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 Wizards of 
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  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK, DUNGEON 
  MASTER’S GUIDE, AND MONSTER MANUAL ARE TRADEMARKS OF WIZARDS OF THE COAST, INC, IN THE US AND OTHER 
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  REPRODUCTION OR UNAUTHORIZED USE OF THE MATERIAL OR ARTWORK CONTAINED HEREIN IS PROHIBITED WITHOUT 
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  SIMILARITY TO ACTUAL PEOPLE, ORGANIZATIONS, PLACES, OR EVENTS IS PURELY COINCIDENTAL. © 2005 WIZARDS OF 
  THE COAST, INC AND THE ADVENTURE AUTHOR OR AUTHORS. 
  VISIT THE LIVING GREYHAWK WEBSITE AT WWW.RPGA.COM 
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  TUS6-05 
   
   
   
  Blaze of Glory 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™ 
  Tusmit Regional Adventure 
   
  by Daniel Mayrand 
  Tusmit Triad Editor: Jean Guérette 
  Circle Reviewer: Tim Sech 
   
   
  Yasin bin-Khadij waz-Vilayad is asking one more time for heroes to step forward. One last effort to save a man thought 
  lost to time, one last chance for redemption from beyond the grave... This one-round Regional adventure set in Tusmit 
  builds on elements that appeared in TUS4-01 Spoils of War and TUS5-04 Brothers in Arms, and is for APLs 6 thru 12.
  
  TUS6-05 Blaze of Glory 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   LIVING GREYHAWK LEVELS OF 
  PLAY 
   Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  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 dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. 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 
  CR of Animal 
  2 
  2 
  3 
  4 
  5 
  
  TUS6-05 Blaze of Glory 
   
  Page 2 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
   
  7 
  7 
  9 
  10 
  11 
  3. 
   Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs 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 and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Tusmit.  Characters native to Tusmit pay one Time Unit 
  per round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  ADVENTURE BACKGROUND 
  Yasin bin-Khadij waz-Vilayad was first encountered in 
  TUS3-01 The Haunted House of bin-Khadij, when he 
  required the services of adventurers to rid his manor in 
  Vilayad of unwanted elementals. He is a retired 
  adventurer of renown, with ties with all levels of 
  government in Tusmit, and was one of the major forces 
  behind the liberation of Vilayad from the World Burners' 
  siege. 
  Abir bin Ammon al-Vareshi was born to one of the most 
  respected merchant houses of Vilayad in Tusmit. Abir 
  spent his youth taking trips abroad and dabbling with the 
  arcane arts. He met his wife, Anna, in Perrenland, and 
  came back with her to manage the family’s business upon 
  his father’s passing. 
  All would have been well if not for the terrible events 
  that befell the whole of Flanaess: the Greyhawk Wars. 
  During those Wars, al-Vareshi and four other men from 
  Tusmit, including a younger Yasin bin-Khadij, became 
  involved in a secret project to help vanquish the forces of 
  Iuz. To those ends, al-Vareshi had two secret laboratories 
  constructed: one below his house in Vilayad (TUS4-01 
  Spoils of War), one near Nesuv in the sheikdom of Suvii 
  (TUS5-04 Brothers in Arms). 
  Near the end of the Wars, al-Vareshi was in the process of 
  moving his operations from his first laboratory to his 
  second, more spacious one, when he was attacked by 
  assassins working for Iuz, the Old One, in his Vilayad's 
  lab. The battle was fierce, and all that remained to be 
  
  TUS6-05 Blaze of Glory 
   
  Page 3 
  found, when the lab was discovered by adventurers in CY 
  594, were the polished bones of the combatants. 
  After his disappearance, his wife Anna slowly fell into 
  madness, clinging to the meager possessions her husband 
  had left her. She died in an altercation with an 
  overzealous member of the Mouqollad Consortium at the 
  beginning of TUS4-01 Spoils of War, her death being the 
  catalyst that led to the discovery of her late husband’s 
  first laboratory. 
  About a year later, Yasin bin-Khadij waz-Vilayad asked 
  adventurers to help him warn his former comrades-in-
  arms from the Wars of the danger they were exposed to 
  from the machinations of a Ketite spy (in TUS5-04 
  Brothers in Arms). In the process, the adventurers 
  discovered al-Vareshi’s second lab, and his diary. They 
  brought the diary to bin-Khadij, who used a few favors 
  with the College of the Arts of Sefmur to have it 
  thoroughly examined. 
  The result of that investigation is the reason why bin-
  Khadij is once again requesting the assistance of the 
  PCs… 
  Tusmit Loyalists  
  Throughout the adventure, the following groups or 
  people should be considered loyal to Muammar Quaran. 
  • 
  Abir bin Ammon al-Vareshi  
  • 
  The Tusmit military 
  • 
  Yasin bin-Khadij waz-Vilayad 
  Tusmit Rebels 
  Throughout the adventure, the following groups or 
  people should be considered rebels supporters. 
  • 
  Rebel sympathizers (not seen in the adventure) 
  Indifferent 
  Throughout the adventure, the following people should 
  be considered neutral. 
  • 
  Ben-Salor 
  • 
  The College of the Arts of Sefmur 
  • 
  Everyone else 
  ADVENTURE SUMMARY 
  Introduction 
  Once again, the PCs receive a summoning from Yasin 
  bin-Khadij waz-Vilayad, asking them to meet him in his 
  encampment; right near the Temple of the Dragon. He 
  needs the PCs’ help with a very delicate mission – to find 
  where Abir bin Ammon al-Vareshi escaped to after that 
  fateful day in his laboratory underneath his Vilayad's 
  home. 
  Encounter One: Back Where You Started, Here We 
  Go Round Again 
  The PCs travel to al-Vareshi's secret laboratory (not so 
  secret anymore), where they are greeted by a number of 
  Tusmit Guards and one lone wizard – Ben Salor, the “man 
  in black” from ADP1-09 Sinkhole (as adapted for Tusmit) 
  and TUS4-02 Grave Consequences 
  Encounter Two: In The White Room 
  The PCs are transported to a featureless, trackless white 
  surface that seems to go on forever. There, the PCs have 
  no trouble spotting a black speck in the distance on this 
  otherwise overwhelmingly white environment. 
  But before they can reach it, they are attacked by 
  predatory creatures on that strange demi-plane 
  Encounter Three: We Gotta Get Out Of This Place 
  Once they defeat the predators and get to their goal, the 
  PCs come face to face with a decidedly alive, and 
  seemingly insane, Abir bin Ammon al-Vareshi. 
  They arrive just as he is about to be attacked by plane 
  travelers. 
  Encounter Four: In Through The Out Door 
  When the PCs get to the point that al-Vareshi has 
  designated as the only place he can leave this plane, they 
  come face to face with the assassins of Iuz. The PCs have 
  to defeat the villains while protecting al-Vareshi.  
  Encounter Five: One For The Road 
  The PCs come back from their trip, with or without al-
  Vareshi.  
  Conclusion A 
  The PCs were able to save al-Vareshi from his pursuers, 
  and the past has been irrevocably changed. 
  Conclusion B 
  If the PCs brought back the remains of al-Vareshi with 
  them, as instructed, the past has not been changed; al-
  Vareshi simply came home from the War 15 years later 
  than he should have... 
  Conclusion C 
  If al-Vareshi dies and the PCs do not bring back his 
  remains, well, how incompetent can you get? Bin-Khadij 
  
  TUS6-05 Blaze of Glory 
   
  Page 4 
  simply tells them he assumes they did their best and were 
  unsuccessful. 
  PREPARATION FOR PLAY 
  Depending on the PCs’ past history with bin-Khadij waz-
  Vilayad, all Gather Information and Diplomacy checks 
  with him during this adventure are modified as followed: 
  If a PC received any of the following combinations of AR 
  items (even if any or all have been spent since), he is 
  welcome as a comrade in arms and a fighting man of 
  valor. All Gather Information and Diplomacy checks 
  with Yasin bin-Khadij during this adventure are at +10. 
  Those PCs are referred to later in the adventure as 
  “kindred”. 
  • 
  both the “Gratitude of Yasin bin-Khadij” and the 
  “Invitation of Yasin bin-Khadij” from TUS3-01 The 
  Haunted House of bin-Khadij, 
  • 
  both the “Influence Point with Yasin bin-Khadij waz-
  Vilayad” and the “Influence point with the Tusmit 
  government” from TUS5-04 Brothers in Arms, 
  • 
  “Hero of the Fire War” from TUSInt5-01 The Dirty 
  Half-Dozen, 
  If a PC received any 1 of the following AR items (even if 
  it has been spent since), he is welcomed as a fellow 
  adventurer and a man of resources. All Gather 
  Information and Diplomacy checks with Yasin bin-
  Khadij during this adventure are at +5. Those PCs are 
  referred to later in the adventure as “trusted”. 
  • 
  “Gratitude of Yasin bin-Khadij” from TUS3-01 The 
  Haunted House of bin-Khadij, 
  • 
  “Influence point with Yasin bin-Khadij waz-Vilayad” 
  from TUS5-04 Brothers in Arms, 
  • 
  “Veterans of the Fire War” from TUSInt5-01 The 
  Dirty Half-Dozen, 
  If a PC has not played TUS3-01 The Haunted House of 
  bin-Khadij nor TUS5-04 Brothers in Arms or TUSInt5-
  01 The Dirty Half-Dozen, he is simply considered an 
  “unknown” 
  If a PC played TUS3-01 The Haunted House of bin-
  Khadij or TUS5-04 Brothers in Arms and failed to get the 
  rewards from those adventures, he is viewed coolly and 
  not without suspicion. bin-Khadij discloses to him only 
  what he deems necessary for him to fulfill his mission 
  and no more. All Gather Information and Diplomacy 
  checks with Yasin bin-Khadij during this adventure are at 
  -5. Those PCs are referred to later in the adventure as 
  “unworthy”. 
  INTRODUCTION 
  Start by passing Player Handout 1 around the table, and 
  read or paraphrase the following: 
  You have all been summoned to the middle of the 
  Tusman Hills, following the slow-moving Arish River 
  for what seems like ages until you passed the last 
  village along the river. Your guide, and captain of the 
  small barijah "the Light of Righteousness", only 
  knows the letter you each carry means you are 
  important enough to warrant a swift passage towards 
  the encampment that is your final destination. 
  Continuing on foot through the lush vegetation 
  covering those hills, you eventually arrive to a small 
  group of tents pitched near a pool of water at the base 
  of a waterfall. 
  Any PC who went thru either TUS3-05 Temple of the 
  Dragon or TUS4-06 Secrets of the Dragon recognizes the 
  road leading to the fabled Temple of the Dragon. 
  The encampment is bustling with activity; you can 
  see numerous members of the Tusman Guard, as well 
  as a seemingly equal number of Mullahs and Qadis. 
  At your approach, a soldier dives into a tent; a few 
  moments later, the tent's flap is shoved aside and a 
  white-haired man with an air of authority about him 
  starts to move in your direction. 
  As he strides closer to you, followed by a number of 
  Guards, you can see the numerous battles scar that 
  crisscrossed his rugged features. The light of the sun 
  dances off the naked blades of the twin scimitars that 
  he has passed in his large belt. 
  This man is Yasin bin-Khadij waz-Vilayad, Liberator 
  of Vilayad and, according to some, greatest Hero of 
  Tusmit. 
  Select one of the following based on the party’s 
  composition: 
  A) If the party is entirely composed of PCs that bin-
  Khadij considers “trusted” or “kindred”, read or 
  paraphrase the following: 
  “My dear comrades, welcome”, says bin-Khadij with 
  arms outstretched. He embraces each of you in turns, 
  and declares “Come. We have much to discuss” before 
  leading you back to his tent. You see the Guards 
  following him have now a most respectful attitude 
  towards you. 
  B) If the party if composed of at least one PC that bin-
  Khadij considers “trusted” or “kindred”, read or 
  paraphrase the following: 
  
  TUS6-05 Blaze of Glory 
   
  Page 5 
  “My dear comrade, welcome”, says bin-Khadij with 
  arms outstretched. He embraces each one of you who 
  have earned his trust in the past, them moves back to 
  inspect the rest of your party. His deep-set eyes seem 
  to gaze into your very soul as he gauges your worth. 
  Seemingly satisfied by what he sees, he declares 
  “Come. We have much to discuss” before leading you 
  back to his tent. You see the Guards following him 
  have now a most respectful attitude towards you. 
  C) If the party doesn’t have at least one PC that bin-
  Khadij considers “trusted” or “kindred” (i.e. all 
  “unknown”), read or paraphrase the following: 
  Yasin bin-Khadij waz-Vilayad stops short of where 
  you are standing and his deep set eyes seem to gaze 
  into your very soul as he gauges your worth. 
  Seemingly satisfied by what he sees, he declares 
  “Come. We have much to discuss” before leading you 
  back to his tent. You see the Guards following him 
  have now a most respectful attitude towards you. 
  D) If the party is entirely composed of PCs that Yasin bin-
  Khadij considers “unworthy”, read or paraphrase the 
  following: 
  Yasin bin-Khadij waz-Vilayad stops short of where 
  you are standing and his deep set eyes seems to gaze 
  into your very soul as he gauges your worth. Cursing 
  softly under his breath, he declares in a flat tone 
  “Come. We have much to discuss” before leading you 
  back to his tent. You see the Guards following him are 
  keeping their hands near their weapons’ hilts, unsure 
  of what transpired here. 
  In this last case only, the PC with the highest charisma 
  modifier will not be considered “unworthy” when 
  dealing with Yasin bin-Khadij in this adventure. 
  After Yasin bin-Khadij has led the PCs to his tent, read or 
  paraphrase the following: 
  Once inside his tent, Yasin bin-Khadij bids you to sit 
  on the numerous pillows that line the interior. Apart 
  from those pillows, you can see a bedroll in one 
  corner, and a sturdy folding table occupying the 
  center of the tent. The table is filled with the remains 
  of some repast and numerous maps and parchments. 
  “I must thank you again for answering my summons. 
  Once more, I am in dire need of your services. It all 
  goes back to my old comrade in arms Abir bin 
  Ammon al-Vareshi again…” 
  After his diary was recovered last year, I asked my 
  contacts at the College of the Arts of Sefmur to 
  examine it and see if they could find anything that 
  could be of value to our Nation. Some of Tusmit’s 
  finest minds pored over that document for months, 
  and you can imagine my surprise when the College 
  informed me a few weeks ago that, according to those 
  experts and a few Divination spells, al-Vareshi could 
  still be alive today! 
  “How is that possible”, you may ask? Well, it seems 
  my old friend used some device of his own making to 
  escape his attackers into some parallel plane of 
  existence he had discovered earlier. 
  What’s more, the College’s mages were able to 
  reconstruct, from the notes in his diary, what they 
  believe is the device used by al-Vareshi in his escape. 
  My request is simple: would you accept to use that 
  device and find out what happened to my friend? If 
  he is alive or well, I would ask that you give him a 
  message from me; or if he is not, that you return his 
  remains here. 
  The apparatus is being kept by an associate of mine in 
  al-Vareshi’s lab beneath his former mansion near 
  Vilayad. You would need to travel there first in order 
  to find the passage to the other plane of existence. 
  Do you accept?” 
  If the PCs ask about compensation (money), Yasin bin-
  Khadij`s mood turns somber. Read or paraphrase the 
  following: 
  “I believed that you would think the immortal soul of 
  a man, or even merely his life, to be worth more than 
  gold or silver. I may have misjudged you.” 
  All “kindred” PCs are now viewed as “trusted”; all 
  “trusted” PCs are now viewed as “unknown”; all 
  “unknown” PCs are now viewed as “unworthy”  
  After the PCs have accepted, Yasin bin-Khadij gives them 
  a message for Abir bin Ammon al-Vareshi (Player 
  Handout 2) and a map signed by him with the location 
  of al-Vareshi’s (formerly) secret laboratory (Player 
  Handout 3). 
  Yasin bin-Khadij will not transport the PCs to Vilayad by 
  any magical means, but he is willing to lend them horses 
  if they ask for it. 
  If asked the reason for his stay here, or why he can’t 
  either do this mission himself or accompany the PCs, 
  bin-Khadij states that he was charged by the Pasha 
  himself into investigating the Temple that was found not 
  too far from here. This investigation could take several 
  months, and he believes his friend al-Vareshi has waited 
  long enough to be rescued or returned home. 
  
  TUS6-05 Blaze of Glory 
   
  Page 6 
  ENCOUNTER 1: BACK WHERE 
  WE STARTED, HERE WE GO 
  ROUND AGAIN... 
  After the PCs have accepted, Yasin bin-Khadij gives them 
  a map with the location of al-Vareshi’s (formerly) secret 
  laboratory. Give Player Handout 2 to the players. 
  The trip between the Tusman Hills and Vilayad is 
  dusty but otherwise perfectly safe. One would barely 
  be able to suspect these rolling hills have seen a 
  conquering army and a horde of murderous fire 
  fiends go by in the past few years alone… 
  Once near Vilayad, guided by the map bin-Khadij 
  gave you, you have no trouble spotting the entrance 
  to 
  the 
  underground 
  laboratory 
  – 
  especially 
  considering 
  the 
  platoon 
  of 
  Tusmit 
  soldiers 
  bivouacking a short distance of it. 
  After displaying your map, which bears the seal of 
  Yasin bin-Khadij waz-Vilayad, you are escorted down 
  the staircase that opens up near the Tuflik River. 
  Freshly-lit torches illuminate the steps, and once you 
  reach the laboratory’s main chamber, the whole room 
  is bathed in a radiance that rivals the daylight outside. 
  A lone figure, all dressed in black, is in the middle of 
  the room, studying marks traced upon the ground in 
  the form of a circle. 
  For those who played ADP1-09 Sinkhole (as adapted for 
  Tusmit) or TUS4-02 Grave Consequences will recognize 
  Ben-Salor as the figure in black. 
   
  Ben-Salor: male human (Baklunish); Wizard 9 
  The man in black turns his head at the sound of your 
  arrival. Getting to his feet, he brushes the dust from 
  his black trousers before walking towards a 
  workbench located next to the glowing circle. 
  “I have been expecting you”, he says coolly. Picking 
  up a small wooden box from the workbench, he opens 
  it and carefully removes from within a strange-
  looking apparatus made of crystal and glass, which 
  gleams in the light. Coming closer, you can see it is 
  made of gears and dials, very elaborate and very 
  delicate. 
  In a calm, almost nonchalant tone he continues: “This 
  is the device al-Vareshi used to escape from his 
  laboratory – or at least as near a copy as the College 
  could make from his diary, and this is the place where 
  he used it last. All you need to do is step into the 
  summoning circle and move this dial here”, pointing 
  to a small crystal half-moon, “and you should be 
  transported to the same plane he was”. 
  “To return, we believe you only have to move back 
  the same dial to its original position. Is that clear 
  enough?” 
  He adds one more comment as he gives you the box: 
  “Unfortunately, we could not test it before your 
  arrival, but my colleagues and I are pretty certain we 
  deciphered al-Vareshi’s text correctly.” 
  Ben-Salor does not know where the plane the apparatus 
  lead to is located, nor can he go with the PCs. His job is to 
  instruct the PCs on the device’s operation and wait for 
  their return – or, after a couple of weeks, to report to 
  Yasin bin-Khadij about the PCs failure. 
  Most questions asked will be met with little answers. Ben 
  Salor only partially knows what he is doing and hopes the 
  PCs will bring him back information to complete his 
  research. He copied the texts and recreated part of the 
  al’Vareshi’s invention without having full knowledge of 
  the results, his basis is on the fact that al’Vareshi survived 
  while using the device to conclude that a replica should 
  not kill the PCs, but that’s about all he can be sure about.  
  PCs who ask for a Sense Motive can be made to roll 
  against DC 25 to realize Ben Salor has no idea what he is 
  doing but does not believe he is sending the PCs to their 
  doom.  
  As you step into the circle, you could swear the red 
  lines composing it flared up for a moment. Or it could 
  just be your imagination… 
  As you turn the dial as instructed, the light in the 
  room seems to magnify; you lose sight of your 
  comrades, their forms lost in the rapidly increasing 
  brilliance. You lift your hand to cover your eyes and 
  you are gone! 
  ENCOUNTER 2: IN THE 
  WHITE ROOM 
  Al-Vareshi’s apparatus was meant to transport its holder 
  to a neutral Plane he had discovered not too long before 
  and hoped to use as an escape route. That plane can best 
  be described as a featureless, trackless white surface that 
  seems to go on forever. There, the PCs should have no 
  trouble spotting a black speck in the distance on this 
  otherwise overwhelmingly white environment. 
  The plane’s details 
  This is where the PCs first encounter the strange power 
  this place is under.  
  
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  NOTE: Since most of these circumstances are going 
  against the PCs all encounters in the adventure will be 
  considered to be of 1 EL greater and it is noted in the ELs 
  of encounter 2 and 3.  However PCs cannot earn more 
  than the maximum allowed per adventure. 
  Players can roll a DC 20 Knowledge [the planes] check to 
  know one of the following information. For each 5 points 
  above DC 20 the PCs get one additional information. Roll 
  1d8 to know which information they get. Without such 
  knowledge the PCs will learn only when it happens. 
  For any creature that is not of the outsider subtype 
  the following holds true: 
  1. 
  Any creature outside the area of effect of the 
  apparatus are stuck in time in this place. If any of the 
  PCs move further than 50 feet radius from whoever 
  holds the apparatus, that PC is frozen solid (similar 
  to Temporal Stasis, no saving throw allowed) until 
  he is brought back with the area of effect of the 
  apparatus. If within initiative consider the frozen 
  creature delays until it is unfrozen. 
  2. 
  Summoned creatures with the ‘Extraplanar’ subtype 
  are not affected, no other summoning magic works 
  in this plane. 
  3. 
  Any projectile thrown outside the area of effect of 
  the apparatus stops moving, inert, once it leaves that 
  perimeter and falls on the ground if it is returned to 
  it. Any part of a spell’s area of effect that is outside 
  that zone also fails. 
  4. 
  Time has no meaning in the place, so even if the PCs 
  rest, they cannot recover their spells or heal 
  normally.  
  5. 
  Healing magic does not work in this place, and PCs 
  who drop below 0 hit points stabilize automatically 
  (no dice roll needed) but cannot be healed back to 
  positive hit points. 
  6. 
  Divination magic will not work outside of the 
  apparatus’ range of effect. 
  7. 
  Dimensional Travel such as teleportation magic, 
  plane shift or blink spells do not work while within 
  this place. 
  8. 
  Spells with a duration other than instantaneous will 
  remain active until the user exits. 
  After a very short period, the blinding light seems to 
  abate, and your comrades’ forms are coming back into 
  focus. You stay there blinking and shaking your head 
  for a moment, unsure of what you are seeing. 
  Apart from yourselves and your allies, all you can see 
  is a white nothingness, stretching from horizon to 
  horizon, with nothing to differentiate the ground 
  from the sky. The nothingness goes on forever, in 
  every direction you turn to. 
  There! At first you thought it was your eyes playing 
  tricks on you, but you are now certain you see a black 
  speck in the distance. Pointing in its direction, your 
  comrades soon concur: you are not alone here. 
  Because of the strange nature of the area, it is impossible 
  for the PCs to correctly gauge how far that speck is – 
  actually, it takes them several hours to reach it… 
  You start walking in the direction of that black speck, 
  but it seems as if you’re making no progress at all. 
  Time stretches out as you keep going, with nothing to 
  mark if you’re making any progress at all. 
  But before they can reach it, they are attacked by the 
  creatures of that strange demi-plane. A Xill hunting party 
  has taken notice in the otherwise calm plane and will 
  appear directly within weapon’s reach of the PCs. Unless 
  the PCs have a way to see in the ethereal plane they will 
  most likely have to suffer a surprise round on this one. 
  APL 6 (EL 8) 
  Wounded Xill (2): hp 21, 21; Monster Manual 259 
  APL 8 (EL 10) 
   
  Xill: Rogue 1; hp 50; Appendix 1 
   
  Xill: Monk 1; hp 51; Appendix 1 
  APL 10 (EL 12) 
   
  Xill (3): Rogue 1/Monk 1; hp 63, 63, 63; Appendix 1 
  APL 12 (EL 14) 
   
  Xill: Cleric 5; hp 113; Appendix 1 
   
  Xill: Rogue 1; hp 50; Appendix 1  
  Xill: Monk 1; hp 51; Appendix 1  
   
  Xill: Rogue 1/Monk 1; hp 63; Appendix 1 
  Tactics: The Xills are simply part of a hunting party that 
  passes through this plane from time to time. Al-Vareshi 
  learned long ago to avoid them by staying as still and low 
  on the ground as possible. The PCs have to fight them – if 
  they try to flee, the Xills catch up with them eventually. 
  The Xills are not affected by the planes effects. 
  
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  ENCOUNTER 3: WE GOTTA 
  GET OUT OF THIS PLACE 
  After what seems to you like hours, the black speck 
  you have been moving towards can finally be 
  discerned as a prone humanoid form… 
  … when, with a loud “pop”, more humanoid forms 
  suddenly appear around the lying form. You can see it 
  raising an arm to protect itself, and you can distinctly 
  hear, in the all-prevailing silence of this place: “Istus 
  preserve me, not again!!!” 
  This encounter starts when the PCs are 90 feet from al-
  Vareshi and his assailants.  
  If the players do not attack, and decide to parlay instead, 
  they can do Diplomacy or Intimidate checks against the 
  Githyankis.  Al-Vareshi will assist the PCs with the “aid 
  another” action to give them a +2. 
  For Intimidate the DC is of (12 + 2x APL) and will cause 
  the Githyankis to back off with promises of revenge. 
  (Ending the fight) 
  For Diplomacy the DC is 20. A success will pause the 
  fight and will allow discussion. But unless the players are 
  willing to allow the Githyankis to keep al’Vareshi’s 
  apparatus the fight will resume eventually. (The 
  Githyankis are far from stupid and should anyone cast a 
  spell, position himself or otherwise show signs of not 
  respecting the cease fire the battle will start again). 
  APL 6 (EL 9) 
   
  Githyanki: Male outsider Monk 1/ Fighter 6; hp 58; 
  see Appendix 1 
   
   
  Warrior Githyankis (2): Male outsider Fighter 3; hp 
  28, 28; see Appendix 1  
  APL 8 (EL 11) 
   
  Githyanki: Male outsider Monk 1/ Fighter 6; hp 58, 
  58; see Appendix 1 
   
  APL 10 (EL 13) 
   
  Telekinetic User Githyanki: Monk 3/Fighter 
  6/Master of the Unseen Hand 1; hp 77; see Appendix 1 
   
  Warrior Githyankis (3): Male outsider Fighter 3; hp 
  28, 28, 28; see Appendix 1 
  APL 12 (EL 15) 
   
  Telekinetic User Githyanki: Monk 3/ Fighter 6/ 
  Master of the Unseen Hand 1; hp 77; see Appendix 1 
   
  Warlock Githyanki: Male outsider Wizard 11; hp 
  56; see Appendix 1 
   
  Githyankis (2): Male outsider Monk 1/Fighter 6; hp 
  58, 58; see Appendix 1 
  Tactics: Al-Vareshi barely has time to cast his last 
  defensive spell, Otiluke’s resilient sphere, before the 
  Githyankis attack him. The sphere will stay up for 13 
  minutes, during which time he is planning to talk 
  himself out of harm’s way. Note that the Githyankis are 
  not affected by this plane’s functions. At APL 10 and 12 
  the Telekinetic user will try to wrench away the 
  apparatus from the PC holding it and freeze them all in 
  time by pushing it out of range. 
  The Githyankis are here to get al’Vareshi’s apparatus, they 
  have been informed (by a force not found in the bounds 
  of this adventure) of it’s powers and want it for 
  themselves. Since al’Vareshi is currently out of reach the 
  PC’s apparatus is an unexpected compromise. Should the 
  PCs be on their way to defeat they can always avoid more 
  casualties by agreeing to give away al’Vareshi’s apparatus 
  (needing to convince him to lower his Otiluke’s resilient 
  sphere with a DC 20 diplomacy check). 
  If the PCs succeed in convincing the Githyankis to leave, 
  or vanquish them in combat, read or paraphrase the 
  following: 
  Seen up close, the black speck you have been moving 
  towards is revealed to be a man huddled on the floor, 
  numerous cuts and bruises showing through the torn 
  remains of his traveling outfit. He lifts his head and 
  his eyes shows the amount of grief and torment he 
  has endured since his involuntary exile. “Who are 
  you? Are you real? Am I imagining things again?” he 
  blurts through the bubble of force surrounding him. 
  It seems apparent that al-Vareshi has been driven near 
  insanity from his long period of reclusion. If the PCs 
  assure him of their friendly intentions (A DC 20 
  Diplomacy check), he calms down enough to drop the 
  resilient sphere and the PCs can get some answers out of 
  him, otherwise the sphere will expire by itself eventually 
  and al’Vareshi will remain cautious. DMs who want to 
  role-play al-Vareshi’s answers are encouraged to play him 
  loud and extravagant and slightly deranged... 
  “How long have you been here?” He has been in this 
  place ever since the battle in his laboratory. 
  “What happened?” He was attacked in his laboratory 
  beneath his mansion in Vilayad by assassins he believes 
  were sent by the Old One (Iuz). 
  “What happened to them?” His attackers were also 
  brought to this plane, but he was able to escape them, 
  
  TUS6-05 Blaze of Glory 
   
  Page 9 
  leaving them frozen some distance away. It seems that 
  anything outside the range of an apparatus is frozen in 
  time. 
  “We were attacked by creatures who were not 
  frozen…” al-Vareshi thinks that some extraplanar 
  creatures are not affected by the properties of this place, 
  but has been to busy fighting for his life to investigate 
  further. 
  “How did those creatures get here?” al-Vareshi believes 
  that there are some natural gateways between other 
  planes and this one; his apparatus acted more like a 
  battering ram than a key to permit access from our plane. 
  “Why haven’t you gone back?” Somehow, his apparatus 
  was damaged during the fight, and he was able to 
  ascertain that his apparatus can only bring him back to 
  the "real" world at the place where he entered this plane – 
  right in the middle of his attackers. Not an option with 
  his wounds and his spells exhausted. 
  “We brought our own apparatus. You could leave with 
  us…” Examining the apparatus the PCs have with them 
  (if they left him), he says it would only work for them, 
  not for him. He is quite adamant that he has to go back 
  the same way he came in, which is now possible if the 
  PCs are willing to help him. A Sense Motive check 
  against his +20 Bluff check might hints that he knows 
  more than he let on, but he says no more at this point. 
  “Do you mean we’re stranded here?” Not at all, he 
  explains the PCs should be able to get out of the plane at 
  any place of their choosing, since their apparatus, albeit 
  an inferior copy, has not been damaged... 
  “Can we see your apparatus?” al-Vareshi considers with 
  suspicion any offer from a PC to examine his apparatus. 
  He says with scorn in his voice that the PC could not 
  possibly comprehend the principles behind his discovery 
  and refuses to part with it. PCs would need either a 
  successful Diplomacy or Intimidate check against al-
  Vareshi’s Sense Motive +14 to persuade him, or PCs could 
  try to Grapple him to wrench the apparatus from him. If 
  the PCs succeed in taking the apparatus from al-Vareshi 
  by force, he begs them to give it back to him, to the point 
  of tears. Again, a successful Diplomacy or Intimidate 
  check against al-Vareshi’s Sense Motive is needed in 
  order to calm him down. 
   “Why haven’t you aged / healed / replenish your 
  spells?” Time does not work normally in this plane; it is 
  either too fast or too slow and prevents him from healing 
  normally or replenishing his spells. It also explains why 
  al-Vareshi looks no older that he did 15 years ago. 
  “Some of those wounds seem fresher than the 
  others…” He got attacked by the strange denizens of this 
  plane a few times, but was able to escape them, mostly by 
  staying as still as possible – they seem to focus on 
  movement (and guess what the PCs have been doing 
  quite a bit of since they got there ?...) 
  “Why can’t we use healing magic in here?” al-Vareshi 
  tries to explain that, well, it is because the apparatus the 
  PCs brought is “inferior” – in fact, he is not quite sure, 
  and is mightily annoyed by this… 
  ENCOUNTER 4: IN THROUGH 
  THE OUT DOOR 
  The PCs might want to rest themselves, or explore the 
  area. Al-Vareshi is anxious to get out of here, and will 
  frequently ask the PCs if they’re done and if they can 
  please start moving along. On the other hand, al-Vareshi 
  will also warn the PCs to stay as immobile as possible not 
  to attract the predators of this place. That seems 
  contradictory, but remember that al-Vareshi is not the 
  sanest of men at this moment. 
  Once the PCs are ready to move out, al-Vareshi assures 
  them that he can guide them towards the one place in 
  this nothingness that he needs to be in order to escape 
  from it. 
  When the PCs get to the point that al-Vareshi has 
  designated, they come face to face with the assassins of 
  Iuz. 
  Guided by al-Vareshi, you come to a place similar to 
  the rest of this empty wasteland, but for one detail: 
  the presence of not-quite human-looking forms 
  frozen in their tracks… 
  Because of the ease at which the PCs can pick off the 
  enemies in this encounter the EL has been reduced by 1. 
  APL 6 (EL 8) 
   
  Cleric: Half-Fiendish Cleric 5 of Iuz; hp 42; see 
  Appendix 1. 
   
  Nimblewright: hp 65; Appendix 1. 
  APL 8 (EL 10) 
   
  Cleric: Half-Fiendish Cleric 7 of Iuz; hp 59; see 
  Appendix 1. 
   
  Nimblewrights (2): hp 65; Appendix 1. 
  APL 10 (EL 12) 
   
  Clerics (2): Half-Fiendish Cleric 7 of Iuz; hp 59; see 
  Appendix 1. 
  
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  Page 10 
   
  Nimblewrights (4): hp 65; Appendix 1. 
  APL 12 (EL 14) 
   
  Clerics (2): Half-Fiendish Cleric 9 of Iuz; hp 76; see 
  Appendix 1. 
   
  Advanced Nimblewrights (4): hp 78; Appendix 1. 
  The PCs have to defeat the villains while protecting al-
  Vareshi – he is at 3 HP and has no spells left.  
  Clever PCs could try to abuse the range of the apparatus 
  to limit the opposition, if they are very organized and 
  smart about it let them, the creatures have no knowledge 
  of what is happening. The EL for this fight has not been 
  raised like the others since these creatures are as much 
  affected by the plane as the adventurers are and they 
  don’t have an apparatus. Since no spells expire and they 
  got frozen ready for a fight all the villains have their 
  preparation spells still active. 
  Once the PCs get within the radius of the enemies with 
  the apparatus they become sentient once more and 
  attack.  Granted the PCs could take out the enemy’s one 
  at a time. 
  Tactics: To the assassins, no time has passed; it seems as if 
  al-Vareshi blinked out and blinked back in with 
  reinforcements. They are more or less spread out inside a 
  20-foot radius circle, their point of entry into this plane 
  (and the PCs’ point of exit) right in the middle of it. They 
  try to go through the PCs to get to al-Vareshi as quickly as 
  possible, but do not balk at dispatching them if they get 
  in the way. 
  Treasure: 
   
  APL 6: Loot: 28 gp; Coin: 0gp; Magic: 555 gp – +2 
  breastplate (363 gp each), +1 morningstar (192 gp each) 
   
  APL 8: Loot: 0 gp; Coin: 0gp; Magic: 1362 gp – +2 full 
  plate (471 gp each), +1 mighty cleaving greatsword (696 
  gp each), +1 light crossbow (195 gp each) 
   
  APL 10: Loot: 0 gp; Coin: 0gp; Magic: 2724 gp – +2 
  full plate x2 (471 gp each), +1 mighty cleaving greatsword 
  x2 (696 gp each), +1 light crossbow x2 (195 gp each) 
   
  APL 12: Loot: 0 gp; Coin: 0gp; Magic: 3558 gp – +3 
  full plate x2 (888 gp each), +1 mighty cleaving greatsword 
  x2 (696 gp each), +1 light crossbow x2 (195 gp each) 
   
  ENCOUNTER 5: ONE FOR THE 
  ROAD 
  The ending of this adventure depends on the outcome of 
  the previous fight. 
  Path A 
  If al-Vareshi kept his apparatus and survived the battle, 
  he thanks his rescuers before using his apparatus to 
  escape. 
  As the last of the assassins from the past fall, you 
  sense a glowing brightness emanating from the 
  position you last saw al-Vareshi. You turn around just 
  to watch him disappear in a blinding aura, and to hear 
  his final word to you: 
  Thank you, my friends! I will be waiting for you at the 
  Gold Coin in Vilayad!" 
  The PCs are free to activate their own apparatus at this 
  point, and they end up in the laboratory in Vilayad, in 
  front of a rather puzzled Ben Salor... and without al-
  Vareshi to be seen anywhere! 
  After the world has returned from whiteness and 
  nothingness to the more mundane settings of the 
  laboratory in Vilayad, you are greeted from the same 
  man in black, standing in the exact same spot you left 
  him several hours ago. 
  "Is there something wrong with the apparatus?" he 
  asked. "There was a sharp explosion of light that 
  lasted but a few moments, and now you're back". 
  Looking around, al-Vareshi is nowhere to be seen… 
  After hearing the PCs’ explanation (if they care to give 
  any, he does not insist in any case) and assuring them no-
  one has gone through the summoning circle since they 
  left not even a minute ago, he suggests they go meet with 
  bin-Khadij to let him know of this development. 
  PCs have earned the “Favor of Abir bin Ammon al-
  Vareshi” reward on the Adventure Record. 
  Go to Conclusion A. 
  Path B 
  If the PCs managed to separate al-Vareshi from his 
  apparatus and he survived the battle, he again begs for 
  them to give it back to him. 
  If the PCs acquiesce, go back to Path A 
  If the PCs refuse, he goes berserk: 
  
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  Page 11 
  At these words, al-Vareshi falls to his knees and let 
  out a long wail of despair, filled with so much anguish 
  that even the most hardened amongst you are taken 
  aback. He starts to rip out his clothes, and tear his 
  hair out, and claw out at his face, all the while calling 
  out to his lost love: "ANNAAAAAAA!" 
  If the PCs relinquish, read or paraphrase the following:  
  With tears in his eyes, without getting up from his 
  prone position, al-Vareshi accepts his apparatus back 
  like someone holding on to flotsam in the middle of a 
  raging sea. In the blink of an eye, a glowing 
  brightness emanates from the position and you watch 
  him disappear in a blinding aura, his final word to 
  you ringing in your ears: 
  Thank you, oh thank you! I will be waiting for you at 
  the Gold Coin in Vilayad!" 
  Continue with Path A. 
  If the PCs hold on to the al-Vareshi apparatus (or if they 
  gave it away to the Githyankis) read or paraphrase the 
  following: 
  Seeing that you are adamant in your decision, 
  something seems to break in al-Vareshi. He slumps 
  on the floor, his body twitching and quivering. He 
  opposes no resistance as you drag him to his feet, and 
  only stares into the distance with reddened eyes. 
  The PCs are free to activate their own apparatus at this 
  point, and they end up in the laboratory in Vilayad, in 
  front of a rather puzzled Ben Salor... 
  After the world has returned from whiteness and 
  nothingness to the more mundane settings of the 
  laboratory in Vilayad, you are greeted from the same 
  man in black, standing in the exact same spot you left 
  him several hours ago. 
  "Is there something wrong with the apparatus?" he 
  asked. "There was a sharp explosion of light that 
  lasted but a few moments, and now you're back". 
  His expression goes from puzzlement to surprise 
  when he sees the man you brought back with you. "Is 
  this... him?" he says. 
  After hearing the PCs’ explanation (if they care to give 
  any, he does not insist in any case), he strongly suggests 
  that they bring al-Vareshi to bin-Khadij with all haste. al-
  Vareshi is totally irresponsive; he will not speak nor 
  oppose any resistance. 
  Cross out the “Favor of Abir bin Ammon al-Vareshi” 
  reward on the Adventure Record. 
  Go to Conclusion B. 
  Path C 
  If al-Vareshi dies, they must activate their own apparatus 
  to go back to Vilayad. 
  When they do, the PCs end up in present-time Vilayad, 
  in front of a rather puzzled Ben Salor! 
  After the world has returned from whiteness and 
  nothingness to the more mundane settings of the 
  laboratory in Vilayad, you are greeted from the same 
  man in black, standing in the exact same spot you left 
  him several hours ago. 
  "Is there something wrong with the apparatus?" he 
  asked. "There was a sharp explosion of light that 
  lasted but a few moments, and now you're back". 
  After hearing the PCs’ explanation (if they care to give 
  any, he does not insist in any case), he strongly suggests 
  they go meet with bin-Khadij to let him know of this 
  development. 
  Cross out the “Favor of Abir bin Ammon al-Vareshi” 
  reward on the Adventure Record. 
  Go to Conclusion C if the PCs have brought back al-
  Vareshi’s remains and to Conclusion D if they did not. 
  CONCLUSION A 
  If the PCs look for bin-Khadij at his encampment, read or 
  paraphrase the following: 
  You arrive at bin-Khadij’s encampment only to be 
  told, by an aide-de-camp that "His Excellency has 
  requested that you meet him at the place known as 
  the Gold Coin in Vilayad, and express his regrets that 
  he could not have notify you sooner". 
  If they go to the Gold Coin Inn, read or paraphrase the 
  following: 
  As you arrive at the Gold Coin Inn, you are 
  immediately approached by one of the serving maids. 
  She bows down before you, and with deference ask if 
  you could follow her to one of the covered seating 
  areas at the back of the establishment. 
  Waiting for you there, with amused grins on their 
  faces, are two old grizzled war buddies: bin-Khadij 
  and al-Vareshi himself, older and much saner than 
  the last time you saw him. 
  Al-Vareshi then introduces you to his wife Anna, a 
  middle-aged woman who must have been a striking 
  beauty in her youth, and who still retains the grace 
  and vivacity of her younger days. 
  
  TUS6-05 Blaze of Glory 
   
  Page 12 
  The PCs have earned the “Influence point with Yasin 
  bin-Khadij waz-Vilayad” reward on the Adventure 
  Record. 
  PCs who played TUS4-01 Spoils of War have already met 
  Lady Anna – in fact, they witnessed her death. If those 
  PCs ask for an explanation to her continued good health, 
  read or paraphrase the following: 
  Noting your concern and dismay, al-Vareshi explains 
  that his apparatus brought him back to his place of 
  departure, 15 years ago, just like he planned from the 
  start! Fearing for his wife's safety, he rushed from his 
  laboratory to his mansion and took her back to her 
  father's domain in Perrenland, where he lived until 
  he learned that Yasin bin-Khadij was looking for him 
  a few months ago... 
  The past has been irrevocably changed: the events of 
  TUS4-01 Spoils of War and TUS5-04 Brothers in Arms 
  did not occur quite the way the PCs might remember: 
  • 
  TUS4-01 Spoils of War: The old lady who died was 
  not Lady Anna, but some other woman (a former 
  domestic) that was living in the abandoned mansion 
  at the time. Anjum Mostapha thought she would 
  know something about the location of the secret 
  laboratory (he was wrong, of course). 
  • 
  TUS5-04 Brothers in Arms: at that time, al-Vareshi 
  had not yet come back from Perrenland, and bin-
  Khadij still believed him to be dead, so nothing 
  much as changed. Or, if the PCs have already played 
  TUS6-05 Blaze of Glory at the time they play TUS5-
  04 Brothers in Arms, bin-Khadij tried to reach al-
  Vareshi unsuccessfully after the theft of his 
  fragment of the map, and still needed the PCs’ help 
  to warn the rest of his former comrades-at-arms. An 
  "errata" to TUS5-04 Brothers in Arms will be issued 
  after the premiere of this adventure (TUS4-01 Spoil 
  of War has already been retired, so there is no need 
  for an "errata"). 
  After the PCs have digested this little piece of 
  information, read or paraphrase the following: 
  You all hear a commotion that seems to be coming 
  from the center of the city. Both bin-Khadij and al-
  Vareshi get up to investigate, Lady Anna tightly 
  clutching the hand of her husband. 
  If the PCs follow them, read or paraphrase the following: 
  As you come to the plaza where the famed College of 
  the Arts of Sefmur is located, a scene of destruction 
  awaits you. A large section of the wall has been 
  breached and petrified guards and mages are scattered 
  here and there. And in the middle of it all, a towering 
  monstrosity: a female form thirty feet tall and carved 
  of obsidian, with two of its eight arms deep within 
  the breach into the College’s wall. 
  A DC 42 Knowledge (arcane) check will identify this 
  creature as being in fact a Blackstone Giant. (Fiend Folio 
  p.21) 
  Turning around, as if it sensed your arrival, its gaze 
  falls on you.  
  If the PCs can make a DC 25 Sense Motive check 
  continue with the following otherwise skip to the next 
  paragraph 
  Her gaze glances at al-Vareshi and it pauses, 
  uncertain. You could have worn it bowed it’s head 
  towards him. Al-Vareshi looks puzzled, as if he did 
  not understand. 
  If the PCs can make a DC 25 Spot check continue with 
  the following otherwise skip to the next paragraph 
  You hear Lady Anna gasps as she recognizes her 
  likeness in the features of the creature. 
  Then one the creature’s hands activates a device in 
  her mid-section and it disappears enveloped by a 
  blinding white nimbus… 
  If the PCs can make a DC 25 Knowledge [the planes] 
  check continue with the following otherwise skip to the 
  next paragraph. 
  A nimbus similar to the one you saw when the 
  apparatus was activated. 
  A mage, walking unsteadily and holding an injured 
  arm, goes up to bin-Khadij and says, with a voice 
  filled with pain and anger: “You knew, didn’t you? 
  You knew this… thing would come for the devices 
  and plans you left us! Look at what you’ve brought 
  down upon us! Look at what you’ve done!" 
  To this, both bin-Khadij and al-Vareshi turns pale, 
  and Lady Anna tightens her hold on her husband, fear 
  in her eyes... 
  The End 
  CONCLUSION B 
  If the PCs brought back al-Vareshi with them and look 
  for bin-Khadij at his encampment, they have earned the 
  “Influence point with Yasin bin-Khadij waz-Vilayad” 
  reward on the Adventure Record. 
  Read or paraphrase the following: 
  
  TUS6-05 Blaze of Glory 
   
  Page 13 
  You arrive at bin-Khadij's encampment and at once 
  his aide-de-camp ushers you into his tent. al-Vareshi 
  simply follows along, his gaze still and lifeless. 
  bin-Khadij looks at his old companion, and for a brief 
  moment you can feel the weight of years pressing on 
  his shoulders. 
  The past has not been changed; Abir bin Ammon al-
  Vareshi simply came home from the War 15 years 
  later than he should have... 
  The End 
  CONCLUSION C 
  If the PCs brought back the remains of al-Vareshi with 
  them and look for bin-Khadij at his encampment, they 
  have earned the “Influence point with Yasin bin-
  Khadij waz-Vilayad” reward on the Adventure Record. 
  Read or paraphrase the following: 
  You arrive at bin-Khadij's encampment and at once 
  his aide-de-camp ushers you into his tent 
  bin-Khadij looks at the remains of his old companion, 
  and for a brief moment you can feel the weight of 
  years pressing on his shoulders. 
  The past has not been changed; Abir bin Ammon al-
  Vareshi simply came home from the War 15 years 
  later than he should have... 
  The End 
  CONCLUSION D 
  If al-Vareshi dies and the PCs do not bring back his 
  remains and the PCs decide to still go look for bin-Khadij 
  at his encampment, bin-Khadij simply tells them he 
  assumes their did their best and were unsuccessful. Cross 
  out the “Influence point with Yasin bin-Khadij waz-
  Vilayad” reward on the Adventure Record. 
  You arrive at bin-Khadij's encampment and at once 
  his aide-de-camp ushers you into his tent. 
  The old hero thanks you for your efforts, and 
  dismisses you. Abir bin Ammon al-Vareshi’s war has 
  finally ended... 
  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 2: In the White Room 
  Experience objective 
  APL 6  
   
  240 XP 
  APL 8  
   
  300 XP 
  APL 10   
  360 XP 
  APL 12   
  420 XP 
  Encounter 3: We gotta get out of this place 
  Experience objective 
  APL 6  
   
  240 XP 
  APL 8  
   
  300 XP 
  APL 10   
  360 XP 
  APL 12   
  420 XP 
  Encounter 4: In through the out door 
  Objective(s) met: 
  APL 6  
   
  270 XP 
  APL 8  
   
  330 XP 
  APL 10   
  390 XP 
  APL 12   
  450 XP 
  Discretionary roleplaying award 
  APL 6 
   
  180 XP 
  APL 8 
   
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
  Total possible experience: 
  APL 6 
   
  900 XP 
  APL 8 
   
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
  
  TUS6-05 Blaze of Glory 
   
  Page 14 
  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.   
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
  Encounter 2:  In the White Room 
   
  APL 6: Loot: 16 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 8: Loot: 32 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 10: Loot: 32 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 12: Loot: 64 gp; Coin: 0 gp; Magic: 0 gp 
  Encounter 3:  We gotta get out of this place 
   
  APL 6: Loot: 152 gp; Coin: 0gp; Magic: 8452 gp – +1 
  chainshirt x2 (108 gp), +2 chainshirt (354 gp), +1 
  greatsword (277 gp), +1 ring of protection (166 gp), +1 
  amulet of natural armor (166 gp) 
   
  APL 8: Loot: 16 gp; Coin: 0gp; Magic: 4618 gp – +2 
  chainshirt x2 (354 gp), +1 greatsword x2 (277 gp), +1 ring 
  of protection (166 gp), +1 amulet of natural armor (166 
  gp) 
   
  APL 10: Loot: 32 gp; Coin: 0gp; Magic: 9236 gp – +2 
  chainshirt (354 gp), +1 greatsword (277 gp), +1 ring of 
  protection (166 gp), +1 amulet of natural armor (166 gp), 
  +2 gloves of strength (333 gp), +1 chainshirt x3 (108 gp) 
   
  APL 12: Loot: 63 gp; Coin: 0gp; Magic: 9903 gp – +1 
  ring of protection x4 (166 gp), +2 gloves of strength (333 
  gp), +1 amulet of natural armor x4 (166 gp),Headband of 
  conscious effort (208 gp), Tunic of Steady spellcasting 
  (333 gp), +1 Skillful GreatSword (1529 gp), +1 chainshirt 
  x3(108 gp), +1 greatsword x3(277 gp) 
  Encounter 4: In through the out door   
   
  APL 6: Loot: 28 gp; Coin: 0gp; Magic: 555 gp – +2 
  breastplate (363 gp each), +1 morningstar (192 gp each) 
   
  APL 8: Loot: 0 gp; Coin: 0gp; Magic: 1362 gp – +2 full 
  plate (471 gp each), +1 mighty cleaving greatsword (696 
  gp each), +1 light crossbow (195 gp each) 
   
  APL 10: Loot: 0 gp; Coin: 0gp; Magic: 2724 gp – +2 
  full plate x2 (471 gp each), +1 mighty cleaving greatsword 
  x2 (696 gp each), +1 light crossbow x2 (195 gp each) 
   
  APL 12: Loot: 0 gp; Coin: 0gp; Magic: 3558 gp – +3 
  full plate x2 (888 gp each), +1 mighty cleaving greatsword 
  x2 (696 gp each), +1 light crossbow x2 (195 gp each) 
  Total Possible Treasure 
   
  APL 6: Loot: 196 gp; Coin: 0 gp; Magic: 9007 gp; 
  Total: 9203 gp (max. 900 gp). 
   
  APL 8: Loot: 48 gp; Coin: 0 gp; Magic: 5980 gp; 
  Total: 6028 gp (max. 1300 gp). 
   
  APL 10: Loot: 64 gp; Coin: 0 gp; Magic: 11960 gp; 
  Total: 12024 gp (max. 2300 gp). 
   
  APL 12: Loot: 127 gp; Coin: 0 gp; Magic: 13461 gp; 
  Total: 13588 gp (max. 3300 gp). 
  
  TUS6-05 Blaze of Glory 
   
  Page 15 
  APPENDIX 1: NPCS AND CREATURES 
  ALL APLS
  ENCOUNTER THREE: WE GOTTA GET 
  OUT OF HERE 
  Abir 
  bin 
  Ammon 
  al-Vareshi: 
  Male 
  human 
  (Baklunish) 
  Rog3/Sor6/ArT6; 
  CR 
  16; 
  Medium 
  Humanoid (human); HD 13d4+3d6; hp 51 3; Init 3; Spd 
  30 ft.; AC 17, touch 13, flat-footed 14; Base Atk +8; Grp 
  +9;  Atk +9 melee (1d4+1, dagger) or +11 ranged (1d8, 
  light crossbow); Full Atk +9/+4 melee (1d4+1, dagger) 
  or +11 ranged (1d8, light crossbow); SA Sneak Attack 
  (5d6); SQ Evasion, Familiar, Impromptu Sneak Attack, 
  Ranged Legerdemain, Trap Sense, Trapfinding; AL CG; 
  SV Fort +5, Ref +13, Will +10; Str 12, Dex 16, Con 10, 
  Int 14, Wis 8, Cha 16.  
   
  Skills and Feats: Bluff +20, Concentration +15, 
  Decipher Script +9, Diplomacy +24,  Disable Device +9, 
  Escape Artist +10, Knowledge (arcana) +18,  Profession 
  (Merchant) +16, Sense Motive +14, Spellcraft +15; 
  Combat Casting, Eschew Materials, Negotiator, Craft 
  Magic Arms and Armor, Craft Wondrous Item, 
  Quicken Spell, Craft Construct. 
   
  Languages: Common, Ancient Baklunish. 
   
  Possessions: Scarab of golembane, a bit of sanity, a 
  lot of angst. 
  
  TUS6-05 Blaze of Glory 
   
  Page 16 
  APL 6
  ENCOUNTER THREE: WE GOTTA GET 
  OUT OF HERE 
  Githyanki: Fighter 3: CR 4; Medium Humanoid 
  (Extraplanar); HD 3d10+6; hp 28; Init +7; Spd 20 ft.; AC 
  18, touch 13, flat-footed 15; Base Atk +3; Grp +5;  Atk +7 
  melee (2d6+3, masterwork greatsword) or +6 ranged 
  (1d8+1, composite longbow, +1 str); Full Atk +7 melee 
  (2d6+3, masterwork greatsword) or +6 ranged (1d8+1, 
  composite longbow, +1 str); SA Psionics; SQ 
  Darkvision 60 ft., psionics, spell resistance 8; AL LE; SV 
  Fort +5, Ref +4, Will +0; Str 15, Dex 16, Con 15, Int 12, 
  Wis 8, Cha 8.  
   
  Skills and Feats: Craft (armorsmithing) +7, 
  Intimidate +5, Spot +1; Combat Reflexes, Dodge, 
  Improved Initiative, Weapon Focus (greatsword) 
   
  Languages: Common, Gith. 
   
  Psionics (Sp): 3/day—daze (DC 9), mage hand. In 
  addition, githyanki of 3
  rd level or higher can use blur 
  three times per day, githyanki of 6
  th level or higher can 
  use dimension door three times per day, and githyanki 
  of 9
  th level or higher can use telekinesis (DC 14) three 
  times per day and plane shift (DC 16) once per day. 
  Effective caster level equals the githyanki’s class levels. 
  The save DCs are Charisma-based. 
   
  Possessions: 
  +1 
  chainshirt, 
  masterwork 
  greatsword, composite longbow (+1 str), quiver with 20 
  arrows. 
  Githyanki: Monk 1/Fighter 6: CR 8; Medium 
  Humanoid (Extraplanar); HD 1d8+6d10+21; hp 58; Init 
  +7; Spd 30 ft.; AC 21, touch 14, flat-footed 17; Base Atk 
  +6; Grp +14; Atk +12 melee (2d6+9, +1 greatsword) or 
  +10 ranged (1d8+1, composite longbow, +1 str); Full 
  Atk +12/+7 melee (2d6+9, +1 greatsword) or +9/+4 
  ranged (1d8+1, composite longbow, +1 str) or +10/+5 
  Melee (Unarmed Strike 1d6+4); SA Psionics, Flurry of 
  Blows; SQ Darkvision 60 ft., psionics, spell resistance 
  12; AL LE; SV Fort +10, Ref +5, Will +3; Str 18, Dex 13, 
  Con 16, Int 8, Wis 8, Cha 12.  
   
  Skills and Feats: Craft (armorsmithing) +11, 
  Intimidate +9, Spot +4, Concentration +10; Power 
  Attack, Dodge, Improved Initiative, Mobility, Spring 
  Attack, 
  Weapon 
  Focus 
  (greatsword), 
  Weapon 
  Specialization 
  (greatsword), 
  Improved 
  Grapple, 
  Improved Unarmed Strike. 
   
  Languages: Common, Gith. 
   
  Psionics (Sp): 3/day—daze (DC 9), mage hand. In 
  addition, githyanki of 3
  rd level or higher can use blur 
  three times per day, githyanki of 6
  th level or higher can 
  use dimension door three times per day. Effective 
  caster level equals the githyanki’s class levels. The save 
  DCs are Charisma-based. 
   
  Possessions: 
  +2 
  chainshirt, 
  +1 
  greatsword, 
  composite longbow (+1 str), quiver with 20 arrows. 
  Ring of Protection +1, amulet of natural armor +1 
  ENCOUNTER FOUR: IN THROUGH 
  THE OUT DOOR 
  Half-Fiendish 
  Human 
  Cleric: 
  Male 
  human 
  (Baklunish) Cleric 5; CR 7; Medium Outsider 
  (augmented humanoid, native); HD 5d8+10; hp 42; Init 
  +7; Spd 20 ft., Fly 30 ft. (average); AC 21, touch 13, flat-
  footed 18; Base Atk +3; Grp +7;  Atk +8 melee (1d8+5, 
  +1 morningstar) or +7 melee (1d4+4, claw) or +7 ranged 
  (1d8/19-20, masterwork light crossbow); Full Atk +8 
  melee (1d8+5, +1 morningstar) and +2 melee (1d6+2, 
  bite) or +7 melee (1d4+4, 2 claws) and +2 melee (1d6+2, 
  bite) or +7 ranged (1d8/19-20, masterwork light 
  crossbow); SA Rebuke undead 3/day, smite good, 
  spells, spell-like abilities; SQ Damage reduction 
  5/magic, darkvision 60 ft., immunity to poison, 
  resistance to acid 10, cold 10, electricity 10, and fire 10, 
  spell resistance 15; AL LE; SV Fort +6, Ref +4, Will +7; 
  Str 18, Dex 17, Con 14, Int 16, Wis 16, Cha 10.  
   
  Skills and Feats: Bluff +8, Concentration +10, 
  Disguise +8, Hide +8, Knowledge (religion) +11, 
  Spellcraft +11; Cleave, Flyby Attack, Power Attack. 
   
  Languages: Common, Abyssal, Infernal. 
   
  Smite Good (Su): Once per day this half-fiend can 
  make a normal melee attack to deal 5 points of extra 
  damage against a good foe. 
   
  Spell-Like Abilities: 3/day – darkness; 1/day – 
  desecrate, unholy blight (DC 14). Caster level 5
  th. The 
  save DCs are Charisma-based. 
   
  Spells Prepared (5/5/4/3; base DC = 13 + spell 
  level): 0—cure minor wounds, guidance, mending, 
  read magic, resistance; 1st—command, divine favor, 
  doom, protection from good*, shield of faith; 2nd—
  cure moderate wounds, hold person, invisibility*, 
  sound burst; 3rd—animate dead, dispel magic,  magic 
  circle against good*. 
  
  TUS6-05 Blaze of Glory 
   
  Page 17 
   
  *Domain spell. Deity Iuz; Domains: Evil (cast evil 
  spells at +1 caster level); Trickery (Bluff, Disguise, and 
  Hide added to cleric class skills). 
   
  Possessions: +1 morningstar, +2 breastplate, 
  masterwork light crossbow, quarrel with 20 bolts. 
  Nimblewright*: CR 7; medium-size construct; HD 
  10d10; hp 65; Init +7; Spd 40 ft.; AC 24, touch 17, flat-
  footed 17; Base Atk +7; Grp +11;  Atk +11 melee 
  (2d6+4/12-20, rapier-hand); Full Atk +11 melee 
  (2d6+4/12-20, 2 rapier-hands); SA Spell-like abilities, 
  tripping thrust; SQ Augmented critical, construct 
  traits, spell resistance 27, vulnerabilities; AL CN; SV 
  Fort +3, Ref +10, Will +6; Str 19, Dex 24, Con -, Int 10, 
  Wis 17, Cha 19.  
   
  Skills and Feats: Combat reflexes, Dodge, 
  Expertise, Improved Disarm, Mobility, Spring Attack. 
   
  Languages: Common. 
   
  Spell-Like Abilities: At will - alter self, cat's grace, 
  entropic shield, feather fall, haste. Caster level 10th; 
  save DC = 14 + spell level.  
   
  Tripping Thrust (Ex): A nimblewright's rapier-
  hand attacks are powerful enough to push over 
  creatures its own size or smaller. An opponent who is 
  the target of a successful critical hit from a 
  nimblewright must make a Reflex save (DC 19) or be 
  knocked prone as if tripped.  
   
  Augmented Critical (Ex): A nimblewright 
  threatens a critical hit on a natural attack roll of 12-20. 
  On a successful critical hit, its foe is subject to a 
  tripping thrust attack (see above).  
   
  Construct Traits: A nimblewright is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, non-lethal damage, ability damage, ability 
  drain, energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. It 
  cannot be raised or resurrected. A nimblewright has 
  darkvision (60-foot range).  
   
  Vulnerabilities: 
  A 
  cold 
  effect 
  slows 
  a 
  nimblewright for 3 rounds, and a fire effect stuns it for 
  1 round.  
  * See Appendix 2: New Rules Items 
  
  TUS6-05 Blaze of Glory 
   
  Page 18 
  APL 8 
  ENCOUNTER TWO: IN THE WHITE 
  ROOM 
  Xill: Rogue 1: CR 7; Medium Outsider (Extraplanar); 
  HD 5d8+1d6+18; hp 50; Init +9; Spd 40 ft.; AC 26, 
  touch 15, flat-footed 21; Base Atk +5; Grp +9;  Atk +10 
  melee (1d6+5/19–20, +1 short sword) or +9 melee 
  (1d6+4, claw); Full Atk +8 melee (1d6+5/19–20, +1 
  short sword) and +7 melee (1d6+4, 3 claws); SA 
  Implant, improved grab, paralysis, sneak attack 1d6; SQ 
  Darkvision 60 ft., planewalk, spell resistance 21; AL LE; 
  SV Fort +7, Ref +11, Will +6; Str 19, Dex 20, Con 17, Int 
  12, Wis 14, Cha 8.  
   
  Skills and Feats: Balance +14, Climb +13, 
  Diplomacy +2, Escape Artist +14, Intimidate +8, Listen 
  +11, Move Silently +13, Sense Motive +10, Spot +11, 
  Tumble +14, Use Rope +5 (+7 with bindings); 
  Improved Initiative, Multiattack(B), Multiweapon 
  Fighting, Improved Natural Weapon (Claw) 
   
  Languages: Infernal. 
   
  Possessions: +1 studded leather armor, +1 short 
  sword, sandals of harmonious balance*  
  * See Appendix 2: New Rules Items 
  Xill: Monk 1: CR 7; Medium Outsider (Extraplanar); 
  HD 6d8+18; hp 51; Init +9; Spd 40 ft.; AC 30, touch 25, 
  flat-footed 25; Base Atk +5; Grp +9;  Atk +10 melee 
  (1d6+4/19–20, Claw); Full Atk +6 melee (1d6+4/19–20, 
  2 Unarmed Strikes) and +6 melee (1d6+4, 4 claws); SA 
  Implant, improved grab, paralysis, flurry of blows, 
  stunning fist DC 16; SQ Darkvision 60 ft., planewalk, 
  spell resistance 21; AL LE; SV Fort +9, Ref +11, Will +9; 
  Str 19, Dex 21, Con 16, Int 12, Wis 16, Cha 8.  
   
  Skills and Feats: Balance +14, Climb +13, 
  Diplomacy +2, Escape Artist +14, Intimidate +8, Listen 
  +11, Move Silently +13, Sense Motive +10, Spot +11, 
  Tumble +14, Use Rope +5 (+7 with bindings); 
  Improved Initiative, Multiattack(B), Multiweapon 
  Fighting, Improved Natural Weapon (Claw), Stunning 
  Fist (B), Improved Unarmed Strike (B) 
   
  Languages: Infernal. 
   
  Possessions: potion of mage armor, potion of 
  greater magic fang (all natural weapons), amulet of 
  natural armor +1, sandals of harmonious balance * 
  * See Appendix 2: New Rules Items 
  ENCOUNTER THREE: WE GOTTA GET 
  OUT OF HERE 
  Githyankis (2): Male outsider Monk 1/ Fighter 6; CR 
  8; 
  Medium 
  Humanoid 
  (Extraplanar); 
  HD 
  1d8+6d10+21; hp 58; Init +7; Spd 30 ft.; AC 21, touch 
  14, flat-footed 17; Base Atk +6; Grp +14; Atk +12 melee 
  (2d6+9, +1 greatsword) or +10 ranged (1d8+1, 
  composite longbow, +1 str); Full Atk +12/+7 melee 
  (2d6+9, +1 greatsword) or +9/+4 ranged (1d8+1, 
  composite longbow, +1 str) or +10/+5 Melee (Unarmed 
  Strike 1d6+4); SA Psionics, Flurry of Blows; SQ 
  Darkvision 60 ft., psionics, spell resistance 12; AL LE; 
  SV Fort +10, Ref +5, Will +3; Str 18, Dex 13, Con 16, Int 
  8, Wis 8, Cha 12.  
   
  Skills and Feats: Craft (armorsmithing) +11, 
  Intimidate +9, Spot +4, Concentration +10; Power 
  Attack, Dodge, Improved Initiative, Mobility, Spring 
  Attack, 
  Weapon 
  Focus 
  (greatsword), 
  Weapon 
  Specialization 
  (greatsword), 
  Improved 
  Grapple, 
  Improved Unarmed Strike. 
   
  Languages: Common, Gith. 
   
  Psionics (Sp): 3/day—daze (DC 9), mage hand. In 
  addition, githyanki of 3
  rd level or higher can use blur 
  three times per day, githyanki of 6
  th level or higher can 
  use dimension door three times per day. Effective 
  caster level equals the githyanki’s class levels. The save 
  DCs are Charisma-based. 
   
  Possessions: 
  +2 
  chainshirt, 
  +1 
  greatsword, 
  composite longbow (+1 str), quiver with 20 arrows. 
  ring of protection +1, amulet of natural armor +1 
  ENCOUNTER FOUR: IN THROUGH 
  THE OUT DOOR 
  Half-Fiendish 
  Human 
  Cleric: 
  Male 
  human 
  (Baklunish) Cleric 7; CR 9; Medium Outsider 
  (augmented humanoid, native); HD 7d8+14; hp 59; Init 
  +7; Spd 20 ft., Fly 30 ft. (average); AC 22, touch 11, flat-
  footed 21; Base Atk +5; Grp +9;  Atk +10 melee 
  (2d6+7/19-20, +1 mighty cleaving greatsword) or +9 
  melee (1d4+4, claw) or +9 ranged (1d8+1/19-20, +1 
  light crossbow); Full Atk +10 melee (2d6+7/19-20, +1 
  mighty cleaving greatsword) and +4 melee (1d6+2, 
  bite) or +9 melee (1d4+4, 2 claws) and +4 melee (1d6+2, 
  bite) or +9 ranged (1d8+1/19-20, +1 light crossbow); SA 
  Rebuke undead 3/day, smite good, spells, spell-like 
  abilities; SQ Damage reduction 5/magic, darkvision 60 
  
  TUS6-05 Blaze of Glory 
   
  Page 19 
  ft., immunity to poison, resistance to acid 10, cold 10, 
  electricity 10, and fire 10, spell resistance 17; AL LE; SV 
  Fort +7, Ref +5, Will +8; Str 18, Dex 17, Con 14, Int 16, 
  Wis 16, Cha 10.  
   
  Skills and Feats: Bluff +10, Concentration +12, 
  Disguise +10, Hide +10, Knowledge (religion) +13, 
  Spellcraft +13; Cleave, Flyby Attack, Martial Weapon 
  Proficiency (Greatsword), Power Attack 
   
  Languages: Common, Abyssal, Infernal. 
   
  Smite Good (Su): Once per day this half-fiend can 
  make a normal melee attack to deal 7 points of extra 
  damage against a good foe. 
   
  Spell-Like Abilities: 3/day – darkness, poison 
  (DC 14); 1/day – desecrate, unholy blight (DC 14). 
  Caster level 7
  th. The save DCs are Charisma-based. 
   
  Spells Prepared (6/6/5/4/2; base DC = 13 + spell 
  level): 0—cure minor wounds, detect magic, guidance, 
  mending, read magic, resistance; 1st—command, 
  divine favor, doom, entropic shield, protection from 
  good*, shield of faith; 2nd—bull’s strength, cure 
  moderate wounds, hold person, invisibility*, sound 
  burst; 3rd—animate dead, bestow curse, dispel magic,  
  magic circle against good*; 4th—confusion*, divine 
  power. 
   
  *Domain spell. Deity Iuz; Domains: Evil (cast evil 
  spells at +1 caster level); Trickery (Bluff, Disguise, and 
  Hide added to cleric class skills). 
   
  Possessions: +2 full plate, +1 mighty cleaving 
  greatsword, +1 light crossbow, quarrel with 20 bolts. 
  Nimblewrights* (2): CR 7; medium-size construct; 
  HD 10d10; hp 65; Init +7; Spd 40 ft.; AC 24, touch 17, 
  flat-footed 17; Base Atk +7; Grp +11;  Atk +11 melee 
  (2d6+4/12-20, rapier-hand); Full Atk +11 melee 
  (2d6+4/12-20, 2 rapier-hands); SA Spell-like abilities, 
  tripping thrust; SQ Augmented critical, construct 
  traits, spell resistance 27, vulnerabilities; AL CN; SV 
  Fort +3, Ref +10, Will +6; Str 19, Dex 24, Con -, Int 10, 
  Wis 17, Cha 19.  
   
  Skills and Feats: Combat reflexes, Dodge, 
  Expertise, Improved Disarm, Mobility, Spring Attack. 
   
  Languages: Common. 
   
  Spell-Like Abilities: At will - alter self, cat's grace, 
  entropic shield, feather fall, haste. Caster level 10th; 
  save DC 14 + spell level.  
   
  Tripping Thrust (Ex): A nimblewright's rapier-
  hand attacks are powerful enough to push over 
  creatures its own size or smaller. An opponent who is 
  the target of a successful critical hit from a 
  nimblewright must make a Reflex save (DC 19) or be 
  knocked prone as if tripped.  
   
  Augmented Critical (Ex): A nimblewright 
  threatens a critical hit on a natural attack roll of 12-20. 
  On a successful critical hit, its foe is subject to a 
  tripping thrust attack (see above).  
   
  Construct Traits: A nimblewright is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, non-lethal damage, ability damage, ability 
  drain, energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. It 
  cannot be raised or resurrected. A nimblewright has 
  darkvision (60-foot range).  
   
  Vulnerabilities: 
  A 
  cold 
  effect 
  slows 
  a 
  nimblewright for 3 rounds, and a fire effect stuns it for 
  1 round.  
  * See Appendix 2: New Rules Items 
  
  TUS6-05 Blaze of Glory 
   
  Page 20 
  APL 10 
  ENCOUNTER TWO: IN THE WHITE 
  ROOM 
  Xills (3): Rogue 1/Monk 1; CR 8; Medium Outsider 
  (Extraplanar); HD 7d8+1d6 +21; hp 63; Init +9; Spd 40 
  ft.; AC 31, touch 26, flat-footed 25; Base Atk +5; Grp +9; 
   Atk +11 melee (1d6+4/19–20, Claw); Full Atk +7 melee 
  (1d6+4/19–20, 2 Unarmed Strikes) and +7 melee 
  (1d6+4, 4 claws); SA Implant, improved grab, paralysis, 
  flurry of blows, stunning fist DC 16, Sneak Attack 1d6; 
  SQ Darkvision 60 ft., planewalk, spell resistance 21; AL 
  LE; SV Fort +9, Ref +14, Will +9; Str 19, Dex 21, Con 16, 
  Int 12, Wis 16, Cha 8.  
   
  Skills and Feats: Balance +26, Climb +13, 
  Diplomacy +2, Escape Artist +14, Intimidate +8, Listen 
  +11, Move Silently +13, Sense Motive +10, Spot +11, 
  Tumble +16, Use Rope +5 (+7 with bindings); 
  Improved Initiative, Multiattack(B), Multiweapon 
  Fighting, Improved Natural Weapon (Claw), Stunning 
  Fist (B), Improved Unarmed Strike (B) 
   
  Languages: Infernal. 
   
  Possessions: potion of mage armor, potion of 
  greater magic fang (all natural weapons), amulet of 
  natural armor +1, potion of haste, sandals of 
  harmonious balance* 
  * See Appendix 2: New Rules Items 
  ENCOUNTER THREE: WE GOTTA GET 
  OUT OF HERE 
  Githyankis (3): Male Fighter 3; CR 4; Medium 
  Humanoid (Extraplanar); HD 3d10+6; hp 28; Init +7; 
  Spd 20 ft.; AC 18, touch 13, flat-footed 15; Base Atk +3; 
  Grp +5;  Atk +7 melee (2d6+3, masterwork greatsword) 
  or +6 ranged (1d8+1, composite longbow, +1 str); Full 
  Atk +7 melee (2d6+3, masterwork greatsword) or +6 
  ranged (1d8+1, composite longbow, +1 str); SA 
  Psionics; SQ Darkvision 60 ft., psionics, spell resistance 
  8; AL LE; SV Fort +5, Ref +4, Will +0; Str 15, Dex 16, 
  Con 15, Int 12, Wis 8, Cha 8.  
   
  Skills and Feats: Craft (armorsmithing) +7, 
  Intimidate +5, Spot +1; Combat Reflexes, Dodge, 
  Improved Initiative, Weapon Focus (greatsword) 
   
  Languages: Common, Gith. 
   
  Psionics (Sp): 3/day—daze (DC 9), mage hand. In 
  addition, githyanki of 3
  rd level or higher can use blur 
  three times per day, githyanki of 6
  th level or higher can 
  use dimension door three times per day, and githyanki 
  of 9
  th level or higher can use telekinesis (DC 14) three 
  times per day and plane shift (DC 16) once per day. 
  Effective caster level equals the githyanki’s class levels. 
  The save DCs are Charisma-based. 
   
  Spell Resistance (Ex): A githyanki has spell 
  resistance equal to its class levels +5. 
   
  Possessions: 
  +1 
  chainshirt, 
  masterwork 
  greatsword, composite longbow (+1 str), quiver with 20 
  arrows. 
  Githyanki: Monk 3/ Fighter 6/ Master of the Unseen 
  Hand 1; CR 11; Medium Humanoid (Extraplanar); HD 
  3d8+6d10+1d4+20; hp 77; Init +7; Spd 30 ft.; AC 21, 
  touch 14, flat-footed 17; Base Atk +8; Grp +16; Atk +14 
  melee (2d6+9, +1 greatsword) or +10 ranged (1d8+1, 
  composite longbow, +1 str); Full Atk +14/+9 melee 
  (2d6+9, +1 greatsword) or +10/+5 ranged (1d8+1, 
  composite longbow, +1 str) or +12/+7 Melee (Unarmed 
  Strike 1d6+4); SA Psionics, Flurry of Blows, Versatile 
  Telekinesis; SQ Darkvision 60 ft., psionics, spell 
  resistance 15; AL LE; SV Fort +10, Ref +7, Will +5; Str 
  18, Dex 14, Con 14, Int 10, Wis 6, Cha 16.  
   
  Skills and Feats: Craft (armorsmithing) +11, 
  Intimidate +9, Spot +4, Concentration +10; Power 
  Attack, Dodge, Improved Initiative, Mobility, Spring 
  Attack, 
  Weapon 
  Focus 
  (greatsword), 
  Weapon 
  Specialization 
  (greatsword), 
  Improved 
  Grapple, 
  Improved Unarmed Strike, Deflect Arrow, Improved 
  Grapple, Improved Unarmed Strike, Ability Focus  
  [telekinesis]. 
   
  Languages: Common, Gith. 
   
  Psionics (Sp):  3/day—daze (DC 18), mage hand. 
  Blur, dimension door, telekinesis (DC 20) and plane 
  shift (DC 18) once per day. Effective caster level is 10 
  (11 for telekinesis). The save DCs are Charisma-based. 
   
  Possessions: 
  +2 
  chainshirt, 
  +1 
  greatsword, 
  composite longbow (+1 str), quiver with 20 arrows, 
  ring of protection +1, +1 amulet of natural armor, +2 
  gloves of strength 
  ENCOUNTER FOUR: IN THROUGH 
  THE OUT DOOR 
  Half-Fiendish Human Clerics (2): Male human 
  (Baklunish) Cleric 7; CR 9; Medium Outsider 
  (augmented humanoid, native); HD 7d8+14; hp 59; Init 
  +7; Spd 20 ft., Fly 30 ft. (average); AC 22, touch 11, flat-
  
  TUS6-05 Blaze of Glory 
   
  Page 21 
  footed 21; Base Atk +5; Grp +9;  Atk +10 melee 
  (2d6+7/19-20, +1 mighty cleaving greatsword) or +9 
  melee (1d4+4, claw) or +9 ranged (1d8+1/19-20, +1 
  light crossbow); Full Atk +10 melee (2d6+7/19-20, +1 
  mighty cleaving greatsword) and +4 melee (1d6+2, 
  bite) or +9 melee (1d4+4, 2 claws) and +4 melee (1d6+2, 
  bite) or +9 ranged (1d8+1/19-20, +1 light crossbow); SA 
  Rebuke undead 3/day, smite good, spells, spell-like 
  abilities; SQ Damage reduction 5/magic, darkvision 60 
  ft., immunity to poison, resistance to acid 10, cold 10, 
  electricity 10, and fire 10, spell resistance 17; AL LE; SV 
  Fort +7, Ref +5, Will +8; Str 18, Dex 17, Con 14, Int 16, 
  Wis 16, Cha 10.  
   
  Skills and Feats: Bluff +10, Concentration +12, 
  Disguise +10, Hide +10, Knowledge (religion) +13, 
  Spellcraft +13; Cleave, Flyby Attack, Martial Weapon 
  Proficiency (Greatsword), Power Attack 
   
  Languages: Common, Abyssal, Infernal. 
   
  Smite Good (Su): Once per day this half-fiend can 
  make a normal melee attack to deal 7 points of extra 
  damage against a good foe. 
   
  Spell-Like Abilities: 3/day – darkness, poison 
  (DC 14); 1/day – desecrate, unholy blight (DC 14). 
  Caster level 7
  th. The save DCs are Charisma-based. 
   
  Spells Prepared (6/6/5/4/2; base DC = 13 + spell 
  level): 0—cure minor wounds, detect magic, guidance, 
  mending, read magic, resistance; 1st—command, 
  divine favor, doom, entropic shield, protection from 
  good*, shield of faith; 2nd—bull’s strength, cure 
  moderate wounds, hold person, invisibility*, sound 
  burst; 3rd—animate dead, bestow curse, dispel magic,  
  magic circle against good*; 4th—confusion*, divine 
  power. 
   
  *Domain spell. Deity Iuz; Domains: Evil (cast evil 
  spells at +1 caster level); Trickery (Bluff, Disguise, and 
  Hide added to cleric class skills). 
   
  Possessions: +2 full plate, +1 mighty cleaving 
  greatsword, +1 light crossbow, quarrel with 20 bolts. 
  Nimblewrights* (2): CR 7; medium-size construct; 
  HD 10d10; hp 65; Init +7; Spd 40 ft.; AC 24, touch 17, 
  flat-footed 17; Base Atk +7; Grp +11;  Atk +11 melee 
  (2d6+4/12-20, rapier-hand); Full Atk +11 melee 
  (2d6+4/12-20, 2 rapier-hands); SA Spell-like abilities, 
  tripping thrust; SQ Augmented critical, construct 
  traits, spell resistance 27, vulnerabilities; AL CN; SV 
  Fort +3, Ref +10, Will +6; Str 19, Dex 24, Con -, Int 10, 
  Wis 17, Cha 19.  
   
  Skills and Feats: Combat reflexes, Dodge, 
  Expertise, Improved Disarm, Mobility, Spring Attack. 
   
  Languages: Common. 
   
  Spell-Like Abilities: At will - alter self, cat's grace, 
  entropic shield, feather fall, haste. Caster level 10th; 
  save DC 14 + spell level.  
   
  Tripping Thrust (Ex): A nimblewright's rapier-
  hand attacks are powerful enough to push over 
  creatures its own size or smaller. An opponent who is 
  the target of a successful critical hit from a 
  nimblewright must make a Reflex save (DC 19) or be 
  knocked prone as if tripped.  
   
  Augmented Critical (Ex): A nimblewright 
  threatens a critical hit on a natural attack roll of 12-20. 
  On a successful critical hit, its foe is subject to a 
  tripping thrust attack (see above).  
   
  Construct Traits: A nimblewright is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, non-lethal damage, ability damage, ability 
  drain, energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. It 
  cannot be raised or resurrected. A nimblewright has 
  darkvision (60-foot range).  
   
  Vulnerabilities: 
  A 
  cold 
  effect 
  slows 
  a 
  nimblewright for 3 rounds, and a fire effect stuns it for 
  1 round.  
  * See Appendix 2: New Rules Items 
  
  TUS6-05 Blaze of Glory 
   
  Page 22 
  APL 12 
  ENCOUNTER TWO: IN THE WHITE 
  ROOM 
  Xill: Cleric 5; CR 11; Medium Outsider (Extraplanar); 
  HD 10d8+60; hp 113; Init +4; Spd 40 ft.; AC 30, touch 
  17, flat-footed 26; Base Atk +8; Grp +10;  Atk +17 melee 
  (1d6+8+1d6 cold/19–20, +1 frost short sword) or +10 
  melee (1d4+5, claw); Full Atk +15 melee (1d6+8+1d6 
  cold/19–20, 3 +1 frost short swords) and +13 melee 
  (1d4+7, claw); SA Implant, improved grab, paralysis, 
  Rebuke Undead 5/Day; SQ Darkvision 60 ft., 
  planewalk, spell resistance 21; AL LE; SV Fort +14, Ref 
  +8, Will +11; Str 18, Dex 18, Con 22, Int 10, Wis 16, 
  Cha 15.  
   
  Skills and Feats: Concentration +16, Balance +15, 
  Climb +12, Diplomacy +2, Escape Artist +13, 
  Intimidate +8, Listen +11, Move Silently +13, Sense 
  Motive +10, Spellcraft +15, Spot +11, Tumble +16, Use 
  Rope +5 (+7 with bindings); Practiced Spellcaster*, 
  Chain Spell, Divine MetaMagic* [Chain Spell], 
  Weapon Focus ShortSword [B], Multiattack [B], 
  Multiweapon Fighting 
   
  Languages: Infernal. 
   
  Spells Prepared (5/4/3/2; base DC = 13 + spell 
  level): 0—cure minor wounds, detect magic, guidance, 
  mending, read magic, resistance; 1st—protection from 
  good, divine favor, doom, entropic shield, longstrider*, 
  shield of faith; 2nd—bull’s strength, Bear’s Endurance, 
  hold person, spiritual weapon*, sound burst; 3rd—fly, 
  bestow curse, dispel magic 
  *Domain spell. Deity Sixin; Domains: War (Weapon 
  Focus Shortsword); Travel (5 round per day freedom of 
  movement) 
   
  Possessions: +2 chain shirt, 3 +1 frost short sword 
  * See Appendix 2: New Rules Items 
  Xill: Rogue 1: CR 7; Medium Outsider (Extraplanar); 
  HD 5d8+1d6+18; hp 50; Init +9; Spd 40 ft.; AC 26, 
  touch 15, flat-footed 21; Base Atk +5; Grp +9;  Atk +10 
  melee (1d6+5/19–20, +1 short sword) or +9 melee 
  (1d6+4, claw); Full Atk +8 melee (1d6+5/19–20, +1 
  short sword) and +7 melee (1d6+4, 3 claws); SA 
  Implant, improved grab, paralysis, sneak attack 1d6; SQ 
  Darkvision 60 ft., planewalk, spell resistance 21; AL LE; 
  SV Fort +7, Ref +11, Will +6; Str 19, Dex 20, Con 17, Int 
  12, Wis 14, Cha 8.  
   
  Skills and Feats: Balance +14, Climb +13, 
  Diplomacy +2, Escape Artist +14, Intimidate +8, Listen 
  +11, Move Silently +13, Sense Motive +10, Spot +11, 
  Tumble +14, Use Rope +5 (+7 with bindings); 
  Improved Initiative, Multiattack(B), Multiweapon 
  Fighting, Improved Natural Weapon (Claw) 
   
  Languages: Infernal. 
   
  Possessions: +1 studded leather armor, +1 short 
  sword, sandals of harmonious balance*  
  * See Appendix 2: New Rules Items 
  Xill: Rogue 1/Monk 1; CR 8; Medium Outsider 
  (Extraplanar); HD 7d8+1d6 +21; hp 63; Init +9; Spd 40 
  ft.; AC 31, touch 26, flat-footed 25; Base Atk +5; Grp +9; 
   Atk +11 melee (1d6+4/19–20, Claw); Full Atk +7 melee 
  (1d6+4/19–20, 2 Unarmed Strikes) and +7 melee 
  (1d6+4, 4 claws); SA Implant, improved grab, paralysis, 
  flurry of blows, stunning fist DC 16, Sneak Attack 1d6; 
  SQ Darkvision 60 ft., planewalk, spell resistance 21; AL 
  LE; SV Fort +9, Ref +14, Will +9; Str 19, Dex 21, Con 16, 
  Int 12, Wis 16, Cha 8.  
   
  Skills and Feats: Balance +26, Climb +13, 
  Diplomacy +2, Escape Artist +14, Intimidate +8, Listen 
  +11, Move Silently +13, Sense Motive +10, Spot +11, 
  Tumble +16, Use Rope +5 (+7 with bindings); 
  Improved Initiative, Multiattack(B), Multiweapon 
  Fighting, Improved Natural Weapon (Claw), Stunning 
  Fist (B), Improved Unarmed Strike (B) 
   
  Languages: Infernal. 
   
  Possessions: potion of mage armor, potion of 
  greater magic fang (all natural weapons), amulet of 
  natural armor +1, potion of haste, sandals of 
  harmonious balance* 
  * See Appendix 2: New Rules Items 
  Xill: Monk 1: CR 7; Medium Outsider (Extraplanar); 
  HD 6d8+18; hp 51; Init +9; Spd 40 ft.; AC 30, touch 25, 
  flat-footed 25; Base Atk +5; Grp +9;  Atk +10 melee 
  (1d6+4/19–20, Claw); Full Atk +6 melee (1d6+4/19–20, 
  2 Unarmed Strikes) and +6 melee (1d6+4, 4 claws); SA 
  Implant, improved grab, paralysis, flurry of blows, 
  stunning fist DC 16; SQ Darkvision 60 ft., planewalk, 
  spell resistance 21; AL LE; SV Fort +9, Ref +11, Will +9; 
  Str 19, Dex 21, Con 16, Int 12, Wis 16, Cha 8.  
   
  Skills and Feats: Balance +14, Climb +13, 
  Diplomacy +2, Escape Artist +14, Intimidate +8, Listen 
  +11, Move Silently +13, Sense Motive +10, Spot +11, 
  
  TUS6-05 Blaze of Glory 
   
  Page 23 
  Tumble +14, Use Rope +5 (+7 with bindings); 
  Improved Initiative, Multiattack(B), Multiweapon 
  Fighting, Improved Natural Weapon (Claw), Stunning 
  Fist (B), Improved Unarmed Strike (B) 
   
  Languages: Infernal. 
   
  Possessions: potion of mage armor, potion of 
  greater magic fang (all natural weapons), amulet of 
  natural armor +1, sandals of harmonious balance * 
  * See Appendix 2: New Rules Items 
  ENCOUNTER THREE: WE GOTTA GET 
  OUT OF HERE 
  Githyankis (2): Monk 1/ Fighter 6; CR 8; Medium 
  Humanoid (Extraplanar); HD 1d8+6d10+21; hp 58; Init 
  +7; Spd 30 ft.; AC 21, touch 14, flat-footed 17; Base Atk 
  +6; Grp +14; Atk +12 melee (2d6+9, +1 greatsword) or 
  +10 ranged (1d8+1, composite longbow, +1 str); Full 
  Atk +12/+7 melee (2d6+9, +1 greatsword) or +9/+4 
  ranged (1d8+1, composite longbow, +1 str) or +10/+5 
  Melee (Unarmed Strike 1d6+4); SA Psionics, Flurry of 
  Blows; SQ Darkvision 60 ft., psionics, spell resistance 
  12; AL LE; SV Fort +10, Ref +5, Will +3; Str 18, Dex 13, 
  Con 16, Int 8, Wis 8, Cha 12.  
   
  Skills and Feats: Craft (armorsmithing) +11, 
  Intimidate +9, Spot +4, Concentration +10; Power 
  Attack, Dodge, Improved Initiative, Mobility, Spring 
  Attack, 
  Weapon 
  Focus 
  (greatsword), 
  Weapon 
  Specialization 
  (greatsword), 
  Improved 
  Grapple, 
  Improved Unarmed Strike. 
   
  Languages: Common, Gith. 
   
  Psionics (Sp): 3/day—daze (DC 9), mage hand. In 
  addition, githyanki of 3
  rd level or higher can use blur 
  three times per day, githyanki of 6
  th level or higher can 
  use dimension door three times per day. Effective 
  caster level equals the githyanki’s class levels. The save 
  DCs are Charisma-based. 
   
  Possessions: 
  +2 
  chainshirt, 
  +1 
  greatsword, 
  composite longbow (+1 str), quiver with 20 arrows, 
  ring of protection +1, amulet of natural armor +1 
  Githyanki: Monk 3/ Fighter 6/ Master of the Unseen 
  Hand 1; CR 11; Medium Humanoid (Extraplanar); HD 
  3d8+6d10+1d4+20; hp 77; Init +7; Spd 30 ft.; AC 21, 
  touch 14, flat-footed 17; Base Atk +8; Grp +16; Atk +14 
  melee (2d6+9, +1 greatsword) or +10 ranged (1d8+1, 
  composite longbow, +1 str); Full Atk +14/+9 melee 
  (2d6+9, +1 greatsword) or +10/+5 ranged (1d8+1, 
  composite longbow, +1 str) or +12/+7 Melee (Unarmed 
  Strike 1d6+4); SA Psionics, Flurry of Blows, Versatile 
  Telekinesis; SQ Darkvision 60 ft., psionics, spell 
  resistance 15; AL LE; SV Fort +10, Ref +7, Will +5; Str 
  18, Dex 14, Con 14, Int 10, Wis 6, Cha 16.  
   
  Skills and Feats: Craft (armorsmithing) +11, 
  Intimidate +9, Spot +4, Concentration +10; Power 
  Attack, Dodge, Improved Initiative, Mobility, Spring 
  Attack, 
  Weapon 
  Focus 
  (greatsword), 
  Weapon 
  Specialization 
  (greatsword), 
  Improved 
  Grapple, 
  Improved Unarmed Strike, Deflect Arrow, Improved 
  Grapple, Improved Unarmed Strike, Ability Focus  
  [telekinesis]. 
   
  Languages: Common, Gith. 
   
  Psionics (Sp):  3/day—daze (DC 18), mage hand. 
  Blur, dimension door, telekinesis (DC 20) and plane 
  shift (DC 18) once per day. Effective caster level is 10 
  (11 for telekinesis). The save DCs are Charisma-based. 
   
  Possessions: 
  +2 
  chainshirt, 
  +1 
  greatsword, 
  composite longbow (+1 str), quiver with 20 arrows, 
  ring of protection +1, +1 amulet of natural armor, +2 
  gloves of strength 
  Warlock Githyanki: Male Outsider Wizard 11; CR 12; 
  Medium Humanoid (Extraplanar); HD 11d4+22; hp 56; 
  Init +7; Spd 30 ft.; AC 21, touch 13, flat-footed 18; Base 
  Atk +5; Grp +6; Atk +9/+4 melee (2d6+2,  Skillful 
  greatsword +1); Full Atk +9/+4 melee (2d6+2,  Skillful 
  greatsword +1); SA Psionics; SQ Darkvision 60 ft., 
  familiar, psionics, spell resistance 16; AL LE; SV Fort 
  +7, Ref +6, Will +6; Str 12, Dex 16, Con 15, Int 17, Wis 
  8, Cha 8.  
   
  Skills and Feats: Concentration +21, Craft 
  (armorsmithing) +17, Intimidate +6, Spellcraft +11, 
  Spot +6; Combat Casting, Combat Expertise, Improved 
  Initiative, Danger Sense, Scribe Scroll(B), Sudden 
  Still*, Sudden Silent* 
   
  Languages: Common, Draconic, Gith. 
   
  Psionics (Sp): 3/day—daze (DC 9), mage hand. In 
  addition, githyanki of 3
  rd level or higher can use blur 
  three times per day, githyanki of 6
  th level or higher can 
  use dimension door three times per day, and githyanki 
  of 9
  th level or higher can use telekinesis (DC 14) three 
  times per day and plane shift (DC 16) once per day. 
  Effective caster level equals the githyanki’s class levels. 
  The save DCs are Charisma-based. 
   
  Spell Resistance (Ex): A githyanki has spell 
  resistance equal to its class levels +5. 
   
  Spells Prepared (4/5/5/5/3/2/1; base DC = 13 + 
  spell level): 0—daze, detect magic, ghost sound, ray of 
  frost; 1st—magic missile (2), mage armor, shield, true 
  strike; 2nd—Tasha’s hideous laughter, flaming sphere, 
  glitterdust, Melf’s acid arrow, see invisibility; 3rd—
  
  TUS6-05 Blaze of Glory 
   
  Page 24 
  dispel magic, fireball, haste, sleet storm, fly; 4th—
  enervation, ice storm (2); 5th—cone of cold, teleport; 
  6th—greater dispel magic. 
   
   
  Possessions: amulet of natural armor +1, ring 
  of protection +1, headband of conscious effort*, tunic 
  of steady spellcasting*, skillful* greatsword +1 
  * See Appendix 2: New Rules Items 
  ENCOUNTER FOUR: IN THROUGH 
  THE OUT DOOR 
  Half-Fiendish Human Clerics (2): Male human 
  (Baklunish) Cleric 9; CR 11; Medium Outsider 
  (augmented humanoid, native); HD 9d8+18; hp 76; Init 
  +8; Spd 20 ft., Fly 30 ft. (average); AC 23, touch 11, flat-
  footed 22; Base Atk +6; Grp +10;  Atk +11 melee 
  (2d6+7/19-20, +1 mighty cleaving greatsword) or +10 
  melee (1d4+4, claw) or +10 ranged (1d8+1/19-20, +1 
  light crossbow); Full Atk +11/+5 melee (2d6+7/19-20, 
  +1 mighty cleaving greatsword) and +5 melee (1d6+2, 
  bite) or +10 melee (1d4+4, 2 claws) and +5 melee 
  (1d6+2, bite) or +10 ranged (1d8+1/19-20, +1 light 
  crossbow); SA Rebuke undead 3/day, smite good, 
  spells, spell-like abilities; SQ Damage reduction 
  5/magic, darkvision 60 ft., immunity to poison, 
  resistance to acid 10, cold 10, electricity 10, and fire 10, 
  spell resistance 19; AL LE; SV Fort +8, Ref +7, Will +9; 
  Str 18, Dex 18, Con 14, Int 16, Wis 16, Cha 10.  
   
  Skills and Feats: Bluff +14, Concentration +14, 
  Disguise +12, Hide +11, Knowledge (religion) +15, 
  Spellcraft +15; Cleave, Combat Casting, Flyby Attack, 
  Martial Weapon Proficiency (Greatsword), Power 
  Attack. 
   
  Languages: Common, Abyssal, Infernal. 
   
  Smite Good (Su): Once per day this half-fiend can 
  make a normal melee attack to deal 9 points of extra 
  damage against a good foe. 
   
  Spell-Like Abilities: 3/day – contagion (DC 14), 
  darkness, poison (DC 14); 1/day – desecrate, unholy 
  blight (DC 14). Caster level 9
  th. The save DCs are 
  Charisma-based. 
   
  Spells Prepared (6/6/6/5/3/2; base DC = 13 + spell 
  level): 0—cure minor wounds, detect magic, guidance, 
  mending, read magic, resistance; 1st—command, 
  divine favor, doom, entropic shield, protection from 
  good*, shield of faith; 2nd—bear’s endurance, bull’s 
  strength, cure moderate wounds, hold person, 
  invisibility*, sound burst; 3rd—animate dead, bestow 
  curse, dispel magic, invisibility purge, magic circle 
  against good*; 4th—confusion*, divine power, freedom 
  of movement; 5th—dispel good*, slay living. 
   
  *Domain spell. Deity Iuz; Domains: Evil (cast evil 
  spells at +1 caster level); Trickery (Bluff, Disguise, and 
  Hide added to cleric class skills). 
   
  Possessions: +3 full plate, +1 mighty cleaving 
  greatsword, +1 light crossbow, quarrel with 20 bolts. 
  Nimblewrights*, Advanced (4): CR 9; medium-size 
  construct; HD 12d10; hp 78; Init +7; Spd 40 ft.; AC 24, 
  touch 17, flat-footed 17; Base Atk +9; Grp +14;  Atk +14 
  melee (2d6+5/12-20, rapier-hand); Full Atk +14 melee 
  (2d6+5/12-20, 2 rapier-hands); SA Spell-like abilities, 
  tripping thrust; SQ Augmented critical, construct 
  traits, SR 27, vulnerabilities; AL CN; SV Fort +3, Ref 
  +10, Will +6; Str 20, Dex 24, Con -, Int 10, Wis 17, Cha 
  19.  
   
  Skills and Feats: Combat reflexes, Dodge, 
  Expertise, Improved Disarm, Mobility, Spring Attack. 
   
  Languages: Common. 
   
  Spell-Like Abilities: At will - alter self, cat's grace, 
  entropic shield, feather fall, haste. Caster level 10th; 
  save DC 14 + spell level.  
   
  Tripping Thrust (Ex): A nimblewright's rapier-
  hand attacks are powerful enough to push over 
  creatures its own size or smaller. An opponent who is 
  the target of a successful critical hit from a 
  nimblewright must make a Reflex save (DC 19) or be 
  knocked prone as if tripped.  
   
  Augmented Critical (Ex): A nimblewright 
  threatens a critical hit on a natural attack roll of 12-20. 
  On a successful critical hit, its foe is subject to a 
  tripping thrust attack (see above).  
   
  Construct Traits: A nimblewright is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, non-lethal damage, ability damage, ability 
  drain, energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. It 
  cannot be raised or resurrected. A nimblewright has 
  darkvision (60-foot range).  
   
  Vulnerabilities: 
  A 
  cold 
  effect 
  slows 
  a 
  nimblewright for 3 rounds, and a fire effect stuns it for 
  1 round.  
  * See Appendix 2: New Rules Items 
  
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  APPENDIX 2: NEW RULES ITEMS 
  NIMBLEWRIGHT (AS PRESENTED IN 
  MONSTER MANUAL II) 
  Medium-Size Construct 
  Hit Dice: 10d10 (55 hp) 
  Initiative: +7 
  Speed: 40 ft. 
  AC: 24 (+7 dex, +7 natural), touch 17, flat-footed 17 
  Attacks: 2 rapier-hands +11 melee  
  Damage: Rapier-hand 2d6+4/12-20 
  Space/Reach: 5 ft. by 5 ft./5 ft.  
  Special Attacks: Spell-like abilities, tripping thrust  
  Special Qualities: Augmented critical, construct traits, 
  SR 27, vulnerabilities  
  Saves: Fort +3, Ref. +10, Will +6  
  Abilities: Str 19, Dex 21. Con -, Int 10, Wis 17, Cha 19 
  Feats: Combat Reflexes (B), Dodge (B), Expertise (B), 
  Improved Disarm (B). Mobility (B), Spring Attack (B)  
  Climate/Terrain: Any land or underground 
  Organization: Solitary 
  Challenge Rating: 7 
  Treasure: Standard 
  Alignment: Always Chaotic 
  Advancement: 11-15 HD (Medium-size), 16-30 HD 
  (Large)  
  Nimblewrights are rapier-wielding constructs that 
  disguise themselves as living humanoids. They often 
  serve as hired bodyguards, but many are employed to 
  infiltrate organizations and secret societies or spy on 
  individuals. Unlike most constructs, a nimblewright is 
  created with intelligence and a distinct personality that 
  allows for intuitive thinking and responsiveness. Like a 
  golem, a nimblewright is a powerful creation that 
  combines awesome magic with elemental forces. Its 
  animating force is a spirit from the Elemental plane of 
  Water. The process of creating a nimblewright binds 
  the unwilling spirit to the artificial body and subjects it 
  to the will of the creator. 
   
  An undisguised nimblewright appears as a 
  nondescript, steel-colored, mechanical human. When 
  disguised, it wears clothes and uses spells to hide its 
  true nature. In this way, it can appear as almost any 
  Medium-size humanoid it wishes to become.  
   
  Nimblewrights speak Common, Elven, and 
  Dwarven.  
  COMBAT  
  A nimblewright is an extremely dexterous combatant. 
  In battle, it brings to bear all of its special fighting 
  skills to deprive opponents of their weapons before 
  running them through. If a nimblewright has ample 
  warning of a fight, it enhances its combat skills with 
  cat's grace and haste before joining melee. 
   
  The monster fights with two rapiers that are 
  actually parts of its body. These rapiers are treated as 
  natural weapons. When not in use, the weapons fold 
  into its forearms. A nimblewright can fully deploy both 
  rapiers as a free action.  
   
  Spell-Like Abilities: At will - alter self, cat's grace, 
  entropic shield, feather fall, haste. Caster level 10th; 
  save DC 14 + spell level.  
   
  Tripping Thrust (Ex): A nimblewright's rapier-
  hand attacks are powerful enough to push over 
  creatures its own size or smaller. An opponent who is 
  the target of a successful critical hit from a 
  nimblewright must make a Reflex save (DC 19) or be 
  knocked prone as if tripped.  
   
  Augmented Critical (Ex): A nimblewright 
  threatens a critical hit on a natural attack roll of 12-20. 
  On a successful critical hit, its foe is subject to a 
  tripping thrust attack (see above).  
   
  Construct Traits: A nimblewright is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, non-lethal damage, ability damage, ability 
  drain, energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. It 
  cannot be raised or resurrected. A nimblewright has 
  darkvision (60-foot range).  
   
  Vulnerabilities: 
  A 
  cold 
  effect 
  slows 
  a 
  nimblewright for 3 rounds, and a fire effect stuns it for 
  1 round.  
  CONSTRUCTION  
  
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  A nimblewright's body is a hollow humanoid shell 
  made of flexible precious metal alloys weighing 500 
  pounds. It costs 35,000 gp to create, which includes 
  15,000 gp for the body. Assembling the body requires a 
  successful Craft (sculpting) or Profession (mason) 
  check (DC 16). The creator must be 18th level and able 
  to cast arcane spells. Completing the ritual drains 1,600 
  XP from the creator and requires the geas/quest, haste, 
  limited wish, and polymorph any object spells. 
   
  Skillful 
  Complete Arcane 
  Highly prized by many arcane spellcasters, a skillful 
  weapon can be wielded without penalty by a character 
  not normally proficient with it. In addition, the 
  wielder's base attack bonus improves to a minimum of 
  3/4 it's level (as cleric of the same character level) 
  when he attacks with a skillful weapon, though he 
  gains no such bonus with any other weapon, even if a 
  skillful weapon is wielded at the same time.  
  The skillful special ability can be added only to melee 
  weapons. 
  Moderate transmutation; CL 11th; Craft Magic Arms 
  and Armor, Tenser's transformation; price +2 bonus 
    
  Headband of Conscious Effort:  
  Complete Adventurer 
  Anyone wearing a headband of conscious effort can 
  make a Concentration check in place of a required 
  Fortitude saving throw. This ability can be activated 
  once per day. Activating the headband is an immediate 
  action that does not provoke attacks of opportunity. 
  Moderate transmutation; CL 6th; Craft Wondrous 
  Item, Combat Casting, bear's endurance; Price 4,000gp 
    
  Sandals of Harmonious Balance 
  Complete Adventurer 
  These plain-looking sandals make it possible to 
  undertake incredible feats of balance. While wearing 
  sandals of harmonious balance, a character gains a +10 
  insight bonus on Balance checks and can balance on 
  vertical surfaces. The normal modifiers (such as for 
  slippery surface apply, except for the modifier for a 
  sloped or angled surface. If balanced on a vertical 
  surface, the wearer can move up or down as if she were 
  climbing. However, she is not actually climbing, so he 
  can make attacks normally, retains her dexterity bonus 
  to Armor Class, and generally follows the rules of the 
  Balance skill rather than the Climb skill. 
  If the wearer has 10 or more ranks in balance, she can 
  balance on liquids, semisolid surfaces such as mud or 
  snow, or similar surfaces that normally couldn't 
  support her weight. For each consecutive round that 
  she begins balanced on a particular surface of this sort, 
  the DC of her balance check increases by 5. As with all 
  uses of the Balance skill, the wearer moves at half 
  speed unless she decides to use the accelerated 
  movement option (thereby increasing the DC of the 
  Balance check by 5). For more information on the 
  Balance skill, see page 67 of the Player's Handbook. 
  Moderate transmutation; CL 8th; Craft Wondrous 
  Item, balancing lorecall; Price 14,000gp 
    
  Tunic of Steady Spellcasting:  
  Complete Adventurer 
  The wearer of this tunic gains a +5 competence bonus 
  on Concentration checks. Despite the item's name, it's 
  bonus applies on all Concentration checks, not just 
  those made to cast spells.  
  Faint transmutation; CL 3rd; Craft Wondrous Item, 
  bear's endurance; price 2,500 
   
  Divine Metamagic [Divine]  
  Complete Divine 
  You can channel energy into some of your divine spells 
  to make them more powerful. 
  Prerequisite: Ability to turn undead or 
  rebuke undead. 
  Benefit: When you take this feat, chose a 
  metamagic feat. This feat applies only to that 
  metamagic feat. As a free action, you can use it to apply 
  a metamagic feat to spells that you know. You must 
  spend one turn or rebuke attempt, plus an additional 
  attempt for each level increase in the metamagic feat 
  you’re using. For example, Jozan the cleric could 
  sacrifice three turn attempts to empower a holy smite 
  he’s casting. Because you’re using positive o negative 
  energy to augment your spells, the spell slot for the 
  spell doesn’t change. 
  Special: This feat may be taken multiple 
  times. Each time you take this feat choose a different 
  metamagic feat to wich to apply it. 
   
  Chain Spell [Metamagic]  
  Complete Arcane 
  You can cast spells that arc to other targets in addition 
  to the primary target. 
  Benefit: Any spell that specifies a single 
  target and has a range greater than touch can be 
  chained to as to affect that primary target normally, 
  and then arc to a number of secondary targets equal to 
  
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  Page 27 
  your caster level (maximum 20). Each arc affects one 
  secondary target chosen by you, all of wich must be 
  within 30 feet of the primary target, and none of which 
  can be affected more than once. You can choose to 
  affect fewer secondary targets than the maximum. 
  If the chained spell deals damage, the secondary targets 
  each take half as much damage as the primary target 
  (rounded down) and can attempt Reflex saving throws 
  for half damage (whether the spell allows the original 
  target a save or not). For spells that don’t deal damage, 
  the save DCs against arcing effect are reduced by 4. For 
  example, if a 10
  th level wizard normally cast cause fear 
  at DC 14, a chained cause fear could target a goblin 
  chieftain at DC 14 and up to ten of his nearby guards at 
  DC 10. A chained spell uses up a spell slot three levels 
  higher than the spell’s actual level. 
  Practiced Spellcaster  
  Complete Arcane 
  Choose a spellcasting class you possess. Your spells cast 
  from that class are more powerful. 
  Prerequisite: Spellcraft 4 ranks 
  Benefit: Your caster level for the chosen 
  spellcasting class increases by 4. This benefit can’t 
  increase your caster level to higher than your hit dice. 
  However, even if you can’t benefit from the full bonus 
  immediately, if you later gain Hit Dice in the levels of 
  nonspellcasting classes, you might be able to apply the 
  rest of the bonus. 
   
  For example, a human 5
  th-level sorcerer/3
  rd-level 
  fighter who selects this feat would increase his sorcerer 
  class level from 5
  th to 8
  th (since he has 8 Hit Dice). If he 
  later gained a fighter level, he would gain the 
  remainder of the bonus and his sorcerer caster level 
  would become 9
  th (since he now has 9
  th Hit Dice) 
  A character with two or more spellcasting classes (such 
  as a bard/sorcerer or a ranger/druid) must chose which 
  class gains the feat’s effect. 
   
  This feat does not affect your spells per day or 
  spells known. It increases your caster level only, which 
  would help to penetrate spell resistance and increase 
  the duration and other effects of your spells. 
  Special: You may select this feat multiple 
  times. Each time you chose it, you must apply it to a 
  different spellcasting class. For instance, a 4
  th level 
  cleric/5
  th level wizard who had selected this feat twice 
  would cast cleric spells as an 8
  th level caster and wizard 
  spells as a 9
  th level caster. 
  Sudden Silent [Metamagic] 
  Complete Arcane 
  Once per day you may cast a spell silently without 
  special preparation. 
   
  Prerequisites:  Any metamagic feat. 
   
  Benefit:  Once per day, you may apply the Silent 
  Spell feat to any spell you cast, without increasing the 
  level of the spell or specially preparing it ahead of time. 
   You may still use the Silent Spell feat normally, if you 
  have it. 
  Sudden Still [Metamagic] 
  Complete Arcane 
  Once per day you may cast a spell stilled without 
  special preparation. 
   
  Prerequisites:  Any metamagic feat. 
   
  Benefit:  Once per day, you may apply the Still 
  Spell feat to any spell you cast, without increasing the 
  level of the spell or specially preparing it ahead of time. 
   You may still use the Still Spell feat normally, if you 
  have it. 
  Danger Sense  
  Complete Adventurer 
  You are one twitchy individual. 
   
  Prerequisites: Improved Initiative. 
   
  Benefits: Once per day, you can reroll an initiative 
  check you have just made.  You use the better of your 
  two rolls.  You must decide to reroll before the round 
  starts. 
  Master of the Unseen Hand  
  Complete Warrior 
  REQUIREMENTS  
  To qualify to become a master of the unseen hand, a 
  character must fulfill the following criteria. 
  Skills: Concentration 8 ranks. 
  Spells: Able to cast the telekinesis spell or 
  access to telekinesis as a spell-like or supernatural 
  ability. 
  CLASS SKILLS 
  The master of the unseen hand’s class skills (and the 
  key ability for each skill) are Concentration (Con), 
  
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  Page 28 
  Craft (Int), Intimidate (Cha), Knowledge (arcana), 
  Profession (Wis) and Spellcraft (Int) 
   
  Skill points at each level: 2 + Int modifier 
  CLASS FEATURES 
  All of the following are class features of the master of 
  the unseen hand prestige class. 
   
  Weapon and Armor Proficiency: Masters of the 
  unseen hand gain no proficiency with any weapon or 
  armor. 
   
  Improved Caster Level (Ex): At 1
  st level, a master 
  of the unseen hand begins his relentless focus on the 
  power of telekinesis. He adds his levels in master of the 
  unseen hand to his caster level (whether from actual 
  spellcasting levels or determined by the spell-like 
  ability) when using his telekinesis ability. For example 
  a 10
  th level sorcerer/3
  rd level master of the unseen hand 
  casts telekinesis at 13the caster level, and a blue slaad 
  who is a 2
  nd level master of the unseen hand would use 
  it’s telekinesis spell-like ability as a 10
  th level caster. 
   
  Versatile Telekinesis (Ex): A master of the 
  unseen hand learns to combine the three versions of 
  the telekinesis spell or ability, switching from one to 
  another as he likes. For instance, he can use sustained 
  force for 2 rounds, then switch to combat maneuver, 
  then return to using sustained force. The spell or spell-
  like ability ends after the first use of the violent thrust 
  version, however, or if the master of the unseen hand is 
  unable to maintain concentration. 
   
  Telekinetic Wielder (Ex): A master of the unseen 
  hand develops the ability to wield weapons with his 
  telekinetic power. By maintaining concentration on 
  the combat maneuver version of telekinesis, a master 
  of the unseen hand of 2
  nd level or higher can make a 
  single attack with an unattended weapon or one he is 
  holding, moving the weapon up to 20 feet before the 
  attack. Resolve the attack as normal, except that the 
  weapon’s movement doesn’t provoke attacks of 
  opportunity. The master of the unseen hand’s base 
  attack bonus on this attempt is equal to his caster level 
  plus his intelligence modifier (if a wizard) or Charisma 
  modifier (if a sorcerer or a creature with the telekinesis 
  supernatural or spell-like ability). Any weapon-related 
  feats the master of the unseen hand has (such as 
  Weapon focus and Power Attack) do not apply when 
  he’s telekinetically wielding a weapon. 
   
  The weapon wielded can be one the master of the 
  unseen hand took from a foe on a successful disarm 
  attempt. 
   
  Sustained Concentration: At 2
  nd level, a master of 
  the unseen hand becomes adept a moving and fighting 
  while maintaining his telekinesis ability. It only takes a 
  move action, not a standard action, to use the sustained 
  force version of telekinesis (or simply to maintain 
  concentration so the ability doesn’t end). The master of 
  the unseen hand can even cast another spell while 
  maintaining concentration on telekinesis, but doing s 
  requires a successful Concentration check as if the 
  caster were distracted by a nondamaging spell 
  (Concentration check equal to the save DC of 
  telekinesis). It still takes a standard action to use the 
  combat maneuver or violent thrust versions of the 
  ability, however. 
   
  Full Attack Telekinesis (Ex): At 3
  rd level, a master 
  of the unseen hand is as skill in telekinetic combat as a 
  fighter is with melee combat. When using the combat 
  maneuver version of telekinesis or wielding a weapon 
  telekinetically, the master of the unseen hand can 
  make a full attack, potentially attacking, bull rushing, 
  disarming, grappling or tripping more than once per 
  round. Just as with nontelekinetic attacks, the master 
  of the unseen hand gains an additional attack for every 
  5 points of the base attack bonus above +1 (using caster 
  level for base attack bonus as described in the 
  telekinesis spell description). 
   
  Improved Violent Thrust (Ex): At 4
  th level, a 
  master of the unseen hand’s violent thrust becomes 
  more effective. He uses his caster level in place of his 
  base attack bonus when making the attack roll, and he 
  uses his Intelligence modifier (if a Wizard) or 
  Charisma modifier (if a sorcerer or a creature with the 
  telekinesis supernatural or spell-like ability) as a bonus 
  on damage rolls if he hurls weapons at the target. 
  Finally, using a violent thrust no longer ends the 
  telekinesis effect, but the master of the unseen hand 
  can’t make another violent thrust for 1d4 rounds. 
   
  Telekinetic Flight (Ex): A master of the unseen 
  hand of 4
  th level or higher can use the sustained force 
  version of telekinesis to lift himself and willing 
  creatures into the air. With a move action, the master 
  of the unseen hand can move 20 feet with perfect 
  maneuverability and can move willing creatures as 
  well. The master of the unseen hand doesn’t have to 
  move all the creatures he’s lifting in the same direction, 
  but any lifted creatures plummet to the ground if they 
  move more than 40 feet from the master of the unseen 
  hand. The master of the unseen hand can lift one 
  Medium or smaller creature per three caster levels. A 
  Large creature counts as two Medium creatures, a 
  Huge creature counts as two Large creatures, and so 
  forth. Unlike the form of flight granted by the fly spell, 
  
  TUS6-05 Blaze of Glory 
   
  Page 29 
  telekinetic flight ends immediately and abruptly if 
  disrupted by dispel magic or a lapse in the master of 
  the unseen hand’s concentration. Without telekinesis 
  to support them, creatures fall to the ground 
  immediately, taking 1d6 points of damage per 10 feet 
  fallen (maximum 20d6). 
   
  Fling Skyward (Ex): Rather than hurling a 
  creature toward another target, a 5
  th level master of the 
  unseen hand can use the violent thrust version of 
  telekinesis can hurl a creature straight up. A target is 
  allowed a Will save (and spell resistance) to negate the 
  effect. The master of the unseen hand can lift a 
  creature into the air a maximum distance of 10 feet per 
  caster level. At the beginning of the character’s next 
  action, the creature falls to the ground, taking 1d6 
  points of damage per 10 feet fallen. Unlike other times 
  when a master of the unseen hand uses the violent 
  thrust version of telekinesis, flinging a foe skyward 
  immediately ends the telekinesis effect.  
   
   
  
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  Page 30 
  APPENDIX 3: THE LAW IN NORTHERN & SOUTHERN TUSMIT 
  THE LAW IN NORTHERN TUSMIT 
  Generalities 
  Please note that the laws outlined here do not comprise 
  of the entire list of laws in Tusmit. For a more 
  complete list consult the Tusmit Gazetteer. For any 
  crime not listed please contact the Tusmit triad at 
  tusmittriad@yahoogroups.com. 
  Lashings 
  All lashings are given in public where the criminal can 
  be showered by manure and rotting vegetables. The 
  number of lashes given should be noted on the AR. 
  Horses 
  A horse qualifies as a person for the charges wherever 
  it might be applicable (murder, assault). 
  High Fines 
  If the guilty party cannot pay a fine, it can be worked 
  off at a value of 50 fountains per week (one TU) in the 
  mines. 
  Full responsibility of the law is expected and enforced 
  by the Qadis and Mullahs, regardless of the 
  circumstances. 
  The military and the nobles, however, understand the 
  concept of excessive force used in self-defense. 
  The Self-Defense Clause 
  A clause of self-defense can be claimed and the good 
  military or noble presiding official(s) will hear your 
  plea. 
  A Diplomacy check (or Bluff) can be made, at 20 + the 
  APL to convince the presiding official that the act was 
  done in pure self-defense. 
  Failure to convince the presiding official (but the truth 
  being that the crime was unintentional) will incur a 
  penalty of one hundred fountains per death plus 
  twenty-five fountains per point below the Bluff or 
  Diplomacy DC. 1d10 lashes will also be given per point 
  scored below the DC. The total penalty will be one 
  time unit of imprisonment, lashes and a fine (as listed 
  above) per death. Lashes and fines (as listed above) are 
  still applicable to assault (major).  
  Ignorance of the law is no reason to call upon this 
  clause. 
  Assault (govt. official, noble, or church member) 
  Threat or use of lethal force that results in bodily harm 
  upon a person a lawful representative of the Tusman 
  Government, a Tusman noble or member of an 
  organized Tusman Church. 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of up to 1 year (52 TUs). 
  Assault (Major) 
  Threat or use of lethal force that results in major bodily 
  harm reducing the victim’s hit points to between 0 and 
  -9. 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of up to six time units and 10d10 lashes. 
  Assault (Minor) 
  Threat or use of lethal force that results in major bodily 
  harm without reducing the victim’s hit points past 0 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of three time units and 5d10 lashes. 
  Assault (Negligible) 
  Threat or use of non lethal force against a victim. 
  Sentence: overlooked (left off with warnings). 
  Blackmail 
  Obtaining currency, services, or information, by illegal 
  means such as by force or coercion. 
  Sentences: 
  1. 
  Government official, noble, military, or 
  church official: Imprisonment of four time 
  units and loss of seventy-five percent of 
  property. 
  2. 
  Other: Fine of one and a half times the 
  blackmail price 
  Vandalism 
  Willful destruction or defacement of any structure, 
  object, thing, or place. 
  Sentence: 1d10 lashes per one hundred fountains and a 
  fine equaling three times the cost of reparation. 
  Illegal use of magic 
  
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  Any target or area effect spell that requires a save, 
  causes any change in state, causes damage, or produces 
  an otherwise unwanted effect by the victim. 
  Sentence: Fine of fifty fountains per spell level and 
  1d10 lashes per spell level. 
  Manslaughter 
  Use of lethal force that unintentionally results in major 
  bodily harm reducing the victim to below -9 hit points. 
  Sentence: Sent to the mines for up to 10 years, plus loss 
  of all property to be given to the family of the victim. 
  Murder 
  Use of lethal force that intentionally results in major 
  bodily harm reducing the victim to below -9 hit points. 
  Sentences: 
  • 
  Mass murder: torture in public and death. 
  • 
  Other: Death. 
  Spying 
  Any activity that results in foreign powers learning 
  secrets or information about the nation of Tusmit. 
  Sentence: Sent to mines for life or death 
  Theft 
  Possession, sale, or acquisition of an object without 
  permission. 
  Sentence: Imprisonment for one time unit and 4d10 
  lashes per one hundred fountains worth of goods, 
  services, or information. As well a fine up to equaling 
  up to five times the worth of the goods, services or 
  information.  
  500 fountains worth or more: severing of the hand 
  after previous sentence is served. 
  Theft (Horse) 
  Possession, sale, or acquisition of a horse without 
  permission. 
  Sentence: Death. 
  Treason 
  Any activity that weakens or gives an edge to a foreign 
  power against the good of the nation of Tusmit. 
  Sentence: Torture and death 
  Trespass 
  Illegal entry into any building when one is not 
  solicited.  
  THE LAW IN SOUTHERN TUSMIT 
  Generalities 
  Please note that the laws outlined here do not comprise 
  of the entire list of laws in Tusmit. For a more 
  complete list consult the Tusmit Gazetteer. For any 
  crime not listed please contact the Tusmit triad at 
  tusmittriad@yahoogroups.com. 
  Lashings 
  All lashings are given in public where the criminal can 
  be showered by manure and rotting vegetables. The 
  number of lashes given should be noted on the AR. 
  Horses 
  A horse qualifies as a person for the charges wherever 
  it might be applicable (murder, assault). 
  High Fines 
  If the guilty party cannot pay a fine, it can be worked 
  off at a value of 50 fountains per week (one TU) in the 
  mines. 
  Full responsibility of the law is expected and enforced 
  by the Qadis and Mullahs, regardless of the 
  circumstances. 
  The military and the nobles, however, understand the 
  concept of excessive force used in self-defense. 
   
  The Self-Defense Clause 
  A clause of self-defense can be claimed and the good 
  military or noble presiding official(s) will hear your 
  plea. 
  A Diplomacy check (or Bluff) can be made, at 20 + the 
  APL to convince the presiding official that the act was 
  done in pure self-defense. 
  Failure to convince the presiding official (but the truth 
  being that the crime was unintentional) will incur a 
  penalty of one hundred fountains per death plus 
  twenty-five fountains per point below the Bluff or 
  Diplomacy DC. 1d10 lashes will also be given per point 
  scored below the DC. The total penalty will be one 
  time unit of imprisonment, lashes and a fine (as listed 
  above) per death. Lashes and fines (as listed above) are 
  still applicable to assault (major).  
  Ignorance of the law is no reason to call upon this 
  clause. 
  
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  Assault. (Noble, Church or Gov Official) 
  Threat or use of force that results in bodily harm upon 
  a member of a legal church, noble or government 
  official 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of 2 to 6 months.  
  Assault. (Major) 
  Threat or use of lethal force that results in major bodily 
  harm reducing the victim’s hit points to between 0 and 
  -9. 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of up to four time units. 
  Assault (Minor) 
  Threat or use of lethal force that results in major bodily 
  harm without reducing the victim’s hit points past 0 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of two time units. 
  Assault (Negligible) 
  Threat or use of non lethal force against a victim. 
  Sentence: overlooked (left off with warnings). 
  Blackmail 
  Obtaining currency, services, or information, by illegal 
  means such as by force or coercion. 
  Sentences: 
  • 
  Government official, noble, military, or 
  church official: Imprisonment of two time units 
  and loss of fifty percent of property  
  • 
  Other: Fine of one and a half times the 
  blackmail price 
  Vandalism 
  Willful destruction or defacement of any structure, 
  object, thing, or place. 
  Sentence: 1d10 lashes per one hundred fountains and a 
  fine equaling three times the cost of reparation. 
  Illegal use of magic 
  Any target or area effect spell that requires a save, 
  causes any change in state, causes damage, or produces 
  an otherwise unwanted effect by the victim. 
  Sentence: Fine of fifty fountains per spell level and 
  1d10 lashes per spell level. 
  Manslaughter 
  Use of lethal force that unintentionally results in major 
  bodily harm reducing the victim to below -9 hit points. 
  Sentence: Sent to the mines for up to five years, plus 
  loss of all property to be given to the family of the 
  victim. 
  Murder 
  Use of lethal force that intentionally results in major 
  bodily harm reducing the victim to below -9 hit points. 
  Sentences: 
  • 
  Mass murder: torture in public and death. 
  • 
  Other: Death. 
  Theft 
  Possession, sale, or acquisition of an object without 
  permission. 
  Sentence: Imprisonment for one time unit and 2d10 
  lashes per one hundred fountains worth of goods, 
  services, or information. As well a fine up to equaling 
  up to five times the worth of the goods, services or 
  information. 500 fountains worth or more. 
  Theft (Horse) 
  Possession, sale, or acquisition of a horse without 
  permission. 
  Sentence: Sent to the mines for 5 years, 2d10 lashes, 
  the fine (as above) and severance of the main hand in 
  public. 
  Worship of a banned religion 
  Holding worshipping ceremonies to gods banned in 
  Tusmit: the Fire God, the Elder Elemental Eye, Hextor, 
  Iuz, Pyremious, Tharizdun, Vecna, (List longer than 
  this) 
  Sentence: Sent to exile, sent to mines for life if caught 
  in Tusmit again. 
  
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  APPENDIX 4: MAPS 
   
  Abir bin Ammon al-Vareshi’s laboratory beneath his mansion in Vilayad: 
   
  
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  APPENDIX 5: TEXTES FRANCAIS 
  INTRODUCTION 
  Vous avez été convoqué au beau milieu des Collines 
  Tusmanes, suivant la lente rivière Arish pour ce qui 
  vous a semblé une éternité jusqu’à ce que vous 
  laissiez derrière vous le dernier village. Votre guide, 
  et capitaine de la petite barijah "La Lumière de la 
  Vertu", sait seulement que la lettre que chacun 
  d’entre porte signifie que vous êtes suffisamment 
  important pour justifier un prompt passage vers le 
  campement qui est votre destination finale. 
  Marchant au travers de l’épaisse végétation 
  couvrant ces collines, vous arrivez éventuellement à 
  un petit groupe de tentes plantées près d’une 
  étendue d’eau au pied d’une chute.  
  *** *** *** 
  Le campement est bouillonnant d’activité; vous 
  pouvez y voir de nombreux membres de la Garde 
  Tusmane, de même qu’un nombre tout aussi 
  important de Mullahs et de Quadis. A votre 
  approche, un soldat s’engouffre dans une tente et, 
  quelques moments plus tard, le rabat de la tente est 
  relevé pour laisser le passage à un homme aux 
  cheveux blancs empreint d’un air d’autorité, qui se 
  dirige en votre direction. 
  Alors qu’il arrive à grandes enjambées vers vous, 
  suivi par de nombreux gardes, vous pouvez voir les 
  nombreuses cicatrices qui garnissent ses traits 
  rudes. La lumière du soleil danse sur les lames 
  dénudées des deux cimeterres qui sont passés dans 
  sa large ceinture. 
  Cet homme est Yasin bin-Khadij waz-Vilayad, 
  Libérateur de Vilayad et, selon certain, le plus 
  grand héro de Tusmit. 
  *** *** *** 
  “Mes chers camarades, soyez les bienvenus”, dit bin-
  Khadij les bras grands ouverts. Il vous étreint 
  chacun à tour de rôle, et déclare “Venez. Nous 
  avons beaucoup à discuter” avant de vous conduire 
  dans sa tente. Vous vous apercevez que les gardes 
  qui le suivent ont maintenant le plus grand respect 
  à votre égard. 
  *** *** *** 
  “Mes chers camarades, soyez les bienvenus”, dit bin-
  Khadij les bras grands ouverts. Il étreint ceux 
  d’entre vous qui ont mérité sa confiance par le 
  passé, puis se tourne vers le reste de votre groupe. 
  Ses yeux perçants semblent voir jusqu’au plus 
  profond de votre âme tandis qu’il soupèse votre 
  valeur. Apparemment satisfait de ce qu’il voit, il 
  déclare “Venez. Nous avons beaucoup à discuter” 
  avant de vous conduire dans sa tente. Vous vous 
  apercevez que les gardes qui le suivent ont 
  maintenant le plus grand respect à votre égard. 
  *** *** *** 
  Yasin bin-Khadij waz-Vilayad s’arrête à quelques pas 
  de l’endroit où vous vous tenez, et ses yeux perçants 
  semblent voir jusqu’au plus profond de votre âme 
  tandis qu’il soupèse votre valeur. Apparemment 
  satisfait de ce qu’il voit, il déclare “Venez. Nous 
  avons beaucoup à discuter” avant de vous conduire 
  dans sa tente. Vous vous apercevez que les gardes 
  qui le suivent ont maintenant un plus grand respect 
  à votre égard. 
  *** *** *** 
  Yasin bin-Khadij waz-Vilayad s’arrête à quelques pas 
  de l’endroit où vous vous tenez, et ses yeux perçants 
  semblent voir jusqu’au plus profond de votre âme 
  tandis qu’il soupèse votre valeur. Jurant doucement 
  dans sa barbe, il déclare froidement “Venez. Nous 
  avons beaucoup à discuter” avant de vous conduire 
  dans sa tente. Vous vous apercevez que les gardes 
  qui le suivent ont la main sur la garde de leurs 
  armes, incertain de ce qui vient de se passer. 
  *** *** *** 
  Une fois à l’intérieur de sa tente, Yasin bin-Khadij 
  vous invite à vous asseoir sur l’un des nombreux 
  coussins qui en pare l’intérieur. Mis à part ces 
  coussins, vous apercevez un lit de camp dans un 
  coin, et une table pliante solidement plantée au 
  centre de la tente. La table est couverte des restes 
  d’un repas et de nombreuses cartes et parchemins 
  *** *** *** 
  “Je dois encore vous remercier d’avoir répondu à ma 
  requête. Une fois de plus, j’ai un pressant besoin de 
  vos services. Et encore une fois, tout découle de 
  mon ancien compagnon d’armes, Abir bin Ammon 
  al-Vareshi… 
  Après que son journal ait été découvert l’an dernier, 
  j’ai demandé à mes contacts au Collège des Arts de 
  Sefmur de l’examiner et de voir s`il pourrait révéler 
  
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  quelque chose d’utile pour notre Nation. Quelques-
  uns des plus brillants esprits de Tusmit se sont 
  penché sur ce document pendant des mois, et vous 
  pouvez imaginer ma surprise quand le Collège 
  m’informa il y a quelques semaines que, selon ces 
  experts et quelques sorts de Divination, al-Vareshi 
  pourrait être encore en vie aujourd’hui! 
  Comment est-ce possible, demandez-vous? Eh bien, 
  il semblerait que mon vieil ami aurait utilisé un 
  dispositif de son invention pour échapper à ses 
  attaquants, en plongeant dans un plan d’existence 
  parallèle qu’il aurait découvert plus tôt. 
  De plus, les mages du Collège ont été en mesure de 
  reconstruire, à partir des notes de son journal, ce 
  qu’ils croient être le dispositif utilisé par al-Vareshi 
  pour son évasion. 
  Ma requête est simple: acceptez-vous d’utiliser ce 
  dispositif pour découvrir ce qui est arrivé à mon 
  ami? S’il est en vie, je vous demanderais de lui faire 
  un message de ma part; dans le cas contraire, que 
  vous retourniez sa dépouille ici. 
  L’appareil est gardé par un de mes associés au 
  laboratoire de al-Vareshi situé sous son ancien 
  manoir près de Vilayad. Il vous faudra vous rendre 
  là en premier avant de pouvoir transiger vers cet 
  autre plan d’existence. 
  Acceptez-vous?” 
  *** *** *** 
  "Je croyais que vous estimeriez l’âme immortelle 
  d’un homme,  ou tout simplement sa vie, avoir plus 
  de valeur que l’or ou l’argent. Je vous ai peut-être 
  mal jugé.” 
  ENCOUNTER 1: BACK 
  WHERE WE STARTED, HERE 
  WE GO ROUND AGAIN... 
  Le voyage entre les Collines Tusmanes et Vilayad 
  est poussiéreux, mais autrement parfaitement sur. 
  On pourrait difficilement croire que ces collines 
  ont vu passé une armée d’envahisseurs et une horde 
  de fanatiques meurtriers,  il n’y a que quelques 
  années de cela... 
  Une fois en vue de Vilayad, guidé par la carte que 
  bin-Khadij vous a remis, vous n’avez aucune 
  difficulté 
  à 
  trouver 
  l’entrée 
  du 
  laboratoire 
  souterrain – surtout à cause du peloton de soldats 
  tusmans bivouaquant tout près de là. 
  Après avoir présenté votre carte, qui porte le seau 
  de Yasin bin-Khadij waz-Vilayad, vous êtes escortés 
  vers l’escalier s’ouvrant près de la rivière Tuflik. Des 
  torches fraîchement allumées illuminent vos pas, et 
  une fois dans la chambre principale du laboratoire, 
  la pièce au complet est baignée dans une radiance 
  qui égale la lumière du jour. 
  Un homme tout habillé de noir se tient au milieu 
  de la pièce, étudiant les marques concentriques 
  tracées sur le sol. 
  *** *** *** 
  L’homme en noir tourne la tête au son de votre 
  arrivée. Se relevant, il brosse la poussière de ses 
  pantalons noirs avant de marcher vers un établi 
  placé prés du cercle brillant. 
  “Je vous attendais”, dit-il calmement. Prenant une 
  petite boite en bois sur l’établi, il l’ouvre et en retire 
  délicatement un étincelant appareil fait de cristal et 
  de verre, d’allure fort étrange. Vous approchant, 
  vous 
  pouvez 
  constater 
  qu’il 
  est 
  composé  
  d’engrenages et de cadrans, un ensemble très 
  élaboré et très délicat. 
  D’une voix posée, presque nonchalante, il continue: 
  “Ceci est le dispositif utilisé par al-Vareshi pour 
  échapper de ce laboratoire – ou du moins, une 
  copie, la plus exacte que pouvait réaliser le Collège 
  en se basant sur son journal; et ceci est l’endroit où 
  il l’a utilisé pour la dernière fois. Tout ce que vous 
  avez à faire, c’est vous tenir dans le cercle de 
  convocation et déplacer ce cadran-ci”, en pointant 
  sur une petite demi-lune de cristal, “et vous devriez 
  être transportés sur le même plan que lui ”. 
  “Pour revenir, nous croyons qu’il suffit de remettre 
  le 
  cadran 
  dans 
  sa 
  position 
  initiale. 
  Est-ce 
  suffisamment clair?” 
  Il ajoute un autre commentaire en vous tendant la 
  boite: “Malheureusement, nous n’avons pu le tester 
  avant votre arrivée, mais mes collègues et moi-
  même sommes quasiment certains que nous avons 
  déchiffrés le texte d’al-Vareshi correctement.” 
  En prenant place dans le cercle, vous pourriez jurer 
  que ses lignes rouges ont soudainement brillés un 
  court moment. Ou bien n’était-ce que votre 
  imagination… 
  En tournant le cadran tel qu’indiqué, la lumière de 
  la pièce semble augmenter; vous perdez vos 
  camarades de vue, leurs formes s’estompant dans la 
  brillance qui prend de plus en plus d’ampleur. Vous 
  
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  Page 36 
  levez une main pour vous protéger les yeux, et vous 
  êtes partis! 
  ENCOUNTER 2: IN THE 
  WHITE ROOM 
  Après un court laps de temps, la lumière aveuglante 
  semble diminuer, et les formes de vos compagnons 
  sont de nouveau visibles. Vous clignez des yeux, et 
  secouez la tête, incertains de la vue qui s’offre à 
  vous. 
  Mis à part vous et vos alliés, tout ce que vous 
  pouvez voir est une surface d’un blanc uniforme, 
  s’étendant d’un horizon à l’autre, qui ne permet 
  même pas de différencier le sol du ciel. Cette 
  surface semble infinie, dans toutes les directions 
  vers lesquelles vous vous tournez. 
  Là! Au début, vous pensiez que vos yeux vous 
  jouaient des tours, mais vous êtes maintenant 
  certain qu’il y a bel et bien un point noir au loin. 
  Pointant dans sa direction, vos compagnons vous le 
  confirment : vous n’êtes pas seul ici. 
  Vous vous mettez en route dans la direction de ce 
  point noir, mais il vous semble que vous progressez 
  à peine. Le temps s’étire alors que vous continuez à 
  avancer, sans le moindre repère pour vous dire si 
  vous progressez réellement ou non. 
  Vous remarquez un autre groupe de points noirs 
  dans une direction différence de celle vers laquelle 
  vous vous dirigez. Et contrairement à celui vers 
  lequel vous allez, ces points semblent se diriger vers 
  vous, et à toute allure! 
  ENCOUNTER 3: WE GOTTA 
  GET OUT OF THIS PLACE 
  Après ce qui vous a semblé des heures, le point noir 
  peut finalement être reconnu comme une forme 
  humanoïde prostré sur le sol… 
  … quand soudainement, avec un “pop” retentissant, 
  d’autres formes humanoïdes apparaissent autour de 
  la forme affaissée. Vous pouvez la voir lever un bras 
  pour se protéger, et entendre distinctement, dans le 
  silence absolu de ces lieux: “Qu’Istus me protège, 
  pas encore!!!” 
  *** *** *** 
  Vu de près, le point noir qui était votre but se révèle 
  être un homme recroquevillé sur le sol, de 
  nombreuses coupures et ecchymoses visibles au 
  travers des lambeaux  de son costume de voyage. Il 
  relève la tête et dans ses yeux vous pouvez voir tout 
  le chagrin et le tourment qu’il a enduré depuis son 
  exil involontaire. “Qui êtes-vous? Êtes-vous réel? 
  Ou ai-je encore des visions?” laisse-t’il échapper au 
  travers du champs de force qui l’entoure. 
  ENCOUNTER 4: IN 
  THROUGH THE OUT DOOR 
  Guidés par al-Vareshi, vous arrivez à un endroit 
  semblable au reste de ce désert vide, sauf pour un 
  détail : la présence de formes pas tout à fait 
  humaines figés sur place. 
  ENCOUNTER 5: ONE FOR 
  THE ROAD 
  Alors que le dernier des assassins venus du passé 
  s’effondre, vous percevez une lueur brillante 
  provenant de l’endroit où vous avez vu al-Vareshi 
  pour la dernière fois. Vous vous retournez juste à 
  temps pour le voir disparaître dans un aura 
  aveuglant, et pour entendre ses dernières paroles :  
  “Merci, mes amis! Je vous attendrai à la Pièce d’Or 
  de Vilayad!" 
  *** *** *** 
  Après que votre monde soit passé de blanc et vide 
  au décor plus prosaïque du laboratoire de Vilayad, 
  vous êtes accueillis par le même homme en noir, se 
  tenant au même endroit où il était quand vous êtes 
  partis plusieurs heures auparavant. 
  "Y a-t’il un problème avec l’appareil?" demande-t’il. 
  Il y a eu une brève explosion de lumière il y a 
  quelques instants, et maintenant, vous êtes de 
  retour". 
  Regardant autour de vous, vous ne voyez aucune 
  trace de al-Vareshi… 
  *** *** *** 
  A ces mots, al-Vareshi tombe à genoux et lance un 
  long cri de désespoir, tellement angoissé que même 
  les plus endurcis d’entre vous en sont interloqués. 
  Il déchire ses vêtements, et s’arrache les cheveux, et 
  se griffe la figure, tout en criant le nom de son 
  amour perdu: "ANNAAAAAAA!" 
  *** *** *** 
  Les larmes aux yeux, sans même se relever, al-
  Vareshi reprends son appareil avec l’air de 
  
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  Page 37 
  quelqu’un qui s’accroche à une épave au milieu 
  d’une mer déchaînée. En un éclair, une blancheur 
  aveuglante jailli de l’endroit où il se tient, et il 
  disparaît, en vous adressant ces dernières paroles :  
  “Merci, mille fois merci! Je vous attendrai à la Pièce 
  d’Or de Vilayad!" 
  *** *** *** 
  Voyant que vous ne changerez pas d’avis, quelque 
  chose semble se briser chez al-Vareshi. Il s’effondre 
  sur le sol, son corps traversé de spasmes et de 
  tremblements. Il n’oppose aucune résistance alors 
  que vous le remettez debout, et fixe simplement 
  l’horizon de ses yeux rougis. 
  *** *** *** 
  Après que votre monde soit passé de blanc et vide 
  au décor plus prosaïque du laboratoire de Vilayad, 
  vous êtes accueillis par le même homme en noir, se 
  tenant au même endroit où il était quand vous êtes 
  partis plusieurs heures auparavant. 
  "Y a-t’il un problème avec l’appareil?" demande-t’il. 
  Il y a eu une brève explosion de lumière il y a 
  quelques instants, et maintenant, vous êtes de 
  retour". 
  Son expression passe de la confusion à la 
  stupéfaction quand il voit l’homme qui se tient avec 
  vous. "Est-ce… lui?" demande-t’il. 
  *** *** *** 
  Après que votre monde soit passé de blanc et vide 
  au décor plus prosaïque du laboratoire de Vilayad, 
  vous êtes accueillis par le même homme en noir, se 
  tenant au même endroit où il était quand vous êtes 
  partis plusieurs heures auparavant. 
  "Y a-t’il un problème avec l’appareil?" demande-t’il. 
  Il y a eu une brève explosion de lumière il y a 
  quelques instants, et maintenant, vous êtes de 
  retour". 
  CONCLUSION A 
  Vous 
  arrivez 
  au 
  campement 
  de 
  bin-Khadij 
  seulement pour apprendre par un aide de camp que 
  "Son Excellence demande que vous le retrouviez à 
  l’endroit dit de la Pièce d’Or à Vilayad, et exprime 
  ses regrets de ne pas vous avoir notifiés plus tôt". 
  *** *** *** 
  A votre arrivée à l’auberge de la Pièce d’Or, une des 
  servantes s’approche aussitôt de vous. Elle s’incline 
  devant vous et avec respect vous demande de bien 
  vouloir la suivre vers l’une des tables couvertes 
  situées à l’arrière de l’établissement. 
  Vous y retrouvez deux vieux compagnons d’armes, 
  chacun arborant un sourire amusé en vous voyant: 
  bin-Khadij et al-Vareshi lui-même, plus vieux et 
  surtout plus lucide que la dernière fois que vous 
  l’avez vu. 
  al-Vareshi vous présente alors son épouse Anna, un 
  dame d’un certain d’âge qui était certainement 
  d’une beauté à couper le souffle dans sa jeunesse, et 
  qui en a gardé la grâce et la vivacité. 
  *** *** *** 
  Notant votre inquiétude et votre désarroi, al-
  Vareshi explique que son appareil lui a permis de 
  revenir à son point de départ, 15 ans plus tôt, 
  exactement comme il l’avait prévu. Inquiet pour la 
  sécurité de son épouse, il s’est élancé de son 
  laboratoire vers son manoir, et a ramenée sa chère 
  Anna au domaine de son père en Perrenland, où ils 
  vivaient encore jusqu’à qu’il apprenne que Yasin 
  bin-Khadij était à sa recherche il y quelques mois de 
  cela…  
  *** *** *** 
  Vous entendez un brouhaha qui semble venir du 
  centre de la cité. D’un commun élan, bin-Khadij et 
  al-Vareshi se lèvent pour aller voir ce qui se passe, 
  Lady Anna s’agrippant à la main de son époux. 
  *** *** *** 
  A votre arrivée sur la place où se situe le fameux 
  Collège des Arts de Sefmur, une scène de carnage 
  s’offre à vous. Une large section du mur a été 
  défoncée, et des gardes et des mages tous aussi 
  pétrifiés les uns que les autres jonchent le sol ça et 
  là. Et au beau milieu, une imposante monstruosité: 
  une forme féminine de 40 pieds de haut, faite 
  d’obsidienne, avec deux de ses huit bras à l’intérieur 
  de la brèche béante ouverte dans le mur du Collège. 
  Elle retourne, comme si elle avait pressentie votre 
  présence, son regard se porte sur al-Vareshi et elle 
  s’arrête, incertaine. Vous entendez le cri de surprise 
  de Lady Anna quand elle se reconnaît dans les traits 
  de la créature. 
  Il vous semble que la créature hoche légèrement la 
  tête en guise de salutation à al-Vareshi tandis 
  qu’une des ses mains active un dispositif situé sur 
  son estomac. Elle lui montre ensuite le petit coffre 
  de bois qu’elle tient dans le creux de l’une des ses 
  autres mains avant de disparaître dans un éclair 
  blanc éblouissant…    
  
  TUS6-05 Blaze of Glory 
   
  Page 38 
  Un mage, marchant avec hésitation et tenant son 
  bras meurtri, se rends jusqu'à bin-Khadij et lui dit, 
  la voix remplie de douleur et de rage: “Vous saviez, 
  n’est-ce pas? Vous saviez que cette… chose 
  viendrait pour les objets et les plans que vous  nous 
  avez laissés! Voyez ce qui nous est arrivé! Voyez ce 
  que vous avez fait! " 
  Entendant 
  ceci, 
  bin-Khadij 
  et 
  al-Vareshi 
  deviennent soudainement pâles, et Lady Anna serre 
  un peu plus fort son époux, la peur dans ses yeux..  
  The End 
  CONCLUSION B 
  Vous arrivez au campement de bin-Khadij et 
  immédiatement son aide de camp vous fait pénétrer 
  dans sa tente. al-Vareshi suit docilement, son regard 
  éteint fixé sur le sol. 
  bin-Khadij regarde son ancien compagnon, et pour 
  un court instant vous sentez le poids des années lui 
  peser sur les épaules. 
  Le passé n’a pas été altéré; Abir bin Ammon al-
  Vareshi est simplement revenu de Guerre 15 ans 
  trop tard… 
  The End 
  CONCLUSION C 
  Vous arrivez au campement de bin-Khadij et 
  immédiatement son aide de camp vous fait pénétrer 
  dans sa tente. 
  bin-Khadij regarde la dépouille de son ancien 
  compagnon, et pour un court instant vous sentez le 
  poids des années lui peser sur les épaules. 
  Le passé n’a pas été altéré; Abir bin Ammon al-
  Vareshi est simplement revenu de Guerre 15 ans 
  trop tard… 
  The End 
  CONCLUSION D 
  Vous arrivez au campement de bin-Khadij et 
  immédiatement son aide de camp vous fait pénétrer 
  dans sa tente. 
  Le vieil héro vous remercie pour vos efforts, et vous 
  renvoie. La guerre d’Abir bin Ammon al-Vareshi est 
  finalement terminée… 
  
  TUS6-05 Blaze of Glory 
   
  Page 39 
  PLAYER HANDOUT 1: A LETTER FROM YASIN BIN−KHADIJ 
  WAS−VILAYAD 
   
  Esteemed comrades, 
  I hope this missive will find you soon, for I am in 
  dire needs of your services once again. 
  I am currently at the Temple of the Dragon, in the 
  Tusman Hills, near the Arish river. Follow the 
  river past the last village, then head up into the 
  Hills. 
  A man’s life and soul could be at stake, please 
  hurry. 
   
  Yasin bin-Khadij waz-Vilayad 
   
  
  TUS6-05 Blaze of Glory 
   
  Page 40 
  PLAYER HANDOUT 2: THE MESSAGE OF YASIN BIN−KHADIJ 
  TO ABIR BIN AMMON AL−VARESHI 
   
  My good friend Abir, 
  After all these years, I finally learned of your plight, 
  and I am sending this party as my emissaries to you. 
  I was only recently able to piece together the 
  circumstances of your flight, and also a means to send 
  someone after you. I have no way of knowing if you 
  decided to stay away from your homeland of your own 
  choosing, or if you had no ways of returning. 
  I asked that you consider coming back with these people 
  I am sending to you; please heed their words, they speak 
  on my behalf and have your interests at heart. 
  I sincerely hope I will be able to see you all soon, whole 
  and well. 
  Your brother in arms, forever. 
   
  Yasin bin-Khadij waz-Vilayad 
  
  TUS6-05 Blaze of Glory 
   
  Page 41 
  PLAYER HANDOUT 3: LOCATION OF THE LABORATORY 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Tusmit/596/Normal Scenarios/TUS6-05 - Blaze of Glory (APL 6-12)/TUS6-05 - Blaze of Glory.pdf