TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS &
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any
  form without permission of the author.  To learn more about the Open Gaming License and the d20
  system license, please visit www.wizards.com/d20
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED.
  This scenario is intended for tournament use only and may not be reproduced without approval of the
  RPGA Network.
  TUSI5-02
  Rebellion Outbreak
  A One-Round D&D LIVING GREYHAWK®
  Tusmit Introductory Regional Adventure
  by Francis Carrier
  Edited by JP Chapleau
  Loyalists and Rebels are in need of heroes to help them in their cause. The fever of rebellion runs wild in
  Elisam. Can a group of aspiring heroes stop an outbreak? An introductory adventure for first level
  characters only.
  
  TUSI5-02 Rebellion Outbreak
  Page 2
  Introduction
  This is an RPGA® Network scenario for the
  Dungeons & Dragons® game. A four-hour time
  block has been allocated for each round of this
  scenario, but the actual playing time will be closer
  to three and a half hours. The rest of the time is
  spent in preparation before game play, and scoring
  after the game. The following guidelines are here to
  help you with both the preparation and voting
  segment of the game. Read this page carefully so
  that you know and can communicate to your
  players the special aspects of playing an RPGA
  scenario.
  Preparation                                              
  First you should print this scenario. This scenario
  was created to support double-sided printing, but
  printing it single sided will work as well. There is
  enough room along the inside margin to bind the
  adventure, if you desire.
  Read this entire adventure at least once before you
  run your game. Be sure to familiarize yourself with
  any special rules, spells, or equipment presented in
  the adventure. It may help to highlight particularly
  important passages.
  When you run an RPGA D&D adventure we
  assume that you have access to the following
  books: the Player’s Handbook, the Dungeon
  Master’s Guide, and the Monster Manual. We also
  assume that you have a set of dice (at least one d4,
  d6, d8, d10, d12, and d20), some scrap paper, a
  pencil, an RPGA scoring packet, and your sense of
  fun. It is also a good idea to have a way to track
  movement during combat. This can be as simple as
  a pad of graph paper and a pencil, as handy as a
  vinyl grid map and chits, or as elaborate as resin
  dungeon walls and miniatures.
  Instruct the players either to prepare their
  characters now, or wait until you read the
  introduction, depending on the requirements of the
  scenario as described in the introduction.
  Keep in mind that you must have at least four
  players (not counting the DM), for the game session
  to be a sanctioned RPGA event. As well, you
  cannot have more than six players participating in
  the game.
  Once you are ready to play, it is handy to instruct
  each player to place a nametag in front of him or
  her. The tag should have the player’s name at the
  bottom, and the character’s name, race, and
  gender at the top. This makes it easier for the
  players (and the DM) to keep track of who is playing
  which character.
  The players are free to use the game rules to learn
  about equipment and weapons their characters are
  carrying. That said, you as the DM can bar the use
  of even core rulebooks during certain times of play.
  For example, the players are not free to consult the
  Dungeon Master’s Guide when confronted with a
  trap or hazard, or the Monster Manual when
  confronted with a monster.
  Some of the text in this scenario is written so that
  you may present it as written to the players, while
  other text is for your eyes only. Text for the players
  will be in gray boxes. It’s strongly recommended
  that you paraphrase the player text instead of
  reading it aloud. Some of this text is general and
  must be adapted to the specific situation or to
  actions of the player characters.
  Reporting                                                 
  After the players have completed the scenario or
  the time allotted to run the scenario has run out,
  the players and DM fill out a reporting form.  After
  the form is filled out it should be given to the
  senior DM.
  Living Greyhawk                                     
  This is a LIVING GREYHAWK Adventure.  As a
  LIVING adventure it is expected that players bring
  their own characters with them.  If players do not
  have a LIVING GREYHAWK character generated,
  get a copy of the current LIVING GREYHAWK
  character generation guidelines, and a character
  sheet from your convention coordinator or the
  RPGA Web site, ant then have any players without
  a character create on.  Once all players have a
  LIVING GREYHAWK character, play can begin.
  Along with the other materials that you are
  assumed to have in order to run a D&D game, it is
  also recommended that you have a copy of the
  LIVING GREYHAWK Gazetteer.
  Living Greyhawk Levels of Play            
  Because players bring their own characters to
  LIVING GREYHAWK games, this adventure’s
  challenges are proportioned to the average
  
  TUSI5-02 Rebellion Outbreak
  Page 3
  # of Animals
  Mundane
  Animals Effect
  on APL
  1
  2
  3
  4
  1/4 & 1/6
  0
  0
  0
  1
  1/3 & 1/2
  0
  0
  1
  1
  1
  1
  1
  2
  3
  2
  2
  3
  4
  5
  3
  3
  4
  5
  6
  4
  4
  6
  7
  8
  5
  5
  7
  8
  9
  6
  6
  8
  9
  10
  CR of Animal
  character level of the PCs participating in the
  adventure. To determine the Average Party Level
  (APL):
  1. Determine the character level for each of the
  PCs participating in the adventure.
  2. If PCs bring animals that have been trained for
  combat (most likely being war horses, dogs
  trained for war), other than those brought by
  virtue 
  of 
  a 
  class 
  ability 
  (i.e. 
  animal
  companions, familiars paladin’s mounts, etc)
  use the sidebar chart to determine the number
  of levels you add to the sum above. Add each
  character’s animals separately. A single PC
  may only bring four or fewer animals of this
  type, and animals with different CRs are
  added separately.
  3. Sum the results of 1 and 2, and divide by the
  number of characters playing in the adventure.
  Round to the nearest whole number.
  4. If you are running a table of six PCs, add one
  to that average.
  By following these four steps, you will have
  determined the APL. Throughout this adventure,
  APLs categorize the level of challenge the PCs will
  face. 
  APLS 
  are 
  given 
  in 
  even-numbered
  increments. If the APL of your group falls on an
  odd number, ask them before the adventure
  begins whether they would like to play a harder or
  easier adventure. Based on their choice, use
  either the higher or the lower adjacent APL.
  APL also affects the amount of experience you
  may gain at the end of the adventure. If your
  character is three character levels or more either
  higher or lower than the APL this adventure is
  being played at, that character will receive only
  half of the experience points awarded for the
  adventure. This simulates the face that either your
  character was not as challenged as normal, or
  relied on help by higher-level characters to reach
  the objectives.
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are
  designed for APL 2 and higher. Four or sometimes
  even five 1st-level characters may find difficulty
  with the challenges in a LIVING GREYHAWK
  adventure. If your group is APL 1 there are three
  things that you can do to help even the score.
  1. Attempt to create a table of six 1st-level
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level
  characters
  to 
  play 
  at
  that table.
  2. Advise
  characters
  to buy riding
  dogs to help
  protect
  them, 
  and
  fight 
  for
  them. 
  All
  riding dogs
  are
  considered
  trained 
  to
  attack. PCs
  who 
  want
  their dogs to
  attack must
  succeed at a
  Handle Animal or Charisma check (DC 10).
  Failure indicates that the animal will not attack
  that round. This is a free action (spoken
  command) that may be attempted each round.
  If an animal loses half or more hp in a single
  round it flees, unless another check is
  successful.
  Time Units and Upkeep                          
  This is a standard [number]-round Regional
  adventure, set in [region].  Characters native to
  [region] pay one Time Unit per round, all others
  pay two Time Units per round.  Adventurer’s
  Standard Upkeep costs 12gp per Time Unit.  Rich
  Upkeep costs 50gp per Time Unit.  Luxury Upkeep
  costs 100gp per Time Unit.
  Adventure Background
  A worshipper of Nerull calling herself “the Eternal
  Bride” has created, using the vilest ingredients a
  powder that gives those who ingest it a serious,
  horrible disease. The disease called nightmare
  pox by its creator ravages the victim’s common
  sense and force of personality. (Refer to Appendix
  Two: New Rules)
  A few months ago, a traveling bard of Nerull
  named Mamoon came to the small fishing village
  of Zakhos, in the Sheikdom of Elisam. Zakhos is a
  village on the Blashikmund River in northwest of
  
  TUSI5-02 Rebellion Outbreak
  Page 4
  Elisam, about two days’ ride south of Khandahur
  in Eysami.
  Mamoon was given the special powder to test on
  this remote village. He befriended the village
  constable. Mamoon contaminated the well. The
  well being used by all, everyone became sick.
  Fayiz al-Gesthai, the cleric of Geshtai from this
  little hamlet, tried his best to cure the disease and
  failed. Actually he succeeded a number of times,
  but because the villagers kept drinking water from
  the well, they caught the disease right back. He
  advised the constable to put the village in
  quarantine.
  Fayiz sent a letter a week ago to a fellow cleric of
  Gesthai in Khadahur in Eysami. In his letter, he
  asked for supplies and medicinal herbs. He also
  described the symptoms of the plague and his
  (few) findings about it.
  After his letter sent by water courier (Fayiz used a
  lesser planar ally water elemental to deliver the
  message). Fayiz continued his research. He found
  out the well was contaminated and about the
  poison. But before he was able to share his
  findings with anyone, Mamoon murdered him. The
  murder takes place the night before the heroes
  meet the priest of Geshtai in Khandahur.
  Mamoon, using illusion magic to make himself
  pass off as Fayiz and asked the constable to tell
  the villagers that he was looking for a cure and
  should not be disturbed, under any circumstance.
  When Fayiz’s letter arrived at the temple of
  Geshtai in Khadahur, the priests contacted the
  local authorities. Having orders from the Pasha not
  to intervene in Elisam, the authorities said that
  they could not intervene in Elisam, because of the
  “political implications that it would bring up”. They
  forbid the church of Geshtai to intervene directly.
  However, the head of the church in Eysami does
  not want an outbreak of this disease. The high
  priest decides to send a group of adventurers to
  carry the supplies to Zakhos and assist Fayiz in
  investigating the source of the disease and
  prevent an outbreak.
  The Sheikdom of Elisam
  Government officials in Sefmur would like nothing
  more than to show Elisam as being the target of
  bandits and a lawless place but that is far from the
  truth. The military officials there are rebelling to
  protest against the fact that the Pasha has not
  paid them, many of them since leaving to fight
  against the Ketites in Vilayad.
  Elisam was always heavily militaristic and the
  rebellion here means that the largest number of
  Tusman troops now oppose the Pasha.
  Because of its location near Ekbir and Zeif, Elisam
  has a high strategic value in the defense of
  Tusmit. The Sefmur government is in a tight spot.
  While they want to crush the rebellion, the Guard
  (main regular army) is viewed with suspicion and
  not to be counted upon to bring down the rebellion
  in Elisam. So until something breaks the status
  quo, the government is forced to tolerate the
  rebellion.
  The sheikdom is surprisingly calm and peaceful.
  The church authorities do not interfere with the
  military, so in a way they agree with the military,
  manifesting their support by not opposing them.
  The nobles have also fallen behind the army, most
  of them out of greed or fear.
  Elisam is a sheikdom in full rebellion. However
  rebellion has many causes, many reasons and
  many goals, even in Elisam.
  Tusmit Loyalists
  Throughout the adventure, the following groups or
  people should be considered loyal to Muammar
  Quaran.
  • 
  Authorities of the Sheikdom of Eysami
  Tusmit Rebels
  Throughout the adventure, the following groups or
  people should be considered rebels supporters.
  • 
  The Tusman Guards of Elisam
  • 
  Umar Min-Gallam al-Naqeeb
  Indifferent
  Throughout the adventure, the following people
  should be considered neutral.
  • 
  Husam al-Geshtai
  
  TUSI5-02 Rebellion Outbreak
  Page 5
  • 
  The villagers of Zakhos and constable Kamal
  min-Zakhos.
  • 
  Mamoon, the Evil Bard/Cleric
  • 
  Everyone else
  Adventure Summary
  Introduction: The heroes hear that an halfling is
  looking to hire adventurers. The heroes meet this
  halfling and he reveals himself to be a cleric of
  Geshtai. He explains about the plague and hires
  them to transport supplies and medicines to this
  village and assist the local cleric of Gesthai to
  prevent an outbreak of the disease.
  Encounter One: Information The heroes can
  look for information before heading out.
  Encounter Two: Rebel Patrol The heroes
  encounter a patrol of Tusman Guards while
  traveling to Zakhos. The heroes must deal with
  this rebel patrol by convincing them or defeating
  them.
  Encounter Three: Trial of beliefs The heroes
  have been brought to Gallam to meet Umar min-
  Gallam al-Naqeeb. They must make a life-
  changing decision.
  Encounter Four: The plagued village The
  heroes arrive at the fishing village of Zakhos.
  Mamoon, disguised as the constable, meets them.
  He gives them direction to Fayiz’s house.
  Encounter Five: Fayiz’s house The heroes
  search Fayiz’s house for clues.
  Encounter Six: The angry mob When the heroes
  exit Fayiz’s house, they are received by a mob of
  villagers. The constable accuses the heroes of
  killing Fayiz. He also accuses them of being
  responsible for the plague. The heroes must deal
  with this angry mob.
  Encounter Seven: Evil revealed The heroes fight
  the constable and Mamoon. On Mamoon, they can
  find some evidence of what is going on.
  Encounter Eight: More rebels A patrol of
  Tusman Guards arrives in Zakhos. There they
  inquire about what happened in the village and the
  heroes’ 
  actions. 
  The 
  heroes 
  must 
  explain
  themselves (again).
  Conclusion: The heroes succeed or fail to help
  the people of Zakhos.
  Introduction
  You have been traveling in the Sheikdom of
  Eysami for the last few days. You now know
  why it is called the “Sheikdom of Horses”, as
  you have contemplated some of the most
  splendid breeds in all of Tusmit.
  But adventure is the reason that brought you
  here. There is a rebellious sheikdom in the
  south and those loyal to the Pasha as well as
  the rebels are in need of heroes to help them in
  their cause. Those intriguing times make the
  opportunities for adventures.
  You heard about a halfling, looking for
  adventurers. The innkeeper showed you to a
  private room in the back. Opening the door,
  you find a halfling dressed in blue clothes and
  wearing a wide-brim hat. He is sitting there
  with other young adventurers, like yourself
  who have come to him for employment.
  Ask the heroes to introduce their character to each
  other as well as to the halfling employer. When it
  is done continue to Encounter 1, as Welby begins
  to talk.
  “I thank you for coming. My real name is
  Husam al-Geshtai, the High Priest of the
  Church of the Daughter of the Oasis in
  Eysami”, the halfling says as he take off his
  hat and changes into a middle aged Baklunish
  man dressed in blue priestly robes.
  A Knowledge (religion or local/VTF) check [DC15]
  recognizes the High priest. A Knowledge (religion)
  check [DC15] with a +5 national bonus for Tusman
  heroes to identify the holy symbol of Geshtai,
  goddess of lakes, rivers, wells and streams.
  “I am in need of men and women of faith and
  compassion to transport supplies and herbs to
  a fellow cleric of the Daughter of the Oasis
  residing in Zakhos, a fishing village in the
  Sheikdom of Elisam. A few days ago, our
  church received a letter from Fayiz al-Geshtai.
  He asked us to send him herbs and assistance
  to counter the outbreak of a strange disease
  that has plagued his home village of Zakhos.
  When I told the Sheik about this possible
  outbreak in Elisam, he forbade my church to
  intervene. “Political implications it would bring
  up”, he said.
  
  TUSI5-02 Rebellion Outbreak
  Page 6
  “By the Daughter of the Oasis, I will not let
  innocents die because of a political conflict
  they can’t resolve by themselves. However, I
  do not want to incur the wrath of the Sheik on
  my Church, so I need you to secretly send the
  supplies and herbs to Zakhos and assist Fayiz.
  Would you be willing to do it? Would you be
  willing to take the medical supplies needed to
  end this plague?”
  If the heroes refuse, their adventure is over, they
  can spend their spent TUs sweeping floors and
  planting seeds.
  Asking for payment: I said earlier that I was in
  search of men and women of beliefs and
  compassion, but if you do it and succeed, my
  Church and I will be much grateful for your help.
  Asking about the transmitting of the disease:
  The medicines that you carry to Zakhos hold the
  power to cure diseases. Fayiz said in his letter that
  the disease does not appear to be contracted by
  touch.
  Asking about the disease: The disease is visible
  on the persons who are infected, it looks like Pox
  and the veins are clearly visible through the skin.
  Those infected seem to loose their grip on reality
  and become delirious.
  When the heroes agree, he gives them a chest
  they must bring to Zakhos (and directions to the
  village) and a sealed letter addressed to Fayiz al-
  Geshtai.
  The supplies and herbs are all in a locked chest.
  He gives the chest with the key. He tells the
  heroes the contents are fragile. The chest weights
  in all 66 pounds and has a lock on it (Average
  Quality DC 25 on Open Lock). Inside the chest are
  an Alchemist’s Lab, a Healer’s kit and a Potion of
  remove disease.
  If the heroes later break the seal to the letter, give
  them
  
  TUSI5-02 Rebellion Outbreak
  Page 7
  Player Handout #1: Husam al-Gesthai’s Letter.
  Before leaving Khandahur the heroes can buy
  some equipment here. Because of the situation in
  Elisam, quantity and quality of supplies there are
  unreliable at best.
  If the heroes try to attack or capture Husam, he
  flees. If they try to tell the authorities of Eysami
  (the Sheik) about what they have been told by
  Husam. He denies it and the adventure is over.
  However, the heroes receive the “Curse of
  Geshtai” on their ARs. Also, the heroes might
  have some explaining to do to the authorities for
  assaulting a cleric (see Appendix Three: The law
  in Southern Tusmit).
  Husam al-Geshtai: male Baklunish, Cleric 6. See
  Appendix One for the stats.
  Go to Encounter 2 if the heroes proceed directly to
  Elisam with the blessing for the church of Geshtai.
  Go to Encounter 1 if the heroes wish to Gather
  Information in Khandahur before leaving.
  Encounter One: Information
  Word on the street
  The heroes go around asking questions, use the
  following table for their Gather Information checks.
  DC5 The Sheikdom of Elisam is to the South of
  Khandahur.
  DC10 Elisam was always heavily militaristic and
  the rebellion here means that the largest number
  of Tusman troops now opposed to the Pasha.
  DC12 
  The 
  authorities 
  view 
  the 
  Mouqollad
  Consortium as bordering on treasonous because
  they still deal with the rebel sheikdom.
  DC13 The rebels use a white armband to
  recognize themselves and they use a white field
  for the Tusmit flag instead of the usual red.
  DC15 Zakhos is a village on the Blashikmund
  River in northwest of Elisam, about two days’ ride
  south of Khandahur in Eysami.
  DC17 The Udgru elves are also in open revolt
  against the Pasha and his government. They are
  expected to launch an attack on Blashikdur any
  day.
  DC20 Rebellious activity is on the rise across
  Tusmit. Many bandits are now calling themselves
  “rebels”. Some local nobles have even begun to
  openly question the Pasha and his wisdom. No
  one has been arrested yet.
  DC25 Many people think the Pasha is scared of
  the rebels. However there is no clear leader of the
  rebels.
  The authorities
  Visiting the authorities (the local military or any
  local government) confirms that the Pasha’s
  orders.
  Heroes who make a Diplomacy or Bluff or Sense
  Motive check (player’ choice) [DC15] can guess
  the person they are talking to has some measure
  of sympathy for the rebels and their cause.
  Obviously, the person does not confirm this.
  The Mouqollad Consortium
  The Consortium is not in league with the rebels. Its
  goal is to make money and to move merchandise
  around. The Consortium does travel in and out of
  Elisam, buying and selling goods there. The
  Consortium insists that it is breaking no laws (that
  is true, no official order has been given to prevent
  commerce with Elisam).
  The Tears or the Brotherhood
  These two organizations have much to say to
  members of the organization, and little to say to
  non-members.
  To members they can say that the army there is
  seriously cracking down on crime and that many of
  their operatives have been arrested and have
  already been judged.
  Encounter Two: Rebel Patrol
  You have traveled from Khandahur into
  Elisam. You are now passing the border of the
  Sheikdom in rebellion in hopes that you will
  arrive safely and quickly with your cargo to the
  village of Zakhos, a day or so of travel away to
  the southwest.
  
  TUSI5-02 Rebellion Outbreak
  Page 8
  After a few hours of travel, you see two
  horsemen riding toward you from the south.
  One of them carries a flag of Tusmit on his
  lance, but with a white field instead of the
  usual red. Both have white armbands over
  their breastplate armor.
  The horsemen stop about a hundred feet from
  you. One of them raises a hand and calls out.
  “Who are you and why did you came to the
  Sheikdom of Elisam?”
  The heroes can make a Knowledge (Local/VTF)
  check DC15 (automatic for Tusman heroes) to
  identify them as members of the Tusman Guard,
  the standing army of Tusmit. Their white flag
  identifies them as rebels and opponents to the
  Pasha.
  The Guards are mounted on Tusman light
  warhorses (speed 60ft) and want to interrogate the
  heroes. If the heroes flee, the guards start to
  pursue.
  Allow the heroes to explain themselves. They
  must convince the Guards to let them continue
  their journey or they are presumed to be Loyalist
  agents or spies and ask that they follow them to
  Gallam to meet their Naqeeb (captain) for further
  interrogation.
  If the heroes mention the chest in some way, the
  Guards insist on seeing its content and ask them
  to open it in front of them. Only one of Guards
  dismounts to inspect the heroes and their cargo.
  The heroes must convince the Guards of their
  good faith by making a Diplomacy or Bluff check
  [DC 
  25]. 
  Give 
  the 
  heroes 
  the 
  following
  circumstance bonuses where applicable:
  +5 if any of them are members of the Tusman
  military.
  +5 if they tell that they are going to Zakhos to
  stop an outbreak of a plague (and that they
  are carrying medicines).
  +2 if the heroes show the Guards the contents
  (medicines) in the chest they are carrying.
  -5 for every hero who did something stupid
  +4 / -4 for role-playing
  If the heroes convinced the Guards, they can
  continue their journey while the Guards head to
  report this to their Naqeeb. Later, the Naqeeb
  sends a patrol to Zakhos, requesting the heroes
  come to Gallam to meet the Naqeeb there.
  Proceed to Encounter 4.
  If the heroes do not convince the Guards, they are
  presumed to be Loyalist agents or spies and
  asked to follow them to Gallam to meet their
  Naqeeb for further interrogation. Proceed to
  Encounter 3.
  If the heroes resist and fight the Guards then they
  do into combat. If the Guards defeat the heroes,
  proceed to Encounter 3. Otherwise, proceed to
  Encounter 4.
  APL 2 (EL 3)
  Tusman Guard (2): Male Baklunish, Ftr1, hp 10
  each. See Appendix one.
  Tusman Light warhorse (2): hp 27 each. See
  Appendix one.
  Tactics: The guards use Ride-by-Attack on the
  heroes and lethal damage. At each time a hero
  goes down they offer the party a chance to
  surrender. Don’t forget the +1 higher ground
  bonus to attack rolls if they attack heroes who are
  not on a large mount. The soldiers are on the side
  of law here.
  Troubleshooting: Being stupid
  If the heroes flee and the Guards catch up or if
  they attack the Guards head on, then the Guards
  attack, using lethal force. (Legal note: the military
  are allowed to use lethal force whenever they are
  on-duty).
  If any combat occurs and some of the heroes
  surrender, the Guards arrest them and bring them
  to Gallam. Go to Encounter 3. Note that the
  Guards recognize an honorable surrender. So a
  hero who surrenders is immediately taken
  hostage. If that hero then tries something funny
  (DM’s call), the soldiers attack to kill the hero and
  don’t stop until he is dead. They then cut off his
  feet and throw them in a nearby river. This has 2
  effects, first it prevents raise dead from being used
  and second it maims the hero preventing him from
  riding a horse ever again (this is particularly cruel
  to Baklunish people).
  
  TUSI5-02 Rebellion Outbreak
  Page 9
  Heroes who fought and surrendered are stripped
  of their arms and armors and manacled (using
  average-quality manacles). They are then tied
  behind the horses and made to walk (again
  something the Baklunish consider humiliating).
  Encounter Three: Trial of
  beliefs
  After a few hours of travel, you arrive at the
  military town of Gallam. A few hundred
  Tusman Guards camp around and in the town.
  All are wearing the same white armband as
  your guards. Your guards, now reinforced,
  lead your group to the barracks. One of them
  enters as the others stay with you. A few
  minutes later, he comes back and the group
  escorts you inside.
  You are brought into a small office. As you
  enter this militaristic room, you see only a
  table in it. A Baklunish man with broad
  shoulder in shiny full plate armor is seated at
  the table, a white armband clearly visible over
  his armor.
  Read the following if the heroes have not yet been
  to Zakhos or if they have been to Zakhos and
  been arrested in Encounter 8:
  As he stands up he says: “I am Umar min-
  Gallam al-Naqeeb. You are presumed to be
  loyalist agents and spies. Do you have
  anything to declare for yourselves?”
  Read the following if the heroes have been to
  Zakhos and came to Gallam to report to him the
  reason of their presence:
  As he stands up he says: “I am Umar min-
  Gallam al-Naqeeb. I thank you for helping the
  village of Zakhos. Now, I want you to tell me
  everything you know of this affair. Who sent
  you here and why?”
  The Naqeeb is clearly in charge here. Not only is
  he the military authority, but the min-Gallam in his
  name identifies him as a landed noble here.
  The Naqeeb listens impassively to their story. The
  heroes must plead their case in front of the
  Naqeeb. If they ask to be judged by a cleric of
  Al’Akbar (Mullah or Qadi), the Naqeeb says that it
  is the military that uphold the law and justice here
  in Elisam, and that he has the legal authority and
  power to pass judgement upon them (true). The
  self-defense clause can not be called upon here,
  as the Naqeeb has final authority, no one would
  dare go against him.
  Umar min-Gallam al-Naqeeb: male Baklunish,
  Rgr1/Pal5. See Appendix One.
  Convince the Naqeeb
  Make a Diplomacy or bluff check [DC20]. This
  check should make by the hero who spoke the
  most to the Naqeed, the other heroes can assist
  him on the roll. Give the heroes the following
  circumstance 
  bonuses 
  or 
  penalties 
  where
  applicable:
  +2 if the heroes showed the Naqeeb the
  contents (medicines) in the chest they are
  carrying
  +2 if the heroes convinced the Guard Patrol in
  Encounter 2 or followed the Guard Patrol to
  Gallam in Encounter 8
  +2 if a priest of Al’Akbar or Azor’alq
  accompanies the party
  +2 if one of the heroes has participated in a
  war or battle involving Tusmit (Holy Crusader
  or Fire war)
  +2 if the heroes immediately complied with the
  requests of the Guards
  +2 for each hero who is a member of the
  Mouqollad Consortium, Church of Mouqol
  (merchants are always welcomed in Elisam)
  +2 for each hero who is a member of the
  Tears of the Marid or the Brotherhood of
  Basharaat or the Udgru elves (who are seen
  as fellow rebels).
  +2 if the heroes have proof of worshippers of
  Nerull worship
  +5 if the heroes defeated Mamoon and explain
  to the Naqeeb that he who was responsible for
  the disease in Zakhos
  +5 if any of them are members of the Tusman
  military
  
  TUSI5-02 Rebellion Outbreak
  Page 10
  +5 if they told that they are or were going to
  Zakhos to stop an outbreak of a plague (and
  that they are carrying medicines)
  +10 if the heroes don’t have any crimes to be
  reported
  -5 if any hero radiates evil
  -20 if the heroes used lethal damage on the
  angry mob of Zakhos OR against the Guard
  patrols
  If they convince the Naqeeb, they free to go as
  they please. Proceed to Joining the rebellion.
  If the party has not gone to Zakhos, proceed to
  Encounter 4. Otherwise, proceed to Conclusion.
  Joining the rebellion
  This offer is made only occurs once, no matter
  how many times the heroes meet the Naqeeb.
  “Do you declare yourselves to be loyalists
  agents or are you to join our just cause and
  become rebels to this money-grabbing swine
  who defiles the Exalted Palace in Sefmur. If so,
  I will require that you sign this declaration”, as
  he show you a written document. “It states that
  you do not recognize the authority of the
  Usurper over the Sheikdom of Elisam. If you
  sign this, we will require you to wear one of
  these white armbands, righteous symbol of the
  rebels, for here on in. So, what do you say?”
  If pressed for questions, the Naqeeb answers
  questions as to the reasons of the rebellion (see
  Adventure Background under The Sheikdom of
  Elisam).
  Allow each hero to make his own decision, without
  being pressured by the others. If their response is
  neither loyalist nor rebel, then they receive no
  bonus or penalty on their check. The ones who
  declare themselves Tusman Rebels receive
  “Tusman Rebels” on their AR.
  If the party has not gone to Zakhos, proceed to
  Encounter 4. Otherwise, proceed with Conclusion.
  Troubleshooting: Not convincing the Naqeeb
  If they do not convince the Naqeeb, the following
  depends on them. If they have attacked –or
  worse- killed one of the Tusman Guards, then their
  adventure ends here. Heroes guilty of such crime
  are executed the following morning, according to
  Tusman Law.
  Heroes guilty of assault are imprisoned for two
  months (automatically the maximum sentence, 8
  TUs). Heroes who used lethal damage on the
  Tusman guards in Encounter Two: Rebel Patrol or
  on the angry mob in encounter 6, are imprisoned
  for 2 months (loss of 8 TU on the AR) AND have
  their weapons confiscated. Once their sentence
  has been carried out, they are escorted to the
  border of the Sheikdom of Eysami, and warned
  not to return to Elisam. The adventure is over for
  these heroes.
  Heroes found guilty of murder or mass murder are
  simply put to death.
  Heroes who are not found guilty of any crimes are
  released. These heroes are free to continue with
  the adventure if they wish, proceed to Joining the
  rebellion, above.
  Encounter Four: The plagued
  village
  Read the following when the heroes arrive in
  Zakhos:
  You finally arrive at your destination, the
  plagued village of Zakhos.  You can clearly see
  that it is a fishing village of about 50
  inhabitants and 15 houses.
  As you approach, you can see villagers
  walking slowly around. They all appear to be
  suffering from the disease Husam al-Gesthai
  told you about. They are covered with red dots
  and all their veins are clearly visible, at a
  distance. Most are wondering around with a
  empty look in their eyes.
  As you enter the village someone comes to
  greet you, he appears to be suffering from the
  disease as the others. He is somewhat
  strongly built and tall. He wears a chain shirt
  that has the coat of arms of Tusmit on it. He
  steps forward but stops 30 feet ahead of you
  and motions for you to stop.
  “I am Kamal al-Zakhos, the constable of
  Zakhos. I must warn you that our village is
  plagued. You must go if you do not want to be
  infected.”
  
  TUSI5-02 Rebellion Outbreak
  Page 11
  s house for many days now trying to find a cure in
  his lab, and he refuses to see anyone.
  If the heroes head to Fayiz’s house, proceed to
  Encounter 5.
  The heroes can make a Gather Information check
  [DC10] on other villagers, to get the direction to
  Fayiz’s house.
  Mamoon’s next moves
  While the heroes go to Fayiz’s house, The
  constable rushes back to his house where
  Mamoon uses charm person on the constable.
  Mamoon and the charmed constable gather the
  villagers and tell them that the heroes group just
  killed Fayiz in his house and that they are the ones
  responsible for the disease. They are especially
  careful and to gather up the villagers. Any of the
  heroes looking out the window can see the
  constable talking to some of the villagers, Mamoon
  stays clearly away from Fayiz’s house.
  If the heroes do not go inside Fayiz’s house for
  some reason, the constable, now charmed meets
  them and asks them to go inside to see what is
  going on.
  Encounter Five: Fayiz’s
  house
  Fayiz’s 
  house 
  is 
  at 
  the 
  edge 
  of 
  the
  Blashikmund River. There is a small canal
  going from the river through the house and
  then back out again into the river. The house is
  made of stone and appears to be old.
  The house is 25 ft (front and back of house) wide
  by 40 ft long (up to the river). Draw the walls and
  entrance of the house from the map in Appendix
  Four.
  Knocking on the door gets no reply. If they go in,
  they can explore the house.
  Antechamber: The entrance wooden door is not
  locked and there is a symbol of Geshtai carved on
  it (note that no Knowledge (religion) is needed
  here because the heroes have seen the symbol at
  the start of the adventure). In this room, which is
  almost empty, there are three doors: one to the
  right (to bedroom), one to the left (to dinning room
  and kitchen) and one in the middle (garden and
  shrine). The middle door is locked.
  Good Wooden Doors: 1 in. thick; hardness 5; hp
  10; AC 5; Break DC18, Open Lock DC20.
  Bedroom: The room appears to have been
  searched all over. There is a simple bed and some
  drawers. The drawers have only clothes inside
  them and nothing of value. There is also a small
  desk and chair in one corner. There is nothing of
  value left in the room.
  Dinning room and kitchen: A simple table with
  two chairs and a stove. There is a few rations and
  utensils, but nothing of real value. There are some
  dirty dishes on the table. They have been there
  since the day Fayiz got assassinated, about 3
  days ago a Survival check [DC 15] confirms the
  age of the food. Search check [DC 20] reveals
  burnt papers and alchemical substances in the
  fireplace.
  Shrine and Garden: At the entrance of the room
  is a small stone bridge over a small canal that
  crosses through the room, ending with an iron
  grate at each end. The canal continues outside.
  The center of the room is open to the sky and has
  no ceiling. However a covered porch circles the
  house, making the opening not immediately
  apparent from the outside.
  In the center of the room is a garden with many
  plants and flowers. On the left and right sides are
  tables with broken jars, flasks and some gardening
  tools. On the far side of the room is a small shrine
  dedicated to the Daughter of the Oasis.
  Making a Search [DC 25] check on the shrine
  reveals a hidden compartment under the statuette
  of the goddess. Inside is Fayiz’s Journal (Player
  Handout #2: Fayiz al-Gesthai’s Journal entries)
  and Fayiz’s treasure. It would take about 10
  minutes browsing through his journal for some
  clues.
  Fayiz’s corpse is buried in a shallow grave in the
  garden (the X on the map). A Search check
  [DC10] finds his body. Mamoon planned on
  returning later, but he has been busy around the
  village.
  The heroes can make a Heal check on the body.
  
  TUSI5-02 Rebellion Outbreak
  Page 12
  DC10 reveals the man has been dead for
  a few days (2 or 3).
  DC15 He was killed with a sharp object
  (like a dagger).  Two blows were struck:
  one in the back and one in the throat.
  DC20 He was not only stabbed, but the
  weapon used has poison. The poison
  sapped his vitality (Constitution)
  When the heroes leave the house proceed to
  Encounter 6.
  Encounter Six: The angry
  mob
  As you get out of the priest of Geshtai’s house,
  you see many of the villagers gathering in
  front of it. They are armed with clubs, forks
  and torches. They all appear to suffering from
  the disease and not in good health, and they
  also have an angry look in there eyes. “There
  they are!” one of them shouts.
  Beside this angry mob you spot constable
  Kamal, as he says: “They just murdered our
  healer Fayiz, because he found out that they
  are the ones responsible for the disease! Let’s
  kill them all and burn their vile corpses!” Then
  the angry mob approaches you.
  Ask for Spot checks [DC15] to they see a man
  dressed as a courtier behind the mob of villagers
  and near the constable. He carries a lute, like
  everyone here, seems to be suffering from the
  disease. If the Spot check beat DC31 that hero
  can see through the disguise of the disease, as
  per disguise self spell. This is Mamoon.
  The heroes now have a few choices: they can try
  to calm down the mob or fight them off.
  Talking to the Mob
  To calm down the mob, the heroes must succeed
  at an opposed Diplomacy check against the
  constable who pushes the mob forward. Note that
  the constable has a circumstance bonus of +5 to
  his Diplomacy check due to the familiarity the
  locals have with him. With the nightmare pox
  poison, this gives him a net +3 to his roll.
  Again, the hero who does most of the talking must
  make the check. Other heroes may assist him on
  the check. Mamoon assists the constable. As long
  as the heroes do not fail by more than 5, they can
  retry. The heroes must succeed twice in a row for
  their efforts to be successful.
  If the heroes calm down the mob proceed to
  Encounter Seven: Evil revealed
  If they fail ANY check by more than 5, the mob
  attacks convinced that their constable is right
  continue with Fighting the mob, below.
  Fighting the mob
  Whether the heroes attack the mob or try to calm
  them and fail, combat may ensue.
  Mamoon and constable Kamal do not enter the
  fight, unless they are attacked. If a fight breaks
  out, both run off in the back and wait for the
  outcome of the fight.
  There are more than 8 people in the crowd, but
  only 8 actually fight, the others just encourage
  them to fight.
  APL2 (EL3)
  The Angry Mob: (8) Baklunih Com1, hp 3 each;
  see Appendix One.
  Tactics: The mob tries to overwhelm the heroes.
  They concentrate on lightly-armored heroes
  (easier to take down). Mamoon and constable
  Kamal do not enter the fight. However, Mamoon
  boosts the villagers with his bardic music and then
  start casting buff spells on the constable.
  Development: Keep track of the type of damage
  the heroes inflict on the mob (lethal/non-lethal)
  and who does what. The mob attacks to kill,
  normally, they would not do so, but in their
  reduced state, they don’t think right.
  Encounter Seven: Evil
  revealed
  If the heroes attack Kamal or Mamoon before
  defeating all of the villagers in the angry mob, they
  fight without saying anything.
  Read the following if the heroes calmed down the
  angry mob:
  
  TUSI5-02 Rebellion Outbreak
  Page 13
  The villagers calm down and say: “They’re
  right!” They stand down and disperse, leaving
  you, the constable and a bard standing next to
  him.
  The bard calls: “Kill them Kamal. I told you
  they would come to steal your people away.
  They have charmed the others with their vile
  magic and now it’s up to us to free our
  friends!” The constable takes his scimitar and
  advances to protect the bard.
  Read the following if the heroes subdued or killed
  off the angry mob:
  The commoners’ morale breaks and those who
  stood behind, encouraging their friends on
  decide to run off. In a second, the plaza is
  empty except for leaving you, the constable
  and a bard standing next to him.
  Rage in his eyes, the constable looks at you,
  his scimitar clutched tightly in his hand. “You
  have killed my people, but now you will face a
  real warrior. PREPARE TO DIE!”
  The heroes must face the charmed constable and
  Mamoon. If they were defeated or calmed, the
  villagers do not intervene. However, if the heroes
  attacked Kamal or Mamoon before that, then they
  get both Encounters at the same time.
  APL2 (EL4)
  Kamal min-Zakhos: fatigued Baklunish War2,
  hp15 see Appendix One.
  Mamoon: 
  Baklunish 
  Brd2/Clr1, 
  hp18, 
  See
  Appendix One.
  Tactics: At this time look at the number of rounds
  the two had before the fighting began.
  Round 1: Mamoon cast shield of faith on himself.
  Round 2: Mamoon casts bless (this does affect the
  villagers)
  Round 3: Mamoon cast doom on the strongest-
  looking hero.
  Round 4: Mamoon begins to inspire courage to all
  allies (this also affects the villagers).
  If Kamal is down and Mamoon has less than half
  his hit points left, he drinks his potion of invisibility
  and flees.
  Development: If the heroes defeat Mamoon and
  Kamal, they find the unholy Symbol of Nerull on
  Mamoon. A Knowledge (religion) DC 15 check to
  know this.
  If Mamoon is captured and interrogated, he
  refuses to admit anything. If Mammon is captured
  and interrogated, he refuses to admit anything.
  Searching him yields Player Handout #3: The
  letter. If Kamal is still alive, after an hour, he
  shakes off the charm person. He thanks the
  heroes greatly for their help. If none of the
  villagers were killed, they receive the Saviors of
  Zakhos reward.
  When Mamoon has fled or his defeated, proceed
  to Encounter 8.
  Encounter Eight: More rebels
  Two horsemen ride into town from the
  northeast. One of them carries a flag of Tusmit
  on his lance, but with a white field instead of
  the usual red. Both have white armbands over
  their breastplate armor.
  The horsemen stop about fifty feet from you.
  One of them raises a hand and calls out. “Tell
  us what happened here.”
  Unless the heroes fought them in encounter two,
  they are the same two soldiers they met.
  The Guards are mounted on Tusman light
  warhorse (speed 60ft) and want to interrogate the
  heroes. If the heroes flee, the guards start to
  pursue.
  APL 2 (EL 3)
  Tusman Guard (2): Male Baklunish, Ftr1, hp 10
  each. See Appendix one.
  Tusman Light warhorse (2): hp 27 each. See
  Appendix one.
  Tactics: The guards use Ride-by-Attack on the
  heroes and lethal damage. At each time a hero
  goes down they offer the party a chance to
  surrender. Don’t forget the +1 higher ground
  bonus to attack rolls if they attack heroes who are
  not on a large mount. The soldiers are on the side
  of law here.
  Give the heroes a chance to explain themselves. If
  the heroes have not yet been to Gallam, the
  
  TUSI5-02 Rebellion Outbreak
  Page 14
  Guards ask them to follow them to meet the
  Naqeeb. Then go to Encounter 3.
  If the heroes refuse or have used lethal damage
  on the angry mob, the Guards arrest and shackle
  them. Proceed to the conclusion
  If the heroes have already been to Gallam and
  have not used lethal damage on the mob, the
  Guards thank them and “take it from here” to care
  for the villagers. One of the horsemen turns and
  heads to Gallam to fetch the Qadi. With the Qadi
  on the way, you have little doubt the outbreak will
  be under control in a few days. The heroes leave
  their medicine cargo behind to the Qadi or Kamal.
  Proceed with Conclusion.
  Never met the Naqeeb
  If the heroes defeated the Guards in Encounter 2,
  read the following:
   “Who are you and what just happened here?”
  Allow the heroes to explain themselves. After that,
  the Guards ask them to come to Gallam and
  report to their Naqeeb. Continue with Encounter 3.
  If the heroes refuse or have used lethal damage
  on the angry mob, the Guards arrest them and
  bring them to Gallam.
  Troubleshooting: Being stupid
  If the heroes flee and the Guards catch up or if
  they attack the Guards head on, then the Guards
  attack, using lethal force. (Legal note: the military
  are allowed to use lethal force whenever they are
  on-duty).
  If combat occurs and some of the heroes
  surrender, the Guards arrest them and bring them
  to Gallam. Go to Encounter 3. Note that the
  Guards recognize an honorable surrender. A hero
  who surrenders is immediately taken hostage.
  Heroes who are knocked unconscious are
  considered to have surrendered, as such, the
  Guards do not take attacks of opportunity on
  anyone who tries to heal them.
  After they surrendered, any hero who tries
  something funny (DM’s call), the soldiers attack to
  kill the hero and don’t stop until he is dead. They
  then cut off his feet and throw them in a nearby
  river. This has 2 effects, first it prevents raise dead
  from being used and second it maims the hero
  preventing him from riding a horse ever again (this
  is particularly cruel to Baklunish people).
  Heroes who fought and surrendered are stripped
  of their arms and armors and manacled (using
  average-quality manacles). They are then tied
  behind the horses and made to walk (again
  something the Baklunish consider humiliating).
  Proceed to Encounter 3 or to the Conclusion if
  they already met the Naqeeb.
  Conclusion
  The way the adventure ends heavily depends on
  the heroes. If they failed to bring proof of
  Mamoon’s actions to the authorities in Gallam,
  then the adventure ends in utter failure. Proceed
  to Utter failure.
  If they get arrested but they nevertheless have
  brought proof of Mamoon’s actions, but are found
  guilty of a crime, proceed to Tusman law.
  Otherwise, the adventure ends with success,
  proceed to the Success sub-section.
  Success
  Back into Khandahur, you head to the temple
  of Geshtai, with your heads up high. Though
  you may not have eradicated the illness
  yourself, but through your actions, proficient
  healers have arrived in the small village.
  Husam waits for you next to the fountain that
  occupies the entrance to the temple. He has a
  big smile on his face. “Today you have done a
  great service. Not just to these poor people,
  but to Tusmit as a whole. I can offer you the
  thanks of my Church, but I know that you
  deserve more, much more.”
  The heroes get the Favor of the Church of
  Geshtai. If they did not hurt anyone in Zakhos
  (read: used non-lethal damage only), they receive
  Saviors of Zakhos on the AR.
  Proceed to Parting words.
  Utter failure
  If the party gets here, they have clearly screwed
  up.
  
  TUSI5-02 Rebellion Outbreak
  Page 15
  You failed to save the village of Zakhos.
  Because of your actions, a possible outbreak
  might cause the deaths many innocents.
  Don’t expect much from anyone. The Church
  of Geshtai has sent a letter to you stating their
  disfavor. Oddly enough, that about the same
  time all the water you drank tasted foul.
  The heroes get the Curse of Geshtai on their AR.
  The heroes get the Letter from the Bride reward
  on their AR only if they found it on Mamoon
  DO NOT Proceed to Parting words.
  Tusman law
  Though you have saved the village of Zakhos,
  Tusman law supersedes any all actions. You
  were found guilty of a series of crimes.
  Though you are serving time, the Church of
  Geshtai has sent a message to you stating
  they would welcome you once you got out.
  This is but a minor set back,
  The heroes get the Favor of the Church of
  Geshtai. If they did not hurt anyone in Zakhos
  (read: used non-lethal damage only), they receive
  Saviors of Zakhos on the AR.
  Proceed to Parting words.
  Parting words
  Read out loud:
  Looking at the image of the young adventurers
  in her crystal ball, the young studied their
  faces for a moment.
  “Mamoon that fool unable to do anything
  right… Maybe these young ones can… serve
  me when I have need of them.”
  “Yes, adventurers have a nasty habit of
  showing up when you don’t expect them.
  Better count them among your allies or your
  pawn” says a voice in the shadow, little more
  than a whisper.
  “You thought me well. Our plan is flawless.
  Soon you’ll have your revenge,” replies the
  woman without looking behind.
  The End
  Experience Point Summary
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the experience award.  Award the total
  value (objectives plus roleplaying) to each
  character.
  Encounter Two
  Convince or defeat the Guard patrol: 90 xp.
  Encounter Three
  Convince Umar al-Naqeeb: 60 xp.
  Encounter Six
  Defeat or convince the angry mob: 90 xp.
  Encounter Seven
  Defeat Kamal and Mamoon: 120 xp.
  Encounter Eight
  Follow or Defeat the Guard patrol: 90 xp.
  Story Award
  Use only non-lethal attacks on the mob: 30 xp.
  Discretionary roleplaying award: 60 xp.
  Total possible experience: 450 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.
  
  TUSI5-02 Rebellion Outbreak
  Page 16
  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)
  Introduction:
  If heroes loot the chest:
  APL 2: L: 59 gp; C: 0 gp; M: Potion of remove
  disease (75 gp).
  If heroes capture or kill Husam al-Geshtai and loot
  him:
  APL 2: L:  gp; C: gp; M: gp.
   Encounter Two:
  APL 2: L: 98 gp; C: 0 gp; M: 0 gp
   Encounter Five (Fayiz’s treasure):
  APL 2: L: 25 gp; C: 100 gp; M: 0 gp
   Encounter Six:
  APL 2: L: 0 gp; C: 0 gp; M: 0 gp
   Encounter Seven:
  APL 2: L: 23 gp; C: 150 gp; M: Chain shirt
  +1 (125 gp); cloak of resistance +1 (100gp); potion
  of invisibility (30gp).
   Encounter Eight:
  APL 2: L: 98 gp; C: 0 gp; M: 0 gp
  Total possible Treasure: 
  450 gp
  Special
  Tusman Rebel: You have publicly announced
  your loyalty to the rebel cause. You get a +2
  loyalty bonus to social rolls with rebels. You get a
  –2 suspicion penalty with loyalists. The bonus in
  social rolls is valid in any module set in Tusmit.
  Favor of the Church of Geshtai: You can use
  this favor to pay the yearly cost of the Tusmit
  Church of Geshtai meta-org. Otherwise, this
  counts as an Influence point. Cross off when used.
  Curse of Geshtai: You have been cursed for your
  incompetence and your lack of concern for your
  fellow man. Until you find redemption with a priest
  of Geshtai, all water you drink tastes foul and stale
  (but has no further game effect). You may use an
  Influence point with the Church (not a generic one)
  to remove this curse. A PC Priest of Geshtai may
  lift this curse by making you (and only you) drink
  from a create water spell. The priest must then
  contact the Triad. If you are a priest of Geshtai,
  you cannot remove this curse yourself.
  Saviors of Zakhos: This count as an influence
  point. The villagers of Zakhos will talk about your
  deeds for generations.
  Not welcomed in Elisam: You were escorted out
  of the sheikdom and told not to return. This may
  have future repercussions.
  Letter from the Bride: You have gotten hold of a
  letter from someone calling herself “the Eternal
  Bride”
  
  TUSI5-02 Rebellion Outbreak
  Page 17
  Appendix One: NPCs and Creatures
  Introduction
  Husam al-Geshtai: Male human, Cleric 6; CR
  6; Medium humanoid; HD 6d8+6; hp 39; Init +0;
  Spd 30 ft.; AC 10 (touch 10, flat-footed 10) [+0
  Dex]; Base Atk +4; Grapple +3; Atk +3 melee
  (Dagger, 1d4-1 dmg) or +4 ranged; SA: Spells;
  SQ: Aura, Turn Undead (5/day); AL NG; SV Fort
  +6, Ref +2, Will +9; Str 8, Dex 10, Con 12, Int
  14, Wis 19, Cha 14.
  Skills and Feats: Concentration +10, Diplomacy
  +5, 
  Heal 
  +13, 
  Knowledge 
  (arcana) 
  +3,
  Knowledge (history) +8, Knowledge (nature)
  +14, Knowledge (religion) +8, Knowledge (the
  planes) +3, Spellcraft +5, Survival +6; Brew
  Potion, Divine Metamagic (Quicken Spell),
  Quicken Spell, Skill Focus (nature).
   Spells Prepared (5/4+1/4+1/3+1); base DC = 14
  + spell level): 0—Create Water, Detect Magic,
  Detect Poison, Purify Food and Drink, Light;
  1st—Entangle*, Shield of Faith, Sanctuary,
  Detect Evil, 
  Protection 
  from 
  Evil; 
  2nd—
  Barkskin*, Zone of Truth, Delay Poison, Lesser
  Restoration, Augury; 3rd-Fly*, Dispel Magic,
  Summon Monster III, Invisibility Purge.
  *Domain spell; Pre-casted spell. Domains:
  Plant (Rebuke or command plants 5/day); Travel
  (Freedom of movement 6 rounds/day).
  Possessions: Hat of Disguise, Periapt of
  Wisdom +2, healer’s kit, Silver holy symbol of
  Geshtai, spell component pouch, dagger.
  Encounter Two: Rebel Patrol                
  Tusman Guard: Male Baklunish, Fighter 1; CR
  1; Medium Humanoid; HD 1d10+2; hp 10; Init
  +2; Spd 20 ft.; AC 19, touch 12, flat-footed 17;
  Base Atk +1; Grapple +3; Atk/Full Atk +5 melee
  (Masterwork Lance, 1d8+3 (3d8+9 on charge))
  or +1 melee (Mastework Lance 1d8+3 non-lethal
  (3d8+9 on charge)); AL LN; SV Fort +4, Ref +2,
  Will +0; Str 14, Dex 14, Con 14, Int 10, Wis 10,
  Cha 10.
  Skills and Feats: Handle Animal +4,
  Intimidate +4, Ride +6; Mounted Combat, Ride-
  By-Attack, Weapon Focus (Lance).
  Possessions: 
  Breastplate, 
  Heavy
  wooden 
  shield, 
  Masterwork 
  Lance, 
  (3)
  Manacles, Rebel White Armband; Tusman light
  warhorse with Military saddle (see below).
  Tusman Light Warhorse: CR 1; Large animal;
  HD 3d8+9; hp 27; Init +1; Spd 60 ft.; AC 14,
  touch 10, flat-footed 13; Atk +5 melee (1d4+3, 2
  hooves), -1 melee (1d3+1, bite); Face/Reach
  10ft./5ft.; SQ Scent; AL N; SV Fort +6, Ref +4,
  Will +2; Str 16, Dex 13, Con 17, Int 2, Wis 13,
  Cha 6.
  Skills and Feats: Listen +7, Spot +7;
  Weapon Focus (hooves). This horse knows the
  following tricks: War Training, Come, Defend &
  Stay.
  Encounter Six: The angry mob             
  Angry Mob villager (fatigued): Baklunish,
  Commoner 1; CR 1/3; Medium Humanoid; HD
  1d4; hp 3; Init +0; Spd 30 ft.; AC 9 (touch 9, flat-
  footed 9) [-1 Dex]; Base Atk +0; Grapple -1; Atk -
  1 melee (club, 1d6-1); AL N; SV Fort +0, Ref -1,
  Will -4; Str 10(8), Dex 10(8), Con 10, Int 10, Wis
  10(2), Cha 10(2).
  Skills and Feats: Craft (Fishing tools) +2, Handle
  Animal -3, Profession (Fisherman) +0, Swim +3,
  Use 
  Rope 
  +0; 
  Skill 
  Focus 
  (Profession:
  Fisherman), Skill Focus (Swim).
  Special conditions: Plagued with Nightmare Pox
  (loss of 8 Wis and 8 Cha, Also fatigued).
  Encounter Seven: Evil revealed            
  Mamoon (Disguised as himself inflicted with
  the 
  Nightmare 
  Pox): 
  Male 
  Baklunish,
  Brd2/Clr1; CR 3; Medium Humanoid; HD
  2d6+1d8+3; hp 18; Init +2; Spd 30 ft.; AC 17,
  touch 12, flat-footed 15; Base Atk +1; Grp +0;
  Atk +0 melee (Dagger, 1d4-1) or +3 ranged; SA:
  Bardic Music (2/day), Spells; SQ: Aura of evil,
  Rebuke Undead (6/day), Bardic Knowledge (+2);
  AL NE; SV Fort +4, Ref +6, Will +7; Str 8, Dex
  14, Con 12, Int 12, Wis 12, Cha 16.
  Skills and Feats: Bluff +12, Craft
  (Poison) +8, Concentration +6, Diplomacy +11,
  Disguise +11, Heal +2, Knowledge (arcana) +2,
  
  TUSI5-02 Rebellion Outbreak
  Page 18
  Knowledge (Local-VTF) +3, Knowledge (religion)
  +3, Perform (String Instrument) +8, Spellcraft
  +6; 
  Skill 
  Focus 
  (Bluff), 
  Spell 
  Focus
  (Enchantment), 
  Greater 
  Spell 
  Focus
  (Enchantement).
  Bard Spells: Spells Known  (3/0; base
  DC = 13 + spell level + 2 if from Enchantment
  school): 0— Arcane mark, daze, detect magic,
  mage hand, read magic; 1st—Charm person,
  disguise self.
  Cleric Spells: Spells Prepared (3/2+1);
  base DC = 11 + spell level): 0—Cure minor
  wounds, guidance, resistance; 1st— Bless,
  doom*, shield of faith.
  *Domain spell. Domains: Pestilence
  (Immune to Diseases); Trickery.
  Possessions: Chain shirt +1, cloak of
  resistance +1, potion of invisibility, Scroll of
  disguise self, Masterwork Lute, silver unholy
  symbol of Nerull, spell component pouch,
  dagger, empty vial of poison, 150gp in Zeifian
  coins.
  Kamal al-Zakhos (charmed and fatigued):
  Male 
  Baklunish, 
  War2; 
  CR 
  1; 
  Medium
  Humanoid; HD 2d8+2; hp 15; Init +1; Spd 30 ft.;
  AC 17, touch 11, flat-footed 16; Base Atk +0;
  Grp +1; Atk/Full Atk +3 melee (Scimitar, 1d6+1);
  AL LN; SV Fort +2, Ref +4, Will -3; Str 14(12),
  Dex 15(13), Con 12, Int 12, Wis 10(4), Cha
  12(6).
  Skills and Feats: Handle Animal +2,
  Intimidate +2, Knowledge (Local/VTF) +3, Swim
  +1; Dodge, Weapon Focus (Scimitar).
  Possessions: 
  Chain 
  Shirt, 
  Heavy
  wooden Shield, Scimitar.
  Special 
  conditions: 
  Plagued 
  with
  Nightmare Pox (loss of 6 Wis and 6 Cha, Also
  fatigued).
  Encounter Eight: More rebels               
  The guards have the same statistics as those of
  Encounter Two: Rebel Patrol.
  
  TUSI5-02 Rebellion Outbreak
  Page 19
  Appendix Two: New Rules
  Nightmare Pox (New Disease)
  Mamoon used this evil concoction on the well of
  Zakhos. Mamoon’s masters created the poison,
  Mamoon is not powerful enough to create such
  a disease. The disease was created on another
  plane from components of the foulest origin. The
  disease can lay inert for years until the powder
  is ingested.
  Name
  Nightmare Pox
  Infection 
  Ingested
  Fort DC
  18*
  Incubation
  1d3 days
  Damage
  1d3 Wis, 1d3 Cha
  * The initial ingestion is considered a poison.
  Divine Metamagic
  (From Complete Divine)
  You can channel energy into some of your
  divine spells to make them more powerful.
  Prerequisite: Ability to turn undead or rebuke
  undead, metamagic feat to which it applies.
  Benefit: When you take this feat, choose a
  metamagic feat you have. This feat applies only
  to that metamagic feat. As a free action, you can
  take the energy from turning or rebuking undead
  and use it to apply a metamagic feat to spells
  that you know. You must spend one turn or
  rebuke attempt, plus an additional attempt for
  each level increase in the metamagic feat you’re
  using. For example, Jbozan the cleric could
  sacrifice three turn attempts to empower a holy
  smite he’s casting. Because you’re using
  positive or negative energy to augment your
  spells, the spell slot for the spell doesn’t change.
  Special: This feat may be taken multiple times.
  Each time you take this feat, choose a different
  metamagic feat to which to apply it.
  
  TUSI5-02 Rebellion Outbreak
  Page 20
  Appendix Three: The law in Southern 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 
  Tusmit 
  triad 
  at
  tusmittriad@yahoogroups.com.
  Lashings
  All lashings are given in public where the
  criminal can be showered by manure and rotting
  vegetables. The number of lashes given should
  be noted on the AR.
  Horses
  A horse qualifies as a person for the charges
  wherever it might be applicable (murder,
  assault).
  High Fines
  If the guilty party cannot pay a fine, it can be
  worked off at a value of 50 fountains 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 to call upon
  this clause.
  Assault. (Noble, Church or Gov Official)
  Threat or use of force that results in bodily harm
  upon a member of a legal church, noble or
  government official
  Sentence: Confiscation of weapon used and
  imprisonment of 2 to 6 months.
  Assault. (Major)
  Threat or use of lethal force that results in major
  bodily harm reducing the victim’s hit points to
  between 0 and -9.
  Sentence: Confiscation of weapon used and
  imprisonment of up to four 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
  
  TUSI5-02 Rebellion Outbreak
  Page 21
  • 
  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.
  Sentences:
  • 
  Mass murder: torture in public and death.
  • 
  Other: Death.
  Theft
  Possession, sale, or acquisition of an object
  without permission.
  Sentence: Imprisonment for one time unit and
  2d10 lashes per one hundred fountains worth of
  goods, services, or information. As well a fine up
  to equalling up to five times the worth of the
  goods, services or information. 500 fountains
  worth or more.
  Theft (Horse)
  Possession, sale, or acquisition of a horse
  without permission.
  Sentence: Sent to the mines for 5 years, 2d10
  lashes, the fine (as above) and severance of the
  main hand in public.
  
  TUSI5-02 Rebellion Outbreak
  Page 22
  Appendix Four: DM Aid: Fayiz’s house
   
  
  TUSI5-02 Rebellion Outbreak
  Page 23
  Player Handout #1: Husam al-Gesthai’s Letter
  My dear friend Fayiz,
  I am sending these young adventurers with the supplies you requested. They seem to
  be trustworthy. In the chest they are carrying you will find a potion, and the best
  equipment we could purchase in Khandahur. With them you should be able to brew
  whatever potion you need to tend to your flock.
  We could not send one of our priests to help you because the Sheik forbade us to
  intervene in Elisam. This conflict is ridiculous and can only lead to further ruin of Tusmit.
  May sweet water always find your throat.
  Husam Al’Geshtai
  
  TUSI5-02 Rebellion Outbreak
  Page 24
  Player Handout #2: Fayiz al-Gesthai’s Journal entries
  12 Flocktime 595, A traveling bard, called Mamoon, just moved to the village. His ballads seem to help
  lighten the hearts of the villagers, with the rebellion and all.
  22 Wealsun 595, Richfest was a great success this year, thanks to the musical talents of Mamoon and
  the good fishery that Gesthai has given us.
  17 Reaping 595, Young Aziz just contracted a case of the pox and has severe fevers. I have given him a
  few herbs to calm the pain and hopefully get him healed up.
  18 Reaping 595, Some of the fishermen have contracted the same illness. Still I do not know how all of
  them could have contracted it, since they have not all been in contact with Aziz in the last week or so.
  20 Reapimg 595, Most of the villagers have contracted this illness now. I believe that our village is subject
  to some kind of outbreak of this illness.
  21 Reaping 595, Young Aziz as taken a turn for the worse, as is veins are now swollen and all visible
  over his body. He lies around in bed, moaning. I am not familiar with this disease.
  22 Reaping 595, I have searched my books and I did not identify this disease. Almost all the villagers are
  diseased now.
  23 Reaping 595, My magic and medicine do not appear to work, at least for very long. Poor Aziz appears
  to be loosing his grip on reality. He becomes more delirious by the day. I’ll do some more research on this
  disease in my lab tonight.
  24 Reaping 595, I know now that the disease is not contracted by touch. However, since I do know much
  about this plague, I’ll inform constable Kalam to put the village in quarantine for now to prevent an
  outbreak of the disease.
  25 Reaping 595, I am powerless to cure the disease, that I have now contracted myself. I have called
  upon the Blessed of Geshtai to deliver a message to my friend and mentor Husam al-Gesthai in
  Khandahur. His vast knowledge of diseases will surely help me save the inhabitants of Zakhos. For now, I
  will continue my research on the source of this disease that plagues us.
  26 Reaping 595, The well! The well! Whoever has done this has poisoned the well! Why would the
  Daughter allow this? I’m so angry right now… Foul one of life’s most sacred gift beneficent water. I’m
  waiting to Kalam to return so I go and warn him. Right now I could snap at any one. Such a sin must not
  go unpunished… I don’t care about the law… the ones who did this should be decapitated and their
  heads placed to rot on spikes.
  
  TUSI5-02 Rebellion Outbreak
  Page 25
  Player Handout #3: The letter
  This letter is written in a very feminine script. The handwriting is precise showing the person who wrote
  this is highly educated. It has a delicate flowery perfume that is both sweet and yet has an odd odor about
  it.
  Dearest Mamoon,
  I hope this letter finds you well. It has taken much effort on our part to get you the package. Find
  some place that’s isolated and infect these poor sods. Find us recruits, the package should allow
  you to give us a few good ones. I must insist that you get recruit of importance, not a bunch of
  beggars barely good enough to animate as zombies. I need useful people.
  The Master reminds me that you should avoid any and all contact with the outside world as you
  do so. Rumors and news have a bad habit of getting of spreading a little too quickly in Tusmit.
  The Reaper will reward you well if you succeed. The Reaper knows no failure, for in the ends, all
  pass through his cold embrace.
  Till the day the cold embrace of the Reaper sweeps over the Flanaess.
  Your loving Mistress,
  The Eternal Bride
  
  TUSI5-02 Rebellion Outbreak
  Page 26
  Appendix Five: Textes français
  Introduction
  Ayant passé les derniers jours à  voyager
  dans le Sheikat d’Eysami, vous savez
  maintenant pourquoi on le surnomme le
  « Sheikat des chevaux », ayant contemplé
  certains des plus splendides troupeaux de
  tout Tusmit.
  Mais l’aventure est la raison qui vous a
  conduite ici. Un sheikat en rebellion au sud
  et tous sont à la recherche de héros pour
  aider 
  leur 
  cause. 
  Ces 
  temps 
  troubles
  amènent de nombreuses les opportunités
  d’aventure.
  Vous entendu parler d’un halfling qui est à la
  recherche d’aventuriers. Après une courte
  enquête, on vous indique le chemin d’un
  salon privé. Ouvrant la porte, vous y trouvez
  un halfling portant des habits bleus et un
  chapeau à large rebord. Il est assis en
  compagnie d’autres jeunes aventuriers.
  ***
  « Je vous remercie d’être venu. Mon nom est
  Husam al-Geshtai, Grand Prêtre de l’Église
  de la Fille de l’Oasis d’Eysami, » dit le
  halfling en enlevant son chapeau et se
  changeant en un homme baklunien d’âge
  moyen portant des robes de prêtres bleus.
  ***
  « Je suis à la recherché d’hommes et de
  femmes de bonne foi et de compassion pour
  transporter des herbes et des médicaments à
  un confrère. Il réside à Zakhos, un village de
  pêcheurs dans le Sheikat de Elisam. Il y a
  quelques jours, notre église a reçu une lettre
  de Fayiz al-Geshtai. Il demandait qu’on lui
  envoit des herbes et de l’aide afin de contrer
  une épidémie d’une étrange maladie qui
  accable son village natal de Zakhos. Lorsque
  j’ai parlé au Sheik de cette possibilité
  d’épidémie à Elisam, il a interdit à mon église
  d’y intervenir prétextant « les implications
  politiques que cela amènerait. »
  « Par la Fille de l’Oasis, je ne laisserai pas
  mourir des innocents à cause d’un conflit
  politique qu’ils ne peuvent régler eux-
  mêmes. Cependant, je ne souhaite pas
  encourir la colère du sheik sur mon Église,
  alors j’ai besoin de faire parvenir ces herbes
  et fournitures à Zakhos et que vous assistiez
  Fayiz. Auriez-vous le  courage de faire cela?
  Pouvez-vous emmener ces herbes médicales
  pour mettre fin à cette épidémie? »
  Encounter Two: Rebel
  Patrol
  Vous 
  avez 
  voyagé 
  depuis 
  Khandahur
  jusqu’en Elisam, passant la frontière du
  Sheikat en rebellion vous entretenez l’espoir
  d’arriver rapidement et en toute sécurité à
  Zakhos. Votre destination n’est plus qu’à une
  journée de voyage au sud-ouest.
  Après quelques heures de voyage, vous
  apercevez deux cavaliers venant du sud et
  galopants vers vous. L’un d’eux brandit la
  bannière de Tusmit au bout de sa lance, mais
  avec un champ blanc plutôt que rouge. Tous
  les deux portent un brassard blanc par
  dessus leur plastron (breastplate.)
  Les cavaliers s’arrêtent à environ cent pieds
  de vous. L’un d’eux lève la main et vous
  interpelle. « Qui êtes-vous et pourquoi êtes-
  vous ici ? »
  Encounter Three: Trial of
  beliefs
  Après quelques heures de voyage, vous
  arrivez à la ville militaire de Gallam. Il y a
  quelques centaines de Gardes Tusmans
  campés autour et à l’intérieur de la ville.
  Tous portent le même brassard blanc.
  Maintenant renforcés votre escorte vous
  conduit jusqu’à leurs baraques. L’un d’entre
  eux y entre alors que les autres restent avec
  vous. Quelques minutes plus tard, le garde
  revient et vous êtes escorté à l’intérieur.
  On vous conduit dans un petit bureau. En
  entrant dans cette pièce de style militaire,
  vous n’y apercevez qu’une table. Un homme
  baklunien aux larges épaules dans une
  armure 
  de 
  plates 
  complète 
  arborant
  visiblement un brassard blanc est assis
  derrière la table.
  ***
  Se levant de son siège il dit : « Je suis Umar
  min-Gallam al-Naqeeb. Vous êtes présumé
  
  TUSI5-02 Rebellion Outbreak
  Page 27
  être des agents et des espions loyalistes.
  Qu’avez-vous 
  à 
  déclarer 
  pour 
  votre
  défense? »
  ***
  Se levant de son siège il dit : « Je suis Umar
  min-Gallam al-Naqeeb. Je vous remercie
  pour être venu en aide au village de Zakhos,
  Dites-moi tout ce que vous savez de cette
  affaire. Qui vous a envoyez ici et pourquoi? »
  ***
  Joining the rebellion
  « Vous 
  déclarez-vous 
  être 
  des 
  agents
  loyalistes ou allez-vous vous joindre à notre
  juste cause et devenir rebelles face à ce porc
  avare qui souille le Palais Exalté à Sefmur. Si
  c’est le cas, je vous demande de signer cette
  déclaration, » dit-il en vous montrant un
  document écrit. Cela stipule que vous ne
  reconnaissez point l’autorité de l’Usurpateur
  sur le Sheikat d’Elisam. Si vous signez, vous
  devrez porter l’un de ces brassard blancs
  symbole de notre juste lutte. Alors, que
  dites-vous ? »
  Encounter Four: The
  plagued village
  Vous arrivez finalement à votre destination,
  le village pestiféré de Zakhos. Vous voyez
  clairement que c’est un village de pêcheurs
  d’environ 15 maisons et 50 habitants.
  Approchant, 
  vous 
  apercevez 
  déjà 
  des
  villageois, marchant très lentement dans le
  village. Ils semblent tous souffrir de la
  maladie dont vous a parlé Husam al-Geshtai.
  Ils sont couverts de pustules rouges et leurs
  veines sont clairement visibles à cette
  distance. La plupart d’entre eux titubent à
  travers le village, un regard vide dans les
  yeux.
  Alors que vous entrez dans le village
  quelqu’un s’approche pour vous accueillir, il
  semble être souffrant comme les autres. Il
  est grand et d’assez forte carrure. Il porte un
  gilet de cottes de mailles arborant les
  couleurs de Tusmit. Il marche dans votre
  direction mais s’arrête à 30 pieds de vous,
  faisant signe de vous arrêter.
  « Je suis Kamal al-Zakhos, le constable de
  Zakhos. Je dois vous prévenir qu’il y a une
  épidémie dans notre village. Vous devez
  repartir si vous ne voulez pas être infecté. »
  Encounter Five: Fayiz’s
  house
  La maison de Fayiz est au bord de la
  Blashikmund. Un petit canal sort de la rivière
  et traverse sa maison pour ensuite rejoindre
  la rivière part l’autre côté. C’est une maison
  de pierre qui semble avoir de l’âge.
  Encounter Six: The angry
  mob
  Comme vous sortez de la maison du prêtre
  de Geshtai, vous vous rendez compte que
  plusieurs des villageois se rassemblent
  devant la maison. Ils sont armés de
  gourdins, de fourches et de torches. Ils
  semblent tous souffrir de la maladie et sont
  en piteux état, mais la colère brûle dans
  leurs yeux. « Ils sont là ! » crie l’un d’eux.
  Mis à part cette foule colérique vous
  apercevez le constable Kamal, lorsqu’il dit :
  « Ils viennent de tuer notre guérisseur, car il
  avait 
  découvert 
  que 
  c’était 
  eux 
  les
  responsables de la maladie ! Tuons-les tous
  et brûlons leurs vils cadavres ! » La foule en
  colère s’avance.
  Encounter Seven: Evil
  revealed
  Les villageois calment leurs ardeurs et
  disent : « Ils ont raison! » jetant leurs armes,
  ils se dispersent rapidement, laissant le
  constable et le barde à ses côtés seuls avec
  vous.
  Le barde s’exclame alors : « Tues-les Kamal.
  Je t’avais dit que ces gens viendraient te
  voler tes gens. Ils ont charmé les autres avec
  leur vile magie et c’est maintenant à nous de
  libérer nos amis ! » Le constable brandit son
  cimeterre et avance pour protéger le barde.
  ***
  Le moral de la foule se dissipe et ceux qui
  étaient resté en arrière, encourageant leur
  parents et amis prennent la fuite. En une
  seconde, la place est vide à l’exception de
  vous, du constable et du barde à ses côtés.
  
  TUSI5-02 Rebellion Outbreak
  Page 28
  La rage dans les yeux, le constable vous
  foudroie du regard, empoignant fermement
  son cimeterre. « Vous avez tué mes gens,
  mais là vous aurez à faire face à un vrai
  guerrier. PRÉPAREZ-VOUS À MOURIR!”
  Encounter Eight: More
  rebels
  Deux cavaliers arrivent dans le village depuis
  le nord-ouest. L’un d’eux brandit la bannière
  de Tusmit au bout de sa lance, mais avec un
  champ blanc plutôt que rouge. Tous les deux
  portent un brassard blanc par dessus leur
  plastron (breastplate).
  Les cavaliers s’arrêtent à environ cinquante
  pieds de vous. L’un d’eux lève la main et
  vous interpelle. « Dites-nous ce qui s’est
  passé ici ? »
  Conclusion
  Success
  De retour à Khandahur, vous vous dirigez au
  temple de Geshtai, avec fierté. Bien que vous
  n’ayez pas éradiqué vous-même la maladie,
  vos actions ont permis à des guérisseurs de
  compétents de se porter au secours de ce
  petit village.
  Husam vous attends près de la fontaine qui
  occupe l’entrée du temple. Il a un grand
  sourire sur le visage. « Aujourd’hui vous
  avez rendu un fier service. Non seulement à
  ses pauvres gens, mais à Tusmit en entier.
  Je vous offre les remerciements de mon
  Église, bien que je saches que vous méritez
  bien, bien plus. »
  Utter failure
  Vous n’avez pas réussi à sauver le village de
  Zakhos. À cause de vos actions, l’épidémie
  pourrait 
  causer 
  la 
  mort 
  de 
  plusieurs
  innocents.
  N’attendez pas grand-chose de personne.
  L’Église de Geshtai vous a envoyé une lettre
  vous 
  témoignant 
  de 
  leur 
  défaveur.
  Bizarrement, c’est depuis ce temps que toute
  l’eau que vous buvez semble croupie.
  Tusman law
  Bien que vous ayez sauvé le village de
  Zakhos, la Loi Tusmane supplante toutes
  vos actions. Vous avez été reconnu coupable
  d’une série de crimes.
  Pendant que vous purgez votre peine,
  l’Église de Geshtai vous fait parvenir un
  message 
  disant 
  qu’ils 
  attendent
  impatiemment votre libération. Ce n’est
  qu’un petit contretemps.
  Parting words
  Regardant l’image des jeunes aventuriers
  dans sa boule de cristal, la jeune femme
  étudiait leurs visages pour un moment.
  « Mamoon, cet idiot incapable de faire
  quoique ce soit correctement… Peut-être
  que ces jeunes personnes pourraient… me
  servir lorsque je pourrais avoir besoin
  d’eux. »
  « Oui, les aventuriers ont la fâcheuse
  habitude de se montrer lorsque vous ne
  vous y attendez point. Mieux vaut les
  compter parmi vos alliés, ou vos pions » dit
  une voix dans l’ombre, rien de plus qu’un
  murmure. 
  « Vous m’avez bien formé. Notre plan est
  sans 
  faille. 
  Bientôt 
  vous 
  aurez 
  votre
  vengeance, » 
  rétorque 
  la 
  femme 
  sans
  regarder derrière elle.
  Fin
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Tusmit/595/Intro mods/TUSI5-02 - Rebellion Outbreak/TUSi5-02 - Rebellion Outbreak.pdf