 8; Medium Humanoid; HD 3d8+5d6+8; hp 45; Init 
  +6 (+2 Dex, +4 Imp. Init.); Spd 30 ft.; AC 16 (touch 12, 
  flat-footed 16) [[+4 studded leather, +2 Dex]]; BA/G: 
  +5/+6; Atk +6 melee (1d4+1 [19-20/x2], dagger); Full 
  Att +6 melee (1d4+1 [19-20/x2], dagger) or +8 ranged 
  [(1d8+1 [19-20/x2], +1 light crossbow); SA Death 
  Attack, Sneak Attack +3d6; SQ +1 Save vs Poison, 
  Evasion, Poison Use, Command /Rebuke Undead, 
  Trapfinding, Uncanny Dodge; AL CE; SV Fort +5, Ref 
  +9, Will +6; Str 12, Dex 14, Con 12, Int 13, Wis 14, Cha 
  12. 
   
  Skills and Feats: Concentration +5, Disguise +11, 
  Forgery +4, Hide +12, Knowledge (Religion) +7, Move 
  Silently +12, Ride +7, Tumble +7; Combat Reflexes, 
  Dodge, Improved Initiative, Quick Draw. 
   
  Death Attack:  If Sornem studies his victim for 3 
  rounds then makes a sneak attack with a melee weapon 
  that successfully deals damage, the sneak attack has the 
  additional effect of possibly either paralyzing or killing 
  the target (Sornem’s choice).  While studying the 
  victim, Sornem can undertake other actions so long as 
  his attention stays focused on the target and the target 
  does not detect him or recognize him as an enemy.  If 
  the victim of such an attack fails a Fortitude save (DC 
  14) against the kill effect, she dies.  If the saving throw 
  fails against the paralyzing effect, the victim’s mind 
  and body become enervated, rendering her helpless 
  and unable to act for 1d6+3 rounds.  If the victim’s 
  saving throw succeeds, the attack is just a normal sneak 
  attack.  Once Sornem has completed the three rounds 
  of study, he must make the death attack with the next 3 
  rounds.  If a death attack is attempted and fails (the 
  victim makes her save) or if he does not launch the 
  attack within 3 rounds of completing the study, 3 new 
  rounds of study are required before he can attempt 
  another death attack. 
   
  Poison Use:  Sornem is trained in the use of 
  poison and never risks accidentally poisoning himself 
  when applying poison to a blade. 
  Poison: Nitharit – 
  Contact DC 13 Fortitude; Damage: Initial 0, Secondary 
  3d6 Con (temporary damage).  The poison has already 
  been applied to each of Sornem’s blades and to the bolt 
  currently loaded in his crossbow.  If unused, the 
  poison will spoil within an hour. 
   
  Uncanny Dodge (Ex): Sornem possesses the 
  ability to react to danger before his senses would 
  normally allow him to even be aware of it.  He retains 
  his Dexterity bonus to AC regardless of being caught 
  flat-footed or struck by an invisible attacker.  (He still 
  loses any Dexterity bonus to AC if immobilized.) 
   
  Cleric Spells Prepared (4/4/3; base DC=12 + spell 
  level): 0 - [guidance, mending, resistance, virtue]; 1
  st – 
  [bane, cause fear, disguise self*, magic weapon]; 2
  nd – 
  [death knell, invisibility*, silence]. 
   
  *Domain spell. Domains: [Chaos (You cast Chaos 
  spells at +1 caster level), Trickery (Add bluff, disguise 
  and hide to your list of Cleric class skills)]. 
   
  Assassin Spells Known (2; base DC= 11 + spell 
  level):  1
  st – [ghost sound, obscuring mist, true strike]. 
   
  Possessions:  4 daggers, +1 light crossbow, bolts 
  (10), 4 bags of caltrops, 4 vials of acid, 2 tanglefoot bags, 
  2 thunderstones, +1 studded leather armor, silver holy 
  symbol of Iuz, horn of fog, potion of cure moderate 
  wounds, and potion of gaseous form. 
   
  Encounter Five B 
  � Nine-Headed pyrohydra, fiendish:  CR 12; Huge 
  Magical Beast (extraplanar, fire); HD 9d10+48; hp 97; 
  Init +1 (+1 Dex); Spd 20 ft., swim 20 ft.; AC 19 (touch 9, 
  flat-footed 18) [[-2 size, +1 Dex, +10 natural]]; BA/G: 
  +9/+22; Atk +13 melee (1d10+5, 9 bites); Full Att +13 
  melee (1d10+5, 9 bites); Space/Reach 15 ft./10 ft.; SA: 
  Smite Good, Breath Weapon; SQ: Darkvision 60 ft., 
  Fast Healing 19, Fire subtype, Low-light Vision, 
  Resistance to Cold 10, Scent, DR 5/magic; SR 14; AL 
  NE; SV Fort +11, Ref +7, Will +5; Str 21, Dex 12, Con 
  20, Int 3, Wis 10, Cha 9. 
   
  Skills and Feats: Listen +8, Spot +8, Swim +13; 
  Blind-Fight, 
  Combat 
  Reflexes 
  (b), 
  Iron 
  Will, 
  Toughness, Weapon Focus (Bite). 
   
  Smite Good (Su): Once per day, the hydra can 
  make a normal melee attack to deal +9 damage against a 
  good foe. 
   
  Pyrohydra: A pyrohydra can breathe jets of fire 10 
  feet high, 10 feet wide, and 20 feet long.  All heads 
  breathe once every 1d4 rounds.  Each jet deals 3d6 
  points of fire damage per head.  A successful Reflex 
  save (DC 19) halves the damage. 
   
  Fire attacks cannot prevent a pyrohydra’s stump 
  from growing new heads (since a pyrohydra has 
  immunity to fire), but 5 points of cold damage does. 
   
  Fire Subtype: A creature with the fire subtype has 
  immunity to fire.  It has vulnerability to cold, which 
  means it takes half again as much (+50%) damage as 
  normal from cold, regardless of whether a saving throw 
  is allowed, or if the save is a success or failure. 
  BDK3-08 Change in the Air 
   
  Page 20 
  
   
  Fast Healing 19 (Ex): Each round the hydra heals 
  19 hit points. 
   
  Skills:  Hydras have a +2 racial bonus on Listen 
  and Spot checks, thanks to their multiple heads. 
   
  A hydra has a +8 racial bonus on any Swim check 
  to perform some special action or avoid a hazard.  It can 
  always choose to take 10 on a Swim check, even if 
  distracted or endangered.  It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  Feats:  A hydra’s Combat Reflexes feat allows it to 
  use all of its heads for attacks of opportunity. 
  See Monster Manual, page 107 & 155, especially for 
  rules regarding severing heads. 
   
  Encounter Five C 
  � Paxtor,  Male Human Clr11 of Hextor: CR 11; 
  Medium Humanoid; HD 11d8+11; hp 69; Init +4 
  (Improved Initiative); Spd 20 ft.; AC 17 (touch 10, flat-
  footed 17) [[+6 half-plate, +1 light shield]]; BA/G: 
  +8/+8; Atk +10 melee (1d8, flail); Full Att +10/+5 melee 
  (1d8, flail) or +8/+3 ranged (1d8 [19-20/x2], light 
  crossbow); SA: Command / Rebuke Undead, Spells; AL 
  LE; SV Fort +10, Ref +5, Will +13; Str 11, Dex 10, Con 
  12, Int 12, Wis 18, Cha 14. 
   
  Skills and Feats: Speak Languages (Common, 
  Infernal), Concentration +15, Knowledge (Religion) 
  +15, Intimidate +8, Spellcraft +15; Combat Casting, 
  Improved Initiative, Leadership, Scribe Scroll, Spell 
  Penetration, Weapon Focus (Flail). 
   
  Spells Prepared (6/7/6/6/5/3/2; base DC = 14 + 
  spell level): 0 – [guidance, guidance, guidance, 
  guidance, light, resistance]; 1
  st – [bane, command, 
  divine favor, doom, magic weapon*, sanctuary, shield 
  of faith]; 2
  nd – [darkness, death knell, hold person, 
  silence, spiritual weapon*, sound burst]; 3
  rd – [bestow 
  curse, 
  dispel 
  magic, 
  invisibility 
  purge, 
  magic 
  vestment*, summon monster III, wind wall]; 4
  th – 
  [divine power, lesser planar ally, summon monster IV, 
  unholy blight*]; 5
  th – [flame strike*, slay living, wall of 
  stone]; 6
  th – [blade barrier*, harm]. 
   
  *Domain spell. Domains: Evil (Cast evil spells at 
  +1 caster level); War (Free Martial Weapon Proficiency 
  with a flail and Weapon Focus (Flail)). 
   
  Possessions:  Flail, light crossbow, bolts (10), half-
  plate, light steel shield, thunderstone, cloak of 
  resistance +2, pearl of power (1
  st-level spell), potion of 
  cure moderate wounds. 
   
  � Cinthius,  Female Human Clr4/Ftr2 of Hextor: 
  CR 6; Medium Humanoid; HD 4d8+2d10+6; hp 41; 
  Init +0; Spd 20 ft.; AC 20 (touch 10, flat-footed 20) [[+8 
  full plate, +2 heavy shield]]; BA/G: +5/+7; Atk +8 melee 
  (1d10+4 [19-20/x2], +1 heavy flail); Full Att +8 melee 
  (1d10+4 [19-20/x2], +1 heavy flail) or +5 ranged (1d8 
  [19-20/x2], light crossbow); SA: Command / Rebuke 
  Undead, Spells; AL LE; SV Fort +8, Ref +2, Will +8; Str 
  14, Dex 11, Con 13, Int 12, Wis 16, Cha 10. 
   
  Skills and Feats: Speak Languages (Common, Orc), 
  Climb +5, Concentration +8, Diplomacy +7, Jump +5, 
  Knowledge (Religion) +8, Sense Motive +7; Cleave, 
  Combat Casting, Great Cleave, Leadership, Power 
  Attack, Spell Penetration, Weapon Focus (Heavy Flail). 
   
  Spells Prepared (5/5/4; base DC = 13 + spell level): 
  0 – [guidance, guidance, mending, resistance, virtue]; 
  1
  st – [bane, cause fear, command, doom, magic 
  weapon*]; 2
  nd – [aid, bull’s strength, shatter*, sound 
  burst]. 
   
  *Domain spell. Domains: Domain: Destruction 
  (Smite (Su): Once per day, the cleric may make a single 
  melee attack with a +4 bonus on attack rolls and a +4 
  bonus to damage.); War (Free Martial Weapon 
  Proficiency with a flail and Weapon Focus (Flail)). 
   
  Possessions:  +1 heavy flail, light crossbow, bolts 
  (10), full plate, heavy steel shield, tanglefoot bags (2), 
  thunderstone, cloak of resistance +1, potion of cure 
  moderate wounds. 
   
  � Crav’ch,  Male Half-Orc Ftr5: CR 5; Medium 
  Humanoid (orc); HD 5d10+10; hp 44; Init +1 (+1 Dex); 
  Spd 20 ft.; AC 22 (touch 11, flat-footed 21) [[+1 dex, +8 
  full plate, +3 heavy shield]]; BA/G: +5/+8; Atk +9 melee 
  (1d4+5, spiked gauntlet); Full Att +9 melee (1d4+5, 
  spiked gauntlet) or +8 melee (1d8+3 [x3], longspear) or 
  +6 ranged (1d4+3 [19-20/x2], dagger); SQ: Darkvision 
  60 ft.; AL LE; SV Fort +6, Ref +2, Will +2; Str 16, Dex 
  12, Con 14, Int 14, Wis 12, Cha 8. 
   
  Skills and Feats: Speak Languages (Common, 
  Goblin, Infernal, Orc), Jump +11 Knowledge (Religion) 
  +6, Intimidate +3, Spot +5; Cleave, Great Cleave, Power 
  Attack, Cleave, Weapon Focus (spiked gauntlet), 
  Weapon Specialization (spiked gauntlet). 
   
  Possessions:  Spiked gauntlet, longspear, daggers 
  (2), full plate, +1 heavy steel shield, tanglefoot bags (2), 
  potion of cure moderate wounds. 
   
  � Metzdil,  Male Human Wiz7: CR 7; Medium 
  Humanoid; HD 7d4+14; hp 36; Init +0; Spd 30 ft.; AC 
  11 (touch 11, flat-footed 11) [[+1 deflection]]; BA/G: 
  +3/+2; Atk +2 melee (1d6-1, club); Full Att +2 melee 
  (1d6-1, club) or +3 ranged (1d8 [19-20/x2], light 
  crossbow); SA: Spells; AL LE; SV Fort +4, Ref +2, Will 
  +6; Str 8, Dex 10, Con 14, Int 17, Wis 12, Cha 13. 
   
  Skills and Feats: Speak Languages (Common, 
  Draconic, Elf Infernal), Concentration +12, Craft 
  (Alchemy) +13, Craft (Jewelry) +13, Craft (Painting) 
  +13, Knowledge (Arcana) +13, Spellcraft +13; Brew 
  Potion, Combat Casting, Craft Wondrous Item, 
  BDK3-08 Change in the Air 
   
  Page 21 
  
  Improved Familiar, Scribe Scroll, Spell Focus 
  (Transmutation). 
   
  Spells Prepared (4/6/5/4/2; base DC = 13 + spell 
  level, transmutation DC = 14 + spell level): 0 – [daze, 
  mending*, 
  open/close*, 
  read 
  magic]; 
  1
  st 
  – 
  [expeditious retreat*, feather fall, magic weapon*, 
  shocking grasp, shocking grasp, shocking grasp]; 2
  nd – 
  [darkness, darkvision*, levitate*, spider climb*, 
  whispering wind*]; 3
  rd – [blink*, keen edge*, slow*, 
  summon monster III]; 4
  th – [ritual of vitality, stone 
  shape*]. 
   
  *School 
  Specialization. 
  Specialization: 
  Transmutation.  Prohibited Schools (Abjuration and 
  Illusion). 
   
  Possessions:  club, light crossbow, bolts (10), 
  potion of cure moderate wounds, ring of protection +1, 
  wand of web (50 charges). 
   
  � Dribble Itch:  Imp (Familiar); CR-; Tiny Outsider 
  (evil, lawful, extraplanar); HD 7; hp 18; Init +3 (+3 
  Dex); Spd 20 ft., fly 50 ft. (perfect); AC 24 (touch 15, 
  flat-footed 21) [[+2 Size, +3 dex, +9 natural]]; BA/G: +3/-
  5; Atk +8 melee (1d4 plus poison, sting); Full Att +8 
  melee (1d4 plus poison, sting); Space/Reach 2 ½ ft. / 0 
  ft.; SA: Poison, spell-like abilities; SQ: Alternate form, 
  darkvision 60 ft., deliver touch spells, DR 5/good or 
  silver, fast healing 2, immunity to poison, improved 
  evasion, resistance to fire 5, speak with master, granted 
  abilities; AL LE; SV Fort +3, Ref +6, Will +4; Str 10, Dex 
  17, Con 10, Int 10, Wis 12, Cha 14. 
   
  Skills and Feats:  Diplomacy +8, Hide +17, 
  Knowledge (Religion) +6, Listen +7, Move Silently +9, 
  Search +6, Spellcraft +6, Spot +7, Survival +1; Dodge, 
  Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC13, Initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. 
   
  Granted Abilities: All familiars grant their 
  masters the Alertness feat, the benefit of the empathic 
  link, and the ability to share spells. 
   
  Spell-Like Ability: At will-detect good, detect 
  magic, invisibility (self only); 1/day-suggestion, Caster 
  level 6
  th; save DC 12 + spell level.  Once per week an 
  imp can commune to ask six questions (otherwise as 
  the spell cast by a 12
  th-level cleric). 
   
  Alternate Form (Su): As polymorph, caster level 
  12
  th.  Dribble Itch can transform into a raven or a 
  medium monstrous spider 
   
  Improved Evasion (Ex): When subjected to an 
  attack that normally allows a Reflex saving throw for 
  half damage, a familiar takes no damage if it makes a 
  successful saving throw and half damage even if the 
  saving throw fails. 
  BDK3-08 Change in the Air 
   
  Page 22 
  
  Appendix IV: APL 12 Encounters 
   
  Encounter Two 
  � Sornem: Male Human Clr4/Rog2/Asn4; CR 10; 
  Medium Human; HD 4d8+6d6+10; hp 56; Init +6 (+2 
  Dex, +4 Imp. Init.); Spd 40 ft.; AC 17 (touch 12, flat-
  footed 17) [[+5 leather, +2 Dex]]; BA/G: +7/+8; Atk +8 
  melee (1d4+1 [19-20/x2], dagger); Full Att +8/+3 melee 
  (1d4+1 [19-20/x2], dagger) or +10 ranged (1d8+1, [19-
  20/x2], +1 light crossbow); SA Death Attack, Sneak 
  Attack +3d6; SQ +1 Save vs Poison, Evasion, Poison 
  Use, Command / Rebuke Undead, Trapfinding, 
  Uncanny Dodge;  AL CE; SV Fort +6, Ref +10, Will +7; 
  Str 12, Dex 14, Con 12, Int 13, Wis 14, Cha 12. 
   
  Skills and Feats: Concentration +5, Disguise +12, 
  Forgery +7, Hide +13, Jump +6, Knowledge (Religion) 
  +7, Move Silently +13, Ride +8, Tumble +9; Combat 
  Reflexes, Dodge, Improved Initiative, Mobility, Quick 
  Draw. 
   
  Death Attack:  If Sornem studies his victim for 3 
  rounds then makes a sneak attack with a melee weapon 
  that successfully deals damage, the sneak attack has the 
  additional effect of possibly either paralyzing or killing 
  the target (Sornem’s choice).  While studying the 
  victim, Sornem can undertake other actions so long as 
  his attention stays focused on the target and the target 
  does not detect him or recognize him as an enemy.  If 
  the victim of such an attack fails a Fortitude save (DC 
  15) against the kill effect, she dies.  If the saving throw 
  fails against the paralyzing effect, the victim’s mind 
  and body become enervated, rendering her helpless 
  and unable to act for 1d6+4 rounds.  If the victim’s 
  saving throw succeeds, the attack is just a normal sneak 
  attack.  Once Sornem has completed the three rounds 
  of study, he must make the death attack with the next 3 
  rounds.  If a death attack is attempted and fails (the 
  victim makes her save) or if he does not launch the 
  attack within 3 rounds of completing the study, 3 new 
  rounds of study are required before he can attempt 
  another death attack. 
   
  Poison Use:  Sornem is trained in the use of 
  poison and never risks accidentally poisoning himself 
  when applying poison to a blade. 
  Poison: Nitharit – 
  Contact DC 13 Fortitude; Damage: Initial 0, Secondary 
  3d6 Con (temporary damage).  The poison has already 
  been applied to each of Sornem’s blades and to the bolt 
  currently loaded in his crossbow.  If unused, the 
  poison will spoil within an hour. 
   
  Uncanny Dodge (Ex): Sornem possesses the 
  ability to react to danger before his senses would 
  normally allow him to even be aware of it.  He retains 
  his Dexterity bonus to AC regardless of being caught 
  flat-footed or struck by an invisible attacker.  (He still 
  loses any Dexterity bonus to AC if immobilized.) 
   
  Cleric Spells Prepared (5/5/4; base DC=12 + spell 
  level): 0 - [guidance, mending, resistance, resistance, 
  virtue]; 1
  st – [bane, cause fear, protection from law*, 
  divine favor, magic weapon]; 2
  nd – [bull’s strength, 
  death knell, shatter*, silence]. 
   
  *Domain spell. Domains: [Chaos (You cast Chaos 
  spells at +1 caster level), Trickery (Add bluff, disguise 
  and hide to your list of Cleric class skills)]. 
   
  Assassin Spells Known (3/0; base DC= 11 + spell 
  level):  1
  st – [disguise self, ghost sound, obscuring mist, 
  true strike]; 2
  nd – [cat’s grace, invisibility, pass without 
  trace]. Note: Sornem has already cast disguise self and 
  invisibility; these spells have been deducted from his 
  spells available for the day. 
   
  Possessions:  4 daggers, +1 light crossbow, bolts 
  (10), 4 bags of caltrops, 4 vials of acid, 2 tanglefoot bags, 
  2 thunderstones, +2 studded leather armor, silver holy 
  symbol of Iuz, boots of striding and springing, horn of 
  fog, potion of cure moderate wounds, and potion of 
  gaseous form. 
   
  Encounter Five B 
  � Eleven-Headed pyrohydra, fiendish:  CR 14; Huge 
  Magical Beast (extraplanar, fire); HD 11d10+58; hp 118; 
  Init +1 (+1 Dex); Spd 20 ft., swim 20 ft.; AC 21 (touch 9, 
  flat-footed 20) [[-2 size, +1 Dex, +10 natural]]; BA/G: 
  +11/+25; Atk +16 melee (1d10+6, 11 bites); Full Att +16 
  melee (1d10+6, 11 bites); Space/Reach 15 ft./10 ft.; SA: 
  Smite Good, Breath Weapon; SQ: Darkvision 60 ft., 
  Fast Healing 21, Fire subtype, Low-light Vision, 
  Resistance to Cold 10, Scent, DR 5/magic; SR 16; AL 
  NE; SV Fort +12, Ref +8, Will +5; Str 23, Dex 12, Con 
  20, Int 3, Wis 10, Cha 9. 
   
  Skills and Feats: Listen +9, Spot +9, Swim +14; 
  Blind-Fight, 
  Combat 
  Reflexes 
  (b), 
  Iron 
  Will, 
  Toughness, Weapon Focus (Bite). 
   
  Smite Good (Su): Once per day, the hydra can 
  make a normal melee attack to deal +11 damage against 
  a good foe. 
   
  Pyrohydra: A pyrohydra can breathe jets of fire 10 
  feet high, 10 feet wide, and 20 feet long.  All heads 
  breathe once every 1d4 rounds.  Each jet deals 3d6 
  points of fire damage per head.  A successful Reflex 
  save (DC 20) halves the damage. 
  BDK3-08 Change in the Air 
   
  Page 23 
  
   
  Fire attacks cannot prevent a pyrohydra’s stump 
  from growing new heads (since a pyrohydra has 
  immunity to fire), but 5 points of cold damage does. 
   
  Fire Subtype: A creature with the fire subtype has 
  immunity to fire.  It has vulnerability to cold, which 
  means it takes half again as much (+50%) damage as 
  normal from cold, regardless of whether a saving throw 
  is allowed, or if the save is a success or failure. 
   
  Fast Healing 21 (Ex): Each round the hydra heals 
  21 hit points. 
   
  Skills:  Hydras have a +2 racial bonus on Listen 
  and Spot checks, thanks to their multiple heads. 
   
  A hydra has a +8 racial bonus on any Swim check 
  to perform some special action or avoid a hazard.  It can 
  always choose to take 10 on a Swim check, even if 
  distracted or endangered.  It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  Feats:  A hydra’s Combat Reflexes feat allows it to 
  use all of its heads for attacks of opportunity. 
  See Monster Manual, page 107 & 155, especially for 
  rules regarding severing heads. 
   
  Encounter Five C 
  � Paxtor,  Male Human Clr13 of Hextor: CR 13; 
  Medium Humanoid; HD 13d8+13; hp 81; Init +4 
  (Improved Initiative); Spd 20 ft.; AC 19 (touch 10, flat-
  footed 19) [[+8 half-plate, +1 light shield]]; BA/G: 
  +9/+10; Atk +11 melee (1d8+1, flail); Full Att +11/+6 
  melee (1d8+1, flail) or +9 ranged (1d8 [19-20/x2], light 
  crossbow); SA: Command / Rebuke Undead; AL LE; 
  SV Fort +12, Ref +7, Will +15; Str 12, Dex 10, Con 12, 
  Int 12, Wis 18, Cha 14. 
   
  Skills and Feats: Speak Languages (Common, 
  Infernal), Concentration +17, Knowledge (Religion) 
  +17, Intimidate +9, Spellcraft +17; Combat Casting, 
  Improved Initiative, Leadership, Scribe Scroll, Spell 
  Penetration, Weapon Focus (Flail). 
   
  Spells Prepared (6/7/7/6/6/4/3/2; base DC = 14 + 
  spell level): 0 – [guidance, guidance, guidance, 
  guidance, light, resistance]; 1
  st – [bane, command, 
  divine favor, doom, magic weapon*, sanctuary, shield 
  of faith]; 2
  nd – [darkness, death knell, hold person, hold 
  person, silence, spiritual weapon*, sound burst]; 3
  rd – 
  [bestow curse, dispel magic, invisibility purge, magic 
  vestment*, summon monster III, wind wall]; 4
  th – [air 
  walk, divine power, lesser planar ally, summon 
  monster IV, unholy blight*]; 5
  th – [flame strike*, slay 
  living, summon monster V, wall of stone]; 6
  th – [blade 
  barrier*, harm, summon monster VI]; 7
  th – [power word 
  stun*, repulsion]. 
   
  *Domain spell. Domains: Evil (Cast evil spells at 
  +1 caster level); War (Free Martial Weapon Proficiency 
  with a flail and Weapon Focus (Flail)).  
   
  Possessions:  Flail, light crossbow, bolts (10), +1 
  half-plate, light steel shield, thunderstone, cloak of 
  resistance +3, pearl of power (1
  st-level spell), potion of 
  cure moderate wounds. 
   
  � Cinthius,  Female Human Clr5/Ftr2/Wrprst1 of 
  Hextor: 
  CR 
  8; 
  Medium 
  Humanoid; 
  HD 
  6d8+6+2d10+2; hp 53; Init +1 (+1 Dex); Spd 20 ft.; AC 
  22 (touch 11, flat-footed 21) [[+9 full plate, +2 heavy 
  shield, +1 Dex]]; BA/G: +6/+8; Atk +10 melee (1d10+4 
  [19-20/x2], +1 heavy flail); Atk +10/+5 melee (1d10+4 
  [19-20/x2], +1 heavy flail) or +7 ranged (1d8 [19-20/x2], 
  light crossbow); SA: Command / Rebuke Undead, 
  Rally, Spells; AL LE; SV Fort +10, Ref +3, Will +8; Str 
  14, Dex 12, Con 13, Int 12, Wis 16, Cha 10. 
   
  Skills and Feats: Speak Languages (Common, Orc), 
  Climb +5, Concentration +10, Diplomacy +9, Jump +5, 
  Knowledge (Religion) +9, Knowledge (History) +1, 
  Sense Motive +8, Spellcraft +2; Cleave, Combat 
  Casting, Great Cleave, Leadership, Maximize Spell, 
  Power Attack, Spell Penetration, Weapon Focus 
  (Heavy Flail). 
   
  Rally (Ex): A warpriest who currently is not 
  suffering from a fear effect can use this ability as a 
  standard action.  Allies within 60 feet who are suffering 
  from any fear effect and who can hear the warpriest are 
  allowed an immediate Will saving throw at the DC of 
  the fear effect, with a +1 morale bonus. 
   
  Spells Prepared (5/5/4/3; base DC = 13 + spell 
  level): 0 – [guidance, guidance, guidance, mending, 
  resistance, virtue]; 1
  st – [bane, cause fear, command, 
  doom, magic weapon*]; 2
  nd – [aid, bull’s strength, 
  shatter*, sound burst]; 3
  rd – [magic vestment, 
  suggestion*, wind wall]. 
   
  *Domain spell. Domains: Domain: Destruction 
  (Smite (Su): Once per day, the cleric may make a single 
  melee attack with a +4 bonus on attack rolls and a +6 
  bonus to damage.); Domination (Spell Focus – 
  Enchantment); War (Free Martial Weapon Proficiency 
  with a flail and Weapon Focus (Flail)). 
   
  Possessions:  +1 heavy flail, light crossbow, bolts 
  (10), +1 full plate, heavy steel shield, tanglefoot bags 
  (2), thunderstone, cloak of resistance +1, potions of 
  cure moderate wounds. 
   
  � Crav’ch,  Male Half-Orc Ftr5/Fist2: CR 7; 
  Medium Humanoid (orc); HD 7d10+14; hp 60; Init +1 
  (+1 Dex); Spd 20 ft.; AC 22 (touch 11, flat-footed 21) 
  [[+1 Dex, +8 full plate, +3 heavy shield]]; BA/G: +7/+10; 
  Atk +12 melee (1d4+6 [19-20/x2], +1 spiked gauntlet); 
  Full Atk +12/+7 melee (1d4+6 [19-20/x2], +1 spiked 
  gauntlet) or +10/+5 melee (1d8+3 [x3], longspear) or 
  +8/+3 ranged (1d4+3 [19-20/x2], dagger); SA: Brutal 
  strike +1, Strength Boost (1/day); SQ: Darkvision 60 ft.; 
  BDK3-08 Change in the Air 
   
  Page 24 
  
  AL LE; SV Fort +9, Ref +2, Will +2; Str 16, Dex 12, Con 
  14, Int 14, Wis 12, Cha 8. 
   
  Skills and Feats: Speak Languages (Common, 
  Goblin, Infernal, Orc), Climb +4, Jump +11 Knowledge 
  (Religion) +7, Intimidate +4, Spot +6; Cleave, Great 
  Cleave, Improved Critical (spiked gauntlet), Power 
  Attack, Weapon Focus (spiked gauntlet), Weapon 
  Specialization (spiked gauntlet). 
   
  Brutal Strike (Ex): Every action, Crav’ch may add 
  a +1 bonus to one attack roll or one damage roll, but 
  not both.  You must declare where the bonus applies at 
  the start of your action. 
   
  Strength Boost (Ex): Crav’ch can call upon 
  Hextor for a +4 Strength bonus once per day.  This 
  bonus lasts for 6 rounds. 
   
  Possessions:  +1 spiked gauntlet, longspear, 
  daggers (2), full plate, +1 heavy steel shield, tanglefoot 
  bags (2), potion of cure moderate wounds. 
   
  � Metzdil,  Male Human Wiz8: CR 8; Medium 
  Humanoid; HD 8d4+16; hp 41; Init +0; Spd 30 ft.; AC 
  12 (touch 11, flat-footed 12) [[+1 deflection, +1 
  bracers]]; BA/G: +4/+3; Atk +3 melee (1d6-1, club); Full 
  Att +3 melee (1d6-1, club) or +4 ranged (1d8 [19-20/x2], 
  light crossbow); SA: Spells; AL LE; SV Fort +5, Ref +3, 
  Will +7; Str 8, Dex 10, Con 14, Int 18, Wis 12, Cha 13. 
   
  Skills and Feats: Speak Languages (Common, 
  Draconic, Elf, Infernal), Concentration +13, Craft 
  (Alchemy) +15, Craft (Jewelry) +15, Craft (Painting) 
  +15, Knowledge (Arcana) +15, Knowledge (Local – 
  Core) +6, Knowledge (Local – Iuz’s Border States) +7, 
  Spellcraft +15; Brew Potion, Combat Casting, Craft 
  Wondrous Item, Improved Familiar, Scribe Scroll, 
  Spell Focus (Transmutation). 
   
  Spells Prepared (4/6/5/5/4; base DC = 14 + spell 
  level, transmutation DC = 15 + spell level): 0 – [daze, 
  mending*, 
  open/close*, 
  read 
  magic]; 
  1
  st 
  – 
  [expeditious retreat*, feather fall, magic weapon*, 
  shocking grasp, shocking grasp, shocking grasp]; 2
  nd – 
  [darkness, darkvision*, levitate*, spider climb*, 
  whispering wind*]; 3
  rd – [blink*, gaseous form, keen 
  edge*, slow*, summon monster III]; 4
  th – [dimension 
  door, ritual of vitality, stone shape*, wall of ice]. 
   
  *School 
  Specialization. 
  Specialization: 
  Transmutation.  Prohibited Schools (Abjuration and 
  Illusion). 
   
  Possessions:  club, light crossbow, bolts (10), 
  bracers of armor +1, cloak of resistance +1, potion of 
  cure moderate wounds, ring of protection +1, wand of 
  web (50 charges). 
   
  � Dribble Itch:  Imp (Familiar); CR-; Tiny Outsider 
  (evil, lawful, extraplanar); HD 7; hp 20; Init +3 (+3 
  Dex); Spd 20 ft., fly 50 ft. (perfect); AC 24 (touch 15, 
  flat-footed 21) [[+2 Size, +3 dex, +9 natural]]; BA/G: +3/-
  5; Atk +8 melee (1d4 plus poison, sting); Full Att +8 
  melee (1d4 plus poison, sting); Space/Reach 2 ½ ft. / 0 
  ft.; SA: Poison, spell-like abilities; SQ: Alternate form, 
  darkvision 60 ft., deliver touch spells, DR 5/good or 
  silver, fast healing 2, immunity to poison, improved 
  evasion, resistance to fire 5, speak with master, granted 
  abilities; AL LE; SV Fort +3, Ref +6, Will +4; Str 10, Dex 
  17, Con 10, Int 10, Wis 12, Cha 14. 
   
  Skills and Feats:  Diplomacy +8, Hide +17, 
  Knowledge (religion) +6, Listen +7, Move Silently +9, 
  Search +6, Spellcraft +6, Spot +7, Survival +1; Dodge, 
  Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC13, Initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. 
   
  Granted Abilities: All familiars grant their 
  masters the Alertness feat, the benefit of the empathic 
  link, and the ability to share spells. 
   
  Spell-Like Ability: At will-detect good, detect 
  magic, invisibility (self only); 1/day-suggestion, Caster 
  level 6
  th; save DC 12 + spell level.  Once per week an 
  imp can commune to ask six questions (otherwise as 
  the spell cast by a 12
  th-level cleric). 
   
  Alternate Form (Su): As polymorph, caster level 
  12
  th.  Dribble Itch can transform into a raven or a 
  medium monstrous spider. 
   
  Improved Evasion (Ex): When subjected to an 
  attack that normally allows a Reflex saving throw for 
  half damage, a familiar takes no damage if it makes a 
  successful saving throw and half damage even if the 
  saving throw fails. 
  BDK3-08 Change in the Air 
   
  Page 25 
  
  Appendix V: Haraknin 
   
  Those that don’t understand the true nature of 
  haraknins often incorrectly identify them as fiendish 
  lycanthropes.  The haraknin is not a true lycanthrope; 
  it is a fiendish hell hound that has learned to assume 
  humanoid form.  Created by devil lords to serve as 
  intelligent trackers and guardians, haraknin often 
  journey to the material plane to undertake diabolical 
  missions for their infernal masters. 
   
  Haraknin have all the abilities and characteristics 
  of the hell hound form, plus class levels learned in 
  their humanoid form.  Haraknin can change form at 
  will from their hound form to a humanoid form – 
  usually human, although other races are possible.  They 
  infiltrate humanoid settlements in this guise, but often 
  revert to their natural forms to attack. 
   
  Physical Description: Can assume a number of 
  forms, preferring humans or half-orcs with hair the 
  color of flame, smoldering red eyes, and wiry rust-
  colored hair all over its body.  A faint smell of 
  brimstone clings to its humanoid form, and it tends to 
  be ill-tempered and violent. 
   
  APL 6 
  � Haraknin, Humanoid Form Bbn2:  CR 5; Medium 
  Outsider 
  (Evil, 
  Extraplanar, 
  Fire, 
  Lawful, 
  Shapechanger); HD 4d8+8 plus 2d12+4; hp 43; Init +6 
  (+2 Dex, +4 Imp. Init); Spd 40 ft.; AC 21 (touch 12, flat-
  footed 21) [[+2 Dex, +5 natural, +4 chain shirt]]; BA/G: 
  +6/+9; Atk +10 melee (1d6+4 [18-20/x2], scimitar); Full 
  Att +10/+5 melee (1d6+4 [18-20/x2], scimitar); SA: 
  Breath Weapon, Rage; SQ: Alternate forms, Command 
  Hell Hound, Darkvision 60’, Fire Subtype, Scent, 
  Uncanny Dodge; AL LE; SV Fort +6, Ref +6, Will +5; 
  Str 16, Dex 14, Con 15, Int 6, Wis 12, Cha 4. 
   
  Skills and Feats: Hide +12, Jump +8, Listen +11, 
  Move Silently + 12, Spot +9, Survival +8*; Improved 
  Initiative, Run, Track(b), Weapon Focus (Scimitar). 
   
  � Haraknin, Hell Hound Form:  Medium Outsider 
  (Evil, Extraplanar, Fire, Lawful, Shapechanger); HD 
  4d8+8+2d12+4; hp 43; Init +6 (+2 Dex, +4 Imp. Init.); 
  Spd 50 ft.; AC 17 (touch 12, flat-footed 17) [[+2 Dex, +5 
  natural]]; BA/G: +6/+9; Atk +9 melee (1d8+4, Bite); Full 
  Att +9 melee (1d8+4, Bite); SA: Breath Weapon, Rage; 
  SQ: Fire Subtype, Scent, Uncanny Dodge (Dex bonus 
  to AC); AL LE; SV Fort +6, Ref +6, Will +5; Str 16, Dex 
  14, Con 15, Int 6, Wis 12, Cha 4. 
   
  Skills and Feats: Hide +14, Jump +10, Listen +11, 
  Move Silently + 14, Spot +9, Survival +8*; Improved 
  Initiative, Run, Track(b), Weapon Focus (Scimitar). 
   
   
  Breath Weapon (Su): Cone of fire, 30 feet every 
  2d4 rounds, damage 1d4+1, Reflex half DC 14 (16 
  when raging).  The haraknin’s fiendish breath ignites 
  any flammable materials within the cone.  The creature 
  can use its breath weapon while biting and in either 
  form. 
   
  Rage (Ex): Once per day this haraknin can fly into 
  a frenzy, raging like a barbarian.  For 7 rounds, the 
  haraknin gains a +4 bonus to Strength, a +4 bonus to 
  Constitution, and a +2 morale bonus on Will saves, but 
  takes a –2 penalty to Armor Class.  For the haraknin in 
  humanoid form, the following changes are in effect as 
  long as the rage lasts:  HD 4d8+16 plus 2d12+8 (55 hp); 
  AC 19, touch 10, flat-footed 17; Atk +12/+7 melee 
  (1d8+6 [18-20/x2] masterwork scimitar); SV Fort +8, 
  Will +7; Str 20, Con 19; Jump +10. 
   
  For the haraknin in hell hound form, the 
  following changes are in affect as long as the rage lasts: 
  HD 4d8+16 plus 2d12+8 (55 hp); AC 15, touch 10, flat-
  footed 13; Atk +11 melee (1d8+6, Bite); SV Fort +8, Will 
  +7; Str 20, Con 19; Jump +12. 
   
  Alternate Forms (Su): Haraknin can assume 
  humanoid forms at will.  Transforming to a humanoid 
  form from hound form, or vice versa, is a move action.  
  This transfer works like alter self; the haraknin retains 
  its physical ability scores, extraordinary abilities, and 
  supernatural ability scores in humanoid form.  It loses 
  its natural attacks and is limited to the movement of 
  the form it assumes.  A canomorph can only choose 
  humanoid forms of Small to Large size. 
   
  A haraknin’s alternate form ability does not affect 
  equipment it may be carrying or wearing.  Most 
  haraknin’s create secure caches of arms and armor they 
  intend to use in humanoid form when they expect to 
  shift frequently. 
   
  Command Hell Hound (Su): All haraknin’s can 
  use greater command at will against hell hounds.  A 
  hell hound will never voluntarily attack a haraknin. 
   
  Fire Subtype (Ex): A haraknin is immune to fire 
  damage.  It takes half again as much (+50%) damage as 
  normal from cold regardless of whether a saving throw 
  is allowed, or if the save is a success or a failure. 
   
  Scent (Ex): A haraknin can detect approaching 
  enemies, sniff out hidden foes, and track be sense of 
  smell. 
   
  Skills: Haraknin have a +5 racial bonus to Hide 
  and Move Silently checks.  They also have a +8 racial 
  bonus on Survival checks when tracking by scent, due 
  to their keen sense of smell. 
   
  Possessions: Masterwork scimitar, chain shirt. 
   
  BDK3-08 Change in the Air 
   
  Page 26 
  
  APL 8 
  � Haraknin Warlord, Humanoid Form Bbn4:  CR 7; 
  Medium Outsider (Evil, Extraplanar, Fire, Lawful, 
  Shapechanger); HD 4d8+12 plus 4d12+12; hp 69; Init 
  +6 (+2 Dex, +4 Imp. Init); Spd 40 ft.; AC 21 (touch 12, 
  flat-footed 21) [[+2 Dex, +5 natural, +4 chain shirt]]; 
  BA/G: +8/+11; Atk +12 melee (1d6+4 [18-20/x2], 
  scimitar); Full Att +12/+7 melee (1d6+4 [18-20/x2], 
  scimitar); SA: Breath Weapon, Rage 2/day; SQ: 
  Alternate forms, Command Hell Hound, Darkvision 
  60’, Fire Subtype, Scent, Trap Sense +1, Uncanny 
  Dodge; AL LE; SV Fort +8, Ref +7, Will +6; Str 16, Dex 
  14, Con 16, Int 6, Wis 12, Cha 4. 
   
  Skills and Feats: Hide +12, Jump +8, Listen +11, 
  Move Silently + 12, Spot +9, Survival +8*; Improved 
  Initiative, Run, Track(b), Weapon Focus (Scimitar). 
   
  � Haraknin Warlord, Hell Hound Form:  Medium 
  Outsider 
  (Evil, 
  Extraplanar, 
  Fire, 
  Lawful, 
  Shapechanger); HD 4d8+12 plus 4d12+12; hp 69; Init 
  +6 (+2 Dex, +4 Imp. Init.); Spd 50 ft.; AC 17 (touch 12, 
  flat-footed 17) [[+2 Dex, +5 natural]]; BA/G: +8/+11; 
  Atk +11 melee (1d8+4, Bite); Full Att +11 melee (1d8+4, 
  Bite); SA: Breath Weapon, Rage 2/day; SQ: Fire 
  Subtype, Scent, Uncanny Dodge; AL LE; SV Fort +8, 
  Ref +7, Will +6; Str 16, Dex 14, Con 16, Int 6, Wis 12, 
  Cha 4. 
   
  Skills and Feats: Hide +14, Jump +10, Listen +11, 
  Move Silently + 14, Spot +9, Survival +8*; Improved 
  Initiative, Run, Track(b), Weapon Focus (Scimitar). 
   
  Breath Weapon (Su): Cone of fire, 30 feet every 
  2d4 rounds, damage 1d4+1, Reflex half DC 15 (17 
  when raging).  The haraknin’s fiendish breath ignites 
  any flammable materials within the cone.  The creature 
  can use its breath weapon while biting and in either 
  form. 
   
  Rage (Ex): Once per day this haraknin can fly into 
  a frenzy, raging like a barbarian.  For 8 rounds, the 
  haraknin gains a +4 bonus to Strength, a +4 bonus to 
  Constitution, and a +2 morale bonus on Will saves, but 
  takes a –2 penalty to Armor Class.  For the haraknin in 
  humanoid form, the following changes are in effect as 
  long as the rage lasts:  HD 4d8+20 plus 4d12+20 (85 
  hp); AC 19, touch 10, flat-footed 17; Atk +14/+9 melee 
  (1d8+6 [18-20/x2], masterwork scimitar); SV Fort +10, 
  Will +8; Str 20, Con 20; Jump +10. 
   
  For the haraknin in hell hound form, the 
  following changes are in affect as long as the rage lasts: 
  HD 4d8+20 plus 2d12+20 (85 hp); AC 15, touch 10, flat-
  footed 13; Atk +13 melee (1d8+6, Bite); SV Fort +10, 
  Will +8; Str 20, Con 20; Jump +12. 
   
  Alternate Forms (Su): Haraknin can assume 
  humanoid forms at will.  Transforming to a humanoid 
  form from hound form, or vice versa, is a move action.  
  This transfer works like alter self; the haraknin retains 
  its physical ability scores, extraordinary abilities, and 
  supernatural ability scores in humanoid form.  It loses 
  its natural attacks and is limited to the movement of 
  the form it assumes.  A canomorph can only choose 
  humanoid forms of Small to Large size. 
   
  A haraknin’s alternate form ability does not affect 
  equipment it may be carrying or wearing.  Most 
  haraknin’s create secure caches of arms and armor they 
  intend to use in humanoid form when they expect to 
  shift frequently. 
   
  Command Hell Hound (Su): All haraknin’s can 
  use greater command at will against hell hounds.  A 
  hell hound will never voluntarily attack a haraknin. 
   
  Fire Subtype (Ex): A haraknin is immune to fire 
  damage.  It takes half again as much (+50%) damage as 
  normal from cold regardless of whether a saving throw 
  is allowed, or if the save is a success or a failure. 
   
  Scent (Ex): A haraknin can detect approaching 
  enemies, sniff out hidden foes, and track be sense of 
  smell. 
   
  Skills: Haraknin have a +5 racial bonus to Hide 
  and Move Silently checks.  They also have a +8 racial 
  bonus on Survival checks when tracking by scent, due 
  to their keen sense of smell. 
   
  Possessions: Masterwork scimitar, chain shirt. 
  BDK3-08 Change in the Air 
   
  Page 27 
  
  Appendix VI: Redhand Patrol 
   
  � Zeech’s Captain, Male Human Ftr10: CR 10; 
  Medium Humanoid; HD 10d10+20 hp 80; Init +5 (+1 
  Dex, Imp. Init.); Spd 20ft; AC 23 (touch 11, flat footed 
  22) [[+1 Dex, +9 full plate, +3 heavy shield]]; BA/G: 
  +10/+13; Atk +15 melee (1d10+6 [17-20/x2], +1 bastard 
  sword); Full Att +15/+10 melee (1d10+6 [17-20/x2], +1 
  bastard sword) or +13 ranged (1d8+2 [19-20/x2], +2 
  light crossbow); AL LE; SV Fort +10, Ref+5, Will+5; Str 
  17, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
   
  Skills & Feats:  Climb +9, Handle Animal +4, Jump 
  +8, Ride +14; Blind Fight, Cleave, Dodge, Exotic 
  Weapon Proficiency (Bastard Sword), Improved 
  Critical (bastard sword), Improved Initiative, Point 
  Blank Shot, Power Attack, Precise Shot, Weapon Focus 
  (Bastard Sword), Weapon Specialization (Bastard 
  Sword). 
   
  Possessions: +1 bastard sword, +1 heavy steel 
  shield, +2 light crossbow, bolts (20), +2 full plate, cloak 
  of resistance +1, potion of cure light wounds. 
   
  � Zeech’s Cavalrymen, Human Ftr9 (10):  CR 9; 
  Medium Humanoid; HD 9d10+18 hp 72; Init +5 (+1 
  Dex, Imp. Init.); Spd 20ft; AC 22 (touch 10, flat footed 
  21) [[+1 Dex, +8 full plate, +3 heavy shield]]; BA/G: 
  +9/+12; Atk +14 melee (1d10+6 [17-20/x2], +1 bastard 
  sword); Full Att +14/+9 melee (1d10+6 [17-20/x2], +1 
  bastard sword) or +11 ranged (1d8+1 [19-20/x2], +1 
  light crossbow); AL LE; SV Fort +9, Ref+5, Will+5; Str 
  17, Dex 13, Con 14, Int 10, Wis 12, Cha 8 
  Skills & Feats:  Climb +4, Handle Animal +4, Jump 
  +5, Ride +14; Blind Fight, Cleave, Dodge, Exotic 
  Weapons Proficiency (Bastard Sword), Improved 
  Critical (Bastard Sword), Improved Initiative, Point 
  Blank Shot, Power Attack, Weapon Focus (Bastard 
  Sword), Weapon Specialization (Bastard Sword). 
   
  Possessions: +1 bastard sword, +1 heavy steel 
  shield, +1 light crossbow,  bolts (20), full plate, cloak of 
  resistance +1, potion of cure light wounds. 
   
  � Heavy Warhorse (11): hp 30 each; see Monster 
  Manual page 273. 
   
  Possessions: Banded mail barding (+6 AC, 
  Maximum Dex Bonus +1, Move 35 ft.). 
   
   
  BDK3-08 Change in the Air 
   
  Page 28 
  
  Appendix VII: Ambush Map 
   
   
   
   
   
  BDK3-08 Change in the Air 
   
  Page 29 
  
  Appendix VIII: Hextor’s Shrine 
   
   
   
   
  BDK3-08 Change in the Air 
   
  Page 30 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bandit Kingdoms/593/Normal Scenarios/BDK3-08 - Change in the Air (APL 6-12)/BDK3-08 - Change in the Air.pdf