TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form 
  without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM 
  license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  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. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  TUS7-06 
   
   
  Tending the Fields… 
  (Or Fallen From the Sky, Again…) 
  A One-Round Dungeons & Dragons
  ® 
  Living Greyhawk™ Tusmit Regional Adventure 
   
  by Mike Rosenberg 
  Circle Reviewers: Tim Sech 
  Reviewers: Daniel Mayrand 
   
   
  A slain merchant, the attempted murder of a crippled Dwarf, and rumors of a long forgotten quest fill the early 
  morning. What else can happen before Tusmit is thrown, once again, into peril? A one-round Regional adventure set in 
  Tusmit for a well-balanced party of characters level 2-14 (APLs 4-12).  This adventure is based on concepts first 
  introduced in TUS2-07 Fallen from the Sky. 
   
  Resources for this adventure [and the authors of those works] include Complete Mage [Ari Marmell and Skip Williams] 
  and Spell Compendium [Matthew Sernett, Jeff Grubb and Mike McArtor]. 
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event 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 session 
  Dungeon Master (or usually just DM). Sometimes (and 
  almost all the time in the cases of home events) the 
  senior gamemaster is also the session DM. You must be 
  at least a HERALD-LEVEL GM to run this adventure. 
   
  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, players 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, 2008.  
   
  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 rule 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. Information on 
  nonplayer characters (NPCs) and monsters appear in 
  abbreviated form in the adventure text. Refer to 
  Appendix 1 for full information on NPCs and 
  monsters. For your convenience, Appendix 1 is split by 
  APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session 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). You need one copy of this for each participating 
  player. 
   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 calculate 
  the Average Party Level (APL), follow the process 
  below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit 
  in combat add the animal’s CR to the level of the 
  PC it is accompanying for calculating APL. 
  (Animals gained from class abilities and one 
  standard horse, warhorse, or riding dog for a PC 
  with Mounted Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  3. If you are running a table of six PCs, add one to 
  that average. 
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLs are given in even-
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. A player 
  TUS7-06 Tending the Fields 
   
  Page 2 
  
  character more than three levels higher than the APL 
  at which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in 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 1st-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. 
   
  These APL calculation rules reference version 7.0 
  of the Living Greyhawk Campaign Sourcebook. If you 
  are playing this adventure in 2008, check the current 
  version of the LGCS and follow any updated rules 
  presented within.  
  TIME UNITS AND UPKEEP 
  This is a standard 1-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 12 gp per 
  Time Unit. Rich Upkeep costs 50 gp per Time Unit. 
  Luxury Upkeep costs 100 gp per Time Unit. Characters 
  that fail to pay at least Standard Upkeep retain 
  temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s 
  kits, and may suffer other in-game penalties (or 
  possibly gain in-game benefits) as may be detailed in 
  this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or 
  more ranks in Survival and succeeds on a DC 20 
  Survival check, he heals temporary ability damage as if 
  he had Standard Upkeep, may refill spell component 
  pouches and healer’s kits, and may restock up to 20 
  arrows or bolts if the character has at least four ranks in 
  Craft (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
  PREPARATION FOR PLAY 
  The expected running time of this adventure is 4 
  hours. If this is running during a standard 4-hour 
  convention 
  slot, 
  this 
  allows 
  25 
  minutes 
  for 
  marshalling, and 5 minutes for paperwork distribution. 
   
  The adventure is somewhat free-form, and the PCs 
  can go about getting things done in whatever fashion 
  they feel comfortable with, but keep in mind that 
  events are unfolding at other locations at the same 
  time, so it is important to keep track of time and 
  location. 
  NEW RULE ITEMS 
  Regional adventures often utilize new rules items –
  including new classes, prestige classes, races, feats, 
  spells, and equipment (including magic items) – that 
  do not appear in any of the three core D&D books 
  (Player’s Handbook, Dungeon Master’s Guide, or 
  Monster Manual). The full write-up of any featured 
  feats, spells, or equipment appears in Appendix 2. 
  Information on featured classes, prestige classes, and 
  races appears in the relevant creature’s stat block. This 
  adventure includes all the information required to run 
  these characters. The DM should double-check that he 
  fully understands any new rule items presented in this 
  adventure before play begins. 
  ADVENTURE BACKGROUND 
  It has been five long years since a mysterious 
  "meteorite" crashed into the side of the Yatil 
  Mountains (TUS2-07 Fallen from the Sky) and a small 
  band of adventurers went to investigate the incident. 
  Once there, they found it was actually a Ship of Chaos 
  and met the strange creature who had stolen the vessel, 
  a being not from our plane of existence, lost and 
  confused, and which was destroyed in the ensuing 
  battle. 
   
  Isis Khalid, her father Omar Khalid, and the rest 
  of the members of the College of the Arts in Sefmur 
  were thrilled when they received the pieces of the 
  Planar Construct, as well as the other items found at 
  the crash site. Those included small pieces of a strange 
  rock, that was thought to be the meteorite, but were 
  actually fragments from the strange ship. 
   
  The other two petitioners for the salvage of the 
  strange objects spent the next few years continuing to 
  try and get some small pieces of the fallen object, for 
  different reasons, and with different degrees of success. 
  TUS7-06 Tending the Fields 
   
  Page 3 
  
   
  Sturm Ironhand is a cleric of Moradin, a staunch 
  supporter of Pasha Muammar Qharan and an 
  armorsmith of some renown in Tusmit. He wanted to 
  study the item to see how the strange metals might be 
  worked into crafting better armor and weapons. After 
  nearly a year of talks, Sturm was able to purchase a 
  small quantity of the metal; but after working with it 
  over the next two years, he determined that the metal 
  was too weak and would not suffice in creating 
  anything better than a child’s toy. 
   
  The other man who showed interest in the fallen 
  object was Hasim Al’qu, an aristocrat, merchant, and 
  thief. He has spent much of his time - and nearly his 
  entire fortune - to get his hands on the object, 
  consumed with the idea that this strange thing would 
  make him rich and famous beyond comprehension. 
   
  In the years that followed, trouble has befallen all 
  of those who had any interest in the object, with the 
  exception of the PCs who found the thing – they 
  continued to look for trouble, and usually found more 
  than their fair share. 
   
  Omar Khalid, a once respected and trusted 
  member of the College of the Arts, is now wanted for 
  crimes against his fellow wizards and against Tusmit 
  itself. While there is a bounty of 1,000 gp on his head 
  (as seen in TUS7-04 The Roots of Chaos), the Dedicari 
  Dust that he has stolen (TUS6-04 Arcane Fate) has 
  many more people both scared and angry. And more 
  than a few individuals, his daughter included, would 
  see him dead to get their hands on the magical dust. 
   
  His daughter, Isis Khalid, was kidnapped a few 
  years ago by a wicked necromancer named Trenkat 
  (TUS5-01 Plague of the Dead). While the necromancer 
  has been destroyed, the seed of evil he placed within 
  Isis has grown, and now she seems even more intent 
  on destroying Tusmit and its people than her former 
  captor was. Having returned from the plane of Carceri 
  where she was imprisoned by Trenkat, she has vowed 
  to make the people of Tusmit suffer as she believes she 
  has, and has been working with a succubus named 
  Galastard for the past few years towards that goal. 
   
  Her previous schemes having been inconclusive 
  (TUS6-06 Sowing the Seeds and TUS7-02 Bringing the 
  Rain), she has come up with another plan. Through a 
  few chosen individuals she was able to charm 
  (TUSInt6-04 The Meeting), she learned of her father's 
  actions against the College of the Arts and, using 
  Galastard's contacts with the Lower Planes, has 
  expanded on that idea. She has come up with plans for 
  a terrible weapon that would lead to the destruction of 
  every living creature in Tusmit. 
   
  Her first attempt was to unleash the Infernal 
  Affliction of Grey Wasting upon the city of Twallish 
  (TUS6-06 Sowing the Seeds) to see how quick the 
  Affliction spread. That provided mixed reactions: while 
  it spread very slowly, it was quite effective. She would 
  need to find a way to deliver suffering and death faster. 
   
  By combining her father's knowledge of the 
  Dedicari Dust with the Infernal Affliction of Grey 
  Wasting, she would create a terrible weapon, a rain of 
  the pollens of both plants that will destroy the minds 
  and souls of everyone and everything that it touches. 
  All that remains is to find a delivery system, and then 
  she will have created something that has the potential 
  to destroy every living creature in Tusmit, and perhaps 
  the entire Flanaess. 
   
  This is where the strange ship that fell down from 
  the sky all those years ago comes into play: Isis believes 
  she can find at the crash site some clues of what 
  powered it, so she can use that knowledge for her own 
  nefarious plans. 
   
  To this end, she has begun to collect everything 
  that she needs, and is trying to cover her path, so that 
  nobody is sure who is behind these terrible atrocities.  
   
  She began by meeting with the leader of the hill 
  giants in the area and has made him “see things her 
  way”, through the use of her magic. She is using his 
  tribe to begin excavating the crash site in order to find 
  a way to deliver her weapon in a more rapid fashion. 
   
  Galastard, her succubus companion, has been 
  dispatched back to Twallish in order to collect some of 
  the fading dust associated with the Infernal Affliction 
  of Grey Wasting. 
   
  She also dispatched a trio of assassins to remove 
  her two erstwhile rivals, to make sure that they cannot 
  divulge any information about who else might be 
  interested in the site, and to steal whatever 
  information they happened to have. 
   
  Since TUS2-07, Sturm Ironhand suffered a 
  debilitating injury, rendering his right hand useless. 
  He had not the skill to heal himself properly, and 
  while he is content in prayers to the “Soul Forger”, he 
  misses the time he used to spend at the forge, creating 
  in the name of Moradin. It took him a few years, and 
  many bottles of ale, to come to grips with his situation, 
  and is now a proud voice for Church of Moradin. He 
  had a silver hand cast, to replace the crippled one, and 
  to carry as a symbol of Dwarven strength and 
  ingenuity. 
   
  Hasim Al’qu has squandered his fortune in his 
  quest for the object. His closest friends, the few he has 
  TUS7-06 Tending the Fields 
   
  Page 4 
  
  not scared away, swear that he is compelled to 
  continually strive for the chunk of metal that has little 
  value, other than to satisfy his own desires. 
   
  Two weeks ago, as foreseen by a newly ordained 
  priestess of Istus (and seen in the Conclusion of TUS7-
  02 Bringing the Rain), Hasim Al’qu was one of the first 
  to suffer the effects of Isis’ new weapon. Upon 
  returning home, he opened a letter and was hit with a 
  weakened variation of the Dedicari Dust weapon, 
  which drove him completely insane. He turned on his 
  guards, who defended themselves, and disarmed him, 
  but with a turn of his own blade, he killed himself, and 
  threw himself out a window, ensuring his own death. 
  ADVENTURE SUMMARY 
  Introduction: Keep your Eyes Open:  
  Estimated Time: 5 minutes 
  A visit to Kamier offers employment, and danger. 
  Encounter 1: An Old Reunion 
  Estimated Time: 20 minutes 
  The PCs run into an old acquaintance in need of help. 
  Encounter 2: Missing Information 
  Estimated Time: 20 minutes 
  Sturm finds his house ransacked, but informs the PCs 
  of what, or who, he thinks is behind things. 
  Encounter 3: A Young Lady 
  Estimated Time: 15 minutes 
  Dejected by their encounter with Sturm, the PCs are 
  offered a second chance to stop a terrible evil. 
  Encounter 4: Before Leaving 
  Estimated Time: 20 minutes 
  Before heading off, the PCs are introduced to one of 
  the would-be killers, but can they identify her as one? 
  Encounter 5: The Journey There 
  Estimated Time: 20 minutes 
  Reminiscent of a previous journey, the PCs make the 
  trek to the cave in the Yatils where the thing fell from 
  the sky. 
  Encounter 6: Return to the Cavern 
  Estimated Time: 120 minutes 
  A return to the crash site reveals a new foe controlling 
  an old enemy. 
  Encounter 7: A Fallen Comrade 
  Estimated Time: 45 minutes 
  Returning to Kamier, the PCs discover the death of 
  Sturm, and must confront those who may have killed 
  him. 
  Conclusion A: Things Left Undone 
  Estimated Time: 5 minutes 
  The PCs hear about the death of Sturm Ironhand, and 
  are left to wonder at what new dangers lurk for Tusmit 
  Conclusion B: More Questions than Answers 
  Estimated Time: 5 minutes 
  The PCs are questioned by the authorities and let free, 
  but they are left with far too many questions that have 
  gone unanswered. 
  INTRODUCTION: KEEP 
  YOUR EYES OPEN 
  The PCs, on their way to Sefmur, the capital of Tusmit, 
  have reached the town of Kamier just as the sun begins 
  its decent towards the horizon. Since it is in late 
  autumn, the days are getting shorter and the night is 
  coming sooner, and the PCs are too far from Sefmur to 
  expect making it before nightfall. Their best course of 
  action is to stop for the night. 
   
  As they arrive and begin searching the town for an 
  inn to stay the night, other events are unfolding, 
  incidents that lead the PCs into peril. 
   
  At the same time the PCs arrived at the gate to 
  Kamier, an assassination attempt was made on the 
  dwarven cleric Sturm Ironhand. Sturm, injured, scared 
  and uncertain as to what has befallen, runs from his 
  home, blood dripping, wandering about looking for 
  help, but uncertain of who to trust. 
   
  Two of the assassins ransacked the home of Sturm 
  Ironhand, and took every scrap of information that he 
  had previously collected about the crash site, the 
  mysterious metal, and his previous rivals on the initial 
  search mission. The third assassin is trailing Sturm 
  from the rooftops. 
   
  Turning a corner, Sturm literally runs right into 
  the path of the PCs. 
   
  It has been a little over an hour since the sun 
  began its decent towards the horizon. Your journey 
  to Sefmur will take you deep into the night, and 
  during this late autumn day, into the chill as well. 
  TUS7-06 Tending the Fields 
   
  Page 5 
  
   
  Luckily, the village of Kamier is right in front 
  of you. There is no line up to enter the town, nor 
  does the pair of guards at the gate seem too 
  imposing. As you approach, they ask you your 
  business, but without pressing too intently. 
   
  At this point, if the PCs do not already know each 
  other, allow the players a few moments to introduce 
  their characters. 
   
  You easily find a livery to stable your horses 
  and begin the search for a warm meal and a full 
  tankard. Asking a few of the locals, they point you 
  in the direction of the "best roasted fowl and 
  parsnip soup in all of Tusmit", and you simply 
  cannot refuse the offer. The directions are easy 
  enough and not that far off. 
   
  As you round a corner, your thoughts on how 
  many bowls you plan to down, someone bumps into 
  you, a pool of blood growing at his feet. 
  ENCOUNTER 1: AN OLD 
  REUNION 
  � Kamier (Small Town): AL LN*, N, LG; 800 gp 
  limit; Population: 1,232. 
   
  The PCs have just met up with Sturm Ironhand, 
  one of the three original individuals who tried to hire 
  previous adventurers to find the crash site in the Yatils, 
  and the strange thing that fell from the Sky. 
   
  Having just been attacked by an unknown 
  assailant, without provocation or reason, Sturm was 
  lucky in surviving the attack. He ran from his home, 
  searching for someone to help, but not knowing whom 
  to trust since he did not know his attackers. 
   
  Having just arrived in town, and having probably 
  never visited Kamier before, it takes a few moments to 
  calm down the injured Dwarf, and once they have 
  proven to Sturm that they are not there to kill him, he 
  tells them his tale and ask them for a little favor. 
   
  The creature that ran into you, older, but still 
  powerful looking Dwarf, now finds himself lying 
  on the ground, in a pool of what looks like his own 
  blood, and with a dark stain on the side of his 
  ornate robes. He is dressed in the vestments of a 
  priest, and from his neck hangs a silver chain with 
  the symbol of a hammer and an anvil. 
   
  If the PCs succeed a DC 10 Knowledge (Religion) 
  check, they identify the symbol as that of Moradin – 
  The Soul Forger, Father of the Dwarven peoples. 
   
  Sturm Ironhand: Male Dwarf Cleric of Moradin 
  6; AL LG; hp 40 (currently 20). 
   
  His graying beard hangs down below his belt, 
  and his steel-gray eye still hold much intensity, 
  even though they show the signs of age. 
   
  His right hand is of particular interest, as it 
  seems to be made out of solid silver. While 
  immovable, it is of the finest craftsmanship. 
   
  The Dwarf looks up at the group of you, fear 
  and confusion crossing his face, plain for all to see. 
   
  Stammering, his gruff voice does little to hide 
  his pain and confusion. “Wh…Who are you?, And 
  What are you doing here? What do you want from 
  me?” 
   
  If any of the PCs played TUS2-07 Fallen from the 
  Sky, it takes Sturm a few moments to recognize them, 
  and immediately takes a favorable view of that PC. 
  Otherwise, the PCs have to prove themselves to Sturm, 
  who is very wary of everyone at the moment. This can 
  be done through a variety of means. 
   
  The PCs can make a Diplomacy check in order to 
  calm Sturm enough for him to trust the PCs. He has an 
  initial attitude of Unfriendly, and it takes a DC 25 
  check for him to get to a point where he trusts the PCs 
  enough to tell them all that has befallen him, and for 
  him to trust them to go anywhere in town with him. 
  The modifiers are listed below. 
  • If the PCs are followers of Moradin (+10 bonus), this 
  puts them into far greater place in his eyes. In second 
  place is any follower of another Dwarven deity (+5 
  bonus). 
  • Any non-orc PC that uses either the Heal skill (+5 
  bonus), or uses any of the Cure spells (+10 bonus) to 
  help the injured Dwarf. 
  • Any Half-Orc PC that uses either the Heal skill (+2 
  bonus), or uses any of the Cure spells (+5 bonus) to 
  help the injured Dwarf. 
  • Any PC who openly wears the military uniform of 
  Tusmit (+5 bonus). Sturm is a strong supporter of the 
  Pasha. 
   
  The PCs are free to try any other theories that they 
  might have access to, with bonuses applicable in 
  similar fashion to the ones above. The PCs are free to 
  try a Diplomacy check without anything modifying it, 
  or with all of the modifications. 
   
  If the PCs succeed on their Diplomacy check, and 
  convince Sturm that they are not a threat, and are there 
  TUS7-06 Tending the Fields 
   
  Page 6 
  
  to help him with his dilemma, then continue with the 
  following: 
   
  The dwarf looks up at you, pain still evident on 
  his face, but secure in the knowledge that he is safe 
  in your protection. 
   
  “Thank you, my friends. After that attack 
  earlier this evening, I was not sure of who to trust 
  anymore, but you have shown me that there are still 
  folks with a good heart out there.” 
   
  “If you would do me one more favor, if you 
  have the time. I would like to return home, but I 
  am worried that those who attacked me earlier may 
  still be there.” 
   
  “If you would be willing to accompany me 
  home, and make sure that it is safe, I will provide 
  for you some of the best “Holy Water” that the 
  church of Moradin can provide.” 
   
  The stoic priest picks himself up off the 
  ground, and begins to lead you home. 
   
  If the PCs are unwilling, or unable, to convince 
  Sturm of their good intentions, all is not lost. Dejected 
  by their inability with the injured Dwarf, they are 
  given a second chance to fight a terrible evil. Read the 
  following and continue on to Encounter 3: A Young 
  Lady. 
   
  The Dwarf look up with you, a look of physical 
  and emotional pain clearly etched across his face. 
  With obvious pain and anguish, he speaks to you, 
  his voice rimmed with anger. 
   
  “What is this world coming to when an injured 
  man cannot find any help. Here I am, bleedin’ in 
  the middle o’ the street, and you stand there 
  gawking and jaw-gabberin’.” 
   
  “Well, go on then, get outta here. Neither I, not 
  anyone else be needin’ ya.” 
   
  The Dwarf raises himself off the ground, and 
  heads off into the darkening night without ever 
  looking back at you. 
   
  Sturm does not hear another word from the PCs, 
  and they have lost their chance to be hired by Sturm. 
  They are instead offered the same task by Yassindra. 
  ENCOUNTER 2: MISSING 
  INFORMATION 
  Once the PCs have convinced Sturm that they are 
  indeed not part of the plot to kill him, that they are 
  there to help him, he tells them of what has befallen of 
  late. 
   
  He explains to the PCs that he has no idea of what 
  could bring anyone to try and harm him. He has been 
  little more than a figurehead for the Church of 
  Moradin, Sturm has made no enemies that he can 
  think of. 
   
  He has worked with the local Government to 
  ensure the rights of the Dwarves, the Military 
  personnel and all other Lawful citizens of Kamier, and 
  of Tusmit itself. 
   
  As Sturm leads the PCs towards his home, the two 
  remaining would-be assassins have finished their 
  pillaging of his home, and have disappeared with all 
  information he has of the crash site, the meteorite, and 
  the entire ordeal. They have left by the back door, 
  which leads into the Temple of Moradin, and have 
  used the disable device skill to re-attach the lock, so as 
  to hide their escape. 
   
  Once done, the assassins meet up with Galastard, 
  who teleports beside Isis Khalid, and delivers 
  everything to her, making any sort of search (magical 
  ort not) nearly impossible. 
   
  The PCs may try and use magical means (such as 
  spells like locate object) to find the missing 
  information, but since it is many miles away, the spells 
  reveal nothing. And with the Abyssal influence in this, 
  spells such as divination, commune, or similar spells 
  are all inconclusive. 
   
  Heading towards the center of town, Sturm 
  seems to keep himself at the front of your group, 
  but always trying to make sure that he is not alone. 
  It seems that, while his confidence and sense of 
  security is returning, it is doing so because you are 
  with him. 
   
  Leading you around a few streets, he finally 
  leads you to a large, heavy stone building, with the 
  symbol of the Hammer and Anvil. 
   
  Any PC who succeeds on a DC 10 Knowledge 
  (Religion) check identifies the symbol as that of 
  Moradin. 
   
  Heading to a house off to the side of the main 
  temple, Sturm approaches closer, but stops halfway 
  between. Turning back to you, he speaks, but his 
  voice is a little less than convincing. 
   
  “This is it. Would you mind helping an old 
  Dwarf into his house? If you’ll check to make sure 
  that there are no more rats in the house, I’ll get you 
  those drinks that I promised.” 
  TUS7-06 Tending the Fields 
   
  Page 7 
  
   
  At this point, allow the PCs to take the bait, and go 
  in and check things out for Sturm, but since there is 
  nothing to find, this will be a short search, but they 
  should get the feeling that the house has been turned 
  upside-down, and that things have certainly be taken, 
  as there are many empty spots that are very obvious. 
   
  Entering the house, you notice that everything 
  has been ransacked, things are strewn all over the 
  place, and it is obvious that someone was searching 
  for something – but whether or not they found 
  what they were looking for is unsure. 
   
  Continuing to search around, there is no sign 
  of life, and even the back door is still locked, so 
  whoever did this must have left and probably in a 
  hurry. 
   
  Sturm enters his home a few moments later, 
  and nearly collapses from the shock of seeing his 
  home turned upside down. For a second, it looks 
  like he might fall over, but suddenly, his eyes flare 
  open, and he funs off, through the mess, into the 
  back room. 
   
  Entering the room a few steps behind Sturm, 
  you notice that the room is strewn about with 
  rocks, and Sturm is down on his knees in front of a 
  small square on the floor, with the same symbol as 
  the temple outside. 
   
  If the PCs succeed on a DC 20 Knowledge 
  (Religion) check, they identify the space in front of 
  Sturm as a personal shrine dedicated the Moradin. 
   
  Sturm starts shaking his head back and fourth, 
  muttering something about an “it” being gone. 
  Retrieving the holy symbol from around his neck 
  and muttering a few words, he finishes his spell and 
  concentrates for a second. When he seems finished, 
  his face gives away a look of severe disappointment, 
  and fear. 
   
  PCs succeeding on a DC 18 Spellcraft check 
  identify the spell as locate object 
   
  “They have taken it.” He mutters. Quickly 
  moving over to the desk, he begins a desperate 
  search of the mess, and once again shows a look of 
  dejection when it seems that the object of his 
  search is nowhere to be found. 
   
  “This land is in terrible peril, and I hate to ask 
  this of you, but I . . . we are all in terrible trouble, 
  would you be willing to help?” 
   
  “You seem, a number of years ago, I was one of 
  three individuals who sought an object that fell 
  from the heavens, and crashed into the Tusman 
  hills. There were two others, a Human named 
  Hasim Al’qu. He finally went insane a few days ago, 
  and ended up taking his own life by throwing 
  himself out of the window of his home.” 
   
  “The other one was a wizard from Sefmur, 
  named Omar Khalid – actually it was his daughter, 
  Isis, who hired those who found the crash site, and 
  returned the meteorite to the College of the Arts. I 
  reckon that Omar Haled is now wanted by the 
  authorities for some unspeakable crime” 
   
  The PCs can make a DC 20 Knowledge (Local - 
  VTF) check to confirm that this story is essentially 
  correct. If any of the PCs have previously played TUS2-
  07 Fallen from the Sky, they succeed automatically. 
   
  A second DC 15 Knowledge (Local - VTF) check 
  confirms that Omar Khalid is indeed wanted by the 
  authorities – PCs who have played TUS7-04 The Roots 
  of Chaos know this automatically.  
   
  “It is a shame what happened to that poor girl. 
  Kidnapped and killed by that evil sorcerer, Trenkat 
  was his name, and left to rot in some hell.” 
   
  The PCs can also make a DC 15 Knowledge (Local 
  - VTF) check to confirm that his part of the story 
  concerning Isis Khalid is indeed correct, as far as 
  everyone is Tusmit is concerned – PCs who have 
  played TUS5-01 Plague of the Dead automatically 
  succeed. This is the first time that her name has been 
  spoken of in over two years, so this is the first chance 
  that the PCs have to connect her to this insidious plot. 
   
  “Anyways, as I was saying, it seems that some 
  evil spirit has come back to claim Hasim and I. I do 
  not know what evil it is, but I beg you help me stop 
  it before it's too late for me. And I have a strange 
  feeling that somehow, Omar Khalid is involved.” 
   
  “While I cannot offer you much, I can give you 
  50 gold each, in advance, and allow you to keep 
  whatever items you happen to find along the way. 
  All I ask is that if you find out anything, please 
  come and let me know, so I can prepare myself for 
  any new attack that may come my way.” 
   
  “For now, I will stay with some of my brothers 
  at the Temple, but meet me here, at my home, 
  when you have news. I will provide you with a map, 
  and directions of where the crash site is, and 
  suggest that you start there.” 
   
  “Do not try and use magic to get there, as I 
  have been told there are a number of enchantments 
  on the site, preventing any sort of dimensional or 
  planar travel.” 
  TUS7-06 Tending the Fields 
   
  Page 8 
  
   
  This last part is only conjuncture on Sturm's part, 
  since there were no such enchantments last time – but 
  he is closer to the truth than he thinks: see the 
  description of the cave in Encounter 6. 
   
  There is not much else that Sturm can tell the PCs. 
  Convey to them that they can leave in the morning, 
  but that haste is of extreme importance. 
   
  Treasure:  
  All APLs: L: 0 gp, C: 50 gp, M: 0 gp. 
   
  Once the PCs are content with taking on this 
  mission, continue on to Encounter 4: Before Leaving. 
  ENCOUNTER 3: A YOUNG 
  LADY 
  The encounter only happens if the PCs failed in their 
  attempt to Diplomacy Sturm Ironhand in Encounter 
  1. This is the second, and final chance that the PCs 
  have of taking up the challenge of saving Tusmit from 
  the terrible plans that Isis Khalid has in store. 
   
  This encounter can be made as long or as short as 
  need be. If the PCs want more role-playing 
  opportunities, this is the perfect place. Add in more 
  details about Istus, and the priesthood, using a large 
  number of aloof descriptions. If the PCs are pressed for 
  time, condense this part to speed things along. 
   
  Yassindra is the young Cleric of Istus who foresaw 
  the death of Hasim Al’qu in her vision (at the 
  conclusion of TUS7-02 Bringing the Rain) and has 
  come to see that this has indeed come to pass. She has 
  had a second vision, one of the PCs stopping the evil at 
  the cave, and is trying to convince the PCs to travel 
  there to fulfill their destiny. 
   
  Not being that important in the church as of this 
  moment, she first goes to see one of her superiors, the 
  blind priestess Martha (seen in TUS5-03 Strands of 
  Faith), who listens with interest to Yassindra. Martha 
  prays for guidance in this matter, and is sent a vision of 
  the PCs in Kamier. Knowing that it meant that she 
  should bring Yassindra to Kamier to meet with the 
  PCs, Martha and Yassindra headed to Kamier to fulfill 
  the destinies of so many. 
   
  Yassindra owns little to no worldly possessions, 
  and has little to offer the PCs other than the fulfillment 
  to their fates. She leaves the choice before the PCs, and 
  lets them make the decision of their own accords. 
   
  Disheartened by your inability to aid the 
  injured Dwarf, you head off, in search of a tankard 
  to drown your sorrows in. Heading off into the 
  darkening night, you start down a quiet side street, 
  when suddenly, you hear footsteps behind you. 
   
  Turning, you see a young Baklunish woman 
  heading in your direction, and she seems to be 
  calling to your group to wait. She is leading an 
  older woman who is feeling her way around with 
  her long cane – obviously, she is blind. The young 
  woman is calling your name, which you find very 
  odd since you have not met her before. 
   
  Allow the PCs to roll a DC 10 Knowledge (Local - 
  VTF) check to identify Martha, the blind priestess of 
  Istus who has dealt with the PCs in the past.  
   
  Randomly choose the name of one of the PCs, 
  which one does not matter - This is the name of the 
  one she saw in her dream-vision and that she is calling. 
  All APLs 
   
  Yassindra: Female Human Cleric of Istus 1; AL N; 
  hp 10; see Appendix 1. 
   
  As she comes close, you notice that the woman is 
  little more a girl, barely in her teens. She is dressed in 
  simple blue robe, with a golden web in her hair. PCs 
  succeeding on a DC 10 Knowledge (Religion) check 
  identify the web as the holy symbol of Istus. 
   
  The old woman speaks. “Please, forgive me for 
  this rude meeting, but it was of the utmost 
  importance that I meet you this evening. It is 
  possible you know me as Martha, and allow me the 
  pleasure of introducing Yassindra. If you would 
  allow us a few moments of your time, she has 
  something to tell you, but you may have some 
  trouble believing her. I assure that she is telling 
  you the truth.” 
   
  The PCs can refuse to follow Yassindra, but the 
  adventure ends at this point. 
   
  The pair leads you around the corner, where 
  stands a plain looking tavern. Once inside, they 
  lead you to one of many empty tables, and order 
  one round of ale for each of you. Martha produces a 
  small pouch, containing just a few coins, and passes 
  it to the barkeep to pay for your drinks. Waiting a 
  few moments for your mugs to arrive, they 
  patiently wait, as if trying to figure out what she 
  wants to say. 
   
  When the ale arrives, Martha thanks the 
  serving girl with a polite nod, and then Yassindra 
  clears her throat. She continues, her voice carrying 
  more authority than her young age would suggest. 
  TUS7-06 Tending the Fields 
   
  Page 9 
  
   
  At any point they want, the PCs can ask to roll a 
  Sense Motive check against Yassindra, to see whether 
  she is lying to them, or to see if she has lost her mind. 
  She is neither. 
   
  She honestly believes that the dream-vision she 
  had about the PCs is a gift granted her by Istus. She 
  feels that if the PCs do no pay heed to her warnings 
  than they will perish, and that Tusmit will fall. 
   
  This should be the way that she speaks to the PCs. 
  She should convey to them that it is of the utmost 
  importance to give her and her story their full 
  attention, and the respect she feels it deserves. 
   
  “I have traveled many days to get here in time 
  to warn you. There is a terrible danger brewing 
  here in Tusmit, and it seems that your group is 
  right in the middle of it. I know not how you found 
  yourselves in this event, but you are there.” 
   
  “There is one, thought lost to us all, who has 
  come back to wreak havoc for leaving them to their 
  fate. I know not who they are, for they are always 
  clouded in darkness and shadow, but it is the same 
  person.” 
   
  “Right now, they are far to the East, in the 
  place where the evil fell from the heavens. They 
  have enlisted the powers of many evil forces, and 
  are amassing the power to destroy us all.” 
   
  “Now, I realize that you are not involved in this 
  evil, and that you are trying to stop it, but this force 
  continues to swirl around, and infest Tusmit like a 
  disease.” 
   
  “I know that you must think that I am ‘touched 
  in the head’ or that I am making this up to 
  confound you, but Istus has sent me here, to put 
  things back into balance, and to light the mysteries 
  that now abound in Tusmit.” 
   
  “You must go there, and put a stop to this evil. 
  How, I do not know, for Istus has not revealed that 
  to me, but she has shown me where you must go.” 
   
  With that, she pulls fourth a small piece of 
  charcoal and a slip of parchment, and draws a crude 
  map. She places a number of landmarks on the map, 
  to make certain that you cannot, and will not, get 
  lost. 
   
  “If you leave in the morning, you will make it 
  there in three days travel. Do not try and use 
  magical means to speed up your travels, for the site 
  has been protected against such things.” 
   
  With that, she seems to be overcome with a 
  bout of exhaustion, as she slumps forward in her 
  seat, fatigue plainly across her face, her breathing 
  slightly more shallow than it was a moment ago. 
   
  “Before I depart for my home, is there any 
  more information that I can offer you?” 
   
  There is not much more that Yassindra can offer to 
  the PCs in terms of information. There are a few things 
  that she does know the answers, but for the most part, 
  she has told the PCs everything. She is simply 
  following the path that she believes that Istus has set 
  before her, and tells the PCs of this, as a way of 
  answering anything that she is not certain of. 
  “Who are you?” 
  “My name is Yassindra. I am from the village of Gallam 
  in the Sheikdom of Elisam. I am a follower of the Lady 
  of Fate, following the path that she has set before be.” 
  “What will we be paid for this?” 
  “I know not of any such things. Istus has never spoken 
  to me of compensation and I do what I do for the 
  benefit of her. If it is money that you seek, perhaps this 
  quest is not for you? Search your heart, and see what it 
  is that you truly desire.” 
  “What is this evil?” 
  “The Lady has never shown me that for certain. It is a 
  citizen of Tusmit, but more than that, I do not know.” 
  “How do we stop this evil?” 
  “That fate has been left for you to divine. All I can tell 
  you is that the Lady of Fate tasked me to send you to 
  face this evil, but not how to deal with it.” 
  “What forces have aligned with the evil you spoke 
  of?” 
  “There are creatures with black hearts who seeks 
  destruction and death. They are the ones who have 
  come forward to aid in the devastation of Tusmit.” 
   
  Once 
  the 
  PCs 
  have 
  finished 
  questioning 
  Yassindra, they have a simple choice. If they choose to 
  believe her story, they head off at first light, three days 
  to the East, in order to stop Isis Khalid and her plans to 
  destroy Tusmit. 
   
  To this end, continue on with Encounter 4: 
  Before Leaving. 
   
  If, instead, they still choose not believe the words 
  of the young priestess, then the adventure ends at this 
  point. 
  TUS7-06 Tending the Fields 
   
  Page 10 
  
  ENCOUNTER 4: BEFORE 
  LEAVING 
  This encounter can be run free-form, in both time and 
  content. The point of this encounter, which can be 
  skipped if time does not permit it, is for the would-be 
  assassins to try and connive the PCs into giving them 
  an item that Isis Khalid can use to continue to scry on 
  the PCs. 
   
  The three would-be assassins have spent part of 
  the night watching the PCs after they were accosted by 
  Sturm, to see what their plans are and to report things 
  to Galastard, who is en route to Kamier to collect the 
  stolen information and bring it to Isis at the cave. 
   
  One of the assassins, Almya, has decided to see 
  just how attentive the PCs truly are. Posing as a fresh-
  faced adventurer, she meets up with the PCs, to see if 
  they could be fooled into gifting to her a few small 
  items that she and her companions could use later on 
   
  As the PCs are on their way out of the gate, and on 
  their way into the wilder lands of Tusmit, Almya 
  approaches them, and in a meek style, she tests the 
  PCs. 
   
  If the PCs do offer her any items, keep note of 
  them. If it is simply personal items, she gives them to 
  Galastard, who in turn gives them to Isis, so that she 
  can use them as a focus for scrying. Any combat gear, 
  she divides up amongst her companions to use against 
  the PCs. 
   
  If the PCs suspect her of trying to connive them, 
  she run off into the crowd and disappears, not to be 
  seen again until they return to the home of Sturm. 
   
  The sun seems to rise early this morning for so 
  late in the fall. After a quick breakfast, you gather 
  your mounts, and head off towards the city gates, to 
  get a start to the day. 
   
  As early as it is, there is still a lot of activity on 
  the streets. It seems that most of the town is awake 
  at this time, getting stalls and stores ready for the 
  business of the day. 
   
  At this point, allow the PCs to make whatever 
  purchases they may want to make before leaving, but 
  with the size of Kamier, they are limited to items from 
  the Player’s Handbook for their purchases. 
   
  Turning a corner, a young woman seems to be 
  calling towards you. Heading off in her direction, 
  you can see that looks to be another adventurer. 
   
  She stands alone, in a set of slightly too big 
  leather armor, with a rapier strapped to her hip, a 
  strand of empty pouches strewn across her torso, 
  and a large, empty backpack on her back. 
   
  Almya is going to lie through her teeth to the PCs, 
  in order to try and gain a few items from them. Using 
  the appropriate APL listing from Appendix 1, use her 
  Bluff skill, (she is taking a 10 on her check) opposed by 
  the PCs Sense Motive check. 
   
  Almya has also just drunk a few potions to hide 
  herself from any of the PCs' detection abilities or 
  spells. If the PCs are direct, and ask her if they can scan 
  her magically, she acts very surprised, claiming that 
  she has no powers, and why would the PCs worry 
  about a nobody like her. She has drank potions of 
  nondetection, 
  misdirection, 
  and 
  undetectable 
  alignment. She has also taken a potion of disguise self 
  to make herself look younger. 
   
  Using a very innocent vocal intonation, Almya 
  tells the PCs that she has recently joined an 
  adventuring group known as “The Spinning Blades”, 
  and they are off on their first expedition by the end of 
  the week, but she has a few reservations. She worries 
  that she may not be skilled enough, but does not want 
  to show weakness to her new companions. 
   
  If the PCs succeed at a Knowledge (Local – VTF) 
  check, they learn the following information depending 
  on their results: 
  DC 5 – The “Spinning Blades” are a local adventuring 
  group. 
  DC 10 - The “Blades” are all younger adventurers, 
  looking to make a name for themselves. 
  DC 15 – Although none of them are Baklunish, they all 
  call Tusmit their home. 
  DC 20 – The “Spinning Blades” mainly work out of the 
  Sehla Hills, taking on tough assignments. 
  DC 25 – The “Spinning Blades” go through many 
  members, as their adventurers are usually beyond the 
  scope of their talents. 
  DC 35 – The “Spinning Blades” were all killed nearly 6 
  months ago, and nobody has claimed the title of 
  working for or with them since. 
   
  “My name is Almya, and I am sorry for 
  disturbing you. You all seem like seasoned 
  adventurers, and having just started upon that path 
  myself, I am in need of a little advice, and perhaps a 
  little help.” 
  TUS7-06 Tending the Fields 
   
  Page 11 
  
   
  “You see, I have recently joined an adventuring 
  band known as the “Spinning Blades”, and I am 
  worried that I may not be skilled enough for their 
  likes.” 
   
  “I hate to ask this, but I find that my need is 
  great. Would you be able to help me out with 
  things – either some small item, or more 
  importantly, words of advice?” 
  APL 4 
   
  Almya: Female Human Rogue 4; hp 20; (Bluff 
  +12); see Appendix 1. 
  APL 6  
   
  Almya: Female Human Rogue 5/Assassin 1; hp 27; 
  (Bluff +14); see Appendix 1. 
  APL 8  
   
  Almya: Female Human Rogue 5/Assassin 3; hp 36; 
  (Bluff +16); see Appendix 1. 
  APL 10  
   
  Almya: Female Human Rogue 5/Assassin 5; hp 52; 
  (Bluff +18); see Appendix 1. 
  APL 12  
   
  Almya: Female Human Rogue 5/Assassin 7; hp 72; 
  (Bluff +20); see Appendix 1. 
   
  Preparation: At lower APLs, Almya uses potions 
  of the spells that are keeping her identity hidden. At 
  the Higher APLs, she casts the spells herself. 
   
  Tactics: There is no chance that Almya fights the 
  PCs at this moment. She uses all of her talents to 
  escape, if cornered, and run off, hiding in the crowds a 
  little farther down the streets. 
   
  If the PCs do give her any items, they should be 
  marked down, and recorded later on the Adventure 
  Record of whichever PC or PCs that gave her the 
  items. If the items are combat based (including healing 
  potions) the items are used against the PCs at a later 
  time. 
   
  Once the PCs have dealt with Almya, in one way 
  or another, they can leave Kamier, and head off into 
  the wilderness to face the evil that threatens Tusmit. 
  ENCOUNTER 5: THE 
  JOURNEY THERE 
  The journey from Kamier to the crash site is relatively 
  easy, especially with the directions given to the PCs 
  from 
  either 
  Sturm 
  or 
  Yassindra, 
  completely 
  uneventful. 
   
  Those PCs that have taken part in TUS2-07 Fallen 
  from the Sky might be worry of the dangers that they 
  faced in that adventure, but this time around it's going 
  to be much easier for them. The orcs are all at the crash 
  site, and are being put to work by their new mistress – 
  Isis Khalid.  The PCs even have the chance to meet up 
  with a small band of the followers of Celestian, all of 
  them Halflings. The Halflings want very little to do 
  with the PCs, but they are not rude if approached. 
   
  Heading out of Kamier, with the sun rising in 
  the morning sky, this late autumn morning almost 
  feels like mid-summer. The sky is clear and bright, 
  and the wind from the south blows a warm breeze. 
  If these conditions continue, it will almost be a 
  pleasant trip into the Yatils. 
   
  You travel for a few days, to the west, with little 
  incident. You mainly stay to the more traveled 
  roads, passing farmers and travelers alike, as well as 
  a few military personnel. Everyone seems friendly, 
  as it seems that this beautiful weather has lifted the 
  spirits of everyone in Tusmit. 
   
  At night, you set vigilant watches, and other 
  than a few wandering deer, there is nothing of 
  interest to see during the later hours of the day. 
   
  The third day of travel brings you into the 
  foothills of the Tusman Hills. The journey is 
  slightly more difficult, due to the terrain, but again, 
  your progress goes unabated for hours. 
   
  The PCs stumble upon a large band of Halflings, 
  followers of Celestian, who are on a yearly pilgrimage 
  to the crash site, where they make prayers to Celestian 
  for the thing that fell from the sky years ago. 
   
  The group is non-confrontational towards the PCs, 
  or anyone else, they are simply on a religious 
  pilgrimage. They answer the PCs' questions as best 
  they can, but they know nothing of what is going on in 
  the area. 
   
  The Halflings offer to share their fire for the 
  night, if the PCs wish, and split paths come morning. 
  During the night, nothing of note occurs. 
   
  By mid-afternoon, you notice your first signs of 
  life. Having left your mounts behind due to the 
  rocky terrain and having spent the entire morning 
  scaling the rough terrain of the lower parts of 
  Yatils, the trek has taken slightly longer than 
  expected. 
  TUS7-06 Tending the Fields 
   
  Page 12 
  
   
  As the sun begins its descent, you see a large 
  band of small, cloaked figures milling about a 
  campsite, between where you are, and where you 
  need to be. 
   
  The PCs can attempt whatever they may want to 
  in order to avoid the Halflings, to skirt around them, or 
  to approach closer. Since the group of pilgrims are 
  harmless, it matter little which option, or any other the 
  PCs may decide upon, that they choose. 
   
  Approaching closer, you see that the group 
  consists of roughly twenty cloaked figures, all of 
  which stand between three and a half and four feet 
  tall. They are dressed in robes of jet-black, but 
  flecked with spots of white, red, green and yellow. 
   
  Any PC who succeeds on a DC 15 Knowledge 
  (Religion) check identify this as the garb of the Gazers 
  of Celestian. The Gazers are a radical faction of 
  followers of Celestian, but they are neither dangerous 
  nor evil. 
   
  If the PCs continue closer to the Gazers, have 
  them roll Hide and Move Silently checks, opposed by 
  the Gazers Spot (+9) and Listen (+9). Read the 
  following once they have either been seen, or have 
  made their presence known. 
   
  The Gazers are unstated, as this encounter should 
  never come to battle. If it does, it is due to the PCs 
  attacking the pilgrims, which constitutes an act of evil. 
   
  One of the small forms lowers his hood, 
  revealing himself to be a halfling male, still rather 
  young looking. He looks over in your direction, 
  and nods his head in greeting. 
   
  “Hi there, my name is Flumpus, and I am the 
  leader of this flock. We are followers of the Far 
  Wanderer, and we have come to this holy site to 
  pay homage to his greatness. Have you come to pay 
  your respects as well, and learn of the greatness of 
  Celestian? 
   
  From this point forward, the Gazers accept the 
  PCs into their camp, and share their fire with the PCs. 
  In addition, they explain further their pilgrimage, and 
  ask of the travels of the PCs, paying particular attention 
  to any of the PCs who have traveled great distances, 
  and done exceptionally heroic deeds. 
   
  The rest of the day, and the night as well, 
  passes quite well. The Gazers of Celestian tell you 
  wonderful tales of the glories that they have seen 
  and heard of, and ask you of your adventures, 
  paying close attention, to your journeys far and 
  wide. 
   
  When the sun rises, the Halflings wish you 
  well, and go on their way to continue their 
  pilgrimage to the Far Wanderer. And you are free to 
  continue on with your quest. 
  ENCOUNTER 6: RETURN TO 
  THE CAVERN 
  With the direction given to them by either Sturm 
  Ironhand or Yassindra, the PCs are able to find the 
  exact opening in the Yatils that leads to the crash site 
  and Isis Khalid. The PCs need only succeed on a DC 10 
  Survival check to find the path that leads them there. 
  The last leg of their journey takes them into the early 
  afternoon, and the trek is quite arduous. 
   
  Once the PCs make it to the crash site, they begin 
  hearing voices from outside of the cave, giving them 
  warning of the impending doom of entering the cave, 
  as well as to the sheer size of the forces amassed against 
  them. 
   
  The PCs are able to make any preparations that 
  they want to before entering the cavern, but once 
  inside, things unfold without them being able to stop 
  them. 
   
  Isis has just uncovered the third component for 
  her weapon, and that is the noise that the PCs are 
  hearing when they first arrive at the cave entrance. 
  Once the weapon has been uncovered, there is little 
  that can be done to take it away from her. 
   
  She then begins to instruct the hill giant’s leader, 
  Maurog, that he should begin raiding the locals more, 
  to bring the military forces closer to this wasted space, 
  leaving the more heavily populated areas with less 
  defenses, so that she can properly test her new weapon, 
  with less interference. 
   
  Once inside the cave, Maurog sends his minions 
  to deal with the PCs, and once those minions have 
  been defeated, Isis Khalid berates the hill giants leader, 
  who then goes after the PCs himself.  
   
  The cave is under a unhallowed spell, and a 
  dimensional anchor has been tied to it, so that there is 
  no planar travel in the cave itself. Isis Khalid has found 
  an adjoining chamber where this effect is not in place, 
  and it is to that spot that she heads once she sends 
  Maurog to defeat the PCs. She cares nothing for her 
  mind slave, and whether or not he dies is of no concern 
  for her. 
   
  Once she has escaped, Isis meets up with 
  Galastard, who gives her all of the items collected from 
  TUS7-06 Tending the Fields 
   
  Page 13 
  
  the homes of Sturm Ironhand (who is about to be 
  handed a death sentence) and Hasim Al’qu. If the PCs 
  gave anything to Almya that can be used to scry on the 
  PCs, this is turned over to Isis as well. 
   
  Once the PCs have defeated the creatures in the 
  cave, they have two primary options. They can either 
  return to Kamier, in which case they witness the death 
  of Sturm Ironhand, or they end the adventure here. 
   
  If the PCs choose the latter, continue on to 
  Conclusion A. If they return to Kamier, continue on to 
  Encounter 7. 
   
  The morning breaks with a chill wind blowing. 
  The sun rises high in the sky, but does little to 
  warm things up by late morning, when you reach a 
  small opening in the side of the hills. 
   
  Following through the passageway, you can 
  clearly make out the signs of previous travelers. 
  The tunnel winds deeper and deeper into the hills, 
  sloping up the entire trek. A little less than an hour 
  of travel, you come across a sheer cliff face, roughly 
  one hundred and fifty feet in height 
   
  It is the same cliff face that was seemingly 
  impassable in TUS2-07 Fallen from the Sky. Allow the 
  players (especially those who played the older 
  adventure) a few moments to elaborate different 
  schemes in order to defeat it (the more hare-brained, 
  the better…) before continuing. 
   
  Searching around for about twenty minutes, 
  you find a hidden opening beside the cliff face. 
  Peeking in, you notice an easier route. It seems that 
  someone has carved a staircase right into the rock 
  face, leading you safely up the cliff. The stone stairs 
  are fairly unused, which would indicate this 
  construction is no more than a few years old. 
   
  Upon reaching the top of the hills, you are 
  assaulted by merciless winds. There is very little 
  shelter from the cold wind blowing down from the 
  highest peaks, but there are numerous caves ahead 
  of you where you can escape any change in the 
  weather, and probably find the evil that you have 
  come on search of. 
   
  At this point, if the PCs do not suggest it 
  themselves, have them make a DC 10 Survival check.  
  This is needed to find the opening to the cave where 
  Isis Khalid is unearthing her treasure. Once the PCs 
  have succeeded on the Survival check, continue with 
  the following. 
   
  You notice a small, winding path, leading 
  around an outcrop of rocks. Making your way 
  closer, you begin hearing voices, muffled at first, 
  but getting clearer as you get closer. 
   
  The creatures are communicating in Giant. If any 
  of the PCs speak Giant, they understand that one loud, 
  gruff voice (Maurog) is giving orders to many others, 
  to dig and find the treasure. 
   
  The PCs are able to sneak up and into the cave 
  without being noticed, and are able to spy on some of 
  the activity going on inside. 
   
  Listening to the voices, you decide to move 
  closer, to try and gain a visual vantage from where 
  you can try and identify those who are speaking. 
  Using all of your skill in stealth, you move closer, 
  and eventually make your way to the entrance to 
  the cave. Peering inside, it appears that all of the 
  evil humanoids and giants in the area are gathered 
  in one place. 
   
  Inside the dimly lit cavern, orcs, ogres and 
  giants are all busy digging up the floor and walls of 
  the cave, using all manner of tools – from picks and 
  shovels, to axes and even clubs. Standing at the far 
  end of the chamber, about two hundred and fifty 
  feet away, a massive giant stands beside a cloaked, 
  humanoid figure. 
   
  Allow the PCs a chance to make whatever 
  preparations they may want before entering the cave. 
  The chamber is roughly a circle, with a diameter of a 
  hundred feet across. The ceiling is forty feet above the 
  heads of the PCs. There are two entrances opposing 
  each other: at one end stand the PCs and at the 
  opposite are Maurog and his master, Isis Khalid. With 
  all of the digging going on, the ground conditions are 
  pretty rough, and are considered difficult terrain – for 
  both sides of the battle. 
   
  As soon as they step inside, unless they take 
  extraordinary measures, they trigger a Widened alarm 
  spell centered on the ceiling of the cave, 40 feet into 
  the cave from the main entrance. The spell alerts Isis to 
  the presence of the PCs and at that point, she orders 
  Maurog to send his minions after the PCs. 
   
  Once the PCs begin battle, they find that their 
  foes come at them from all sides. Place all of the 
  enemies at roughly equal distance away from the PCs – 
  who are at one end of the circle – going around the 
  circle. Only Maurog comes from his designated 
  location. 
   
  As you make your way into the cavern, a 
  sudden burst of sound comes from the ceiling forty 
  feet above your heads, and rings out to all of the 
  assembled forces standing against you. 
  TUS7-06 Tending the Fields 
   
  Page 14 
  
   
  All of the creatures turn, as one, and look in 
  your direction. You gather your wits, and with 
  swords and spells at the ready, prepare for the 
  coming onslaught. 
   
  One of the creatures hoots in glee, and runs up 
  to the cloaked figure, and hands over a piece of 
  black stone, which seems to glow and pulse eerily. 
   
  The cloaked figure, with a definite feminine 
  tone to her voice and a Baklunish accent speaks. 
   
  “These fools have interrupted us. Make them 
  pay for that . . . with their lives.” And with that, the 
  forces around you advance. 
  WAVE 1 - FODDER 
  APL 4 (EL 5) 
   Ogre: hp 29; see Monster Manual page 199. 
   Orcs (6): hp 5 each; see Monster Manual page 203. 
  APL 6 (EL 7) 
   Hill Giant: hp 102; see Monster Manual page 123. 
  APL 8 (EL 9) 
   Hill Giants (2): hp 102 each; see Monster Manual 
  page 123. 
  APL 10 (EL 11) 
   Hill Giants (4): hp 102 each; see Monster Manual 
  page 123. 
  APL 12 (EL 13) 
    Glug, Gung, Glimp & Gulga: Hill Giant Barbarian 
  2; hp 132 each; see Appendix 1. 
   
  Tactics: The creatures are all simple brutes, and 
  they use very little tactics, other than picking on the 
  weaker PCs, and ganging up if possible. Crush, Kill, 
  Destroy is the name of their game. 
  Treasure: 
  APL 4: L: 51 gp, C: 0 gp, M: 0 gp. 
  APL 6: L: 3 gp, C: 0 gp, M: 0 gp. 
  APL 8: L: 6 gp, C: 0 gp, M: 0 gp. 
  APL 10: L: 12 gp, C: 0 gp, M: 0 gp. 
  APL 12: L: 68 gp, C: 0 gp, M: 0 gp. 
   
  Developments: As soon as the PCs have dropped 
  the last of their foes, Isis Khalid berates Maurog for his 
  incompetence, sending him into the fray, and giving 
  herself time to escape. No matter what the PCs try, she 
  gets away, to be seen at a later time. 
   
  While you strike down the last of your foes, the 
  cloaked woman turns to the massive form beside 
  her. With malice dripping from every word she 
  spits at the hulking brute: 
   
  “Maurog, your troops are inept, and you are a 
  lousy leader. If you wish to remain in my service, 
  kill these interlopers yourself, and be quick about 
  it.” 
   
  She then turns, and heads into a second 
  chamber, whose door is currently hidden from your 
  sight. Before you have much chance to do anything, 
  the enormous form approaches you with a massive 
  greatclub in hand, and a gleam in his eye – one that 
  bodes very ill. 
  WAVE 2 - THE LEADER 
  APL 4 (EL 6) 
   Maurog: Male Ogre Barbarian 2/Ranger 1; hp 58; see 
  Appendix 1. 
  APL 6 (EL 8) 
   Maurog: Male Hill Giant Barbarian 1; hp 120; see 
  Appendix 1. 
  APL 8 (EL 10) 
   Maurog: Male Hill Giant Barbarian 2/Ranger 1; hp 
  141; see Appendix 1. 
  APL 10 (EL 12) 
    Maurog: Male Hill Giant Barbarian 3/Ranger 2; hp 
  175; see Appendix 1. 
  APL 12 (EL 14) 
    Maurog: Male Hill Giant Barbarian 3/Ranger 4; hp 
  194; see Appendix 1. 
    Gnash: Worg Animal Companion; hp 30; see 
  Appendix 1. 
  Treasure: 
  APL 4: L: 17 gp, C: 0 gp, M: 0 gp. 
  APL 6: L: 17 gp, C: 0 gp, M: 0 gp. 
  APL 8: L: 17 gp, C: 0 gp, M: 0 gp. 
  APL 10: L: 17 gp, C: 0 gp, M: 0 gp. 
  APL 12: L: 17 gp, C: 0 gp, M: 0 gp. 
   
  As your large adversary falls, all of the smaller 
  creatures in the chamber emit a scream of panic, 
  and flee the cavern, throwing down whatever they 
  were holding. It seems that with their leader dead, 
  they fear you most of all. 
  TUS7-06 Tending the Fields 
   
  Page 15 
  
   
  The PCs are most likely to try to chase down Isis 
  Khalid once they have dispatched with Maurog and his 
  minions. They will, inevitably, be too late to stop her, 
  or even catch a glimpse of her, as she has already 
  departed. 
   
  Doing a Search check of the cave turns out very 
  little in clues: 
  DC 10 – A strange artifact, looking like an elongated 
  metal tube, has been brought to this cave from the 
  outside. 
  DC 15 – The tube has been scraped clear to the metal, 
  shards of metals and broken pieces of glass litter the 
  floor of the cave near. 
  DC 20 – One larger piece seems to have been recently 
  detached from the tube. 
   
  The PCs have the option of ending their journey 
  here and now or heading back to Kamier to report 
  their findings. If the PCs wish to rest before making up 
  their minds, they have the time. In either case, the 
  events that follow will happen either when the PCs 
  return to Kamier, or if they head off somewhere else. 
  ENCOUNTER 7: A FALLEN 
  COMRADE 
  The PCs return to Kamier, either to tell Sturm of what 
  they have found at the crash site, to report the same to 
  Yassindra, or just to see if there is anything left in 
  Kamier for them to learn of. There, they will witness 
  another test of Isis’ weapon. 
   
  Isis has dispatched her three assassins, once again, 
  after Sturm Ironhand, in order to silence him once and 
  for all. The have brought with them the same weapon 
  that was used on Hassim Al’qu when he plunged 
  through his own window. 
   
  The weapon will be delivered while the PCs are in 
  sight of the house, and with Isis watching the PCs 
  from afar (by use of a scry spell, made possibly more 
  powerful if the PCs gave anything earlier on in 
  Encounter 4). Galastard is the one, who actually tests 
  the weapon on Sturm, and she will instigate him into 
  diving out of the window, but she will teleport away as 
  the window breaks, leaving the trio of assassins to deal 
  with the PCs.  
   
  Yassindra has already left Kamier, and has 
  returned home, her mission completed when she told 
  the PCs of her vision. She has nothing to do with this 
  turn of events; she was simply a tool to get the PCs to 
  see what was going on. 
   
  You return to Kamier as the sun is reaching its 
  zenith. Wasting little time, you head off to find 
  your patron and deliver the news of what you 
  encountered, and to inquire about the strange 
  woman you saw at the cave. 
   
  Winding your way through the crowded 
  market square, the townsfolk milling about 
  hawking their wares, or purchasing wares from the 
  brightly clad vendors, blissfully unaware of the evil 
  just lying in wait. 
   
  You head off towards the more residential part 
  of town, where your patron sits, waiting for news. It 
  is also where the temple lies, in order to gain any 
  speculation that the gods might decide to share, if 
  they feel generous enough. 
   
  Galastard has chosen for Sturm to take his deadly 
  plunge when the PCs are two hundred feet away from 
  the doorway of Sturm’s residence. The dwarf runs 
  through the window, and dives, headfirst, to the 
  cobblestones below, crushing his skull, shattering his 
  jaw, and dying instantly. 
   
  Have the PCs roll initiative, as the villains inside 
  know that the PCs are there, and are preparing for the 
  coming battle. 
   
  Galastard, on the other hand, has had her fun, and 
  returns to the side of Isis Khalid, in order to further 
  their goals. She leaves as Sturm is going through the 
  window, but can be seen for a brief moment, if the PCs’ 
  Spot check is high enough (see below). 
   
  As you make your way deeper through the 
  town, you hear shouting coming from down the 
  street. 
   
  Have the PCs succeed on a DC 10 Listen check to 
  know the direction of the shouting. If the PCs were 
  hired by Sturm, they can guess that the sound is 
  coming from the home of Sturm himself. 
   
  If the PCs beat the DC by 10, they hear Sturm 
  muttering incoherently, and a sultry female voice 
  (recognizable by any of the PCs who met Galastard in 
  TUS6-04 Sowing the Seeds) inciting Sturm to jump. 
   
  Moving closer to the home, you hear the sound 
  of breaking glass half an instant before the form of 
  Sturm Ironhand jumps out of the second story 
  window, and crashes down to the cobble stone 
  street with a sickening thud. 
   
  Have the PCs roll a Spot check at this point. If 
  they succeed on a DC 31 check, they notice a female 
  form, that of Galastard, standing in the back of the 
  room that Sturm has just dove out of. She seems to 
  TUS7-06 Tending the Fields 
   
  Page 16 
  
  mutter a single word, and then disappears from sight. 
  Any of the PCs who succeeded at their Spot checks are 
  able to make a DC 20 Spellcraft check to identify that 
  Galastard used a teleport spell. 
   
  Sturm's home is rather plain. After having been 
  ransacked earlier on (Encounter 1), Sturm has done 
  little to protect himself, but has done a little cleaning. 
  The ceilings are all 10 feet tall. The hardwood floors are 
  polished, but show signs of recent scuffing. The doors 
  are all ironbound wooden doors, but with a very few 
  exceptions are all closed, and none of them have any 
  locks. 
   
  Ironbound Wooden Door: 2 in. thick; hardness 
  8; AC 4; hp 30; Break DC 23. 
   
  If any of the PCs attempt a Heal check on Sturm, 
  they will learn the following, depending on the result 
  of their check. 
  DC 5 – Sturm Ironhand was a Dwarf. 
  DC 10 – Sturm is dead. 
  DC 15 – Sturm died from the impact of hitting the 
  ground, head first. 
  DC 30 – Even with his skull crushed, and his jaw 
  shattered, Sturm's eyes look like he has been drugged. 
   
  The drug in question is not in the scope of this 
  adventure. It is the weapon that Isis Khalid has been 
  working on, and is still in development. It is a test of 
  this weapon that Galastard has administered to Sturm. 
  APL 4 (EL 7) 
   
  Almya: Female Human Rogue 4; hp 20; see 
  Appendix 1. 
   
  Beth Izra: Female Human Cleric 4; hp 30; see 
  Appendix 1. 
   
  Callista: Female Human Sorcerer 4; hp 15; see 
  Appendix 1. 
   
  Rat Familiar: hp 7; see Appendix 1. 
  APL 6 (EL 9) 
   
  Almya: Female Human Rogue 5/Assassin 1; hp 
  27; see Appendix 1. 
   
  Beth Izra: Female Human Cleric 6; hp 45; see 
  Appendix 1. 
   
  Callista: Female Human Sorcerer 6; hp 24; see 
  Appendix 1. 
   
  Rat Familiar: hp 12; see Appendix 1. 
  APL 8 (EL 11) 
   
  Almya: Female Human Rogue 5/Assassin 3; hp 36; 
  see Appendix 1. 
   
  Beth Izra: Female Human Cleric 8; hp 60; see 
  Appendix 1. 
   
  Callista: Female Human Sorcerer 8; hp 30; see 
  Appendix 1. 
   
  Rat Familiar: hp 15; see Appendix 1. 
  APL 10 (EL 13) 
   
  Almya: Female Human Rogue 5/Assassin 5; hp 52; 
  see Appendix 1. 
   
  Beth Izra: Female Human Cleric 10; hp 75; see 
  Appendix 1. 
   
  Callista: Female Human Sorcerer 10; hp 40; see 
  Appendix 1. 
   
  Rat Familiar: hp 20; see Appendix 1. 
  APL 12 (EL 15) 
   
  Almya: Female Human Rogue 5/Assassin 7; hp 72; 
  see Appendix 1. 
   
  Beth Izra: Female Human Cleric 12; hp 90; see 
  Appendix 1. 
   
  Callista: Female Human Sorcerer 12; hp 54; see 
  Appendix 1. 
   
  Rat Familiar: hp 27; see Appendix 1. 
   
  Preparation: As soon as Sturm jumps out of the 
  window, Almya and Beth Izra turn invisible, and then 
  buff themselves in each round until the PCs enter. 
  Callista remains in sight, but tries to buff herself with 
  the time allowed. 
   
  If the PCs are being scryed upon, allow the three 
  assassins to have any spell with a long duration (10 
  minutes or hour per level) cast upon themselves 
  already. If not, they will have the ability to cast one 
  long duration spell per APL divided by 2. 
   
  Tactics: With time to spare until the PCs enter the 
  building; the three assassins use it to their best 
  advantage. At APL 6 and above, Almya spends her time 
  concentrating on one of the PCs (choosing the one 
  who did the least for her from Encounter 4, or chosen 
  at random) for her Death Attack. She buffs herself, as 
  needed, but continues to concentrate on her target. 
   
  Beth Izra buffs herself, but uses her Death Touch 
  ability on the first target to enter the house. Callista 
  uses her ray spells to the best advantage of her allies, 
  and to the detriment of the PCs. 
   
  Treasure: 
  TUS7-06 Tending the Fields 
   
  Page 17 
  
   
  APL 4: L: 518 gp, C: 0 gp, M: 1,650 gp, gloves of 
  dexterity +2 (333 gp), periapt of wisdom +2 (333 gp), 
  cloak of charisma +2 (333 gp), ring of protection +1 
  (166 gp). 
   
  APL 6: L: 60 gp, C: 0 gp, M: 2,727 gp, gloves of 
  dexterity +2 (2) (333 gp), +1 mithral shirt (175 gp), +1 
  buckler (97 gp), +1 rapier covered in 1 dose of 
  greenblood oil (193 gp + 8 gp), periapt of wisdom +2 
  (333 gp), +1 full plate (220 gp), +1 scythe (193 gp), cloak 
  of charisma +2 (333 gp), ring of protection +1 (166 gp), 
  +1 dagger (191 gp). 
   
  APL 8: L: 1 gp, C: 0 gp, M: 8,936 gp, gloves of 
  dexterity +4 (1333 gp), +1 slick mithral shirt (487 gp), 
  +1 buckler (97 gp), +1 spell storing rapier covered in 1 
  dose of wyvern poison (693 gp + 250 gp), +1 composite 
  shortbow (197 gp), periapt of wisdom +4 (1333 gp), +1 
  full plate (220 gp), +1 unholy scythe (1526 gp), cloak of 
  charisma +4 (1333 gp), gloves of dexterity +2 (333 gp), 
  ring of protection +2 (666 gp), vest of resistance +1 (83 
  gp), +1 dagger (191 gp). 
   
  APL 10: L: 1 gp, C: 0 gp, M: 13,885 gp, gloves of 
  dexterity +4 (1333 gp), amulet of health (333 gp), +1 
  slick, shadow, silent mithral shirt (1354 gp), +1 buckler 
  (97 gp), +1 spell storing shock rapier covered in 1 dose 
  of wyvern poison (1526 gp + 250 gp), +1 composite 
  shortbow (197 gp), periapt of wisdom +4 (1333 gp), 
  gauntlets of ogre power (333 gp), +2 full plate of light 
  fortification (887 gp), +1 unholy scythe (1526 gp), cloak 
  of charisma +4 (1333 gp), gloves of dexterity +4 (1333 
  gp), amulet of health +2 (333 gp), ring of protection +2 
  (666 gp), vest of resistance +2 (666 gp), +1 dagger (191 
  gp). 
   
  APL 12: L: 1 gp, C: 0 gp, M: 22,729 gp, gloves of 
  dexterity +4 (1333 gp), amulet of health (333 gp), +2 
  slick, shadow, silent mithral shirt (1604 gp), +2 buckler 
  (347 gp), +2 spell storing shock rapier covered in 1 dose 
  of deathblade (2693 gp + 150 gp), +1 composite 
  shortbow (197 gp), periapt of wisdom +4 (1333 gp), 
  gauntlets of ogre power (333 gp), +3 full plate of light 
  fortification (1470 gp), +2 unholy flaming scythe (4193 
  gp), cloak of charisma +6 (3000 gp), gloves of dexterity 
  +4 (1333 gp), amulet of health +2 (333 gp), ring of 
  protection +2 (666 gp), vest of resistance +3 (1500 gp), 
  +1 dagger (191 gp). 
   
  Developments: With the battle done with, the 
  PCs are left with more questions than answers. Who 
  was the woman in the cave, and what was it that she 
  unearthed? Why did Sturm kill himself? 
   
  Continue on to Conclusion B. 
  CONCLUSION A: THINGS 
  LEFT UNDONE 
  If the PCs choose not to return to Kamier, for whatever 
  reason, then the adventure ends right here and now. 
  This takes place about a week after the events in the 
  cavern, as the PCs are back in Sefmur, awaiting their 
  next adventure. 
   
  It’s been a little more than a week since the 
  events at the cavern in the Yatils. You made your 
  way down the rough slopes, and returned to your 
  trip to Sefmur. You got to the capital of Tusmit a 
  few days ago, and have begun the search for your 
  next adventure. 
   
  You are sitting in one of the local taverns, 
  enjoying a couple of pints of ale, when the door 
  opens, and in runs a silk-spun messenger. 
    
  He clears his throat, to get the attention of all 
  those within the tavern, and pulls fourth a 
  decorative scroll with tassels hanging from the 
  ends. Opening the parchment, the herald reads to 
  those assembled. 
   
  “Be it known that three days from now, on the 
  eve of the full moon, Tusmit will mourn the 
  passing of a patriot and friend of all: Sturm 
  Ironhand. The Cleric of Moradin was found outside 
  of his home, dead. If anyone has any news they are 
  asked to make their way to the offices of the 
  Farises.” 
   
  When finished, the herald re-rolls the scroll 
  back, and replaces it into its case. He bows his head 
  slightly, and heads out into the darkening night, to 
  pass his message along to the rest of the city. 
  The End … For Now. 
  CONCLUSION B: MORE 
  QUESTIONS THAN 
  ANSWERS 
  If the PCs returned to Kamier, they saw the death of 
  Sturm first hand. After dealing with the assassins 
  involved with the murder, the PCs have a chance to 
  look around the house for a few moments before the 
  guards arrives to investigate the sounds of battle. 
  TUS7-06 Tending the Fields 
   
  Page 18 
  
   
  If the PCs flee from the guards, they manage to 
  evade them without much trouble; go back to 
  Conclusion A. 
   
  Otherwise, the PCs are taken into custody, and 
  questioned for their involvement in this affair. 
   
  Once it is determined that they were attacked and 
  that they were indeed working for either Sturm or 
  Yassindra, they are released, but with all of the nagging 
  questions still left unanswered. 
   
  Taking a few moments to search through the 
  rest of Sturm’s house, to make sure that there are 
  no other intruders, and to try and get a little more 
  evidence of who these individuals were, you 
  examine everything from paperwork, to the ripped 
  open couches, and even looking at the pried open 
  floorboards. 
   
  Your search has barely begun when a noise 
  outside draws your attention. Looking, you notice 
  that it is the local militia, but there a few members 
  of the Tusmit Guard leading this patrol. 
   
  Not wanting to start any more trouble, you 
  agree to go with the officers, who have a number of 
  questions for you about what has gone on. 
   
  After many long hours of intense questioning, 
  you are released, and notice that the sun is getting 
  very close to the horizon, and you are left with an 
  empty feeling. There are more questions than 
  answers. 
   
  Who was that woman in the cave? And what 
  was the thing that she had unearthed? What do she 
  and the mysterious item have in store for Tusmit? 
  What did Sturm know that got him killed? 
   
  And probably the most important question of 
  all: What is your part in all of this? 
   
  Only the future, and the grace of Istus can 
  answer these questions. 
  The End … For Now. 
  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 6: Return to the Cavern 
  Defeating the minions. 
   
  APL 4:  
  150 xp 
   
  APL 6:  
  210 xp 
   
  APL 8:  
  270 xp 
   
  APL 10:  
  330 xp 
   
  APL 12:  
  390 xp 
  Defeating Maurog. 
   
  APL 4:  
  180 xp 
   
  APL 6:  
  240 xp 
   
  APL 8:  
  300 xp 
   
  APL 10:  
  360 xp 
   
  APL 12:  
  420 xp 
  Encounter 7: A Fallen Comrade 
  Defeating the assassins. 
   
  APL 4:  
  210 xp 
   
  APL 6:  
  270 xp 
   
  APL 8:  
  330 xp 
   
  APL 10:  
  390 xp 
   
  APL 12:  
  450 xp 
  Discretionary Roleplaying Award 
   
  APL 4:  
  135 xp 
   
  APL 6:  
  180 xp 
   
  APL 8:  
  225 xp 
   
  APL 10:  
  270 xp 
   
  APL 12:  
  315 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 
  TUS7-06 Tending the Fields 
   
  Page 19 
  
  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 adventure, 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. 
  Encounter 2: 
  All APLs: L: 0 gp, C: 50 gp, M: 0 gp. 
  Encounter 6: Return to the Cavern 
  The minions 
  APL 4: L: 51 gp, C: 0 gp, M: 0 gp. 
  APL 6: L: 3 gp, C: 0 gp, M: 0 gp. 
  APL 8: L: 6 gp, C: 0 gp, M: 0 gp. 
  APL 10: L: 12 gp, C: 0 gp, M: 0 gp. 
  APL 12: L: 68 gp, C: 0 gp, M: 0 gp. 
  Encounter 6: Return to the Cavern 
  The Leader 
  APL 4: L: 17 gp, C: 0 gp, M: 0 gp. 
  APL 6: L: 17 gp, C: 0 gp, M: 0 gp. 
  APL 8: L: 17 gp, C: 0 gp, M: 0 gp. 
  APL 10: L: 17 gp, C: 0 gp, M: 0 gp. 
  APL 12: L: 17 gp, C: 0 gp, M: 0 gp. 
  Encounter 7: A Fallen Comrade 
  APL 4: L: 518 gp, C: 0 gp, M: 1650 gp, gloves of 
  dexterity +2 (333 gp), periapt of wisdom +2 (333 
  gp), cloak of charisma +2 (333 gp), ring of 
  protection +1 (166 gp). 
  APL 6: L: 60 gp, C: 0 gp, M: 2727 gp, gloves of 
  dexterity +2 (2) (333 gp), +1 mithral shirt (175 gp), 
  +1 buckler (97 gp), +1 rapier covered in 1 dose of 
  greenblood oil (193 gp + 8 gp), periapt of wisdom 
  +2 (333 gp), +1 full plate (220 gp), +1 scythe (193 
  gp), cloak of charisma +2 (333 gp), ring of 
  protection +1 (166 gp), +1 dagger (191 gp). 
  APL 8: L: 1 gp, C: 0 gp, M: 8936 gp, gloves of 
  dexterity +4 (1333 gp), +1 slick mithral shirt (487 
  gp), +1 buckler (97 gp), +1 spell storing rapier 
  covered in 1 dose of wyvern poison (693 gp + 250 
  gp), +1 composite shortbow (197 gp), periapt of 
  wisdom +4 (1333 gp), +1 full plate (220 gp), +1 
  unholy scythe (1526 gp), cloak of charisma +4 
  (1333 gp), gloves of dexterity +2 (333 gp), ring of 
  protection +2 (666 gp), vest of resistance +1 (83 
  gp), +1 dagger (191 gp). 
  APL 10: L: 1 gp, C: 0 gp, M: 13885 gp, gloves of 
  dexterity +4 (1333 gp), amulet of health (333 gp), 
  +1 slick, shadow, silent mithral shirt (1354 gp), +1 
  buckler (97 gp), +1 spell storing shock rapier 
  TUS7-06 Tending the Fields 
   
  Page 20 
  
  covered in 1 dose of wyvern poison (1526 gp + 250 
  gp), +1 composite shortbow (197 gp), periapt of 
  wisdom +4 (1333 gp), gauntlets of ogre power (333 
  gp), +2 full plate of light fortification (887 gp), +1 
  unholy scythe (1526 gp), cloak of charisma +4 
  (1333 gp), gloves of dexterity +4 (1333 gp), amulet 
  of health +2 (333 gp), ring of protection +2 (666 
  gp), vest of resistance +2 (666 gp), +1 dagger (191 
  gp). 
  APL 12: L: 1 gp, C: 0 gp, M: 22729 gp, gloves of 
  dexterity +4 (1333 gp), amulet of health (333 gp), 
  +2 slick, shadow, silent mithral shirt (1604 gp), +2 
  buckler (347 gp), +2 spell storing shock rapier 
  covered in 1 dose of deathblade (2693 gp + 150 gp), 
  +1 composite shortbow (197 gp), periapt of 
  wisdom +4 (1333 gp), gauntlets of ogre power (333 
  gp), +3 full plate of light fortification (1470 gp), +2 
  unholy flaming scythe (4193 gp), cloak of 
  charisma +6 (3000 gp), gloves of dexterity +4 (1333 
  gp), amulet of health +2 (333 gp), ring of 
  protection +2 (666 gp), vest of resistance +3 (1500 
  gp), +1 dagger (191 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 4:  
  675 xp 
   
  APL 6:  
  900 xp 
   
  APL 8:  
  1,300 xp 
   
  APL 10:  
  2,300 xp 
   
  APL 12:  
  3,300 xp 
   
   
   
  TUS7-06 Tending the Fields 
   
  Page 21 
  
  TUS7-06 Tending the Fields 
   
  Page 22 
  APPENDIX 1: NPCS 
  ALL APLS 
   
  ENCOUNTER 3: A YOUNG LADY    
  YASSINDRA 
  CR 1 
  Female Human (Baklunish) Cleric of Istus 1 
  N Medium Humanoid 
  Init +0; Senses Listen +2, Spot +2 
  Aura: Aura of Good 
  Languages Common 
  AC 10, touch 10, flat-footed 10 
  hp 10 (1 HD) 
  Fort +4, Ref +0, Will +4 
  Speed 30 ft. 
  Melee Dagger -1 (1d4-1/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp -1 
  Special Actions Rebuke Undead 5/day 
  Cleric Spells Prepared (CL 1st): 
   1st— comprehend language, identifyd, sanctuary 
   0— detect magic, detect poison, light 
  D: Domain spell. Deity: Istus. Domains: Destiny, 
  Oracle  
  Abilities Str 9, Dex 11, Con 14, Int 10, Wis 15, Cha 
  14  
  Feats Combat Casting, Skill Focus (Diplomacy) 
  Skills Concentration +6/+10, Diplomacy +9, 
  Knowledge (Religion) +4 
  Possessions Dagger, Blue Robe 
   
  
  APL 4 
   
  ENCOUNTER 4: BEFORE LEAVING 
   
  ALMYA 
  CR 4 
  Female Human Rogue 4 
  CN Medium Humanoid (Human – Oeridian/Flan 
  Mixed) 
  Init +4; Senses Listen +7, Spot +7 
  Languages Common, Abyssal 
  AC 19, touch 14, flat-footed 19 
   (+4 Dex, +4 armor, +1 shield) 
  hp 20 (4 HD) 
  Fort +1, Ref +8, Will +1 
  Speed 30 ft. in Mithral Chain Shirt (6 squares), base 
  movement 30 ft. 
  Melee Masterwork Rapier +5 (1d6+1/18-20) or 
  Ranged Masterwork Shortbow +8 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Special Actions Sneak Attack +2d6 
  Abilities Str 12, Dex 18, Con 11, Int 13, Wis 10, Cha 
  14  
  SQ Evasion, Trap Sense +1, Trapfinding, Uncanny 
  Dodge 
  Feats Combat Expertise, Improved Feint, Skill Focus 
  (Bluff) 
  Skills Bluff +12, Escape Artist +11, Hide +11, Jump 
  +10, Listen +7, Move Silently +11, Search +8, Spot 
  +7, Tumble +13, Use Magic Device +9 
  Possessions gloves of dexterity +2, mithral chain 
  shirt, masterwork buckler, masterwork rapier, 
  masterwork shortbow, quiver of 20 arrows 
   
  ENCOUNTER 6: RETURN TO THE 
  CAVERN 
   
   
  MAUROG 
  CR 6 
  Male Ogre Barbarian 2/Ranger 1 
  CE Large Giant 
  Init -1; Senses Darkvision 60’, Low-Light Vision, 
  Listen +4, Spot +4 
  Languages Giant, Common 
  AC 17, touch 8, flat-footed 17 
   (-1 size, -1 Dex, +4 armor, +5 natural) 
  hp 58 (7 HD);  
  Fort +11, Ref +1, Will +3 
  Speed 50 ft. in Chain Shirt (10 squares), base 
  movement 40 ft. 
  Melee Greatclub +11 (2d8+7) or 
  Ranged Javelin +4 (1d8+5) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +15 
  Special Actions Favored Enemy (Human) +2, Rage 
  1/Day 
  Abilities Str 21, Dex 8, Con 19, Int 6, Wis 10, Cha 7  
  SQ Darkvision, Low-Light Vision, Wild Empathy 
  Feats Iron Will, Toughness, Track, Weapon Focus 
  (Greatclub) 
  Skills Climb +5, Listen +4, Spot +4, Survival +2 
  Possessions large chain shirt, huge greatclub, 1 
  large javelin 
  Power-Up Suite: When Raging, +4 Str, +4 Con, +14 
  hp, -2 to AC, +2 to Will Saves. Duration – 9 rounds. 
   
  ENCOUNTER 7: A FALLEN COMRADE 
   
  ALMYA 
  CR 4 
  Female Human Rogue 4 
  CN Medium Humanoid (Human – Oeridian/Flan 
  Mixed) 
  Init +4; Senses Listen +7, Spot +7 
  Languages Common, Abyssal 
  AC 19, touch 14, flat-footed 19 
   (+4 Dex, +4 armor, +1 shield) 
  hp 20 (4 HD) 
  Fort +1, Ref +8, Will +1 
  Speed 30 ft. in Mithral Chain Shirt (6 squares), base 
  movement 30 ft. 
  Melee Masterwork Rapier +5 (1d6+1/18-20) or 
  Ranged Masterwork Shortbow +8 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Special Actions Sneak Attack +2d6 
  Abilities Str 12, Dex 18, Con 11, Int 13, Wis 10, Cha 
  14  
  SQ Evasion, Trap Sense +1, Trapfinding, Uncanny 
  Dodge 
  Feats Combat Expertise, Improved Feint, Skill Focus 
  (Bluff) 
  Skills Bluff +12, Escape Artist +11, Hide +11, Jump 
  +10, Listen +7, Move Silently +11, Search +8, Spot 
  +7, Tumble +13, Use Magic Device +9 
  Possessions potion of invisibility, gloves of dexterity 
  +2, mithral chain shirt, masterwork buckler, 
  masterwork rapier, masterwork shortbow, quiver of 
  20 arrows 
   
  BETH IZRA 
  CR 4 
  Female Human Cleric of Incabulos 4 
  NE Medium Humanoid (Human –Flan) 
  Init +1; Senses Listen +4, Spot +4 
  Languages Common 
  AC 19, touch 11, flat-footed 18, 
   (+1 Dex, +8 armor) 
  hp 30 (4 HD) 
  Fort +6, Ref +2, Will +8 
  TUS7-06 Tending the Fields 
   
  Page 23 
  
  Speed 20 ft. in Masterwork Full Plate (4 squares), 
  base movement 30 ft. 
  Melee Masterwork Scythe +5 (2d4+1/x4) or 
  Ranged Masterwork Light Crossbow +5 (1d8/19-
  20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Atk Options Power Attack 
  Special Actions Rebuke Undead 3/day, Smite 1/Day 
  Class Spells Prepared (CL 4th): 
   2nd—bull’s strength, hold person, sound burst, 
  shatterd 
   1st—cause feard, divine favor, magic weapon, 
  protection vs. good, shield of faith 
   0—detect magic (2), light, read magic, resistance 
  D: Domain spell. Deity: Incabulos. Domains: Death, 
  Destruction  
  Abilities Str 13, Dex 12, Con 14, Int 10, Wis 18, Cha 
  11  
  SQ Spontaneous Inflict spells 
  Feats Martial Weapon Proficiency (Scythe), Power 
  Attack, Skill Focus (Concentration) 
  Skills Concentration +12, Knowledge (Religion) +7, 
  Spellcraft +7 
  Possessions potion of invisibility, periapt of wisdom 
  +2, masterwork full plate, masterwork scythe, 
  masterwork light crossbow, 10 bolts, unholy 
  symbol, spell component pouch 
   
  CALLISTA 
  CR 4 
  Female Human Sorcerer 4 
  CN Medium Humanoid (Human – Oeridian/Flan 
  Mixed) 
  Init +2; Senses Listen +3, Spot +3 
  Languages Common 
  AC 13, touch 13, flat-footed 11 
   (+2 Dex, +1 Deflection) 
  hp 15 (4 HD) 
  Fort +4, Ref +3, Will +5 
  Speed 30 ft. (6 squares), base movement 30 ft., 
  Melee Masterwork Dagger +3 (1d4/19-20/x2) or 
  Ranged Tough Spells +5 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2 
  Class Spells Known (CL 4th): 
   2nd (4/day) — scorching ray 
   1st (7/day) — mage armor, magic missile, ray of 
  enfeeblement 
   0 (6/day) — daze, detect magic, light, ray of frost, 
  resistance, touch of fatigue 
  Abilities Str 10, Dex 14, Con 13, Int 11, Wis 12, Cha 
  18  
  Feats AlertnessB, Point Blank Shot, Precise Shot, 
  Weapon Focus (Ray Spell) 
  Skills Concentration +8, Knowledge (Arcana) +7, 
  Spellcraft +9 
  Possessions cloak of charisma +2, ring of protection 
  +1, masterwork dagger, spell component pouch 
  * see Appendix 2: New Rules Items 
  RAT FAMILIAR 
  CN Tiny Magical Beast 
  Init +2; Senses Listen +1, Spot +1 
  AC 16, touch 14 , flat-footed 14 
   (+2 Size, +2 Dex, +2 Natural) 
  hp 7 (1/2 of Masters’ HD) 
  Fort +3, Ref +5, Will +6 
  Speed 15 ft. (3 squares), climb 15 ft., swim 15 ft. 
  Melee Bite +4 (1d3-4) 
  Space 2 1/2 ft.; Reach 0 ft. 
  Base Atk +0; Grp -12 
  Abilities Str 2, Dex 15, Con 10, Int 7, Wis 12, Cha 2 
  SQ Empathic Link, Deliver Touch Spells, Improved 
  Evasion, Low-Light Vision, Scent, Share Spells 
  Feats Weapon Finesse  
  Skills Balance +10, Climb +12, Hide +14, Move 
  Silently +10, Swim +10 
   
  TUS7-06 Tending the Fields 
   
  Page 24 
  
  TUS7-06 Tending the Fields 
   
  Page 25 
  APL 6 
   
  ENCOUNTER 4: BEFORE LEAVING 
   
  ALMYA 
  CR 6 
  Female Human Rogue 5/Assassin 1 
  CN Medium Humanoid (Human – Oeridian/Flan 
  Mixed) 
  Init +4; Senses Listen +9, Spot +9 
  Languages Common, Abyssal 
  AC 21, touch 14, flat-footed 21 
   (+4 Dex, +5 armor, +2 shield) 
  hp 27 (6 HD) 
  Fort +1, Ref +10, Will +1 
  Speed 30 ft. in +1 mithral chain shirt (6 squares), 
  base movement 30 ft. 
  Melee +1 Rapier +8 (1d6+2 plus poison/18-20) or 
  Ranged Masterwork Shortbow +8 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Special Actions Death Attack, Poison Use, Sneak 
  Attack +4d6 
  Assassin Spells Known (CL 1st): 
   1st (1/day) — insightful feint*, true strike 
  Abilities Str 12, Dex 18, Con 11, Int 13, Wis 10, Cha 
  14  
  SQ Evasion, Trap Sense +1, Trapfinding, Uncanny 
  Dodge 
  Feats Combat Expertise, Improved Feint, Skill Focus 
  (Bluff), Weapon Finesse 
  Skills Bluff +14, Escape Artist +13, Hide +13, Jump 
  +12, Listen +9, Move Silently +13, Search +10, 
  Spot +9, Tumble +15, Use Magic Device +11 
  Possessions gloves of dexterity +2, +1 mithral chain 
  shirt, +1 buckler, +1 rapier coated in 1 dose of 
  greenblood oil (injury dc 13 – 1 con/1d2 con), 
  masterwork shortbow, quiver of 20 arrows 
  * see Appendix 2: New Rules Items 
  ENCOUNTER 6: RETURN TO THE 
  CAVERN 
   
   
  MAUROG 
  CR 8 
  Male Hill Giant Barbarian 1 
  CE Large Giant 
  Init -1; Senses Low-Light Vision, Listen +3, Spot +6 
  Languages Giant, Common 
  AC 21, touch 8, flat-footed 21. 
   (-1 size, -1 Dex, +4 armor, +9 natural) 
  hp 120 (12d8+1d12+52 HD) 
  Fort +14, Ref +3, Will +4 
  Speed 50 ft. in Chain Shirt (10 squares), base 
  movement 40 ft., 
  Melee Greatclub +17/+12 (2d8+10) or 
  Melee 2 Slams +16 (1d4+7) or 
  Ranged Rock +9 (2d6+7) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +21 
  Atk Options Cleave, Improved Bull Rush, Improved 
  Sunder, Power Attack 
  Special Actions Rage 1/Day 
  Abilities Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7  
  SQ Low-Light Vision, Rock Catching 
  Feats Cleave, Improved Bull Rush, Improved Sunder, 
  Power Attack, Weapon Focus (Greatclub) 
  Skills Climb +7, Jump +11, Listen +3, Spot +6 
  Possessions Huge greatclub, large chain shirt, 6 
  rocks 
  Power-Up Suite: When Raging, +4 Str, +4 Con, +26 
  hp, -2 to AC, +2 to Will Saves. Duration – 9 rounds. 
   
  ENCOUNTER 7: A FALLEN COMRADE 
   ALMYA 
   
   
   
  CR 6 
  Female Human Rogue 5/Assassin 1 
  CN Medium Humanoid (Human – Oeridian/Flan 
  Mixed) 
  Init +4; Senses Listen +9, Spot +9 
  Languages Common, Abyssal 
  AC 21, touch 14, flat-footed 21 
   (+4 Dex, +5 armor, +2 shield) 
  hp 27 (6 HD) 
  Fort +1, Ref +10, Will +1 
  Speed 30 ft. in +1 mithral chain shirt (6 squares), 
  base movement 30 ft. 
  Melee +1 Rapier +8 (1d6+2 plus poison/18-20) or 
  Ranged Masterwork Shortbow +8 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Special Actions Death Attack, Poison Use, Sneak 
  Attack +4d6 
  Assassin Spells Known (CL 1st): 
   1st (1/day) — insightful feint*, true strike 
  Abilities Str 12, Dex 18, Con 11, Int 13, Wis 10, Cha 
  14  
  SQ Evasion, Trap Sense +1, Trapfinding, Uncanny 
  Dodge 
  Feats Combat Expertise, Improved Feint, Skill Focus 
  (Bluff), Weapon Finesse 
  Skills Bluff +14, Escape Artist +13, Hide +13, Jump 
  +12, Listen +9, Move Silently +13, Search +10, 
  Spot +9, Tumble +15, Use Magic Device +11 
  Possessions potion of invisibility, gloves of dexterity 
  +2, +1 mithral chain shirt, +1 buckler, +1 rapier 
  coated in 1 dose of greenblood oil (injury dc 13 – 1 
  con/1d2 con), masterwork shortbow, quiver of 20 
  arrows 
  * see Appendix 2: New Rules Items 
  BETH IZRA 
  CR 6 
  
  Female Human Cleric of Incabulos 6 
  NE Medium Humanoid (Human –Flan) 
  Init +1; Senses Listen +4, Spot +4 
  Languages Common 
  AC 20, touch 11, flat-footed 19, 
   (+1Dex, +9 armor) 
  hp 45 (6 HD) 
  Fort +7, Ref +3, Will +9 
  Speed 20 ft. in +1 Full Plate (4 squares), base 
  movement 30 ft., 
  Melee +1 Scythe +8 (2d4+2/x4) or 
  Ranged Masterwork Light Crossbow +6 (1d8/19-
  20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5 
  Atk Options Power Attack 
  Special Actions Rebuke Undead 3/day, Smite 1/Day 
  Class Spells Prepared (CL 6th): 
   3rd—blindness/deafness, contagiond, invisibility 
  purge, prayer 
   2nd—aid, bull’s strength, hold person, sound burst, 
  shatterd 
   1st—cause feard, divine favor, magic weapon, 
  protection vs. good, shield of faith 
   0—detect magic (2), light, read magic, resistance 
  D: Domain spell. Deity: Incabulos. Domains: Death, 
  Destruction  
  Abilities Str 13, Dex 12, Con 14, Int 10, Wis 18, Cha 
  11  
  SQ Spontaneous Inflict spells 
  Feats Martial Weapon Proficiency (Scythe), Power 
  Attack, Skill Focus (Concentration), Weapon Focus 
  (Scythe) 
  Skills Concentration +14, Knowledge (Religion) +9, 
  Spellcraft +9 
  Possessions potion of invisibility, periapt of wisdom 
  +2, +1 full plate, +1 scythe, masterwork light 
  crossbow, 10 bolts, unholy symbol, spell 
  component pouch 
   
  CALLISTA 
  CR 6 
  Female Human Sorcerer 6 
  CN Medium Humanoid (Human – Oeridian/Flan 
  Mixed) 
  Init +3; Senses Listen +3, Spot +3 
  Languages Common 
  AC 14, touch 14, flat-footed 11 
   (+3 Dex, +1 Deflection) 
  hp 24 (6 HD) 
  Fort +5, Ref +5, Will +6 
  Speed 30 ft. (6 squares), base movement 30 ft., 
  Melee +1 Dagger +4 (1d4+1/19-20/x2) or 
  Ranged Tough Spells +7 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Class Spells Known (CL 6th): 
   3rd (4/day) — ray of exhaustion 
   2nd (6/day) — bears’ endurance, scorching ray  
   1st (7/day) — mage armor, magic missile, ray of 
  clumsiness*, ray of enfeeblement 
   0 (6/day) — daze, detect magic, disrupt undead, 
  light, ray of frost, resistance, touch of fatigue 
  Abilities Str 10, Dex 16, Con 13, Int 11, Wis 12, Cha 
  18  
  Feats AlertnessB, Point Blank Shot, Precise Shot, 
  Skill Focus (Concentration), Weapon Focus (Ray 
  Spell) 
  Skills Concentration +13, Knowledge (Arcana) +9, 
  Spellcraft +11 
  Possessions cloak of charisma +2, gloves of 
  dexterity +2, ring of protection +1, +1 dagger, spell 
  component pouch 
  * see Appendix 2: New Rules Items 
  RAT FAMILIAR 
  CN Tiny Magical Beast 
  Init +2; Senses Listen +1, Spot +1 
  AC 17, touch 14, flat-footed 15 
   (+2 Size, +2 Dex, +3 Natural) 
  hp 12 (1/2 of Masters’ HD) 
  Fort +3, Ref +5, Will +6 
  Speed 15 ft. (3 squares), climb 15 ft., swim 15 ft. 
  Melee Bite +4 (1d3-4) 
  Space 2 1/2 ft.; Reach 0 ft. 
  Base Atk +0; Grp -12 
  Abilities Str 2, Dex 15, Con 10, Int 8, Wis 12, Cha 2 
  SQ Empathic Link, Deliver Touch Spells, Improved 
  Evasion, Low-Light Vision, Scent, Share Spells, 
  Speak with Master 
  Feats Weapon Finesse 
  Skills Balance +10, Climb +12, Hide +14, Move 
  Silently +10, Swim +10 
   
  TUS7-06 Tending the Fields 
   
  Page 26 
  
  TUS7-06 Tending the Fields 
   
  Page 27 
  APL 8 
   
  ENCOUNTER 4: BEFORE LEAVING 
    
   
   
  ALMYA 
  CR 8 
  Female Human Rogue 5/Assassin 3 
  CN Medium Humanoid (Human – Oeridian/Flan 
  Mixed) 
  Init +5; Senses Listen +11, Spot +11 
  Languages Common, Abyssal 
  AC 22, touch 15, flat-footed 22 
   (+5 Dex, +5 armor, +2 shield) 
  hp 36 (8 HD) 
  Fort +1, Ref +11, Will +1 
  Speed 30 ft. in +1 slick mithral chain shirt (6 squares), 
  base movement 30 ft. 
  Melee +1 spell storing rapier +11 (1d6+2 plus 
  poison/18-20) or 
  Ranged +1 composite shortbow +11 (1d6+1/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +6 
  Special Actions Death Attack, Poison Use, Sneak 
  Attack +5d6 
  Assassin Spells Known (CL 3rd): 
   2nd (1/day) — invisibility, veil of shadows* 
   1st (3/day)— disguise self, insightful feint*, true 
  strike 
  Abilities Str 12, Dex 20, Con 11, Int 14, Wis 10, Cha 
  14  
  SQ Evasion, Improved Uncanny Dodge, Poison Save 
  +1, Trap Sense +1, Trapfinding, Uncanny Dodge 
  Feats Combat Expertise, Improved Feint, Skill Focus 
  (Bluff), Weapon Finesse 
  Skills Balance +8, Bluff +16, Escape Artist +21, Hide 
  +16, Jump +14, Listen +11, Move Silently +16, 
  Search +13, Spot +11, Tumble +18, Use Magic 
  Device +13 
  Possessions gloves of dexterity +4, +1 slick mithral 
  chain shirt, +1 buckler, +1 spell storing rapier 
  coated in 1 dose of wyvern poison (injury dc 17 – 
  2d6 Con/2d6 Con), +1 composite shortbow, quiver 
  of 20 arrows 
  * see Appendix 2: New Rules Items 
  ENCOUNTER 6: RETURN TO THE 
  CAVERN 
   
  MAUROG 
   
   
  CR 10 
  Male Hill Giant Barbarian 2/Ranger 1 
  CE Large Giant 
  Init -1; Senses Low-Light Vision, Listen +6, Spot +6 
  Languages Giant, Common 
  AC 21, touch 8, flat-footed 21. 
   (-1 size, -1 Dex, +4 armor, +9 natural) 
  hp 141 (15HD) 
  Fort +17, Ref +5, Will +4 
  Speed 50 ft. in Chain Shirt (10 squares), base 
  movement 40 ft., 
  Melee Greatclub +19/+14 (2d8+10) or 
  Melee 2 Slams +18 (1d4+7) or 
  Ranged Rock +11 (2d6+7) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12; Grp +23 
  Atk Options Cleave, Great Cleave, Improved Bull 
  Rush, Improved Sunder, Power Attack 
  Special Actions Favored Enemy (Human) +2, Rage 
  1/Day 
  Abilities Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7  
  SQ Low-Light Vision, Rock Catching, Wild Empathy 
  Feats Cleave, Great Cleave, Improved Bull Rush, 
  Improved Sunder, Power Attack, Track, Weapon 
  Focus (Greatclub) 
  Skills Climb +7, Jump +11, Listen +6, Spot +6, 
  Survival +3 
  Possessions Huge Greatclub, Large Chain Shirt, 6 
  Rocks 
  Power-Up Suite: When Raging, +4 Str, +4 Con, +30 
  hp, -2 to AC, +2 to Will Saves. Duration – 9 rounds. 
   
  ENCOUNTER 7: A FALLEN COMRADE 
   
  ALMYA 
  CR 8 
  Female Human Rogue 5/Assassin 3 
  CN Medium Humanoid (Human – Oeridian/Flan 
  Mixed) 
  Init +5; Senses Listen +11, Spot +11 
  Languages Common, Abyssal 
  AC 22, touch 15, flat-footed 22 
   (+5 Dex, +5 armor, +2 shield) 
  hp 36 (8 HD) 
  Fort +1, Ref +11, Will +1 
  Speed 30 ft. in +1 slick mithral chain shirt (6 squares), 
  base movement 30 ft. 
  Melee +1 spell storing rapier +11 (1d6+2 plus 
  poison/18-20) or 
  Ranged +1 composite shortbow +11 (1d6+1/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +6 
  Special Actions Death Attack, Poison Use, Sneak 
  Attack +5d6 
  Assassin Spells Known (CL 3rd): 
   2nd (1/day) — invisibility, veil of shadows* 
   1st (3/day) — disguise self, insightful feint*, true 
  strike 
  Abilities Str 12, Dex 20, Con 11, Int 14, Wis 10, Cha 
  14  
  SQ Evasion, Improved Uncanny Dodge, Poison Save 
  +1, Trap Sense +1, Trapfinding, Uncanny Dodge 
  
  Feats Combat Expertise, Improved Feint, Skill Focus 
  (Bluff), Weapon Finesse 
  Skills Balance +8, Bluff +16, Escape Artist +21, Hide 
  +16, Jump +14, Listen +11, Move Silently +16, 
  Search +13, Spot +11, Tumble +18, Use Magic 
  Device +13 
  Possessions gloves of dexterity +4, +1 slick mithral 
  chain shirt, +1 buckler, +1 spell storing rapier 
  coated in 1 dose of wyvern poison (Injury DC 17 – 
  2d6 Con/2d6 Con), +1 composite shortbow, quiver 
  of 20 arrows 
  * see Appendix 2: New Rules Items 
  BETH IZRA 
  CR 8 
  Female Human Cleric of Incabulos 8 
  NE Medium Humanoid (Human –Flan) 
  Init +1; Senses Listen +5, Spot +5 
  Languages Common 
  AC 20, touch 11, flat-footed 19, 
   (+1Dex, +9 armor) 
  hp 60 (8d8+16 HD) 
  Fort +8, Ref +3, Will +11 
  Speed 20 ft. in +1 full plate (4 squares), base 
  movement 30 ft., 
  Melee +1 unholy scythe +10/+5 (2d4+4 +2d6 
  Unholy/x4) or 
  Ranged , +1 light crossbow +8 (1d8+1/19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +8 
  Atk Options Power Attack 
  Special Actions Rebuke Undead 3/day, Smite 1/Day 
  Class Spells Prepared (CL 8th): 
   4th—death wardd, divine power, freedom of 
  movement, wrack* 
   3rd—blindness/deafness, contagiond, hamatula 
  barbs*, invisibility purge, prayer 
   2nd—aid, bull’s strength, hold person, sound burst, 
  shatterd 
   1st—cause feard, divine favor, magic weapon, 
  bless, protection vs. good, shield of faith 
   0—create water, detect magic (2), light, read 
  magic, resistance 
  D: Domain spell. Deity: Incabulos. Domains: Death, 
  Destruction  
  SpC: Spell Compendium 
  Abilities Str 14, Dex 12, Con 14, Int 10, Wis 20, Cha 
  11  
  SQ Spontaneous Inflict spells 
  Feats Martial Weapon Proficiency (Scythe), Power 
  Attack, Skill Focus (Concentration), Weapon Focus 
  (Scythe) 
  Skills Concentration +16, Knowledge (Religion) +11, 
  Spellcraft +11 
  Possessions potion of invisibility, periapt of wisdom 
  +4, +1 full plate, +1 unholy scythe, +1 light 
  crossbow, 10 bolts, unholy symbol, spell 
  component pouch 
  * see Appendix 2: New Rules Items 
   
  CALLISTA 
  CR 8 
  Female Human Sorcerer 8 
  CN Medium Humanoid (Human – Oeridian/Flan 
  Mixed) 
  Init +3; Senses Listen +3, Spot +3 
  Languages Common 
  AC 15, touch 15 , flat-footed 11 
   (+3 Dex, +2 Deflection) 
  hp 30 (8d4+8 HD) 
  Fort +7, Ref +7, Will +8 
  Speed 30 ft. (6 squares), base movement 30 ft., 
  Melee +1 dagger +5 (1d4+1/19-20/x2) or 
  Ranged Tough Spells +8 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Class Spells Known (CL 8th): 
   4th (4/day) — enervation 
   3rd (6/day) — displacement, ray of exhaustion 
   2nd (7/day) — bears’ endurance, invisibility, 
  scorching ray  
   1st (8/day) — mage armor, magic missile, ray of 
  clumsiness*, ray of enfeeblement, true strike 
   0 (6/day) — acid splash, daze, detect magic, 
  disrupt undead, light, ray of frost, resistance, 
  touch of fatigue 
  Abilities Str 10, Dex 16, Con 13, Int 11, Wis 12, Cha 
  21  
  Feats AlertnessB, Point Blank Shot, Precise Shot, 
  Skill Focus (Concentration), Weapon Focus (Ray 
  Spell) 
  Skills Concentration +15, Knowledge (Arcana) +11, 
  Spellcraft +13 
  Possessions cloak of charisma +4, gloves of 
  dexterity +2, ring of protection +2, vest of 
  resistance +1, +1 dagger, spell component pouch 
  * see Appendix 2: New Rules Items 
  RAT FAMILIAR 
  CN Tiny Magical Beast 
  Init +2; Senses Listen +1, Spot +1 
  AC 18, touch 14 , flat-footed 16 
   (+2 Size, +2 Dex, +4 Natural) 
  hp 15 (1/2 of Masters’ HD) 
  Fort +4, Ref +6, Will +7 
  Speed 15 ft. (3 squares), climb 15 ft., swim 15 ft. 
  Melee Bite +4 (1d3-4) 
  Space 2 1/2 ft.; Reach 0 ft. 
  Base Atk +0; Grp -12 
  Abilities Str 2, Dex 15, Con 10, Int 9, Wis 12, Cha 2 
  SQ Empathic Link, Deliver Touch Spells, Improved 
  Evasion, Low-Light Vision, Scent, Share Spells, 
  Speak with Animals of its kind, Speak with Master 
  Feats Weapon Finesse 
  Skills Balance +10, Climb +12, Hide +14, Move 
  Silently +10, Swim +10 
   
  TUS7-06 Tending the Fields 
   
  Page 28 
  
  TUS7-06 Tending the Fields 
   
  Page 29 
  APL 10 
   
  ENCOUNTER 4: BEFORE LEAVING 
   
  ALMYA  
   
   
  CR 10 
  Female Human Rogue 5/Assassin 5 
  CN Medium Humanoid (Human – Oeridian/Flan 
  Mixed) 
  Init +5; Senses Listen +13, Spot +13 
  Languages Common, Abyssal 
  AC 22, touch 15, flat-footed 22 
   (+5 Dex, +5 armor, +2 shield) 
  hp 52 (10 HD) 
  Fort +3, Ref +13, Will +2 
  Speed 30 ft. in +1 Slick, shadow, silent mithral chain 
  shirt (6 squares), base movement 30 ft. 
  Melee +1 spell storing shock rapier +12/+7 (1d6+2 + 
  1d6 Electric plus poison/18-20) or 
  Ranged +1 composite shortbow +12/+7 (1d6+1/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +7 
  Special Actions Death Attack, Poison Use, Sneak 
  Attack +6d6): 
   3rd (0/day) — false life, deep slumber 
   2nd (3/day) — invisibility, veil of shadows*, 
  undetectable alignment 
   1st (4/day) — critical strike*, disguise self, insightful 
  feint*, true strike 
  Abilities Str 12, Dex 20, Con 13, Int 14, Wis 10, Cha 
  14  
  SQ Evasion, Improved Uncanny Dodge, Poison Save 
  +2, Trap Sense +1, Trapfinding, Uncanny Dodge 
  Feats Combat Expertise, Improved Feint, Skill Focus 
  (Bluff), Weapon Finesse 
  Skills Balance +10, Bluff +18, Escape Artist +23, 
  Hide +23, Jump +16, Listen +13, Move Silently 
  +23, Search +15, Spot +13, Tumble +20, Use 
  Magic Device +15 
  Possessions gloves of dexterity +4, amulet of health 
  +2, +1 slick, shadow, silent mithral chain shirt, +1 
  buckler, +1 spell storing shock rapier coated in 1 
  dose of wyvern poison (Injury DC 17 – 2d6 
  Con/2d6 Con), +1 composite shortbow, quiver of 
  20 arrows 
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER 6: RETURN TO THE 
  CAVERN 
   
   
  MAUROG 
   
   
  CR 12 
  Male Hill Giant Barbarian 3/Ranger 2 
  CE Large Giant 
  Init -1; Senses Low-Light Vision, Listen +9, Spot +9 
  Languages Giant, Common 
  AC 21, touch 8, flat-footed 21. 
   (-1 size, -1 Dex, +4 armor, +9 natural) 
  hp 175 (17 HD) 
  Fort +17, Ref +7, Will +5 
  Speed 50 ft. in Chain Shirt (10 squares), base 
  movement 40 ft., 
  Melee Greatclub +21/+16/+11 (2d8+10) or 
  Melee 2 Slams +20 (1d4+7) or 
  Ranged Rock +13 (2d6+7) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +14; Grp +25 
  Atk Options Cleave, Great Cleave, Improved Bull 
  Rush, Improved Sunder, Power Attack, Two-
  Weapon FightingB 
  Special Actions Favored Enemy (Human) +2, Rage 
  1/Day 
  Abilities Str 25, Dex 8, Con 20, Int 6, Wis 10, Cha 7  
  SQ Combat Style (Two-Weapon Fighting), Low-Light 
  Vision, Rock Catching, Trap Sense +1, Wild 
  Empathy 
  Feats Cleave, Great Cleave, Improved Bull Rush, 
  Improved Sunder, Power Attack, Track, Weapon 
  Focus (Greatclub) 
  Skills Climb +7, Jump +11, Listen +9, Spot +9, 
  Survival +6 
  Possessions Huge Greatclub, Large Chain Shirt, 6 
  Rocks 
  Power-Up Suite: When Raging, +4 Str, +4 Con, +34 
  hp, -2 to AC, +2 to Will Saves. Duration – 10 
  rounds. 
   
  ENCOUNTER 7: A FALLEN COMRADE 
   
  ALMYA  
   
   
  CR 10 
  Female Human Rogue 5/Assassin 5 
  CN Medium Humanoid (Human – Oeridian/Flan 
  Mixed) 
  Init +5; Senses Listen +13, Spot +13 
  Languages Common, Abyssal 
  AC 22, touch 15, flat-footed 22 
   (+5 Dex, +5 armor, +2 shield) 
  hp 52 (10 HD) 
  Fort +3, Ref +13, Will +2 
  Speed 30 ft. in +1 Slick, shadow, silent mithral chain 
  shirt (6 squares), base movement 30 ft. 
  Melee +1 spell storing shock rapier +12/+7 (1d6+2 + 
  1d6 Electric plus poison/18-20) or 
  Ranged +1 composite shortbow +12/+7 (1d6+1/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +7 
  Special Actions Death Attack, Poison Use, Sneak 
  Attack +6d65th): 
   3rd (0/day) — false life, deep slumber 
   2nd (3/day) — invisibility, veil of shadows*, 
  undetectable alignment 
  
   1st (4/day) — critical strike*, disguise self, insightful 
  feint*, true strike 
  Abilities Str 12, Dex 20, Con 13, Int 14, Wis 10, Cha 
  14  
  SQ Evasion, Improved Uncanny Dodge, Poison Save 
  +2, Trap Sense +1, Trapfinding, Uncanny Dodge 
  Feats Combat Expertise, Improved Feint, Skill Focus 
  (Bluff), Weapon Finesse 
  Skills Balance +10, Bluff +18, Escape Artist +23, 
  Hide +23, Jump +16, Listen +13, Move Silently 
  +23, Search +15, Spot +13, Tumble +20, Use 
  Magic Device +15 
  Possessions gloves of dexterity +4, amulet of health 
  +2, +1 slick, shadow, silent mithral chain shirt, +1 
  buckler, +1 spell storing shock rapier coated in 1 
  dose of Wyvern Poison (Injury DC 17 – 2d6 
  Con/2d6 Con), +1 composite shortbow, quiver of 
  20 arrows 
  * see Appendix 2: New Rules Items 
  BETH IZRA 
   
   
  CR 10 
  Female Human Cleric of Incabulos 10 
  NE Medium Humanoid (Human –Flan) 
  Init +1; Senses Listen +5, Spot +5 
  Languages Common 
  AC 21, touch 11 , flat-footed 20, 
   (+1Dex, +10 armor) 
  hp 75 (10 HD) 
  Fort +11, Ref +4, Will +12 
  Speed 20 ft. in +2 full plate of light fortification (4 
  squares), base movement 30 ft., 
  Melee +1 unholy scythe +12/+7 (2d4+5 +2d6 
  Unholy/x4) or 
  Ranged , +1 light crossbow +9 (1d8+1/19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +10 
  Atk Options Power Attack 
  Special Actions Rebuke Undead 3/day, Smite 1/Day 
  Class Spells Prepared (CL 10th): 
   5th—flame strike, righteous might, slay livingd, spell 
  resistance 
   4th—death wardd, divine power, freedom of 
  movement, greater magic weapon, wrack* 
   3rd—blindness/deafness, contagiond, hamatula 
  barbs*, invisibility purge, prayer 
   2nd—aid, bear’s endurance, bull’s strength, hold 
  person, sound burst, shatterd 
   1st—cause feard, divine favor, magic weapon, 
  bless, protection vs. good, shield of faith 
   0—create water, detect magic (2), light, read 
  magic, resistance 
  D: Domain spell. Deity: Incabulos. Domains: Death, 
  Destruction  
  SpC: Spell Compendium 
  Abilities Str 16, Dex 12, Con 14, Int 10, Wis 20, Cha 
  11  
  SQ Spontaneous Inflict spells 
  Feats Great Fortitude, Martial Weapon Proficiency 
  (Scythe), Power Attack, Skill Focus 
  (Concentration), Weapon Focus (Scythe) 
  Skills Concentration +18, Knowledge (Religion) +13, 
  Spellcraft +13 
  Possessions potion of invisibility, periapt of wisdom 
  +4, gauntlets of ogre power, +2 full plate of light 
  fortification, +1 unholy scythe, +1 light crossbow, 
  10 bolts, unholy symbol, spell component pouch 
  * see Appendix 2: New Rules Items 
   
  CALLISTA 
   
   
  CR 10 
  Female Human Sorcerer 10 
  CN Medium Humanoid (Human – Oeridian/Flan 
  Mixed) 
  Init +4; Senses Listen +3, Spot +3 
  Languages Common 
  AC 16, touch 16 , flat-footed 12 
   (+4 Dex, +2 Deflection) 
  hp 40 (10 HD) 
  Fort +10, Ref +10, Will +10 
  Speed 30 ft. (6 squares), base movement 30 ft., 
  Melee +1 dagger +6 (1d4+1/19-20/x2) or 
  Ranged Tough Spells +10 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5 
  Class Spells Known (CL 10th): 
   5th (4/day) — greater dimension door* 
   4th (6/day) — enervation, greater invisibility 
   3rd (7/day) — displacement, ray of dizziness*, ray 
  of exhaustion 
   2nd (7/day) — bears’ endurance, invisibility, see 
  invisibility, scorching ray 
   1st (8/day) — mage armor, magic missile, ray of 
  clumsiness*, ray of enfeeblement, true strike 
   0 (6/day) — acid splash, daze, detect magic, 
  disrupt undead, light, mage hand, ray of frost, 
  resistance, touch of fatigue 
  SpC: Spell Compendium 
  Abilities Str 10, Dex 18, Con 15, Int 11, Wis 12, Cha 
  21  
  Feats AlertnessB, Point Blank Shot, Precise Shot, 
  Rapid Metamagic*, Skill Focus (Concentration), 
  Weapon Focus (Ray Spell) 
  Skills Concentration +16, Knowledge (Arcana) +11, 
  Spellcraft +13 
  Possessions cloak of charisma +4, gloves of 
  dexterity +4, amulet of health +2, ring of protection 
  +2, vest of resistance +2, +1 dagger, spell 
  component pouch 
  * see Appendix 2: New Rules Items 
  RAT FAMILIAR 
  CN Tiny Magical Beast 
  Init +2; Senses Listen +1, Spot +1 
  AC 19, touch 14 , flat-footed 17 
   (+2 Size, +2 Dex, +5 Natural) 
  hp 20 (1/2 of Masters’ HD) 
  Fort +5, Ref +7, Will +8 
  Speed 15 ft. (3 squares), climb 15 ft., swim 15 ft. 
  Melee Bite +4 (1d3-4) 
  Space 2 1/2 ft.; Reach 0 ft. 
  Base Atk +0; Grp -12 
  TUS7-06 Tending the Fields 
   
  Page 30 
  
  Abilities Str 2, Dex 15, Con 10, Int 10, Wis 12, Cha 2 
  SQ Empathic Link, Deliver Touch Spells, Improved 
  Evasion, Low-Light Vision, Scent, Share Spells, 
  Speak with Animals of its kind, Speak with Master 
  Feats Weapon Finesse 
  Skills Balance +10, Climb +12, Hide +14, Move 
  Silently +10, Swim +10 
   
  TUS7-06 Tending the Fields 
   
  Page 31 
  
  TUS7-06 Tending the Fields 
   
  Page 32 
  APL 12 
  ENCOUNTER 4: BEFORE LEAVING 
   
  ALMYA 
  CR 
  12 
  Female Human Rogue 5/Assassin 7 
  CN Medium Humanoid (Human – Oeridian/Flan 
  Mixed) 
  Init +9; Senses Listen +15, Spot +15 
  Languages Common, Abyssal 
  AC 24, touch 15, flat-footed 24 
   (+5 Dex, +6 armor, +3 shield) 
  hp 72 (12 HD) 
  Fort +4, Ref +14, Will +3 
  Speed 30 ft. in +2 slick, shadow, silent mithral chain 
  shirt (6 squares), base movement 30 ft. 
  Melee +2 spell storing shock rapier +15/+10 (1d6+3 + 
  1d6 Electric plus poison/18-20) or 
  Ranged +2 composite shortbow +15/+10 (1d6+2/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +9 
  Special Actions Death Attack, Poison Use, Sneak 
  Attack +7d6 
  Assassin Spells Known (CL 7th): 
   4th (0/day) — greater invisibility, sniper’s shot* 
   3rd (2/day) — false life, misdirection, deep slumber 
   2nd (4/day) — pass without trace, spider climb, veil 
  of shadows*, undetectable alignment 
   1st (4/day) — critical strike*, disguise self, insightful 
  feint*, true strike 
  Abilities Str 12, Dex 20, Con 14, Int 14, Wis 10, Cha 
  14  
  SQ Evasion, Improved Uncanny Dodge, Poison Save 
  +3, Trap Sense +1, Trapfinding, Uncanny Dodge 
  Feats Combat Expertise, Improved Feint, Skill Focus 
  (Bluff), Weapon Finesse 
  Skills Balance +12, Bluff +20, Escape Artist +25, 
  Hide +25, Jump +18, Listen +15, Move Silently 
  +25, Search +17, Spot +15, Tumble +22, Use 
  Magic Device +17 
  Possessions gloves of dexterity +4, amulet of health 
  +2, +2 slick, shadow, silent mithral chain shirt, +2 
  buckler, +2 spell storing shock rapier coated in 1 
  dose of deathblade (Injury DC 20 – 1d6 Con/2d6 
  Con), +1 composite shortbow, quiver of 20 arrows 
   
  ENCOUNTER 6: RETURN TO THE 
  CAVERN 
  GLUG, GUNG, GLIMP, GULGA 
  CR 9 
  Male Hill Giant Barbarian 2 
  CE Large Giant 
  Init -1; Senses Low-Light Vision, Listen +5, Spot +6 
  Languages Giant, Common 
  AC 21, touch 8, flat-footed 21. 
   (-1 size, -1 Dex, +4 armor, +9 natural) 
  hp 132 (14 HD) 
  Fort +15, Ref +3, Will +4 
  Speed 50 ft. in Chain Shirt (10 squares), base 
  movement 40 ft., 
  Melee Huge Greatclub +18/+13 (2d8+10) or 
  Melee 2 Slams +17/+12 (1d4+7) or 
  Ranged Rock +10 (1d6+7) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11; Grp +22 
  Atk Options Cleave, Improved Bull Rush, Improved 
  Sunder, Power Attack 
  Special Actions Rage 1/Day 
  Abilities Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7  
  SQ Low Light Vision, Rock Catching, Uncanny Dodge 
  Feats Cleave, Improved Bull Rush, Improved Sunder, 
  Power Attack, Weapon Focus (Greatclub) 
  Skills Climb +7, Jump +11, Listen +5, Spot +6 
  Possessions Huge Greatclub, Large Chain Shirt, 6 
  Rocks 
  Power-Up Suite: When Raging, +4 Str, +4 Con, +28 
  hp, -2 to AC, +2 to Will Saves. Duration – 9 rounds. 
  MAUROG 
  CR 
  14 
  Male Hill Giant Barbarian 3/Ranger 4 
  CE Large Giant 
  Init +3; Senses Low-Light Vision, Listen +12, Spot 
  +12 
  Languages Giant, Common 
  AC 21, touch 8 , flat-footed 21. 
   (-1 size, -1 Dex, +4 armor, +9 natural) 
  hp 194 (19 HD) 
  Fort +18, Ref +8, Will +6 
  Speed 50 ft. in Chain Shirt (10 squares), base 
  movement 40 ft., 
  Melee Greatclub +23/+18/+13 (2d8+10) or 
  Melee 2 Slams +22 (1d4+7) or 
  Ranged Rock +15 (2d6+7) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +16; Grp +27 
  Atk Options Cleave, Great Cleave, Improved Bull 
  Rush, Improved Sunder, Power Attack, Two-
  Weapon FightingB 
  Special Actions Favored Enemy (Human) +2, Rage 
  1/Day 
  Abilities Str 25, Dex 8, Con 20, Int 6, Wis 10, Cha 7  
  SQ Combat Style (Two-Weapon Fighting), Low-Light 
  Vision, Rock Catching, Trap Sense +1, Wild 
  Empathy 
  Feats Cleave, EnduranceB, Great Cleave, Improved 
  Bull Rush, Improved Initiative, Improved Sunder, 
  Power Attack, Track, Weapon Focus (Greatclub) 
  Skills Climb +7, Jump +11, Listen +12, Spot +12, 
  Survival +8 
  Possessions Huge Greatclub, Large Chain Shirt, 6 
  Rocks 
  
  Power-Up Suite: When Raging, +4 Str, +4 Con, +38 
  hp, -2 to AC, +2 to Will Saves. Duration – 10 
  rounds. 
   
   
  GNASH  
  Worg Animal Companion 
  NE Medium-Size Magical Beast 
  Init +2; Senses Darkvision 60 ft., Low-Light Vision, 
  Scent, Listen +6, Spot +6 
  Languages Worg, Common, Goblin 
  AC 14, touch 12 , flat-footed 12. 
   (+2 Dex, +2 natural) 
  hp 30 (4d10+8 HD) 
  Fort +6, Ref +6, Will +3 
  Speed 50 ft. (10 squares) 
  Melee Bite +7 (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Atk Options Trip 
  Abilities Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 
  10  
  SQ Darkvision 60 ft., Low-Light Vision, Scent 
  Feats Alertness, Track 
  Skills Hide +4, Listen +6, Move Silently +6, Spot +6, 
  Survival +2/+6 tracking by Scent 
   
  ENCOUNTER 7: A FALLEN COMRADE 
   ALMYA  
   
   
  CR 12 
  Female Human Rogue 5/Assassin 7 
  CN Medium Humanoid (Human – Oeridian/Flan 
  Mixed) 
  Init +9; Senses Listen +15, Spot +15 
  Languages Common, Abyssal 
  AC 24, touch 15, flat-footed 24 
   (+5 Dex, +6 armor, +3 shield) 
  hp 72 (12 HD) 
  Fort +4, Ref +14, Will +3 
  Speed 30 ft. in +2 slick, shadow, silent mithral chain 
  shirt (6 squares), base movement 30 ft. 
  Melee +2 spell storing shock rapier +15/+10 (1d6+3 + 
  1d6 Electric plus poison/18-20) or 
  Ranged +2 composite shortbow +15/+10 (1d6+2/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +9 
  Special Actions Death Attack, Poison Use, Sneak 
  Attack +7d6 
  Assassin Spells Known (CL 7th): 
   4th (0/day) — greater invisibility, sniper’s shot* 
   3rd (2/day) — false life, misdirection, deep slumber 
   2nd (4/day) — pass without trace, spider climb, veil 
  of shadows*, undetectable alignment 
   1st (4/day) — critical strike*, disguise self, insightful 
  feint*, true strike 
  Abilities Str 12, Dex 20, Con 14, Int 14, Wis 10, Cha 
  14  
  SQ Evasion, Improved Uncanny Dodge, Poison Save 
  +3, Trap Sense +1, Trapfinding, Uncanny Dodge 
  Feats Combat Expertise, Improved Feint, Skill Focus 
  (Bluff), Weapon Finesse 
  Skills Balance +12, Bluff +20, Escape Artist +25, 
  Hide +25, Jump +18, Listen +15, Move Silently 
  +25, Search +17, Spot +15, Tumble +22, Use 
  Magic Device +17 
  Possessions gloves of dexterity +4, amulet of health 
  +2, +2 slick, shadow, silent mithral chain shirt, +2 
  buckler, +2 spell storing shock rapier coated in 1 
  dose of deathblade (Injury DC 20 – 1d6 Con/2d6 
  Con), +1 composite shortbow, quiver of 20 arrows 
  * see Appendix 2: New Rules Items 
  BETH IZRA 
  CR 
  12 
  Female Human Cleric of Incabulos 12 
  NE Medium Humanoid (Human –Flan) 
  Init +1; Senses Listen +5, Spot +5 
  Languages Common 
  AC 22, touch 11 , flat-footed 21, 
   (+1Dex, +11 armor) 
  hp 90 (12d8+24 HD) 
  Fort +12, Ref +5, Will +13 
  Speed 20 ft. in +3 full plate of light fortification (4 
  squares), base movement 30 ft., 
  Melee +2 flaming unholy scythe +15/+10 (2d4+5 +1d6 
  Fire +2d6 Unholy/19-20 x4) or 
  Ranged , +1 light crossbow +11 (1d8+1/19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +12 
  Atk Options Power Attack 
  Special Actions Rebuke Undead 3/day, Smite 1/Day 
  Class Spells Prepared (CL 12th): 
   6th—blade barrier, harmd, heal 
   5th— death throes*, flame strike, righteous might, 
  slay livingd, spell resistance 
   4th—death wardd, divine power, freedom of 
  movement, greater magic weapon, wrack* 
   3rd—blindness/deafness, contagiond, hamatula 
  barbs*, invisibility purge, prayer, ring of blades* 
   2nd—aid, bear’s endurance, bull’s strength, hold 
  person, sound burst, shatterd 
   1st—cause feard, divine favor, lesser vigor*, magic 
  weapon, bless, protection vs. good, shield of faith 
  (2) 
   0—create water, detect magic (2), light, read 
  magic, resistance 
  D: Domain spell. Deity: Incabulos. Domains: Death, 
  Destruction  
  SpC: Spell Compendium 
  Abilities Str 16, Dex 12, Con 14, Int 10, Wis 21, Cha 
  11  
  SQ Spontaneous Inflict spells 
  Feats Great Fortitude, Improved Critical (Scythe), 
  Martial Weapon Proficiency (Scythe), Power 
  Attack, Skill Focus (Concentration), Weapon Focus 
  (Scythe) 
  Skills Concentration +20, Knowledge (Religion) +15, 
  Spellcraft +15 
  TUS7-06 Tending the Fields 
   
  Page 33 
  
  Possessions potion of invisibility, periapt of wisdom 
  +4, gauntlets of ogre power, +3 full plate of light 
  fortification, +2 flaming unholy scythe, +1 light 
  crossbow, 10 bolts, unholy symbol, spell 
  component pouch 
  * see Appendix 2: New Rules Items 
   
  CALLISTA 
   
   
  CR 12 
  Female Human Sorcerer 12 
  CN Medium Humanoid (Human – Oeridian/Flan 
  Mixed) 
  Init +4; Senses Listen +3, Spot +3 
  Languages Common 
  AC 16, touch 16 , flat-footed 12 
   (+4 Dex, +2 Deflection) 
  hp 54 (12d4+24 HD) 
  Fort +12, Ref +12, Will +12 
  Speed 30 ft. (6 squares), base movement 30 ft., 
  Melee +1 Dagger +7 (1d4+1/19-20/x2) or 
  Ranged Tough Spells +11 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +6 
  Class Spells Known (CL 12th): 
   6th (4/day) — disintegrate 
   5th (6/day) — feeblemind, greater dimension door* 
   4th (7day) — dimensional anchor, enervation, 
  greater invisibility 
   3rd (8/day) — displacement, greater mage armor*, 
  ray of dizziness*, ray of exhaustion 
   2nd (8/day) — bears’ endurance, false life, Melf’s 
  acid arrow, see invisibility, scorching ray 
   1st (8/day) — mage armor, magic missile, ray of 
  clumsiness*, ray of enfeeblement, true strike 
   0 (6/day) — acid splash, daze, detect magic, 
  disrupt undead, light, mage hand, ray of frost, 
  resistance, touch of fatigue 
  SpC: Spell Compendium 
  Abilities Str 10, Dex 18, Con 15, Int 11, Wis 12, Cha 
  24  
  Feats AlertnessB, Point Blank Shot, Precise Shot, 
  Quicken Spell, Rapid Metamagic*, Skill Focus 
  (Concentration), Weapon Focus (Ray Spell) 
  Skills Concentration +18, Knowledge (Arcana) +13, 
  Spellcraft +15 
  Possessions cloak of charisma +6, gloves of 
  dexterity +4, amulet of health +2, ring of protection 
  +2, vest of resistance +3, +1 dagger, spell 
  component pouch 
  * see Appendix 2: New Rules Items 
  RAT FAMILIAR 
  CN Tiny Magical Beast 
  Init +2; Senses Listen +1, Spot +1 
  AC 20, touch 14, flat-footed 18 
   (+2 Size, +2 Dex, +6 Natural) 
  hp 27 (1/2 of Masters’ HD) 
  Fort +6, Ref +8, Will +9 
  Speed 15 ft. (3 squares), climb 15 ft., swim 15 ft. 
  Melee Bite +4 (1d3-4) 
  Space 2 1/2 ft.; Reach 0 ft. 
  Base Atk +0; Grp -12 
  Abilities Str 2, Dex 15, Con 10, Int 11, Wis 12, Cha 2 
  SQ Empathic Link, Deliver Touch Spells, Improved 
  Evasion, Low-Light Vision, Scent, Share Spells, 
  Speak with Animals of its kind, Speak with Master, 
  Spell Resistance 17 
  Feats Weapon Finesse 
  Skills Balance +10, Climb +12, Hide +14, Move 
  Silently +10, Swim +10 
   
  TUS7-06 Tending the Fields 
   
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  TUS7-06 Tending the Fields 
   
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Rapid Metamagic 
   
  Prerequisite: Spellcraft 12 Ranks, ability to 
  spontaneously cast spells. 
   
  Benefit: When you apply a metamagic feat to a 
  spontaneously cast spell, the spell take only its normal 
  casting time. 
   
  Normal: 
  Spontaneously 
  casters 
  applying 
  metamagic must either take a full-round action (if the 
  spell normally requires a standard action or less) or add 
  a full-round action to the casting time (if the spell takes 
  1 full round or longer to cast). 
   
  Source: Complete Mage, p. 46 
  NEW SPELLS 
  Critical Strike  
  Divination 
  Level: Assassin 1, bard 1, sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  Whenever you make a melee attack against a 
  flanked foe or against a foe denied its Dexterity bonus, 
  you deal an extra 1d6 points of damage, your weapon’s 
  threat range is doubled (as if under the effect of a keen 
  edge), and you gain a +4 insight bonus on attack rolls 
  made to confirm critical threats. The increased threat 
  range granted by this spell doesn’t stack with other 
  effects that increase your weapon’s threat range. 
  Creatures immune to extra damage from sneak attacks 
  are immune to the extra damage dealt by your attacks. 
   
  Source: Spell Compendium, p. 56 
  Death Throes 
  Necromancy [Force] 
  Level: Cleric 5, sorcerer/wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level, or until you are killed 
  Saving Throw: None 
  Spell Resistance: No 
   
  If you are killed, your body is instantaneously 
  destroyed in an explosion that deals 1d8 points of 
  damage per caster level to everyone in a 30-foot-radius 
  burst. 
   
  This explosion destroys your body, preventing any 
  form of raising or resurrection that requires part of the 
  corpse. A wish, miracle, or true resurrection spell can 
  restore life. 
   
  Source: Spell Compendium, p. 60 
  Dimension Door, Greater 
  Conjuration [Teleportation] 
  Level: Sorcerer/wizard 5 
  Range: Touch 
  Target: You and touched objects or other touched 
  willing creatures 
  Duration: 1 round/2 levels 
   
  This spell functions like dimension door (PH 221), 
  except as noted above and that you can transfer the 
  targets once per round, up to a distance of 25 feet + 5 
  feet per two levels, as a move action that does not 
  provoke attacks of opportunity. 
   
  Source: Spell Compendium, p. 64 
  Hamatula Barbs 
  Transmutation 
  Level: Cleric 3, sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 minutes/level 
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  Any creature hitting the subject of this spell with a 
  handheld weapon or a natural weapon takes 1d8 points 
  of slashing and piercing damage from the subject’s 
  barbs. This damage does not apply to attackers using 
  reach weapons, such as longspears. The subject itself is 
  not harmed by its own barbs. 
   
  Arcane Material Component: A barb from a 
  Hamatula. 
   
  Source: Spell Compendium, p. 109 
  Insightful Feint 
  Divination 
  Level: Assassin 1, sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
  
   
  You gain a +10 insight bonus on the next single 
  Bluff check that you make to feint in combat (if it is 
  made before the start of your next turn). You can make 
  the feint as a move action, or once as a free action if you 
  have the Improved Feint feat. 
   
  Source: Spell Compendium, p. 124 
  Mage Armor, Greater 
  Conjuration (Creation)[Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S 
   
  This spell functions like mage armor (PH 249), 
  except that it requires no material component and its 
  tangible field of force provides a +6 armor bonus to 
  Armor Class. 
   
  Source: Spell Compendium, page 136. 
  Ray of Clumsiness 
  Transmutation 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2levels) 
  Effect: Ray 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  You must succeed on a ranged touch attack with 
  the ray to strike a target. The energy of the ray stiffens 
  the subject’s muscles and joints, making it more 
  difficult for the subject to move. The subject takes a 
  penalty to Dexterity equal to 1d6+1 per two caster 
  levels (maximum penalty 1d6+5, minimum Dexterity 
  1). 
   
  Source: Spell Compendium, p. 166 
  Ray of Dizziness 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Bard 3, sorcerer/wizard 3 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Ray 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  You strike out at your enemy with a ray that causes 
  intense feelings of vertigo. You must succeed on a 
  ranged touch attack with the ray to strike a target. A 
  struck subject experiences strong feelings of vertigo 
  and can take only move actions or a standard action 
  each round (but not both, and it cannot take a full-
  round action). 
   
  Focus: A small top. 
   
  Source: Spell Compendium, p. 166 
  Ring of Blades 
  Conjuration (Creation) 
  Level: Cleric 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
   
  This spell conjures a horizontal ring of swirling 
  metal blades around you. The ring extends 5 feet from 
  you, into all squares adjacent to your space, and it 
  moves with you as you move. Each round, at the 
  beginning of your turn, and also when you cast the 
  spell, the blades deal 1d6 points of damage +1 point per 
  caster level (maximum +10) to all creatures in the 
  affected area. 
   
  Spell resistance does not apply to the damage 
  dealt, but a creature’s damage reduction does apply. 
  The blades are treated as magic, silvered, and slashing 
  for the purpose of overcoming damage reduction. 
   
  Material Component: A small dagger. 
   
  Source: Spell Compendium, p. 177 
  Sniper’s Shot 
  Divination 
  Level: Assassin 1, ranger 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  Your ranged attacks made before the start of your 
  next turn can be sneak attacks regardless of the 
  distance between you and your target. You must still 
  fulfill the other conditions for making a sneak attack 
  against the target. 
   
  This spell doesn’t grant you the ability to make a 
  sneak attack if you don’t already have that ability. 
   
  Source: Spell Compendium, p. 194 
  Veil of Shadow 
  Evocation [Darkness] 
  Level: 
  Assassin 
  2, 
  blackguard 
  2, 
  cleric 
  2, 
  sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
  TUS7-06 Tending the Fields 
   
  Page 36 
  
   
  Swirling wisps of darkness obscure your form, 
  granting you concealment. The 20% miss chance is in 
  effect even if the attacker has darkvision. 
   
  This spell effect is dispelled in daylight or in the 
  area of a light spell of 3
  rd level or higher. 
   
  See invisibility does not counter a veil of shadow’s 
  concealment effect, but a true seeing spell does. 
   
  Source: Spell Compendium, p. 228 
  Wrack 
  Necromancy [Evil] 
  Level: Cleric 4, sorcerer/wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close 925 ft. +5 ft./2 level) 
  Target: One humanoid 
  Duration: 1 round/level +3d10 minutes, see text 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  Your touch causes your target to experience 
  excruciating pain. For the duration of the spell, the 
  subject falls prone and is blinded and helpless. Even 
  when the spell ends, the subject is still shaken for 3d10 
  minutes. 
   
  Source: Spell Compendium, p. 243 
   
  TUS7-06 Tending the Fields 
   
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  TUS7-06 Tending the Fields 
   
  Page 38 
  APPENDIX 3: THE LAW IN SOUTHERN TUSMIT 
  Although the laws of Tusmit are supposed to be the 
  same throughout the nation, the southern sheikdoms 
  are much more rigorous in their following and 
  application of the laws than the northern ones. In the 
  sheikdoms of the north, justice is often swiftly served 
  in the name of the True Faith and without any 
  consultations or regards to the civil laws of the nation.  
  Generalities 
  Sentences range will vary depending on the 
  circumstances of the offense and/or the status of the 
  person being judged. Each week represents 1 Time 
  Units (TU) in game play. 
   
  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 Tusmit triad at 
  tusmittriad@yahoogroups.com. 
  LASHINGS 
  All lashings are given in public where the criminal can 
  be showered by manure and rotting vegetables. The 
  number of lashes given should be noted on the AR. 
  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 (gp) 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 
  week 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 to call upon this 
  clause. 
  LEGAL AUTHORITIES 
  In theory, there are three levels of legal authority in 
  Tusmit. The lowest level is the Military, followed by 
  the Court and finally the Sheik. Minor offenses are 
  usually dealt with by an authority figure of the 
  Military. This can be a high-ranking member of the 
  Guard or the Faris. Major offenses are usually taken 
  care of by the Court, and High offenses by the Sheik 
  himself (or a representative (almijah), appointed by the 
  sheik, who has been granted full decisional authority). 
  Each sheikdom is responsible for appointing a Court in 
  each major city of the sheikdom. A Court is a group of 
  3 judges responsible for hearing cases and rendering 
  justice right after hearing the said cases. This group 
  will always be composed of a member of the Church of 
  the True Faith, a member of the Military (a Guard or 
  Faris), and a member of the Nobility. In most towns 
  and villages, the local authority figure or the highest 
  ranking priest of Al’Akbar will replace the Court, 
  depending on who is really in charge.  
  THE OFFENSES 
  Assault. (Noble, Church or Government official) 
  Threat or use of force that results in bodily harm upon 
  a member of a legal church, noble or government 
  official 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of 2 to 6 months.  
  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 weeks. 
  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 weeks. 
  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: 
  1. 
  Government official, noble, military, or church 
  official: Imprisonment of two weeks and loss of 
  fifty percent of property  
  2. 
  Other: Fine of one and a half times the blackmail 
  price 
  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 five years. 
  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. 
  • 
  Murder of government official, noble, military, or 
  church official: Death 
  • 
  Other: Sent to the mines for up to 20 years with 
  loss of all property which will be given to the 
  victim’s family. 
  Theft 
  Possession, sale, or acquisition of an object without 
  permission. 
  Sentences: 
  • 
  Less than 100 fountains stolen: 1d10 lashes per 25 
  fountains stolen. 
  • 
  100 to 500 fountains in value: Imprisonment for 1 
  week and 2d10 lashes per 100 fountains’ worth of 
  goods. 
  • 
  500 fountains in value or more: Sent to the mines 
  for 1 week per 100 fountains stolen. 
  • 
  Horse theft: 2d10 lashes, sent to the mines for 5 
  years and loss of all property. 
  Treason 
  Any activity that weakens or gives an edge to a foreign 
  power against the good of the nation of Tusmit. 
  Sentence: Torture and death. 
  Vandalism 
  Willful 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. 
  Worship of a banned religion 
  Holding worshiping ceremonies to gods banned in 
  Tusmit: the Fire God, the Elder Elemental Eye, Hextor, 
  Iuz, Pyremious, Tharizdun, Vecna 
  Sentence: Sent to exile; sent to mines for life if caught 
  in Tusmit again. 
   
   
  TUS7-06 Tending the Fields 
   
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  TUS7-06 Tending the Fields 
   
  Page 40 
  APPENDIX 4: TEXTES EN FRANCAIS 
   
  A French translation of the boxed texts is available; if 
  they are not included with this scenario, please contact 
  poc@tusmit.org to receive them 
   
  La traduction en français des textes en gras est 
  disponible; si elle n’est pas incluse avec ce scénario, 
  veuillez contactez poc@tusmit.org pour l’obtenir. 
   
  
  DM MAP #1 – STREETS OF KAMIER 
   
  Encounter 7
  Street Level
  Temple of
  Moradin
  Sturm's
  Home
  X
  1 Square = 5 Feet
  X   Heroes startting location
  Y   Sturms' broken body
  Y
  N
   
  TUS7-06 Tending the Fields 
   
  Page 41 
  
  DM MAP #2 – STURM'S HOME 
   
   
   
  Encounter 7
  Sturms' House
  Upper Story
  Ground Floor
  A
  C
  1 Square = 5 Feet
  Closed Door
  Open Door
  Window
  A   Almya
  B   Beth Izra
  C   Callista
  B
  N
  TUS7-06 Tending the Fields 
   
  Page 42 
  
  DM MAP #3 – THE JOURNEY TO THE CRATER 
   
   
   
  TUS7-06 Tending the Fields 
   
  Page 43 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Tusmit/597/Normal Scenarios/TUS7-06 - Tending the Fields (APL 4-12)/TUS7-06 - Tending the Fields.pdf