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.  
   
  TUS04-05 
   
   
   
   
   
   
   
   
  Daoud,  
  Where’s my cart? 
   
  A One--Round D&D LIVING GREYHAWK
  ® Tusmit Regional 
  Adventure 
   
  by Jean-Philipe ‘JP’ Chapleau 
  Based on ideas by Ray Lendt 
  Edited by JP Chapleau & Farzin Z 
  Circle Edit: David Christ/Tim Sech 
   
   
   
   
   
   
   
  A bard’s tale often leads to adventure. Sometimes it leads to adventures that are already over. Sometimes the sign over 
  the door reads “Obey the Law, Offer asylum, Suffer thy duty”. A role-playing intensive adventure for APL’s 2-8. 
   
  
  TUS4-05 Daoud, Where’s my Cart 
   
  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 equipment 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 
  equipment 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 
  
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  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 
  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. 
  If you are running a table of six PCs, add one to that 
  average. 
  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. 
  1. 
  Attempt to create a table of six 1
  st-level characters, 
  or try to enlist higher-level characters to play at 
  that table. 
  2. 
  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 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
   
  Adventure Background 
  A long time ago, four brave adventurers set out to find 
  a powerful artifact said to make one invulnerable.  
  Such an artifact would be extremely useful and 
  profitable to say the least. Many factions were 
  interested in the artifact.  
  With it, nobles would never need fear an assassin’s 
  blade. The Mouqollad Consortium could profit greatly 
  by having guardsmen that could never be defeated, 
  thus ensuring safe arrival of all their shipments. Even 
  factions still unknown to the general populace of 
  Tusmit dreamed of putting their hands on the artifact. 
  After much consultation with priests of many 
  religions, many divinations being cast, and some hardy 
  investigation work it was discovered that the ancient 
  ruins lie right here in Tusmit, within their own 
  borders of all things.  It really couldn’t be much 
  simpler.  
  The band was assaulted by many of the foulest things 
  on Oerth. With luck, blade and spell they made their 
  way out. Sooner or later, their luck was about to run 
  out. What they weren’t able to withstand was the 
  constant bombardment of insanity spells, confusion 
  triggers, and combined with their already growing 
  dementia’s and weaknesses from the crypt’s other 
  denizens and traps, the band finally succumbed to the 
  curse of the crypt.  
  What they didn’t know was that another had taken 
  interest in the item as well.  A powerful wizard, 
  
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  believed to be Trenkat, learned of their expedition and 
  through scrying discovered their whereabouts. With 
  the information trapped within the brains of these four 
  warriors, the Wizard retrieved the now-comatose 
  bodies (lucky for him they were still alive) and brought 
  them to a place where they can be treated.  He has 
  cured them of all magical afflictions, yet they still 
  remain in a state of a childlike stupor. The wizard is 
  reluctant to use a wish spell because he realizes it is a 
  purely natural dysfunction that affects them still, only 
  time would heal these wounds. The wizard did not 
  wish to unbalance the delicate thread that may be 
  holding the last part of their brains intact. He believes 
  any further attempt on his behalf at magical curing will 
  simply result in the complete destruction of their 
  brains and the lore of this immensely powerful magic 
  item will be lost yet again to him. 
  He placed the four of them under the care of a local 
  order of priests dedicated to Daoud, the Simple Order. 
  The monastery, located a few leagues outside the town 
  of Gallam, was perfect. It is isolated, calm and well 
  defended due the large presence of the Tusman 
  Military in these parts.  
  History of the Simple Order 
  About 50 years ago, a group of priest of Daoud found 
  the old abandoned fortress. They were looking for a 
  place to establish a hospital for the poor. When they 
  arrived in Gallan, they found the old fortress in 
  abandoned and in serious need of repairs. The place 
  was filled with mad bandits.  
  They joined their efforts and got rid of the dangers 
  inside. They were granted by the Tusman Government 
  the right to care for those afflicted by insanity. With 
  the establishment of the fort as a base, the Simple 
  Order was founded. The founders of the Order decided 
  on eight simple rules, the simplicity of these rules led 
  to the order’ name, the Simple Order. 
  The Order enjoyed a good reputation until Bajat 
  arrived in town.  
  The current High Cleric, Bizan al-Daoud has took over 
  the Order when the previous and last founder died at 
  the venerable age of 87. 
  The Secret history of the Simple Order 
  What the founders never said to anyone, was that 
  during the days of the occupation one of the Ekbirrian 
  occupants had inadvertently opened a portal to the 
  plane of Pandemonium. While the portal was sealed 
  long before their arrival, Padat Root, a plant indigenous 
  to that plane had started to grow in the torture 
  chamber of the fortress.  
  The last Head Cleric told Bizan of the portal and the 
  torture chamber. A curious Bizan explored the 
  chamber and turned it into a laboratory. 
  Something awakened in the Roots when Bajat’s friends 
  were brought to the Order. Head Cleric Bizan brought 
  them to the torture chamber to further isolate them 
  from the residents. The Roots affected Head Cleric 
  Bizan al-Daoud and made him go insane. He has been 
  feeding the roots, which he turned into a spice to both 
  his priests and residents. The large concentration of 
  chaotic effect makes for a number of bizarre effects on 
  the minds of those living inside.  
  Eating Padat Root 
  Padat Root is not known to be dangerous. However, no 
  one ever had a large group of people eat it outside of its 
  native plane of Pandemonium (where the highly-
  chaotic nature of the plane hides the side effects). 
  When eaten, the Root mixes with the acid in the 
  stomach of living things it produces a chaotic effect. 
  When a large number of people generate that chaotic 
  effect, the results can be quite surprising. Creatures 
  appear and form up out of chaos. The effects appear 5-
  20 minutes after the ingestion. 
   
  Adventure Summary 
   
  Introduction: The Heroes attend a local play at a local 
  pub. The bard who tells a tale of brave heroes secreted 
  away by a wizard and hidden away in the deepest 
  recesses of a terrible monastery.  
  After the tale, the bard talks to the heroes about bizarre 
  happenings at the madhouse.  
  Encounter 1: As they are ready to strike a deal with 
  the bard, the local militia arrive, led by a priest of 
  Daoud. The bard flees asking the heroes to stall the 
  militia. The priest tells the heroes that the bard has 
  been telling lies about his religion and that such 
  slander must not be tolerated.  
  Because they have nothing against the heroes, the 
  militia moves on after telling them to stay away from 
  such agitators. 
  Encounter 2: If the heroes try to find the bard, they 
  should eventually get to meet him. He informs them 
  that his brother left with the band whom his tale is 
  fashioned after, but never returned. Through some 
  contacts of his (read: bardic knowledge) he learned that 
  someone brought the adventurers, who all seemed 
  quite insane, to the monastery. However the monks 
  
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  deny they were ever there. He wishes to have the 
  characters either free the adventurers (and his brother) 
  or to obtain a book kept by the headman. This book 
  most certainly contains all the information the head 
  cleric obtained from the adventurers, either is fine 
  with him. 
  Talking to the rest of the assembled crowd may give 
  further insight on the bard. Most people do indeed 
  have a positive view of the Simple Order and the 
  monastery, because they tend to the sick and the poor. 
  However recently there have been rumors of strange 
  happenings at the monastery, though many will admit 
  they are not sure if it’s not just a rumor started by the 
  bard.  
  Encounter 3: A young initiate opens the door and 
  welcomes the heroes inside. He shows the heroes 
  around the monastery, always being very courteous. At 
  one time, the meal bell rings and the characters are 
  invited to eat with everyone. The initiates and priests 
  eat at one table while all the guests and inmates (most 
  of whom indeed seem to be quite calm). 
  During the meal the heroes witness one of the inmates 
  having a fit of insanity. The priests move and restrain 
  him, bringing him to solitary isolation. The man rants 
  while he is dragged away.  
  The heroes have a chance to talk to the inmates who 
  inform them that they are well treated here, but that 
  isolation is the worst because it is very scary. 
  Following the meal the heroes will slowly fall prey to 
  hallucinations caused by the mixing of Padat Root 
  mixing in the stomach of the residents 
  Encounter 4: The heroes are returned to their room 
  for a quick rest. “Hospitality sometimes imposes upon 
  us.” As they rest (or not) they fall prey to their first 
  hallucination. One of the inmates (the same one who 
  left for isolation earlier) tries to enter the room and 
  attacks them. The heroes are now heavily drugged. So 
  they will see a demon trying to attack them. This is of 
  course all hallucinatory. If the heroes win, they have 
  managed to break the drug’s effect over them.  
  Leaving their room should be easy. They can see 
  everyone is also under the influence of the drug. While 
  most merely stand in place with a stupid look upon 
  their face, many fight each other, while others begs 
  and plead to some imaginary figure. 
  Their clothes though are a mess and their gear seems to 
  have been searched by a wild beast.  
  Encounter 5: The party may explore the monastery 
  but eventually should make their way down to the 
  cellar and from there, to the catacombs. 
  Face off with the Head Cleric of the Order. The cleric 
  is completely mad, and he frees the adventurers and 
  sends them to fight for him against the heroes. 
  It is possible that the heroes decide not to fight 
  everyone but instead just try to swipe the book and 
  make a run for it. This is entirely acceptable. 
  Conclusion: Bajat meets them just before they enter 
  town. If they have saved the adventurers, then he takes 
  them with him, otherwise, he asks for the book and 
  leave. 
  Introduction 
  It was a rough trip, but you finally near your goal. 
  At last, the artifact you have sought for so many 
  long weeks is but a few steps away.  
  It took many long nights of research in the 
  University of Sefmur, the College of the Arts, and 
  the archives of the Temples of the Restorer of 
  Righteousness or the Lady of Our Fate. You had to 
  travel as far as the Gem of the Flannaess and the 
  distant colonies of Zeif on the Dramidj Ocean. 
  Imagine your surprise when you found it to be 
  located right here, in Tusmit in an old tomb dating 
  back to the days before the Baklunish took over the 
  country. 
  Soon the glory of your discovery will make you 
  even richer than the Pasha himself, stronger than a 
  cloud giant and more invulnerable than a golem in 
  an anti-magic field. 
  Checking your weapons, adjusting your armor, 
  readying your spell component and saying short 
  prayers, you make your way in. 
  Do not tell the heroes yet that this is but a story told by 
  a bard. Allow them to introduce each other.  
  With force and spells you manage to succeed at 
  going through the terrors hidden in the tomb, 
  beasts born of nightmares, chaos and evil, slimes 
  and deadly traps. Until finally you get to the door 
  where the object of your quest is held. You know it 
  lies just beyond this last door, just beyond this one 
  lock. 
  However those who made the tomb wished the 
  artifact to remain locked away forever. Green 
  beams of lights and insanity spells come from all 
  directions. They disintegrate burn, freeze and 
  
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  render insane everything and everyone in their 
  path. 
  Someone was looking out for you, his motives for 
  doing so are his own. But because of him, you 
  escaped the tomb. After healing your bodies and 
  trying to take the knowledge locked away in your 
  minds, he placed you in a madhouse, a place where 
  crazy people are sent to spend their days in quiet 
  simplicity. There you remain still, locked away to 
  be forgotten. But what if one of the priests who was 
  taking care of you insane and tortured you to 
  discover the secrets of the Artifact, What would 
  you do? 
  Now break the illusion. 
  “Now I have entertained you my friends, will you 
  NOW pay me that meal and cold drink you have 
  promised?” finishes Bajat. 
  You are between adventures in the town of Gallan, 
  in the Sheikdom of Eysami, a poor sheikdom where 
  the military is present everywhere. Its position on 
  the meeting of the Blashikmund and Tuflik rivers 
  makes the Sheikdom one of high strategic 
  importance. It also has a river border with both 
  Ekbir and Zeif.  
  This nice early autumn day is unseasonably warm. 
  Sitting at an outdoor table you were approached by 
  Bajat. Bajat, a Sefmur bard who is not entirely 
  Baklunish, offered to sell you a story in return for a 
  meal. His brilliant performance has attracted more 
  than a few people and a small crowd has gathered to 
  hear the story. The quality of the distraction makes 
  for a very deserved meal. 
  If the heroes refuse to pay for the meal (the fee is 
  included in their upkeep), then the adventure is over 
  for them, as Bajat does not want to hire people who 
  can’t stay true to their word. 
  Bajat eats with good appetite, stuffing his mouth as 
  if he was pursued by every fiend in the Nine Hells. 
  His mouth full of food, he asks you. “Did you like 
  the story? It’s true you know!”  
  Bajat explains that he knew the adventurers who 
  participated in the expedition. If asked how he knows 
  these things he will say “I just hear things here and 
  there and draw my own conclusions.” Read: he knows 
  this through Bardic Knowledge. Allow any heroes with 
  Bardic Knowledge make a DC 20 to have heard of a 
  similar story.  
  “You know, I heard that those poor sods are near 
  here. There is a monastery where a group of clerics 
  of Daoud, the Humble One keeps those who are 
  crazy. It’s just a league or so outside of town.” 
  Knowledge (Velverdyva, Tuflik & Fals), Bardic 
  Knowledge or Knowledge (Religion) DC 15 will 
  confirm the existence of the madhouse near here. 
  Members of a Church of Daoud automatically know 
  the information.  
  Allow the heroes to ask him a few questions. Bajat 
  won’t go into any specifics right now. Depict him as 
  someone with a good head, but perhaps with a touch of 
  untrustworthiness. His eyes are shifty and he is a bit 
  evasive. After a little bit of chatter, Bajat will move 
  closer and give them the following offer. 
  “Say would you guys be willing to help out a poor 
  bard who has to sell stories to live? Would you guys 
  be able to free my old friends from a dangerous 
  cleric? It would indeed be bad if their knowledge 
  was to pass to the wrong hands. Leaving now you 
  could be back before sunset. Whaddya say?” 
   
  Encounter One 
   
  Give the party a moment to respond or ask a question 
  but before Bajat answers, continue with the following.  
  “Guards! Seize that rabble-rouser!” calls out a voice 
  from across the street. There, a priest dressed in a 
  simple robe leads a group of armed militiamen 
  directly towards the inn where you are sitting. 
  “Olidammara no! Stall them for a moment” Bajat 
  leaps out of the terrace and disappears down the 
  street. A few militiamen start running after the 
  bard. The priest approaches you. 
  Call for Spot checks (give a +2 competence bonus to 
  members of the Brotherhood, the Tears of the Marid, 
  Xan Yae’s Ghost or members of churches of 
  Olidammara, Mouqol or the Mouqollad Consortium) 
  [DC 15] they notice that a group of cloaked fellows 
  “suddenly” appear dragging a cart and block the path of 
  the militia, a common tactic to allow someone to 
  escape… 
  Knowledge (religion) DC 15 (Tusman characters get a 
  +4 competence bonus) identifies the man as dressed as 
  a priest of Daoud.  
  “Greeting good folks… I am Porein al-Daoud, a 
  mere priest of the Humble One. I wonder if that 
  wanted criminal has told lies about my faith again. 
  Please disregard his slander. This rogue has been 
  trying to sully our good works among the poor of 
  
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  money and simple of mind.” The priest doesn’t know 
  much about the monastery except where it is and that 
  the people there are treated with dignity and 
  compassion, according to the teachings of their faith.  
  Do you belong to that order ? While he is from the 
  same faith, he is not from that order. Porein al-Daoud 
  lives in town and works out of the temple here. He 
  himself does not belong to the Simple Order.  
  Who was that man ? Porein al-Daoud says that Bajat 
  has been in town for about a month and he has so far 
  managed to escape the militia. He keeps spreading 
  rumors about the clergy of Daoud and that undermines 
  their efforts. Note that Porein is very honest; Bajat’s 
  smearing campaign is affecting the church of Daoud. 
  Porein has been to the monastery on occasion and has 
  not seen anything weird. 
  Is there a temple of Daoud here ? Yes, there is a small 
  shrine that he tends to himself. If asked, he can give 
  directions to the characters. 
  It is very possible that the heroes believe the priest and 
  agree to hunt after the bard. Proceed to Encounter 
  Two.  
  After a short chat, the priest goes to rejoin the 
  militiamen who failed to find Bajat. The crowd 
  disperses as the heroes talk with Porein. The heroes 
  may try to talk to them. Have them make Gather 
  Information rolls. (see Encounter Two) 
  The heroes may now try to find information in town or 
  head directly to the monastery. Encounter Two 
  assumes they stay in town. Otherwise, move on to 
  Encounter Three. 
   
  Encounter Two 
  A- Finding Bajat 
  Finding Bajat shouldn’t be very difficult, after all, he 
  expects the heroes to try and find him. A Gather 
  Information [DC10+APL] is all that is required. 
  Members of the Church of Olidammara, members of 
  the Brotherhood, Tears of the Marid, Xan Yae’ Ghosts 
  or those of the Mouqollad Consortium get a +4 
  circumstance bonus. Success on the roll means they 
  find Bajat within the hour. A failure means Bajat finds 
  the heroes just after nightfall. 
  If the heroes wish to arrest him and bring him to the 
  authorities, Bajat will ask that they first hear him. Bajat 
  is not hostile, but any attempt to bring him to justice 
  will fail.  
  Let the heroes question him. Remember Bajat’ goal is 
  to have the heroes investigate for him, he is a smooth 
  liar but doesn’t want or need to trick them.  
  Who are the adventurers of your story? “We are very 
  close, like brothers. We did a lot of adventuring 
  together. You may know them as well, They are Alihad 
  Az-Anak, Arma’an al-Mullah, Ghaffar of Eysami and 
  Narlan al-Faris. I’m sure you will recognize them when 
  you’ll see them.” 
  Those with Knowledge Local (Metaregion-2) or 
  Knowledge (Nobility) or Bardic Knowledge, will 
  recognize the four men as Alihad Az-Anak (Alihad is a 
  brother of Aziz Az-Anak from “TUS4-04 My Big Fat 
  Tusman Wedding”), Arma’an Al-Mullah, Ghaffar of 
  Eysami and Narlan al-Faris, all of them Heroes of 
  Tusmit. No rolls are necessary. They were on a quest to 
  become Legendary Heroes of Tusmit, but have not 
  been heard from for almost a year.  
  Why should we go there? It is the moral thing to do.“ 
  Why don’t you go? or Why don’t you come with us? 
  “I’m having a few troubles with their priest these 
  days… I could not get near the monastery without 
  having a regiment come down on me. I’d be more of a 
  burden than helpful.” 
  What does it pay us? “The adventurers you would be 
  going to save are all rich. Plus I’m sure some of our 
  friends in Sefmur would find ways to make it worth 
  your while. “ 
  What do you want us to do? “Get my brothers back or 
  find out what the priests extracted from their 
  memories.” 
  Should we kill all the priests? “I don’t think that’s 
  warranted. They have good standing and priests of 
  
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  Daoud are usually quite friendly and their works are to 
  be respected.” 
  What is that artifact? “The artifact is supposed to 
  render one invulnerable, or so I think. My friends 
  know more and that’s why I need to get them out of 
  that place.” 
  What do you get out of this? “Another story (smiles 
  and winks). Well okay… but you have to promise this 
  stays within these walls” Bajat waits for the heroes to 
  agree. “A few months back, a Velunese archeological 
  dig found something in the Hills. You remember the 
  artifact in my story? Well, that’s what they found and it 
  has fallen into foul hands. A wretched elven wizard 
  named Trenkat managed to steal it away and rid 
  himself of the dig team. Well that foul wizard now has 
  the artifact in his possession. In the hands of a 
  necromancer of power, Tusmit’ reputation as being free 
  of the undead may soon end. The only clues that 
  remain as to where it now lies is locked away inside the 
  minds of my friends, or with Trenkat.” 
  Eventually, Bajat leaves and let the heroes to decide 
  what they do next. Should they choose not to help 
  him, the adventure ends here. 
  Is the Artifact in Trenkat’s hands? “Yes, but I’m don’t 
  think he knows how to unlock its full power, at least 
  not just yet.” 
  Why did Trenkat simply kill them? “I think he needs 
  the information locked away in my friends’ mind.” 
  Once the heroes are done move to Encounter 2B or 
  Encounter Three depending on what they want to 
  know.  
  B- Word on the street 
  If the heroes wish to get the word on the street or just 
  ask around.  A Gather Information check yields: 
  [DC3]: You are in Tusmit. 
  [DC5]: Bajat has been telling the tale to many 
  adventurers coming into town. Few are ever seen 
  again. (These adventurers simply walked away, being 
  on other adventures) 
  [DC7]: There is a madhouse run by priest of Daoud in 
  the Area. They are known as the “Simple Order”. 
  [DC9]: The priests have a good reputation, as they treat 
  everyone in their care with compassion, especially the 
  poor.  
  [DC11]: Upon the door is a motto of the order: “Obey 
  the law. Offer asylum. Suffer your duty” 
  [DC13]: People are starting to believe that something 
  wrong may be going on at the monastery. However, 
  they have no proof of anything, nor can they say what 
  leads them to believe that. If asked, they all say they 
  listened to Bajat more than a few times… 
  [DC15]: Priests of Daoud have been very touchy 
  recently. 
  [DC17]: The order teaches the inmates how to grow 
  vegetables. 
  [DC19]: The head priest is rarely seen outside the 
  monastery wall. 
  [DC21]: A few months back, a limping elven wizard 
  went to the Asylum with a group of insane-looking 
  adventurers. None were ever seen again. 
  Encounter Three 
   
  What was referred to you as a monastery resembles 
  an old border fortress. Built in typical Ekbirrian 
  style during the days of the war against Airain’s 
  Horde. Located on an easily defendable hill 
  overlooking the Blashikmund River. While it 
  shows it had some repairs, it is obviously not battle-
  ready anymore. The three stars of Tusmit fly from 
  the top of the keep. Another flag, displaying an 
  open-hand over the rainbow colors of Daoud flies 
  lazily in the wind. 
  The front portal military oak doors have been 
  carved with the symbol of Daoud. In bright yellow 
  letters, is something written in Ancient Baklunish 
  over the door.  
  Any hero who can read Ancient Baklunish can read the 
  motto “Obey the law. Offer Asylum. Suffer thy duty.” 
  On a Knowledge (History) or (Local, Metaregion-2) 
  [DC 15] inform the character that Airain’s Horde 
  appeared from beyond Zeif around 300 years ago 
  (298CY/2957BH). They laid waste to Zeif, and 
  conquered Ket. Tusmit was spared because of the 
  alliance with Ekbir. The price to pay was a military 
  occupation of Tusmit by Ekbir. The occupation 
  brought the faith of Al’Akbar. Eventually the 
  Ekbirrians left leaving Pashas friendly to Ekbir. 
  There are no lookouts and the heroes are free to 
  approach without any chances of being spotted, but do 
  not tell them that. When they enter, they will be 
  approached by a young priest of Daoud.  
  A young priest dressed in the drab colors of Daoud, 
  a pendant with the open-handed over a rainbow 
  symbol carved from simple local pinewood at his 
  
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  neck appears before you. He cannot be past puberty 
  by more than a few months. He looks at you for a 
  moment before asking. “Greetings, my name is 
  Dapor al-Daoud. Welcome to the Simple Order’ 
  monastery. Is there anything I can do for you? Do 
  you need anything?  Are you seeking shelter? Do 
  not suffer to answer me. Follow me, I will find you 
  a room where you can rest for the night.” 
  From mixed Flan/Baklunish origin, Dapor seems to be 
  reasonably well educated. His face is open and he is 
  very friendly. He is very humble and helpful. Dapor is 
  honest and has no evil intentions about the party. 
  Dapor is the doorman, and is the one who opens the 
  monastery doors to everyone. 
  �Dapor: Flan/Baklunish Clr1 (Daoud); hp 8  
  Dapor insists on assigning a room to the party. Unless 
  magically coerced, he insists on bringing all the party 
  to a room (remember these are the tenants of his order, 
  so bluffing will not work).  
  Once a room has been found for the heroes (it is on the 
  fourth floor of the central tower), he becomes much 
  more talkative about the monastery and insists on 
  showing the monastery to the heroes.  
  First, he points out the rules to them, and he insists 
  they know them by heart. After you have them repeat 
  the maxims out loud, give them the Player Handout 
  #1. 
  1. “Obey the law. Offer Asylum. Suffer thy duty” 
  2. “Humility is born of work, rest and prayer.” 
  3. ”Humility is so much harder to achieve with a 
  full belly.”  
  After every meal, every resident has to retire 
  to his rooms for rest and meditation. 
  4. “Humility comes naturally to the working 
  man”. 
  One should try to make his stay here as useful 
  as possible. Residents in isolation are not to 
  be disturbed and access to the isolation area is 
  restricted to priests of the Humble One or 
  priests of any religion recognized in Tusmit, 
  and only with approval of the Head Cleric. 
  5. “One dangerous to others cannot be humble”. 
  Any resident found breaking the rules will be 
  placed in isolation to pray for humility.  
  6. “Humility does not pay taxes.” 
  7. “Humility is knowing one’s place.” 
  The word of the Head Cleric must be 
  followed in both letter and spirit, as long as 
  they do not break the code of the Order. 
  The Head Cleric’s rooms are only for the 
  Head Cleric. “For obvious reasons”, he will say 
  but not elaborate upon (the chambers of the 
  masters is where the orders’ money is kept). 
  8. “Humility does not impose restraints, the law 
  does.” 
  Unless sentenced to stay here by law, one is 
  free to come or go as they wish.  
   
  Dapor is the doorman at the monastery. Everyone they 
  meet, priest and residents, are very friendly and 
  forthcoming. Despite all being under influence of the 
  pandemonic effect, none of them have any exterior 
  signs of the effects of madness.  
  Dapor does not use inmates, patient, crazy or crackpot 
  to refer to those under the care of the Simple Order, he 
  humbly refers to them as residents. 
  Dapor then asks the heroes to leave their arms in their 
  room. He encourages them to leave their armor, but 
  won’t insist on it. He does not search the heroes, but 
  shows that he himself is not armed. If a hero wishes to 
  hide a dagger or other small weapon on him, Dapor 
  won’t notice it. He notices anyone carrying a 
  greatsword or a rapier, though. Use your judgment. 
  This is not an excuse to remove equipment from the 
  heroes, but just common courtesy. 
  Talking to Dapor (Before Mealtime) 
  Dapor knows the story of the Simple Order almost by 
  heart, however he won’t elaborate unless the heroes 
  ask him about it.  
  Dapor excuses the Head Cleric saying he is “deep in 
  prayer and may not be disturbed”. When prompted 
  when they might see him, Dapor responds “very likely 
  at mealtime”. But he does not elaborate further. Don’t 
  make him look suspicious; Dapor simply doesn’t know 
  where the Head Cleric is at this time. 
  Dapor offers them to take the heroes on the tour of the 
  monastery. He will first show them the central tower. 
  If they refuse, he tells them that will return to his post 
  in front of the outer doors and stands ready to answer 
  any questions they may have.  
  Refer to Appendix 2 for a detailed tour of the 
  monastery. 
  Using divination magics 
  Any detect spells except detect chaos will not reveal 
  anything.  
  After the meal, detect chaos shines with a faint aura all 
  over the fortress, everyone who ate radiates a moderate 
  aura. A true seeing spell registers threads of wild colors 
  linking everyone and everything. Casting a protection 
  
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  from chaos spell protects from the effects of the Padat 
  Root. 
  Staying inside the room (Before Mealtime) 
  Heroes staying in the room see residents occasionally 
  passing in front of their door, few stop to look inside. 
  The floor priest warns any residents tempted to snoop 
  around to stay away.  
  Meeting the residents (Before Mealtime) 
  If the heroes express a desire in meeting some of the 
  residents, tell them that most residents seems to be lost 
  in their mind (call Heal checks to identify a number of 
  mental illnesses).  A few residents sport a few bruises, 
  any priest will say these wounds are self-inflicted. 
  Making Heal checks [DC15] confirms this to be the 
  case for most of the residents however others have 
  bruises that could not be self-inflicted. Most of these 
  residents have a priest nearby helping them to move. 
  Shouting or making loud noises is heavily frowned 
  upon by the priests, calm and serenity are valued, as 
  loud noises often scare off some of the residents. The 
  place should be reminiscent of one’s local public 
  library, mostly silent with the occasional discussion. If 
  a member of the party cannot understand that basic 
  concept, a priest comes and asks the hero to leave the 
  monastery. 
  This is the first occasion the heroes have to talk 
  directly to the residents. Some of them flat out refuse 
  to talk, others don’t even register the existence of the 
  heroes and others are talkative enough. The talkative 
  residents are happy and all are well treated. None will 
  mention the isolation chambers, unless asked about 
  them by the heroes, all have been placed there once in 
  a while, and all are quite afraid of the place. None of 
  them really know why they are so afraid of these 
  chambers but they are.  
  For your convenience, here is a list of sample residents. 
  Feel free to come up with other ones, just remember 
  that calm and serenity, no raving mad lunatic running 
  around.  The residents described here appear again at 
  mealtime. 
  1 -  The Conspiracy Theorist (male Baklunish): He 
  sees everything has weird thing going on for it.  
  • 
  Tusman horses descend from polymorphed 
  dwarves. (False) 
  • 
  The food is covered with pixie dust (not quite so 
  false).  
  • 
  The walls of the monastery are filled with demons 
  (not true, unless you’re drugged).  
  • 
  The Pasha is a doppelganger spawned in the 
  deepest pits of Hell. (False) 
  • 
  Rary comes here every other week to rest. (False) 
  • 
  He saw a bird that flew towards the southwest, 
  must be a messenger bird heading to Ket (most 
  likely not true) 
  Have fun with him… if the heroes believe him, he 
  keeps making these stories. Make the stories as 
  outlandish as you want, none of them are true anyway, 
  or are they? 
  2 -  The Schizo (male Baklunish): The Schizo talks to 
  himself half of the time. He isn’t really good at 
  holding long conversations. Instead he keeps 
  talking to the hero but changes subject without 
  introduction. His conversation is very difficult. 
  He never answers any questions, being always in 
  his own world. 
  3 -  The Argumentress (female Flan): This woman 
  always takes the opposite view. The most 
  annoying thing she does is to return the question 
  in the negative way. Eg: “Are you well treated 
  here?” and she would reply “Aren’t YOU well 
  treated here?” The Argumentress always defends 
  the opposite point of view. This guest radiates as 
  being evil, (she is of NE alignment). 
  4 -  The Eggshell (male half-elf): This half-elf lives 
  within his shell… he does not talk and if touched 
  or prompted a bit forcefully, he begins to wail and 
  scream, and he will need to be removed to 
  isolation by the priests. 
  5 -  The Simple (male Rhenee): This Rhenee was 
  found on the doorstep of the Monastery when he 
  was five. He talks of boats a lot and one day 
  dreams about heading out and taking one. Though 
  slightly retarded, he has a high resistance to the 
  pandemonic effect and hasn’t been affected too 
  much. He likes the priests, but is afraid of the 
  conspiracy theorist and isolation, of course. If the 
  party is nice to him, he follows them around. 
  6 -  The Wildman (male half-orc): More of a beast 
  than a man, the wildman eats like an animal and 
  tends too look around like a predator. Because of 
  the effect on the monastery he has been given, he 
  became even more feral. He will not recognize 
  anyone and simply concentrate on what he is 
  doing at the time (eating, observing) and merely 
  grunt when talked to. It is not the same person as 
  Bramish from “Big Troubles in Little Tusmit” 
  Staying inside the room (At Mealtime) 
  
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  When the meal bell rings, the floor priest comes and 
  informs the heroes in the room that food is being 
  served. If the heroes insists on staying in the room, the 
  priest ask if the heroes would like their meal in their 
  room. If they agree, the priest offers his own meal to 
  the heroes then ask the initiate who delivers meals to 
  bring him another one. 
  No one comes to disturb the heroes who stay in the 
  room.  
  Mealtime 
  Allow the party to talk to at least two of the residents 
  before ringing the mealtime bell.  
  The heroes have another chance to talk to the residents 
  at this time. The heroes are all sitting near each other, 
  but they all have one of the residents described above 
  sitting next to them.  
  The priests eat and drink like everyone else, their 
  meals being served from the same large gruel pot as 
  everyone else. The Conspiracy Theorist and the Simple 
  encourage the heroes to eat just so they don’t end up in 
  isolation.  
  When playing the scene with the residents, make sure 
  you mime the act of eating, and see which hero eats. 
  The place is mostly quiet with a few hushed 
  conversations. 
  The 
  priests 
  do 
  not 
  encourage 
  conversations, but do not repress it either, as long as 
  the overall noise level is quite low. Encourage the 
  players to speak in hushed tones, all the residents, will. 
  When the conversations are beginning to die off 
  (except with the conspiracy theorist who’s never out of 
  topics) continue with the following. 
  Suddenly at the far end of the dining hall, a man 
  stands up, tears off his shirt and shouts “NO 
  VECNA! YOU WON’T TAKE MY SOUL! I’ll dip 
  my heart in the Blessed Cup before you can take 
  me! Your devils cannot harm me!” The man 
  thrashes about, as if fighting with something 
  invisible.  
  A few of the more robust priests move nearby and 
  pin him to the ground. 
  “I HAVE FOLLOWED THE FOUR FEET OF THE 
  DRAGON! EVEN SENDING YOUR DEVILKIN 
  WILL NOT SEE ME STRAY! PRAISE BE 
  AL’AKBAR! PRAISE TO THE RESTORER OF 
  RIGHTEOUSNESS!” 
  The man screams as he is dragged away by the 
  priests.  
  Whoever sits next to the Simple will hear him say: 
  “Shouting is bad. He always screams. He not good.” 
  The Simple will refuse to say anything else, except to 
  answer “I will not go to isolation”. Fear obvious on his 
  face. None of the others will say anything about what is 
  going on. They all remain silent. 
  This scene is important because it makes the heroes 
  think about devils.  
  Allow the party to talk a little more about what 
  happened with the residents. 
  Once the meal is over one of the priest will stand up 
  and say. “Now everyone return to their room for prayer 
  and rest.” Everyone stands up and heads back to their 
  room, give the party an opportunity to talk to the 
  priests or the residents as they are going upstairs. 
  Do your best to get the players back to their room. If a 
  hero refuses, the priests mention they have been 
  informed of the tenants of the Order when they 
  arrived. There is a mandatory one-hour rest and prayer 
  time after every meal. 
   
  Encounter Four 
   
  Once they reach their room, they will hear the 
  unmistakable sound of a door locking. Ask them what 
  they wish to do next. None of their equipment was 
  searched or touched in any way. The priests lock the 
  door and tell the heroes that is customary that way so 
  no one wanders the halls.  Before the heroes can act 
  however begin with the below boxed text.  
  If they knock on the door, the priest answers that this 
  is for their safety, orders of High Cleric Bizan (the 
  priest on their floor locks all the doors. 
  �Iron-Reinforced Strong Wooden Door: 2in think; 
  hardness 8; hp 40; AC 5; Break DC 25, Open Lock 25 
  Before they actually get to do anything, draw the map 
  of the room, it is 40 feet long by 20 feet wide. The 
  proximity and mix of the Padat root and gastric acid 
  produces an odd mix, chaos begins to freely reign for 
  an hour or two. Insanity and nightmares take form. 
  The heroes witness the folly.  
  Through the far wall, a man seems to emerge from 
  the wall. Dressed like the residents of the Simple 
  Order’ Monastery, he speaks in a voice slowly 
  deepening. 
  “Ah… you have fallen into my trap… I will now 
  devour your souls and take them back to Hell with 
  
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  me! PAIN AWAITS YOU! SUFFERING COMES! 
  DEATH TO AL’AKBAR!” 
  You watch in horror as the man changes in front of 
  your eyes. What is now before you is a creature 
  right out of hell. 
  Any detect spells except detect chaos will not reveal 
  anything. After the meal, detect chaos shines with a 
  faint aura all over the fortress, everyone who ate 
  radiates a moderate aura. A true seeing spell only 
  registers the faint outline of the devil with threads of 
  wild colors everywhere. Casting a protection from 
  chaos spell immediately gets rid of the devil and the 
  effects inside the room. 
  Do not tell the heroes they are being the target of 
  hallucinations. It is very possible that the characters all 
  “die” here, and that is quite “acceptable”, they will 
  merely have been subdued (took all their hit points in 
  non-lethal damage). 
  APL 2 (EL 5) 
  �Bearded Devil: hp 45, see Monster Manual 
   
  APL 4 (EL 7) 
  �Hellcat: hp 60, see Monster Manual 
   
  APL 6 (EL 9) 
  �Bone Devil: hp 95, see Monster Manual 
   
  APL 8 (EL 11) 
  �Barbed Devil: hp 126, see Monster Manual 
   
  Tactics: Very simple, cause as much “death” as possible. 
  Do not tell them but all damage they get is non-lethal 
  damage. The devil will not use any of its abilities to 
  summon more devils. The party should have their 
  weapons nearby, but may have to spend a moment to 
  pick them up. 
  If a party member becomes dying and that person ate 
  the food, inform the player on his next turn that he has 
  stabilized and is no longer dying. 
  Development: If the heroes manage to open the door 
  and flee during combat, then the creature does not 
  pursue them. Allow for 2 full rounds before the 
  creature vanishes into thin air.  
  After the fighting is over, the heroes whether 
  victorious or not will shake off the effect of the 
  hallucinations. Making a Heal check [DC 14] on any 
  party member reveals that the effect, whatever it was 
  has been cleared from one’s body by the adrenaline 
  rush caused by combat. 
   
  Encounter Five 
   
  Heading back to Gallan to meet Bajat  
  If the heroes already talked to Bajat, he is nowhere to 
  be found at this time. Bajat does not want the militia to 
  find him by tailing the heroes.  
  If they have not talked to him, continue go to 
  Encounter Two, Bajat still waits for them. 
  When they return, it will be a short while before 
  mealtime.  
  Staying in the room while the monastery is under 
  the grips of insanity 
  If they remain in their room, they hear shouts, banging 
  on door, wails and the occasional person running 
  around in front of their room.   
  After about an hour, things calm down as suddenly as 
  they started a priest will come and open the doors with 
  a smile. Oddly enough, no one remembers anything 
  that happened, except that they had restless sleep or 
  that they were deep in prayer.  
  Leaving the room while the monastery is under the 
  grips of insanity 
  For the statistics of the doors, see Encounter Four. 
  Leaving their room, they will find the place to be in 
  serious disarray. The priest guarding their floor is 
  clapping his hands as if he was seeing a play. Nothing 
  they do will draw him from his madness. 
  Some of the residents wail from within their room, 
  others bang on their doors. Some have even managed 
  to exit and are running around. The place has turned 
  from seriously ordered to completely chaotic. This is 
  now a place gripped by insanity. Because they were 
  able to overcome the drug’s effect on them, the heroes 
  are now free of its influence.  If they were all defeated 
  by the devil, you can freak them out by having a few 
  words to remind them that maybe all is still not right. 
  But don’t push it. 
  Anyone with Knowledge (Planes) [DC 15] realizes that 
  creating chaos and insanity is not the usual modus 
  operandi of devils, the method is more akin to demons. 
  devils tend to work more with fear.  
  While under the grips of insanity, none of the 
  residents or priests acknowledges the presence of the 
  heroes. Even attacking them will not change this.  
  Residents in their room: (Roll D6) 
  
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  1- 
  Residents wail like a banshee. If the door is 
  opened D6 residents run out of their run and head 
  in random direction. Room is empty. 
  2- 
  Residents bang on the door. If the door is opened 
  D6 residents run out of their run and head in 
  random direction. Room is empty. 
  3- 
  Residents call out for help. If the door is opened 
  D6 residents run out of their run and head in 
  random direction. Room is empty. 
  4- 
  Residents seem to be deep in prayer, praying out 
  loud to Daoud, Al’Akbar or Istus. 
  5- 
  Room is silent, the residents seemingly deep in 
  prayer. If the heroes disturb the residents, roll D4 
  on this table. 
  6- 
  Room is silent, the residents are sleeping. If the 
  heroes disturb the guest, roll D4 on this table. 
   
  Priests: (Roll D6) 
  1- 
  Claps and laughs to some invisible play or joke. 
  2- 
  Prays to Daoud out loud 
  3- 
  Stares at the wall in fascination 
  4- 
  Prances around like a pixie 
  5- 
  Spins on him/herself. 
  6- 
  Sleeps 
   
  Visiting the monastery while it is under the grips of 
  insanity 
  The monastery doesn’t change from their previous trip. 
  The priests however are all under the effect of insanity. 
  The kitchen: Going to the kitchen yields that much 
  more insanity from the kitchen staff. The heroes may 
  find a spice they might identify with Knowledge (the 
  Planes) [DC 25] to recognize a Padat Root, a plant 
  living only in the plane of Pandemonium. When 
  moved around, the Padat Root spice glows like a 
  rainbow, reminiscent of the symbol of Daoud. Padat 
  Root is not poisonous and is not known to have any 
  side effects. In fact it has no taste at all. 
  The cellar: Going down to the cellar, they will see the 
  woman in her wolf-hybrid from, wriggling and 
  writhing in agony, the chaotic effect having bizarre 
  effects on Lycanthropes.  
  The man they saw being forced out of the dining room 
  by the monks is here, as they pass before him he will 
  call out to them. 
  “Hail to you O Azor’alq Banisher of Darkness! You 
  have broken the Curse that Vecna has sent upon us. 
  The Archlich is here, hiding in the darkness, trying 
  to make us stray from the path of the Four Feet of 
  the Dragon. You have come to defeat him, to smite 
  him down with your Thousand Immortals. You 
  understand why the Holy Talisman held within 
  these walls must be found and plunged in the pure 
  waters of the Blessed Cup. Find the Cup! Lift the 
  curse! There is a door there… that is where the 
  Overfiend hides the Cup.” 
  This man is completely insane and taken into his 
  fantasy. Note that the Holy Cup & Talisman are NOT 
  in this temple. He doesn’t respond. He only rants.  
  Even in his insanity, he gives a +10 circumstance bonus 
  to find the secret door. Search [DC15+APL] finds the 
  door. 
  Passing the secret door, you enter the catacombs 
  under the monastery.  There are no bodies but 
  small alcoves have been built and rotting 
  possessions fill them. While the bodies were most 
  likely burned, the small niches must be used to 
  make small shrines to the deceased. It is not long 
  before you find yourself standing in front of a large 
  oak door. 
  The door has been heavily trapped. Head Cleric Bizan 
  had it trapped so he wouldn’t be bothered during his 
  experiments. Bizan is now quite insane. He had some 
  expert trap makers build these traps for him. That is 
  how Bajat knew of  
  APL 2 (EL 3) 
  � Acid Arrow Trap: CR 3; magic device; proximity 
  trigger (alarm); automatic reset; Atk +2 ranged touch; 
  spell effect (acid arrow, 3rd-level wizard, 2d4 
  acid/round for 2 rounds); Search DC 27; Disable 
  Device DC 27.  
  APL 4 (EL 5) 
  � Doorknob Smeared with Contact Poison: CR 5; 
  mechanical; touch trigger (attached); manual reset; 
  poison (nitharit, DC 13 Fortitude save resists, 0/3d6 
  Con); Search DC 25; Disable Device DC 19.  
   
  APL 6 (EL 7) 
  � Fusillade of Greenblood Oil Darts: CR 7; 
  mechanical; location trigger; manual reset; Atk +18 
  ranged (1d4+1 plus poison, dart); poison (greenblood 
  oil, DC 13 Fortitude save resists, 1 Con/ 1d2 Con); 
  multiple targets (1d8 darts per target in a 10-ft.-by-10-ft. 
  area); Search DC 25; Disable Device DC 25. 
  APL 8 (EL 9) 
  � Drawer Handle Smeared with Contact Poison: 
  CR 9; mechanical; touch trigger (attached); manual 
  reset; poison (black lotus extract, DC 20 Fortitude save 
  
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  resists, 2d6 Con/2d6 Con); Search DC 18; Disable 
  Device DC 26.  
  Once they’ve gone through the trap, read the 
  following. 
  The room beyond was clearly designed as a torture 
  chamber and it seems to be in use. A very pungent 
  odor floats around. Four men of arms wearing 
  tattered rags and armor are chained to a single ring 
  on the wall. One of them is wearing the colors of a 
  priest of Al’Akbar and one wearing a ragged 
  Tusman military uniform. They seem to be enraged. 
  A pile of easily accessible longswords lies just out of 
  their grasp. 
  At the far side of the room, a gaunt man, dressed as 
  a cleric of Daoud stands hunched over a cauldron 
  where boils a viscous green liquid. Raising his head, 
  he turns to you, his eyes yellow with sickness. 
  “What is it you want? I told you the spice won’t be 
  ready until tonight.” 
  The four chained men are the adventurers the party is 
  looking for.  
  This is where the heroes get to shine. As long as they 
  act submissive to the Head Cleric Bizan, he will not 
  take any action against them. He won’t even notice the 
  fact that they are wearing the wrong outfits. 
  If they succeed at a Spot [DC15+APL], they can locate 
  the Bizan notebook without problem. They can leave 
  with it without being bothered. 
  However if they make any move towards the chained 
  prisoners, read the following: 
  Head Cleric Bizan turns to you. “You were warned 
  NOT to approach them! Now catch them if you 
  can! Disobedient son of vanity!” With that, he pulls 
  a lever and the rings open, freeing all the prisoners.  
  APL 2 (EL 4) 
  �Alihad, Arma’an, Ghaffar, Nar’lan: Ftr1; hp 15 
  each; See Appendix One 
  APL 4 (EL 6) 
  �Alihad, Arma’an, Ghaffar, Nar’lan: Ftr2; hp 23 
  each; See Appendix One 
  APL 6 (EL 8) 
  �Alihad, Arma’an, Ghaffar, Nar’lan: Ftr4; hp 42 
  each; See Appendix One 
  APL 8 (EL 10) 
  �Alihad, Arma’an, Ghaffar, Nar’lan: Ftr6; hp 58 
  each; See Appendix One 
  Tactics:  The adventurers move in and attack, grabbing 
  their swords as they approach. They target Elves and 
  wizards first. Once the four men are defeated or if they 
  snap out of their rage, move to the conclusion. 
  In their drugged state are not as formidable as they 
  would otherwise be. The four men attack any elves or 
  wizards to shouts of “DIE TRENKAT DIE!”  
  Quick thinking characters may try to play dead. After 
  being attacked once (whether the hero was hit or not), 
  lying down and playing dead will work, the 
  adventurers will ignore the party member. The 
  adventurers will not attack anyone who is down 
  (unless someone was never attacked and immediately 
  fell down, one of the adventurer’s attacks once and 
  moves on). Once all the party is down or playing dead, 
  the men will snap out of their rage. Just like they did 
  after killing the poor resident earlier. 
  Note that these are the friends of Bajat, so the heroes 
  should do their best not to kill them. They came to save 
  these four guys. 
  The Head Cleric does not take part in the combat. 
  During combat, he will only look around, sending out 
  random phrases from the tenants of the Order. 
  Note to DM: Bajat’s friends were not all fighters but 
  for the purpose of this encounter, they are treated as 
  such. Because of the constant exposure to the drug, 
  their fighting skills have been dulled considerably. 
   
  Conclusion 
   
  Bajat meets them with four horses a short distance 
  away from the monastery and town. 
  Head Cleric Bizan 
  The Head Cleric isn’t evil, but he is dangerous and 
  thoroughly insane. A Diplomacy check [DC10+APL] 
  has the priests recognize that Bizan is insane and that 
  following him goes against the tenents of the Order. 
  Give good bonuses for role-playing. The priests thank 
  the heroes and offer their apologies. The priests offer to 
  sell the heroes a Periapt of Health anytime they come 
  nearby. 
  Killing Bizan is possible but serves no real purpose, and 
  the order does not offer the Periapt. 
  Only Bizan’s Notes 
  
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  If the heroes left only with the Head Cleric’s notes, 
  then Bajat will meet them as they leave the monastery, 
  and thank them. He is very sorry the heroes couldn’t 
  save his friends, he offers them the “Friends in Sefmur” 
  and “Call the Mullah” reward, but none of the others.  
  The Adventurers 
  Depending on the number of them saved, Bajat will 
  reward the characters with more rewards. If only one 
  survived, them he offers the “I owe you one”, “Friends 
  in Sefmur” and “I heard of you”. If there are two, he 
  adds “One for the Road”. If there are three or more, he 
  adds “I know a guy”. He offers the entire items 
  available on the AR, except the periapt of health. 
  Each of the adventurers offers a monetary reward for 
  their safe return.  
  “In the end” 
  From his horse, Bajat looks down to you. “You have 
  done well my friends. I will not forget it. Many 
  tales will be told of your actions here.” 
  Read the following if at least one of the adventurers 
  returned alive to Bajat. 
  “I owe you one my friends. I may call upon you 
  once more. That vile Trenkat is still out there trying 
  to destroy Tusmit and all that we stand for. Find 
  him and destroy any of his foul works you may 
  come across.” 
  ”Some highly-placed people in Tusmit want his 
  head. If you get it before us… well lets just say that 
  the race is on!”  
  With that, Bajat winks at you, throws a heavy purse 
  in your direction and gallops away in the direction 
  of Sefmur with his [number of adventurers saved] 
  recently rescued friends. 
  If they have only brought back the book, read them the 
  following. 
  “Looks like I’m going to have many nights of study 
  ahead of me. In the meantime, stay out of trouble! 
  Should you meet the Wizard named Trenkat, come 
  tell me immediately. I want a piece of him.” 
   
  With that, he winks at you, throws a heavy purse in 
  your direction and gallops away in the direction of 
  Sefmur. 
   
  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 role-playing) to each character 
  Encounter Four 
  Fighting the hallucinatory devil 
  APL 2  
  150 xp  
  APL 4 
   210 xp   
  APL 6  
  270 xp   
  APL 8  
  330 xp 
     
  Encounter Five 
  Surviving or bypassing the trap 
  APL 2  
  90 xp 
  APL 4  
  150 xp  
  APL 6  
  210 xp 
  APL 8  
  270 xp 
  Fighting or Bluffing (playing dead) with the 
  Adventurers 
  APL 2  
  120 xp  
  APL 4  
  180 xp  
  APL 6  
  240 xp 
  APL 8  
  300 xp 
   
  Story Award 
  Completing the mission (bringing the book or at least 
  one adventurer to Bajat) 
  APL 2  
  30 xp  
  APL 4  
  60 xp  
  APL 6  
  90 xp 
  APL 8  
  120 xp 
   
  Discretionary roleplaying award 
  APL 2  
  60 xp   
  APL 4  
  75 xp  
  APL 6  
  90 xp 
  APL 8  
  105 xp 
   
  Total possible experience:  
   
  APL 2  
  450 xp   
  APL 4  
  675 xp  
  APL 6  
  900 xp 
  APL 8  
  1,125 xp 
   
   
  
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  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take 
  the time to loot the bodies, they do not gain this gold.  If 
  you feel it is reasonable that characters can go back to 
  loot the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
  Next, the magic items are listed.  Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
  L = Looted gear from enemy (calculated at 50% of book 
  price); C = Coin, Gems, Jewelry, and other valuables 
  (calculated at 100% of value); M = Magic Items 
  (calculated at 75% of book price). 
   
  Conclusion:  
  Bringing the book or at least one adventurer to Bajat 
   
  APL 2: L: 0gp; C: 50gp; M: 0gp 
   
  APL 4: L: 0gp; C: 150gp; M: 0gp 
   
  APL 6: L: 0gp; C: 150gp; M: 0gp 
   
  APL 8: L: 0gp; C: 200gp; M: 0gp 
  Per adventurer brought alive to Bajat 
   
  APL 2: L: 0gp; C: 150gp; M: 0gp 
   
  APL 4: L: 0gp; C: 200gp; M: 0gp 
   
  APL 6: L: 0gp; C: 250gp; M: 0gp 
   
  APL 8: L: 0gp; C: 300gp; M: 0gp 
  Proving Head Cleric Bizan can no longer lead the 
  Order 
   
  APL 2: L: 0gp; C: 100gp; M: 0gp 
   
  APL 4: L: 0gp; C: 150gp; M: 0gp 
   
  APL 6: L: 0gp; C: 200gp; M: 0gp 
   
  APL 8: L: 0gp; C: 250gp; M: 0gp 
   
  Total Possible Treasure 
  APL 2:  
  450 gp 
  APL 4:  
  650 gp 
  APL 6:  
  900 gp  
  APL 8:  
  1,300 gp 
    
  
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  Appendix One: Non-Player Characters
  Introduction: 
  All APLs 
  �Bajat (Not his real name): Baklunish/Oeridian, 
  Brd15; CR 15; Medium Humanoid; HD 15d6+3; hp 65; 
  Init +2; Spd 30 ft/x4; AC 24(+9 armor, +3 shield, +2 
  dex); Base Atk +11; Grp +11; Atk +16/+11/+6 melee 
  (1d6+3, short sword +3); Full Atk +16/+11/+6 melee  
  (1d6+3, short sword +3);AL NG; SV Fort +5, Ref +11, 
  Will +9; Str 10, Dex 14, Con 10, Int 14, Wis 10, Cha 20; 
   
  Skills & Feats: Appraise +7, Balance +9, Bluff +18, 
  Concentration +4, Diplomacy +18, Gather Information 
  +20, Hide +8, Knowledge (arcana) +7, Knowledge 
  (architecture 
  & 
  engineering) 
  +7, 
  Knowledge 
  (dungeoneering) +7, Knowledge (geography) +7, 
  Knowledge (history) +12, Knowledge (nature) +7, 
  Knowledge (nobility & royalty) +7, Knowledge 
  (religion) +7, Knowledge (the planes) +7, Knowledge 
  (Metaregion-2) +12, Listen +4, Perform (TaleTelling) 
  +15, Sense Motive +13, Spellcraft +13, Tumble +7, Use 
  Magic Device +13. Combat Expertise, Deceitful, 
  Eschew Materials, Negotiator, Spell Penetration, 
  Toughness, Weapon Finesse 
   
  Spells Known  (4/5/4/4/3/2; base DC = 15 + spell 
  level): 0—[daze, detect magic, lullaby, mage hand, 
  message, summon instrument]; 1st—[animate rope, 
  charm person, expeditious retreat, unseen servant]; 
  2nd—[cure moderate wounds, locate object, mirror 
  image, tongues]; 3rd—[charm monster, confusion, 
  dispel magic, leomund’s tiny hut]; 4th—[break 
  enchantment, freedom of movement, legend lore, 
  modify memory]; 5th—[dispel magic, greater, heroism, 
  greater, suggestion, mass]. 
   
  �Cleric of the Simple Order: Mostly Bak or 
  Bak/Flan, Clr1; CR 1; Medium Humanoid; HD 1d8; hp 
  8; Init -1; Spd 30 ft/x4; AC 9(-1 dex); Base Atk +0; Grp 
  +0; Atk +0 melee  (1d6, club); AL N; SV Fort +2, Ref -1, 
  Will +6; Str 10, Dex 9, Con 10, Int 12, Wis 18, Cha 12;  
   
  Skills & Feats: Concentration +2, Diplomacy +5, 
  Heal +10, Knowledge (arcana) +2, Knowledge (history) 
  +2, Knowledge (religion) +5, Knowledge (the planes) 
  +2, Spellcraft +2, Negotiator, Self-Sufficient 
   
  Spells Prepared (5/4+1/3+1/2+1; base DC = 14 + 
  spell level): 0—[cure minor wound, mending, light]; 
  1st—[Nystul’s magic aura*, remove fear, sanctuary]. 
  Encounter Five: 
  APL 2 (EL 4) 
  �Alidad, Arma’an, Ghaffar, Nar’lan: Male Baklunish, 
  Ftr1; CR 1; Medium Humanoid; HD 1d10+5; hp 15; 
  Init +6; Spd 30 ft/x4; AC 12(+2 dex); Base Atk +1; Grp 
  +4; Atk +4 melee  (1d8+3, longsword); AL N; SV Fort 
  +4, Ref +2, Will +0; Str 16, Dex 14, Con 14, Int 10, Wis 
  10, Cha 10; 
   
  Skills & Feats: Climb +7, Intimidate +4, Jump +5, 
  Ride +4. Improved Initiative, Power Attack, Toughness 
  APL 4 (EL 6) 
  �Alidad, Arma’an, Ghaffar, Nar’lan: Male Baklunish, 
  Ftr2; CR 2; Medium Humanoid; HD 2d10+7; hp 23; 
  Init +6; Spd 30 ft/x4; AC 17(+5 armor, +2 dex); Base Atk 
  +2; Grp +5; Atk +7 melee  (1d8+4, longsword +1); AL N; 
  SV Fort +5, Ref +2, Will +0; Str 16, Dex 14, Con 14, Int 
  10, Wis 10, Cha 10; 
   
  Skills & Feats: Climb +6, Intimidate +4, Jump+5, 
  Tumble +3. Improved Initiative, Power Attack, 
  Toughness, Weapon Focus (Longsword) 
  APL 6 (EL 8) 
  �Alidad, Arma’an, Ghaffar, Nar’lan: Baklunish,  Ftr4; 
  CR 4; Medium Humanoid; HD 4d10+14; hp 42 each; 
  Init +6; Spd 30 ft/x4; AC 17(+5 armor, +2 dex); Base Atk 
  +4; Grp +7; Atk +11 melee  (1d8+8, longsword +3); AL 
  N; SV Fort +6, Ref +3, Will +1; Str 16, Dex 14, Con 14, 
  Int 10, Wis 10, Cha 10; 
   
  Skills & Feats: Climb +6, Intimidate +7, Jump +6, 
  Tumble +4. Improved Initiative, Power Attack, 
  Toughness, Toughness, Weapon Focus (Longsword), 
  Weapon Specialization (Longsword) 
  APL 8 (EL 10) 
  �Alidad, Arma’an, Ghaffar, Nar’lan: Baklunish, Ftr6; 
  CR 6; Medium Humanoid; HD 6d10+18; hp 58; Init +2; 
  Spd 30 ft/x4; AC 19(+7 armor, +2 dex); Base Atk +6; Grp 
  +9; Atk +13 melee (1d8+8, longsword +3); Full Atk 
  +13/+8 melee  (1d8+8, longsword +3); AL N; SV Fort 
  +7, Ref +4, Will +2; Str 16, Dex 15, Con 14, Int 10, Wis 
  10, Cha 10. 
   
  Skills & Feats: Climb +6, Intimidate +7, Jump +6, 
  Ride +6, Tumble +5. Dodge, Mobility, Spring Attack, 
  Power Attack, Toughness, Toughness, Weapon Focus 
  (Longsword), Weapon Specialization (Longsword) 
   
   
   
   
   
   
   
  
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  Appendix Two: A tour of the monastery 
  The Monastery 
  The monastery was built about over century ago by the 
  Ekbirrian invaders during the first weeks of the 
  invasion. The place was quickly abandoned in favor of 
  more strategically important places. Just over two 
  decades ago, the Simple Order moved in, made some 
  repairs, had the local folk help them in exchange from 
  spellcasting. The Monastery could not withstand any 
  kind of military action. For all intent and purposes it is 
  a repaired ruin, where the ravages of time are still 
  visible. 
  The Tour 
  The Tower has 6 floors.  
  The top 5 floors are all identical. A central circular 
  staircase opens to an open area where the rooms of the 
  residents are all located. Whenever the residents are 
  resting (nighttime and after meals), one priest is always 
  on watch at every floor. He has a bell in hand so he can 
  summon help if one of the residents requires to be 
  placed under isolation. Every floor has a sculpted 
  symbol of Daoud. Any of the priests can point out that 
  they were gifts from former residents, all of whom 
  remain anonymous. 
  The fifth floor is reserved for the female residents. 
  Under no circumstances do the priests allow male and 
  female to sleep together, no matter their relation. 
  The ground level is a bit more extended and houses the 
  kitchens, the dining room the priests’ dormitory (only 
  the Head Cleric sleeps apart from the others). There is 
  also a small library containing mostly poetry books and 
  treatises on agriculture and the treatment of ailments 
  of the mind. There is nothing of real value here.  
  Going down the stairs leads one to the isolation 
  chambers. It is long row of 6 cells. For more details on 
  the prisoner present there when the heroes pass, see 
  “The Prisoners” section. A priest also oversees the 
  patients and makes sure none of the hurt themselves 
  (he has a number of Calm Emotions, Create Water, 
  Command, Daze, Hold Person, Sanctuary and Silence 
  spells. He is there to calm or immobilize anyone trying 
  to hurt themselves or escape. At the end of the line of 
  cells is an oak door with the symbol of Daoud. Dapor 
  may tell them that the Head Cleric meditates over 
  there, but that none are to go there. He should emerge 
  soon, disturbing him is a high sin. 
  The Head Cleric’ house is located in a small building 
  that used to be the stables. His house is in a mess. 
  Other than the order’s money, there is nothing of 
  interest here. The only thing the heroes may discover 
  is that the Head Cleric hasn’t lived here in a few days. 
  Dust has begun to settle on the kitchen table and the 
  chairs. 
  The main courtyard has been converted into a large 
  garden where the residents are working the soil and 
  growing various vegetables. The priests work alongside 
  the residents and can sometimes be seen marveling 
  over a patch of red pickles.  
  The first impression of this place should be that 
  everyone is very nice, but stubbornly devout. 
  The Isolated Prisoners (for a reason) 
  The locks on each of the cells are of good quality. The 
  doors are made of dark ebony wood reinforced with 
  iron bars. Open Lock DC 30, or break DC 28, only one 
  person can assist. Only a small grilled window gives 
  access to the cell inside. Most of the prisoners are there 
  for a reason. Remember, unless they find a way to 
  bypass the priest on watch, they will not be allowed to 
  approach the prisoners and will be told to keep well 
  away from them.  
  Cell One: The old man 
  He is completely catatonic at this time. He will not 
  acknowledge the heroes’ presence, nor resist if they 
  pick his cell door and escort him out.  But that would 
  not be a good idea, as he would simply attack anyone in 
  sight.  
  All APLs (EL ½) 
  �Old man: Com1 hp 4. 
  Cells Two, Five: Empty 
  Cell Three: The Suel 
  Sitting in the corner of his cell, a blond suel man is 
  bound by the fingers and the toes using thumb traps.  
  Once he sees the heroes he will call out to them to free 
  him. He claims is name is Mariius, but he cannot 
  remember his last name. He says he was captured by 
  Derro raiders in northern Dihn. He was forced to work 
  in their mines. However he managed to escape 
  somehow and he woke up here. He says that he used to 
  be a spellcaster, but doesn’t remember any of his 
  powers. He pleads and begs to be freed. 
  Sense motive DC 25 senses that he is a little agitated, 
  although that could just be because he’s been here so 
  long. Detect Thoughts will not reveal anything because 
  he is within a Permanent Anti-Magic Shell. 
  
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  Mariius’ cell is protected by a permanent antimagic 
  field. Once Mariius steps out of the confines of his cell, 
  casts Teleport and leaves.  
  All APLs (EL 11) 
  �Mariius: Suel Evoker 11
  th, hp 34, AL: NE 
  Cell Four: The Rabid Woman 
  Unlike the other cages, the woman in this room 
  doesn’t seem to have been cleaned. The room has a fine 
  mesh covering the door, walls, ceiling and floor. 
  Examining the meshing closely reveals it to be made of 
  silver. The woman inside begs to be let out. She is a 
  werewolf who has given in to the curse. If let out, she 
  transforms to hybrid form and attacks. 
  All APLs (EL3) 
  �Werewolf woman: Werewolf, hp20 see Monster 
  Manual p.175 
  Cell Six: The Religious man 
  Before the meal, this cell will be empty. After the meal 
  the man who was brought here will be in this cell. See 
  details above for all the details. 
   
  
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  Appendix Three: Textes Français
  Introduction 
  Ce fut un long voyage, mais vous touchez finalement 
  au but. Enfin, l’Artefact que vous avez cherché de si 
  longues semaines n’est plus qu’à quelques pas.  
  Plusieures longues nuits de recherche à l’Université 
  de Sefmur, au Collège des Arts et dans les archives 
  des temples d’Al’Akbar et d’Istus. Vous avez voyagé 
  aussi loin que le joyau de la Flannaess et les distantes 
  colonies de Zeif sur l’Océan Dramidj. Imaginez votre 
  surprise lorsque vous avez découvert qu’elle était ici, à 
  Tusmit. Dans une vieille tombe, datant d’avant les 
  migrations Bakluniennes. 
  Bientôt la gloire de votre découverte vous rendra plus 
  riche que le Pasha, plus puissant qu’un géant des 
  nuages et plus invulnérable qu’un golem dans un 
  champs anti-magique. 
  Vous vérifiez vous armes, ajustez vos armures, 
  préparez vos composants de sorts et dites une courte 
  prière avant de procéder. 
  * * * 
  Par la force et par magie, vous avez vaincu les 
  horreurs de la tombe: bêtes sorties de cauchemars, du 
  chaos et du mal, et des pièges meurtriers. Finalement, 
  vous arrivez à la porte qui cache l’objet de votre quête. 
  C’est finalement derrière cette ultime porte, derrière 
  cette ultime serrure.  
  * * * 
  Cependant ceux qui ont construit cette tombe 
  voulaient que l’Artefact y reste pour toujours. Des 
  rayons verts de lumière, des sorts de folies viennent 
  de toutes les directions. Ils désintegrent, brûlent, 
  gèlent et causent la folie sur tout ce qui se trouve sur 
  leur chemin. 
  * * * 
  Quelqu’un veillait sur vous, ses motifs vous sont 
  inconnus. Mais grâce à lui, vous avez pu échapper à la 
  tombe. Après avoir guéri vos corps et tenté de 
  prendre le contenu de vos esprits, il vous a placé dans 
  un asyle, un endroit ou les fous sont envoyé pour 
  passer leur jours dans une simple quiétude. Vous y 
  êtes toujours, enfermés pour y être oublié. Mais, si un 
  des prêtres qui devait vous soigner était fou et vous 
  torturait pour découvrir les secrets de l’Artefact. Que 
  feriez-vous? 
  * * * 
  “Maintenant que je vous ai divertis mes amis, me 
  paierez-vous ENFIN ce repas et ce brevage que vous 
  m’avez promis?” termine Bajat. 
  Vous êtes entre deux aventures dans la ville de Gallan, 
  dans le Sheikat d’Eysami, un endroit pauvre où 
  l’armée est présente partout. Sa position sur la 
  rencontre de la Blashikmund et de la Tuflik donne au 
  Sheikat 
  une 
  grande 
  importance 
  stratégique. 
  Possédant une frontière riverinne avec Ekbir et Zeif 
  ajoute à son importance.  
  Cette superbe journée du début de l’automne est 
  particulièrement chaude. Assis à une terrasse, vous 
  avez été approché par Bajat. Bajat, un barde de Sefmur 
  pas entièrement Baklunnien vous a offert de vous 
  conter une histoire en retour d’un repas. Sa 
  performance a attiré plus d’un curieux. La qualité de 
  son histoire font qu’il a certainement mérité son 
  repas. 
  * * * 
  Bajat mange avec appétit, se goinfrant comme s’il était 
  poursuivi par tous les diables des enfers. Sa bouche 
  pleine de nourriture, il vous demande. “Avez-vous 
  aimé mon histoire? Elle est vraie, vous savez?” 
  * * * 
  “’Savez, j’ai entendu dire que ces pauvres types sont 
  près d’ici. Il y a un monastère tenu par un groupe de 
  prêtres de Daoud qui enfermes les fous. C’est à peine 
  une lieue hors de la ville.” 
  * * * 
  “Dites… seriez-vous prêts à aider un pauvre barde qui 
  doit vendre ses histoires pour vivre ? Voudriez-vous 
  sauver mes vieux frères d’arme d’un dangeureux 
  prètre? Ce serait  vraiment mal si la connaissance 
  qu’ils ont tombait entre de mauvaises mains. Si vous 
  partez maintenant, vous pourrez certainement être de 
  retour avant la nuit. Qu’en dites-vous?” 
  Encounter One 
  “Gardes! Emparez-vous de cet agitateur!” cri une voix 
  de l’autre côté de la rue. Un prêtre vêtu de robe 
  simple dirige un groupe de militiens armées. Ils se 
  dirigent droit sur vous. 
   “Olidammara non! Retenez-les un moment.” Sur ce, 
  Bajat saute hors de la terrasse et disparait dans la rue. 
  Le prêtre s’approche de vous. 
  
  TUS4-05 Daoud, Where’s my Cart 
   
  Page 21 
  “Bonjour bonnes gens… je suis Porein al-Daoud, un 
  simple prêtre de Daoud. Je me demandais si ce 
  criminel vous a raconté des mensonges sur mon 
  église. Veuillez ignorer ses ragots. Ce criminel essaie 
  de souiller nos bonnes oeuvres parmi les pauvres et 
  les simples d’esprit.” 
  * * * 
  Encounter Three 
  Ce qui vous a été référré comme un monastère 
  ressemble à une vieux fort-frontière. Construit dans 
  le style Ekbirrien durant les jours de la guerre contre 
  la Horde d’Airain. Situé sur une colline facilement 
  défendable 
  offrant 
  une 
  vue 
  superbe 
  sur 
  la 
  Blashikmund. Même si elle montre des signes de 
  réparations, le fort n’est évidemment, pas prêt pour 
  une utilisation militaire. Les trois étoiles de Tusmit 
  flotte au-dessus du donjon. Un autre drapeau sur 
  lequel on peut voir une main ouverte sur les couleurs 
  arc-en-ciel de Daoud. 
   
  Les lourdes portes de chène ont été sculptés avec le 
  symbole de Daoud. Au-dessus, on peut lire une 
  inscription en Baklunien, peint avec des lettres 
  jaunes éclatantes. 
  * * * 
  Un jeune prêtre vêtu des couleurs drabe avec un 
  pendantif où l’on peut voir une main ouverte sur un 
  signe arc-en-ciel le tout gravé sur du bois de pin local. 
  Il ne peut avoir passé la puberté que depuis quelques 
  mois. Il vous regarde un instant. “Bonjour, mon nom 
  est Dapor al-Daoud. Bienvenu au monastère de 
  l’Ordre Simple. Puis-je faire quelquechose pour vous? 
  Avez-vous besoin d’aide? Voulez-vous un refuge? Ne 
  souffrez pas plus longtemps. Suivez-moi, je vous 
  trouverai une chambre où vous pourrez vous reposer 
  pour la nuit.” 
  * * * 
  Soudain, de l’autre bout de la salle à diner, un homme 
  se lève, arrache ses vêtements et hurle. “NON 
  VECNA! TU NE ME PRENDRAS PAS MON ESPRIT! 
  Je tremperai mon coeur dans la Sainte Coupe avant 
  que tu ne me prennes! Tes diables ne peuvent 
  m’atteindre!” 
  L’homme 
  se 
  débat, 
  comme 
  s’il 
  combattait quelquechose d’invisible. 
  Quelques 
  uns 
  des 
  prêtres 
  les plus costauds, 
  s’approchent et immobilisent l’homme. 
  “J’AI SUIVI LES QUATRES PIEDS DU DRAGON! 
  MEME ENVOYER TES DIABLES NE ME FERONT 
  DEVIER DE LA VOIE! LOUE SOIT AL’AKBAR! 
  LOUE SOIT CELUI-QUI-AMENE-LA-RECTITUDE!” 
  L’homme crie alors qu’il est amené hors de la pièce 
  par les prêtres. 
  * * * 
  Encounter Four 
  Du mur du fond, un homme semble émerger du mur. 
  Vêtu comme les autres résidents, il parle d’une voix 
  de plus en plus profonde.  
  “Ah… vous êtes tombé dans mon piège… Je vais 
  maintenant dévorer vos âmes et les amener avec moi 
  en 
  enfer! 
  LA 
  DOULEUR 
  VOUS 
  ATTEND! 
  D’HORRIBLE SOUFFRANCES ARRIVENT! MORT 
  A AL’AKBAR!” 
  Vous ne pouvez que voir avec horreur alors que 
  l’homme se transforme devant vos yeux. C’est 
  maintenant une créature sortie droit de l’enfer qui se 
  tient devant vous.  
  Encounter Five 
   
  “Louanges à toi ô Azor’alq, Banisseur des ténèbres! Tu 
  as brisé la malédiction que Vecna nous avait envoyé. 
  L’Archliche est ici, se cachant dans les ténèbres, 
  cherchant à nous tirer du droit chemin des Quatre 
  Pieds du Dragon. Tu es venu pour le défaire, pour le 
  terrasser avec des Mille Immortels. Tu comprends 
  pourquoi le Saint Talisman gardé en ces murs doit 
  être trouvé et plongé dans les eaux pures de la Coupe 
  Bénie. Trouve la Coupe! Lève la malédiction! La porte 
  est là… c’est la que l’archenemi a caché la Coupe.” 
  * * * 
  Passant la porte secrète, vous pénétrez dans le 
  catacombes sous le monastère. Les corps furent sans 
  doute brûlés, mais les petites alcôves ont été 
  construites contiennent des objets pourrissant les 
  remplissent. Ces niches servent sans doute de sortes 
  de chapelles aux disparus. Ce n’est pas très long avant 
  que vous vous trouviez devant une immense porte de 
  chêne.  
  * * * 
  La pièce au-delà fut jadis une salle de torture, elle 
  semble toujours en usage. Une odeur poignante flotte 
  ici. Quatre hommes d’arme portant des haillons et des 
  restants d’armure sont enchainés à un anneau unique 
  sur le mur. Un d’entre eux porte les couleurs des 
  prêtres d’Al’Akbar et un porte un habit militaire 
  Tusman. Tous semble enragé. Une pile d’épée longues 
  
  TUS4-05 Daoud, Where’s my Cart 
   
  Page 22 
  facilement atteignable est sur une table juste hors de 
  leur portée. 
  Au fond de la pièce, un homme mince vêtu des robes 
  d’un prêtre de Daoud, se tient au-dessus d’un 
  chaudron dans lequel bouillonne un liquide verdâtre. 
  Levant la tête, il se tourne vers vous, ses yeux jaunes 
  de maladie. “Que voulez-vous? Je vous ai déjà dit que 
  l’épice sera prêt ce soir!” 
  * * * 
  Le Haut Clerc Bizan se tourne vers vous. “Vous avez 
  été avertis de ne PAS vous approcher d’eux! 
  Maintenant attrapez-les si vous le pouvez! Fils 
  désobéissant de la vanité!” Sur ce, il tire un levier, 
  l’anneau s’ouvre et les prisonniers sont libres.  
   
  Conclusion 
  “In the end” 
  Du haut de son cheval, Bajat vous regarde. “Vous avez 
  bien fait mes amis. Je ne l’oublierais pas. Plusieurs 
  histoires seront contées sur vos actions ici.” 
  * * * 
  “Je vous en dois une mes amis. Je risque de faire appel 
  à vous de nouveau. Ce vil Trenkat est toujours en 
  liberté, et il tente toujours de détruire Tusmit et tout 
  ce que nous représentons. Trouvez-le et détruisez 
  chacun de ses ouvrages qui pourrait croiser votre 
  chemin.” 
  “Des hauts-placés de Tusmit veulent sa tête. Si vous la 
  trouvez avant nous… et bien, disons que la course est 
  lancée!” 
  Sur ce, Bajat, vous fait un clin d’oeil, vous lance une 
  lourde bourse avant d’éperonner son cheval en 
  direction de Sefmur pour rejoindre ses [nombre d’amis 
  sauvés] amis. 
  * * * 
  “On dirait que j’ai plusieurs nuits d’études devant moi. 
  Entre-temps, restez loin des problèmes! Si vous 
  rencontrez un mage appelé Trenkat, dites-le-moi 
  immediatement. J’ai un compte à régler avec lui.” 
  Sur ce, Bajat, vous fait un clin d’oeil, vous lance une 
  lourde bourse avant d’éperonner son cheval en 
  direction de Sefmur. 
  Fin 
   
   
  
  TUS4-05 Daoud, Where’s my Cart 
   
  Page 23 
  Player Handout #1: The Precepts of the Simple Order 
   
   
  1. “Obey the law. Offer Asylum. Suffer thy duty” 
  2. “Humility is born of work, rest and prayer.” 
  3. ”Humility is so much harder to achieve with a full belly.”  
  After every meal, every resident have to retire to their rooms for rest and meditation. 
  4. “Humility comes naturally to the working man”. 
  One should try to make his stay here as useful as possible. Residents in isolation are not to be disturbed and 
  access to the isolation area is restricted to priests of the Humble One or priests of any religion recognized in 
  Tusmit, and only with approval of the Head Cleric. 
  5. “One dangerous to others cannot be humble”. 
  Any resident found breaking the rules will be placed in isolation to pray for humility.  
  6. “Humility does not pay taxes.” 
  The Head Cleric’s rooms are only for the Head Cleric. “For obvious reasons”, he will say but not elaborate 
  upon.  
  7. “Humility is knowing one’s place.” 
  The word of the Head Cleric must be followed in both letter and spirit, as long as they do not break the code of 
  the Order 
  8. “Humility does not impose restraints, the law does.” 
  Unless sentenced to stay here by law, one is free to come or go as they wish. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Tuflik, Fals, and Velverdyva Trade Route/Tusmit/TUS4-05 - Daoud, Where's My Cart.pdf