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.  
  VTF3-05 
   
   
   
   
   
   
   
   
   
   
   
  Firestorm 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Velverdyva Trade Route Meta-Regional Scenario 
  By Ron Lundeen 
  Meta-Regional Plot Coordinator: Chris Chesher 
  Circle Edit: David Christ 
                                                           
   
   
   
  Rumors of strange cultists, a rise in criminal activity and brutal gangs all hint of the deeper evils within Tusmit. The 
  new political tensions between this land and neighboring Ket certainly aren’t helping your quest to uncover the 
  mysteries that have led you into the ‘Baklunish West.’ The border is becoming tight, but you’ve made it through.  Now 
  you just have to check in with a helpful contact at the Kettish-styled bathhouse here in Blashikdur, and you can be on 
  your way further west. Simple, eh?  Part Five in the “Three is the Evilest Number” Series. An adventure for APLs 8 
  through 14. 
   
   
   
  
  Firestorm 
   
  Page 2 
  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, but the actual playing time 
  will be closer to three and a half hours. 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. 
   
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
   
  Living Greyhawk 
   
   
   
   
  This is a Living Greyhawk Adventure.  As a Living 
  Greyhawk 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 and Living Greyhawk Campaign 
  Sourcebook (LGCS). 
   
  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. 
  
  Firestorm 
   
  Page 3 
  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 three things that you can do to help even 
  the score. 
  5. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  6. 
  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 Meta-regional adventure, set 
  in Tusmit.  Characters native to the Tuflik, Fals, and 
  Velverdyva Trade Route Meta-region(characters with a 
  home region of either Dyvers, Ekbir, Ket, Tusmit, 
  Veluna, or Verbobonc) 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. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Adventure Background 
  Al’Akbar and The Baklunish West 
  Welcome Judges to the Baklunish West. For most of you, 
  this is a new type of setting. In our Meta-Region, the 
  nations of Ekbir, Tusmit and Ket consider this home. It is 
  highly recommended that you read page 5 of the Living 
  Greyhawk Gazetteer, as well as the specific nation entries 
  in said book. Viewing the Regional web page of Tusmit is 
  also a good idea. The majority of the Baklunish people 
  follow a different pantheon than the people of the east. If 
  you look hard enough, you can probably find a 
  representative of most eastern religions somewhere with 
  in the Baklunish West, but don't expect them to have 
  much sway or influence. Major eastern gods such as 
  Pelor, Rao, Boccob, Beory, Zilchus and Fharlanghn seem 
  to have footholds wherever humans live, but the farther 
  west you go, the rarer this becomes. In Ekbir, non-
  Baklunish faces are rather rare even inside of the major 
  trade centers, but in Ket, the population itself would be 
  hard to distinguish at times from west and east, if not for 
  accent and manner of dress. This is due to the heavy 
  mixing of blood with the east.  
   
  At the head of the Baklunish Pantheon (as far as the 
  mortal worshipers see it) is the demigod Al'Akbar. No 
  divine influence is greater to the modern customs of the 
  west than his. In theory, Honor, Family, Generosity and 
  Piety form the backbone of all Baklunish lives, and for 
  most, they are known as the Four Feet of the Dragon (of 
  the ancient customs), though others have a different 
  definition of that. Amongst these, the other divine 
  powers of the pantheon intermix into the customs of 
  these people. For example, the comparatively new faith of 
  # 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 
  
  Firestorm 
   
  Page 4 
  Al’Akbar has mixed into the culture of the faithful, the 
  tenets of Guardianship, Faithfulness, Dignity and Duty. 
  Even for those who do not revere Al’Akbar as their 
  patron god, his tenets have become part of the customs.  
   
  A very important item to note is the difference between 
  the two major sects of Al'Akbar. One is the Exalted Faith 
  (LG,NG) and the other is the True Faith (LN).  The 
  people of the west worship one sect or the other, never 
  both. You have a better chance seeing a Pholtus cleric 
  marrying a St. Cuthbert cleric, than you do of seeing 
  clerics of the Exalted and True Faiths sharing a meal. Yet 
  it is the same demigod that they worship.  
   
  The Exalted Faith (LG, NG) dominates Ekbir and holds 
  sway over southern Tusmit. Their clerics are called Qadi. 
  Their holy symbols have the image of a red cup and a 
  black talisman. They tend to be kind men, but still 
  orderly and usually not much for nonsense. When 
  referring to their god in general reference, they call him 
  "The High Cleric". Outside of Ekbir, their clerics dress in 
  red and black. Inside Ekbir, they revert back to the local 
  color scheme as set down by tradition to show rank. They 
  do this is a ritualistic fashion that includes a bathing. 
   
  The True Faith (LN) dominates all of Ket and the 
  northern reaches of Tusmit. Their clerics are called 
  Mullahs. Their holy symbols have the image black cup 
  and a red talisman. They tend to be stern men, but never 
  actually evil (though their inspired deeds seem that way 
  at times to the east). These men are zealots to the exact 
  wordings of the scriptures and interpret them in a way 
  that enforces control on a  
  population for its own sake, to save the population from 
  itself. When referring to their god in general reference, 
  they call him "The Restorer of Righteousness". Though 
  sometimes the Mullahs like to think they do, the 
  Mullahs do not control any of the governments in the 
  west, though they do have a strong influence in Ket and 
  Tusmit. They form the pool of Judges that interpret the 
  law (as set by the secular government) at trials and seem 
  to be a heavy fixture of most military and policing units. 
  If a mullah is shaking his finger at you, chances are you're 
  in trouble. For the majority of mullah's that don't hold a 
  temporal authoritative office, they remain the ever 
  watching moral watch dogs for the population, but even 
  they must respect the proper order and policies of the 
  government and its systems.  
  At a distance, the best way to tell the difference between 
  a cleric of the two different sects, is that the Exalted Faith 
  device is a red cup and a black talisman, and his clothing 
  have a similar scheme. The True Faith's device is a black 
  cup and a red talisman and his clothing has a similar 
  scheme.  
  It is written that a cleric of Istus said these words after 
  observing a prolonged and heated argument between the 
  opposing sects in a royal hall: 
   
  "Both were of the same stock, same tongue, wearing the 
  same garments. Both held a holy book in his hand, 
  authored by the same soul. As they argued, it was as if one 
  was the echo of the other, but with a completely different 
  meaning once the sound had stopped bouncing. Still 
  they argued and their arms caused their robes to whirl 
  about. It was then that I realized the true difference 
  between them. The Qadi's robes were red on one side and 
  black on the other, and the Mullah's robes were black on 
  one side and red on the other." 
  Tusmit, Ket and Everything: Backstory 
  Growfest to Flocktime, 593CY. 
  The government of Tusmit has announced to the world 
  its discovery of a new trade route through the Yatil 
  Mountains that circumvents Ket. At a meeting, many 
  diplomats from the VTF nations were killed or injured. 
  Many suspect the Tusmit government for this treachery. 
  Ket sent a second diplomat, the nephew of the Beygraf to 
  speak directly with the Pasha of Tusmit. In another blow 
  of treachery, the diplomat of Ket and most of his party 
  was ambushed and brutally murdered by what are 
  reported to be elite Tusmiter assassins during a stop-over 
  in the Tusman hills. Though a formal investigation by 
  both sides is yet to be completed, tension between these 
  two states is very high. Some fear war could break out if a 
  peaceful solution is not come to quickly. Whatever the 
  outcome, these events are surely to be felt through out 
  the Velverdyva Trade Route.  
   
  What does this mean for Ket Characters in this 
  Scenario? 
  Ket has a distinctive accent in both Common and the 
  Baklunish tongue. Dress and mannerisms are slightly 
  different when compared to the typical Tusmiter.  Unless 
  a Ket PC passes a Disguise check (DC15) to purposely 
  fake his nationality, the PC suffers a –4 circumstance 
  penalty to all charisma-based social skill checks. When 
  dealing in-depth with a Tusmiter authority figure, the 
  Disguise check is harder (DC17). If the authority figure 
  catches the person trying to misrepresent themselves, 
  there is a 50% chance that PC is rounded up at the end of 
  the Scenario for questioning at the cost of an additional 
  TU (One Time Unit). Other than the penalties to skill 
  checks listed above, there is no TU penalty from 
  authorities for a Ketite who is open to begin with about 
  his nationality. Note: Non-Human’s from Ket have a +10 
  circumstance bonus to their Disguise checks for the 
  above check only. 
  
  Firestorm 
   
  Page 5 
   
  City of Blashikdur 
  From an easterner’s perspective, this would be the 
  northern capital of Tusmit. The city is located in the rural 
  Sheikdom of Malimar, and is thus well within the sphere 
  of influence of the True Faith sect. Lawlessness is not 
  tolerated and the natives are not known for their 
  welcoming of outsiders, but trade brings in enough of 
  these outsiders to make them tolerated, (barely.) 
   
  The population of the city is approximately 10,000.  
   
  Like most Baklunish nations, northern Tusmit is very 
  lawful and quick to arrest, (especially foreigners.)  
  Though the other nations differ to both extremes, for 
  Tusmit, as long as the PCs mind their manners and don’t 
  act like vigilantes, they will get by without visiting the 
  stocks, or worse. 
   
  Unlike the Nation of Ekbir, Common is well known by 
  the population of Tusmit (and Ekbir). Though Baklunish 
  is used as the mother tongue, and for all official dealings 
  and documents. 
   
  PCs who feel they can murder whomsoever they choose, 
  even by accident, shall quickly find their neck and 
  shoulders becoming distant relations when the Mullahs 
  and city guards come investigating. Things like theft or 
  breaking and entering are also not recommended 
  activities within the north of Tusmit. 
   
  The Fading Land 
  One hundred miles northeast of Blashikdur resides a 
  magical place of elemental confluence.  When the 
  elemental conditions are right, a gateway opens into a 
  small pocket realm.  A stream rushes by a rocky cliff wall, 
  buffeted by mountain breezes. When the sunlight strikes 
  this cliff wall at sunset, all four elements are present and a 
  nearly-invisible gateway opens into this pocket realm. 
   
  These pocket realms exist throughout the Flanaess 
  and are referred to collectively as Fading Lands.  No two 
  are alike.  The Fading Land in Tusmit is a place where the 
  four elements converge. 
   
  During the Scenario, the PCs are bound to hear talk 
  of the Fading Lands, or eventually encounter it 
  personally. When this happens, allow each PC a 
  Knowledge (arcana) check (DC25) to know the above-
  listed information (paraphrase the text for them). 
   
  This particular Fading Land is roughly cubical, like 
  the inside of a box.  Two opposite walls are solid earth, 
  and the other two opposite walls are flat planes of water.  
  The floor and ceiling of this box are roiling sheets of lava. 
   Fortunately for travelers, the interior of the box is filled 
  with misty air, so the Fading Land is habitable. 
   
  Recently, a powerful efreeti named Amir Rashad has 
  made the Fading Land his domain.  With the aid of a 
  powerful Baklunish wizard named Tarqaan and gifts from 
  their powerful dark master, he constructed two huge 
  islands that float lazily through the empty space of the 
  Fading Land.  On one, he keeps his collection of slaves.  
  The other island is his exquisitely decorated home.  
  The Plot 
  Crime has been on the rise in Tusmit, and one of the 
  characters behind this crime spree is the Baklunish 
  wizard Tarqaan. However, this activity is but the visible 
  tip of the iceberg. Tarqaan is allied (if not master of) Amir 
  Rashad (the efreeti).  
   
  After a selection process by Tarqaan to find a tribe 
  backward enough, yet demandingly blood thirsty, the 
  two put their plan in motion.  Rashad appeared before 
  the small village of Tusman hill people in an extravagant 
  display of power.  After all the smoke, mirrors and 
  fireworks had faded, the warriors of the village became 
  the new fanatical servants that the evil over-plot needed.  
   
  The superstitious hill men look upon the efreeti as a 
  divine being and worship him accordingly. For these 
  primitives, Tarqaan is but a servant of Rashad. Their new 
  god is one of Fire. In a dark and horrific ritual of 
  pledging, these hill men sacrificed the weak among the 
  village to the fires. In return, they were granted the gifts 
  of strength and power. Should they ever forsake their 
  new master, those gifts will be removed.  (Or so Rashad 
  and Tarqaan told them.) 
   
  These hill men have forsaken their past, burned 
  their own village, and proclaimed themselves the World 
  Burners. Their only master is the Fire God and his proxy 
  Tarqaan. 
    Tarqaan has used (in Rashad’s name) the ruthless and 
  fanatical Tusman Hill Men to commit murders, arson, 
  and kidnappings. As part of their rewards, the efreeti has 
  granted the Tusman Hill Men great strength. The World 
  Burners are spreading chaos and fear throughout Tusmit. 
   
  In this adventure, the characters uncover the 
  activities of the World Burners in the city of Blashikdur, 
  learn of Amir Rashad, and take the fight to the efreeti 
  hidden away in his Fading Land lair. Though they have 
  an opportunity to interact with Tarqaan, he is well 
  experienced in the games of misdirection and his name 
  and connection to the actual goings-on is well disguised.  
   
     
  Cast of Characters 
   
  Several key characters are presented in this scenario, 
  and they are outlined here.  A brief history and role-
  playing notes are provided for each. 
   
  Fazud owns and runs a Kettish-styled bathhouse in 
  Blashikdur. He is a long-term friend of Walker Salidius 
  and has acquired information that a bath runner tends to 
  
  Firestorm 
   
  Page 6 
  overhear. The Walker has arranged for Fazud to tell this 
  information (and any breaking news) to the PCs when 
  they stop over. For the moment he is disturbed by the 
  crime wave gripping his city, and the growing anti-Ket 
  sentiment of the population. Though Fazud is a Tusmiter, 
  owning a Kettish styled bathhouse has brought on a 
  certain amount of hostility.  
   
  Currently, Fazud is drowning and near death in one 
  of his own baths when the characters arrive in his 
  bathhouse. If they save him, Fazud may give the 
  characters 
  some 
  valuable 
  information 
  about 
  a 
  conversation that he overheard.  Fazud is a grossly 
  overweight, nervous Baklunish man.  
   
  Tarqaan is a powerful wizard of pure Baklunish blood 
  and proud of it, tracing his lineage back to the now 
  defunct Baklunish Empire.  Tarqaan is the servant of a far 
  darker master (and a mistress) and a secret faithful of He 
  of Eternal Darkness. Though the identity of his mistress 
  is a secret, his goals are not. He wishes to create a degree 
  of chaos in the lands of Tusmit specific to a certain styled 
  outcome. Tarqaan operates according to this agenda: to 
  sow discord throughout Tusmit, (specifically anti-Ket and 
  to a lesser extent, anti-foreigner seeds.) His personal 
  desires though, do not always mesh fully with those of 
  his dark mistress. He originally made a false alliance in 
  order to gain access and knowledge of the Fading Lands 
  with another evil power of Tusmit (ignorant to his choice 
  of divine patron), but now his heart and true loyalties 
  have settled firmly with his dark mistress.  It is from this 
  web of connections, alliances and servitude that Tarqaan 
  has become connected to the efreeti slavemaster Amir 
  Rashad. To guard the valuable Fading Lands till it is time 
  for its use, Rashad has set up a home within them, using 
  the pocket plane as his lair and slave pens. Tarqaan 
  devised the seduction of the World Burners in order to 
  begin a crime spree throughout Tusmit that has gone 
  unchecked for months.  Although the characters might 
  not meet Tarqaan in this scenario, it is possible that they 
  may interact with him for a little while.  He is a member 
  of the Order of the Pure Blood (an order of mages within 
  Tusmit), and is racist and arrogant towards the non-
  Baklunish in the extreme, though he attempts to hide it 
  when disguise requires it. He also considers himself an 
  artist of magical items, and produces wands of a very high 
  quality. A severe weakness for one whom would be better 
  served with anonymity.  
   
  Tarqaan is currently getting ready to move locations, 
  due to word sent to him by his mistress that powerful 
  entities have entered the city, searching him out. 
   
  Amir Rashad is an efreeti slavekeeper, well known 
  among his kind for keeping and trading quality slaves.  
  Amir Rashad has also been a servant of Tharizdun for 
  countless centuries. This has earned him the distrust and 
  hate of many of his own kind. He is not welcome among 
  the bronze cities of the efreeti and escaped a prison of 
  sorts to join Tarqaan here on the prime plane. Even 
  among evil, he is an outcast for his allegiances, as are 
  most servants of He of Eternal Darkness.   
   
  Rashad is excited to be back in active service of his 
  unholy liege again, particularly since it allows him to 
  restart his slave-trading operations on Oerth.  Amir 
  Rashad knows the power of his ability to grant wishes, 
  and often rewards his servants and allies with wish spells 
  but does not do this lightly. He is more than aware of the 
  consequences a carelessly used wish could bring about. 
  The rewarding of these gifts are kept very ritualistic to 
  better promote the mysticism of his connection to divine 
  powers. This helps keep his simple-minded servants in 
  awe.   
   
  Amir Rashad is the quintessential decadent noble, 
  secure in his power and dismissive of those he considers 
  beneath him (which is nearly everyone).  He enjoys 
  dressing in fine (magically treated) silks, and being 
  surrounded by items of luxury.  The only thing that Amir 
  Rashad fears is his dark mistress in the service of the Cult 
  of Tharizdun (who does not appear in this scenario.  
   
  The World Burners are a group of evil Hill Men from 
  the Tusman Hills that have begun to worship Rashad and 
  the idea of the ‘Fire God’ that the efreeti has presented to 
  them. They currently serve Tarqaan, the Baklunish 
  wizard in a covert role.  Tarqaan originally took a select 
  few of these Hill Men to the Fading Land located a few 
  days outside of Blashikdur, where they met the terrifying 
  Amir Rashad, Slavemaster of the Fading Land. From 
  there, a heavily orchestrated pageant was put on, tricking 
  these simple (but evil) folk into going back to their 
  village and ‘summoning’ the efreeti and dedicating 
  themselves to him, in the name of the ‘Fire God’.  
   
  All the World Burners have been enhanced by Amir 
  Rashad’s wish spell, and they possess superhuman 
  strength. They believe these enhancements to be gifts 
  from the Fire God.  The World Burners sow discord and 
  mayhem under Tarqaan’s orders, and take select slaves to 
  the Fading Land to supplement Amir Rashad’s slave pens. 
   These men are ruthless brutes who know little about the 
  greater order of evil they participate in.  They believe 
  Tarqaan to be a lesser servant of the Fire God, and Rashad 
  to be the worldly proxy of that god. They know that Amir 
  Rashad leads them in worship to some powerful and 
  mysterious entity that they call the Fire God, but on 
  occasion have heard Rashad refer to this power as the 
  Dark God in private prayers. Due to the simple nature of 
  the hill men, they have made some of their own half-
  baked interpretations of the mysticism of their new 
  masters. This is encouraged by both the Amir and by 
  
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  Tarqaan. The World Burners use the war cry of “Fire for 
  the Fire God!” It should be noted that ‘The Fire God’ is 
  completely made up, and Knowledge (religion) checks do 
  not provide any information on such an entity. The Dark 
  God, on the other hand, is Tharizdun. 
   
  Mufat is a good ranger that patrols the area around 
  Blashikdur.  He was investigating the strange presence of 
  the armored hunting cats and the mysterious terror they 
  have brought forth when he was captured and enslaved 
  within the Fading Lands.   Now, he works among the 
  slaves in an attempt to free them.  He is good-hearted and 
  determined to liberate the slaves, and he happily allies 
  with the characters.  Mufat is an older man with a hoarse 
  voice who looks ragged at the best of times.  In his 
  imprisonment, he is filthy. 
   
  The Dark Mistress is the boss of both Tarqaan and Amir 
  Rashad. Her true identity is something both minions 
  take to the grave with them. She is a separate entity from 
  the other big evil power in Tusmit.   
   
   
   
  Adventure Summary 
   
  Encounter 1  A Kettish Bathhouse in Tusmit:  This 
  scenario begins right in the action, as the characters must 
  storm a bathhouse in Blashikdur to destroy the World 
  Burner cultists holed up there, and rescue the hostages 
  they’ve taken. 
   
  Introduction:  Once the first Encounter is wrapped up, 
  the characters learn where they are, and why they’ve 
  come to Tusmit. 
   
  Encounter 2  Information Gathering:  By questioning 
  the World Burners and/or the bathhouse owner, the 
  characters might learn of a local wand merchant who is 
  assisting the World Burners, and of slave deliveries in 
  and around the Yatils. A towel map is also picked up. 
   
  Encounter 3  The Wand Merchant:  If the characters 
  follow up on the wand merchant, they meet Tarqaan’s 
  double, and possibly Tarqaan himself.  Tarqaan doesn’t 
  fight the characters; instead, he gives them a few clues 
  while trying to misdirect them, and flees, blowing up his 
  entire shop if the characters become violent.  
   
  Encounter 4  Slave Wagon:  When the characters head 
  off to the Fading Lands, they arrive just before sunset.  
  Waiting for entry are two World Burner thugs, and a 
  cartload of new captives from Blashikdur.  Although the 
  characters probably defeat these foes quite easily, they are 
  suddenly assaulted by a group of trained fiendish dire 
  tigers, sent by Tarqaan to soften up the characters. 
   
  Encounter 5  Into the Fading Land:  At sunset, the 
  characters can enter the Fading Land, and observe its 
  strange construction.  Two islands chase each other 
  around the interior of this pocket realm, and one is 
  approaching the ledge the characters arrived on. 
   
  Encounter 6  The Slave Island:  The slave island swings 
  up to the ledge the characters are on, allowing them 
  access to the slave level.  The slaves are unguarded, and 
  can provide some valuable clues.  
   
  Encounter 7  Slavemaster of the Fading Land:  When 
  the characters decide to fight Amir Rashad in his home, 
  they find he is entertaining some powerful guests. Too 
  bad they slip the party during the ensuing battle. 
   
  Encounter 8  After defeating Rashad (or perhaps not), 
  the PC’s can explore the innards of the Rashad’s floating 
  island including the Altar room, the barracks and the 
  engine room. 
   
  Conclusion:  The characters have crushed the World 
  Burners, defeated Amir Rashad, chased away the evil 
  wizard Tarqaan, and liberated many slaves who have 
  never known freedom. All is well in the world. 
   
  Reminder to the Players 
  The VTF ‘Three is the Evilest Number’ Series is a long 
  and involved story arc (Dare I say, Epic?), stretching over 
  many adventures and several years. Though it may not 
  seem like it now, plot points, names, notes, writings and 
  even seemingly happenstance occurrences could become 
  very important sometime down the road. It is highly 
  recommended by the Plot Coordinator that Players who 
  have taken a interest in this story arc keep notes or 
  perhaps even a journal, though it is of course, not 
  mandatory. Two or even Ten Scenarios from now, you 
  may thank your self.  
  - Chris Chesher, Meta Regional Plot Coordinator 
   
  Reminder to the Judge 
   
  A general note on representing the in-game word usage 
  for NPCs when referring to the names of gods. Due to 
  the reverence (and sometimes fear) of these most divine 
  and powerful beings, the NPCs do not use the true name 
  of the god in vain during idle conversation. Only when 
  the god’s power is truly being invoked (though not 
  
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  necessarily by a spell) is the true name used. It’s a firm 
  believe that to use the gods’ true name invokes that 
  being’s attention. The descriptive name used can also 
  sometimes refer to which sect or view the worshipers 
  have of their god, but this is not always the case. For 
  instance, when the NPCs in this scenario wish to refer to 
  Nerull, they say, “The Reaper”, in an attempt to avoid his 
  attention. Also, the NPCs in this Scenario refer to 
  Zilchus as “The Money Changer”, for the sect that is 
  being referenced dealt with that aspect of the god more 
  so, than those who would refer to him as “The Great 
  Guildmaster”. To say, “Fharlanghn Rules the Roads” is a 
  blessing, invoking the god’s power. To say “Zilchus be 
  poor” is profanity. 
   
   
  A Note on the Scenario Layout 
   
  This adventure is not linear, and presents a number of 
  layout wrinkles that a judge should be familiar with 
  before attempting to run this scenario. 
   
  Unlike most Living Greyhawk adventures, this 
  adventure starts in media res (basically meaning, starting 
  right in the thick of things) before the introduction, 
  almost as a flash-forward.  The characters begin in 
  Encounter 1 by rescuing a group of hostages in a 
  bathhouse in Blashikdur, with little information on why 
  they’re here at all or why they’re with their companions.  
  Once this scene is all wrapped up, read the Introduction 
  to the players, which explains what they’re doing in 
  Tusmit in the first place. If the players can roll with this 
  style of introduction, that is good. But should the PCs 
  have difficulties accepting their situation (such as lack of 
  information and back-story they in theory are entitled 
  to), feel free to easy their concerns by stopping and 
  giving them some of the information from the 
  Introduction section. However, it is important to 
  remember that the Scenario starting point is still 
  Encounter One, and not the Introduction. The first 
  chance the PCs have to cast spells or take actions in 
  standing outside the bathhouse.  
   
  After the Introduction, cut back to the Encounter 2, 
  where the characters follow up on the clues about the 
  World Burners’ crime spree. 
   
  The clues from the World Burners point in two 
  directions: to a wand merchant (actually, the mastermind 
  Tarqaan), and to the Fading Land that is several days’ (100 
  miles) travel away.  If the characters follow up with the 
  wand merchant, run Encounter 3, in which the 
  characters meet Tarqaan.  Then go on to Encounter 4 
  once the characters leave Blashikdur. 
   
  If, after questioning the World Burners, the 
  characters instead proceed right to the Fading Land, then 
  skip Encounter 3 and go on to Encounter 4.  
   
  After Encounter 4, the adventure proceeds in a more 
  linear fashion, although the characters can go through 
  Encounters 6 and 7 in any order. 
   
  Also, be advised that the preparedness of the villains 
  in the final combat (Encounter 7) relies heavily on 
  whether or not they were warned that the characters are 
  coming.  At several places, the characters may tip their 
  hand, and alert Amir Rashad to their presence, which will 
  make their confrontation with him more interesting. 
   
  Encounter One: A Kettish 
  Bathhouse in Tusmit 
   
   
  You have arrived in the northern Tusmit city of 
  Blashikdur while on your way to Ekbir. You had to 
  take a detour on the journey to visit the owner of the 
  Kettish-styled bathhouse in this city. The contact 
  information was passed during a chance meeting with 
  Walker Salidius near the Tusmit/Ket border. 
   
  Before you is the address that Walker Salidius 
  mentioned in his letter. Somewhere inside should be 
  the man named Fazud he suggested you speak with. 
  Now if just all these soldiers would get out of your 
  way. The officer in charge points at the entrance to 
  the low, wide bathhouse a dozen paces away. 
   
  The officer spits out in common with a thick 
  local accent, “The criminals ducked in there only a 
  few minutes ago.  I think there are three or four of 
  them, maybe as many as five.  They don’t wear a lot of 
  armor, typical of hill men, but each one is powerful 
  enough to cut a man in half with those falchions.  
  Their strength is superhuman, and they have a 
  temperament like wild animals.  I’ve already lost a 
  number of good men to these ‘World Burners.’  Filthy 
  cultists!”  
   
  “They’ve taken hostages too, mostly women and 
  children.  If you act quickly enough, you might save 
  the hostages…” the officer becomes pained and 
  lowers his voice. 
   
  “Yes, I said ‘you’. I have few men left, and what I 
  have is barely enough to keep the crowd safe, and the 
  escape routes covered incase these World Burners 
  make a run for it. I would not be asking strangers, 
  nay, outsiders, like you if this were not such a severe 
  case. Please, by the Fourth Scriptures of the Mufti, 
  help us once this day” invokes the guard captain.    
   
  
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  Wait for the PCs to accept. Some may have social 
  differences and may need a little extra time to decide. 
  Once things have been settled, read on. 
   
  “A Mullah went for more Guard, so they are on the 
  way, but unless you can act fast, it could be too late 
  for these innocent victims.  If you can take any of 
  these criminals alive, so much the better, but if you 
  have to protect your own lives, or those of the 
  hostages, show no mercy. In this one act, I shall 
  protect you” vows the captain. 
   
  “Get in there, and quickly!” 
   
  Have all of the players immediately roll initiative.  They 
  are standing just outside the bathhouse, which is mapped 
  out in detail in Appendix 3 
   
  As soon as a character enters the bathhouse and 
  looks past the hanging curtain that blocks his view of the 
  bathhouse interior, read: 
   
  This low structure looks to be a single large room.  No 
  movement is immediately apparent.  Hanging 
  curtains of fine make obscure much of the room. Oil 
  lamps arranged neatly along the walls chase away the 
  shadows. To your left is a single large bath, filled with 
  gently steaming water.  Ahead and to the right are 
  three other smaller baths.  They are also full; the two 
  nearest are filled with water, and the farthest is 
  murky with blood floating in the water. The 
  occasional bit of air bubbles up through the red murk, 
  while the other water tubs keep to their silent steam. 
   
  The blood-filled bath is mostly water, actually, but there 
  is a lot of blood in the water, obscuring the characters’ 
  vision of what the pool contains.  At the bottom of the 
  pool is a man drowning to death;  the bubbles are the last 
  of his air escaping his lungs.  Although the characters are 
  probably very suspicious of the bloody bubbling pool, 
  this man needs help very soon, or he’ll die. 
   
  The drowning man is the bathhouse owner, a fat 
  Baklunish man named Fazud.  The World Burners 
  stormed in here a few moments ago, and found Fazud 
  here.  They tied him to a heavy urn, cut him badly, and 
  tossed him into the bath to bleed to death and/or drown. 
  He currently has a mix of real and subdual damage and is 
  staggered.  
   
  Fazud only has a handful of rounds left of holding 
  his breath.  Starting at the end of the round the 
  characters rolled initiative, Fazud runs out of air and 
  must start making Constitution checks each round or 
  begin drowning.  Fazud’s Constitution score is 11.  The 
  first DC for Fazud is four plus the APL (DC 12 at APL 8, 
  DC 14 at APL 10, DC 16 at APL 12, and DC 18 at APL 14); 
   at higher APLs, he’s already been drowning for longer, 
  and he has less time to live.  Three rounds after failing his 
  Constitution check, Fazud dies  (see the Drowning Rule 
  in the Dungeon Master’s Guide).  The bubbles in the 
  water cease at that time. Being staggered, Fazud has no 
  strength to struggle or thrash in the water. 
   
  If the characters investigate the pool by jumping in 
  or probing it with an object at least five feet long, they 
  can identify something man-sized at the bottom.  If a 
  character feels around, he can tell it’s a man tied tightly to 
  a heavy bronze urn. 
   
  It’s possible to give Fazud more time by either using 
  appropriate magic (cure spells won’t give him any more 
  air, but spells like endurance, which improve his 
  Constitution checks, will help him), or by underwater 
  respiratory assistance (Heal check, DC 30). 
   
  There are several ways rescuers can get Fazud out of 
  the water.  They can either lift him out along with the 
  heavy urn (Strength check, DC 10 plus the APL), cutting 
  his bonds (the rope has 4 hit points; remember that 
  slashing weapons do half damage underwater), or 
  untying the knots (Use Rope check DC 10 plus the APL). 
   The characters may find other ingenious ways to save the 
  drowning Fazud.  Use your discretion when considering 
  the likelihood of success. 
   
  If he’s rescued, Fazud is too busy gasping for breath 
  and examining his wounds to provide the characters any 
  assistance in this encounter. 
   
  One of the standing curtains hides stairs going down 
  to a low-ceilinged basement.  Once the characters pull 
  back the curtain, a female scream echoes up from 
  downstairs. 
   
  The basement is where the baths are heated.  There 
  is very little space for Medium-size characters to move 
  around.  In this cramped environment, the six World 
  Burner cultists attack the characters.  Refer to the map in 
  Appendix 3 for this combat. 
   
  Creatures: 
   
  APL 8 (EL 9) 
  �World Burner thugs (6), male human Bbn2/Rog1: hp 
  29 each; see Appendix 1. 
   
  APL 10 (EL 11) 
  �World Burner thugs (6), male human Bbn3/Rog2: hp 
  44 each; see Appendix 1. 
   
  APL 12 (EL 13) 
  �World Burner thugs (6), male human Bbn4/Rog3: hp 
  59 each; see Appendix 1. 
   
  APL 14 (EL 15) 
  
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  �World Burner thugs (6), male human Bbn6/Rog3: hp 
  77 each; see Appendix 1. 
   
  Tactics: The World Burners are fearless combatants who 
  fight to the death.  All of the World Burners rage as soon 
  as they see the characters. They then try to lure the 
  characters into the narrow spaces between the hanging 
  baths, and then move to flank them.  At APL 12 and 
  above, they charge whenever reasonable in order to make 
  use of their Power Lunge feat. 
   
  Treasure: 
  Defeat the World Burner thugs. 
  APL 8: L: 463; C: 0; M: wand of bull’s strength, 24 
  charges (value 180 gp per character), wand of keen edge, 
  12 charges (value 225 gp per character). 
  APL 10: L: 338; C: 0; M: +1 chain shirt (x6) (value 104 
  gp each per character), wand of bull’s strength, 24 charges 
  (value 180 gp per character), wand of keen edge, 12 
  charges (value 225 gp per character). 
  APL 12: L: 151; C: 0; M: +1 chain shirt (x6) (value 104 
  gp each per character), +1 falchion (x6) (value 198 gp each 
  per character), wand of bull’s strength, 24 charges (value 
  180 gp per character), wand of keen edge, 12 charges 
  (value 225 gp per character). 
   
  APL 14: L: 151; C: 0; M: +1 chain shirt (x6) (value 104 
  gp each per character), +1 falchion (x6) (value 198 gp each 
  per character), +1 ring of protection (x6) (value 166 gp 
  each per character), +1 amulet of natural armor (x6) 
  (value 166 gp each per character), wand of bull’s strength, 
  24 charges (value 180 gp per character), wand of keen 
  edge, 12 charges (value 225 gp per character). 
   
  Development:  Once the World Burners are defeated, 
  the characters can free the eight hostages that have been 
  locked in the closet in the basement. The hostages are 
  washerwomen and some children who were out in the 
  street when the attack happened. There were no 
  customers at the time. Once the hostages have been 
  found and released, move on to the Introduction. 
   
   
  Introduction 
  West. Among your many adventures, all clues to the 
  source of the mysterious contraband connected with 
  the dreaded cult of Elemental Evil have pointed west. 
  The nation of Ekbir could be that western source. It’s 
  been a long trip along the trade route and a stop over 
  in Tusmit is the order of the day.  
   
  Just before entering Tusmit from Ket, a 
  messenger caught up with you. The message was from 
  Walker Salidius, suggesting that you stop in to see an 
  old friend of his named Fazud. That the bathhouse 
  operator might have some information you would 
  find interesting. The Ekbir border is only just across 
  the Blashikmund River, so there is time to spend. 
   
  During your trek across Tusmit, you heard that 
  crime has reached unprecedented levels in the 
  nation. Many authority figures have given you a hard 
  glance. 
   
  Your clandestine rendezvous in the beautiful 
  land of Tusmit has led you to Blashikdur, a city in the 
  north on the Blashikmund River.  There, a gang of 
  barbaric, 
  superhuman 
  tribesmen 
  have 
  been 
  perpetrating a crime spree of unsurpassed brutality.  
  This gang, called the “World Burners,” has committed 
  several acts of murder, arson, and kidnapping.  
  Dozens are missing from the city of Blashikdur and 
  the Sheikdom of Malimar, and hundreds have been 
  killed by their crimes. 
   
  For adventurers of your skill and renown, 
  acquiring permission to look into these matters from 
  the Tusmit Authorities was fairly easy.  Armed with a 
  Permit granting free passage through the northern 
  Sheikdoms, in an effort to discover the source of this 
  trouble, you’ve set off in your investigation. Time is 
  not on your side though, as other adventurers have 
  gained similar permits, and all these documents 
  expire within 14 days. 
    
  This text leads into Encounter One, which the characters 
  have already played.  Now is probably a good time for the 
  characters to introduce themselves to each other. 
   
   
  Encounter Two:  Information 
  Gathering 
   
  Now that this group of World Burners has been defeated, 
  the characters are free to follow up on the thugs’ origins 
  and further the investigation.  There are several ways that 
  the characters may gain clues, but a few of them are: 
   
  Questioning Fazud 
  If the characters saved Fazud’s life, the fat man reveals the 
  following, as he mops his sweaty brow: 
   
  “Many weeks ago, just after the attacks really started 
  in earnest here in Blashikdur, I overheard one of my 
  patrons, a well-known ranger named Mufat.  I do not 
  make a habit of eavesdropping on my customers, but 
  his tale of mystery intrigued me greatly.  The ranger 
  was talking to one of his friends, a blessed Mullah 
  here in Blashikdur, about a chaotic thing he had 
  witnessed.  
  
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  The ranger Mufat has been investigating the 
  existence of strange four-legged beasts within the 
  backcountry. Several fatal attacks have been linked to 
  these beasts, but little information has been collected. 
  The tracking of these beasts had led Mufat to a 
  remote part of Tusmit, some 100 miles northeast.  
   
  Though never encountering the strange beasts, 
  he did come across a cartload of people in chains 
  being taken across the foothills of the Yatil 
  Mountains.  There were Tusman Hill Men driving the 
  cart of prisoners, and Mufat assumed the Hill Men 
  were slavers.   
   
  The cart was driven to a stream that flowed by a 
  cliff face.  There, the slavers waited a little while.  
  Right at sunset, the Hill Men drove the cart right 
  through the cliff face.  The ranger tried to follow a 
  few minutes later, but couldn’t get through the rock 
  wall.  He waited for a few hours, but the slavers did 
  not reappear, nor did their human cargo.   
   
  The ranger came back to Blashikdur to seek the 
  help of the Mullah in question. It seems he is also a 
  great hunter of strange beasts. I believe the two of 
  them set off to investigate the matter further. I have 
  not heard of either returning to the city. That was 
  several weeks ago.  
   
  I do have this though. It’s a towel that Mufat 
  made a crude map on while explaining his experience 
  to the Mullah. It should hold just enough markings to 
  get you to the spot were the cart disappeared into the 
  cliff face.  
   
  My newly perforated gut tells me the evil he has 
  uncovered has to do with the disappearances and 
  troubles we are having here in Blashikdur today.” 
   
  The ranger’s tale and the crude towel map was specific 
  enough that Fazud can give the characters pretty clear 
  directions to the site of the disappearance. Fazud himself 
  though, has never been out that way before. Fazud can 
  describe the ranger Mufat in very good detail.  He’s an 
  older, scruffy-looking human with a hoarse voice.  Fazud 
  says the Mullah is named Hashem and though he does 
  not know him, he can describe him to the PCs. 
   
  If Fazud is dead his spirit has no problem with being 
  raised from the dead. He even has the money to pay for 
  half of the cost. So should a PC take his body to a temple 
  for raising, Fazud reimburses the PC after for half the 
  cost. Fazud does not have any more money than that. He 
  has spent most of his savings in other pursuits. 
   
  Information that characters can find without 
  questioning the World Burners: 
   
  One of the World Burners has two wands in his 
  possession, in addition to the other loot.  Both are of 
  extraordinary manufacture, depicting intricate carvings 
  of bulls, boars, and other beasts of great strength (on one), 
  and carving of edged weapons slicing through rocks and 
  logs (on the other).  The wands are made of ipp wood, and 
  the carvings are inlaid with mithral.  Clearly, these items 
  are very valuable, apart from their magical properties.  If 
  the characters want to track down the wand 
  manufacturer, then a Gather Information check (DC 14 
  plus the APL) or a Bardic Knowledge check (DC 20) 
  directs them to Tarqaan, a wizard on Galda Row.  If the 
  characters investigate this lead, go to Encounter 3. 
   
  Questioning the World Burners 
   
  The World Burners are highly fanatical with 
  religious fervor and resistant to interrogation and are 
  unwilling to say much. However, they will say that there 
  are over thirty World Burners operating in Blashikdur 
  and Malimar, and more in the rest of Tusmit.   Any 
  surviving World Burners talk about their numbers 
  without any interrogation, as they’re proud of all the 
  trouble their gang is causing. They don’t know the actual 
  locations of the other cells though. 
   
  If any World Burners are interrogated magically, via 
  detect thoughts, speak with dead, or the like, then (on a 
  failed save), the World Burners give out much of the 
  following information. Clever characters can also glean 
  the following information from them on a successful 
  Knowledge (religion) check (DC 12 plus the APL). This 
  represents using the religious dogma they are spewing, 
  against them, enraging them to say what they should not. 
  Retries on this check are possible, but each topical failure 
  raises the DC by 2. 
  • 
  If any of the World Burners start spouting, their 
  answers are vague and filled with chaotic dogma 
  and invoking of the Fire God.  
  • 
  The World Burners never reveal that they are 
  working for Tarqaan. 
  • 
  They reveal that they got their wands from a 
  man above a shop on Galda Row (if the 
  characters investigate this lead, go to Encounter 
  3).  
  • 
  They say that these wands were gifts from the 
  Fire God. It should be hard to tell if the World 
  Burners are implying that they just stole the 
  wands, or if they were supplied with the wands. 
  Most importantly, they say that the ultimate 
  mastermind behind their crime spree is a great 
  Lord of Fire who lives in a magical place several 
  days travel toward the Yatil Mountains. 
  
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  • 
  The World Burners deliver the people they 
  capture to this magical place, and the Lord of 
  Fire has granted them all their fantastic strength 
  in the name of the Fire God. 
  • 
  The World Burners don’t know Amir Rashad’s 
  name, or that he’s an efreeti, but they can 
  describe him, but it is always exaggerated. 
  • 
  The World Burners can give pretty good 
  directions 
  to 
  the 
  “magical 
  place.” 
  That 
  corresponds with the towel map. If the 
  characters head there, go to Encounter 4. 
  If the characters are having real trouble in deciding what 
  to do next, the Blashikdur Guard arrives, and the Mullah 
  with them does his best to respectfully point the 
  characters in the right direction (to follow the map). 
  Remember that the Mullah is a spiritual leader of the 
  people, not a temporal one. He does not have the 
  authority to grant special legal powers to the PCs.  
   
   
  Encounter Three:  The Wand 
  Merchant 
   
  If the characters follow up on the wands, they encounter 
  Tarqaan, a wizard and member of the Order of the Pure 
  Blood, a group of Baklunish wizards reputed to be racists 
  and Bakluni supremacists. 
   
  Tarqaan lives at the top of a three-story building on 
  Galda Row, a crowded bazaar in Blashikdur with 
  permanent shops that sell foodstuffs of all kinds (most 
  notably the local fruit, galdas).  The bottom floor is an 
  open shop, which sells fruit, vegetables, and chickens.  
  On one side of the shop is a bakery, and on the other side 
  is a spice shop.  
   
  Before you is the address of the wand merchant 
  responsible for crafting the captured devices. Instead 
  of arcane apparatuses, around you are bins of fruits 
  and vegetables. In the far corner, chicken coops hold 
  the usual contents, with a cat staring down at them 
  from the proper side of the fencing. A man stares at 
  you with simple look on his face, and a touch of drool 
  on his chin. “May I’eyes be selling you some galda 
  fruit?” say the man in a dimwitted version of a local 
  accent. 
   
   
  The shopkeeper is a simple (as in slow-witted) Baklunish 
  man, named Jahib the Dim.  Jahib doesn’t know much of 
  anything, other than the following: 
   
  • 
  A man lives upstairs, and the man’s name is 
  Tarqaan. 
  • 
  Jahib thinks the man is an all-powerful mage. 
  • 
  A lot of rough types visit the man lately from 
  time to time, but they leave Jahib alone. Many 
  other fancy type people come to purchase the 
  carved sticks Tarqaan buys. 
  • 
  Tarqaan doesn’t like it when Jahib sells food to 
  anyone who isn’t Baklunish. Tarqaan says that 
  those ‘mongrels’ don’t deserve to share ‘our’ 
  plates. 
  • 
  Tarqaan rents the entire building from the city 
  government/land lord. He then sub-lets the first 
  floor for ‘a really generous fee’. 
  • 
  When business is not good for Jahib, the man 
  upstairs gifts him extra money, just to keep his 
  shop open. He’s very kind to do it. 
  • 
  Jahib lives in the back of the first floor, on a cot. 
  He has no family. 
  • 
  Jahib will happily go inform Tarqaan that he has 
  visitors, if the characters want him to, though 
  usually, people just ring the bell in front of the 
  beaded door at the top of the outside stairs.  
  • 
  The cat’s name is Feathers. It’s an alley cat that 
  he lets stick around to do mousing. It doesn’t 
  always work out, for the cat likes to get into 
  things it shouldn’t. It comes and goes as it 
  pleases. 
  An old cat prowls around the shop, looking hungrily at 
  the chickens, but the chickens don’t seem to mind, for 
  they are devising their own secret plan to take over 
  Tusmit. Jahib calls the cat Feathers, and says she hangs 
  around his shop all the time as a semi-wanted guest. Good 
  Mousers are hard to come by.  In reality, the cat is 
  Tarqaan’s familiar, keeping an eye on things for her 
  master.  She immediately and empathetically lets him 
  know about the characters and their questions, if they 
  look like anyone other than ordinary townspeople 
  shopping for food. 
   
  Feathers the Cat has Spell Resistance 21 and all the 
  abilities of a 16
  th level familiar, including Scry. 
   
  The stairs to the second floor are on the side of this 
  building, between Jahib’s shop and the spice shop next 
  door.  The stairs lead right onto the street.  All the 
  doorways in this building aren’t blocked off with doors, 
  but with hanging curtains of purple beads. 
   
  
  Firestorm 
   
  Page 13 
  Hanging in front of the purple beaded curtain is a 
  sign written in Baklunish. Its reads [for those that read 
  Baklunish], “Welcome to Tarqaan’s Custom Wands. 
  Please ring the bell before entering. NO SPELL 
  CASTING ALLOWED IN OR NEAR THIS SHOP!”  
   
  The second story of the building is a large meeting room, 
  but it’s usually empty. Cushions and short tables take up 
  the middle of the room, while a small display counter 
  takes up the far end of the room. The World Burners 
  come here for their orders and to get payment afterward. 
   Stairs go up on the other side of the room, blocked off by 
  another purple bead curtain. Tarqaan’s simulacrum is 
  standing here behind the counter, tending shop. The real 
  Tarqaan can hear the situation from the opening of the 
  staircase. There are several magical contingencies placed 
  about. They are detailed later. 
   
  The top floor of the building is where Tarqaan has a 
  simple bed and, more importantly, his laboratory. In his 
  laboratory, Tarqaan researches Baklunish lore, summons 
  extraplanar creatures, and crafts wands.  It’s near the 
  bustle of the city, but out of prying eyes, and he likes it 
  here. Tarqaan eavesdrops on the goings on below 
  through the open stairwell. There are several magical 
  contingencies (described below) prepared in case 
  powerful foes catch on. Tarqaan has come too far to be 
  caught now. It’s not so much the adventurers he fears, 
  but the bigger fish that keep an eye on the adventurers. 
   
  Meeting Tarqaan’s Twin 
  The characters may want to question Tarqaan, or to 
  immediately confront him, just assuming that he’s a 
  villain. But all they are going to get to meet is his 
  simulacrum clone.  
   
  Tarqaan is the mastermind behind the events related 
  to this scenario, and much of the crime in Tusmit, but the 
  characters probably won’t find this out themselves.  In 
  fact, Tarqaan (or his clone) lies to the characters 
  throughout their interview with him, but his substantial 
  protections make discovery of his deception unlikely (see 
  Tarqaan’s Protections, below).  By the time the characters 
  arrive, Tarqaan knows all about the failure of his World 
  Burner gang at the bathhouse (Tarqaan has eyes and ears 
  all over this city). 
   
  If Tarqaan’s cat familiar thinks characters seem like they 
  just want to talk (don’t have weapons drawn or act 
  hostile), then Tarqaan’s clone consumes a potion of 
  glibness and is waiting for the PCs to arrive. He stands 
  behind his counter at the far end of the second story 
  room. He invites them all to sit on the floor cushions 
  around a table. All the while the real Tarqaan listens and 
  keeps in contact with the clone via rary’s telepathic bond. 
   [Note, any reference to Clone, is a reference to the 
  simulacrum]. 
   
  Describe Tarqaan with: 
  The man before you has the golden-colored skin and 
  piercing green eyes, common to the typical 
  Baklunish.  He wears a voluminous robe over well-
  made, but not expensive, breeches.  It’s hard to tell 
  whether this man is middle-aged or truly old. He 
  seems to have a slight stoop, as from some old back 
  injury not quite healed.  He folds his arms across his 
  chest, and looks at you piercingly but patiently. “Are 
  you here to purchase a wand? I do not remember 
  having any ordered by you.” Says the man. 
   
  Tarqaan is excited about providing the characters with a 
  little misdirection.  He avoids blatant lies, but if the 
  characters can succeed at a Sense Motive against 
  Tarqaan’s Bluff (which is +11 normally, +41 after 
  consuming the potion of glibness), then they can sense 
  that he isn’t telling the whole truth. 
   
  The characters probably talk to Tarqaan about his 
  involvement with the World Burners.  Tarqaan pretends 
  to be a lonely old wizard, happy just making and selling 
  high-quality wands, who got involved in a suspicious 
  criminal enterprise without really understanding what 
  he was getting into.  Here is the information he feeds to 
  the characters: 
   
  • 
  Several months ago, Tarqaan met a man who 
  introduced himself as Amir Rashad. (This is 
  true.) 
  • 
  Amir Rashad pretended to be a man via magical 
  disguise, but Tarqaan knew he was, in fact, some 
  sort of genie, due to his magical nature.  (This is 
  mostly true; Amir Rashad told Tarqaan he was 
  an efreeti and Rashad had been sent to Tarqaan 
  by a far more powerful source- He Who is Not 
  Appearing in this Scenario) 
  • 
  Amir Rashad told Tarqaan that he lived in a 
  Fading Land, one of the pockets of extra-
  dimensional space scattered throughout the 
  Flanaess.  This pocket could be accessed by a 
  gate a few days east and north of here.  (This is 
  not really true; Tarqaan got access to the Fading 
  Land from his dark mistress, and invited Amir 
  Rashad to set up there.) 
  • 
  Tarqaan can provide the PCs with a map to the 
  Fading Lands. He keeps in on of the desk 
  drawers. 
  It 
  is 
  a 
  legitimate 
  map, 
  and 
  complements the towel map.  
  
  Firestorm 
   
  Page 14 
  • 
  Amir Rashad asked Tarqaan to provide quality 
  wands, and also to provide some information 
  about the city to groups of Tusman Hill Men.  
  Amir Rashad paid Tarqaan handsomely, but 
  Tarqaan has since spent the money on supplies.  
  (This is mostly false.  Amir Rashad and Tarqaan 
  set up the plan together, and Tarqaan was 
  responsible for most of the ideas and planning.) 
  • 
  Amir Rashad appears to worship some dark and 
  unknown god.  Tarqaan doesn’t know much 
  about religion (a lie), but he thinks it might be a 
  Fire Demon Cult from long ago. If PC’s come up 
  with a guess or conclusion of their own, Tarqaan 
  invents more information to back the theory up. 
  Most likely the PCs are to guess the Elder 
  Elemental Eye Fire cult. Allow the PCs a 
  Knowledge (religion) check on the “Fire Demon 
  Cult” and the other info given. The answer you 
  give them is “Inconclusive”. (This is mostly a lie. 
   Tarqaan knows full well that Amir Rashad 
  venerates Tharizdun, and he’s trying to inflame 
  the characters with misdirection.) 
  • 
  Tarqaan suspects the Tusman Hill Men are up to 
  no good, but he doesn’t know for sure.  He’s just 
  doing what he was paid to do. He doesn’t get out 
  much, so he’s never heard of the ‘World 
  Burners”. Nor does he expect any of them to 
  come back, nor does he have any idea where to 
  find any of them. They just came a few times to 
  pick up the wands that had been paid and 
  ordered for them by Amir Rashad. (This is false. 
   Tarqaan knows full well what the World 
  Burners 
  do, 
  as 
  he 
  orchestrates 
  their 
  movements.) 
  • 
  Tarqaan doesn’t know anything about the 
  bathhouse or Fazud. (This is true.  It’s just 
  surprising coincidence that the World Burners 
  ducked into the same bathhouse that the 
  characters were investigating. They were 
  actually after a different target, and when it no 
  longer became viable, they switched to a Kettish 
  target of opportunity).  
  • 
  If any of the characters ask to buy wands, 
  Tarqaan sells them what he has (check below for 
  the wands Tarqaan has available to sell).  
  Tarqaan only sells to human Baklunish 
  characters; to others, he explains patronizingly 
  that perhaps he doesn’t have anything for them 
  after all. See below for the Wands for Sale entry. 
  • 
  If the characters want him to, Tarqaan agrees to 
  have nothing more whatsoever to do with Amir 
  Rashad or the Tusman Hill Men. If the PCs 
  insist on him leaving his shop for any reason, 
  Tarqaan reacts as if the PCs are hostile. (This is a 
  lie, he has no intention of stopping his plans or 
  cooperating with the authorities) 
  • 
  If at any time the characters become aggressive, 
  try to surround him, draw weapons, or cast 
  spells without telling Tarqaan what they’re 
  doing, Tarqaan immediately set into motion his 
  escape plans (see below), then casts a silent 
  dimension door spell, and vanishes. 
  Offering to sell a wand 
  Tarqaan has the following wands for sale at the listed 
  APLs. He keeps these wands in a bundle of silk and 
  displays it to the PCs.  
  Tarqaan offers the PCs a wand with only 3 charges left on 
  it as a bargain. It’s a wand of Dispel Magic (CL10). What 
  he doesn’t tell them is it’s cursed. It appears perfectly 
  normal, but when activated, it does a targeted dispel on 
  the user. In addition, the cursed wand looses all of its 
  power in two weeks. 
  These are the same wands the PCs have the opportunity 
  to steal after in the treasure summary. When the acid fog 
  and fire starts, the silk bundle of wands should be within 
  reach of the quick fingers of the PCs. But after a few 
  rounds, the wands get eaten by the acid, just like 
  everything else in the shop. 
  All APL: cursed wand of dispel magic (CL10) (3 charges) 
  (400gp) (wand loses power in two weeks) 
  APL8: wand of color spray (750gp) 
  APL10: wand of color spray (750gp), wand of mount 
  (750gp) 
  APL12: wand of color spray (750gp), wand of mount 
  (750gp), wand of true strike(750gp) 
  APL14: 
  wand 
  of 
  color 
  spray(750gp), 
  wand 
  of 
  mount(750gp), wand of true strike(750gp), wand of 
  gaseous form(11,250gp) 
  The sale prices are if the PC just purchases a wand, then 
  leaves peacefully.  
  If bad things start to go down (the escape) 
  Tarqaan has already shipped out his most important 
  materials to his true base of operations. He was going to 
  use this front for a little longer, but interference by 
  outside forces has caused him to change his plans. He has 
  booby-trapped his shop to self-destructive should he need 
  to escape.  
  
  Firestorm 
   
  Page 15 
   
  On the third floor, the real Tarqaan has set up ten 
  vials of Alchemist Fire on thin wooden stands. In his 
  hand is a scroll of Acid Fog. When things start to happen, 
  he reads the scroll (centered on the room he’s in) then 
  uses his silent Dimension Door spell to escape. Before he 
  does this, he utters (as a free action) the command word 
  to activate a Programmed Image spell at the bottom of 
  the stairs. The spell brings about likeness of four 
  Hamatula (Baatezu) that spread about the stairs and take 
  on a defensive stance. They do this for 16 rounds. In 
  theory, this is to slow down and confuse the PCs, not 
  actually stop them. The room upstairs only needs a round 
  or two to become both engulfed in flames and melted by 
  the acid fog spell.  
  On the second floor, the Simulacrum has similar plans. 
  He tries to activate a Programmed Image that makes the 
  walls and staircase leading to the top floor appear to be on 
  fire. Heat can be felt and smoke can be smelled along 
  with the appropriate sounds for things burning. 
  Activating this is a free verbal action. The fake Tarqaan 
  drops the silk bundle of wands he is holding it. If 
  possible, he starts all this while standing in front of the 
  display desk.  
   
  The display desk has several drawers. There is open 
  drawer that holds nothing but a special booby trap. Just 
  by opening the drawer, an acid fog spell is set off.  As a 
  move-equivalent action, the clone opens the drawer then 
  uses his action to cast his silent Dimension Door spell.  
   
  If the simulacrum is ever captured and can not 
  escape, it dummies up and tries to kill itself at first 
  opportunity, as commanded by its master.  
   
  The PC’s may thwart some of this plan. The following is 
  the trapped desk, though the PCs do not have long before 
  the acid fog upstairs weakens the floor and the burning 
  material upstairs starts to fall through. It won’t be long 
  before the entire building is consumed in flames.  
   
  �Acid Fog Trap (desk drawer); no attack roll necessary, 
  entire room-cloud (2d6 points of acid damage per round); 
  No Save (as per spell); Search (DC 35); Disable Device 
  (DC 35). 
   
  �Programmed Image x2 (one per top floor and middle 
  floor); As per spell; Caster Level 16; Verbal command 
  word triggers; Duration: 16 rounds; 
   
  If the PCs seem like they are coming to fight, then 
  Tarqaan won’t stay to meet them.  He activates the above 
  escape plan as soon as the PCs arrive at the upstairs door. 
  In this case, they may never even see Tarqaan at all. 
   
  Tarqaan’s Protections 
  Tarqaan’s statistics aren’t provided in this scenario, since 
  the characters aren’t intended to fight him.  Tarqaan is a 
  very high level wizard, who enjoys the following 
  advantages in his interactions with the characters: 
   
  • 
  He wears a ring of mind shielding on a hand of 
  glory hidden under his clothes.  Both of these 
  items are protected by Nystul’s undetectable 
  aura, so they don’t detect as magical. 
  • 
  The following spells are active for both Tarqaans 
  (except the invisibility): Nondetection, Endure 
  Elements: 
  Acid, 
  Rary’s 
  Telepathic 
  Bond, 
  Freedom of Movement, Invisibility. 
  • 
  Due to a cleverly and carefully worded wish 
  granted by Amir Rashad, Tarqaan is immune to 
  spells of the Enchantment school.  If affected, 
  though, he can make a Bluff check (at +41) 
  opposed by the caster’s Sense Motive to make 
  the caster think that he has been affected by the 
  spell. 
  • 
  At worst, Tarqaan (both he and his clone) has a 
  silent dimension door spell memorized, which 
  allows him to escape nearly any situation. The 
  real Tarqaan has two such spells in memory. 
   
  Tarqaan’s Chambers 
  If the characters are able to search Tarqaan’s room 
  upstairs, (by preventing more than 2 rounds of acid/fire 
  damage) they do not find very much incriminating 
  evidence.  They do find several identical maps showing 
  the route from Blashikdur to the entrance of the Fading 
  Land, along with the notation “enter the rock wall only 
  when the setting sun shines upon it.”  Tarqaan gives these 
  maps out to the World Burners cells that take slaves to 
  Amir Rashad. 
   
  Otherwise, not only is the contents of the top floor 
  beyond recoverable, but most likely, the entire building 
  is reduced to charred remains once the fire and acid 
  damage gets through with it. 
   
  Developments: 
  The PCs have just had an encounter with a powerful 
  mage that had some preparation time. Had it been in 
  Tarqaan’s best interest to stay and fight, the PCs would 
  have had a very rough time.  
   
  The most likely outcome is that the entire building 
  is on fire, and roof/flooring of both levels have collapsed 
  due to acid damage, sending burning wreckage down to 
  the bottom. Hopefully the PC’s try some heroics and save 
  anyone that might get trapped on the bottom floor. 
  
  Firestorm 
   
  Page 16 
   
  Or, the PCs might have a few rounds to search the 
  desk. If they search the desk without checking for traps, 
  the listed trap goes off. After five rounds of the upstairs 
  acid and fire, the roof collapses and the acid fog area of 
  effect extends to the lower floor.  
   
  In summary, it is not wise for the PCs to stay in the 
  building. After a few minutes, the authorities arrive, and 
  a bucket brigade starts.  With everyone’s help, the fire is 
  put out before it spreads to the surrounding buildings.  
  The authorities take charge of the remains, question the 
  PCs about what went on, and eventually release them.   
  Treasure:   
  Loot Tarqaan’s shop. This must be done before the fire 
  consumes the shop or it is all destroyed in the fire. 
  APL 8: L: 58; C: 80; M: wand of color spray (value 62 
  gp per character). 
  APL 10: L: 58; C: 80; M: wand of color spray (value 62 
  gp per character), wand of mount (value 62 gp per 
  character). 
  APL 12: L: 58; C: 80; M: wand of color spray (value 62 
  gp per character), wand of mount (value 62 gp per 
  character), wand of true strike (value 62 gp per character). 
   
  APL 14: L: 58; C: 80; M: wand of color spray (value 62 
  gp per character), wand of mount (value 62 gp per 
  character), wand of true strike (value 62 gp per character), 
  wand of gaseous form (value 937 gp per character). 
   
   
  Encounter Four:  Slave Wagon 
   
  By this time, the characters should have directions to the 
  mysterious magical portal, either from Fazud’s towel, the 
  World Burners, or Tarqaan. Should the PCs choose to 
  follow the directions, the three or four days of travel are 
  uneventful. It is approximately 100 miles through 
  foothills and forested foothills. There are horse-friendly 
  trails though.  
   
  Allow PC’s with the Track feat a Wilderness Lore 
  check each (DC 35) to detect the armored paw prints of 
  the trained fiendish dire tigers that are in this area on 
  special assignment with a handler. If the PC has not 
  played VTF3-04 “Hunt Club”, then describe the tracks as 
  being from a huge sized four-legged creature, possibly a 
  large cat but with strange attachments to the track marks 
  (the special barding). If the PC has played VTF3-04 “Hunt 
  Club”, tell them that these markings match exactly to the 
  numerous tracks made by the armored hunting cats 
  (tigers and lions) found in that scenario. The tracks are 
  several days old and seem to go in several directions as if 
  patrolling. 
   
  The days of travel pass quickly, and soon you are 
  approaching your destination.  A lazy brook cuts 
  beneath a sheer wall of stone, and a light breeze 
  brings the scent of mountain grasses.  The orange 
  light of the setting sun illuminates the area. 
   
  You aren’t alone at this secluded spot.  A wagon is 
  also here, containing two Tusman Hill Men, like the 
  World 
  Burners 
  you 
  confronted 
  beneath 
  the 
  bathhouse. A third man, seemingly much more noble 
  and powerful, oversees them. He is obviously no Hill 
  Man. The back of the wagon is filled with dejected 
  humans, all tied together with heavy chains.  The 
  three kidnappers are within a few yards of the rock 
  wall, with the horse-drawn wagon pointed at it. They 
  seem to be waiting for something, but they aren’t 
  particularly alert, and don’t seem to have noticed you. 
   
  The three slavers here are two low-ranking World 
  Burners, and a janni who works with them.  They’re 
  waiting for sunset, when the gate opens, so they can drive 
  their wagon right through the cliff wall. 
   
  These three foes won’t present much of a challenge, 
  but the characters have to move quickly.  The characters 
  can easily approach through some tall grasses up to 100 
  feet from the wagon.  If the characters want to approach 
  closer, make opposed Move Silently/Listen and 
  Hide/Spot checks to see if these guards notice them.  
  Remember that these Spot and Listen checks are 
  penalized by –1 per 10 feet between the slavers and the 
  character(s).  If the janni gets to act before the characters 
  can dispatch him, he plane shifts away.  He can plane 
  shift directly into the Fading Land, and he’ll warn Amir 
  Rashad that there are intruders nearby. 
   
  If the characters approach openly, the World 
  Burners attack them.  No one else is supposed to be here 
  with them or meet them here outside the Fading Land.  
  The janni is twitchy and plane shifts away as soon as he 
  thinks there’s trouble. 
   
  All APLs (EL 5) 
  �World Burner thugs (2), male human Bbn2/Rog1: hp 
  29 each; see Appendix 1. 
  �Janni slaver: hp 35; see Monster Manual (genie).  This 
  janni is neutral evil. 
   
  Tactics:  The janni flees as soon as able via plane shift 
  into the Fading Land to warn Amir Rashad, but the 
  World Burners fight to the death.  The prisoners perk up 
  when the World Burners attack, and they cheer on the 
  characters. 
   
  Within five minutes after the characters have dealt with 
  the World Burner slavers, Tarqaan’s diabolical trap comes 
  to fruition.  He knew the PCs would probably be entering 
  the Fading Land, and he wanted to soften them up a bit 
  so Amir Rashad would have an easier time capturing 
  
  Firestorm 
   
  Page 17 
  them.  To do this, Tarqaan sent word to the local handler 
  of a number of fiendish dire tigers to assault the 
  characters. The creatures have been on the PC’s trail for 
  two days and have caught up with them now.  
   
  The spot check to notice the tigers approaching in 
  the tall grass is (DC 10 plus APL). Any player who fails it 
  is surprised by the tigers and may not act in the surprise 
  round. 
   
   
   
   
  APL 8 (EL 10) 
  �Fiendish Dire Tiger:  hp 120; see Appendix One. 
   
  APL 10 (EL 12) 
  �Fiendish Dire Tigers (2):  hp 120, 122; see Appendix 
  One. 
   
  APL 12 (EL 14) 
  �Fiendish Dire Tigers (4):  hp 120, 122, 121, 124; see 
  Appendix One. 
   
  APL 14 (EL 16) 
  �Fiendish Dire Tigers, advanced (2):  hp 240, 241; see 
  Appendix One. 
   
  Tactics:  These tigers are vindictive and malicious 
  creatures. Their SR 25 makes them rather fearless to 
  magical attacks. Since these are not summoned monsters, 
  the typical protection spells that PCs use are for naught. 
  These are trained hunting beasts with plate barding 
  crafted to look demonic. It’s easy for an unknowing 
  observer to mistake the creature for a beast from the deep 
  pits of the abyss fiendish tiger it is. The tigers try to pick 
  on the same target till they figure it dead. They use their 
  scent ability to track down invisible PCs. They also try to 
  jump in the air at any flying PC who may foolishly leave 
  himself within reach. Of course, flight is a sure way to 
  defeat these tigers. Should the tigers no longer have any 
  viable PC targets on the ground, they then head straight 
  for the prisoners trapped in the wagon and make short 
  work of them. 
   
  When mapping out the combat terrain, create some 
  sloped ridges on the rock wall of varying height. This 
  allows the tigers to get up on them and jump at low flying 
  PCs, or pounce down on PCs below.  
   
  Treasure: The spiked barding worn by the tigers is huge 
  sized, with little room for refitting. It is shaped to look 
  horrific. The inside of the barding is covered in marks of 
  evil and Tharizdun’s symbol of a dark spiral. Due to this, 
  the barding is of no value for resale. 
   
  Loot the World Burner slavers. 
  All APLs: L: 104; C: 0; M: 0 
   
  Development:  If the characters decide to just wait and 
  watch the slavers from the tall grass, then the tigers 
  appear anyway, and attack them.  This alerts the slavers 
  immediately.  The World Burners rush in to help the 
  tigers, and the janni plane shifts into the Fading Lands to 
  warn Amir Rashad. The tigers do not attack the World 
  Burners, for they know their smell as friendly. 
   
  Ten minutes after the tigers are dispatched, the setting 
  sun illuminates the rock face, and the rock face shimmers 
  for a moment.  This indicates that the gate is open, but 
  other than the initial shimmer, the gate isn’t visible.  For 
  the next five minutes, anyone walking into the rock wall 
  can pass right through it, and back out again if they 
  choose.  Once this five-minute window has passed, 
  however, the gate won’t open until the next sunset. 
   
  The locked wagon cage contains six rural peasant 
  types. They have no gear and no weapons. They were 
  attacked several days ago by a World Burner raid on their 
  rural farmstead. They have no idea where they are, or 
  how to get back home. They fear (and rightly so), that if 
  they spend a night out here, it won’t be the elements that 
  get them, but one of the many monsters and beasts that 
  lurk in these wild lands. Without the PC’s to protect 
  them, none of these commoners make it home. If left 
  unguarded for more than 4 hours, they are wiped out by 
  any number of wild monsters that lurk this close to the 
  Yatils and Udgru Forest. 
   
  The only useful information the commoners have is 
  that they overheard the World Burners and their leader 
  talking about waiting for some sort of door to appear. 
  They’re sure that once this door appeared, the slavers 
  were just going to drive the wagon straight into the wall 
  it’s now facing.  
   
  All the different Tracks 
  If the PC’s take the hour (and thus miss the portal 
  opening for that day), they can find the following tracks 
  at the listed DCs. Or the PCs can search for these on their 
  way home. 
   
  • 
  Wagon Tracks (DC12); there are several sets of these, 
  from different trips. They all come here, disappear 
  into the wall, then later seem to reappear from the 
  wall.  
  • 
  Boot Tracks (DC16); these belong to the World 
  Burners that accompanied the slave cargo. They lead 
  off in the same direction as the wagon tracks, 
  southwest. 
  
  Firestorm 
   
  Page 18 
  • 
  Giant Boot Tracks (DC10); These belong to the troop 
  of fire giants that left the Fading Lands four days ago. 
  The tracks head east, straight into the Yatil 
  Mountains.  
  • 
  Armored Paw Prints (DC20); These are from the last 
  patrol of the hunt club and its fire giant handler. It 
  prints are over a week old. They head west by 
  southwest.  
   
   
  Encounter Five: Into the Fading 
  Land 
   
  Note: The PC’s are about to make an extra-dimensional 
  transition. It has a noticeable feeling. Each time a PC 
  shifts, he feels queasy for a few moments and his skin 
  tingles for a bit. When this happens, a Knowledge (the 
  planes) check (DC20) or a Knowledge (arcana) check 
  (DC26) informs the PC that they have indeed shifted to 
  some unknown plane. In addition, the PC knows that 
  spells such as teleport can not be used to escape the 
  plane. The only way back to Oerth is through a portal 
  (such as the one they just used) or plane shift type magic.  
   
  When the characters arrive in the Fading Land, read: 
   
  You pass through the stone and behold a sight of 
  wonder.  This strange place is like a huge box or 
  room, a mile or more in every direction.  
   
  You stand upon a ledge of rock, midway up a 
  great jagged cliff of stone.  In the distance you see 
  opposite you another cliff of stone, and you see 
  another ledge in the middle of that face, a mile or 
  more away. 
   
  The walls far to your left and right are undulating 
  sheets of water, which should rush downward, but 
  seem to be suspended as vertical planes of water. 
   
  The ceiling far above you and the floor far below 
  are churning seas of lava.  The reddish light 
  emanating from them illuminates this place, and you 
  can feel their heat even this far away. 
   
  Out before you float two huge islands, hundreds 
  of feet across, drifting slowly, suspended in the air.  
  The islands are inverted ziggurats, like giant 
  renditions of the symbol of the Dark God, Tharizdun. 
   They seem to be moving in a large circle.  One of the 
  islands is drifting toward you, and the other is 
  moving away. 
   
  The island moving toward you is covered with 
  cages, large scraps of cloth, and a number of sad and 
  broken-looking people.  From this distance, they 
  appear to be human, but it’s hard to tell under the 
  ruddy light in this place. 
   
  The other island is much farther away from you, 
  almost as far as the ledge on the other end of this 
  huge place.  You can see it is adorned with fine 
  carpets, but you can tell little else. Large bird-like 
  creatures drift about the empty space, seeming to pay 
  you no mind. 
   
  Your ledge is about two hundred feet wide, and 
  juts a hundred feet from the rock cliff behind you.  
  The rock wall behind you is unbroken, with no sign 
  of the gate that brought you to this unusual realm. 
   
  The Birds 
  The bird-like creatures are arrowhawks. They are neutral 
  to all this and just mind their own business, staying away 
  from everyone. If a PC or other creature gets too close, 
  the beasts warn them off with an energy blast from 45ft. 
  If pressed, the arrowhawks gather together into a clump 
  and fight. However, if the PCs are holding out an 
  offering of a fresh fish from the water walls, the 
  arrowhawk is willing to listen for a short while after it 
  has eaten the fish. Unfortunately, these birds only speak 
  Auran. See the ‘Gone Fishing’ entry later for arranging 
  deals via fish bribes.   
   
  Clever players have a chance to wrangle an 
  arrowhawk with the cleric Air Domain, or other 
  controlling magic. But if the PC’s get greedy, and try to 
  take more than one arrowhawk, the entire flock of 2 
  elder, 8 Adult and 4 Juveniles come to save the captured 
  member. They don’t give up until they have freed the 
  distressed arrowhawk in question. The arrowhawks are 
  not interested in making any deals to help the PCs unless 
  they receive large amounts of fish, but a single controlled 
  arrowhawk can be a big gain in transporting some of the 
  PCs through the air.  
   
  The Islands Adrift 
  The two islands circle around this place slowly, at about 
  the speed of a man walking.  Each takes about two hours 
  to make a complete circuit around this land.  In the 
  course of each island’s travels, it moves near the entry 
  ledge (within a few inches of it, actually), and then near 
  one of the vertical sheets of water.  After that, it swings 
  out to the other ledge, which is much larger and has 
  several trees, bushes, and a grain field growing upon it.  
  The island then swings away to the other sheet of water, 
  and then back to the entry ledge.  The map of the Fading 
  Land in Appendix 3 shows the structure of this 
  extradimensional space. 
   
  Right now, the slave island is approaching the entry 
  ledge, and Amir Rashad’s island is approaching the 
  farming ledge opposite the entry ledge.  The carpet 
  hangings that divide Amir Rashad’s islands up into 
  
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  “rooms” are over 20 feet tall, but it’s difficult to tell that 
  from far away. 
   
  The slave island swings near the entry ledge about 
  ten minutes after the characters arrive, and moves next to 
  it for only a few minutes before moving back away again. 
   In another hour, Amir Rashad’s island swings close to 
  the entry ledge. 
   
  Although this realm seems to defy gravity, in fact 
  gravity is continually pulling toward “down,” which is the 
  lava floor. Any character unfortunate enough to fall off 
  the ledge falls for half a mile before landing in molten 
  lava. 
   
  Although this place is extraplanar, time flows 
  normally here and spells are not affected by any 
  particular traits. 
   
  Does anyone really know what time it is? 
  Once PC’s are inside the Fading Lands, telling time 
  becomes rather difficult. Unless the PCs cast a spell with 
  a known time limit (in hours) right around the time they 
  entered the Fading Lands or have some sort of accurate 
  timing device, there are going to be hard pressed to know 
  when dawn, noon or dusk comes. While such specific 
  timing is not as important to arcane casters, clerics may 
  very well miss prayer time and lose out on spell 
  refreshing all together. One can not come an hour late to 
  dusk prayers, otherwise, it would be called ‘after dusk’ 
  prayer time. They usually only have a window of about 30 
  minutes to start prayers. 
   
   
  Encounter Six:  The Slave Island 
  Covering the black stone skeleton of the floating 
  inverted ziggurat, like square metal fruit, are iron-
  barred cages lined with cloth and thick rugs. 
  Walkways lead through the interior of the structure 
  connecting the cages and centering at the top. 
  Huddled masses, yearning to be free, mope about 
  from cage to cage. There are no signs of guards, 
  however. In the bottom apex cage, flame dances 
  around, never spreading up into the rest of the stone 
  and iron mass.  
    
  Amir Rashad doesn’t guard his slaves in this small realm, 
  because he doesn’t have to.  The slaves aren’t even 
  chained up.  They can’t usually get off their island 
  without falling into the lava far below, and when the 
  slave pen “docks” with the entry ledge, any slaves foolish 
  enough to get off don’t know the exact time when they 
  can walk through the solid stone cliff and exit the Fading 
  Land.  If any slaves are left on the entry ledge when Amir 
  Rashad’s island gets around to docking with it (which it 
  does about every two hours), then he sends out his fire 
  giant troops to look for escapees. When found, he 
  gleefully tortures them in full view of the other slaves, 
  and then deposits them back in the slave pens as a lesson 
  to others.  The slaves are free to get off on the farming 
  ledge, in order to harvest food, but they aren’t allowed to 
  live there. 
   
  For the most part, the slaves are a demoralized lot, 
  resigned to their imprisonment.  Most of them have little 
  to say to the characters, as they initially think that the 
  characters work for Tarqaan and the efreeti.  If the 
  characters are able to convince them that this isn’t so, 
  then the slaves are able to tell them about the nature of 
  this place and their efreeti master.  The slaves also reveal 
  that one of the newer slaves has a plan for escape. 
   
  Any character that shows interest in the escape plan, 
  or asks about a ranger in particular, is introduced to 
  Mufat, a ranger that was captured a week or two ago.  This 
  is the same ranger that Fazud overheard in the bath. The 
  mullah that went was captured along with him was sold 
  off and never seen again.  
   
  Mufat is organizing an escape attempt.  He knows 
  that every sunset, the gate to the outside world opens.  
  However, the gate is completely undetectable from this 
  side, and it’s impossible to know when sunset is 
  occurring on Oerth while trapped in here. 
   
  Mufat, however, has a very good internal clock, and 
  he knows that sunset has just happened.  He also noticed 
  that the characters have just come through, so Mufat is 
  sure his internal clock is correct.  The islands don’t 
  revolve in exact two-hour cycles, he’s realized, but a little 
  bit less than two-hour cycles.  In two day’s time, the slave 
  island will connect with the entry ledge just before 
  sunset, allowing all the slaves to pile off of the island and 
  out of the Fading Land.  However, Amir Rashad is certain 
  to notice, and his retribution would be fearsome to see.  If 
  the characters haven’t already suggested it, Mufat asks 
  them to defeat the slave master so the slaves can avoid 
  recapture. 
   
  By asking some of the sharp-eyed slaves, the 
  characters can glean a useful bit of information: 
   
  ♦ Amir Rashad is entertaining two guests.  The slaves 
  guess that these guests are probably other slave 
  traders who wish to purchase some of Amir Rashad’s 
  slave stock.  The two traders are a hooded, inhuman 
  figure, and the other is an efreeti like Rashad. 
  Similar types of magical creatures have come before. 
  ♦ Amir Rashad usually has a troop of fire giants as his 
  personal guard. But a few days ago, many of them 
  were seen leaving via the portal ledge. It looked 
  rather organized, so perhaps they were being sent on 
  a mission. The slaves fear their return. 
  
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  ♦ Some of the slaves think they’ve still seen fire giants 
  remaining on Amir Rashad’s island, but their poor 
  weakened eyes can not be sure. 
  ♦ There are only about 40 slaves left. There were close 
  to 100 about a week back (though it is so hard to 
  judge the passage of time here), but the majority of 
  them were taken to the other island and never seen 
  again. It’s assumed they were sold off as slaves. 
  ♦ Amir Rashad holds court on the upper middle level 
  of his island. It has an open ceiling. There are many 
  strange artifacts, burning fire pits and bizarre luxury 
  items.  
  ♦ Below Amir Rashad’s ‘court’ are several chambers. 
  Most are empty or act as guest quarters. One secure 
  area is a temple of sorts. No slave has ever entered 
  there and returned to tell the tale. 
  ♦ A handful of slaves (3-5) are on the island acting as 
  servants to Rashad and his guests. 
   
   
  The slave island is a warren of bent iron cages 
  covered with scraps of cloth.  As long as they befriend the 
  slaves, the characters are welcome to stay here in hiding 
  as long as they want.  The slaves drink water collected 
  when the island passes near the water walls, eat food 
  harvested from the farming ledge, and occasionally catch 
  strange fish caught from the water walls, that they see the 
  Arrowhawks catching and eating. (See the Gone Fishing 
  section below if the PCs choose to try and catch fish.) 
   
  �Mufat, male human Rgr3; hp 21 (currently 8). 
   
  The Fire Cage 
   
  A shaft drops all the way down through the inverted 
  ziggurat prison. Holes in the side of the shaft open up 
  to the different levels of the prison. At the very 
  bottom of the shaft is a glow of flame, about as 
  intense as a campfire. Warm air rises up the shaft and 
  occasionally the prisoners travel down to the lowest 
  level and light sticks to carry off to light cooking fires 
  elsewhere. It’s odd that the fire seems to move 
  around. 
   
  At the very bottom of the inverted ziggurat is a single 
  cage. It has no rugs, only super-heated bars. It’s a wonder 
  they have not melted away. Inside the cage is an Azer 
  named T’neal. What was once a raging bonfire of passion, 
  is now reduced to a campfire of regret and despair.  
   
  T’neal has been a prisoner of Amir Rashad for some 
  months now, almost from the time he moved into this 
  Fading Land. The cage itself has magical properties 
  granted by its position in the prison. The shape of the 
  island focuses its sinister powers here.  
   
  The extraplanar life force is being slowly drained from 
  the Azer. The energy is being used to keep the prison 
  island floating. Should T’neal ever be removed from this 
  cell, the entire island shall start to descend into the lava 
  floor below. This happens within 1d4 minutes and has 
  the same effect as a dispelled Fly spell.  A summoned 
  creature entering the cage is effectively dispelled (in a 
  painful manner) after one round. 
   
  T’neal is very weak from the draining, rather depressed 
  about his situation and how it came about. With a little 
  prodding, he starts to answer the questions of the PCs.  
   
  • 
  His name is T’neal. He was the captain of a special 
  military unit sent by his noble liege to investigate 
  strange goings-on. This took place on his home plane 
  of Fire. There was an ambush and most of his unit 
  was killed. Though the rest tried to fight to the 
  death, some were subdued, including himself. When 
  he next awoke, he was here, in this cell that is 
  feeding off his life force. 
  • 
  It was Amir Rashid leading fiendish minions (devils 
  and other evil outsiders) that captured him. T’neal 
  would like very much to escape and have some 
  revenge on his hated enemy, if only he could safely 
  leave his cell. 
  • 
  The last few times he tried to leave his cell (there is 
  an opening in the top), he felt the energy drain stop 
  once he was clear of the bars, but within a few 
  minutes, the island started to sink. On a hunch, he 
  reentered the cell and the island rose back to its 
  regular height.  
  • 
  T’neal has contemplated allowed the island to sink, 
  but he is not aware of the nature of the lava floor or 
  what lies beyond it. Though the heat is not a threat 
  to 
  him, 
  there 
  are 
  other 
  environmental 
  considerations. 
  • 
  T’neal is not afraid of death, and would have 
  preferred to have died in combat instead of being 
  captured. But he has come to the decision of 
  awaiting his revenge. Perhaps with the help of the 
  other slaves, he shall end the reign of Amir Rashad. 
  • 
  When not captaining warbands on the elemental 
  plane of fire, T’neal was a crafter of bronze art and 
  other trade goods. 
  • 
  As long as it ends with the destruction of Amir 
  Rashad, T’neal goes along with any reasonable plan 
  for escape. He wishes to escape into the prime plane 
  and eventually make his way home. First though, he 
  wishes to explore the prime plane a little. So offers of 
  
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  spells that would send him back are not desired 
  except as a last resort.  
   
  T’neal has no weapons and he is badly drained. He is 
  considered under the effects of exhaustion. He certainly 
  has the spirit to aid the PCs in a fight, but he knows he 
  would be more of a liability. Also, his leaving the cage 
  causes the island to sink. He won’t leave until all the 
  slaves are off the island and someone can help him from 
  the bottom of the island to the cliff. He can’t climb the 
  shaft to the top of the island nearly quickly enough. It 
  takes him 40 rounds of climbing, just to make it to the 
  top of the island. He’d much prefer to just jump off the 
  island from one of the lower levels and have someone 
  who can fly pick him up. 
   
  �T’neal, male Azer Wiz5/Ftr3; hp 40; Exhausted. No 
  spells in memory. 
   
  Gone Fishing 
   
  As the floating prison nears a water wall, the slaves 
  gather fish with large crude fishing poles firmly 
  attached to the outermost cages. With lengths of 
  thick rope ending in makeshift hooks or possibly 
  anchors, the prisoners fish the vertical plane of water. 
  Occasionally, an otherworldly fish the size of a man 
  or sometimes a horse, leaps from the wall, only to 
  drop back in with a splash. Below the island and the 
  wall, those strange large birds flock, catching and 
  consuming the occasional fish dropped by the 
  prisoners. 
   
  These strange fish come in many different sizes, small to 
  large. They are rather bizarre looking, so embellish to 
  your hearts content. They are mostly harmless to the PC’s 
  (other then the odd nipped finger, but there are certain 
  special fish listed later). They swim about the elemental 
  layer, occasionally jumping out of it like real fish do. But 
  the nature of elemental attraction usually just pulls them 
  back in.  
   
  The prisoners have learned to fish quickly and cook 
  even quicker. Once out of the water, after an hour, the 
  fish start to rapidly break down and dissolve. Even if 
  cooked, the remains rot into nothingness. Once eaten, 
  they seem to provide some sort of nutritional value, but 
  the prisoners guess a lot of it is just leaving their system. 
  It’s still worth it to have the feeling of a full belly. So 
  while a bunch of prisoners go through the difficult task 
  of catching the fish, the rest quickly prepare the fish 
  caught. After a half an hour of fishing, everyone eats as 
  fast as they can. 
   
  In context of the adventure, the strange fish can be used 
  to bribe the arrowhawks into service. The amount of fish 
  caught determines what the amount and kind of service 
  granted. Outside of magical control, this is the only way 
  to gain the assistance of the arrowhawks. Of course, the 
  PCs still need a way to communicate with the birds. They 
  only speak Auran.  
   
  If the PCs can first offer a small peace offering (any 
  size of fish), they can start a simple dialogue with the 
  arrowhawks. The birds explain that if the PCs can collect 
  a reasonable size catch of fish in 30 minutes, then spend 
  the next 30 minutes feeding it to them, the arrowhawks 
  are willing to make some deals.  
   
  Here’s how the system works; 
  During a 30min period, each the PCs can make a number 
  of skill checks. There are three fishing pole apparatuses. 
  Each pole is designed to be operated by two people. If a 
  second person is needed, one of the prisoners fills in 
  (stats listed below), though they are of average ability.  
   
  Once a fish has been gathered, it’s then fed to the 
  arrowhawks by throwing it to them over the side. Some 
  large fish may have to be sliced. The size of the catch 
  determines what favors the birds agree to. 
   
  (1) There are three Fishing Stands, each requiring a 
  team of two to operate. At the beginning of the fish-
  off, roll 1d6+1 per Stand. This determines the 
  number of attempts that each Stand gets during the 
  30-minute period. 
  (2) Before each attempt, the Stand’s crew must choose to 
  go after a Large, Medium or Small sized fish.  
  (3) Once a target is chosen, the primary fisher of the 
  Fishing Stand makes either a Wisdom or a Dexterity 
  check (PC’s choice). The PC may add to his check 
  any one applicable skill rank, such as Craft (Fishing) 
  or Wilderness Lore. The Judge may allow related 
  skill ranks at a half rate, such as Profession (Sailor) or 
  Knowledge (the planes). The DC depends on the fish 
  size; Small (DC:10); Medium (DC:20); Large (DC:30); 
   Should the player roll a natural 1 on this check 
  while attempting to catch a Large fish, then that PC 
  has hooked on to one of the rare sonic fish. Every 
  round that the fish remains in contact with the 
  fishing line, the PC takes 2d8 of sonic damage (no 
  save), as it travels down the fishing line. This carries 
  on till the fish is successfully reeled in (see below). 
  At the beginning of any round, either of the two 
  man crew can decide to Fish or Cut Bait as a free 
  action, then move on to their next attempt. 
  (4) Once a fish has been successfully caught, it needs to 
  be reeled in. To do this, a grapple is started. Entering 
  the grapple is automatic. Both PC’s in the crew must 
  maintain a successful hold for one round, at the same 
  
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  time. Only then, can the primary crewmember 
  attempt a pin. Once the pin is held for a full round, 
  the fish is captured. If the fish can (as its action) 
  break free of the grapple twice, it escapes the hook 
  and back into the water (or over the ledge). See 
  below for fish stats.  
   
   
  �Fisher, Slave: male human Com1; Dex +1, Fishing +3; 
  Grapple total +2; 
  �Mufat: male human Rgr3; Dex+3, Wilderness Lore +6; 
  Grapple total +5; 
   
  �Fish, Small: Grapple total +4; Value=1; 
  �Fish, Medium: Grapple total +10; Value =2 
  �Fish, Large: Grapple total +20; Value= 6 
   
  What a Bird wants, is what a Bird needs 
  The amount of fish fed to the Arrowhawks during the 30 
  minute feeding frenzy determines the favors the 
  arrowhawks are willing to grant. They are up front about 
  that to the PCs during the ‘negotiations’. Once the birds 
  have fed, they send a messenger to tell the PCs what they 
  are now willing to do. All favors are cumulative, not piece 
  meal. No matter what, the arrowhawks will not assist the 
  PCs in actual combat. 
   
  Value 20: Information; The birds tell the PCs the 
  following items; 
  � 
  That the efreeti has been here for about half a year 
  (the birds keep track of monthly time equivalents). 
  The two floating islands were brought here 
  magically by a very powerful being (probably from 
  the outer planes) about the same time. It looked 
  large and shadowy. 
  � 
  Many different beings have been transported in 
  magically to see the efreeti. The birds haven’t 
  recognized most of the creatures. 
  � 
  The garrison of fire giants that the efreeti usually 
  keeps has shrunk. It is hard to tell, because all fire 
  giants look alike to them, and the troops keep 
  rotating from below deck, but they figure the 
  current garrison could contain about (APL 8&10 one 
  or two; APL 12&14 three or four.) 
  � 
  There are no side entrances. The only way into the 
  floating island is from the top. 
   
  Value 30: Catch me if you can; For the next eight hours, 
  the arrowhawks agree to be below the PCs, wherever 
  they are. Should any of the six appointed PCs fall, the 
  arrowhawks expertly intercept them before they hit the 
  lava floor. They then directly transport them to the 
  closest safe spot. This is not a taxi service, though. The 
  birds won’t drop the PCs off anywhere the PC wants. The 
  arrowhawks are always successful in intercepting a 
  falling PC as long as there are free arrowhawks to do it. It 
  typically takes 1d6 rounds to return a PC to the nearest 
  safe landing spot. Safe means that the PC will not fall 
  again that round. 
   
  Value 35: The arrowhawks are willing to transport six 
  designated passengers, once, to the landing spot of the 
  passengers choosing, anywhere within the Fading Land.  
   
  Value 45: As above, but now it’s a two way trip. The PC 
  can arrange a signal for pick-up and within 2d6 rounds, 
  an arrowhawk picks the PC up again unless, of course, 
  the PC just jumps over the edge. 
   
  Value 70: Gold Service Pass; The arrowhawks are willing 
  to transport everyone the PCs designate (even all the 
  prisoners) and transport them to a designated location. It 
  takes many trips to carry all of the slaves.   
   
   
  Encounter Seven:  Slavemaster of 
  the Fading Land 
   
  Closer now, details of the other floating island 
  become clearer in the misty air of the Fading Land. 
  Similar to the prison island, the shape is that of an 
  inverted ziggurat, but that is where the similarities 
  end. This island is nearly one-half larger than the 
  prison island. This island is made out of solid black 
  stone with no openings on the sides. The reasonably 
  flat and wide top is covered in towering walls of 
  exotic clothes, making open aired chambers.  
   
  The island is like a pyramid, but flipped so that the point 
  is now towards the ground and the flat base is up. 
   
  As the characters are moving about the Fading Land, 
  Amir Rashad is entertaining guests.  These creatures, 
  another efreeti and a mind flayer, are bargaining hard for 
  trade contracts on Amir Rashad’s slaves. Amir Rashad’s 
  fire giant bodyguard(s) is/are present as well. Mingled 
  about, with serving trays and other such paraphernalia, 
  are a handful of meek human slaves. Locked safely away 
  at the very bottom of the island, are stricken Azers. These 
  make up the entire population of Amir Rashad’s island, 
  and (other than the imprisoned Azers) they don’t split up. 
   
  Once the characters decide to assault Amir Rashad 
  on his home island, they have several ways they can get 
  there.  They might fly over to the island, or they might 
  get off on one of the ledges, wait for Amir Rashad’s island 
  to swing around to the ledge, then board it.  In any case, 
  
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  Amir Rashad is expecting a fight if the janni in 
  Encounter 4 was able to warn him of intruders, or if the 
  characters betray their presence while in the Fading 
  Land.  (for example; By just waiting in the open on one of 
  the ledges, or flying over his island to scout it, since his 
  rooms aren’t roofed).  
   
  Flowing silks and fine metal meshed cloths, twenty 
  feet high, form chambers roughly 20 feet square. 
  Black stone pillars form the corners of these 
  chambers and mark the 10 feet wide passageways 
  between the flowing walls. With no roof, the sky is 
  open to the entire surface of the island.  
   
  In the center of the island is an 80 feet by 40 feet 
  gathering hall formed from the cloth walls. In the 
  center sits a being of great power and flame upon a 
  black stone throne. Before him a similar flamed 
  wreathed being and a cloaked humanoid gesture back 
  and forth as if speaking, but no words are uttered.  
  Mangy-looking human slaves stand ready with 
  serving trays. Behind the throne, (a) fire giant(s) 
  stand guard.  
   
  Three wide stairwells are the only openings 
  downwards from this chamber. All of the stairs are 
  large enough to fit the giant sized creatures.  
   
  Pits of roaring fire and odd works of art and other 
  unknown artifacts decorate the chamber. 
   
  The efreeti and the mind flayer are using their telepathy 
  to communicate, but Amir Rashad uses his loud speaking 
  voice to taunt the PCs and to try and activate the magical 
  distractions he has in place. 
  The first action that the two slave traders take is to Plane 
  Shift away. Only if all their efforts to do this are thwarted, 
  do they join the combat, and even then, only at minimal 
  risk to themselves.  
   
  The Trickery 
  The power of permanent image has been taken advantage 
  of by the Amir. He has created the image of what appears 
  to be a portal to the Plane of Fire. The illusionary portal is 
  situated among some artwork created to look like a 
  magical portal apparatus he encountered during his 
  travels. Guarding the ‘portal’ and the artwork supporting 
  it, are three illusionary fire giants. They just stand at 
  attention, looking and smelling real. There’s even the 
  sound of them breathing. The portal gives off heat and 
  smells as one would expect from a portal to the plane of 
  fire. The scene it shows is of a rock island among a lake of 
  lava. The fire giants and the portal are the effects of two 
  separate castings. The Caster Level for both is 18
  th. 
   
  The Map 
  The round 10 feet by 10 feet markers represent blazing 
  fire pits. They are normal flames, but fed by the magic of 
  the ziggurat. 
   
  The Statue markers represent the different bizarre 
  artworks that decorate the rooms of the silk maze. They 
  have little value outside the efreeti community and are 
  rather heavy and fragile. 
   
  Letters represent the different NPCs. S= Slave; AR= 
  Amir Rashad; E= Efreeti slave trader; M= Mind Flayer 
  slave trader; G= Fire Giant; IG= Illusionary Fire Giant;  
   
  The Silk Walls 
  The walls are anchored at regular intervals to the ground. 
  A person can squeeze under them with an Escape Artist 
  check (DC15).  Otherwise, they rip the silk, and it rips 
  unnaturally loud. 
   
  The silk itself is magically treated for fire, and does 
  not burn, but instead responds to fire similar to the web 
  spell.  
   
  For cutting purposes, consider the silk a triple 
  strength paper wall.  
   
  Just for Coming Out 
   
  • 
  At all APLs, Amir Rashad and all his fire giant 
  troops have endure elements (cold) cast on 
  them. This is done every morning in a ritualistic 
  fashion downstairs in the temple of Tharizdun. 
  This spell is cast regardless of being aware of the 
  PCs or not. 
  • 
  Amir Rashad has a large key made completely of 
  fire around his neck with a fire rope. The key 
  cannot leave his person unless he gives it away 
  or he dies. This magic key opens several of the 
  doors downstairs. Holding the key does 1d6 
  points of fire damage, and risks setting 
  combustibles aflame. If the key is taken through 
  the 
  Fading 
  Lands 
  portal, 
  it 
  disappears. 
  Immersing the key in liquid extinguishes it 
  thus destroying it. Dispel magic has no effect on 
  the key. 
   
  The Tip Off 
  • 
  If the characters have alerted Amir Rashad to 
  their presence, then his group is difficult to 
  surprise, and enjoys the following benefits, 
  regardless of when the PCs choose to attack:  
  • 
  At APL 12 and 14, Amir Rashad casts bull’s 
  strength on himself and bull’s strength on his 
  bodyguards when he is sure the party is about to 
  attack. 
  
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  Page 24 
  • 
  At APL 14, Amir Rashad casts see invisibility on 
  himself. 
  • 
  The bull’s strength spells have not been pre-
  added to the stat blocks. 
   
  The slaves 
  These human slaves are so broken in spirit that they have 
  little to offer the players in the form of assistance or 
  information. It shall take months of kind and 
  understanding mental health care, that only the mullahs 
  can provide, before these poor souls are ready to talk 
  about anything. It should also be noted that intentionally 
  harming these people is an evil act. Dropping an area 
  effect spell onto them, with clear knowledge that they are 
  there, is such an act and should be noted in the play 
  record of that character. 
  Tactics:  If not directly threatened, Amir Rashad spends 
  his first round making a big show of ordering his 
  illusionary fire giants to protect the portal at all costs, 
  telling them that it must not be damaged, and the 
  intruders must not be allowed to pass through the portal. 
  This is, of course, all an act to distract the PCs firepower. 
  He uses his action to concentrate on the images of the 
  fire giants, moving them into combat stances. The real 
  fire giant guard enters melee if applicable, otherwise he 
  guards his master. Amir Rashad uses subdual damage for 
  his first landed blow, then moves on to real damage, with 
  the intent of possibly collecting powerful slaves.  
   
  Both Rashad and the fire giant can fight from within 
  the flame pits. PC’s entering the area take 1d6 fire 
  damage and risk setting themselves on fire (see pg. 86 of 
  the Dungeon Master’s Guide). 2d6 boulders are heating 
  in the fires, all ready for the fire giants to pick them up 
  and hurl them. 
   
  Amir Rashad fights to the death, he has come too far 
  abandon what his master has graced him with. 
   
  If PC’s should foolishly bunch up, Rashad doesn’t 
  hesitate to use his wall of fire spell-like ability in its circle 
  form.  
   
  At the higher APLs, Rashad uses his Sorcerer spells 
  as the opportunities arise.  
   
   
  All APLs (Non Combatants) 
  �Efreeti slave trader: hp 65; see Monster Manual 
  (genie). 
  �Mind Flayer slave trader: hp 44; see Monster Manual. 
  �Slaves (3): Com1; HP 2. 
   
   
  APL 8 (EL 11) 
  �Amir Rashad, efreeti: hp 65; see Monster Manual 
  (genie). 
  �Fire Giant bodyguard: hp 142; see Monster Manual.  
  Active Spell: endure elements (cold) (CL 18
  th); Permanent 
  see invisibility (CL18)  
   
  APL 10 (EL 13) 
  �Amir Rashad, efreeti: hp 65; see Monster Manual 
  (genie). 
  �Fire Giant bodyguard (2): hp 142, 140; see Monster 
  Manual. Active Spell: endure elements (cold) (CL 18
  th); 
  Permanent see invisibility (CL18).  
   
  APL 12 (EL 15) 
  �Amir Rashad: male efreeti, Advanced(20HD)/ Sor2; 
  hp 200; see Appendix One. 
  �Fire Giant bodyguard(2): hp 142, hp 142; see Monster 
  Manual. Active Spell: endure elements (cold) (CL 18
  th); 
  Permanent see invisibility (CL18) 
   
  APL 14 (EL 17) 
  �Amir Rashad: male efreeti, Advanced(20HD)/ Sor2; 
  hp 200; see Appendix One. 
  �Fire Giant bodyguard (4): hp 142 each; see Monster 
  Manual. Active Spell: endure elements (cold) (CL 18
  th); 
  Permanent see invisibility (CL18) 
   
  Treasure: Found among the opulence of Amir Rashad’s 
  home are piles of rare incense, valuable tapestries, and 
  carpets. Some of the artwork also has semi-valuable 
  segments.  All of them are slightly singed and many 
  depict unsavory scenes, so their resale value is fairly low. 
   
  Loot Amir Rashad’s home. 
  All APLs: L: 230 gp; C: 150 gp; M: 0 
   
   
  Encounter Eight: To Serve 
  Tharizdun  
   
  The staircases up top lead to three different areas within 
  the floating ziggurat. In theory, there would be many 
  more, but the resources of the scenario do not allow the 
  detailing of those multitude of places.  
   
  All three stairways are open and unblocked. Normally, 
  fire giants and other minions would keep guard, but they 
  are all away on assignment. 
   
  The Barracks 
   
  
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  Everyone has seen a soldier’s barracks sometime in 
  their life. The one before you now makes you feel like 
  the size of a child. A burnt smell lingers on all the 
  oversized furniture. 
   
  The stairs on the right hand side eventually lead into a 
  string of troop barracks designed for fire giants. Each 
  bunkroom has space and bedding to house five fire 
  giants, for a total space of fifty. It appears that only about 
  half of that number have ever been here though. There 
  are rooms for training, repair and preparing of food. All 
  of the extra gear one would expect from a soldier’s bunk 
  has been packed up and taken with the missing giants.   
   
   
  The Found Temple of Tharizdun 
   
  The oversized stairs finish their long descent in front 
  of an obsidian door. Writing rims the door and an 
  indentation of a large key fills the center. There is no 
  other visible means to open the door.  
   
  The writing is duplicated in both infernal and abyssal. It 
  reads, “ Light must be snuffed, perfection decayed, 
  order dissolved and minds fragmented. Obey our 
  prophecy to free he who serves the Dark God. “  
   
  To pass through this door, the fire key from around 
  Rashad’s neck must be placed in the impression.  
   
  The room before you is dark and the air oppressive. 
  Your clothes do nothing to stop the bone-soaking 
  chill in the air. At the far end of the otherwise empty 
  room is an ominous-looking altar. 
   
   The room has no light sources of its own, though 
  nothing stops the PCs light sources. The room is 15 feet 
  in height, and 40 feet by 60 feet in length and width. The 
  only object of interest is the black obsidian altar 
  dedicated to Tharizdun at the back of the room. 
   
  Anyone in the room is assaulted by a chill that they 
  can feel all the way to their bones. The chill is similar in 
  feel to that of a Nightshade. The chill does no damage, 
  but no amount of clothing or warming up stops the feel 
  of the chill. Spells that protect from cold stop most of the 
  uncomfortable feeling, but some still lingers.  
   
  This is the chamber that Amir Rashad holds his unholy 
  rituals of faith to Tharizdun in. Daily, he preaches the 
  words of the Dark God to his fire giants, and anoints 
  them with an Endure Elements (Cold) as a gift from 
  Tharizdun. 
   
  The altar is covered in evil markings and the evidence of 
  horrible acts. Upon close inspection, a sanctifying mark 
  can be found on that altar. This mark was made when the 
  altar was first dedicated (or rededicated in this case). The 
  words are written in abyssal, and they read “Praise the 
  Dark God, for he shall be freed, and we of the New 
  Cabal shall sit at the feet of his Proxy. Invoke this 
  altar with the juices of his making, accept the fluids 
  of the elements and the blackness that He of Eternal 
  Darkness extrudes. Be marked with my name and 
  grant this altar power through me, from him. My 
  blood be that of a petitioner within his realm. Accept 
  my name as proxy for his: Karli.” 
   
  The final name is written much larger and covered 
  in the dry remains of blood and other no longer 
  recognizable magical reagents. 
   
  The altar is the center of an unhallow spell, just like 
  most altars of Tharizdun or the Elder Eye. 
   
  The Unhallowing(Dispel Magic) 
  This cavern has been consecrated to Tharizdun with an 
  unhallow spell. Like all unhallow spells in this scenario, 
  creatures who worship Tharizdun or the Elder Elemental 
  Eye are immune to these effects. There is a targeted 
  dispel magic that affects each creature individually 
  entering the area. Roll a caster level check [1d20+10] 
  versus each active magical effect on each creature. Spell 
  effects from items use the base caster level required to 
  craft as the target DC [DC 11 + caster level]. The actual 
  Caster Level of the unhallow spell is 17.The unhallow 
  affects the entire room (40ft by 60ft 140ft). Creatures 
  summoned by the PCs into the area or who enter the area 
  risk being dispelled. Creatures summoned by the bad 
  guys are considered to be in the service (therefore 
  worshipers) of the patron god. 
   
  Searching the Altar 
  On a successful Search check (DC25) of the altar the PCs 
  find a hidden compartment.  In the compartment is a 
  small pile of ten electrum ‘coins’. The only markings on 
  them are the dark spiral on one side and the inverted 
  pyramid on the other. The spiral side is ringed with the 
  words “down spiral seeking decay” written in infernal. 
  The pyramid side has the words “ up the dark passage 
  ergo payment” written in abyssal. 
   
  The ‘coins’ are warm to the touch and radiate 
  moderate abjuration magic. The actual effect is 
  undeterminable. The PC’s are allowed to purchase the 
  coins on the AR if they loot the coins from the Fading 
  Lands.  
   
  Treasure: The coins are the only items of value here.   
   
  Loot the coins from the altar 
  
  Firestorm 
   
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  All APLs: L: 0; C: 0; M: Tharizdun’s Currency (160gp per 
  character) 
   
  The engine room 
  The oversized spiral staircase does not end until what 
  is most likely just above the very bottom (or tip) of 
  the inverted pyramid. A 20 feet by 20 feet room is 
  empty except for a stone spiral relief in the middle of 
  the floor and a 4 feet high pillar. On the pillar is an 
  indentation for a large key. 
   
  The spiral on the floor is actually a gate to room below. 
  The Rashad’s fire key opens the spiral portal. The spiral 
  portal opens like an iris and is 3 feet wide. 
   
  Once the door is activated, the opening looks in 
  from the roof on a sad sight. A 10 feet by 10 feet stone 
  prison holds the remains of several Azer prisoners. The 
  room is 20 feet high. 
   
  Anyone entering the prison chamber feels the sharp 
  cold effect, similar to that of the altar room encounter. 
  But this effect is much stronger. While in the room, all 
  are effected by 2 temporary negative levels. This effect is 
  like the spell effect of enervation, except that the levels 
  return as soon as the PC leaves the prison chamber. 
   
  The chamber contains twelve Azers, but only three of 
  them are still alive. The rest have had their life force 
  completely drained, leaving only their shriveled husks. 
  Of the three living Azers, they are not in much better 
  shape. The room has been specially tuned to sap life force 
  that comes from the Plane of Fire. Similar to T’neal on 
  the prison island, these Azers have been keeping this 
  island afloat. But not only that, they have been fueling all 
  of the other functions of the sinister island that require 
  magical power.  
   
  Should the three remaining Azers be removed, the island 
  starts to sink within 1d4 minutes, just like the slave 
  island. As well, the fire pits on the surface stop and all of 
  the doors that the fire key activates freeze in their current 
  state.  
   
  The Azers themselves can manage enough energy to 
  speak, but any spell attempts to revive them only give 
  them a moment’s energy. In their current state, they are 
  only warm to the touch, and PCs risk no flame damage. 
   
  The Azers have the following tidbits to croak out. 
   
  ♦ They were members of T’neals combat unit until 
  they were taken captive. 
  ♦ They feel shame for being taken alive, but have been 
  waiting a chance to strike back. 
  ♦ They have spent many months (about the same time 
  as T’neal) in this chamber, occasionally being fed 
  scraps by the fire giants.  
  ♦ The chamber was filled with fire salamanders before 
  the Azer were tossed in. The dying salamanders were 
  taken away.  
  ♦ The Azer have no desire to go back home. They 
  know that they are terminally wounded and their 
  honor has been destroyed for failing to revenge 
  themselves during captivity. 
  ♦ They ask the PCs to end their lives for them. If the 
  PCs suggest that they crash the floating island in 
  some sort of plan, they have no problem with that. 
  In fact, it gives them a sense of pride, to strike a final 
  blow at their enemy.  
   
  Even if freed, these Azers are too far-gone to save.  Their 
  very connection to their home plane has been tapped and 
  corroded.  
   
  Conclusion 
  Saving the prisoners 
  Assuming the PC’s defeat Rashad and his giants and don’t 
  mess with the Azers keeping the islands afloat, they 
  should have plenty of time to rescue all the slaves by 
  transferring them to the portal ledge, and then waiting 
  for escape. 
   
  If the PC’s decide to rescue the slavers or T’neal early 
  (or in an over-complicated fashion), then use the 
  information provided in the different encounters. 
   
  Saving T’neal, captain of the Azer 
   
  If T’neal can be rescued from the Fading Lands, he 
  eventually settles on the border of Tusmit, along the Yatil 
  mountains, in order to keep an eye on things. The forces 
  of Rashad and his allies are T’neal’s hated enemy.  
   
  Assuming the ranger Mufat is freed as well, he and 
  T’neal become friends. T’neal states that he shall keep 
  Mufat informed as to his whereabouts while on this 
  plane.  
   
  To show his gratitude, T’neal agrees to craft a special 
  lamp for the PC’s that can summon forth worms of fire to 
  serve the holder of the lamp. 
   
  Riding off into the Sunset 
   
  With the freed slaves in tow, you make your way back 
  to the settled areas of Tusmit. The authorities thank 
  you for looking into the matter, and promise to send 
  agents to investigate everything soon enough. 
   
  With your business here in Tusmit over, it’s time 
  to get back to your original destination. Within view 
  
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  Page 27 
  is the Blashikmund River, the western extent of 
  Tusmit. On the far shore is the Caliphate of Ekbir. It 
  looks like a storm is setting in, one of many from the 
  Dramidj Ocean. Hopefully, it’s not a bad sign. 
   
  With the destruction Amir Rashad, the remaining World 
  Burners scatter back into the Tusman Hills, and Tarqaan’s 
  plot has been ended for now.  
   
  Ekbir is the PC’s next stop. Perhaps they can get to 
  the bottom of all the evil contraband along the trade 
  route. 
   
  The End 
   
  Experience Point Summary 
   
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign experience 
  award.  Award the total value (objectives plus roleplaying) 
  to each character.  
   
  Encounter One: A Kettish Bathhouse in Tusmit 
  Rescue Fazud before he dies: 
  APL 8 
   
   
    75 XP 
  APL 10  
   
    90 XP 
  APL 12  
   
  105 XP 
  APL 14  
   
  120 XP 
   
  Defeat the World Burners: 
  APL 8 
   
   
  270 XP 
  APL 10  
   
  330 XP 
  APL 12  
   
  390 XP 
  APL 14  
    
  450 XP 
   
  Encounter Four:  Slave Wagon 
  Defeat the trained fiendish dire tigers: 
  APL 8 
   
   
  300 XP 
  APL 10  
   
  360 XP 
  APL 12  
   
  420 XP 
  APL 14  
   
  480 XP 
   
  Encounter Seven: Slavemaster of the Fading 
  Land 
  Defeat the genie and company: 
  APL 8 
   
   
  330 XP 
  APL 10  
   
  390 XP 
  APL 12  
   
  450 XP 
  APL 14  
   
  510 XP 
   
  Story Award 
  Free the slaves from the Fading Land: 
  APL 8 
   
   
    75 XP 
  APL 10  
   
    90 XP 
  APL 12  
   
  105 XP 
  APL 14  
   
  120 XP 
   
  Good roleplaying: 
  APL 8 
   
   
    75 XP 
  APL 10  
   
    90 XP 
  APL 12  
   
  105 XP 
  APL 14  
   
  120 XP 
   
   
   
   
  Total Possible Experience 
   
   
  APL 8 
   
   
  1,125 XP 
   
   
  APL 10  
   
  1,350 XP 
   
   
  APL 12  
   
  1,575 XP 
   
   
  APL 14  
   
  1,800 XP 
   
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  
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  Page 28 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  Treasure Key: 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items 
   
  Encounter One: A Kettish Bathhouse in Tusmit 
  Defeat the World Burner thugs. 
  APL 8: L: 463; C: 0; M: wand of bull’s strength, 24 
  charges (value 180 gp per character), wand of keen edge, 
  12 charges (value 225 gp per character). 
  APL 10: L: 338; C: 0; M: +1 chain shirt (x6) (value 104 
  gp each per character), wand of bull’s strength, 24 charges 
  (value 180 gp per character), wand of keen edge, 12 
  charges (value 225 gp per character). 
  APL 12: L: 151; C: 0; M: +1 chain shirt (x6) (value 104 
  gp each per character), +1 falchion (x6) (value 198 gp each 
  per character), wand of bull’s strength, 24 charges (value 
  180 gp per character), wand of keen edge, 12 charges 
  (value 225 gp per character). 
   
  APL 14: L: 151; C: 0; M: +1 chain shirt (x6) (value 104 
  gp each per character), +1 falchion (x6) (value 198 gp each 
  per character), +1 ring of protection (x6) (value 166 gp 
  each per character), +1 amulet of natural armor (x6) 
  (value 166 gp each per character), wand of bull’s strength, 
  24 charges (value 180 gp per character), wand of keen 
  edge, 12 charges (value 225 gp per character). 
   
  Encounter Three:  The Wand Merchant 
  Loot Tarqaan’s home. 
  APL 8: L: 58; C: 80; M: wand of color spray (value 62 
  gp per character). 
  APL 10: L: 58; C: 80; M: wand of color spray (value 62 
  gp per character), wand of mount (value 62 gp per 
  character). 
  APL 12: L: 58; C: 80; M: wand of color spray (value 62 
  gp per character), wand of mount (value 62 gp per 
  character), wand of true strike (value 62 gp per character). 
   
  APL 14: L: 58; C: 80; M: wand of color spray (value 62 
  gp per character), wand of mount (value 62 gp per 
  character), wand of true strike (value 62 gp per character), 
  wand of gaseous form (value 937 gp per character). 
   
  Encounter Four:  Slave Wagon 
  Loot the World Burner slavers. 
  All APLs: L: 104; C: 0; M: 0 
   
  Encounter Seven:  Slavemaster of the Fading 
  Land 
  Loot Amir Rashad’s home. 
  All APLs: L: 230; C: 150; M: 0 
   
  Encounter Eight: To Serve Tharizdun 
  Loot the coins from the altar 
  All APLs: L: 0; C: 0; M: Tharizdun’s Currency (160gp per 
  character) 
   
  Maximum Possible Treasure 
   
  APL 8:  
  1,250 gp 
   
  APL 10:  
  2,100 gp 
   
  APL 12:  
  3,000 gp 
   
  APL 14:  
  6,000 gp 
   
   
   
   
  
  Firestorm 
   
  Page 29 
  Appendix One:  NPCs 
   
  Encounter One:  A Kettish Bathhouse in 
  Tusmit 
   
  APL 8 (EL 10) 
  �World Burner Thugs, male human Bbn2/Rog1: 
  CR 3; Medium humanoid (human); HD 2d12+1d6+6; 
  hp 29; Init +3; Spd 40 ft.; AC 17 (touch 13, flat-footed 
  17)[+3 Dex, +4 chain shirt]; Atk +12 melee (2d4+10/crit 
  15-20, keen edge* masterwork falchion); SA sneak 
  attack +1d6; SQ rage 1/day, fast movement, uncanny 
  dodge (Dex bonus to AC); AL CE; SV Fort +5, Ref +5, 
  Will +2; Str 24*, Dex 16, Con 14, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +4, Jump +11, Listen 
  +5, Spot +2, Tumble +10, Wilderness Lore +5 (one thug 
  has Use Magic Device +1 instead of Spot +2); Iron Will, 
  Power Attack, Weapon Focus (falchion). 
   
  Possessions: masterwork chain shirt, masterwork 
  falchion, masterwork dagger.  One of the thugs (the 
  one with the Use Magic Device skill) has a wand of 
  bull’s strength with 24 charges remaining and a wand 
  of keen edge with 12 charges remaining. 
   
  Rage (Ex): HD 2d12+1d6+12; hp 35; AC 15 (touch 
  11, flat-footed 15); Atk +13 melee (2d4+13/crit 15-20, 
  keen edge* masterwork falchion); SV Fort +7, Will +4; 
  Str 28*, Con 18; Jump +13.  
   
  Pre-Cast Spells: These thugs have all wished for 
  their great strength. It can not be dispelled and is 
  included in the above stat block. From wands-- bull’s 
  strength +4* (3
  rd level caster) keen edge* (5
  th level 
  caster).  
   
  APL 10  (EL 12) 
  �World Burner Thugs: male human Bbn3/Rog2 CR 
  5; Medium humanoid (human); HD 3d12+2d6+10; hp 
  44; Init +3; Spd 40 ft.; AC 18 (touch 13, flat-footed 18)[ 
  +3 Dex, +5 magical chain shirt]; Atk +14 melee 
  (2d4+10/crit 15-20, keen edge* masterwork falchion); 
  SA sneak attack +1d6; SQ evasion, rage 1/day, fast 
  movement, uncanny dodge (Dex bonus to AC, can’t be 
  flanked); AL CE; SV Fort +5, Ref +7, Will +3; Str 25*, 
  Dex 16, Con 14, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +5, Jump +12, Listen 
  +7, Spot +8, Tumble +11, Wilderness Lore +6 (one thug 
  has Use Magic Device +7 instead of Spot +8); Iron Will, 
  Power Attack, Weapon Focus (falchion). 
   
  Possessions: +1 chain shirt, masterwork falchion, 
  masterwork dagger.  One of the thugs (the one with 
  the Use Magic Device skill) has a wand of bull’s 
  strength with 24 charges remaining and a wand of 
  keen edge with 12 charges remaining. 
   
  Rage (Ex): HD 3d12+2d6+20; hp 54; AC 16 (touch 
  11, flat-footed 16); Atk +15 melee (2d4+13/crit 15-20, 
  keen edge* masterwork falchion); SV Fort +7, Will +5; 
  Str 29*, Con 18; Jump +14.  
   
  Pre-Cast Spells: These thugs have all wished for 
  their great strength. It can not be dispelled and is 
  included in the above stat block. From wands-- bull’s 
  strength +4* (3
  rd level caster) keen edge* (5
  th level 
  caster). 
   
  APL 12  (EL 14) 
  �World Burner Thugs: male human Bbn4/Rog3 CR 
  7; Medium humanoid (human); HD 4d12+3d6+14; hp 
  59; Init +3; Spd 40 ft.; AC 18 (touch 13, flat-footed 18)[ 
  +3 Dex, +5 magical chain shirt]; Atk +15/+10 melee 
  (2d4+11/crit 15-20, keen edge* +1 falchion); SA sneak 
  attack +2d6; SQ evasion, rage 2/day, fast movement, 
  uncanny dodge (Dex bonus to AC, can’t be flanked); AL 
  CE; SV Fort +7, Ref +7, Will +4; Str 25*, Dex 16, Con 
  14, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +8, Jump +12, Listen 
  +10, Spot +10, Tumble +13, Wilderness Lore +7 (one 
  thug has Use Magic Device +9 instead of Spot +10); 
  Iron Will, Power Attack, Power Lunge**, Weapon 
  Focus (falchion). 
   
  Possessions: 
  +1 
  chain 
  shirt, 
  +1 
  falchion, 
  masterwork dagger.  One of the thugs (the one with 
  the Use Magic Device skill) has a wand of bull’s 
  strength with 24 charges remaining and a wand of 
  keen edge with 12 charges remaining. 
   
  Rage (Ex): HD 4d12+3d6+28; hp 73; AC 16 (touch 
  11, flat-footed 16); Atk +17/+12 melee (2d4+14/crit 15-
  20, keen edge* +1 falchion); SV Fort +9, Will +5; Str 
  29*, Con 18; Jump +14.  
   
  Pre-Cast Spells: These thugs have all wished for 
  their great strength. It can not be dispelled and is 
  included in the above stat block. From wands-- bull’s 
  strength +4* (3
  rd level caster) keen edge* (5
  th level 
  caster). 
   
  ** New Feat:  See Appendix 2. 
   
  APL 14  (EL 16) 
  �World Burner Thugs: male human Bbn6/Rog3 CR 
  9; Medium humanoid (human); HD 6d12+3d6+18; hp 
  77; Init +3; Spd 40 ft.; AC 20 (touch 14, flat-footed 20)[ 
  +3 Dex, +5 magical chain shirt, +1 amulet of natural 
  armor]; Atk +17/+12 melee (2d4+13/crit 12-20, keen 
  edge* +1 falchion); SA sneak attack +2d6; SQ evasion, 
  rage 2/day, fast movement, uncanny dodge (Dex bonus 
  to AC, can’t be flanked); AL CE; SV Fort +8, Ref +8, 
  Will +5; Str 26*, Dex 16, Con 14, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +10, Jump +13, Listen 
  +10, Spot +10, Tumble +15, Wilderness Lore +9 (one 
  
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  Page 30 
  thug has Use Magic Device +9 instead of Spot +10); 
  Improved Critical (falchion), Iron Will, Power Attack, 
  Power Lunge**, Weapon Focus (falchion). 
   
  Possessions: +1 chain shirt, +1 falchion, +1 ring of 
  protection, +1 amulet of natural armor, masterwork 
  dagger.  One of the thugs (the one with the Use Magic 
  Device skill) has a wand of bull’s strength with 24 
  charges remaining and a wand of keen edge with 12 
  charges remaining. 
   
  Rage (Ex): HD 6d12+3d6+36; hp 95; AC 18 (touch 
  12, flat-footed 18); Atk +19/+14 melee (2d4+16/crit 12-
  20, keen edge* +1 falchion); SV Fort +10, Will +7; Str 
  30*, Con 18; Jump +15.  
   
  Pre-Cast Spells: These thugs have all wished for 
  their great strength. It can not be dispelled and is 
  included in the above stat block. From wands-- bull’s 
  strength +4* (3
  rd level caster) keen edge* (5
  th level 
  caster). 
   
  ** New Feat:  See Appendix 2. 
   
  Encounter Four:  Slave Wagon 
  All APLs 
  �World Burner Thugs, male human Bbn2/Rog1: 
  CR 3; Medium humanoid (human); HD 2d12+1d6+6; 
  hp 29; Init +3; Spd 40 ft.; AC 17 (touch 13, flat-footed 
  17); Atk +9 melee (2d4+7/crit 18-20, masterwork 
  falchion); SA sneak attack +1d6; SQ rage 1/day, fast 
  movement, uncanny dodge (Dex bonus to AC); AL CE; 
  SV Fort +5, Ref +5, Will +2; Str 20, Dex 16, Con 14, Int 
  8, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +4, Jump +9, Listen +5, 
  Spot +2, Tumble +10, Wilderness Lore +5 (one thug has 
  Use Magic Device +1 instead of Spot +2); Iron Will, 
  Power Attack, Weapon Focus (falchion). 
   
  Possessions: masterwork chain shirt, masterwork 
  falchion, dagger. 
   
  Rage (Ex): HD 2d12+1d6+12; hp 35; AC 15 (touch 
  11, flat-footed 15); Atk +11 melee (2d4+10/crit 18-20, 
  masterwork falchion); SV Fort +7, Will +4; Str 24, Con 
  18; Jump +11.  
   
  Pre-Cast Spells: These thugs have all wished for 
  their great strength.   
   
   
  APL 8, 10, and 12 
  �Fiendish Dire Tiger:  CR 10; Huge Magical Beast; 
  HD 16d8+48; hp 120; Init +2; Spd 30 ft.; AC 23 (touch 
  9, flat-footed 22)[-2 size, +1 Dex, +6 natural, +8 Full 
  Plate Barding]; Atk +18 melee (2d4+8, 2 claws) and +13 
  melee (2d6+4, bite); Face/Reach 10 ft by 20 ft/10 ft; SA 
  pounce, improved grab, rake 2d4+4; SQ scent, 
  darkvision 60 ft., cold resistance 20, fire resistance 20, 
  DR 10/+3, SR 25; AL NE; SV Fort +13, Ref +12, Will 
  +11; Str 27, Dex 15, Con 17, Int 3, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +0 (+4 in tall grass or heavy 
  undergrowth), Jump +11, Listen +3, Move Silently +9, 
  Spot +3, Swim +11. 
   
  Equipment: Spiked full plate barding 
   
  Smite Good (Su): Once per day the creature can 
  make a normal attack to deal additional damage equal 
  to its HD total (+16) against a good foe. 
   
  Pounce (Ex): If a fiendish dire tiger leaps upon a 
  foe during the first round of combat, it can make a full 
  attack even if it has already taken a move action. 
   
  Improved Grab (Ex): To use this ability, the 
  fiendish dire tiger must hit with its bite attack. If it gets 
  a hold, it can rake. 
   
  Rake (Ex): A fiendish dire tiger can make two 
  rake attacks (+18 melee) against a held creature with its 
  hind legs for 2d4+4 damage each. If the fiendish dire 
  tiger pounces on an opponent, it can also rake. 
   
  APL 14 
  �Fiendish Dire Tiger, Advanced (32HD):  CR 14; 
  Huge Magical Beast; HD 32d8+96; hp 240; Init +2; Spd 
  30 ft AC 23 (touch 9, flat-footed 22)[ -2 size, +1 Dex, +6 
  natural, +8 Full Plate Barding]; Atk +30 melee (2d4+8, 2 
  claws) and +25 melee (2d6+4, bite); Face/Reach 10 ft by 
  20 ft/10 ft; SA pounce, improved grab, rake 2d4+4; SQ 
  scent, darkvision 60 ft., cold resistance 20, fire 
  resistance 20, DR 10/+3, SR 25; AL NE; SV Fort +21, 
  Ref +20, Will +19; Str 27, Dex 15, Con 17, Int 3, Wis 12, 
  Cha 10. 
   
  Skills and Feats: Hide +0 (+4 in tall grass or heavy 
  undergrowth), Jump +11, Listen +3, Move Silently +9, 
  Spot +3, Swim +11. 
  Equipment: Spiked full plate barding 
   
  Smite Good (Su): Once per day the creature can 
  make a normal attack to deal additional damage equal 
  to its HD total (maximum of +20) against a good foe. 
   
  Pounce (Ex): If a fiendish dire tiger leaps upon a 
  foe during the first round of combat, it can make a full 
  attack even if it has already taken a move action. 
   
  Improved Grab (Ex): To use this ability, the 
  fiendish dire tiger must hit with its bite attack. If it gets 
  a hold, it can rake. 
   
  Rake (Ex): A fiendish dire tiger can make two 
  rake attacks (+30 melee) against a held creature with its 
  hind legs for 2d4+4 damage each. If the fiendish dire 
  tiger pounces on an opponent, it can also rake. 
   
   
   
   
   
   
  
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  Encounter Seven: Slavemaster of the 
  Fading Land 
   
  APL 12 & APL 14 
  �Amir Rashad: male efreeti, Advanced(20HD) /Sor2 
  CR 16; Huge Outsider (evil, fire, lawful); HD 20d8+80 
  (genie) and 2d4+4 (sorcerer); hp 200; Init +7; Spd 20 ft., 
  fly 40 ft. (perfect); AC 19 (touch 10, flat-footed 17)[-2 
  size, +2 Dex, +9 natural]; Atk +29/+24/+19/+14 melee 
  (2d6+15 and 1d6 fire, slam); Face/Reach 10 ft by 10 
  ft/15 ft; SA spell-like abilities, heat; SQ plane shift, 
  telepathy, spells; AL LE; SV Fort +16, Ref +14, Will +17; 
  STR 31, DEX 15, CON 18, INT 12, WIS 15, CHA 17. 
   
  Skills and Feats: Bluff +13, Concentration +22, 
  Escape Artist +13, Intimidate +17, Listen +17, Move 
  Silently +13, Sense Motive +11, Spellcraft +17, Spot 
  +17; Blind-Fight, Cleave, Combat Casting, Combat 
  Reflexes, Dodge, Improved Initiative, Power Attack. 
   
   
  Spell-Like Abilities: At will—produce flame and 
  pyrotechnics; 1/day—grant up to three wishes (to non-
  genies only), detect magic, enlarge, gaseous form, 
  invisibility, permanent image, polymorph self, and wall 
  of fire.  These abilities are as the spells cast by an 18
  th-
  level sorcerer (save DC 13 + spell level). 
   
  Heat (Ex): An efreeti’s red-hot body deals 1d6 
  points of addition fire damage whenever it hits in 
  melee, or when grappling, each round it maintains a 
  hold. 
   
  Fire Subtype (Ex): Fire immunity, double damage 
  on cold except on a successful save. 
   
  Plane Shift (Sp): A genie can enter any of the 
  elemental planes, the Astral Plane, or the Material 
  Plane.  This ability transports the genie and up to six 
  other creatures, provided they all link hands with the 
  genie.  It is otherwise similar to the spell of the same 
  name. 
   
  Telepathy (Su): A genie can communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
   
  Spells Per Day (6/5; base DC 13 + spell level): 0—
  detect 
  magic, 
  detect 
  poison, 
  open/close, 
  prestidigitation, read magic; 1
  st—endure elements, true 
  strike. 
   
  Pre-cast Spells: endure elements (cold) 
   
  
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  Appendix 2:  New Rules Items 
   
  POWER LUNGE [GENERAL], AS FOUND IN 
  SWORD AND FIST 
  Your 
  ferocious 
  attack 
  may 
  catch 
  opponents 
  unprepared. 
   
  Prerequisites:  Base Attack Bonus +3, Power 
  Attack. 
   
  Benefit:  A successful attack roll during a charge 
  allows you to inflict double your normal Strength 
  modifier in addition to the attack’s damage regardless 
  of whether you’re using one- or two-handed weapons.  
  You provoke an attack of opportunity from the 
  opponent you charged. 
   
   
   
   
   
   
   
  
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  Page 33 
  Appendix Three: Maps 
   
  This appendix includes map of the upper and lower floors of the bathhouse in Encounter 1, and inside the Fading Lands 
  for Encounters 5 through 7.
    
  N
  Office
  Stairs Down
  Standing Curtain, 7 ft. tall
  Bathing Pool filled with water, 5 ft. deep
  Bathing Pool filled with blood
  Bathhouse, Main Floor
   
  N
  Storage (Hostages)
  Stairs Up
  Underside of baths, descending 5 feet from ceiling. There is only 2 1/2  feet of clearance under 
  these baths.  Only Small characters may move under them freely. Medium-size characters must 
  drop prone and crawl (reducing movement to one-quarter speed) to move under them.  Any 
  Small character under a bath enjoys one-half cover from Medium-size attackers.  Any missile 
  attack shot under a bath has a –4 circumstance penalty to hit, due to the low clearance.
  Bathhouse, Basement
  World Burner thugs
   
   
   
  
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  Farming Ledge
  (on rock wall)
  Amir Rashad’s
  Island
  Slave Island
  Entry/Exit Ledge
  (on rock wall)
  water wall
  water wall
  Fading 
  Land
  one square = approx. 100 ft
  Side view of floating 
  inverted-ziggurat islands
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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                                              Surface level of Amir Rashad’s Island 
   
   
   
   
  The round 10by10 markers represent blazing fire pits. They are normal flames, but fed by the magic of the ziggurat. 
   
  The Statue markers represent the different bizarre artworks that decorate the rooms of the silk maze. They have 
  little value outside the efreeti community and are rather heavy and fragile. 
   
  Letters represent the different NPC. S= Slave; AR= Amir Rashad; E= Efreeti slave trader; M= Mind Flayer slave 
  trader; G= Fire Giant; IG= Illusionary Fire Giant; 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region The Velverdyva Trade Route/593/Normal Scenarios/VTF3-05 - Firestorm (APL 8-14)/VTF3-05 - Firestorm.pdf