TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form 
  without permission of the author.  To learn more about the Open Gaming License and the d20 system license, please 
  visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, 
  Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario 
  is intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  TUS4-04 
   
   
   
   
   
   
   
   
   
   
   
   
   
  My Big Fat Tusman Wedding 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Tusmit Regional Adventure 
  by Jean-Philipe “JP” Chapleau 
  Stats Blocks and Combat: Farzin 
  Circle Edit: David Christ 
   
   
  Weddings are a great time for rejoicing, eating, dancing, reveling and death. A young Mullah and a rich merchant’s 
  daughter unite under the Star of Al-Akbar, this wedding is bound to a happy ending. But when matters of the heart and 
  matters of religion clash, death knocks at the door. An adventure designed to be played at APL 2-12. 
  
  TUS4-04 My Big Fat Tusman Wedding 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that 
  you know and can communicate to your players the 
  special aspects of playing an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any 
  special rules, spells, or Possessions presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
  The players are free to use the game rules to learn about 
  Possessions and weapons their characters are carrying. 
  That said, you as the DM can bar the use of even core 
  rulebooks during certain times of play. For example, the 
  players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text 
  is for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase 
  the player text instead of reading it aloud. Some of this 
  text is general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and DM fill out a reporting form.  After the 
  form is filled out it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Web site, ant 
  then have any players without a character create on.  
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a 
  class ability (i.e. animal companions, familiars 
  paladin’s mounts, etc) use the sidebar chart to 
  determine the number of levels you add to the 
  sum 
  above. 
  Add 
  each 
  character’s 
  animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  
  TUS4-04 My Big Fat Tusman Wedding 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will 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 you may 
  gain at the end of the adventure. If your character is 
  three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience points 
  awarded for the adventure. This simulates the face that 
  either your character was not as challenged as normal, 
  or relied on help by higher-level characters to reach the 
  objectives. 
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or sometimes even five 1
  st-
  level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help 
  even the score. 
  5. 
  Attempt to create a table of six 1
  st-level characters, 
  or try to enlist higher-level characters to play at 
  that table. 
  6. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that 
  round. This is a free action (spoken command) that 
  may be attempted each round. If an animal loses 
  half or more hp in a single round it flees, unless 
  another check is successful. 
  Time Units and Upkeep 
  This is a standard One-round Regional adventure, set 
  in Tusmit.  Characters native to Tusmit pay one Time 
  Unit per round, all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12gp per 
  round.  Rich Upkeep costs 50gp per round.  Luxury 
  Upkeep costs 100gp per round. 
   
  Adventure Summary and 
  Background 
  Aziz ibn Hassam Az-Anak al-Mullah is a young Mullah 
  of the True Faith. Narla Kazemi is the daughter of a 
  wealthy horse merchant of Khandahur in the 
  sheikdom of Eysami. Unlike many marriages among 
  the nobility, this one has double value: not only does it 
  further the aims of both families, but both bride and 
  groom are deeply in love with each other. 
  Aziz al-Mullah has just finished his studies to become a 
  mullah. Devout and friendly, Aziz contrasts sharply 
  with every other mullah for his gentleness and his 
  understanding. His family however is quite poor 
  because of some unfortunate management during the 
  Greyhawk wars. Aziz’s grandfather sent a large sum of 
  gold to support the Ketite effort in Bissel only to have 
  the money stolen as it was passing through 
  Bramblewood Gap in Ket. His family is now based in 
  Sefmur where he is promised to have a bright future 
  there. 
  Kazem ibn Fadel is a man with a different situation. His 
  father managed to buy a small plot of land where he 
  bred a few horses into quite a fortune. Kazem managed 
  to obtain a lucrative contract by breeding horses for the 
  Tusman Guard. Kazem, himself not an overly religious 
  man, was born into a devout family of the Exalted 
  Faith. 
  Narla and Aziz met one day on the market. Her beauty 
  and flowing words charmed Aziz. She found him to be 
  witty and charming. It took but a few words and Narla 
  whispered her name to him.  
  When Hassam Az-Anak, Aziz’s father, visited the rich 
  merchant’s estate, both fathers didn’t argue a long time 
  before arriving to an agreement. Hassam Az-Anak 
  needed funds and Kazem ibn Fadel needed the 
  recognition of nobility. It took less than an hour before 
  a date was decided and invitations were sent out. A 
  wedding would take place. 
  Though both fathers were quite happy with the union, 
  not everyone was so happy with it. Jazaar ibn Fadel, 
  Kazem own brother was furious with the alliance; he 
  stormed into the family manor and had a violent 
  argument. Jazaar left insulted that one of his family 
  members would join so willingly those heretics who 
  follow the wrong path of the Faith.  
  In the weeks that followed, Jazaar tried to convince his 
  brother to change his mind. He sent expensive gifts as 
  a reminder of what faith had given them. But Kazem’s 
  
  TUS4-04 My Big Fat Tusman Wedding 
   
  Page 4 
  mind was set. Jazaar even sent a few Qadi to remind 
  Kazem of his faith, but to no avail. The Qadi explained 
  that though misguided, the basics of the True Faith 
  were still valid and that Narla wasn’t off to join some of 
  those Easterner’s cult. Besides both faiths have 
  coexisted peacefully in Tusmit for a long time.  
  When it was announced that the ceremony would be 
  held according to the traditions of the True Faith, but 
  that it would be held on the family estate, Jazaar flew 
  off into a rage. Such outrage wouldn’t go unpunished. 
  If the Restorer of Righteousness wouldn’t take actions, 
  he would. 
  Drawing on contacts of his, Jazaar met with an agent of 
  “a friend of Tusmit and Al-Akbar’ Most Holy and 
  Exalted Church.” The agent was ready to do what Jazaar 
  wanted: punish his brother Kazem. Blinded by rage and 
  religious zeal, Jazaar agreed. 
  Adventure Summary 
  Introduction: Wedding Bells: The characters hear of 
  the upcoming wedding between Aziz and Narla. PCs 
  with influence or members of a meta-org get invited 
  for free. All other characters must either offer a gift or 
  talk their way in to be invited. 
  Encounter 1: Rumors and Invitations: Upon 
  entering the compound, all weapons must be checked 
  in with the guards. No weapons are allowed inside, 
  without exception. There are both Mullahs and Qadis 
  and the characters have a chance to meet some old 
  friends. 
  All the characters are offered a room together. It is 
  quite posh and luxurious. Because they are all 
  adventurers, they have been placed together. After they 
  have met. They are told they should rest because the 
  revels will last from morning until next dawn with the 
  peak of the ceremony being the binding at midnight. 
  They are also attacked by a group of thugs who wanted 
  to enter for free. 
  Encounter 2: The Opening Ceremonies: This 
  Encounter is quite roleplay heavy and introduces the 
  players to some new faces and perhaps a few old ones. 
  This is a good time to get to know the protagonists of 
  the story.  
  Encounter 3: The Botched Frame: In this Encounter, 
  the characters get framed for the murder of Kazem ibn 
  Fadel. However, Aziz finds the body before them. They 
  are offered a chance to prove Aziz’s innocence. 
  Encounter 4: The Investigation: Here the PCs have 
  to find the clues. Again, this Encounter is quite 
  roleplay intensive as a number of NPCs know small 
  bits of details. Plus there are a few clues lying around. 
  Encounter 5: Another Body: Alerted that something 
  happens in the garden, the heroes find the body of the 
  gnome bard. Around it are numerous important clues 
  pointing to the assassin. 
  Encounter 6: Confronting the Assassin: Finally the 
  players should retrace the killer hiding on the roof, 
  along with his ride out. Daran summons Elementals to 
  fight for him. On the assassins is a fake letter from 
  apparently 
  Jazaar. 
  The 
  characters 
  only 
  have 
  circumstantial proof of Jazaar’ guilt. 
  Encounter 7: The Whodunnit Speech: The heroes 
  tell their story of the whodunnit. Blaming one of the 
  guests leads to a serious brawl.  Otherwise they can talk 
  to Jazaar alone. 
  Encounter 8: Soldier to the Rescue: The players 
  emerge, intent on following Jazaar. The man orders the 
  guards to attack the heroes, hoping to gain a few 
  seconds to make good his escape.  
  Conclusion A: The Wedding: Aziz and Narla are 
  bonded. The star of Al-Akbar shines upon them. 
  Conclusion B: No Wedding: Aziz or his father is 
  believed to be guilty. The wedding is off. 
   
  Introduction 
   
  Before running this adventure, be sure that you have 
  read the Appendices to familiarize yourself with the 
  people, places and special rules around the estate. 
  Before starting, inform the players that this adventure 
  takes place among the great ones of Tusmit. Rich or 
  luxury upkeep would allow them fit in better with the 
  crowd. Tell them that their animals will not be allowed 
  in the adventure. 
  When you arrived in Khandahur in the Sheikdom 
  of Eysami a few days before, you found the town to 
  be dressed up beautifully. A major wedding was to 
  take place. All of early summer has been quite nice 
  in Tusmit. It is indeed the perfect time for a 
  wedding. 
  Aziz ibn Hassam al-Mullah, a young and promising 
  Mullah recently returned from a pilgrimage to meet 
  the Grand Mufti of the Yatils, is going to marry 
  Narla, the daughter of Kazem ibn Fadel, one of the 
  major provider of horses to the Tusman Guard.  
  The event is the talk of the whole town. Everyone 
  wishes to try and obtain an invitation to the ibn 
  Fadel household, in the Nobles’ Quarter of town.  
  There are many Mullahs and Qadi in town. The 
  symbol of the Cup and Talisman are proudly 
  displayed everywhere in town. Flags of the 
  Sheikdom and the 3 stars of Tusmit are everywhere.  
  Whoever these two young people are, their 
  wedding is causing quite a stir. 
   
  
  TUS4-04 My Big Fat Tusman Wedding 
   
  Page 5 
  Encounter One: Rumors and 
  Invitations 
   
  Players can make Knowledge (Local/ Metaregion-2), 
  Knowledge (Religion) or Gather Information checks to 
  know how a Tusman Wedding is usually done. A +2 
  circumstance bonus should be given to any Tusman 
  Players. 
  About Weddings in Tusmit 
  � 
  [DC 8] Invitations are made by either the groom’s 
  or bride’s family. During the ceremony they tend 
  to stay separated in seating, eating and celebrating. 
  � 
  [DC 10] The ceremonies usually last from dawn to 
  dawn, with the high point being at midnight when 
  the actual marriage ceremony occurs. 
  � 
  [DC 12] All guests reside at the ibn Fadel family 
  estate where the wedding is held. 
  � 
  [DC 14] If, at midnight the Star of Al’Akbar can be 
  seen in the sky, this means that the couple is very 
  blessed by the Restorer of Righteousness.  
  � 
  Everyone wonders whether the Star of Al’Akbar 
  will appear during the wedding. If the star is not 
  seen, then the union has no special blessing, but it 
  is not seen as an ill omen. 
   
  The Az-Anak Family 
  � 
  [DC 8]The Az-Anak family is a noble household 
  from the Sefmur area. 
  � 
  [DC 9]The Az-Anak family has strong ties with Ket 
  (False) 
  � 
  [DC 10]The Az-Anak family is quite impoverished 
  and the current wedding will be very profitable to 
  them.  
  � 
  [DC 12]Aziz is perceived by many to become one 
  of the most influential religious figures in all of 
  Tusmit.  
  � 
  [DC 14]During the Greyhawk wars, Aziz’s 
  grandfather was a vocal supporter of Tusmit’s 
  policy, and the alliance with Iuz. 
  � 
  [DC 16] The Az-Anak family fortune was stolen 
  during the Greyhawk Wars while it was being 
  carried through the Bramblewood Gap in Ket as it 
  was being sent to support the Ketite war effort in 
  Bissel.  
  The Ibn Fadel Family 
  � 
  [DC 8] Kazem ibn Fadel is a very rich man. He 
  provides the Tusman army with all of its horses (a 
  bit exaggerated but true) 
  � 
  [DC 10] The Ibn Fadel family has roots with the 
  Exalted Faith and has strong ties with Ekbir and 
  the Mouqollad Consortium. 
  � 
  [DC 12] Kazem only has one child, the lovely 
  Narla. Making her the only heir to the family 
  money. Jazaar, Kazem’s brother has no children. 
  � 
  [DC 16] Jazaar is very involved in the Exalted 
  Church and spends most of his time in Ekbir. He 
  made a number of pilgrimages to the holy sites 
  there. He strongly disapproves of the wedding.  
  Word on the Street 
  � 
  [DC 8] People believe that Hassam did that just to 
  come into the money of the Ibn Fahdel family.  
  � 
  [DC 10] Hassam Az-Anak lives with a woman of 
  poor repute. (not quite true) 
  � 
  [DC 12] A few Ekbirians and someone from Zeif 
  made the trip and are all lodged at the Kazemi 
  household. 
  � 
  [DC 14] When she was younger, Aziz’s father 
  Mistress was an adventuring wizardress. 
  � 
  [DC 16] The Az-Anak family cook is supervising 
  the feast. She is a halfling who runs her kitchen 
  like Iuz rules his empire. Her name is Pommette 
  Humos. Meats, fish, cheeses, vegetables and fruits 
  have been arriving for the last 2 weeks. Everyone 
  expects the feast to be one of the biggest ever seen 
  in Tusmit. 
   
  Heroes with (unspent or permanent) influence points 
  in Tusmit, members of the Tusmit Military, members 
  of 
  an 
  organized 
  Church 
  in 
  Tusmit 
  (except 
  Olidammara), members of the churches of Al-Akbar 
  from any country, members of the Mouqollad 
  Consortium (any country), those with the favor of 
  Ishmal Al-Qadi or Heroes of Tusmit will be personally 
  invited and thus can come to the wedding for free. 
  Note that getting invited does not spend the influence 
  point. 
  Players who do not belong to any of the previous meta-
  orgs have to pay a gift to the family equal to APL 2: 
  20gp APL 4: 50gp APL 6: 100gp APL 8: 150gp APL10: 
  200gp in order to be invited.  
  Alternatively, a character can try to trick or deal their 
  way in by making a Bluff or Diplomacy check DC 20 + 
  APL one can get in without paying. Failure results in a 
  10gp x APL fine. There are obviously no retries. 
  If a character is a member an Udgru Wood Elf, even if 
  they belong to the previously mentioned derogation, 
  he has to pay the invitation gift. No good Tusman 
  noble would invite a Rebel to a wedding. 
  Heroes living off the wild also have to pay for the gift, 
  with the above value doubled (APL 2 = 40gp, APL 4 = 
  100gp, etc). No good, self-respecting guard would let in 
  someone reeking into such a ceremony, unless he came 
  bearing a nice gift. 
  Once all heroes have managed to get invited into the 
  wedding, have them make a Spot check [DC 5+APL] to 
  notice a man in a nearby alley pointing towards them. 
  Making any gesture towards him sends him dashing 
  down the alley. This is an ambush. As the heroes enter 
  the alley, they will be attacked by a group of thugs. 
  APL 2 (EL 4) 
  �Garin: Rog2, hp11; see Appendix 1 
  �Thugs (4): War1, hp 9 (each); see Appendix 1 
  
  TUS4-04 My Big Fat Tusman Wedding 
   
  Page 6 
  APL 4 (EL 6) 
  �Garin: Rog3, hp16; see Appendix 1 
  �Aral: Ftr3, hp28; see Appendix 1 
  �Thugs (6): War1, hp 9 (each); see Appendix 1 
  APL 6 (EL 8) 
  �Garin: Rog5, hp26; see Appendix 1 
  �Aral: Ftr5, hp44; see Appendix 1 
  �Thugs (6): War2, hp 15 (each); see Appendix 1 
  APL 8 (EL10) 
  �Garin: Rog7, hp37 see Appendix 1 
  �Aral: Ftr7, hp63; see Appendix 1 
  �Thugs (4): War4, hp 27 (each); see Appendix 1 
  APL 10 (EL 12) 
  �Garin: Rog9, hp47; see Appendix 1 
  �Aral: Ftr9, hp79; see Appendix 1 
  �Thugs (6): War5, hp 33 (each); see Appendix 1 
   
  Tactics: At APL2, the heroes see one of the thugs, 
  running into the alley. At all other APLs, they see Aral.  
  The thugs cut the heroes off and try to press any 
  advantage they may have. Garin and Aral will try to 
  move to flank on the heavily armored characters. If 
  need be, Aral may grapple to allow Garin to use his 
  sneak attack. 
  These thugs have been hired by the Brotherhood (a 
  Knowledge 
  (Local/Metaregion-2) 
  check 
  [DC10] 
  recognizes a guild of thieves especially active in 
  southern Tusmit). They have detailed description of 
  the heroes. If interrogated they try to deal for their 
  lives by offering information. If the heroes do not agree 
  to let them go, they won’t say anything to them. 
  If they are offered their freedom, they inform the 
  heroes that they have been asked to beat up the 
  characters and pass off as them 
  Finally after the fate of the thugs is decided continue. 
   
  Encounter Two: The Opening 
  Ceremony 
   
  The first lights of morning should give way to dawn 
  pretty soon.  You are not alone on the streets 
  between the large estates of the noble’s quarter of 
  town.  Many people arrive, bearing gifts of all sizes, 
  to the gates of a large estate blocked by Tusman 
  guards and part of the militia.  Only those with the 
  proper invitations are allowed in. 
  Having managed to secure an invitation, you are 
  allowed in, flanked by two priests and a Mulazim of 
  the Guard (lieutenant). One priest is wearing the 
  traditional robes of red and white, and the other of 
  white and red. The Mulazim turns to you and asks, 
  “Are you with the groom or the bride?”  He then 
  takes your name and asks for any weapon bigger 
  then a dagger. 
  Once you have surrendered your offensive gear you 
  are ushered in gracefully. 
  By making a Knowledge (Religion) (DC 5 for Tusman, 
  Ekbirian or Ketite) and (DC15 for all others) inform 
  the heroes that to have priest of both the Exalted and 
  True Faith together in a single place is very rare. 
  The Mullah and the Qadi will both explain that these 
  are their orders and that they will not budge. Both of 
  them are very good at identifying anything hidden 
  (Search +13). If they have any reason to suspect the 
  heroes are hiding something, they will not hesitate to 
  use their wands of detect magic and zone of truth upon 
  them [DC15]. They will be assured that anything left 
  here will be kept at all times by a number of priests of 
  Al’Akbar and Istus and members of the army.  
  Under no circumstances will they allow animals inside 
  the estate, the animals are to be kept under guard in the 
  stables.  
  The Qadi and Mullah both want to outshine the other 
  in zeal and so will spare no effort in trying to prove the 
  other one is less strict upon criminals. Similarly, any 
  attempts to intimidate means a short trip to jail. In 
  short: the heroes should not mess with either of these 
  priests. They have no pity, don’t have any. 
  The two priests will remind any spellcasters of the law 
  regarding the use of magic.  
  Illegal use of magic: Any target or area effect spell 
  that requires a save, causes any change in state, causes 
  damage, or produces an otherwise unwanted effect on 
  the victim.  
  Sentence: Fine of 50 fountains (gp) per spell level 
  AND 10 public lashes per spell level (note that they 
  will both go for the maximum punishment allowed by 
  the law because of their zealousness and none of them 
  want to show weakness in front of the other). 
  Once the heroes are done with the two priests, 
  continue on. 
  With many of the guests you leave the guardhouse 
  and walk to the estate’s main grounds.  A cobbled 
  walkway forms a plaza between the estate house, 
  the guardhouse, and the stables in which richly 
  dressed men and elegantly gowned women stroll 
  by.   Members of the guard are in their finest 
  ceremonial gear, some of them mounted upon 
  beautiful horses, others on foot.   
  As the guests all head towards the main house and 
  the guard forms an honour row to salute all the 
  nobles and officials attending this important 
  celebration. 
  A steward calls the names of the guests as they walk 
  through the main doors.  As you approach a young 
  steward asks for your names and titles. 
  
  TUS4-04 My Big Fat Tusman Wedding 
   
  Page 7 
  The steward at the door will repeat the names and titles 
  as the heroes told them. 
  Eventually dawn breaks over the horizon and the 
  guests let out a cheer. A young man, dressed in his 
  finest robes of red and white with a symbol of the 
  Cup and Talisman proudly displayed upon his 
  chest, walks through the door you came in through.    
  The Steward quickly calls his name as his large 
  entourage flows in behind him. 
  “Aziz, Az-Anak, Mullah of Al’Akbar, has arrived to 
  get married!”  
  A door on the opposite side of the large hall opens. 
  An elaborately dressed steward enters, obviously 
  excited.  ‘Kazem ibn fadel of the Mouqollad 
  Consortium announces that he agrees to this 
  wedding.”  An old man walks in, followed by a 
  veiled young woman and their entourage. 
  The two men meet in the center of the room. Aziz 
  speaks out.  “Your house has been blessed with such 
  a 
  beautiful 
  daughter. 
   
  The 
  Restorer 
  of 
  Righteousness truly shines upon your house.”  To 
  which Kazem answers, “You are wrong, it is I who is 
  blessed for being able to give my only daughter to a 
  man of such prestige.  Blessed be the Cup, Blessed 
  be the Talisman.”  Both men then exchange a 
  handshake.  Together, they call out “May Al’Akbar 
  shine over the union of our families” 
  The crowd bursts into applauses and cheers. Both 
  sides have agreed to the wedding. 
  You can hand over the Player Handout Number One to 
  the players. This should present a few known faces. It 
  details the name and gives some basic information 
  about all the guests.  
  Allow the players to play and talk with any NPCs they 
  wish. For conversation ideas, and topics, refer to 
  Appendix One. Don’t steer them in one given 
  direction. If they get stuck, have Affid the Bard 
  approach them and strike a conversation. It is very 
  likely that the players will split the party. Don’t shy 
  away from that, but keep the rhythm going for 
  everyone. 
  This is an important moment in the adventure as it 
  allows the heroes a chance to meet and interact with all 
  the NPCs before anything happens. Don’t rush it too 
  much, and enjoy the encounter. This should be a big 
  event. 
   
  Encounter Three: The Botched 
  Frame 
   
  The day passes in revelry, dances, constant feasting 
  and music. The sun is about to disappear over the 
  horizon bringing another night over Tusmit. 
  A young servant boy approaches you. “You are the 
  adventurers right?” he asks. 
  Let the players answer. The boy pretends Kazem Ibn 
  Fadel wants them to come to the library. The boy 
  pretends to know nothing more, except that Kazem 
  looked to be in a hurry. 
  The boy is really Daran Al’Sawarma, who used 
  illusionary magic to make himself pass of as a young 
  boy.  
  As you approach the doors to the library, you find 
  them ajar. Just as you are about to push them a 
  scream echoes from inside the room.  
  Hopefully the heroes rush inside to find Aziz, holding 
  the drapes, standing over the body of Fadel.  Aziz is 
  stunned and all he can do is mumble uselessly with a 
  look of utter shock on his face. Play it so the heroes can 
  clearly see that Aziz is innocent (he is). 
  Daran hoped the heroes would be blamed for this, but 
  Aziz walked in and spoiled the frame-up. So we end up 
  with a botched plan. 
  A Heal check reveals the following. 
  [DC 10]: Kazem was stabbed from behind once then a 
  second time in the chest. His jawbone was mangled. (If 
  the hero asks, the blow may have been made by a small-
  sized person, or a medium-sized person aiming low). 
  [DC 14]: The wounds weren’t fatal, meaning poison was 
  used.  
  [DC 18]: Time of death is very recent, as blood is still 
  flowing from the wounds. 
  [DC 20]: Wyvern poison was used on both hit. 
   
  The room itself provides no clues, but do let the 
  characters make Search checks. 
  If the players prompt you with questions about the 
  young servant boy, have them make a Sense Motive 
  check [DC 15+APL] to inform them that he had a slight 
  lisp and a slight accent. Don’t tell them now what this 
  accent is, at least until they talk with Pommette. 
  Just as they are about to leave the room, or call out for 
  the guards, read the following. 
  The doors swing open Geheran enters the room 
  followed by a large group of armed Tusman Guards 
  and a number of guests. “STOP WHERE YOU 
  ARE!” he orders. Looking around, he notices the 
  dead body of Kazem ibn Fadel. “You are all under 
  arrest.”  
  Hassam Az-Anak cries out “My son! What have you 
  done!” 
  To which Jazaar ibn Fahdel calls “Murderous Pig! 
  HANG HIM! Hang him NOW!  
  
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  The Naqeeb turns and pushes every body out. 
  Guards enter the room and surround you. The 
  Naqeeb stays outside and is obviously trying to 
  calm the crowd. 
  They will be kept under guard for a few long minutes. 
  The Naqeeb then enters back into the room and asks 
  Aziz a few questions. 
  • 
  Did you kill Kazem? Aziz: No, I found him there, 
  already dead. 
  • 
  Do you know who killed Kazem?  Aziz: No, I saw 
  no one here. 
  • 
  Why were you in the library? Aziz: I wanted to 
  talk to him about the family business. I was going 
  to ask him to give the reigns of the business to 
  Jazaar, his brother. 
   
  The Naqeeb will then ask the same three questions to 
  the heroes. If one refuses to answer (or is too slow in 
  doing so), the Naqeeb reminds them that the 
  punishment for murder is 20 years in the mines if they 
  are lucky, and death if not.  
  You can have the characters make Knowledge 
  (Metaregion-2) DC15 (no rolls needed for Tusman 
  heroes) to inform them that the Naqeeb is very likely 
  to be one of the Judges who can sentence them.  
  After the interrogation, the Naqeeb should be 
  sufficiently satisfied that the characters aren’t guilty 
  (hopefully).  
  The Naqeeb paces around you for a moment, deep 
  in thoughts, he looks at you at short intervals. 
  Finally taking a seat in front of you. “I have good 
  news for you. The proof and what you tell me leads 
  me to believe you are innocent. However, I would 
  like to point out that someone obviously tried to 
  have you framed for this murder.” 
  “Though I would like to investigate this myself, I 
  fear that any conclusion to which I may come may 
  be seen as a political accusation and turn this place 
  into a brawling pit. The repercussions may be more 
  than you can imagine.” 
  “Therefore, I offer you the following arrangement. 
  You have until the bonding, at midnight to find the 
  real killer or whoever orchestrated it. I will make 
  sure no one will leave the estate before that time.” 
  “Aziz here, will be kept under guards until you can 
  prove his innocence or his guilt.” 
   
  Encounter Four: Looking For 
  Clues 
   
  This part of the adventure is very open-ended and may 
  require you to improvise a little. Most of the important 
  information is in Appendix Two. This section will 
  focus on the physical clues. 
  Go with the flow, don’t give out too many things to the 
  characters, but neither don’t block them. If they are 
  really stuck, use the Naqeeb to assist them in offering a 
  clue or two. If they have never met an NPC before, that 
  NPC may come forward. 
  Heroes who have made good Gather Information rolls 
  at the start of the adventure do have an edge here. 
  Don’t be afraid to give out information without rolling 
  if the characters are role-playing the encounter really 
  well. 
  Looking for the boy: It is very likely the heroes will 
  start looking for the boy. There are NO children on the 
  premise. No one has seen the boy they talked to. 
  Music playing: Everyone remembers hearing music 
  playing in the background at all times. Affid uses an 
  Unseen Servant (the components are easily available) 
  to play his harp when he wants to take a break. If you 
  need Affid to sneak away, he’ll use this stratagem. 
  Known arcane spellcasters: Beside the PCs (possibly), 
  the only known arcane spellcaster are Affid, the bard 
  and Mehemeta, Hassam’ mistress.  
  Clues in the Kitchen: At one point the heroes should 
  decide to go to the kitchen.  
  The kitchen is like a beehive of activity and a 
  paradise for the nose. Kitchen staff, mostly human 
  women busy around boiling, cooking mixing or 
  arranging the large amount of food to serve the 
  army of guests.  
  The aromas and savors emanating from the room 
  are inebriating. Meats for the heartland of Tusmit, 
  thick rich sauces made with spices from the east, 
  marinades made with rich oil from Zeif, cheeses 
  from the Halfling villages in the Sehla Hills, and 
  assortment of fruits, hollowed out Galda fruit filled 
  with Galda spirit cream. Desserts filled or covered 
  with cream and icing are being prepared. Five or six 
  women are busy stacking fruits on a huge platter 
  and covering them with caramelized sugar. This is a 
  vision of paradise indeed.  
  As you are staring ahead blankly, a young Halfling 
  woman takes a pose in front of you, her shiny ladle 
  firmly in hand. “Now the meal is being served in 
  the main hall. Go now, you are disturbing everyone. 
  NOW!” 
  The young halfling woman is Pommette Homus, the 
  head cook. She doesn’t tolerate anyone other than her 
  staff in her kitchen while there is food being prepared. 
  Think of Sgt Slaughter with a ladle. No means no. She 
  wants them out, now. Any attempt to bully, fast talk or 
  cajole her will fail, until they leave the kitchen.  
  Under no circumstance will she allow the heroes back 
  into the kitchen. She is not adverse to coercing them 
  
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  Page 9 
  by “convincing” them with her ladle. If the heroes 
  attack her in any way, she will scream that she is being 
  murdered. The guards and staff will be here in a flash 
  and have the character(s) who attacked Pommette be 
  thrown in jail immediately (see Punishment and Law).  
  No rolls will save them, Pommette is the protégé of a 
  powerful family, she has more connections than the 
  heroes. The adventure is over for that hero. 
  Once outside of the kitchen, she insists on the 
  conversation being brief. She is a busy woman. 
  If the heroes ask to see Daran, she’ll say he is just in 
  there that he reported them to her. She will call him 
  through the door in an unceremonious way. But Daran 
  will not respond. Pommette will tell them that he is a 
  useless drunk who can’t cut vegetables. 
  The kitchen staff is mostly of Baklunish or mixed 
  Baklunish/Flan origin. There is a half-elf or two and 
  only two halflings. Most of the women work in the 
  kitchen and most of the men work at serving the 
  guests. The staff members do not know each other very 
  well. 
   
  Encounter Four: Another Body 
   
  When the heroes run out of ideas or people to talk to, 
  have someone friendly to them perhaps Lara El’Anir 
  (or Kabil al-Mullah, as long as its not someone they 
  suspect) approach the heroes in a discreet fashion.  
  “I think you should go to the maze. As I was 
  enjoying the view of sky outside, I heard an 
  argument about someone telling you something. I 
  came to you right away.” 
  In the maze, the heroes can find the body of Affid, 
  stabbed a few times with a dagger. 
  The Body: A Search check [DC5+APL] yields a small 
  piece of cloth that absolutely reeks. A Knowledge 
  (Local, Metaregion-2), Craft or Profession (anything 
  that has to do with cooking) or a straight intelligence 
  check [DC10]. Give a +2 racial bonus to halflings and a 
  +4 circumstance bonus to anyone who went to the 
  halfling village of Akcool. This identifies the smell as a 
  soft-pasted cheese made in the Sehla Hills. Only 
  someone who carried or who was working with large 
  quantities of food would reek that much. This should 
  clearly point to someone in the kitchen. 
  Searching the encounter: A Search [DC15+APL] 
  results in the characters finding the still-bloody dagger 
  buried hastily nearby. It is made for a medium-sized 
  person, with the initials “AAA” on it. The knife belongs 
  to Aziz (his initials appear on the blade) and was 
  offered to him by Kabil (either of them confirm this). 
  Tracking: Around the body are a number of tracks. A 
  Survival roll [DC10+APL] will identify a halfling. 
  Because of the number of tracks around here (it is a 
  maze), exactly where he went is very limited. 
  Speak with dead: Affid is quite willing to talk, so an 
  attempt will succeed. Affid will identify his killer as 
  “that stupid halfling”. He assumed correctly that when 
  he saw the halfling cast an Disguise Self spell on 
  himself that he had found the killer. He wanted to 
  blackmail the halfling into giving him a large sum of 
  money or he would sell him to the heroes. 
  Looking around (generally): Allow the heroes a Spot 
  check [DC5+APL] after they have come to the 
  conclusion that a halfling must be behind the murders. 
  Success means they spot a candle light on the roof. 
   
  Encounter Five: Confronting 
  the Assassin 
   
  At higher APLs, Daran will have used a Nondetection 
  spell on himself right after killing Kazem. After the 
  murder of Affid, Daran knows his secret is out and he 
  rushed to the roof to begin the summoning spell. 
  When the heroes make it out on the roof, Daran has 
  just finished summoning his ride out of here: a Djinni. 
  Note: it takes longer because he is not using a Summon 
  Monster Spell. 
  As you emerge on the tiled roof of the house, you 
  can see a plump halfling at the opposite end. He 
  finishes gesturing. In front of him, in a puff of 
  smoke appears a humanoid creature of elegant look 
  and dress. The creature flies above the halfling for a 
  moment. 
  He 
  starts 
  laughing 
  “I 
  was 
  only 
  commanded to respond to your summon, not to 
  obey any command after that! Next time formulate 
  your request better” before disappearing again. 
  The Djinni actually turned invisible but remains to see 
  what is going to happen. The Djinni stays just outside 
  of combat and under no circumstances takes part in the 
  combat, unless to defend himself. 
  In a rage, Daran turns to face the characters. Throwing 
  a few clear pebbles on the ground, a number of 
  elementals appear. “Attack them! Let none of them 
  live!” 
  This battle takes place on the tiled roof of the house. 
  Movement is difficult because of the risk of breaking 
  the tiles and falling. Any movement beyond a single 
  move action requires a Balance check (DC 12) to avoid 
  falling prone and a Strength check (DC 10) to avoid 
  sliding off the roof and falling 20 feet for 2d6 damage. 
  If the characters try to call the guards on the 3
  rd floor, 
  they will find them drugged unconscious (thanks to 
  Daran who offered them wine). Three medium-sized 
  scimitars are thus available, but don’t point this out to 
  the heroes unless they ask you. 
  
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  Page 10 
  APL 2 (EL 4) 
  �Daran: Sor1: hp 6; see Appendix One 
  �Small Air Elementals (2): hp 9; see Monster Manual 
  APL 4 (EL 6) 
  �Daran: Sor3; hp 16; see Appendix One 
  �Medium Air Elemental: hp 26; see Monster Manual 
  APL 6 (EL 8) 
  �Daran: Sor5; hp 26; see Appendix One 
  �Medium Air Elementals (2): hp 26 each; see 
  Monster Manual 
  APL 8 (EL 10) 
  �Daran: Sor7; hp 36; see Appendix One 
  �Large Air Elemental (2): hp 60 each; see Monster 
  Manual 
  APL 10 (EL 12) 
  �Daran: Sor9; hp 49; see Appendix One 
  �Huge Air Elementals (2): hp 136 each; see Monster 
  Manual 
   
  Tactics: Daran surrenders as soon as he is brought 
  down to 5hp or less. The elemental(s) fight until 
  destroyed even if Daran surrenders. Daran is ready to 
  talk in exchange for his life, going to jail is fine with 
  him (he can always escape at a later time). 
  After the elementals are defeated, the heroes can 
  interrogate Daran.  
  Daran works for the Tears of the Marid, the Sefmur 
  thieves guild. A man wearing a heavy cloak and 
  carrying a brooch with the flag of Ekbir on it (actually 
  it’s the cross of Ekbir, a symbol of the Exalted Faith, but 
  Daran can’t make the difference) to come here, kill 
  Kazem and to leave by calling the Djinni. The man did 
  not identify himself. He was paid a lot of money to do 
  this, and to keep his mouth shut. He was also told to 
  blame it on some guests who look like they might do 
  such things. 
  He has on him, a letter describing Kazem ibn-Fadel, 
  and a promise for 500gp when his mission is over. The 
  letter comes from the ibn-Fadel household (because of 
  the seal) and is signed with an elaborate ‘J’ in 
  Baklunish. Daran (and any members of the Guild 
  knows) payment would be arranged by the Tears and 
  paid to him upon his return to Sefmur. 
  If the heroes try to talk to the Djinni (they force him to 
  appear using glitterdust or invisibility purge), he 
  simply smirks and tells them he has been sent here to 
  recover the agent of his master. Obviously the agent 
  wasn’t Daran. 
  Treasure: 
  APL 2: L: 0 gp; C: 0 gp; M: bracers of armor +1 (83 gp 
  per character), cloak of resistance +1 (83 gp per 
  character), ring of protection +1 (166 gp per character) 
  APL 4: L: 100 gp; C: 0 gp; M: bracers of armor +1 (83 gp 
  per character), cloak of resistance +1 (83 gp per 
  character), ring of protection +1 (166 gp per character), 
  brooch of shielding (225 gp per character). 
  APL 6: L: 0 gp; C: 0 gp; M: bracers of armor +1 (83 gp 
  per character), cloak of resistance +1 (83 gp per 
  character), ring of protection +1 (166 gp per character), 
  brooch of shielding (225 gp per character), cloak of 
  charisma +2 (333 gp per character). 
  APL 8: L: 250 gp; C: 0 gp; M: bracers of armor +1 (83 gp 
  per character), cloak of resistance +1 (83 gp per 
  character), ring of protection +1 (166 gp per character), 
  brooch of shielding (225 gp per character), cloak of 
  charisma +2 (333 gp per character), elixir of fire 
  breathing (91 gp per character), sustaining spoon (450 
  gp per character). 
  APL 10: L: 250 gp; C: 0 gp; M: bracers of armor +1 (83 
  gp per character), cloak of resistance +1 (83 gp per 
  character), ring of protection +1 (166 gp per character), 
  brooch of shielding (125 gp per character), elixir of fire 
  breathing (91 gp per character), sustaining spoon (450 
  gp per character), cloak of charisma +2 (333 gp per 
  character), figurine of wondrous power (bronze 
  griffon) (833 gp per character). 
   
  Encounter Six: The Whodunnit 
  Speech 
   
  The heroes now have some circumstantial proof that 
  Jazaar has played a role in the murder of his brother. 
  Even if they are unconvinced by the letter, they can 
  now bring the murderer to the attention of the Naqeeb. 
  The Naqeeb is in the Main Hall trying to keep 
  everyone calm and the party running smoothly. Jazaar 
  is always near the Naqeeb. 
  When the heroes arrive, the Naqeeb greets them 
  relieved and ask them if they discovered the killer. If 
  the heroes say yes, then he will ask him to tell the story 
  out loud, and to produce the killer. He demands the 
  killer be brought to him immediately. Under no 
  circumstances can the Naqeeb leave the hall alone to 
  speak with the heroes. Both Jazaar and Hassam request 
  the heroes bring forth proof. Kabil approaches as well. 
  Everyone wants to know what the heroes have 
  discovered. 
  Now let the characters tell the story to a shocked 
  audience. Everyone listens to the story in silence. You 
  can have them make Diplomacy or Perform rolls but 
  the result really is meaningless. Though give them 
  good circumstance bonuses for good role-playing. 
  There are 2 pieces of evidence the heroes may have that 
  can make or break this case. Depending on which one 
  they show first, the rest of this adventure may vary. If 
  the knife is shown and told to belong to Aziz, then the 
  wedding will not go through, whether or not they have 
  the letter from Jazaar. This IS a difficult situation, but if 
  you have presented the situation correctly, they should 
  understand right away that the first tangible clue will 
  send the whole room into a fighting frenzy. 
  
  TUS4-04 My Big Fat Tusman Wedding 
   
  Page 11 
  If they do not mention or reference anyone other than 
  the halfling in any way, then go to “No one mentioned” 
  otherwise proceed with “Ballroom brawl”. 
  Ballroom Brawl: During the speech, making a Sense 
  Motive check [DC 15+APL] on Jazaar reveals 
  something of a surprise, but not really. It should be 
  clear that Jazaar knew about this. 
  If the person mentioned is from the bride’s party (like 
  Jazaar), someone from the grooms’ party will stand up 
  and say “Aziz! You are marrying into a family of 
  murderers and assassins, renounce this folly!” To 
  this someone in the bride’s party will say “Jazaar a 
  murderer, this must be one of these heretics from 
  Ket who hate our country!” and “CONSPIRACY!” 
  If the person mentioned is from the groom’s party 
  someone from the bride’s party will stand up and shout 
  “True faith people [spits on the ground]”. Which will 
  be echoed by “Vile sons of the Ekbirian invader!” and 
  “CONSPIRACY!” 
  During the next few seconds insults and religious slur 
  will start to fly. Ask the heroes what they are doing. 
  Before they can act, the Main Hall turns into a brawl. 
  People from both sides start swinging punches, women 
  start pulling hair and chairs start flying. 
  Jazaar takes this opportunity to leave, surrounded by 
  his retainers and closest friends. To catch him, the 
  heroes have to go through the fight. The PCs cannot 
  charge through the crowd to get to Jazaar.  It takes 5 
  rounds to cross the hall, a one on the Reflex save means 
  the character is tackled and pushed back by some 
  brawlers, he has to start again. 
  Once they reach the other side of the hall, Jazaar is 
  running out and his retainers move to cover his retreat. 
  APL 2 (EL 4) 
  �Alak, Farid: Rog1; hp 10 each; see Appendix One 
  �Marouk: Mnk1; hp 9; see Appendix One 
  APL 4 (EL 6) 
  �Alak, Farid: Rog2; hp 15 each; see Appendix One 
  �Marouk: Mnk2; hp 15; see Appendix One 
  APL 6 (EL 8) 
  �Alak, Farid: Rog3; hp 20 each; see Appendix One 
  �Marouk: Mnk3; hp 21; see Appendix One 
  �Barein: Clr3; hp 21; see Appendix One 
  APL 8 (EL 10) 
  �Alak, Farid: Rog5; hp 30; see Appendix One. 
  �Marouk: Mnk5; hp 33; see Appendix One 
  �Barein: Clr5; hp 31; see Appendix One 
  APL 10 (EL 12) 
  �Alak, Farid: Rog7; hp 40; see Appendix One. 
  �Marouk: Mnk7; hp 45; see Appendix One. 
  �Barein: Clr7; hp 41; see Appendix One. 
   
  Tactics: The men do not want to kill anyone so they 
  will inflict only non-lethal damage, unless one of the 
  heroes makes an attack (successful or not) that would 
  inflict real damage. At that point, they start calling for 
  the guards. The heroes will be arrested and Jazaar 
  escapes. 
  Once Jazaar’s men have been defeated, proceed to 
  Encounter Seven.  
  No one mentioned: If the heroes have used a lot of 
  tact and diplomacy and have proven that Daran is 
  guilty, but no guests were mentioned.  
  Everyone is happy that the affair has been solved and 
  talks move to who will inherit the family money. The 
  characters are now free to follow Jazaar. 
  If they do not confront Jazaar or believe it is someone 
  else, then proceed to the conclusion. Jazaar leaves a free 
  man. 
  After that, the heroes can try to take Jazaar aside. He 
  won’t separate from his entourage. Showing proof to 
  Jazaar makes him panic. “CONSPIRACY!” He shouts 
  unconvincingly. And his men move in to cover his 
  retreat. 
  Here again, the ELs have been increased to represent 
  the characters’ lack of Possessions. 
  APL 2 (EL 4) 
  �Alak, Farid: Rog1; hp 10 each; see Appendix One 
  �Marouk: Mnk1; hp 9; see Appendix One 
  APL 4 (EL 6) 
  �Alak, Farid: Rog2; hp 15 each; see Appendix One 
  �Marouk: Mnk2; hp 15; see Appendix One 
  APL 6 (EL 8) 
  �Alak, Farid: Rog3; hp 20 each; see Appendix One 
  �Marouk: Mnk3; hp 21; see Appendix One 
  �Barein: Clr3; hp 21; see Appendix One 
  APL 8 (EL 10) 
  �Alak, Farid: Rog5; hp 30; see Appendix One. 
  �Marouk: Mnk5; hp 33; see Appendix One 
  �Barein: Clr5; hp 31; see Appendix One 
  APL 10 (EL 12) 
  �Alak, Farid: Rog7; hp 40; see Appendix One. 
  �Marouk: Mnk7; hp 45; see Appendix One. 
  �Barein: Clr7; hp 41; see Appendix One. 
   
  Tactics: The men do not want to kill anyone so they 
  will inflict only non-lethal damage, unless one of the 
  heroes makes an attack (successful or not) that would 
  inflict real damage. At that point, they start calling for 
  the guards. The heroes will be arrested and Jazaar 
  escapes.  
   
  
  TUS4-04 My Big Fat Tusman Wedding 
   
  Page 12 
  Encounter Seven: Soldiers to 
  the Rescue 
   
  As the heroes exit the house, they can see Jazaar 
  ordering the guards in their direction. The guards draw 
  their weapons and move towards the heroes. The 
  Mulazim who allowed them in and the Mullah and 
  Qadi follow the troops. They call for the heroes to 
  surrender.  
  Convincing the Mulazim and the priests takes a Bluff 
  or Diplomacy roll of 15+APL. Allow circumstances 
  bonuses for both roleplay and proof brought forth. Just 
  re-rolling isn’t enough, the heroes most talk it out (Just 
  don’t be too sticky on the 6 second round). 
  Jazaar only needs 5 rounds once the heroes exit the hall 
  to escape. During that time, Jazaar whistles around, as if 
  calling a horse. At the end of these 5 rounds, Jazaar is 
  gone. The Djinni appears and takes him away. Still 
  even if Jazaar escapes, the heroes have succeeded. 
  If the heroes find a reasonable way to stop Jazaar, allow 
  it to work. sleep, color spray, slumber, hold person, 
  daze, confusion spells, grappling and stunning fist are 
  all valid methods of stopping Jazaar, but they are not 
  the only ones. Forcing Jazaar to lose a single round of 
  calling is enough. 
  However, throwing fireballs and the like is NOT a valid 
  way to go. Destructive magic WILL result in fines 
  (remember the Mullah and the Qadi are having a zeal 
  competition). 
  Jazaar isn’t stupid, he is cornered or if he cannot escape, 
  he surrenders. Even if he could be a threat to lower-
  APL parties, he won’t risk anymore, he feels guilty for 
  what he did, even if he didn’t do it on purpose. 
  The Djinni isn’t there to fight, if the heroes try to defeat 
  him, he disappears and leaves with Jazaar. 
   
  Conclusion A: Wedding goes 
  through 
   
  Use this conclusion if Aziz is proven innocent, and his 
  father wasn’t mentioned as being guilty of something, 
  whether or not Jazaar escaped. 
  A great bell is rung, everyone rushes on the front 
  courtyard. There is a sudden silence.  Peaceful 
  amidst the previous chaos, Aziz ties Narla’s wrist to 
  his own. In her hand is a gem-encrusted golden 
  chalice. 
   
  “My Love, with this cup you have brought your 
  Piety and your Generosity. I offer my Honor and 
  my Family to you.” Says the young Mullah quite 
  ceremoniously, trying to hide the emotion of his 
  voice. 
  “My Love, I take your Honor to be mine and your 
  Family as mine.” Narla responds her eyes filled with 
  love and joy. 
  “May the Blessed Star shine upon our marriage and 
  may our path be righteous and as true as our love.” 
  Concludes the young Mullah. 
  As the two lovers exchange a prude kiss, the crowd 
  gasps as from behind the clouds appears for a brief 
  instant the star of Al’Akbar shines in the sky, 
  blessing the couple. All notion of families and faith 
  dissipate for a single blessed moment as all exclaim 
  “Praise be to Al’Akbar! All hail the blessed couple!”  
  If Jazaar has been captured, he escapes before his trial, 
  through means unknown. Daran though is found 
  murdered in his cell. It seems that those who talk aren’t 
  exactly wanted in the Tears of the Marid… 
  Aziz and Narla will then offer a number of gifts to the 
  Heroes, to thank them for their help. The heroes will 
  also receive the Blessing or the Special Blessing of 
  Al’Akbar. 
   
  Conclusion B: No Wedding 
   
  Use this conclusion if either Aziz is shown to be linked 
  to the murder, either by showing the knife before the 
  crowd or through some twisted way, only a player 
  could come up with.  
  In this case, the heroes failed, Jazaar goes free. Aziz is 
  taken to jail, for a long time. Daran though is found 
  murdered in his cell. It seems that those who talk aren’t 
  exactly liked in the Tears of the Marid… 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives 
  plus roleplaying) to each character. 
  Encounter One 
  Defeating the Brotherhood Thugs 
  APL 2  
   
  120 xp 
  APL 4 
   
  180 xp 
  APL 6  
   
  240 xp 
  APL 8 
   
  300 xp 
  APL 10   
  360 xp 
   
  Encounter Five 
  Defeating the Daran and his elementals 
   
  APL 2  
   
  120 xp 
  APL 4  
   
  180 xp 
  
  TUS4-04 My Big Fat Tusman Wedding 
   
  Page 13 
  APL 6  
   
  240 xp 
  APL 8  
   
  300 xp 
  APL 10   
  360 xp 
   
  Accepting Daran’ Surrender 
  APL 2  
   
  30 xp 
  APL 4  
   
  45 xp 
  APL 6  
   
  60 xp 
  APL 8 
   
  75 xp 
  APL 10   
  90 xp 
   
  Encounter Six 
  Defeating Jazaar’s men 
   
  APL 2  
   
  120 xp 
  APL 4  
   
  180 xp 
  APL 6  
   
  240 xp 
  APL 8  
   
  300 xp 
  APL 10   
  360 xp 
   
  Or making a nice speech and preventing the brawl 
  APL 2  
   
  120 xp 
  APL 4  
   
  180 xp 
  APL 6 
   
  240 xp 
  APL 8  
   
  300 xp 
  APL 10   
  330 xp 
   
  Encounter Seven 
  Capturing or forcing Jazaar to escape  
  APL 2  
   
  120 xp 
  APL 4  
   
  180 xp 
  APL 6  
   
  240 xp 
  APL 8  
   
  300 xp 
  APL 10   
  330 xp 
   
  Story Award 
  Roleplaying during the investigation 
  APL 2  
   
  60 xp 
  APL 4  
   
  90 xp 
  APL 6  
   
  120 xp 
  APL 8  
   
  150 xp 
  APL 10   
  180 xp 
   
  Total possible experience  
   
  APL 2   
  450 xp 
  APL 4   
  675 xp 
  APL 6   
  900 xp 
  APL 8   
  1,125 xp 
  APL 10   
  1,350 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 encounter by the local watch, and so on), 
  characters may return to retrieve loot.  If the characters 
  do not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
  Next, the magic items are listed.  Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  Encounter Four: Capturing Daran 
  Daran’s Belongings 
  APL 2: L: 0 gp; C: 0 gp; M: bracers of armor +1 (83 gp 
  per character), cloak of resistance +1 (83 gp per 
  character), ring of protection +1 (166 gp per character) 
  APL 4: L: 100 gp; C: 0 gp; M: bracers of armor +1 (83 gp 
  per character), cloak of resistance +1 (83 gp per 
  character), ring of protection +1 (166 gp per character), 
  brooch of shielding (225 gp per character). 
  APL 6: L: 0 gp; C: 0 gp; M: bracers of armor +1 (83 gp 
  per character), cloak of resistance +1 (83 gp per 
  character), ring of protection +1 (166 gp per character), 
  brooch of shielding (225 gp per character), cloak of 
  charisma +2 (333 gp per character). 
  
  TUS4-04 My Big Fat Tusman Wedding 
   
  Page 14 
  APL 8: L: 250 gp; C: 0 gp; M: bracers of armor +1 (83 gp 
  per character), cloak of resistance +1 (83 gp per 
  character), ring of protection +1 (166 gp per character), 
  brooch of shielding (225 gp per character), cloak of 
  charisma +2 (333 gp per character), elixir of fire 
  breathing (91 gp per character), sustaining spoon (450 
  gp per character). 
  APL 10: L: 250 gp; C: 0 gp; M: bracers of armor +1 (83 
  gp per character), cloak of resistance +1 (83 gp per 
  character), ring of protection +1 (166 gp per character), 
  brooch of shielding (125 gp per character), elixir of fire 
  breathing (91 gp per character), sustaining spoon (450 
  gp per character), cloak of charisma +2 (333 gp per 
  character), figurine of wondrous power (bronze 
  griffon) (833 gp per character). 
  Capture Daran Alive (bounty from the Tusman 
  government) 
  APL 2: L: 0 gp; C: Reward from Tusman Gov 100 gp; M: 
  0 gp 
  APL 4: L: 0 gp; C: Reward from Tusman Gov 100 gp; M: 
  0 gp 
  APL 6: L: 0 gp; C: Reward from Tusman Gov 100 gp; M: 
  0 gp 
  APL 8: L: 0 gp; C: Reward from Tusman Gov 100 gp; M: 
  0 gp 
  APL 10: L: 0 gp; C: Reward from Tusman Gov 100 gp; 
  M: 0 gp 
   
  Encounter Five   
  Capturing Jazaar’s men (bounty from the Tusman 
  government if Jazaar arrested by the PCs) 
  APL 2: L: 0 gp; C: Reward from the Tusman Gov 75 gp; 
  M: 0 gp 
  APL 4: L: 0 gp; C: Reward from the Tusman Gov 75 gp; 
  M: 0 gp 
  APL 6: L: 0 gp; C: Reward from the Tusman Gov 75 gp; 
  M: 0 gp 
  APL 8: L: 0 gp; C: Reward from the Tusman Gov 250 gp; 
  M: 0 gp 
  APL 10: L: 0 gp; C: Reward from the Tusman Gov 250 
  gp; M: 0 gp 
   
  Total Possible Treasure 
  APL 2:  
  450 gp   
  APL 4:   
  650 gp   
  APL 6:   
  900 gp   
  APL 8:   
  1,300 gp  
  APL 10:   
  2,300 gp  
   
  
  TUS4-04 My Big Fat Tusman Wedding 
   
  Page 15 
  Appendix One: NPC’s 
   
  ALL APLS: 
  �Kazem Ibn Fadel: Male Human (Baklunish) Ari6; 
  CR 5; HD 6d8+6; hp 39; Init –1 (Dex); Spd 30ft; AC 9 
  [touch 9, flat-footed 9]; Base Atk +4; Grp +3; Full Atk +4 
  melee (1d4-1, dagger); AL N; SV Fort +3, Ref +1, Will 
  +8; Str 8, Dex 9, Con 12, Int 14, Wis 12, Cha 16. 
  Skills and Feats: Persuasive, Skill Focus 
  (Bluff), 
  Skill 
  Focus 
  (Diplomacy), 
  Skill 
  Focus 
  (Horsebreeder) Appraise +8, Bluff +15, Diplomacy +13, 
  Forgery +6, Gather Information +9, Knowledge 
  (MetaRegion 
  2) 
  +8, 
  Listen 
  +4, 
  Profession 
  (Horsebreeder) +13, Ride +4, Sense Motive +8, Spot+2.  
  Languages: Ancient Baklunish, Common, Draconic, 
  Elven.  
  Possessions: masterwork dagger. 
  �Narla Kazemi: Female Human (Baklunish) Ari1; CR 
  0; HD 1d8+1; hp 6; Init +1 (+1 Dex); Spd 30ft; AC 11 
  [Touch 11, flat-footed 10]; Base Atk +0; Grp -1; Full 
  Atk–5 melee (1D3-1, unarmed) AL NG; SV Fort +1, Ref 
  +1, Will +6; Str 9, Dex 12, Con 13, Int 13, Wis 14, Cha 
  13. 
  Skills and Feats: Alertness, Iron Will, 
  Appraise+2, 
  Bluff+5, 
  Diplomacy+6, 
  Gather 
  Information+4, Knowledge (Religion)+2, Knowledge 
  (Metaregion 2), Listen+4, Perform+4, Spot+6, Swim+0.  
  Languages: Ancient Baklunish, Common, Elven 
  �Aziz Ibn Hassam Az-Anak al-Mullah: Male 
  Human (Baklunish) Clr1/Ari1; CR 1; HD 1d8+1d8; hp 
  13; Init +1 (+1 Dex); Spd 30; AC 11 [touch 11, flat-
  footed 10]; Base Atk +0; Grp +0; Full Atk +1 melee (2D4, 
  falchion) AL LG; SV Fort +2, Ref +1, Will +7; Str 10, 
  Dex 12, Con 11, Int 15, Wis 16, Cha 15. 
  Skills and Feats: Combat Casting, Endurance, 
  Bluff+4, Concentration+3, Diplomacy+4, Forgery+3, 
  Gather 
  Information+3, 
  Intimidate+4, 
  Knowledge 
  (arcana)+3, 
  Knowledge 
  (Nobility)+3, 
  Knowledge 
  (Politics)+3, Knowledge (religion)+6, Knowledge (The 
  Planes)+5, Listen+5, Spellcraft+4, Spot+5.  
  Spells Prepared (3/2); base DC = 13 + spell 
  level): 0—[detect magic, light, mending]; 1st—[bless, 
  cure light wounds*, protection from evil] *domain 
  spell.  
  Domains: [Good (Cast Good spells at +1 level); Healing 
  (Cast Healing spells at +1 level)]. Languages: Ancient 
  Baklunish, Celestial, Common, Dwarven. 
  Possessions: masterwork falchion 
  �Jazaar Ibn Fadel: Male Baklunish Ari1/Ftr7; CR 7; 
  Medium Humanoid; HD 1D8+7D10+16 hp 64; Init +2 
  (+2 Dex); Spd 30ft; AC 15 [Touch 12, Flat-Foot 13]; Base 
  Atk +7; Grp +10; Atk +10 melee (1D4+6, dagger) of +8 
  melee (1D3+3, unarmed); Full Atk +10/+5 melee 
  (1D4+6, dagger) or +8/+3 melee (1D3+3, unarmed);  AL 
  LN; SV Fort +9, Ref +6, Will +5; Str 16, Dex 14, Con 14, 
  Int 10, Wis 8 Cha 16. 
  Skills and Feats: Cleave, Dodge, Improved 
  Unarmed Strike, Mobility, Mounted Combat, Power 
  Attack, 
  Weapons 
  Focus 
  (Dagger), 
  Weapon 
  Specialization (Dagger), Appraise +5, Bluff +7, Climb 
  +5, Diplomacy +6, Intimidate +5, Jump +5, Knowledge 
  (Nobility) 
  +2, 
  Knowledge 
  (Metaregion-2) 
  +1, 
  Profession (Merchant) +4, Ride +10 Sense Motive +2 
  Possessions: dagger +1, leather armor +1, vest 
  of resistance+2. 
  �Ishmal al-Qadi: Male Baklunish Clr9; CR9; Medium 
  Humanoid; HD 9D8+9 hp 57; Init +0; Spd 20ft; AC 17 
  [Touch 10, Flat-Foot 17]; Base Atk +7; Grp +8; Atk +10 
  melee (2D4+3, +2 falchion); Full Atk +10/+5 melee 
  (2D4+3, +2 falchion); SA Spells; SQ Spells; AL LG; SV 
  Fort +7, Ref +3, Will +9; Str 12, Dex 10, Con 13, Int 16, 
  Wis 16 Cha 14. 
  Skills and Feats: Combat Casting, Combat 
  Expertise, Extra Turning, Martial Weapon (Falchion), 
  Weapons Focus (Falchion); Concentration +13(+17), 
  Diplomacy +12, Knowledge History +13, Knowledge 
  Religion +10, Spellcraft +6. 
  Possessions: falchion +2, breastplate +2 
  Spells Prepared: (6/5+1/5+1/4+1/2+1/1+1); 
  base DC=13 + spell level): 0—[detect magic, guidance, 
  light (2), mending]; 1st—[comprehend languages, cure 
  light wounds*, detect evil, magic weapon, remove fear]; 
  2nd—[align 
  weapon, 
  consecrate, 
  cure 
  medium 
  wounds*, resist energy, silence, zone of truth]; 3rd—
  [dispel magic, invisibility purge, magic circle vs evil*, 
  prayer, water walk]; 4th—[divination, freedom of 
  movement, holy smite*]; 5th—[cure light wounds, 
  mass*, true seeing]. 
  Domains: Good and Healing. 
  �Moussef al-Qadi: Male Baklunish Clr5; CR5; 
  Medium Humanoid; HD 5D8+10 hp 38; Init +0; Spd 
  20ft; AC 15 [Touch 10, Flat-Foot 15]; Base Atk +3; Grp 
  +3; Full Atk +4 melee (2D4, falchion) SA Spells; SQ 
  Spells; AL LG; SV Fort +7, Ref +3, Will +9; Str 10, Dex 
  10, Con 14, Int 14, Wis 16 Cha 10. 
  Skills and Feats: Combat Casting, Martial 
  Weapon (Falchion), Power Attack; Concentration 
  +7(+11), Diplomacy +3, Knowledge History +10, 
  Knowledge Religion +11, Spellcraft +8. 
  Spells Prepared (5/4+1/3+1/2+1); base DC=12 
  + spell level): 0—[create water, detect magic, read 
  magic, light, purify food and drink]; 1st—[bless, 
  endure elements, hide from undead, protection from 
  chaos*, sanctuary]; 2nd—[aid*, augury, hold person, 
  spiritual weapon]; 3rd—[daylight, magic circle vs 
  chaos*, summon monster iii]. 
  Domains: Law and Good 
  Possessions: 
  Masterwork 
  Falchion, 
  BreastPlate. Lotsa historical documents and maps 
   
  
  TUS4-04 My Big Fat Tusman Wedding 
   
  Page 16 
  �Pommette Homus: Female Halfling Exp3/Clr1; 
  CR3; Small Humanoid; HD 2D6+1D8+3 hp 18; Init +4 
  (+4 Dex); Spd 20ft; AC 15 [Touch 14, Flat-Foot 11]; Base 
  Atk +2; Grp -2; Full Atk +2 melee (1D6 (subdual only), 
  laddle); AL LN; SV Fort +2, Ref +5, Will +4; Str 10, Dex 
  18, Con 12, Int 12, Wis 12 Cha 12. 
  Skills 
  and 
  Feats: 
  Craft 
  (Cooking) +7, 
  Knowledge Nature +5, Listen+5, Perform (Culinary 
  Arts) +6, Profession (chef) +8, Spot +9, Search +6, Speak 
  Ancient 
  Baklunish; 
  Alertness, 
  Exotic 
  Weapon 
  Proficiency (Laddle) 
  Possessions: Masterwork laddle, Daran. 
   
   
  Encounter One: Rumors and Invitations 
  APL 2: 
  �Garin: Male Sueloise Human; Rog2; CR2; medium 
  humanoid; HD 2D6+2 hp 11; Init +7 (+3 Dex, +4 
  Improved Init); Spd 30 ft.; AC 15 [touch 13, flat-footed 
  12]; Base Atk +1; Grp +2; Full Atk +5 melee (1d6+1, 
  rapier); SA sneak attack (+1D6), trapfinding; SQ 
  Evasion; AL CE; SV Fort +1, Ref +6, Will +0; Str 12, Dex 
  16, Con 12, Int 8, Wis 10, Cha 13. 
  Skills and Feats: Hide +8, Knowledge (Local 
  Metaregion 2) +4, Listen + 5, Move silently +8, Search 
  +4, Sleight of Hand+8, Spot +5, Tumble +8; Improved 
  Initiative; Weapon Finesse. 
  Possessions: Masterwork rapier, leather armor 
  �Thugs(4): Male Human; War1; CR1/2; medium 
  humanoid; HD 1D8+1 hp 9; Init +0; Spd 30 ft.; AC 13 
  [Touch 10, flat-footed 13); Base Atk +1; Grp +2; Full Atk 
  +2 melee (1d6+1, rapier); AL CE; SV Fort +3, Ref +0, 
  Will -1; Str 13, Dex 11, Con 13, Int 6, Wis 8, Cha 11. 
  Skills and Feats: Listen +0, Spot +0; Alertness. 
  Possessions: Rapier, studded leather armor 
  APL 4: 
  �Garin: Suel Human; Rog3; CR3; medium humanoid; 
  HD 3D6+3; hp 16; Init +7 (+3 Dex, +4  Imp Init); Spd 30 
  ft.; AC 15 [touch 12, flat-footed 13]; Base Atk +2; Grp +3; 
  Full Atk +6 melee (1d6+1, rapier); SA sneak attack 
  (+2D6), trapfinding, trap sense+1; SQ Evasion; AL CE; 
  SV Fort +2, Ref +6, Will +1; Str 12, Dex 16, Con 12, Int 
  8, Wis 10, Cha 13. 
  Skills and Feats: Hide +9, Knowledge (Local 
  Metaregion 2) + 5, Listen + 6,Move silently +9, Search 
  +5, Sleight of Hand+9, Spot +6, Tumble +9; Combat 
  Reflexes, Improved Initiative, Weapon Finesse 
  Possessions: Masterwork rapier, leather armor 
  �Aral: Male Oeridian Human; Ftr3; CR3; medium 
  humanoid; HD 3D10+9; hp 31; Init +1 (+1 Dex); Spd 20 
  ft.; AC 18 [Touch 11, flat-footed 17]; Base Atk +3; Grp 
  +10; Full Atk +6 melee (1d6+3, scimitar) or +6 melee 
  (D3+3, unarmed); AL NE; SV Fort +5, Ref +2, Will 0; Str 
  16, Dex 13, Con 14, Int 8, Wis 8, Cha 10. 
  Skills and Feats: Climb + 6, Jump + 7, Cleave, 
  Improved Grapple, Improved Unarmed Strike, Power 
  Attack, Toughness  
  Possessions: Breastplate, large steel shield, 
  Scimitar 
   
  �Thugs (6): Male Human; War1; CR1/2; medium 
  humanoid; HD 1D8+1 hp 9; Init +0; Spd 30 ft.; AC 13 
  [Touch 10, flat-footed 13]; Base Atk +1; Grp +2; Full Atk 
  +2 melee (1d6+1, scimitar); AL CE; SV Fort +3, Ref +0, 
  Will -1; Str 13, Dex 11, Con 13, Int 6, Wis 8, Cha 11. 
  Skills and Feats: Spot +0, Listen +0, Alertness. 
  Possessions: Scimitar, studded leather armor 
  APL 6: 
  �Garin: Male Suel Human; Rog5; HD 5D6+5 hp 26; 
  Init +7 (+3 Dex, +4 Imp Init); Spd 30 ft.; AC 15 [Touch 
  12, flat-footed 13); Base Atk +3; Grp +4; Full Atk +7 
  melee (1d6+1, rapier); SA sneak attack (+2D6), 
  trapfinding, trap sense+1, uncanny dodge; SQ evasion; 
  AL CE; SV Fort +2, Ref +7, Will +1; Str 12, Dex 16, Con 
  12, Int 9, Wis 10, Cha 13. 
  Skills and Feats: Hide +11, Knowledge (Local 
  Metaregion 2) +7, Listen +8, Move silently +11 Search 
  +7, Spot +8, Tumble +8; Combat Reflexes, Improved 
  Initiative, Weapon Finesse.   
  Possessions: Masterwork rapier, leather armor 
  �Aral: Male Oeridian Human; Ftr5; medium 
  humanoid; HD: 5D10+13; hp 47; Init +5 (+1 Dex, +4 
  Imp Init); Spd 20 ft.; AC 18 [Touch 11, flat-footed 17]; 
  Base Atk +5; Grp +12; Full Atk +8 melee (1d6+3, 
  scimitar) or +8 melee (d3+3, unarmed); AL NE; SV Fort 
  +6, Ref +2, Will 0; Str 16, Dex 13, Con 14, Int 8, Wis 8, 
  Cha 10. 
  Skills and Feats: Climb +3, Swim –1; Dodge, 
  Improved Grapple, Improved Initiative, Improved 
  Unarmed Strike, Power Attack, Toughness. 
  Possessions: Masterwork breastplate, large 
  steel shield, Scimitar 
   
  �Thugs (6): Male Human; War2; medium humanoid; 
  HD 2D8+2 hp 15; Init 0; Spd 20 ft.; AC 15 [Touch 10, 
  flat-footed 15]; Base Atk+2; Grp +7; Full Atk +4 melee 
  (1d6+1, scimitar); AL CE; SV Fort +4, Ref +0, Will -1; Str 
  13, Dex 11, Con 13, Int 6, Wis 8, Cha 11. 
  Skills and Feats: Jump +2, Tumble+2; 
  Improved Grapple, Weapon Focus. 
  Possessions: Scimitar, Chain mail  
  APL 8: 
  �Garin: Male Suel Human; Rog7; HD 7D6+7 hp 36; 
  Init +7 (+3 Dex, +4 Imp Init); Spd 30 ft.; AC 16 [Touch 
  12, flat-footed 14]; Base Atk +5; Grp +6; Full Atk +10 
  melee (1d6+2, rapier); SA sneak attack (+4D6), 
  trapfinding, trap sense+2, uncanny dodge; SQ evasion; 
  AL CE; SV Fort +3, Ref +8, Will +2; Str 12, Dex 16, Con 
  12, Int 9, Wis 10, Cha 13. 
  Skills and Feats: Bluff + 8, Hide +13, Jump 
  +11, Knowledge (Local Metaregion 2) +9, Listen 
  +9,Move silently +11, Search + 9, Sleight of Hand +6, 
  Spot +10, Tumble +12; Combat Reflexes, Dodge, 
  Improved Initiative, Weapon Finesse. 
  
  TUS4-04 My Big Fat Tusman Wedding 
   
  Page 17 
  Possessions: Rapier +1, leather armor +1 
  �Aral: Male Oeridian Human; Ftr7; medium 
  humanoid; HD: 7D10+17; hp 63; Init +5 (+1 Dex, +4 
  Imp Init); Spd 20 ft.; AC 18 [Touch 11, flat-footed 17]; 
  Base Atk +7; Grp +14; Atk +11 melee (1d6+4, +1 
  scimitar) or +10 melee (1D3+3, unarmed); Full Atk 
  +11/+6 melee (1d6+4, +1 scimitar) or +10/+5 melee 
  (1D3+3, unarmed); AL NE; SV Fort +7, Ref +3, Will +1; 
  Str 16, Dex 13, Con 14, Int 8, Wis 8, Cha 10. 
  Skills and Feats: Climb +3, Swim +2; Cleave, 
  Dodge, Improved Grapple, Improved Initiative, 
  Improved Unarmed Strike, Mobility, Power Attack, 
  Toughness. 
  Possessions: Masterwork breastplate, large 
  steel shield, scimitar+1 
  �Thugs (4): Male Human; War4; medium humanoid; 
  HD 4D8+4 hp 27; Init +0; Spd 20 ft.; AC 15 [Touch 10, 
  flat-footed 15]; Base Atk +4; Grp +9; Full Atk +6 melee 
  (1d6+1, rapier) or +5 melee (1D3+3, unarmed); AL CE; 
  SV Fort +5, Ref +1, Will -; Str 13, Dex 11, Con 13, Int 6, 
  Wis 8, Cha 11. 
  Skills and Feats: Jump +4, Tumble +2; 
  Improved 
  Unarmed 
  Strike, 
  Improved 
  Grapple, 
  Weapon Focus (Scimitar).  
  Possessions: Scimitar, chain mail 
  APL 10: 
  �Garin: Male Suel Human; Rog9; HD 9D6+9 hp 47; 
  Init +7 (+3 Dex, +4 Imp Init); Spd 30 ft.; AC 16 [Touch 
  12, flat-footed 14]; Base Atk +6; Grp +7; Atk +11 melee 
  (1d6+2, +1 rapier); Full Atk +11/+6 melee (1d6+2, +1 
  rapier) SA sneak attack (+5D6), trapfinding, trap 
  sense+2, uncanny dodge, improved uncanny dodge; SQ 
  evasion; AL CE; SV Fort +4, Ref +9, Will +3; Str 13, Dex 
  16, Con 12, Int 9, Wis 10, Cha 13. 
  Skills and Feats: Bluff +8, Hide +13, Jump +13, 
  Knowledge (Local Metaregion 2) +11, Listen +11,Move 
  silently +12, Search + 10, Sleight of Hand +6, Spot +12, 
  Tumble +15; Combat Reflexes, Dodge, Improved 
  Initiative, Weapon Finesse. 
  Possessions: Rapier +1, leather armor +1 
  �Aral: Male Oeridian Human; Ftr9; medium 
  humanoid; HD: 9D10+21; hp 79; Init +6 (+2 Dex, +4 
  Imp Init); Spd 20 ft.; AC 19 [Touch 12, flat-footed 17]; 
  Base Atk +9; Grp +16; Atk +13 melee (1d6+6, +1 
  scimitar; 15-20x2) or +12 melee (1D3+3, unarmed); Full 
  Atk +13/+6 melee (1d6+6, +1 scimitar; 15-20x2) or 
  +12/+7 melee (1D3+3, unarmed); AL NE; SV Fort +8, 
  Ref +5, Will +2; Str 16, Dex 14, Con 14, Int 8, Wis 8, 
  Cha 10. 
  Skills and Feats: Climb +7, Jump +7, Swim +7; 
  Cleave, Dodge, Improved Grapple, Improved Critical 
  (Scimitar), Improved Initiative, Improved Unarmed 
  Strike, Mobility, Power Attack, Toughness, Weapon 
  Specialization (Scimitar). 
  Possessions: Masterwork breastplate, large 
  steel shield, scimitar+1  
  �Thugs (6): Male Human; War5; CR4; medium 
  humanoid; HD 5D8+5 hp 33; Init +0; Spd 20 ft.; AC 15 
  [Touch 10, flat-footed 15]; Base Atk +5; Grp +10; Full 
  Atk +7 melee (1d6+1, scimitar) or +6 melee (1D3+1, 
  unarmed); AL CE; SV Fort +5, Ref +1, Will -; Str 13, Dex 
  11, Con 13, Int 6, Wis 8, Cha 11. 
  Skills and Feats: Jump +5 Tumble+2; 
  Improved 
  Unarmed 
  Strike, 
  Improved 
  Grapple, 
  Weapon Focus (Scimitar). 
  Possessions: scimitar, chain mail 
   
  Encounter Four: Confronting the assassin 
  APL 2 
  �Daran Al’Sawarma: Male Halfling Sor1; CR1; Small 
  Humanoid; HD 1D4+2 hp 6; Init +3 (+3 Dex); Spd 20ft; 
  AC 15 [Touch 15, Flat-Foot 11]; Base Atk +0; Grp -6; 
  Full Atk –2 melee (1D3-2, knife) or +3 touch (as spell); 
  SA Spells; AL NE; SV Fort +3, Ref +4, Will +2; Str 6, 
  Dex 16, Con 14, Int 10, Wis 8 Cha 16. 
  Skills and Feats: Bluff +5, Concentration +4, 
  Craft (Cooking) +2, Knowledge Arcana +1, Spellcraft 
  +1; Eschew Material. 
  Spells Known (5/4); base DC=13 + spell level): 
  0—[acid splash, detect magic, open/close, read magic]; 
  1st—[color spray, disguise self] 
  Possessions: Kitchen knife, bracers of armor 
  +1, cloak of resistance+1. 
   
  APL 4 
  �Daran Al’Sawarma: Male Halfling Sor3; CR3; Small 
  Humanoid; HD 3D4+6 hp 16; Init +3 (+3 Dex); Spd 
  20ft; AC 16 [Touch 16, Flat-Foot 12]; Base Atk +1; Grp -
  5; Full Atk  -1 melee (1D3-2, knife) or +4 touch (as 
  spell); SA Spells; AL NE; SV Fort +4, Ref +5, Will +3; Str 
  6, Dex 16, Con 14, Int 10, Wis 8 Cha 16. 
  Skills and Feats: Bluff +5, Concentration 
  +6(+10), Craft (Cooking) +2, Knowledge Arcana +2, 
  Spellcraft +2; Combat Casting, Eschew Material. 
  Spells Known (6/6); base DC=13 + spell level): 
  0—[acid splash, detect magic, light, open/close, read 
  magic]; 1st—[color spray, disguise self, magic missile] 
  Possessions: Kitchen knife, ring of protection 
  +1, bracers of armor +1, cloak of resistance+1. 
  APL 6 
  �Daran Al’Sawarma: Male Halfling Sor5; CR5; Small 
  Humanoid; HD 5D4+10 hp 26; Init +3 (+3 Dex); Spd 
  20ft; AC 15 [Touch 15, Flat-Foot 12]; Base Atk +2; Grp -
  4; Full Atk +0 melee (1D3-2, knife) or +5 touch (as 
  spell); SA Spells; AL NE; SV Fort +4, Ref +5, Will +4; Str 
  6, Dex 16, Con 14, Int 10, Wis 8 Cha 17. 
  Skills and Feats: Bluff +7, Concentration +9, 
  Craft (Cooking) +2, Knowledge Arcana +1, Spellcraft 
  +1; Combat Casting, Eschew Material. 
  Spells Known (6/7/5); base DC = 13 + spell 
  level): 0—[acid splash, detect magic, light, mending, 
  open/close, read magic]; 1st—[color spray, disguise 
  
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  self, magic missile, shield]; 2nd—[scorching ray, touch 
  of idiocy] 
  Possessions: 
  Kitchen 
  knife, 
  ring 
  of 
  protection+1, bracers of armor +1, cloak of resistance+1, 
  brooch of shielding. 
   
  APL 8 
  �Daran Al’Sawarma: Male Halfling Sor7; CR7; Small 
  Humanoid; HD 7D4+14 hp 36; Init +3 (+3 Dex); Spd 
  20ft; AC 16 [Touch 16, Flat-Foot 13]; Base Atk +3; Grp -
  3; Full Atk +6 melee (1D3-2, knife) or +6 touch (as 
  spell) SA Spells; AL NE; SV Fort +5, Ref +6, Will +5; Str 
  6, Dex 16, Con 14, Int 10, Wis 8 Cha 17. 
  Skills and Feats: Bluff +7, Concentration +11, 
  Craft (Cooking) +2, Knowledge Arcana +1, Spellcraft 
  +3; Combat Casting, Eschew Material, Weapon Finesse. 
  Spells Known (6/7/7/5); base DC = 13 + spell 
  level): 0—[acid splash, detect magic, light, mending, 
  open/close, read magic]; 1st—[color spray, disguise 
  self, magic missile, shield]; 2nd—[scorching ray, 
  summon monster ii, touch of idiocy]; 3rd—
  [nondetection, vampiric touch] 
  Possessions: 
  Kitchen 
  knife, 
  ring 
  of 
  protection+1, bracers of armor+1, cloak of resistance+1, 
  brooch of shielding. 
   
  APL 10 
  �Daran Al’Sawarma: Male Halfling Sor9; CR9; Small 
  Humanoid; HD 9D4+21 hp 49; Init +3 (+3 Dex); Spd 
  20ft; AC 16 [Touch 16, Flat-Foot 13]; Base Atk +4; Grp -
  2; Full Atk +7 melee (1D3-2, knife) or +7 touch (as 
  spell); SA Spells; AL NE; SV Fort +6, Ref +7, Will +6; Str 
  6, Dex 16, Con 14, Int 10, Wis 8 Cha 18. 
  Skills and Feats: Bluff +10, Concentration +11, 
  Craft (Cooking) +2, Knowledge Arcana +3, Spellcraft 
  +3; Combat Casting, Eschew Material, Toughness, 
  Weapon Finesse. 
  Spells Known (6/7/7/7/5); base DC = 13 + 
  spell level): 0—[acid splash, detect magic, light, 
  mending, open/close, read magic]; 1st—[color spray, 
  disguise self, magic missile, shield]; 2nd—[scorching 
  ray, spectral hand, summon monster ii, touch of 
  idiocy]; 
  3rd—[nondetection, 
  ray 
  of 
  exhaustion, 
  vampiric 
  touch]; 
  4th—[enervation, 
  globe 
  of 
  invulnerability-lesser] 
  Possessions: Kitchen knife, ring of protection 
  +1, bracers of armor +1, cloak of resistance+1, brooch of 
  shielding, elixir of fire breathing, Sustaining spoon. 
   
  Encounter Five: Confronting Jazaar 
  APL 2 
  �Alak/Farid; Male Human (Baklunish); Rog 1; CR 1; 
  Medium-Size Humanoid; HD 1d6+4; hp 10; Init +2 (+2 
  Dex); Spd 30 ft.; AC 16 [touch 12, flat footed 14]; Base 
  Atk +0; Grp +2; Full Atk +3 melee (1d6+2, rapier) or +3 
  melee (1D3+2, unarmed); SA: Sneak Attack +1d6; AL 
  LN; SV Fort +2, Ref +4, Will +0, Str 15, Dex 14, Con 12, 
  Int 12, Wis 10, Cha 10. 
  Skills and Feats: Balance +6, Disable Device 
  +5, Escape Artist +6, Jump +6, Listen +6, Move Silent 
  +4, Search +5, Spot +6 Tumble +6; Improved Unarmed 
  Strike, Toughness; 
  Possessions: Chain Shirt, Masterwork Rapier 
  (being friend with the boss gives certain advantages), 
  Holy Symbol of Al’Akbar (Cross of Ekbir) 
  �Marouk; Male Human (Baklunish/Flan); Mnk1; CR 
  1; Medium-Size Humanoid; HD 1d8+1; hp 9; Init +5 
  (+1 Dex, +4 Imp Init); Spd 30 ft.; AC 13 [touch 13, flat 
  footed 12]; Base Atk +0; Grp +7; Atk +3 melee (1D6+3, 
  unarmed); Full Atk +3 melee (1D6+3, unarmed) or 
  Flurry of blows +1/+1 melee (1D6+3, unarmed); AL LN; 
  SV Fort +3, Ref +3, Will +4, Str 16, Dex 12, Con 12, Int 
  10, Wis 14, Cha 8. 
  Skills and Feats: Balance +4, Jump +4, 
  Knowledge (Religion) +2, Listen +2, Move Silently +4, 
  Tumble +6; Improved Initiative, Improved Grapple, 
  Improved Unarmed Strike; 
  Possessions: Holy Symbol of Al’Akbar (Cross 
  of Ekbir) 
  APL 4 
  �Alak/Farid; Male Human (Baklunish); Rog 2; CR 2; 
  Medium-Size Humanoid; HD 2d6+5; hp 15; Init +2 (+2 
  Dex); Spd 30 ft.; AC 17 [touch 12, flat footed 15]; Base 
  Atk +1; Grp +7; Full Atk +4 melee (1d6+2, rapier) or +4 
  melee (1D3+2, unarmed); SA: Sneak Attack +1d6; SD 
  Evasion AL LN; SV Fort +1, Ref +5, Will +0, Str 15, Dex 
  14, Con 12, Int 12, Wis 10, Cha 10. 
  Skills and Feats: Balance +6, Disable Device 
  +5, Escape Artist +8, Hide +4, Jump +6, Listen +6, Move 
  Silent +4, Open Locks +5, Search +7, Spot +8 Tumble 
  +8; Improved Grapple, Improved Unarmed Strike, 
  Toughness; 
  Possessions: 
  Chain 
  Shirt+1, 
  Masterwork 
  Rapier (being friend with the boss gives certain 
  advantages), Holy Symbol of Al’Akbar (Cross of Ekbir) 
  �Marouk; Male Human (Baklunish/Flan); Mnk2; CR 
  2; Medium-Size Humanoid; HD 2d8+2; hp 15; Init +5; 
  Spd 30 ft.; AC 13 [touch 13, flat footed 12]; Base Atk +1; 
  Grp +8; Atk +4 melee (1D6+3, unarmed); Full Atk 
  Flurry of Blows +2/+2 melee (1D6+3, unarmed) or +4 
  melee (1D6+3, unarmed); SD Evasion; AL LN; SV Fort 
  +4, Ref +4, Will +5, Str 16, Dex 12, Con 12, Int 10, Wis 
  14, Cha 8. 
  Skills and Feats: Balance +5, Jump +4, 
  Knowledge (Religion) +4, Listen +2, Move Silently +4, 
  Tumble +7; Combat Reflexes, Improved Initiative, 
  Improved Grapple, Improved Unarmed Strike. 
  Possessions: Holy Symbol of Al’Akbar (Cross 
  of Ekbir) 
  APL 6 
  �Alak/Farid; Male Human (Baklunish); Rog 3; CR 3; 
  Medium-Size Humanoid; HD 3d6+6; hp 20; Init +2 (+2 
  Dex); Spd 30 ft.; AC 17 [touch 12, flat footed 15]; Base 
  
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  Atk +2; Grp +8; Full Atk +5 melee (1d6+3, +1 rapier) or 
  +5 melee (1D3+2, unarmed); SA: Sneak Attack +2d6; SD 
  Evasion, Trapsense +1 AL LN; SV Fort +1, Ref +5, Will 
  +1, Str 15, Dex 14, Con 12, Int 12, Wis 10, Cha 10. 
  Skills and Feats: Balance +6, Disable Device 
  +5, Escape Artist +9, Hide +4, Jump +6, Listen +6, Move 
  Silent +4, Open Locks +5, Search +7, Spot +8 Tumble 
  +9; Improved Grapple, Improved Unarmed Strike, 
  Toughness; 
  Possessions: chain shirt+1, rapier +1(being 
  friend with the boss gives certain advantages), Holy 
  Symbol of Al’Akbar (Cross of Ekbir) 
  �Marouk; Male Human (Baklunish/Flan); Mnk3; CR 
  3; Medium-Size Humanoid; HD 3d8+3; hp 21; Init +5 
  (+1 Dex, +4 Imp Init); Spd 40 ft.; AC 13 [touch 13, flat 
  footed 12]; Base Atk +2; Grp +9; Atk +6 melee (1D6+3, 
  unarmed); Full Atk Flurry of Blows +3/+3 melee 
  (1d6+3, unarmed) or +6 melee (1D6+3, unarmed); SD 
  Evasion, Still Mind; AL LN; SV Fort +4, Ref +4, Will +5, 
  Str 16, Dex 12, Con 12, Int 10, Wis 14, Cha 8. 
  Skills and Feats: Balance +7, Jump +4, 
  Knowledge (Religion) +4, Listen +4, Move Silently +4, 
  Tumble +8; Combat Reflexes, Improved Initiative, 
  Improved 
  Grapple, 
  Improved 
  Unarmed 
  Strike, 
  Stunning Fist; 
  Possessions: Holy Symbol of Al’Akbar (Cross 
  of Ekbir) 
  �Barein; Male Human (Baklunish); Clr3 (Al’Akbar, 
  Exalted Faith); CR 3; Medium-Size Humanoid; HD 
  3d8+3; hp 21; Init +0; Spd 30 ft.; AC 15 [touch 10, flat 
  footed 15]; Base Atk +2; Grp +2; Full Atk -2 melee (1D3, 
  unarmed); SA: Spells; AL LN; SV Fort +3, Ref +1, Will 
  +7, Str 10, Dex 10, Con 10, Int 14, Wis 18, Cha 14. 
  Skills 
  and 
  Feats: 
  Concentration 
  +4, 
  Knowledge (Arcana) +5, Knowledge (History) +6, 
  Knowledge (Religion) +8, Spellcraft +4; Combat 
  Casting, Eschew Material, Toughness. 
  Spells Prepared (4/3+1/2+1); base DC = 14 + 
  spell level): 0—[detect magic (2), detect poison(2)]; 
  1st—[bless, cure light wounds*, cure light wounds, 
  protection from evil]; 2nd—[aid*, shield other, silence] 
  *Domain Spell 
  Domains: Healing and Good 
  Possessions: Chain Shirt+1, Holy Symbol of 
  Al’Akbar 
   
   
  APL 8 
  �Alak/Farid; Male Human (Baklunish); Rog 5; CR 5; 
  Medium-Size Humanoid; HD 5d6+8; hp 30; Init +2 (+2 
  Dex); Spd 30 ft.; AC 17 [touch 12, flat footed 17]; Base 
  Atk +3; Grp +10; Full Atk +7 melee (1d6+4, +1 rapier) or 
  +6 melee (1D3+3, unarmed); SA: Sneak Attack +3d6; SD 
  Evasion, Trapsense +1, Uncanny Dodge; AL LN; SV 
  Fort +2, Ref +6, Will +1, Str 16, Dex 14, Con 12, Int 12, 
  Wis 10, Cha 10. 
  Skills and Feats: Balance +6, Disable Device 
  +5, Escape Artist +10, Hide +4, Jump +6, Listen +6, 
  Move Silent +4, Open Locks +5, Search +7, Spot +8 
  Tumble +10; Improved Grapple, Improved Unarmed 
  Strike, Toughness. 
  Possessions: chain shirt+1, rapier +1 (being 
  friend with the boss gives certain advantages), Holy 
  Symbol of Al’Akbar (Cross of Ekbir) 
  �Marouk; Male Human (Baklunish/Flan); Mnk5; CR 
  5; Medium-Size Humanoid; HD 5d8+5; hp 33; Init +5 
  (+1 Dex, +1 Imp Init); Spd 40 ft.; AC 14 [touch 14, flat 
  footed 13]; Base Atk +3; Grp +10; Atk +6 melee (1D8+3, 
  unarmed); Atk Flurry of Blow +4/+4 melee (1D8+3, 
  unarmed) or +6 melee (1D8+3, unarmed); SD Evasion, 
  Ki Strike, Purity of Body, Slow Fall (20ft), Still Mind; 
  AL LN; SV Fort +4, Ref +4, Will +5, Str 16, Dex 13, Con 
  12, Int 10, Wis 14, Cha 8. 
  Skills and Feats: Balance +7, Jump +4, 
  Knowledge (Religion) +4, Listen +4, Move Silently +4, 
  Tumble +8; Combat Reflexes, Improved Initiative, 
  Improved 
  Grapple, 
  Improved 
  Unarmed 
  Strike, 
  Stunning Fist. 
  Possessions: Holy Symbol of Al’Akbar (Cross 
  of Ekbir) 
  �Barein; Male Human (Baklunish); Clr5 (Al’Akbar, 
  Exalted Faith); CR 5; Medium-Size Humanoid; HD 
  5d8+3; hp 31; Init +0; Spd 30 ft.; AC 15 [touch 10, flat 
  footed 15]; Base Atk +3; Grp +3; Full Atk -1 melee (1D3, 
  unarmed); SA: Spells; AL LN; SV Fort +4, Ref +1, Will 
  +8, Str 10, Dex 10, Con 10, Int 14, Wis 18, Cha 15. 
  Skills 
  and 
  Feats: 
  Concentration 
  +4, 
  Knowledge (Arcana) +4, Knowledge (History) +5, 
  Knowledge (Religion) +6, Spellcraft +4; Combat 
  Casting, Eschew Material, Toughness. 
  Spells Prepared (5/4+1/3+1/2+1); base DC = 
  14 + spell level): 0—[cure minor wounds, detect magic 
  (2), detect poison (2)]; 1st—[bless, cure light wounds*, 
  cure light wounds (2), protection from evil]; 2nd—
  [aid*, aid, shield other, silence]; 3rd—[cure serious 
  wounds*, magic vestment, prayer]*Domain Spell 
  Domains: Healing and Good 
  Possessions: chain shirt+1, Holy Symbol of 
  Al’Akbar  
   
  APL 10 
  �Alak/Farid; Male Human (Baklunish); Rog 7; CR 
  7; Medium-Size Humanoid; HD 7d6+10; hp 40; Init  
  +2 (+2 Dex); Spd 30 ft.; AC 17 [touch 12, flat footed 
  17]; Base Atk +5; Grp +12; Full Atk +10 melee 
  (1d6+5, +2 rapier) or +6 melee (1D3+3, unarmed); 
  SA: Sneak Attack (+4d6); SD Evasion, Trapsense +1, 
  Uncanny Dodge; AL LN; SV Fort +3, Ref +7, Will 
  +2, Str 16, Dex 14, Con 12, Int 12, Wis 10, Cha 10.  
  Skills and Feats: Balance +8, Disable 
  Device +5, Escape Artist +13, Hide +4, Jump +10, 
  Listen +10, Move Silent +4, Open Locks +5, Search 
  +7, Spot +8 Tumble +12; Improved Grapple, 
  Improved Unarmed Strike, Power Attack, Toughness. 
  
  TUS4-04 My Big Fat Tusman Wedding 
   
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  Possessions: chain shirt+2, rapier +2 (yes, 
  being friends with the boss helps), Holy Symbol of 
  Al’Akbar (Cross of Ekbir) 
   
  Marouk; Male Human (Baklunish/Flan); Mnk7; CR 7; 
  Medium-Size Humanoid; HD 7d8+7; hp 45; Init +5 
  (+1Dex, +4 Imp Init); Spd 50 ft.; AC 14 [touch 14, flat 
  footed 13]; Base Atk +5; Grp +12; Atk +8 melee (1D8+3, 
  unarmed); Full Atk Flurry of Blows +6/+6 melee 
  (1D8+3, unarmed) or +8 melee (1D8+3, unarmed); SD 
  Evasion, Ki Strike, Purity of Body, Slow Fall (30ft), Still 
  Mind, Wholeness of body; AL LN; SV Fort +4, Ref +4, 
  Will +5, Str 16, Dex 13, Con 12, Int 10, Wis 14, Cha 8. 
  Skills and Feats: Balance +7, Jump +4, 
  Knowledge (Religion) +5, Listen +7, Move Silently +4, 
  Tumble +10; Combat Reflexes, Improved Disarm, 
  Improved Initiative, Improved Grapple, Improved 
  Trip, Improved Unarmed Strike, Stunning Fist. 
  Possessions: Holy Symbol of Al’Akbar (Cross 
  of Ekbir 
   
  Barein; Male Human (Baklunish); Clr7 (Al’Akbar, 
  Exalted Faith); CR 7; Medium-Size Humanoid; HD 
  7d8+3; hp 41; Init +0; Spd 30 ft.; AC 17 [touch 10, flat 
  footed 17]; Base Atk +5; Grp +5; Full Atk +1 melee (1D3, 
  unarmed); SA: Spells; AL LN; SV Fort +5, Ref +2, Will 
  +9, Str 10, Dex 10, Con 10, Int 14, Wis 18, Cha 15. 
  Skills 
  and 
  Feats: 
  Concentration 
  +4, 
  Knowledge (Arcana) +4, Knowledge (History) +5, 
  Knowledge (Religion) +8, Spellcraft +5; Combat 
  Casting, Eschew Material, Toughness. 
  Spells Prepared (6/5+1/4+1/3+1/2+1); base 
  DC = 14 + spell level): 0—[cure minor wounds, detect 
  magic (2), detect poison (2)]; 1st—[bless, cure light 
  wounds*, cure light wounds (2), protection from evil 
  (2)]; 2nd—[aid*, aid (2), shield other, silence]; 3rd—
  [cure serious wounds*, magic vestment (2), prayer]; 
  4th—[cure light wounds, mass*, discern lies, divine 
  power]*Domain Spell 
  Domains: Healing and Good 
  Possessions: Chain Shirt +1, Holy Symbol of 
  Al’Akbar, ring of protection +1, amulet of natural armor 
  +1 
   
  
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  Appendix Two: NPC Background Information
   
  Note: Italicized information is judged to be secondary 
  and may be ignored for fast-play 
   
  Aziz ibn Hassam Az-Anak al-Mullah:   
  Male Baklunish, in his early 20s. 
  The groom himself. He returned recently from a 
  pilgrimage to see the Grand Mufti of the Yatils.  The 
  brash, young and crazy boy he once was has given way 
  to a mature and intelligent young man.  Many people 
  in his family still remark at the change that happened 
  before 
  and 
  after 
  the 
  Trek. 
  [Favorite Conversation Topics] Aziz will talk about his 
  pilgrimage, about his devotion to the True Faith and 
  how many of the events in his life have helped him live 
  a pious life. (Most of the details are unimportant so feel 
  free to make them up.)  He is madly in love about his 
  wife to be, Narla.  
  Talking to Aziz is difficult because everyone wants to 
  congratulate him on his success of finding such a 
  beautiful bride. He is always surrounded by people and 
  will be fully conscious of this lack of privacy and 
  disclose prepared answers. 
  If asked, he says that Pommette Homus is a very good 
  chef. She is very quirky, but he holds her in very high 
  estime. She came to them on recommendation from 
  her family, a well-established family off in the Sehla 
  hills. She has been blessed with the hand of Yondalla. 
  Her family includes a large number of followers of the 
  Bountiful Lady. 
  Making a Diplomacy roll while talking to Aziz: 
  [DC 8+APL] His father’s new mistress, Mehemeta is a 
  former adventuring wizard from Zeif. 
  [DC 10+APL]  His father did not seem to have an issue 
  with the decision to marry Narla.  He is confident his 
  mother would have blessed the marriage, too, had she 
  still be around.  
  [DC 15+APL]  Marrying a member of the opposite faith 
  was a tough decision, but through open discussion and 
  a deep love the two of them are willing to work around 
  this apparent obstacle. 
   [DC 20+APL] The Az-Anak family fortune money 
  disappeared while being carried in Ket. Aziz believes 
  the elves have taken it. 
  Aziz after the death of Kazem 
  Aziz is kept under guard. He is under shock and 
  wonders who dared cause him such an affront on his 
  wedding day. 
  Kazem Ibn Fadel:  
  Male Baklunish in his mid-40s 
  Kazem is Narla’ father a born merchant. Very quick 
  sharp-witted and charismatic. He is very talkative and 
  will talk to anyone who approaches him. Think of him 
  as a good salesman: he is very charming and has an aura 
  about him that is he an honest fellow (which, 
  surprisingly enough, he is!). Kazem is not known to be 
  a religious man. He worships the Restorer of 
  Righteousness, but isn’t exactly fervent or devout. 
  [Favorite Conversation Topic] He believes that Narla’s 
  wedding will make his descendants noblemen and he 
  hopes will carry the family estate into a golden age. He 
  likes Aziz very much. 
  Making a Diplomacy roll while talking to Kazem: 
  [DC 8+APL] Kazem made the family prosperous. His 
  father was a simple horse breeder with very little 
  money. Kazem had a knack for money. Narla and Aziz 
  will inherit Kazem’s fortune. 
  [DC 10+APL] Jazaar has become independently 
  wealthy (but less than Kazem) through commerce with 
  Ekbir and Zeif. He deals mostly in leather and horse-
  related products (saddles, saddlebags) 
  [DC 12+APL] Jazaar is a weaponmaster, he trains 
  constantly with expert martial artists. 
  [DC 15+APL] He reveals that  Jazaar has always been 
  the religious one and he is strongly opposed to the 
  wedding because of the difference in their faith.  
  [DC20+APL] Kazem admits that Ishmal and Moussef 
  came to see him on the behalf of Jazaar to try and stop 
  the wedding.  
   
  Narla Kazemi:  
  Female Baklunish in her late teens 
  Narla is a girl in love. She mixes elements of the 
  giggling young virgin and the calculating mature 
  woman. Until the gruesome events, Narla lives an ideal 
  day, with the ideal man, with the ideal family.  
  Talking to Narla is difficult because everyone wants to 
  congratulate her on having such an advantageous 
  husband. She is always surrounded by people and will 
  be fully conscious of this lack of privacy and disclose 
  prepared answers. 
  [Favorite Conversation Topic] Aziz’ position, her 
  becoming of the nobility, children, womanly arts. 
  Though normally Narla would be quite intelligent and 
  poised, she is overcome with joy and acts likes a 
  giggling young girl. 
  Making a Diplomacy roll while talking to Narla: 
  [DC 8+APL] Kazem made the family prosperous. Her 
  grandfather was a simple horse breeder with very little 
  money. Kazem had a knack for money. Narla and Aziz 
  will inherit Kazem’s fortune. 
  [DC 
  10+APL] 
  Her 
  uncle 
  Jazaar 
  has 
  become 
  independently wealthy (but less than Kazem) through 
  commerce with Ekbir and Zeif. He deals mostly in 
  leather and horse-related products (saddles, saddlebags) 
  
  TUS4-04 My Big Fat Tusman Wedding 
   
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  [DC 12+APL] Her uncle Jazaar is well trained because 
  he trains with some monks. 
  [DC 15+APL] She reveals that her uncle Jazaar has 
  always been the religious one and he is strongly 
  opposed to the wedding because of the difference in 
  their faith.  
  [DC20+APL] Narla admits that Ishmal and Moussef 
  came to see her on the behalf of Jazaar to try and stop 
  the wedding.  
  Narla after the death of Kazem 
  Narla is destroyed and will cry constantly as long as 
  Aziz is not cleared of the apparent suspicions. Her 
  maidens will keep everyone away from her. 
   
  Jazaar ibn Fadel:  
  Male Baklunish in late 30s, guest of the Bride 
  Jazaar is a merchant in the Mouqollad Consortium. 
  Jazaar has always been a zealot. From the day he 
  learned to walk, he wanted to become one of Al’Akbar’ 
  Qadi. However, he was never accepted into the holy 
  ranks of the Faith. So he blamed himself for his lack of 
  faith. Finally, he turned to becoming a merchant and to 
  perfect his body.  
  Jazaar does NOT know initially that the mysterious 
  contact plans on killing Kazem. He thinks Aziz will be 
  the target instead, in his zealous mind killing one of 
  the traitor of the faith is not a crime. 
  [Favorite Conversation Topic] Jazaar does not hide his 
  opposition to the wedding. However, he states that the 
  Four Feet of the Dragon include family and despite his 
  opposition, he accepts Kazem’s judgement as being 
  what is best for his family. Under NO circumstances 
  will he speak to any worshipper of the True Faith, he is 
  one of these extremist. 
  Making a Diplomacy roll while talking to Jazaar: 
  [DC 15+APL] Jazaar would have loved to become a 
  Qadi. 
  [DC 20+APL] Jazaar admits sending Ishmal and 
  Moussef to try and stop the wedding. 
  Jazaar after the death of Kazem 
  Jazaar becomes very nervous, he believes he is guilty of 
  the murder (he is). He is very angry and calls out for 
  the murderer to be found and executed on the spot. He 
  will avoid the heroes as best he can without him 
  looking suspicious. 
  Hassam Az-Anak:  
  Male Baklunish in late 50s 
  Hassam witnessed his father’s destruction of the 
  family. He has sworn that this would be but a 
  temporary setback. To that end, he pushed his sons into 
  military careers or priestly orders and married off his 
  daughters to high-ranking members of the church or 
  government.  When they came onto money, all his 
  children turned from him, except Aziz, his favorite son.   
  [Favorite Conversation Topic] His son, Hassam talks 
  about his pride in his son. He eagerly talks about the 
  military build-up with Ket. 
  Making a Diplomacy roll while talking to Hassam: 
  [DC 8+APL] Hassam’ new mistress, Mehemeta is a 
  former adventuring wizard from Zeif. They met in 
  Sefmur a few years ago.  
  [DC 10+APL]  Hassam is very happy with Aziz’s 
  decision to marry Narla.  He is confident his mother 
  would have blessed the marriage, too, had she still be 
  around.  
  [DC 15+APL]  Accepting that his son is marrying a 
  member of the opposite faith was tough, but through 
  open discussion and a deep love the two of them seem 
  to be willing to work around this apparent obstacle. 
  [DC 18+APL] Hassam’ father (Aziz’ Grandfather) was 
  very strongly in favor of a strong alliance with Ket. 
  However the family now supports a strong Tusmit. 
  [DC 20+APL] Hassam believes his father may have 
  actually been sending money to Ketite troops engaged 
  in the war and occupation of northern Bissel. He 
  believes the money was to purchase lands after the war. 
  Hassam after the death of Kazem 
  Hassam is schocked. He tries to put up a brave face, but 
  he fears the wedding may have been a bad idea. 
  Hassam will talk to anyone, but he will keep people 
  away from Aziz. 
   
  Lara El’Anir:  
  Female Baklunish in her mid 30s, guest of Groom 
  Lara is the Advisor to the Pasha and a Priestess of Istus. 
  Lara is here as the representative of the Pasha. She is 
  more at home doing research for the High Viziers of 
  the government than at a social function. 
  She is not comfortable in her position as official 
  representative of the government and anyone talking 
  to her will come to that realisation.  
  [Favorite Conversation Topic] She is very interested in 
  the Khund and any artefact of Dwarven origin. She is 
  highly knowledgeable in that field. She knows the 
  Khund situation very well. 
  Making a Diplomacy roll while talking to Lara: 
  [DC 10+APL] She fears that war with Ket may be 
  inevitable.  
  [DC 14+APL] She hopes that war in the Udgru may be 
  avoided, as she would hate to see Tusmit engaged in a 
  two-front war. 
  [DC 16+APL] She has met Kabil and Aziz in the past. 
  She believes them to be rather good people. However 
  she knows their job often placed them in contact with 
  the criminal element of society. 
  
  TUS4-04 My Big Fat Tusman Wedding 
   
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  [DC 18+APL] She knows that Mehemeta was an 
  adventurer who got in trouble many time back in Zeif. 
  She also knows her to be a master manipulator 
  [DC 20+APL] She believes that much of the chaos in 
  Tusmit is currently being caused by someone strongly 
  tied with the Ekbirrian Government. 
   
  Kabil al-Mullah: 
  Male Baklunish in his late 20s, guest of Groom 
  Kabil is the Mullah who oversees all the religious 
  ceremonies. He was Aziz’s teacher before his 
  pilgrimage. Both are very good friends. He is an avid 
  student of religion. In his youth, Kabil was a student of 
  Edel and Da’Shon. Currently Kabil is works with the 
  Royal Inquisitor in Sefmur. 
  Note: Kabil al-Mullah appeared in “TUS2-06 Light the 
  Flame”. 
  [Favorite Conversation Topic] Kabil is very open-
  minded and inquisitive about the religious beliefs of 
  everyone. Before starting a conversation, he always 
  makes sure he knows which god everyone workships. 
  Atheists are given an “I’m sorry for you.”  
  Making a Diplomacy roll while talking to Jazaar: 
  [DC 15+APL] Jazaar, Narla’s uncle is strongly opposed 
  to the wedding. Kabil believes Jazaar to be a zealot on 
  the payroll of the Caliph of Ekbir. 
  [DC 18+APL] Aziz’s grandfather was very strongly in 
  favor of a strong alliance with Ket. However the family 
  now supports a strong Tusmit. 
  [DC 20+APL] Kabil once arrested the bard, Affid for 
  extortion and blackmail.  
  Kabil after the death of Kazem 
  Kabil is touched. He wonders what this means, in 
  mystical terms. He clearly believes that Aziz is 
  innocent and vouches for him. After the murder, he 
  will tell the heroes what he knows about Affid, and 
  point them in his direction. 
   
  Geheran al-Naqeeb of the Tusman Guard: 
  Male Flan in his 30s, guest of Bride and Groom 
  Geheran serves as both the captain of the Guard in 
  Khandahur and as advisor to the Sheikh. He is here to 
  represent both the Army and the Sheikh. While 
  himself a strong believer in the True Faith, he has no 
  problem with those of the Exalted Faith.  
  [Favorite Conversation Topic] Geheran is very business 
  like. (Think of a stereotypical US Marine).  Though he 
  is very polite, he is a but gruff. He answers almost every 
  question with “I am not at liberty to say.” 
  Geheran after the death of Kazem 
  Geheran tries to do his best to keep the feast going. 
  Anytime they meet him, he asks the heroes what they 
  have found and reminds them of the delay. If they are 
  stuck, feel free to use him to give a little help to your 
  players. 
  Farlah Izoubil: 
  Male Baklunish in his late 30s, guest of Bride 
  Farlah is a member of the Mouqollad Consortium. 
  Long-time friend and trade partner of Kazem, Farlah 
  rushed from Vilayad to attend his friends’ daughter’s 
  wedding. If any of the heroes took part in “And so it 
  begins” he will be very helpful. 
  Note: He was one of the envoys in “TUS3-03 And so It 
  begins” 
  [Favorite 
  Conversation 
  Topic] 
  Farlah 
  is 
  quite 
  concerned about the economical state of Tusmit. There 
  is much unrest around the country and he fears that 
  may not bode well. 
  Making a Diplomacy roll while talking to Farlah (if the 
  hero talking to him is of the Mouqollad Consortium, 
  no rolls are necessary): 
  [DC 5+APL]The house of Ibn Fadel is a very minor one 
  in the Consortium. If Kazem’ family had been bigger, 
  he might’ve hoped to become more important. 
  [DC 8+APL] Kazem made the family prosperous. His 
  father was a simple horse breeder with very little 
  money. Kazem had a knack for money. Narla and Aziz 
  will inherit Kazem’s fortune. 
  [DC 10+APL] The uncle Jazaar of the bride has become 
  independently wealthy (but less than Kazem) through 
  commerce with Ekbir and Zeif. He deals mostly in 
  leather and horse-related products (saddles, saddlebags) 
  [DC12+APL] Farlah doesn’t like Jazaar much because 
  Jazaar always talks about religion and righteousness.  
  [DC15+APL] Farlah admits that he had a quick talk 
  with Aziz and the young Mullah doesn’t seem to be 
  interested in pushing the family’s position further. He 
  doubts Narla wants it. 
  [DC20+APL] Farlah admits he saw Aziz and Kabil in 
  Sefmur talking to a few shady characters. (note: this is 
  true, but it is their job as Mullahs to investigate every 
  criminal action, so shady characters are inevitable). 
  Farlah after the death of Kazem 
  Farlah is puzzled. On the one hand the only logical 
  suspect would be Jazaar. On the other, Jazaar is too 
  much of a zealot to betray the Four Feet of the Dragon. 
  If asked, he will share his concern with anyone. 
   
  Ishmal al-Qadi: 
  Male Baklunish in his mid 30s, Ekbirian, guest of Bride 
  Ishmal is a high-ranking member of the Ekbirian 
  Clergy sent here to oversee the wedding and be of 
  assistance. Ishmal is very apt in the ways of court. 
  Ishmal is always followed closely by Moussef Al-Qadi.  
  Note: Ishmal appeared in “TUSInt3-06 Exalted Pains” 
  [Favorite Conversation Topic] Ishmal is interested in 
  talking about Tusman culture and especially the 
  common elements of Tusman and Ekbirian culture. He 
  refuses to talk about politics, because his opinions may 
  not please everyone.  
  Making a Diplomacy roll while talking to Ishmal OR if 
  they have the “Favor of Ishmal”, in which case no roll 
  are needed: 
  [DC 15+APL] Ishmal admits coming here at the request 
  of Jazaar to convince Kazem not to go through with the 
  
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  Page 24 
  wedding. Personnally he has nothing against cross-
  faith weddings, as long as both parents recognize 
  Al’Akbar and follow the Four Feet of the Dragon. 
  [DC 20+APL] Ishmal does not hold the current Pasha 
  in high esteem, he barely hides his disgust at the Pasha. 
  Ishmal after the death of Kazem 
  Ishmal is willing to help, but would rather stay away, as 
  he knows his involvement might cause a diplomatic 
  incident. 
   
  Moussef al-Qadi: 
  Male Baklunish in his mid 20s, Ekbirian, guest of Bride 
  Moussef is a bookworm among the clergy of Al’Akbar. 
  He is clearly out of his element here, much like most 
  heroes. Moussef follows and obeys Ishmal like a lackey.  
  Since the Heroes should not get to talk to Moussef 
  alone, refer to Ishmal al-Qadi’ entry. 
  [Favorite Conversation Topic] Historical texts relating 
  to Al’Akbar. 
  Note: Moussef appeared in “TUSInt3-06 Exalted Pains” 
   
  Daran Al’Sawarma:  
  Male Halfling in his early 40s, servant 
  Daran works on Pommette’s staff as a kitchen hand. 
  Unknown to all, he is a sorcerer of some power here to 
  dispose of Kazem. He has been paid handsomely for 
  this. The heroes should not get to talk to him until the 
  defeat him towards the end of the adventure.  
  Do note that Daran does NOT appear on the player 
  handout. 
   
  Pommette Humos:  
   
  Female Halfling in her (very) early 20s, guest of Groom 
  Pommette is a short halfling with a rather bad temper 
  who tyrannically controls her kitchen. She does not 
  tolerate intruders or strangers into her kitchen. She 
  wields her masterwork iron laddle with deadly 
  accuracy. Do play her as a tyrant who isn’t afraid of 
  anyone. She is the ultimate matron of doom. Pommette 
  isn’t exactly a fan of adventurers, but she will help in 
  any way she can, as long as the characters leave her 
  kitchen when told to.  
  Pommette Homus is desperately looking for a husband 
  so any male halfling get +4 circumstance bonus to any 
  interaction with her. 
  When in the kitchen, Pommette has a +APL insight 
  bonus to spot or listen for strangers in her kitchen. She 
  senses this from the staff.  
  [Favorite Conversation Topic] Coercing the heroes to 
  leave her kitchen. After that she is quite personable and 
  friendly. 
  If asked if there are any spellcasters on her staff, she 
  will respond that she makes a strong point NOT to hire 
  adventurers on her staff, because they keep bullying 
  the good folk, thinking they own the world. 
  The kitchen staff is mostly of Baklunish or mixed 
  Baklunish/Flan origin. There is a half-elf or two and 
  only two halflings. Most of the women work in the 
  kitchen and most of the men work at serving the 
  guests. 
  The other halfling, Daran Al’Sawarma is a lazy 
  vegetable cutter who can never be found when needed. 
  Pommette will admit she believes he has a tendency to 
  drink when on duty. She hired him in Sefmur before 
  leaving, along with a significant portion of the staff. 
  Pommette refuses to speak with anyone who has been 
  declared ‘Persona non grata’ or accused of a crime in 
  her native village of Akcool in the Sehla Hills. She 
  demands these criminals be taken out of her sight 
  before she starts talking, she will accuse those 
  characters saying that “it isn’t their first time”. She will 
  point any criminal suspicions their way. 
  Note: Pommette appeared in “TUSInt3-02 La Chicane 
  dans le Voisinage” 
  Do note that Pommette does NOT appear on the player 
  handout. 
   
  Mehemeta Gelitti: 
  Female Baklunish in her mid 30s, guest of the Groom, 
  Zeifite 
  Mehemeta is Hassam Az-Anak’s mistress. A former 
  conjurer in Zeif, she has since retired from 
  adventuring life to spend lazy days among the rich and 
  famous of Tusmit and Zeif. Mehemeta is a very 
  intelligent woman.  
  [Favorite Conversation Topic] Anything, she is very 
  knowledgeable. However her favored topics include 
  extra-planar creature, exotic locations on Oerth (she 
  traveled a lot so most locations are known to her). 
  Mehemata after the death of Kazem 
  Realizing that she could be a good suspect, she will stop 
  talking freely about her adventuring days.  
   
  Affidala’Mira bin Aronisitonaka Quasaran:  
  Male Gnome in her early 40s, guest of the Bride 
  The bard hired by the Kazemi family. He really was 
  sent by the Tears of the Marid to collect a few unpaid 
  debts by some of the guests. He will approach the 
  heroes very openly, as a fellow adventurer. Affid is here 
  on business completely unrelated, but is here to serve 
  as a red herring. Make him look guilty. 
  [Favorite Conversation Topic] Anything, as a bard he 
  can talk about anything. But he spends most of his time 
  singing and playing music to distract the guest. 
  Affid after the death of Kazem 
  Affid thinks he saw Daran do it. He will not be as 
  helpful, hoping to make a few coins for himself by 
  blackmailing the halfling. Plus because he looks 
  somewhat like a suspect he will make sure he is seen 
  constantly, until he confronts Daran later. 
   
  The Guards (any guard) 
  Mostly 
  Male 
  Baklunish, 
  Oeridian 
  or 
  Baklunish/Oeridian 20s-40s 
  The guards are (as usual) pretty oblivious to what has 
  happened. They were told to reinforce the perimeter 
  and to not let anyone in or out (they only get that order 
  after the first murder).  
  
  TUS4-04 My Big Fat Tusman Wedding 
   
  Page 25 
  The guards know that other than Affid and Mehemeta, 
  the priests have not identified any other arcane 
  spellcasters. 
  There are numerous divine spellcasters at the wedding, 
  especially with the high number of priests. 
  If asked, the Guards know that other than the heroes, 
  there are 2 halflings, a half-elf, all working in the 
  kitchen and servant staff. All the guests are human, 
  with a few dwarves.  
  On making Diplomacy or Bluff (DC15+APL) (use 
  whichever is most appropriate for the heroes’ 
  approach) 
  [DC 5+APL] One of the guards heard that the Az-Anak 
  family supported the war on the side of Iuz. Hassam’s 
  Father was a staunch supporter of Ket and the war 
  effort. 
  [DC 10+APL] One of the guards thinks he saw Affid in 
  a known tavern controlled by thieves. 
  [DC 15+APL] One of the guards heard that Jazaar said 
  in a tavern that he would do anything to stop the 
  wedding. 
  [DC 20+APL] One of the guard will say that the only 
  people who are haven’t been searched by the priests are 
  the kitchen staff. The head chef, a mad halfling woman, 
  insisted that she begins preparing the feast at once and 
  wasn’t to be bothered with useless details like that. 
   
   
  
  TUS4-04 My Big Fat Tusman Wedding 
   
  Page 26 
   
  Appendix Three: A tour of the property 
   
  The Guardhouse: The Guardhouse is the only place 
  where the wall surrounding the Estate is pierced. It is 
  where all the traffic in and out has to go through. 
  Normally, the number of guards is significantly lower, 
  but because of the festivities and the number of 
  important guests, the local militia increased their 
  numbers and the churches of Al’Akbar have bolstered 
  the ranks. The Tusman Guard has sent a few officers to 
  supervise the whole operation. For the purpose of this 
  adventure, all the guards should be considered 
  incorruptible. If you need stats for them, use the stats 
  for first level NPC fighters in the DMG p.117. Put as 
  many as you need to bring them down. Yes if that 
  means having the entire Tusman army coming down 
  on them, then fine. The guards fight to subdue, but 
  does not hesitate to kill if such actions are needed. 
  The Stables: The only other building of note is the 
  stable. Housing some of the magnificent beast bred by 
  the Kazemi family, but also the mounts of the guests. 
  There isn’t anything of interest here. The stables are 
  guarded by a half-dozen guardsmen lead by a Tusman 
  Guard officer. Guests are not allowed into the stables. 
  The Manorhouse (General): The main house is a tall 
  three-story building. The interior is very spacious, 
  decorated in Ekbirrian style. Every room opens to a 
  central interior court, similar to a caravanserai or an 
  atrium.  
  The Manorhouse (Lower Floor): The lower floor is 
  reserved for the staff, with the main reception in the 
  centre courtyard. The feast is served on long tables 
  attended by many servants, most of which are hired 
  hands and not regulars. Except the kitchen the guests 
  are free to move around as they want, but servants will 
  politely remind them that the party isn’t held here. 
  There is nothing of importance here, except in the 
  kitchen. 
  The Manorhouse (Second Floor): The second floor 
  houses most of the family’s living rooms: the library, 
  the family dining rooms, sitting rooms and small 
  reception rooms. These rooms have a number of guests 
  looking for privacy. Again, other than the library none 
  of these rooms have anything to do with the main plot. 
  The sitting room has few scimitars of various origins 
  and a few shields hanging on the walls. 
  The Manorhouse (Third Floor): The top floor has the 
  private rooms for the family, namely their bedrooms 
  and Kazem’s offices. Three guards patrol the hall. They 
  prevent anyone from entering any of the private 
  bedrooms. They allow anyone moving around, as long 
  as they do not try to enter any of the bedrooms. They 
  are helpful but will not stop to be disturbed for more 
  than an instant. The way on the roof is also on this 
  floor. 
  The Garden: Located behind the main manorhouse, 
  the garden serves as an area for rest. There are tall trees 
  and many bushes. It is very quiet. There is a maze and a 
  small lake. 
  
  TUS4-04 My Big Fat Tusman Wedding 
   
  Page 27 
  Player Handout One: Dramatis Personae 
   
  Aziz Ibn Hassam Az-Anak al-Mullah:  
  Male Baklunish in his early 20s, young & promising 
  Mullah, the Groom, son of Hassam Az-Anak The 
  Groom 
   
   
   
  Narla Kazemi:  
  Female Baklunish in her late teens, only daughter of 
  Kazem ibn Fadel The Bride 
   
   
   
  Hassam Az-Anak:  
  Male Baklunish in late 50s, nobleman from Sefmur and 
  father of the groom, Aziz al-Mullah 
   
   
   
  Kazem Ibn Fadel:  
  Male Baklunish in his mid-40s, merchant of the 
  Mouqollad Consortium and father of the bride, Narla 
  Kazemi 
   
   
   
  Jazaar ibn Fadel:  
  Male Baklunish in late 30s, Brother of Kazem and 
  uncle to Narla 
   
   
   
  Lara El’Anir:  
  Female Baklunish in her mid 30s, Advisor to the Pasha 
  and a Priestess of Istus 
  Note: Lara appeared in “TUS2-05 Better Off Forgotten”. 
   
   
   
  Farlah Izoubil: 
  Male Baklunish in his late 30s, merchant of the 
  Mouqollad Consortium (Tusmit District) 
  Note: Farlah appears in “TUS3-03 And so It begins” 
   
   
  Kabil al-Mullah: 
  Male Baklunish in his late 20s, former teacher of Aziz, 
  now works for the Royal Investigator in Sefmur. 
  Note: Kabil al-Mullah appeared in “TUS2-06 Light the 
  Flame”. 
   
  Ishmal al-Qadi: 
  Male Baklunish in his mid 30s, Ekbirian, Ishmal is a 
  high-ranking member of the Ekbirian clergy. 
  Note: Ishmal al-Qadi appeared in “TUSINT3-06 
  Exalted Pains”. 
   
   
  Moussef al-Qadi: 
  Male Baklunish in his mid 20s, Ekbirian, Moussef 
  follows Ishmal constantly 
  Note: Moussef al-Qadi appeared in “TUSINT3-06 
  Exalted Pains”. 
   
  Geheran al-Naqeeb of the Tusman Guard: 
  Male Flan in his 30s, representative of the Tusman 
  army and of the Sheikh of Eysami 
   
   
   
  Mehemeta Gelitti: 
  Female Baklunish in her mid 30s, guest of the Groom, 
  Zeifite, friend of the Az-Anak family 
   
   
   
  Affidala’Mira bin Aronisitonaka Quasaran:  
  Male Gnome in her (very) early 40s, Bard hired by the 
  Kazemi family, Affid for short 
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Tusmit/594/Normal Scenarios/TUS4-04 - My Big Fat Tusmit Wedding (APL 2-10)/TUS4-04 - My Big Fat Tusman Wedding.pdf