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 the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  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 countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 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. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at chrisinpm@aol.com.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  KEO5-04 
   
   
   
   
   
  Burning Brightly 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Keoland Regional Adventure 
  Version 1.2 
   
  by Charles Skidmore 
  Reviewer: Keoland Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Robert Campbell, Ron Frye, Duncan McNeill-Burton, Arthur Martella, Stephen Muray, Artemas Speziale. 
   
   
  “The star that burns twice as bright burns half as long.”  Dorglast has always been a bastion of strength for the Darkwatch. 
  Now, dread stories filter out of those dark hallways about a strange burning man that hunts the Knights of the Malagari. 
  Amidst this confusion, a fallen man seeks to save the Knighthood, his Kingdom, and his soul. One burns within, one 
  without, but only one will burn through the night.  A Keoland regional adventure for PCs of APLs 6-12 and the 
  conclusion to the Crowning Glory series (which included KEO1-07 Deathmarch, KEO2-02 Downtrodden, KEO3-04 Of 
  Witches and Warlocks and KEO4-03 Lasting Deeds). 
   
  This adventure is considered Reporting for Duty for members of the Knights of the Malagari. PCs who have the 
  Disfavor or Wrath of House Neheli or one of its members may not participate in this adventure. 
   
  
  KEO5-04 Burning Brightly 
   
  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, 2006.  
   
  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 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 the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  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.  
  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.  
  
  KEO5-04 Burning Brightly 
   
  Page 2 
   
  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 
  Keoland.  Characters native to Keoland pay one Time 
  Unit per round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. 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 who 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 Survival 
  check (DC 20), 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 
  Keoland has fallen under dark times. With the death of 
  King Skotti at the hands of Holphin Neheli, the kingdom 
  was thrown into turmoil. Holphin’s escape (with 
  assistance of the Silent Ones) has only served to add to 
  the confusion of the remaining ruling body and the 
  commoners alike. Throughout the entirety of Keoland, 
  the situation becomes more unstable daily as the people 
  look to their local lords to provide leadership. In some 
  cases, people are using the instability to settle old scores. 
  In this particular instance, settling an old score is exactly 
  what caused Keoland so much trouble. 
   
  The final chapter of the Crowning Glory arc begins 
  with an explanation of what has brought us to this point. 
  Throughout the years, Holphin Neheli has become a 
  name many Keoish people have come to associate with 
  the best traits of nobility. In KEO1-07 Death March, 
  Holphin was responsible for the organization of a group 
  of adventurers who cured a deadly plague. In KEO2-02 
  Downtrodden, Holphin was once again instrumental in the 
  hiring and testing of a group of adventurers that was 
  responsible for the ending of a threat to the village of 
  Darkwater. 
  In 
  KEO4-03 
  Lasting 
  Deeds, 
  Holphin’s 
  adventuring friends were responsible for the cleansing of 
  an evil within the halls of Dorglast, stronghold of the 
  Knights of the Malagari.  
   
  Throughout these affairs Holphin has remained one 
  of the most charismatic and approachable members of 
  Keoish nobility. He is never hesitant to promote himself 
  and his good deeds, and the people of Keoland believe 
  him to be a good and honest man. This all came to a 
  sudden halt when Holphin Neheli killed King Skotti. 
   
  Charged with presenting the sword Blackrazor to the 
  King, Holphin instead drew the blade and plunged it into 
  the King’s stomach. Kimbertos died and his soul was 
  ripped into Blackrazor, rendering resurrection impossible. 
  Holphin was magically spirited away. 
   
  The truth behind the murder of the King is a matter 
  of little debate in Keoland. Holphin did it, many saw it, 
  and that is that. In reality, Holphin is not guilty of the 
  murder. As Holphin was preparing to bestow the sword 
  to the King, a mage named Kelestan possessed his body 
  with a magic jar spell and killed King Skotti. He then 
  immediately released Holphin’s soul and made his way 
  from the chaos with no fanfare. 
   
  Kelestan is a man whose loyalty is determined by 
  who can pay him the best. He has taken several jobs 
  recently involving the royal house of Keoland and has 
  executed those jobs to perfection. The job with Holphin 
  was on the orders a man who calls himself 
  Mnenmnonthraxus, who has a personal axe to grind with 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  KEO5-04 Burning Brightly 
   
  Page 3 
  Holphin. (Kelestan had also been hired to assassinate the 
  King of Keoland by the group of corrupted, devil-
  worshipping Keoish nobles known as the Iron Cabal; 
  happily for the wizard, he was able to marry the evil 
  needs of both groups and kill a number of birds with but 
  a single stone.) 
   
  Mnenmnonthraxus is a man consumed by two 
  thoughts: revenge and destruction. His desire for revenge 
  comes from the days around the birth of his brother, a 
  child named Holphin. 
   
  Holphin’s father, Count Orloc, is a man of great 
  magical might. But for all his magics, he was unable to 
  find a reason why his wife could bear no children. For 
  many years they tried to no avail and eventually Orloc 
  had an affair with a woman of mixed ancestry who was a 
  servant at his estates. Perhaps attracted by the elven 
  blood he saw in traces within this woman, or perhaps 
  because of his frustration with his wife, Orloc pursued 
  and had a child by this woman. The child was a boy, 
  healthy and strong, and Orloc treated him with love and 
  respect. Though the boy could not be openly 
  acknowledged as Orloc’s son, he lived a life of privilege 
  and began his tutoring in the magical arts by Orloc’s 
  hand. 
   
  Then, something changed. Orloc’s wife conceived a 
  child, a hope that was long dead in Orloc’s chest. When a 
  healthy boy was born, Orloc named him Holphin and 
  was overjoyed. With the casual dismissal of a child whose 
  favorite toy no longer pleases him, Orloc had his mistress 
  and his son taken from his estate, and placed as farmers 
  near the Axewood. The mistress was dead within a 
  season, and the boy was raised as a farmer for the 
  remainder of his childhood. 
   
  Seething at the death of his mother and loss of his 
  father’s love, the boy grew stunted and twisted inside. 
  Eventually he met a man who saw the seed of evil within 
  him, and told the boy that there was a way he could have 
  his revenge on those who deserved it. Thus did the 
  castaway boy cast aside his name and become a follower 
  of Tharizdun, as well as a member of the Black 
  Brotherhood (Suloise former members of the Scarlet 
  Brotherhood who had been exiled for their worship of 
  the Lord of Entropy). 
   
  Taking the name Mnenmnonthraxus (mem-non-
  THRAKS-us), he constructed a plan to first ruin his 
  brother’s name and then destroy him. Holphin would 
  lose everything he had, and then he would die and fuel 
  Mnenmnonthraxus’ plans to stir Tharizdun’s slumber. To 
  this end, the wizard created a grand scheme to bring 
  about his desires. 
   
  First, Mnenmnonthraxus focused his efforts on 
  Duke Cedrian. Using careful manipulation, he subverted 
  many of Cedrian’s knights through the years, and then 
  made sure that several dark tomes found their way to 
  Cedrian. These tomes purported to study the realm of 
  Limbo, but also served as a conduit to darker powers. 
   
  Already unstable mentally, these tomes were all 
  Cedrian needed to fall on the slippery slope to insanity. 
  Paranoid, Cedrian sent out his agents to capture his 
  nephew Holphin and bring the man before him. Luckily, 
  a band of adventurers prevented harm from coming to 
  Holphin and took Cedrian captive, preventing any 
  further harm (KEO4-03 Lasting Deeds). 
   
  In response to this setback, Mnenmnonthraxus 
  decided to enlist more aid in his schemes. He subverted 
  to Tharizdun worship a group known as the Fraternity of 
  the Brazen Blade, absorbing them into the Black 
  Brotherhood. This done, he set the group to looking into 
  a secondary plan to rouse Tharizdun – one which almost 
  succeeded (KEO5-03 Twisted Chaos).  
   
  In the meantime, Holphin has left the Lonely Tower 
  of the Silent Ones and made his way back to Dorglast, 
  where he hopes to find a way to clear his name. In his 
  absence, he has found the schism between the Dorglast 
  and Redlee Manor branches of the Neheli, and fears for 
  the continued welfare of his House. 
   
  Mnenmnonthraxus has set up camp in an 
  abandoned Githzerai monastery on the plane of Limbo, 
  where the final part of his vengeful plan nears 
  completion. He has trapped the souls of six Knights of 
  the Malagari, and intends to use these souls to power a 
  ritual that will cause the deaths of everyone in Dorglast 
  after he traps the soul of Holphin. It is his hope that his 
  gross act of chaos and evil, and the power of so many 
  siphoned souls, will stir Tharizdun from his slumber. 
   
  Being a Neheli champion, Holphin has access to 
  powerful and loyal friends. He has convinced them of his 
  innocence, and they have put out feelers for those men 
  and women who have been so helpful to the Kingdom 
  and he in the past few years… 
  ADVENTURE SUMMARY 
  The adventure begins in the city of Niole Dra. Allow any 
  PCs who know each other and are likely to travel 
  together to be doing so already. PCs who are unknown to 
  each other (such as travelers from other regions) are 
  traveling separately and have been directed to one of the 
  many inns in Niole Dra, such as the Broken Barrel or 
  Fatheringham’s Folly.  
   
  PCs will be approached by a squire wearing the 
  livery of the Knights of the Malagari. He will give them a 
  letter sealed with the seal of House Neheli and depart. If 
  they follow up on the instructions in the missive, the PCs 
  will meet with a pair of agents of Holphin Neheli, a priest 
  of Saint Cuthbert named Artaxerxes and his brother 
  Hadrian. They will ask the PCs for their assistance in a 
  delicate manner, and offer payment commensurate with 
  their abilities. The PCs travel to Dorglast where they 
  meet with Holphin and learn of the strange burning man 
  who has been haunting its halls.  
  
  KEO5-04 Burning Brightly 
   
  Page 4 
   
  Holphin tells the PCs that he believes he has 
  discovered the source of his uncle’s madness. Also, he has 
  found that Duke Cedrian secretly had a portal 
  constructed in the bowels of Dorglast. Holphin asks the 
  PCs to investigate the portal and determine what lies on 
  the other side. 
   
  That evening, the burning man attacks Holphin. 
  Convinced that this turn of events has to do with 
  Holphin’s study of the portal, Artaxerxes offers to open 
  the portal and, upon doing so and discovering the 
  trapped souls of the fallen Malagari knights slain by the 
  Burning Man, prevails on the PCs to enter and free them. 
   
  As Mnenmnonthraxus prepares his ritual, the PCs 
  explore the abandoned monastery and do battle with 
  some of the guardians Mnenmnonthraxus has put into 
  place. 
   
  The PCs eventually win through to the edge of the 
  monastery, where Mnenmnonthraxus is in the process of 
  completing the ritual that will drain everyone in Dorglast 
  of their life essence and funnel it to Tharizdun. The PCs 
  confront Mnenmnonthraxus and his cabal of followers 
  and their final struggle determines the fate of the souls 
  within Dorglast. 
   
  In the Introduction, the PCs receive written requests 
  for their meeting at a public fountain in Niole Dra. 
   
  In Encounter 1, the PCs meet with Artaxerxes in 
  Niole Dra and accept his request to travel to Dorglast 
   
  In Encounter 2, the PCs arrive at Dorglast and meet 
  with a surprise guest, Lord Holphin Neheli and the PCs 
  and Artaxerxes have a chance to examine Holphin’s notes 
  and Cedrian’s notes. 
   
  In Encounter 3, the PCs witness the evening attack 
  of the Burning Man on Holphin Neheli. Holphin “dies” 
  if the PCs are unable to save him. 
   
  In Encounters 4 & 5, the PCs use the planar gate to 
  Limbo that the former Duke Cedrian had constructed, 
  and receive an introduction to the laws of Limbo. The 
  PCs explore the abandoned githzerai monastery in which 
  Mnemnonthraxus has taken up residence. The githzerai 
  monastery is detailed in the text and with DM Aid: Maps. 
  In these encounters, the PCs are slowly introduced to the 
  intricacies of Mnemnonthraxus’ plan and its effects as he 
  taunts them magically. They enter Mnenmonthraxus’ 
  lair, and the final battle for the souls of Dorglast takes 
  place. Should the PCs fail, their energies will be sent into 
  the void in an attempt to wake the dread Tharizdun. 
  PREPARATION FOR PLAY 
  First and foremost, verify with each player that their PC 
  does not possess any negative AR items dealing with 
  House Neheli or any of its members. This includes, but is 
  not limited to, items with titles such as Disfavor, 
  Enmity or Wrath. If they do, that PC is disqualified 
  from playing this adventure, though the player may 
  choose another qualified PC instead. 
   
  Verify whether the PCs have participated in any of 
  the other adventures in the Crowing Glory story arc 
  (which 
  included 
  KEO1-07 
  Deathmarch, 
  KEO2-02 
  Downtrodden, KEO3-04 Of Witches and Warlocks and KEO4-
  03 Lasting Deeds). 
   
  Check to see whether or not any of the PCs are 
  Knights of the Malagari. 
   
  Check to see if any PCs belong to the Shadowdark 
  thieves’ guild. Confirm their membership (they will be 
  able to present you with an AR from a Keoland regional 
  adventure) and then distribute to them Player Handout #5. 
   
  Lastly, check to see if any PCs possess the Touched 
  by Chaos and/or Enmity of the Black Brotherhood 
  AR items from KEO5-02 Twisted Chaos. 
  INTRODUCTION 
  For PCs that have played KEO1-07 Deathmarch, KEO2-02 
  Downtrodden, KEO3-04 Of Witches and Warlocks or KEO4-
  03 Lasting Deeds, present them with Player Handout #1. For 
  any hero that has not played any of those adventures, 
  present them with Player Handout #2. 
   
  For any player that has not played in the Keoland 
  region previously, there are some things they should 
  know about Keoland’s recent history and regional flavor. 
  This is common knowledge that even travelers will have 
  heard, at least in the form of rumors. 
  • 
  Keoland has recently undergone some political 
  setbacks.  The queen died in the hands of the King, 
  as her soul was lost to dark magics.  The King has 
  recently been slain at the hands of Holphin Neheli, a 
  well to do young noble who had ambitions of 
  becoming King. 
  • 
  The civil unrest just south of the Royal District of 
  Niole Dra, Linth, is making things inconvenient for 
  the surrounding regions. With the successful siege 
  of the Fortress Goarada and the capture of the 
  corrupted Knights of the Watch loyal to the 
  Countess of Linth, many think that the now-
  defenseless ruler will be murdered by mob justice in 
  short order. 
  • 
  Snow has occurred the first time in many centuries 
  in the City.  The snow is extremely rare and very 
  strange to see in Keoland. 
  • 
  Keoland has always been a kingdom suspicious of 
  dark magic, with a branch of Knighthood charged 
  specifically with cleansing practitioners of such dark 
  deeds from the countryside. For many years the 
  Knights of the Malagari have labored to keep the 
  populace of Keoland safe unaware of the many dark 
  things that lurk just outside their village at night. 
  Coupled with the aid of such groups as the Silent 
  
  KEO5-04 Burning Brightly 
   
  Page 5 
  Ones and the Dreadwalkers, they have been largely 
  successful. The average Keolander has very little or 
  no contact with things that go bump in the night. 
  When they do encounter such menaces, they react 
  in one of two ways - fear or hatred. Mob executions 
  for such acts are not unheard of in even Keoland’s 
  most progressive locales. 
  • 
  Unfortunately, the Knights of the Malagari have 
  recently suffered through a schism and are in as 
  much turmoil as the rest of the country. The two 
  prominent branches of House Neheli – located in 
  the Duchy of Dorlin and Redlee Manor, respectively 
  – are struggling to seize control of their House in the 
  power vacuum caused by the commitment of the 
  mad Duke Cedrian to the asylum at Dilwych. 
  • 
  Keolanders are insular, and boisterous and arrogant 
  PCs will quickly find themselves ostracized and 
  quite possibly draw the attention of the local 
  constabulary. This is guaranteed if the PCs use any 
  Forbidden spells or items of magic (see the Keoland 
  Metaorganization Book for more details). 
  ENCOUNTER 1: SNOWFALL 
  A cold, still night rests over Niole Dra, the capital of 
  Keoland. Silence lies like a blanket over the city and 
  a heavy snow falls onto the walls that have never 
  been besieged. Hardy guardsmen walk the walls in 
  slow rhythm but they are the majority, as very few 
  townsfolk have any reason to be out at this hour. 
   
  Snow. In Keoland. For many of the residents of 
  the capital city, especially those having never left 
  the Kingdom, this is the first time they have seen 
  the stuff. It is certainly the first time anyone can 
  remember seeing so much of it. 
   
  Approaching the fountain detailed in the 
  missive you received, you see a pair of figures 
  waiting in the swirling snow. As you get closer, you 
  can see that they are mismatched in size, but not in 
  features. One stands tall and proud, dressed in the 
  vestments of a traveling priest, the other stands 
  short and squat, and is dressed in the sort of clothes 
  you would expect to see on a merchant in warmer 
  climes. Behind them, tethered to the fountain, is a 
  pair of odd pack animals, built like horses but with a 
  pair of odd humps in the middle of their backs.  
   
  The fountain itself stands, ice-rimed and still. A 
  statue of King Skotti stands within it. Designed to 
  be imposing and regal, the statue somehow seems 
  melancholy and detached. Your eyes are drawn 
  down the statue. On the stomach of the statue, 
  trailing down into the ice below is what appears to 
  be a… bloodstain? No, it is only an ironic 
  discoloration of the otherwise alabaster-white stone. 
   
  Looking over to you, the taller of the men greets 
  you. “Hail, friends. I am pleased beyond words that 
  you decided to come. I am Artaxerxes, and this is my 
  brother Hadrian.” 
   
  Artaxerxes (Ar-tuh-ZERKS-zeez) and Hadrian (HAY-
  dree-an) are of pure Suel blood, but neither carries a 
  haughty air, and they are open and friendly to anyone 
  who has received their message and come here before 
  them. Artaxerxes wears the holy symbol of St. Cuthbert 
  around his neck, while Hadrian wears no symbols at all. 
  The two bear a strong resemblance to each other in face, 
  but not in the rest of their builds. 
  All APLs 
  � Artaxerxes: Male Suel Clr9 of St. Cuthbert. 
  � Hadrian: Male Suel Exp4. 
   
  Artaxerxes speaks to you in a voice that is slow 
  and steady. “In the name of St. Cuthbert, I bless your 
  safe arrival and hope you will hear my words. I am 
  an agent of House Neheli, and I have come to 
  request that you accompany my brother and I to 
  Dorglast, in the Duchy of Dorlin, where someone of 
  importance and who has the good of the Kingdom 
  desires your help in a most urgent matter. I have 
  been sworn to secrecy and will not betray an oath, so 
  I can say little else about the matter at hand, but I 
  am willing to entertain questions if you feel you 
  must know more.” 
   
  Some possible questions that the PCs might have, 
  and suggested answers, are below. [Braces] denote which 
  NPC is likely to respond to the question. 
   
  We really need more information on what’s going on… 
  [Artaxerxes] “The matter involves someone or something 
  called “the Burning Man.” It stalks the halls of Dorglast, 
  and it has so far attacked and killed five Knights of the 
  Malagari.” 
   
  Knights of the Malagari, or Doomguards? [Artaxerxes] “I 
  see you are aware of the situation that plagues House 
  Neheli. The two groups cohabitate the castle in a shaky 
  truce engineered between Count Orloc and Baron 
  Jharmok as they work out their differences. Those slain 
  have been Jharmok’s men, not the Doomguard.” 
   
  What the heck is that animal? [Hadrian, who pipes up 
  cheerfully] “Something that the Baklunish call a cah-mel. 
  A useful animal in dry climes and when water is scarce. 
  My brother and I recently returned from a mercantile 
  trip to the lands of Ket and Tusmit, and we procured 
  these creatures there. We can provide you all with 
  normal horses if you need them, but we don’t have many 
  of these. Hopefully, though, we will get a few from our 
  sources. They will be all the rage, I tell you.” 
   
  Do you know anything about what’s causing the snow? 
  [Hadrian] “It’s a bad omen. No one can remember the last 
  time it snowed, never mind this amount of it. I bet it has 
  something to do with the supernatural madness plaguing 
  the County to the south.” (Note: Hadrian is referring to 
  Linth, as the County abuts Niole Dra to the south.) 
  
  KEO5-04 Burning Brightly 
   
  Page 6 
   
  What about payment? [Artaxerxes produces a bag 
  containing a hundred gold lions for each character 
  present, and promises it upon arrival at Dorglast.] 
  Traveling to Dorlin 
   
  Artaxerxes and Hadrian would like to begin the 
  journey immediately, even though it is nighttime and 
  snowing. The trip to Dorglast will take several days, and 
  the weather shows no sign of getting any better. At the 
  very least, Artaxerxes will want the PCs to leave in the 
  morning, but will rue the delay as “lives are at stake.” 
   
  The journey to Dorglast is a hundred miles along a 
  well-paved road. This would normally be a two-day trip 
  by horse, but the awful weather conditions promise to 
  extend that journey at least twofold. 
   
  The PCs might have access to teleport. Note that the 
  only Keoland adventure in which PCs have been to 
  Dorglast is KEO4-03 Lasting Deeds. A teleporting PC that 
  has not played that adventure must either scry ahead or 
  chance an error as per the spell description. It is safe to 
  assume that any PC members of the Knights of the 
  Malagari, or any noble PCs belonging to House Neheli, 
  have been to Dorglast and/or the Duchy of Dorlin at 
  some point in their lives. 
  ENCOUNTER 2: REUNITED 
  This encounter occurs when the PCs arrive at Dorglast. If 
  the PCs ride up, read the boxed text. If they arrive via 
  magical means, then paraphrase as you see fit. 
   
  After several days of travel through a bitter 
  Keoish winter, you and your charges take in the 
  sight of your destination. Dorglast is composed of a 
  sprawling complex of lesser towers, walls and 
  building that perch on a hill overseeing the local 
  terrain. The Citadel Gollunfane rises above the maze 
  like a beacon. 
   
  As the focal point of the power of the 
  Darkwatch, Dorglast should be a hive of activity 
  even in the grip of winter. However, you see only a 
  handful of sentries walking the walls, and no 
  activity within the courtyard through the open 
  gates. 
   
  Finally, as you approach within twenty feet of 
  the gates, a voice rings out. “Halt and be seen! Who 
  are you and what is your business here?” 
   
  Artaxerxes and Hadrian move their mounts 
  forward and yell back a reply. Within a matter of 
  seconds a pair of guards approaches your group 
  from inside the walls. They wear heavy chain mail 
  and carry pikes in wary hands. The standard on their 
  tabards is a black sword on a red field. The older of 
  the pair steps forward. 
   
  “Hail! It is good to see you return, and I see you 
  have brought friends.” 
   
  Looking at you, the man continues, “I am Guard 
  Captain Dersin. Please, come with me and warm 
  yourself.” 
   
  At this point, the PCs are ushered inside. Hadrian 
  and Artaxerxes will excuse themselves as they will go to 
  report to Holphin. The PCs will find themselves with 
  Captain Dersin as he leads them to the kitchens for a hot 
  meal. 
   
  Quickly, Dersin leads you through the halls of 
  Dorglast. The sound of his mail jingling echoes off 
  the curving hallway walls. Smiling, Dersin opens a 
  set of doors and leads you into a kitchen. Bidding 
  you to sit at a nearby empty table, Dersin serves you 
  himself by filling up several bowls with a stew that 
  simmers over the fire.  
   
  “I’m sorry for the meager fare, but our cook left 
  an hour ago. Please, enjoy this and warm yourself. 
  I’ll go make sure your rooms are prepared and that 
  Artaxerxes and Hadrian come here quickly. Is there 
  anything else I can do for you before I take my 
  leave?” 
   
  If the PCs would like to ask Dersin any questions, 
  they may do so here. 
   
  Why does Dorglast seem so empty? “Many Knights are 
  out on quests throughout the land, but the Castle is still 
  well defended.” 
   
  What’s this about a “Burning Man?” [Dersin will blanch 
  and whiten visibly before stammering that it is not his 
  place to talk of such matters.] 
   
  Who’s in charge of this place? “You will speak with him 
  shortly, I’m sure.” 
   
  A PC present may be member of the Knights of the 
  Malagari. If this is the case, then they will be aware of 
  how empty Gollunfane is. The halls are empty, the 
  battlements unmanned, and many familiar faces they 
  might expect to see are simply not around. The castle is 
  running on a skeleton crew (no pun intended) and has 
  apparently been that way for some time. 
   
  When Dersin leaves the kitchen, he will ask any PCs 
  who are Knights or Knight-Commanders of the Malagari 
  to speak with him in private. In the hallway, he will 
  answer any questions they might have, although he will 
  not tell them who is in charge of Dorglast because he is 
  “Oath-sworn not to do so.” 
   
  Dersin will warn Darkwatch PCs about an evil that 
  stalks the Knighthood, in the form of the Burning Man. 
  He will describe it as “all fire and eyes” and will tell the 
  PCs that is has struck a handful of times, each time 
  killing its victim without leaving a mark upon him. He 
  will also tell the PCs that all the Knights who were struck 
  down were the most noble of the order, principally 
  fighters, rangers, and clerics of gods of law and good (but 
  no paladins). 
  
  KEO5-04 Burning Brightly 
   
  Page 7 
   
  Dersin is a good man, devoted to the Malagari, but 
  he has recently seen his Knighthood turned upside down 
  and inside out. He doesn’t like the idea of involving 
  outsiders into Knighthood business, but he has seen too 
  many people die recently to argue against it. Dersin will 
  eventually take his leave and the PCs will enjoy their 
  meal in peace and quiet.  
   
  For several minutes you eat in silence. No cook 
  disturbs you; no children come into the kitchen 
  looking to filch a meal. Not even any of the vermin 
  that forever seem to infest castles make their 
  appearance. Dorglast is as quiet as an unfinished 
  tomb. Perhaps that is what it has become. 
   
  If the PCs decide to wander around the castle, start 
  the boxed text below immediately. Otherwise, give the 
  players some time to debate the goings-on thus far in-
  character.  When they’re done, proceed below: 
   
  Finally, the door you entered through opens, 
  and in waddles Hadrian. Smiling expansively at you, 
  he speaks. 
   
  “I’m dreadfully sorry to leave you alone down 
  here for so long. Creepy, isn’t it? Well, anyway, we’re 
  ready for you, so please come along.” 
   
  He motions to the door with a pudgy, bejeweled 
  hand. 
   
  Hadrian will promptly lead the PCs through 
  Dorglast. They journey through Gollunfane is long and 
  confusing.  They follow Hadrian up and down various 
  stairs, through doors and rooms and the occasional 
  hallway.  (Try and give the players the feel of going 
  through a labyrinth.) 
   
  Finally, they will reach their destination and begin 
  the long climb up Gollunfane’s central stairway. 
  Throughout the entire journey they will see perhaps a 
  dozen people, all wearing Malagari livery. 
   
  Huffing and puffing, Hadrian will lead the PCs onto 
  one of the top floors of Gollunfane into a richly decorated 
  foyer. He will bustle ahead of them, obviously trying to 
  appear helpful and useful as he opens a set of double 
  doors to Gollunfane’s reception hall/throne room.  
   
  As you enter this part of Gollunfane, you notice 
  that the few people you saw in this great edifice have 
  dwindled, and this section of the place seems totally 
  deserted. Great oaken doors banded with iron swing 
  open as Hadrian pushes upon them. The room 
  beyond is large, perhaps a meeting hall of some sort, 
  although much of it is shrouded in shadows. Several 
  tables line the walls, piled high with papers and 
  maps. A single runner of plush carpet runs from the 
  doors to a half-step dais. On it sits a large wooden 
  chair, and upon it a man in black robes, a hood 
  pulled down over his eyes.  
   
  “Enter my friends, and thank you for coming. 
  Keoland needs you once more.” 
   
  When the PCs approach: 
   
  Moving closer, some details of the man on the 
  chair become clear. Pale hands with finely 
  manicured nails tightly grip the armrests. A parcel 
  of pale, stringy blonde hair falls out under the hood. 
  When you are within a few feet of the man on the 
  chair, the hands release their grip on the arms of the 
  chair and pull back the hood. Icy blue eyes peer into 
  yours as you recognize the man in front of you. 
   
  He is Holphin Neheli… the Kingslayer. 
   
  He holds up his hands, in a gesture asking that 
  he be allowed to speak. 
   
  At this point the PCs are ten feet away from 
  Holphin, who is unarmed. Holphin will take no action to 
  defend himself if a hero moves to attack him. Holphin 
  does not radiate evil or present a threatening demeanor. 
  The entire setup is a test to determine if the PCs can be 
  trusted, combined with a bit of Holphin hating himself 
  over what he’s done and being willing to die. 
  All APLs 
  � 
  Lord 
  Holphin 
  Neheli: 
  Male 
  Suel 
  Ari1/Ftr2/Rng5; hp 57; see Appendix 1. 
   
  If the PCs attack, Hadrian will scream for them to 
  stop but will not interfere. If the PCs should kill Holphin 
  or attempt to subdue him, the adventure ends with them 
  being expelled from the castle.  Later, Dorglast is the 
  victim of a dark ritual (see the Conclusion: Killing the 
  Kingslayer and Dorglast Consumed sections).   
   
  If the PCs pause, or wait for Holphin to speak, he 
  will smile slightly and speak. 
   
  “My friends, I thank you for coming to me in my 
  hour of need. I know what you must be thinking, 
  what questions must be spinning through your 
  heads. Please, give me but one minute to tell you 
  what happened to me, and then I will answer your 
  questions as best I can.” 
   
  “That day…I found myself in front my liege, 
  prepared to present him with the legendary sword 
  Blackrazor. I remember marveling at how light it 
  felt as I lifted it, and then I felt nothing. I blinked, 
  and my entire field of vision had gone green. 
  Everywhere I looked, I saw the facets of a crystal, or 
  a gem. I could neither speak nor move. Then just as 
  suddenly I blinked again, and stood over the form of 
  my king, Blackrazor in my hand.” 
   
  “Someone touched my shoulder, and I found 
  myself elsewhere. Blackrazor was taken, and I was 
  questioned. Some wanted to kill me, but I told them 
  of 
  what 
  I 
  experienced 
  and 
  under 
  magical 
  compulsion, I answered their questions. For those 
  calling themselves the Silent Ones, they can be very 
  persuasive interrogators.” 
  
  KEO5-04 Burning Brightly 
   
  Page 8 
   
  “I was released and spirited here, to the site of 
  my Uncle’s power. I was directed to make no 
  attempt to clear my name, and I have listened. I was 
  brought in with absolute secrecy, and no one 
  outside of those in this room and Captain Dersin are 
  aware of my presence. I cannot be certain that I 
  would not be slain by my own men.” 
   
  “In the wake of my Uncle’s madness and the 
  clash between the Doomguard and those who have 
  sworn fealty to Baron Jharmok, few Knights remain. 
  Coupled with the needs of our now fractured 
  Kingdom, the situation is perilous.” 
   
  “I can see the questions in your eyes. Please, 
  friends, ask.” 
   
  This is the opportunity for the PCs to get their 
  questions out and to gauge Holphin for themselves. He 
  will answer simply and in a straightforward manner. PCs 
  who have interacted with Holphin previously will notice 
  that his hubris is gone, and that he acts and looks like a 
  man haunted by what he has done. 
   
  Some potential questions and Holphin’s answers are 
  below.  
   
  Did you kill King Kimbertos? “Yes, I am guilty of the 
  deed, I suppose, although the force that guided my hand 
  was not mine. If I had been stronger, perhaps I could 
  have resisted whatever foul magic overtook me.” 
   
  What magic do you think affected you? “The Silent Ones 
  believe that I was subject to a necromantic spell known as 
  magic jar. I was seized and controlled just long enough for 
  my proxy assassin to use me to slay the King, and then 
  released.” 
  Do they have any idea who possessed/used magic on you? “Not 
  that they are sharing with me. I have been assured that 
  they are using all means magical and mundane, but I 
  have been kept in the dark.” 
   
  Will you submit to magical questioning? “I submitted to 
  the magical questions of the Silent Ones, and they were 
  eventually convinced of the truth of the matter. Should 
  you want to do the same, I will submit in the interest of 
  gaining your trust.” 
   
  Where is Count Orloc? “He is in Redlee Manor, 
  attempting to negotiate his differences with Baron 
  Jharmok. He is not aware of my return, and I hope to 
  have resolved my issues here before he comes back.” 
   
  When the PCs have had their fill of questioning 
  Holphin, Artaxerxes will enter silently through another 
  set of doors and Holphin will speak to the PCs about why 
  they have been summoned. 
   
  Entering from another set of doors, Artaxerxes 
  approaches Holphin’s chair. 
   
  “Friends, now you see why I brought you here in 
  silence. I apologize for the necessity of secrecy, but 
  until we have proof that we can show to the nobility 
  of the land, Lord Holphin is a hunted man.” 
   
  Nodding, Holphin Neheli leans forward on his 
  chair and looks each of you in the eye. 
   
  “I seek your help here in Dorglast. Before his 
  untimely illness, my Uncle Cedrian was a mage of 
  great skill. He and my father, Count Orloc, worked 
  together here for many years on various magical 
  experiments. In their early research, they were 
  particularly interested in travel to alternate planes, 
  to better understand the residents thereof and to 
  better defend against them. According to my father, 
  the efforts were a dismal failure, and he left Cedrian 
  to pursue the research alone.” 
   
  “My 
  father 
  believed 
  that 
  Duke 
  Cedrian 
  eventually gave up his pursuits, but he was badly 
  mistaken. Upon arriving here, I reviewed my uncle’s 
  collected writings and found that he attempted 
  many experiments, and ultimately created a 
  functioning planar portal. The cost to create the 
  portal was apparently high, because after it was 
  completed, Cedrian was left weakened, both 
  physically…and mentally.” 
   
  Holphin frowns. “My uncle was never the most 
  stable of men, and reading through his journals and 
  experiment notes, it’s clear to see that creating the 
  portal let…something into his head. When he 
  finally teetered over the edge, the results were 
  disastrous.” 
   
  “Unfortunately, no one but my father was in a 
  position to understand why my uncle did what he 
  did, and my father never had the time to examine 
  the notes. I’ve gathered the most interesting of them 
  here; I’d like you to read through them for 
  yourselves.” 
   
  At this point Artaxerxes will produce a small pile of 
  handwritten journal notes and experiment notes, giving 
  them to the PCs. Please give them Player Handout #3. 
   
  After the PCs have finished digesting the material, 
  Holphin will conclude: 
   
  “I think you can see the beginnings of what I 
  need your help with. This ‘Burning Man’ that my 
  uncle speaks of recently began stalking the halls of 
  Dorglast. When I sent Artaxerxes to find you, it had 
  claimed five Knights of the Malagari. While he was 
  gone, it claimed a sixth. Their remains are all resting 
  in state, and their bodies show no sign of 
  decomposition. 
  I 
  believe 
  that 
  my 
  uncle’s 
  deterioration and the attacks by the ‘Burning Man’ 
  are tied to the portal.” 
   
  “For the safety of the Knighthood and the 
  Kingdom, this portal must be sealed. This is why I 
  need your help.” 
  
  KEO5-04 Burning Brightly 
   
  Page 9 
   
  At this, Artaxerxes clears his throat and speaks. 
  “With the divine aid of Saint Cuthbert, I believe I 
  can close it. Unfortunately, to do so requires the 
  portal to be open and active. I have no knowledge of 
  what lurks on the other side of the portal, although I 
  believe that it is malevolent, considering the recent 
  goings on in the castle.” 
   
  “With the dawn I intend to call upon the power 
  of Cuthbert and forever seal it. I need you to stand 
  guard over me while the portal is open and protect 
  me from what might come through.” 
   
  The PCs are free to ask any more questions they 
  might have. If any of the PCs offers to aid Artaxerxes 
  with the ritual, he will gladly accept their aid, assuming 
  that they have the ability to cast either divine or arcane 
  spells. If they ask for specifics, Artaxerxes will tell the 
  PCs that he intends to use abjuration magic to shield 
  himself before attempting to destroy the portal using a 
  rod of cancellation. 
   
  If the PCs decline to aid Holphin, he will ask them 
  not to reveal his presence in the Castle and will thank 
  them for their time. He understands that this a tough sell 
  and respects their decisions should they feel that they 
  cannot trust him. 
   
  If the PCs agree, Artaxerxes will offer to show them 
  to their rooms, a series of suites located near the rooms of 
  Lord Neheli and the brothers. 
   
  If the PCs ask to see the bodies of the attacked 
  Knights, they will be allowed to do so, although 
  Artaxerxes and Holphin will warn them that it is a 
  disturbing sight. 
   
  The bodies of the six Knights lay in state one level 
  down from the throne room.  
   
  Entering this room, your breath immediately 
  appears in puffs that hang in the air. Six bodies lay 
  in a semicircle on small stone bier, frozen in death.  
  Getting closer, you can see that all six of them have 
  their eyes wide open, pupils dilated as if in shock. 
  The fine hairs on their arms are all standing on end. 
  Even though some of them have supposedly been 
  dead for many days, they show no signs of 
  decomposition. 
   
  The bodies of the Knights are stuck in between life 
  and death. Being “slain” by the Burning Man has reduced 
  them to this state. Their bodies survive while their souls 
  are trapped on Limbo by Mnemnonthraxus.  
   
  The names of the Knights are on small pieces of 
  parchment that rest on each bier. They are: 
  • 
  Jellian Arroweye, Fighter of Saint Cuthbert 
  • 
  Hatharin, Priest of Lydia 
  • 
  Kreal mot Kren, Fighter of Saint Cuthbert 
  • 
  Reginald, “The Wanderer”, Fighter of Heironeous 
  • 
  Biellina, Priestess of Kord 
  • 
  Ansul the Mace, Priest of Saint Cuthbert 
   
  Jellian and Biellina are the only females, the rest are 
  males. All of the Knights except Kreal mot Kren show a 
  strong Suel heritage. Biellina appears to bear strong traits 
  of the Snow Barbarians. 
   
  Mnemnonthraxus is collecting the souls of the pure 
  within Dorglast to fuel his ritual. Holphin and Artaxerxes 
  will be able to tell the PCs that all the Knights are 
  renowned for their deeds against the evils of the realm; 
  any PC members of the Knights of the Malagari will also 
  know them. 
   
  The bodies still bear several magical items, but 
  radiate no magic other than that. A casual check of the 
  bodies shows that the cause of death left no marks on the 
  bodies, but a DC 15 + APL Search or Heal check will 
  reveal that each Knight has a pair of small burns along 
  the lines of their collars. This fact has gone previously 
  unnoticed as the burns appear to be very faint and old, 
  but each corpse has them. 
   
  If asked, Artaxerxes and Holphin will have almost 
  no information about the Burning Man that they feel is 
  reliable. Hadrian will go quiet on the matter until later in 
  the evening, when he has an opportunity to get at least 
  one of the PCs alone. 
   
  Eventually the PCs will retire to the suites for the 
  evening. These guest chambers are accessed via a single 
  door in a central antechamber, and the door has been 
  locked to prevent any of the servants or guards to 
  accidentally discover the presence of Holphin in the 
  castle. 
   
  The PCs are welcome to post guards at their doors. If 
  they wish to post a guard for Artaxerxes or Holphin, they 
  will not object. 
   
  Once they are all settled in, Hadrian will take the 
  opportunity to find a PC and speak to him or her alone, to 
  pass on his own personal experience with the Burning 
  Man. 
   
  “I’ve got something to tell you, and it may save 
  your life. I’ve seen this Burning Man with my own 
  eyes, and he is a horrible sight to behold.” 
   
  “You see, I was courting the priestess Biellina, 
  and she and I were taking a walk upon the walls 
  when she was attacked. Out of nowhere, this figure 
  of fire in the shape of a man was upon us. It strode 
  through me as I attempted to bar its path to her, 
  seized her by the throat and lifter her into the air. 
  Then it dropped her and turned away, disappearing 
  before I could cry out.” 
   
  Hadrian takes a deep breath and shudders. 
   
  “That’s not the worst thing. The Burning 
  Man…it was…Holphin.” 
  
  KEO5-04 Burning Brightly 
   
  Page 10 
   
  After Hadrian has relayed what he has seen to the 
  PCs, allow them whatever time they might need to 
  discuss this amongst themselves. Hadrian will retire to 
  his quarters as will Holphin. Artaxerxes will stay awake 
  until just after midnight, leaving the PCs to do what they 
  desire. 
  ENCOUNTER 3: LIKE A 
  BURNING MAN 
  This encounter takes place at about 4 AM.  Holphin will 
  be visited in his room by the Burning Man. Any other 
  heroes will be roused by the sound of Holphin’s screams 
  from his bedchamber. 
   
  The door to his bedchamber is not locked. Read the 
  following to the first PC to get inside the room. 
   
  A rush of heat greets you; this room is engulfed 
  in flame and light. The Burning Man stands in front 
  of Holphin Neheli, and it is as though a mirror 
  separates them. The creature that bears Holphin’s 
  face wears decorative plate mail, and utters a single 
  word as its hands encircle Holphin’s neck and hoist 
  him from the ground. 
   
  “….Brother….” 
   
  The Burning Man is not an actual creature, but a 
  creation of the magic of Mnemnonthraxus. It is a 
  modified phantasmal killer spell, altered by the wild 
  magics of Limbo. Mnemnonthraxus casts the phantasmal 
  killer in Limbo, which then travels through the open 
  planar portal. Warped by the magic of Limbo, it is visible 
  to anyone who is near the attacker when the attack 
  occurs. 
   
  The Burning Man appears to be Holphin Neheli, 
  wreathed in flames and wearing a full suit of decorative 
  plate mail. It is translucent, though the Burning Man 
  radiates heat when it walks. The Burning Man always 
  appears to be Holphin Neheli, no matter who sees it. This 
  is by design by Mnenmnonthraxus, since he wants to 
  inspire fear in the surviving members of the knighthood 
  before his final ritual and sow further doubt about 
  Holphin.  The Burning Man can be dispelled or 
  counterspelled in the usual manner. 
   
  From the time the first PC enters the room, they will 
  have two rounds to take actions against the Burning Man. 
  There are a few ways to prevent the Burning Man from 
  an attempt on Holphin’s soul. Casting of a successful 
  dispel magic on the Burning Man would work, as would 
  rendering Holphin immune to fear (the phantasmal killer 
  spell is a fear effect, which is why no paladins have been 
  targets of the Burning Man). 
   
  It is difficult to discern that the Burning Man is just 
  a spell. It takes a DC 35 Spellcraft check to determine 
  that this is a variant, metamorphed phantasmal killer spell. 
   
  If the PCs can’t immediately prevent the spell from 
  functioning, at the end of the second round (during 
  which time Holphin will have managed only to get out of 
  bed and seize his sword) you should make Holphin’s Will 
  and Fortitude saves (as per the phantasmal killer spell).  
  Holphin’s saving throws are Will +6 and Fort +9; the DC 
  of the spell varies by APL (APL 6 – DC 20; APL 8 – DC 21; 
  APL 10 – DC 21; APL 12 – DC 22). 
  Holphin Dies (“This is an ex-Neheli!”) 
   
  If Holphin fails both saving throws, he is slain by the 
  Burning Man. Read the following: 
   
  As Artaxerxes bursts in, Holphin’s eyes widen in 
  horror. The Neheli meets the gaze of the Burning 
  Man. A small, stuttering scream tries to choke past 
  Holphin’s lips. A filmy white essence seems to flow 
  from Holphin’s mouth and eyes and into the 
  Burning Man. The flow of essence quickly slows to a 
  trickle and then stops, and the Burning Man 
  releases Holphin, who clatters to the floor in a heap, 
  obviously dead. 
   
  Screaming, Artaxerxes acts, though too late it is. 
  Swinging a heavy mace, it passes right through the 
  Burning Man, who turns to look at Artaxerxes. It 
  points at him and speaks. 
   
  “If I had needed eight, you would have been 
  next.” 
   
  With that, the Burning Man vanishes. 
   
  Holphin is dead, and his soul has been stolen by 
  Mnenmnonthraxus. Attempts to raise Holphin (or any 
  other victim of the Burning Man) will fail automatically, 
  although the material components will not be wasted. 
  Holphin Survives 
   
  If the PCs manage to save Holphin, a fragment of his 
  soul has still been claimed by his evil half-brother. Read 
  the following: 
   
  With a rush of air, the Burning Man disappears, 
  and Holphin falls to the floor, gasping for air. 
  Quickly regaining his breath, he looks up at you and 
  nods, unable to speak. Holphin no longer looks as 
  he did, weakened and less hale. 
   
  Artaxerxes opens the door and rushes in, 
  kneeling by Holphin and tending to him. 
   
  Artaxerxes will tend to any wounds that may have 
  been inflicted by the Burning Man (if Holphin failed his 
  Will save but made his Fortitude save, he took 3d6 points 
  of damage). The PCs are welcome to assist. Holphin has a 
  small but noticeable pair of scars on this throat where the 
  Burning Man held him. 
   
  Holphin weakly shakes his head. “What a fool 
  I’ve been,” he hisses. “I had hoped that I could 
  persuade all of you to enter the portal and… My 
  notes, they will explain. He motions weakly to a 
  
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  table upon which are scattered some vellum sheets. 
  “I wanted to restore my uncle’s sanity. But now I see 
  that the travails of my house will not so easily be 
  undone.” 
   
  He staggers, and nearly falls before grabbing 
  Artaxerxes’ shoulder to keep himself upright. 
  “Those notes may help you. Protect Artaxerxes while 
  he closes the portal. And should you have any 
  sympathy for House Neheli, pray for it now.” 
   
  A broken man, he excuses himself to return to 
  bed. 
   
  Holphin will head to his bedroom and will sleep 
  (though not well). 
   
  Development: Regardless of whether Holphin lived 
  or died, Artaxerxes will begin rifling through the papers 
  on the tables in Holphin’s room. They are Holphin’s 
  private notes, some of which have been kept private from 
  even Artaxerxes. They have some minor discrepancies 
  from the notes the PCs have previously read, and 
  Artaxerxes will bring these to the attention of the PCs. 
  Distribute Player Handout #4. 
   
  The 
  handout 
  denotes 
  that 
  Holphin 
  knows 
  something about the Githzerai monastery to which the 
  portal links. Holphin believes that some creature lives in 
  the monastery and that the creature has the ability to 
  restore his uncle to sanity. He intended to find a way to 
  capture the creature. This is false, but will alarm 
  Artaxerxes.  
  ENCOUNTER 4: PUDDLE 
  JUMPING 
  After reviewing Holphin’s notes, Artaxerxes will come to 
  the same conclusion that Holphin did - something lives 
  on the other side of the Limbo portal. He will ask the PCs 
  to guard him while he closes it. He must carry on after 
  Holphin’s death. 
   
  When the PCs are gathered, Artaxerxes will cast bless 
  (duration 13 min.), heroes’ feast (duration 12 hrs.) and 
  magic circle against evil (duration 130 min.) on the PCs. He 
  will target any divine caster as the center for the magic 
  circle. If none is in the party, he will target a fighter type. 
  The presence of these spells on the PCs will be reflected 
  in the EL of subsequent combats. 
   
  The PCs may pre-cast any spells they wish. When 
  they are ready: 
   
  You stand in the dungeons of Dorglast. In a 
  room that exists on no map, you stand before a 
  portal no sane man has ever seen open. It sits on a 
  black stone dais, and is shaped like a bloated egg. 
  Carvings in the language of magic run along its 
  surface. 
   
  Kneeling in the muck and water before the 
  portal, Artaxerxes raises his hands skyward and 
  begins a chant. 
   
  “My lord, Saint Anger, grant me your power this 
  day! Help your loyal servant cleanse this place of the 
  evil that has rooted here for too long!” 
   
  Artaxerxes begins several passes with his hands, 
  and continues to beseech Saint Cuthbert for his aid. 
  With a shocking blast of purple light, the portal 
  snaps open, and you see the decrepit walls of an 
  abandoned monastery on the other side. 
   
  As 
  you 
  were 
  warned, 
  creatures 
  rapidly 
  materialize at the other side of the portal and rush 
  forward. Gripping your weapons, you are surprised 
  when the creatures come to a halt at their side of the 
  portal. 
  Artaxerxes 
  brandishes 
  his 
  rod 
  of 
  cancellation. 
   
  But you recognize at least one of the forms. A 
  ghostly, incomplete version of Holphin Neheli 
  stands on the other side of the portal. He is flanked 
  by six ghostly people, all dressed in the ecclesiastical 
  vestments.  
   
  Rising from his knees, Artaxerxes looks into the 
  portal with a mixture of amazement and rage. 
   
  “By the Cudgel… friends, these are all those 
  who have suffered under the Burning Man. Their 
  souls linger on the plane of Limbo! Even Holphin’s, 
  it seems. If I destroy the portal now, they could be 
  lost forever!” 
   
  He grips his fists. “We ask for so much, and yet 
  must ask more. I can guard this portal and destroy it 
  if the worst comes to the worst. Would you enter 
  that place and rescue the souls of our worthy 
  knights?” 
   
  The apparitions will stand on their side of the portal, 
  and do not appear threatening. Even if Holphin survived 
  his encounter with the Burning Man, enough of his soul 
  has been siphoned off to power the ritual and he appears 
  here. 
   
  From this point, the PCs are on a timer, whether 
  they know it or not. Mnemnonthraxus has started his 
  ritual, which will complete in forty minutes. If it does, 
  everyone is Dorglast will have their soul ripped from 
  their body and it will be funneled to Tharizdun in an 
  attempt to awaken him. 
   
  If the PCs refuse to enter the monastery, Artaxerxes 
  will frown and say nothing more. He drives the rod of 
  cancellation into the portal, and it immediately becomes 
  inert. Artaxerxes will thank the PCs for their efforts, but 
  adds that he hopes whatever has been done to Holphin 
  Neheli can be undone. Forty minutes later, the portal 
  snaps open – even if its housing has been destroyed – and 
  the souls of every occupant in Dorglast is sucked inside 
  in a paroxysm of necromantic energy. This will include 
  
  KEO5-04 Burning Brightly 
   
  Page 12 
  the PCs, if they have not departed by then. Proceed to 
  Conclusion: Dorglast Consumed. 
   
  If the PCs enter, proceed to Encounter 5. 
  ENCOUNTER 5: THE 
  FLOATING MONASTERY 
  This series of encounter areas takes place on the Plane of 
  Limbo, when the PCs walk through the portal.  See DM 
  Aid: Maps for a guide to the monastery’s areas. 
  Planar Rules of Limbo 
   
  As a chaotic plane, Limbo has many distinct 
  characteristics. It is far from the stable plane that is the 
  Prime Material. Refer to pages 148-149 and 158-159 of the 
  Dungeon Master’s Guide for additional information on the 
  Plane of Limbo.  Limbo has the following qualities: 
  Subjective Directional Gravity 
   
  Anyone on Limbo can choose the direction of 
  gravity’s pull, but it affects only them and their gear. For 
  unattended objects and non-sentient creatures, there is 
  no gravity whatsoever. A DC 16 Wisdom check is 
  required to change the direction of gravity as a free action 
  that can be attempted once a round. Any character who 
  fails this check gets a cumulative +6 bonus on subsequent 
  checks. 
   
  Characters on this plane can move normally along a 
  solid surface by imagining “down” near their feet. If 
  suspended in midair, a character “flies” by merely 
  choosing a “down” direction and “falling” that way. 
  Under such a procedure, an individual “falls” 150 feet in 
  the first round and 300 feet each following round. 
  Movement is straight line only. In order to stop, one has 
  to slow one’s movement by changing the designated 
  “down” direction. Falling damage applies normally if a 
  solid object interferes. 
  Highly Morphic 
   
  The features of Limbo change so rapidly that it is 
  difficult to keep a particular area stable. The abandoned 
  Githzerai monastery where this encounter takes place is 
  considered “temporarily controlled”, and as such is 
  undergoing no changes. Outside, however, is a different 
  story. Chunks of each of the four elements sweep by 
  randomly, and an exposed hero may find themselves 
  endangered by this. 
  Wild Magic 
   
  Spells and spell-like abilities function normally 
  within 
  permanently 
  controlled 
  areas 
  of 
  Limbo. 
  Unfortunately, the Monastery is on the verge of being 
  swept back into the chaos of Limbo and as such is only 
  “temporarily controlled”. Anyone casting a spell or using 
  a spell-like ability must make a level check (1d20 + 
  spellcaster level) against a DC of 20 + the level of the 
  attempted spell. If the check fails, roll on the table on 
  page 150 in the Dungeon Master’s Guide to determine the 
  exact effect. 
   
  PCs may make a DC 15 Knowledge (the Planes) 
  check to determine what they know of the Plane of 
  Limbo. Success indicates they are aware of the plane’s 
  individual traits, as well as the plane’s primary 
  inhabitants, the githzerai and slaadi (none of these 
  creatures are present in this adventure). 
   
  Certain sections of the monastery have been 
  reclaimed by each of the four elements. Each area that is 
  affected thusly will be described in the text. 
   
  A final note, due to a quirk in the magic of Limbo, 
  magical silence effects do not function within the walls of 
  the monastery. This includes the effect from a roll of 40-
  43 on a failed wild magic check. If this occurs, only the 
  deeper darkness effect occurs. 
  Touched by Chaos 
   
  Any PCs that have played KEO5-02 may have earned 
  the Touched by Chaos AR item. If that is the case, this 
  PC has been suffused with chaotic energies and as a 
  result is more “in synch” with the rest of this madcap 
  plane. These PCs automatically succeed in making the 
  Wisdom 
  check 
  to 
  determine 
  relative 
  gravity. 
  Furthermore, such PCs automatically succeed on the 
  caster level checks required to normally cast spells. 
  Mnemnonthraxus possesses this trait, as do the stained 
  glass golems (Area 6). 
  MONASTERY AREAS 
  Area 1: The Courtyard 
   
  Entering into the portal to limbo causes a slight 
  feeling of queasiness, as if your insides were all 
  twisted about. Just as quickly as it began, the feeling 
  passes, and you are standing in an outdoor 
  courtyard. The apparitions that beckoned to you 
  from this side are gone. As you look back, you see 
  the glowing orange radiance of the portal you just 
  passed through, and Artaxerxes, looking in with 
  concern. 
   
  Turning back, you survey your surroundings. 
  Your feet rest upon cobblestones of the most 
  common sort, in a courtyard that measures roughly 
  thirty feet on a side. On three sides stand crumbling 
  walls with no windows about eight feet high. On one 
  side is a pair of expansive double doors set into a 
  roofed building. 
   
  A gigantic pillar of flame washes overhead, 
  neatly clipped off at the top of the walls that 
  surround you. In a rush, the fire is followed by a 
  water gout, and then howling wind. Looking at the 
  walls now, you see that the stones are noticeably 
  worn away. 
  
  KEO5-04 Burning Brightly 
   
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  Any PCs that make a DC 20 Knowledge (the Planes) 
  check will realize that the evidence of wear and the 
  nearness of the random natural phenomena indigenous 
  to Limbo means that the plane is in the process of 
  reclaiming this monastery. The magical protections that 
  hold those forces at bay seem to be breaking down. 
   
  The protected area extends ten feet up. PCs who 
  leave the protected areas suffer the consequences 
  (Dungeon Master’s Guide, pg. 158-159). 
  Area 2: Antechamber 
   
  This oddly shaped triangular room is covered 
  with floating dust, although several columns of 
  tracks push through to a door on the northern wall. 
  A door rests in each of the northeast and northwest 
  walls.  
   
  A successful DC 25 Survival check by someone with 
  the Track feat will tell the PCs that there are at least four 
  humanoids that have passed through here, and that 
  something heavy and humanlike was dragged through. 
  Area 3 and 4: Meditation Chambers 
   
  These small chambers are choked with floating 
  dust. A small candle floats in the center, unlit. 
   
  There is nothing of interest in these rooms. They 
  have not been meditated in since the Githzerai left. 
  Area 5: Earth Hall 
   
  A massive set of doors opens up to reveal a 
  corridor a scant four feet wide. The walls of the 
  corridor are studded with quartz and moss agate. As 
  you watch, a piece of quartz pushes out of one of the 
  walls, reaching towards the far wall. 
   
  This room is very slowly being reclaimed by the 
  Elemental Plane of Earth. For all effective purposes, treat 
  this room as if it existed on the Elemental Plane of Earth. 
  See page 155 of the Dungeon Master’s Guide for details on 
  the effects. 
  Area 6: The Cathedral 
   
  This massive room is apparently a disused 
  chapel. Stained glass windows depict strange grey 
  skinned men in robes fighting against a similar 
  looking race wearing armor. The eventual theme of 
  the windows seems to be the victory of the robe-
  wearing men. 
   
  The ceiling vaults above you at least fifty feet, 
  and is lost in shadow. A set of double doors rests in 
  the north wall. Single doors rest in the east and west 
  wall, while one is also set into the floor about forty 
  feet into the room and to the east. From where you 
  stand, you can see that it is slightly ajar. 
   
  Several abandoned items of worship hang in the 
  air. A small altar carved of pure white marble sits 
  along one wall of the room, and from this distance 
  you can see that a pair of weapons is embedded in 
  the altar. A faint red glow surrounds the weapons. 
   
  This room is guarded by several stained glass golems. 
  Once the PCs move more than five feet into the room, 
  they will attack. 
   
  Note: The EL of this combat has been adjusted by -1 
  to account for the spells pre-cast by Artaxerxes.  The 
  golems, as native creatures of Limbo, are considered 
  Touched by Chaos (see above). 
  APL 6 (EL 6) 
  � Stained Glass Golems (2): hp 105 each; see 
  Appendix 2. 
  APL 8 (EL 8) 
  � Advanced (20 HD) Stained Glass Golems (2): 
  hp 180 each; see Appendix 3. 
  APL 10 (EL 10) 
  � Advanced (24 HD) Stained Glass Golems (3): 
  hp 213 each; see Appendix 4. 
  APL 12 (EL 12) 
  � Advanced (24 HD) Stained Glass Golems (5): 
  hp 213 each; see Appendix 5. 
   
  Tactics: The golems fight simply, attacking 
  mindlessly until the PCs are destroyed or flee. They will 
  not pursue fleeing PCs. 
   
  Development: After the fighting, the PCs will hear 
  a distinct voice crying “Help me! They’re going to eat 
  me!” from the door in the ‘floor’, abruptly cut off.  A DC 
  20 Survival check by someone with the Track feat can tell 
  that something was dragged through the door. 
   
  The altar is little more than a stone block with some 
  burned out candles on it, and a pair of weapons buried 
  there as if thrust in anger. 
   
  The weapons are Perihelion (a longsword) and 
  Aphelion (a battleaxe), and were once holy to the clergy of 
  Heironeous. They were carried by the paladins Artemis 
  and Eremis when they fell from grace, and the weapons 
  became dormant. Angered by this, the brothers sealed the 
  weapons in the altar. 
   
  The weapons can be freed from the altar in a variety 
  of ways. First, PCs can simply smash the altar to pieces. It 
  has hardness 10 and the PCs must do 50 points of damage 
  to free a weapon. Similar magical means (such as 
  transmute rock to mud) will also suffice. If these tactics are 
  used, the weapons will still have large chunks of stone 
  stuck to the blades, rendering them useless in combat. 
   
  Secondly, any hero who worships Heironeous can 
  simply grasp the weapon and pull it out. If this occurs, 
  the rock encasing the weapon will be seen to shift so as to 
  free the weapon easily. If a paladin, cleric, or favored soul 
  of Heironeous frees the weapons in this manner, a 
  
  KEO5-04 Burning Brightly 
   
  Page 14 
  spectacular event will occur. Through the shattered 
  stained glass windows, a massive lightning bolt will 
  strike the hero, and shake the room. Everyone in the 
  room with the exception of the hero pulling out the 
  weapon must make a DC 30 Reflex save or be knocked 
  prone. The thunderclap will be nearly deafening. The 
  altar is destroyed in the thunderclap, the second weapon 
  is automatically freed, and the Heironeous worshipping 
  cleric, paladin, or favored soul who freed the weapon 
  receives a curious blessing (the Blessing of Heironeous 
  AR item). 
   
  Finally, if a hero performs this action while the 
  stained glass golems are active, the golems are utterly 
  destroyed, and the PCs receive full experience for the 
  encounter. 
  Area 6A: Hallway Down 
   
  This area leads directly “down” in reference to Area 
  6, and is accessed by opening the door in the floor of that 
  area. 
   
  The hallway continues “down” for forty feet or so 
  and ends at a single massive steel door. The door is 
  actually a permanent image, and does not exist. This allows 
  the inhabitants of the room to watch the PCs as they 
  approach, and prepare. 
   
  Reorienting yourself on the new plane of 
  gravity, you see a hallway in front of you that 
  continues for forty feet then ends in a solid steel 
  door.  
   
  Any PC with true seeing or a similar effect will be able 
  to see the door as an illusion as normal. If a PC pierces 
  the illusion, he will see the inhabitants of Area 11.  
  Area 7: The Sundered Hallway 
   
  The hallway used to lead to some of the storerooms 
  of the monastery, but has now been reclaimed by Limbo. 
   
  Opening the door, you are greeted not with 
  hallway or room, but with yawning space. A column 
  of fire materializes out of the emptiness and rushes 
  towards you, then slams into some unseen barrier, 
  and washes up the exterior wall. Looking down, you 
  see a few inches of cobblestones, slowly being worn 
  away by the fire. 
   
  The unseen barrier is the edge of the monastery, and 
  extends only a few inches from the door. Any hero who 
  leaves this way is subject to the whims of Limbo.  
  Area 8: Abattoir 
   
  When you open this door, a ghastly sight 
  confronts you. A pile of human bodies rot here, in 
  various states of decomposition. Their sweet, 
  cloying smell rushes over your nostrils and 
  threatens to make you gag.  
   
  The pile of bodies fully fills the area. Any PC who 
  wants the grisly undertaking can move the bodies 
  without trouble, and will notice that many of the corpses 
  have been partially eaten.  
   
  Nothing else of interest is in the room. 
  Area 9: Sleeping Cells 
   
  This simple room has not seen use in many ages. 
  By its lack of adornment and size, you would 
  presume that it once was a sleeping chamber. 
   
  There is nothing of particular interest here. 
  Area 10: Training Room 
   
  This large room is empty of inhabitants, but 
  filled with floating debris. Sparring dummies, 
  broken weapons and a few gently spinning pieces of 
  rock are all you see. Where the ceiling would be is 
  instead a passageway.  
   
  When the PCs arrive at this point, a booming voice 
  will begin speaking. This is Mnemnonthraxus, taunting 
  Holphin and allowing the PCs to listen in magically. 
   
  “Hello, Holphin. It’s been….a long time. I do 
  not believe you even know I exist, so let me 
  introduce myself. I used to have a simple name, a 
  common 
  name, 
  but 
  now 
  I 
  am 
  called 
  Mnenmnonthraxus. I wish I could say that it is a 
  name you would remember for a long time, but your 
  time is short, as is mine.  
   
  I see you’re confused, so let me explain some 
  things to you. Your soul is mine. I did it, and now it 
  is time for you to learn why. 
   
  Many years ago, I lived a life of luxury, 
  knowledge and love. My father doted upon me and 
  taught me many things. He taught me the 
  importance of keeping a secret, and the greatest 
  secret of all was that I was his son. He told me that if 
  people knew, they would try to hurt me. 
   
  He lied. You know how he lies, because he is 
  your father as well. The only difference between you 
  and I is that your mother was married to Orloc. 
  Mine was simply a plaything. 
   
  For many years your mother could not bear a 
  child, and Orloc was happy enough with me. I was 
  trained to be a mage, and I reveled in it.  
   
  Then you were born. I was ten, and suddenly a 
  burden. I was taken from the house with my 
  mother, and sent to live as a farmer. A farmer! The 
  indignity! 
   
  You stole my place. Your birth stole my 
  birthright. I have watched you my entire life. I 
  plotted revenge, and came upon the simplest of 
  answers. 
   
  I would control you.  
  
  KEO5-04 Burning Brightly 
   
  Page 15 
   
  I raised you up. Do you remember the plague 
  that you so expertly handled? Do you remember the 
  troubles in the swamps? Do you remember how your 
  uncle went mad and targeted you? The attention you 
  received when you were saved? 
   
  Hero of the Kingdom! Savior of the people! 
   
  LIES! I made you! I controlled those events! I 
  manipulated you like a pawn on a chess board, and 
  now it is time to sweep the board clean! 
   
  You have malingered and wasted your entire 
  life. The only things of any value that you have 
  accomplished were orchestrated by me! Even the 
  bright souls of the adventurers who now move 
  through my realm were put in place by me, 
  manipulating you. And the final conduit, that 
  simple cleric who thinks that he keeps the portal 
  open, all because I have you tuned like a mandolin. 
  You are a waste, but I have found a use for you.  
   
  This day, your soul will feed the fire that will 
  consume Dorglast and wake my master from his 
  slumber. Bound, and held on a plane beyond all 
  reach, but no longer. For I have found where he 
  sleeps and beheld the immensity that is his form. I 
  will wake him as I might wake a dog, with delicious 
  morsels at his nose.  
   
  Then, he will arise and shatter the planes and 
  sunder all that lives, and this miserable existence 
  will end.  
   
  With your souls, I will awaken Tharizdun.” 
  Area 11: Jail/Library 
   
  Swinging the door to this room open, you are 
  struck by a dichotomy of sights. Rack upon rack of 
  moldering books line the walls in bookshelves that 
  are beyond repair, and several rusting iron chairs 
  have been bolted into the floor and ceiling. Lashed 
  to one of the chairs in the ceiling is a man in red 
  robes, made darker by the blood he has shed while 
  wearing them.  
   
  Standing next to the bleeding man are creatures 
  that should exist only in a nightmare. 
   
  The demons will prepare as soon as they sight the 
  PCs (see Area 6a) and attack the moment the PCs pierce 
  the illusion (which may give them a surprise round, 
  depending on the PCs’ actions as they approach the 
  illusionary door to this area. 
   
  Note: The EL of this combat has been adjusted by a 
  total of -1 to account for the spells pre-cast by Artaxerxes, 
  because the demons will not summon aid (via summon 
  tanar’ri), and because the demons may get a surprise 
  round. 
  All APLs 
  � Kelestan: Male Human Wiz7/Archmage4/ 
  Loremaster6; hp 77 (currently 12); see Appendix 1. 
  APL 6 (EL 8) 
  � Babau (3): hp 69 each; see Monster Manual, page 
  40. 
  APL 8 (EL 10) 
  � Vrock (2): hp 113 each; see Monster Manual, page 
  48. 
  APL 10 (EL 12) 
  � Hezrou (2): hp 130 each; see Monster Manual, 
  page 44. 
  APL 12 (EL 14) 
  � Glabrezu (2): hp 162 each; see Monster Manual, 
  page 43. 
   
  Tactics: These demons will attack to the best of their 
  abilities. They will not attempt to summon any aid, as 
  these demons are renegades from the Blood War. Like 
  most of their ilk that follow Tharizdun, if the summoned 
  their fellows, they would likely be attacked by them! 
   
  Development: Kelestan is detailed in Appendix 1. He 
  is the man responsible for the deaths of both the King 
  and Queen of Keoland. He entrapped the Queen’s soul 
  into a gem and placed it within a cooling brick, and 
  possessed Holphin Neheli and forced Holphin to kill the 
  King.  
   
  Kelestan is a mercenary, and has no particular reason 
  to hate anyone. He is simply a man who thirsts for power 
  and has been paid handsomely for his work. He received 
  several magical rings for trapping the Queen’s soul, and 
  was to receive double that for murdering the King. An 
  unfortunate snag occurred when Kelestan attempted to 
  delve too deeply into the practices of Mnemnonthraxus, 
  who hired him to kill the King. Appalled by the scope of 
  Mnemnonthraxus’ plans, Kelestan attempted to stop it, 
  only to be soundly beaten imprisoned and tortured for 
  his troubles.  
   
  Kelestan is a wholly self-serving man, who has 
  committed evil deeds on a scope that few would imagine. 
  His change of heart was not borne out of some revelation, 
  but rather a clear vision of what would become of him if 
  Tharizdun is awakened. He is a man that is clearly broken 
  by the tortures he has undergone. If released, he will tell 
  the PCs that they have to save him, that he can exonerate 
  Holphin Neheli and that he can work to restore the soul 
  of the King if the PCs do not put him to the sword (the 
  latter is speculation on his part). 
   
  When the PCs find Kelestan, he has no spells 
  memorized, is down to 12 hp, and has no equipment as 
  detailed in Appendix 1. 
  
  KEO5-04 Burning Brightly 
   
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  If Kelestan is asked about his patrons in the death of 
  the royal couple, he will hesitate before admitting that he 
  works with a group known as the Iron Cabal. He has a 
  contact with whom he dealt, a woman who may have 
  been magically disguised, within Niole Dra. He doesn’t 
  know anything more about them except that he was paid 
  well for his efforts and has no regrets about “a job well 
  done.” 
  Area 12: Air Hall 
   
  The hallway suddenly ceases to exist here, for a 
  gulf of at least eight feet. On the other side, the 
  hallway continues. Within the passage, there is the 
  smell of ozone, and static makes your skin tingle. 
  On the opposite side, you see what appears to be a 
  wall of water. 
   
  This area has been reclaimed by Limbo, and acts as 
  though it were part of the Elemental Plane of Air while a 
  PC is within it.  See page 155 of the Dungeon Master’s 
  Guide for details on the effects. 
  Area 13: Water Hall 
   
  Looking into the remainder of the hall, you can 
  see a sturdy wooden door…through at least ten feet 
  of water. 
   
  This area has been reclaimed by Limbo, and acts as 
  though it were part of the Elemental Plane of Water 
  while a PC is within it.  See page 157 of the Dungeon 
  Master’s Guide for details on the effects.  Opening the door 
  to Area 14 does not cause the water to spill into it. 
  Area 14: Bell Chamber 
   
  The door to this area opens in the floor of a sixty by 
  forty room. Here, the final confrontation for the souls of 
  Dorglast will occur. 
   
  Opening the door to this room, you see it is 
  oversized, and a massive bell hangs off the wall next 
  to you. At the far end of the room, on the ‘ceiling’ 
  relative to your entrance, two figures stand next to a 
  complicated magical apparatus. 
   
  The pair stands facing you at the border of an 
  arcane circle. Within the circle, seven man-sized 
  chunks of roughly cut amber rest on small 
  pedestals. Encased within are the forms of five men 
  and two women. All seven of the forms struggle 
  against the boundaries of their confinement, 
  mouths moving in silent screams. The figure in the 
  largest piece of amber is clearly Holphin Neheli. He 
  looks up at you, and begins pounding on his amber 
  prison. Streaks of his blood mat the inside of his 
  prison where he has beaten his hands bloody trying 
  to escape. 
   
  The tallest man standing around the circle looks 
  at you, a wry grin crossing his lips as he finishes 
  chanting something. His face resembles that of 
  Holphin, except twisted by hatred and anger. He 
  spits a final pair of words. 
   
  “Ardens Letum!” 
   
  The interior of each amber prison fills with 
  flame, and those within begin writhing in gut-
  wrenching pain. 
   
  Sinister laughter echoes from the other man 
  standing at the circle. He wears black robes over 
  heavy armor, and his features look eerily familiar. As 
  he speaks, you hear three distinct voices emanate 
  from his mouth. “Welcome to your doom. We’ve 
  been waiting for you for a very long time.” 
   
  Note: The EL of this combat has been unaltered as 
  the pre-cast spells of Artaxerxes and the fact that 
  Mnemnonthraxus has the Touched by Chaos ability and 
  the triplets had time to take an advantageous position 
  counter each other in terms of advantages. 
   
  Mnemnonthraxus’ minions are Artemis, Janus and 
  Eremis, triplets who worship Tharizdun and who were 
  killed by the PCs in KEO4-03 Lasting Deeds. They have 
  been raised and rejoined the service of Tharizdun, and 
  may have a particular axe to grind with some of the PCs. 
   
  Artemis and Eremis have taken up unusual positions 
  to defend the chamber. Artemis is standing on the 
  archway above the door (his feet are parallel with the 
  door frame, and Eremis is on the ceiling above the door. 
  The ‘ceiling’ is 15’ high, which allows both blackguards to 
  threaten the doorway, which will provoke attacks of 
  opportunity for any hero after they move through the 
  door.  
   
  Tactics: Mnemnonthraxus will make full use of his 
  Touched by Chaos ability to change orientations if 
  threatened, taking falling damage (and possibly an attack 
  of opportunity) by simply creating a new ‘down’ for 
  himself. He will attempt to use his immobilizing spells 
  first, followed by his damage dealing spells. Janus will 
  heal or cast attack spells as necessary, while Artemis and 
  Eremis will focus their attacks on one enemy. If a single 
  enemy proves too tough for them to damage, they will 
  change targets and move to attack casters if possible.  
  APL 6 (EL 10) 
  � Artemis: male human ex-Pal1/Ftr4/Rgr1; hp 53, 
  see Appendix 2. 
  � Eremis: male human ex-Pal1/Ftr4/Rgr1; hp 53, 
  see Appendix 2. 
  � Janus: male human Clr6 of Tharizdun; hp 41, see 
  Appendix 2. 
  � Mnemnonthraxus: male human Wiz6; hp 27, 
  see Appendix 2. 
  
  KEO5-04 Burning Brightly 
   
  Page 17 
  APL 8 (EL 12) 
  � Artemis: male human ex-Pal1/Ftr4/Rgr1/ 
  Blackguard2; hp 71, see Appendix 3. 
  � 
  Eremis: 
  male 
  human 
  ex-Pal1/Ftr4/Rgr1/ 
  Blackguard2; hp 71, see Appendix 3. 
  � Janus: male human Clr8 of Tharizdun; hp 54, see 
  Appendix 3. 
  � Mnemnonthraxus: male human Wiz8; hp 36, 
  see Appendix 3. 
  APL 10 (EL 14) 
  � Artemis: male human ex-Pal1/Ftr4/Rgr1/ 
  Blackguard4; hp 89, see Appendix 4. 
  � 
  Eremis: 
  male 
  human 
  ex-Pal1/Ftr4/Rgr1/ 
  Blackguard4; hp 89, see Appendix 4. 
  � Janus: male human Clr10 of Tharizdun; hp 68, 
  see Appendix 4. 
  � Mnemnonthraxus: male human Wiz10; hp 53, 
  see Appendix 4. 
  APL 12 (EL 16) 
  � Artemis: male human ex-Pal1/Ftr4/Rgr1/ 
  Blackguard6; hp 107, see Appendix 5. 
  � 
  Eremis: 
  male 
  human 
  ex-Pal1/Ftr4/Rgr1/ 
  Blackguard6; hp 107, see Appendix 5. 
  � Janus: male human Clr12 of Tharizdun; hp 81, 
  see Appendix 5. 
  � Mnemnonthraxus: male human Wiz12; hp 63, 
  see Appendix 5. 
  THE RITUAL 
   
  The souls of the captives have been given physical 
  form by the ritual and the chaos of Limbo. 
  Mnemnonthraxus has encased them in amber magically 
  and is using them as tinder. The ritual harnesses the 
  suffering the trapped people are undergoing, and when 
  enough has been harnessed, will flood into Dorglast and 
  slay everyone within, then return to Limbo and head off 
  into the void in an attempt to wake Tharizdun. 
   
  The PCs are on a time limit to end the ritual. To do 
  this, they must destroy at least one of the amber prisons 
  and free the soul trapped within. The weakness of the 
  ritual is that it requires exactly seven souls, no more and 
  no less. 
   
  Each piece of amber has a hardness of 10 and has hit 
  points equal to the 5 x the APL. The amber also has a 
  Break DC 22, in case a character attempts to destroy it in 
  that manner. The amber is particularly vulnerable to any 
  sort of harmonics (a DC 20 Knowledge (architecture & 
  engineering) check to deduce this). Any sonic attack does 
  double damage against the amber, ignoring hardness. 
  Additionally, if a PC with bard levels (and only PCs with 
  bard levels) makes a successful DC 18 + APL Perform 
  (sing) check, all the amber in the room will take 5 points 
  of damage (the PC hits the correct high note to damage 
  the amber). 
   
  When a piece of amber is destroyed, the soul trapped 
  within it will immediately flee the prison and the flame 
  inside will burst outwards. Anyone standing next to the 
  amber when it breaks takes 2d8 fire damage (Reflex save 
  DC 10 + APL for half damage). The souls journey to their 
  final places of rest – or, if Holphin yet lives, back to his 
  body. This means that the deceased may be raised from 
  the dead, something that is otherwise impossible. 
   
  At the end of the second and each subsequent round, 
  one of the souls will be consumed permanently by the 
  fires. At the end of the eighth round of combat, the last 
  soul (Holphin’s) is extinguished, and the ritual is 
  complete. If the PCs succeed, proceed to Conclusion:  
  The Ritual Stopped. If they fail, proceed to Conclusion: 
  The Ritual Completed. 
  CONCLUSION 
  KILLING THE KINGSLAYER 
   
  The PCs receive this conclusion if they kill Holphin 
  Neheli.  
   
  Within the blink of an eye, the deed is done, and 
  Holphin Neheli dies at your feet. Artaxerxes is too 
  slow to prevent your actions and the Kingslayer is 
  no more. Disgusted with you, Artaxerxes has you 
  expelled from Dorglast. Your names quickly make 
  the rounds as the people who brought Holphin 
  Neheli to justice. Some hate you, many cheer you, 
  but some continue to whisper that you acted rashly. 
  Rest assured your names will live through Keoish 
  history for as long as men are remembered. 
   
  PCs receive the AR item Wrath of House Neheli.  
  They also will hear of the events in the Dorglast 
  Consumed section below. 
  THE RITUAL STOPPED 
   
  Shattering the amber, the intense energy that 
  was building up within the pieces is released. A 
  ghostly wail screams through the landscape and 
  fades into the void. The sound and fury of the ritual 
  is lost in the background noise of Limbo. No souls 
  will feed Tharizdun this day. 
   
  The moment you pass through the portal, 
  Artaxerxes thrusts the rod of cancellation into the 
  portal. There is a popping and smell of ozone as the 
  magic rift undulates and then implodes. 
  
  KEO5-04 Burning Brightly 
   
  Page 18 
   
  Within a few days, Holphin is well enough to 
  see you. Propped up on his bed, his is wan and pale 
  in the sunlight streaming through his window. 
   
  “Friends, I have not many words for you, as I am 
  still weakened. I want you to know that you have my 
  eternal gratitude and that you will always have a 
  friend in Holphin Neheli. Not all of Keoland will 
  ever know what you accomplished for us, but all will 
  sleep better for it.” 
   
  The PCs gain the Influence Point with Holphin 
  Neheli and Influence Point with the Brokenback 
  Merchants AR items. 
  THE RITUAL COMPLETED 
   
  You watch in horror as the energy encased in 
  the amber devours the souls of the faithful trapped 
  within. Each piece of crystal shatters, and a ghostly 
  green luminescence coalesces in the center of the 
  room. Like a shot, it zooms out of the room the way 
  you came in. You barely have time to register the 
  goings on before the radiance returns, at least a 
  hundred times larger than before. 
   
  Within the glow you can see the faces of 
  hundreds upon hundreds of people. In a horrible 
  cacophony, they all begin screaming, and the 
  luminescence tears off into the void. The four men 
  in the room collapse where they stand. Their leader, 
  Mnenmnonthraxus whispers a single word, rapture 
  on his face. 
   
  “Tharizdun” 
   
  A moment later, the power of Limbo washes 
  over the monastery. In a single instant, you 
  suddenly become all things at the same time, 
  completely infused by the power of chaos, before 
  you are absorbed into this chaotic plane for eternity. 
   
  The PCs are dead and their souls merged into the 
  riot of magical energy that is Limbo.  Collect the names 
  (PC and player) of each participant and notify the 
  Keoland Triad (chrisinpm@aol.com) of this Conclusion. 
  DORGLAST CONSUMED 
   
  You hear a noise like the tearing of a burlap 
  sack, and you watch in horror as you see yourself 
  being pulled out of your own body – you, and 
  everyone around you. Try as you might, you cannot 
  resist the pull down into the depths of Dorglast. The 
  portal you thought was destroyed was not, and now 
  you, your friends – everyone in the ancestral home 
  of House Neheli are torn through the portal and 
  into Limbo. In your final moments of sanity, you are 
  drawn en masse into the maw of a huge being so 
  great in size that it cannot fully be seen… 
   
  In a horrible cacophony, you all begin 
  screaming, and the luminescence that carries you 
  tears off into the void. And within the bowels of the 
  githzerai monastery, Mnenmnonthraxus whispers a 
  single word, rapture on his face. 
   
  “Tharizdun” 
   
  A small stirring occurs, and then shifts into 
  silence and immobility. Time passes… 
   
  The PCs are dead and their souls merged into the 
  gibbering titan of insanity that is Tharizdun. Collect the 
  names (PC and player) of each participant and notify the 
  Keoland Triad (chrisinpm@aol.com) of this Conclusion. 
  EPILOGUE 
   
  The ancestral home of the House of Linth was 
  in flames. Orange and red licks of fire, a bitter gift 
  from the priests of Joramy and the battle-mages 
  loyal to the Keogh. Fortress Goarada had been 
  captured. The backs of the Watchers loyal to the 
  Countess of Linth were broken. 
   
  What little order had remained in Linth had 
  collapsed. Now, mob justice would see House Linth 
  make due on a debt of blood long deferred. Peasants 
  who had been too weak to walk now found new 
  strength in their limbs, hammering planks into a 
  cross upon which to crucify the rulers of their 
  desolated lands. 
   
  Priceless works of art, ancient treasures and 
  books were being hurled from broken windows. 
  Hoots and shrieks of glee erupted from the crowd as 
  the fire consumed the ancient edifice. 
   
  In the family crypts, the young Countess sat, 
  cradling the remains of Sera Linth. The nine-year-
  old child gently and lovingly ran her fingers along 
  the top of the skull. “Why have you deserted me?” 
  she murmured. 
   
  She hurled the skull to the ground with the 
  force of a madwoman. “WHY?” She seized the darkly 
  beautiful amulet from her slender alabaster neck 
  and stared at it in the guttering torchlight. “All is 
  lost.” 
   
  “No,” came the reply. She was so startled that 
  she dropped the amulet to the ground. She backed 
  away from it on her rump before realizing that the 
  words had come from a formidable-looking man 
  standing in the vaults with her. In her reverie, she 
  had not noticed him. 
   
  When the Countess saw him, her form sagged in 
  relief and her face relaxed in satisfaction. She 
  retrieved the dropped amulet. “A truthful banshee, 
  and a loyal one.” 
   
  “A banshee no more,” said the knight. “The 
  Knights of the Watch have betrayed me. Now I have 
  no title. Now I am simply Narthistle. Now, I am 
  simply death.” He came forward, and for a brief 
  
  KEO5-04 Burning Brightly 
   
  Page 19 
  moment, Hannah wondered if she might lose her 
  head to a sword-stroke, as did the last firstborn 
  female of House Linth. But instead, he intoned a 
  prayer to their mutual patron, and in response the 
  heat around them seemed to abate. 
   
  Narthistle picked up Hannah, supporting her 
  under one arm, as he had done for his own daughter 
  long ago. She laid her head against his broad 
  shoulders. 
   
  “Where will we go?” asked Hannah. 
   
  “The Crypt of Sekhel. We will rest there, and 
  seek communion with the Iron Duke.” 
   
  Hannah clutched him closely. “They will come 
  for us. The heroes that have dogged our steps will 
  not give up.” 
   
  Narthistle nodded and hugged her even as he 
  drew his sword to deal with the peasants outside. 
   
  “I will never abandon you. Now rest… my 
  beloved niece. Rest.” 
   
   
  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 5 – Area 6 
  Defeat the golems 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
   
  APL 12: 360 xp. 
  Encounter 5 – Area 11 
  Defeat the demons 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter 5 – Area 14 
  Defeat the followers of Tharizdun 
   
  APL 6: 300 xp. 
   
  APL 8: 360 xp. 
   
  APL 10: 420 xp. 
   
  APL 12: 480 xp. 
  Story Award 
  Prevent the ritual 
   
  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. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  
  KEO5-04 Burning Brightly 
   
  Page 20 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter 5 – Area 6: 
  All APLs: L: 0 gp, C: 0 gp, M: Perihelion (894 gp), 
  Aphelion (875 gp). 
  Encounter 5 – Area 14: 
  APL 6: L: 48 gp, C: 0 gp, M: 3 +1 full plates (221 gp 
  each), +1 bastard sword (195 gp), potion of shield of faith 
  +2 (4 gp), +1 spiked chain (194 gp), potion of shield of 
  faith +3 (25 gp), 2 cloaks of resistance +1 (83 gp each), 
  ring of protection +1 (167 gp), headband of intellect +2 
  (333 gp), wand of enlarge person – 1st level caster (63 gp), 
  Mnemnonthraxus’ Spellbook (275 gp). 
  APL 8: L: 73 gp, C: 0 gp, M: 3 +1 full plates (221 gp 
  each), +1 bastard sword (195 gp), potion of shield of faith 
  +2 (4 gp), +1 spiked chain (194 gp), potion of shield of 
  faith +3 (25 gp), cloak of resistance +1 (83 gp), 2 rings of 
  protection +1 (167 gp each), headband of intellect +2 (333 
  gp), wand of enlarge person – 1st level caster (63 gp), 2 
  gauntlets of ogre power (333 gp each), periapt of wisdom 
  +2 (333 gp), cloak of resistance +2 (333 gp), 
  Mnemnonthraxus’ Spellbook (275 gp). 
  APL 10: L: 75 gp, C: 0 gp, M: 2 +1 full plates (221 gp 
  each), +1 vicious bastard sword (695 gp), potion of shield 
  of faith +2 (4 gp), +1 bane (human) spiked chain (694 
  gp), potion of shield of faith +3 (25 gp), 2 rings of 
  protection +1 (167 gp each), headband of intellect +2 (333 
  gp), wand of enlarge person – 1st level caster (63 gp), 2 
  gauntlets of ogre power (333 gp each), periapt of wisdom 
  +2 (333 gp), 2 cloaks of resistance +2 (333 gp each), +2 
  full plate (471 gp), ring of counterspells (333 gp), 
  Mnemnonthraxus’ Spellbook (275 gp). 
  APL 12: L: 35 gp, C: 0 gp, M: 2 +1 full plates (221 gp 
  each), +2 vicious bastard sword (1,528 gp), potion of 
  shield of faith +2 (4 gp), +2 bane (human) spiked chain 
  (1,527 gp), potion of shield of faith +3 (25 gp), 2 rings of 
  protection +1 (167 gp each), headband of intellect +4 
  (1,333 gp), wand of enlarge person – 1st level caster (63 
  gp), 2 gauntlets of ogre power (333 gp each), periapt of 
  wisdom +2 (333 gp), cloak of resistance +2 (333 gp), +2 
  full plate (471 gp), ring of counterspells (333 gp), +1 
  heavy steel shield (98 gp), potion of haste (63 gp), +1 
  heavy mace (193 gp), cloak of resistance +3 (750 gp), pearl 
  of power – 2nd level (333 gp), Mnemnonthraxus’ Spellbook 
  (275 gp). 
  Conclusion: 
  All APLs: L: 0 gp, C: 100 gp, M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 6: L: 48 gp, C: 100 gp, M: 3,854 gp – Total: 4,002 
  gp (900 gp). 
  APL 8: L: 73 gp, C: 100 gp, M: 5,270 gp – Total: 5,443 
  gp (1,300 gp). 
  APL 10: L: 75 gp, C: 100 gp, M: 7,103 gp – Total: 7,278 
  gp (2,300 gp). 
  APL 12: L: 35 gp, C: 100 gp, M: 10,873 gp – Total: 
  11,008 gp (3,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Perihelion or Aphelion: Circle above the name of 
  the weapon to which the PC has access; you may have 
  access to (and possess) only one of these legendary 
  weapons. This longsword (Perihelion) and battleaxe 
  (Aphelion) are sacred to the clergy of Heironeous. They 
  are forged from a type of adamantine that is pure white, 
  so bright as to be almost painful to the eyes. Etched into 
  the blades, in Common, are the words “Burning 
  Brightly”. The Heironeans has reclaimed the weapons, 
  but, in exchange for a donation to the church (equal to 
  the cost of the item), they will gift you with one of the 
  weapons, so that they may continue their work in the 
  world. The donation (and receipt of the item) can take 
  place during any adventure set in the Sheldomar Valley. 
   
  These are +1 adamantine weapons with the special 
  extraordinary ability to also act as cold iron and silver 
  weapons for the purpose of overcoming DR only (this 
  ability comes from the unique adamantine the weapons 
  are constructed of). The weapons can only be wielded by 
  those of LG, LN, or NG alignment, falling from the grasp 
  of all others who attempt to hold them. 
   
  These weapons may be upgraded as if standard magic 
  items (as per the LGCS).  For each upgrade you purchase, 
  if you expend 1 TU seeking out the sacred smiths of the 
  church of Heironeous, you will enjoy a 10% discount on 
  the upgrade. 
   
  The return of these weapons to the mortal realms are 
  heralded in the tales of bards, and the owner of one of 
  them enjoys a +1 circumstance bonus to their Leadership 
  score and a +4 circumstance bonus on Cha-based skill 
  checks when dealing with worshippers of Heironeous. 
  These items may never be sold nor will the PC’s donation 
  to the church ever be refunded. 
   
  Strong Transmutation; CL: 12th; Prerequisites: can’t be 
  crafted; Market Price: 10,730 gp (Perihelion), 10,500 gp 
  (Aphelion); Weight: 4 lbs. (Perihelion), 6 lbs. (Aphelion). 
  � Blessing of Heironeous: This worshipper of 
  Heironeous is directly responsible for the returning of 
  
  KEO5-04 Burning Brightly 
   
  Page 21 
  Aphelion and Perihelion to the mortal realms, and, as such, 
  Heironeous smiles upon them. For one year from the 
  date on this AR, this PC gains electricity resistance 10. 
  This PC also gains access to the Contemplative prestige 
  class (Complete Divine). 
  � Gratitude of the Brokenback Merchants: The 
  Brothers Artaxerxes and Hadrian are indebted to you for 
  your deeds. For saving them from a fate worse than 
  death, they will travel the ends of the Oerth to find 
  something you desire. Choose any one item that you 
  previously had access to on an AR from any adventure 
  which is from year four or later. Spend 4 TU and expend 
  this Gratitude (marking this section only of the 
  Gratitude as USED) to gain access (Frequency: Regional) 
  to purchase one, and only one, of that item. Items found 
  only on ARs (unique items and those not found in any 
  books) are excluded. 
   
  Furthermore, the merchants grant you access 
  (Frequency: Regional) to purchase any four of these items 
  (circle the ones you select to have access to): elemental gem 
  (air), necklace of fireballs (type I), horn of fog, cloak of elvenkind, 
  quiver of Ehlonna, pipes of sounding, figurines of wondrous 
  power (silver raven), stone salve, glove of arrow snaring, ring of 
  the ram, horn of blasting, sword of subtlety, lantern of revealing, 
  scarab of protection, ring of shooting stars.  This access is not 
  lost when you use the first benefit of this Gratitude. 
   
  Finally, the merchants grant you access (Frequency: 
  Metaregional and Regional) to purchase (for 450 gp) a 
  genuine Tusmit war camel (Sandstorm, page 193).  This 
  animal may also be selected by paladins as a bonded 
  mount.  This access is not lost when you use the first 
  benefit of this Gratitude. 
  � Influence Point with Holphin Neheli: This PC has 
  earned an influence point with Lord Holphin Neheli. 
  Tally the points of influence you have earned with 
  Holphin Neheli (using ONLY those points earned from 
  the Keoland Regional adventures Death March, Lasting 
  Deeds, and Burning Brightly) and consult the table below. 
  You may expend some or all of this influence at the end 
  of any module set in the Sheldomar Valley Metaregion to 
  gain one-time access (Frequency: Adventure) to purchase 
  your choice of one item listed below. You may choose to 
  expend less than the full number of points you have 
  earned, and you may choose to gain access to several 
  lesser items whose influence point cost does not exceed 
  your current total.  When expended, mark the influence 
  points as USED. 
   
  Expend One Point: ghost touch or bane (undead or 
  evil outsiders only) weapon special ability, circlet of 
  blasting (minor), cloak of charisma +4, gem of brightness, horn 
  of goodness/evil, periapt of health, phylactery of faithfulness, or 
  sacred scabbard (Complete Warrior). 
   
  Expend Two Points: daylight or sacred armor/shield 
  special ability (Arms & Equipment Guide), radiant weapon 
  special ability (Arms & Equipment Guide), disruption 
  weapon special ability, circlet of blasting (major), horseshoes 
  of a zephyr, phylactery of undead turning, or one slaying arrow 
  (not greater; undead or evil outsiders only). 
   
  Expend Three Points: access to Sacred Purifier 
  prestige class (Libris Mortis), ghost ward armor/shield 
  special ability (Libris Mortis), ghost strike or sacred burst 
  weapon special ability (Libris Mortis), cloak of charisma +6, 
  lesser staff of the saintly (Complete Divine) or fifty cold iron 
  arrows or bolts (PC’s choice). 
  � Wrath of House Neheli: You have enraged the 
  Neheli with your actions. Void any and all influence 
  points, favorable notices and/or favors you have earned 
  with House Neheli, with one of their members (such as 
  Holphin Neheli) or with the Knights of the Malagari 
  (also known as the Darkwatch). If you are a member of 
  the Knights of the Malagari, you are immediately 
  demoted one rank. If this would place you below the 
  lowest rank in the metaorganization, you instead spend 
  12 additional TUs being “re-educated.” If you cannot pay 
  this expense out of your allotment for this year, you must 
  pay the balance on your first AR for the next game year. 
  � Mnemnonthraxus’ Spellbook: 1st – disguise self, magic 
  missile, ray of enfeeblement, shield; 2nd – glitterdust, invisibility, 
  mirror image, scorching ray, web; 3rd – displacement, fireball, 
  greater mage armor (CA), lightning bolt; 4th – dimension door, 
  phantasmal killer, shout; 5th – cone of cold, feeblemind; 6th – 
  acid fog, disintegrate, mislead.  Market Price: 3,300 gp; Weight: 
  3 lbs. 
  Item Access 
  APL 6 (all of the following): 
  • 
  Aphelion (Regional/Metaregional; see special AR) 
  • 
  Mnemnonthraxus’ Spellbook (Adventure; see above) 
  • 
  Perihelion (Regional/Metaregional; see special AR) 
  • 
  Wand of Enlarge Person (CL 1st; Adventure; Dungeon 
  Master’s Guide) 
   
  APL 8 (all of APL 6 plus the following): 
  • 
  Cloak of Resistance +2 (Adventure; Dungeon Master’s 
  Guide) 
   
  APL 10 (all of APLs 6, 8 plus the following): 
  • 
  +1 Bane (Human) Spiked Chain (Adventure; Dungeon 
  Master’s Guide) 
  • 
  +1 Vicious Bastard Sword (Adventure; Dungeon Master’s 
  Guide) 
  • 
  +2 Full Plate (Adventure; Dungeon Master’s Guide) 
  • 
  Ring of Counterspells (Adventure; Dungeon Master’s 
  Guide) 
  
  KEO5-04 Burning Brightly 
   
  Page 22 
   
  APL 12 (all of APLs 6, 8, 10 plus the following): 
  • 
  +2 Bane (Human) Spiked Chain (Adventure; Dungeon 
  Master’s Guide) 
  • 
  +2 Vicious Bastard Sword (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Cloak of Resistance +3 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Headband 
  of 
  Intellect 
  +4 
  (Adventure; 
  Complete 
  Adventurer) 
  • 
  Pearl of Power, 2nd level (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Potion of Barkskin +4 (Adventure; Complete Adventurer) 
   
   
  
  KEO5-04 Burning Brightly 
   
  Page 23 
  APPENDIX 1 – ALL APLS 
   
  ENCOUNTER 2 
   
   
   
   
  Lord Holphin Neheli, male human Ari1/Ftr2/Rng5: 
  CR 7; medium humanoid (human); HD 2d10+6d8+8; hp 
  57; Init +4; Spd 30 ft.; AC 19, touch 14, flat-footed 15 (+4 
  Dex, +5 armor); BAB/Grp +8/+9; Atk +13 melee 
  (1d6+2/18-20, +1 ghost touch rapier); Full Atk +13/+8 melee 
  (1d6+2/18-20, +1 ghost touch rapier) or +11/+6 melee 
  (1d6+2/18-20, +1 ghost touch rapier) and +11 melee 
  (1d6+1/19-20, +1 short sword); SA favored enemies 
  (undead +4, evil outsiders +2), spells; SQ  wild empathy, 
  animal companion; AL N; SV Fort +9, Ref +9, Will +6; Str 
  12, Dex 17 (19), Con 12, Int 13, Wis 12, Cha 14. 
   
  Skills and Feats: Bluff +7, Diplomacy +15, Gather 
  Information +8, Knowledge (history) +3, Knowledge 
  (local – Sheldomar Valley Metaregion) +3, Knowledge 
  (nobility and royalty) +5, Knowledge (religion) +6, Listen 
  +6, Move Silently +9, Perform (dance) +3, Profession 
  (Darkwatch investigator) +7, Ride +8, Sense Motive +6, 
  Spot +6, Survival +6; Combat Expertise, EnduranceB, 
  Improved Trip, Improved Two Weapon Defense, 
  Leadership, Skill Focus (diplomacy), TrackB, Two-
  Weapon FightingB, Weapon Finesse. 
   
  Possessions: +1 ghost touch rapier, +1 short sword, +1 
  mithral chain shirt, gloves of dexterity +2, cloak of resistance +1, 
  amulet of proof against detection and location, potion of cure 
  moderate wounds, scarab of protection (not being worn, 
  amulet is around neck instead), nobleman’s clothes. 
   
  Ranger Spells Prepared (1; save DC 11 + spell level): 1st 
  – animal messenger. 
  ENCOUNTER 5 – AREA 11  
   
   
  Kelestan, 
  male 
  human 
  Wiz7/Archmage4/Loremaster6: 
  CR 
  17; 
  medium 
  humanoid (human); HD 17d4+34; hp 77 (currently 12); 
  Init +1; Spd 30 ft.; AC 11, touch 11, flat-footed 10 (+1 
  Dex); BAB/Grp +8/+8; SA spells; SQ summon familiar, 
  lore, greater lore, bonus language, secrets (lore of true 
  stamina, secret knowledge of avoidance, applicable 
  knowledge), high arcana (arcane fire, arcane reach, 
  mastery of elements, mastery of shaping); AL LE; SV Fort 
  +9, Ref +8, Will +13; Str 10, Dex 13, Con 14, Int 19, Wis 8, 
  Cha 12. 
   
  Skills & Feats: Concentration +22, Decipher Script 
  +20, Diplomacy +7, Gather Information +9, Knowledge 
  (arcana) +27, Knowledge (nobility and royalty) +24, 
  Knowledge (the Planes) +24, Spellcraft +29; Empower 
  SpellB, Greater Spell Focus (necromancy, illusion), 
  Maximize Spell, Quicken Spell, Scribe ScrollB, Skill 
  Focus (Knowledge (arcana), Spellcraft), Spell Focus 
  (necromancy, illusion). 
   
  Wizard Spells prepared (4/5/5/5/5/4/4/3/2/1; DC 15 + 
  spell level, DC 17 + spell level for necromancy and 
  illusion spells): no spells prepared. 
   
  Possessions: robes. 
   
  
  KEO5-04 Burning Brightly 
   
  Page 24 
  APPENDIX 2 – APL 6 
   
  ENCOUNTER 5 – AREA 6 
   
   
   
  Stained Glass Golem: CR 5; medium-size construct; HD 
  12d10+20; hp 105; Init +0; Spd 30 ft. (can’t run); AC 15, 
  touch 10, flat-footed 15 (+5 natural); BAB/Grp +9/+10; 
  Atk +10 melee (1d8+1/19-20, rake); Full Atk +10 melee 
  (1d8+1/19-20, 2 rakes); SA –; SQ construct traits, DR 
  10/adamantine, fast healing 5, keen, magic immunity, 
  touched by chaos; SV Fort +4, Ref +4, Will +5; Str 13, Dex 
  10, Con --, Int 4, Wis 13, Cha 7. 
   
  Skills and Feats: Hide +18*; Blind-Fighting, Cleave, 
  Great Cleave, Power Attack, Skill Focus (Hide). 
   
  Keen (Su):  A stained glass golem’s rake attack 
  threatens a critical hit on a natural attack roll of 19-20. 
   
  Magic Immunity (Ex):  A stained glass golem is 
  immune to any spell or spell-like ability that allows spell 
  resistance, except as follows.  A shatter spell affects it 
  normally.  A mending spell heals 2d6 points of damage the 
  golem has taken.  Sonic attacks affect it normally. 
   
  Touched by Chaos: The golems automatically 
  succeed at the Wisdom check to determine relative 
  gravity in Limbo. 
   
  Skills:  *A stained glass golem receives a +20 
  competence bonus on Hide checks when standing 
  motionless in a window frame. 
   
  Description: Beautiful stained glass windows not 
  only indicate the wealth of a temple or stronghold, they 
  may also be the site’s guardians. These beautiful 
  constructs are built to harmonize with a structure’s décor, 
  so that their presence is not obvious to any except 
  intruders. Stained glass golems are flat, two-dimensional 
  replicas of living beings. When they move, they produce 
  a tinkling sound like that made by delicate crystal wind 
  chimes. When moving through a lighted area, they flash 
  and flicker as the light striking them breaks down into its 
  component 
  hues. 
  Stained 
  glass 
  golems 
  never 
  communicate in any way.  Stained glass golems attack by 
  slashing with their “arms”, which are as sharp as broken 
  glass. 
  ENCOUNTER 5 – AREA 14  
   
   
  Artemis: male human ex-Pal1/Ftr4/Rgr1; CR 6; medium 
  humanoid (human); HD 1d8+5d10+12; hp 53; Init +2; 
  Spd 20 ft.; AC 24, touch 11, flat-footed 23 (+9 armor, +2 
  shield, +1 Dex, +2 natural); Base Atk/Grp +6/+9; Atk +11 
  melee (1d10+6/19-20, +1 bastard sword); Full Atk +11/+6 
  melee (1d10+6/19-20, +1 bastard sword); SA favored enemy 
  (human +2); SQ wild empathy; AL CE; SV Fort +10, Ref 
  +5, Will +4; Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 
  10. 
   
  Skills and Feats: Climb +2, Concentration +8, 
  Diplomacy +4, Handle Animal +4, Hide +1, Knowledge 
  (religion) +3, Ride +11; Cleave, Exotic Weapon 
  Proficiency (bastard sword), Improved SunderB, Iron 
  Will, Power Attack, TrackB, Weapon Focus (bastard 
  sword) B, Weapon Specialization (bastard sword) B. 
   
  Possessions: +1 full plate, +1 bastard sword, masterwork 
  heavy steel shield, dagger, silver holy symbol of 
  Tharizdun, defaced holy symbol of Heironeous, potion of 
  shield of faith +2, potion of barkskin +2. 
  Eremis: male human ex-Pal1/Ftr4/Rgr1; CR 6; medium 
  humanoid (human); HD 1d8+5d10+12; hp 53; Init +2; 
  Spd 20 ft.; AC 22, touch 11, flat-footed 21 (+9 armor, +1 
  Dex, +2 natural); Base Atk/Grp +6/+9; Atk +11 melee 
  (2d4+7, +1 spiked chain); Full Atk +11/+6 melee (2d4+7, +1 
  spiked chain); SA favored enemy (human +2); SQ wild 
  empathy; AL CE; SV Fort +10, Ref +5, Will +4; Str 17, Dex 
  14, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +3, Concentration +8, 
  Diplomacy +4, Handle Animal +4, Hide +2, Knowledge 
  (religion) +3, Ride +11; Cleave, Exotic Weapon 
  Proficiency (spiked chain), Improved SunderB, Iron Will, 
  Power Attack, TrackB, Weapon Focus (spiked chain) B, 
  Weapon Specialization (spiked chain) B. 
   
  Possessions: +1 full plate, +1 spiked chain, dagger, silver 
  holy symbol of Tharizdun, defaced holy symbol of 
  Heironeous, potion of shield of faith +3, potion of barkskin +2. 
  Janus: male human Clr6 of Tharizdun; CR 6; medium 
  humanoid (human); HD 6d8+6; hp 41; Init +1; Spd 20 ft.; 
  AC 21, touch 12, flat-footed 20 (+9 armor, +1 Dex, +1 
  deflection); Base Atk/Grp +4/+5; Atk +5 melee (1d8+1, 
  heavy mace); Full Atk +5 melee (1d8+1, heavy mace); SA 
  spells, rebuke undead; SQ spontaneous casting, aura, pre-
  cast spells (magic circle against good); AL CE; SV Fort +6, 
  Ref +4, Will +9; Str 12, Dex 12, Con 12, Int 12, Wis 17, 
  Cha 10. 
   
  Skills and Feats: Concentration +10, Diplomacy +9, 
  Knowledge (the Planes) +10, Spellcraft +10; Combat 
  Casting, Greater Spell Focus (necromancy), Spell Focus 
  (necromancy), Still Spell. 
   
  Cleric Spells Prepared (5/4+1/4+1/3+1; DC 13 + spell 
  level, 15 + spell level for necromancy spells): 0 – create 
  water x2, detect magic x2, read magic; 1st – bane, bless, cure light 
  wounds, inflict light wounds*, shield of faith; 2nd –bear’s 
  endurance, bull’s strength, cure moderate wounds, remove 
  paralysis, shatter*; 3rd – bestow curse, blindness/deafness, cure 
  serious wounds, magic circle against good*. 
   
  *Domain spell. Domains: Destruction (smite 1/day, 
  +4 to hit and +6 damage), Evil (cast all spells with Evil 
  descriptor at +1 caster level). 
   
  Possessions: heavy mace, +1 full plate, cloak of resistance 
  +1, ring of protection +1, silver holy symbol of Tharizdun. 
  Mnemnonthraxus: male human Wiz6; CR 6; medium 
  humanoid (human); HD 6d4+12; hp 27; Init +6; Spd 30 ft; 
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 armor); Base 
  Atk/Grp +3/+2; Atk +3 melee (1d4-1/19-20, masterwork 
  dagger); Full Atk +3 melee (1d4-1/19-20, masterwork 
  dagger); SA spells; SQ summon familiar, touched by 
  
  KEO5-04 Burning Brightly 
   
  Page 25 
  chaos, pre-cast spells (greater mage armor); AL CE; SV Fort 
  +5, Ref +5, Will +7; Str 8, Dex 14, Con 14, Int 17 (19), Wis 
  12, Cha 10. 
   
  Skills and Feats: Concentration +11, Knowledge 
  (arcana) +13, Knowledge (history) +13, Knowledge 
  (nobility and royalty) +13, Knowledge (the Planes) +13, 
  Spellcraft +15; Combat Casting, Empower SpellB, Greater 
  Spell Focus (illusion), Improved Initiative, Scribe ScrollB, 
  Spell Focus (illusion). 
   
  Touched by Chaos: Mnemnonthraxus’ spells do not 
  suffer the usual spell failure chance associated with 
  spellcasting in Limbo. He automatically succeeds at the 
  Wisdom check to determine relative gravity. 
   
  Wizard spells prepared (4/4/4/3; DC 14 + spell level; 16 
  + spell level for illusion spells): 0 - detect magic, detect 
  poison, prestidigitation, read magic; 1st – disguise self, magic 
  missile, ray of enfeeblement x2; 2nd –invisibility, mirror image, 
  scorching ray, web; 3rd – displacement, fireball, lightning bolt. 
   
  Possessions: masterwork dagger, headband of intellect +2, 
  cloak of resistance +1, wand of enlarge person (CL 1), 7 arcane 
  scrolls of phantasmal killer (CL 7), arcane scroll of greater mage 
  armor* (CL 5), 2 spell component pouches, robes, 
  Mnemnonthraxus’ Spellbook.  *Complete Arcane. 
   
  
  KEO5-04 Burning Brightly 
   
  Page 26 
  APPENDIX 3 – APL 8 
   
  ENCOUNTER 5 – AREA 6 
   
   
   
  Advanced (20 HD) Stained Glass Golem: CR 7; 
  medium-size construct; HD 20d10+40; hp 180; Init +0; 
  Spd 30 ft. (can’t run); AC 15, touch 10, flat-footed 15 (+5 
  natural); BAB/Grp +15/+17; Atk +18 melee (1d8+2/19-20, 
  rake); Full Atk +18 melee (1d8+2/19-20, 2 rakes); SA –; 
  SQ construct traits, DR 10/adamantine, fast healing 5, 
  keen, magic immunity, touched by chaos; SV Fort +6, Ref 
  +6, Will +8; Str 14, Dex 10, Con --, Int 4, Wis 14, Cha 7. 
   
  Skills and Feats: Hide +24*; Blind-Fighting, Cleave, 
  Great Cleave, Improved Toughness*, Power Attack, Skill 
  Focus (Hide), Weapon Focus (rake).  *Complete Warrior. 
   
  Keen (Su):  A stained glass golem’s rake attack 
  threatens a critical hit on a natural attack roll of 19-20. 
   
  Magic Immunity (Ex):  A stained glass golem is 
  immune to any spell or spell-like ability that allows spell 
  resistance, except as follows.  A shatter spell affects it 
  normally.  A mending spell heals 2d6 points of damage the 
  golem has taken.  Sonic attacks affect it normally. 
   
  Touched by Chaos: The golems automatically 
  succeed at the Wisdom check to determine relative 
  gravity in Limbo. 
   
  Skills:  *A stained glass golem receives a +20 
  competence bonus on Hide checks when standing 
  motionless in a window frame. 
   
  Description: Beautiful stained glass windows not 
  only indicate the wealth of a temple or stronghold, they 
  may also be the site’s guardians. These beautiful 
  constructs are built to harmonize with a structure’s décor, 
  so that their presence is not obvious to any except 
  intruders. Stained glass golems are flat, two-dimensional 
  replicas of living beings. When they move, they produce 
  a tinkling sound like that made by delicate crystal wind 
  chimes. When moving through a lighted area, they flash 
  and flicker as the light striking them breaks down into its 
  component 
  hues. 
  Stained 
  glass 
  golems 
  never 
  communicate in any way.  Stained glass golems attack by 
  slashing with their “arms”, which are as sharp as broken 
  glass. 
  ENCOUNTER 5 – AREA 14  
   
   
  Artemis: male human ex-Pal1/Ftr4/Rgr1/Blackguard2; 
  CR 8; medium humanoid (human); HD 1d8+7d10+16; hp 
  71; Init +2; Spd 20 ft.; AC 24, touch 11, flat-footed 23 (+9 
  armor, +2 shield, +1 Dex, +2 natural); Base Atk/Grp 
  +8/+13; Atk +15 melee (1d10+8/19-20, +1 bastard sword); 
  Full Atk +15/+10 melee (1d10+8/19-20, +1 bastard sword); 
  SA favored enemy (human +2), smite good 2/day; SQ wild 
  empathy, aura of evil, detect good, poison use, dark 
  blessing; AL CE; SV Fort +13, Ref +5, Will +4; Str 18 (20), 
  Dex 14, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +4, Concentration +10, 
  Diplomacy +6, Handle Animal +6, Hide +1, Knowledge 
  (religion) +3, Ride +13; Cleave, Exotic Weapon 
  Proficiency (bastard sword), Improved SunderB, Iron 
  Will, Power Attack, TrackB, Weapon Focus (bastard 
  sword) B, Weapon Specialization (bastard sword) B. 
   
  Blackguard Spells Prepared (2; DC 11 + spell level): 1st – 
  corrupt weapon, divine sacrifice*.  *Complete Divine. 
   
  Possessions: +1 full plate, +1 bastard sword, masterwork 
  heavy steel shield, dagger, silver holy symbol of 
  Tharizdun, defaced holy symbol of Heironeous, potion of 
  shield of faith +2, potion of barkskin +2, gauntlets of ogre power. 
  Eremis: male human ex-Pal1/Ftr4/Rgr1/Blackguard2; 
  CR 8; medium humanoid (human); HD 1d8+7d10+16; hp 
  71; Init +2; Spd 20 ft.; AC 22, touch 11, flat-footed 21 (+9 
  armor, +1 Dex, +2 natural); Base Atk/Grp +8/+13; Atk +15 
  melee (2d4+10, +1 spiked chain); Full Atk +15/+10 melee 
  (2d4+10, +1 spiked chain); SA favored enemy (human +2), 
  smite good 2/day; SQ wild empathy, aura of evil, detect good, 
  poison use, dark blessing; AL CE; SV Fort +13, Ref +5, 
  Will +4; Str 18 (20), Dex 14, Con 14, Int 10, Wis 12, Cha 
  10. 
   
  Skills and Feats: Climb +5, Concentration +10, 
  Diplomacy +6, Handle Animal +6, Hide +2, Knowledge 
  (religion) +3, Ride +13; Cleave, Exotic Weapon 
  Proficiency (spiked chain), Improved SunderB, Iron Will, 
  Power Attack, TrackB, Weapon Focus (spiked chain) B, 
  Weapon Specialization (spiked chain) B. 
   
  Blackguard Spells Prepared (2; DC 11 + spell level): 1st – 
  corrupt weapon, divine sacrifice*.  *Complete Divine. 
   
  Possessions: +1 full plate, +1 spiked chain, dagger, silver 
  holy symbol of Tharizdun, defaced holy symbol of 
  Heironeous, potion of shield of faith +3, potion of barkskin +2, 
  gauntlets of ogre power. 
  Janus: male human Clr8 of Tharizdun; CR 8; medium 
  humanoid (human); HD 8d8+8; hp 54; Init +1; Spd 20 ft.; 
  AC 21, touch 12, flat-footed 20 (+9 armor, +1 Dex, +1 
  deflection); Base Atk/Grp +6/+7; Atk +8 melee (1d8+1, 
  masterwork heavy mace); Full Atk +8/+3 melee (1d8+1, 
  masterwork heavy mace); SA spells, rebuke undead; SQ 
  spontaneous casting, aura, pre-cast spells (magic circle 
  against good); AL CE; SV Fort +7, Ref +4, Will +12; Str 12, 
  Dex 12, Con 12, Int 12, Wis 18 (20), Cha 10. 
   
  Skills and Feats: Concentration +12, Diplomacy +11, 
  Knowledge (the Planes) +12, Spellcraft +12; Combat 
  Casting, Greater Spell Focus (necromancy), Spell Focus 
  (necromancy), Still Spell. 
   
  Cleric Spells Prepared (6/6+1/4+1/4+1/3+1; DC 15 + 
  spell level, 17 + spell level for necromancy spells): 0 – 
  create water x2, detect magic x2, light, read magic; 1st – bane, 
  bless, cure light wounds x2, doom, inflict light wounds*, shield of 
  faith; 2nd –bear’s endurance, cure moderate wounds, remove 
  paralysis, silence, shatter*; 3rd –blindness/deafness, cure serious 
  wounds, dispel magic x2, magic circle against good*; 4th –cure 
  critical wounds x2, poison, unholy blight*. 
  
  KEO5-04 Burning Brightly 
   
  Page 27 
   
  *Domain spell. Domains: Destruction (smite 1/day, 
  +4 to hit and +8 damage), Evil (cast all spells with Evil 
  descriptor at +1 caster level). 
   
  Possessions: masterwork heavy mace, +1 full plate, cloak 
  of resistance +1, ring of protection +1, periapt of wisdom +2, 
  silver holy symbol of Tharizdun. 
  Mnemnonthraxus: male human Wiz8; CR 8; medium 
  humanoid (human); HD 8d4+16; hp 36; Init +6; Spd 30 ft; 
  AC 19, touch 13, flat-footed 18 (+2 Dex, +6 armor, +1 
  deflection); Base Atk/Grp +4/+3; Atk +4 melee (1d4-1/19-
  20, masterwork dagger); Full Atk +4 melee (1d4-1/19-20, 
  masterwork dagger); SA spells; SQ summon familiar, 
  touched by chaos, pre-cast spells (greater mage armor); AL 
  CE; SV Fort +6, Ref +6, Will +9; Str 8, Dex 14, Con 14, Int 
  18 (20), Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +13, Knowledge 
  (arcana) +16, Knowledge (history) +16, Knowledge 
  (nobility and royalty) +16, Knowledge (the Planes) +16, 
  Spellcraft +18; Combat Casting, Empower SpellB, Greater 
  Spell Focus (illusion), Improved Initiative, Scribe ScrollB, 
  Spell Focus (illusion). 
   
  Touched by Chaos: Mnemnonthraxus’ spells do not 
  suffer the usual spell failure chance associated with 
  spellcasting in Limbo. He automatically succeeds at the 
  Wisdom check to determine relative gravity. 
   
  Wizard spells prepared (4/6/4/4/3; DC 15 + spell level; 
  17 + spell level for illusion spells): 0 - detect magic, detect 
  poison, prestidigitation, read magic; 1st – disguise self, magic 
  missile x2, ray of enfeeblement x2, shield; 2nd –invisibility, 
  mirror image, scorching ray, web; 3rd – displacement, fireball x2, 
  lightning bolt; 4th – phantasmal killer x2, shout. 
   
  Possessions: masterwork dagger, headband of intellect +2, 
  cloak of resistance +2, ring of protection +1, wand of enlarge 
  person (CL 1), 7 arcane scrolls of phantasmal killer (CL 7), 
  arcane scroll of greater mage armor* (CL 5), 2 spell 
  component pouches, robes, Mnemnonthraxus’ Spellbook.  
  *Complete Arcane. 
   
  
  KEO5-04 Burning Brightly 
   
  Page 28 
  APPENDIX 4 – APL 10 
   
  ENCOUNTER 5 – AREA 6 
   
   
   
  Advanced (24 HD) Stained Glass Golem: CR 8; 
  medium-size construct; HD 24d10+44; hp 213; Init +0; 
  Spd 30 ft. (can’t run); AC 15, touch 10, flat-footed 15 (+5 
  natural); BAB/Grp +18/+20; Atk +21 melee (2d6+2/19-20, 
  rake); Full Atk +21 melee (2d6+2/19-20, 2 rakes); SA –; 
  SQ construct traits, DR 10/adamantine, fast healing 5, 
  keen, magic immunity, touched by chaos; SV Fort +8, Ref 
  +8, Will +10; Str 15, Dex 10, Con --, Int 4, Wis 14, Cha 7. 
   
  Skills and Feats: Hide +30*, Move Silently +2; Blind-
  Fighting, Cleave, Great Cleave, Improved Natural Attack 
  (rake), Improved Toughness*, Power Attack, Skill Focus 
  (Hide), Stealthy, Weapon Focus (rake).  *Complete 
  Warrior. 
   
  Keen (Su):  A stained glass golem’s rake attack 
  threatens a critical hit on a natural attack roll of 19-20. 
   
  Magic Immunity (Ex):  A stained glass golem is 
  immune to any spell or spell-like ability that allows spell 
  resistance, except as follows.  A shatter spell affects it 
  normally.  A mending spell heals 2d6 points of damage the 
  golem has taken.  Sonic attacks affect it normally. 
   
  Touched by Chaos: The golems automatically 
  succeed at the Wisdom check to determine relative 
  gravity in Limbo. 
   
  Skills:  *A stained glass golem receives a +20 
  competence bonus on Hide checks when standing 
  motionless in a window frame. 
   
  Description: Beautiful stained glass windows not 
  only indicate the wealth of a temple or stronghold, they 
  may also be the site’s guardians. These beautiful 
  constructs are built to harmonize with a structure’s décor, 
  so that their presence is not obvious to any except 
  intruders. Stained glass golems are flat, two-dimensional 
  replicas of living beings. When they move, they produce 
  a tinkling sound like that made by delicate crystal wind 
  chimes. When moving through a lighted area, they flash 
  and flicker as the light striking them breaks down into its 
  component 
  hues. 
  Stained 
  glass 
  golems 
  never 
  communicate in any way.  Stained glass golems attack by 
  slashing with their “arms”, which are as sharp as broken 
  glass. 
  ENCOUNTER 5 – AREA 14  
   
   
  Artemis: male human ex-Pal1/Ftr4/Rgr1/Blackguard4; 
  CR 10; medium humanoid (human); HD 1d8+9d10+20; 
  hp 89; Init +2; Spd 20 ft.; AC 24, touch 11, flat-footed 23 
  (+9 armor, +2 shield, +1 Dex, +2 natural); Base Atk/Grp 
  +10/+15; Atk +17 melee (1d10+8/19-20, +1 vicious bastard 
  sword); Full Atk +17/+12 melee (1d10+8/19-20, +1 vicious 
  bastard sword); SA favored enemy (human +2), smite good 
  2/day; SQ wild empathy, aura of evil, detect good, poison 
  use, dark blessing; AL CE; SV Fort +14, Ref +6, Will +5; 
  Str 18 (20), Dex 14, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +4, Concentration +12, 
  Diplomacy +8, Handle Animal +6, Hide +1, Knowledge 
  (religion) +3, Ride +15; Cleave, Combat Reflexes, Exotic 
  Weapon Proficiency (bastard sword), Improved SunderB, 
  Iron Will, Power Attack, TrackB, Weapon Focus (bastard 
  sword) B, Weapon Specialization (bastard sword) B. 
   
  Blackguard Spells Prepared (2/1; DC 11 + spell level): 1st 
  – corrupt weapon, divine sacrifice*; 2nd – wave of grief*.  
  *Complete Divine. 
   
  Possessions: +1 full plate, +1 vicious bastard sword, 
  masterwork heavy steel shield, dagger, silver holy symbol 
  of Tharizdun, defaced holy symbol of Heironeous, potion 
  of shield of faith +2, potion of barkskin +2, gauntlets of ogre 
  power. 
  Eremis: male human ex-Pal1/Ftr4/Rgr1/Blackguard4; 
  CR 10; medium humanoid (human); HD 1d8+9d10+20; 
  hp 89; Init +2; Spd 20 ft.; AC 22, touch 11, flat-footed 21 
  (+9 armor, +1 Dex, +2 natural); Base Atk/Grp +10/+15; 
  Atk +17 melee (2d4+10, +1 bane (human) spiked chain); Full 
  Atk +17/+12 melee (2d4+10, +1 bane (human) spiked chain); 
  SA favored enemy (human +2), smite good 2/day, sneak 
  attack +1d6; SQ wild empathy, aura of evil, detect good, 
  poison use, dark blessing, command undead, aura of 
  despair; AL CE; SV Fort +14, Ref +6, Will +5; Str 18 (20), 
  Dex 14, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +5, Concentration +12, 
  Diplomacy +8, Handle Animal +6, Hide +2, Knowledge 
  (religion) +3, Ride +15; Cleave, Combat Reflexes, Exotic 
  Weapon Proficiency (spiked chain), Improved SunderB, 
  Iron Will, Power Attack, TrackB, Weapon Focus (spiked 
  chain) B, Weapon Specialization (spiked chain) B. 
   
  Blackguard Spells Prepared (2/1; DC 11 + spell level): 1st 
  – corrupt weapon, divine sacrifice*; 2nd – wave of grief*.  
  *Complete Divine. 
   
  Possessions: +1 full plate, +1 bane (human) spiked chain, 
  dagger, silver holy symbol of Tharizdun, defaced holy 
  symbol of Heironeous, potion of shield of faith +3, potion of 
  barkskin +2, gauntlets of ogre power. 
  Janus: male human Clr10 of Tharizdun; CR 10; medium 
  humanoid (human); HD 10d8+10; hp 68; Init +5; Spd 20 
  ft.; AC 22, touch 12, flat-footed 21 (+10 armor, +1 Dex, +1 
  deflection); Base Atk/Grp +7/+8; Atk +9 melee (1d8+1, 
  masterwork heavy mace); Full Atk +9/+4 melee (1d8+1, 
  masterwork heavy mace); SA spells, rebuke undead; SQ 
  spontaneous casting, aura, pre-cast spells (magic circle 
  against good); AL CE; SV Fort +9, Ref +6, Will +14; Str 12, 
  Dex 12, Con 12, Int 12, Wis 18 (20), Cha 10. 
   
  Skills and Feats: Concentration +14, Diplomacy +13, 
  Knowledge (the Planes) +14, Spellcraft +14; Combat 
  Casting, Greater Spell Focus (necromancy), Improved 
  Initiative, Spell Focus (necromancy), Still Spell. 
   
  Cleric Spells Prepared (6/6+1/5+1/4+1/4+1/3+1; DC 15 
  + spell level, 17 + spell level for necromancy spells): 0 – 
  create water x2, detect magic x2, light, read magic; 1st – bane, 
  
  KEO5-04 Burning Brightly 
   
  Page 29 
  bless, cure light wounds, doom, inflict light wounds*, protection 
  from good, shield of faith; 2nd –bear’s endurance, cure moderate 
  wounds, hold person, remove paralysis, silence, shatter*; 3rd –
  blindness/deafness, cure serious wounds, dispel magic, magic 
  circle against good*, searing light; 4th –cure critical wounds x2, 
  divine power, poison, unholy blight*; 5th –flame strike x2, mass 
  inflict light wounds*, righteous might. 
   
  *Domain spell. Domains: Destruction (smite 1/day, 
  +4 to hit and +10 damage), Evil (cast all spells with Evil 
  descriptor at +1 caster level). 
   
  Possessions: masterwork heavy mace, +2 full plate, cloak 
  of resistance +2, ring of protection +1, periapt of wisdom +2, 2 
  silver holy symbols of Tharizdun. 
  Mnemnonthraxus: male human Wiz10; CR 10; 
  medium humanoid (human); HD 10d4+30; hp 53; Init +6; 
  Spd 30 ft; AC 19, touch 13, flat-footed 18 (+2 Dex, +6 
  armor, +1 deflection); Base Atk/Grp +5/+4; Atk +5 melee 
  (1d4-1/19-20, masterwork dagger); Full Atk +5 melee 
  (1d4-1/19-20, masterwork dagger); SA spells; SQ summon 
  familiar, touched by chaos, pre-cast spells (greater mage 
  armor); AL CE; SV Fort +7, Ref +7, Will +10; Str 8, Dex 14, 
  Con 14, Int 18 (20), Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +15, Knowledge 
  (arcana) +18, Knowledge (architecture and engineering) 
  +7, Knowledge (history) +18, Knowledge (nobility and 
  royalty) +18, Knowledge (the Planes) +18, Spellcraft +20; 
  Combat Casting, Empower SpellB, Greater Spell Focus 
  (illusion), Improved Initiative, Improved Toughness*, 
  Maximize SpellB, Scribe ScrollB, Spell Focus (illusion).  
  *Complete Warrior. 
   
  Touched by Chaos: Mnemnonthraxus’ spells do not 
  suffer the usual spell failure chance associated with 
  spellcasting in Limbo. He automatically succeeds at the 
  Wisdom check to determine relative gravity. 
   
  Wizard spells prepared (4/6/5/4/4/3; DC 15 + spell 
  level; 17 + spell level for illusion spells): 0 - detect magic, 
  detect poison, prestidigitation, read magic; 1st – disguise self, 
  magic missile x2, ray of enfeeblement x2, shield; 2nd –
  invisibility, mirror image, scorching ray x2, web; 3rd – 
  displacement, fireball, lightning bolt, empowered magic 
  missile; 4th – dimension door, phantasmal killer x2, 
  empowered scorching ray; 5th – cone of cold, feeblemind, 
  maximized scorching ray. 
   
  Possessions: masterwork dagger, headband of intellect +2, 
  cloak of resistance +2, ring of protection +1, wand of enlarge 
  person (CL 1), ring of counterspells (scorching ray), 7 arcane 
  scrolls of phantasmal killer (CL 7), arcane scroll of greater mage 
  armor* (CL 5), 2 spell component pouches, robes, 
  Mnemnonthraxus’ Spellbook.  *Complete Arcane. 
   
  
  KEO5-04 Burning Brightly 
   
  Page 30 
  APPENDIX 5 – APL 12 
   
  ENCOUNTER 5 – AREA 6 
   
   
   
  Advanced (24 HD) Stained Glass Golem: CR 8; 
  medium-size construct; HD 24d10+44; hp 213; Init +0; 
  Spd 30 ft. (can’t run); AC 15, touch 10, flat-footed 15 (+5 
  natural); BAB/Grp +18/+20; Atk +21 melee (2d6+2/19-20, 
  rake); Full Atk +21 melee (2d6+2/19-20, 2 rakes); SA –; 
  SQ construct traits, DR 10/adamantine, fast healing 5, 
  keen, magic immunity, touched by chaos; SV Fort +8, Ref 
  +8, Will +10; Str 15, Dex 10, Con --, Int 4, Wis 14, Cha 7. 
   
  Skills and Feats: Hide +30*, Move Silently +2; Blind-
  Fighting, Cleave, Great Cleave, Improved Natural Attack 
  (rake), Improved Toughness*, Power Attack, Skill Focus 
  (Hide), Stealthy, Weapon Focus (rake).  *Complete 
  Warrior. 
   
  Keen (Su):  A stained glass golem’s rake attack 
  threatens a critical hit on a natural attack roll of 19-20. 
   
  Magic Immunity (Ex):  A stained glass golem is 
  immune to any spell or spell-like ability that allows spell 
  resistance, except as follows.  A shatter spell affects it 
  normally.  A mending spell heals 2d6 points of damage the 
  golem has taken.  Sonic attacks affect it normally. 
   
  Touched by Chaos: The golems automatically 
  succeed at the Wisdom check to determine relative 
  gravity in Limbo. 
   
  Skills:  *A stained glass golem receives a +20 
  competence bonus on Hide checks when standing 
  motionless in a window frame. 
   
  Description: Beautiful stained glass windows not 
  only indicate the wealth of a temple or stronghold, they 
  may also be the site’s guardians. These beautiful 
  constructs are built to harmonize with a structure’s décor, 
  so that their presence is not obvious to any except 
  intruders. Stained glass golems are flat, two-dimensional 
  replicas of living beings. When they move, they produce 
  a tinkling sound like that made by delicate crystal wind 
  chimes. When moving through a lighted area, they flash 
  and flicker as the light striking them breaks down into its 
  component 
  hues. 
  Stained 
  glass 
  golems 
  never 
  communicate in any way.  Stained glass golems attack by 
  slashing with their “arms”, which are as sharp as broken 
  glass. 
  ENCOUNTER 5 – AREA 14  
   
   
  Artemis: male human ex-Pal1/Ftr4/Rgr1/Blackguard6; 
  CR 12; medium humanoid (human); HD 1d8+11d10+24; 
  hp 107; Init +2; Spd 20 ft.; AC 25, touch 11, flat-footed 24 
  (+9 armor, +3 shield, +1 Dex, +2 natural); Base Atk/Grp 
  +12/+17; Atk +20 melee (1d10+9/17-20, +2 vicious bastard 
  sword); Full Atk +20/+15/+10 melee (1d10+9/17-20, +2 
  vicious bastard sword); SA favored enemy (human +2), smite 
  good 3/day; SQ wild empathy, aura of evil, detect good, 
  poison use, dark blessing, fiendish servant, protection from 
  energy (72 pts of fire damage); AL CE; SV Fort +15, Ref +7, 
  Will +6; Str 18 (20), Dex 14, Con 14, Int 10, Wis 13, Cha 
  10. 
   
  Skills and Feats: Climb +4, Concentration +14, 
  Diplomacy +10, Handle Animal +8, Hide +1, Knowledge 
  (religion) +3, Ride +15; Cleave, Combat Reflexes, Exotic 
  Weapon Proficiency (bastard sword), Improved Critical 
  (bastard sword), Improved SunderB, Iron Will, Power 
  Attack, TrackB, Weapon Focus (bastard sword) B, Weapon 
  Specialization (bastard sword) B. 
   
  Blackguard Spells Prepared (2/1/1; DC 11 + spell level): 
  1st – corrupt weapon, divine sacrifice*; 2nd – wave of grief*; 3rd – 
  protection from energy.  *Complete Divine. 
   
  Possessions: +1 full plate, +2 vicious bastard sword, +1 
  heavy steel shield, dagger, silver holy symbol of Tharizdun, 
  defaced holy symbol of Heironeous, potion of shield of faith 
  +2, potion of barkskin +2, gauntlets of ogre power. 
  Eremis: male human ex-Pal1/Ftr4/Rgr1/Blackguard6; 
  CR 12; medium humanoid (human); HD 1d8+11d10+24; 
  hp 107; Init +2; Spd 20 ft.; AC 24, touch 11, flat-footed 23 
  (+9 armor, +1 Dex, +4 natural); Base Atk/Grp +12/+17; 
  Atk +20 melee (2d4+11/19-20, +2 bane (human) spiked 
  chain); Full Atk +20/+15/+10 melee (2d4+11/19-20, +2 
  bane (human) spiked chain); SA favored enemy (human +2), 
  smite good 3/day, sneak attack +1d6; SQ wild empathy, 
  aura of evil, detect good, poison use, dark blessing, 
  command undead, aura of despair, fiendish servant, 
  protection from energy (72 pts of fire damage); AL CE; SV 
  Fort +15, Ref +7, Will +6; Str 18 (20), Dex 14, Con 14, Int 
  10, Wis 13, Cha 10. 
   
  Skills and Feats: Climb +5, Concentration +14, 
  Diplomacy +10, Handle Animal +8, Hide +2, Knowledge 
  (religion) +3, Ride +15; Cleave, Combat Reflexes, Exotic 
  Weapon Proficiency (spiked chain), Improved Critical 
  (spiked chain), Improved SunderB, Iron Will, Power 
  Attack, TrackB, Weapon Focus (spiked chain) B, Weapon 
  Specialization (spiked chain) B. 
   
  Blackguard Spells Prepared (2/1/1; DC 11 + spell level): 
  1st – corrupt weapon, divine sacrifice*; 2nd – wave of grief*; 3rd – 
  protection from energy.  *Complete Divine. 
   
  Possessions: +1 full plate, +2 bane (human) spiked chain, 
  dagger, silver holy symbol of Tharizdun, defaced holy 
  symbol of Heironeous, potion of shield of faith +3, potion of 
  barkskin +4, gauntlets of ogre power, potion of haste. 
  Janus: male human Clr12 of Tharizdun; CR 12; medium 
  humanoid (human); HD 12d8+12; hp 81; Init +5; Spd 20 
  ft.; AC 22, touch 12, flat-footed 21 (+10 armor, +1 Dex, +1 
  deflection); Base Atk/Grp +9/+10; Atk +11 melee (1d8+2, 
  +1 heavy mace); Full Atk +11/+6 melee (1d8+2, +1 heavy 
  mace); SA spells, rebuke undead; SQ spontaneous casting, 
  aura, pre-cast spells (magic circle against good); AL CE; SV 
  Fort +11, Ref +8, Will +16; Str 12, Dex 12, Con 12, Int 12, 
  Wis 19 (21), Cha 10. 
   
  Skills and Feats: Concentration +16, Diplomacy +15, 
  Knowledge (the Planes) +16, Spellcraft +16; Combat 
  
  KEO5-04 Burning Brightly 
   
  Page 31 
  Casting, Greater Spell Focus (necromancy), Improved 
  Initiative, Quicken Spell, Spell Focus (necromancy), Still 
  Spell. 
   
  Cleric Spells Prepared (6/7+1/5+1/5+1/4+1/4+1/2+1; 
  DC 15 + spell level, 17 + spell level for necromancy 
  spells): 0 – create water x2, detect magic x2, light, read magic; 
  1st – bane, bless, cure light wounds, divine favor, doom, inflict 
  light wounds*, protection from good, shield of faith; 2nd –bear’s 
  endurance, calm emotions, cure moderate wounds, remove 
  paralysis, silence, shatter*; 3rd – bestow curse, blindness/deafness, 
  cure serious wounds, dispel magic, magic circle against good*, 
  searing light; 4th –cure critical wounds x2, divine power, poison, 
  unholy blight*; 5th –flame strike x2, greater command, mass 
  inflict light wounds*, righteous might; 6th – heal x2, harm*. 
   
  *Domain spell. Domains: Destruction (smite 1/day, 
  +4 to hit and +12 damage), Evil (cast all spells with Evil 
  descriptor at +1 caster level). 
   
  Possessions: +1 heavy mace, +2 full plate, cloak of resistance 
  +3, ring of protection +1, periapt of wisdom +2, pearl of power 
  (2nd level spell), 2 silver holy symbols of Tharizdun. 
  Mnemnonthraxus: male human Wiz12; CR 12; 
  medium humanoid (human); HD 12d4+36; hp 63; Init +6; 
  Spd 30 ft; AC 19, touch 13, flat-footed 18 (+2 Dex, +6 
  armor, +1 deflection); Base Atk/Grp +6/+5; Atk +6 melee 
  (1d4-1/19-20, masterwork dagger); Full Atk +6/+1 melee 
  (1d4-1/19-20, masterwork dagger); SA spells; SQ summon 
  familiar, touched by chaos, pre-cast spells (greater mage 
  armor); AL CE; SV Fort +8, Ref +8, Will +11; Str 8, Dex 14, 
  Con 14, Int 19 (23), Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +17, Knowledge 
  (arcana) +21, Knowledge (architecture and engineering) 
  +10, Knowledge (history) +21, Knowledge (nobility and 
  royalty) +21, Knowledge (the Planes) +21, Spellcraft +23; 
  Combat Casting, Empower SpellB, Greater Spell Focus 
  (illusion), Improved Initiative, Improved Toughness*, 
  Maximize SpellB, Quicken Spell, Scribe ScrollB, Spell 
  Focus (illusion).  *Complete Warrior. 
   
  Touched by Chaos: Mnemnonthraxus’ spells do not 
  suffer the usual spell failure chance associated with 
  spellcasting in Limbo. He automatically succeeds at the 
  Wisdom check to determine relative gravity. 
   
  Wizard spells prepared (4/6/6/5/4/4/3; DC 16 + spell 
  level; 18 + spell level for illusion spells): 0 - detect magic, 
  detect poison, prestidigitation, read magic; 1st – disguise self, 
  magic missile x2, ray of enfeeblement x2, shield; 2nd – glitterdust, 
  invisibility, mirror image, scorching ray x2, web; 3rd – 
  displacement, fireball x2, lightning bolt x2; 4th – dimension 
  door, phantasmal killer x2, empowered scorching ray; 5th – 
  cone of cold, feeblemind, quickened magic missile, maximized 
  scorching ray; 6th – acid fog, disintegrate, mislead. 
   
  Possessions: masterwork dagger, headband of intellect +4, 
  cloak of resistance +2, ring of protection +1, wand of enlarge 
  person (CL 1), ring of counterspells (disintegrate), 7 arcane 
  scrolls of phantasmal killer (CL 7), arcane scroll of greater mage 
  armor* (CL 5), 2 spell component pouches, robes, 
  Mnemnonthraxus’ Spellbook.  *Complete Arcane. 
   
  
  KEO5-04 Burning Brightly 
   
  Page 32 
  DM AID – NEW RULES ITEMS 
  NEW FEATS 
  Improved Toughness (Complete Warrior) 
   
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to your current Hit Dice.  Each time you gain a HD (such as by 
  gaining a level), you gain 1 additional hit point.  If you lose a HD (such as by losing a level), you lose 1 hit point 
  permanently. 
   
  Special: A fighter may select Improved Toughness as one of his fighter bonus feats.  
  NEW SPELLS 
  Divine Sacrifice (Complete Divine) 
  Evocation 
  Level: Blackguard 1, Pal 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
  You can sacrifice life force to increase the damage you deal. Once each round, as a free action, you can sacrifice up 
  to 10 of your hit points (doing this does not trigger an attack of opportunity). For every two hit points you sacrifice, on 
  your next successful attack you deal +1d6 damage, to a maximum of +5d6 damage on that attack. Your ability to deal this 
  damage ends when you successfully attack or when the duration ends. You can make as many sacrifices as the spell’s 
  duration allows. Sacrificed hit points count as normal damage. For example, an 8th level paladin can cast this spell with 
  a duration of four rounds. If she sacrifices 10 hit points a round, she can spend up to 40 hit points and deal up to +5d6 
  damage all four rounds. 
  Mage Armor, Greater (Complete Arcane) 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/Wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
   
  This spell functions like mage armor, except that its tangible field of force provides a +6 armor bonus to Armor 
  Class. 
   
  Material Component: A tiny platinum shield worth 25 gp. 
  Wave of Grief (Complete Divine) 
  Enchantment [Evil, Mind-Affecting] 
  Level: Brd 2, Blackguard 2, Clr 2 
  Components: S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: Cone 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes. 
   
  All within the cone when the spell is cast are overcome with sorrow and grief.  They suffer a -3 penalty on all attack 
  rolls, saving throws, ability checks, and skill checks. 
   
  Material Component: Three tears. 
   
  
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  DM AID: MAPS 
   
   
   
  
  KEO5-04 Burning Brightly 
   
  Page 34 
  PLAYER HANDOUT #1 
   
  A letter is emblazoned with the seal of the Knights of the Malagari. 
   
  Friends, 
   
  It has been a long season since we have seen you, and we 
  hope that time finds you well. Unfortunately, the Kingdom 
  has need of your services, or we would leave you to your 
  well-deserved rest. Please, meet with our emissary near the 
  frozen fountain north of the farrier’s row after nightfall. A 
  man of the cloth of Cuthbert will meet you. 
   
  With Regards, 
   
  Induriel 
  Knight-Errant of the Malagari 
   
   
  
  KEO5-04 Burning Brightly 
   
  Page 35 
  PLAYER HANDOUT #2 
   
  A letter is emblazoned with the seal of the Knights of the Malagari. 
   
  Greetings, 
   
  Though you do not know me, your names and some of your 
  deeds are known to me and others like me. I will not mince 
  words: in Keoland’s dark hours, we find ourselves in need of 
  your particular talents. Meet with my emissary, a man of 
  the cloth of Cuthbert near the frozen fountain north of the 
  farrier’s row after nightfall. You will find yourself well 
  rewarded. 
   
  Induriel 
  Knight-Errant of the Malagari 
   
   
  
  KEO5-04 Burning Brightly 
   
  Page 36 
  PLAYER HANDOUT #3 
  Duke Cedrian’s personal journal and experiment notes. 
   
  11 Patchwall 578 
  My wife, Fedralia, is having trouble adjusting to life in Dorglast. I do my best to keep her amused, but find my 
  studies suffering. A child might be the answer, and it is high time I had an heir. 
   
  13 Patchwall 578 
  Today I had a lengthy discussion with Count Orloc. Every day he seems to withdraw into himself. He’s never 
  been pleasant and quite frankly, the way he looks at Fedralia makes me doubt his fidelity. Regardless, we had an 
  interesting conversation and have agreed to pool our knowledge and engage in arcane experiments together. We 
  will begin in a month’s time, after clearing some of the cellars away for our use. 
   
  27 Coldeven 579 
  Working with Orloc is both rewarding and frustrating. The man is meticulous in every aspect except his personal 
  appearance. Eyes sunken, skin pallid, the man looks like death. Fedralia cannot even speak to him.  
   
  28 Coldeven 579 
  Finally my experiments with Orloc have begun. I have to say, he might have physical shortcomings, but he lacks 
  for nothing in intellect. We have drawn up preliminary plans for a planar portal. Orloc has an idea that we can 
  harness the raw weave of other planes. It sounds outrageous, but I am willing to listen. 
   
  15 Goldmonth 57- 
  My head aches so. Many, many nights have passed cloistered away with Orloc. I am glad he is not in a position 
  of power over me, for he is ruthless. I shudder to think of his vassals. 
   
  19 Goldmonth 
  Tragedy struck today. A young apprentice of mine, Relnic, faltered in holding a key portion of the creating of 
  the portal. The backlash ripped through the room, killing Relnic and nearly Orloc and I. My right arm is 
  burned almost to the bone, and without the services of the clergy I would have lost it entirely.  
   
  
  KEO5-04 Burning Brightly 
   
  Page 37 
  24 Goldmonth 
  I want to return to the arcanatorium but Orloc is hesitant. I understand his reservations, but I can clearly see 
  what his goal was in the first place. 
   
  25 Goldmonth 
  Our roles are reversed. Orloc now preaches patience and I want to rush ahead. The pain of the backlash was 
  unbearable, but the power that came with it…I can still feel it. I say this to no one, but Relnic died with a smile 
  upon his face. 
   
  7 Sunsebb 
  The portal is complete. We had to choose a plane to attune it to, which had been a matter of much discussion 
  between Orloc and I. He wanted to tie it to the plane of Mechanus, but I took the decision from him. When I 
  finished the final incantation, I bound it to Limbo. The Chaos of the place will surely yield greater rewards than a 
  rigidly aligned plane. Orloc was furious and stormed out. I’m sure I can make him see reason. 
   
  14 Sunsebb 
  Today, Orloc saw reason. I ran a complicated experiment and was able to draw a minute amount of limbo’s 
  weave into an old staff Orloc used is his younger days. Within seconds, the Staff was as powerful as it had been 
  the day it was created. When I made a gift of it to him, he was eager to return to work. 
  I wonder if I shall tell him of the blood that had to be spilled. 
   
  19 Sunsebb 
  Orloc infuriates me! The man has no sense of perspective! A minor accident, and he wants to destroy the portal! 
  If he had brought a better apprentice, instead of that lackwit fool, none of this would have happened! 
   
  24 Sunsebb 
  Orloc has broken off ties with me. He says I am foolish and unstable, and perhaps he is a bit correct. I am going 
  to do more research before I continue with any experiments. 
   
  A long break appears in the notes here … 
   
  9 Goldmonth 581 
  
  KEO5-04 Burning Brightly 
   
  Page 38 
  Orloc’s son Holphin has come to live with us. He is strong featured, and I see the spark within him. Orloc says 
  the boy has no focus, but I think he has yet to reach that inner well. Perhaps I can turn him into my next 
  apprentice.  
   
  3 Wealson 
  The Portal…it woke me tonight. I walked to it, and it was opened. On the other side, I saw a monastery filled 
  with grim faced grey men. They moved with such fluidity, such power. 
  I need that. 
   
  10 Wealson 
  Something keeps calling to me. I find myself opening the portal again and again just to watch the strange 
  grey men. They spar, and practice, and beyond the walls of their monastery, Limbo rages on. When the portal 
  is closed, I feel colder. 
   
  14 Wealson 
  Holphin saw me at the portal today, when he was looking for young Adral. The way his eyes lit up with envy, 
  even for one so young… 
   
  15.  
  I removed Holphin’s memory of the portal, and placed it within a small pear, which I then ate. 
  It tasted oily and foul. 
   
  19 
  Today I opened the portal, and was confronted with Horrors. Horrors. 
  A Burning Man, seven feet tall and clad in plate mail, strode the corridors of the Monastery, 
  killing the grey men. Their blood ran in rivulets down the walls. I could not turn away. 
  The power the Burning Man had… 
  I must have it. 
   
  
  KEO5-04 Burning Brightly 
   
  Page 39 
  PLAYER HANDOUT #4 
   
  A page from Holphin Neheli’s personal notes. 
   
  I am keeping these notes in the hopes that those who come after will not suffer. 
   
  My Uncle’s writings are incomplete, but I spoke to him in Dilwych. The grey men 
  who lived in the Monastery are a race called the Githzerai, and my Uncle 
  managed to contact them at some point. What passed between them is unknown. 
   
  I asked him about the monastery in his notes and he said only that the “Burning 
  Man” ruled its corridors now, and that the “Mind Eater” used it.  
   
  I am beginning to wonder if this Mind Eater can heal my Uncle. Perhaps it stole 
  something from him, and its death will reverse it? 
   
  I shall call on those who I can trust, even if I must purchase that trust, to 
  determine the truth of this situation. If nothing lives there, then there is nothing 
  lost.  
   
  But what if something does? Can my Uncle be saved? That is worth me surfacing, 
  even if it means my death. 
   
   
  
  KEO5-04 Burning Brightly 
   
  Page 40 
  PLAYER HANDOUT #5 
  Give one copy of the below to each Shadowdark PC. 
   
  Child, 
  You may be contacted by a pair of brothers who seek your help in a 
  delicate matter, in a place that is usually off-limits to members of our 
  family. You should accept their offer and do your utmost to resolve their 
  situation, gathering as much information about the involved parties as 
  you are able. Relay this information to us through the usual channels. 
  Above all, do not reveal the family to which you belong. 
  Love, Mother 
   
  (Out-of-game Explanation: Take notes and gather as much information, in-game, about the goings on in this adventure 
  as you are able. You are on your honor to relate to the Guildmistress only information you gained in-game. Send your 
  report to the Guildmistress at chrisinpm@aol.com. Do not relate any specifics of the module or what you found on the 
  Shadowdark yahoo group, or in any other forum.) 
   
   
  Child, 
  You may be contacted by a pair of brothers who seek your help in a 
  delicate matter, in a place that is usually off-limits to members of our 
  family. You should accept their offer and do your utmost to resolve their 
  situation, gathering as much information about the involved parties as 
  you are able. Relay this information to us through the usual channels. 
  Above all, do not reveal the family to which you belong. 
  Love, Mother 
   
  (Out-of-game Explanation: Take notes and gather as much information, in-game, about the goings on in this adventure 
  as you are able. You are on your honor to relate to the Guildmistress only information you gained in-game. Send your 
  report to the Guildmistress at chrisinpm@aol.com. Do not relate any specifics of the module or what you found on the 
  Shadowdark yahoo group, or in any other forum.) 
   
  
  KEO5-04 Burning Brightly 
   
  Page 41 
  CRITICAL EVENT SUMMARY 
  SPRING GATHERING 2005 – KEO5-04 BURNING BRIGHTLY 
   
  DM Instructions: Complete this form and return it to the Event Coordinator. 
  Event Coordinator: Please tabulate the results of all forms, summarize them, and submit that summary to Christian 
  Alipounarian of the Keoland Triad (chrisinpm@aol.com). 
   
   
  1. Did the PCs save Holphin Neheli from being slain by the 
  Burning Man? 
   
   
  2. Did the PCs deduce that the Burning Man was an illusion? 
   
   
  3. Did the PCs prevent the ritual? 
   
   
  4. How many of the eight souls did the PCs free from the amber 
  shards? Was Holphin’s among them? 
   
   
  5. What was Kelestan’s status at the end of the module? 
  (Circle one) 
   
   
   
   
  CAPTURED 
   
  SLAIN 
   
  ESCAPED 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Keoland/595/Normal Scenarios/KEO5-04 - Burning Brightly (APL 6-12)/KEO5-04 - Burning Brightly.pdf