TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
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  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at 
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  TUS6-01 
   
   
   
   
   
   
  Gambling with fate 
   
  A One-Round D&D
  ® LIVING GREYHAWK™ 
  Tusmit Regional Adventure  
  by Erik Deschamps 
  Triad Edit: JP Chapleau 
  Circle Edit: Tim Sech 
   
  Tensions are rising in the sheikdom of Dihn. The trade routes with the Khund are no longer safe. Humans are claiming 
  to have been assailed by dwarves. Dwarves are cursing the Mouquolad’s for hijacking their caravans. People are 
  questioning openly the patrols in charge with the safe-keeping of the Yatils. Could things get even worse for Tusmit? 
  An adventure for dwarves… huh any characters… levels 4 to 14. (APLs 6 to 12). 
  
  TUS6-01 Gambling with Fate 
   
  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-
  
  TUS6-01 Gambling with Fate 
   
  Page 3 
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a 
  player 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 
   
  Sometimes, luck is just not on your side. So it was for 
  Harald Mouassim, a cleric of Norebo (Suel god of luck 
  and chance, CN) who was gambling casually in the city 
  of Schwartzenbruin while on an expedition to officially 
  “harness the commercial opportunities for Tusmit and 
  Perrenland”. The stakes were high and the payment 
  was to perform a simple task. Well, not that Harald’s 
  word was to be trusted when he said he would do it, it 
  simply was that he could not do otherwise, or so was 
  thought. 
  His counterpart was an agent of a dark power not 
  specified in the course of this adventure. This dark 
  power plans to use the turmoil in Tusmit to consolidate 
  its own position of power. That is, the plan as seen 
  from a first look. So a plan was set up to amass wealth 
  and garner supply to be able to enlist and arm more 
  people to his army. 
  Harald was the ideal man to perform the task so he had 
  to be enlisted. And what better way to enlist a cleric of 
  Norebo than a game of dice? Of course, you have to 
  know that luck is on your side. A simple formality… 
  So, Harald enlisted the Silent Whisperers, a band of 
  experienced dwarf mercenaries from the Clatspur 
  Hills.  And he went back to Tusmit found a decent 
  hideout, went to Dwur’Ayhand and got back in touch 
  with the merchant community. He learned about the 
  new commercial relations between the Khund and the 
  Mouqollad Consortium.  
  The Khund, wanting to remain neutral, had to resort to 
  an intermediary in order to be able to supply the rebel 
  forces of Dihn. So, they reluctantly had to establish 
  commercial relations with the Consortium and even 
  though there’s no love between the two factions, it 
  turned out to be quite profitable for both partners. 
  Harald formed the plan to have his mercenaries 
  personify dwarven patrol of the great convention and 
  attack caravans to garner wealth and create tensions 
  between the Mouquolad and Khund. He certainly 
  would not suffer working for anyone else than him and 
  so, while seemingly working for the force, he pursued 
  his own ends. Harald scored triple: he was able to 
  amass significant wealth, weaken the rebels supply 
  road and pose in some way as the alternative for the 
  
  TUS6-01 Gambling with Fate 
   
  Page 4 
  dwarves to maintain some commercial relations with 
  Dihn. 
  Harald Mouassim 
  Harald is the example of duplicity: an independent 
  merchant of Dihn, although he was blessed by 
  Norebo’s word a long time ago, while traveling in 
  Bissel.  
  With the recent events in Dihn, he had to openly align 
  himself with the rebels, even if his heart lay with 
  Muammar Quaran. So he took the first opportunity to 
  pass through the lands of the Khund and see how 
  factions within Perrenland could help with the 
  loyalists cause. This is how he got entangled in this 
  large web and politics.  
  The Thunderstone clan 
  Lady Emeraud, being a former member of the patrol of 
  the great convention, feels first-hand concerns for the 
  situation. With her brother Taklinn Thunderstorm, 
  they decided to enlist a group of adventurers to 
  investigate the matter. Because of possible political 
  repercussion (not only within Tusmit but in the 
  Khund lands and Perrenland), neither of them can 
  intervene directly.  
  Lady 
  Emeraud 
  appeared 
  in 
  TUSI4-03 
  Miss 
  Khundgeniality. Check the AR of any PC who played 
  that adventure for any signs of failure. 
  Taklinn Thunderstone appeared in a number of the 
  previous adventures: TUSINT3-05 Dark Risings, 
  TUSI4-03 Miss Khundgeniality and TUSINT4-06 
  Rebellion (Khund Lands). Taklinn is the high priest of 
  Moradin in the Khund nation. He is presumed to be 
  the one to be crowned king of the Vesterkhund (the 
  western part of the Khund nation), but it has yet to be 
  done. 
  Abdallah Yussam ibn Abdallah 
  Rich Baklunish merchant from the Mouqollad 
  Consortium hailing of Dwur’Ayhand, he is known to 
  take great risks. Great risks bring great profits and 
  Abdallah is filthy rich. His negotiating skills and 
  diplomacy have always given him the edge he needs to 
  get what he wants. He distrusts dwarves since they are 
  almost as greedy as him.  
  Things got worse with the present events. He has been 
  affected more than any merchant by the breakdown of 
  the trade route. A strong believer in Jadhim-Orem, 
  Abdallah has profited a lot through commerce with the 
  Khund and he does not want to lose his gold mine. 
  The Silent Whisperers 
  The Silent Whisperers are a band of mercenaries from 
  Perrenland. Outcasts from their respective clans, they 
  bonded with each other trough necessity and learned 
  to trust and care for each other. They have been 
  working together for quite some time. They are known 
  for their efficiency, and their tendency not to ask 
  questions. As long as they get paid, they don’t mind 
  using the means necessary to perform a task.  
  Although they are willing to face almost any perils 
  together, they really care about their lives, and the lives 
  of their companions. They have assailed many caravans 
  for Harald and are the main reason for the rising 
  tensions.   
  Tusmit Loyalists  
  The following people should be considered Tusman 
  Loyalists for the purpose of this adventure. 
  • 
  Harald Mouassim 
  Tusmit Rebels 
  The following people should be considered Tusman 
  Loyalists for the purpose of this adventure. 
  • 
  Abdallah Yussam ibn Abdallah 
  Indifferent 
  The following people should be considered Tusman 
  Loyalists for the purpose of this adventure. 
  • 
  Lady Emeraud 
  • 
  Taklinn Thunderstone 
  • 
  The Silent Whisperers 
  • 
  Other Khund  
  Note on Dwur’Ayhand 
   
  Capital of Dihn and siege of Jadim Oren power, the 
  city is clearly aligned with the rebellion. Although no 
  confrontations have been taking place, preparations 
  have been frantic, just in case of. The armed presence is 
  important but the markets are now emptied of arms 
  and supplies. In general, humans tend to support the 
  Mouqollad version of the story, while the dwarves are 
  supporting the Khund version of the events. Note that 
  a third of Dwur’Ayand population is of dwarven origin. 
  
  TUS6-01 Gambling with Fate 
   
  Page 5 
  Adventure Summary  
   
  Introduction The PCs are brought to Dwur’Ayhand by 
  rumors of a Khund uprising. Loyalists are met with 
  suspicion at the entrance of the city. 
  Encounter 1: Meeting the Thunderstones Emeraud 
  and Taklinn Thunderstone enlists the PCs to find the 
  source of the troubles. The PCs learn about the attacks 
  on the caravans. 
  Encounter 2: Investigation The PCs can learn more 
  about the situation at hand. They are hired as guards by 
  a merchant planning an expedition in the Yatils. 
  Encounter 3: Hungry Birds The caravan is assailed by 
  giant birds in quest for food. 
  Encounter 4: Angry Dwarves The PCs get to meet 
  and interact with a real patrol of the great convention. 
  They can learn more about the Khund. 
  Encounter 5: Ambush in the hills The caravan is 
  ambushed by the Silent Whisperers. 
  Encounter 6: Finding the Boss’ hideout The PCs 
  leave the caravan and head out to find the man behind. 
  They have to cope with high altitude throughout their 
  search. 
  Encounter 7: A pair of dices The PCs explore the 
  raider’s lair. A cargo is ready to set out and a letter 
  suggests a destination. 
  Encounter 8: Harald Here the PCs fight the cleric of 
  Norebo and can interrogate him.  
  Encounter 9: The rightful commitment PCs going to 
  the Dig Pass gets to meet with dwarves loyalist and can 
  choose to give them the goods. 
  Encounter 10: Dungar Llith Abdallah tries to 
  convince the PCs to charge him with the goods. The 
  PCs arrive to Dungar Llith. They are met by a courtier 
  and brought to the Haigh Raigh King, as an envoy of 
  Omar Saladish pleading for the Khund support of the 
  rebellion. The PCs may choose to hand the goods to 
  the Khund or the rebel forces (represented by Omar 
  Saladish envoy). 
  Conclusion: King Barandon hands the PCs a personal 
  invitation to his wedding. They assist the crowning of 
  the king of the VesterKhund. 
   
  Introduction 
   
  Read or paraphrase the following 
  The open rebellion of the Sheikdom of Dihn is the 
  topic of most discussions around Tusmit. Rumors 
  of Khund uprisings are also passed around. 
  Caravans of the Mouqollad Consortium are said to 
  have been lost in the Yatils, their content stolen by 
  dwarven raiders. As if Tusmit needed problems on 
  another front… 
  You needed nothing more to feel the call for yet 
  another adventure. As you made your way to the 
  sheikdom of Dihn, you found the roads really calm. 
  It really seems that business is not running as usual 
  for Dihn. Of the few travelers you actually met, 
  most were fellow adventurers who joined you in 
  search of adventure. 
  Allow players to introduce themselves. 
  After a few days of travel, you finally see the walls 
  of Dwur’Ayhand, capital of Dihn. The city is heavily 
  fortified, and surprisingly, the gates seem to be 
  closed. 
  A military camp has been established around the 
  city. Soldiers, adventurers and nobles have all 
  flocked to the banner of Jadhim-Orem. They all 
  wear white armbands. The rag-tag army gathered 
  around the town has a high morale. Officers are 
  organizing the troops into units. 
  At the entrance, non-rebel PCs are met by suspicious 
  stares. These PCs are charged a special “loyalty tax” of 
  25 fountains (gp). Also, they must keep their weapons 
  peace-bound at all times and they are not allowed to 
  wear armor in the town, spellcasters asked to place 
  their component pouches in their backpacks. Any non-
  rebel caught breaking any of these laws will be judged 
  for spying and the penalty is death. The guards 
  mention this to the PCs, and make sure they 
  understand. 
  The sun is setting as you enter Dwur’Ayhand the 
  capital of Dihn, a city of 4,000 souls with a 
  reputation for being dangerous. It is odd to see so 
  many dwarves running the street in a human city. 
  They form more than a third of the population and 
  the city is built in dwarven style: strong, heavy 
  fortified, buildings of stone. 
  Players may spend the rest of the evening as they wish 
  (refer to Encounter 2, Investigation). They can settle 
  for the night at the Stonemaiden Inn, an establishment 
  
  TUS6-01 Gambling with Fate 
   
  Page 6 
  where they take anyone’s coin. In the morning, a 
  courier 
  brings 
  them 
  a 
  letter 
  from 
  Taklinn 
  Thunderstone. Hand them Player’s Handout 1A to 
  any PCs (dwarf preferably) who has successfully 
  completed 
  TUSI4-03 
  Miss 
  Khundgeniality, 
  TUSINT3-05 Dark Risings/L’éveil des ténèbres, comes 
  from the Khund lands or a Tusman dwarven military 
  unit. Otherwise, give Player’s Handout 1B to a 
  random PC. 
   
  Encounter One: Meeting the 
  Thunderstones 
   
  The Miner’s Refuge is a little tavern where dwarves are 
  almost the sole customers. Human rarely frequent the 
  area. It is located a short distance from the market.  
  When the PCs enter the tavern, read or paraphrase the 
  following (you may have to adapt if the party is 
  composed mostly of dwarves). 
  Entering the Miner’s Refuge, you are assailed by 
  the strong smell of ale and sweat. The room falls 
  silent as the heavily armored dwarves stare at you 
  disapprovingly. As you are about to withdraw, a 
  noble dwarf (some PCs may recognize Taklinn) stands 
  up and approaches you. He looks around the room 
  and the dwarves resume their drinking and 
  conversations as if you never entered the room. 
  “I see that you have received my note. Follow me.” 
  Taklinn leads you to a back room to be able to talk 
  discreetly. “Sit.” The dwarf male says as he motions 
  to two rows of benches. “My name is Taklinn 
  Thunderstone, High priest of Moradin in the lands 
  of the Khund.” With a glance to a corner of the 
  room, he continues. 
  In a corner of the room, Lady Emeraud Thunderstone 
  sits invisible. 
  “We must ask you for a favor. Due to our strong ties 
  with the Khund nation and the uncertain state of 
  Tusmit, the Khund nation has decided to remain 
  neutral in the current conflict. Therefore our 
  presence here and this meeting must be kept secret. 
  Are you willing to keep our meeting and 
  everything we are about to reveal to you a secret?” 
  Allow each PC a chance to respond. The current 
  situation is important. If any PC refuses, they are 
  politely escorted out the door. The adventure is over 
  for those PCs. The PCs are in a Heightened zone of 
  truth spell cast by Taklinn. To lie to them requires a 
  Will save [DC 23].  
  Taklinn begins: “The troubles occurred a few weeks 
  ago when a merchant caravan heading back from 
  the Moradin’s Forge was lost.  The sole survivors 
  were dwarves and they reported that they were 
  ambushed by the Patrol of the Great Convention. 
  This scenario repeated itself many times. The 
  merchants began hiring more armed mercenaries to 
  protect their cargo. They were reports on our side 
  that humans attacked our patrols on sight and we 
  lost some of our most devoted warriors in these 
  skirmishes.” 
  “Now, the traffic has completely stopped and the 
  only thing that prevents open hostilities is the 
  strong hand of the sheik Omar Saladish and the 
  intervention of my sister, the Queen-to-be. Haigh 
  Righ Barandon is considering his options. 
  “I can guarantee you: the Patrol has nothing to do 
  with these attacks. Someone is trying to set us 
  against each other. Find him and put an end to this 
  scheme, however you see fit.” 
  Taklinn glances once again in the corner of the 
  room. Following his glance, you see a female dwarf 
  is now sitting there. She is dressed in an 
  adamantine plate armor with a jewel-encrusted 
  dwarven waraxe strapped to her back. A diadem of 
  platinum laced with silver, gold and adamantine 
  rests proudly on her head. 
  “Here is my sister, Lady Emeraud, she will soon 
  take over the mantle of queen of the Khund.” The 
  future queen smiles at you.   
  Lady Emeraud intervenes “I have been a member of 
  the Patrol of the Great Convention for many years. 
  My friends are numerous in the Patrol and some 
  have died in the skirmishes. I am counting on you 
  to do everything possible to get to the heart of this. 
  Can we count on you? ” 
  Taklinn and Emeraud cannot intervene directly. Both 
  are working with Omar Saladish to prevent an 
  outbreak in the tensions.  
  Who do the raiders target? They target caravans of 
  the Mouqollad Consortium mostly. But a few private 
  merchants or nobles have also been targeted. 
  Do you have any known enemies? You mean other 
  than 
  the 
  derro, 
  the 
  orcs, 
  the 
  goblins, 
  the 
  Worldburners, Kerridzar the red dragon and the agents 
  of Iuz and the Ice Queen of Perrenland? 
  
  TUS6-01 Gambling with Fate 
   
  Page 7 
  Are there any survivors? They only leave dwarves 
  alive. Everyone else, they finish off by slicing their 
  throats. Dwarf survivors speak of soldiers bearing the 
  banner of the Patrol. 
  Where did the attacks take place? Most of them 
  occurred in or near the woods, a few leagues from 
  Dungarth Llith. 
  How do the raiders operate? The survivors said that 
  before they knew anything, half of the caravan was 
  caught by grappling tentacles while the other half fell 
  to arrows or blades.  
  Are there any tracks? None that our people could 
  find… Our best trackers believe the attackers must all 
  be druids or incorporeal.  
  Are there any druids operating in the area? Other 
  that the half-elf who lives on this side of the 
  mountains? And she has been quite friendly in keeping 
  us informed of enemy movement.  
  Who benefits from these attacks? The crisis has hit 
  hard the merchants mostly. I doubt that anyone would 
  dare another commercial expedition under the present 
  circumstances. We haven’t been able to identify 
  anyone who has directly benefited from these attacks.  
  What is stolen? All kinds of valuables ranging from 
  silverware, weapons, armors, unprocessed copper and 
  cold iron but also grain, wood and cloth, anything they 
  could carry, they took. 
  What are the relations between the Khund and the 
  Mouqollad Consortium? Taklinn explains that the 
  Khund and the Consortium have a working 
  agreement, but they don’t like each other very much. 
  He is unwilling to talk about the former agreement 
  between the Khund and the Mouqollad Consortium 
  and will not unless specifically asked about that. 
  What do we get out of this? We are offering a reward 
  of 300 fountains for the heads of those responsible. 
  Should we bring them back to face justice? My 
  sister and the Haigh Righ have both decided that those 
  responsible have earned the death penalty many times 
  over. If you wish to bring them back, their death 
  warrants have already been signed. 
  If we do this will you join the rebels/ loyalists? No.  
   
  Encounter Two: Investigation 
   
  This encounter should ultimately lead to the players 
  being employed as guards by Abdallah Yussam ibn 
  Abdallah. The way to reach this end is up to you and 
  the players. The game is written assuming the players 
  head out with the caravan. Higher levels player may 
  not want to assume the disguise of simple guards; try to 
  present this as an undercover operation. If they head 
  out on their own, go with it, however you may have to 
  modify a few encounters.  
  The adventure supposes the PCs go with Abdallah. 
  Word on the street 
  When the PCs want to go around asking questions, use 
  the following table for their Gather Information 
  checks. PCs from Dihn automatically get the 
  information under DC15. The following modifiers 
  apply: 
  • 
  Every rebel in the party: +2  
  • 
  Having a dwarf in the party: +2 
  • 
  Per fountain (1gp) paid: +1 (max of +5) 
  • 
  If a party member belongs to the Mouqollad 
  Consortium +1 
  • 
  Every loyalist in the party: -2 
  DC 5: Jadhim-Orem is back in Tusmit. He has set his 
  quarters in the sheik’s palace here, in Dwur’Ayand. 
  DC 6: Caravans heading out from the Khund land have 
  been assailed by dwarves. The caravans were looted, the 
  people and horses murdered. 
  DC 7: Omar Saladish has aligned himself and Dihn 
  with Jadhim and the rebels. 
  DC 9: The trade routes with the Khund are now 
  completely deserted. 
  DC 10: If you’re looking for a job, I’d check the 
  market… Merchants are always looking for hired 
  hands. With the dwarven attacks, they are paying good 
  money! Abdallah is looking for people, I’d talk to him. 
  DC 12: Taklinn Thunderstone, the future king of the 
  Vesterkhund is in town. 
  DC 13: If you want to know anything about dwarven 
  culture or what is happening, I’d go and meet with 
  Gort Badaxe at the temple of Moradin.  
  DC 14: The Khund still have to make a statement about 
  the rebellion. I wonder were Lady Emeraud stands. 
  DC 15: There is still someone fool enough to try to 
  send a convoy to Dungarth Llith.  
  
  TUS6-01 Gambling with Fate 
   
  Page 8 
  DC 17: “Have you heard about the Faris Rautha? Our 
  sheik has given them asylum here. I heard they come 
  from Ekbir.” 
  DC 18: There are still some folks loyal to the Usurper. 
  No one would dare say so, but I am certain they are 
  plotting in the basement of their mansions.  
  DC 20: Saffa bin Al al-Mullah, the local high priestess 
  has managed to revive one of the dead caraveneers. If 
  you want to know more I’d suggest you head to the 
  Temple of the Restorer of Righteousness. 
  DC 24: The Khund had been supplying the rebel forces 
  since before troubles started. It is not known by many, 
  because they used the Mouqollad Consortium as an 
  intermediary in order to remain neutral. Of course, 
  neither factions were happy to collaborate at first, but 
  they ended up with a really profitable deal. 
  DC 30:  Lady Emeraud Thunderstone was seen in 
  town. Is the Queen of the Khund here to ally her 
  nation with Jadhim-Orem? 
  DC 32: (to loyalists only) “I heard loyalists have started 
  to regroup. My cousin’s friend’s brother-in-law who is a 
  noble has said that his uncle who is thought to be a 
  loyalist has been meeting with fellows lately.” 
  DC 38: Commercial relations have not broken down 
  totally with the Khund. Harald Mouassim has been 
  dealing small quantities of Khund merchandise lately. 
  Temple of Moradin: Gort Badaxe 
  Gort, the highest-ranking priest of Moradin within all 
  of Tusmit, is reportedly related to the heroic lineage of 
  Kordan Badaxe. Dwarves wishing to see him are 
  granted an immediate audience, but non-dwarves 
  seeking his service must often wait several days, 
  especially those seeking the power to raise the dead.  
  Gort is familiar with the efforts of Taklinn to restore 
  calm. He suspects that bandits or mercenaries have 
  been employed to personify the Patrol of the Great 
  Convention and create chaos, but has no clue as to who 
  is behind this. He gladly helps dwarves as best as he 
  can.  
  Parties without dwarves do not receive an audience 
  with him, unless they belong to the Heroes of Tusmit 
  meta-orgs, include at least one Tusmit-based noble or 
  are willing to spend an influence point with a dwarven 
  faction of Tusmit. 
  He also knows the following: 
  • 
  The Khund have been using the Mouqollad 
  Consortium as an intermediary to supply the 
  rebels of Dihn. He personally feels that the Khund 
  should not resort to such means and should either 
  openly support the rebellion or oppose it.  
  • 
  He can confirm that Lord Taklinn Thunderstone 
  is in town. He has been in this temple to pay 
  respect to Moradin and to confirm Gort in his 
  functions. 
  • 
  A merchant has approached him asking for 
  experienced hired guard. Gort can tell the PCs 
  where to find Abdallah. 
  All APLs (EL 13) 
  �Gort Badaxe: LG male mountain dwarf Pal4/Clr9 - 
  Moradin 
  Temple of the True Faith: Saffa bin Al al-Mullah 
  Saffa bin Al al-Mullah is the highest authority in Dihn, 
  second only to the Sheik. Saffa is the highest-ranking 
  member of the True Faith in Dihn, and often makes 
  the voyage to see the Grand Mufti from her temple in 
  Dwur’Ayhand. Saffa gladly welcomes the opportunity 
  to help those in need, but often asks for large 
  donations to her temple if the recipient of her favor is 
  not a follower of Al’Akbar. 
  Saffa al-Mullah has stayed uninvolved in the current 
  crisis with the dwarves. She is as informed as can be. 
  Parties including at least one follower of Al’Akbar 
  (either faith) can get her to open up and discuss the 
  situation.  
  Others must convince the low-ranking priests to 
  arrange a meeting with the high priestess. This 
  requires either a Diplomacy check DC 20 or the 
  expenditure of an Influence point with the church of 
  the True Faith. 
  She also knows the following information: 
  • 
  The Khund have indeed been using the 
  Mouqollad as an intermediary to supply the rebels. 
  She personally feels that the Khund should not 
  meddle in the affairs of Tusmit. If they want their 
  own country, they should not get involved in the 
  running of their neighbor.  
  • 
  It is true that no humans were left alive from the 
  attacks. But in one case, the body of a wealthy 
  merchant was retrieved and she was able to revive 
  him. The man blames the dwarves but apparently, 
  he had not seen much. He kept fighting against 
  imaginary tentacles. Saffa guesses that he was 
  caught either by an Evard’s black tentacles spell or 
  some druidic magic like a briar web or entangle. 
  
  TUS6-01 Gambling with Fate 
   
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  That man has since left for Blashikdur (and his not 
  to be found during this adventure, if the PCs have 
  some means of contacting him, he only confirms 
  what Saffa said).  
  All APLs (EL9) 
  �Saffa bin Al al-Mullah: LN female human 
  Baklunish Clr9 True Faith of Al’Akbar 
  Divination 
  Divinations are available (at the appropriate price from 
  the latest LGCS) at the following temples: Moradin, 
  True Faith or Istus. The PCs may of course cast their 
  own divination spells. 
  If they are asking where or who is behind the troubles:  
  “Many veils cover the truth, before you can see the 
  truth you have to remove all the veils. Down the 
  spiral, one may find the right set of dice.” 
  If asking about the difficulties to be encountered:  
  “Many outcasts may form a tribe.”  
  Other sources 
  The PCs may come out with other means to find 
  information, other people to contact, organization or 
  extra-planar assistance. Call for appropriate rolls and if 
  their solution seems like something that could work, 
  give them the information. The goal of this encounter 
  is not to slow them down, but to allow them to explore 
  facets of Tusmit. However, the PCs are NOT able to 
  meet with the sheik Omar Saladish or Jadhim-Orem 
  since both are busy. The Faris of the Squirrel is 
  nowhere to be found.  
  Your goal is to point the PCs toward Abdallah Yussam 
  ibn Abdallah. 
  Mouqollad Consortium 
  The warehouses of House Yussam in Dwur’Ayhand are 
  well-stocked with copper from the mines and weapons 
  destined to the war that will soon begin.   
  PCs who are members of the Mouqollad Consortium 
  or who succeed at a Knowledge (local) check [DC 18] 
  know that Adballah leads the small house and has 
  turned if from near bankruptcy in 592CY to a highly 
  profitable venture with the opening of the Khund 
  tunnel to Perrenland.  
  Abdallah himself is a charming fellow with a pencil-
  thin mustache and salt and pepper hair (think Cary 
  Grant). He is dressed in a mix of traditional Flan and 
  Baklunish garb. Unlike many merchants he wears but 
  a few simple jewels. 
  Abdallah figured out the current troubles could turn 
  into good profits. After all, the breakdown of 
  commercial relations could mean that the first one to 
  travel to Perrenland and back will gain much fame, and 
  with fame, fortune.  
  After hard negotiations with a fellow merchant in 
  Moradin’s Forge, Abdallah struck a deal that would be 
  the most lucrative deal ever made in the history of 
  Tusmit. He now needs experienced guards to escort his 
  caravan.  
  The PCs are perfect, if there are no dwarves among 
  them. If the party includes a dwarf, he hesitates, 
  questions them, but he finally decides to employ them. 
  In general, he suspects dwarves and keeps an eye on 
  them throughout the adventure (going so far as to 
  keeping watch with them). He offers a payment of 150 
  fountains to be paid with 15 new platinum pieces 
  minted to the effigy of Jadhim-Orem.  
  If asked about the nature of the cargo, he will say that it 
  is “specialty items requested by the High King 
  himself”. The cargo includes many wedding supplies 
  for the wedding between king Barandon and the Lady 
  Emeraud Thunderstone. It contains mostly gold and 
  silver platters, but also food such as salted fish, galda 
  fruits and some small statues of Moradin and Berronar 
  Truesilver. 
  Abdallah thinks that all the caravans attacked were 
  coming from the Khund lands into Tusmit. He thinks 
  that a smaller caravan coming into the Khund lands 
  will not be attacked, at least not before it heads back 
  home with some sort of cargo. 
  Choose a lawful-looking PC (non dwarf), preferably a 
  priest of Al’Akbar or a member of the Tusman army. 
  The merchant offers him a 50 fountains (5 new 
  platinum pieces) bonus to be in charge of the 
  safekeeping of the cargo (this gold is not over-the-cap). 
  The PC will be held personally responsible to any 
  damage suffered by the caravan. This PC receives the 
  Man in Charge reward. 
  Once the PCs have struck a deal with Abdallah, he 
  informs them that they will be leaving tomorrow, 
  shortly after morning prayers. 
  Independent merchant Harald Mouassim 
  Harald Mouassim has a small trading post in 
  Dwur’Ayhand. The PCs may hear of him and want to 
  meet with him. Harald is a Suloise-Baklunish 
  
  TUS6-01 Gambling with Fate 
   
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  merchant who is a rarity in Tusmit, he is an 
  independent.  
  When dealing with Harald, do not ask for Sense 
  Motive rolls. Let the PCs ask for them.  
  If asked about his recent dealings with the Khund, he 
  says that his business suffered but was able to maintain 
  some relations, being able to get through with luck and 
  cunning. He says that he used the cover of other 
  expedition in order to save his (a lie). 
  If questioned about the nature of his dealings with the 
  Khund, he says that he was able to supply the dwarves 
  with provisions (a half-truth, he did sell food to the 
  dwarves, but he mostly purchased arms and equipment 
  for the loyalist forces). 
  Harald goes on with half-truths and shows a lot of 
  interest in the PCs’ business, trying to learn as much as 
  possible from them. 
  Encounter Three: Hungry 
  Birds 
   
  The PCs probably arrive on time. Abdallah complains 
  anyway. 
  The sun is only starting to rise when you arrive at 
  your rendezvous with the merchant Abdallah. 
  When he sees you, he begins to complain about you 
  being late. 
  Everything seems to be ready for the expedition to 
  begin right away. Three wagons drawn by draft 
  horses are full of miscellaneous supplies hidden 
  under tarps. The teamsters are tying up the last of 
  the supplies. 
  The caravan consists of: 3 horse-drawn wagons. On 
  each wagon is crewed a teamster (Com1) who is clearly 
  a non-combatant and terrified, but attracted to the high 
  pay promised by Abdallah (50 fountains). A mounted 
  Abdallah and the PCs are the only people escorting the 
  caravan.  
  Abdallah does not discuss about the nature of the 
  cargo, his employer or the actual deal. Curious PCs 
  trying to find the nature of the cargo should find a way.  
  Tense climate 
  The first day of road is uneventful. The caravan slowly 
  starts to rise and reaches the Yatils. The caravan should 
  end up in the small town of Reijah for the night. 
  Try to maintain a tense climate: the PCs should expect 
  to be ambushed at anytime and Abdallah is clearly 
  expecting and ambush at every detour of the road. To 
  increase tension, you can draw a few sections of tunnel 
  and call for initiative, but nothing happens.  
  Here are a few ideas of things that could happen: 
  • 
  The PCs encounter a lone traveler coming the 
  other way. 
  • 
  Two dead bodies lie on the road ahead. They were 
  farmers who were killed by a griffon. They have 
  little of value. 
  • 
  A narrow pass in the rocks (if you have ever played 
  TUS2-02 The hills are alive this “encounter” takes 
  place at the site of the caravan attack in that 
  adventure). 
  • 
  As they pass by a small group of trees, a murder of 
  crows takes flight, scaring everyone. 
  Have fun with it.  
  The second day 
  On the second day, the path starts to climb seriously 
  up. As it gets steeper, it also gets more curvilinear and 
  they are forced to use more dangerous looking passes. 
  The caravan gets assailed by hungry birds. 
  APL 6 (EL 7)  
  �Advanced Griffon: hp 141; see Appendix One. 
  APL 8 (EL 9)  
  �Roc: hp 207; see Monster Manual page 215. 
  APL 10 (EL 11)  
  �Rocs (2): hp 211, 203; see Monster Manual page 215. 
  APL 12 (EL 13) 
  �Advanced Roc: hp 348; see Appendix One. 
  Tactics: The birds are primary looking for food. The 
  rocs try to snatch as must food as possible before 
  bringing it back to their nest and then come back. A 
  simple way to succeed this encounter would be to 
  sacrifice some horses to the birds. If the PCs attack the 
  birds, they defend themselves. At any rate, any horse 
  lost to the birds is charged to the Man in Charge of the 
  safe-keeping of the cargo by Abdallah at the standard 
  Player’s Handbook cost. He receives the Held 
  Accountable AR reward. The wagons are drawn by 
  draft (light) horses and Abdallah personal mount is a 
  heavy tusman warhorse. Other PCs may participate in 
  payment if willing. Abdallah is really angry if his 
  
  TUS6-01 Gambling with Fate 
   
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  caravan is slowed by the loss of horses and he points 
  out that the slower they are, the bigger the risk of an 
  ambush is. 
  The birds try to take flying PCs first, then the largest 
  target on the ground (enlarged PCs first, then mounted 
  PCs), then horse, then medium-sized PCs then small-
  sized PCs.  
  Abdallah and the teamsters hide under the wagons and 
  stay there until the creatures are gone. 
  Development: The caravan pass the small mining 
  town of Tab’en’our and reach then entrance of the 
  tunnel marking the beginning of the Khund lands. 
   
  Encounter Four: Angry 
  Dwarves 
   
  Shortly after the PCs have entered the tunnel in the 
  morning, they encounter a real patrol of dwarves from 
  the Patrol the Great Convention. These dwarves have 
  been dispatched from Dungarth Llith and have been 
  sent to dispatch the birds the PCs encountered in 
  Encounter Three. 
  They greet the PCs with readied bows and crossbows. 
  Adballah says that they are very likely the raiders. 
  The dwarves, while not overly charming fellows (they 
  are dwarves after all), are good and doing the best they 
  can in a situation that is getting out of hand. With the 
  beginning of the attacks on the caravans, the Patrol of 
  the Great Convention has hardly been able to deal with 
  their routine problems, namely the many dangerous 
  creatures lurking in the Yatils.  
  To get the dwarves to open up, the PCs must succeed at 
  a Diplomacy check [DC 20+APL]. The following 
  modifiers apply on this check: 
  • 
  The PCs dispatched the birds in Encounter Three 
  or the caravan has obviously suffered from the 
  assault of the birds: + 5 
  • 
  Showing no hostile intentions: + 5 
  • 
  Every dwarf in the party who belongs to the 
  Khund: + 5 
  • 
  Every dwarf in the party: + 2 
  • 
  Every elf in the party: - 2 
  • 
  Showing any kind of hostile intentions (including 
  trying to Intimidate them): - 10 
  Friendly dwarves 
  When the dwarves have figured out they can trust the 
  PCs, they open up and offer to share a quick meal and 
  ale (the Cleric carries a barrel of ale). They also share 
  some information with the PCs. 
  • 
  The long-awaited wedding of King Barandon to 
  Lady Emeraud is scheduled for later this year. 
  Many Khund feel this is the final step toward 
  reforging a nation. Many of them are somewhat 
  jealous of the King for having such a great bride: 
  “Good with an axe, good for the clan!”  
  • 
  The dwarves found the wreckage of a caravan 
  higher on the path. It was looted but they were 
  unable to track down the assailers. 
  • 
  They are sorry about acting so hostile but on 
  similar situations, other patrols were attacked by 
  caravan guards. 
  • 
  The Khund nation is growing incredibly fast. Fires 
  are burning days and nights as the mastersmiths 
  creates marvelous objects to embellish Dungarth 
  Llith and the High King’s palace. The city is soon 
  to be the jewel of the west, if not of the Flanaess. 
  • 
  They do not feel drawn one way or the other with 
  regards to the rebellion. Many Patrolmen swore 
  allegiance to Jadhim-Orem in the days and have 
  since sworn allegiance to Muammar Quaran. They 
  are mainly looking out for their lands.  
  • 
  If pressed on the matter of the rebellion, they say 
  that they think that if Omar Saladish decided to 
  align with Jadhim-Orem, then it would be best for 
  them if the rebellion succeeded. They trust the 
  Sheik’s judgment for dealings with non-dwarves 
  in general. 
  Before parting, the cleric offers the PCs the following 
  words of advice: 
  “The attacks have occurred on higher ground. So 
  keep both eyes open at all times. Those raiders 
  know the mountains very well to have eluded us so 
  long. As soon as we get a hand on the one behind 
  this, you are allowed to render the justice of the 
  King. Should you, by any chance, have better luck 
  than we did so far, I am sure Haigh Righ Barandon 
  and Lady Emeraud will be happy to show you their 
  appreciation.” 
  
  TUS6-01 Gambling with Fate 
   
  Page 12 
  Troubleshooting: Fighting the dwarves 
  Sometimes… pfff… These dwarves fight to kill, they 
  are soldiers with appropriate authority. 
  All APLs (EL 10) 
  �Khund Fighters (3): Male Dwarves Ftr5; LG; hp 54 
  each; see Dungeon Master’s Guide page 117. 
  �Khund Cleric of Moradin: Male Dwarf Clr7; LG; hp 
  60; see Dungeon Master’s Guide page 115. 
  �Khund Hunter: Male Dwarf Rgr5; hp 36; see 
  Dungeon Master’s Guide page122. 
  Development: you’ve obviously guessed by now that 
  the PCs do not receive any experience point for that 
  encounter. If any of the dwarves die, the PCs receive 
  the “Dwarf Killer” AR reward. 
  Encounter Five: Ambush in 
  the Hills 
   
  Crisp mountain air 
  During the third day of travel, the caravan finishes his 
  ascension and crosses in a high pass. Breathing is 
  laborious here. PCs must succeed on a Fortitude save 
  [DC 15 +1 per previous check] or be fatigued as per the 
  rules for High Pass altitude zone page 90 in the 
  Dungeon Master’s Guide. Mountain dwarves, members 
  of the Dwarven Homesteader or the Tusman nomads 
  meta-orgs, are considered acclimated and thus, do not 
  need to make the save.  
  The caravan has to travel 4 hours in the high pass or 8 if 
  it is particularly slowed, for example by having lost a 
  couple of beast of burden to the birds.  
  The ambush 
  The ambush takes place in the middle of the pass. 
  Helena ‘God’s Eye’, the hawk familiar of Nalror is on 
  the look-out and informs the raiders of the coming of 
  the caravan.  
  The battle is to occur in a 20ft wide area of the canyon. 
  The rock walls are 40ft high and the canyon is 60ft 
  long. The dwarves wait until the last member of the 
  caravan to enter the canyon before launching their 
  assault.  
  If the players encountered Harald previously, keep in 
  mind that any information Harald obtained on the 
  PCs, the raiders know and they adapt their tactics 
  accordingly. 
  The dwarves assume they are able to surprise the PCs. 
  However, the PCs should be expecting an ambush at 
  any time, and as such, could come up with some way to 
  avoid being surprised.  
  APL 6 (EL 8)  
  �Dalard ‘Stout Guardian’: Male Dwarf Clr4; hp 35; 
  see Appendix One. 
  �Nalror ‘Honorable Riddlemaster’: Male Dwarf 
  Wiz4; hp 25; see Appendix One. 
  �Duerik ‘Darkness Brother’: Male Dwarf Rog4; hp 
  34; see Appendix One 
  �Marel ‘Golden Warrior’: Male Dwarf Rgr2/Ftr2; hp 
  41; see Appendix One 
  APL 8 (EL 10) 
  �Dalard ‘Stout Guardian’: Male Dwarf Clr6; hp 51; 
  see Appendix One 
  �Nalror ‘Honorable Riddlemaster’: Male Dwarf 
  Wiz6; hp 51; see Appendix One 
  �Duerik ‘Darkness Brother’: Male Dwarf Rog6; hp 
  48; see Appendix One 
  �Marel ‘Golden Warrior’: Male Dwarf Rgr2/Ftr4; hp 
  61; see Appendix One 
  APL 10 (EL 12) 
  �Dalard ‘Stout Guardian’: Male Dwarf Clr8; hp 67; 
  see Appendix One 
  �Nalror ‘Honorable Riddlemaster’: Male Dwarf 
  Wiz7/FateSpinner1; hp 49 + (14 from false life); see 
  Appendix One 
  �Duerik 
  ‘Darkness 
  Brother’: 
  Male 
  Dwarf 
  Rog7/NightsonEnforcer1; hp 63; see Appendix One 
  �Marel ‘Golden Warrior’: Male Dwarf Rgr2/Ftr6; hp 
  81; see Appendix One 
  APL 12 (EL 14) 
  �Dalard ‘Stout Guardian’: Male Dwarf Clr10; hp 83; 
  see Appendix One 
  �Nalror ‘Honorable Riddlemaster’: Male Dwarf 
  Wiz7/FateSpinner3; hp 77 (16 from false life); see 
  Appendix One 
  �Duerik 
  ‘Darkness 
  Brother’: 
  Male 
  Dwarf 
  Rog7/NightsongEnforcer3; hp 79; see Appendix One 
  
  TUS6-01 Gambling with Fate 
   
  Page 13 
  �Marel ‘Golden Warrior’: Male Dwarf Rgr2/Ftr8; hp 
  101; see Appendix One 
  Tactics: When the caravan arrives, Nalror opens up 
  with an area of effect spell designed to slow the PCs 
  down. Marel starts shooting at whoever he can. Duerik 
  approaches from behind trying to hit those who 
  remain behind (he is quite fond of wizards). Dalard 
  uses his spells to slow down or delay the PCs. Nalror 
  uses Marel as a shield. Whenever possible, those PCs in 
  the front of the party: Nalror, Marel and Duerik focus 
  their attacks on a single opponent trying to take him 
  down. They try to remain out of reach of the PCs as 
  much as possible. 
  They use lethal damage and coup-de-grace actions on 
  fallen PCs (particularly on spellcasters). When 3 of 
  them have fallen, the last one tries to run away.  
   
  Treasure: 
  APL 6: L: 528 gp; C: 0 gp; M: Pearl of Power 1st lvl (83 
  gp), brooch of shielding (125 gp), dust of tracelessness 
  (20 gp), lesser rod of enlarge (250 gp), amulet of natural 
  armor +1 (166 gp), +1 mithral chain shirt (175 gp), +1 
  breastplate (112 gp);  
  APL 8: L: 278 gp; C: 0 gp; M: +1 full plate (220gp), +1 
  tower shield (98 gp), pearl of Power 1st lvl (83 gp), 
  brooch of shielding (125 gp), clock of resistance +1 (83 
  gp), dust of tracelessness (20 gp), lesser rod of enlarge 
  (250 gp), amulet of natural armor +1 (166 gp), +1 
  mithral chain shirt (175 gp), scroll of greater 
  invisibility CL7 (50 gp), +1 mithral breastplate (433 gp);  
  APL 10: L: 254 gp; C: 0 gp; M: +1 full plate (220gp), +1 
  tower shield of arrow catching (348 gp), pearl of power 
  1st lvl x2 (83 gp each per character), brooch of 
  shielding (125 gp), cloak of resistance +1 (83 gp), dust 
  of tracelessness (20 gp), headband of intellect +2 (333 
  gp), lesser rod of enlarge (250 gp), ring of protection +1 
  (166 gp), wand of mirror image (375 gp), amulet of 
  natural armor +1 (166 gp), +1 buckler (97 gp), gloves of 
  dexterity +2 (333 gp), +1 mithral chain shirt (175 gp), 
  scroll of greater invisibility CL8 (120 gp), amulet of 
  natural armor +1 (166 gp), +1 mithral breastplate (433 
  gp), vest of resistance +1 (83 gp);  
  APL 12: L: 202 gp; C: 0 gp; M: +1 full plate (220gp), +1 
  tower shield of arrow catching (328gp), pearl of power 
  1st lvl x2 (83 gp each per character), pearl of power 2
  nd 
  lvl (333 gp), periapt of wisdom +2 (333 gp), brooch of 
  shielding (125 gp), cloak of resistance +1 (83 gp), dust 
  of tracelessness (20 gp), headband of intellect +2 (333 
  gp), lesser rod of enlarge (250 gp), ring of protection +1 
  (166 gp), wand of mirror image (375 gp), amulet of 
  natural armor +1(166 gp), bag of tricks – tan (525 gp), 
  +1 buckler (97 gp), gloves of dexterity +2 (333 gp), +1 
  mithral chain shirt (175 gp), scroll of greater 
  invisibility CL10 (83 gp), amulet of natural armor +1 
  (166 gp), +1 mithral breastplate (433 gp), +1 greatsword 
  (196 gp), +1 shock arrows x10 (139gp each per 
  character), vest of resistance +2 (333 gp); 
  Development: The dwarves are willing to talk if the 
  PCs promise to let them go. They swear to stop 
  attacking any caravans and return to Perrenland. If the 
  PCs promise it to them, the dwarves ask for any cleric 
  of a lawful deity first, then paladin-types to give their 
  word before sharing information. 
  They can tell the PCs where to find their boss (which 
  they only know as “the Boss”), but don’t know much 
  else. Abdallah does not take an active part in 
  interrogation, but he takes part in all intra-party 
  discussion about the prisoner. He is in favor of 
  promising to let them go and when he gets the 
  information he wants, he asks the characters to give 
  them their rightful punishment, death. Abdallah 
  points out that Lady Emeraud has asked them for their 
  heads, and they might get a reward. 
  If one of the raiders flees and is not caught by the PCs, 
  he gets to Harald first and gives him the full story. 
  They meet that raider again with Harald later. Proceed 
  to Encounter Six under Finding the Boss: following a 
  running dwarf. 
   
  Encounter Six: Finding the 
  Boss’ Hideout 
   
  Timeline 
  From the time the PCs defeat the raiders, allow them 2 
  full days to find the hideout. After the first day, Harald 
  is considered warned that something is wrong. 
  Decisions 
  After defeating the raiders, the PCs have a few 
  important decisions to make. Adballah doesn’t want to 
  be left without any guards in the mountains. He insists 
  he be escorted to a nearby outpost. 
  If the PCs decide to abandon him here, Abdallah is 
  furious, insults them and calls them oathbreakers and 
  unreliable. He immediately breaks off their agreement 
  and allows them to leave. He does not pay the PCs 
  anything. 
  
  TUS6-01 Gambling with Fate 
   
  Page 14 
  If the PCs decide to escort Adballah to an outpost, the 
  closest one is “Bimira, World Famous Crossroads 
  Trading Post at the Top of the Yatils”. It is about a half-
  day away. Meaning it takes a full day for the PCs to go 
  there and back. Though Abdallah grumbles at being 
  left behind at the crossroads, he lets the PCs pursue the 
  raiders. 
  The PCs may also wish to complete their contract with 
  Abdallah and escort him all the way to Dungarth Llith. 
  If that is the case, then Harald has disappeared upon 
  their return. Proceed to the Conclusion. 
  The PCs may wish to turn over any prisoners to the 
  Khund authorities. Remember, they received word 
  from said authorities (Lady Emeraud and Lord 
  Taklinn) that the raiders have outstanding death 
  warrants on their heads. Any prisoner turned over to 
  Khund soldiers is executed on the spot and their (only) 
  heads are brought back to Dungarth Llith. 
  Bimira, World Famous Crossroads Trading Post at 
  the Top of the Yatils 
  Bimira’s trading post is located at a crossroads. A 
  planted sign in Dwarven, Common, Baklunish and 
  Gnomish (the last one was added by Bimira) read 
  “Reijah” (west), “Dungarth Llith” (east) and “Silver 
  Springs” (north) and “Holy Shrine of the Mother” 
  (south). The north and south locations were visited by 
  the PCs in TUSI4-03 Miss Khundgeniality and they 
  have nothing to do with this adventure. 
  Bimira is a gnome who moved here to make a quick 
  buck. The PCs may have met him in TUSI4-03 Miss 
  Khungeniality where he was troubled by a large band 
  of goblins. The trading post has changed little in the 
  last 2 years, with the exception of the addition of a 
  stables and an inn (all run by Bimira himself). The 
  current crisis has not seriously affected the gnome who 
  caters to the Khund military.  
  Bimira wears a gnomish mockery of a Baklunish dress: 
  huge turban, long robes, a huge handlebar mustache 
  and an elaborate scimitar. Bimira is perhaps too nice… 
  But he is just that: a nice guy. He has access to any 
  number of non-magical items found in the Player’s 
  Handbook. If the party is seriously injured, feel free to 
  give Bimira a few scroll or potion of healing to sell, 
  especially if the PCs plan on resting here for a few days. 
  Bimira’s is located in a forested valley nestled in the 
  Yatils. While the altitude is still very high, anyone 
  resting a few hours here restarts their counter for the 
  high altitude Fortitude saves. 
  Finding the Boss: Tracking 
  Finding the tracks of the dwarves is very difficult 
  because they used some dust of tracelessness, making 
  the Tracking check [DC 47]. Tracking by scent is 
  impossible. 
  If the PCs allowed one of the raiders to escape, then 
  the Tracking check drops down to [DC 25].  
  Finding the Boss: Info from the Raiders 
  One of the raiders might have told the PCs where to 
  find the boss. If that is the case, then the PCs have little 
  difficulty following the trail markers the dwarves have 
  left. 
  Finding the Boss: Following a running dwarf 
  The PCs may also elect to allow one of the raiders to 
  escape. Every hour the PCs follow the raider; have 
  them make an opposed Hide check against the raider’s 
  Spot.  
  If the raider wins, he leads the PCs on a merry chase, 
  forcing them to make another Fortitude saves (DC is 
  15 +1 per previous save) due to the high altitude. Being 
  mountain dwarves, all of the raiders are accustomed to 
  this climate and thus he hopes to slow the PCs down.  
  If the PCs win two times in a row (the raider is 
  cautious), then he heads straight for the Boss’s hideout. 
  The trip takes an hour (and another Fortitude save). 
  Finding the Boss: Wandering around 
  (Troubleshooting) 
  The PCs decide to wander around looking for the lair, 
  have them waste one full day before finding a small 
  caravan that has been highjacked a long time ago. This 
  gathering of now-burned wagon was one of the first 
  attacks by the raiders, and as such they hadn’t yet 
  perfected their techniques. The husks are very well 
  hidden and the PCs only came across it by chance. 
  A Tracking check [DC 20+APL] leads up to the lair (4 
  hours away). Here, it is possible to track by scent.  
  Alternatively, making a Search check [DC 20+APL] has 
  the PCs find a small well-traveled path leading into the 
  mountains. This path leads to the lair. 
  In short, if the PCs head to Bimira then wander 
  around, they are too late. Harald is gone. 
   
  
  TUS6-01 Gambling with Fate 
   
  Page 15 
  Encounter Seven: A Pair of 
  Dice 
   
  The entrance to the lair 
  The PCs finally reach a point where the tracks were 
  once again carefully hidden using dust of tracelessness, 
  near a rock wall. A permanent image and a Nystul’s 
  magic aura hide the entry of a cave. A Spot check [DC 
  30] notices that minor details in a section of the wall 
  seem different. A Will save [DC 17] is required for a 
  character interacting (touching the section, searching) 
  to disbelief the illusion. A Search check [DC 28] with 
  the trapfinding ability also makes the character aware 
  of the illusion. 
  An alarm is set in the first 5 feet after the entry of the 
  tunnel (also dissimulated by a Nystul’s magic aura 
  caster level 3).  
  All APLs 
  Alarm Trap: CR 0; magic device; magic touch trigger 
  (mental alarm to Harald); automatic reset; alarm and 
  Nystul’s magic aura, 1st level sorcerer; Search (DC 26); 
  Disable Device (DC 26). 
  Development: If the PCs trigger the trap, Harald can 
  properly prepare to meet them. 
  The layout of the cave is provided in Map 1. 
  Room 1 
  Going down a few steps, the cavern opens up to 
  your right and you can see a pack of mules, ready to 
  be packed up. 
  They are 6 mules in the room, ready to carry the goods 
  pillaged by Harald to his loyalist allies. At a corner of 
  the room, there is a pool of natural water. There is 
  nothing else of interest in this room.  
  Room 2 
  As you open the makeshift door, you see the 
  corridor opening up into a large natural cavern, 
  roughly 30 by 40 feet. It looks like the cavern 
  contains a dwarf’s ransom of arms and equipment as 
  well as other diverse merchandise. A campfire is lit 
  at the center of the room. Behind it, a Suel man 
  dressed in typical Tusman style stands.  
  The players get to meet with Harald perhaps for the 
  second time. He is either surprised or ready to fight.  
  A small altar in the center of the south wall is dedicated 
  to Norebo (Suel god of chance, CN, holy symbol: pair 
  of 8-sided dice). The room is otherwise filled with 
  dwarven metalwork. Weapons, armors and other 
  essential military supplies can be found here. Other 
  materials pillaged include silver and gold mineral as 
  well as dried galda fruit.  
  If Harald is present, call for initiatives before 
  proceeding to Encounter Eight: Harald. 
  Room 3 
  Behind the curtain is a makeshift bed is covered 
  with rich blanket.  
  Harald made this place his private room. Anyone 
  succeeding at a Search check [DC 10] finds Players 
  Handout 2: A letter to Harald. A successful 
  Knowledge (geography or local/vtf or local/iuz) check 
  [DC 20] lets the player knows where the Dig Pass is. 
  Room 4 
  This room was apparently inhabited until recently. 
  Blankets cover the ground and some rations and 
  other basic adventurer’s standard are packed up in 
  the room. 
  This room served as a dorm for the Silent Whisperers. 
  Nothing of interest can be found here. Any running 
  dwarf is in this chamber when the PCs enter room 2 
  unless warned by the alarm, in which case the dwarf 
  waits here for the battle with Harald to start.  
  Room 5 
  After a small hitch to the left, the corridor ends in 
  rubble. 
  The corridor collapsed naturally. Working to clear out 
  the debris leads no where. 
  Where do we go from here? 
  Once the PCs have dealt with Harald, there is no 
  longer a fixed time frame for the PCs to complete their 
  mission. They can elect to go and meet his contacts if 
  they found the note (in which case proceed to 
  Encounter Nine) or they may decide to continue and 
  rejoin Abdallah at Bimira’s. (In that case proceed to 
  Encounter Ten). 
   
  
  TUS6-01 Gambling with Fate 
   
  Page 16 
  Encounter Eight: Harald 
   
  The fight is on.  
  If the fight takes place in his lair, it is possible that one 
  of the raiders from Encounter Five comes in from 
  room 3 and joins Harald. In that case refer to 
  Encounter Five for the dwarf. Assume the raider was 
  NOT healed in the mean time, unless he has any 
  healing ability or items on him. 
  This encounter may also take place en-route to Dig 
  Pass. In that case Harald takes cover behind the horses 
  and mules. Unlike most Tusmans he has little 
  attachment to the animals. 
  APL 6 (EL 9)  
  �Harald: male Suel Clr9; hp 61; see Appendix One 
  APL 8 (EL 11)  
  �Harald: male Suel Clr11; hp 75; see Appendix One 
  APL 10 (EL 13)  
  �Harald: male Suel Clr13; hp 89; see Appendix One 
  APL 12 (EL 15)  
  �Harald: male Suel Clr15; hp 103; see Appendix One 
  At all APLs, Harald has casted a stalwart pact on 
  himself days prior the PCs meet him.  
  Tactics: When running Harald remember you can 
  make only one use of turning attempts to perform a 
  feat in any given round. This means that you cannot 
  use Divine Spell Power and Divine Quicken in the 
  same round. 
  Harald is no fool. He does not want to die and he also 
  knows only torture and death await him if he is 
  brought back to the Tusman authorities (the Khund 
  authorities are not likely to treat him any better). He 
  offers to surrender to the PCs if brought down to 25% 
  of his original hit points.  He is willing to sell out the 
  dwarven raiders to save his own hide.  
  Treasure: 
  APL 6: L: 247 gp; C: 0 gp; M: Armbands of might (342 
  gp), gloves of dexterity +2 (333 gp), periapt of wisdom 
  +2 (333 gp); 
  APL 8: L: 247 gp; C: 0 gp; M: Armbands of might (342 
  gp), circlet of persuasion (375 gp), gloves of dexterity 
  +2 (333 gp), periapt of wisdom +2 (333 gp), vest of 
  resistance +2 (333 gp); 
  APL 10: L: 247 gp; C: 0 gp; M: Armbands of might (342 
  gp), boots of speed (833 gp), circlet of persuasion (375 
  gp), gloves of dexterity +2 (333 gp), periapt of wisdom 
  +2 (333 gp), vest of resistance +2 (333 gp); 
   
  APL 12: L: 247 gp; C: 0 gp; M: Armbands of might (342 
  gp), boots of speed (833 gp), circlet of persuasion (375 
  gp), dusty rose ioun stone (458 gp), +1 full plate of 
  silent moves (533 gp), gloves of dexterity +2 (333 gp), 
  periapt of wisdom +4 (1333 gp), vest of resistance +3 
  (750 gp);  
  Interrogating Harald 
  When (if) the players start interrogating the cleric, he 
  commits himself to the following proposition: 
  “Well you certainly surprised me. I am ready to 
  answer your questions but I would like to first hear 
  an account of how you got to me. I am curious and I 
  think you owe an explication to a dead man. I am 
  curious about you and would like some answers 
  myself before I meet with whatever fate awaits me 
  next. I will answer your questions after.” 
  A Sense Motive check [DC 20] reveals that the cleric is 
  sincere in his intentions. At APL 6, Harald is quite 
  desperate. At APL 8+, Harald is pretty confident and is 
  not a defeated man, even if stripped of his equipment.  
  A check [DC 10+Harald’s Bluff skill] reveals that he 
  exudes confidence in his speech, as if he was not 
  defeated yet. Harald wants to know how they got there 
  and what they know about him.  
  What were you planning to do with the goods? Sell 
  them to the highest bidder (false). [Hand them to his 
  loyalists friends] 
  Are you loyal to Jadhim Orem or Muammar 
  Quaran? His Most Exalted Splendor Pasha Muammar 
  Quaran is the rightful pasha of Tusmit. 
  Why doing this? Haven’t you figured that out yet? 
  Those cursed dwarves work with the rebels… They’ll 
  never admit it but I’m here as a loyal Tusman. Their 
  supply lines of those rebels MUST be cut and their 
  unholy alliance brought to light. 
  Who are you? Mohammed Masmoudi, trader of 
  Darnav [capital of the Sheikdom of Khalid] (lie) 
  Are there other mercenaries/ bandits/ loyalists in 
  your employ? Do you think there are only 5 who are 
  still loyal to His Exalted Splendor? Could only 5 of us 
  have succeeded at this enterprise? Of course there are 
  more. (A bold lie)  
  
  TUS6-01 Gambling with Fate 
   
  Page 17 
  Who are you working for? I am working for myself. 
  [Half-truth, while he has no direct boss, he works with 
  the loyalists of Dihn] 
  You may also refer to Encounter Two for some 
  additional information Harald may have. 
  It is possible that some groups of PCs think that what 
  Harald has done was justified and perfectly legal in 
  times of war, especially if they are loyalists. In that 
  case, Harald is a lot better disposed towards them and 
  offers the PCs to blame the whole thing on the 
  dwarves and he promises (truthfully) to stop this 
  scheme. Harald leaves on good terms with the PCs.  
  Development: When the PCs are done with the 
  interrogation or if they get too threatening, proceed to 
  Harald’s ace. 
  Harald’s ace 
  At APL 8+ Harald has an ace up his sleeve, a word of 
  recall spell. Harald is willing to negotiate with the PCs. 
  If he surrenders, he expects to be treated decently. 
  Simply looting him is NOT a decent way however. He 
  is not willing to hand over his holy symbol or his 
  armor, the rest he hands over. He cares little for the 
  stolen goods or the dwarves.  
  If after talking to the PCs, he sees that they will not let 
  him go free, He activates his word of recall. The PCs 
  should be credited with full experience for the 
  encounter.  
  Of course, if Harald is knocked unconscious, he uses 
  the word of recall as soon as he regains consciousness. 
  Harald’s sanctuary is his apartment in Dwur’Ayhand. It 
  is located over a gambling den called the Lucky Axe. 
  The shrine is in a hallowed area tied with a 
  dimensional anchor. Neither spells affect worshippers 
  of Norebo. As soon as he appears, he casts 
  nondetection. In his house, he picks up a few items 
  before disappearing for good, leaving Dihn for parts 
  unknown. 
  Return to either Encounter Seven or Encounter 
  Nine wherever the PCs encountered Harald. 
   
  Encounter Nine: The Rightful 
  Commitment 
   
  If Harald escaped the previous encounter, it is likely 
  the PCs encounter Harald as he makes his way to the 
  meeting.  If that is the case, proceed to Encounter 
  Eight when the fight begins. 
  The Dig Pass is located on a small trail heading down 
  into the Sehla hills. The trail is not really used, as it is a 
  really tortuous and difficult way to get from one place 
  to another. For those PCs who have played TUS2-02 
  The hills are alive, the pass is where the poacher’s 
  caravan was ambushed at the start of the adventure. 
  The PCs can get there in just over a day, just in time to 
  get to the rendezvous. Four Baklunish men are present; 
  all are loyalist and strongly support Pasha Muammar 
  Quaran. They were sent by Arjed al-Faris al-Fareeq to 
  obtain the caravan of military supplies. They are to 
  discreetly bring the goods to Hash’Esar to Arjed al-
  Fareeq’s men through a series of hidden trails through 
  the Sehla hills. They are bringing a payment (100xAPL 
  fountains (gp) per PC) as payment for the goods. 
  (Harald figured he would increase his pay by keeping 
  some of the best equipment for himself). 
  The loyalists are honest in their intentions. They are 
  not aware of Harald’s true nature or how he got the 
  goods. They suppose he obtained them from the Sheik 
  of Dihn’s army.  
  The four men are Assib, Kamal, Rashid and Wallim. 
  These men are members of the militia but are 
  inexperienced. They would rather surrender than face 
  a party of well-armed adventurers. They are quality 
  teamsters who know the area; that’s why they were 
  sent on this mission.  
  This encounter depends on the PCs’ intentions, the 
  following 
  guidelines 
  are 
  provided. 
  Judge 
  the 
  appropriate end of this encounter. 
  Talking to the loyalists 
  If the PCs arrive without the goods, the men leave as 
  soon as they see them. The PCs can catch up with them 
  and question them. To get the men to open up and be 
  open with them, the PCs must succeed at a Diplomacy 
  check [DC 25+APL]. A series of modifiers appear 
  below. 
  If they are coming with the goods, the men are 
  surprised by the fact that Harald isn’t with them but 
  still hail the PCs. This requires a Bluff, Diplomacy or 
  Forgery check [DC 20+APL] to convince the men.  
  The PCs can convince the men that the deal is off.  This 
  does not require a check as the simple presence of the 
  PCs is interpreted this way. The loyalist, not wanting a 
  confrontation simply back away and leave (unlike 
  Harald and the Silent Whisperers, they have not 
  broken any laws). 
  
  TUS6-01 Gambling with Fate 
   
  Page 18 
  The following modifiers apply on any social check: 
  • 
  +20 Harald with the party (this may be using a hat 
  of disguise or other illusion magics) 
  • 
  +5 Every known loyalist in the party 
  • 
  +2 Showing no hostile intentions 
  • 
  +2 
  Mentioning 
  the 
  name 
  of Mohammed 
  Masmoudi (one of Harald’ pseudonyms). 
  • 
  +2 Every member of the Mouqollad Consortium 
  • 
  +2 Every dwarf in the party 
  • 
  -2 Every elf in the party 
  • 
  -5 Every known rebel in the party (this also takes 
  into account anyone who has “unaligned” 
  • 
  -10 Showing hostile intentions (making an 
  Intimidate check constitutes hostile intentions as 
  is hostile behavior) 
  Once convinced that the PCs are not out there to get 
  them, the men are willing to share the following 
  information with the PCs. Note that these men are not 
  the brightest minds of Tusmit. 
  • 
  They are all loyal to His Exalted Splendor 
  Muammar Quaran (they always refer to him as 
  “His Most Exalted Splendor”)  
  • 
  They think Jadhim was kicked out for a good 
  reason. (These reasons vary, but the men 
  themselves were not borne or still infants when 
  the event of 579CY occurred). 
  • 
  The men come from various parts of Tusmit but 
  have been in Suvii for a few years.  
  • 
  None of them have ever seen combat against 
  either the Worldburners, goblins or the Ketites. 
  They performed garrison duty. 
  • 
  They are part of a military force gathering in Suvii 
  aimed at destroying the Rebel forces in Dihn. 
  (Actually the military force is present to stabilize 
  the Sheikdom after the Goblin invasion of 594-
  595CY).  
  • 
  They all look forward to fighting in Dihn. They 
  hope the war will bring them riches. 
  Development: Once the conversation dries out, the 
  men leave or it the PCs insist on fighting proceed to 
  Fighting the loyalists, below. 
  Fighting the loyalists 
  These poor men do not form any serious opposition to 
  most parties. The men flee or surrender rather than 
  fight.  
  All APLs (EL 2) 
  �Assib, Kamal, Rashid and Wallim: Male Baklunish 
  War1; hp10; Handle Animal +6. 
  There is no experience or treasure attached to fighting 
  these men.  
   
  Encounter Ten: Dungar Llith 
   
  Decisions 
  As soon as Abdallah knows the PCs found the missing 
  goods from the caravan, he tries to get them to hand 
  the goods to the Mouqollad Consortium (ie: him), as 
  the goods were purchased by members of the 
  Consortium.  
  This encounter should take place when the PCs meet 
  back with Abdallah and tell him what happen. If they 
  return with the loot, Adballah immediately knows who 
  this loot originally belongs to. He says (truthfully) that 
  if given the loot, he will sell the products in Dungarth 
  Llith and share the profits with the original owners. He 
  is not lying; taking a 10% share of the profits is “free 
  money” for him. This ensures his profit and that of the 
  owners of the merchandise (who had lost and now get 
  90% of the profits is better than a loss). 
  Abdallah tells the PCs of the following: Any member of 
  the Mouqollad Consortium or the church of Mouqol 
  can confirm his say (no check required). Otherwise, 
  the PCs must succeed at a Knowledge (local/vtf or 
  religion) check or a Bardic Knowledge check [DC 15]). 
  • 
  The Mouqollad Consortium bought the goods 
  from the Khund. Therefore, they rightfully own 
  the goods. 
  • 
  As a representative of the Mouqollad, he should be 
  given the goods. The Mouqollad Consortium 
  usually allows the finder of stolen goods a decent-
  sized reward. 
  • 
  Handing the goods to anyone else would anger 
  the Mouqollad consortium. 
  The PCs may now proceed to Dungar Llith, a day of 
  travel away. The closer they get to the capital, the more 
  
  TUS6-01 Gambling with Fate 
   
  Page 19 
  patrols they encounter. Most of these are composed of 
  heavy armored dwarves armed with (loaded) heavy 
  crossbows and an assortment of melee weapons. They 
  are often accompanied by a cleric of Moradin or 
  Clangeddin. 
  Dungarth Llith 
  You finally reach the capital of the Vesterkhund. 
  On the great gates, a carving of the mythical city of 
  Dunorae Llith is under the protective hammer of 
  the All-Father. 
  The city is bustling with activity. Every dwarf 
  seems to be on an urgent errand. Dwarves seem to 
  have deserted their forges and many seem to be 
  cleaning their armor. Still, the dwarves are far from 
  outshining their city.  
  A stone fortress stands flying the banner of High 
  King Barandon and the arms of the Thunderstone 
  family. While the fortress may be the most visible, 
  another building attracts attention: the Temple of 
  Father Moradin. The newly finished stone temple 
  boasts has a large colonnade each sculpted to the 
  semblance of mythical dwarven gods and heroes. 
  The temple rests on a rise and near the sheer rock 
  face that is the Yatils. A grand statue of blue marble 
  over 25 feet tall depicts the All-Father in full 
  military regalia. 
  A young dwarf warrior wearing a heavy suit of well-
  crafted half-plate approaches you, an urgrosh tied 
  to his back. “Please follow me. You are expected at 
  the palace.” Not waiting for an answer, he turns and 
  heads through the streets, heading towards the 
  massive fortress. You can make out what seems to 
  be the façade of a palace. The façade is carved 
  within the cliff itself and depicts mythical Dwarven 
  battles under the watchful and benevolent gaze of 
  Father Moradin and Mother Berronar.  
  The guide leads you into the palace and through a 
  long hall where a throne sits on a dais on the 
  opposite end of the room. A single figure sits on the 
  throne and a dwarf stands before him, pleading 
  something you can’t hear from such distance. The 
  courtier asks you to wait here until called. 
  The PCs are standing in the throne room of the Haigh 
  Raigh Barandon. It is devoid of any features but the 
  throne as to impose respect. A dwarven envoy of 
  Jadhim-Orem (and a member of Sheik Omar Saladish’s 
  court) pleads for the Khund to join the rebel cause.  
  In the shadows, three other dwarves are listening 
  attentively to the plea. To the left (west) side of 
  Barandon, stands Lord Taklinn Thunderstone. Behind 
  the throne is Lady Emeraud Thunderstone. To the 
  right side stands a dwarf unknown to the PCs. The 
  latter is following the ensuing conversation only 
  distantly, as it does not seem to concern him. 
  PCs may approach and hear the plea. 
  “Your Majesty, the rightful pasha of Tusmit has 
  returned. Jadhim-Orem is back from exile. Most of 
  Tusmit is already united under his banner. His 
  followers are growing daily as more soldiers, 
  priests, nobles and adventurers rally to his white 
  banner. Jadhim-Orem is committed to maintaining 
  the best relations with the Khund. His Exalted 
  Splendor promises not only hold on to the treaties 
  already applied, he promises great reward if the 
  Khund were to openly support his cause. His 
  Exalted Splendor is willing to reconsider the tax 
  portion handed back to the Tusman authorities and 
  have them turned to a fully-independent Khund 
  nation.” 
  The room falls silent. After a little moment, the 
  envoy turns toward you, as if expecting you to plead 
  his case. 
  The PCs may now plead for either the loyalists or the 
  rebels. Let the PCs make their plea. You can have the 
  PCs make a Diplomacy check [DC 30+2xAPL].  
  Note that at this point, the party may decide to make 
  opposite check for some may be loyalists and some 
  rebels. In that case, the DC becomes either the opposed 
  roll OR the above-mentioned number (whichever is 
  higher). In that case tally the bonuses for each side. 
  The following circumstance modifiers apply to the 
  check: 
  • 
  Spending an influence point with the Khund or 
  the Sheik of Dihn or a church of a Dwarven deity: 
  +10 (per influence point used) 
  • 
  For every Dwarf in the party: +5 
  • 
  Giving the Khund the good from the Mouqollad 
  Consortium: +5 
  • 
  For every Khund in the party: +2 
  • 
  For every Khund noble in the party: +1 
  • 
  For every Tusman or Perrenland noble in the 
  party: +1 
  • 
  For every PC who successfully completed 
  TUSINT3-05 Dark Risings: +1 
  
  TUS6-01 Gambling with Fate 
   
  Page 20 
  • 
  For every PC who successfully completed TUSI4-
  03 Miss Khundgeniality: +1 
  • 
  For every elf in the party: -1 
  • 
  For good roleplaying: -10/+10 
  If the PCs succeed in swaying Barandon on one side or 
  they other, the High King, as a good politician does not 
  commit to either side, but do relate to the PCs that he 
  seem “a lot more receptive” to the faction they propose. 
  If the PCs fail, then Barandon is not swayed one way or 
  the other. 
  Once the pleading is over, Taklinn then leaves the 
  shadows and addresses the PCs. 
  “Let me say this to you and mark my word. Your 
  actions here on these days will not be forgotten, 
  nor will be your words.” 
  Barandon then dismisses everybody and courtiers 
  come into the room from hidden doors to escort you to 
  a series of apartments for much needed rest. The 
  courtier leaves the PCs telling that they should prepare 
  for a grand event on the next day and that they should 
  be dressed in their finest clothes and armor. 
  If the PCs are still in possessions of the Mouqollad 
  goods, they can hand the goods to either the Khund or 
  the rebel forces at this time. If they decide to keep 
  them, the Khund authorities seize them to ensure 
  righteous retribution. 
   
  Conclusion 
   
  This adventure has 2 distinct conclusions. Take aside 
  any Khund PC and any Tusman dwarf belonging to the 
  military (whatever the unit) or priesthood of a 
  Dwarven deity and run them through ‘For Khund PCs’. 
  Run every other PC through “Others”. 
  For Khund PCs 
  Read or paraphrase: 
  Having had time to rest and find a decent outfit, 
  you are left with enough time to wonder about the 
  much expected event. You are surprise when Lady 
  Emeraud Thunderstone enters your room. She still 
  wears a martial heavy adamantine plate mail and a 
  very heavy adamantine mace.  
  She walks to you and in a martial tone that could 
  easily be mistaken for an order she hands you a 
  piece of folded paper with your name written in 
  dwarven on it. “[PCs’ name] I hope you will be able 
  to make it to my wedding.”  
  With that the queen-to-be turns around and walks 
  out, her handmaiden forming a tight honor guard 
  behind her. 
  Proceed to “Common (All together now)”. 
  Others 
  Read or paraphrase: 
  Having had time to rest and find a decent outfit, 
  you are left with enough time to wonder about the 
  much expected event.  
  As you are waiting, a dwarven servant enters. He 
  wears the livery of the High King. The herald pulls 
  out a scroll. “Hear ye! High King Barandon and 
  Lady Emeraud wish to invite you to their upcoming 
  wedding.”  
  The servant then rolls up the scroll and leaves.  
  The servant is highly excited about the upcoming 
  wedding. He doesn’t know the exact moment because 
  the priestesses of Mother Berronar are still debating 
  the best date. Proceed to “Common (All together 
  now)”. 
  Common (all together now) 
  Soon after, two soldiers present themselves to lead 
  you back to the throne room. The room is no longer 
  devoid of garments. Long tables have been set up 
  with long benches for an army to sit. Tapestries 
  depicting Father Moradin, Mother Berronar and 
  Clangeddin Silverbeard are visible everywhere. A 
  smaller throne stands empty to the left of the 
  King’s throne. Every dwarf wears his shiniest armor 
  and has carefully combed his beard. Barandon sits 
  on his throne dressed in his most exquisite 
  garment, gold, mithral and silver line his outfit.  
  Silence 
  fills 
  the 
  room 
  as 
  Lady 
  Emeraud 
  Thunderstone enters the room. She wears an 
  adamantine diadem certed with sapphires and a 
  long blue gown threaded with silver and gold. A 
  few steps behind, her brother Lord Taklinn 
  Thunderstone follows dressed in his finest clerical 
  vestment a silver holy symbol of the All-Father 
  hanging from his neck and an adamantine hammer 
  at his waist.  
  High King Barandon stands in front of his throne 
  as Lady Emeraud approaches him. She walks toward 
  
  TUS6-01 Gambling with Fate 
   
  Page 21 
  Barandon and stands to his right, half a step behind 
  the King. Taklinn kneels in front of the couple. 
  A young dwarven priest approaches the High King 
  with a crown in his hands. The High King takes the 
  crown and places it on Taklinn’s head with the 
  words: “May the blessings of the All-Father follow 
  you and all your subjects, Lord Taklinn the First, 
  King of the Vesterkhund and patriarch of the 
  Thunderstone family.”   
  King Taklinn stands before heading to the smaller 
  of the throne and takes a seat. With a motion of the 
  hand, he calls for the feast to begin. The 
  VesterKhund now have a king. 
  Reward Assignment 
  If the PCs killed any of the dwarves in encounter four, 
  they received the “Dwarf Killer” AR Reward. 
  Any PC who played through the “For Khund PCs” in 
  the conclusion, receive “A personal invitation” AR 
  Reward. All other PCs receive “An Invitation” AR 
  Reward. 
  For the PC who was put in charge by Abdallah in 
  encounter two receives the “Man in charge” AR 
  Reward. 
  If a PC was put in charge of the cargo in encounter two 
  by Abdallah, and the cargo and horses was 
  subsequently lost or broken, that PC receives the “Held 
  accountable” AR Reward. 
  There are 4 major factions the PCs can hand the 
  recovered goods to: The Mouqollad Consortium, the 
  Loyalists, the Rebels or the Khund. Cross out all the 
  rewards from the other factions. 
  Splitting up the loot is not a good idea doing so results 
  in the PCs not receiving any rewards. If they chose to 
  give the goods to any other factions, then they receive 
  nothing. Similarly, if the Khund seize the goods at the 
  end of the adventure, the PCs receive nothing. 
  The End 
   
  Experience Point Summary 
   
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives 
  plus roleplaying) to each character. 
  Encounter Three, Hungry Birds 
  Defeating the birds 
   
  APL 6  
   
   
   
  210 xp 
  APL 8  
   
   
   
  270 xp 
  APL 10   
   
   
  330 xp  
  APL 12   
   
   
  390 xp 
  Encounter Five, Ambush in the Hills 
  Defeating the commando 
  APL 6  
   
   
   
  240 xp 
  APL 8  
   
   
   
  300 xp 
  APL 10   
   
   
  360 xp  
  APL 12   
   
   
  420 xp 
  Encounter Eight, A pair of dices 
  Defeating Harald Mouassim 
  APL 6  
   
   
   
  270 xp 
  APL 8  
   
   
   
  330 xp 
  APL 10   
   
   
  390 xp  
  APL 12   
   
   
  450 xp 
  Story Award 
  Making a peaceful contact with the dwarves (in 
  encounter 4) 
  APL 6 
   
   
   
  90 xp 
  APL 8  
   
   
   
  100 xp 
  APL 10   
   
   
  100 xp  
  APL 12   
   
   
  150 xp 
  Swaying High King Barandon one way or the other. 
  APL 6  
   
   
   
  90 xp 
  APL 8  
   
   
   
  125 xp 
  APL 10   
   
   
  120 xp  
  APL 12   
   
   
  165 xp 
  Total Possible Experience 
   
  APL 6   
   
   
  900 xp 
  APL 8   
   
   
  1,125 xp 
  APL 10   
   
  1,300 xp 
  APL 12   
   
  1,575 xp 
  
  TUS6-01 Gambling with Fate 
   
  Page 22 
   
  Treasure Summary 
   
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 
  10 minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not 
  gain this gold.  If you feel it is reasonable that 
  characters can go back to loot the bodies, and those 
  bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, 
  and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they pass 
  up this treasure, the coin total is subtracted from the 
  encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  
  Because this is a Regional scenario, characters may 
  spend additional Time Units to practice professions or 
  create items immediately after the adventure so this 
  total may be modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  L: Looted gear from enemy 
  C: Coin, Gems, Jewelry, and other valuables 
  M: Magic Items (sell value)  
  Encounter Two: Abdallah’s offer 
  ALL APLs: L: 0 gp; C: 150 gp; M: 0 gp 
  Encounter Six: Dwarf commando 
  APL 6: L: 528 gp; C: 0 gp; M: Pearl of Power 1st lvl (83 
  gp), brooch of shielding (125 gp), dust of tracelessness 
  (20 gp), lesser rod of enlarge (250 gp), amulet of natural 
  armor +1 (166 gp), +1 mithral chain shirt (175 gp), +1 
  breastplate (112 gp);  
  APL 8: L: 278 gp; C: 0 gp; M: +1 full plate (220gp), +1 
  tower shield (98 gp), pearl of Power 1st lvl (83 gp), 
  brooch of shielding (125 gp), cloak of resistance +1 (83 
  gp), dust of tracelessness (20 gp), lesser rod of enlarge 
  (250 gp), amulet of natural armor +1 (166 gp), +1 
  mithral chain shirt (175 gp), scroll of greater 
  invisibility CL7 (50 gp), +1 mithral breastplate (433 gp);  
  APL 10: L: 254 gp; C: 0 gp; M: +1 full plate (220gp), +1 
  tower shield of arrow catching (348 gp), pearl of power 
  1st lvl x2 (83 gp each per character), brooch of 
  shielding (125 gp), cloak of resistance +1 (83 gp), dust 
  of tracelessness (20 gp), headband of intellect +2 (333 
  gp), lesser rod of enlarge (250 gp), ring of protection +1 
  (166 gp), wand of mirror image (375 gp), amulet of 
  natural armor +1 (166 gp), +1 buckler (97 gp), gloves of 
  dexterity +2 (333 gp), +1 mithral chain shirt (175 gp), 
  scroll of greater invisibility CL8 (120 gp), amulet of 
  natural armor +1 (166 gp), +1 mithral breastplate (433 
  gp), vest of resistance +1 (83 gp);  
  APL 12: L: 202 gp; C: 0 gp; M: +1 full plate (220gp), +1 
  tower shield of arrow catching (328gp), pearl of power 
  1st lvl x2 (83 gp each per character), pearl of power 2
  nd 
  lvl (333 gp), periapt of wisdom +2 (333 gp), brooch of 
  shielding (125 gp), cloak of resistance +1 (83 gp), dust 
  of tracelessness (20 gp), headband of intellect +2 (333 
  gp), lesser rod of enlarge (250 gp), ring of protection +1 
  (166 gp), wand of mirror image (375 gp), amulet of 
  natural armor +1(166 gp), bag of tricks – tan (525 gp), 
  +1 buckler (97 gp), gloves of dexterity +2 (333 gp), +1 
  mithral chain shirt (175 gp), scroll of greater 
  invisibility CL10 (83 gp), amulet of natural armor +1 
  (166 gp), +1 mithral breastplate (433 gp), +1 greatsword 
  (196 gp), +1 shock arrows x10 (139gp each per 
  character), vest of resistance +2 (333 gp); 
  
  TUS6-01 Gambling with Fate 
   
  Page 23 
  Encounter Eight: Harald Mouassim 
  APL 6: L: 247 gp; C: 0 gp; M: Armbands of might (342 
  gp), gloves of dexterity +2 (333 gp), periapt of wisdom 
  +2 (333 gp); 
  APL 8: L: 247 gp; C: 0 gp; M: Armbands of might (342 
  gp), circlet of persuasion (375 gp), gloves of dexterity 
  +2 (333 gp), periapt of wisdom +2 (333 gp), vest of 
  resistance +2 (333 gp); 
  APL 10: L: 247 gp; C: 0 gp; M: Armbands of might (342 
  gp), boots of speed (833 gp), circlet of persuasion (375 
  gp), gloves of dexterity +2 (333 gp), periapt of wisdom 
  +2 (333 gp), vest of resistance +2 (333 gp); 
   
  APL 12: L: 247 gp; C: 0 gp; M: Armbands of might (342 
  gp), boots of speed (833 gp), circlet of persuasion (375 
  gp), dusty rose ioun stone (458 gp), +1 full plate of 
  silent moves (533 gp), gloves of dexterity +2 (333 gp), 
  periapt of wisdom +4 (1333 gp), vest of resistance +3 
  (750 gp);  
  Total Possible Treasure 
  APL 6   
   
   
  900 gp 
  APL 8   
   
   
  1,300 gp 
  APL 10   
   
   
  2,300 gp 
  APL 12   
   
   
  3,300 gp 
  
  TUS6-01 Gambling with Fate 
   
  Page 24 
  Appendix One: NPCs and Creatures 
  All APLs 
  *: indicates a domain or specialty spell 
  **: indicates a new rule item found in appendix 2.  
  Encounter One 
   
   
   
   
  Abdallah Yussam ibn Abdallah: Male Baklunish 
  Exp9; CR 8; HD 9d6; hp 38; Init +0; Spd 30 ft.; AC 16 
  (touch 12, flat-footed 14) [+4 armor, +2 dex]; Full 
  Atk/Atk +8/+3 melee (1d6+2, masterwork scimitar); AL 
  CG; SV Fort +2, Ref +4, Will +6; Str 12, Dex 14, Con 10, 
  Int 14, Wis 10, Cha 14.  
   
  Skills and Feats: Bluff +15; Craft (Gold working) 
  +16; Craft (Iron working) +16; Craft (jewelry) +16; 
  Diplomacy +22; Knowledge local (VTF) +13; Profession 
  (Merchant) +11; Sense Motive +11. Negotiator, Skill 
  focus (craft gold working), Skill Focus (craft iron 
  working), Skill Focus (craft jewelry), Skill Focus 
  (Diplomacy) 
   
  Possessions: masterwork scimitar, +1 studded 
  leather armor, heavy tusman warhorse and related 
  gears 
   
  
  TUS6-01 Gambling with Fate 
   
  Page 25 
  APL 6 
  Encounter Four 
   
   
   
   
  Griffon, advanced: CR 7; Huge magical beast; HD 
  13d10+65; hp 141; Init +1; Spd 30 ft., fly 80 ft. (average); 
  AC 18, touch 9, flat-footed 17; Base Atk +13; Grp +30; 
  Atk +21 melee (4d6+9, bite) or +18 melee (1d6+4, claw); 
  Full Atk +21 melee (4d6+9, bite) and +18 melee (1d6+4, 
  2 claws); SA Pounce, Rake (+18, 1d6+4); SQ Darkvision 
  60 ft, Low-light vision, Scent; AL N; SV Fort +13, Ref 
  +9, Will +6; Str 28, Dex 13, Con 20, Int 5, Wis 13, Cha 8.  
   
  Skills and Feats: Jump +13, Listen +9, Spot +13; 
  Iron Will, Multiattack, Power Attack, Weapon Focus 
  (bite), Improved natural attack (bite). 
   
  Pounce (Ex): When the griffon is charging, it can 
  make a full attack including 2 rakes. 
   
  Rake (Ex): Atk +18, 1d6+4 (2 rakes) 
  Encounter Five  
   
   
   
  Dalard “Stout Guardian”: Male Dwarf Clr4 (Diirinka); 
  CR 4; HD 4d8+12; hp 35; Init +0; Spd 20 ft.; AC 22 
  touch 10, flat-footed 22; Base Atk +3; Grp +2; Atk/Full 
  Atk +2 melee (1d8-1, heavy mace); AL NE; SV Fort +7, 
  Ref +1, Will +7; Str 8, Dex 10, Con 16, Int 12, Wis 17, 
  Cha 12.  
   
  Skills and Feats: Concentration +10; Knowledge 
  arcana +6; Knowledge Religion +3; Spellcraft +12. 
  Divine Metamagic (Heighten), Heighten Spell, Spell 
  Focus (enchantment)  
   
  Possessions: MW Full Plate, MW Tower Shield, 
  Pearl of Power 1st lvl, heavy mace 
   
  Spells Prepared (5/4/3; base DC = 13 + spell level; 
  enchantment 14 + spell level: 0 — create water; detect 
  magic (2), detect poison, purify food and drink, 1st — 
  bless, command*, cure light wounds, sanctuary, shield 
  of faith; 2nd —cure moderate wounds, hold person, 
  invisibility*, silence. 
   
  Domains: 
  Domination** 
  (spell 
  focus 
  enchantment) and Trickery (add bluff, disguise and 
  hide to class skills) 
  Nalror “Honorable Riddlemaster”: Male Dwarf Wiz4 
  (conjurer); CR 4; HD 4d4+12; hp 25; Init +2; Spd 20 ft.; 
  AC 12, touch 12, flat-footed 10; Base Atk +2; Grp +1; 
  Atk +1 melee (1d4-1, dagger); SQ Hawk Familiar; AL 
  CN; SV Fort +4, Ref +3, Will +4; Str 8, Dex 14, Con 16, 
  Int 17, Wis 10, Cha 10.  
   
  Skills and Feats: Concentration +10; Hide +5; 
  Knowledge arcana +10; Move Silently +3; Profession 
  Gambler +5; Spellcraft +12. Scribe Scroll; Spell focus 
  (conjuration); Sudden Widen** 
   
  Possessions: 
  brooch 
  of 
  shielding, 
  dust 
  of 
  tracelessness, lesser rod of enlarge, scroll of invisibility, 
  scroll of web, dagger 
   
  Spells Prepared (4/4/3; base DC = 13 + spell level; 
  conjuration DC = 14 + spell level): 0 — acid splash, 
  detect magic (2), touch of fatigue; 1st —enlarge, 
  grease*, magic missile, ray of enfeeblement x2;  2nd — 
  blindness, glitterdust*, invisibility, web. 
  ** see Appendix 2: New Rules Items 
  Duerik “Darkness’ Brother”: Male Dwarf Rog4; CR 4; 
  HD 4d6+12; hp 34; Init +7; Spd 20 ft.; AC19, touch 13, 
  flat-footed 16; Base Atk +3; Grp +3; Atk/Full Atk +7 
  melee (1d6, rapier) or +7 ranged (1d6, shortbow); SA 
  Sneak Attack +2d6; SQ Trapfinding, Evasion, Trap 
  Sense +1, Uncanny Dodge; AL CE; SV Fort +4, Ref +7, 
  Will +1; Str 10, Dex 17, Con 16, Int 12, Wis 10, Cha 10.  
   
  Skills and Feats: Escape Artist +10; Gather 
  Information +7; Hide +10; Listen +7; Move Silently 
  +10; Search +8; Spot +7; Tumble +10; Use Magic Device 
  +7. Improved Initiative; Weapon Finesse  
   
  Possessions: amulet of natural armor, 40 arrows, +1 
  Mithral chain shirt, MW Rapier, MW Shortbow, 
  potion of cure medium wounds 
  Marel “Golden Warrior”: Male Dwarf Rgr2 / Ftr2; CR 
  4; HD 2d8+8 plus 2d10+8; hp 41; Init +3; Spd 20 ft.; AC 
  19, touch 13, flat-footed 16; Base Atk +4; Grp +7; Atk +9 
  melee (2d6+4, greatsword) or +9 ranged (1d8+3, 
  composite longbow); Full Atk +9 melee (2d6+4, 
  greatsword) or +9 ranged (1d8+3, composite longbow) 
  or +7/+7 ranged (1d8+3, composite longbow); SA 
  Favored enemy (elf +2); AL LE; SV Fort +9, Ref +6, Will 
  +0; Str 16, Dex 16, Con 16, Int 10, Wis 10, Cha 6.  
   
  Skills and Feats: Climb +4; Hide +5; Knowledge 
  Nature +7; Listen +5; Move Silently +5; Spot +5; 
  Survival +7. Improved Toughness**; Power Attack; 
  Rapid 
  shot; 
  Track; 
  Weapon 
  focus 
  (Longbow, 
  Greatsword)  
   
  Possessions: 40 arrows, +1 breastplate, mw 
  composite longbow (str +3), mw greatsword, 1 potion 
  of cure medium wounds 
  ** see Appendix 2: New Rules Items 
  
  TUS6-01 Gambling with Fate 
   
  Page 26 
  Encounter Seven 
   
   
   
   
  Harald: Male Suel-Baklunish Human Clr9; CR 9; HD 
  9d8+18; hp 61; Init +1; Spd 20 ft.; AC 21 (touch 11, flat-
  footed 20); Base Atk +6; Grp +8; Atk +10/+5 melee 
  (quarterstaff 1d6+5 [greater magic weapon]); AL CE; 
  SQ Rebuke Undead; SV Fort +8, Ref +4, Will +10; Str 
  14, Dex 12, Con 14, Int 10, Wis 18, Cha 14.  
   
  Skills and Feats: Bluff +7; Concentration +14; 
  Disguise +10; Hide +2; Knowledge Religion +5. [+2 on 
  strength checks from armband] Divine Metamagic 
  (Quicken)**, Divine Spell Power**, Extra Turning, 
  Power Attack, Quicken Spell  
   
  Possessions: armbands of might**, gloves of 
  dexterity +2, MW Full Plate, Periapt of wisdom +2, 
  Quarterstaff 
   
  Spells Prepared (6/5/5/4/3/1; base DC = 14 + spell 
  level): 0 — create water, detect magic (2), detect 
  poison, guidance, purify food and drink; 1st — 
  disguise self*, bless, divine favor, lesser vigor**, shield 
  of faith, cure light wounds; 2nd — aid, bear’s 
  endurance, brambles**, cure moderate wounds, 
  invisibility*, lesser restoration, resist energy; 3rd —
  magic vestment, nondetection*, vigor**, dispel magic; 
  4th — delay death**, divine power*, freedom of 
  movement, greater magic weapon; 5th — righteous 
  might*, stalwart pact**. 
   
  Domains: Competition (+1 on opposed rolls) and 
  Trickery (add bluff, disguise and hide to class skills) 
   
  Power up: 1- freedom of movement; 2- resist 
  energy; 3- bear’s endurance; 4- aid; 5- shield of faith; 6- 
  vigor; 7- divine favor.  
  ** see Appendix 2: New Rules Items 
  
  TUS6-01 Gambling with Fate 
   
  Page 27 
  APL 8 
  Encounter Five  
   
   
   
  Dalard “Stout Guardian”: Male Dwarf Clr6 (Diirinka); 
  CR 6; HD 6d8+18; hp 51; Init +0; Spd 20 ft.; AC 24, 
  touch 10, flat-footed 24; Base Atk +4; Grp +3; Atk/Full 
  Atk +3 melee (1d8-1, heavy mace); AL NE; SV Fort +8, 
  Ref +2, Will +8; Str 8, Dex 10, Con 16, Int 12, Wis 17, 
  Cha 12.  
   
  Skills and Feats: Concentration +12; Knowledge 
  arcana +6; Knowledge Religion +5; Spellcraft +14. 
  Divine Metamagic (Heighten)**, Heighten Spell, 
  Improved Counterspell, Spell Focus (enchantment) 
   
  Possessions: +1 full plate, +1 tower shield, pearl of 
  power 1st lvl, heavy mace 
   
  Spells Prepared (5/4/4/3; base DC = 13 + spell 
  level; enchantment DC = 14 + spell level): 0 — create 
  water; detect magic (2), detect poison, purify food and 
  drink 1st — bless, command*, cure light wounds, 
  sanctuary, shield of faith; 2nd — bear’s endurance, cure 
  moderate wounds, hold person, invisibility*, silence; 
  3rd — deeper darkness, dispel magic x2, suggestion*. 
   
  Domains: 
  Domination** 
  (Spell 
  Focus 
  (enchantment)) and Trickery (add bluff, disguise and 
  hide to class skills) 
  Nalror “Honorable Riddlemaster”: Male Dwarf Wiz6 
  (conjurer); CR 6; HD 6d4+18; hp 49 (+12 from false 
  life); Init +2; Spd 20 ft.; AC 12, touch 12, flat-footed 10; 
  Base Atk +3; Grp +2; Atk/Full Atk +2 melee (1d4-1, 
  dagger); SQ Hawk Familiar; AL CN; SV Fort +6, Ref +5, 
  Will +6; Str 8, Dex 14, Con 16, Int 17, Wis 10, Cha 10.  
   
  Skills and Feats: Concentration +11; Hide +6; 
  Knowledge arcana +12; Move Silently +5; Profession 
  Gambler +5; Spellcraft +14. Greater Spell Focus 
  (conjuration); Scribe Scroll; Spell focus (conjuration); 
  Sudden Silent**; Sudden Widen** 
   
  Possessions: brooch of shielding, cloak of 
  resistance +1, dust of tracelessness, lesser rod of 
  enlarge, scroll of web, scroll of invisibility, dagger 
   
  Spells Prepared (4/4/4/3; base DC = 13 + spell 
  level; conjuration DC = 15 + spell level): 0—acid splash, 
  detect magic (2), touch of fatigue; 1st — enlarge, 
  grease*, magic missile, ray of enfeeblement x2; 2nd — 
  blindness, false life, glitterdust*, invisibility, web; 3rd 
  — haste, invisibility sphere, slow, stinking cloud*. 
  ** see Appendix 2: New Rules Items 
  Duerik “Darkness’ Brother”: Male Dwarf Rog6; CR 6; 
  HD 6d6+18; hp 48; Init +7; Spd 20 ft.; AC 20, touch 13, 
  flat-footed 20; Base Atk +4; Grp +4; Atk/Full Atk +8 
  melee (1d6, rapier) or +7 ranged (1d6, shortbow); SA 
  Sneak Attack (+3d6); SQ Trapfinding, Evasion, Trap 
  Sense +2, Uncanny Dodge; AL CE; SV Fort +5, Ref +8, 
  Will +2; Str 10, Dex 17, Con 16, Int 12, Wis 10, Cha 10.  
   
  Skills and Feats: Escape Artist +12; Gather 
  Information +9; Hide +12; Listen +9; Move Silently 
  +12; Search +10; Spot +9; Tumble +12; Use Magic 
  Device +9. Hamstring**; Improved Initiative; Weapon 
  Finesse 
   
  Possessions: amulet of natural armor +1, 40 arrows, 
  +1 Mithral chain shirt, MW buckler, MW Rapier, MW 
  Shortbow, potion of cure medium wounds, potion of 
  greater invisibility, potion of invisibility 
  ** see Appendix 2: New Rules Items 
  Marel “Golden Warrior”: Male Dwarf Rgr2/Ftr4; CR 
  6; HD 2d8+8 plus 4d10+16; hp 61; Init +3; Spd 20 ft.; 
  AC 19, touch 13, flat-footed 16; Base Atk +6; Grp +9; 
  Atk +11 melee (2d6+4, greatsword) or +11 ranged 
  (1d8+5, composite longbow); Full Atk +11/+6 melee 
  (2d6+4, greatsword) or +11/+6 ranged (1d8+5, 
  composite longbow) or +9/+9/+4 ranged (1d8+5, 
  composite longbow); SA Favored enemy (elf +2); AL 
  LE; SV Fort +10, Ref +7, Will +1; Str 16, Dex 16, Con 16, 
  Int 10, Wis 10, Cha 6.  
   
  Skills and Feats: Climb +10; Hide +7; Knowledge 
  Nature +7; Listen +5; Move Silently +7; Spot +5; 
  Survival 
  +7. 
  Improved 
  Bull 
  Rush; 
  Improved 
  Toughness**; Power Attack; Rapid shot; Weapon focus 
  (Longbow, 
  Greatsword); 
  Weapon 
  specialization 
  (Longbow); Track. 
   
  Possessions: 40 arrows, +1 mithral breastplate, 
  MW Composite longbow (str +3), MW Greatsword, 1 
  potion of cure medium wounds 
  ** see Appendix 2: New Rules Items 
  Encounter Seven 
   
   
   
   
  Harald: Male Suel-Baklunish Human Clr11 CR 11; HD 
  11d8+22; hp 75; Init +1; Spd 20 ft.; AC 21, touch 11, 
  flat-footed 20; Base Atk +8; Grp +10; Atk +12 melee 
  (1d6+5 quarterstaff greater magic weapon); Full Atk 
  +12/+7 melee (1d6+5 quarterstaff greater magic 
  weapon); AL CE; SQ Rebuke Undead, Spontaneous 
  Casting (Inflict); SV Fort +11, Ref +6, Will +13; Str 14, 
  Dex 12, Con 14, Int 10, Wis 18, Cha 14.  
  
  TUS6-01 Gambling with Fate 
   
  Page 28 
   
  Skills and Feats: Bluff +14; Concentration +16; 
  Disguise +13; Hide +2; Knowledge Religion +5. [+2 on 
  strength checks from armband] Divine Metamagic 
  (Quicken)**, Divine Spell Power**, Extra Turning, 
  Power Attack, Quicken Spell,  
   
  Possessions: armbands of might**, circlet of 
  persuasion, MW Full Plate, gloves of dexterity +2, 
  periapt of wisdom +2, Quarterstaff, vest of resistance +2 
   
  Spells Prepared (6/6/5/5/4/2/1; base DC = 14 + 
  spell level): 0 — create water, detect magic (2), detect 
  poison, guidance, purify food and drink; 1st — bless, 
  cure light wounds, disguise self*, divine favor, lesser 
  vigor**, protection from law, shield of faith; 2nd — 
  bear’s endurance, brambles, cure moderate wounds, 
  invisibility*, lesser restoration, resist energy; 3rd —
  cure serious wound, dispel magic, searing light, magic 
  vestment, nondetection*, vigor; 4th — delay death**, 
  divine power*, freedom of movement, greater magic 
  weapon, spell immunity; 5th — quicken divine favor, 
  righteous might*, stalwart pact**; 6th — mislead*, 
  word of recall. 
   
  Domains: Competition (+1 on opposed rolls) and 
  Trickery (add bluff, disguise and hide to class skills) 
   
  Power up 1- freedom of movement; 2- spell 
  immunity (holy word & lightning bolt) 3- resist 
  energy; 4- bear’s endurance; 5- shield of faith; 6- vigor; 
  7- divine power, 8 - divine favor.  
  ** see Appendix 2: New Rules Items 
  
  TUS6-01 Gambling with Fate 
   
  Page 29 
  APL 10 
  Encounter Five  
   
   
   
  Dalard “Stout Guardian”: Male Dwarf Clr8  (Diirinka); 
  CR 8; HD 8d8+24; hp 67; Init +0; Spd 20 ft.; AC 24, 
  touch 10, flat-footed 24; Base Atk +6; Grp +5; Atk +5 
  melee (1d8-1 heavy mace); Full Atk +5/+0 melee (1d8-1 
  heavy mace); AL NE; SV Fort +9, Ref +2, Will +10; Str 
  8, Dex 10, Con 16, Int 12, Wis 18, Cha 12.  
   
  Skills and Feats: Concentration +14; Heal +5; 
  Knowledge arcana +6; Knowledge Religion +6, 
  Spellcraft +16. Divine Metamagic (Heighten)**, 
  Heighten Spell, Improved Counterspell, Spell Focus 
  (enchantment) 
   
  Possessions: +1 full plate, pearl of power 1st lvl x2, 
  +1 tower shield of arrow catching, Heavy mace 
   
  Spells Prepared (6/5/4/4/3; base DC = 14 + spell 
  level; enchantment DC = 15 + spell level): 0 — create 
  water, detect magic (2), detect poison, guidance, purify 
  food and drink; 1st — bless, command*, cure light 
  wounds, remove fear, sanctuary, shield of faith; 2nd — 
  bear’s endurance, cure moderate wounds, hold person, 
  invisibility*, silence; 3rd —cure serious wounds, 
  deeper darkness, dispel magic x2, suggestion* 4th — 
  air walk, divine power, dominate person*, neutralize 
  poison. 
   
  Domains: 
  Domination** 
  (Spell 
  Focus 
  (enchantment)) and Trickery (add bluff, disguise and 
  hide to class skills) 
  ** see Appendix 2: New Rules Items 
  Nalror “Honorable Riddlemaster”: Male Dwarf 
  Wiz7/Fatespinner1 (conjurer); CR 8; HD 8d4+24; hp 
  63 (+14 from false life); Init +2; Spd 20 ft.; AC 13, touch 
  13, flat-footed 11; Base Atk +4; Grp +3; Atk +3 melee 
  (1d4-1, dagger); SQ Hawk Familiar, Spin Fate; AL CN; 
  SV Fort +6, Ref +5, Will +8; Str 8, Dex 14, Con 16, Int 
  20, Wis 10, Cha 10.  
   
  Skills and Feats: Concentration +14; Hide +7; 
  Knowledge arcana +16; Move Silently +6; Profession 
  Gambler +5; Spellcraft +18. Greater Spell Focus 
  (conjuration); Scribe Scroll; Spell focus (conjuration); 
  Sudden Silent**; Sudden Widen** 
   
  Possessions: brooch of shielding, cloak of 
  resistance +1, dust of tracelessness, headband of 
  intellect +2, lesser rod of enlarge, ring of protection +1, 
  scroll of invisibility, scroll of web, wand of mirror 
  image 
   
  Spells Prepared (4/6/4/4/3; base DC = 15 + spell 
  level; conjuration DC = 17 + spell level): 0—acid splash, 
  detect magic (2), touch of fatigue; 1st — enlarge, 
  grease* x2, magic missile, ray of enfeeblement x2, true 
  strike; 2nd — blindness, false life, glitterdust*, 
  invisibility, web; 3rd — fly, haste, invisibility sphere, 
  slow, stinking cloud*,; 4th — Evard’s black tentacles* 
  x2, greater invisibility, Otiluke’s resilient sphere. 
   
  Spin Fate (Ex): A mage of many fates understands 
  that “chance” is not as random as many believe it to be, 
  and he can adjust the probability of certain events by 
  applying a force that the fatespinners refer to as “spin”. 
  Each day, a fatespinner can use a number of points of 
  spin equal to his fatespinner class level. 
  As a free action, a fatespinner can use stored spin to 
  boost the save DC of a spell he casts, adding some or all 
  his spin to the DC, on a point-for-point basis. For 
  instance, a 5th level wizard / 3rd level fatespinner 
  casting fireball could choose to boost the DC of the 
  spell by 1, 2, or 3 points. Once he uses up his spin for 
  the day, his ability to tinker with probability in this 
  fashion is also exhausted for the day. 
  A fatespinner’s spin is replenished whenever the 
  character successfully regains his spells for the day 
  (whether through rest, preparation, or prayer). 
  ** see Appendix 2: New Rules Items 
  Duerik 
  “Darkness’ 
  Brother”: 
  Male 
  Dwarf 
  Rog7/NightsongEnforcer1; CR 8; HD 7d6+21 plus 
  1d8+3; hp 63; Init +9; Spd 20 ft.; AC 23, touch 15, flat-
  footed 23; Base Atk +5; Grp +5; Atk +11 melee (1d6, 
  rapier) or +10 ranged (1d6, shortbow); SA Sneak Attack 
  (+5d6); SQ Trapfinding, Evasion, Trap Sense +2, 
  Uncanny Dodge, Teamwork (hear/see allies); AL CE; 
  SV Fort +5, Ref +12, Will +2; Str 10, Dex 20, Con 16, Int 
  12, Wis 10, Cha 10.  
   
  Skills and Feats: Escape Artist +16; Gather 
  Information +10; Hide +16; Listen +10; Move Silently 
  +16, Search +11; Spot +11; Tumble +16; Use Magic 
  Device 
  +10. 
  Hamstring**; 
  Improved 
  Initiative; 
  Weapon Finesse  
   
  Possessions: amulet of natural armor +1, 40 arrows, 
  +1 buckler, gloves of dexterity +2, +1 Mithral chain 
  shirt, MW Rapier, MW Shortbow, potion of cure 
  medium wounds, potion of greater invisibility, potion 
  of invisibility 
   
  Teamwork (hear/see allies)(Ex): Nightsong 
  enforcers are trained to keep a close eye on teammates 
  
  TUS6-01 Gambling with Fate 
   
  Page 30 
  on a joint mission. A nightsong enforcers gain a +20 
  circumstance bonus on Listen and Spot checks to hear 
  and see allies. 
  ** see Appendix 2: New Rules Items 
  Marel “Golden Warrior”: Male Dwarf Rgr2/Ftr6; CR 
  8; HD 2d8+8 plus 6d10+24; hp 81; Init +3; Spd 20 ft.; 
  AC 20, touch 13, flat-footed 17; Base Atk +8; Grp +11; 
  Atk +13 melee (2d6+4, greatsword) or +13 ranged 
  (1d8+5, composite longbow); Full Atk +13/+8 melee 
  (2d6+4, greatsword) or +13/+8 ranged (1d8+5, 
  composite longbow) or +11/+11/+6 ranged (1d8+5, 
  composite longbow); SQ Favored enemy (elf +2); AL 
  LE; SV Fort +12, Ref +9, Will +3; Str 16, Dex 17, Con 16, 
  Int 10, Wis 12, Cha 6.  
   
  Skills and Feats: Climb +13; Hide +7; Knowledge 
  Nature +7; Listen +5; Move Silently +7; Ride +4; Spot 
  +5; Survival +7. Improved Bull Rush; Improved 
  toughness**; Power Attack; Rapid shot; Shock 
  Trooper**; 
  Track; 
  Weapon 
  focus 
  (Longbow, 
  Greatsword); Weapon specialization (Longbow). 
   
  Possessions: amulet of natural armor +1, 40 arrows, 
  +1 Mithral Breastplate, MW Composite longbow str 
  +3, MW Greatsword, 1 potion of cure medium wounds, 
  vest of resistance +1. 
  ** see Appendix 2: New Rules Items 
  Encounter Seven 
   
   
   
   
  Harald: Male Suel-Baklunish Human Clr13 CR 13; HD 
  13d8+26; hp 89; Init +1; Spd 20 ft.; AC 22, touch 11, 
  flat-footed 21; Base Atk +9; Grp +11; Atk +14 melee 
  (quarterstaff 1d6+6  [greater magic weapon]); Full Atk 
  +14/+9 melee (quarterstaff 1d6+6  [greater magic 
  weapon]); AL CE; SQ Rebuke Undead; SV Fort +12, 
  Ref +7, Will +14; Str 14, Dex 12, Con 14, Int 10, Wis 19, 
  Cha 14.  
   
  Skills and Feats: Bluff +18; Concentration +18; 
  Disguise +13; Hide +2; Knowledge Religion +5. [+2 on 
  strength checks from armband] Divine Metamagic 
  (Quicken)** , Divine Spell Power**, Extra Turning x2, 
  Power Attack, Quicken Spell 
   
  Possessions: armbands of might**, boots of speed, 
  circlet of persuasion, gloves of dexterity +2, MW Full 
  Plate, periapt of wisdom +2, Quarterstaff, vest of 
  resistance +2 
   
  Spells Prepared (6/6/6/5/5/3/2/1; base DC = 14 + 
  spell level): 0 — create water, detect magic (2), detect 
  poison, guidance, purify food and drink; 1st — bless, 
  cure light wounds, disguise self*, divine favor, lesser 
  vigor**, protection from law, shield of faith; 2nd —aid, 
  bear’s endurance, brambles, cure moderate wounds, 
  invisibility*, lesser restoration, resist energy; 3rd — 
  searing 
  light, 
  dispel 
  magic, 
  magic 
  vestment, 
  nondetection*, nondetection, vigor**; 4th — delay 
  death**, cure critical wounds, divine power*, freedom 
  of movement, greater magic weapon, restoration, spell 
  immunity; 5th — greater vigor**, quicken divine favor, 
  righteous might*, stalwart pact**; 6th —heal, mislead*, 
  word of recall; 7th — Quicken prayer*, word of chaos. 
   
  Domains: Competition (+1 on opposed rolls) and 
  Trickery (add bluff, disguise and hide to class skills) 
   
  Power up: 1- freedom of movement; 2- spell 
  immunity (holy word & lightning bolt) 3- resist 
  energy; 4- bear’s endurance; 5- bless, 6 - shield of faith; 
  7- vigor; 8- divine favor, 9- brambles, 10 - divine power.  
  ** see Appendix 2: New Rules Items 
  
  TUS6-01 Gambling with Fate 
   
  Page 31 
  APL 12 
  Encounter Four 
   
   
   
   
  Roc, advanced: CR 13; Gargantuan animal; HD 
  30d8+210; hp 348; Init +3; Spd 20 ft., fly 80 ft. (average); 
  AC 19, touch 10, flat-footed 16; Base Atk +22; Grp +47; 
  Atk +32 melee (3d6+13, talons); Full Atk +32 melee 
  (3d6+13, 2 talons) and +29 melee (3d8+6, 1 bite); SQ 
  Low-light vision; AL N; SV Fort +24, Ref +20, Will +12; 
  Str 36, Dex 16, Con 24, Int 2, Wis 13, Cha 11.  
   
  Skills and Feats: Hide -2, Listen +16, Spot +20; 
  Alertness, Hover, Improved natural attack (talons, 
  bite), Iron Will, Multiattack, Power Attack, Snatch, 
  Weapon Focus (talons), Wingover. 
  Encounter Five  
   
   
   
  Dalard 
  “Stout 
  Guardian”: 
  Male 
  Dwarf 
  Clr10 
  (Diirinka); CR 10; HD 10d8+30; hp 83; Init +0; Spd 20 
  ft.; AC 24 [+1 against ranged attack], touch 10, flat-
  footed 24; Base Atk +7; Grp +6; Atk +6 melee (1d6-1, 
  heavy mace); Full Atk +6/+1 melee (1d6-1, heavy 
  mace); AL NE; SV Fort +10, Ref +3, Will +12; Str 8, Dex 
  10, Con 16, Int 12, Wis 20, Cha 12.  
   
  Skills and Feats: Concentration +16, Heal +8, 
  Knowledge arcana +6, Knowledge Religion +6, 
  Spellcraft +18; Divine Metamagic (Heighten)**, Extra 
  Turning, Heighten Spell, Improved Counterspell, 
  Spell Focus (enchantment) 
   
  Possessions: +1 full plate, pearl of power 1st lvl x2, 
  pearl of power 2nd lvl, periapt of wisdom +2, +1 tower 
  shield of arrow catching, heavy mace 
   
  Spells Prepared (6/6/5/4/4/3; base DC = 15 + spell 
  level; enchantment DC = 16 + spell level): 0 — detect 
  poison, detect magic (2), purify food and drink, create 
  water, guidance; 1st — command*, sanctuary, cure 
  light wounds x2, bless, shield of faith, remove fear; 2nd 
  — invisibility*, silence, cure moderate wounds, hold 
  person, bear’s endurance, lesser restoration; 3rd — 
  suggestion*, dispel magic x2, deeper darkness, cure 
  serious wounds; 4th — dominate person*, neutralize 
  poison, divine power, air walk, freedom of movement; 
  5th — greater command*, flame strike, wall of stone, 
  earth’s hammer**. 
   
  Domains: 
  Domination** 
  (Spell 
  Focus 
  (enchantment)) and Trickery (add bluff, disguise and 
  hide to class skills) 
  ** see Appendix 2: New Rules Items 
  Nalror “Honorable Riddlemaster”: Male Dwarf 
  Wiz7/FateSpinner3 (conjurer); CR 10; HD 10d4+30; hp 
  77 (+16 from false life); Init +2; Spd 20 ft.; AC 13, touch 
  13, flat-footed 11; Base Atk +5; Grp +4; Atk/Full Atk +4 
  melee (1d4-1, dagger); SQ Hawk Familiar, Spin Fate, 
  Fickle Finger of Fate, Spin Destiny; AL CN; SV Fort +7, 
  Ref +6, Will +9; Str 8, Dex 14, Con 16, Int 20, Wis 10, 
  Cha 10.  
   
  Skills and Feats: Concentration +16, Hide +8, 
  Knowledge arcana +18, Move Silently +8, Profession 
  Gambler +5, Spellcraft +20; Greater Spell Focus 
  (conjuration), Scribe Scroll, Spell focus (conjuration), 
  Sudden Extend**, Sudden Silent**, Sudden Widen**  
   
  Possessions: brooch of shielding, cloak of 
  resistance +1, dust of tracelessness, headband of 
  intellect +2, lesser rod of enlarge, ring of protection +1, 
  scroll of invisibility, scroll of web, wand of mirror 
  image,  
   
  Spells Prepared (4/6/5/4/4/3; base DC = 15 + spell 
  level; conjuration DC = 17 + spell level): 0—acid splash, 
  detect magic (2), touch of fatigue; 1st — enlarge, 
  grease* x2, magic missile, ray of enfeeblement x2, true 
  strike; 2nd — blindness, false life, glitterdust*, 
  invisibility, scorching ray, web; 3rd — fly, haste, 
  invisibility sphere, slow, stinking cloud*; 4th — 
  Evard’s black tentacles* x2, greater invisibility, 
  Otiluke’s resilient sphere, solid fog; 5th — cloudkill*, 
  overland flight, reciprocal gyre*, wall of force*. 
   
  Spin Fate (Ex): A mage of many fates understands 
  that “chance” is not as random as many believe it to be, 
  and he can adjust the probability of certain events by 
  applying a force that the fatespinners refer to as “spin”. 
  Each day, a fatespinner can use a number of points of 
  spin equal to his fatespinner class level. 
  As a free action, a fatespinner can use stored spin to 
  boost the save DC of a spell he casts, adding some or all 
  his spin to the DC, on a point-for-point basis. For 
  instance, a 5th level wizard / 3rd level fatespinner 
  casting fireball could choose to boost the DC of the 
  spell by 1, 2, or 3 points. Once he uses up his spin for 
  the day, his ability to tinker with probability in this 
  fashion is also exhausted for the day. 
  A fatespinner’s spin is replenished whenever the 
  character successfully regains his spells for the day 
  (whether through rest, preparation, or prayer). 
   
  Fickle Finger of Fate (Ex): On reaching 2nd 
  level, a fatespinner gains the ability to affect the luck of 
  
  TUS6-01 Gambling with Fate 
   
  Page 32 
  others. Once per day as an immediate action, he can 
  force any other creature – friend or enemy – to reroll a 
  roll that he has just made. A fatespinner must have line 
  of sight to the creature to be affected. That creature 
  must abide by the result of the reroll, whether it’s 
  higher or lower than the original roll. 
   
  Spin Destiny (Ex): Beginning at 3rd level, a 
  fatespinner more clearly comprehends the matrix of 
  the reality and can use accumulated spin to adjust 
  other random events. The method is identical to 
  increasing a spell’s save DC, but the fatespinner can 
  now add spin to any skill check, attack roll, or saving 
  throw that he attempts on a point-for-point basis. 
  However, the spin utilized come from the same limited 
  reservoir of karma storage that allows him to adjust the 
  save DC of his spells. He must apply the bonus before 
  making the roll. 
  ** see Appendix 2: New Rules Items 
  Duerik 
  “Darkness’ 
  Brother”: 
  Male 
  Dwarf 
  Rog7/NightsongEnforcer3; CR 10; HD 7d6+21 plus 
  3d8+9; hp 79; Init +9; Spd 20 ft.; AC 23, touch 15, flat-
  footed 23; Base Atk +8; Grp +8; Atk +14 melee (1d6, 
  rapier) or +13 ranged (1d6, shortbow); Full Atk +14/+9 
  melee (1d6, rapier) or +13/+8 ranged (1d6, shortbow); 
  SA Sneak Attack (+5d6); SQ Trapfinding, Evasion, Trap 
  Sense +2, Uncanny Dodge, Teamwork (hear/see allies), 
  Agility Training, Skill Teamwork +2; AL CE; SV Fort 
  +6, Ref +13, Will +3; Str 10, Dex 20, Con 16, Int 12, Wis 
  10, Cha 10.  
   
  Skills and Feats: Escape Artist +18; Gather 
  Information +10; Hide +18; Listen +10; Move Silently 
  +18; Search +11; Spot +13;  Tumble +18; Use Magic 
  Device 
  +10. 
  Hamstring**; 
  Improved 
  Initiative; 
  Staggering Strike**; Weapon Finesse 
   
  Possessions: amulet of natural armor +1, 40 arrows, 
  bag of tricks (tan), +1 buckler, gloves of dexterity +2, +1 
  mithral chain shirt, MW Rapier, MW Shortbow, 
  potion of cure serious wounds, potion of greater 
  invisibility, potion of invisibility 
   
  Teamwork (hear/see allies) (Ex): Nightsong 
  enforcers are trained to keep a close eye on teammates 
  on a joint mission. A nightsong enforcers gain a +20 
  circumstance bonus on Listen and Spot checks to hear 
  and see allies. 
   
  Agility Training (Ex): Starting at 2nd level, a 
  nightsong enforcer reduces the armor check penalty 
  imposed on her by light armor by 2 (to a minimum of 
  0). 
   
  Skill Teamwork (Ex): At 3rd level and higher, a 
  nightsong enforcer can use her training to improve the 
  skill of those around her. All allies within 30 feet of the 
  nightsong enforcer gain a +2 competence bonus on 
  Balance, Climb, Escape Artist, Hide, Listen, Move 
  Silently and Spot checks. Allies must be able to see the 
  nightsong enforcer to gain this bonus. 
  ** see Appendix 2: New Rules Items 
  Marel “Golden Warrior”: Male Dwarf Rgr2/Ftr8; CR 
  10; HD 2d8+8 plus 8d10+32; hp 101; Init +3; Spd 20 ft.; 
  AC 20, touch 13, flat-footed 17; Base Atk +10; Grp +13; 
  Atk +15 melee (2d6+5, +1 greatsword) or +15 ranged 
  (1d8+5, composite longbow); Full Atk +15/+10 melee 
  (2d6+5, +1 greatsword) or +15/+10 ranged (1d8+5, 
  composite longbow) or +13/+13/+8 ranged (1d8+5, 
  composite longbow); SQ Favored enemy (elf +2); AL 
  LE; SV Fort +14, Ref +10, Will +4; Str 16, Dex 17, Con 
  16, Int 10, Wis 10, Cha 6.  
   
  Skills and Feats: Climb +15; Hide +7; Knowledge 
  Nature +7; Listen +5; Move Silently +7; Ride +6; Spot 
  +5; Survival +7. Greater Weapon Focus (Longbow, 
  Greatsword); 
  Improved 
  Bull 
  Rush; 
  Improved 
  Toughness**; Power Attack; Rapid Shot; Shock 
  Trooper**; Weapon Focus (Longbow, Greatsword); 
  Weapon Specialization (Longbow); Track. 
   
  Possessions: amulet of natural armor +1, 40 arrows, 
  +1 greatsword, +1 mithral breastplate, mw composite 
  longbow str +3, 1 potion of cure serious wounds, 10 +1 
  shock arrows, vest of resistance +2 
  ** see Appendix 2: New Rules Items 
  Encounter Seven 
   
   
   
   
  Harald: Male Suel-Baklunish Human Clr15; CR 15; 
  HD 15d8+30; hp 103; Init +1; Spd 20 ft.; AC 23, touch 
  12, flat-footed 22; Base Atk +11; Grp +13; Atk +16 melee 
  (1d6+6 greater magic weapon quarterstaff); Full Atk 
  +16/+11/+6 melee (1d6+6 greater magic weapon 
  quarterstaff); AL CE; SQ Rebuke Undead; SV Fort +14, 
  Ref +9, Will +17; Str 14, Dex 12, Con 14, Int 10, Wis 21, 
  Cha 14.  
   
  Skills and Feats: Bluff +20; Concentration +20; 
  Disguise +13; Hide +3; Knowledge Religion +5; Move 
  Silently +3. [+2 on strength checks from armband] 
  Divine Metamagic (Quicken)**, Divine Spell Power**, 
  Extra Turning x3, Power Attack, Quicken Spell 
   
  Possessions: armbands of might**, boots of speed, 
  circlet of persuasion, dusty rose ioun stone, +1 full 
  plate of silent moves, gloves of dexterity  +2, periapt of 
  wisdom +4, quarterstaff, vest of resistance +3 
   
  Spells Prepared (6/7/6/6/5/5/3/2/1; base DC = 15 
  + spell level): 0 — create water, detect magic (2), detect 
  
  TUS6-01 Gambling with Fate 
   
  Page 33 
  poison, guidance, purify food and drink; 1st — bless, 
  cure light wounds, disguise self*, divine favor, lesser 
  vigor** x2, protection from law, shield of faith; 2nd — 
  aid, bear’s endurance, brambles, cure moderate 
  wounds, invisibility*, lesser restoration, resist energy; 
  3rd — cure serious wounds, searing light, dispel magic, 
  magic vestment, nondetection*, nondetection, vigor**; 
  4th — delay death**, divine power*, freedom of 
  movement, greater magic weapon, restoration, spell 
  immunity; 5th — greater vigor**, quicken divine favor, 
  righteous might*, spell resistance, stalwart pact**, wall 
  of stone; 6th — heal, mislead*, quicken brambles**, 
  word of recall; 7th — brilliant blade**, Quicken 
  prayer*, word of chaos; 8th —polymorph any object*, 
  antimagic field. 
   
  Domains: Competition (+1 on opposed rolls) and 
  Trickery (add bluff, disguise and hide to class skills) 
   
  Power up: 1- freedom of movement; 2- spell 
  immunity (holy word, lightning bolt, ray of 
  enfeeblement) 3- resist energy; 4- bear’s endurance; 5- 
  bless, 6 - shield of faith; 7- brilliant blade; 8 – Spell 
  resistance; 9 – vigor; 10 -brambles, 11 - divine power, 12 
  - divine favor. Modifiers are included in the stats block. 
  ** see Appendix 2: New Rules Items 
   
  
  TUS6-01 Gambling with Fate 
   
  Page 34 
  Appendix Two: New Rules Item 
  Brambles as presented in Complete Divine 
  Transmutation 
  Level: Cleric 2, Druid 2 
  Components: V, S, M 
  Casting Time: 1 Standard Action 
  Range: Touch 
  Target: Wooden weapon touch 
  Duration: 1 round / level 
  Saving Throw: None 
  Spell Resistance: No 
  Small magical thorns protrude from the surface of a 
  wooden weapon, such as a club, greatclub, nunchaku, 
  or quarterstaff. For the duration of the spells, the 
  weapon deals both piercing and bludgeoning damage. 
  It gains a +1 enhancement on its attack and deals 
  additional +1 point of damage per caster level 
  (maximum +10). This spell only works on melee 
  weapon with wooden striking surfaces. For instance, it 
  does not work on a bow, on an arrow or a metal mace. 
  Material Component: A small thorn. 
  Brilliant Blade as presented in Spell 
  Compendium 
  Transmutation 
  Level: Cleric 7, druid 7, Sorcerer/Wizard 6 
  Components: V, S 
  Casting Time: 1 Standard Action 
  Range: Close (25 ft. +5 ft./2 levels) 
  Target: One melee or thrown weapon, or fifty 
  projectiles (all of which must be in contact with each 
  other at the time of casting) 
  Duration: 1 min. / level 
  Saving Throw: Will Negates (harmless, object) 
  Spell Resistance: Yes (harmless, object) 
  You transform a single melee weapon, natural weapon, 
  thrown weapon, or group of projectiles into a weapon 
  of brilliant energy special ability. (DMG 224) if this 
  spell is cast on an arrows or crossbow bolts, the effect 
  on a particular projectile ends after one use, whether or 
  not the missile strikes its intended target.  Treat 
  shuriken as arrows, rather than as thrown weapons, for 
  the purpose of this spell.   
  Delay Death as presented in Spell 
  Compendium 
  Necromancy 
  Level: Cleric 4 
  Components: V, S, DF 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. +5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round / level 
  Saving Throw: Will negates (Harmless) 
  Spell Resistance: Yes (Harmless) 
  The subject of this powerful spell is unable to die from 
  hit point damage. While under the protection of this 
  spell, the normal limit of –9 hit points before a 
  character dies is extended beyond limits. A condition 
  or spell that destroys enough of the body to prohibit 
  raise dead (such as a disintegrate effect) still kills the 
  creature, as does death brought about by ability score 
  damage or drain, level drain, or a death effect. 
  The spell does not prevent the subject from entering 
  the dying state by dropping to –1 hit points. It merely 
  prevents death as a result of hit points loss. 
  If the subject has fewer than –9 hit points when the 
  spell’s duration expires, he or she dies instantly. 
  Earth’s Hammer as presented in Races of Stone 
  Transmutation 
  Level: Cleric 5, Paladin 3 
  Components: V 
  Casting Time: 1 swift action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 round / level 
  Saving Throw: Will negates (Harmless, object) 
  Spell Resistance: Yes (Harmless, object) 
  You infuse one melee weapon with the power of the 
  earth. The base damage of the weapon improves by one 
  
  TUS6-01 Gambling with Fate 
   
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  step (as if the weapon were one size category larger). 
  Regardless of the weapon’s normal material and 
  damage type, the weapon deals bludgeoning damage 
  and overcomes damage reduction as if it were made of 
  adamantine. 
  If this spell is cast on a weapon made of a different 
  special material (such as alchemical silver), the 
  properties of that material are replaced with those of 
  adamantine for the duration of the spell. 
  Energy Immunity as presented in Spell 
  Compendium 
  Abjuration 
  Level: Cleric 6, Druid 6, Sorcerer/Wizard 7 
  Components: V, S 
  Casting Time: 1 Standard Action 
  Range: Touch 
  Target: Creature touched 
  Duration: 24 hours 
  Saving Throw: None 
  Spell Resistance: Yes (Harmless) 
  This abjuration grants a creature and its equipment 
  complete immunity to damage from one of the five 
  energy types-acid, cold, electricity, fire, or sonic.  
  Energy immunity absorbs only damage, so the 
  recipient could still suffer side effects such as 
  drowning in acid, being deafened by a sonic attack, or 
  becoming immobilized in ice.  
  Energy immunity overlaps protection from energy and 
  resist energy. So long as energy immunity is in effect, 
  the other spell absorbs no damage. 
  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) 
  Target: 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 used 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. 
  Stalwart Pact as presented in Spell 
  Compendium 
  Evocation 
  Level: Cleric 5, Pact 5 
  Components: V, S, DF, XP 
  Casting Time: 10 minutes 
  Range: Touch 
  Target: Willing living creature touched 
  Duration: Permanent until triggered, then 1 round / 
  level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  This spell allows the target to enter a binding 
  agreement with a deity that provides a measure of 
  protection when the need is dire. 
  Once this spell is cast, it remains dormant until the 
  subject is reduced to half or less of its full normal hit 
  points. Once the subject has taken enough damage to 
  reduce it to half or lower hit points, it immediately 
  gains 5 temporary hit points per two caster levels 
  (maximum 35 hit points at 14
  th level), damage 
  reduction 5/magic, and a +2 luck bonus on saving 
  throws.  The hit points, damage reduction, and saving 
  throw bonus disappear when the spell ends.  
  XP cost: Incense worth 250 gp 
  Vigor, Greater as presented in Spell 
  Compendium  
  Conjuration (Healing) 
  
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  Level: Cleric 5, Druid 5 
  Duration: 10 rounds + 1 round / level (max 35 rounds) 
  This spell is the same as lesser vigor, except as noted 
  here and that it grants fast healing 4. 
  Vigor, Lesser as presented in Spell 
  Compendium  
  Conjuration (Healing) 
  Level: Cleric 1, Druid 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 rounds + 1 round / level (max 15 rounds) 
  Saving Throw: Will negates (Harmless) 
  Spell Resistance: Yes (Harmless) 
  The subject gains fast healing 1, enabling it to heal 1 hit 
  point per round until the spell ends and automatically 
  becoming stabilized if it begins dying from hit point 
  loss during the at time.  Lesser vigor does not restore 
  hit points lost from starvation, thirst, or suffocation, 
  nor does it allow a creature to regrow or attach lost 
  body parts.  
   
  The effects of multiple vigor spells do not stack; 
  only the highest effect applies.  
  Divine Metamagic as presented in Complete 
  Divine  
  You can channel energy into some of your divine spells 
  to make them more powerful. 
   
  Prerequisite: Ability to turn undead or rebuke 
  undead. 
   
  Benefit: When you take this feat, choose a 
  metamagic feat. This feat applies only to that 
  metamagic. As a free action, you can take the energy 
  from turning or rebuking undead and use it to apply a 
  metamagic feat to spells that you know. You must 
  spend one turn or rebuke attempt, plus an additional 
  attempt for each level increase in the metamagic feat 
  you’re using. For example, Jozan the cleric could 
  sacrifice three turn attempts to empower a holy smite 
  he’s casting. Because you’re using positive or negative 
  energy to augment your spells, the spell slot for the 
  spell doesn’t change. 
   
  Special: This feat may be taken multiple times. 
  Each time you take this feat, choose a different 
  metamagic feat to which to apply it. 
  Divine Metamagic as presented in Complete 
  Divine  
  You can channel positive or negative energy to 
  enhance your divine spellcasting ability. 
   
  Prerequisite: Ability to turn undead or rebuke 
  undead, able to cast 1st level divine spells. 
   
  Benefit: You can spend a turn or rebuke attempt 
  as a free action and roll a turning check (with a special 
  +3 bonus, plus any other modifiers you’d normally 
  apply to your turning check). Treat the result of your 
  turning check as a modifier to your caster level on the 
  next divine spell you cast in that round. 
  For example, if a cleric used this feat and rolled 16 on 
  his turning check, he would add a +2 bonus to his 
  caster level for the next divine spell he casts in the 
  round. 
  If you don’t cast a divine spell before your next turn, 
  you lose the effect of the check result. This feat has no 
  effect on your arcane spellcasting ability. 
  Hamstring as presented in Complete Warrior  
  You can wound your opponents’ legs, hampering their 
  movement. 
   
  Prerequisite: Sneak Attack ability, base attack 
  bonus +4. 
   
  Benefit: If you hit with a melee sneak attack, you 
  may chose to forgo 2d6 point of extra sneak attack 
  damage to reduce your opponent’s base speed by half. 
  This speed reduction ends after 24 hours have passed 
  or a successful DC 15 Heal check or the application of 
  any cure spell or other magical healing is made. 
  Creatures immune to sneak attack damage and 
  creatures with no legs or more than four legs can’t be 
  slowed by a hamstring attack. It takes two successful 
  hamstring attacks to affect quadrupeds. Other speed 
  (fly, burrow, and so on) aren’t affected. You may use 
  this ability once per round. 
  Improved Toughness as presented in Complete 
  Warrior 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you get a HD (such as 
  
  TUS6-01 Gambling with Fate 
   
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  by gaining a level), you gain 1 additional hit point. If 
  you lose a HD, (such as by losing a level) you lose 1 hit 
  point permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter’s bonus feats. 
  Shock Trooper as presented in Complete 
  Warrior 
  You are adept at breaking up formation of soldiers 
  when you rush into battle. 
   
  Prerequisite: Improved Bull Rush, Power Attack, 
  base attack bonus +6 
   
  Benefit: The Shock Trooper feat enables the use of 
  three tactical maneuvers. 
   
  Directed Bull Rush: To use this maneuver, you 
  must make a successful bull rush attempt as part of a 
  charge. For every square you push your foe back, you 
  may also push that foe one square to the left or right. 
   
  Domino Rush: To use this maneuver, you must 
  make a successful bull rush attempt that forces a foe 
  into the same square as another foe. You may make a 
  free trip attempt against both foes at the same time, 
  and neither foe gets a chance to trip you if your 
  attempt fails.  
   
  Headless Charge: To use this maneuver, you must 
  charge and make the attack at the end of the charge 
  using your Power Attack feat. The penalty you take on 
  your attempt must be –5 or worse. In addition to 
  normal charge modifiers (which give you –2 penalty to 
  AC and a +2 bonus on the attack roll), you can assign 
  any portion of the attack roll penalty from Power 
  Attack to your Armor Class instead, up to a maximum 
  equal to your base attack bonus. 
   
  Special: A fighter may select Shock Trooper as 
  one of his fighter’s bonus feats. 
  Staggering Strike as presented in Complete 
  Adventurer 
  You can deliver a wound that hampers an opponent’s 
  movement. 
   
  Prerequisite: Sneak Attack ability, base attack 
  bonus +6. 
   
  Benefit: If you deal damage with a melee sneak 
  attack, you can also deliver a wound that limits your 
  foe’s mobility. For 1 round (or until the target is the 
  beneficiary of a DC 15 Heal check or any magical 
  healing that restores at least 1 hit point, whichever 
  comes first), your target is treated as if it were 
  staggered, even if its nonlethal damage doesn’t exactly 
  equal its current hit points. A target can resist this 
  effect by making a successful Fortitude save (DC equal 
  to damage dealt). Multiple staggering strikes on the 
  same creature do not stack. This feat as no effect on 
  creatures not subject to sneak attack damage. 
  Sudden Extend as presented in Complete 
  Arcane 
  You can cast a spell last longer without special 
  preparation. 
   
  Benefit: Once per day, you can apply the effect of 
  the Extend Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use the Extend Spell feat 
  normally if you have it. 
  Sudden Silent as presented in Complete 
  Arcane 
  You can cast a spell silently without special 
  preparation. 
   
  Benefit: Once per day, you can apply the effect of 
  the Silent Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use the Silent Spell feat 
  normally if you have it. 
  Sudden Widen as presented in Complete 
  Arcane 
  You can increase a spell’s area without special 
  preparation. 
  Benefit: Once per day, you can apply the effect of the 
  Widen Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use the Widen Spell feat 
  normally if you have it. 
  Armband Of Might as presented in Complete 
  Arcane 
  These bronze armbands grant the wearer a +2 bonus on 
  Strength checks and Strength based skill checks. If the 
  wearer has the Power Attack feat, he gains a +2 bonus 
  on melee damage rolls on any attack on which he uses 
  the Power Attack feat and takes a penalty of at least –2 
  on his attack roll. 
  Faint Transmutation; CL 3rd; Craft Wondrous Items, 
  bull’s strength; Price 4,100 gp. 
  
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  Vest of Resistance as presented in Complete 
  Arcane 
  These garments offer magic protection in the form of a 
  +1 to +5 resistance bonus on all saving throws. 
  Faint Abjuration; CL 5th; Craft Wondrous Items, 
  resistance, creator’s caster level must be at least three 
  times the vest’s bonus; Price 1,000 gp (+1), 4,000 gp 
  (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); 
  Weight 1 lb. 
   
  
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  Appendix Three: 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 triad at 
  tusmittriad@yahoogroups.com. 
  Horses 
  A horse qualifies as a person for the charges wherever 
  it might be applicable (murder, assault). 
  Worldburners 
  In the eyes of the law, the Worldburners are not 
  people. Since the Worldburners are considered to be at 
  war with Tusmit, no one is subject to retribution for 
  crimes against the Worldburners.  
  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 not to call upon this 
  clause. 
  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). 
  Illegal use of magic 
  Any target or area effect spell that requires a save, 
  causes any change in state, causes damage, or produces 
  an otherwise unwanted effect by the victim. 
  Sentence: Fine of fifty fountains per spell level and 
  1d10 lashes per spell level. 
  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. 
  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. 
  
  TUS6-01 Gambling with Fate 
   
  Page 40 
  Theft (Horse) 
  Possession, sale, or acquisition of a horse without 
  permission. 
  Sentence: Death. 
  
  TUS6-01 Gambling with Fate 
   
  Page 41 
  Appendix Four: Deities 
   
  Names: Diirinka 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern / Portfolio: Derro, Magic, Knowledge, Cruelty 
  Titles: The Great Savant, The Cruel Master, The Deep Lich 
  Holy Symbol: Spiral of gray, black and white 
  Alignment: CE 
  Origin of worship: Dwarf 
  Core Worshippers: Derro 
  Common Worshippers: 
  Uncommon Worshippers: 
  Favored Weapon(s):  Dagger 
  Other Preferred Weapon(s): 
  Weapon of the Deity spell: dagger of venom 
  Domains: Chaos, Domination* (CD), Dream* (CD), Evil, Madness* (CD), Magic, Trickery 
  Special Notes: 
  Description: 
  Names: Norebo 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern / Portfolio: Luck, Gambling, Risks 
  Titles: God of Gambles 
  Holy Symbol: A pair of Eight-Sided dices 
  Alignment: CN 
  Origin of worship: Suel 
  Core Worshippers: Suel 
  Common Worshippers: 
  Uncommon Worshippers: 
  Favored Weapon(s):  Dagger 
  Other Preferred Weapon(s): 
  Weapon of the Deity spell: +1 defending dagger  
  Domains: Chaos, Competition* (CD), Courage* (CD), Luck, Trickery 
  Special Notes: 
  
  TUS6-01 Gambling with Fate 
   
  Page 42 
  Description: 
  Norebo (noh-REE-boh) is one of the most popular suel gods known for his willingness to make a bet on anything and 
  his fondness for dice games; his holy symbol (a pair of eight-sided dice) stems from this. Has been paired with most of 
  the female members of his pantheon but has been linked to Wee Jas for the past one thousand years despite their 
  alignment differences. He particularly despises Ralishaz for giving gambling and risks a bad name. Norebo is shown as a 
  man of average height, weight and features, but can assume animal forms, especially when he wishes to be hidden. “Life 
  is full of risks and gambling with fate is the only thing that makes life worth living. Owning property and life itself are 
  fleeting things and best be enjoyed while you have them.”  His worship is popular in barbarian lands and large cities, 
  and donations to his temple (called Churches of the Big Gamble) are usually in the form of lost bets (as gambling 
  operations are run on site).  Some patron donates to his temple in hope of warding off thieves and assassins. Clerics of 
  Norebo are willing to make wagers on anything and are usually employed at least part of the time in a gambling house.  
  Other wanders the world to bring chance and elements of risks into people’s life; they especially love bothering clerics 
  and followers of rigid god such as Allitur, Pholtus, and St.Cuthbert. Ceremonial garbs include brown and dark green 
  robes. 
  
  TUS6-01 Gambling with Fate 
   
  Page 43 
  Appendix Five: Player’s Handbook errata 
  These are official errata from the document PHB_Errata09072004.pdf found at wizards.com. 
  Area Dispel 
  Player's Handbook, page 223 
  The area affected by an area dispel use of dispel magic is given as a 20-ft.-radius burst in one place and a 30ft-radius in 
  another. In the middle column, about halfway down, change “30-foot radius” to “20-foot radius.” 
  Divine Favor 
  Player’s Handbook, page 224 
  Changes to the spell’s description are noted in boldface type: Calling upon the strength and wisdom of a deity, you gain 
  a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The 
  bonus doesn’t apply to spell damage. 
  Polymorph Any Object 
  Player's Handbook, page 263 
  Top right: baleful polymorph missing from spells whose effects can be duplicated by this spell. Also, transmute water to 
  dust is mentioned but doesn’t exist any more. Insert “baleful polymorph” in front of  “polymorph.” Change “transmute 
  water to dust” to “transmute metal to wood.” 
  Righteous Might 
  Player’s Handbook, page 273 
  Changes to the spell’s description are noted in boldface type: This spell causes you to grow, doubling your height 
  and multiplying your weight by 8. This increase changes your size category to the next larger one, and you gain a +4 
  size bonus to Strength and a +2 size bonus to Constitution. You gain a +2 enhancement bonus to your natural armor. 
  You gain damage reduction 3/evil (if you normally channel positive energy) or damage reduction 3/good (if you 
  normally channel negative energy). At 12th level this damage reduction becomes 6/evil or 6/good, and at 15th level it 
  becomes 9/evil or 9/good (the maximum). 
  
  TUS6-01 Gambling with Fate 
   
  Page 44 
  Appendix Six: Textes Français 
  Introduction 
  La rébellion du sheikdom de Dihn est le sujet de la 
  plupart 
  des 
  discussions 
  partout 
  à 
  Tusmit. 
  Cependant, des rumeurs d’une révolte des Khund 
  ont aussi commencé à se faire entendre. Des 
  caravanes du Consortium Mouqollad auraient été 
  perdues dans les Yatils, leur cargaison volée par des 
  raiders nains. Comme si Tusmit avait besoin de 
  problèmes sur un nouveau front… 
  Vous n’aviez besoin de rien de plus pour sentir 
  l’appel pour une nouvelle aventure. Comme vous 
  faisiez votre chemin pour le sheikdom de Dihn, 
  vous avez été surpris par le calme des routes. Ils 
  semblent vraiment que les affaires ne marchent pas 
  comme à la normale pour Dihn. Des quelques 
  autres voyageurs que vous avez en fait rencontrés, 
  la plupart sont aussi des aventuriers qui vous ont 
  joint dans votre quête 
  Allow the players to introduce themselves 
  Après quelques jours de voyage, vous êtes 
  finalement en vue des murs de Dwur’Ayhand, la 
  capitale de Dihn. La cité est fortement fortifiée et, 
  surprise, les portes semblent fermées. 
  Un camp militaire a été établi autour de la cité. Des 
  soldats, des aventuriers ainsi que des nobles se sont 
  tous réunis sous la bannière de Jadhim-Orem. Tous 
  portent un brassard blanc. L’armée possède un bon 
  moral. Les officiers organisent les troupes en 
  unités. 
  ******** 
  Le soleil se couche alors que vous entrez dans 
  Dwur’Ayhand, capital de Dihn, cite de quelque 4000 
  âmes avec une réputation peu enviable de ville 
  dangereuse. Il est étrange de voir autant de nains 
  dans les rues d’une citée tusmane. Ils forment plus 
  du tiers de la population et la citée est construite à 
  leur ressemblance: dur, fortement fortifié et faite 
  en pierre. 
  Encounter One: Meeting the 
  Thunderstones 
  En entrant dans le Refuge du Mineur, vous êtes 
  assaillis par la forte odeur de bière et de sueur. Sur 
  la pièce, un lourd silence pèse comme les nains en 
  armures 
  lourdes 
  vous 
  dévisagent 
  de 
  façon 
  désapprobatrice. Comme vous vous apprêtez à 
  quitter, un noble nain (some PCs may recognize 
  Taklinn) se lève et s’approche de vous, jettant un 
  regard désapprobateur sur l’assemblée. Les nains 
  reprennent leur conversation et recommencent à 
  boire comme si vous n’étiez jamais entrés dans la 
  taverne. 
  « Je vois que vous avez reçus ma note. Suivez-moi.” 
  Taklinn vous amène à une pièce arrière où vous 
  pourrez parler discrètement. « Asseyez-vous, dit le 
  nain, indiquant deux rangées de bancs. Mon nom 
  est Taklinn Thunderstone, Grand Prêtre de 
  Moradin dans les terres des Khund. » Avec un coup 
  d’œil à un coin de la pièce, il continue: 
  « Nous devons vous demander une faveur. À cause 
  de nos fortes attaches avec la nation Khund et le 
  statut incertain de Tusmit, la nation Khund a 
  décidée de maintenr sa neutralité dans le conflit. 
  En conséquence, notre présence ici doit demeurer 
  un secret. Être-vous en mesure de conserver notre 
  rencontre et tous ce que nous sommes sur le point 
  de vous révéler un secret ?  
  ******** 
  Taklinn commence: “Les troubles ont débuté il y a 
  quelques semaines lorsqu’une caravane marchande 
  revenant de Moradin’s Forge a été perdue. Les seuls 
  survivants furent des nains et ils ont rapporté avoir 
  été embusqué par une Patrouille de la Grande 
  Convention. Le scénario s’est répété plusieurs fois. 
  Les marchands ont alors commencé à engager des 
  mercenaires lourdement armés pour protéger leur 
  cargo. Il y a eu des rapports de notre côté d’humains 
  ayant attaqué des patrouilles naines et nous avons 
  perdus quelques-uns de nos guerriers les plus 
  dévoués dans ces escarmouches. 
  Maintenant, le traffic a complètement arrêté et les 
  seules choses qui empêchent une escalade de 
  violence sont la main forte du sheik Omar Saladish 
  et l’intervention de ma sœur, la Dame Emeraud. 
  Haigh Righ Barandon est toujours à considérer ses 
  options. 
  Je peux vous le guarantir: la Patrouille n’a rien à 
  voir avec ces attaques. Quelqu’un essaie de nous 
  monter les uns contre les autres. Trouvez-le, et 
  mettez un terme à ces agissements, peu importe le 
  moyen. Le Haigh Righ et ma sœur ont déjà signé 
  leur arrêt de mort.» 
  
  TUS6-01 Gambling with Fate 
   
  Page 45 
  Taklinn jette un nouveau coup d’œil dans le coin de 
  la pièce. Suivant son regard, vous constatez qu’une 
  dame naine est maintenant assise à cet endroit. Elle 
  porte en armure de plaque d’adamantine avec une 
  hache de guerre naine incrustée de gemmes 
  attachée dans son dos. Un diadème de platine 
  entrelacé d’argent, d’or et d’adamantine repose 
  fièrement sur son front. 
  « Voici ma sœur, la Dame Emeraud, elle va bientôt 
  prendre la charge de reine des Khund. » La future 
  reine vous sourie. 
  La dame Emeraud intervient: « J’ai été membre 
  d’une Patrouille de la Grande Convention pendant 
  plusieurs années. Mes amis sont nombreux dans les 
  Patrouilles et certains sont morts dans les 
  escarmouches. Je compte sur vous pour faire tout 
  votre possible pour aller au cœur de cela. Peut-on 
  compter sur vous ? » 
  Encounter Three: Hungry birds 
  Le soleil commence à peine à se lever lorsque vous 
  arrivez au point de rendez-vous avec le marchand 
  Abdallah. Dès qu’il vous voit, il commence à se 
  plaindre de votre retard, bien que ce ne soit pas le 
  cas. 
  Vous pouvez voir que tout semble prêt pour 
  l’expédition. Trois wagons tirés par des chevaux de 
  traits sont remplis de diverses marchandises et 
  recouverts de lourdes toiles. Les employés sont en 
  train d’attacher les dernières marchandises. 
  Encounter Seven, A pair of 
  dices 
  Room 1 
  Descendant 
  quelques 
  marches, 
  vous 
  pouvez 
  entendre ce qui semble des êtres vivants. La 
  caverne s’ouvre à votre droite et vous pouvez voir 
  plusieurs mules, apparemment prêtes à partir. 
  Room 2 
  Comme vous ouvrez la porte improvisée, vous 
  voyez le corridor s’ouvrir sur une large caverne 
  naturelle, environ 30 par 40 pieds. Il semble que la 
  caverne contienne une rançon de nain en armes et 
  équipements ainsi que d’autres marchandises 
  diverses. Un feu de camp est allumé au centre de la 
  pièce. Derrière le feu, un suelo-baklunien se tient 
  debout.  
  A disciple of Norebo’s interrogation 
  “Vous m’avez certainement surpris. Je suis prêt à 
  répondre à vos questions mais je voudrais tout de 
  même savoir comment vous m’avez trouvé. Je suis 
  curieux, et je crois que vous devez une explication à 
  un homme mort. Je suis curieux et j’aimerais 
  quelques réponses avant de rencontrer le destin qui 
  m’attend par la suite. Je répondrai alors à vos 
  questions. »  
  Room 3 
  Derrière le rideau, dans une petite extension de la 
  caverne, un lit de camp est couvert avec de riches 
  draperies 
  Room 4 
  Cette pièce était en apparence habitée par quelques 
  personnes jusqu’à récemment. Des couvertes 
  couvre le sol et des rations ainsi que d’autres pièces 
  d’équipement d’aventurier sont placés dans la pièce. 
  Room 5 
  Après un petit oblique vers la gauche, le corridor 
  s’arrête, s’étant effondré. 
  Encounter Nine, Dungar Llith 
  Vous arrivez finalement à la grande citée des 
  Vesterkhund. Sur les grandes portes de la cité se 
  trouve une représentation de la cité mythique de 
  Dunorae Llith, sous le marteau protecteur du Père 
  de Tous [All-Father]. 
  La cité regorge d’activité. Chaque nain que vous 
  rencontrez semble s’affairer à quelqu’urgente 
  affaire. Les nains semblent avoir déserté leurs 
  forges et plusieurs sont à nettoyer leur armure. 
  Malgré cela, les nains sont loin de rayonner autant 
  que leur cité.  
  Une forteresse de pierre flotte aux armes du Haigh 
  Righ Barandon et celles de la famille Thunderstone. 
  Même si la forteresse est la plus visible, une autre 
  bâtisse attire votre regard : le Temple de Père 
  Moradin. Nouvellement terminé le temple possède 
  une grande colonnade à la ressemblance des dieux 
  nains et des héros de l’époque mythique. Le temple 
  repose sur un promontoir et est tout près de la 
  falaise  rocheuse que sont les Yatil. Une grande 
  statue de marbre bleu mesurant plus de 25 pieds de 
  haut montre le Père de Tous dans en habits 
  militaires. 
  Un jeune courtier nain vous rejoint rapidement. 
  « S’il vous plaît, suivez-moi. Vous êtes attendus au 
  
  TUS6-01 Gambling with Fate 
   
  Page 46 
  palais. » Sans attendre de réponse, il vous mène au-
  travers des rues, droit à la falaise qui fait office de 
  mur à la cité. Vous pouvez voir la façade du palais, 
  gravé dans la falaise. La muraille montre des 
  batailles mythique menées par les nains sous l’œil 
  attentif et bienfaiteur de Père Moradin et Mère 
  Berronar. 
  Votre guide vous fait entrer dans le palais jusqu’à 
  une longue pièce où un trône unique se trouve sur 
  un dais au bout opposé de la pièce. Une seule 
  personne est assise sur le trône et un nain semble 
  plaider une cause auprès du nain sur le trône. Vous 
  ne pouvez l’entendre correctement de la distance. 
  Votre guide vous demande d’attendre ici jusqu’à ce 
  qu’on vous appèle.. 
  ********* 
  « Votre Altesse, le vrai pasha de Tusmit est de 
  retour. Jadhim-Orem est de retour d’exil. La plupart 
  des Tusmans sont déjà unis sous sa main. Jadhim-
  Orem est commis à maintenir les meilleures 
  relations avec les Khund. Le Pasha de droit de 
  Tusmit va non-seulement respecter les traités déjà 
  en vigueur, mais il promet en plus de grandes 
  récompenses si les Khund venaient à supporter 
  ouvertement sa cause. Le Pasha serait même en 
  mesure de reconsidérer la portion des taxes qui doit 
  être remise à Tusmit. » 
  La pièce deviant silencieuse. Après un petit 
  moment, le diplomate se tourne vers vous, comme 
  s’il espérait que vous l’aidiez à plaider sa cause. 
  ********* 
  « Laissez moi dire cela, et souvenez-vous de mes 
  dires. Vos actions ici en ces jours ne seront pas 
  oubliées, ni vos mots. » 
  Conclusion 
  For Khund PCs 
  Ayant eu le temps de se reposer et de trouver un 
  habit decent à mettre, vous êtes laissés à vous-même 
  suffisamment longtemps pour vous demander ce 
  qui causait tant d’agitation chez les nains. Vous êtes 
  surpris lorsque la Dame Emeraud Thunderstone 
  entre dans vos appartements. Elle porte toujours sa 
  lourde armure à plaque d’adamantine et sa lourde 
  mace d’adamantine. 
  S’approchant de vous, et dans un ton qui ressemble 
  plus à un order, elle vous remet une feuille de 
  papier plié avec votre nom en nain ecrit dessus. 
  « [Nom du héros], j’espère que vous viendrez à mon 
  marriage. » 
  Sur ce, la reine-en-devenir tourne les talons et sort, 
  ses dames de compagnie formant une garde 
  d’honneur derrière elle. 
  Others 
  Having had time to rest and find a decent outfit, 
  you are left with enough time to wonder about the 
  much expected event.  
  Alors que vous attendez, un serviteur nain entre. 
  Portant les armoiries du Haut Roi, il tire un 
  parchemin de sa ceinture. « Oyez ! Le Haut Roi 
  Barandon et la Dame Emeraud, souhaitent vous 
  inviter à leur prochain marriage. » 
  Le serviteur reroule le parchemin et sort. 
  Common (all together now) 
  Peu de temps après, deux soldats se présentent à 
  vous pour vous mener à  nouveau vers la salle du 
  trône. La pièce n’est plus dénuée de garnements, 
  avec des tables dressées richement, des décorations 
  sur tous les murs et un tapis placé de l’entrée 
  jusqu’au trône. Un plus petit trône est placé et 
  inoccupé à la gauche du trône du grand roi. Des 
  nains vêtus de leur armure la plus étincelante ont 
  peigné soigneusement leur barbe. Barandon est 
  assis sur son trône, lui aussi vêtu d’une tunique 
  exquise tissée d’or, de mithral et d’argent. 
  Le silence rempli la pièce alors que la dame 
  Emeraud Thunderstone, vêtue d’une somptueuse 
  robe bleue brodée d’argent et d’or entre dans la 
  pièce. Quelques pas derrière, suit son frère Taklinn 
  Thunderstone, en habit de ses plus beaux 
  vêtements ceremoniaux avec un symbole du Père 
  de Tous en argent autour du cou et portant un 
  marteau de guerre d’adamantine à la taille.  
  Le Haut Roi Barandon se lève et se tient devant son 
  trône alors que la dame Emeraud l’approche. Elle 
  marche vers Barandon et prend place à sa droite, un 
  demi-pas derrière le roi. Taklinn s’arrête en face du 
  couple et s’agenouille. 
  Un jeune nain arrive maintenant de la foule avec 
  une couronne dans les mains. Il approche Barandon 
  et le Haigh Raigh King prend la couronne, et la 
  place cérémonieusement sur la tête de Taklinn 
  prononçant: « Que la bénédiction du Père de Tous 
  te suive, toi et tous tes sujets. » Barandon se dirige 
  ensuite dans la foule et sa future femme le suit.  
  
  TUS6-01 Gambling with Fate 
   
  Page 47 
  Le roi Taklinn se lève et prend place sur le plus 
  petit trône. D’un geste de la main, les célébrations 
  commencent. Les VesterKhund ont maintenant un 
  roi. 
  The End 
   
  
  TUS6-01 Gambling with Fate 
   
  Page 48 
  DM Map #1 
   
   
   
   
  
  TUS6-01 Gambling with Fate 
   
  Page 49 
  Player Handout #1A 
   
  My dear friend, 
   
  You already have performed a great service for my family. Unfortunately, things are getting out of hand here in 
  Dwur’Ayhand. I was relieved to learn of your presence here. I require once again your services. We must not allow 
  appearances to deceive ourselves and make us fight among friends. Meet me at the Miner’s Refuge were we can speak 
  discreetly. 
   
  Taklinn Thunderstone,  
  Priest of the All-Father 
   
  Player Handout #1B 
   
  Adventurers, 
   
  As you may already know, things are looking bad here. The tensions are rising between Dihn and the Khund. We must 
  not allow appearances to deceive ourselves and make us fight among friends. Meet me at the Miner’s Refuge were we 
  can speak discreetly. 
   
  Taklinn Thunderstone, 
  Priest of the All-Father 
  
  TUS6-01 Gambling with Fate 
   
  Page 50 
  Player Handout #2, A letter 
   
   
  M. M. 
   
  We are ready to proceed with the shipment. Meet us at the Dig Pass on [2 days from now] at the first sun. Long life to 
  the rightful pasha of Tusmit! 
  Death to the Traitor 
  A. 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Tusmit/596/Normal Scenarios/TUS6-01 - Gambling With Fate (APL 6-12)/TUS6-01 - Gambling with Fate.pdf