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  TUSIntro6-02 
   
   
   
   
   
  Timing Need 
   
  A Two-Round Dungeons & Dragons® Living 
  Greyhawk™ Tusmit Introductory Adventure 
   
   
  by Charles Montigny 
  Tusmit Triad Editor: Jean Guérette and Daniel Mayrand 
   
   
   
  The water watchers need “unofficial” assistance with a delicate problem in rebel lands and you were the only ones 
  available. You think you’re up to the job but this is getting very confusing! A two-round Tusmit Introductory 
  adventure set in Nahim for first level characters (APL 1). 
  
  TUSIntro6-02 Timing Need 
   
  Page 1 
  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 
  Dungeon Master (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, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, reading 
  beyond this point makes you ineligible to do so.  
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies 
  of the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read 
  aloud when appropriate. 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. For 
  your convenience, that appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. 
  You’ll also find a LIVING GREYHAWK Adventure 
  Record (AR).  
  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.  
  
  TUSIntro6-02 Timing Need 
   
  Page 2 
   
  # 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 
  7 
  7 
  9 
  10 
  11 
  3.  Sum the results of step 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. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher 
  or the lower adjacent APL. 
   
  APL also affects the amount of experience and gold 
  a PC can gain at the end of the adventure. 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 1st-level characters may 
  find the challenge of an APL 2 adventure difficult. 
  Suggest the following to these groups to help increase 
  their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard two-round Introductory adventure, set 
  in Tusmit.  Characters native to Tusmit pay one Time 
  Units per round, all others pay two Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit. Rich Upkeep costs 50 gp per Time Unit. 
  Luxury Upkeep costs 100 gp per Time Unit. Characters 
  that fail to pay at least Standard Upkeep will retain 
  temporary ability damage until the next adventure, must 
  buy new spell component pouches and healer’s kits, and 
  may suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties 
  by living off the wild. If the character possesses four or 
  more ranks in the Survival skill and succeeds at a DC 
  20 Survival check, the character will heal temporary 
  ability damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s kits, 
  and may restock up to 20 arrows or bolts if the 
  character has at least four ranks in Craft (bowmaking). 
  The player is allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
  ADVENTURE BACKGROUND 
  The Urn of Moustrak Waziv 
  It all started when a group of adventurers sold their new 
  found loot to a merchant of the Mouqollad Consortium. 
  One of the items was an urn which contained the ashes 
  of Moustrak Waziv al-Mullah; one of the first priests of 
  the True Faith of Al’Akbar to step on Tusman soil.  
   
  The merchant went to the local authorities, who 
  confiscated the urn, to have it stolen from them a short 
  time later. The authorities caught the robber, but not 
  fast enough; the urn had already been sold to a fence.  
   
  The guard managed to learn that a gnome has it in 
  his possession. Since the gnome is now in a rebellious 
  sheikdom they can't catch him easily; this is where the 
  players come in. 
  
  TUSIntro6-02 Timing Need 
   
  Page 3 
  Domio 
  The gnome is an illusionist named Domio who also 
  dabbles in necromancy. This Urn is a nice addition to 
  his small collection as it contains the ingredients he 
  needed to brew a mighty potion. The potion will take 
  him one week to prepare. 
   
  When Domio learnt from his contacts that in the 
  nearest city, someone wanted to hire some adventurers, 
  he knew it was for him. Since he doesn't want to lose his 
  potion by being arrested, he prepared some defenses.  
  • 
  First, he met an old wizard that still owed him a 
  favor. The gnome didn't know if he could really 
  trust him, but he knew he was going to need all the 
  help he could get.  
  • 
  Second, he asked his supplier to hire him a 
  bodyguard. Sadly, the supplier, not being able to 
  contact a solid source, went back only with a 
  mercenary.  
  • 
  Knowing this was not going to be enough against 
  seasoned adventurers, he bought from the same 
  supplier some scrolls for his protection. The gnome 
  hopes to be able to finish his potion and leave this 
  place before the adventurers find him. 
  Zaleüs 
  Some time ago, Domio’s master saved Zaleüs’ master. 
  A lot of time passed but old favors remain; the wizard 
  was not surprised to see Domio coming to his tower. 
  Luckily for Zaleüs, the gnome only asked to buy him 
  some time.  
   
  Zaleüs doesn't want to kill anyone, so he hired 
  some adventurers to be in the path of the PCs. He hired 
  them not to kill, but to subdue the adventurers. 
   
  Zaleüs hopes to then be able to cast an old ritual on 
  the PCs. The ritual is a modified version of a confusion 
  spell that he never tried before so he’s not sure of the 
  exact results, but he knows it will get them confused 
  long enough to have them do some mistakes and lose 
  the time Domio wanted.  
   
  Zaleüs doesn't know how healthy he is going to be 
  after the ritual, that's why his apprentice is ready to fight 
  against the adventurers if they come. Again, the 
  apprentice won't kill the adventurers; he will use non-
  lethal damage against them.  
  The ritual 
  The ritual Zaleüs does to the PCs affects their memory. 
  PCs are going to play the second day of the adventure 
  as many unorganized flashbacks. 
  Bergamothe  
  The green hag is not the most evil of Hags; she lives in 
  the woods in a small wooden house near Calitoubal. She 
  is intent on becoming a druid; however, she is not to be 
  taken lightly. She has made a pact of peace with the 
  people of this village. Because of this pact, she will not 
  disturb the peace in Calitoubal and the people of 
  Calitoubal won't bother her.  
   
  Sometimes, citizens come to see her and request 
  use of her alchemical talents, but rare are the braves 
  who want to do so since she has been known to eat a 
  trespasser once in a while. 
  ADVENTURE SUMMARY 
  Take note that Encounters 4 to 11 are not in 
  chronological order. The correct chronological order is: 
  10, 9, 4, 6, 5, 7, 8, and 11. 
  Introduction. 
  Encounter 1: The PCs are hired to retrieve an Urn. To 
  be hired, they must pass a competence test.  
  Encounter 2: The PCs gather information in the city. 
  Players learn information on Tusmit. The party may get 
  a sideline job.  
  Encounter 3: The party travels by night on barijahs. On 
  the morning, they arrive at a harbor near the village. 
  Encounter 4 (10): The party has been sent to jail with 
  all their equipment. They can try to get out or wait. 
  Encounter 5 (9): The party is into the woods at a cross 
  roads. They can go right, left or backward. If the players 
  take the left path, they arrive to a small wooden house. 
  If they choose another path, they are attacked by the 3 
  adventurers. 
  Encounter 6 (4): The PCs are in Calitoubal. They just 
  got out of jail. They can meet their contacts and gather 
  some more information.  
  Encounter 7 (6): This encounter happens only if the 
  PCs opened the door at encounter 5 or if they lost 
  against the group of adventurers. They will meet 
  Bergamothe, or wake up with potions beside them. 
  Encounter 8 (5): The PCs follow the trail to the 
  wizard's tower. They will investigate the tower. 
  Encounter 9 (7): The PCs are attacked by a barbarian 
  on the morning they arrived at Calitoubal. 
  Encounter 10 (8): The PCs are on their way to 
  Calitoubal on the morning. They see a dark figure; 
  Zaleüs. He's going to talk to the PCs and cast his ritual.  
  
  TUSIntro6-02 Timing Need 
   
  Page 4 
  Encounter 11: Combat against the apprentice of 
  Zaleüs.  
  Encounter 12: The PCs return the Calitoubal to be paid 
  and have more information on the gnome. 
  Encounter 13: PCs go to the gnome's lair. They will 
  enter by the main entrance, or the secret back entrance. 
  If they go to the back entrance, they will meet Reck the 
  Ogre, or an ogre skeleton. 
  Encounter 14: The PCs explore the gnome's lair. At the 
  end, they fight the gnome. 
  Conclusion 
  INTRODUCTION 
  You are in the Water Watchers barrack's waiting 
  room. Although your motivations are varied, you are 
  all there for the same reason: to become an 
  adventurer. You all know that the job will be very 
  hard, and that maybe you do not have what it takes for 
  it. In spite of that, you are all there waiting in this 
  room. After all, no one else will come here, in this 
  small sheikdom. Great adventurers always have better 
  things to do. The door finally swings open, and a 
  Baklunish man in his mid-thirties receives you in his 
  office. The man is strongly built and he greets you 
  sitting in his large chair. "Hi, I'm Muqaddam 
  Moussaffat Fouzhef. I thank you all for being here. 
  Before we talk about serious matters, I would like to 
  know you a little better" 
   
  Muqaddam is a military rank meaning "Captain of 
  the Water Watchers. 
   
  Let the PCs introduce themselves. 
   
  "I see that most of you need more experience and 
  better equipment. But I understand that I won't be 
  able to find anybody else. Your task will be very 
  dangerous and I really fear for your lives. Now that 
  you are warned, I can begin". 
   
   Moussaffat gets up and moves toward a small 
  bookshelf. He takes from it a large yellow book and 
  opens it on his desk in front of you. You can see in the 
  book an illustration of a red and black old ceremonial 
  burial urn covered with runes. Before you can say 
  anything, Moussaffat continue: "This is what I want 
  you to find: The burial urn of Moustrak Waziv al-
  Mullah; one of the first priests of the True Faith of 
  Al’Akbar to step on Tusman soil. A local merchant 
  bought it from adventurers. When he discovered what 
  was in it, he gave it to the authorities. We were 
  planning to return it to a temple, but it has been stolen 
  right under our noses. It is not important how it 
  happened; the important thing is that the book is 
  currently in the possession of a gnome adept in 
  necromancy." 
   
  Moussaffat gets up again and turns toward a 
  painting behind him. On it, you can see a small 
  gnome wearing a dark blue robe, a dark black cloak 
  and a dark blue wizard hat covered with big silver 
  stars. "We do not know his name, but our diviners 
  managed to learn that he is currently near a small 
  village into this sheikdom. Calitoubal is the village's 
  name. The village is still in the hands of the Rebels 
  and the order hasn't been restored yet. For me, it's a 
  problem and for that reason, I can't conduct an 
  official search there. It's why you are here." 
   
  Moussaffat pauses for a moment then continues; 
  "Do not measure the powers of your enemy by his 
  size. This task will be very difficult. You will need to 
  get information on this gnome, without him knowing 
  what you really want. To help you getting to this 
  village as fast as possible, I have planned a night trip 
  on a barijah... You will take the boat tonight and 
  tomorrow morning you will be at destination. You will 
  leave the boat only a few miles away of Calitoubal. In 
  the village, the general Amjada will be able to help 
  you. Officially, she is only a merchant of the 
  Mouqollad consortium in the village, but she will be 
  your boss. Meet her tomorrow morning to have more 
  information on your mission. She is the one in charge 
  of the information about the gnome. Do you have any 
  questions?"  
  Q: What is that Urn we are looking for? 
  A: It contains the Ashes of Moustrak Waziv al-Mullah; 
  one of the first priests of the True Faith of Al’Akbar to 
  step on Tusman soil. The value to the church would be 
  huge but we’re afraid what a necromancer could do with 
  them. 
  Q: How was the Urn stolen? 
  A: This is not of your concern, measures have been 
  taken. 
  Q: In which circumstances the adventurers found 
  the urn? 
  I don’t have the details. I believe they raided a group of 
  Orcs who had sacked a tomb. 
  Q: What about money? 
  The money will be as good as your job. Speak with 
  Amjada for more detail. 
  Q: Where is Amjada in the city? 
  I don't know exactly, but she will be easy to find since 
  she’s a public figure. 
  
  TUSIntro6-02 Timing Need 
   
  Page 5 
  ENCOUNTER 1: A LITTLE 
  TEST 
  When the PCs have no more questions, Moussaffat will 
  continue: 
   
  "Well, as you have no more questions, we will 
  proceed with the test. You know, as your task will be 
  very difficult, I want to make sure you have the 
  requirements to do it. Follow me please."  
   
  The Liwa of the water watchers bring you in a 
  training room. In there, you can see a platform built 
  on springs. There’s a man pulling a rope at each 
  corner of the platform, this makes the platform rock 
  from one side to another.  
   
  A half-orc is on the platform. He is two heads 
  taller than each of his four opponents. Even if he is 
  alone against four, he has the advantage in this fight; 
  only few attacks really reach him and he counters 
  with many blows. After few seconds three out of four 
  have fallen on the ground. "Krall!, go get the new 
  recruits."  
   
  When Moussaffat talked to Krall, his last 
  opponent tried to jump on his back. Krall rapidly 
  stopped him with one hand, lifted him over his head 
  and threw him on the ground at his feet. Then, Kreg 
  reply "Yes Liwa!" before leaving the room. 
  Moussaffat turn towards you. "Krall is a good sailor. 
  He trains our recruits few weeks per year. There are 
  three new recruits who have been trained for few 
  months to be able to join the water watchers. You will 
  be their test. If you win, you have the mission and they 
  will need to be trained for another month. If they win, 
  they will be water watchers right away and you will be 
  unemployed.  
   
  So, I can be sure that every one makes their best. 
  I do not want to see blood in this fight. There is a box 
  full of saps if you need some. For spells, I told you, I 
  do not want to see blood. You are out of the fight if 
  you fall off the platform. You win when your three 
  opponents are unconscious or off the platform. Go get 
  ready." 
   
  If a PC does not want to fight, he is not obligated 
  to. Note that if none of the PC wants to fight, they won't 
  be hired. When all the PCs are ready, 3 Baklunish men 
  enter the room. They wear chain shirts and wield saps. 
  Development: The platform is 25 feet long per 25 feet 
  wide. At the end of each round, the platform will rock 
  causing every one to make a DC 10 balance check. 
  Every one (NPCs included!) who fails that check will 
  fall prone in one adjacent square at random (roll 1d8). 
  If that square is occupied by a prone person, the one in 
  that square is pushed back one square in the same 
  direction. And so on, until everybody moves in an 
  unoccupied square or falls off the platform. Note that 
  the only ones who fall prone are those who fail the 
  balance check.  
  Tactics: The 3 men are going to fight as hard as they 
  can. They will flank and try to concentrate all their 
  attacks on one target at a time. 
  Troubleshooting - losing the fight:  If the PCs do not 
  fight or lose it, the game is not over. They can still take 
  the boat as the crew doesn't know they have not been 
  hired and same thing for Amjada. They can continue as 
  normal. If they are not planning doing so, you can use 
  the dark man in the shadow of Encounter 2 to 
  encourage them going to the village. In this case, the 
  man in the shadow will directly ask the PCs, gather 
  information checks are not needed. 
  APL 1 (EL 1) 
   
  Human warrior (3): hp 10, 10, 10; appendix 1. 
  ENCOUNTER 2: A RAPID 
  AFTERNOON 
  The PCs have few hours to wait until the night to take 
  the barijah.  
   
  They can purchase normal items from the chapter 7 
  in the PHB. They can manage to find scrolls and 
  potions from the DMG if it's less than or equal to 
  500gp. They can ask for NPC magical services, 
  maximum caster level 5. 
  Word on the street 
  If the PCs want, they can do a general Gather 
  Information. (They won't learn much on their mission 
  here.) 
   
  DC 13: Another group of adventurers left in the 
  morning for Calitoubal. They were 4 people, one 
  human, a halfling, a half-elf and a half-orc. 
   
  DC 15: Recently, in the sheikdom, farmers saw a 
  group of ogres. They are not used to it. 
   
  DC 16: They will meet a dark man in a dark alley 
  (see below) 
   
  DC 21: The group of adventurers was hired to stop 
  another group of adventurers [matching description of 
  the PCs]. The Halfling is a clumsy sorcerer apprentice 
  with a Raven familiar, The half-elf is a ranger type, the 
  human is a rogue and the half Orc was obviously a very 
  large barbarian with a greatsword strapped in his back. 
  
  TUSIntro6-02 Timing Need 
   
  Page 6 
  Dark man in the shadow 
  A stealthy man will try to catch the attention of the PCs 
  while they are asking around for information. He will 
  stay in the shadow all the time. If PCs really try to spot 
  him, they will only manage to see a scar on his cheek. 
  (The PCs can make a DC 20 Knowledge (local-core) 
  check to know that the gash on his cheek is a mark from 
  the Greyhawk Thieves' Guild identifying him as an 
  informant.) He will try to convince the PCs to bring a 
  box with them to the village. If they accept, they must 
  give the box to a guy at the corner of "rogue" and 
  "dagger" street. The guy will say: "Ah, I think you have 
  a gift for me." The guy will pay them 50gp each if they 
  do. They must not open the box. It's a wooden box one 
  foot wide, one foot tall and one foot large. No lock, no 
  cover, seams that only a crowbar can open it. No sounds 
  get out from the box. The content is very light. 
   
  If the PCs open the box, they will find only dust. 
  ENCOUNTER 3: BOAT TRIP 
  A barijah is a low boat commonly used by Tusmans to 
  sail the rivers all around Tusmit. A lot of crates are 
  carried this way on what is called the Tuflik, Fals, and 
  Velverdyva Trade Route. 
   
  The barijah that the PCs are supposed to take will 
  arrive in the evening. Once the crew has done unloading 
  and loading the boat, the PCs can come in. It's going to 
  be around 9 o'clock. The boat will leave by 10 PM. 
  Keep in mind that it is a small boat, so a maximum of 1 
  horse could come in. The crew has set up hammock for 
  PCs to be able to sleep. The night will be uneventful, 
  but if PCs wish to remain awake, feel free to roleplay 
  with them. For example, the crew can tell a story about 
  the stars, the moon, or speak about the rivers of the 
  VTF. 
   
  Running along the boundaries of Tusmit are 
  many rivers flowing down from the Yatils into the 
  Blashikmund or Tuflik rivers. During the history of 
  their land, the people of Tusmit have learned to use 
  their waterways to their advantage. Having been 
  under constant threat of neighboring states and 
  countries Tusmit has discovered the importance of 
  hasty travel to warn others of danger. A boat needs 
  not sleep! This philosophy of water travel has in no 
  way lessened the respect for the horse in Tusmit. If 
  anything it has saved the lives of many a horse that 
  did not have to perish because their rider pushed them 
  too hard.  
   
   If you are comfortable with the Tusman setting you 
  could take this time to educate the PCs on Tusmit 
  history and current events. 
   
  Also, the Water Watchers will mention having seen 
  a few ogres on the shores of Nahim recently. Ogres are 
  creatures that look like big humans. They are always 
  hungry, angry and stupid. 
   
  When the morning comes, continue with the 
  following: 
   
  At sunset, the captain informs you that you will 
  reach your destination in a few minutes. Later on, you 
  see a small abandoned dock and a road beside it. The 
  captain then says: “Here’s your stop!” It’s scarcely 
  used because the river is in the shape of an 'L' and 
  sometimes floods the road you see over there. 
  Caravans use it, but rarely since they could sink in the 
  mud. It is where we will let you. Calitoubal is few 
  miles south. Take the road; you'll get there in less 
  than 30 minutes. Good luck!" 
   
  PCs can prepare themselves and get to the ground. 
  When they start walking towards the village, go to 
  BEFORE Encounter 4. 
  Before Encounter 4 
  Here starts the memory leek of the PCs. On their way to 
  the village, they encountered Zaleüs. He cast his ritual 
  on the PCs and from now on, they are going to play this 
  day as many flash backs in their memories. Do not tell 
  the PCs this information now, they will manage to 
  understand it by themselves. 
  Hint and tips to manage the flash back. 
  Here is the real chronological order of the Encounters: 
  (10, 9, 4, 6, 5, 7, 8, and 11)  
   
  Always consider the PCs hit points to be 
  replenished between the Encounters as Moussaffat will 
  have paid for temple services between the Encounters. 
  (PCs do not know that.) 
   
  It is always the same day, so spellcasters do not 
  recover any spells. Even if they used a spell in the 
  Encounter that happened in the afternoon and now they 
  play the morning Encounter, the PCs do not have the 
  spell back. As he is going to use the spell this afternoon, 
  he can't use it right now. 
   
  Always remember that the NPCs are not affected 
  by the ritual, so some questions might make them 
  uncertain, or make them think the PCs are insane. 
  ENCOUNTER 4: INTO THE 
  PRISON 
  When the PCs went into town, they were attacked by 
  Krik, the half-orc (see Encounter 9). The local militia 
  
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  arrested everyone after the fight and put them all in jail. 
  Then, they asked questions to villagers. As the PCs got 
  attacked and only defended themselves, they will be 
  free to go. (As Krik has only been put unconscious.) 
  The flashback of the PCs happens just between the time 
  they have been put in jail and the time they have been 
  released.  
   
  Time line: Middle morning. 
   
  Read or paraphrase the following: 
   
  As you start walking towards your destination you 
  see a dark form at the horizon. Then, all becomes 
  fuzzy. It becomes hard to stand on your feet and you 
  loose the perception of time. You feel you are falling 
  and then, everything turns black. You do not know 
  how much time has passed. You all wake up on cold 
  wet stone. You do not know where you are, but the 
  iron bars inform you that you are probably inside a 
  jail cell. When you try to recall what happened, you 
  only see a dark shadowy form on a road. 
   
  The PCs are in the Village's prison in the last cell. 
  There is no window and the PCs can only see a wall in 
  front of them. In the cell beside them rests an 
  unconscious half-orc, Krik. They will see it if they use a 
  mirror to look around or if they get out of their cell. See 
  appendix 2 for a map of the prison. The PCs have all 
  their gear and equipment. They have a few wounds but 
  it is not important. The Iron Gate has an Average lock 
  (Open lock DC 25). The PCs can try to escape or wait. 
  If the PCs wait, or if they try to break the door proceed 
  with the guard. If they manage to unlock the door, 
  proceed with Escape. 
  The guard 
  You hear a wooden door open. The noise comes from 
  the other side of the room. You see a young men 
  coming in front of your cell with keys in his hands. He 
  is a Baklunish man in his early 20s. While he unlocks 
  your door, he says: "All our apologies, but we didn't 
  have the choice. We needed to do an investigation 
  before we could let you free. As all the villagers told us 
  you only did defend yourself, you can leave. I'm very 
  sorry for the time you have lost. Have a nice day!" 
   
  The PCs will probably ask questions to the guard: 
  Q: Where are we? 
  A: (not sure of what it has just heard) Well, you are in a 
  small village in the sheikdom of Nahim. It is called 
  Calitoubal. 
  Q: What happened? 
  A: Well, as I told you, after we sent you to jail, we 
  asked questions to the witnesses. They all told us you 
  had been attacked. You didn’t cause him any lethal 
  wounds so there’s no charge against you right now, 
  you’re free to go. If you had hurt him seriously it would 
  have made things more complicated. 
  Q: Who attacked us? 
  A: The tavern keeper heard his name yesterday, he is 
  called Krik. 
  Q: Who is Krik? 
  A: Well, he's the half-orc that just attacked you. He is 
  still unconscious in his cell. 
  Q: Can we speak to him? 
  A: Well yes, if you pay Habdoul to cure him. Habdoul 
  is the priest of Al'Akbar in town. 
  Q: Can we cure it by ourselves? 
  A: Well, sure. (A cure of 1 hit point is enough for Krik 
  to be conscious.) 
   
  Krik is described below under Escape. 
   
  As the PCs leave the prison, proceed with 
  Encounter 5. No, they can't see Habdoul right now, as 
  the flash back is going to stop as they reach the door of 
  the prison. 
  Escape 
  As you get out of your cell, you see a half-orc in the 
  cell beside yours. He is tall and strong but he is 
  covered with wounds. He lies unconscious on the 
  ground. He has no weapon and no equipment. As you 
  pass by, he opens his eyes and look at you. 
   
  The PCs can speak with Krik. When the PCs walk 
  through the front door of the prison, proceed with 
  Encounter 5. If the PCs try to free Krik of his cell, 
  proceed with Encounter 5 as they unlock it. (Krik is 
  going to draw a PC’s weapon and attack them; as he is 
  at 1 hit point there is no need to roll this scene.) 
  Speaking with Krik: 
  The PCs will play the combat with Krik only at 
  Encounter 9. But it already happened earlier in the 
  morning. Even if what Krik says in this encounter does 
  not happen in Encounter 9, consider it is true. Krik will 
  say only what he wants to remember anyways and he’s 
  not very smart. So even if the PCs beat him down 
  easily, he will keep in is mind that he won the fight. 
  Q: Who are you? 
  Your worsted nightmare! 
  Q: Hun, hun .. Why are you here? 
  
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  Because I beatsed you down! 
  Q: You know us? 
  Yes, I beatsed you down! 
  Q: Why did you attack us? 
  Becose I needets to beat youse down. 
   
  His answers are going to be always like this unless 
  PCs try to intimidate him. You can have them roll 
  Intimidate checks against a DC of 12.  
   
  It can be assumed the circumstantial bonuses the 
  PCs can get for him being in jail balance out with the 
  circumstantial penalties they get for him being 
  overconfident and stupid but you can assign bonuses of 
  +2 to +8 for good roleplaying on the PCs part. 
  Speaking with intimidated Krik: 
  Q: I won't ask it twice, WHO ARE YOU? 
  I Krik. 
  Q: Why are you here? 
  Because I try to killed you. 
  Q: How do you know us? 
  Yung men wut blond hair. He want us to maked it 
  difficult for youse to the wizard tower.  
  Q: Who is that blond guy? 
  I don't knowed. We meeted him at tavern. 
  Q: Where is the wizard tower? 
  Into the woods. 
  Q: US?? you are not alone? 
  No, my friend wantsed to trap youse into the woods. I 
  wantsed to attacks youse right the way. We splitted up. 
  I failed, they won't. Krik smilesd. 
   
  Krik won’t have much more interesting to say, he’s 
  not too smart. 
   
  If the Intimidation check is 17 or above he can 
  reveal the Half elf is a ranger who has favored enemy 
  elves and the Halfling is a fragile built sorcerer who 
  uses sleep magic. 
   
  When the PCs get out of the jail (escaped or not), 
  proceed with Encounter 5. 
  ENCOUNTER 5: INTO THE 
  WOODS 
  Time line: beginning of the afternoon. 
   
  Recent events: The PCs just asked around into the 
  village for information. They decided to go to the 
  wizard's tower, or to track down the other party 
  members. Both choices are in the same direction, the 
  woods. Because of the flashback, the PCs don’t know 
  this information right now. The flash back begins when 
  they are at a crossroad into the woods. 
   
  Krik’s party has been hired to make it hard for the 
  PCs to reach the wizard's tower. Villagers warned them 
  about a wooden cabin in the forest. They must not go 
  there for any reason. It's why they are trying to lure the 
  PCs there.  
   
  They walked to the wood cabin and made sure that 
  their tracks will be easy to follow. To make sure they 
  wouldn’t be tracked back when they return, the ranger 
  used a scroll of pass without trace. Then, they hid near 
  the crossroad and waited.  
   
  If the PCs do not follow their tracks, they are going 
  to attack. If the PCs go to the log cabin, the sorcerer 
  will send his raven familiar to spy to PCs. As they are 
  hidden at 60 feet of the trails, and behind trees and 
  bushes, the DC to spot them is 10 higher. They took 10 
  on their checks to hide, so the lowest DC to spot them is 
  25. Give a spot check only to PCs who try to look 
  around.  
   
  Read or paraphrase the following: 
   
  As you walk through the prison door, all becomes 
  black. You feel like entering inside of your own body. 
  You have a terrible headache. All finally stops and the 
  light comes again. But instead of being in a small 
  village, you are into the woods. There is no prison 
  behind you, but only a small trail. In front of you, you 
  see two other trails. One goes the left and the other 
  goes to the right. 
   
  If the PCs search for tracks, they easily find their 
  own tracks coming from the back trail. They also easily 
  find 3 humanoids tracks going towards the left trail. The 
  PCs can take all their time to make the decision. They 
  still don't know what is happening to them because of 
  the flashback. 
   
  When the PCs start to move, if they chose the left 
  trail, proceed below with the log cabin. Otherwise, they 
  hear casting (Halfling casting sleep). Initiative. 
  APL 1 (EL 2) 
   
  Hasoc: male halfling sorcerer 1; hp 4; see appendix 
  1 
   
  Elanir: male half-elf ranger 1; hp 10; see appendix 
  1 
   
  Samoufat: human rogue 1: hp 7; see appendix 1 
  
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  Tactics: The combat will probably start with a surprise 
  round when the PCs hear spellcasting.  
   
  The NPC party will stay into the woods. The rogue 
  will first shoot a blunt arrow to the first PC who gets 
  close (30 feet). Then he will enter melee with the ranger 
  and try to flank with him. They will try to take down the 
  PCs with lighter armors first, while the sorcerer will try 
  to cast sleep on as many PCs as possible. 
   
  The goal of the party is to subdue the PCs. When 
  this is done, they will bring them unconscious to the log 
  cabin and knock on the door while fleeing. 
   
  They won't speak while fighting and will fight until 
  being subdued. If a NPC hit points drop below 0 by 
  lethal damage, the other NPCs will try to flee. If they 
  can't, they will surrender.  
   
  As soon as the fight is over, proceed with 
  Encounter 6. 
  The log cabin 
   
  After a few minutes walking, the PCs will get to a 
  clearing. There is an old log cabin barely standing. If 
  they look by the window, they can see an old ugly 
  woman with dark black hair inside. The trail of the 3 
  humanoids stop at the door.  
   
  If the PCs knock at the door, do a lot of noise, or 
  any other thing that could catch the attention of the one 
  who is inside, the door will open. 
   
  If this happens, proceed with Encounter 6 just as 
  they see the door open. 
   
  If the PCs leave the clearing, after few minutes of 
  walk, they will hear some spell casting. Proceed with 
  the combat described higher in this encounter. 
  ENCOUNTER 6: INTO THE 
  VILLAGE 
  The flashback brings the PCs back to the village when 
  they get out of the prison. Remember that the players 
  had their hit points restored (if they fought). 
   
  Read or paraphrase the following: 
   
  All is black around you, again. When the light 
  comes back, you see a small street. Behind you is a 
  small stone building with the word "Prison" painted 
  over the wooden door. You seem to be in Calitoubal. It 
  is the morning, around 9 or 10 o'clock. 
   
  The PCs have many options here. 
  • 
  They can go give the box at the location they have 
  been told to. A man will take the box and will give 
  a purse of gold to the players. If the box has been 
  open, he will not take it, and will not pay the PCs. 
  He won't answer any question. If the PCs follow 
  him, he is going to his home and will let the box on 
  his table. Then, he will go to bed and sleep all day. 
  No one will come to get the box. The box will stay 
  on the table. The player can steal it, in that case, 
  nothing happens. Still, if they open it, they see only 
  dust. Do not bother more than that about that box. 
  • 
  They can interrogate Krik. See Encounter 4 for his 
  answers. 
  • 
  They can ask for temple services, or spell casting. 
  Maximum caster level: 3.  
  • 
  They can buy regular equipment from the PHB. 
  They can manage to find 1st level scrolls and 
  potion from DMG only. 
  • 
  They can talk with Amjada, proceed with Amjada 
  below. 
  Asking for information 
  Use these guidelines if the PCs start asking around for 
  information. There is no Gather Information roll 
  needed; this is a small town in which a little event 
  quickly becomes known to all. 
  What happened this morning? 
  Well, you were there. A half-orc attacked you and when 
  the fight was over, the militia came and sent you in jail.  
  Who won the fight? 
  You of course my lord. (The villagers are surprised of 
  such a question. They are going to answer what they 
  think the PCs want to hear.) 
  Were there other people with the half-orc? 
  Yes, just before the attack, he was speaking with 3 other 
  people. One of them was a halfling. 
  Where are those people? 
  Ah yes, while the fight was going on, I saw them going 
  into the woods. By the way, if you go into the woods 
  and see a log cabin, do not go there. 
  What is in this log cabin? 
  You don’t want to know. Just don’t go there. (sense 
  motive DC 12 reveals that the villagers do not like 
  talking about it and fear whatever is there) 
  Where is Amjada? 
  Ah, a nice woman she is. Here are the directions to find 
  her. 
  
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  Ogres? 
  Yes, my cousin saw one last week, he thinks they come 
  from the Yatils. Those are really big you know. My 
  cousin ran as fast as he can when he saw it. You know, 
  such stories about ogres are increasing in importance 
  in the region. I have even heard that a small group of 
  those creatures attacked a caravan recently. I don't 
  want to encounter one myself. 
  Wizard Tower? 
  Ah yes, you mean Zaleüs’ tower. It is into the woods. 
  When you take the trail over there, you'll come to a 
  cross road. Take the trail to the right. Do not take the 
  one to the left. Do not take the one to the right. Zaleüs 
  is a good man. He helps the town a lot. You know, if 
  you can buy arcane scrolls here, it's thanks to him. 
  Trail to the left? 
  Just do not go there. Do not bother the one who lives 
  there. She doesn't like it. And you won't like it too. 
  (Villagers won't speak more than that.) 
  Amjada 
  When the PCs go find Amjada, read or paraphrase the 
  following: 
   
  Amjada is easy to find. She is near her caravan at 
  the border of the village. She wears a breast plate and 
  a long sword. She has long red hair and a sight that is 
  not normal for someone who is only a merchant. As 
  you come near, she says:  
   
  "Hi, I'm happy to see you here. I'm sorry for 
  what happened this morning. What I do not like about 
  it is that someone knows you are here. Well, I still 
  believe in your for the mission. I managed to learn 
  that Zaleüs could have some information about the 
  gnome we are looking for.  
   
  The first step of your mission will be to go meet 
  him. His tower is into the woods. To get there, follow 
  the trail. When you'll get to a cross road, take the 
  right trail. Very important, do not go to the left. I've 
  heard an old witch lives there, and we must not 
  disturb her. YOU must not disturb her. If Zaleüs 
  knows where we can find our enemy, come back and 
  tell me. I'll pay you for this information. Let's say, 
  50gp, for each of you.  
   
  Then, if you are still willing, I will send you to get 
  the urn. So, come back here when you'll have more 
  information on this gnome. Good luck." 
   
  If PCs has more questions for her, she knows what 
  the villagers know. She won’t be aware of any “unusual 
  order of events”. 
   
  When the PCs leave the Village, read or paraphrase 
  the following: 
   
  As you leave the village, all becomes black, again. 
  You see a black form at the horizon. It looks like a 
  humanoid form, a walking stick in his hand. You try 
  to get closer, but you feel an extreme pain into your 
  head. All turns black again. 
   
  If the PCs fought the party of adventurers, at 
  Encounter 5, and won, go to Encounter 8. Otherwise, 
  go to Encounter 7. 
  ENCOUNTER 7: 
  BERGAMOTH, THE GREEN 
  HAG 
  Bergamoth is a green hag that tries to become a druid. 
  She isn’t especially evil but doesn’t like to be disturbed 
  but is very prone to flattery. In the past, she helped 
  some villagers who came to her house, but each time, 
  she makes sure they don't want to come again.  
   
  She has a few potions, a few alchemist extracts and 
  some good knowledge of the anatomy. She has good 
  healing skills. She always uses her Hag spell like ability 
  to disguise herself as an old woman. Sadly for her, she 
  is so ugly that even the spell is not powerful enough to 
  make her beautiful. 
   
  If the PCs have lost against Krik's party at 
  Encounter 5, go to Subdued.  
   
  Otherwise, this mean the door of Bergamoth was 
  opening. 
   
  Read or paraphrase the following: 
  As the light comes back, you see an old wooden house. 
  You are in front of the door when it opens. An old and 
  ugly woman just opened it and is now looking at you. 
  She is very thin, has long black hair and has a big 
  wart on her nose.  
  With a squeaking voice she says: "YES? What do you 
  want?!" 
  Development: Bergamoth is not happy to be disturbed. 
  However, she is wondering why the PCs dare to come 
  knocking at her door. If PCs do not find a good reason 
  of being here, she will chase them away closing the 
  door.  
   
  If PCs are kind with her, she will be happy, and 
  will speak with them (even if she has no useful 
  information for the adventure) but ask them to leave 
  after about an hour talk since “she’s tired”. If the PCs 
  have been kind they can make a Diplomacy (or perform 
  
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  if applicable) against a DC of 15. If they succeed she 
  will give the group 2 potions of cure light wounds. If 
  the check attains DC 20 she will also give a potion of 
  cure moderate wounds 
   
  If a PC insults her, harass her or hint that she could 
  be ugly; she will start to fight. 
  APL 1 (EL 5) 
   
  Green hag: hp 49; see MM 143. 
  Tactics: She will always use -4 to do subdual damage. 
  She will focus on the PC that insulted her (and ignore 
  the others unless they intervene). When this PC is 
  unconscious, she will take a full round action that 
  provokes attacks of opportunity to tear out his left eye. 
  Then, she will return to her house. She will knock down 
  any PC that still wants to fight. She will also knock 
  down anyone in her house. If that person still has his 
  left eye, she will take it before throwing the unconscious 
  PC out of her home. She won’t take more than 2 eyes 
  and not on the same person. 
   
  Once the PCs leave the clearing, or if all the PCs 
  are unconscious, proceed with Encounter 8. 
  Subdued 
  Krik's party subdued the PCs and took them 
  unconscious at Bergamoth's door. They knocked on the 
  door just before fleeing away. Bergamoth will find the 
  PCs, manage to heal them and will leave them in the 
  clearing before they wake up. In exchange of this help, 
  she thinks that an eye is a fair price (2 eyes if 6 PCs are 
  at the table but not from the same person). She will take 
  one eye of one of the player. She prefers elf eyes and 
  she doesn't like gnome eyes. She prefers male eyes. 
  Except for those preferences, the player will be chosen 
  at random. Then, she will return to her house and make 
  herself invisible so as not to be disturbed. The flashback 
  is when the PCs wake up. 
   
  Read or paraphrase the following: 
   
  You wake up on the ground of a small clearing. 
  You are near an old wooden house. Beside you are 
  two potions in the grass. You are all in perfect shape 
  except one of you. (Name the PC), your left eye is 
  missing.  
   
  The two potions are cure light wounds potions. If 
  the PCs try to go at the house, there is no one (she’s 
  invisible). If they open the door, they see an empty 
  house. If they enter, Bergamoth will order them to 
  leave, still being invisible. If they don't, she will attack 
  the PCs in her house. Refer to above for her tactics. 
   
  Proceed to Encounter 8. 
  ENCOUNTER 8: THE 
  WIZARD'S TOWER 
  The PCs took the right trail to get to the wizard's tower. 
   
  Time line: just after meeting the hag or defeating 
  Krik's party. 
   
  Remember that PCs hit points are full when they 
  start this encounter. 
   
  Read or paraphrase the following: 
   
  You are walking into a trail into the woods. A 
  stone tower is in front of you. The tower is three 
  stories high, has a wooden door and no windows. 
   
  The door of the tower is not locked. If they knock, 
  nothing happens. The 2 firsts floor are not interesting 
  for the PCs. Describe the tower as you wish. You can 
  even draw a map of the tower for each floor. There are 
  at least 2 bedrooms, a kitchen, a living room with a fire 
  place. You can add if you like a conjuration room with 
  circle of protection written on the floor. A room for 
  crafting scrolls and items, a forge for making armors, 
  weapons. Have fun describing the room. The doors 
  won't be locked and won't be trapped. 
   
  When the PCs get to the 3rd floor, they can see 
  only a door. Refer to appendix for a map of the 3rd 
  floor. Put the PCs on the map. When they open the first 
  door, nothing happens. When the 2nd door open, read 
  the following: 
   
  As you open the door, you see a young man with 
  blond hair and blue eyes. He wears a red robe and has 
  a whip in his hand. Of course, he was waiting for you. 
  He is already casting a spell.  
   
  Call initiative and proceed with Encounter 9 
  before the fight. Take note of the position of the PCs on 
  the map. 
  ENCOUNTER 9: THE 
  BARBARIAN 
  Time line: It is in the morning when the PCs get in 
  town. 
   
  Use the initiative the PCs just rolled. They are 
  being attack by Krik. 
   
  Read the following: 
   
  Again, you see the black form in the horizon. It 
  seams to make big gestures with his arms in your 
  direction. It looks like casting a spell, but you have 
  never seen anything similar. As you try to get closer, 
  again, a big headache gets you. All becomes black and 
  
  TUSIntro6-02 Timing Need 
   
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  when the light returns, you are into Calitoubal. The 
  streets are still almost deserted. You just entered the 
  village and all the villagers look at you, it doesn’t 
  seem like they recognize you. Then, a war cry breaks 
  the silence: "CHARGE!!!!" A half-orc is running 
  towards you with the biggest sap you ever seen into his 
  hands. 
   
  Proceed with the combat.  
  APL 1 (EL 3) 
   
  Krik; barbarian 1 fighter 2; hp: 30; see appendix 1. 
  Tactics: Krik is raging. He is going to charge and deal 
  damage until every one is subdued. His strategy isn’t 
  any better than that. 
   
  When the combat is done, proceed with Encounter 
  10. 
  ENCOUNTER 10: THE 
  WIZARD 
  The PCs are on the road going to the village in the 
  morning. They will finally know what happened to 
  them. 
   
  Read the following: 
   
  All is black again. You see the dark form at the 
  horizon. The big gestures have stopped. You get closer 
  and you see an old man with a walking stick. Behind 
  him is a young man with blond hair, blue eyes and a 
  red robe. As you get closer again, the old man starts to 
  speak to you. "Hi, you are going to be my laboratory 
  rat today. Do not be angry after me, I don't want you 
  any harm. But, I need to slow you down. I think what 
  I did will be enough. Have a nice day." With those last 
  words, the old man throws at you a handful of sand. 
  Then, again, all becomes black. 
   
  ENCOUNTER 11: THE 
  APPRENTICE 
   
  When the light comes back, you are at the third 
  floor of Zaleüs tower. You feel like if a lot of time has 
  passed but only in few seconds. You just realized that 
  the young sueloise wizard is still in front of you, 
  finishing casting his spell. It's time to act, as he is 
  already casting another one. 
  If the PCs succeed at a Spellcraft check (DC 16), they 
  realize he just cast shield. 
  APL 1 (EL 4) 
   
  Marver; sueloise human wizard 4; hp: 17, see 
  appendix 1. 
  Tactics: Marver is going to use color spray against 
  opponents in melee. He will use nonlethal substitution 
  magic missiles against casters. He will use his whip 
  against opponents that fall from the color spray. His 
  goal is to subdue the PCs. If possible, he will order his 
  unseen servant to close the door to split up the party (a 
  move action). If a melee opponent does not fall from his 
  color spray, he will try his nonlethal substitution spells 
  against him. 
   
  There is a map on a table behind the apprentice. 
  The map indicates the gnome's lair. 
   
  Zaleüs, Marver’s master, is invisible behind him, 
  watching. His ritual in the morning took all his energy 
  and he can't cast spells. He still has scrolls, potions and 
  wands he can use, but he won't act in the combat; this is 
  his apprentice test. How can he manage a band of 
  adventurers?  
   
  When his apprentice is unconscious, Zaleüs will 
  reveal himself. If the PCs want to kill his apprentice, he 
  will ask them not to do so as “he’d prefer to have him 
  alive”. If the PCs do not listen to him and kill his 
  apprentice, he will be “mildly upset” and ask the PCs to 
  take the map and leave. In this case, he won't answer 
  any questions. 
   
  If the PCs talk Zaleüs will answer their questions. 
  Zaleüs is aloof and arrogant, he doesn’t really care 
  about the PCs and will be honest in his answers since he 
  believes the PCs have earned it. It is a good time for 
  you as a DM to tell the PCs what just happened if some 
  of them have accumulated frustration of being 
  “railroaded”. Basically the rest of the adventure will be 
  harder if they failed and easier if they succeeded against 
  the apprentice. Zaleüs will tell them that directly while 
  chuckling. As a DM you should make him appear all 
  mighty so that the PCs don’t believe they could defeat 
  him. Refer to the adventure background for his answers. 
   
  If the PCs attack him he will use his wand of 
  nonlethal substitution fireball (CL 7) against them. 
   
  If the PCs win against the apprentice, they can 
  return to town with the information. If they get subdued, 
  the wizard will keep them for one day unconscious. 
  Then the players will wake up in front of his tower with 
  all their equipment, the next evening. 
   
  Proceed with Encounter 12. 
  
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  ENCOUNTER 12: BETWEEN 
  THE MISSIONS 
  The normal order of events is now setup; this also 
  marks the beginning of the second round of play. 
   
  The PCs return to Calitoubal. They have the map in 
  their possession. The map indicates the lair of the 
  gnome; a few mile north of Calitoubal and inside a big 
  hill or a small mountain. There is no road going towards 
  this location. 
   
  Refer to Encounter 5 for things the PCs can find 
  into the city. Amjada will have more information, there 
  are described here, see Amjada.  
  Amjada 
   
  She is very happy to learn that the PCs succeeded. 
  She will pay each PC 50pg for the information. She 
  already has a map of the region (but it doesn’t include 
  the lair), so she won't take the map from the PCs but 
  will only mark the location of the lair on her own map. 
  She will be interested in any more information PCs 
  could have learned from the wizard. 
   
  When she learns of the risks they took she will 
  increase the pay by 250 additional gp per PC. 
   
  If asked about the location of the lair, she never 
  went there before. She doesn't know where it is, but she 
  will refer the PCs to Barendo. He travels a lot and 
  knows the region like his beard. Oh yes, he's a dwarf. 
  Villagers 
  If the PCs ask around for the location of the lair, the 
  villagers will refer the PCs to Barendo. 
  Barendo Lodder 
  Barendo is a dwarven ranger. He has a small house in 
  this village. He travels a lot, so he is not home most of 
  the time. Hopefully for the PCs, he is right there at the 
  moment. 
   
  If asked about the location of the lair, read or 
  paraphrase the following: 
  "Yes, I know this place. I named it the big hill. Go 
  east; it is one hour walk from here. Just one thing, I 
  find it strange that on your map, the entrance is on 
  that side of the mountain. I went there, and I only saw 
  a cave entrance at the opposite side of the hill. If I 
  were you, I would look for this cave. Maybe it’s linked 
  to the lair of the gnome you are speaking of." 
  ENCOUNTER 13: THE 
  MOUNTAIN 
  Front of the mountain, main entrance 
  With the map at hand, the PCs can easily find the not-
  so-well-hidden round door of the main entrance of the 
  gnome's lair. The door is not locked but it is trapped 
  with an alarm spell (mental alarm).  
  APL 1 (EL 1) 
   
  Alarm Search DC: 26 disable devices DC: 26. 
  When the players enter, proceed with Encounter 14. 
  Back of the mountain, secret entrance 
  There is a cave at the back of the mountain. Inside this 
  cave, there is a small natural tunnel that goes to the lair 
  of the gnome. This small tunnel is hard to see and a 
  medium sized character must squeeze to enter it. To 
  find this tunnel, the PCs must succeed a spot check 
  against DC 15 or a search check DC 10 when inside the 
  cave. When the PCs enter the tunnel, proceed with 
  Encounter 14. 
   
  If the PCs have all been subdued for one day at 
  Encounter 11, there is an ogre skeleton that guards the 
  entrance, see Appendix 1. The skeleton will kill anyone 
  who enters the cave. He is not hidden, so every one who 
  comes in front of the cave will see it. It is large and has 
  a large great club. When the PCs see it, make sure they 
  understand that it is very large and that the club is 
  bigger than the bigger member of the group (will 
  probably kill anyone in one blow). If no one enters the 
  cave, the skeleton won't move. When a PC enters, it will 
  attack but if the PCs leave, he will stop at the entrance. 
  The skeleton will leave the cave only if it is attacked 
  from outside the cave with range weapons or spells. 
   
  If the PCs defeated the apprentice at Encounter 11 
  there is no ogre skeleton into the cave. PCs will meet 
  Reck in front of the cave instead. 
  Reck the ogre 
  Reck has “a plan”. The first step of his plan is to marry 
  the daughter of the ogre tribe leader of the region. He 
  just found this cave few days ago, and he uses it to 
  prepare himself. When the adventurers get to the back 
  of the mountain, they will be able to spot Reck before 
  he sees them. When the adventurers come, he is in 
  preparation, choose one of the following: 
  • 
  Cooking a deer, on a camp fire, in front of the cave. 
  • 
  Taking a bath (without his armor) in the small 
  stream beside the cave. 
  
  TUSIntro6-02 Timing Need 
   
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  • 
  Picking up flowers near the cave. 
  Or other cool idea you might have. 
   
  Make sure the PCs clearly see it. Describe it as a 
  very tall human with thick black hair. If he is not 
  bathing, he wears a shiny breastplate and he always has 
  his longaxe near him (C.ADV). Describe his weapon as 
  a polearm twice as long as a human, ending with a 
  double bladed axe as large as Kreg (see Encounter 1). 
   
  If the players wait to see what will happen, describe 
  Reck finish what he is doing and then leave. (We 
  assume that he already did the other things he as to do.)  
   
  He will leave the area with a cooked deer on his 
  shoulder and a bunch of flowers in one hand. This will 
  let the PCs alone with an empty cave. If the PCs still 
  wait, they will see an ogress coming alone after 
  sundown. From the secret passage, a gnome will get out 
  and he will kill the ogress with scrolls of color spray 
  and flaming sphere. Then, he will turn her into an ogre 
  skeleton with a scroll of animate dead. After this, the 
  gnome will order the skeleton to guard the cave before 
  leaving. Reck will not return within the next days. 
   
  If the PCs do not wait and want to interact with 
  Reck, keep always this information in mind: 
  • 
  Reck has 10 intelligence and speak common. 
  • 
  He is neutral evil, mentality: me, myself and I. 
  • 
  He wants to be clean to meet the leader of the tribe, 
  so he will try to avoid combat if possible. 
  • 
  It is not his lair, so he doesn't care about it. 
  • 
  He has not discovered the secret passage in the 
  cave. 
  He will speak calmly to anyone who tries to speak with 
  him respectfully. If PCs comes to speak with him 
  without weapons, he starts friendly towards the PCs and 
  will answer their questions.  
   
  If they come with weapons but talk before being 
  too close, he will be on his guards. He will still answer 
  their questions. 
   
  If PCs ask him to see the cave, he will be curious 
  and will ask few questions before accepting. He will ask 
  PCs not to be around his lair tonight. 
   
  He will never reveal his plan. He will only say that 
  he is bathing/picking up flowers for an ogress. 
   
  He will flee if PCs start to intimidate him. Keep in 
  mind that his plan is the most important thing for him. 
  So, if some adventurers just come and think they are 
  better than him, he won't take the chance to see if they 
  are right. 
   
  If PCs seem well prepared and start firing arrows 
  and casting spells at him, he will flee also, as he doesn't 
  want to die or be covered with blood. 
   
  If PCs start melee combat with him, charge him, or 
  make a lot of noise while approaching with their 
  weapons, Reck will fight. 
  APL 1 (EL 3) 
   
  Ogre warrior 1: 32 hp; see appendix 1 
  Tactics: Reck will flee if he drops too low in hit points. 
  Reck's tactic consist of killing one party member as fast 
  as he can. When it is done, he will try to convince the 
  remaining members that it will be their turn. Unless the 
  PCs attack him at range, he will step back and let the 
  PCs the opportunity to get the corpse and leave. If the 
  PCs start to speak with him at this time, he will try to 
  make them realize that they acted stupidly, attacking 
  him with no reason. If the PCs do not stop fighting, he 
  will kill them all until they flee.  
   
  If Reck is left with corpses and unconscious bodies, 
  he will stabilize them (gives him automatic success). In 
  this case, all living players that are still on the 
  battlefield will get the "IOU AR reward" even if they 
  stabilized without Reck's help. Reck will bathe again, 
  and then will leave. After that, PCs will be able to come 
  back and pickup the unconscious bodies.  
  ENCOUNTER 14: THE 
  GNOME'S LAIR 
  The gnome's lair is covered with mirrors and ever 
  burning torches all over the places. There is a lot of 
  shadows and reflects over the walls and the floor. Do 
  not forget to mention those often. 
  Area 1 
  This small corridor is 15 foot wide and 5 foot high. Lots 
  of mirrors and ever burning torches on its side. 30 feet 
  after the entrance is a secret passage (Search DC 20). 
  This secret passage goes to the bottom of the stairs of 
  area 2. 
  Area 2 
  This is a big room 30 feet below the area 1. There is a 
  big stair into this room with 6 steps. Each one of the 
  steps is 5 feet per 5 feet. The first one is 30 feet tall, the 
  2nd one is 25 feet tall, the 3rd is 20 feet tall, and so on. 
  The 4th step is missing. The gnome has set up a glass 
  where the step should have been. Because of all the 
  reflections, it is difficult to discern the glass from the 
  stone. Anyone that gets down the stairs must succeed a 
  
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  DC 13 spot to see it. If a PC who search each steps for 
  traps automatically see it. Anything more than 50 lbs 
  getting on this step will break the glass and fall. DC 15 
  reflex save to hang up on the 5th step. Such a fall cause 
  1d6 points of damages.  
   
  A rogue is hidden under this 4th step. As soon as a 
  player touches the ground (By falling from the 4th step 
  or by getting down the 6th one.), the rogue is going to 
  attack. Unless PCs spotted him, this gives him a 
  surprise round.  
  APL 1 (EL 1) 
   
  Human rogue 1: hp 7; appendix 1. 
  The rogue doesn't want to die and will surrender if he 
  has not the advantage in the fight. If the PCs let the 
  rogue live, he will tell them the following information: 
  • 
  He is forbidden from going to the last room. If he 
  wants something, he must knock on the door past 
  the corridor. Before knocking, he must say the 
  word BOOM if he doesn't want to die. Most of the 
  time, the gnome will not answer his request at all.  
  • 
  He is very tired as he just needed to guard this 
  stairs for 2-3 days almost without sleeping. 
  • 
  He is a member of the brotherhood of Bashaarat. 
  • 
  He is going to be paid 100gp for the week. Its 
  nothing personal. 
  • 
  He doesn't want to die and has no other 
  information. 
  At the end of this room, there is an unlocked door. This 
  door is between this area and the 3rd area. 
  Area 3 
  This is a corridor 15 feet wide, 20 feet high and 60 feet 
  long. In the middle of the ceiling, there is a natural hole 
  a bit bigger than a halfling. This is the secret passage 
  that go to the cave at the back of the mountain. It is 
  from here that the PCs comes in of they comes from the 
  back of the mountain. If the PCs didn't trigger the alarm 
  at the main entrance, they can hear sounds coming from 
  the area 4. The sounds are like someone who read 
  aloud. They do not manage to discern the words. If the 
  PCs did trigger the alarm, they hear no sounds at all. 
  The door that lead to the area 4 is closed, locked and 
  trapped.  
   
  If the PCs spent a day subdued at the wizard's 
  tower, the trap is a fire trap spell (CL 4) (Arcane scroll 
  made by a warmage). 
  APL 1 (EL 4) 
   
  Fire Trap spell Search DC: 27, Disable device DC: 
  27 magic word to pass harmlessly: BOOM. 4d4 + 4 fire 
  damage, Reflex DC 13 for half.  
   
  If the PCs won against the apprentice, the trap is a 
  Leomund's Trap. 
  APL 1 (EL 2) 
   
  Leomund's Trap spell Search DC: 27, Disable 
  device DC: 27 No effect 
   
  In this case, the hired rogue doesn't know that the 
  trap is harmless and will always say the word BOOM 
  before knocking. 
  Area 4 
  This is the last room and the laboratory of the 
  HALFLING! He always wears his hat of disguise to 
  look like a gnome. As he loves illusion and his master 
  was also a gnome, it was easy for him to bluff everyone. 
  Even the scry spell from the clerics of the water 
  watchers didn't reveal this.  
   
  The room is big and has plenty of things into it. 
  Half of it looks like a potion laboratory, and the other 
  half looks like a library. In the middle of the room is a 
  large desk with a glass in the front. The light of the 
  room as been arranged to make the glass of the desk 
  looks like a mirror. The Urn the PCs are looking for is 
  in the hands of the gnome. 
   
  If the PCs triggered the alarm spell, the halfling is 
  hidden under his desk. He used his major image spell to 
  make an illusion of a lich standing behind his desk. 
  When the players come in, open the MM and show 
  them the lich illustration. 
   
  If the PCs didn't trigger the alarm spell (most likely 
  by going by the secret back entrance), the halfling is 
  beside a cauldron while reading aloud some formulas 
  from a book he is holding. 
   
  As the door opens, ask for initiative. 
  APL 1 (EL 5) 
   
  Domio; halfling wizard 5; hp: 21; (see appendix 1) 
  Tactics: If he starts under his desk, he will stay there all 
  the fight and will cast through the mirror. 
   
  The halfling will try to kill the PCs as he thinks 
  they come for him.  
   
  The halfling will cast his rapid summon undead 
  spells to kill the PCs. He will use his illusions spells to 
  create illusory undead. 
  
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  He will summon 1d3 human skeleton with his rapid 
  summon undead II. The first time he casts it, he will 
  sudden maximize it. 
   
  If he starts to lose the fight, he will cast his 
  invisibility spell and will flee. As he doesn't want the 
  PCs to follow him, he will drop the Urn on the ground 
  before leaving. 
   
  If the PCs drop the halfling hit points below 0, as 
  he drops to the ground, his hat of disguise falls off. 
  Reveal that he is a halfling at this time. 
   
  If the PCs didn't kill the halfling and want to speak 
  with him, he won't tell them anything. As he did many 
  crimes, he will ask for a quick death rather than being 
  brought to justice. 
   
  As the PCs choose what they want to do with the 
  halfling, proceed with the conclusion. 
   
  If the PCs surrender, the halfling will spare them. 
  In this case, he will keep them until his potion is 
  finished, then he will free them. Proceed with the 
  conclusion, returning without the urn. 
  CONCLUSION 
  If the party returns with the book, read the following: 
   
  You have succeeded. Triumphant and proud, you 
  come back to see Amjada with the book in your hand. 
  She is very happy of your success and she gives you 
  your reward. She tells you that the book is going to be 
  destroying tomorrow. When you come back to 
  Twallish, Moussaffat thank you for your work. You 
  have not only eliminated a source of evil of this world, 
  you have also saved his honor by returning what has 
  been stolen under his nose. 
   
  If the party bring the halfling to the justice, add the 
  following: 
  You have also proved that your career will be long 
  and glorious. By returning the halfling to the justice, 
  you have exceeded your mission. By doing this extra 
  work, you have been noticed by the Water Watchers 
  organization. 
   
  If the party return without the book, Amjada will 
  thank them for their efforts. As she knows that it was a 
  difficult task, she will still give them half of the reward's 
  gold pieces. 
  
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  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 1: A Little Test 
  Winning the fight 
  APL 1  
  75 XP 
  Encounter 5: Into The Woods 
  Winning the fight 
  APL 1  
  150 XP 
  Encounter 7: Bergamoth, The Green Hag 
  Not being subdued 
  APL 1  
  100 XP 
  Encounter 9: The Barbarian 
  Winning the fight 
  APL 1  
  150 XP 
  Encounter 11: The Apprentice 
  Winning the fight 
  APL 1  
  225 XP 
  Encounter 13: The Mountain 
  Speaking with Rech, instead of fighting 
  APL 1  
  100 XP 
  Finding the alarm trap 
  APL 1  
  50 XP 
  Encounter 14: The Gnome's Lair 
  Defeating the rogue or speaking with the rogue 
  APL 1  
  50 XP 
  Finding the trap 
  APL 1  
  50 XP 
  Winning against Domio 
  APL 1  
  300 XP 
  Total possible experience: 
  APL 1 
  900 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.   
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = Magic 
  Items. 
  Encounter 6:  Into the Village 
   
  APL 1: Coin: 50 gp 
  
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  Encounter 12: Between the Missions 
   
  APL 1: Loot: 300 gp 
  Conclusion 
   
  APL 1: Loot: 600 gp; Coin: 650 gp 
  Total Possible Treasure 
   
  APL 1 Loot: 600 gp; Coin: 550 gp; Total: 1250 gp 
  Maximum Gold 
   
  APL 1: 900 gp 
  Special 
  Lost Your Left Eye: You lost your left eye to some 
  wicked Hag who could still be using it for dark 
  incantations. You suffer a permanent -1 to all ranged 
  attack rolls but gain a +2 circumstantial bonus to all 
  Intimidate rolls. This can be removed by the application 
  of a regenerate spell. 
  IOU: Reck has spared your life. He will be sure to cash 
  in this favor in the future. 
  Military Influence Point: Moussaffad owes you a 
  favor for returning Domio to Justice. This counts as a 
  military influence point. 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Item Access 
  This area is typically used to list items from the DMG 
  that are now available for purchase as a result of the 
  adventure. As an Introductory Adventure, this event 
  does not contain any such items. However, the 
  following items are available for purchase after any 
  LIVING GREYHAWK Event. 
  • 
  All items from the PHB, tables 7-3, 7-4, 7-5, 7-7, 
  7-8, and 7-9 with the exception of spells 
  • 
  Any +1 weapon or armor of a type listed in the 
  PHB 
  • 
  Any potion from the DMG table 8-18 valued at 
  500gp or under 
  • 
  Any scroll from the DMG tables 8-24 and 8-25 
  valued at 500gp or under 
  • 
  +1 Ring of Protection 
  • 
  +1 Amulet of Natural Armor 
  • 
  +1 Bracers of Armor 
  • 
  +1 Cloak of Resistance 
  You must have campaign documentation to purchase 
  items not found on the above list. Adventure Records 
  being the most common form of documentation. 
  
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  APPENDIX 1: NPCS AND CREATURES 
  APL 1
  ENCOUNTER 1: A LITTLE TEST 
   
  Wanna-be Water Watchers: male Baklunish human 
  warrior 1; CR 1/2 Medium humanoid (human); HD 
  1d8+2 hp 10; Init +3; Spd 30 ft.; AC 17, touch 13, 
  flat-footed 14; Base Atk +1; Grp +3; Atk +4 melee 
  (1d6+2/20, sap) Full Atk +2, +2 melee (1d6+2/20 , 
  1d6+1/20); AL NG; SV Fort +4, Ref +3, Will +0; Str 
  14, Dex 16, Con 14, Int 10, Wis 10, Cha 10.  
   
  Skills and Feats: balance +3, climb +2 Swim +2, 
  use rope +4; Weapon Finesse, two weapon fighting. 
   
  Languages: Common. 
   
  Possessions: 2 saps, chain shirt. 
  ENCOUNTER 5: INTO THE WOODS 
   
  Hasoc: male halfling sorcerer 1; CR 1 Small 
  humanoid (halfling); HD 1d4 hp 4; Init +7; Spd 20 
  ft.; AC 14, touch 14, flat-footed 11; Base Atk +0; Grp 
  -6; Atk -6 melee (1d4-2/20, small sap) Full Atk -2 
  melee (1d3-2/19-20, dagger); AL N; SV Fort +1, Ref 
  +4, Will +; Str 6, Dex 16, Con 10, Int 10, Wis 10, 
  Cha 16.  
   
  Skills and Feats: concentration + 4, hide + 7, 
  spellcraft + 4; Improve initiative 
   
  Languages: Common, halfling. 
   
  Possessions: spell component pouch, wand of 
  Tenser's Floating Disk (50 charges), sap. 
   
  Spells Known (5/3+1; base DC = 13 + spell 
  level): 0- Resistance, detect magic, Daze, Mage hand 
  Open/close; 1st- sleep, mage armor ) 
   
  Familiar: Raven 
  Elanir: male half-elf ranger 1; CR 1 Medium 
  humanoid (half-elf); HD 1d8+2 hp 10; Init +2; Spd 
  30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +1; 
  Grp +3; Atk +4 melee (1d6+2/20, sap) Full Atk +4 
  melee (1d6+2/20 sap); AL CN; SV Fort +4, Ref +4, 
  Will +1; Str 14, Dex 14, Con 14, Int 8, Wis 12, Cha 
  8.  
   
  Skills and Feats: handle animal + 3, hide + 5, 
  knowledge (nature) + 3, listen + 6, survival + 5; Point 
  blank shot, track. 
   
  Languages: Common, elven. 
   
  Possessions: masterwork sap, masterwork chain 
  shirt, scroll of cure light wounds, masterwork 
  longsword. 
   
  Favored enemy: Elves 
  Samoufat: male Baklunish human rogue 1; CR 1 
  Medium humanoid (human); HD 1d6+1 hp 7; Init +7; 
  Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base Atk 
  +0; Grp +1; Atk +2 melee (1d6+1/20, sap) Full Atk 
  +2 melee (1d6+1/20 sap); AL CN; SV Fort +1, Ref 
  +5, Will -1; Str 12, Dex 16, Con 12, Int 10, Wis 8, 
  Cha 10.  
   
  Skills and Feats: Climb + 4, Disable Device + 6, 
  Escape artist +6, Gather Information +4, Hide +6, 
  Move silently + 6, Open lock + 9, Search + 4, 
  Tumble + 6; Improved initiative. 
   
  Languages: Common. 
   
  Possessions: masterwork sap, masterwork chain 
  shirt, masterwork thieves' tool, masterwork short 
  sword. 
   
   (EX): Sneak attack 1d6, Trapfinding  
  ENCOUNTER 9: THE BARBARIAN 
   
  Krik: male half-orc barbarian 1 fighter 2; CR 3 
  Medium humanoid (half-orc); HD 1d12+2 plus 
  2d10+4 hp 30; Init +2; Spd 30 ft.; AC 18, touch 12, 
  flat-footed 16; Base Atk +3; Grp +7; Atk +4 melee 
  (2d6+6/20, huge sap) Full Atk +4 melee (2d6+6/20, 
  huge sap); AL CN; SV Fort +7, Ref +2, Will -1; Str 
  18, Dex 14, Con 14, Int 6, Wis 8, Cha 6.  
   
  Skills and Feats: jump + 5, listen +3, survival + 3 
  ; Power attack, cleave, weapon focus (greatsword) 
   
  Languages: Common, orc. 
   
  Possessions: Huge masterwork sap, masterwork 
  breast plate + 1, masterwork greatsword. 
  ENCOUNTER 11: THE APPRENTICE  
  Marver: male sueloise human wizard 4; CR 4 
  Medium humanoid (human); HD 4d4+4 hp 17; Init +; 
  Spd 30 ft.; AC 13, touch 13, flat-footed 10; Base Atk 
  +2; Grp +2; Atk +5 melee (1d3-1/20, whip) Full Atk 
  +5 melee (1d3-1/20, whip); AL NE; SV Fort +2, Ref 
  +4, Will +3; Str 8, Dex 16, Con 12, Int 16, Wis 8, 
  Cha 8.  
  
  TUSIntro6-02 Timing Need 
   
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  Skills 
  and 
  Feats: 
  concentration 
  + 
  8, 
  craft(painting) 
  + 
  12, 
  Decipher 
  script 
  + 
  4, 
  knowledge(arcana) + 12, knowledge(the planes) + 10, 
  spellcraft + 10; Exotic weapon proficiency (whip), 
  Subdual substitution, weapon finesse 
   
  Languages: Common, halfling. 
   
  Possessions: spell component pouch, artisan's 
  tool masterwork, whip. 
   
  Spells Prepared (4/3+1/2+1; base DC = 13 + 
  spell level): 0- detect magic, light (2), resistance; 1st- 
  Color spray (2), Shield, Unseen Servant; 2nd- 
  Subdual 
  substitution 
  shocking 
  grasp, 
  subdual 
  substitution magic missile (2)  
  ENCOUNTER 13: THE MOUNTAIN 
   
  Reck: male ogre warrior 1; CR 3 Large Giant (ogre); 
  HD 5d8+10 hp 32; Init +0; Spd 30 ft.; AC 15, touch 
  10, flat-footed 15; Base Atk +4; Grp +14; Atk +9 
  melee (2d8+9/20 x3, large greataxe) Full Atk +9 
  melee (2d8+9/20 x3, large greataxe); AL NE; SV 
  Fort +8, Ref +1, Will +0; Str 22, Dex 10, Con 14, Int 
  10, Wis 8, Cha 10.  
   
  Skills and Feats: Bluff + 2, Diplomacy + 4, 
  Intimidate + 5 (large +4), listen +0; Persuasive, 
  Power attack 
   
  Languages: Common, giant, orc. 
   
  Possessions: masterwork large breast plate, 
  masterwork large greataxe. 
  ENCOUNTER 14: THE GNOME'S 
  LAIR  
   
   
   
   
   
  Soulaf: male Baklunish human rogue 1; CR 1 
  Medium humanoid (human); HD 1d6+1 hp 7; Init +7; 
  Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base Atk 
  +0; Grp +1; Atk +1 melee (1d6/20, sap) Full Atk +1 
  melee (1d6/20 sap); AL CN; SV Fort +1, Ref +5, 
  Will -1; Str 10, Dex 16, Con 12, Int 10, Wis 8, Cha 
  12.  
   
  Skills and Feats: Climb + 4, Disable Device + 6, 
  Gather Information +5, Hide +6, Move silently + 6, 
  Open lock + 9, Search + 4, Tumble + 6, use magic 
  device + 5; Improve initiative. 
   
  Languages: Common. 
   
  Possessions: masterwork sap, masterwork chain 
  shirt, masterwork thieves' tool, masterwork short 
  sword. 
   
   (EX): Sneak attack 1d6, Trapfinding  
  Domio: male halfling wizard 5; CR 5; Small 
  humanoid (halfling); HD 5d4+5 hp 21; Init +7; Spd 
  30 ft.; AC 13, touch 13, flat-footed 10; Base Atk +2; 
  Grp -4; AL LE; SV Fort +3, Ref +6, Will +6; Str 6, 
  Dex 16, Con 12, Int 16, Wis 10, Cha 8.  
   
  Skills and Feats: concentration + 9, Decipher 
  script 
  + 
  11, 
  knowledge(arcana) 
  + 
  13, 
  knowledge(religion) + 11, spellcraft + 11; Improve 
  initiative, Rapid spell, sudden maximize. 
   
  Languages: Common, halfling. 
   
  Possessions: spell component pouch, hat of 
  disguise, lair. 
   
  Spells Prepared (4+1/3+2/2+2/1+2; base DC = 
  13 + spell level): 0- ghost sound, touch of fatigue, 
  daze (3), ; 1st- silent image (2), Mage armor, Alarm, 
  cause fear; 2nd- Invisibility, Rapid summon undead 
  I(2) , False life; 3rd- Rapid summon Undead II (2), 
  Major image 
  
  TUSIntro6-02 Timing Need 
   
  Page 21 
  APPENDIX 2: THE LAW IN NORTHERN TUSMIT 
  Although the laws of Tusmit are supposed to be the 
  same throughout the nation, the southern sheikdoms 
  are much more rigorous in their following and 
  application of the laws than the northern ones. In the 
  sheikdoms of the north, justice is often swiftly served 
  in the name of the True Faith and without any 
  consultations or regards to the civil laws of the 
  nation. 
  Generalities 
  Sentences range will vary depending on the 
  circumstances of the offense and/or the status of the 
  person being judged. Each week represents 1 Time 
  Units (TU) in game play. 
   
  Please note that the laws outlined here do not 
  comprise of the entire list of laws in Tusmit. For a 
  more complete list consult the Tusmit Gazetteer. For 
  any crime not listed please contact the Tusmit triad at 
  tusmittriad@yahoogroups.com. 
  Lashings 
  All lashings are given in public where the criminal 
  can be showered by manure and rotting vegetables. 
  The number of lashes given should be noted on the 
  AR. 
  Horses 
  A horse qualifies as a person for the charges wherever 
  it might be applicable (murder, assault). 
  High Fines 
  If the guilty party cannot pay a fine, it can be worked 
  off at a value of 50 fountains (gp) per week in the 
  mines. 
  Full responsibility of the law is expected and 
  enforced by the Qadi and Mullahs, regardless of the 
  circumstances. 
  The military and the nobles, however, understand the 
  concept of excessive force used in self-defence. 
  The Self-Defense Clause 
  A clause of self-defence can be claimed and the good 
  military or noble presiding official(s) will hear your 
  plea. 
  A Diplomacy check (or Bluff) can be made, at 20 + 
  the APL to convince the presiding official that the act 
  was done in pure self-defence. 
  Failure to convince the presiding official (but the 
  truth being that the crime was unintentional) will 
  incur a penalty of one hundred fountains per death 
  plus twenty-five fountains per point below the Bluff 
  or Diplomacy DC. 1d10 lashes will also be given per 
  point scored below the DC. The total penalty will be 
  one week of imprisonment, lashes and a fine (as listed 
  above) per death. Lashes and fines (as listed above) 
  are still applicable to assault (major).  
  Ignorance of the law is no reason to call upon this 
  clause. 
  Legal Authorities 
  The Pasha’s influence in the northern sheikdoms is 
  rather weak and local authorities tend to interpret the 
  laws as they see fit. Minor offenses will most often be 
  dealt with by the Military as in the southern 
  sheikdoms. Major offenses are usually taken care of 
  by the local ruler or a high ranking priest of 
  Al’Akbar. Most grievous offenses are rarely put in 
  the hands of the Pasha since the people of the 
  northern sheikdoms don’t usually like to deal with 
  him. In this case, a high-ranking priest of the True 
  Faith will be entitled to judge the offense. In some 
  cases, a person who has been wronged will take 
  matters in his own hands without any intervention 
  from the militia or the Church. No one will ask any 
  questions if justice has been served in the name of the 
  True Faith. 
  The Offences 
  Assault (Noble, Church or Government official) 
  Threat or use of lethal force that results in bodily 
  harm upon a person a lawful representative of the 
  Tusman Government, a Tusman noble or member of 
  an organized Tusman Church. 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of up to 1 year (52 TUs). 
  Assault (Major) 
  Threat or use of lethal force that results in major 
  bodily harm reducing the victim’s hit points to 
  between 0 and -9. 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of up to six weeks and 10d10 lashes. 
  Assault (Minor) 
  
  TUSIntro6-02 Timing Need 
   
  Page 22 
  Threat or use of lethal force that results in major 
  bodily harm without reducing the victim’s hit points 
  past 0 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of three weeks and 5d10 lashes. 
  Assault (Negligible) 
  Threat or use of non lethal force against a victim. 
  Sentence: overlooked (left off with warnings). 
  Blackmail 
  Obtaining currency, services, or information, by 
  illegal means such as by force or coercion. 
  Sentences: 
  • 
  Government official, noble, military, or church 
  official: Imprisonment of four weeks and loss of 
  seventy-five percent of property. 
  • 
  Other: Fine of one and a half times the blackmail 
  price 
  Illegal use of magic 
  Any target or area effect spell that requires a save, 
  causes any change in state, causes damage, or 
  produces an otherwise unwanted effect by the victim. 
  Sentence: Fine of fifty fountains per spell level and 
  1d10 lashes per spell level. 
  Manslaughter 
  Use of lethal force that unintentionally results in 
  major bodily harm reducing the victim to below -9 hit 
  points. 
  Sentence: Sent to the mines for up to 10 years, plus 
  loss of all property to be given to the family of the 
  victim. 
  Murder 
  Use of lethal force that intentionally results in major 
  bodily harm reducing the victim to below -9 hit 
  points. 
  Sentences: 
  • 
  Mass murder: torture in public and death. 
  • 
  Any other: Death 
  Spying 
  Any activity that results in foreign powers learning 
  secrets or information about the nation of Tusmit. 
  Sentence: Death 
  Theft 
  Possession, sale, or acquisition of an object without 
  permission. 
  Sentences: 
  1. Less than 100 fountains stolen: 2d10 lashes per 
  25 fountains stolen. 
  2. 100 to 500 fountains in value: Imprisonment for 
  1 week per 100 fountains’ worth of goods, and 
  5d10 lashes. 
  3. 500 fountains in value or more: Sent to the mines 
  for 1 week per 100 fountains stolen, followed by 
  severance of main hand. 
  4. Horse theft: Death. 
  Treason 
  Any activity that weakens or gives an edge to a 
  foreign power against the good of the nation of 
  Tusmit. 
  Sentence: Torture and death 
  Vandalism 
  Willful destruction or defacement of any structure, 
  object, thing, or place. 
  Sentence: 1d10 lashes per one hundred fountains and 
  a fine equalling three times the cost of reparation. 
  Worship of a banned religion 
  Holding worshiping ceremonies to gods banned in 
  Tusmit: the Fire God, the Elder Elemental Eye, 
  Hextor, Iuz, Pyremious, Tharizdun, Vecna 
  Sentence: Death. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Tuflik, Fals, and Velverdyva Trade Route/Tusmit/TUS6-A02 - Timing Need.pdf