This is the fight with Mulahey at the bottom of the Nashkel Mine.
Mulahey's hit points are improved, and he gets some Strength of One spells and scripting to use them. Mulahey's tough kobold allies are redesignated as "Kobold Elites" and improved a bit. The allies that he summons later in the fight are beefed up a bit too.
If "Dark Side-Based Kobold Upgrade" is installed, the kobold elites get poisoned daggers and the summoned allies include some kobold guards.
This is the fight with the Iron Throne adventurers in Tazok's tent.
Britik the gnoll gets a strength potion and a slight level increase. A few Black Talons and Chill are added to the tent.
Most importantly, if you talked your way into the bandit camp, by the time you get out you'll find that Taugosz has smelled a rat, and you may have to fight your way out.
The confrontation with Davaeorn at the bottom of the Cloakwood mine.
The battle horrors, instead of being summoned by traps, are there already. They're enchanted to be immune to fire, lightning and web (I'm following pen-and-paper rules here, more or less.)
More importantly, if the Smarter Mages component is installed, Davaeorn benefits from it: he has a modified script which combines features of his original teleport-around script with the Smarter Mages script.
The six acolytes are left alone (though if you are using the Smarter Mages/Priests/general AI components you'll notice a big effect). However, they are joined by two new acolytes: a half-elven fighter/thief and a human thief, who begin the battle invisible. You get some warning of the change if you read the dialogues lower down the tower carefully.
Each adventurer in Prat's party gains two levels. The party starts the battle invisible and supported by a couple of air elementals.