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  EKB5-06 & TUS5-07 
   
   
  The Ekbirrian Job/ 
  La Mission ekbirienne 
   
   
  A One-Round D&D
  ® LIVING GREYHAWK™ 
  Ekbir and Tusmit Regional Adventure 
   
  By Jean-Philipe ‘JP’ Chapleau & Gaël Richard 
  With ideas and contribution from the Ekbir and Tusmit Triads 
  Circle Edit: Tim Sech 
   
  A mysterious Ekbirrian princess has found refuge in Tusmit and attracts much attention. Will you find your way 
  through all kinds of intrigues? An adventure designed for character levels 1 to 14.  (APLs 2 to 12). This regional 
  adventure is common to both Ekbir and Tusmit and is the direct sequel to EKB5-05/TUS5-06 The Tusman Job/La 
  mission Tusmane. Having played the previous adventure is HIGHLY recommended for maximum enjoyment. 
  Characters who have taken part in the Udgru and/or Rebellion storylines will draw maximum enjoyment from this 
  adventure.   
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part 
  of 
  the 
  LIVING 
  GREYHAWK 
  campaign------a 
  worldwide, ongoing D&D campaign set in the 
  GREYHAWK setting------you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time 
  in the cases of home events) the senior gamemaster is 
  also the table DM. You don’t have to be a HERALD-
  LEVEL GM to run this adventure if you are not the 
  senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies 
  of the following D&D books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold 
  italics provides player information for you to 
  paraphrase or read aloud when appropriate. Sidebars 
  contain important information for you, including 
  special instruction on running the adventure. 
  Information on nonplayer characters (NPCs) and 
  monsters appear in abbreviated form in the adventure 
  text. Full information on NPCs and monsters are given 
  in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after play. 
  You’ll also find a LIVING GREYHAWK Adventure Record 
  (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the PCs participating in the adventure. To determine 
  this modified Average Party Level (APL) follow the 
  steps below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability 
  (such as animal companions, familiars paladin’s 
  mounts) or the warhorse of a character with the 
  Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the 
  sum of step one. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLS are given in even-
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 3 
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a 
  player character is three character levels or more either 
  higher or lower than the APL at which this adventure 
  is being played, that character receives only one-half of 
  the experience points and gold for the adventure. This 
  simulates the fact that either the PC was not 
  challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1
  st-level characters may 
  find the challenge of an APL 2 adventure difficult. 
  Suggest the following to these groups to help increase 
  their chances of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  Time Units and Upkeep 
  This is a standard One-round Regional adventure, set 
  in Tusmit and Ekbir.  Characters native to Tusmit or 
  Ekbir pay one Time Unit per round, all others pay two 
  Time Units per round.   
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. Characters 
  that fail to pay at least Standard Upkeep will retain 
  temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s 
  kits, and may suffer other in-game penalties (or 
  possibly gain in-game benefits) as may be detailed in 
  this scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties 
  by living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a 
  Survival check (DC 20), the character will heal 
  temporary ability damage as if he or she paid for 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or 
  bolts if the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
  Adventure Background 
   
  Ekbir 
  In 577CY, the legitimate dynasty of the Dezbat, one of 
  the 15 provinces of Ekbir was replaced following an 
  Ataphad attack led by Urik Ashir, of the Second House 
  of Ashir. During this attack, Nerim Ashir of the First 
  House of Ashir was killed with all his family, with the 
  exception of his infant son, Lybak Ashir who was saved 
  from the carnage by Sid-Allagh, the Faris of the wolf. 
  The latter was a member of the order of the Faris 
  Rautha, or Gem Knights. This order, specific to Dezbat 
  was founded a long time ago by Nimrod Ashir, then 
  lord of Dezbat. He handed 12 magical gems to his 12 
  best warriors. These gems had the power to attach to 
  the forehead of their owner, granting them great 
  powers. Thus was born the Faris Rautha, because the 
  warriors trained youths not only in the art of war, but 
  thought them moral virtues and spiritual values of the 
  faris, in the spirit of the Exalted Faith. Each of the 12 
  warriors developed a specific way of combat, 
  symbolized by the 12 animals of the baklunish 
  calendar: tiger, bear, lion, frog, turtle, fox, snake, boar, 
  squirrel, hare, falcon and wolf. 
  The Faris Rautha were held responsible for the 
  massacre of the First House of Ashir and Sid-Allagh 
  accused of murdering Lybak, resulting in the 
  dissolution of the order. Those members who had 
  survived the Ataphad attack of 577CY were outlawed 
  and hunted. 
  However, a secret society came into existence. Calling 
  itself the Rautha Brotherhood, it gave itself the goal of 
  restoring the order of the Faris Rautha by finding the 
  12 gems and finding new bearers to take on the roles of 
  the 12 faris. One of the leaders of the brotherhood is 
  Gebril Al Mofiss, encountered in EKB5-03 La Proie 
  pour l’ombre.  
  The Brotherhood managed to find one of the rare Faris 
  Rautha still alive, the Faris of the Squirrel Uyok. 
  Pursued by the Storm Riders of Urik Ashir, Uyok had 
  to flee to Tusmit, with the help of the Faris Rautha. In 
  order to pursue Uyok on Tusman soil, Urik Ashir made 
  a deal with Pasha Muammar Quaran. In exchange, 
  Urik Ashir promised he would call upon his friends to 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 4 
  help the Pasha with the Udgru crisis. The mysterious 
  Zeifian merchant, Faruk Al Tureim (see EKB4-01 Le 
  Fugitif and VTF4-05 The Air Node) pleaded with the 
  king of the Udgru bandit, known as the Black Knight, 
  to make him attack the elves in the Tusman part of the 
  Udgru, to prevent them from attacking Tusmit. 
  Fateful night 
  In 577CY during the attack of the Ataphads, 6 of the 12 
  Faris Rautha were at Nerim Ashir’s side: the Faris of 
  the Bear (Erutuk), the Lion (Tehush), the Turtle 
  (Zenitram), the Boar (Reshanok), the Falcon (Annom) 
  and the Wolf (Sid-Allagh). 
  Annom was sent to ask Urik, Lord Nerim’s cousin. But 
  he was found dead between the two forts. 
  Tehush, Zenitram and Reshanok died heroic deaths, 
  overwhelmed by the numbers of the enemy. 
  Erutuk managed to escape when all was lost and he saw 
  that Urik was allied to the Ataphads.  
  As for Sid-Allagh, he escaped taking the infant Lybak. 
  No one knows what happened to Lybak but Sid-Allagh 
  was killed in front of the Monastery of Glendaloch by 
  the men of Keyn Ashir, Urik’s half-brother and 
  commander of the Storm Riders.  
  The other Faris Rautha 
  The 6 other Faris Rautha weren’t at the castle during 
  the Ataphad attack. They were engaged in various 
  missions for Dezbat. 
  The faris of the Hare (Legh-Wosharb) tried to defend 
  the order in a trial he believed would be faire. He was 
  quickly condemned and thrown in jail where he died 
  quickly.  
  The faris of the Snake (Dranem) tried to do justice 
  himself. His murder attempt against Urik failed and he 
  was executed. This only served to fuel Urik’s 
  propaganda against the Faris Rautha. 
  Nireg, the Faris of the Fox created the Rautha 
  Brotherhood that still exists today and now led by 
  Gebril Al Mofiss and other brave supporters. 
  Unfortunately, he arranged to meet the Faris of the 
  Frog, the pious Yauganet, who was secretly watched by 
  Keyn and Urik. The rendezvous was an ambush in 
  which both Faris Rautha were killed. 
  The Faris of the Tiger (Drashir) headed to the Udgru to 
  raise an army. He doesn’t know what happened to him. 
  The Faris of the Squirrel, Uyok, was trapped by the 
  Zashassar in an improsonment spell until he was freed 
  by the Rautha Brotherhood with the help of some 
  brave adventurers. 
  Tusmit 
  560CY, following the death of his father, Jadhim 
  ascended to the throne of Tusmit. A resourceful man, 
  Jadhim quickly made himself known as a shrewd 
  politician. His pilgrimage to the Yatils where he 
  kneeled before the Grand Mufti consecrated him as the 
  official authority in Tusmit. This earned him the title 
  of – Orem or “Enlightened”, a title reserved to those 
  accepted by the Grand Mufti. 
  In 579CY, Pasha Jadhim-Orem was deposed by a young 
  ambitious faris named Muammar Quaran. After 
  forcing Jadhim-Orem into exile, now-Pasha Muammar 
  Quaran declared a series of measures destined to make 
  him popular and secure.  
  Jadhim-Orem fled to Dihn in northern Tusmit where 
  his staunchest supporters still held power. There, he 
  met with his many advisors on what to do next. Civil 
  war seemed to be in the cards for Tusmit until an elven 
  oracle walked up to Jadhim-Orem. The elf told him 
  that he should wait for Tusmit to be ablaze and not of 
  his doing before he could return to claim his crown.  
  While unhappy, Jadhim-Orem saw the wisdom in the 
  elf’s word. From Dihn, he passed into Ekbir where he 
  remained in exile for the last 16 years. The Caliph, his 
  old rival, welcomed him in Ekbir in a sort of caged 
  freedom. Knowing the shrewdness of the ex-Pasha, the 
  Caliph kept him on guard. 
  Unable to let things happen on their own Jadhim-
  Orem was involved in a series of plots over the last few 
  years, but none of them came amounted to anything.  
  However, when the Wave of Fire hit Tusmit in 594CY, 
  Jadhim-Orem knew the time foretold by the elf had 
  come. To that effect, Jadhim-Orem began to plan his 
  return. It took him nearly a year to be ready, and now 
  he is. Part of the army is in rebellion, the rest is busy 
  trying to keep the country safe from goblins, bandits 
  and other calamities. Blashikdur is readying itself for a 
  siege by elven forces. The Elves have retreated in the 
  Udgru, commerce is paralyzed and the Pasha isn’t 
  doing much. The timing is perfect.  
  Jadhim-Orem sent some of his closest and most trusted 
  agents to recruit a group of adventurers to serve as 
  guards to escort him from the Ekbirrian border to 
  Dwur’Ayhand in Dihn. However, secrecy is the name 
  of the game so Jadhim-Orem disguised himself and 
  made his way to Tusmit. To make sure no one would 
  recognize him, Jadhim-Orem uses a hat of disguise to 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 5 
  make him appear as a veiled Ekbirrian princess. Veiled 
  women are extremely rare in Ekbir (most of them are 
  foreigners) but Jadhim nevertheless uses that scheme.  
  The Lord of Dezbat, Urik Ashir learned of Jadhim’s 
  flight, thanks to his many informants at the Caliph’s 
  court. Looking to gain even more advantages Urik 
  launched his Riders after Jadhim. Unable to stop the 
  latter from reaching Tusmit, Urik’s forces now try to 
  prevent Jadhim from reaching his supporters in 
  Tusmit. Unwilling to tip his hand, he has not informed 
  his agents of the real identity of the “Ekbirrian 
  Princess.” 
  At the start of the adventure, Urik Ashir’s men have 
  failed to prevent Jadhim-Orem from reaching Tusmit. 
  Therefore, they may hire the PCs to capture Jadhim-
  Orem.  
  The situation in Blashikdur 
  Martial law has just been recalled in Blashikdur 
  following the events in TUS5-05 Strife and Chaos. The 
  city is slowly returning to normal. 
  The Tusman Udgru 
  The part of the Udgru located in Tusmit is dominated 
  by the wood elves. However, a number of elves of other 
  origins have moved into the forest in 594CY. The 
  treaty of Ulamur, signed in the early days of Tusmit 
  granted the elves citizenship, but also allowed Tusmit 
  the right to log up to one mile from the borders of the 
  forest.  
  Today, the forest is only about half the size it was then, 
  and the Tusman government has turned a deaf ear to 
  the demands of the elves. This has lead to resentment 
  on the elves’ part. The situation can only get worse. 
  The Ekbirrian Udgru 
  The Ekbirrian Udgru, the largest part of the forest has 
  been dominated for a long time by bandits, heretics, 
  worshippers of evil deities and opponents to the 
  Caliph. The elves are few and weak both in numbers 
  and politically. Most of them belong to small Grugach 
  isolationist tribes mostly living close to the Tusman 
  Udgru. 
  In the last fifteen years, a powerful leader has appeared 
  in the Udgru. In a short time, he established total 
  domination of the forest, except for the Tusman part 
  where the elves are more organized, militarily and 
  politically. 
  Leading an army of highwaymen, worshippers of evil, 
  humanoids, and having the support of fiends from the 
  lower planes, he leads a never-ending guerilla against 
  the Califate and terrorizes all the regions neighboring 
  the forest.  The identity of this mysterious warlord is 
  unknown. He is known only by a nickname inspired 
  by his appearance told by some of the few survivors: 
  the Black Knight.  
  More on the Black Knight can be learned by talking to 
  Uyok, in Encounter 10 – First Surprise. 
  The situation in the Udgru 
  Over the years, Jadhim-Orem used a variety of schemes 
  to create chaos and destabilize Muammar Quaran. One 
  of these was to send an emissary to rouse the elves to 
  war. This envoy was Elohir (wood elf slang for 
  “shadow”). In 592 and 593CY he succeeded in 
  gathering enough disgruntled elves to start a small 
  rebellion. He tried to get the sheikdoms of Dihn and 
  Khalid to come to blows. When his plot was 
  discovered, he tried more desperate tactics, only to see 
  them fail because adventurers established peaceful 
  contact with King Khellersorian. 
  When in late 594CY, Khellersorian took action against 
  the logging operation launched to create more war 
  machines to help the war effort in the south. He was 
  caught by adventurers and executed for treason.  
  Elohir was quickly crowned king by his supporters. 
  Finding himself the only major leader of the elves, 
  Elohir took quick action to retreat to the newly-
  rediscovered city of Zaneren deep in the Udgru. 
  Technically not within the borders Tusmit or Ekbir, he 
  began rebuilding the city and regrouped his few 
  remaining warriors. Elohir has been very busy making 
  alliances with many forest-borne creatures like the 
  Forest Giants and the Fey  
  The last year of Khellersorian’s reign saw non-wood 
  elves join the ranks of the Udgru elves, this gives 
  Elohir additional troops, but also conflicting points of 
  view.  
  When Jadhim-Orem informed Elohir through a 
  courier that he would be coming, Elohir sent some of 
  his most trustworthy rangers to look for the party. For 
  that reason, the elves do not attack any non-elves found 
  in the forest. 
  The secret of Zaneren is that the city is built upon 
  huge treants who have lived there before the 
  Baklunish Hegira (over 3000 years ago). This secret was 
  discovered by a group of adventurers in 594CY 
  (TUSInt4-02 Promenons-nous dans le bois). During 
  the course of this adventure, Pinecone, the eldest one, 
  does not manifest herself. 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 6 
  The situation is about to get a lot more complicated 
  because troops composed of the bandits and 
  humanoids from the Ekbirrian Udgru are about to 
  launch a surprise attack against the elves of the 
  Tusman Udgru. This will not only extend the Black 
  Knight’s domination to all of the Udgru, but will also 
  honor, through the intermediary of Faruk Al Tureim, 
  the alliance between Urik Ashir and Muammar 
  Quaran. 
  The Pasha in all this 
  The Pasha and his government are unaware of the 
  events concerning Jadhim and his return. They are 
  busy with other things like the rebellion in Elisam, the 
  Udgru situation, the red dragon spotted in the Yatils 
  and the rebuilding of Vilayad and the Nayya Gate. 
  The Faruk Al Tureim Consortium 
  This 
  consortium, 
  member 
  of 
  the 
  Mouqollad 
  Consortium is based in Zeif. Because of aggressive 
  commercial tactics and considerable financial backing, 
  it has known an impressive growth; counters and 
  branches were established all over the Baklunish states. 
  The reputation of its leader, Faruk Al Tureim is starting 
  to be blemished, but no tangible proof was ever 
  gathered against him, yet. The merchant Mustaka el-
  Arand has recently let himself be seduced by the 
  charisma of Faruk and by his generous financial offers. 
  Faruk Al Tureim has thrown in important funds to 
  pursue Jadhim. 
  Tusmit Loyalists  
  Throughout the adventure, the following groups or 
  people should be considered loyal to Muammar 
  Quaran. 
  • 
  The Water Watchers (including Jardez) 
  • 
  The Tusman Army 
  • 
  The Tusman Church of Al’Akbar 
  • 
  Gazool the hunter 
  • 
  Keyn Ashir and the Storm Riders 
  Tusmit Rebels 
  Throughout the adventure, the following groups or 
  people should be considered rebels supporters. 
  • 
  Ishmal, Moussef & the Princess 
  • 
  The Udgru Elves 
  • 
  The Sheik of Dihn and his entourage 
  • 
  The Rautha Brotherhood (Gebril Al Mofiss & 
  Uyok) 
  Indifferent 
  Throughout the adventure, the following people 
  should be considered neutral. 
  • 
  The Mouqollad Consortium 
  • 
  The Church of Azor’alq 
  • 
  Faruk Al Tureim’s Consortium 
  • 
  Mustaka el-Arand & Waffid Gormad 
  • 
  The troops of the Black Knight 
  • 
  Everyone else 
  Adventure Summary  
   
  Introduction The PCs are hired by Ishmal al-Qadi and 
  Gebril Al Mofiss or by men secretly in the service of 
  Urik Ashir and Faruk Al Tureim. 
  Ishmal and Gebril hire them to escort an Ekbirrian 
  princess from Blashikdur to Dwur’Awad in Dihn. They 
  do not mention the identity of the princess. This runs 
  them through Encounters 2-4 
  The Ekbirrians envoys claim to be looking for an 
  escaped princess. They insist she be brought back to 
  Ekbir, with her escorts. This runs them through 
  Encounters 5-7 
  Encounter 1 – Information deals with the 
  information the PCs can glean while in Blashikdur.  
  Encounter 2 – Into the Udgru Hired by Ishmal and 
  Gebril Al Mofiss, the PCs head into the Udgru, where 
  they are attacked by forest creatures. 
  Encounter 3 – The King and the Princess The PCs 
  are taken by Udgru elves. The PCs are brought before 
  King Elohir. Elohir and Jadhim-Orem talk to each 
  other for a while (in private). The PCs have a chance to 
  talk to the elves and witness a session of the war 
  council. The next morning, the PCs learn of an attack 
  launched by the Black Knight against the elven 
  kingdom. 
  Encounter 4 – The Storm Riders The PCs leave the 
  Udgru and are confronted by a group of Storm Riders 
  wanting to stop them from reaching their destination. 
  Encounter 5 – A Dark, Dark Wood Having been 
  hired by the Ekbirrians, the PCs head into the Udgru 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 7 
  looking for the Princess and the Qadi where they face a 
  patrol of elves.  
  Encounter 6 – Jardez The PCs are approached by 
  Jardez, a spy on for the Water Watchers.  
  Encounter 7 – By order of the Caliph The PCs catch 
  up to Jadhim’s caravan and confront them.  
  Encounter 8 – Rebelling Nobles A group of angry 
  nobles send a group of elementals to attack the PCs. 
  Jadhim and the two Qadi teleport to town, leaving the 
  PCs to face the creatures. 
  Encounter 
  9 
  – 
  Revelations 
  The PCs reach 
  Dwur’Ayhand and are escorted to the palace of the 
  Sheik. 
  Encounter 10 – First Surprise The PCs have a meal 
  with Uyok, the Faris of the Squirrel of the Faris 
  Rautha. He makes important revelations to them. 
  Encounter 11 – Le Secret de la princesse Jadhim 
  reveals himself to Tusmit and the PCs have to make an 
  important choice. 
  Conclusion Tusmit is still at peace for now. But civil 
  war seems to be on the cards. The situation isn’t much 
  better in Ekbir where the intrigues of Urik Ashir 
  foretell of a serious struggle for Dezbat. 
   
  Introduction 
   
  The Tusman Job 
  If the PCs have just played EKB5-05/TUS5-06 The 
  Tusman Job, this adventure takes place but a few days 
  afterwards. The PCs took some time to rest and refresh 
  their supplies. 
  Before we begin 
  In the text, Jadhim-Orem will be refered to as “the 
  Princess” as long as he keeps up the charade. Ishmal 
  and Moussef will not break the illusion until Jadhim 
  reveals himself later in the adventure. Don’t let out any 
  more and don’t make the princess look like anything 
  other than a princess. 
  This is very important: Jadhim’s return is the 
  culmination of 4 years of storyline development. Don’t 
  ruin it for the players! We’re counting on you. 
  Hand over the introductions found in Annexe 7 - 
  Méta-Orgs d’Ekbir to members of Ekbirrian meta-orgs. 
  Note that because of the existing split between rebels 
  and loyalists in Tusmit such introductions are NOT 
  given. 
  Tavern talk 
  First, find out which PC is in favor of the current 
  rebellion in Tusmit. How you find this out is up to you. 
  You can simply ask them or (as we recommend), set up 
  a small encounter in a tavern with a character the PCs 
  know. You can use one of your own characters to make 
  sure the PCs don’t think they might get conned out of 
  an answer. As long as you get to know, that’s good 
  enough.  
  It is very likely that many parties don’t have a 
  preference, or don’t know enough to make a choice. As 
  long as YOU, the DM, know where your party stands 
  on this question before the adventure starts.  
  The introductions to the Ekbirrian meta-orgs found in 
  Annexe 7 - Méta-Orgs d’Ekbir can give you an idea of 
  the possible sympathies of the PCs. 
  Now we begin 
  Before the adventure begins, ask which PC has the 
  “Favor of Ismal al-Qadi”, who has received the “Tusman 
  Rebel” cert or reward, who has received the “Sheik’s 
  Gratitude” from “TUS2-05 Better off Forgotten” or 
  who has played successfully completed “TUSI4-03 
  Miss Khundgeniality” or PCs who have received the 
  “Trustworthy friend” from “EKB5-05/TUS5-06 The 
  Tusman Job”. Members of either Churches of Al’Akbar 
  also qualify as viable friends in the eyes of Ishmal al-
  Qadi. Any PC close to the Elves of the Udgru is also 
  considered. 
  Also ask if any PC received the favor of Gebril Al 
  Mofiss from EKB5-03 La Proie pour l’ombre. If that is 
  the cause, Ishmal al-Qadi and Gebril Al Mofiss contacts 
  the PC. Moreso if he is a member of the Rautha 
  Brotherhood (Confrérie Rautha). 
  The Qadi stays away from anyone who is a Legendary 
  Hero of Tusmit or who has the “Pasha’s Oath” or 
  anyone too closely associated with Muammar Quaran 
  (DM, use your discretion as to what constitutes “closely 
  affiliated”).  
  If the party is split, go with the majority of the party. 
  Again the DM should use his judgement and common 
  sense. Remember that Ishmal al-Qadi and Gebril Al 
  Mofiss are not stupid and are very likely to use caution, 
  especially if any PC is quite vocal about his support to 
  the Pasha or his opposition to the rebels.  
  Read or paraphrase. 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 8 
  The city of Blashikdur is throbbing with activity on 
  this late summer day. You have decided to take a 
  walk to the market. The end of martial law has 
  brought back merchants from all over Tusmit and 
  Ekbir. Things look like they are slowly getting back 
  to normal and commerce looks to take the destiny 
  of Tusmit in hand once again. 
  The threat of an elven attack still has not passed 
  despite the lifting of the martial law. The presence 
  of many units of the Tusman army is very visible 
  all-around 
  town. 
  Bricklayers, 
  carpenters 
  and 
  masons are all making a fortune fortifying the outer 
  walls, but also inner defenses, especially around the 
  nobles’ quarter and the temples’ quarter.  
  The market doesn’t rival most cities in the West, 
  especially not the one in Vilayad. You hear priests 
  of Azor’alq preaching the forming of a Crusade in 
  the south of Tusmit to destroy the remnants of the 
  Worldburners, led by their returned hero Munthir 
  Haddad. Mullahs of the True Faith eye everyone 
  with stern eyes.  Priests of Daoud preach contrition 
  and beg for coins to fund their good works. Priests 
  of Mouqol serve as judges for many transactions. A 
  few worshippers of Zuoken or Xan Yae perform 
  martial dances and mock unharmed combat for the 
  amusement of the crowd. The Tusman army and 
  Water Watchers have set up a few recruiting 
  booths. 
  Not only Tusman are present, but Khund artisans 
  have begun to sell some of the silverworks their 
  forges are beginning to create. Perrenlanders 
  mercenary companies offer the service of their 
  men. The market is full of Ekbirrians from just 
  across the Blashikmund River here to buy or sell 
  wares or farm goods. 
  Development: If the PCs have been deemed 
  trustworthy by Ishmal al-Qadi and Gebril Al Mofiss, 
  then continue with “Come with me”. Otherwise 
  continue with “By order of the Caliph” 
  Come with me 
  Select the PC who is most trustworthy, favoring Qadi 
  then worshippers of the High Cleric first (either faith), 
  the worshippers of the True Faith and then Baklunish 
  and elves. If all else fails, contact the person who seems 
  the most trustworthy. 
  A voice with a pure Baklunish accent as spoken in 
  Ekbir whispers in your ear “I have an important 
  proposition for you. Meet me at the Snapping 
  Turtle in an hour.” Looking around, you can see no 
  one who could have whispered in your ear.  
  Moussef al-Qadi used a sending spell to contact the 
  PCs. If the PCs have met him (either in TUSInt3-06 
  Exalted Pains or TUS4-04 My Big Fat Tusman 
  Wedding), they instantly recognize Moussef al-Qadi as 
  the bookworm assistant to Ishmal al-Qadi. 
  If one of the PCs has the favor of Gebril Al Mofiss from 
  EKB5-03 La Proie pour l’ombre or if one of the PCs is a 
  member of the Rautha Brotherhood, that PC is 
  contacted by Gebril Al Mofiss, not by Moussef al-Qadi. 
  The PC immediately recognizes Gebril’s voice. 
  The PCs can do what they want during that time. Refer 
  to Encounter One if they start looking for information 
  right away. Neither Ekbirrian nor Jadhim-Orem is 
  present until the time of the meeting (they enter via a 
  dimension door spell). 
  At the time of the meeting, when the PCs enter the 
  Snapping Turtle, read or paraphrase the following. 
  A servant boy approaches [PC contacted by the 
  sending] and calls you by name. “Sir [Mam] please 
  go to the room in the back. A group of priests want 
  to speak to you.” 
  Before the PCs enter the room, Gebril, Moussef and 
  Ishmal have cast a series of protective spells in the 
  room. These spells are magic circle of vs chaos, magic 
  circle vs evil, two zone of truth [Will DC 20 & 19], 
  discern lies, owl’s wisdom on both Qadi, invisibility 
  purge, detect magic, detect scrying and spell resistance 
  (SR 21) on the “Princess” (which you, the DM have 
  already guessed is Jadhim) and Ishmal (to allow him to 
  obscure the truth to the PCs). For any save required, 
  remember the magic circles may heighten the DC. 
  Note that Gebril is the man in his 40s, Ishmal in his 
  30s and Moussef is the bookworm. 
  Opening the door, you can see there are four 
  people in the room. Two noble-looking priests clad 
  in black and red stand in the center of the room. 
  One of them is very tall, in his 40s, charismatic 
  with an aura of peace and tranquility. The other one 
  is in his 30s, hair cut short, very handsome and 
  with noble bearings. Sitting nearby is a bookish-
  looking priest in his mid-20s dressed similarly, but 
  in a more common manner. The final person is a 
  veiled woman wearing nobles outfit, sitting at a 
  table in the back. 
  “Come in and be welcomed in our modest quarters. 
  I am Ishmal al-Qadi, here are my associates, Gebril 
  Al Mofiss al-Qadi and Moussef al-Qadi” he motions 
  to the seated man. “We all hail from Ekbir, let me 
  assure you that we are most happy to have seen you 
  are here in Blashikdur. Please, sit down, we have 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 9 
  much to discuss.” Ishmal himself looks very 
  nervous. Playing with his hands, he paces across the 
  room. 
  “My friends, in the past, you have shown yourselves 
  to be trustworthy and loyal and I must ask you once 
  more for your help… Moussef and I have promised 
  the Princess here that we would escort her out of 
  Ekbir to the safety of the Sheik’s Palace at 
  Dwur’Ayhand. A good friend of ours, the Sheik of 
  Dihn has promised us assistance and protection.” 
  “Normally this would not require your help, but 
  there are many, both in Tusmit and Ekbir who 
  would prefer that we never reach our destination.” 
  “It goes without saying that secrecy is the key 
  element here. If you agree to help us, we offer you a 
  lot. Royal thanks is not something to shrug upon.”  
  “Before I continue further, I must ask if the cause 
  we have presented to you is acceptable and just. I 
  must ask you to swear to keep the secret on your 
  soul, on your honor and on the symbol of the High 
  Cleric or the Restorer of Righteousness.” 
  “The princess also insists her defenders be bound to 
  her by means of magical spells. While I know you 
  myself, I must obey the command she has given 
  me. Of your own free will, do you accept the charge 
  of protecting our Royal Charge, at the peril of your 
  own life and to keep any detail of this mission 
  secret except to the people in this room, until such 
  time that our Royal Charge be in the Sheik’s palace 
  in Dwur’Ayhand?” 
  Paladins (if they can somehow be identified), Qadi and 
  Mullah who take this oath are NOT forced to take on 
  the geas/quest. All other PCs MUST agree to the quest, 
  otherwise, Ishmal thanks them and sees them out. The 
  matter at hand is too grave and pleading or trying to 
  force favors or influence on him will not make him 
  budge from his position. He admits that he and 
  Moussef have submitted to the same quest, back in 
  Ekbir (true).  
  Anyone asking for Sense Motive checks [DC 20+APL] 
  for Ishmal’s speech should be given one. Success 
  indicates that Ishmal is not saying everything he 
  knows, but that he doesn’t seem to be outright lying. If 
  challenged, Ishmal brushes it off and changes subject. 
  If pressed too hard, Ishmal thanks the PCs and sees 
  them out. 
  If any PCs present have la faveur de Gebril Al Mofiss or 
  the favor of the Rautha Brotherhood, Gebril Al Mofiss 
  adds: 
  “The Brotherhood has decided to help this princess. 
  We have the same enemies and as they say, the 
  enemy of my enemy is my friend! The Storm Riders 
  of the sinister Keyn Ashir are after us, and we must 
  help each other. This is a delicate mission requiring 
  courage and discretion. We have great need of your 
  assistance in these difficult times.” 
  Once the PCs all accept and are bound by the geas or 
  their word, Ishmal continues. If they refuse, Ishmal 
  looks saddened and escorts them out. Continue with 
  By Order of the Caliph. 
  Ishmal looks relieved “I’m sorry I must resort to 
  these kinds of methods, but safety and secrecy go 
  and in hand. We will travel north, through the 
  Udgru Forest, and from there into Dihn and then 
  to Dwur’Ayhand.” 
  Allow the PCs to ask questions. 
  Speaking to the princess, Ishmal does not allow the 
  PCs to interact with the princess directly. He states 
  that her rank does not allow her to interact with them 
  (if any PCs belong to the Noblesse royale of Ekbir, 
  Ishmal invokes her shyness.). If the PCs insist, the 
  princess says a few words, thanking them for their help 
  and that she will reward them greatly for their good 
  deeds, but does so looking annoyed. 
  The Udgru isn’t safe: Ishmal replies that they were 
  assured safe passage by Elohir himself and that the 
  elves should not cause any problem.  
  Who is the Princess? She doesn’t want her identity 
  revealed at this time. Walls have ears, you know and 
  though we have protected ourselves, diviners across 
  Tusmit and Ekbir would really like to know.  
  Why us? Because I know you to be reliable and that 
  you will do what is best for Tusmit.  
  Who comes with us? Moussef and I will accompany 
  you. We will attend to all the needs of the Princess. 
  Though on occasion, we might be able to assist you 
  with a spell or two. But we must insist that our duty is 
  to provide the princess with any spell she requires. 
  Gebril will not come with us. He must return urgently 
  to Ekbir for the good of the Rautha Brotherhood (but 
  he won’t say anything more). 
  Who is after the Princess? Some of the worse nobles 
  in Tusmit and their allies in Ekbir do not want us to 
  reach 
  Dwur’Ayhand. 
  The 
  Princess 
  has 
  some 
  information she MUST share with the Sheik of Dihn. 
  The Storm Riders of Dezbat, lead by Keyn Ashir 
  himself, have received the Pasha’s blessing to operate 
  
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  Page 10 
  in Tusmit, apparently without anything in return. They 
  are after the princess. 
  Why doesn’t the Sheik of Dihn send troops to 
  escort her? Because doing so would tip our hand to 
  our enemies. By going there with a small escort of 
  adventurers, we have a greater chance of success 
  (Ishmal used a commune spell to ensure this). 
  What makes you think that Dwur’Ayhand is safe for 
  the princess? Sheik Omar Saladish al-Dihn has 
  promised to protect the princess. 
  What do we get out of this? Upon successful 
  completion, you will be handsomely rewarded. Royal 
  friendship is always useful… 
  When do we leave? Tomorrow at first light, meet us at 
  the docks. Look for a Barijah with a sail of Dihn and a 
  white plume at the front of the ship.  
  Will we be doing anything illegal? No, hiring 
  yourselves as hired guards for a private citizen is legal 
  in Tusmit. We do not condone illegal action. (Actually, 
  they are committing High Treason against the Pasha… 
  But Ishmal does not believe this). 
  Is she Jazaar’s wife? No, the princess is no man’s wife, 
  she is yet unmarried. However, she took the 
  opportunity to leave Ekbir with that man, yes. (See 
  EKB5-05/TUS5-06 The Tusman Job). 
  Why won’t she speak to us? She prefers not to 
  because you are not of royal blood (PCs of the Noblesse 
  Royale from Ekbir, again Ishmal refers to the 
  princesses’ shyness), and we are her spiritual guides. 
  (Ishmal follows by a hushed comment about women 
  and their fancies, in reality, Jadhim doesn’t want 
  anyone to discover his identity, keeping silent is a good 
  way to do that). 
  Why not teleport there directly? The Princess 
  refuses to use such magics, except when in dire need. 
  Therefore, we must travel by land and river. 
  Whre is the person recently freed from the other 
  side of the river? He has since escaped to a safe 
  location in Tusmit. If you complete this mission, 
  maybe you will get to meet him… (Gebril gives this 
  information). 
  Who is the person freed on the other side of the 
  river? First escort the princess and if you prove 
  yourself worthy, you will know (Gebril gives this 
  information). 
  Why not reveal to us the truth about he who was 
  freed? Because his life is in grave peril, from the Storm 
  Riders of Dezbar serving Urik Ashir and led by Keyn 
  Ashir. They have made an alliance with the Pasha to act 
  legally within Tusmit. But there are many enemies 
  even more devious from whom we must keep the 
  secret for as long as possible. You could be captured 
  and forced to talk. You will learn the truth in good 
  time. (Gebril gives this information). 
  Is the princess the person freed? HAHAHA! No, not 
  at all! Although I must admit this conclusion wouldn’t 
  be impossible, we assure you that is not the case. No, 
  that person has left Blashikdur already, heading for 
  safety. 
  When the PCs agree to escort the trio, continue with 
  Encounter 2 – Into the Udgru. 
  By Order of the Caliph 
  If the PCs are not selected by Ishmal for whatever 
  reason, take this route. Call for Spot checks [DC 15].  
  As you walk around the market, you notice more 
  than a few Ekbirrians scanning the crowd. 
  Obviously they are trying to find something or 
  someone...  
  Allow the PCs to make purchases or try and gather 
  some information (see Encounter 1 – Information). 
  The PCs should hear about Waffid Gormad, an 
  Ekbirrian noble looking for adventurers.  
  If the PCs try to find him, they can meet him at the 
  Persaud estate, a place where rich travelers stay when 
  in Blashikdur. It was the site of Veluna-Ket-Tusmit 
  talks in 594CY (see TUS4-02 Grave Consequences).  
  The Persaud estate is more than just an up-scale 
  inn. It is really more of a manor house built on top 
  of a rise giving a great view of the Blashikmund 
  River and Ekbir beyond. A squadron of militia 
  patrols the perimeter and pages hurry to take your 
  mounts. 
  One of the servants asks you if you are here to see 
  the Ekbirrian envoys Mustaka el-Arand and Waffid 
  Gormad before showing you in. You are shown into 
  a nice salon where two Ekbirrians sit drinking 
  aromatic tea and smoking from a sheeshah. The 
  servant announces you. 
  “Come in, come in, surely you must be here for my 
  request for adventurers. You look like decent folk. 
  Sit down, have a cup of this wonderful tea. Take a 
  few cakes. But where are my manners, my name is 
  Mustaka el-Arand. I come from the most Holy City 
  of Ekbir but I have settled here in this wonderful 
  city. Here is my friend, Waffid Gormad envoy of his 
  Holiness, the Caliph of Ekbir.” 
  
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  Page 11 
  “We feel obligated to tell you that we have no 
  official authority to act in the lands of Tusmit other 
  than as private citizens. What we want to ask is 
  unofficial in that it would take too long to go 
  through the official channels.” 
  “His Holiness is angered that one of his subjects 
  has fled from the Holy City and has decided to flee 
  into Tusmit. You see this subject is a princess. His 
  Holiness wishes her returned to the Holy City.” 
  “Figuratively, the Princess is a succubus, she has 
  been able to convert two leading Qadi to her cause. 
  She also fooled a merchant of the Mouqollad 
  Consortium and a band of adventurers into 
  escorting her here. While the merchant has already 
  been washed of all blame and released, the two 
  Qadi, must be brought back and face Ekbirrian 
  justice.” interrupts the Caliph’s envoy. 
  “We know that the Princess is free to go where she 
  pleases once she is no longer in lands controlled by 
  his Holiness, but we must ask you to bring her 
  back. His Holiness has promised that the princess 
  will not be harmed or suffer any kind of ill effects 
  from her escapade.” 
  “Is this mission acceptable to you?” 
  Neither of these men has been fully honest with the 
  PCs. Truth is, Urik Ashir isn’t certain his Storm Riders 
  will be able to find the princess in Tusmit. Therefore, 
  offering a bounty to adventurers gives him an 
  additional chance to get his hands on the princess. His 
  agents at the court managed to convince everyone the 
  desire to see the princess came from the Caliph 
  himself. But that is not true. The Caliph has instead 
  taken a position of sit and wait to see how things play 
  out. He and his Grand Vizier are taken by the war with 
  the Ataphads.  
  Waffid Gorman is a penniless noble, Urik Ashir 
  attached to his service secretly through the power of 
  gold. Mustaka el-Arand was corrupted the same way by 
  Faruk Al Tureim, the mysterious Zeifian merchant. 
  Both wear rings of mind shielding to hide any 
  potential lies. 
  They are ready to answer questions before the PCs 
  agree. Having received minimal information from 
  their respective superiors, they know little except they 
  must bring back the princess. Neither of them knows 
  the princess’s true identity.  
  �Mustaka el-Arand: Ari8, AL N Cha 18, Bluff +19, 
  Diplomacy +16, Sense Motive +14. 
  �Waffid Gormad: Ari7, AL N, Cha 10, Bluff +15, 
  Diplomacy +12, Sense Motive +11. 
  What about money? His Holiness offers an adequate 
  sum of money (APLx100gp each per character) for your 
  troubles. His Holiness has many friends in Tusmit that 
  could feel indebted to you. (However, the Caliph offers 
  nothing, Urik Ashir will arrange for a bounty to be 
  paid to the PCs by an official of the Ekbirrian 
  government.) 
  Who are the two Qadi? Their names are Ishmal al-
  Qadi and Moussef al-Qadi. Both were in good standing 
  at the court until they left with the princess. They 
  should be brought back alive. 
  What will happen to the Qadi? His Holiness wants to 
  hear their justification before passing judgement. At 
  worse, they risk some heavy fines or being sent in posts 
  in the Yecha hills or fight against the Ataphads. 
  Why does the Caliph want the princess back? His 
  Holiness has not explained his reasons to us, and it is 
  not our place to ask. However, he has let us understand 
  that her trip does not have his benediction. (If pressed, 
  Mustaka guesses that the Caliph wants to marry her 
  and she ran off with her lover).  
  Who is the Princess? We do not know her name, it 
  was not told to us. However, she should be easy to find. 
  A woman with two Qadi, in the north of 
  Tusmit…(Mustaka does not think about the many 
  Ekbirrian missionaries in Tusmit, if this fact is pointed 
  to him, Mustaka says that the PCs should be able to 
  find them, that he has faith in them). 
  What do they look like? Mustaka gives a good 
  description of Ishmal al-Qadi and Moussef al-Qadi, as 
  well as the princess (fully veiled woman, as her rank 
  does not allow her to be seen by commoners). 
  Where are they going? Our last reliable information 
  indicates they might be going towards the Udgru 
  forest, most likely to try and shake off pursuit. We do 
  not know where they have gone, and that is why we 
  are hiring you. 
  Why not use official channels? We would normally 
  do so, but with the current problems in Tusmit is 
  having, I doubt the government would spare a unit of 
  soldiers. Tusman law gives us the right to hire 
  adventurers to perform various missions for us, as long 
  as we do not pass justice in the lands of Tusmit, which 
  we promise not to do. 
  Who are you (at Mustaka)? Mustaka el-Arand, a 
  merchant of the Mouqollad Consortium living here in 
  Blashikdur (a Knowledge (Nobility) or Knowledge 
  
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  Page 12 
  (Local/VTF) check [DC 20] can confirm this, members 
  of the Mouqollad Consortium get a +4 bonus). Mustaka 
  deals mostly in foodstuff and grain all along the 
  Blashikmund River where it forms the border of 
  Tusmit and Ekbir. (In fact, Mustaka is secretly 
  affiliated to Faruk Al Tureim’s Consortium) 
  Who are you (at Waffid)? Waffid Gormad, a noble 
  from Ekbir working for his Holiness as an emissary on 
  various errands (a Knowledge (Nobility) or Knowledge 
  (Local/VTF) check [DC 20] can confirm this). (Truth: 
  Waffid is a spy serving Urik Ashir.) 
  What if we went to the authorities? You can, we have 
  done nothing wrong, and only want to see his Holiness 
  be pleased. However, wasting the time of the 
  authorities is not good. They have more important 
  things to do than to search after a runaway princess. 
  (Anyway, both men have links to the Storm Riders 
  who are legally authorized to operate in Tusmit and 
  who will have no problem stopping any pursuit.) 
  Note: Once the PCs agree, the two Ekbirrians tell 
  them they will remain here are at the Persaud estate 
  and wait for news from the PCs. Mustaka hands one of 
  the PCs a written document signed by one of the 
  Ekbirrian vizier calling for the immediate return to 
  Ekbir of Ismal al-Qadi, Moussef al-Qadi and “her 
  Highness” in the name of his Sublime Magnificence, 
  the Caliph of Ekbir. (This vizier was obviously 
  influence by high-level agents of Urik Ashir, the 
  Caliph himself has never given that command. There is 
  no way to verify this, the Caliph being unavailable to 
  the PCs and neither are the viziers. The document 
  itself is not a fake.) 
  As long as they remain in Blashikdur and search for 
  information proceed with Encounter 1 – Information 
  when they leave for the Udgru, continue with 
  Encounter 5 – A Dark, Dark Wood. 
  If the PCs refuse the two Ekbirrians, then their 
  adventure ends here, before it even started. 
  Encounter 1 – Information 
   
  Word on the street 
  When the PCs want to go around asking questions 
  around Blashikdur, use the following table for their 
  Gather Information checks.  
  DC 5 Yes, you are in Tusmit (true) 
  DC 10 (Only if the PCs are not selected by Ishmal) An 
  Ekbirrian noble is looking for adventurers to solve a 
  woman problem. (See introduction) 
  DC 11 A rich Zeifian merchant has opened a counter 
  in Blashikdur just before the imposition of the martial 
  law. He is a member of the Mouqollad Consortium and 
  his name is Faruk Al Tureim. It is said that he lives in 
  opulence and that he pays generously all those who 
  serve him. 
  DC 12 Ekbirrian priests have been flooding Blashikdur 
  for the last few months. They are seeking to convert 
  those of the True Faith. They established a small 
  temple in Blashikdur. (true) 
  DC 13 Elohir, the new king of the elves was known as 
  an anti-Tusmit fanatic. He was crowned after the elves 
  got beaten up by brave PCs. The former king, 
  Khellersorian was executed as a traitor. (true) 
  DC 14 Ekbirrian horsemen have been seen patrolling 
  the outskirts of Blashikdur with the Pasha’s blessing. If 
  the Pasha can hire Ekbirrian mercenaries, why won’t 
  he pay our own troops? (true and slightly incorrect) 
  DC 15 The Pasha has been extremely generous to 
  Ekbir. First he brings the priest to force us to convert 
  to the Exalted Faith, now Ekbirrian soldiers. Is the 
  Pasha trying to sell parts of Tusmit to Ekbir? No… I 
  can’t believe that! 
  DC 16 Two years ago, after a group of fanatical elves set 
  fire to the lecture hall of the local university, Tusmit 
  almost went to war with the elves, adventurers 
  managed to stop the war. (true) 
  DC 17 Since the death of Khellersorian, the church of 
  Corellon Larethian just outside Blashikdur has been 
  very active trying to keep the peace. 
  DC 18 Ekbirrians backed the army’s rebellion in 
  Elisam, leaving all of Tusmit vulnerable to invasion by 
  Zeif or Ekbir. (true, but Ekbir does not want to invade 
  Tusmit, at least not for now) 
  DC 19 The Udgru elves forbid any non-elf to pass the 
  border of the forest. Anyone found violating the 
  borders is usually found floating in the river… (true) 
  DC 20 The Caliph has sent some of him most trusted 
  men in Blashikdur. (false, these men serve Urik Ashir, 
  nayib (lord) of Dezbat) 
  DC 21 The Clergy of Azor’alq are asking for donation 
  and encouraging warriors to form up a crusade in the 
  south to destroy the remnants of the Worldburners 
  (true) 
  
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  DC 22 Many Ekbirrian military units have been 
  spotted combing the shores of the Blashikmund 
  obviously looking for something or someone. It must 
  be very important for such a chase to be happening. 
  (true, these are Storm Riders but most Tusmans can’t 
  distinguish the many Ekbirrian military units from 
  one another.) 
  DC 23 Ekbirrians have hired pretty much any ship 
  sailing out of Blashikdur. Most of these ships are 
  heading south towards Sefmur, but some are heading 
  north towards Khalid and Dihn. 
  DC 28 The leader of the Ekbirrian soldiers in Northern 
  Tusmit is called Keyn Ashir. 
  DC 29 Couriers have been seen flying between Ekbir 
  and the Udgru. Elohir might be thinking of throwing 
  his lot with the Ekbirrians. (not quite true) 
  DC 30 Apparently an Ekbirrian princess is trying to 
  evade the Caliph to avoid getting married to one of the 
  Caliph’s grandsons. She might be seeking refuge here 
  in Blashikdur (not quite true). 
  Temple of Azor’alq 
  The priests are looking to mount a crusade to free 
  Tusmit from the pockets of Worldburners that still 
  exist. This has little to do with the adventure and is a 
  red herring. 
  The temple of Azor’alq is filled with young warriors 
  eager to learn the way of the warrior. With the return 
  from the dead of Munthir Haddad, the clergy and the 
  worshippers have been re-energized. Munthir Haddad 
  is currently in Sefmur speaking with the Pasha about 
  the crusade. 
  They can also offer divination (see Divination magics 
  later). But they won’t offer it unless asked. 
  Temple of Corellon Larethian 
  A temple of Corellon is located a mile west of the gates 
  of Blashikdur, on the way to the Sorrow wood. Since 
  the destruction of the undead army in 594CY 
  (TUSINT4-01 All the Pasha’s horses and all the Pasha’s 
  men), the church of Corellon has increased its 
  presence in Blashikdur.  
  The half-elf priests tend to their faithful and try to 
  display the Father of all Elves as a force of good. They 
  try to minimize tensions between most Tusmans and 
  the Udgru elves. They understand both sides and pray 
  these tensions stop.  
  They can confirm any information about the Udgru. 
  However, they keep their own feelings about the 
  situation to themselves. (They agree with the elves that 
  Khellersorian was murdered).  
  If the PCs tell them of their desire to head into the 
  Udgru, they are told that their brothers have allowed 
  anyone to pass through the forest by way of the river 
  only.  
  They can also offer divination (see Divination magics 
  later). But they won’t offer it unless asked. 
  Shrine of the Exalted Faith (Ekbirrian 
  Missionaries) 
  The Ekbirrians established a small temple in 
  Blashikdur, but the locals mostly ignore them. It is 
  heavily used by Ekbirrian travelers and visitors from 
  the south. If the PCs come here looking for Gebril Al 
  Mofiss, Ishmal al-Qadi or Moussef al-Qadi, the young 
  priests here can tell the PCs that the three Qadi did 
  make a stop here for a short prayer, but they haven’t 
  seen them for the last few days. Divinations are not 
  offered at the shrine (the young priest is not powerful 
  enough, but he recommends the temple of Istus). They 
  don’t know anything about the Storm Riders operating 
  in Tusmit (they know about them in Ekbir, but haven’t 
  met them here to think they are more than Ekbirrian 
  mercenaries. If the PCs tell them the name of the 
  leader (Keyn Ashir), the Ekbirrians can tell the PCs 
  they are known to serve the Lord of Dezbat, but little 
  else. 
  Temple of the True Faith 
  The much larger temple of the True Faith is more than 
  a little annoyed by the coming of the Ekbirrians. Many 
  preachers spread the word of the Restorer of 
  Righteousness, just to counter the advances made by 
  the Exalted Faith. They don’t know of Gebril, Ishmal or 
  Moussef. They don’t know anything about the Storm 
  Riders, except that they don’t try to convert people to 
  the Exalted Faith (which they find suspicious). 
  The Mullahs have no information to give the PCs. 
  They can also offer divination (see Divination magics 
  later. But they won’t offer it unless asked. 
  University of Baklunish Studies 
  If the PCs go the University trying to find information 
  about the Udgru, people direct them to Professor 
  Assad, dean of Elven studies. No one else knows any 
  more about the situation of the Udgru.  
  Asking about a princess in Ekbir, there are more than 
  150 princesses who can claim the title.  
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
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  Professor Golinar Assad 
  It is possible that the PCs seek out the half-elf dean of 
  Elven studies they may have met in TUS3-06 Flames 
  of War. The son of former King Khellersorian, 
  Professor Assad is appalled by the current situation. If 
  any PC has the Lasse ten’Sha’Quessir, the Professor 
  asks them to try to find a way to bring back peace. He 
  states that he had a few contacts with some of the more 
  open-minded elves and while all feel that his father’s 
  execution was more akin to murder, many elves still 
  distrust Elohir and believe him to be a power-hungry 
  warmonger. Such a course of action can only lead to 
  more death in the Udgru and the eventual destruction 
  of the forest and its people.  
  Mouqollad Consortium 
  House Joraffa (from TUS4-02 Grave Consequences) 
  and Ibn Karaam are the two major houses with large 
  river fleet. Members of the Consortium or members of 
  the Church of Mouqol or those by spending an 
  Influence point with the Consortium, or by paying 
  APLx10gp they can learn that various Ekbirrians have 
  hired boats to transport passengers and offered decent 
  sums of money. The quantity is more than usual. 
  They can confirm that a Zeifian merchant has 
  established counter in Blashikdur. His name is Faruk 
  Al Tureim. He is not in Blashikdur at this time. His 
  house is a legal member of the Consortium and is 
  known to deal in pretty much anything rather than 
  specializing.  
  If the PCs have been hired by Ishmal, the merchants 
  tell them that only one ship remains in the docks, and 
  that it is heading for Dihn. 
  If the PCs were hired by Mustaka, the merchants tell 
  them all the ships have left town already.  
  Faruk’s Warehouse 
  Heading to the small warehouse of Faruk Al Tureim 
  yield little information and the warehouse is watched 
  over by a single guard. There is nothing illegal 
  happening there and no information useful to this 
  adventure located there.  
  The merchant there is a young man who fled Vilayad 
  before the Ketite attack and found this very lucrative 
  job. 
  Currently 
  available 
  are 
  exotic 
  silks 
  and 
  embroideries. He thinks his boss is a very good man. 
  He can confirm that his boss is not in Blashikdur, 
  guessing he is in most likely in Zeif. 
  Divination magics 
  Many parties may have access to divination magic. 
  Ishmal al-Qadi and Moussef al-Qadi both oppose using 
  magic to learn more about the princess. That kind of 
  magic is available in Blashikdur at the temple of 
  Azor’alq, Istus, Geshtai, Corellon Larethian or the True 
  Faith. Most other churches are too small to offer those 
  services readily. 
  After paying the usual fees, the PCs are told the 
  prophecy that can be found in Appendix 6 : Textes 
  Francais  
  Player’s Handout #1: Anyone with the “Prophecy of 
  Doom” reward from TUS5-02 Dancing out with the 
  starlit mage recognizes the prophecy. Some of the PCs 
  may already have received the prophecy in TUS5-03 
  Strands of Faith. PCs making a successful Knowledge 
  (Arcana) [DC 15] can guess that the final verses speak 
  of a solar eclipse. One is predicted in the coming weeks 
  (shortly after this adventure ends).  
  Any successful divination used to determine the 
  success of the adventure should have a good and bad 
  answer (“Weal and Woe” for augury). 
  Any successful divination about the Faris Rautha, the 
  freed knight with a gem on his forehead or the Rautha 
  Brotherhood yields the content of Player’s Handout #2: 
  Divinations on the Faris Rautha. 
  A successful Knowledge (local/VTF) [DC 15] informs 
  the PCs that gem-knights are another way of calling 
  the Faris Rautha because they wear a gem on their 
  forehead. They are a disbanded and outlawed order in 
  the Ekbirrian province of Dezbat. A successful 
  Knowledge (nobility) [DC 20] can give the party the 
  basic information found in the Adventure Background 
  under Ekbir. 
  The Tusman Army 
  The army knows nothing of what is going on. They 
  encourage the PCs to join the army and defeat the 
  rebels in southern Tusmit or maintain a watch on the 
  rebellious elves. 
  Most soldiers are annoyed by the presence of Ekbirrian 
  troops near Blashikdur. They have noted the men 
  conduct themselves in a professional manner, leading 
  most soldiers to think they are not mercenary, but 
  house troops.  
  Some of the higher-ups have identified the units as 
  belonging to the Storm Riders, a unit from Dezbat, 
  which is across Ekbir. They all believe the Pasha has 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 15 
  struck a deal with an Ekbirrian lord to gain assistance 
  when the elves launch their attack on Blashikdur. 
  The Water Watchers 
  The Water Watchers are those who control the Port of 
  Blashikdur.  PCs who are members of the Tusmit army, 
  those with an influence with the Water Watchers can 
  easily obtain the information. Other PCs require either 
  a bribe of 10xAPL gp OR a Bluff/ Forgery/ Diplomacy 
  check of [DC 15+APL] to get a Water Watcher to open 
  up and talk. 
  If the PCs were hired by Ishmal, they are told that 
  there is only a single boat left in the port, a Barijah 
  from Dihn called the Gold Coast. 
  Otherwise, the PCs are told the last ship which left the 
  port, left for Deir El’Mahari in Dihn. 
  Underworld Contact 
  Members of the Brotherhood of Basharaat, Xan Yae’s 
  Ghost, la Fraternité féline and the Tears of the Marid 
  can use local contacts. Other PCs may spend an 
  influence 
  point 
  to 
  obtain 
  some 
  information. 
  Alternatively, they may spend an Influence point with 
  any of the above groups or APLx10gp to get it but the 
  PCs MUST mention they are trying to buy the 
  information through dubious means. In other words, 
  make sure the PCs know they got the information 
  from criminal elements of society. 
  They learn there is a small bounty for the capture of an 
  Ekbirrian princess and the two Qadi. The bounty is to 
  bring them back ALIVE (they are worthless dead). It 
  seems these people have information the Caliph 
  doesn’t want to be released. The contact speculates it 
  must be something about Ekbirrian implications in the 
  Elisam rebellion. It must be VERY important.  
  All of the above sources mention there is a large reward 
  for a renegade Ekbirrian Faris with a gem on his 
  forehead. 
  Examining the princess 
  It is very possible that, at one time or another, the PCs 
  try to use magic on the princess. Spells like detect 
  magic, detect good/evil/law/chaos, detect thoughts 
  and the like. Refer to the list of items under Jadhim-
  Orem in Appendix One. Using that sort of magic 
  specifically on the princess angers the Qadi who 
  consider it “impolite”.  
  At higher APLs the PCs may have access to spells like 
  true seeing. That reveals the fact that some form of 
  illusion is active upon the princess, but through the 
  use of the Disguise skill (consider that Jadhim took a 
  20 on his check requiring a Spot check [DC 45] 
  (Jadhim uses a masterwork disguise kit) to spot 
  something odd) AND the veil he wears the PCs should 
  not be able to pierce the disguise. If at any point before 
  reaching Dwur’Ayhand, the PCs reveal Jadhim-Orem 
  for who he is, Jadhim and the Qadis attack the PCs, and 
  arrange so they cannot be raised. While this anguishes 
  both Qadi, none of them can allow the secret to be let 
  out before they reach their destination. 
  Other sources (Working for Mustaka) 
  At one time, during their investigations, the PCs 
  should learn where Ishmal, Moussef and the Princess 
  have gone. The contact could be either a Water 
  Watcher, a member of the Mouqollad Consortium, or 
  whoever you deem appropriate. The party should learn 
  the following: 
  • 
  They left by boat yesterday morning 
  • 
  They were heading up the Elani River, towards the 
  Udgru forest. Their final destination is unclear, 
  but is believed to be somewhere in Dihn. 
  However between here and there there are a 
  number of other village and small ports. 
  • 
  They 
  were 
  accompanied 
  by 
  a 
  group 
  of 
  adventurers. 
  Other sources (troubleshooting) 
  If the PCs come up with other sources or contact they 
  may have in Blashikdur, none of these people know 
  anything about the princess, anything specific about 
  Jadhim-Orem. However, they can all inform the PCs 
  about the situation in the Udgru. 
  Few people know about the Storm Riders, or their 
  exact goal. Most people think the Pasha has found 
  some more troops to protect them and rejoice in his 
  wisdom. 
   
  Encounter 2 – Into the Udgru 
   
  If the PCs were hired by Ishmal continue this 
  encounter when they head for the meeting with the 
  Qadi and the princess.  
  Rain falls heavily as you make your way towards the 
  docks where you hope you can find the barijah and 
  some shelter.  
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 16 
  The docks are pretty much empty except for a 
  single barijah flying the colors of Dihn and 
  sporting a drooping wet plume. Your hopes are 
  crushed because the barijah, in typical Tusman 
  design sports no cover from the rain.  
  The vessel is a glorified raft. Of typical barijah 
  design, the vessel is wide, with the shallow hull 
  that allows it to traverse the rivers of Tusmit even 
  when the riverbeds are low. The barijah is square 
  and tapered at the bow. The hold is a large box at 
  the center of the barijah, the bulk of which is 
  above-deck. A sail is attached to the top of the hold 
  which flies the colors of Dihn, according to 
  Tusman shipping laws. The only quarters is a small 
  cabin for the captain at the back of the hold. A large 
  tarp is pulled over the crate. Six sailors busy 
  themselves around vessel.  
  Ishmal al-Qadi is easily recognizable on the docks, 
  standing with a sailor. He motions for you to 
  approach. 
  “Praise to the High Cleric that you have arrived. Let 
  me present you Captain Jahah and his ship, the 
  Gold Coast.” 
  Ishmal proceeds to introduce everyone to the Captain. 
  Any PC who played TUS2-03 The Galda Coast 
  recognizes both the captain and his ship. Captain Jahah 
  gives those PCs a warm welcome and thanks them 
  again for saving his barijah so many years ago. 
  Everyone else, the Captain gives a polite handshake 
  and welcomes them aboard the Gold Coast. Moussef al-
  Qadi and the princess are nowhere to be found.  
  Captain Jahah orders his men to leave Blashikdur as 
  soon as all your gear is on-board. His men begin to 
  row up the river. The city disappears quickly, not 
  only by the strength of the six rowers, but the grey 
  curtain of rain.  
  Ishmal al-Qadi walks to the back of the ship, pulls 
  out a pouch and scroll before kneeling as if in 
  prayer. Ishmal begins to read from the scroll. 
  Anyone asking for a Spellcraft check, the DC is 21 to 
  recognize a planar ally spell.  
  Minutes later, Ishmal is still reading. Finally, out of 
  the river two vaguely humanoid forms appear. 
  Ishmal stands and speaks in a language that sounds 
  like the rain hitting the deck.  
  Ishmal is speaking Aquan to them. He explains he 
  would like them to push the barijah to speed it up. In 
  exchange, he offers them consecrated salt and water 
  sapphires. The elementals deal the final amount the 
  final price is around 8,000gp. As soon as Ishmal hands 
  over the content of the pouch to the elementals, the 
  barijah begins to speed up significantly. Ishmal 
  instructs the crew to take shelter since they won’t need 
  to row.  
  Speaking to Ishmal  
  The PCs may want to speak to Ishmal. He remains 
  tight-lipped until the barijah enters the Udgru, a few 
  hours away.  
  • 
  Ishmal is very interested in other peoples’ 
  religions and their beliefs. Like most Qadi, he is 
  open-minded about religion. 
  • 
  He won’t say where the Princess or Moussef are, 
  he simply winks. 
  • 
  He is really interested in learning about how 
  things are going in Tusmit and the perception 
  people have of the Pasha. He is very vocal in 
  showing the failings of Muammar Quaran (war 
  with Ket, commerce in a terrible shape, roving 
  goblins, rebellion). He points to the Caliph of 
  Ekbir, the Sultan of Zeif and the Beygraph of Ket 
  as symbols of leadership.  
  • 
  The princess was the one who decided their 
  itinerary. He confides in PCs who have his favor 
  that he is quite worried about the Udgru, which 
  has a poor reputation in Ekbir too. 
  Speaking to the crew 
  Because they have a lot of free time, the crew is more 
  than happy to gamble away or talk.  
  • 
  The elves tend to let most ship pass through the 
  forest, as long as the sailors do not set foot on land. 
  • 
  On the Ekbirrian shore of the Udgru, danger does 
  not come from the elves, but from humanoids, 
  bandits and worshippers of evil. They are said to 
  all bow to a single master know as the Black 
  Knight. However since most of the trip will be in 
  all Tusman shores, they should watch out for 
  elves. 
  • 
  They have been through the forest a few times 
  since the execution of Khellersorian, each time it 
  has been a nerve-wracking experience. 
  • 
  The captain arms everyone before they enter the 
  woods. (The PCs can know the sailors are not 
  quality warriors). 
  • 
  Captain Jahah says he was paid handsomely to 
  bring cargo to Deir El’Mahari. He asked no 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 17 
  questions and is happy to make a few quick 
  fountains. 
  Enter the Udgru 
  Read or paraphrase: 
  It seems night has come suddenly, as you can 
  occasionally make out a thick canopy above. It 
  takes a few minutes before the Captain says to the 
  crew and yourself. “Arm yourselves and keep an eye 
  out, we’ve entered the forest. With luck, the rain 
  will hold and they won’t get to use their bows.” 
  The dark grayness surrounds you and gives the 
  impression of floating in the middle of nowhere, 
  only the sound of water and the occasional sight of 
  dense foliage remind you where you really are. 
  Ishmal walks to the Captain. “We’ll be getting off 
  here. Move the boat towards left bank.” The 
  Captain is shocked and he begins to protest but 
  Ishmal takes a tone that leaves no room for 
  discussion. “Keep that white plume on your boat 
  and you won’t have any problems. These elementals 
  will work for you for the next 10 days. Consider 
  this additional payment for your help.” 
  The barijah finds a nice sandy shore and land. The 
  crew is extremely nervous and visibly shaken.  
  “Moussef, come out now, and bring the princess.” 
  Ishmal says next to the hold. The captain’s quarters 
  open, revealing the princess and Moussef. Ishmal 
  motions for you to leave the barijah, as he leaps on 
  shore himself. 
  Ishmal pulls out a pendant with a symbol of the 
  Cup upon it. 
  The pendant Ishmal pulls out is the one that a group of 
  adventurers got for him in TUSI3-06 Exalted Pains. 
  The pendant radiates faint divination magic. In the 
  hands of a member of the Bin-La’Haraj family (such as 
  Ishmal), the pendant indicates where its twin is located 
  (Elohir holds its twin). Ishmal then points to the 
  northeast and begins walking, following the pendant. 
  Forest life 
  While the pendant points to the other one, it shows 
  the most direct route. Unfortunately for the party, the 
  road they are taking passes through the lands of some 
  locals. All of the ELs have been reduced by 2 because of 
  the Qadi being present. 
  APL 2 (EL 4) 
  �Satyr with pipes: male fey; hp 22; see Monster 
  Manual page 219. 
  �Pixie: female fey; hp 3; see Monster Manual page 
  236. 
  APL 4 (EL 6) 
  �Satyr with pipes: hp 22; see Monster Manual page 
  219. 
  �Pixie: hp 3; see Monster Manual page 236. 
  �Shambling mound: hp 60; see Monster Manual 
  page 222. 
  APL 6 (EL 8) 
  �Shambling mound (2): hp 60 each; see Monster 
  Manual page 222. 
  �Treant: hp 66; see Monster Manual page 244. 
  APL 8 (EL 10) 
  �Shambling mound (3): hp 60 each; see Monster 
  Manual page 222. 
  �Treant (3): hp 66 each; see Monster Manual page 
  236. 
  APL 10 (EL 11) 
  �Forest Giant (2): hp 136 each; see Appendix 1 
  APL 12 (EL 14) 
  �Forest Giant (4): hp 136 each; see Appendix 1 
  Tactics: Ishmal and Moussef only fight if the princess 
  is threatened directly. If a PC moves back because he is 
  hurt, one of them moves in to assist and casts a healing 
  spell. Because of the two clerics present, the EL is 
  lowered.  
   
  Encounter 3 – The King and 
  the Princess 
   
  A few hours after the PCs have defeated the forest 
  creatures, they encounter the elves. Only two elves are 
  on the forest floor. They have bows in hand, with 
  arrows cocked. It is very obvious they are ready to use 
  them. Allow for Spot checks [DC 35] (bonuses for 
  distance, cover and preparation) to spot the 10 elves 
  hiding in the canopy above. 
  “Who sends you?” They call out to the party. Ishmal 
  answers ‘Elohir’. The answer seems to please the elves. 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 18 
  “Lower your weapons.” The Qadis gesture to the PCs to 
  comply. Once the party has dropped their weapons, the 
  elves approach them. 
  The elves return their weapons to anyone who has 
  either: the favor of the elves, the Lasse ten’Sha’Quessir, 
  members of the Udgru Elves, members of the Clergy 
  of Corellon Larethian (or any elven deity) or Friends of 
  Khellersorian. The elves ask these PCs to peace bind 
  their weapons.  
  Weaponless PCs are shackled and kept under strict 
  guard by the elves. Their weapons are tied in a bundle 
  and carried by the elves. They also confiscate holy 
  symbols of non-elven gods (even if they allow the PC 
  to keep his weapons). If the PCs protest, the elves reply 
  they are lucky they do not kill them like the Tusmans 
  have done to their brothers.  
  Ishmal and Moussef surrender their weapon and holy 
  symbols readily. However they insist the princess not 
  be touched. Seeing the princess is unarmed and 
  compliant, the elves agree. They insist that all animals 
  be leashed and muzzled (the elves provide the required 
  leashes. 
  The elves are joined by a number of animals: wolves 
  and hawks, forming an escort for the PCs.  
  Speaking to the elves 
  PCs who are still armed may try a Gather Information 
  check on the elves. Baklunish humans, those 
  associated with the Tusman army or priests of Al’Akbar 
  get a -5 circumstance penalty (yes, these penalties 
  stack). The two Qadi remain quiet. 
  DC 5 Most elves hate the Baklunish and the murder of 
  Khellersorian did not help. 
  DC 8 The two elves are brothers named Jordell and 
  Arsal, both are knowledgeable in the ways of the forest. 
  (PCs who played TUSInt4-02 Promenons-nous dans le 
  bois immediately recognize Jordell.) 
  DC 10 Until the end of 594CY when the Pasha ordered 
  a systematic destruction of the forest to create war 
  machines, most elves thought the situation was 
  improving. 
  DC 15 Warriors of Tusmit came and destroyed their 
  lands and their best warriors, the elves are very bitter. 
  DC 18 The Ekbirrian Udgru was almost completely 
  abandonned by the elves with the exception of a few 
  small tribes of wild elves, the Grugachs, who live 
  hidden deep in the woods. The forest has become too 
  dangerous since the unification of the creatures about 
  15 years ago by a cruel leader wearing a dark black 
  armor. These creatures have not mounted any serious 
  offensive in Tusmit over 10 years. 
  DC 20 Most of the Elves found Elohir to be a bit of an 
  extremist, but now they know he was right all along, 
  that Tusmit never intended to keep its word.  
  DC 22 Elohir himself asked them to meet the PCs and 
  bring them to Zaneren. It seems their party was 
  expected.  
  DC 30 A group of extremists are looking at killing the 
  Pasha, righteous justification they say.  
  The Elven Palace 
  Read or paraphrase: 
  It takes a few days of brisk walk, during which the 
  elves take you on hidden paths across the forest. 
  The final leg of the journey is across a fetid swamp 
  filled with giant trees. The canopy here is even 
  thicker than in the rest of the forest. 
  Finally a small island floats into view. “By the grace 
  of Corellon, welcome to Zaneren, ancestral capital 
  of the Udgru” says Jordell as he leaps from the raft 
  to the soggy island.  
  From a gigantic tree, two rope ladders are lowered. 
  Your guides tell you to use them but do not start 
  the climb themselves. Jordell and Arsal head back 
  to the raft.  
  When you reach the first of many levels, you are 
  approached by a number of elves. Most seem to be 
  non-combatants however. The mosaic of people 
  before you is mostly composed of wood elves but 
  includes a few elves of other origins: grey, high, 
  wild and the occasional half-elf, most of them 
  women and children. 
  You are led into what seems like a royal room. 
  Sitting on a huge throne is a muscular wood elf 
  with an impressive presence. Around him sits the 
  War council of the Udgru. All of them impressive 
  wood elves of various professions. 
  Any PC who played TUS2-05 Forest of Retribution 
  recognizes Elohir, the elven leader. 
  As you enter, Elohir stands up. “Welcome to 
  Zaneren strangers, the one place where we can find 
  peace from the persecutions of the Pasha and his 
  minions.” As he gets to Ishmal, he bows. “We were 
  expecting you, your Highness.”  
  The princess takes a step forward. “My good friend, 
  I’m happy that our messenger preceded us…” 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 19 
  Elohir looks puzzled for a moment. “Yes, princess… 
  Would you like to come with me in my rooms, we 
  have much to discuss. Your escorts will be well 
  cared for.” Ishmal goes to protest but he is reduced 
  to silence by the Princess. She and Elohir leave the 
  room by a side door. The entire room is stunned for 
  a moment. 
  The princess and Elohir talk together until the next 
  morning. No one can interrupt them. The PCs are 
  offered quarters in some hastily-built hut on a distant 
  branch. Despite their protests about being split from 
  the princess, Ishmal and Moussef are escorted with the 
  PCs. PCs in shackles remain so. 
  Speaking to the Elves 
  See the above section for all the information that can 
  be learned. The same penalties apply here. 
  However, on a Gather Information check [DC 21], the 
  elves confide that they are most surprised by Elohir’s 
  behavior with the princess. They hope it is a good sign, 
  because he remains unmarried and refuses to take a 
  wife. To any elf or half-elf PC, they make insinuation 
  that perhaps Elohir has fallen in love with the princess. 
  Looking around 
  While the PCs are not allowed free reign around the 
  city, (except Udgru elves, priests of an elven religion or 
  those wearing the Lasse ten’Sha’Quessi), they can visit 
  the town. There is little to see in town they cannot see 
  from their house. Call for Spot checks. 
  DC 12 Occasionally groups of forest giants and groups 
  of wood elves meet on the surface. (The Forest Giants 
  and the elves are allied thanks to Elohir. 
  DC 15 No elves walk on the swampy forest floor. 
  DC 18 All the elves seem to engage in practicing with 
  swords and bows.  
  DC 20 On occasion, a flash of light gleams in the 
  distance. It seems to always be from the same location. 
  DC 25 Giant eagle riders come and go about the forest, 
  but rarely land in Zaneren. 
  DC 40 The trees the city is built on closely resembles 
  gigantic Treants. 
  Speaking to the Treants 
  It is not possible to speak with the treants during this 
  adventure.  
  Speaking with the Qadi 
  Ishmal al-Qadi takes a seat in the house and waits 
  impatiently. He does not wish to talk and looks very 
  nervous, as if foreseeing something going wrong, very 
  wrong. No one can get him to up up. 
  Moussef on the other hand pulls out a piece of 
  parchment and begins drawing and documenting 
  everything he sees. The PCs can get him to speak. 
  However, it requires a Diplomacy or Bluff check [DC 
  15+APL]. PCs with ranks in any knowledge skill 
  receive +5 circumstance bonus to the roll (Moussef 
  enjoys intellectual conversations). 
  • 
  He comes from a poor family from the Dezbat on 
  the coast of the Dramidj Ocean. The Dezbat is a 
  poor region of Ekbir with a poor reputation. 
  • 
  He doesn’t like the new lord of Dezbat, Urik 
  Ashir. Moussef is very knowledgeable and can 
  relate the entire story of the fall of the First House 
  of Ashir (refer to Adventure Background under 
  Ekbir). Moussef believes the Faris Rautha were 
  accused falsely. He was approached by Gebril Al 
  Mofiss to help restore the honor of the Faris 
  Rautha by proving their innocence. Gebril asked 
  Moussef to join the Rautha Brotherhood. Moussef 
  is strongly thinking about joining. However, he is 
  unsure of whether he would have to leave Ishmal.  
  • 
  Ishmal has been his mentor since he became a 
  priest. The two men are very good friends and 
  would give their life for the other. 
  • 
  Moussef is highly excited about this mission. 
  While he has come to Tusmit a few times in the 
  last few years, this is his first real adventure into 
  Tusmit. 
  • 
  He believes that the mission will ultimately 
  transform Tusmit, making it a better nation.  
  • 
  He thinks he’ll be ennobled when they reach 
  Dwur’Ayhand.  
  • 
  No, he doesn’t want to marry the princess. (If the 
  idea is suggested to him or if one of the PCs 
  suggests they would like to marry, Moussef will 
  not be able to stop giggling.)  
  • 
  The Princess has much Tusman blood. He refuses 
  to state her name (any PC making Knowledge 
  (Nobility) or (Local/VTF) or Bardic Knowledge 
  can make a check [DC 20] to know there is no 
  princess in the current family tree of the Pasha. 
  The natural deduction is that Moussef is hiding 
  something (which, of course, he is). 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 20 
  If the PCs try to force answers from Moussef or Ishmal 
  (using charm person-style magic), they may be 
  prosecuted for assault on Church officials. The local 
  clergy do not tolerate assaults or threats on fellow 
  priests, even if they are foreigners. Both priests 
  consider this behaviour to be an attack on them, and 
  report it for all PCs who do not side with Jadhim at the 
  end of the adventure. 
  Spying on Elohir or the Princess 
  It is possible that the PCs use certain stratagems to spy 
  on Elohir and the Princess. Such stratagems include 
  sending a familiar, wild shaping or using divination 
  magic.  
  Because there are millions of methods the PCs can use 
  (and let’s be honest, they always have some strange 
  resource), no specific system or series of checks is 
  given here. As long as idea is decent, allow it to 
  succeed. The information they can gather here should 
  help them make up their mind later in the adventure. 
  There are two basic things to remember: 
  1- 
  Whatever they do must be secret or at least not 
  known by the elves (wild shaping into a bird when 
  a few elves are looking is an example). Otherwise 
  the elves inform Elohir.  
  2- 
  They must not interfere with Elohir and the 
  princess. Forcing either to make saving throws 
  constitutes interfering. In that case, the couple 
  moves to a more secure location in the palace. 
  The princess and Elohir spend the night discussing 
  ways to form a lasting peace between the elves and 
  Tusmit. They converse in elven. 
  The Princess and Elohir are discussing forming a new 
  treaty with the elves, and include the formation of a 
  new sheikdom, the Sheikdom of Zaneren where non-
  elves will not be allowed to live (but as to be given 
  right of passage). Elohir is to be elevated to the rank of 
  Sheik of Zaneren. 
  In return, the elves promise to provide support in the 
  form of supplies and troops to the princess. They also 
  promise to refuse to pay taxes to anyone serving Pasha 
  Muammar Quaran.  
  On a Sense Motive [DC 15+APL], the PCs can make 
  out that Elohir seems almost subservient to the 
  princess, and usually gives in to her demands. If the 
  check succeeds at [DC 20+APL], it seems that they are 
  merely finalizing some few details as if they had 
  already discussed everything. 
  Morning comes 
  Elohir and the princess remain alone in the King’s 
  room (unless disturbed by spying PCs). They do not 
  emerge until morning. At that time, the PCs are called 
  by to the throne room. 
  Sitting on his throne, Elohir looks tired but sports a 
  large smile. The princess stands to his right, but 
  unlike the elf she looks refreshed. You and the two 
  Qadi are kept at the back of the hall. 
  One by one, the members of the elven council form 
  up, taking their seats and a heated discussion 
  begins. 
  Hand over Player’s Handout #3: The War Council of 
  the Udgru to the PCs, but ONLY if at least one of 
  them speaks elven.  
  If none understand, there is a heated debate about the 
  princess it seems. It seems that half the council is 
  against Elohir, a quarter is for, and the others hesitate. 
  The princess herself gets involved in the conversation. 
  In the end, Elohir imposes his will upon the council, 
  which doesn’t seem to please everyone. The people are 
  divided over the issue.  
  As the elves file out of the throne room, the 
  princess signals for you and the Qadi to approach.  
  “I think the murder Muammar Quaran perpetrated 
  on these good people will serve as a way to form a 
  new peace. It is a shame that blood had to be 
  spilled.” says the princess to Ishmal. 
  “You are good people, take good care of the 
  princess. On her life rides the last hope of peace in 
  the Udgru.” Adds king Elohir. “I will have some of 
  my best warriors escort you out of the forest. I 
  thank you all for coming and bringing my people 
  hopes of peace.” 
  If the PCs ask questions of Elohir, he can give them the 
  basic information he gave in the Player Handout #1. 
  However, he does not give out any additional details. If 
  the PCs confront him with knowledge about the 
  details of his secret meeting with the princess, Elohir 
  eyes them suspiciously, and neither confirms or 
  denies.  
  Finally, Elohir bids them farewell and quickly returns 
  to the royal hall where he looks at the party prepare to 
  leave.  
  The Attack 
  Read or paraphrase: 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 21 
  As you are about to go down the rope ladders, a 
  horn blows from somewhere, following that, many 
  elves leave their homes carrying bows and swords. 
  Looking around, you can see 5 elves mounted on 
  giant eagles with a host of smaller birds of prey 
  flying around them coming from the northwest. 
  The elves land near the royal chambers and rush to 
  kneel before King Elohir.  
  A Sense Motive check [DC 10] (automatic for elves and 
  +5 for half-elves) allows the PC to know these elves are 
  highly nervous and shaken, something extremely 
  important has happened. The PCs are too far away to 
  hear what is being said. 
  Elohir and his messenger enter the royal hall. 
  Shortly thereafter, orders are given and all the elves 
  hastily dress up for war. Their faces show fear, 
  anguish and perhaps hatred. A few more horns with 
  different tones are blown. 
  The princess, the Qadi and you are pushed to the 
  side as a group of elves go down the ladder. On the 
  ground, they are quickly met by a few Forest 
  Giants, feys and all kind of forest creatures. Shortly 
  afterwards, the ragtag army has left the area. 
  Until the soldiers have gone, the PCs won’t be able to 
  have their questions answered. If the party contains a 
  member of the Udgru Elves meta-org or from the 
  Church of Corellon Larethian, then that PC is 
  summoned by Elohir, otherwise, he summons the 
  princess. On her return, the princess whispers in 
  Ishmal ear who relates to the party. 
  Relay the following information to the PCs. 
  • 
  A small army of humanoids coming from the 
  Ekbirrian forest have attacked an elven village, a 
  few leagues from here. 
  • 
  This army was composed of orcs, goblins, ogres, 
  giants and many bandits.  
  • 
  Worshippers of all kind of evil deities and even 
  denizens of the lower planes were seen against 
  which the elves could do nothing. 
  • 
  All of the elves were massacred but one who 
  managed to escape by hiding in the shadows. He 
  saw their leader, a man in night-black armor 
  riding a nightmare. He alone accounted for much 
  of the carnage. 
  • 
  The army has since withdrawn back to Ekbir. But 
  not before they decapitated every elf they found 
  and brought the heads back with them. 
  • 
  They believe Zaneren is safe, but wonder for how 
  long. 
  Finally 
  A group of five elven warriors escort the PCs, the Qadi 
  and the princess out of the forest into the village of 
  Deir el’Mahari (the same village where TUS2-03 The 
  Galda Coast began). A fisherman ferries them across 
  the Elani River into town. 
  Troubleshooting: Leaving with the Elven army 
  Some PCs may be tempted to leave with the elves to 
  retaliate against the army of the Black Knight. Ishmal 
  and Moussef both argue for the PCs to stay and 
  complete their mission first, as there will be enough 
  time for retaliation in the future. If the PCs decide to 
  go with the elves, Ishmal reminds them of the oath 
  they took (the quest spell). If the PCs persist, then head 
  to the Conclusion under Failed. They receive the 
  Oathbreaker AR reward.  
  It is possible the party splits up at this time, if that is 
  the case, continue with the adventure with those PCs 
  escorting the princess. 
  Troubleshooting: Attacking Elohir 
  Some parties may think they can take out Elohir. If 
  thats the case, confirm that this is their action. Then 
  have Pinecone wake up and kills the intruder. The 
  elves then insist on decapitating the body and burning 
  all but the head. The head is placed on a pike and 
  displayed. These PCs cannot be returned from the 
  dead.  
  The Pasha offered a 25,000gp bounty for Elohir’s head 
  (dead or alive), so this could be sufficient motivation 
  for some foolish adventurers. 
  If they call for dice rolls before death, laugh it off. 
  Pinecone is a 50HD Treant of Legend. On top of that, 
  ALL the elves also attack the PCs. Then the Forest itself 
  turns against the party. And lets not forget Elohir’s 
  alliance with the Forest Giants.  
  Encounter 4 – The Storm 
  Riders 
   
  Read or paraphrase: 
  From Deir el’Mahari you take the Golden Trail 
  towards Dwur’Ayhand. About a day from the capital 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 22 
  of Dihn, you can see a group of mounted men up 
  ahead. 
  As you come closer, one of them steps up. 
  “Surrender immediately or we will be forced to take 
  action. We have no wish to fight you. We can do 
  this the easy way or the hard way.” 
  PCs who have already met the Storm Riders (in VTF3-
  06 A Smile in the mist, or EKB5-03 La Proie pour 
  l’ombre for example) immediately recognize 2 Storm 
  Riders with a Qadi (and creatures at higher APLs). To 
  identify them, the PCs must succeed at a Knowledge 
  (local/VTF) check [DC 20]  
  If the PCs do not immediately obey and surrender, a 
  fight breaks out.  All ELs have been reduced by 2 
  because of the Qadi being present. 
   
   
  APL 2 (EL 4) 
  �Karam Djel & Mehemet Balam: male Baklunish 
  Ftr3; hp 28 each; see Appendix One 
  �Jabelliah al-Qadi: female Baklunish Clr3; hp 24, see 
  Appendix One 
  APL 4 (EL 6) 
  �Karam Djel & Mehemet Balam: male Baklunish 
  Ftr5; hp 44 each; see Appendix One 
  �Jabelliah al-Qadi: female Baklunish Clr5; hp 38, see 
  Appendix One 
  APL 6 (EL 8) 
  �Karam Djel & Mehemet Balam: male Baklunish 
  Ftr7; hp 67 each; see Appendix One 
  �Jabelliah al-Qadi: female Baklunish Clr7; hp 52, see 
  Appendix One 
  APL 8 (EL 10) 
  �Karam Djel & Mehemet Balam: male Baklunish 
  Ftr9; hp 94 each; see Appendix One 
  �Jabelliah al-Qadi: female Baklunish Clr9; hp 66, see 
  Appendix One 
  APL 10 (EL 12) 
  �Karam Djel & Mehemet Balam: male Baklunish 
  Ftr9; hp 94 each; see Appendix One 
  �Jabelliah al-Qadi: female Baklunish Clr9; hp 66, see 
  Appendix One 
  �Elder Air Elemental: hp 204, see Monster Manual 
  page 95. 
  APL 12 (EL 14) 
  �Karam Djel & Mehemet Balam: male Baklunish 
  Ftr9; hp 94 each; see Appendix One 
  �Jabelliah al-Qadi: female Baklunish Clr9; hp 66, see 
  Appendix One 
  �Elder Air Elemental (2): hp 204 each, see Monster 
  Manual page 95. 
  Tactics: Ishmal is the first target of the soldiers. Here 
  Moussef and Ishmal fight while the princess uses her 
  belt of invisibility. Moussef stays back and uses his 
  healing spells.  
  Because combat happens in open terrain, the men try 
  to use their cavalry skills to the best of their ability. 
  The Storm Riders have a document signed by Pasha 
  Muammar Quaran allowing them to perform arrests of 
  outlaw ekbirrians on the territority of Tusmit. 
  Treasure: 
  APL 2 L: 149gp; C: 0gp; M: 0gp 
   
  APL 4 L: 508gp; C: 0gp; M: +1 scimitar x3 (193gp 
  each per character) 
   
  APL 6 L: 67gp; C: 0gp; M: +1 full plate x3(221gp 
  each per character); +1 heavy steel shield x2 (98gp each 
  per character); +1 thundering scimitar x2 (693gp each 
  per character); gauntlets of ogre power +2 x2(333gp 
  each per character); amulet of health +2 x2 (333gp each 
  per character); +1 scimitar (193gp per character) 
   
  APL 8 L: 67gp; C: 0gp; M: +1 full plate x3(221gp 
  each per character); +1 heavy steel shield x2(98gp each 
  per character); +1 thundering scimitar x2 (693gp each 
  per character); gauntlets of ogre power +2 x2 (333gp 
  each per character); amulet of health +2 x2 (333gp each 
  per character); amulet of natural armor +1 x2(83gp each 
  per character); vest of resistance +1 x2 (83gp each per 
  character); +1 scimitar (193gp per character); periapt of 
  wisdom +2 (333gp per character); ring of freedom of 
  movement (3333gp per character) 
   
  APL 10 L: 67gp; C: 0gp; M: +1 full plate x3(221gp 
  each per character); +1 heavy steel shield x2 (98gp each 
  per character); +1 thundering scimitar x2 (693gp each 
  per character); gauntlets of ogre power +2 x2 (333gp 
  each per character); amulet of health +2 x2 (333gp each 
  per character); amulet of natural armor +1 x2(83gp each 
  per character); vest of resistance +1 x2 (83gp each per 
  character); +1 scimitar (193gp per character); periapt of 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 23 
  wisdom +2 (333gp per character); ring of freedom of 
  movement (3333gp per character) 
   
  APL 12 L: 67gp; C: 0gp; M: +1 full plate x3 (221gp 
  each per character); +1 heavy steel shield x2 (98gp each 
  per character); +1 thundering scimitar x2 (693gp each 
  per character); gauntlets of ogre power +2 x2 (333gp 
  each per character); amulet of health x2(333gp each per 
  character); amulet of natural armor +1 x2 (83gp each 
  per character); vest of resistance +1 x2 (83gp each per 
  character); +1 scimitar (193gp per character); periapt of 
  wisdom +2 x2 (333gp per character); ring of freedom of 
  movement (3333gp per character) 
  Turning on Ishmal and Moussef 
  The party can turn on Ishmal and Moussef if they 
  wish. In that case, the two Qadi plead with the PCs to 
  complete their quest first, after that, they promise to 
  turn themselves in to the Ekbirrian authorities. Ishmal 
  and Moussef have a written document from the Sheik 
  of Dihn, saying they are his honored guest, and that 
  they must be brought to him with all haste, and that 
  they must be treated as royalty. They point out that, 
  unlike the PCs, they will keep their word, and honor 
  their agreement. 
  When shown the documents, the adventurers agree to 
  let the trio continue to Dwur’Ayhand, on the condition 
  the Qadi meet them in Blashikdur in a week’s time. 
  The Qadi swear and will turn themselves once their 
  trip is over (both Qadi readily agree). 
  If the PCs accept, Ishmal and Moussef both flank the 
  princess and ask the PCs to stay away from them. 
  Proceed to Encounter 9 – Revelations. 
  If the PCs do not accept, the two Qadis fight until 
  death, (first aiming their attacks at the PCs) not 
  allowing themselves to be captured. The princess uses 
  her belt of invisibility before using her cloak of the 
  Mountebank to escape. Of course, the PCs have failed. 
  Go on to Conclusion under Failed. 
  No matter what, remove any influence with Ishmal al-
  Qadi or Moussef al-Qadi the PCs may have and they 
  may not gain any after this adventure. 
  Note: Once the soldiers are defeated, Proceed to 
  Encounter 8 – Rebelling Nobles. 
   
  Encounter 5 – A Dark, Dark 
  Wood 
   
  At one point a party hired by Mustaka el-Arand and 
  Waffid Gormad should come to the realization that the 
  people they seek have left for the north of Tusmit. 
  While they may think the trio’s final destination is 
  Dihn, the specifics are not quite clear. Hopefully they 
  should realize that they must track then into the 
  Udgru.  
  If they decide to go and wait for the Qadis in Deir 
  el’Mahari, jump to Encounter 7 – By order of the 
  Caliph. In that case, they loose a lot of experience and 
  valuable information. 
  Local help 
  They can hire a local hunter named Gazool. He is the 
  only one willing to brave the Udgru, but he asks for a 
  steep payment, half paid ahead of time, to his young 
  wife. He asks the sum of 100gpxAPL to accompany the 
  PCs, but he is willing to go for as little as 50gpxAPL. 
  Gazool does not participate in any combat, and stays 
  out of sight. Gazool is knowledgeable about the forest. 
  He stays low and keeps an eye out. Gazool should 
  survive as the elves should easily assess that he doesn’t 
  pose a real threat. 
  �Gazool: Exp2, hp 15, NG, Hide +8, Survival +7, Track 
  feat. 
  Gazool has little difficulty finding the trail their quarry 
  took. At one point the PCs should come across the 
  ambush site (for the creatures see Encounter 2 – Into 
  the Udgru under Forest life. However he refuses to 
  head out any further into the woods. He says he 
  fulfilled his contract of finding the trail for the PCs. He 
  cannot be talked into going any further (its WAY TOO 
  DANGEROUS). He asks for his money and if he 
  doesn’t get paid, he leaves, not wanting to attract the 
  attention of the elves. Continue with Picking up the 
  trail 
  Finding a boat and going up the Elani 
  The PCs can try to purchase a river boat (or they may 
  have one of their own) and try to follow the same path 
  as the Qadis and the princess. 
  Finding the site where the Gold Coast landed requires 
  a Spot check [DC 16+APL]. From there, following the 
  trail is easy enough (see Picking up the trail). 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 24 
  If the PCs fail to find the landing, have them continue 
  until they reach Deir el’Mahari and continue with 
  Encounter 7 – By order of the Caliph. 
  Head out blindly into the woods 
  The final choice is to blindly hope for the best. This 
  second solution is clearly not the best one. You should 
  add an additional run-in with a patrol of elves. The 
  same as in the next section after the first battle, the PCs 
  should pick up the trail. After 4 days, continue with 
  Picking up the trail.  
  Picking up the trail 
  The trail is about 4 days away from Blashikdur, unless 
  the PCs use some form mass, long-term speed 
  enhancement, it takes them 4 days to find it. 
  The trail is VERY easy to follow. The adventurers have 
  cut a path of devastation through the thick foliage. PCs 
  with the Track feat [DC 15] reveal a group of heavily 
  armored humanoids with two lighter persons (most 
  likely female). 
  The trail winds for a few minutes, heading straight 
  north, deeper into the woods. Call for Spot and Listen 
  checks [DC 20+APL] (bonus offered for cover and 
  distance). Those who make it have a brief glimpse of 
  something metallic before the elves start shooting 
  without warning. However, a party composed entirely 
  of PCs with elf blood will receive a warning to leave or 
  be killed. 
  APL 2 (EL 4) 
  �Elven snipers (3): Wood elf, Rgr2, hp 13 each, see 
  Appendix One. 
  APL 4 (EL 6) 
  �Elven snipers (3): Wood elf, Ftr2/Rgr2, hp 28 each, 
  see Appendix One. 
  APL 6 (EL 8) 
  �Elven snipers (4): Wood elf, Ftr2/Rgr2, hp 28 each, 
  see Appendix One. 
  APL 8 (EL 10) 
  �Elven snipers (4): Wood elf, Ftr4/Rgr2, hp 41 each, 
  see Appendix One. 
  �Elven Wizard (2): Grey elf, Wiz6, hp 31 each, see 
  Appendix One. 
  APL 10 (EL 12) 
  �Elven sniper: Wood elf, Ftr4/Rgr2/Rog2, hp 48 
  each, see Appendix One. 
  �Elven Wizard: Grey elf, Wiz6, hp 31 each, see 
  Appendix One. 
  �Forest Giant: hp 136; see Appendix One 
  APL 12 (EL 14) 
  �Elven snipers (2): Wood elf, Ftr4/Rgr2/Rog2, hp 48 
  each, see Appendix One. 
  �Elven Wizard: Grey elf, Wiz8, hp 39, see Appendix 
  One. 
  �Forest Giant (2): hp 136 each; see Appendix One 
  Tactics: The elves stay on hidden platforms 30’ in the 
  trees. They are spread out, to prevent being hit by a 
  single spell. Unless somehow forced to come down, 
  they stay up in the trees and thus receive a +4 cover 
  bonus to AC at all times (it is not included in their 
  profile. This bonus can be negated if a PC climbs up the 
  tree. The elves concentrate their efforts on thinning 
  out the number of PCs therefore they concentrate their 
  fire on PCs with lower AC (wizards and light-infantry-
  types will be targeted first). They take full advantage of 
  anything they can use (using sneak attack on climbing 
  PCs).  
  At higher APLs, the wizards concentrate their spells on 
  PCs who have too high AC for the archers. Like the 
  archers, the wizards concentrate their spells. 
  The forest giants stay hidden and fire their bows. Once 
  the ambush is sprung and the (hopefully) PCs split, the 
  giants move in with the greatclubs. 
  These elves are out for blood and invoke the name of 
  Corellon and Khellersorian. They remain hidden and 
  keep firing away.  They call out to elves and half-elves 
  to turn their back on the murderers of Khellersorian 
  and his minions. They avoid firing at elves and half-
  elves, until the elven PC takes a hostile action. It is 
  possible for elven PCs to be left standing, unscathed 
  while all the other PCs are shot dead. The elves then 
  warn the elf to leave immediately.  
  Note that because of the heavy rains of the last few 
  days, the forest is not at risk of catching on fire, a fact 
  the elves use to its full advantage. 
  Treasure:  
  APL 2 L: 204gp; C: 0gp; M: 0gp. 
  APL 4 L: 29gp; C: 0gp; M: 3 +1 mighty composite 
  longbow (+3str) (225gp each per character)  
  APL 6 L: 38gp; C: 0gp; M: 4 +1 mighty composite 
  longbow (225gp each per character) 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 25 
  APL 8 L: 38gp; C: 0gp; M: 4 +2 mighty composite 
  longbow (725gp each per character) 
  APL 10 L: 78gp; C: 0gp; M: +2 shock humanbane 
  mighty composite longbow (2725gp) 
  APL 12 L: 156gp; C: 0gp; M: 2 +2 shock humanbane 
  mighty 
  composite 
  longbow 
  (2725gp 
  each 
  per 
  character) 
  Troubleshooting: The PCs can continue to follow the 
  trail. They must either kill or subdue all the elves 
  before continuing. Note that killing the elves in the 
  Udgru is NOT subject to prosecution by Tusman law 
  because they are considered rebels and enemies of the 
  state.  
   
  Encounter 6 – Jardez 
   
  Before the party begins looting the elves, Jardez reveals 
  himself. Read or paraphrase. 
  With the elves and their animals lying around you, 
  you begin searching the bodies when a voice calls 
  out in common. 
  “Leave those where they are…” a Baklunish man 
  appears from behind a tree, pulling his hood while 
  holding his longbow in his other hand. “What are 
  you doing here?” 
  The man is Jardez, the ranger from TUS2-04 Forest of 
  Retribution. Let the PCs answer him before he answers 
  their questions. 
  Who are you? My name is Jardez.  
  What are you doing here? I work for the Water 
  Watcher, keeping an eye on the situation here in the 
  Udgru. 
  Why should we trust you? I don’t care if you believe 
  me or not. If you want to head to your death, keep 
  going where you’re going and doing what you’re doing. 
  Have you seen 2 Qadis and a princess? Yes, they 
  came through here a few days back and went to meet 
  with Elohir. I heard some of the elves talking about 
  somekind of peace plan. Apparently they are heading 
  for Deir el’Mahari, in Dihn. 
  Why shouldn’t we loot the elves? Take them if you 
  don’t mind a bunch of elves tracking you down. 
  What would be the shortest route to Deir 
  el’Mahari? Jardez tells them that taking a boat is both 
  the quickest and safest route. 
  Note: The PCs can loot the bodies if they wish 
  however the ENTIRE PARTY earns themselves the 
  “Wanted for theft” AR Reward. If they decide to head 
  further into the Udgru continue with Playing dumb 
  (heading into the woods) or head for Deir el’Mahari, in 
  that case continue with Encounter 7 – By order of the 
  Caliph. 
  Playing dumb (heading into the woods) 
  If the PCs decide not to trust Jardez and head further 
  into the forest, stage a fight against an elven patrol that 
  is composed of the total of two patrols from Encounter 
  5 (that’s double what they just fought). 
   
  Encounter 7 – By order of the 
  Caliph 
   
  As long as they do not deliberately take their time, the 
  PCs reach Deir el’Mahari before the Qadis and the 
  princess. During the night, the Qadis, the princess and 
  their escort reach the village. 
  No one knows anything about the trio until they 
  arrive. The local Water Watchers can inform the PCs of 
  any arrivals, if they are members of the organization, 
  spend an influence point with the Water Watchers or 
  spend 5xAPLgp (this bribe may be paid by handing 
  equipment). The Qadis do not waste time waiting in 
  town and leave immediately by the Golden Trail.  
  Most likely this encounter takes place outside of town, 
  in an open area.  
  Read or paraphrase (you may have to modify the text 
  according to the circumstances). 
  From ahead on the road, you can see a group of 
  horsemen appear. They approach at a slow pace. 
  One of the women, obviously of higher rank is 
  flanked by two heavily armored Ekbirrian priests 
  clad in black and red. The rest of the group, 
  obviously a group of adventurers ride in front of 
  the party. 
  When the PCs appear, the adventurers call to them, 
  asking for their reason to be here. If the PCs explain 
  why they are looking for the Qadis, Ishmal answers 
  that none of them are willing to return to Ekbir until 
  
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  their business here is done, however he is willing to 
  swear that he will follow the PCs once his mission here 
  is done.  
  He offers the PCs to join them to Dwur’Ayhand. The 
  princess is also ready to swear such an oath if asked 
  (but Jadhim has no intention of keeping that promise). 
  They make no efforts to hide who they are, and declare 
  themselves if prompted. Ishmal presents the princess. 
  Taking Ishmal’s offer 
  If they do so, the PCs can form up an escort to 
  Dwur’Ayhand. They should receive full experience for 
  this encounter. Proceed to Encounter 8 – Rebelling 
  Nobles. 
  Refusing Ishmal’s offer 
  If the PCs refuse Ishmal’s offer, the adventurers move 
  in to fight against the PCs. The EL is reduced by 1 
  because of the use of non-lethal damage by the NPCs. 
  APL 2 (EL 4) 
  �Karam Djel: male Baklunish Pal3; hp 28; see 
  Appendix One 
  �Jabelliah al-Qadi: female Baklunish Clr3; hp 24, see 
  Appendix One 
  APL 4 (EL 6) 
  �Karam Djel: male Baklunish Pal5; hp 44; see 
  Appendix One 
  �Jabelliah al-Qadi: female Baklunish Clr5; hp 38, see 
  Appendix One 
  APL 6 (EL 8) 
  �Karam Djel: male Baklunish Pal5/Hosp2; hp 58; see 
  Appendix One 
  �Jabelliah al-Qadi: female Baklunish Clr7; hp 52, see 
  Appendix One 
  APL 8 (EL 10) 
  �Karam Djel: male Baklunish Pal5/Hosp4; hp 81; see 
  Appendix One 
  �Jabelliah al-Qadi: female Baklunish Clr9; hp 66, see 
  Appendix One 
  APL 10 (EL 12) 
  �Karam Djel & Mehemet Balam: male Baklunish 
  Pal5/Hosp4; hp 81; see Appendix One 
  �Jabelliah al-Qadi: female Baklunish Clr9; hp 66, see 
  Appendix One 
  �Leonal: hp 114, see Monster Manual page 142. 
  APL 12 (EL 13) 
  �Karam Djel & Mehemet Balam: male Baklunish 
  Pal5/Hosp4; hp 81; see Appendix One 
  �Jabelliah al-Qadi: female Baklunish Clr9; hp 66, see 
  Appendix One 
  �Leonal (2): hp114 each, see Monster Manual page 
  142. 
  Tactics: The princess uses her belt of invisibility as 
  soon as combat starts. The Qadi stay back, calling to 
  their people not to kill the PCs. The escorts only use 
  non-lethal damage until the PCs start using real 
  damage. 
  Neither Ishmal nor Moussef are counted in the 
  encounter. They both try to stay away from combat. If 
  the PCs target them (even indirectly using a template 
  spell), they both engage in battle. They are NOT part of 
  the EL of the encounter. 
  If the fight goes poorly for the PCs, they are offered the 
  chance for an honorable surrender, if the PCs agree to 
  escort the Qadi and the princess. 
  By the same way, if the escorts are getting severely 
  beaten by the PCs, they call for mercy, as long as all 
  combat has been non-lethal. Again the Qadi do not 
  agree to leave for Ekbir, at least not as long as they 
  haven’t been to Dwur’Ayhand first. After that, they 
  stand willing to accompany the PCs wherever they 
  want.  
  Should the PCs be out for blood and want to go 
  through the Qadi, the princess uses her cape of the 
  mountebank to dimension door away. In that case, go 
  to the Conclusion under Failed.  
  Treasure: 
  APL 2 L: 149gp; C: 0gp; M: 0gp 
  APL 4 L: 508gp; C: 0gp; M: +1 scimitar x3 (193gp each 
  per character) 
  APL 6 L: 67gp; C: 0gp; M: +1 full plate x3(221gp each 
  per character); +1 heavy steel shield x2 (98gp each per 
  character); +1 flaming scimitar x2 (693gp each per 
  character); gauntlets of ogre power +2 x2(333gp each 
  per character); cloak of charisma +2 x2 (333gp each per 
  character); +1 scimitar (193gp per character) 
  APL 8 L: 67gp; C: 0gp; M: +1 full plate x3(221gp each 
  per character); +1 heavy steel shield x2(98gp each per 
  character); +1 flaming scimitar x2 (693gp each per 
  character); gauntlets of ogre power +2 x2 (333gp each 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 27 
  per character); cloak of charisma +2 x2 (333gp each per 
  character); amulet of natural armor +1 x2(83gp each per 
  character); vest of resistance +1 x2 (83gp each per 
  character); +1 scimitar (193gp per character); periapt of 
  wisdom +2 (333gp per character); ring of freedom of 
  movement (3333gp per character) 
  APL 10 L: 67gp; C: 0gp; M: +1 full plate x3(221gp each 
  per character); +1 heavy steel shield x2 (98gp each per 
  character); +1 flaming scimitar x2 (693gp each per 
  character); gauntlets of ogre power +2 x2 (333gp each 
  per character); cloak of charisma +2 x2 (333gp each per 
  character); amulet of natural armor +1 x2(83gp each per 
  character); vest of resistance +1 x2 (83gp each per 
  character); +1 scimitar (193gp per character); periapt of 
  wisdom +2 (333gp per character); ring of freedom of 
  movement (3333gp per character) 
  APL 12 L: 67gp; C: 0gp; M: +1 full plate x3 (221gp each 
  per character); +1 heavy steel shield x2 (98gp each per 
  character); +1 flaming scimitar x2 (693gp each per 
  character); gauntlets of ogre power +2 x2 (333gp each 
  per character); cloak of charisma +2 x2(333gp each per 
  character); amulet of natural armor +1 x2 (83gp each 
  per character); vest of resistance +1 x2(83gp each per 
  character); +1 scimitar (193gp per character); periapt of 
  wisdom +2 x2 (333gp per character); ring of freedom of 
  movement (3333gp per character) 
   
  Encounter 8 – Rebelling 
  Nobles 
   
  At this point, the PCs should be escorting the princess 
  towards Dwur’Ayhand.  
  Three hours out of Dwur’Ayhand, they are ambushed 
  by a group of nobles opposed to Jadhim. These nobles 
  have hired their family wizards and clerics to gate or 
  planar bind a group of elementals. The elementals 
  spring out of the earth in front of the party thus 
  gaining the advantage of surprise.  
  APL 2 (EL 4) 
  �Small earth elemental (3): hp11 each; see Monster 
  Manual page 97. 
  APL 4 (EL 6) 
  �Medium earth elemental (3): hp 30 each; see 
  Monster Manual page 97. 
  APL 6 (EL 8) 
  �Large earth elemental (3): hp 68 each; see Monster 
  Manual page 97. 
  APL 8 (EL 10) 
  �Huge earth elemental (3): hp 152 each; see 
  Monster Manual page 97. 
  APL 10 (EL 12) 
  �Greater earth elemental (3): hp 199 each; see 
  Monster Manual page 97. 
  APL 12 (EL 14) 
  �Elder earth elemental (3): hp 228 each; see Monster 
  Manual page 97. 
  Tactics: This time, the princess uses her cape of the 
  mountebank to escape to the city with the two Qadi. 
  Before doing so, Ishmal calls “Meet us at the palace.”  
   
  Encounter 9 – Revelations 
   
  The PCs enter the city of Dwur’Ayhand. The city is in 
  the middle of an important festival (though 
  Knowledge (local/vtf, religion or history) cannot 
  identify which. The flags of many nobles fly above the 
  palace. It seems some form of large party is taking 
  place. Ishmal points to the palace and indicated that is 
  where they wish to go. Notably missing is the red flag 
  of Tusmit. 
  Forty guards, most of them of Dwarf origin meet the 
  party at the gate. The Raqeeb tells them the Sheik 
  wants them at the palace immediately. He can confirm 
  the arrival of the princess and the Qadi. 
  Twenty guards escort the party to the palace, where 
  they are shown to a nice room, and told to bathe and 
  prepare to meet the sheik. The guards do not stand for 
  protests and insist these are the Sheik’s orders.  
  Taking Baths 
  Servants draw hot baths for the PCs and bring them 
  some neat clothes. They only know there is a great 
  feast because of a very important visitor. They offer a 
  few refreshments in the form of wine, steamed 
  mushroom and a few Udgru hard nuts.  
  The servants take no actions against the PCs if they 
  wish to leave the room, they do nothing. If all the PCs 
  leave the room, the servants walk out and inform the 
  guards.  
  
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  Keeping an eye on the Princess 
  Wary PCs may try to keep an eye on the Qadi and the 
  Princess. The guards say they are under strict orders by 
  the Sheik himself to only allow Ishmal, Moussef and 
  the princess inside the room. The guard can show 
  them the official order (the party can make all the 
  Forgery rolls they want, it is authentic). The guards 
  have been chosen for their dedication and loyalty to 
  the Sheik.  
  They insist that once their cleaning up is done all the 
  guests will be taken to the Sheik, who has requested 
  their presence. They point out that showing up dirty 
  before the sheik is a clear sign of disrespect. They 
  assure the PCs that no one is going anywhere. 
  Inside the Princess’ room 
  Inside the room, both Qadi cast a series of protection 
  spells like magic circle vs evil, magic circle vs chaos, 
  dimensional anchor, consecrate, invisibility purge, and 
  freedom of movement upon the princess. They also 
  scan the room with their detection spells. Jadhim-
  Orem uses three scrolls of detect scrying. They then 
  walk around the room closing all windows and doors. 
  Once they are content there is no intruder or 
  eavesdropper, the princess removes her disguise and 
  returns to his guise as Jadhim-Orem. Jadhim-Orem 
  washes himself up before dressing up in a regal garb. 
  Covering himself with a large velvet cloak and other 
  rich fineries, Jadhim-Orem then waits for his two 
  advisors to finish washing up. He places his hat of 
  disguise over his head to once more appear as the 
  princess.  
  However, from this moment on, he does not use his 
  skills at disguise to hide who he is. He looks like a man 
  in his early 60s if any PC can see through his hat of 
  disguise. 
  Troubleshooting (Being stupid) 
  At any point, if the party attacks the guards they are 
  caught by reinforcements. Within minutes, they are 
  brought before the Sheik to be judged and 
  subsequently beheaded. There is no appeal, no 
  Diplomacy roll high enough, no favor that can be used 
  to prevent this. The Sheik is waiting for a big moment, 
  and having these clowns spoil it all is NOT in his plans. 
  They committed a serious crime and they get the swift 
  justice they deserve. Note that the Sheik punishes all 
  types of assault with the death penalty. This is 
  excessive in Tusman law, but within the Sheik’s right. 
  In a similar vein, if they keep intruding by scrying or 
  eavesdropping, they are first asked by the Qadi to stop 
  before being sent to the Sheik for justice. Again, they 
  are found guilty and executed on charges of spying. 
  Forming the escort 
  Read or paraphrase. You may have to modify 
  depending on the PCs’ previous actions. 
  A young dwarven maid dressed in a fine blue dress 
  with gold inlay with a tabard proudly displaying the 
  colors of Dihn enters the room. Her gold hair is 
  elaborately braided, forming two rings over her 
  head. “Once you are all ready, my master, Sheik 
  Omar Saladish requests your presence to thank you 
  for delivering his guest to him.”  
  Any PC with Knowledge (Religion), making a check 
  [DC 10] recognize her hair arrangement as symbol of 
  Berronar Truesilver (goddess of home, family and 
  safety, wife of Moradin). Dwarf PCs recognize the 
  reference without needing any checks.  
  The young maid stands waiting, prudely facing 
  away from you and looking at the door. When you 
  are all ready, she walks out, where you can once 
  again meet with the Qadi and the princess. 
  Ishmal al-Qadi is now dressed in exquisite black 
  jacket and pantaloons. The red highlights are all 
  made with opals. Moussef al-Qadi is nicely dressed, 
  but his black and red outfit compares poorly against 
  the suit of his friend. 
  However, your eyes do not spend much time on the 
  Qadi, instead they focus on the princess. Her outfit 
  has changed the most. While she still wears a veil, 
  she is now wearing what looks like a crown on her 
  head, an extremely ornate scimitar on her belt. Her 
  heavy velvet cloak looks to have been made for the 
  gods themselves. The princess walks around, her 
  head up high. Gone is the submissive-looking 
  princess.  
  Her bearing is obviously that of royalty, her gaze is 
  focused with determination. Her pose is so 
  imposing, that she commands respect to all around 
  her. 
  You 
  cannot 
  help 
  but 
  feel 
  somewhat 
  intimidated by the confidence and air of triumph 
  that is easily readable on her face. 
  Before continuing on to Encounter 10 – First Surprise, 
  allow the PCs to make a Knowledge (nobility) or 
  Knowledge (history) or Knowledge (local/VTF) or 
  Bardic Knowledge check [DC 25], a +5 racial bonus 
  applies for Tusman PCs on this check. On a successful 
  check the PC recognizes the scimitar as “The Pasha’s 
  
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  Sword” a national heirloom lost when Muammar 
  Quaran took power in 579CY.  
  Before the PCs have any time to act, continue with 
  Encounter 10 – First Surprise, for the events about to 
  unfold before them won’t stop. 
   
  Encounter 10 – First Surprise 
   
  Read or paraphrase: 
  An escort forms around the Princess led by the 
  Dwarf maiden. When the doors open up into the 
  grand hall, silence falls on the assembled crowd. 
  The assembly is composed mostly of human nobles 
  and their entourage, but also a fair number of 
  dwarves, gnomes and a large contingent of Udgru 
  elves. Everyone looks somewhat stunned at your 
  arrival. 
  The procession walks up to the end of the long 
  table, where stands Omar Saladish, the dwarven 
  Sheik of Dihn. On a dais are two throne-like chairs. 
  The Sheik walks up to the Princess and makes a 
  short military bow. 
  “Come in, welcome back to Dihn, it has been a long 
  time since we have been waiting for you, a longer 
  time still since we had the pleasure of your 
  company.” The dwarf says with a grin, he motions 
  for the princess to sit next to him on the dais. 
  The Sheik stands again, motioning to a man 
  standing in the crowd. His eyes filled with a deep 
  sorrow yet a very noble bearing on his forehead is 
  an encrusted gem. 
  The Sheik stands raising a hand as if making a vow, 
  he speaks, his voice full of meaning.  
  “Since the fall of the First House of Ashir, the Faris 
  Rautha have been outlawed and wanted in Ekbir. 
  However, I, Omar Saladish, Sheik of Dihn, declares 
  to all of Oerth that the Faris Rautha are to be given 
  shelter and protection in Dihn. Any reprisal by 
  forces without or within will be met with dwarven 
  steel. Dihn now stands as the refuge and base for 
  the Gem Knights.” 
  Turning to the party in, he motions for you to 
  approach. Tapping [choose a dwarf or heaviest-
  looking fighter-type in the party] on the shoulder like 
  an old friend, he sits you next to the man with the 
  gem on his forehead. Ishmal and Moussef both sit 
  at the Sheik’s table with the princess. Lowering his 
  voice, he adds. “Dear friends, allow me to present to 
  you, my dearest friend, noble Uyok al-Faris Rautha, 
  the Faris of the Squirrel and his entourage. I think 
  you may have a lot to say to each other.” 
  To the rest of the assembly, he raises a large pint of 
  ale in a toast. “To absent friends, and to those who 
  are here with us!” The sheik’s beer disappears under 
  his thick beard. The feasting begins as servants 
  bring in casks of ale, wine and roasted meats, all 
  served in dwarven-style. 
  The PCs have a chance to interact with Uyok. 
  Everyone in Uyok’s entourage is a member of the 
  Rautha Brotherhood. A Sense Motive check [DC 10] 
  informs the players that the Faris of the Squirrel is 
  given to deep sorrow and melancholy. 
  Uyok is willing to answer a number of questions. He 
  only divulges information in response to explicit 
  questions.  
  Who are you? I am Uyok, faris rauth, faris of the 
  Squirrel, bearer of the gem of contact. (The gem on his 
  foreheard is made of Amber and is embedded on his 
  forehead. If detect magic is cast upon it, it radiates a 
  strong aura of divination, enchantment, evocation and 
  transmutation).  
  What about the Faris Rautha? Uyok can give them 
  the history found in Adventure Background under 
  Ekbir. 
  Are the Faris Rautha innocent or guilty? We have 
  not betrayed. We remained loyal to the First House of 
  Ashir, to Lord Nerim and his son Lybak. Some of us are 
  dead for our Lord. It was Urik of the Second House of 
  Ashir who betrayed by signing an evil pact with the 
  Ataphads in order to destroy the First House. Now the 
  Ataphads have a base on Ekbirrian soil, in Dezbat! 
  Why ally with Dihn? The Sheik of Dihn has long 
  since maintained many relations with Ekbir. When a 
  friend of mine approached him, he immediately 
  offered to help us, saying he was honor-bound to 
  protect us, citing the Four Feet of the Dragon. 
  Although the Sheik is a worshipper of the so-called 
  True Faith, he is a man of good first. Our organization 
  is willing to support him in the tough times as he has 
  supported us.  
  What happened to the Faris Rautha on that night? 
  Uyok can give them the information found in 
  Adventure Background under Fateful night and The 
  other Faris Rautha. Allow the PCs a Sense Motive 
  check [DC 15] to guess that Uyok willingly hides 
  
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  something from them when he speaks of the Faris of 
  the Tiger. 
  What happened to Lybak, Lord Nerim’ infant son? I 
  know Sid-Allagh thought he saved Lybak, but he did 
  not tell me how he did it. (These events are detailed in 
  EKB2-01 La Légende de Glendaloch).  
  What are the goals of the Rautha Brotherhood? To 
  bring the truth, to restore the honor of the Faris 
  Rautha, to restore the honor of those who died and 
  those who survived, to reform the order and to train 
  loyal men to take the mantle of the twelve, to find the 
  twelve gems, to prove Urik’s treachery and to restore 
  the First House of Ashir to the throne of Dezbat. 
  What happened to you? I was pursued throughout 
  the Califate by Keyn’s men. I managed to evade them 
  until the day the Zashassar made me pay for my 
  curiosity. I discovered a secret they didn’t want to be 
  divulged at any cost. The Zashassar were the first to 
  catch me. Not too far from the Blashikmund, near 
  Blashikdur in Ekbir. The Storm Riders had almost 
  caught up with me and I hoped to evade them when 
  the Black Mages appeared suddenly. (A Knowledge 
  (local/VTF) check [DC 10] confirms the Ekbirrian 
  Zashassaris wear black robes and a hood hiding their 
  faces. It was one of the masters of the Zashassar, Alik 
  Am’Iktar himself (he appears in VTF3-06 A Smile in 
  the Mist), who cast powerful magics upon me that 
  imprisoned me in complete stasis.  
  It is only recently that the Brotherhood managed to 
  find me and free me. I learned that 16 years had 
  elapsed… (a Knowledge (arcana) check [DC 29] gives 
  the party the idea that he was trapped with an 
  imprisonment and freed with a freedom spell, both 9
  th-
  level spells. 
  Who cast the spell to free you? It was a powerful 
  master of the Zawiyar (Order of Pure Blood in 
  Common) who cast the spell needed to free him. Uyok 
  doesn’t know him nor does he see him because the 
  mage had disappeared as soon as his spells were cast. It 
  was the Rautha Brotherhood, unable to invoke a spell 
  of that power who managed to convince this powerful 
  wizard to do it for them. Gebril Al Mofiss is the only 
  one who knows who cast the spell and why. 
  • 
  C’est la Confrérie Rautha qui réalisa et propagea 
  les faux plans au trésor dans l’espoir qu’un jour, attirés 
  par l’appât de l’or, des aventuriers assez puissants 
  arrivent à libérer Uyok, croyant découvrir un trésor. 
  L’un des membres de la Confrérie restait sur les lieux 
  en permanence en prévision d’un pareil cas (c’était 
  l’ermite de EKB5-05 La Mission tusmane). Finalement, 
  la magie du Zashassar était trop forte et personne ne 
  put briser le sort. 
  Do you know where the other Faris Rautha are? It is 
  the power of the Squirrel, to serve as a relay between 
  the twelve, to be the ear who listens to them and the 
  voice that guides them. I can communicate with them 
  from afar. But there are only 3 Faris Rautha still alive, 
  including myself and yet I’m not sure of the third one. 
  The other stones do not respond. Their power was 
  absorbed. The last two surviving ones are the Tiger and 
  the Bear.  
  Where is the Faris of the Bear? I cannot locate him, 
  yet his gem was not absorbed because I would feel it. 
  Only death can separate a Faris Rautha from his gem. I 
  must conclude Erutuk is dead but he has not fallen 
  into the hands of Keyn like the others. 
  What power does the Bear Gem have? The gem of 
  the Bear is the stone of strength and is made of topaz. 
  Why don’t you surrender to the Ekbirrian 
  authorities? I’ve known the treachery of Urik Ashir 
  and the Zashassar too many times to trust any of them. 
  Uyok’s secrets 
  To get answer to the following questions require the 
  PCs to be member of the Rautha Brotherhood OR 
  succeed at a Diplomacy check [DC 15+APL] for BOTH 
  questions. Uyok eyes the PCs before divulging these 
  secrets. Even then, they must swear they will not 
  divulge these secrets to non-members of the Rautha 
  Brotherhood without his or Gebril Al Mofiss’ consent. 
  What is the Zashassar’s secret? The leaders of the 
  Zashassar know where the Cup of Al’Akbar is and 
  maybe even where the Talisman is. They lead a vast 
  conspiracy aiming at hiding the truth to the faithful. 
  Other highly placed members of the government are 
  in on the conspiracy. I don’t know where the relics are, 
  but I’m sure some of them know where they are. 
  Through the power of the gem of contact and through 
  the investigation I lead before the fall of the First 
  House of Ashir and the disgrace of the Faris Rautha. 
  What is the secret of the Tiger? Through the gem of 
  contact, I contacted Drashir, the Faris of the Tiger. I 
  was able to talk to him. Alas, in 16 years he has 
  changed, I felt his soul touched by darkness. He has 
  vowed his soul to a deity so utterly evil that I will not 
  speak its name. He pretends that justice will soon be 
  done and the liars and criminals will soon be punished 
  and executed. He wants the destruction of the 
  Caliphate and most of the Flanaess. He too knows the 
  secret of the Zashassar and he wants to make them pay 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 31 
  with their lives because they lied to the people. He 
  wishes to conquer the relics. 
  He even bragged that he had a powerful army at his 
  disposal in the land that he reigned over as the lord of 
  the Udgru… You see Drashir is the Black Knight ! (He 
  pauses). His power is immense because the Faris of the 
  Tiger wears obsidian, the gem of death and he was the 
  executioner of the Order, the armed fist of justice of 
  the House of Ashir! 
  His last exploit was to deliver 97 elven heads to 
  Muammar Quaran! The fall of the Tiger is a terrible 
  blow to the Rautha Brotherhood because it legitimated 
  the lies of our enemies! We must find a way to bring 
  him back from the darkness into the path of light. 
  Being stupid: attacking Uyok 
  Toute tentative de combattre Uyok se solderait par un 
  échec sanglant. Non seulement le chevalier à l’Écureuil 
  n’est pas le premier venu mais ses compagnons lui sont 
  dévoués corps et âme. De plus, il est l’hôte du sheik et 
  protégé par Jadhim-orem. 
  Any PC so doing is quickly executed by order of the 
  Sheik. 
  Joining the Rautha Brotherhood 
  It is possible to join the Rautha Brotherhood. There are 
  no racial restrictions, one must be LG or NG in 
  alignment and one must worship (or convert) to the 
  Exalted Faith (only religion allowed in the order). 
  Being a secret society (in Ekbir) one must hide his 
  alliegeance. The Brotherhood is outlawed in Ekbir and 
  its members subject to pursuit and imprisonment. 
  Potential members must understand what they are 
  joining into. 
  To enter the Brotherhood one must take the following 
  solemn oath.  
  “I swear on the Holy Relics, on the Words of the 
  High Cleric and on the Very Holy Gods of the 
  Paynims to be faithful to the teachings of Al’Akbar, 
  to be loyal to the First House of Ashir, to honor the 
  Four Feet of the Dragon and to fight without rest 
  for justice, truth and the properity of Dezbat and 
  Ekbir.” 
  La Confrérie Rautha sera considérée comme une méta-
  org secrète d’Ekbir. Les avantages et les inconvénients 
  dépendront de l’avancement de la trame des faris 
  rautha. Naturellement, trahir le serment aurait les plus 
  graves conséquences. Prêter ce serment ne doit pas être 
  fait à la légère. 
  Il est possible de cumuler l’appartenance à la Confrérie 
  Rautha avec les méta-orgs suivantes : Clergé de la Foi 
  exaltée, ‘Askar, Marine, Faris, Mouqollad, Confrérie des 
  derviches danseurs, Cour des Miracles, Zawiyar, 
  Chamanes et n’importe quelle origine sociale. On ne 
  peut pas cumuler avec les méta-orgs non citées. 
  In Tusmit, only PCs who belong to the Tusman Rebels 
  can join.  
  PCs who befriend Uyok (DM’s call) receive the 
  “Friendship of the Brotherhood” AR Rewards. PCs who 
  have joined the Brotherhood (by taking the oath) also 
  gain the “Oath of the Brotherhood” Ar Reward. 
  Finally 
  When the party has asked all the questions they 
  wanted to ask Uyok, proceed with Encounter 11 – Le 
  Secret de la princesse.  
   
  Encounter 11 – Le Secret de la 
  princesse 
   
  Read or paraphrase : 
  The feast dies down as bellies are filled, and 
  conversations begin to run dry. Sheik Omar stands, 
  raising his hand to attract attention. “Friend of 
  Dihn, I have gathered you here for more than a 
  simple feast and for more than to announce the 
  friendship of Dihn with the Faris Rautha. A good 
  friend of mine, a good friend of all of us has 
  returned to Dwur’Ayhand.” The dwarf turns to 
  Ishmal, gesturing for him to step forward.  
  The princess steps in front of the dwarf, surprising 
  him. “It was 16 years ago that I left this room for 
  exile, old friend. I find it amusing that after all 
  these years you would not recognize me at first 
  glance…” 
  The princess removes her veil and as she does so, 
  the shape of her body seems to change. Instead of a 
  young maiden, stand a balding old man, with salt 
  and pepper hair.  
  “I have returned from exile to lead Tusmit to the 
  greatness it aspires. I have seen the suffering of my 
  people. I have heard their cries of anguish while 
  the Infidel Swine sits in the Exalted Palace draining 
  more and more blood and gold from the loyal 
  citizens.” 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 32 
  “Tusmit, it is I, Jadhim-Orem, Pasha of Tusmit who 
  has received the blessing of the Grand Mufti of the 
  Yatils and who pledged my loyalty to the High 
  Cleric’s representative on Oerth, the Caliph of 
  Ekbir. I have returned to reclaim that which is 
  mine by the divine will of Al’Akbar, the High 
  Cleric and Restorer of Righteousness. My exile has 
  ended. The time of suffering is over.”  
  The Sheik of Dihn, the two Qadi and all the elves 
  kneel before the returned Pasha of Tusmit. 
  The crowd of assembled nobles is split. Shouts of 
  “Treason!” or “Death to the Usurper!” can be heard. 
  Many noblemen leave the hall in disgust, but a 
  larger number of them kneel in respect. 
  Speaking to the assembled crowd, to the intention 
  of to the non-Tusmans, Jadhim-Orem says: 
  “Tell Ekbir and to all of the Flanaess that Jadhim-
  Orem, legal Pasha of Tusmit has returned from 
  exile to reclaim his throne! Go tell the world that 
  the Usurper Muammar Quaran is no longer the 
  master of Tusmit!” 
  Turning towards you, Jadhim-Orem looks at each of 
  you, his gaze piercing through you. “Listen to your 
  hearts, and choose wisely. I will not hold a grudge 
  against you for your actions past… Think of 
  Tusmit, think of the future…” 
  At this point, ask each PC from Tusmit in turn if they 
  kneel or leave. If one hesitates or joins just because of 
  the group, inform him that this is a personal decision.  
  Split the party at this point. To those who side with 
  Jadhim, read them the Conclusion/Tusman Rebels. To 
  those who refuse, read the Conclusion/Loyal to the 
  Pasha. 
  PCs who choose to remain neutral are considered 
  opposed to both sides.  
   
  Conclusion 
   
  If the PCs were recruited by the Qadi, and they 
  brought Jadhim to Dwur’Ayhand, then they are offered 
  Jadhim’s belt of invisibility on the AR.  
  If they escorted Jadhim into Dwur’Ayhand (either 
  because they were hired by the Qadi or because they 
  joined them on the road), they earn the Gratitude of 
  Jadhim-Orem AR reward. 
  If at any point, they attacked the Princess, Jadhim, 
  Uyok or the Sheik of Dihn, they earn the Enmity of 
  Jadhim-Orem on their AR. 
  If the PCs went to the palace and sided with Jadhim, 
  continue with Tusman Rebels. If they sided with the 
  Pasha, continue with Loyal to the Pasha, if they 
  decided to remain neutral, continue with Did not 
  Choose. If the party didn’t enter the city with the 
  princess, continue with Failed.  
  Tusman Rebels 
  For those PCs who chose to side with Jadhim-Orem, 
  first begin by asking them who has a “Tusmit Loyalist” 
  cert and void it out.  
  Read or paraphrase. 
  One all the disgruntled have left the great hall, 
  Jadhim turns to the assembled crowd. 
  “Within two years, two great injustices were 
  committed: the fall of the Faris Rautha in 577 and 
  the Usurpation of the Tusman Throne in 579. 
  Today, these two crimes are avenged! I declare that 
  the Faris Rautha will receive aid and protection in 
  Tusmit, for they are valorous and innocent of the 
  crimes they are accused of.” 
  Turning to the Sheik, Jadhim adds. “Omar, have the 
  preparations I asked been completed?” 
  “Yes, replies the dwarf.” 
  A group of servants enter the room with large 
  mirrors covered by sheets. Removing the covers, 
  images swirl into view. In one of the mirrors, the 
  face of an elf appears into view while the other 
  mirrors quickly focus to Baklunish humans of 
  military background. 
  “Your Exalted Splendor, we are happy to see you 
  well in Tusmit once more.” They all say in unison. 
  For the next few hours, discussions rage about 
  plans and Pasha Muammar Quaran’s reaction when 
  he will learn of Jadhim’s return. Generals loyal to 
  Jadhim-Orem in Elisam, Dihn, Malimar and Farhini 
  discuss military targets in the east, north and south 
  of Tusmit. On more than one occasion, you are 
  asked for details about things like garrison sizes or 
  loyalty of people. Elohir explains that the Usurper 
  has received elven heads, because of his unholy 
  alliance with the Black Knight. 
  No one wants blood to flow, Jadhim-Orem repeats 
  many times that the only person he wants hung for 
  treason is Muammar Quaran and his family.  
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 33 
  The return of one of the Faris Rautha, if it 
  constitutes an event infinitely more discrete 
  compared to the return of the former Pasha of 
  Tusmit, bears its load of consequences for the 
  Caliphate of Ekbir. The question of the legitimate 
  power in Dezbat may lead to a serious internal crisis 
  in the Caliphate when the dark events of 577 are 
  revealed. 
  A silence descends upon the room as the realization 
  of what just happened sinks in. A white flag with 
  three stars is hoisted atop the palace. Tusmit is now 
  a land at war with itself. 
  The PCs earn the “Loyal to Jadhim-orem” AR Reward. 
  Nobles and other supporters of Jadhim, offer you 
  money to thank you for your support.  
  Treasure:  
  APL 2: L: 0gp; C: 500gp; M: 0gp 
  APL 4: L: 0gp; C: 500gp; M: 0gp 
  APL 6: L: 0gp; C: 500gp; M: 0gp 
  APL 8: L: 0gp; C: 1000gp; M: 0gp 
  APL 10: L: 0gp; C: 1000gp; M: 0gp 
  APL 12: L: 0gp; C: 1000gp; M: 0gp 
  Loyal to the Pasha 
  For those PCs who chose to oppose Jadhim-Orem, first 
  begin by asking them who has a “Tusmit Rebel” cert 
  and void it out.  
  Read or paraphrase. 
  As you exit the palace, a small crowd has begun to 
  gather. Two nobles are standing on a fountain 
  calling out for treason. The news of Jadhim-Orem’s 
  return is already spreading.  
  The sheik’s guards begin to cordon off the palace, 
  calling for the “good folk of Dihn” to disperse.  
  Cooed by the guards’ display of force, most folk 
  scatter quickly, not wanting to oppose their Sheik. 
  A few people form around the nobles and begin to 
  call for the Pasha’s justice. Seeing they are 
  unprepared for any serious face-off, they quickly 
  retreat. A strange silence descends on the plaza as a 
  white flag with three stars is hoisted atop the 
  palace.  
  The return of one of the Faris Rautha, if it 
  constitutes an event infinitly more discrete 
  compared to the return of the former Pasha of 
  Tusmit, bears it load of consequences for the 
  Caliphate of Ekbir. The question of the legitimate 
  power in Dezbat may lead to a serious internal crisis 
  in the Caliphate when the dark events of 577 are 
  revealed. 
  For another evening, Tusmit will be quiet. But 
  comes morning, when the news reaches Sefmur. It 
  seems peace is something that Tusmit won’t know 
  for another year. 
  The PCs earn the “Loyal to Muammar Quaran” AR 
  Reward.Nobles and other supporters of Muammar 
  Quaran each offer you money to thank you for your 
  support.  
  Treasure:  
  APL 2: L: 0gp; C: 500gp; M: 0gp 
  APL 4: L: 0gp; C: 500gp; M: 0gp 
  APL 6: L: 0gp; C: 500gp; M: 0gp 
  APL 8: L: 0gp; C: 1000gp; M: 0gp 
  APL 10: L: 0gp; C: 1000gp; M: 0gp 
  APL 12: L: 0gp; C: 1000gp; M: 0gp 
  Did not Choose 
  For those PCs who chose not to take sides, they are 
  seen as opposed to both sides. Ask for any “Tusman 
  Rebel” or “Tusman Loyalist” cert they may have and 
  void it. 
  Read or paraphrase. 
  As you are escorted out of the palace, a small crowd 
  has gathered. Two nobles are standing on a 
  fountain calling out for treason. The news of 
  Jadhim-Orem’s return is already spreading.  
  The sheik’ guards begin to cordon off the palace, 
  calling for the “good folk of Dihn to disperse”.  
  Some folk throw a few rotten vegetables in your 
  direction 
  calling 
  you 
  traitors 
  and 
  disloyal. 
  However, they are quickly cooed by the guards’ 
  display of force. Most folk scatter quickly, not 
  wanting to oppose their Sheik. A few people form 
  around the nobles and begin to call for the Pasha’s 
  justice. Unprepared for any serious face-off, they 
  quickly retreat. A strange silence descends on the 
  plaza as a white flag with three stars is hoisted atop 
  the palace.  
  The return of one of the Faris Rautha, if it 
  constitutes an event infinitly more discrete 
  compared to the return of the former Pasha of 
  Tusmit, bears it load of consequences for the 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 34 
  Caliphate of Ekbir. The question of the legitimate 
  power in Dezbat may lead to a serious internal crisis 
  in the Caliphate when the dark events of 577 are 
  revealed. 
  For another evening, Tusmit will be quiet. But 
  comes morning, when the news reaches Sefmur. It 
  seems peace is something that Tusmit won’t know 
  for another year. 
  The PCs earn the “Unaligned” AR Reward. No one 
  offers them any money, when you don’t choose your 
  friends, you make none. 
  Failed 
  If the PCs didn’t arrive in Dwur’Ayhand with the 
  princess and the Qadi, then they have clearly failed.  
  Read or paraphrase 
  As evening falls upon Tusmit, you can see a number 
  of men riding out in all directions. “Dihn has joined 
  the rebels!” or “Jadhim has returned!” They shout. 
  In the Sheik’s palace in Dihn, Jadhim-Orem, former 
  Pasha of Tusmit has returned to reclaim his throne.  
  A white flag with three stars flies atop the palace in 
  Dihn. For another evening, Tusmit will be quiet. 
  But comes morning, when the news reaches 
  Sefmur... It seems peace is something that Tusmit 
  won’t know for another year. 
  If the PCs attacked Jadhim, they earn themselves the 
  “Enmity of Jadhim-Orem”, they also earn themselves 
  the “Unaligned” AR Reward. 
  If they were bound by a quest spell to escort the 
  Princess and failed to do so through their own 
  choosing, 
  they 
  get 
  both 
  “Oathbreaker” 
  and 
  “Untrustworthy”. PCs (paladins & priests of Al’Akbar) 
  who simply swore get the “Untrustworthy”.  
  Crimes 
  If the PCs killed a noble during the adventure, the 
  Qadis or the princess report their crimes to the local 
  authorities. They are prosecuted to the fullest extent of 
  the law (they angered people with more influence than 
  them). Remember attacking a Qadi is a very serious 
  offense. Ishmal al-Qadi is a nobleman, but not 
  Moussef.  
  If they were first hired by Ishmal al-Qadi but then later 
  turned upon his employer, the PCs are found guilty of 
  treason or spying for working for either the princess or 
  the Caliph or working with Elohir (a wanted criminal). 
  Their crimes are willingly exaggerated (unlike the two 
  Qadi, Jadhim-Orem is not above getting even and 
  exaggerating a little). 
  DO NOT show mercy on your players, they messed up 
  and deserve to pay for their stupidity. Refer to 
  Appendix Four: The Law in Northern Tusmit for a list 
  of potential violation. Note that any fines must be paid 
  BEFORE the condemned is put to death.  
  Ishmal and Moussef 
  If the two Qadi promised the PCs they would return 
  with them to Blashikdur, then they do so without fuss. 
  A promise must be honored. They are promptly 
  returned to the Holy City of Ekbir.  
  Obviously, Jadhim does not keep any such promise he 
  may have made. He stays in Dwur’Ayhand and any 
  requests to uphold his promise is countered by a laugh. 
  “The princess promised, not me.” 
  The End 
  Experience Point Summary 
   
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives 
  plus roleplaying) to each character. 
  Encounter 2 – Into the Udgru 
  Defeating the forest creatures 
  APL 2  
   
   
   
  120xp 
  APL 4  
   
   
   
  180xp 
  APL 6  
   
   
   
  240xp  
  APL 8  
   
   
   
  300xp 
  APL 10   
   
   
  330xp 
  APL 12   
   
   
  420xp  
  Encounter 4 – The Storm Riders 
  Defeating the Caliph’s men  
  APL 2  
   
   
   
  120xp 
  APL 4  
   
   
   
  180xp 
  APL 6  
   
   
   
  240xp 
  APL 8  
   
   
   
  300xp 
  APL 10   
   
   
  360xp 
  APL 12   
   
   
  420xp 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 35 
  Encounter 5 – A Dark, Dark Wood 
  Defeating the Elves men  
  APL 2  
   
   
   
  120xp 
  APL 4  
   
   
   
  180xp 
  APL 6  
   
   
   
  240xp 
  APL 8  
   
   
   
  300xp 
  APL 10   
   
   
  360xp 
  APL 12   
   
   
  420xp 
  Encounter 7 – By order of the Caliph 
  Defeating the Princess’s escort or negociating a return 
  to Ekbir 
  APL 2  
   
   
   
  120xp 
  APL 4  
   
   
   
  180xp 
  APL 6  
   
   
   
  240xp  
  APL 8  
   
   
   
  300xp 
  APL 10   
   
   
  360xp 
  APL 12   
   
   
  390xp 
  Encounter 8 – Rebelling Nobles 
  Defeating the elementals   
  APL 2  
   
   
   
  120xp 
  APL 4  
   
   
   
  180xp 
  APL 6  
   
   
   
  240xp  
  APL 8  
   
   
   
  300xp 
  APL 10  
   
   
  360xp 
  APL 12   
   
   
  420xp 
  Story Award 
  Getting Jadhim-Orem to Dwur-Ayhand 
  APL 2  
   
   
   
  90xp 
  APL 4  
   
   
   
  135xp 
  APL 6  
   
   
   
  180xp  
  APL 8  
   
   
   
  225xp 
  APL 10   
   
   
  270xp 
  APL 12   
   
   
  315xp  
  Total Possible Experience 
  APL 2   
   
   
  450xp 
  APL 4   
   
   
  675xp 
  APL 6   
   
   
  900xp  
  APL 8   
   
   
  1,125xp 
  APL 10   
   
   
  1,300xp 
  APL 12   
   
   
  1,575xp 
  Treasure Summary 
   
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take 
  the time to loot the bodies, they do not gain this gold.  If 
  you feel it is reasonable that characters can go back to 
  loot the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
  Next, the magic items are listed.  Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 36 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter 4 – The Storm Riders 
   
  APL 2 L: 149gp; C: 0gp; M: 0gp 
   
  APL 4 L: 508gp; C: 0gp; M: +1 scimitar x3 (193gp 
  each per character) 
   
  APL 6 L: 67gp; C: 0gp; M: +1 full plate x3(221gp 
  each per character); +1 heavy steel shield x2 (98gp each 
  per character); +1 thundering scimitar x2 (693gp each 
  per character); gauntlets of ogre power +2 x2(333gp 
  each per character); amulet of health +2 x2 (333gp each 
  per character); +1 scimitar (193gp per character) 
   
  APL 8 L: 67gp; C: 0gp; M: +1 full plate x3(221gp 
  each per character); +1 heavy steel shield x2(98gp each 
  per character); +1 thundering scimitar x2 (693gp each 
  per character); gauntlets of ogre power +2 x2 (333gp 
  each per character); amulet of health +2 x2 (333gp each 
  per character); amulet of natural armor +1 x2(83gp each 
  per character); vest of resistance +1 x2 (83gp each per 
  character); +1 scimitar (193gp per character); periapt of 
  wisdom +2 (333gp per character); ring of freedom of 
  movement (3333gp per character) 
   
  APL 10 L: 67gp; C: 0gp; M: +1 full plate x3(221gp 
  each per character); +1 heavy steel shield x2 (98gp each 
  per character); +1 thundering scimitar x2 (693gp each 
  per character); gauntlets of ogre power +2 x2 (333gp 
  each per character); amulet of health +2 x2 (333gp each 
  per character); amulet of natural armor +1 x2(83gp each 
  per character); vest of resistance +1 x2 (83gp each per 
  character); +1 scimitar (193gp per character); periapt of 
  wisdom +2 (333gp per character); ring of freedom of 
  movement (3333gp per character) 
   
  APL 12 L: 67gp; C: 0gp; M: +1 full plate x3 (221gp 
  each per character); +1 heavy steel shield x2 (98gp each 
  per character); +1 thundering scimitar x2 (693gp each 
  per character); gauntlets of ogre power +2 x2 (333gp 
  each per character); amulet of health x2(333gp each per 
  character); amulet of natural armor +1 x2 (83gp each 
  per character); vest of resistance +1 x2 (83gp each per 
  character); +1 scimitar (193gp per character); periapt of 
  wisdom +2 x2 (333gp per character); ring of freedom of 
  movement (3333gp per character) 
  Encounter 5 – A Dark, Dark Wood  
   
  APL2 L: 204gp; C: 0gp; M: 0gp 
   
  APL4 L: 29gp; C: 0gp; M: +1 mighty composite 
  longbow (+3str) x3 (225gp each per character)  
   
  APL6 L: 38gp; C: 0gp; M: +1 mighty composite 
  longbow x4 (225gp each per character) 
   
  APL8 L: 38gp; C: 0gp; M: +2 mighty composite 
  longbow X4 (725gp each per character) 
   
  APL10 L: 78gp; C: 0gp; M: +2 shock humanbane 
  mighty composite longbow (2725gp) 
   
  APL12 L: 156gp; C: 0gp; M: +2 shock humanbane 
  mighty composite longbow x2 (2725gp each per 
  character) 
  Encounter 7 – By order of the Caliph 
   
  APL2 L: 149gp; C: 0gp; M: 0gp 
   
  APL4 L: 508gp; C: 0gp; M: +1 scimitar x3 (193gp 
  each per character) 
   
  APL6 L: 67gp; C: 0gp; M: +1 full plate x3(221gp 
  each per character); +1 heavy steel shield x2 (98gp each 
  per character); +1 flaming scimitar x2 (693gp each per 
  character); gauntlets of ogre power +2 x2(333gp each 
  per character); cloak of charisma +2 x2 (333gp each per 
  character); +1 scimitar (193gp) 
   
  APL8 L: 67gp; C: 0gp; M: +1 full plate x3(221gp 
  each per character); +1 heavy steel shield x2(98gp each 
  per character); +1 flaming scimitar x2 (693gp each per 
  character); gauntlets of ogre power +2 x2 (333gp each 
  per character); cloak of charisma +2 x2 (333gp each per 
  character); amulet of natural armor +1 x2(83gp each per 
  character); vest of resistance +1 x2 (83gp each per 
  character); +1 scimitar (193gp); periapt of wisdom +2 
  (333gp); ring of freedom of movement (3333gp) 
   
  APL10 L: 67gp; C: 0gp; M: +1 full plate x3 (221gp 
  each per character); +1 heavy steel shield x2 (98gp each 
  per character); +1 flaming scimitar x2 (693gp each per 
  character); gauntlets of ogre power +2 x2 (333gp each 
  per character); cloak of charisma +2 x2 (333gp each per 
  character); amulet of natural armor +1 x2(83gp each per 
  character); vest of resistance +1 x2 (83gp each per 
  character); +1 scimitar (193gp); periapt of wisdom +2 
  (333gp); ring of freedom of movement (3333gp) 
   
  APL12 L: 67gp; C: 0gp; M: +1 full plate x3 (221gp 
  each per character); +1 heavy steel shield x2 (98gp each 
  per character); +1 flaming scimitar x2 (693gp each per 
  character); gauntlets of ogre power +2 x2 (333gp each 
  per character); cloak of charisma +2 x2(333gp each per 
  character); amulet of natural armor +1 x2 (83gp each 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 37 
  per character); vest of resistance +1 x2(83gp each per 
  character); +1 scimitar (193gp); periapt of wisdom +2 x2 
  (333gp); ring of freedom of movement (3333gp) 
  Conclusion 
  Having taken sides in the conflict: 
  APL 2: L: 0gp; C: 500gp; M: 0gp 
  APL 4: L: 0gp; C: 500gp; M: 0gp 
  APL 6: L: 0gp; C: 500gp; M: 0gp 
  APL 8: L: 0gp; C: 1000gp; M: 0gp 
  APL 10: L: 0gp; C: 1000gp; M: 0gp 
  APL 12: L: 0gp; C: 1000gp; M: 0gp 
   
  Total Possible Treasure 
  APL 2 
   
   
  450 gp  
  APL 4 
   
   
  650 gp  
  APL 6  
   
   
  900 gp  
  APL 8  
   
   
  1,300 gp  
  APL 10  
   
   
  2,300 gp  
  APL 12  
   
   
  3,300 gp  
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 38 
  Appendix One: NPCs 
  ALL APLs 
  Introduction 
  Jadhim-Orem: Male Human Brd9/Ftr9; Medium 
  Humanoid; CR 18; HD 9d6+9d10; hp 92; Init +1; Spd 
  30 ft/x4; AC 30, touch 16, flat-footed 29; Base Atk+15; 
  Grp +17; Atk +22 melee (1d6+7 plus 1d6 (fire) plus 1d6 
  (cold) plus 1d6 (electric), Pasha's Sword/15-20x2); Full 
  Atk +22/+17/+12 melee (1d6+7 plus 1d6 (fire) plus 1d6 
  (cold) plus 1d6 (electric), Pasha's Sword/15-20x2); SQ 
  bardic 
  knowledge, 
  bardic 
  music 
  (countersong, 
  fascinate, 
  inspire 
  courage, 
  inspire 
  competence, 
  suggestion (DC 20)), permanent detect scrying; AL N; 
  SV Fort +15, Ref +17, Will +16; Str 14, Dex 12, Con 8, 
  Int 18, Wis 10, Cha 22; 
   
  Skills and Feats: Appraise +9, Bluff +23, Climb +6, 
  Diplomacy +30, Disguise +19, Gather Information +11, 
  Handle Animal +12, Intimidate +23, Jump +10, 
  Knowledge (geography) +9, Knowledge (history) +9, 
  Knowledge (nobilty) +14, Knowledge (religion) +9, 
  Knowledge (Local/VTF) +9, Move Silently +5, Perform 
  (Oratory) +15, Ride +15, Sleight of Hand +14, Speak 
  Language +2, Spot +7, Tumble +9, Use Magic Device 
  +15. Combat Expertise, Deceitful, Great Fortitude, Iron 
  Will, Leadership, Lightning Reflexes, Mounted 
  Combat, Ride-By Attack, Spirited Charge, Negotiator, 
  Persuasive, Power Attack, Improved Toughness** 
   
  Spoken Languages: Common, Baklunish, Flan, 
  Draconic, Dwarven, Elven 
   
  Possessions: Armor of Ulumar (+5 glamored 
  mithral chain shirt), pasha's sword (+5 keen scimitar of 
  fire,frost & shock), ring of protection+5, amulet of 
  natural armor +5, vest of resistance +5, hat of disguise, 
  bracers of charisma +6 (like a cloak but as bracers), 
  cloak of the Mountebank, ring of mind shielding, belt 
  of invisibility. 
   
  Permanent detect scrying: Back in the days when 
  he still ruled Tusmit, Jadhim-Orem had a permanent 
  detect scrying cast on himself by his advisors. The spell 
  functions at a 15
  th-level caster. 
   
  Spells per day: (3/5/5/3); base spell DC = 16+spell 
  level: 0
  th - detect magic, ghost sound, mage hand, 
  message, prestidigitation, read magic; 1
  st - alarm, charm 
  person, expeditious retreat, feather fall; 2
  nd - alter self, 
  glitterdust, suggestion, tongues; 3
  rd - charm monster, 
  dispel magic, lesser geas. 
  ** see Appendix 2: New Rules Items 
  Ishmal al-Qadi: Male Baklunish Clr9; CR9; Medium 
  Humanoid; HD 9D8+9 hp 57; Init +0; Spd 20ft; AC 24, 
  touch 12, flat-footed 24; Base Atk +7; Grp +8; Atk +10 
  melee (2D4+3,+2 falchion); Full Atk +10/+5 melee 
  (2D4+3,+2 falchion); SQ Spells; AL LG; SV Fort +11, 
  Ref +7, Will +13; Str 12, Dex 10, Con 13, Int 16, Wis 16 
  Cha 14. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +13(+17), 
  Diplomacy +12, Knowledge History +13, Knowledge 
  Religion +10, Spellcraft +6. Combat Casting, Combat 
  Expertise, Extra Turning, Martial Weapon (Falchion), 
  Weapon Focus (Falchion) 
   
  Possessions: falchion +2, breastplate +2, ring of 
  protection +2, cloak of protection +4, amulet of natural 
  armor +5, and many scrolls and wands 
   
  Languages: 
  Common, 
  Baklunish, 
  Draconic, 
  Ancient Suloise. 
   
  Spells Prepared: (6/5+1/5+1/4+1/2+1/1+1); base 
  DC = 13 + spell level): 0—detect magic, guidance, light 
  (2), mending; 1st—comprehend languages, cure light 
  wounds*, detect evil, magic weapon, remove fear; 
  2nd—align 
  weapon, 
  consecrate, 
  cure 
  moderate 
  wounds*, resist energy, silence, zone of truth]; 3rd—
  dispel magic, invisibility purge, magic circle vs evil*, 
  prayer, water walk; 4th—dimensional anchor, freedom 
  of movement, holy smite*; 5th—cure light wounds, 
  mass*, true seeing. 
   
  *Domains: Good and Healing. 
  Moussef al-Qadi: Male Baklunish Clr5; CR5; Medium 
  Humanoid; HD 5D8+10 hp 38; Init +0; Spd 20ft; AC 15, 
  touch 10, flat-footed 15; Base Atk +3; Grp +3; Atk/Full 
  Atk +5 melee(2D4, falchion) SA Spells; SQ Spells; AL 
  LG; SV Fort +7, Ref +3, Will +9; Str 10, Dex 10, Con 14, 
  Int 14, Wis 16 Cha 10. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +7(+11), 
  Diplomacy +3, Knowledge History +10, Knowledge 
  Religion +11, Spellcraft +8. Combat Casting, Martial 
  Weapon (Falchion), Weapon Focus (Falchion) 
   
  Possessions: masterwork falchion, breastplate. a lot 
  of historical documents and maps, many divine scrolls 
  and potions 
   
  Languages: Common, Baklunish, Draconic. 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
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  Spells Prepared (5/4+1/3+1/2+1); base DC = 13 + 
  spell level): 0—create water, detect magic, read magic, 
  light, purify food and drink; 1st—bless, endure 
  elements, hide from undead, protection from chaos*, 
  sanctuary; 2nd—aid*, augury, hold person, spiritual 
  weapon; 3rd—daylight, magic circle vs chaos*, 
  recitation**. 
   
  *Domains: Law and Good 
  ** see Appendix 2: New Rules Items 
  Encounter 2 – Into the Udgru 
  �Jordell and Arsal: Male Elf (Wood) Rgr6/Rog3/ 
  Shdwdcr2/DarkStlkr2; Medium Humanoid; CR 13; 
  HD 3d6+10d8+13; hp 78; Init +7; Spd 30 ft/x4; AC 29 
  (+8 armor, +6 dex, +3 natural, +2 deflection), touch 18, 
  flat-footed 29; Base Atk +11; Grp +14; Atk +21 ranged  
  (1d8+5 plus 2d6 vs Humans/Goblins, +3 composite 
  longbow (+2 Str)); Full Atk +21/+16/+11 ranged 
  (1d8+5+2d6 
  vs 
  Humans/Goblins, 
  +3 
  composite 
  longbow 
  (+2 
  Str)) 
  or 
  +19/+19/+14/+9 
  ranged 
  (1d8+5+2d6 
  vs 
  Humans/Goblins, 
  +3 
  composite 
  longbow (+2 Str)); SA Sneak (+2d6), Favored enemy 
  human, Favored enemy goblin, Ancient Foe (Orc); SQ 
  Elf Racial Abilities, Evasion, Uncanny dodge, 
  Trapsense+1, Wild Empathy, Hide in plain sight, 
  Darkvision; AL CN; SV Fort +14, Ref +25, Will +6; Str 
  16, Dex 25, Con 12, Int 10, Wis 8, Cha 10; 
   
  Skills and Feats: Climb +9, Craft (Trap making) +6, 
  Handle Animal +5, Hide +17, Jump +12, Knowledge 
  (dungeoneering) +2, Knowledge (geography) +5, 
  Knowledge (nature) +7, Listen +11, Move Silently +17, 
  Perform (Dance) +5, Speak Language +1, Spot +8, 
  Survival +10, Tumble +16. Combat Reflexes, Dodge, 
  Mobility, Point Blank Shot, Precise Shot, Rapid Shot, 
  Track, Endurance, Many Shot. 
   
  Possessions: Cloak of resistance +4; ring of 
  protection +2; amulet of natural armor +3; gloves of 
  dexterixty 
  +4; 
  +3 
  mighty 
  composite 
  longbow 
  humanbane; +3 mighty composite longbow goblinbane  
   
  Animal Companion: Badger 
  Ancient Foe (Ex): Due to his extensive study of orcs 
  and training in the proper techniques for combating 
  them, a darkwood stalker gains a +2 bonus on Bluff, 
  Listen, Sense Motive, Spot, and Survival checks when 
  using these skills against orcs.  He gets the same bonus 
  on weapon damage rolls against these creatures.  A 
  darkwood stalker also gets the bonus on damage with 
  ranged weapons, but only against targets within 30 feet 
  (the darkwood stalker cannot strike with deadly 
  accuracy beyond that range).  The bonus on damage 
  does not apply against creatures that are immune to 
  critical hits.  At 4
  th, 7
  th, and 10
  th level, the darkwood 
  stalker’s bonus goes up by +2.  This bonus stacks with a 
  favored enemy bonus (if any) acquired through ranger 
  levels. 
  Uncanny Dodge (Ex):  Starting at 2
  nd level, a 
  darkwood stalker gains the ability to react to danger 
  before his sense would normally allow him to do so.  
  He retains his Dexterity bonus to Armor Class (if any) 
  regardless of being caught flat-footed or struck by an 
  invisible attacker.  He still loses his Dexterity bonus to 
  AC if immobilized.   
   
  If a darkwood stalker already had the uncanny 
  dodge ability from another class, the character 
  automatically gains improved uncanny dodge instead. 
  Encounter 6 – Jardez 
  Jardez: Male Human Ftr1/Rgr5/OOTBI2; Medium 
  Humanoid; CR 8; HD 7d8+1d10+16; hp 60; Init +4; Spd 
  30 ft/x4; AC 24, touch 16, flat-footed 20; Base Atk +8; 
  Grp +10; Atk +14 ranged (1d8+3 plus 2d6 (elfbane), +1 
  Elfbane Composite Longbow) or +11 melee (2d4+3, 
  masterwork falchion); Full Atk +12/+12/+7 ranged 
  (1d8+3 plus 2d6 (elfbane), +1 Elfbane Composite 
  Longbow) or +11/+6 melee (2d4+3, masterwork 
  falchion); SA Favored enemy (elf) +4, Ranged Precision 
  Attack, Close Combat Shot; SQ Wild Empathy, Spells; 
  AL CG; SV Fort +9, Ref +12, Will +6; Str 14, Dex 18, 
  Con 14, Int 10, Wis 12, Cha 8; 
   
  Skills and Feats: Climb +7, Craft (Bowmaking) +5, 
  Handle Animal +5, Heal +2, Hide +15, Jump +7, 
  Knowledge (geography) +5, Knowledge (nature) +7, 
  Knowledge (religion) +2, Spot +9, Survival +13. Point 
  Blank Shot, Precise Shot, Manyshot, Stealthy, Weapon 
  Focus (Composite Longbow), Rapid Shot, Track 
   
  Possessions: +1 elfbane composite longbow, quiver 
  of azor'alq full of arrows, masterwork falchion, cloak of 
  resistance +1, amulet of natural armor +2, ring of 
  protection +2, chain shirt +2 
   
  Animal Companion: Hawk (Jardez’ companion 
  does not fight, it merely watch and reports to the 
  Water Watchers’ HQ if anything happens to Jardez). 
   
  Ranged Precision Attack (Ex): As a standard 
  action you may make a single precisely aimed attack 
  with a ranged weapon dealing an extra 1d8 points of 
  damage.  You must be within 30 ft. of your target. 
  Ranged precision attacks only work against living 
  creatures 
  with 
  discernible 
  anatomies. 
  Creature 
  immune to critical hits are immune to ranged 
  precision attacks. Items that protect against critical hits 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 40 
  also protect againt ranged precision attacks. You can 
  only use this ability with ranged weapons for which 
  you have the Weapon Focus feat. 
   
  Close Combat Shot (Ex): You can attack with a 
  ranged weapon in a threatened area and not provoke an 
  attack of opportunity. 
  
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  APL 2
  Encounter 4 – The Storm Riders 
  Karam Djel & Mehemet Balam: Male Human (Bakluni) 
  Ftr3; Medium Humanoid; CR 3; HD 3d10+6; hp 28; Init 
  +2; Spd 20 ft/x4; AC 19 (+5 armor, +2 shield, +2 dex), 
  touch 12, flat-footed 17; Base Atk +3; Grp +5; Full 
  Atk/Atk +6 melee (1d6+2, masterwork scimitar) or +6 
  melee (1d8+3, Lance); AL LN; SV Fort +7, Ref +5, Will +4; 
  Str 15, Dex 14, Con 14, Int 10, Wis 12, Cha 10; 
   
  Skills and Feats: Handle Animal +6, Intimidate +6, 
  Ride +9; Mounted Combat, Ride-By Attack, Power 
  Attack, Weapon Focus (lance), Spirited Charge. 
   
  Possessions: breastplate, masterwork heavy steel 
  shield, masterwork scimitar, lance 
  Jabelliah al-Qadi: Female Human (Bakluni) Clr3; 
  Medium Humanoid; CR 3; HD 3d8+6; hp 24; Init +0; Spd 
  20 ft/x4; AC 17 (+5 armor, +2 shield), touch 10, flat-footed 
  17; Base Atk +2; Grp +2; Full Atk/Atk +4 melee (1d6, 
  masterwork scimitar); SQ Spontaneous Casting, Aura of 
  Good; AL LG; SV Fort +5, Ref +1, Will +6; Str 10, Dex 10, 
  Con 14, Int 12, Wis 16, Cha 12; 
   
  Skills and Feats: Concentration +8, Diplomacy +6, 
  Heal +8, Knowledge (religion) +3, Spellcraft +7; Combat 
  Casting, Spell Focus (Evocation), Domain Spontaneity 
  (Good)** 
   
  Possessions: breastplate, masterwork scimitar, heavy 
  wooden shield, silver holy symbol 
   
  Spells prepared (4/3+1/2+1); base DC = 13+Spell 
  Level 0
  th-create water, detect magic, light, read magic; 1
  st-
  bless, cure light wounds*, protection from evil, shield of 
  faith; 2
  nd-cure moderate wounds*, spiritual weapon (x2); 
  * Domain Spells 
   
  Encounter 5 – A Dark, Dark Wood 
  Elf Sniper: Male Wood Elf Rgr2; Medium Humanoid; 
  CR 2; HD 2d8; hp 13; Init +5; Spd 30 ft/x4; AC 18, touch 
  14, flat-footed 14; Base Atk+2; Grp +5; Atk +8 ranged  
  (1d8+3, masterwork composite longbow (+3 Str)) or +5 
  melee (1d8+3, longsword); Full Atk +6/+6 ranged (1d8+3, 
  masterwork composite longbow (+3 Str)) or +5 melee 
  (1d8+3, longsword); SA combat style (archery); SQ elven 
  racial, favored enemy (human), wild empathy; AL CG; SV 
  Fort +3, Ref +8, Will +0; Str 16, Dex 20, Con 10, Int 6, Wis 
  10, Cha 8. 
   
  Skills and feats: Hide +9, Listen +7, Move Silently +9, 
  Spot +7; Point Blank Shot, Rapid Shot, Track 
   
  Possessions: 
  chain 
  shirt, 
  masterwork 
  mighty 
  composite longbow, longsword 
   
  Encounter 7 – By order of the Caliph 
  Karam Djel: Male Human (Bakluni) Pal3; Medium 
  Humanoid; CR 3; HD 3d10+6; hp 28; Init +1; Spd 20 
  ft/x4; AC 18 (+5 armor, +2 shield, +1 dex), touch 11, flat-
  footed 17; Base Atk +3; Grp +5; Full Atk/Atk +6 melee 
  (1d6+2, masterwork scimitar) or +5 melee (1d8+3, lance); 
  SA Smite Evil; SQ Code of conduct, Aura of Good, detect 
  evil, Divine Grace, Lay on hands (6pts), Aura of Courage, 
  Divine health; AL LG; SV Fort +7, Ref +4, Will +4; Str 14, 
  Dex 12, Con 14, Int 10, Wis 12, Cha 14; 
   
  Skills and Feats: Handle Animal +8, Knowledge 
  (religion) +6, Ride +9. Mounted Combat, Ride-By Attack, 
  Power Attack 
   
  Possessions: breastplate, masterwork heavy steel 
  shield, masterwork scimitar, lance 
  Jabelliah al-Qadi: Female Human (Bakluni) Clr3; 
  Medium Humanoid; CR 3; HD 3d8+6; hp 24; Init +0; Spd 
  20 ft/x4; AC 17 (+5 armor, +2 shield), touch 10, flat-footed 
  17; Base Atk +2; Grp +2; Full Atk/Atk +4 melee (1d6, 
  masterwork scimitar); SQ Spontaneous Casting, Aura of 
  Good; AL NG; SV Fort +5, Ref +1, Will +6; Str 10, Dex 10, 
  Con 14, Int 12, Wis 16, Cha 12; 
   
  Skills and Feats: Concentration +8, Diplomacy +6, 
  Heal +8, Knowledge (religion) +3, Spellcraft +7. Combat 
  Casting, Spell Focus (Evocation), Domain Spontaneity 
  (Good)** 
   
  Possessions: breastplate, masterwork scimitar, heavy 
  wooden shield, silver holy symbol 
   
  Spells prepared (4/3+1/2+1); base DC = 13+Spell 
  Level 0
  th-create water, detect magic, light, read magic; 1
  st-
  bless, cure light wounds*, protection from evil, shield of 
  faith; 2
  nd-cure moderate wounds*, spiritual weapon (x2); 
  * Domain Spells  
  
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  APL 4 
  Encounter 4 – The Storm Riders 
  Karam Djel & Mehemet Balam: Male Human (Bakluni) 
  Ftr5; Medium Humanoid; CR 5; HD 5d10+10; hp 44; Init 
  +2; Spd 20 ft/x3; AC 21 (+8 armor, +2 shield, +1 dex), 
  touch 11, flat-footed 20; Base Atk +5; Grp +8; Full 
  Atk/Atk +9 melee (1d6+4,  +1 scimitar) or +10 melee 
  (1d8+6, masterwork lance); AL LN; SV Fort +8, Ref +5, 
  Will +4; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 10; 
   
  Skills and Feats: Handle Animal +8, Intimidate +8, 
  Ride +12; Mounted Combat, Ride-By Attack, Power 
  Attack, Weapon Focus (lance), Weapon Specialization 
  (lance), Spirited Charge. 
   
  Possessions: masterwork full plate, masterwork 
  heavy steel shield, +1 scimitar, masterwork lance 
  Jabelliah al-Qadi: Female Human (Bakluni) Clr5; 
  Medium Humanoid; CR 5; HD 5d8+10; hp 38; Init +0; 
  Spd 20 ft/x3; AC 20 (+8 armor, +2 shield), touch 10, flat-
  footed 20; Base Atk +3; Grp +3; Full Atk/Atk +5 melee 
  (1d6+1, +1 scimitar); SQ Spontaneous Casting, Aura of 
  Good; AL LG; SV Fort +6, Ref +1, Will +7; Str 10, Dex 10, 
  Con 14, Int 12, Wis 17, Cha 12; 
   
  Skills and Feats: Concentration +10, Diplomacy +6, 
  Heal +8, Knowledge (religion) +4, Knowledge (the 
  planes) +4, Spellcraft +9; Combat Casting, Spell Focus 
  (Evocation), Domain Spontaneity (Good)** 
   
  Possessions: masterwork full plate, +1 scimitar, 
  masterwork heavy wooden shield, silver holy symbol 
   
  Spells prepared (5/4+1/3+1/2+1; base  DC = 13+Spell 
  Level); 0
  th-create water, detect magic, light, purify food, 
  read magic; 1
  st-bless, enthropic shield, cure light 
  wounds*, protection from evil, shield of faith; 2
  nd-cure 
  moderate wounds*, silence, spiritual weapon (x2); 3
  rd-
  dispel magic, magic circle vs evil*, wind wall; 
  * Domain Spells; ** See Appendix 2: New Rules Items 
  Encounter 5 – A Dark, Dark Wood 
  Elf Sniper: Male Wood Elf Ftr2/Rgr2; Medium 
  Humanoid; CR 4; HD 2d8+2d10; hp 28; Init +5; Spd 30 
  ft/x4; AC 18, touch 14, flat-footed 14; Base Atk +4; Grp  
  +7;  Atk +11 ranged (1d8+4, +1 Composite Longbow (+3 
  Str)) or +7 melee (1d8+3; longsword); Full Atk +9/+9 
  ranged (1d8+4, +1 Composite Longbow (+3 Str)) or +7 
  melee (1d8+3; longsword); SA combat style (archery); SQ 
  elven racial, favored enemy (human), wild empathy; AL 
  CG; SV Fort +6, Ref +8, Will +0; Str 16, Dex 21, Con 10, 
  Int 6, Wis 10, Cha 8. 
   
  Skills and feats: Climb +4, Hide +9, Listen +7, Move 
  Silently +9, Spot +7; Point Blank Shot, Precise Shot, 
  Toughness, Weapon Focus (Composite Longbow), Rapid 
  Shot, Track 
   
  Possessions: chain shirt, +1 mighty composite 
  longbow, longsword 
  Encounter 7 – By order of the Caliph 
  Karam Djel: Male Human (Bakluni) Pal5; Medium 
  Humanoid; CR 5; HD 5d10+10; hp 44; Init +1; Spd 20 
  ft/x3; AC 21 (+8 armor, +2 shield, +1 dex), touch 11, flat-
  footed 20; Base Atk +5; Grp +7; Full Atk/Atk +8 melee 
  (1d6+3,  +1 scimitar) or +8 melee (1d8+3, masterwork 
  lance); SA Smite Evil; SQ Code of conduct, Aura of Good, 
  detect evil, Divine Grace, Lay on hands (10pts), Aura of 
  Courage, Divine health, Special Mount; AL LG; SV Fort 
  +8, Ref +4, Will +4; Str 15, Dex 12, Con 14, Int 10, Wis 12, 
  Cha 14; 
   
  Skills and Feats: Handle Animal +8, Heal +3, 
  Knowledge (religion) +8, Ride +11; Mounted Combat, 
  Ride-By Attack, Power Attack 
   
  Possessions: masterwork full plate, masterwork 
  heavy steel shield, +1 scimitar, masterwork lance 
   
  Spells prepared: (1; base DC = 11 + Spell Level Caster 
  level 2); 1
  st-divine sacrifice** 
  ** See Appendix 2: New Rules Items 
  Jabelliah al-Qadi: Female Human (Bakluni) Clr5; 
  Medium Humanoid; CR 5; HD 5d8+10; hp 38; Init +0; 
  Spd 20 ft/x3; AC 20 (+8 armor, +2 shield), touch 10, flat-
  footed 20; Base Atk +3; Grp +3; Full Atk/Atk +5 melee 
  (1d6+1, +1 scimitar); SQ Spontaneous Casting, Aura of 
  Good; AL NG; SV Fort +6, Ref +1, Will +7; Str 10, Dex 10, 
  Con 14, Int 12, Wis 17, Cha 12; 
   
  Skills and Feats: Concentration +10, Diplomacy +6, 
  Heal +8, Knowledge (religion) +4, Knowledge (the 
  planes) +4, Spellcraft +9; Combat Casting, Spell Focus 
  (Evocation), Domain Spontaneity (Good)** 
   
  Possessions: masterwork full plate, +1 scimitar, 
  masterwork heavy wooden shield, silver holy symbol 
   
  Spells prepared (5/4+1/3+1/2+1; base DC = 13 + Spell 
  Level); 0
  th-create water, detect magic, light, purify food, 
  read magic; 1
  st-bless, enthropic shield, cure light 
  wounds*, protection from evil, shield of faith; 2
  nd-cure 
  moderate wounds*, silence, spiritual weapon (x2); 3
  rd-
  dispel magic, magic circle vs evil*, wind wall; 
  * Domain Spells; ** See Appendix 2: New Rules Items 
  
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  Page 43 
   
  APL 6 
  Encounter 4 – The Storm Riders 
  Karam Djel & Mehemet Balam: Male Human (Bakluni) 
  Ftr7; Medium Humanoid; CR 7; HD 7d10+14; hp 67; Init 
  +2; Spd 20 ft/x3; AC 23 (+9 armor, +3 shield, +1 dex), 
  touch 11, flat-footed 22; Base Atk +7; Grp +11; Atk +13 
  melee (1d6+6 plus 1d8 sonic and deafening, +1 
  thundering scimitar) or +12 melee (1d8+8, masterwork 
  lance); Full Atk +13/+8 melee (1d6+6 plus 1d8 sonic and 
  deafening, +1 thundering scimitar) or +12/+7 melee 
  (1d8+8, masterwork lance); AL LN; SV Fort +13, Ref +6, 
  Will +5; Str 18, Dex 14, Con 16, Int 10, Wis 12, Cha 10; 
   
  Skills and Feats: Handle Animal +10, Intimidate +10, 
  Ride +14; Mounted Combat, Ride-By Attack, Power 
  Attack, Weapon Focus (lance), Weapon specialization 
  (lance), Spirited Charge, Weapon Focus (Scimitar), 
  Weapon Specialization (scimitar). 
   
  Possessions: +1 full plate, +1 heavy steel shield, +1 
  thundering scimitar, masterwork lance, gauntlets of ogre 
  power +2, amulet of health +2 
  Jabelliah al-Qadi: Female Human (Bakluni) Clr7; 
  Medium Humanoid; CR 7; HD 7d8+14; hp 52; Init +0; 
  Spd 20 ft/x3; AC 21 (+9 armor, +2 shield), touch 10, flat-
  footed 21; Base Atk +5; Grp +5; Full Atk/Atk +7 melee 
  (1d6+1, +1 scimitar); SQ Spontaneous Casting, Aura of 
  Good; AL LG; SV Fort +7, Ref +2, Will +8; Str 10, Dex 10, 
  Con 14, Int 12, Wis 17, Cha 12; 
   
  Skills and Feats: Concentration +12, Diplomacy +8, 
  Heal +8, Knowledge (religion) +6, Knowledge (the 
  planes) +4, Spellcraft +11; Combat Casting, Spell Focus 
  (Evocation), Augment Healing**, Domain Spontaneity 
  (Good)** 
   
  Possessions: +1 full plate, +1 scimitar, masterwork 
  heavy wooden shield, silver holy symbol 
   
  Spells prepared (6/6+1/4+1/3+1/2+1; base DC = 13 + 
  Spell Level); 0
  th-create water, detect magic (x2), light, 
  purify food, read magic; 1
  st-bless, enthropic shield, cure 
  light wounds*, obscuring mist, protection from evil, 
  sanctuary, shield of faith; 2
  nd-bull’s strength, cure 
  moderate wounds*, silence, spiritual weapon (x2); 3
  rd-
  dispel magic, prayer, magic circle vs evil*, wind wall;4
  th-
  dimensional anchor, divine power, holy smite* 
  * Domain Spells 
  ** See Appendix 2: New Rules Items 
  Encounter 5 – A Dark, Dark Wood 
  Elf Sniper: Male Wood Elf Ftr2/Rgr2; Medium 
  Humanoid; CR 4; HD 2d8+2d10; hp 28; Init +5; Spd 30 
  ft/x4; AC 18, touch 14, flat-footed 14; Base Atk +4; Grp  
  +7;  Atk +11 ranged (1d8+4, +1 composite longbow (+3 
  Str)) or +7 melee (1d8+3, longsword); Full Atk +9/+9 
  ranged (1d8+4, +1 composite longbow (+3 Str)) or +7 
  melee (1d8+3, longsword); SA combat style (archery); SQ 
  elven racial, favored enemy (human), wild empathy; AL 
  CG; SV Fort +6, Ref +8, Will +0; Str 16, Dex 21, Con 10, 
  Int 6, Wis 10, Cha 8. 
   
  Skills and feats: Climb +4, Hide +9, Listen +7, Move 
  Silently +9, Spot +7; Point Blank Shot, Precise Shot, 
  Toughness, Weapon Focus (Composite Longbow), Rapid 
  Shot, Track 
   
  Possessions: chain shirt, +1 mighty composite 
  longbow, longsword 
  Encounter 7 – By order of the Caliph 
  Karam Djel: Male Human (Bakluni) Pal5/Hosp2; 
  Medium Humanoid; CR 7; HD 2d8+5d10+14; hp 58; Init 
  +1; Spd 20 ft/x3; AC 23 (+9 armor, +3 shield, +1 dex), 
  touch 11, flat-footed 22; Base Atk +7; Grp +10; Atk +12 
  melee (1d6+3 plus 1d6 fire, +1 flaming scimitar) or +11 
  melee (1d8+4, masterwork lance); Full Atk +12/+7 melee 
  (1d6+3 plus 1d6 fire, +1 flaming scimitar) or +11/+6 
  melee (1d8+4, masterwork lance); SA Smite Evil; SQ 
  Code of conduct, Aura of Good, detect evil, Divine Grace, 
  Lay on hands (21pts), Aura of Courage, Divine health; AL 
  LG; SV Fort +12, Ref +5, Will +5; Str 17, Dex 12, Con 14, 
  Int 10, Wis 12, Cha 16; 
   
  Skills and Feats: Handle Animal +9, Heal +5, 
  Knowledge (religion) +10, Ride +13; Mounted Combat, 
  Ride-By Attack, Power Attack, Cleave, Weapon Focus 
  (Scimitar) 
   
  Possessions: +1 full plate, +1 heavy steel shield, +1 
  flaming scimitar, masterwork lance, gauntlets of ogre 
  power +2, cloak of charisma +2 
   
  Spells prepared (2; base DC = 11 + Spell Level Caster 
  level 3); 1
  st-divine sacrifice**, golden barding** 
  Lay on Hands (Su): A hospitaler with a Charisma score 
  of 12 or higher can heal wounds by touch.  Each day she 
  can heal a total number of hit points of damage equal to 
  her hospitaler level times her Charisma modifier.  A 
  hospitaler may choose to divide her healing among 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 44 
  multiple recipients, and she doesn’t have to use it all at 
  once.  Using lay on hands is a standard action. 
   
  If the hospitaler has this ability from another class, 
  her levels in those classes stack to determine the total 
  number of hit points of damage she can heal each day. 
  ** See Appendix 2: New Rules Items 
  Jabelliah al-Qadi: Female Human (Bakluni) Clr7; 
  Medium Humanoid; CR 7; HD 7d8+14; hp 52; Init +0; 
  Spd 20 ft/x3; AC 21 (+9 armor, +2 shield), touch 10, flat-
  footed 21; Base Atk +5; Grp +5; Full Atk/Atk +7 melee 
  (1d6+1, +1 scimitar); SQ Spontaneous Casting, Aura of 
  Good; AL NG; SV Fort +7, Ref +2, Will +8; Str 10, Dex 10, 
  Con 14, Int 12, Wis 17, Cha 12; 
   
  Skills and Feats: Concentration +12, Diplomacy +8, 
  Heal +8, Knowledge (religion) +6, Knowledge (the 
  planes) +4, Spellcraft +11; Combat Casting, Spell Focus 
  (Evocation), Augment Healing**, Domain Spontaneity 
  (Good)** 
   
  Possessions: +1 full plate, +1 scimitar, masterwork 
  heavy wooden shield, silver holy symbol 
   
  Spells prepared (6/6+1/4+1/3+1/2+1; base DC = 13 + 
  Spell Level); 0
  th-create water, detect magic (x2), light, 
  purify food, read magic; 1
  st-bless, enthropic shield, cure 
  light wounds*, obscuring mist, protection from evil, 
  sanctuary, shield of faith; 2
  nd-bull’s strength, cure 
  moderate wounds*, silence, spiritual weapon (x2); 3
  rd-
  dispel magic, prayer, magic circle vs evil*, wind wall];4
  th-
  dimensional anchor, divine power, holy smite* 
  * Domain Spells 
  ** see Appendix 2: New Rules Items 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 45 
  APL 8 
  Encounter 4 – The Storm Riders 
  Karam Djel & Mehemet Balam: Male Human (Bakluni) 
  Ftr9; Medium Humanoid; CR 9; HD 9d10+27; hp 94; Init 
  +1; Spd 20 ft/x3; AC 24 (+9 armor, +3 shield, +1 Dex, +1 
  natural), touch 11, flat-footed 23; Base Atk +9; Grp +13; 
  Atk +15 melee (1d6+7 plus 1d8 sonic and deafening, +1 
  thundering scimitar) or +15 melee (1d8+8, masterwork 
  lance); Full Atk +15/+10 melee (1d6+7 plus 1d8 sonic and 
  deafening, +1 thundering scimitar) or +15/+10 melee 
  (1d8+8, masterwork lance); AL LN; SV Fort +15, Ref +8, 
  Will +7; Str 19, Dex 14, Con 16, Int 10, Wis 12, Cha 10; 
   
  Skills and Feats: Handle Animal +12, Intimidate +12, 
  Ride +16; Mounted Combat, Ride-By Attack, Power 
  Attack, Spirited Charge, Weapon Focus (lance), Weapon 
  Specialization (lance), Weapon Focus (Scimitar), Weapon 
  Specialization 
  (scimitar), 
  Improved 
  Toughness**, 
  Improved Critical (scimitar). 
   
  Possessions: +1 full plate, +1 heavy steel shield, +1 
  thundering scimitar, masterwork lance, gauntlets of ogre 
  power +2, amulet of health +2, amulet of natural armor 
  +1, vest of resistance +1 
  ** see Appendix 2: New Rules Items 
  Jabelliah al-Qadi: Female Human (Bakluni) Clr9; 
  Medium Humanoid; CR 9; HD 9d8+18; hp 66; Init +0; 
  Spd 20 ft/x3; AC 21 (+9 armor, +2 shield), touch 10, flat-
  footed 21; Base Atk +6; Grp +6; Atk +8 melee (1d6+1, +1 
  scimitar); Full Atk +8/+3 melee (1d6+1, +1 scimitar); SQ 
  Spontaneous Casting, Aura of Good; AL LG; SV Fort +8, 
  Ref +3, Will +11; Str 10, Dex 10, Con 14, Int 12, Wis 20, 
  Cha 12; 
   
  Skills and Feats: Concentration +13, Diplomacy +8, 
  Heal +10, Knowledge (arcana) +6, Knowledge (religion) 
  +6, Knowledge (the planes) +4, Spellcraft +15; Combat 
  Casting, Spell Focus (Evocation), Augment Healing**, 
  Domain Spontaneity (Good)** 
   
  Possessions: +1 full plate, +1 scimitar, masterwork 
  heavy wooden shield, silver holy symbol, periapt of 
  wisdom +2, ring of freedom of movement 
   
  Spells prepared (6/6+1/5+1/4+1/3+1/2+1) base DC = 
  15 + Spell Level); 0
  th-create water, detect magic (x2), light, 
  purify food, read magic; 1
  st-bless, enthropic shield, cure 
  light wounds*, obscuring mist, protection from evil, 
  sanctuary, shield of faith; 2
  nd-bear’s endurance, bull’s 
  strength, cure moderate wounds*, silence, spiritual 
  weapon (x2); 3
  rd-dispel magic, prayer, magic circle vs 
  evil*, recitation**, wind wall;4
  th-dimensional anchor, 
  divine power, holy smite*, invisibility purge; 5
  th - dispel 
  evil*, righteous might, spell resistance; 
  * Domain Spells 
  Encounter 5 – A Dark, Dark Wood 
  Elf Sniper: Male Wood Elf Ftr4/Rgr2; Medium 
  Humanoid; CR 6; HD 2d8+4d10; hp 40; Init +5; Spd 30 
  ft/x4; AC 19 (+5 armor, +4 dex), touch 14, flat-footed 15; 
  Base Atk +6; Grp +9; Atk +14 ranged (1d8+7, +2 composite 
  longbow (+3 Str)) or +9 melee (1d8+3, longsword); Full 
  Atk +12/+12/+7 ranged (1d8+7, +2 composite longbow 
  (+3 Str)) or +9/+4 melee (1d8+3, longsword); SA combat 
  style (archery); SQ elven racial, favored enemy (human), 
  wild empathy; AL CG; SV Fort +7, Ref +9, Will +1; Str 16, 
  Dex 21, Con 10, Int 6, Wis 10, Cha 8. 
   
  Skills and feats: Climb +6, Hide +9, Listen +7, Move 
  Silently +9, Spot +7; Point Blank Shot, Precise Shot, 
  Manyshot, Toughness, Weapon Focus (Composite 
  Longbow), 
  Weapon 
  Specialization 
  (Composite 
  Longbow), Rapid Shot, Track 
   
   
   
   
  Possessions: chain shirt, +2 mighty composite 
  longbow, longsword 
  Elven Wizard: Male Gray Elf Wiz6 (evoker); Medium 
  Humanoid; CR 6; HD 6d4+6; hp 31; Init +1; Spd 30 ft/x4; 
  AC 15, touch 11, flat-footed 14; Base Atk +3; Grp +1; Full 
  Atk/Atk +1 melee  (1d6-2, quarterstaff); SQ Elven racial 
  abilities; AL CG; SV Fort +3, Ref +3, Will +5; Str 6, Dex 12, 
  Con 12, Int 21, Wis 10, Cha 10; 
  Skills and Feats: Concentration +10, Knowledge (arcana) 
  +10, Knowledge (arch & eng) +10, Knowledge 
  (geography) +10, Knowledge (history) +10, Knowledge 
  (local) +10, Knowledge (nature) +10, Knowledge (nobilty) 
  +10, Knowledge (religion) +10, Knowledge (the planes) 
  +10, Spellcraft +16; Spell Focus (Evocation), Greater Spell 
  Focus (Evocation), Toughness, Empower Spell, Scribe 
  Scroll, Alertness (through familiar)  
   
  Spell prepared (4/5/4/3; base DC = 15 + Spell level 
  (17 + spell level for Evocation); 0
  th - acid splash, detect 
  magic, mage hand, ray of frost; 1
  st - grease, mage armor, 
  magic missile(x3), ray of enfeeblement; 2
  nd - false life, 
  flaming sphere, scorching ray (x2), touch of idiocy; 3
  rd - 
  empowered ray of enfeeblement, fireball (x2), fly  
   
  Spellbook: 0-any except abjuration & illusion]; 1-
  charm person, enlarge person, expeditious retreat, grease, 
  mage armor, magic missile, ray of enfeeblement; 2-false 
  life, flaming sphere, scorching ray, touch of idiocy; 3-
  fireball, fly, lightning bolt  
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 46 
   
  Possessions: quarterstaff, Toad familiar 
   
  Spoken languages: Ancient Baklunish, Common, 
  Draconic, Elven, Gnome, Orc, Sylvan 
  Encounter 7 – By order of the Caliph 
  Karam Djel: Male Human (Bakluni) Pal5/Hosp4; 
  Medium Humanoid; CR 9; HD 4d8+5d10+18; hp 81; Init 
  +1; Spd 20 ft/x3; AC 24 (+9 armor, +3 shield, +1 dex, +1 
  natural), touch 11, flat-footed 23; Base Atk +9; Grp +13; 
  Atk +15 melee (1d6+3 plus 1d6 fire, +1 flaming scimitar) 
  or +14 melee (1d8+6, masterwork lance); Full Atk 
  +15/+10 melee (1d6+3 plus 1d6 fire, +1 flaming scimitar) 
  or +14/+9 melee (1d8+6, masterwork lance); SA Smite 
  Evil; SQ Code of conduct, Aura of Good, detect evil, 
  Divine Grace, Lay on hands (27pts), Aura of Courage, 
  Divine health; AL LG; SV Fort +14, Ref +7, Will +7; Str 18, 
  Dex 12, Con 14, Int 10, Wis 12, Cha 16; 
   
  Skills and Feats: Handle Animal +9, Heal +7, 
  Knowledge (religion) +12, Ride +15; Mounted Combat, 
  Ride-By Attack, Power Attack, Cleave, Weapon Focus 
  (Scimitar), Improved Toughness** 
   
  Possessions: +1 full plate, +1 heavy steel shield, +1 
  flaming scimitar, masterwork lance, gauntlets of ogre 
  power +2, cloak of charisma +2, amulet of natural armor 
  +1, vest of resistance +1 
   
  Spells prepared (2; base DC = 11 + Spell Level Caster 
  level 4); 1-divine sacrifice**, golden barding** 
  Lay on Hands (Su): A hospitaler with a Charisma score 
  of 12 or higher can heal wounds by touch.  Each day she 
  can heal a total number of hit points of damage equal to 
  her hospitaler level times her Charisma modifier.  A 
  hospitaler may choose to divide her healing among 
  multiple recipients, and she doesn’t have to use it all at 
  once.  Using lay on hands is a standard action. 
   
  If the hospitaler has this ability from another class, 
  her levels in those classes stack to determine the total 
  number of hit points of damage she can heal each day. 
  Remove Disease (Sp): Beginning at 3
  rd level, a hospitaler 
  can use remove disease as a spell0like ability once per 
  week.  At 7
  th level and higher, she can use this ability 
  twice per week. 
  ** see Appendix 2: New Rules Items 
  Jabelliah al-Qadi: Female Human (Bakluni) Clr9; 
  Medium Humanoid; CR 9; HD 9d8+18; hp 66; Init +0; 
  Spd 20 ft/x3; AC 21 (+9 armor, +2 shield), touch 10, flat-
  footed 21; Base Atk +6; Grp +6; Atk +8 melee (1d6+1, +1 
  scimitar); Full Atk +8/+3 melee (1d6+1, +1 scimitar); SQ 
  Spontaneous Casting, Aura of Good; AL NG; SV Fort +8, 
  Ref +3, Will +11; Str 10, Dex 10, Con 14, Int 12, Wis 20, 
  Cha 12; 
   
  Skills and Feats: Concentration +13, Diplomacy +8, 
  Heal +10, Knowledge (arcana) +6, Knowledge (religion) 
  +6, Knowledge (the planes) +4, Spellcraft +15; Combat 
  Casting, Spell Focus (Evocation), Augment Healing**, 
  Domain Spontaneity (Good)** 
   
  Possessions: +1 full plate, +1 scimitar, masterwork 
  heavy wooden shield, silver holy symbol, periapt of 
  wisdom +2, ring of freedom of movement 
   
  Spells prepared (6/6+1/5+1/4+1/3+1/2+1; base DC = 
  15 + Spell Level); 0
  th- create water, detect magic (x2), light, 
  purify food, read magic; 1
  st-bless, enthropic shield, cure 
  light wounds*, obscuring mist, protection from evil, 
  sanctuary, shield of faith; 2
  nd-bear’s endurance, bull’s 
  strength, cure moderate wounds*, silence, spiritual 
  weapon (x2); 3
  rd-dispel magic, prayer, magic circle vs 
  evil*, recitation**, wind wall; 4
  th-dimensional anchor, 
  divine power, holy smite*, invisibility purge; 5
  th - dispel 
  evil*, righteous might, spell resistance; 
  * Domain Spells 
  ** see Appendix 2: New Rules Items 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 47 
  APL 10
  Encounter 4 – The Storm Riders 
  Forest Giant** (2): Huge Giant; CR 11; HD 13d8+78; hp 
  136; Init +5; Spd 40 ft; AC 20 (-2 Size, +1 Dex, +11 
  Natural), touch 9, flat-footed 19; Base Atk +9; Grp +28; 
  Atk +18 melee (3d6+16, huge greatclub) or +8 ranged 
  (3d6+4, huge composite longbow (+4 Str)) or+9 ranged 
  (2d8+11, rock); Full Atk +18/+13 melee (3d6+16, huge 
  greatclub) or +8/+3 ranged (3d6+4, huge composite 
  longbow (+4 Str) or +9 ranged (2d8+11, rock); 
  Space/Reach 15ft./15ft.; SA Poisoned arrows, rock 
  throwing; SQ Darkvision 60 ft., rock catching; AL N; SV 
  Fort +14, Ref +5, Will +7; Str 33, Dex 12, Con 22, Int 14, 
  Wis 16, Cha 21; 
   
  Skills and Feats:  Hide +5* (+9), Listen +5, Sense 
  Motive +6, Spot +7;  Improved Initiative, Point Blank 
  Shot, Precise Shot. 
  ** see Appendix 2: New Rules Items 
   
  Encounter 4 – The Storm Riders 
  Karam Djel & Mehemet Balam: Male Human (Bakluni) 
  Ftr9; Medium Humanoid; CR 9; HD 9d10+27; hp 94; Init 
  +1; Spd 20 ft/x3; AC 24 (+9 armor, +3 shield, +1 dex, +1 
  natural), touch 11, flat-footed 23; Base Atk +9; Grp +13; 
  Atk +15 melee (1d6+6 plus 1d8 sonic and deafening, +1 
  thundering scimitar/15-20x2) or +15 melee (1d8+8, 
  masterwork lance); Full Atk +15/+10 melee (1d6+6 plus 
  1d8 sonic and deafening, +1 thundering scimitar/15-
  20x2) or +15/+10 melee (1d8+8, masterwork lance); AL 
  LN; SV Fort +15, Ref +8, Will +7; Str 19, Dex 14, Con 16, 
  Int 10, Wis 12, Cha 10; 
   
  Skills and Feats: Handle Animal +12, Intimidate +12, 
  Ride +16; Mounted Combat, Ride-By Attack, Power 
  Attack, Spirited Charge, Weapon Focus (lance), Weapon 
  Specialization (lance), Weapon Focus (Scimitar), Weapon 
  Specialization 
  (scimitar), 
  Improved 
  Toughness**, 
  Improved Critical (scimitar). 
   
  Possessions: +1 full plate, +1 heavy steel shield, +1 
  thundering scimitar, masterwork lance, gauntlets of ogre 
  power +2, amulet of health +2, amulet of natural armor 
  +1, vest of resistance +1 
  ** see Appendix 2: New Rules Items 
  Jabelliah al-Qadi: Female Human (Bakluni) Clr9; 
  Medium Humanoid; CR 9; HD 9d8+18; hp 66; Init +0; 
  Spd 20 ft/x3; AC 21 (+9 armor, +2 shield), touch 10, flat-
  footed 21; Base Atk +6; Grp +6; Atk +8 melee (1d6+1, +1 
  scimitar); Full Atk +8/+3 melee (1d6+1, +1 scimitar); SQ 
  Spontaneous Casting, Aura of Good; AL LG; SV Fort +8, 
  Ref +3, Will +11; Str 10, Dex 10, Con 14, Int 12, Wis 20, 
  Cha 12; 
   
  Skills and Feats: Concentration +13, Diplomacy +8, 
  Heal +10, Knowledge (arcana) +6, Knowledge (religion) 
  +6, Knowledge (the planes) +4, Spellcraft +15; Combat 
  Casting, Spell Focus (Evocation), Augment Healing**, 
  Domain Spontaneity (Good)** 
   
  Possessions: +1 full plate, +1 scimitar, masterwork 
  heavy wooden shield, silver holy symbol, periapt of 
  wisdom +2, ring of freedom of movement 
   
  Spells prepared (6/6+1/5+1/4+1/3+1/2+1; base DC = 
  15 + Spell Level); 0
  th-create water, detect magic (x2), light, 
  purify food, read magic; 1
  st-bless, enthropic shield, cure 
  light wounds*, obscuring mist, protection from evil, 
  sanctuary, shield of faith; 2
  nd-bear’s endurance, bull’s 
  strength, cure moderate wounds*, silence, spiritual 
  weapon (x2); 3
  rd-dispel magic, prayer, magic circle vs 
  evil*, recitation**, wind wall; 4
  th-dimensional anchor, 
  divine power, holy smite*, invisibility purge; 5
  th - dispel 
  evil*, righteous might, spell resistance; 
  * Domain Spells 
  ** see Appendix 2: New Rules Items 
  Encounter 5 – A Dark, Dark Wood 
   
  Elf Sniper: Male Wood Elf Ftr4/Rgr2/Rog2; Medium 
  Humanoid; CR 8; HD 2d6+2d8+4d10; hp 48; Init +5; Spd 
  30 ft/x4; AC 19, touch 14, flat-footed 15; Base Atk +7; Grp 
  +10; Atk +16 ranged (1d8+7 plus 1d6 shock plus 2d6 vs. 
  humans,  +2 humanbane shock composite longbow (+3 
  Str)) or +10 melee (1d8+3,  longsword); Full Atk 
  +14/+14/+9 ranged (1d8+7 plus 1d6 shock plus 2d6 vs. 
  humans,  +2 humanbane shock composite longbow (+3 
  Str)) or +10/+5 melee (1d8+3,  longsword); SA combat 
  style (archery), sneak attack (1d6); SQ elven racial, 
  favored enemy (human), wild empathy, evasion, 
  trapfinding; AL CG; SV Fort +7, Ref +13, Will +1; Str 16, 
  Dex 22, Con 10, Int 6, Wis 10, Cha 8. 
   
  Skills and feats: Climb +7, Hide +15, Listen +7, Move 
  Silently +15, Spot +8; Point Blank Shot, Precise Shot, 
  Manyshot, Toughness, Weapon Focus (Composite 
  Longbow), 
  Weapon 
  Specialization 
  (Composite 
  Longbow), Rapid Shot, Track 
   
  Possessions: chain shirt, +2 shock humanbane 
  mighty composite longbow, longsword 
  Elven Wizard: Male Gray Elf Wiz8; Medium 
  Humanoid; CR 8; HD 8d4+8; hp 39; Init +1; Spd 30 ft/x4; 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 48 
  AC 15, touch 11, flat-footed 10; Base Atk +4; Grp +2; Full 
  Atk/Atk +2 melee (1d6-2; quarterstaff) or +5 ranged (*; 
  Ray) or +2 melee (*,   Touch); AL CG; SV Fort +3, Ref +3, 
  Will +6; Str 6, Dex 12, Con 12, Int 21, Wis 10, Cha 10; 
   
  Skills and feats: Concentration +12, Knowledge 
  (arcana) +12, Knowledge (arch & eng) +11, Knowledge 
  (geography) +11, Knowledge (history) +11, Knowledge 
  (local) +11, Knowledge (nature) +11, Knowledge (nobilty) 
  +11, Knowledge (religion) +11, Knowledge (the planes) 
  +11, Spellcraft +18; Spell Focus (Evocation), Greater Spell 
  Focus (Evocation), Toughness, Quicken Spell, Scribe 
  Scroll, Alertness (through familiar)  
   
  Spell prepared (4/6/4/4/3; base DC = 15 + Spell level 
  (17+spell level for evocation); 0- Acid splash, detect 
  magic, mage hand, ray of frost (x3); 1
  st - grease(x2), mage 
  armor, magic missile(x3), ray of enfeeblement; 2
  nd - false 
  life, flaming sphere, scorching ray (x2), touch of idiocy; 
  3
  rd - Empowered ray of enfeeblement, fireball (x2), fly; 4
  th - 
  Empowered scorching ray, enervation, Evard's black 
  tentacles, ice storm 
   
  Possessions: quarterstaff, Toad familiar 
   
  Spoken languages: Ancient Baklunish, Common, 
  Draconic, Elven, Gnome, Orc, Sylvan  
   
   
  Spellbook: 0-any except abjuration & illusion; 1-
  charm person, enlarge person, expeditious retreat, grease, 
  mage armor, magic missile, ray of enfeeblement; 2-false 
  life, flaming sphere, scorching ray, touch of idiocy; 3-
  fireball, fly, lightning bolt; 4-enervation, Evard's black 
  tentacles, ice storm, mass reduce person 
  Forest Giant**: Huge Giant; CR 11; HD 13d8+78; hp 136; 
  Init +5; Spd 40 ft; AC 20 (-2 Size, +1 Dex, +11 Natural), 
  touch 9, flat-footed 19; Base Atk +9; Grp +28; Atk +18 
  melee (3d6+16, huge greatclub) or +8 ranged (3d6+4, 
  huge composite longbow (+4 Str)) or+9 ranged (2d8+11, 
  rock); Full Atk +18/+13 melee (3d6+16, huge greatclub) 
  or +8/+3 ranged (3d6+4, huge composite longbow (+4 Str) 
  or +9 ranged (2d8+11, rock); Space/Reach 15ft./15ft.; SA 
  Poisoned arrows, rock throwing; SQ Darkvision 60 ft., 
  rock catching; AL N; SV Fort +14, Ref +5, Will +7; Str 33, 
  Dex 12, Con 22, Int 14, Wis 16, Cha 21; 
   
  Skills and Feats:  Hide +5* (+9), Listen +5, Sense 
  Motive +6, Spot +7;  Improved Initiative, Point Blank 
  Shot, Precise Shot. 
  ** see Appendix 2: New Rules Items 
  Encounter 7 – By order of the Caliph 
  Karam Djel & Mehemet Balam: Male Human (Bakluni) 
  Pal5/Hosp4; 
  Medium 
  Humanoid; 
  CR 
  9; 
  HD 
  4d8+5d10+18; hp 81; Init +1; Spd 20 ft/x3; AC 24 (+9 
  armor, +3 shield, +1 dex, +1 natural), touch 11, flat-footed 
  23; Base Atk +9; Grp +13; Atk +15 melee (1d6+3 plus 1d6 
  fire, +1 flaming scimitar) or +14 melee (1d8+6, 
  masterwork lance); Full Atk +15/+10 melee (1d6+3 plus 
  1d6 fire, +1 flaming scimitar) or +14/+9 melee (1d8+6, 
  masterwork lance); SA Smite Evil; SQ Code of conduct, 
  Aura of Good, detect evil, Divine Grace, Lay on hands 
  (27pts), Aura of Courage, Divine health; AL LG; SV Fort 
  +14, Ref +7, Will +7; Str 18, Dex 12, Con 14, Int 10, Wis 
  12, Cha 16; 
   
  Skills and Feats: Handle Animal +9, Heal +7, 
  Knowledge (religion) +12, Ride +15; Mounted Combat, 
  Ride-By Attack, Power Attack, Cleave, Weapon Focus 
  (Scimitar), Improved Toughness** 
   
  Possessions: +1 full plate, +1 heavy steel shield, +1 
  flaming scimitar, masterwork lance, gauntlets of ogre 
  power +2, cloak of charisma +2, amulet of natural armor 
  +1, vest of resistance +1 
   
  Spells prepared (2; base DC = 11 + Spell Level Caster 
  level 4); 1
  st - divine sacrifice**, golden barding** 
  Lay on Hands (Su): A hospitaler with a Charisma score 
  of 12 or higher can heal wounds by touch.  Each day she 
  can heal a total number of hit points of damage equal to 
  her hospitaler level times her Charisma modifier.  A 
  hospitaler may choose to divide her healing among 
  multiple recipients, and she doesn’t have to use it all at 
  once.  Using lay on hands is a standard action. 
   
  If the hospitaler has this ability from another class, 
  her levels in those classes stack to determine the total 
  number of hit points of damage she can heal each day. 
  Remove Disease (Sp): Beginning at 3
  rd level, a hospitaler 
  can use remove disease as a spell0like ability once per 
  week.  At 7
  th level and higher, she can use this ability 
  twice per week. 
  ** see Appendix 2: New Rules Items 
  Jabelliah al-Qadi: Female Human (Bakluni) Clr9; 
  Medium Humanoid; CR 9; HD 9d8+18; hp 66; Init +0; 
  Spd 20 ft/x3; AC 21 (+9 armor, +2 shield), touch 10, flat-
  footed 21; Base Atk +6; Grp +6; Atk +8 melee (1d6+1, +1 
  scimitar); Full Atk +8/+3 melee (1d6+1, +1 scimitar); SQ 
  Spontaneous Casting, Aura of Good; AL NG; SV Fort +8, 
  Ref +3, Will +11; Str 10, Dex 10, Con 14, Int 12, Wis 20, 
  Cha 12; 
   
  Skills and Feats: Concentration +13, Diplomacy +8, 
  Heal +10, Knowledge (arcana) +6, Knowledge (religion) 
  +6, Knowledge (the planes) +4, Spellcraft +15; Combat 
  Casting, Spell Focus (Evocation), Augment Healing**, 
  Domain Spontaneity (Good)** 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
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  Possessions: +1 full plate, +1 scimitar, masterwork 
  heavy wooden shield, silver holy symbol, periapt of 
  wisdom +2, ring of freedom of movement 
   
  Spells prepared (6/6+1/5+1/4+1/3+1/2+1; base DC = 
  15 + Spell Level); 0
  th- create water, detect magic (x2), light, 
  purify food, read magic; 1
  st- bless, enthropic shield, cure 
  light wounds*, obscuring mist, protection from evil, 
  sanctuary, shield of faith; 2
  nd- bear’s endurance, bull’s 
  strength, cure moderate wounds*, silence, spiritual 
  weapon (x2); 3
  rd- dispel magic, prayer, magic circle vs 
  evil*, recitation**, wind wall; 4
  th- dimensional anchor, 
  divine power, holy smite*, invisibility purge; 5
  th - dispel 
  evil*, righteous might, spell resistance; 
  * Domain Spells 
  ** see Appendix 2: New Rules Items 
  
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  APL 12 
  Encounter 4 – The Storm Riders 
  Forest Giant** (4): Huge Giant; CR 11; HD 13d8+78; hp 
  136; Init +5; Spd 40 ft; AC 20 (-2 Size, +1 Dex, +11 
  Natural), touch 9, flat-footed 19; Base Atk +9; Grp +28; 
  Atk +18 melee (3d6+16, huge greatclub) or +8 ranged 
  (3d6+4, huge composite longbow (+4 Str)) or+9 ranged 
  (2d8+11, rock); Full Atk +18/+13 melee (3d6+16, huge 
  greatclub) or +8/+3 ranged (3d6+4, huge composite 
  longbow (+4 Str) or +9 ranged (2d8+11, rock); 
  Space/Reach 15ft./15ft.; SA Poisoned arrows, rock 
  throwing; SQ Darkvision 60 ft., rock catching; AL N; SV 
  Fort +14, Ref +5, Will +7; Str 33, Dex 12, Con 22, Int 14, 
  Wis 16, Cha 21; 
   
  Skills and Feats:  Hide +5* (+9), Listen +5, Sense 
  Motive +6, Spot +7;  Improved Initiative, Point Blank 
  Shot, Precise Shot. 
  ** see Appendix 2: New Rules Items 
  Encounter 4 – The Storm Riders 
  Karam Djel & Mehemet Balam: Male Human (Bakluni) 
  Ftr9; Medium Humanoid; CR 9; HD 9d10+27; hp 94; Init 
  +1; Spd 20 ft/x3; AC 24 (+9 armor, +3 shield, +1 dex, +1 
  natural), touch 11, flat-footed 23; Base Atk +9; Grp +13; 
  Atk +15 melee (1d6+6 plus 1d8 sonic and deafening, +1 
  thundering scimitar/15-20x2) or +15 melee (1d8+8, 
  masterwork lance); Full Atk +15/+10 melee (1d6+6 plus 
  1d8 sonic and deafening, +1 thundering scimitar/15-
  20x2) or +15/+10 melee (1d8+8, masterwork lance); AL 
  LN; SV Fort +15, Ref +8, Will +7; Str 19, Dex 14, Con 16, 
  Int 10, Wis 12, Cha 10; 
   
  Skills and Feats: Handle Animal +12, Intimidate +12, 
  Ride +16; Mounted Combat, Ride-By Attack, Power 
  Attack, Spirited Charge, Weapon Focus (lance), Weapon 
  Specialization (lance), Weapon Focus (Scimitar), Weapon 
  Specialization 
  (scimitar), 
  Improved 
  Toughness**, 
  Improved Critical (scimitar). 
   
  Possessions: +1 full plate, +1 heavy steel shield, +1 
  thundering scimitar, masterwork lance, gauntlets of ogre 
  power +2, amulet of health +2, amulet of natural armor 
  +1, vest of resistance +1 
  ** see Appendix 2: New Rules Items 
  Jabelliah al-Qadi: Female Human (Bakluni) Clr9; 
  Medium Humanoid; CR 9; HD 9d8+18; hp 66; Init +0; 
  Spd 20 ft/x3; AC 21 (+9 armor, +2 shield), touch 10, flat-
  footed 21; Base Atk +6; Grp +6; Atk +8 melee (1d6+1, +1 
  scimitar); Full Atk +8/+3 melee (1d6+1, +1 scimitar); SQ 
  Spontaneous Casting, Aura of Good; AL LG; SV Fort +8, 
  Ref +3, Will +11; Str 10, Dex 10, Con 14, Int 12, Wis 20, 
  Cha 12; 
   
  Skills and Feats: Concentration +13, Diplomacy +8, 
  Heal +10, Knowledge (arcana) +6, Knowledge (religion) 
  +6, Knowledge (the planes) +4, Spellcraft +15; Combat 
  Casting, Spell Focus (Evocation), Augment Healing**, 
  Domain Spontaneity (Good)** 
   
  Possessions: +1 full plate, +1 scimitar, masterwork 
  heavy wooden shield, silver holy symbol, periapt of 
  wisdom +2, ring of freedom of movement 
   
  Spells prepared (6/6+1/5+1/4+1/3+1/2+1; base DC = 
  15 + Spell Level); 0
  th- create water, detect magic (x2), light, 
  purify food, read magic; 1
  st- bless, enthropic shield, cure 
  light wounds*, obscuring mist, protection from evil, 
  sanctuary, shield of faith; 2
  nd- bear’s endurance, bull’s 
  strength, cure moderate wounds*, silence, spiritual 
  weapon (x2); 3
  rd- dispel magic, prayer, magic circle vs 
  evil*, recitation**, wind wall; 4
  th- dimensional anchor, 
  divine power, holy smite*, invisibility purge; 5
  th - dispel 
  evil*, righteous might, spell resistance; 
  * Domain Spells 
  ** see Appendix 2: New Rules Items 
  Encounter 5 – A Dark, Dark Wood 
  Elf Sniper: Male Wood Elf Ftr4/Rgr2/Rog2; Medium 
  Humanoid; CR 8; HD 2d6+2d8+4d10; hp 48; Init +5; Spd 
  30 ft/x4; AC 19, touch 14, flat-footed 15; Base Atk +7; Grp 
  +10; Atk +16 ranged (1d8+7 plus 1d6 shock plus 2d6 vs. 
  humans,  +2 shock humanbane composite longbow (+3 
  Str)) or +10 melee (1d8+4, longsword); Full Atk 
  +14/+14/+9 ranged (1d8+7 plus 1d6 shock plus 2d6 vs. 
  humans,  +2 shock humanbane composite longbow (+3 
  Str)) or +10/+5 melee (1d8+4,  longsword); SA combat 
  style (archery), sneak attack (1d6); SQ elven racial, 
  favored enemy (human), wild empathy, evasion, 
  trapfinding; AL CG; SV Fort +7, Ref +13, Will +1; Str 16, 
  Dex 22, Con 10, Int 6, Wis 10, Cha 8. 
   
  Skills and feats: Climb +7, Hide +15, Listen +7, Move 
  Silently +15, Spot +8; Point Blank Shot, Precise Shot, 
  Manyshot, Toughness, Weapon Focus (Composite 
  Longbow), 
  Weapon 
  Specialization 
  (Composite 
  Longbow), Rapid Shot, Track 
   
  Possessions: chain shirt, +2 shock humanbane 
  mighty composite longbow, longsword 
  Elven Wizard: Male Gray Elf Wiz8; Medium 
  Humanoid; CR 8; HD 8d4+8; hp 39; Init +1; Spd 30 ft/x4; 
  AC 15, touch 11, flat-footed 10; Base Atk +4; Grp +2; Full 
  
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  Atk/Atk +2 melee (1d6-2; quarterstaff) or +5 ranged (*; 
  Ray) or +2 melee (*,   Touch); AL CG; SV Fort +3, Ref +3, 
  Will +6; Str 6, Dex 12, Con 12, Int 21, Wis 10, Cha 10; 
   
  Skills and feats: Concentration +12, Knowledge 
  (arcana) +12, Knowledge (arch & eng) +11, Knowledge 
  (geography) +11, Knowledge (history) +11, Knowledge 
  (local) +11, Knowledge (nature) +11, Knowledge (nobilty) 
  +11, Knowledge (religion) +11, Knowledge (the planes) 
  +11, Spellcraft +18; Spell Focus (Evocation), Greater Spell 
  Focus (Evocation), Toughness, Quicken Spell, Scribe 
  Scroll, Alertness (through familiar)  
   
  Spell prepared (4/6/4/4/3; base DC = 15 + Spell level 
  (17+spell level for evocation); 0- Acid splash, detect 
  magic, mage hand, ray of frost (x3); 1
  st - grease(x2), mage 
  armor, magic missile(x3), ray of enfeeblement; 2
  nd - false 
  life, flaming sphere, scorching ray (x2), touch of idiocy; 
  3
  rd - Empowered ray of enfeeblement, fireball (x2), fly; 4
  th - 
  Empowered scorching ray, enervation, Evard's black 
  tentacles, ice storm 
   
  Possessions: quarterstaff, Toad familiar 
   
  Spoken languages: Ancient Baklunish, Common, 
  Draconic, Elven, Gnome, Orc, Sylvan  
   
   
  Spellbook: 0-any except abjuration & illusion; 1-
  charm person, enlarge person, expeditious retreat, grease, 
  mage armor, magic missile, ray of enfeeblement; 2-false 
  life, flaming sphere, scorching ray, touch of idiocy; 3-
  fireball, fly, lightning bolt; 4-enervation, Evard's black 
  tentacles, ice storm, mass reduce person 
  Forest Giant** (2): Huge Giant; CR 11; HD 13d8+78; hp 
  136; Init +5; Spd 40 ft; AC 20 (-2 Size, +1 Dex, +11 
  Natural), touch 9, flat-footed 19; Base Atk +9; Grp +28; 
  Atk +18 melee (3d6+16, huge greatclub) or +8 ranged 
  (3d6+4, huge composite longbow (+4 Str)) or+9 ranged 
  (2d8+11, rock); Full Atk +18/+13 melee (3d6+16, huge 
  greatclub) or +8/+3 ranged (3d6+4, huge composite 
  longbow (+4 Str) or +9 ranged (2d8+11, rock); 
  Space/Reach 15ft./15ft.; SA Poisoned arrows, rock 
  throwing; SQ Darkvision 60 ft., rock catching; AL N; SV 
  Fort +14, Ref +5, Will +7; Str 33, Dex 12, Con 22, Int 14, 
  Wis 16, Cha 21; 
   
  Skills and Feats:  Hide +5* (+9), Listen +5, Sense 
  Motive +6, Spot +7;  Improved Initiative, Point Blank 
  Shot, Precise Shot. 
  ** see Appendix 2: New Rules Items 
   
  Encounter 7 – By order of the Caliph 
  Karam Djel & Mehemet Balam: Male Human (Bakluni) 
  Pal5/Hosp4; 
  Medium 
  Humanoid; 
  CR 
  9; 
  HD 
  4d8+5d10+18; hp 81; Init +1; Spd 20 ft/x3; AC 24 (+9 
  armor, +3 shield, +1 dex, +1 natural), touch 11, flat-footed 
  23; Base Atk +9; Grp +13; Atk +15 melee (1d6+3 plus 1d6 
  fire, +1 flaming scimitar) or +14 melee (1d8+6, 
  masterwork lance); Full Atk +15/+10 melee (1d6+3 plus 
  1d6 fire, +1 flaming scimitar) or +14/+9 melee (1d8+6, 
  masterwork lance); SA Smite Evil; SQ Code of conduct, 
  Aura of Good, detect evil, Divine Grace, Lay on hands 
  (27pts), Aura of Courage, Divine health; AL LG; SV Fort 
  +14, Ref +7, Will +7; Str 18, Dex 12, Con 14, Int 10, Wis 
  12, Cha 16; 
   
  Skills and Feats: Handle Animal +9, Heal +7, 
  Knowledge (religion) +12, Ride +15; Mounted Combat, 
  Ride-By Attack, Power Attack, Cleave, Weapon Focus 
  (Scimitar), Improved Toughness** 
   
  Possessions: +1 full plate, +1 heavy steel shield, +1 
  flaming scimitar, masterwork lance, gauntlets of ogre 
  power +2, cloak of charisma +2, amulet of natural armor 
  +1, vest of resistance +1 
   
  Spells prepared (2; base DC = 11 + Spell Level Caster 
  level 4); 1
  st - divine sacrifice**, golden barding** 
  Lay on Hands (Su): A hospitaler with a Charisma score 
  of 12 or higher can heal wounds by touch.  Each day she 
  can heal a total number of hit points of damage equal to 
  her hospitaler level times her Charisma modifier.  A 
  hospitaler may choose to divide her healing among 
  multiple recipients, and she doesn’t have to use it all at 
  once.  Using lay on hands is a standard action. 
   
  If the hospitaler has this ability from another class, 
  her levels in those classes stack to determine the total 
  number of hit points of damage she can heal each day. 
  Remove Disease (Sp): Beginning at 3
  rd level, a hospitaler 
  can use remove disease as a spell0like ability once per 
  week.  At 7
  th level and higher, she can use this ability 
  twice per week. 
  ** see Appendix 2: New Rules Items 
  Jabelliah al-Qadi: Female Human (Bakluni) Clr9; 
  Medium Humanoid; CR 9; HD 9d8+18; hp 66; Init +0; 
  Spd 20 ft/x3; AC 21 (+9 armor, +2 shield), touch 10, flat-
  footed 21; Base Atk +6; Grp +6; Atk +8 melee (1d6+1, +1 
  scimitar); Full Atk +8/+3 melee (1d6+1, +1 scimitar); SQ 
  Spontaneous Casting, Aura of Good; AL NG; SV Fort +8, 
  Ref +3, Will +11; Str 10, Dex 10, Con 14, Int 12, Wis 20, 
  Cha 12; 
   
  Skills and Feats: Concentration +13, Diplomacy +8, 
  Heal +10, Knowledge (arcana) +6, Knowledge (religion) 
  +6, Knowledge (the planes) +4, Spellcraft +15; Combat 
  Casting, Spell Focus (Evocation), Augment Healing**, 
  Domain Spontaneity (Good)** 
  
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  Possessions: +1 full plate, +1 scimitar, masterwork 
  heavy wooden shield, silver holy symbol, periapt of 
  wisdom +2, ring of freedom of movement 
   
  Spells prepared (6/6+1/5+1/4+1/3+1/2+1; base DC = 
  15 + Spell Level); 0
  th- create water, detect magic (x2), light, 
  purify food, read magic; 1
  st- bless, enthropic shield, cure 
  light wounds*, obscuring mist, protection from evil, 
  sanctuary, shield of faith; 2
  nd- bear’s endurance, bull’s 
  strength, cure moderate wounds*, silence, spiritual 
  weapon (x2); 3
  rd- dispel magic, prayer, magic circle vs 
  evil*, recitation**, wind wall; 4
  th- dimensional anchor, 
  divine power, holy smite*, invisibility purge; 5
  th - dispel 
  evil*, righteous might, spell resistance; 
  * Domain Spells 
  ** see Appendix 2: New Rules Items 
  
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  Appendix Two: New Rules Items 
  Augment Healing [General] as presented in 
  Complete Divine  
   
  Prerequisite: Heal 4 ranks. 
   
  Benefit: Add +2 points per spell level to the 
  amount of damage healed by any Conjuration 
  [Healing] spell that you cast. 
  Domain Spontaneity [Divine] as presented in 
  Complete Divine  
  You are so familiar with one of your domains that you 
  can convert other prepared spells into spells from that 
  domain. 
   
  Prerequisite: Ability to turn or rebuke undead. 
   
  Benefit: Each time you take this feat, choose a 
  domain that you have access to. You may now convert 
  prepared divine spells of equal or higher level, as well 
  as expanding one of your daily turn undead attempts. 
  This works just as clerics spontaneously cast prepared 
  spells as cure spells. 
   
  Special: You may take this feat multiple times, 
  each time, you take the feat, it applies to a new domain. 
  Improved Toughness [General] as presented in 
  Complete Warrior  
  You are significantly tougher than normal 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
  Improved Toughness [General] as presented in 
  Complete Warrior  
   
  Prerequisite: Point Blank Shot, Precise Shot, base 
  attack bonus +3 
   
  Benefit: Your targets only receive +2 bonus to 
  Armor Class due to cover. This feat has no effect 
  against foes with no cover or total cover. 
   
  Normal: Cover normally provides +4 bonus to AC.  
   
  Special: A fighter may select Sharp-Shooting as 
  one of his fighter bonus feats. 
  Divine Sacrifice as presented in Complete 
  Divine  
  Evocation 
  Level: Blackguard 1, paladin 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round / level 
  You can sacrifice your life force to increase damage you 
  deal. Once each round, as a free action, you ca sacrifice 
  up to 10 of you hit points (this does not provoke 
  AoOs). For every 2 hit points you sacrifice, on your 
  next successful attack you deal +1d6 damage, to a 
  maximum of +5d6 on that attack. Your ability to deal 
  this additional damage ends when you successfully 
  attack or when the spell duration ends. You can make 
  as many sacrifices as the spell duration allows. 
  Sacrificed hit points count as normal damage. 
  Golden barding as presented in Complete 
  Divine  
  Conjuration (Creation)[Force] 
  Level: Blackguard 1, paladin 1 
  Components: V, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Special mount touched 
  Duration: 1 hour / level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  You conjure forth a glowing, golden suit of barding for 
  your special mount.  
  The golden barding you create has no armor check 
  penalty and has no effect on the mounts’ speed. The 
  exact nature of the barding depends on your caster 
  level. 
   
  2
  nd-3
  rd scale mail barding (+4 armor bonus) 
   
  4
  th-5
  th chain mail barding (+5 armor bonus) 
   
  6
  th-7
  th splint mail barding (+6 armor bonus) 
  
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  8
  th-9
  th half-plate barding (+7 armor bonus) 
   
  10
  th full plate barding (+8 armor bonus) 
  Because golden barding is made of force, incorporeal 
  creatures can’t bypass it the way they do normal armor. 
  Recitation as presented in Complete Divine  
  Conjuration (Creation) 
  Level: Cleric 4, Purification 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: All allies and foes within a 60-ft.-radius burst 
  centered on you. 
  Duration: 1 round / level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  By reciting a sacred passage or declaration, you 
  invoke your deity’s blessings upon yourself and your 
  allies while causing confusion and weakness among 
  your enemies. The spell affects all allies and foes within 
  the spell’s area at the moment you cast it. Your allies 
  gain a +2 luck bonus on attack rolls and saving throws, 
  or a +3 luck bonus if they worship the same patron 
  deity as you. Enemies suffer a –2 luck penalty on attack 
  rolls and saving throws. After casting the spell, you are 
  free to take further actions during the spell’s duration 
  as you see fit. 
   
  Divine Focus: In addition to your holy symbol, 
  this spell requires a sacred text as a divine focus. 
  Giant, Forest as presented in Monster Manual 
  II 
  Huge Giant 
  Hit Dice: 13d8+78 (136 hp) 
  Initiative: +5  
  Speed: 40 ft. 
  AC: 20 (-2 Size, +1 Dex, +11 Natural) Touch 9, Flat 
  Footed 19 
  Base Attack/Grapple: +9/ +28 
  Space/Reach: 15 ft. / 15 ft. 
  Attack: Huge Greatclub +18 melee (3d6+16) or Huge 
  Composite Longbow (+4 Str) +8 ranged (3d6+4) or rock 
  +9 ranged (2d8+11) 
  Full Attack: Huge Greatclub +18/+13 melee (3d6+16) 
  or Huge Composite Longbow (+4 Str) +8/+3 ranged or 
  rock +9 ranged (2d8+11) 
  Special Attacks: Poisoned Arrows, rock throwing 
  Special Qualities: Darkvision 60ft., rock catching 
  Saves: Fort +14, Ref +5, Will +7 
  Abilities: Str 33, Dex 12, Con 22, Int 14, Wis 16, Cha 
  21 
  Skills: Hide +5* (+9), Liste +5, Sense Motive +6, Spot 
  +7 
  Feats: Improved Initiative, Point Blank Shot, Precise 
  shot 
  Climate/Terrain: Any forest 
   
  Organization: Solitary, pair, gang or band (6-9 plus 
  35% non-combatant plus one 1
  st-2
  nd level druid) or 
  hunting/raiding party (6-9 plus 35% non-combatant 
  plus one 3
  rd-5
  th level druid). 
  Challenge Rating: 11 
  Treasure: Standard coins, double goods, standard 
  items. 
  Alignment: Usually neutral 
  Advancement: By character class 
  Level Advancement: +16 
   
  Forest giants are amongst the tallest specimens of 
  giantkind, and they live to be up to 200 years old. They 
  are powerful hunters that pose a threat to all animals 
  that dwell in the woods.  
   
  An adult forest giant stands 18 feet tall but weighs 
  only 3,000 pounds. The lanky, muscular body 
  resembles that of a wood elf but appears much sturdier. 
  The creature has deep, earth-yellow skin and pale-
  green hair that is usually wild and unkempt.  The 
  typical clothing for either gender is made of fur or 
  leather, and each forest giant also wears some bone 
  jewelry, particularly collars or earrings. 
   
  A forest giant’s bag contains everything needed to 
  survive in the wilderness, including tools to make and 
  repair weapons, 2d4 rock, 1d4+4 mundane items, and 
  the giant’s personal wealth. The items tend to be parts 
  of things it killed for food, such as scraps of fur and 
  hide, dried insects, and bones. 
  COMBAT 
   
  Forest giants target opponents from afar with their 
  poisoned arrows. Though they are not adverse to 
  
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  attacking with their clubs, their poisoned-tipped, 
  ranged weapons often end a battle quickly with few 
  casualties for the giants. Forest giants use their natural 
  camouflage abilities to hide among the trees and wait 
  in ambush for the next creature that crosses their path. 
  Their thrown rocks have a range increment of 120 feet.  
   
  Poison (Ex): Forest giants coat their arrows with 
  poison (Fortitude DC 22); initial and secondary is the 
  same (unconsciousness for 4d4 rounds). 
   
  Skills: A forest giant has a +4 racial bonus on hide 
  checks. * In wooded areas, this bonus rises to +8. 
  Forest Giant Society 
   
  Forest giants live solely in the wooded areas 
  regardless of the climate. These ravenous meat-eaters 
  hunt nearly any kind of animal or beast for its flesh. 
  Forest giants maintain friendly relations with fey, and 
  they cooperate with other primitive woodland beings 
  who enjoys the same hunting lifestyle as they do.  
  Forest Giant Characters 
   
  A forest giant’s favored class is ranger. Many 
  groups of forest giants include both druids and rangers. 
  
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  Appendix Three: The Gold Coast 
   
  
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  Appendix Four: The Law in Northern Tusmit 
  Generalities 
  Please note that the laws outlined here do not comprise 
  of the entire list of laws in Tusmit. For a more 
  complete list consult the Tusmit Gazetteer. For any 
  crime not listed please contact the triad at 
  tusmittriad@yahoogroups.com. 
  Horses 
  A horse qualifies as a person for the charges wherever 
  it might be applicable (murder, assault). 
  High Fines 
  If the guilty party cannot pay a fine, it can be worked 
  off at a value of 50 fountains per week (one TU) in the 
  mines. 
  Full responsibility of the law is expected and enforced 
  by the Qadi and Mullahs, regardless of the 
  circumstances. 
  The military and the nobles, however, understand the 
  concept of excessive force used in self-defence. 
  The Self-Defense Clause 
  A clause of self-defence can be claimed and the good 
  military or noble presiding official(s) will hear your 
  plea. 
  A Diplomacy check (or Bluff) can be made, at 20 + the 
  APL to convince the presiding official that the act was 
  done in pure self-defence. 
  Failure to convince the presiding official (but the truth 
  being that the crime was unintentional) will incur a 
  penalty of one hundred fountains per death plus 
  twenty-five fountains per point below the Bluff or 
  Diplomacy DC. 1d10 lashes will also be given per point 
  scored below the DC. The total penalty will be one 
  time unit of imprisonment, lashes and a fine (as listed 
  above) per death. Lashes and fines (as listed above) are 
  still applicable to assault (major).  
  Ignorance of the law is no reason not to call upon this 
  clause. 
  Assault. (Major) 
  Threat or use of lethal force that results in major bodily 
  harm reducing the victim’s hit points to between 0 and 
  -9. 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of up to six time units and 10d10 lashes. 
  Assault (Minor) 
  Threat or use of lethal force that results in major bodily 
  harm without reducing the victim’s hit points past 0 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of three time units and 5d10 lashes. 
  Assault (Negligible) 
  Threat or use of non lethal force against a victim. 
  Sentence: overlooked (left off with warnings). 
  Blackmail 
  Obtaining currency, services, or information, by illegal 
  means such as by force or coercion. 
  Sentences: 
  • 
  Government official, noble, military, or 
  church official: Imprisonment of four time 
  units and loss of seventy-five percent of 
  property. 
  • 
  Other: Fine of one and a half times the 
  blackmail price 
  Vandalism 
  Wilful destruction or defacement of any structure, 
  object, thing, or place. 
  Sentence: 1d10 lashes per one hundred fountains and a 
  fine equalling three times the cost of reparation. 
  Illegal use of magic 
  Any target or area effect spell that requires a save, 
  causes any change in state, causes damage, or produces 
  an otherwise unwanted effect by the victim. 
  Sentence: Fine of fifty fountains per spell level and 
  1d10 lashes per spell level. 
  Manslaughter 
  Use of lethal force that unintentionally results in major 
  bodily harm reducing the victim to below -9 hit points. 
  Sentence: Sent to the mines for up to 10 years, plus loss 
  of all property to be given to the family of the victim. 
  Murder 
  Use of lethal force that intentionally results in major 
  bodily harm reducing the victim to below -9 hit points. 
  Sentences: 
  • 
  Mass murder: torture in public and death. 
  
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  • 
  Other: Death. 
  Theft 
  Possession, sale, or acquisition of an object without 
  permission. 
  Sentence: Imprisonment for one time unit and 4d10 
  lashes per one hundred fountains worth of goods, 
  services, or information. As well a fine up to equalling 
  up to five times the worth of the goods, services or 
  information. 500 fountains worth or more. 
  Theft (Horse) 
  Possession, sale, or acquisition of a horse without 
  permission. 
  Sentence: Death. 
  
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  Appendix Five: Map of Tusmit 
  
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  Appendix Six: Textes Français 
  Introduction 
  Now we begin 
  La cite de Blashikdur regorge d’activité en ces 
  derniers jours de l’été. Vous avez décidé de faire un 
  tour sur la place du marché. La fin de la loi martiale 
  a ramené les marchants de tout Tusmit et d’Ekbir. 
  La vie semble reprendre son cours normal et le 
  commerce semble prêt à reprendre en main la 
  destinée de Tusmit. 
  La menace d’une attaque elfique n’est pas passée 
  malgré la fin de la loi martiale. La présence de 
  plusieures unités de l’armée Tusmane est visible 
  partout en ville. Des briquelleurs, des charpentiers 
  et maçons font une fortune à fortifier les murailles 
  extérieures, mais aussi les défenses internes, 
  surtout dans le quartier noble et le quartier des 
  temples. 
  Le marché ne rivalise que de très loin avec celui des 
  autres cités de l’ouest, encore moins avec celui de 
  Vilayad. Vous pouvez entendre un prêtre d’Azor’alq 
  appeler 
  à 
  la 
  croisade 
  contre 
  les 
  dernieres 
  Worldburners, menés par le héro revenu Munthir 
  Haddad. Les Mullahs de la Foi Véritable observent 
  les passant d’un oeil sévère. Des prêtres de Daoud 
  prêchent la contrition et mendient quelques pièces 
  pour financer leurs bonnes œuvres. Les prêtres de 
  Mouqol 
  servent 
  d’arbitre 
  pour 
  plusieures 
  transactions. Des suivant de Zuoken et de Xan Yae 
  pratiquent des danses martiales et des faux combats 
  pour amuser la foule. L’armée Tusmane et les Water 
  Watchers ont érigé des centres de recrutement. 
  Il n’y a pas de ques Tusman qui sont présents. On 
  trouve aussi de nains Khund venu vendre les 
  argenteries que leurs forges ont commencé à créer. 
  Des compagnies de mercenaires du Perrenland 
  offrend les services de leurs hommes. Le marché est 
  rempli d’Ekbirriens venu de l’autre rive de la 
  Blashikmund ici pour vendre ou acheter des outils 
  et des produits de la ferme. 
  Come with me 
  Une voix avec un accent Baklunien très pure 
  comme il est parlé à Ekbir vous murmure à l’oreille. 
  « J’ai une importante proposition pour vous. 
  Rencontrez-moi à la Tortue Mordante (Snapping 
  Turtle) dans une heure. » Regardant autour, vous ne 
  pouvez cependant voir qui a pu vous chuchoter à 
  l’oreille. 
  * * * 
  Un jeune servant s’approche de [personnage 
  contacté par magie] et lui dit « Sir/Madame, rendez-
  vous dans la pièce du fond. Deux prêtres veulent 
  vous parler. 
  * * * 
  Ouvrant la porte, vous distinguez quatre personnes 
  dans la pièce. Deux prêtres issus de la noblesse 
  vêtus de noir et de rouges se tiennent au centre de 
  la pièce. Un d’entre eux est très grand, la 
  quarantaine, très charismatique de qui se dégage 
  une aura de paix et de tranqilité. L’autre est dans la 
  trentaine, les cheveux courts, au visage plaisant et à 
  la contenance noble. Assis tout près est un 
  troisième prêtre, plus mince, à la prestance d’un 
  érudit aux vêtement beaucoup plus simple que les 
  deux autres. La dernière personne est une femme 
  voilée portant des habits de court prend place a une 
  table au fond. 
  « Entrez et soyez les bienvenus dans nos modestes 
  quartiers. Je suis Ishaml al-Qadi et voici mes 
  associés Gebril Al Mofiss al-Qadi et Moussef al-
  Qadi. » Il vous fait signe de prendre place. « Nous 
  sommes tous d’Ekbir, et laissez-moi vous assurer 
  que nous sommes tous ravis de vous trouver ici à 
  Blashikdur. S’il-vous-plaît, asseyez-vous, nous avons 
  beaucoup de choses a nous dire. » Ishmal semble 
  très nerveux. Jouant avec ses mains, il fait les cents 
  pas dans la pièce. 
  « Me amis, de par le passé vous vous êtes prouvé 
  digne de confiance et de loyaux amis. Je me dois 
  une fois de plus vous demander votre aide… 
  Moussef et moi avons promis à la  princesse que 
  nous l’escorterions hors d’Ekbir jusqu’à la sécurité 
  du palais du Sheik à Dwur’Ayhand. Un bon ami à 
  nous, le Sheik de Dihn nous a promis assistance et 
  protection. 
  « Normalement, cette tâche ne nécéssiterait pas 
  votre aide. Mais plusieurs, à la fois à Tusmit et à 
  Ekbir, préféreraient que nous n’atteignions jamais 
  notre destination. » 
  « Cela va sans dire que le secret est l’élément clé ici. 
  Si vous acceptez de nous aider, nous vous offrons 
  beaucoup. La gratitude royale n’est pas sans ses 
  avantages… » 
  
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  « Avant que je ne continue plus loin, je dois vous 
  demander si la cause que nous vous avons soumise 
  est équitable et juste. Je me dois de vous demander 
  de jurer de garder le secret sur votre âme, votre 
  honneur et sur le symbole du Grand Prêtre ou de 
  Celui-Qui-Amène-la-Rectitude. » 
  « La princesse insiste pour que ses défenseurs lui 
  soit lié par des moyens magiques. Même si je vous 
  connais moi-même, je me dois d’obéir à ses ordres. 
  De votre plein gré, acceptez-vous la tâche de 
  protéger notre Protégée Royale, au péril de votre 
  vie et de garder tout détail de votre mission secret 
  excepté aux personnes présentes dans cette pièce, 
  jusqu’à ce que notre Protégée Royale soit dans le 
  palais du Sheik à Dwur’Ayhand? » 
  * * * 
  « La Confrérie a décidé d’aider la princesse. Nous 
  avons les memes enemis et comme on dit, l’enemi 
  de mon enemi est mon ami ! Les Cavaliers-
  Tonnerres du sinistre Keyn Ashir sont à nos 
  trousses et nous devons nous entraider. Cette 
  mission delicate requiert du courage et de la 
  discretion. Nous avons grand besoin de votre aide 
  dans ces temps difficiles. » 
  * * * 
  Ishmal semble soulagé. « Je suis désolé de devoir 
  recourrir à ces méthodes, mais la sureté et le secret 
  vont main dans la main. Nous voyagerons vers le 
  nord, au-travers de l’Udgru. De là, nous passerons à 
  Dihn et finalement Dwur’Ayhand. » 
  By Order of the Caliph 
  Alors que vous traversez le bazar, vous remarquez 
  plus d’un Ekbirrien observant la foule. Ils semblent 
  évidemment chercher quelqu’un ou quelque chose. 
  * * * 
  Le domaine Persaud est plus qu’une auberge de 
  luxe. C’est un manoir construit sur une colline qui 
  lui donne une vue superbe sur la Blashikmund et 
  Ekbir. Un escadron de militicien patrouille le 
  périmètre et des pages se dépèchent pour prendre 
  vos montures. 
  Un des serviteur vous demande si vous êtes ici pour 
  rencontrer les envoyés Ekbirriens Mustaka el-
  Arand et Waffid Gormand avant de vous faire 
  entrer dans le manoir. On vous montre le chemin 
  d’un salon luxueux où deux Ekbirriens sont assis à 
  boire du thé aromatisé en fumant d’un sheeshah. Le 
  serviteur annonce votre arrivée. 
  « Entrez, entrez, vous êtes sans doute ici pour ma 
  requête d’aventuriers. Vous me semblez êtres de 
  bonnes gens. Asseyez-vous et prennez une tasse de 
  cet excellente infusion. Prenez quelques gateaux. 
  Mais où sont mes manières, mon nom est Mustaka 
  el-Arand. Je viens de la très Sainte Cité d’Ekbir mais 
  je me suis établi ici dans cette merveilleuse ville. 
  Voici mon ami, Waffid Gormad envoyé de sa 
  Sainteté, le Calife d’Ekbir. » 
  « Nous ressentons l’obligation de vous dire que 
  nous n’avons aucune autorité officielle et que nous 
  agissons à Tusmit en tant qu’individus. Ce que nous 
  vous demandons est officieux car trop de temps 
  serait perdu à passer par les voies officielles. » 
  « Sa Sainteté est en colère parce qu’un de ses sujets 
  a fui la Sainte Cité pour venir se cacher à Tusmit. 
  Vous voyez, le sujet en question est une princesse. 
  Sa Sainteté désire qu’elle soit ramenée à la Sainte 
  Cité. » 
  « Façon de parler, la princesse est une succube, elle 
  a convaincu deux Qadi bien en vue à sa cause. Elle a 
  trompé un marchand du Consortium du Mouqollad 
  et 
  un 
  groupe 
  d’aventurier 
  pour 
  l’escorter 
  jusqu’ici. Le marchand a été lavé de tous soupsons 
  et relâché. Les deux Qadi doient être ramenés pour 
  faire face à la justice Ekbirrienne, interrompt 
  l’envoyé du Calife. » 
  « Nous savons que la princesse est libre d’aller où 
  bon lui semble maintenant qu’elle n’est plus sur les 
  terres de sa Sainteté, mais nous devons vous 
  demander de la ramener. Sa Sainteté a promis que 
  la princesse n’aurait aucune conséquence et qu’elle 
  ne serait la victime d’aucune réprimande encourue 
  par sa petite escapade. » 
  « Est-ce que cette mission vous parait acceptable ? » 
  Encounter 2 – Into the Udgru 
  La pluie tombe à grosses goutte alors que vous vous 
  dirigez vers les quais où vous espérez trouver la 
  barijah et un abri. 
  Les quais sont desert ormi une unique barijah 
  arborant les couleurs de Dihn et une plume 
  blanche, toute recourbé la pluie. Vos espoirs sont 
  vites écrasés car la barijah, de conception Tusmane 
  ne porte aucun toit pour vous abriter de la pluie. 
  Le vaisseau n’est guère plus qu’un radeau de luxe. 
  Comme toutes les barijah, elle est large avec un 
  faible tirant d’eau lui permettant de naviguer les 
  rivières Tusmans même lorsque les lits sont bas. De 
  
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  forme sensiblement carrée, la barijah forme une 
  pointe à la poupe. Le cargo est placé dans une large 
  caisse au centre de la barijah dont la majeure partie 
  est au-dessus du pont. Une voile est attachée au 
  sommet de la caisse sur laquelle on peut voir les 
  couleurs de Dihn, selon les lois Tusmanes. Les seuls 
  quartiers sont la cabine du capitaine à l’arrière de la 
  caisse. Une lourde bache est placée au-dessus de la 
  lourde caisse. Six marins s’affairent autour du 
  navire.  
  Ishmal al-Qadi est facilement reconnaissable sur le 
  quai. Un marin se tient à ses côtés. Vous voyant, il 
  vous fait signe de vous approcher. 
  « Béni soit le Grand Prêtre que vous arriviez enfin. 
  Laissez-moi vous présenter le capitaine Jahah et son 
  vaisseau, le Gold Coast. » 
  * * * 
  Le capitaine Jahah ordonne à ses homes de quitter 
  Blashikdur sitôt votre baggage à bord. Ses hommes 
  commencent à ramer pour remonter la rivière. La 
  ville disparaît bientôt, non seulement grâce aux 
  efforts des six rameurs, mais surtout par le rideau 
  gris formé par la pluie. 
  Ishmal al-Qadi se rend à l’arrière du bateau, tire une 
  poche et un parchemin avant de s’agenouiller 
  comme s’il allait prier. Ishmal commence alors à 
  lire le parchemin. 
  * * * 
  Quelques minutes plus tard, Ishmal lit toujours. 
  Finalement, deux formes vaguement humanoides 
  apparaissent sortant de la rivière. Ishmal se lève et 
  leur parle dans une langue qui ressemble au bruit 
  de la pluie frappant le pont. 
  Enter the Udgru 
  Il semble que la nuit soit tombée prématurément, 
  au-dessus 
  de 
  vous, 
  vous 
  distinguez 
  occasionnellement un épais plafond de verdure. Il 
  ne se passe que quelques minutes avant que le 
  capitaine fasse le tour de tout le monde. « Armez-
  vous et gardez l’œil ouvert, nous sommes dans 
  l’Udgru. Avec un peu de chance, la pluie va 
  continuer et ils ne pourront pas utiliser leurs arcs. » 
  La grisaille qui vous entoure donne l’impression de 
  flotter au millieu de nulle part, seuls le clapoti de 
  l’eau et les branches pendantes qui apparaissent 
  occasionnellement comme des fantômes vous 
  rappèlent où vous êtes. 
  Ishmal se rends aux côtés du capitaine. « Nous 
  débarquons ici, accostez sur la rive gauche. » Le 
  capitaine est pris de court, et commence à protester 
  mais Ishmal prend un ton qui ne laisse place à 
  aucune discussion. « Gardez la plume blanche sur 
  votre navire et vous n’aurez aucun problème. Ces 
  élémentaux vous serviront pour les 10 prochains 
  jours. Considérez cela comme un supplément pour 
  votre aide. » 
  La barijah trouve accoste sur une plage de sable. 
  L’équipage est très nerveux, plusieurs tremblent 
  visiblement. 
  « Moussef, sortez, et amenez la princesse, dit 
  Ishmal près de la caisse. » Les quartiers du capitaine 
  s’ouvrent dévoilant Moussef et la princesse. Ishmal 
  vous fait signe de quitter la barijah en bondissant 
  sur la terre ferme lui-même. 
  Ishmal tire alors un medaillon sur lequel est gravé 
  le symbole de la Coupe. 
  Encounter 3 – The King and the 
  Princess 
  The Elven Palace 
  Vous marchez plusieurs jours en suivant de peine et 
  de misère les elfes qui vous amènent dans des 
  sentiers secrets au-travers de la forêt. La dernière 
  portion de votre trajet est au travers d’un marais 
  fétide remplis d’arbres géants. Le feuillage est 
  encore plus dense ici que dans le reste de la forêt. 
  Finalement vous arrivez en vue d’un ilot. « Par la 
  grâce de Corellon, bienvenue à Zaneren, capitale 
  ancestrale de l’Udgru, dit Jordell sautant sur la terre 
  mouillée de l’ilot. »  
  D’un arbre gigantesque, deux échelles de corde sont 
  abaissées. Vos guide vos disent le monter, mais ne 
  le font pas eux-même. Jordell et Arsal retourne au 
  radeau. 
  Lorsque vous atteignez le premier de plusieurs 
  niveaux, vous vous retrouvez entouré par nombres 
  d’elfes. La plupart semblent êtres des non-
  combattants. La mosaïque de gens assemblés devant 
  vous est composée surtout d’elfes sylvains, mais 
  inclus des elfes de diverses origines : hauts, gris, 
  sauvages et même quelques demi-elfes. La plupart 
  des femmes et des enfants. 
  On vous escorte jusqu’à ce qui semble être la salle 
  de court. Assis sur un trône immense est un elfe 
  musclé qui dégage une grande présence. Autour de 
  
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  lui le conseil de guerre de l’Udgru. Chacun d’entre 
  eux d’impressionnants elfes sylvains de différentes 
  professions. 
  * * * 
  Alors que vous entrez, Elohir se lève. « Bienvenus à 
  Zaneren étrangers, la seule place où nous pouvons 
  trouver la paix des persécutions du Pacha et de ses 
  sbires. » Alors qu’il passe devant Ishmal, il baisse la 
  tête de façon très révérentieuse.  « Nous vous 
  attendions, votre Altesse. » 
  La princesse fait alors un pas devant. « Mon cher 
  ami, je suis heureux que notre messager nous aie 
  précédé… » 
  Elohir semble confus pour un instant. « Oui, 
  princesse… Voudriez-vous m’accompagner dans 
  mes appartements, nous avons beaucoup de choses 
  à nous dire. Votre escorte sera bien traitée. » Ishmal 
  commence à protester, mais la princesse le réduit 
  au silence. Elle et Elohir quittent la pièce par une 
  porte de côté. La pièce entière est sous le choc pour 
  un moment. 
  Morning comes 
  Assis sur son trône, Elohir semble fatigué, mais 
  arbore un large sourire. La princesse se tient debout 
  à sa droite, mais contrairement à l’elfe, elle semble 
  bien reposée. Vous et les Qadi êtes relégués au fond 
  de la pièce. 
  Un à un, les members du conseil des elfes se 
  rassemblent et une chaude discussion s’engage. 
  * * * 
  Alors que les elfes quittent la salle du trône, la 
  princesse vous fait signe d’approcher. 
  « Je crois que le meurtre que Muammar Quaran a 
  commis sur ces bonnes gens servira de voie pour 
  paver une nouvelle paix. Je trouve dommage que du 
  sang aie du couler, dit la princesse en direction 
  d’Ishmal. 
  « Vous êtes de bonnes gens, prennez soin de la 
  princess. Sur sa vie repose le dernier espoir de paix 
  dans l’Udgru, ajoute le roi Elohir. Je vais vous 
  former une escorte composée de mes meilleurs 
  guerriers pour vous escorter hors de la forêt. Je 
  vous remercie, tous et chacun pour être venu et 
  avoir amené à mon peuple l’espoir de la paix. » 
  The attack 
  Alors que vous vous préparez à descendre les 
  échelles de corde, un cor sonne de quelquepart 
  dans la forêt. Immédiatement, plusieurs elfes 
  sortent de leurs maisons portant arcs et épées. 
  Regardant autour, vous pouvez voir 5 elfes montés 
  sur des aigles géants, entourés d’un nuage composé 
  d’oiseaux de proies qui arrive du nord-ouest. Les 
  elfes atterissent près des chambres royales et se 
  jettent à genou devant le roi. 
  * * * 
  Elohir et ses messager entrent dans le hall royal. 
  Peu après, des ordres sont donnés et tous les elfes se 
  préparent pour la guerre. Leurs visages démontrent 
  de la peur, de l’angoisse et même de la haine. 
  Plusieurs autres cors sonnent chacun avec un son 
  différent. 
  La princesse, les Qadi et vous êtes poussés alors 
  qu’un groupe d’elfes descend rapidement les 
  échelles. Au sol, ils sont rapidement rejoin par 
  quelques géants de forêts, des fées et d’autre 
  créature forestières. Cette petite armée hétéroclite 
  disparaît rapidement de votre champs de vision. 
  Encounter 4 – The Storm Riders 
  De Deir el’Mahari, vous prenez la Route Dorée 
  (Golden Trail) en direction de Dwur’Ayhand. 
  Environ une journée de marche de la capitale de 
  Dihn, vous apercevez un groupe de cavaliers sur la 
  route.  
  Vous 
  approchant, 
  un 
  d’entre 
  eux 
  s’avance. 
  « Rendez-vous immediatement ou nous serons 
  forcé de prendre action. Nous n’avons aucun désir 
  de vous combattre. Nous pouvons faire cela de la 
  manière douce ou de la manière forte. » 
  Encounter 6 – Jardez 
  Les elfes et leurs animaux gisent autour de vous. 
  Alors que vous vous apprétez à fouiller les corps, 
  vous entendez une voix en common. 
  « Laissez tout ça là… dit un baklunien qui apparaît 
  de derrière un arbre, tirant son capuchon d’une 
  main et tenant un arc long de l’autre. Que faites-
  vous ici ? » 
  
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  Encounter 7 – By order of the 
  Caliph 
  Vous voyez approcher un groupe de cavalier, ils 
  avancent lentement dans votre direction. Une des 
  femmes, évidement de plus haut rang que les autres 
  est flanquée par deux prêtres Ekbirriens vêtus de 
  noir et de rouge. Le reste de leur groupe est 
  clairement un groupe d’aventurier chevauche à 
  l’avant de la troupe. 
  Encounter 9 – Revelations 
  Forming the escort 
  Une jeune servante naine vêtue d’une robe bleue 
  brodée de fils d’or et portant un tabard aux couleurs 
  de Dihn entre dans la pièce. Ses cheveux dorés sont 
  tressés de façon très élaborée, formant deux 
  anneaux au-dessus de sa tête. « Lorsque vous serez 
  tous prêt, mon maitre, le Sheik Omar Saladish 
  réclâme votre présence pour vous remercier que lui 
  avoir amené ses invités. » 
  * * * 
  La jeune naine attend debout, pudiquement faisant 
  face à la porte, vous tournant le dos. Lorsque vous 
  êtes prêts, elle ouvre la porte et vous êtes de 
  nouveau réunis avec les Qadi et la princesse. 
  Ishmal al-Qadi est vêtu d’une délicate veste noire et 
  de large pantalon. Les touches de rouge sont faites 
  avec des opals. Moussef al-Qadi est lui aussi très 
  élégant, mais ses habits noirs et rouge ne se 
  compare que très mal avec ceux de son ami. 
  Cependant, vos yeux ne passent qu’un instant sur 
  les Qadi avant de s’arrêter sur la princesse. Ses 
  habits on changé le plus. Même si elle est toujours 
  voile, elle porte maintenant ce qui ressemble à une 
  couronne sur sa tête et un cimetère très richement 
  orné à sa ceinture. Sa lourde cape de velours semble 
  avoir été faites pour les dieux. La princesse marche 
  la tête haute. La princesse à l’air soumise a disparu 
  et une reine se tient à sa place. 
  Sa prestance est définitivement royale, son regard 
  perçant et empli de détermination. Sa pose est 
  tellement imposante qu’elle commande le respect à 
  tous autour d’elle. Vous ne pouvez faire autrement 
  que de vous sentir quelque peu intimidé par la 
  confiance et l’air d’invincibilité qui se dégage de sa 
  personne. 
  Encounter 10 – First surprise 
  Menée par la jeune naine, une escorte se forme 
  autour de la princesse. Lorsque les portes du grand 
  hall s’ouvrent, un silence tombe sur l’assemblée. 
  Composée surtout de nobles humains avec leur 
  entourage, l’assemblée comprend bon nombre de 
  nains, de gnomes et d’elfes de l’Udgru. Tous 
  semblent stupéfaient de votre arrivée. 
  La procession s’avance jusqu’au bout de la longue 
  table où se tient le Omar Saladish, le nain Sheik de 
  Dihn. Sur un dais se trouvent deux chaises qui 
  ressemblent plus à des trônes. Le Sheik s’avance 
  jusqu'à la princesse et s’incline devant elle de façon 
  très militaire. 
  « Entrez et re-bienvenu à Dihn voilà maintenant un 
  très long moment que nous vous attendions, encore 
  plus longtemps depuis que nous ayons eut le plaisir 
  de votre compagnie, dit le nain avec un sourire. » Il 
  fait signe à la princesse pour qu’elle prenne place à 
  ses côtés sur le dais.  
  Le Sheik se relève et de la main attire l’attention sur 
  un homme debout dans la foule. Les yeux de 
  l’homme sont remplis d’une profonde tristesse mais 
  la noblesse se lit sur son visage. Sur son front, une 
  gemme d’ambre semble incrustée dans son front. 
  Le Sheik lève la main comme s’il allait prononcer 
  un serment. Sa voix est remplie de conviction et 
  lourde de conséquence. 
  “Depuis la chute de la Maison Prime d’Ashir, les 
  Faris Rautha ont été des hors-la-loi et recherché à 
  Ekbir. Cependant, moi, Omar Saladish, Sheik de 
  Dihn, déclare à la Taerre entière que les Faris 
  Rautha recevront assistance et protection dans tout 
  Dihn. Toute représaille par des forces internes ou 
  externes recevront une dose d’acier nain. Dihn se 
  veut maintenant le refuge et la base pour les 
  Chevaliers-Gemme. 
  Se tournant vers votre groupe, il vous fait signer 
  d’approcher. Prenant [choisir un nain ou le guerrier le 
  plus lourd du groupe] par l’épaule comme un vieil 
  ami, il vous assoit à côté de l’homme avec la gemme 
  dans son front. Ishmal et Moussef prennent place à 
  la table du Sheik avec la princesse. A voix basse, le 
  Sheik vous dit. « Chers amis, permettez-moi de 
  vous présenter un sincère ami à moi, le noble Uyuk 
  al-Faris Rautha, faris de l’Écureuil et son entourage. 
  Je pense que vous avez beaucoup à vous dire. » 
  Au reste de l’assemblé, il lève sa lourde chope de 
  bière pour faire un toast. « Aux amis disparus et à 
  
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  ceux qui sont parmi nous ! » La bière du Sheik 
  disparaît derriere son épaisse barde. Le festin 
  commence alors que des serviteurs amène des 
  barrils de bière, de vin et des viandes roties, le tout 
  dans le style préféré par les nains. 
  Joining the Rautha Brotherhood 
  « Je jure sur les Saintes Reliques, sur la Parole du 
  Grand Prêtre et sur les Très Saints Dieux des 
  Paynims, d’être fidèle à l’enseignement d’Al’Akbar, 
  d’être fidèle à la Maison Prime d’Ashir, d’honorer 
  les quatre piliers du Dragon et de me battre sans 
  faillir pour la justice, la vérité et la prospérité du 
  Dezbat et d’Ekbir. » 
  Encounter 11 – Le Secret de la 
  princesse 
  La fête ralentie, alors que tous les estomacs sont 
  remplis et les conversations commencent à se 
  répéter. Le Sheik Omar se lève, la main dans les airs 
  pour attirer l’attention. « Amis de Dihn, je vous ai 
  réuni ici pour plus qu’un simple fête et pour plus 
  que vous annoncer l’amitié de Dihn avec les Faris 
  Rautha. Un bon ami à moi, un bon ami de nous tous 
  est revenu à Dwur’Ayhand. » Le nain se tourne vers 
  Ishmal l’invitant à prendre la parole. 
  Mais la princesse se lève la première et se place 
  devant le nain, ce qui surprend le sheik. « Voilà 
  maintenant seize années que j’ai quitté ce hall pour 
  l’exil vieil ami. Je trouve plutôt amusant qu’après 
  toutes ces années vous ne m’ayez pas reconnu au 
  premier coup d’œil… » 
  La princesse retire son voile et aussitôt son corps se 
  met à se transformer. A la place d’une jeune femme 
  se tient un vieil homme au front très haut les 
  cheveux sel et poivre. 
  « Je suis revenu d’exil pour mener Tusmit à la 
  grandeur auquel elle aspire. J’ai vu la souffrance de 
  mon peuple. J’ai entendu ses cris d’angoise alors 
  qu’un Porc Infidèle siège sur dans le Palais Exalté, 
  suçant plus de sang et plus d’or des citoyens 
  loyaux. » 
  « Tusmit, c’est moi, Jadhim-Orem, Pasha de Tusmit 
  qui a reçu la bénédiction du Grand Mufti des Yatils 
  et qui a juré allégeance au représentant du Grand 
  Prêtre sur la Taerre, le Calife d’Ekbir. Je suis revenu 
  pour reprendre ce qui est mien par la volonté 
  divine d’Al’Akbar, le Grand Prêtre et Celui-qui-
  Amène-la-Rectitude. Mon exil est terminé, le temps 
  des souffrance tire à sa fin. » 
  Le sheik de Dihn, les deux Qadi et tous les elfes 
  s’agenouillent devant le Pasha de Tusmit revenu. 
  La foule est fort divisée. Des cris de « Trahison ! » 
  retentissent à côté de « Mort à l’Usurpateur ! ». 
  Plusieurs nobles quittent la salle avec dégout, mais 
  un 
  nombre 
  encore 
  plus 
  grand 
  s’agenouille 
  respectueusement. 
  S’adressant à la foule mais à l’intention des non-
  Tusman, Jadhim-Orem dit: 
  « Dites à Ekbir et de par la Flanaesse que Jadhim-
  Orem, Pacha légal de Tusmit est rentré d’exil pour 
  reprendre son trône ! Allez et dites au monde que 
  l’Usurpateur Muammar Quaran n’est plus maitre de 
  Tusmit ! » 
  Se tournant vers vous, Jadhim-Orem vous fixe des 
  yeux, tour à tour, son regard fixé sur le plus profond 
  de votre être. « Écoutez vos cœurs, et choisissez 
  sagement. Je ne porterai aucune rancune pour vos 
  actions passées… Pensez à Tusmit, pensez au 
  futur… » 
  Conclusion 
  Tusman Rebels 
  Lorsque les dégoutés et les loyalistes ont quitté, 
  Jadhim se tourne à l’assemblée.  
  « En deux ans, deux grandes injustices ont été 
  commises : la chute des Faris Rautha en 577 et 
  l’usurpation du trône Tusman en 579. Aujourd’hui, 
  ces deux crimes sont vengés. Je déclare que les Faris 
  Rautha recevront aide et protection dans tout  
  Tusmit car ils sont valeureux et innocents des 
  crimes pour lesquels ils sont accusés. » 
  Se tournant vers le Sheik, Jadhim ajoute. « Omar, 
  est-ce que les préparatifs que j’ai demandé sont 
  complétés ? » 
  « Oui, répond le nain. » 
  Un groupe de serviteur entrent dans la pièce avec 
  de larges mirroirs couvert par des draps. Retirant 
  les draps, des images apparaissent. Un des mirroirs 
  porte un visage elfique alors que les autres 
  montrent des Bakluniens, tous évidement soldats. 
  « Votre Splendeur Exaltée, nous sommes heureux 
  de vous revoir à Tusmit, disent-ils ensemble. » 
  Durant les heures suivantes, la discussion fait rage 
  sur les plans et la réaction de Muammar Quaran 
  lorsqu’il apprendra le retour de Jadhim. Des 
  généraux loyaux à Jadhim-Orem à Elisam, Dihn,  
  
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  Malimar et Farhini discutent des cibles militaires 
  où frapper. Plusieures fois, on vous demande votre 
  avis sur des détails tels que la taille des garnisons ou 
  la 
  loyauté 
  des 
  gens. 
  Elohir 
  explique 
  que 
  l’Usurpateur a reçu près d’une centaine de têtes 
  d’elfes à cause de son alliance avec le Chevalier 
  Noir. 
  Personne ne veut que le sang coule, Jadhim-Orem 
  répète à maintes reprises que les seules personnes 
  qu’il veut pendu pour trahison sont Muammar 
  Quaran et sa famille. 
  Le retour d’un des Faris Rautha, même si cela 
  constitue un événement infiniment plus discret 
  comparé au retour de l’ex-Pacha de Tusmit, est 
  lourd de conséquence pour le Califat d’Ekbir. La 
  question du pouvoir légitime du Dezbat risque de 
  mener à une crise interne à l’intérieur du Califat 
  lorsque les sombres événements de 577 sont 
  dévoilés. 
  Un silence descend sur la salle alors que tous 
  réalisent ce qui vient de se passer. Un drapeau 
  blanc portant les trois étoiles est hissé au-dessus du 
  palais. Tusmit est un pays en guerre avec lui-même. 
  Loyal to the Pasha 
  Quittant le palais, une foule commence à se réunir. 
  Deux nobles se tiennent sur une fontaine et en 
  appelent à la trahison. La nouvelle du retour de 
  Jadhim-Orem se répend déjà. 
  Les gardes du sheik commencent à former un 
  cordon autour du palais et invitent les « bonnes 
  gens de Dihn » à se disperser. 
  Impressionnés par le regroupement de soldat, la 
  plupart se retirent, ne voulant pas s’opposer 
  directement à leur Sheik. Quelques gens se 
  regroupent autour des nobles et en appèlent à la 
  justice du Pasha, mais étant mal préparé pour un 
  affrontement sérieux, ils se retirent rapidement. Un 
  étrange silence descend sur la place alors qu’un 
  drapeau blanc portant les 3 etoiles est hissé au-
  dessus du palais. 
  Le retour d’un des Faris Rautha, même si cela 
  constitue un événement infiniment plus discret 
  comparé au retour de l’ex-Pacha de Tusmit, est 
  lourd de conséquence pour le Califat d’Ekbir. La 
  question du pouvoir légitime du Dezbat risque de 
  mener à une crise interne à l’intérieur du Califat 
  lorsque les sombres événements de 577 sont 
  dévoilés. 
  Pour une autre soirée, Tusmit sera paisible. Mais au 
  matin, lorsque la nouvelle atteindra Sefmur. Il 
  semble que la paix est une choix qui échappera à 
  Tusmit pour une autre année. 
  For another evening, Tusmit will be quiet. But 
  comes morning, when the news reaches Sefmur. It 
  seems peace is something that Tusmit won’t know 
  for another year. 
  Did not choose 
  On vous escorte hors du palais où une foule 
  commence à se réunir. Deux nobles se tiennent sur 
  une fontaine et en appelent à la trahison. La 
  nouvelle du retour de Jadhim-Orem se répend déjà. 
  Les gardes du sheik commencent à former un 
  cordon autour du palais et invitent les « bonnes 
  gens de Dihn » à se disperser. 
  Certaines gens lancent des légumes pourris dans 
  votre direction vous traitant de traitres et de 
  conspirateurs. Impressionnés par le regroupement 
  de soldat, la plupart se retirent, ne voulant pas 
  s’opposer directement à leur Sheik. Quelques gens 
  se regroupent autour des nobles et en appèlent à la 
  justice du Pasha, mais étant mal préparé pour un 
  affrontement sérieux, ils se retirent rapidement. Un 
  étrange silence descend sur la place alors qu’un 
  drapeau blanc portant les 3 etoiles est hissé au-
  dessus du palais. 
  Le retour d’un des Faris Rautha, même si cela 
  constitue un événement infiniment plus discret 
  comparé au retour de l’ex-Pacha de Tusmit, est 
  lourd de conséquence pour le Califat d’Ekbir. La 
  question du pouvoir légitime du Dezbat risque de 
  mener à une crise interne à l’intérieur du Califat 
  lorsque les sombres événements de 577 sont 
  dévoilés. 
  Pour une autre soirée, Tusmit sera paisible. Mais au 
  matin, lorsque la nouvelle atteindra Sefmur. Il 
  semble que la paix est une choix qui échappera à 
  Tusmit pour une autre année. 
  Failed 
  Alors que le soir descend sur Tusmit, vous 
  apercevez nombre de cavaliers chevauchant bride 
  abattue dans toutes les directions. « Dihn s’est joint 
  au rebelles » ou « Jadhim est de retour » crient-ils 
  passant tout près. Dans le palais du Sheik de Dihn, 
  Jadhim-Orem, ex-pasha de Tusmit est venu 
  réclamer son trône. 
  
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  Un drapeau blanc portant les trois étoiles est hissé 
  au-dessus du palais. Pour une autre soirée, Tusmit 
  sera paisible. Mais au matin, lorsque la nouvelle 
  atteindra Sefmur. Il semble que la paix est un choix 
  qui échappera à Tusmit pour une autre année. 
  The End 
   
  
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  Annexe 7 − Méta−Orgs d’Ekbir 
  Si des personnages sont membres des organisations métaludiques d’Ekbir suivantes, découpez les textes ci-dessous et 
  donnez-les aux joueurs correspondants. Ces informations sont confidentielles. 
  �………………………………………………………………………………………………………………………. 
  Zashassar d’Ekbir : L’un des faris rautha, Uyok, chevalier à l’écureuil, vient d’être libéré de l’emprisonnement magique 
  dans lequel le Zashassar l’avait plongé pour son propre bien et pour l’intérêt supérieur d’Ekbir. Maintenant sa vie est en 
  danger. D’autre part, ce faris pourrait se livrer à des élucubrations dangereuses pour la cohésion du Califat. Vous devez 
  retrouver et identifier l’organisation responsable de la libération d’Uyok et évaluer ses objectifs. Vous devez aussi 
  retrouver le chevalier à l’Écureuil et le persuader de se livrer au Zashassar ou, à défaut, aux autorités d’Ekbir. Il faut 
  éviter que ce faris ne soit tué mais aussi qu’il ne puisse trop parler en public. Uyok porte une gemme incrustée au milieu 
  du front. Cette gemme est de l’ambre. L’ordre des Faris Rautha a été dissous et interdit il y a 18 ans. Il semblerait 
  qu’Uyok se soit réfugié à Tusmit. Si c’est le cas, vous devrez respecter les lois locales et ne pas chercher à arrêter Uyok ou 
  qui que ce soit. Nos dernières informations le signalent à Blashikdur. Des cavaliers-tonnerre sont aussi à sa poursuite. 
  Évitez qu’Uyok ne tombe entre leurs mains. Par ailleurs, vous vous renseignerez à propos d’une princesse ekbirienne 
  réfugiée à Tusmit. Soyez discret et évitez d’utiliser des moyens magiques à son endroit sauf cas d’extrême urgence. Pour 
  cette mission, vous êtes autorisés à quitter l’habit de l’Ordre pour revêtir une tenue plus discrète. Vous avez aussi le droit 
  de vous déguiser mais utilisez parcimonieusement les moyens magiques. 
  �………………………………………………………………………………………………………………………. 
  Clergé de la Foi exaltée, Garde sacrée, ‘Askar, Marine, Faris : L’un des membres de l’ordre des Faris Rautha, dissous 
  et interdit en 577 AC, vient de refaire surface. Il se nomme Uyok, chevalier à l’écureuil. Il porte une gemme incrustée au 
  milieu du front. Cette gemme est de l’ambre. Il a été vu pour la dernière fois dans la cité tusmane de Blashikdur. 
  Retrouvez-le et persuadez-le de se livrer aux autorités d’Ekbir. En territoire tusman, vous devrez respecter les lois locales 
  et vous ne pourrez pas effectuer d’arrestation. Soyez discret et diplomatique. La vie d’Uyok est menacée. Vous devrez le 
  protéger. Des cavaliers-tonnerre sont aussi à sa poursuite. Évitez qu’Uyok ne tombe entre leurs mains. Par ailleurs, vous 
  vous renseignerez à propos d’une princesse ekbirienne réfugiée à Tusmit. Soyez discret et évitez d’utiliser des moyens 
  magiques à son endroit sauf cas d’extrême urgence. 
  �………………………………………………………………………………………………………………………. 
  Zawiyar : L’Ordre vous serait reconnaissant d’aller à Blashikdur pour y rencontrer discrètement un qadi nommé Gebril 
  Al Mofiss et de l’aider du mieux possible. Méfiez-vous des cavaliers-tonnerre du Dezbat qui rôdent dans les parages. Si 
  vous rencontrez un faris avec une gemme en ambre incrustée au milieu du front, protégez-le et évitez qu’il ne soit arrêté, 
  que ce soit par les cavaliers-tonnerre, par le Zashassar ou par les autorités d’Ekbir. Il s’agit d’un faris rautha. L’ordre des 
  Faris Rautha a été dissous et interdit à Ekbir et ses membres injustement exécutés pour de fausses accusations de 
  trahison. Par ailleurs, vous vous renseignerez à propos d’une princesse ekbirienne réfugiée à Tusmit. Soyez discret et 
  évitez d’utiliser des moyens magiques à son endroit sauf cas d’extrême urgence. 
  �………………………………………………………………………………………………………………………. 
  Les Fils du Soleil (le Clergé de Pélor), La Cour des Miracles, la Voie du Quêteur (le Clergé de Daoud), les 
  Citadins, les Paysans : On aurait vu à Blashikdur un faris portant une gemme incrustée au milieu du front. Le bruit 
  court qu’il s’agirait d’un faris rautha dont l’ordre a été dissous et interdit voici 18 ans pour trahison envers le Dezbat. La 
  rumeur publique veut que ces accusations soient injustes. Le peuple déteste les cavaliers-tonnerre au service d’Urik 
  Ashir qui ont pourchassé les faris rautha. Par ailleurs, on murmure que le marchand de Zeif Faruk Al Tureim serait un 
  individu bien peu recommandable. Enfin, on aurait vu à Blashikdur une mystérieuse princesse ekbirienne qui 
  commence à exciter la curiosité populaire. 
  �………………………………………………………………………………………………………………………. 
  La Fraternité féline : Vous devez vous rendre à Tusmit, dans la cité de Blashikdur et éventuellement au-delà, pour 
  intercepter une mystérieuse princesse ekbirienne. À Blashikdur, vous vous mettrez en contact avec un marchand du 
  nom de Mustaka el Arand et vous suivrez ses instructions. 
  
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  �………………………………………………………………………………………………………………………. 
  Les Gardiens des Pinacles : Nos informateurs signalent que le Chevalier noir rassemble secrètement une forte armée 
  près de la Blashikmund avec de nombreuses embarcations. Il aurait reçu le soutien de terribles créatures venues des 
  plans inférieurs, peut-être avec l’aide des sorciers ataphades. Selon toute vraisemblance, il prépare une attaque de l’autre 
  côté de la Blashikmund, contre les elfes de la partie tusmane de l’Udgru ou contre Tusmit. 
  �………………………………………………………………………………………………………………………. 
  La Noblesse, La Noblesse royale : Urik Ashir a reçu des ambassadeurs de Tusmit ces derniers temps. Ses cavaliers-
  tonnerre ont reçu l’autorisation du pacha pour agir officiellement à Tusmit. On ignore dans quel but et pour quelle 
  contrepartie. Par ailleurs, on signale une mystérieuse princesse ekbirienne réfugiée à Blashikdur. 
  �………………………………………………………………………………………………………………………. 
  
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  Annexe 8: Petit Guide de Tusmit 
  Historique 
  Tusmit a été fondé par la famille al-Tusmii qui suivirent 
  Al’Akbar dans son exil. Il s’installèrent dans la région 
  autour de 2253BH (-407CY). La fondation de la ville de 
  Sefmur en 2259BH est considérée comme la fondation 
  officielle de Tusmit. 
  Lorsque la Horde d’Airain tenta d’envahir Tusmit en 
  3005BH (346CY), Ekbir vint au secours de Tusmit et 
  son armée resta dans le pays comme force 
  d’occupation. Les Ekbirriens ont amenés avec eux la 
  religion d’Al’Akbar et ont converti la nation. 
  Suite au vol de la Coupe et du Talisman d’Al’Akbar et le 
  chisme de la foi, les terres de Tusmit ne furent pas 
  épargnée. Le nord supporta fortement la Foi Véritable 
  alors que le sud resta loyal à la Foi Exaltée et à Ekbir. 
  Peu avant les Greyhawk Wars, le Pasha, Jadhim-Orem 
  fut forcé à s’exiler et un jeune faris charismatique fut 
  porté au pouvoir. Le vieux Pasha trouva refuge à la 
  cours de son vieil enemi, le Calife d’Ekbir. Le nouveau 
  Pasha brisa la tradition de reconnaître les autorités 
  spirituelles du Grand Mufti de Yatil (chef spirituel de la 
  Foi Véritable) et du Calife d’Ekbir (chef de la Foi 
  Exaltée). Il rompit également l’alliance avec Ekbir au 
  profit d’une alliance avec Zeif. 
  Durant les 
  Greyhawk 
  wars, 
  Tusmit 
  était 
  « officiellement » allié avec Iuz (tout comme Ket), mais 
  ne pris aucune action et n’envoya de troupes nulle part. 
  En 592CY la découverte d’un passage jusqu’au 
  Perrenland au-travers des Yatils a mené a la 
  reformation de la nation naine des Khund et à attirer 
  l’attention de plusieurs sur le nord de Tusmit. 
  État actuel des choses (avant ce module) 
  Tusmit est plongé dans le chaos. Suite à la guerre avec 
  Ket et au siège de Vilayad par les Worldburners, le pays 
  est la proie d’une sévère dépression économique. L’or 
  est plutot rare. 
  Certains elements de l’armée Tusman se sont révolté 
  dans le Sheikdom d’Elisam à cause de soldes non-
  payées. Plusieurs Tusman ont pris de fortes positions 
  pour –ou contre- le Pasha. Plusieurs bandits se sont fait 
  seigneur de guerre et se sont levé contre l’autorité du 
  Pasha. 
  Le Calife d’Ekbir a envoyé des missionnaires Ekbirrien 
  pour « contre-balancer » l’impact que les Ketites ont pu 
  avoir à Vilayad. Les missionnaires sont présents dans 
  toutes les villes importantes de Tusmit, répandant le 
  message de la Foi Exaltée. Ils sont particulièrement 
  actifs dans le sud de Tusmit où la Foi Exaltée est plus 
  forte. La plupart des Tusmans les accueillent d’un bon 
  œil (ils sont vu comme des envahisseur dans le nord). 
  La Corruption à Tusmit 
  A Tusmit, la corruption est partout: des promotions 
  dans l’armée peuvent être achetée, la justice peut est 
  achetée, des rangs des ordres « exclusives » se 
  monnaient via des amis, ceux qui ont des amis se font 
  rarement harceler par l’armée. 
  Partout dans Tusmit, on peut voir un seul rayon de 
  lumiere: les 2 eglises d’Al’Akbar. Les Mullah et les Qadi 
  sont de véritables phares dans les ténèbres. Ils 
  appliquent la loi et la justice comme ils doivent être 
  appliqué. Ils ne sont pas reconnus pour leur 
  compassion ou leur compréhension des facteurs 
  atténuants. 
  A cause de la corruption, ils se montrent toujours 
  particulièrement sévères lorsqu’ils rendent jugement. 
  Al’Akbar in Tusmit 
  Dans l’Ouest de la Flanaesse, la divinité la plus vénérée 
  est Al’Akbar. Connu des suivants de la Foi Exaltée 
  comme le Grand Prêtre (ou le Grand Clerc) et Celui-
  qui-apporte-la-Rectitude au adepte de la Foi Véritable. 
  Peu d’objets sont vénérés autant que la Coupe et le 
  Talisman d’Al’Akbar. Ces saintes reliques données à 
  Al’Akbar par les dieux des Paynims furent volés par des 
  elfes montés sur des aigles géant, il y a de cela 300 ans. 
  Le vol des reliques causa un schisme dans la foi. Le 
  culte principal basé à Ekbir pris le nom de « Foi 
  Exaltée » et le nouveau culte suivant le Grand Mufti 
  pris le nom de « Foi Véritable ». 
  Pris au milieu le sud de Tusmit demeura fidèle au 
  Caliphe alors que le nord pris une attitude plus 
  extrême et s’aligna avec la Foi Véritable. Une étrange 
  relation amour-haine existe entre les deux religions. 
  Jusqu'à l’ascencion de Muammar Quaran, la paix était 
  obtenue parce que le Pasha s’agenouillait devant le 
  Grand Mufti et jurait allégeance au Calife. Lorsqu’il 
  pris le pouvoir, Muammar brisa la tradition en s’alliant 
  avec Zeif et en ne respectant pas les traditions 
  religieuses. 
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 71 
  Cependant, les eglises d’Al’Akbar sont les autorités à 
  Tusmit, à la fois spirituelles et temporelles. Lorsqu’ils 
  sont 
  victimes d’injustices appelent les prêtres 
  d’Al’Akbar. L’armée fait le gros du maintien de la paix, 
  mais les prêtres rendent le gros de la justice. S’il n’y a 
  aucune cours présente, ils sont autorisé à rendre 
  justice. Souvent un Qadi ou un Mullah remplis toutes 
  les fonctions de justice & maintient de la paix. 
  Tusman Qadi & Mullah 
  Pour montrer leur difference avec Ekbir & Ket, les 
  prêtres Tusmans d’Al’Akbar porte du rouge et blanc au 
  lieu du noir et rouge. Les Qadi se plient toujours à 
  l’autorité spirituelle (mais non temporelle) du Caliphe 
  d’Ekbir. Les Mullah se plient au Grand Mufti des Yatils. 
  Les Qadi ont autorité sur le sud de Tusmit alros que le 
  nord est sous l’autorité des Mullah. Sefmur est mené 
  par les deux, mais les Qadi y sont plus nombreux. 
  Names in Tusmit 
  Les Tusman sont très informels lorsqu’ils rencontrent 
  quelqu’un pour la première fois. Ils utilisent souvent 
  leur « nom court ». « Bonjour, je suis Assan. » 
  Si quelqu’un vous donne une longue liste de titres et de 
  noms, ils sont très formel et s’attendent à recevoir le 
  même respect. « Bonjour, je suis Assan ibn Wassid ibn 
  Jamar al-Benaki de Sefmur” 
  Les prêtres ajoutent le nom de leur dieu après leur 
  nom. Ce droit est reservé au membre d’églises 
  reconnues (meta-org écclisiastique). Les prêtres qui ne 
  le font pas sont présumés appartenir à des cultes 
  mineurs ou être des missionnaires étrangers. 
  Les prêtres d’Al’Akbar se presentment TOUJOURS 
  avec leur titre al-Mullah ou al-Qadi, ce qui empêche les 
  gens de les prendre les uns pour les autres. Appeler un 
  Qadi un Mullah (ou vice-versa) n’est pas recommandé. 
  Important Locations 
  Sefmur: Capitale et plus grande ville de Tusmit. Pop ~23,000. 
  Siège du Pasha et du gouvernement. Sefmur est rongé 
  par la corruption et les Qadi luttent contre les nobles et 
  l’armée. 
  Blashikdur: Capitale du Sheikdom de Malimar. Pop ~10,000. 
  Sous l’œil strict des Mullah, Blashikdur est les sites de 
  nombreux événements. La ville se prépare à un assaut 
  venant de l’Ugru. 
  Vilayad: Capitale de Farhini et deuxième ville de Tusmit. Pop 
  ~12,000. Vilayad est la plus cosmopolitaine des villes de 
  Tusmit. Son bazar est une des merveilles de Tusmit ou 
  l’aventure attend à tous les coins. Fut le site d’un long 
  siège par les Worldburners en 594-595CY. 
  Le “Tunnel au Perrenland”: Pas exactement un tunnel, 
  occupé par la nation Khund. Site de la signature du 
  traité entre Tusmit et Perrenland. 
  Forêt de l’Udgru: La frontière nord entre Tusmi et Ekbir est 
  quelque part dans cette forêt. Site d’une révolte en 592-
  593CY. En 594CY un groupe d’aventurier a kidnappé le 
  roi des elfes. 
  People & Villains 
  Bajat: Barde de Sefmur avec de nombreux contacts haut-
  placés. 
  Barandon: Nain, roi des Khund, vivant a Moradin’s Forge 
  dans le Tunnel au Perrenland. 
  Elohir: Roi des elves de l’Udgru, recherché pour trahison a 
  Tusmit. 25,000 fountaines pour sa tête. 
  Emeraud Thunderstone: Naine, élue pour se marrier à 
  Barandon et devenir reine des Khund. 
  Sa Splendeur Exaltée, le Pasha Muammar Quaran: Aimé 
  par certains, hais par d’autres. Pasha de Tusmit. 
  Khellersorian: Ancien roi des elfes sylvains de l’Udgru. 
  Exécuté pour trahison en 594CY. 
  Yasin Bin-Khadij: Noble ex-aventurieur qui dirige un 
  célèbre cercle de guerrier a Vilayad. Actuellement 
  occupé à mener la guerre contre les Worldburners. 
  Églises & Factions  
  Mouqollad Consortium: Alliance de marchands oeuvrant 
  partout dans l’ouest Baklunien composé de plusieurs 
  groupes et maisons. 
  Faris: Cavaleries d’élite Tusmane base sur les faris Ekbirriens. 
  Gardes du corps du Pasha et des Sheiks. 
  Garde Tusmane: Armée regulière de Tusmit, composée de 
  régiments généralement montés. 
  Water Watchers: Régiment militaire composés de gardes-
  côtes et frontaliers de Tusmit. 
  PCs de Tusmit: Créé par le Pasha en 593CY, cet ordre a pour 
  but de protéger Tusmit. Inclus 4 tiers : Supporter of 
  Tusmit, Local PC of Tusmit, PC of Tusmit & Legendary 
  PC of Tusmit.  Pour devenir Legendary PC of Tusmit, on 
  doit compléter une tâche donnée par le Pasha lui-même. 
  Elfes de l’Udgru: Les Tusmans en général n’ont pas de 
  problèmes avec les elfes. Les « problèmes » avec les elfes 
  sont vu comme étant l’œuvre d’une petite faction de 
  fanatiques. Malgré plusieurs offres de paix des deux 
  côtés, l’exécution de Khellersorian a enragé les elfes qui 
  ont fermé les frontières de la forêt. Le sentiment anti-
  elfique est plus fort autour de Blashikdur. 
  
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  Worldburners: Culte du Feu qui a émergé sur la place 
  publique en 593CY. Les Worldburners on attaqué 
  l’armée de Ket et ont assiégé Vilayad. Ils sont 
  maintenant pourchassés dans les collines par bin-
  Khadij et plusieurs contingents de l’armée 
  
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  Player’s Handout #1: The Prophecy of Doom 
   
  In a land of Winter ancient shall be rekindled the flames of purity. 
  The reborn flames will grow to a raging bonfire once more. 
  As even Fate never will have the will to smother it. 
  The chosen of the heavens will peer into darkness to defeat the chosen of man. 
  As a sun that rises in all its glory is the cause for the deepest twilight,  
  The rise of this light will bear the greatest of shadows. 
  But through a single voice can the balance be found, a single act of Fate. 
  Its infant shall rise as the decades go, and the nomad's blaze will bestow harmony  
  To those who lost their mates and souls to the Lord of Winter,  
  In the new halls of the Mountain King where madness lives no more. 
  Soon, the Whisper's hiding will cross with moon and sun. 
  On this day, a new Fate shall unfold. 
   
   
  ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 
  Player’s Handout #2: Divinations on the Faris Rautha 
   
  “The heir shall return, a gem knight by his side to avenge a past he has not known.” 
   
   
  « L’héritier reviendra, un chevalier-gemme à ses côtés, pour venger un passé qu’il n’a pas connu. »  
   
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
  Page 74 
  Player’s Handout #2A: Le Conseil de guerre de l’Udgru 
  Tua’drel Usul du clan des Corbeaux noirs 
  Or’sra Malika du clan du Saule Gris 
  Taush Skero du clan de la Wyvern 
  Rez’uri Jafaya du clan du Grand Ours 
  Galadan Torcen du clan du Héron Silencieux 
  Tues’o Baladar du Haut Clan 
  Ur’grd Yerra du clan des Chenes 
  Jak’lar Salamar du clan du Sanglier Rouge 
  Elohir: Je vous ai convoqué aujourd’hui parce que 
  j’ai de bonnes nouvelles. La princesse et le 
  peuple qu’elle représente nous offre un moyen 
  d’établir une paix durable avec Tusmit. 
  Rez’uri: Tu parles de paix avec ces meurtriers! Le 
  sang de nos frèrs n’est pas encore séché et tu 
  ôses parler de paix?! 
  Galadan: Calmes-toi, peut-être que nous pourrions 
  empêcher que plus de sang elfique ne soit versé. 
  Tues’o: Rez’uri a raison. La paix ne peut être 
  obtenue que par la guerre. Regardez ce qu’ils ont 
  fait dans le sud. 
  Tua’drel: Sir Elohir, dites-en plus… contrairement à 
  mes frères, mon idée n’est pas arrêtée.  
  Elohir: Une fois le gouvernement du Pasha 
  renversé, nous aurons le contrôle complet de 
  l’Udgru. Les humains ne seront admis que si 
  nous, maîtres de l’Udgru, ne leur permettrait. 
  Taush: Vous avez  été enchanté par cette sorcière 
  Baklunienne, Sir Elohir… Des paroles de paix 
  paraissent étranges sortant de votre bouche. 
  Galadan: Notre people se meurt, ne pouvez-vous 
  voir que l’offre doit au moins être considérée 
  avant que nous ne la rejetions. 
  Jak’lar: Galadan… tu as plusieurs talents, mais la 
  guerre n’est pas un d’eux. Où étais-tu lorsque les 
  Tusmans détruisaient nos bois et assassinaient 
  Khellersorian? 
  Ur’grd: Jak’lar, la guerre n’est pas la seule chose à 
  considérer. Notre demeure, la forêt crie pour la 
  paix, ses racines ont bu suffisament de sang. 
  Taush: PFAH! Parfois je me demande si de la sève 
  coule dans tes veine. 
  Ur’grd: Taush, ne m’insulte pas.  
  Rez’uri: (interrompant) Sir Elohir, parmi nous, vous 
  et moi avons le plus de raison d’haïr les 
  Bakluniens et leurs sbires. Pourquoi changez-
  vous de côté au lieu de préparer une offensive 
  contre Tusmit? 
  La Princesse: Préférez-vous voir vos enfants vendu 
  en esclavage et la majestuosité de la forêt soient 
  changés en palais à Sefmur? 
  Elohir: Mes amis, vous me connaissez et vous savez 
  tous ma haine pour les Bakluniens qui ont pris 
  nos terres et notre forêt bien aimée. Je vous ai 
  mené à la guerre et je vous menerai dans la paix. 
  Qui est avec moi? 
  Taush: Le fantôme de Khellersorian réclame 
  vengeance. Par la grâce de Corellon, je ne me 
  soumettrai 
  pas 
  au 
  joug 
  d’une 
  sorcière 
  Baklunienne. Le clan de la Wyvern ne marche 
  pas avec toi. 
  Rez’uri: Le clan du Grand Ours a perdu beaucoup 
  de guerrier. Les Bakluniens ne sont pas digne de 
  confiance. Nous ne sommes pas avec toi. 
  Galadan: Le clan du Héron Silencieux a toujours 
  supporté la paix. Lorsqu’un traité est offert, nous 
  ne le refusons pas. J’ai foi dans le jugement 
  d’Elohir et nous sommes avec lui. 
  Tues’o: Une pomme pourrie est toujours pourrie 
  quelque soit le nombre de fois que vous la lavez. 
  Le Haut Clan n’accepte pas. 
  Ur’grd: La forêt crie de douleur pour la mort de ses 
  enfant. La paix est la seule voie maintenant. 
  Jak’lar: Vous me répugnez, esclaves de la paix. 
  Lorsque mes frères ont été tués, j’ai continué à 
  combattre. La paix dans la servitude est pire que 
  la mort dans la liberté. Le clan du Sanglier 
  Rouge refuse de marcher avec toi. 
  Tua’drel: Je peux voir les deux côtés et chacun ont 
  leur avantage. Je me trouve dans l’impossibilité 
  de choisir, mais j’ai foi en Elohir et je m’aligne 
  avec lui. 
  Or’sra: Le clan du Saule Gris n’a d’autre choix que 
  de se rallier à la décision du conseil. 
  Elohir (ennuyé): Ma décision est prise. Vous m’avez 
  couronné roi et en tant que roi, j’ai décidé 
  d’accepter ce traité. Princesse, les elfes de 
  l’Udgru acceptent. 
  La Princesse: Merci roi Elohir. Merci à tous. 
  Elohir: 
  Ce 
  conseil 
  est 
  terminé.
  
  EKB5-06/TUS5-07 The Ekbirrian Job 
   
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  Player’s Handout #3: The War Council of the Udgru 
  Tua’drel Usul of the Black Raven clan 
  Or’sra Malika of the Gray Willow clan  
  Taush Skero of the Wyvern clan 
  Rez’uri Jafaya of the Great Bear clan 
  Galadan Torcen of the Silent PCn clan 
  Tues’o Baladar of the High clan 
  Ur’grd Yerra of the Oaks clan 
  Jak’lar Salamar of the Red Boar Clan 
   
  Elohir: You have been summoned today, because I 
  have good news. The princess and the people 
  she represents offer us a way for lasting peace 
  with Tusmit. 
  Rez’uri: You talk of peace with these murderers! 
  The blood of our brothers is not yet dry that you 
  dare speak of peace?! 
  Galadan: Calm down, perhaps we can stop more of 
  our elven blood from being spilled 
  Tues’o: Rez’uri is right, peace can only be achieve 
  by victory in war. Look at what they have done 
  in the south. 
  Tua’drel: Lord Elohir, tell us more… Unlike my 
  brothers my mind is not set in stone. 
  Elohir: Once the Pasha’s government is toppled, 
  we’ll be given full control of the Udgru. The 
  humans will not be allowed unless we, the 
  rulers of the Udgru allow it. 
  Taush: You must have been enchanted by that 
  Baklunish witch, Lord Elohir… Words of peace 
  we find hard to hear from your mouth. 
  Galadan: Our people are dying, can’t you see that 
  the offer should at least be considered before we 
  turn it down.  
  Jak’lar: Galadan… you have many talents, and war 
  isn’t one of them. Where were you when the 
  Tusmans destroyed our woods and then 
  murdered Khellersorian. 
  Ur’grd: Jak’lar, war isn’t the only thing to think 
  about. Our home, the forest cries for peace, its 
  soil has drunk enough blood. 
  Taush: PFAH! Sometimes I wonder if your blood is 
  but tree sap. 
  Ur’grd: Taush, do no insult me.  
  Rez’uri: (interrupting) Lord Elohir, among us, you 
  and I have the most to hate the Baklunish and 
  their minions. Why would you change sides and 
  rather than prepare a counter strike upon 
  Tusmit? 
  The Princess: Would you rather see your children 
  sold into slavery and the majestic trees turned 
  into a huge palace in Sefmur? 
  Elohir: My friends, you know me and my hatred for 
  the Baklunish who have taken our lands and our 
  beloved forest. I have once led you in war and I 
  find that I must now lead you in peace. Who 
  stands with me? 
  Taush: The ghost of Khellersorian screams for 
  vengeance. By Corellon’s grace, I’ll not bow 
  down to the yoke of a Baklunish witch. The 
  Wyvern clan does not walk with you. 
  Rez’uri: The Great Bear clan lost many warriors. 
  The Baklunish are not to be trusted. We do not 
  stand with you. 
  Galadan: The Silent PCn clan has always advocated 
  for peace. When a treaty is offered we do not 
  refuse it. I trust in Elohir’s judgement we stand 
  with you. 
  Tues’o: A rotten apple is still rotten no matter how 
  many times you wash it. The High Clan can not 
  accept this. 
  Ur’grd: The forest cries out in pain for the death of 
  its children. Peace is the only way now. 
  Jak’lar: You peace-lovers sicken me. When my 
  brothers were killed to the delight of their 
  troops, I fought on. Peace in servitude is worse 
  than death in freedom. The Red Boar clan does 
  not walk with you. 
  Tua’drel: I can see both points, and both have their 
  advantages. I find myself unable to decide, but 
  will side with the King. 
  Or’sra: The Gray Willow clan has no choice but to 
  side with the council. 
  Elohir (annoyed): My decision has been taken. You 
  have crowned me king and as such I have 
  decided to agree to this treaty. Princess, the 
  elves of the Udgru agree. 
  Princess: Thank you King Elohir. Thank you all. 
  Elohir: This council is over. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ekbir/595/Normal Scenarios/EKB5-06 - The Ekbirrian Job (APL 2-12)/EKB5-06 - The Ekbirrian Job.pdf