TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at 
  jpchapleau@videotron.ca for LIVING GREYHAWK campaign questions email rpgahq@wizards.com 
  .  
   
  TUS5-02 
   
  Dancing out with the Starlit 
  Mage 
   
  A One-Round D&D
  ® LIVING GREYHAWK™  
  Tusmit Regional Adventure 
  by Jean-François Lévesque 
  Edited by the JP Chapleau 
  Circle edit by Tim Sech 
   
   
  These are dark times for one of Tusmit’s most respected establishments. The College of the Arts has had more than its 
  share of troubles recently. It seems fate and the stars have aligned against the mages and scholars. The chill of winter is 
  still on Tusmit and a powerful diviner needs your help.  Is there a better way to warm oneself than a trek in the hills? 
  Pack your gear, this is an adventure for brave adventurers character levels 1 to 10.  (APLs 2 to 8). 
  
  TUS5-02 Dancing out with the Starlit Mage 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign------a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting------
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  
  TUS5-02 Dancing out with the Starlit Mage 
   
  Page 3 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  Time Units and Upkeep 
  This is a standard One-round Regional adventure, set in 
  Tusmit.  Characters native to Tusmit pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per Time Unit. 
   Rich Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Adventure Background 
   
  About 20 years ago, a young and coming mage from the 
  College of the Arts with a dedication to astrology and the 
  stars convinced the leaders of the College to found an 
  observatory. A private observatory belonging to the 
  College from where astrology charts could be made and 
  their results determined away for the pressures of the 
  court. 
  The young mage, Awad Al-Argeus graduated with honors 
  from the observatory dedicated to Celestian in Sefmur. 
  He wanted to be the most knowledgeable astrologer in all 
  of the Flanaess. To that end, he needed powerful tools to 
  study the stars. Therefore, using some of his contacts, 
  notably within the churches of Al’Akbar, Celestian, and 
  the Mouqollad Consortium, he managed to be placed in 
  charge of the project.  
  So he set out to find a suitable location. It had to be 
  somewhat close to Sefmur. Awad Al-Argeus found a site 
  that was situated upon a series of ruins. These ruins were 
  ancient, but nothing indicated they were linked to 
  anything evil, but to an ancient wizard. Anyways, it 
  wouldn’t have mattered to the young mage whose eyes 
  were filled with stars. Awad Al-Argeus had his 
  observatory built on the site.  
  While the observatory is in no way secret, few people 
  know about it outside the Churches of Celestian, the 
  Mouqollad Consortium and, obviously, the College of the 
  Arts. Even if many travellers have noticed the beautiful 
  building in the high Tusman hills. 
  For many years, Awad Al-Argeus ran the observatory, 
  sending frequent calculations and predictions. He 
  predicted a number of things such as the successful 
  ascension of Muammar Quaran, important births, the 
  return of the Khund among many others. He even 
  predicted disastrous years for many high-ranking 
  members of the Mouqollad Consortium. This last 
  prediction did not sit well among the merchants. More 
  than one severed their relations to the College 
  observatory. 
  Enter the World Burners 
  Roving around the Tusman hills, a band of World 
  Burners captured a travelling merchant of the Mouqollad 
  Consortium. The merchant, in exchange for his life, 
  offered all the possessions they caught him with. When 
  he saw it wouldn’t save him, he offered them something 
  more, he told them about the observatory and the ruins 
  around it. Using his silver tongue, he managed to 
  convince the leader of the band the ruins had a number 
  of fire symbols upon it, but the wizards hid them with 
  illusions. 
  This excited the leader, Spartacian who ordered his band 
  to move northwards to seize such a holy site. The clever 
  merchant was left alive, alone and without any weapon 
  deep in the Tusman hills. Spartacian plans on burning 
  down the observatory if the wizards do not agree to give 
  him their treasures and vast number of books. 
  Spartacian entered the observatory and took Awad Al-
  Argeus hostage. He had the acolytes brutally slaughtered 
  by his men. However, Spartacian and his bodyguard, 
  Dina, were themselves taken hostage by the defenses of 
  the tower and are themselves stuck there, unable to leave. 
  Only a small number of his men are still outside, waiting 
  for the return of their leader. In his fury, Spartacian 
  destroyed 
  many 
  objects 
  inside 
  the 
  observatory, 
  unwittingly destroying any means he had to exit or to 
  communicate with the outside world. 
  
  TUS5-02 Dancing out with the Starlit Mage 
   
  Page 4 
  Worried wizards 
  Back at the College of the Arts, two days without news 
  and no way of getting any news had many people 
  worried. The College had been the target of too many 
  attacks recently and they are getting nervous.   
  So they decided to post a message asking for adventurers. 
  Before the heroes show up, the mages could not agree on 
  the candidates. 
  Adventure Summary  
  Introduction The heroes see a post asking for 
  adventurers on behalf of the Sefmur College of the Arts. 
  Encounter One: College days - The heroes are 
  interviewed for the job by Karam Fateil, Warlock of the 
  College. They are told they must travel to the College 
  observatory to see what is happening to the head 
  astrologer, Awad Al-Argeus 
  Encounter Two: Before leaving Sefmur - The heroes 
  get a chance to find more information on current events 
  in Tusmit, the College and Awad Al-Argeus. 
  Encounter Three: Wounded Tree - The heroes come 
  across an ancient holy site dedicated to Beory that was 
  desecrated by the World Burners. They get a chance to 
  heal the tree. They can also meet a local druid who can 
  give them some information about Awad Al-Argeus. 
  Encounter Four: Ruins - The heroes arrive at the 
  observatory and are attacked by World Burners. They can 
  also find a back entrance into the observatory. 
  Encounter five: Backway in - The heroes enter through 
  the back way and must face some elementals. 
  Encounter six: Inside the Observatory - The heroes 
  confront the leader of this band of World Burner who is 
  trapped inside the observatory. 
  Conclusion - Returning to Sefmur, Karam tells the 
  adventures of a dark prophecy.  
  Introduction 
   
  A chilly spring breeze whips the marketplace in 
  Sefmur. Making your ways through the stalls, you 
  barely manage to keep the wind from freezing you to 
  the bone.  Most of the traders have closed for the day, 
  thus preventing their wares from flying off in the 
  distance.  
  While this is deserted for a place such as Sefmur, it is 
  still more active than most markets in similar towns 
  around the Flanaess. People have short memories and 
  the warm winter is long forgotten. 
  Passing a board where a burly half-elven Tusman 
  Nomad wearing heavy bear pelts with a greatsword in 
  his back is talking down to a dwarf dressed in heavy 
  armor.  
  “I tell you Dwarf, I is all dem stoopid wezerd need. I 
  is strong. No need for you stumpy” says Habal, 
  tapping his chest with his fist. 
  “And I keep telling you, you pebble-brain, their kind 
  do not pay well. Plus what do you care about them 
  wizards. I’m telling you, we want combat, the dwarf 
  puffs back at his partner.” 
  The pair walks off, giving you a full view of the board. 
  Slim pickings… Only a single message is pinned 
  there, written by the steady hand of one used to write. 
  “Attention adventurers! 
  Brave adventurers required. Report to the College of 
  the Arts before sunset. 
  Karam Fateil,  
  Warlock of the College of the Arts” 
  Members of the College of the Arts or anyone who 
  succeeds a Knowledge (Local/VTF) check [DC 20], to 
  know that Fateil works in the Astrology & Divination 
  department of the College. Success is automatic for 
  members of the College. 
  Talking to the dwarf and the half-elf leads up to nothing, 
  they both only want to fight monsters and don’t want 
  anything to do with the heroes. 
  Encounter One: College Days 
   
  At the entrance, the heroes are met by Samir, a young 
  apprentice. Samir shows the heroes inside. There, they 
  must wait in line along with a number of other 
  adventuring parties. The line moves forward quickly and 
  soon they are ushered inside a room.  
  A single wizard, Fateil Karam sits alone in a room. He 
  looks at the party and asks them a series of questions: 
  Who are you? This is the classic, tradition-approved time 
  for the heroes to present themselves. 
  Any one of you belongs to the College? If one of the 
  heroes is a member of the College, then the party is 
  automatically accepted and chosen. Move on to 
  “Accepted”. 
  
  TUS5-02 Dancing out with the Starlit Mage 
   
  Page 5 
  Are they willing to work for the College? Fateil wants 
  to know why the party is seeking employment with the 
  College. This is not an important question to the wizard. 
  As long as the answer given does not jeopardize the 
  College or Tusmit, the wizards are satisfied. 
  Have they worked successfully with the College 
  before? If the heroes can muster 2 favors or influence 
  points (spent or unspent) with the College, then they are 
  automatically chosen, proceed to “Accepted”. They do not 
  need to be spent or used. 
  Do you have any references? If the party can muster, 
  among the whole group a total of 6 unspent favors or 
  influence points from Tusmit (or a faction in Tusmit). 
  However, Influence with groups of wizards (such as the 
  Archons of Ket, the Zashassar of Ekbir or the Circle of 
  Eight) can be substituted. Membership in a Tusmit meta-
  organization or a foreign Wizards meta-organization also 
  qualifies as an influence point for this purpose. If the 
  party includes one member of the college, they are 
  automatically accepted.  
  Again, these do not need to be spent or used. Once the 
  influences are gathered, proceed to “Accepted”. 
  Why should you be chosen instead of others? Allow 
  the party to praise themselves. Have them make a 
  Diplomacy check [DC 10+APL], but give them ample 
  role-playing bonuses for their speech. If they succeed, 
  then proceed to “Accepted”. 
  Troubleshooting: If they fail the roll, Fateil asks them 
  where they are staying. He asks them to stay there, that 
  he will contact them once he finishes his interviews. 
  After sunset, a page joins the heroes and asks them to 
  head to the college, that they have been selected. The 
  young man does not know what they are to do. Modify 
  the following encounter to fit the situation. 
  Accepted 
  Read or paraphrase: 
  You are escorted inside a dimly lit room where a 
  tribunal of mages are sitting on large chairs. Their 
  faces remain hidden by the shadows. The one facing 
  you stands and removes his hood. You recognize 
  Fateil, the man who interviewed you but a moment 
  ago.  
  “On behalf of the College of the Arts, we thank you 
  for having agreed to help us. The College has suffered 
  a number of… misfortunes lately and we might be 
  jumpy at our shadows, but nonetheless, we prefer to 
  play it safe.” 
  “Last summer, during the battle of Vilayad, Kasim 
  bin-Jarad was brutally murdered while trying to save a 
  number of valuable books. Things have gone 
  downhill from there.” 
  “And now, our leading expert in astrology has gone 
  missing... well… we aren’t certain… You see, 
  Archmage Awad Al-Argeus is the one who runs and 
  operates the College’ observatory high up in the 
  Tusman hills, has given us no news for the past 3 
  days. Awad Al-Argeus has held the function of chief 
  astrologer for nearly 20 years, ever since the 
  observatory was built. Many of us have been there 
  once or twice.” 
  “To make matters worse, we have tried teleporting to 
  the observatory and have failed every time. Same 
  thing goes for scrying. However, divinations lead us 
  to believe that Awad Al-Argeus is still alive.” 
  “That’s where you come in… We want you to go up to 
  the observatory and make sure he is okay.” 
  “Do you have any questions?” 
  Fateil is willing to answer questions. Here are a few ones 
  likely to be asked by the party. The College does not 
  know the World Burners are involved in the affair. Use 
  the adventure background to complete your answers. The 
  College needs the heroes to investigate and they have 
  nothing to hide about the observatory. If the party are 
  stuck, have Fateil be forthcoming.  
  Who built the observatory? It was built jointly by the 
  College, the government, the Church of Celestian and 
  some money from House Kamal of the Mouqollad 
  Consortium. It is now the property of the College. 
  However, as a measure of good relations, we often do 
  some star-charting or research for the Pasha or the 
  Consortium.  
  How old is the observatory? It was built just about 20 
  years ago. Awad Al-Argeus has been the custodian and 
  head of Astrology there since.  
  Why was that site selected? Awad Al-Argeus found and 
  chose the site himself. It is perfectly located, with a nice 
  view from the stars, far from the lights of the cities. 
  Tell us more about Awad Al-Argeus? His father was a 
  Faris and his mother a devout follower of the Lady-of-our-
  Fate (Istus). Awad Al-Argeus is a strong believer in the 
  High Cleric and the Lady-of-our-Fate. He has been our 
  leading expert about the stars since he was accepted as an 
  apprentice.  
  Did he make any prophecies recently? Yes, some of 
  them are very cryptic. We wanted to get precisions from 
  him regarding those. It had to do with fire and 
  
  TUS5-02 Dancing out with the Starlit Mage 
   
  Page 6 
  something rising again. Since I’m not fully aware of all 
  the details or unsure of many possible meanings, I’ll let 
  Al-Argeus answer. 
  Are there any rival observatories in Tusmit? There are 
  a number of them at shrines to Celestian, especially in 
  the larger cities like Blashikdur and Vilayad. Ours is 
  smaller than the one the followers of Celestian have here 
  in Sefmur. However, we are on good terms with them. It 
  would make little sense for them to antagonize us that 
  way.  
  Who would gain from the destruction of the 
  observatory? It makes no sense… it is such a remote 
  location. It has no military value nor does it hold any 
  treasure of any real value except to a fellow astrologer.  
  What do you think happened? It seems that all of Awad 
  Al-Argeus’ protective wards and other protections were 
  activated at once. 
  Did Awad Al-Argeus have enemies? None that I know 
  of, he lived pretty much as a recluse. He had many 
  apprentice studying with him once over the course of the 
  20 years. There should be two with him right now.  
  Do you know if he is still alive? We can’t be sure right 
  now. We think he is.  
  How long do we have to complete our mission? Do 
  with all haste. We don’t want anything preventable 
  happening to him. 
  What do we get out this? We can offer you a wide range 
  of services, plus we’ll pay you some money for your 
  troubles. I guess 100 fountains each would be 
  acceptable… 
  What does the observatory look like? You can hand 
  them a basic drawing of the observatory. That is the 
  layout Awad Al-Argeus made for the College. 
  How far is the observatory? About 3 days up the river.  
  Encounter Two: Before leaving 
  Sefmur 
   
  Asking around town 
  Before leaving Sefmur, the heroes are free to go around 
  town, and ask question about a number of subjects. For 
  every gp they spend give them a +2 Insight bonus.  
  DC 5: The College of the Arts is one of the most 
  respected groups of mages. It is more respected in Tusmit 
  than the Circle of Eight. 
  DC 10: The College funds a number of research projects 
  around Tusmit and were responsible for peace advances 
  with the Udgru elves. 
  DC 12: Since the siege of Vilayad, every member of the 
  College has been targeted and killed. (Exaggerated but 
  not false) 
  DC 15: Yes, the College has an observatory in the 
  Tusman hills, which is ridiculous because the best and 
  biggest one is here is Sefmur! 
  DC 18: The observatory is run by a hermit called Awad 
  Al-Argeus who never comes to town. 
  DC 20: The College of the Arts predicted House Kamal 
  of the Mouqollad Consortium would have a number of 
  difficult years. The house since broke their ties to the 
  College. 
  DC 25: The area around the observatory is filled with 
  ruins. 
  DC 30: The ruins are of Flan origin and predate the 
  Baklunish migrations. Much speculation exists about 
  those ruins, who built them, who they worshipped, how 
  they died. Feel free to embellish the story to your liking.  
  Observatory of Celestian 
  The heroes may wish to head to the observatory ran by 
  the Church of Celestian. There, the priests are very 
  friendly yet cannot offer much help to the party. They 
  can confirm the information given to the heroes by 
  Fateil. 
  House Kamal of the Mouqollad Consortium 
  House Kamal deals in luxury items such as spells 
  components, spellbooks and magic scrolls. Any Tusman 
  spellcaster has dealt with them in the past and 
  automatically know of them. Otherwise, a Knowledge 
  (Local/VTF) [DC 15] (with +5 regional bonus for Tusman 
  characters) is required to know about the house. 
  The heroes are met by Wassid. A man in his mid-thirties, 
  he is personable, yet has a tendency to whine about how 
  he used to be the head of the house in Vilayad, “but the 
  war changed all that.” 
  Wassid blames the College for having cursed the House 
  into hard times. A Knowledge (arcana, religion or 
  local/VTF) [DC 15] (+5 for Tusman heroes) informs them 
  that the people in southern Tusmit are particularly 
  superstitious, and calling bad luck on someone is often a 
  bad omen. 
  Wassid said his House used to offer a significant discount 
  to the College and its members on spell components and 
  
  TUS5-02 Dancing out with the Starlit Mage 
   
  Page 7 
  other things they needed such as ink and paper. 
  However, when one of the mages (Wassid doesn’t know 
  who) brought bad luck on his family things went from 
  bad to worse. His house stopped to sell at a discount to 
  the College. “Then the war came…” 
  Wassid can confirm that the family often dealt with the 
  Archmage, and used to be satisfied with the service they 
  have. 
  No other member of the House is willing to talk to the 
  heroes about the observatory. House Kamal definitely 
  looks like someone with a motive. Don’t discourage this 
  train of thought. They are, of course, innocent of any 
  guilt. 
  Underworld Contacts 
  Members of the Brotherhood of Basharaat or the Tears of 
  the Marid can ask their contacts. No one knows anything 
  about the whole affair. However, contacts can confirm 
  most of the background Fateil told them about the 
  observatory.  
  Troubleshooting: We can teleport there 
  It is possible that heroes at higher APLs have access to 
  teleportation-style magic. See later to see what the 
  situation is there (the numerous dimensional anchors). 
  Unless the party find a way to teleport away from the 
  observatory, then jump directly to Encounter Four. 
  Encounter Three: Wounded 
  Tree 
   
  Read or paraphrase: 
  Heading northeast out of Sefmur along the Sefmur 
  river, frontier between the sheikdoms of Suvii and 
  Keruz. The chill of the last few days has left place to a 
  cool but pleasant day.  
  About two days out of the capital of Tusmit, you come 
  across a clearing on a hillock. Like a hand made of 
  rock, five large standing stone claw their way out of 
  Oerth. One of the stones, the one due north is much 
  taller than the others.  
  Yet these are not what draw your eyes. In the center 
  of the circle, stands a huge willow. Its top branches 
  droop sadly, while the lowest ones seem to have been 
  hacked off. The main trunk has also been hacked with 
  axes. Despite these grievous wounds, the tree still 
  stands.  
  Remains of a campfire rest just below the formerly 
  majestic tree.  
  Making a Knowledge (religion or nature) [DC 15] shows 
  this place to be holy place dedicated to Beory, the 
  Mother-Oerth. It is very obvious to know the place has 
  been defiled. Making a Heal or Survival check [DC 15] on 
  the tree shows it to be dying, and requires some kind of 
  healing magic to save it. Any healing magic used on the 
  tree has it rejuvenate almost instantly: small blossoms 
  appear where there were deep cuts just an instant before. 
  If they save the tree, they receive the blessing of Beory, 
  see Rewards section. It can be used during this 
  adventure. 
  The campfire is cold, a Survival check [DC 15] shows it 
  has been that way for at least 4 days. Tracking [DC 20] 
  shows a number of heavy individual, around 10. There 
  are also a large number of wolf tracks (knowing they are 
  wolf tracks requires a Knowledge (nature) [DC 11]). 
  The Wolf-man 
  After the heroes have looked around a little, have one of 
  them who hasn’t done much notice two wolves watching 
  them from a bush outside the clearing. The wolves are 
  content to watch the heroes and are not aggressive.  
  If the heroes attack the wolves, both wolves flee. In that 
  case, proceed to Encounter Four. Rolan bin-Yusuf the 
  druid does not assist those who harm nature. 
  If they healed the tree, or they do not attack the wolves, 
  the two wolves walk forward warily towards the heroes. 
  About 50 feet from the party, one of the wolves 
  transforms into a man of Flan and Baklunish heritage.  
  He presents himself as “Rolan bin-Yusuf”. He asks the 
  heroes what they are doing here. Assuming the heroes 
  act friendly towards him, he asks the heroes if they would 
  agree to share a meal with him. He mixes a few roots, 
  dried herbs and berries in a small clay pot. The resulting 
  soup, he shares with his wolf.  
  Over the meal, Rolan asks the heroes news about the rest 
  of the world. He in turns tells them what happened at the 
  clearing three days ago. 
  A number of nomads, including many half-orcs came to 
  the clearing and began to hack off the sacred tree to build 
  a fire. The nights were cold but there were no need for 
  them to do that.  When he approached them to command 
  them to stop, they attacked him and pursued him. He 
  barely escaped with his life by jumping in a nearby river, 
  thank to his faithful wolf. He spent the last 2 days 
  recovering. When he got back here, the heroes were 
  looking around. 
  
  TUS5-02 Dancing out with the Starlit Mage 
   
  Page 8 
  Rolan can answer questions. 
  Did they have a leader? Yes, they were lead by a 
  scholarly elf.  
  What were they equipped with? Falchions, scimitars, 
  chains, most of them wore light armors. Lucky for me, 
  they didn’t have any bows. 
  Anything odd about them/ Do the nomads do such 
  things? Nomads don’t normally attack on sight like that. 
  And more importantly, they don’t defile obvious holy 
  sites such as this. 
  Do you know of an observatory? Yes, there is one near 
  here. It is run by my friend Awad Al-Argeus. 
  Rolan also tells the following information to the heroes.  
  � 
  Awad Al-Argeus and Rolan consider each other 
  friends, but they see each other about twice a year. 
  Awad Al-Argeus is interested only in the stars and 
  the future. Rolan hasn’t seen Awad Al-Argeus in over 
  two months and he seemed fine. 
  � 
  Awad Al-Argeus gives astronomy lessons to a 
  number of youth. 
  � 
  Awad Al-Argeus is a devout follower of the High 
  Cleric and the Four Feet of the Dragon (Rolan is not 
  so attached to the principles himself, though he 
  recognizes their significance). 
  � 
  Merchants used to come here often, but have done 
  so a lot less recently. (This is due to the war) 
  � 
  Pilgrims from the churches of Boccob, Istus and 
  Celestian sometimes travel to the observatory. 
  Usually in small groups. 
  � 
  If the heroes tell him about their mission, he 
  becomes quite worried about his friend’s safety. 
  Rolan tells the heroes they can freely rest here if they 
  want that the observatory is still about six hours walk 
  from here. He can give them directions to the 
  observatory.  
  If the heroes are genuinely nice to him and they took 
  care of the tree, Rolan tells them that there is a 
  subterranean passage under the ruins leading right into 
  the observatory. Awad Al-Argeus mentioned it to him 
  many years ago. However, Rolan doesn’t know exactly 
  where it is nor as he ever looked for it. It is “somewhere 
  in the ruins”. 
  Rolan is not going to commune with nature or cast any 
  other spell that will give away the adventure. However he 
  would be willing to cast healing type spells for the party 
  if they wish it and only if they helped out the tree.  
  Encounter Four: Ruins 
   
  Read or paraphrase: 
  Before you, stands a tall square red stone tower. Three 
  stories high, a large cylinder pierces the roof.  A worn 
  flag of Tusmit hangs limply from a flagstaff atop the 
  building.  
  Around the observatory a few barely standing 
  buildings cover the rest of the hill. Long-since 
  abandoned, nature has already reclaimed most of the 
  structures.  
  The observatory 
  Forming a cylinder fifty feet around the tower, there is a 
  permanent wall of force and four permanent dimensional 
  anchors covering the interior of the cylinder and the 
  interior. All of these spells were cast by the colleges 
  wizards.. At higher APLs, it might be possible to use 
  dispel magic spells to break through the barrier. At lower 
  APLs, the party needs to find the secret entrance to enter. 
  Normally, these are protections are NOT active, and thus 
  the mages of the college can freely teleport inside. 
  Examining the ruins 
  Studying the ruins for at least 30 minutes and making a 
  Knowledge check (architecture or religion) [DC 10] 
  allows the hero to identify this structure must have been 
  a religious site, most likely Ur-Flan in origin. However 
  time has erased most traces.  
  Looking for the secret entrance 
  If Rolan told the heroes about the secret entrance or if 
  the heroes decide to look for another entrance, ask them 
  for Search rolls [DC 20]. Rolan’s information gives them a 
  +5 Insight bonus. Once they found the entrance, proceed 
  to Encounter Four; make sure the World Burners spring 
  their trap before proceeding. 
  BURN THE WORLD!  
  Just as the party is about to enter the tower after 
  dispelling the wall of force or as they are looking around 
  for the secret entrance, then the World Burners spring 
  their trap. 
  Allow every hero an opposed Spot (at -8 (-4 for distance 
  and -4 for the cover)) check at DC 18. The DC assumes 
  the World Burners take 20 on their roll. 
  APL 2 (EL 4) 
  
  TUS5-02 Dancing out with the Starlit Mage 
   
  Page 9 
  �Graaak & Krel: Male Half-Orc Bbn1; hp 14; see 
  Appendix One 
  �Qir: Female Half-elf Bbn1; hp 13; see Appendix One 
  �Ramish: Male Ftr1; hp 12; see Appendix One 
  APL 4 (EL 6) 
  �Graaak & Krel: Male Half-Orc Bbn2; hp 23; see 
  Appendix One 
  �Qir: Female Half-elf Bbn1/Rog1; hp 18; see Appendix 
  One 
  �Ramish: Male Ftr2; hp 19; see Appendix One 
  APL 6 (EL 8) 
  �Graaak & Krel: Male Half-Orc Bbn4; hp 41; see 
  Appendix One 
  �Qir: Female Half-elf Bbn1/Rog3; hp 28; see Appendix 
  One 
  �Ramish: Male Ftr2/Rgr2; hp 33; see Appendix One 
  APL 8 (EL 10) 
  �Graaak & Krel: Male Half-Orc Bbn6; hp 69; see 
  Appendix One 
  �Qir: Female Half-elf Bbn1/Rog5; hp 38; see Appendix 
  One 
  �Ramish: Male Ftr4/Rgr2; hp 48; see Appendix One 
  Tactics: The World Burners approach the party by stealth 
  then they spring their attack when they get within 40ft. 
  At that point they start screaming “FIRE!”, ”FOR THE 
  FIRE GOD!” and “BURN THE WORLD!” The World 
  Burners leave any dead bodies behind this includes 
  anyone falling unconscious or brought back to life (say 
  through the Blessing of Beory). About 15 minutes after 
  the fight, the World Burners tire of waiting for their 
  leaders and take off. Rolan appears later to heal the party 
  back to consciousness. The heroes may resume the 
  adventure if they wish. 
  Treasure: 
  APL 2: L: 156 gp; C: 0 gp; M: 0 gp 
  APL 4: L: 156 gp; C: 0 gp; M: 0 gp 
  APL 6: L: 380 gp; C: 0 gp; M: 0 gp 
  APL 8: L: 380 gp; C: 0 gp; M: 0 gp 
  Encounter Five: Backway In 
   
  The entrance to the tunnel is hidden by overgrown brush 
  and fallen rocks, making it difficult to see from the 
  outside. The cave is about 10 feet wide, 10 feet high and 
  200 feet long. There is no lighting in the cave. Any hero 
  with the stonecunning ability can guess the way rises 
  lightly towards the observatory.  
  Any Tracking done here reveals no one but the 
  occasional small rodent entered. Any humanoid tracks 
  have vanished with time. 
  The corridor opens on a large cave (80ft x 90ft) where a 
  lake of water (60ftx70ft) occupies the center of the room. 
  For the first 30 feet, the water is but a few inches deep 
  before dropping to ~5feet and 10 feet about 15 feet from 
  the opposite wall. 
  When the party gets within 40 feet of the water, two 
  creatures emerge from the water. 
  APL 2 (EL 4) 
  �Medium Water Elemental: hp 26; see Monster 
  Manual page 100. 
  �Small Water Elemental: hp 9; see Monster Manual 
  page 100. 
  APL 4 (EL 6) 
  �Large Water Elemental: hp 60; see Monster Manual 
  page 100. 
  �Medium Water Elemental: hp 26; see Monster 
  Manual page 100. 
  APL 6 (EL 8) 
  �Huge Water Elemental: hp 136; see Monster Manual 
  page 100.  
  �Large Water Elemental: hp 60; see Monster Manual 
  page 100. 
  APL 8 (EL 10) 
  �Greater Water Elemental: hp 178; see Monster 
  Manual page 100. 
  �Huge Water Elemental: hp 136; see Monster Manual 
  page 100. 
  Tactics: The elementals do not attack anyone clearly 
  displaying a holy symbol of Al’Akbar (either faith), unless 
  the bearer attacks them first (through weapon or spell). 
  Being a devout follower of the High Cleric himself, Awad 
  Al-Argeus built this safety. 
  Note: Once the creatures are defeated, the heroes can 
  explore the water. It is 10 feet deep and there is a passage. 
  The passage is 20 feet long and leads into the observatory’ 
  water cistern. There are bars allowing one to climb out of 
  
  TUS5-02 Dancing out with the Starlit Mage 
   
  Page 10 
  the cistern and into the observatory kitchen. The DC for 
  all swim checks is 5. Refer to the drowning rule in the 
  Dungeon Masters Guide if someone decides to hold their 
  breath. Moving around the cistern does NOT count as 
  heavy activity unless one is wearing a heavy armor. 
  Encounter Six: Inside the 
  Observatory 
   
  This encounter refers heavily to the maps of the 
  observatory (see Appendix Three). Note that any hero 
  who steals the property within the observatory will be 
  pursued to the fullest extent of the law. (See Appendix 
  Five). 
  First floor 
  The first floor has the kitchen, and the dining room.  
  The kitchen has been ransacked and food is beginning to 
  turn bad. The well leads down to the back way in (see 
  Encounter Four). 
  In the dining room lie the beheaded bodies of two 
  humans dressed in scholarly robes (they were Awad Al-
  Argeus’ young apprentices).  
  Second Floor 
  The second floor has Awad Al-Argeus’ room, the 
  apprentices’ dormitory and the map room. 
  Awad Al-Argeus’ room is very neat and minimalist; there 
  is a pantry with many robes (all in the color of Al’Akbar) 
  and a small, hard bed overlooked by a holy symbol of the 
  High Cleric. 
  The apprentices’ dorm is not so neat. It was searched and 
  ransacked by Dina. The beds and chests are all broken 
  open and their content scattered across the room. Other 
  than the occasional token of Boccob, Celestian and 
  Al’Akbar, there is nothing of value here. 
  Third Floor 
  The third floor has a single room with a very high ceiling 
  (20ft). 
  This is where Awad Al-Argeus studies the stars and 
  makes the calculations. On the far side of the room is the 
  large telescope (it doesn’t appear on the map because it is 
  10ft off the ground).  
  The World Burners 
  By the time the heroes reach the third floor, Spartacian 
  and Dina both wait for the party. 
  APL 2 (EL 4) 
  �Spartacian: Wiz3 (Evocation); hp 13; see Appendix 
  One 
  �Dina: Ftr1; hp 13; see Appendix One 
  APL 4 (EL 6) 
  �Spartacian: Wiz5 (Evocation); hp 21; see Appendix 
  One  
  �Dina: Ftr3; hp 31; see Appendix One 
  APL 6 (EL 8) 
  �Spartacian: Wiz7 (Evocation); hp36; see Appendix 
  One  
  �Dina: Ftr5; hp49; see Appendix One 
  APL 8 (EL 10) 
  �Spartacian: Wiz9 (Evocation); hp 48; see Appendix 
  One 
  �Dina: Ftr7; hp 67; see Appendix One 
  Tactics: Before the heroes enter the room, Spartacian 
  casts enlarge person on Dina and uses two scrolls of resist 
  energy (fire) on himself and on Dina, then casts fly and 
  shield on himself (his AC reflects that) then casts and 
  concentrates on a wall of fire (facing towards the heroes). 
  Adjust the list of active spells depending on APL. 
  Dina charges towards the heroes as soon as she can and 
  tries to pin them near the stairs. Spartacian remains 
  behind and blasts away at the party with his spells. Both 
  of them seem to enjoy seeing the flames. 
  Treasure: 
  APL 2: L: 26 gp; C: 0 gp; M: elixir of fire breath (91 gp per 
  character), cloak of resistance+1(83 gp per character), 
  ring of protection+1(166 gp per character) 
  APL 4: L: 56 gp; C: 0 gp; M: elemental gem (187 gp per 
  character), elixir of fire breath (91 gp per character), cloak 
  of resistance+1 (83 gp per character), ring of protection+1 
  (166 gp per character) 
  APL 6: L: 56 gp; C: 0 gp; M: elemental gem (187 gp per 
  character), elixir of fire breath (91 gp per character), cloak 
  of protection+1 (83 gp per character), ring of 
  protection+1 (166 gp per character) 
  APL 8: L: 9 gp; C: 0 gp; M: breastplate+1 (112 gp per 
  character), flaming bastard sword (694 gp per character), 
  
  TUS5-02 Dancing out with the Starlit Mage 
   
  Page 11 
  headband of intellect+2 (333 gp per character), elemental 
  gem (187 gp per character), elixir of fire breath (91 gp per 
  character), cloak of protection+1 (83 gp per character), 
  ring of protection+1 (166 gp per character) 
  The head astrologer 
  Awad Al-Argeus looks like a typical old wizard: he has a 
  long beard, minuscule spectacles on the tip of his nose. 
  He wears robes with an obvious symbol of the High 
  Cleric, and at a glance looks like a frail Qadi. 
  Awad Al-Argeus has been hit more than a few times and 
  is just barely alive. Spartacian keeps him alive because 
  Awad Al-Argeus has promised to tell him how to become 
  head of the World Burners. So far, he has managed to 
  keep himself alive. But Spartacian’s patience grows thin. 
  Awad Al-Argeus never had any desire to tell the half-elf 
  anything, he knows the College will send someone to 
  rescue him. All he can do is to bide his time. Spartacian 
  does not let the diviner regain his spells. 
  All APLs (non-combatant) 
  �Awad 
  Al-Argeus: 
  Male 
  Baklunish, 
  Wiz7 
  (Diviner)/LorMstr3; hp 21 (3); NG Knowledge (arcane) 
  +17, Knowledge (religion) +15. 
  Conclusion 
   
  Awad Al-Argeus is very happy to be saved. He promises 
  the heroes his assistance in the future. He gives them a 
  note they must return to Fateil at the College as soon as 
  possible.  
  If there is a wizard in the party, offer them an 
  opportunity to copy spells from Spartacian’s spellbook 
  (see its content in Appendix One). Awad Al-Argeus 
  claims the spellbook as the property of the College, to pay 
  for the damage the World Burners did on the observatory 
  but allow any hero to copy a spell from it. 
  The note, written in Draconic describes a series of 
  numbers. The code makes no sense to anyone but Awad 
  Al-Argeus & Fateil.  
  The return trip to Sefmur is uneventful. Fateil takes 
  the note avidly and reads it carefully. First he turns 
  pale with fear, muttering to himself “By the Four Feet 
  of the Dragon… I was right.” Looking up to you, 
  Fateil thinks for a moment is eyes filled with dread…  
  “This summer should bring yet more war and fire to 
  our beloved lands. Only this time, I fear Tusmit will 
  have to face its problems alone, may the High Cleric 
  look kindly upon us.” 
  Fateil then offers to sell a series of items that might be 
  useful to the heroes. The list has been added to the list of 
  items. Items offered by the College are preceded by a *. 
  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 Four 
  Defeating the World Burners 
   
  APL 2  
   
  120 xp  
  APL 4  
   
  180 xp  
  APL 6  
   
  240 xp  
  APL 8  
   
  300 xp 
  Encounter Five 
  Defeating or bypassing the elementals 
  APL 2  
   
  120 xp  
  APL 4  
   
  180 xp  
  APL 6  
   
  240 xp  
  APL 8  
   
  300 xp 
  Encounter Six 
  Defeating Spartacian & Dina 
  APL 2  
   
  120 xp  
  APL 4  
   
  180 xp  
  APL 6  
   
  240 xp  
  APL 8  
   
  300 xp 
  Story Award 
  Saving the Sacred Tree 
  APL 2    
  30 xp 
  APL 4  
   
  45 xp  
  APL 6  
   
  90 xp  
  APL 8  
   
  105xp 
  Saving Awad Al-Argeus 
  APL 2  
   
  60 xp  
  
  TUS5-02 Dancing out with the Starlit Mage 
   
  Page 12 
  APL 4  
   
  90 xp  
  APL 6  
   
  90 xp 
  APL 8  
   
  120 xp 
  Total possible experience:  
   
  APL 2   
  450 xp 
  APL 4   
  675 xp 
  APL 6 
   
  900 xp 
  APL 8   
  1,125 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  magic Items (sell value)  
  Encounter Four: Ruins 
  APL 2: L: 156 gp; C: 0 gp; M: 0 gp 
  APL 4: L: 156 gp; C: 0 gp; M: 0 gp 
  APL 6: L: 380 gp; C: 0 gp; M: 0 gp 
  APL 8: L: 380 gp; C: 0 gp; M: 0 gp 
  Encounter Six: Inside the Observatory 
  APL 2: L: 26 gp; C: 0 gp; M: elixir of fire breath (91 gp per 
  character), cloak of resistance+1(83 gp per character), 
  ring of protection+1(166 gp per character) 
  APL 4: L: 56 gp; C: 0 gp; M: elemental gem (187 gp per 
  character), elixir of fire breath (91 gp per character), cloak 
  of resistance+1 (83 gp per character), ring of protection+1 
  (166 gp per character) 
  APL 6: L: 56 gp; C: 0 gp; M: elemental gem (187 gp per 
  character), elixir of fire breath (91 gp per character), cloak 
  of protection+1 (83 gp per character), ring of 
  protection+1 (166 gp per character) 
  APL 8: L: 9 gp; C: 0 gp; M: breastplate+1 (112 gp per 
  character), flaming bastard sword (694 gp per character), 
  headband of intellect+2 (333 gp per character), elemental 
  gem (187 gp per character), elixir of fire breath (91 gp per 
  character), cloak of protection+1 (83 gp per character), 
  ring of protection+1 (166 gp per character) 
  Conclusion:  
  Payment from the College 
  APL 2: L: 0 gp; C: 100 gp; M: 0 gp 
  APL 4: L: 0 gp; C: 100 gp; M: 0 gp 
  APL 6: L: 0 gp; C: 100 gp; M: 0 gp 
  APL 8: L: 0 gp; C: 100 gp; M: 0 gp 
  Total Possible Treasure 
  APL 2:   
  450 gp  
  APL 4:   
  650 gp  
  
  TUS5-02 Dancing out with the Starlit Mage 
   
  Page 13 
  APL 6:   
  900 gp  
  APL 8:   
  1300 gp  
  
  TUS5-02 Dancing out with the Starlit Mage 
   
  Page 14 
  Appendix One: NPCs
  APL 2 
  Encounter 4: Ruins  
   
   
   
  Ramish: CR 1; Male Human (Baklunish) Ftr1; 
  Medium Humanoid; HD 1d10+2; hp 12; Init +2; Spd 20 
  ft; AC 15, touch 12, flat-footed 15; Base Atk +1; Grp +5; 
  Full Atk or Atk +7 melee (1d6+4, masterwork scimitar); 
  AL CE; SV Fort +4, Ref +2, Will -1; Str 18, Dex 14, Con 
  14, Int 8, Wis 8, Cha 8; 
   
  Skills and Feats: Climb +5, Intimidate +3.  Power 
  Attack, Cleave, Weapon Focus (Scimitar) 
   
  Possessions: masterwork scimitar, hide armor, 
  heavy wooden shield  
  Graaak & Krel: CR 1; Male Half-orc Bbn1; Medium 
  Humanoid; HD 1d12+2; hp 14; Init +2; Spd 40 ft; AC 
  15, touch 12, flat-footed 13; Base Atk +1; Grp +6; Full 
  Atk or Atk +7 melee (2d4+7, masterwork falchion); AL 
  CE; SA Rage; SV Fort +4, Ref +2, Will -1; Str 20, Dex 14, 
  Con 14, Int 6, Wis 8, Cha 6; 
   
  Skills and Feats: Climb +8, Intimidate +2. Power 
  Attack. 
   
  Possessions: masterwork falchion, studded leather 
  Qir: CR 1; Female Half-elf Bbn1; Medium Humanoid; 
  HD 1d12+1; hp 13; Init +4; Spd 40 ft; AC 20, touch 14, 
  flat-footed 14; Base Atk +1; Grp +3; Full Atk +4 melee 
  (1d6+2, masterwork scimitar); AL CE; SA Rage; SV Fort 
  +3, Ref +4, Will +0; Str 14, Dex 18, Con 12, Int 8, Wis 
  10, Cha 8; 
   
  Skills and feats: Climb +4, Intimidate +3, Survival 
  +4. Combat Reflexes 
   
  Possessions: masterwork scimitar, chain shirt, 
  heavy wooden shield. 
  Encounter 6: The Observatory 
   
   
  Spartacian: CR 3; Male Half-Elf; Wiz3(Evocation), HD 
  3d4+3; hp 13; Init +3; Spd 30 ft.; AC 13 touch 13, flat-
  footed 10; Base Atk +1; Grp –1; Full Atk or Atk -1 melee 
  (1d4-2, dagger); SQ resistance fire 10; AL CE; SV Fort 
  +3, Ref +5, Will +6; Str 6, Dex 16, Con 12, Int 18, Wis 
  14, Cha 8.  
   
  Skills and Feats: Concentration +7, Decipher 
  Script +10, Knowledge (arcana) +10, Knowledge 
  (religion) +10, Knowledge (The planes) +10, Spellcraft 
  +12; Energy Substitution*, Scribe Scroll, Maximize 
  Spell. 
   
  Spells Prepared (4/4/3; base DC = 14 + Spell Level; 
  DC = 15 + Spell Level for Evocation); 0—[detect magic, 
  read magic, ray of fire (2)]; 1st—[burning hands (2), 
  enlarge, shield]; 2nd—[flaming sphere, scorching ray 
  (2)]. 
   
  Possessions: Spellbook, dagger, 2 scrolls of resist 
  energy (fire), elixir of fire breath, cloak of protection 
  +1. 
  * See Appendix 2: New Rules Items 
  Spellbook: 0—[ALL except Enchantment & Illusion]; 
  1st—[animate rope, burning hands, comprehend 
  languages, enlarge person, magic missile, reduce 
  person, shield, shocking grasp, Tenser’s floating disk]; 
  2nd—[flaming sphere, scorching ray]. 
  Dina: CR 1; Female Half-Orc; Ftr1, HD 1d10+3; hp 13; 
  Init +2; Spd 20 ft.; AC 19 touch 12, flat-footed 17; Base 
  Atk +1; Grp +5; Full Atk or Atk +5 melee (1d10+4, 
  bastard sword); SQ resistance fire 10; AL CE; SV Fort 
  +5, Ref +2, Will +0; Str 18, Dex 14, Con 16, Int 6, Wis 
  10, Cha 6.  
   
  Skills and Feats: Swim -8; Combat Reflexes, Exotic 
  Weapon Proficiency (bastard sword). 
   
  Possessions: bastard sword, breastplate, Heavy 
  Wooden shield 
  APL 4 
  Encounter 4: Ruins  
   
   
   
  Ramish: CR 2; Male Human (Baklunish) Ftr2; 
  Medium Humanoid; HD 2d10+4; hp 20; Init +2; Spd 20 
  ft; AC 17, touch 12, flat-footed 15; Base Atk +2; Grp +6; 
  Full Atk +8 melee (1d6+4, masterwork scimitar); AL 
  CE; SV Fort +5, Ref +2, Will -1; Str 18, Dex 15(+2), Con 
  14, Int 8, Wis 8, Cha 8; 
   
  Skills and feats: Climb +5, Intimidate +4. Power 
  Attack, Cleave, Improved Sunder, Weapon Focus 
  (Scimitar) 
   
  Possessions: masterwork scimitar, hide armor, 
  heavy wooden shield  
  Graaak & Krel: CR 2; Male Half-orc Bbn2; Medium 
  Humanoid; HD 2d12+4; hp 23; Init +2; Spd 40 ft; AC 
  15, touch 12, flat-footed 15; Base Atk +2; Grp +7; Full 
  Atk or Atk +8 melee (2d4+7, masterwork falchion); AL 
  
  TUS5-02 Dancing out with the Starlit Mage 
   
  Page 15 
  CE; SA Rage; SQ Uncanny Dodge; SV Fort +5, Ref +2, 
  Will -1; Str 20, Dex 14, Con 14, Int 6, Wis 8, Cha 6; 
   
  Skills and feats: Climb +9, Intimidate +3. Power 
  Attack 
   
  Possessions: masterwork falchion, studded leather 
  Qir: CR 2; Female Half-elf Bbn1/Rog1; Medium 
  Humanoid; HD 1d6+1d12+2; hp 18; Init +4; Spd 40 ft; 
  AC 20, touch 14, flat-footed 16; Base Atk +1; Grp +3; 
  Full Atk or Atk +4 melee (1d6+2, masterwork scimitar); 
  AL CE; SA Rage, Sneak (+1D6); SV Fort +3, Ref +6, Will 
  +0; Str 14, Dex 18, Con 12, Int 8, Wis 10, Cha 8; 
   
  Skills and Feats: Climb +2, Hide +2, Intimidate +3, 
  Survival +4, Tumble +5. Combat Reflexes 
   
  Possessions: masterwork scimitar, chain shirt, 
  heavy wooden shield. 
  Encounter 6: The Observatory 
   
   
  Spartacian: CR 5; Male Half-Elf; Wiz5 (Evocation), 
  HD 5d4+5; hp 21; Init +3; Spd 30 ft.; AC 13 touch 13, 
  flat-footed 10; Base Atk +2; Grp +0; Full Atk or Atk +0 
  melee (1d4-2, dagger); SQ resistance fire 10; AL CE; SV 
  Fort +3, Ref +5, Will +7; Str 6, Dex 16, Con 12, Int 19, 
  Wis 14, Cha 8.  
   
  Skills and Feats: Concentration +9, Decipher 
  Script +12, Knowledge (arcana) +12, Knowledge 
  (religion) +12, Knowledge (The planes) +12, Spellcraft 
  +12; Energy Substitution*, Maximize Spell, Scribe 
  Scroll, Spell Focus (Evocation). 
   
  Spells Prepared (4/6/5/3; base DC = 15 + Spell 
  Level; DC = 16 + Spell Level for Evocation ): 0—[detect 
  magic, read magic, ray of fire (2)]; 1st—[burning hands 
  (2), enlarge, magic missile (2), shield]; 2nd—[darkness, 
  flaming sphere, scorching ray (3)]; 3rd—[dispel magic, 
  fire Bolt (2)]. 
   
  Possessions: Spellbook, dagger, 2 scrolls of resist 
  energy (fire), elixir of fire breath, cloak of protection 
  +1, elemental gem (fire). 
  * See Appendix 2: New Rules Items 
  Spellbook: 0—[ALL except Enchantment & Illusion]; 
  1st—[animate rope, burning hands, comprehend 
  languages, enlarge person, magic missile, reduce 
  person, shield, shocking grasp, Tenser’s floating disk]; 
  2nd—[darkness, flaming sphere, scorching ray, 
  spectral hand]; 3rd—[lightning bolt, dispel magic]. 
  Dina: CR 3; Female Half-Orc; Ftr3, HD 3d10+9; hp 31; 
  Init +2; Spd 20 ft.; AC 19, touch 12, flat-footed 17; Base 
  Atk +3; Grp +7; Full Atk or Atk +8 melee (1d10+4, 
  bastard sword); SQ resistance fire 10; AL CE; SV Fort 
  +6, Ref +3, Will +1; Str 18, Dex 14, Con 16, Int 6, Wis 
  10, Cha 6.  
   
  Skills and Feats: Swim -8; Combat Reflexes, Exotic 
  Weapon Proficiency (bastard sword), Power Attack, 
  Weapon Focus (bastard sword). 
   
  Possessions: 
  masterwork 
  bastard 
  sword, 
  Breastplate, Heavy Wooden shield 
  APL 6 
  Encounter 4: Ruins  
   
   
   
  Ramish: CR 4; Male Human (Baklunish) Ftr2/Rgr2; 
  Medium Humanoid; HD 2d8+2d10+8; hp 34; Init +2; 
  Spd 30 ft; AC 17, touch 12, flat-footed 15; Base Atk +4; 
  Grp +8; Full Atk +8 melee (1d6+4, masterwork 
  scimitar), +6 melee (1d6+2, short sword), +10 melee 
  (1d6+4, masterwork scimitar); Atk +10 melee (1d6+4, 
  masterwork scimitar); AL CE; SA Favored enemy 
  (human), Two-Weapon fighting style; SQ Track; SV 
  Fort +8, Ref +5, Will -1; Str 18, Dex 15(+2), Con 14, Int 
  8, Wis 8, Cha 8; 
   
  Skills and feats: Climb +8, Intimidate +4, Move 
  Silently +6, Survival +6. Power Attack, Cleave, 
  Improved 
  Sunder, 
  Two-Weapon Defense, Two-
  Weapons Fighting, Track, Weapon Focus (Scimitar) 
   
  Possessions: masterwork chain shirt, masterwork 
  scimitar, shortsword 
  Graaak & Krel: CR4; Male Half-orc; Bbn4; Medium 
  Humanoid; HD 4d12+8; hp 41; Init +2; Spd 40 ft; AC 
  15, touch 12, flat-footed 15; Base Atk +4; Grp +9; Full 
  Atk or Atk +10 melee (2d4+7, masterwork falchion); AL 
  CE; SA Rage; SQ Uncanny Dodge SV Fort +6, Ref +3, 
  Will +0; Str 21, Dex 14, Con 14, Int 6, Wis 8, Cha 6; 
   
  Skills and feats: Climb +10, Intimidate +3, Survival 
  +3. Power Attack, Cleave 
   
  Possessions: masterwork falchion, masterwork 
  studded leather 
  Qir: CR 4; Female Half-elf Bbn1/Rog3; Medium 
  Humanoid; HD 3d6+1d12+4; hp 28; Init +4; Spd 40 ft; 
  AC 20, touch 14, flat-footed 16; Base Atk +3; Grp +5; 
  Full Atk or Atk +6 Melee (1d6+2, masterwork scimitar); 
  AL CE; SA Rage, Sneak attack (+2d6); SQ Trapfinding, 
  Evasion; TSV Fort +4, Ref +7, Will +3; Str 15(+2), Dex 
  18, Con 12, Int 8, Wis 10, Cha 8; 
   
  Skills and feats: Climb +4, Escape Artist +9, Hide 
  +4, Intimidate +3, Move Silently +7, Survival +4, 
  Tumble +9. Combat Reflexes, Iron Will 
  
  TUS5-02 Dancing out with the Starlit Mage 
   
  Page 16 
   
  Possessions: masterwork scimitar, chain shirt, 
  masterwork heavy wooden shield. 
  Encounter 6: The observatory 
   
   
  Spartacian: CR 7; Male Half-Elf; Wiz7(Evocation), HD 
  7d4+14; hp 36; Init +3; Spd 30 ft.; AC 13, touch 13, flat-
  footed 10; Base Atk +3; Grp +1; Full Atk or Atk +1 
  melee (1d4-2, dagger); SQ resistance fire 10; AL CE; SV 
  Fort +3, Ref +5, Will +7; Str 6, Dex 16, Con 12, Int 23, 
  Wis 14, Cha 8.  
   
  Skills and Feats: Concentration +11, Decipher 
  Script +15, Knowledge (arcana) +16, Knowledge 
  (religion) +15, Knowledge (The planes) +15, Spellcraft 
  +15; Energy Substitution*, Improved Toughness*, 
  Maximize Spell, Scribe Scroll, Spell Focus (Evocation). 
   
  Spells Prepared (4/7/6/4/3; base DC = 15 + Spell 
  Level; DC =16 + Spell Level for Evocation); 0—[detect 
  magic, read magic, ray of fire (2)]; 1st—[burning hands 
  (2), enlarge, magic missile (3), shield]; 2nd—[darkness, 
  flaming sphere, scorching ray (4)]; 3rd—[dispel magic, 
  fly, Fire Bolt (2)]; 4th—[Otiluke’s resilient sphere, fire 
  storm (2)]. 
   
  Possessions: Spellbook, dagger, 2 scrolls of resist 
  energy (fire), elixir of fire breath, cloak of protection 
  +1, elemental gem (fire). 
  * See Appendix 2: New Rules Items 
  Spellbook: 0—[ALL except Enchantment & Illusion]; 
  1st—[animate rope, burning hands, comprehend 
  languages, enlarge person, magic missile, reduce 
  person, shield, shocking grasp, Tenser’s floating disk]; 
  2nd—[darkness, flaming sphere, scorching ray, 
  spectral hand]; 3rd—[dispel magic, fireball, fly, 
  lightning bolt]; 4th—[Otiluke’s resilient sphere, ice 
  storm]. 
  Dina: CR 5; Female Half-Orc; Ftr5, HD 5d10+15; hp 
  49; Init +2; Spd 20 ft.; AC 19 touch 13, flat-footed 17; 
  Base Atk +5; Grp +9; Full Atk or Atk +12 melee 
  (1d10+8, bastard sword); SQ resistance fire 10; AL CE; 
  SV Fort +7, Ref +3, Will +1; Str 19, Dex 14, Con 16, Int 
  6, Wis 10, Cha 6.  
   
  Skills and Feats: Swim -2; Combat Reflexes, Exotic 
  Weapon Proficiency (bastard sword), Power Attack, 
  Weapon Focus (bastard sword), Weapon Specialization 
  (bastard sword). 
   
  Possessions: 
  masterwork 
  bastard 
  sword, 
  Breastplate, Heavy Wooden shield 
  APL 8 
  Encounter 4: Ruins  
   
   
   
  Ramish: CR 6; Male Human (Baklunish) Ftr4/Rgr2; 
  Medium Humanoid; HD 2d8+4d10+12; hp 50; Init +2; 
  Spd 30 ft/x4; AC 16, touch 12, flat-footed 14; Base Atk 
  +6; Grp +10; Atk +12/+7 Melee (1d6+6, masterwork 
  scimitar); Full Atk +10/+5 melee (1d6+6, masterwork 
  scimitar), +9 melee (1d6+2, short sword), +12/+7 melee 
  (1d6+6, masterwork scimitar); AL CE; SA Favored 
  enemy (human), Two-Weapon fighting style; SQ Track 
  SV Fort +9, Ref +6, Will +0; Str 18, Dex 15(+2), Con 14, 
  Int 8, Wis 8, Cha 8; 
   
  Skills and feats: Climb +8, Intimidate +4, Jump +7, 
  Move Silently +6, Survival +6. Power Attack, Cleave, 
  Improved 
  Sunder, 
  Two-Weapon Defense, Two-
  Weapons Fighting, Track, Weapon Focus (Scimitar, 
  short sword), Weapon Specialization (Scimitar) 
   
  Possessions: masterwork chain shirt, masterwork 
  scimitar, shortsword 
  Graaak & Krel: CR 6; Male Half-orc Bbn6; Medium 
  Humanoid; HD 6d12+12; hp 59; Init +2; Spd 40 ft; AC 
  15, touch 12, flat-footed 15; Base Atk +6; Grp +11; Atk 
  +13 melee (2d4+7, masterwork falchion); Full Atk 
  +13/+8 melee (2d4+7, masterwork falchion); AL CE; SA 
  Rage; SQ Improved Uncanny Dodge, Uncanny Dodge; 
  SV Fort +7, Ref +4, Will +1; Str 21, Dex 14, Con 14, Int 
  6, Wis 8, Cha 6; 
   
  Skills and feats: Climb +10, Intimidate +3, Survival 
  +7. Power Attack, Cleave, Weapon Focus (Falchion) 
   
  Possessions: masterwork falchion, masterwork 
  studded leather 
  Qir: CR 6; Female Half-elf Bbn1/Rog5; Medium 
  Humanoid; HD 5d6+1d12+6; hp 38; Init +4; Spd 40 ft; 
  AC 20, touch 14, flat-footed 20; Base Atk +4; Grp +6; 
  Full Atk or Atk +7 Melee (1d6+2, masterwork scimitar); 
  AL CE; SA Rage, Sneak attack (+2d6); SQ Trapfinding, 
  Evasion, Uncanny Dodge; SV Fort +4, Ref +10, Will +3; 
  Str 15(+2), Dex 18, Con 12, Int 8, Wis 10, Cha 8; 
   
  Skills and feats: Climb +4, Escape Artist +11, Hide 
  +9, Intimidate +3, Jump +11, Move Silently +7, Survival 
  +4, Tumble +13. Combat Reflexes, Iron Will, Lightning 
  Reflexes 
   
  Possessions: masterwork scimitar, chain shirt, 
  masterwork heavy wooden shield. 
  
  TUS5-02 Dancing out with the Starlit Mage 
   
  Page 17 
  Encounter 6: The observatory 
   
   
  Spartacian: CR 9; Male Half-Elf; Wiz9(Evocation), HD 
  9d4+18; hp 45; Init +3; Spd 30 ft.; AC 14, touch 14, flat-
  footed 11; Base Atk +4; Grp +2; Atk +2 melee (1d4-2, 
  dagger); SQ resistance fire 10; AL CE; SV Fort +4, Ref 
  +6, Will +8; Str 6, Dex 16, Con 12, Int 22, Wis 14, Cha 8.  
   
  Skills and Feats: Concentration +13, Decipher 
  Script +17, Knowledge (arcana) +17, Knowledge 
  (religion) +17, Knowledge (The planes) +17, Spellcraft 
  +17; Energy Substitution*, Greater Spell Focus 
  (Evocation), Improved Toughness*, Maximize Spell, 
  Scribe Scroll, Spell Focus (Evocation). 
   
  Spells Prepared (4/7/7/6/4/3; base DC = 16 + Spell 
  Level; DC = 18 + Spell Level for Evocation); 0—[detect 
  magic, read magic, ray of fire (2)]; 1st—[burning 
  hands(2), enlarge, magic missile (3), shield]; 2nd—
  [darkness, flaming sphere, scorching ray (5)]; 3rd—
  [dispel magic (2), fly, fire bolt (3)]; 4th—[Otiluke’s 
  resilient sphere, fire storm, shout, wall of fire]; 5th—
  [Bigby’s interposing hand, cone of flame (2)]. 
   
   
  Possessions: Spellbook, Headband of intellect +2, 
  dagger, 2 scrolls of resist energy (fire), elixir of fire 
  breath, cloak of protection +1, elemental gem (fire). 
  * See Appendix 2: New Rules Items 
  Spellbook: 0—[ALL except Enchantment & Illusion]; 
  1st—[animate rope, burning hands, comprehend 
  languages, enlarge person, magic missile, reduce 
  person, shield, shocking grasp, Tenser’s floating disk]; 
  2nd—[darkness, flaming sphere, scorching ray, 
  spectral hand]; 3rd—[dispel magic, fireball, fly, 
  lightning bolt]; 4th—[ice storm, Otiluke’s resilient 
  sphere, shout, wall of fire]; 5th—[Bigby’s interposing 
  hand, cone of cold]. 
  Dina: CR 7; Female Half-Orc; Ftr7, HD 7d10+21; hp 
  67; Init +2; Spd 20 ft.; AC 20, touch 15, flat-footed 18; 
  Base Atk +7; Grp +11; Atk +14 melee (1d10+8+1d6(fire), 
  +1 flaming bastard sword); Full Atk +14/+9 melee 
  (1d10+8+1d6(fire), +1 flaming bastard sword); SQ 
  resistance fire 10; AL CE; SV Fort +8, Ref +4, Will +2; 
  Str 19, Dex 14, Con 16, Int 6, Wis 10, Cha 6.  
   
  Skills and Feats: Swim -2; Cleave, Combat 
  Reflexes, Exotic Weapon Proficiency (bastard sword), 
  Improved Sunder, Power Attack, Weapon Focus 
  (bastard sword), Weapon Specialization (bastard 
  sword). 
   
  Possessions: +1 flaming bastard sword, +1 
  breastplate, heavy wooden shield. 
   
  
  TUS5-02 Dancing out with the Starlit Mage 
   
  Page 18 
   
  Appendix Two: New Rules Items 
  Energy Substitution [Metamagic] as presented in 
  Complete Arcane 
  You can modify an energy-based spell to use another 
  type of energy instead. 
  Prerequisite: Knowledge (Arcana) 5 ranks, any 
  metamagic feat. 
  Benefit: Choose one type of energy (acid, cold, 
  electricity or fire). You can then modify any spell with 
  an energy descriptor to use the chosen type of energy 
  instead. An energy substituted spell uses a spell slot of 
  the spell’s normal level. The spell’s descriptor changes 
  to the new energy type – for example a fireball 
  composed of cold energy is an evocation [cold] spell. 
  Special: You can get this feat multiple times, choosing 
  a different type of energy each time. 
  Last Breath [Spell] as presented in Complete Divine 
  Necromancy 
  Level: Druid 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Dead creature touched 
  Duration: Instantaneous 
  Saving Throw: None; see text 
  Spell Resistance: Yes (harmless) 
   
  With this spell, you can return a dead creature to 0 hit 
  points, provided it died within the last round. You take 
  1d4 points of damage per HD of the creature affected, 
  and your spell resistance cannot overcome this 
  damage. 
  The subject’s soul must be free and willing to return 
  (see PHB). If the subject is not willing to return, the 
  spell does not work; therefore, a subject who wants to 
  return receives no saving throw. 
  Last Breath cures enough damage to bring the subject’s 
  current hp to 0. Any ability scores damaged to 0 or 
  below are raised to 1. Normal poison and normal 
  disease are cured but magical diseases and curses are 
  not undone. The spell closes mortal wounds and 
  repairs lethal damage of most kinds but missing body 
  parts are still missing when the creature returns to life. 
  None of the dead creature’s equipment or possessions 
  are affected in any way by this spell. 
  Coming back from the dead is an ordeal. The subject 
  loses one level when it returns to life, just as if it had 
  lost a level to an energy-draining creature. This level 
  cannot be repaired by any spell. A subject who was 
  previously 1
  st level loses 1 point of Con instead. A 
  character that had spells prepared has a 50% chance of 
  losing any given spell upon being raised, in addition to 
  losing spell slots for losing a level. A spellcasting 
  creature that doesn’t prepare spells (such as a sorcerer) 
  has a 50% chance of losing any given unused spell slot 
  as if it had been used to cast a spell, in addition to 
  losing spell slots for losing a level.  
  Last Breath has no effect on a creature that has been 
  dead for more than 1 round. A creature that died from 
  a death effect can’t be raised by this spell, nor can 
  constructs, elementals, outsiders and undead creatures. 
  Last Breath cannot bring back a creature that has died 
  of old age. 
  Improved Toughness [General] as presented in 
  Complete Warrior 
  You are significantly tougher than normal. 
   
  Prerequisites: 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. 
  
  TUS5-02 Dancing out with the Starlit Mage 
   
  Page 19 
   
  Appendix Three: DM’s Map of the Observatory 
  
  TUS5-02 Dancing out with the Starlit Mage 
   
  Page 20 
   
  Appendix Four – Laws (For the south of Tusmit) 
  Please note that the laws outlined here do not 
  comprise of the entire list of laws in Tusmit. For a 
  more complete list consult the Tusmit Gazetteer. 
  For any crime not listed please contact the triad at 
  tusmittriad@yahoogroups.com. 
  Also note that the World Burners are NOT 
  considered people for the purpose of this 
  adventure. They are at war with Tusmit and no 
  one in their right mind would blink at their death. 
  Note that the College will not press charges 
  against the heroes for vandalism unless, they use 
  destructive 
  spells 
  without 
  regard 
  for 
  the 
  observatory. DM should use common sense. 
  Assault. (Major) 
  Threat or use of lethal force that results in major 
  bodily harm reducing the victim’s hit points to 
  between 0 and -9. 
  Sentence: Confiscation of weapon used and 
  imprisonment of up to four time units. 
  Assault (Minor) 
  Threat or use of lethal force that results in major 
  bodily harm without reducing the victim’s hit 
  points past 0 
  Sentence: Confiscation of weapon used and 
  imprisonment of two time units. 
  Assault (Negligible) 
  Threat or use of non lethal force against a victim. 
  Sentence: overlooked (left off with warnings). 
  Blackmail 
  Obtaining currency, services, or information, by 
  illegal means such as by force or coercion. 
  Sentences: Government official, noble, military, or 
  church official: Imprisonment of two time units 
  and loss of fifty percent of property  
  Other: Fine of one and a half times the blackmail 
  price 
  Vandalism 
  Wilful destruction or defacement of any structure, 
  object, thing, or place. 
  Sentence: 1d10 lashes per one hundred fountains 
  and a fine equalling three times the cost of 
  reparation. 
  Illegal use of magic 
  Any target or area effect spell that requires a save, 
  causes any change in state, causes damage, or 
  produces an otherwise unwanted effect by the 
  victim. 
  Sentence: Fine of fifty fountains per spell level 
  and 1d10 lashes per spell level. 
  Manslaughter 
  Use of lethal force that unintentionally results in 
  major bodily harm reducing the victim to below -9 
  hit points. 
  Sentence: Sent to the mines for up to five years, 
  plus loss of all property to be given to the family of 
  the victim. 
  Murder 
  Use of lethal force that intentionally results in 
  major bodily harm reducing the victim to below -9 
  hit points. 
  Sentence: Mass murder: torture in public and 
  death. 
  Other: Death. 
  Theft 
  Possession, sale, or acquisition of an object 
  without permission. 
  Sentence: Imprisonment for one time unit and 
  2d10 lashes per one hundred fountains worth of 
  goods, services, or information. As well a fine up 
  to equalling up to five times the worth of the 
  goods, services or information. 500 fountains 
  worth or more. 
  Theft (Horse) 
  Possession, sale, or acquisition of a horse without 
  permission. 
  Sentence: Sent to the mines for 5 years, 2d10 
  lashes, the fine (as above) and severance of the 
  main hand in public. 
  Horses 
  A horse qualifies as a person for the charges 
  wherever it might be applicable (murder, assault). 
  
  TUS5-02 Dancing out with the Starlit Mage 
   
  Page 21 
   
  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. 
  
  TUS5-02 Dancing out with the Starlit Mage 
   
  Page 22 
   
  Appendix Five: Textes Français 
  Introduction 
  Un vent frais de printemps fouette le marché 
  de Sefmur. Avançant parmi les étales, vous 
  parvenez à peine à empêcher le vent de vous 
  geler jusqu’aux os. La plupart des marchands 
  ont fermé pour la journée, pour empêcher leurs 
  marchandises de s’envoler dans la forte brise. 
  Même si l’endroit est déserté pour un endroit 
  comme le marché de Sefmur, il y a toujours 
  une activité plus grande que dans plusieurs 
  villes similaires de la Flanaess. Les gens ont la 
  mémoire courte et le chaud hiver est déjà 
  oublié. 
  Un large demi-elfe nomade portant des peaux 
  d’ours avec une flamberge (greatsword) sur le 
  dos, parle à un nain portant une armure lourde. 
  « Euj’te dis, nain, je su toute kessé que cé 
  mawjes on besoin. Je su fort ! Pas besoin de toé 
  ti-boutte, dit Habal tapant sa poitrine avec son 
  poing. » 
  « Et j’arrête pas de te le dire, tête de linotte, eux 
  ne paient pas bien. Et que veux-tu avoir à faire à 
  des mages. Je te dis, nous ont cherche du 
  combat, grogne le nain à son partenaire. » 
  Le duo s’éloigne, vous permettant de voir 
  l’ensemble du panneau. Peu de choses… Un 
  seul message placé au center et écris d’une 
  main sure et habituée à l’écriture.  
  « Attention aventuriers! 
  Cherche aventuriers courageux. Rendez-vous 
  au Collège des Arts après le coucher du soleil. 
  Karam Fateil,  
  Warlock du Collège des Arts” 
  Accepted 
  On vous escorte jusque dans une pièce sombre 
  où un tribunal de mages siège sur de larges 
  fauteuils. Leurs visages cachés dans les ombres. 
  Celui qui vous fait face se lève et retire sa 
  capuche, c’est Fateil, l’homme qui vous a 
  interviewé plus tôt. 
  « Au nom du Collège des Arts, nous vous 
  remercions pour avoir accepté de nos aidé. Le 
  Collège a souffert une séries de… malchances 
  dernièrement et nous pouvons peut-être avoir 
  peur de simples ombres, mais toujours est-il 
  que nous préférons être prudent. »  
  « L’été dernier, durant la bataille de Vilayad, 
  Kasim bin-Jarad a été brutalement assassiné en 
  tentant de sauver plusieurs de nos livres les 
  plus 
  valables. 
  Et 
  les 
  choses 
  n’ont 
  fait 
  qu’empirer depuis ce moment. » 
  « Maintenant notre maître astrologue est 
  maintenant manquant… enfin… nous ne 
  sommes pas certain… Vous voyez l’Archimage 
  Awad Al-Argeus est celui qui opère et 
  administre l’observatoire du Collège haut dans 
  les collines Tusmanes. L’Archimage ne nous a 
  donné aucune nouvelle depuis trois jours. Il est 
  le chef astrologue depuis près de vingt ans, 
  enfin, 
  depuis 
  que 
  l’observatoire 
  a 
  été 
  construite. Plusieurs parmis nous y avons été 
  une fois ou deux. »  
  « Pour empirer les choses, nous avons essayé de 
  nous téléporter jusqu’à l’observatoire et avons 
  échoué à chaque fois. La même chose se 
  produit avec les sortilèges de clairvoyance. 
  Cependant nos divinations nous permettent de 
  croire qu’Awad Al-Argeus est toujours vivant. » 
  « Voila où vous entrez en scène… Nous 
  voulons 
  que 
  vous 
  vous 
  rendiez 
  jusqu’à 
  l’observatoire vous assurer qu’il ne soit rien 
  arrivé à l’Archimage. » 
  « Avez-vous des questions? » 
  Encounter Three: Wounded 
  Tree 
  Vous dirigeant vers le nord-est en quittant 
  Sefmur, 
  vous 
  longez 
  la 
  rivière 
  Sefmur, 
  frontière entre Suvii et Keruz. La fraîcheur des 
  derniers jours a fait place à une journée fraîche 
  mais plaisante.  
  Deux jours hors de la capitale, vous pénétrez 
  dans une clairière sur une légère butte. Comme 
  une main faite de pierres, cinq menhirs percent 
  la Taerre. La pierre au nord est beaucoup haute 
  que les autres. 
  Pourtant ce n’est pas ce qui attire votre regard. 
  Au center du cercle, un gigantesque saule, dont 
  les branches supérieures tombent tristement, 
  
  TUS5-02 Dancing out with the Starlit Mage 
   
  Page 23 
   
  alors que les branches inférieures semblent 
  avoir été coupées. Le tronc lui-même a été 
  entaillé à plusieurs endroits par des haches. 
  Malgré ses sévères blessures, l’arbre tient 
  toujours. 
  Des restes d’un feu de camp repose sous l’arbre 
  qui fut majestueux. 
  Encounter Four: Ruins 
  Devant vous de dresse une tour carrée de pierre 
  rouge. Trois étages de haut, le toit est percé 
  d’un immense cylindre. Un drapeau use 
  portant les couleurs de Tusmit pend mollement 
  d’un mat au-dessus de la bâtisse. 
  Autour de l’observatoire, quelques ruines à 
  peine debout couvrent le reste de la colline. 
  Abandonné depuis longtemps, la nature a déjà 
  réclamé la plupart des structures. 
  Conclusion 
  Le retour à Sefmur se déroule sans encombre. 
  Fateil prend la note et la lit avidement. Il 
  tourne d’abord très pâle envahi par la peur, puis 
  se murmure à lui-même « Par les Quatre Pieds 
  du Dragon… J’avais raison.» Levant les yeux 
  vers vous, Fateil réfléchi pour un instant, ses 
  yeux remplis de terreur…  
  « L’été va amener encore plus de guerre et de 
  feu sur nous terres bien-aimées. Seulement 
  cette fois, Tusmit devra affronter ses problèmes 
  seule, puisse le Grand Clerc veiller sur nous 
  tous. » 
  The End 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/TUS (Tusmit)/TUS5-02 Dancing Out with the Starlit Mage (3E).pdf