TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
  VTF4-02 
   
   
   
   
   
   
   
  Conflagration  
   
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  VTF Metaregional Scenario 
  By Telquenariel and Steve Baker 
  Edited by: Farzin 
  Metaregional edit by: Tim Sech 
  Circle Edit: David Christ 
   
                                                           
   
  The flames of war are red hot between Tusmit and Ket. The lands are drying up and thirst for the blood of the innocent. 
   The sands of dissent are spreading but this is only the beginning.  Can the heroes intervene and stop the fires that 
  consume both lands? Or will the Baklunish West be doomed to burn on the pyre of….something bigger?  Adventure 
  for the brave of heart for APL’s 8 – 16. 
   
   
  
  VTF4-02 Conflagration 
   
  Page 2 
   
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
  That said, you as the DM can bar the use of even core 
  rulebooks during certain times of play. For example, the 
  players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text 
  is for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase 
  the player text instead of reading it aloud. Some of this 
  text is general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and DM fill out a reporting form.  After the 
  form is filled out it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Web site, ant 
  then have any players without a character create on.  
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  
  VTF4-02 Conflagration 
   
  Page 3 
   
  # 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 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a 
  class ability (i.e. animal companions, familiars 
  paladin’s mounts, etc) use the sidebar chart to 
  determine the number of levels you add to the 
  sum 
  above. 
  Add 
  each 
  character’s 
  animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will face. 
  APLS are given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask them 
  before the adventure begins whether they would like 
  to play a harder or easier adventure. Based on their 
  choice, use either the higher or the lower adjacent 
  APL. 
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is 
  three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience 
  points awarded for the adventure. This simulates the 
  face that either your character was not as challenged as 
  normal, or relied on help by higher-level characters to 
  reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or sometimes even five 1
  st-
  level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help 
  even the score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, 
  or try to enlist higher-level characters to play at 
  that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that 
  round. This is a free action (spoken command) 
  that may be attempted each round. If an animal 
  loses half or more hp in a single round it flees, 
  unless another check is successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one round metaregional adventure, 
  set in Ket.  Characters native to the VTF metaregion 
  pay one Time Unit per round, all others pay two Time 
  Units per round.  Adventurer’s Standard Upkeep costs 
  12 gp per round.  Rich Upkeep costs 50 gp per round.  
  Luxury Upkeep costs 100 gp per round. 
  Adventure Background 
  The Temple of Elemental Evil (ToEE) has been in 
  operation for years, both in the Baklunish West and 
  elsewhere.  The central theme has always been the 
  unity and competitiveness of the four elements 
  themselves.  As with most chaotic evil institutions, the 
  Temple has fought with itself on countless occasions 
  and the very structure seems to actively support this 
  type of engagement.  Somehow, recently, the warring 
  of the factions slowed to a certain extent and some sort 
  of plan was put into motion.  How the other factions 
  are dealing with the plan, whether they are even 
  cooperating, and what it all means is not known the 
  average worshipper of the Fire Aspect of the Temple.  
  What is known is that a time of great reckoning is close 
  at hand. 
  
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  Tusmit is the location of the Fire Node, a center of 
  elemental power created and fed by the cultists of the 
  Temple.  To that end, they have created a new “front” 
  cult known as the World Burners (first seen in 
  Metaregional modules in VTF3-05, Firestorm).  These 
  individuals want nothing more than to engulf the 
  world in flames and burn it away.  This particular 
  fascination with fire and destruction works well with 
  the goals and desires of the ToEE, indeed they have 
  worked hard to make these key to the fate of the cult. 
  The cult itself was very urban when first devised, as 
  this was easier to organize and plot.  As time went on, 
  the ToEE recognized that the cultists would gradually 
  have to be introduced to the greater plans of the 
  Temple and incorporated into them.  The first major 
  move was to ally themselves with a powerful elemental 
  being, accomplished prior to VTF3-05 Firestorm.  This 
  ally served to provide the World Burners with actual 
  tangible power (in the form of wishes) and a focus for 
  their activities.  In his hands, the cult expanded and 
  began to impact upon the region in a focussed manner. 
   The culmination of this expansion led the cult from 
  the cities and towns of Tusmit to the Fading Lands (an 
  elemental place of power located elsewhere – there are 
  a number around Oerth but each is accessed in a 
  different manner) and the Tusman Hills.   
  The Fading Lands were the original center of power for 
  the cult, with their ally ruling this place and forcing 
  slaves to work for the glory of the Temple and advance 
  their plans.  Unfortunately, meddling foreigners and 
  Tusmites put an end to the power base here, though 
  they did not destroy access to the Fading Lands (see 
  the conclusion of VTF3-05 Firestorm).  The cultists, led 
  by Tarqaan, shifted the center of operations to the 
  Tusman Hills and the Fire Node (as had been the 
  intention all along).  Here, a series of valleys and lands 
  were denuded of their flammable materials as the 
  power of the Fire Node was increased, both magically 
  and physically. 
  As with all things, however, the Temple still 
  remembers the destruction of their host in CY569 at 
  the battle of Emridy Meadows in Verbobonc. Instead 
  of wanting confrontation with the authorities of 
  Tusmit, they sought a way to avoid this and still 
  complete whatever ritual of great power they desired.  
  The plans of some of the remaining ToEE assisted in 
  this particular plot (see VTF3-07 Midnight in the 
  Garden of Law and Chaos) as well as the general 
  instability of the current relations between Ket and 
  Tusmit.  Never being ones for much in the way of 
  subtlety, the masters of the Fire Node seized their 
  chance after a recent meeting at the Temple itself. 
  The plan was simple, though the preparations took a 
  bit more time.  Start a war between Ket and Tusmit by 
  exacerbating the individual distrust and other factors 
  in both nations.  The Shadow Government of Ket was 
  in favor of this, as it would probably move forward 
  their own plans to take over Ket.  They actively 
  undermined efforts by moderates in the Ket 
  government to bring any chance of peace. 
  The tensions between Ket and Tusmit were myriad 
  (and are not limited to those listed here).  They began 
  with Kettite distrust over a new tunnel being explored 
  in Tusmit, which might link the country to 
  Perrenland.  Ket had, to this point, a monopoly on 
  trade by virtue of their mountain pass connecting the 
  two countries.  Now they feared seeing this lucrative 
  trade route disrupted or even destroyed, and 
  potentially even other types of trade diverted.  The 
  situation grew worse when a representative from the 
  Beygraf was assassinated in Tusmit, in view of 
  witnesses.  The country of Ket changed from worry 
  about the trade route (although only in the 
  background) to outrage at this death (he was 
  unrevivifiable) while Tusmit protested any connection 
  with this act.  The counties mobilized parts of their 
  army and political and military maneuvers ensued, 
  leading to a cold war between the two. 
  Into this situation entered Tarqaan and the ToEE.  
  They deliberately set up a series of explosions and 
  damage in the capital, Lopolla (see VTF4-01 Flicker) 
  with the intention of blaming Tusmit.  Huge illusory 
  banners of Tusmit and claims of responsibility were 
  blatant attempts at manipulation but the Archons (the 
  organized mages of Ket) were unable to react to 
  counter this threat and the Shadow Government 
  played up the disaster.  With the outrage of the public 
  at a fever pitch, the Beygraf of Ket recently (end of 
  VTF4-01) declared war and ordered the army to the 
  border. 
  Tarqaan reached the border ahead of the news and 
  immediately contacted Lareth (a high level cleric of the 
  Temple of Elemental Evil) to advise of the success of 
  his activities in Ket.  The priest ordered the World 
  Burners to begin the second phase of the plan, this 
  time to enrage Tusmit and see to it that the war was 
  
  VTF4-02 Conflagration 
   
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  joined in earnest. This broke a deal with the forces that 
  set Tarqaan up with the Fading lands.   
  Jirah, another party in this adventure, has always had 
  an interest in various factions and powers in Tusmit 
  and kept a close tab on them (mostly through non-
  magical means). It is his business for the Pasha to 
  monitor all points of information. He knew the deal 
  with Tarqaan and he was monitoring it closely.  He has 
  cultivated friends throughout the VTF including 
  Walker Salidious (the Fharlanghn Cleric from VTF 
  Year 3 series), Shahal (a contact in Ket and originally 
  seen in VTF4-01) and others, using this network to 
  keep himself informed of events as they transpire and 
  doing what he can to turn them to the interests of his 
  patrons.  
  Tusmit, unfortunately is not prepared for this war. 
  Tusmit's forces are not plentiful and peace must be 
  kept throughout the middle sheikdoms due to the 
  rising strife between the True and Exalted Faiths.  
  Further more the elves of the Udgru forest have been 
  proving difficult - and though no army is currently 
  amassing many of Tusmits' resources have been 
  assigned to monitor future events involving the elves. 
  The elements remaining on the border with Ket in a 
  defensive position, but nowhere near enough to stop 
  an actual invasion (they would be sufficient for border 
  skirmishes). All indications were that Ket would not 
  possibly launch a war until the summer at the earliest.   
  That Tusmit is preparing goes without saying – that 
  they are ready for Ket cannot be claimed.  At this 
  juncture, then, Jirah seeks to at least contain the threat 
  of the World Burners and the ToEE – he knows he 
  cannot avoid trouble with Ket but does not want a 
  third threat to emerge (the second being the Elves of 
  the Udgru forest). 
  The eventual goal of the ritual being prepared (which 
  has actually been cast in various stages to this point and 
  this is only the culminating ritual) is to release Imix, 
  the Elemental Fire Prince of Evil. The change to the 
  environment of the Tusman Hills is part of the magic 
  of the ritual and will eventually spread to encompass 
  both Ket and Tusmit to a greater or lesser degree if his 
  presence is not prevented. 
  The ToEE and Temple of Fharlanghn 
  The Temple of Elemental Evil and the worshippers of 
  Fharlanghn have never gotten along, one seeking to 
  rule the world under the Four Elemental Princes of 
  Evil and the latter devoted to the freedom and general 
  prosperity of the world (especially to travel in such a 
  world).  At least some of the more prominent Walkers 
  in the church have actively opposed the Temple, either 
  through their actions or the information that they 
  spread throughout the world.  Walker Salidious and 
  his network of contacts in the Year 3 VTF series is a 
  good example of their work. 
  As a result, the ToEE reserves special hatred for 
  worshippers of Fharlanghn.  If they can, they deal such 
  people non-lethal damage, hoping to capture and 
  torture them later for secrets.  The World Burners, not 
  being the subtlest of the Temple worshippers, make no 
  such attempts unless directly ordered – instead they go 
  straight for avowed worshippers and try to kill them.  
  The ToEE has no special affinity for worshippers, 
  however – they only know if the holy symbol of 
  Fharlanghn is prominently displayed. 
  Lareth and Imix 
  Lareth the Beautiful is the primary contact with the 
  ToEE for Tarqaan and other World Burners and it was 
  he who inspired and ordered Tarqaan to enact the 
  current plans.  He is present to see that the ritual is 
  completed properly and receive powers from Imix, the 
  Fire Prince of Evil Elementals, for this service that he 
  has rendered. Lareth was once very charming and 
  alluring but was unknowingly a pawn in both Lolth 
  and Tharizdun’s game.  He did not realize he was the 
  only one who can summon the four elemental princes 
  into this world to release Tharizdun from his cell.  But 
  some years ago he learned that the cultists were not 
  actually worshipping the elementals but Tharizdun 
  himself and now he has decided since his life was put 
  into chaos so shall Oerths.  He is incredibly 
  charismatic and manages to hide his normal, grasping 
  personality or overawe people so that they do not 
  actually see it.  At this time, his own natural tendencies 
  aside, he has kept the shadows in this ritual and 
  allowed Tarqaan to be the public face of the ceremony 
  – even the closest advisers to Tarqaan believe him to be 
  in charge, when it is actually Lareth.  Jirah suspects 
  that Tarqaan is not the actual force in the cult but has 
  no actual knowledge of Lareth. 
  Imix is the Elemental Evil Prince of Fire.  Under no 
  circumstances should the characters be put in a 
  position to fight him, whether this seems likely in the 
  module or not.  He is well beyond their ability to 
  handle (or survive), whatever the APL and this cannot 
  be emphasized enough.  In certain conditions (not in 
  
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  this module) it may be possible to weaken or even 
  drive him from this plane – but that day will have to 
  wait if the Fire Aspect of the Temple is successful in 
  this module.  However if the PCs foolishly wish to 
  attack him he will respond in kind, giving them a 
  rather nasty burn mark. 
  What happened at the Tusmit Border 
  Three hours before the start of the adventure the 
  madman Tarqaan came through the border after 
  having blown up Lopolla and raced to Tusmit. 
  Revealing Ketite standards on his tunic, he taunted the 
  Tusmit guards with the superiority of Ket as he set fire 
  to many of the structures and then disappeared, 
  threatening to lay waste to the nation of Tusmit from 
  inside.  Since then both the Tusmit guards and the 
  Ketite guards have become very nervous and have 
  increased the watch at the border. 
  For groups that played VTF4-01 Flicker and defeated 
  Tarqaan before he reached the border the story is 
  somewhat different.  Having been defeated a group of 
  World Burners teleported into the border wearing 
  Ketite uniforms.  They taunted the guards with 
  incompetence by comparison to the Ketites, and 
  promised that when Tarqaan arrives the devastation 
  will be much worse than ‘this’. With that they each 
  fired off a fireball from their wands and disappeared 
  once more.   
  Unknown to the guards they have gone to retrieve 
  Tarqaan’s body.  Lareth brings Tarqaan back for the sole 
  purpose of leading the World Burners to the node for 
  sacrifice. 
   
  Adventure Synopsis 
  Introduction: The characters are introduced to the 
  tension in Tusmit at the border with Ket. 
  Encounter #1: As the characters are passing into or out 
  of Tusmit, an attack takes place on the local guards 
  with people claiming to be from Ket, sparking a battle 
  between forces from both sides.   
  Encounter #2: In the aftermath of the damage, 
  persons from both Ket and Tusmit request that the 
  characters travel to Blashikdur to assist in solving the 
  problem. 
  Encounter #3: The parties will meet their contact in 
  Blashikdur and gather information on the apparent 
  enemy, the World Burner Cult. 
  Encounter #4: Characters, using the information 
  requested in Encounter Three, can act to ambush the 
  World Burners as they move from the Fading Lands to 
  the Selah Hills. 
  Encounter #5: The characters approach the Fire Node 
  and either make it in time to disrupt the ritual or arrive 
  after it is completed. 
  Encounter #6: The characters encounter the devotees 
  of Imix, Elemental Fire Prince of Evil, either before or 
  after the ritual to summon him is completed. 
  Conclusion:   The fallout of the ritual and the impact 
  of the World Burners and ToEE are discussed as Jirah 
  begins to realize the scope of the actual problem. 
  Introduction 
  This part is crucial to the enhancement of the story, 
  and the plot hook.  At the start of the adventure discuss 
  some of the events that have been happening in and 
  around the VTF, and in particular Ket and Tusmit and 
  the war.  This will achieve two purposes.  The first 
  purpose is to bring players up to speed about the 
  happenings of the VTF series and local flavor.  Most of 
  the information gained will be from rumors and 
  hearsay. Some may be accurate, some may not - let the 
  players discuss matters as they understand things.  The 
  second, and more important purpose is to figure out 
  the political support of the characters.   
  As players discuss what they know make sure to 
  include the following information: 
  -  
  Ket has worked hard to gain the financial benefits 
  of the Bramblewood Gap, and the introduction of the 
  underground path to Perrenland threatens Ket's 
  financial stability. 
  -  
  True Faith and Exalted Faith have started to have 
  open disregard for each other within the middle 
  sheikdoms of Tusmit. 
  - 
  The cult of the World Burners (VTF3-05 
  Firestorm) has grown.  Activities in the Hills have been 
  reported, but nothing has been confirmed. 
  - 
  Troops have been diverted from the inside of 
  Tusmit to the southern border in preparation for the 
  war with Ket. (Please note any dispatches that may 
  have occurred after the war). 
  **Find out if the players have the node map from 
  VTF3-07 – Midnight in the Garden of Good and Evil. If 
  
  VTF4-02 Conflagration 
   
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  they do, and they choose to skip meeting with Jirah to 
  go directly to the node they will still need to spend 
  time searching the area as the map was general and 
  vague.  They can make a Survival, Intelligence and/or 
  Knowledge (geography) check [DC APL+17] to arrive 
  on time to stop the ritual. 
  Furthermore, Tarqaan will have realized since he made 
  the trek without complications that he positions 
  himself at the temple to defend against an attack he 
  was confident would be his alone. Therefore place him 
  in the best strategic position to defend the temple and 
  combine his fight with one of the others. 
  If they make their checks – go directly to Encounter 5- 
  Before the Prince.  Otherwise go to Encounter 5 – 
  After the prince.  Discourage this course of action, as 
  they will have been provided with no means of quick 
  escape.  Have the PCs realize they could be wandering 
  aimlessly searching for something that is foreign to 
  them. 
  Read the appropriate section for the group.  If the 
  group is divided (as in some have played VTF4-01 
  Flicker and some are traveling from the Tusmit side of 
  the border towards Ket) then read each introduction 
  separately. Allow the PCs to be positioned according to 
  their motivation. They will all come together in 
  Encounter One. 
  For those who have played VTF4-01 Flicker (not 
  having killed Tarqaan) 
  Patches of charred vegetation dot the landscape as 
  you rush towards the Tusmit-Ket border in pursuit 
  of the madman who laid waste to Lopolla, Ket's 
  glorious capital.  (Continue on to “The air is hot..”) 
  (Having killed Tarqaan use this opening instead of the 
  above) 
  Patches of charred vegetation dot the landscape as 
  you make your way to the Tusmit-Ket border after 
  having defeated the Tusmite who apparently laid 
  waste to Ket’s glorious capital. 
  The air is hot and stuffy and the beasts of burden 
  sweat beneath their arduous and rushed duties.  As 
  the border looms in the distance you can begin to 
  hear the shouts of angry guards.   
  Upon approaching the border, the landscape 
  quickly recovers and becomes the lush and familiar 
  green known within Ket.  But as the gates form into 
  view, Tusmit is marred with blackened ash and red 
  flames from atop several buildings. 
  The Nayya Gap, a small fortified border town not 
  half a days walk from Villayad, has been spared the 
  humiliation that Loppolla underwent some 9 hours 
  ago, but the guards are running frantically about 
  from superior to superior with messages and 
  updates.  The main guardhouse and a few of the 
  merchant warehouses have been burned beyond 
  function and even now glow with the heat that 
  hangs in the air. 
  Tension between the Ketite military and the 
  Tusmit military has doubled. Rows of armed 
  bowmen, some on horseback and some on foot, 
  have been placed in strategic areas from both sides 
  of the border.  The tension in the air is as thick and 
  stuffy as the heat. 
  There are several angry merchants who argue with 
  the Tusmite guards to be let across the border in a 
  timely manner.  But despite the apparent tensions 
  and chaos, the guards are in no hurry to admit 
  anyone traveling from Ket into their lands. 
  Ask the PCs what they want to do and proceed to that 
  section in this encounter. 
  For those who have not played VTF4-01 Flicker and 
  coming from the Ket side of the border:   
  It is uncharacteristically hot for this season and 
  traveling has become rather laborious.  Glad to see 
  the borders in the distance you allow yourself to 
  recall the tales of the inns in Villayad where 
  Ayharan abounds and Galda wine has been aged to 
  perfection.  Such beverages would be the perfect 
  compliment to a hot day of traveling. 
  The scene at the border is not what one would have 
  expected - there is loud shouting and many of the 
  guards are running to and fro. A few of the 
  buildings in the Nayya Gap, the border town less 
  than half a days walk from Villayad have been 
  burned to a crisp and the ash glows red in the heat 
  of the weather. 
  There are several angry merchants who argue with 
  the Tusmite guards to be let across the border in a 
  timely manner.  But despite the apparent tensions 
  and chaos the guards are in no hurry to admit 
  anyone traveling from Ket into their lands. 
  
  VTF4-02 Conflagration 
   
  Page 8 
   
  Even as the guards shake their heads, rumors and 
  gossip flow from the passersby, with the word of 
  some disaster in the center of Ket. 
  Ask the PCs what they want to do and proceed to that 
  section in this encounter. 
   
  For those who have not played VTF4-01 Flicker and are 
  headed from Tusmit into Ket: 
  You have been held up at the border for quite a 
  while. The Ketite guards are not admitting anyone 
  into Ket.  They have given no explanation for the 
  wait, nor any indication the situation shall soon 
  change. 
  Having 
  missed 
  the 
  initial 
  events 
  your 
  understanding of the situation can only be guessed. 
   There are three buildings, which have been burned 
  to the ground.  Their smoldering ashes are 
  persistently red from the excessive heat of the 
  weather.  The guards are running to and fro with 
  messages and dispatches.   
  Admittance into Tusmit has been slow. But at least 
  it has been allowed.  Merchants have had their 
  goods completely searched, and all foreigners have 
  been grouped and escorted to whichever embassy is 
  theirs in Villayad, a half a days walk from here. 
  But at least there is movement there.  The Ketite 
  guards have closed their gates completely and wait 
  upon some unknown event, with clear tension in 
  their demeanor and faces. 
  For DM reference, the Ketite guards have closed the 
  border, as there are rumors of a disaster in Lopolla (see 
  VTF4-01, Flicker, for more reference). They have not 
  had any communications with people up the line of 
  command and will be both close-mouthed but 
  stubborn about the closing. 
  Ask the PCs what they want to do and proceed to that 
  section in this encounter. 
  The PCs will be treated by Shahal and Captain Halji (in 
  Encounter One) according to how they act during the 
  Introduction.  These decisions will also determine 
  where the PCs are standing when Encounter One 
  occurs.  As well, it will determine clusters of PCs as 
  they are interrogated and assigned their mission in 
  Encounter Two. 
  Here are various possibilities (if none of them are 
  entirely appropriate, pick the closest approximation): 
  Wait it Out: Some of the PCs may wait patiently until 
  things begin to move.  In this case they will be treated 
  with suspicion at the border itself and after the events 
  in Encounter One they will be ‘escorted’ by whichever 
  guards are on their side of the border. 
  Unless the PCs have any way of getting out of this 
  situation they will be treated with suspicion and 
  brought to the tent under heavy guard with a ‘kindly’ 
  invitation. 
  Insist on an Audience: The PCs insist that they be 
  treated fairly, as they are important or on an important 
  errand (on the trail of Tarqaan or any reason they may 
  decide), or possibly that they know what is going on.  
  They may be arrogant or abusive in their claims and 
  this will be overlooked during the chaos of the day – 
  anyone using Influence with any Military Meta-org in 
  either Ket or Tusmit will be brought immediately to 
  the attention of Captain Halji or a high ranking Ket 
  official that promises the PCs that Shahal, a higher 
  ranking officer in Ket, will arrive shortly.   
  Gather Information: The PCs use this time to gather 
  information.  If they choose this route it will take them 
  what time they have available before they are processed 
  through the border or Encounter One happens.  In this 
  case they will be interrogated in due turn by Shahal 
  and Captain Halji but no special importance will be 
  placed upon them. 
  The information garnered is listed on the following 
  chart.  The name preceding the information will 
  indicate who is giving them this information.  The PCs 
  will be placed on the grid according to the map 
  entitled Border Crossing in Appendix 2. 
  The PCs can place themselves next to the people they 
  see on the map (corresponding to these individuals). 
  That will set them up, tactically, for the attack as well as 
  determine the information they garner. Each person 
  will get different information.  The information 
  ‘gathered’ is a given.  It just has to be asked for. 
  Velunana Merchant: Their caravan is frustrated 
  because some force at the Fals gap stopped them. As far 
  as they know everyone is having this problems.    Two 
  members of the caravan are considering an application 
  for membership but they have heard disquieting 
  rumors about the situation in Veluna as well, enough 
  to make them doubt the wisdom of heading home 
  
  VTF4-02 Conflagration 
   
  Page 9 
   
  immediately.  They have not been home for over a 
  month’s time.  
  Ketite Guards:  The guards are Paighan (local militia) 
  pressed into duty as the army itself has called everyone 
  to attend at the nearby military camp.  Tensions have 
  mounted ridiculously within the last 3 hours since a 
  madman (or madmen if the group had defeated 
  Tarqaan in Flicker) has come through (see 'What 
  happened at the Tusmit Border' in the Adventure 
  Background) – the militia are not equipped for this 
  kind of confrontation and are getting steadily more 
  nervous.  They are waiting for someone in authority to 
  make a decision and try to defuse the situation, but this 
  is looking unlikely at this time.  It is a matter of great 
  concern to them that the Tusmites have mounted a 
  wall of archers – they can understand the possible 
  fallout of a confrontation but they are nervous and 
  tense. 
  Ekbirian Merchants:  A group of Ekbirian travelers 
  are standing behind the PCs hoping to cross the border 
  and return to Ekbir. They complain about the present 
  bad days for merchants.  Ataphad piracy in the 
  Dramidj, increasing attacks from the bandits of the 
  Udgru especially north of the Hadash River, and now 
  problems at the Tusmit-Ket boundary! If the trade 
  routes are severed everywhere, poverty awaits us, they 
  say. 
   
  Dyvers Merchant: A Merchant from Dyvers, with a 
  fairly intimidating group of guards, is madly trying to 
  get a load of Baklunish rugs and spices through the 
  border. He is desperate to get this to Dyvers, as he 
  knows he could make a killing because the trade route 
  has been especially dangerous, and demand for 
  Baklunish goods is high in Dyvers. His attempts to 
  bribe the guards from Ket have gone unappreciated, 
  and he is having a hard time understanding their hard-
  nosed attitude. 
   
  Perrenland Mercenaries:  Who are here scooping the 
  possibilities of the Perrenland-Tusmit tunnel.  This is 
  the crux of the war according to most merchants - 
  Updates on the status of the tunnel can be found here. 
  This Perrenlander is either coming to Tusmit to offer 
  services or is going back to Perrenland to bring back 
  the news of the progression of the tunnel.  He will be 
  reluctant to talk to any natives of Ket (having heard 
  that they let the Pax Mercury Guild burn down and 
  might actually be fining any mercenaries they find) but 
  at ease with anyone else – this is the equivalent of a –4 
  circumstance penalty to any interactions with him that 
  are deemed necessary.   
  He will explain that the ‘tunnel’ is not really a tunnel 
  but a number of deep valleys belonging to the Khund, 
  joining together throughout the mountains.. Through 
  activities like Derro Hunting they are seeking to create 
  a profitable venue, such as a trade route to-from 
  Tusmit/Perrenland.  The Tunnel has not been secured 
  all the way through yet.  Haigh Righ Barandon is the 
  ruling force in the center of the Tunnel.  
  Verbobonc Noble: A noble from Verbobonc is 
  annoyed at the delay at the border.  He is a diplomatic 
  envoy to Ekbir (a minor envoy, however) and is 
  returning home with some news about the recent 
  naval wars that took place on the Dramidj Ocean. 
  Tusmite Bystander: This is someone who has been 
  affected by the World Burners.  His home, which was 
  on the outskirts of the farming community, had been 
  rampaged.  Every cattle, every structure, every plant on 
  which he depended for his livelihood was burned.  
  And worse yet, his wife and eldest son were stolen.  
  Since then he has moved to the Nayya Gap with his 
  two young daughters to work with his nephew in the 
  hopes of a better life.  These World Burners have 
  trashed some of the Ket bathhouses in Sefmur.  He 
  believes that they are Ketite barbarians who are up to 
  no good. (False)  Being very edgy about things, and 
  hearing the explosions from his shop he had his 
  nephew watch the shop while he came to see what was 
  going on.   
  Adjust the following text depending on which side of 
  the border the PCs are on. 
  The merchant group crossing into Tusmit moves 
  forward.  The guards close around the gates as you 
  approach.   
  "What is your name, and where do you come from?” 
  the guards begins. 
  Wait for the PCs to begin their introductions.  Allow 
  everyone 
  traveling 
  into 
  Tusmit 
  to 
  introduce 
  themselves to the guards.  Just as the guard is going to 
  ask the next question, Encounter One starts.  If no one 
  is traveling into Tusmit the guards are interrogating 
  one of the merchant groups and Encounter One 
  interrupts these introductions. 
  
  VTF4-02 Conflagration 
   
  Page 10 
   
  Encounter One 
  It is assumed if the PCs did kill Tarqaan in VTF4-01 
  that they did nothing with the body or just turned it 
  over to the Ketites, which then would allow the World 
  Burners to pick up the body nice and easy. 
  All APLs (EL 14) 
  �World Burners in disguise (5): Human male Rog9; 
  hp 56; see Appendix One 
  Development: These World Burners are not meant to 
  fight with the PCs but to create chaos.  If the PCs did 
  kill Tarqaan then they will also be here to grab his body 
  in one of the tents but the PCs do not know this nor 
  will they see this.   
  Tactics: The World Burners will teleport in to flank 
  one of the guards on the Tusmit border, which will be 
  300 feet away from the PCs.  The other three will be in 
  strategic locations to launch their necklaces of fireballs 
  (type III) and wand of fireballs.  DCs are base for DMG 
  (Auto make on the Use Magic Device) to create as 
  much havoc and damage as possible. 
  **Note: The World Burners are not there to target the 
  PCs as such they will not be harmed as they are far 
  away.  They are simply there to cause chaos and their 
  items are used up if the PCs say they take them. 
  In the first round the two World Burners will take the 
  Tusmit guard down to -6.  They will then turn their 
  attention to the other Tusmit guards shouting glories 
  for Ket. 
  Meanwhile the Tusmit guards, confused, will turn and 
  attack the nearest individuals wearing Ket colors.   
  The World Burners will disengage any Tusmit who is 
  near other Ketites – and those Tusmites will turn to 
  face the Ketites.   
  When they are near death the World Burners will 
  attempt to pull out a stone and be recalled back near 
  the Fading Lands.  Any World Burner who dies in this 
  encounter will still have the stone on him. This item 
  can only be activated by somebody with an alignment 
  of chaotic evil. 
  For PCs that have stated they have no interest in the 
  war and are not good aligned have one of the fireballs 
  target them so that revenge and other such motives can 
  be encouraged. 
  No experience is awarded for this encounter, as the 
  PCs are not the subject of the attacks unless needing 
  some encouragement to get involved. Even then 
  however, they have time to heal.  After 4 rounds the 
  World Burners will leave or if it looks like they are 
  about to be killed they will leave. 
  Encounter Two 
  The point of this encounter is to send the PCs on their 
  way to Blashikdur to meet up with Jirah. Divide and 
  conquer – the attitude Tarqaan has taken.  PCs of 
  different political standing and of different attitudes 
  should be separated and made to think that they are 
  receiving different set of instructions / information.  
  Ultimately everyone will end up in the same place and 
  running through the same motions.  
  The surviving World Burners are long gone and those 
  that remain are dead.  If the PCs should wish to speak 
  with the dead, neither Captain Halji nor Shahal will 
  allow this.  Tusmit guards and Ket guards want to head 
  this investigation together without the PCs. 
  The pandemonium in the center of The Nayya Gap 
  is loud and bloody.  Guards on both sides lay 
  motionless on the blood-soaked ground. 
  A figure on the Kettite side emerges from the 
  smoke and ash, running frantically towards the 
  front.  He rushes towards a band of Tusmite guards 
  huddled around a fallen comrade, muttering 
  something to them, as they appear not to care. But, 
  from the center of the injured Tusmite bodies, an 
  officially dressed individual rises, his tunic 
  bloodstained, his face barely visible, to greet the 
  Ketite.   
  The two men eye each other and approach 
  cautiously toward each other with solemn faces.  
  They discuss a matter privately and before long 
  turn to face the contingent of Tusmite guards 
  tending to the wounded.   
  Astute observers can hear Captain Halji give the orders 
  to arrest everyone they are not familiar with a Listen 
  Check [DC 10].  Shahal gives the orders to a band of 
  Ketite guards as well.    
  Anyone who is a member of a military meta-
  organization in Ket or Tusmit can now use their status 
  to walk away from this – although presumably 
  members of the guards from the opposing country 
  view them suspiciously. Emphasize the distrust and 
  barely controlled anger in the attitude and demeanor 
  of all the guards on both sides. 
  
  VTF4-02 Conflagration 
   
  Page 11 
   
  Anyone who has played VTF4-01 Flicker recognizes 
  that the figure on the Ket side is Shahal Qarim, the 
  Justiciar they met and interacted with during the 
  module.  His presence here should not come as a 
  surprise at all, indeed. 
  Shahal has convinced the Captain from Tusmit to 
  arrest everyone jointly (with the Kettite side). Indeed, 
  he has gone so far as to actually claim membership in 
  the Black Scorpions – an elite Investigative unit of the 
  Threshers, the police of Ket.  That he is a member is 
  not the question (he is) but he is an undercover 
  operative and has never revealed his identity to this 
  point.  As those who have played VTF4-01 realize, 
  things are dire for Shahal now and he is seeking any 
  method he can to defuse what he views as a false war. 
  The interrogation is a joint activity with the Captain 
  for Tusmit (Halji) and Shahal.  Though this matter has 
  ended somewhat peacefully, neither side is particularly 
  trusting at this point.  Shahal automatically asks any 
  PCs he has met before (eg. if the character has played 
  VTF4-01) for a private audience.   
  Shahal is provided with a Gather Information check on 
  anyone who provides their real name to him (or a 
  known pseudonym).   With a successful roll, he knows 
  a good deal about the background of the character, 
  much like he has read their dossier.  While he will not 
  act overly familiar, it will let him determine their 
  relative worth.  The DC for this check is 30 less 
  character Level of the person involved to reflect 
  Shahal’s extensive series of contacts and travel, which 
  have provided him with a rundown on the character 
  (so, an 8
  th level character is DC 22 – this is designed to 
  have those of greater level be more noticeable).  He 
  suffers a –4 circumstance penalty for people from the 
  VTF region not from Ket or Tusmit and –8 for those 
  outside of the VTF. 
  To those he does not know, Shahal questions them 
  about their political allegiances and sympathies (are 
  they for Ket, Tusmit, neither or both); he likewise asks 
  questions about their motivations and goals (trying to 
  ascertain what sort of ethos they have and if they can 
  be trusted to help the side of good). The actual 
  questions are at the discretion of the DM. Being the 
  covert agent that he is, with all of his access to 
  information, Shahal gains information much as in 
  Flicker (VTF4-01) on characters simply by virtue of 
  knowing their names and approximate occupations. 
  Finally, all characters are asked if they know what has 
  just happened, who might have caused it, who is 
  behind it, and what is going on.  These questions, in 
  particular, will drive the responses later on. 
  Based on their answers the following events unfold 
  (note that they can ask questions and interact and the 
  details they can be provided are listed just after these 
  summaries): 
  Following Flicker where Tarqaan escaped (FF1) – 
  This is for those have played Flicker  (VTF4-01) or 
  know about Tarqaan (one of the leaders of the ToEE 
  followed from VTF4-01, but also present in VTF3-05 
  Firestorm) for some reason (and admit to it).  For these 
  people, simply support their reasons for chasing 
  Tarqaan with any new information they request. Read 
  the following: 
  Shahal smiles reassuringly.  “Go to Blashikdur” he 
  says.  “Your quest shall continue there. Seek out a 
  man who goes by the name of Jirah.  He is 
  knowledgeable of this situation and has been 
  working with me to preserve the nations of Ket and 
  Tusmit.  He is to be trusted – do not question his 
  direction. He can be found at the Great Library.  
  Tell him I sent you.” 
  With that, Shahal places a small token in your 
  hands.  Captain Halji looks questioningly at Shahal. 
  “Jirah will lead them to Tarqaan, then?” Captain 
  Halji asks.  “And that was Tarqaan who came in 
  through the border with the Ket uniform? 
  Shahal nods.  “Not 9 hours ago he was in Lopolla 
  where 
  these 
  brave 
  people 
  witnessed 
  its 
  destruction.”  Captain Halji’s face goes white.   
  “9 hours? That is impossible!  He came in over three 
  hours ago!  And Lopolla? That is a formidable city – 
  how is it that Lopolla is burned and we, a small 
  town, are spared total and utter destruction?  
  Where were your Archons? This makes no sense.” 
  “Captain Halji, I will explain everything to you as I 
  can. Perhaps you wish to hear it from these people, 
  first? I can fill in the blanks.  The tale is formidable, 
  indeed. And any magical inquiry in the matter can 
  thus confirm the details.  Time presses.” 
  Captain Halji looks to the characters for an 
  explanation.  Shahal will fill in the blanks for the PCs 
  and for Captain Halji as per the back-story found in 
  
  VTF4-02 Conflagration 
   
  Page 12 
   
  Appendix 3.  Please see the section on Tokens further 
  in this encounter.  
  In short, the PCs are to place themselves in the hands 
  of Jirah who will guide them to their purpose.  Should 
  characters require any reminding about the previous 
  adventure (VTF4-01) it is provided by Shahal. 
  Urge the PCs on to Encounter 3, and let Captain Halji 
  and Shahal deal with the fallen / retrieved World 
  Burners. 
   
   
  Or if the PCs killed Tarqaan in VTF4-01 read the 
  following instead –  
  Shahal listens to your story eagerly.  With the hint 
  of a smile he acknowledges the destruction of this 
  madman.  But he is still not at ease.  Something else 
  is brewing and he cannot figure out what.   
  With that, Shahal places a small token in your 
  hands.  “Got to Blashikdur”, he says.  “Your quest 
  shall continue there.  Seek out a man who goes by 
  the name of Jirah.  He is knowledgeable of the 
  situation and has been working with me to preserve 
  the nations of Ket and Tusmit.  He is to be trusted – 
  do not question his direction.”   
  “He can be found at the Great Library. Tell him I 
  sent you and give him these tokens.  We will look 
  into the fate of Tarqaan. It is unbecoming for 
  someone that important to fall.” 
  “So that Tarqaan was not among their number in 
  this last strike,” Captain Halji asks. “I wonder what 
  devastation they are planning and when the next 
  raid will be.  If we do not find these cultists, The 
  Nayya Gap… perhaps event he south of Tusmit,  
  will be no more..” 
  Urge the PCs on to Encounter 3, and let Captain Halji 
  and Shahal deal with the fallen / retrieved World 
  Burners. 
  Tusmit Supporter (TS) – This is for groups that have 
  not played Flicker but support Tusmit in the upcoming 
  war.   
   
  In front of Captain Halji, Shahal vouches that the 
  World Burners are not Ket Threshers and that 
  someone based on the recent events in Lopolla is 
  setting up Tusmit. He proves this by illustrating a 
  series of facts about the garb of the World Burners that 
  does not conform to standard Ket Threshers (no saps 
  with them, their crests are too low on the right sleeves, 
  Ket Threshers only wear leather gloves not metal 
  gauntlets).   
   
  Captain Halji will accept Shahal’s explanation.  Shahal 
  then turns to the PCs. 
   
  “Three hours ago an individual came flying through 
  the gates.  He pushed down our guards and after 
  removing his cloak to proudly display the Ket 
  shield he cursed us.  Before we could react a 
  guardhouse was in flames… Sanji and Rinash were 
  killed in the blast.   He claimed to be a Ket spy, and 
  to prove how weak our defenses were he was going 
  to lay waste the nation from inside.  Naturally our 
  guards fired at him and some tried to grapple him 
  to the ground. But he was strong – and before we 
  could prevail he disappeared.” 
  “Lucky for us one of our guards, Abjir, held to him 
  as he disappeared.  We have received message from 
  him not to long ago that he has appeared near 
  Blashikdur.  We have been unable to contact him 
  since, so the search must begin there.  We must 
  bring this spy to justice!”  
  Shahal, the Kettite, steps forward.  “He must be 
  stopped, if you are persons of honor.  This 
  destruction he causes is only spurring our two 
  nations to war, one that is both unjust and 
  unwarranted.  Think upon that before you make 
  your decision here.  I understand you are for 
  Tusmit but do not let any prejudices cloud your 
  judgement.” 
  The Captain will answer what questions he can 
  concerning Tarqaan and the events of Tusmit that 
  relate to him (as far as he knows).  This information 
  will be found in Appendix 3.  The Justiciar will remain 
  silent, only chiming in to support and encourage the 
  PCs on their way (aside from his little speech). The 
  whole truth will eventually be learned – best that the 
  PCs learn it for themselves. 
  A man named Jirah will be recommended to the PCs as 
  a starting contact in Blashikdur.  He can be found at 
  the library.  He is knowledgeable of the area and has 
  many contacts.  He could locate the area described by 
  Abjir and the PCs could use this as a starting point.  By 
  the time they arrive Jirah should have more 
  information for them.  
  
  VTF4-02 Conflagration 
   
  Page 13 
   
  In short, the PCs are asking for Jirah’s assistance to find 
  Abjir.  This should lead them on to Tarqaan.  
   
  Ket Supporter (KS) – Shahal will try to convince the 
  guard that Ket was being set up.  He will impress on 
  them that Ket cannot fight both Tusmit and something 
  else – all of the guards dead, their defenses weakened. 
  If there is something going on in Ket that Ketites 
  should know about, etc.  
   
  “All of you,” Shahal begins, “this is something that 
  needs to be done.  The land of Ket has been torn 
  apart by this one and Tusmit is second to feel his 
  wrath.  What you do, you do for the Beygraf, for 
  your people, for the sake of good itself.  If that is 
  not enough, do it to prevent a war that will bring 
  ruin and damnation to this fine area of Oerth.” 
  “Three hours ago this spy came through, or at least 
  he claimed to be.  He wore the symbol of Ket and 
  made claims to be from it.  I have it on good 
  authority we sent no such person; indeed this one 
  was responsible for devastation less than a dozen 
  hours ago in our capital.  Fear not, the Beygraf is 
  reported to be safe, but this attack must not go 
  unpunished, nor the false claims he is making.” 
  Shahal pauses and considers the group.  “To do this, 
  we must work with Tusmit, though this traitor 
  seeks to cause a war.  Catch him and deal with him 
  as the laws of this land allow – bring him back to 
  Ket for our justice if you can, but do not let him 
  escape his fate.  Go now, with these tokens, to 
  Blashikdur, as this Captain will indicate.” 
  “Go to the Great Library in Blashikdur,” the Captain 
  says as he steps forward, a look of distrust on his 
  face.  “Find a man named Jirah there and tell him of 
  your mission.  If you still have these tokens, he will 
  share what he can of the spy and you may assist in 
  his capture.” 
  See more about the token further in the description of 
  this encounter. 
   
  If the characters are still wary of assisting in this case, 
  use the reasons given below to provide more incentive. 
   
  Care not for the war (CN) or want to help stop it 
  (SW) These characters are difficult to fit into the 
  political events but they should be drawn in via the 
  individual concern for good and their separate reasons. 
   In particular, people from regions other than Ket and 
  Tusmit must have it emphasized to them that the trade 
  of the entire region flows through both kingdoms and 
  a war will have serious repercussions everywhere, on 
  prices, goods, and general prosperity.  On top of all of 
  this, the stability of the region might be adversely 
  affected and war could spread further.   
   
  The Captain and the Justiciar look you over sternly. 
  Captain Halji speaks first. 
  “Look. We understand that you have no desire to 
  become enmeshed within our political differences. 
   However, a war between Ket and Tusmit will 
  surely mean closed trade routes and unwanted 
  devastation. And the cloth and gems of Ekbir and 
  Zief will not be able to reach the east.  The 
  Baklunish West will be cut off from the rest.  From 
  then it is only a matter of time before the other 
  nations get involved. The damage to both sides can 
  not be healthy for the economy of this trade route.” 
  Shahal speaks at this time. “I ask you to do this in 
  the name of your honor and good itself.  For those 
  that this does not speak to, consider that unrest will 
  mean little employment save in dangerous and 
  unrewarding tasks, perhaps fewer of the exciting 
  adventures you so desire, and more of the boring 
  guard duty that does nothing at all for the life of 
  the adventurous. Consider also the fact you will 
  have revenge upon he that caused you any wounds 
  you may have just received.” 
  As he finishes this little speech, a messenger runs 
  up to the Captain and whispers a message in his ear. 
   He turns white and steps forward, his hand raised 
  to pause Shahal in his speech. 
  “The embassy of Ket has been burned to the ground 
  in Blashikdur, as well as the warehouses of the two 
  most 
  powerful 
  families 
  of 
  the 
  Mouquollad 
  Consortium.  Blashikdur is under attack even now.  
  You must go, if you will help, and seek out Jirah at 
  the Great Library.  Take these tokens and show 
  them to him – he will point you in the right 
  direction and do what he can to give you 
  information.” 
  Implore the PCs in the name of peace, in the name of 
  good or in the name of revenge (for those who were 
  injured in Encounter One).  
  In short the PCs will be going to Jirah with their own 
  agenda. 
  
  VTF4-02 Conflagration 
   
  Page 14 
   
  The Tokens: The tokens will radiate faint Divination 
  magic. If asked, Captain Halji does confirm this fact to 
  any characters, indicating he is somewhat skeptical of 
  their motives and requires this simple means of 
  assurance of their actions as they move through 
  Tusmit. 
  The small tokens (jewelry in the form of a broken 
  scimitar earring) that are provided to each are symbols 
  of their intent and the characters are warned that they 
  are magical in nature.  Further information beyond this 
  is not provided but a Spellcraft [DC 20] or Knowledge 
  (arcana) [DC 25] checks will provide the fact that these 
  are scrying foci (making it easier to scry the 
  characters).  The tokens must be taken – Captain Halji 
  views refusal very poorly and the offense earns the 
  character the bad graces of Captain Halji.  The tokens 
  MUST be accepted in order to continue the mission 
  and amends are required. (As mentioned below).  
  Gather Information 
  It is possible to gather information before setting off 
  for Blashikdur.  Details can be provided as listed below. 
  The information that the PCs can garner from this 
  encounter depends on their political standing, not on 
  their ability to actually Gather Information.  Please do 
  not go on for a long time however as there are many 
  combats later on. Only give them this extra 
  information if they specifically ask for it before 
  heading out. 
  All: Details on the World Burners and what they’ve 
  done in Tusmit are made available, possibly with a bit 
  of embellishment at the discretion of the DM (but not 
  so much as to cause the characters to chase a red 
  herring).  Refer the background at the beginning of 
  this module. 
  Following VTF4-01 Flicker: The characters are 
  advised of ‘what happened at the border’ based on the 
  section 
  entitled 
  the 
  same 
  in 
  the 
  Adventure 
  background.  The sheer damage does not match that of 
  Lopolla for concentration, but the threat looms and the 
  people of Tusmit are in a panic.   
  Tusmit Supporter: The characters are advised of ‘what 
  happened at the border’ based on the section entitled 
  the same in the Adventure background.  The sheer 
  damage does not match that of Lopolla for 
  concentration, but the threat looms and the people of 
  Tusmit are in a panic.  On top of this, activation of 
  emergency status in applicable meta-organizations has 
  been announced and the army is on full alert. 
  Ket Supporter: The characters are advised of ‘what 
  happened at the border’ based on the section entitled 
  the same in the Adventure background.  The sheer 
  damage does not match that of Lopolla for 
  concentration, but the threat looms and the people of 
  Tusmit are in a panic.  To people supporting, this will 
  probably all be irrelevant but it is key that Tarqaan be 
  captured and returned to Ket for justice.  His actions 
  mirror those in Ket itself and it should be clear to 
  everyone by now that this is all just a big set-up. 
  Care Not for the War: Details of damage are passed 
  along (from the module background). Emphasize 
  property damage, bounties being offered, etc. for those 
  who are motivated by greed or commercial interest, 
  tying them to individual merchants or merchant 
  houses if that is more relevant (particularly for those 
  from Dyvers). Emphasize the devastation and terror for 
  those motivated by good intention.  For anyone else, 
  have his or her individual embassy in Blashikdur 
  reported to have been attacked or an outpost of their 
  nation (if there is something else appropriate, such as 
  the 
  Pax 
  Mercury 
  Guildhouse 
  for 
  Perrenland 
  mercenaries). 
  Want to Stop the War: To these characters, the bigger 
  picture from the background to the module should be 
  made clear.  In particular, the evidence of ToEE 
  involvement, the illusions that were cast and 
  suggestions that were cast in Lopolla the last time 
  around, the obvious fakery in attacks on both sides, the 
  questions that are now being raised by people of 
  intellect about the assassination of the Beygraf’s 
  representative last year, and so on.  For these people, 
  this is a “big picture” overview and they can be 
  provided with as much information as the DM has at 
  his/her disposal and wants to release from the openly 
  available details. 
  Development: If the characters act reasonably and 
  cooperate with the authorities (whether Ket, Tusmit or 
  both) or if they have their own reasons to go after the 
  World Burners and Tarqaan, Shahal and Captain Halji 
  come to the conclusion that they must be sent on to 
  Blashikdur. 
  Once there, the characters are to meet up with Jirah, an 
  important employee of the Pasha. Captain Halji knows 
  him only very minimally but Shahal is a good friend 
  and can vouch for him as needed.  The tokens given to 
  the PCs need to be viewed as proof of intent to Jirah. 
  
  VTF4-02 Conflagration 
   
  Page 15 
   
  Jirah can be found in the Great Library in Blashikdur.  
  While the building had burned down during the tri-
  attacks on the city (TUS3-04 Flames of War) it is in the 
  process of being rebuilt and Jirah is among the first to 
  have his office restored.  
  Anyone who insults or otherwise truly gets into the 
  bad graces of either Jirah or Captain Halji is asked to 
  leave, as their help is not wanted.  Only a solemn oath 
  from one among the party vouching for good behavior 
  and loyalty to the Pasha will grant this insulting 
  member permission to participate.   
  The oath on the AR ends up – solemnly swore support 
  to the Pasha.  This will be an issue later on in the 
  region’s plot line. 
  The trip to Blashikdur is fast and uneventful (or, at the 
  discretion of a DM with experience in the region of 
  Tusmit who feels that time is not pressing, a full 
  description of the countryside and the city can be 
  provided).   
  Encounter Three 
  The Great Library once stood in eloquent majesty at 
  the Center of the Kufteh Park, in Blashikdur. 
  Though the ashes and debris have been cleared, the 
  empty foundation remains a solemn reminder of 
  recent events. (TUS3-04 Flames of War).  To the right 
  a makeshift building has been constructed to house 
  the surviving books.  Two guards flank the humble 
  entrance. 
  This is where the PCs can find Jirah.  The guards do not 
  let the PCs through until they specifically request to 
  meet with Jirah and show them the tokens. One of the 
  guards escorts the PCs in.  For the observant another 
  guard comes around the corner of the building to take 
  over the position – Spot Check [DC 20]. 
  The guard speaks hesitantly in a Baklunish tongue 
  to the silver haired man hunched over some papers 
  (The guard says ‘Sir’ if anyone can understand 
  Baklunish).  The guard begins to introduce each one 
  of you by name.  The man finally looks up and 
  studies each and every one of you. 
  “Thank you, Tahli,” he says, switching to Common.   
  You can see Jirah’s office is filled with piles of 
  books, papers and scrolls. There is barely any room 
  to maneuver let alone sit.  Jirah makes no effort for 
  hospitality but gets straight to the point. 
  “What is it that I can do for you and why are you 
  here?” 
  Jirah listens carefully to everything each and every PC 
  has to say before contributing. He takes notes of their 
  questions, names and facts, as they speak.  If PCs wish 
  to speak privately with him he obliges by dismissing 
  the guard or taking the character(s) aside (if they 
  themselves wish the private audience). 
  The PCs are all, for one reason or another, seeking 
  Tarqaan, or news of Tarqaan.  Jirah tells the PCs who 
  Tarqaan is – no matter what their political persuasions 
  are.  Finally the truth comes out. 
  - 
  Tarqaan was first discovered as a wand merchant, 
  although later events proved that this might have 
  either been a cover story or his original job before he 
  became a member in a cult. (VTF3-05 - Firestorm) 
  - 
  He has been associated with the World Burners – 
  a fire cult that was on a rampage through this city a 
  while back.  After ‘The Attack’ on the city, however 
  (Flames of War) they took their destruction out closer 
  to the mountains.  Whether this was by chance or 
  design was not determined until recently. 
  - 
  Through careful research we have been able to 
  locate the entrance to a series of valleys in the 
  mountains.  From there we have no idea what to expect 
  as recent scouting efforts have been disrupted by 
  various military preparations inside Tusmit.  
  - 
  Tarqaan can most likely be found in the Fading 
  Lands.  Jirah can give a good description of where this 
  can be found, but he warns that the gateway is open 
  only during certain conditions.  The conditions are 
  described as a mixture of the four elements – the 
  gateway is only open when the sun (fire) strikes the 
  entrance as the wind blows (air) and a nearby stream 
  (water) passes by the rock face (earth).  This is an 
  approximate five-minute window each morning and 
  evening. 
  - 
  Jirah would guess (an educated guess) that Tarqaan 
  and followers will be vacating the Fading Lands.  Abjir, 
  the guard from from the Nayya Gap, before he was 
  beaten bloody and unconscious, overheard ‘The time is 
  nigh upon us’.  
  What time this is, we have no idea, but the recent 
  blatant actions can only speak of immediacy that has 
  no known link – if that were also discovered it would 
  likely be of great importance. 
  
  VTF4-02 Conflagration 
   
  Page 16 
   
  - 
  Tarqaan is heading towards the World Burner 
  headquarters hidden in the valleys. He is to be 
  followed by a caravan of anywhere from 2 to 4 
  carriages.  Typically they are filled with slaves, 
  although this detail cannot be confirmed in this case.  
  Also, two to twelve men generally guard him. Jirah 
  estimates that in this case there will be eight guards 
  around his person, based on the observations of a small 
  group of horsemen of that number recently seen in the 
  area.   
  - 
  If Abjir lives, he will be in one of the caravans and 
  his rescue could provide more valuable information. 
  Any questions not directly answered by the above 
  information are given on a ‘need to know’ basis from 
  the Background to the module.  Answers will be 
  provided later, as Jirah must gather more information 
  to help the party.  
  Your mission, should you choose to accept, will be 
  to ambush Tarqaan’s caravan and free the slaves.  
  Whatever else you can learn of the World Burners 
  and their location within the mountains is crucial 
  to the survival of the Baklunish West. 
  Jirah will leave them with a map (See Appendix 4) of 
  the intended route.  He lets them plan their attack as 
  they see fit, providing commentary if the DM can see 
  an obvious logic flaw in the concept (Jirah is very 
  intelligent and knowledgeable but he is not a military 
  man).  He then dismisses them from his office and 
  takes his leave to use his skills at Gather Information to 
  whatever remaining questions they have. 
  Mechanics-wise, the characters may ask questions of 
  the next encounter.  They should arrange them in 
  importance of the questions to them – they can ask a 
  maximum number of questions equal to the APL they 
  are playing divided by two (so 4 questions at APL 8). 
  Jirah will use his Gather Information skill [DC 20].  
  Each additional question beyond the first adds 2 to the 
  DC to obtain an answer.  As an example, the party asks 
  only three questions.  The DC for the first question is 
  20, the second question is 22, and the third is 24. 
  In the morning he returns with answers to their 
  questions and a time as to when they set out (and 
  approximate location arrival times at their speed).  If 
  requested, he arranges for a teleport for the PCs 
  wherever they want to go along the route for 
  maximum preparation time. 
  He does not learn of Tarqaan’s revival should the PCs 
  have defeated him in Flicker.  He does not know 
  where the body fell (it was en route) and after hearing 
  the tale from the PCs investigates and find the body 
  missing he will know the body was taken. 
  Jirah will give each character a stone of recall back to 
  the entrance to the Great Library.  He tells them to use 
  this at the very end when they have discovered all they 
  know.  Of course they can use this at any time to get 
  them out of trouble.   
  Development: The PCs have been given their mission, 
  and as much knowledge about the situation as possible. 
   They have the night to plan their attack and order 
  supplies – the city of Blashikdur is one of three major 
  cities in Tusmit, second only to the capital, Sefmur.  It 
  has 9,900 inhabitants for the purposes of determining 
  availability of items.  (Jirah will bring those in the 
  morning too).  The timing and actual events in this 
  encounter and the next one is completely and totally 
  up to the PCs. 
  Note to DM: The answers given to the PCs will be 
  done in general terms.  No stats or specific numbers 
  will be given – thus if there are 4 World Burner guards 
  tell the PCs that it seems there will be approximately 4-
  6 armed individuals in the train. Jirah will not know 
  about preventative measure and other intellectual 
  properties of the group.   
  Encounter Four 
  This encounter unfolds according to the carefully laid 
  plans of the PCs.  While Tarqaan’s caravan is expecting 
  to be ambushed (thanks to divinations) they are unsure 
  of 
  the 
  specifics. 
  Therefore, 
  several 
  different 
  preventative measures are taken into account as the 
  landscape changes. 
  In general Tarqaan is carried in the first caravan wagon. 
   He is concentrating on an illusion of himself riding in 
  front on a red warhorse.  Four guards are guarding the 
  illusion.   
  During the fighting he will cry out phrases that relate 
  to the coming of Lareth the Beautiful.  These phrases 
  should indicate that a ritual is being performed – and 
  that the end is inevitable. These phrases can include: 
  “There is no beauty more terrifying or timely than 
  the Fire that will consume us all – strike them dead 
  my brave guards.” 
  
  VTF4-02 Conflagration 
   
  Page 17 
   
  “This is but a diversion.  Let them spill your blood 
  as we do with their brethren.  There is only the 
  Fires of Salvation in the end.” 
  “No, no.  Do not attack without my permission.  I 
  will strike you down and take your strength and 
  beauty for our lord if you disrupt things again 
  without thinking of the consequences.” 
  “Let them come – we have only to strike down 
  these few and we will secure ourselves a place in 
  the coming hierarchy.” 
  Combat details of the following areas can be found in 
  Appendix 4. 
  The plains: Just outside of the Fading Lands are vast 
  plains with high grass. The caravan can be seen 
  traversing on the beaten path.  Birds (looking like 
  familiars) fly above where the PCs would be crouched 
  in the grass.  
  Hide checks for hiding in the grass: Characters may 
  gain a +2 circumstance bonus (to a maximum of +8), 
  cumulative, for every half hour of preparation in the 
  grass.  This is only possible if the characters are of 
  Medium size or smaller. For those more than 5 feet 
  from the edge of the grass, they are considered to have 
  concealment against those on the road.  
  The Bridge:  The caravan must cross a low bridge over 
  the Blash’khavi River.  Since there is grasslands on 
  either side of the ravine the hide and movement 
  checks for the section entitled ‘the plains’ applies. 
  On the bridge movement: The bridge is a heavy timber 
  construction but has been badly battered over the 
  years.  The actual bridge is difficult terrain (many 
  uneven parts and worn sections) although it is so solid 
  as to not be in any danger of collapse. 
  The Woods:  The Nagfah woods surround the path.  It 
  is dense and dark and considered a Medium Forest 
  with Light Undergrowth off the path.   
  Spot checks: The dense forest foliage and shadows of 
  the woods make Spots more difficult.  Add a +4 
  circumstance modifier to any Spot DC check made in 
  the woods, or +8 if the characters spend more than half 
  an hour preparing their site.  It is a maximum of 90 feet 
  for a Spot check in the woods themselves. 
  Hiding:  There are many good areas to prepare hiding 
  spots in the woods and some are superb.  Anyone with 
  5 or more ranks of Survival can use their actual 
  modified skill at Survival in place of their Hide skill if 
  they desire.  Otherwise ¼ cover is available in every 
  square. 
  Movement:  Movement is 2 squares of movement per 
  square for all parts of the forest itself that is not the 
  path.  This is as per light undergrowth in the DMG.  
  Long range weapons: Weapons are not impeded in any 
  manner but will likely be subject to a lot of cover.  
  Weapons fire cannot take place at distances longer 
  than the maximum spot range in the forest (90 feet). 
  Fire:  The woods are particularly dry and catching fire 
  is a real possibility.  Characters with 5 or more ranks of 
  Survival can make a check [DC 15] to note the danger.  
  If there is any source of fire (be it from a flaming 
  weapon or a fireball, there is a 10% chance that the 
  square or squares hit will catch on fire (roll once per 
  event, not once per square).  This is a flat chance.  A 
  character can also deliberately light the forest on fire as 
  a full round action that provokes an attack of 
  opportunity providing they have an appropriate item 
  (lit torch, flaming weapon, etc.). 
  If a fire is started, roll the direction of the wind 
  randomly.  The fire spreads in all directions at a speed 
  of 10 feet per round, cumulatively, until it is spreading 
  at 30 feet per round in all directions save the wind, 
  which will increase up to 120 feet per round (a 
  moderate wind).  Use the rules in the DMG for Forest 
  Fires to adjudicate the results. 
  The Hills: PCs can ambush the caravan as it passes 
  between a series of rising hills.  Movement is 
  completely clear and the grass is short. There are a few 
  large rocks that dot the scene.  As a result of the dried 
  soil if PCs have several hours to set up before Tarqaan 
  arrives their tracks will have been completely blown 
  away. 
  In this case, the caravan has gotten much closer to its 
  final destination. Two things will be different in the 
  caravan’s tactics: first, the guards will scout ahead to 
  secure the area where there are large rocks.  Tarqaan’s 
  image will have been elapsed by now.  When the PCs 
  strike, Tarqaan will feel it is more important to make it 
  to the hills and continue with the ritual than to fight to 
  the death.  He believes escape is possible at this point 
  and will sacrifice the caravan to do so. 
  Box text for the hills: The ground here is hot and 
  weather very stuffy. The grass is brown and barely 
  alive. This is unusual at any time of year.  The wind 
  easily picks up some of the dried soil and blows it 
  
  VTF4-02 Conflagration 
   
  Page 18 
   
  away.  There is a faint smell of burned flesh in the 
  air with no perceptible source. 
  APL 8 (EL 10) 
  �Tarqaan of the Flames: Wiz5/ES4; hp 55; see 
  Appendix One. 
  �World Burner Thugs (8): Bbn2/Rog1; hp 29 each; 
  see Appendix One. 
   
  APL 10 (EL 12) 
  �Tarqaan of the Flames: Wiz5/ES6; hp 78; see 
  Appendix One. 
  �World Burner Thugs (8): Bbn3/Rog2; hp 44 each; 
  see Appendix One. 
  APL 12 (EL 14) 
  �Tarqaan of the Flames: Wiz5/ES8; hp 92; see 
  Appendix One. 
  �World Burner Thugs (8): Bbn4/Rog3; hp 59 each; 
  see Appendix One. 
   
  APL 14 (EL 16) 
  �Tarqaan of the Flames: Wiz5/ES10; hp 106; see 
  Appendix One. 
  �World Burner Thugs (8): Bbn6/Rog3 each; hp 77; 
  see Appendix One. 
   
  APL 16 (EL 18) 
  �Tarqaan of the Flames: Wiz5/ES10/AM2; hp 120; 
  see Appendix One. 
  �World Burner Thugs (8): Bbn8/Rog3; hp 95 each; 
  see Appendix One. 
   
  Tactics:  Tarqaan at this point just wants to kill the PCs 
  for good and thus will do anything to do that (unless 
  otherwise stated, of course).  Tarqaan will stick around 
  for 5 rounds before fleeing.  He is not suicidal by any 
  means but will want to flee back to the safety of the 
  node (use tactics in Hills part instead of this) 
  Treasure:  
   
  APL 8: L: 441 gp; C: 0; M: wand of fireballs (5
  th lvl 
  – 30 charges left) (563 gp per character), amulet of 
  health +2 (333 gp per character), headband of intellect 
  +4 (1333 gp per character), wand of fire bolts (5
  th level, 
  as lightning bolt but fire – 30 charges) (563 gp per 
  character), gloves of dexterity +2 (333 gp per character), 
  cloak of resistance +2 (333 gp per character), ring of 
  mage armor (1000 gp per character), ring of protection 
  +2 (666 gp per character), scroll of overland flight (94 
  gp per character), bracelet of circling flames, minor 
  (291 gp per character) 
   
  APL 10: L: 441 gp; C: 0; M: wand of fireballs (5
  th lvl 
  – 30 charges left) (563 gp per character), amulet of 
  health +4 (1333 gp per character), headband of intellect 
  +4 (1333 gp per character), gloves of dexterity +2 (333 
  gp per character), cloak of resistance +3 (750 gp per 
  character), wand of fire bolts (5
  th level, as lightning bolt 
  but fire – 30 charges) (563 gp per character), ring of 
  mage armor (1000 gp per character), ring of protection 
  +2 (666 gp per character), bracelet of circling flames, 
  minor (291 gp per character) 
   
  APL 12: L: 441 gp; C: 0; M: wand of fireballs (5
  th lvl 
  – 30 charges left) (563 gp per character), amulet of 
  health +4 (1333 gp per character), headband of intellect 
  +4 (1333 gp per character), gloves of dexterity +2 (333 
  gp per character), cloak of resistance +3 (750 gp per 
  character), wand of fire bolts (5
  th level, as lightning bolt 
  but fire – 30 charges) (563 gp per character), ring of 
  mage armor (1000 gp per character), ring of protection 
  +3 (1500 gp per character), bracelet of circling flames, 
  minor (291 gp per character) 
   
  APL 14: L: 441 gp; C: 0; M: wand of fireballs (5
  th lvl 
  – 30 charges left) (563 gp per character), amulet of 
  health +4 (1333 gp per character), headband of intellect 
  +4 (1333 gp per character), gloves of dexterity +4 (1333 
  gp per character), cloak of resistance +4 (1333 gp per 
  character), wand of fire bolts (5
  th level, as lightning bolt 
  but fire – 30 charges) (563 gp per character), ring of 
  mage armor (1000 gp per character), ring of protection 
  +3 (1500 gp per character) 
   
  APL 16: L: 441 gp; C: 0; M: wand of fireballs (5
  th lvl 
  – 30 charges left) (563 gp per character), amulet of 
  health +4 (1333 gp per character), headband of intellect 
  +4 (1333 gp per character), gloves of dexterity +4 (1333 
  gp per character), cloak of resistance +4 (1333 gp per 
  character), wand of fire bolts (5
  th level, as lightning bolt 
  but fire – 30 charges) (563 gp per character), ring of 
  mage armor (1000 gp per character), ring of protection 
  +3 (1500 gp per character) 
  Further Developments - Interrogating the Guards 
  or Tarqaan afterward: The guards and Tarqaan are all 
  dedicated World Burners. They cannot be intimidated 
  save by extraordinary means (they get a +20 
  circumstance modifier to the DC of any attempt 
  against them) nor can they be charmed easily (+8 
  circumstance modifier to charm/compulsion effects).  
  On the other hand, they are more than willing to boast 
  of the ritual and inevitability of the coming of their 
  lord and the completion of the ritual itself.  Indeed, 
  they are so eager to share these details they generally 
  boast about the facts before even being questioned.   
  
  VTF4-02 Conflagration 
   
  Page 19 
   
  This way allows characters to use their skills and 
  abilities to get the information.  Giving it away can 
  speed up the module and this option should only be 
  used for that purpose.  Note, this module is long and 
  combat intensive. 
  However, the guards are slightly misinformed. Tarqaan 
  has lied to them to gain their loyalty.  They have never 
  actually been to the destination but they were 
  promised something big. 
  The main gist of the initial information is that a ritual 
  of horrific proportions is about to take place. Only 
  Tarqaan knows where it is, but his lackeys believe it 
  will bring them supreme power. (This is not true). 
  If none of the guards or Tarqaan is captured alive or 
  there is no clear indication in the fight about this ritual 
  and the events surrounding it, the slaves will have 
  more details for the party but cannot provide the secret 
  location of the city.  If the PCs have the node map from 
  VTF3-07 they can show it to one of the guards and/or 
  Tarqaan and get the necessary information from there 
  on the whereabouts of the secret city.  
  If Tarqaan is interrogated through magical or non-
  magical means and has his will broken (either by an 
  Intimidate check of the appropriate DC – see above – 
  or by means of spells forcing them to reveal the truth), 
  he not only provide the information above but he will 
  also provide the location of the entrance to the city of 
  World Burners. Should they do so, proceed to 
  Encounter 5, the section entitled ‘Before the Prince’. 
  Otherwise, the characters have to spend time searching 
  for the entrance themselves and arrive only after the 
  ritual has been completed – proceed to Encounter 5, 
  the section entitled ‘After the Prince’. 
  Tarqaan and the cultists can also provide more 
  information, depending on the chosen method of 
  interrogation 
  (characters 
  can 
  only 
  choose 
  Intimidation, Diplomacy, magical means, or speak with 
  dead). The captives in the caravan know none of this 
  information. If the Intimidation is successful, provide 
  all of the details not listed as Tarqaan only (if it is a 
  guard who broke) or all of them (if it is Tarqaan).  If the 
  choice is Diplomacy, each bit of information is an 
  Opposed Skill Check (Diplomacy). The guards have a 
  +4 circumstance modifier to this (they are on their 
  guard but actually quite easily fooled).  Tarqaan is more 
  resistant depending on his own strength – he gains a 
  circumstance modifier equal to the APL of the 
  encounter (so if this is an APL 8 encounter, he gains a 
  +8 circumstance modifier to the Diplomacy Skill 
  check).   This is due to his years of torture and memory 
  loss of purposely trying to forget various secrets of the 
  cult in case he was caught. 
  Below are what the guards and/or Tarqaan relay to the 
  PCs: 
  1) Temple of Elemental Evil - The element of Fire, 
  being the bringer of destruction, is the most powerful 
  of these of course and cannot be denied. The defeat of 
  the Temple around 20 years ago is just a false lie spread 
  by unbelievers to deny the greatness of the Temple 
  itself.  If it was actually defeated, why is it so powerful 
  now? 
  2) (Tarqaan only) He learned about the Fading Lands 
  from an Ekbirian (as far as he is concerned) and was 
  given that location in return for stirring up some 
  minor trouble in Tusmit. War was not on the agenda of 
  the Ekbirian.  
  3) (Tarqaan only) The World Burners are just pawns in 
  a much bigger game and they are all dupes.  If they 
  knew the end that was coming to them, they would be 
  honored (but they would still be dead).  
  4) Any and all wandering clerics of Fharlanghn are 
  under suspicion. This order came down recently and 
  there is a bounty of 25 fountains (gold pieces) for the 
  location of any of the Walkers that might be found 
  alone by the World Burners. 
  5) (Tarqaan only) If you look and listen you’ll see that 
  we aren’t the only ones stirring up trouble.  We will 
  turn this pitiful land into a wasteland and cook all its 
  people to a crisp!  
  6) (Tarqaan Only and only for groups who have 
  defeated Tarqaan in Flicker).  The beautiful one 
  brought me back. HAH! (At APL 14 and 16 he was 
  actually raised by ‘his master’ (Lareth, but Tarqaan only 
  calls him Master and knows him not by name) on the 
  Elemental Plane of Fire since they have the fire key) 
  and told to bring the World Burners for fuel.  He was 
  disappointed in me for having been foolish enough to 
  get caught by you mortals, and must make amends by 
  ensuring success. 
  Encounter Five 
  There are two conditions under which this encounter 
  will occur. 1) The PCs come too late to stop the ritual 
  and 2) The PCs come in time to stop the ritual.   
  
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  Please note that any spell that is cold or water based as 
  well as those that summon those types of creatures are 
  difficult to use from this point forward. The caster 
  must make a Caster Level check [DC 15 + spell level] to 
  complete the spell. 
  Before the Prince: This option is for the PCs that have 
  successfully interviewed Tarqaan and know exactly 
  where to go to stop the ritual. 
  The hills you walk upon were once lush and fertile 
  with grass and small shrubs.  But now, the earth 
  below is hot and nothing grows.  Sand covers the 
  ground as far into the hills as the eye can see. 
  Coming upon a dried up ravine the hills surround 
  the sky and block out the sun.  This welcome shade 
  is, however, no cooler than in the blaring sun.  
  Every few hundred paces there is a burst of sound, 
  and a heat wave rolls down from above.  
  Suddenly from behind a small patch of earth bursts 
  into flames heading towards you!  The resulting 
  burst of heat sends a wave of scorching heat 30 feet 
  from its origin.  Another one bursts from above the 
  ravine wall and the scorching heat pours down on 
  you. 
  Fire Trap (EL 0) 
  �Fire Blasts: Have the PCs make a Reflex save [DC 
  APL –1] to avoid taking 1D6 fire damage.    
  The ravine you are walking along joins up with 
  several others to make an intricate network of 
  paths.  The walls are steep and about 20 feet high.  
  The rocks are stained black with crusted liquid 
  caught in a burst of flame.   
  The walls are rough stone, thus to climb them the PCs 
  must make a Climb check [DC 15] over the natural 
  rough stone.  
  If the PCs have familiars or some physical way (non 
  magical) of looking at the layout at a bird’s eye view 
  they will notice that the pathways lead upwards until 
  what appears to be a large crater that took out the top 
  of one of the higher hills.  From there, the paths 
  descend once more towards the temple.  A huge mist 
  hangs over the crater trapping the light and heat.  
  Visibility is minimal from the air and any creature 
  within the smog must make Fortitude save every 
  round [DC 15] or start choking.  Those attempting to 
  cast a spell with a verbal component must also make a 
  Concentration check [DC 14+ spell level] or lose their 
  spell in addition to the Fortitude save.  The PCs must 
  descend into the crater towards the opening whether 
  they’re flying or not. 
  The mist hangs 30 feet above the floor of the crater. 
  Once out of the mist these penalties / conditions no 
  longer apply. 
  The fire patches erupt spontaneously everywhere. 
  Anyone teleporting has a 75% chance of appearing 
  within a fire patch. 
  Once the PCs start to go up the hillside read the 
  following: 
  The valleys echo with the sound of chanting.  
  Spread out on the left or right there are openings in 
  the walls.  Up ahead you can make out the faded 
  forms of creatures exiting these holes and walking 
  along the path, making their way upwards towards 
  the summit of this ‘hill’. 
  The screams of loyal fire followers caught in the 
  spontaneously combusting earth mingle with the 
  ever present screams of torture and pain that echo 
  dimly through the walls. 
  Large patches of fire burn until the earth beneath 
  them is turned to liquid.  The fires pits are then 
  swallowed by the earth killing and trapping any 
  that get caught within. 
  Before the silhouettes ogres, erinyes, efreetis and 
  giants can be seen intermingled with those of men 
  around the valleys.   
  Here is how the random encounters will work.  
  First, there will be only one fight with a four round lag 
  between 
  reinforcements. 
   
  The 
  number 
  of 
  reinforcements is determined by two things – how 
  long the PCs stay in this area (getting lost etc) and what 
  their attempt for stealth entails. 
  Once the number of reinforcements has been 
  determined, roll against the following random 
  encounter chart. 
  *Roll a d6 to determine ground encounters: 
  1 Remorhaz: hp 73; see Monster Manual  
  2 Erinyes; hp 85; see Monster Manual (Devil) 
  3 Noble Salamander; hp 112; see Monster Manual 
  4 Fire Giant: hp 142; see Monster Manual 
  5 Fire Elemental, Elder: hp 204; see Monster Manual 
  
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  6 Efreeti: hp 65; see Monster Manual (genie) 
  For each creature roll a Spot/Listen check or apply 
  their special ability (e.x. tremorsense) to determine if 
  that creature will in fact be among the reinforcements. 
    
  Special precautions taken by the party should be 
  considered against the special abilities of the creature.  
  For example: invisible parties might evade humanoid 
  followers, but creatures with tremor sense will know 
  their whereabouts. 
  Once the first enemy has been determined things like 
  invisibility, move silently, and hide, will be altered. 
  Take that into account when determining the 
  remaining reinforcements. 
  Once the list of reinforcements has been determined 
  start the combat with the first enemy, bringing the 
  others in with four rounds between each entrance. 
  Determining the number of reinforcements: 
  The PCs will have to make their way to the temple at 
  the center of all of this.  A Survival check [DC 12 + 
  APL] or Knowledge (geography) check [DC 15 + APL] 
  means that the PCs can choose a path that is pretty 
  direct. 
  The DCs are based on a base of 15, for ‘not getting lost 
  in survival’ and a +5 for it being somewhat of a 
  labyrinth rather than just somewhere out in the woods. 
  So at APL 8 the DC is 20, APL 10 it is 22 etc.  Also, since 
  the geography of the area is little known the geography 
  check is higher. 
  Getting lost implies a chance of 8 sets of 
  reinforcements 
  (1 
  combat 
  and 
  7 
  supporting) 
  encounters.  If the party is taking intelligent 
  precautions, such as ducking into dwellings reduce 
  this number down to 6. If they simply follow one of 
  the followers as they slowly make their way to the 
  temple reduce this number to 4, but any fight the PCs 
  do incur while following will bring another encounter 
  within 2 rounds.  That follower will flee the combat. 
  Flying familiars and other flying creatures will have a 
  risk of attracting 4 flying creature reinforcements 
  based on the following table.  These reinforcements are 
  considered in addition to the reinforcements listed for 
  ground parties to a maximum of 8 
  Roll a 1d6 to determine air encounters 
  1 Noble Salamander casting spells; hp 112; see 
  Monster Manual 
  2 Ogre Mage: hp 37; see Monster Manual 
  3 Nightmares (3): hp 45, 45, 45; see Monster Manual 
  4 Erinyes; hp 85; see Monster Manual (Devil) 
  5 Efreeti: hp65; see Monster Manual (genie) 
  6 Fire Giant with throwing rocks: hp 142; see 
  Monster Manual 
   
  Flying through the smog filled air will incur the smoke 
  effects as found in the DMG.  A character that breathes 
  heavy smoke must make a Fortitude save each round 
  [DC 15, +1 per previous check] or spend that round 
  choking and coughing.  A character that chokes for 2 
  consecutive rounds takes 1d6 non-lethal damage.  
  Smoke obscures vision, giving concealment (20% miss 
  chance) to characters within it. 
  Note on the random encounter: It is possible, with 
  clever planning, to avoid any and all actual encounters. 
  The easiest way to avoid all this is for the PCs to 
  disguise themselves as World Burners using the outfits 
  of the four World Burners from Encounter 4 and 
  creating any extra outfits.  The PCs must make a 
  Disguise check [DC 15] to look convincingly like 
  World Burner followers.  Taking a 20 requires several 
  hours (as per the rules) to be effective.  Should the PCs 
  insist on this course of action they will arrive too late to 
  stop the ritual.  In this case, go to Encounter 5 – after 
  the Prince. Anyone disguised as Tarqaan will 
  automatically be detected and the maximum number 
  of reinforcements will occur.   
  It is possible to therefore enter crater where the temple 
  is found unmolested.  
  Once the PCs have made their way to the top of the 
  crater and only after entering about half a mile in they 
  then can see the temple from there read the following. 
  The PCs may interrupt at any moment should they feel 
  it is too much to bear witness. 
  Below is your destination.  A small stone building 
  alight with fire sits upon a bubbling dark moat.  
  Four stone pillars flank the entranceway along the 
  bridge over the moat.  Tied to each is what appears 
  to be a sacrificial victim writhing in pain from the 
  heat. They appear to be two male and two female 
  humans.. 
  
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  A dark robed man exits the building, a dagger of 
  flame in his hands.  Ceremoniously he chants out 
  loud.  Followers who are flocking towards him cry 
  out a response.  He waves the dagger over the mans 
  body and it bursts into flames. The man screams, 
  begging for mercy as his body begins to be 
  consumed by flames. 
  A second follower exits the building carrying a 
  stone bowl.  He brush some of the coals and ashes 
  from the burning man into the bowl.  A second 
  wave of followers waits at the bridge.  The hot ashes 
  are splashed onto the woman who screams for 
  mercy.  Handing her a dagger she is given the 
  power to end it all. With her newly freed hand she 
  plunges the dagger into her chest, and slumps over 
  dead near the cheering followers as they enter the 
  temple. 
  A third follower exits the building carrying a staff.  
  He chants out loud and the smoke from the 
  burning man forms a cloud over the next woman.  
  She screams in terror, her tears flowing.  She 
  chokes, and as she coughs she spits on the waves of 
  followers entering the building. Soon her screams 
  are lost in the chanting. 
  Finally a fourth follower exits the building.  He 
  carries a cloth bag and a small hammer.  Chanting 
  out loud he touches the man on the chest and 
  moves his hand along the sides of his body until it 
  reaches his toes.  At first nothing happens, but then 
  suddenly the man begins to scream wildly, his arms 
  flailing about.  His lower torso begins to turn to 
  stone. Once the transformation is complete the 
  follower strikes the boy’s foot with his hammer 
  watching it splinter into a hundred pieces.  Some of 
  those pieces are placed in the bag. As the waves of 
  followers pass they strike the boy until his entire 
  lower body is destroyed, and he has fallen into 
  unconsciousness. 
  With that the four followers collect their sacrifices 
  and return into the temple. 
  APL 8 (EL 9) 
  �Average Salamander: hp 58; see Monster Manual 
  �Flamebrother Salamander:  hp 26; see Monster 
  Manual 
  �Hell Hound:  hp 22; see Monster Manual 
  �Fire Elemental, Large:  hp 60; see Monster Manual 
  �Magmin:  hp 11; see Monster Manual 
  �Fire Mephit:  hp 13; see Monster Manual 
   
  APL 10 (EL 11) 
  �Average Salamander: hp 58; see Monster Manual 
  �Nessian Warhound: hp 114; see Monster Manual 
  �Fire Elemental, Huge (2): hp 136 each; see Monster 
  Manual 
   
  APL 12 (EL 13) 
  �Nessian Warhound: hp 114; see Monster Manual 
  �Fire Elemental, Greater: hp 178; see Monster 
  Manual 
  �Grille: Human/Half-Elemental (Fire) Ftr9; hp 88; 
  see Appendix One. 
   
  APL 14 (EL 15) 
  �Fire Giant: hp 142; see Monster Manual 
  �Fire Elemental, Elder: hp 204; see Monster Manual 
  �Fire Elemental, Greater: hp 178; see Monster 
  Manual 
  �Grille: Human/Half-Elemental (Fire) Ftr9; hp 88; 
  see Appendix One. 
  �Charcoal: Half-Elf/Half-Elemental (Fire) Wiz9; hp 
  47; see Appendix One. 
  APL 16 (EL 17) 
  �Fire Giant (2):  hp 142 each; see Monster Manual 
  �Noble Salamander:  hp 112; see Monster Manual 
  �Fire Elemental, Elder (2):  hp 204 each; see 
  Monster Manual  
  �Charcoal: Half-Elf/Half-Elemental (Fire) Wiz11; hp 
  58; see Appendix One. 
  �Grille: Human/Half-Elemental (Fire) Ftr11; hp 107; 
  see Appendix One. 
  Tactics: At the higher APLs, Charcoal will have precast 
  spells already in use. The rest will fan out to attack the 
  spellcasters or archers first.  They will attack to kill and 
  also to delay them from interfering with the ritual. 
  Treasure: (if they have time): 
  APL 8: L: 30 gp; C:  0 gp; M: 0 gp 
   
  APL 10: L: 30 gp; C: 0 gp; M: 0 gp. 
   
  APL 12: L: 0 gp; C: 0 gp; M: +1 flaming greatsword 
  (693 gp per character), +1 mithral breastplate (446 gp 
  per character), ring of protection +1 (166 gp per 
  character), amulet of natural armor +1 (166 gp per 
  character), cloak of resistance +3 (750 gp per character) 
   
  APL 14: L: 30 gp; C: 0 gp; M: +1 flaming 
  greatsword (693 gp per character), +1 mithral 
  breastplate (446 gp per character), ring of protection +1 
  [2] (166 gp per character), amulet of natural armor +1 
  [2] (166 gp per character), cloak of resistance +3 [2] 
  
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  (750 gp per character), lesser, rod of empower (750 gp 
  per character) 
   
  APL 16: L: 40 gp; C: 0 gp; M+1 flaming greatsword 
  (693 gp per character), +1 mithral breastplate (446 gp 
  per character), ring of protection +1 [2] (166 gp per 
  character), amulet of natural armor +1 [2] (166 gp per 
  character), cloak of resistance +3 [2] (750 gp per 
  character), lesser, rod of empower (750 gp per 
  character), headband of intellect +4 (1333 gp per 
  character) 
  The 4 followers will take their sacrifices and make their 
  way into the temple to speed through the ritual.  
  Others from the crowd outside will step up to block 
  the entranceway to the temple to allow the ritual to be 
  completed.  Also there will be numerous followers 
  running into the hallways screaming and yelling and 
  alerting the whole place to the fact the PCs have come. 
  That way in encounter six there is no way the PCs can 
  get surprise on the enemy. 
  Development:  Should the sacrifices not make it to the 
  ritual, four bodies must burn completely within the 
  circle for 5 rounds for Imix to appear.  There will be no 
  shortage of followers willing to jump into the fire to 
  fill the body count. Note that dead bodies slain in 
  battle count – so enemy combatants may choose to 
  fight from the circle.  
  Should the sacrifices make it to the final ritual then the 
  final circle must burn completely for only 2 rounds for 
  Imix to appear. 
  If the PCs choose not to fight here but sneak into the 
  temple this combat will be combined with the 
  Encounter Six one. 
  Continue to Encounter Six – Before the Prince. 
  After the Prince   
  If the PCs were unsuccessful at interrogating Tarqaan 
  for the location of the ritual they have wandered 
  through the valleys before finding their way here.  The 
  ritual has taken place and Imix has risen. 
  As you make your way into the hills you notice 
  many ravines begin to meet up.  Soon a labyrinth of 
  ravines begins to wind its way upward. 
  All around you patches of earth spontaneously 
  erupt into flame; their waves of heat flowing down 
  the path.  The earth burns until it is a molten liquid 
  at which point the earth literally swallows the fire 
  and anything unfortunate to be caught within. 
  The air is thick with smog. Visibility is severely 
  restricted and breathing burns your lungs. 
  There is an eerie sound that begins to creep into 
  your mind.  Chanting… yes, it’s the sound of 
  chanting.  
  These echoes through the pathways as you press 
  forward, always moving upwards.  Then suddenly, 
  the chanting stops and a burst of scorching air 
  rushes past.  The screams of pain fill the air with a 
  shrill note and then utter and complete silence. 
  The burst is the rising of Imix – with his coming the 
  node is suddenly expanded and a wave of heat extends 
  throughout the eastern sheikdoms of Tusmit.  
  The summit of the hill you were climbing is within 
  reach. As you look over into the crater formed 
  below it suddenly dawns on you that you’ve walked 
  the entire way through the World Burner’s city and 
  met up with no one. 
  Bodies’ lie scattered everywhere.  In the center of 
  the crater is a small building surrounded by a moat 
  of bubbling liquid.  A small bridge extends from the 
  front of the temple to the caked earth.  Along it are 
  four pillars upon which the bodies of sacrificed 
  humans are fixed. 
  If the PCs take precautions to hide themselves they can 
  easily walk through the field of bodies to the temple.  
  The bodies are of the followers. They are not all dead, 
  although many of them have been sacrificed, 
  slaughtered for fun, or dispatched for one reason or 
  another.  The others had their strength drained and 
  they are effectively sleeping (Spot check [DC 5]). 
  For a complete description of the pillar sacrifices refer 
  to the events in the section ‘Before the Prince’. 
  If the PCs trigger the attention of any of the weakened 
  followers they will rise and gleefully fight to the death 
  knowing their part has been done. 
  The World Burners, however, will fight for the joy of 
  fighting.  Tarqaan who kept them around after the 
  Efrite was destroyed as sacrifice pawns has misled 
  them. When the ritual is over and everyone has 
  recovered the World Burners will first test their 
  strength. Upon seeing their friends fail at the task they 
  will flee the city. 
  Combat:   
  
  VTF4-02 Conflagration 
   
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  The sacrifice no longer needs to be made so combat is 
  for the pure joy of death (for the followers). The World 
  Burners think that miraculously power has been 
  bestowed upon them (not true) and will fight with 
  such an attitude, though not have the strength to back 
  it up. 
  Combat here alerts Imix and Lareth to the arrival of the 
  PCs. 
  All APLs (EL 6) 
  �World Burner Warriors (10): Human male War1; 
  hp 5 each; see Appendix One. 
  If the party gets in to the Temple without alerting the 
  followers, they will filter in when the followers are 
  engaged during Encounter 6.  
  Encounter Six 
  Note: If for some reason Tarqaan survived Encounter 4 
  he will be here, ready and waiting for the PCs. Place 
  him strategically knowing the PCs will be on their way. 
  Also due to the size of the efreeti’s weapons and the 
  unique nature this are highly undesirable to resell thus 
  they are worthless to any adventurer who picks it up.   
  Down with the Prince (this option is if the PCs were 
  able to get to the temple before the prince is 
  summoned). 
  The temple is filled with the sound of chanting. 
  The entrance opens up to a landing that overlooks a 
  summoning circle.  Two stairways descend on 
  either side of the landing. 
  At each of the quadrants of the circle there is a man 
  or creature standing, his arms outstretched. In the 
  center is a brazier of blue fire. Engulfed in the 
  flames, or perhaps causing the flame is a key, 
  encased in blue fire.  Four other followers kneel 
  inside the circle, each holding the sacrifice in his 
  hands. Behind the circle a beautiful man in comely 
  robes chants confidently to the fire. 
  Below the landing there are rows of followers, 
  kneeling, standing – some of them even setting 
  themselves on fire in praise of the Fire Prince. 
  *DM NOTE:  Unhallow (freedom of movement) 
  Anyone in the temple worshiping Imix is affected by a 
  freedom of movement spell. Also note that unhallow 
  also confers the benefit of a magic circle against good. 
  his effect covers the whole temple and is cast at 16
  th 
  level. 
  It is at this point that the followers may notice the PCs 
  – Make opposed spot and listen checks for the efreeti if 
  the PC’s are trying to go undetected, with the skills 
  that have been noted in Appendix One. If there has 
  been a good amount of noise from previous combats, 
  assume the followers and other people here are all 
  warned. 
  Description of the protective measure undertaken 
  by Lareth and Imix:   
  Tactics for Lareth: What the PCs see is Lareth chanting 
  and imploring upon the worshippers to help him 
  summon Imix. Lareth is physically present but he is 
  behind two (2) walls of force, surrounding him 
  completely, one in front of the other (see the map) – 
  sound escapes by a cunning design of the walls, which 
  resonate his voice from inside the walls of force.  He 
  has arranged for an unhallow effect on the side of the 
  wall of force that he is on, to trigger if a non-evil 
  character enters. The effect is a silence spell. In 
  preparation for the ritual, Lareth drank a potion of 
  freedom of movement and a potion of false life 
  (maximized). He is standing in a magic circle against 
  good and a magic circle against law. Lareth has a ring of 
  spell storing (teleport) and readies to activate it if he is 
  threatened in any way, once initiative begins. No 
  matter the outcome Lareth MUST survive and escape. 
  APL 8 (EL 11) 
  �Advanced Efreeti followers (2): hp 87 (183 when 
  polymorphed); see Appendix One. 
   
  APL 10 (EL 13) 
  �Advanced Efreeti followers (4): hp 87 (183 when 
  polymorphed); see Appendix One. 
   
  APL 12 (EL 15) 
  �Advanced Efreeti followers (4): hp 147 (243 when 
  polymorphed); see Appendix One. 
   
  APL 14 (EL 17) 
  �Advanced Efreeti followers (4): hp 183 (303 when 
  polymorphed); see Appendix One. 
   
   APL 16 (EL 19) 
  �Advanced Efreeti followers (4): hp 219 (363 when 
  polymorphed); see Appendix One. 
   
  
  VTF4-02 Conflagration 
   
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  Tactics: The followers will already be polymorphed 
  (This is due to the PCs alerting the city to their 
  presence) into Glabrezu and position themselves in a 
  way to protect the ritual in the first round and cast 
  their quickened scorching rays to ignite the braziers. 
  They will then engage the intruders tactically until the 
  circle has been burning for 2 rounds and until the 
  reinforcements below arrive (If the PCs did not defeat 
  them already) Meanwhile those involved in the 
  summoning will speed up the necessary components 
  of the ritual to have it completed. 
  Aside from the mumbo-jumbo involved in the ritual 
  the following actions must take place for it to be 
  considered finished.   
  The efreeti will ignite each quadrant of the circle.  If, 
  for some reason, not all of the quadrants are ignited it 
  takes one round for fire from an adjacent quadrant to 
  spread.  The same is true for every quadrant that has 
  been extinguished. 
  The circle must burn, with the four followers inside for 
  either 2 or 5 rounds.  If the followers are successful in 
  placing their sacrifices in the brazier the circle need 
  burn for only 2 rounds.  Otherwise the full 5 rounds 
  are required. 
  Should one of the followers be removed from the circle 
  before their 2 or 5 rounds are up others will gladly take 
  their place.  Each body must burn for 2 or 5 rounds 
  (consecutively) within the circle, though all 4 need not 
  be done simultaneously. 
  Successfully completing the ritual means that Imix 
  appears. Otherwise Imix will not appear. 
  Reinforcements  
  Reinforcements are alerted to combat as soon as it 
  starts and will arrive in 3 rounds.  These will be the 
  reinforcements listed in Encounter 5 under the section 
  entitled 
  ‘Before 
  the 
  Prince’. 
  There 
  are 
  no 
  reinforcements if the PCs defeated them in Encounter 
  5 previously.  These combatants will fight to the death. 
  APL 8 (EL 9) 
  �Average Salamander: hp 58; see Monster Manual 
  �Flamebrother Salamander:  hp 26; see Monster 
  Manual 
  �Hell Hound:  hp 22; see Monster Manual 
  �Fire Elemental, Large:  hp 60; see Monster Manual 
  �Magmin:  hp 11; see Monster Manual 
  �Fire Mephit:  hp 13; see Monster Manual 
   
  APL 10 (EL 11) 
  �Average Salamander: hp 58; see Monster Manual 
  �Nessian Warhound: hp 114; see Monster Manual 
  �Fire Elemental, Huge (2): hp 136 each; see Monster 
  Manual 
   
  APL 12 (EL 13) 
  �Nessian Warhound: hp 114; see Monster Manual 
  �Fire Elemental, Greater: hp 178; see Monster 
  Manual 
  �Grille: Human/Half-Elemental (Fire) Ftr9; hp 88; 
  see Appendix One. 
   
  APL 14 (EL 15) 
  �Fire Giant: hp 142; see Monster Manual 
  �Fire Elemental, Elder: hp 204; see Monster Manual 
  �Fire Elemental, Greater: hp 178; see Monster 
  Manual 
  �Grille: Human/Half-Elemental (Fire) Ftr9; hp 88; 
  see Appendix One. 
  �Charcoal: Half-Elf/Half-Elemental (Fire) Wiz9; hp 
  47; see Appendix One. 
  APL 16 (EL 17) 
  �Fire Giant (2):  hp 142 each; see Monster Manual 
  �Noble Salamander:  hp 112; see Monster Manual 
  �Fire Elemental, Elder (2):  hp 204 each; see 
  Monster Manual  
  �Charcoal: Half-Elf/Half-Elemental (Fire) Wiz11; hp 
  58; see Appendix One. 
  �Grille: Human/Half-Elemental (Fire) Ftr11; hp 107; 
  see Appendix One. 
  Treasure (if they have time):  
  APL 8: L: 30 gp; C:  0 gp; M: 0 gp 
   
  APL 10: L: 30 gp; C: 0 gp; M: 0 gp. 
   
  APL 12: L: 0 gp; C: 0 gp; M: +1 flaming greatsword 
  (693 gp per character), +1 mithral breastplate (446 gp 
  per character), ring of protection +1 (166 gp per 
  character), amulet of natural armor +1 (166 gp per 
  character), cloak of resistance +3 (750 gp per character) 
   
  APL 14: L: 30 gp; C: 0 gp; M: +1 flaming 
  greatsword (693 gp per character), +1 mithral 
  breastplate (446 gp per character), ring of protection +1 
  [2] (166 gp per character), amulet of natural armor +1 
  [2] (166 gp per character), cloak of resistance +3 [2] 
  (750 gp per character), lesser, rod of empower (750 gp 
  per character) 
   
  APL 16: L: 40 gp; C: 0 gp; M+1 flaming greatsword 
  (693 gp per character), +1 mithral breastplate (446 gp 
  per character), ring of protection +1 [2] (166 gp per 
  character), amulet of natural armor +1 [2] (166 gp per 
  
  VTF4-02 Conflagration 
   
  Page 26 
   
  character), cloak of resistance +3 [2] (750 gp per 
  character), lesser, rod of empower (750 gp per 
  character), headband of intellect +4 (1333 gp per 
  character) 
   
  Development:  
  The PCs have successfully disrupted the ritual: 
  (inhibited the fire and four followers from burning for 
  either 2 or 5 rounds). 
  (if Lareth is still around) 
  Lareth stares at the ashes in the circle - horrified 
  that the bodies are only half burned. Raising his 
  arms once more in one last desperate cry he calls 
  forth to Imix, but nothing comes forth. 
  Looking at all of you his eyes burn with intense 
  fire, but he makes no move-to-move forward.  His 
  voice, distant but powerful speaks to you once more 
  before he pulls something out of his cloak and 
  vanishes. 
  "This is not over...this is bigger than you all." 
  (If Lareth teleported out already) 
  There is a sudden moment of silence as realization 
  dawns upon the followers.  Their mission has failed. 
   A few burn themselves with pledges but most 
  hesitate and size up the situation. 
  You suddenly feel that you are the center of 
  attention. The key in the brazier ceases to burn.  
  The heat of the area eases already.  
  Now the PCs need to make their exit as more followers 
  from outside filter in. They have Jirah's stone of recall 
  and need only one round to execute the escape.  If they 
  wish to loot send more reinforcements from 
  Encounter 5 at them until they get the hint.  
  Proceed to the Conclusion. 
  Unsuccessful in stopping the ritual, but having 
  defeated the combat foes:   
  This occurs if the followers burn with the circle for the 
  appropriate number of rounds but everyone around 
  (for the time being) is dead. 
  There is a rumble and the building begins to shake. 
   There is a burst of scorching air that rushes past 
  and fills the entire cavern.  
  The burst is the rising of Imix – with his coming the 
  node is suddenly expanded and a wave of heat extends 
  throughout the eastern sheikdoms of Tusmit.  
  At first it is subtle but quickly it becomes clear that 
  something is about to happen.  The followers 
  hesitate, and draw back from the fight.  A look of 
  wicked glee comes over their faces. 
  As if on cue and in perfect unison they begin to 
  chant, once more in an infernal tongue: “Imix, 
  Imix, Imix”(If the PCs can’t speak Infernal then they 
  don’t know what’s being said) The beautiful man 
  dressed in robes at the back of the circle steps into 
  one of the quadrants of the burning circle.  The 
  flames engulf him but do not consume him.  He 
  raises his arms and the dead bodies of the burned 
  followers begin to rise, lifeless.  They come 
  together and dissipate as their ashes collide 
  creating a thick smoke. 
  The smoke begins to rise and take shape. All within 
  a few seconds the shape becomes clear – it is in the 
  form of a gargantuan red-hued man.   
  Suddenly the followers begin alighting themselves. 
  “My Prince of Flame! My body is yours!” they cry 
  and fall to the ground in heaps of ashes. 
  As the followers burn themselves the laughter of 
  the form can be heard more and more clearly.  His 
  body solidifies and he looks at each of you. 
  His voice licks the backs of your minds and ignites 
  your fear.  
  If a PC decides to foolishly attack Imix, Prince of Evil 
  Fire Elementals, he attacks them once. If he hits then 
  read the following and mark the Ire of the Fire 
  Prince, Imix on the AR. 
  The Fire Prince turns back towards you his eyes 
  blazing with fury.  He lunges and strikes you with 
  the back of his hand, ashes burn your eyes and the 
  flame licks your body.  No tear you shed is 
  sufficient to wash away the pain.  “You foolish 
  mortal!  How DARE you think to strike at me in 
  this glorious hour. You cannot stop destiny. But 
  you WILL be a part of it.   My fire will burn with 
  you for eternity for that is the price you pay.”  With 
  a wicked smile he continues on, “Of course all your 
  lives may be coming to end shortly for my brethren 
  will unleash horrible pain upon this plane.”  The 
  Prince Lord steps back and a maniacal laughter is 
  heard long after he is gone.  
  
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  Imix does not concern himself with the PCs. (Unless 
  they attack him but he’s gone if they hesitate) Lareth 
  will give Imix the ring and will teleport both of them 
  out.  The followers are all weakened from their 
  sacrifice to him. Many of them have fallen to the 
  ground, exhausted and burned. 
  The PCs will want to make their exit now.  They have 
  the stone of recall from Jirah. 
  Proceed to the Conclusion. 
  Long Live the Prince:  This is for parties that have 
  arrived too late to stop the ritual. 
  Inside the temple is a scene of mass destruction.  
  Burned bodies lie scattered everywhere. In the 
  center of the room, beneath the landing, a blazing 
  circle of fire roars – its center is a key encased by a 
  blue flame. 
  A gargantuan blackened-red man stands in the 
  middle of an altar looking over the scene.  Standing 
  in back of him is a man draped in robes looking 
  proudly at the carnage. 
  *DM NOTE:  Unhallow (freedom of movement) 
  Anyone in the temple worshiping Imix is affected by a 
  freedom of movement spell. Also note that unhallow 
  also confers the benefit of a magic circle against good. 
  This effect covers the whole temple and is cast at 16
  th 
  level. 
  Ask the PCs what they wish to do. If they wish to 
  attack roll initiative like normal and if Imix goes first 
  he orders his followers to attack the PCs.  If a PC 
  decides to foolishly attack Imix, Prince of the Evil Fire 
  Elementals, he will attack them once.  If he hits then 
  read the following and mark the Ire of the Fire 
  Prince, Imix on the AR. 
  The Fire Prince turns back towards you his eyes 
  blazing with fury.  He lunges and strikes you with 
  the back of his hand, ashes burn your eyes and the 
  flame licks your body.  No tear you shed is 
  sufficient to wash away the pain.  “You foolish 
  mortal!  How DARE you think to strike at me in 
  this glorious hour. You cannot stop destiny. But 
  you WILL be a part of it.   My fire will burn with 
  you for eternity for that is the price you pay.”  With 
  a wicked smile he continues on, “Of course all your 
  lives may be coming to end shortly for my brethren 
  will unleash horrible pain upon this plane.”  The 
  Prince Lord steps back and watches his minions 
  lunge at you.  
  Regardless, Imix will order his followers to destroy the 
  intruders while he enjoys the show.  After 3 rounds of 
  combating the efrite, Imix will order reinforcements to 
  come and join the battle.  He will, under NO 
  circumstances attack the PCs unless they attack him or 
  Lareth.  If the PCs dare to pick up treasure after they 
  beat both parts Imix will be insulted and pissed and 
  smack only the person who said they were going after 
  the treasure.  Now if a PC states during battle they are 
  taking their round to loot then he will not attack them 
  but laugh as it shows they are that greedy.  If it does 
  look like the PCs are going to defeat both parts Lareth 
  will teleport himself and Imix out of there. 
  APL 8 (EL 11) 
  �Advanced Efreeti followers (2): hp 87 (183 when 
  polymorphed); see Appendix One. 
   
  APL 10 (EL 13) 
  �Advanced Efreeti followers (4): hp 87 (183 when 
  polymorphed); see Appendix One. 
   
  APL 12 (EL 15) 
  �Advanced Efreeti followers (4): hp 147 (243 when 
  polymorphed); see Appendix One. 
   
  APL 14 (EL 17) 
  �Advanced Efreeti followers (4): hp 183 (303 when 
  polymorphed); see Appendix One. 
   
   APL 16 (EL 19) 
  �Advanced Efreeti followers (4): hp 219 (363 when 
  polymorphed); see Appendix One. 
   
  Tactics: The followers will already be polymorphed 
  into Glabrezu and are invisible which can lead to a 
  surprise round if the PC’s do not have anti-invisiblility 
  spells up or fail a listen check (DC 20 +APL).  
  After 4 rounds these reinforcements arrive unless they 
  were defeated in Encounter 5: 
  APL 8 (EL 9) 
  �Average Salamander: hp 58; see Monster Manual 
  �Flamebrother Salamander:  hp 26; see Monster 
  Manual 
  �Hell Hound:  hp 22; see Monster Manual 
  �Fire Elemental, Large:  hp 60; see Monster Manual 
  �Magmin:  hp 11; see Monster Manual 
  
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  �Fire Mephit:  hp 13; see Monster Manual 
   
  APL 10 (EL 11) 
  �Average Salamander: hp 58; see Monster Manual 
  �Nessian Warhound: hp 114; see Monster Manual 
  �Fire Elemental, Huge (2): hp 136 each; see Monster 
  Manual 
   
  APL 12 (EL 13) 
  �Nessian Warhound: hp 114; see Monster Manual 
  �Fire Elemental, Greater: hp 178; see Monster 
  Manual 
  �Grille: Human/Half-Elemental (Fire) Ftr9; hp 88; 
  see Appendix One. 
   
  APL 14 (EL 15) 
  �Fire Giant: hp 142; see Monster Manual 
  �Fire Elemental, Elder: hp 204; see Monster Manual 
  �Fire Elemental, Greater: hp 178; see Monster 
  Manual 
  �Grille: Human/Half-Elemental (Fire) Ftr9; hp 88; 
  see Appendix One. 
  �Charcoal: Half-Elf/Half-Elemental (Fire) Wiz9; hp 
  47; see Appendix One. 
  APL 16 (EL 17) 
  �Fire Giant (2):  hp 142 each; see Monster Manual 
  �Noble Salamander:  hp 112; see Monster Manual 
  �Fire Elemental, Elder (2):  hp 204 each; see 
  Monster Manual  
  �Charcoal: Half-Elf/Half-Elemental (Fire) Wiz11; hp 
  58; see Appendix One. 
  �Grille: Human/Half-Elemental (Fire) Ftr11; hp 107; 
  see Appendix One. 
  Treasure: (if the PCs wish to try and pick up a few 
  items before leaving. They only have 3 rounds before 
  just the temple place is engulfed in lava) 
  APL 8: L: 30 gp; C:  0 gp; M: 0 gp 
   
  APL 10: L: 30 gp; C: 0 gp; M: 0 gp. 
   
  APL 12: L: 0 gp; C: 0 gp; M: +1 flaming greatsword 
  (693 gp per character), +1 mithral breastplate (446 gp 
  per character), ring of protection +1 (166 gp per 
  character), amulet of natural armor +1 (166 gp per 
  character), cloak of resistance +3 (750 gp per character) 
   
  APL 14: L: 30 gp; C: 0 gp; M: +1 flaming 
  greatsword (693 gp per character), +1 mithral 
  breastplate (446 gp per character), ring of protection +1 
  [2] (166 gp per character), amulet of natural armor +1 
  [2] (166 gp per character), cloak of resistance +3 [2] 
  (750 gp per character), lesser, rod of empower (750 gp 
  per character) 
   
  APL 16: L: 40 gp; C: 0 gp; M+1 flaming greatsword 
  (693 gp per character), +1 mithral breastplate (446 gp 
  per character), ring of protection +1 [2] (166 gp per 
  character), amulet of natural armor +1 [2] (166 gp per 
  character), cloak of resistance +3 [2] (750 gp per 
  character), lesser, rod of empower (750 gp per 
  character), headband of intellect +4 (1333 gp per 
  character) 
  The followers are all weakened from their sacrifice to 
  him. Many of them have fallen to the ground, 
  exhausted and burned. 
  The PCs will want to make their exit now.  They have 
  the stone of recall from Jirah. 
  **DM NOTE: The fire node key does not deal any 
  damage to the person picking it up.  Imix nor Lareth 
  care about it any longer either. 
  Conclusion 
  This is assuming the players have used their stone of 
  recalls given to them whether they were successful or 
  not in stopping the ritual. 
  With a sudden blast and flash of light your 
  surroundings change.  No longer is the heat stifling 
  breathing there are no infernal flames licking 
  around you. 
  Instead, you stand before the gates of the great 
  library.  The hot Tusmit breeze is refreshing. From 
  the makeshift building exits Jirah.  He rushes to 
  you and bids you in. 
  “Tell me… how did it go?” 
  Once back inside his office he begins to take notes 
  on everything you say. 
  If the ritual was stopped:  With a smile 
  uncharacteristic 
  of 
  his 
  station 
  he 
  proudly 
  announces that a troop of the military was able to 
  follow their trail into the hills.  It is believed that 
  soon the hills will be free of these scourges. 
  With great thanks he bids you well and invites you 
  to call on him should you need to in the future. 
  (On AR – Gratitude of Jirah) 
  As you leave Jirah’s office you notice a cool breeze 
  blows against you, with a faint hint of wetness. It is 
  a welcome change from the hot and stuffy air of the 
  past few days. 
  
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  For parties that have the map, include the following. 
  Jirah asks to see the map of the node, once more.  
  He opens it and lays it out on a small portion of 
  table not already covered by books and scrolls. 
  As he lays it out a small drop of water begins to 
  collect in the area of Dyvers.  He quickly looks up 
  to see where the drop originated, but looks down 
  again finding no source.  The water begins to run 
  off the page and drip onto the floor.  
  Softly speaking aloud to you he says “Perhaps your 
  services are needed, once again, in the City of 
  Sails?” 
  If Imix was not defeated:  
  With a heavy heart he stares at his notes, unsure of 
  what to write.  Slowly rising he walks over to a 
  stack of books piled on the floor. He picks one of 
  the middle ones out without disrupting the pile.  
  The book is entitled Elements of Fire.  He flips 
  through, pausing at each picture.  Finally, he holds 
  one up for you to identify. 
  “It looked like this?”  
  Upon confirmation he closes the book and sits 
  down solemnly. 
  “The pieces of this puzzle are slowly being put 
  together.  The heat in our hills and strange weather 
  is now explained. It is a dark day for Tusmit. 
  “I have just received reports that the sheikdom of 
  Suvii has been scorched.  The people survive but 
  the farms have been destroyed. It is the same in the 
  southern areas of Dihn and in the eastern corners 
  of Malimar. 
  For parties that have the map, include the following. 
  Jirah asks to see the map of the node, once more.  
  He opens it and lays it out on a small portion of 
  table not already covered by books and scrolls. 
  As he lays it out a small flame bursts onto the map 
  where Tusmit is located.  Quickly stamping out the 
  flame with his hand he rubs the page to clear away 
  some of the small ash.  As he does, he notices his 
  hand is wet.  Looking closer at the map a drop of 
  water begins to collect in the region of Dyvers.  He 
  quickly looks up to see where the drop originated, 
  but looks down again finding no source.  The water 
  begins to run off the page and drip onto the floor.  
  Softly speaking aloud to you he says “Perhaps your 
  services are needed, once again, in Dyvers.” 
  “A small troop has been diverted from the border to 
  pick up the trail you left.  They will clear out the 
  area and destroy the temple to hopefully discourage 
  any further activities here.  However, they are 
  facing dire odds if the leaders, Imix, has been able 
  to survive.”   
  As you leave Jirah’s office a hot breeze blows from 
  the east. The sky itself is dark yet one could swear 
  the heat of the midday sun has not let up since 
  noon.  
   
  If the PCs used the stone of recall before the final 
  events have unfolded. 
  Jirah is surprised to see you so soon.  He inquires 
  about the events that transpired and records them 
  all. 
  As you take your leave of Jirah, you feel a hot gust 
  of wind coming from the east.  Dark tidings ride on 
  that breeze as a red glow – seen even from here – 
  appears over the hills. 
  In this case the ritual is completed and Imix has been 
  summoned.  Every bit of the Baklunish West’s worst 
  nightmare is about to become true. 
  Later that day there is a sudden rumble in the earth. 
  Moments later a wave of scorching heat passes over 
  the city.  The landscape around doesn’t change 
  much save for birds falling out of the sky. But you 
  can imagine that the sheikdoms closer to the Hills 
  did not fair as well. 
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign 
  experience award.  Award the total value (objectives 
  plus roleplaying) to each character.  
  Encounter Four:  
  Defeat Tarqaan and his minions: 
   
   
  APL 8 
   
   
  300 XP 
   
   
  APL 10  
   
  360 XP 
   
   
  APL 12  
   
  420 XP 
   
   
  APL 14  
   
  480 XP 
   
   
  APL 16  
   
  540 XP 
  
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  Encounter Four:  
  Learn information on how to get to the temple 
  from Tarqaan and/or his minions: 
   
   
  APL 8 
   
   
  75 XP 
   
   
  APL 10  
   
  100 XP 
   
   
  APL 12  
   
  125 XP 
   
   
  APL 14  
   
  150 XP 
   
   
  APL 16  
   
  175 XP 
  Encounter Five:  
   
  Defeat future reinforcements 
   
   
  APL 8 
   
   
  270 XP 
   
   
  APL 10  
   
  330 XP 
   
   
  APL 12  
   
  390 XP 
   
   
  APL 14  
   
  450 XP 
   
   
  APL 16  
   
  510 XP 
   
  Encounter Six:  
   
  Defeat the Efreet followers 
   
   
  APL 8 
   
   
  330 XP 
   
   
  APL 10  
   
  390 XP 
   
   
  APL 12  
   
  450 XP 
   
   
  APL 14  
   
  510 XP 
  APL 16  
   
  570 XP  
  Defeat reinforcements (if not killed in Encounter 5) 
   
   
  APL 8 
   
   
  270 XP 
   
   
  APL 10  
   
  330 XP 
   
   
  APL 12  
   
  390 XP 
   
   
  APL 14  
   
  450 XP 
   
   
  APL 16  
   
  510 XP 
  Encounter Six:  
  Stopping Imix from being summoned 
   
   
  APL 8 
   
   
  150 XP 
   
   
  APL 10  
   
  170 XP 
   
   
  APL 12  
   
  190 XP 
   
   
  APL 14  
   
  210 XP 
   
   
  APL 16  
   
  230 XP 
  Total Possible Experience 
   
  APL 8 
   
   
  1,125 XP 
   
  APL 10 
   
   
  1,350 XP 
   
  APL 12 
   
   
  1,575 XP 
   
  APL 14 
   
   
  1,800 XP 
   
  APL 16 
   
   
  2,025 XP 
   
  Treasure Summary 
  Treasure Key: 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items 
  Encounter 4 
   
  APL 8: L: 441 gp; C: 0; M: wand of fireballs (5
  th lvl 
  – 30 charges left) (563 gp per character), amulet of 
  health +2 (333 gp per character), headband of intellect 
  +4 (1333 gp per character), wand of fire bolts (5
  th level, 
  as lightning bolt but fire – 30 charges) (563 gp per 
  character), gloves of dexterity +2 (333 gp per character), 
  cloak of resistance +2 (333 gp per character), ring of 
  protection +2 (666 gp per character), scroll of overland 
  flight (94 gp per character), bracelet of circling flames, 
  minor (291 gp per character) 
   
  APL 10: L: 441 gp; C: 0; M: wand of fireballs (5
  th lvl 
  – 30 charges left) (563 gp per character), amulet of 
  health +4 (1333 gp per character), headband of intellect 
  +4 (1333 gp per character), gloves of dexterity +2 (333 
  gp per character), cloak of resistance +3 (750 gp per 
  character), wand of fire bolts (5
  th level, as lightning bolt 
  but fire – 30 charges) (563 gp per character), ring of 
  protection +2 (666 gp per character), bracelet of 
  circling flames, minor (291 gp per character) 
   
  APL 12: L: 441 gp; C: 0; M: wand of fireballs (5
  th lvl 
  – 30 charges left) (563 gp per character), amulet of 
  health +4 (1333 gp per character), headband of intellect 
  +4 (1333 gp per character), gloves of dexterity +2 (333 
  gp per character), cloak of resistance +3 (750 gp per 
  character), wand of fire bolts (5
  th level, as lightning bolt 
  but fire – 30 charges) (563 gp per character), ring of 
  protection +3 (1500 gp per character), bracelet of 
  circling flames, minor (291 gp per character) 
   
  APL 14: L: 441 gp; C: 0; M: amulet of health +4 
  (1333 gp per character), headband of intellect +4 (1333 
  gp per character), gloves of dexterity +4 (1333 gp per 
  character), cloak of resistance +4 (1333 gp per 
  character), ring of protection +3 (1500 gp per 
  character), bracelet of circling flames, major (1,080 gp 
  per character) 
   
  APL 16: L: 441 gp; C: 0; amulet of health +4 (1333 
  gp per character), headband of intellect +4 (1333 gp per 
  character), gloves of dexterity +4 (1333 gp per 
  character), cloak of resistance +4 (1333 gp per 
  character), ring of protection +3 (1500 gp per 
  character), bracelet of circling flames, major (1,080 gp 
  per character) 
  
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  Encounter Five/Six: Reinforcements 
  They only get this treasure once in the mod since they 
  only fight the reinforcements once. 
   
  APL 8: L: 30 gp; C:  0 gp; M: 0 gp 
   
  APL 10: L: 30 gp; C: 0 gp; M: 0 gp. 
   
  APL 12: L: 0 gp; C: 0 gp; M: +1 flaming greatsword 
  (693 gp per character), +1 mithral breastplate (446 gp 
  per character), ring of protection +1 (166 gp per 
  character), amulet of natural armor +1 (166 gp per 
  character), cloak of resistance +3 (750 gp per character) 
   
  APL 14: L: 30 gp; C: 0 gp; M: +1 flaming 
  greatsword (693 gp per character), +1 mithral 
  breastplate (446 gp per character), ring of protection +1 
  [2] (166 gp per character), amulet of natural armor +1 
  [2] (166 gp per character), cloak of resistance +3 [2] 
  (750 gp per character), lesser, rod of empower (750 gp 
  per character) 
   
  APL 16: L: 40 gp; C: 0 gp; M +1 flaming 
  greatsword (693 gp per character), +1 mithral 
  breastplate (446 gp per character), ring of protection +1 
  [2] (166 gp per character), amulet of natural armor +1 
  [2] (166 gp per character), cloak of resistance +3 [2] 
  (750 gp per character), lesser, rod of empower (750 gp 
  per character), headband of intellect +4 (1333 gp per 
  character) 
  Maximum Possible Treasure 
   
   
   
  APL 8:  
   
  1,300 gp 
   
  APL 10:  
   
  2,300 gp 
   
  APL 12:  
   
  3,300 gp 
   
  APL 14:  
   
  6,600 gp 
   
  APL 16:  
   
  9,900 gp 
   
  Adventure Record Text: 
  Cross out the following if it does not apply: 
  ALL APLs (if awarded) 
  Ire of the Fire Prince Imix:  You have invoked the 
  wrath of Imix and thus he has struck you with his 
  flame.  On your (Face, Arms, Chest, Legs, Back, Thigh) 
  a permanent flame burns so hot it can be seen at all 
  times.  Any attempt to cover the mark fails as it burns 
  its way to the surface of the face.  Only way to hide it is 
  with Illusion magic.  Because of this deformity the PC 
  takes a –1 to all social skills.  The PC also takes an extra 
  1 point of damage per die on any cold damage inflicted 
  upon them.  Anytime they are hit with fire damage a 
  brief faint image of Imix appears grinning at them.  
  (PC may remove this ire with either a wish or miracle 
  spell) 
   
  Gratitude of Jirah: For excellent cooperation and 
  success in this mission, Jirah records your names and 
  deeds in a large tome placing it amongst many others, 
  assuring that Tusmit will not forget you.  This is a favor 
  from Jirah that may be used in the future. 
  Pasha’s Oath: The hero has sworn an unbreakable oath 
  of loyalty to His Exalted Splendor, Muammar Qaran.  
  The hero is given a small cloth bearing the Pasha’s 
  mark.  Sometime in the future he will ask that you 
  honor your promise. 
  Fire Node Key: This strange red-rune covered object 
  seems to be in the shape of a key.  When activated it 
  encases itself in a blue flame but does no harm to 
  anyone who touches it.  Through some research Jirah 
  has determined that it is indeed a Planar Fork to the 
  Elemental Plane of Fire. Frequency: Adventure, Cost 
  800 gp. 
  Bracers of Circling Flames (Minor): These bracers 
  seem to be forged from some deep reddish metal that 
  radiates a strong flame like light especially when out in 
  the sun.  When activated (10 rounds a day), thick 
  flames envelop the user (Does not have to be 
  continuous). Everyone within 5 feet of the user 
  (including the user) takes 1d6+2 points of fire damage 
  per round. The flames also obscure sight, creatures 
  farther than 5 feet have concealment (20%). CL 3
  rd, 
  produce flame, obscuring mist, Craft Wondrous Item, 
  Frequency: Metaregional, Cost: 3,240 gp. 
   
  
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  Appendix One – NPCs 
  Untiered encounters 
  �Lareth the Beautiful: Male human Clr10; CR 10; 
  Medium Humanoid (human); HD 10d8+30; hp 60; Init 
  +7; Spd 30 ft; AC 20 [+4 armor, +3 Dex, +3 deflection] 
  touch 16, flat-footed 14; Base Atk +7/+2; Grp +11; Atk 
  +13 (1D6+7, +1 quarterstaff) or +10 ranged (ray); Full 
  Atk +13/+6 (1D6+7, +1 quarterstaff) or +10 ranged 
  (ray); SA Rebuke undead 1/day; SQ Insanity; AL CE; 
  SV Fort +10, Ref +7, Will +14; Str 18, Dex 17, Con 16, 
  Int 9, Wis 24, Cha 6. 
   
  Skills and Feats: Concentration +16, Diplomacy 
  +2, Knowledge (religion) +3, Spellcraft +5; Improved 
  Initiative, Weapon Focus (quarterstaff), Combat 
  Casting, Power Attack, 1 feats 
   
  Spells Prepared (6/6+1/6+1/5+1/4+1/3+1; Base DC 
  = 17 + Spell Level; 0
  th – read magic, guidance, inflict 
  minor wounds, light, detect magic, resistance; 1
  st – 
  bane, cause fear, protection from good*, divine favor, 
  sanctuary, shield of faith, deathwatch; 2
  nd - bull’s 
  strength, death knell, endurance, Tharizdun’s touch*, 
  owl’s wisdom, align weapon, sound burst; 3
  rd - dispel 
  magic, 
  invisibility 
  purge, 
  rage*, 
  searing 
  light, 
  protection from energy, inflict serious wounds; 4
  th – 
  confusion*, greater magic weapon, poison, freedom of 
  movement, spell immunity; 5
  th – true seeing, slay 
  living, righteous might, bolts of bedevilment* 
  * Domains: Evil – Cast evil spells at +1 caster level; 
  Madness – 1/day add Insanity score to Wis-based roll. 
   
  Possessions: holy symbol of Tharizdun, bracers of 
  armor +4, cloak of arachnida, +1 quarterstaff, periapt of 
  wisdom +4, ring of protection +3, ring of spell storing 
  (teleport) 
  �Imix, Prince of Evil Fire: CR 17; Gargantuan 
  elemental (fire); HD 36d8+180; hp 351; Init +14; Spd 50 
  ft; AC 31 [+4 armor, +11 natural, +10 Dex, -4 size] 
  Touch 16, Flat-footed 21; Base Atk +20/+15/+10/+5; 
  Grp +40; Atk +31 (4D8+12 plus 3D8 fire, slam; 19/20); 
  Full Atk +31/+26/+21/+15 (4D8+12 plus 3D8 fire, slam; 
  19/20); Face/Reach 20 ft. by 20 ft./20ft; SA Burn, spell-
  like abilities; SQ SR 30, DR 15/-, darkvision 60 ft, 
  immunity to fire, vulnerability to cold, elemental traits; 
  AL CE; SV Fort +17, Ref +30, Will +16; Str 26, Dex 31, 
  Con 20, Int 20, Wis 18, Cha 18. 
   
  Skills and Feats: Concentration +10, Knowledge 
  (the planes) +10, Hide -2, Listen +29, Spot +29; Cleave, 
  Combat Reflexes, Dodge, Combat Expertise, Improved 
  Critical (slam), Improved Initiative, Weapon Focus 
  (slam), Mobility, Power Attack, Spring Attack, Weapon 
  Finesse (slam), Whirlwind Attack. 
   
  Spell-like Abilities (Sp):  At will – fireball (10D6 
  damage, DC 18), wall of fire (2D4, 1D4, or 2D6+15 
  damage DC 19); 1/day – summon elemental (one elder 
  fire elemental, 1D3 huge fire elementals, 1D3 efreet, 
  1D6 salamanders, or 3D6 fire mephitis).  All as a 15
  th 
  level sorcerer.  
   
  Burn (Ex): Those hit by Imix’s slam attack must 
  succeed at a Reflex save (DC 28) or catch fire.  The 
  flame burns for 1D4 rounds.  A burning creature can 
  take a move- equivalent action to put out the flame.  
  Creatures hitting Imix with natural weapons or 
  unarmed attacks take fire damage as though hit by his 
  slam attack, and also catch fire unless they succeed at a 
  Reflex save. 
   
   
  Possessions: Chain shirt 
  Encounter One: 
  �World Burners in disguise (4): CR 9; Medium 
  Humanoid; HD 9d6+18; hp 56; Init +7; Spd 30 ft/x5; 
  AC 17(+4 armor, +3 dex); Atk +9/+4 One-handed  
  (1d6+3,18-20/x2, Rapier); SA sneak attack +5d6; SQ 
  Improved Uncanny dodge, Evasion: SV Fort +5, Ref +9, 
  Will +3; AL CE; Str 16(+3), Dex 16(+3), Con 14(+2), Int 
  8(-1), Wis 10(+0), Cha 8(-1);  
   
  Skills & Feats: Disguise¹ +11, Escape Artist¹ +13, 
  Hide¹ +13, Listen¹ +12, Move Silently¹ +13, Sense 
  Motive¹ +12, Spot¹ +12, Tumble +13. Dodge, Mobility, 
  Spring Attack, Improved Initiative, Run 
   
  Possessions: rapier, chain shirt, necklace of 
  fireballs (type IV), wand of fireballs (after their mission 
  is done these are used up) 
  Encounter Four 
  APL 8 (EL10) 
  �Tarqaan of the Flames: CR 9; Male Baklunish 
  Human Wiz5/Es4* (Fire): Medium humanoid; HD 
  9d4+27; hp 55; Init +3; Spd 30 ft; AC 19 [+3 Dex, +4 for 
  mage armor, +2 deflection], touch 15, flat-footed 16; 
  Base Atk +4; Grp +4; Atk +5 melee (1D4, masterwork 
  dagger) or +7 ranged (1D8, light crossbow); Full Atk +5 
  melee (1D4, masterwork dagger) or +7 ranged (1D8, 
  light crossbow); SQ Familiar, Elemental Resistance 10, 
  Elemental Focus +1, Elemental Penetration +1, 
  Immune to Magical Sleep effects and paralysis, 60’ 
  Dark Vision; AL CE; SV Fort +7, Ref +7, Will +10; Str 
  10, Dex 16, Con 16, Int 22, Wis 10, Cha 10. 
   
  Skills and Feats: Concentration +15, Knowledge 
  (arcana) +18, Knowledge (the planes) +18, Knowledge 
  (religion) +18, Knowledge (local – VTF) +18, Spellcraft 
  
  VTF4-02 Conflagration 
   
  Page 33 
   
  +18; Energy Affinity (Fire), Craft Wand, Extend Spell, 
  Greater Spell Focus Evocation, Scribe Scroll, Spell 
  Focus (Evocation), Silent Spell. 
   
  Spells Prepared (4+1/6+1/6+1/4+1/3+1/2+1; Base 
  DC = 16 + spell Level; DC = 18 + spell level for 
  Evocation, DC = 19 + spell level for Evocation of the 
  Fire Subtype) 0
  th – detect magic (2), light, ray of frost*, 
  ray of frost; 1
  st – mage armor, feather fall, magic missile 
  (3), magic missile*, shield; 2
  nd – glitterdust, invisibility 
  (2), resist energy, scorching ray*, scorching ray (2); 3
  rd – 
  fireball*, fire bolt (energy affinity lighting bolt) (2), fly, 
  haste; 4
  th –fire shield, invisibility (greater), silent 
  fireball*, summon monster IV; 5
  th – cone of heat 
  (cold)*, silent dimension door, teleport. 
   
  Possessions: wand of fireballs (5
  th lvl – 30 charges 
  left), masterwork dagger, amulet of health +2, 
  headband of intellect +4, wand of fire bolts (5
  th level, as 
  lightning bolt but fire – 30 charges), gloves of dexterity 
  +2, cloak of resistance +2, ring of protection +2, scroll 
  of overland flight, bracers of circling flames (minor)  
  *See Appendix 5: New Rules 
  �Feathers; CR NA; Tiny Magical Beast; hp 27; Init +2 
  (Dex); Spd 30 ft; AC 17 (T 14, FF 15) (+3 Natural 
  Armor, +2 size, +2 Dexterity; Base Atk +4; Grp –8; Atk 
  +8 melee (1d2-4, claw); Full Atk +8 melee (1d2-4, 2 
  claws) and +3 melee (1d3-4, bite); SQ Dark Vision 60’, 
  Improved Evasion, Share Spells, Empathic Link, 
  Deliver Touch Spells, Speak with Master;  AL CE; SV 
  Fort +2, Ref +4, Will +9; Str 3, Dex 15, Con 10, Int 8, 
  Wis 12, Cha 7. 
   
  Skills and Feats: Balance +10, Climb +6, Hide +14, 
  Jump +10, Listen +3, Move Silently +6, Spot +3, 
  Weapon Finesse. 
   
  Possessions:  None 
  �World Burner thugs (8): CR 3; Medium Humanoid; 
  Bbn2/Rog1; HD 1d6+2d12+6; hp 29; Init +3; Spd 40 ft; 
  AC 17 (+3 Dex, +4 armor) touch 13, flat-footed 14; Base 
  Atk +2; Grp +7; Atk +9 melee  (2d4+7, masterwork 
  falchion18-20/x2); Full Atk  +9 melee  (2d4+7, 
  masterwork falchion18-20/x2); SA sneak attack +1d6; 
  SQ rage 1/day, fast movement, uncanny dodge; SV Fort 
  +5, Ref +5, Will +2; AL CE; Str 20, Dex 16, Con 14, Int 
  8, Wis 10, Cha 8;  
   
  Skills & Feats: Handle Animal +4, Listen¹ +6, 
  Ride¹ +10, Spot¹ +4, Survival¹ +5, Tumble +3.  Iron 
  Will, Power Attack, Weapon Focus (falchion) 
   
  Possessions: masterwork chain shirt, masterwork 
  falchion 
   
   
  APL 10 (EL 12) 
  �Tarqaan of the Flames: CR 11; Male Baklunish 
  Human Wiz5/Es6* (Fire): Medium humanoid; HD 
  11d4+44; hp 78; Init +3; Spd 30 ft; AC 19 [+3 Dex, +4 for 
  mage armor, +2 deflection], touch 15, flat-footed 16; 
  Base Atk +5; Grp +5; Atk +6 melee (1D4, masterwork 
  dagger) or +8 ranged (1D8, light crossbow); Full Atk +6 
  melee (1D4, masterwork dagger) or +8 ranged (1D8, 
  light crossbow); SQ Familiar, Elemental Resistance 10 
  fire, Elemental Focus +2, Elemental Penetration +2, 
  Immune to Magical Sleep effects and paralysis, 60’ 
  Dark Vision; AL CE; SV Fort +10, Ref +9, Will +12; Str 
  10, Dex 16, Con 18, Int 24, Wis 10, Cha 10. 
   
  Skills and Feats: Concentration +18, Knowledge 
  (arcana) +21, Knowledge (the planes) +21, Knowledge 
  (religion) +21, Knowledge (local – VTF) +21, Spellcraft 
  +21; Energy Affinity (Fire), Craft Wand, Extend Spell, 
  Greater Spell Focus Evocation, Scribe Scroll, Spell 
  Focus (Evocation), Silent Spell. 
   
  Spells Prepared (4+1/6+1/6+1/ 6+1/4+1/3+1/2+1; 
  Base DC = 17 + spell Level; DC = 19 + spell level for 
  Evocation, DC = 21 + spell level for Evocation of the 
  Fire Subtype) 0
  th – detect magic (2), light, ray of frost*, 
  ray of frost; 1
  st – mage armor, feather fall, magic missile 
  (3), magic missile*, shield; 2
  nd – glitterdust, invisibility, 
  resist energy, scorching ray*, scorching ray (3); 3
  rd – 
  fireball*, fireball, fire bolt (energy affinity lighting 
  bolt), fly, haste, silent scorching ray, summon monster 
  III; 4
  th – dimension door, fire shield, invisibility 
  (greater), silent fireball*, summon monster IV; 5
  th – 
  cone of heat (cold)*, overland flight, silent dimension 
  door, teleport; 6
  th – chain lightning (fire)*, mislead, 
  summon monster VI. 
   
  Possessions: wand of fireballs (5
  th lvl – 30 charges 
  left), masterwork dagger, amulet of health +4, 
  headband of intellect +4, gloves of dexterity +2, cloak 
  of resistance +3, wand of fire bolts (5
  th level, as 
  lightning bolt but fire – 30 charges), ring of protection 
  +2, bracers of circling flames (minor)  
  * See Appendix 5: New Rules 
  �Feathers; CR NA; Tiny Magical Beast; hp 39; Init +2 
  (Dex); Spd 30 ft; AC 17 [+3 Natural Armor, +2 size, +2 
  Dexterity] touch 14, flat-footed 15; Base Atk +5; Grp –7; 
  Atk +9 melee (1d2-4, claws); Full Atk +9 melee (1d2-4, 2 
  claws) and +4 melee (1d3-4, bite); SQ Dark Vision 60’, 
  Improved Evasion, Share Spells, Empathic Link, 
  Deliver Touch Spells, Speak with Master;  AL CE; SV 
  Fort +3, Ref +5, Will +10; Str 3, Dex 15, Con 10, Int 8, 
  Wis 12, Cha 7. 
  
  VTF4-02 Conflagration 
   
  Page 34 
   
   
  Skills and Feats: Balance +10, Climb +6, Hide +14, 
  Jump +10, Listen +3, Move Silently +6, Spot +3, 
  Weapon Finesse. 
   
  Possessions:  None 
  �World Burner thugs (8): CR 5; Medium Humanoid; 
  Bbn3/Rog2; HD 2d6+3d12+6; hp 44; Init +3; Spd 40 ft; 
  AC 17(+3 Dex, +4 armor) touch 13, flat-footed 14; Base 
  Atk +4; Grp +9; Atk +11 melee  (2d4+7 and 1d6 fire, 
  masterwork falchion 18-20/x2); SA sneak attack +1d6; 
  SQ rage 1/day, fast movement, uncanny dodge, 
  evasion; SV Fort +5, Ref +7, Will +3; AL CE; Str 20, Dex 
  16, Con 14, Int 8, Wis 10, Cha 8  
   
  Skills & Feats: Handle Animal +6, Listen¹ +8, 
  Ride¹ +11, Spot¹ +8, Survival¹ +5, Tumble +8. Iron Will, 
  Power Attack, Weapon Focus (Falchion) 
   
  Possessions: masterwork chain shirt, masterwork 
  falchion 
  APL 12 (EL 14) 
  �Tarqaan of the Flames: CR 13; Male Baklunish 
  Human Wiz5/Es8* (Fire): Medium humanoid; HD 
  13d4+52; hp 92; Init +3; Spd 30 ft; AC 20 [+3 Dex, +4 for 
  mage armor, +3 deflection], touch 16, flat-footed 17; 
  Base Atk +6; Grp +6; Atk +7 melee (1D4, masterwork 
  dagger) or +9 ranged (1D8, light crossbow); or Full Atk 
  +7/+2 melee (1D4, masterwork dagger) or +9/+4 
  ranged (1D8, light crossbow); SQ: Familiar, Elemental 
  Resistance 15 fire, Elemental Focus +3, Elemental 
  Penetration +2, Immune to Magical Sleep effects, 
  stunning and paralysis, 60’ Dark Vision; AL CE; SV 
  Fort +10, Ref +9, Will +13; Str 10, Dex 16, Con 18, Int 
  25, Wis 10, Cha 10. 
   
  Skills and Feats: Concentration +20, Knowledge 
  (arcana) +23, Knowledge (the planes) +23, Knowledge 
  (religion) +23, Knowledge (local – VTF) +23, Spellcraft 
  +23; Energy Affinity (Fire), Craft Wand, Extend Spell, 
  Greater Spell Focus Evocation, Scribe Scroll, Spell 
  Focus (Evocation), Spell Focus Conjuration, Silent 
  Spell. 
   
  Spells 
  Prepared 
  (4+1/6+1/6+1/6+1/5+1/ 
  4+1/3+1/2+1; Base DC = 17 + spell Level; DC = 18 + 
  Spell Level for Conjuration; DC = 19 + spell level for 
  Evocation, DC = 22 + spell level for Evocation of the 
  Fire Subtype) 0
  th – detect magic (2), light, ray of frost*, 
  ray of frost; 1
  st – mage armor, feather fall, magic missile 
  (3), magic missile*, shield; 2
  nd – glitterdust, invisibility, 
  resist energy, scorching ray*, scorching ray (2), 
  summon monster II; 3
  rd – fireball*, fireball, fire bolt 
  (energy affinity lighting bolt), fly, haste, silent 
  scorching ray, summon monster III; 4
  th – dimension 
  door, fire shield, ice storm (fire storm), invisibility 
  (greater), silent fireball*, summon monster IV; 5
  th –
  cone of heat (cold)*, overland flight, silent dimension 
  door, teleport, summon monster V; 6
  th – chain 
  lightning (fire)*, mislead, silent teleport, summon 
  monster VI; 7
  th – prismatic spray*, spell turning, 
  summon monster VII. 
   
  Possessions: wand of fireballs (5
  th lvl – 30 charges 
  left), masterwork dagger, amulet of health +4, 
  headband of intellect +4, wand of fire bolts (5
  th level, as 
  lightning bolt but fire – 30 charges), gloves of dexterity 
  +2, cloak of resistance +3, ring of protection +3, bracers 
  of circling flames (minor) 
  * See Appendix 5: New Rules 
  �Feathers; CR NA; Tiny Magical Beast; hp 46; Init +2 
  (Dex); Spd 30 ft; AC 17 ([+3 Natural Armor, +2 size, +2 
  Dexterity] touch 14, flat-footed 15); Base Atk +6; Grp –
  7; Atk +10 melee (1d2-4, claws); Full Atk +10 melee 
  (1d2-4, 2 claws) and +5 melee (1d3-4, bite); SQ Dark 
  Vision 60’, Improved Evasion, Share Spells, Empathic 
  Link, Deliver Touch Spells, Speak with Master;  AL CE; 
  SV Fort +3, Ref +5, Will +11; Str 3, Dex 15, Con 10, Int 
  8, Wis 12, Cha 7. 
   
  Skills and Feats: Balance +10, Climb +6, Hide +14, 
  Jump +10, Listen +3, Move Silently +6, Spot +3, 
  Weapon Finesse. 
   
  Possessions:  None 
  �World Burner thugs (8): CR 7; Medium Humanoid 
  Bbn4/Rog3; HD 3d6+4d12+6; hp 59; Init +3; Spd 40 ft; 
  AC 17 (+3 Dex, +4 armor) touch 13, flat-footed 14; Base 
  Atk +6; Grp +11; Atk +13/+8 melee  (2d4+8 and 1d6 
  fire, masterwork falchion 18-20/x2); SA sneak attack 
  +2d6; SQ rage 1/day, fast movement, uncanny dodge, 
  evasion; SV Fort +7, Ref +7, Will +4; AL CE; Str 20, Dex 
  16, Con 14, Int 8, Wis 10, Cha 8  
   
  Skills & Feats: Handle Animal +8, Listen¹ +10, 
  Ride¹ +13, Spot¹ +10, Survival¹ +5, Tumble +12. Iron 
  Will, Power Attack, Improved Sunder, Weapon Focus 
  (Falchion) 
   
  Possessions: masterwork chain shirt, masterwork 
  falchion 
  APL 14 (EL 16) 
  �Tarqaan of the Flames: CR 15; Male Baklunish 
  Human Wiz5/Es10*: Medium Elemental (Fire); HD 
  15d4+60; hp 106; Init +3; Spd 50 ft; AC 21 [+4 Dex, +4 
  for mage armor, +3 deflection], touch 17, flat-footed 17; 
  Base Atk +7; Grp +7; Atk +8 melee (1D4, masterwork 
  dagger) or +11 ranged (1D8, light crossbow); Full Atk 
  +8/+3 melee (1D4, masterwork dagger) or +11/+6 
  
  VTF4-02 Conflagration 
   
  Page 35 
   
  ranged (1D8, light crossbow); SA Burn; SQ: Familiar, 
  Elemental Perfection, Immunity (fire), Elemental 
  Focus +3, Elemental Penetration +3, Immune to 
  Magical Sleep effects, stunning and paralysis, 60’ Dark 
  Vision; AL CE; SV Fort +12, Ref +12, Will +15; Str 10, 
  Dex 18, Con 18, Int 25, Wis 10, Cha 10. 
   
  Skills and Feats: Concentration +22, Knowledge 
  (arcana) +25, Knowledge (the planes) +25, Knowledge 
  (religion) +25, Knowledge (local – VTF) +25, Spellcraft 
  +25; Energy Affinity (Fire), Craft Wand, Extend Spell, 
  Greater Spell Focus Evocation, Scribe Scroll, Skill 
  Focus: Spellcraft, Spell Focus (Evocation), Spell Focus 
  Conjuration, Silent Spell. 
   
  Spells 
  Prepared 
  (4+1/6+1/6+1/6+1/5+1 
  /4+1/4+1/3+1; Base DC = 17 + spell Level; DC = 18 + 
  Spell Level for Conjuration; DC = 19 + spell level for 
  Evocation, DC = 22 + spell level for Evocation of the 
  Fire Subtype); 0
  th – detect magic (2), light, ray of frost*, 
  ray of frost; 1
  st – mage armor, feather fall, magic missile 
  (3), magic missile*, shield; 2
  nd – glitterdust, invisibility, 
  resist energy, scorching ray*, scorching ray (2), 
  summon monster II; 3
  rd – fireball*, fireball, fire bolt 
  (energy affinity lighting bolt), fly, haste, silent 
  scorching ray, summon monster III; 4
  th – dimension 
  door, fire shield, ice storm (fire storm), invisibility 
  (greater), silent fireball*, summon monster IV; 5
  th – 
  break enchantment, cone of heat (cold)*, overland 
  flight, silent dimension door, teleport; 6
  th – chain 
  lightning (fire)*, chain lightning (fire), mislead, silent 
  teleport, summon monster VI; 7
  th – delayed blast 
  fireball, prismatic spray*, spell turning, summon 
  monster VII. 
   
  Possessions: masterwork dagger, amulet of health 
  +4, headband of intellect +4, gloves of dexterity +4, 
  cloak of resistance +4, ring of protection +3, bracers of 
  circling flames (major) 
   
  Burn (Ex): A fire elemental’s slam attack deals 
  bludgeoning damage plus fire damage from the 
  elemental’s flaming body.  Those hit by a fire 
  elemental’s slam attack also must succeed on a Reflex 
  save (DC 22) or catch on fire.  The flame burns for 1d4 
  rounds.  A burning creature can take a move action to 
  put out the flame.  Creature hitting a fire elemental 
  with natural weapons or unarmed attacks take fire 
  damage as though hit by the elemental’s attack (1d6 
  fire), and also catch on fire unless they succeed on a 
  Reflex save. 
  * See Appendix 5: New Rules 
  �Feathers; CR NA; Tiny Magical Beast; hp 53; Init +2 
  (Dex); Spd 30 ft; AC 17 (Touch 14, Flat-Footed 15) [+3 
  Natural Armor, +2 size, +2 Dexterity]; Base Atk +7; Grp 
  –5; Atk +11 melee (1d2-4, claws); Full Atk +11 melee 
  (1d2-4, 2 claws) and +6 melee (1d3-4, bite); SQ Dark 
  Vision 60’, Improved Evasion, Share Spells, Empathic 
  Link, Deliver Touch Spells, Speak with Master;  AL CE; 
  SV Fort +4, Ref +6, Will +12; Str 3, Dex 15, Con 10, Int 
  8, Wis 12, Cha 7. 
  Skills and Feats: Balance +10, Climb +6, Hide +14, 
  Jump +10, Listen +3, Move Silently +6, Spot +3, 
  Weapon Finesse. 
   
  Possessions:  None 
  �World Burner thugs (8): CR 9; Medium Humanoid; 
  Bbn6/Rog3; HD 3d6+6d12+6; hp 77; Init +3; Spd 40 ft; 
  AC 17 (+3 Dex, +4 armor) touch 13, flat-footed 14; Base 
  Atk +8; Grp +14; Atk +16/+11 melee  (2d4+9, 
  masterwork falchion 18-20/x2); SA sneak attack +2d6; 
  SQ rage 1/day, fast movement, Improved uncanny 
  dodge, evasion; SV Fort +8, Ref +8, Will +5; AL CE; Str 
  22, Dex 16, Con 14, Int 8, Wis 10, Cha 8  
   
  Skills & Feats: Handle Animal +10, Listen¹ +12, 
  Ride¹ +15, Spot¹ +10, Survival¹ +7, Tumble +12. Iron 
  Will, Power Attack, Improved Sunder, Improved 
  Overrun, Weapon Focus (Falchion) 
   
  Possessions: masterwork falchion, masterwork 
  chain shirt 
  APL 16 (EL 18) 
  �Tarqaan of the Flames: CR 17; Male Baklunish 
  Human Wiz5/Es10*/AM2: Medium Elemental (Fire); 
  HD 17d4+68; hp 120; Init +3; Spd 50 ft; AC 21 [+4 Dex, 
  +4 for mage armor, +3 deflection], touch 17, flat-footed 
  17; Base Atk +8; Grp +8; Atk +9 melee (1D4, 
  masterwork dagger) or +12 ranged (1D8, light 
  crossbow); Full Atk +9/+4 melee (1D4, masterwork 
  dagger) or +12/+7 ranged (1D8, light crossbow); SA 
  Burn; SQ: Familiar, Elemental Perfection, Elemental 
  Focus +3, Elemental Penetration +3, Immune to 
  Magical Sleep effects, stunning and paralysis, fire, 60’ 
  Dark Vision, High Arcana (Mastery of Shaping, Spell-
  like Ability: Limited Wish 2/Day); AL CE; SV Fort +12, 
  Ref +12, Will +18; Str 10, Dex 18, Con 18, Int 26, Wis 
  10, Cha 10. 
   
  Skills and Feats: Concentration +23, Knowledge 
  (arcana) +28, Knowledge (the planes) +28, Knowledge 
  (religion) +28, Knowledge (local – VTF) +28, Spellcraft 
  +28; Energy Affinity (Fire), Craft Wand, Extend Spell, 
  Greater Spell Focus (Evocation), Scribe Scroll, Skill 
  Focus (Spellcraft), Spell Focus (Evocation), Spell Focus 
  (Conjuration), Silent Spell. 
  
  VTF4-02 Conflagration 
   
  Page 36 
   
   
  Spells 
  Prepared 
  (4+1/6+1/6+1/6+1/6+1/4+1/ 
  4+1/3+1/3+1; Base DC = 18 + spell Level; DC= 19 + 
  Spell Level for Conjuration; DC = 20 + spell level for 
  Evocation, 23 + spell level for Evocation of the Fire 
  Subtype); 0
  th – detect magic (2), light, ray of frost*, ray 
  of frost; 1
  st – mage armor, feather fall, magic missile (3), 
  magic missile*, shield; 2
  nd – glitterdust, invisibility, 
  resist energy, scorching ray*, scorching ray (3); 3
  rd – 
  fireball*, fireball, fire bolt (energy affinity lighting 
  bolt), fly, haste, silent scorching ray, summon monster 
  III; 4
  th – dimension door, fire shield, ice storm (fire 
  storm), invisibility (greater), silent fireball*, silent 
  fireball, summon monster IV; 5
  th – cone of heat (cold)*, 
  overland flight, silent dimension door, summon 
  monster V, teleport; 6
  th – chain lightning (fire)*, chain 
  lightning (fire), mislead, silent teleport, summon 
  monster VI; 7
  th – delayed blast fireball, prismatic 
  spray*, spell turning, summon monster VII; 8
  th – silent 
  delayed blast fireball*, mind blank, maze, summon 
  monster VIII. 
   
  Possessions: masterwork dagger, amulet of health 
  +4, headband of intellect +4, gloves of dexterity +4, 
  cloak of resistance +4, ring of protection +3, bracers of 
  circling flames (major) 
   
  Burn (Ex): A fire elemental’s slam attack deals 
  bludgeoning damage plus fire damage from the 
  elemental’s flaming body.  Those hit by a fire 
  elemental’s slam attack also must succeed on a Reflex 
  save (DC 22) or catch on fire.  The flame burns for 1d4 
  rounds.  A burning creature can take a move action to 
  put out the flame.  Creature hitting a fire elemental 
  with natural weapons or unarmed attacks take fire 
  damage as though hit by the elemental’s attack (1d6 
  fire), and also catch on fire unless they succeed on a 
  Reflex save. 
   
  High Arcana: Mastery of Shaping: The archmage 
  can alter the area and effect spells that use one of the 
  following shapes:  burst, cone, cylinder, emanation or 
  spread.  The alteration consists of creating spaces 
  within the spell’s area or effect that are not subject to 
  the spell.  The minimum dimensions for these spaces is 
  a 5-foot cube.  For example, an archmage could cast a 
  fireball and leave a hole where his ally stands, 
  preventing any fire damage.  Furthermore, any 
  shapeable spells have a minimum dimension of 5 feet 
  instead of 10 feet.  This ability costs one 6
  th level spell 
  slot. 
  * See Appendix 5: New Rules 
  �Feathers; CR NA; Tiny Magical Beast; hp 60; Init +2 
  (Dex); Spd 30 ft; AC 17 (Touch 14, Flat-Footed 15) [+3 
  Natural Armor, +2 size, +2 Dexterity]; Base Atk +8; Grp 
  –4; Atk +12 melee (1d2-4, claws); Full Atk +12 melee 
  (1d2-4, 2 claws) and +7 melee (1d3-4, bite); SQ Dark 
  Vision 60’, Improved Evasion, Share Spells, Empathic 
  Link, Deliver Touch Spells, Speak with Master;  AL CE; 
  SV Fort +4, Ref +6, Will +15; Str 3, Dex 15, Con 10, Int 
  8, Wis 12, Cha 7. 
   
  Skills and Feats: Balance +10, Climb +6, Hide +14, 
  Jump +10, Listen +3, Move Silently +6, Spot +3, 
  Weapon Finesse. 
   
  Possessions:  None 
  �World Burner thugs (8): CR 11; Medium 
  Humanoid; Bbn8/Rog3; HD 3d6+8d12+6; hp 95; Init 
  +3; Spd 40 ft; AC 17 (+3 Dex, +4 armor) touch 13, flat-
  footed 14; Base Atk +10; Grp +16; Atk +18/+13 melee 
  (2d4+9, masterwork falchion 18-20/x2); SA sneak 
  attack +2d6; SQ rage 3/day, damage reduction 1/-, fast 
  movement, Improved uncanny dodge, evasion; SV Fort 
  +9, Ref +9, Will +6; AL CE; Str 22, Dex 16, Con 14, Int 
  8, Wis 10, Cha 8  
   
  Skills & Feats: Handle Animal +12, Listen¹ +14, 
  Ride¹ +17, Spot¹ +10, Survival¹ +9, Tumble +12. Iron 
  Will, Power Attack, Improved Sunder, Improved 
  Overrun, Weapon Focus (Falchion) 
   
  Possessions: masterwork falchion, masterwork 
  chain shirt 
   
  Encounter Five/Six: Reinforcements 
  APL 12 (EL 13) 
  �Grille: CR 11; Human/Half-Elemental (Fire) Ftr9; 
  Medium Outsider (fire); HD 9D10+27; hp 88; Init +9; 
  Spd 30 ft; AC 24 [+2 natural, +5 Dex, +6 armor, +1 
  deflection] Touch 16, flat-footed 19; Base Atk +9/+4; 
  Grp +15; Atk +17 melee (2D6+11 plus 1D6 fire, +1 
  flaming greatsword) or +15 ranged (1D8, longbow); 
  Full Atk +17/+12 melee (2D6+11 plus 1D6 fire, +1 
  flaming greatsword) or +15/+10 ranged (1D8, 
  longbow); SA Spell-like abilities; SQ Immune to 
  disease and fire, +4 racial bonus against poison; AL NE; 
  SV Fort +12, Ref +11, Will +8; Str 22, Dex 20, Con 16, 
  Int 12, Wis 10, Cha 12. 
   
  Skills and Feats: Climb +14, Intimidate +13, Spot 
  +6, Listen +6, Tumble +7; Power Attack, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword), 
  Iron Will, Dodge, Mobility, Elusive Target [Tactical], 
  Run, Fleet of Foot. 
  
  VTF4-02 Conflagration 
   
  Page 37 
   
   
  Spell-like abilities: As Caster Level 9; burning 
  hands, produce flame, flaming sphere, wall of fire, fire 
  shield 1/day. 
  Possessions: +1 Mithral breastplate, +1 flaming 
  greatsword, longbow, cloak of resistance +3, ring of 
  protection +1, amulet of natural armor +1 
  APL 14 (EL 15) 
  �Grille: CR 11; Human/Half-Elemental (Fire) Ftr9; 
  Medium Outsider (fire); HD 9D10+27; hp 88; Init +9; 
  Spd 30 ft; AC 24 [+2 natural, +5 Dex, +6 armor, +1 
  deflection] Touch 16, flat-footed 19; Base Atk +9/+4; 
  Grp +15; Atk +17 melee (2D6+11 plus 1D6 fire, +1 
  flaming greatsword) or +15 ranged (1D8, longbow); 
  Full Atk +17/+12 melee (2D6+11 plus 1D6 fire, +1 
  flaming greatsword) or +15/+10 ranged (1D8, 
  longbow); SA Spell-like abilities; SQ Immune to 
  disease and fire, +4 racial bonus against poison; AL NE; 
  SV Fort +12, Ref +11, Will +8; Str 22, Dex 20, Con 16, 
  Int 12, Wis 10, Cha 12. 
   
  Skills and Feats: Climb +14, Intimidate +13, Spot 
  +6, Listen +6, Tumble +7; Power Attack, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword), 
  Iron Will, Dodge, Mobility, Elusive Target [Tactical], 
  Run, Fleet of Foot. 
   
  Spell-like abilities: As Caster Level 9; burning 
  hands, produce flame, flaming sphere, wall of fire, fire 
  shield 1/day. 
  Possessions: +1 Mithral breastplate, +1 flaming 
  greatsword, longbow, cloak of resistance +3, ring of 
  protection +1, amulet of natural armor +1 
  �Charcoal: CR 11; Human/Half-Elemental (Fire) 
  Wiz9 (Evoker); Medium Outsider (fire); HD 9D4+27; 
  hp 47; Init +3; Spd 30 ft; AC 24 [+2 natural, +1 
  deflection, +4 mage armor, +4 shield, +3 Dex] Touch 
  22, flat-footed 21; Base Atk +4; Grp +4; Atk +4 melee 
  (1D6, quarterstaff) or +7 ranged (1D4, dagger); Full Atk 
  +4 melee (1D6, quarterstaff) or +7 ranged (1D4, 
  dagger); SA Spell-like abilities; SQ Immune to disease 
  and fire, +4 racial bonus against poison; AL NE; SV Fort 
  +11, Ref +9, Will +9; Str 10, Dex 16, Con 16, Int 20, Wis 
  10, Cha 12. 
   
  Skills and Feats: Concentration +15, Escape Artist 
  +9, Knowledge (arcane) +17, Knowledge (religion) +17, 
  Knowledge (the planes) +17, Knowledge (history) +17, 
  Spellcraft +17, Spot +6, Tumble +9; Combat Casting, 
  Energy Affinity, Sudden Maximize*, Spell Penetration, 
  Greater Spell Penetration, Great Fortitude. 
   
  Spells Prepared (4/7/6/5/4/3; Base DC = 15 (17 w/ 
  fox’s cunning) + Spell Level; 0
  th – acid (fire) splash x2, 
  detect magic, ray of fire*; 1
  st – mage armor, shield, 
  magic missile*, grease, enlarge person, ray of 
  enfeeblement x2; 2
  nd – glitterdust, see invisibility, 
  scorching ray*, fox’s cunning, false life, resist energy 
  (cold); 3
  rd – dispel magic, fireball*, fly, haste, slow; 4
  th – 
  dimension door, Evard’s black tentacles, Ice storm 
  (fire)*, mass reduce person; 5
  th – wall of force, cone of 
  fire*, wall of stone. 
   
  Spell-like abilities: As Caster Level 9; burning 
  hands, produce flame, flaming sphere, wall of fire, fire 
  shield 1/day. 
  Possessions: ring of protection +1, amulet of 
  natural armor +1, cloak of resistance +3, rod of lesser 
  empower, quarterstaff, dagger 
  * see Appendix 5: New Rules 
  APL 16 (EL 17) 
  �Grille: CR 13; Human/Half-Elemental (Fire) Ftr11; 
  Medium Outsider (fire); HD 11D10+33; hp 107; Init 
  +9; Spd 30 ft; AC 24 [+2 natural, +5 Dex, +6 armor, +1 
  deflection] Touch 16, flat-footed 19; Base Atk 
  +11/+6/+1; Grp +17; Atk +19 melee (2D6+11 plus 1D6 
  fire, +1 flaming greatsword) or +17 ranged (1D8, 
  longbow); Full Atk +19/+14/+8 melee (2D6+11 plus 
  1D6 fire, +1 flaming greatsword) or +17/+12/+7 ranged 
  (1D8, longbow); SA Spell-like abilities; SQ Immune to 
  disease and fire, +4 racial bonus against poison; AL NE; 
  SV Fort +13, Ref +11, Will +8; Str 22, Dex 20, Con 16, 
  Int 12, Wis 10, Cha 12. 
   
  Skills and Feats: Climb +14, Intimidate +15, Spot 
  +6, Listen +6, Tumble +9; Power Attack, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword), 
  Iron Will, Dodge, Mobility, Elusive Target [Tactical], 
  Run, Fleet of Foot, Greater Weapon Focus (greatsword) 
   
  Spell-like abilities: As Caster Level 9; burning 
  hands, produce flame, flaming sphere, wall of fire, fire 
  shield, fire seeds 1/day. 
  Possessions: +1 Mithral breastplate, +1 flaming 
  greatsword, longbow, cloak of resistance +3, ring of 
  protection +1, amulet of natural armor +1 
  �Charcoal: CR 13; Human/Half-Elemental (Fire) 
  Wiz11 (Evoker); Medium Outsider (fire); HD 
  11D4+33; hp 58; Init +3; Spd 30 ft; AC 24 [+2 natural, 
  +1 deflection, +4 mage armor, +4 shield, +3 Dex] Touch 
  22, flat-footed 21; Base Atk +5; Grp +5; Atk +5 melee 
  
  VTF4-02 Conflagration 
   
  Page 38 
   
  (1D6, quarterstaff) or +8 ranged (1D4, dagger); Full Atk 
  +5 melee (1D6, quarterstaff) or +8 ranged (1D4, dagger) 
  or +9 ray; SA Spell-like abilities; SQ Immune to disease 
  and fire, +4 racial bonus against poison; AL NE; SV Fort 
  +11, Ref +9, Will +10; Str 10, Dex 16, Con 16, Int 24, 
  Wis 10, Cha 12. 
   
  Skills and Feats: Concentration +17, Decipher 
  Script +7, Escape Artist +10, Knowledge (arcane) +19, 
  Knowledge (religion) +19, Knowledge (the planes) +19, 
  Knowledge (history) +19, Spellcraft +19, Spot +6, 
  Tumble +10; Combat Casting, Energy Affinity, Sudden 
  Maximize*, 
  Spell 
  Penetration, 
  Greater 
  Spell 
  Penetration, Great Fortitude, Weapon Focus (ray). 
   
  Spells Prepared (4/7/7/6/5/4/3; Base DC = 17 + 
  Spell Level; 0
  th – acid (fire) splash x2, detect magic, ray 
  of fire*; 1
  st – mage armor, shield, magic missile*, grease, 
  enlarge person, ray of enfeeblement x2; 2
  nd – 
  glitterdust, see invisibility, scorching ray* x2, Tasha’s 
  hideous laughter, false life, resist energy (cold); 3
  rd – 
  dispel magic, fireball*, fly, haste, slow, lightning bolt 
  (fire); 4
  th – dimension door, Evard’s black tentacles, Ice 
  storm (fire)*, mass reduce person, lesser globe of 
  invulnerability; 5
  th – wall of force, cone of fire*, wall of 
  stone, mind fog; 6
  th – chain lightning (fire)*, 
  disintegrate, Otiluke’s freezing sphere (fire). 
   
  Spell-like abilities: As Caster Level 9; burning 
  hands, produce flame, flaming sphere, wall of fire, fire 
  shield, fire seeds 1/day. 
  Possessions: ring of protection +1, amulet of 
  natural armor +1, cloak of resistance +3, rod of lesser 
  empower, headband of intellect +4, quarterstaff, dagger 
  * see Appendix 5: New Rules 
  Encounter Five: After the Prince 
  �World Burner warriors (10): CR 1/2; Medium 
  Humanoid; HD 1d8; hp 5; Init +4; Spd 30 ft; AC 14(+4 
  armor), touch 10, flat-footed 14; Base Atk +1; Grp +2; 
  Atk +3 melee  (1d8+1,19-20/x2, Longsword); SV Fort 
  +3, Ref +0, Will +0; AL CE; Str 13, Dex 11, Con 12, Int 
  9, Wis 10, Cha 8;  
   
  Skills & Feats: Intimidate +3; Improved Initiative, 
  Weapon Focus (longsword) 
   
  Possessions: Longsword, chain shirt 
  Encounter Six 
  APL 8 (EL 11) 
  �Advanced Efreeti followers (2): CR 9; Large 
  Outsider (Extraplanar, Fire); HD 12d8+24; hp 87; Init 
  +7; Spd 20 ft, fly 40 ft. (perfect); AC 18 (–1 size, +3 Dex, 
  +6 natural), touch 12, flat-footed 15; Base Atk +12; Grp 
  +22; Atk +17 melee (1d8+6 plus 1d6 fire, slam); Full Atk 
  +17 melee (1d8+6 plus 1d6 fire, 2 slams); Face/Reach 
  10 ft. by 10 ft./10ft; SA Change size, heat, spell-like 
  abilities; SQ Darkvision 60 ft., immunity to fire, plane 
  shift, telepathy 100 ft., vulnerability to cold; AL LE; SV 
  Fort +10, Ref +11, Will +10; Str 23, Dex 17, Con 14, Int 
  12, Wis 15, Cha 15. 
   
  Skills and Feats: Bluff +17, Craft (silver) +16, 
  Concentration +17, Diplomacy +6, Disguise +2 (+4 
  acting), Intimidate +19, Listen +17, Move Silently +18, 
  Sense Motive +17, Spellcraft +16, Spot +17; Combat 
  Casting, 
  Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Initiative
  B, Quicken Spell-Like Ability (scorching ray), 
  Power Attack. 
   
  Change Size (Sp): Twice per day, an efreeti can 
  magically change a creature’s size. This works just like 
  an enlarge person or reduce person spell (the efreeti 
  chooses when using the ability), except that the ability 
  can work on the efreeti. A DC 13 Fortitude save 
  negates the effect. The save DC is Charisma-based. This 
  is the equivalent of a 2nd-level spell. 
  Heat (Ex): An efreeti’s red-hot body deals 1d6 points of 
  extra fire damage whenever it hits in melee, or in each 
  round it maintains a hold when grappling. 
  Spell-Like Abilities: At will—detect magic, produce 
  flame, pyrotechnics (DC 14), scorching ray (1 ray only); 
  3/day—invisibility, wall of fire (DC 16); 1/day—grant 
  up to three wishes (to nongenies only), gaseous form, 
  permanent image (DC 18), polymorph (self only). 
  Caster level 12th. The save DCs are Charisma-based. 
   
  Possessions: None (since being polymorphed into 
  glabrezu) 
  Stats when polymorphed into Glabrezu: 
  �Advanced polymorphed Efreeti followers (2): CR 
  9; Huge Outsider (Extraplanar, Fire); HD 12d8+120; hp 
  183; Init +4; Spd 40 ft; AC 27 (–2 size,  +19 natural), 
  touch 8, flat-footed 27; Base Atk +12; Grp +30; Atk +20 
  melee (2d8+10, pincers); Full Atk +20 melee (2d8+10, 2 
  pincers) and +18 melee (1d6+5, 2 claws) and +18 melee 
  (1d8+5, bite); Face/Reach 15 ft. by 15 ft./15ft; SA 
  
  VTF4-02 Conflagration 
   
  Page 39 
   
  Improved grab, spell-like abilities; SQ Darkvision 60 ft., 
  immunity to fire, plane shift, telepathy 100 ft., 
  vulnerability to cold; AL LE; SV Fort +18, Ref +8, Will 
  +10; Str 31, Dex 10, Con 31, Int 12, Wis 15, Cha 15. 
  Improved Grab (Ex): To use this ability, a glabrezu 
  must hit a Medium or smaller opponent with a pincer 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity. 
   
  Possessions: None 
  APL 10 (EL 13) 
  �Advanced Efreeti followers (4): CR 9; Large 
  Outsider (Extraplanar, Fire); HD 12d8+24; hp 87; Init 
  +7; Spd 20 ft, fly 40 ft. (perfect); AC 18 (–1 size, +3 Dex, 
  +6 natural), touch 12, flat-footed 15; Base Atk +12; Grp 
  +22; Atk Slam +17 melee (1d8+6 plus 1d6 fire); Full Atk 
  2 slams +17 melee (1d8+6 plus 1d6 fire); Face/Reach 10 
  ft. by 10 ft./10ft; SA Change size, heat, spell-like 
  abilities; SQ Darkvision 60 ft., immunity to fire, plane 
  shift, telepathy 100 ft., vulnerability to cold; AL LE; SV 
  Fort +10, Ref +11, Will +10; Str 23, Dex 17, Con 14, Int 
  12, Wis 15, Cha 15. 
   
  Skills and Feats: Bluff +17, Craft (any one) +16, 
  Concentration +17, Diplomacy +6, Disguise +2 (+4 
  acting), Intimidate +19, Listen +17, Move Silently +18, 
  Sense Motive +17, Spellcraft +16, Spot +17; Combat 
  Casting, 
  Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Initiative
  B, Quicken Spell-Like Ability (scorching ray), 
  Power Attack. 
   
  Change Size (Sp): Twice per day, an efreeti can 
  magically change a creature’s size. This works just like 
  an enlarge person or reduce person spell (the efreeti 
  chooses when using the ability), except that the ability 
  can work on the efreeti. A DC 13 Fortitude save 
  negates the effect. The save DC is Charisma-based. This 
  is the equivalent of a 2nd-level spell. 
  Heat (Ex): An efreeti’s red-hot body deals 1d6 points of 
  extra fire damage whenever it hits in melee, or in each 
  round it maintains a hold when grappling. 
  Spell-Like Abilities: At will—detect magic, produce 
  flame, pyrotechnics (DC 14), scorching ray (1 ray only); 
  3/day—invisibility, wall of fire (DC 16); 1/day—grant 
  up to three wishes (to nongenies only), gaseous form, 
  permanent image (DC 18), polymorph (self only). 
  Caster level 12th. The save DCs are Charisma-based. 
   
  Possessions: None (since being polymorphed into 
  glabrezu) 
  Stats when polymorphed into Glabrezu: 
  �Advanced polymorphed Efreeti followers (4): CR 
  9; Huge Outsider (Extraplanar, Fire); HD 12d8+120; hp 
  183; Init +4; Spd 40 ft; AC 27 (–2 size,  +19 natural), 
  touch 8, flat-footed 27; Base Atk +12; Grp +30; Atk +20 
  melee (2d8+10, pincers); Full Atk +20 melee (2d8+10, 2 
  pincers) and +18 melee (1d6+5, 2 claws) and +18 melee 
  (1d8+5, bite); Face/Reach 15 ft. by 15 ft./15ft; SA 
  Improved grab, spell-like abilities; SQ Darkvision 60 ft., 
  immunity to fire, plane shift, telepathy 100 ft., 
  vulnerability to cold; AL LE; SV Fort +18, Ref +8, Will 
  +10; Str 31, Dex 10, Con 31, Int 12, Wis 15, Cha 15. 
  Improved Grab (Ex): To use this ability, a glabrezu 
  must hit a Medium or smaller opponent with a pincer 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity. 
   
  Possessions: None 
   
  APL 12 (EL 15) 
  �Advanced Efreeti followers (4): CR 11; Huge 
  Outsider (Extraplanar, Fire); HD 16d8+64; hp 147; Init 
  +6; Spd 20 ft, fly 40 ft. (perfect); AC 19 (–2 size, +2 Dex, 
  +9 natural), touch 10, flat-footed 17; Base Atk +16; Grp 
  +34; Atk +24 melee (1d8+10 plus 1d6 fire, slam) or +25 
  melee (3d6+16 plus 1d6 fire, +1 flaming huge falchion 
  15-20/x2); Full Atk +24 melee (1d8+10 plus 1d6 fire, 2 
  slams) or +25/+20/+15 melee (3d6+16 plus 1d6 fire, +1 
  flaming huge falchion 15-20 x2); Face/Reach 10 ft. by 
  10 ft./10ft; SA Change size, heat, spell-like abilities; SQ 
  Darkvision 60 ft., immunity to fire, plane shift, 
  telepathy 100 ft., vulnerability to cold; AL LE; SV Fort 
  +14, Ref +12, Will +12; Str 31, Dex 15, Con 18, Int 12, 
  Wis 15, Cha 15. 
   
  Skills and Feats: Bluff +21, Craft (any one) +20, 
  Concentration +23, Diplomacy +6, Disguise +2 (+4 
  acting), Intimidate +21, Listen +21, Move Silently +21, 
  Sense Motive +21, Spellcraft +20, Spot +21; Combat 
  Casting, 
  Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Initiative
  B, Quicken Spell-Like Ability (scorching ray), 
  Power Attack, Improved critical (falchion). 
   
  Change Size (Sp): Twice per day, an efreeti can 
  magically change a creature’s size. This works just like 
  an enlarge person or reduce person spell (the efreeti 
  chooses when using the ability), except that the ability 
  can work on the efreeti. A DC 13 Fortitude save 
  negates the effect. The save DC is Charisma-based. This 
  is the equivalent of a 2nd-level spell. 
  
  VTF4-02 Conflagration 
   
  Page 40 
   
  Heat (Ex): An efreeti’s red-hot body deals 1d6 points of 
  extra fire damage whenever it hits in melee, or in each 
  round it maintains a hold when grappling. 
  Spell-Like Abilities: At will—detect magic, produce 
  flame, pyrotechnics (DC 14), scorching ray (1 ray only); 
  3/day—invisibility, wall of fire (DC 16); 1/day—grant 
  up to three wishes (to nongenies only), gaseous form, 
  permanent image (DC 18), polymorph (self only). 
  Caster level 12th. The save DCs are Charisma-based. 
   
   
  Possessions: +1 flaming huge falchion 
  Stats when polymorphed into Glabrezu: 
  �Advanced polymorphed Efreeti followers (4): CR 
  11; Huge Outsider (Extraplanar, Fire); HD 16d8+160; 
  hp 243; Init +4; Spd 40 ft; AC 27 (–2 size,  +19 natural), 
  touch 8, flat-footed 27; Base Atk +16; Grp +34; Atk +24 
  melee (2d8+10, pincers) or +25 melee (3d6+16 plus 1d6 
  fire, +1 flaming burst huge falchion 15-20/x2); Full Atk 
  +24 melee (2d8+10, 2 pincers) and +22 melee (1d6+5, 2 
  claws) and +22 melee (1d8+5, bite) or +25/+20/+15 
  melee (3d6+16 plus 1d6 fire, +1 flaming burst huge 
  falchion 15-20 x2); Face/Reach 15 ft. by 15 ft./15ft; SA 
  Improved grab, spell-like abilities; SQ Darkvision 60 ft., 
  immunity to fire, plane shift, telepathy 100 ft., 
  vulnerability to cold; AL LE; SV Fort +20, Ref +10, Will 
  +12; Str 31, Dex 10, Con 31, Int 12, Wis 15, Cha 15. 
  Improved Grab (Ex): To use this ability, a glabrezu 
  must hit a Medium or smaller opponent with a pincer 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity. 
   
  Possessions: +1 flaming burst huge falchion 
  APL 14 (EL 17) 
  �Advanced Efreeti followers (4): CR 13; Huge 
  Outsider (Extraplanar, Fire); HD 20d8+80; hp 183; Init 
  +6; Spd 20 ft, fly 40 ft. (perfect); AC 19 (–2 size, +2 Dex, 
  +9 natural), touch 10, flat-footed 17; Base Atk +20; Grp 
  +38; Atk +31 melee (3d6+17 plus 1d6 fire, +2 flaming 
  burst huge falchion 15-20/x2) or +28 melee (1d8+10 
  plus 1d6 fire, slam); Full Atk +28 melee (1d8+10 plus 
  1d6 fire, 2 slams) or +31/+26/+21/+16 melee (3d6+17 
  plus 1d6 fire, +2 flaming burst huge falchion 15-20 x2); 
  Face/Reach 10 ft. by 10 ft./10ft; SA Change size, heat, 
  spell-like abilities; SQ Darkvision 60 ft., immunity to 
  fire, plane shift, telepathy 100 ft., vulnerability to cold; 
  AL LE; SV Fort +16, Ref +14, Will +14; Str 31, Dex 15, 
  Con 18, Int 12, Wis 15, Cha 15. 
   
  Skills and Feats: Bluff +25, Craft (any one) +20, 
  Concentration +27, Diplomacy +6, Disguise +2 (+4 
  acting), Intimidate +25, Listen +25, Move Silently +25, 
  Sense Motive +25, Spellcraft +24, Spot +25; Combat 
  Casting, 
  Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Initiative
  B, Quicken Spell-Like Ability (scorching ray), 
  Power Attack, Improved critical (falchion) Weapon 
  Focus (falchion). 
   
  Change Size (Sp): Twice per day, an efreeti can 
  magically change a creature’s size. This works just like 
  an enlarge person or reduce person spell (the efreeti 
  chooses when using the ability), except that the ability 
  can work on the efreeti. A DC 13 Fortitude save 
  negates the effect. The save DC is Charisma-based. This 
  is the equivalent of a 2nd-level spell. 
  Heat (Ex): An efreeti’s red-hot body deals 1d6 points of 
  extra fire damage whenever it hits in melee, or in each 
  round it maintains a hold when grappling. 
  Spell-Like Abilities: At will—detect magic, produce 
  flame, pyrotechnics (DC 14), scorching ray (1 ray only); 
  3/day—invisibility, wall of fire (DC 16); 1/day—grant 
  up to three wishes (to nongenies only), gaseous form, 
  permanent image (DC 18), polymorph (self only). 
  Caster level 12th. The save DCs are Charisma-based. 
   
   
  Possessions: +2 flaming burst huge falchion  
   
  Stats when polymorphed into Glabrezu: 
  �Advanced polymorphed Efreeti followers (4): CR 
  13; Huge Outsider (Extraplanar, Fire); HD 20d8+200; 
  hp 303; Init +4; Spd 40 ft; AC 27 (–2 size,  +19 natural), 
  touch 8, flat-footed 27; Base Atk +20; Grp +38; Atk +31 
  melee (3d6+17 plus 1d6 fire, +2 flaming burst huge 
  falchion 15-20/x2) or +28 melee (2d8+10, pincers); Full 
  Atk +31/+26/+21/+16 melee (3d6+17 plus 1d6 fire; 15-
  20/x2) or 2 pincers +28 melee (2d8+10) and 2 claws +26 
  melee (1d6+5) and bite +26 melee (1d8+5); Face/Reach 
  15 ft. by 15 ft./15ft; SA Improved grab, spell-like 
  abilities; SQ Darkvision 60 ft., immunity to fire, plane 
  shift, telepathy 100 ft., vulnerability to cold; AL LE; SV 
  Fort +22, Ref +12, Will +14; Str 31, Dex 10, Con 31, Int 
  12, Wis 15, Cha 15. 
  Improved Grab (Ex): To use this ability, a glabrezu 
  must hit a Medium or smaller opponent with a pincer 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity. 
   
  Possessions: +2 flaming burst huge falchion 
  
  VTF4-02 Conflagration 
   
  Page 41 
   
  APL 16 (EL 19) 
  �Advanced Efreeti followers (4): CR 15; Huge 
  Outsider (Extraplanar, Fire); HD 24d8+96; hp 219; Init 
  +6; Spd 20 ft, fly 40 ft. (perfect); AC 17 (–2 size, +2 Dex, 
  +9 natural), touch 10, flat-footed 17; Base Atk +24; Grp 
  +42; Atk +36 melee (3d6+18 plus 1d6 fire; 15-20/x2, +3 
  flaming burst huge falchion) or +32 melee (1d8+10 
  plus 1d6 fire, slam); Full Atk +32 melee (1d8+10 plus 
  1d6 fire, 2 slams) or +36/+31/+26/+21/+16 melee 
  (3d6+18 plus 1d6 fire, +3 flaming burst huge falchion 
  15-20 x2); Face/Reach 10 ft. by 10 ft./10ft; SA Change 
  size, heat, spell-like abilities; SQ Darkvision 60 ft., 
  immunity to fire, plane shift, telepathy 100 ft., 
  vulnerability to cold; AL LE; SV Fort +18, Ref +16, Will 
  +16; Str 31, Dex 15, Con 18, Int 12, Wis 15, Cha 15. 
   
  Skills and Feats: Bluff +29, Craft (any one) +20, 
  Concentration +31, Diplomacy +6, Disguise +2 (+4 
  acting), Intimidate +29, Listen +29, Move Silently +29, 
  Sense Motive +29, Spellcraft +28, Spot +29; Combat 
  Casting, 
  Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Initiative
  B, Quicken Spell-Like Ability (scorching ray), 
  Power Attack, Improved critical (falchion) Weapon 
  Focus (falchion), Improved Bull rush, Improved 
  Sunder. 
   
  Change Size (Sp): Twice per day, an efreeti can 
  magically change a creature’s size. This works just like 
  an enlarge person or reduce person spell (the efreeti 
  chooses when using the ability), except that the ability 
  can work on the efreeti. A DC 13 Fortitude save 
  negates the effect. The save DC is Charisma-based. This 
  is the equivalent of a 2nd-level spell. 
  Heat (Ex): An efreeti’s red-hot body deals 1d6 points of 
  extra fire damage whenever it hits in melee, or in each 
  round it maintains a hold when grappling. 
  Spell-Like Abilities: At will—detect magic, produce 
  flame, pyrotechnics (DC 14), scorching ray (1 ray only); 
  3/day—invisibility, wall of fire (DC 16); 1/day—grant 
  up to three wishes (to nongenies only), gaseous form, 
  permanent image (DC 18), polymorph (self only). 
  Caster level 12th. The save DCs are Charisma-based. 
   
   
  Possessions: +3 flaming burst huge falchion 
   
  Stats when polymorphed into Glabrezu: 
  �Advanced polymorphed Efreeti followers (4): CR 
  15; Huge Outsider (Extraplanar, Fire); HD 24d8+240; 
  hp 363; Init +4; Spd 40 ft; AC 27 (–2 size,  +19 natural), 
  touch 8, flat-footed 27; Base Atk +24; Grp +42; Atk +36 
  melee (3d6+18 plus 1d6 fire, +3 flaming burst huge 
  falchion 15-20/x2) or +32 melee (2d8+10, pincers); Full 
  Atk +36/+31/+26/+21/+16 melee (3d6+18 plus 1d6 fire, 
  +3 flaming burst huge falchion 15-20/x2) or +32 melee 
  (2d8+10, 2 pincers) and +30 melee (1d6+5, 2 claws) and 
  +30 melee (1d8+5, bite); Face/Reach 15 ft. by 15 
  ft./15ft; SA Improved grab, spell-like abilities; SQ 
  Darkvision 60 ft., immunity to fire, plane shift, 
  telepathy 100 ft., vulnerability to cold; AL LE; SV Fort 
  +24, Ref +14, Will +16; Str 31, Dex 10, Con 31, Int 12, 
  Wis 15, Cha 15. 
  Improved Grab (Ex): To use this ability, a glabrezu 
  must hit a Medium or smaller opponent with a pincer 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity. 
   
  Possessions: +3 flaming burst huge falchion.
  
  VTF4-02 Conflagration 
   
  Page 42 
   
  Appendix Two – Border Crossing 
  (DM Aid) 
  Tusmit Guard 
  Merchant from Dyvers 
  Ketite Guard 
  Merchant from Ekbir 
  Mercenary from Perrenland 
  Merchant Cart 
   
  Horse 
  Bystander from Tusmit 
  Noble from Verbobonc 
  Building footprint 
  Merchant from Veluna 
  Gates 
  Burning building 
  A – Culvert 
  B -  Military building – 10 feet high 
  C – Military Towers – 30 feet high (3 stories)  
   
   
  
  VTF4-02 Conflagration 
   
  Page 43 
   
  Appendix Three – Back Story 
  Shahal Qarim, Golden Scorpion of 
  Ket 
   
  Shahal is intimately familiar with the details of VTF4-
  01 Flicker and can convey anything from that module 
  that might be relevant.  For those without any such 
  experience, the following are pertinent details: 
  1) The Temple of Elemental Evil (ToEE) is behind 
  this entire set-up.  How they are connected to these 
  cultists, the World Burners, was not revealed to him, 
  nor what they hope to accomplish in starting a war 
  between Ket and Tusmit; 
  2) Walker Salidious (refer to the Year 3 VTF series 
  for more details) was captured, along with Shahal, and 
  tortured by the ToEE.  Shahal heard them take the 
  Walker away to die and swore to avenge him; 
  3) A group of infiltrators purporting to be from 
  Tusmit swept through Ket, from the south, through 
  the Bramblewood and directly to Lopolla.  In fact, they 
  were ToEE members led by Tarqaan; 
  4) With the aid of adventurers, Shahal tracked them 
  to Lopolla.  There, the ToEE plotted against the people 
  of Ket; 
  5) Shahal and the adventurers made an effort to stop 
  the plans of the ToEE but they were unable to 
  intervene effectively despite finding the locations of 
  the cult.  Most of the cultists were captured but the 
  leader Tarqaan escaped; 
  6) The result of the plot was a devastating attack on 
  the capital by arcane means.  The attack would have 
  probably been superficial in nature but investigating 
  Archons (wizards) and Brotherhood (sorcerers) went 
  temporarily insane and caused a huge amount of 
  additional collateral damage; 
  7) While the attack took place, a huge banner of 
  Tusmit was cast into the sky and the madman Tarqaan 
  rode through the city proclaiming the glory of Tusmit 
  and the weakness of Ket; 
  8) The Archons and Brotherhood are now in self-
  imposed isolation until they determine the cause of 
  their problems.  This has left Ket temporarily without 
  any magical support in the capital; 
  9) Under pressure from all sides, the Beygraf 
  declared war on Tusmit and moved the army into 
  action.  Any factions in Ket supporting a peaceful 
  resolution have now been silenced.  Even now the 
  army is mobilizing for an assault on the other side of 
  the border, though lack of the Archons will no doubt 
  hamper such preparations; 
  10) Shahal asked adventurers to capture Tarqaan but 
  the madman reacted violently, casting powerful 
  damaging spells before teleporting away – presumably 
  here to Tusmit, where he began another reign of terror. 
   Tarqaan abandoned his bodyguard, showing a 
  disregard for his underlings that matches a similar 
  disregard noted in Lopolla; 
  11) Shahal knows that this war is being started for 
  false reasons and strives to correct that.  He personally 
  despises the reasons behind the war and sees it as a 
  waste of good lives. 
  Captain Halji of Tusmit 
  Captain Halji knows nothing of the recent events in 
  Ket and has only what he has seen recently to go on.  
  On the other hand, he knows of the World Burner cult 
  and has details on their activities (see VTF3-05 
  Firestorm for further details as desired): 
  1) The World Burners made a series of attacks last 
  year on property in Tusmit.  There was no single area 
  that received any more attacks than others. 
  2) The World Burners do not have any sort of agenda 
  that they have conveyed, beyond simple destruction.  
  If they can, they burn things but otherwise just attack 
  with great abandon; 
  3) All of the World Burners encountered thus far 
  have strength far in excess of normal men and women, 
  yet they appear to be human.  They use this strength in 
  a straightforward and direct manner, with little 
  tangible signs of subtlety or tactics; 
  4) The cult was increasing in power and influence, 
  mostly through it’s destructive ways, until some time 
  last year.  It suffered a major setback, though Captain 
  Halji does not know what that might be; 
  5)  The World Burners have a decent amount of 
  magical back up.  They consistently teleport to 
  locations and attack, leaving by the same means.  Some 
  attacks have obviously been carried out with additional 
  preparation spells; 
  6) The World Burners seem to have knowledge of 
  Tusmit and the deployment of forces.  They attack 
  where guards are already occupied or cannot respond 
  in time, causing damage and willingly attacking 
  smaller guard detachments, but retreating in the face 
  of real numbers.  For the reference of anyone who has 
  played it, recall the opening sequence to VTF3-05 
  Firestorm. 
   
   
  
  VTF4-02 Conflagration 
   
  Page 44 
   
  Appendix 4 – Maps 
  Jirah’s estimation of the World Burner’s path  
  Tarqaan’s Starting palce 
  Estimated travel route 
  Refer to map of plains for this area 
  Refer to map of bridge for this area 
  Refer to map of forest for this area 
  Refer to map of hills for this area 
  Estimated entrance into mountains. 
   
   
   
  
  VTF4-02 Conflagration 
   
  Page 45 
   
  Map of the Plains (DM Aid) 
   
  Bushes give ¾ cover 
   
  High Grasses 
   
  Path 
   
   
   
   
  
  VTF4-02 Conflagration 
   
  Page 46 
   
  Map of Bridge (DM Aid) 
   
   
  Tall grasses 
   
  Water 
  Bushes 
   
  Bridge 
   
  Embankment 
   
   
   
   
   
  
  VTF4-02 Conflagration 
   
  Page 47 
   
   
  Map of Forest Area (DM Aid) 
   
   
  Forest floor 
  Path 
  Trees 
  A      Clearing in the forest 
   
   
   
   
   
  
  VTF4-02 Conflagration 
   
  Page 48 
   
  Map of Hills (DM Aid) 
   
   
  Typical Marching order in the hills.  Note that Tarqaan rides a phantom steed in case of emergency exit. 
   
   
   
   
   
  Path through hills  
  5 Feet above path 
  10 Feet above path 
  15 Feet above path 
  World Burner Guards 
  Tarqaan 
  Cart 
   
  Horse 
   
  Phantom Steed 
  
  VTF4-02 Conflagration 
   
  Page 49 
   
  Setting for Random Encounters (DM Aid) 
   
   
  Ravine Floor  
  10 Feet above ravine 
  15 Feet above ravine 
  25 Feet above ravine 
  35 feet above ravine 
  Cave at 15 feet above ravine 
   
   
   
   
   
  
  VTF4-02 Conflagration 
   
  Page 50 
   
  Map of Temple (DM Aid) 
   
   
  Willing sacrifices of World Burners 
  Combatant World Burners 
  Brazier with Fire Key. 
  Lareth fully protected (see text) 
  Summoning Circle for Imix 
  Landing to outside at 30 feet high 
   
   
   
   
   
   
   
  
  VTF4-02 Conflagration 
   
  Page 51 
   
  Appendix 5: New Rules 
  Elemental Savant as presented in Tome and 
  Blood 
   
  Elemental savants study the basic building blocks of 
  existence – air, earth, fire, and water – learning to 
  harness their powers. Eventually they transcend their 
  mortal forms and become elemental beings. 
   
   
  Most elemental savants start out as wizards, although 
  clerics and druids are not unknown.  Sorcerers 
  occasionally take this prestige class, but since 
  metamagic feats are of less utility to them, they have 
  difficulty using the class’s strengths to their fullest. 
   
  NPC elemental savants usually prefer to pursue their 
  studies in solitude or in the company of other 
  elemental savants.  Sometimes groups of them gather 
  in places where an element’s majesty and power is on 
  display, such as the flanks of a volcano, an island, or a 
  high, windy mountain. 
   
  Hit Die: d4 
   
  Requirements 
  To qualify as a elemental savant, a character must fulfill 
  the following criteria. 
  Knowledge (arcana): 8 ranks. 
  Knowledge (planes): 8 ranks. 
  Feat:  Energy Substitution (acid, cold, electricity or 
  fire) – altered to Energy Affinity. 
  Spells: Ability to cast at least three spells with one of 
  the acid, cold, electricity or fire descriptors and at least 
  one summon spell.  At least one of these spells must be 
  3
  rd level or higher. Alternatively, the character must be 
  able to cast at least one spell o f3rd level or higher and 
  have access to one of the following clerical domains: 
  Air, Earth, Fire or Water. 
  Special:  The elemental savant must have made prior 
  peaceful contact with an elemental or with an outsider 
  having an elemental subtype (Air, Earth, Fire or 
  Water). 
   
  Class Skills 
  The elemental savant’s class skills (and the key ability 
  for each skill are Craft (Alchemy) (Int), Concentration 
  (Int), Handle Animal (Cha), Knowledge (any) (Int), 
  Profession (Wis), Speak Language, Spellcraft (Int).  See 
  Chapter 4 of the Player’s Handbook for all skill 
  descriptions. 
   
  Skill Points at Each Level:  2 + Int Modifier 
   
  Class Features 
  The following are class features of the elemental savant 
  prestige class. 
   
  Weapon and Armor Proficiency: Elemental Savants 
  gain no weapon or armor proficiencies. 
  Spells per Day: When a new elemental savant level is 
  gained (except at 10
  th level), the character gains new 
  spells per day as if she had also gained a level in a spell-
  casting class she belonged to before adding the prestige 
  class.  She does not, however, gain any other benefit a 
  character of that class would have gained (improved 
  chance of controlling or rebuking undead, metamagic 
  or item creation feats, hit points beyond those he 
  receives from the prestige class, and so on), except for 
  an increased effective level of spell-casting.  If a 
  character had more than one spellcasting class before 
  becoming an elemental savant, she must decide to 
  which class she adds the new level for purposes of 
  determining spells per day. 
  Elemental Transition (Ex): Beginning at 1
  st level, the 
  elemental savant begins to transcend her mortal form, 
  on the path toward becoming an elemental creature.  
  On first taking this prestige class, she choose an 
  element, which must be allied with a type of energy 
  she can substitute using Energy Substitution (Energy 
  Affinity).  Each element also has an opposing element 
  and energy form.  The elemental savant cannot use 
  Energy Substitution (Energy Affinity) to insert a type 
  of energy opposed to her chosen element.  For 
  example, an air elemental savant can substitute 
  lightning for another form of energy in a spell, but she 
  is prohibited from substituting acid.  Fire – opposed by 
  Water, Cold. 
   
  At 1
  st level the elemental savant becomes immune 
  to magical sleep effects.  At 4
  th level she gains 
  darkvision with a range of 60 feet and immunity to 
  paralysis.  At 7
  th level, she gains immunity to stunning. 
  Resistance (Ex): As the elemental savant gains levels 
  in this prestige class, she becomes more resistant to the 
  type of energy allied with her chosen element.  At 1
  st 
  level, she gains resistance 5 against this energy form.  
  This rises to resistance 10 at 4
  th level, resistance 15 at 7
  th 
  level and complete immunity when she becomes an 
  elemental being (at 10
  th level). 
  Elemental Focus (Ex): Beginning at 2
  nd level, the 
  elemental savant learns to better manipulate energy 
  allied with her chosen element (Fire).  The save DC for 
  any spell using that type of energy increases by +1.  
  This rises to +2 at 5
  th level and +3 at 8
  th level.  These 
  
  VTF4-02 Conflagration 
   
  Page 52 
   
  increases are cumulative with those granted by the 
  Spell Focus and Greater Spell Focus feats. 
  Elemental Penetration (Ex): Beginning at third level, 
  the elemental savant further refines her ability to wield 
  energy allied with her chosen element.  When she 
  casts a spell using that type of energy, she gains a +1 
  competence 
  modifier 
  on 
  caster 
  level 
  checks 
  (1d20+caster level) to beat a creature’s spell resistance.  
  At 6
  th level, this modifier increases to +2, and at 9
  th level 
  it increases to +3.  These increases are cumulative with 
  those granted by the Spell Penetration and Greater 
  Spell Penetration feats. 
  Elemental Perfection (Ex): At 10
  th level the elemental 
  savant, through long association with elemental 
  entities and extensive study of their secrets, completely 
  transcends her mortal form to become an elemental 
  creature.  Her type changes to “elemental,” which 
  means (among other things) that she is no longer 
  affected by spells that specifically target humanoids, 
  such as charm person.  She gains an elemental 
  creature’s immunity to poison, sleep, paralysis, and 
  stunning and is no longer subject to critical hits or 
  flanking. 
   
  The elemental savant gains the speed and 
  movement modes, special attacks and special qualities 
  of a medium elemental of the appropriate type, as 
  noted  
  in the Monster Manual, except that the save DC 
  against her elemental attack form, if any (whirlwind, 
  burn or vortex) is 20+her Constitution modifier. 
   
  Upon achieving this state, the elemental savant’s 
  appearance undergoes a minor physical change, usually 
  to the skin or eyes.  An earth elemental savant, for 
  example, might acquire gemlike eyes and hard, pebbly 
  skin.  Anyone who shares the elemental savant’s 
  predilection for study of her chosen plane immediately 
  recognizes her transcendent nature.  She gains a +2 
  circumstance modifier on all Charisma-based skill and 
  ability checks when interacting with creatures having 
  her elemental type and with other elemental savants 
  who have chosen her element (Fire). 
   
  Elemental perfection is not without cost.  The 
  elemental savant can be hedged out by a magic circle 
  spell against her alignment.  She also takes double 
  damage from energy attacks allied with her opposing 
  element (water) unless the attack allow a saving throw 
  for half damage, in which case she takes half damage 
  even on a successful save. 
  Immunity (Ex): At 10
  th level, the elemental savant is 
  completely comfortable with the energy allied with 
  her chosen element.  She gains immunity to that type 
  of energy, in addition to the immunities granted by her 
  elemental form (See Elemental Perfection above).
   
   
   
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  1
  st 
  +0 
  +0 
  +0 
  +2 
  Elemental Transition, resistance 5 
  +1 Level of Existing Class 
  2
  nd 
  +1 
  +0 
  +0 
  +3 
  Elemental Focus +1 
  +1 Level of Existing Class 
  3
  rd 
  +1 
  +1 
  +1 
  +3 
  Elemental Penetration +1 
  +1 Level of Existing Class 
  4
  th 
  +2 
  +1 
  +1 
  +4 
  Elemental Transition, resistance 10 
  +1 Level of Existing Class 
  5
  th 
  +2 
  +1 
  +1 
  +4 
  Elemental Focus +2 
  +1 Level of Existing Class 
  6
  th 
  +3 
  +2 
  +2 
  +5 
  Elemental Penetration +2 
  +1 Level of Existing Class 
  7
  th 
  +3 
  +2 
  +2 
  +5 
  Elemental Transition, resistance 15 
  +1 Level of Existing Class 
  8
  th 
  +4 
  +2 
  +2 
  +6 
  Elemental Focus +3 
  +1 Level of Existing Class 
  9
  th 
  +4 
  +3 
  +3 
  +6 
  Elemental Penetration +3 
  +1 Level of Existing Class 
  10
  th 
  +5 
  +3 
  +3 
  +7 
  Elemental Perfection, Immunity 
  -- 
   
  
  VTF4-02 Conflagration 
   
  Page 53 
   
  Sudden Maximize [Metamagic] as 
  presented in Miniatures Handbook 
  One per day you can cast a spell to maximum effect 
  without special preparation. 
   
  Prerequisites:  Any metamagic feat 
   
  Benefit: Once per day, you may apply the 
  Maximize Spell feat to any spell you cast, without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You may still use the Maximize Spell 
  feat normally if you have it.  
  Elusive Target [Tactical] as presented in 
  Complete Warrior 
  Trying to land a blow against you can be a maddening 
  experience. 
   
  Prerequisites:  Dodge, Mobility, base attack bonus 
  +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
   
  Negate Power Attack:  To use this maneuver, you 
  must designate a specific foe to be affected by your 
  Dodge feat.  If that foe uses the Power Attack feat 
  against you, the foe gains no bonus on the damage roll 
  but still takes the corresponding penalty on the attack 
  roll. 
   
  Diverting Defense:  To use this maneuver, you 
  must be flanked and you must designate one of the 
  flanking attackers to be affected by your Dodge feat.  
  The first attack of the round from the designated 
  attacker automatically misses you and may strike the 
  other flanking foe instead; the attacking creature 
  makes an attack roll normally, and its ally is considered 
  flat-footed.  If the designated attacker is making a full 
  attack against you, its second and subsequent attacks 
  function normally. 
   
  Cause Overreach:  To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square.  If the foe misses you, you 
  can make a free trip attempt against this foe, and the 
  foe does not get a chance to trip you if your attempt 
  fails. 
  Fleet of Foot [General] as presented in 
  Complete Warrior 
  You run nimbly, able to turn corners without losing 
  momentum. 
   
  Prerequisites:  Dex 15, Run. 
   
  Benefit: When running or charging, you can 
  make a single direction change of 90 degrees or less.  
  You can’t use this feat in medium or heavy armor, or if 
  you’re carrying a medium or heavy load.  If you are 
  charging, you must move in a straight line for 10 feet (2 
  squares) after the turn to maintain the charge. 
   
  Normal: Without this feat you can run or charge 
  only in a straight line. 
  
  VTF4-02 Conflagration 
   
  Page 54 
   
  Critical Event Summary 
  All the Triads would like to thank you for judging this module and hope that both you and the 
  players had a good time.  If you could take a few moments to fill out the following information it 
  would be a great help to all of us.  Also this information that you fill out will help shape the VTF 
  region immensely.   
   
  1) What political persuasion was the majority of the party? 
  For Ket For Tusmit 
   
   
  Didn’t care 
  2) Did the PCs take the offer from Jirah and his stone?  
  Y 
  N 
   
  3) Were any PCs rude to Jirah while talking to him?  
  Y 
  N 
   
  If so who?
   
  ___________________________________________________________________________________________________________________________________
  ____ 
   
  4) Did the PCs kill Tarqaan? 
   
   
   
   
  Y 
  N 
   
  5) Did the PCs stop Lareth from summoning Imix? 
   
  Y 
  N 
   
  6) Did any PCs die in this module? 
   
   
   
  Y 
  N 
   
  7) Did any of the PCs attack Imix and receive the Ire of him? Y 
  N 
  (stopped the ritual) 
   
  If so what was the name of the PC that now has this Ire? 
  ______________________ 
  ____________________ __________________ 
   
  8) Did anything else interesting happen during the playing of this module? 
  ________________________________________________________________________________________________________________________________________
  ______________________________________________________________ 
   
   
  Thank you for taking the time to fill out this summary.  Please send in all reports via email if you are 
  not playing this at a convention by July 30, 2004.  The email is timsech@hotmail.com .  
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region The Velverdyva Trade Route/594/Normal Scenarios/VTF4-02 - Conflagration (APL 8-16)/VTF4-02 - Conflagration.pdf