TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of 
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  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK, DUNGEON 
  MASTER’S GUIDE, AND MONSTER MANUAL ARE TRADEMARKS OF WIZARDS OF THE COAST, INC, IN THE US AND OTHER 
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  REPRODUCTION OR UNAUTHORIZED USE OF THE MATERIAL OR ARTWORK CONTAINED HEREIN IS PROHIBITED WITHOUT 
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  SIMILARITY TO ACTUAL PEOPLE, ORGANIZATIONS, PLACES, OR EVENTS IS PURELY COINCIDENTAL. © 2005 WIZARDS OF 
  THE COAST, INC AND THE ADVENTURE AUTHOR OR AUTHORS. 
  VISIT THE LIVING GREYHAWK WEBSITE AT WWW.RPGA.COM 
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  TUS6-07 
   
   
   
  Dancing out with the Moonlit 
  Knight 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™ 
  Tusmit Regional Adventure 
  by Jean-François Levesque 
  Triad Editors and Translation: Daniel Mayrand, Jean Guérette and Dominique Dufour 
  Circle Reviewer: Tim Sech 
   
  Karam Fateil needs skilled adventurers to investigate old ruins in the hills and bring him back the information for 
  archeologic studies. A loose sequel to TUS5-02 Dancing out with the Starlit Mage A one-round Regional adventure set 
  in Tusmit for characters level 1-10 (APLs 2-8).
  
  TUS6-07 Dancing Out with the Moonlit Knight 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   LIVING GREYHAWK LEVELS OF 
  PLAY 
   Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
   Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
   If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  CR of Animal 
  6 
  6 
  8 
  9 
  10 
  
  TUS6-07 Dancing Out with the Moonlit Knight 
   
  Page 2 
   
  7 
  7 
  9 
  10 
  11 
  3. 
   Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Tusmit.  Characters native to Tusmit pay one Time Unit 
  per round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
  ADVENTURE BACKGROUND 
  The story starts around 1000 years ago when a paladin of 
  Azor’Alq drove his dedication too far. He vanquished evil 
  with such zeal that he did not realize he had went too far 
  until a mysterious illness struck him. As paladins are 
  normally above such earthly concerns the illness would 
  have proven to all that he had faltered, so the paladin hid 
  his condition to his followers as long as he could to 
  continue his quest unhindered. 
  Upon his quests he found an old Ur-Flan necropolis 
  which had been used to create undead, in the hills just 
  north of the where capital of Tusmit, where Sefmur 
  would be later established. “Ur-Flan” is the name given to 
  corrupted Flan spell-casters that ruled over Flan 
  settlements all over the Flanaess, long before the Twin 
  Cataclysm. 
  The paladin studied the old culture, trying to break the 
  old codes and runes to better understand his enemies, 
  unknowing it was slowly driving him mad, refusing to 
  admit he had fallen from grace. 
  In the end, when he had only a couple days left to live 
  because of the affliction, he ordered that his followers 
  and servants be buried alive with him in the tomb. He 
  was of too high rank to be refused as fanatics agreed 
  without question to his requests.  
  Clerics who had understood what was happening hid 
  weapons in the temple so that the paladin could be 
  stopped if he ever came out. 
  Today, on the ruins of this settlement, the College of the 
  Arts has established an Observatory run by a member of 
  the College, the astronomer Awad al-Argeus (TUS5-02 
  Dancing out with the Starlit Mage). 
  Karam Fateil is a high-ranking member of the College of 
  the Arts of Sefmur, and head of the Divination 
  
  TUS6-07 Dancing Out with the Moonlit Knight 
   
  Page 3 
  department (TUS5-02 Dancing out with the Starlit 
  Mage). 
  Tusmit Loyalists  
  Throughout the adventure, the following groups or 
  people should be considered loyal to Muammar Quaran. 
  • 
  The Pasha 
  • 
  Everyone else 
  Tusmit Rebels 
  Throughout the adventure, the following groups or 
  people should be considered rebels supporters. 
  • 
  Any Rebel sympathizers  
  • 
  The clergy of Azor’Alq 
  Indifferent 
  Throughout the adventure, the following people should 
  be considered neutral. 
  • 
  The College of the Arts of Sefmur 
   
  ADVENTURE SUMMARY 
  Introduction: Karam Fateil gets in touch with the PCs 
  through their dreams to ask them to meet him at the 
  College of the Arts of Sefmur. 
  Encounter One: Karam Fateil asks the PCs if they are 
  willing to work for him and go to the ruins next to the 
  College’s Observatory. There, the PCs are required to map 
  the area, and investigate a strange creature that is 
  prowling around the area. 
  Encounter Two: The PCs meet with Awad Al-Argeus 
  and Rolan the Druid where they can gather more 
  information about their quest. 
  Encounter Three: The PCs can save poor wolf cubs from 
  dangerous undead creatures and bring them back to their 
  mother. If not careful while searching the area, they may 
  trigger a spider swarm trap and uncover silver weapons. 
  Encounter Four: Here, the PCs get attacked by a big 
  rolling stone and might discover more weapons. 
  Encounter Five: An undead paladin, apparently a 
  follower of Nerull, awaits the PCs in his tomb. 
  Conclusion: The PCs return to town to meet with Karam 
  Fateil and decide whether they give him the relics or 
  bring them to the temple of Azor’Alq. 
  INTRODUCTION 
  It is a cold morning, and you do not really want to get 
  up, but a strange dream you had during the night 
  urges you to jump out of bed and equip yourself for 
  the journey ahead. 
  Any PCs who played TUS5-02 Dancing out with the 
  Starlit Mage or succeed on a DC 15 Knowledge (Local – 
  VTF) check recognize Karam Fateil, the mage in charge 
  of the Divination department at the College of the Arts of 
  Sefmur, as the man who appeared to them in their 
  dreams.  To those PCs, you read the following: 
  Karam Fateil has appeared to you in a dream, and 
  urged you to join him with due haste at the College of 
  the Arts in Sefmur. 
  For the other PCs: 
  A haggard-faced, gray-haired man appeared to you in 
  a dream, requesting your presence in due haste in 
  Sefmur, at the College of the Arts. “My name is 
  Karam Fateil, I know you for a seasoned adventurer, 
  and I need your services!” he implored you. 
  PCs that so desire can make a DC 10 Knowledge (Local – 
  VTF) check to learn where to find the College of the Arts 
  in Sefmur. Others can ask for directions but it will take 
  longer.  
  Since PCs who will have failed this check will most likely 
  not be Tusman and thus out of region if you are in a loose 
  time frame feel free to stretch this part and show 
  different parts of the Tusman culture to PCs. 
  Members of the College of the Arts or anyone who 
  succeeds a DC 20 Knowledge (Local/VTF) check know 
  that Karam Fateil works in the Astrology & Divination 
  department of the College. Success is automatic for 
  members of the College. 
  If the PCs do not meet with Karam they will receive the 
  dream once more, if they ignore it again Karam will find 
  other adventurers to do the job and the adventurers can 
  find themselves another adventure. 
  ENCOUNTER ONE: FATEIL’S 
  DIVINATION 
  Mulling over the meaning of that strange dream, you 
  make your way to Sefmur, capital city of Tusmit, and 
  have no problems finding the famed College of the 
  Arts. It seems that others like you have made a similar 
  journey… 
  
  TUS6-07 Dancing Out with the Moonlit Knight 
   
  Page 4 
  Because of the latent civil war in Tusmit brought about 
  by the return of the former Pasha, Jadhim orem, anyone 
  that are openly displaying their adhesion to the Rebel 
  faction (commonly by wearing a white armband) have 
  difficulties entering the capital city of Sefmur. Ask PCs 
  wearing those armbands (or any other signs) if they are 
  removing them, otherwise they have to succeed either a 
  DC 35 Bluff or a Diplomacy check, you can provide 
  creative 
  PCs 
  with 
  convincing 
  speeches 
  with 
  circumstantial bonuses (ranging between +2 and +8). 
  The guards at the city’s entrances are fully alert and 
  vigilant, so a Hide check is not possible. PCs that fail 
  either check can only enter the city by removing their 
  armbands and trying another entrance. If they refuse, 
  they’ll have to wait outside the city walls for their 
  comrades to confer with Karam Fateil and come back. 
  Karam will not go out of the College to encounter the 
  PCs. 
  New harsher laws have been enacted in Sefmur due to 
  the civil war. A copy of those laws can be found in 
  Appendix 4: New laws in Sefmur. 
  The PCs can introduce themselves at this point. 
  Word on the street 
  When the PCs want to go around asking questions, use 
  the following table for their Gather Information checks. 
  This can be done before or after meeting with Karam 
  Fateil but anything related to the ruins (in Italic) should 
  not be related if the Gather Information is made before 
  they know about it.  
  If the PCs mention they search for information 
  specifically on the ruins they will get a +5 on the roll but 
  will not obtain any other information. 
  For DC 23 and 35 the information will only be given if 
  the PCs pay 50gc to a shady character claiming he has 
  information on the “activities of da’ people” (counted as 
  extra coins spent at the end of the adventure, even if they 
  “overcap” since no loot has been accumulated at this 
  point of the module). 
   
  DC 5: The College of the Arts is famous in Tusmit and 
  abroad amongst those who practice arcane magic. 
  DC 10: The College funds a number of research projects 
  around Tusmit and were responsible for peace advances 
  with the Udgru Elves. 
  DC 12: Munthir Addad, the paladin returned from the 
  dead has declared himself a rebel. 
  DC 15: The College has an observatory in the Tusman 
  Hills, a short ride from Sefmur. 
  DC 17: The order of Azor’Alq has been declared outlaw 
  by Muhamar, Tusmit’s Pasha. 
  DC 18: The observatory is run by a hermit named Awad 
  al-Argeus who never comes to town. 
  DC 19: The College has recently suffered an assault of a 
  volatile powder known as Dedicari dust who turned 
  them berserk for a couple days. They are trying to cover 
  the fact but it is too big to hide. 
  DC 20: Karam Fateil is in charge of the Divination 
  department at the College. He is a Baklunish man in his 
  forties, with gray hairs and a look of constant worries 
  about him. 
  DC 22: The Ugdru elves seem to participate less in the 
  rebellion than they used to considering their alliance 
  with Jadim Orem, some say an evil occupies their woods 
  and blocks their progress. 
  DC 23 (+ 50 Gc): Members from the Tears of the Marid 
  have been dying, accusations fly towards the Order of 
  Basharat who have been denying the claims. 
  DC 25: The area around the observatory is filled by ruins. 
  DC 27: Some of the Elven Tribes have split, some talk 
  about civil war, the others are still allied with Jadhim 
  Orem. 
  DC 28: Munthir Addad has been wounded in the 
  encounter with the Red Dragon Kerridzar but survived, 
  he is recovering in the Sheikdom of Dinh. 
  DC 30: The ruins near the observatory are of Flan origin 
  and predate the Baklunish migrations. Much speculation 
  exists about those ruins, who built them, who they 
  worshipped. 
  DC 35 (+ 50 Gc): Members from the Order of Basharat 
  have been dying, accusations fly towards the Tears of the 
  Marid who have been denying the claims. 
  Meeting with Karam Fateil 
  When the PCs ask to meet with Karam Fateil, the guards 
  at the door will lead them to a small waiting room. After 
  15 minutes, Karam Fateil comes to greet him in person. 
  “Ah, my dear friend, so nice of you to come! I can call 
  you my friend since you heeded my request, now can 
  I?” 
  Let the PCs answer, after which: 
  Karam Fateil turns around and says: “Please follow me 
  to my office, where I can better explain myself”. He 
  
  TUS6-07 Dancing Out with the Moonlit Knight 
   
  Page 5 
  leads you to a small room, filled with books and 
  parchments. He bid you to sit down on pillows 
  surrounding a small low table. Once everyone is 
  comfortable, he places his hands on the table and 
  declares: “As Head of Divination, I have been 
  studying the portents that could influence the future 
  of Tusmit, and I have been drawn to a small region 
  just north of this city. I would like you to investigate 
  a series of ruins situated just to the north-east of the 
  College’s Observatory. My divinations indicated that 
  something might be hidden in there, something of 
  great historical value. It has to do with a knight or 
  such, victim of a terrible disease. Maybe you could 
  find what it is. 
  Furthermore, the College needs to have a better map 
  of the region, so you would have to take notes of the 
  terrain while investigating. Are you interested? The 
  College is prepared to pay you based on your efforts 
  and your results.” 
  Karem does not have much more information than what 
  he just said, if the PCs insist on knowing more he will 
  simply say that he wants to pay them to answer those 
  questions and hasn’t studied the subject yet. After all 
  that’s what he pays for, he hasn’t searched much yet. 
  Since it is only a three days’ walk to the Observatory, the 
  College of the Arts does not supply the PCs with any 
  gear. Any means of transport can be chosen; those who 
  have already been to the Observatory can even use 
  magical means like teleport to get there, the magical 
  protections in effect in TUS5-02 have not been 
  reactivated. 
  If the PCs agree to those terms, go to Encounter Two. 
  ENCOUNTER TWO: THE 
  OBSERVATORY 
  Since the PCs have met Karam Fateil in the morning, 
  they can start their journey after lunch if they so desire. 
  Going to the Observatory 
  The PCs might want to go to the Observatory first, either 
  to see if Awad Al-Argeus is OK or just to gather more 
  information. In general, the Observatory is closed to the 
  general public, and requires a special authorization to be 
  admitted. 
  If the PCs already met Al-Argeus (in TUS5-02), he will 
  greet them in person with much pleasure and will insist 
  they stay for a while, offering them some local delicacies 
  and some hot beverages. If the PCs want to stay the night, 
  he will grudgingly agree, complaining mildly that he has 
  a lot of work to do, but will insist the PCs leave come 
  morning (a DC 15 Sense Motive can identify he just 
  doesn’t like too much company and does not have 
  ulterior motives by expelling them). 
  Meeting with Rolan 
  When the PCs leave to get to the area north-east of the 
  Observatory, they meet with Rolan, the druid first seen 
  in TUS5-02 Dancing out with the Starlit Mage. The 
  encounter will take place during the trip between the 
  Observatory and the ruins that they have been asked to 
  map and clean up. Weather is up to the DM, even though 
  a raging storm would not be appropriate for this 
  encounter.  
  If the PCs are looking for him later in the adventure and 
  yell out his name he can come out of the trees to meet 
  them (but will not fight for them). 
  You have left the observatory far behind you, when a 
  man and his wolf walk up to you. 
  If the PCs have played TUS5-02 Dancing Out with the 
  Starlit Mage, they recognized Rolan. Read the following: 
  “Welcome, friends! Excuse my bluntness, but, what 
  brings you back to my woods? Have you seen any 
  wandering beasts that seem to be acting odd lately?” 
  If the PCs have not played TUS5-02 Dancing Out with 
  the Starlit Mage, read the following: 
  “Welcome, travelers. What brings you to my woods?” 
  If the PCs attack him, Rolan will try to run away for now. 
  If PCs are hostile, or attack him, Rolan will find a way to 
  escape them and run away by walking inside a tree (he 
  has pre-cast tree stride). He is in a foul mood because of 
  recent events in the woods, and has better things to do 
  than put up with trespassers. 
  On the other hand, if the PCs seem friendly and 
  receptive to what he has to say, he is willing to talk.  
  If the PCs can make a DC 30 Diplomacy check he can 
  also offer to cast the following spells once each at CL 9: 
  remove disease, cure moderate wounds, barkskin, 
  neutralize poison, bear’s endurance 
  The PCs will have the following circumstantial 
  bonuses   
  • 
  +5 if they have Beory’s Blessing from TUS5-02 
  Dancing Out with the Starlit Mage  
  • 
  +5 if they saved 2 of the 4 cubs from the female 
  wolf in encounter 3.  
  
  TUS6-07 Dancing Out with the Moonlit Knight 
   
  Page 6 
  • 
  +10 to cast remove disease If the PC is suffering 
  from Mummy Rot (or if the PCs make a DC 25 
  Bluff check to convince him one spell can save 
  their lives and role play it to some extent) 
  Rolan can reveal the following information as long 
  as the PCs remain friendly with him: 
  • 
  Animals in these woods are victims of some kind of 
  evil being that possesses them. Rolan has not find a 
  way to cure them before they hurt themselves 
  • 
  Some animals told him they saw beings with empty 
  eyes roaming the forest 
  • 
  This is not Rolan’s usual stomping grounds, so he is 
  not as familiar with the area as he should be. 
  • 
  His old friend Awad Al-Argeus told him of a man 
  called Trenkat that tried in years past to create an 
  army of undead for himself. After Trenkat’s death, 
  some 
  of 
  these 
  undead 
  were 
  destroyed 
  by 
  adventurers, while others stayed hidden. And in 
  those ruins on the hills, hiding places are many (this 
  information gives the PCs a +10 circumstantial 
  bonus on the check for encounter 3) 
  • 
  In certain parts of the Tusman Hills, there are 
  rumors amongst the tribe of a group of men sowing 
  chaos and terror in their path. They are gathered 
  under a white banner, and one of the Pasha’s brother 
  rides with them. 
  Go to Encounter Three. 
  ENCOUNTER THREE: SAVE 
  THE CUBS 
  The PCs travel in the Hills looking for the entrance. 
  Have them roll a Search, Survival and Knowledge 
  [nature] check, taking 1 day per attempt.  
  Once the results for all 3 rolls total 50 the PCs are getting 
  close to the entrance, continue reading. If the PCs fail 7 
  days in a row have them mark 1 extra TU for the 
  adventure but continue anyways. 
  Suddenly, you hear a sharp, foreboding howl in the 
  distance. 
  A successful DC 12 Knowledge (nature) check indicates 
  it is the howl of a wolf, and a success against DC 22 tells 
  the PCs it is a distress call from a female defending her 
  cubs.  
  After some running, you arrive in a clearing, where 
  you see the remains of what must have been once an 
  imposing construction. 
  These are the ruins the PCs are supposed to investigate.  
  As you get nearer to the ruins, you spot a lone wolf 
  pacing in front of them. She stops at the sound of 
  your arrival, growling, but she does not seem to be 
  readying an attack. 
  This she-wolf had her cubs stolen from her by undead 
  creatures. She is pacing back and forth in front of the 
  opening where they were taken, but is too afraid to go in 
  and get them out. 
  The PCs can try to befriend the she-wolf with either a DC 
  15 Wild Empathy check or an appropriate spell (she will 
  fail any Will save thrown at her).  
  Once calmed, she resumes pacing in front of the 
  opening.  
  If no action is made or if the PCs attack, she does not 
  attack the PCs but tries to run into the forest, where she 
  continues to watch the PCs until she can return to the 
  opening. 
  All APLs 
   
  Wolf, female: hp 13, see Monster Manual p. 283 
  If the PCs look around where the she-wolf was, they can 
  easily find the opening leading to the basement of the 
  ancient building. The wooden staircase that was used 
  originally has long been gone, and the PCs must succeed 
  a DC 15 Jump check to descend safely the 10 feet to the 
  basement (or take 1d6 subdual damage). Progression in 
  the underground facility is described in DM’s Aid 1. 
  If the PCs take to time to look around the ruins, a 
  successful DC 20 Knowledge (Architecture) check 
  reveals that it is of ancient Flan construction.  
  Important note: there are no light sources inside those 
  ruins. PCs will have to use their own light sources or 
  abilities (for example, darkvision). 
  Once inside the basement, the PCs can hear soft whelps 
  of pain coming from further ahead. A DC 16 Knowledge 
  (Nature) check reveals those as being made by wolf cubs.  
  As the PCs move towards those sounds, they find the 
  cubs in room 2 of DM’s Aid 1, while at the same time the 
  undead creatures are turning corner X (from the same 
  map) towards the adventurers. The undead wear symbols 
  of Azor’Alq, and one of them was probably a priest before 
  his death. Roll initiative as soon as the creatures see the 
  PCs.  
  On the moment the initiative is rolled only the PCs in 
  front see all the undead, which could be relevant at APL 8 
  with the Bodak, giving the PCs in the back the time to 
  
  TUS6-07 Dancing Out with the Moonlit Knight 
   
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  withdraw or close their eyes (assuming they get to act 
  before it). 
  ALL APLs 
   
  Wolf Cubs (4): hp 3; noncombatant 
  APL 2 (EL 4)  
   
  Human Commoner Zombies (4): hp 16, 16, 16 see 
  Monster Manual page 266. 
   
  Ghoul: hp 13; see Monster Manual page 118 
  APL 4 (EL 6)  
   
  Ghouls (3): hp 13, 13, 13; see Monster Manual 
  page 118 
   
  Ghast: hp 29; see Monster Manual page 119 
  APL 6 (EL 8) 
   
  Ghast (3): hp 29, 29, 29; see Monster Manual page 
  119 
   
  Mummy: hp 55; see Monster Manual page 190 
  APL 8 (EL 10) 
   
  Mummy (3): hp 55, 55, 55; see Monster Manual 
  page 190 
   
  Bodak: hp 58; see Monster Manual page 28 
   
  Tactics: The undead will move and kill but will be 
  reluctant to pursue the PCs outside. If the PCs don’t look 
  like much of a threat or don’t defend the cubs the 
  Undead will take time to eat the Cubs instead of focusing 
  on the PCs. The cubs will stay curdled in a ball (prone 
  and helpless), 2 out of the 4 have their eyes closed. 
  (Bodak … Bodak …). 
  PCs making a DC 25 Handle Animal check as a full 
  round action will be able to convince the cubs to stand up 
  and get out of the cave themselves (30 movement, will 
  not move if it provokes attacks of opportunity) 
  If the PCs defeat the creatures and take the time to bring 
  back 2 of the 4 cubs to their mother, they have access to 
  the “Faithful Companion” reward on the Adventure 
  Record. 
  On the walls of room 2, this is written, in Ancient 
  Baklunish, over the depiction of a knight in armor with a 
  greenish complexion: 
  “Here lies the great champion of Azor’Alq. Beware the 
  wrath of the god should you trespass on this holy 
  ground or you shall weep silvery tears.” 
  Beside, in common, reads what follows: 
  “In a land of Winter ancient shall be rekindled the 
  flames of purity. The reborn flames will grow to a 
  raging bonfire once more. As even Fate never will 
  have the will to smother it. The chosen of the heavens 
  will peer into darkness to defeat the chosen of man. 
  As a sun that rises in all its glory is the cause for the 
  deepest twilight, the rise of this light will bear the 
  greatest of shadows. But through a single voice can 
  the balance be found, a single act of Fate. Its infant 
  shall rise as the decades go, and the nomad's blaze 
  will bestow harmony to those who lost their mates 
  and souls to the Lord of Winter, In the new halls of 
  the Mountain King where madness lives no more. 
  Soon, the Whisper's hiding will cross with moon and 
  sun. On this day, a new Fate shall unfold.” 
  A DC 15 Knowledge (local or history) or a DC 10 Bardic 
  Knowledge check reminds the PCs of the prophecy of 
  the return of Munthir Addad told by Martha Al’Istus.  
  A DC 20 Heal check makes the PCs realize the knight on 
  the picture looks affected by some kind of illness. 
  If the PCs go into room 1, they find 4 open tombs (not 
  depicted on DM’s Aid 1).   
  A successful DC 17 Track check reveals they are the 
  tombs of the creatures they just fought.  
  With a DC 25 Search check the PCs can identify the 
  corpses were buried alive and left scratches on the inside 
  of the tomb with their nails and broken fingers. 
  A successful DC 25 Search check is needed to find the 
  secret passage leading to Encounter 4. The PCs don’t 
  need to get into room 1 to enter the secret passage. 
  The walls of room 1 are covered by mosaics with intricate 
  patterns. A successful DC 20 Spot check or DC 20 Search 
  check reveals that one of the tiles is missing and that 
  there is some kind of button that could be pressed on. 
  The missing tile is lying on the ground right beneath the 
  empty spot on the wall. 
  Would the PCs use the tile to press the button, a secret 
  compartment will open to the left containing a dagger 
  and a long sword made of silver (standard weapons, but 
  silver made). 
  Would the PCs simply press the button with their finger 
  or any other device other than the tile, they activate the 
  Swarms Trap. Rogues can detect the trap with a DC 20 + 
  
  TUS6-07 Dancing Out with the Moonlit Knight 
   
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  APL Search check and disarm it DC 16 + APL Disable 
  Device check. 
  At any APL the PCs can manually close the doors to the 
  room as a move action to lock the spiders inside (they 
  still receive full Xp for doing this).  
  After the walls have moved to reveal the secret 
  compartment the DC to find the secret passage to 
  Encounter 4 drops to 15. 
  APL 2 (EL 2) 
   
  Spider Swarms (2): see Monster Manual p. 239 
   
  The spiders get out of the walls by tiny holes that 
  open with the triggering of the trap. 
  APL 4 (EL 4) 
   
  Camouflaged Pit Trap: CR 1; mechanical; location 
  trigger; manual reset; DC 20 Reflex save avoids; 10 ft. 
  deep; Search DC 24; Disable Device DC 20.  
   
  Spider Swarms (3): see Monster Manual p. 239 
   
  The 4 squares right in front of the compartment 
  open into a 10 ft. deep pit filled with spiders. The spiders 
  are treated as a single swarm until they separate into 
  multiple ones by crawling out of the pit.  
  The DC to climb out of the pit is 15 with a circumstantial 
  + 4 because of the spiders. 
  APL 6 (EL 6) 
   
  Camouflaged Roof Trap: CR 1; mechanical; 
  location trigger; manual reset; Search DC 26; Disable 
  Device DC 22. 
   
  Spider Swarms (4): see Monster Manual p. 239 
   
  The 4 squares over the compartment opens, 
  dropping the spiders on the PCs in front of the 
  compartment and dealing automatic swarm damage on 
  the surprise round the rolling for initiative. The spiders 
  are treated as a single swarm until they separate into 
  multiple ones everywhere in the room. 
  APL 8 (EL 9) 
   
  Camouflaged Roof Trap: CR 1; mechanical; 
  location trigger; manual reset; Search DC 28; Disable 
  Device DC 24.  
   
  Portcullis Trap: CR 1; mechanical; location trigger; 
  manual reset; Atk +10 melee (3d6); Search DC 30; Disable 
  Device DC 20. Note: Damage applies only to those 
  underneath the portcullis. Portcullis blocks passageway. 
  Market Price: 1,400 gp. 
   
  Spider Swarms (6): see Monster Manual p. 239 
  The whole roof opens, dropping the spiders on the PCs 
  wherever they are in the room. 
  The door to the upper left of the room starts to shut. On 
  the first round the PCs can pass if they have enough 
  movement. On the second round they need a DC 10 
  Tumble check or DC 13 Reflex save. On the third round 
  the PCs will need a DC 25 Tumble check. If the PCs fail 
  either check by 5 points they will take the portcullis’s 
  damage and will not be able to pass. 
   
  ENCOUNTER FOUR: THE 
  TRAPPED CORRIDOR 
  A secret passage can be discovered in the main chamber, 
  as per the map. Behind the secret door, a corridor 100 feet 
  long, 10 feet wide and 10 feet high opens up sloping 
  down slowly. The walls are covered by pictures that can 
  be identified as Ur-Flan by a successful DC 20 
  Knowledge (history). The corridor is trapped at the 
  location indicated on DM’s Aid 1. At this very place on 
  the wall, there is something written in Ancient Flan:  
  “One needs to get closer to things in order to 
  understand their meaning.”  
  All APLs (EL 1) 
   
  Rolling Rock Trap: CR 1; mechanical; location 
  trigger; manual reset; lock bypass (Open lock DC 30); Atk 
  +10 melee (2d6, rock); Search DC 20; Disable Device DC 
  22;  
  The rock falls from the roof near room 1 and rolls down 
  to the room with the sarcophagi to completely block the 
  entrance. The trap is activated by stepping on the square 
  identified as “Trap” on DM’s Aid 1. 
  Should the PCs look carefully at the wall where the 
  inscription is, a successful DC 20 Spot check allows them 
  to notice a glint of something metallic in a small slot in 
  the wall (impossible if they do not have an external light 
  source). It seems that the dagger they hopefully have just 
  found fits really nicely into the opening. Doing so opens 
  a second hidden compartment containing a silver short 
  sword and a silver hand axe. The PCs can bypass this if 
  they don’t have the dagger with a successful DC 20 
  Search check followed by an DC 20 Open Lock on the 
  wall with the inscription. 
  After having tripped or bypassed the trap, the PCs finish 
  the corridor and access the central tomb. Go to 
  Encounter 5. 
  
  TUS6-07 Dancing Out with the Moonlit Knight 
   
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  ENCOUNTER FIVE: THE 
  FALLEN 
  As you progress in the tunnel, the air is growing thick 
  with the stench of humidity and decay. Your stomach 
  rises in your throat as you step on musty animal and 
  humanoid bones. 
  Moving forward, you find a mostly rotten human 
  corpse. 
  Sixty-five feet after the trap, the PCs find a skeletal 
  rotting body. A DC 15 Heal check reveals it is a female 
  human body, a check of DC 30 will reveal she died of 
  starvation. A DC 20 Knowledge religion is necessary to 
  decipher the rotting robes of a priest with the symbol of 
  Azor’Alq. She does not have a holy symbol, which PCs 
  may find strange and followers of Azor’Alq will find 
  impossible.  
  Again, the tunnel and the chamber beyond have no light 
  sources. Describe the chamber based on the lighting the 
  PCs use. 
  The PCs arrive into a 35 feet by 35 feet room, with a 20 
  foot ceiling. In the middle of the room is a 5 feet by 5 feet 
  statue, 15 feet tall. A DC 10 Knowledge (Religion) check 
  reveals the statue to be one of the dark god Nerull. 
  The room contains a single highly crafted sarcophagus. A 
  DC 15 Knowledge (Architecture or Nobility) check hints 
  to the PCs that the body lying in this tomb must be the 
  remains of a very important person to have such a richly 
  ornate final resting place.  
  If the PCs do a detect evil in this room, a faint aura can be 
  found on the statue and the room itself.  
  If as soon as the PCs get close to the statue, an undead 
  creature comes out of hiding (roll the PCs Spot check 
  versus the Huecuva’s Hide check to determine a surprise 
  round) and attack. 
  If the PCs enter the room with caution, they need a Spot 
  check (with a +2 bonus) versus the Huecuva’s Hide check 
  to see the undead creature hiding behind the statue. 
  From behind the statue you see a man coming out of 
  hiding, he brandishes a glowing scimitar and wears a 
  full metal armor baring the symbols of Azor’Alq and a 
  ceremonial robe. His face looks rotten and his hands 
  skeletal. The creature’s eyes glow with malice as it 
  let’s out a hiss and swings his sword at you. 
  The room is protected by a permanent desecrate spell 
  centered on the statue. The spell gives the following 
  bonuses to the undead as long as he stays 20 feet from the 
  statue: –6 profane penalty on turning checks, +2 profane 
  bonus on attack rolls, damage rolls and saving throws and 
  +2 hit points per Hit Dice. The desecrate effect is cast at 
  CL 12 (and can be dispelled like any other spell if the PCs 
  try an area dispel or a consecrate spell). The desecrate has 
  been included in the Heucuva’s statistics in Appendix 1.  
  The EL has not been modified for the desecrate since 
  most of the Paladin’s abilities have been lost and the PCs 
  were given a chance to find silvered weapons elsewhere 
  in the dungeon. At APL 2 the EL has been increased by 1 
  since the equipment is higher than the norm for a 
  character of this level. At higher APLs most of the 
  equipment is inefficient against the PCs so does not 
  warrant an EL increase. 
  The PCs can make a knowledge [religion] to know the 
  following: 
  • 
  [DC 
  11] This is a Heucuva, a semi-
  intelligent undead 
  • 
  [DC 
  16] Heucuvas are fallen paladins or 
  clerics who died without receiving an 
  atonement, they can only be harmed by 
  silvered weapons 
  • 
  [DC 
  21] Heucuvas have a strong natural 
  armor but not many protections against other 
  forms of attacks. 
  APL 2 (EL 5) 
   
  Huecuva: Ex-Paladin 2; hp 23; see Appendix 1. 
  APL 4 (EL 7) 
   
  Huecuva: Ex-Paladin 5; hp 33; see Appendix 1 
  APL 6 (EL 9) 
   
  Huecuva: Ex-Paladin 7; hp 44; see Appendix 1 
  APL 8 (EL 11) 
   
  Huecuva: Ex-Paladin 9; hp 55; see Appendix 1 
  Tactics: The Paladin tries to stay within the effects of the 
  desecrate spell (which is counted in his stat bloc). He will 
  try to sunder the silvered weapons of the PCs with his 
  Improved Sunder feat and at APL 6 and 8 will follow 
  through with his Combat Brute feat. He will not attempt 
  to sunder anything else but silvered weapons (except 
  maybe an archer’s bow if he shoots silvered arrows). Be 
  fair, nobody likes to lose equipment. You can refer to 
  page 167 table 9-8 of the Player’s Handbook for weapon 
  hit points. Remember each magical +1 adds 10 hit points 
  
  TUS6-07 Dancing Out with the Moonlit Knight 
   
  Page 10 
  to an object and the Heucuva’s +1 scimitar won’t be able 
  to sunder +2 weapons. 
  To open the tomb, they need a DC 20 Strength check. 
  Inside, they find a sword made of dark, almost black, 
  metal and still covered in fresh blood. This must be the 
  relic Karam Fateil was talking about earlier. 
  The equipment on the Paladin is not counted as loot but 
  can be returned either to the followers of Azor’Alq or to 
  the College of the Arts (the PCs will get the favor from 
  the faction to which they return the equipment and the 
  enmity from the other (See AR rewards). 
  Once they have defeated the Heucuva they can 
  investigate the area.  
  • 
  DC 20 Knowledge [history] reveals this place 
  was an old temple of Ur’Flan origin. 
  • 
  DC 15 Knowledge [religion] reveals a convoy of 
  priests of Azor’Alq were here and resided for at 
  least a year. 
  • 
  DC 20 Search check reveals the passage 
  continued but crumbled, and traveling further 
  is impossible without extensive excavation. 
  • 
  DC 15 Knowledge [architechture] reveals the 
  statue 
  was 
  built 
  much 
  later 
  after 
  the 
  construction of the temple. 
  • 
  DC 15 Knowledge [nobility] reveals the dead 
  Paladin wore blazons of Azor’Alq aging around 
  1000 years. 
  • 
  A DC 20 Heal check Reveals the paladin died of 
  a disease (it is common knowledge that paladins 
  are immune to disease) 
  CONCLUSION 
  You gather all you can to bring back to the city. On 
  your way back, you can see the Observatory in the 
  distance, gleaming under the sun. You continue on to 
  Sefmur and the College of the Arts where Karam 
  Fateil awaits you. 
  When the PCs go to see Karam Fateil, he brings them, 
  without undue waiting, to his own apartment to discuss 
  their findings. 
   “Dear friends! I’m so glad to see you all returned 
  safely! And I see you brought back some interesting 
  items. I think our research team would very much 
  appreciate to take a look at this lot, although I could 
  understand you would prefer to bring them to the 
  temple of Azor’Alq, being religious artifacts as well. 
  That is up to you my friends!” 
  If the PCs gives him the weapons and the dark blade they 
  found inside the ruins, he gives them access to a free 
  divination, given by himself.  
  If they prefer to bring them to the temple of Azor’Alq, 
  they are much surprised but nevertheless reward the PCs 
  with their favor for this generous act. 
  Munthir Addad is not available within the confines of 
  this adventure as he is resting from his wounds after the 
  battle with the Red Dragon Kerridzar (TUSInt6-02 Tales 
  of The Ashes). 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 3: Save the Cubs 
  Defeat the undead creatures 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  Encounter 4: The Trapped Corridor 
  Disarm / Bypass the trap 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  Encounter 4: The Fallen 
  Defeat the Heucuva 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  Discretionary roleplaying award 
  APL 2  
  90 XP 
  
  TUS6-07 Dancing Out with the Moonlit Knight 
   
  Page 11 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  Total possible experience: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold.  If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure.  Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.   
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
  Encounter 3:  Save the Cubs 
   
  APL 2: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp 
   
  APL 4: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp 
   
  APL 6: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp  
   
  APL 8: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp  
  Encounter 5:  The Faithful Servant of Nerull 
   
  APL 2: Loot: 12 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 4: Loot: 25 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 6: Loot: 16 gp; Coin: 0 gp; Magic: 0 gp  
   
  APL 8: Loot: 16 gp; Coin: 0 gp; Magic: 0 gp 
   
  Reward from College of the Arts or from Temple of 
  Azor’Alq (Half of this is awarded if the PCs return with 
  sufficient information at DM’s judgment even if they 
  don’t have the relics) 
   
  APL 2: Loot: 12 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 4: Loot: 25 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 6: Loot: 16 gp; Coin: 0 gp; Magic: 0 gp  
   
  APL 8: Loot: 16 gp; Coin: 0 gp; Magic: 0 gp 
  Total Possible Treasure 
   
  APL 2: Loot: 12 gp; Coin: 450 gp; Magic: 13 gp; 
  (Max 450 gp) 
   
  APL 4: Loot: 25 gp; Coin: 675 gp; Magic: 180 gp; 
  (Max 675 gp) 
   
  APL 6: Loot: 16 gp; Coin: 900 gp; Magic: 214 gp; 
  (Max 900 gp) 
   
  APL 8: Loot: 16 gp; Coin: 1125 gp; Magic: 214gp; 
  (Max 1125 gp) 
   
  .
  
  TUS6-07 Dancing Out with the Moonlit Knight 
   
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  APPENDIX 1: NPCS AND CREATURES 
  APL 2 
  ENCOUNTER 5: THE FALLEN 
  Fallen Paladin: male human heucuva*, Ex-Paladin 2; 
  CR 5; Medium undead; HD 2d12 +4; hp 26; Init  -1; Spd 
  20 ft.; AC 25, touch 9, flat-footed 25; Base Atk +2; Grp 
  +7;  Atk +6 melee (1d6+5 + heucuva blight, Slam) or +7 
  melee (1d6+6 /18-20x2, +1 sacred adamantine scimitar); 
  Atk +6 melee (1d6+5 + heucuva blight, Slam) or +7 
  melee (1d6+6 /18-20x2, +1 sacred adamantine scimitar); 
  SA heucuva blight, smite good 1/day; SQ divine 
  conversion, turn resistance +2, damage reduction 
  15/silver, darkvision 60 ft, undead traits; AL LE; SV 
  Fort 7, Ref +3, Will +6; Str 17, Dex 8, Con -, Int 6, Wis 
  15, Cha 16.  
   
  Skills and Feats: Hide +0, Listen +4, Sense Motive 
  +5, Spot +5; Improved Sunder, Power Attack, 
  Toughness(B) 
   
  Languages: Common, Ancient Backlunish 
   
  Possessions: +1 death ward full plate, +1 heavy 
  mithral shield, +1 sacred adamantine scimitar, cloak of 
  resistance +2 
  * see Appendix 2: New Rules Items 
  
  TUS6-07 Dancing Out with the Moonlit Knight 
   
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  APL 4 
  ENCOUNTER 5: THE FALLEN 
  Fallen Paladin: male human heucuva*, Ex-Paladin 5; 
  CR 7; Medium undead; HD 5d12 + 10 hp 50; Init +0; 
  Spd 20 ft.; AC 26, touch 10, flat-footed 25; Base Atk +5; 
  Grp +11;  Atk +11 melee (1d6+6 + heucuva blight, 
  Slam) or +13 melee (1d6+7 /18-20x2, +1 sacred 
  adamantine scimitar); Atk +11 melee (1d6+6 + heucuva 
  blight, Slam) or +13 melee (1d6+7 /18-20x2, +1 sacred 
  adamantine scimitar); SA heucuva blight, smite good 
  2/day, Sneak attack +1d6, Lay on Hands 15 hp/day; SQ 
  divine conversion, turn resistance +2, damage 
  reduction 15/silver, darkvision 60 ft, undead traits; AL 
  LE; SV Fort +9, Ref +6, Will +8; Str 18, Dex 10, Con -, 
  Int 6, Wis 15, Cha 16.  
   
  Skills and Feats: Hide +0, Listen +4, Sense Motive 
  +5, Spot +5; Improved Sunder, Power Attack, Weapon 
  Focus (Scimitar), Toughness(B) 
   
  Languages: Common, Ancient Backlunish 
   
  Possessions: +1 death ward full plate, +1 heavy 
  mithral shield, +1 adamantine holy sacred scimitar, 
  cloak of resistance +2 
  * see Appendix 2: New Rules Items 
  
  TUS6-07 Dancing Out with the Moonlit Knight 
   
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  APL 6 
  ENCOUNTER 5: THE FALLEN 
  Fallen Paladin: male human heucuva*, Ex-Paladin 7; 
  CR 9; Medium undead; HD 7d12 + 14; hp 66; Init +0; 
  Spd 20 ft.; AC 26, touch 10, flat-footed 25; Base Atk +7; 
  Grp +13;  Atk +13 melee (1d6+6 + heucuva blight, 
  Slam) or +15 melee (1d6+7/18-20x2, +1 sacred 
  adamantine scimitar); Atk Slam +13 melee (1d6+6 + 
  heucuva blight) or +15/+10 melee (1d6+7 /18-20x2, +1 
  sacred adamantine scimitar); SA heucuva blight, smite 
  good 2/day, Sneak attack +1d6, Lay on Hands 15 
  hp/day, Fiendish summoning (Summon monster I) 
  1/day; SQ divine conversion, turn resistance +2, 
  damage reduction 15/silver, darkvision 60 ft, undead 
  traits; AL LE; SV Fort +10, Ref +6, Will +8; Str 18, Dex 
  10, Con -, Int 6, Wis 15, Cha 16.  
   
  Skills and Feats: Hide +0, Listen +4, Sense Motive 
  +5, Spot +5; Improved Sunder, Power Attack, Weapon 
  Focus (Scimitar), Combat Brute, Toughness(B) 
   
  Languages: Common, Ancient Backlunish 
   
  Possessions: +1 death ward full plate, +1 heavy 
  mithral shield, +1 sacred adamantine scimitar, cloak of 
  resistance +2 
  * see Appendix 2: New Rules Items 
   
   
  
  TUS6-07 Dancing Out with the Moonlit Knight 
   
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  APL 8 
  ENCOUNTER 5: THE FALLEN 
  Fallen Paladin: male human heucuva*, Ex-Paladin 9; 
  CR 11; Medium undead; HD 9d12 + 18; hp 84; Init +0; 
  Spd 20 ft.; AC 28, touch 10, flat-footed 26; Base Atk +9; 
  Grp +16;  Atk +16 melee (1d6+7 + heucuva blight, 
  Slam) or +18 melee (1d6+8/15-20x2, +1 sacred 
  adamantine scimitar); Atk +16 melee (1d6+7 + heucuva 
  blight, Slam) or +18/+13 melee (1d6+8/15-20x2, +1 
  sacred adamantine scimitar); SA heucuva blight, smite 
  good 3/day, Sneak attack +1d6, Lay on Hands 15 
  hp/day, Fiendish summoning (Summon monster I) 
  1/day, Undead Companion; SQ divine conversion, 
  turn resistance +2, damage reduction 15/silver, 
  darkvision 60 ft, undead traits; AL LE; SV Fort +11, Ref 
  +7, Will +10; Str 20, Dex 10, Con -, Int 6, Wis 16, Cha 
  16.  
   
  Skills and Feats: Hide +0, Listen +4, Sense Motive 
  +5, Spot +5; Improved Sunder, Power Attack, Weapon 
  Focus (Scimitar), Combat Brute, Improved Critical 
  [Scimitar], Toughness(B) 
   
  Languages: Common, Ancient Backlunish 
   
  Possessions: +1 deathward full plate, +1 heavy 
  mithral Shield, +1 adamantine sacred scimitar, +2 cloak 
  of resistance, +2 gloves of strength, +1 amulet of 
  natural armor, +1 ring of protection 
  * see Appendix 2: New Rules Items 
  
  TUS6-07 Dancing Out with the Moonlit Knight 
   
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  APPENDIX 2: NEW RULES ITEMS 
  HUECUVA (AS FOUND IN FIEND FOLIO) 
  Medium-Size Undead 
  Hit Dice: 5d12+3 (35 hp) 
  Initiative: -1 
  Speed: 20 ft. (full plate armor); base 30 ft. 
  AC: 23 (-1 Dex, +4 natural, +8 full plate, +2 large steel 
  shield), touch 9, flat-footed 23 
  Base Attack/Grapple: +2/+4 
  Attack: Slam +5 melee, or masterwork morningstar +6 
  melee, or light crossbow +2 ranged 
  Full 
  Attack: 
  Slam +5 melee, or masterwork 
  morningstar +6 melee, or light crossbow +2 ranged 
  Damage: Slam 1d6+2 plus disease, masterwork 
  morningstar 1d8+2, light crossbow 1d8 
  Face/Reach: 5 ft. /5 ft. 
  Special Attacks: Huecuva blight, rebuke undead 
  5/day, spells 
  Special Qualities: DR 15/silver, turn resistance +2, 
  undead traits 
  Saves: Fort +5, Ref +3, Will +9 
  Abilities: Str 15, Dex 9, Con -, Int 4, Wis 19, Cha 14 
  Skills: Concentration +8, Knowledge (religion) +4, 
  Spellcraft +4 
  Feats: Brew Potion, Lightning Reflexes, Scribe Scroll, 
  Toughness (B) 
  Climate/Terrain: Any land and underground 
  Organization: Solitary or gang (2-12) 
  Challenge Rating: 7 
  Treasure: Standard 
  Alignment: Often neutral evil 
  Advancement: By character class 
   
  In life, this huecuva was a 5th-level human cleric. 
   
  COMBAT 
  A huecuva attacks with the savagery of a beast that has 
  been consumed with loathing of the living. 
   
  Huecuva Blight (Su): Victims hit by a huecuva's 
  slam attach must succeed on a Fortitude save (DC 14) 
  or fall prey to the disease called huecuva blight. The 
  incubation period is 1 day; at the end of that time, the 
  disease deals 1d2 points of Strength and Constitution 
  damage. An infected victim must make a saving throw 
  each day thereafter or take another 1d2 points of 
  Strength and Constitution damage. The effects of 
  huecuva blight are cumulative each day until the 
  victim reaches 0 Constitution (and dies), makes two 
  consecutive saves, or receives magical treatment (such 
  as a remove disease spell). 
   
  Rebuke Undead (Su): This huecuva (formerly a 
  cleric) can make undead cower by channeling negative 
  energy. 
   
  Spells: This huecuva can cast divine spells as a 
  5th-level cleric (5/5/4/3; save DC 14 + spell level). A 
  typical spell list: 0 - cure minor wounds, detect magic, 
  guidance, resistance, virtue; 1st - bane, bless, cause 
  fear*, random action, sanctuary; 2nd - bull's strength, 
  desecrate*, hold person, spiritual weapon; 3rd - animate 
  dead*, bestow curse, invisibility purge. 
   
  *Domain spell. Domains: Death (death touch 
  1/day), Evil (cast evil spells at +1 caster level). 
   
  Turn Resistance (Ex): A huecuva is treated as an 
  undead with 2 more Hit Dice than it actually has for 
  the purpose of turn, rebuke, command, or bolster 
  attempts. 
   
  Undead Traits: A huecuva is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless they 
  specifically affect undead), and any effect that requires 
  a Fortitude save unless it also works on objects. It is not 
  subject to critical hits, subdual damage, ability damage, 
  ability drain, or death from massive damage. A huecuva 
  cannot be raised, and resurrection works only if it is 
  willing. A huecuva has darkvision (60-foot range). 
   
  Possessions: Full plate armor, large steel shield, 
  masterwork morningstar, light crossbow with 10 bolts, 
  5 scrolls of inflict light wounds, potion of blur, potion 
  of levitate, potion of fly, cloak of resistance +1. 
   
  
  TUS6-07 Dancing Out with the Moonlit Knight 
   
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  THE HUECUVA TEMPLATE 
  Huecuvas are undead creatures created from clerics, 
  druids, paladins, or monks who have failed in their 
  vows. As punishment for their heresies, they are 
  doomed to undeath. Huecuvas are sometimes created 
  when a good or neutral cleric changes his alignment to 
  evil and dies without seeking atonement for his 
  wrongs, or when an evil priest is subjected to a 
  particularly powerful curse by her patron deity. 
  Huecuvas retain dim memories of their old lives and 
  often dwell in desecrated shrines and broken temples 
  that mock their former orders. They hate all living 
  things, but they especially loathe good-aligned priests. 
  Huecuvas appear as humanoid skeletons wrapped in 
  tarnished, corroded, or tattered vestments. 
   
  CREATING A HUECUVA 
  "Huecuva" is an acquired template that can be added to 
  any humanoid (hereafter referred to as the base 
  creature) with at least one level in the cleric, druid, 
  paladin, or monk class. The creature's type changes to 
  undead. Unlike lichdom, which preserves the intellect 
  and powers of the base creature, the transformation to 
  a huecuva exacts a terrible toll on the victim's mind, 
  reducing its Intelligence to barely sentient levels. The 
  huecuva uses all the base creature's statistics and 
  special abilities except as noted here. 
   
  Hit Dice: Increase to d12. 
   
  AC: The base creature's natural armor increases by 
  +4. Huecuvas often wear the armor they wore in life - 
  especially armor intended for ceremonial purposes. 
  Attacks and Damage: A huecuva retains all the attacks 
  of the base creature and also gains a slam attack if the 
  base creature does not have one. If the base creature 
  does not have a slam attack, use the appropriate value 
  based on the huecuva's size (see the table below) but 
  only humanoids are eligible. A base creature with 
  natural attacks uses the value from the table below or 
  the base creature's damage, whichever is greater. 
   
  Size 
  Damage 
  Fine 
  1 
  Diminutive 
  1d2 
  Tiny 
  1d3 
  Small 
  1d4 
  Medium-size 
  1d6 
  Large 
  1d8 
  Huge 
  2d6 
  Gargantuan 
  2d8 
  Colossal 
  4d6 
   
   
  Special Attacks: A huecuva retains all the special 
  attacks of the base creature. In addition, huecuvas 
  expose any victims hit with a natural attack to a deadly 
  disease known as huecuva blight. 
   
  Huecuva Blight (Su): Victims hit by a huecuva's 
  slam attach must succeed on a Fortitude save (DC 14) 
  or fall prey to the disease called huecuva blight. The 
  incubation period is 1 day; at the end of that time, the 
  disease deals 1d2 points of Strength and Constitution 
  damage. An infected victim must make a saving throw 
  each day thereafter or take another 1d2 points of 
  Strength and Constitution damage. The effects of 
  huecuva blight are cumulative each day until the 
  victim reaches 0 Constitution (and dies), makes two 
  consecutive saves, or receives magical treatment (such 
  as a remove disease spell). 
   
  Special Qualities: Huecuvas retain all the special 
  qualities of the base creature and gain the following 
  additional qualities. 
   
  Turn Resistance (Ex): A huecuva is treated as an 
  undead with 2 more Hit Dice than it actually has for 
  the purpose of turn, rebuke, command, or bolster 
  attempts. 
   
  Damage Reduction (Ex): A huecuva has damage 
  reduction 15/silver. 
   
  Divine Conversion: A cleric who becomes a 
  huecuva loses access to the domains he had in life and 
  replaces them with the Death and Evil domains. A 
  cleric who previously was able to turn undead loses 
  that ability and gains the ability to rebuke or command 
  undead, like other evil clerics. 
  A paladin who becomes a huecuva gains special 
  abilities much like a fallen paladin who becomes a 
  blackguard. See the information on fallen paladin 
  blackguard abilities in the DUNGEON MASTER'S 
  Guide to determine the huecuva's special abilities. 
   
  Abilities: Change from the base creature as 
  follows: Str +2, Int -6, Wis +2, Cha +2. As undead 
  creatures, huecuvas have no Constitution score. 
   
  Feats: Huecuvas gain Toughness as a bonus feat. 
  
  TUS6-07 Dancing Out with the Moonlit Knight 
   
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  Climate/Terrain: Any land and underground. 
   
  Organization: Solitary or gang (2-12) 
   
  Challenge Rating: Same as the base creature +2 
   
  Treasure: Standard 
   
  Alignment: Always evil (any) 
  COMBAT BRUTE [Tactical] 
  Complete Warrior 
  You employ strength and leverage to great effect in 
  battle. 
   
  Prerequisites: Improved Sunder, Power Attack, 
  Base attack bonus +6 
   
  Benefit The Combat Brute enables the use of 
  three tactical maneuvers. 
  Advancing Blows: To use this maneuver, you must 
  make a successful bull rush attempt against a foe. 
  During the next round, all your attacks against that foe 
  gain a +1 bonus on attack and damage rolls for each 
  square your bull rush moved that foe. 
  Sundering Cleave: To use this maneuver, you must 
  destroy a foe’s weapon or shield with a successful 
  sunder attempt (see page 158 of the Player’s 
  Handbook). If you do so, you gain an immediate 
  additional melee attack against that foe. The additional 
  attack is with the same weapon and the same attack 
  bonus as the attack that destroyed the weapon or 
  shield. 
  Momentum Swing: To use this maneuver, you must 
  charge a foe in the first round, and you must make an 
  attack using your Power Attack feat in the second 
  round. The penalty you take on the attack roll must be -
  5 or worse. Your attacks during the second round gain 
  a bonus equal to your attack roll penalty x 1-1/2 or x3 if 
  you are using a two-handed weapon or a one handed 
  weapon wielded in two hands. 
  Special: A fighter may select Combat Brute as one of 
  his fighter bonus feats. 
  Death Ward  
  Complete Arcane 
  Once per day, someone wearing armor enhanced by 
  this special ability who is struck with a death effect 
  (death spells, magical death effects, energy drain, and 
  any negative energy effect such as those from inflict 
  spells or chill touch) can ignore the effect. 
  Moderate necromancy; CL 7
  th; Craft Magic Arms and 
  Armor, death ward; Price +1 bonus. 
   
  Sacred  
  Libris Mortis 
  Upon command, a sacred weapon is sheathed in 
  luminous positive energy. This energy does not harm 
  the wielder unless it is undead, in which case it takes 1 
  point of Charisma damage per round it holds the 
  weapon when it is so energized. The effect remains 
  until another command is given. A sacred weapon 
  deals an extra 1d6 points of damage to undead (or 2d6 
  against evil outsiders) on a successful critical hit. Bows, 
  Crossbows and sling so crafted bestow the positive 
  energy upon their ammunition. The weapon is also 
  treated as being good-aligned (or the purpose of 
  overcoming damage reduction) when sheathed in 
  positive energy. 
  Moderate conjuration; CL 7
  th; Craft Magic Arms and 
  Armor, cure light wounds; Price +1 bonus. 
   
  
  TUS6-07 Dancing Out with the Moonlit Knight 
   
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  APPENDIX 3: THE LAW IN NORTHERN/SOUTHERN TUSMIT 
  Generalities 
  Please note that the laws outlined here do not comprise 
  of the entire list of laws in Tusmit. For a more 
  complete list consult the Tusmit Gazetteer. For any 
  crime not listed please contact the Tusmit triad at 
  tusmittriad@yahoogroups.com. 
  Lashings 
  All lashings are given in public where the criminal can 
  be showered by manure and rotting vegetables. The 
  number of lashes given should be noted on the AR. 
  Horses 
  A horse qualifies as a person for the charges wherever 
  it might be applicable (murder, assault). 
  High Fines 
  If the guilty party cannot pay a fine, it can be worked 
  off at a value of 50 fountains per week (one TU) in the 
  mines. 
  Full responsibility of the law is expected and enforced 
  by the Qadi and Mullahs, regardless of the 
  circumstances. 
  The military and the nobles, however, understand the 
  concept of excessive force used in self-defence. 
  The Self-Defense Clause 
  A clause of self-defence can be claimed and the good 
  military or noble presiding official(s) will hear your 
  plea. 
  A Diplomacy check (or Bluff) can be made, at 20 + the 
  APL to convince the presiding official that the act was 
  done in pure self-defence. 
  Failure to convince the presiding official (but the truth 
  being that the crime was unintentional) will incur a 
  penalty of one hundred fountains per death plus 
  twenty-five fountains per point below the Bluff or 
  Diplomacy DC. 1d10 lashes will also be given per point 
  scored below the DC. The total penalty will be one 
  time unit of imprisonment, lashes and a fine (as listed 
  above) per death. Lashes and fines (as listed above) are 
  still applicable to assault (major).  
  Ignorance of the law is no reason to call upon this 
  clause. 
  Assault. (Noble, Church or Gov Official) 
  Threat or use of force that results in bodily harm upon 
  a member of a legal church, noble or government 
  official 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of 2 to 6 months.  
  Assault. (Major) 
  Threat or use of lethal force that results in major bodily 
  harm reducing the victim’s hit points to between 0 and 
  -9. 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of up to four time units. 
  Assault (Minor) 
  Threat or use of lethal force that results in major bodily 
  harm without reducing the victim’s hit points past 0 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of two time units. 
  Assault (Negligible) 
  Threat or use of non lethal force against a victim. 
  Sentence: overlooked (left off with warnings). 
  Blackmail 
  Obtaining currency, services, or information, by illegal 
  means such as by force or coercion. 
  Sentences: 
  • 
  Government official, noble, military, or 
  church official: Imprisonment of two time units 
  and loss of fifty percent of property  
  • 
  Other: Fine of one and a half times the 
  blackmail price 
  Vandalism 
  Willful destruction or defacement of any structure, 
  object, thing, or place. 
  Sentence: 1d10 lashes per one hundred fountains and a 
  fine equalling three times the cost of reparation. 
  Illegal use of magic 
  Any target or area effect spell that requires a save, 
  causes any change in state, causes damage, or produces 
  an otherwise unwanted effect by the victim. 
  Sentence: Fine of fifty fountains per spell level and 
  1d10 lashes per spell level. 
  
  TUS6-07 Dancing Out with the Moonlit Knight 
   
  Page 20 
  Manslaughter 
  Use of lethal force that unintentionally results in major 
  bodily harm reducing the victim to below -9 hit points. 
  Sentence: Sent to the mines for up to five years, plus 
  loss of all property to be given to the family of the 
  victim. 
  Murder 
  Use of lethal force that intentionally results in major 
  bodily harm reducing the victim to below -9 hit points. 
  Sentences: 
  • 
  Mass murder: torture in public and death. 
  • 
  Other: Death. 
  Theft 
  Possession, sale, or acquisition of an object without 
  permission. 
  Sentence: Imprisonment for one time unit and 2d10 
  lashes per one hundred fountains worth of goods, 
  services, or information. As well a fine up to equalling 
  up to five times the worth of the goods, services or 
  information. 500 fountains worth or more. 
  Theft (Horse) 
  Possession, sale, or acquisition of a horse without 
  permission. 
  Sentence: Sent to the mines for 5 years, 2d10 lashes, 
  the fine (as above) and severance of the main hand in 
  public. 
  Worship of a banned religion 
  Holding worshiping ceremonies to gods banned in 
  Tusmit: the Fire God, the Elder Elemental Eye, Hextor, 
  Iuz, Pyremious, Tharizdun, Vecna 
  Sentence: Sent to exile, sent to mines for life if caught 
  in Tusmit again. 
   
  
  TUS6-07 Dancing Out with the Moonlit Knight 
   
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  APPENDIX 4: NEW LAWS IN SEFMUR 
  The following has been posted all across the capital. 
   
  Following the kidnapping attempt on our beloved Prince Muazzar Quaran, and the subsequent unrest caused 
  by roguish adventurers, the following laws have been put in place with the blessing of His Exalted Splendor, 
  Pasha Muammar Quaran to ensure the safety and peace within the city of Sefmur. Any Tusman rebel caught 
  breaking the law within the confines of Sefmur will be found guilty of spying and treason. The sentence will be 
  to be first tortured in public followed by a public execution. 
  • Anyone caught taking action detrimental in any way to the forces of His Exalted Splendor will be 
  found guilty of spying and treason. The sentence will be to be first tortured in public followed by a 
  public execution. 
  • Anyone showing mercy or pardoning a criminal will be found guilty of treason. The sentence will be a 
  public execution. 
  • Anyone caught creating chaos or disrupting the peace will be found guilty of inciting riots. The 
  sentence will be imprisonment for 6 weeks and fine equaling twice any damage caused. 
  • Anyone not a member of His Exalted Splendor’s military forces or government caught with a non-
  peace bound weapon in hand will be found guilty of major assault. The sentence will be confiscation 
  of the weapon and imprisonment for 4 weeks. 
  • Following any execution for treason, the bodies will be burned while the head will be placed on a pike 
  in front of the Exalted Palace without the jaw bone. 
  • Anyone caught defiling or otherwise tampering with the heads of the executed will be found guilty of 
  vandalism. The sentence will be a fine of 500 fountains and 25 lashes given in public. 
  Such are the Righteous laws given to us by His Most Exalted Splendor, Pasha Muammar Quaran. May peace 
  soon return to our glorious and peaceful land. 
  
  TUS6-07 Dancing Out with the Moonlit Knight 
   
  Page 22 
  DM’S AID 1 
   
  Map of the ruins 
   
   
   
   
  Corner X
  Room 2 
  Room 1 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Tusmit/596/Normal Scenarios/TUS6-07 - Dancing Out with the Moon Lit Knight (APL 2-8)/TUS6-07 - Dancing Out with the Moonlit Knight.pdf