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.  
   
  FUR3−06 
   
   
   
   
   
   
  Eclipse 
   
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Furyondy Regional Adventure 
  Version 1 
   
   
  by Michelle Sharp  
   
   
   
   
   
  Traveling north near the Razing Line, you meet a cleric of Mayaheine who cannot complete his mission without your 
  assistance.  The task SOUNDS simple enough, except that three have all ready fallen on this mission and the fourth 
  looks near death himself.  He insists this is necessary for the protection of the people of Furyondy.  Will you take up his 
  task?  This module concludes the Defense of Chendl series.  An adventure suitable for PCs of levels 1 to 14 (APL 2 to 
  12).   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  Eclipse 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful.Time Units and Upkeep 
   
   
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Furyondy.  Characters native to Furyondy 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. 
  Eclipse 
   
  Page 3 
  
  Adventure Background 
  In FUR1-01 Deep Pearl, PCs recovered for Dramaynen, 
  earth elementalist, a deep pearl, a priceless pearl created 
  not in the ocean but in the depths of the earth.  Later, in 
  FUR2-01 Common Defense, adventurers captured a 
  Yuan-Ti spy for Lady Pisenten, water elementalist, for 
  some unknown purpose.  In FUR3-03 Heart of the 
  Kingdom, adventurers escort a caravan containing a 
  druid’s heart from Crockport to Chendl. In FUR3-04 PCs 
  traveled to the underground fortress of a dwarven mage 
  to recover the code to his mystical notes for Geklon, a 
  sage working with the Council. In FUR3-05 Reflections, 
  adventurers travel below water to recover an enchanted 
  mirror containing an air elemental for Gorn Gydresol, air 
  elementalist.     
   
  The Council of Four has now obtained all but the 
  final item needed, according to their research and 
  calculations, to construct a magical shield to protect 
  Furyondy.  Anxious to see that the item was recovered 
  safely, the most powerful of the four, the fire elementalist 
  Karzalin, has sent a group north to the razing line.  He 
  has worked with Dramaynen to create a powder from the 
  deep pearl that will purify the item, liquid magma, and 
  keep it from cooling.  He has also verified the location of 
  the magical brazier, which will allow safe transport of the 
  magma back to the capital.  The powder was given to the 
  leader of the expedition, Sir Drapes Shanahart, a paladin 
  of Heironeous and Knight of the Hart. The map and 
  directions to the brazier were given to the guide, a green 
  jerkin ranger by the name of Yallandra Thistle.  Also 
  accompanying them were a cleric and church inquisitor 
  of Mayaheine, the son of a minor noble called Sir Kalin 
  Trennell and his cohort, Victor Prennon, a fighter who 
  also revered Mayaheine.   
   
  Following their departure, all but Sir Kalin, 
  currently badly injured and suffering from disease, were 
  slain in battle.  Sir Kalin begins to head back to obtain 
  more assistance when he meets up with the PCs.  He 
  decides this is the assistance he is looking for and sends 
  them to complete the task, as he is too weak to do so.  
  Once the PCs obtain the brazier with the magma, they 
  are to escort Sir Kalin and carry the brazier back to 
  Chendl, where it will be turned over to Karzalin.  The 
  Council of Four will then convene and PCs are asked to 
  guard them while the spell is being cast, allowing PCs to 
  observe the spell as well as its effects.   
   
  Adventure Summary  
  Eclipse is a low to high-level module for the Living 
  Greyhawk campaign setting. The module is not designed 
  to be a challenge for PCs above 14
  th level, so these 
  characters are prohibited from participating in this 
  adventure.  Eclipse takes place in the Barony of Kalistren 
  near the Razing Line.  Below is an encounter-by-
  encounter summary: 
   
  The PCs are traveling up near the razing line when 
  they meet with a cleric, the last remaining member of a 
  party of four originally sent to retrieve an important item 
  for the fire elementalist Karzalin, from the Council of 
  Four.  Unfortunately, the group encountered a lamia and 
  then a night hag.  The others were slain and he was 
  afflicted with demon fever.  He has barely survived up to 
  this point and has all ready taken a lot of permanent 
  constitution damage from the disease.  He is on his way 
  to the castle, and hopes to find healing there.  He is also 
  looking for a way to see his mission completed. 
  Assuming he finds the PCs trustworthy, he will attempt 
  to persuade them to take over his mission.    
   
  If the PCs accept the mission, they will travel to the 
  area of the Razing Line to locate the entrance to this 
  underground cavern.  They will encounter a creature or 
  creatures blocking their path, which they will need to 
  defeat in order to go deeper into the caverns.   
   
  PCs travel deeper into the warm caverns, which 
  seem to wind further down into the earth searching for 
  the brazier.  They will find it on a small stone pillar in the 
  center of (or at lower APLs near) a large pool of lava.  
  They will need to obtain the brazier, fill it with molten 
  lava and sprinkle the powder on it.  Unfortunately for 
  them, there are creatures in the lava who observe them.  
  Some of them attack while others alert the guardian.        
   
  As the PCs begin to leave the area, the guardian of 
  the brazier attacks.  They must defeat him to carry off 
  their prize.  As PCs emerge from the fissure, they may 
  spot a black knight in the distance who sees them and 
  rides away.  They should meet up with Sir Kalin, who will 
  accompany them on their return trip.   
   
  Upon their return to Chendl, they will meet with 
  Karzalin and turn over the brazier.  They will be asked to 
  carry the item and escort him to the area where the spell 
  will be cast.  They will then witness the results of the 
  spell.     
   
  Introduction 
  The PCs are traveling through northern Furyondy near 
  the razing line when they meet up with another traveler, 
  Sir Kalin Trendell, currently suffering from Demon 
  Fever.  He is badly injured from combat with a lamia 
  followed by an encounter with a nighthag.  The three 
  companions he was with were slain and although he was 
  badly drained he managed to stumble on.  He does not 
  believe, however, that he will be able to complete his 
  mission alone.  Once ascertaining the PCs are good 
  hearted and appear competent, he will endeavor to 
  convince them to “volunteer” to take over his mission 
  Eclipse 
   
  Page 4 
  
  while he recovers.  Because he will be Detecting Evil 
  prior to interacting with the PCs, be certain to review 
  MILs and check on curses before starting to determine 
  whether any PCs have anything on their person that will 
  set off red flags to him.    
   
  The autumn rain seems to pour in past whatever 
  protections you make and soon you feel cold, wet and 
  miserable.  The driving rain makes visibility poor.  
  What possessed you to agree to travel north towards 
  Castle Ehlenestra at this time of year? So far, you have
  seen no signs of the reported increase in orc activity 
  in the area.  
   
   
   
   
  t
   
  i
  l
   
   
  Have PCs make a Spot check  (DC 20) to notice a figure 
  near some rocks off the trail.  If no PC makes the roll, 
  have the PC with the highest roll notice the figure. 
   
  Encounter One 
  As you are studying some rocks off to your right, 
  trying to determine whether they would offer any 
  shelter from the rain, you notice an area of dark 
  against the grey stone.  As you puzzle on this, you 
  realize it has moved!
  If the PCs move over to investigate, read the text below.  
  Remember that Sir Kalin is concentrating to Detect Evil 
  as they approach.  If the PCs do not approach for some 
  reason, Sir Kalin Trennell will first Detect Evil, then 
  shakily stand and call out “Ho There!” (Listen DC 5).  He 
  will begin to walk towards the PCs but then collapse.  
  Once the PCs move over to investigate or talk to him, he 
  will introduce himself and then attempt to learn 
  something about them to determine if they may be able 
  to help.   
   
  As you move closer, you see the collapsed figure of a 
  young man.  Dark hair frames an attractive face with 
  emerald green eyes.  His surcoat is slashed and blood 
  runs down with the rain.  About his neck hangs a 
  finely worked silver sunburst with a bastard sword in 
  front.  A bastard sword also hangs ready at his side 
  although he currently appears too injured and 
  weakened to wield it.  He struggles to sit on the rock 
  nearby and smiles at you winningly as the rain lessens 
  sligh ly.   
   
  ”I am Sir Kal n Trennel , protector of the people 
  of Furyondy through the blessings of Mayaheine. To 
  whom do I speak?”  
  � Sir Kalin Trennell, male human, Clr7/Chrch2, see 
  Appendix. 
   
  Note that if PCs have items/curses resulting in a positive 
  result from his Detect Evil ability or if he has reason to 
  suspect them due to use of his Amulet of Detect 
  Thoughts, he will be less friendly and more suspicious of 
  them.  He will avoid speaking with that PC and will 
  actually try to speak privately with the other PCs at some 
  point to warn them about their “evil” companion.  His 
  purpose in speaking with the PCs at this point is to 
  determine if they would be able to take over his quest.  
  Once he has satisfied himself that they will likely do so, 
  he will ask them to accompany him to a friend’s lodge to 
  shelter from the storm.  Note that due to his weakened 
  condition, he will require the PCs assistance to reach the 
  shelter. 
   
  Sir Trennell plans to stay at the lodge and attempt to 
  recover while he awaits the PCs return, since he realizes 
  he is in no condition to travel. The lodging contains three 
  bedrooms as well as a kitchen and common area.  The 
  PCs will also be able to stay there that evening.  There is a 
  stable near the lodge if they have mounts or animals. 
  Once the party has arrived at the lodge, he will explain 
  the purpose of his travel to see if he can get the PCs to 
  volunteer to help out.  If they do not offer, he will 
  eventually ask for their assistance.  He will share the 
  following information with the PCs: 
   
  � He was sent north from Chendl with three others at 
  the request of Karzalin, the fire elementalist on the 
  Council of Four.  
  � The group was to obtain an important item and 
  transport it to Chendl.  The item is reportedly 
  located in an underground complex accessed 
  through a fissure near the razing line.  
  � He’s fought many battles since then and his 
  companions were all slain.  This included a conflict 
  with a lamia, which left him with difficulty casting 
  his spells when a night hag set upon them, slaying 
  Sir Drapes, his last remaining companion.   
  � He has been feverish and ill since that fight and 
  believes he is suffering from Demon Fever, but he 
  no longer has the ability to cure himself of it. 
  � His companions included Sir Drapes Shanahart, a 
  paladin of Heironeous and Knight of Furyondy (who 
  incidentally owned this cottage); Yallandra Thistle, a 
  green jerkin ranger with skills in locks and traps, 
  and his cohort, Victor Prennon a fighter of 
  Mayaheine.  
  � Sir Drapes fell under the sway of the lamia, turning 
  on the party and slaying Victor.  Yallandra was also 
  slain in that battle.     
  � He was heading back for reinforcements but was 
  weakened by the fever quicker than he expected and 
  was unable to continue. 
  Eclipse 
   
  Page 5 
  
  � The mission is urgent for the safety of Chendl.  Old 
  Wicked grows stronger by the day.   
  � He is sure the item will have guardians and did not 
  think he could succeed in his current condition.  
  Since the mission is more important than his pride, 
  he is going back to ask for help. 
  � He’d rather not have to travel all the way back (due 
  to concerns of time) so if the PCs are interested in 
  assisting him in defending the citizens of Chendl 
  and Furyondy he would welcome their help. 
  � He is doing this out of concern for the defense of his 
  nation.  He is not being paid and will not take kindly 
  to PCs who ask for payment. 
  � He realizes that he is currently weak and will accept 
  healing the PCs offer him.  He knows that even if 
  PCs cannot cure him magically he stands a better 
  chance of survival if one of them with skill in 
  Healing tends him that evening. 
   
  If the PCs agree to assist him in this quest for the defense 
  of Chendl, he will also share the following information 
  and items: 
   
  � The “item” he is to obtain is liquid magma.  Karzalin 
  said something about it being a “melding of the fire 
  and earth elements, a liquid fire.”  
  � There is also supposed to be a magical brazier located 
  near the magma.  This must be used to hold the 
  magma in order to transport it safely – without 
  harming the carrier or causing the magma to cool 
  and rendering it useless. 
  � He will give the PCs a small packet of powder and 
  will advise them that this is to be sprinkled over the 
  magma immediately after it is placed in the lamp.  It 
  is some sort of alchemical process that Karzalin was 
  insistent was needed in order for the magma to be 
  suitable for his purpose.   
  � He will try to avoid mentioning the purpose of the 
  item, but if pressed he will not lie.  He knows the 
  magma is to be used in some sort of major defensive 
  spell for Chendl. 
  � He can give the PCs a description of the brazier 
  (approximate size, shape, etc) as well as the area 
  believed to contain the entrance. The brazier is a 
  common enough looking lamp made of bronze with 
  a ceramic liner. The cover bears a holy symbol of 
  Joramy. He will note that the brazier is supposed to 
  be located near the magma. 
   
  Development: Kalin did not make his Fortitude save on 
  the previous day to recover from the Demon Fever.  He 
  will not make it the following day unless the PCs aid him 
  in some way (such as tend him during the night and 
  succeed in their Heal check, cast Remove Disease, etc).  
  Unless PCs do this, he will die the following day due to 
  Constitution damage.  Once the fever breaks, he will still 
  be too weak for travel and will need to remain in the 
  lodge, recovering until the PCs return.  If the PCs are 
  able to somehow completely heal him (such as through 
  the use of multiple Restoration spells), he will agree to 
  accompany them.  Note to the players before they make 
  this decision that this may result in an increase of APL 
  (but not decrease) and if they wish to do so, re-calculate 
  the APL with Kalin considered a party member.  
   
  Encounter Two 
  Rested and refreshed, with a good breakfast inside 
  you, you start out early the next day for the Razing 
  Line. Yesterday’s storm has washed the land, leaving 
  it looking like new. Going is slow the closer you get 
  to the Razing Line, where loose stones and sand 
  forces you to slow your pace to a careful walk to avoid 
  a fall and possible broken leg.  The sky is clear and a 
  brisk autumn wind stirs your cloak.  After almost a 
  full days travel, you arrive at the edge of the Razing 
  Line.  Now you just need to locate the entrance Sir 
  Kalin mentioned. 
   
   
   
  PCs will need to use Search or Survival to locate the 
  entrance (DC 10, with Sir Kalin’s instructions).  Note that 
  PCs who decline to talk with Sir Kalin and help him to 
  the lodge may still notice this entrance (DC 30) but will 
  not know the significance of the brazier when they find 
  it.  However, allow them a chance to notice the entrance 
  and decide if they wish to enter.  If not, the adventure is 
  over for them at this point.   
   
  The entrance is a fissure in the ground, which leads 
  into a relatively open cavern.  The cavern has another exit 
  leading deeper underground.  Just past the crevice 
  around a corner is another natural cavern area.   
   
  Creatures:  Blocking the way further in is a creature 
  as noted.  Describe the creature as appropriate depending 
  on the PC’s APL.  The PCs will need to defeat the 
  creatures to travel further into the cavern. 
   
  APL 2 (EL 2) 
  � Choker, hp 16, see MM.  
   
  APL 4 (EL 5) 
  � Gibbering Mouther, hp 22, see MM.   
   
  APL 6 (EL 7) 
  � Spectre, hp 45, see MM. 
   
  APL 8 (EL 9) 
  � Delver, hp 142, see MM 
  Eclipse 
   
  Page 6 
  
   
  APL 10 (EL 11) 
  � Elder Earth Elemental, hp 228, see MM.  
   
  APL 12 (EL 14) 
  � Displacer Beast Pack Lord (2), hp 203, see MM. 
   
  Tactics: The Choker will wait to attack the last PC to pass 
  below, hiding above the rear exit of the cave.  The 
  Gibbering Mouther will attack as soon as PCs are within 
  its senses, beginning with its spittle attack and gibbering. 
   The spectre will remain back near the exit of the cavern.  
  It will attack whomever first approaches it, focusing 
  attacks on that individual until they fall.  Remember that 
  animals will not approach a spectre and any animals will 
  flee from it. The Delver and the Earth Elemental will 
  attack from within the exit tunnel, using primarily 
  physical attacks.  The displacer beasts attack in tandem, 
  flanking opponents first who appear weakest.  They will 
  continue to attack that opponent switching only when 
  they drop or another PC is able to injure them seriously, 
  when they will switch their focus to that PC.     
   
  Development: Once the PCs have defeated the 
  creatures, they will be able to continue their journey 
  deeper underground.  If they flee deeper into the 
  caverns, they will be pursued.  They should be allowed to 
  rest here, if desired.  
   
  Treasure: PCs searching along the walls may find a 
  Wand of Burning Hands (just four charges remaining) 
  and a flask with Keen Edge Oil.  At APL 8 and above, 
  there is also a scroll tube containing the following scrolls: 
  Daylight and Ice Storm.  
   
  Encounter Three 
  Moving past the creatures, you travel deeper into the 
  natural caverns, which seem to wind ever downward. 
  You travel for several hours, in which you find 
  yourself twisting and turning so that you are at one 
  moment going further into the caverns and at 
  another seem to be heading back the way you came 
  in.  The air begins to grow warmer and you notice 
  that you are sweating.  Surely you are close now!  The 
  scent of sulfur assails you. 
   
  You squeeze through a narrow opening and 
  behold a large cavern.  The heat emanating from it is 
  phenomenal.  Before you is what appears to be a large 
  red sea but from the heat rolling out you realize this 
  is magma.  
   
  For APLs 2 and 4, the set up is somewhat different from 
  that at the higher APLs.  At lower APLs, the PCs will 
  notice the brazier further along the wall, while at higher 
  APLs it is actually in the center of the magma.  The 
  descriptions are grouped by APL and followed by a 
  summary of some possible methods of succeeding at this 
  task. 
   
  APL 2 and 4  
  Clear on the other side of the sea of magma is a small 
  inden ation in the cavern wall, in which rests a 
  bronze brazier.  This must be what you are seeking.  
  But how to get to it? 
  t
   
  � There is a ledge that does circle around most of the 
  pool, which is not exactly circular.   
  � To reach the niche, PCs will need to pass two 
  sections of ledge less than one foot wide, requiring 
  either a Balance (DC 13) or Jump (DC15) check.  PCs 
  who fail this check may make a Reflex save (DC 15) 
  to catch themselves from falling completely off the 
  ledge.  A successful save means they touch the lava, 
  but do not fall completely in (see effects below).  
  Evasion does not negate this damage.   
  � The brazier will float on the lava and is not damaged 
  by its heat.  It weighs about a pound.  
  � Due to the intense heat, PCs must make a Fortitude 
  save (DC 15) or take 1d4 points of nonlethal damage. 
   Every ten minutes this must be repeated unless they 
  leave the cavern (at least 30 feet from the lava) for at 
  least fifteen minutes. Subsequent checks add +1 each 
  time to the DC.  PCs wearing heavy clothing or 
  armor take a –4 penalty to their roll.  A PC who falls 
  unconscious from the heat begins to take lethal 
  damage. See Heat Dangers, DMG Chapter 8 for more 
  detail.  Spellcasters who fail this saving throw will 
  need to make a Concentration check to cast any spell 
  (treat as continuous damage). 
  � At APL 2, the niche on which the brazier rests is 30 
  feet above the ledge.  At APL 4, it is 40 feet up.  It is 
  roughly the same distance from the ceiling. 
  � The party begins upon a ledge about 70 feet from the 
  niche in which the brazier rests.  The magma is only 
  five feet below this ledge.  
  � The magma is about 60 feet deep. 
  � PCs who come into physical contact with the lava or 
  magma take 2d6 points of damage each round of 
  exposure.  For 1d3 rounds following exposure the 
  PC takes half that damage (1d6).   
  � PCs who are submerged in the lava take 20d6 points 
  of damage and are subject to drowning.  For 1d3 
  rounds following exposure the PC takes half that 
  damage (10d6).  
  � Climbing up the walls of this cavern requires a 
  Climb check DC 20 each action climbing plus any 
  time the PC takes damage while climbing. 
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  Remember that certain armor types affect this check. 
   Thus, a PC who takes two move actions climbing in 
  a round must check for each action. Success means 
  the PC can move a quarter their movement as a move 
  action.  Failure by four or less means no progress is 
  made.  Failure by more than five means the PC falls.  
  See PHB (section on Climb) for rules on catching 
  oneself or another person when falling and for rules 
  on combat while climbing, should this occur.  PCs 
  who specifically take precautions against complete 
  submersion on falling, such as using ropes, take only 
  contact damage.   
  � “Climbing” across the ceiling of the cavern requires a 
  Climb check DC 25 each action. Remember that 
  certain armor types affect this check.  Again, a PC 
  who takes two move actions climbing in a round 
  must check for each action.  Success means the PC 
  can move a quarter their movement as a move action. 
   Failure by four or less means no progress is made.  
  Failure by more than five means the PC falls.  See 
  PHB (section on Climb) for rules on catching 
  oneself or another person when falling and for rules 
  on combat while climbing, should this occur.  PC’s 
  attempting to catch themselves must be within ten 
  feet of the ledge or the pillar. A PC catching another 
  must be able to reach the square the falling PC passes 
  through, obviously.  PCs who specifically take 
  precautions against complete submersion on falling, 
  such as using ropes, take only contact damage.  
  � The brazier is under the effects of a permanent 
  Dimensional Anchor spell. 
   
  APL 6, 8, 10 or 12:  
   Roughly in the center of this sea of magma is a small 
  stone pillar on which rests a bronze brazier.  This 
  must be what you are seeking.  But how to get to it? 
   
  � There is a ledge that does circle around most of the 
  pool, which is not exactly circular.  At no point is it 
  closer than 50 feet to the pillar, when applicable. 
  � To reach the closest point on the ledge to the pillar, 
  PCs will need to pass two sections of ledge less than 
  one foot wide, requiring a Balance or Jump skill 
  check (Balance DC = 10 + APL, Jump distance = 5 + 
  APLx2).  PCs who fail a balance or jump check may 
  make a Reflex save (DC 15) to catch themselves 
  before submerging completely in the lava.  In that 
  case, they touch the lava, but do not fall completely 
  in (see effects below).  Evasion does not negate this 
  damage. 
  � The brazier will float on the lava and is not damaged 
  by its heat.  It weighs about a pound.  
  � Due to the intense heat, PCs must make a Fortitude 
  save (DC 15) or take 1d4 points of nonlethal damage. 
   Every ten minutes this must be repeated unless they 
  leave the cavern (at least 30 feet from the lava) for at 
  least fifteen minutes. Subsequent checks add +1 each 
  time to the DC.  PCs wearing heavy clothing or 
  armor take a –4 penalty to their roll.  A PC who falls 
  unconscious from the heat begins to take lethal 
  damage. See Heat Dangers, DMG Chapter 8 for more 
  detail.  Spellcasters who fail this saving throw will 
  need to make a Concentration check to cast any spell 
  (treat as continuous damage). 
  � The stone pillar is about 40 feet from the magma 
  below and about the same distance from the ceiling 
  above.  The pillar is roughly circular at the top and is 
  large enough for one size medium creature or two 
  size small creatures. 
  � The party begins upon a ledge about 70 feet from the 
  pillar holding the brazier.  The magma is only five 
  feet below this ledge.  
  � The magma is about 60 feet deep. 
  � PCs who come into physical contact with the lava or 
  magma take 2d6 points of damage each round of 
  exposure.  For 1d3 rounds following exposure the 
  PC takes half that damage (1d6).   
  � PCs who are submerged in the lava take 20d6 points 
  of damage and are subject to drowning.  For 1d3 
  rounds following exposure the PC takes half that 
  damage (10d6).  
  � Climbing up the walls of this cavern requires a 
  Climb check DC 20 each action climbing plus any 
  time the PC takes damage while climbing. Thus, a 
  PC who takes two move actions climbing in a round 
  must check for each action. Success means the PC 
  can move a quarter movement as a move action.  
  Failure by four or less means no progress is made.  
  Failure by more than five means the PC falls.  See 
  PHB (section on Climb) for rules on catching 
  oneself or another person when falling and for rules 
  on combat while climbing, should this occur.  PCs 
  who specifically take precautions against complete 
  submersion on falling, such as using ropes, take only 
  contact damage.   
  � “Climbing” across the ceiling of the cavern requires a 
  Climb check DC 25 each action. Again, a PC who 
  takes two move actions climbing in a round must 
  check for each action.  Success means the PC can 
  move quarter movement as a move action.  Failure 
  by four or less means no progress is made.  Failure by 
  more than five means the PC falls.  See PHB (section 
  on Climb) for rules on catching oneself or another 
  person when falling and for rules on combat while 
  climbing, should this occur.  PC’s attempting to 
  catch themselves must be within ten feet of the 
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  ledge or the pillar. A PC catching another must be 
  able to reach the square the falling PC passes 
  through, obviously.  PCs who specifically take 
  precautions against complete submersion on falling, 
  such as using ropes, take only contact damage. 
  � The brazier is under the effects of a permanent 
  Dimensional Anchor spell. 
   
  ALL APLs 
  Allow any creative method to obtain the brazier to work, 
  keeping in mind the information noted above.  Players 
  are expected to “solve” this themselves, but if, after fifteen 
  minutes of discussion, they are still stuck you may allow 
  an Intelligence check (DC 15) to offer a clue based on the 
  information noted below. The emphasis in this 
  encounter should be on figuring out how to get the 
  brazier (and survive), not on the actual physical process. 
  Some possible solutions are offered here as examples: 
   
  � PCs may use magic to transport themselves to the 
  pillar and back.  This would include use of the 
  following spells: Fly, Air Walk, Dimension Door or 
  Wind Walk. Note that Dimension Door would 
  require the PC to use an alternative method of 
  getting the brazier back to the group, due to the 
  effects of the Dimensional Anchor.   
  � PCs may Alter Self to a form that can fly across 
  (remember this must be a humanoid).  
  � PCs could float across in Gaseous Form, but note the 
  PC would be unable to pick the brazier up while 
  gaseous, so may be stuck there!  
  � PCs who use Jump must make a Reflex save DC 10 to 
  land on the small pillar.  PCs at APL 2 or 4 who chose 
  to use this spell do not need a Reflex save to land on 
  the ledge below the niche. 
  � Freedom of Movement would allow the PC to move 
  through the magma without making Swim checks, 
  but they would still take the submersion damage 
  unless this was prevented in some other way.  Note 
  that PCs who attempt to Swim across (use standard 
  rules for movement) would take damage as 
  submerged (20d6) each round, unless immune to 
  heat damage.  PCs who come up with this idea 
  should be given an Intelligence check (DC 10) to 
  realize they would still be taking massive amounts of 
  damage and this would be suicidal.  
  � PCs could climb up the wall and across the ceiling, 
  and then use a rope to climb down to the pillar itself. 
   Alternatively, PCs with no magic could tie a rope to 
  two pillars or stalactites on the ledge area and then 
  climb hand over hand to the pillar.  Note that any 
  rope that falls into the magma will burn and be 
  destroyed.  
  � Of course, at lower APLs the PCs need to simply 
  Climb or Jump until they are below the item, using 
  the rules outlined above and then use magic to bring 
  it down or climb up and get it.   
  � Use of Spider Climb would allow the PC to position 
  themselves directly above the pillar, but they would 
  still need to climb down a rope or have the object 
  brought up to them in some way.  At APLs 2 and 4, 
  they could easily Spider Climb all the way to the 
  brazier and back. 
  � PCs could Levitate, go hand over hand across the 
  ceiling (no check needed) and then be levitated 
  down, get the brazier, and return the same way.  
  Alternatively, PCs may choose to Levitate the brazier 
  and then use a rope or similar object to pull it 
  towards them.  Mage Hand and Telekinesis can also 
  be used in this way, assuming the PC is of 
  sufficiently high level that the brazier is in range for 
  this. 
  � PCs could summon a creature immune to fire or a 
  fire elemental and have it fetch the brazier for them 
  (assuming they can communicate with it and 
  convince it to do so). 
  � Wild Shape into a form with heat resistance or flight 
  ability that can transport the brazier across.   
   
  Once the brazier leaves the stone pillar or ledge, the 
  magma mephits who stay in the lava will emerge.   
   
  As the brazier is lifted from the stone on which it 
  rests, you hear a loud h ss.  “Silly creatures.  That is 
  not yours.  Put it back.”  Looking toward the source of 
  the sound, you see a small, brutish looking humanoid 
  creature made of fire and molten stone currently 
  floating comfortably in the magma. Its wings fan 
  slowly behind i s back.  You hear other vo ces, 
  speaking in a strange language. Turning, you see that 
  there are several such creatures in the lava.  The 
  creature that first spoke replies in the same language 
  then turns back to you.  Mischievously, he says “I’m 
  gonna tell, I’m gonna tell.  Gnorrf will be sooo mad!!” 
  Cackling, he dives back into the magma.    
  i
   
  t
  i
   
  The “strange language” was Ignan.  PCs who speak Ignan 
  would understand that the creatures were discussing 
  whether to “have fun” and “handle” the situation 
  themselves or whether they should alert Gnorrf to the 
  party’s presence.  PCs will need to fight one or more 
  magma mephitis in order to remove the brazier.    
  Creatures: Magma mephits are small, winged 
  creatures of roughly human shape who look to be made 
  of lava and molten rock.  They radiate heat and are 
  wreathed in flames. The magma mephitis living here this 
  lava pool were set here to keep an eye on the brazier.  
  Because they aren’t always really reliable, the brazier has 
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  another guardian, Gnorrf, who the PCs will meet later.  
  Both the magma mephits and Gnorrf are here as a result 
  of an agreement with the cleric of Joramy who originally 
  placed the brazier here, as an offering to the goddess.  
   
  APL 2 (EL 5) 
  Obtain the brazier 
  � Magma Mephit, hp 13, see MM. 
   
  APL 4 (EL 6) 
  Obtain the brazier 
  � Magma Mephit (2), hp 13, see MM. 
   
  APL 6 (EL 8) 
  Obtain the brazier 
  � Magma Mephits (3), hp 13, see MM. 
   
  APL 8 (EL 10) 
  Obtain the brazier 
  � Magma Mephits (4), hp 13, see MM. 
  � Huge Fire Elemental, hp 136, see MM. 
   
  APL 10 (EL 12) 
  Obtain the brazier 
  � Magma Mephits (4), hp 13, see MM. 
  � Greater Fire Elemental (2), hp 178, see MM. 
   
  APL 12 (EL 13) 
  Obtain the brazier 
  � Magma Mephits (6), hp 13, see MM. 
  � Greater Fire Elemental (3), hp 178, see MM. 
   
  Tactics: The magma mephits (and elementals at APL 8 
  and above) will be focused on getting the brazier back 
  from the PCs and putting it back on the pillar (or in the 
  niche).  They will first attack any PC holding the brazier, 
  attempting to knock them into the lava.   
   
  Development: Once the PCs have obtained the 
  brazier and defeated the magma mephits and elementals, 
  they should put some lava or magma into the brazier.  If 
  they have a means of doing so without touching the 
  brazier itself (e.g. Mage Hand, Telekinesis), this is easily 
  accomplished.  If not, they will need to dip it into the lava 
  while holding the brazier.  
   
  To avoid touching the lava while doing so, PCs must 
  make a Reflex save DC 14 + 1/APL category (to a 
  maximum of DC 20 at APL 12). PCs who fail take 2d6 
  points of heat damage plus 1d6 heat damage for the next 
  1d3 rounds.  PCs should then sprinkle the powder they 
  were given by Sir Kalin into the lava and cover the lamp.  
  If they do not do so, it will begin to cool.  PCs will notice 
  this within an hour IF they check on the lava.  Once 
  three hours have passed without using the powder, the 
  lava will have cooled too much to be of use.  Remember 
  the brazier is under the effects of a permanent 
  Dimensional Anchor spell, and must consequently be 
  transported by foot. 
   
  Note that if the PCs decide to rest in this lava pool 
  area, they will need to make Fortitude saves every ten 
  minutes due to the heat, as noted above. However, if they 
  carefully search the area, they may notice a small passage 
  leading off the lava pool.  This leads into a small room 
  where they may rest without experiencing problems 
  from heat.  PCs should also be allowed to heal each other 
  before moving on if they desire to do so. Be sure to clarify 
  the location of the brazier as well as determining to 
  yourself how visible it would be to Gnorff.  
   
  Encounter Four 
  PCs will then exit the lava pool area into the adjacent 
  chamber.  They should be allowed to rest here if desired.  
  Once they leave they will meet up with Gnorrf, who is 
  waiting in the passage just beyond to make sure they 
  don’t leave with the brazier.  In this area, as in most of the 
  area, the widest section of the passage is only five feet 
  wide.  He will meet the PCs at a turn in the passage 
  (preventing himself from being flanked).  Gnorrf will 
  fight the PCs until they either set down the brazier, 
  leaving it for him to return or until he is slain.   
   
  Standing in the center of the passage is a stout figure 
  just over four feet tall. His skin appears made of brass 
  and flames encircle his head rather than hair.  He 
  wears only a kilt of copper, bracers of bronze and a 
  bronze symbol of a vo cano on a chain about his neck. 
   He carries a warhammer and glares at you with arms 
  crossed. “I suggest you just set the brazier down and 
  you will be allowed to leave.  My mistress wishes it to
  remain here.”    
   
  l
   
   
   
   
  Gnorrf will reveal, if asked, that his mistress is 
  Joramy.  Note that this area has been consecrated to 
  Joramy, giving Gnorrf +6 turn resistance and he has no 
  difficulty revealing to the PCs that this area is holy to his 
  goddess.  Clerics of Joramy who ignore this admonition 
  and do not attempt to dissuade their party members from 
  removing the brazier will need to atone.  
   
  APL 2 (EL 5) 
  � Gnorrf, hp 43, see Appendix.  
   
  APL 4 (EL 7) 
  � Gnorrf, hp 59, see Appendix.  
   
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  APL 6 (EL 9) 
  � Gnorrf, hp 75, see Appendix.  
   
  APL 8 (EL 11) 
  � Gnorrf, hp 91, see Appendix.  
   
  APL 10 (EL 13) 
  � Gnorrf, hp 120, see Appendix.  
   
  APL 12 (EL 15) 
  � Gnorrf, hp 138, see Appendix.  
   
  Tactics: Gnorrf’s goal is to recover the brazier.  He will 
  focus his attacks on the individual carrying it, unless it is 
  not visible.  In that case, he will focus attacks on the 
  individual the magmin last saw holding it.  He will 
  attempt to prevent any PCs from getting past him, using 
  his stunning ability on the warriors first.  The only way to 
  “bargain” or pass him diplomatically is to agree to leave 
  the brazier.  He cares nothing for removal of the magma; 
  it is the brazier that has his focus. 
   
  Development: Once the PCs have defeated Gnorrf, 
  they will be able to continue on their way out of the 
  caverns.  If they did not defeat the creatures at the 
  entrance on the way in but somehow managed to sneak 
  past, they will need to get past them to exit as well.  Allow 
  the PCs to rest as desired and read the text below once 
  they exit the cavern.  
   
  You make your way out into the bright sunligh , 
  realizing you seem to have lost track of time 
  somewhat while beneath the ground.  As you turn to 
  head towards the lodge Kalin showed you, you hear a 
  noise off to your left. 
  t
   
   
   
  If PCs turn to look towards the noise, continue reading 
  below. 
   
  On a crest of a hill overlooking your exit stands a 
  large black destrier.  Astride him is a figure in black 
  plate armor chased with a silvery metal. His face is 
  covered by the helm he wears.  The figure seems to be 
  regarding you in silence for a moment, then his horse 
  rears up and screams.  He wheels the horse and 
  gallops off.   
  The area that the figure is riding through is primarily 
  rocky ground and PCs who attempt to track him will not 
  be able to do so.  By the time the PCs reach the hill where 
  he stood, he will be well out of sight.  They can find 
  tracks from his horse (Survival DC 15), confirming it to 
  be a large animal but they are able to follow them only a 
  short way before the tracks disappear.   
  Encounter Five 
  If Kalin is not with the PCs at this point, they should 
  travel to the lodge to meet up with him.  Remember if 
  they did not assist him in overcoming the disease he will 
  have died during their time away. They will find his body 
  collapsed in the lodge. Be sure to clarify what PCs do 
  with his body, if this is the case.   
   
  If Kalin is still alive, he will make certain the PCs 
  have the lava, and will check to make sure they used the 
  powder.  If they did not, he will insist they return to the 
  cave for more lava and treat it immediately.  Should they 
  need to return to the cavern for more lava, they will face 
  more magma mephits and/or a fire elemental who will 
  try to recover the brazier.   
   
  APL 2 (EL 3) 
  � Magma mephit, hp 13, see MM. 
   
  APL 4 (EL 5) 
  � Magma mephits (2), hp 13, see MM. 
   
  APL 6 (EL 7) 
  � Magma mephits (4), hp 13, see MM. 
   
  APL 8 (EL 9) 
  � Magma mephits (8), hp 13, see MM. 
   
  APL 10 (EL 11) 
  � Magma mephits (8), hp 13, see MM. 
  � Greater Fire Elemental, hp 136, see MM. 
   
  APL 12 (EL 13) 
  � Magma mephits (8), hp 13, see MM. 
  � Greater Fire Elementals (3), hp 136, see MM. 
   
  PCs will most likely then continue their trip towards 
  Chendl.  If alive, Kalin will accompany them and see that 
  the brazier is turned over to the fire elementalist, 
  Karzalin. Karzalin will thank them for their assistance.  
  Since original group he sent is no more, he will ask the 
  PCs and Kalin (if still alive) to guard while the Council 
  casts the spell. Based on their decision, select the 
  appropriate conclusion from those below.  Note that at 
  the premiere the module will end at this point as the box 
  text from the conclusion will be covered in the 
  interactive.    
   
  Conclusion 
  Failure (PCs do not return with item OR  Partial 
  Success (PCs return item but do not guard): 
   
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  If the PCs do not have the brazier, they will not be asked 
  to guard the ceremony as they will not be considered 
  reliable.  This conclusion should also be used if they 
  refuse to guard the Council while the spell is being cast 
  as in neither case will they observe the final spell being 
  cast.   
   
  If the PCs do not have the brazier, the elementalists 
  on the Council of Four, concerned about time, will 
  attempt to substitute an enchanted brazier with coals and 
  a small fire elemental inside.  Read the text below, 
  modifying as needed if PCs actually did bring in the 
  brazier and just refuse to provide further help.  
   
  Karzalin is very disappointed at your inability to 
  return with the lava as requested of Kalin and his 
  group
  “Well, I suppose we will see what we can do,” 
  he mutters as he arises to leave in disgust. 
  .  
   
   
   
  l
   
  The day is still young and you find yourself in the 
  market, going about other business.  Suddenly, the 
  ground lurches and shakes beneath your feet, 
  throwing you off balance for a moment.  Four times 
  this occurs and then you hear several cracks of loud 
  thunder. Looking that way, you see lightning strike, 
  seemingly near the palace itself!  Before your eyes you 
  witness a black cloud arising from the ground, 
  spreading quick y overhead until the air all over the 
  city is black, though it is but midday. 
  Night has fallen on Chendl.  
   
  Success (and PCs agree to guard): 
  After waiting a couple o  hours in a comfortably 
  furnished room, the door opens and Karzalin steps in. 
  He is dressed in fine robes of red and orange with 
  bronze trimmings reflecting the king’s heraldry. 
  Immediately behind him is a stout dour ooking man 
  wearing rust colored robes trimmed in gold with the 
  heraldry of the King and a holy symbol of Ulaa.  A 
  strikingly beautiful slender woman with raven black 
  hair and ice blue eyes enters next.  She is dressed in 
  robes of dark blue trimmed in silver with the heraldry 
  of the k ng.  Walking with the woman is a tall thin 
  man with a goatee and dark hair pulled back into a 
  ponytail.  He wears sky blue robes also trimmed in 
  si ver with the heraldry of the king as wel  as his own 
  signature lightning bolt.  Karzalin regards you a 
  moment, and then states: “We will be placing the 
  spell into the very earth about the castle.  Keep alert 
  during our travel there.”  
  f
  l
  i
  l
  l
   
   
  l
   
  i
  , 
  The man wearing the symbol of Ulaa is Dramaynen, earth 
  elementalist and sage.  The woman is Pisenten, water 
  elementalist and the other man is Gorn Gydresol.  PCs 
  having played FUR2-01 Common Defense will recognize 
  Pisenten.  Those having played FUR3-05 Reflections will 
  recognize Gorn.  Otherwise, PCs making a successful 
  Knowledge-Nobility and Royalty (Furyondy) DC 20 will 
  recognize them. Kalin or one of the apprentices will 
  identify them for the PCs, if none of them are 
  recognized.  Assuming the PCs agree to follow, continue 
  reading below:  
   
  You file out into the hall where you see a young man 
  carrying a large mirror, a half-elven woman with a 
  wooden chest and a male dwarf carrying a large 
  ceramic urn.  Karzalin carries the brazier you 
  brought.  The procession travels back out of the small 
  waiting area and into the King’s gardens.  Karzalin 
  walks quick y past the beautiful foliage without so 
  much as a glance.  He stops near a large oak tree with 
  a small pool nearby.  Unlike most of the garden, the 
  earth here is surprisingly clear, without so much as a 
  single blade of grass.  Karzalin asks that you remain 
  outside the dirt area. 
  PCs should be allowed to describe where they want to 
  stand.  Note that the Council will not continue with the 
  spell until all PCs are off the bare area.  In addition, it 
  should be noted that only the four Council members 
  walk into that area; the others remain waiting outside.  
  PCs having played FUR3-05 Reflections will recognize 
  the mirror as the one obtained in that module and the 
  man carrying it as Gorn’s assistant, Alahandral.  The chest 
  is one that was escorted to Chendl in FUR3-03 Heart of 
  the Kingdom.   
   
  Once all are positioned, Karzalin places the 
  uncovered brazier beneath the tree in the center of 
  the clearing as Pisenten follows h m carrying the urn
  which she places next to the brazier. She then returns 
  to the grassy area and extracts from the trunk an 
  object resembling a large acorn and returns to the 
  center of the cleared area.  Meanwhile, the young 
  man with the large mirror positions it near the edge 
  of the clearing in the grass while Gorn, using a finely 
  carved staff sketches and few runes into the earth 
  while chanting.  Placing a black blanket in the center 
  of his sketches, he then positions the mirror in the 
  center and draws out a black obsidian dagger. Raising 
  the dagger, he strikes down on the mirror, shattering 
  it and a piercing scream rings out as you see a cloud-
  like figure coalesce.  Gorn gestures to it and it 
  screams again, then fades away into the broken 
  shards. As Gorn picks up the blanket containing the 
  shards, the young man moves forward to erase the 
  writings from the ground. 
   
  The earth elementalist has not been idle during 
  this time. He slowly paces about the clearing with his 
  finely crafted staff, carving intricate runes into the 
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  earth.  Fol owing behind him is Pisenten bearing the 
  stone urn.  She dips a crystal vial into it and trails a 
  dark red liquid into the furrows formed by 
  Dramaynen’s staff.  Upon completion, she pours the 
  remainder into the pool near the trees, turning it dark 
  red.  The two move toward the center, joined by 
  Gorn, who had just completed a circuit about the 
  ruins, sprinkling the shards of the mirror and softly 
  chanting. 
  l
   
   
  i
   
   
   
  Carefully 
  the 
  four 
  position 
  themselves, 
  Dramaynen in the north facing Karzalin in the south 
  and Gorn in the east facing Pisenten in the west.  The 
  four raise their arms, chanting briefly. 
  PCs with knowledge of Spellcraft (DC 10) recognize 
  obvious signs that a spell relating to protection is being 
  woven, designed to encompass a greater area than that 
  encircled by their runes.  PCs may also recognize 
  (Spellcraft DC 15) that the wizards are calling in the 
  powers of their elements to assist them in this matter.  
  Individuals with Knowledge-Arcana or Knowledge-
  Planes (DC 15) would also recognize the creature from 
  the mirror as an air elemental and that its essence was 
  destroyed to infuse the shards with power for the spell.  
    
  Pisenten carefully pulls the top from the large acorn 
  and pulls out what appears to be a beating heart. She 
  holds it over the brazier and each of the other three 
  reach out until it is held by all four hands.  Slowly 
  they walk in a circle about the brazier, three times.  
  Then each chants something individually before they 
  lower the heart, finally dropp ng it into the lava. 
   
  As the heart of the kingdom connects with the 
  lava, a shake goes through the very earth and 
  lightning strikes the brazier from the clear sky above. 
   A scent of acrid flesh drifts to your nose as the four 
  elementalists look about, suddenly uncertain.  There 
  is another shudder in the earth and then a black fog 
  begins to pour out of the brazier.  Karzalin reaches 
  out towards it but is suddenly thrown backwards, as 
  the brazier explodes, knocking all four of the Council 
  to the ground, unconscious.  As lava burns a hole into
  the earth, the red runes in the earth begin to glow 
  and the sky above turns black with the smoke 
  pouring up. 
  Night has fallen on Chendl.    
    
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Two 
  Defeat creatures to enter cavern area  
  APL2 60 xp; APL4 150 xp; APL6 210 xp;  
  APL8 270 xp; APL10 330 xp; APL12 390 xp.  
   
  Encounter Three 
  Secure lamp with lava 
   
  APL2 150 xp; APL4 180 xp; APL6 240 xp;  
  APL8 300 xp; APL10 360 xp; APL12 420 xp.  
   
  Encounter Four 
  Defeat Gnorrf 
   
  APL2 150 xp; APL4 210 xp; APL6 270 xp;  
  APL8 330 xp; APL10 390 xp; APL12 450 xp.  
   
  Story Award 
  Return brazier with treated lava to Chendl 
  APL2 40 xp; APL4 60 xp; APL6 90 xp; 
  APL8 110 xp; APL10 130 xp; APL12 150 xp.  
   
  Discretionary roleplaying award 
  APL2 50 xp; APL4 75 xp; APL6 90 xp; 
  APL8 115 xp; APL10 140 xp; APL12 165 xp. 
   
  Total possible experience:  
   
  APL2 450 xp;  APL4 675 xp; APL6 900 xp; 
  APL8 1125 xp; APL10 1350 xp; APL12 1575 xp.  
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  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 
  Eclipse 
   
  Page 13 
  
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure.  Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  L:  Looted gear from enemy 
   
  C:  Coin, Gems, Jewelry, and other valuables 
   
  M:  Magic Items (sell value)  
   
  Encounter Two: 
   
  APL 2: L: 0 gp; C: 40 gp; M: 67 gp, Wand of Burning 
  Hands (5 gp per character), Keen Edge Oil (62 gp per 
  character). 
   
  APL 4: L: 0 gp; C: 30 gp; M: 67 gp, Wand of Burning 
  Hands (5 gp per character), Keen Edge Oil (62 gp per 
  character). 
   
  APL 6: L: 0 gp; C: 0 gp; M: 67 gp, Wand of Burning 
  Hands (5 gp per character), Keen Edge Oil (62 gp per 
  character). 
   
  APL 8: L: 0 gp; C: 0 gp; M: 169 gp, Wand of Burning 
  Hands (5 gp per character), Keen Edge Oil (62 gp per 
  character), Scroll of Daylight (44 per character), Scroll of 
  Ice Storm (58 per character). 
   
  APL 10: L: 0 gp; C: 0 gp; M: 169 gp, Wand of Burning 
  Hands (5 gp per character), Keen Edge Oil (62 gp per 
  character), Scroll of Daylight (44 per character), Scroll of 
  Ice Storm (58 per character). 
   
  APL 12: L: 0 gp; C: 0 gp; M: 169 gp, Wand of Burning 
  Hands (5 gp per character), Keen Edge Oil (62 gp per 
  character), Scroll of Daylight (44 per character), Scroll of 
  Ice Storm (58 per character). 
   
  Encounter Four:   
   
  APL 2: L: 2 gp; C: 6 gp; M: 333 gp Bracers of armor +2 
  (333 per character). 
   
  APL 4: L: 2 gp; C: 30 gp; M: 562 gp Bracers of armor 
  +2 (333 gp per character), Eyes of the Eagle (83 gp per 
  character), Cloak of Resistance +1 (83 gp per character), 
  Potion of Tongues (62 gp per character). 
   
  APL 6: L: 2 gp; C: 0 gp; M: 895 gp Bracers of armor +3 
  (750 gp per character), Eyes of the Eagle (83 gp per 
  character), Potion of Tongues (62 gp per character). 
   
  APL 8: L: 2 gp; C: 0 gp; M: 1228 gp Bracers of armor 
  +3 (750 gp per character), Eyes of the Eagle (83 gp per 
  character), Cloak of Resistance +1 (83 gp per character), 
  Rope of Climbing (250 gp per character), Potion of 
  Tongues (62 gp per character). 
   
  APL 10: L: 2 gp; C: 0 gp; M: 2144 gp Bracers of armor 
  +3 (750 gp per character), Eyes of the Eagle (83 gp per 
  character), Cloak of Resistance +1 (83 gp per character), 
  Rope of Climbing (250 gp per character), Ki Straps (416 
  gp per character), Boots of Striding and Springing (500 
  gp per character), Potion of Tongues (62 gp per 
  character). 
   
  APL 12: L: 2 gp; C: 0 gp; M: 2977 gp Bracers of armor 
  +3 (750 gp per character), Eyes of the Eagle (83 gp per 
  character), Cloak of Resistance +1 (83 gp per character), 
  Rope of Climbing (250 gp per character), Ki Straps (416 
  gp per character), Boots of Striding and Springing (500 
  gp per character), Stone of Good Luck (833 per character), 
  Potion of Tongues (62 gp per character). 
   
  Total Possible Treasure 
  APL 2: L: 2 gp; C: 40 gp; M: 400 gp  - Total: 442 gp 
  (maximum 400 gp) 
  APL 4: L: 2 gp; C: 30 gp; M: 629 gp  - Total: 661 gp 
  (maximum 600 gp) 
  APL 6: L: 2 gp; C: 0 gp; M: 962 gp  - Total: 964 gp 
  (maximum 800 gp)  
  APL 8: L: 2 gp; C: 0 gp; M: 1397 gp  - Total: 1399 gp 
  (maximum 1250 gp) 
  APL 10: L: 2 gp; C: 0 gp; M: 2313 gp  - Total: 2315 gp 
  (maximum 2100 gp) 
  APL 12: L: 2 gp; C: 0 gp; M: 3146 gp  - Total: 3148 gp 
  (maximum 3000 gp).  
   
  Special 
  The influence point with Church of Mayaheine is 
  received IF (and only if) Kalin Trennell lives.  The Boon 
  of the Council of Four is earned IF and only if the PCs 
  return the brazier with lava to Karzalin in Chendl. 
   
  � Influence point with the Church of Mayaheine: 
  This PC has earned the gratitude of Kalin Trennell and 
  the Church of Mayaheine by saving his life and 
  Eclipse 
   
  Page 14 
  
  undertaking to complete a task laid upon him.  This favor 
  may be redeemed as an Influence Point for purposes of 
  having spells cast by clerics of the church of Mayaheine.  
  Alternatively, the PC may use this favor to call on the 
  assistance of Kalin while in the city of Chendl.  In this 
  case, the PC may receive a +5 circumstance bonus to one 
  of the following skill checks: Knowledge (arcane), 
  Knowledge (architecture and engineering), Knowledge 
  (local – Furyondy) or Knowledge (religion).  This 
  influence point is consumed when used; mark this off 
  once used. 
   
  � Boon of the Counci  of Four: This PC has gained the 
  notice of the Council of Four in Furyondy.  A member of 
  the council will agree to teach the PC one of the 
  following feats at no cost: Energy Substitution (fire or 
  electric), Extra Spell, Extra Slot or Cooperative Spell.  
  Alternatively, the PC may learn one of the following 
  spells from Tome and Blood: Lesser Acid Orb, Ice Knife, 
  Enhance Familiar, Mass Darkvision.  The DM should 
  circle the choice when selected; the choice cannot later 
  be changed.  The PC may instead use this boon to gain a 
  +4 circumstance bonus to a Diplomacy or Knowledge 
  (arcana) check with a member of the Mage Council.  This 
  boon is consumed when used.   
  l
   
  Items for the Adventure 
  Record 
  Item Access 
  APL 2: 
   
  � 
  � 
  � 
  � 
  Bracers of Armor +2 (adventure, DMG) 
  Bronze Holy Symbol of Joramy (regional, Defenders 
  of the Faith) 
  Wand of Burning Hands (adventure, 1st level caster, 
  DMG)  
  Oil of Keen Edges (adventure, DMG) 
   
  APL 4: 
   
  � 
  � 
  Eyes of the Eagle (adventure, DMG)  
  Potion of Tongues (adventure, DMG) 
   
  APL 2 Items 
   
  APL 6: 
   
  � 
   
  Bracers of Armor +3 (adventure, DMG) 
  APL 2&4 Items 
   
  APL 8:  
  � 
  � 
  � 
  Rope of Climbing (adventure, DMG) 
  Scroll of Daylight (adventure, 5th level caster, DMG) 
  Scroll of Ice Storm (adventure, 7th level caster, 
  DMG) 
   
  APL 2, 4 & 6 Items 
   
  APL 10:  
  � 
  � 
  Ki Straps (regional, Sword and Fist)  
  Boots of Striding and Springing (adventure, DMG) 
   
  APL 2, 4, 6 & 8 Items 
   
  APL 12:  
  � Stone of Good Luck (adventure, DMG) 
   
  APL 2, 4, 6, 8 & 10 Items 
   
   
   
  Eclipse 
   
  Page 15 
  
  Appendix One: NPC/Monster Statistics 
  Encounter One 
  ALL APLs 
  � Sir Kalin Trennell: male human Clr7/Chrch2; CR 
  9; medium size humanoid; HD 7d8+2d8; hp 54 (9); Init 
  0; Spd 30 ft.; AC 17 (touch 10, flat-footed 17) [+5 armor, 
  +2 shield]; BA/G +6/+9; Atk +10 melee [1d10+4 +1 Sure 
  Strike Bastard Sword 19-20 crit]; Full Atk +10/+5 melee 
  [1d10+4 +1 Sure Strike Bastard Sword 19-20 crit]; SA 
  Spells, Turn Undead; SQ Detect Evil, Prestige Domain, 
  Immune to Charms; AL LG; SV Fort +8 (+4*), Ref +2, 
  Will +11 (+8*); Str 16, Dex 10, Con 10 (2*), Int 12, Wis 
  16 (11*), Cha 15.  
   
  Skills and Feats: Concentration +8 (+4*), Heal +8 
  (+5*), Knowledge (arcane) +9, Knowledge (architecture 
  and engineering) +9, Knowledge (local – Furyondy) +3, 
  Knowledge (religion) +7, Sense Motive +9 (+6), 
  Spellcraft +9; Cleave, Combat Casting, Exotic Weapon 
  Proficiency (bastard sword), Leadership, Power Attack, 
  Weapon Focus (bastard sword), Martial Weapon 
  Proficiency (bastard sword). 
   
  Detect Evil (Sp): A church inquisitor can detect 
  evil at will as a spell-like ability.  This ability duplicates 
  the effect of the spell detect evil.   
   
  Immune to Charm (Ex): A church inquisitor of at 
  least second level is immune to all charm spells and 
  effects.   
   
  Possessions: +1 Bastard Sword Sure Strike, Amulet 
  of Detect Thoughts, Gauntlets of Ogre Power, Silver 
  Holy Symbol of Mayaheine, Chainmail armor, large 
  wooden shield.   
   
  Physical Description: Sir Kalin is an attractive 
  young man in his late 20s with dark hair and emerald 
  green eyes.  He wears chainmail armor and a surcoat 
  bearing the symbol of Mayaheine.  
   
  Spells 
  Prepared 
  when 
  fully 
  healed 
  (6/5+1/5+1/4+1/3+1/2+1; base DC = 13 (10) + spell 
  level): None*.  Currently due to his illness he has been 
  unable to focus enough to prepare any spells.  
    
  Domains: War (Free Marital Weapon Proficiency 
  and Weapon Focus with bastard sword); Protection 
  (Generate a protective ward, a spell like ability to grant 
  someone you touch a resistance bonus on their next 
  saving throw equal to your level [+9].  Activating this 
  power is a standard action.  The ward is an abjuration 
  effect with a duration of one hour usable once per day); 
  Inquisition (Gain a +4 bonus on all dispel checks). 
  *Currently adjusted for ability damage.   
   
  Encounter Four 
  APL 2 (EL 5) 
  � Gnorff: Male azer Ftr2/Mnk 1; CR 5; medium 
  outsider (extraplanar, fire); HD 2d8+2d10+1d8+10; hp 
  43; Init +6; Spd 30 ft.; AC 22 (touch 14, flat-footed 20) 
  [+2 Dex, +6 natural, +2 Wisdom, +2 armor]; BA/G 
  +3/+6; Atk +6 melee (1d8+2+1 fire, warhammer); Full 
  Atk +6 melee (1d8+2+1 fire, warhammer); SA: Heat, 
  Flurry of Blows; SQ Fire subtype, SR 13; AL LN; SV 
  Fort +11, Ref +8, Will +8; Str 15, Dex 14, Con 14, Int 10, 
  Wis 14, Cha 8.  
   
  Skills and Feats: Balance +4, Climb +3, Craft 
  (trapmaking) +5, Hide +0, Jump +5 Listen +5, Search 
  +3, Spot +6, Tumble +4; Cleave, Combat Reflexes, Great 
  Cleave, Improved Initiative, Improved Unarmed 
  Strike (as monk), Power Attack (from race), Stunning 
  Fist (as monk). 
  Heat (Ex):  Azer’s bodies are intensely hot, so their 
  unarmed attacks deal additional fire damage.  Their 
  metallic weapons also conduct this heat.     
  Fire Subtype (Ex): Fire immunity, double damage 
  from cold except on a successful save.  
      
  Possessions: Bracers of Armor +2, Warhammer, 
  bronze holy symbol of Joramy.    
  APL 4 (EL 7) 
  Gnorff: Male azer Ftr2/Mnk3; CR 7; medium-size 
  outsider (fire, lawful); HD 2d8+2d10+3d8+14; hp 59; 
  Init +6; Spd 40 ft.; AC 22 (touch 14, flat-footed 20) [+2 
  Dex, +6 natural, +2 Wisdom, +2 armor]; BA/G +5/+8; 
  Atk +8 melee (1d8+3+1 fire, warhammer); Full Atk +8 
  melee (1d8+3+1 fire, warhammer); SA: Heat, Flurry of 
  Blows; SQ Evasion, Fire subtype, Still mind, SR 13; AL 
  LN; SV Fort +13, Ref +10, Will +10; Str 16, Dex 14, Con 
  14, Int 10, Wis 14, Cha 8.  
   
  Skills and Feats: Balance +6, Climb +4, Craft 
  (trapmaking) +5, Hide +0, Jump +6, Listen +7, Search 
  +3, Spot +13, Tumble +6; Cleave, Combat Reflexes, 
  Deflect Arrows (as monk), Great Cleave, Improved 
  Initiative, Improved Unarmed Strike (as monk), Power 
  Attack (from race), Stunning Fist. 
  Heat (Ex):  Azer’s bodies are intensely hot, so their 
  unarmed attacks deal additional fire damage.  Their 
  metallic weapons also conduct this heat.     
  Fire Subtype (Ex): Fire immunity, double damage 
  from cold except on a successful save.  
   
  Possessions: Bracers of Armor +2, Warhammer, 
  Eyes of the Eagle, Cloak of Resistance +1, bronze holy 
  symbol of Joramy. 
   
  APL 6 (EL 9) 
  � Gnorff: Male azer Ftr2/Mnk5; CR 9; medium-size 
  outsider (fire, lawful); HD 2d8+2d10+5d8+18; hp 75; 
  Init +6; Spd 40 ft.; AC 24 (touch 15, flat-footed 22) [+2 
  Dex, +6 natural, +2 Wisdom, +3 armor, +1 monk]; 
  BA/G +6/+9; Atk +9 melee (1d8+3+1 fire, warhammer); 
  Full Atk +9/+4 melee (1d8+3+1 fire, warhammer); SA: 
  Eclipse 
   
  Page 16 
  
  Heat, Flurry of blows, Ki strike - magic; SQ Evasion, 
  Fire subtype, Still mind, slow fall 20ft, purity of body, 
  See Invisible (potion), SR 13; AL LN; SV Fort +13, Ref 
  +12, Will +10; Str 16, Dex 14, Con 14, Int 10, Wis 14, 
  Cha 8.  
   
  Skills and Feats: Balance +8, Climb +4, Craft 
  (trapmaking) +5, Hide +0, Jump +6, Listen +9, Search 
  +3, Spot +15, Tumble +8; Cleave, Combat Reflexes, 
  Deflect Arrows (as monk), Great Cleave, Improved 
  Initiative, Improved Unarmed Strike (as monk), 
  Lightning Reflexes, Power Attack (from race), 
  Stunning attack (as monk). 
  Heat (Ex):  Azer’s bodies are intensely hot, so their 
  unarmed attacks deal additional fire damage.  Their 
  metallic weapons also conduct this heat.     
  Fire Subtype (Ex): Fire immunity, double damage 
  from 
  cold 
  except 
  on 
  a 
  successful 
  save.    
   
  Possessions: Bracers of Armor +3, Warhammer, 
  Eyes of the Eagle, Potion: See Invisibility (all ready 
  drank), Potion: Tongues, bronze holy symbol of 
  Joramy. 
   
   
   
  APL 8 (EL 11) 
  � Gnorff: Male azer Ftr2/Mnk7; CR 11; medium-size 
  outsider (fire, lawful); HD 2d8+2d10+7d8+22; hp 91; 
  Init +6; Spd 50 ft.; AC 24 (touch 15, flat-footed 22) [+2 
  Dex, +6 natural, +2 Wisdom, +3 armor, +1 monk]; 
  BA/G +8/+11; Atk +11 melee (1d8+3+1 fire, 
  warhammer or unarmed); Full Atk +11/+6 melee 
  (1d8+3+1 fire, warhammer) or +11/+8 (1d8+3+1 fire 
  unarmed); SA: Heat, Flurry of Blows; SQ Evasion, Fire 
  subtype, Still mind, slow fall 30ft, purity of body, 
  wholeness of body, leap of the clouds, See Invisible 
  (potion), Ki strike - magic, SR 13; AL LN; SV Fort +15, 
  Ref +14, Will +14; Str 16, Dex 14, Con 15, Int 10, Wis 
  14, Cha 8.  
   
  Skills and Feats: Balance +10, Climb +4, Craft 
  (trapmaking) +5, Hide +0, Jump +6, Listen +11, Search 
  +3, Spot +17, Tumble +10; Cleave, Combat Reflexes, 
  Deflect Arrows (as monk), Great Cleave, Improved 
  Initiative, Improved Trip (monk), Improved Unarmed 
  Strike (as monk), Iron Will, Lightning Reflexes, Power 
  Attack (from race), Stunning attacks. 
  Heat (Ex):  Azer’s bodies are intensely hot, so their 
  unarmed attacks deal additional fire damage.  Their 
  metallic weapons also conduct this heat.     
  Fire Subtype (Ex): Fire immunity, double damage 
  from cold except on a successful save.  
   
  Possessions: Bracers of Armor +3, Warhammer, 
  bronze holy symbol of Joramy, Eyes of the Eagle, Cloak 
  of Resistance +1, Potion: See Invisibility (all ready 
  drank), Potion: Tongues, Rope of Climbing. 
  APL 10 (EL 13) 
  � Gnorff: Male azer Ftr2/Mnk9; CR 13; medium-size 
  outsider (fire, lawful); HD 2d8+2d10+9d8+39; hp 120; 
  Init +6; Spd 60 ft.; AC 24 (touch 15, flat-footed 22) [+2 
  Dex, +6 natural, +2 Wisdom, +3 armor, +1 monk]; 
  BA/G +9/+12; Atk +12 melee (1d10+3+1 fire, unarmed); 
  Full Atk +12/+9 (1d10+3+1 fire unarmed); SA: Heat, 
  Greater Flurry of Blows; SQ Improved Evasion, Fire 
  subtype, Still mind, slow fall 50ft, purity of body, 
  wholeness of body, leap of the clouds, See Invisible 
  (potion), SR 13; AL LN; SV Fort +16, Ref +15, Will +15; 
  Str 16, Dex 14, Con 16, Int 10, Wis 14, Cha 8.  
   
  Skills and Feats: Balance +11, Climb +4, Craft 
  (trapmaking) +5, Hide +2, Jump +6, Listen +14, Search 
  +3, Spot +16, Tumble +14; Cleave, Combat Reflexes, 
  Deflect Arrows (as monk), Great Cleave, Improved 
  Initiative, Improved Trip (monk), Improved Unarmed 
  Strike (as monk), Iron Will, Lightning Reflexes, Power 
  Attack (from race), Stunning Attack. 
  Heat (Ex):  Azer’s bodies are intensely hot, so their 
  unarmed attacks deal additional fire damage.  Their 
  metallic weapons also conduct this heat.     
  Fire Subtype (Ex): Fire immunity, double damage 
  from cold except on a successful save.     
   
  Possessions: Bracers of Armor +3, Warhammer, 
  bronze holy symbol of Joramy, Eyes of the Eagle, 
  Potion: See Invisibility (all ready drank), Cloak of 
  Resistance +1, Rope of Climbing, Ki Straps (increase 
  DC of stun - see appendix), Boots of Striding and 
  Springing, Potion: Tongues.  
   APL 12 (EL 15) 
  � Gnorff: Male azer Ftr2/Mnk11; CR 15; medium-size 
  outsider (fire, lawful); HD 2d8+2d10+11d8+45; hp 138; 
  Init +6; Spd 60 ft.; AC 25 (touch 16, flat-footed 23) [+2 
  Dex, +6 natural, +2 Wisdom, +3 armor, +2 monk]; 
  BA/G +11/+13; Atk +14 melee (1d10+3+1 fire, 
  unarmed); Full Atk +14/+9 melee (1d10+3+1 fire 
  unarmed); SA: Heat, Greater flurry of blows, Ki Strike 
  – magic/lawful; SQ Improved Evasion, Fire subtype, 
  Still mind, slow fall 50ft, purity of body, wholeness of 
  body, leap of the clouds, diamond body, See Invisible 
  (potion), SR 13; AL LN; SV Fort +18, Ref +17, Will +17; 
  Str 16, Dex 15, Con 16, Int 10, Wis 14, Cha 8.  
   
  Skills and Feats: Balance +14, Climb +5, Craft 
  (trapmaking) +6, Hide +3, Jump +7, Listen +17, Search 
  +4, Spot +19, Tumble +17; Circle Kick, Cleave, Combat 
  Reflexes, Deflect Arrows (as monk), Great Cleave, 
  Improved Initiative, Improved Trip (monk), Improved 
  Unarmed Strike (as monk), Iron Will, Lightning 
  Reflexes, Power Attack (from race), Stunning attack.  
  Heat (Ex):  Azer’s bodies are intensely hot, so their 
  unarmed attacks deal additional fire damage.  Their 
  metallic weapons also conduct this heat.     
  Eclipse 
   
  Page 17 
  
  Fire Subtype (Ex): Fire immunity, double damage 
  from cold except on a successful save.  
   
  Possessions: Bracers of Armor +3, Warhammer, 
  bronze holy symbol of Joramy, Eyes of the Eagle, 
  Potion: See Invisibility (all ready drank), Cloak of 
  Resistance +1, Rope of Climbing, Ki Straps (increase 
  DC of stun - see appendix), Boots of Striding and 
  Springing, Stone of Good Luck, Potion: Tongues. 
   
  Eclipse 
   
  Page 18 
  
  Appendix B: Rules Items  
  Feats: 
  Circle Kick [General] 
  You kick multiple opponents with the same attack 
  action.   
   
  Prerequisites: Base attack bonus +3, Improved 
  Unarmed Strike, Dex 15+. 
  Benefit: A successful unarmed attack roll allows 
  you to make a second attack roll against a different 
  opponent that is within the area you threaten.  This 
  feat requires the full attack action.   
   
  Reference: Sword and Fist, page 5.  
   
  Items: 
  Ki Straps: These leather straps, when wrapped 
  around both hands, grant the wearer a +5 
  enhancement bonus to his DC with a monk’s 
  stunning attack or the Stunning Fist feat.  
  Wearing these straps is like wearing gloves; they 
  take up the “gloves” slot on the character’s body.  
  (5000gp, Sword and Fist, page 77). 
   
   
   
   
  Eclipse 
   
  Page 19 
  
  Appendix C: Furyondy Spell Casting Rules 
   
  Spell Casting Costs 
  Spell Name 
  Minimum 
  Caster 
  Level 
  Influence 
  Points 
  Required
  Total 
  GP 
  Cost
   
  Cure Minor Wounds 
  1 
  0 
  5 
  Detect Magic 
  1 
  0 
  5 
  Detect Poison 
  1 
  0 
  5 
  Purify Food and Drink 
  1 
  0 
  5 
  Cure Light Wounds 
  1 
  0 
  10 
  Identify 
  1 
  0 
  110 
  Cure Moderate Wounds 
  3 
  0 
  60 
  Delay Poison 
  3 
  0 
  60 
  Gentle Repose 
  3 
  0 
  60 
  Lesser Restoration 
  3 
  0 
  60 
  Cure Serious Wounds 
  5 
  0 
  150 
  Dispel Magic 
  5 
  0 
  150 
  Remove Blindness or 
  Deafness 
  5 
  0 
  150 
  Remove Curse 
  5 
  0 
  150 
  Remove Disease 
  5 
  0 
  150 
  Speak with Dead 
  5 
  0 
  150 
  Cure Critical Wounds 
  7 
  0 
  280 
  Neutralize Poison 
  7 
  0 
  280 
  Restoration 
  7 
  0 
  380 
  Atonement 
  9 
  5 
  3000 
  Break Enchantment 
  9 
  0 
  450 
  Raise Dead 
  9 
  0 
  5450 
  Greater Dispelling 
  11 
  1 
  660 
  Heal 
  11 
  1 
  660 
  Stone to Flesh 
  11 
  1 
  660 
  Greater Restoration 
  13 
  2 
  3410 
  Regenerate 
  13 
  2 
  910 
  Resurrection 
  13 
  2 
  10910
   
   
  This adventure occurs near the razing line in the 
  Barony of Kalistren.  Clerics of the following faiths and 
  levels are available for purchasing spells: Heironeous 
  (7
  th), St. Cuthbert (5
  th), Mayaheine (5
  th), and Trithereon 
  (10
  th).    
  Having an NPC cast a spell requires a 
  commitment of time and effort from the caster.  The 
  cost of having a spell cast requires a donation to the 
  church (represented by the GP cost).  Influence can be 
  used to reduce the cost of spell by 10% per Influence 
  Point used.  The influence used must all be with the 
  NPC organization the spell is being purchased from.   
  Some arcane spells are arranged from the Mage 
  Council through the Church Clergy.   
  Some spells require influence expenditure in 
  order to have the spell cast; this is because of the 
  relative low amount of powerful clerics within the 
  lands of Furyondy.  Characters that don’t have the 
  required influence with the NPC organization to 
  purchase a spell requiring influence may increase their 
  donation to buy the spell (1 IP = 1000 gp). However 
  more powerful spells (7
  th level and higher) cannot be 
  purchased in this way.  Characters without the 
  appropriate influence points who desire to have 
  powerful spells (7
  th level and higher) may request a 
  special scenario by writing the Furyondy Triad. 
  The gold piece cost listed may be purchased either 
  in gold or Influence points or any combination 
  thereof.  Note that spells not listed on the chart may 
  not 
  typically 
  be 
  purchased 
  in 
  Furyondy. 
  Eclipse 
   
  Page 20 
  
  Critical Event Summary 
  LG FUR3-06 – Eclipse 
  (Return to HQ or to Michelle Sharp) 
  Please be sure to answer all questions.  Thanks. 
   
   
  1. Did the PCs save Sir Kalin Trennell?  
   
   
   
   
  YES/NO 
   
   
  2. Did the PCs recover the brazier?  
   
   
   
   
   
  YES/NO 
   
   
  3. Did the PCs return the brazier with the treated lava to Karzalin? 
   
  YES/NO 
   
   
  4. Were any PCs slain in the event? 
   
   
   
   
   
  YES/NO 
   
   
  5. At what APL was the event played?  
   
  2 
  4 
  6 
  8 
  10 
  12 
   
   
  6. Comments (Optional).  Please explain any unusual circumstances 
   
   
   
  Eclipse 
   
  Page 21 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Furyondy/FUR3-06 - Eclipse.pdf