TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission 
  of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
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  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the 
  material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This 
  product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 
  Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at 
  jpchapleau@videotron.ca for LIVING GREYHAWK campaign questions email rpgahq@wizards.com  
   
  TUS5-04 
   
   
   
  Brothers in Arms 
   
  A One-Round D&D
  ® LIVING GREYHAWK™ 
  Tusmit Regional Adventure 
  by Daniel Mayrand 
  Edited by Farzin Zakikhani 
  Circle Edit: Tim Sech 
   
  Once again, the legacy of Abir bin Ammon al-Vareshi threatens the peace and tranquility of Tusmit. You must race 
  against those who would use it for their own evil purposes, and be the first to uncover where the truth is hidden. 
  Having played TUS3-01 The Haunted House of bin-Khadij and TUS4-01 Spoils of War is recommended but not 
  mandatory. A one-round adventure for character levels 2 to 14.  (APLs 4 to 12) 
  
  TUS5-04 Brothers In Arms 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign------a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting------
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  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 dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each 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 step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  
  TUS5-04 Brothers In Arms 
   
  Page 3 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  Time Units and Upkeep 
  This is a standard One-round Regional adventure, set in 
  Tusmit.  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 
   
  Abir bin Ammon al-Vareshi was born to one of the most 
  respected merchant houses of Vilayad in Tusmit. Young 
  Abir spent his youth taking trips abroad and dabbling 
  with the arcane arts. He met his wife, Anna, in 
  Perrenland, and came back with her to manage the 
  family’s business upon his father’s passing. All would 
  have been well if not for the terrible events that befell the 
  whole of Flanaess: the Greyhawk Wars. 
  During those Wars, Abir bin Ammon al-Vareshi and four 
  other men from Tusmit became involved in a secret 
  project to help vanquish the forces of Iuz. Those men 
  were Yasin bin-Khadij, Abdul al-Jabbaar, El’ai Khafa Al-
  Mullah and Akim Khasif. 
  Al-Vareshi had two secret laboratories constructed: one 
  below his house in Vilayad, one in another, undisclosed 
  location. He then gave his four compatriots, whom he 
  trusted implicitly, a clue to that location on a piece of 
  parchment. 
  (Note: If the heroes have gone through TUS4-01 Spoils 
  of War, they have already found the first of al-Vareshi's 
  labs, but players who haven't should be able to play this 
  mod as a stand-alone.) 
  When al-Vareshi disappeared near the end of the Wars, 
  bin-Khadij and the others were told by al-Vareshi's 
  superiors that the project had been abandoned and were 
  sworn to secrecy. 
  Yasin bin-Khadij waz-Vilayad was first encountered in 
  TUS3-01 The Haunted House of bin-Khadij, when he 
  required the services of heroes to rid his manor in 
  Vilayad of unwanted elementals.  He is a retired 
  adventurer of renown, with ties with all levels of 
  government in Tusmit. He was also one of the major 
  forces behind the liberation of Vilayad from the 
  Worldburners' siege. 
  Hassan Mansoor is a member of the Ket chapter of the 
  Mouqollad Consortium, and sees himself as a Ket patriot. 
  He has done a few "missions" for the Ket government in 
  the past, usually passing himself as an Ekbir-based 
  member of the Consortium. He met Akim Khasif in 
  Lopolla, where Khasif sold him some information about a 
  wealth of treasure to be found in a secret laboratory 
  located near Vilayad. After duping some foolish 
  adventurers into finding the first of al-Vareshi's labs for 
  him (in TUS4-01 Spoils of War), Mansoor returned to 
  Lopolla and was approached by Khasif a second time, this 
  time about a second, much larger laboratory and of the 4 
  pieces of parchment that held the secret of its location. 
  He subsequently stole Khasif's piece of parchment before 
  disposing of him. He later chanced upon a group of 
  Worldburners whom he tricked into helping him. 
  Adventure Summary  
   
  This adventure is set up as a race between the heroes and 
  the bad guys. To that effect, keep in mind the timeline as 
  described in DM Aid #1. The heroes have then a set 
  number of days/hours to get from one encounter to the 
  next, or they suffer the consequences (loss of XP or even 
  the utter failure of the adventure). 
  Encounter One: The Old Warrior Shortly after a break-
  in at his mansion, Yasin bin-Khadij waz-Vilayad gathers 
  the heroes to request their help. Intruders have stolen a 
  document that dated from the Greyhawk Wars of old, 
  document that, if fallen in the wrong hands, could have 
  
  TUS5-04 Brothers In Arms 
   
  Page 4 
  serious repercussions for Tusmit and maybe for the 
  whole of the Flanaess. 
  This document was the piece of parchment that Abir bin 
  Ammon al-Vareshi gave him years ago, leading him to 
  believe someone learned of the project and wants to find 
  the laboratory. 
  Bin-Khadij waz-Vilayad gives the name and last known 
  location of the 2 of the other 3 men living who had a 
  piece of the parchment to the heroes (he doesn't know 
  where the last one, Akim Khasif, lives now). He asks the 
  heroes to gather the pieces of the map or at least warn 
  them that their lives could be in danger. He himself will 
  go to Sefmur confer with his contacts at the Palace. He 
  gives them a writ to prove the heroes are his envoys. 
  Encounter Two: The Wine Merchant The heroes must 
  go to Kamier, in the sheikdom of Jaydah to warn Abdul 
  al-Jabbaar who lives there and works as a wine merchant. 
  They arrive to find his house burned down and to hear 
  cries for help from his wife and children who are caught 
  inside the wine cellar. The bad guys (a band of 
  Worldburners working for Hassan) ransacked the house, 
  stole Abdul al-Jabbaar’s piece of parchment and killed 
  him when he resisted. Then they set the house on fire to 
  cover their tracks. The heroes have to rescue the widow 
  and the children from their predicament. 
  Encounter Three: The Mullah If the heroes get to 
  Khandahur within the allotted time, they can easily find 
  the home of El’ai Khafa Al-Mullah, a high-ranking 
  member of the True Faith of Al’Akbar. They are greeted 
  there by a manservant, who informs them his master has 
  left on urgent Church business and won’t be back until 
  the next day. 
  If the heroes stick around Khandahur to safeguard his 
  home (and his piece of parchment), they encounter some 
  of the Worldburners they missed in Kamier, who took 
  the opportunity of Khafa Al-Mullah leaving his home to 
  search his home. The summoning was a forgery – which 
  should be obvious to all but the devout Mullah.  
  Upon his return, El’ai Khafa Al-Mullah hears the heroes’ 
  story and, if the heroes are convincing enough, gives 
  them his piece of parchment to be returned to Yasin bin-
  Khadij waz-Vilayad. 
  Encounter Four: The Man from Ket On their way back 
  to Sefmur to meet with bin-Khadij waz-Vilayad, the 
  heroes are ambushed (well, at least that's the plan...) by 
  Hassan Mansoor, the mysterious “Hassan from Ket” from 
  TUS4-01 Spoils of War, who is the mastermind behind 
  the thefts. If the heroes vanquish Mansoor and his 
  cronies, they get all the remaining pieces: bin-Khadij's, 
  Abdul al-Jabbaar's and Akim Khasif's. 
  Encounter Five: The Old Man’s Cave The heroes 
  should now have all four pieces: those and a Knowledge 
  (local: VTF) check should be enough to deduce where 
  exactly the second laboratory is located. 
  The heroes can take this information back to bin-Khadij 
  waz-Vilayad, but being adventurers, they may try to find 
  the place themselves. If they do, the heroes arrive at the 
  second laboratory and have to disarm some magical traps 
  that are securing the access to the lab. 
  Encounter Six: The Men of Steel The heroes must 
  bypass the guardian that al-Vareshi has left behind. The 
  construct is in a bad state of disrepair. 
  Conclusion A: We found the lab! The heroes won over 
  Hassan Mansoor, found the hidden laboratory and 
  fought successfully against the guardian inside. All they 
  need to do now is to report to Yasin bin-Khadij waz-
  Vilayad in Sefmur. 
  The End 
  Conclusion B: We got the map! The heroes won over 
  Hassan Mansoor and went straight to Sefmur to report to 
  Yasin bin-Khadij waz-Vilayad. They are offered the 
  chance to find the laboratory themselves, or let bin-
  Khadij waz-Vilayad handle it.. 
  Conclusion C: Oh well, we tried our best… The heroes 
  let Hassan Mansoor get away with most of the pieces of 
  parchment. Nothing left to do but go straight to Sefmur 
  to report to Yasin bin-Khadij waz-Vilayad. 
  Introduction 
   
  Start by passing Player Handout #1 around the table and 
  read or paraphrase the following: 
  You have all been summoned to the manor of Yasin 
  bin-Khadij waz-Vilayad, an older gentleman warrior 
  who long ago retired from the adventuring life. 
  Located in a large, exquisitely furnished building in 
  the better part of Vilayad, bin-Khadij waz-Vilayad’s 
  manor seems to have been under attack recently: 
  most of the front windows have been broken and 
  covered with makeshift shutters. 
  Those who have been there before recognize the 
  gentleman who greets them: Archibold Topp, the 
  manor’s steward. A retired adventurer and priest of 
  Kelanen, god of swords and swordplay, Topp is an older, 
  graying man, who looks just the same as he did before, 
  except for the fact he has his right arm in a sling. In his 
  exceedingly polite and dignified way, he leads the heroes 
  
  TUS5-04 Brothers In Arms 
   
  Page 5 
  past a series of double doors at one end of the foyer and 
  into the den, where bin-Khadij waz-Vilayad himself is 
  seated in one of the overstuffed chairs that fill the room. 
  Encounter One: The Old 
  Warrior 
   
  Depending on the heroes’ past history with bin-Khadij 
  waz-Vilayad, his reaction to their arrival will be one of the 
  following: 
  If the heroes received the “Gratitude of Yasin bin-Khadij” 
  from TUS3-01 The Haunted House of bin-Khadij (even 
  if it has been spent since), OR if the heroes are known as 
  a “Veteran of Fire War” from The Dirty Half-Dozen 
  Tusmit Interactive (even if the influence point has been 
  spent since), they are welcomed as fellow adventurers 
  and men of resources. All Gather Information and 
  Diplomacy checks with him during this adventure are at 
  a +5 bonus. Heroes are referred to later in the adventure 
  as “trusted”. 
  If the heroes received both the “Gratitude of Yasin bin-
  Khadij” AND the “Invitation of Yasin bin-Khadij” from 
  TUS3-01 The Haunted House of bin-Khadij (even if 
  either or both of them have been spent since), OR if the 
  heroes are known as “Hero of Fire War” from The Dirty 
  Half-Dozen Tusmit Interactive, they are welcomed as 
  comrade in arms and fighting men of valor. All Gather 
  Information and Diplomacy checks with him during this 
  adventure are at a +10 bonus. The heroes are referred to 
  later in the adventure as “kindred”. 
  If the heroes played TUS3-01 The Haunted House of 
  bin-Khadij and failed to get either rewards from it, they 
  are viewed coolly and not without suspicion. He discloses 
  to them only what he deems necessary for them to fulfill 
  their mission and no more. All Gather Information and 
  Diplomacy checks with him during this adventure are at -
  5. These heroes are referred to later in the adventure as 
  “unworthy”. 
  If the heroes never met bin-Khadij waz-Vilayad before 
  (not having played TUS3-01 The Haunted House of bin-
  Khadij), he spends a few moments to observe the heroes, 
  gauging their worth. Seemingly satisfied with what he 
  sees, he discloses whatever information he deems 
  necessary for them to fulfill their mission and answers 
  their questions (normal Gather Information and 
  Diplomacy checks with him during this adventure). 
  These heroes are referred to later in the adventure as 
  “unknown”. 
  He discloses the following information in any case: 
  • 
  The boarded-up windows, and the injury to Topp, are 
  the consequences of a break-in that occurred 2 days 
  ago. 
  • 
  None of the weapons or other valuables in the house 
  were touched, but his own room has been 
  thoroughly ransacked and his own personal safe has 
  been broken into. 
  • 
  The thieves took only one thing: an old document 
  that dates to bin-Khadij waz-Vilayad’s adventuring 
  days. 
  • 
  The document was part of a set of four similar pieces, 
  given to 4 individuals during the Greyhawk Wars. 
  Each piece is about the size of a palm. 
  • 
  One of those individuals was himself, and he knows 
  the location of another two of those individuals, and 
  feels he must warn them they might be in danger. 
  He doesn’t know where the last one can be found. 
  • 
  He is leaving right after meeting with the heroes for 
  Sefmur, where he will use his contacts in the 
  government to find out more about this affair. 
  • 
  He needs the heroes to warn the other two 
  individuals of the danger that they now be facing, 
  and to ask them to return the documents to him. He 
  gives the heroes a writ explaining the situation, to 
  prove to the others that the heroes are his emissaries. 
  Give the heroes the writ as Players Handout #2. 
  • 
  He does not lend any weapons from his collection or 
  any money to the heroes, but he can provide riding 
  horses for each of the heroes, if needed. He insists 
  the heroes bring back his horses in good shape at the 
  end of their mission. 
  �Horse, Light: hp 19; see Monster Manual page 273. 
  If any hero asks the time-honored question “What’s in it 
  for me” or one of its variants: Yasin bin-Khadij waz-
  Vilayad pauses for a moment, his eyes burning with the 
  fire that caused more than a few of his enemies to retreat, 
  and says: “The lives of good and innocent men are at 
  stake. For a man of valor and integrity that should be 
  payment enough”. That hero will now suffer a -5 penalty 
  to all Gather Information and Diplomacy checks with 
  bin-Khadij waz-Vilayad during this adventure. 
  A successful Gather Information or Diplomacy check 
  will reveal the following: 
  [DC 10] Put together, the 4 pieces of parchment form a 
  map. 
  
  TUS5-04 Brothers In Arms 
   
  Page 6 
  [DC 15] That map refers to the location of a secret 
  laboratory used during the Greyhawk Wars. If the heroes 
  played TUS4-01 Spoils of War, bin-Khadij waz-Vilayad 
  will confirms that it is the location of the second of al-
  Vareshi’s laboratories. 
  [DC 20] Several years ago during the Greyhawk Wars, 
  Abir bin Ammon al-Vareshi was involved in a secret 
  project to help vanquish the forces of Iuz. He had two 
  secret laboratories constructed: one below his house in 
  Vilayad, one in another, undisclosed location. Al-Vareshi 
  gave 4 men, whom he trusted implicitly, a clue to that 
  location on a piece of parchment. Those men were bin-
  Khadij waz-Vilayad himself, Abdul al-Jabbaar, El’ai Khafa 
  Al-Mullah 
  and 
  Akim 
  Khasif. 
  When 
  al-Vareshi 
  disappeared, at the end of the Wars, bin-Khadij waz-
  Vilayad and the others were told by al-Vareshi's superiors 
  that the project had been abandoned and were sworn to 
  secrecy. 
  If asked about the widow of al-Vareshi (who died a beggar 
  in TUS4-01 Spoils of War) and more specifically why he 
  let her situation decline without intervening, bin-Khadij 
  waz-Vilayad’s response will depends on his previous 
  dealings with the heroes: 
  • If the heroes are “trusted”, he says, in a low voice: 
  “I tried to help her many times, but she always 
  refused. Was it because she felt I was 
  responsible for her husband’s death, or for 
  some misguided pride, I don’t know”. He does 
  not say anymore about this subject after that. 
  • If the heroes are “kindred”, he hangs down his 
  head in shame, and says in a low voice:  “I tried to 
  help her many times, but she always refused. 
  Was it because she felt I was responsible for 
  her husband’s death, or for some misguided 
  pride, I don’t know. All I know is that I should 
  have tried harder – it is a shame that will be 
  with me until the day I die”. He does not say 
  anymore about this. 
  • If the heroes are “unworthy” or “unknown”, he 
  coolly replies that Lady Anna refused his help, 
  and that it was a private matter between Lady 
  Anna and him. 
  If the heroes agree to this mission, he tells them the 
  location and the identity of the other 2 owners of al-
  Vareshi’s pieces of parchment (see DM Aid #2 for a map 
  of that section of Tusmit): 
  • 
  Abdul al-Jabbaar, a wine merchant in Kamier (a small 
  town in the sheikdom of Jaydah), about 30 miles or 1 
  day’s ride from Sefmur. 
  • 
  El’ai Khafa Al-Mullah, a mullah of the True Faith of 
  Al’Akbar living in Khandahur (the capital of the 
  sheikdom of Eysami), about 120 miles or 4 days’ ride 
  from Sefmur. 
  Yasin bin-Khadij waz-Vilayad insists that the heroes leave 
  now with him for Sefmur (110 miles or 3 days’ ride from 
  Vilayad).  
  During the uneventful trip from Vilayad to Sefmur, bin-
  Khadij waz-Vilayad tells the heroes he will be staying at 
  the Gold Coin (a well-known inn conveniently located 
  near the palace) during his stay in Sefmur, and that the 
  heroes should meet with him there after their mission. 
  He also explains how to get to Kamier and then to 
  Khandahur to those heroes unfamiliar with the region 
  (mostly out-of-region heroes with no ranks in Knowledge 
  (local: 
  VTF) 
  – 
  Tusmit 
  characters 
  know 
  this 
  automatically). 
  He makes sure the heroes are keeping a fast enough pace, 
  so they get to the gates of Sefmur in the evening of the 3
  rd 
  day after leaving Vilayad. 
  Encounter Two: The Wine 
  Merchant 
   
  It should normally take the heroes 1 day to go from 
  Sefmur to Kamier. If they take longer, adjust the timeline 
  accordingly 
  (they 
  might 
  miss 
  some 
  encounters 
  altogether). 
  Arriving early 
  If they have the means to go faster, also adjust the 
  timeline accordingly: the Worldburners will not attack 
  al-Jabbaar’s home if the heroes are nearby, and the heroes 
  will be able to gain his piece of parchment with minimal 
  fuss. 
  Arriving on time 
  Otherwise, the heroes easily find the house of Abdul al-
  Jabbaar, which was built near the main road a few miles 
  from the city proper. Or to be precise what’s left of it. 
  The house has all but burned to the ground. Only two 
  walls are still erect, and what used to be the inside of the 
  house is full of debris, the charred remains of al-Jabbaar 
  in plain sight. 
  Al-Jabbaar’s widow and children barely escaped with 
  their lives, by taking shelter from the fire in the wine 
  cellar. Since then, they have been unsuccessful in 
  
  TUS5-04 Brothers In Arms 
   
  Page 7 
  opening the only door leading to the surface due to 
  planks and beams that fell on it. 
  Heroes making a successful Listen check [DC 10 + APL] 
  can locate the source of the sound, or a successful Spot 
  check [DC 15 + APL] to find the entrance to the wine 
  cellar underneath the debris. Then, a successful Strength 
  check [DC 15 + APL] is needed to push back the debris 
  and clear the door. There is enough space so that up to 4 
  heroes can try at once. Or, if the heroes have ropes, they 
  can also try to move the debris with ropes tied to their 
  horses, which lowers the DC to 15 + APL. 
  �Marisa al-Jabbaar: Female Human (Baklunish). 
  �Samir: Male Human (Baklunish). 
  �Kamira: Female Human (Baklunish). 
  Once freed, it takes a Diplomacy check (DC 15 or DC 25 
  if no-one thought of covering the body of her husband) 
  to calm down the bereaved widow enough for her to tell 
  the heroes what happened: 
  • 
  6 men came to see his husband the day before; they 
  argued with him and forced him to open his safe box 
  by threatening her and his 2 children. 
  • 
  They did not take any money, only the content of a 
  small leather envelope. 
  • 
  Then they killed him when he tried to resist and 
  they set fire to the house before leaving. 
  • 
  She was able to seek refuge with her children in the 
  wine cellar, but the door slammed shut and they 
  could not budge it. 
  If asked, she says she has relatives in town, and that she 
  would be obliged to the heroes if they could escort her 
  there – she is still frightened that her husband’s killers 
  are around (they’re not – they left for Khandahur right 
  after their misdeed). 
  If the heroes agree to that, going to Kamier takes only 
  half an hour. Once there, they are greeted by her family, 
  who quickly calls for the local Qadi (priest of the Exalted 
  Faith of Al’Akbar) who serves as the constable in the 
  small town. 
  Convincing the Qadi they had nothing to do with the 
  murder and that they must leave right away should not 
  take long if the heroes show him bin-Khadij waz-
  Vilayad’s writ. Otherwise, the Qadi tries to detain them 
  for questioning. A successful Diplomacy check [DC 15] 
  should be enough to convince him. The heroes could also 
  decide to flee the town – which should not be difficult, 
  and the Qadi will not give pursuit. 
   
  Encounter Three: The Mullah 
   
  Meeting bin-Khadij 
  If the heroes try to meet with bin-Khadij waz-Vilayad 
  while in Sefmur, he doesn’t return to the Gold Coin until 
  late in the evening of the second day. The heroes lose 
  one day waiting for him. bin-Khadij berates the heroes 
  for wasting time when they should be warning his El’ai 
  Khafa, especially after the gruesome fate that befell al-
  Jabbaar. 
  Khandahur 
  After the heroes have left Kamier, it should take them 
  one day to go back to Sefmur and from there, another 
  three days to get to Khandahur. 
  Once in Khandahur, they have no trouble finding the 
  house of El’ai Khafa Al-Mullah: the man is well known in 
  town, and everyone speaks of him with deference and 
  respect. 
  They arrive in a large house, built near the edge of the 
  city (see DM Aid #3 for a map of the house). 
  A manservant answers the door, and tells the heroes that 
  his master is absent from the house on Church business 
  and should be back tomorrow. If questioned, he says he 
  does not know where his master went, and that in itself is 
  not unusual: his master is a very busy man, and his 
  presence is often requested at a moment’s notice. 
  If the heroes asked if they can stay overnight in the 
  house, the manservant at first refuses, and requires 
  convincing through a successful Diplomacy check or 
  Intimidate check [DC 15 + APL] to agree to the heroes’ 
  demand. If shown bin-Khadij waz-Vilayad’s writ, the DC 
  goes down by 5. If the heroes convince him, he shows 
  them to the guestrooms of the house. 
  If that fails, the heroes elect to stay nearby to keep an eye 
  on the house. There is space enough at a small distance 
  from the house to make camp for the night. Go to the 
  section entitled “The Worldburners’ attack” 
  The heroes could also decide to find an inn for the night. 
  Fortunately, there is one just a block from Khafa al-
  Mullah’s house. Go to the section entitled “The 
  Worldburners’ attack” 
  If the heroes want to search for the piece of parchment 
  themselves, they have to wait for the manservant to leave, 
  just before sundown: he does not tolerate strangers 
  poking around his master’s place and he does not hesitate 
  to go fetch the mullahs and have the heroes arrested. 
  
  TUS5-04 Brothers In Arms 
   
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  If the heroes let him go to the mullahs, they get arrested 
  and have to spend the night at the guard house – go to 
  Conclusion C. If the heroes try to restrain him by force, 
  they have no problem doing so (do not even bother to 
  roll for it). 
  Finding the piece of parchment requires a successful 
  Search check [DC 35] if they do it cautiously [DC 20] if 
  they turn the place upside down. The heroes can then 
  decide to leave for Sefmur – skip to Encounter Four: 
  The Man From Ket.  
  If the heroes decide to search the house and wait for El’ai 
  Khafa Al-Mullah to show up the next day, proceed with 
  the rest of the encounter: any “ransacking” on the heroes’ 
  part could be blamed on the Worldburners. 
  The Worldburners’ Attack 
  Under cover of night, Hassan Mansoor sends his 
  Worldburners thugs to try and sneak into the house 
  undetected. Ask the heroes if they keep a watch: the 
  Worldburners make their move during their second 
  watch. Keep note who is awake at this time and where 
  each hero is. 
  He also sends his own familiar, an owl, to check on the 
  Worldburners and to report to him anything (or anyone) 
  that would jeopardize his mission. The owl perches itself 
  in the high branches of a tree opposite Khafa Al-Mullah's 
  house. The familiar does not participate in the attack, and 
  does not do anything that would make the heroes think it 
  is anything but an ordinary common owl. After the 
  combat, if the heroes have captured or killed all the 
  Worldburners, or if they track any fleeing Worldburners, 
  it tries to follow the heroes and keeps an eye on them 
  from way above them. 
  If the heroes are outside the house, a successful Spot or 
  Listen check [DC 10 + APL] by whoever is awake at that 
  time alerts them to the presence of the Worldburners. If 
  the heroes are at the inn, a successful Spot or Listen 
  check [DC 20 + APL] by whoever is awake at that time 
  does the same. 
  The Worldburners try to enter the house through the 
  back door leading into the kitchen (room 1). Heroes in 
  the kitchen encounter the Worldburners as they enter 
  the room, and combat ensues. 
  If the Worldburners enter unnoticed, the heroes have 
  three chances of being alerted to their presence: 
  • 
  As soon as they enter, 
  • 
  When they proceed to the main bedroom, 
  where they search around for a minute or two 
  before they find the piece of parchment (or give 
  up trying if the heroes already have it), 
  • 
  When they try to get away (with or without the 
  piece of parchment) through the same way they 
  came in. 
  All three times, roll a Move Silently check for each 
  Worldburners, note the lowest result, and allow any 
  heroes awake and inside the house to make an opposed 
  Listen check against the lowest Move Silently result you 
  made for that specific moment. 
  Any successful roll on the heroes’ part means the 
  Worldburners are discovered. They have been ordered by 
  Hassan Mansoor to come back with the piece of 
  parchment no matter what, so even though they would 
  normally fight to the death, they fight only as long as 
  they think they have a reasonable chance of winning 
  They do not take any prisoners, unless a hostage could 
  help them escape. As soon as they get outside the house, 
  they scatter in all directions, making pursuit that much 
  more difficult (they have orders to regroup later at a pre-
  designed spot less than a mile outside of town). 
  The heroes could also be waiting outside for the 
  Worldburners to come out before attacking them. Unless 
  the heroes are right next to the service door, a successful 
  Spot check [DC 10 + APL] is needed to catch the 
  Worldburners as they leave. In that case, the 
  Worldburners do not try to fight but instead concentrate 
  on escaping. Roll at random to see which of the 
  Worldburners has the piece of parchment. 
  APL 4 (EL 4) 
  �Worldburners Thugs (5): Male Human (Baklunish); 
  War2; hp 17; see Appendix One 
  APL 6 (EL 6) 
  �Worldburners 
  Recruits 
  (4): 
  Male 
  Humanoid 
  (Baklunish); Bbn2; hp 23; see Appendix One 
  APL 8 (EL 8) 
  �Worldburners 
  Warriors 
  (4): 
  Male 
  Human 
  (Baklunish); Bbn2/Ftr1/Rgr1; hp 37; see Appendix One 
  APL 10 (EL 8) 
  �Worldburners 
  Warriors 
  (4): 
  Male 
  Human 
  (Baklunish); Bbn2/Ftr1/Rgr1; hp 37; see Appendix One 
  APL 12 (EL 10) 
  �Worldburners Elite Warriors (4): Male Human 
  (Baklunish); Bbn2/Ftr2/Rgr2; hp 52; see Appendix One 
  Treasure 
  
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  APL 4:  L: 130 gp; C: 0 gp; M: 0 gp. 
  APL 6: L: 208 gp; C: 0 gp; M: 0 gp. 
  APL 8: L: 0 gp; C: 0 gp; M: +1 chain shirt (416 gp per 
  character), +1 scimitar (771 gp per character), +1 short 
  sword (770 gp per character), +1 vest of resistance (333 gp 
  per character). 
  APL 10: L: 0 gp; C: 0 gp; M: +1 chain shirt (416 gp per 
  character), +1 scimitar (771 gp per character), +1 short 
  sword (770 gp per character), +1 vest of resistance (333 gp 
  per character). 
  APL 12: L: 0 gp; C: 0 gp; M: +2 chain shirt (1416 gp per 
  character), +2 scimitar (2771 gp per character), +2 short 
  sword (2770 gp per character), +2 vest of resistance (1333 
  gp per character). 
  If the heroes stopped the Worldburners before they have 
  time to search for the piece of parchment, they can still 
  decide to search the house themselves, as noted above. 
  If the heroes stop the Worldburners and recover the 
  piece of parchment or if the heroes already had it, they 
  can now decide to wait for the master of the house or 
  leave right away for Sefmur. If they leave, go to 
  Encounter Four: The Man from Ket. 
  If the heroes interrogate any surviving Worldburners, 
  they learn little: those Worldburners are a slow-witted 
  bunch, only following Hassan Mansoor because he 
  promised them mayhem and riches. Some of them even 
  believe that he is an emissary of the Fire God himself. 
  They deny any ties with Ket or with any other nation 
  (and they are quite adamant that their loyalty is only to 
  their Fire God). They tell the heroes where they were 
  supposed to rendezvous with Mansoor, but he will be 
  long gone by then (alerted by his owl shadowing the 
  heroes). 
  If the heroes stay after the combat, the manservant comes 
  in just after dawn, and noticing the battle site, runs to the 
  mullahs. Again, stopping him should not be hard at all, 
  but Khafa Al-Mullah will show up with several mullahs 
  in tow to arrest the heroes (he noticed the commotion 
  some distance from the house and went to get 
  reinforcements before moving in).  
  If the heroes let the manservant go to the mullahs, they 
  arrive at the same time as El’ai Khafa Al-Mullah himself. 
  A successful Diplomacy check [DC 25, DC 15 if the 
  heroes show him the writ from bin-Khadij waz-Vilayad)] 
  is needed for Khafa Al-Mullah to order the other mullahs 
  to leave and to take the heroes into the living room (room 
  7) to discuss what happened. 
  El’ai Khafa Al-Mullah, is a man well into his forties, at 
  least 6 feet tall, with broad shoulders and muscular arms. 
  A well-maintained beard frames his weather-beaten face 
  where a slightly crooked nose and deep-set eyes gives his 
  guests the impression that the man has done and seen 
  much in his life. 
  He sits down on a pillow and listens to the heroes 
  politely. He shows some sorrow at the news of al-
  Jabbaar’s fate, saying he had spoken to the man only a few 
  months before. 
  If asked about the reason he left his house, he grumbles 
  something about being a fool: he received a well-forged 
  letter from a friend (by the name of Yosef – the name is 
  irrelevant to this scenario) who lives outside of town, 
  asking him to come to his home at once. He could not 
  refuse him, but on arriving there he learned that his 
  friend had not sent him any letter at all. Fearing the 
  worst, he returned home with all due haste. 
  If the heroes have not molested his manservant, he 
  willingly lets them keep his piece of parchment, as long 
  as they swear it will be given to bin-Khadij waz-Vilayad in 
  person. Otherwise, a successful Diplomacy check [DC 15] 
  is needed to assuage his doubts. 
  If the mullah remains unmoved, the heroes are sent to 
  jail and Hassan Mansoor escapes with the pieces. 
  Continue with Conclusion C: Oh well, we tried our 
  best… 
  Encounter Four: The Man from 
  Ket 
   
  Thanks to his familiar, Hassan Mansoor has a good idea 
  where the heroes are and where they’re headed. He uses 
  that knowledge to follow the heroes and ambush them 
  when they stop for the night. He stays well behind (but 
  less than a mile) from the heroes, and only approaches 
  them when his owl watching them sees the heroes 
  making camp. 
  If the heroes have the means to go back directly to 
  Sefmur without having to stop for the night, go to 
  Conclusion C. 
  Otherwise, Mansoor and his Worldburners attack a few 
  hours before dawn. Check for any heroes who decided to 
  stand watch: the attack happens during the last watch. 
  APL 4 (EL 5) 
  �Worldburners Thugs (5): Male Human (Baklunish); 
  War2; hp 17; see Appendix One 
  
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  �Hassan Mansoor: Male Human (Baklunish); Rog2; hp 
  10; see Appendix One 
  APL 6 (EL 7) 
  �Worldburners 
  Recruits 
  (4): 
  Male 
  Humanoid 
  (Baklunish); Bbn2; hp 23; see Appendix One 
  �Hassan Mansoor: Male Human (Baklunish); Rog4; hp 
  18; see Appendix One 
  APL 8 (EL 9) 
  �Worldburners 
  Warriors 
  (4): 
  Male 
  Human 
  (Baklunish); Bbn2/Ftr1/Rgr1; hp 37; see Appendix One 
  �Hassan Mansoor: Male Human (Baklunish); Rog6; hp 
  26; see Appendix One 
  APL 10 (EL 10) 
  �Worldburners 
  Warriors 
  (4): 
  Male 
  Human 
  (Baklunish); Bbn2/Ftr1/Rgr1; hp 37; see Appendix One 
  �Hassan Mansoor: Male Human (Baklunish); Rog8; hp 
  34; see Appendix One 
  APL 12 (EL 12) 
  �Worldburners Elite Warriors (4): Male Human 
  (Baklunish); Bar2/Ftr2/Rgr2; hp 52; see Appendix One 
  �Hassan Mansoor: Male Human (Baklunish); Rog10; 
  hp 42; see Appendix One 
  Tactics: Mansoor leaves his horse tethered out of earshot 
  from the heroes’ camp. He then uses his dust of 
  disappearance to sneak in undetected while his 
  Worldburners attack with their usual cries of “BURN 
  THE WORLD”, “FOR THE FIRE GOD”, etc. (he sent the 
  most subtle of the lot to attack al-Mullah’s house). Once 
  there, he searches the heroes’ packs to find the remaining 
  pieces of parchment, stopping only to try to backstab the 
  heroes who look to be the most menacing. 
  Treasure 
  APL 4: L: 157 gp; C: 0 gp; M: +1 chain shirt (104 gp per 
  character), +1 rapier (193 gp per character), +1 ring of 
  protection (166 gp per character), dust of disappearance 
  (291 gp per character) 
  APL 6: L: 235 gp; C: 0 gp; M: +2 chain shirt (354 gp per 
  character), +2 rapier (693 gp per character), +2 ring of 
  protection (666 gp per character), +2 vest of resistance 
  (333 gp per character), dust of disappearance (291 gp per 
  character) 
  APL 8: L: 0 gp; C: 0 gp; M: +1 chain shirt (416 gp per 
  character), +1 light crossbow (194 gp per character), +1 
  scimitar (771 gp per character), +1 short sword (770 gp 
  per character), +1 vest of resistance (333 gp per 
  character), +2 ring of protection (666 gp per character), +2 
  vest of resistance (333 gp per character), +3 chain shirt 
  (770 gp per character), +3 rapier (1526 gp per character), 
  dust of disappearance (291 gp per character) 
  APL 10: L: 0 gp; C: 0 gp; M: +1 chain shirt (416 gp per 
  character), +1 crossbow (194 gp per character), +1 
  scimitar (771 gp per character), +1 short sword (770 gp 
  per character), +1 vest of resistance (333 gp per 
  character), +2 ring of protection (666 gp per character), +2 
  vest of resistance (333 gp per character), +3 chain shirt 
  (770 gp per character), +3 rapier (1526 gp per character), 
  dust of disappearance (291 gp per character) 
  APL 12: L: 0 gp; C: 0 gp; M: +1 light crossbow (194 gp per 
  character), +2 amulet of natural armor (666 gp per 
  character), +2 chain shirt (1416 gp per character), +2 ring 
  of protection (666 gp per character), +2 scimitar (2771 gp 
  per character), +2 short sword (2770 gp per character), +2 
  vest of resistance (1666 gp per character), +3 chain shirt 
  (770 gp per character), +4 rapier (2694 gp per character), 
  dust of disappearance (291 gp per character) 
  Neither Mansoor nor the Worldburners take prisoners. 
  The Worldburners fight to the death (as usual), but 
  Mansoor tries to go back to his horse (or steal one if one 
  is nearby) and escape with the pieces of parchment if the 
  combat goes against him. 
  If the heroes defeat the Worldburners and either capture 
  or kill Mansoor, they find on him the remaining 3 pieces 
  of parchment.  
  If the heroes defeat the Worldburners but let Mansoor 
  get away, go to Conclusion C. 
  If they capture Mansoor and interrogate him, a successful 
  Diplomacy check [DC 20 + APL] or Intimidate check [DC 
  15 + APL] reveals the following: 
  • 
  He found that particular group of Worldburners 
  after the fall of the siege of Vilayad, and easily 
  convinced them to follow him, hinting he 
  might be connected to their Fire God and 
  appealing to their greed and their lust for chaos. 
  • 
  If someone suggests a link between the 
  Worldburners 
  and 
  Ket, 
  he 
  will 
  laugh 
  sardonically. "Don't be ridiculous, those beasts 
  are lower even than elves. Glorious Ket does not 
  need their kind, and I only used them as I 
  would use a well-oiled blade, only to be 
  discarded when nicked and dulled", i.e. he was 
  planning to get rid of them himself after he got 
  the 4 pieces of parchment. 
  • 
  He sees himself as a Ket patriot, but denies that 
  he was working for the Ket government in this 
  
  TUS5-04 Brothers In Arms 
   
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  matter. "Of course Ket would have been the first 
  to benefit from my discoveries, but no-one 
  asked me to do anything, I did it all on my 
  own!" 
  Encounter Five: The Old Man’s 
  Cave 
   
  By now, the heroes should have all 4 pieces of 
  parchment. The race is over, they won, and they must 
  now decide what to do next. 
  If they decide to go back to Sefmur and give all 4 pieces 
  to Yasin bin-Khadij waz-Vilayad, go to Conclusion B. 
  If they decide to go after the 2
  nd laboratory themselves, 
  they first have to decipher the clues left in the 4 pieces of 
  parchment. Once put in the correct order (see DM Aid 
  #4), the pieces indicate that the laboratory is located in a 
  cave 3 miles from the town of Nesuv in the sheikdom of 
  Suvii. 
  (Please make it clear to the players that these are the only 
  two logical options available: keeping the pieces for 
  themselves or giving them to any other group or 
  individual is pointless. If they insist, go directly to the 
  Treasury Summary section: the scenario is effectively 
  over.) 
  For heroes with a home region other than Tusmit, a 
  successful Knowledge (local: VTF) check [DC 15] is 
  needed to find out how to get to Nesuv. As well, a 
  successful Gather Information check [DC 15] can be used 
  in town to get the correct directions from the local 
  erudite, library or map maker. 
  Once in Nesuv, another successful Gather Information 
  check [DC 10] leads the heroes to the place known as 
  “The Old Man’s Cave”, an abandoned mining site about 3 
  miles from the outskirts of the town. Abir bin Ammon al-
  Vareshi bought it a few years before the Greyhawk Wars 
  for his own purposes, and made sure the place was widely 
  known as “emptied, deserted, and worthless” to 
  discourage any looters or trespassers. 
  He also prepared a few surprises for those who would not 
  be discouraged so easily… 
  The cave’s entrance is blocked with planks and warning 
  signs 
  (“No 
  Trespassers”, 
  “Danger: 
  Cave 
  Ins”, 
  “Condemned”) in Common and Ancient Baklunish, but 
  they can be easily bypassed with some effort – a simple 
  Strength check [DC 5] is required to remove the planks. 
  The entrance leads into a long unlit corridor of roughly 
  hewed stone, 15 feet wide and 100 feet long, going down 
  at a slight but noticeable angle. The heroes need their 
  own illumination (or darkvision) in order not to stumble 
  in the dark. 
  After the first 100 feet, the passage is blocked by what 
  seems to be a cave-in ahead. But heroes that step over the 
  first 5 feet of debris will realize that the rest of the cave-in 
  is simply an illusion made with a permanent image spell. 
  The heroes are now in another corridor, still dark but 
  made of smoother stonework. An arch can be found after 
  the first 10 feet, and a second arch another 50 feet 
  further. 
  Those two arches are part of the first line of defense of al-
  Vareshi’s lab. The first one is trapped with a reciprocal 
  gyre spell (at APL 10 and APL 12 only), the second one 
  with a dispel magic spell. Heroes who barge in buffed to 
  the gills are in for a rude surprise! 
  APL 4, APL 6 and APL 8 (EL3) 
  �Dispel Magic Trap: CR 3; magic device; proximity 
  trigger (permanent alarm); automatic reset; spell effect 
  (dispel magic, 14
  th-level sorcerer, no saving throw, see 
  spell description); Search (DC 28); Disable Device (DC 
  28). 
  APL 10 and APL 12 (EL 6) 
  �Reciprocal Gyre Trap*: CR 5; magic device; proximity 
  trigger (permanent alarm); automatic reset; spell effect 
  (reciprocal gyre, 14
  th-level sorcerer, DC 18 Will save half 
  damage, then Fortitude save negates, see spell 
  description); Search (DC 30); Disable Device (DC 30). 
  * see Appendix 2: New Rules Items 
  After the two arches, the corridor continues for another 
  100 feet, still at a slight downward angle, and opens into a 
  room about 45 feet wide by 60 feet long. That room was 
  the laboratory’s 2
  nd line of defense, and used to house 
  several rust monsters, now long dead. 
  Encounter Six: The Men of 
  Steel 
   
  A short (10 foot long) corridor connects the rust 
  monster’s lair (the rust monster has since died of 
  starvation) with the next room. In it, the heroes will find 
  the almost-completely-devoured remains of a well-
  furbished laboratory (similar in furnishing if not in size 
  with the one found in TUS4-01 Spoils of War). See DM 
  
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  Aid #5: Abir bin Ammon al-Vareshi 2nd laboratory for 
  a map of the laboratory. 
  This is where al-Vareshi was doing most of his work, and 
  this is also where he left some of it unfinished.  
  Stepping into the room activates the two constructs (only 
  one at APL 6) that al-Vareshi has left behind. The 
  command amulet for the shield guardians is nowhere to 
  be found. 
  APL 4 (EL 6) 
  �Animated Object, Huge: Huge Construct; hp 84; see 
  Appendix One. 
  �Animated Object, Large: Large Construct; hp 52; see 
  Appendix One. 
  APL 6 (EL 8) 
  �Shield Guardian: Large Construct; hp 112; see 
  Monster Manual, page 223. 
  APL 8 (EL 10) 
  �Shield Guardians (2): Large Construct; hp 112, 112; 
  see Monster Manual, page 223. 
  APL 10 (EL 12) 
  �Shield Guardian, Advanced (2): Large Construct; hp 
  173, 173; see Appendix One. 
  APL 12 (EL 14) 
  �Shield Guardian, Advanced (2): Huge Construct; hp 
  205, 205; see Appendix One. 
  Tactics: The last command the constructs received was 
  “Protect this room from intruders until my return” and 
  they are trying their best to fulfill it – they do not stop 
  until the intruders leave the room or they are destroyed. 
  At APL 6, the spell stored inside the shield guardian is 
  chill touch. At APL 8, APL 10 and APL 12, one shield 
  guardian has stored chill touch, the other one has 
  crushing despair. 
  After the heroes have vanquished the shield guardians, a 
  successful Search check [DC 10] enables the heroes to 
  find a leather bound book on the desk at the far end of 
  the room – the diary of Abir bin Ammon al-Vareshi. 
  Most of this diary is an unreadable mess of symbols, 
  characters and sketches, and several pages have been 
  damaged beyond repairs by years of exposure to the dank 
  and musty cave, some of it is still readable. Give the 
  players Players Handout #7: Abir bin Ammon al-
  Vareshi’s Diary, and point out to them the last entry: 
  If you are reading this, then you must fear the worst 
  for me. If you are a friend to the free men of Oerth, 
  please, in the name of High Cleric, take this diary to 
  my good friends Yasin bin-Khadij in Vilayad or El'ai 
  Khafa in Sefmur. If you are a minion of the Old One, 
  then I pray to the Banisher of Darkness that his reign 
  is at an end and that you will be shown no mercy. 
  Conclusion A: We found the 
  lab! 
   
  The heroes won over Hassan Mansoor and found the 2
  nd 
  laboratory. 
  If the heroes try to go back to Khandahur to give the 
  diary to El’ai Khafa al-Mullah, they arrive to his house 
  only to be told he has gone to Sefmur on Church 
  business, and is not expected to be back until a fortnight 
  (at this point, the DM should dissuade the players to wait 
  for him). 
  If the heroes go back to Sefmur to report their findings to 
  Yasin bin-Khadij, they find him waiting for them at the 
  Gold Coin, where he congratulates them on the success 
  of their mission. 
  If they give him the diary, he quickly peruses it and asks 
  them to meet with an official of the Tusmit Government. 
  He also asks about his horses. If the horses are in good 
  shape, and if they agree to this meeting, he ushers them 
  through the gates of the Palace, and asks them to wait for 
  him in a small antechamber near the entrance. At no 
  point are the heroes free to roam the Palace: armed 
  guards politely but firmly bring them back to the 
  antechamber. If they insist or using magic, they are 
  quickly discovered by the Farises and Mullahs protecting 
  the Palace and thrown out (Cross out all Influence Points 
  on the Adventure Record). 
  Yasin bin-Khadij waz-Vilayad returns shortly, without the 
  diary, and, before taking his leave, he swears a solemn 
  oath that if he is able, he will intercede on the heroes’ 
  part if they ever need to communicate with any 
  government official (Influence Point with Yasin bin-
  Khadij waz-Vilayad). The meeting with a member of the 
  Pasha’s staff also earns the heroes an Influence Point with 
  the Tusmit Government. 
  If any horse is missing (and restitution is not done), and 
  the heroes still agree to the meeting with the 
  government official, the heroes only get the Influence 
  Point with the Tusmit Government. 
  If the heroes do not go back to Sefmur or if they refuse to 
  give back the horses, they are accused by bin-Khadij waz-
  Vilayad of Horse Theft (see Appendix 3 for a quick 
  
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  overview of Tusmit law). bin-Khadij waz-Vilayad is well-
  connected enough that the heroes are found guilty unless 
  they can spend three Influence Points with factions in 
  Tusmit. 
  The End 
  Conclusion B: We got the map! 
   
  The heroes won over Hassan Mansoor but did not go 
  after the 2
  nd laboratory, preferring to give the 4 pieces of 
  parchment to Yasin bin-Khadij 
  When they get to Sefmur, the heroes find bin-Khadij 
  waz-Vilayad waiting for them at the Gold Coin. He 
  congratulates them on the success of their mission and 
  ask them if they would like to locate the missing 
  laboratory themselves. 
  If the heroes accept, go back to Encounter Five: The 
  Old Man's Cave. 
  If the heroes decline, he takes the 4 pieces of parchment, 
  telling the heroes that his contacts in the government is 
  quite interested in locating the laboratory now that the 
  map is now whole. 
  For their trouble, bin-Khadij is willing to intercede on 
  the heroes’ part if they ever need to communicate with 
  any government official (Influence Point with Yasin bin-
  Khadij waz-Vilayad). 
  If the heroes do not go back to Sefmur or if they refuse to 
  give back the horses, they are accused by bin-Khadij waz-
  Vilayad of Horse Theft (see Appendix 3 for a quick 
  overview of Tusmit law). bin-Khadij waz-Vilayad is well-
  connected enough that the heroes are found guilty unless 
  they can spend three Influence Points with factions in 
  Tusmit. Of course, he voids his earlier promise to ever 
  intercede on the heroes' part. 
  Conclusion C: Oh well, we 
  tried our best… 
   
  The heroes were unable to obtain all 4 pieces of 
  parchment, either because they did not stop the attack on 
  El’ai Khafa al-Mullah’ house, or they did not defeat 
  Hassan Mansoor and his band of Worldburners. 
  If the heroes go back to Sefmur to report to Yasin bin-
  Khadij waz-Vilayad, they find him waiting for them at the 
  Gold Coin. He thanks them for their efforts on behalf of 
  himself and his former comrades in arms, and tells them 
  that he will personally look into this matter from that 
  point on. 
  If the heroes do not go back to Sefmur or if they refuse to 
  give back the horses, they are accused by bin-Khadij waz-
  Vilayad of Horse Theft (see Appendix 3 for a quick 
  overview of Tusmit law). bin-Khadij waz-Vilayad is well-
  connected enough that the heroes are found guilty unless 
  they can spend three Influence Points with factions in 
  Tusmit. 
  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 Two: The Wine Merchant 
  Escorting Marisa al-Jabbaar and her children to Kamier 
  (role-playing award) 
  APL 4 
   
   
  50 xp 
  APL 6 
   
   
  50 xp 
  APL 8 
   
   
  50 xp 
  APL 10  
   
  50 xp 
  APL 12  
   
  50 xp 
  Encounter Three: The Mullah 
  Defeating the Worldburners 
  APL 4 
   
   
  120 xp 
  APL 6 
   
   
  180 xp 
  APL 8 
   
   
  240 xp 
  APL 10  
   
  240 xp 
  APL 12  
   
  300 xp 
  Encounter Four: The Man from Ket 
  Defeating Hassan Mansoor and his Worldburners 
  APL 4 
   
   
  150 xp 
  APL 6 
   
   
  210 xp 
  APL 8 
   
   
  270 xp 
  APL 10  
   
  300 xp 
  
  TUS5-04 Brothers In Arms 
   
  Page 14 
  APL 12  
   
  360 xp 
  Encounter Five: The Old Man’s Cave 
  Disabling / Bypassing the trapped arches 
  APL 4 
   
   
  90 xp 
  APL 6 
   
   
  90 xp 
  APL 8 
   
   
  90 xp 
  APL 10  
   
  180 xp 
  APL 12  
   
  180 xp 
  Encounter Six: The Men of Steel 
  Defeating the constructs 
  APL 4 
   
   
  180 xp 
  APL 6 
   
   
  240 xp 
  APL 8 
   
   
  300 xp 
  APL 10  
   
  360 xp 
  APL 12  
   
  420 xp 
  Discretionary roleplaying award 
  APL 4 
   
   
  85 xp 
  APL 6 
   
   
  130 xp 
  APL 8 
   
   
  175 xp 
  APL 10  
   
  220 xp 
  APL 12  
   
  265 xp 
  Total possible experience:  
   
  APL 4 
   
   
  675 xp 
  APL 6 
   
   
  900 xp 
  APL 8 
   
   
  1,125 xp 
  APL 10  
   
  1,350 xp 
  APL 12  
   
  1,575 xp 
  Treasure Summary 
   
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the 
  local watch, and so on), characters may return to retrieve 
  loot.  If the characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter totals 
  given below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
  Next, the magic items are listed.  Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Three: The Mullah 
  APL 4: L: 130 gp; C: 0 gp; M: 0 gp. 
  APL 6: L: 208 gp; C: 0 gp; M: 0 gp. 
  APL 8: L: 0 gp; C: 0 gp; M: +1 chain shirt (416 gp per 
  character), +1 scimitar (771 gp per character), +1 short 
  sword (770 gp per character), +1 vest of resistance (333 gp 
  per character). 
  
  TUS5-04 Brothers In Arms 
   
  Page 15 
  APL 10: L: 0 gp; C: 0 gp; M: +1 chain shirt (416 gp per 
  character), +1 scimitar (771 gp per character), +1 short 
  sword (770 gp per character), +1 vest of resistance (333 gp 
  per character). 
  APL 12: L: 0 gp; C: 0 gp; M: +2 chain shirt (1416 gp per 
  character), +2 scimitar (2771 gp per character), +2 short 
  sword (2770 gp per character), +2 vest of resistance (1333 
  gp per character). 
  Encounter Four: The Man from Ket 
  APL 4: L: 157 gp; C: 0 gp; M: +1 chain shirt (104 gp per 
  character), +1 rapier (193 gp per character), +1 ring of 
  protection (166 gp per character), dust of disappearance 
  (291 gp per character) 
  APL 6: L: 235 gp; C: 0 gp; M: +2 chain shirt (354 gp per 
  character), +2 rapier (693 gp per character), +2 ring of 
  protection (666 gp per character), +2 vest of resistance 
  (333 gp per character), dust of disappearance (291 gp per 
  character) 
  APL 8: L: 0 gp; C: 0 gp; M: +1 chain shirt (416 gp per 
  character), +1 light crossbow (194 gp per character), +1 
  scimitar (771 gp per character), +1 short sword (770 gp 
  per character), +1 vest of resistance (333 gp per 
  character), +2 ring of protection (666 gp per character), +2 
  cloak of resistance (333 gp per character), +3 chain shirt 
  (770 gp per character), +3 rapier (1526 gp per character), 
  dust of disappearance (291 gp per character) 
  APL 10: L: 0 gp; C: 0 gp; M: +1 chain shirt (416 gp per 
  character), +1 crossbow (194 gp per character), +1 
  scimitar (771 gp per character), +1 short sword (770 gp 
  per character), +1 vest of resistance (333 gp per 
  character), +2 ring of protection (666 gp per character), +2 
  cloak of resistance (333 gp per character), +3 chain shirt 
  (770 gp per character), +3 rapier (1526 gp per character), 
  dust of disappearance (291 gp per character) 
  APL 12: L: 0 gp; C: 0 gp; M: +1 light crossbow (194 gp per 
  character), +2 amulet of natural armor (666 gp per 
  character), +2 chain shirt (1416 gp per character), +2 cloak 
  of resistance (333 gp per character), +2 ring of protection 
  (666 gp per character), +2 scimitar (2771 gp per 
  character), +2 short sword (2770 gp per character), +2 vest 
  of resistance (1333 gp per character), +3 chain shirt (770 
  gp per character), +4 rapier (2694 gp per character), dust 
  of disappearance (291 gp per character) 
  Total Possible Treasure 
  APL 4:   
   
   
  650 gp 
  APL 6:  
   
   
  900 gp 
  APL 8:  
   
   
  1,300 gp 
  APL 10:  
   
  2,300 gp 
  APL 12:  
   
  3,300 gp 
   
  
  TUS5-04 Brothers In Arms 
   
  Page 16 
  Appendix 1: NPCs 
  APL 4 
  Encounter Three: The Mullah 
  Worldburners Thugs (5): Male Human(Baklunish) 
  War2; CR 1; Medium Humanoid; HD 2d8+4; hp 17 
  each; Init +6; Spd 20 ft; AC 15 (+3 armor, +2 Dex), 
  touch 12, flat-footed 13; Base Atk +2; Grp +6; Atk +7 
  melee (2d4+6, Two-Handed masterwork falchion); Full 
  Atk +7 melee (2d4+6, Two-handed masterwork 
  falchion); AL CE; SV Fort +5, Ref +2, Will -1; Str 18, 
  Dex 14, Con 14, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Handle Animal +4, Intimidate +4; 
  Improved Initiative, Power Attack. 
   
  Possessions: Hide armor; masterwork falchion, 
  backpack, flint and steel, rations, waterskin. 
  Encounter Four: The Man from Ket 
  Worldburners Thugs (5): Male Human(Baklunish) 
  War2; CR 1; Medium Humanoid; HD 2d8+4; hp 17 
  each; Init +6; Spd 20 ft; AC 15 (+3 armor, +2 Dex), 
  touch 12, flat-footed 13; Base Atk +2; Grp +6; Atk +7 
  melee (2d4+6, Two-Handed masterwork falchion); Full 
  Atk +7 melee (2d4+6, Two-handed masterwork 
  falchion); AL CE; SV Fort +5, Ref +2, Will -1; Str 18, 
  Dex 14, Con 14, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Handle Animal +4, Intimidate +4; 
  Improved Initiative, Power Attack. 
   
  Possessions: Hide armor; masterwork falchion, 
  backpack, flint and steel, rations, waterskin. 
  Hassan Mansoor: Male Human (Baklunish) Rog2; CR 
  2; Medium Humanoid; HD 2d6; hp 10; Init +3; Spd 30 
  ft; AC 18 (+3 Dex, +1 chain shirt), touch 13, flat-footed 
  15; Base Atk +1; Grp +1; Atk +2 melee (1d6+1, +1 
  rapier), +1 melee (1d6, sap) or +5 ranged (1d8, 
  masterwork light Crossbow); Full Atk +2 melee (1d6+1, 
  +1 rapier) or +1 melee (1d6, sap) or +5 ranged (1d8, 
  masterwork light Crossbow);  SA Sneak attack (1d6 
  extra dam); SQ Evasion, Trapfinding; AL LN; SV Fort 
  +0, Ref +6, Will +1; Str 10, Dex 16, Con 10, Int 12, Wis 
  12, Cha 14. 
   
  Skills and Feats: Balance +7, Bluff +9, Decipher 
  Script +6, Diplomacy +9, Disable Device +6, Escape 
  Artist +7, Gather Information +7, Hide +7, Move 
  Silently +7, Use Magic Device +7; Quick Draw, 
  Stealthy. 
   
  Possessions: +1 chain shirt, masterwork light 
  crossbow, +1 rapier, sap, +1 ring of protection, dust of 
  disappearance, backpack, flint and steel, rations, 
  waterskin. 
  Encounter Six: The Men of Steel 
  Animated Object, Huge: CR 5; Huge Construct; HD 
  8d10+40; hp 84; Init -1; Spd 30 ft; AC 13 (-2 size, -1 Dex, 
  +6 natural), touch 7, flat-footed 13; Base Atk +6; Grp 
  +19; Atk +9 melee (2d6+7, slam); Full Atk +9 melee 
  (2d6+7, slam); Space/Reach 15 ft./15 ft.; SQ Construct 
  traits, darkvision 60 ft., hardness 8, low-light vision; AL 
  N; SV Fort +2, Ref +1, Will -3; Str 20, Dex 8, Con -, Int -, 
  Wis 1, Cha 1. 
  Animated Object, Large: CR 3; Large Construct; HD 
  4d10+30; hp 52; Init +0; Spd 30 ft; AC 14 (-1 size, +5 
  natural), touch 9, flat-footed 14; Base Atk +3; Grp +10; 
  Atk +5 melee (1d8+4, slam); Full Atk +5 melee (1d8+4, 
  slam); Space/Reach 10 ft./10 ft.; SQ Construct traits, 
  darkvision 60 ft., hardness 5, low-light vision; AL N; SV 
  Fort +1, Ref +1, Will -4; Str 16, Dex 10, Con -, Int -, Wis 
  1, Cha 1. 
  
  TUS5-04 Brothers In Arms 
   
  Page 17 
  APL 6 
  Encounter Three: The Mullah 
  Worldburners Recruits (4): Male Human(Baklunish) 
  Bbn2; CR 2; Medium Humanoid; HD 2d12+4; hp 23 
  each; Init +3; Spd 40 ft; AC 17 (+4 armor, +3 Dex), 
  touch 13, flat-footed 17; Base Atk +2; Grp +6; Atk +8 
  melee (2d4+6, Two-Handed masterwork falchion); Full 
  Atk +8 melee (2d4+6, Two-handed masterwork 
  falchion); SA Rage; SQ Fast Movement, Uncanny 
  Dodge; AL CE; SV Fort +5, Ref +3, Will 0; Str 18, Dex 
  16, Con 14, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +4, Intimidate +4, 
  Ride +10, Survival +5; Power Attack, weapon Focus 
  (Falchion). 
   
  Possessions: masterwork chain shirt; masterwork 
  falchion, backpack, flint and steel, rations, waterskin. 
  Encounter Four: The Man from Ket 
  Worldburners Recruits (4): Male Human(Baklunish) 
  Bbn2; CR 2; Medium Humanoid; HD 2d12+4; hp 23 
  each; Init +3; Spd 40 ft; AC 17 (+4 armor, +3 Dex), 
  touch 13, flat-footed 17; Base Atk +2; Grp +6; Atk +8 
  melee (2d4+6, Two-Handed masterwork falchion); Full 
  Atk +8 melee (2d4+6, Two-handed masterwork 
  falchion); SA Rage; SQ Fast Movement, Uncanny 
  Dodge; AL CE; SV Fort +5, Ref +3, Will 0; Str 18, Dex 
  16, Con 14, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +4, Intimidate +4, 
  Ride +10, Survival +5; Power Attack, weapon Focus 
  (Falchion). 
   
  Possessions: masterwork chain shirt; masterwork 
  falchion, backpack, flint and steel, rations, waterskin. 
  Hassan Mansoor: Male Human (Baklunish) Rog4; CR 
  4; Medium Humanoid; HD 4d6; hp 18; Init +3; Spd 30 
  ft; AC 21 (+3 Dex, +2 chain shirt, +2 ring of protection), 
  touch 13, flat-footed 21; Base Atk +3; Grp +3; Atk +5 
  melee (1d6+2, +2 rapier) or +3 melee (1d6, sap) or +7 
  ranged (1d8 masterwork light Crossbow/19-20); Full 
  +5 melee (1d6+2, +2 rapier) or +3 melee (1d6, sap) or +7 
  ranged (1d8 masterwork light crossbow); AL LN; SV 
  Fort +3, Ref +9, Will +4; Str 10, Dex 17, Con 10, Int 12, 
  Wis 12, Cha 14. 
   
  Skills and Feats: Balance +9, Bluff +11, Decipher 
  Script +8, Diplomacy +11, Disable Device +8, Escape 
  Artist +9, Gather Information +9, Hide +9, Move 
  Silently +9, Use Magic Device +9; Persuasive, Quick 
  Draw, Stealthy. 
   
  Possessions: +2 chain shirt, masterwork light 
  crossbow, +2 rapier, sap, +2 ring of protection, +2 cloak 
  of resistance, dust of disappearance, backpack, flint and 
  steel, rations, waterskin. 
  
  TUS5-04 Brothers In Arms 
   
  Page 18 
  APL 8 
  Encounter Three: The Mullah 
  Worldburners Warriors (4): Male Human(Baklunish) 
  Bbn2/Ftr1/Rgr1; CR 4; Medium Humanoid; HD 
  1d8+1d10+2d12+8; hp 38 each; Init +3; Spd 40 ft; AC 18 
  (+5 armor, +3 Dex), touch 13, flat-footed 18; Base Atk 
  +4; Grp +8; Atk +10 melee (1d6+5, +1 scimitar); Full Atk 
  +8 melee (1d6+5, +1 scimitar) and +7 melee (1d6+3, +1 
  short sword); SA Rage; SQ Fast Movement, Favored 
  Enemy [+2 bonus against Humanoid (human)], Track, 
  Uncanny Dodge, Wild Empathy; AL CE; SV Fort +10, 
  Ref +6, Will 1; Str 19, Dex 16, Con 14, Int 8, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Handle Animal +4, Intimidate +4, 
  Jump +9, Listen +1, Move Silently +3, Ride +6, Survival 
  +5; Cleave, Power Attack, Two-Weapon Fighting, 
  Weapon Focus (Scimitar). 
   
  Possessions: +1 chain shirt, +1 scimitar, +1 short 
  sword, +1 vest of resistance*, backpack, flint and steel, 
  rations, waterskin. 
  *See Appendix 2: New Rules Items. 
  Encounter Four: The Man from Ket 
  Worldburners Warriors (4): Male Human(Baklunish) 
  Bbn2/Ftr1/Rgr1; CR 4; Medium Humanoid; HD 
  1d8+1d10+2d12+8; hp 38 each; Init +3; Spd 40 ft; AC 18 
  (+5 armor, +3 Dex), touch 13, flat-footed 18; Base Atk 
  +4; Grp +8; Atk +10 melee (1d6+5, +1 scimitar); Full Atk 
  +8 melee (1d6+5, +1 scimitar) and +7 melee (1d6+3, +1 
  short sword); SA Rage; SQ Fast Movement, Favored 
  Enemy [+2 bonus against Humanoid (human)], Track, 
  Uncanny Dodge, Wild Empathy; AL CE; SV Fort +10, 
  Ref +6, Will 1; Str 19, Dex 16, Con 14, Int 8, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Handle Animal +4, Intimidate +4, 
  Jump +9, Listen +1, Move Silently +3, Ride +6, Survival 
  +5; Cleave, Power Attack, Two-Weapon Fighting, 
  Weapon Focus (Scimitar). 
   
  Possessions: +1 chain shirt, +1 scimitar, +1 short 
  sword, +1 vest of resistance*, backpack, flint and steel, 
  rations, waterskin. 
  *See Appendix 2: New Rules Items. 
  Hassan Mansoor: Male Human (Baklunish) Rog6; CR 
  6; Medium Humanoid; HD 6d6; hp 26; Init +3; Spd 30 
  ft; AC 22 (+3 Dex, +3 chain shirt, +2 ring of protection), 
  touch 13, flat-footed 22; Base Atk +4; Grp +4; Atk +7 
  melee (1d6+3, +3 rapier) or +4 melee (1d6, sap) or +8 
  ranged (1d8+1 +1 light crossbow); Full Atk +7 melee 
  (1d6+3, +3 rapier) or +4 melee (1d6, sap) or +8 ranged 
  (1d8+1 +1 light crossbow); SA Sneak attack (extra 3d6 
  dam); SQ Evasion, Trap Sense, Trapfinding, Uncanny 
  Dodge; AL LN; SV Fort +4, Ref +10, Will +5; Str 10, Dex 
  17, Con 10, Int 12, Wis 12, Cha 14. 
   
  Skills and Feats: Balance +11, Bluff +13, Decipher 
  Script +10, Diplomacy +13, Disable Device +10, Escape 
  Artist +11, Gather Information +11, Hide +11, Move 
  Silently +11, Use Magic Device +11; Acrobatic, 
  Persuasive, Quick Draw, Stealthy. 
   
  Possessions: +3 chain shirt, +1 light crossbow, +3 
  rapier, sap, +2 ring of protection, +2 cloak of resistance, 
  dust of disappearance, backpack, flint and steel, rations, 
  waterskin. 
  
  TUS5-04 Brothers In Arms 
   
  Page 19 
  APL 10 
  Encounter Three: The Mullah 
  Worldburners Warriors (4): Male Human(Baklunish) 
  Bbn2/Ftr1/Rgr1; CR 4; Medium Humanoid; HD 
  1d8+1d10+2d12+8; hp 38 each; Init +3; Spd 40 ft; AC 18 
  (+5 armor, +3 Dex), touch 13, flat-footed 18; Base Atk 
  +4; Grp +8; Atk +10 melee (1d6+5, +1 scimitar); Full Atk 
  +8 melee (1d6+5, +1 scimitar) and +7 melee (1d6+3, +1 
  short sword); SA Rage; SQ Fast Movement, Favored 
  Enemy [+2 bonus against Humanoid (human)], Track, 
  Uncanny Dodge, Wild Empathy; AL CE; SV Fort +10, 
  Ref +6, Will 1; Str 19, Dex 16, Con 14, Int 8, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Handle Animal +4, Intimidate +4, 
  Jump +9, Listen +1, Move Silently +3, Ride +6, Survival 
  +5; Cleave, Power Attack, Two-Weapon Fighting, 
  Weapon Focus (Scimitar). 
   
  Possessions: +1 chain shirt, +1 scimitar, +1 short 
  sword, +1 vest of resistance*, backpack, flint and steel, 
  rations, waterskin. 
  *See Appendix 2: New Rules Items. 
  Encounter Four: The Man from Ket 
  Worldburners Warriors (4): Male Human(Baklunish) 
  Bbn2/Ftr1/Rgr1; CR 4; Medium Humanoid; HD 
  1d8+1d10+2d12+8; hp 38 each; Init +3; Spd 40 ft; AC 18 
  (+5 armor, +3 Dex), touch 13, flat-footed 18; Base Atk 
  +4; Grp +8; Atk +10 melee (1d6+5, +1 scimitar); Full Atk 
  +8 melee (1d6+5, +1 scimitar) and +7 melee (1d6+3, +1 
  short sword); SA Rage; SQ Fast Movement, Favored 
  Enemy [+2 bonus against Humanoid (human)], Track, 
  Uncanny Dodge, Wild Empathy; AL CE; SV Fort +10, 
  Ref +6, Will 1; Str 19, Dex 16, Con 14, Int 8, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Handle Animal +4, Intimidate +4, 
  Jump +9, Listen +1, Move Silently +3, Ride +6, Survival 
  +5; Cleave, Power Attack, Two-Weapon Fighting, 
  Weapon Focus (Scimitar). 
   
  Possessions: +1 chain shirt, +1 scimitar, +1 short 
  sword, +1 vest of resistance*, backpack, flint and steel, 
  rations, waterskin. 
  *See Appendix 2: New Rules Items. 
  Hassan Mansoor: Male Human (Baklunish) Rog8; CR 
  8; Medium Humanoid; HD 8d6; hp 34; Init +4; Spd 30 
  ft; AC 23 (+4 Dex, +3 chain shirt, +2 ring of protection), 
  touch 14, flat-footed 23; Base Atk +6; Grp +6; Atk +9/+4 
  melee (1d6+3, +3 rapier) or +6/+1 melee (1d6, sap) or 
  +11/+6 ranged (1d8+1, +1 light crossbow); Full Atk 
  +9/+4 melee (1d6+3, +3 rapier) or +6/+1 melee (1d6, 
  sap) or +11/+6 ranged (1d8+1, +1 light crossbow); SA 
  Sneak attack (4d6 extra dam); SQ Evasion, Improved 
  Uncanny Dodge, Trap Sense, Trapfinding, Uncanny 
  Dodge; AL LN; SV Fort +4, Ref +12, Will +5; Str 10, Dex 
  17, Con 10, Int 12, Wis 12, Cha 14. 
   
  Skills and Feats: Balance +14, Bluff +15, Decipher 
  Script +12, Diplomacy +15, Disable Device +12, Escape 
  Artist +14, Gather Information +13, Hide +16, Move 
  Silently +16, Use Magic Device +13; Acrobatic, 
  Persuasive, Quick Draw, Stealthy. 
   
  Possessions: +3 chain shirt, +1 light crossbow, +3 
  rapier, sap, +2 ring of protection, +2 cloak of resistance, 
  dust of disappearance, backpack, waterskin, flint and 
  steel. 
  Encounter Six: The Men of Steel 
  Shield Guardian, Advanced (2): CR 10; Large 
  Construct; HD 23d10+46; hp 173 each; Init +0; Spd 30 
  ft; AC 32 (-1 size, +23 natural), touch 9, flat-footed 32; 
  Base Atk +17; Grp +28; Atk +24 melee (1d8+7, slam); 
  Full Atk +16 melee (1d8+7, 2 slams); Space/Reach 10 
  ft./10 ft.; SQ Construct traits, darkvision 60 ft., fast 
  healing 10, find master, guard, low-light vision, shield 
  other, spell storing; AL N; SV Fort +7, Ref +7, Will +7; 
  Str 24, Dex 10, Con -, Int -, Wis 10, Cha 1. 
   
   
  
  TUS5-04 Brothers In Arms 
   
  Page 20 
  APL 12 
  Encounter Three: The Mullah 
  Worldburners 
  Elite 
  Warriors 
  (4): 
  Male 
  Human(Baklunish) Bbn2/Ftr2/Rgr2; CR 6; Medium 
  Humanoid; HD 2d8+2d10+2d12+12; hp 53 each; Init 
  +7; Spd 40 ft; AC 19 (+6 armor, +3 Dex), touch 13, flat-
  footed 19; Base Atk +6; Grp +10; Atk +13 melee (1d6+6, 
  +2 scimitar); Full Atk +13/+8 melee (1d6+6, +2 
  scimitar) and +10 melee (1d6+4, +2 short sword); SA 
  Rage; SQ Combat style (two weapons), Fast movement, 
  Favored Enemy [+2 bonus against Humanoid 
  (human)], Track, Uncanny Dodge, Wild Empathy; AL 
  CE; SV Fort +13, Ref +8, Will +2; Str 18, Dex 16, Con 
  14, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +7, Intimidate +5, 
  Jump +10, Listen +2, Move Silently +4, Ride +7, 
  Survival +6; Cleave, Combat Reflexes, Great Cleave, 
  Power Attack, Two-Weapon Fighting, Weapon Focus 
  (Scimitar), Improved Initiative. 
   
  Possessions: +2 chain shirt, +2 scimitar, +2 short 
  sword, +2 vest of resistance*, backpack, flint and steel, 
  rations, waterskin. 
  *See Appendix 2: New Rules Items. 
  Encounter Four: The Man from Ket 
  Worldburners 
  Elite 
  Warriors 
  (4): 
  Male 
  Human(Baklunish) Bbn2/Ftr2/Rgr2; CR 6; Medium 
  Humanoid; HD 2d8+2d10+2d12+12; hp 53 each; Init 
  +7; Spd 40 ft; AC 19 (+6 armor, +3 Dex), touch 13, flat-
  footed 19; Base Atk +6; Grp +10; Atk +13 melee (1d6+6, 
  +2 scimitar); Full Atk +13/+8 melee (1d6+6, +2 
  scimitar) and +10 melee (1d6+4, +2 short sword); SA 
  Rage; SQ Combat style (two weapons), Fast movement, 
  Favored Enemy [+2 bonus against Humanoid 
  (human)], Track, Uncanny Dodge, Wild Empathy; AL 
  CE; SV Fort +13, Ref +8, Will +2; Str 18, Dex 16, Con 
  14, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +7, Intimidate +5, 
  Jump +10, Listen +2, Move Silently +4, Ride +7, 
  Survival +6; Cleave, Combat Reflexes, Great Cleave, 
  Power Attack, Two-Weapon Fighting, Weapon Focus 
  (Scimitar), Improved Initiative. 
   
  Possessions: +2 chain shirt, +2 scimitar, +2 short 
  sword, +2 vest of resistance*, backpack, flint and steel, 
  rations, waterskin. 
  *See Appendix 2: New Rules Items. 
  Hassan Mansoor: Male Human (Baklunish) Rog10; 
  CR 10; Medium Humanoid; HD 10d6; hp 42; Init +8; 
  Spd 30 ft; AC 25 (+4 Dex, +3 chain shirt, +2 ring of 
  protection, +2 natural), touch 16, flat-footed 25; Base 
  Atk +7; Grp +7; Atk +11 melee (1d6+4, +4 rapier) or +7 
  melee (1d6, sap) or +13 ranged (1d8+1, +1 light 
  crossbow); Full Atk +11/+6 melee (1d6+4, +4 rapier) or 
  +7/+2 melee (1d6, sap) or +13/+8 ranged (1d8+1, +1 
  light crossbow); SA Sneak attack (5d6 extra dam); SQ 
  Improved evasion, Improved Uncanny Dodge, Trap 
  Sense, Trapfinding, Uncanny Dodge; AL LN; SV Fort 
  +5, Ref +13, Will +6; Str 10, Dex 17, Con 10, Int 12, Wis 
  12, Cha 14. 
   
  Skills and Feats: Balance +16, Bluff +17, Decipher 
  Script +14, Diplomacy +17, Disable Device +14, Escape 
  Artist +16, Gather Information +15, Hide +18, Move 
  Silently +18, Use Magic Device +15; Acrobatic, 
  Improved Initiative, Persuasive, Quick Draw, Stealthy. 
   
  Possessions: +3 chain shirt, +1 light crossbow, +4 
  rapier, sap, +2 amulet of natural armor, +2 ring of 
  protection, 
  +2 
  cloak 
  of 
  resistance, 
  dust 
  of 
  disappearance, backpack, flint and steel, rations, 
  waterskin. 
  Encounter Six: The Men of Steel 
  Shield Guardian, Advanced (2): CR 12; Huge 
  Construct; HD 27d10+54; hp 205 each; Init -1; Spd 20 
  ft; AC 37 (-2 size, -1 Dex,  +30 natural), touch 7, flat-
  footed 37; Base Atk +20; Grp +39; Atk +31 melee 
  (1d8+11, slam); Full Atk +31 melee (1d8+11, 2 slams); 
  Space/Reach 15 ft./15 ft.; SQ Construct traits, 
  darkvision 60 ft., fast healing 15, find master, guard, 
  low-light vision, shield other, spell storing; AL N; SV 
  Fort +9, Ref +8, Will +9; Str 33, Dex 8, Con -, Int -, Wis 
  10, Cha 1. 
   
  
  TUS5-04 Brothers In Arms 
   
  Page 21 
   
  Appendix 2: New Rules Items 
   
  Reciprocal Gyre [spell] as presented in 
  Complete Arcane. 
  Abjuration 
  Level:  Sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: Will half, then Fortitude negates; see text 
  Spell Resistance: No 
  You manipulate the magical aura of a creature or object, 
  creating a damaging feedback reaction of arcane power. 
  The target takes 1d6 points of damage per spell level of 
  each functioning spell or spell-like ability currently 
  affecting it (maximum 25d6). For example, a creature 
  who is hasted (3
  rd level), flying (3
  rd level), and protected 
  by a stoneskin spell (4
  th-level wizard version) takes 10d6 
  points of damage (Will save for half). In addition, any 
  creature that fails its save must then succeed on a 
  Fortitude save or be dazed for 1d6 rounds. 
  Only spells specifically targeted on the creature in 
  question can be used to create the backlash of a reciprocal 
  gyre, so spells that affect an area (such as invisibility 
  sphere and solid fog) can't be used to deal reciprocal 
  damage to creatures within their area. Likewise, 
  persistent or continuous effects from magic items can't 
  be used to deal reciprocal damage, but targeted spell 
  effects can be – for example, the magic of a cloak of 
  resistance can't be used by reciprocal gyre, but a spell cast 
  by a wand of invisibility could be. 
  Material Component: A tiny closed loop of copper wire. 
  Vest of Resistance as presented in Complete 
  Arcane. 
  These garments offer magic protection in the form of a +1 
  to +5 resistance bonus on all saving throws. 
   
  Faint abjuration; CL 5
  th; Craft Wondrous Items, 
  resistance, creator’s caster level must be at least three 
  times the vest’s bonus; Price 1,000 gp (+1), 4,000 gp (+2), 
  9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight 1 lb. 
  
  TUS5-04 Brothers In Arms 
   
  Page 22 
   
  Appendix 3: Laws in Tusmit 
   
  Generalities 
  Please note that the laws outlined here do not comprise 
  of the entire list of laws in Tusmit. For a more 
  complete list consult the Tusmit Gazetteer. For any 
  crime not listed please contact the triad at 
  tusmittriad@yahoogroups.com. 
  Also note that the Worldburners are NOT considered 
  people for the purpose of this adventure. They are at 
  war with Tusmit and no one in their right mind would 
  blink at their death. 
  Horses 
  A horse qualifies as a person for the charges wherever 
  it might be applicable (murder, assault). 
  High Fines 
  If the guilty party cannot pay a fine, it can be worked 
  off at a value of 50 fountains per week (one TU) in the 
  mines. 
  Full responsibility of the law is expected and enforced 
  by the Qadi and Mullahs, regardless of the 
  circumstances. 
  The military and the nobles, however, understand the 
  concept of excessive force used in self-defence. 
  The Self-Defense Clause 
  A clause of self-defence can be claimed and the good 
  military or noble presiding official(s) will hear your 
  plea. 
  A Diplomacy check (or Bluff) can be made, at 20 + the 
  APL to convince the presiding official that the act was 
  done in pure self-defence. 
  Failure to convince the presiding official (but the truth 
  being that the crime was unintentional) will incur a 
  penalty of one hundred fountains per death plus 
  twenty-five fountains per point below the Bluff or 
  Diplomacy DC. 1d10 lashes will also be given per point 
  scored below the DC. The total penalty will be one 
  time unit of imprisonment, lashes and a fine (as listed 
  above) per death. Lashes and fines (as listed above) are 
  still applicable to assault (major).  
  Ignorance of the law is no reason not to call upon this 
  clause. 
   
  For the Southern Sheikdoms of Tusmit (i.e. 
  Sefmur, Vilayad and the surrounding areas) 
  Assault. (Major) 
  Threat or use of lethal force that results in major bodily 
  harm reducing the victim’s hit points to between 0 and 
  -9. 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of up to four time units. 
  Assault (Minor) 
  Threat or use of lethal force that results in major bodily 
  harm without reducing the victim’s hit points past 0 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of two time units. 
  Assault (Negligible) 
  Threat or use of non lethal force against a victim. 
  Sentence: overlooked (left off with warnings). 
  Blackmail 
  Obtaining currency, services, or information, by illegal 
  means such as by force or coercion. 
  Sentences: 
  • 
  Government official, noble, military, or 
  church official: Imprisonment of two time 
  units and loss of fifty percent of property  
  • 
  Other: Fine of one and a half times the 
  blackmail price 
  Vandalism 
  Wilful destruction or defacement of any structure, 
  object, thing, or place. 
  Sentence: 1d10 lashes per one hundred fountains and a 
  fine equalling three times the cost of reparation. 
  Illegal use of magic 
  Any target or area effect spell that requires a save, 
  causes any change in state, causes damage, or produces 
  an otherwise unwanted effect by the victim. 
  Sentence: Fine of fifty fountains per spell level and 
  1d10 lashes per spell level. 
  
  TUS5-04 Brothers In Arms 
   
  Page 23 
  Manslaughter 
  Use of lethal force that unintentionally results in major 
  bodily harm reducing the victim to below -9 hit points. 
  Sentence: Sent to the mines for up to five years, plus 
  loss of all property to be given to the family of the 
  victim. 
  Murder 
  Use of lethal force that intentionally results in major 
  bodily harm reducing the victim to below -9 hit points. 
  Sentences: 
  • 
  Mass murder: torture in public and death. 
  • 
  Other: Death. 
  Theft 
  Possession, sale, or acquisition of an object without 
  permission. 
  Sentence: Imprisonment for one time unit and 2d10 
  lashes per one hundred fountains worth of goods, 
  services, or information. As well a fine up to equalling 
  up to five times the worth of the goods, services or 
  information. 500 fountains worth or more. 
  Theft (Horse) 
  Possession, sale, or acquisition of a horse without 
  permission. 
  Sentence: Sent to the mines for 5 years, 2d10 lashes, 
  the fine (as above) and severance of the main hand in 
  public. 
  For the Northern Sheikdoms of Tusmit (i.e. 
  Blashikdur, Nesuv and the surrounding areas) 
  Assault. (Major) 
  Threat or use of lethal force that results in major bodily 
  harm reducing the victim’s hit points to between 0 and 
  -9. 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of up to six time units and 10d10 lashes. 
  Assault (Minor) 
  Threat or use of lethal force that results in major bodily 
  harm without reducing the victim’s hit points past 0 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of three time units and 5d10 lashes. 
  Assault (Negligible) 
  Threat or use of non lethal force against a victim. 
  Sentence: overlooked (left off with warnings). 
  Blackmail 
  Obtaining currency, services, or information, by illegal 
  means such as by force or coercion. 
  Sentences: 
  • 
  Government official, noble, military, or 
  church official: Imprisonment of four time 
  units and loss of seventy-five percent of 
  property. 
  • 
  Other: Fine of one and a half times the 
  blackmail price 
  Vandalism 
  Wilful destruction or defacement of any structure, 
  object, thing, or place. 
  Sentence: 1d10 lashes per one hundred fountains and a 
  fine equalling three times the cost of reparation. 
  Illegal use of magic 
  Any target or area effect spell that requires a save, 
  causes any change in state, causes damage, or produces 
  an otherwise unwanted effect by the victim. 
  Sentence: Fine of fifty fountains per spell level and 
  1d10 lashes per spell level. 
  Manslaughter 
  Use of lethal force that unintentionally results in major 
  bodily harm reducing the victim to below -9 hit points. 
  Sentence: Sent to the mines for up to 10 years, plus loss 
  of all property to be given to the family of the victim. 
  Murder 
  Use of lethal force that intentionally results in major 
  bodily harm reducing the victim to below -9 hit points. 
  Sentences: 
  • 
  Mass murder: torture in public and death. 
  • 
  Other: Death. 
  Theft 
  Possession, sale, or acquisition of an object without 
  permission. 
  Sentence: Imprisonment for one time unit and 4d10 
  lashes per one hundred fountains worth of goods, 
  services, or information. As well a fine up to equalling 
  up to five times the worth of the goods, services or 
  information. 500 fountains worth or more. 
  Theft (Horse) 
  
  TUS5-04 Brothers In Arms 
   
  Page 24 
  Possession, sale, or acquisition of a horse without 
  permission. 
  Sentence: Death. 
  
  TUS5-04 Brothers In Arms 
   
  Page 25 
  DM Aid #1: Timeline 
   
  Days 
  heroes 
  Worldburners 
  Other 
  T-3 
    
    
  Hassan Mansoor already has 2 of the 4 
  pieces of parchment (al-Vareshi's and 
  Khasif's) 
  T-2 
    
  The Worldburners steal Yasin  bin-Khadij's piece 
  of parchment 
  Yasin bin-Khadij sends a message to 
  heroes 
  T-1 
  The heroes receive a message from bin-
  Khadij 
  The Worldburners leaves for Kamier (4 days) 
    
  Intro 
  The heroes meet with bin-Khadij in 
  Vilayad, then leaves for Kamier (4 days) 
  * 
  Yasin bin-Khadij accompany the 
  heroes until Sefmur 
  T+1 
  * 
  * 
    
  T+2 
  * 
  The Worldburners reach Sefmur on their way to 
  Kamier 
    
  T+3 
  The heroes reach Sefmur on their way 
  to Kamier 
  The Worldburners in Kamier, they kills Abdul al-
  Jabbaar, steals his piece of parchment, then leaves 
  for Khandahur (4 days) 
  Yasin bin-Khadij stays in Sefmur  
  T+4 
  heroes arrive in Kamier, they rescue 
  Abdul al-Jabbaar's widow, then leaves 
  for Khandahur (4 days) 
  The Worldburners reaches Sefmur on their way 
  to Khandahur  
    
  T+5 
  The heroes reaches Sefmur on their way 
  to Khandahur 
  * 
    
  T+6 
  * 
  * 
  . 
  T+7 
  * 
  The Worldburners meets Hassan Mansoor in 
  Khandahur 
  El'ai Khafa al-Mullah receives a 
  missive that ask him to leave his 
  house on Church business 
  T+8 
  The heroes arrive in Khandahur, go to 
  El’ai Khafa al-Mullah’s house to find 
  him gone 
    
  El'ai Khafa al-Mullah leaves shortly 
  before the heroes get to his house. 
  T+8 
  (night) 
  The house of El’ai Khafa al-Mullah is 
  attacked by the Worldburners, the 
  heroes intervene 
  The Worldburners attacks the house of El’ai 
  Khafa al-Mullah to try to find his piece of 
  parchment 
    
  T+9 
  If 
  the 
  heroes 
  vanquished 
  the 
  Worldburners, they return to Sefmur to 
  meet with bin-Khadij 
  If the Worldburners succeeded in getting the 4
  th 
  piece of parchment, go to Conclusion B 
    
  T+9 
  (night) 
  The heroes are ambushed by Hassan 
  Mansoor 
  and 
  his 
  remaining 
  Worldburners 
    
    
  T+10 
  The heroes now have all the 4 pieces of 
  parchment 
  ... or the heroes are defeated or dead and Hassan 
  Mansoor has all the pieces. 
    
  
  TUS5-04 Brothers In Arms 
   
  Page 26 
  DM Aid #2: Map of Tusmit (section) 
   
   
  
  TUS5-04 Brothers In Arms 
   
  Page 27 
  DM Aid #3: El’ai Khafa al-Mullah’s house 
   
   
   
  1. Kitchen 
  2. Pantry / Closet 
  3. Guest bedroom 
  4. Shrine to Al’Akbar 
  5. Closet 
  6. Master bedroom 
  7. Living room 
  
  TUS5-04 Brothers In Arms 
   
  Page 28 
  DM Aid #4: al-Vareshi’s map 
   
   
   
  
  TUS5-04 Brothers In Arms 
   
  Page 29 
  DM Aid #5: Abir bin Ammon al-Vareshi 2
  nd laboratory 
   
   
  
  TUS5-04 Brothers In Arms 
   
  Page 30 
   
  Players Handout #1: The summons from bin−Khadij waz−
  Vilayad 
   
  Esteemed comrades, 
  I hope this missive will find you soon, for I am in 
  dire needs of your services once again. 
  Please meet me at my mansion in Vilayad at your 
  earliest convenience. 
  Lives could be at stake, please hurry. 
   
  Yasin bin-Khadij waz-Vilayad 
  
  TUS5-04 Brothers In Arms 
   
  Page 31 
   
  Players Handout #2: The writ from bin−Khadij waz−Vilayad 
   
  My good and loyal friends, 
  I have reasons to believe your lives could be in 
  danger from some unknown sources, all because of 
  the secret bequeathed to us by Abir bin Ammon al-
  Vareshi shortly before the end of the Great Wars. 
  I sent this party as my emissaries to you; please 
  heed their words, they speak on my behalf and 
  have your interests at heart. 
  I sincerely hope I will be able to see you all soon, 
  whole and well. 
   
  Your brother in arms, forever. 
   
  Yasin bin-Khadij waz-Vilayad 
  
  TUS5-04 Brothers In Arms 
   
  Page 32 
   
  Players Handout #3: Akim Khasif’s piece of parchment 
   
   
  
  TUS5-04 Brothers In Arms 
   
  Page 33 
   
  Players Handout #4: Yasin bin−Khadij waz−Vilayad’s piece of 
  parchment 
   
   
  
  TUS5-04 Brothers In Arms 
   
  Page 34 
   
  Players Handout #5: Abdul al−Jabbaar’s piece of parchment 
   
   
  
  TUS5-04 Brothers In Arms 
   
  Page 35 
   
  Players Handout #6: El’ai Khafa al−Mullah’s piece of parchment 
   
   
   
   
  
  TUS5-04 Brothers In Arms 
   
  Page 36 
   
  Players Handout #7: Abir bin Ammon al−Vareshi’s Diary 
   
  Most of this diary is an unreadable mess of symbols, 
  characters and sketches, and several pages have been 
  damaged beyond repair by years of exposure in the 
  dank and musty cave, but you can still make out the 
  following: 
   
  Flocktime 15, 559CY 
  Went with Father to Sefmur. The city is IMMENSE!  
  Saw boats so big they would not fit into Vilayad's 
  harbor. Cannot wait to go back there SOON! 
  Wealsun 3, 562CY 
  Father is taking me on most of his business trips now. 
  The business meetings are booooooring, but I like to 
  discover new people and new vistas. I must ask him if I 
  can go to Greyhawk City for Needfest this year. 
  Reaping 1, 564CY 
  Master Mostapha is leaving for Lopolla, and asked me 
  to come with him. I will ask Father for his permission 
  tonight. 
  Brewfest 1, 564CY 
  It has now been 3 months since I left home with 
  Master Mostapha. I have seen wonders I could have 
  never dreamed of, and horrors to shrivel the soul. 
  Master Mostapha is saying my own talents are growing 
  steadily and that before long I will not need his 
  guidance anymore. 
  Sunsebb 15, 565CY 
  We arrived in Schwartzenbruin yesterday. The people 
  here are polite but a bit too formal. They seem 
  intrigued by our looks and our way of speaking, and we 
  stayed up all night swapping tales of our homelands. 
  Needfest 1, 566CY 
  I have met the love of my life. Her name is Anna, she is 
  the daughter of a local dignitary and she seems to like 
  me too! 
  Readying 17, 567CY 
  I have returned from a hunting expedition with Anna's 
  brothers. It went well, better than I could have 
  expected. They were always suspicious of my ways and 
  my « talents », but when I had make use of those 
  « talents » to save Frantz's life from one of their great 
  beasts, they accepted me as one of their own. I could 
  not be happier by this turn of events: they are honest 
  and true, and their acceptance brings me so much 
  closer to my dear Anna. 
  Readying 28, 567CY 
  Tonight, I will ask Anna's father for her hand. 
  Reaping 12, 579CY 
  We have just arrived, Anna and me, to my father's 
  house in Vilayad. Father was elated to see me again, 
  and accepted my bride into our household without any 
  questions.  
  Fireseek 15, 580CY 
  Father's health has taken a turn for the worse. Even the 
  clerics say they have no hope for him anymore.  
  Needfest 5, 581CY 
  I have met with the local representative of the 
  Mouqollad Consortium today. He is quite impressed 
  with the state of the family's business, and hinted that 
  they might go even better if I was to join the 
  Consortium. I told him I would think it over. 
  Ready'reat 17, 582CY 
  Anna's brothers have left Schwartzenbruin to enroll as 
  mercenaries to fight the forces of the Old One in 
  Furyondy. They have asked me to join them. I am torn 
  between my duties to my wife and my family, and the 
  call of adventure once more. I asked Anna, she said she 
  knows that look in my eyes, and to follow my heart. 
  Ready'reat 20, 582CY 
  In my travels, I have seen first hand what foul 
  depravations the minions of the Old Ones can commit. 
  I cannot stay here and not do anything. 
  I have just sent message to Frantz that I will meet them 
  in Greyhawk City in 10 days. 
  Readying 2, 582CY 
  I am not alone. I found out four of my fellow Tusmans 
  have joined our forces fighting the Old One. Yasin bin-
  Khadij is already a legend in Farhini, and his 
  companion Archibold is frightening to behold in 
  combat. Hearing Good El'ai sing the praises of the 
  Restorer of Righteousness is as much a comfort for the 
  soul as Fat Abdul's ribald songs. The one that I worry 
  about is frail Akim: he means well and look up to me 
  with an almost brotherly devotion, but his faith is weak 
  
  TUS5-04 Brothers In Arms 
   
  Page 37 
   
  and his fondness for Galda wine is too great. I 
  approached Yasin on this, and he swore to me he 
  would look after him. 
  Coldeven 7, 583CY 
  I miss Anna so much. 
  Planting 10, 583CY 
  I have been approached by men of Furyondy and 
  Veluna, who heard of my special talents and who wants 
  me to help them develop a new type of fighting 
  machine for the war effort against the Old One. I have 
  just agreed to travel to meet with their sponsors. When 
  I told my friends, they swore they would follow me to 
  the end of the Oerth. 
  Flocktime 15, 583CY 
  I have just met with Lord Albron in Coronis, and he 
  seems to be impressed with my designs. I hope to have 
  a functioning prototype for him by next spring. 
  Richfest 3, 583CY 
  I am back in Vilayad at last. Anna keep asking me to 
  describe to her the sights I have seen, but she turns 
  pale when I speak of the War, so I will not tell her 
  anything more. I refurbished my old laboratory under 
  the lab, but I have hidden the entrance from Anna, not 
  to disturb her. 
  Brewfest 4, 583CY 
  Someone has tried to enter my laboratory last night. 
  My defenses were enough to turn him around, but I 
  suspect someone either in Lord Albron's entourage or 
  amongst my help here in Vilayad has defected to the 
  Old One's side 
  Patchwall 21, 583CY 
  I have secretly begun working in a second laboratory 
  in the Sehla Hills, and am considering closing the one 
  in Vilayad for good. Anna is asking more and more 
  questions about my whereabouts, and I fear for her 
  safety should my enemies found out where I live. 
  Sunsebb 23, 583 CY 
  I have to go back one last time to Vilayad to close my 
  old lab. I'm afraid my enemies have deduced its 
  location and it is not safe anymore. As I instructed her, 
  Anna has gone to visit her father in Schwartzenbruin, 
  so she should be safe if anything happen to me. 
  If you are reading this, then you must fear the worst for 
  me. If you are a friend to the free men of Oerth, please, 
  in the name of High Cleric, take this diary to my good 
  friends Yasin bin-Khadij in Vilayad or El'ai Khafa in 
  Sefmur. If you are a minion of the Old One, then I pray 
  to the Banisher of Darkness that his reign is at an end 
  and that you will be shown no mercy. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Tusmit/595/Normal Scenarios/TUS5-04 - Brothers in Arms (APL 4-12)/TUS5-04 - Brothers In Arms.pdf