TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
  Temple of the 
  Temple of the 
  Temple of the 
  Temple of the 
  Burning Man
  Burning Man
  Burning Man
  Burning Man    
   
  A One
  A One
  A One
  A One----Round D&D 3
  Round D&D 3
  Round D&D 3
  Round D&D 3rd
  rd
  rd
  rd Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
  Adventure
  Adventure
  Adventure
  Adventure    
   
  Round One
  Round One
  Round One
  Round One    
   
  by Jon Cazares and Brandon Kaya
  by Jon Cazares and Brandon Kaya
  by Jon Cazares and Brandon Kaya
  by Jon Cazares and Brandon Kaya    
   
   
   
   
   
   
  An important archeological dig is occurring on Scragholme Island. It may reveal information important to the survival 
  of the revived Shield Lands. You, among others, have been chosen to accompany the archeologists to the dig site. An 
  adventure for 1st and 2nd level characters. 
   
   
   
   
   
   
   
  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. Scenario detail 
  copyright 2000 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for 
  adventure use only and may not be reproduced without approval of the RPGA Network.  
  
   
  Temple of the Burning Man 
  Round 1 
  Page 2 
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this round 
  of the game), but the actual playing time will be about three 
  hours.  
   
  It is a good idea to ask each player to put a name tag 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 to keep track of 
  who is playing which character. 
   
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points: The RPGA has 
  three ways to score this game. Consult your convention 
  coordinator to determine which method to use: 
  1. 
  No-vote scoring: The players write their names and 
  numbers on the scoring packet grid, you fill in the top 
  of the grid. That is all. No one is rated. This method is 
  used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and the 
  scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the 
  convention coordinator wants information as to how 
  the game masters are performing, or the game master 
  wants feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the best amongst them, or when the adventure 
  is run in adventure format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  When using Voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
   
  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 bold italics
  bold italics
  bold italics
  bold italics. 
  It is strongly recommended that you paraphrase the player 
  text, instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters.  
   
   
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK Tier 
   Tier 
   Tier 
   Tier 
  Structure
  Structure
  Structure
  Structure    
  To determine the tier, add the character levels of all the 
  characters. In addition, add the levels of any henchmen or 
  animals according to the values on their certificates. 
  Compare the total to the chart below to find the tier. 
   
   
  4 players 
  5 players 
  6 players 
  7 players 
  Lvl Cap 
  T1: 
  4-12 
  5-13 
  6-14 
  7-15 
  4nd  
   
  The level cap indicated the highest level of character 
  allowed to play this adventure. Characters of levels higher 
  than the highest level shown for the highest tier cannot 
  be played. 
   
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  At the beginning of every scenario, each PC is required to 
  pay upkeep costs matching the level of lifestyle they wish 
  to maintain. The cost of each lifestyle will be indicated at 
  the beginning of the scenario. The lifestyles, and the 
  effects that each has on play, are: 
   
  Destitute
  Destitute
  Destitute
  Destitute 
  You have no living space, and must carry all 
  your gear everywhere. You eat poor quality 
  food. You wear a peasant outfit, your only 
  change of clothes. 
  Poor
  Poor
  Poor
  Poor 
  You sleep in poor accommodations, and eat 
  poor quality food. You wear a peasant outfit, 
  and have two sets of clothing. 
  Common
  Common
  Common
  Common 
  You have common lodgings, and eat 
  common quality food. You have normal 
  clothing for your profession (adventuring); 
  nothing fancy. You probably have two or 
  three sets of clothing. 
  High
  High
  High
  High 
  You stay in good quality lodgings, and eat 
  good quality food. You wear anything in 
  value up to courtier’s outfits, and generally 
  buy a new set of clothing every two weeks. 
  Luxury
  Luxury
  Luxury
  Luxury 
  You have luxurious accommodations (twice 
  the cost of good accommodations), and you 
  eat excellent foods. You can throw a 
  banquet for your friends every day, and 
  frequently do. You wear clothing up to the 
  value of noble’s outfit, and buy a new set of 
  clothes every week.  
   
  Lifestyles come with bonuses or penalties to Diplomacy, 
  Intimidate, Disguise, and Bluff skill checks. These 
  penalties, shown below, should be applied at the DM’s 
  discretion, and can sometimes backfire—for example, a 
  PC with a poor lifestyle would not have a penalty when 
  talking to a beggar, but would when talking to a city 
  official. A PC with a high lifestyle should have a penalty 
  when dealing with a group of street thugs, where a PC 
  with a destitute lifestyle might not. 
   
  DMs are encouraged to role-play these reactions 
  whenever possible. 
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle        
  Cost
  Cost
  Cost
  Cost    
  Skill Modifier
  Skill Modifier
  Skill Modifier
  Skill Modifier    
  Destitute 
  14 sp 
   
  -2 
  Poor  
  43 sp 
   
  -1 
  Common 
  12 gp 
   
   0 
  High 
  250 gp 
   
  +1 
  Luxury 
  500 gp 
   
  +2 
  
   
  Temple of the Burning Man 
  Round 1 
  Page 3 
   
   
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Background
  Background
  Background
  Background    
  The kuo-toa is an enigmatic underwater race of vile 
  beings. They worship a foul, long-forgotten god, and 
  practice forbidden lore and human (or other land 
  dwelling races) sacrifice to appease their deity. Three 
  hundred years ago a kuo-toa uncovered a ritual to 
  summon a powerful sea demon, The Eldritch Wave. The 
  rite was complex and dangerous but offered great power. 
  Creating the needed artifact, the priest summoned the 
  creature but was not powerful enough to enact the proper 
  binding rituals, and, in its demonic rage the fiend 
  destroyed half the underwater city.  
   
  A great hero of the kuo-toa eventually found a means 
  to destroy it. A powerful force of magic flame, ever 
  burning even underwater, consumed the Eldritch Wave. 
  The demon was dead but its flaming shell remained.  
   
  The hero impaled the body with a magic sword it had 
  stolen from a surface dweller. It then hid the body by 
  dragging it to a far away place. That was not good enough 
  for the leaders of the kuo-toa. The demon had destroyed 
  half the city and killed many kuo-toa, so they banished 
  the priest who summoned the Eldritch Wave until he 
  found a way to seal it up for eternity.  
   
  The priest took his followers to the cave containing 
  the flaming corpse. Over the course of dozens of years 
  they constructed an underwater temple to hold the 
  burning body. They carved a history of the demon, should 
  other kuo-toa stumble across the temple, which explains 
  in detail how to destroy the beast, should it ever awaken 
  from death.  
   
  The priest then summoned three great demons, in 
  circles of binding, and forced them to guard the burning 
  body. The priest found it particularly amusing to summon 
  hated enemies of the kuo-toa and force them to protect a 
  kuo-toa temple.  
   
  Then twelve kuo-toa were placed in stasis to further 
  safeguard the temple. If ever the seal to the surface world 
  was broken, the stasis would drop and the kuo-toa would 
  deal with the invaders. The priest then dropped the 
  artifact next to the stone altar with the rest of the 
  offerings, returned to his city, and quickly forgot about 
  the whole mess. 
   
  Three hundred years passed.  
   
  Occasionally a kuo-toa enters the Temple from the 
  underwater entrance and leaves an offering or two, but 
  the only significant changes have occurred in the last fifty 
  years. There was a great storm that shook the temple and 
  caused massive damage to the history room. Then the 
  Crook of Rao was used and the demons were banished 
  back to their plane of existence.  
   
  The high priests in Critwall have reason to believe 
  that a recently uncovered scroll points to an underground 
  temple of Sahaugin design. The temple seems to contain 
  an artifact of power. They have heard rumors about mad 
  wizard Waqounis, leader of the occupied forces in 
  Axeport. It seems as if the Mad One is searching for relics 
  of power that have to do with the water for purposes 
  unknown.  
   
  Guarded by one team of soldiers, the leaders of 
  Critwall send a small team of scholars and diggers into 
  the swamps, to investigate this temple and what lies 
  therein.  
   
  Adventure Synopsis 
  Adventure Synopsis 
  Adventure Synopsis 
  Adventure Synopsis     
  The adventure doesn’t really begin until the characters are 
  in the swamps; the introduction leads them from 
  Critwall, across the Nyr Dyv and on to the Island. The 
  characters meet the other Pathfinders (a mixture of low- 
  and mid-level NPCs), including the leader, Sergeant Duc. 
  Then they meet the archeologists and travel through the 
  swamps, avoiding snakes, for two days as they travel to 
  the dig site. Before they can uncover anything important, 
  two trolls attack them. 
   
  The sergeant will not risk any of the “greens” (low 
  level pathfinders) and orders the veterans to tackle the 
  trolls. They bring the creatures down but a lot of blood 
  slips into the swamps, additional trolls will be looking for 
  the group. 
   
  The characters are sent with one (or more) of the 
  archeologists deeper into the swamps to enter the temple, 
  remove whatever artifact they are searching for (although 
  no one is quite sure what to look for) and come back. 
  Sergeant Duc tells the characters that the group will have 
  no problem holding out against a few lousy trolls.  
   
  The characters enter the temple, breaking the outer 
  seal and releasing the kuo-toa from stasis. The kuo-toa 
  defend the temple from the invaders. The characters have 
  the opportunity to explore the small caves, some roughly 
  worked, some are not worked at all. Then the kuo-toa 
  ambush the characters, capturing some (if not all) of them 
  and bringing them to the Temple of the Burning Man.  
   
  The kuo-toa woke and found the summoning portals 
  empty, and in a panic, are trying to summon another 
  demon. They plan on sacrificing the characters to appease 
  the demon. The kuo-toa summon the very same type of 
  demon that was used to guard the temple before, a hated 
  enemy of the their race. The priest is not nearly as 
  powerful as the as the priest who summoned the first 
  demon, and lacks the skill to properly bind the demon. 
  The result is that the summoned demon is able to attack 
  whatever it wishes, but is unable to physically leave the 
  circle.  
   
  After the demon refuses to eat one of the characters, 
  it turns its attention on the kuo-toa, devouring any in 
  sight. Then it tries to get the characters to release it from 
  its circle by lying and telling them, despite its appearance, 
  it is a good creature.  
   
  Whether or not the characters free the creature is up 
  to them. Once all the kuo-toa are dead or have fled to 
  gather reinforcements, the characters are free to 
  investigate the temple and the burning man. 
   
  They escape the temple, remove all the artifacts and 
  the archeologists assume the powerful relic they are 
  searching for is the sword in the burning man. Returning 
  to the swamp they find out that several of the soldiers 
  have been killed, repelling troll attacks.  
  
   
  Temple of the Burning Man 
  Round 1 
  Page 4 
   
  In the morning, the soldiers pack up and head back 
  to Bright Sentry. Upon arrival they are given several small 
  trinkets, seaweed necklaces, small statues and such to sell 
  to some collectors for a little extra coin for a job well 
  done. They will then give these trinkets to the PCs.  
   
  The characters sell the items to a collector, receiving 
  half up front and are asked to return the following 
  morning for the other half, after he has had some experts 
  check out the items. Characters return the following 
  morning to get the rest of the coin and find only the dead 
  bodies of the collector and everyone involved.  
   
  After investigating the scene, the city guards arrive 
  and arrest anyone inside the house on the charge of 
  murder.  
   
   
  Introduction: The Early Bird
  Introduction: The Early Bird
  Introduction: The Early Bird
  Introduction: The Early Bird    
  Earlier this morning you received the summons to report for 
  Earlier this morning you received the summons to report for 
  Earlier this morning you received the summons to report for 
  Earlier this morning you received the summons to report for 
  duty as a Pathfinder. Spiky rays of sunlight leak from the sky, 
  duty as a Pathfinder. Spiky rays of sunlight leak from the sky, 
  duty as a Pathfinder. Spiky rays of sunlight leak from the sky, 
  duty as a Pathfinder. Spiky rays of sunlight leak from the sky, 
  shadowing Critwall as you gather with perhaps two hundred 
  shadowing Critwall as you gather with perhaps two hundred 
  shadowing Critwall as you gather with perhaps two hundred 
  shadowing Critwall as you gather with perhaps two hundred 
  other Pathfinders at the 
  other Pathfinders at the 
  other Pathfinders at the 
  other Pathfinders at the east gate. 
  east gate. 
  east gate. 
  east gate.     
      
  The duty officers begin to forming groups and issuing 
  The duty officers begin to forming groups and issuing 
  The duty officers begin to forming groups and issuing 
  The duty officers begin to forming groups and issuing 
  orders. No one around you seems to know what is happening. 
  orders. No one around you seems to know what is happening. 
  orders. No one around you seems to know what is happening. 
  orders. No one around you seems to know what is happening. 
  Sleepy
  Sleepy
  Sleepy
  Sleepy----eyed humans grumble, whilst stoic dwarves wait 
  eyed humans grumble, whilst stoic dwarves wait 
  eyed humans grumble, whilst stoic dwarves wait 
  eyed humans grumble, whilst stoic dwarves wait 
  patiently. A small pocket of elven rangers farther on whisper 
  patiently. A small pocket of elven rangers farther on whisper 
  patiently. A small pocket of elven rangers farther on whisper 
  patiently. A small pocket of elven rangers farther on whisper 
  amongst themse
  amongst themse
  amongst themse
  amongst themselves, while a group of three halflings talk in 
  lves, while a group of three halflings talk in 
  lves, while a group of three halflings talk in 
  lves, while a group of three halflings talk in 
  hushed tones while smoking small brown pipes.
  hushed tones while smoking small brown pipes.
  hushed tones while smoking small brown pipes.
  hushed tones while smoking small brown pipes.    
      
  The duty officer approaches your group and calls you 
  The duty officer approaches your group and calls you 
  The duty officer approaches your group and calls you 
  The duty officer approaches your group and calls you 
  closer together. The officer is young. You do not recognize him. 
  closer together. The officer is young. You do not recognize him. 
  closer together. The officer is young. You do not recognize him. 
  closer together. The officer is young. You do not recognize him. 
  His uncertain and cracking voice betrays his
  His uncertain and cracking voice betrays his
  His uncertain and cracking voice betrays his
  His uncertain and cracking voice betrays his inexperience. 
   inexperience. 
   inexperience. 
   inexperience.     
      
  “Thank you for coming so early.” He says. “Um…we only 
  “Thank you for coming so early.” He says. “Um…we only 
  “Thank you for coming so early.” He says. “Um…we only 
  “Thank you for coming so early.” He says. “Um…we only 
  have a few assignments left to, um…well, here, take this one.”
  have a few assignments left to, um…well, here, take this one.”
  have a few assignments left to, um…well, here, take this one.”
  have a few assignments left to, um…well, here, take this one.”    
      
  He passes you a writ. A quick scan reveals the words 
  He passes you a writ. A quick scan reveals the words 
  He passes you a writ. A quick scan reveals the words 
  He passes you a writ. A quick scan reveals the words 
  “Scragholme Island.” Glancing farther down you realize you 
  “Scragholme Island.” Glancing farther down you realize you 
  “Scragholme Island.” Glancing farther down you realize you 
  “Scragholme Island.” Glancing farther down you realize you 
  are being
  are being
  are being
  are being ordered to serve as guards for some sort artifact dig. 
   ordered to serve as guards for some sort artifact dig. 
   ordered to serve as guards for some sort artifact dig. 
   ordered to serve as guards for some sort artifact dig.     
      
  The young duty officer doesn’t know much more about 
  The young duty officer doesn’t know much more about 
  The young duty officer doesn’t know much more about 
  The young duty officer doesn’t know much more about 
  your assignment. “Your commanding officer, um…whoever 
  your assignment. “Your commanding officer, um…whoever 
  your assignment. “Your commanding officer, um…whoever 
  your assignment. “Your commanding officer, um…whoever 
  that ends up being, will have more information for you, 
  that ends up being, will have more information for you, 
  that ends up being, will have more information for you, 
  that ends up being, will have more information for you, 
  surely,” he mumbles. 
  surely,” he mumbles. 
  surely,” he mumbles. 
  surely,” he mumbles.     
      
  With that you
  With that you
  With that you
  With that your group packs up and heads off with 
  r group packs up and heads off with 
  r group packs up and heads off with 
  r group packs up and heads off with 
  another group of Pathfinders, heading toward the Nyr Dyv. 
  another group of Pathfinders, heading toward the Nyr Dyv. 
  another group of Pathfinders, heading toward the Nyr Dyv. 
  another group of Pathfinders, heading toward the Nyr Dyv.     
      
  The journey is uneventful and tiring. Hardened trail 
  The journey is uneventful and tiring. Hardened trail 
  The journey is uneventful and tiring. Hardened trail 
  The journey is uneventful and tiring. Hardened trail 
  rations and long walks do not improve your mood. A few of 
  rations and long walks do not improve your mood. A few of 
  rations and long walks do not improve your mood. A few of 
  rations and long walks do not improve your mood. A few of 
  the other soldiers know a bit more details of you
  the other soldiers know a bit more details of you
  the other soldiers know a bit more details of you
  the other soldiers know a bit more details of your mission.
  r mission.
  r mission.
  r mission.    
      
  “Apparently, a month or so back, a group of Pathfinders 
  “Apparently, a month or so back, a group of Pathfinders 
  “Apparently, a month or so back, a group of Pathfinders 
  “Apparently, a month or so back, a group of Pathfinders 
  uncovered a scroll with information about water magic and 
  uncovered a scroll with information about water magic and 
  uncovered a scroll with information about water magic and 
  uncovered a scroll with information about water magic and 
  artifacts.” The soldier says. “Some sort of spy uncovered a plot 
  artifacts.” The soldier says. “Some sort of spy uncovered a plot 
  artifacts.” The soldier says. “Some sort of spy uncovered a plot 
  artifacts.” The soldier says. “Some sort of spy uncovered a plot 
  that involves that crazy wizard Waqounis. He seems to be 
  that involves that crazy wizard Waqounis. He seems to be 
  that involves that crazy wizard Waqounis. He seems to be 
  that involves that crazy wizard Waqounis. He seems to be 
  looking 
  looking 
  looking 
  looking for some artifact mentioned in that scroll. I’ve heard 
  for some artifact mentioned in that scroll. I’ve heard 
  for some artifact mentioned in that scroll. I’ve heard 
  for some artifact mentioned in that scroll. I’ve heard 
  the high priests of Heironeous think it’s buried somewhere on 
  the high priests of Heironeous think it’s buried somewhere on 
  the high priests of Heironeous think it’s buried somewhere on 
  the high priests of Heironeous think it’s buried somewhere on 
  Scragholme Island.”
  Scragholme Island.”
  Scragholme Island.”
  Scragholme Island.”    
      
  That seems to clear things up a bit. You take a ferry across 
  That seems to clear things up a bit. You take a ferry across 
  That seems to clear things up a bit. You take a ferry across 
  That seems to clear things up a bit. You take a ferry across 
  the channel and finally meet your commanding officer, 
  the channel and finally meet your commanding officer, 
  the channel and finally meet your commanding officer, 
  the channel and finally meet your commanding officer, 
  Ser
  Ser
  Ser
  Sergeant. Duc. He is short and bald, tough looking with hard, 
  geant. Duc. He is short and bald, tough looking with hard, 
  geant. Duc. He is short and bald, tough looking with hard, 
  geant. Duc. He is short and bald, tough looking with hard, 
  dark eyes. 
  dark eyes. 
  dark eyes. 
  dark eyes.     
      
  He brings you to camp, where another six soldiers are 
  He brings you to camp, where another six soldiers are 
  He brings you to camp, where another six soldiers are 
  He brings you to camp, where another six soldiers are 
  waiting. 
  waiting. 
  waiting. 
  waiting.     
      
  After brief introductions he orders you to pack up and 
  After brief introductions he orders you to pack up and 
  After brief introductions he orders you to pack up and 
  After brief introductions he orders you to pack up and 
  prepare for the rendezvous with the digging scholars. 
  prepare for the rendezvous with the digging scholars. 
  prepare for the rendezvous with the digging scholars. 
  prepare for the rendezvous with the digging scholars.     
      
  Your ent
  Your ent
  Your ent
  Your entire team heads off into the swamps of 
  ire team heads off into the swamps of 
  ire team heads off into the swamps of 
  ire team heads off into the swamps of 
  Scragholme Island.
  Scragholme Island.
  Scragholme Island.
  Scragholme Island.    
   
  The Pathfinders have are a mixture of low level greens 
  and mid-level veterans, totaling almost 20 soldiers and 5 
  archeologists. The soldiers are ordered to protect the 
  scholars and assist them in finding the artifact. Sergeant 
  Duc is no-nonsense and when he issues orders, he expects 
  them to be obeyed! No questions asked. 
   
  For two days the group scours the swamps, criss-
  crossing and following maps to find the location the 
  scholars are looking for. Encourage the PCs to roleplay 
  and get to know some of the NPCs. The journey itself will 
  be uneventful until they arrive at the dig site. 
   
  The important NPCs for the scenario are as follows: 
   
  Sergeant Duc, male human Ftr7
  Sergeant Duc, male human Ftr7
  Sergeant Duc, male human Ftr7
  Sergeant Duc, male human Ftr7: Medium-size humanoid 
  (5 ft. 11 in. tall); HD 7d10+28; hp 80; Init +1 (+1 Dex); Spd 
  20; AC 16 (+5 chainmail, +1 Dex); Atks +11/+6 melee 
  (1d10+5 [crit 19-20], bastard sword) AL NG; SV Fort +11, 
  Ref +3, Will +3 
      
  Str 17, Dex 13, Con 18, Int 12, Wis 13, Cha 10 
   
  Skills: Climb +5 (-4 chainmail), Listen +6, Search +6, 
  Spot +6, Swim +3 (-10 weight); Feats: Blind Fight, Combat 
  Reflexes, Endurance, Great Fortitude, Improved Bull 
  Rush, Power Attack, Weapon Focus (bastard sword), 
  Weapon Specialization (bastard sword) 
      
  Equipment: Chainmail, bastard sword, pouch 
  containing 12 gp, 2 sp 
   
  Sergeant Duc is in his 40 ft.s and a hardened veteran of 
  battle. He’s 5 ft. 9’’, bald and is a bit of a maverick. His 
  dark eyes are hard and he rarely blinks. For a soldier, he 
  doesn’t like to talk about battle or war much. His usual 
  response is simple: “War is a nasty business and usually 
  not fit for stories.” He will go to great lengths for the 
  soldiers under his command. He is no-nonsense and 
  doesn’t like his orders questioned. He cares less about the 
  “liberation of the Shield Lands” and more about keeping 
  his men alive.  
   
  He doesn’t really see the significance in this 
  mission—he has no love of magic or magic artifacts. But 
  he knows that these swamps are filled with trolls and 
  worse, and that the archeologists people need to be 
  protected. He would gladly abandon the mission in order 
  to save lives.  
   
   Calton Hawkyns, Pathfinder 3
   Calton Hawkyns, Pathfinder 3
   Calton Hawkyns, Pathfinder 3
   Calton Hawkyns, Pathfinder 3rd
  rd
  rd
  rd Class
   Class
   Class
   Class (male human 
  Rgr7) 
   
  Hawkyns is the second in command. He and 
  Sergeant Duc have worked together for many years. 
  Hawkyns is a premier scout with sharp eyes and swift 
  legs. He travels light and is armed with only a few 
  daggers. He pretends he knows all sorts of grisly details 
  about the enemy secrets that he delights in using to scare 
  greens. He is more loyal to Sergeant Duc than to the army 
  of the Shield Lands. 
   
  Neeyl Olmahr
  Neeyl Olmahr
  Neeyl Olmahr
  Neeyl Olmahr, Pathfinder 1
   Pathfinder 1
   Pathfinder 1
   Pathfinder 1stststst Class 
   Class 
   Class 
   Class (male human Brd1) 
   
  Neeyl is new to the Pathfinders. He has a fine 
  speaking voice, which is good because he talks all the 
  
   
  Temple of the Burning Man 
  Round 1 
  Page 5 
  time. He knows of all sorts of trivial facts (Did you know 
  that the average orc tusk weighs three pounds?), or, at 
  least, thinks he does. He cracks many bad jokes (Why 
  didn’t the skeleton cross the road? He did not have the 
  guts.), and despite all sorts of annoying traits, he’s is 
  friendly, helpful, and generally likable. At the very least, 
  he keeps up the spirits of the group.  
   
  Mauthue Gulkin
  Mauthue Gulkin
  Mauthue Gulkin
  Mauthue Gulkin (male human Exp5; Knowledge 
  (Archeology) +11) 
   
  Mauthue was born and raised on Scragholme Island. 
  Fifty-years-old, he is also the oldest member of the 
  expedition. He is a kindly old man who delights in a 
  quick tale of adventure. He is convinced that the artifact 
  is of Sahaugin design and has several (non-magical) 
  charms to ward against their magic. He expects this to be 
  his last field mission. He admits that he is getting on in 
  age although despite that, he seems quite spry. 
   
  Jyn Argot
  Jyn Argot
  Jyn Argot
  Jyn Argot (male human Exp3; Knowledge (Archeology) 
  +8) 
   
  Jyn is a handsome young man with sandy hair and 
  blue eyes. Jyn studied magic in Greyhawk where he 
  found his true love wasn’t magic at all, but, rather, it was 
  antiquities. After realizing this fact about himself, he 
  abandoned the pursuit of magic and apprenticed himself 
  to a scholarly group of artifact hunters, much to the 
  disgust and dismay of his parents. After five years as 
  apprentice he struck out on his own. This is his first 
  archeology mission, and he is quite excited and eager to 
  prove himself. He is very well traveled and seems to have 
  a specific fondness for the Rhennee (they have such a 
  fascinating culture!). He is also the group’s cartographer. 
   
  Kalari 
  Yelloweyes
  Kalari 
  Yelloweyes
  Kalari 
  Yelloweyes
  Kalari 
  Yelloweyes 
  (male 
  elf 
  Wiz6; 
  Knowledge 
  (Underwater Races) +9) 
   
  Kalari is an ageless looking elven wizard from the 
  south. He was brought in specifically for his knowledge 
  of water races and their designs. No one realizes he is a 
  wizard and he sees no reason to tell the Pathfinders or his 
  fellow archeologists about his magical abilities. He 
  doesn’t really like humans, he believes that the race is too 
  arrogant for their own good, but he needed the coin and 
  they paid well and covered all expenses. His spells are all 
  locating and/or water related, he has no combat spells. He 
  is more interested in the mission than the safety of the 
  humans. Although he has a brilliant mind, he knows 
  nothing of the dangers of Scragholme Island other than 
  the obvious reference to the Scrags. 
   
  The soldiers are broken down as follows: 
  • 
  The Characters 
  • 
  5 Pathfinders 1st Class (levels 1-4) 
  • 
  5 Pathfinders 2nd class (levels 5-6) 
  • 
  3 Archeologists  
  • 
  2 Diggers, both strong and burly.  
   
   
  Encounter 1: The Dig
  Encounter 1: The Dig
  Encounter 1: The Dig
  Encounter 1: The Dig    
  After two brutal days in the insect
  After two brutal days in the insect
  After two brutal days in the insect
  After two brutal days in the insect----infested swamps the 
  infested swamps the 
  infested swamps the 
  infested swamps the 
  cons
  cons
  cons
  constant bickering of the three artifact hunters comes to an 
  tant bickering of the three artifact hunters comes to an 
  tant bickering of the three artifact hunters comes to an 
  tant bickering of the three artifact hunters comes to an 
  abrupt end. Kalari, the elf, has made a discovery. He provides 
  abrupt end. Kalari, the elf, has made a discovery. He provides 
  abrupt end. Kalari, the elf, has made a discovery. He provides 
  abrupt end. Kalari, the elf, has made a discovery. He provides 
  some obscure evidence to the others that apparently proves the 
  some obscure evidence to the others that apparently proves the 
  some obscure evidence to the others that apparently proves the 
  some obscure evidence to the others that apparently proves the 
  artifact is not Sahaugin in design but kuo
  artifact is not Sahaugin in design but kuo
  artifact is not Sahaugin in design but kuo
  artifact is not Sahaugin in design but kuo----toan. The kuo
  toan. The kuo
  toan. The kuo
  toan. The kuo----toa 
  toa 
  toa 
  toa 
  are ancient,
  are ancient,
  are ancient,
  are ancient, enigmatic race of water breathers who zealously 
   enigmatic race of water breathers who zealously 
   enigmatic race of water breathers who zealously 
   enigmatic race of water breathers who zealously 
  worship a vile deity. The find excites Kalari. You overhear 
  worship a vile deity. The find excites Kalari. You overhear 
  worship a vile deity. The find excites Kalari. You overhear 
  worship a vile deity. The find excites Kalari. You overhear 
  him explaining to Sergeant Duc that the kuo
  him explaining to Sergeant Duc that the kuo
  him explaining to Sergeant Duc that the kuo
  him explaining to Sergeant Duc that the kuo----toans were very 
  toans were very 
  toans were very 
  toans were very 
  logical in their thinking. He seems to think there are only so 
  logical in their thinking. He seems to think there are only so 
  logical in their thinking. He seems to think there are only so 
  logical in their thinking. He seems to think there are only so 
  many places they would h
  many places they would h
  many places they would h
  many places they would have hidden it. Given some time, 
  ave hidden it. Given some time, 
  ave hidden it. Given some time, 
  ave hidden it. Given some time, 
  Kalari believes that he can reason out where they would have 
  Kalari believes that he can reason out where they would have 
  Kalari believes that he can reason out where they would have 
  Kalari believes that he can reason out where they would have 
  kept the artifact. The three scholars order the digging to halt 
  kept the artifact. The three scholars order the digging to halt 
  kept the artifact. The three scholars order the digging to halt 
  kept the artifact. The three scholars order the digging to halt 
  while they discuss the next move. 
  while they discuss the next move. 
  while they discuss the next move. 
  while they discuss the next move.     
      
  Sergeant Duc orders the more experienced Pathfinders to 
  Sergeant Duc orders the more experienced Pathfinders to 
  Sergeant Duc orders the more experienced Pathfinders to 
  Sergeant Duc orders the more experienced Pathfinders to 
  patrol 
  patrol 
  patrol 
  patrol the around the area, while the rest of you stay nearby.
  the around the area, while the rest of you stay nearby.
  the around the area, while the rest of you stay nearby.
  the around the area, while the rest of you stay nearby.    
   
  The characters are kind of stuck at this point. They 
  probably won’t have much to offer to the scholars and 
  right now, deep in the scrag swamps. Allow them a little 
  more time to roleplay because nothing significant 
  happens until nightfall. A few key things that happen 
  while they wait… 
  • 
  One of the characters overhears a conversation 
  between Sergeant Duc and Hawkyns. Hawkyns is 
  telling Duc that he has uncovered three troll nests in 
  this part of the swamp. If they pick up our scent…he 
  leaves that unspoken.  
  • 
  A different character overhears part of the scholar’s 
  conversation. Apparently, because everyone thought 
  the scrolls were referring to Sahaugin artifacts, a few 
  things were translated incorrectly. That’s why they 
  have been digging in the wrong place. 
  • 
  A poisonous snake bites Neeyl. This event happens 
  near nightfall. A Pathfinder who is a cleric of St. 
  Cuthbert slows the poison with a spell, but cannot 
  neutralize its effects. He thinks he can make an 
  antidote with some of the herbs and medicines he 
  has with him but needs one more ingredient—some 
  moss from a black spry tree that grows in the swamp. 
  He begins to prepare the antidote, and sends anyone 
  with an appropriate skill to look for the moss. If any 
  characters wander into the swamp, play up the 
  tension, the weird noises, the dark twisting shadows, 
  but don’t have them encounter anything. If they 
  successfully find some of the moss (Profession 
  (herbalist), DC 12, or Heal, DC 16) Neeyl is saved. 
  Otherwise he dies from the poison.  
  • 
  If Neeyl dies, the veterans become very tense. They 
  know that trolls track by scent and can smell the 
  stink of a dead body from a distance. They hope that 
  the natural odor of the swamp covers the smell of the 
  body.  If Neeyl receives the antidote he is unable to 
  remain active and is violently sick whenever he is 
  awake. The Priest of St. Cuthbert orders him to rest. 
   
  About an hour before nightfall the scholars think they 
  have figured out where to dig, about a mile to the north. 
  The camp is packed up and the group moves through the 
  
   
  Temple of the Burning Man 
  Round 1 
  Page 6 
  swamp. The entire journey makes the veterans uneasy. 
  They caution against the move, opting to move camp in 
  the morning. The scholars disagree saying the group can 
  easily reach the location before nightfall.  
   
  The more experienced Pathfinders reluctantly agree.  
   
  About a half
  About a half
  About a half
  About a half----hour past sunset the scholars halt. Excited they 
  hour past sunset the scholars halt. Excited they 
  hour past sunset the scholars halt. Excited they 
  hour past sunset the scholars halt. Excited they 
  start setting up pole lanterns in the swamps, obviously ready to 
  start setting up pole lanterns in the swamps, obviously ready to 
  start setting up pole lanterns in the swamps, obviously ready to 
  start setting up pole lanterns in the swamps, obviously ready to 
  start the dig now. Sergeant Duc advises against lighting the 
  start the dig now. Sergeant Duc advises against lighting the 
  start the dig now. Sergeant Duc advises against lighting the 
  start the dig now. Sergeant Duc advises against lighting the 
  lanterns, afrai
  lanterns, afrai
  lanterns, afrai
  lanterns, afraid that it will attract the trolls. There is a quick 
  d that it will attract the trolls. There is a quick 
  d that it will attract the trolls. There is a quick 
  d that it will attract the trolls. There is a quick 
  argument until Sergeant Duc refuses to allow any light source. 
  argument until Sergeant Duc refuses to allow any light source. 
  argument until Sergeant Duc refuses to allow any light source. 
  argument until Sergeant Duc refuses to allow any light source.     
      
  Too late
  Too late
  Too late
  Too late—
  —
  —
  —one of the digger’s lanterns suddenly blazes 
  one of the digger’s lanterns suddenly blazes 
  one of the digger’s lanterns suddenly blazes 
  one of the digger’s lanterns suddenly blazes 
  into the night. Immediately a series of harsh and bestial calls 
  into the night. Immediately a series of harsh and bestial calls 
  into the night. Immediately a series of harsh and bestial calls 
  into the night. Immediately a series of harsh and bestial calls 
  are heard off to the 
  are heard off to the 
  are heard off to the 
  are heard off to the north, followed by several more to the east. 
  north, followed by several more to the east. 
  north, followed by several more to the east. 
  north, followed by several more to the east.     
      
  You are pushed aside as Sergeant Duc calls for order. One 
  You are pushed aside as Sergeant Duc calls for order. One 
  You are pushed aside as Sergeant Duc calls for order. One 
  You are pushed aside as Sergeant Duc calls for order. One 
  of the Pathfinders extinguishes the light and Duc orders a 
  of the Pathfinders extinguishes the light and Duc orders a 
  of the Pathfinders extinguishes the light and Duc orders a 
  of the Pathfinders extinguishes the light and Duc orders a 
  circular formation around the civilians. He orders silence and 
  circular formation around the civilians. He orders silence and 
  circular formation around the civilians. He orders silence and 
  circular formation around the civilians. He orders silence and 
  mumbles a pray to Heironeous.
  mumbles a pray to Heironeous.
  mumbles a pray to Heironeous.
  mumbles a pray to Heironeous. Long minutes pass as you wait 
   Long minutes pass as you wait 
   Long minutes pass as you wait 
   Long minutes pass as you wait 
  quietly for the unknown, and the night turns eerily silent. 
  quietly for the unknown, and the night turns eerily silent. 
  quietly for the unknown, and the night turns eerily silent. 
  quietly for the unknown, and the night turns eerily silent. 
  Down the circle you hear a sharp intake of breath, and quickly 
  Down the circle you hear a sharp intake of breath, and quickly 
  Down the circle you hear a sharp intake of breath, and quickly 
  Down the circle you hear a sharp intake of breath, and quickly 
  turn in that direction. You see the first troll shamble out from 
  turn in that direction. You see the first troll shamble out from 
  turn in that direction. You see the first troll shamble out from 
  turn in that direction. You see the first troll shamble out from 
  the fens. 
  the fens. 
  the fens. 
  the fens.     
      
  Sergeant Duc orders the a
  Sergeant Duc orders the a
  Sergeant Duc orders the a
  Sergeant Duc orders the attack.
  ttack.
  ttack.
  ttack.    
   
  The soldiers battle in the darkness against two adult trolls. 
  This fight is not a combat encounter. Tell the battle’s story 
  as the veterans fight the two trolls with occasional help 
  from the less experienced Pathfinders. 
   
  After their battle ends Sergeant Duc orders all the 
  troll bodies to be bound together with several dry ropes, 
  then he lights the rope on fire. The trolls burn.  
   
  Two Pathfinders fall in the combat.  
   
  Sergeant Duc knows that more trolls will be coming 
  and has the Pathfinders dig in and find a defensive 
  position near the base of a few large uprooted trees. 
   
  Now the trolls can only attack from one side.  He 
  says it’s too dangerous to move through the swamp at 
  night; the group has to hold out until morning.  
   
  Unless he has already done so, this is when Kalari 
  reveals to the others that he is a wizard. He tells Duc that 
  he can see in the darkness with a spell and can guide a 
  handful of soldiers to an underwater entrance he 
  discovered during the battle. 
   
  Kalari says his location spells have detected a fault in 
  the nearby swamp, something that doesn’t fit. He is sure 
  that is the location of the temple. 
   
  Sergeant Duc sends the Characters with Kalari. “Find 
  this damn artifact and bring it back here. We’ll hold out.”  
   
   
  Encounter 2: Temple of t
  Encounter 2: Temple of t
  Encounter 2: Temple of t
  Encounter 2: Temple of the 
  he 
  he 
  he 
  Burning Man
  Burning Man
  Burning Man
  Burning Man    
  Kalari leads you into the swamp, not too far from the others. 
  Kalari leads you into the swamp, not too far from the others. 
  Kalari leads you into the swamp, not too far from the others. 
  Kalari leads you into the swamp, not too far from the others. 
  He begins removing his clothes until he wears only the 
  He begins removing his clothes until he wears only the 
  He begins removing his clothes until he wears only the 
  He begins removing his clothes until he wears only the 
  essentials and he suggests you do the same. 
  essentials and he suggests you do the same. 
  essentials and he suggests you do the same. 
  essentials and he suggests you do the same.     
      
  “Your gear will be safe here. The trolls are not interested 
  “Your gear will be safe here. The trolls are not interested 
  “Your gear will be safe here. The trolls are not interested 
  “Your gear will be safe here. The trolls are not interested 
  in your trappings,
  in your trappings,
  in your trappings,
  in your trappings, only your flesh. We need to swim from here 
   only your flesh. We need to swim from here 
   only your flesh. We need to swim from here 
   only your flesh. We need to swim from here 
  on out.” 
  on out.” 
  on out.” 
  on out.”     
      
  The foul and murky water hides any dangers. You notice 
  The foul and murky water hides any dangers. You notice 
  The foul and murky water hides any dangers. You notice 
  The foul and murky water hides any dangers. You notice 
  Kalari has only a small satchel he slings across his back. A 
  Kalari has only a small satchel he slings across his back. A 
  Kalari has only a small satchel he slings across his back. A 
  Kalari has only a small satchel he slings across his back. A 
  small dagger strapped to the side of the satchel appears to be his 
  small dagger strapped to the side of the satchel appears to be his 
  small dagger strapped to the side of the satchel appears to be his 
  small dagger strapped to the side of the satchel appears to be his 
  only weapon.
  only weapon.
  only weapon.
  only weapon.    
      
  “Fol
  “Fol
  “Fol
  “Follow me.” 
  low me.” 
  low me.” 
  low me.”     
      
  Kalari slips into the water.
  Kalari slips into the water.
  Kalari slips into the water.
  Kalari slips into the water.    
   
  Characters may choose to or not to remove armor, 
  weapons, and heavy equipment. Kalari does not force 
  them. Anyone trying to swim carrying a lot of weight will 
  have difficulty. While not impossible, make any 
  characters swimming with a large amount of weight very 
  aware of the difficulty. The rules for swimming and 
  drowning are found in the Player’s Handbook, page 74 and 
  in the Dungeon Master’s Guide, page 85.  
   
  If asked, Kalari suspects the entrance to be 
  underwater. His reasoning is as follows:  
  1) 
  That would explain why it hasn’t been found 
  2) 
  The Koa-Toans are more comfortable in water 
  than on land. Therefore, it would stand to reason 
  that they hid the artifact underwater.  
   
  He is quite correct on both accounts. Kalari tells the 
  characters that he suspects there to be some sort of 
  entrance in this area. Characters who look (Search, DC 
  15) will find a man-made, or rather a Koa Toan-made, 
  entrance, about three feet under water. The entrance is a 
  wide and squat door, some 4 feet wide and two feet high, 
  and totally submerged. 
   
  If Characters can’t find it, Kalari will find it in about 
  ten minutes. The entrance is the size of a human door, 
  sealed from the inside. Kalari will cast knock to force the 
  locks and seals open. It is very difficult to open the door 
  (Strength, DC 25) because of its weight. Up to three 
  characters can attempt to force the door. Use the rules for 
  cooperation on page 62 of the Player’s Handbook. 
   
  The characters can look for a way to open the door 
  (Search, DC 14). If successful, they find a lever that opens 
  the door. The lever is buried deep in the muck on the 
  bottom of the swamp. It rises out of the muck when the 
  door is unlocked. The rise of this lever causes a burst of 
  air bubbles so PCs should spot this easily (DC 5). 
   
  If the characters are unable to open the door or find 
  the lever, Kalari will find the lever. 
   
  When the door opens swamp water does not spill 
  into the open doorway. The cave beyond is already filled 
  with water from the Nyr Dyv.  
   
  Kalari swims down to investigate. Since the entire 
  area is submerged, he uses the spell breathe water. He 
  dives under and the characters are left waiting deep in the 
  swamp, in the dark. 
   
  At this point they will be able to hear cries of pain 
  and sounds of battle from back where the others are. Let 
  them sit and roleplay for only few minutes before Kalari 
  emerges, taking a huge gasp of air. He tells the characters 
  they have to swim for a ways before they will be able to 
  come up for air. He is very excited because of what he 
  believes to be an enormous discovery.  
   
  It should be obvious to any characters in armor or 
  carrying excessive equipment that they cannot make the 
  
   
  Temple of the Burning Man 
  Round 1 
  Page 7 
  swim. Try to keep the characters from returning to the 
  battle with the trolls.  
   
  Kalari attempts to reason with any characters 
  planning on heading back to the battle. 
  • 
  This place has been sealed for a long time. There 
  should be nothing down there to fight. The 
  characters won’t need their weapons, armor or other 
  heavy equipment. Take small weapons if it makes the 
  characters feel better 
  • 
  Kalari needs all the manpower he can get to dig up or 
  move obstacles on the way to the artifact, and the 
  PCs have been ordered by Sergeant Duc to assist 
  him.  
  • 
  The other Pathfinders are capable of fighting the 
  trolls. The characters would only be a liability to the 
  veterans. They would have to look out for the 
  characters as well as themselves, endangering them 
  needlessly. 
  • 
  Kalari needs an extra mind. He has entered temples 
  and tombs where riddles and traps guard the 
  treasures. He needs help solving or disarming them. 
   
  In other words, the rest of the game takes place in 
  the temple so try to get the characters to stay. If someone 
  absolutely refuses to enter the temple or heads back to the 
  rest of the group, let them.  
   
  Scrags (10):
  Scrags (10):
  Scrags (10):
  Scrags (10): CR 5; Large Giant (9 ft); HD 6d8+36; hp 63 
  (each); Init +2 (+2 Dex); Spd 20, 40 swim; AC 18 (-1 size, 
  +2 Dex, +7 natural); Atks +9/+9/+4 melee (1d6+6, claws; 
  1d6+3, bite); SA Rend; SD Regeneration 5, Scent 
  Darkvision 90 ft.; AL CE; SV Fort +11, Ref +4, Will +3. 
   
  Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6 
   
  Skills: Listen +5, Spot +5; Feats: Alertness, Iron Will. 
   
  SA - Rend (Ex)—If a scrag hits with both claw attacks, 
  it latches onto the opponent’s body and tears the flesh. 
  This automatically deals an additional 2d6+9 points of 
  damage. 
   
  SQ – Regeneration 5 (Ex)—Fire and acid deal normal 
  damage to a scrag. If a scrag loses a limb or body part, the 
  lost portion regrows in 3d6 minutes. The creature can 
  reattach the severed member instantly by holding it to 
  the stump. The scrag must be mostly submerged in water 
  to regenerate; Scent (Ex)—Trolls can detect approaching 
  enemies, sniff out hidden foes, and track by sense of smell 
  (see Monster Manual, p. 10 for full effect). 
   
  These hungry creatures fight without thought of harm 
  unless fire or acid is used against them. When they have 
  lost more than half of their hit points to such attacks they 
  retreat. 
   
  Characters who come back to fight should have a 
  more experienced Pathfinder come to their aid when they 
  get in trouble. Try to avoid killing characters, but if they 
  insist of fighting the Scrags there is a good chance they 
  get killed. 
   
  The Submerged Entrance & General 
  The Submerged Entrance & General 
  The Submerged Entrance & General 
  The Submerged Entrance & General 
  Information on the Caves
  Information on the Caves
  Information on the Caves
  Information on the Caves    
  The entire entry cave is filled with water from the Nyr 
  Dyv. Kalari has a tiny glass vial that holds some sort of 
  phosphorescent substance that illuminates a small 
  portion of the water. Treat it as a torch for lighting.  
   
  The swim isn’t hard. Kalari swims down, deeper into 
  the cave and through a passage before entering a cave 
  with air. The entire swim takes about two rounds. The 
  characters must make swim (DC 10) rolls each round.  
   
  Kalari explains to characters that the previous cave 
  they exited had only this exit. Characters still have to 
  tread water (swim DC 8) though there is plenty of stale 
  air. Air funnels into the caves from several small locations 
  throughout the swamp, but none of them are large 
  enough to use as an exit. 
   
  All 
  passages 
  between 
  caves 
  are 
  completely 
  submerged, the air pockets can only be found in the 
  caves. 
   
  None of the caves are lit unless otherwise stated. 
  Only the important locations on the map have been 
  fleshed out in detail. If there is no description about a 
  cave, assume it is empty. Strange movements under the 
  water or sounds coming from the darkness above can be 
  used to heighten the tension in the otherwise empty 
  caves.  
   
  Unless otherwise stated, the caves themselves are 
  rough and crudely cut. The passages are jagged and 
  unworked around the edges but there is ample space to 
  swim, each entrance is about fifteen feet in diameter.  
   
  Any underwater combat will raise silt and mud after 
  1 round of combat, effectively blinding everyone. Normal 
  rules will apply for blind fighting and underwater 
  combat.  
   
  As well, when fighting underwater any slashing or 
  blunt weapons do half damage unless the character is 
  affected by a freedom of movement spell or a similar effect. 
  If the PC does not have a swimming speed (i.e., failed 
  Swimming check) or a freedom of movement effect, the PC 
  suffers a –2 circumstance penalty to Dexterity, attacks, 
  and damage when underwater. Any slashing weapon, 
  blunt weapon, claw attacks, or tail attack also inflicts half 
  damage (subtract 2 first, then take half the rest). A 
  successful hit still inflicts at least 1 point of damage. 
   
  Cave 1: Entryway
  Cave 1: Entryway
  Cave 1: Entryway
  Cave 1: Entryway    
  Despite Kalari’s assurance that the cave is empty, it is not. 
  A number of kuo-toas have been held in magical stasis 
  until the ward on the entryway was broken. When the 
  characters opened the entryway without the proper ritual, 
  the stasis dispelled. 
   
  The kuo-toas are all assassins and have extensive 
  knowledge in hiding themselves in the water. 
   
  They watched Kalari swim around, enter the other 
  cave and come back to the exit. The creatures swam back 
  to the temple and make sure nothing has been disturbed. 
  Though they understood that the magic stasis might hold 
  them for a long time, they have no idea it would be 
  hundreds of years.  
  
   
  Temple of the Burning Man 
  Round 1 
  Page 8 
   
  To see more about the kuo-toan defenders go to: 
  Repelling the Invaders
  Repelling the Invaders
  Repelling the Invaders
  Repelling the Invaders, below. 
   
  Cave 2: The Beginning 
  Cave 2: The Beginning 
  Cave 2: The Beginning 
  Cave 2: The Beginning     
  Kalari’s dim phosphorescent pale green light 
  Kalari’s dim phosphorescent pale green light 
  Kalari’s dim phosphorescent pale green light 
  Kalari’s dim phosphorescent pale green light eerily illuminates 
  eerily illuminates 
  eerily illuminates 
  eerily illuminates 
  a tiny area of the dwarfing darkness. The water is bone 
  a tiny area of the dwarfing darkness. The water is bone 
  a tiny area of the dwarfing darkness. The water is bone 
  a tiny area of the dwarfing darkness. The water is bone 
  chillingly cold. 
  chillingly cold. 
  chillingly cold. 
  chillingly cold.     
      
  Kalari’s eyes widen in anticipation. He then speaks in a 
  Kalari’s eyes widen in anticipation. He then speaks in a 
  Kalari’s eyes widen in anticipation. He then speaks in a 
  Kalari’s eyes widen in anticipation. He then speaks in a 
  breathless whisper: “From here we have a few choices. We can 
  breathless whisper: “From here we have a few choices. We can 
  breathless whisper: “From here we have a few choices. We can 
  breathless whisper: “From here we have a few choices. We can 
  head north, from my brief excursion down tha
  head north, from my brief excursion down tha
  head north, from my brief excursion down tha
  head north, from my brief excursion down that passage it leads 
  t passage it leads 
  t passage it leads 
  t passage it leads 
  to some sort of…I think this is perhaps a sacrificial room. 
  to some sort of…I think this is perhaps a sacrificial room. 
  to some sort of…I think this is perhaps a sacrificial room. 
  to some sort of…I think this is perhaps a sacrificial room. 
  Down to the south there was a short passage that bent around 
  Down to the south there was a short passage that bent around 
  Down to the south there was a short passage that bent around 
  Down to the south there was a short passage that bent around 
  to the east, I didn’t pursue that one further. The other option is 
  to the east, I didn’t pursue that one further. The other option is 
  to the east, I didn’t pursue that one further. The other option is 
  to the east, I didn’t pursue that one further. The other option is 
  unsavory at best. There is another passage that l
  unsavory at best. There is another passage that l
  unsavory at best. There is another passage that l
  unsavory at best. There is another passage that leads straight 
  eads straight 
  eads straight 
  eads straight 
  down.”
  down.”
  down.”
  down.”    
   
   
  Kalari isn’t sure where to go and he will take advice 
  from the characters. He is intrigued by the passage that 
  goes straight down but is also uneasy about it. If pressed 
  on the subject he will simply shrug his unease off as a “gut 
  feeling” that it is a trap. He is a very rational elf, and can 
  be talked into ignoring his “gut” with little effort. 
   
  Nothing else of interest is in the cave. 
   
  If they take the passage that goes straight down go to 
  the section titled: Cave 5: The Temple of t
  Cave 5: The Temple of t
  Cave 5: The Temple of t
  Cave 5: The Temple of the Burning 
  he Burning 
  he Burning 
  he Burning 
  Man
  Man
  Man
  Man. 
   
  Cave 3: The History Cave
  Cave 3: The History Cave
  Cave 3: The History Cave
  Cave 3: The History Cave    
  Floating on the surface of the water in this cave are chunks of 
  Floating on the surface of the water in this cave are chunks of 
  Floating on the surface of the water in this cave are chunks of 
  Floating on the surface of the water in this cave are chunks of 
  debris. Kalari slips down underwater, taking his pale light 
  debris. Kalari slips down underwater, taking his pale light 
  debris. Kalari slips down underwater, taking his pale light 
  debris. Kalari slips down underwater, taking his pale light 
  with him. It gets darker as he swims away but the cave does 
  with him. It gets darker as he swims away but the cave does 
  with him. It gets darker as he swims away but the cave does 
  with him. It gets darker as he swims away but the cave does 
  not go pitch
  not go pitch
  not go pitch
  not go pitch----black. You watch 
  black. You watch 
  black. You watch 
  black. You watch as the green light moves around 
  as the green light moves around 
  as the green light moves around 
  as the green light moves around 
  the bottom of the cave for several seconds before reemerging. 
  the bottom of the cave for several seconds before reemerging. 
  the bottom of the cave for several seconds before reemerging. 
  the bottom of the cave for several seconds before reemerging.     
      
  “Yes.” Kalari says. “Definitely a sacrificial cave of some 
  “Yes.” Kalari says. “Definitely a sacrificial cave of some 
  “Yes.” Kalari says. “Definitely a sacrificial cave of some 
  “Yes.” Kalari says. “Definitely a sacrificial cave of some 
  sort. It seems to be safe, come take a look.” 
  sort. It seems to be safe, come take a look.” 
  sort. It seems to be safe, come take a look.” 
  sort. It seems to be safe, come take a look.”     
      
  Any PCs who swim down with Kalari will see the alien 
  carved glyphs and sigils etched into the floors and cave 
  walls. Most are now worn from a few centuries of being 
  submerged and are unrecognizable as anything but 
  squiggles. Some however retain their image and a few 
  retain their potent magic. 
   
  This room is not a sacrificial room as Kalari suspects. 
  He believes the symbols are religious in nature and are 
  used to offer worship and prayer. Rather, this is a history 
  room. Every time a sigil is touched there is a 1 in 20 
  chance it still retains magic. Assume that if a character 
  touches enough sigils he or she eventually finds an active 
  one. The magic has lost its potency over time and all that 
  remains are vague impressions of places, random kuo-toas 
  and visions of the destruction of the underwater city.  
   
  If enough time is spent in this room, Kalari will 
  figure out his error. He comes across a few working sigils 
  and wants to spend more time in the room, to study. He 
  begins to investigate every single glyph and spends a long 
  time in here. If this happens the kuo-toa will try to sneak 
  up and kill him.  
   
  Two of them slip into the room and try to attack him 
  when everyone else is up for air. Characters can make a 
  Spot roll (DC 15), to notice two human sized, dark shapes 
  swiftly swim into Kalari’s pale light. There is a brief 
  thrashing, and then the light floats up to the surface. 
  Unless the characters somehow intervene, the kuo-toa 
  will successfully kill Kalari. 
   
  If characters persuade Kalari to leave, he grudgingly 
  does so and the kuo-toa try to kill him later. 
   
  Cave 4: A
  Cave 4: A
  Cave 4: A
  Cave 4: Ambush
  mbush
  mbush
  mbush    
  As Kalari has already related to you, this passages curves 
  As Kalari has already related to you, this passages curves 
  As Kalari has already related to you, this passages curves 
  As Kalari has already related to you, this passages curves 
  around to the east. It then it turns into a dead end. 
  around to the east. It then it turns into a dead end. 
  around to the east. It then it turns into a dead end. 
  around to the east. It then it turns into a dead end.     
   
  Characters have one chance to notice the inky blackness 
  (Spot DC 15), rapidly filling the water, devouring the 
  meager underwater light source.  
   
  It only takes a few brief seconds for the light to be 
  engulfed. Allow characters an action (if they noticed the 
  water) and then the kuo-toa attack. 
   
  If the light is raised above the water it will illuminate 
  the air space but the water below will be pure black.  
   
  The kuo-toa use this attack to draw the characters to 
  the Temple. They attack using their nets to capture the 
  group. Anyone captured by the Koa-Toa is bound and 
  brought down to the Temple. The kuo-toa only capture 
  one person each. Once each kuo-toa has a captive they 
  will swim off, leaving anyone else behind. If Kalari has 
  not been killed yet, the kuo-toa will attempt to do so. 
  After 4 rounds of combat he takes a fatal blow. If the kuo-
  toa flee before then (i.e., successfully capture as many PCs 
  as they can), Kalari is injured but still alive.  
   
  Tier 1 (EL 3)
  Tier 1 (EL 3)
  Tier 1 (EL 3)
  Tier 1 (EL 3)    
  kuo
  kuo
  kuo
  kuo----toa (2)
  toa (2)
  toa (2)
  toa (2): CR 2; Medium-Size Monstrous Humanoid 
  (Aquatic); HD 2d8+2; hp 12 (each); Init + 0; Spd 20 ft. / 50 
  ft. swim; AC 16 (+6 natural); Atks: +3/-2 melee (1d4+1 + 
  poison, coral dagger; 1d4, bite) or +2 ranged (special, net); 
  SA poison; SQ keen sight, slippery, adhesive, immunities 
  (poison, paralysis, hold spells), electricity resistance 30, 
  light blindness, amphibious; AL NE; SV Fort +3, Ref +3, 
  Will +5 
   
  Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8  
   
  Skills: Escape Artist +18, Listen +9, Move Silently +5, 
  Search +10, Spot +11; Feats: Alertness, Great Fortitude 
   
  SA: poison (Ex)—each time a character is hit by a 
  dagger, small microbes enter his or her bloodstream. The 
  character must make a Fortitude save at (DC 12) or suffer 
  a 1 damage to Str, Dex and Con. Secondary damage is an 
  additional 1 point to Str, Dex and Con. 
   
  SQ: keen sight (Ex)—kuo-toa eyesight is so keen that 
  they can spot a moving object even if it is invisible, 
  ethereal or astral. Remaining perfectly still protects from 
  this ability; Slippery (Ex)—webs, magical or otherwise, 
  don’t affect kuo-toa and they can usually wiggle free from 
  most other forms of confinement; Adhesive (Ex)—anyone 
  who makes an unsuccessful attack against a kuo-toa must 
  succeed at a Reflex save (DC 14) or the weapon sticks to 
  the shild and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck; Light Blindness (Ex)—abrupt 
  exposure to bright light (sunlight or daylight spell) blinds 
  the kuo-toa for 1 round. They also suffer a –1 competence 
  
   
  Temple of the Burning Man 
  Round 1 
  Page 9 
  penalty to all attack rolls, saves and checks while 
  operating in bright light; Amphibious (Ex)—kuo-toa can 
  survive indefinitely on land. 
   
  Equipment: coral dagger, net, ink bladder. 
   
  Augmented
  Augmented
  Augmented
  Augmented    Tier
  Tier
  Tier
  Tier (EL 4)
   (EL 4)
   (EL 4)
   (EL 4)    
  For the augmented tier, double the number of kuo-toa. 
   
  We were unable to locate any rules for underwater 
  combat. 
   
  Cave 5: The Temple of the Burning Man
  Cave 5: The Temple of the Burning Man
  Cave 5: The Temple of the Burning Man
  Cave 5: The Temple of the Burning Man    
  Change as appropriate whether the PCs are entering of 
  their own free will or bound by the kuo-toa and dropped 
  into the Temple. The text bellow assumes they are bound 
  and thrown but still conscious: 
   
  Rough hands bound you and now you are being dragged 
  Rough hands bound you and now you are being dragged 
  Rough hands bound you and now you are being dragged 
  Rough hands bound you and now you are being dragged 
  through the water at an amazing speed. The rushing water 
  through the water at an amazing speed. The rushing water 
  through the water at an amazing speed. The rushing water 
  through the water at an amazing speed. The rushing water 
  pounds 
  pounds 
  pounds 
  pounds against your entire body, you cannot even move, let 
  against your entire body, you cannot even move, let 
  against your entire body, you cannot even move, let 
  against your entire body, you cannot even move, let 
  alone attempt escape. Suddenly you are jerked to a stop. Again 
  alone attempt escape. Suddenly you are jerked to a stop. Again 
  alone attempt escape. Suddenly you are jerked to a stop. Again 
  alone attempt escape. Suddenly you are jerked to a stop. Again 
  the strong, rough hands grab you and shove you out of the 
  the strong, rough hands grab you and shove you out of the 
  the strong, rough hands grab you and shove you out of the 
  the strong, rough hands grab you and shove you out of the 
  water. There is a brief second of confusion and panic as you 
  water. There is a brief second of confusion and panic as you 
  water. There is a brief second of confusion and panic as you 
  water. There is a brief second of confusion and panic as you 
  realize you are fallin
  realize you are fallin
  realize you are fallin
  realize you are falling. As you fall you notice a harsh, 
  g. As you fall you notice a harsh, 
  g. As you fall you notice a harsh, 
  g. As you fall you notice a harsh, 
  flickering light, and creatures, not wholly man, not wholly 
  flickering light, and creatures, not wholly man, not wholly 
  flickering light, and creatures, not wholly man, not wholly 
  flickering light, and creatures, not wholly man, not wholly 
  fish, below. You twist in the fall and see a pool farther below 
  fish, below. You twist in the fall and see a pool farther below 
  fish, below. You twist in the fall and see a pool farther below 
  fish, below. You twist in the fall and see a pool farther below 
  you. Then you smash into the water. 
  you. Then you smash into the water. 
  you. Then you smash into the water. 
  you. Then you smash into the water.     
      
  Any character failing a Fortitude save (DC 10) is knocked 
  unconscious for a few seconds from the impact. All 
  characters are dragged out of the water and tossed onto a 
  cold, rock floor. Once all PCs are out of the water give 
  them a few seconds to collect their senses, then describe 
  their surroundings. 
   
  You are lain
  You are lain
  You are lain
  You are lain on the hard rock floor surrounded by humanoids 
   on the hard rock floor surrounded by humanoids 
   on the hard rock floor surrounded by humanoids 
   on the hard rock floor surrounded by humanoids 
  resembling large bipedal fish. They are eerily silent as they 
  resembling large bipedal fish. They are eerily silent as they 
  resembling large bipedal fish. They are eerily silent as they 
  resembling large bipedal fish. They are eerily silent as they 
  work. The cave is large, and only a small portion of it is lit by 
  work. The cave is large, and only a small portion of it is lit by 
  work. The cave is large, and only a small portion of it is lit by 
  work. The cave is large, and only a small portion of it is lit by 
  the human
  the human
  the human
  the human----sized figure, burning atop an altar. 
  sized figure, burning atop an altar. 
  sized figure, burning atop an altar. 
  sized figure, burning atop an altar.     
      
  The figure is laid on its back,
  The figure is laid on its back,
  The figure is laid on its back,
  The figure is laid on its back, hands folded across its 
   hands folded across its 
   hands folded across its 
   hands folded across its 
  stomach and a white
  stomach and a white
  stomach and a white
  stomach and a white----hot sword protrudes from its chest. This 
  hot sword protrudes from its chest. This 
  hot sword protrudes from its chest. This 
  hot sword protrudes from its chest. This 
  burning man is crackling and popping as it burns.
  burning man is crackling and popping as it burns.
  burning man is crackling and popping as it burns.
  burning man is crackling and popping as it burns.    
      
  Except for the one fish man watching you, the other five 
  Except for the one fish man watching you, the other five 
  Except for the one fish man watching you, the other five 
  Except for the one fish man watching you, the other five 
  are working around a large symbol on the ground, etching 
  are working around a large symbol on the ground, etching 
  are working around a large symbol on the ground, etching 
  are working around a large symbol on the ground, etching 
  and c
  and c
  and c
  and carving into the rock. Three other symbols are carved into 
  arving into the rock. Three other symbols are carved into 
  arving into the rock. Three other symbols are carved into 
  arving into the rock. Three other symbols are carved into 
  the rock floor around the altar. These, however, seem to have 
  the rock floor around the altar. These, however, seem to have 
  the rock floor around the altar. These, however, seem to have 
  the rock floor around the altar. These, however, seem to have 
  some sort of white powder filling the etchings. 
  some sort of white powder filling the etchings. 
  some sort of white powder filling the etchings. 
  some sort of white powder filling the etchings.     
      
  Small religious statues and trappings litter the floor, most 
  Small religious statues and trappings litter the floor, most 
  Small religious statues and trappings litter the floor, most 
  Small religious statues and trappings litter the floor, most 
  broken and shattered. A f
  broken and shattered. A f
  broken and shattered. A f
  broken and shattered. A few scattered gems and jewels catch 
  ew scattered gems and jewels catch 
  ew scattered gems and jewels catch 
  ew scattered gems and jewels catch 
  the firelight.
  the firelight.
  the firelight.
  the firelight.    
    
  Characters are hard pressed to escape. The kuo-toa 
  watching them is not stupid. Any attempt to spellcast or 
  escape will earn them a kick to the head (automatic hit, 
  1d3+1 [subdual], kick). If any character finds some way to 
  escape under the watchful eye of the kuo-toa, they are not 
  able to free the others lest the guard notices. Any attempt 
  to overpower the kuo-toa would bring about the wrath of 
  the other five.  
   
  The characters could have a variety of skills to roll 
  determine if they understand what is happening. Allow 
  any appropriate roll and give them any information you 
  deem they understand, judging on the skill used and 
  referring to the section titled: Repelling the Invaders
  Repelling the Invaders
  Repelling the Invaders
  Repelling the Invaders.  
   
  Characters have a few options. 
  • 
  Wait and hope for rescue from above. Perhaps 
  someone escaped capture or went for help? 
  • 
  Leave it up to chance to see if a better opportunity of 
  escaping present itself 
  • 
  Try to thrash around and escape. (earning them the 
  kick to the head.) 
   
  It takes about five more minutes for the kuo-toa to finish 
  the summoning. Once the carvings are completed, they 
  lace the carvings with a liquid and perform the chant to 
  summon the demon. The chant is a bizarre sounding 
  language, with frequent gestures to the water and to the 
  ground, as if praying to some god below. 
   
  Suddenly everything goes silent. 
  Suddenly everything goes silent. 
  Suddenly everything goes silent. 
  Suddenly everything goes silent.     
      
  There is a dark noise that rips through the chamber. The 
  There is a dark noise that rips through the chamber. The 
  There is a dark noise that rips through the chamber. The 
  There is a dark noise that rips through the chamber. The 
  ground inside the large sigil falls away. Like sand it tumbles 
  ground inside the large sigil falls away. Like sand it tumbles 
  ground inside the large sigil falls away. Like sand it tumbles 
  ground inside the large sigil falls away. Like sand it tumbles 
  endlessly down some twisted spiral. 
  endlessly down some twisted spiral. 
  endlessly down some twisted spiral. 
  endlessly down some twisted spiral.     
      
  The kuo
  The kuo
  The kuo
  The kuo----toa s
  toa s
  toa s
  toa spring back away from the portal. Still 
  pring back away from the portal. Still 
  pring back away from the portal. Still 
  pring back away from the portal. Still 
  bound, you’re a scant ten feet from the pit. A soft hissing echoes 
  bound, you’re a scant ten feet from the pit. A soft hissing echoes 
  bound, you’re a scant ten feet from the pit. A soft hissing echoes 
  bound, you’re a scant ten feet from the pit. A soft hissing echoes 
  from the hole. 
  from the hole. 
  from the hole. 
  from the hole.     
      
  Give the characters a moment to react.  
   
  Dark, twisted tentacles shoot out with amazing speed. They 
  Dark, twisted tentacles shoot out with amazing speed. They 
  Dark, twisted tentacles shoot out with amazing speed. They 
  Dark, twisted tentacles shoot out with amazing speed. They 
  flap about with sick, wet splashe
  flap about with sick, wet splashe
  flap about with sick, wet splashe
  flap about with sick, wet splashes, leaving behind a green 
  s, leaving behind a green 
  s, leaving behind a green 
  s, leaving behind a green 
  slimy residue. Then one of the tentacles finds 
  slimy residue. Then one of the tentacles finds 
  slimy residue. Then one of the tentacles finds 
  slimy residue. Then one of the tentacles finds (pick a PC) and 
   and 
   and 
   and 
  they all suddenly converge on 
  they all suddenly converge on 
  they all suddenly converge on 
  they all suddenly converge on him. He disappears down 
  him. He disappears down 
  him. He disappears down 
  him. He disappears down 
  into the pit. 
  into the pit. 
  into the pit. 
  into the pit.     
   
  Horrified screams tear through the cave. 
  Horrified screams tear through the cave. 
  Horrified screams tear through the cave. 
  Horrified screams tear through the cave.     
   
  Once again allow characters to react. Most likely they will 
  try to escape by rolling away or breaking the nets.  
      
  The screams last only for a few seconds and then all is silent. A 
  The screams last only for a few seconds and then all is silent. A 
  The screams last only for a few seconds and then all is silent. A 
  The screams last only for a few seconds and then all is silent. A 
  moment later the body is tossed out of the pit and into the 
  moment later the body is tossed out of the pit and into the 
  moment later the body is tossed out of the pit and into the 
  moment later the body is tossed out of the pit and into the 
  water. 
  water. 
  water. 
  water.     
      
  Anyone watching the kuo-toa notices they suddenly look 
  agitated at this turn of events. At this point there might be 
  mass chaos as characters try to escape and the kuo-toa try 
  to shove them back toward the pit. The next few things 
  that happen are this: 
  • 
  A snaky, plant like tentacle comes out and splits apart 
  into hundreds of tiny cilia like eye stalks. They 
  search the room for something to devour. Eventually 
  they begin to focus on the tasty kuo-toa. 
  • 
  The dark, twisted tentacles will spring out again, this 
  time engulfing kuo-toa. After the body is pulled into 
  the pit there are breaking sounds, like twigs 
  snapping, followed by a sickening sucking noise that 
  lasts for a few seconds. Then the eyestalks come out 
  again, searching.  
   
  
   
  Temple of the Burning Man 
  Round 1 
  Page 10 
  This repeats itself until all the kuo-toa are devoured. For 
  each new person that enters the Temple, the eyestalks 
  come out and see if it is kuo-toa, if not, then they go back 
  down into the darkness. If the kuo-toa escape into the 
  water, they flee with no plans of returning unless they 
  have reinforcements and powerful kuo-toa priests. 
   
  The character that was pulled into the pit had a 
  harrowing experience and unless he or she succeeds in a 
  Will save (DC 10, or 15, see below) is panicked (suffers a –
  2 moral penalty on saving throws and must flee, see 
  Dungeon Master’s Guide, p. 85 for full effect). The thing 
  pulled him or her down into the darkness, into a thick, 
  putrid liquid, surrounded by a filthy smell of rotting fruit. 
  The demon licks, pokes, and prods the character. 
  Plunging him or her in and out of the liquid, until it 
  decided it wasn’t kuo-toa and, rather, tasted nasty. Then it 
  flung the character out of the pit so its foul taste wouldn’t 
  pollute the liquid it lived in. Any character failing the save 
  receives a certificate, reminding them of this encounter 
  and giving them a fear of dark, enclosed spaces. A 
  successful check on the Will save means the character 
  was shaken up severally but recovers.  
   
  Remember to subtract any kuo-toa that were 
  defeated in previous encounters. The demon kills most of 
  the kuo-toa and that is where they focus their attacks 
  until the first couple are consumed. They then flee from 
  the battle as fast as possible. 
   
  Tier 1 (EL 6)
  Tier 1 (EL 6)
  Tier 1 (EL 6)
  Tier 1 (EL 6)    
  kuo
  kuo
  kuo
  kuo----toa (6):
  toa (6):
  toa (6):
  toa (6): CR 2; Medium-Size Monstrous Humanoid 
  (Aquatic); HD 2d8+2; hp 12 (each); Init + 0; Spd 20 ft. / 50 
  ft. swim; AC 16 (+6 natural); Atks: +3/-2 melee (1d4+1 + 
  poison, coral dagger; 1d4, bite) or +2 ranged (special, net); 
  SA poison; SQ keen sight, slippery, adhesive, immunities 
  (poison, paralysis, hold spells), electricity resistance 30, 
  light blindness, amphibious; AL NE; SV Fort +3, Ref +3, 
  Will +5 
   
  Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8  
   
  Skills: Escape Artist +18, Listen +9, Move Silently +5, 
  Search +10, Spot +11; Feats: Alertness, Great Fortitude 
   
  SA : poison (Ex)—each time a character is hit by a 
  dagger, small microbes enter his or her bloodstream. The 
  character must make a Fortitude save at (DC 12) or suffer 
  a 1 damage to Str, Dex and Con. Secondary damage is an 
  additional 1 point to Str, Dex and Con. 
   
  SQ: keen sight (Ex)—kuo-toa eyesight is so keen that 
  they can spot a moving object even if it is invisible, 
  ethereal or astral. Remaining perfectly still protects from 
  this ability; Slippery (Ex)—webs, magical or otherwise, 
  don’t affect kuo-toa and they can usually wiggle free from 
  most other forms of confinement; Adhesive (Ex)—anyone 
  who makes an unsuccessful attack against a kuo-toa must 
  succeed at a Reflex save (DC 14) or the weapon sticks to 
  the shild and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck; Light Blindness (Ex)—abrupt 
  exposure to bright light (sunlight or daylight spell) blinds 
  the kuo-toa for 1 round. They also suffer a –1 competence 
  penalty to all attack rolls, saves and checks while 
  operating in bright light; Amphibious (Ex)—kuo-toa can 
  survive indefinitely on land. 
   
  Equipment: coral dagger, net, ink bladder. 
   
  Repelling the Invaders
  Repelling the Invaders
  Repelling the Invaders
  Repelling the Invaders    
  The kuo-toa, once awoken from the stasis, immediately 
  head to the temple to check on the body and the artifact. 
  There they discover the body and artifact untouched but 
  the guardian demons dispelled. This disturbs the kuo-toa. 
  They split up and a number of them prepare the ambush 
  to bring any invaders down into the Temple, while the 
  other half prepare to summon another guardian demon.  
   
  The kuo-toa follow the characters around the caves 
  for a bit and determine that only one of them is a 
  danger—the one who can breathe water—Kalari. 
   
  The kuo-toa attempt to kill him in the ambush. The 
  summoning needs sacrifices so the characters are targeted 
  to capture. 
   
  The kuo-toa are armed with three weapons. Each 
  carries a small dagger like object made from some sort of 
  hardened, jagged coral. Drawstring nets, capable of 
  holding one man sized creature. And ink filled bladders 
  that they empty into the water to blanket all light.  
   
  They will always use the ink bladders first to 
  completely mask their approach in the water. Then they 
  use the drawstring nets to engulf a character into 
  helplessness. Once they capture a character, they swim 
  off towards the Temple and toss characters down into the 
  pool below and then, after a moment, dive down to follow 
  them.  
   
  There is a connection between the pool and the 
  ambush passage but it takes more time to swim that 
  twisted path. The secret passage cannot be opened from 
  the ambush side, only from the pool side of the passage, 
  so even if characters discover it, they will be unable to 
  open it with anything but a knock spell.  
   
  If characters enter the temple by way of the secret 
  passage they catch the kuo-toa by surprise, perhaps even 
  stopping the summoning; however, the kuo-toa are 
  keeping track of the characters. So if they lose sight of 
  them for longer than a minute, it won’t be hard for the 
  kuo-toa to figure out where they have gone.  
   
  The kuo-toas use the same tactics in combat that they 
  used in the ambush. If they are fighting out of water, they 
  use the coral daggers. 
   
  If the characters are captured, the kuo-toa finish the 
  preparations for the summoning, complete the circle and 
  summon back one of the demons to protect the temple. 
   
  Unfortunately for the kuo-toa, they succeed. The 
  demon is a mortal enemy of the kuo-toa’s god. The priest 
  who originally summoned the demons centuries ago was 
  more powerful than the priest who summons the demon 
  during this adventure. The priest is not powerful enough 
  to bind the creature. It cannot escape the circle but can 
  attack whatever it wants. And it enjoys the taste of kuo-
  toa more than any other meat, and finds out immediately 
  it detests the taste of human, dwarf, elf, gnome, hafling or 
  half-orc flesh.  
   
  The kuo-toa will attempt to flee into the pool and 
  escape into the Nyr Dyv. They do not want to fight the 
  demon.  
   
  
   
  Temple of the Burning Man 
  Round 1 
  Page 11 
  The Demon of the Pit
  The Demon of the Pit
  The Demon of the Pit
  The Demon of the Pit    
  The demon is a creature from a watery portion of the 
  Abyss. It is a highly intelligent fiend. Once summoned it 
  tests the circle and finds it incomplete. It cannot escape 
  but it can speak, use powers and attack whatever it wants.  
   
  It wants to be freed. It has no way to charm or 
  beguile the characters so it tries to use its wits. Once all 
  the kuo-toa have been killed it eventually raises a 
  pseudopod that opens to reveal a human like mouth. A 
  voice, watery and disgusting, speaks: 
   
  Know that I am not pleasant to gaze upon, at least not to your 
  Know that I am not pleasant to gaze upon, at least not to your 
  Know that I am not pleasant to gaze upon, at least not to your 
  Know that I am not pleasant to gaze upon, at least not to your 
  species of flesh. We are alike. We hunt the kuo
  species of flesh. We are alike. We hunt the kuo
  species of flesh. We are alike. We hunt the kuo
  species of flesh. We are alike. We hunt the kuo----toa. They are 
  toa. They are 
  toa. They are 
  toa. They are 
  enemy mine. My race hunts the
  enemy mine. My race hunts the
  enemy mine. My race hunts the
  enemy mine. My race hunts the—
  —
  —
  —they die. They hunt
  they die. They hunt
  they die. They hunt
  they die. They hunt us
   us
   us
   us—
  —
  —
  —we 
  we 
  we 
  we 
  die. War it is. I beg of you flesh to break the circle. Destroy a 
  die. War it is. I beg of you flesh to break the circle. Destroy a 
  die. War it is. I beg of you flesh to break the circle. Destroy a 
  die. War it is. I beg of you flesh to break the circle. Destroy a 
  portion that I may be free. Not trapped like beastly slave. 
  portion that I may be free. Not trapped like beastly slave. 
  portion that I may be free. Not trapped like beastly slave. 
  portion that I may be free. Not trapped like beastly slave. 
  Allow me freedom. If you have a soul that is clean, I beg of you 
  Allow me freedom. If you have a soul that is clean, I beg of you 
  Allow me freedom. If you have a soul that is clean, I beg of you 
  Allow me freedom. If you have a soul that is clean, I beg of you 
  flesh to help me. Wish that I could be more pleasant to ga
  flesh to help me. Wish that I could be more pleasant to ga
  flesh to help me. Wish that I could be more pleasant to ga
  flesh to help me. Wish that I could be more pleasant to gaze 
  ze 
  ze 
  ze 
  upon, but I can not. I am not a monster.
  upon, but I can not. I am not a monster.
  upon, but I can not. I am not a monster.
  upon, but I can not. I am not a monster.    
      
  This is all a lie. The creature is an evil demon. If the 
  characters help it by breaking the circle, read: 
   
  Putrid green ooze rises from the pit until it is level with the 
  Putrid green ooze rises from the pit until it is level with the 
  Putrid green ooze rises from the pit until it is level with the 
  Putrid green ooze rises from the pit until it is level with the 
  ground. A line of the burning fluid sizz
  ground. A line of the burning fluid sizz
  ground. A line of the burning fluid sizz
  ground. A line of the burning fluid sizzles out of the pit 
  les out of the pit 
  les out of the pit 
  les out of the pit 
  towards the pool of water. The sizzling fluid burns a channel 
  towards the pool of water. The sizzling fluid burns a channel 
  towards the pool of water. The sizzling fluid burns a channel 
  towards the pool of water. The sizzling fluid burns a channel 
  into the rock. The putrid fluid pours down the channel into 
  into the rock. The putrid fluid pours down the channel into 
  into the rock. The putrid fluid pours down the channel into 
  into the rock. The putrid fluid pours down the channel into 
  the water. You see a horrid sight of bulbous plant like pods and 
  the water. You see a horrid sight of bulbous plant like pods and 
  the water. You see a horrid sight of bulbous plant like pods and 
  the water. You see a horrid sight of bulbous plant like pods and 
  dark tentacles slither through the channel into th
  dark tentacles slither through the channel into th
  dark tentacles slither through the channel into th
  dark tentacles slither through the channel into the pool. 
  e pool. 
  e pool. 
  e pool.     
   
  If characters do not free him the demon remains silent 
  for the entire time they are in the cave. It will wait for 
  another.  
   
  Statistics are not given for the demon. The characters 
  should not fight it. If they free the demon, it flees. If they 
  do not free it, it doesn’t attack them.  
   
   
  Conclusion
  Conclusion
  Conclusion
  Conclusion    
  Once everything calms down the character can 
  investigate the cave. They find hundreds of items strewn 
  about the chamber. Several gems have shaken loose from 
  jewelry items, small statues, trinkets, hundreds of 
  antiquities from an underwater civilization. A detect 
  magic will reveal the burning figure, the sword and the 
  summoning circles as magic. 
   
  No matter what characters do the burning figure will 
  not extinguish. The body looks like a pile of human 
  shaped ash but disturbing it does not cause it to collapse. 
  The sword is magical but not the artifact that everyone 
  will believe it is. The sword is a simple +1 longsword and 
  was used to pin the burning figure to the altar (and to 
  drag the figure through the water) anyone with a high 
  Strength that can somehow prevent the damage from the 
  burning figure can remove the sword from the body.  
   
  Remember that the sword is white hot. Allow any 
  well-thought-out plan to succeed in removing the sword. 
  It can be tossed into the water to cool off.  
   
  Eventually, Calton Hawkyns comes in to help them 
  escape. He falls through the ceiling tunnel into the pool, 
  greets characters, drinks his potion of water breathing, 
  finds the passages into the Nyr Dyv from the pool and 
  swims back up. When he comes back a few hours later he 
  sets up a rope to pull characters up through the ceiling 
  tunnel. It takes a considerable time to box, pack and haul 
  up all the artifacts.  
   
  They do not bring the body. It is left on the altar or 
  wherever characters moved it.  
   
  Half of the soldiers were killed in the swamps but 
  nearly a dozen Scrags were felled. No one has any arrows 
  or bolts left. The journey back to Bright Sentry is tense 
  but uneventful. Most of the soldiers are injured and travel 
  is slow.  
   
  Once back in Bright Sentry, Sergeant Duc rewards 
  the characters with a small bag of trinkets from the cave, 
  no jewelry with precious stones, just antiquities. He tells 
  characters to sell them because, “They did a damn find job 
  and I know how much soldiers get paid.” 
   
  He suggests selling them to some dealer or personal 
  collector in Bright Sentry. Due to the items’ connections 
  to a water civilization they will probably find a much 
  better price here on the island, where the locals trade 
  with the Rhennee.  
   
  It isn’t hard for character to find a collector. The 
  collector will estimate the value to be around 900 gp for 
  all 8 pieces. He will give them half up front and the other 
  half in the morning after he has some of his people look 
  the piece over to make sure none are fakes. Explain that 
  this is all very routine and that this is simply how it’s 
  done, there is really no cause for alarm, hopefully 
  characters don’t think the poor guy is going to leave town 
  or anything. 
   
  Play this part out like it is not part of the game, play it 
  like it is part of the conclusion and therefore not really 
  relevant. It’s just the time where the characters get the 
  gold. Don’t let them understand than something 
  significant is about to happen.  
   
  Find out who goes to pick up the rest of the gold, 
  probably not all of them (this is important) but once again 
  make it sound like its no big deal. When characters arrive 
  to pick up the gold at the collector’s house, there is no 
  answer. A quick investigation finds the back entrance 
  open. The bodies of the collector and a few others are 
  found, piled up in a bedroom. There are no signs of a 
  struggle. The wounds are rough and jagged, with burning 
  infections.  
   
  They find their pieces lain out on a table, judging 
  from the bloodstains, it looks as if a few people were 
  killed right around the table. One of the pieces is missing.  
   
  The city guard will then enter the house and arrest 
  everyone for murder. 
   
  The End of Round 1
  The End of Round 1
  The End of Round 1
  The End of Round 1    
   
   
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary    
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  
   
  Temple of the Burning Man 
  Round 1 
  Page 12 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Encounter One
  Encounter One
  Encounter One
  Encounter One    
  Saving Neeyl 
  50 XP 
   
  Encounter Two
  Encounter Two
  Encounter Two
  Encounter Two    
  Saving Kalari 
  100 XP 
  Refusing to free the Demon 
  100 XP 
  Defeating the remaining kuo-toa 
  150 XP 
  Recovering the antiquities 
    50 XP 
   
  Total experience for objectives 
  450 XP 
  Discretionary roleplaying award 
  0-50 xp 
   
  Total possible experience
  Total possible experience
  Total possible experience
  Total possible experience    
  500 xp
  500 xp
  500 xp
  500 xp    
   
   
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary    
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for the 
  player characters to form relationships with NPCs, 
  but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources of 
  extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player characters. Items that are worth more 
  than 400 gp that are of personal significance to the 
  owner (including family heirlooms), and all magical 
  items, will be discovered in the possession of the 
  character by one means or another. The character 
  must return the item and pay a fine equal to three 
  times the value of the item stolen. In addition, the 
  PC caught receives campaign-decided penalties for 
  being known as a thief, such as Infamy. For other 
  stolen items which meet the criteria in #1 above, use 
  your judgment and the circumstances within the 
  game to determine whether a PC thief gets away with 
  the theft or not.  
   
  Any item retained according to these rules, which does 
  not have a certificate, will not ever have a certificate 
  issued for it.  
   
  The campaign staff reserves the right to take away 
  any item or gold acquired for things it later finds 
  unreasonable but which were allowed at the time. 
   
  Encounter Two
  Encounter Two
  Encounter Two
  Encounter Two    
  • 
  450 gold from selling the antiquities. 
  • 
  6 Coral Dagger (Value 20 gp, Weight 1 lb.): This 
  dagger is carved from pinkish coral. It is a fragile but 
  usable weapon. Each time it hits an opponent there is 
  a 20% chance that it breaks, making it worthless. 
  • 
  Claustrophobia – You are deathly afraid of being 
  alone in dark enclosed spaces. Any time you find 
  yourself in such a situation, you must make a 
  Willpower save (DC 15) or be overcome with the 
  desire to leave the area immediately. If you are 
  unable to leave, you suffer a –5 to all attack rolls, 
  saves and checks until you are able to leave. This can 
  be cured by a heal spell. 
   
  
   
  Temple of the Burning Man 
  Round 1 
  Page 13 
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
  Te
  Te
  Te
  Temple of
  mple of
  mple of
  mple of the 
   the 
   the 
   the 
  Burn
  Burn
  Burn
  Burning Man
  ing Man
  ing Man
  ing Man    
   
  A Two
  A Two
  A Two
  A Two----Round D&D 3
  Round D&D 3
  Round D&D 3
  Round D&D 3rd
  rd
  rd
  rd Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
  Adventure
  Adventure
  Adventure
  Adventure    
   
  Round 2
  Round 2
  Round 2
  Round 2    
   
  by Jon Cazares and Brandon Kaya
  by Jon Cazares and Brandon Kaya
  by Jon Cazares and Brandon Kaya
  by Jon Cazares and Brandon Kaya    
   
   
   
   
   
   
  An important archeological dig is occurring on Scragholme Island. It may reveal information important to the survival 
  of the revived Shield Lands. You, among others, have been chosen to accompany the archeologists to the dig site. An 
  adventure for 1st and 2nd level characters. 
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, ALTERNITY, GREYHAWK, and RPGA are registered trademarks 
  of Wizards of the Coast, Inc. LIVING GREYHAWK is a trademarks of Wizards of the Coast, Inc. 
  Scenario detail copyright 2000 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario 
  is intended for adventure use only and may not be reproduced without approval of the RPGA 
  Network.  
  
   
  Temple of the Burning Man 
  Round 2 
  Page 15 
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this round 
  of the game), but the actual playing time will be about three 
  hours.  
   
  It is a good idea to ask each player to put a name tag 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 to keep track of 
  who is playing which character. 
   
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points: The RPGA has 
  three ways to score this game. Consult your convention 
  coordinator to determine which method to use: 
  4. 
  No-vote scoring: The players write their names and 
  numbers on the scoring packet grid, you fill in the top 
  of the grid. That is all. No one is rated. This method is 
  used for people who are just playing for fun. 
  5. 
  Partial scoring: The players rate the game master and the 
  scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the 
  convention coordinator wants information as to how 
  the game masters are performing, or the game master 
  wants feedback on his or her own performance. 
  6. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the best amongst them, or when the adventure 
  is run in adventure format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  When using Voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
   
  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 bold italics
  bold italics
  bold italics
  bold italics. 
  It is strongly recommended that you paraphrase the player 
  text, instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters.  
   
   
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK Tier 
   Tier 
   Tier 
   Tier 
  Structure
  Structure
  Structure
  Structure    
  To determine the tier, add the character levels of all the 
  characters. In addition, add the levels of any henchmen or 
  animals according to the values on their certificates. 
  Compare the total to the chart below to find the tier. 
   
   
  4 players 
  5 players 
  6 players 
  7 players 
  Lvl Cap 
  T1: 
  4-12 
  5-13 
  6-14 
  7-15 
  4nd  
   
  The level cap indicated the highest level of character 
  allowed to play this adventure. Characters of levels higher 
  than the highest level shown for the highest tier cannot 
  be played. 
   
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  At the beginning of every scenario, each PC is required to 
  pay upkeep costs matching the level of lifestyle they wish 
  to maintain. The cost of each lifestyle will be indicated at 
  the beginning of the scenario
  scenario
  scenario
  scenario. The lifestyles, and the 
  effects that each has on play, are: 
   
  Destitute
  Destitute
  Destitute
  Destitute 
  You have no living space, and must carry all 
  your gear everywhere. You eat poor quality 
  food. You wear a peasant outfit, your only 
  change of clothes. 
  Poor
  Poor
  Poor
  Poor 
  You sleep in poor accommodations, and eat 
  poor quality food. You wear a peasant outfit, 
  and have two sets of clothing. 
  Common
  Common
  Common
  Common 
  You have common lodgings, and eat 
  common quality food. You have normal 
  clothing for your profession (adventuring); 
  nothing fancy. You probably have two or 
  three sets of clothing. 
  High
  High
  High
  High 
  You stay in good quality lodgings, and eat 
  good quality food. You wear anything in 
  value up to courtier’s outfits, and generally 
  buy a new set of clothing every two weeks. 
  Luxury
  Luxury
  Luxury
  Luxury 
  You have luxurious accommodations (twice 
  the cost of good accommodations), and you 
  eat excellent foods. You can throw a 
  banquet for your friends every day, and 
  frequently do. You wear clothing up to the 
  value of noble’s outfit, and buy a new set of 
  clothes every week.  
   
  Lifestyles come with bonuses or penalties to Diplomacy, 
  Intimidate, Disguise, and Bluff skill checks. These 
  penalties, shown below, should be applied at the DM’s 
  discretion, and can sometimes backfire—for example, a 
  PC with a poor lifestyle would not have a penalty when 
  talking to a beggar, but would when talking to a city 
  official. A PC with a high lifestyle should have a penalty 
  when dealing with a group of street thugs, where a PC 
  with a destitute lifestyle might not. 
   
  DMs are encouraged to role-play these reactions 
  whenever possible. 
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle        
  Cost
  Cost
  Cost
  Cost    
  Skill Modifier
  Skill Modifier
  Skill Modifier
  Skill Modifier    
  Destitute 
  14 sp 
  -2 
  Poor  
  43 sp 
  -1 
  Common 
  12 gp 
   0 
  High 
  250 gp 
  +1 
  Luxury 
  500 gp 
  +2 
  
   
  Temple of the Burning Man 
  Round 2 
  Page 16 
   
   
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Background Judge 
  Background Judge 
  Background Judge 
  Background Judge     
  This is the second of a two-part adventure. DMs should 
  run the same group for both parts. The character 
  characters just completed the archaeological dig, received 
  a bonus from Sergeant Duc and while trying to sell it, 
  were accused of murder. The characters had unknowingly 
  received a powerful artifact as payment. The artifact did 
  not radiate magic and for all practical purposes, seemed 
  mundane, so the characters attempted to sell it for some 
  coin. The characters brought it to a local collector and he 
  offered them a pricey sum of which he paid half up front. 
  He promised the other half the next morning when the 
  characters return (after he has experts examine the 
  pieces). The dealer was murdered that night. When the 
  characters returned to the dealer’s house the following 
  morning to collect their payment in full, they found the 
  bodies. The city guard arrived on the scene and arrested 
  the characters.   
   
  The kuo-toa who’ve escaped the Temple are bent on 
  revenge. Due to a mystical connection between the 
  defenders of the temple and truth (the artifact), the kuo-
  toa are able to track the artifact. They slipped into the 
  dealer’s house at night, killing everyone in the house and 
  taking only truth. Now that they have the artifact back in 
  their possession they plan on staying in the city and 
  killing the interlopers who dared take truth from their 
  protection.  
   
  Adventure Synopsis
  Adventure Synopsis
  Adventure Synopsis
  Adventure Synopsis    
  This adventure will take place entirely in Bright Sentry 
  and along the coast of Scragholme Island. Some (if not 
  all) of the characters have been arrested for murder and 
  are currently in the town’s only jail, a rickety old building 
  down by the coast, guarded by volunteers.  
   
  The first thing that happens, as the characters are 
  shopping for new equipment ( they might not even know 
  the other characters have been arrested), praying at their 
  temple or sitting in jail, is that they are visited by strange, 
  cloaked person, who call themselves The Seekers. The 
  person calls out to them and delivers a cryptic message. 
  Any sorcerer character receives an additional line in his 
  message. The characters attempt to solve the riddle of the 
  message as the game progresses.   
   
  The truth is back in the hands of th kuo-toa. The 
  characters are attacked by kuo-toa assassins, most likely 
  when they are alone or in small groups, thus giving the 
  assassins a better chance of success. The characters that 
  have been arrested only have to wait until the next 
  morning when Sergeant Duc gets them out of jail. The 
  investigators 
  know 
  almost 
  immediately 
  that the 
  characters are not the killers but they are interested in 
  questioning them anyway.   
   
  The kuo-toa assassins attack the characters in jail and 
  possibly outside. If the characters outside are never in a 
  group of two or alone, they are not attacked. There is only 
  a handful of kuo-toa and they don’t want to risk a large 
  battle.   
   
  The morning after the assassination attempts the 
  characters are questioned in the presence of a paladin, 
  who will detect evil. The investigator focuses on the 
  artifacts they brought forth from this Temple. The 
  investigating officer of the court then releases the PCs. As 
  the characters are all innocent and not evil, the 
  questioning should result in the PCs favor.   
   
  From here the characters should attempt to solve a 
  few of the mysteries surrounding them. 
   
  1) 
  Who killed the dealer and what exactly was 
  stolen. There is a strong possibility that they 
  can’t even remember what eight pieces they 
  received from the sergeant. Unless they had 
  some sort of interest in archeological lore. They 
  probably just took the “junk” and sold it to 
  someone who would appreciate it? 
  2) 
  Who are the Seekers and what is this message 
  they have delivered? 
  3) 
  Where are the kuo-toa that attacked us? And are 
  there any more? 
   
  These questions will lead them to a variety of places and 
  people. There is no specific order that should be followed 
  although a logical progression would be as follows: 
  1) 
  They visit the crime scene. There they can 
  investigate the house, but the investigators have 
  removed most of the evidence, including the 
  bodies.  
  2) 
  The surviving archeologists (it is assumed that at 
  least one of them survived). There they can 
  discover all the items that were brought out of 
  the Temple as they were cataloged. Then they 
  can figure out exactly what items were given to 
  them and what items were missing. 
  3) 
  The Temple of Heironeous where the sword was 
  taken. Eventually they will discover the sword 
  was merely a +1 longsword and not the artifact 
  everyone assumed it was. From there they may 
  come to the conclusion that the artifact was 
  either something else taken from the temple or 
  it was never recovered. Since every little scrap 
  was taken from the Temple, it must be a 
  different item. Anyone at the temple who is 
  studying the artifacts can reveal to the characters 
  that some powerful artifacts and relics do not 
  radiate magic. 
  4) 
  An elder woman named Lineene. She is a retired 
  bard, who has an enormous amount of sage and 
  scholarly lore. She knows a bit about the Seekers 
  and the artifacts of the kuo-toa. If characters are 
  friendly to her they can gain her learned 
  assistance.  
  5) 
  The investigating officer is a mid-level rogue 
  who happens to have a knack for problem 
  solving and for reading people. He decides the 
  characters are innocent. If the PCs haven’t done 
  anything to annoy him, though some PCs 
  probably will, he will clue them in to some facts 
  
   
  Temple of the Burning Man 
  Round 2 
  Page 17 
  about the murders, the victims and the scene in 
  general.   
  6) 
  Sergeant Duc. If characters are not moving and 
  shaking enough, Sergeant Duc will. He wants to 
  know what is going on. Assuming they told him 
  about the Seekers he will send them on missions 
  to find things out, even if it’s to satisfy his own 
  curiosity.  
   
  Once the characters have covered most of their 
  options in the investigation they are attacked by a group 
  of ill-equipped ruffians. Only the leader seems to want to 
  attack, the others simply defend themselves. The kuo-toa 
  priest, using tongues and charm person, convinced the 
  leader that the characters are evil spies (who happen to be 
  very rich) and gets him to talk his gang into attacking the 
  PCs.  
   
  The only way characters can receive full experience 
  for the scenario is to avoid the fights and talk their way to 
  its completion. If they subdue without injuring the leader 
  the others will run.  
   
  At the end of the scenario the characters should 
  know (or assume) all of the following:  
  1) 
  The powerful artifact that was sought by the 
  scholars was not the sword but, rather, was an 
  item accidentally given to the characters and 
  then sold to the dealer. The kuo-toa then took it 
  back. 
  2) 
  The Seekers are an ancient cult of prophecy, 
  soothsayers of cataclysmic events. No one 
  knows if they work for the forces of good or evil. 
  The Seekers sometimes use glyphs and ruins to 
  send messages and channel their magic.  
  The surviving kuo-toa will leave the area after their failed 
  assassination attempts.  
   
  As characters are leaving, when no one is around, 
  they see a small glyph in blood. It bends and morphs into 
  the word “truth” and they all have a vision of the future 
  and gaze at the horror that is the Eldritch Wave. 
   
  The characters return to Critwall, awaiting a grim 
  future, knowing they have more questions than answers. 
   
   
  Character Introduction
  Character Introduction
  Character Introduction
  Character Introduction    
  The scenario assumes that not all of the characters have 
  been arrested. The DM will have to adjust the text if this 
  assumption is false.  
   
  At the start of the scenario, all characters have an 
  encounter with a cloaked and mysterious person. As the 
  characters move though the city or sit in the jail this 
  figure approaches.  
   
   
  Moving swiftly through the crowd is a person cloaked in dark 
  Moving swiftly through the crowd is a person cloaked in dark 
  Moving swiftly through the crowd is a person cloaked in dark 
  Moving swiftly through the crowd is a person cloaked in dark 
  red. You cannot see any of its skin or facial features as it 
  red. You cannot see any of its skin or facial features as it 
  red. You cannot see any of its skin or facial features as it 
  red. You cannot see any of its skin or facial features as it 
  approaches. It’s head rises and instead of a face you see inky 
  approaches. It’s head rises and instead of a face you see inky 
  approaches. It’s head rises and instead of a face you see inky 
  approaches. It’s head rises and instead of a face you see inky 
  blackness. As the
  blackness. As the
  blackness. As the
  blackness. As the blackness glares at you each of you hear your 
   blackness glares at you each of you hear your 
   blackness glares at you each of you hear your 
   blackness glares at you each of you hear your 
  name called. A strong voice, echoing and somehow sounding 
  name called. A strong voice, echoing and somehow sounding 
  name called. A strong voice, echoing and somehow sounding 
  name called. A strong voice, echoing and somehow sounding 
  both male and female calls out: 
  both male and female calls out: 
  both male and female calls out: 
  both male and female calls out:     
      
      
  Water of Life summons
  Water of Life summons
  Water of Life summons
  Water of Life summons    
      
  the child of the word
  the child of the word
  the child of the word
  the child of the word    
      
  The temple of the Burning Man
  The temple of the Burning Man
  The temple of the Burning Man
  The temple of the Burning Man    
      
  is vengeance, hope, blurred
  is vengeance, hope, blurred
  is vengeance, hope, blurred
  is vengeance, hope, blurred    
      
  Speak the 
  Speak the 
  Speak the 
  Speak the dark, hunt the word
  dark, hunt the word
  dark, hunt the word
  dark, hunt the word    
      
  goes round, goes round but never heard.
  goes round, goes round but never heard.
  goes round, goes round but never heard.
  goes round, goes round but never heard.    
      
  If there are any sorcerers present it turns and directs an 
  If there are any sorcerers present it turns and directs an 
  If there are any sorcerers present it turns and directs an 
  If there are any sorcerers present it turns and directs an 
  additional and final question to them.  
  additional and final question to them.  
  additional and final question to them.  
  additional and final question to them.      
   
  What is my name?
  What is my name?
  What is my name?
  What is my name?    
      
      
  Without waiting for a query or answer it turns and 
  Without waiting for a query or answer it turns and 
  Without waiting for a query or answer it turns and 
  Without waiting for a query or answer it turns and 
  moves away. 
  moves away. 
  moves away. 
  moves away.     
      
  Somehow y
  Somehow y
  Somehow y
  Somehow you know you will never catch it.
  ou know you will never catch it.
  ou know you will never catch it.
  ou know you will never catch it.    
   
  Any character in jail has a similar meeting. A figure in a 
  cell across from them rises from the cot and speaks the 
  message as above. Then it lies down on a pile of blankets. 
  Eventually, if characters can convince a guard to 
  investigate, they find only a pile of rats that scurry of into 
  the corners.   
   
  The cloaked figure is a Seeker, a member of secretive 
  group of cultists who worship an unknown god. They 
  deliver 
  prophecy 
  forewarning 
  great 
  danger 
  and 
  destruction. Though many sages believe the Seekers have 
  a hidden agenda but no one has ever been able to 
  infiltrate the group nor are there any such records of 
  meeting places or worship centers. No one has heard 
  from a Seeker in nearly four decades. Not much 
  information on the Seekers themselves can be found in 
  this adventure but more will be forthcoming as the year 
  progresses.  
   
  The Seekers have an important role to unfold and the 
  characters will know what is expected of them, when the 
  Seekers want them too. 
   
   
  All the information on the Seekers can be found in 
  one of two places in Bright Sentry. The first place is by 
  way of Lineene, a retired bard. She has a vast store of 
  knowledge. For more information on Lineene see the 
  section entitled, “On the Shore.” 
   
  The second place is the Temple of St. Cuthbert. The 
  servants of the god of vengeance have some knowledge 
  about the Seekers. Forty years ago the Seekers delivered a 
  prophecy it was given to a small church of St. Cuthbert. 
  No one knows what the prophecy said (or, rather, no one 
  admits to knowing it) but the high cleric of the church 
  struck the Seeker down with a flame strike for delivering a 
  heresy inside the worship area of St. Cuthbert. The entire 
  church vanished overnight and all the members of the 
  clergy disappeared. If pressed about the location of the 
  church, no one actually seems to remember where it was, 
  and they will deliver the entire story as if it was a legend 
  rather than a fact. 
   
  After the characters receive the prophecy from the 
  Seeker they are on their own to solve it. If the characters 
  are not motivated to uncover the answers themselves 
  then Sergeant Duc will come on hand to kick them into 
  motion. If he hears about the Seekers he sends them 
  around to find out more about these strange folks. As he 
  puts it: “Just what the damn hells is a Seeker?”  
   
  Of course, the characters will probably attempt to 
  find the murderers of Dayneel Carmandy and his 
  household. This can lead them to a variety of places for 
  information. There is no forced structure the Judge has to 
  
   
  Temple of the Burning Man 
  Round 2 
  Page 18 
  stick to for the investigation. Allow the characters to go 
  wherever they want. There are a few logical places they 
  should go to uncover clues and they will be laid out 
  below. The DM should keep track of time because once 
  the sun goes down the kuo-toa assassins will start hunting 
  the characters, striking at the most opportune moment. 
  The DM should keep a few things in mind about the city 
  of Bright Sentry. 
   
  Bright Sentry is a poor and dirty city. Most of the 
  buildings are weather-beaten and worn. The architecture 
  is simple in design; most houses have balconies with a 
  variety of plants and flowers hanging from them. Herbs 
  and spices are abundant here in Bright Sentry as a variety 
  of rare flora can be found in the swamps, both medicinal 
  and culinary can be purchased at good prices at several 
  competing shops. The nearly unmanned remnants of the 
  Shield Lands navy (the Shield Lands navy was never a 
  significant force) are harbored here but mainly the docks 
  are used for fisherman. Every day there are many fishing 
  boats docked at or sailing near the settlement. 
   
  The entire city has the faint odor of water spray and 
  fish but near the docks, where the fish are cleaned, the 
  scent is almost overwhelming. Just outside of the city, the 
  shores have sandy beaches for nearly a mile in both 
  directions.   
   
  There is constant trade going in and out of Bright 
  Sentry from across the Nyr Dyv, mainly from the 
  Rhennee, so their is a great need for many inns and 
  taverns for travelers. Of course the closer an inn or tavern 
  gets to the docks, the seedier its reputation becomes 
  (more often than not, the reputation is true). The people 
  of Bright Sentry are a superstitious lot by nature. There 
  are a lot of unexplained things that happen in port cities 
  on large bodies of water. They know this and respect it, 
  but obviously still fear it.  
   
  The characters are staying at a run down Inn called 
  “Old Joii’s”. For more information on the Inn see the 
  section “Sergeant Duc.” 
   
   
  The House of Dayneel 
  The House of Dayneel 
  The House of Dayneel 
  The House of Dayneel 
  Carmandy
  Carmandy
  Carmandy
  Carmandy    
  By the time the characters arrive go the house again, the 
  investigators have already done their work and have 
  removed most of the evidence, including the bodies.  
   
  The lonely house is quiet and nothing moves within it. The 
  The lonely house is quiet and nothing moves within it. The 
  The lonely house is quiet and nothing moves within it. The 
  The lonely house is quiet and nothing moves within it. The 
  chipped white paint makes the house look older than it 
  chipped white paint makes the house look older than it 
  chipped white paint makes the house look older than it 
  chipped white paint makes the house look older than it 
  actually is. There is a slight breeze and
  actually is. There is a slight breeze and
  actually is. There is a slight breeze and
  actually is. There is a slight breeze and the faint smell of fish 
   the faint smell of fish 
   the faint smell of fish 
   the faint smell of fish 
  blows through the yard. There is a haunted feel here, as though 
  blows through the yard. There is a haunted feel here, as though 
  blows through the yard. There is a haunted feel here, as though 
  blows through the yard. There is a haunted feel here, as though 
  something evil watched. 
  something evil watched. 
  something evil watched. 
  something evil watched.     
   
  Nothing is here now. The characters should simply be a 
  little creeped-out because they know exactly what 
  happened to the people here—they were murdered. If 
  the house is entered the characters are not able to find 
  much the investigators did not uncover and remove. A 
  Search (DC 25) reveals the single thing that was missed 
  by the investigators. A tiny broken piece of coral, lodged 
  in one of the corner.  
   
  If the characters look for the trinkets they brought to 
  Dayneel, they don’t find them. The investigators are 
  currently storing them. There is nothing in the house to 
  loot.  
   
  A search of the house grounds also reveals nothing 
  unless characters make a Search (DC 20), in which case 
  they find a few oddly shaped footprints. They are 
  distorted enough so they are not identifiable, but 
  certainly look strange. It is very possible they were at one-
  point footprints of webbed feet. Now after a night of hard 
  wind, they are simple distortions of prints.   
   
   
  The Scholars 
  The Scholars 
  The Scholars 
  The Scholars     
  This adventure assumes at least one of the archeologists 
  from the Temple dig have survived. If all the scholars at 
  your table were killed, do not replace them. Unless the 
  characters themselves did something horribly wrong in 
  part 1, at least one of the scholars survived. If they are all 
  dead then this avenue of investigation is dead for your 
  table. They must do without any information they would 
  have received.   
   
  Any of the three archeologists can supply them with 
  the following information but their most likely source 
  would be to find Mauthue Gulkin as he was a native of 
  Bright Sentry. His house is a small unpainted, three-
  roomed hovel. He lives poorly, as fame has never claimed 
  him. The interior of his house is cluttered with boxes of 
  papers, scrolls and quite a few books. It seems that all the 
  gold he has made over the years has gone into his passion 
  for books. 
   
  The investigators have already talked to him about 
  the murder and the artifacts removed from the Temple 
  and the connection. He tells the characters everything he 
  told the investigators. 
   
  • 
  He cataloged all the items removed from the Temple, 
  a total of 211 pieces. He made three copies, one he 
  gave to the church of Heironeous, one he gave to the 
  investigators and thankfully, he has one for himself.   
  • 
  He is familiar with the pieces that Sergeant Duc gave 
  the characters. He looked them over himself and 
  found them to be good pieces and should have had 
  an open market value of around 2200 gp or perhaps 
  even more to a collector. 
  • 
  He found no reason to believe there was anything 
  overly remarkable about any of the pieces, except the 
  sword. By overly remarkable, he means magic. 
  • 
  He knows very little on kuo-toan artifacts 
  (underwater civilizations are not his specialty, he was 
  merely invited on the dig because of his familiarity of 
  the swamps and his profession in general).  He 
  believes he read somewhere that they name their 
  artifacts after emotions or feelings or…well, 
  something like that. 
  • 
  He knows nothing about the Seekers. 
  
   
  Temple of the Burning Man 
  Round 2 
  Page 19 
  • 
  He knows who Lineene is but does not know of her 
  exact profession. He believes her to be a star reader. 
  He is unaware of the extent of her knowledge so 
  would never think to send the characters there and if 
  questioned about her, he’ll tell them just that.  
   
  If characters talk to him after they have been attacked by 
  the kuo-toas and they suggest to him he might be in 
  danger he goes wherever the characters think he should 
  be safe.  
   
   
  The Temple of Heironeous
  The Temple of Heironeous
  The Temple of Heironeous
  The Temple of Heironeous    
  The temple of Heironeous is made of all white stone walls 
  and marble columns. There are several golden plaques 
  and shields adorning the outside walls. The words on the 
  plagues are in several different languages greetings to all 
  who seek solace. It is well kept—the cleanest building 
  you have seen in Bright Sentry.  
   
  The Temple is always busy. There are constant 
  worshipers entering and exiting the building. The Temple 
  of Heironeous is an excellent place for information; 
  however, they do not have anything significant until the 
  day after the assassination attempt. So, if characters speak 
  to anyone at the Temple the day of the arrest they will 
  still be investigating the sword and no one thinks (or 
  really has any reason to send them to Lineene, unless 
  questioned about the Seekers). So no information is 
  gathered until following day.  
   
  If characters visit (or come back) the day after the 
  assassination attempts, by midday, they have finally 
  exhausted all means of investigating the sword and have 
  determined it is not the artifact. It is a fine sword, being 
  over 300 years old, quite valuable, but holds only a simple 
  enhancement enchantment (it is a longsword +1). 
   
  The small team (2 clerics of Heironeous, a sorcerer 
  and a bard, they are background characters and not drawn 
  up. Their questioning is brief and to the point) that was 
  sent from Critwall to investigate the sword wants to 
  question the characters about what was removed from the 
  Temple. They use divination magic to detect if anyone is 
  lying. All the questions revolve around what items were 
  removed? Was anything left behind? Did you take 
  anything? And other such questions.  
   
  As long as characters don’t lie to the artifact 
  investigators there should be no problem. At this point, 
  sometime during the questioning it should come up that 
  not all relics of great power gleam with magic. They must 
  be uncovered by using other methods.  
   
  Once again, if at this point they ask about the Seekers 
  they will be directed to Lineene.  
      
      
  The Church of St. Cuthbert
  The Church of St. Cuthbert
  The Church of St. Cuthbert
  The Church of St. Cuthbert    
  The church of St. Cuthbert is a small wooden building. 
  Broken storm shutters bang in the wind and the entire 
  area smells of a roaring fire. No such blaze can be seen.  
   
  Observant characters will notice the connection 
  between the vengeance in the prophecy and the followers 
  of St. Cuthbert, the god of vengeance. The connection is 
  coincidental, no one from the church knows anything 
  about the prophecy but the high priest of the church does 
  know of the Seekers and can relay the story of the 
  disappearing church (see “Introduction” for entire story). 
   
  At any given time during church hours (day light) 
  there are a handful of worshipers. Most tend to be quiet 
  and unobtrusive but a handful are devote followers and 
  are can become quiet overbearing if pushed. It is clear 
  that the church of St. Cuthbert here in Bright Sentry is 
  not as prolific as it is in other areas of the Shield Lands  
   
  Marzden, the High Priest, is a quiet man, not at all 
  what one would expect from the leader of the church of a 
  god of vengeance. He is in his mid 50 ft.s and wears only 
  robes and religious trappings, no weapons or armor. He 
  prefers debate instead of combat. He is actually pleasant 
  in conversation. 
   
  If any of the order is asked about the burning smell 
  they all respond with the same automatic reply: 
  “Vengeance burns.” And too them, that explains it all. The 
  only one who will say something different is Marzden, 
  the High Priest. His answer is a cryptic: “Yes. You smell 
  the fire but don’t see one. As vengeance should be.” He 
  doesn’t extrapolate on that. He will refer the party to 
  Lineene. He is quiet sure if anyone will have answers for 
  them, she will.  
      
   
  Sergeant Duc 
  Sergeant Duc 
  Sergeant Duc 
  Sergeant Duc     
  The soldiers’ barracks in Bright Sentry is packed full and 
  had no room for Sergeant Duc’s team so the Sergeant paid 
  for several rooms at a run down Inn called “Old Joii’s”. 
  The characters are in double rooms, (two beds per room). 
  There is nothing spectacular about the Inn. The food is 
  acceptable, mainly serving fish, poultry and prepared 
  seaweed. The Innkeeper is a man named Dasall (Joii was 
  his father). Dasall likes to get in trouble by drinking with 
  his patrons and sneaking out at night to visit the local 
  port taverns. He gets along quite well with the 
  Pathfinders (as long as his wife doesn’t find out about his 
  late night adventures). The Sergeant is paying for the 
  rooms, nothing else. If characters want food or drink they 
  pay themselves. The room itself comes with one meal a 
  day.  
    
  The Inn can act as a base of operations for the 
  characters. Once Sergeant Duc finds out that all the 
  characters have been attacked he gets them together for a 
  chat. He wants to know about anything else happened 
  down in the temple that he should be aware of. This 
  meeting takes place after all characters have been freed 
  from jail, most likely, immediately after they are freed 
  from jail. Here Sergeant Duc can help the characters with 
  anything they are stuck on. He can simply offer his 
  opinion; thus the DM can point characters in the right 
  direction or he wrong direction (depending if the DM 
  wants to throw characters off track for a while). 
    
  Otherwise Sergeant Duc gets involved in the 
  investigation as well—sending the characters places if 
  
   
  Temple of the Burning Man 
  Round 2 
  Page 20 
  they are not moving themselves. He tells them to check 
  out this or go talk to that person. He doesn’t want to leave 
  until this business is cleared up with the kuo-toa. He’ll be 
  damned if he’s leaving an enemy behind that he drug out 
  of the swamps.  
   
  Sergeant Duc, male human Ftr7
  Sergeant Duc, male human Ftr7
  Sergeant Duc, male human Ftr7
  Sergeant Duc, male human Ftr7: Medium-size humanoid 
  (5 ft. 11 in. tall); HD 7d10+28; hp 80; Init +1 (+1 Dex); Spd 
  20; AC 16 (+5 chainmail, +1 Dex); Atks +11/+6 melee 
  (1d10+5 [crit 19-20], bastard sword) AL NG; SV Fort +11, 
  Ref +3, Will +3 
      
  Str 17, Dex 13, Con 18, Int 12, Wis 13, Cha 10 
   
  Skills: Climb +5 (-4 chainmail), Listen +6, Search +6, 
  Spot +6, Swim +3 (-10 weight); Feats: Blind Fight, Combat 
  Reflexes, Endurance, Great Fortitude, Improved Bull 
  Rush, Power Attack, Weapon Focus (bastard sword), 
  Weapon Specialization (bastard sword) 
      
  Equipment: Chainmail, bastard sword, pouch 
  containing 12 gp, 2 sp 
   
  Sergeant Duc is in his 40 ft.s and a hardened veteran 
  of battle. He’s 5 ft. 9 in., bald and is a bit of a maverick. His 
  dark eyes are hard and he rarely blinks. For a soldier, he 
  doesn’t like to talk about battle or war much. His usual 
  response is simple: “War is a nasty business and usually 
  not fit for stories”. He will go to great lengths for the 
  soldiers under his command. He is no nonsense and 
  doesn’t like his orders questioned. He cares less about the 
  “liberation of the Shield Lands” and more about keeping 
  his men alive.  
   
   
  On The Shore
  On The Shore
  On The Shore
  On The Shore    
  Half a mile down the shore, south of Bright Sentry, is 
  Half a mile down the shore, south of Bright Sentry, is 
  Half a mile down the shore, south of Bright Sentry, is 
  Half a mile down the shore, south of Bright Sentry, is a large 
  a large 
  a large 
  a large 
  stilted house. Virtually untouched by the weather this white 
  stilted house. Virtually untouched by the weather this white 
  stilted house. Virtually untouched by the weather this white 
  stilted house. Virtually untouched by the weather this white 
  painted house is immaculately clean. Even from a distance 
  painted house is immaculately clean. Even from a distance 
  painted house is immaculately clean. Even from a distance 
  painted house is immaculately clean. Even from a distance 
  you can see the bright red curtains hanging in every window. 
  you can see the bright red curtains hanging in every window. 
  you can see the bright red curtains hanging in every window. 
  you can see the bright red curtains hanging in every window. 
  As you near you notice a small fire on the beach. An elderly 
  As you near you notice a small fire on the beach. An elderly 
  As you near you notice a small fire on the beach. An elderly 
  As you near you notice a small fire on the beach. An elderly 
  woman, 
  woman, 
  woman, 
  woman, wrapped in blue shawls, is roasting seagull over the 
  wrapped in blue shawls, is roasting seagull over the 
  wrapped in blue shawls, is roasting seagull over the 
  wrapped in blue shawls, is roasting seagull over the 
  fire. Her weathered face smiles a pleasant, crooked smile and 
  fire. Her weathered face smiles a pleasant, crooked smile and 
  fire. Her weathered face smiles a pleasant, crooked smile and 
  fire. Her weathered face smiles a pleasant, crooked smile and 
  she says, “I’ve been expecting you. Tea? Seagull?”
  she says, “I’ve been expecting you. Tea? Seagull?”
  she says, “I’ve been expecting you. Tea? Seagull?”
  she says, “I’ve been expecting you. Tea? Seagull?”    
   
  Lineene “The Bear” Blackford is a high level bard who has 
  long since retired from adventuring. She is very wealthy 
  and has a great deal of knowledge about legends and lore. 
  She recently received a visit from a Seeker who told gave 
  her a prophecy telling her she had a role to play in 
  important events in the near future. She deciphered the 
  message into the following: She will be visited by a group 
  of strangers who will play a pivotal role in the 
  resurrection and/or destruction of the Eldritch Wave. 
  They will be seeking truth from her. So far that’s all she 
  has been able to translate, she has not uncovered much 
  information about this Eldritch Wave, so she avoids any 
  mention of it. She is generally friendly and well 
  mannered. She sternly reminds obnoxious characters of 
  their lack of manners and gives them another chance. If 
  characters persist on being obnoxious she helps them this 
  time but they do not receive her as a contact certificate. If 
  characters are well mannered, friendly and likeable then 
  they receive her as an ally. Lineene knows the following 
  information: 
  • 
  Anything regarding the Seekers and the disappearing 
  church. She is suspect that it really happened, 
  attributing it to an old farmer’s tale.  
  • 
  General knowledge of the Seekers as prophets who 
  worship an unknown God they only refer to as “The 
  Seeker”. No other reference has ever been made to 
  this god, although she suspects the god to be Boccob, 
  but will admit she is just guessing. They are more 
  like a cult than an actual religion, as they are very 
  enigmatic and secretive and no one is sure how they 
  choose their members, although she suspects dark 
  rituals. They sometimes practice magic with ruins 
  and glyphs.  
  • 
  If the characters have any of the trinkets they 
  recovered from the Temple she can tell them that the 
  two necklaces are in fact, not necklaces. The twined 
  seaweed, woven with shells and rocks of various size 
  and shape is a written form for most underwater 
  civilizations. She can read both the necklaces for 
  them. The first is a simple prayer to a shark god, very 
  brutal and violent. The second is a sweet story about 
  a daughter who wants to grow up to be just like her 
  father, a powerful priest of Blibdoolpoolp.  
  • 
  If asked how she knew the characters were coming 
  she smiles and tells them “the ocean talks.”  
  • 
  If characters present the trinkets to her and asked 
  her about their general worth she can estimate them 
  at about 1800 gp, but admits that is not her specialty.  
  • 
  She knows that the kuo-toa named their artifacts 
  after single words. Usually a feeling or an emotion.  
  • 
  If presented with the message from the Seekers she 
  claims her ignorance…although she does have a 
  theory. She suspects that the prophecy is simply the 
  way to summon this creature, whatever it is and that 
  the message reveals the name of the artifact—find 
  the name, find the word. Perhaps that would help 
  solve the enigma of the message.  
  • 
  If (for some unknown reason) the characters have 
  the sword from the temple, she identifies the forging 
  mark of a father and son—a blacksmith and wizard 
  team who created low powered magic items, perhaps 
  three centuries ago. The sword bears their mark. It is 
  not a powerful weapon. Only enchanted once.  
   
  Lineene “The Bear” Blackford, female human Brd12
  Lineene “The Bear” Blackford, female human Brd12
  Lineene “The Bear” Blackford, female human Brd12
  Lineene “The Bear” Blackford, female human Brd12: 
  Medium-Sized Humanoid (5 ft. 2 in. tall); HD 12d6–24 hp 
  22; Init –1 (Dex); Spd 10 ft.; AC 9 (-1 Dex); Atks +7/+2 
  melee (she carries no weapons); AL NG; SV Fort +4, Ref 
  +7, Will +13  
      
  Str 6 Dex 9 Con 7 Int 18 Wis 21 Cha 18 
   
  Skills: Decipher Script +10, Diplomacy +6, Gather 
  Information +10, Heal +8, Knowledge (Arcana) +19, 
  Knowledge (History) +19, Knowledge (Geography) +19, 
  Knowledge (Religion) +19, Knowledge (Scragholme 
  Island) +19, Listen +7, Perform +6, Spellcraft +6, Use 
  Magic Device +7; Feats: Brew Potion, Extend Spell, Focus 
  (Perform), Focus (Decipher Script), Great Fortitude, 
  Scribe Scroll. 
  
   
  Temple of the Burning Man 
  Round 2 
  Page 21 
   
  Spells (3/4/4/4/3): 0-lvl—daze, detect magic, light, mage 
  hand, mending, read magic; 1st-lvl—charm person, cure light 
  wounds, comprehend languages, grease; 2nd-lvl—blur, daylight, 
  invisibility, see invisibility, web; 3rd-lvl—dispel magic, haste, 
  hold person, gaseous form; 4th-lvl—cure critical wounds, 
  improved invisibility, summon monster IV 
   
  Equipment: blue shawls, slippers, pouch of tea leaves, 
  ring of feather falling, ring of water elemental command, stone 
  of good luck, cloak of major displacement, necklace of adaptation.  
   
  Lineene is 81 years old and has lived a full life of 
  adventure and danger. Nicknamed by adventurer friends, 
  “The Bear” because of her tiny frame, she has faced, 
  conquered or studied countless creatures, mazes, 
  dungeons, 
  traps, 
  maps, 
  spells 
  and 
  unknown 
  phenomenon. About twelve years ago she had her house 
  built on the shore of Scragholme Island to live out the 
  rest of her life in peace. When the Horned Society 
  attacked she summoned a water elemental to carry her to 
  safety and she did the same thing when Iuz conquered 
  the Shield Lands. Due to a stroke of good luck her house 
  was never destroyed so after each invasion she was able to 
  return to her beloved home.  
   
  Now she lives alone, occasionally giving support or 
  help to those in need, offering information to wandering 
  adventurers or performing for old friends. Her favorite 
  pastime is to drink hot, bitter tea and eat roasted seagull 
  on the shore while watching the sunset.   
   
  She lives unafraid of the evil around her. At her age, 
  she has no time for such nonsense. Life should be lived to 
  its fullest. This does not mean she is blind to the horrors 
  that surround her, she simply views the situation as one 
  to be inevitably changed for the better. She understands 
  all too well that she will not be around to see her beloved 
  Shield Lands retaken from the clutches of Iuz.  
   
   
  The Investigator
  The Investigator
  The Investigator
  The Investigator    
  At any point in the game the characters may seek out the 
  official in charge of the investigation. His name is 
  Arlington Gateman and he has been an investigator into 
  unknown and unexplained phenomenon here on Bright 
  Sentry for the last two years. If the characters want to 
  speak to him they can leave word at the jailhouse or the 
  city building. Within a few hours Arlington will either 
  respond via message or pay the characters a visit. 
   
  At no point should the characters find out where 
  Arlington lives, which characters may find suspicious. He 
  does not reveal much information to the characters, 
  believing that the characters would only be a hindrance. 
  He will reveal information to the characters only after he 
  has released them from jail. He is can tell the characters 
  the following:  
  • 
  He figures the assassins to be some sort of water 
  faring creatures. Sahaugin, kuo-toa, or something 
  else. He recognized the wounds on the victims as 
  being similar to wounds he received once from a 
  coral blade, the rough, jagged cuts and the infection.   
  • 
  He does not believe in anyway that the characters are 
  responsible for the death of Dayneel Carmandy. He 
  understands that there are creatures of evil 
  everywhere and that they prey on the innocent. He 
  does not tolerate any character blaming themselves 
  for the death. He gives them a stern lecture on the 
  order of good and evil.  He feels guilt is pointless. 
  Either you will find those responsible and kill them. 
  Or someone else will finds them, perhaps on a later 
  date and kills them. He is an idealist that believes evil 
  always pays, somehow. That is the nature of evil—to 
  fail. 
  • 
  He knows nothing of the Seekers and has no insight 
  as to the message the characters received.  
   
  Arlington is the official who questions any character in 
  jail. His questions focus on the artifacts in general, 
  everything that was removed from the Temple. Were any 
  of them special in anyway? His questions are brief and he 
  lets the characters go the morning after they are arrested.  
   
  When he questions the characters he has a paladin 
  with him to detect evil. The paladin doesn’t ask any 
  questions, just stares at the characters. As long as the 
  characters seem to tell the truth he lets them go.  
   
  So far Arlington has figured that the characters 
  accompanied this dig, helped in the excavation of 
  hundreds of artifacts and now something is hunting 
  down anyone involved. He figures it is some sort of water 
  creature, very intelligent, probably several of them. He 
  thinks the characters may be in danger but were not 
  involved in the murder.  
   
  He does not seem to care that the removal of items 
  from this dig may have caused a retaliatory strike from 
  the inhabitants of the Temple. It doesn’t matter to him. 
  The dig was legal, whatever is killing people in his town is 
  evil and evil must be punished.  
   
  After releasing the characters from jail he will not 
  actively seek them out for the rest of the game. He speaks 
  to the Sergeant, the archeologists and the team 
  researching the sword, determines that the source of evil 
  is coming from outside the city and focuses his 
  investigation elsewhere.  
   
  Arlington Gateman, male human Rog4
  Arlington Gateman, male human Rog4
  Arlington Gateman, male human Rog4
  Arlington Gateman, male human Rog4: Medium-Sized 
  Humanoid (5 ft. 10 in. tall): HD 4d6 hp 17: Init +3 (Dex); 
  Spd 30: AC 15 (+ 2 leather, + 3 Dex) Atks +3 melee (1d6+1 
  [crit18-20), rapier) SA: sneak attack +2d6; SD: evasion, 
  uncanny dodge: AL LG; SV Fort+1, Ref +7, Will +0 
      
  Str 12, Dex 17, Con 11, Int 17, Wis 9, Cha 11
   
  Skills: Climb +8, Diplomacy +4, Disable Device +10, 
  Gather Information +7, Hide +10, Intimidate +7, Listen 
  +6, Move Silently +10, Open Lock +10, Search +10, Sense 
  Motive +6, Spot +6; Feats: Alertness, Ambidexterity, 
  Dodge, Track 
   
  Equipment: leather armor, rapier, silver ring of court 
  appointed official of justice, pouch with 22 gold, 9 sp 
   
  Arlington is a very serious man. He never smiles. Justice 
  is his life. To punish the wicked, the vile and the evil is 
  his code. He uses his skills as a rogue to hunt those that 
  would prey on the innocent. To defeat them, you must 
  
   
  Temple of the Burning Man 
  Round 2 
  Page 22 
  become like them. He knows the ways of the street, and 
  the ways of shadows. He has always been adept at 
  problem solving and people reading. He is obsessive 
  about solving problems, going to great lengths, above and 
  beyond the call of duty, to find the answers and to set 
  things right.  
   
   
  The Kuo
  The Kuo
  The Kuo
  The Kuo----Toa: Assassins in the 
  Toa: Assassins in the 
  Toa: Assassins in the 
  Toa: Assassins in the 
  Night
  Night
  Night
  Night    
  The characters will be attacked by the kuo-toa at various 
  locations. The kuo-toa slipped into the city under cover of 
  darkness. They are able to feel truth when it is out of the 
  water but not as strong as when it is in the water, which is 
  why it took them several hours to hunt the artifact down. 
  They tracked it to the house of Dayneel Carmandy and 
  killed everyone in the house. They located truth and 
  slipped out of the house.  
   
  The next night they will go after the interlopers—
  the one’s who stole truth. So a few of them stick around 
  and try and assassinate some of the characters. They will 
  attack when characters are alone or in small groups. If the 
  single assassination (back stab) fails, they try to escape.  
   
  Everyone in the jail gets attacked by a single kuo-toa. 
  He slips into the jail, kills the guard and checks to see if 
  any characters are awake. If not he breaks a tiny egg of 
  poison into the cellblock and exits the building. He 
  moves outside to location where a person inside would 
  stick their head for fresh air. He waits for someone to try 
  and escape from the choking gas and stabs them with his 
  spear. If he notices any of them are awake he does not 
  take chances. He slips away and tosses the small egg of 
  poison inside their cell from outside. He then waits for a 
  character as above.  
   
  The poison gas fills the cell for forty rounds before 
  dispersing enough to breathe normally. This will only 
  work once and the kuo-toa leaves immediately after his 
  attempt.  
   
  Any character who fails a Fortitude save (DC 20) slips 
  unconscious and will be violently sick for the next couple 
  of days thus losing 1 temporary point of both Strength 
  and Constitution. Any character that fails his Fortitude 
  save by more than 10, dies in 10 rounds. 
   
  All other assassination attempts are simple.  One 
  kuo-toa per person, they will not attack groups larger than 
  two. Give the characters a bit of a warning. Try not to 
  slaughter them. A few examples would be allowing a 
  sleeping paladin to wake from a nightmare about 
  something stalking him. This is his innate detect evil 
  warning him of danger while he sleeps or have a walking 
  character notice a heavy aroma of fish right before the 
  attack, giving him or her just enough time to avoid being 
  surprised but still losing initiative.   
   
  The kuo-toa do not press their luck, they are few in 
  numbers and are not stupid. They try the direct 
  assassination once, then the next day, while the PCs are 
  wandering the city, a kuo-toa priest slips ashore. He uses a 
  tongues and a charm person spell to charm a local street kid 
  (16 or so) and convinces him the characters are from an 
  evil cult and should be killed. The kid is convinced that 
  the characters are evil. Then the kuo-toa tells the kid that 
  they are rich, if the kid goes and kills them, he can take all 
  their coin and doesn’t have to starve anymore. The kuo-
  toa priest convinces the kid to find some friends and 
  attack the characters; however, when they do, the only 
  one who is certain of this plan is the charmed kid. He is 
  anxious to kill the characters but the other five kids with 
  clubs and a few swords (not really trained) will be scared 
  witless. They want to leave but the charmed kid tries to 
  convince them to attack. If characters can get out of this 
  without any bloodshed, they would be doing a good deed.  
   
  No statistics are given for the teenagers because they 
  do not pose any real threat to the characters, if combat 
  ensues, the characters will win by slaughtering a couple 
  of the kids (the rest try to flee).  
   
  After that, if all fails, the kuo-toa survivors slip back 
  into the water to plot revenge against these particular 
  land dwellers.  
   
  Tier 1 
  Tier 1 
  Tier 1 
  Tier 1 –––– EL 2
   EL 2
   EL 2
   EL 2    
  kuo
  kuo
  kuo
  kuo----toa (6):
  toa (6):
  toa (6):
  toa (6): CR 2; Medium-Size Monstrous Humanoid 
  (Aquatic); HD 2d8+2; hp 12 (each); Init + 0; Spd 20 ft. / 50 
  ft. swim; AC 16 (+6 natural); Atks: +3/-2 melee (1d4+1 + 
  poison, coral dagger; 1d4, bite) or +2 ranged (special, net); 
  SA poison; SQ keen sight, slippery, adhesive, immunities 
  (poison, paralysis, hold spells), electricity resistance 30, 
  light blindness, amphibious; AL NE; SV Fort +3, Ref +3, 
  Will +5 
   
  Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8  
   
  Skills: Escape Artist +18, Listen +9, Move Silently +5, 
  Search +10, Spot +11; Feats: Alertness, Great Fortitude 
   
  SA : poison (Ex)—each time a character is hit by a 
  dagger, small microbes enter his or her bloodstream. The 
  character must make a Fortitude save at (DC 12) or suffer 
  a 1 damage to Str, Dex and Con. Secondary damage is an 
  additional 1 point to Str, Dex and Con. 
   
  SQ: keen sight (Ex)—kuo-toa eyesight is so keen that 
  they can spot a moving object even if it is invisible, 
  ethereal or astral. Remaining perfectly still protects from 
  this ability; Slippery (Ex)—webs, magical or otherwise, 
  don’t affect kuo-toa and they can usually wiggle free from 
  most other forms of confinement; Adhesive (Ex)—anyone 
  who makes an unsuccessful attack against a kuo-toa must 
  succeed at a Reflex save (DC 14) or the weapon sticks to 
  the shild and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck; Light Blindness (Ex)—abrupt 
  exposure to bright light (sunlight or daylight spell) blinds 
  the kuo-toa for 1 round. They also suffer a –1 competence 
  penalty to all attack rolls, saves and checks while 
  operating in bright light; Amphibious (Ex)—kuo-toa can 
  survive indefinitely on land. 
   
  Equipment: coral dagger, net, ink bladder. 
   
  Augmented Tier 
  Augmented Tier 
  Augmented Tier 
  Augmented Tier     
   
  For the augmented tier each kuo-toa has maximum 
  hit points (18) each and they fight with Pincer Staffs. 
  These staffs deal 1d10 points of bludgeoning damage, 
  threatens a critical on a 20, and deals double damage on a 
  critical hit. It has a 10-foot reach and cannot be used 
  
   
  Temple of the Burning Man 
  Round 2 
  Page 23 
  against adjacent opponents. A wielder that hits an 
  opponent of at least small but no larger than Large size 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity. If the wielder gets a 
  hold, the staff grabs the opponent and deals 1d10 points 
  of damage each round the hold is maintained.  
   
   
  The Eldritch Wave: Dream of 
  The Eldritch Wave: Dream of 
  The Eldritch Wave: Dream of 
  The Eldritch Wave: Dream of 
  the Future
  the Future
  the Future
  the Future    
  After the characters have exhausted every form of 
  research the adventure is officially over. They either 
  know, or suspect the following: 
  • 
  The sword is not the artifact it was suspected to be. 
  The artifact that the dig was searching for was in fact 
  a small trinket given to the characters on accident, 
  which they in turn sold. 
  • 
  The Seekers are an enigmatic cult of prophecy. 
  Sometimes they use glyphs and ruins for their magic.  
  • 
  They have met Lineene. 
   
  All of this takes place in two days. On the first day, 
  characters are arrested and all receive the prophecy of the 
  Seeker. The assassination occurs that night. The following 
  morning, the characters are released from jail and begin 
  their investigation. By the end of the day they have 
  uncovered everything they are ever going to uncover.  At 
  the end of the day, Sergeant Duc tells them they are 
  leaving the following morning.  
   
  The remainder of the night goes by quickly. No assassination 
  The remainder of the night goes by quickly. No assassination 
  The remainder of the night goes by quickly. No assassination 
  The remainder of the night goes by quickly. No assassination 
  attempts, no visits by prophetic cultists, and no one is arrested 
  attempts, no visits by prophetic cultists, and no one is arrested 
  attempts, no visits by prophetic cultists, and no one is arrested 
  attempts, no visits by prophetic cultists, and no one is arrested 
  for murder. A night of relaxing, drinking or studying almost 
  for murder. A night of relaxing, drinking or studying almost 
  for murder. A night of relaxing, drinking or studying almost 
  for murder. A night of relaxing, drinking or studying almost 
  seems…wrong. 
  seems…wrong. 
  seems…wrong. 
  seems…wrong.     
      
  The next morning, as you gather yo
  The next morning, as you gather yo
  The next morning, as you gather yo
  The next morning, as you gather your equipment and 
  ur equipment and 
  ur equipment and 
  ur equipment and 
  head downstairs to join Sergeant Duc’s team, there you see it, 
  head downstairs to join Sergeant Duc’s team, there you see it, 
  head downstairs to join Sergeant Duc’s team, there you see it, 
  head downstairs to join Sergeant Duc’s team, there you see it, 
  plain as day. Painted in dark red, a small sigil on the first 
  plain as day. Painted in dark red, a small sigil on the first 
  plain as day. Painted in dark red, a small sigil on the first 
  plain as day. Painted in dark red, a small sigil on the first 
  wooden step, leading downstairs. Your eyes all seem to see it at 
  wooden step, leading downstairs. Your eyes all seem to see it at 
  wooden step, leading downstairs. Your eyes all seem to see it at 
  wooden step, leading downstairs. Your eyes all seem to see it at 
  once, before you can look away the sigil shifts a
  once, before you can look away the sigil shifts a
  once, before you can look away the sigil shifts a
  once, before you can look away the sigil shifts and transforms 
  nd transforms 
  nd transforms 
  nd transforms 
  into a single word, Truth.
  into a single word, Truth.
  into a single word, Truth.
  into a single word, Truth.    
      
  Suddenly you are standing on the sandy shore 
  Suddenly you are standing on the sandy shore 
  Suddenly you are standing on the sandy shore 
  Suddenly you are standing on the sandy shore 
  of…someplace familiar. Covering most of the beach, and 
  of…someplace familiar. Covering most of the beach, and 
  of…someplace familiar. Covering most of the beach, and 
  of…someplace familiar. Covering most of the beach, and 
  surrounding you on all sides, is a large group of orcs grunting 
  surrounding you on all sides, is a large group of orcs grunting 
  surrounding you on all sides, is a large group of orcs grunting 
  surrounding you on all sides, is a large group of orcs grunting 
  and howling in glee and completely transfixed on s
  and howling in glee and completely transfixed on s
  and howling in glee and completely transfixed on s
  and howling in glee and completely transfixed on something 
  omething 
  omething 
  omething 
  in the water in front of them. None of them seem to notice 
  in the water in front of them. None of them seem to notice 
  in the water in front of them. None of them seem to notice 
  in the water in front of them. None of them seem to notice 
  you. 
  you. 
  you. 
  you.     
      
  It is a woman they watch. A woman who is dressed in 
  It is a woman they watch. A woman who is dressed in 
  It is a woman they watch. A woman who is dressed in 
  It is a woman they watch. A woman who is dressed in 
  smelly rags, who’s very face is distorted and blurred. You have 
  smelly rags, who’s very face is distorted and blurred. You have 
  smelly rags, who’s very face is distorted and blurred. You have 
  smelly rags, who’s very face is distorted and blurred. You have 
  a gut feeling that her face is death.  
  a gut feeling that her face is death.  
  a gut feeling that her face is death.  
  a gut feeling that her face is death.      
      
  She enters the Nyr Dyv, 
  She enters the Nyr Dyv, 
  She enters the Nyr Dyv, 
  She enters the Nyr Dyv, and moves through the water 
  and moves through the water 
  and moves through the water 
  and moves through the water 
  until it touches her waist. She babbles in a maddening tongue 
  until it touches her waist. She babbles in a maddening tongue 
  until it touches her waist. She babbles in a maddening tongue 
  until it touches her waist. She babbles in a maddening tongue 
  and pulls out a silver dagger. There is a spray of red that 
  and pulls out a silver dagger. There is a spray of red that 
  and pulls out a silver dagger. There is a spray of red that 
  and pulls out a silver dagger. There is a spray of red that 
  flashes across the water as her body drops lifelessly. 
  flashes across the water as her body drops lifelessly. 
  flashes across the water as her body drops lifelessly. 
  flashes across the water as her body drops lifelessly.     
      
  Only the briefest second passes. A thing arises f
  Only the briefest second passes. A thing arises f
  Only the briefest second passes. A thing arises f
  Only the briefest second passes. A thing arises from the 
  rom the 
  rom the 
  rom the 
  water. It is a twelve
  water. It is a twelve
  water. It is a twelve
  water. It is a twelve----foot tall creature with a single eye and 
  foot tall creature with a single eye and 
  foot tall creature with a single eye and 
  foot tall creature with a single eye and 
  sickly green skin that hangs & sags in unnatural ways. It has 
  sickly green skin that hangs & sags in unnatural ways. It has 
  sickly green skin that hangs & sags in unnatural ways. It has 
  sickly green skin that hangs & sags in unnatural ways. It has 
  a gaping neck wound that constantly shoots blood into the 
  a gaping neck wound that constantly shoots blood into the 
  a gaping neck wound that constantly shoots blood into the 
  a gaping neck wound that constantly shoots blood into the 
  water around it. 
  water around it. 
  water around it. 
  water around it.     
      
  It notices you. A voice that sounds like broke
  It notices you. A voice that sounds like broke
  It notices you. A voice that sounds like broke
  It notices you. A voice that sounds like broken glass calls, 
  n glass calls, 
  n glass calls, 
  n glass calls, 
  “Who are you that gaze into the future with such confidence?” 
  “Who are you that gaze into the future with such confidence?” 
  “Who are you that gaze into the future with such confidence?” 
  “Who are you that gaze into the future with such confidence?”     
      
  It moves towards you. 
  It moves towards you. 
  It moves towards you. 
  It moves towards you.     
   
   
  Allow the characters to react to this. If they any of 
  the following happens they wake from the dream: 
  • 
  Any character attempting to disbelieve can make a 
  Willpower save (DC 15). Anyone succeeding 
  instantly fades from sight.  
  • 
  Anyone attacking the creature or any orc will be 
  killed swiftly by either the overwhelming number of 
  orcs or the creature itself. Upon death they instantly 
  fade from sight. 
  • 
  Anyone audibly saying, “I wake up.”  Instantly fades 
  from sight. 
  • 
  Anyone fleeing the beach instantly fades from sight. 
   
  If the any character allows the creature to get closer read 
  the following: 
   
  The creature moves closer and stops, at the edge of the shore, 
  The creature moves closer and stops, at the edge of the shore, 
  The creature moves closer and stops, at the edge of the shore, 
  The creature moves closer and stops, at the edge of the shore, 
  still in t
  still in t
  still in t
  still in the water. Blood pumps from its open neck wound. The 
  he water. Blood pumps from its open neck wound. The 
  he water. Blood pumps from its open neck wound. The 
  he water. Blood pumps from its open neck wound. The 
  smell of slaughtered meat hangs in the air. It knells in the 
  smell of slaughtered meat hangs in the air. It knells in the 
  smell of slaughtered meat hangs in the air. It knells in the 
  smell of slaughtered meat hangs in the air. It knells in the 
  water. 
  water. 
  water. 
  water.     
      
  “Touch my eye and see all that is holy in the water.”
  “Touch my eye and see all that is holy in the water.”
  “Touch my eye and see all that is holy in the water.”
  “Touch my eye and see all that is holy in the water.”    
      
  Anyone touching the eye dies and instantly fades from 
  sight. Fighting the creature is hopeless. Anyone attacking 
  it is killed. Anyone who remains on the beach and talks to 
  the creature earns its curiosity. It wonders why the mortal 
  does not fear it. It delivers the following message to one 
  single person (judges choice but generally someone who 
  asks any sort of intelligent question to the creature). 
   
  “You interest me (sorcerer, paladin, whatever is appropriate), I 
  “You interest me (sorcerer, paladin, whatever is appropriate), I 
  “You interest me (sorcerer, paladin, whatever is appropriate), I 
  “You interest me (sorcerer, paladin, whatever is appropriate), I 
  will kill you last.”
  will kill you last.”
  will kill you last.”
  will kill you last.”    
      
  At that point they all wake up, in their beds.  A little 
  At that point they all wake up, in their beds.  A little 
  At that point they all wake up, in their beds.  A little 
  At that point they all wake up, in their beds.  A little 
  disturbed they get up and gather their equip
  disturbed they get up and gather their equip
  disturbed they get up and gather their equip
  disturbed they get up and gather their equipment and head 
  ment and head 
  ment and head 
  ment and head 
  down to meet with the other soldiers. On the first wood step, 
  down to meet with the other soldiers. On the first wood step, 
  down to meet with the other soldiers. On the first wood step, 
  down to meet with the other soldiers. On the first wood step, 
  that leads downstairs is . . . nothing. Nothing at all.  
  that leads downstairs is . . . nothing. Nothing at all.  
  that leads downstairs is . . . nothing. Nothing at all.  
  that leads downstairs is . . . nothing. Nothing at all.      
   
   
  Conclusion: The Sword of the 
  Conclusion: The Sword of the 
  Conclusion: The Sword of the 
  Conclusion: The Sword of the 
  Burning Man 
  Burning Man 
  Burning Man 
  Burning Man     
  The adventure is designed to introduce the characters to 
  events that will transpire over the course of the first year 
  in the Shield Lands. It is not a game they are intended to 
  solve all the problems. Any loose ends are designed that 
  way. The only real conclusion to the game is the sword.  
   
  As you arrive downstairs you are greeted b
  As you arrive downstairs you are greeted b
  As you arrive downstairs you are greeted b
  As you arrive downstairs you are greeted by Sergeant Duc. He 
  y Sergeant Duc. He 
  y Sergeant Duc. He 
  y Sergeant Duc. He 
  hands the sword over and says, “It was supposed to go to some 
  hands the sword over and says, “It was supposed to go to some 
  hands the sword over and says, “It was supposed to go to some 
  hands the sword over and says, “It was supposed to go to some 
  museum but I’ll be damned if any sword of magic that can be 
  museum but I’ll be damned if any sword of magic that can be 
  museum but I’ll be damned if any sword of magic that can be 
  museum but I’ll be damned if any sword of magic that can be 
  used against the forces of Iuz is going to hang in a blasted 
  used against the forces of Iuz is going to hang in a blasted 
  used against the forces of Iuz is going to hang in a blasted 
  used against the forces of Iuz is going to hang in a blasted 
  museum. You’ve earned it, take it. Now, let’s return t
  museum. You’ve earned it, take it. Now, let’s return t
  museum. You’ve earned it, take it. Now, let’s return t
  museum. You’ve earned it, take it. Now, let’s return to o o o 
  Critwall.” 
  Critwall.” 
  Critwall.” 
  Critwall.”     
   
  
   
  Temple of the Burning Man 
  Round 2 
  Page 24 
  The End
  The End
  The End
  The End    
   
   
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary    
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Throughout the Adventure
  Throughout the Adventure
  Throughout the Adventure
  Throughout the Adventure    
  Following up on the Seekers 
  100 XP 
   
  On the Shore
  On the Shore
  On the Shore
  On the Shore    
  Meeting with Lineene and generally being 
  friendly to her 
  50 XP 
   
   
  Assassin in the Night
  Assassin in the Night
  Assassin in the Night
  Assassin in the Night    
  Surviving the assassination attempt 
  50 XP 
  NOT killing any of the gang of kids 
  50 XP 
   
  Total experience for objectives 
  250 xp 
  Discretionary roleplaying award 
  0-50 xp 
   
  Total possible experience
  Total possible experience
  Total possible experience
  Total possible experience    
  300 xp
  300 xp
  300 xp
  300 xp    
   
   
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary    
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
   
  4. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  5. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for the 
  player characters to form relationships with NPCs, 
  but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources of 
  extra information) must be specifically certed. 
  6. 
  Theft is against the law, but may be practiced by 
  some player characters. Items which are worth more 
  than 400 gp that are of personal significance to the 
  owner (including family heirlooms), and all magical 
  items, will be discovered in the possession of the 
  character by one means or another. The character 
  must return the item and pay a fine equal to three 
  times the value of the item stolen. In addition, the 
  PC caught receives campaign-decided penalties for 
  being known as a thief, such as Infamy. For other 
  stolen items which meet the criteria in #1 above, use 
  your judgment and the circumstances within the 
  game to determine whether a PC thief gets away with 
  the theft or not.  
   
  Any item retained according to these rules, which does 
  not have a certificate, will not ever have a certificate 
  issued for it.  
   
  The campaign staff reserves the right to take away 
  any item or gold acquired for things it later finds 
  unreasonable but which were allowed at the time. 
   
  Conclusion
  Conclusion
  Conclusion
  Conclusion    
  • 
  The Sword of the Burning Man (Value 2,320 gp, Weight 
  4 lb., Unusual): This +1 longsword was forged in the 
  year 279 by a father-and-son team, one a blacksmith 
  (the father), the other a sorcerer. This longsword is 
  high polished silver that glows faintly in moonlight. 
  The sword handle is made of simple black leather. 
  The pommel has an ebony opal that is warm to the 
  touch. Occasionally, you dream of the sword. In the 
  dream the sword mysteriously transforms from a 
  pale blue longsword into a flaming greatsword. The 
  dreams are all similar. In each you are battling 
  demons; with the sword in your hand, you never 
  lose. 
   
  • 
  Lineene “the Bear” Blackford - Lineene is a retired 
  adventurer who lives in Bright Sentry. If the 
  character is in Bright Sentry he/she may seek her out 
  for information once per adventure. As a high level 
  bard, she has extensive knowledge in: Decipher 
  Script +10, Knowledge (Arcana) +19, Knowledge 
  (History 
  of 
  Shield 
  Lands) 
  +19, 
  Knowledge 
  (Geography) 
  +19, 
  Knowledge 
  (Religion) 
  +19, 
  Knowledge (Scragholme Island) +19, Spellcraft +6, 
  and Legend Lore. The specific information that is 
  received from Lineene is at the discretion of the 
  Judge. This aid runs both ways, Lineene may 
  occasionally call on the character for help or 
  information. 
   
  
   
  Temple of the Burning Man 
  Round 2 
  Page 25 
  Critical Events Summary for 
  Critical Events Summary for 
  Critical Events Summary for 
  Critical Events Summary for Temple of the Burning Man
  Temple of the Burning Man
  Temple of the Burning Man
  Temple of the Burning Man    
   
  Please return to Shield Lands triad 
   
  Did the characters release the demon? 
  Yes 
  No 
   
  Was Kalari killed? 
  Yes 
  No 
   
  Did characters kill any of the gang of kids? 
  Yes 
  No 
   
  Was anyone “prophesied to die last” by the Eldritch Wave? 
  Yes 
  No 
   
  If so who? ______________________________________________________________ 
   
  Please list any other notable or interesting things that occurred: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Shield Lands/591/Normal Scenarios/SHL1-02 - Temple of the Burning Man (APL 2)/SHL1-02 - Temple of the Burning Man.pdf