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.  
   
  IUZ3−04 
   
   
   
   
   
   
   
   
  The Burning Cliffs 
   
  A One−Round D&D LIVING GREYHAWK® 
  Iuz’s Border States Meta−regional Adventure 
  Version 1.2 
   
   
   
  by Jason Bulmahn 
   
   
   
   
  Hidden away in the recesses of Iuz’s vast empire is a lonely research tower surrounded by a burning landscape. Life and 
  limb must be put on the line to get a glimpse into the Old One’s vile plan. Only those with the bravery and wit to break 
  into a tower owned by a Boneheart need apply.  Part three of the Machinations plot line. For characters of levels 5-15 
  (APLs 6-14). 
  
  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.  
   
  Burning Cliffs 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Meta-regional adventure, set 
  in Iuz’s Border States. Characters native to the Bandit 
  Kingdoms, Furyondy, Highfolk, Perrenland, and the 
  Shield Lands 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. 
   
  Burning Cliffs 
   
  Page 3 
  
  Adventure Background 
  Iuz is up to something. For some many months now, he 
  has tasked one of his boneheart to create some new and 
  terrible creatures to serve him. More than up to the task, 
  this boneheart has established a research station (called 
  the Ashen Pit) in the northern reaches of the Old One’s 
  empire, in an area known as the Burning Cliffs. This land 
  is one of the more inhospitable parts of his empire and 
  perfect for the type of creatures the boneheart is 
  attempting to create. 
   
  Some months ago, a field test of the creatures was 
  performed. Although they performed admirably, a group 
  of heroes put an end to the experiment before it could 
  fully come to fruition. The merchant traveling with the 
  heroes was in fact an agent of a secretive organization 
  known as “The Drinkers of the Cup of Midnight” or just 
  “The Drinkers”, who have sworn to fight the Old One on 
  every border, no matter the cost. The information the 
  heroes (and agent) gained spoke of this research facility 
  in the Burning Cliffs. Its existence has also been 
  confirmed by a number of spies operating in the Old 
  One’s empire. 
   
  Adventure Summary  
  When play begins, the heroes are contacted by a member 
  of the Drinkers known only as the Shade (who has 
  possibly had dealings with them in the past). The Shade 
  knows the location of a terrible research station in the far 
  north of Iuz’s empire and would like them to investigate 
  it. Assuming the PCs agree, she arranges for the PCs to be 
  teleported to the location with the specific instructions to 
  recover as many research diaries or notes as possible. 
   
  Arriving in the Burning Cliffs, the heroes are 
  immediately assaulted by the inhospitality of the place. 
  Making their way to the research compound, the PCs are 
  confronted by a minion of the master of the place. This 
  minion is a minor devil, known as an imp. While it has 
  no urge to battle, the devious creature hopes to use the 
  PCs to earn its freedom from its cruel master. 
   
  After discussing the research facility with the imp, 
  the PCs learn that it is heavily alarmed against intruders 
  and any violation of the place will summon its master 
  (something the PCs definitely do not want to do). In 
  exchange for its freedom, the imp is willing to suspend 
  the alarm for as long as it can while the PCs explore the 
  place. 
   
  Once inside the research facility, the heroes have a 
  number of avenues of exploration before them, but must 
  choose wisely for time is very limited. While inside, they 
  will have the option to explore the bonehearts private 
  quarters, laboratories, libraries, and testing grounds. They 
  will also have the opportunity to extend their allotted 
  time in the facility so long as they search for it. 
   
  Through a cunning use of their time and wits, the 
  party may have the opportunity to determine the nature 
  of the research being performed here. In doing so, they 
  will also earn the gratitude of the Drinkers, becoming 
  initiates if they desire. 
   
  It is important to note here that a good portion of 
  this event uses very strict time management. Special 
  rules and charts are provided to make this process as 
  simple as possible for the DM and the PCs. Please be very 
  familiar with these rules and this event before play 
  begins. 
   
  A note on version 3.5 
  As this adventure will be played using the rules for 3.0 
  and 3.5, the rules adjustments for 3.5 are included within 
  the text of this adventure.  These rules are not to be used 
  unless the play of this event takes place after October 1st, 
  2003.  
   
  Introduction 
  When ready to begin, read or paraphrase the following to 
  the players. 
   
  It is the height of summer and the heat seems to be at 
  its worst. It is nearly impossible to find a cool place to 
  rest as even the cellars of most inns feel like the 
  inside of an oven. Most of the local merchants have 
  closed up shop and no one seems to be moving about 
  the streets. It seems that all you can do to lessen the 
  heat is to quietly sit in the shade and rest. 
   
  Slowly making his way up the street toward you 
  is a young boy, simply drenched in sweat. He trudges 
  up to you and collapses next to you, panting heavi y. 
  “I’ve got a missive for you. Been paid good to make 
  sure you get i  today.” As he speaks, he pulls out a 
  small envelope, sealed with half melted wax. 
  l
  t
   
  The boy (Geran, hm male Com1) is a messenger that has 
  been traveling all the way to the PCs home region from 
  Critwall, in the Shield Lands. This journey took 2 weeks 
  for Perrenland, 1 week for Highfolk, Furyondy, and the 
  Bandit Kingdoms, and only a few days for PCs native to 
  the Shield Lands. As he mentioned, he has been paid well 
  to deliver this message and requires no tip (although one 
  will be appreciated, he would ask for some water instead). 
  What is inside the letter depends upon whether or not 
  the PC has played IUZ3-01 Across the Border or IUZ3-02 
  Experimentation. If the PC has played either one of these 
  events, read or paraphrase the following to them upon 
  opening the letter. 
   
  Burning Cliffs 
   
  Page 4 
  
  Opening the sealed letter, it reads as follows: 
  Trusted Friend, 
   
  I assume that this letter finds you well and in 
  good spirits. I would like to thank you for all that you 
  have done to stop the advance of the Old One’s plot 
  in the past. However, it seems that my friends and I 
  may have use o you again if you are willing. Danger 
  is assured, but so are the gains if our guess is right. 
  Meet me two weeks from now, in Critwall at the 
  Brightdawn Inn. Get to know some of the other 
  patrons during your stay and I will see you there. 
  f 
   
   
  i
   
   
   
   
   
   
  The Shade 
   
  If the PC has not played either of the above named 
  events, read or paraphrase the following to them upon 
  opening the letter. 
   
  Opening the sealed letter, it reads as follows: 
  To One who shares a vision, 
   
  It is my understanding that you are a person of 
  conviction, one who has lived under the shadow of 
  the Old One for too long. Although I am sure it is no
  doubt to you, but you are not alone. There are those 
  among us who wish to see the downfall of the Old 
  One, no matter the cost. It is also my understanding 
  that you might share in this belief. If so, then my 
  friends and I may have some work for you. In two 
  weeks time, go to the Brightdawn Inn located in 
  Critwall. Get to know some of the other patrons 
  during your stay. We will contact you there if you are 
  needed. 
  The Letter is not signed. 
   
  The delivery boy knows nothing about The Shade or 
  anyone else for that matter who might have penned this 
  message. It was delivered to him from another courier in 
  Critwall that he did not know. If pressed, he will tell the 
  PC that he was paid 20 gold coins to deliver the message, 
  plus traveling expenses. 
   
  If the PC decides to travel to Critwall, proceed to 
  encounter one. If the PC decides to disregard the note, 
  the adventure is over for them. 
   
  Encounter One 
  Shade at the Brightdawn 
  The PCs journey to Critwall is an uneventful one. For 
  those in region (the Shield Lands), the journey takes only 
  a few days. Those who dwell outside the Shield Lands 
  require a week or more to arrive in Critwall. When ready 
  read or paraphrase the following to the players. 
   
  Arriving in Critwall via separate means, you each 
  make your way to the Brightdawn Inn, w th just a day
  to spare. Surprisingly enough, upon arriving, you find 
  that a room has been reserved for you and paid for in 
  advance. The summer’s heat has not let up much over 
  the past two weeks and you find few others in the 
  common room of the inn, despite the fact that it is 
  rather cool inside. 
   
  At this point in time, the only people staying at the 
  Brightdawn Inn are the PCs and a pair of rather seedy 
  merchants from the Bandit Kingdoms. Allow the PCs to 
  describe themselves to one another and meet each other 
  on their own terms. This should not be forced however, 
  and any not meeting the rest of the party will be forced to 
  do so when the shade arrives the next night. 
   
  If the PCs bother to speak with the merchants, they 
  claim to be from Rookroost in the Bandit Kingdoms. 
  They are here collecting various supplies (of which sort 
  they will not discuss) before heading back home. In 
  truth, these merchants are nothing more than they seem. 
   
  The PCs have a full day to spend before The Shade 
  arrives. The Brightdawn Inn is located on the border 
  between the Market and Visitors Square. As such, 
  anything with frequency any or Metaregional can be 
  found here and purchased before play continues. Any 
  such purchases must be recorded at the end of this event 
  on the Adventure Record. The innkeeper is a man by the 
  name of Emripes, who has a strict policy of not speaking 
  about his other clients and will not name any names or 
  their business. He will however tell the PCs about the 
  local shrines and shops, should they need to visit any. 
  Located in the city are shrines to Heironeous, Pholtus, St 
  Cuthbert, Mayaheine, Trithereon, Zilchus, Pelor, and 
  Farlanghn 
   
  The Shade Arrives 
  The Shade does not arrive until the second night that all 
  the PCs are present at the Inn. Just after sunset the 
  innkeeper, Emripes, walks about the inn and hands each 
  of them a key. Read or paraphrase the following to the 
  heroes. 
   
  Just as the sun sets, Emripes, the Innkeeper, goes 
  about lighting all the lanterns in the small common 
  room. As he makes his way over to you, he drops a 
  small silver key onto your table. “Thought you might 
  want to relax down in the cellar this evening,” he says 
  with a thin smile. “It’s a might bit cooler down there 
  in the shade.” 
  It appears you are not the only one he has given a 
  key to this evening. 
   
  Burning Cliffs 
   
  Page 5 
  
  After giving each of the PCs a key, they are free to do as 
  they please. Eventually, they should make their way to 
  the back of the inn and a door that leads down into the 
  cellar. Upon entering, read or paraphrase the following to 
  them. 
   
  Mak ng your way down into the cellar, you find it 
  rather large. Off to one side are a number of large 
  barrels stacked on end. In the center of the room is a 
  wide wooden table in front of which is six wooden 
  chairs. Behind the table is a long couch with padded 
  burgundy pillows. Reclining on this couch is a tall 
  slender woman wearing leather breeches, tall black 
  riding boots and a deep blue tunic. As she turns to 
  face you, her long black tresses fall about her 
  shoulders revealing her sparkling blue eyes. 
  i
   
   
  l
   
   
   
   
   
  “Please, be seated” she says in a calm soothing 
  voice. “We have much to discuss.” After this, she sits 
  up and reveals a crystal carafe and begins pouring a 
  drink for you both. 
   
  This process repeats until all the PCs are seated at the 
  table in front of The Shade. Suspicious PCs may not take 
  the wine that is being offered to them, but The Shade 
  takes no offense at this (the wine is not poisoned in any 
  way and is actually rather good elven stock). 
   
  Those PCs who have played IUZ3-01 Across the 
  Border will recognize this woman as The Shade 
  immediately. If any of the PCs have not played this event, 
  read or paraphrase the following to them. 
   
  Once everyone is seated, the woman looks to you 
  (those that have not played Across the Border) and says, 
  ”I suppose you are wondering why I have asked you 
  here. I have heard a good deal about you, although 
  you know nothing about me. I am The Shade, and am 
  member of an organization that works within the 
  domain of the Old One, to undermine his every 
  effort. There are those who would pay any price to see 
  his downfall. There are those who would lay down 
  their very lives to halt his advance. All of these are 
  welcome in our order. So, before I continue, I must 
  ask you, are you one of those. If so, then please stay 
  but be warned that any treason against us carries a 
  penalty most dire. If not, then I must ask you to 
  leave.” The shade rises, he lips turned into a wry 
  smile. “Choose now, I have little time to waste.” 
   
  PCs that have not played IUZ3-01 Across the Border 
  must now choose whether or not they have the mettle to 
  be a part of this order. Those that refuse are asked to leave 
  immediately.  
   
  To those that stay and those that played IUZ3-01, 
  continue with the following. 
   
  The Shade sits on the edge of her couch, a deadly 
  serious look spreads across her delicate features. 
  “Much of our recent information concerning the Old 
  One seems to point at something big on the horizon. 
  He appears to be mobilizing for something, although 
  what that might be, we have no idea as of yet. One of 
  our 
  most 
  important 
  leads 
  is 
  his 
  current 
  experimentation with some new horrible creatures 
  which some of our agents have witnessed first hand. 
  Just recently, we have managed to locate a research 
  laboratory in the Burning Cliffs where these things 
  are being created.” As she pauses for a moment to take 
  a sip of wine, she looks each of you in the eye. “This is 
  where you come in. We need a group to break into 
  the tower and steal whatever research information 
  they can find so as to give us a better idea as to what 
  the current machinations of the Old One are.” 
  “You are that group.” 
   
  Whenever playing The Shade, she is always calm and 
  collected, never loosing here wits. She is also quite aware 
  of here attractive looks and is more than willing to use 
  these teasingly to get what she wants (although she 
  would never become involved with these ordinary 
  adventurers). 
   
  The PCs will undoubtedly have a number of 
  questions to ask her concerning this mission. What she 
  knows and is willing to tell the PCs is summarized below. 
   
  � Where are we going? 
  To the Burning Cliffs, a most inhospitable p ace 
  in the northern reaches of the Old One’s empire. 
  The research tower is there. 
  � Tell us more about the research facility. 
  We know little about it actually. We know there 
  is a tower and a walled compound. I would also 
  suspect underground chambers. There is only 
  one thing you can count on, guards. 
  � Who runs the facility? 
  We are not sure who runs it, but we suspect it to 
  be a Boneheart, although lesser or greater, I 
  cannot say. With luck you should not have to 
  worry about it. Our spies in Dorakaa tell us that 
  there is some sort of conclave going on and all of
  the highest members of His court should be in 
  attendance. 
  � What exactly do you need us to retrieve? 
  We wish to know what exactly is being developed 
  there and for what purpose. To that end, we need 
  research diaries and possibly any private notes 
  Burning Cliffs 
   
  Page 6 
  
  that the leader o  the facility might keep. 
  Samples of the work might prove useful if 
  portable. 
  f
   
   
   
  f
   
   
  l
   
  � What is in it for us? 
  Well, first and foremost, whatever you find in the 
  tower and dare to steal is yours to keep outside of 
  the things that we require. Beyond that, you will 
  earn my gratitude and the gratitude of my order 
  and I assure you that is no small thing. 
  � How are we to get there and back? 
  As soon as you are ready, we are prepared to send 
  you there rather rapidly via magic. Timing is of 
  the essence and we do not have much to spare. 
  Your return will be through the same means. 
  � Tell us more about these creatures being bred there? 
  Although I have not seen one myself, I have been 
  led to believe that they are horrible to behold, 
  not unlike children o  flame. Our spies tell us 
  that there may be others, but we know nothing 
  about them, which is the point of this mission. 
  � Can you tell us more about this organization you are 
  a part of? 
  Not yet. We must be sure of your loyalty first. 
  Perhaps after this mission we can speak more of 
  it. 
   
  After the PCs have had their fill of questions, it is time for 
  them to decide. Should they refuse the mission, The 
  Shade is extremely disappointed in them (any PC with 
  her favor looses it) and she dismisses them, after 
  informing them that any word of this would seal their 
  fates. If they decline, the adventure is over for them. 
   
  Should the PCs accept, The Shade gets up to leave, 
  tells them to keep the key and come back to this room in 
  the morning when their transportation will be available. 
  Proceed to Encounter 2. 
   
  If, for some reason, the PCs come to blows with The 
  Shade, she simply vanishes. In addition, The Shade also 
  automatically succeeds any Bluff checks required of her 
  for the purposes of this encounter. 
   
  Encounter Two 
  One of Many 
  The PCs have the rest of the evening to make their 
  preparations and can memorize spells needed for their 
  task in the morning. Just before dawn the next morning, 
  a wizened man appears in the room below the inn and 
  awaits the PCs arrival. When the PCs return to the cellar, 
  read or paraphrase the following to them. 
   
  Descending back into the cool cellar, an aged man 
  leaning upon a gnarled wooden staff stands up to 
  greet you. “It is about time that you have arrived. My 
  name is Terdalmus and I will be transporting you to 
  your destination.  If you are ready, please approach 
  and we can be off at once.” 
   
  Terdalmus is a wizard in the employ of The Drinkers.  
  Although he knows the destination, he knows nothing 
  about their specific mission.  Terdalmus is an old man 
  and has no use for fools or layabouts.  When dealing with 
  him, he is kind enough but rather anxious to get this 
  business over with. 
   
  � Terdalmus, Wiz 12; hps 45. 
   
  As soon as the PCs are ready to proceed, Terdalmus asks 
  them to approach him and join hands.  Moments later, he 
  begins casting his teleportation spell.  Read or paraphrase 
  the following to the PCs. 
   
  Joining 
  hands, 
  Terdalmus 
  immediately 
  begins 
  chanting complex magic and making wide gestures.  
  With a brilliant flash, the cool cellar around you is 
  replaced with a burning landscape covered in soot 
  and smoke. 
  Terdalmus ooks around with a look of disgust on 
  his face. “Welcome to the burning cliffs my young 
  friends.  Be careful to stay away from the black sand 
  as it will burn you to cinders.  I have been asked to 
  come back here and retrieve you when your mission 
  is complete.  Here, take this,” he says producing a 
  small silver coffer.  “Open then when you are 
  prepared to leave, but be sure that you are here when 
  you do for this is where I will appear.  If you are not 
  present when I arrive, I will wait only one minute 
  before leaving you here to your own devices. Best of 
  luck to you, yours is not a task that I envy.”  With 
  that, he begins to fade away from sight, his 
  outstretched hand pointed toward a black tower 
  looming in the distance. 
   
  Terdalmus teleports away leaving the PCs to their own 
  devices. The small silver coffer he leaves with them has a 
  modified alarm spell cast upon it and will alert Terdalmus 
  when it has been opened. 
   
  Looking to the north, the research tower (known as 
  the Ashen Pit) looms in the distance.  Before the PCs can 
  get too close to the tower they are intercepted by 
  Zezaxittaz the imp, as noted below. 
   
  Burning Cliffs 
   
  Page 7 
  
  Zezaxittaz the Imp 
  As the PCs approach the research tower, read or 
  paraphrase the following to them when they are only 
  about 200 feet away from the walls. 
   
  Not far in the distance stands a tower made of dark 
  gray and black stone.  Not far from the edge of a cliff, 
  the tower is surrounded by a twenty foot stone wall 
  forming a hemisphere open to the cliff. Other, 
  shorter buildings appear to be enclosed by the wall as 
  well, one of which is belch ng forth black smoke that 
  drifts lazily up into the gloom. 
  i
  t
  i
   
  Quite suddenly, a voice echoes out from the tall 
  stones off to your left. “Taking in the sightsss. Not 
  often does Zezaxittaz sssee anyone here not in the 
  company of the massster.” The vicious little voice 
  belongs to tiny humanoid wrapped in i s own bat 
  wings. A horned head with needle-like fangs sneers at 
  you while a barbed tail flicks around beh nd it 
  nervously. 
   
  Creature: Sitting on the nearby rocks is Zezaxittaz 
  (Zecks-oz-i-taz), a minor devil known as an imp.  He has 
  been observing the PCs for some time now and has 
  determined their basic intent (to breech the tower). If 
  threatened with violence, the imp immediately goes 
  invisible and refuses to further help the PCs (and in 
  essence ending the mission for them). 
   
  All APLs (EL 3) 
  � Zezaxittaz, imp; hp 13; see the Monster Manual. 
   
  The imp has a great deal of help that he can offer the PCs 
  in their endeavors, but to gain his assistance they must 
  promise to assist in his escape. 
   
  On year ago, the imp was summoned from the 
  deepest pits and bound to this area, in service of the 
  tower’s master.  However, ever since it has been a life of 
  boredom for the wicked creature.  The master wished to 
  use the creature, not for malicious use (which it would 
  have reveled in) but instead for experimentation. 
  Through a rather lengthy and powerful ritual, the imp 
  was split into seven identical copies, all mentally linked. 
  The imp talking to the PCs is the original (and will be the 
  only one referred to as Zezaxittaz).  Zezaxittaz is furious 
  with his summoner for this treatment, as he is left to 
  boredom while his copies do all the work around the 
  tower. 
  There 
  was 
  one 
  small 
  benefit 
  to 
  this 
  experimentation, the master broke his contract with the 
  imp (as it was only for one and now there are seven).  To 
  this end, Zezaxittaz no longer needs to be loyal to his 
  master even though some of the other more basic tenets 
  of the contract are still valid. To this end, Zezaxittaz has 
  formed a plan, both to earn his freedom and repay his 
  master for his misdeeds. 
   
  Zezaxittaz is a wicked creature who could care less 
  for the lives of mortals and would see to the PCs downfall 
  if only he did not hate his master more.  When 
  portraying him, keep in mind this duality, as well as his 
  sharp wit, dragging lisp, and general cruelty.  The format 
  of his discussion with the PCs is left open, however, here 
  is what the vile creature has to say. 
   
  � “The stupid flessshbags (what he calls mortals) 
  should not go any closer to the Massster’s tower, 
  to the Ashen Pit.  He will know and he will come 
  and kill them.” Zezaxittaz is referring to the alarm 
  spell that is built into the tower.  He knows that the 
  alarm cannot be undone for very long without his 
  help. 
   
   
   
   
   
  � “Zezaxittaz can help them, but they must help 
  Zezaxittaz. Yess, I can.  I can ssstop the alarm for 
  a time.”  Zezaxittaz is referring to the alarm spell 
  that is built into the tower.  He knows that the alarm 
  cannot be undone for very long without his help. 
  � “You will not have much time.  Jussst ten little 
  ticks of the clock.  Maybe more, but only if you 
  kill the otherss.”  If the heroes question him on this 
  point, Zezaxittaz will explain the fact that there are 
  five other imps in the tower and that each one drains 
  power from him.  By killing them, they make 
  Zezaxittaz stronger and he can delay the alarm for 
  longer (three more ticks for each one killed).  Each 
  tick, refers to one minute. He can also explain that 
  once they step inside, there is no turning back.  
  Leaving will not forestall the alarm going off. 
  � “The othersss, yes, the others are me and I am 
  them.  Made from me by the masters cruel hand. 
  Zezaxittaz is left to boredom while the others do 
  the work.  Master must pay for this treachery, not 
  part of the deal.  They make me weak, kill them 
  and I can help you betray the master more.” 
  Although he does not know exactly where the other 
  imps are, he knows that they are all within the 
  compound. 
  � “The masster is not here.  No, he is gone, serving 
  his greater master, he of the grinning skull.  Took 
  most of his servants with him, but not Zezaxittaz. 
   No, I am left here to boredom and rot.” This is 
  true at the moment, although it will change rather 
  quickly if the PCs set off the alarm or stay in the 
  tower too long. 
  � “For Zezaxittaz to help you, you mussst help me. 
  Free me from my deal, by destroying the 
  summoning gem. The master keeps it in his 
  vault, up in the tower on the third floor.  You 
  must dessstroy it first or I will let the master find
  Burning Cliffs 
   
  Page 8 
  
  you.” For the PCs to get Zezaxittaz’s help, they must 
  first breech the tower and go destroy the 
  summoning gem first.  It is a blood red gemstone, 
  located up in Area 17, the Master’s Vault. This is a 
  pivotal part of the deal and Zezaxittaz will not help 
  them at all unless they agree to do this first. 
  � “No, I cannot tell you about the massster, traps, 
  or servantsss. Master will know if I tell those 
  things, he will come right away.  Do not assk 
  again.” One of the master’s security precautions was 
  to enchant Zezaxittaz in such a way that if he ever 
  spoke of the master or his secrets, he would 
  immediately know.  Because of this, the most the 
  imp can help them is to delay the alarm and tell 
  them where his summoning gem is. 
   
  Developments: Assuming the PCs agree to destroy 
  Zezaxittaz’s summoning gem located in the tower, the 
  malicious imp uses his powers to delay the alarm spell 
  that surrounds the tower and grounds for as long as he 
  can.  If they refuse or kill the imp, this adventure will be 
  very short indeed as they set off the alarm.  For more 
  details on the alarm going off, see Encounter Four for 
  further details. 
   
  Encounter Three 
  The Ashen Pit 
  The area that makes up the Ashen Pit consists of the 
  tower, the yard, forge, storage buildings, dungeon, and 
  the test grounds below.  The description of this area is 
  broken down into a number of sections.  Before all of this 
  are the rules dealing with the time tracking while in the 
  Ashen Pit.  This is followed by descriptions of each 
  individual area. 
   
  Time Tracking in the Ashen Pit 
  The moment the PCs enter the Ashen Pit (either by 
  crossing the wall into the yard, climbing down to the 
  testing grounds, or entering any of the buildings) the 
  alarm timer begins to count.  Keeping track of this time is 
  of vital importance to the event as it determines what the 
  PCs can accomplish before they must flee the area.  The 
  following rules are used when keeping track of time. 
   
  � The PCs have ten minutes (100 rounds) to explore 
  the Ashen Pit once they enter.  They gain an extra 
  three minutes (30 rounds) per imp killed (with the 
  exception of Zezaxittaz).  Use the chart located in 
  Appendix A to keep track of time. 
  � All denotations of time in this event is listed in 
  rounds unless specifically stated otherwise. 
  � Once the countdown has begun it cannot be 
  stopped.  Leaving the Ashen Pit area does not buy 
  the PCs extra time. 
  � The PCs are free to ask how many minutes they have 
  remaining for free at any time.  Finding out exactly 
  how much time remains costs them one round. 
  Make sure to warn the PCs when they have one 
  minute remaining. 
  � The moment the time begins, Zezaxittaz appears 
  near the PCs to let them know that their time has 
  begun.  He will not accompany them at all times 
  throughout the event but will appear at various 
  occasions. 
  � Once the time is up, refer to Encounter Four: 
  Time’s Up for information on what occurs if and 
  when this happens. 
  � For ease and simplicity, it is not necessary to map out 
  the entire complex to chart their progress by using 
  their move speed and actions per round.  In other 
  words, do not treat the entire event as if it is taking 
  place in initiative order.  Instead, each area and room 
  description contains two additional statistics. 
  � Exploration Time: This is the amount of time 
  (in rounds) spent by the PCs just taking a brief 
  look around the room.  Note that this amount of 
  time does not give them any skill checks aside 
  from automatic ones (such as Spot or Listen) 
  that might be required by the room.  This time 
  also covers any time spent wandering about the 
  room.  This cost is only paid once.  After it is 
  paid, the PCs may freely return to this room for 
  no time cost.  Taking any actions in the room 
  will still cost additional rounds, as noted below.  
  If the PCs split up for some reason, they still 
  must pay the full exploration time for each 
  room entered as to represent the time 
  discussing between each other what was found. 
  Areas that are not labeled have no exploration 
  time. 
  � Search Time: This is the amount of time (in 
  rounds) it would take for one PC to perform a 
  search check on the entire room.  Assuming 
  that the entire party is taking a look about, 
  divide this time by the number of PCs searching 
  to determine the amount of time needed to 
  search the entire room (round up).  After this 
  time is spent, each PC can make a Search skill 
  check to determine if anything is found.  The 
  details of this check are included in the room 
  description (if any are present). 
  � To keep things simple, while outside of combat, the 
  PCs are not allowed to do more than two different 
  tasks at any one time.  In other words, if some of the 
  PCs are searching a room, the others might be 
  Burning Cliffs 
   
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  involved in some simple spell casting.  While one PC 
  is picking a lock, the others might be involved in 
  reading through some tomes.  Please note that doing 
  nothing does not count as a task.  This rule is in place 
  for simplicities sake, so that while one PC is picking 
  a lock, another is casting a spell, another is searching 
  a book, while yet another is listening at a door and 
  the rest are doing nothing.    Although the PCs will 
  undoubtedly want to cram all of these things into as 
  few rounds as possible, it bogs down game play too 
  much and is not necessary to complete the event. 
  � During combat, the PCs can take whatever actions 
  they see fit and are not bound by the above 
  restrictions.  When combat is over, make sure to 
  finish the combat round, so as to give every PC an 
  action.  Be sure to subtract the total number of 
  rounds spent in combat from their time remaining. 
  � Listed below is the amount of time (in rounds) taken 
  for some of the most common actions that the PCs 
  may use.  As a general guide, most actions that the 
  PCs call for will take at least one round. Note that for 
  the purposes of this event, some of the actions can be 
  done for free (as they can be done while doing 
  something else).  Actions that fall into this category 
  are also listed below.  Taking 20 on a skill check 
  takes 20 times longer as a general rule. Note that 
  these lists are not all inclusive and subject to DM 
  interpretation. 
   
  Action 
  Time 
  Appraise an item 
  10 rounds 
  Climb up to your speed 
  1 round (2 in 3.5) 
  Decipher one page of script 
  10 rounds 
  Disarm a trap 
  2d4 rounds 
  Stabilize a PC or treat poison 
  1 round 
  Listening at a door 
  1 round 
  Open a lock 
  1 round 
  Cast a spell 
  see spell description 
  Search a 5ft by 5ft area 
  1 round 
  Retry a failed spot check 
  1 round 
  Search for or follow tracks 
  1 round 
  Tie off a rope 
  1 round 
  Tying up someone with rope 
  10 rounds 
  Drink a potion 
  1 round 
  Use a magic item (scroll, wand, etc) 1 round 
  Attack an object 
  1 round 
  Aid someone in a skill check 
  1 round 
   
  (note that aiding another does not count as a task) 
   
  Free actions outside of combat 
  Change weapons 
  Get something stowed away 
  Stand up 
  Open an unlocked door 
  Talking 
  Picking up an item 
   
  For example, six PCs are in a 10ft by 10 ft room with 
  two doors leading out.  While two of the PCs are 
  attempting to pick the lock (one rolling, one aiding), 
  the other four could be searching the room.  Doing 
  this costs the PCs only one round of their initial 100. 
   As an additional example, five PCs are in a 30ft by 
  30ft room.  While one PC attempts to decipher a 
  page worth of script on the wall, the other four can 
  attempt to search the room (36 5ft squares) for the 
  first 9 rounds, and on the tenth round can cast a few 
  simple spells or other one round tasks if they like.  
  This entire process costs the PCs 10 rounds of their 
  initial 100. 
  � These guidelines are no great secret that should be 
  kept from the PCs.  Although they do not need to 
  know the deep intricacies of the system, the basics 
  can and should be explained to them (especially 
  exploration and search time). 
  � Last but not least, it is important to stress that this 
  system is an abstraction.  PCs may attempt to argue 
  their way into doing more into the time allotted 
  despite the fact that this is not allowed.  Remember 
  that this system does not take into account time 
  spent doing simple things such as catching your 
  breath after combat, cleaning off weapons, getting a 
  quick draft from the water skin, etc.  All of these 
  little actions are accomplished in the time lost to the 
  PCs.  There is no need to micromanage each and 
  every little action.  In the end, the DM is the final 
  adjudicator for this system.  Feel free to adjust it as 
  needed for smooth play. 
   
  Approaching the Ashen Pit 
  When the PCs approach the Ashen Pit, read or 
  paraphrase the following to them. 
   
  Growing closer to the complex, it becomes clear that 
  the place is covered in a thick layer of ash and soot, 
  not unlike every other surface of this inhospitable 
  place.  Small patches of flame dot the landscape 
  although most are barely visible though the ever-
  present haze of smoke and dust. 
   
  Upon closer inspection, nearly every surface of 
  this place is covered in stone thorn, protruding up 
  with wicked malice.  Some of the highest points of 
  the place flicker with a blood red flame, bathing the 
  landscape in a sickening gloom.  The only apparent 
  entrance to the place is a door behind a portcullis that 
  appears to go through the wall and directly into the 
  tower. 
  Burning Cliffs 
   
  Page 10 
  
   
  From here, the heroes have a number of different options 
  before them.  They can attempt to scale the wall to get 
  inside the courtyard, they can attempt to force their way 
  through the portcullis or they can search the cliff area 
  and discover the testing grounds below.  Most of these 
  options will start the alarm counter that starts the 
  moment the PCs breach the grounds in any way (both on 
  the ground and in the air. 
   
  Area A – The Ashen Tower 
  This area of the Ashen Pit complex is comprised of the 
  tower above ground and its two above ground entrances.  
  Unless otherwise stated, the walls and doors of the Ashen 
  Tower have the following statistics. 
   
  � Stone Doors: 4 in. thick; Hardness 8; Hit Points 60; 
  Break DC 28; Open Locks DC 25 (if locked). 
   
  � Superior Stone Walls: 1 ft. thick; hardness 8; hp 120; 
  AC 5; Break DC 35. 
   
  Room 1 – The Portcullis 
  Exploration Time: 0 rounds 
  Search Time: 1 round 
  Approaching this doorway, read or paraphrase the 
  following to the heroes. 
   
  Approaching the doorway to the tower, the way is 
  blocked by a rather vicious looking portcullis flanked 
  by carvings o  leering demons.  The portcullis itself is 
  made of razor sharp diamond shaped bars of iron, 
  interrupted occasionally by thin metal blades.  The 
  door beyond is made of solid black stone inscribed 
  with a large grinning skull. 
  f
   
  Although the portcullis is not locked in place it is very 
  heavy.  Due to its sharp edges, anyone attempting to lift 
  the portcullis takes 1d8 points of damage per attempt.  
  Those wearing metal gauntlets take only half damage per 
  attempt.  Up to two PCs at one time can attempt to lift 
  the portcullis (one assisting the other). Touching the 
  portcullis or bypassing it sets off the alarm (and begins 
  the countdown).  The portcullis has the following 
  statistics. 
   
  � Wicked Iron Portcullis: 2 in. thick; Hardness 10; Hit 
  Points 60; Break DC 28; Lift DC 25. 
   
  The stone door beyond the portcullis is locked from the 
  inside and must be either picked (Open Locks DC 25) or 
  forced open. 
   
  Room 2 – Entry Hall 
  Exploration Time: 2 rounds 
  Search Time: 26 rounds 
  Upon entering this large chamber, read or paraphrase the 
  following to the PCs. 
   
  The door swings open revealing a large semi-circular 
  entry hall.  Along the flat wall of the chamber are six 
  large skeletons carved out of stone.  Each has a 
  glowing green flame dancing within its ribcage and a 
  burning red light emanating from their eyes.  The 
  floor is covered in a rich carpet depicting horribly 
  gruesome scenes.  Dancing around a bone chandelier 
  up near the ceiling is a small winged form that hisses 
  at you from behind a large rib bone. 
   
  This room is the primary entry chamber for the tower.  
  There is nothing of value here.  The statues are enchanted 
  with simple continual flame spells. None of the doors 
  leading out of this room are locked (the door leading to 
  Room 1 is locked from this side). 
   
  Creature: The creature floating up around the ten 
  foot ceiling of the room is an imp, one of the copies of 
  Zezaxittaz.  The imp does not attack the PCs unless 
  attacked first and then it uses its abilities to flee if 
  wounded. If given the opportunity to use its suggestion 
  ability, it will force a PC to run away.  The alternate forms 
  of all of the imps within the Ashen Pit are a medium-
  sized spider and a rat. 
   
  All APLs 
  � Imp, devil; hp 13; see the Monster Manual. 
   
  Developments: Killing this imp will gain the PCs an 
  additional three minutes of time before the alarm goes 
  off.   
   
  Room 3 – Sitting Room 
  Exploration Time: 1 round 
  Search Time: 14 rounds 
  Upon entering this room, read or paraphrase the 
  following to the players. 
   
  Opening the door to this room reveals a simple 
  sitting 
  room 
  with 
  four 
  plush 
  violet 
  chairs 
  surrounding a round wooden table.  On the table is a 
  crystal decanter full of a deep red liquid with four 
  silver goblets.  There is one door leading out of this 
  chamber. 
   
  The liquid inside the crystal decanter is a very sweet red 
  wine. Aside from the crystal decanter and silver goblets, 
  there is nothing of interest in the room. 
  Burning Cliffs 
   
  Page 11 
  
   
  Treasure: The crystal decanter and silver goblets are 
  worth a total of 10gp per PC. 
   
  Room 4 – Stairway 
  Exploration Time: 1 round 
  Search Time: 10 rounds 
  Upon entering this chamber, read or paraphrase the 
  following to the PCs. 
   
  This chamber contains only one striking feature, a 
  large stone staircase going up.  Made of metal, each 
  run of the stair is covered in metal thorns and razor 
  sharp spikes. 
   
  Ascending the stairs without some way of covering the 
  spikes deals a total of 2d4 points of damage and reducing 
  the PCs movement by one half until all the damage from 
  the stairs is healed. 
   
  Anyone examining the stairs that succeeds at a 
  Search skill check (DC 10) realizes that the blades and 
  thorns are one a spring type device and can be retracted.  
  This can be done in one of two ways.  A successful 
  Disable Device skill check (DC 25) will retract the thorns 
  and spikes.  A successful Search skill check (DC 20) 
  throughout the room will locate the release lever set into 
  the far wall.  Pressing the lever will lower the thorns and 
  razors.  Note the time required for each of these tasks. 
   
  The stairs go up to Room 10 on the floor above. 
   
  Room 5 – Kitchen 
  Exploration Time: 1 round 
  Search Time: 15 rounds 
  Upon entering this chamber, read or paraphrase the 
  following to the players. 
   
  Upon opening the door, you see what is clearly a 
  kitchen of some sort.  All of the usual things are here, 
  cupboards, counters, a small fire pit and a large 
  assortment of knives and other utensils. In the far 
  corner of the room is stacked a number of crates 
  surrounded by a swarm of flies. 
   
  There is little of interest or value within this small 
  chamber aside from the crates.  Opening them requires 
  one round worth of time and reveals a large amount of 
  slightly moldy fruit.  Apples, oranges and grapes makes 
  up the majority of the fruit present.  Although not readily 
  apparent, this fruit is some of the food used for some of 
  the twisted creations of this place, as noted in Area 31. 
   
  Room 6 – Storage and Back Door 
  Exploration Time: 1 round 
  Search Time: 9 rounds 
  Upon entering this chamber read or paraphrase the 
  following to the players. 
   
  Upon opening the door to this chamber, it appears to 
  be storage of some sort, full of small crates and a few 
  barrels. 
   
  Opening up all the crates and barrels to determine their 
  contents requires 3 rounds.  The crates contain common 
  supplies, parchment, ink, and alchemical glasswear.  The 
  barrels contain water and a weak ale.  Of particular 
  interest is one small crate in the corner.  Inside are 6 vials 
  of acid, but there is room in the case for 50 vials. 
   
  There are two other things of note in the room.  A 
  successful Search of the room (DC 15) reveals faint 
  scrapes in the floor that go from the back door to the 
  secret door in the east wall.  The secret door can be 
  discovered with a successful Search skill check (DC 30) 
  while doing an initial search.  The PCs get a +10 bonus to 
  this roll if they have discovered the scrapes.  Once 
  discovered, the door is easily opened. 
   
  The door leading outside from this room is locked 
  from both sides and requires a successful Open Lock skill 
  check (DC 25) to open. 
   
  Treasure: The vials of acid that can be found in the 
  room are worth 5gp per PC. 
   
  Room 7 – Secret Staircase 
  Exploration Time: 2 rounds 
  Search Time: 4 rounds 
  Upon entering this staircase, read or paraphrase the 
  following to the players. 
   
  Beyond the door is a winding staircase that seems to 
  go on and on. 
   
  The stairs go down over fifty feet to Room 27 – The 
  Room of 100 Locks of the dungeon level in Area E.  
  There is nothing else unusual about the stairs. 
   
  Room 8 – Privy 
  Exploration Time: 1 round 
  Search Time: 10 rounds 
  Upon entering this chamber, read or paraphrase the 
  following to the players: 
   
  Opening the door to this chamber reveals a modest, 
  but clean privy.  There appears to be little else of 
  interest in this room. 
   
  There is nothing of interest in this chamber. 
   
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  Page 12 
  
  Room 9 – Empty Chamber 
  Exploration Time: 1 round 
  Search Time: 10 rounds 
  Upon entering this chamber, read or paraphrase the 
  following to the players: 
   
  This small chamber is emp y.  There is nothing in 
  here at all. 
  t
   
  As stated above, there is nothing in this room but a waste 
  of valuable time. 
   
  Room 10 – Stairway Down 
  Exploration Time: 2 rounds 
  Search Time: 22 rounds 
  Upon entering this chamber, read or paraphrase the 
  following to the players: 
   
  This chamber is furnished with comfortable furniture 
  and a number of tables covered in dirty plates, empty 
  cups, and other scraps of food. There are two doors 
  leading out of this chamber along with a staircase 
  going down. 
   
  This room was used by the master to relax and take 
  breaks for food while working in the tower.  A successful 
  Search skill check (DC 25) in this room reveals one small 
  thing of interest.  Located in the folds of the couch is a 
  scrap of parchment that reads: 
   
  The dread lord will not be pleased that I am falling 
  behind schedule, especially considering that the rest of 
  the plan is falling into place. 
   
  This scrap of parchment appears that it was once part of a 
  book that was ripped out after this small missive and 
  misplaced in the couch. 
   
  Room 11 – Stairway Up 
  Exploration Time: 2 round 
  Search Time: 22 rounds 
  Upon entering this chamber, read or paraphrase the 
  following to the players: 
   
  This large chamber is dominated by a large staircase 
  going up to the next floor. Along the far wall is an 
  altar of some sort. Sitting on the altar is a large silver 
  bowl carved with arcane symbols. Flanking the bowl 
  is a pair of black candles and a tall gray bottle sealed 
  with red wax.  Above the altar is a tarnished mirror. 
   
  This chamber is more than it appears. The master of this 
  place uses the altar to communicate with Dorakaa. The 
  altar radiates moderate divination magic if checked.  
   
  Inside the bottle is a thick black blood.  If the blood 
  is poured into the bowl and the candles both lit, the 
  mirror will suddenly begin to clear. Appearing inside the 
  mirror will not be a reflection of the room, but instead 
  another room entirely. Striding up to the mirror is a 
  priest of Iuz.  Realizing what they have done, the PCs will 
  undoubtedly attempt to get out of sight to prevent from 
  being seen.  Allow all the PCs in the room a Reflex save 
  (DC 10+APL) to get out of sight.  If any of the PCs fail, 
  the priest screams intruders and goes bolting out of sight. 
  Treat this as if the heroes had run out of time, see 
  Encounter Four: Time’s Up.  
   
  Treasure: The silver bowl is used in many divination 
  rituals and for communication.  Although not magical in 
  itself it is still valuable.  If taken by the PCs, it is worth 
  25gp per PCs. 
   
  Room 12 – Specimen Laboratory 
  Exploration Time: 1 round 
  Search Time: 18 rounds 
  Upon entering this chamber, read or paraphrase the 
  following to the players. 
   
  This tightly packed chamber is full of rows upon rows 
  of shelves upon which sit glass containers.  In each 
  container is some dead creature suspended in a sickly 
  yellow fluid.  Some do not even appear to be whole 
  but instead are just scraps of flesh or severed 
  appendages. 
   
  This room contains various specimens needed by the 
  master for his research, over 200 total with 25 on each 
  shelf. A successful Knowledge: Planes skill check (DC 15) 
  reveals that most of these specimens are from other 
  planar creatures. If the PCs bother to search the room 
  and succeed at a Search skill check (DC 15) they can find 
  the specimen log on one of the shelves. The text is 
  written in abyssal and lists the names of each of the 
  specimens in each of the jars.  A full three quarter of the 
  jars contains a bit or piece of some demon.  All of the 
  common types found in the Monster Manual are present. 
  The rest of the jars contain the remnants of other outer 
  planar creatures, such as devils, some celestials, and a few 
  slaad. 
   
  Breaking any of the containers releases a noxious 
  cloud of gas that quickly fills the room. Any in the room 
  when this happens must succeed at a Fortitude save (DC 
  15) or retch and cough for 1d4 rounds unable to take any 
  other action.  The cloud clears after only one round per 
  container smashed. 
  Burning Cliffs 
   
  Page 13 
  
   
  Creature: In the back corner of the room is an imp, 
  another copy of Zezaxittaz.  If the PCs begin searching 
  around the room, the imp will attempt to avoid them 
  using its invisibility power as needed.  If the PCs find the 
  specimen log, the imp will strike, knocking over a 
  specimen jar and releasing its noxious fumes.  If the PCs 
  persist or attack the imp, it will attempt to flee. If given 
  the opportunity to use its suggestion ability, it will force a 
  PC to run away or knock over more specimen jars.  The 
  alternate forms of all of the imps within the Ashen Pit are 
  a medium-sized spider and a rat. 
   
  All APLs 
  � Imp, devil; hp 13; see the Monster Manual. 
   
  Treasure: Although nothing in this room is of true value, 
  the specimen log is of value to The Shade, as noted in the 
  experience summary. 
   
  Developments: Killing this imp will gain the PCs an 
  additional three minutes of time before the alarm goes 
  off. 
   
  Room 13 – Study 
  Exploration Time: 1 round 
  Search Time: 18 rounds 
  Upon entering this chamber, read or paraphrase the 
  following to the players. 
   
  Beyond the door is a small chamber dominated by a 
  large desk on which is piled a number of books and 
  many sheaves of parchment.  Two other doors lead 
  out of this musty chamber. 
   
  This chamber was used as a primary study for the master 
  in his efforts. Heroes that spend two rounds going 
  through the desk can ascertain that the primary subject 
  of most of the research material on the desk concerns 
  either the outer planes or the anatomy of outer planar 
  creatures.  There are also two books on metallurgy 
  underneath all of the others. The notes, written in 
  common, concern they Abyss in particular and the 
  anatomy of demons. 
   
  If the PCs spend ten rounds reading through the 
  written notes, they can learn that the notes seemed to be 
  focused on the weaknesses of demons, listing them 
  categorically.  It then goes on to list the names of a 
  number of celestial creatures including where they might 
  be found. 
   
  Treasure: None of the books here are of any 
  particular value but the knowledge contained in the 
  notes is very valuable to The Shade, as noted in the 
  experience summary. 
   
  Room 14 – Library 
  Exploration Time: 1 round 
  Search Time: 12 rounds 
  Upon entering this chamber, read or paraphrase the 
  following to the heroes. 
   
  This chamber is a thinly populated library.  Its 
  shelves are only half full with dusty old tomes and 
  racks of old yellowed scrolls. There does not appear to 
  be any other way out of the room. 
   
  This chamber is the common library used by the master 
  of this place.  If the PCs search the room, they will learn 
  that most of the books here deal with biology, 
  metallurgy, planar mechanics, planar creatures, and 
  magical theory. In addition, any PC that makes a 
  successful Search skill check (DC 25) will locate a book 
  on biology located on the northern wall that is false, 
  behind which is a small handle.  Turning this handle, 
  opens a secret door leading into Area 15 – The Secret 
  Library. Although the books might be valuable to a 
  collector, they are too numerous and too time consuming 
  to collect. 
   
  Room 15 – The Secret Library 
  Exploration Time: 1 round 
  Search Time: 12 rounds 
  Upon entering this chamber, read or paraphrase the 
  following to the PCs. 
   
  The secret door swings open quietly to a nearly bare 
  room.  Although furnished like a library, there are 
  only a few books here and a pair of specimen jars. A 
  stale odor wafts from the open doorway. 
   
  This small chamber is used to store a few rare tomes and a 
  pair of valuable specimens.  Although certainly not the 
  goal of their quest, these items would prove valuable to 
  the PCs search. 
   
  There are three books in the room.  Ascertaining 
  what each contains costs the PCs one round.  One of the 
  books is a spellbook as noted below.  The other two are 
  tomes of knowledge and both are written in draconic. 
  One of the knowledge tomes is a book written entirely 
  about the abyss, cataloging its many layers (although 
  certainly not all of them). The second knowledge tome 
  concerns the creation of hybrid creatures, those with the 
  properties of two or more creatures.  If the PCs spend an 
  additional round flipping through this second tome, they 
  can learn that it contains a thin cord bookmark on a page 
  discussing mixing the properties of undead with other 
  creatures. 
  Burning Cliffs 
   
  Page 14 
  
   
  The two specimen jars contain what appear to be 
  small horribly creatures.  Examining each one takes a 
  round.  The first contains what looks like a small pudgy 
  human baby, although it is completely hairless and red in 
  tinge. Its eyes are closed but its mouth is full of sharp 
  fangs. It bears a small rusted plaque that reads “Crianca”. 
  The second jar contains a small thin humanoid creature 
  wrapped in its own leathery wings.  It is dark gray in 
  color and has rather large ears but no eyes.  It seems to be 
  covered in tiny bristles. It bears a small plaque that reads 
  “Feldamon”. 
   
  Treasure: The spellbook (known as the summoners 
  tome) contains the following spells: summon monster 
  III, summon monster IV, dismissal, lesser planar binding, 
  summon monster V, contact other plane, planar binding, 
  and summon monster VI. This spellbook has a value of 
  390. If recovered it is worth 32gp per PCs. 
   
  The other items in this chamber are of no particular 
  value but The Shade will certainly wish to know of them 
  as noted in the experience summary. The specimen jars 
  weigh only ten pounds, are sealed and quite portable. 
   
  Room 16 – Bedroom 
  Exploration Time: 2 rounds 
  Search Time:  24 rounds 
  Upon entering this chamber, read or paraphrase the 
  following to the PCs. 
   
  Ascending the stairs leads to a large bedroom 
  dominated by a four poster bed whose posts are made 
  of carved bone with drapes of tattered black cloth. 
  The headboard is made entirely of small bones 
  arranged in a complex swirling pattern with a 
  grinning skull at its center. There are two doors in the 
  north wall leading out of this semicircular chamber. 
   
  Upon entering this chamber, ask each hero present for a 
  Spot skill check (DC 27).  Those that are successful notice 
  a slight bit of movement in the canopy out of sight as if 
  some creature was perched on top of it. 
   
  Creature: The creature perched on top of the canopy 
  is an imp, one of the copies of Zezaxittaz.  The imp does 
  not attack the PCs unless attacked first and then it uses 
  its abilities to flee if wounded. If given the opportunity to 
  use its suggestion ability, it will force a PC to run away.  
  The alternate forms of all of the imps within the Ashen 
  Pit are a medium-sized spider and a rat. 
   
  All APLs 
  � Imp, devil; hp 13; see the Monster Manual. 
   
  Treasure: PCs that spend a round to Search the bed itself 
  (DC 20) will discover a wand made of bone, set into the 
  base of the headboard. This is a wand of ray of 
  enfeeblement cast at 2nd level with 10 charges. If 
  discovered it is worth 25gp per PC. 
   
  Developments: Killing this imp will gain the PCs an 
  additional three minutes of time before the alarm goes 
  off. 
   
  Room 17 – The Vault 
  Exploration Time: 1 round 
  Search Time: 8 rounds 
  The door to this chamber appears to be locked with three 
  separate locks. The locks are of varying difficulty each 
  requiring an Open Locks skill check (DC 15/20/ and 25) 
  to open. However, these locks are fake as the real lock is 
  located behind a hidden panel next to the door.  
  Discovering this panel requires a successful Search skill 
  check (DC 20).  Once found, this lock can be picked with 
  a successful Open Locks skill check (DC 20). The walls of 
  this chamber are lined with one half an inch of lead to 
  prevent ease of entry. The door handle is also covered in a 
  leomund’s trap making it appear trapped should anyone 
  search for one. 
   
  Upon entering the chamber, read or paraphrase the 
  following to the players. 
   
  The door slowly swings open revealing a small 
  chamber lit by only a dim red radiance that seems to 
  travel the dark gray walls like a spark. In the center of 
  the room is a table on which sits a single lonely 
  leather bag. 
   
  The bag on the table is a bag of holding (type I). Inside 
  the bag are a number of items that the PCs might find 
  valuable to their search. Most importantly resting at the 
  bottom of the bag is a blood red gemstone that binds 
  Zezaxittaz to this plane. Smashing this gemstone fulfills 
  their part of the bargain with the imp and he will hold up 
  his end if they do so.  If they find the gem but fail to 
  break it, Zezaxittaz will show up almost immediately and 
  demand its destruction and threaten to allow the alarm if 
  they do not. 
   
  Treasure: The bag of holding (type I) is worth 208 gp 
  per PC by itself.  In addition to the bag, there is a small 
  chest inside of it as well.  This chest is locked requiring a 
  successful Open Lock skill check (DC 20) to open.  Inside 
  are 100 perfectly identical black gemstones.  Each 
  gemstone has a dancing red fire inside.  Those who 
  succeed at a Knowledge: Planes skill check can identify 
  the stones as Abyssal Onyx, a very rare gemstone.  Each 
  stone weighs one ounce and the stones are worth a total 
  of 10gp each or 167gp per PC for the whole lot of them. 
   
  At APL 8, there is also a +1 dagger worth 192gp per 
  PC. At APL 10, there is also a clear spindle ioun stone 
  Burning Cliffs 
   
  Page 15 
  
  worth 333gp per PC. At APL 12 there is a arrow of slaying 
  (greater, evil outsider) worth 338 per PC.  Finally at APL 
  14, the +1 dagger is instead replaced with a+1 dagger of 
  wounding worth 1,525 per PC. 
   
  Room 18 – Side Study 
  Exploration Time: 1 round 
  Search Time: 10 rounds 
  Upon entering this chamber, read or paraphrase the 
  following to the heroes. 
   
  This small chamber contains one comfortable 
  burgundy chair next to a small table.  Next to the 
  table is a tall wardrobe.  There appears to be no other 
  way out of the room. 
   
  Upon entering the chamber, give each PC a Spot skill 
  check (DC 15) to notice a hole in the ceiling right next to 
  the top of the wardrobe.  This hole is the only way to gain 
  access to the fourth floor. Those who stand beneath the 
  hole and will themselves to rise will do so, going up to 
  the second floor.  This space beneath the hole radiates 
  faint transmutation.  Otherwise, the PCs will need to find 
  another way up the hole if they wish to access the fourth 
  floor. 
   
  The wardrobe is locked with a rather simple lock 
  that requires an Open Lock skill check (DC 15) to open.  
  However, there is nothing inside the wardrobe aside 
  from two pairs of black robes, one that has been burned 
  by acid, one pair of soft black leather boots, and a thin 
  belt made of some exotic scaled leather.  There is nothing 
  else of note in the room. 
   
  Room 19 – Quiet Room 
  Exploration Time: 1 round 
  Search Time: 6 rounds 
  Upon entering this chamber, read or paraphrase the 
  following to the PCs. 
   
  Ascending to the fourth floor of the tower reveals a 
  small chamber with only one feature, a small 
  meditation mat in the middle of the floor.  There is a 
  small bookstand directly in front of the mat.  Behind 
  this is a stout wooden door. 
   
  The master used this room for meditation and 
  memorization.  There is nothing else of interest in this 
  room.  The door leading out of this chamber is locked, 
  requiring a successful Open Locks skill check (DC 25) to 
  open. 
   
  Room 20 – Personal Lab 
  Exploration Time: 1 round 
  Search Time: 16 rounds 
  Upon entering this chamber, read or paraphrase the 
  following to the heroes. 
   
  This large chamber must take up half of this entire 
  floor. Large arrays of glass tubing, flasks full of 
  bubbling liquid, and metal support rods surround a 
  large table in the center of the room. Lying on the 
  table is a ten-foot tall behemoth made entirely of dark 
  gray iron.  Behind this, standing against the far wall 
  are three humanoid statues made of ron, wood and 
  glass.  Heavy workbenches take up a good portion of 
  the rest of the room. 
  i
   
  This chamber is used by master of the tower for some of 
  his personal experimentation.  The body on the table is 
  that of an iron golem made entirely out of cold iron.  This 
  is easy to determine upon close examination.  The statues 
  along the far wall of the room are shield guardians.  In 
  addition to this, the master has placed a few other guards 
  in the room in the form of some mimics disguised as 
  work benches.  Depending on the APL, only some of 
  these guardians are complete/alive.  If the constructs are 
  not complete they are nearly so (although not nearly 
  enough for the PCs to do anything to finish them). 
   
  Creatures: At the lower APLs, only the mimics are 
  present in the room while at the higher APLs, some of 
  the Shield Guardians are complete as well.  At the very 
  highest APL, the cold iron golem is complete as well.  All 
  of these guardians give the PCs only one round of action 
  in the room before moving to attack. 
   
  APL 6  (EL 6) 
  � Mimic (2); hp 52; see the Monster Manual. 
   
  APL 8  (EL 8) 
  � Mimic (4); hp 52; see the Monster Manual. 
   
  APL 10  (EL 10) 
  � Mimic (4); hp 52; see the Monster Manual. 
  � Shield Guardian; hp 82 (112 in 3.5); see the Monster 
  Manual.  Note that this Shield Guardian is storing a slow 
  spell cast at 15th level (Save DC 19). 
   
  APL 12  (EL 12) 
  � Mimic (4); hp 52; see the Monster Manual. 
  � Shield Guardian (3); hp 82 (112 in 3.5); see the 
  Monster Manual.  Note that these Shield Guardians each 
  store a different spell, a slow, hold person, and dispel 
  magic respectively, all cast at 15th level (Save DC 19 
  where applicable). 
   
  Burning Cliffs 
   
  Page 16 
  
  APL 14  (EL 14) 
  � Mimic (4); hp 52; see the Monster Manual. 
  � Shield Guardian (2); hp 82 (112 in 3.5); see the 
  Monster Manual.  Note that these Shield Guardians each 
  store a different spell, a slow and dispel magic 
  respectively, all cast at 15th level (Save DC 19 where 
  applicable). 
  � Iron Golem; hp 99 (129 in 3.5); see the Monster 
  Manual. 
   
  Tactics: Upon moving to attack, these creatures attack 
  until slain, but do not leave this floor.  Note that if PCs 
  get stuck to a mimic, the adhesive dissolves with strong 
  alcohol or 5 rounds after their death.  The shield 
  guardians release their stored spells as early as possible. 
   
  Treasure: Although most of the gear and equipment 
  in this chamber is valuable, it would take far too long for 
  the PCs to dismantle it and take it along.  However, a 
  successful Search check in the room (DC 20) discovers a 
  logbook hidden in a small drawer of one of the tables. 
  This logbook is one of the key goals of this event as noted 
  in the experience summary. If the players take 5 rounds 
  to go through the log (this can be done after they leave of 
  course), give them Player Handout #1. 
   
  Room 21 – Laboratory Storage 
  Exploration Time: 1 round 
  Search Time:  8 rounds 
  Upon entering this chamber, read or paraphrase the 
  following to the PCs. 
   
  This small room is packed full of crates and pieces of 
  finished cold iron. 
   
  PCs searching this room and taking a catalog of all the 
  things here will discover two things.  First they will learn 
  that there are the unfinished pieces of eight cold iron 
  golems here.  Most of these pieces are in crates.  One 
  crate contains the other piece of information that the PCs 
  might need. This crate contains vials of black ash (dragon 
  ash with a successful Knowledge: Arcane skill check DC 
  25).  There are two hundred vials of the ash in total. 
   
  Treasure: The pieces of iron golem are valuable, but 
  far too heavy to take along.  The vials of dragon ash are 
  valuable and portable however.  Each vial is worth 5gp or 
  83gp per PC if taken. 
   
  Area B – The Courtyard 
  Exploration Time: 3 rounds 
  Search Time: NA (it is huge) 
  The PCs can gain access to this courtyard either by going 
  over one of the walls or by coming out the back door of 
  the tower. If the PCs choose to climb over one of the 
  walls to gain access to the courtyard, they must succeed at 
  enough Climb skill checks (DC base 15, it may be 
  lowered by other tools) to climb 25ft. They might also fly 
  over the walls or use some other method to gain access.  
  Touching the walls, entering the courtyard either on the 
  ground or above it, or touching any of the buildings 
  begins the alarm timer if it has not already done so. 
   
  Upon entering the courtyard, read or paraphrase the 
  following to the heroes. 
   
  Entering the courtyard, its layout becomes clear. 
  Roughly semicircular in shape i  is open on one side 
  to a cliff. Three buildings are perched inside the 
  courtyards walls, a forge, a small storage building, and 
  the massive four-story tower. In the center of the 
  courtyard, a large fire pit burns ferociously. 
  t
   
  Creatures: The fire pit in the center of the courtyard 
  contains three fire elementals in the service of the master 
  of this place.  Normally they are used to test against some 
  of the master’s other research projects but while he is 
  away they are ordered to guard the courtyard to the best 
  of their ability.  Once the PCs enter, they move out of the 
  fire pit to attack until slain or the PCs flee. The size of the 
  elementals depends upon the parties APL. 
   
  APL 6 (EL 6) 
  � Fire Elementals, Medium (3); hp 26; see the Monster 
  Manual. 
   
  APL 8 (EL 8) 
  � Fire Elementals, Large (3); hp 60; see the Monster 
  Manual. 
   
  APL 10 (EL 10) 
  � Fire Elementals, Huge (3); hp 136; see the Monster 
  Manual. 
   
  APL 12 (EL 12) 
  � Fire Elementals, Greater (3); hp 178; see the Monster 
  Manual. 
   
  APL 14 (EL 14) 
  � Fire Elementals, Elder (3); hp 204; see the Monster 
  Manual. 
   
  If any PC gets within ten feet of the cliff, give them a 
  Spot skill check (DC 10) to notice the large ledge below 
  (part of Area E) that contains the testing ground. This 
  ledge is fifty feet down from the courtyard and can only 
  be reached by climbing, flying, or taking the secret 
  staircase located in Room 7.  The slope is such that any 
  Climb skill check made on this surface without a rope are 
  Burning Cliffs 
   
  Page 17 
  
  DC 10. Beyond the ledge, the cliff continues down for 
  another sixty feet into a large pit of ash and fire. 
   
  It is also clear, for those that look, that large carts 
  have gone from the storage building to the forge many 
  times as there are deep ruts in the ground. 
   
  From the courtyard, the PCs can access the Forge 
  (Area D), the Storage Building (Area C), and the back 
  door of the Ashen Tower (Area A). All of these doors are 
  locked however, requiring a successful Open Locks skill 
  check (DC 25) to open. 
   
  Area C – The Storage Building 
  This area of the Ashen Pit complex is comprised of a lone 
  one story stone building with only one entrance.  Unless 
  otherwise stated, the walls and doors of the Storage 
  Building have the following statistics. 
   
  � Stone Doors: 4 in. thick; Hardness 8; Hit Points 60; 
  Break DC 28; Open Locks DC 25 (if locked). 
   
  � Superior Stone Walls: 1 ft. thick; hardness 8; hp 120; 
  AC 5; Break DC 35. 
   
  Room 22 – Primary Storage 
  Exploration Time: 2 rounds 
  Search Time: 20 rounds 
  The door leading into this space is locked requiring a 
  successful Open Lock skill check (DC 25) to open.  Upon 
  entering this chamber, read or paraphrase the following 
  to the heroes. 
   
  This large chamber is in complete disarray.  Scattered 
  all about the place are various construction tools and 
  stationary targets made of straw and stone.  Most of 
  the targets have been either burned or just shattered. 
  There is a pair of closed double doors leading out of 
  this chamber into ano her. 
  t
   
  The tools are used in the maintenance of this place and 
  have no practical value. The targets were used in recent 
  experimentations with some of the research subjects.  
  The straw targets were obviously burned but it is not 
  clear what caused the stone targets to shatter. There is 
  nothing else to discover in this room. 
   
  Room 23 – Ore Storage 
  Exploration Time: 1 round 
  Search Time:  20 rounds 
  The doors leading into this chamber are not locked. 
  Upon entering this chamber, read or paraphrase the 
  following to the players. 
   
  This small chamber is crowded with eight carts piled 
  high with raw metal ore. Considering the number of 
  carts here as well as the relative purity of the ore, 
  there is a large amount of dark gray iron here. 
   
  This is no ordinary iron ore, it is cold iron ore, mined 
  from deep beneath the surface. This is easily recognized 
  by anyone with ranks in a Craft (weapons or armor) skill 
  or by any dwarf. Although not much more valuable than 
  normal iron ore, it is hard to come by and in these 
  quantities very rare. If the characters are interested, there 
  is roughly four tons of ore here which can be learned 
  with a simple Intelligence check (DC 10). 
   
  Area D – The Forge 
  This area of the Ashen Pit complex is comprised of a 
  squat one story stone building with a dome on the south 
  end and one entrance.  Unless otherwise stated, the walls 
  and doors of the Forge have the following statistics. 
   
  � Stone Doors: 4 in. thick; Hardness 8; Hit Points 60; 
  Break DC 28; Open Locks DC 25 (if locked). 
   
  � Superior Stone Walls: 1 ft. thick; hardness 8; hp 120; 
  AC 5; Break DC 35. 
   
  Directly to the south of the forge building is a slag pile.  
  This slag is the remnant of the purification process and is 
  quite cool.  There are three stone chutes that lead into the 
  building.  Each is currently closed by a thick stone panel. 
   
  Room 24 – Changing Room 
  Exploration Time: 1 round 
  Search Time:  9 rounds 
  The door leading into this room is locked requiring an 
  Open Locks skill check (DC 25) to open.  Upon entering 
  the chamber, read or paraphrase the following to the PCs. 
   
  The door swings open with a blast of heat.  Inside is a 
  small chamber adorned with a number of pegs. Most 
  of the pegs have thick leather aprons or gloves 
  hanging from them while a few have thick goggles. A 
  large pair of double doors stands to one side with an 
  orange glow flicking between them. 
   
  This room is used by the servants of this place (who are 
  off with the master) to change into protective gear 
  needed to work in the furnace room beyond. Although 
  none of this gear is truly valuable, those that bother to 
  don it (which takes two rounds) receive a +2 
  circumstance bonus to any Fortitude saves made versus 
  the heat in Room 25 – The Furnace. Those wearing the 
  Burning Cliffs 
   
  Page 18 
  
  gear suffer an additional –2 armor check penalty.  There 
  is enough gear here for four PCs to wear. 
   
  Thos approaching the doors leading to Room 25 – 
  The Furnace can feel the intense heat emanating from 
  the doors in waves. 
   
  Room 25 – The Furnace 
  Exploration Time: 2 rounds 
  Search Time: 34 rounds 
  Upon entering this chamber, read or paraphrase the 
  following to the heroes. 
   
  The door swings wide revealing a room bathed in the 
  golden light of a burning furnace.  Deep red and 
  golden glows reveal a number of worktables and 
  anv s along with racks of tools.  Along the far wall are 
  solid blocks of metal still within their molds and 
  some 
  pieces 
  still 
  lie 
  half 
  finished 
  on 
  the 
  workbenches. 
  il
   
  This chamber is blisteringly hot because the imp, a copy 
  of Zezaxittaz, has been stoking the furnace ever since the 
  master left.  At this rate, the forge itself will begin to melt 
  with a day or two. This provides a bit of a hazard to any 
  PC entering the chamber.  Each round spent in this 
  room, each PC must succeed at a Fortitude save (DC 6 
  +APL) or take 1d6 points of fire damage.  Note that those 
  wearing the protective gear from Room 24 receive a +2 
  bonus on this save. 
   
  Creature: The imp is hiding on top of the furnace 
  when the PCs enter the room. Touching the furnace 
  itself deals 2d6 points of damage per round of contact. 
  From its perch, the imp, a copy of Zezaxittaz taunts the 
  PCs.  The imp does not attack the PCs unless attacked 
  first and then it uses its abilities to flee if wounded. If 
  given the opportunity to use its suggestion ability, it will 
  force a PC to run away.  The alternate forms of all of the 
  imps within the Ashen Pit are a medium-sized spider and 
  a rat. 
   
  All APLs 
  � Imp, devil; hp 13; see the Monster Manual. 
   
  Treasure: There is a good deal of cold iron in this room 
  although most of it weighs far too much to be taken as 
  treasure.  There are over one hundred unfinished pieces 
  that have next to no value either. 
   
  Developments: Killing this imp will gain the PCs an 
  additional three minutes of time before the alarm goes 
  off. 
   
  Room 26 – Finished Workroom 
  Exploration Time: 1 round 
  Search Time:  9 rounds 
  The door leading into this room is locked with a high 
  quality lock.  Opening this door requires a successful 
  Open Lock skill check (DC 30). The door can be bashed 
  down if time permits and has the statistics listed at the 
  beginning of this section. 
   
  Upon entering this chamber, read or paraphrase the 
  following to the PCs. 
   
  Getting out of the heat of the furnace room, the door 
  leads nto a cool dark room ful  of racks upon racks of 
  weapons and other finished goods, al  made from 
  dark gray iron. There must be hundreds of weapons 
  here, most of which are blades or arrows. 
  i
  l
  l
   
  Treasure: There are probably too many weapons here for 
  any group of PCs to take with them without the aid of 
  magic.  However, should ingenious PCs find a way, there 
  are the following. 
   
  100 cold iron daggers (worth 3sp per PC) 
   
  50 cold iron longswords (worth 3gp per PC) 
   
  20 cold iron greatswords (worth 8gp per PC) 
   
  500 cold iron arrows (20 are worth 2sp per PC) 
   
  20 cold iron heavy maces (worth 2gp per PC) 
  These values are approximate.  If the PCs manage to get 
  all the weapons, they are worth 494gp per PC. Note that 
  it will take one PC at least 30 rounds to get all of these 
  weapons off their racks and made ready for transport 
  (whatever those means are). If more than one PC assists, 
  divide this time by the number helping with a  minimum 
  of 5 rounds. 
   
  In addition to the weapons, there is also one magical 
  cold iron weapon here, whose type depends upon the 
  APL.  At APL 6 and 8 it is a +1 cold iron longsword worth 
  360 gp per PC. At APL 10, 12, and 14 it is a +2 cold iron 
  longsword worth 861gp per PC. 
   
  The knowledge of this stockpile is important to The 
  Shade, as noted in the experience summary. 
   
  Area E – Dungeon and Testing Ground 
  This area of the Ashen Pit complex is only accessable 
  through two primary paths.  The first is through the 
  staircase in Room 7 that leads to Room 27 of the 
  dungeon.  The other way is to descend the cliff face of 
  Area B down to Room 33 – The Testing Grounds. Aside 
  from Room 33 this entire portion of the Ashen Pit 
  complex is underground.  Unless otherwise noted, none 
  of these rooms are lit and the doors and walls have the 
  following statistics. 
   
  � Stone Doors: 4 in. thick; Hardness 8; Hit Points 60; 
  Break DC 28; Open Locks DC 25 (if locked). 
   
  Burning Cliffs 
   
  Page 19 
  
  � Superior Stone Walls: 1 ft. thick; hardness 8; hp 120; 
  AC 5; Break DC 35. 
   
  Room 27 – The Room of 100 Locks 
  Exploration Time: 1 round 
  Search Time: 12 rounds 
  The stairs leading into this chamber connect with Room 
  7 in Area A. Upon entering this chamber, read or 
  paraphrase the following. 
   
  The long stairs have deposited you into a small 
  underground chamber smelling heavily of oil. Set 
  into the right wall is a massive door made entirely of 
  iron.  Set into the door is ten rows of ten locks each, 
  forming 10 columns.  Across from the door is a dusty 
  old mirror. 
   
  This door was specifically designed to slow down 
  intruders from reaching the main laboratory.  There are 
  100 locks set into the door, all of which are in a locked 
  position, but only one of them actually opens the door.  
  The other 99 locks simply ring a bell in the laboratory 
  when opened.  Each of the locks is of good quality and 
  requires a successful Open Lock skill check (DC 25) to 
  open.  Opening the lock in the 8th row, 7th column 
  opens the door.   
   
  The PCs may ask for checks to look for signs of one 
  lock or another being used, but this will do them no 
  good. After one round of looking, the heroes learn that it 
  appears that all the locks are cleaned and maintained 
  regularly.  The real trick to opening the correct lock is 
  located in logbook found in Room 20.  As noted in 
  Player Handout #1, on the last page of the logbook reads 
  South, 8th row, 4th column.  The trick here is that the 
  south wall contains a mirror facing the door.  Since this 
  reverses the order of the columns, saying the 4th row 
  actually means the 7th row (all of this assuming that the 
  rows count out left to right). Because of the length of the 
  winding stair that brought the PCs here, the PCs have no 
  idea which way South is without a successful Intuit 
  Direction skill check (DC 15) (this is a Survival skill 
  check in 3.5). 
   
  PCs without the above mentioned clue may attempt 
  to bash down the door.  As this door is made of iron, it 
  has the following statistics. 
   
   � Iron Doors: 6 in. thick; Hardness 10; Hit Points 180; 
  Break DC 30; Open Locks DC 25 (per lock). 
   
  Room 28 – Dimension Door Trap 
  Exploration Time: 1 round 
  Search Time: 12 rounds 
  Upon entering this chamber, read or paraphrase the 
  following to the heroes. 
   
  This small chamber is lit by a sputtering torch and 
  bears only one feature.  Across from you is a door 
  carved with many runes above which rests a plaque. 
   
  Trap: The door leading out of this chamber is trapped 
  with a powerful version of the dimension door spell. 
  Directly above the door is a plaque that reads the 
  following in Draconic: 
   
  “Woe to those that enter here without knowing what has 
  come before. Speak the name of the first masterful 
  creation and enter. Fail and fall prey to the Master’s 
  wrath.” 
   
  The correct answer to this riddle is “Crianca”, which was 
  the first creature to be created here.  This riddle will be 
  difficult for the PCs to answer as it refers to the proper 
  name of the first creature created here.  The name is 
  mentioned on both the specimen jar in Room 15 and 
  within the master’s logbook found in Room 20. If the 
  PCs have neither of these, they will be forced to guess or 
  turn back. 
   
  No matter the answer given, upon opening the door, 
  all see the same thing, a small corridor that leads to 
  another door.  Those PCs that answer correctly can step 
  through the door into the corridor beyond. Any that step 
  through the doorway without having answered the 
  question find themselves subject to the trap as described 
  below. 
   
  All APLs (EL 6) 
  � Dimension Door Trap; magic device; location trigger; 
  automatic reset; spell effect (modified dimension door, 
  teleports the PC to a point fifty feet above the ground in 
  Area B, 5d6 falling damage, DC 20 Will save resists, cast 
  at 19th level); Search DC 29; Disable Device DC 25. 
   
  Developments: Those that fail their save will find 
  themselves alone in Area B which could be very 
  dangerous if the elementals there have not been defeated. 
  Those PCs must find a way back to the rest of the heroes. 
   This should take only three rounds if the back door to 
  the tower is open, but longer if the PC must go in 
  through the front door (5 plus the amount of time it takes 
  get over the wall).  Of course, magic can greatly speed 
  this process. 
   
  The door at the end of the short corridor is unlocked 
  and leads to Room 29 – The Main Laboratory. 
   
  Burning Cliffs 
   
  Page 20 
  
  Room 29 – The Main Laboratory 
  Exploration Time: 3 rounds 
  Search Time:  50 rounds 
  Upon entering this chamber, read or paraphrase the 
  following to the heroes. 
   
  The stone door slowly grinds open reveal ng a vast 
  underground chamber lit by fl ckering torches 
  mounted to the many columns supporting the 
  ceiling. Interspersed between these stone pillars is a 
  vast assortment of alchemical and magical research 
  equipment.  The silence in the room is broken only 
  by the quiet burbling o  yellow glowing liquids 
  located in large tanks in the center of the room. 
  Directly in front of the tanks are a number of tables, 
  piled high with books, charts, and scattered papers. 
  This can only be the main laboratory. 
  i
  i
  f
   
  This is the primary laboratory where the creatures being 
  researched by the master are created. All of the gear here 
  is specific to that purpose. The gear here takes up roughly 
  half the floor space of the room making a maze of 
  walkways (feel free to improvise this layout). 
   
  Creatures: Stalking around this room, aware of the 
  PCs presence are a number of Feldamons. A type of bat-
  like creations of the master.  These horrible creatures ar 
  described fully in Appendix C. When the PCs have 
  begun to make their way through the room, the creatures 
  move in to attack. The ceilings are almost twenty feet tall, 
  giving the creatures enough room to fly about when 
  needed to avoid the PCs. 
   
  Feldamons look like tall muscular humanoids with 
  large bat wings sprouting from the center of their backs. 
  They have tall sensitive ears but no eyes and see through 
  blindsight. Their arms end in wickedly long claws and 
  like their teeth, are made of an iron like substance (this 
  acts like cold iron when needed for DR purposes). 
  Although normally very silent, these horrible creatures 
  can emit a devastating blast of sound when needed.   
   
  APL 6  (EL 6) 
  � Feldamon: hp 55; see Appendix B. 
   
  APL 8  (EL 8) 
  � Feldamon (2): hp 55; see Appendix B. 
   
  APL 10  (EL 10) 
  � Feldamon (4): hp 55; see Appendix B. 
   
  APL 12  (EL 12) 
  � Feldamon/Ftr4 (2): hp 77; see Appendix B. 
   
  APL 14  (EL 14) 
  � Feldamon/Ftr4 (4): hp 77; see Appendix B. 
   
  Treasure: After defeating the Feldamons, the heroes 
  have a chance to look around the lab. Although the lab is 
  huge, those that wish to search the center area with the 
  tables and desks need only spend two rounds to make a 
  Search check (DC 15).  Those that succeed can find the 
  Research Log. This small brown leather book is clearly 
  labeled and full of entries. If the PCs spend 5 or more 
  rounds looking through the Research Log, give them 
  Player’s Handout #2. This Research Log is one of the key 
  things The Shade sent them here for as noted in the 
  experience summary. 
   
  In addition to this there are a few magic items. Each 
  one of these items is in one of the drawers of one of the 
  desks and requires a successful Search skill check (DC 
  15) to locate. At APL 6 there is a set of goggles of minute 
  seeing worth 104gp per PC as well as a potion of 
  protection from energy (sonic) and (fire) worth 63gp 
  each per PC. At APL 8 there is also a headband of intellect 
  +2 worth 333gp per PC. At APL 10 there is fully charged 
  wand of magic missiles (9th level caster) worth 562gp per 
  PC. At APL 12 there is a cloak of resistance +3 worth 750 
  gp per PC. Finally at APL 14 there is a pearl of power (4th 
  level) worth 1333gp per PC. 
   
  Room 30 – Laboratory Storage 
  Exploration Time: 1 round 
  Search Time:  9 rounds 
  Upon entering this chamber, read or paraphrase the 
  following to the heroes. 
   
  This small chamber is packed full of extra laboratory 
  equipment, from glasswear to extra heavy gloves.  The 
  back wall of the chamber is taken over by a large glass 
  tank in which floats a dead umber hulk submersed in
  a sickly yellow fluid. F exible tubes run from the dead 
  hulk to a large metal barrel outside the tank. A 
  floating level indicates that the barrel is practically 
  full. 
   
   
  l
    
  There is nothing of practical value within this chamber 
  aside from the knowledge of the dead umber hulk. 
   
  Room 31 – The Pen 
  Exploration Time: 2 rounds 
  Search Time: 35 rounds 
  The heavy stone door leading into this chamber from 
  Room 32 is locked although it can be opened from this 
  side.  Those wishing to open that door from the outside 
  must succeed at a Open Lock skill check (DC 30). 
  Burning Cliffs 
   
  Page 21 
  
   
  Upon entering the chamber, read or paraphrase the 
  following to the heroes. 
   
  This large chamber is obviously a pen of some sort 
  although it currently appears to be empty. A number 
  of cells line the walls and the center of the room.  
  Most of the cells have metal bars hanging from the 
  ceiling like some kind o  perch. Some however are 
  full of burnt straw and ash. The stench of decay in 
  this room is dizzying. 
  f
   
  Upon entering this chamber, give each PC a Listen skill 
  check (DC 19) to hear the imp flying around the rear of 
  the room. 
   
  Creature: The creature floating up around the ten 
  foot ceiling of the room is an imp, one of the copies of 
  Zezaxittaz.  The imp does not attack the PCs unless 
  attacked first and then it uses its abilities to flee if 
  wounded. If given the opportunity to use its suggestion 
  ability, it will force a PC to run away.  The alternate forms 
  of all of the imps within the Ashen Pit are a medium-
  sized spider and a rat. 
   
  All APLs 
  � Imp, devil; hp 13; see the Monster Manual. 
   
  Developments: Killing this imp will gain the PCs an 
  additional three minutes of time before the alarm goes 
  off. 
   
  Room 32 – Hallway 
  Exploration Time: 1 round 
  Search Time:  8 rounds 
  This short hallway connects the Room 33 – The Testing 
  Ground with the pens and primary laboratory beyond. 
  Both doors connected to this hall are locked requiring a 
  successful Open Lock skill check (DC 30) to open. These 
  doors are thicker than normal doors and have the 
  following statistics. 
   
  � Thick Stone Doors: 1 ft. thick; Hardness 8; Hit Points 
  180; Break DC 32; Open Locks DC 30. 
   
  Room 33 – The Testing Ground 
  Exploration Time: 2 rounds 
  Search Time:  NA (its too big) 
  This room is actually a ledge outside the complex proper. 
  It is fifty feet below the level ground of Area B. This 
  ledge can be reached by climbing down the cliff or 
  through the door leading to Room 32. 
   
  Upon walking about the ledge, read or paraphrase 
  the following to the players. 
   
  This broad ledge is open to the smoky sky above. 
  There are only two notable features of the ledge, the 
  first is a strange shed of some sort, open to one side 
  and ful  of wooden slats. The other is a stone door set 
  into the wall of the cliff. Numerous scorch marks and 
  suspicious stains mar the stone ledge. 
  l
  i
  it
  i
   
  The stone door leads to Room 32 and cannot be opened 
  without a successful Open Locks skill check (DC 30). The 
  strange shed is actually a bat roost and is full of normal 
  harmless bats.  If disturbed, these bats come swarming 
  out but do no damage and quickly fly off to a more 
  peaceful roost. 
   
  Those approaching the edge of the ledge can see the 
  slope below is covered in bleached and burned skeletons. 
  Most of the skeletons are humanoid but some are more 
  exotic.  If recovered a successful Heal skill check (DC 20) 
  can determine that the skeletons were either killed by 
  horrible burning or some other weapon that appears to 
  have shattered bones (this later damage is caused by the 
  Feldamon’s sonic shriek ability). 
   
  Leaving the Ashen Pit 
  Assuming that PCs have left the complex before the 
  alarm goes off, they can return to the teleportation point 
  unhindered. 
   
  Assuming the PCs did as Zezaxittaz asked, he 
  appears to them as they leave.  Asks if they found what 
  they are looking for and promises that they will meet 
  again before returning to the nine hells. 
   
  Upon opening the coffer, Terdalmus appears only 
  three rounds later at the specified spot.  If the PCs are not 
  there, he waits for precisely ten rounds.  If at the end of 
  that time, he does not see the PCs he teleports back to 
  Critwall without them. If this occurs, the PCs must pay 
  an additional 2 TU for this event traveling home unless 
  they possess teleportation magic themselves. 
   
  If the PCs meet Terdalmus at the spot, read or 
  paraphrase the following to them. 
   
  The mage Terdalmus appears suddenly in the air 
  before you looking quite perturbed. He holds a mug 
  of ale in one hand and a napkin is tucked into his 
  robe. “So soon, I cannot bel eve 
   took that l ttle 
  time. Well, we best be going, my meal is getting cold.” 
  With that he tosses the mug and holds out his hands. 
   
  Upon grasping his hands, he casts the magic needed to 
  take them back to the cellar of the Brightdawn inn.  
  Proceed to the Conclusion. 
   
  Burning Cliffs 
   
  Page 22 
  
  Encounter Four 
  Time’s Up 
  This encounter occurs if any of the following 
  circumstances occur.  
   
  � The PCs enter the Ashen Pit complex without first 
  striking a deal with Zezaxittaz and hence 
  immediately set off the alarm. 
  � The PCs get seen through the communication 
  mirror in Room 11. 
  � The PCs run out of time while exploring the Ashen 
  Pit complex after having made the deal with 
  Zezaxittaz. 
   
  If any of these circumstances occur, Zezaxittaz 
  immediately appears to inform them that they are 
  doomed and that the master is on his way. If they take 
  this hint and flee the complex immediately, nothing 
  happens and they escape without incident. 
   
  If they do not flee, they have ten rounds before they 
  are the subject of a scry spell. PCs with an Intelligence 12 
  or greater should be given an Intelligence check (DC 20) 
  to notice this attempt. If this event is using 3.5 rules this 
  is instead a Will save (DC 25) to avoid being the subject 
  of a scry. 
   
  Two rounds after this scry attempt, a number of 
  creatures are teleported to the PCs location and engage 
  them in combat. 
   
  All APLs 
  � Flesh Golem (2): hp 49 (79 in 3.5); see the Monster 
  Manual. 
   
  Five round later another two golems are teleported in. 
  Fifteen rounds after this, if the PCs are not out of the 
  complex the master himself arrives. If this occurs, all of 
  the characters are captured and dragged off to Dorakaa. 
  See Appendix D to determine their fate. 
   
  Conclusion 
  Assuming the PCs are successful, they are teleported 
  back to the Brightdawn inn in Critwall where The Shade 
  waits for them.  When ready, read or paraphrase the 
  following to them. 
   
  As the room slowly comes into focus, you see The 
  Shade seated upon here couch directly across from 
  you looking concerned. “That was far faster that I 
  expected.  Either you are exceedingly good or 
  exceedingly bad.  I hope it is the former, but perhaps 
  you should explain what happened.”
   
  Allow the PCs to explain what happened to them while 
  in the Ashen Tower.  What they learned has an effect 
  upon their experience reward.  For this purpose, each 
  piece of info that they learned has been assigned a point 
  value (from one to five). The PCs can earn a maximum of 
  ten points and each point earned is worth a set amount of 
  xp depending upon their APL.  The information they 
  could gains is summarized below. 
   
  � 2 Points – Learning the subject matter being studied 
  in Room 13 – The Study, concerning the 
  outer 
  planes, 
  demon 
  anatomy 
  and 
  weaknesses, and the list of celestial 
  creatures.  
  � 3 Points – Returning the books and/or specimen 
  jars found in Room 15 – The Secret 
  Library. 
  � 1 Points – Discovering the Abyssal Onyx gemstones 
  located in Room 17 – The Vault. 
  � 4 Points – Discovering the Laboratory Log located 
  in Room 20 – The Personal Laboratory. 
  � 1 Point – Discovering the Dragon Ash vials located 
  in Room 21 – Laboratory Storage. 
  � 1 Points – Discovering the weapon stockpile located 
  in Room 26 – Finished Workroom. 
  � 5 Points – Discovering the Research Log located in 
  Room 29 – The Main Laboratory. 
  � 1 Point – Discovering the Umber Hulk corpse 
  located in Room 30 – Laboratory Storage 
   
  It is quite possible that the PCs could get ten points 
  without exploring the entire complex. After the PCs have 
  finished telling their tale and their points are tallied, read 
  the following conclusion that matches the amount of 
  points that they earned. 
   
  Conclusion A (0-3 points) 
   
  l
  t
  i
  “Wel  that is rather disappointing.  We were hoping 
  to learn more.” The Shade says, standing to address 
  you.  “Perhaps if we get lucky, we will get ano her 
  chance to explore the complex and learn more of its 
  secrets.” The shade shakes here head and departs, 
  thanking you for your attempt. 
   
  Leaving the cool cellar, you find that although it 
  is still hot outside, it is not nearly as hot as those 
  desolate northern wastes.  Something sinister was 
  happening n that complex, something gone sour 
  under the oppressive heat, a rot that festers in the 
  dark. 
   
  This is the end of the event for the PCs.  They do not earn 
  the Honor of The Shade or the Favor of the Drinkers. 
  Burning Cliffs 
   
  Page 23 
  
   
  Conclusion B (4-7 points) 
  “Well, I would call that a success for the most part.” 
  The Shade says, standing up to address you. 
  “Although I wish you could have found out more, 
  that will certainly help us in our research into the 
  enemies movements. Truly you deserve to be 
  rewarded for your efforts.  For those of you that have
  worked with me before, I will get you contact with 
  those of my order.  We are known as the Drinkers of 
  the Cup of Midnight, or just the Drinkers if you like. 
  Although I cannot call you members yet, you have 
  earned our respect.  We can help you in your 
  endeavors against the Old One.  For those that I have 
  just met, I will remember this well and perhaps in 
  time, we can form a better relationship.  I will be in 
  touch.” With that, The Shade gets up and departs. 
   
   
   
  i
  l
   
   
   
  i
   
  Leaving the cool cellar, you find that although it 
  is still hot outside, it is not nearly as hot as those 
  desolate northern wastes.  Something sinister was 
  happening n that complex, something gone sour 
  under the oppressive heat, a rot that festers in the 
  dark. 
   
  This is the end of the adventure for the PCs. They earn 
  the Favor of the Drinkers but not the Honor of the 
  Shade. 
   
  Conclusion C (8+ points) 
  “Wel , you have done better than I could have hoped 
  under such circumstances.” The Shade says, standing 
  up to address you. “This will greatly help us 
  understand the machinations of the enemy. Truly you 
  deserve to be rewarded for your efforts.  For those of 
  you that have worked with me before, I will get you 
  contact with those of my order.  We are known as the 
  Drinkers of the Cup of Midnight, or just the Drinkers 
  if you like.  Although I cannot call you members yet, 
  you have earned our respect and indeed we will 
  consider you for membership in the future.  For now 
  we can help you in your endeavors against the Old 
  One.  For those that I have just met, I will remember 
  this well and perhaps in time, we can form a better 
  relationship.  It has been an honor to work with you, 
  I will be in touch.” With that, The Shade gets up and 
  departs. 
   
  Leaving the cool cellar, you find that although it 
  is still hot outside, it is not nearly as hot as those 
  desolate northern wastes.  Something sinister was 
  happening n that complex, something gone sour 
  under the oppressive heat, a rot that festers in the 
  dark. 
   
  This is the end of the adventure for the PCs. They earn 
  both the Favor of the Drinkers and the Honor of the 
  Shade. 
   
  Critical Event Summary 
  If this event takes place prior to November 1st 2003, 
  email Jason Bulmahn at AskIuz@aol.com with the 
  following information: the judges name and rpga 
  number, the player names and how many goal points the 
  party scored in the conclusion. Put “Burning Cliffs 
  Summary” as the title of the email. 
   
  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 Three – Room 21 
  Defeating the mimics/guardians/golem 
   
  APL6 180xp; APL8 240xp; APL10 300xp; APL12 360xp; 
  APL14 420xp. 
   
  Encounter Three – Area B 
  Defeating the fire elementals 
   
  APL6 180xp; APL8 240xp; APL10 300xp; APL12 360xp; 
  APL14 420xp. 
   
  Encounter Three – Room 28 
  Defeating or dealing with the dimension door trap 
   
  All APLs 180. 
   
  Encounter Three – Room 29 
  Defeating the feldamons 
   
  APL6 180xp; APL8 240xp; APL10 300xp; APL12 360xp; 
  APL14 420xp. 
   
  Story Award 
  Per Story point earned in the Conclusion (max 10) 
  APL6 10xp; APL8 15xp; APL10 20xp; APL12 25xp; APL14 
  30xp. 
   
  Discretionary roleplaying award 
  APL6 80xp; APL8 75xp; APL10 70xp; APL12 65xp; APL14 
  60xp. 
    
  Total possible experience:  
   
  APL6 900xp;  
  APL8 1,125xp;  
  APL10 1,350xp; 
  Burning Cliffs 
   
  Page 24 
  
  APL12 1,575xp; 
  APL14 1,800xp. 
   
   
   
  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 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 (sell value)  
   
  Encounter 3 – Room 3 
   
  All APLs: L: 10gp 
   
  Encounter 3 – Room 6 
   
  All APLs: L: 5gp 
   
  Encounter 3 – Room 11 
   
  All APLs: L: 25gp 
   
  Encounter 3 – Room 15 
   
  All APLs: M: Summoners Spellbook (32gp per PC) 
   
  Encounter 3 – Room 16 
   
  All APLs: M: Wand of ray of enfeeblement (2nd level 
  caster) (25gp per PC) 
   
  Encounter 3 – Room 15 
   
  APL 6: C: 167gp; M: bag of holding (type I) (208gp 
  per PC) 
   
  APL 8: C: 167gp; M: bag of holding (type I) (208gp 
  per PC), +1 dagger (192gp per PC) 
   
  APL 10: C: 167gp; M: bag of holding (type I) (208gp 
  per PC), clear spindle ioun stone (333gp per PC), +1 
  dagger (192gp per PC) 
   
  APL 12: C: 167gp; M: arrow of slaying (greater, evil 
  outsider) (338gp per PC), bag of holding (type I) (208gp 
  per PC), clear spindle ioun stone (333gp per PC), +1 
  dagger (192gp per PC) 
   
  APL 14: C: 167gp; M: arrow of slaying (greater, evil 
  outsider) (338gp per PC), bag of holding (type I) (208gp 
  per PC), clear spindle ioun stone (333gp per PC), +1 
  dagger of wounding  (1,525gp per PC) 
   
  Encounter 3 – Room 21 
   
  All APLs: L: 83gp 
   
  Encounter 3 – Room 26 
   
  APLs 6-8: L: 494gp; M: +1 cold iron longsword 
  (360gp per PC). 
   
  APLs 10-14: L: 494gp; M: +2 cold iron longsword 
  (861gp per PC). 
   
  Encounter 3 – Room 29 
   
  APLs 6: M: goggles of minute seeing (104gp per PC), 
  potion of protection from energy (fire) (63gp per PC), 
  potion of protection from energy (sonic) (63gp per PC) 
   
  APLs 8: M: goggles of minute seeing (104gp per PC), 
  headband of intellect +2 (333gp per PC), potion of 
  protection from energy (fire) (63gp per PC), potion of 
  protection from energy (sonic) (63gp per PC) 
   
  APLs 10: M: goggles of minute seeing (104gp per 
  PC), headband of intellect +2 (333gp per PC), potion of 
  protection from energy (fire) (63gp per PC), potion of 
  Burning Cliffs 
   
  Page 25 
  
  protection from energy (sonic) (63gp per PC), wand of 
  magic missiles (9th level caster) (562gp per PC) 
   
  APLs 12: M: cloak of resistance +3 (750gp per PC), 
  goggles of minute seeing (104gp per PC), headband of 
  intellect +2 (333gp per PC), potion of protection from 
  energy (fire) (63gp per PC), potion of protection from 
  energy (sonic) (63gp per PC), wand of magic missiles (9th 
  level caster) (562gp per PC) 
   
  APLs 14: M: cloak of resistance +3 (750gp per PC), 
  goggles of minute seeing (104gp per PC), headband of 
  intellect +2 (333gp per PC), pearl of power (4th level) 
  (1,333gp), potion of protection from energy (fire) (63gp 
  per PC), potion of protection from energy (sonic) (63gp 
  per PC), wand of magic missiles (9th level caster) (562gp 
  per PC) 
   
  Total Possible Treasure 
  APL 6: L: 617 gp; C: 167 gp; M: 855 gp - Total: 1,639 gp 
  APL 8: L: 617 gp; C: 167 gp; M: 1,380 gp - Total: 2,164 gp 
  APL 10: L: 617 gp; C: 167 gp; M: 2,776 gp - Total: 3,560 gp 
  APL 12: L: 617 gp; C: 167 gp; M: 3,864 gp - Total: 4,648 gp 
  APL 14: L: 617 gp; C: 167 gp; M: 6,530 gp - Total: 7,314 gp 
   
  Note that these values are above the maximum caps 
  allowed for this event due to the fact that it is doubtful 
  most parties will complete the entire event.  In any case, 
  no PC can earn more than is stated as a maximum on the 
  adventure record. 
   
  Items for the Adventure Record 
  APL 6:  
  bag of holding (type I) (adventure, DMG) 
  goggles of minute seeing (adventure, DMG) 
  potion of protection from energy (fire) (adventure, DMG) 
  potion of protection from energy (sonic) (adventure, 
  DMG) 
  Summoners Spellbook  (adventure, DMG) 
  Wand of ray of enfeeblement (2nd level caster) 
  (adventure, DMG) 
   
  APLs 8: (all of APL 6 plus the following)  
  headband of intellect +2 (adventure, DMG) 
   
  APL 10: (all of APLs 6-8 plus the following) 
  +2 cold iron longsword (adventure, DMG) 
  clear spindle ioun stone  (adventure, DMG) 
  wand of magic missiles (adventure, 9th level caster, 
  DMG) 
   
  APL 12: (all of APLs 6-10 plus the following) 
  arrow of slaying (greater, evil outsider) (adventure, DMG) 
  cloak of resistance +3 (adventure, DMG) 
   
  APL 14: (all of APLs 6-12 plus the following) 
  +1 dagger of wounding  (adventure, DMG) 
  pearl of power (4th level) (adventure, DMG) 
   
  � Summoner’s Tome 
  This withered spellbook contains the following spells: 
  summon monster III, summon monster IV, dismissal, 
  lesser planar binding, summon monster V, contact other 
  plane, planar binding, and summon monster VI. 
   
  Frequency: Adventure; Market Price: 390gp. 
   
  � Favor of the Drinkers 
  This favor was earned by the above named PC for helping 
  them learn about the machinations of the Old One. If the 
  PC possess both this Favor AND the Gratitude of the 
  Shade, they PC gains the ability to purchase any of the 
  following items after any IUZ metaregional event.  The 
  items available are: dust of disappearance, dust of illusion, 
  elixir of hiding, elixir of sneaking, potion of heroism, 
  potion of tongues, ring of mind shielding, and wand of 
  invisibility (3rd level caster). 
   
  In addition to this, any one time after a IUZ 
  metaregional event, the Drinkers will enchant any one 
  magical weapon with the Bane: Evil Outsiders 
  enchantment. The PC must pay the difference in cost 
  between the new and old weapon.  Write used across this 
  text when this portion of the favor is redeemed. 
   
  � Honor of the Shade 
  The above named PC has performed excellently in the 
  eyes of The Shade and may at some point in the future be 
  offered membership within the Drinkers organization. 
   
   
  Burning Cliffs 
   
  Page 26 
  
  Maps of the Ashen Pit Complex 
   
   
   
  Burning Cliffs 
   
  Page 27 
  
  Player Handout #1 
  Laboratory Log  
   
  This small tome contains a large number of entries, most of which dealing with the progress being made in the creation 
  of an iron golem made entirely out of cold iron.  Some of the more intriguing entries are noted below. 
   
  My progress goes well, but not as quickly as I would like. Working with the cold iron has 
  been more difficult than I have foreseen. With luck, I will be able to present the golem to my 
  Dread Lord along with both the Crianca and Feldamon.  How marvelous that would be. 
   
  Finally now I am approaching completion.  I believe I have found the method to speed up 
  their production to nearly half the expected time.  We will need many of the golems in the 
  months to come and their power would surpass even that of my other creations.  The only 
  holdback is that each requires a vial of dragon ash to speed production.  Fortunately, I 
  believe I now have enough to meet our needs. 
   
  The Dread Lord, all fear his name, has called a conclave, undoubtedly to discuss our recent 
  success and more importantly, MY recent success.  Surely I will be rewarded for my 
  efforts.  Let Kermin try and top me this time, cheap mind tricks are no substitute for my 
  success. 
   
  Leaving that foolish imp here while I am gone to the conclave troubles me but I have little 
  other choice. I shall leave a few of the demundead here to keep an eye on him.  I may need 
  to dispose of him soon, but no matter, he won’t tell anyone anything. 
   
  And finally, written in the corner of the last page is the following: 
   
  South 
  8th Row 
  4th Column 
   
  Burning Cliffs 
   
  Page 28 
  
   
  Player Handout #2 
  Research Log  
   
  This brown leather bound tome contains hundreds of entries, most of which are complex alchemical formulas. While 
  quickly scanning the text, the following passages seem to be of some importance. 
   
  Finally, success. The Crianca have been perfected and will be sent for field tests shortly. The 
  only difficult ingredient in their creation is a pinch of powdered abyssal onyx. 
  Fortunately one gemstone can create nearly fifty of the beasts. I have secured a small cache 
  of them but not nearly as many as we will need. 
   
  I have delivered a copy of the creation formulas to my Dread Lord. He is very pleased with 
  the creatures, but unhappy with the time it is taking. 
   
  The Feldamon are nearing completion and are perhaps even more promising than the 
  Crianca. Many that were given the cold iron infusion died shortly thereafter but I believe I 
  have perfected the formula. Casualties are now well within tolerance. The key was two 
  drops of umber hulk blood in each infusion, not a high price to pay. 
   
  I am off to Dorakaa to set up the primary laboratories.  With luck production should begin 
  there within a fortnight. 
   
  The production in Dorakaa has begun. The initial numbers we need should be available by 
  the new year. 
   
  Burning Cliffs 
   
  Page 29 
  
  Appendix A 
  Time Tracking Chart 
   
  INITIAL TIME (given to the PCs by Zezaxittaz) 
   
  1st Minute   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  2nd Minute 
  3rd Minute 
  4th Minute 
  5th Minute 
  6th Minute 
  7th Minute 
  8th Minute 
  9th Minute 
  10th Minute 
   
  ADDITIONAL TIME (check box for each imp killed) 
  First Imp Killed  
   
  11th Minute   
  12th Minute 
  13th Minute 
   
  Second Imp Killed  
   
  14th Minute   
  15th Minute 
  16th Minute 
   
  Third Imp Killed  
   
  17th Minute   
  18th Minute 
  19th Minute 
  Fourth Imp Killed  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  20th Minute   
  21st Minute 
  22nd Minute 
   
  Fifth Imp Killed  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  23rd Minute   
  24th Minute 
  25th Minute 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  NOTES:  
  (use this area to note the end of short term spell effects for easy reference) 
  Spell 
   
  End 
  Time 
   
  Spell 
   
  End Time 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Burning Cliffs 
   
  Page 30 
  
   
   
   
   
   
   
   
  Burning Cliffs 
   
  Page 31 
  
  Appendix B 
  Statistics 
   
  Encounter 3 
  Room 29 
  APLs 6-10 
  � Feldamon: Medium Undead (Outsider, native, 
  evil); CR 6; HD 10d12; hp 55; Init; +8; Spd 20 ft., 60 ft. 
  fly (average); AC 20 (touch 14, flat-footed 16); BA/G 
  +5/+8; Atk: claw +8 melee (1d6+3); Full Atk: 2 claws +8 
  melee (1d6+3) and bite +6 melee (1d8+1); SA: Cold Iron 
  Blood, Sonic Shriek; SQ: Blindsight 60 ft., DR 
  5/slashing; Resistance to Fire 10, Sonic Vulnerability, 
  +2 Turn Resistance, Undead Traits; AL NE; SV Fort +3, 
  Ref +7, Will +8; Str 16, Dex 18, Con -, Int 8, Wis 13, Cha 
  10. 
   
  Skills and Feats: Hide +17, Listen +22, Move Silent 
  +17; Ability Focus (Sonic Shriek), Hover, Improved 
  Initiative, Mutliattack. 
   
  Cold Iron Blood (Ex): This odd byproduct of 
  their creation has two affects.  First, the natural attacks 
  of a Feldamon are considered to be made of cold iron 
  for the purposes of overcoming Damage Reduction. 
   
  Second, the blood of a Feldamon is poisonous. 
  Those within 5 ft. of a Feldamon when it is damaged by 
  a slashing or piercing weapon must succeed at a 
  Fortitude save (DC 18) or suffer 1d3 points of 
  temporary Dex damage. This save must be made again 
  one minute later or suffer the same effects. Those hit 
  by the poison cannot be affected by it again that round. 
  This poison cannot be harvested as it quickly solidifies 
  into powdered iron outside the body of the Feldamon. 
   
  Sonic Shriek (Su): As a standard action, a 
  Feldamon can emit a sonic shriek with one of two 
  affects. Despite the version used, it cannot be used 
  again for 1d4 rounds. 
   
  The first version of this ability is a deadly shriek. 
  This attack is a 30 ft. line that deals 5d6 points of 
  damage to all those in the line. A Reflex save (DC 17) 
  halves this damage. 
   
  The second version of this ability is a stunning 
  shriek. This attack is a 20 ft. burst that emanates from 
  the Feldamon. Those within the area that fail a 
  Fortitude save (DC 17) are stunned for 1d4 rounds. A 
  stunned creature drops everything held, can’t take 
  actions, takes a –2 penalty to AC and loses his 
  Dexterity bonus to AC (if any). 
   
  Blindsight (Ex): Using echo location, a Feldamon 
  can locate precisely any opponent within 60 ft. just as a 
  seeing creature could. This sight cannot penetrate the 
  area of a silence spell or similar effect and any creature 
  in such a magical zone are treated as if they were 
  invisible to the Feldamon. 
   
  Sonic Vulnerability (Ex): A Feldamon is 
  particularly sensitive to sonic attacks.  Against such 
  attacks the creature suffers a –4 racial penalty to saves 
  and becomes blind for the duration of the effect on a 
  failed save (blindsight does not help as it relies upon 
  sound). 
   
  Undead Traits (Ex): Immune to min-influence 
  effects, poison, sleep, paralysis, stunning, and disease. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
   
  Skills: Due to its keen sense of hearing, a 
  Feldamon recieves a +8 bonus to Listen skill checks. 
   
  APLs 12-14 
  � Feldamon: Medium Undead (Outsider, native, 
  evil)/Ftr4; CR 6; HD 14d12; hp 77; Init; +8; Spd 20 ft., 
  60 ft. fly (average); AC 20 (touch 14, flat-footed 16); 
  BA/G +9/+12; Atk: claw +13 melee (1d8+5); Full Atk: 2 
  claws +13 melee (1d8+5) and bite +10 melee (2d6+1); 
  SA: Cold Iron Blood, Sonic Shriek; SQ: Blindsight 60 
  ft., DR 5/slashing; Resistance to Fire 10, Sonic 
  Vulnerability, +2 Turn Resistance, Undead Traits; AL 
  NE; SV Fort +7, Ref +8, Will +9; Str 17, Dex 18, Con -, 
  Int 8, Wis 13, Cha 10. 
   
  Skills and Feats: Hide +17, Intimidate +4, Listen 
  +22, Move Silent +17; Ability Focus (Sonic Shriek), 
  Hover, Improved Initiative, Improved Natural Attack, 
  Mutliattack, Power Attack, Weapon Focus (Claw), 
  Weapon Specialization (Claw). 
   
  SA and SQ: as in APL 6-10 but with a +2 DC on 
  the Sonic Shriek ability. 
   
   
   
   
   
  Burning Cliffs 
   
  Page 32 
  
  Appendix C 
  Feldamon Demundead 
   
  Medium Undead (Outsider, Native, Evil) 
  Hit Dice: 
  10d12 (55 hp) 
  Initiative: 
  +8 
  Speed: 
  20 ft., 60 ft. fly (average) 
  Armor Class: 
  20 (+4 Dex, +6 natural), touch 
  14, flat-footed 16 
  Base Attack/Grapple: +5/+8 
  Attack: 
  Claw +8 melee (1d6+3) 
  Full Attack: 
  2 claws +8 melee (1d6+3) and 
  bite +6 melee (1d8+1) 
  Space/Reach: 
  5 ft./5 ft. 
  Special Attacks: 
  Cold Iron Blood, Sonic Shriek 
  Special Qualities: 
  Blindsight 60 ft., DR 5/slashing, 
  Resistance to Fire 10, Sonic 
  Vulnerability, 
  +2 
  Turn 
  Resistance, Undead Traits 
  Saves: 
  Fort +3, Ref +7, Will +8 
  Abilities: 
  Str 16, Dex 18, Con -, Int 8, Wis 
  13, Cha 10 
  Skills: 
  Hide +17, Listen +22, Move 
  Silent +17 
  Feats: 
  Ability Focus (Sonic Shriek), 
  Hover, 
  Improved 
  Initiative, 
  Mutliattack 
  Envrionment: 
  Any 
  Organization: 
  Solitary or Swarm (4-9) 
  Challenge Rating: 
  6 
  Treasure: 
  Standard 
  Alignment: 
  Usually neutral evil 
  Advancement: 
  11-16 HD (medium), 17-24 
  (large) 
   
  The creature stands at man height and stretches long 
  b ack bat wings rotting in tatters. It has high pointed 
  ears but no apparent eyes. A shriek escapes it maw full 
  of wicked iron teeth. 
  l
   
  Feldamons look like tall muscular humanoids with 
  large rotting bat wings sprouting from the center of 
  their backs. They have tall sensitive ears but no eyes 
  and see through blindsight. Their arms end in 
  wickedly long claws and like their teeth, are made of 
  an iron like substance. Although normally very silent, 
  these horrible creatures, can emit a devastating blast of 
  sound when threatened. 
   
  Feldamons do not speak but can understand 
  common and abyssal. 
   
  COMBAT 
  When engaged in combat, Feldamons often swoop 
  upon their opponents letting loose with their sonic 
  shriek before closing into melee. If possible, it will 
  snatch an unconscious opponent before flying away for 
  a quick meal. 
   
  Cold Iron Blood (Ex): This odd byproduct of 
  their creation has two affects.  First, the natural attacks 
  of a Feldamon are considered to be made of cold iron 
  for the purposes of overcoming Damage Reduction. 
   
  Second, the blood of a Feldamon is poisonous. 
  Those within 5 ft. of a Feldamon when it is damaged by 
  a slashing or piercing weapon must succeed at a 
  Fortitude save (DC 18) or suffer 1d3 points of 
  temporary Dex damage. This save must be made again 
  one minute later or suffer the same effects. Those hit 
  by the poison cannot be affected by it again that round. 
  This poison cannot be harvested as it quickly solidifies 
  into powdered iron outside the body of the Feldamon. 
   
  Sonic Shriek (Su): As a standard action, a 
  Feldamon can emit a sonic shriek with one of two 
  affects. Despite the version used, it cannot be used 
  again for 1d4 rounds. 
   
  The first version of this ability is a deadly shriek. 
  This attack is a 30 ft. line that deals 5d6 points of 
  damage to all those in the line. A Reflex save (DC 17) 
  halves this damage. 
   
  The second version of this ability is a stunning 
  shriek. This attack is a 20 ft. burst that emanates from 
  the Feldamon. Those within the area that fail a 
  Fortitude save (DC 17) are stunned for 1d4 rounds. A 
  stunned creature drops everything held, can’t take 
  actions, takes a –2 penalty to AC and loses his 
  Dexterity bonus to AC (if any). 
   
  Blindsight (Ex): Using echo location, a Feldamon 
  can locate precisely any opponent within 60 ft. just as a 
  seeing creature could. This sight cannot penetrate the 
  area of a silence spell or similar effect and any creature 
  in such a magical zone are treated as if they were 
  invisible to the Feldamon. 
   
  Sonic Vulnerability (Ex): A Feldamon is 
  particularly sensitive to sonic attacks.  Against such 
  attacks the creature suffers a –4 racial penalty to saves 
  and becomes blind for the duration of the effect on a 
  failed save (blindsight does not help as it relies upon 
  sound). 
   
  Undead Traits (Ex): Immune to min-influence 
  effects, poison, sleep, paralysis, stunning, and disease. 
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive damage. 
   
  Skills: Due to its keen sense of hearing, a 
  Feldamon recieves a +8 bonus to Listen skill checks. 
  Burning Cliffs 
   
  Page 33 
  
  Appendix D 
  Trapped in Dorakaa 
  If the PCs trigger the alarm and stay in the Ashen Pit 
  complex for too long, they are captured and dragged 
  off to Dorakaa.  Their fate is determined by a simple 
  d20 roll with a number of modifiers as noted below. 
   
  Consult the following charts to determine and 
  bonuses or penalties to the final die roll. 
   
  Race Modifiers 
  +2 
  The character is a humanoid race that tends toward evil 
  (goblin, hobgoblin, etc) 
  +1 
  The character is a half orc 
  +0 
  The character is human 
  -1 
  The character is a dwarf, elf, gnome, half elf, or halfling 
   
  Class Modifiers 
  +1 
  The character has levels of alienist, master of chains, 
  oozemaster, or spymaster. 
  -1 
  The character’s highest level is in cleric, church 
  inquisitor, consecrated harrier, contemplative, divine 
  oracle, hospitaler, hunter of the dead, sacred exorcist, 
  templar, or warpriest (those with a chosen faith only 
  count if they are of a good deity) 
  -2 
  The character has any levels in paladin, holy liberator, or 
  knight of the chalice 
   
  Alignment (for each component) 
  +1 
  Chaotic 
  +0 
  Neutral 
  -1 
  Lawful 
  -1 
  Good 
   
  Skill Modifiers 
  +1 
  Per five ranks or more in Bluff, Disguise, Escape Artist, 
  Hide, or Move Silent (max +2 bonus) 
   
  Other 
  +1 
  The character detects as evil or has an item that detects 
  as evil 
  +2 
  The character has access to teleportation magic or some 
  similar magic (dimension door, tree stride, word of 
  recall) 
  +2 
  The character possesses the Gratitude of the Shade from 
  IUZ3-01 Across the Border. This use voids the favor. 
   
  Once all of the modifiers have been totaled, the PC 
  must roll a d20 and apply the modifiers, consulting the 
  chart below.  Those with the luck domain may re-roll if 
  they so desire. 
   
  Note that any PC captured looses any item found 
  during this adventure.  Those items do not count 
  toward the AR for gp, access, or experience awards. 
   
  The Chart of Misfortune 
   
  0 or less The character is slowly tortured and killed.  The 
  corpse is then turned over to the priests for 
  animation and service in the army of the old one.  
  The character is permanently removed from play.  
  If the character has levels of paladin, he is instead 
  transformed into a Blackguard and should be 
  turned over to the local triad for malicious use. 
  1-3 
  The character is tortured and killed in the pits of 
  the Old One.  The character is never seen again 
  and permanently removed from play. 
  4-6 
  The character is publicly executed and hung from 
  the walls of Dorakaa. Although the body is 
  recovered and raised for free by The Shade, he 
  looses all equipment.  The PC can take advantage of 
  the “Charity of Friends” clause within the LGCS. 
  The PC also looses 6 TU spent hanging on the 
  walls of Dorakaa. 
  7-8 
  The character is killed in the battle at the Ashen Pit 
  but the body is recovered intact. Looters got to it 
  first however. The character looses his four most 
  valuable magic items and looses 4 TU. The PC may 
  be raised normally. 
  9-10 
  The character is taken to Dorakaa and sent to the 
  torture pits.  While there, the PC manages a daring 
  escape into the sewers of Dorakaa. While there, the 
  PC contracts a horrible disease that inflict 1 point 
  of permanent Con damage (this may be restored 
  normally via restoration). In bargaining to escape 
  the city, the PC looses his three most valuable 
  magic items and must spend 3TU getting home. 
  11-13 
  The character is taken to Dorakaa to tortured 
  horribly, loosing his pinky finger from his off hand 
  and covered in scars. The PC looses his two most 
  valuable magic item bartering with a merchant to 
  garner his escape.  The PC also looses 2 TU. 
  14-16 
  The character it taken to Dorakaa and shipped off 
  to the slave pits. After a time, the PC manages to 
  bribe a guard into allowing his escape. The PC 
  looses his most valuable magic item and begins the 
  next scenario down 1d4 points of Str and Con (this 
  is temporary damage). The PC also looses 2 TU 
  getting home. 
  17-19 
  The character is taken to Dorakaa but is released 
  from the slave pits by a fellow crazed prisoner 
  named Kessarin.  Escaping the city still requires a 
  payment of 500gp to the guards and 2 TU 
  returning home. 
  20+ 
  The PC escapes the boneheart before he can be 
  captured.  The PC spends 2 TU returning home 
  unless the PC possesses the silver coffer. 
   
  Note these result on the AR. 
  Burning Cliffs 
   
  Page 34 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Iuz Border States/593/Normal Scenarios/IUZ3-04 Burning Cliffs (APL 6-14)/IUZ3-04 - Burning Cliffs.pdf