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  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 
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  COAST, INC AND THE ADVENTURE AUTHOR OR AUTHORS. 
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  TUS6-06 
   
   
   
  Sowing the Seeds… 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™ 
  Tusmit Regional Adventure 
   
  by Mike Rosenberg 
  Tusmit Triad Editor: Daniel Mayrand and Jean Guérette 
  Circle Reviewer: Tim Sech 
   
   
  An old mage receives a gift from a young woman, a gift that he knows not what to do with. His apprentice asks for your 
  help. What can be done to save this poor old man, and what can be done to save Twallish, and the entire nation from 
  certain doom? A one-round Regional adventure set in Tusmit for a well-balanced party of characters level 1-15 (APLs 2-
  12).
  
  TUS6-06 Sowing the Seeds 
   
  Page 2 
  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 DM (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 PC. 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 PC 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA 
  website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer PCs 
  (NPCs) and monsters appear in abbreviated form in the 
  adventure text. Full information on NPCs and monsters 
  are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
  Living Greyhawk Levels of Play 
  Because players bring their own PCs to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average PC level of the PCs 
  participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the PC 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 PC 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 PC’s 
  animals separately. A single PC may only bring four 
  or fewer animals of this type, and animals with 
  different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of PCs 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. 
  
  TUS6-06 Sowing the Seeds 
   
  Page 3 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player PC is 
  three PC levels or more either higher or lower than the 
  APL at which this adventure is being played, that PC 
  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 PCs 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 1
  st-level PCs 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 PCs 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.  PCs native to Tusmit pay one Time Unit per 
  round, all others pay two Time Units per round.   
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. PCs 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 scenario. 
   
  A PC who does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild.  If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check (DC 20), 
  the PC 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 PC 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 powers of the Abyss can be quite devastating, but at 
  the same time, the promise of power they offer is often 
  more than most mortals can turn away from. 
   
  After her partial “success” in causing trouble in 
  Blashikdur, the Succubus Galastard (from TUS5-06 Strife 
  & Chaos) went back to the Abyss to report to her Abyssal 
  Patron. Not being able to complete the task of causing 
  the war requested from her, her Patron was less than 
  completely thrilled with her. 
   
  Banished back to the Material plane, fallen from 
  grace, Galastard returned to Tusmit, with a goal of 
  redeeming herself, without support from the abyssal 
  Lords. She contacted an individual who had plans which 
  seemed to mirror her own, and Galastard has decided to 
  follow through with her new patron’s plan to further her 
  own ambitions. 
   
  Isis Khalid, the daughter of the infamous Omar 
  Khalid (of the College of the Arts in Sefmur) was 
  kidnapped by Trenkat, and left for dead at the hands of 
  that foul Necromancer. In truth, after Trenkat was 
  destroyed (TUS5-01 Plague of the Dead), Isis was left in 
  her prison on the Tarterian depths of Carceri. The only 
  way for her to escape was to grow in strength and power, 
  but in doing so, she grew resentful of everyone who left 
  her to suffer this fate – a hatred fueled by the Plane of 
  Carceri itself. 
   
  She vowed to return to Tusmit and to make everyone 
  who let her suffer at the hands of Trenkat, suffer as much. 
  Isis has a simple plan in mind – to sow the seeds of 
  devastation throughout the very land of Tusmit. By 
  means of an Infernal Affliction, a magically altered piece 
  of the very heart of The Grey Wastes of Hades itself, she 
  hopes to bring about the destruction of Tusmit by 
  scorching the very land. 
   
  Seeing the desire for revenge growing so strong in 
  the heart of Isis Khalid, Galastard found a sort of kindred 
  spirit, one she originally thought that she might control, 
  but Isis proved to be to strong of will to fall into the 
  clutches of Galastard. 
   
  Galastard has come to the city of Twallish, and using 
  her powers has fooled an old reclusive mage named 
  Is’haaq bin Tahir and his apprentice into accepting her 
  into their household. 
   
  For many months Is’haaq, without knowing, has 
  researched the disease. Very early that day, the succubus 
  Galastard has set her plan in motion. At sunrise, she 
  convinced the wizard to use his magics to open a Gate to 
  the Quasi-Elemental Plane of Ash (the co-axis between 
  
  TUS6-06 Sowing the Seeds 
   
  Page 4 
  the Elemental Planes of Air and Fire, and the Negative 
  Energy Plane), while his apprentice, Gulam, aided in the 
  more mundane tasks without knowing the exact 
  circumstances of what was going on. 
   
  With the aid of that gate, she brought a creature that 
  would carry the Affliction, like a contagious conduit.  
   
  Galastard has spent some time in communication 
  with Isis Khalid, through magical means, and has been 
  instructed to guide the movements of the summoned 
  creature to the best course of destruction. Galastard was 
  also instructed to allow the Grey Wasting time to flow, 
  and spread. 
   
  For his efforts in helping her, the wizard was killed, 
  in a terrible, painful manner. But Galastard forgot about 
  the apprentice, who managed to escape. 
  ADVENTURE SUMMARY 
  Introduction. What went on before the PCs got to 
  Twallish. 
  Encounter 1 — A Panicked Scream. The PCs arrive in 
  town, and are greeted by panicked screams. 
  Encounter 2 — Everything Seems Normal. The PCs 
  enter the home of the slain wizard, but everything seems 
  normal. Was the apprentice making things up, or is there 
  more than what is on the surface? 
  Encounter 3 — A Passage Down. A hidden tunnel at 
  the back of the library leads down into the dark depths. 
  Encounter 4 — What Lies Beneath. Arriving in the 
  basement, the PCs now have the time to investigate 
  further. 
  Encounter 5 — Un-Holy Cow. Following the trail of 
  the “devils”, the PCs come face to face with an enemy that 
  brings about more questions than answers. 
  Conclusion — The Gate has been closed, but has the 
  city of Twallish, and the entire nation, been saved, or is 
  its destruction a certainty? 
  PREPARATION FOR PLAY 
  Because this adventure is not linear in any fashion, and 
  allows the PCs free reign to wander around the home and 
  basement lab of the dead mage to accomplish their goal, 
  there are more opportunities for the PCs to gain 
  experience than normal. They cannot gain more 
  experience than allowed by their APL, but they can be 
  more liberal in how they gain their experience. 
   
  There is no time limit for the PCs to stop what is 
  happening, but the longer it takes for the PCs to achieve 
  their goal, the farther north the spores spread, and bring 
  about the complete destruction of Tusmit – making it a 
  nation of Scorched Earth. 
   
  The number of hours that it takes the PCs to 
  accomplish their task directly correlates to the damage 
  done to the nation. Please fill out the Critical Event 
  Summary at the end of the adventure, and send it to the 
  Tusmit Triad (poc@tusmit.org) once done. 
  INTRODUCTION 
  The PCs have traveled to the town of Twallish as part of 
  their adventures. 
   
  The PCs need to seek their own accommodations 
  when they arrive in town, there are plenty of rooms 
  available in this normally calm village. 
   
  Even though the PCs are in a small city in rural 
  Tusmit, there are certain rules that must still be obeyed. 
  Wild animals are not allowed into the city (including 
  animal companions), especially any that are larger than 
  medium size. All domesticated animals (including 
  wolves) must be kept on a leash. The guards are not rude 
  about this, but they are adamant. 
   
  Horses (including mules and donkeys) are allowed 
  in without restriction, but they are not allowed to run 
  free. All other mounts must be stabled. 
   
  The winding trails of Tusmit are a beautiful sight 
  in the last days of summer, and while on your way to 
  the event of the season, everything seems even more 
  beautiful. 
   
  You arrive at the town of Twallish, in the 
  sheikdom of Nahim, just as the sun sets on the 
  horizon. Even though the hour is getting late, you 
  decide to that the scenic route through town to your 
  inn. 
   
  The rays of the setting sun bathe the town in an 
  array of warm colors, making your trek to the inn a 
  pleasant one. As you make your way into the more 
  residential part of town, you have time to reflect on 
  both the past, and the future. 
   
  At this time, if the PCs have not already introduced 
  themselves to each other, have them do so. As the 
  introductions are being made, the PCs are still on the 
  move, and are getting closer to the home of Is’haaq bin 
  Tahir. 
  
  TUS6-06 Sowing the Seeds 
   
  Page 5 
  ENCOUNTER 1: A PANICKED 
  SCREAM 
  When the PCs are 50 feet away from its front door, things 
  are set into motion. From this point on, there is no set 
  time limit for the adventure to be concluded in as long as 
  they proceed today. If they go out to the Inn try to move 
  them forward by dropping hints, but if they proceed the 
  adventure is over as Galastard takes the creatures to a 
  safer place. 
   
  The Infernal plans of Galastard and her employer 
  have been set into motion that very morning, and have 
  already spread throughout the area surrounding Twallish, 
  gaining speed. The longer it takes for the PCs to complete 
  the adventure, the father around Nahim the spores will 
  spread, and more of Tusmit is infected. 
   
  The dead mage’s apprentice, Gulam, burst forth from 
  his home, covered in the blood and gore of his former 
  master, telling horrific tales of devils killing his master, 
  and their plans of destroying every living thing in 
  Tusmit, and the entire Flanaess. 
  ALL APLs 
   
  Gulam: Male Human Wiz 2 with one negative level 
  from Galastard; hp 4; see Appendix 1. 
   
  Gulam is in shock. He rambles on about how he is 
  going to die from his injuries (of which he has none), the 
  sight of his master being killed in a way that he cannot 
  grasp, and the plans of the fiends (which are all in his 
  mind). 
   
  As you pass one especially nicely decorated 
  home, with an exquisitely manicured lawn, and a 
  large variety of colorful flowers, its door bursts open, 
  and a young man, perhaps fifteen years of age, bursts 
  out into the street. 
   
  The young man’s simple gray robes are covered in 
  blood and gore, and he screams in hysteria. 
   
  “Help me! Help me! The Devils are coming to kill 
  me….” As he finishes his rant, the boy keels over, and 
  feints to the ground. 
   
  If the PCs rush off to help young Gulam, they 
  uncover a number of things; none of which seems to fit 
  his story, nor do they match each other. 
   
  The boy has feinted, but can be roused with a simple 
  DC 15 Heal check or any kind of magical healing. 
   
  The blood on the boy does not belong to him. Gulam 
  is completely unharmed, physically (This can be 
  confirmed with a Heal check DC 15), but he has seen 
  some horrific sights, and his mind has not yet come to 
  grips with them. The blood on his robes is that of his 
  former master, who succumbed to the effects of a 
  powerful spell depending on the APL. 
  The PCs can make a Heal check DC 10 + 2x APL to 
  determine the nature of what killed his master by 
  examining the apprentice’s robes: 
  APL 2: Acid 
  APL 4: Dehydration 
  APL 6: Poison 
  APL 8: Poison 
  APL 10: Extraction of all water from his body 
  APL 12: Dehydration 
   
  Once Gulam has been revived, he is more than 
  willing to answer any question posed to him, although he 
  is very anxious to have someone go into his home and 
  take care of the “Devils” that he feels are causing trouble. 
  He is not doing this out of any sort of deceit, but out of a 
  desire to have the ones who killed his master, and 
  mentally scarred him punished. 
  What happened to you? “My master was helping this . . . 
  beautiful woman – a devil, she was. She unleashed some 
  strange creature from this device, and it destroyed my 
  master. A creature, made out of water, burst from his 
  body…” With this, he seems to space out for a moment, 
  as if lost in some terrible memory.  
  Who was the woman? “I do not know. She claimed that 
  she knew my master, but more than that I do not know. 
  She has been seeing my master for 2 months now, being 
  curious about his researches.” 
  Who was your master? “He was a skilled mage named 
  Is’haaq bin Tahir. Recently he did not take much time for 
  my training, instead being obsessed with his new 
  research he would not share with me. 
  Why was your master killed? “I don’t know.” 
  What is the research you mentioned? “I don’t know. 
  My master spoke to the woman about it, but told me 
  nothing, I think the woman inspired him to do this. ” 
  What can you tell us of the creature? “I don’t know 
  anything about it. Something slammed into my master, 
  and a being tore its way out of his body.” 
  Is there anyone else in the house? “Other than the 
  devil woman, only the cook, named Zeyah, should be in 
  the house.” 
  
  TUS6-06 Sowing the Seeds 
   
  Page 6 
  What does the cook look like? “She is an elderly 
  Baklunish woman with salt & pepper colored hair, and a 
  smile always upon her face. She’s very motherly.” 
  How much will we be paid for doing this? “The ones 
  responsible for my master’s death are still inside my 
  home, and you stand here asking me about money. If you 
  help me, I’ll do what I can, but I cannot promise you 
  more than that.” 
  Gulam does not know any more than this. His master 
  kept him in the dark about most of what was going on 
  (mostly at the Suggestion of Galastard). If hounded by 
  more questions, he insists that the PCs find and stop 
  those who killed Is’haaq bin Tahir. 
  If hounded about money and payment, he explains that 
  does not know what valuables his master might have 
  hidden, so he honestly does not know what he can offer. 
  Under no circumstances is Gulam willing to go back into 
  the house until the PCs can prove that they have caught 
  or eliminated those responsible. If forced into things, the 
  shock of all that has transpired causes him to collapse 
  into a catatonic state. The PCs could have to carry his 
  unconscious form around the house. 
  If the PCs decide not to help Gulam and instead do 
  something else, the adventure simply ends here. 
  ENCOUNTER 2 – 
  EVERYTHING SEEMS 
  NORMAL 
  Some PCs might have issues about entering the home 
  without proper legal authority to do so, but they have 
  been asked by someone who resides there, so they should 
  not be subjected to any legal actions for this. The PCs can 
  make a DC 10 Knowledge (Local – Tusmit), or Bardic 
  Knowledge check to confirm this. 
  The PCs can enter through the front door, which is 
  currently open, or wander around the sides of the house 
  looking for any other entrances. There are no other 
  doors, but there are a few shuttered windows. 
  If the PCs decide to enter through the windows, they 
  must break the windows, which would be considered 
  both Minor Vandalism and Trespassing (See Appendix 3 
  – Laws of Tusmit). These crimes are reported by Gulam’s 
  neighbors – not out of spite, but because they are law 
  abiding citizens of Tusmit. 
  In addition, while it is not specifically a crime, it is highly 
  improper to bring animals into someone’s home. A 
  medium-size creature, such as a wolf, or riding dog, 
  might be overlooked, but a large creature, such as a horse, 
  is not. Remind the PCs of this, but no legal actions will be 
  taken if they decide to be jerks. 
  Unless otherwise noted in the individual description of 
  the rooms, both the ground and upper floor of Is’haaq bin 
  Tahir home have 15 ft. tall ceilings, well polished 
  hardwood floors, and painted wooden walls. There are no 
  lights in the house, other than the following rooms: the 
  Foyer, the Privy and the Library. In all other rooms, the 
  PCs must provide their own light sources, or use the 
  windows, where available. Since the weather outside is 
  nice, the windows have been left open, but time may be a 
  factor, considering the PCs only arrive at the house at 
  dusk. 
  The trail of blood and gore that came with Gulam is being 
  cleaned up, while he is outside in the street recruiting the 
  PCs, by a number of Unseen Servants (Spellcaft DC 21) 
  which roam around the house, keeping things neat. 
  The trail of blood can be followed by a DC 20 Track 
  check. If anyone is able to follow the tracks using Scent, 
  the DC is 15. 
  Right from the start, the PCs are allowed free run of the 
  home, and allowed to investigate whatever they want, in 
  any order. There are a number of items of note, 
  particularly the Infernal Affliction of Grey Wasting that 
  can be found within the pantry (location 1c on the 
  Ground Floor). 
  Is’haaq bin Tahir’s Home — Ground Floor 
  1a - “Entrance Hall” 
  This room is where the PCs should typically enter the 
  house from. A few more mischievous PCs might try one 
  of the various windows around the house, but this is the 
  starting point for most. 
  For any of the PCs that might be tracking the blood trail, 
  it leads straight north-south in this room, right 
  underneath the doors in the northern wall. 
  Entering through the large mahogany double doors, 
  left open by the fleeing Gulam, you enter into a well 
  decorated and very clean entrance hall. 
  Along both sides of the hall, a number of small, 
  wooden pegs line the walls, roughly five feet off of 
  the floor. One of the pegs currently holds what looks 
  like a woman’s cloak. 
  Centered above the double doors on the north wall is 
  a small, highly polished mirror, but it seems odd to be 
  placed at such a height, ten feet above the floor. 
  
  TUS6-06 Sowing the Seeds 
   
  Page 7 
  Galastard set up a number of traps throughout the house, 
  and a few points that would alert to visitors, in case her 
  plan would be discovered before fruition. She kept both 
  Gulam and Is’haaq bin Tahir safe from these traps, but the 
  PCs are not so lucky. 
  If any of the PCs casts a detect magic spell in this room, 
  they find all three sources of magic (the alarm spell, the 
  trap and the magic mouth spell). It is very important to 
  make certain that you explain to the PCs that the cloak is 
  not magical, but there is magic on it, and behind it. This 
  allows the PCs a fair chance at surviving all of the traps 
  located throughout the house. 
  1a-1 - Alarm spell on the cloak 
  The cloak is not magical, but there is a permanent alarm 
  spell placed upon the garment, with a mental ringer. 
  All APLs 
   
  Alarm Spell: CR 1; Magic device; proximity trigger 
  (5 ft. of north doors); Search DC 26; Disable Device 26. 
  1a-2 Symbol Trap 
  In addition, Galastard has also placed a trap behind the 
  garment, so that would be thieves would be punished if 
  they tried to ruin her fun. This trap only activates if the 
  PCs remove the cloak from its current location on the 
  peg. If they do, then the trap is triggered. This trap is not 
  lethal but it will most likely (and this is good) get the PCs 
  on their guards. 
  Moving the cloak off of the peg, you notice a strange 
  design inscribed on the wall. It seems to glow as soon 
  as you lay eyes on it. 
  APL 2 (EL 3) 
   
  Fire Trap: CR 3; spell; spell trigger; no reset; spell 
  effect (Fire Trap; 3rd level Druid, 1d4+3 Fire, DC 13 
  Reflex for half damage); multiple targets (all targets 
  within 5 ft.); Search DC 27; Disable Device DC 27. 
  APL 4 (EL 5) 
   
  Symbol of Sleep: CR 5; spell; spell trigger; no reset; 
  spell effect (Symbol of Sleep; 10th level Wizard, DC 17 
  Will negates); multiple targets (all targets within 5 ft.); 
  Search DC 30; Disable Device DC 30. 
  APL 6 (EL 5) 
   
  Symbol of Spell Loss: CR 5; spell; spell trigger; no 
  reset; spell effect (Symbol of Spell Loss; 10th level 
  Wizard, DC 18 Will negates); multiple targets (all targets 
  within 5 ft.); Search DC 30; Disable Device DC 30. 
  APL 8 (EL 5) 
   
  Symbol of Pain: CR 5; spell; spell trigger; no reset; 
  spell effect (Symbol of Pain; 12th level Wizard [Extended 
  – effect lasts for 2 hours], DC 20 Fortitude negates); 
  multiple targets (all targets within 5 ft.); Search DC 30; 
  Disable Device DC 30. 
  APL 10 (EL 7) 
   
  Symbol of Weakness: CR 7; spell; spell trigger; no 
  reset; spell effect (Symbol of Weakness; 13th level 
  Wizard, DC 20 Fortitude negates); multiple targets (all 
  targets within 5 ft.); Search DC 32; Disable Device DC 32. 
  APL 12 (EL 8) 
   
  Symbol of Insanity: CR 8; spell; spell trigger; no 
  reset; spell effect (Symbol of Insanity; 15th level Wizard, 
  DC 22 Will negates); multiple targets (all targets within 5 
  ft.); Search DC 33; Disable Device DC 33. 
  1a-3 Magic Mouth 
  The mirror is actually a magic mouth spell that Is’haaq 
  bin Tahir had placed there years ago, to announce his 
  guests whenever they came to call on him. 
  The magic mouth activates if anyone touches the 
  northern doors from within the entrance hall. It asks for 
  the name(s) of those seeking entrance. If its request is 
  answered, it announces them in clear and pleasant voice 
  and then asks them to wait on the chairs located at the 
  entrance (but nobody will come since the Wizard is 
  dead). If not, it begins shouting a warning for Is’haaq bin 
  Tahir that intruders have entered his home (still nobody 
  will come). 
  All APLs 
   
  Magic Mouth: CR 2; spell; touch trigger; automatic 
  reset; spell effect (magic mouth; 10th level Wizard); 
  Search DC 27; Disable Device DC 27. 
  1b “Foyer” 
  This large room grants access to the upper floor (leading 
  to location 2i), as well as the larder (location 1c), the 
  dining hall (location 1e), and the water closet (location 
  1g). 
  This room is rather luxurious, with expensive marble tiles 
  on the ground, stairs made of onyx colored wood, with 
  rails of white pine, and three doors leading off, each one 
  made out of the same white pine as the railings. 
  
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  There is also a huge chandelier hanging from the ceiling 
  30 feet above, which has been subject to a continual flame 
  spell, but it illuminates the entire foyer. 
  The large foyer is a sight to behold. The floor is tiled 
  with white marble, with veins of black and red. Far 
  above, on the ceiling of the second floor, a huge 
  chandelier made of fine crystal hangs, illuminating 
  everything in a pale yellowish radiance. 
  A detect magic cast upon the chandelier reveals a faint 
  Evocation aura. 
  The onyx-colored wooden stairs leading upstairs 
  disappear underneath the ornately carved balcony on 
  the second floor of the house. 
  There are a few dots of a bright reddish colored liquid 
  on some of the steps leading up to the second floor. 
  There are three more doors leading out of the room, 
  each one made out of white pine, emblazoned with 
  intricate filigree, with large, brass handles – all of 
  which are highly polished. 
  None of the doors are locked, nor are any of them 
  trapped. 
  For any of the PCs that might be Tracking the blood trail, 
  it leads straight north-south in this room, up the stairs 
  and out of sight. 
  1c “The Larder” 
  In this room, Is’haaq bin Tahir’s cook used to store all 
  manner of dry goods (rice, flour, onions, etc…) for later 
  use. In addition, this is where the Infernal Affliction of 
  Grey Wasting has manifested itself for the first time, with 
  its predetermined desire to destroy plant life and land. 
  Entering this room, there is the definite odor of 
  mildew. It appears to be a larder, with many large 
  sacks with labels such as rice, flour, onions, and the 
  like. 
  While the floor, shelves and tabletops all appear to be 
  clean, there is a fine layer of gray dust on top of the 
  sacks of food, as well as the utensils used to handle 
  the food. It seems strange that the things have been 
  left in such a condition. 
  The PCs might try and investigate this room a little more. 
  If they attempt a Search check, they do not uncover 
  anything more. 
  With the opening of the gate, a strange, powder-like 
  Affliction has come through, and it is this Infernal 
  Affliction that Isis wants to use to destroy the hopes and 
  dreams of Tusmit. This dust is there to destroy the very 
  soul of the land, scorching the very earth and preventing 
  plant-life to be sustained by any means. 
  A detect magic spell reveals that the dust is magical in 
  nature, with a moderate aura, but no discernable school 
  associated with it. Detect evil also reveals the dust, as well 
  with the same moderate aura. Detect poison reveals 
  nothing, as the dust is neither a poison, curse or disease – 
  but something altogether different. 
  This gray dust is an Infernal Affliction, a small portion of 
  the very essence of the Quasi-Elemental Plane of Ash. It 
  is part of the experiment but since it was detached from 
  the creature it is only mildly potent compared to what it 
  should be. It is only dangerous to the PCs if it is ingested 
  (eaten). If handled, smelled or examined in any other 
  way, it is inert. The dust does not have a taste, nor does it 
  affect the taste of anything it is covering. Even if it is 
  brushed off, which is easy to do, the Infernal Affliction 
  has already done its work, and the effect is still active. 
  For any creature that has the Scent (Ex) special ability, 
  the dust has no scent of its own, so it does not register to 
  the ability. 
  It also resists most magics that would be used to cleanse 
  away toxins. Spells such as purify food & drink and 
  neutralize poison have no effect on the dust, nor does the 
  application of Holy Water, or any similar item(s). 
  If any of the PCs eat any of the food from within the 
  larder, they immediately begin to feel intense pain from 
  within. It feels like someone is trying to claw their way 
  out of their systems, and this intense pain results in the 
  PC suffering a permanent drain of 1 point of 
  Constitution (DC 30 Fortitude negates). It is important to 
  mention to any PC signifying an interest for the food that 
  the dust seems to have spoiled it. 
  The only way to regain this lost point of Constitution is 
  to receive a DC 32 break enchantment spell, followed by 
  a heal spell. A wish or miracle spell also functions. 
  1d “The Kitchen” 
  The non-descript room houses the home’s kitchen, with 
  all of the various cooking implements, stove, pots and 
  pans, and other tools for preparing meals. There is a trap 
  door in the floor which leads to a small chamber, a little 
  colder than the rest of the house, where various foods are 
  kept cool. There are sausages and other meats drying out, 
  cheeses being kept cool, and a variety of fresh fruits and 
  vegetables. There are also a few small casks containing 
  homemade wine and ale. There is one cask containing 
  recently purchased mead. 
  The food and drink in this room has the same gray dust as 
  that found in the larder, with the same result. Please see 
  
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  room 1c for more information on the dust, and the 
  Infernal Affliction associated with it. 
  The fire was recently stoked by the Quasit familiar of 
  Galastard, who was instructed to burn down the house, to 
  allow her activities to remain a secret. The Quasit got 
  bored waiting for the fire to start, and fluttered away, 
  leaving Galastard in a rather foul mood. 
  As you step into the kitchen, the temperature seems 
  to rise noticeably, as if the fire within the stove has 
  just been stoked. There is very little smoke in the 
  room, as the chimney goes straight into the northern 
  wall, and disappears. 
  There are strings of garlic, chilies and herbs hung 
  from the walls, and there are pots and pans on half of 
  the tabletops. 
  There is a trapdoor in the floor, with a large ring on 
  top. 
  What seems strange is that for the lateness of the 
  hour, and the heat coming from the stove, it seems as 
  if no food has been prepared all day, as the smell of 
  food is non existent in here. 
  If the PCs search the trap door in the floor, it is neither 
  trapped nor locked. It is in a very obvious location, 
  making it no challenge for Galastard to place a trap upon 
  it, but she is aware of the Infernal Affliction of Grey 
  Wasting, as is hoping to cause a little chaos with it 
  spreading around. 
  Read the following to the PCs if the open the trap door. 
  Opening the trap door, you are pleasantly greeted by 
  a small breeze of cooler air. Going down the few steps 
  into the storeroom, you find it full of food. 
  There are sausages and other meats hanging from 
  hooks in the ceiling. Wheels of cheese sit 
  comfortably on shelves, and there are bushels of fresh 
  fruit and vegetables as well. Along the southern wall, 
  there are casks, each with a label written in large, 
  clear letters. 
  Red and white wine, ale, and mead are all to be found 
  down here, and all of them nice and cool. 
  Like the larder, though, all of the foodstuffs seem to 
  have a thin layer of gray dust covering it. 
  1e “The Dining Room” 
  The dining hall is normal here, as would be expected. 
  There is a large table, with numerous chairs dominating 
  the center of the room. There are cabinets lining the east 
  and west walls which contain fine china, and large 
  serving platters. 
  The two open windows bring in the scent of flowers from 
  the garden, and the lace curtains sway gently in the 
  breeze. 
  Upon stepping into this room, there is no doubt as to 
  what it could be. With the large, highly polished oak 
  table and ten chairs sitting in the middle of the floor, 
  this must be the dining room. 
  There are two large cabinets on each the eastern and 
  western walls, containing gold rimmed plates, large 
  silver serving trays, and other fine pieces of china, as 
  well as sparkling crystal goblets and decanters. 
  The windows are both open, and the lace curtains 
  sway gently in the light breeze, bringing with it the 
  scent of flowers coming from the garden outside. 
  1f “Cook’s Quarters” 
  This is the sight of a terrible travesty. 
  The old woman who runs the kitchen for Is’haaq bin 
  Tahir uses this room as her own quarters. 
  Galastard has seen this as the place to commit a terrible 
  murder, killing the old woman for the sheer enjoyment 
  of it. She was jealous of there being another woman in 
  the house. 
  The room has not been searched, but the old woman lies 
  sprawled out on the floor, her face a mask of terror as her 
  throat was torn out. The pool of blood she is lying in has 
  attracted a small swarm of flies that buzzes off as soon as 
  the PCs approach the corpse. 
  You enter a richly colored room, full of warm tones, 
  well worn, but beautiful wooden furniture, and all the 
  touches of home. 
  It appears that this is the chamber of a down-to-Oerth 
  individual who works for the mage Is’haaq bin Tahir. 
  This is the bedchamber of the cook. 
  The walls are a rich tone of cream, with small carpets 
  of reds and golden tones hang in decoration along the 
  walls. The warm wooden furniture is well worn, but 
  well cared for. 
  The large bed along the eastern wall looks 
  exceptionally comfortable, with a trio of immense, 
  feather filled pillows.  The hand-made quilt looks 
  exceptionally comfortable, and rather warm. The 
  golden symbol of the Cup & Talisman nailed above 
  the head of the bed is a comforting sight. 
  If any of the PCs are uncertain about the symbol, have 
  them roll a DC 10 Knowledge (Religion) check to 
  identify it as the symbol of Al’Akbar (Backlunish humans 
  
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  should automatically know this). The symbol is actually 
  made out of gold-painted wood. 
  The only feature of the room that seems both out-of-
  place, and more than a little disturbing, is the dead, 
  Baklunish woman lying in the center of the floor, in a 
  pool of her own blood, and with her throat mangled. 
  If the PCs search the room, they find nothing much of 
  value, just the simply belongings of an old widow. They 
  are mostly of sentimental value to the now dead cook, 
  and of little value. 
  If the PCs want to do something to aid the fallen woman, 
  by cremating her remains, they are free to do so, at their 
  own expense, and time. 
  The PCs may want to try a Speak With Dead spell (Zeyah 
  has +2 Will save), to try and learn a few things from the 
  dead woman. She answers the questions of anyone who is 
  not evil (nor radiates evil, as though through a curse). 
  Her voice is raspy, as would be expected by one who has 
  had her throat removed. 
  Zeyah does not know all that much. Her husband passed 
  away slightly over a decade ago, and her two sons 
  protected the Nation as soldiers for Tusmit, serving in 
  the Guard, under orders to protect the city of Vilayad. 
  During the war with Ket, and the Worldburners, her sons 
  fell in the battle, leaving her all alone. She was taken in 
  by a kind wizard, loyal to the Nation of Tusmit, who took 
  pity on her – Is’haaq bin Tahir. 
  There is not much that Zeyah remembers about her 
  death, as it happened so quick and so viciously that she 
  seems more confused about not being alive as anything 
  else. She can answer the following questions. Anything 
  else brings about an answer of “I don’t know.” 
  What is/was your name? “My name was Zeyah.” 
  How long ago did the woman arrive in the house? 2 
  months. 
  Where did she stay? I’m not sure, she was very 
  mysterious, maybe she slept at the Inn, and she visited 
  often. 
  Where you’re master and her lovers? I don’t think so 
  but he was indeed strange around her. 
  What was your relationship with Is’haaq bin Tahir? 
  “He was the nice man I worked for.” 
  How did you die? “Isn’t it obvious? My throat was torn 
  out.” 
  Do you know who killed you? “Some wicked woman.” 
  What did/does your killer look like? “She was a 
  Baklunish woman with eyes that seemed to burn. She 
  had a wicked smile, and she seemed to enjoy killing me.” 
  Why were you killed? “I don’t know. I never did 
  anything to harm anyone.” 
  1g “The Privy” 
  This large room is quite ornate for the purpose it serves, 
  as well as being quite modern. 
  There is a pair of “toilet” stalls, a large porcelain bathtub, 
  and a large pedestal sink basin, with a shelf containing 
  porcelain decanter of endless water that can be used to 
  fill the basin. 
  In addition, the is also a small magic device that, once 
  every 10 minutes, makes whatever object it touches smell 
  like a single rose for 1 minute. 
  You enter into what can only be described as a 
  masterpiece of engineering and design. What would 
  be considered a simply room, the water closet, has 
  been transformed into a marvel. 
  The blue-green tiles remind you of moving water, and 
  the blue ceiling has small points of white painted 
  randomly across its surface, to replicate the image of 
  the night sky. The small dots seem to sparkle with a 
  life of their own, illuminating the entire chamber in a 
  soft, white light. 
  If the PCs cast a detect magic spell at the ceiling, the dots 
  all glow with an aura of faint Evocation – from a dancing 
  lights spell. 
  There are two small enclosures off to the side, with 
  the door to one left open. Peering inside, you can see 
  a porcelain seat, with a hole cut into the top, leading 
  who knows where. Unlike other such outhouse seats 
  you have known in the past, there is no odor here. 
  Instead, a small device sparks for a moment, and 
  suddenly, the privy smells somewhat floral. 
  If the PCs attempt a detect magic on the device, it 
  radiates a faint magical aura, from the Universal school. 
  In addition, there is a large porcelain bathtub, resting 
  on four feet which appear to be the claws of a dragon 
  holding up the tub. There is also a pedestal holding a 
  finely inlaid porcelain bowl, and a shelf above the 
  bowl holds a beautiful porcelain decanter. Behind the 
  shelf is a large, silver mirror. 
  A detect magic spell cast upon the decanter reveals an 
  aura of moderate Transmutation. 
  
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  1h “Stairs Leading Down” 
  This small passageway has two sets of stairs: the one to 
  the eastern side leads up to the room 2m, and the 
  western-most one leads down to the basement, room P. 
  This room is completely devoid of any light.  In order to 
  see anything the PCs must provide their own light. 
  As you step off the last step, and the light reveals the 
  way before you, you see that you are in a small 
  passageway, 20 feet away from another set of spiral 
  stairs, leading down into the blackness below. 
  ENCOUNTER 3 – A PASSAGE 
  DOWN 
  Searching through the upper story of Is’haaq bin Tahir’s 
  home, the PCs find the bedrooms of both Is’haaq bin 
  Tahir and Gulam, as well as the Library, Alchemy Lab and 
  Crafting Room. In addition, they find a way down to the 
  basement. 
  Is’haaq bin Tahir’s Home — Upper Floor. 
  2i “Upper Balcony” 
  The PCs climb the stairs either by following the trail of 
  blood, which leads into room 2l, or after searching the 
  ground floor of the home. 
  The second floor is where Is’haaq bin Tahir and Gulam 
  have their sleeping quarters, the more mundane library, 
  the alchemy lab and the crafting lab. 
  The balcony which rings the stairs on the second floor is 
  just as well maintained and extravagant as the lower 
  foyer. 
  As you reach the top of the stairs, you are greeted by a 
  much closer view of the beautiful chandelier which 
  illuminates the entire room. It is made out of finely 
  carved crystal tears; each one of the hundreds is 
  roughly 6 inches in height, with a diameter of 3 
  inches at the bottom. It is a marvel of design. 
  The dark, onyx colored wood that made up the stairs 
  is used here to form a balcony surrounding the stairs, 
  with rails of the same white pine acting as a barrier, 
  preventing anyone from taking a dangerous plummet 
  to the ground. 
  Looking around, you can make out three doors 
  leading away from the balcony. 
  If any of the PCs have been using the Track feat to follow 
  the trail of blood from downstairs, it leads off to the 
  north, towards room 2m. 
  2j “Gulam’s Bedroom” 
  This is where the young apprentice kept all of his worldly 
  possessions, where he slept, and where he could be found 
  when he wasn’t engaged in any of the magical training 
  his master had him working on. 
  You have entered a simple bedchamber. There is 
  rather plain looking bed against the western wall, a 
  small chest of drawers, with a changing curtain along 
  the north, and a small pedestal containing a simple 
  bowl and a decanter of water along the southern wall. 
  Looking around, there is not much of note. Gulam was 
  not a rich individual before he apprenticed with Is’haaq 
  bin Tahir, and has made no money since apprenticing. 
  If the players search around the room, they do not find 
  anything of interest. There is normal clothing in the 
  chest of drawers, and nothing is hidden under the bed, or 
  anywhere else. 
  2k “Alchemy Laboratory” 
  Is’haaq bin Tahir has spent many years, and a 
  considerable sum of money, collecting some of the finest 
  alchemy tools that he could find. His lab is almost 
  complete, to his mind, and completely usable by anyone 
  else to create whatever alchemical items they could wish 
  to make. 
  There is also a store of many raw ingredients. There is 
  nothing illegal to be found within the cupboards, nor are 
  there any finished items. A Knowledge (arcane) DC 15 
  followed by Knowledge (local) DC 15 will confirm this. It 
  seems that the lab, while fully furnished with equipment 
  and ingredients, has not been used recently. 
  There are a number of recipes that can be found in here, 
  for creating a number of different alchemical items: such 
  as tanglefoot bags, sunrods, and the like (those found in 
  the Player’s Handbook, only). 
  Opening the door, you are immediately assaulted by a 
  number of different odors, and the combination is 
  not pleasant. 
  It seems as you have found what must be some sort of 
  Alchemy Lab. There are cupboards lining all of the 
  walls, and the center of the room is dominated by two 
  huge oak tables. One of which has an immense 
  collection of bottle, beakers and all sort of alchemical 
  tools. The other is lined with sheets of parchment, all 
  outlining the ingredients and processes for creating 
  various alchemical substances. 
  Looking into the cupboards, you find a wide variety 
  of different ingredients for creating different 
  alchemical substances. 
  
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  2l “The Library” 
  The PCs climbs the stairs either after following the trail 
  of blood, which leads into room 2m, or after searching 
  the ground floor of the home and searching the upper 
  story of the house. 
  This is the library where Is’haaq bin Tahir keeps most of 
  his historical, philosophical and more mundane tomes. 
  He has a second library in the basement (room “R”), 
  where he keeps more of the stranger and more valuable 
  volumes. 
  There are shelves lining all of the walls, from floor to 
  ceiling, and all of them are completely filled with various 
  tomes and scrolls about all manner of things. 
  There are also two larger oak tables in the room, each one 
  with half a dozen chairs around them. The desks have a 
  variety of tomes open on top of them. A successful DC 20 
  Search check results in finding a small tome hidden 
  beneath the table. With a successful DC 25 Knowledge 
  (The Planes) check the PCs understand enough of the 
  strange document – allowing them to receive Player 
  Handout 1. 
  There is a large glass container, 10 ft. by 10 ft. sitting in 
  the center of the room. It is a trap, set by the now dead 
  mage, to stop thieves from stealing his tomes. 
  The glass jar, including the metal stopper, has been 
  protected by a nondetection spell (DC 15 + APL). Inside, 
  a programmed illusion has been put inside to make it 
  look like there is a glowing longsword made out of gold, 
  and inlaid with brilliant sapphires, and to make the blade 
  appear to simply float in the middle of the jar. In reality, 
  it is simply bait to get fools to open the jar, and bring 
  about their own deaths. 
  If the PCs are able to overcome the nondetection spell, 
  they find three auras on the jar: 1) the nondetection spell 
  is faint Abjuration; 2) the programmed illusion is 
  moderate Illusion and; 3) the trap spell radiates as per its 
  normal spell. 
  As an added enticement, there is a notice attached to the 
  jar, which reads “Do Not Open”. 
  Opening the door, you are greeted by a warm, pale 
  glow from the center of this large room. The 
  bookshelves lining all four walls are a clear indication 
  that this must be the library of the mage. 
  There are two long wooden tables, one near each of 
  the shelves along the eastern and western walls, with 
  no less than six high-backed chairs each. 
  Dominating the center of the room is a massive glass 
  vial, standing 10 feet in height, with an enormous 
  steel stopper. Peering through the glass, you can 
  easily make out a glowing longsword, seemingly 
  made out of gold, and inlaid in the pommel and guard 
  with brilliant sapphires. Right beneath the stopper is 
  a sheet of parchment, with a hand written note which 
  reads “Do Not Open”. 
  As if this was not strange enough, there is a small 
  brush, moving of its own accord, right in front of the 
  jar, cleaning a few drops of some reddish-brown 
  liquid. 
  It is from the secret door in the northern wall that Gulam 
  passed through, on his way out of the house in panic. The 
  unseen servant that Is’haaq bin Tahir uses to keep the 
  house clean has been cleaning up the blood trail, starting 
  at the wall, and working its way to the center of the room, 
  where it is now. If the PCs cast a detect magic spell, the 
  brush reveals itself to be normal, but the unseen servant 
  is detected as a faint Conjuration magic. 
  If the PCs do not follow the warnings on the Jar, and 
  attempt to open it, they find out that it is quite trapped. 
  Once the trap has been set off, the programmed illusion 
  winks out of existence, leaving nothing behind. 
  APL 2 (EL 2) 
   
  Chained Lesser Confusion: CR 2; spell; spell 
  trigger; no reset; spell effect (lesser confusion; 7
  th level 
  bard, DC 16 Will avoids); multiple targets (7 creatures); 
  Search DC 26; Disable Device DC 26. 
  APL 4 (EL 2) 
   
  Chained, Extended Lesser Confusion: CR 2; spell; 
  spell trigger; no reset; spell effect (extended lesser 
  confusion; 9
  th level bard, DC 17 Will avoids); multiple 
  targets (9 creatures); Search DC 26; Disable Device DC 
  26. 
  APL 6 (EL 5) 
   
  Song of Discord: CR 5; spell; spell trigger; no reset; 
  spell effect (song of discord; 10th level Bard, DC 17 Will 
  negates); multiple targets (all targets within a 20 ft. radius 
  spread); Search DC 30; Disable Device DC 30. 
  APL 8 (EL 6) 
   
  Song of Discord: CR 6; spell; spell trigger; no reset; 
  spell effect (song of discord; 10th level Bard, DC 19 Will 
  negates); multiple targets (all targets within a 20 ft. radius 
  spread); Search DC 30; Disable Device DC 30. 
  
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  APL 10 (EL 8) 
   
  Maddening Whispers*: CR 8; spell; spell trigger; no 
  reset; spell effect (maddening whispers; 15th level 
  Wizard, Violent Hallucinations, DC 21 Will negates); 
  multiple targets (15 creatures); Search DC 33; Disable 
  Device DC 33. 
  * see Appendix 2: New Rules Item 
  APL 12 (EL 9) 
   
  Maddening Whispers*: CR 9; spell; spell trigger; no 
  reset; spell effect (maddening whispers; 15th level 
  Wizard, Violent Hallucinations, DC 25 Will negates); 
  multiple targets (15 creatures); Search DC 33; Disable 
  Device DC 33. 
  * see Appendix 2: New Rules Item 
  The secret door in the northern wall has been concealed 
  behind a bookcase. It can be found with DC 25 a 
  successful Search check. The door is locked, with an 
  arcane lock, keyed to allow Is’haaq bin Tahir, Gulam and 
  the disguised Galastard to pass through without problem. 
  The key, which can be found in Is’haaq bin Tahir’s 
  bedchamber (room 2o) allows the PCs to pass the arcane 
  lock without problem, otherwise, they have to dispel it, 
  cast a knock spell or destroy it. 
  All APLs 
   
  Arcane Locked strong wooden door: Hardness 5; 
  Hit Points 20; Break DC 33. 
  2m “Hidden Passage” 
  This passageway leads down into the trap-filled 
  basement, and to the Summoning Chamber (location X), 
  and the creature summoned forth from the Quasi-
  Elemental Plane of Ash. This passageway is completely 
  devoid of light, and the staircase is inky black as well. The 
  PCs have to either provide their own source of 
  illumination, or they have to feel their way around. 
  Once they PCs have bright out any source of light, read 
  or paraphrase the following. 
  You stand in a long tunnel, barren of any furniture, 
  windows or any other noticeable feature, save a set of 
  spiral stairs leading down into the dark. 
  2n “Crafting Room” 
  Is’haaq bin Tahir has never had much patience for 
  crafting magical items, other than the occasional scroll. 
  But this has not stopped him from building a room where 
  he, or his apprentice, could spend the time to craft any 
  number of magical items. 
  There is a small forge in the north-eastern corner of the 
  room, but there is no fire lit, nor does it appear there has 
  been for a long time. 
  There are workbenches scattered throughout the room, 
  with a number of tall stools beside each table. There are 
  all manner of tools to be used in the crafting of magic 
  items, but no raw materials can be found in any of the 
  cupboards lining the walls. 
  There is nothing of any real value that can be found in 
  the room at all. 
  Opening the door, it appears that you have found a 
  room that could be considered a workshop of sorts. 
  There are workbenches lining the center of the room, 
  with a handful of high stools beside each table. 
  There is a large, iron forge in the north-eastern corner 
  of the room, with a chimney leading out of the 
  eastern wall. There are cupboards lining all of the 
  walls. 
  2o “Is’haaq bin Tahir’s bedchamber” 
  The lord of the manor, Is’haaq bin Tahir was a well-to-do 
  wizard, who sold a number of both Alchemical and minor 
  magical items to many of the local spell shops, and made 
  a fair number of lucrative business dealings with the 
  College of the Arts of Sefmur. 
  Cass was a patriotic son of Tusmit, and a proud Baklunish 
  follower of the Four Feet of the Dragon. He took pity on 
  the widowed Zeyah, and brought her into his home, and 
  gave her a job. He took the young Gulam on as his 
  apprentice out of pity for the young man. 
  Relatively well off, Is’haaq bin Tahir gave to those less 
  fortunate, as described by the Four Feet. He was not a 
  proud man, nor was he overly concerned with passing 
  trends, like fashion – but he did have expensive tastes in 
  more permanent items, such as furniture, and other 
  decorations. 
  His bedchamber reflects these tastes. All of the items in 
  his room are of the highest quality, and well maintained. 
  His large, canopied bed is made out of lumber imported 
  direct from the Udgru forest, and the silk canopy has 
  been protected with a minor abjuration that keeps it from 
  getting dirty. 
  There is a tall armoire, made out of cherry-wood with two 
  drawers inside of the gold-trimmed doors. This is where 
  Is’haaq bin Tahir kept his clothing, and other personal 
  belongings of a non-magical nature. 
  
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  In the center of the floor, there is an elaborate carpet of 
  red and gold, with the image of a dragon circling around 
  the symbol of a Cup and Talisman – the symbol of 
  Al’Akbar. 
  Along the southern wall is a large desk, with a number of 
  parchments scattered about the top. They all have to do 
  with his business dealings, and they are all legitimate (if 
  the PCs bring these papers to any sort of authority, such 
  as the Mouqollad Consortium, for verification). There are 
  three drawers on the desk 
  Upon opening the door, you come to view a 
  somewhat sparse room, but one that is decorated with 
  some of the finest furniture you have ever seen. 
  There is a massive, canopied bed dominating the 
  north-eastern corner of the room. The galda wood 
  frame is carved with a bas-relief of a herd of wild 
  stallions running across the plains of Northern 
  Tusmit. The white silk canopy shifts slightly in the 
  breeze coming in from the open window. 
  The floor is covered with a beautiful carpet of red and 
  gold, with a pattern of a dragon encircling a cup 
  topped by an eight pointed star. 
  The eastern wall has a tall, cherry wood armoire, with 
  a set of gold trimmed double doors. 
  If the PCs look through the armoire, read or paraphrase 
  the following. 
  Inside, there are two drawers, also made of the same 
  gold-inlaid cherry wood. The armoire holds a variety 
  of clothes, and other personal items belonging to one 
  of wealth. 
  There is nothing of actual value to be found in the 
  armoire. It is filled with Is’haaq bin Tahir’s personal 
  belongings. 
  The southern wall is dominated by a massive desk 
  made out of oak. The top is littered with a sea of 
  parchments, some rolled up, while others lie opened. 
  There are three drawers that can be seen from the 
  sides of the high backed chair tucked underneath it. 
  The desk has been the target of a nondetection spell, 
  masking any of the contents of the desk from magical 
  scrying attempts. If any of the PCs want to use any sort of 
  Divination spells on the desk, they must make a caster 
  level check against DC 11+APL. 
  If the PCs search the drawers, inside they find a key that 
  opens the lock of the secret door in room 2l. This key is 
  not necessary to continue along, as the PCs can use other 
  means to open the secret door. 
  ENCOUNTER 4 – WHAT LIES 
  BENEATH 
  Finally arriving at the basement, the PCs now have a 
  daunting task before them. They must make their way 
  through the trap filled basement hallways, make their 
  way to the Summoning Chamber, and stop the creature 
  that has been brought forth. 
  With the destruction of this creature, the connection 
  with the Quasi-Elemental Plane ceases to exist, and the 
  Infernal Affliction of Grey Wasting stops coming forth.  
  Is’haaq bin Tahir’s Home — Basement. 
  As with the main and upper story of the house, there are 
  certain things that are constant, unless otherwise noted. 
  The entire basement is carved right out of the rock bed 
  beneath the city. Being made out of hewn stone, it is very 
  durable. Dwarves using stonecunning should admire the 
  quality of the workmanship and also the sturdy nature of 
  the work. 
  There is light throughout the basement, coming from a 
  number of permanent dancing lights every 50 feet. The 
  light is a pale violet color. 
  The gray stone is well maintained, and what little of a 
  blood trail that may have been created by Gulam rushing 
  from the scene of his master’s death has been cleaned up 
  already by the horde of unseen servants. If any of the PCs 
  are attempting to use the Track feat, any check of DC 30 
  or above reveals the most direct route to the 
  “Summoning Chamber”, which is the way that Gulam 
  took to escape. 
  The stone floor is rough, so that those walking upon it are 
  in no danger of slipping. Anyone walking barefoot upon 
  the stone does not suffer any physical damage, but they 
  feel that the stone is a little cold. 
  All of the passageways are 10 feet in height, and the 
  rooms have ceilings that are 20 feet high. 
  The doors are all made out of intricately carved, black 
  wrought iron. There are no apparent locks on any of the 
  doors. 
   
  Huge Iron Door: 1 foot thick; hardness 10; hit 
  points 360; AC 3; break DC 28; Open Locks –. 
  Since there is no other creature in any part of the 
  basement, other than the “Summoning Chamber” 
  (location X), Listen checks does not reveal anything to 
  the PCs. 
  
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  P “Basement Landing” 
  The PCs reach this room by climbing down the stairs 
  from location 1h on the ground floor. 
  The basement is 120 feet below the ground floor. The 
  stairs leading down have limited light, as the landing is 
  the only room that has not been lit up by the Dancing 
  Lights. 
  This 30-ft. by 30-ft. room is basically empty. The door 
  along the northern wall is slightly ajar, showing the PCs 
  that there is light out in the hallway ahead, but there is 
  no noise to be heard. 
  Winding down the stairs for more than a hundred 
  feet has brought you down to this simple room. The 
  30-foot by 30-foot stone room has neither furnishings 
  nor markings. The only thing of note is the black 
  wrought iron door carved with images of calm skies. 
  It is slightly ajar, letting a faint, violet colored light 
  into the room. 
  Q “Secondary Alchemy Lab” 
  While the creation of poisons is not technically illegal, it 
  is rather frowned upon (DC 15 Knowledge (local)). 
  Is’haaq bin Tahir has the proper license, which can be 
  found on his desk up in his bedchamber (location 2o). 
  Like the lab on the second floor (location 2k), there are 
  many tools here that can be used to create various 
  alchemical substances, but they all seem to be for a single 
  purpose. 
  There are no poisons left here, but with a DC 25 
  successful Search check, the PCs find small traces of what 
  is being made in this room. If the PCs then succeed on a 
  DC 25 Craft (Alchemy) check, they can identify the 
  substances as poison. 
  Upon opening the room to this room, you are assailed 
  by a number of very acrid scents. It appears as 
  someone has been using this room to brew a number 
  of various substances. 
  There are two long oak tables, both covered with 
  various bottle, beakers and vials. The walls are lined 
  with small cabinets, filled with a variety of different 
  ingredients – all used for some sort of alchemical 
  creations. 
  On this table there seems to be multiple scattered texts 
  and unfinished experiments. If PCs take the time (10 
  minutes per check) to get some order into these notes 
  (with a DC 15 Search check) they can be allowed a 
  Knowledge (arcane) or Knowledge (planes) and learn the 
  following (have them roll both and take the best result of 
  the two). Regardless of the DC the PCs won’t get the 
  information on what the dust does exactly because 
  Is’haaq bin Tahir didn’t know himself, you can point this 
  out to clever PCs who ask for the information (and 
  succeeded with a DC 20 and above)  
  The PCs can get a +2 bonus per 5 points of the Search 
  check above 15 (+2 at DC 20). Discourage them from 
  taking 20 as it would take 200 minutes: 
  DC 10:  The experiment was very strange 
  DC 15: The experiment treated with an extraplanar 
  substance which reacted like a disease and could be 
  spread by air. 
  DC 20: The substance needs to be infected on a creature 
  in order to survive on this plane and will disappear if not 
  sustained. The arcane notes seem to point towards 
  finding a way to keep the substance sustained long 
  enough to spread on this plane.  
  DC 25:  The substance is a gray dust, it comes from the 
  plane of Ash and does not affect outsiders although they 
  can carry the disease. For this reason the experiment 
  needed a conduit to carry the disease while allowing it to 
  be spread. 
  DC 30:  The creature to be infected was found, it is 
  some form of magical Ooze which was provided by “the 
  lady”. It was in the basement yesterday (according to the 
  dates on the papers)  
  DC 35:  The research was started to allow infected 
  outsiders to spread the disease but seems to have failed 
  up to now. The person rolling such a check can 
  understand Is’haaq bin Tahir didn’t have the skills 
  necessary to accomplish such a feat himself. 
  R “Lower Library” 
  While Is’haaq bin Tahir kept most of his books and tomes 
  in the upstairs library, all of his volumes on Arcana and 
  the Planes are kept here – with the exception of the one 
  tome he was reading upstairs. 
  In addition to all of the basic tomes that are kept here, 
  Is’haaq bin Tahir also keeps his spellbooks here. 
  The room is rimmed with wooden bookcases, filled 
  with various tomes, volumes and scrolls. The large, 
  oak table in the center of the room has a trio of chairs 
  surrounding it, and is laden with a number of 
  parchments open upon its surface. 
  If the PCs search through the library, or any of the open 
  parchments that are lying upon the table, they do not 
  find anything of particular interest of help in their 
  current plight. With a DC 20 Spellcraft they can learn 
  Is’haaq bin Tahir was a Conjurer. 
  
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  At APL 6 and less a DC 10 Search of the library will reveal 
  a scroll of magic weapon and a scroll of dimension door. 
  If asked later, Gulam is reluctant to sell the spellbooks of 
  his former master to the PCs. Not out of a lack of 
  gratitude, but because he now views them as having a 
  very high sentimental value. He could however allow 
  them to scribe a couple spells (see AR Reward) 
  S “Trapped Hallway” 
  The PCs enter this hallway immediately after arriving in 
  the basement, as this is the passage that leads out of the 
  landing. There is not much of note about the stretch 
  heading north-south, but it is at the numbered locations 
  where things happen. 
  Depending on the APL that is being played, the pit trap is 
  set off in different manners. For APLs 2-6, the pit opens 
  when the PCs step on the pressure plate located at 
  position S1. 
  At all other APLs the pit is not hidden and the players 
  should be able to go pass it by normal means, the pressure 
  plate is located at S2, and at the same time, there is a 
  cyclonic blast spell which emanates from location S3, 
  working along the center line and covering all 10 feet of 
  the hallway. The blast of air pushes those who opened the 
  pit trap back into the pit. The gray square on the map 
  indicates the location of the pit.  
  At either APL PCs making the Search check for the 
  pressure plate can go around the whole trap and avoid it 
  completely. 
  Once the pit has opened, there is a ledge on the north 
  and south sides of the opening, but it is only 1 inch thick. 
  The PCs can try whatever they like to get across the pit, 
  once opened, either by using any of the various Skills, 
  such as Jump or Balance, or by using spells such as fly or 
  overland flight or any other creative solution that works. 
  APL 2 (EL 2) 
   
  Camouflaged Spiked Pit Trap: CR 2; mechanical; 
  location trigger; automatic reset; DC 20 Reflex save 
  avoids; 20 ft. deep (2d6, fall); Attack +10 melee (1d4 
  spikes per target for 1d4+2 each); multiple targets (all 
  targets within the designated area); Search DC 22; 
  Disable Device DC 22. 
  APL 4 (EL 3) 
   
  Camouflaged Spiked Pit Trap: CR 3; mechanical; 
  location trigger; automatic reset; DC 21 Reflex save 
  avoids; 20 ft. deep (2d6, fall); Attack +10 melee (1d4 
  spikes per target for 1d4+2 each); multiple targets (all 
  targets within the designated area); Search DC 26; 
  Disable Device DC 24. 
  APL 6 (EL 4) 
   
  Camouflaged Spiked Pit Trap: CR 4; mechanical; 
  location trigger; manual reset; DC 22 Reflex save avoids; 
  40 ft. deep (4d6, fall); Attack +12 melee (1d4 spikes per 
  target for 1d4+2 each); multiple targets (all targets within 
  the designated area); Search DC 28; Disable Device DC 
  25. 
  APL 8 (EL 6) 
   
  Cyclonic Blast*: CR 5; spell; location trigger; repair 
  reset; spell effect (cyclonic blast; 9th level Wizard, 9d6 
  damage, DC 21 Reflex half); Bull Rush modifier +12; 
  multiple targets (all targets within a 10 ft. wide, 120-ft. 
  line); Search DC 30; Disable Device DC 30. 
  * see Appendix 2: New Rules Item 
   
  Spiked Pit Trap: CR 3; mechanical; location trigger; 
  automatic reset; DC 21 Reflex save avoids; 20 ft. deep 
  (2d6, fall); Attack +10 melee (1d4 spikes per target for 
  1d4+2 each); multiple targets (all targets within the 
  designated area); Search DC 26; Disable Device DC 24. 
  APL 10 (EL 6) 
   
  Cyclonic Blast*: CR 5; spell; location trigger; repair 
  reset; spell effect (cyclonic blast; 9th level Wizard, 9d6 
  damage, DC 20 Reflex half); Bull Rush modifier +12; 
  multiple targets (all targets within a 10 ft. wide, 120-ft. 
  line); Search DC 30; Disable Device DC 30. 
  * see Appendix 2: New Rules Item 
   
  Pit Trap: CR 3; mechanical; location trigger; manual 
  reset; DC 24 Reflex save avoids; 60 ft. deep (6d6, fall); 
  multiple targets (all targets within the designated area); 
  Search DC 30; Disable Device DC 25. 
  APL 12 (EL 7) 
   
  Heightened Cyclonic Blast*: CR 6; spell; location 
  trigger; repair reset; spell effect (Heightened cyclonic 
  blast; 11th level Wizard, 11d6 damage, DC 23 Reflex 
  half); Bull Rush modifier +12; multiple targets (all targets 
  within a 10 ft. wide, 120-ft. line); Search DC 31; Disable 
  Device DC 31. 
  * see Appendix 2: New Rules Item 
   
  Pit Trap: CR 4; mechanical; location trigger; manual 
  reset; DC 25 Reflex save avoids; 80 ft. deep (8d6, fall); 
  
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  multiple targets (all targets within the designated area); 
  Search DC 30; Disable Device DC 25. 
  Once the PCs have made their way past the pit trap, 
  either by bypassing or disarming it, or by setting it off, 
  they are free to continue on through the basement maze. 
  T “Practice Room” 
  Like most mages, Is’haaq bin Tahir achieved his level of 
  excellence through practice. While studying the theories 
  advances a wizard’s understand of magic, practice 
  solidifies that learning, and to the mind of the now dead 
  spellcaster, a place to work out the practical side of study 
  lead to the building of this room. 
  The entire room has been subjected to a modified version 
  of a resist energy spell, made permanent. If the PCs cast a 
  detect magic on the room, it radiates with both a faint 
  Abjuration (resist energy) and a moderate Universal 
  (permanency). 
  The PCs can search the room, but there is nothing of note 
  that they can find in here. 
  As soon as you open the door the slightest bit, you 
  can tell that there is something special about this 
  room. Unlike all of the others that you have seen in 
  the basement complex, this one seems to be made 
  completely out of black, metallic stone. 
  There is a pair of humanoid forms at the far end, also 
  made out of the same black stone as the walls, ceiling 
  and floor. 
  It seems strange, but there are scorch marks, from 
  fire, and other sources, found along most of the walls, 
  but there does not seem to be any sort of structural 
  damage to anything in here. 
  If the PCs succeed on a DC 23 Spellcraft check they can 
  guess that the humanoid forms have been used as targets 
  for spells like fireball, lightning bolt and the like. 
  U “Trapped Hallway 2” 
  Is’haaq bin Tahir was by no means a careless wizard, and 
  knowing that there are always dangers with summoning, 
  or even contacting other planes, he set up defenses to try 
  and protect his home. 
  In doing so, some of the traps in his home are meant for 
  those uninvited guests from other planes, and not those 
  who wish to steal from him. Because he was under the 
  control of Galastard at the time of his death, she was also 
  completely aware of all of these wards, and has them all 
  set, so that no would-be PCs try to interrupt her plans too 
  soon. 
  The trap at this location is another pressure plate, but this 
  one is attuned to lights and colors to weaken, damage or 
  even kill intruders. All spell effects emanate from the 
  floor and are pointed straight up. 
  In addition, if the trap is set off, it also triggers an alarm 
  spell in Galastard’s mind, signaling her that the PCs are 
  on their way. 
  APL 2-4 (EL 2) 
   
  Rainbow Beam*: CR 2; spell; location trigger; 
  automatic reset; spell effect (rainbow beam; 3rd level 
  Wizard, 1d12 damage (randomly determined energy type 
  – see spell description in Appendix 2); Search DC 27; 
  Disable Device DC 27. 
  * see Appendix 2: New Rules Item 
  APL 6 (EL 3) 
   
  Rainbow Blast*: CR 3; spell; location trigger; 
  automatic reset; spell effect (rainbow blast; 5th level 
  Wizard, 5d6 damage (1d6 from each Acid, Cold, Electric, 
  Fire and Sonic), DC 17 Reflex half); Search DC 28; 
  Disable Device DC 28. 
  * see Appendix 2: New Rules Item 
  APL 8 (EL 4) 
   
  Heightened Rainbow Blast*: CR 4; spell; location 
  trigger; automatic reset; spell effect (Heightened rainbow 
  blast; 7th level Wizard, 5d8 damage (1d6 from each Acid, 
  Cold, Electric, Fire and Sonic), DC 20 Reflex half); Search 
  DC 29; Disable Device DC 29. 
  * see Appendix 2: New Rules Item 
  APL 10 (EL 5) 
   
  Prismatic Ray*: CR 5; spell; location trigger; 
  automatic reset; spell effect (prismatic ray; 9th level 
  Wizard, Attack +9 ranged touch, random effects (see spell 
  description in Appendix 2), DC 22 (see text)); Search DC 
  30; Disable Device DC 30. 
  * see Appendix 2: New Rules Item 
  APL 12 (EL 7) 
   
  Prismatic Spray: CR 7; spell; location trigger; 
  automatic reset; spell effect (prismatic spray; 13th level 
  Wizard, random effects (see spell description), DC 22 (see 
  text)); Search DC 31; Disable Device DC 31. 
  
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  All APLs 
   
  Alarm Spell: CR 1; Magic device; location trigger; 
  no reset; Search DC 26; Disable Device 26. 
  Otherwise, the hallway is not very descriptive. 
  V “Storage Room” 
  Like all of us, Is’haaq bin Tahir was not above collecting 
  trophies and memorabilia from his arcane endeavors. 
  And, like most others, these items seemed to multiply in 
  number as years go by, and without any other recourse, 
  Is’haaq bin Tahir had to start storing these items in the 
  basement. 
  And while these trophies are potentially more impressive 
  that many others might have, they have little to no 
  monetary value, but a high sentimental value to the now 
  dead wizard. 
  There are a few items in here, which if sold, should fetch 
  a fair price. Gulam indeed sells off many of these items so 
  that he can pay the PCs for succeeding in their task. 
  There is also a chunk of Starmetal in here, enough of the 
  strange meteorite that can be used to create the infusion 
  to allow a character to become a Green Star Adept 
  (prestige class from Complete Arcane). 
  The items that are stored in here are not illegal, nor are 
  they banned, or even frowned upon by any of the major 
  churches in Tusmit. They range from some mysterious 
  curiosities to some downright plain rocks. 
  Inside this room, the PCs can find the following items, 
  along with any other that sound interesting: 
  • The finger of a troll kept barely regenerating in a jar of 
  weak acid. 
  • An hourglass filled with silver dust which flows 
  upwards. 
  • A small chunk of Green Starmetal (roughly 2 ounces – 
  approximate value 1000gp). Players can recognize the 
  “strange greenish metal” with a DC 25 Knowledge Arcana  
  • The left foot of an Iron Golem, slightly rusty. 
  • A 1 foot cube or black ice, still and forever, frozen. It is 
  so cold, that it does not even melt in the heat of a torch or 
  lantern (but it melts under magical fire). 
  Entering this small room, you cannot help but notice 
  the eclectic mix of things lining the shelves, which 
  ring this room. There is no dust on any of these 
  strange items, but they don’t have the gleam they may 
  have years ago. 
  There is a fair sized jar filled with yellowish liquid. In 
  the middle of the jar is the finger of a troll. Watching 
  the jar for a moment, you can see the finger begin to 
  regenerate more of the hand, but the liquid seems to 
  be eating away at the finger, keeping the regeneration 
  in check. 
  An hourglass stands alone on a shelf, and the top 
  portion of it is filled with fine silver dust. 
  A small piece of green rock sits off to one side, nearly 
  hidden behind a large, 3 foot long left foot of some 
  immense iron creature. 
  And strangest of all is a 1-foot cube of solid black ice, 
  hanging from the ceiling. What seems even stranger 
  is that there is no puddle of water on the floor 
  underneath it. 
  If the PCs touch or move the hourglass, read the 
  following. 
  Upon repositioning the hourglass that the dust is 
  now at the bottom, it begins to slowly flow upwards, 
  counting time evenly. 
  ENCOUNTER 5 – UN−HOLY 
  COW 
  W “Protective Ward” 
  The ultimate protection that Is’haaq bin Tahir has set up 
  against creatures escaping from his Summoning 
  Chamber (location X) is this Protective Ward. 
  It is supposed to work from east to west, dispelling the 
  magic that summoned them; and then, if all else fails, to 
  destroy them. Fortunately for the PCs, Galastard 
  deactivated it to allow her creature to go out into the 
  town if need be. 
  X “Summoning Chamber” 
  Is’haaq bin Tahir, a mage of some quality, was interested 
  in learning all that he could to learn more about his art. 
  To this end, he set up many of the rooms in his basement 
  as practical places to work on advancing his ability and 
  learning of all things related to magic. 
  On of the greatest sources of interest for him was the 
  connection between our world, and the other planes in 
  the Multiverse. He learned about many of the planes, but 
  he theorized that if he were able to make peaceful contact 
  with the inhabitants of some of the various planes, he 
  could learn, firsthand, more than he ever could by only 
  picking up a book. 
  With this though in mind, he built for himself a 
  Summoning Chamber, where he could bring forth 
  
  TUS6-06 Sowing the Seeds 
   
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  creatures from other worlds, in an attempt to learn all 
  that he could from them. He did set up many 
  precautions, both in this room, and the Protective Ward 
  just outside of the room. 
  The entire room has been covered in protective runes, 
  and the summoning circle in the center of the room has 
  been set up to keep anything summoned in the center of 
  that circle. Unfortunately, Galastard has made a small 
  change to that circle, and it is no longer safe, nor was it 
  safe when the creature that came forward through the 
  gate. 
  The room has been set up with summoning in mind. The 
  domed ceiling rises 40 feet off the floor in the center of 
  this hemispherical chamber. The walls have all been 
  sanded to a smooth shine. 
  The dancing lights that are throughout the rest of the 
  basement level are double in quantity in this room, 
  illuminating everything, and leaving no shadows to be 
  found anywhere.  
  The Summoning Circle in the center of the room has 
  been laid out with care and precision, and there are small 
  candles every 5 feet going around the 30-foot diameter 
  circle. 
  The most notable thing is the creature that now inhabits 
  the room. Galastard had connived Is’haaq bin Tahir into 
  using his powers to open a gate, which was tuned to the 
  Quasi-Elemental Plane of Ash, and has summoned forth a 
  creature of pure destruction. 
  This creature is what destroyed Is’haaq bin Tahir, and it is 
  the carrier of the Infernal Affliction of Grey Wasting.  
  Galastard would have liked this creature to go and sow 
  death and chaos in its wake, but her patron, Isis Khalid, 
  insisted it stayed put to spread the Infernal Affliction of 
  Grey Wasting throughout Tusmit. 
  If the PCs are able to destroy the creature, they stop the 
  carrier of the Infernal Affliction of Grey Wasting. 
  At present time, Galastard is in the room, with the 
  summoned creature, trying to figure a way to unleash an 
  unthinking ooze onto the world. Having much difficulty, 
  and spending much of her time in communication with 
  Isis Khalid, Galastard is still there when the PCs arrive. 
  She has had some time with the creature, and at various 
  APLs, the creature has been modified by certain magics, 
  all described in each of the various APLs (and 
  consequently raising the respective Els by 1). 
  As the PCs arrive, Galastard greets them, explain that the 
  creature before them is a gift, and then she teleports away 
  to meet with Isis Khalid. 
  It seems that you have come to the largest and last 
  room of this basement complex. You now find 
  yourselves in a large, hemispherical chamber, 70 feet 
  in diameter, with a ceiling 40 feet tall at the very 
  center of the room. 
  Carved into the floor of this highly polished room is a 
  circle, 30 feet in diameter, of strange runes and 
  symbols. The circle is encompassed by small, white 
  tallow candles, every 5 feet around the carved circle. 
  If the PCs succeed at a DC 25 Knowledge (arcana) check, 
  they identify the carved circle as a Summoning Circle. 
  With a DC 30 check, they identify that the circle is meant 
  to keep whatever was summoned inside the circle; and 
  with a check of DC 35 or higher, they see that the circle 
  has been broken. 
  The magical lights floating near the ceiling are 
  stronger here than anywhere else that you have seen, 
  so far. 
  What seem strangest of all are the two creatures 
  already in the room. One of them, a beautiful 
  creature, like the loveliest woman you have ever seen, 
  except for the pair of bat-like wings growing out of 
  her back. Her hand is reaching out to the other 
  strangest creature that perhaps you have ever seen. 
  The shimmering, formless beast seems to pulsate, and 
  bits of dust seem to flow off its form with each pulse. 
  As you approach the woman retracts her hand, 
  hissing fangs in pain as if she had burnt herself. 
  Turning blazing red eyes which glow with malice, 
  staring back at you. 
  The PCs can try and identify the creature as a Succubus 
  with a DC 16 successful Knowledge (The Planes) check. 
  If the PCs have played TUS5-06 Strife & Chaos, they 
  recognize her as the demonic form assumed by the 
  woman they knew as “Kal'li-Andra”. 
  The wicked looking woman turns her attention to 
  you, and in a sultry voice, she speaks in your 
  direction, rubbing her hand in her back. 
  “Ah, so you are the ones that my mistress has warned 
  me of. You do not appear to be all that much. 
  “Alas, I am needed elsewhere now, but please enjoy 
  the gift at my mistress has left you.” 
  There have been rumors (from TUS5-09 Dancing On A 
  Volcano) that the Ice Queen of Perrenland is involved 
  with a number of foul plots in Tusmit. Since the PCs 
  know nothing about the involvement of Isis Khalid, feel 
  free to let them believe those rumors. 
  
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  If a PC makes a clever remark to hold the demon’s 
  attention and backs it up with a DC 25 Bluff check or 
  attempts at flattery with a DC 30 Diplomacy check 
  Galastard may be kept a little more and information 
  obtained as she boasts her feat (circumstantial bonuses 
  for very clever remarks should be rewarded with 
  substantial bonuses between +2 and +10 at DM’s 
  discretion).  
  It is to note Galastard is no naïve person and if she 
  decides to stay it is because she is amused by clever 
  remarks not because she is bluffed.  
  In fact she has precast divine insight and will use it on 
  her sense motive roll, along with a circumstantial +10 
  bonus for being unlikely the PCs actually want to be 
  friendly giving her a total bonus of +48. At anytime the 
  heroes could become dangerous she follows through 
  with the “escape” boxed text. This applies if at any 
  moment a PC researches a spell in a book, counts range 
  on the map or proposes ideas to the others. Galastard 
  wears a special ring of freedom of movement that also 
  protects from dimensional locks and anchors-like spells. 
  Galastard is too clever to be caught within the confines of 
  this adventure. 
  Along the succubus’ speech the PCs can learn if they ask 
  the right questions, Galastard is not giving anything away 
  unless and likes double meanings: 
  • 
  Galastard works for Isis Khalid, Omar Khalid’s 
  daughter. People name her “the bride” 
  • 
  Commodore Kaserai is not held in the lower planes 
  anymore (Galastard will refer to him as her “spouse” 
  or “darling”). 
  • 
  The wizard was not useful anymore but was not 
  aware of what he was doing. 
  • 
  Galastard holds Is’haaq bin Tahir’s soul, he can’t be 
  returned to life or contacted.  
  As she finishes her little tirade, she turns to the 
  formless beast, and says “Now, follow her orders, and 
  slaughter them.” With that, she speaks a cryptic 
  phrase, and disappears. And with that, the creature 
  seems to lurch forward, in your direction. 
  At APLs 2 and 4, the creature starts out at the far end of 
  the room, at location W1, as indicated on the map. At all 
  other APLs, the creature starts out in the center of the 
  room, at location W2. 
  APL 2 (EL 3) 
   
  Gelatinous Cube: hp 55; see Monster Manual; pg. 
  202. 
  Tactics: The cube is completely mindless, but it is 
  hungry. It seeks out the PCs, and simply attempts to 
  destroy everything that it can, so that it can feed. Due to 
  the nature of the Infernal Affliction, though, the creature 
  has lost its Transparency ability, and has been wasting 
  away of its own accord. Every round, the creature looses 1 
  hp, on its turn. 
  APL 4 (EL 6) 
   
  Living Dehydrate*: hp 48; see Appendix 1. 
  Tactics: The creature is completely mindless, but it is 
  hungry. It seeks out the PCs, and simply attempts to 
  destroy everything that it can so that it can feed. 
  * see Appendix 2: New Rules Item 
  APL 6 (EL 9) 
   
  Living Poison: hp 72; see Appendix 1. 
  Tactics: The creature is completely mindless, but it is 
  hungry. It seeks out the PCs, and simply attempts to 
  destroy everything that it can, so that it can feed. In 
  addition, Galastard has had time to cast a few spells to 
  help buff the creature. At present, the creature has been 
  helped with the following spells: mage armor and cat’s 
  grace. 
  APL 8 (EL 11) 
   
  Living Cloudkill: Huge Ooze; hp 110; see Appendix 
  1. 
  Tactics: The creature is completely mindless, but it is 
  hungry. It seeks out the PCs, and simply attempts to 
  destroy everything that it can, so that it can feed. In 
  addition, Galastard has had time to cast a few spells to 
  help buff the creature. At present, the creature has been 
  helped with the following spells: mage armor, cat’s grace 
  and bear’s endurance. 
  APL 10 (EL 13) 
   
  Living Extract Water Elemental*: Huge Ooze; hp 
  144; see Appendix 1. 
  Tactics: The creature is completely mindless, but it is 
  hungry. It seeks out the PCs, and simply attempts to 
  destroy everything that it can, so that it can feed. In 
  addition, Galastard has had time to cast a few spells to 
  help buff the creature. At present, the creature has been 
  helped with the following spells: mage armor, cat’s grace, 
  bear’s endurance and bull’s strength. 
  
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  * see Appendix 2: New Rules Item 
  APL 12 (EL 16) 
   
  Living Horrid Wilting: Huge Ooze; hp 154; see 
  Appendix 1. 
  Tactics: The creature is completely mindless, but it is 
  hungry. It seeks out the PCs, and simply attempts to 
  destroy everything that it can, so that it can feed. In 
  addition, Galastard has had time to cast a few spells to 
  help buff the creature. At present, the creature has been 
  helped with the following spells: mage armor, cat’s grace, 
  bear’s endurance, bull’s strength and haste (10 rounds). 
  Development: Once the creature is defeated, it deflates 
  completely, and the spores of the Infernal Affliction 
  cease to come into our world. But it may be too late for 
  the spores that are already here have begun to spread. 
  CONCLUSION 
  Once the PCs get out of the house, they are joined by 
  Gulam, who was being tended to by some of his 
  neighbors. He asks the PCs what they have found, and 
  says is eternally grateful to the PCs for all that they have 
  done for him. He promises to get in touch with them as 
  soon as he can, with whatever payment he can arrange. 
  It takes Gulam the better part of three days to sell off 
  some of the items that his former master had collected 
  over the years. He then takes that money, and uses it to 
  pay the PCs for their efforts. 
  With nothing left, he tells the PCs that he will now go to 
  Sefmur, and to the College of the Arts, where he will try 
  to find a new master to teach him. But in all of this, he 
  leaves the PCs with two questions to think about. 
  It has been three days since you have defeated the 
  strange creature in the basement of Is’haaq bin Tahir’s 
  house. Arriving at your inn, Gulam walks in, head 
  hung low, takes a moment to survey the room. 
  Finally, his eyes settle on you, and he walks over, with 
  purpose in each step. 
  “My friends, I am eternally grateful to each of you for 
  all that you have done for me, and for the memory of 
  my former master Is’haaq bin Tahir.” 
  “It has taken me a few days to sell off most of his 
  effects, but now that it is done, I am finally able to 
  offer you a reward for what you have done for me.  I 
  have included in this pouch the references of the 
  merchants I dealt with in case you’d like to get back 
  some of my master’s possessions” 
  With that, he hands each of you a small pouch filled 
  with coins. 
  “With the remainder, I will now travel to Sefmur, to 
  the College of the Arts, where I hope to find a new 
  master, someone to teach me how to control and 
  master the Art.” 
  “But, I am still having difficulties with your story. 
  Not in what you have told me, for I believe you 
  without question, but why would my master’s consort 
  behave in such a manner, and why bring forth that 
  creature. To me, it does not make any sense.” 
  “Again, my friends, I thank you for everything, and I 
  am indebted to you for the rest of my life. May 
  Al’Akbar bless you.” 
  With that, he turns around, head still hung, but not 
  quite as low as when he entered, and walks out of the 
  inn, into the sunlit streets. 
  The End . . . For Now. 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 2 
  Disarm or survive the Fire Trap / Symbol of… Trap 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  120 XP 
  APL 8  
  120 XP 
  APL 10  
  180 XP 
  APL 12  
  210 XP 
  Encounter 3 
  Disarming or surviving the Jar in the upstairs Library 
  APL 2  
  30 XP 
  APL 4  
  60 XP 
  APL 6  
  120 XP 
  APL 8  
  180 XP 
  APL 10  
  210 XP 
  
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  Page 22 
  APL 12  
  240 XP 
  Encounter 4 
  Disarming or survive the Pit Trap 
  APL 2  
  60 XP 
  APL 4  
  90 XP 
  APL 6  
  120 XP 
  APL 8  
  180 XP 
  APL 10  
  210 XP 
  APL 12  
  240 XP 
  Disarming or survive the Rainbow/Prismatic Trap 
  APL 2  
  30 XP 
  APL 4  
  30 XP 
  APL 6  
  60 XP 
  APL 8  
  90 XP 
  APL 10  
  120 XP 
  APL 12  
  150 XP 
  Encounter 5 
  Defeating the Ooze 
  APL 2  
  180 XP 
  APL 4  
  240 XP 
  APL 6  
  300 XP 
  APL 8  
  360 XP 
  APL 10  
  420 XP 
  APL 12  
  480 XP 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing  
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  316 XP 
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  670 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
  TREASURE SUMMARY 
  During an adventure, characters come upon 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.  In the case of potions, 
  they may use Spellcraft to identify them.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  
  TUS6-06 Sowing the Seeds 
   
  Page 23 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Conclusion 
   
  APL 2: L: 0 gp; C: 450 gp; M: 0 gp. 
   
  APL 4: L: 0 gp; C: 650 gp; M: 0 gp. 
   
  APL 6: L: 0 gp; C: 900 gp; M: 0 gp. 
   
  APL 8: L: 0 gp; C: 1,300 gp; M: 0 gp. 
   
  APL 10: L: 0 gp; C: 2,300 gp; M: 0 gp. 
   
  APL 12: L: 0 gp; C: 3,300 gp; M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 2: L: 0 gp; C: 450 gp; M: 0 gp. 
   
  APL 4: L: 0 gp; C: 650 gp; M: 0 gp. 
   
  APL 6: L: 0 gp; C: 900 gp; M: 0 gp. 
   
  APL 8: L: 0 gp; C: 1,300 gp; M: 0 gp. 
   
  APL 10: L: 0 gp; C: 2,300 gp; M: 0 gp. 
   
  APL 12: L: 0 gp; C: 3,300 gp; M: 0 gp. 
  
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  APPENDIX 1: NPCS AND CREATURES ALL APL 
  Gulam: Human Wizard 1; CR 1; Medium Human 
  (Baklunish); HD 1d4; hp 4; Init +1; Spd 30 Ft.,; AC 11, 
  Touch 11, Flat-Footed 10 (+1 Dex); Base Atk +0; Grp -1; 
  Atk: -1 melee (1d4-1/19-20x2, dagger); Full Atk: -1 
  melee (1d4-1/19-20x2, dagger); Space/Reach 5 Ft./5 Ft.; 
  SA Spellcasting; AL LN; SV Fort +0, Ref +1, Will +3; Str 
  8, Dex 13, Con 11, Int 15, Wis 12, Cha 10. 
   
  Skills And Feats: Concentration +4, Knowledge 
  (Arcana) +6, Knowledge (History) +6, Profession 
  (Scribe) +5, Spellcraft +6; Scribe Scroll, Spell Focus 
  (Conjuration), Spell Focus (Illusion). 
   
  Spells Prepared (3/2; Save DC 12 + Spell Level): 0 – 
  detect magic, light, resistance; 1st – color spray, mage 
  armor. 
   
  Possessions: Grey Mages Robes, Dagger. 
   
  Description: Gulam Is A Simple Man. Standing A 
  Mere 5’7” Tall, He Has Short-Cropped Black Hair, And 
  Curious Brown Eyes. He Is Clean Shaven, and His 
  Clothes Are Usually Well Maintained
  
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  Page 25 
  APL 4 
  Encounter 5 – Un-Holy Cow. 
  Living Dehydrate: CR 6; Large Ooze; HD 6d10+12; hp 
  48; Init +0; Spd. 20 ft.; AC 16, touch 12, flat-footed 12 (-
  1 Size, +3 Deflection); Base Atk +4; Grp +10; Atk +5 
  melee (1d6+2 plus 1d6+2 Con (DC 13 Fort negates Con 
  damage, Slam); Full Atk +5 melee (1d6+2 plus 1d6+2 
  Con (DC 13 Fort negates the Con damage, Slam); 
  Space/Reach 10 ft./5 ft.; SA Dehydrate, engulf; SQ 
  Blindsight 60 ft, damage reduction 10/magic, Ooze 
  traits spell resistance 18; AL N; SV Fort +6, Ref +4, Will 
  +4; Str 14, Dex 10, Con 14, Int –, Wis 10, Cha 13. 
   
  Dehydrate (Su): Any creature hit by a Living 
  Dehydrates slam attack, or is engulfed by it is subject to 
  1d6+2 Constitution Damage (DC 13 Fort negates). 
   
  Engulf (Ex): A Living Dehydrate can flow around 
  creatures that fit within its space as a standard action. It 
  cannot make a slam attack during a round in which it 
  engulfs. The Living Dehydrate merely has to move 
  over the opponents, affecting as many as it can cover. 
  Opponents can make attacks of opportunity against the 
  Living Dehydrate, but if they do so that are not entitled 
  to a saving throw. Those who do not attempt attacks of 
  opportunity must succeed on a Reflex save (DC 13) or 
  be engulfed; on a success, they are pushed back or aside 
  (opponent’s choice) as the Living Dehydrate moves 
  forward. Engulfed creatures are subject to the full 
  normal effect of the Dehydrate spell each round on the 
  Living Dehydrates turn, and are considered to be 
  grappled. 
   
  Description: A large cloud of grayish dust pulsates 
  with a hunger that seems to desire all living matter. 
  
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  Page 26 
  APL 6 
  Encounter 5 – Un-Holy Cow. 
  Living Poison: CR 9; Large Ooze; HD 8d10+24; hp 72; 
  Init +2; Spd. 20 ft.; AC 19, touch 15, flat-footed 13 (-1 
  Size, +2 Dex, +4 Deflection, +4 mage armor); Base Atk 
  +9; Grp +15; Atk +10 melee (1d6+2 plus 1d10 Con (DC 
  18 Fort negates Con damage, Slam); Full Atk +10 melee 
  (1d6+2 plus 1d10 Con (DC 16 Fort negates the Con 
  damage, Slam); Space/Reach 10 ft./5 ft.; SA Poison, 
  engulf; SQ Blindsight 60 ft, damage reduction 
  10/magic, Ooze traits spell resistance 18; AL N; SV Fort 
  +9, Ref +8, Will +6; Str 14, Dex 15, Con 16,  Int –, Wis 
  11, Cha 14. 
   
  Poison (Su): Any creature hit by a Living Poison’s 
  slam attack, or is engulfed by it is subject to 1d10 
  Constitution Damage (DC 16 Fort negates). 
   
  Engulf (Ex): A Living Poison can flow around 
  creatures that fit within its space as a standard action. It 
  cannot make a slam attack during a round in which it 
  engulfs. The Living Poison merely has to move over 
  the opponents, affecting as many as it can cover. 
  Opponents can make attacks of opportunity against the 
  Living Poison, but if they do so that are not entitled to 
  a saving throw. Those who do not attempt attacks of 
  opportunity must succeed on a Reflex save (DC 16) or 
  be engulfed; on a success, they are pushed back or aside 
  (opponent’s choice) as the Living Poison moves 
  forward. Engulfed creatures are subject to the full 
  normal effect of the Poison spell each round on the 
  Living Poison’s turn, and are considered to be grappled. 
   
  Description: A large cloud of greenish gas bubbles 
  and pulsates with an otherworldly malevolence. 
  
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  APL 8 
  Encounter 5 – Un-Holy Cow. 
  Living Cloudkill: CR 11; Huge Ooze; HD 10d10+70; 
  hp 110; Init +3; Spd. 20 ft.; AC 20, touch 16, flat-footed 
  17 (-2 Size, +3 Dex, +5 Deflection, +4 mage armor); Base 
  Atk +7; Grp +14; Atk +10 melee (1d6+3 plus 1d4 Con 
  (DC 20 Fort halves the Con damage, Slam); Full Atk 
  +10 melee (1d6+3 plus 1d4 Con (DC 18 Fort halves the 
  Con damage, Slam); Space/Reach 15 ft./10 ft.; SA 
  Cloudkill, engulf; SQ Blindsight 60 ft, damage 
  reduction 10/magic, Ooze traits spell resistance 20; AL 
  N; SV Fort +13, Ref +11, Will +9; Str 16, Dex 16, Con 
  20,  Int –, Wis 12, Cha 16. 
   
  Cloudkill (Su): Any creature hit by a Living 
  Cloudkill’s slam attack, or is engulfed by it is subject to 
  1d4 Constitution Damage (DC 18 Fort save for half). 
   
  Engulf (Ex): A Living Cloudkill can flow around 
  creatures that fit within its space as a standard action. It 
  cannot make a slam attack during a round in which it 
  engulfs. The Living Cloudkill merely has to move over 
  the opponents, affecting as many as it can cover. 
  Opponents can make attacks of opportunity against the 
  Living Cloudkill, but if they do so that are not entitled 
  to a saving throw. Those who do not attempt attacks of 
  opportunity must succeed on a Reflex save (DC 18) or 
  be engulfed; on a success, they are pushed back or aside 
  (opponent’s choice) as the Living Cloudkill moves 
  forward. Engulfed creatures are subject to the full 
  normal effect of the Cloudkill spell each round on the 
  Living Cloudkill’s turn, and are considered to be 
  grappled. 
   
  Description: A large cloud of yellowish-greenish 
  gas bubbles and pulsates with an otherworldly 
  malevolence, and reeks of death. 
  
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  APL 10 
  Encounter 5 – Un-Holy Cow. 
  Living Extract Water Elemental: CR 13; Huge Ooze; 
  HD 12d10+72; hp 144; Init +4; Spd. 20 ft.; AC 22, touch 
  18, flat-footed 18 (-2 Size, +4 Dex, +6 Deflection, +4 
  mage armor); Base Atk +9; Grp +17; Atk +13 melee 
  (1d8+5 plus 12d6 Dehydration (DC 21 Fort halves the 
  dehydration damage, Slam); Full Atk +13 melee (1d8+5 
  plus 12d6 Dehydration (DC 21 Fort halves the 
  dehydration damage, Slam); Space/Reach 15 ft./10 ft.; 
  SA Extract Water Elemental, engulf; SQ Blindsight 60 
  ft, damage reduction 10/magic, Ooze traits spell 
  resistance 22; AL N; SV Fort +16, Ref +14, Will +12; Str 
  20, Dex 18, Con 22,  Int –, Wis 14, Cha 20. 
   
  Extract Water Elemental (Su): Any creature hit by 
  a Living Extract Water Elemental’s slam attack, or is 
  engulfed by it is subject to 12d6 dehydration Damage 
  (DC 21 Fort save for half) as all the moisture in the 
  target is forcibly ripped out of his body. 
   
  Engulf (Ex): A Living Extract Water Elemental can 
  flow around creatures that fit within its space as a 
  standard action. It cannot make a slam attack during a 
  round in which it engulfs. The Living Extract Water 
  Elemental merely has to move over the opponents, 
  affecting as many as it can cover. Opponents can make 
  attacks of opportunity against the Living Extract Water 
  Elemental, but if they do so that are not entitled to a 
  saving throw. Those who do not attempt attacks of 
  opportunity must succeed on a Reflex save (DC 21) or 
  be engulfed; on a success, they are pushed back or aside 
  (opponent’s choice) as the Living Extract Water 
  Elemental moves forward. Engulfed creatures are 
  subject to the full normal effect of the Extract Water 
  Elemental spell each round on the Living Extract 
  Water Elemental’s turn, and are considered to be 
  grappled. 
   
  Description: A huge cloud of swirling blue and 
  red, which has a slight scent of the freshly fallen rain, 
  but which pulsates with malevolence. 
  
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  APL 12 
  Encounter 5 – Un-Holy Cow. 
  Living Horrid Wilting: CR 16; Huge Ooze; HD 
  14d10+96; hp 154; Init +5; Spd. 60 ft.; AC 25, touch 21, 
  flat-footed 20 (-2 Size, +5 Dex, +8 Deflection, +4 mage 
  armor); Base Atk +10; Grp +24; Atk +14 melee (1d8+6 
  plus 14d6 Dehydration (DC 23 Fort halves the 
  dehydration damage, Slam); Full Atk +14 melee (1d8+6 
  plus 16d6 Dehydration (DC 23 Fort halves the 
  dehydration damage, Slam); Space/Reach 15 ft./10 ft.; 
  SA Horrid wilting, engulf; SQ Blindsight 60 ft, damage 
  reduction 10/magic, Ooze traits spell resistance 24; AL 
  N; SV Fort +17, Ref +16, Will +15; Str 22, Dex 20, Con 
  22,  Int –, Wis 16, Cha 20. 
   
  Horrid Wilting (Su): Any creature hit by a Living 
  Horrid Wilting’s slam attack, or is engulfed by it is 
  subject to 14d6 dehydration Damage (DC 23 Fort save 
  for half) as all the moisture in the target is forcibly 
  drained from his body. 
   
  Engulf (Ex): A Living Horrid Wilting can flow 
  around creatures that fit within its space as a standard 
  action. It cannot make a slam attack during a round in 
  which it engulfs. The Living Horrid Wilting merely 
  has to move over the opponents, affecting as many as it 
  can cover. Opponents can make attacks of opportunity 
  against the Living Horrid Wilting, but if they do so 
  that are not entitled to a saving throw. Those who do 
  not attempt attacks of opportunity must succeed on a 
  Reflex save (DC 23) or be engulfed; on a success, they 
  are pushed back or aside (opponent’s choice) as the 
  Living Horrid Wilting moves forward. Engulfed 
  creatures are subject to the full normal effect of the 
  Horrid Wilting spell each round on the Living Horrid 
  Wilting’s turn, and are considered to be grappled. 
   
  Description: A huge mass of black clouds, with 
  tiny sparks of red flashing from within, reeks with the 
  stench of death. 
  
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  APPENDIX 2: NEW RULES 
  Sculpt Spell [Metamagic] (as presented in 
  Complete Arcane) 
  You can modify the area of your spells. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: You can modify an area spell by changing 
  the area’s shape to either a cylinder (10-foot radius, 30 
  feet high), a 40-foot cone, four 10-foot cubes, a ball (20-
  foot-radius spread), or a 120 foot line. The sculpted 
  spell works normally in all respects except for its 
  shape. For example, a lightning bolt whose area is 
  changed to a ball deals the same amount of damage, but 
  affects a 20-foot-radius spread. 
   
  A Sculpted Spell uses a spell slot one level higher 
  than the spell’s actual level. 
  Rainbow Beam (as presented in Spell 
  Compendium) 
  Evocation [Light] 
  Level: Sorcerer/Wizard 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: Ray 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  You must succeed on a ranged touch attack with 
  the ray to strike a target. If you hit, the subject is 
  dazzled for 1 minute. The spell also deals1d12 points of 
  damage per three caster levels (maximum 5d12). A 
  rainbow beam deals a random type of damage as 
  determined by the following table. If two types of 
  energy are indicated, rainbow beam deals half its 
  damage from each type of energy indicated. Creatures 
  apply energy resistance separately to each type of 
  damage. 
  1d8 
  Color 
  Damage Type 
  1 
  Red 
  Fire 
  2 
  Orange 
  Acid 
  3 
  Yellow 
  Electricity 
  4 
  Green 
  Poison 
  5 
  Blue 
  Cold 
  6 
  Indigo 
  Sonic 
  7 
  Violet 
  Force 
  8 
  Multihued 
  Roll twice (ignore further 
  results of 8) 
  Dehydrate 
  (as 
  presented 
  in 
  Spell 
  Compendium) 
  Necromancy 
  Level: Druid 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: One living creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  You afflict the target with a horrible, desiccating 
  curse that deals 1d6 points of Constitution damage, 
  plus 1 additional point of Constitution damage per 
  three caster levels, to a maximum of 1d6+5 at 15
  th level. 
  Oozes, plants and creatures with the aquatic subtype 
  are more susceptible to this spell than other targets. 
  Such creatures take 1d8 points of Constitution damage, 
  plus 1 additional point of Constitution damage per 
  three caster levels, to a maximum of 1d8+5. 
  Rainbow Blast (as presented in Spell 
  Compendium) 
  Evocation [Light] 
  Level: Sorcerer/Wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 120 ft. 
  Area: 120-ft. line 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  
  TUS6-06 Sowing the Seeds 
   
  Page 31 
  Spell Resistance: Yes 
   
  This spell is a wide-spectrum blast of radiant 
  energy composed of all five energy types. Rainbow 
  blast deals 1d6 points of damage from each of the five 
  energy types (acid, cold, electricity, fire and sonic), for 
  a total of 5d6 points of damage. Creatures apply 
  resistance to energy separately for each type of damage. 
   
  As you gain in levels, the damage die increases in 
  size. At 7
  th level the spell deals 5d8 points of damage, at 
  9
  th level is deals 5d10 points of damage, and at 11
  th level 
  it deals 5d12 points of damage – one die for each of the 
  five energy types. 
   
  Focus: A small clear gem or crystal prism worth at 
  least 50 gp. 
  Dispelling Screen (as presented in Spell 
  Compendium) 
  Abjuration 
  Level: Sorcerer/Wizard 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: Energy wall whose area is up to one 
   
  10-ft. square/level, or a sphere or 
   
  hemisphere with a radius of up to 
   
  1 ft./level. 
  Duration: 1 minute/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
   
  Any spell effect operating on a creature or 
  unattended object that passes through the screen is 
  affected as by a targeted dispel magic (PHB 223) at your 
  caster level. Attended items that pass through are not 
  affected by the screen, which is the only way the 
  screen differs from a normal targeted casting of dispel 
  magic – attended items are essentially not targeted by 
  the screen. Make a caster level check (1d20 + 1 per 
  caster level, maximum +10) to dispel spell effects (DC 
  11 + caster level) or suppress an unattended object’s 
  magical properties for 1d4 rounds (DC equal to the 
  item’s caster level). Spell effects not operating on 
  objects or creatures cannot pass through the screen. A 
  disintegrate or successful dispel magic removes 
  dispelling screen, while an antimagic field suppresses 
  it. 
   
  Material Component: A fine sheet of lead crystal. 
  Cyclonic Blast (as presented in Spell 
  Compendium) 
  Evocation [Air] 
  Level: Sorcerer/Wizard 5 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: 120 ft. 
  Area: 120-ft. line 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  You send a twisting torrent of wind, not unlike a 
  tornado turned on its side, towards your enemies. A 
  cyclonic blast deals 1d6 points of damage per caster 
  level (maximum 15d6 points of damage) to all creatures 
  and objects in the area. Objects bigger than Large take 
  half damage. The Cyclonic Blast begins at your 
  fingertips. 
   
  Creatures who fail their Reflex saving throws 
  against a cyclonic blast are additionally in danger of 
  being knocked back by the force of the wind. Treat this 
  as a bull rush attack made with a +12 bonus of the 
  Strength check. A cyclonic blast always moves with the 
  opponent to push that target back the full distance 
  allowed, and (unlike a normal bull rush) you can 
  exceed your normal movement limit with a sufficiently 
  high check result. Airborne creatures are treated as if 
  they were one size category smaller for the purpose of 
  resisting the bull rush. 
   
  If the damage caused to an interposing barrier by 
  the blast shatters or breaks through it, the cyclonic 
  blast can continue beyond the barrier if the spell’s 
  range permits; otherwise, it stops at the barrier just as 
  any other spell effect does. 
   
  Focus: A child’s spinning top. 
  Prismatic Ray (as presented in Spell 
  Compendium) 
  Evocation 
  Level: Sorcerer/Wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  
  TUS6-06 Sowing the Seeds 
   
  Page 32 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Ray 
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: Yes 
  You must succeed on a ranged touch attack with the 
  ray to strike a target. On a successful attack, a creature 
  with 6 Hit Dice or fewer is blinded for 2d4 rounds by 
  the prismatic ray in addition to suffering a randomly 
  determined effect: 
   
  1d8 
  Color of 
  Beam 
  Effects 
  1 
  Red 
  20 points fire damage (Reflex half)
  2 
  Orange 
  40 points acid damage (Reflex 
  half) 
  3 
  Yellow 
  80 
  points 
  electricity 
  damage 
  (Reflex half) 
  4 
  Green 
  Poison (Kills; Fortitude partial, 
  take 1d6 Con damage instead) 
  5 
  Blue 
  Turned 
  to 
  stone 
  (Fortitude 
  negates) 
  6 
  Indigo 
  Insane, as Insanity spell (Will 
  negates) 
  7 
  Violet 
  Sent to another plane (Will 
  negates) 
  8 
  — 
  Two effects; roll twice more, 
  ignoring any “8” results. 
  Reciprocal Gyre (as presented in Spell 
  Compendium) 
  Abjuration 
  Level: Sorcerer/Wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: One creature or object 
  Duration: Instantaneous 
  Saving Throw: Will half, then Fortitude negates; see 
  text 
  Spell Resistance: No 
   
  The subject takes 1d12 points of damage per 
  functioning spell or spell-like ability currently 
  affecting it (maximum 25d12). In addition, any 
  creature so affected that fails its Will save must then 
  succeed on a Fortitude save or be dazed for 1d6 rounds. 
   
  Only spells specifically targeted on the creature in 
  question can be sued to create the backlash of a 
  reciprocal gyre, so spells that affect an area can’t be 
  used to deal reciprocal damage to creatures within 
  their area. Likewise, persistent or continuous effects 
  from magic items can’t be used to deal reciprocal 
  damage, but targeted spell effects can be. 
   
  Material Component: A tiny closed loop of copper 
  wire. 
  Symbol of Spell Loss (as presented in Spell 
  Compendium) 
  Abjuration 
  Level: Cleric 5, Sorcerer/Wizard 5 
  Components: V, S 
  Casting Time: 10 minutes 
  Range: 0 ft.; see text 
  Area: One symbol 
  Duration: see text 
  Saving Throw: Will negates 
  Spell Resistance: No 
   
  The spell functions like symbol of death (PHB 
  289), except that when it is triggered, the symbol 
  begins to attack the minds of spellcasters within 60 
  feet. Each must attempt a Will saving throw each 
  round they are within range, at the beginning of their 
  turn. Failure means that the highest-level spell 
  prepared by the spellcaster (or highest-level spell slot, 
  if the character casts spell spontaneously) is lost for the 
  day. The symbol remains active for 10 minutes per 
  level or until it has erased fifty levels of spells. The 
  symbol attacks creatures with spell-like abilities as if 
  they had spells, consuming a daily use of the highest-
  level ability the creature possesses, or suppressing an 
  ability usable at will for 1 round. 
  Extract Water Elemental (as presented in 
  Spell Compendium) 
  Transmutation [Water] 
  Level: Druid 6, Sorcerer/Wizard 6 
  
  TUS6-06 Sowing the Seeds 
   
  Page 33 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: One living creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
   
  This brutal spell causes the targeted creature to 
  dehydrate horribly as the moisture in its body is 
  forcibly extracted through its eyes, nostrils, mouth and 
  pores. This deals 1d6 points of damage per caster level 
  (maximum 20d6), or half damage on a successful 
  Fortitude save. If the target creature is slain by this 
  spell, the extracted moisture is transformed into a 
  water elemental of a size equal to the slain creature (up 
  to Huge). The water elemental is under your control, as 
  if you summoned it, and disappears after 1 minute. 
   
  The spell has no effect on living creatures with the 
  fire subtype. 
  Dispelling Screen, Greater (as presented in 
  Spell Compendium) 
  Abjuration 
  Level: Drow 6, Sorcerer/Wizard 7 
   
  This spell functions like dispelling screen, except 
  that the maximum caster level bonus on the dispel 
  check is +20. 
  Maddening Whispers (as presented in 
  Spell Compendium) 
  Enchantment (Compulsion) [Mind Affecting] 
  Level: Sorcerer/Wizard 8 
  Components: V 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: One creature/level 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  You can choose to inflict one of the following 
  conditions upon any creatures that fail their saving 
  throws. 
   
  Hysteria: 
  The 
  subject 
  falls 
  into 
  fits 
  of 
  uncontrollable laughing or crying (equal chance for 
  either). This hysteria affects subjects as though they 
  were nauseated; they are unable to attack, cast spells, 
  concentrate on spells, or do anything else requiring 
  attention. The only action a subject can take is a single 
  move action per turn. 
   
  Panic: The subject becomes panicked. If cornered, 
  a panicked creature cowers. 
   
  Violent Hallucinations: The subjects perceive any 
  nearby creatures as dangerous enemies, attacking the 
  nearest ones and fighting until the subjects are slain or 
  until no more creatures are in sight. 
   
  Stupor: The subjects curl up on the floor and 
  remain oblivious to events around them. Characters in 
  a stupor are effectively stunned and prone. 
  Living Spell (as presented in Monster 
  Manual 3) 
  For reasons unknown, in the magical mayhem of the 
  Las War, spell effects occasionally took on sentience 
  and refused to dissipate. The living spells still haunt 
  places blasted by magic, apparently subsisting on 
  ambient magical energy. They seem to kill only for 
  pleasure, not out of any need to feed. 
  A living spell appears similar to the normal spell effect 
  except that – even in the case of an instantaneous spell, 
  such as fireball – the magical energy lingers, writhing 
  and moving with definite purpose. 
  Creating a Living Spell 
  “Living Spell” is an unusual template, in that it applies 
  to an arcane or divine spell effect (or in some cases, a 
  group of spell effects) and not a creature. The 
  characteristics of a living spell are determined by the 
  nature of the spell(s) including the caster level of the 
  spells. The template can be applied to any spell that 
  creates an area or effect (not targeted spells), but not a 
  spell whose effect is already a creature (such as a 
  Summon Monster spell). 
  A Living Spell composed of more than one spell uses 
  the caster level of its highest-level spell for its spell 
  effects. 
   
  Size and Type: A Living Spell’s size depends on its 
  caster level: 1
  st-6
  th is medium, 7
  th-12
  th is Large, 13
  th or 
  higher is Huge. Its type is Ooze. 
   
  Hit Dice: A Living Spell has Hit Dice equal to its 
  caster level. Its Hit Dice are d10s. 
  
  TUS6-06 Sowing the Seeds 
   
  Page 34 
   
  Speed: A Living Spell’s speed depends on the 
  spell’s range. A spell with a range of close has a speed of 
  20 feet, a spell with a range of medium has a speed of 
  40 feet, and a spell with a range of long has a speed of 
  60 feet. A spell with any other range has a speed of 20 
  feet. If two spells with different ranges combine to 
  make a Living Spell, the Living Spell’s speed is base on 
  the range of the slower of the two parents spells. 
   
  Armor Class: A Living Spell has a deflection 
  bonus to its AC equal to its spell level. 
   
  Attack: A Living Spell gains a slam attack it can 
  use once per round. The slam attack deals damage 
  based on the Living Spell’s size (see the table below), 
  plus its Strength bonus x 1 1/2. A successful slam 
  attack also affects the target as though it were within 
  the spell effect or area (see Special Attacks, below). 
  Living Spell Size 
  Slam Damage 
  Fine 
  1 
  Diminutive 
  1 
  Tiny 
  1d2 
  Small 
  1d3 
  Medium 
  1d4 
  Large 
  1d6 
  Huge 
  1d8 
  Gargantuan 
  2d6 
  Colossal 
  2d8 
   
  Special Attacks: A Living Spell has two special 
  attacks. 
   
  Spell Effect (Su): A creature hit by a Living Spell’s 
  slam attack is subjected to the normal effect of the spell 
  or spells making up the creature, as if it were within 
  the area or effect of the spell itself. Saves apply as 
  normal for the spell; the DC is 10 + spell level + Cha 
  modifier. 
   
  Engulf (Ex): a Living Spell can flow around 
  creatures that fit within its space as a standard action. It 
  cannot make a slam attack during a round in which it 
  engulfs. The Living Spell merely has to move over the 
  opponents, affecting as many as it can cover. 
  Opponents can make attacks of opportunity against a 
  Living Spell, but if they do so, they are not entitled to a 
  saving throw. Those who do not attempt attacks of 
  opportunity must succeed on a Reflex save (DC 10 + 
  spell level + Cha modifier) or be engulfed; on a success, 
  they are pushed back or aside (opponent’s choice) as 
  the spell moves forward. Engulfed creatures are subject 
  to the full normal effect of the spell(s) each round on 
  the Living Spell’s turn, and are considered to be 
  grappled. 
   
  Special Qualities: A Living Spell has ooze traits, 
  damage reduction 10/magic, and spell resistance equal 
  to 10 + its caster level. 
   
  Saves: A Living Spell has normal saves for a 
  creature of the ooze type (no good saves). It gains a 
  resistance bonus on all saves equal to the spell level of 
  the highest-level spell upon which it is based. 
   
  Abilities: A Living Spell has a Strength, 
  Constitution, and Charisma score equal to 10 + its spell 
  level. Its Dexterity and Wisdom scores are 7 + its spell 
  level. It is mindless, and has no Intelligence score. 
   
  Skills and Feats: Living Spells, being mindless, 
  have no skills or feats. 
   
  Environment: Any Land. Living Spells are found 
  in the Mournlands, and other areas blasted by magic. 
   
  Organization: Solitary. 
   
  Challenge Rating: A Living Spell’s Challenge 
  Rating is equal to the spell level of the highest level 
  spell upon which it is based, plus one half its caster 
  level, rounded down (minimum CR 1). It the Living 
  Spell is based on multiple spells, increase the CR by 
  one-half the sum of the additional spell levels 
  (minimum increase +1). 
   
  Treasure: None. 
   
  Alignment: Always neutral. If the original spell 
  had an alignment, the living spell adds that alignment 
  to its neutral alignment. For example, an evil spell 
  would spawn a neutral evil Living Spell, a Chaotic spell 
  a chaotic neutral Living Spell, and so forth. 
   
  Advancement: — 
   
  Level Adjustment: — 
   
  
  TUS6-06 Sowing the Seeds 
   
  Page 35 
  APPENDIX 3: THE LAW IN NORTHERN TUSMIT 
  Generalities 
  Please note that the laws outlined here do not comprise 
  of the entire list of laws in Tusmit. For a more 
  complete list consult the Tusmit Gazetteer. For any 
  crime not listed please contact the Tusmit triad at 
  tusmittriad@yahoogroups.com. 
  Lashings 
  All lashings are given in public where the criminal can 
  be showered by manure and rotting vegetables. The 
  number of lashes given should be noted on the AR. 
  Horses 
  A horse qualifies as a person for the charges wherever 
  it might be applicable (murder, assault). 
  High Fines 
  If the guilty party cannot pay a fine, it can be worked 
  off at a value of 50 fountains per week (one TU) in the 
  mines. 
  Full responsibility of the law is expected and enforced 
  by the 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 (govt. official, noble, or church member) 
  Threat or use of lethal force that results in bodily harm 
  upon a person a lawful representative of the Tusman 
  Government, a Tusman noble or member of an 
  organized Tusman Church. 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of up to 1 year (52 TUs). 
  Assault (Major) 
  Threat or use of lethal force that results in major bodily 
  harm reducing the victim’s hit points to between 0 and 
  -9. 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of up to six time units and 10d10 lashes. 
  Assault (Minor) 
  Threat or use of lethal force that results in major bodily 
  harm without reducing the victim’s hit points past 0 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of three time units and 5d10 lashes. 
  Assault (Negligible) 
  Threat or use of non lethal force against a victim. 
  Sentence: overlooked (left off with warnings). 
  Blackmail 
  Obtaining currency, services, or information, by illegal 
  means such as by force or coercion. 
  Sentences: 
  • 
  Government official, noble, military, or 
  church official: Imprisonment of four time 
  units and loss of seventy-five 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. 
  
  TUS6-06 Sowing the Seeds 
   
  Page 36 
  Sentence: Fine of fifty fountains per spell level and 
  1d10 lashes per spell level. 
  Manslaughter 
  Use of lethal force that unintentionally results in major 
  bodily harm reducing the victim to below -9 hit points. 
  Sentence: Sent to the mines for up to 10 years, plus loss 
  of all property to be given to the family of the victim. 
  Murder 
  Use of lethal force that intentionally results in major 
  bodily harm reducing the victim to below -9 hit points. 
  Sentences: 
  • 
  Mass murder: torture in public and death. 
  • 
  Other: Death. 
  Spying 
  Any activity that results in foreign powers learning 
  secrets or information about the nation of Tusmit. 
  Sentence: Sent to mines for life or death 
  Theft 
  Possession, sale, or acquisition of an object without 
  permission. 
  Sentence: Imprisonment for one time unit and 4d10 
  lashes per one hundred fountains worth of goods, 
  services, or information. As well a fine up to equalling 
  up to five times the worth of the goods, services or 
  information.  
  500 fountains worth or more: severing of the hand 
  after previous sentence is served. 
  Theft (Horse) 
  Possession, sale, or acquisition of a horse without 
  permission. 
  Sentence: Death. 
  Treason 
  Any activity that weakens or gives an edge to a foreign 
  power against the good of the nation of Tusmit. 
  Sentence: Torture and death 
  Trespass 
  Illegal entry into any building when one is not 
  solicited.  
   
  
  TUS6-06 Sowing the Seeds 
   
  Page 37 
  APPENDIX 4: MAPS 
  
  TUS6-06 Sowing the Seeds 
   
  Page 38 
  1a
  1a-1
  1a-2
  1a-3
  1 square = 5 ft.
  Trail of blood.
  1b
  1g
  1c
  1e
  1f
  1d
  1h
  Wizards' Home
  Ground Floor N
  T — Trap Door
  — Window
  
  TUS6-06 Sowing the Seeds 
   
  Page 39 
   
   
   
  2i
  2o
  2j
  2l
  2n
  2k
  2m
  1 square = 5 ft.
  Wizards' Home
  Upper Floor N
  S — Secret Door
  Trail of blood.
  — Window
  
  TUS6-06 Sowing the Seeds 
   
  Page 40 
  P
  Q
  R
  T
  S
  S1
  S2
  S3
  U
  V
  W
  X
  1 square = 5 ft.
  Wizards' Home
  Basement
  N
  W1
  W2
  X1
  X2
  
  TUS6-06 Sowing the Seeds 
   
  Page 41 
  APPENDIX 5: TEXTES EN FRANCAIS 
  INTRODUCTION 
   
  Les 
  chemins 
  sinueux 
  de 
  Tusmit 
  sont 
  splendides en ces derniers jours d’été, et, en 
  chemin vers le mariage le plus attendu de la saison, 
  tout semble encore plus beau. 
   
  Vous arrivez dans la ville de Twallish, dans le 
  cheikdom de Nahim, alors que le soleil se couche à 
  l’horizon. Malgré l’heure tardive, vous décidez de 
  prendre votre temps et de traverser la ville en route 
  vers votre auberge. 
   
  Les rayons du soleil couchant colorent la ville 
  en milles couleurs chaudes, donnant un ton 
  plaisant à votre randonnée vers l’auberge. Alors que 
  vous traversez une partie plus résidentielle de la 
  ville, vous avez le temps de réfléchir sur votre passé 
  et votre futur. 
  ENCOUNTER 1: A PANICKED 
  SCREAM 
   
  En passant devant l’une des demeures les plus 
  cossus de la ville, et en admirant son gazon coupé 
  avec soin et ses nombreuses fleurs multicolores, la 
  porte d’entrée s’ouvre brusquement et un jeune 
  homme, d’au plus quinze ans, sort en toute hâte 
  dans la rue. 
   
  Les habits tout simples du  jeune homme sont 
  couverts de sang et d’entrailles, et il crie de façon 
  hystérique : 
   
  “Aidez-moi! Aidez-moi! Les Diables sont à mes 
  trousses, ils veulent me tuer… ” 
  En finissant sa harangue, il s’écroule sur le sol et 
  s’évanouit derechef. 
  ENCOUNTER 2 – 
  EVERYTHING SEEMS 
  NORMAL. 
  1a - “Entrance Hall” 
  Passant entre les deux larges portes en acajou, 
  laissés ouvertes par le départ précipité de Gulam, 
  vous entrez dans hall d’entrée à la fois somptueux et 
  étincelant de propreté. 
  Des deux côtés du hall, un certain nombre de 
  petites chevilles de bois sont apposés sur les murs, à 
  peu près à 2 mètres du sol. Une de ces chevilles 
  retient ce qui semble être une cape de femme. 
  En plein centre et au-dessus des portes sur le mur 
  nord, se trouve un petit miroir d’argent poli, mais il 
  semble bizarre qu’il soit placé à cette hauteur, à 3 
  mètres du sol. 
  1a-2 Symbol Trap 
  En retirant la cape de la cheville, vous apercevez un 
  étrange dessin inscrit sur le mur. Il semble se 
  mettre à luire aussitôt que vous posez les yeux 
  dessus. 
  1b “Foyer” 
  Cette large antichambre est impressionnante. Le 
  plancher est en tuiles de marbre blanc, veiné de 
  rouge et de noir. Tout en haut, au plafond du 
  deuxième plancher, un énorme chandelier fait de 
  cristaux délicats est suspendu, illuminant la pièce 
  d’une pale lueur jaunâtre. 
  * * * * * 
  Les  marches de couleur foncées menant en haut 
  disparaissent sous le balcon délicatement sculpté 
  du deuxième étage. 
  Il y a quelques gouttes d’un liquide rouge vif sur 
  certaines des marches menant à l’étage. 
  Il y a 3 autres portes qui permettent de sortir de la 
  pièce, chacune étant faites de pin blanc, gravés de 
  filigranes  délicats, et avec de larges poignées de 
  cuivre 
  – 
  et 
  le 
  tout 
  ayant 
  été 
  astiqué 
  vigoureusement. 
  1c “The Larder” 
  En entrant dans cette pièce, une odeur de moisi 
  vous prend à la gorge. Cette pièce semble être un 
  garde-manger, avec plusieurs sacs étiquetés comme 
  contenant du riz, de la farine, des ognons et le reste. 
  Bien que le plancher, les étagères et les comptoirs 
  semblent propres, il y a une fine poussière grise 
  recouvrant les sacs de nourriture, de même que les 
  instruments de cuisines servant à manipuler cette 
  nourriture. Il semble étonnant que les choses aient 
  été laissées dans cette condition. 
  
  TUS6-06 Sowing the Seeds 
   
  Page 42 
  1d “The Kitchen” 
  En entrant dans la cuisine, la température semble 
  grimper de manière perceptible, comme si le feu 
  dans le four venait tout juste d’être attisé. Il y a très 
  peu de fumée dans la pièce, la cheminée sortant 
  directement du mur nord. 
  Il y a des lianes d’ails, de poivrons et d’herbes 
  accrochés aux murs, et des chaudrons et des 
  casseroles sur la moitié des comptoirs. 
  Il y a une trappe dans le plancher, assorti d’un large 
  anneau sur le dessus. 
  Il semble étrange que, donné l’heure tardive, et la 
  chaleur venant du four, aucune nourriture n’ait été 
  préparée de la journée, car l’odeur de cuisson est 
  inexistante ici. 
  * * * * * 
  Ouvrant la trappe, une brise fraîche vient 
  agréablement rafraîchir l’atmosphère. Descendant 
  les quelques marches dans la remise, vous la 
  trouvez pleine de nourriture. 
  Il y a des saucisses et autres viandes suspendues à 
  des crochets au plafond. Des meules de fromage 
  sont installées sur les étagères, de même que des 
  boisseaux de fruits et de légumes frais. Sur le mur 
  sud, des tonnelets, chacun étiquetés en grandes 
  lettres claires. 
  Vins rouges et blancs, bière, et hydromel se 
  retrouvent ici, bien au frais. 
  Pourtant, comme dans le garde-manger, toute la 
  nourriture semble couverte d’une fine poussière 
  grise. 
  1e “The Dining Room” 
  Il ne fait aucun doute sur la fonction de cette pièce 
  dès que vous entrez. Avec une large table de chêne 
  fraîchement polie, et  dix chaises placées au beau 
  milieu de la pièce, ceci doit être la salle à dîner. 
  Il y a deux larges armoires sur chacun des murs est 
  et ouest, contenant des assiettes bordés d’or, de 
  larges plateaux de services en argent, et autres 
  pièces de porcelaine délicate, de même que 
  d’étincelants gobelets et carafes de cristal. 
  Les fenêtres sont ouvertes, et les rideaux de 
  dentelle flottent doucement dans la brise, et on 
  peut sentir le parfum des fleurs provenant du  
  jardin à l’extérieur. 
  1f “Cook’s Quarters” 
  Vous entrez dans une pièce aux couleurs vives, au 
  mobilier usé mais de bonne qualité, ayant toutes les 
  qualités d’un logis.  
  Cette pièce a de toute évidence appartenue à 
  quelqu’un avec des goûts simples et modestes, 
  travaillant pour le mage Is’haaq bin Tahir. Ceci est 
  la chambre de la cuisinière.  
  Les murs sont de couleur crème, avec de petits tapis 
  tout en rouge et or accrochés aux murs. Le mobilier 
  en bois  est usé mais bien entretenu. 
  Le large lit le long du mur semble extrêmement 
  confortable, avec un trio d’immenses oreillers de 
  plumes. La courtepointe fait main semble tout aussi 
  confortable et plutôt chaude. Le symbole de la 
  Coupe et du Talisman cloué au-dessus de la tête du 
  lit est une touche rassurante. 
  * * * * * 
  La seule chose dans la pièce qui ne semble pas à sa 
  place et plus que légèrement inquiétant, est le corps 
  d’une femme Baklunienne, morte, dans une mare 
  de son propre sang, et avec la gorge lacérée.  
  1g “The Privy” 
  Vous entrez dans ce qui ne peut être décrit que 
  comme un chef d’œuvre d’ingénierie et de design. 
  Ce qui ne pourrait être qu’une simple pièce, le 
  cabinet, a été transformée en une merveille. 
  Les tuiles bleu-vert vous rappellent l’eau en 
  mouvement, et le plafond bleu comporte de petits 
  points blancs peinturés au hasard, pour représenter 
  le ciel nocturne. Les petits points semblent briller 
  de leur propre accord, illuminant la pièce toute 
  entière d’une douce lumière blanche. 
  * * * * * 
  Il y a 2 petits enceintes sur le côté, avec la porte de 
  l’une d’elle ouverte. Jetant un coup d’œil à 
  l’intérieur, vous pouvez voir une siège de 
  porcelaine, avec un trou découpé en son centre, 
  menant on ne sait où. Contrairement aux autres 
  cabinets d’aisance que vous avez visités, il n’y a 
  aucune odeur ici. Plutôt, un petit appareil brille 
  pour un moment, et soudain les latrines exhalent 
  un parfum vaguement floral. 
  * * * * * 
  En plus, il y a un large bain de porcelaine, se tenant 
  sur 
  quatre 
  pattes 
  sculptées 
  pour 
  donner 
  l’impression que le bain est tenu dans les griffes 
  
  TUS6-06 Sowing the Seeds 
   
  Page 43 
  d’un dragon. Il y a aussi une colonne supportant un 
  bol de porcelaine finement ciselé, et sur une 
  étagère au-dessus du bol réside une magnifique 
  carafe de porcelaine. Derrière l’étagère se trouve un 
  large miroir d’argent poli. 
  1h “Stairs Leading Down” 
  En descendant de la dernière marche, et que la 
  lumière vous révèle le chemin devant vous, vous 
  voyez que vous êtes dans un petit passage, à 20 
  pieds d’un autre escalier en spirale qui descend 
  dans l’obscurité. 
  ENCOUNTER 3 – A PASSAGE 
  DOWN. 
  2i “Upper Balcony” 
  En enjambant la dernière marche en haut de 
  l’escalier, vous avez une vue beaucoup plus 
  rapprochée du magnifique chandelier qui illumine 
  la pièce au complet. Il est fait de centaines de  
  larmes de  cristal finement ciselées; chacune d’entre 
  elles fait environ 15 centimètres de long, avec un 
  diamètre de 7 centimètres à la base. Une merveille 
  de design. 
  Le même bois sombre dont sont fait les marches  a 
  été utilisé ici pour construire un balcon entourant 
  la cage d’escalier, avec des balustrades de pin blanc 
  empêchant un plongeon dangereux. 
  Autour de vous, 3 autres portes permettent de 
  quitter le balcon. 
  2j “Gulam’s Bedroom” 
  Vous êtes dans une chambre à coucher toute 
  simple. Il y a un lit de manufacture grossière contre 
  le mur ouest, une petite commode, avec un rideau 
  pour se changer près du mur nord, et un petit 
  guéridon supportant un bol et une carafe d’eau près 
  du mur sud. 
  2k “Alchemy Laboratory” 
  Ouvrant la porte, vous êtes immédiatement assailli 
  par nombre d’odeurs différentes, et le mélange est 
  loin d’être plaisant. 
  Il semble que vous avec trouvé ce qui semble être 
  une laboratoire d’alchimiste. Les murs sont parés de 
  placards, et au centre de la pièce trônent deux 
  énormes tables de chêne. Une de celles-ci comporte 
  un impressionnant ramassis de bouteilles, de 
  gobelets et d’autres outils propres à l’alchimie. 
  L’autre est couverte de feuilles de parchemin, qui 
  décrivent tous les ingrédients et les processus 
  requis pour créer diverses substances alchimiques. 
  Regardant dans les placards, vous trouvez une foule 
  d’ingrédients 
  différents 
  pour 
  créer 
  diverses 
  substances alchimiques. 
  2l “The Library” 
  Ouvrant la porte, vous êtes accueillis par une pale 
  lueur émanant du centre de cette vaste pièce. Les 
  rangés de livres qui tapissent les quatre murs sont 
  une indication claire que vous vous trouvez dans la 
  bibliothèque du mage. 
  Il y a 2 longues tables en bois, posée le long des 
  murs est et ouest, avec chacune au moins six 
  chaises à dossier haut. 
  Dominant le centre de la pièce se trouve une 
  imposante fiole de verre de 3 mètres de haut, avec 
  un énorme bouchon en acier. Regardant au travers 
  du verre, vous apercevez facilement une épée 
  longue, faite dans ce qui semble de l’or massif, et 
  ornée au pommeau et à la garde de brillants saphirs. 
  Juste sous le bouchon se trouve une feuille de 
  parchemin, avec cette note écrite à la main : “Ne pas 
  ouvrir”. 
  Comme si cela n'était pas suffisamment étrange, il  
  y a cette petite brosse qui balaie par elle-même le 
  devant de la fiole, nettoyant quelques gouttes d'un 
  liquide brun rougeâtre. 
  2m “Hidden Passage” 
  Vous vous trouvez dans un long tunnel, dépouillé 
  de tout mobilier,  de fenêtres ou de quoi que ce soit 
  de particulier, sauf une cage d'escalier qui descend 
  dans la noirceur. 
  2n “Crafting Room” 
  Ouvrant la porte, il semblerait que vous ayez 
  trouvée une pièce qui aurait servi d'atelier. Il y a des 
  bancs de travail au centre de la pièce, avec une 
  poignée de hauts tabourets à côté de chacun. 
  Il y a une large forge en acier dans le coin nord-est 
  de la pièce, avec une cheminée sortant du mur est, 
  et des placards sur chacun des murs. 
  2o “Is’haaq bin Tahir’s bedchamber” 
  En ouvrant la porte, vous vous trouvez devant une 
  pièce assez peu meublée, mais les meubles qu'elle 
  
  TUS6-06 Sowing the Seeds 
   
  Page 44 
  contient sont parmi les plus beaux que vous avez 
  jamais vu. 
  Le lit à baldaquin, en bois massif, domine le coin 
  nord-est de la pièce. Le cadre en bois de galda est 
  gravé d'un bas-relief  représentant un troupeau de 
  chevaux sauvages parcourant les plaines du nord de 
  Tusmit. Le dais de soie blanche s'agite doucement 
  dans la brise provenant de la fenêtre ouverte. 
  Le plancher est couvert d'un magnifique tapis 
  rouge et or, avec pour motif un dragon encerclant 
  une coupe surmontée d'une étoile à huit branches. 
  Sur le mur est se trouve un haute armoire en bois 
  de cerise, avec des portes doubles serties d'or. 
  * * * * * 
  A l'intérieur, il y a deux tiroirs, fait du même bois 
  de cerise serti d'or. L'armoire renferme une 
  quantité de vêtements, et autres objets personnels 
  appartenant à quelqu'un de nanti. 
  * * * * * 
  Sur le mur sud se trouve un imposant bureau de 
  chêne. Sur le dessus est éparpillé une quantité de 
  parchemin, certains roulés, certains grands ouverts. 
  Trois tiroirs peuvent être aperçus si on déplace la 
  chaise à haut dossier qui est placée devant le 
  bureau. 
  P “Basement Landing” 
  La descente de cet escalier fait un bon trente 
  mètres, et vous amène dans cette simple pièce. 
  Mesurant 10 mètre sur 10, et faite de pierre, il n'a ni 
  mobilier ni inscriptions apparentes. Le seul fait à 
  noter est la porte d'acier noir massif gravée 
  d'images dépeignant un ciel tranquille. Elle est 
  entrouverte, laissant filtrer un faible lueur violette 
  dans la pièce. 
  Q “Secondary Alchemy Lab” 
  En ouvrant la porte de cette pièce, vous êtes 
  assaillis par un grand nombre d'odeurs après. 
  Quelqu'un a manifestement utilisé cette pièce pour 
  y concocter diverses substances. 
  Il y a deux longues tables en chêne, toutes deux 
  couvertes de bouteilles, gobelets et de fioles. Les 
  murs sont couverts de petites armoires, remplies 
  d'une foule d'ingrédients divers – tous utilisés dans 
  le cadre de recherche alchimique. 
  R “Lower Library” 
  Les murs de cette pièce sont ceints de rayonnages, 
  remplis de toute sorte de tomes, de volumes et de 
  parchemins. La large table de chêne au milieu de la 
  pièce est entourée de trois chaises, et couverte d'un 
  amas de parchemins ouverts. 
  T “Practice Room” 
  Aussitôt que vous ouvrez la porte, vous devinez que 
  cette pièce est spéciale. Contrairement aux autres 
  que vous avez visitée dans ce sous-sol, celle-ci 
  semble avoir été construite entièrement d'une sorte 
  de pierre métallique noire. 
  Il y a une paire de formes humanoïdes au fond de la 
  pièce, eux aussi fait de la même substance noir 
  métallique que les murs, le plancher et la plafond. 
  Fait à noter, les murs sont couverts de traces de 
  roussis, et d'autres marques provenant d'autres 
  sources, mais la pièce elle-même ne semble pas 
  avoir souffert de ces  mauvais traitements. 
  V “Storage Room” 
  En entrant cette petite pièce, vous ne pouvez que 
  remarquer le mélange hétéroclite d'objets sur les 
  rayonnages qui entourent cette pièce. Aucune trace 
  de poussière ne se trouve sur ces objets, mais la 
  plupart ont perdu leur lustre d'antan.  
  On peut voir un bocal rempli d'un liquide jaunâtre. 
  Dans le milieu du bocal se trouve le doigt d'un troll. 
  Observant le bocal quelques instants, vous pouvez 
  voir le doigt commencer à se régénérer, mais le 
  liquide semble contrecarrer le processus en 
  dissolvant le doigt au fur et à mesure. 
  Un sablier est seul sur une étagère, la partie 
  supérieure remplie de fine poussière d'argent. 
  Un petit morceau de roche verte se trouve tout près 
  de la, presque cachée derrière le pied, long de 3 
  mètre, d'un immense créature d'acier.  
  Et le plus étrange est ce bloc de glace de 30 
  centimètres carré qui est suspendu au plafond. 
  Encore plus étrange est le fait qu'il n'y a aucune 
  trace de fonte  sur le plancher sous le bloc. 
  * * * * * 
  Si vous replacez le sablier pour que la poussière se 
  retrouve dans la partie supérieure, vous pouvez 
  l'observer monter lentement vers le haut, dans un 
  mouvement régulier. 
  
  TUS6-06 Sowing the Seeds 
   
  Page 45 
  ENCOUNTER 5 – UN-HOLY 
  COW. 
  W “Protective Ward” 
  Ouvrant 
  la 
  porte, 
  vous 
  constatez 
  certains 
  différences entre ce couloir et la pièce que vous 
  venez de quitter. Les murs, les planchers, et le 
  plafond sont beaucoup plus lisses que le reste du 
  sous-sol. 
  De plus, les lumières accrochés au plafond sont 
  beaucoup plus rapprochées, à seulement 3 mètres 
  les unes des autres, donnant un éclairage beaucoup 
  plus vif à cette couloir. 
  X “Summoning Chamber” 
  Finalement, vous sentez que vous êtes dans la 
  dernière, et la plus vaste, des pièces de ce sous-sol. 
  Vous vous trouvez dans un large chambre 
  hémisphérique de 23 mètres de diamètre, avec un 
  plancher d'une hauteur de 13 mètres au centre de la 
  pièce. 
  Gravé dans le plancher de cette pièce aux murs 
  lisses est un cercle, de 10 mètres de diamètre, 
  composé d'étranges runes et de symboles. Tout 
  autour du cercle se trouvent de petites chandelles 
  blanches, à tous les 2 mètres. 
  * * * * * 
  Les lumières magiques qui flottent au plafond sont 
  plus brillantes que dans toutes les autres pièces que 
  vous avez visitées. 
  Deux créatures sont déjà dans la pièce. La première 
  semble de loin être une créature exquise, comme la 
  plus belle femme que vous n'ayez jamais vu, à 
  l'exception de la paire d'ailes de chauve-souris qui 
  lui pousse dans le dos et de ses yeux rouges 
  incandescent qui brillent de malice en vous 
  regardant. 
  L'autre créature est encore plus étrange. Cette bête 
  sans forme et scintillante est agitée de palpitations, 
  et chaque palpitations répands un fin nuage de 
  poussière. 
  * * * * * 
  La femme à l'allure malfaisante tourne son 
  attention vers vous, et d'une voix voluptueuse, vous 
  dit: 
  “Ha, alors vous êtes ceux dont ma maîtresse m'a 
  prévenue l'arrivée. Vous ne me semblez pas être 
  une menace, mais j'aimerais quand même avoir le 
  temps de vous réduire en lambeaux.” 
  “Hélas, on m'attends ailleurs, alors je vous laisse 
  avec ce cadeau de ma maîtresse. Amusez-vous bien!” 
  * * * * * 
  Alors qu'elle finit sa tirade, elle se tourne vers la 
  bête sans forme et lui dit “Maintenant, suis tes 
  ordres, et massacre-les.” Sur ces mots, elle prononce 
  une phrase indescriptible et disparaît. Aussitôt, 
  l'autre créature se mets en mouvement dans votre 
  direction. 
  CONCLUSION 
  Il s'est écoulé trois jours depuis que vous avez 
  vaincu l'étrange créature dans le sous-sol de la 
  maison de  Is’haaq bin Tahir. Vous voyez arriver 
  Gulam à votre auberge, la mine basse, et prendre un 
  moment pour regarder autour de lui. Finalement, il 
  vous regarde et marche vers vous, le pas assuré.  
  “Mes amis, je suis éternellement reconnaissant à 
  chacun d'entre vous pour ce que vous avez fait pour 
  moi, et pour la mémoire de mon précédent maître, 
  Is’haaq bin Tahir.” 
  “J'ai passé les derniers jours à vendre la plupart de 
  ses effets, et maintenant j'ai de quoi vous 
  récompenser pour ce que vous avez fait pour moi.” 
  Il tend alors à chacun d'entre vous une petit bourse 
  rempli de pièces. 
   “Avec le reste, je m'en vais à Sefmur, au Collège des 
  Arts, où j'espère trouver un nouveau maître, qui 
  pourra m'enseigner les Arts mystiques.” 
  “Mais, pardonnez-moi, j'ai encore du mal à croire à 
  cette histoire. Pas dans les faits tels que vous me les 
  avez racontés, je vous crois sur parole, mais 
  pourquoi est-ce que la fiancée de mon maître aurait 
  agi de la sorte, et pourquoi aurait-elle conjuré cette 
  créature? Pour moi, cela n'a aucun sens.” 
  “Mes amis, je vous remercie à nouveau pour tout, et 
  je vous reste redevable pour le restant de mes jours. 
  Que Al'Akbar vous protège.” 
  Sur ces mots, il se retourne, la mine encore basse, 
  mais pas aussi basse que lors de son arrivée, et il 
  sort de l'auberge, dans les rues ensoleillés. 
  La Fin... Pour maintenant. 
   
  
  TUS6-06 Sowing the Seeds 
   
  Page 46 
  PLAYER HANDOUT 1 
   
  Excerpts from Thaylin’s Guide to the Planes. 
   
  Whilst most every known sage is aware of the Elemental Planes, the Upper 
  and Lower Plans, and the Transient Planes, it is the where these various 
  planes intersect where most sages get completely lost…and the place where I 
  would like to begin. 
   
  As has been explained earlier, there are four basic Elemental Planes: the 
  Planes of Air, Earth, Fire and Water. There are portions of each of these 
  planes where they overlap the connecting plane, and travel between them is 
  possible, but where a new take on the cosmology of the Multiverse must occur. 
  These new Para-Elemental planes work much in the same fashion as understanding 
  how the Astral Plane overlaps over our own. 
   
  The four Para-Elemental Planes are as follows: Ice; where Air meets Water, 
  Magma; the convergence of Fire and Earth, Ooze; where Earth and Water combine, 
  and Smoke; joining Air to Fire. These planes are dangerous enough, but the 
  gods have seen fit to add yet another layer to this confusion. 
   
  It is not for certain whether it is the Elemental Planes, or the  Para-
  Elemental Planes, that  are overlapped by the Positive and Negative Material 
  Planes, but it is certain that it has created eight new Planes — The Quasi-
  Elemental Planes. These new planes are nearly a complete mystery to most 
  sages, but I believe that I have figured out enough to at least categorize 
  them. 
   
  Along the Positive Elemental Plane there are the following Quasi-Elemental 
  Planes: Lightning, Mineral, Radiance and Steam. Along the Negative Material 
  Plane, they are as follows: Ash, Dust, Salt and Vacuum. As the connection to 
  the Positive or Negative Planes defines the qualities of the Quasi-Elemental 
  planes, it also defines the nature of the planes as well. 
   
  The planes connected to the Positive Material Plane are pure, if somewhat 
  chaotic, places. They embody creation and the purity of form. On the other 
  hand, those associated with the Negative Material Plane are consumed with 
  consumption: the consumption of light, energy, matter and even life. 
  
  TUS6-06 Sowing the Seeds 
   
  Page 47 
  CRITICAL EVENT SUMMARY 
  At the conclusion of the adventure, please take a moment to fill out the following information, and return it to the 
  Tusmit Triad, or e-mail the answers to them at poc@tusmit.org  before December 2
  nd, 2006. 
   
  1) Did the PCs figure out who Galastard was? 
  Yes, she was a Succubus. 
  Yes, she was the girl known as “Kal’Li-Andra” 
  No. 
   
  2) Did the PCs make the connection to the woman that Galastard spoke of? 
  Isis Khalid. 
  The Ice Queen of Perrenland. 
  Someone Else. 
  No connection. 
   
  3) Did anybody eat any of the tainted food or drink the tainted drink? 
  Yes. 
  No. 
  Details: _____________________________________________________ 
   
  4) How long did it take for the PCs to get to the Summoning Chamber and stop the creature brought forth from 
  the Quasi-Elemental Plane of Ash? 
  Time, in hours (game time): ______________________________________ 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Tusmit/596/Normal Scenarios/TUS6-06 - Sowing the Seeds (APL 2-12)/TUS6-06 - Sowing the Seeds.pdf