TEXT: FUR3-03 Heart of the Kingdom Conversion Document 
   
  This document describes how to use FUR3-03 
  Heart of the Kingdom with the 3.5 rules adapted 
  for Living Greyhawk. It assumes that the Judge 
  running this scenario has a working knowledge of 
  both the 3.0 and 3.5 rules. However, it does not 
  assume an expert knowledge of the 3.5 rules set. 
  Conversion 
  does 
  require 
  some 
  additional 
  preparation time; do not try to run this scenario 
  under 3.5 rules without doing this preparation. 
  Scenario Preparation 
  Get copies of the D&D v.3.5 Accessory Update 
  Booklet and the Living Greyhawk Campaign 3.5 
  Conversion Document and read through them 
  before you run your game. You do not have to 
  read through all of the D&D v.3.5 Accessory 
  Update Booklet, just the portions that you will need 
  to run your game (the Core section and whatever 
  supplements 
  your 
  scenario 
  requires). 
  You, 
  however, should be familiar with the Living 
  Greyhawk Campaign 3.5 Conversion Document, 
  particularly where it notes the changes in classes, 
  spells, and feats. 
  Encounter Changes  
  ENCOUNTER 
  ONE 
  (p. 
  4): 
  PCs 
  seeking 
  information on Sir Radur Nelonshir may use 
  Knowledge – 
  local 
  (Iuz 
  border 
  states) 
  or 
  Knowledge – Nobility and Royalty.  
  ENCOUNTER TWO: 
  • 
  (p. 6): PCs seeking information on the 
  merchants in the caravan may use 
  Knowledge – local (Iuz border states) or 
  Knowledge – Nobility and Royalty.  
  • 
  (p. 7; column two); Note that PCs now will 
  recognize the assassin vines through the 
  use of their choice of Spot, Survival or 
  Knowledge – Nature (DC 20). 
  ENCOUNTER FOUR (p. 11): Information on the 
  poisons and traps used on the chest is found in 
  the DMG page 297.  
  ENCOUNTER FIVE: 
  • 
  (p.11): The animals under magical effects 
  would be under Dominate Animal for all 
  APLs.     
  • 
  (p.12, 
  column 
  two): 
  Description 
  of 
  modifiers for the PC’s Spot check during 
  the combat are found on page 83 of the 
  PHB. The animal who removed the chest 
  was dominated, not charmed.  
  ENCOUNTER SIX (p. 14): Note that all the animal 
  companions have changed.  Disregard any 
  referenced animal companions and instead use 
  the stat blocks outlined under Appendix changes 
  below.  
  Note changes in hit points for some of the 
  monsters as outlined below under appendix 
  changes or as described in the MM for standard 
  monsters. 
  Appendix Changes: 
  1. Note the following changes throughout the 
  appendix:  
  a. Use descriptions of SA/SQ from the 
  Monster Manual. 
  b. Use stats as written in the appendix, 
  except as noted below. 
  c. Change the following spell names in 
  Encounter 
  Five: 
  Protection 
  from 
  Elements becomes Protection from 
  Energy (also in Encounter Six); Circle 
  of Doom with Inflict Light Wounds, 
  Mass. 
  d. Change the following spell names in 
  Encounter Six: Invisibility to Animals 
  with Hide from Animals.  
  e. Note that Druids gain the Wild 
  Empathy ability and Spontaneous 
  Casting (Summon Natures Ally spells) 
  at first level (Encounter Six).  
  2.  Note the following base attack/grapple totals: 
   
  Encounters Two and Five:  
   
   
  ALL APLs:  Caravan Guards +2/+3; 
  Caravan Archers +2/+3; Guard Sergeants 
  +4/+5.  
  3. Note the following adjustments to stat blocks: 
  Encounter Two:  
  APL 4: Assassin Vine, advanced: Huge 
  plant, HD 8d8+40, hp 76; Init –1, AC 16 
  (touch 7, flat-footed 16) [-2 size, -1 dex, +9 
  natural]; BA/G +6/+18; Atk +13 melee 
  [slam 1d8+11]; Full Att +13/+6 melee 
  [slam 1d8+11]; Space/Reach 10 ft/10 ft or 
  
  20 ft with vine; SA Constrict 1d8+7, 
  entangle, improved grab; SQ Blindsight 30 
  ft, camouflage, immunity to electricity, low 
  light vision, plant traits, resistance to cold 
  10 and fire 10; AL N; SV Fort +11, Ref +1, 
  Will +3; Str 28, Dex 8, Con 20, Int -, Wis 
  13, Cha 9. 
   
  APL 6: Assassin Vine, advanced: Huge 
  plant, HD 16d8+80, hp 156; AC 17 (touch 
  8, flat-footed 17) [-2 size, +9 natural]; 
  BA/G +12/+24; Atk +19 melee [slam 
  1d8+11]; Full Att +19/+12/+7 melee [slam 
  1d8+11]; Space/Reach 10 ft/10 ft or 20 ft 
  with vine; SA Constrict 1d8+9, entangle, 
  improved grab; SQ Blindsight 30 ft, 
  camouflage, immunity to electricity, low 
  light vision, plant traits, resistance to cold 
  10 and fire 10; AL N; SV Fort +15, Ref +5, 
  Will +6; Str 28, Dex 10, Con 20, Int -, Wis 
  13, Cha 9. 
   
  APL 8: Assassin Vine: use stats for APL 6 
  but use 4 plants rather than 2.  
   
  APL10: Assassin Vine: use stats for APL 6 
  but use 4 plants rather than 2.  Also add 2 
  Tendriculous, as per MM.  
   
  APL 12: No change to Tendriculous.   
   
  Assassin Vine (4), advanced: Gargantuan 
  plant, CR 8 each, HD 20d8+140, hp 216; 
  AC 17 (touch 6, flat-footed 17) [-4 size, 
  +13 natural]; BA/G +15/+31; Atk +26 
  melee [slam 2d6+15]; Full Att 
  +26/+19/+14 melee [slam 2d6+15]; 
  Space/Reach 15 ft/15 ft or 25 ft with vine; 
  SA Constrict 2d6+15, entangle, improved 
  grab; SQ Blindsight 30 ft, camouflage, 
  immunity to electricity, low light vision, 
  plant traits, resistance to cold 10 and fire 
  10; AL N; SV Fort +19, Ref +6, Will +7; Str 
  36, Dex 10, Con 24, Int -, Wis 13, Cha 9. 
   
  Encounter Three:  
  ALL APLs: Stash d’Mologar: BA/G: +9/+9; 
  SQ: add trapfinding, trapsense +1; Skills: 
  Appraise +5, Balance +4, Bluff +17, Climb 
  +3, Concentration +3, Decipher Script +5, 
  Diplomacy +15, Disable Device +8, 
  Disguise +15, Escape Artist +10, Forgery 
  +12, Gather Information +13, Heal +4, 
  Hide +10, Intimidate +5, Knowledge – 
  religion +4, Listen +12, Move Silently +10, 
  Open Locks +7, Sleight of Hand +7, 
  Professions remain unchanged, Sense 
  Motive +10, Spellcraft +5, Spot +5, 
  Tumble +9. 
   
  Encounter Four:  
  ALL APLs: Margo Effretti: BA/G: +7/+7; 
  SQ: add trapfinding, trapsense +1; Skills: 
  Bluff +19, Climb +15, Concentration +5, 
  Diplomacy +10, Disable Device +11, 
  Disguise +18, Forgery +11, Gather 
  Information +8, Knowledge – architecture 
  and engineering +6, Knowledge – arcana 
  +6, Knowledge – local (Iuz) +6, 
  Knowledge – nobility and royalty +6, 
  Knowledge – religion +6, Listen +8, Move 
  Silently +11, Open Locks +9, Professions 
  remain unchanged, Search +13, Sense 
  Motive +10, Spot +10, Tumble +13, Use 
  Rope +8. 
   
  Encounter Five:  
  ALL APLs: Adder Puffbeak: BA/G: +5/+7; 
  SQ: add trapfinding, trapsense +2; Skills: 
  delete Innuendo.  Change Gather 
  Information +11 and Sense Motive +13; all 
  others remain as is.  
   
  ALL APLs: Fahzid il Lauk’aught: BA/G: 
  +10/+13; Skills: delete Innuendo.  Change 
  Ride +15 and Sense Motive +12; all 
  others remain as is.  
   
  APL 2:  
  Bethdar: medium humanoid (human 
  shapechanger); HD 1d8+1d8+2; hp 15; 
  BA/G +0/+3; Atk +4 melee (1d10+4 crit 
  19-20/X2 heavy flail) or +3 melee (1d6 
  plus disease bite) or +3 ranged (1d8 crit 
  19-20/X2 light crossbow); Full Att +4 
  melee (1d10+4 crit 19-20/X2 heavy flail) 
  and –1 melee (1d6 plus disease bite) or 
  +3 ranged (1d8 crit 19-20/X2 light 
  crossbow); SA Curse of Lycanthropy 
  (transmitted only through bite attack); SQ 
  add low light vision, scent, damage 
  reduction 10/silver; SV Fort +5, Ref +3, 
  Will +8; Str 16, Dex 16, Con 12, Int 10, 
  Wis 18, Cha 12.  
   
  Feats: Cleave, Iron Will, Power Attack, 
  Weapon Finesse, Weapon Focus (heavy 
  flail) – war domain, Weapon Proficiency 
  (heavy flail) – war domain.   
  
   
  Disease (Ex): Filth Fever: bite, 
  Fortitude DC 12, incubation period 1d3 
  days, damage 1d3 Dex and 1d3 Con. 
   
  Spells  (base DC = 14 + spell level).  
   
  Gengi: Rgr 2; HD 2d8+6; hp 19; BA/G 
  +2/+6; Atk +7 melee (1d8+6 mw flail) or 
  +4 ranged (1d8 crit 19-20/X2 light 
  crossbow); Full Att +5 melee (1d8+3 mw 
  flail) and +4 melee (1d6+3 18-20/X2 
  scimitar) or +4 ranged (1d8 crit 19-20/X2 
  light crossbow); SQ: Wild empathy, 
  combat style (two weapon combat); SV 
  Fort +6, Ref +5, Will +0.  
   
  Skills and Feats: Climb +5, Hide +4, 
  Jump +5, Listen +3, Spot +4, Survival +3, 
  Use Rope +5, Power Attack, Track.   
  APL 4:  
  Bethdar: medium humanoid (human 
  shapechanger); HD 1d8+2d8+3; hp 21; 
  BA/G +1/+4; Atk +5 melee (1d10+4 crit 
  19-20/X2 heavy flail) or +4 melee (1d6 
  plus disease bite) or +4 ranged (1d8 crit 
  19-20/X2 light crossbow); Full Att +5 
  melee (1d10+4 crit 19-20/X2 heavy flail) 
  and –1 melee (1d6 plus disease bite) or 
  +4 ranged (1d8 crit 19-20/X2 light 
  crossbow); SA Curse of Lycanthropy 
  (transmitted only through bite attack); SQ 
  add low light vision, scent, damage 
  reduction 10/silver; SV Fort +6, Ref +3, 
  Will +9; Str 16, Dex 16, Con 12, Int 10, 
  Wis 18, Cha 12.  
   
  Feats: Cleave, Iron Will, Power Attack, 
  Weapon Finesse, Weapon Focus (heavy 
  flail) – war domain, Weapon Proficiency 
  (heavy flail) – war domain.   
   
  Disease (Ex): Filth Fever: bite, 
  Fortitude DC 12, incubation period 1d3 
  days, damage 1d3 Dex and 1d3 Con. 
   
  Spells  (base DC = 14 + spell level).  
   
  Gengi: use stats from APL 2.  
   
  APL 6:  
  Bethdar: medium humanoid (human 
  shapechanger); HD 1d8+4d8+5; hp 33; 
  BA/G +3/+6; Atk +7 melee (1d10+4 crit 
  19-20/X2 heavy flail) or +6 melee (1d6 
  plus disease bite) or +6 ranged (1d8 crit 
  19-20/X2 light crossbow); Full Att +7 
  melee (1d10+4 crit 19-20/X2 heavy flail) 
  and +1 melee (1d6 plus disease bite) or 
  +6 ranged (1d8 crit 19-20/X2 light 
  crossbow); SA Curse of Lycanthropy 
  (transmitted only through bite attack); SQ 
  add low light vision, scent, damage 
  reduction 10/silver; SV Fort +7, Ref +4, 
  Will +10; Str 16, Dex 16, Con 12, Int 10, 
  Wis 19, Cha 12.  
   
  Feats: Cleave, Great Cleave, Iron Will, 
  Power Attack, Weapon Finesse, Weapon 
  Focus (heavy flail) – war domain, Weapon 
  Proficiency (heavy flail) – war domain.   
   
  Disease (Ex): Filth Fever: bite, 
  Fortitude DC 12, incubation period 1d3 
  days, damage 1d3 Dex and 1d3 Con. 
   
  Spells  (base DC = 14 + spell level).  
   
  Gengi: Rgr 2/Ftr 2; HD 2d8+2d10+12; hp 
  37; BA/G +4/+8; Atk +9 melee (1d8+6 mw 
  flail) or +6 ranged (1d8 crit 19-20/X2 light 
  crossbow); Full Att +7 melee (1d8+3 mw 
  flail) and +7 melee (1d6+3 18-20/X2 mw 
  scimitar) or +6 ranged (1d8 crit 19-20/X2 
  light crossbow); SQ: Wild empathy, 
  combat style (two weapon combat); SV 
  Fort +9, Ref +5, Will +0.  
   
  Skills and Feats: Climb +5, Hide +4, 
  Jump +5, Listen +3, Spot +4, Survival +3, 
  Tumble +3, Use Rope +5, Cleave, Dodge, 
  Power Attack, Track.   
   
  APL 8:  
  Bethdar: medium humanoid (human 
  shapechanger); HD 1d8+6d8+21; hp 59; 
  BA/G +4/+7; Atk +8 melee (1d10+4 crit 
  19-20/X2 heavy flail) or +7 melee (1d6 
  plus disease bite) or +7 ranged (1d8 crit 
  19-20/X2 light crossbow); Full Att +8 
  melee (1d10+4 crit 19-20/X2 heavy flail) 
  and +1 melee (1d6 plus disease bite) or 
  +7 ranged (1d8 crit 19-20/X2 light 
  crossbow); SA Curse of Lycanthropy 
  (transmitted only through bite attack); SQ 
  add low light vision, scent, damage 
  reduction 10/silver; SV Fort +10, Ref +5, 
  Will +11; Str 16, Dex 16, Con 16 
  (Endurance), Int 10, Wis 19, Cha 12.  
   
  Feats: Cleave, Great Cleave, Iron Will, 
  Power Attack, Reach Spell, Weapon 
  Finesse, Weapon Focus (heavy flail) – war 
  domain, Weapon Proficiency (heavy flail) 
  – war domain.   
   
  Disease (Ex): Filth Fever: bite, 
  Fortitude DC 12, incubation period 1d3 
  days, damage 1d3 Dex and 1d3 Con. 
   
  Spells  (base DC = 14 + spell level).  
   
  Gengi: medium humanoid (human 
  shapechanger); Rgr 2/Ftr 2; HD 
  1d8+2d8+2d10+20; hp 47; BA/G +4/+8; 
  
  Atk +9 melee (1d8+6 mw flail) or +6 
  ranged (1d8 crit 19-20/X2 light crossbow); 
  Full Att +7 melee (1d8+3 mw flail) and +7 
  melee (1d6+3 18-20/X2 mw scimitar) or 
  +6 ranged (1d8 crit 19-20/X2 light 
  crossbow); SA Curse of Lycanthropy 
  (transmitted only through bite attack); SQ 
  add low light vision, scent, damage 
  reduction 10/silver; wild empathy, combat 
  style (two weapon combat); SV Fort +9, 
  Ref +5, Will +2.  
   
  Skills and Feats: Climb +5, Hide +4, 
  Jump +5, Listen +3, Spot +4, Survival +3, 
  Tumble +3, Use Rope +5, Cleave, Dodge, 
  Iron Will, Power Attack, Track, Weapon 
  Finesse.   
   
  APL 10:  
  Bethdar: medium humanoid (human 
  shapechanger); HD 1d8+8d8+9; hp 57; 
  BA/G +6/+9; Atk +11 melee (1d10+5+1d6 
  crit 19-20/X2 heavy flail +1 frost) or +9 
  melee (1d6 plus disease bite) or +9 
  ranged (1d8 crit 19-20/X2 light crossbow); 
  Full Att +11/+6 melee (1d10+5+1d6 crit 
  19-20/X2 heavy flail +1 frost) and +2 
  melee (1d6 plus disease bite) or +9 
  ranged (1d8 crit 19-20/X2 light crossbow); 
  SA Curse of Lycanthropy (transmitted only 
  through bite attack); SQ add low light 
  vision, scent, damage reduction 10/silver; 
  SV Fort +10, Ref +7, Will +13; Str 16, Dex 
  16, Con 12, Int 10, Wis 20, Cha 12.  
   
  Feats: Cleave, Great Cleave, Iron Will, 
  Power Attack, Reach Spell, Weapon 
  Finesse, Weapon Focus (heavy flail) – war 
  domain, Weapon Proficiency (heavy flail) 
  – war domain.   
   
  Disease (Ex): Filth Fever: bite, 
  Fortitude DC 12, incubation period 1d3 
  days, damage 1d3 Dex and 1d3 Con. 
   
  Spells  (base DC = 15 + spell level).  
   
  Gengi and Parthie: use changes from 
  APL 8, except damage from flail is 
  1d8+1+strength modifier. 
   
  APL 12:  
  Bethdar: medium humanoid (human 
  shapechanger); HD 1d8+10d8+11+9; hp 
  78; BA/G +7/+10; Atk +11 melee 
  (1d10+5+1d6 crit 19-20/X2 heavy flail +1 
  frost) or +10 melee (1d6 plus disease bite) 
  or +10 ranged (1d8 crit 19-20/X2 light 
  crossbow); Full Att +11/+6 melee (1d10+4 
  crit 19-20/X2 heavy flail +1 frost) and +2 
  melee (1d6 plus disease bite) or +10 
  ranged (1d8 crit 19-20/X2 light crossbow); 
  SA Curse of Lycanthropy (transmitted only 
  through bite attack); SQ add low light 
  vision, scent, damage reduction 10/silver; 
  SV Fort +10, Ref +7, Will +13; Str 16, Dex 
  16, Con 12, Int 10, Wis 20, Cha 12.  
   
  Feats: Cleave, Giant’s Toughness, 
  Great Cleave, Iron Will, Power Attack, 
  Reach Spell, Weapon Finesse, Weapon 
  Focus (heavy flail) – war domain, Weapon 
  Proficiency (heavy flail) – war domain.   
   
  Disease (Ex): Filth Fever: bite, 
  Fortitude DC 12, incubation period 1d3 
  days, damage 1d3 Dex and 1d3 Con. 
   
  Spells  (base DC = 15 + spell level).  
   
  Gengi and Parthie: medium humanoid 
  (human shapechanger); Rgr 2/Ftr 4; HD 
  1d8+2d8+4d10+28; hp 68; BA/G +6/+10; 
  Atk +11 melee (1d8+7 flail +1) or +8 
  ranged (1d8 crit 19-20/X2 light crossbow); 
  Full Att +9 melee (1d8+4 flail +1) and +9 
  melee (1d6+3 18-20/X2 mw scimitar) or 
  +8 ranged (1d8 crit 19-20/X2 light 
  crossbow); SA Curse of Lycanthropy 
  (transmitted only through bite attack); SQ 
  add low light vision, scent, damage 
  reduction 10/silver; wild empathy, combat 
  style (two weapon combat); SV Fort +10, 
  Ref +6, Will +3.  
   
  Skills and Feats: Climb +5, Hide +4, 
  Jump +5, Listen +3, Spot +4, Survival +3, 
  Tumble +4, Use Rope +5, Cleave, Combat 
  Reflexes, Dodge, Improved Sunder, Iron 
  Will, Power Attack, Track, Weapon 
  Finesse.   
   
  Jargon and Speddle: medium humanoid 
  (human shapechanger); Rgr 2/Ftr 4; HD 
  1d8+2d8+4d10+28+9; hp 77; BA/G 
  +6/+10; Atk +11 melee (1d8+6 mw flail) or 
  +8 ranged (1d8 crit 19-20/X2 light 
  crossbow); Full Att +9 melee (1d8+3 mw 
  flail) and +9 melee (1d6+3 18-20/X2 mw 
  scimitar) or +8 ranged (1d8 crit 19-20/X2 
  light crossbow); SA Curse of Lycanthropy 
  (transmitted only through bite attack); SQ 
  add low light vision, scent, damage 
  reduction 10/silver; wild empathy, combat 
  style (two weapon combat); SV Fort +10, 
  Ref +6, Will +3.  
   
  Skills and Feats: Climb +5, Hide +4, 
  Jump +5, Listen +3, Spot +4, Survival +3, 
  Tumble +4, Use Rope +5, Cleave, Combat 
  Reflexes, Dodge, Giant’s Toughness, Iron 
  
  Will, Power Attack, Track, Weapon 
  Finesse.   
   
  4. Changes in spell levels require the following 
  replacements to spell lists in Encounter 6: 
  a. APL 2 and above: Replace all Druid’s 
  Produce Flame with Flaming Sphere.  
  b. APL 6 and above: Replace all Druid’s 
  Charm Person or Mammal with Soften 
  Earth and Stone. 
  c. APL 
  12: 
  Make 
  the 
  following 
  adjustments to Willie Flashpaws spell 
  list: Replace one precast Greater 
  Magic Fang with a non-precast Call 
  Lightning; Replace Ice Storm with 
  Stoneskin; Replace Protection from all 
  Elements with Fireseeds.  Also note 
  that Willie Flashpaws wildshape ability 
  has plant rather than dire as an 
  option. 
  d. APL 
  12: 
  Make 
  the 
  following 
  adjustments to Felequin’s spell list: 
  Replace 
  Spiritwall 
  with 
  Baneful 
  Polymorph.  
  5. The animal companions from Encounter Six 
  should be replaced with the following: 
  APL 2:  
  Willie’s companion: Owl: tiny animal; HD 
  3d8; hp 15; Init +8; Spd 10 ft., fly 40 ft. 
  (average); AC 20 (touch 16, flat-footed 16) 
  [[+2 size, +4 Dex, +4 natural]]; BA/G +2/-9; 
  Atk +8 melee (1d4-3, talon); Full Atk +8 
  melee (1d4-3, 2 talons); SQ Link, share 
  spells, evasion, low light vision; AL N; SV 
  Fort +3, Ref +7, Will +3; Str 5, Dex 18, 
  Con 10, Int 2, Wis 14, Cha 4. 
  Skills and Feats: Listen +14, Move 
  Silently +17, Spot +8; Improved Initiative, 
  Weapon Finesse.  
   
  APL 4:  
  Willie’s companion: use stats from APL 
  2. 
   
  Snakecatcher: Wolf: medium animal; HD 
  5d8+10; hp 38; Init +3; Spd 50 ft.; AC 15 
  (touch 13, flat-footed 12) [[+3 Dex, +2 
  natural]]; BA/G +3/+5; Atk +6 melee 
  (1d6+2, bite); Full Atk +6 melee (1d6+2 
  bite); SA: Trip; SQ Link, share spells, 
  evasion, low light vision; AL N; SV Fort +5, 
  Ref +5, Will +1; Str 14, Dex 16, Con 15, 
  Int 2, Wis 12, Cha 6. 
  Skills and Feats: Hide +3, Listen +3, 
  Move Silently +4, Spot +3, Survival +1; 
  Combat Reflexes, Track, Weapon Focus 
  (bite).  
   
  APL 6:  
  Willie’s companion: Ape: as per MM with 
  Link and Share spells ability.   
   
  Snakecatcher: Wolf: use stats from APL 
  4. 
   
  APL 8:  
  Willie’s companion: Dire Ape: as per 
  MM with the following adjustments: SQ: 
  Link and Share Spells, hp 45; Fort + 8; 
  Con 18 (Endurance).  
   
  Snakecatcher’s companion: Dire 
  Wolverine: as per MM with the following 
  adjustments: SQ: Link and Share Spells, 
  hp 55; Fort +10; Con 23 (Endurance). 
   
  APL 10:  
  Willie’s companion: Dire Lion: as per 
  MM except for the following: HD 8d8+40; 
  hp 76; Atk +15 melee (1d6+9 claw/Greater 
  Magic Fang); Full Atk +15 melee (1d6+9, 
  2 claws/Greater Magic Fang) and +7 
  melee (1d8+4 bite); SQ Link, share spells,  
  low light vision, scent; SV Fort +11, Ref 
  +8, Will +7; Str 25, Dex 15, Con 21, Int 2, 
  Wis 12, Cha 10. 
   
  Snakecatcher’s companion: Dire 
  Wolverine: HD 5d8+X; hp D; Atk +10 
  melee (1d6+8 claw/Greater Magic Fang); 
  Full Atk +10 melee (1d6+8, 2 
  claws/Greater Magic Fang) and +3 melee 
  (1d8+3 bite); SQ Link, share spells, low 
  light vision, scent; SV Fort +10, Ref +7, 
  Will +5; Str 22, Dex 17, Con 23, Int 2, Wis 
  12, Cha 10. 
   
  APL 12:  
  Willie’s companion: Dire Lion: large 
  animal; HD 10d8+50; hp 96; Init +3; Spd 
  40 ft.; AC 18 (touch 12, flat-footed 15) [[-1 
  size, +3 Dex, +6 natural]]; BA/G +7/+19; 
  Atk +18 melee (1d6+11 claw/Greater 
  Magic Fang); Full Atk +18 melee (1d6+11, 
  2 claws/Greater Magic Fang) and +9 
  melee (1d8+4 bite); Space/Reach 10 ft/5ft; 
  SA: Improved grab, pounce, rake +1d6+3; 
  SQ Link, share spells, evasion, low light 
  vision, scent; AL N; SV Fort +12, Ref +10, 
  
  Will +8; Str 26, Dex 20, Con 17, Int 2, Wis 
  12, Cha 10. 
  Skills and Feats: Hide +5, Listen +7, 
  Move Silently +6, Spot +7; Alertness, 
  Power Attack, Run, Weapon Focus (claw). 
   
  Snakecatcher: Dire Wolverine: large 
  animal; HD 7d8+45; hp 77; Init +4; Spd 30 
  ft., climb 10 ft; AC 19 (touch 13, flat-footed 
  15) [[-1 size, +4 Dex, +6 natural]]; BA/G 
  +5/+15; Atk +12 melee (1d6+8 
  claw/Greater Magic Fang); Full Atk +12 
  melee (1d6+8, 2 claws/ Greater Magic 
  Fang) and +5 melee (1d8+3 bite); 
  Space/Reach 10 ft/5ft; SA: Rage; SQ Link, 
  share spells, evasion, low light vision, 
  scent; AL N; SV Fort +11, Ref +9, Will +6; 
  Str 23, Dex 18, Con 23, Int 2, Wis 12, Cha 
  10. 
  Skills and Feats: Climb +14, Listen +7, 
  Spot +9; Alertness, Combat Reflexes, 
  Toughness, Track.  
   
  6. Make the following adjustments to the half-
  fiend rust monster in Encounter Six (APL 6+): 
  change Acid/Cold/Electric/Fire resistance to 
  10; add the Smite Good ability.  
  Using the above changes, you should be able to 
  run the scenario with minimal trouble. Keep in 
  mind the various skill conversions (Wilderness 
  Lore to Survival and Pick Pocket to Slight of Hand, 
  for example) and you should have no trouble. This 
  is particularly important, as there are many 
  references to Wilderness Lore in this module; 
  these should be replaced with Survival unless 
  noted otherwise above. Good luck and have a 
  good game. 
   
   
    
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/593/Normal Scenarios/FUR3-03 - Heart of the Kingdom (APL 2-12)/FUR3-03 - Heart of the Kingdom Scenario Conversion.pdf