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. 
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  COAST, INC AND THE ADVENTURE AUTHOR OR AUTHORS. 
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  TUS6-08 
   
   
   
   
   
  All This for a Wedding 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Tusmit Regional Adventure 
   
   
  by Jon Dawes and John Doyle 
  Circle Reviewer: Tim Sech 
  Triad Editors: Daniel Mayrand and Jon Dawes 
  Maps: Jon Dawes and Pauline White 
  Playtesters: Darryl Loewen, Chris Slater, Jason Woodall, Mike Strobel and Greg Friesen 
   
   
  The announcement has spread far and wide: Murad the Proud, Sultan of Zeif, is sending one of his daughters to be wed 
  to the son of Muammar Qharan, Pasha of Tusmit. Some say that all the noble daughters of Zeif have been trained as 
  master spies. Some wonder what benefits this union will bring to either nation. Some wonder why the personal 
  bodyguard that preceded the bride to Tusmit looks so much like the Sultan’s army. Others wonder if, in the midst of all 
  the political machinations, she will ever make it to Tusmit alive. Note that the Sultanate of Zeif Regional adventure 
  ZEF6-09 is virtually identical to this one. You may not play both adventures. A one-round Tusmit regional adventure 
  set in Tusmit and the Sultanate of Zeif for characters level 1-15 (APLs 2-14). 
   
  Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Complete 
  Warrior [Andy Collins, David Noonan, Ed Stark], Libris Mortis [Andy Collins and Bruce R. Cordell], Sandstorm [Bruce 
  R. Cordell, Jennifer Clarke Wilkes, JD Wiker] and Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor].
  
  TUS6-08 All This for a Wedding 
   
  Page 1 
  RPGA Sanctioned Play 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign------a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting------
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table 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, 2006.  
   
  To learn more about the LIVING GREYHAWK PC 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA 
  website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer PCs 
  (NPCs) and monsters appear in abbreviated form in the 
  adventure text. Full information on NPCs and monsters 
  are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
  Living Greyhawk Levels of Play 
  Because players bring their own PCs to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average PC level of the PCs 
  participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the PC level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a PC with the Mounted Combat feat, 
  use the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add each PC’s 
  animals separately. A single PC may only bring four 
  or fewer animals of this type, and animals with 
  different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of PCs playing in the adventure. Round up 
  to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  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. 
  
  TUS6-08 All This for a Wedding 
   
  Page 2 
   
  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 
  the Sultanate of Zeif and Tusmit.  PCs native to Sultanate 
  of Zeif and Tusmit pay one Time Unit per round, all 
  others pay two Time Units per round.   
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. PCs that fail to pay at 
  least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A PC who does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild.  If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check (DC 20), 
  the PC will heal temporary ability damage as if he or she 
  paid for Standard Upkeep, may refill spell component 
  pouches and healer’s kits, and may restock up to 20 
  arrows or bolts if the PC has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook.  
   
  ADVENTURE BACKGROUND 
  The current Sultan of Zeif, Murad the Proud, has long 
  desired more political pull in the neighboring lands that 
  once made up the empire of his predecessors.  
   
  Tusmit is coming out of a latent civil war, with the 
  current Pasha Muammar Qharan coming out victorious, 
  and he is now in the process of rebuilding his forces and 
  reaffirming his authority. Over the last few years, he has 
  sent numerous diplomatic missions to Zeif, often marred 
  by sabotage and assassination, to try and persuade them 
  to lend him a hand in his "war effort". 
   
  Now, at long last, negotiations have been finalized in 
  a deal that will give the present Sultan the influence he 
  craves and the Pasha the troops he needs for his own 
  devices. The Pasha of Tusmit has finally approved the 
  marriage of his son Muazzar, to Tira, Murad’s youngest 
  and most beautiful daughter. As part of her dowry, the 
  Sultan has provided a large number of trained troops to 
  serve as her “bodyguard”. There are, of course, many who 
  oppose such an arrangement, particularly among former 
  Tusman rebels, and among the Pasha’s own advisors, but 
  also in the Sultan’s court – shadowy players at 
  international intrigue and profiteering who prefer their 
  own agents to keep Tusmit as a private playground. Thus, 
  the Sultan has sent many “brides” out toward Tusmit by 
  various routes. As it happens, the PCs got stuck with the 
  real bride. 
   
  ADVENTURE SUMMARY 
  Introduction:  
  A renowned hero of Tusmit, Yasin bin-
  Khadij, asks the PCs to meet with an old friend of his: the 
  Sheik of Fahdel, Aldin Ravi, in his palace in Shardvail. 
  Once there, the Sheik mentions to the group that the son 
  of the Pasha of Tusmit, Muazzar, is about to be wed to the 
  Zeifan Sultan’s daughter and the PCs are to escort the 
  bride back to Shardvail. 
   
  The PCs are personally brought before the Sultan 
  and given their mission. They are then introduced to 
  Tira. While at court, they hear some speculation 
  concerning the imminent fall of certain illicit Zeifan 
  interests in Tusmit if the wedding goes forward as 
  planned. 
   
  Encounter One: The players are asked to describe their 
  PCs’ traveling patterns, such as marching/riding order, 
  watch schedules, and prepared/pre-cast spells. At three 
  AM on their last night in the Sultanate of Zeif, a ghoul 
  attempts to kidnap Tira and escape with her to a cave in 
  the hills. The PCs must either stop him or tail him back 
  to the cave and retrieve Tira. 
   
  Encounter Two: Hunting animals lurk along the PCs’ 
  route to the Tusman border. They may be defeated, 
  appeased, or avoided. There are two versions of this 
  encounter, one for night travel and one for day travel. 
   
  Encounter Three: Once they cross the border into 
  Fahdel, Tusman looking Loyalists and Rebels accost the 
  PCs. They may be attempted to be negotiated with, or 
  avoided, but in the end they are there to kill the princess 
  and whoever may want to interfere in their task. 
   
  Conclusion A:  
  The PCs arrive with the bride and are 
  seated as guests of honor at the wedding. 
   
  Conclusion B: The bride was successfully brought to her 
  destination, but one or many of the characters have 
  committed some heinous crime during their duty. 
   
  
  TUS6-08 All This for a Wedding 
   
  Page 3 
  Conclusion C:  
  The bride was either lost or killed 
  along the way, but the PCs return to Zeif or Tusmit to 
  report the tragedy. The PCs are interrogated, magically 
  and otherwise, to determine whether they are traitors or 
  merely victims of outside forces. 
   
  Conclusion D:  
  The bride was either lost or killed 
  along the way. The PCs flee, never intending to return to 
  either Tusmit or Zeif! The PCs are branded as traitors and 
  have attracted the full ire of both Zeif and Tusmit.  
   
  PREPARATION FOR PLAY 
  Ask the players if any of their characters have favors or 
  influence 
  with 
  Yasin 
  bin-Khadij 
  from 
  previous 
  adventures or metaorgs. Also ask which meta-orgs each 
  PC belongs to. The PC that has the largest number of 
  favors and influence points with the Yasin bin-Khadij 
  will be handed a scroll by an Uruzary in the Introduction. 
  In the case of a tie, default to members of military meta-
  orgs (of any Region), then nobles, then members of non-
  chaotic religious meta-orgs. If that fails, go to a die roll. 
   
  It is recommended that you print enough copies of 
  all player handouts for each player at the table to be able 
  to read at once, just to save the time that would otherwise 
  be spent passing a single handout around. 
   
  INTRODUCTION 
  You have been contacted by an emissary of the 
  legendary hero of Tusmit, Yasin bin-Khadij, who has 
  heard of your accomplishments, and who asks if you 
  could do both him and the nation of Tusmit a favor by 
  agreeing to meet with the Sheik of Fahdel, Aldin 
  Ravi, for a matter of the utmost importance. 
   
  If the PCs accept, the trip to Shardvail is uneventful, 
  and once at the palace's gates, if they declare they have 
  been sent by Yasin bin-Khadij, they are ushered into the 
  palace. 
   
  After a short wait, guards come to escort you to 
  the sitting room of the palace. There, an aging 
  Baklunish man sits with a smile on his face; to his 
  right a young muscular Baklunish man of about 24 
  years is discussing something with him, while a 
  beautiful young Baklunish woman of about 17 years is 
  also there knitting while listening intently to their 
  discussion. 
   
  The room is covered with rich tapestries, 
  beautiful pieces of art, stylized busts of women and of 
  horses, all that is appropriate to a Sheik of Tusmit. As 
  you look around, you notice that the heraldry is in 
  the familiar red hues of those loyal to the Pasha, and 
  shows a stylized horse and wheat strewn across the 
  emblem, reminding you that Fahdel is Tusmit’s main 
  grain producer 
   
  “Welcome travelers, you must be the friends of 
  Yasin for whom I have been waiting, please sit and 
  enjoy some rest and regional delicacies”. As you sit 
  and enjoy some water, wine and baked delicacies, he 
  presents himself, “I am Aldin Ravi, Sheik of Fahdel; 
  to my right is my son Ellec and this is my daughter 
  Ylafa”. Each of them smiles at you warmly. “I see that 
  you are adventurers, do you have any exciting tales 
  for us?” 
   
   
  At this point the family sits down and allows the PCs 
  to tell them their stories (keep this brief, but allow the 
  PCs to tell a little bit about themselves here). 
   
  If the PCs state why they are here, read the 
  following: 
   
   
  “My friend Yasin says he trusts you to accomplish 
  the task I have selected for you, and I trust his 
  judgment, in this as of in all things. 
   
  “The matter has been kept a secret – well, as 
  much a secret as the Pasha's court allows – but young 
  prince Muazzar, the son of our beloved Pasha, is to be 
  wed to the daughter of Sultan Murad the Proud of 
  Zeif. 
   
  “Both the Sultan and the Pasha decided it would 
  be best if the wedding did not take place in Sefmur, 
  so His Exalted Splendor asked me, one of his most 
  loyal subjects, to hold the ceremony here, in 
  Shardvail. 
   
  “I would like to request a favor from each of you; 
  would you be willing to go to the capital of Zeif to 
  escort the young prince’s bride, who goes by the 
  name of Tira, back here for the wedding? This would 
  mean a lot to me, and if you agree, I give you these to 
  aid you in your journey.” 
   
   
  He hands each of the PCs a set of finely wrought 
  horseshoes to examine, then he states with a huge grin 
  on his face: 
   
   
  “They are special horseshoes that my smithies 
  have prepared for the… hmm war that was about to 
  start! Please bring them back when you are done, they 
  were to be used by Ellec’s own company, but thank 
  Al’Akbar himself that war did not break out!” 
   
   
  These are horseshoes of a zephyr that must be 
  returned at the end of the adventure. 
   
  If the PCs accept this mission, the horseshoes are 
  given to the PCs; they are fed and are given papers that 
  will allow them to enter the Sultan of Zeif’s palace in 
  Zeir-i-Zeif. 
  
  TUS6-08 All This for a Wedding 
   
  Page 4 
   
  The PCs may ask any number of questions here, but 
  all the Ravi family have to say is that the wedding will be 
  held in a fortnight, that Muazzar and Tira met and fell in 
  love when the Pasha sent his son on a diplomatic mission 
  to Zeir-i-Zeif and have never stopped writing to one 
  another since they first met 3 summers ago. There is no 
  other pertinent information to be gathered here, please 
  move the PCs along if it seems to be slowing down. 
   
  The PCs get the feeling that the past few years of 
  turmoil between Tusmit, brother versus brother, doesn’t 
  sit well with Aldin Ravi. On a Knowledge (local – VTF) 
  check with a DC of 10 + APL, the PCs understand that 
  Aldin is a stout loyalist to Tusmit and to the Pasha. He 
  loves this land and wants what is best for it. 
   
   
  On the way out of Tusmit the PCs may do a Gather 
  Information check with the following results: 
   
  DC 5 + APL: A wedding is near and the folk around 
  Shardvail are delighted with the news. 
   
  DC 10 + APL: Some of the locals are curious to know 
  why the princess of Zeif is rumored to be bringing such a 
  huge number of bodyguards back with her; the Pasha 
  must have paid a pretty fountain for her! 
   
  DC 15 + APL: News of spies coming back and forth over 
  the Al’Amount Bridge has been rampant lately. These 
  rumors have been substantiated when two were caught 
  two weeks ago and hung on the bridge by both Tusmit 
  and Zeif guards. 
   
  DC 20 + APL: It is rumored that many duplicates of the 
  princess will be sent out; an old trick of the Sultan of Zeif 
  that has been successful in the past. 
   
  DC 25 + APL (automatically given to APL 2 and APL 4 
  parties if a 20 is rolled): A group of bandits has been 
  extremely active lately in these parts, many people say 
  that a shadowy woman is behind these attacks, but 
  nobody really knows. An innkeeper stated that his hair 
  stood on end when she entered his establishment two 
  months ago. The strange thing is that he has not been 
  seen for more than two weeks now, nobody knows where 
  he is! 
   
  The journey to the capital of Zeif is without any 
  trouble. The sights are much like those within Tusmit, 
  but the region seems to be populated with more half-orcs 
  and they tend to have many less horses. The PCs enter 
  the capital with no problems, unless they do not show 
  the papers Aldin gave them! 
   
  You and your companions have been escorted to a 
  private meeting chamber deep in the Sultan’s palace. 
  The normal waiting period associated with trips to 
  any royal court are not present; the opulent setting 
  belies the atmosphere of efficient business at hand. 
  Seated on a golden throne at the back of the chamber 
  is Murad the Proud, Sultan of Zeif, flanked by two orc 
  bodyguards. 
   
  PCs may make a DC 15 Knowledge (nobility and royalty) 
  check to realize that they are expected to kneel before the 
  Sultan. Separate checks at the same difficulty will 
  uncover the following pieces of courtly knowledge: one 
  is not to speak to the Sultan unless asked to and one must 
  not show his back to the Sultan without permission. A 
  DC 15 Knowledge (local: VTF) check will reveal that the 
  private army of the Sultan is made up entirely of orc 
  slaves raised to their duties from birth and is known as 
  the Uruzaries. Residents of Zeif know all of these things 
  without making a roll. 
   
  As it turns out, Murad is not particularly concerned 
  about protocol in this instance, and is not insulted by any 
  failure to follow the customs outlined above. He does not 
  answer any questions; however, as he expects to be 
  obeyed and wants to keep this meeting short. The two 
  Uruzaries, on the other hand, are extremely disturbed by 
  any breach of protocol and are hard pressed to conceal 
  their feelings. Each time any PC fails to kneel, speaks up 
  without being prompted, or turns his back to the Sultan, 
  all PCs get to make a DC 8 Sense Motive check. Those 
  who succeed get the sense that the orcs are murderously 
  angry at the offending PC for some reason, but are trying 
  to conceal it. 
   
  In a commanding tone, the Sultan dictates your 
  orders, “You will escort my daughter, Tira, to 
  Shardvail to be wed to Muazzar, son of the Pasha of 
  Tusmit, Muammar Qharan.” One of the hulking orcs 
  steps forward and hands [PC determined in 
  “Preparation for Play” section] a sealed ivory tube. 
  “The route you will take is described on the 
  parchment within,” declares the Sultan, “Vronta will 
  show you to my daughter.” With that, the orc that 
  presented the scroll case wordlessly motions for you 
  to follow him through an archway to your left. 
   
  When the PCs get around to opening the scroll case, give 
  them Player Handout 1. 
   
  If the PCs followed protocol exactly as described 
  above, Vronta the Uruzary gives them some friendly 
  advice in the hall: 
   
   “Many scavengers circle Tusmit, profiting from her 
  wounds. The Sultan will see an end to their honorless 
  ways. Be on alert at all times for these carrion birds, 
  even within our borders.” 
  
  TUS6-08 All This for a Wedding 
   
  Page 5 
   
  He then holds out what appear to be two small pieces of 
  clear crystal. These are eyes of the eagle, Vronta’s most 
  prized piece of equipment. 
   
  “I am authorized to lend these for the duration of 
  your mission. Do not fail to return them, or it will go 
  ill with you.” 
   
  If even one of the PCs failed to follow protocol, the 
  advice is less friendly: 
   
  “Dogs! You were in the presence of Murad the Proud 
  – may he live forever – and you failed to respect even 
  the simplest of customs. If you should fail in this 
  mission, I shall personally request to wield the axe 
  that severs your heads.” 
   
  If asked, Vronta will explain to the PCs what they did 
  wrong. He assumes that everyone knows how to act in 
  front of the Sultan because he has known these things 
  since birth. To his mind, the PCs were deliberately 
  disrespectful, and it will be difficult to convince him 
  otherwise. If all offending PCs apologize for their 
  mistakes, a single Diplomacy check can be made to push 
  his attitude from Unfriendly to Friendly, in which case 
  he will impart the same advice given above to those who 
  followed protocol. If the Diplomacy check is good 
  enough to bring him to Helpful, he will also offer to lend 
  them the eyes of the eagle. If the check fails such that he 
  becomes Hostile, he does not attack, but glares such that 
  the PCs know that he certainly would, if the Sultan’s 
  instructions did not prevent him. 
   
  In any case, Vronta does not pause to discuss things 
  while on the Sultan’s business, so all conversation is done 
  while walking. About five minutes later, the group 
  arrives at the harem wing of the palace. Many women, 
  young and old, gorgeous and disfigured, as well as 
  numerous eunuchs of varying shapes and sizes, pass the 
  PCs in the halls. Finally, the PCs are ushered into a 
  spacious pillared hall where a young, veiled woman in 
  modest traveling garb stands beside a somewhat laden 
  dromedary (single-humped camel). 
   
  If the PCs do not wish to bring their mounts, they 
  are not forced to, although Tira will not leave Bombom, 
  her mount, behind. 
   
  Tira does not speak to the PCs unless they speak to 
  her first, and even then she will seem shy. She is just 
  obeying protocol, of course, and once she is on the road 
  with the PCs, she will become more forceful. Use the 
  description of Tira in Appendix 1 as a guide on how to 
  roleplay her with the PCs. 
   
  Treasure: The PCs are expected to return Aldin Ravi’s 
  horseshoes of a zephyr and Vronta’s eyes of the eagle, but, 
  in case they don’t, they have been included here as 
  treasure. 
   
  All APLs: Loot – 0 gp, Coin – 0 gp, Magic – 
  horseshoes of a zephyr (3000 gp each), eyes of the eagle 
  (208 gp each). 
   
  Detect magic Results: horseshoes of a zephyr (faint 
  transmutation), eyes of the eagle (faint divination). 
   
  ENCOUNTER 1: LET’S SPEND 
  THE NIGHT TOGETHER 
  Let the players know that, in general, the PCs will not be 
  traveling on roads or staying at inns while in Zeif, so they 
  may wish to purchase camping gear and food for the trip 
  while in the capital city. All told, the Zeifan leg of the 
  journey will cover 200 miles off-road. The terrain varies, 
  but is generally good enough to reduce the PCs’ rate of 
  travel to no less than ¾ of the normal rate. Find the 
  slowest member of the group and use the guidelines on 
  page 164 of the Player’s Handbook to determine how 
  many days this takes. 
   
  The PCs might suggest alternate methods or routes of 
  travel, but Tira will have none of it. She believes that her 
  father must have had a good reason for choosing this 
  route and would not dare to disobey him. She will 
  certainly say as much. Any PC who succeeds at a DC 15 
  Knowledge (history) check will recall that important 
  persons throughout history have, when forced to travel 
  into threatening areas, sent doubles traveling along 
  alternate routes. If accused of being a double for the real 
  daughter of the Sultan, Tira denies it. PCs can make s DC 
  20 Sense Motive check to get a hunch that she believes 
  what she says. If the PCs force Tira to travel in any 
  fashion other than overland along the intended route, 
  they are guilty of treason and will be given the Traitor to 
  the Sultanate designation on their ARs. 
   
   
  At this point, you should get the PCs to clarify their 
  travel and sleeping patterns. If the PCs indicate that they 
  plan to travel at night and sleep during the day, Tira 
  expresses some dislike for the idea (purely for reasons of 
  personal comfort), but quickly acquiesces. There are two 
  maps, one for plains and one for badlands. Let the PCs 
  know that they may choose different travel and sleeping 
  patterns for each of the two terrain types. For sleeping 
  patterns, draw out the appropriate map and have them 
  add their own tents (or other structures) and watch 
  positions. Be sure to include the positions of Tira and her 
  dromedary, Bombom. 
   
  
  TUS6-08 All This for a Wedding 
   
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  Assure the players that, although the scenery is not 
  exactly the same night after night, it is close enough that 
  there is no need to change the map. You can explain that 
  the given map is set up as a tile, which means that “off-
  map” scenery in any direction is much the same as if 
  another copy of the map were placed there. Use this as a 
  reference if PCs require more description of the 
  surrounding area or need to travel beyond the borders of 
  the map during combat. 
   
   
  In addition, have the PCs indicate a cross-country 
  marching/riding order, since it will be important for 
  Encounter 2, and, if the PCs travel at night, for this 
  encounter as well. Tell them that, according to their 
  directions, most of the first leg of the trip will be across 
  plains, but the last bit of Zeif before reaching the Tusmit 
  border is mostly hilly badlands. As it turns out, they 
  won’t have any significant encounters until they reach 
  the badlands, but get them to set up for the plains 
  anyway, just to make them discuss defenses and roleplay 
  a little. You can have Tira make some suggestions if the 
  PCs think to ask her, but she will not volunteer any 
  advice otherwise. Use her to point out what you consider 
  to be obvious holes in the PCs’ plans, but don’t let her 
  make their minds up for them. 
   
   
  Set up the miniatures on the badlands map, 
  according to the PCs’ established watch and sleep 
  patterns for hills, as if it were 3 AM. At this point, 
  Rashabad, a ghoul in the service of one of the Sultan’s 
  courtly rivals, plans to steal into Tira’s tent and make off 
  with her while the PCs sleep. If the PCs are traveling at 
  night, however, he will have to hit them while they 
  travel. 
   
   
  The nature of this encounter places a fair amount of 
  discretion in the hands of the DM. You will have to run 
  this encounter based on Rashabad’s abilities and how the 
  PCs have set up the camp. Generally, if he thinks he can 
  slip into a tent unseen, he will take that approach. If a 
  lone PC stands in the way of his doing so, he will attempt 
  to dispatch that PC quickly and quietly, so that he can 
  continue with his plan. If he must hit the PCs while they 
  are all awake, he tries at least to sneak up and get a 
  surprise round. 
   
   
  Note that the moonlit sky provides shadowy 
  illumination only; creatures without darkvision suffer a 
  20% miss chance when attacking into an area that does 
  not have better illumination. 
   
  Creatures: Rashabad has the foul stretched-skin 
  appearance typical of ghouls. What resemblance he still 
  bears to humanity marks him as a former Baklunish male. 
  His motivation is survival; if he fails in his mission to 
  kidnap Tira, he will be destroyed by his master. (Yes, even 
  the 17
  th level version found at APL 14 is unable to stand 
  against his master.) If he is captured “alive”, he will not 
  talk, under any circumstances. In fact, he knows nothing 
  about his master and receives his orders telepathically, 
  but even that will not be given out through normal 
  interrogation methods, such as use of the Intimidate 
  skill. 
   
  Before becoming a ghoul about 100 years ago, 
  Rashabad was an assassin for hire in Zeir-i-Zeif. Unlike 
  most of his ilk, he was able not only to maintain his rogue 
  skills after death, but to improve upon them. A DC 30 
  Knowledge (local – VTF) check will give a PC this 
  information and the name “Rashabad” upon sight of the 
  ghoul. A DC 12 Knowledge (religion) check indicates 
  that Rashabad is a gravetouched ghoul. 
   
  APL 2 (EL 4) 
   
  Rashabad the Ghoul: male gravetouched ghoul 
  rogue 3; hp 19; Appendix 1.  
   
  APL 4 (EL 6) 
   
  Rashabad the Ghoul: male gravetouched ghoul 
  rogue 5; hp 32; Appendix 1. 
   
  APL 6 (EL 8) 
   
  Rashabad the Ghoul: male gravetouched ghoul 
  rogue 5/lurking terror 2; hp 45; Appendix 1. 
   
  APL 8 (EL 10) 
   
  Rashabad the Ghoul: male gravetouched ghoul 
  rogue 5/lurking terror 3/assassin 1; hp 58; Appendix 1. 
   
  APL 10 (EL 14) 
   
  Rashabad the Ghoul: male gravetouched ghoul 
  rogue 5/lurking terror 3/assassin 5; hp 84; Appendix 1. 
   
  APL 12 (EL 16) 
   
  Rashabad the Ghoul: male gravetouched ghoul 
  rogue 5/lurking terror 3/assassin 7; hp 97; Appendix 1. 
   
  APL 14 (EL 18) 
   
  Rashabad the Ghoul: male gravetouched ghoul 
  rogue 5/lurking terror 3/assassin 9; hp 110; Appendix 1. 
   
  Tactics: Rashabad will generally scout the area first to try 
  to find the easiest point of entry into Tira’s tent. Note that 
  he does not know which tent belongs to Tira, so he may 
  end up scouting a PC’s tent first. Where there are 
  multiple dwellings to inspect, he starts with the one that 
  is easiest to approach. He will scout as much as possible 
  before making any sort of attack, preferring to find Tira 
  and make off with her without a fight. This may take a 
  
  TUS6-08 All This for a Wedding 
   
  Page 7 
  while to figure out, so you may want to give the players a 
  short break to get some snacks and stretch their legs. 
   
  Rashabad begins by circling the area at a distance 
  after using his wand of detect magic. He will have to roll 
  a DC 20 Use Magic Device skill to make this work. 
  Remember that if he rolls a 1 he will not be able to use 
  the wand for 24 hours. (At APL 6 and higher, he will 
  precede this with a use of his wand of freedom of 
  movement in the same manner. Also note that, at APL 8 
  and higher, he can use some of his wands without the 
  Use Magic Device skill, because the spells they trigger 
  are on the assassin spell list.) If not in line of sight of a 
  potential enemy, he always uses his Search skill to check 
  for traps before stepping anywhere or opening anything. 
  He always uses Hide and Move Silently to get where he’s 
  going, but if there are sentries patrolling nearby he will 
  take the penalty to the check in order to move more 
  quickly. (See the Player’s Handbook, pages 76 and 79, for 
  details on how movement speed affects these skills.) If he 
  found areas with magical auras, he will avoid them until 
  he has scouted other areas. 
   
  Once he has scouted every location that can 
  reasonably be searched without dealing with sentries, 
  and has still not found Tira, he will begin to attack. If a 
  PC sentry stands between him and the place he wants to 
  go, he will try to get close to attack in a surprise round, 
  hoping that his sneak attack damage, paralysis, and, at 
  later levels, poison and death attack, are enough to 
  silence his foe flat-footed. 
   
   
  Of course, once the jig is up and a PC gets the chance 
  to sound a warning, Rashabad’s tactics change. If possible, 
  he will go after sleeping PCs that have not yet acted, just 
  to get a little extra sneak attack damage in. 
   
   
  Once all have joined the combat, he tries each round 
  to hit as many foes as possible with his natural attacks, 
  hoping to force more saves against paralysis and thin the 
  PCs’ numbers. All other things being equal, he will target 
  obvious clerics first, since he doesn’t want to be turned, 
  and then offensive spellcasters. (He uses these same 
  tactics if the party is traveling at night and he is forced to 
  attack them on the move.) If the PCs seem offensively 
  powerful, though, he may try to hide and take on the PCs 
  more slowly. If there is no readily available cover or 
  concealment, he will attempt to use a wand to create 
  magical darkness. He will lose his ability to sneak attack 
  because of the concealment, but he trusts in the power of 
  his paralysis ability to get the job done. Note that at APL 
  8 and higher, Rashabad has the Hide in Plain Sight 
  ability, so he does not need to create a diversion to hide. 
   
   
  If Rashabad manages to take out the party’s sentries 
  without rousing any sleeping party members, he will 
  continue his search. If he still doesn’t find Tira, he will 
  begin to coup-de-grace/assassinate sleeping PCs. Once all 
  threats are removed, he uses his wand of detect magic to 
  look for entries to extradimensional spaces. If he finds 
  any, he will hide, wait for the bride to emerge, and attack. 
   
  Treasure:  
   
  APL 2: Loot – 8 gp, Coin – 0 gp, Magic – mithral 
  shirt (92 gp each), potion of inflict moderate wounds (25 
  gp each), potion of hide from animals (4 gp each), wand 
  of detect magic (50 charges) (31 gp each), wand of 
  darkness (9 charges) (68 gp each). 
   
  APL 4: Loot – 8 gp, Coin – 0 gp, Magic – mithral 
  shirt (92 gp each), potion of inflict serious wounds (62 gp 
  each), potion of hide from animals (4 gp each), wand of 
  detect magic (50 charges) (31 gp each), wand of darkness 
  (6 
  charges) 
  (45 
  gp 
  each), 
  potion 
  of 
  remove 
  blindness/deafness (blindness option) (62 gp each), oil of 
  knock (25 gp each). 
   
  APL 6: Loot – 8 gp, Coin – 0 gp, Magic – mithral 
  shirt (92 gp each), potion of inflict serious wounds (62 gp 
  each), potion of hide from animals (4 gp each), wand of 
  detect magic (50 charges) (31 gp each), wand of deeper 
  darkness (2 charges) (37 gp each), potion of remove 
  blindness/deafness (blindness option) (62 gp each), oil of 
  knock (25 gp each), potion of fly (62 gp each), wand of 
  freedom of movement (2 charges) (70 gp each). 
   
  APL 8: Loot – 8 gp, Coin – 0 gp, Magic – mithral 
  shirt (92 gp each), potion of inflict serious wounds (62 gp 
  each), potion of hide from animals (4 gp each), wand of 
  detect magic (50 charges) (31 gp each), wand of deeper 
  darkness (10 charges) (187 gp each), potion of remove 
  blindness/deafness (blindness option) (62 gp each), oil of 
  knock (25 gp each), potion of fly (62 gp each), wand of 
  freedom of movement (4 charges) (140 gp each). 
   
  APL 10: Loot – 8 gp, Coin – 0 gp, Magic – mithral 
  shirt (92 gp each), cloak of charisma +2 (333 gp each), 
  potion of inflict serious wounds (62 gp each), potion of 
  hide from animals (4 gp each), wand of detect magic (50 
  charges) (31 gp each), wand of deeper darkness (12 
  charges) 
  (225 
  gp 
  each), 
  potion 
  of 
  remove 
  blindness/deafness (blindness option) (62 gp each), oil of 
  knock (25 gp each), potion of fly (62 gp each), wand of 
  freedom of movement (7 charges) (245 gp each). 
   
  APL 12: Loot – 8 gp, Coin – 0 gp, Magic – mithral 
  shirt (92 gp each), cloak of charisma +2 (333 gp each), 
  headband of intellect +2 (333 gp each), potion of inflict 
  serious wounds (62 gp each), potion of hide from animals 
  (4 gp each), wand of detect magic (50 charges) (31 gp 
  each), wand of deeper darkness (16 charges) (300 gp 
  each), potion of remove blindness/deafness (blindness 
  option) (62 gp each), oil of knock (25 gp each), potion of 
  fly (62 gp each), wand of freedom of movement (10 
  charges) (350 gp each). 
  
  TUS6-08 All This for a Wedding 
   
  Page 8 
   
  APL 14: Loot – 8 gp, Coin – 0 gp, Magic – mithral 
  shirt (92 gp each), cloak of charisma +4 (1333 gp each), 
  headband of intellect +2 (333 gp each), potion of inflict 
  serious wounds (62 gp each), potion of hide from animals 
  (4 gp each), wand of detect magic (50 charges) (31 gp 
  each), wand of deeper darkness (16 charges) (300 gp 
  each), potion of remove blindness/deafness (blindness 
  option) (62 gp each), oil of knock (25 gp each), potion of 
  fly (62 gp each), wand of freedom of movement (10 
  charges) (350 gp each), wand of dimension door (14 
  charges) (665 gp each). 
   
  Detect Magic Results: cloak of charisma (moderate 
  transmutation), 
  headband 
  of 
  intellect 
  (moderate 
  transmutation), potion of inflict moderate wounds (faint 
  necromancy), potion of inflict serious wounds (faint 
  necromancy), potion of remove blindness/deafness (faint 
  conjuration), potion of hide from animals (faint 
  abjuration), oil of knock (faint transmutation), potion of 
  fly (faint transmutation), wand of detect magic (faint 
  divination), wand of darkness (faint evocation), wand of 
  deeper darkness (faint evocation), wand of freedom of 
  movement (moderate abjuration), wand of dimension 
  door (moderate conjuration). 
   
  Development: If PCs do not notice Rashabad’s entry into 
  Tira’s sleeping area, he spends enough time inside to 
  search for traps on each square between his point of entry 
  and her sleeping body, after which he attempts to 
  paralyze her with a claw attack (make her save, as 
  normal), throw her over his shoulder (she is not heavy 
  enough to encumber him), and make his escape. He 
  moves with stealth (half speed) all the way to a cave 6 
  miles away, stopping only occasionally to beat Tira 
  unconscious. The terrain is generally rough, so his 
  movement is halved again (as is the movement of anyone 
  following his route). Thus, each hour he makes ¾ of a 
  mile of progress, for a net journey time of 8 hours. If the 
  PCs notice that Tira is missing, they can attempt to follow 
  Rashabad’s trail and attack him, either en route to his 
  cave or after he gets there. 
   
   
  If the PCs do not notice that Tira is missing before 
  sunrise at 6 AM, Bombom, her dromedary, begins to 
  make a lot of noise and pull against his restraints (if any). 
  If he is able to move freely, the animal will attempt to 
  follow the trail left by the fleeing ghoul using a DC 15 
  Track check. PCs with the feat may attempt the same 
  check, and those who are very good at it may attempt to 
  save time by taking a -5 or -20 penalty to the check, as per 
  the Track feat description on p. 101 of the Player’s 
  Handbook. Note that if the PCs discover that Tira is 
  missing before 6 AM, they can start tracking earlier, but 
  the DC increases to 18 because of the poor visibility 
  offered by moonlight. Should the PCs overtake Rashabad 
  on the road, set up the fight on the badlands map and 
  have him attempt to take all the PCs down as described 
  above. 
   
   
  PCs may attempt to use scrying to locate Tira, rather 
  than the Track feat. This works fine, but Tira, although 
  unconscious, still resists with a Will save. At APL 8+, 
  remember that she adds her Spymaster levels to such 
  saves. 
   
   
  At APLs 10+, there is a teleportation circle in his 
  cave; if the PCs don’t get him en route, they have no 
  chance to rescue Tira. PCs who find the cave after the fact 
  may make DC 10 Search checks to find some traces of 
  amber dust in a roughly circular area. A DC 24 Spellcraft 
  check will confirm that amber dust is a material 
  component for the spell teleportation circle. If the PCs 
  catch on that a teleportation circle was involved, they 
  make a DC 15 Knowledge (local – VTF) checks to realize 
  that a ruthless wizard named Sher Kolenka is in control 
  of a monopoly of the commercial use of this spell in the 
  Sultanate of Zeif. (PCs from Zeif know this information 
  without rolling.) There is no evidence present to suggest 
  who actually cast the spell, however, and divinations on 
  the subject will automatically fail. 
   
   
  At APLs 2-8, Rashabad will remain at the cave for 
  twenty-four hours awaiting pickup of his “parcel”, so the 
  PCs have a little more time to play with. A map of the 
  cave appears in Appendix 2. Rashabad will be hiding just 
  inside the wide area of the cave, in the alcove to the right 
  of the entry passage; Tira, unconscious, will be lying in 
  the middle of the chamber, directly in the path of the 
  opening. 
   
   
  One particularly interesting tactic the PCs might use 
  is to disguise one of their number as Tira, possibly while 
  having Tira disguise herself as a PC. (The fact that she is 
  exceptionally good at this might make some PCs 
  nervous.) If a disguised PC ends up being kidnapped, the 
  PCs will have the same options for rescue that were 
  outlined above. If they fail, the PC will miss the rest of 
  the adventure, but will be returned unharmed after 
  having been noticed as a phony. The plan can backfire 
  horribly however if the disguised PC is too difficult to get 
  to and Rashabad starts to kill PCs, especially since he may 
  end up killing the disguised Tira by accident. 
   
   
  If the PCs fail to protect Tira and also fail to get her 
  back, even though they have essentially “lost”, you should 
  still run the next encounter (Wild Thing). They are still 
  in a wild area, so the encounter is still conceivable. 
  Besides, a fight and a little experience might wipe some 
  of the bitter taste of defeat out of their mouths. PCs who 
  
  TUS6-08 All This for a Wedding 
   
  Page 9 
  fail in this matter may be tempted to flee the country 
  rather than face possible execution for having lost the 
  Sultan’s daughter, especially if they ran afoul of Vronta in 
  the first encounter. Encourage any lawfully aligned PCs 
  at the table to turn themselves in and hope that 
  mitigating circumstances will allow the Zeif and Tusmit 
  royalty to be lenient. 
   
  Important: Note how many charges Rashabad has left in 
  each of his wands by the time the PCs have defeated him. 
  When the adventure is over, you will need to record this 
  in the item access section on each PC’s AR. 
   
   
  ENCOUNTER 2A: THE LION 
  SLEEPS TONIGHT 
  If the PCs are traveling at night and sleeping in the day, 
  this encounter takes place about two hours after they 
  leave the area where Encounter 1 took place. If the PCs 
  are traveling in the daytime, skip this encounter and do 
  Encounter 2B instead. The PCs should already have 
  supplied you with a typical marching/riding area. 
  Arrange the party’s miniatures on the badlands map 
  according to the PCs’ habits. 
   
  As you travel through the dark hills, you hear the 
  feral music of the night’s denizens echo eerily around 
  you. The two crescent moons hang opposite one 
  another in the sky like the slit eyes of a cat. 
   
  Give the PCs a separate Spot check (APL 2: DC 22; APL 4: 
  DC 30; APL 6+: DC 28) and a Listen check (APL 2: DC 25; 
  APL 4: DC 32; APL 6+: DC 34) for each dire puma. (The 
  increased difficulty for Listen checks in the badlands has 
  been factored in. PCs (or familiars/animal companions 
  sent to scout) that have a vantage point of at least twenty 
  feet off the ground gain a +5 circumstance bonus to this 
  Spot check. As long as at least one PC makes the check, 
  subtract the dire puma’s Hide check (APL 2: 17; APL 4: 
  25; APL 6+: 23) from each PC’s Spot check and multiply 
  by 10 to determine the encounter distance in feet. Do the 
  same for Listen checks vs. the dire puma’s Move Silently 
  check plus two for the echoing terrain (APL 2: 20; APL 4: 
  27; APL 6+: 29). Note that the dire puma approaches the 
  party from the rear, so if a PC near the front of the party 
  achieves the highest success, the PC at the back could 
  still end up being within partial charge range of the dire 
  puma before anyone spots it. If all PCs fail the check, or 
  the rear PC isn’t warned before the dire puma gets too 
  close, the creature will get a surprise round, which it will 
  use to partial charge the rear character, preferring large 
  mounts over PCs if there is a choice. 
   
  Be aware that the only concealment the dire puma is 
  using to hide is that provided by the shadowy 
  illumination 
  of 
  moonlight. 
  Any 
  character 
  with 
  darkvision will automatically see the dire puma once it 
  gets within darkvision range. Likewise, if the PCs are 
  using a light source that allows at least one of them to see 
  the creature without concealment before it closes to 
  within 50 feet of the trailing character, you should go 
  straight to initiative, dispensing with the surprise round. 
   
  Note that the moonlit sky provides shadowy 
  illumination 
  only; 
  creatures 
  without 
  darkvision, 
  including the dire puma, suffer a 20% miss chance when 
  attacking into an area that does not have better 
  illumination. 
   
  APL 2 (EL 4) 
   
  Dire Puma: hp 51; Appendix 1. 
   
  APL 4 (EL 6) 
   
  Advanced Dire Puma: hp 102; Appendix 1. 
   
  APL 6 (EL 8) 
   
  Advanced Dire Puma: hp 157; Appendix 1. 
   
  APL 8 (EL 10) 
   
  Advanced Dire Pumas (2): hp 157 each; Appendix 
  1. 
   
  APL 10 (EL 8) 
   
  Advanced Dire Puma: hp 157; Appendix 1. 
   
  APL 12 (EL 10) 
   
  Advanced Dire Pumas (2): hp 157 each; Appendix 
  1. 
   
  APL 14 (EL 12) 
   
  Advanced Dire Pumas (4): hp 157 each; Appendix 
  1. 
   
  Creatures: The dire puma’s motivations are hunger, 
  survival, and the thrill of the chase. 
   
  Tactics: The dire puma will try to incapacitate a single 
  target and drag it away to eat later. If the PCs keep 
  attacking once it has grabbed its victim, the creature will 
  drop its meal, standing its ground to defend the kill. In 
  any case, it will drop everything and flee if it falls below 
  25% of its hit points or if the PCs call in something really 
  unnatural (like aberrations or undead) to fight it. If given 
  a large amount of food (one medium-sized or larger 
  creature per predator, or the equivalent in raw meat), the 
  animal will take it and let the PCs pass unmolested. 
   
  
  TUS6-08 All This for a Wedding 
   
  Page 10 
  Development: If PCs notice the dire puma from a 
  distance, they may try to outrun it. Work out the running 
  speed of each PC (or PC’s mount); remember that PCs 
  that are heavily encumbered or in heavy armor only run 
  at 3 times their regular movement, but also that many 
  mounts have the Run feat. For purposes of this chase, we 
  are abstracting the terrain a little bit by assuming that 
  everyone can usually find a straight line to run the full 
  distance each round. Each creature can run for a number 
  of rounds equal to its Constitution score. After that, it 
  needs to make a DC 10 Constitution check to keep 
  running. Each subsequent round requires another check 
  at one higher difficulty. Once a check has been failed, the 
  creature must rest (no more than a single move action per 
  round) for a full minute before running again. Note that 
  creatures with the Endurance feat get a +4 bonus on 
  checks to continue running. (Tira’s dromedary, Bombom, 
  does not have this feat, however.) The dire puma will not 
  give up the chase until it fails one of these checks. If 
  there are multiple pursuers, all of them must fail before 
  the PCs are considered to have gotten away. 
   
   
  ENCOUNTER 2B: WILD 
  THING 
  If the PCs are traveling in the day and sleeping at night, 
  this encounter takes place about six hours after they leave 
  the area where Encounter 1 took place. If the PCs are 
  traveling at night, you should do Encounter 2A instead of 
  this encounter. The PCs should already have supplied 
  you with a typical marching/riding area. Arrange the 
  party’s miniatures on the plains map according to the 
  PCs’ habits. 
   
  The miles of rough hills and valleys finally look to be 
  coming to an end as you emerge into a long strip of 
  tall yellow grass. According to your directions, you 
  should be back on a decent road in less than an hour.  
   
  Give the PCs a Spot check (APL 2: DC 25; APL 4: DC 20; 
  APL 6: DC 32; APL 8: DC 30; APL 10: DC 32; APL 12: DC 
  30; APL 14: DC 36) each. PCs (or familiars/animal 
  companions sent to scout) that have a vantage point of at 
  least twenty feet off the ground gain a +5 circumstance 
  bonus to this Spot check. As long as at least one PC 
  makes the check, subtract the lion’s Hide check (APL 2: 
  21; APL 4: 16; APL 6: 28; APL 8: DC 26; APL 10: DC 28; 
  APL 12: DC 26; APL 14: DC 32) from each PC’s spot 
  check to determine the encounter distance. Note that if a 
  PC near the back of the party achieves the highest 
  success, the PC at the front could still end up being 
  within partial charge range of the lion before anyone 
  spots it. If all PCs fail the check, or the leading PC isn’t 
  warned before getting too close, the creature will get a 
  surprise round, which it will use to partial charge the 
  leading character, preferring large mounts over PCs if 
  there is a choice. The EL has been increased by one to 
  indicate the advantage that the grassy terrain gives the 
  lion on its ambush attempt. Normally, the tall grass 
  which the lion is using for concealment would also 
  hamper his ability to charge, but this lion has been using 
  this spot for awhile and has worn himself a decent charge 
  path. No matter how far apart the combatants are when 
  the encounter begins, the lion should be placed in a 
  section of light undergrowth. Adjust the PCs’ miniatures 
  on the map to account for this. 
   
  APL 2 (EL 4) 
   
  Lion: hp 32; Monster Manual 274. 
   
  APL 4 (EL 6) 
   
  Dire Lion: hp 60; Monster Manual 63. 
   
  APL 6 (EL 8) 
   
  Advanced Dire Lion: hp 87; Appendix 1. 
   
  APL 8 (EL 10) 
   
  Advanced Dire Lion: hp 161; Appendix 1. 
   
  APL 10 (EL 8) 
   
  Advanced Dire Lion: hp 87; Appendix 1. 
   
  APL 12 (EL 10) 
   
  Advanced Dire Lion: hp 161; Appendix 1. 
   
  APL 14 (EL 12) 
   
  Advanced Dire Lion: hp 241; Appendix 1. 
   
  Creatures: The lion’s motivations are hunger, survival, 
  and a touch of laziness. 
   
  Tactics: The lion will try to incapacitate a single target 
  and drag it away to eat later. If the PCs keep attacking 
  once it has grabbed its victim, the creature will drop its 
  meal, standing its ground to defend the kill. In any case, 
  it will drop everything and flee if it falls below 25% of its 
  hit points or if the PCs call in something really unnatural 
  (like aberrations or undead) to fight it. If given a large 
  amount of food (one medium-sized or larger creature, or 
  the equivalent in raw meat), the animal will take it and let 
  the PCs pass unmolested. 
   
  Development: If PCs notice the lion from far enough 
  away, they may simply walk around it, avoiding combat 
  entirely. The animal is dug into an ambush spot that it is 
  loath to give up, and will only attack creatures that 
  
  TUS6-08 All This for a Wedding 
   
  Page 11 
  approach to within its normal move distance, unless it is 
  attacked at range first. 
   
   
  ENCOUNTER 3: REBELS OR 
  LOYALISTS, HERE COME 
  SOME BANDITS! 
  As the welcome sight of the Al’Amount Bridge that 
  separates Zeif from Tusmit comes into your view, you 
  know that your journey will only last two more days! 
  The rushing waters of the Tuflik River crest into 
  white caps as they churn relentlessly between the two 
  lands. On the Zeif side, guards of the Sultan are ever 
  present, checking passers-by as they make sure that 
  proper duty is paid and that no wanted criminals get 
  past their ever-present gaze. 
   
  On the Tusmit side, the Pasha’s men are doing 
  the same duties with as much diligence as their 
  counterparts on the Zeif side, but as seasoned 
  adventurers knowing the Tusman ways, you know 
  that the barracks off to the side of the road are more 
  than just a resting area for the guards, that is a place 
  of opportunity! 
   
  As the bridge fades in the background and the 
  sights and smells of the past few days are now behind 
  you, the thoughts of the wedding and of Tusmit bring 
  back many pleasant thoughts to your minds. 
   
  Approaching the first crossroads after the 
  Al’Amount Bridge, you pull out map provided to you 
  by the Sultan’s Uruzary. You look at the mountains 
  far off to the north and see a weather-beaten wooden 
  signpost. To the south, Vilayad is pointed out in dark 
  Baklunish lettering with five other languages written 
  beneath. To the east, Shardvail and beyond! To the 
  north, Din and other routes to Sefmur. 
   
  You fold away the map and follow the route 
  indicated on it for another few hours. Here, an old 
  obelisk is your landmark to turn south. Turning off 
  the main road to Shardvail, the terrain begins to get 
  much 
  rockier, 
  the 
  fields 
  of 
  flowing 
  wheat 
  intermingling with these rocky patches allowing you 
  some cover from watching eyes.  
   
   
  Here refer to the marching order that the PCs have 
  provided at the beginning of the adventure.  
   
  This encounter will take place either in the day or 
  night; no advantages are acquired by either side in either 
  situation. The setup is as follows: 
   
  According to the map the PCs are following, they 
  have to follow a narrow path through a forest in order to 
  get to Shardvail. The path is 5 feet wide (single file for 
  medium or smaller creatures; large creatures, including 
  mounts, have their movement hampered by the 
  undergrowth to either side), and 80 feet long. Once the 
  lead PC has gone halfway thru, Tharis the Adept will 
  reveal himself at the other end of the path and address 
  the PCs. 
   
  Stop! If our information is correct, you are 
  harboring a spy in your midst. I command you to 
  surrender her to us, as well as all your valuables – the 
  latter to be redistributed to the needy… 
   
  These brigands have obviously heard the same rumors as 
  the PCs (from the Introduction), and as for the "needy", 
  well, they do consider themselves to be in need of more 
  riches… 
   
  APL 2 (EL 4) 
   
  Ishana: female Baklunish human rogue 1; hp 5; 
  Appendix 1 
   
  Tharish the Adept: male Baklunish human cleric 2; 
  hp 13; Appendix 1 
   
  Thalassa the Stout: female Baklunish human 
  fighter 2; hp 15; Appendix 1 
   
  APL 4 (EL 6) 
   
  Ishana: female Baklunish human rogue 3; hp 16; 
  Appendix 1 
   
  Tharish the Adept: male Baklunish human cleric 3; 
  hp 19; Appendix 1 
   
  Thalassa the Stout: female Baklunish human 
  fighter 3; hp 22; Appendix 1 
   
  APL 6 (EL 8) 
   
  Ishana: female Baklunish human rogue 5; hp 27; 
  Appendix 1 
   
  Tharish the Adept: male Baklunish human cleric 5; 
  hp 32; Appendix 1 
   
  Thalassa the Stout: female Baklunish human 
  fighter 5; hp 37; Appendix 1 
   
  APL 8 (EL 10) 
   
  Ishana: female Baklunish human rogue 7 hp 38; 
  Appendix 1 
   
  Tharish the Adept: male Baklunish human cleric 7; 
  hp 45; Appendix 1 
   
  Thalassa the Stout: female Baklunish human 
  fighter 7; hp 52; Appendix 1 
   
  APL 10 (EL 14) 
   
  Ishana: female Baklunish human rogue 10 hp 55; 
  Appendix 1 
   
  Tharish the Adept: male Baklunish human cleric 
  10; hp 65; Appendix 1 
  
  TUS6-08 All This for a Wedding 
   
  Page 12 
   
  Thalassa the Stout: female Baklunish human 
  fighter 10; hp 75; Appendix 1 
   
  Brigands (4): male and female Baklunish human 
  fighter 7; hp 45; Appendix 1 
   
  APL 12 (EL 16) 
   
  Ishana: female Baklunish human rogue 10 hp 55; 
  Appendix 1 
   
  Tharish the Adept: male Baklunish human cleric 
  10; hp 65; Appendix 1 
   
  Thalassa the Stout: female Baklunish human 
  fighter 10; hp 75; Appendix 1 
   
  Avo the Black-Hearted: male half-elf sorcerer 10; 
  hp 35; Appendix 1 
   
  Brigands (4): male and female Baklunish human 
  fighter 10; hp 65; Appendix 1 
   
  APL 14 (EL 18) 
   
  Ishana: female Baklunish human rogue 12 hp 66; 
  Appendix 1 
   
  Tharish the Adept: male Baklunish human cleric 
  12; hp 78; Appendix 1 
   
  Thalassa the Stout: female Baklunish human 
  fighter 12; hp 90; Appendix 1 
   
  Avo the Black-Hearted: male half-elf sorcerer 12; 
  hp 42; Appendix 1 
   
  Brigands (8): male and female Baklunish human 
  fighter 10; hp 65; Appendix 1 
   
  Tactics: Tharish is standing at the end of the path, 
  waiting for the PCs to make a move. Ishana, Thalassa and 
  (at higher APLs) Avo are hidden in the forest, ready to 
  pounce. They will start attacking if the PCs take too long 
  to respond, or make any kind of aggressive gesture. 
   
  Allow the PCs a Spot check versus each NPC's Hide 
  check. PCs who succeed can act on the surprise round. 
  Each NPC gets a 20% concealment miss chance if they 
  are attacked while in the forest. 
   
  At higher APLs, the rest of the brigands will take 
  position at either end of the pass, half behind Tharish, 
  and half at the other end. 
   
  Once combat begins, Ishana devotes her time to 
  firing at Tira. If Tira falls, Ishana will hit her with two 
  more arrows before moving on to other targets. If Avo is 
  present, he concentrates on Tira as well. If Ishana and 
  Avo both fall, have one of the other NPCs pick on Tira. 
  The others try to neutralize the party as best they can. 
  Thalassa will generally try to take out whoever threatens 
  Ishana, Avo, or whichever NPC is currently focusing on 
  Tira. If it makes sense to do so, she will sunder the 
  offending PCs’ weapons. At higher levels, her Net and 
  Trident style feat can help her take a single PC out of the 
  fight. The PCs will have to protect their charge, not just 
  beat their enemies, to really win here. 
   
   
  APL 2: Loot – 63 gp, Coin – 307 gp, Magic –potion of 
  cure light wounds (2) (4 gp each per single item). 
   
  APL 4: Loot – 191 gp, Coin – 0 gp, Magic – potion of 
  cure light wounds (2) (4 gp each per single item), gloves 
  of dexterity +2 (333 gp each). 
   
  APL 6: Loot – 579 gp, Coin – 0 gp, Magic – potion of 
  cure light wounds (2) (4 gp each per single item), potion 
  of cure moderate wounds (3) (25 gp each per single item), 
  potion of cat’s grace (25 gp each), potion of haste (2) (62 
  gp each), gloves of dexterity +2 (333 gp each), brooch of 
  shielding (2) (125 gp each per single item), +1 composite 
  shortbow (+1 Str) (204 gp each), +1 heavy steel shield (97 
  gp each), +1 full plate (220 gp each), +1 trident (192 gp 
  each), mithral shirt (91 gp each). 
   
  APL 8: Loot – 552 gp, Coin – 0 gp, Magic – potion of 
  cure light wounds (2) (4 gp each per single item), potion 
  of cure moderate wounds (3) (25 gp each per single item), 
  potion of cat’s grace (25 gp each), potion of haste (2) (62 
  gp each), gloves of dexterity +2 (333 gp each), brooch of 
  shielding (2) (125 gp each per single item), +1 composite 
  shortbow (+1 Str) (204 gp each), +1 heavy steel shield (97 
  gp each), +1 full plate (220 gp each), +1 trident (192 gp 
  each), +1 heavy mace (192 gp each), +1 mithral shirt (175 
  gp each). 
   
  APL 10: Loot – 607 gp, Coin – 0 gp, Magic – potion 
  of cure light wounds (6) (4 gp each per single item), 
  potion of cure moderate wounds (7) (25 gp each per 
  single item), potion of cat’s grace (25 gp each), potion of 
  haste (6) (62 gp each), gloves of dexterity +2 (333 gp 
  each), brooch of shielding (2) (125 gp each per single 
  item), +1 composite shortbow (+1 Str) (204 gp each), +1 
  heavy steel shield (97 gp each), +1 full plate (2) (220 gp 
  each per single item), +1 trident (192 gp each), +1 heavy 
  mace (192 gp each), +1 rapier (193 gp each), +1 mithral 
  shirt (175 gp each). 
   
  APL 12: Loot – 420 gp, Coin – 0 gp, Magic – potion 
  of cure light wounds (6) (4 gp each per single item), 
  potion of cure moderate wounds (8) (25 gp each per 
  single item), potion of cat’s grace (25 gp each), potion of 
  haste (7) (62 gp each), gloves of dexterity +2 (333 gp 
  each), bracers of armor (+2) (333 gp each), brooch of 
  shielding (3) (125 gp each per single item), +1 composite 
  shortbow (+1 Str) (204 gp each), +1 heavy steel shield (97 
  gp each), +1 full plate (2) (220 gp each per single item), +1 
  trident (192 gp each), +1 heavy mace (192 gp each), +1 
  rapier (193 gp each), +1 scimitar (4) (192 gp each per 
  single item), +1 alchemical silver dagger (193 gp each), +1 
  hand crossbow (200 gp each), +1 mithral shirt (175 gp 
  each). 
   
  APL 14: Loot – 685 gp, Coin – 0 gp, Magic – potion 
  of cure light wounds (10) (4 gp each per single item), 
  potion of cure moderate wounds (12) (25 gp each per 
  single item), potion of cat’s grace (25 gp each), potion of 
  
  TUS6-08 All This for a Wedding 
   
  Page 13 
  haste (11) (62 gp each), gloves of dexterity +2 (333 gp 
  each), bracers of armor (+4) (1,333 gp each), brooch of 
  shielding (3) (125 gp each per single item), +1 composite 
  shortbow (+1 Str) (204 gp each), +1 heavy steel shield (97 
  gp each), +2 full plate (2) (470 gp each per single item), +2 
  trident (692 gp each), +2 heavy mace (692 gp each), +2 
  rapier (693 gp each), +1 scimitar (8) (192 gp each per 
  single item), +1 adamantine dagger (416 gp each), +2 
  hand crossbow (700 gp each), +1 mithral shirt (175 gp 
  each). 
   
  Detect Magic Results: potion of cure light wounds 
  (faint conjuration), potion of cure moderate wounds 
  (faint 
  conjuration), 
  potion 
  of 
  cat’s 
  grace 
  (faint 
  transmutation), potion of haste (faint transmutation), 
  gloves of dexterity (faint transmutation), bracers of 
  armor) (moderate conjuration), brooch of shielding (faint 
  abjuration). 
   
  Development: Once the PCs get rid of the brigands, they 
  can continue towards Shardvail without any hassle. If 
  Tira was slain during the fight, the PCs may wish to flee 
  the country to avoid punishment. Remind lawfully 
  aligned PCs that they would be better served by 
  explaining the situation to the authorities and hoping 
  that the mitigating circumstances will reduce the 
  punishment. If the PCs were craven enough to turn Tira 
  over to the bandits in order to avoid a fight, however, 
  they won’t be able to expect much mercy from the Sultan 
  or the Pasha. 
   
  CONCLUSION 
  There are four possible outcomes here. If the PCs arrive 
  with Tira after having obeyed all her wishes for the 
  duration of the trip, and no non-eunuch male characters 
  entered her sleeping area during the span of the 
  adventure, go to Conclusion A: Success. (Note that, for 
  this purpose, Rashabad the Wretched counts as eunuch, 
  in case the PCs are worried about it.) If the PCs arrive 
  with Tira after having disobeyed her or after a non-
  eunuch male character entered her sleeping area, go to 
  Conclusion B: Success, but Some Trouble. If the PCs lose 
  Tira, but return to the Sultan or Pasha to report their 
  failure, go to Conclusion C: Failure with Honor. If the 
  PCs lose Tira and decide to avoid the situation, they may 
  do so by fleeing the country in Conclusion D: Failure and 
  Flight. 
   
  Conclusion A: Success 
   
  At long last you have arrived at Aldin Ravi’s 
  palace in Shardvail! The horrors of the road are 
  behind you and you can look back upon a job well 
  done. Tira is whisked away soon after your arrival and 
  you are treated to abject luxury in the days remaining 
  before her wedding. 
   
  When the day arrives, you bear witness to the 
  unadulterated opulence that only the joining of two 
  great Baklunish powers could possess. Tribute to the 
  young couple is brought from far and wide in a train 
  that literally takes hours to pass with its grandiose 
  and fantastic collection of gifts. The bride and groom 
  take their vows with dignity and grace, but even the 
  repetition of centuries-old ritual can not hide the 
  signs of excitement and anticipation between the two 
  lovers. From your close vantage as a guest of honor, 
  you see something magical pass between the two that, 
  perhaps, even their powerful parents, the great Sultan 
  and Pasha, do not imagine. The future of the two 
  neighboring nations may be revealing itself before 
  your eyes. 
   
   
  PCs who wish it are certainly able to present the 
  couple with a gift of their own; simply have them mark 
  off on their ARs the amount they wish to spend. The 
  bride and groom thank each PC personally. At the 
  wedding reception, the PCs have the privilege to speak 
  with Aldin Ravi and Yasin bin-Khadij, who are guests of 
  honor with the Pasha. Both men are very thankful for the 
  efforts of the PCs, as is the Pasha himself, and both have 
  nothing but praise for the new addition to the royal 
  court. The Zeifan contingent is also present and 
  accessible, including Vronta at his customary place near 
  the Sultan. All concerned believe the young Muazzar to 
  be a fine and honorable man, worthy like none other of 
  beautiful Tira’s hand. 
   
   
  Ask the PCs if they return the horseshoes of a zephyr 
  that they borrowed at the beginning of the adventure. 
  Those who do not return them are asked specifically to 
  do so. Any who refuse are arrested and then searched and 
  interrogated until the items are found. Cross off both the 
  adventure access to the horseshoes of a zephyr and the 
  Favor of Aldin Ravi, Sheik of Fahdel from the offending 
  PC’s AR. Yasin does not press further charges but is not 
  very interested in dealing with the PC further. PCs who 
  do return the items are rewarded with the Favor of Aldin 
  Ravi, Sheik of Fahdel. 
   
   
  If any PC borrowed Vronta’s eyes of the eagle, ask if 
  they return them. If the PC does not volunteer, he is 
  asked specifically to do so. If he refuses, he is arrested and 
  then searched and interrogated until the item is found. 
  Cross off both the adventure access to the eyes of the 
  eagle and the Favor of Vronta from the all PCs’ ARs (even 
  those who did not borrow the item). The PC who 
  borrowed the item and failed to return it will also gain 
  the Enmity of Vronta. If the item is returned or was 
  
  TUS6-08 All This for a Wedding 
   
  Page 14 
  never borrowed in the first place, the PCs gain the Favor 
  of Vronta. 
   
   
  All PCs gain the Favor of Sultan Murad the Proud 
  and the Favor of Pasha Muammar Qharan. 
   
  Conclusion B: Success, but Some Trouble 
   
  At long last you have arrived at Aldin Ravi’s 
  palace in Shardvail! The horrors of the road are 
  behind you and you can look back upon a job well 
  done. Tira is whisked away soon after your arrival and 
  you look forward to being treated to abject luxury in 
  the days remaining before her wedding. 
   
  Before you can get settled in, however, you are 
  escorted to the chambers of the visiting Zeifan 
  delegation. When you make your way through the 
  large sculptured doors, you see that you are once 
  again in the presence of none other that Murad the 
  Proud, Sultan of Zeif! From the look on his face, he is 
  not particularly pleased to see you. The looks on the 
  faces of the two orcs flanking him do not bear 
  thinking about. 
   
  “On your knees before the Sultan!” bellows 
  Vronta the Uruzary, before you have even had time to 
  fully enter the chamber. 
   
   
  If the PCs arrived at Conclusion B because a male of 
  their number entered the sleeping quarters of the 
  Sultan’s daughter, read the following. 
   
  “I made a promise to my future son-in-law,” 
  admits the Sultan in a matter-of-fact voice, “that the 
  only men ever to have been present in her 
  bedchambers were eunuchs.” He pauses. “It is 
  common knowledge among the people of the West 
  that I do not go back on my word. Vronta, perform 
  the operation.” 
   
  “With pleasure, O Great and Supreme One!” 
  declares the Uruzary. A malicious gleam appears in 
  his cold eyes as he draws his falchion. The following 
  minutes are best forgotten. 
   
   
  Any male PC (including cohorts) that entered Tira’s 
  sleeping area during the course of the adventure gains 
  the AR designation “Eunuch”. The operation is painful 
  and messy, unlike the one that could have been done 
  voluntarily at the beginning of the adventure. It is also 
  inevitable. The Sultan has resources that PCs can only 
  dream about and he uses them to make this happen. 
   
  If the PCs arrived at Conclusion B because they 
  disobeyed the Sultan’s daughter at any point during the 
  adventure (generally by straying from the given path or 
  using alternate means of travel than walking overland), 
  read the following. 
   
  “My daughter has informed me that you 
  deliberately disobeyed her word,” says the Sultan 
  nonchalantly. “You were specifically informed that 
  such behavior would be treated as treason and yet you 
  thought to flaunt my law and the law of Tusmit. Your 
  recklessness has already cost us more than you can 
  possibly understand. We will be rid of you. You are 
  henceforth banished from our lands, to return only 
  upon pain of death!” 
   
  The two Uruzaries at his side seem somewhat 
  shocked by his leniency. Vronta, in particular, seems 
  disappointed that he was not able to take your heads 
  now. 
   
   
  In this case, the PCs are punished as a group; any 
  member of the group who allowed his fellow to disobey 
  the Sultan’s daughter is just as guilty of the crime. The 
  only exception to this rule is the case of a PC show tried 
  to stop the offending PC(s) and was prevented from 
  doing so. All PCs gain the AR designation “Banished”. 
   
   
  Ask the PCs if they return the horseshoes of a zephyr 
  that they borrowed at the beginning of the adventure. 
  Those who do not return them are asked specifically to 
  do so. Any who refuse are arrested and then searched and 
  interrogated until the items are found. Cross off both the 
  adventure access to the horseshoes of a zephyr and the 
  Favor of Aldin Ravi, Sheik of Fahdel from the offending 
  PC’s AR. Yasin does not press further charges but is not 
  very interested in dealing with the PC further. PCs who 
  do return the items are rewarded with the Favor of Aldin 
  Ravi, Sheik of Fahdel. 
   
   
  If any PC borrowed Vronta’s eyes of the eagle, ask if 
  he returns them. If the PC does not volunteer, he is asked 
  specifically to do so. If he refuses, he is arrested and then 
  searched and interrogated until the item is found. Cross 
  off both the adventure access to the eyes of the eagle and 
  the Favor of Vronta from the all PCs’ ARs (even those 
  who did not borrow the item). The PC who borrowed the 
  item and failed to return it will also gain the Enmity of 
  Vronta. If the item is returned or was never borrowed in 
  the first place, the PCs gain the Favor of Vronta. 
   
  Conclusion C: Failure with Honor 
   
  You have failed at your mission to safeguard the 
  Sultan’s daughter on her way to her wedding to the 
  son of the Pasha. Though the news is sure to bring ill 
  favor upon you, possibly even death, you must do 
  right by your charge and inform the royal family of 
  their loss. 
   
  As expected, when you reach your destination 
  you are imprisoned for some time after your 
  
  TUS6-08 All This for a Wedding 
   
  Page 15 
  confession. You are interrogated, both magically and 
  otherwise, to determine the truth of your words. In 
  time, you are brought before both the Sultan and 
  Pasha, who receive you jointly in somber garb and 
  demeanor. 
   
   
  At this point have the PCs make their case. As long 
  as the PCs honestly took measures to protect Tira on the 
  journey, they will not be punished harshly. In this case, 
  read the following. 
   
   
  The Sultan speaks first. “I am to blame more than 
  you for the loss of my daughter. I relied upon a 
  method which had worked for my family in the past, 
  but the ways of the past, in this case, are not sufficient 
  to cope with the connivances of my present enemies.” 
  This is perhaps the most humbling moment to have 
  come to the life of the one called Murad the Proud. 
  He suddenly looks very old and tired. “I cannot find it 
  in my heart to punish another for my own mistakes.” 
   
  As the Sultan turns his head away, Pasha 
  Muammar Qharan looks down from his golden seat. 
  “My son was in love with that girl,” he says bluntly. “I 
  do not have anything else to say. What else could I 
  say?” The Pasha looks toward the sinking figure of 
  Murad, then shakes his head slowly and looks 
  elsewhere. Could this sad meeting be the last between 
  the two monarchs? 
   
   
  The PCs do not gain the Favor of Sultan Murad the 
  Proud or the Favor of Pasha Muammar Qharan. Neither 
  do they gain the “Banished” designation. Cross them all 
  off of each PC’s AR. 
   
   
  Ask the PCs if they return the horseshoes of a zephyr 
  that they borrowed at the beginning of the adventure. 
  Those who do not return them are asked specifically to 
  do so. Any who refuse are arrested and then searched and 
  interrogated until the items are found. Cross off both the 
  adventure access to the horseshoes of a zephyr and the 
  Favor of Aldin Ravi, Sheik of Fahdel from the offending 
  PC’s AR. Yasin does not press further charges but is not 
  very interested in dealing with the PC further. PCs who 
  do return the items are rewarded with the Favor of Aldin 
  Ravi, Sheik of Fahdel. 
   
   
  If any PC borrowed Vronta’s eyes of the eagle, ask if 
  he returns them. If the PC does not volunteer, he is asked 
  specifically to do so. If he refuses, he is arrested and then 
  searched and interrogated until the item is found. Cross 
  off both the adventure access to the eyes of the eagle and 
  the Favor of Vronta from the all PCs’ ARs (even those 
  who did not borrow the item). The PC who borrowed the 
  item and failed to return it will also gain the Enmity of 
  Vronta. If the item is returned or was never borrowed in 
  the first place, the PCs gain the Favor of Vronta. 
   
  If the PCs appear to have been truly negligent in 
  their attempt (or lack thereof) to protect the Sultan’s 
  daughter, read the following. 
   
   
  The Pasha speaks first. “It is plain that you are not 
  worthy of the trust that was placed in you by myself 
  and the Great Sultan of Zeif. I brand you traitor and 
  sentence you to die! My son is without a wife… 
  without the woman he loved more than any other… 
  and you are to blame!” By the end of his words, the 
  Pasha seems too furious to say more. 
   
  When Murad the Proud speaks, it is in a cold 
  voice, pregnant with menace. “Tusmit has been kind 
  enough to defer to my authority on the subject of 
  your execution for the loss of my youngest daughter. 
  The Pasha had suggested a slow death, but I have 
  reason to wish you dispatched quickly. Your faces are 
  a burden to me. Vronta! Take their heads off and have 
  them burned that they may offend me no more. The 
  pit that awaits these fiends after death shall provide 
  better torture than we mortals can dream up.” 
   
  The Uruzary turns to his master and bows, 
  holding his falchion bare at his side. “I will have the 
  block brought in, Excellent One,” he growls. Death 
  lingers in his eyes. 
   
  The PCs are all executed and can not be raised, 
  resurrected, or reincarnated. The Sultan and the Pasha 
  have enough resources to make this happen despite what 
  the PCs may have up their sleeves with which to resist. 
   
  Conclusion D: Failure and Flight 
   
  You have failed in your mission and Tira, the 
  youngest daughter of the Sultan of Zeif, paid the 
  price for it. Her intended, the son of the Pasha of 
  Tusmit, can’t be too pleased either. It is definitely a 
  better idea to avoid setting foot in either nation for 
  the foreseeable future. 
   
  The PCs are branded as traitors and have attracted 
  the full ire of both Zeif and Tusmit. Notices are posted in 
  both countries and any citizen is asked to bring in any of 
  these scoundrels on sight. They gain the “Banished” AR 
  designation. The PCs do not gain the Favor of Sultan 
  Murad the Proud or the Favor of Pasha Muammar 
  Qharan. Cross them both off of the AR. 
   
  The PCs leave in haste and thus can not return the 
  horseshoes of a zephyr that they borrowed at the 
  beginning of the adventure. Cross off the Favor of Aldin 
  Ravi, Sheik of Fahdel from the all PCs’ ARs. 
   
  If a PC borrowed Vronta’s eyes of the eagle, he does 
  not have the opportunity to return them. Cross off the 
  Favor of Vronta from the all PCs’ ARs (even those who 
  
  TUS6-08 All This for a Wedding 
   
  Page 16 
  did not borrow the item). The PC who borrowed the item 
  and failed to return it will also gain the Enmity of Vronta, 
  although it is unlikely to matter, since the PC is as good 
  as dead if found entering the Sultanate of Zeif in the 
  future. 
   
  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 1: Let’s Spend the Night Together 
  Stop Rashabad from stealing/killing Tira 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  420 XP 
  APL 12  
  480 XP 
  APL 14  
  540 XP 
   
  Encounter 2: The Lion Sleeps Tonight/Wild 
  Thing 
  Get Tira safely past the hunting cat(s) 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  240 XP 
  APL 12  
  300 XP 
  APL 14  
  360 XP 
   
  Encounter 3: Rebels or Loyalists, Here Come 
  Some Bandits! 
  Get Tira safely past the bandits 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  420 XP 
  APL 12  
  480 XP 
  APL 14  
  540 XP 
   
  Discretionary roleplaying award 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
  APL 14  
  360 XP 
   
  Total possible experience: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  1,125 XP 
  APL 8  
  1,575 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
  APL 14  
  1,800 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  
  TUS6-08 All This for a Wedding 
   
  Page 17 
  Introduction 
  All APLs: Magic: 3,208 gp – horseshoes of a zephyr (3,000 
  gp each), eyes of the eagle (208 gp each). 
   
  Encounter 1:  Let’s Spend the Night Together 
  APL 2: Loot: 8 gp; Magic: 220 gp – mithral shirt (92 gp 
  each), potion of inflict moderate wounds (25 gp each), 
  potion of hide from animals (4 gp each), wand of detect 
  magic (50 charges) (31 gp each), wand of darkness (9 
  charges) (68 gp each). 
   
  APL 4: Loot: 8 gp; Magic: 321 gp – mithral shirt (92 
  gp each), potion of inflict serious wounds (62 gp each), 
  potion of hide from animals (4 gp each), wand of detect 
  magic (50 charges) (31 gp each), wand of darkness (6 
  charges) 
  (45 
  gp 
  each), 
  potion 
  of 
  remove 
  blindness/deafness (blindness option) (62 gp each), oil of 
  knock (25 gp each). 
   
  APL 6: Loot: 8 gp; Magic: 445 gp – mithral shirt (92 
  gp each), potion of inflict serious wounds (62 gp each), 
  potion of hide from animals (4 gp each), wand of detect 
  magic (50 charges) (31 gp each), wand of deeper darkness 
  (2 
  charges) 
  (37 
  gp 
  each), 
  potion 
  of 
  remove 
  blindness/deafness (blindness option) (62 gp each), oil of 
  knock (25 gp each), potion of fly (62 gp each), wand of 
  freedom of movement (2 charges) (70 gp each). 
   
  APL 8: Loot: 8 gp; Magic: 665 gp – mithral shirt (92 
  gp each), potion of inflict serious wounds (62 gp each), 
  potion of hide from animals (4 gp each), wand of detect 
  magic (50 charges) (31 gp each), wand of deeper darkness 
  (10 charges) (187 gp each), potion of remove 
  blindness/deafness (blindness option) (62 gp each), oil of 
  knock (25 gp each), potion of fly (62 gp each), wand of 
  freedom of movement (4 charges) (140 gp each). 
   
  APL 10: Loot: 8 gp; Magic: 1,141 gp – mithral shirt 
  (92 gp each), cloak of charisma +2 (333 gp each), potion of 
  inflict serious wounds (62 gp each), potion of hide from 
  animals (4 gp each), wand of detect magic (50 charges) 
  (31 gp each), wand of deeper darkness (12 charges) (225 
  gp each), potion of remove blindness/deafness (blindness 
  option) (62 gp each), oil of knock (25 gp each), potion of 
  fly (62 gp each), wand of freedom of movement (7 
  charges) (245 gp each). 
   
  APL 12: Loot: 8 gp; Magic: 1,654 gp – mithral shirt 
  (92 gp each), cloak of charisma +2 (333 gp each), 
  headband of intellect +2 (333 gp each), potion of inflict 
  serious wounds (62 gp each), potion of hide from animals 
  (4 gp each), wand of detect magic (50 charges) (31 gp 
  each), wand of deeper darkness (16 charges) (300 gp 
  each), potion of remove blindness/deafness (blindness 
  option) (62 gp each), oil of knock (25 gp each), potion of 
  fly (62 gp each), wand of freedom of movement (10 
  charges) (350 gp each). 
   
  APL 14: Loot: 8 gp; Magic: 3,035 gp – mithral shirt 
  (92 gp each), cloak of charisma +4 (1,333 gp each), 
  headband of intellect +2 (333 gp each), potion of inflict 
  serious wounds (62 gp each), potion of hide from animals 
  (4 gp each), wand of detect magic (50 charges) (31 gp 
  each), wand of deeper darkness (16 charges) (300 gp 
  each), potion of remove blindness/deafness (blindness 
  option) (62 gp each), oil of knock (25 gp each), potion of 
  fly (62 gp each), wand of freedom of movement (10 
  charges) (350 gp each), wand of dimension door (14 
  charges) (665 gp each). 
   
  Encounter 3:  Rebels or Loyalists, Here Come 
  Some Bandits! 
   
  APL 2: Loot: 63 gp; Coin: 307 gp; Magic: 8 gp – 
  potion of cure light wounds (2) (4 gp each per single 
  item). 
   
  APL 4: Loot: 191 gp; Magic: 341 gp – potion of cure 
  light wounds (2) (4 gp each per single item), gloves of 
  dexterity +2 (333 gp each). 
   
  APL 6: Loot: 579 gp; Magic: 1,619 gp – potion of cure 
  light wounds (2) (4 gp each per single item), potion of 
  cure moderate wounds (3) (25 gp each per single item), 
  potion of cat’s grace (25 gp each), potion of haste (2) (62 
  gp each), gloves of dexterity +2 (333 gp each), brooch of 
  shielding (2) (125 gp each per single item), +1 composite 
  shortbow (+1 Str) (204 gp each), +1 heavy steel shield (97 
  gp each), +1 full plate (220 gp each), +1 trident (192 gp 
  each), mithral shirt (91 gp each). 
   
  APL 8: Loot: 552 gp; Magic: 1,895 gp – potion of cure 
  light wounds (2) (4 gp each per single item), potion of 
  cure moderate wounds (3) (25 gp each per single item), 
  potion of cat’s grace (25 gp each), potion of haste (2) (62 
  gp each), gloves of dexterity +2 (333 gp each), brooch of 
  shielding (2) (125 gp each per single item), +1 composite 
  shortbow (+1 Str) (204 gp each), +1 heavy steel shield (97 
  gp each), +1 full plate (220 gp each), +1 trident (192 gp 
  each), +1 heavy mace (192 gp each), +1 mithral shirt (175 
  gp each). 
   
  APL 10: Loot: 607 gp; Magic: 2,672 gp – potion of 
  cure light wounds (6) (4 gp each per single item), potion 
  of cure moderate wounds (7) (25 gp each per single item), 
  potion of cat’s grace (25 gp each), potion of haste (6) (62 
  gp each), gloves of dexterity +2 (333 gp each), brooch of 
  shielding (2) (125 gp each per single item), +1 composite 
  shortbow (+1 Str) (204 gp each), +1 heavy steel shield (97 
  gp each), +1 full plate (2) (220 gp each per single item), +1 
  trident (192 gp each), +1 heavy mace (192 gp each), +1 
  rapier (193 gp each), +1 mithral shirt (175 gp each). 
   
  APL 12: Loot: 420 gp; Magic: 4,378 gp – potion of 
  cure light wounds (6) (4 gp each per single item), potion 
  of cure moderate wounds (8) (25 gp each per single item), 
  potion of cat’s grace (25 gp each), potion of haste (7) (62 
  
  TUS6-08 All This for a Wedding 
   
  Page 18 
  gp each), gloves of dexterity +2 (333 gp each), bracers of 
  armor (+2) (333 gp each), brooch of shielding (3) (125 gp 
  each per single item), +1 composite shortbow (+1 Str) 
  (204 gp each), +1 heavy steel shield (97 gp each), +1 full 
  plate (2) (220 gp each per single item), +1 trident (192 gp 
  each), +1 heavy mace (192 gp each), +1 rapier (193 gp 
  each), +1 scimitar (4) (192 gp each per single item), +1 
  alchemical silver dagger (193 gp each), +1 hand crossbow 
  (200 gp each), +1 mithral shirt (175 gp each). 
   
  APL 14: Loot: 685 gp; Magic: 9,237 gp – potion of 
  cure light wounds (10) (4 gp each per single item), potion 
  of cure moderate wounds (12) (25 gp each per single 
  item), potion of cat’s grace (25 gp each), potion of haste 
  (11) (62 gp each), gloves of dexterity +2 (333 gp each), 
  bracers of armor (+4) (1,333 gp each), brooch of shielding 
  (3) (125 gp each per single item), +1 composite shortbow 
  (+1 Str) (204 gp each), +1 heavy steel shield (97 gp each), 
  +2 full plate (2) (470 gp each per single item), +2 trident 
  (692 gp each), +2 heavy mace (692 gp each), +2 rapier (693 
  gp each), +1 scimitar (8) (192 gp each per single item), +1 
  adamantine dagger (416 gp each), +2 hand crossbow (700 
  gp each), +1 mithral shirt (175 gp each). 
   
  Total Possible Treasure 
  [Tusmit version only] 
  APL 2: Loot: 71 gp; Coin: 307 gp; Magic: 3,436 gp; 
  Total: 3,814 gp (max. 450 gp). 
   
  APL 4: Loot: 199 gp; Magic: 3,870 gp; Total: 4,069 
  gp (max. 650 gp). 
   
  APL 6: Loot: 587 gp; Magic: 5,272 gp; Total: 5,859 
  gp (max. 900 gp). 
   
  APL 8: Loot: 560 gp; Magic: 5,768 gp; Total: 6,328 
  gp (max. 1,300 gp). 
   
  APL 10: Loot: 607 gp; Magic: 7,021 gp; Total: 
  7,628 gp (max. 2,300 gp). 
   
  APL 12: Loot: 420 gp; Magic: 9,240 gp; Total: 
  9,660 gp (max. 3,300 gp). 
   
  APL 14: Loot: 685 gp; Magic: 15,480 gp; Total: 
  16,165 gp (max. 6,600 gp). 
   
  [Zeif version only] 
  APL 2: Loot: 108 gp; Coin: 307 gp; Magic: 436 gp; 
  Total: 851 gp (max. 450 gp). 
   
  APL 4: Loot: 236 gp; Magic: 870 gp; Total: 1,106 
  gp (max. 650 gp). 
   
  APL 6: Loot: 624 gp; Magic: 2,272 gp; Total: 2,896 
  gp (max. 900 gp). 
   
  APL 8: Loot: 597 gp; Magic: 2,768 gp; Total: 3,365 
  gp (max. 1,300 gp). 
   
  APL 10: Loot: 644 gp; Magic: 4,021 gp; Total: 
  4,665 gp (max. 2,300 gp). 
   
  APL 12: Loot: 457 gp; Magic: 6,240 gp; Total: 
  6,697 gp (max. 3,300 gp). 
   
  APL 14: Loot: 722 gp; Magic: 12,480 gp; Total: 
  13,202 gp (max. 6,600 gp). 
   
  Special 
  Favor of Aldin Ravi, Sheik of Fahdel: For promptly 
  returning his horseshoes of a zephyr, Aldin is willing to 
  help you get a pair of your own. The horseshoes of a 
  zephyr listed below as Adventure access are instead 
  available with Regional access to you. 
   
  Favor of Vronta: For sticking to your word, Vronta is 
  willing to help you get your own set of eyes of the eagle. 
  The eyes of the eagle listed below as Adventure access are 
  instead available with Regional access to you. 
   
  Enmity of Vronta: For stealing his eyes of the eagle, 
  Vronta the Uruzary wants you dead, but he’ll settle for a 
  subtler revenge, under the circumstances. Word has gone 
  out that you don’t return items that you borrow. The next 
  time an adventure in Tusmit or Zeif would normally 
  allow you to make use of borrowed equipment you do not 
  get to do so. Cross off this enmity once it has had its 
  effect. 
   
  Banished! You are banned from entering either Tusmit 
  or the Sultanate of Zeif, upon pain of death. Should you 
  ever attempt to enter either country in an adventure, you 
  are automatically caught and put to death, but, 
  unfortunately for you, not immediately! Your broken 
  body is left exposed on the bridge between Zeif and 
  Tusmit for all to see what failure and dishonor bring. 
   
  Eunuch: Either by choice or under duress, you are now a 
  eunuch. You may never have children. The special 
  process by which the Sultan’s experts performed this 
  operation can not be undone short of a wish or miracle 
  spell. Even so, if you ever return to Zeif or Tusmit after 
  having the operation reversed, the Sultan’s agents find 
  you and perform the operation anew. 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
   
  Item Access 
  APL 2: 
  Horseshoes of a zephyr (Adventure; DMG; 6,000 gp). 
  Eyes of the eagle (Adventure; DMG; 2,500 gp). 
  Mithral shirt (Adventure; DMG; 1,100 gp). 
  Potion of inflict moderate wounds (Adventure; 300 gp). 
  Wand of detect magic (50 charges) (Adventure; DMG; 
  375 gp). 
  
  TUS6-08 All This for a Wedding 
   
  Page 19 
  Wand of darkness (_ charges) (Adventure; DMG; 90 
  gp/charge). 
  Dromedary camel (Regional; Sandstorm; 75 gp). 
  War camel (Regional; Sandstorm; 450 gp). 
  Desiccation resistance upgrade to existing magic armor 
  (Regional; Sandstorm; +9,000 gp). 
  Desiccating upgrade to existing magic weapon (Regional; 
  Sandstorm; +2). 
  Desiccating burst upgrade to existing magic weapon 
  (Regional; Sandstorm; +3). 
  Ring of sandstriding (Regional; Sandstorm; 5,000 gp). 
   
  APL 4 (all of APL 2 plus the following): 
  Potion of inflict serious wounds (Adventure; 750 gp). 
  Oil of knock (Adventure; 300 gp) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  Wand of deeper darkness (_ charges) (Adventure; DMG; 
  225 gp/charge) 
  Wand of freedom of movement (_ charges) (Adventure; 
  DMG; 420 gp/charge) 
  Brooch of shielding (Adventure; DMG; 1,500 gp) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  +1 mithral shirt (Adventure; DMG; 2,100 gp) 
   
  APL 12 (all of APLs 2-8 plus the following): 
  Bracers of armor (+2) (Adventure; DMG; 4,000 gp) 
   
  APL 14 (all of APLs 2-12 plus the following): 
  Wand of dimension door (_ charges) (Adventure; DMG) 
  Bracers of armor (+4) (Adventure; DMG) 
  +1 adamantine dagger (Adventure; DMG) 
   
  
  TUS6-08 All This for a Wedding 
   
  Page 20 
  APPENDIX 1 
  APL 2
  INTRODUCTION: 
  Tira: female human aristocrat 1; CR ½; Medium 
  humanoid (human); HD 1d8; hp 4; Init +1; Spd 30 ft.; 
  AC 11 (+1 Dex), touch 11, flat-footed 10; Base Atk +0; 
  Grp -1; Atk +0 melee (1d4-1/19-20, masterwork 
  dagger); Full Atk +0 melee (1d4-1/19-20, masterwork 
  dagger); AL LN; SV Fort +0, Ref +1, Will +4; Str 8, Dex 
  13, Con 10, Int 12, Wis 14, Cha 15.  
   
  Skills and Feats: Bluff +11, Diplomacy +6 , 
  Disguise +6, Forgery +5, Gather Information +6, 
  Intimidate +4, Listen +2, Ride +1, Sense Motive +6, 
  Spot +2; Persuasive, Skill Focus (Bluff). 
   
  Languages: Baklunish, Common. 
   
  Possessions: masterwork dagger, traveler’s outfit, 
  dromedary camel, bit and bridle, riding saddle, 
  saddlebags, 30 days trail rations, 5 waterskins, bedroll, 
  winter blanket, tent, common lamp, flint and steel, 5 
  flask of oil, small steel mirror, signal whistle, signet 
  ring, sealing wax, vial of ink, 3 inkpens, 5 sheets of 
  parchment, book on Tusman etiquette. 
   
  Physical Description: Petite and charming, Tira is 
  clad in a simple traveling gear while on the road and 
  keeps her face covered. 
   
  Bombom: male dromedary camel; CR 1; Large animal; 
  HD 3d8+6; hp 19; Init +3; Spd 50 ft.; AC 13 (-1 size, +3 
  Dex, +1 natural), touch 12, flat-footed 10; Base Atk +2; 
  Grp +10; Atk +0 melee* (1d4+2*, bite); Full Atk +0 
  melee* (1d4+2*, bite); SQ Low-light vision, scent, sure 
  feet; AL N; SV Fort +5, Ref +6, Will +1; Str 18, Dex 16, 
  Con 14, Int 1, Wis 11, Cha 4.  
   
  Skills and Feats: Listen +0, Spot +0, Survival +9; 
  Skill Focus (Survival), Track. 
   
  *A dromedary’s bite is treated as a secondary attack 
  and adds only ½ the camel’s Strength bonus to the 
  damage roll. 
   
  Sure Feet (Ex): Dromedary camels have broad 
  feet that help them travel easily over sand and similar 
  loose surfaces. They treat shallow sand as normal 
  terrain and deep sand as shallow sand. 
   
  Physical Description: Seven feet tall at the 
  shoulder, Bombom’s single hump rises considerably 
  higher. His facial features, however, leave much to be 
  desired. 
   
  ENCOUNTER 1: LET’S SPEND THE 
  NIGHT TOGETHER 
  Rashabad the Wretched: male gravetouched ghoul 
  human rogue 3; CR 4; Medium undead (augmented 
  humanoid); HD 3d12; hp 19; Init +4; Spd 30 ft.; AC 20 
  (+4 Dex, +4 mithral shirt, +2 natural), touch 14, flat-
  footed 16; Base Atk +2; Grp +4; Atk +4 melee (1d6+2 
  plus paralysis, bite); Full Atk +4 melee (1d6+2 plus 
  paralysis, bite) and +2/+2 melee (1d4+1 plus paralysis, 2 
  claws); SA Ghoul fever, paralysis, sneak attack +2d6; SQ 
  Darkvision 60 ft., turn resistance +2, undead traits, 
  trapfinding, evasion, trap sense +1; AL CE; SV Fort +1, 
  Ref +7, Will +3; Str 15, Dex 18, Con –, Int 14, Wis 14, 
  Cha 17.  
   
  Skills and Feats: Balance +10, Bluff +9, Disable 
  Device +10, Disguise +9, Escape Artist +10, Hide +10, 
  Move Silently +10, Open Locks +12, Search +8, Spot +8, 
  Use Magic Device +9; Contagious Paralysis*, Dodge, 
  Mobility, Multiattack. 
   
  * New rules item. See Appendix 2. 
   
  Languages: Common. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude save 
  (DC 14), incubation period 1 day, damage 1d3 Con and 
  1d3 Dex. The DC is Charisma-based. 
   
  An afflicted humanoid that dies of ghoul fever 
  rises as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the 
  abilities it possessed in life. It is not under the control 
  of any other ghouls, but it hungers for the flesh of the 
  living and behaves like a normal ghoul. A humanoid of 
  4 HD or higher rises as a ghast, rather than a ghoul. 
   
  Paralysis (Ex): Victims hit by Rashabad’s bite or 
  claw attack must make a successful Fortitude save (DC 
  14) or be paralyzed for 1d4+1 rounds. Elves have 
  immunity to this paralysis. The DC is Charisma-based. 
   
  Possessions: mithral shirt, masterwork thieves’ 
  tools, potion of inflict moderate wounds, potion of 
  hide from animals, wand of detect magic (50 charges), 
  wand of darkness (9 charges). 
   
  Physical Description: Rashabad has the foul 
  stretched-skin appearance typical of ghouls. What 
  resemblance he still bears to humanity marks him as a 
  former Baklunish male. 
   
  ENCOUNTER 2A: THE LION SLEEPS 
  TONIGHT 
  Prowling Puma: female dire puma; CR 4; Large 
  animal; HD 6d8+24; hp 51; Init +3; Spd 50 ft., climb 20 
  ft.; AC 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-
  footed 13; Base Atk +4; Grp +13; Atk +9 melee (1d8+5, 
  bite); Full Atk +9 melee (1d8+5, bite) and +3/+3 melee 
  (1d6+2, 2 claws); SA Improved grab, pounce, rake 
  1d6+2; SQ Low-light vision, scent; AL N; SV Fort +9, 
  
  TUS6-08 All This for a Wedding 
   
  Page 21 
  Ref +8, Will +6; Str 20, Dex 17, Con 19, Int 2, Wis 12, 
  Cha 6.  
   
  Skills and Feats: Balance +11, Climb +21, Hide +3*, 
  Listen +5, Move Silently +8 Spot +5; Alertness, Track, 
  Weapon Focus (bite). 
   
  * Dire pumas have a +4 racial bonus on Hide 
  checks at night or in dark areas. 
   
  Rake (Ex): Attack bonus +8, damage 1d6+2. 
   
  Physical Description: This giant cougar is as black 
  as night, with glowing yellow eyes and out-sized fangs. 
  Spiked ridges protrude from its arched back. 
   
  ENCOUNTER 3: REBELS OR 
  LOYALISTS, HERE COME SOME 
  BANDITS! 
  Ishana: female Baklunish human rogue 1; CR 1; 
  Medium humanoid (human); HD 1d6+2; hp 5; Init +6; 
  Spd 30 ft.; AC 16 (+2 Dex, +4 chain shirt), touch 12, flat-
  footed 14; Base Atk +0; Grp +1; Atk +1 melee 
  (1d6+1/18-20, rapier) or +2 ranged (1d6/x3, shortbow) 
  or -2 ranged touch (—, net); Full Atk +1 melee 
  (1d6+1/18-20, rapier) or +2 ranged (1d6/x3, shortbow) 
  or -2 ranged touch (—, net); SA Sneak attack +1d6; SQ 
  Trapfinding; AL NE; SV Fort +2, Ref +4, Will +0; Str 12, 
  Dex 15, Con 14, Int 13, Wis 10, Cha 8.  
   
  Skills and Feats: Balance +4, Bluff +3, Disable 
  Device +5, Disguise +1, Escape Artist +4, Hide +4, 
  Move Silently +4, Open Locks +6, Search +5, Spot +4, 
  Use Magic Device +1; Improved Initiative, Point Blank 
  Shot. 
   
  Languages: Common, Ancient Baklunish. 
   
  Possessions: chain shirt, net, potion of cure light 
  wounds, quiver (20 arrows), rapier, sap, shortbow, 
  sunrods (5);  
   
  Physical Description: This female Baklunish 
  woman is above average in height, 5’9”, and has the 
  most piercing dark eyes that look at you as if you were 
  not even there. Her dark brown hair is kept in long 
  braids that run into her armor. She is muscular and 
  quick as she has grown up in the tough streets of 
  Vilayad. A torn red armband can be seen if carefully 
  looked for.  
   
  Tharish the Adept: male Baklunish human cleric 2; 
  CR 2; Medium humanoid (human); HD 2d8+4; hp 13; 
  Init +3; Spd 20 ft.; AC 16 (-1 Dex, +5 chainmail, +2 
  heavy steel shield), touch 9, flat-footed 16; Base Atk +1; 
  Grp +2; Atk +2 melee (1d8+1, heavy mace) or +0 ranged 
  (1d8/19-20, light crossbow) or -4 ranged touch (—, 
  net); Full Atk +2 melee (1d8+1, heavy mace) or +0 
  ranged (1d8/19-20, light crossbow) or -4 ranged touch 
  (—, net); SA spells, spontaneous casting, rebuke 
  undead; AL NE; SV Fort +5, Ref -1, Will +5; Str 13, Dex 
  8, Con 14, Int 10, Wis 15, Cha 12.  
   
  Skills and Feats: Concentration +7, Knowledge 
  (religion) +5, Spellcraft +5; Extra Turning, Improved 
  Initiative. 
   
  Languages: Common. 
   
  Rebuke Undead (Su): 8 per day; 1d20+3; turning 
  damage 2d6+3. 
   
  Spells Prepared (4/3+1; base DC = 12 + spell level): 
  0— light, read magic, resistance (2); 1
  st— bane, bless, 
  protection from law*, shield of faith.  
   
  *Domain spell. Istus; Domains: Chaos (cast chaos 
  spells at +1 caster level); Luck (reroll d20 1/day).  
   
  Possessions: chainmail, heavy mace, heavy steel 
  shield, silver holy symbol of Istus, light crossbow, net, 
  quiver (10 bolts), sunrods (5);  
   
  Physical Description: Definitely a Baklunish man, 
  the wisps of blonde intertwined within his dark brown 
  hair must be from ancient Suel parentage. Tharish is 
  tall, 5’11”, and has a long unkempt beard. The long scar 
  running down his left cheek must indeed have been 
  fateful since he does follow the Lady of Fate. He too 
  has the remnants of a red armband on his right arm. 
   
  Thalassa the Stout: female Baklunish human fighter 2; 
  CR 2; Medium humanoid (human); HD 2d10+4; hp 15; 
  Init +1; Spd 20 ft.; AC 18 (+1 Dex, +5 chainmail, +2 
  heavy steel shield), touch 11, flat-footed 17; Base Atk 
  +2; Grp +4; Atk +5 melee (1d8+2, trident), +3 ranged 
  (1d8/x3, longbow), +3 ranged touch (—, net); Full Atk 
  +5 melee (1d8+2, trident), +3 ranged (1d8/x3, 
  longbow), +3 ranged touch (—, net); AL CN; SV Fort 
  +5, Ref +1, Will +0; Str 15, Dex 13, Con 14, Int 12, Wis 
  10, Cha 8.  
   
  Skills and Feats: Climb +0, Intimidate +4, Jump -6, 
  Ride +6; Exotic Weapon Proficiency (net), Improved 
  Sunder, Power Attack, Weapon Focus (trident).  
   
  Languages: Common, Ancient Baklunish. 
   
  Possessions: chainmail, dagger, heavy steel shield, 
  longbow, morningstar, net, potion of cure light 
  wounds, quiver (20 arrows), sunrods (5), trident; 
   
  Physical Description: This short yet muscular 
  Baklunish woman looks much like the dwarven folk of 
  these parts. Her long jet black hair hangs loosely 
  among her broad shoulders and her light blue eyes 
  twinkle as she attacks the group. Thalassa has shreds of 
  a white armband on her left arm.   
   
  
  TUS6-08 All This for a Wedding 
   
  Page 22 
  APL 4 
   
  INTRODUCTION: 
  Tira: female human aristocrat 3; CR 2; Medium 
  humanoid (human); HD 3d8; hp 13; Init +1; Spd 30 ft.; 
  AC 11 (+1 Dex), touch 11, flat-footed 10; Base Atk +2; 
  Grp +1; Atk +2 melee (1d4-1/19-20, masterwork 
  dagger); Full Atk +2 melee (1d4-1/19-20, masterwork 
  dagger); AL LN; SV Fort +1, Ref +2, Will +5; Str 8, Dex 
  13, Con 10, Int 12, Wis 14, Cha 15.  
   
  Skills and Feats: Bluff +13 , Diplomacy +12, 
  Disguise +10 [+12 to act in character], Forgery +9, 
  Gather Information +8, Intimidate +6, Listen +2, Ride 
  +1, Sense Motive +8, Spot +2; Persuasive, Deceitful, 
  Skill Focus (Bluff). 
   
  Languages: Baklunish, Common. 
   
  Possessions: masterwork dagger, traveler’s outfit, 
  dromedary camel, bit and bridle, riding saddle, 
  saddlebags, 30 days trail rations, 5 waterskins, bedroll, 
  winter blanket, tent, common lamp, flint and steel, 5 
  flask of oil, small steel mirror, signal whistle, signet 
  ring, sealing wax, vial of ink, 3 inkpens, 5 sheets of 
  parchment, book on Tusman etiquette. 
   
  Physical Description: Petite and charming, Tira is 
  clad in a simple traveling gear while on the road and 
  keeps her face covered. 
   
  Bombom: male dromedary camel; CR 1; Large animal; 
  HD 3d8+6; hp 19; Init +3; Spd 50 ft.; AC 13, touch 12, 
  flat-footed 10; Base Atk +2; Grp +10; Atk +0 melee* 
  (1d4+2*, bite); Full Atk +0 melee* (1d4+2*, bite); SQ 
  Low-light vision, scent, sure feet; AL N; SV Fort +5, Ref 
  +6, Will +1; Str 18, Dex 16, Con 14, Int 1, Wis 11, Cha 4.  
   
  Skills (6 ranks) and Feats (2): Listen +0 (+0 Wis), 
  Spot +0 (+0 Wis), Survival +9 (6 ranks, +3 Skill Focus); 
  Skill Focus (Survival), Track. 
   
  *A dromedary’s bite is treated as a secondary attack 
  and adds only ½ the camel’s Strength bonus to the 
  damage roll. 
   
  Sure Feet (Ex): Dromedary camels have broad 
  feet that help them travel easily over sand and similar 
  loose surfaces. They treat shallow sand as normal 
  terrain and deep sand as shallow sand. 
   
  Physical Description: Seven feet tall at the 
  shoulder, Bombom’s single hump rises considerably 
  higher. His facial features, however, leave much to be 
  desired. 
   
  ENCOUNTER 1: LET’S SPEND THE 
  NIGHT TOGETHER 
  Rashabad the Wretched: male gravetouched ghoul 
  human rogue 5; CR 6; Medium undead (augmented 
  humanoid); HD 5d12; hp 32; Init +4; Spd 30 ft.; AC 20 
  (+4 Dex, +4 mithral shirt, +2 natural), touch 14, flat-
  footed 20; Base Atk +3; Grp +5; Atk +5 melee (1d6+2 
  plus paralysis, bite); Full Atk +5 melee (1d6+2 plus 
  paralysis, bite) and +3/+3 melee (1d4+1 plus paralysis, 2 
  claws); SA Ghoul fever, paralysis, sneak attack +3d6; SQ 
  Darkvision 60 ft., turn resistance +2, undead traits, 
  trapfinding, evasion, trap sense +1, uncanny dodge; AL 
  CE; SV Fort +1, Ref +8, Will +3; Str 15, Dex 18, Con –, 
  Int 14, Wis 14, Cha 18.  
   
  Skills and Feats: Balance +12, Bluff +12, Disable 
  Device +12, Disguise +12, Escape Artist +12, Hide +12, 
  Move Silently +12, Open Locks +12, Search +10, Spot 
  +10, Use Magic Device +12; Contagious Paralysis*, 
  Dodge, Mobility, Multiattack. 
   
  * New rules item. See Appendix 2. 
   
  Languages: Common. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude save 
  (DC 16), incubation period 1 day, damage 1d3 Con and 
  1d3 Dex. The DC is Charisma-based. 
   
  An afflicted humanoid that dies of ghoul fever 
  rises as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the 
  abilities it possessed in life. It is not under the control 
  of any other ghouls, but it hungers for the flesh of the 
  living and behaves like a normal ghoul. A humanoid of 
  4 HD or higher rises as a ghast, rather than a ghoul. 
   
  Paralysis (Ex): Victims hit by Rashabad’s bite or 
  claw attack must make a successful Fortitude save (DC 
  16) or be paralyzed for 1d4+1 rounds. Elves have 
  immunity to this paralysis. The DC is Charisma-based. 
   
  Possessions: mithral shirt, masterwork thieves’ 
  tools, potion of inflict serious wounds, potion of hide 
  from animals, wand of detect magic (50 charges), wand 
  of 
  darkness 
  (6 
  charges), 
  potion 
  of 
  remove 
  blindness/deafness (remove blindness version), oil of 
  knock. 
   
  Physical Description: Rashabad has the foul 
  stretched-skin appearance typical of ghouls. What 
  resemblance he still bears to humanity marks him as a 
  former Baklunish male. 
   
  ENCOUNTER 2A: THE LION SLEEPS 
  TONIGHT 
  Prowling Puma: female dire puma; CR 6; Large 
  animal; HD 12d8+48; hp 102; Init +4; Spd 50 ft., climb 
  20 ft.; AC 17 (-1 size, +4 Dex, +4 natural), touch 13, flat-
  footed 13; Base Atk +9; Grp +18; Atk +14 melee (1d8+5, 
  bite); Full Atk +14 melee (1d8+5, bite) and +8/+8 melee 
  (1d6+2, 2 claws); SA Improved grab, pounce, rake 
  1d6+2; SQ Low-light vision, scent; AL N; SV Fort +12, 
  
  TUS6-08 All This for a Wedding 
   
  Page 23 
  Ref +12, Will +9; Str 20, Dex 18, Con 19, Int 2, Wis 12, 
  Cha 6.  
   
  Skills and Feats: Balance +12, Climb +21, Hide 
  +11*, Listen +5, Move Silently +15, Spot +5; Alertness, 
  Skill Focus (Hide), Stealthy, Track, Weapon Focus 
  (bite). 
   
  * Dire pumas have a +4 racial bonus on Hide 
  checks at night or in dark areas. 
   
  Rake (Ex): Attack bonus +13, damage 1d6+2. 
   
  Physical Description: This giant cougar is as black 
  as night, with glowing yellow eyes and out-sized fangs. 
  Spiked ridges protrude from its arched back. 
   
  ENCOUNTER 2B: WILD THING 
  Lounging Lion: male dire lion; CR 5; Large animal; 
  HD 8d8+24; hp 60; Init +2; Spd 40 ft.; AC 15 (-1 size, +2 
  Dex, +4 natural), touch 11, flat-footed 13; Base Atk +6; 
  Grp +17; Atk +13 melee (1d6+7, claw); Full Atk +13/+13 
  melee (1d6+7, 2 claws) and +7 melee (1d8+3, bite); SA 
  Improved grab, pounce, rake 1d6+3; SQ Low-light 
  vision, scent; AL N; SV Fort +9, Ref +8, Will +7; Str 25, 
  Dex 15, Con 17, Int 2, Wis 12, Cha 10.  
   
  Skills and Feats: Hide +2*, Listen +7, Move 
  Silently +9, Spot +7; Alertness, Run, Weapon Focus 
  (claw). 
   
  *In areas of tall grass or heavy undergrowth, the 
  Hide bonus improves to +8 (normal +4 bonus included 
  in stat block). 
   
  Rake (Ex): Attack bonus +12, damage 1d6+3. 
   
  Physical Description: This immense lion has a 
  short mane and a spotted, tawny coat, but there ends 
  the resemblance to a normal animal. This monstrous 
  creature has bony protrusions around its eyes and 
  shoulders, with spiked ridges running along the length 
  of its back. 
   
  ENCOUNTER 3: REBELS OR 
  LOYALISTS, HERE COME SOME 
  BANDITS! 
  Ishana: female Baklunish human rogue 3; CR 3; 
  Medium humanoid (human); HD 3d6+6; hp 16; Init +6; 
  Spd 30 ft.; AC 16 (+2 Dex, +4 chain shirt, +0 natural), 
  touch 12, flat-footed 14; Base Atk +2; Grp +3; Atk +4 
  melee (1d6+1/18-20, masterwork rapier) or +5 ranged 
  (1d6/x3, masterwork shortbow) or +0 ranged touch (—
  , net); Full Atk +4 melee (1d6+1/18-20, masterwork 
  rapier) or +5 ranged (1d6/x3, masterwork shortbow) or 
  +0 ranged touch (—, net); SA Sneak attack +2d6; SQ 
  Evasion, trapfinding, trap sense +1; AL NE; SV Fort +3, 
  Ref +5, Will +1; Str 12, Dex 15, Con 14, Int 13, Wis 10, 
  Cha 8.  
   
  Skills and Feats: Balance +8, Bluff +5, Disable 
  Device +7, Disguise +1, Escape Artist +4, Hide +6, 
  Move Silently +6  , Open Locks +6, Search +7, Spot +6, 
  Tumble +6, Use Magic Device +1; Improved Initiative, 
  Point Blank Shot, Precise Shot. 
   
  Languages: Common, Ancient Baklunish. 
   
  Possessions: chain shirt, masterwork rapier, 
  masterwork shortbow, net, potion of cure light 
  wounds, quiver (20 arrows), sap, sunrods (5), tanglefoot 
  bag;  
   
  Physical Description: This female Baklunish 
  woman is above average in height, 5’9”, and has the 
  most piercing dark eyes that look at you as if you were 
  not even there. Her dark brown hair is kept in long 
  braids that run into her armor. She is muscular and 
  quick as she has grown up in the tough streets of 
  Vilayad. A torn red armband can be seen if carefully 
  looked for.  
   
  Tharish the Adept: male Baklunish human cleric 3; 
  CR 3; Medium humanoid (human); HD 3d8+6; hp 19; 
  Init +3; Spd 20 ft.; AC 16 (-1 Dex, +5 chainmail, +2 
  heavy steel shield), touch 9, flat-footed 16; Base Atk +2; 
  Grp +3; Atk +4 melee (1d8+1, masterwork heavy mace) 
  or +2 ranged (1d8/19-20, masterwork light crossbow) 
  or -3 ranged touch (—, net); Full Atk +4 melee (1d8+1, 
  masterwork heavy mace) or +1 ranged (1d8/19-20, 
  masterwork light crossbow) or -3 ranged touch (—, 
  net); SA spells, spontaneous casting, rebuke undead; 
  AL NE; SV Fort +5, Ref +0, Will +5; Str 13, Dex 8, Con 
  14, Int 10, Wis 15, Cha 12.  
   
  Skills and Feats: Concentration +8, Knowledge 
  (religion) +6, Spellcraft +6; Divine Vigor*, Extra 
  Turning, Improved Initiative. 
   
  Languages: Common. 
   
  * New rules item. See Appendix 2. 
   
  Rebuke Undead (Su): 8 per day; 1d20+3; turning 
  damage 2d6+4. 
   
  Spells Prepared (4/3+1/2+1; base DC = 12 + spell 
  level): 0— light, read magic, resistance (2); 1
  st— bane, 
  bless, protection from law**, shield of faith; 2
  nd—death 
  knell, shatter**, spiritual hammer.  
   
  **Domain spell. Istus; Domains: Chaos (cast 
  chaos spells at +1 caster level); Luck (reroll d20 1/day).  
   
  Possessions: chainmail, masterwork heavy mace, 
  heavy steel shield, silver holy symbol of Istus, 
  masterwork light crossbow, net, quiver (10 bolts), 
  sunrods (5);  
   
  Physical Description: Definitely a Baklunish man, 
  the wisps of blonde intertwined within his dark brown 
  hair must be from ancient Suel parentage. Tharish is 
  tall, 5’11”, and has a long unkempt beard. The long scar 
  running down his left cheek must indeed have been 
  fateful since he does follow the Lady of Fate. He too 
  has the remnants of a red armband on his right arm. 
   
  
  TUS6-08 All This for a Wedding 
   
  Page 24 
  Thalassa the Stout: female Baklunish human fighter 3; 
  CR 3; Medium humanoid (human); HD 3d10+6; hp 22; 
  Init +2; Spd 20 ft.; AC 19 (+2 Dex, +5 chainmail, +2 
  heavy steel shield), touch 12, flat-footed 17; Base Atk 
  +3; Grp +5; Atk +7 melee (1d8+2, masterwork trident) 
  or +5 ranged (1d8/x3, longbow) or +5 ranged touch (—, 
  net); Full Atk +7 melee (1d8+2, masterwork trident) or 
  +5 ranged (1d8/x3 longbow) or +5 ranged touch (—, 
  net); AL CN; SV Fort +5, Ref +3, Will +1; Str 15, Dex 15, 
  Con 14, Int 12, Wis 10, Cha 8.  
   
  Skills and Feats: Climb +1, Intimidate +5, Jump -5, 
  Ride +8; Exotic Weapon Proficiency (net), Improved 
  Sunder, Power Attack, Quick Draw, Weapon Focus 
  (trident).  
   
  Languages: Common, Ancient Baklunish. 
   
  Possessions: chainmail, dagger, heavy steel shield, 
  longbow, morningstar, net, potion of cure light 
  wounds, gloves of dexterity +2, masterwork trident, 
  quiver (20 arrows), sunrods (5); 
   
  Physical Description: This short yet muscular 
  Baklunish woman looks much like the dwarven folk of 
  these parts. Her long jet black hair hangs loosely 
  among her broad shoulders and her light blue eyes 
  twinkle as she attacks the group. Thalassa has shreds of 
  a white armband on her left arm. 
   
  
  TUS6-08 All This for a Wedding 
   
  Page 25 
  APL 6 
   
  INTRODUCTION: 
  Tira: female human aristocrat 5; CR 4; Medium 
  humanoid (human); HD 5d8; hp 21; Init +1; Spd 30 ft.; 
  AC 11 (+1 Dex), touch 11, flat-footed 10; Base Atk +3; 
  Grp +2; Atk +3 melee (1d4-1/19-20, masterwork 
  dagger); Full Atk +3 melee (1d4-1/19-20, masterwork 
  dagger); AL LN; SV Fort +1, Ref +2, Will +6; Str 8, Dex 
  13, Con 10, Int 12, Wis 14, Cha 16.  
   
  Skills and Feats: Bluff +16, Diplomacy +15, 
  Disguise +13 [+15 to act in character], Forgery +11, 
  Gather Information +11, Intimidate +7, Listen +2, Ride 
  +1, Sense Motive +10, Spot +2; Persuasive, Deceitful, 
  Skill Focus (Bluff). 
   
  Languages: Baklunish, Common. 
   
  Possessions: masterwork dagger, traveler’s outfit, 
  dromedary camel, bit and bridle, riding saddle, 
  saddlebags, 30 days trail rations, 5 waterskins, bedroll, 
  winter blanket, tent, common lamp, flint and steel, 5 
  flask of oil, small steel mirror, signal whistle, signet 
  ring, sealing wax, vial of ink, 3 inkpens, 5 sheets of 
  parchment, book on Tusman etiquette. 
   
  Physical Description: Petite and charming, Tira is 
  clad in a simple traveling gear while on the road and 
  keeps her face covered. 
   
  Bombom: male dromedary camel; CR 1; Large animal; 
  HD 3d8+6; hp 19; Init +3; Spd 50 ft.; AC 13, touch 12, 
  flat-footed 10; Base Atk +2; Grp +10; Atk +0 melee* 
  (1d4+2*, bite); Full Atk +0 melee* (1d4+2*, bite); SQ 
  Low-light vision, scent, sure feet; AL N; SV Fort +5, Ref 
  +6, Will +1; Str 18, Dex 16, Con 14, Int 1, Wis 11, Cha 4.  
   
  Skills and Feats: Listen +0, Spot +0, Survival +9; 
  Skill Focus (Survival), Track. 
   
  *A dromedary’s bite is treated as a secondary attack 
  and adds only ½ the camel’s Strength bonus to the 
  damage roll. 
   
  Sure Feet (Ex): Dromedary camels have broad 
  feet that help them travel easily over sand and similar 
  loose surfaces. They treat shallow sand as normal 
  terrain and deep sand as shallow sand. 
   
  Physical Description: Seven feet tall at the 
  shoulder, Bombom’s single hump rises considerably 
  higher. His facial features, however, leave much to be 
  desired. 
   
  ENCOUNTER 1: LET’S SPEND THE 
  NIGHT TOGETHER 
  Rashabad the Wretched: male gravetouched ghoul 
  human rogue 5 / lurking terror* 2; CR 8; Medium 
  undead (augmented humanoid); HD 7d12 hp 45; Init 
  +4; Spd 30 ft.; AC 20 (+4 Dex, +4 mithral shirt, +2 
  natural), touch 14, flat-footed 20; Base Atk +4; Grp +6; 
  Atk +6 melee (1d6+2 plus paralysis, bite); Full Atk +6 
  melee (1d6+2 plus paralysis, bite) and +4/+4 melee 
  (1d4+1 plus paralysis, 2 claws); SA Ghoul fever, 
  paralysis, sneak attack +3d6; SQ Darkvision 90 ft., turn 
  resistance +2, undead traits, trapfinding, evasion, trap 
  sense +1, uncanny dodge, deathly power +2; AL CE; SV 
  Fort +1, Ref +8, Will +6; Str 15, Dex 18, Con –, Int 14, 
  Wis 14, Cha 18.  
   
  Skills and Feats: Balance +12, Bluff +12, Disable 
  Device +12, Disguise +12, Escape Artist +14, Hide +14, 
  Listen +6, Move Silently +14, Open Locks +14, Search 
  +12, Spot +12, Use Magic Device +12; Ability Focus 
  (paralysis), Contagious Paralysis*, Dodge, Mobility, 
  Multiattack. 
   
  * New rules item. See Appendix 2. 
   
  Languages: Common. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude save 
  (DC 19), incubation period 1 day, damage 1d3 Con and 
  1d3 Dex. The DC is Charisma-based. 
   
  An afflicted humanoid that dies of ghoul fever 
  rises as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the 
  abilities it possessed in life. It is not under the control 
  of any other ghouls, but it hungers for the flesh of the 
  living and behaves like a normal ghoul. A humanoid of 
  4 HD or higher rises as a ghast, rather than a ghoul. 
   
  Paralysis (Ex): Victims hit by Rashabad’s bite or 
  claw attack must make a successful Fortitude save (DC 
  21) or be paralyzed for 1d4+1 rounds. Elves have 
  immunity to this paralysis. The DC is Charisma-based. 
   
  Possessions: mithral shirt, masterwork thieves’ 
  tools, potion of inflict serious wounds, potion of hide 
  from animals, wand of detect magic (50 charges), wand 
  of deeper darkness (2 charges), potion of remove 
  blindness/deafness (remove blindness version), oil of 
  knock, potion of fly, wand of freedom of movement (2 
  charges). 
   
  Physical Description: Rashabad has the foul 
  stretched-skin appearance typical of ghouls. What 
  resemblance he still bears to humanity marks him as a 
  former Baklunish male. 
   
  ENCOUNTER 2A: THE LION SLEEPS 
  TONIGHT 
  Prowling Puma: female dire puma; CR 8; Huge 
  animal; HD 15d8+90; hp 157; Init +3; Spd 50 ft., climb 
  20 ft.; AC 18 (-2 size, +3 Dex, +7 natural), touch 11, flat-
  footed 15; Base Atk +11; Grp +26; Atk +19 melee 
  (1d8+5, bite); Full Atk +19 melee (2d6+9, bite) and 
  
  TUS6-08 All This for a Wedding 
   
  Page 26 
  +13/+13 melee (1d8+4, 2 claws); SA Improved grab, 
  pounce, rake 1d8+4; SQ Low-light vision, scent; AL N; 
  SV Fort +15, Ref +12, Will +10; Str 28, Dex 16, Con 23, 
  Int 2, Wis 12, Cha 6.  
   
  Skills and Feats: Balance +11, Climb +25, Hide +9*, 
  Listen +5, Move Silently +17, Spot +5; Alertness, Skill 
  Focus (Hide), Skill Focus (Move Silently), Stealthy, 
  Track, Weapon Focus (bite). 
   
  * Dire pumas have a +4 racial bonus on Hide 
  checks at night or in dark areas. 
   
  Rake (Ex): Attack bonus +18, damage 1d8+4. 
   
  Physical Description: This giant cougar is as black 
  as night, with glowing yellow eyes and out-sized fangs. 
  Spiked ridges protrude from its arched back. 
   
  ENCOUNTER 2B: WILD THING 
  Lounging Lion: male dire lion; CR 7; Large animal; 
  HD 14d8+42; hp 87; Init +3; Spd 40 ft.; AC 16 (-1 size, 
  +3 Dex, +4 natural), touch 12, flat-footed 13; Base Atk 
  +10; Grp +21; Atk +17 melee (1d6+7, claw); Full Atk 
  +17/+17 melee (1d6+7, 2 claws) and +11 melee (1d8+3, 
  bite); SA Improved grab, pounce, rake 1d6+3; SQ Low-
  light vision, scent; AL N; SV Fort +12, Ref +12, Will 
  +10; Str 25, Dex 16, Con 17, Int 2, Wis 12, Cha 10.  
   
  Skills and Feats: Hide +14*, Listen +7, Move 
  Silently +12, Spot +7; Alertness, Run, Skill Focus 
  (Hide), Stealthy, Weapon Focus (claw). 
   
  *In areas of tall grass or heavy undergrowth, the 
  Hide bonus improves to +8 (normal +4 bonus included 
  in stat block). 
   
  Rake (Ex): Attack bonus +16, damage 1d6+3. 
   
  Physical Description: This immense lion has a 
  short mane and a spotted, tawny coat, but there ends 
  the resemblance to a normal animal. This monstrous 
  creature has bony protrusions around its eyes and 
  shoulders, with spiked ridges running along the length 
  of its back. 
   
  ENCOUNTER 3: REBELS OR 
  LOYALISTS, HERE COME SOME 
  BANDITS! 
  Ishana: female Baklunish human rogue 5; CR 5; 
  Medium humanoid (human); HD 5d6+10; hp 27; Init 
  +7; Spd 30 ft.; AC 17 (+3 Dex, +4 mithral shirt, +0 
  natural), touch 13, flat-footed 17; Base Atk +3; Grp +4; 
  Atk +5 melee (1d6+1/18-20, masterwork rapier) or +7 
  ranged (1d6+2/x3, +1 mighty composite shortbow (+1 
  Str)) or +2 ranged touch (—, net); Full Atk +5 melee 
  (1d6+1/18-20, masterwork rapier) or +7 ranged 
  (1d6+2/x3, +1 mighty composite shortbow (+1 Str)) or 
  +2 ranged touch (—, net); SA Sneak attack +3d6; SQ 
  Evasion, Trapfinding, Trap Sense +1, Uncanny dodge; 
  AL NE; SV Fort +3, Ref +7, Will +1; Str 12, Dex 16, Con 
  14, Int 13, Wis 10, Cha 8.  
   
  Skills and Feats: Balance +11, Bluff +5, Disable 
  Device +9, Disguise +5, Escape Artist +11, Hide +11  , 
  Move Silently +9  , Open Locks +7, Search +7, Spot +6, 
  Tumble +11, Use Magic Device +7 (-1 Cha, 8 ranks); 
  Improved Initiative, Point Blank Shot, Precise Shot. 
   
  Languages: Common, Ancient Baklunish. 
   
  Possessions: brooch of shielding, mithral shirt, 
  masterwork rapier, +1 composite shortbow (+1 Str), 
  net, potion of cure light wounds, potion of cure 
  moderate wounds, potion of cat’s grace, quiver (20 
  arrows) (2), sap, sunrods (5), tanglefoot bag;  
   
  Physical Description: This female Baklunish 
  woman is above average in height, 5’9”, and has the 
  most piercing dark eyes that look at you as if you were 
  not even there. Her dark brown hair is kept in long 
  braids that run into her armor. She is muscular and 
  quick as she has grown up in the tough streets of 
  Vilayad. A torn red armband can be seen if carefully 
  looked for.  
   
  Tharish the Adept: male Baklunish human cleric 5; 
  CR 5; Medium humanoid (human); HD 5d8+10; hp 32; 
  Init +3; Spd 20 ft.; AC 20 (-1 Dex, +8 full plate, +3 +1 
  heavy steel shield), touch 9, flat-footed 20; Base Atk +3; 
  Grp +4; Atk +5 melee (1d8+1, masterwork heavy mace) 
  or +3 ranged (1d8/19-20, masterwork light crossbow) 
  or -1 ranged touch (—, masterwork net); Full Atk +5 
  melee (1d8+1, masterwork heavy mace) or +2 ranged 
  (1d8/19-20, masterwork light crossbow) or -1 ranged 
  touch (—, masterwork net); SA spells, spontaneous 
  casting, rebuke undead; AL NE; SV Fort +6, Ref +0, 
  Will +7; Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 12.  
   
  Skills and Feats: Concentration +10, Knowledge 
  (religion) +8, Spellcraft +8; Divine Vigor*, Extra 
  Turning, Improved Initiative. 
   
  Languages: Common. 
   
  * New rules item. See Appendix 2. 
   
  Rebuke Undead (Su): 8 per day; 1d20+3; turning 
  damage 2d6+6. 
   
  Spells Prepared (5/4+1/3+1/2+1; base DC = 13 + 
  spell level): 0—cure minor wounds, light, read magic, 
  resistance (2); 1
  st—bane, bless, divine favor, protection 
  from law**, shield of faith; 2
  nd—bear’s endurance, 
  death knell, shatter**, spiritual hammer; 3
  rd—
  blindness/deafness, protection from energy**, searing 
  light.  
   
  **Domain spell. Istus; Domains: Chaos (cast 
  chaos spells at +1 caster level); Luck (reroll d20 1/day).  
   
  Possessions: brooch of shielding, full plate, silver 
  holy symbol of Istus, +1 heavy steel shield, masterwork 
  heavy mace, masterwork light crossbow, masterwork 
  
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  Page 27 
  net, potion of cure moderate wounds, potion of haste, 
  quiver (10 bolts), sunrods (5);  
   
  Physical Description: Definitely a Baklunish man, 
  the wisps of blonde intertwined within his dark brown 
  hair must be from ancient Suel parentage. Tharish is 
  tall, 5’11”, and has a long unkempt beard. The long scar 
  running down his left cheek must indeed have been 
  fateful since he does follow the Lady of Fate. He too 
  has the remnants of a red armband on his right arm. 
   
  Thalassa the Stout: female Baklunish human fighter 5; 
  CR 5; Medium humanoid (human); HD 5d10+10; hp 
  37; Init +2; Spd 20 ft.; AC 22 (+1 Dex, +9 +1 full plate, 
  +2 heavy steel shield), touch 11, flat-footed 21; Base Atk 
  +5; Grp +8; Atk +10 melee (1d8+4, +1 trident) or +7 
  ranged (1d8/x3, longbow) or +8 ranged touch (—, 
  masterwork net); Full Atk +10 melee (1d8+4 +1 trident) 
  or +8 ranged (1d8/x3, longbow) or +7 ranged touch (—, 
  masterwork net); AL CN; SV Fort +6, Ref +3, Will +1; 
  Str 16, Dex 15, Con 14, Int 12, Wis 10, Cha 8.  
   
  Skills and Feats: Climb +4, Intimidate +7, Jump -2, 
  Ride +10; Exotic Weapon Proficiency (net), Improved 
  Bull Rush, Improved Sunder, Power Attack, Quick 
  Draw, Weapon Focus (trident).  
   
  Languages: Common, Ancient Baklunish. 
   
  Possessions: dagger, +1 full plate, longbow, heavy 
  steel shield, +1 trident, masterwork net, morningstar, 
  potion of cure light wounds, potion of cure moderate 
  wounds, potion of haste, gloves of dexterity +2, quiver 
  (20 arrows), sunrods (5); 
   
  Physical Description: This short yet muscular 
  Baklunish woman looks much like the dwarven folk of 
  these parts. Her long jet black hair hangs loosely 
  among her broad shoulders and her light blue eyes 
  twinkle as she attacks the group. Thalassa has shreds of 
  a white armband on her left arm. 
   
  
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  Page 28 
  APL 8 
   
  INTRODUCTION: 
  Tira: female human aristocrat 5 / spymaster* 2; CR 6; 
  Medium humanoid (human); HD 5d8 plus 2d6; hp 28; 
  Init +1; Spd 30 ft.; AC 11 (+1 Dex), touch 11, flat-footed 
  10; Base Atk +4; Grp +3; Atk +4 melee (1d4-1/19-20, 
  masterwork dagger); Full Atk +4 melee (1d4-1/19-20, 
  masterwork dagger); SQ Cover identity, undetectable 
  alignment, quick change, scrying defense; AL LN; SV 
  Fort +1, Ref +5, Will +6; Str 8, Dex 13, Con 10, Int 12, 
  Wis 14, Cha 16.  
   
  Skills and Feats: Bluff +18, Diplomacy +21, 
  Disguise +15 [+17 to act in character], Forgery +13, 
  Gather Information +13, Intimidate +7, Knowledge 
  (nobility and royalty) +9, Listen +2, Ride +1, Sense 
  Motive +14, Spot +2; Deceitful, Negotiator, Persuasive, 
  Skill Focus (Bluff). 
   
  * New rules item. See Appendix 2. 
   
  Languages: Baklunish, Common. 
   
  Cover Identity (Ex): Tira has adopted a cover 
  identity of Palema, one of her own handmaids. 
   
  Undetectable Alignment (Ex): Tira’s alignment 
  is concealed as by an always active undetectable 
  alignment spell. 
   
  Quick Change (Ex): Tira can don a disguise in 
  1d3 minutes and don or remove armor in one-half the 
  normal time. 
   
  Scrying Defense (Ex): Tira gains a +2 bonus on 
  Will saves against divination (scrying) spells, as well as 
  to Spot checks to notice the sensors created by such 
  spells. 
   
  Possessions: masterwork dagger, traveler’s outfit, 
  dromedary camel, bit and bridle, riding saddle, 
  saddlebags, 30 days trail rations, 5 waterskins, bedroll, 
  winter blanket, tent, common lamp, flint and steel, 5 
  flask of oil, small steel mirror, signal whistle, signet 
  ring, sealing wax, vial of ink, 3 inkpens, 5 sheets of 
  parchment, book on Tusman etiquette. 
   
  Physical Description: Petite and charming, Tira is 
  clad in a simple traveling gear while on the road and 
  keeps her face covered. 
   
  Bombom: male dromedary camel; CR 1; Large animal; 
  HD 3d8+6; hp 19; Init +3; Spd 50 ft.; AC 13, touch 12, 
  flat-footed 10; Base Atk +2; Grp +10; Atk +0 melee* 
  (1d4+2*, bite); Full Atk +0 melee* (1d4+2*, bite); SQ: 
  Low-light vision, scent, sure feet; AL N; SV Fort +5, Ref 
  +6, Will +1; Str 18, Dex 16, Con 14, Int 1, Wis 11, Cha 4.  
   
  Skills and Feats: Listen +0, Spot +0, Survival +9; 
  Skill Focus (Survival), Track. 
   
  *A dromedary’s bite is treated as a secondary attack 
  and adds only ½ the camel’s Strength bonus to the 
  damage roll. 
   
  Sure Feet (Ex): Dromedary camels have broad 
  feet that help them travel easily over sand and similar 
  loose surfaces. They treat shallow sand as normal 
  terrain and deep sand as shallow sand. 
   
  Physical Description: Seven feet tall at the 
  shoulder, Bombom’s single hump rises considerably 
  higher. His facial features, however, leave much to be 
  desired. 
   
  ENCOUNTER 1: LET’S SPEND THE 
  NIGHT TOGETHER 
  Rashabad the Wretched: male gravetouched ghoul 
  human rogue 5 / lurking terror* 3 / assassin 1; CR 10; 
  Medium undead (augmented humanoid); HD 9d12; hp 
  58; Init +4; Spd 30 ft.; AC 20 (+4 Dex, +4 mithral shirt, 
  +2 natural), touch 14, flat-footed 20; Base Atk +5; Grp 
  +8; Atk +8 melee (1d6+3 plus paralysis, bite); Full Atk 
  +8 melee (1d6+3 plus paralysis, bite) and +6/+6 melee 
  (1d4+1 plus paralysis, 2 claws); SA Ghoul fever, 
  paralysis, sneak attack +4d6, death attack, poison use, 
  spells; SQ Darkvision 90 ft., turn resistance +2, undead 
  traits, trapfinding, evasion, trap sense +1, uncanny 
  dodge, deathly power +3, hide in plain sight; AL CE; 
  SV Fort +2, Ref +11, Will +6; Str 16, Dex 18, Con –, Int 
  14, Wis 14, Cha 18.  
   
  Skills and Feats: Balance +12, Bluff +12, Disable 
  Device +14, Disguise +12, Escape Artist +16, Hide +16, 
  Listen +8, Move Silently +16, Open Locks +14, Search 
  +14, Spot +14, Use Magic Device +12; Ability Focus 
  (paralysis), Contagious Paralysis*, Dodge, Improved 
  Paralysis*, Mobility, Multiattack. 
   
  * New rules item. See Appendix 2. 
   
  Languages: Common. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude save 
  (DC 21), incubation period 1 day, damage 1d3 Con and 
  1d3 Dex. The DC is Charisma-based. 
   
  An afflicted humanoid that dies of ghoul fever 
  rises as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the 
  abilities it possessed in life. It is not under the control 
  of any other ghouls, but it hungers for the flesh of the 
  living and behaves like a normal ghoul. A humanoid of 
  4 HD or higher rises as a ghast, rather than a ghoul. 
   
  Paralysis (Ex): Victims hit by Rashabad’s bite or 
  claw attack must make a successful Fortitude save (DC 
  27) or be paralyzed for 1d4+1 rounds. Elves have 
  immunity to this paralysis. The DC is Charisma-based. 
  
  TUS6-08 All This for a Wedding 
   
  Page 29 
   
  Hide in Plain Sight (Ex): Rashabad can use the 
  Hide skill even while being observed, as long as he has 
  cover or concealment. 
   
  Death Attack: If Rashabad studies his victim for 3 
  rounds and then makes a sneak attack with a melee 
  weapon that successfully deals damage, the sneak 
  attack has the additional effect of possibly either 
  paralyzing or killing the target (assassin’s choice). 
  While studying the victim, Rashabad can undertake 
  other actions so long as his attention stays focused on 
  the target and the target does not detect the Rashabad 
  as an enemy. If the victim of such an attack fails a 
  Fortitude save (DC 13 – Int based) against the kill 
  effect, she dies. If the saving throw fails against the 
  paralysis effect, the victim’s mind and body become 
  enervated, rendering her helpless and unable to act for 
  1d6+1 rounds. If the victim’s saving throw succeeds, 
  the attack is just a normal sneak attack. Once Rashabad 
  has completed the 3 rounds of study, he must make the 
  death attack within the next 3 rounds. If a death attack 
  is attempted and fails (the victim makes her save) or if 
  Rashabad does not launch the attack within 3 rounds 
  of completing the study, 3 new rounds of study are 
  required before he can attempt another death attack. 
   
  Poison Use: Rashabad never risks accidentally 
  poisoning himself when applying poison to a blade. 
   
  Spells Prepared (1; base DC = 12 + spell level): 
  1st— obscuring mist. 
   
  Possessions: mithral shirt, masterwork thieves’ 
  tools, potion of inflict serious wounds, potion of hide 
  from animals, wand of detect magic (50 charges), wand 
  of deeper darkness (10 charges), potion of remove 
  blindness/deafness (remove blindness version), oil of 
  knock, potion of fly, wand of freedom of movement (4 
  charges). 
   
  Physical Description: Rashabad has the foul 
  stretched-skin appearance typical of ghouls. What 
  resemblance he still bears to humanity marks him as a 
  former Baklunish male. 
   
  ENCOUNTER 2A: THE LION SLEEPS 
  TONIGHT 
  Prowling Puma: female dire puma; CR 8; Huge 
  animal; HD 15d8+90; hp 157; Init +3; Spd 50 ft., climb 
  20 ft.; AC 18 (-2 size, +3 Dex, +7 natural), touch 11, flat-
  footed 15; Base Atk +11; Grp +26; Atk +19 melee 
  (1d8+5, bite); Full Atk +19 melee (2d6+9, bite) and 
  +13/+13 melee (1d8+4, 2 claws); SA Improved grab, 
  pounce, rake 1d8+4; SQ Low-light vision, scent; AL N; 
  SV Fort +15, Ref +12, Will +10; Str 28, Dex 16, Con 23, 
  Int 2, Wis 12, Cha 6.  
   
  Skills and Feats: Balance +11, Climb +25, Hide +9*, 
  Listen +5, Move Silently +17, Spot +5; Alertness, Skill 
  Focus (Hide), Skill Focus (Move Silently), Stealthy, 
  Track, Weapon Focus (bite). 
   
  * Dire pumas have a +4 racial bonus on Hide 
  checks at night or in dark areas. 
   
  Rake (Ex): Attack bonus +18, damage 1d8+4. 
   
  Physical Description: This giant cougar is as black 
  as night, with glowing yellow eyes and out-sized fangs. 
  Spiked ridges protrude from its arched back. 
   
  ENCOUNTER 2B: WILD THING 
  Lounging Lion: male dire lion; CR 9; Huge animal; 
  HD 17d8+85; hp 161; Init +2; Spd 40 ft.; AC 17 (-2 size, 
  +2 Dex, +7 natural), touch 10, flat-footed 15; Base Atk 
  +12; Grp +32; Atk +23 melee (2d6+12, claw); Full Atk 
  +23/+23 melee (2d6+12, 2 claws) and +17 melee (2d6+6, 
  bite); SA Improved grab, pounce, rake 1d8+6; SQ Low-
  light vision, scent; AL N; SV Fort +15, Ref +12, Will 
  +11; Str 34, Dex 14, Con 21, Int 2, Wis 12, Cha 10.  
   
  Skills and Feats: Hide +12*, Listen +7, Move 
  Silently +11, Spot +7; Alertness, Improved Natural 
  Attack (claw), Run, Skill Focus (Hide), Stealthy, 
  Weapon Focus (claw). 
   
  *In areas of tall grass or heavy undergrowth, the 
  Hide bonus improves to +8 (normal +4 bonus included 
  in stat block). 
   
  Rake (Ex): Attack bonus +22, damage 1d8+6. 
   
  Physical Description: This immense lion has a 
  short mane and a spotted, tawny coat, but there ends 
  the resemblance to a normal animal. This monstrous 
  creature has bony protrusions around its eyes and 
  shoulders, with spiked ridges running along the length 
  of its back. 
   
  ENCOUNTER 3: REBELS OR 
  LOYALISTS, HERE COME SOME 
  BANDITS! 
  Ishana: female Baklunish human rogue 7; CR 7; 
  Medium humanoid (human); HD 7d6+14; hp 38; Init 
  +7; Spd 30 ft.; AC 18 (+3 Dex, +5 +1 mithral shirt), 
  touch 13, flat-footed 18; Base Atk +5; Grp +6; Atk +7 
  melee (1d6+1/18-20, masterwork rapier) or +9 ranged 
  (1d6+2/x3, +1 mighty composite shortbow (+1 Str)) or 
  +4 ranged touch (—, net); Full Atk +7 melee 
  (1d6+1/18-20, masterwork rapier) or +9 ranged 
  (1d6+2/x3, +1 mighty composite shortbow (+1 Str)) or 
  +4 ranged touch (—, net); SA Sneak attack +4d6; SQ 
  Evasion, trapfinding, trap sense +1, uncanny dodge; AL 
  NE; SV Fort +4, Ref +8, Will +2; Str 12, Dex 16, Con 14, 
  Int 13, Wis 10, Cha 8.  
   
  Skills and Feats: Balance +13, Bluff +7, Disable 
  Device +11, Disguise +7, Escape Artist +13, Hide +13, 
  Move Silently +11, Open Locks +7, Search +7, Spot +8, 
  
  TUS6-08 All This for a Wedding 
   
  Page 30 
  Tumble +13, Use Magic Device +9; Improved 
  Initiative, Point Blank Shot, Precise Shot, Rapid Shot. 
   
  Languages: Common, Ancient Baklunish. 
   
  Possessions: brooch of shielding, +1 mithral shirt, 
  masterwork rapier, +1 composite shortbow (+1 Str), 
  net, potion of cure light wounds, potion of cure 
  moderate wounds, potion of cat’s grace, quiver (20 
  arrows) (2), sap, sunrods (5), tanglefoot bag;  
   
  Physical Description: This female Baklunish 
  woman is above average in height, 5’9”, and has the 
  most piercing dark eyes that look at you as if you were 
  not even there. Her dark brown hair is kept in long 
  braids that run into her armor. She is muscular and 
  quick as she has grown up in the tough streets of 
  Vilayad. A torn red armband can be seen if carefully 
  looked for.  
   
  Tharish the Adept: male Baklunish human cleric 7; 
  CR 7; Medium humanoid (human); HD 7d8+14; hp 45; 
  Init +3; Spd 20 ft.; AC 20 (-1 Dex, +8 full plate, +3 +1 
  heavy steel shield), touch 9, flat-footed 20; Base Atk +5; 
  Grp +6; Atk +7 melee (1d8+2, +1 heavy mace) or +5 
  ranged (1d8/19-20, masterwork light crossbow) or +1 
  ranged touch (—, masterwork net); Full Atk +7 melee 
  (1d8+2, +1 heavy mace) or +5 ranged (1d8/19-20, 
  masterwork light crossbow) or +1 ranged touch (—, 
  masterwork net); SA spells, spontaneous casting, 
  rebuke undead; AL NE; SV Fort +7, Ref +1, Will +8; Str 
  13, Dex 8, Con 14, Int 10, Wis 16, Cha 12.  
   
  Skills and Feats: Concentration +12, Knowledge 
  (religion) +10, Spellcraft +10; Divine Vigor*, Divine 
  Shield*, Extra Turning, Improved Initiative. 
   
  Languages: Common. 
   
  * New rules item. See Appendix 2. 
   
  Rebuke Undead (Su): 8 per day; 1d20+3; turning 
  damage 2d6+8. 
   
  Spells Prepared (6/5+1/4+1/3+1/1+1; base DC = 13 
  + spell level): 0—cure minor wounds, guidance, light, 
  read magic, resistance (2); 1
  st— bane, bless, cure light 
  wounds, divine favor, protection from law**, shield of 
  faith; 2
  nd—aid, bear’s endurance, death knell, shatter**, 
  spiritual hammer; 3
  rd— blindness/deafness, cure 
  serious wounds, protection from energy**, searing 
  light; 4
  th—chaos hammer**, divine power.  
   
  **Domain spell. Istus; Domains: Chaos (cast 
  chaos spells at +1 caster level); Luck (reroll d20 1/day).  
   
  Possessions: brooch of shielding, full plate, silver 
  holy symbol of Istus, +1 heavy steel shield, +1 heavy 
  mace, masterwork light crossbow, masterwork net, 
  potion of cure moderate wounds, potion of haste, 
  quiver (10 bolts), sunrods (5);  
   
  Physical Description: Definitely a Baklunish man, 
  the wisps of blonde intertwined within his dark brown 
  hair must be from ancient Suel parentage. Tharish is 
  tall, 5’11”, and has a long unkempt beard. The long scar 
  running down his left cheek must indeed have been 
  fateful since he does follow the Lady of Fate. He too 
  has the remnants of a red armband on his right arm. 
   
  Thalassa the Stout: female Baklunish human fighter 7; 
  CR 7; Medium humanoid (human); HD 7d10+14; hp 
  52; Init +2; Spd 20 ft.; AC 20 (+1 Dex, +9 +1 full plate), 
  touch 11, flat-footed 19; Base Atk +7; Grp +10; Atk +12 
  melee (1d8+4, +1 trident) or +9 ranged (1d8/x3, 
  longbow) or +10 ranged touch (—, masterwork net); 
  Full Atk +12/+7 melee (1d8+4, +1 trident) or +9/+4 
  ranged (1d8/x3, longbow) or +10/+5 ranged touch (—, 
  masterwork net); AL CN; SV Fort +7, Ref +4, Will +2; 
  Str 16, Dex 15, Con 14, Int 12, Wis 10, Cha 8.  
   
  Skills and Feats: Climb +8, Intimidate +9, Jump +2, 
  Ride +12; Exotic Weapon Proficiency (net), Improved 
  Bull Rush, Improved Sunder, Net and Trident*, Power 
  Attack, Quick Draw, Two Weapon Fighting, Weapon 
  Focus (trident). 
   
  Languages: Common, Ancient Baklunish. 
   
  * New rules item. See Appendix 2. 
   
  Possessions: dagger, +1 full plate, longbow, +1 
  trident, masterwork nets (3), morningstar, potion of 
  cure light wounds, potion of cure moderate wounds, 
  potion of haste, gloves of dexterity +2, quiver (20 
  arrows), sunrods (5); 
   
  Physical Description: This short yet muscular 
  Baklunish woman looks much like the dwarven folk of 
  these parts. Her long jet black hair hangs loosely 
  among her broad shoulders and her light blue eyes 
  twinkle as she attacks the group. Thalassa has shreds of 
  a white armband on her left arm. 
  
  TUS6-08 All This for a Wedding 
   
  Page 31 
  APL 10 
   
  INTRODUCTION: 
  Tira: female human aristocrat 5 / spymaster* 4; CR 8; 
  Medium humanoid (human); HD 5d8; plus 4d6 hp 35; 
  Init +2; Spd 30 ft.; AC 12 (+2 Dex), touch 12, flat-footed 
  10; Base Atk +6; Grp +5; Atk +6 melee (1d4-1/19-20, 
  masterwork dagger); Full Atk +6 melee (1d4-1/19-20, 
  masterwork dagger); SA Sneak attack +1d6; SQ Cover 
  identity, undetectable alignment, quick change, 
  scrying defense, magic aura, slippery mind; AL LN; SV 
  Fort +2, Ref +7, Will +7; Str 8, Dex 14, Con 10, Int 12, 
  Wis 14, Cha 16.  
   
  Skills and Feats: Bluff +20 , Diplomacy +26, 
  Disguise +17 [+19 to act in character], Forgery +15, 
  Gather Information +15, Intimidate +7, Knowledge 
  (local – VTF) +5, Knowledge (nobility and royalty) +13, 
  Listen +2, Ride +1, Sense Motive +16, Spot +2; 
  Deceitful, Negotiator, Persuasive, Skill Focus (Bluff), 
  Skill Focus (Diplomacy). 
   
  * New rules item. See Appendix 2. 
   
  Languages: Baklunish, Common. 
   
  Cover Identity (Ex): Tira has adopted two cover 
  identities: Palema, one of her own handmaids, and 
  Saramat, a clothing merchant. 
   
  Undetectable Alignment (Ex): Tira’s alignment 
  is concealed as by an always active undetectable 
  alignment spell. 
   
  Quick Change (Ex): Tira can don a disguise in 
  1d3 minutes and don or remove armor in one-half the 
  normal time. 
   
  Scrying Defense (Ex): Tira gains a +4 bonus on 
  Will saves against divination (scrying) spells, as well as 
  to Spot checks to notice the sensors created by such 
  spells. 
   
  Magic Aura (Sp): Tira can use Nystul’s magic aura 
  at will. 
   
  Slippery Mind (Ex): If Tira is affected by an 
  enchantment spell or effect and fails her saving throw, 
  she can attempt it again 1 round later at the same DC. 
  She only gets one extra chance to succeed on her 
  saving throw. 
   
  Possessions: masterwork dagger, traveler’s outfit, 
  dromedary camel, bit and bridle, riding saddle, 
  saddlebags, 30 days trail rations, 5 waterskins, bedroll, 
  winter blanket, tent, common lamp, flint and steel, 5 
  flask of oil, small steel mirror, signal whistle, signet 
  ring, sealing wax, vial of ink, 3 inkpens, 5 sheets of 
  parchment, book on Tusman etiquette. 
   
  Physical Description: Petite and charming, Tira is 
  clad in a simple traveling gear while on the road and 
  keeps her face covered. 
   
  Bombom: male dromedary camel; CR 1; Large animal; 
  HD 3d8+6; hp 19; Init +3; Spd 50 ft.; AC 13, touch 12, 
  flat-footed 10; Base Atk +2; Grp +10; Atk +0 melee* 
  (1d4+2*, bite); Full Atk +0 melee* (1d4+2*, bite); SQ 
  Low-light vision, scent, sure feet; AL N; SV Fort +5, Ref 
  +6, Will +1; Str 18, Dex 16, Con 14, Int 1, Wis 11, Cha 4.  
   
  Skills and Feats: Listen +0, Spot +0, Survival +9; 
  Skill Focus (Survival), Track. 
   
  *A dromedary’s bite is treated as a secondary attack 
  and adds only ½ the camel’s Strength bonus to the 
  damage roll. 
   
  Sure Feet (Ex): Dromedary camels have broad 
  feet that help them travel easily over sand and similar 
  loose surfaces. They treat shallow sand as normal 
  terrain and deep sand as shallow sand. 
   
  Physical Description: Seven feet tall at the 
  shoulder, Bombom’s single hump rises considerably 
  higher. His facial features, however, leave much to be 
  desired. 
   
  ENCOUNTER 1: LET’S SPEND THE 
  NIGHT TOGETHER 
  Rashabad the Wretched: male gravetouched ghoul 
  human rogue 5 / lurking terror* 3 / assassin 5; CR 14; 
  Medium undead (augmented humanoid); HD 13d12; 
  hp 84; Init +4; Spd 30 ft.; AC 20 (+4 Dex, +4 mithral 
  shirt, +2 natural), touch 14, flat-footed 20; Base Atk +8; 
  Grp +11; Atk +11 melee (1d6+3 plus paralysis, bite); 
  Full Atk +11 melee (1d6+3 plus paralysis, bite) and 
  +9/+9 melee (1d4+1 plus paralysis, 2 claws); SA Ghoul 
  fever, paralysis, sneak attack +6d6, death attack, poison 
  use, spells; SQ Darkvision 90 ft., turn resistance +2, 
  undead traits, trapfinding, evasion, trap sense +1, 
  uncanny dodge, deathly power +3, hide in plain sight, 
  +2 save against poison, improved uncanny dodge; AL 
  CE; SV Fort +3, Ref +13, Will +7; Str 16, Dex 18, Con –, 
  Int 16, Wis 14, Cha 21.  
   
  Skills and Feats: Balance +12, Bluff +13, Disable 
  Device +18, Disguise +13, Escape Artist +20, Hide +20, 
  Listen +8, Move Silently +20, Open Locks +14, Search 
  +18, Spot +18, Use Magic Device +13; Ability Focus 
  (paralysis), Contagious Paralysis*, Dodge, Improved 
  Paralysis*, Mobility, Multiattack, Spring Attack. 
   
  * New rules item. See Appendix 2. 
   
  Languages: Common. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude save 
  (DC 24), incubation period 1 day, damage 1d3 Con and 
  1d3 Dex. The DC is Charisma-based. 
   
  An afflicted humanoid that dies of ghoul fever 
  rises as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the 
  
  TUS6-08 All This for a Wedding 
   
  Page 32 
  abilities it possessed in life. It is not under the control 
  of any other ghouls, but it hungers for the flesh of the 
  living and behaves like a normal ghoul. A humanoid of 
  4 HD or higher rises as a ghast, rather than a ghoul. 
   
  Paralysis (Ex): Victims hit by Rashabad’s bite or 
  claw attack must make a successful Fortitude save (DC 
  30) or be paralyzed for 1d4+1 rounds. Elves have 
  immunity to this paralysis. The DC is Charisma-based. 
   
  Hide in Plain Sight (Ex): Rashabad can use the 
  Hide skill even while being observed, as long as he has 
  cover or concealment. 
   
  Death Attack: If Rashabad studies his victim for 3 
  rounds and then makes a sneak attack with a melee 
  weapon that successfully deals damage, the sneak 
  attack has the additional effect of possibly either 
  paralyzing or killing the target (assassin’s choice). 
  While studying the victim, Rashabad can undertake 
  other actions so long as his attention stays focused on 
  the target and the target does not detect the Rashabad 
  as an enemy. If the victim of such an attack fails a 
  Fortitude save (DC 17 – Int based) against the kill 
  effect, she dies. If the saving throw fails against the 
  paralysis effect, the victim’s mind and body become 
  enervated, rendering her helpless and unable to act for 
  1d6+5 rounds. If the victim’s saving throw succeeds, 
  the attack is just a normal sneak attack. Once Rashabad 
  has completed the 3 rounds of study, he must make the 
  death attack within the next 3 rounds. If a death attack 
  is attempted and fails (the victim makes her save) or if 
  Rashabad does not launch the attack within 3 rounds 
  of completing the study, 3 new rounds of study are 
  required before he can attempt another death attack. 
   
  Poison Use: Rashabad never risks accidentally 
  poisoning himself when applying poison to a blade. 
   
  Improved Uncanny Dodge (Ex): Rashabad can 
  not be flanked by rogues under 14
  th level. 
   
  Spells Prepared (4/3; base DC = 12 + spell level): 
  1st—obscuring mist, true strike (x3); 2nd—invisibility, 
  phantom foe*, veil of shadow*. 
   
  Possessions: mithral shirt, masterwork thieves’ 
  tools, cloak of charisma +2, potion of inflict serious 
  wounds, potion of hide from animals, wand of detect 
  magic (50 charges), wand of deeper darkness (12 
  charges), potion of remove blindness/deafness (remove 
  blindness version), oil of knock, potion of fly, wand of 
  freedom of movement (7 charges). 
   
  Physical Description: Rashabad has the foul 
  stretched-skin appearance typical of ghouls. What 
  resemblance he still bears to humanity marks him as a 
  former Baklunish male. 
   
  ENCOUNTER 2A: THE LION SLEEPS 
  TONIGHT 
  Prowling Puma: female dire puma; CR 8; Huge 
  animal; HD 15d8+90; hp 157; Init +3; Spd 50 ft., climb 
  20 ft.; AC 18 (-2 size, +3 Dex, +7 natural), touch 11, flat-
  footed 15; Base Atk +11; Grp +26; Atk +19 melee 
  (1d8+5, bite); Full Atk +19 melee (2d6+9, bite) and 
  +13/+13 melee (1d8+4, 2 claws); SA Improved grab, 
  pounce, rake 1d8+4; SQ Low-light vision, scent; AL N; 
  SV Fort +15, Ref +12, Will +10; Str 28, Dex 16, Con 23, 
  Int 2, Wis 12, Cha 6.  
   
  Skills and Feats: Balance +11, Climb +25, Hide +9*, 
  Listen +5, Move Silently +17, Spot +5; Alertness, Skill 
  Focus (Hide), Skill Focus (Move Silently), Stealthy, 
  Track, Weapon Focus (bite). 
   
  * Dire pumas have a +4 racial bonus on Hide 
  checks at night or in dark areas. 
   
  Rake (Ex): Attack bonus +18, damage 1d8+4. 
   
  Physical Description: This giant cougar is as black 
  as night, with glowing yellow eyes and out-sized fangs. 
  Spiked ridges protrude from its arched back. 
   
  ENCOUNTER 2B: WILD THING 
  Lounging Lion: male dire lion; CR 7; Large animal; 
  HD 14d8+42; hp 87; Init +3; Spd 40 ft.; AC 16 (-1 size, 
  +3 Dex, +4 natural), touch 12, flat-footed 13; Base Atk 
  +10; Grp +21; Atk +17 melee (1d6+7, claw); Full Atk 
  +17/+17 melee (1d6+7, 2 claws) and +11 melee (1d8+3, 
  bite); SA Improved grab, pounce, rake 1d6+3; SQ Low-
  light vision, scent; AL N; SV Fort +12, Ref +12, Will 
  +10; Str 25, Dex 16, Con 17, Int 2, Wis 12, Cha 10.  
   
  Skills and Feats: Hide +14*, Listen +7, Move 
  Silently +12, Spot +7; Alertness, Run, Skill Focus 
  (Hide), Stealthy, Weapon Focus (claw). 
   
  *In areas of tall grass or heavy undergrowth, the 
  Hide bonus improves to +8 (normal +4 bonus included 
  in stat block). 
   
  Rake (Ex): Attack bonus +16, damage 1d6+3. 
   
  Physical Description: This immense lion has a 
  short mane and a spotted, tawny coat, but there ends 
  the resemblance to a normal animal. This monstrous 
  creature has bony protrusions around its eyes and 
  shoulders, with spiked ridges running along the length 
  of its back. 
   
  ENCOUNTER 3: REBELS OR 
  LOYALISTS, HERE COME SOME 
  BANDITS! 
  Ishana: female Baklunish human rogue 10; CR 10; 
  Medium humanoid (human); HD 10d6+20; hp 55; Init 
  +7; Spd 30 ft.; AC 18 (+3 Dex, +5 +1 mithral shirt), 
  touch 13, flat-footed 18; Base Atk +7; Grp +8; Atk +9 
  melee (1d6+2/18-20, +1 rapier) or +11 ranged 
  
  TUS6-08 All This for a Wedding 
   
  Page 33 
  (1d6+2/x3, +1 composite shortbow (+1 Str)) or +8 
  melee (1d6+1, sap) or +6 ranged touch (—, net); Full 
  Atk +9/+4 melee (1d6+2/18-20, +1 rapier) or +11/+6 
  ranged (1d6+2/x3, +1 composite shortbow (+1 Str)) or 
  +8/+3 melee (1d6+1, sap) or +6 ranged touch (—, net); 
  SA Sneak attack +5d6; SQ Evasion, improved uncanny 
  dodge, trapfinding, trap sense +3, uncanny dodge; AL 
  NE; SV Fort +5, Ref +10, Will +3; Str 12, Dex 17, Con 
  14, Int 13, Wis 10, Cha 8.  
   
  Skills and Feats: Balance +16, Bluff +10, Disable 
  Device +14, Disguise +10, Escape Artist +16, Hide +16, 
  Move Silently +14, Open Locks +7, Search +7, Spot +11, 
  Tumble +16, Use Magic Device +12; Improved 
  Initiative, Manyshot, Point Blank Shot, Precise Shot, 
  Rapid Shot. 
   
  Languages: Common, Ancient Baklunish. 
   
  Possessions: brooch of shielding, +1 mithral chain 
  shirt, +1 rapier, +1 composite shortbow (+1 Str), net, 
  potion of cure light wounds, potion of cure moderate 
  wounds, potion of cat’s grace, quiver (20 arrows) (2), 
  sap, sunrods (5), tanglefoot bag;  
   
  Physical Description: This female Baklunish 
  woman is above average in height, 5’9”, and has the 
  most piercing dark eyes that look at you as if you were 
  not even there. Her dark brown hair is kept in long 
  braids that run into her armor. She is muscular and 
  quick as she has grown up in the tough streets of 
  Vilayad. A torn red armband can be seen if carefully 
  looked for.  
   
  Tharish the Adept: male Baklunish human cleric 10; 
  CR 10; Medium humanoid (human); HD 10d8+20; hp 
  65; Init +3; Spd 20 ft.; AC 21 (-1 Dex, +9 +1 full plate, +3 
  +1 heavy steel shield), touch 10, flat-footed 21; Base Atk 
  +7; Grp +8; Atk +9 melee (1d8+2, +1 heavy mace) or +7 
  ranged (1d8/19-20, masterwork light crossbow) or +3 
  ranged touch (—, masterwork net); Full Atk +9/+4 
  melee (1d8+2, +1 heavy mace) or +7 ranged (1d8/19-20, 
  masterwork light crossbow) or +3 ranged touch (—, 
  masterwork net); SA spells, spontaneous casting, 
  rebuke undead; AL NE; SV Fort +9, Ref +2, Will +10; 
  Str 13, Dex 8, Con 14, Int 10, Wis 17, Cha 12.  
   
  Skills and Feats: Concentration +15, Knowledge 
  (religion) +13, Spellcraft +13; Combat Casting, Divine 
  Vigor*, Divine Shield*, Extra Turning, Improved 
  Initiative. 
   
  Languages: Common. 
   
  * New rules item. See Appendix 2. 
   
  Rebuke Undead (Su): 8 per day; 1d20+3; turning 
  damage 2d6+11. 
   
  Spells Prepared (6/5+1/5+1/4+1/3+1/2+1; base DC 
  = 13 + spell level): 0—cure minor wounds, guidance, 
  light, read magic, resistance (2); 1
  st—bane, bless, cure 
  light wounds, divine favor, protection from law**, 
  shield of faith; 2
  nd—aid, bear’s endurance, bull's 
  strength, death knell, shatter**, spiritual hammer; 3
  rd— 
  blindness/deafness, cure serious wounds, dispel magic, 
  protection from energy**, searing light; 4
  th—chaos 
  hammer**, cure critical wounds, divine power, hold 
  monster; 5
  th—dispel law**, flame strike, righteous 
  might.  
   
  **Domain spell. Istus; Domains: Chaos (cast 
  chaos spells at +1 caster level); Luck (reroll d20 1/day).  
   
  Possessions: brooch of shielding, +1 full plate, 
  silver holy symbol of Istus, +1 heavy steel shield, +1 
  heavy mace, masterwork light crossbow, masterwork 
  net, potion of cure moderate wounds, potion of haste, 
  quiver (10 bolts), sunrods (5);  
   
  Physical Description: Definitely a Baklunish man, 
  the wisps of blonde intertwined within his dark brown 
  hair must be from ancient Suel parentage. Tharish is 
  tall, 5’11”, and has a long unkempt beard. The long scar 
  running down his left cheek must indeed have been 
  fateful since he does follow the Lady of Fate. He too 
  has the remnants of a red armband on his right arm. 
   
  Thalassa the Stout: female Baklunish human fighter 
  10; CR 10; Medium humanoid (human); HD 10d10+20; 
  hp 75; Init +3; Spd 20 ft.; AC 20 (+1 Dex, +9 +1 full 
  plate), touch 11, flat-footed 19; Base Atk +10; Grp +13; 
  Atk +16 melee (1d8+6, +1 trident), +13 ranged (1d8/x3, 
  longbow), +14 ranged touch (—, net); Full Atk +16/+11 
  melee (1d8+6, +1 trident), +13/+8 ranged (1d8/x3, 
  longbow), +14/+9 ranged touch (—, net); AL CN; SV 
  Fort +9, Ref +6, Will +3; Str 16, Dex 16, Con 14, Int 12, 
  Wis 10, Cha 8.  
   
  Skills and Feats: Climb +11, Intimidate +12, Jump 
  +5, Ride +16; Combat Reflexes, Exotic Weapon 
  Proficiency (net), Greater Weapon Focus (trident), 
  Improved Bull Rush, Improved Sunder, Net and 
  Trident*, Power Attack, Quick Draw, Two Weapon 
  Fighting, 
  Weapon 
  Focus 
  (trident), 
  Weapon 
  Specialization (trident). 
   
  Languages: Common, Ancient Baklunish. 
   
  Possessions: dagger, +1 full plate armor, longbow, 
  +1 trident, 3 masterwork nets, morningstar, potion of 
  cure light wounds, potion of cure moderate wounds, 
  potion of haste, gloves of dexterity +2, quiver (20 
  arrows), sunrods (5); 
   
  Physical Description: This short yet muscular 
  Baklunish woman looks much like the dwarven folk of 
  these parts. Her long jet black hair hangs loosely 
  among her broad shoulders and her light blue eyes 
  twinkle as she attacks the group. Thalassa has shreds of 
  a white armband on her left arm. 
   
  Brigands: Baklunish human fighter 7; CR 7; Medium 
  humanoid (human); HD 7d10+7; hp 45; Init +3; Spd 20 
  
  TUS6-08 All This for a Wedding 
   
  Page 34 
  ft.; AC 17 (+1 Dex, +6 banded mail armor), touch 11, 
  flat-footed 16; Base Atk +7; Grp +9; Atk +11 melee 
  (1d6+4/18-20, masterwork scimitar), +10 ranged touch 
  (—, net), +11 ranged (1d8+2/x3, masterwork composite 
  shortbow (+1 Str)); Full Atk +7/+2 melee (1d6+4/18-20, 
  scimitar) and +7 melee (1d6+3/18-20, scimitar), +10 
  ranged touch (—, net), +11/+6 ranged (1d8+2/x3, 
  masterwork composite shortbow (+1 Str)); AL CN; SV 
  Fort +6, Ref +5, Will +2; Str 14, Dex 16, Con 13, Int 12, 
  Wis 10, Cha 8.  
   
  Skills and Feats: Climb +6 (+2 Str, 10 ranks, -6 
  armor), Intimidate +9 (-1 Cha, 10 ranks), Jump +0 (+2 
  Str, 10 ranks, -6 armor, -6 speed), Ride +13 (+3 Dex, 10 
  ranks); Exotic Weapon Proficiency (net), Improved 
  Bull Rush, Improved Sunder, Power Attack, Two 
  Weapon Fighting, Two-Weapon Defense, Weapon 
  Focus (scimitar), Weapon Specialization (scimitar). 
   
  Languages: Common, Ancient Baklunish. 
   
  Possessions: banded mail, masterwork composite 
  shortbow (+1 Str), masterwork scimitars (2), net, potion 
  of cure light wounds, potion of cure moderate wounds, 
  potion of haste, quiver (20 arrows), sunrods (5); 
   
  Physical Description: These men and women used 
  to be part of the Tusmit military, but the recent 
  instability in the country has led them to banditry. 
  They are all wearing ragged tabards and either red or 
  white armbands. 
  
  TUS6-08 All This for a Wedding 
   
  Page 35 
  APL 12 
   
  INTRODUCTION: 
  Tira: female human aristocrat 5 / spymaster* 6; CR 10; 
  Medium humanoid (human); HD 5d8 plus 6d6; hp 42; 
  Init +2; Spd 30 ft.; AC 12 (+2 Dex), touch 12, flat-footed 
  10; Base Atk +7; Grp +6; Atk +7 melee (1d4-1/19-20, 
  masterwork dagger); Full Atk +7 melee (1d4-1/19-20, 
  masterwork dagger); SA Sneak attack +2d6; SQ Cover 
  identity, undetectable alignment, quick change, 
  scrying defense, magic aura, slippery mind, dispel 
  scrying; AL LN; SV Fort +3, Ref +8, Will +7; Str 8, Dex 
  14, Con 10, Int 12, Wis 14, Cha 16.  
   
  Skills and Feats: Bluff +22 , Diplomacy +28, 
  Disguise +19 [+21 to act in character], Forgery +17, 
  Gather Information +17, Intimidate +7, Knowledge 
  (local – VTF) +11, Knowledge (nobility and royalty) 
  +15, Listen +2, Ride +1, Sense Motive +18, Spot +2; 
  Deceitful, Negotiator, Persuasive, Skill Focus (Bluff), 
  Skill Focus (Diplomacy). 
   
  * New rules item. See Appendix 2. 
   
  Languages: Baklunish, Common. 
   
  Cover Identity (Ex): Tira has adopted two cover 
  identities: Palema, one of her own handmaids, and 
  Saramat, a clothing merchant. 
   
  Undetectable Alignment (Ex): Tira’s alignment 
  is concealed as by an always active undetectable 
  alignment spell. 
   
  Quick Change (Ex): Tira can don a disguise in 
  1d3 minutes and don or remove armor in one-half the 
  normal time. 
   
  Scrying Defense (Ex): Tira gains a +6 bonus on 
  Will saves against divination (scrying) spells, as well as 
  to Spot checks to notice the sensors created by such 
  spells. 
   
  Magic Aura (Sp): Tira can use Nystul’s magic aura 
  at will. 
   
  Sneak Attack (Ex): Tira deals an extra 2d6 points 
  of damage on any successful attack against flat-footed 
  or flanked opponents, or against a target that has been 
  denied its Dexterity bonus for any reason. This damage 
  also applies to ranged attacks against targets up to 30 
  feet away. Creatures with concealment, creatures 
  without discernable anatomies, and creatures immune 
  to extra damage from critical hits are all immune to 
  sneak attacks. She can choose to deliver nonlethal 
  damage with her sneak attack, but only when using a 
  weapon designed for that purpose, such as a sap 
  (blackjack). 
   
  Slippery Mind (Ex): If Tira is affected by an 
  enchantment spell or effect and fails her saving throw, 
  she can attempt it again 1 round later at the same DC. 
  She only gets one extra chance to succeed on her 
  saving throw. 
   
  Dispel Scrying (Su): Tira can dispel a scrying 
  sensor as if casting a targeted greater dispel magic. Her 
  caster level is 16. She can use this ability 4 times per 
  day. 
   
  Possessions: masterwork dagger, traveler’s outfit, 
  dromedary camel, bit and bridle, riding saddle, 
  saddlebags, 30 days trail rations, 5 waterskins, bedroll, 
  winter blanket, tent, common lamp, flint and steel, 5 
  flask of oil, small steel mirror, signal whistle, signet 
  ring, sealing wax, vial of ink, 3 inkpens, 5 sheets of 
  parchment, book on Tusman etiquette. 
   
  Physical Description: Petite and charming, Tira is 
  clad in a simple traveling gear while on the road and 
  keeps her face covered. 
   
  Bombom: male dromedary camel; CR 1; Large animal; 
  HD 3d8+6; hp 19; Init +3; Spd 50 ft.; AC 13, touch 12, 
  flat-footed 10; Base Atk +2; Grp +10; Atk +0 melee* 
  (1d4+2*, bite); Full Atk +0 melee* (1d4+2*, bite); SQ 
  Low-light vision, scent, sure feet; AL N; SV Fort +5, Ref 
  +6, Will +1; Str 18, Dex 16, Con 14, Int 1, Wis 11, Cha 4.  
   
  Skills and Feats: Listen +0, Spot +0, Survival +9; 
  Skill Focus (Survival), Track. 
   
  *A dromedary’s bite is treated as a secondary attack 
  and adds only ½ the camel’s Strength bonus to the 
  damage roll. 
   
  Sure Feet (Ex): Dromedary camels have broad 
  feet that help them travel easily over sand and similar 
  loose surfaces. They treat shallow sand as normal 
  terrain and deep sand as shallow sand. 
   
  Physical Description: Seven feet tall at the 
  shoulder, Bombom’s single hump rises considerably 
  higher. His facial features, however, leave much to be 
  desired. 
   
  ENCOUNTER 1: LET’S SPEND THE 
  NIGHT TOGETHER 
  Rashabad the Wretched: male gravetouched ghoul 
  human rogue 5 / lurking terror* 3 / assassin 7; CR 16; 
  Medium undead (augmented humanoid); HD 15d12; 
  hp 97; Init +4; Spd 30 ft.; AC 20 (+4 Dex, +4 mithral 
  shirt, +2 natural), touch 13, flat-footed 20; Base Atk +10; 
  Grp +13; Atk +13 melee (1d6+3 plus paralysis, bite); 
  Full Atk +13 melee (1d6+3 plus paralysis, bite) and 
  +11/+11 melee (1d4+1 plus paralysis, 2 claws); SA 
  Ghoul fever, paralysis, sneak attack +7d6, death attack, 
  poison use, spells; SQ Darkvision 90 ft., turn resistance 
  +2, undead traits, trapfinding, evasion, trap sense +1, 
  uncanny dodge, deathly power +3, hide in plain sight, 
  
  TUS6-08 All This for a Wedding 
   
  Page 36 
  +3 save against poison, improved uncanny dodge; AL 
  CE; SV Fort +4, Ref +14, Will +8; Str 16, Dex 18, Con –, 
  Int 16, Wis 14, Cha 21.  
   
  Skills and Feats: Balance +12, Bluff +13, Disable 
  Device +21, Disguise +13, Escape Artist +22, Hide +22, 
  Listen +8, Move Silently +22, Open Locks +14, Search 
  +21, Spot +20, Use Magic Device +13; Ability Focus 
  (paralysis), Combat Reflexes, Contagious Paralysis*, 
  Dodge, Improved Paralysis*, Mobility, Multiattack, 
  Spring Attack. 
   
  * New rules item. See Appendix 2. 
   
  Languages: Common. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude save 
  (DC 25), incubation period 1 day, damage 1d3 Con and 
  1d3 Dex. The DC is Charisma-based. 
   
  An afflicted humanoid that dies of ghoul fever 
  rises as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the 
  abilities it possessed in life. It is not under the control 
  of any other ghouls, but it hungers for the flesh of the 
  living and behaves like a normal ghoul. A humanoid of 
  4 HD or higher rises as a ghast, rather than a ghoul. 
   
  Paralysis (Ex): Victims hit by Rashabad’s bite or 
  claw attack must make a successful Fortitude save (DC 
  31) or be paralyzed for 1d4+1 rounds. Elves have 
  immunity to this paralysis. The DC is Charisma-based. 
   
  Hide in Plain Sight (Ex): Rashabad can use the 
  Hide skill even while being observed, as long as he has 
  cover or concealment. 
   
  Death Attack: If Rashabad studies his victim for 3 
  rounds and then makes a sneak attack with a melee 
  weapon that successfully deals damage, the sneak 
  attack has the additional effect of possibly either 
  paralyzing or killing the target (assassin’s choice). 
  While studying the victim, Rashabad can undertake 
  other actions so long as his attention stays focused on 
  the target and the target does not detect the Rashabad 
  as an enemy. If the victim of such an attack fails a 
  Fortitude save (DC 20 – Int based) against the kill 
  effect, she dies. If the saving throw fails against the 
  paralysis effect, the victim’s mind and body become 
  enervated, rendering her helpless and unable to act for 
  1d6+7 rounds. If the victim’s saving throw succeeds, 
  the attack is just a normal sneak attack. Once Rashabad 
  has completed the 3 rounds of study, he must make the 
  death attack within the next 3 rounds. If a death attack 
  is attempted and fails (the victim makes her save) or if 
  Rashabad does not launch the attack within 3 rounds 
  of completing the study, 3 new rounds of study are 
  required before he can attempt another death attack. 
   
  Poison Use: Rashabad never risks accidentally 
  poisoning himself when applying poison to a blade. 
   
  Improved Uncanny Dodge (Ex): Rashabad can 
  not be flanked by rogues under 16
  th level. 
   
  Spells Prepared (4/3/2; base DC = 12 + spell level): 
  1st—obscuring mist, true strike (x3); 2nd—invisibility, 
  phantom foe*, veil of shadow*; 3rd— find the gap*, 
  nondetection. 
   
  Possessions: mithral shirt, masterwork thieves’ 
  tools, cloak of charisma +2, headband of intellect +2, 
  potion of inflict serious wounds, potion of hide from 
  animals, wand of detect magic (50 charges), wand of 
  deeper darkness (16 charges), potion of remove 
  blindness/deafness (remove blindness version), oil of 
  knock, potion of fly, wand of freedom of movement 
  (10 charges). 
   
  Physical Description: Rashabad has the foul 
  stretched-skin appearance typical of ghouls. What 
  resemblance he still bears to humanity marks him as a 
  former Baklunish male. 
   
  ENCOUNTER 2A: THE LION SLEEPS 
  TONIGHT 
  Prowling Puma: female dire puma; CR 8; Huge 
  animal; HD 15d8+90; hp 157; Init +3; Spd 50 ft., climb 
  20 ft.; AC 18 (-2 size, +3 Dex, +7 natural), touch 11, flat-
  footed 15; Base Atk +11; Grp +26; Atk +19 melee 
  (1d8+5, bite); Full Atk +19 melee (2d6+9, bite) and 
  +13/+13 melee (1d8+4, 2 claws); SA Improved grab, 
  pounce, rake 1d8+4; SQ Low-light vision, scent; AL N; 
  SV Fort +15, Ref +12, Will +10; Str 28, Dex 16, Con 23, 
  Int 2, Wis 12, Cha 6.  
   
  Skills and Feats: Balance +11, Climb +25, Hide +9*, 
  Listen +5, Move Silently +17, Spot +5; Alertness, Skill 
  Focus (Hide), Skill Focus (Move Silently), Stealthy, 
  Track, Weapon Focus (bite). 
   
  * Dire pumas have a +4 racial bonus on Hide 
  checks at night or in dark areas. 
   
  Rake (Ex): Attack bonus +18, damage 1d8+4. 
   
  Physical Description: This giant cougar is as black 
  as night, with glowing yellow eyes and out-sized fangs. 
  Spiked ridges protrude from its arched back. 
   
  ENCOUNTER 2B: WILD THING 
  Lounging Lion: male dire lion; CR 9; Huge animal; 
  HD 17d8+85; hp 161; Init +2; Spd 40 ft.; AC 17 (-2 size, 
  +2 Dex, +7 natural), touch 10, flat-footed 15; Base Atk 
  +12; Grp +32; Atk +23 melee (2d6+12, claw); Full Atk 
  +23/+23 melee (2d6+12, 2 claws) and +17 melee (2d6+6, 
  bite); SA Improved grab, pounce, rake 1d8+6; SQ Low-
  light vision, scent; AL N; SV Fort +15, Ref +12, Will 
  +11; Str 34, Dex 14, Con 21, Int 2, Wis 12, Cha 10.  
   
  Skills and Feats: Hide +12*, Listen +7, Move 
  Silently +11, Spot +7; Alertness, Improved Natural 
  Attack (claw), Run, Skill Focus (Hide), Stealthy, 
  Weapon Focus (claw). 
  
  TUS6-08 All This for a Wedding 
   
  Page 37 
   
  *In areas of tall grass or heavy undergrowth, the 
  Hide bonus improves to +8 (normal +4 bonus included 
  in stat block). 
   
  Rake (Ex): Attack bonus +22, damage 1d8+6. 
   
  Physical Description: This immense lion has a 
  short mane and a spotted, tawny coat, but there ends 
  the resemblance to a normal animal. This monstrous 
  creature has bony protrusions around its eyes and 
  shoulders, with spiked ridges running along the length 
  of its back. 
   
   
  ENCOUNTER 3: REBELS OR 
  LOYALISTS, HERE COME SOME 
  BANDITS! 
  Ishana: female Baklunish human rogue 10; CR 10; 
  Medium humanoid (human); HD 10d6+20; hp 55; Init 
  +7; Spd 30 ft.; AC 18 (+3 Dex, +5 +1 mithral shirt), 
  touch 13, flat-footed 18; Base Atk +7; Grp +8; Atk +9 
  melee (1d6+2/18-20, +1 rapier) or +11 ranged 
  (1d6+2/x3, +1 composite shortbow (+1 Str)) or +8 
  melee (1d6+1, sap) or +6 ranged touch (—, net); Full 
  Atk +9/+4 melee (1d6+2/18-20, +1 rapier) or +11/+6 
  ranged (1d6+2/x3, +1 composite shortbow (+1 Str)) or 
  +8/+3 melee (1d6+1, sap) or +6 ranged touch (—, net); 
  SA Sneak attack +5d6; SQ Evasion, improved uncanny 
  dodge, trapfinding, trap sense +3, uncanny dodge; AL 
  NE; SV Fort +5, Ref +10, Will +3; Str 12, Dex 17, Con 
  14, Int 13, Wis 10, Cha 8.  
   
  Skills and Feats: Balance +16, Bluff +10, Disable 
  Device +14, Disguise +10, Escape Artist +16, Hide +16, 
  Move Silently +14, Open Locks +7, Search +7, Spot +11, 
  Tumble +16, Use Magic Device +12; Improved 
  Initiative, Manyshot, Point Blank Shot, Precise Shot, 
  Rapid Shot. 
   
  Languages: Common, Ancient Baklunish. 
   
  Possessions: brooch of shielding, +1 mithral chain 
  shirt, +1 rapier, +1 composite shortbow (+1 Str), net, 
  potion of cure light wounds, potion of cure moderate 
  wounds, potion of cat’s grace, quiver (20 arrows) (2), 
  sap, sunrods (5), tanglefoot bag;  
   
  Physical Description: This female Baklunish 
  woman is above average in height, 5’9”, and has the 
  most piercing dark eyes that look at you as if you were 
  not even there. Her dark brown hair is kept in long 
  braids that run into her armor. She is muscular and 
  quick as she has grown up in the tough streets of 
  Vilayad. A torn red armband can be seen if carefully 
  looked for.  
   
  Tharish the Adept: male Baklunish human cleric 10; 
  CR 10; Medium humanoid (human); HD 10d8+20; hp 
  65; Init +3; Spd 20 ft.; AC 21 (-1 Dex, +9 +1 full plate, +3 
  +1 heavy steel shield), touch 10, flat-footed 21; Base Atk 
  +7; Grp +8; Atk +9 melee (1d8+2, +1 heavy mace) or +7 
  ranged (1d8/19-20, masterwork light crossbow) or +3 
  ranged touch (—, masterwork net); Full Atk +9/+4 
  melee (1d8+2, +1 heavy mace) or +7 ranged (1d8/19-20, 
  masterwork light crossbow) or +3 ranged touch (—, 
  masterwork net); SA spells, spontaneous casting, 
  rebuke undead; AL NE; SV Fort +9, Ref +2, Will +10; 
  Str 13, Dex 8, Con 14, Int 10, Wis 17, Cha 12.  
   
  Skills and Feats: Concentration +15, Knowledge 
  (religion) +13, Spellcraft +13; Combat Casting, Divine 
  Vigor*, Divine Shield*, Extra Turning, Improved 
  Initiative. 
   
  Languages: Common. 
   
  * New rules item. See Appendix 2. 
   
  Rebuke Undead (Su): 8 per day; 1d20+3; turning 
  damage 2d6+11. 
   
  Spells Prepared (6/5+1/5+1/4+1/3+1/2+1; base DC 
  = 13 + spell level): 0—cure minor wounds, guidance, 
  light, read magic, resistance (2); 1
  st—bane, bless, cure 
  light wounds, divine favor, protection from law**, 
  shield of faith; 2
  nd—aid, bear’s endurance, bull's 
  strength, death knell, shatter**, spiritual hammer; 3
  rd— 
  blindness/deafness, cure serious wounds, dispel magic, 
  protection from energy**, searing light; 4
  th—chaos 
  hammer**, cure critical wounds, divine power, hold 
  monster; 5
  th—dispel law**, flame strike, righteous 
  might.  
   
  **Domain spell. Istus; Domains: Chaos (cast 
  chaos spells at +1 caster level); Luck (reroll d20 1/day).  
   
  Possessions: brooch of shielding, +1 full plate, 
  silver holy symbol of Istus, +1 heavy steel shield, +1 
  heavy mace, masterwork light crossbow, masterwork 
  net, potion of cure moderate wounds, potion of haste, 
  quiver (10 bolts), sunrods (5);  
   
  Physical Description: Definitely a Baklunish man, 
  the wisps of blonde intertwined within his dark brown 
  hair must be from ancient Suel parentage. Tharish is 
  tall, 5’11”, and has a long unkempt beard. The long scar 
  running down his left cheek must indeed have been 
  fateful since he does follow the Lady of Fate. He too 
  has the remnants of a red armband on his right arm. 
   
  Thalassa the Stout: female Baklunish human fighter 
  10; CR 10; Medium humanoid (human); HD 10d10+20; 
  hp 75; Init +3; Spd 20 ft.; AC 20 (+1 Dex, +9 +1 full 
  plate), touch 11, flat-footed 19; Base Atk +10; Grp +13; 
  Atk +16 melee (1d8+6, +1 trident), +13 ranged (1d8/x3, 
  longbow), +14 ranged touch (—, net); Full Atk +16/+11 
  melee (1d8+6, +1 trident), +13/+8 ranged (1d8/x3, 
  longbow), +14/+9 ranged touch (—, net); AL CN; SV 
  Fort +9, Ref +6, Will +3; Str 16, Dex 16, Con 14, Int 12, 
  Wis 10, Cha 8.  
  
  TUS6-08 All This for a Wedding 
   
  Page 38 
   
  Skills and Feats: Climb +11, Intimidate +12, Jump 
  +5, Ride +16; Combat Reflexes, Exotic Weapon 
  Proficiency (net), Greater Weapon Focus (trident), 
  Improved Bull Rush, Improved Sunder, Net and 
  Trident*, Power Attack, Quick Draw, Two Weapon 
  Fighting, 
  Weapon 
  Focus 
  (trident), 
  Weapon 
  Specialization (trident). 
   
  Languages: Common, Ancient Baklunish. 
   
  Possessions: dagger, +1 full plate armor, longbow, 
  +1 trident, 3 masterwork nets, morningstar, potion of 
  cure light wounds, potion of cure moderate wounds, 
  potion of haste, gloves of dexterity +2, quiver (20 
  arrows), sunrods (5); 
   
  Physical Description: This short yet muscular 
  Baklunish woman looks much like the dwarven folk of 
  these parts. Her long jet black hair hangs loosely 
  among her broad shoulders and her light blue eyes 
  twinkle as she attacks the group. Thalassa has shreds of 
  a white armband on her left arm. 
   
  Avo the Black-Hearted: male half-elf sorcerer 10; CR 
  10; Medium humanoid (elf); HD 10d4+10; hp 35; Init 
  +2; Spd 30 ft.; AC 14 (+2 Dex, +2 bracers of armor +2), 
  touch 12, flat-footed 12; Base Atk +5; Grp +4; Atk +5 
  melee (1d4/19-20, +1 alchemical silver dagger), +4 
  ranged (1d4+1/19-20, +1 hand crossbow); Full Atk +5 
  melee (1d4/19-20, +1 alchemical silver dagger), +4 
  ranged (1d4+1/19-20, +1 hand crossbow); SA spells; AL 
  LE; SV Fort +4, Ref +5, Will +7; Str 8, Dex 14, Con 12, 
  Int 13, Wis 10, Cha 17.  
   
  Skills and Feats: Concentration +14, Knowledge 
  (arcane) +14, Listen +2, Spellcraft +16, Spot +2; 
  Alertness, Enlarge Spell, Eschew Materials, Maximize 
  Spell. 
   
  Languages: Common, Abyssal, Elven. 
   
  Spells Known (6/7/7/7/5/3; base DC = 13 + spell 
  level):  0—acid splash, dancing lights, daze, detect 
  magic, detect poison, flare, ghost sound, message, read 
  magic;  1st—color spray, comprehend languages, hold 
  portal, mage armor, magic missile;  2nd—false life, 
  flaming sphere, locate object, see invisibility;  3rd—
  heroism, lightning bolt, rage; 4th— contagion, greater 
  invisibility;  5th—overland flight 
   
  Possessions: brooch of shielding, bracers of armor 
  +2, +1 alchemical silver dagger, +1 hand crossbow, 
  potion of cure moderate wounds, potion of haste, 
  sunrods (5);  
   
  Physical Description: A surly half-elf, about 5 foot 
  in height. To the contrary to his comrades, he does not 
  seem to be wearing any armband. 
   
  Brigands: Baklunish human fighter 10; CR 10; 
  Medium humanoid (human); HD 10d10+10; hp 65; 
  Init +3; Spd 20 ft.; AC 18 (+1 Dex, +7 +1 banded mail), 
  touch 11, flat-footed 19; Base Atk +10; Grp +12; Atk +14 
  melee (1d6+5/18-20, +1 scimitar), +13 ranged touch (—
  , net), +14 ranged (1d8+2/x3, masterwork composite 
  shortbow (+1 Str)); Full Atk +10/+5 melee (1d6+5/18-
  20, +1 scimitar) and +10 melee (1d6+3/18-20, scimitar), 
  +13 ranged touch (—, net), +14/+9 ranged (1d8+2/x3, 
  composite shortbow); AL CN; SV Fort +8, Ref +6, Will 
  +3; Str 14, Dex 16, Con 13, Int 12, Wis 10, Cha 8.  
   
  Skills and Feats: Climb +10, Intimidate +12, Jump 
  +4, Ride +16; Blind-Fight, Combat Reflexes, Exotic 
  Weapon Proficiency (net), Greater Weapon Focus 
  (scimitar), Improved Bull Rush, Improved Sunder, 
  Power Attack, Two Weapon Fighting, Two-Weapon 
  Defense, 
  Weapon 
  Focus 
  (scimitar), 
  Weapon 
  Specialization (scimitar). 
   
  Languages: Common, Ancient Baklunish. 
   
  Possessions: 
  +1 
  banded 
  mail, 
  masterwork 
  composite shortbow (+1 Str), +1 scimitar, masterwork 
  scimitar, net, potion of cure light wounds, potion of 
  cure moderate wounds, potion of haste, quiver (20 
  arrows), sunrods (5); 
   
  Physical Description: These men and women used 
  to be part of the Tusmit military, but the recent 
  instability in the country has led them to banditry. 
  They are all wearing ragged tabards and either red or 
  white armbands. 
  
  TUS6-08 All This for a Wedding 
   
  Page 39 
  APL 14 
   
  INTRODUCTION: 
  Tira: female human aristocrat 5 / spymaster* 7 / rogue 
  1; CR 4; Medium humanoid (human); HD 5d8 plus 
  8d6; hp 49; Init +2; Spd 30 ft.; AC 12 (+2 Dex), touch 12, 
  flat-footed 10; Base Atk +8; Grp +7; Atk +8 melee (1d4-
  1/19-20, masterwork dagger); Full Atk +8 melee (1d4-
  1/19-20, masterwork dagger); SA Sneak attack +3d6; 
  SQ Cover identity, undetectable alignment, quick 
  change, scrying defense, magic aura, slippery mind, 
  dispel scrying, trapfinding; AL LN; SV Fort +3, Ref +10, 
  Will +7; Str 8, Dex 14, Con 10, Int 12, Wis 14, Cha 17.  
   
  Skills and Feats: Bluff +24, Diplomacy +30, 
  Disguise +24 [+26 to act in character], Forgery +19, 
  Gather Information +19, Intimidate +7, Knowledge 
  (local – VTF) +17, Knowledge (nobility and royalty) 
  +17, Listen +2, Ride +1, Sense Motive +20, Spot +2; 
  Deceitful, Negotiator, Persuasive, Skill Focus (Bluff), 
  Skill Focus (Diplomacy), Skill Focus (Disguise). 
   
  * New rules item. See Appendix 2. 
   
  Languages: Baklunish, Common. 
   
  Cover Identity (Ex): Tira has adopted three cover 
  identities: Palema, one of her own handmaids, Saramat, 
  a clothing merchant, and Streaks, a beggar. 
   
  Undetectable Alignment (Ex): Tira’s alignment 
  is concealed as by an always active undetectable 
  alignment spell. 
   
  Quick Change (Ex): Tira can don a disguise in 
  1d3 minutes and don or remove armor in one-half the 
  normal time. 
   
  Scrying Defense (Ex): Tira gains a +7 bonus on 
  Will saves against divination (scrying) spells, as well as 
  to Spot checks to notice the sensors created by such 
  spells. 
   
  Magic Aura (Sp): Tira can use Nystul’s magic aura 
  at will. 
   
  Sneak Attack (Ex): Tira deals an extra 3d6 points 
  of damage on any successful attack against flat-footed 
  or flanked opponents, or against a target that has been 
  denied its Dexterity bonus for any reason. This damage 
  also applies to ranged attacks against targets up to 30 
  feet away. Creatures with concealment, creatures 
  without discernable anatomies, and creatures immune 
  to extra damage from critical hits are all immune to 
  sneak attacks. She can choose to deliver nonlethal 
  damage with her sneak attack, but only when using a 
  weapon designed for that purpose, such as a sap 
  (blackjack). 
   
  Slippery Mind (Ex): If Tira is affected by an 
  enchantment spell or effect and fails her saving throw, 
  she can attempt it again 1 round later at the same DC. 
  She only gets one extra chance to succeed on her 
  saving throw. 
   
  Dispel Scrying (Su): Tira can dispel a scrying 
  sensor as if casting a targeted greater dispel magic. Her 
  caster level is 17. She can use this ability 4 times per 
  day. 
   
  Deep Cover (Ex): While Tira operates under deep 
  cover, divination spells detect only information 
  appropriate to her cover identity; they reveal nothing 
  relating to her spymaster persona. 
   
  Trapfinding: Tira can use the Search skill to locate 
  traps when the task has a Difficulty Class higher than 
  20. He can use the Disable Device skill to disarm 
  magical traps. If Rashabad beats a trap’s DC by 10 or 
  more with a Disable Device check, he can study it, 
  figure out how it works, and bypass it without 
  disarming it. 
   
  Possessions: masterwork dagger, traveler’s outfit, 
  dromedary camel, bit and bridle, riding saddle, 
  saddlebags, 30 days trail rations, 5 waterskins, bedroll, 
  winter blanket, tent, common lamp, flint and steel, 5 
  flask of oil, small steel mirror, signal whistle, signet 
  ring, sealing wax, vial of ink, 3 inkpens, 5 sheets of 
  parchment, book on Tusman etiquette. 
   
  Physical Description: Petite and charming, Tira is 
  clad in a simple traveling gear while on the road and 
  keeps her face covered. 
   
  Bombom: male dromedary camel; CR 1; Large animal; 
  HD 3d8+6; hp 19; Init +3; Spd 50 ft.; AC 13, touch 12, 
  flat-footed 10; Base Atk +2; Grp +10; Atk +0 melee* 
  (1d4+2*, bite); Full Atk +0 melee* (1d4+2*, bite); SQ: 
  Low-light vision, scent, sure feet; AL N; SV Fort +5, Ref 
  +6, Will +1; Str 18, Dex 16, Con 14, Int 1, Wis 11, Cha 4.  
   
  Skills and Feats: Listen +0, Spot +0, Survival +9; 
  Skill Focus (Survival), Track. 
   
  *A dromedary’s bite is treated as a secondary attack 
  and adds only ½ the camel’s Strength bonus to the 
  damage roll. 
   
  Sure Feet (Ex): Dromedary camels have broad 
  feet that help them travel easily over sand and similar 
  loose surfaces. They treat shallow sand as normal 
  terrain and deep sand as shallow sand. 
   
  Physical Description: Seven feet tall at the 
  shoulder, Bombom’s single hump rises considerably 
  higher. His facial features, however, leave much to be 
  desired. 
   
  
  TUS6-08 All This for a Wedding 
   
  Page 40 
  ENCOUNTER 1: LET’S SPEND THE 
  NIGHT TOGETHER 
  Rashabad the Wretched: male gravetouched ghoul 
  human rogue 5 / lurking terror* 3 / assassin 9; CR 18; 
  Medium undead (augmented humanoid); HD 17d12; 
  hp 110; Init +4; Spd 30 ft.; AC 20 (+4 Dex, +4 mithral 
  shirt, +2 natural), touch 14, flat-footed 20; Base Atk +11; 
  Grp +14; Atk +14 melee (1d6+3 plus paralysis, bite); 
  Full Atk +14 melee (1d6+3 plus paralysis, bite) and 
  +12/+12 melee (1d4+1 plus paralysis, 2 claws); SA 
  Ghoul fever, paralysis, sneak attack +8d6, death attack, 
  poison use, spells; SQ Darkvision 90 ft., turn resistance 
  +2, undead traits, trapfinding, evasion, trap sense +1, 
  uncanny dodge, deathly power +3, hide in plain sight, 
  +4 save against poison, improved uncanny dodge; AL 
  CE; SV Fort +5, Ref +15, Will +9; Str 16, Dex 18, Con –, 
  Int 16, Wis 14, Cha 24.  
   
  Skills and Feats: Balance +12, Bluff +15, Disable 
  Device +23, Disguise +15, Escape Artist +24, Hide +24, 
  Listen +8, Move Silently +24, Open Locks +14, Search 
  +23, Spot +22, Use Magic Device +15; Ability Focus 
  (paralysis), Combat Reflexes, Contagious Paralysis*, 
  Dodge, Improved Paralysis*, Mobility, Multiattack, 
  Spring Attack. 
   
  * New rules item. See Appendix 2. 
   
  Languages: Common. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude save 
  (DC 28), incubation period 1 day, damage 1d3 Con and 
  1d3 Dex. The DC is Charisma-based. 
   
  An afflicted humanoid that dies of ghoul fever 
  rises as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the 
  abilities it possessed in life. It is not under the control 
  of any other ghouls, but it hungers for the flesh of the 
  living and behaves like a normal ghoul. A humanoid of 
  4 HD or higher rises as a ghast, rather than a ghoul. 
   
  Paralysis (Ex): Victims hit by Rashabad’s bite or 
  claw attack must make a successful Fortitude save (DC 
  34) or be paralyzed for 1d4+1 rounds. Elves have 
  immunity to this paralysis. The DC is Charisma-based. 
   
  Hide in Plain Sight (Ex): Rashabad can use the 
  Hide skill even while being observed, as long as he has 
  cover or concealment. 
   
  Death Attack: If Rashabad studies his victim for 3 
  rounds and then makes a sneak attack with a melee 
  weapon that successfully deals damage, the sneak 
  attack has the additional effect of possibly either 
  paralyzing or killing the target (assassin’s choice). 
  While studying the victim, Rashabad can undertake 
  other actions so long as his attention stays focused on 
  the target and the target does not detect the Rashabad 
  as an enemy. If the victim of such an attack fails a 
  Fortitude save (DC 22 – Int based) against the kill 
  effect, she dies. If the saving throw fails against the 
  paralysis effect, the victim’s mind and body become 
  enervated, rendering her helpless and unable to act for 
  1d6+9 rounds. If the victim’s saving throw succeeds, 
  the attack is just a normal sneak attack. Once Rashabad 
  has completed the 3 rounds of study, he must make the 
  death attack within the next 3 rounds. If a death attack 
  is attempted and fails (the victim makes her save) or if 
  Rashabad does not launch the attack within 3 rounds 
  of completing the study, 3 new rounds of study are 
  required before he can attempt another death attack. 
   
  Poison Use: Rashabad never risks accidentally 
  poisoning himself when applying poison to a blade. 
   
  Improved Uncanny Dodge (Ex): Rashabad can 
  not be flanked by rogues under 18
  th level. 
   
  Spells Prepared (4/4/4/2; base DC = 14 + spell 
  level): 1st—obscuring mist, true strike (x3); 2nd—
  darkness, invisibility, phantom foe*, veil of shadow*; 
  3rd—find the gap* (x2), misdirection, nondetection; 
  4th—greater invisibility, shadow form*. 
   
  Possessions: mithral shirt, masterwork thieves’ 
  tools, cloak of charisma +4, headband of intellect +2, 
  potion of inflict serious wounds, potion of hide from 
  animals, wand of detect magic (50 charges), wand of 
  deeper darkness (16 charges), potion of remove 
  blindness/deafness (remove blindness version), oil of 
  knock, potion of fly, wand of freedom of movement 
  (10 charges), wand of dimension door (14 charges). 
   
  Physical Description: Rashabad has the foul 
  stretched-skin appearance typical of ghouls. What 
  resemblance he still bears to humanity marks him as a 
  former Baklunish male. 
   
  ENCOUNTER 2A: THE LION SLEEPS 
  TONIGHT 
  Prowling Puma: female dire puma; CR 8; Huge 
  animal; HD 15d8+90; hp 157; Init +3; Spd 50 ft., climb 
  20 ft.; AC 18 (-2 size, +3 Dex, +7 natural), touch 11, flat-
  footed 15; Base Atk +11; Grp +26; Atk +19 melee 
  (1d8+5, bite); Full Atk +19 melee (2d6+9, bite) and 
  +13/+13 melee (1d8+4, 2 claws); SA Improved grab, 
  pounce, rake 1d8+4; SQ Low-light vision, scent; AL N; 
  SV Fort +15, Ref +12, Will +10; Str 28, Dex 16, Con 23, 
  Int 2, Wis 12, Cha 6.  
   
  Skills and Feats: Balance +11, Climb +25, Hide +9*, 
  Listen +5, Move Silently +17, Spot +5; Alertness, Skill 
  Focus (Hide), Skill Focus (Move Silently), Stealthy, 
  Track, Weapon Focus (bite). 
   
  * Dire pumas have a +4 racial bonus on Hide 
  checks at night or in dark areas. 
   
  Rake (Ex): Attack bonus +18, damage 1d8+4. 
  
  TUS6-08 All This for a Wedding 
   
  Page 41 
   
  Physical Description: This giant cougar is as black 
  as night, with glowing yellow eyes and out-sized fangs. 
  Spiked ridges protrude from its arched back. 
   
  ENCOUNTER 2B: WILD THING 
  Lounging Lion: male dire lion; CR 11; Huge animal; 
  HD 23d8+148; hp 241; Init +2; Spd 40 ft.; AC 17 (-2 size, 
  +2 Dex, +7 natural), touch 10, flat-footed 15; Base Atk 
  +17; Grp +37; Atk +28 melee (2d6+12, claw); Full Atk 
  +28/+28 melee (2d6+12, 2 claws) and +22 melee (3d6+6, 
  bite); SA Improved grab, pounce, rake 2d6+6; SQ Low-
  light vision, scent; AL N; SV Fort +19, Ref +15, Will 
  +14; Str 34, Dex 14, Con 22, Int 2, Wis 12, Cha 10.  
   
  Skills and Feats: Hide +18*, Listen +7, Move 
  Silently +11, Spot +7; Alertness, Improved Natural 
  Attack (bite), Improved Natural Attack (claw), 
  Improved Natural Attack (rake), Run, Skill Focus 
  (Hide), Stealthy, Weapon Focus (claw). 
   
  *In areas of tall grass or heavy undergrowth, the 
  Hide bonus improves to +8 (normal +4 bonus included 
  in stat block). 
   
  Rake (Ex): Attack bonus +27, damage 2d6+6. 
   
  Physical Description: This immense lion has a 
  short mane and a spotted, tawny coat, but there ends 
  the resemblance to a normal animal. This monstrous 
  creature has bony protrusions around its eyes and 
  shoulders, with spiked ridges running along the length 
  of its back. 
   
   
  ENCOUNTER 3: REBELS OR 
  LOYALISTS, HERE COME SOME 
  BANDITS! 
  Ishana: female Baklunish human rogue 12; CR 12; 
  Medium humanoid (human); HD 12d6+24; hp 66; Init 
  +8; Spd 30 ft.; AC 18 (+3 Dex, +5 +1 mithral chain 
  shirt), touch 14, flat-footed 18; Base Atk +9; Grp +10; 
  Atk +12 melee (1d6+3/18-20, +2 rapier) or +14 ranged 
  (1d6+2/x3, +1 composite shortbow (+1 Str)) or +9 
  ranged touch (—, net); Full Atk +12/+7 melee 
  (1d6+3/18-20, +2 rapier) or +14/+9 ranged (1d6+2/x3, 
  +1 composite shortbow (+1 Str)) or +9 ranged touch (—
  , net); SA Sneak attack +6d6; SQ Evasion, improved 
  uncanny dodge, trapfinding, trap sense +4, uncanny 
  dodge; AL NE; SV Fort +6, Ref +12, Will +4; Str 12, Dex 
  18, Con 14, Int 13, Wis 10, Cha 8.  
   
  Skills and Feats: Balance +19, Bluff +12, Disable 
  Device +16, Disguise +12, Escape Artist +19, Hide +19, 
  Move Silently +17  , Open Locks +8, Search +7, Spot 
  +13, Tumble +19, Use Magic Device +14; Improved 
  Initiative, Manyshot, Point Blank Shot, Precise Shot, 
  Quick Draw, Rapid Shot. 
   
  Languages: Common, Ancient Baklunish. 
   
  Possessions: brooch of shielding, +1 mithral chain 
  shirt, +2 rapier, +1 composite shortbow (+1 Str), net, 
  potion of cure light wounds, potion of cure moderate 
  wounds, potion of cat’s grace, quiver (20 arrows) (2), 
  sap, sunrods (5), tanglefoot bag;  
   
  Physical Description: This female Baklunish 
  woman is above average in height, 5’9”, and has the 
  most piercing dark eyes that look at you as if you were 
  not even there. Her dark brown hair is kept in long 
  braids that run into her armor. She is muscular and 
  quick as she has grown up in the tough streets of 
  Vilayad. A torn red armband can be seen if carefully 
  looked for.  
   
  Tharish the Adept: male Baklunish human cleric 12; 
  CR 12; Medium humanoid (human); HD 12d8+24; hp 
  78; Init +3; Spd 20 ft.; AC 22 (-1 Dex, +10 +2 full plate, 
  +3 +1 heavy steel shield), touch 9, flat-footed 22; Base 
  Atk +9; Grp +10; Atk +12 melee (1d8+3, +2 heavy mace) 
  or +9 ranged (1d8/19-20, masterwork light crossbow) 
  or +5 ranged touch (—, masterwork net); Full Atk 
  +12/+7 melee (1d8+3, +2 heavy mace) or +9 ranged 
  (1d8/19-20, masterwork light crossbow) or +5 ranged 
  touch (—, masterwork net); SA spells, spontaneous 
  casting, rebuke undead; AL NE; SV Fort +10, Ref +3, 
  Will +12; Str 13, Dex 8, Con 14, Int 10, Wis 18, Cha 12.  
   
  Skills and Feats: Concentration +17, Knowledge 
  (religion) +15, Spellcraft +15; Combat Casting, Divine 
  Cleansing*, Divine Shield*, Divine Vigor*, Extra 
  Turning, Improved Initiative. 
   
  Languages: Common. 
   
  * New rules item. See Appendix 2. 
   
  Rebuke Undead (Su): 8 per day; 1d20+3; turning 
  damage 2d6+13. 
   
  Spells 
  Prepared 
  (6/6+1/5+1/5+1/4+1/3+1/2+1; 
  base DC = 14 + spell level): 0—cure minor wounds, 
  guidance light, read magic, resistance (2); 1
  st—bane, 
  bless, cure light wounds (2), divine favor, protection 
  from law**, shield of faith; 2
  nd—aid, bear’s endurance, 
  bull's strength, death knell, shatter**, spiritual 
  hammer; 3
  rd—blindness/deafness,  cure serious 
  wounds, dispel magic, protection from energy**, 
  searing light (2); 4
  th—chaos hammer**, cure critical 
  wounds, divine power, hold monster, shout; 5
  th—
  dispel law**, flame strike, righteous might, song of 
  discord; 6
  th—antilife shell, harm, mislead**.  
   
  **Domain spell. Istus; Domains: Chaos (cast 
  chaos spells at +1 caster level); Luck (reroll d20 1/day).  
   
  Possessions: brooch of shielding, +2 full plate, 
  silver holy symbol of Istus, +1 heavy steel shield, +2 
  heavy mace, masterwork light crossbow, masterwork 
  net, potion of cure moderate wounds, potion of haste, 
  quiver (10 bolts), sunrods (5);  
  
  TUS6-08 All This for a Wedding 
   
  Page 42 
   
  Physical Description: Definitely a Baklunish man, 
  the wisps of blonde intertwined within his dark brown 
  hair must be from ancient Suel parentage. Tharish is 
  tall, 5’11”, and has a long unkempt beard. The long scar 
  running down his left cheek must indeed have been 
  fateful since he does follow the Lady of Fate. He too 
  has the remnants of a red armband on his right arm. 
   
  Thalassa the Stout: female Baklunish human fighter 
  12; CR 12; Medium humanoid (human); HD 12d10+24; 
  hp 90; Init +3; Spd 20 ft.; AC 21 (+1 Dex, +10 +2 full 
  plate), touch 11, flat-footed 20; Base Atk +12; Grp +15; 
  Atk +19 melee (1d8+9, +2 trident) or +15 ranged 
  (1d8/x3, longbow) or +16 ranged touch (—, net); Full 
  Atk +19/+14/+9 melee (1d8+9, +2 trident) or 
  +15/+10/+5 ranged (1d8/x3, longbow) or +16/+11/+6 
  ranged touch (—, masterwork net); AL CN; SV Fort 
  +10, Ref +7, Will +4; Str 17, Dex 16, Con 14, Int 12, Wis 
  10, Cha 8.  
   
  Skills and Feats: Climb +13, Intimidate +14, Jump 
  +7, Ride +18; Blind-Fight, Combat Reflexes, Exotic 
  Weapon Proficiency (net), Greater Weapon Focus 
  (trident), Greater Weapon Specialization (trident), 
  Improved Bull Rush, Improved Sunder, Net and 
  Trident*, Power Attack, Quick Draw, Two Weapon 
  Fighting, 
  Weapon 
  Focus 
  (trident), 
  Weapon 
  Specialization (trident). 
   
  Languages: Common, Ancient Baklunish. 
   
  Possessions: dagger, +2 full plate armor, longbow, 
  +2 trident, masterwork nets (3), +2 cold iron 
  longsword, potion of cure light wounds, potion of cure 
  moderate wounds, potion of haste, gloves of dexterity 
  +2, quiver (20 arrows), sunrods (5); 
   
  Physical Description: This short yet muscular 
  Baklunish woman looks much like the dwarven folk of 
  these parts. Her long jet black hair hangs loosely 
  among her broad shoulders and her light blue eyes 
  twinkle as she attacks the group. Thalassa has shreds of 
  a white armband on her left arm. 
   
  Avo the Black-Hearted: male half-elf sorcerer 12; CR 
  12; Medium humanoid (half-elf); HD 12d4+12; hp 42; 
  Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 bracers of armor 
  +4), touch 12, flat-footed 14; Base Atk +6; Grp +5; Atk 
  +6 melee (1d4/19-20, +1 adamantine dagger), +6 ranged 
  (1d4+2/19-20, +2 hand crossbow); Full Atk +6/+1 melee 
  (1d4/19-20, +1 adamantine dagger), +6 ranged 
  (1d4+2/19-20, +2 hand crossbow); SA spells; AL LE; SV 
  Fort +5, Ref +6, Will +8; Str 8, Dex 14, Con 12, Int 13, 
  Wis 10, Cha 18.  
   
  Skills and Feats: Concentration +16, Knowledge 
  (arcane) +16, Listen +2, Spellcraft +18, Spot +2; 
  Alertness, Enlarge Spell, Eschew Materials, Maximize 
  Spell, Silent Spell. 
   
  Languages: Common, Abyssal, Elven. 
   
  Sorcerer Spells Known (6/7/7/7/7/5/3; base DC = 
  13 + spell level):  0—acid splash, dancing lights, daze, 
  detect magic, detect poison, flare, ghost sound, 
  message, read magic;  1st—color spray, comprehend 
  languages, hold portal, mage armor, magic missile;  
  2nd—false life, flaming sphere, locate object, see 
  invisibility, Tasha's hideous laughter;  3rd—heroism, 
  lightning bolt, rage, vampiric touch; 4th—contagion, 
  greater invisibility, stoneskin;  5th—cone of cold, 
  overland flight;  6th—chain lightning. 
   
  Possessions: brooch of shielding, bracers of armor 
  (+4), +1 adamantine dagger, +2 hand crossbow, potion 
  of cure moderate wounds, potion of haste, sunrods (5);  
   
  Physical Description: A surly half-elf, about 5 foot 
  in height. To the contrary to his comrades, he does not 
  seem to be wearing any armband. 
   
  Brigands: Baklunish human fighter 10; CR 10; 
  Medium humanoid (human); HD 10d10+10; hp 65; 
  Init +3; Spd 20 ft.; AC 18 (+1 Dex, +7 +1 banded mail), 
  touch 11, flat-footed 19; Base Atk +10; Grp +12; Atk +14 
  melee (1d6+5/18-20, +1 scimitar), +13 ranged touch (—
  , net), +14 ranged (1d8+2/x3, masterwork composite 
  shortbow (+1 Str)); Full Atk +10/+5 melee (1d6+5/18-
  20, +1 scimitar) and +10 melee (1d6+3/18-20, scimitar), 
  +13 ranged touch (—, net), +14/+9 ranged (1d8+2/x3, 
  composite shortbow); AL CN; SV Fort +8, Ref +6, Will 
  +3; Str 14, Dex 16, Con 13, Int 12, Wis 10, Cha 8.  
   
  Skills and Feats: Climb +10, Intimidate +12, Jump 
  +4, Ride +16; Blind-Fight, Combat Reflexes, Exotic 
  Weapon Proficiency (net), Greater Weapon Focus 
  (scimitar), Improved Bull Rush, Improved Sunder, 
  Power Attack, Two Weapon Fighting, Two-Weapon 
  Defense, 
  Weapon 
  Focus 
  (scimitar), 
  Weapon 
  Specialization (scimitar). 
   
  Languages: Common, Ancient Baklunish. 
   
  Possessions: +1 banded mail armor, masterwork 
  composite shortbow (+1 Str), +1 scimitar, masterwork 
  scimitar, net, potion of cure light wounds, potion of 
  cure moderate wounds, potion of haste, quiver (20 
  arrows), sunrods (5); 
   
  Physical Description: These men and women used 
  to be part of the Tusmit military, but the recent 
  instability in the country has led them to banditry. 
  They are all wearing ragged tabards and either red or 
  white armbands. 
  
  TUS6-08 All This for a Wedding 
   
  Page 43 
  APPENDIX 2: NEW RULES ITEMS 
  CAMEL, 
  DROMEDARY 
  (reprinted 
  from 
  Sandstorm, pp. 192, 193.) 
  Large Animal 
  Hit Dice: 3d8+6 (19 hp) 
  Initiative: +3 
  Speed: 50 ft. (10 squares) 
  Armor Class: 13 (-1 size, +3 Dex, +1 natural), touch 12, 
  flat-footed 10 
  Base Attack/Grapple: +2/+10 
  Attack: Bite +0 melee* (1d4+2*) 
  Full Attack: Bite +0 melee* (1d4+2*) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: — 
  Special Qualities: Low-light vision, scent, sure feet 
  Saves: Fort +5, Ref +6, Will +1 
  Abilities: Str 18, Dex 16, Con 14, Int 1, Wis 11, Cha 4 
  Skills: Listen +5, Spot +5 
  Feats: Alertness, Endurance 
  Environment: Warm deserts 
  Organization: Domesticated or herd (6-30) 
  Challenge Rating: 1 
  Advancement: — 
  Level Adjustment: — 
   
  Dromedaries are known for their ability to travel long 
  distances without food or water. A dromedary is a one-
  humped camel, and it thrives in warm deserts. A 
  dromedary stands about 7 feet tall at the shoulder, with 
  its hump rising 1 foot higher. 
   
  Carrying Capacity: A light load for a dromedary 
  is up to 300 pounds; a medium load, 301-600 pounds; 
  and a heavy load, 601-900 pounds. A dromedary can 
  drag 4,500 pounds. 
   
  Combat 
  *A dromedary’s bite is treated as a secondary attack and 
  adds only ½ the camel’s Strength bonus to the damage 
  roll. 
   
  Sure Feet (Ex): Dromedary camels have broad 
  feet that help them travel easily over sand and similar 
  loose surfaces. They treat shallow sand as normal 
  terrain and deep sand as shallow sand. See Sand Travel, 
  page 18, for descriptions of shallow and deep sand. 
   
  GRAVETOUCHED GHOUL (reprinted from 
  Libris Mortis, pp. 103-105.) 
  Like traditional ghouls, gravetouched ghouls haunt 
  graveyards, battlefields, and other places rich with the 
  carrion for which they hunger. These terrible creatures 
  lurk wherever the stench of death hangs heavy, ready 
  to devour the unwary. 
   
  Ghouls are said to be created upon the death of a 
  living sentient being that savored the taste of the flesh 
  of other sentient creatures. This assertion may or may 
  not be true, but it does explain the disgusting behavior 
  of these anthropophagous undead. Some believe that 
  anyone of exceptional debauchery and wickedness 
  runs the risk of becoming a gravetouched ghoul. The 
  transformation from living beings into fell creatures of 
  the night has warped their minds, making them 
  cunning and feral. 
   
  While most humanoids who engage in such 
  activities and return from the grave are mere ghouls (as 
  described in the Monster Manual), in rare occasions 
  the creation of a ghoul briefly draws the attention of 
  Doresain, King of the Ghouls. When this happens, the 
  newly formed ghoul does not possess the standard 
  Monster Manual statistics for a ghoul, but instead the 
  base creature gains this gravetouched ghoul template. 
  These templated creatures are said to be “touched by 
  the King.” The DM decides when this occurs. 
   
  SAMPLE GRAVETOUCHED GHOUL 
  This example uses a 6
  th-level monk as the base creature. 
   
  Gravetouched Ghoul 6
  th-Level Human Monk 
  Medium Undead (Augmented Humanoid) 
  Hit Dice: 6d12 (39 hp) 
  Initiative: +8 
  Speed: 50 ft. (10 squares) 
  Armor Class: 23 (+4 Dex, +4 Wis, +2 bracers, +1 monk, 
  +2 natural), touch 19, flat-footed 19 
  Base Attack/Grapple: +4/+11 
  Attack: Unarmed strike +7 melee (1d8+3) or bite +7 
  melee (1d6+3 plus paralysis) 
  Full Attack: Flurry of unarmed strikes +6/+6 melee 
  (1d8+3) or bite +7 melee (1d6+3 plus paralysis) and 2 
  claws +5 melee (1d4+1 plus paralysis) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Flurry of blows, ghoul fever, ki strike 
  (magic), paralysis 
  Special Qualities: Darkvision 60 ft., diet dependent, 
  evasion, purity of body, slow fall 30 ft., still mind, 
  undead traits, +2 turn resistance 
  Saves: Fort +5, Ref +9, Will +9 
  Abilities: Str 16, Dex 18, Con —, Int 12, Wis 19, Cha 
  10 
  Skills: Balance +11, Climb +12, Hide +13, Jump +13, 
  Move Silently +8, Tumble +13 
  Feats: Deflect Arrows, Dodge, Improved Grapple, 
  Improved 
  Initiative, 
  Improved 
  Trip, 
  Improved 
  Unarmed Strike, Mobility, Multiattack, Spring Attack 
  Environment: Any 
  
  TUS6-08 All This for a Wedding 
   
  Page 44 
  Organization: Solitary or group (2-5) 
  Challenge Rating: 7 
  Treasure: Standard 
  Alignment: Neutral 
  Advancement: By character class 
  Level Adjustment: +2 
   
  This foul humanoid wears a loose shift, but it’s mottled, 
  decaying flesh is still clearly visible, drawn tightly over 
  bones. Hairless, it has a carnivore’s sharp teeth and eyes 
  like hot coals. 
   
  Combat 
  This creature attacks with surprise, attempting to 
  grapple a target and drag it away from its allies before 
  they can react. 
   
  Diet Dependent: All gravetouched ghouls are diet 
  dependent (see the Undead Metabolism section in 
  Chapter 1) upon flesh. 
   
  Evasion (Ex): If this gravetouched ghoul monk is 
  exposed to any effect that normally allows it to attempt 
  a Reflex saving throw for half damage, it takes no 
  damage with a successful saving throw. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude DC 
  13, incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma-based. 
   
  Paralysis (Ex): Those hit by a gravetouched ghoul 
  monk’s bite or claw must make a DC 13 Fortitude save 
  or become paralyzed for 1d4+1 rounds. Elves have 
  immunity to this paralysis. The save DC is Charisma-
  based. 
   
  Purity of Body (Ex): Immune to all normal 
  diseases. Magical and supernatural diseases still affect 
  it. 
   
  Slow Fall (Ex): A gravetouched ghoul monk 
  within arm’s reach of a wall can use it to slow its 
  descent while falling. It takes damage as if the fall were 
  30 feet shorter that it actually is. 
   
  Still Mind (Ex): +2 bonus on saves against spells 
  and effects of the enchantment school. 
   
  Possessions: Bracers of armor +2, potion of bull’s 
  strength (2), silver necklace (900 gp), 5 pp. 
   
  CREATING A GRAVETOUCHED GHOUL 
  “Gravetouched ghoul” is an acquired template that can 
  be added to any corporeal aberration, fey, giant, 
  humanoid, or monstrous humanoid with Intelligence 
  and Charisma scores of 3 or higher (referred to 
  hereafter as the base creature). 
   
  A gravetouched ghoul speaks all the languages it 
  spoke in life (usually Common). It has all the base 
  creature’s statistics and special abilities except as noted 
  here. 
   
  Size and Type: The creature’s type changes to 
  undead, and it gains the augmented subtype. Do not 
  recalculate base attack bonus, saves, or skill points. Size 
  is unchanged. 
   
  Hit Dice: Increase to d12. 
   
  Armor Class: The base creature’s natural armor 
  bonus improves by 2. 
   
  Attack: A gravetouched ghoul retains all the 
  attacks of the base creature and also gains a bit and two 
  claw attacks if it didn’t already have them. If the base 
  creature uses weapons, the gravetouched ghoul retains 
  this ability. A creature with natural weapons retains 
  those natural weapons. A gravetouched ghoul fighting 
  without weapons uses its bit attack. A gravetouched 
  ghoul armed with a weapon uses its bit or weapon as it 
  desires. 
   
  Full Attack: A gravetouched ghoul fighting 
  without weapons uses its bite and two claws to attack. 
  If armed with a weapon, it chooses whether to use the 
  weapon or its natural attacks. 
   
  Damage: Gravetouched ghouls have bit and claw 
  attacks. If the base creature does not have this attack 
  form, use the appropriate damage value from the table 
  below according to the gravetouched ghoul’s size. 
  Creatures that have other kinds of natural weapons 
  retain their old damage values or use the appropriate 
  value from the table below, whichever is better. 
   
  
  TUS6-08 All This for a Wedding 
   
  Page 45 
  Size 
  Bite Damage 
  Claw Damage 
  Fine 
  1 
  — 
  Diminutive 
  1d2 
  1 
  Tiny 
  1d3 
  1d2 
  Small 
  1d4 
  1d3 
  Medium 
  1d6 
  1d4 
  Large 
  1d8 
  1d6 
  Huge 
  2d6 
  1d8 
  Gargantuan 
  2d8 
  2d6 
  Colossal 
  4d6 
  2d8 
   
   
  Special Attacks: A gravetouched ghoul retains all the 
  special attacks of the base creature and gains those 
  described below. Saves have a DC of 10 + ½ the 
  gravetouched ghoul’s HD + gravetouched ghoul’s Cha 
  modifier unless otherwise noted. 
   
  Ghoul Fever (Su): Disease—bite, Fortitude save, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
   
  An afflicted humanoid that dies of ghoul fever 
  rises as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the 
  abilities it possessed in life, it is not under the control 
  of any other ghouls, but it hungers for the flesh of the 
  living and behaves like a normal ghoul in all respects. 
  A humanoid of 4 HD or higher rises as a ghast, rather 
  than a ghoul. 
   
  Paralysis (Ex): Victims hit by a gravetouched 
  ghoul’s bite or claw attack must make a successful 
  Fortitude save or be paralyzed for 1d4+1 rounds. Elves 
  have immunity to this paralysis. 
   
  Special Qualities: A gravetouched ghoul retains 
  all the special qualities of the base creature and gains 
  those described below. 
   
  Turn Resistance (Ex): A gravetouched ghoul has a 
  +2 turn resistance. 
   
  Diet Dependent: Gravetouched ghouls are diet 
  dependent (see the Undead Metabolism section in 
  Chapter 1) upon flesh. 
   
  Abilities: Increase from the base creature as 
  follows: Str +2, Dex +4, Int +2, Wis +4, Cha +2. As an 
  undead creature, a gravetouched ghoul has no 
  Constitution score. 
   
  Feats: A gravetouched ghoul retains all its feats, 
  and it gains Multiattack as a bonus feat. 
   
  Environment: Any, usually same as base creature. 
   
  Organization: Solitary, gang (2-4 ghouls plus 1 
  gravetouched ghoul), or pack (7-12 ghouls plus 1-4 
  gravetouched ghouls). 
   
  Challenge Rating: Same as the base creature +1. 
   
  Alignment: Base creature’s alignment changes to 
  chaotic evil. 
   
  Level Adjustment: Same as base creature +2. 
   
  DIRE PUMA (reprinted from Sandstorm, pp. 150, 
  151.) 
  Large Animal 
  Hit Dice: 6d8+24 (51 hp) 
  Initiative: +3 
  Speed: 50 ft. (10 squares), climb 20 ft. 
  Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, 
  flat-footed 13 
  Base Attack/Grapple: +4/+13 
  Attack: Bite +9 melee (1d8+5) 
  Full Attack: Bite +9 melee (1d8+5) and 2 claws +3 
  melee (1d6+2) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Improved grab, pounce, rake 1d6+2 
  Special Qualities: Low-light vision, scent 
  Saves: Fort +9, Ref +8, Will +6 
  Abilities: Str 20, Dex 17, Con 19, Int 2, Wis 12, Cha 6 
  Skills: Balance +11, Climb +21, Hide +3*, Listen +5, 
  Move Silently +7, Spot +5 
  Feats: Alertness, Track, Weapon Focus (bite) 
  Environment: Warm hills 
  Organization: Solitary or pair 
  Challenge Rating: 4 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 7-12 HD (Large); 13-18 HD (Huge) 
  Level Adjustment: — 
   
  This giant cougar is as black as night, with glowing 
  yellow eyes and outsized fangs. Spiked ridges protrude 
  from its arched back. 
   
  Dire pumas are terrifying, vicious creatures that stalk 
  their prey relentlessly. A dire puma is about 8 feet long 
  and weighs about 600 pounds. 
   
  Combat 
  Dire pumas spring upon their prey from a height if 
  possible. They hunt at night. 
  
  TUS6-08 All This for a Wedding 
   
  Page 46 
   
  Improved Grab (Ex): To use this ability, a dire 
  puma must hit with its bite attack. It can then attempt 
  to start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake. 
   
  Pounce (Ex): If a dire puma charges a foe, it can 
  make a full attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +9, damage 1d6+2. 
   
  Skills: Dire pumas have a +8 racial bonus on Jump 
  checks and a +4 racial bonus on Move Silently checks. 
   
  Dire pumas have a +8 racial bonus on Balance and 
  Climb checks. They can always choose to take 10 on a 
  climb check, even if rushed or threatened. 
   
  *Dire pumas have a +4 racial bonus on Hide 
  checks at night or in dark areas. 
   
  New Prestige Classes 
   
  LURKING TERROR (reprinted from Libris 
  Mortis, pp. 54, 55.) 
  Most people fear things that go bump in the night. 
  Lurking terrors give greater reason to fear things that 
  can’t be heard. These horrible monsters are the 
  quintessential hunting undead, displaying great 
  prowess with their special abilities and amazing powers 
  of stealth. 
   
  Any undead creature with a modicum of stealth 
  can become a lurking terror. Mohrgs, nightshades, 
  vampires, wraiths, dread wraiths, and advanced ghasts 
  commonly enter this prestige class. 
   
  NPC lurking terrors are more active than 
  traditional undead, seeking out living prey rather than 
  waiting for it to come to them. They can be found 
  anywhere that darkness exists. 
   
  Hit Die: d12. 
   
  REQUIREMENTS 
  To qualify to become a lurking terror, a character must 
  fulfill all the following criteria. 
   
  Type: Undead. 
   
  Skills: Hide 8 ranks, Move Silently 8 ranks. 
   
  Special: If the character possesses the incorporeal 
  subtype, it need not meet the Move Silently 
  requirement. 
   
  CLASS SKILLS 
  The lurking terror’s class skills (and the key ability for 
  each skill) are Climb (Str), Escape Artist (Dex), Hide 
  (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), 
  Search (Int), and Spot (Wis). 
   
  Skill Points at Each Level: 4 + Int Modifier. 
   
  CLASS FEATURES 
  All of the following are class features of the lurking 
  terror prestige class. 
   
  Weapon and Armor Proficiency: Lurking terror 
  gain no proficiency with any weapons, armor, or 
  shields. 
   
  Deathly Power (Ex): A lurking terror adds its 
  class level to any save DCs for the extraordinary and 
  supernatural special attacks possessed by an undead 
  creature of its kind. This ability has no effect on the 
  lurking terror’s spells or spell-like abilities, nor on any 
  special abilities gained from its nonundead kind (such 
  as a vampiric medusa’s petrifying gaze), feats, or class 
  features (such as the assassin’s death attack). 
   
  For example, a vampire that becomes a 1
  st-level 
  lurking terror increases the DC of its dominate and 
  energy drain special attacks by 1. If the vampire were 
  also a sorcerer with the Stunning Fist feat, neither its 
  spell save DCs nor the save DC for its stunning attacks 
  would be affected. 
   
  Improved Darkvision (Ex): At 2
  nd level, the 
  effective distance of a lurking terror’s darkvision 
  improves to 90 feet. (If the lurking terror doesn’t 
  already have darkvision, it gains darkvision out to 60 
  feet.) 
   
  Hide in Plain Sight (Ex): At 3
  rd level, a lurking 
  terror can use the Hide skill even while being 
  observed, as long as it has cover or concealment. 
  
  TUS6-08 All This for a Wedding 
   
  Page 47 
   
  TABLE 3-9: THE LURKING TERROR 
  Level 
  Base Attack 
  Bonus 
  Fort Save 
  Ref Save 
   Will Save 
  Special 
  1
  st 
  +0 
  +0 
  +0 
  +2 
  Deathly power 
  2
  nd 
  +1 
  +0 
  +0 
  +3 
  Improved 
  darkvision 
  3
  rd 
  +2 
  +1 
  +1 
  +3 
  Hide 
  in 
  plain 
  sight 
   
  SPYMASTER 
  (reprinted 
  from 
  Complete 
  Adventurer, pp. 76-79.) 
  Some adventurers glory in their reputations—the 
  wider their exploits are known, the happier they are. 
  By contrast, the spymaster prefers to avoid attention. 
  She does her work quietly and in private, keeping well 
  away from public scrutiny. To allay suspicions, she 
  often maintains a cover identity by pretending to be a 
  member of some other class—typically the one in 
  which she began her career. 
   
  Spymasters are rarely popular, but so long as 
  nation distrusts nation there will be work for those 
  who can gather information that others wish to keep 
  hidden. Many a ruler who publicly claims to abhor 
  spymasters secretly employs a stable of them, if only to 
  protect his own secrets from the spymasters of other 
  nations. This set of circumstances, plus the secrecy 
  inherent in the profession of spymaster and its high 
  mortality rate, makes it impossible to determine how 
  many spymasters are active in a setting at any given 
  time. 
   
  Rogues make excellent spymasters because of 
  their generous skill allotments and their propensity for 
  sneakiness. Likewise, rangers have an edge when 
  operating as spymasters in outdoor surroundings. 
  However, a character of any class can become a 
  spymaster—the more unlikely the combination may 
  seem, the better the cover it provides. Some wizards 
  and sorcerers use their spell ability as a cover for 
  subterfuge, and some barbarians are far more subtle 
  than they seem. Spymasters can be of any alignment. 
  They range from self-serving information brokers who 
  sell their services to the highest bidder to high-minded 
  moles 
  who 
  penetrate 
  and 
  destroy 
  corrupt 
  organizations. 
   
  It’s important for a spymaster to keep her personal 
  emotions distinct from her professional attachments. 
  She must be ready to liquidate someone she has come 
  to like without a moment’s thought if so ordered. 
  Betrayal is her business, and her loyalty is always to her 
  mission, not to the people she encounters while 
  carrying it out. 
   
  Occasionally, a spymaster may find it expedient to 
  infiltrate an adventuring party heading for the area 
  where her real mission lies, In such a case, she behaves 
  in all ways as a loyal party member until her goals and 
  those of her companions diverge. 
   
  Adaptation: Nearly undetectable and constantly 
  covering their tracks, spymasters are easily included in 
  a campaign as single NPCs or villains, Spymasters work 
  best on their own or with a small group of adventuring 
  companions of other classes, so incorporating them 
  into a campaign doesn’t usually involve creating 
  spymaster-specific organizations. Rather, spymasters 
  serve as the eyes and ears of many organizations. 
  Several of the organizations described in Chapter 6 of 
  this book might make use of one or more high-level 
  spymasters to train other members, keep tabs on rival 
  organizations, and undertake special missions not 
  suitable for the talents of their regular members. Every 
  kingdom has or wants as many spymasters in its 
  employ as possible, and many who have the talent for 
  such work find themselves carefully watched and 
  encouraged by agents of the crown. 
   
  Hit Die: d6 
   
  REQUIREMENTS 
  To qualify to become a spymaster, a character must 
  fulfill all the following criteria. 
   
  Skills: Bluff 8 ranks, Diplomacy 4 ranks, Disguise 
  8 ranks, Forgery 4 ranks, Gather Information 4 ranks, 
  Sense Motive 4 ranks. 
   
  Feat: Skill Focus (Bluff). 
   
  CLASS SKILLS 
  The spymaster’s class skills (and the key ability for each 
  skill) are Appraise (Int), Balance (Dex), Bluff (Cha), 
  Climb (Str), Decipher Script (Int), Diplomacy (Cha), 
  Disable Device (Int), Disguise (Cha), Escape Artist 
  (Dex), Forgery (Int), Gather Information (Cha), Hide 
  (Dex), Intimidate (Cha), Hide (Dex), Intimidate (Cha), 
  Jump (Str), Knowledge (geography) (Int), Knowledge 
  (history) (Int), Knowledge (local) (Int), Knowledge 
  (nobility and royalty) (Int), Listen (Wis), Move Silently 
  (Dex), Open Lock (Dex), Search (Int), Sense Motive 
  
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  Page 48 
  (Wis), Sleight of Hand (Dex), Speak Language (n/a/), 
  Spot (Wis), Swim (Str), Tumble (Dex), Use Magic 
  Device (Cha), and Use Rope (Dex). 
   
  Skill Points an Each Level: 8 + Int modifier. 
   
  CLASS FEATURES 
  All of the following are class features of the spymaster 
  prestige class. 
   
  Weapon and Armor Proficiency: Spymasters are 
  proficient with all simple and martial weapons and 
  with light and medium armor. 
   
  Cover Identity (Ex): A spymaster has one specific 
  cover identity (such as “Murek, the tailor from 
  Sumberton”). While operating in that identity, she 
  gains a +4 circumstance bonus to Disguise checks and a 
  +2 circumstance bonus on Bluff and Gather 
  Information checks. 
   
  A spymaster can add an additional cover identity 
  to her repertoire at 4
  th level and another at 7
  th level. 
   
  Should a spymaster wish to “retire” a cover 
  identity and develop a new one, she must spend one 
  week rigorously practicing subtle vocal intonations 
  and body language before she earns the bonuses. Cover 
  identities do not in themselves provide the spymaster 
  with additional skills, proficiencies, or class features 
  that others might expect of the professions pretended. 
  Thus, a spymaster must be careful to choose identities 
  that can withstand ordinary scrutiny. 
   
  Undetectable Alignment (Ex): The web of 
  different identities and agendas inside a spymaster’s 
  mind makes it impossible for others to detect her 
  alignment by means of any form of divination. This 
  ability functions like an undetectable alignment spell, 
  except that it is always active. 
   
  Quick Change (Ex): By 2
  nd level, a spymaster has 
  become adept at quickly switching from one identity 
  to another. She can now don a disguise in one-tenth 
  the normal time (1d3 minutes) and don or remove 
  armor in one-half the normal time. 
   
  Scrying Defense (Ex): Starting at 2
  nd level, a 
  spymaster adds her class level to Will saves against 
  divination (scrying) spells, as well as to Spot checks 
  made to notice the sensors created by such spells. 
   
  Magic Aura (Sp): At 3
  rd level, a spymaster gains 
  the ability to use Nystul’s magic aura at will with a 
  caster level equal to her class level. Most spymasters 
  use this ability to shield their own magic items from 
  detection. 
   
  Sneak Attack (Ex): Beginning at 3
  rd level, a 
  spymaster deals an extra 1d6 points of damage when 
  flanking an opponent or any time the target would be 
  denied its Dexterity bonus. This extra damage applies 
  to ranged attacks only if the target is within 30 feet. It 
  increases to 2d6 points at 6
  th level. See the rogue class 
  feature, page 50 of the Player’s Handbook. If a 
  spymaster gets a sneak attack bonus from another 
  source (such as levels of rogue), the bonuses on damage 
  stack. 
   
  Slippery Mind (Ex): Starting at 4
  th level, a 
  spymaster has a second chance to wriggle free from 
  any enchantment spells and effects. See the rogue class 
  feature, page 51 of the Player’s Handbook. 
   
  Dispel Scrying (Su): At 5
  th level and higher, a 
  spymaster can dispel a scrying sensor as if casting a 
  targeted greater dispel magic. Her caster level is equal 
  to her class level + 10. She can use this ability a number 
  of times per day equal to 3 + her Intelligence modifier. 
   
  Deep Cover (Ex): At 7
  th level, a spymaster 
  becomes able to quiet her mind and completely 
  immerse herself in her cover identity. While she 
  operates under deep cover, divination spells detect 
  only information appropriate to her cover identity; 
  they reveal nothing relating to her spymaster persona. 
  
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  Page 49 
   
  TABLE 2-21: THE SPYMASTER 
  Level 
  Base Attack 
  Bonus 
  Fort Save 
  Ref Save 
  Will Save 
  Special 
  1
  st 
  +0 
  +0 
  +2 
  +0 
  Cover 
  identity, 
  undetectable 
  alignment 
  2
  nd 
  +1 
  +0 
  +3 
  +0 
  Quick 
  change, 
  scrying defense 
  3
  rd 
  +2 
  +1 
  +3 
  +1 
  Magic 
  aura, 
  sneak 
  attack 
  +1d6 
  4
  th 
  +3 
  +1 
  +4 
  +1 
  Cover 
  identity, 
  slippery mind 
  5
  th 
  +3 
  +1 
  +4 
  +1 
  Dispel scrying 
  6
  th 
  +4 
  +2 
  +5 
  +2 
  Sneak 
  attack 
  +2d6 
  7
  th 
  +5 
  +2 
  +5 
  +2 
  Cover 
  identity, 
  deep cover 
   
   
  New Feats 
   
  CONTAGIOUS 
  PARALYSIS 
  [MONSTROUS] 
  (reprinted from Libris Mortis, p. 25.) 
  Your paralyzing attack is contagious. 
   
  Prerequisite: Paralysis as an extraordinary or 
  supernatural ability. 
   
  Benefit: Any creature paralyzed by your special 
  attack can confer paralysis to other creatures that touch 
  it. Any creature touching a creature that you have 
  paralyzed is immediately affected as if you had 
  delivered a paralyzing attack upon it (using the same 
  save DC to resist, if allowed). 
   
  If a creature successfully saves against your 
  contagious paralysis attack, it can’t be affected by your 
  attack for 24 hours. 
   
  DIVINE CLEANSING [DIVINE] (reprinted from 
  Complete Warrior, p. 106) 
  You can channel energy to improve your allies' ability 
  to resist attacks against their vitality and health. 
   
  Prerequisites: Turn or rebuke undead ability. 
   
  Benefit: As a standard action, you can spend one 
  of your turn or rebuke undead attempts to grant all 
  allies (including yourself) within a 60-foot burst a +2 
  sacred bonus on Fortitude saving throws for a number 
  of rounds equal to your Charisma modifier. 
   
  DIVINE 
  SHIELD 
  [DIVINE] 
  (reprinted 
  from 
  Complete Warrior, p. 106) 
  You can channel energy to make your shield more 
  effective for either offense or defense. 
   
  Prerequisites: Turn or rebuke undead ability, 
  proficiency with a shield. 
   
  Benefit: As a standard action, spend one of your 
  turn/rebuke undead attempts to channel energy into 
  your shield, granting it a bonus equal to your Charisma 
  modifier. This bonus applies to the shield's bonus to 
  Armor Class and lasts for a number of rounds equal to 
  half your character level. 
   
  DIVINE 
  VIGOR 
  [DIVINE] 
  (reprinted 
  from 
  Complete Warrior, p. 108) 
  You can channel energy to increase your speed and 
  durability. 
   
  Prerequisites: Turn or rebuke undead ability. 
   
  Benefit: As a standard action, spend one of your 
  turn or rebuke undead attempts to increase your base 
  speed by 10 feet and gain +2 temporary hit points per 
  character level. These effects last a number of minutes 
  equal to your Charisma modifier. 
   
  IMPROVED 
  PARALYSIS 
  [MONSTROUS] 
  (reprinted from Libris Mortis, p. 27.) 
  You are better at paralyzing your victims. 
   
  Prerequisites: Undead type, paralysis special 
  ability, Ability Focus (paralysis). 
   
  Benefit: When your natural attacks threaten to 
  paralyze your foe, add a +4 bonus to the DC. 
   
  NET AND TRIDENT [STYLE] (reprinted from 
  Complete Warrior, p. 114.) 
  
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  You are a master of fighting with the net and the 
  trident, and have learned to quickly follow up a 
  successful net throw with a deadly jab of the trident. 
   
  Prerequisites: Dex 15, Exotic Weapon Proficiency 
  (net), Two-Weapon Fighting, Weapon Focus (trident). 
   
  Benefit: As a full-round action, you can make a 
  combined attack with your net and trident. First, you 
  throw your net; if you hit and successfully control your 
  foe by winning the opposed Strength check, you may 
  immediately take a 5-foot step toward your opponent 
  and make a full attack with your trident. 
   
  New Spells 
   
  FIND THE GAP (reprinted from Spell Compendium, 
  p. 91.) 
  Divination 
  Level: Assassin 3, paladin 3, ranger 3 
  Components: V 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
  You speak the words of this spell, and a blue mark that 
  only you can see appears on your opponent, 
  highlighting a weak spot in her defense. 
   
  You gain the ability to perceive weak points in your 
  opponent’s armor. Your first melee or ranged attack 
  each round is resolved as a touch attack, disregarding 
  the subject’s armor, shield, and natural armor bonuses 
  (including any enhancement bonuses) to Armor Class. 
  Other AC bonuses, such as dodge bonuses, deflection 
  bonuses, and luck bonuses, still apply. 
   
  PHANTOM 
  FOE 
  (reprinted 
  from 
  Spell 
  Compendium, p. 156.) 
  Illusion (Phantasm) [Mind-Affecting] 
  Level: Assassin 2, sorcerer/wizard 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 round/level 
  Saving Throw: Will disbelief 
  Spell Resistance: No 
   
  By waving around a tiny pewter figurine and picturing 
  in your mind the figurine attacking the target creature, 
  you complete the spell. You feel a phantasmal force 
  leap from the figurine toward your target. 
   
  If the target creature fails its saving throw, this spell 
  creates in the subject’s mind an illusory double of 
  whichever creature currently threatens it that it deems 
  the most dangerous. The form of this phantom foe 
  changes as appropriate whenever the target perceives a 
  different threatening creature more dangerous than 
  the last. This illusory double provides two effects. 
   
  First, the subject believes it is being flanked by the 
  phantom foe and the real creature the foe duplicates. 
  Thus, the duplicated creature is always considered to 
  be flanking the subject in melee. A creature that can’t 
  be flanked is immune to this aspect of the spell. 
   
  Second, the subject of the spell is unable to 
  determine that the phantom foe is not a real threat, and 
  whenever the subject attempts to attack the creature 
  duplicated by the phantom foe, that creature benefits 
  from a 50% miss chance against attacks from the 
  subject of the spell. Because this miss chance comes 
  from the subject’s inability to tell the phantom foe 
  from the original, it is rolled separately from any miss 
  chance 
  that 
  applies 
  due 
  to 
  displacement 
  or 
  concealment. 
   
  Creatures other than the subject cannot see the 
  phantom foe, although they can attempt to guess its 
  location by how the target acts. If the subject is not 
  threatened by any creature at the start of its turn, the 
  spell ends. 
   
  Focus: A tiny pewter figure of a warrior that is 
  worth 10 gp. 
   
  SHADOW 
  FORM 
  (reprinted 
  from 
  Spell 
  Compendium, p. 183.) 
  Illusion (Shadow) 
  Level: Assassin 4, sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D) 
   
  Shadows rise from the ground to envelop you. The 
  shadows easily move with you, guiding your steps and 
  how to hold your body. 
   
  While this spell is in effect, you gain a number of 
  benefits. The shadows wrapping your form grant you a 
  +4 competence bonus on Escape Artist, Hide, and 
  Move Silently checks. Your shadowy form also 
  provides you with concealment. This shadowy 
  concealment is not negated by a see invisibility spell, 
  but a true seeing spell counteracts the effect. Standing 
  within the radius of a daylight spell or in bright natural 
  sunlight temporarily suppresses the concealment 
  effect. 
  
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  Page 51 
   
  In addition, if you have 5 ranks in Escape Artist, 
  you can attempt to slip through a solid object or barrier 
  up to 5 feet thick with a DC 20 Escape Artist check, 
  though doing this ends the spell as soon as the attempt 
  is completed (regardless of success). If you have 10 
  ranks in Escape Artist, you can attempt to pass through 
  an object or barrier up to 10 feet thick. If you have 15 
  ranks in Escape Artist, you can attempt to pass through 
  a barrier composed of magical force (or similar magical 
  obstacles). 
   
  Material Component: A small piece of black cloth 
  taken from a funeral shroud. 
   
  VEIL 
  OF 
  SHADOW 
  (reprinted 
  from 
  Spell 
  Compendium, p. 228.) 
  Evocation [Darkness] 
  Level: 
  Assassin 
  2, 
  blackguard 
  2, 
  cleric 
  2, 
  sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
   
  You speak the words of this spell, and tendrils of 
  purple darkness rise from the ground, surrounding you 
  and concealing you from your foes. 
   
  Swirling wisps of darkness obscure your form, granting 
  you concealment. The 20% miss chance is in effect 
  even if the attacked has darkvision. 
   
  This spell effect is dispelled in daylight or in the 
  area of a light spell of 3
  rd level or higher. 
   
  See invisibility does not counter a veil of shadow’s 
  concealment effect, but a true seeing spell does. 
   
  
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  MAP 1 
   
  COMBAT NOTES FOR BADLANDS TERRAIN (including material condensed from Sandstorm, pp. 26-27): 
  Scale: 1 square = 5 feet. 
  Chasm: Climbing out requires a DC 15 Climb check. 
  Cliff: The cliff is not perfectly vertical, which is why it is marked by an area on the map. Climbing up or down requires a 
  DC 15 Climb check. 
  Dense Rubble: The ground is strewn with large stones and shingles of loose rock. It costs 2 squares of movement to 
  enter a square with dense rubble. Dense rubble increases the DC of Balance and Tumble checks by 5 and the DC of 
  Move Silently checks by 2. 
  
  TUS6-08 All This for a Wedding 
   
  Page 53 
  Gradual Slope: A gradual slope does not offer enough of a challenge to affect movement. However, characters gain a +1 
  bonus on melee attack rolls against foes downhill from them. 
  Light Undergrowth: Undergrowth in badlands consists of low-lying, short-bladed brush, sparse patches of dry moss, 
  and small cacti. A square covered with light undergrowth costs 2 squares of movement to move into. Light undergrowth 
  increases the DC of Tumble checks and Move Silently checks by 2. 
  Shallow Sand: Areas of this terrain feature a layer of loose sand about 1 foot deep. It costs 2 squares of movement to 
  move into a square with shallow sand, and the DC of Tumble checks in such a square increases by 2. (Remember that 
  dromedaries can move through shallow sand without penalty.) 
  Steep Slope: Characters moving uphill (that is, to an adjacent square of higher elevation) must spend 2 squares of 
  movement to enter each square of a steep slope. A character running or charging downhill (to an adjacent square of a 
  lower elevation) must make a successful DC 10 Balance check. If the check fails, the character stumbles and moves only 
  1d2 squares. Characters who fail the check by 5 or more fall prone in the square where their movement ended. 
  Mounted characters, similarly, must make successful DC 10 Ride checks or face similar results with their mounts. A 
  steep slope increases the DC of Tumble checks by 2. 
  Stealth and Detection in Badlands: The maximum distance at which a Spot check for detecting the nearby presence of 
  others can succeed is 4d10x10 feet. Because sound echoes so much in badlands, the DC of Listen checks increases by 2.
  
  TUS6-08 All This for a Wedding 
   
  Page 54 
  MAP 2 
   
   
  COMBAT NOTES FOR THE CAVE: 
  Scale: 1 square = 5 feet. 
  
  TUS6-08 All This for a Wedding 
   
  Page 55 
  MAP 3 
   
   
  COMBAT NOTES FOR PLAINS TERRAIN: 
  Scale: 1 square = 5 feet. 
  Light Undergrowth: This is very tall grass. A space covered with light undergrowth costs 2 squares of movement to 
  move into, and it provides concealment. Undergrowth increases the DC of Tumble and Move Silently checks by 2. 
  Heavy Undergrowth: This is an area filled with tangled bushes. Heavy undergrowth costs 4 squares of movement to 
  move into, and it provides concealment with a 30% miss chance (instead of the usual 20%). It increases the DC of 
  Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on 
  Hide checks. Running and charging are impossible.
  
  TUS6-08 All This for a Wedding 
   
  Page 56 
  PLAYER HANDOUT 1 
   
   
   
  Let it be known that I, Murad, Sultan of Zeif and Emperor, Protector, etc., of various other regions, do give into 
  your hands my daughter Tira for the duration of her journey to her betrothed in Tusmit. Her welfare is your 
  responsibility and any harm that is visited upon her will likewise be visited upon your head. Any companions making 
  the journey with you are likewise to be held responsible in for my daughter’s safety. 
   
   
  Be aware that Tira is above you in station. You must defer to her will in all things lest you be charged with willing 
  treason against the states of both Zeif and Tusmit, this latter point being assured to me by the Pasha himself. She is wise, 
  however, and will be led by you in matters of security to such an extent as her honor allows. You would do well to speak 
  with her regarding any protective items you wish her to wear and any spells which you would have her accept upon her 
  person. She has been trained to avoid unnecessary conversation with those below her station, so you would do well to 
  come to your point early and give her reason to engage in such discourse. 
   
   
  I must be very clear, no male person may enter her place of dwelling, whether it be her tent or her room in some 
  other structure, even if her security seems threatened within, unless that person is a eunuch. If you desire to become a 
  eunuch before departing, the royal healers are on hand in the Harem Wing of the palace to attend to the operation in 
  such a way that you will be fit to travel immediately. 
   
   
  [The writing continues to describe the route by which you are expected to travel to reach Tusmit. A map is also 
  included. It is far from the quickest route and passes across country where no roads or inns may be found. No 
  explanation for this decision is given.]
  
  TUS6-08 All This for a Wedding 
   
  Page 57 
  PLAYER HANDOUT 2 
   
  CAMEL, DROMEDARY (reprinted from Sandstorm, pp. 192, 193.) 
  Large Animal 
  Hit Dice: 3d8+6 (19 hp) 
  Initiative: +3 
  Speed: 50 ft. (10 squares) 
  Armor Class: 13 (-1 size, +3 Dex, +1 natural), touch 12, flat-footed 10 
  Base Attack/Grapple: +2/+10 
  Attack: Bite +0 melee* (1d4+2*) 
  Full Attack: Bite +0 melee* (1d4+2*) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: — 
  Special Qualities: Low-light vision, scent, sure feet 
  Saves: Fort +5, Ref +6, Will +1 
  Abilities: Str 18, Dex 16, Con 14, Int 1, Wis 11, Cha 4 
  Skills: Listen +5, Spot +5 
  Feats: Alertness, Endurance 
  Environment: Warm deserts 
  Organization: Domesticated or herd (6-30) 
  Challenge Rating: 1 
  Advancement: — 
  Level Adjustment: — 
   
  Dromedaries are known for their ability to travel long distances without food or water. A dromedary is a one-humped 
  camel, and it thrives in warm deserts. A dromedary stands about 7 feet tall at the shoulder, with its hump rising 1 foot 
  higher. 
   
  Carrying Capacity: A light load for a dromedary is up to 300 pounds; a medium load, 301-600 pounds; and a heavy 
  load, 601-900 pounds. A dromedary can drag 4,500 pounds. 
   
  Combat 
  *A dromedary’s bite is treated as a secondary attack and adds only ½ the camel’s Strength bonus to the damage roll. 
   
  Sure Feet (Ex): Dromedary camels have broad feet that help them travel easily over sand and similar loose surfaces. 
  They treat shallow sand as normal terrain and deep sand as shallow sand. See Sand Travel, page 18, for descriptions of 
  shallow and deep sand. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Tusmit/596/Normal Scenarios/TUS6-08 - All This for a Wedding (APL 2-14)/TUS6-08 - All This for a Wedding.pdf