TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS
  game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK,
  DUNGEON MASTER’S GUIDE, AND MONSTER MANUAL ARE TRADEMARKS OF WIZARDS OF THE COAST, INC, IN THE US
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  WORK OF FICTION. ANY SIMILARITY TO ACTUAL PEOPLE, ORGANIZATIONS, PLACES, OR EVENTS IS PURELY
  COINCIDENTAL. © 2005 WIZARDS OF THE COAST, INC.
  Visit the LIVING GREYHAWK website at www.rpga.com.
  TUS6-03
  Spy games
  A One-Round D&D Living Greyhawk®
  Tusmit Regional Adventure
  By Jean-Philipe ‘JP’ Chapleau
  Circle Reviewer: John Jenks
  Reviewers:
  Playtesters:
  Tusmit is at war with itself, even if two Tusman armies have not faced off on the field. Yet. Both sides eye each other
  trying to determine who will strike the first blow, trying to make sure they have the advantage in any conflict. Sort out
  your loyalties. How far are you willing to go to give your side the upper hand? This adventure is best enjoyed with a
  party with the same loyalty: rebel or loyalist, but can be enjoyed by all. This adventure, set in Dihn and Suvii, is
  composed of different adventures: “On His Exalted Splendor’s secret service” and “From Suvii with love”. A Tusmit
  regional adventure designed for APLs 2-8 set in Dihn and Suvii.
  
  TUS6-08 Spy Games
  Page 2
  RPGA
  ® SANCTIONED PLAY
  Most likely you ordered this adventure as part of an
  RPGA even from the RPGA website, or you received it
  from your senior gamemaster. To play this adventure as
  part of the LIVING GREYHAWK campaign—a worldwide,
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event
  could be as elaborate as a big convention, or as simple as a
  group of friends meeting at the DM’s house.
   
  To sanction an RPGA event, you must be at least a
  HERALD-LEVEL™ gamemaster. The person who sanctions
  the event is called the senior gamemaster, and is in
  charge  of  making  sure  the  event  is  sanctioned  before
  play, runs smoothly on the date sanctioned, and then
  reported  back  to  the  RPGA  in  a  timely  manner.  The
  person who runs the game is called the table 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.
  # 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 up to the nearest whole number.
  
  TUS6-08 Spy Games
  Page 3
  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  one-round  regional  adventure,  set  in
  Tusmit.  Characters from Tusmit pay one (1) Time Unit
  per  round,  while  all  other  characters  pay  two  (2)  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
  In the winter of 594CY a number of factions declared
  themselves in open rebellion to the government of the
  Pasha Muammar Quaran. The reasons for this uprising
  were numerous: the army of Elisam rebelled because they
  did not receive their dues, the elves of the Udgru due to
  the extensive logging caused by the war effort in the
  south, many local bandits seized the opportunity to carve
  small kingdom.
  Over the course of 595CY, more would join this rag-tag
  group. Some were ideological opponents to the regime,
  others were attracted by the promise of gold or
  advancement, and some simply joined for the chaos they
  could cause chaos upon the normally ordered Tusman
  society.
  In the summer of 595CY, the rebel cause gained a leader,
  someone with the charisma and political savvy to rally
  people to his white banner. This leader is Jadhim-Orem,
  former Pasha of Tusmit who was exiled when Muammar
  Quaran took power in 579CY.
  Elohir and his elves, the sheikdom of Dihn and Elisam
  flew to the returned Pasha’s white banner. Many soldiers
  also joined the ranks of the rebel army.
  Neither of the leaders wants to be the one to strike the
  first military blow against the other and be the one
  blamed for the country-wide bloody battle that is certain
  to follow. War is not the Tusman way. But underhand
  strikes, diplomacy and underhand tricks are all perfectly
  acceptable.
  A stalemate has fallen over the borders as both sides
  observe each other, preparing for the fights that are
  certain to come.
  On one side: Muammar Quaran is an experienced
  military officer. Therefore military action would certainly
  go in his favor. However, the reliability of his army is
  uncertain. Therefore he dares not strike first.
  On the other side: Jadhim-Orem is an experienced
  politician. He has many contacts and is better at playing
  the political field. While his army is quite loyal to him,
  the number of troops at his disposal is small and his
  forces scattered across Tusmit. While the situation
  persists, striking out would certainly lead to disaster.
  
  TUS6-08 Spy Games
  Page 4
  This adventure has the heroes perform a series of tricks
  on the enemy to give their side an advantage.
  WHAT’S A THIEF TO DO?
  Many organizations in Tusmit have not declared
  themselves for either of the two men, and instead work
  both sides of the fence. This is very risky business, but for
  the Tear of the Marid, risk and danger are constant
  companions.
  The Sefmur-based organization has contacts, spies and
  friends throughout Tusmit. The Tears are one of the most
  powerful organizations in Tusmit whose control extends
  from Dihn to Farhini.
  One of the Tears’ goals is to maintain the integrity of
  Tusmit. To that end, they want to prevent a civil war as
  best they can. The Tears are using the current conflict to
  obtain favors from adventurers and extend their web of
  control and influence.
  Both sides of the conflict try to turn the Tears to join
  their side. The leaders of the Tears have therefore agreed
  to help both sides of the conflict, thus endearing
  themselves to everyone. Both paths in this adventure
  feature the Tears actively assisting both sides of the
  conflict.
  WARNING! CONFLICTING LOYALTIES
  Before you begin play, you must determine the loyalties
  of the party. Some heroes may have clearly declared their
  allegiances and may never join either the rebels or the
  loyalists (or may not join either side).
  If possible, try to form a party with a common loyalty as it
  involves them more into the story. Having cross-loyalty
  parties make little sense, try to impart this on the players
  before starting the game.
  For the purpose of determining loyalties, suppose that
  everyone who has campaign documentation (this could
  be a cert or a reward) branding them as rebels, loyalists or
  unaligned is public knowledge. The branding may not
  please some heroes, but their choices have resulted in
  this. Without documentation every hero is considered
  not to be aligned with a given faction (personal choice
  does NOT matter on this).
  One  thing  to  keep  in  mind  is  that  the  heroes  (or  just
  SOME) of the heroes can elect willing to have the party
  fail their mission. THAT IS ACCEPTABLE for this
  scenario.  Do not punish a hero who was “enlisted” by the
  other side who elects to make the mission fail.
  TUSMIT LOYALISTS
  Throughout the adventure, the following groups or
  people should be considered loyal to Muammar Quaran.
  ·
  Loyalist soldiers
  TUSMIT REBELS
  Throughout the adventure, the following groups or
  people should be considered rebels supporters.
  ·
  Rebel troops
  INDIFFERENT
  Throughout the adventure, the following people should
  be considered neutral.
  ·
  Everyone else
  BEFORE BEGINNING
  Before starting to play the adventure, you must select
  which of the three paths they are to take. Remember that
  campaign 
  documentation 
  supersedes 
  personal
  preferences. Both the rebel and loyalist leaders do not
  suffer clowns, so if one of the heroes openly speaks
  against the path taken if front of any important NPC, that
  hero WILL be put in jail for the duration of this
  adventure. DO NOT SUFFER FOOLS.
  If the party is too divided, think of running the mixed
  party adventure.
  Make sure the heroes understand the tense climate that
  exists on the Dihn-Suvii border. This climate should be
  somewhat reminiscent of the heydays of the Cold War
  where both sides would keep spying on each other,
  neither side willing to start the hostilities.
  
  TUS6-08 Spy Games
  Page 5
  PATH ONE: ON HIS EXALTED SPLENDOR’S SECRET SERVICE
  BACKGROUND ADDENDUM
  PATH ONE: ON HIS EXALTED SPLENDOR’S
  SECRET SERVICE (REBELS)
  The rebel leaders want to force the Sheik of Suvii,
  Hamamar Qu’aldid al-Mullah min-Suvii to declare
  himself openly for the rebels. To that end, they plan to
  kidnap the Sheik's daughter. The Sheik's daughter called
  Salima is an ardent supporter of Jadhim, which the
  heroes don't know ahead of time.
  The heroes meet with the Sheik of Dihn, Omar Saladish
  who explains the situation. The heroes are to enter the
  winter pavilion in Hash'Esar and bring back Salima. They
  are  NOT  to  harm  her  in  anyway,  or  that  will  be
  considered attempted regicide, punishable by death.
  Omar Saladish explains that should the heroes fail, he has
  a number of military units ready to attack Suvii, but that
  he would prefer convince the sheik through diplomacy
  rather than force. Jadhim-Orem has already approved the
  plan.
  Informants in the Sheik of Suvii's entourage have given
  him a series of uniforms of servants that should allow for
  an easy entry into the pavilion. Once inside the pavilion,
  the heroes must find the girl and take off with her.
  If they can, they are to try and gather information on the
  forces of the Pasha present in Suvii. Finding out what
  people around the sheikdom are saying.
  THOKK THE RED AL-NAQEEB
  Thokk the red al-Naqeeb is a hulking half-orc with an
  unblinking faith in the High Cleric and a strong disdain
  for  the  “weak”  folk  of  Suvii  who  aren’t  able  to  police
  themselves. Thokk is highly prejudiced against Bisselites
  and people from Suvii. He respects Ketites and still has
  his old Ketite uniform.
  Thokk is an experienced warrior and a veteran guard
  member who has fought in many campaigns, going back
  to the Greyhawk wars, where he was a volunteer in the
  Ketite army and he served in the Bissel occupation force,
  he is a Holy Crusader of Tusmit were he fought against
  the Undead in the Sorrow wood, fought the
  Worldburners when bin-Khadij and Prince Muazzar
  Quaran sent a relief expedition to break the siege. After
  joining the Crusaders for a while, he returned to active
  duty in Keruz, only to be promoted to Naqeeb and given
  command of a small garrison of Keruzian troops to
  occupy Suvii.
  ADVENTURE SUMMARY
  Introduction The heroes are summoned by the Shiek of
  Dihn in Dwur’Ayhand. The party is told they must reach
  Hash’Esar and take the daughter of the Sheik and bring
  her back unharmed to Dihn.
  Encounter One: The party searches for information.
  Encounter Two: The heroes meet some locals who help
  them against the loyalist soldiers. They may be attacked
  by a group of loyalist soldiers OR face the dangers of a
  difficult underground river.
  Encounter Three: The  heroes  are  attacked  by  some
  creatures of the Tusman wilderness.
  Encounter Four: The heroes arrive in Hash’Esar where
  they can learn of the situation in town and meet some
  locals.  They  also  learn  a  secret  way  into  the  winter
  pavillion.
  Encounter Five: The  heroes  explore  one  story  of  the
  winter pavilion.
  Encounter Six: To get the Sheik’s daughter to leave, they
  must fight some Sefmurian soldiers.
  Encounter Seven: The heroes enter the daughter’s
  apartments,  where  they  get  a  chance  to  speak  to  the
  Sheik and his daughter for a while.
  Conclusion: The heroes return to Dihn and meet with
  Jadhim-Orem and the Sheik once again. They learn of the
  great fire that ravaged the grain stores of Dihn. Jadhim-
  Orem and the daughter of the Sheik of Suvii get married.
  Suvii openly rebels.
  INTRODUCTION
  BEFORE WE BEGIN
  Ask each hero who wears their white armband and who
  doesn’t.
  NOW WE BEGIN
  Note that the Sheik of Dihn and most rebels refer to
  Jadhim-Orem as His Exalted Splendor and they refer to
  Muammar Quaran as The Usurper.
  Dwur’Ayhand, capital of Dihn, capital of the White
  Tusman army and current capital of returned Pasha
  Jadhim-Orem.
  Around the city, tents are pitched everywhere, hastily-
  built stables house the many horses of the army, and
  smiths are making weapons, armor, barding and
  horseshoes. Banners of Dihn and the flag of Tusmit on
  a field of white are visible everywhere. The army
  camped here is composed mostly of dwarves, elves and
  
  TUS6-08 Spy Games
  Page 6
  humans. Nobles have brought their household troops
  and form the core of the rebel army. The nobles’
  banners fly in the wind forming a colored mosaic. As a
  sharp contrast to the military encampment outside,
  the city seems unaffected by the turmoil. Inside the
  stone walls, dwarf soldiers wearing heavy metal armor
  patrol the streets, lead by the mullahs of the True
  Faith or priests of Moradin.
  You have been waiting all day in a side chamber of the
  palace. When a dwarf maiden enters and calls your
  name, she leads through a series of well-guarded
  room. Finally you enter a small room where the Sheik
  of Dihn, the dwarf named Omar Saladish sits alone
  looking  at  a  map  of  southern  Dihn.  The  white
  armband is clearly visible on his rich purple velvet
  outfit. A stern-looking Baklunish mullah with a bald
  head stands next to the dwarf. The mullah keeps
  looking at the map and does not look at you.
  “Ah…  Friends  it  warms  my  heart  to  see  you.  I  have
  asked you because I need people who can keep a
  secret and accomplish a mission of great importance
  for our just cause.”
  Allow the heroes to introduce themselves to each other.
  The Sheik asks each hero who does not wear the white
  armband why they do not wear their allegiance proudly.
  The cause of Jadhim-Orem is just and fair.
  “His Exalted Splendor’s informants have received
  word  that  we  have  a  lot  of  support  in  the  Sheik  of
  Suvii’s palace. The Usurper has sent one of his faris to
  lead his army in Suvii to occupy. He even went so far
  as to ask Hamamar to follow his general’s order as if
  he was speaking himself. While Hamamar is
  extremely angry with the situation, he dares not
  openly side with us against the Usurper.”
  “Now this is where His Exalted Splendor shines. He
  has managed to negotiate with the Sheik of Suvii a
  deal where Hamamar would be forced to side with us.
  And this is where you come in. Are you willing to
  help our cause and to prevent a war in beautiful Dihn
  and Suvii?”
  The Sheik allows each of the heroes to answer him. He
  then ask every hero to swear upon the holy symbol of the
  Restorer of Righteousness that they will maintain the
  utmost secrecy about what they are about to do. If one
  doesn’t agree, he imprisons that hero for the duration of
  the adventure.
  The Sheik may ask them if they volunteer, but they have
  been volunteered already, refusing is not an option.
  THE PLAN
  In simple details, the heroes are to:
  ·
  The heroes are to head to Hash’Esar, using only
  horses as extensive use of magic would most likely
  attract the attention of the Usurper’s mages.
  ·
  They are to infiltrate the Sheik’s winter pavilion. A
  local contact named Lapa the heroes must meet at
  the Headless Genie in Hash’Esar will provide them a
  way in.
  ·
  Then proceed to the rooms of the Sheik’s daughter.
  ·
  Take her back to Dwur’Ayhand using any means at
  their disposal (magic is acceptable)
  ·
  Any injury caused upon the princess will be
  considered an attempt on her life and punishable by
  death.
  ·
  The heroes are allowed to use non-damaging magic
  to ensure the Sheik’s daughter’s cooperation.
  If some heroes object to the plan, or express moral
  objections, the Sheik replies to them.
  “Some of you may have reservations about this but let
  me explain to you that this mission serves the greater
  good by preventing military action. Should you not be
  successful in your mission, we will have to launch a
  full-scale invasion of Suvii and many will die. The
  freedom of one or the lives of hundreds that is the
  decision you must weigh. Should some of you refuse,
  you are invited to stay as my guest until such time as
  others succeed in securing the peaceful surrender of
  Suvii.”
  If the heroes have questions
  Who are your informants? For your safety and theirs,
  their names are to be kept secret.
  Does His Exalted Splendor approve of this plan? Yes,
  he was the one who proposed it.
  What if we get caught? Don’t get caught. We may not be
  able to help you if you do.
  Is  there  any  way  we  can  prevent  the  war? Yes,  by
  bringing the Usurper in chains to His Exalted Splendor.
  Why do you recommend we do not use magic to get
  there? Many in Tusmit are still loyal to the Usurper. Use
  of magic is almost certain to be detected, especially in and
  around the palace and the adjoining pavilions.
  Why can we use magic to escape? Because once you
  have secured the Sheik’s daughter, we care not that they
  know she is safely with us.
  Why not send soldiers? Groups of adventurers and
  mercenaries can be found everywhere. Adventurers are
  more likely to pass undetected than a troop of soldiers.
  Where is his Exalted Splendor? I  don’t  know,
  somewhere in the Palace.
  
  TUS6-08 Spy Games
  Page 7
  What do we get in return? His Exalted Splendor has not
  said, but he is anything but an ingrate and he pays his
  friends well.
  When should we leave? As  soon  as  possible,  time  is
  running short, buy what you need and head out as soon
  as possible.
  Who is that Mullah? A friend of mine, his name is
  unimportant.
  Before leaving, the Sheik reminds the heroes that their
  lives rely on secrecy. The Usurper does have a number of
  spies and that they should be very careful. Note that the
  Sheik is forthcoming with the information.
  ENCOUNTER ONE:
  DWUR’AYHAND
  WORD ON THE STREET
  When the heroes want to go around asking questions,
  use the following table for their Gather Information
  checks.  As usual, the heroes receive a +1 circumstance
  bonus for each fountain (gp) they give away up to a
  maximum of +6. Heroes from Dihn automatically know
  the information listed under DC15.
  DC5 You are in Dwur’Ayhand in Dihn.
  DC10 The Pasha of Tusmit, Jadhim-Orem has set up his
  temporary capital here.
  DC13 The Usurper has gathered an army of mercenaries
  from Perrenland and Paynims. He won’t pay Tusmans,
  but he spends his gold on foreigners.
  DC15 Suvii is occupied by forces loyal to the Usurper,
  but the populace resents the occupation by troops from
  other
  DC16  Arjed  al-Faris  al-Fareeq  leads  the  army  of  the
  Usurper in Suvii. He led a unit of Faris during the battle
  of the Sorrow wood against the undead.  He is a highly-
  decorated Holy Crusader of Tusmit.
  DC17 Muammar Enquea al-faris al-qadi sacrificed
  himself to the Red Dragon Kerridzar so it wouldn’t
  destroy Hesuv. That is one great hero.
  DC18 Everyday, more people desert the Usurper’s army
  and join the white banner.
  DC20 The Sheik of Suvii is angered because the Usurper
  sent one of his men to take control of the Sheikdom.
  DC21 Sheik Omar is angry that the Khund ambassador
  has refused to side with him.
  DC22 Sefmur, Jaydah, Keruz, Eysami, Nahim and Khalid
  have declared their allegiance to the Usurper. This gives
  him a
  DC23 Khalid, Nahim, Farhini and Malimar are thrown in
  near ever-present rebellion with neither side taking the
  advantage. These sheikdoms have not clearly
  DC25 Suvii has many problems with supporters of His
  Exalted Splendor
  DC30 The Udgru elves are busy with some evil forces in
  the Udgru. These forces are allied to the Usurper.
  DC40 Salima Qu’aldid, daughter of the Sheik of Suvii,
  heiress to the Sheikdom of Dihn has openly declared
  herself for His Exalted Splendor.
  MEETING THE ARMY
  There are many soldiers here, mostly former members of
  the militia, the Tusman guard of Dihn and member of the
  non-human units like the Arvdal (who mostly come from
  Suvii), the Dekros who are mostly from Dihn and who
  feel greatly motivated by the return of Jadhim-Orem.
  Most of those present expect to become rich of at least
  advance their lot in society by supporting Jadhim.
  ENCOUNTER TWO
  You cross into Suvii without problem. Unlike the
  rolling hills of Dihn, northern Suvii is a bleak and
  desolate landscape. Though blades of grass are
  growing in patches here and there, the area is still
  feeling the effects of the Wave of Fire that ravaged it
  just over 2 years ago.
  For the whole afternoon, you have been playing a
  game of cat-and-mouse with a small group of griffon-
  riding faris. It seems every time you thought you lost
  them,  they  re-appear  flying  in  the  sky.  So  far,  they
  seem only interested in following you, but you know
  they are gathering their strength for an attack.
  Shortly before nightfall, you spot a small village in the
  distance a painted sign next to the road reads “Razul”.
  As you cross the first houses, a half-orc woman calls to
  you  from  a  nearby  house.  “Hei  you,  come  in  here
  quick! I have a way you can escape your pursuers.
  Quick come inside!”
  Allow the heroes a chance to respond. The woman, Akrija
  al-XanYae invites the heroes inside her house. If they
  take too long, she closes the door and the heroes are on
  their own. In that case proceed to “The Village of Razul”.
  ENTERING THE HOUSE
  The inside the house looks like a martial arts training
  facility. Lotus flowers are growing in many flower beds.
  Anyone making a Knowledge (religion) check [DC20],
  heroes from Baklunish countries receive a +5
  circumstance bonus to their check and worshippers or
  Xan Yae or Zuoken automatically know this information.
  Akrija pulls open a heavy trap door and goes down the 40-
  foot ladder leading down to a small cavern. Akrija then
  turns to face the heroes and stands ready to answer
  
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  questions. A river with a strong current opens on the
  north side of the room and exits on the south side.
  The room is decorated with drawings of various people
  practicing martial arts. Knowledge (history or religion)
  checks [DC15] identifies the people as well-known
  devoted of Xan Yae throughout Tusman history.
  A  number  of  gems  have  been  embedded  in  the  walls.
  Heroes making Knowledge (arcane) checks [DC15] can
  identify the crystal as gems used by some devoted of the
  Lady to enhance their mental prowess. Detect scrying
  cast in this room shows that somehow every crystal
  seems to be
  Rules note: The holy site of Xan Yae is a mystical and
  strange site. Some of the powers affecting it are beyond
  the usual magic of the Living Greyhawk campaign. Any
  divination cast on the areas shows it is somehow magical,
  but not in the usual sense. Its magic cannot be dispelled.
  AKRIJA AL-XANYAE
  Akrija is an average-looking woman, despite her half-orc
  heritage.  She  speaks  in  a  calm  tone,  but  with  a  deep,
  throaty voice common to her species. She carries no
  weapons.
  Anyone casting a detect magic spell on her sees that her
  right hand radiates faint divination magic. Heroes who
  are members of the Xan Yae’s ghost automatically see the
  lotus flower on top of her fist.
  Unlike many people, Akrija does not volunteer
  information. Play her as a something like the old Kung
  Fu  master  from  the  master  Hong  Kong  movies.  Her
  speech is quick, with sharp punctuation. She also speaks
  in a strange almost cryptic manner.
  Who are you? My name is Akrija al-XanYae.
  Why  are  you  helping  us? I wish for you to succeed at
  your mission.
  How do you know of our mission? Nothing is secret in
  Tusmit and if you wish to know something, you should
  have your ear pressed to the right door.
  Who do you work for? I work for the Perfect Lady. You
  should know.
  What is this place? It’s a holy site for those devoted to
  the Lady.
  Where do we go from here? Take this river until it
  empties into the lake. There you will be safe.
  Is the river dangerous? The  Lady  will  test  you  as  you
  travel down.
  What do you want in return? The Lady demands
  perfection, accomplish your task, and we will consider
  ourselves repaid. Fail and failure will be with you.
  Akrija al-XanYae: clr3/mnk3, N.
  Akrija has no valuables on her. Anyone who attacks her
  will be arrested later and condemned according to the
  law of Northern Tusmit.
  Development: The heroes have the choice of following
  the risky path indicated by Akrija (proceed to “the
  underground river”) or they can elect to return outside.
  THE UNDERGROUND RIVER
  The river has a strong current, but there is air all the way
  the heroes have to travel. There is little risk of drowning
  while one goes down the river.
  However,  swimming  down  the  river  is  risky  and
  dangerous. To represent this, the swim down the river is
  represented as a series of “traps” the heroes can escape by
  doing a series of check. Unlike usual traps, these cannot
  be disarmed.
  However, use of magic spells like control water can
  significantly reduce the dangers.
  The dangers are written in the order the heroes
  encounter them as they go down the river. First the sharp
  rock(s) then the sharp turning and finally, the river
  opens  up  on  a  cliff  face  throwing  the  heroes  out  like
  cannonballs into a lake below. The lake is about 50ft wide
  and no more than 30ft deep. Any hero who gets thrown
  into the lake is automatically washed up on the shore of
  the lake, face up. In short, they cannot drown here.
  Similarly, any equipment thrown in the river ends up on
  the banks of the lake.
  Heroes wishing to cast spells between traps must succeed
  at a Concentration check DC 13+APL. Between traps,
  there is a stretch of “safe” river where the heroes can cast
  a single spell requiring a casting time no longer than 1
  standard action. Taking and using any item requires a
  Swim check DC 13+APL.
  In the case of the sharp rocks and turn, making the check
  allows a hero to avoid the obstacle completely.
  For the cannonball exit, successfully making one of the
  checks indicated removes 10ft of fall per check made. If
  the hero succeeds at the Reflex save, that hero manages
  to attach himself to the rock face and then has to climb
  down.
  APL2 (EL5)
  Sharp rock: CR 1; mechanical; touch trigger; automatic
  reset; Atk +10 melee (2d4/x4, scythe); Swim DC15 or
  Tumble DC20.
  Turns in the river: CR 1; mechanical; touch trigger;
  automatic reset; Atk +10 melee (2d6, rock); Swim DC20
  or Tumble DC15
  Cannonball exit: CR 3; mechanical; location trigger;
  manual reset; DC 20 Reflex save avoids; 30 ft. deep (3d6,
  fall); Jump DC15 or Tumble DC15 or Swim DC15.
  APL4 (EL7)
  
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  Sharp rock:
  CR 3; mechanical; location trigger;
  automatic reset; Atk +15 melee (1d12+8/x3, greataxe);
  Swim DC17 or Tumble DC 22
  Turns in the river: CR 3; mechanical; location trigger;
  automatic reset; Atk +10 melee (4d6, stone blocks); Swim
  DC22 or Tumble DC17.
  Cannonball exit: CR 5; mechanical; location trigger;
  automatic reset; DC 20 Reflex save avoids; 50 ft. deep
  (5d6, fall); Jump DC17 or Tumble DC17 or Swim DC17.
  APL6 (EL9)
  Sharp rock (2): CR 3; mechanical; location trigger;
  automatic reset; Atk +15 melee (1d12+8/x3, greataxe);
  Swim DC17 or Tumble DC 22
  Turns in the River : CR 5; mechanical; location trigger;
  automatic reset; Atk +15 melee (6d6); multiple targets
  (can strike all characters in two adjacent specified
  squares);
  Cannonball exit: CR 7; mechanical; location trigger;
  automatic reset; DC 20 Reflex save avoids; 70 ft. deep
  (7d6, fall); Jump DC19 or Tumble DC19 or Swim DC19.
  APL8 (EL11)
  Sharp rock (4): CR 3; mechanical; location trigger;
  automatic reset; Atk +15 melee (1d12+8/x3, greataxe);
  Swim DC17 or Tumble DC 22
  Turns  in  the  River  (2): CR 5; mechanical; location
  trigger; automatic reset; Atk +15 melee (6d6); multiple
  targets (can strike all characters in two adjacent specified
  squares);
  Cannonball exit: CR 9; mechanical; location trigger;
  automatic reset; DC 20 Reflex save avoids; 100 ft. deep
  (10d6, fall); Jump DC21 or Tumble DC21 or Swim DC21.
  Development: Once the heroes are out of the lake, they
  should rest where they are before heading to Hash’Esar.
  They have managed to evade the pursuit of the Griffon-
  riding faris.
  THE VILLAGE OF RAZUL
  No other peasant opens their doors for the heroes. The
  heroes  must  either  go  to  the  Inn,  the  barracks  or  the
  temple.
  The small village has the usual conveniences: an inn that
  doubles as the general store, a military barracks upon
  which fly the red banner of Tusmit and the flag of Keruz
  and finally, the temple of the True Faith of Al’Akbar.
  The Inn: The inn is informally known as “Ali’s”. Ali is an
  aging Baklunish/Oeridian man who belongs to the
  Mouqollad Consortium. His store contains any item
  found in the PHB and any magical item the heroes have
  access to from the DMG, as long as it costs less than 100
  fountains (gp).
  Ali is being paid by the local commander of the Keruz
  forces to report anyone he finds suspicious or who may
  be rebel spies. He is also quite good at locating spies or
  enemy agents.
  During the meal, Ali sits with the heroes (who are the
  only one in the inn) and has a meal with them. He
  exchanges pleasantries and complains that with the
  presence of the Keruzian forces in town his business is
  slow because most locals don’t want to come because the
  soldiers often drink here.
  Unless the entire party has high Bluff skills, it is assumed
  that one of the heroes lets out something that leads Ali to
  believe they are rebel agents. Heroes wearing the white
  armbands are also immediately assumed to be rebels.
  Ali says that soldiers and officers are occupying all of the
  private rooms but they should have the common room all
  to themselves.
  Proceed to “The loyalist forces attack”.
  The Barracks: The barracks are of typical Tusman build:
  a fortified enclave surrounded by a low wall containing a
  stable and the main barrack. This particular outpost is
  manned by troops from the Sheikdom of Keruz. The men
  are highly loyal to their commander, Thokk the red al-
  Naqeeb.
  Anyone learning of Thokk is allowed to make a Bardic
  Knowledge or Knowledge (local/vtf or history) [DC15] to
  know the information contained in the Background
  addendum at the start of the adventure.
   Thokk is no fool; he knows that direct confrontation
  with adventurers is risky at best. Therefore he takes no
  action against them while they are in town. The griffon-
  riding faris have already warned him about the coming of
  the heroes. Thokk is polite to them (except to Bisselites
  and Suvii-folk).
  If asked about the possibility of adventure or bounty, he
  says there are a few wolves who threaten the outlying
  farms  and  there  is  a  bounty  of  one  fountain  (1gp)  per
  wolf pelt brought back. What Thokk says is true.
  Proceed to “The loyalist forces attack”.
  The Temple: The temple is currently locked. The Mullah
  has been called away on other business. A sign on the
  door reads “Back in two weeks” without any additional
  information. There is nothing for the heroes to do here,
  other than break the law.
  THE LOYALIST FORCES ATTACK
  When the heroes are recognized as rebel agents, whether
  because they spoke to Thokk or because they spent time
  with Ali Thokk prepares an assault during the night.
  Thokk decides to send in his most experienced warrior to
  try and take down the heroes. Thokk’s goal is to prevent
  spellcasters from regaining their spells before the fight.
  APL 2 (EL 5)
  
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  Tusman Soldier: Male human Ex-Mnk2/ Ftr3; hp51, see
  appendix 1.
  APL 4 (EL7)
  Tusman 
  Soldier:
  Male 
  human 
  Ex-
  Mnk2/Ftr4/War1/Rgr1; hp79, see appendix 1.
  APL 6 (EL 9)
  Tusman 
  Soldier:
  Male 
  human 
  Ex-
  Mnk2/Ftr6/War1/Rgr1; hp109, see appendix 1.
  APL 8 (EL 11)
  Tusman 
  Soldier:
  Male 
  human 
  Ex-
  Mnk2/Ftr8/War1/Rgr1; hp131, see appendix 1.
  Tactics: On the surprise round the soldier enters the inn
  from the back and tries to stun the person on watch. He
  uses non-lethal damage only, until one of the heroes
  inflict lethal damage upon him. At that point, he uses
  whichever  does  most  damage  (if  he  has  a merciful
  guisarme, he continues to use the merciful ability).
  The soldier mixes his ability with the reach weapon and
  unharmed attack to maximize his hits.
  Treasure:
   
  APL2: L: 26 gp; C: 0 gp; M: mithral breastplate
  (350gp);
   
  APL4: L: 0 gp; C: 0 gp; M: +1 mithral breastplate
  (433gp); +1 guisarme (192gp); cloak of resistance +1
  (83gp); gauntlets of ogre power +2 (333gp); potion of
  lesser vigor (4gp);
   
  APL6: L: 0 gp; C: 0 gp; M: +2 mithral breastplate
  (683gp);
  +1 merciful guisarme (692gp);
  cloak of
  resistance +1 (83gp); gauntlets of ogre power +2 (333gp);
  potion of lesser vigor (4gp); amulet of health +2 (333gp);
   
  APL8: L: 0 gp; C: 0 gp; M: +3 mithral breastplate
  (1100gp); +2 merciful guisarme (1526gp); cloak of
  resistance +1 (83gp); gauntlets of ogre power +2 (333gp);
  potion of lesser vigor (4gp); amulet of health +2 (333gp);
  ring of protection +1 (167gp);
  Development: If the soldier subdues the entire party and
  someone used lethal damage on him, the heroes are
  found  guilty  of  using  life-threatening  force  upon  a
  member of the Tusmit military (see Appendix Three). If
  they used only non-lethal force, they are instead simply
  arrested and held for 2TUs and released after the Mullah
  returns. Of course, this ends the adventure for the
  heroes.
  If the heroes defeat the soldier, they ought to leave the
  village as soon as possible. Doing so immediately allows
  the heroes to escape without problems. They have
  managed to have evaded the Griffon-riding faris.
  If they killed the soldier they receive the “Wanted for
  murder” AR Reward.
  If they elect to stay, two soldiers identical to the one they
  just faced comes to arrest them shortly after dawn. These
  men are unhappy and attack the heroes on sight. If the
  heroes manage to defeat this second round of soldiers,
  but still refuse to leave, another two arrive a few hours
  later and attack the heroes.
  ENCOUNTER THREE
  The  heroes  proceed  towards  Hash’Esar.  As  they  move
  south, the land slowly changes from a burned desert to
  what Suvii used to look like: verdant groves, thick hedges,
  labored fields.
  A few hours out of the capital of Suvii, they are attacked
  by a pack of hungry wolves. This encounter occurs in a
  lightly forested area. The wolves are very hungry and are
  itching for a fight.
  APL2 (EL3)
  Wolves (3): hp13 each, see Monster Manual p. XX
  APL4 (EL5)
  Wolves (3): hp13 each, see Monster Manual p. XX
  Dire Wolf: hp 51, see Monster Manual p. XX
  APL6 (EL7)
  Dire Wolves (4): hp51, see Monster Manual p. XX
  APL8 (EL9)
  Advanced Dire Wolves (4): hp102, see Appendix One
  Tactics: The  wolves  are  used  to  pack  tactics  and  try  to
  take advantage of flanks and converge on a single target
  should one of them manage to trip a hero.
  ENCOUNTER FOUR
  Hash’Esar has much changed these last few years.
  Whereas it used to be a beautiful city, two years of war
  have reduced this city to a military base. Stables and
  other defensive structure are being constructed
  around the city and the governmental buildings.
  Gnomish architects, numerous in the sheikdom,
  direct crews composed mostly of dwarves and
  Halflings. Using local grey stones they are turning
  the once beautiful capital into a military fort.
  Red flags of Tusmit can be seen everywhere. Soldiers
  patrol the streets and the clanking of their heavy
  boots can be heard throughout the city. Many of them
  wear colors of Keruz or Nahim or foreign mercenaries
  from the lands of the Paynims or Perrenland are
  formed in patrols with the local troops.
  The mood in the streets is grave and somber. More
  than once, you catch a glimpse of a peasant pulling his
  tongue at some of the soldiers after they pass nearby.
  Young children occasionally throw dung or rotten
  vegetables at the soldiers at they pass.
  The one oasis of peace in town is the Market. Though
  not the largest in Tusmit; the Hash’Esar market is
  vital to the sheikdom. Merchants and traders have
  their stores and stalls opened to the public. The
  symbols 
  of 
  many 
  houses 
  of 
  the 
  Mouqollad
  
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  Consortium are visible around the market. Inside the
  market, it seems that all signs of the outside world
  disappear for a moment on these holy grounds of
  Mouqol.
  Ask the heroes what they wish to do. There are a number
  of things they may wish to do.
  WORD ON THE STREET
  When the heroes want to go around asking questions,
  use the following table for their Gather Information
  checks.  As usual, the heroes receive a +1 circumstance
  bonus for each fountain (gp) (up to +6) they give away.
  Heroes from Suvii automatically know the information
  listed under DC15.
  DC5 The Pasha of Tusmit, Muammar Quaran has sent an
  occupying force to ensure the peace of the sheikdom
  DC8 The Temple of Azor’alq here in town actively
  recruits members for the Crusade.
  DC10 Muammar Enquea al-faris al-qadi sacrificed
  himself to the Red Dragon Kerridzar so it wouldn’t
  destroy Hesuv. That is one great hero.
  DC12 The Sheik, Hamamar Qu’aldid al-Mullah min-Suvii
  married the daughter of one of the Beys of Ket over 20
  years  ago.  The  union  was  blessed  by  Al’Akbar  himself.
  They have two children: a son who will become Sheik
  (Hadrim al-Mullah) and a daughter (Salima).
  DC13 Muammar Quaran has placed Arjad al-faris al-
  Fareeq in charge of the Sheikdom and enforced a near-
  martial law. Most of the locals were initially happy to see
  the troops come in to reinforce their own. But this has
  turned into an occupation force.
  DC14 Many people avoid taking sides and instead have
  turned to worship of the gods to keep their minds off of
  their daily worries. The Temples of Geshtai, Farlanghn
  Al’Akbar, Azor’alq and Mouqol all see a lot of faithful.
  DC15 The Sheik is perceived by most as the only person
  who should lead the Sheikdom. He enjoys a large popular
  following.
  DC16  Arjed  al-Faris  al-Fareeq  leads  the  army  of  the
  Usurper in Suvii. He led a unit of Faris during the battle
  of the Sorrow wood against the undead.  He is a highly-
  decorated Holy Crusader of Tusmit.
  DC17 Most locals now believe that Jadhim-Orem and his
  army are the only one who can help them now.
  DC18 Everyday, more people desert the Suviian army and
  join the white banner or join the Crusade.
  DC19  Hadrim  al-Mullah,  the  son  of  the  Sheik  used  to
  lead the faris, but quit his post following the occupation
  of the sheikdom by Loyalist forces. He enjoys a great
  popularity among the common folk.
  DC20 The Sheik’ envoys to Sefmur weren’t even received
  by Muammar Quaran.
  DC21 Hadrim al-Mullah has since left to meet his
  mother’s family in Ket.
  DC22 The Head Merchant of Mouqol disappeared a few
  days ago. People think the faris have taken his prisoner.
  DC25 Rebel activity is on the rise in Suvii. They most lead
  raids against army supply lanes.
  DC30 Salima Qu’aldid, daughter of the Sheik of Suvii,
  heiress to the Sheikdom of Dihn has openly declared
  herself for Jadhim-Orem, such talk could get her and her
  entire family executed for treason.
  DC35 One of Salima’s handmaiden was heard talking
  about  a  possible  wedding  between  her  mistress  and
  Jadhim-Orem.
  CHURCH OF GESHTAI
  Situated at the confluent of the Suvii River and two
  smaller streams, the temple of Geshtai stands out by the
  luxuriant garden around it. The sound of water flowing
  gets louder as you approach, though the origin of the
  sound isn’t obvious.
  The church of Geshtai is home to Kalima al-Geshtai, a
  beautiful matron in her mid-20s. She welcomes the
  heroes inside her house and offers them some warm tea
  and a few cakes.
  Kalima teaches a number of young girls the art of herbal
  healing. She admits that many of them never attended
  the temple before the troubles began.
  Kalima does say that while she doesn’t mind Muammar
  or Jadhim, her major concern is for the people who will
  certainly suffer. She asks that politics do not enter the
  temple of the Daughter of the Oasis.
  SHRINE OF FARLANGHN
  The Shrine is tended by a young Flan boy from
  Perrenland calling himself Walker Jerrod. Andreas, the
  previous Walker left late last year for parts unknown.
  Jerrod now works as a cobbler to pay for his keep.
  Jerrod is overwhelmed by the current events and lives for
  the moment, thanking the Dweller on the Horizon for
  giving him the opportunity to experience such incredible
  times. Jerrod knows only that many young people have
  decided to leave the city to join the Crusade.
  TEMPLE OF AL’AKBAR
  The  temple  of  Al’Akbar  is  a  low  granite  structure,  of
  obvious dwarven craftsmanship. Two granite columns
  hold the overhanging roof, forming a covered entrance.
  Symbols of the Cup and Talisman are visible everywhere
  on the temple.
  The Temple inside is built like an amphitheater. A
  Mullah sits on a bench, reading a book. He is in his early
  60s with greasy combed-over hair. Upon hearing the
  
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  heroes, he stands and asks them what they want. His
  name is Youssouf bin Abdous al-Mullah.
  Youssouf al-Mullah knows Hadrim al-Mullah very well
  and he resent the fact that his protégé left his promotion
  in  the  faris.  He  says  that  this  incites  rebellion  and
  encourages opposition to the regime. The mullah is a
  strong supporter of Muammar Quaran but is loyalty lies
  with the Sheik of Suvii.
  TEMPLE OF AZOR’ALQ
  The temple of Azor’alq has just been recently completed
  and sits near the market. It is easy to identify because of
  the bright flame burning on the roof. In the courtyard, a
  number of young people are practicing their skills with
  the scimitar. Supervising the youths is a priest clad in the
  usual purple and gold of the Tusman priests of Azor’alq.
  The priest is named Arreha al-Azor’alq. He walks with a
  cane, has a very nasty limp and his face is covered with
  scars. His limp is an old battle scar that didn’t heal right.
  Arreha will not elaborate on that.
  Arreha has heard of any hero who has an influence point
  or the thanks of the church of Azor’alq, is a “Crusader” or
  belongs  to  the  church  of  Azor’alq.  He  asks  the  hero  to
  show a few moves to his trainee.
  He treats anyone who has received “Refused eternal
  glory” with disdain.
  Arreha is strongly in favor of the rebellion, especially
  since Munthir Haddad joined the movement. He is one
  of the few who can openly speak out this way. The fact
  that the most experienced army in Tusmit is lead and
  formed at its core by worshippers of Azor’alq does protect
  him. Arjed al-faris al-fareeq is not stupid enough to
  antagonize the clergy of the Banisher of Darkness.
  TEMPLE OF MOUQOL
  Situated on the marketplace, the temple of the Merchant
  is filled with merchants, servants and other dealers here
  with complaints or demands for arbitration. Unlike what
  one who normally expect, there is no head priest (called a
  Head Merchant) here. The Head Merchant vanished a
  few days before the adventure. (His whereabouts are
  beyond the scope of his adventure but divination magic
  used points to him being alive, but on a different plane).
  The acolytes do their best to assist the populace but they
  lack the appropriate knowledge and spell power. NPC
  Spellcasting is NOT available at the temple of Mouqol for
  the duration of the adventure. The acolytes are too busy
  to answer questions.
  Any  hero  present  who  is  a  member  of  the  church  of
  Mouqol is immediately swarmed by the acolytes and
  offered the position of Head Merchant. If the hero
  agrees, that hero receives “Head Merchant of Hash’Esar”
  AR Reward. Note that the hero need not take office
  immediately during the adventure.
  THE HEADLESS GENIE
  This small out-of-the-way tavern is known to any
  members of the Tears of the Marid as meeting place. To
  all others, the place does seem quite seedy. The name
  comes from a bronze statue of a genie next to the door.
  Inside, the place is crawling with unsavory types, (many
  of them radiating faint evil).
  The barman is an ugly-looking Halfling, with an eye
  patch and disgustingly greasy hair. A long grayish scar
  runs across his face hidden partly by his eye patch. His
  name is “Dud”. If the heroes ask for Lapa, he points to a
  rather plain-looking female half-elf with dreadlocked hair
  tied into a ponytail.
  The half-elf woman sitting in the booth with her legs
  stretched across the seat isn’t particularly attractive.
  Her copper hair has been dreadlocked before being
  tied in a ponytail. Her tight-fitting clothes show you
  that her body is athletic and in excellent physical
  shape. A rapier hangs at her side.
  As you approach, she smirks at you. “You sure took a
  lot of time getting here. How hard can it be to outrun
  a small group of knuckle-headed Sefmurians? I’ve
  done it many a times… Enough of that, my name is
  Lapa,  that’s  all  you  need  to  know.  I  have  no  need  of
  your names. Let’s get you to your precious lovebird
  inside shall we?”
  Lapa  is  an  accomplished  thief  who  is  also  one  of  the
  leaders of the Tears of the Marid in Suvii. Lapa isn’t a
  criminal mastermind, but one of the best thief-acrobat in
  Suvii. Lapa does not want to know the heroes’ names in
  case she gets captured.
  The heroes can make a Knowledge (local/VTF) check
  [DC20] (heroes from Suvii get a +5 to the check) to know
  the authorities are actively looking for her for a series of
  robberies spanning the last 3 years. Most of her thefts are
  targeted towards rich noblewomen and their jewelry.
  Heroes from the Tears of the Marid automatically know
  Lapa.
  Note that a particularly comely or charming hero may be
  able to sway Lapa. Role-play the encounter and have fun,
  but do not drag this out too long. Write the encounter in
  the play notes.
  LAPA’S PLAN
  Lapa explains to the heroes that the Winter Pavillion is
  known that way because it is the only part of the palace
  that does not have the tall open air balconies and
  windows. Arjed al-faris al-fareeq has decided to set the
  Sheik’s family there “for their own protection” and has
  
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  the Sheik protected some of his Sefmurian faris instead
  of the Sheik’s own men.
  She warns the heroes that these men can fanatically loyal
  to Muammar Quaran and cannot be bribed or duped.
  They are usually accompanied by a priest who is also
  from Sefmur.
  Lapa’s plan is simple:
  ·
  Wait for night
  ·
  Have  the  heroes  who  can  climb  the  wall  (it  is  not
  easy), climb it. Other heroes are offered potions of
  spider climb. She sells the potions at the usual cost in
  the DMG (300 fountains).
  ·
  To enter the palace, the heroes will have to open a
  hole into the walls. This will require use of many
  acid-based spells (digging through using tools or
  weapons would make too much noise (a stone of
  silence would not stop the noise inside the house)).
  Luckily, she has a wand of Melf’s acid arrow she is
  willing to sell to the heroes for the usual price
  (4,500gp).  However, she is willing to give them to
  the heroes in return for a “future favor”. If the heroes
  agree to the deal, they receive “Tears of the Marid I-
  O-U” AR reward.
  ·
  Once inside, the heroes are to head directly to the
  location of the “prize” (she never says who or what it
  is). She never says who or what it is, instead referring
  to the Sheik’s daughter as “the prize” or “the mark”.
  ·
  For  added  flavor,  you  can  hand-draw  a  map  of  the
  second-story showing only rooms A-H-E. However
  Room H does not have the subdivisions for rooms D
  (those are recent additions made by the Sefmurian
  priests to give the faris –and the Shieks’ family- some
  added privacy).
  ·
  She reckons the same way can be used to escape,
  should the heroes need it. She will be waiting at the
  northern  gate  with  horses  ready  for  the  heroes  to
  depart.
  Under no circumstance does Lapa accompany the heroes.
  Should the heroes cast an enchantment spell that would
  compel her to accompany them, one of the thieves in the
  room casts a dispel magic and this seriously angers Lapa,
  proceed to Troubleshooting.
  Lapa: female half-elf Rog5/Thief-Acrobat3, N
  Development: Once the heroes are ready to try and enter
  the palace, proceed to Encounter Five.
  TROUBLESHOOTING: ANGERING LAPA
  Lapa is doing this for her own enjoyment, and sees little
  to gain from pulling this off. She does not suffer rude or
  confrontational heroes. Lapa gives a single warning,
  before simply leaving the heroes to their fortune. This
  does not end the adventure, but definitely makes it a lot
  harder for them. These heroes earn the “Enmity of the
  Tears” AR reward.
  ENCOUNTER FIVE
  ENTERING THE WINTER PAVILLION
  The winter pavilion looks more like a fortified manor
  house than a part of the palace. It is roughly rectangular
  in shape with minarets stabbing at the sky on every
  corner and is made of stone an off-white limestone.
  Unlike the main palace, it is located inside the city rather
  that on one of the walls. There is plenty of hiding places
  around the area.
  If the heroes are with Lapa, she brings them close to the
  main  gate  and  tell  the  heroes  to  climb  in  a  corner
  sheltered from the guards’ view. She wishes them good
  luck.
  If Lapa is not with the heroes, they easily locate the same
  location if they look for a shelter spot.
  Climbing the walls is a Climb check [DC13+APL]. The
  walls are better maintained at higher APLs, offering
  fewer grips.
  Do not tell the heroes, but the guards are being distracted
  by  some  of  Lapa’s  allies  and  thus  unless  the  heroes
  willfully  do  a  lot  of  noise,  the  guards  do  not  come  to
  investigate.
  The heroes arrive in room A on the DM’s map.
  EXPLORING THE WINTER PAVILION
  The entire winter pavilion is under a hallow spell tied to a
  dimensional anchor. None of the members of the Sheik’s
  family are restricted by the dimensional anchor spell.
  Room A
  This room serves as a music room and a general sitting
  room, a harpsichord sits on the wall opposite the door
  while the middle of the room are filled with plush
  cushions.
  A puppet theater imported from Ket occupies most of the
  north wall. Many puppets of genies, knights, maiden and
  wizards can be found in there.
  When the heroes enter the room, they find the Sheik and
  his Daughter in the room enjoying a puppet show.
  Proceed to Encounter Seven.
  Room B
  This is a storage closet. Many drape-covered chairs, tables,
  wardrobes and others are stored here. No one has come
  here in months as the unmoved dust can attend to.
  There is no light in the room.
  
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  Room C
  This room is the library. Many books of religion, poetry,
  philosophy and history can be found here. None of these
  tomes are magical. Comfortable sofas and plush straight
  chairs allow one to read comfortably in this room. Next
  to each sofa or chair is a drape-covered everburning
  candle.
  Light can be seen under the door to room H.
  Room D
  These rooms are of recent built and were made by one of
  the Faris’ mullah. These rooms allow the Faris to guard
  the Sheik and his family while staying out of sight. Each
  room has 2 beds, a reading table and are illuminated by
  everburning torches.
  Room E
  This room is Salima Qu’aldid’s bedroom. The room smells
  of heavy feminine perfumes and is decorated in a heavy
  Ketite  fashion,  with  heavy  rugs  and  tapestry.  Only  a
  single handmaiden is here, readying the room for night.
  The handmaiden makes no obstacle to the heroes and
  keeps silent. She is aware of her mistress’s plan. When
  the heroes enter, she humbly heads to a corner of the
  room, and lower her gaze, obviously being unobtrusive.
  Salima’s bag is located under the bed.
  Room F
  This is the Sheik’s private chapel where he and his family
  worship the Restorer of Righteousness. This chapel has a
  lot of gold.
  The  room  has  a forbiddance spell tied to it. It affects
  anyone not of the True Faith who tries to enter the room.
  (The alignment it is tied to is Lawful Neutral).
  The chapel contains the Sheik’s most prized possession: a
  tunic given to him by the Grand Mufti before he took the
  mantle of Sheik of Suvii, almost 30 years ago. The mantle
  is red with white, black and gold trim and is obviously
  magical. Anyone foolish enough to try and take the
  mantle triggers a series of alarms all through Hash’Esar.
  The Sheik is outraged and has that hero executed for
  stealing a family relic.
  The mantle is not a relic in the game term sense, but it is
  for the Sheik and his family.
  Room G
  This is the Sheik and his wife’s bedroom. At the time of
  the adventure, the Sheik’s wife is sleeping, having retired
  early. She is a woman with a strong Ketite accent in her
  mid 50s. Not particularly attractive (as most Ketites), she
  still has a strong personality. Entering this room is foolish
  Room H
  This is now the main guard room. However, it used to be
  the grand ballroom. The decorations and plants have
  been  removed  and  the  room  turned  into  a  guard  post.
  Four soldiers are currently stationed here, and are lead by
  a Mullah. (At APL2, the Mullah is away on other business
  A  group  of  faris  are  constantly  on  watch  in  this  room.
  Because of the Tears, they have managed to attract the
  other guard elsewhere in the palace and so no
  reinforcements will come to their aid. Proceed to
  Encounter six.
  When the soldiers are down, Salima exits the Music room
  (room A) and heads to her own room (Room E), picks up
  a bag of holding under the bed and announces she is
  ready to leave. When that happens, proceed to the
  Conclusion.
  ENCOUNTER SIX
  These men were chosen for their loyalty to Muammar
  Quaran and are military veterans. Some of them
  (especially at the lower APLs) have been promoted or
  purchased their commissions into the faris by corrupt
  means and so aren’t the most elite soldiers of Tusmit.
  Few of them could be legally entered into the faris, but
  Arjed al-faris al-Fareeq has given them the status of faris.
  The Mullah leading the soldiers on the other hand is
  more experienced and a veteran of the Suvii Campaign of
  595CY.
  APL2 (EL4)
  Sefmurian Soldier (4): Ftr1/War1, hp21 each, see
  Appendix One
  APL4 (EL6)
  Sefmurian Mullah: Clr4, hp31, see Appendix One
  Sefmurian Soldier (4): Ftr1/War1, hp21 each, see
  Appendix One
  APL6 (EL8)
  Sefmurian Mullah: Clr6, hp45, see Appendix One
  Sefmurian Soldier (4): Ftr2/War1, hp33 each, see
  Appendix One
  APL8 (EL10)
  Sefmurian Mullah: Clr8, hp59, see Appendix One
  Sefmurian Soldier (4): Ftr4/War1, hp51 each, see
  Appendix One
  Tactics: The soldiers move in, trying to inflict as much
  damage as they can. They use intelligent tactics and take
  advantage of flanks and any opportunity given to them.
  They attack with lethal damage, but respect an honorable
  surrender.
  Treasure:
   
  APL 2: L: 132gp; C: 0gp; M: 0gp;
   
  APL  4:  L:  277gp;  C:  0gp;  M: periapt of wisdom +2
  (333gp);
   
  APL 6: L: 156gp; C: 0gp; M: +1 heavy mace (193gp);
  +1 Lance x4 (193gp per character); scale mail +1 x4
  (183gp per character); periapt  of  wisdom  +2 (333gp);
  cloak of protection +1 (83gp);
  
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  APL 8: L: 18gp; C: 0gp; M: +1 heavy mace (193gp); +1
  Lance x4 (193gp per character); full plate +1 x4 (221gp
  per character); periapt  of  wisdom  +2 (333gp); cloak of
  protection +1 (83gp);
  Development: Return to Encounter Five under Room H
  if  the  heroes  are  victorious.  The  Sheik  forbids  anyone
  from being put to death.
  On the other hand, if the heroes are captured by the faris,
  Arjed al-faris al-Fareeq submits them to three consecutive
  interrogations under three zones of truth spells (Will
  save  [DC16]).  If  anyone  fails  or  resist,  he  finds  them
  guilty of treason and has them executed. Their heads are
  sent to Sefmur to be placed on a pike. These heroes may
  only be brought back to life with a resurrection spell, plus
  they receive the “My head on a pike” AR reward.
  ENCOUNTER SEVEN
  The room is dimly lit but you can nonetheless see on
  the  far  wall  that  a  puppet  show  is  currently  being
  given. The action seems to resolve around one large
  warrior and a priest.
  Watching the puppet show is a Baklunish man in his
  50s  with  graying  temples.  He  wears  a  red  and  white
  tunic with a Cup and Talisman holy symbol make of
  platinum hanging from his neck. A heavy falchion
  hangs at his belt.
  Next to him is a young Baklunish woman, with a
  rather fair skin complexion barely into her twenties
  and dressed in a long white silk dress with red ribbons
  forming bows around the upper body.
  The man turns to face you and with an authoritarian
  voice ask. “State your purpose. I have but one word to
  say and this room fills with guards.”
  The man is obviously the Sheik, Hamamar Qu’aldid al-
  Mullah min-Suvii and the girl is his daughter Salima. The
  Sheik speaks in a certain and clear tone. He allows the
  heroes to explain themselves. As long as they do not take
  hostile actions, they are fine. The Sheik does not allow
  magic to be cast in his presence.
  Hamamar al-Mullah min-Suvii casts a zone of truth spell
  (Will save [DC16] to resist) to ensure the heroes respond
  truthfully to his enquiries. The Sheik asks the following
  questions to the heroes.
  ·
  Who are you?
  ·
  Where are you from?
  ·
  Why are you here?
  ·
  What is your mission?
  ·
  Why did you agree to this mission?
  ·
  What is you plan to leave the palace?
  ·
  Where do you plan to bring Salima?
  ·
  Where does you loyalty lie?
  ·
  Do you intend to allow any harm to come to Salima?
  ·
  Where you really sent by agents of Jadhim-Orem?
  The Sheik betrays little emotion as to the heroes’ answers.
  Unless one of the heroes answers something foolish, the
  Sheik should be satisfied with the party’s answers.
  When the Sheik is satisfied as to the identity of the
  heroes, he invites the heroes to sit and watch the puppet
  show with him and his daughter. A small indulgence, he
  says, his wife brought from Ket and that he has grown
  quite fond of over the years. Hand them Player Handout
  One: the Puppet Show.
  Allow them to read it before proceeding to Talking to the
  Sheik, below.
  TALKING TO THE SHEIK
  Son of the previous Sheik, Hamamar Qu’aldid began his
  life in the Suviian guard before entering the priestly
  orders. Respected as a man of faith and a warrior,
  Hamamar is well-liked by his subjects.
  The current situation leaves him very torn inside. On the
  one side, he has sworn an oath to Muammar Quaran, on
  the other side, his sheikdom is being occupied by other
  forces and he feels that Muammar Quaran plans to
  replace him at the head of his sheikdom. This angers the
  Sheik very much.
  Hamamar has heard the plight of his people and thus has
  decided that he should ally himself with Jadhim-Orem.
  The Sheik does not realize that his daughter has pushed
  him towards this realization.
  His daughter, Salima is a far better politician than her
  father, and with a lot less scruples. It was she who has
  arranged through intermediaries to arrange a marriage
  between herself and Jadhim-Orem. This would not only
  make  her  the  wife  of  the  Pasha  of  Tusmit,  but  would
  increase her family’s prestige greatly. She acts as a
  demure young lady, but with a glint of intelligence in her
  eye.
  Salima is used to and expects to be treated with deference
  with regards to her social status (she’s quite snobbish).
  Nobles  and  Suviians,  she  treats  with  respect,  but  she
  maintains a formal distance between herself and the
  heroes.
  The heroes should get the idea of a cultured woman with
  a cool head on her shoulders, not a ditzy airhead.
  Development: Allow  the  heroes  to  interact  and  get  to
  know the Sheik and his daughter a little. When the
  conversation dies down, Salima says that she is ready to
  
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  leave, but that she left her personal effect in her room.
  She insists on getting them before leaving.
  Salima and her father both refuse to enter Room H and
  help the heroes fight the Sefmurian soldiers. They
  inform the heroes of their numbers, so the heroes should
  be able to enter the room and fight them. Proceed back to
  Encounter Five to continue. When the soldiers are down,
  Salima exits the Music room and heads to her own room,
  picks up a bag of holding under the bed and announces
  she is ready to leave.
  CONCLUSION
  Note: The following boxed text assumes the heroes travel
  overland to return to Dihn. With the number of
  possibilities available to the heroes (especially at the
  higher APLs), you may need to change the boxed text.
  Leaving Suvii is somewhat anti-climactic. Salima
  proves oddly resourceful and you receive help from
  almost every Suviian you meet. Obviously, she is well-
  liked  by  the  local  populace,  and  she  in  turn  is  kind
  and friendly to them, much friendlier than she is to
  those of you not from Suvii. With the help of the local
  populace, you easily avoid the Loyalist patrols.
  You have barely crossed the border of Dihn, that a
  group of twenty faris wearing white armbands and
  bearing glowing lances and shields with the white
  shield of Tusmit aboard you and ask you to follow
  them.
  In Dwur’Ayhand, the calm military camp that existed
  upon your departure has since changed into a chaotic
  scene. The grain stores of Dihn have been burned
  down  by  agents  of  the  Usurper.  The  army  is  now
  threatened with famine.
  Upon hearing of Salima’s departure, Arjed al-faris al-
  fareeq has stripped the Sheik of Suvii of his titles and
  rank,  in  the  name  of  the  Usurper.  This  has  sparked
  many riots and wide-spread chaos among the populace
  of the sheikdom. Many white flags are being hoisted
  and the occupation force is constantly harassed by
  guerilla.
  Once  in  the  palace,  you  are  brought  into  the
  apartments of the Sheik. There, you see the Dwarven
  Sheik of Dihn Omar Saladish, along with a balding
  man dressed in a ceremonial white robe, a crown
  upon his head and three priests: a Mullah, a Qadi and
  a dwarven woman wearing a holy symbol displaying 2
  intertwined golden rings.
  The crowned man steps forward and kisses Salima’s
  hand gently. “Welcome, my Lady. Welcome to Dihn
  and to freedom from the Usurper’s grasp.” To which
  Salima responds “My father and his people are not yet
  free. My father sends to you an offering and requests
  your goodwill and consideration to the people of
  Suvii. Their suffering and freedom are now in your
  hands.”
  Jadhim-Orem smiles and so does Salima. Taking the
  girl by the hand, he walks her to the assembled
  priests. In short order the two are married according
  to Tusman and Khund traditions.
  At the end of the ceremony, Jadhim-Orem takes a
  small diadem and places it on a kneeling Salima’s
  head. “Tusmit now has a queen, says the Pasha.”
  Salima simply smiles and adds “And Suvii becomes
  white.”
  AR REWARDS
  If one of the heroes belongs to the church of Mouqol at
  the time of the adventure and he agreed to take on the
  mantle of Head Merchant, that hero receives “Head
  Merchant of Hash’Esar.” However, only one hero per
  table may receive this award.
  If the heroes angered Grim, they receive the “Enmity of
  the Tears of the Marid” AR Reward.
  If the heroes angered Lapa, or they agreed to owe him
  one,  they  receive  the  “Tears  of  the  Marid  I-O-U”  AR
  Reward.
  If the heroes brought Salima to Jadhim-Orem AND they
  are NOT Tusman Loyalists or Unaligned, they have
  earned the “Thanks of Queen Salima” AR Reward.
  If the heroes (or some of the heroes) were captured by
  Loyalist agents, they receive the “My head on a pike” AR
  Reward.
  If the heroes (or some of the heroes) killed the Sefmurian
  Soldiers, they earn the “Wanted for Murder” AR Reward,
  note that this only applies to heroes who used lethal
  damage, not just the one who inflicted the killing blow.
  Under no circumstance can the heroes receive the
  “Thanks of Arjed al-faris al-Fareeq” or “Mines for life” AR
  Reward as those can only be earned by playing the other
  path.
  The End
  
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  PATH TWO: FROM SUVII WITH LOVE
  BACKGROUND ADDENDUM
  PATH TWO: FROM SUVII WITH LOVE
  (LOYALISTS)
  The loyalists on the other hand are tasked with stealing
  the grain for the rebel garrison stationed near the border
  of Dihn and Suvii.
  The heroes meet with one of the Faris general (Arjed al-
  faris al-fareeq) sent to oversee the Dihn/Suvii front. The
  general tells them the number of troops along the border
  of Dihn is insufficient but that loyal forces should arrive
  from the south within the next few days. Should the
  rebels attack Suvii, the Pasha's troops would easily be
  overwhelmed.
  To prevent such an attack, and to take the opportunity to
  strike a blow to the enemy's morale, the Fareeq has
  decided that the best way to prevent an attack from Dihn
  was to destroy the enemy's supply of grain. Because of the
  scorched state of northern Suvii, any army passing
  through there would have a much tougher time and
  would have to transport food and supplies from Dihn.
  As a side-mission, they are to spy on the enemy and bring
  back as much information they can about the rebel forces
  on the Dihn border.
  ADVENTURE SUMMARY
  Introduction The heroes are summoned by Arjed al-faris
  al-Fareeq to the palace of Hash’Esar. He explains the
  situation to them and tells them about his plan to disrupt
  the rebel army.
  Encounter Eight: The  heroes  get  a  chance  to  find  out
  more information about the current situation while in
  Hash’Esar.
  Encounter Nine: Before reaching the border of Dihn,
  the heroes are attacked by a hungry pack of wolves.
  Encounter Ten: Crossing the border of Dihn, the heroes
  are attacked by a group of Rebel soldiers
  Encounter Eleven: The heroes arrive at the Rebel army
  camp and get a chance to discover more information
  about the current situation.
  Encounter Twelve: As the heroes ready to burn the
  grain stores, they are caught by a rebel soldier.
  Conclusion: The heroes return and meet with Arjed al-
  faris al-fareeq once again.
  INTRODUCTION
  You were having breakfast at a local inn in Hash’Esar
  on an early morning when two soldiers wearing the
  livery of the Sefmurian faris walked in. They pointed
  at you, called you by name and ordered you to follow
  them.
  The soldier headed to the walls and escorted you into
  the Palace. The palace is obviously being reinforced
  and serves as the barracks of many soldiers, few of
  them from Suvii. Red banners are visible everywhere.
  Crossing a series of posts, you end up in a great open-
  air hall so common in the Palace. A scarred man and a
  group  of  soldiers  are  looking  at  maps  of  the
  Dihn/Suvii border.
  One of your escorts heads to the fareeq and says
  something to him. “Ah! Excellent! Finally they have
  arrived! Approach! State your names and station,
  orders the fareeq.”
  Allow the heroes the opportunity to introduce
  themselves. Note that the fareeq is not given to
  pleasantries.
  “As  you  all  know,  I  have  been  given  supreme
  command of this troubled Sheikdom by His Exalted
  Splendor himself. You all know that we are at war
  with the Traitor and his forces and as such, we have to
  take immediate action to stop the growing of the
  gangrene that is this rebellion.”
  “It  has  been  brought  to  my  attention  that  all  of  you
  have served His Exalted Splendor much in the past.
  Are  you  ready  to  serve  your  country  and  you  Lord
  once again?”
  Allow the heroes a chance to answer. Any hero who
  refuses is immediately shackled and detained until the
  adventure is over. At that time, the hero is released
  without further ado.
  “Good. You see, the Sheikdom’ forces under my
  command keep the land free of bandits, goblinoids
  and monsters but we could not offer any serious
  resistance should the Traitor’s forces launch an attack
  upon  us.  Therefore,  we  must  cut  their  supplies  and
  prevent such an attack before it becomes a serious
  threat.”
  “The 
  Traitor 
  is 
  amassing 
  his 
  army 
  around
  Dwur’Ayhand. From there, they can launch an attack
  on us, Khalid or Malimar. Khalid is weak and refuses
  to strengthen its border while Blashikdur is currently
  deadlocked due to the large number of Rebel soldiers
  in town.”
  “We  need  you  to  go  into  Dihn  and  burn  their  grain
  store here; he says pointing at a location on the map.
  This will paralyze their army for at least a month, time
  for  us  to  prepare  our  defenses  and  perhaps  mount  a
  counterattack. We have an operative in Dwur’Ayhand
  
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  who will help you find the right location. His name is
  Grim Flatrock, a dwarf you can find at the Miner’s
  Refuge.”
  “One last thing, the Traitor and his men no doubt
  have magical detection spells active that will detect
  any teleportation-type magic. You are free to use any
  such spells once your task is completed.”
  Does His Exalted Splendor approve of this plan? Yes,
  he follows this affair very closely.
  What if we get caught? Don’t get caught. We may not be
  able to help you if you do.
  Is  there  any  way  we  can  prevent  the  war? Yes,  by
  bringing the Traitor in chains to His Exalted Splendor.
  Why do you recommend we do not use magic to get
  there? Many in Suvii are still loyal to the Traitor. Use of
  magic is almost certain to be detected, especially in and
  around the palace and the adjoining pavilions.
  Why can we use magic to escape? Because once the
  grain stores have been burned, we care not that they
  know we did it.
  Why not send soldiers? Groups of adventurers and
  mercenaries can be found everywhere. Adventurers are
  more likely to pass undetected than a troop of soldiers.
  Where is the Sheik of Suvii? He and his family are kept
  in the Winter Pavillion for their own protection.
  What do we get in return? His Exalted Splendor has not
  said, but he is anything but an ingrate and he pays his
  friends well.
  When should we leave? As  soon  as  possible,  time  is
  running short, buy what you need and head out as soon
  as possible.
  Who are these soldiers with you? My command staff.
  Once the heroes are done with the fareeq, proceed to
  Encounter One.
  ENCOUNTER EIGHT
  Hash’Esar has much changed these last few years.
  Whereas it used to be a beautiful city, two years of war
  have reduced this city to a military base. Stables and
  other defensive structure are being constructed
  around the city and the governmental buildings.
  Gnomish architects, numerous in the sheikdom,
  direct crews composed mostly of dwarves and
  Halflings. Using local grey stones they are turning
  the once beautiful capital into a military fort.
  Red flags of Tusmit can be seen everywhere. Soldiers
  patrol the streets and the clanking of their heavy
  boots can be heard throughout the city. Many of them
  wear colors of Keruz or Nahim or foreign mercenaries
  from the lands of the Paynims or Perrenland are
  formed in patrols with the local troops.
  The mood in the streets is grave and somber. More
  than once, you catch a glimpse of a peasant pulling his
  tongue at some of the soldiers after they pass nearby.
  Young children occasionally throw dung or rotten
  vegetables at the soldiers at they pass.
  The one oasis of peace in town is the Market. Though
  not the largest in Tusmit; the Hash’Esar market is
  vital to the sheikdom. Merchants and traders have
  their stores and stalls opened to the public. The
  symbols 
  of 
  many 
  houses 
  of 
  the 
  Mouqollad
  Consortium are visible around the market. Inside the
  market, it seems that all signs of the outside world
  disappear for a moment on these holy grounds of
  Mouqol.
  Ask the heroes what they wish to do. There are a number
  of things they may wish to do.
  WORD ON THE STREET
  When the heroes want to go around asking questions,
  use the following table for their Gather Information
  checks.  As usual, the heroes receive a +1 circumstance
  bonus for each fountain (gp) (up to +6)they give away.
  Heroes from Suvii automatically know the information
  listed under DC15.
  DC5 The Pasha of Tusmit, Muammar Quaran has sent an
  occupying force to ensure the peace of the sheikdom
  DC8 The Temple of Azor’alq here in town actively
  recruits members for the Crusade.
  DC10 Muammar Enquea al-faris al-qadi sacrificed
  himself to the Red Dragon Kerridzar so it wouldn’t
  destroy Hesuv. That is one great hero.
  DC12 The Sheik, Hamamar Qu’aldid al-Mullah min-Suvii
  married the daughter of one of the Beys of Ket over 20
  years  ago.  The  union  was  blessed  by  Al’Akbar  himself.
  They have two children: a son and heir (Hadrim al-
  Mullah) and a daughter (Salima).
  DC13 Muammar Quaran has placed Arjad al-faris al-
  Fareeq in charge of the Sheikdom and enforced a near-
  martial law. Most of the locals were initially happy to see
  the troops come in to reinforce their own. But this has
  turned into an occupation force.
  DC14 Many people avoid taking sides and instead have
  turned to worship of the gods to keep their minds off of
  their daily worries. The Temples of Geshtai, Farlanghn
  Al’Akbar, Azor’alq and Mouqol all see a lot of faithful.
  DC15 The Sheik is perceived by most as the only person
  who should lead the Sheikdom. He enjoys a large popular
  following.
  DC16 Arjed al-Faris al-Fareeq leads the loyalist army in
  Suvii.  He  led  a  unit  of  Faris  during  the  battle  of  the
  Sorrow  wood  against  the  undead.   He  is  a  highly-
  decorated Holy Crusader of Tusmit.
  
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  DC17 Many locals now believe that Jadhim-Orem and his
  army are the only one who can help them now.
  DC18 Everyday, more people desert the Suviian army and
  join the white banner or join the Crusade.
  DC19  Hadrim  al-Mullah,  the  son  of  the  Sheik  used  to
  lead the faris, but quit his post following the occupation
  of the sheikdom by Loyalist forces. He enjoys a great
  popularity among the common folk.
  DC20 The Sheik’ envoys to Sefmur weren’t even received
  by Muammar Quaran.
  DC21 Hadrim al-Mullah has since left to meet his
  mother’s family in Ket.
  DC22 The Head Merchant of Mouqol disappeared a few
  days ago. People think the faris have taken his prisoner.
  DC25 Rebel activity is on the rise in Suvii. They most lead
  raids against army supply lanes.
  DC30 Salima Qu’aldid, daughter of the Sheik of Suvii,
  heiress to the Sheikdom of Dihn has openly declared
  herself for Jadhim-Orem, such talk could get her and her
  entire family executed for treason.
  DC35 One of Salima’s handmaiden was heard talking
  about  a  possible  wedding  between  her  mistress  and
  Jadhim-Orem.
  CHURCH OF GESHTAI
  Situated at the confluent of the Suvii River and two
  smaller streams, the temple of Geshtai stands out by the
  luxuriant garden around it. The sound of water flowing
  gets louder as you approach, though the origin of the
  sound isn’t obvious.
  The church of Geshtai is home to Kalima al-Geshtai, a
  beautiful matron in her mid-20s. She welcomes the
  heroes inside her house and offers them some warm tea
  and a few cakes.
  Kalima teaches a number of young girls the art of herbal
  healing. She admits that many of them never attended
  the temple before the troubles began.
  Kalima does say that while she doesn’t mind Muammar
  or Jadhim, her major concern is for the people who will
  certainly suffer. She asks that politics do not enter the
  temple of the Daughter of the Oasis.
  SHRINE OF FARLANGHN
  The Shrine is tended by a young Flan boy from
  Perrenland calling himself Walker Jerrod. Andreas, the
  previous Walker left late last year for parts unknown.
  Jerrod now works as a cobbler to pay for his keep.
  Jerrod is overwhelmed by the current events and lives for
  the moment, thanking the Dweller on the Horizon for
  giving him the opportunity to experience such incredible
  times. Jerrod knows only that many young people have
  decided to leave the city to join the Crusade.
  TEMPLE OF AL’AKBAR
  The  temple  of  Al’Akbar  is  a  low  granite  structure,  of
  obvious dwarven craftsmanship. Two granite columns
  hold the overhanging roof, forming a covered entrance.
  Symbols of the Cup and Talisman are visible everywhere
  on the temple.
  The Temple inside is built like an amphitheater. A
  Mullah sits on a bench, reading a book. He is in his early
  60s with greasy combed-over hair. Upon hearing the
  heroes, he stands and asks them what they want. His
  name is Youssouf bin Abdous al-Mullah.
  Youssouf al-Mullah knows Hadrim al-Mullah very well
  and he resent the fact that his protégé left his promotion
  in  the  faris.  He  says  that  this  incites  rebellion  and
  encourages opposition to the regime. The mullah is a
  strong supporter of Muammar Quaran but is loyalty lies
  with the Sheik of Suvii.
  TEMPLE OF AZOR’ALQ
  The temple of Azor’alq has just been recently completed
  and sits near the market. It is easy to identify because of
  the bright flame burning on the roof. In the courtyard, a
  number of young people are practicing their skills with
  the scimitar. Supervising the youths is a priest clad in the
  usual purple and gold of the Tusman priests of Azor’alq.
  The priest is named Arreha al-Azor’alq. He walks with a
  cane, has a very nasty limp and his face is covered with
  scars. His limp is an old battle scar that didn’t heal right.
  Arreha will not elaborate on that.
  Arreha has heard of any hero who has an influence point
  or the thanks of the church of Azor’alq, is a “Crusader” or
  belongs  to  the  church  of  Azor’alq.  He  asks  the  hero  to
  show a few moves to his trainee.
  He treats anyone who has received “Refused eternal
  glory” with disdain.
  Arreha is strongly in favor of the rebellion, especially
  since Munthir Haddad joined the movement. He is one
  of the few who can openly speak out this way. The fact
  that the most experienced army in Tusmit is lead and
  formed at its core by worshippers of Azor’alq does protect
  him. Arjed al-faris al-fareeq is not stupid enough to
  antagonize the clergy of the Banisher of Darkness.
  TEMPLE OF MOUQOL
  Situated on the marketplace, the temple of the Merchant
  is filled with merchants, servants and other dealers here
  with complaints or demands for arbitration. Unlike what
  one who normally expect, there is no head priest (called a
  Head Merchant) here. The Head Merchant vanished a
  few days before the adventure. (His whereabouts are
  beyond the scope of his adventure but divination magic
  used points to him being alive, but on a different plane).
  
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  The acolytes do their best to assist the populace but they
  lack the appropriate knowledge and spell power. NPC
  Spellcasting is NOT available at the temple of Mouqol for
  the duration of the adventure. The acolytes are too busy
  to answer questions.
  Any  hero  present  who  is  a  member  of  the  church  of
  Mouqol is immediately swarmed by the acolytes and
  offered the position of Head Merchant. If the hero
  agrees, that hero receives “Head Merchant of Hash’Esar”
  AR Reward. Note that the hero need not take office
  immediately during the adventure.
  ENCOUNTER NINE
  The heroes proceed towards Dihn. As they move north,
  the land slowly changes to a burned desert from what
  southern Suvii looks like: verdant groves, thick hedges,
  labored fields.
  A few hours out of the capital of Suvii, they are attacked
  by a pack of hungry wolves. This encounter occurs in a
  lightly forested area. The wolves are very hungry and are
  itching for a fight.
  APL2 (EL3)
  Wolves (3): hp13 each, see Monster Manual p. XX
  APL4 (EL5)
  Wolves (3): hp13 each, see Monster Manual p. XX
  Dire Wolf: hp 51, see Monster Manual p. XX
  APL6 (EL7)
  Dire Wolves (4): hp51, see Monster Manual p. XX
  APL8 (EL9)
  Advanced Dire Wolves (4): hp102, see Appendix One
  Tactics: The  wolves  are  used  to  pack  tactics  and  try  to
  take advantage of flanks and converge on a single target
  should one of them manage to trip a hero.
  ENCOUNTER TEN
  The heroes cross into Dihn. Coming up to a small bridge,
  the heroes see a group of mounted soldiers. The soldiers
  stop the heroes and ask them questions.
  ·
  Who they are?
  ·
  Where are they from?
  ·
  Where are they going?
  ·
  Who they are affiliated to?
  The heroes can try to Bluff their way through the
  soldiers. The soldiers are not stupid. Any false answer
  requires a Bluff (or Forgery) check [DC20+Level of the
  highest level party member]. The guards are more aware
  of higher-level adventurers.
  Note that answering that one supports Muammar
  Quaran or failing the Bluff check instigates combat with
  the soldiers.
  APL2 (EL4)
  Dihnian Soldier (4): Ftr1/War1,  hp21  each,  see
  Appendix One
  APL4 (EL6)
  Dihnian Mullah: Clr4, hp31, see Appendix One
  Dihnian Soldier (4): Ftr1/War1,  hp21  each,  see
  Appendix One
  APL6 (EL8)
  Dihnian Mullah: Clr6, hp45, see Appendix One
  Dihnian Soldier (4): Ftr2/War1,  hp30  each,  see
  Appendix One
  APL8 (EL10)
  Dihnian Mullah: Clr8, hp59, see Appendix One
  Dihnian Soldier (4): Ftr4/War1,  hp48  each,  see
  Appendix One
  Tactics: The soldiers move in, trying to inflict as much
  damage as they can. They use intelligent tactics and take
  advantage of flanks and any opportunity given to them.
  They attack with lethal damage, but respect an honorable
  surrender.
  Treasure:
   
  APL 2: L: 132gp; C: 0gp; M: 0gp;
   
  APL  4:  L:  277gp;  C:  0gp;  M: periapt of wisdom +2
  (333gp);
   
  APL 6: L: 156gp; C: 0gp; M: +1 heavy mace (193gp);
  +1 Lance x4 (193gp per character); scale mail +1 x4
  (183gp per character); periapt  of  wisdom  +2 (333gp);
  cloak of protection +1 (83gp);
   
  APL 8: L: 18gp; C: 0gp; M: +1 heavy mace (193gp); +1
  Lance x4 (193gp per character); full plate +1 x4 (221gp
  per character); periapt  of  wisdom  +2 (333gp); cloak of
  protection +1 (83gp);
  ENCOUNTER ELEVEN
  WORD ON THE STREET
  When the heroes want to go around asking questions,
  use the following table for their Gather Information
  checks.  As usual, the heroes receive a +1 circumstance
  bonus for each fountain (gp) (up to +6) they give away.
  Heroes from Dihn automatically know the information
  listed under DC15.
  DC5 You are in Dwur’Ayhand in Dihn.
  DC10 Jadhim-Orem has set up his temporary capital
  here.
  DC13 Muammar Quaran has gathered an army of
  mercenaries from Perrenland and Paynims. He won’t pay
  Tusmans, but he spends his gold on foreigners.
  
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  DC15 Suvii is occupied by forces loyal to the Muammar
  Quaran, but the populace resents the occupation by
  troops from other
  DC16 Arjed al-Faris al-Fareeq leads the loyalist army in
  Suvii.  He  led  a  unit  of  Faris  during  the  battle  of  the
  Sorrow  wood  against  the  undead.   He  is  a  highly-
  decorated Holy Crusader of Tusmit.
  DC17 Muammar Enquea al-faris al-qadi sacrificed
  himself to the Red Dragon Kerridzar so it wouldn’t
  destroy Hesuv. That is one great hero.
  DC18 Everyday, more people desert the loyalist army and
  join the white banner.
  DC20 The Sheik of Suvii is angered because the Usurper
  sent one of his men to take control of the Sheikdom.
  DC21 Sheik Omar is angry that the Khund ambassador
  has refused to side with him.
  DC22 Sefmur, Jaydah, Keruz, Eysami, Nahim and Khalid
  have declared their allegiance to the Usurper.
  DC23 Khalid, Nahim, Farhini and Malimar are thrown in
  near ever-present rebellion with neither side taking the
  advantage.
  DC25 Suvii has many problems with rebel supporters.
  DC30 The Udgru elves are busy with some evil forces in
  the Udgru. These forces are allied to Muammar Quaran.
  DC40 Salima Qu’aldid, daughter of the Sheik of Suvii,
  heiress to the Sheikdom of Dihn has openly declared
  herself for His Exalted Splendor.
  MEETING THE ARMY
  There are many soldiers here, mostly former members of
  the militia, the Tusman guard of Dihn and member of the
  non-human units like the Arvdal (who mostly come from
  Suvii), the Dekros who are mostly from Dihn and who
  feel greatly motivated by the return of Jadhim-Orem.
  Most of those present expect to become rich of at least
  advance their lot in society by supporting Jadhim.
  THE MINER’S REFUGE
  When the heroes decide to meet with their contact in
  town, they heroes should head to the Miner’s refuge.
  The Miner’s Refuge is a little tavern with an almost
  exclusively dwarven clientele. Humans rarely frequent
  the area. It is located a short distance from the market.
  Entering the Miner’s Refuge, you are assailed by the
  strong smell of ale and sweat. The room falls silent as
  the 
  heavily 
  armored 
  dwarves 
  stare 
  at 
  you
  disapprovingly. A more-than-portly dwarf barman
  busies himself behind a counter.
  When asked for Grim Flatrock, the barman first stares at
  the heroes, before pointing to a table where a group of
  Dwarves plays dice.
  Grim  Flatrock  is  one  of  the  dwarves  there.  He  has
  obviously not bathed in many days and smells heavily of
  sweat.  He  leaves  the  game  of  dice  and  with  a  friendly
  smile, he ushers the heroes into a small room in the back.
  “The fareeq said you’d be showing up…”
  Grim is a thug and an enforcer for the Tears, though he
  does not reveal this fact to the heroes.
  He explains that the place the heroes are to “take down”
  is heavily guarded. But he has managed to arrange for the
  heroes to be on-guard tonight, with their watch ending
  just after morning prayers. This he says should give the
  heroes the most time to destroy the grain and escape
  before they can be captured.
  Granaries are easy to burn down with a single spark, or so
  Grim says. A Survival or Knowledge (architecture or
  nature) check [DC10] confirms his say. To that end, the
  place has been warded against fire-based spells.
  However, the wards and glyphs are not protected against
  acid. Grim tells the heroes that he has a wand of Melf’s
  acid arrow he could sell them. However, if they do not
  have the funds (4,500gp), he is willing to give them to the
  heroes in return for a “future favor”. If the heroes agree to
  the deal then they receive “Tears of the Marid I-O-U” AR
  reward.
  Once the glyphs are destroyed (it will take a number of
  charges before destroying the glyphs completely), the
  heroes need only to cast a spell with the fire descriptor or
  throw a torch inside. The resulting column of flame
  should be visible all the way to Sefmur, or so chuckles
  Grim.
  Grim offers the heroes a series of papers assigning them
  to guard the granaries. These papers HAVE been signed
  by the commanding officers and so are not forgeries.
  Grim does not leave the Miner’s refuge.
  Once the heroes are ready to go, proceed to Encounter
  Twelve.
  TROUBLESHOOTING: ANGERING GRIM
  Grim is doing this for future considerations from friendly
  loyalist parties and has nothing immediate to earn from
  this. Therefore, should the heroes use any enchantment
  magic upon him or anger him, Grim INSISTS on the
  heroes owing him one… He refuses to give the heroes
  the wand he offered until they ALL agree to owe him
  one. If the heroes agree to the deal then they receive
  “Tears of the Marid I-O-U” AR reward. The heroes also
  earn the “Enmity of the Tears” AR reward.
  ENCOUNTER TWELVE
  This encounter uses Map 2 Granary and protections. The
  “protections” is the guard post and where the heroes are
  expected to report. When the heroes arrive, they are met
  
  TUS6-08 Spy Games
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  by soldiers wearing the livery of the Dihnian Dailami
  (heavy infantry). The Raqeeb reviews the heroes’
  paperwork before formally turning over the granary to
  the heroes.
  THE GRANARY
  The granary is a brick and wood structure measuring 20ft
  x 20ft and rising 50 feet high. Inside sacks of grain are
  stored in piles with a half floor every 5 feet, meaning the
  place is full of grain.
  Sacks are raised and lowered by a crane that occupies the
  center of the room.
  THE PROTECTIVE GLYPHS
  The  protective  glyphs  are  located  on  every  wall  of  the
  granary. They are invisible to the naked eye, but appear
  quite easily under a detect magic spell.
  Destroying a glyph require 30 points of acid damage.
  Simply using the wand at the correct location is
  sufficient. A Spellcraft or Knowledge (arcana) check
  [DC15] allows the hero to know that fact.
  The glyphs effectively cast a dispel magic (CL10
  th) on
  every spell with the fire descriptor affecting the granary.
  Note that for this purpose, any summoned creature with
  the fire descriptor is targeted by the dispel attempt, even
  if summoned outside the granary.
  For every destroyed glyph, the caster level of the dispel
  magic lowers by 3. Destroying the 4
  th glyph completely
  destroys the protection.
  Therefore, it is possible to cast spells with the fire
  descriptor inside the granary, but it should be difficult.
  Alternatively, the heroes may wish to dispel the glyphs.
  That is also possible. Each glyph was created by a caster
  level 10 (so DC 21 for dispel magic).
  OOPS! FIRE IN THE HOLD
  While the granary has been protected against fire spells,
  it was not protected against other sources of fire.
  Oversight? Maybe or maybe the act of unscrupulous
  individuals…
  Should the heroes bring an actual flame (such as a torch,
  a lantern, an active flaming weapon) inside the granary
  then the granary blows up like a burst balloon, sending
  fire high into the night sky and all around.
  Remember that Grim told the heroes to send the fire in
  from a distance. He had no idea of just how far the effects
  would be. Heroes who study the inside and outside with
  the idea of how big an explosion this would create should
  be allowed a Survival or Knowledge (architecture)
  [DC15] to guess the size of the explosion.
  ALL APLS (EL9)
  Exploding Granary: CR 9; 4d6/round for 15 rounds and
  affects every target within 20 feet of the edges of the
  granary; DC 22 Reflex save half damage each round.
  DOUBTS
  However, the Raqeeb who turned over the granary to the
  heroes has strong doubts about the heroes and their
  paperwork. So he returns to investigate while the heroes
  begin to destroy their second glyph. He surprises the
  heroes if they have no sentries keeping an eye outside.
  Otherwise, the heroes can see him approach, mounted on
  his horse and approach the granary. The Raqeeb tries to
  pull rank and enter.
  This fight can take place in a number of locations and
  conditions. Adapt the situation to the heroes’ actions and
  placement.
  If one of the heroes is a member of the Dihn, Eysami or
  Farhini military and has a higher rank, the Raqeeb insists
  on coming in, but gives in to the chain of command. He
  does not respect the ranks of members of the military not
  from one of the Rebel Sheikdom.
  APL 2 (EL 5)
  Rebel Raqeeb: Male human Ex-Mnk2/ Ftr3; hp51, see
  appendix 1.
  APL 4 (EL7)
  Rebel Raqeeb: Male human Ex-Mnk2/Ftr4/War1/Rgr1;
  hp79, see appendix 1.
  APL 6 (EL 9)
  Rebel Raqeeb: Male human Ex-Mnk2/Ftr6/War1/Rgr1;
  hp109, see appendix 1.
  APL 8 (EL 11)
  Rebel Raqeeb: Male human Ex-Mnk2/Ftr8/War1/Rgr1;
  hp131, see appendix 1.
  Tactics: Seeing the destroyed glyphs, the Raqeeb
  immediately takes action. He uses non-lethal damage
  only, until one of the heroes inflict lethal damage upon
  him. At that point, he uses whichever does most damage
  (if he has a merciful guisarme, he continues to use the
  merciful ability).
  The soldier mixes his ability with the reach weapon and
  unharmed attack to maximize his hits and attacks of
  opportunity.
  Treasure:
   
  APL2: L: 26 gp; C: 0 gp; M: mithral breastplate
  (350gp);
   
  APL4: L: 0 gp; C: 0 gp; M: +1 mithral breastplate
  (433gp); +1 guisarme (192gp); cloak of resistance +1
  (83gp); gauntlets of ogre power +2 (333gp); potion of
  lesser vigor (4gp);
   
  APL6: L: 0 gp; C: 0 gp; M: +2 mithral breastplate
  (683gp);
  +1 merciful guisarme (692gp);
  cloak of
  
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  resistance +1 (83gp); gauntlets of ogre power +2 (333gp);
  potion of lesser vigor (4gp); amulet of health +2 (333gp);
   
  APL8: L: 0 gp; C: 0 gp; M: +3 mithral breastplate
  (1100gp); +2 merciful guisarme (1526gp); cloak of
  resistance +1 (83gp); gauntlets of ogre power +2 (333gp);
  potion of lesser vigor (4gp); amulet of health +2 (333gp);
  ring of protection +1 (167gp);
  Development: If the Raqeeb subdues the entire party, or
  if some of the heroes fled and left comrades behind they
  are  found  guilty  of  spying  and  treason  (see  Appendix
  Three). Those heroes are first tortured and then put to
  death, those raised as sentenced to the mines for life.
  Those heroes receive the “Mines for life” AR Reward.
  If the heroes defeat the soldier, they ought to leave the
  area as soon as possible. Doing so immediately allows the
  heroes to escape without problems.
  If they killed the soldier they receive the “Wanted for
  murder” AR Reward.
  If they elect to stay longer, two soldiers identical to the
  one  they  just  faced  come  shortly  after  dawn,  and
  immediately recognize the heroes. These men are
  unhappy and attack the heroes on sight. If the heroes
  manage to defeat this second round of soldiers, but still
  refuse to leave, another two arrive a few hours later and
  attack the heroes.
  CONCLUSION
  Note: The following boxed text assumes the heroes travel
  overland to return to Hash’Esar. With the number of
  possibilities available to the heroes (especially at the
  higher APLs), you may need to change the boxed text.
  Leaving Dihn is a lot easier than to enter it. Crossing
  the border, you feel elated. Just across the border, you
  are accosted by a group of ten Keruzian faris riding on
  griffons. Their leader orders you to hop on the back of
  their  mounts  because  they  have  orders  to  fly  you  to
  Hash’Esar with all haste.
  With  a  few  flaps  of  the  beasts’  great  wings,  they  are
  airborne, and you reach for the sky. The countryside
  below looks quite distant and quickly, the parched
  earth gives way to verdant hills and just before sunset,
  Hash’Esar.
  In the palace, things are not as you left them. Soldiers
  now line the walls and a number of Suviian Faris are
  being rounded up in the central courtyard and
  shackled.
  The leader of the griffon-riding faris seems as puzzled
  as you are about this new development, but wastes no
  time and orders you to follow him.
  As you once again enter the Grand Hall of the palace,
  you find Arjed al-faris al-fareeq pacing the room, an
  angry look on his face. Before him stand a mullah in
  his  50s  with  graying  temples.  He  wears  a  red  and
  white tunic with a Cup and Talisman holy symbol
  made of platinum hanging from his neck. A heavy
  falchion hangs at his belt.
  The mullah delivers a speech. “YES! I have helped my
  daughter to escape. YES! I gave her the Restorer of
  Righteousness’  blessing  to  head  to  Dihn  and  marry
  His Exalted Splendor. What are you going to do now?
  Kill  me  for  treason?  If  you  do  so,  you  are  more  of  a
  fool than I thought. this sheikdom with turn so white
  that you and your lord with think it turned to eternal
  winter. HA! HA! HA!”
  “Hamamar, neither His Exalted Splendor nor I have
  any desire to kill you. But you will pay. As of this date,
  you and your family are stripped of all title and rank
  forever. Also, you and your son are to report to Sefmur
  to be judged for your treacherous action by His Holy
  Excellency Sinbad ibn Hadad al-Mullah, says the
  fareeq.”
  “I have little to fear from a church tribunal. I have
  followed the Four Feet of the Dragon. I have upheld
  and supported my Family and looked upon the future
  of my son and daughter. I have always been generous
  to the people under my care…”
  “What about your oath of loyalty to His Exalted
  Splendor? The fareeq interrupts.”
  The former Sheik remains silent, his head lowered in
  shame.
  At  that  time,  the  fareeq  sees  you.  “Ah!  I  take  it  you
  were successful. That is good. However we have been
  played for 
  fools by this 
  disgraced mullah…
  Congratulations you have my thanks. Go and rest
  now… I will have further need of you.”
  At that time, a Perrenlander mercenary runs in “Lord
  Fareeq, the population is rioting! A group of
  ambassadors are here to demand the withdrawal of all
  non-Suviian troops from the town and the liberation
  of their Sheik.
  “Tell them, they have no sheik and we’ll not leave.”
  “Once again you are being outplayed Arjed…His
  Exalted Splendor has you cornered, laughs the former
  Sheik of Suvii.”
  AR REWARDS
  If one of the heroes belongs to the church of Mouqol at
  the time of the adventure and he agreed to take on the
  mantle of Head Merchant, that hero receives “Head
  Merchant of Hash’Esar.” However, only one hero per
  table may receive this award.
  If the heroes angered Grim, they receive the “Enmity of
  the Tears of the Marid” AR Reward.
  
  TUS6-08 Spy Games
  Page 24
  If the heroes angered Grim, or they agreed to owe him
  one,  they  receive  the  “Tears  of  the  Marid  I-O-U”  AR
  Reward.
  If the heroes completed the adventure successfully
  (whether they return or not) AND they are NOT Tusman
  Rebels or Unaligned, they have earned the “Thanks of
  Arjed al-faris al-Fareeq” AR Reward.
  If the heroes (or some of the heroes) were captured by
  the Raqeeb as they tried to destroy the granarie, they
  receive the “Mines for life” AR Reward. For the purpose
  of being rescued, the entire table can pool their influence
  points. If more than one hero is sent to the mines,
  spending the influence points rescues ALL the heroes in
  a single go (so 10 IPs get everyone out of the mines). Also,
  if the heroes pull strings to get out, the option of using
  IPs MUST be resolved at the table.
  If the heroes (or some of the heroes) killed the Rebel
  Raqeeb, they earn the “Wanted for Murder” AR Reward.
  Under no circumstance can the heroes receive the
  “Thanks of Queen Salima” or “My head on a pike” AR
  Reward as those can only be earned by playing the other
  path.
  The End
  
  TUS6-08 Spy Games
  Page 25
  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.
  ON HIS EXALTED SPLENDOR’S SECRET
  SERVICE
  Encounter Two
  Defeating the Tusman soldier –OR– surviving the
  underground river
  APL2
  150 xp
  APL4
  210 xp
  APL6
  270 xp
  APL8
  330 xp
  Encounter Three
  Defeating the wolves
  APL2
  90 xp
  APL4
  150 xp
  APL6
  210 xp
  APL8
  270 xp
  Encounter Six
  Defeating the Sefmurian soldiers
  APL2
  120 xp
  APL4
  180 xp
  APL6
  240 xp
  APL8
  300 xp
  FROM SUVII WITH LOVE
  Encounter Nine
  Defeating the wolves
  APL2
  90 xp
  APL4
  150 xp
  APL6
  210 xp
  APL8
  270 xp
  Encounter Ten
  Defeating the Dihnian soldiers
  APL2
  120 xp
  APL4
  180 xp
  APL6
  240 xp
  APL8
  300 xp
  Encounter Twelve
  Defeating the Tusman soldier –OR– surviving the
  underground river
  APL2
  150 xp
  APL4
  210 xp
  APL6
  270 xp
  APL8
  330 xp
  Story Award
  Succeeding at the mission:
  APL2
  90 xp
  APL4
  135 xp
  APL6
  180 xp
  APL8
  225 xp
  Total possible experience:
  APL2
  450 xp
  APL4
  675 xp
  APL6
  900 xp
  APL8
  1,125 xp
  TREASURE SUMMARY
  During an adventure, characters encounter treasure,
  usually finding it in the possession of their foes.  Every
  encounter that features treasure has a “treasure” section
  within the encounter description, giving information
  about the loot, coins, and magic items that make up the
  encounter’s treasure.
  The loot total is the number of gold pieces each character
  gains if the foes are plundered of all their earthly
  possessions.  Looting the bodies takes at least 10 minutes
  per every 5 enemies, and if the characters cannot take the
  time to loot the bodies, they do not gain this gold.  If you
  feel it is reasonable that characters can go back to loot the
  bodies, and those bodies are there (i.e., not carted off by
  dungeon scavengers, removed from the scene by the
  local watch, and so on), characters may return to retrieve
  loot.  If the characters do not loot the body, the gold piece
  value for the loot is subtracted from the encounter totals
  given below.
  The coin total is the number of gold pieces each character
  gains if they take the coin available.  A normal
  adventuring party can usually gather this wealth in a
  round  or  so.   If  for  some  reason,  they  pass  up  this
  treasure, the coin total is subtracted from the encounter
  totals given below.
  Next, the magic items are listed.  Magic item treasure is
  the hardest to adjudicate, because they are varied and
  because characters may want to use them during the
  adventure.  Many times characters must cast identify,
  analyze dweomer or similar spell to determine what the
  item does and how to activate it.  Other times they may
  attempt to use the item blindly.  If the magic item is
  consumable (a potion, scroll, magic bolts, etc.) and the
  item is used before the end of the adventure, its total is
  subtracted from the adventure totals below.
  Once you have subtracted the value for unclaimed
  treasure from each encounter add it up and that is the
  number of gold pieces a characters total and coin value
  increase at the end of the adventure.  Write the total in
  the GP Gained field of the adventure certificate.  Because
  
  TUS6-08 Spy Games
  Page 26
  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 (sell value)
  ON HIS EXALTED SPLENDOR’S SECRET
  SERVICE
  Encounter Two
   
  APL2: L: 26 gp; C: 0 gp; M: mithral breastplate
  (350gp);
   
  APL4: L: 0 gp; C: 0 gp; M: +1 mithral breastplate
  (433gp); +1 guisarme (192gp); cloak of resistance +1
  (83gp); gauntlets of ogre power +2 (333gp); potion of
  lesser vigor (4gp);
   
  APL6: L: 0 gp; C: 0 gp; M: +2 mithral breastplate
  (683gp);
  +1 merciful guisarme (692gp);
  cloak of
  resistance +1 (83gp); gauntlets of ogre power +2 (333gp);
  potion of lesser vigor (4gp); amulet of health +2 (333gp);
   
  APL8: L: 0 gp; C: 0 gp; M: +3 mithral breastplate
  (1100gp); +2 merciful guisarme (1526gp); cloak of
  resistance +1 (83gp); gauntlets of ogre power +2 (333gp);
  potion of lesser vigor (4gp); amulet of health +2 (333gp);
  ring of protection +1 (167gp);
  Encounter Five
   
  APL 2: L: 132gp; C: 0gp; M: 0gp;
   
  APL  4:  L:  277gp;  C:  0gp;  M: periapt of wisdom +2
  (333gp);
   
  APL 6: L: 156gp; C: 0gp; M: +1 heavy mace (193gp);
  +1 Lance x4 (193gp per character); scale mail +1 x4
  (183gp per character); periapt  of  wisdom  +2 (333gp);
  cloak of protection +1 (83gp);
   
  APL 8: L: 18gp; C: 0gp; M: +1 heavy mace (193gp); +1
  Lance x4 (193gp per character); full plate +1 x4 (221gp
  per character); periapt  of  wisdom  +2 (333gp); cloak of
  protection +1 (83gp);
  FROM SUVII WITH LOVE
  Encounter Ten
   
  APL 2: L: 132gp; C: 0gp; M: 0gp;
   
  APL  4:  L:  277gp;  C:  0gp;  M: periapt of wisdom +2
  (333gp);
   
  APL 6: L: 156gp; C: 0gp; M: +1 heavy mace (193gp);
  +1 Lance x4 (193gp per character); scale mail +1 x4
  (183gp per character); periapt  of  wisdom  +2 (333gp);
  cloak of protection +1 (83gp);
   
  APL 8: L: 18gp; C: 0gp; M: +1 heavy mace (193gp); +1
  Lance x4 (193gp per character); full plate +1 x4 (221gp
  per character); periapt  of  wisdom  +2 (333gp); cloak of
  protection +1 (83gp);
  Encounter Twelve
   
  APL2: L: 26 gp; C: 0 gp; M: mithral breastplate
  (350gp);
   
  APL4: L: 0 gp; C: 0 gp; M: +1 mithral breastplate
  (433gp); +1 guisarme (192gp); cloak of resistance +1
  (83gp); gauntlets of ogre power +2 (333gp); potion of
  lesser vigor (4gp);
   
  APL6: L: 0 gp; C: 0 gp; M: +2 mithral breastplate
  (683gp);
  +1 merciful guisarme (692gp);
  cloak of
  resistance +1 (83gp); gauntlets of ogre power +2 (333gp);
  potion of lesser vigor (4gp); amulet of health +2 (333gp);
   
  APL8: L: 0 gp; C: 0 gp; M: +3 mithral breastplate
  (1100gp); +2 merciful guisarme (1526gp); cloak of
  resistance +1 (83gp); gauntlets of ogre power +2 (333gp);
  potion of lesser vigor (4gp); amulet of health +2 (333gp);
  ring of protection +1 (167gp);
  Total Possible Treasure
   
  APL2: 450 gp
   
  APL4: 650 gp
   
  APL6: 900 gp
   
  APL8: 1,300 gp
  Special
  Head Merchant of Hash’Esar: You have been elected to
  be the head priest of Mouqol in Hash’Esar. Contact the
  Tusmit Triad for more information, and the special
  certification that goes with it all.
  Enmity of the Tears of the Marid: You have angered
  high-ranking members of the Tear. For the next 52TUs,
  anytime you want to use an Influence point with a non-
  religious organization in Tusmit, you must spend an
  additional influence point.
  Tears of the Marid I-O-U: You owe one to the Tears. If
  you  are  ever  called  to  perform  a  task  for  them  in  the
  future, you MUST complete the task, or worse things will
  happen to you.
  Thanks of Queen Salima: You  are  now  considered  a
  Tusman Rebel. Also, this counts as two influence points
  with the rebels. Cross off once used. You can exchange
  one of these influence point for one of the following
  items: ring of arcane might (CA), Phoenix helm (CA),
  Horn of the Rider (HoB), Standard of the Galloping
  Steed (HoB) or a single weapon made of Thinaun (CW).
  [ ] 
  [ ]
  Thanks of Arjed al-faris al-Fareeq: You  are  now
  considered a Tusman Loyalist. Also, this counts as two
  influence points with the loyalists. Cross off once used.
  You can exchange one of these influence point for one of
  the following items: ring of arcane might (CA), Phoenix
  helm (CA), Horn  of  the  Rider (HoB), Standard of the
  Galloping Steed (HoB) or a single weapon made of
  Thinaun (CW).
  
  TUS6-08 Spy Games
  Page 27
  [ ] 
  [ ]
  Wanted for Murder: You killed a soldier and are wanted
  for  his  murder.  This  only  applies  for  lands  under  the
  control of the following faction. If you are ever caught by
  the authorities, you face punishment for your crime. You
  cannot call upon the self-defense clause on this one.
  Check where you are wanted.
  [ ] Rebels
  [ ] Loyalist
  Mines for life: You were found guilty of spying and were
  sent to the mines for life. Your character is out of play
  forever. There are only 2 ways out.
  1.
  If you can muster 10 influence points with the
  loyalists. (to mount a rescue)
  2.
  You may request a special mission from the Tusmit
  Triad
  My head on a pike: You were executed for treason and
  your head left to rot. You may only be returned to life
  through a resurrection spell.
  ITEMS FOR THE ADVENTURE
  RECORD
  ITEM ACCESS
  APL2:
  ·
  Mithral breastplate (adventure, DMG)
  ·
  Wand of Melf’s acid arrow (CL 3
  rd, adventure, DMG)
  APL4:
  ·
  APL2 Items
  ·
  Potion of lesser vigor (CL 1
  st, regional, DMG & CD)
  APL6:
  ·
  APL2 & 4 Items
  ·
  +2 mithral breastplate (adventure, DMG)
  ·
  +1 merciful guisarme (adventure, DMG)
  APL8:
  ·
  APL2, 4 & 6 Items
  ·
  +3 mithral breastplate (adventure, DMG)
  ·
  +2 merciful guisarme (adventure, DMG)
  
  TUS6-08 Spy Games
  Page 28
  APPENDIX ONE: NPCS AND CREATURES
  ALL APLS
  ENCOUNTER SEVEN
  Salima Qu'aldid: Female Baklunish Ari3; CR 2;
  Medium Humanoid; HD 3d8+6; hp 24; Init +0; Spd 30
  ft; AC 10 touch 10, flat-footed 10; BAB +2; Grp +2;
  Atk/Full Atk +4 melee (1d4+2,  +2 Dagger); AL NG; SV
  Fort +3, Ref +1, Will +6; Str 10, Dex 10, Con 14, Int 18,
  Wis 12, Cha 16;
  Skills and Feats: Bluff +11, Diplomacy +15, Gather
  Information +9, Knowledge (arcana) +5, Knowledge
  (arch & eng) +5, Knowledge (geography) +5,
  Knowledge (history) +5, Knowledge (nobility) +5,
  Knowledge (religion) +5, Knowledge (the planes) +5,
  Perform (Puppeteer) +6, Ride +6, Sense Motive +9,
  Spot +7. Iron Will, Negotiator, Persuasive.
  Languages: Baklunish, Common, Dwarven, Elven,
  Halfling, Gnomish, Old Oeridian
  Possessions: Dagger +2, Cloak of Charisma +2,
  Amulet of Health +2, Headband of intellect +2
  
  TUS6-08 Spy Games
  Page 29
  APL 2
  ENCOUNTER TWO
  Tusman Soldier: Male Baklunish Ftr3/Ex-Mnk2; CR
  5; HD 2d8+3d10+20; hp 51; Init +6; Spd 30 ft; AC 17,
  touch 12, flat-footed 15; Base Atk +4; Grp +6; Atk/Full
  Atk +8 melee (2d4+3, Masterwork guisarme), +6 melee
  (1d6+2, Unarmed Strike); SA Stunning Fist (DC12,
  2/day); SQ Evasion; AL N; SV Fort +9, Ref +6, Will +4;
  Str 15, Dex 14, Con 16, Int 10, Wis 10, Cha 10;
  Skills and Feats: Craft (Weaponsmithing) +3, Hide
  +6, Jump +11, Listen +5, Ride +5, Sense Motive +5,
  Tumble +8. Improved Initiative, Power Attack, Cleave,
  Weapon Focus (Guisarme), Improved Toughness**,
  Improved Unharmed Strike, Stunning Fist, Combat
  Reflexes,
  Possessions:
  Mithral 
  breastplate, 
  masterwork
  guisarme
  ENCOUNTER FIVE
  Sefmurian Soldier: Male Baklunish Ftr1/War1;
  Medium Humanoid; CR 1; HD 1d8+1d10+6; hp 21;
  Init +1; Spd 20 ft; AC 17, touch 11, flat-footed 16; BAB
  +2; Grp +5; Atk/Full Atk +7 melee (1d6+3, Scimitar) or
  +5 melee (1d6+3, lance); AL LN; SV Fort +7, Ref +1,
  Will +0; Str 16, Dex 12, Con 16, Int 10, Wis 10, Cha 8;
  Skills and Feats: Climb +2, Handle Animal +4,
  Ride +8. Cleave, Power Attack, Weapon focus
  (scimitar).
  Possessions: scale mail, heavy steel shield,
  masterwork scimitar, turban, lance
  ENCOUNTER TEN
  Dihnian Soldier: Male Baklunish Ftr1/War1; Medium
  Humanoid; CR 1; HD 1d8+1d10+6; hp 21; Init +1; Spd
  20 ft; AC 17, touch 11, flat-footed 16; BAB +2; Grp +5;
  Atk/Full Atk +7 melee (1d6+3, Scimitar) or +5 melee
  (1d6+3, lance); AL LN; SV Fort +7, Ref +1, Will +0; Str
  16, Dex 12, Con 16, Int 10, Wis 10, Cha 8;
  Skills and Feats: Climb +2, Handle Animal +4,
  Ride +8. Mounted Combat, Power Attack, Weapon
  focus (scimitar).
  Possessions: scale mail, heavy steel shield,
  masterwork scimitar, turban, lance
  ENCOUNTER TWO
  Tusman Soldier: Male Baklunish Ftr3/Ex-Mnk2; CR
  5; HD 2d8+3d10+15; hp 51; Init +6; Spd 30 ft; AC 17,
  touch 12, flat-footed 15; Base Atk +4; Grp +6; Atk/Full
  Atk +8 melee (2d4+3, Masterwork guisarme), +6 melee
  (1d6+2, Unarmed Strike); SA Stunning Fist (DC12,
  2/day); SQ Evasion; AL N; SV Fort +9, Ref +6, Will +4;
  Str 15, Dex 14, Con 16, Int 10, Wis 10, Cha 10;
  Skills and Feats: Craft (Weaponsmithing) +3, Hide
  +6, Jump +11, Listen +5, Ride +5, Sense Motive +5,
  Tumble +8. Improved Initiative, Power Attack, Cleave,
  Weapon Focus (Guisarme), Improved Toughness**,
  Improved Unharmed Strike, Stunning Fist, Combat
  Reflexes,
  Possessions:
  Mithral 
  breastplate, 
  masterwork
  guisarme
  ENCOUNTER TWELVE
  Rebel Raqeeb: Male Baklunish Ftr3/Ex-Mnk2; CR 5;
  HD 2d8+3d10+20; hp 51; Init +6; Spd 30 ft; AC 17,
  touch 12, flat-footed 15; Base Atk +4; Grp +6; Atk/Full
  Atk +8 melee (2d4+3, Masterwork guisarme), +6 melee
  (1d6+2, Unarmed Strike); SA Stunning Fist (DC12,
  2/day); SQ Evasion; AL N; SV Fort +9, Ref +6, Will +4;
  Str 15, Dex 14, Con 16, Int 10, Wis 10, Cha 10;
  Skills and Feats: Craft (Weaponsmithing) +3, Hide
  +6, Jump +11, Listen +5, Ride +5, Sense Motive +5,
  Tumble +8. Improved Initiative, Power Attack, Cleave,
  Weapon Focus (Guisarme), Improved Toughness**,
  Improved Unharmed Strike, Stunning Fist, Combat
  Reflexes,
  Possessions:
  Mithral 
  breastplate, 
  masterwork
  guisarme
  
  TUS6-08 Spy Games
  Page 30
  APL4
  ENCOUNTER TWO
  Tusman 
  Soldier: 
  Male 
  Baklunish 
  Ftr4/Ex-
  Mnk2/Rgr1/War1; CR 7; HD 4d8+4d10+32; hp 79; Init
  +6; Spd 30 ft; AC 18, touch 12, flat-footed 16; Base Atk
  +7; Grp +11; Atk +13 melee (2d4+9,  +1 Guisarme) or
  +11 melee (1d6+4, Unarmed Strike); Full Atk +13/+8
  melee (2d4+9,  +1 Guisarme) or +11 melee (1d6+4,
  Unarmed Strike); SA Stunning Fist (DC14, 3/day),
  Favored enemy (human); SQ Evasion, Wild Empathy;
  AL N; SV Fort +15, Ref +9, Will +5; Str 18, Dex 14, Con
  16, Int 10, Wis 10, Cha 10;
  Skills and Feats: Craft (Weaponsmithing) +3,
  Handle Animal +5, Hide +7, Jump +13, Listen +5, Ride
  +9, Sense Motive +5, Survival +5, Tumble +8. Improved
  Initiative, Power Attack, Cleave, Weapon Focus
  (Guisarme), Weapon Specialization (Guisarme), Close-
  Quarters 
  Fighting**, 
  Improved 
  Toughness**,
  Improved Unharmed Strike, Stunning Fist, Combat
  Reflexes, Track
         Possessions: +1 Mithral breastplate, +1 guisarme,
  cloak of resistance +1, gauntlets of ogre power, potion
  of lesser vigor
  ENCOUNTER FIVE
  Sefmurian Mullah: Male Baklunish Clr4; Medium
  Humanoid; CR 4; HD 4d8+8; hp 31; Init -1; Spd 20 ft;
  AC 19, touch 9, flat-footed 19; BAB +3; Grp +2;
  Atk/Full  Atk  +2  melee  (1d8-1,  Heavy  Mace)  or  +2
  melee (1d6-1, Club); SQ Spontaneous casting, turn
  undead; AL LN; SV Fort +6, Ref +0, Will +9; Str 8, Dex
  8, Con 14, Int 12, Wis 21, Cha 10;
  Skills and Feats: Concentration +9, Diplomacy +9,
  Heal +12, Knowledge (religion) +6, Spellcraft +3.
  Combat Casting, Spell Focus (Evocation), Divine
  Spellpower.
  Possessions: club, heavy mace, 2 holy symbols of
  Al'Akbar, Masterwork full plate mail, heavy wooden
  shield, periapt of wisdom +2
  Spell Prepared: Caster level 4th; (5/5+1/3+1
  DC=15+spell level, DC=16+spell level for evocation
  spells) 0-[create water, detect magic, detect poison,
  light, read magic]; 1-[bane, bless, doom, obscuring mist,
  protection from evil*, sanctuary]; 2-[aid*, hold person,
  resist energy, sound burst];
  Domains: Good [good spells are cast at +1 caster
  level] and Healing [healing spells are cast at +1 caster
  level]
  Sefmurian Soldier: Male Baklunish Ftr1/War1;
  Medium Humanoid; CR 1; HD 1d8+1d10+6; hp 21;
  Init +1; Spd 20 ft; AC 17, touch 11, flat-footed 16; BAB
  +2; Grp +5; Atk/Full Atk +7 melee (1d6+3, Scimitar) or
  +5 melee (1d6+3, lance); AL LN; SV Fort +7, Ref +1,
  Will +0; Str 16, Dex 12, Con 16, Int 10, Wis 10, Cha 8;
  Skills and Feats: Climb +2, Handle Animal +4,
  Ride +8. Cleave, Power Attack, Weapon focus
  (scimitar).
  Possessions: scale mail, heavy steel shield,
  masterwork scimitar, turban, lance
  ENCOUNTER FIVE
  Dihnian Mullah: Male Baklunish Clr4; Medium
  Humanoid; CR 4; HD 4d8+8; hp 31; Init -1; Spd 20 ft;
  AC 19, touch 9, flat-footed 19; BAB +3; Grp +2;
  Atk/Full  Atk  +2  melee  (1d8-1,  Heavy  Mace)  or  +2
  melee (1d6-1, Club); SQ Spontaneous casting, turn
  undead; AL LN; SV Fort +6, Ref +0, Will +9; Str 8, Dex
  8, Con 14, Int 12, Wis 21, Cha 10;
  Skills and Feats: Concentration +9, Diplomacy +9,
  Heal +12, Knowledge (religion) +6, Spellcraft +3.
  Combat Casting, Spell Focus (Evocation), Divine
  Spellpower.
  Possessions: club, heavy mace, 2 holy symbols of
  Al'Akbar, Masterwork full plate mail, heavy wooden
  shield, periapt of wisdom +2
  Spell Prepared: Caster level 4th; (5/5+1/3+1
  DC=15+spell level, DC=16+spell level for evocation
  spells) 0-[create water, detect magic, detect poison,
  light, read magic]; 1-[bane, bless, doom, obscuring mist,
  protection from evil*, sanctuary]; 2-[aid*, hold person,
  resist energy, sound burst];
  Domains: Good [good spells are cast at +1 caster
  level] and Healing [healing spells are cast at +1 caster
  level]
  Dihnian Soldier: Male Baklunish Ftr1/War1; Medium
  Humanoid; CR 1; HD 1d8+1d10+6; hp 21; Init +1; Spd
  20 ft; AC 17, touch 11, flat-footed 16; BAB +2; Grp +5;
  Atk/Full Atk +7 melee (1d6+3, Scimitar) or +5 melee
  (1d6+3, lance); AL LN; SV Fort +7, Ref +1, Will +0; Str
  16, Dex 12, Con 16, Int 10, Wis 10, Cha 8;
  Skills and Feats: Climb +2, Handle Animal +4,
  Ride +8. Mounted Combat, Power Attack, Weapon
  focus (scimitar).
  Possessions: scale mail, heavy steel shield,
  masterwork scimitar, turban, lance
  ENCOUNTER TWELVE
  Rebel 
  Raqeeb: 
  Male 
  Baklunish 
  Ftr4/Ex-
  Mnk2/Rgr1/War1; CR 7; HD 4d8+4d10+32; hp 79; Init
  
  TUS6-08 Spy Games
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  +6; Spd 30 ft; AC 18, touch 12, flat-footed 16; Base Atk
  +7; Grp +11; Atk +13 melee (2d4+9,  +1 Guisarme) or
  +11 melee (1d6+4, Unarmed Strike); Full Atk +13/+8
  melee (2d4+9,  +1 Guisarme) or +11 melee (1d6+4,
  Unarmed Strike); SA Stunning Fist (DC14, 3/day),
  Favored enemy (human); SQ Evasion, Wild Empathy;
  AL N; SV Fort +15, Ref +9, Will +5; Str 18, Dex 14, Con
  16, Int 10, Wis 10, Cha 10;
  Skills and Feats: Craft (Weaponsmithing) +3,
  Handle Animal +5, Hide +7, Jump +13, Listen +5, Ride
  +9, Sense Motive +5, Survival +5, Tumble +8. Improved
  Initiative, Power Attack, Cleave, Weapon Focus
  (Guisarme), Weapon Specialization (Guisarme), Close-
  Quarters 
  Fighting**, 
  Improved 
  Toughness**,
  Improved Unharmed Strike, Stunning Fist, Combat
  Reflexes, Track
         Possessions: +1 Mithral breastplate, +1 guisarme,
  cloak of resistance +1, gauntlets of ogre power, potion
  of lesser vigor
  
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  APL6
  ENCOUNTER TWO
  Tusman 
  Soldier: 
  Male 
  Baklunish 
  Ftr6/Ex-
  Mnk2/Rgr1/War1; CR 9; HD 4d8+6d10+50; hp 109;
  Init +6; Spd 30 ft; AC 19, touch 12, flat-footed 17; Base
  Atk +9; Grp +13; Atk +15 melee (2d4+9, +1 merciful
  guisarme) or +13 melee (1d6+4, Unarmed Strike); Full
  Atk +15/+10 melee (2d4+9, +1 merciful guisarme) or
  +13/+8 melee (1d6+4, Unarmed Strike); SA Stunning
  Fist (DC15, 4/day), Favored enemy (human); SQ
  Evasion, Wild Empathy; AL N; SV Fort +17, Ref +10,
  Will +8; Str 18, Dex 14, Con 18, Int 10, Wis 10, Cha 10;
  Skills and Feats: Craft (Weaponsmithing) +3,
  Handle Animal +5, Hide +7, Intimidate +6, Jump +13,
  Listen +5, Ride +9, Sense Motive +5, Survival +5,
  Tumble +8. Improved Initiative, Deflect Arrows, Iron
  Will, Power Attack, Cleave, Weapon Focus (Guisarme),
  Weapon Specialization (Guisarme), Close-Quarters
  Fighting**, 
  Improved 
  Toughness**, 
  Improved
  Unharmed Strike, Stunning Fist, Combat Reflexes,
  Track
  Possessions: +2 Mithral breastplate, +1 merciful
  guisarme, cloak of resistance +1, gauntlets of ogre
  power, amulet of health +2, potion of lesser vigor
  ENCOUNTER FIVE
  Sefmurian Mullah: Male Baklunish Clr6; Medium
  Humanoid; CR 6; HD 6d8+12; hp 45; Init -1; Spd 20 ft;
  AC 19, touch 9, flat-footed 19; BAB +4; Grp +3; Atk/
  Full Atk +4 melee (1d8, +1 Heavy Mace) or +3 melee
  (1d6-1, Club); SQ Spontaneous casting, turn undead;
  AL LN; SV Fort +8, Ref +2, Will +11; Str 8, Dex 8, Con
  14, Int 12, Wis 21, Cha 10;
  Skills and Feats: Concentration +11, Diplomacy
  +11, Heal +12, Knowledge (religion) +6, Spellcraft +7.
  Combat Casting, Spell Focus (Evocation), Divine
  Spellpower, Augment Healing.
  Possessions: club, heavy mace +1, 2 holy symbols
  of Al'Akbar, Masterwork full plate mail, heavy wooden
  shield, cloak of protection +1, periapt of wisdom +2
  Spell Prepared: Caster level 6th; (5/5+1/4+1/3+1
  DC=15+spell level, DC=16+spell level for evocation) 0-
  [create water, detect magic, detect poison, light, read
  magic]; 
  1-[bane, 
  bless, 
  doom, 
  obscuring 
  mist,
  protection from evil*, sanctuary]; 2-[aid*, hold person,
  resist energy, sound burst, spiritual weapon]; 3-
  [blindness, detect thoughts*, dispel magic (x2)];
  Domains: Good [good spells are cast at +1 caster
  level] and Healing [healing spells are cast at +1 caster
  level]
  Sefmurian Soldier: Male Baklunish Ftr2/War1;
  Medium Humanoid; CR 2; HD 1d8+2d10+12; hp 33;
  Init +5; Spd 20 ft; AC 18, touch 11, flat-footed 17; BAB
  +3; Grp +6; Atk/Full Atk +8 melee (1d6+4, +1 Scimitar)
  or +6 melee (1d8+3, lance) or +4 ranged (1d8,
  composite longbow); AL LN; SV Fort +8, Ref +1, Will
  +0; Str 17, Dex 12, Con 16, Int 10, Wis 10, Cha 8;
  Skills and Feats: Climb +4, Handle Animal +5,
  Ride +9. Cleave, Improved Initiative, Power Attack,
  Toughness, Weapon Focus (scimitar).
  Possessions: scale mail +1, heavy steel shield, +1
  scimitar, lance, composite longbow, turban
  ENCOUNTER TEN
  Dihnian Mullah: Male Baklunish Clr6; Medium
  Humanoid; CR 6; HD 6d8+12; hp 45; Init -1; Spd 20 ft;
  AC 19, touch 9, flat-footed 19; BAB +4; Grp +3; Atk/
  Full Atk +4 melee (1d8, +1 Heavy Mace) or +3 melee
  (1d6-1, Club); SQ Spontaneous casting, turn undead;
  AL LN; SV Fort +8, Ref +2, Will +11; Str 8, Dex 8, Con
  14, Int 12, Wis 21, Cha 10;
  Skills and Feats: Concentration +11, Diplomacy
  +11, Heal +12, Knowledge (religion) +6, Spellcraft +7.
  Combat Casting, Spell Focus (Evocation), Divine
  Spellpower, Augment Healing.
  Possessions: club, heavy mace +1, 2 holy symbols
  of Al'Akbar, Masterwork full plate mail, heavy wooden
  shield, cloak of protection +1, periapt of wisdom +2
  Spell Prepared: Caster level 6th; (5/5+1/4+1/3+1
  DC=15+spell level, DC=16+spell level for evocation) 0-
  [create water, detect magic, detect poison, light, read
  magic]; 
  1-[bane, 
  bless, 
  doom, 
  obscuring 
  mist,
  protection from evil*, sanctuary]; 2-[aid*, hold person,
  resist energy, sound burst, spiritual weapon]; 3-
  [blindness, detect thoughts*, dispel magic (x2)];
  Domains: Good [good spells are cast at +1 caster
  level] and Healing [healing spells are cast at +1 caster
  level]
  Sefmurian Soldier: Male Baklunish Ftr2/War1;
  Medium Humanoid; CR 2; HD 1d8+2d10+9; hp 30;
  Init +5; Spd 20 ft; AC 18, touch 11, flat-footed 17; BAB
  +3; Grp +6; Atk/Full Atk +8 melee (1d6+4, +1 Scimitar)
  or +6 melee (1d8+3, lance) or +4 ranged (1d8,
  composite longbow); AL LN; SV Fort +8, Ref +1, Will
  +0; Str 17, Dex 12, Con 16, Int 10, Wis 10, Cha 8;
  Skills and Feats: Climb +4, Handle Animal +5,
  Ride +9. Mounted Combat, Improved Initiative, Power
  Attack, Ride-by-Attack, Weapon Focus (scimitar).
  Possessions: scale mail +1, heavy steel shield, +1
  scimitar, lance, composite longbow, turban
  
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  ENCOUNTER TWELVE
  Rebel 
  Raqeeb: 
  Male 
  Baklunish 
  Ftr6/Ex-
  Mnk2/Rgr1/War1; CR 9; HD 4d8+6d10+50; hp 109;
  Init +6; Spd 30 ft; AC 19, touch 12, flat-footed 17; Base
  Atk +9; Grp +13; Atk +15 melee (2d4+9, +1 merciful
  guisarme) or +13 melee (1d6+4, Unarmed Strike); Full
  Atk +15/+10 melee (2d4+9, +1 merciful guisarme) or
  +13/+8 melee (1d6+4, Unarmed Strike); SA Stunning
  Fist (DC15, 4/day), Favored enemy (human); SQ
  Evasion, Wild Empathy; AL N; SV Fort +17, Ref +10,
  Will +8; Str 18, Dex 14, Con 18, Int 10, Wis 10, Cha 10;
  Skills and Feats: Craft (Weaponsmithing) +3,
  Handle Animal +5, Hide +7, Intimidate +6, Jump +13,
  Listen +5, Ride +9, Sense Motive +5, Survival +5,
  Tumble +8. Improved Initiative, Deflect Arrows, Iron
  Will, Power Attack, Cleave, Weapon Focus (Guisarme),
  Weapon Specialization (Guisarme), Close-Quarters
  Fighting**, 
  Improved 
  Toughness**, 
  Improved
  Unharmed Strike, Stunning Fist, Combat Reflexes,
  Track
  Possessions: +2 Mithral breastplate, +1 merciful
  guisarme, cloak of resistance +1, gauntlets of ogre
  power, amulet of health +2, potion of lesser vigor
  
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  APL8
  ENCOUNTER TWO
  Tusman 
  Soldier: 
  Male 
  Baklunish 
  Ftr8/Ex-
  Mnk2/Rgr1/War1; CR 11; HD 4d8+8d10+60; hp 131;
  Init +6; Spd 30 ft; AC 21, touch 13, flat-footed 19; Base
  Atk +11; Grp +15; Atk +19 melee (2d4+10; 19-20/x3, +1
  merciful guisarme) or +15 (1d6+4, Unarmed Strike);
  Full Atk +19/+14/+9 melee (2d4+10; 19-20/x3, +1
  merciful guisarme) or +15/+10/+5 melee (1d6+4,
  Unarmed Strike); SA Stunning Fist (DC15, 4/day),
  Favored enemy (human); SQ Evasion, Wild Empathy;
  AL N; SV Fort +18, Ref +10, Will +8; Str 19, Dex 14,
  Con 18, Int 10, Wis 10, Cha 10;
  Skills and Feats: Craft (Weaponsmithing) +3,
  Handle Animal +5, Hide +7, Intimidate +9, Jump +13,
  Listen +5, Ride +12, Sense Motive +5, Survival +5,
  Tumble +8. Improved Critical (Guisarme), Improved
  Initiative, Deflect Arrows, Iron Will, Power Attack,
  Cleave, 
  Weapon 
  Focus
  (Guisarme), 
  Weapon
  Specialization (Guisarme), Greater Weapon Focus
  (Guisarme), Close-Quarters Fighting**, Improved
  Toughness**, Improved Unharmed Strike, Stunning
  Fist, Combat Reflexes, Track
   
  Possessions: +3 mithral breastplate, +2 merciful
  guisarme, +1 cloak of resistance, gauntlets of ogre
  power +2, +2 amulet of health, potion of lesser vigor, +1
  ring of protection, potion of lesser vigor
  ENCOUNTER THREE
  Advanced Dire Wolf: large animal; CR5; HD 12d+36;
  hp 102; Init +6; Spd 50ft; AC 14, touch 11, flat-footed
  12; BAB +8; Grp +19; Atk/Full Atk Bite +16 melee
  (2d8+12); Space/Reach 10ft/5ft; SA Trip; SQ low-light
  vision, scent; SV Fort +12, Ref +10, Will +9; Str 26, Dex
  15, Con 18, Int 2, Wis 12, Cha 10
  Skills and Feats: Hide +2, Listen +7, Move Silently
  +4, Spot +7, Survival +6*. Alertness, Improved Initiave,
  Improved Natural Attack (bite), Run, Track, Weapon
  Focus (bite)
  ENCOUNTER FIVE
  Sefmurian Mullah: Male Baklunish Clr8; Medium
  Humanoid; CR 8; HD 8d8+16; hp 59; Init -1; Spd 20 ft;
  AC 21, touch 9, flat-footed 21; BAB +6; Grp +5; Atk +6
  melee (1d8, +1 Heavy Mace), +5 melee (1d6-1, Club);
  Full Atk +6/+1 melee (1d8, +1 Heavy Mace), +5/+0
  melee (1d6-1, Club); SQ Spontaneous casting, turn
  undead; AL LN; SV Fort +9, Ref +2, Will +13; Str 8, Dex
  8, Con 14, Int 12, Wis 22, Cha 10;
  Skills and Feats: Concentration +13, Diplomacy
  +13, Heal +13, Knowledge (religion) +6, Spellcraft +11.
  Combat Casting, Spell Focus (Evocation), Divine
  Spellpower, Augment Healing.
  Possessions: club, heavy mace +1, 2 holy symbols
  of Al'Akbar, full plate mail +1, heavy wooden shield +1,
  cloak of protection +1, periapt of wisdom +2
  Spell 
  Prepared: 
  Caster 
  level 
  8th;
  (6/6+1/5+1/4+1/3+1 DC=16+spell level, DC=17+spell
  level for evocation) 0-[create water, detect magic,
  detect poison, light, read magic, guidance]; 1-[bane,
  bless, doom, obscuring mist, protection from evil*,
  sanctuary,, shield of faith]; 2-[aid*, hold person, resist
  energy, sound burst (x2), spiritual weapon]; 3-
  [blindness, detect thoughts*, dispel magic (x2), prayer];
  4-[death ward, freedom of movement, holy smite*,
  recitation**];
  Domains: Good [good spells are cast at +1 caster
  level] and Healing [healing spells are cast at +1 caster
  level]
  Sefmurian Soldier: Male Baklunish Ftr4/War1;
  Medium Humanoid; CR 4; HD 1d8+4d10+18; hp 51;
  Init +5; Spd 20 ft; AC 22, touch 11, flat-footed 21; BAB
  +5; Grp +8; Atk/Full Atk +10 melee (1d6+6, Scimitar)
  or +8 melee lance (1d8+3) or +7 ranged (1d8,
  Masterwork composite longbow); AL LN; SV Fort +9,
  Ref +2, Will +1; Str 17, Dex 12, Con 16, Int 10, Wis 10,
  Cha 8;
  Skills and Feats: Climb +4, Handle Animal +7,
  Ride +11. Cleave, Improved Initiative, Power Attack,
  Toughness, Weapon Focus (Scimitar), Weapon
  Specialization (Scimitar).
  Possessions: full plate +1, heavy steel shield, +1
  scimitar, lance, masterwork composite longbow,
  turban
  ENCOUNTER NINE
  Refer to Encounter Three.
  ENCOUNTER TEN
  Dihnian Mullah: Male Baklunish Clr8; Medium
  Humanoid; CR 8; HD 8d8+16; hp 59; Init -1; Spd 20 ft;
  AC 21, touch 9, flat-footed 21; BAB +6; Grp +5; Atk +6
  melee (1d8, +1 Heavy Mace), +5 melee (1d6-1, Club);
  Full Atk +6/+1 melee (1d8, +1 Heavy Mace), +5/+0
  melee (1d6-1, Club); SQ Spontaneous casting, turn
  undead; AL LN; SV Fort +9, Ref +2, Will +13; Str 8, Dex
  8, Con 14, Int 12, Wis 22, Cha 10;
  Skills and Feats: Concentration +13, Diplomacy
  +13, Heal +13, Knowledge (religion) +6, Spellcraft +11.
  
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  Combat Casting, Spell Focus (Evocation), Divine
  Spellpower, Augment Healing.
  Possessions: club, heavy mace +1, 2 holy symbols
  of Al'Akbar, full plate mail +1, heavy wooden shield +1,
  cloak of protection +1, periapt of wisdom +2
  Spell 
  Prepared: 
  Caster 
  level 
  8th;
  (6/6+1/5+1/4+1/3+1 DC=16+spell level, DC=17+spell
  level for evocation) 0-[create water, detect magic,
  detect poison, light, read magic, guidance]; 1-[bane,
  bless, doom, obscuring mist, protection from evil*,
  sanctuary,, shield of faith]; 2-[aid*, hold person, resist
  energy, sound burst (x2), spiritual weapon]; 3-
  [blindness, detect thoughts*, dispel magic (x2), prayer];
  4-[death ward, freedom of movement, holy smite*,
  recitation**];
  Domains: Good [good spells are cast at +1 caster
  level] and Healing [healing spells are cast at +1 caster
  level]
  Sefmurian Soldier: Male Baklunish Ftr4/War1;
  Medium Humanoid; CR 4; HD 1d8+4d10+15; hp 48;
  Init +5; Spd 20 ft; AC 22, touch 11, flat-footed 21; BAB
  +5; Grp +8; Atk/Full Atk +10 melee (1d6+6, Scimitar)
  or +8 melee lance (1d8+3) or +7 ranged (1d8,
  Masterwork composite longbow); AL LN; SV Fort +9,
  Ref +2, Will +1; Str 17, Dex 12, Con 16, Int 10, Wis 10,
  Cha 8;
  Skills and Feats: Climb +4, Handle Animal +7,
  Ride +11. Mounted Combat, Improved Initiative,
  Power 
  Attack, 
  Ride-by-Attack, 
  Weapon 
  Focus
  (Scimitar), Weapon Specialization (Scimitar).
  Possessions: full plate +1, heavy steel shield, +1
  scimitar, lance, masterwork composite longbow,
  turban
  ENCOUNTER TWELVE
  Rebel 
  Raqeeb: 
  Male 
  Baklunish 
  Ftr8/Ex-
  Mnk2/Rgr1/War1; CR 11; HD 4d8+8d10+60; hp 131;
  Init +6; Spd 30 ft; AC 21, touch 13, flat-footed 19; Base
  Atk +11; Grp +15; Atk +19 melee (2d4+10; 19-20/x3, +1
  merciful guisarme) or +15 (1d6+4, Unarmed Strike);
  Full Atk +19/+14/+9 melee (2d4+10; 19-20/x3, +1
  merciful guisarme) or +15/+10/+5 melee (1d6+4,
  Unarmed Strike); SA Stunning Fist (DC15, 4/day),
  Favored enemy (human); SQ Evasion, Wild Empathy;
  AL N; SV Fort +18, Ref +10, Will +8; Str 19, Dex 14,
  Con 18, Int 10, Wis 10, Cha 10;
  Skills and Feats: Craft (Weaponsmithing) +3,
  Handle Animal +5, Hide +7, Intimidate +9, Jump +13,
  Listen +5, Ride +12, Sense Motive +5, Survival +5,
  Tumble +8. Improved Critical (Guisarme), Improved
  Initiative, Deflect Arrows, Iron Will, Power Attack,
  Cleave, 
  Weapon 
  Focus
  (Guisarme), 
  Weapon
  Specialization (Guisarme), Greater Weapon Focus
  (Guisarme), Close-Quarters Fighting**, Improved
  Toughness**, Improved Unharmed Strike, Stunning
  Fist, Combat Reflexes, Track
   
  Possessions: +3 mithral breastplate, +2 merciful
  guisarme, +1 cloak of resistance, gauntlets of ogre
  power +2, +2 amulet of health, potion of lesser vigor, +1
  ring of protection, potion of lesser vigor
  
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  APPENDIX TWO: NEW RULES - FEATS
  CLOSE-QUARTERS 
  FIGHTING
  [GENERAL]
  (Complete Warrior)
  You are skill at fighting at close range, and resisting
  grapple attempts.
   
  Prerequisites: Base Attack +3.
  Benefit: You gain an attack of opportunity
  whenever an enemy attempts to grapple you, even if
  the enemy has a feat or special ability that would
  normally bypass the attack.  If you deal damage with
  this attack, the enemy fails to start the grapple, unless it
  has the Improved Grapple feat or a special ability such
  as improved grab.  If the enemy has such an ability, you
  may add the damage you deal as a bonus on your
  opposed check to resist being grappled.  This feat does
  not give you an extra attack of opportunity during a
  round or allow you to make an attack of opportunity
  when you would be denied one for being surprised,
  helpless, or in a similar situation.
   
  For example, an ogre attempts to grapple Tordek.
  Tordek gains an attack of opportunity, hits, and causes
  damage.   Since  the  ogre  does  not  have  any  type  of
  grappling special ability or feat, it fails to start a
  grapple.   Then  an  ankheg  –  a  creature  with  the
  improved grab special ability – attempts to grapple
  Tordek.  He takes an attack of opportunity, hits, and
  deals 10 points of damage to the creature.  Tordek then
  adds  a  +10  to  his  opposed  check  to  resist  being
  grappled.
   
  Normal: Creatures with Improved Grapple,
  improved grab, or similar feats or special abilities do
  not provoke attacks of opportunity when attempting to
  start a grapple.
  Special: A fighter may select Close-Quarters
  Fighting as one of his bonus fighter feats.
  DIVINE SPELL POWER [DIVINE
  (From Complete Divine)
  You  can  channel  positive  or  negative  energy  to
  enhance your divine spellcasting ability.
  Prerequisite: Ability  to  turn  undead  or  rebuke
  undead, able to cast 1st level divine spells.
  Benefit: You can spend a turn or rebuke attempt
  as a free action and roll a turning check (with a special
  +3 bonus, plus any other modifiers you’d normally
  apply to your turning check). Treat the result of your
  turning check as a modifier to your caster level on the
  next divine spell you cast in that round.
  For example, if a cleric used this feat and rolled 16 on
  his turning check, he would add a +2 bonus to his
  caster level for the next divine spell he casts in the
  round.
  If you don’t cast a divine spell before your next turn,
  you lose the effect of the check result. This feat has no
  effect on your arcane spellcasting ability.
  IMPROVED TOUGHNESS [GENERAL]
  (Complete Warrior)
  You are significantly tougher than normal.
  Prerequisites: Base Fortitude save bonus +2.
  Benefit: You gain a number of hit points equal to
  your current Hit Dice.  Each time you gain a HD (such
  as by gaining a level), you gain 1 additional hit point.  If
  you lose a HD (such as by losing a level), you lose 1 hit
  point permanently.
  Special: A fighter may select Improved Toughness
  as 
  one 
  of 
  his 
  fighter 
  bonus 
  feats
  
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  APPENDIX TWO: NEW RULES - FEATS
  RECITATION
  (From Spell Compendium)
  Conjuration (Creation)
  Level: Cleric 4, Purification 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: All allies and foes within a 60-ft.-radius burst
  centered on you.
  Duration: 1 round / level
  Saving Throw: None
  Spell Resistance: Yes
  The spell affects all allies within the spell’s area at the
  moment you cast it. Your allies gain a +2 luck bonus to
  AC,  attack  rolls  and  on  saving  throws,  or  a  +3  luck
  bonus if they worship the same deity as you.
  Divine Focus: In addition to your holy symbol,
  this spell requires a sacred text as a divine focus.
  
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  APPENDIX THREE: THE LAW IN NORTHERN TUSMIT
  Generalities
  Please note that the laws outlined here do not comprise
  of the entire list of laws in Tusmit. For a more complete
  list consult the Tusmit Gazetteer. For any crime not
  listed 
  please 
  contact 
  the 
  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 (govt. official, noble, or church member)
  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 time units and 10d10 lashes.
  Assault (Minor)
  Threat or use of lethal force that results in major bodily
  harm without reducing the victim’s hit points past 0
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and
  imprisonment of three time units and 5d10 lashes.
  Assault (Negligible)
  Threat or use of non lethal force against a victim.
  Sentence: overlooked (left off with warnings).
  Blackmail
  Obtaining currency, services, or information, by illegal
  means such as by force or coercion.
  Sentences:
  ·
  Government official, noble, military, or
  church official: Imprisonment of four time
  units and loss of seventy-five percent of
  property.
  ·
  Other: Fine of one and a half times the
  blackmail price
  Vandalism
  Wilful destruction or defacement of any structure,
  object, thing, or place.
  Sentence: 1d10 lashes per one hundred fountains and a
  fine equalling three times the cost of reparation.
  Illegal use of magic
  Any target or area effect spell that requires a save,
  causes any change in state, causes damage, or produces
  an otherwise unwanted effect by the victim.
  Sentence: Fine of fifty fountains per spell level and
  1d10 lashes per spell level.
  Manslaughter
  Use of lethal force that unintentionally results in
  major bodily harm reducing the victim to below -9 hit
  points.
  Sentence: Sent to the mines for up to 10 years, plus loss
  of all property to be given to the family of the victim.
  Murder
  Use of lethal force that intentionally results in major
  bodily harm reducing the victim to below -9 hit points.
  Sentences:
  ·
  Mass murder: torture in public and death.
  
  TUS6-08 Spy Games
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  ·
  Other: Death.
  Spying
  Any activity that results in foreign powers learning
  secrets or information about the nation of Tusmit.
  Sentence: Sent to mines for life or death
  Theft
  Possession, sale, or acquisition of an object without
  permission.
  Sentence: Imprisonment for one time unit and 4d10
  lashes per one hundred fountains worth of goods,
  services, or information. As well a fine up to equalling
  up to five times the worth of the goods, services or
  information.
  500  fountains  worth  or  more:  severing  of  the  hand
  after previous sentence is served.
  Theft (Horse)
  Possession, sale, or acquisition of a horse without
  permission.
  Sentence: 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
  Trespass
  Illegal entry into any building when one is not
  solicited.
  Sentence: Imprisonment of up to 1 week and fine of
  100 gp (doubled for repeated offenses)
  
  TUS6-08 Spy Games
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  APPENDIX FOUR: DM’S MAPS
  Map 1 Winter Pavilion: Second Story
  Map 2 Granary and protections
  
  TUS6-08 Spy Games
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  APPENDIX FIVE: TEXTES FRANÇAIS
  INTRODUCTION
  NOW WE BEGIN
  Dwur’Ayhand, capitale de Dihn, capitale de l’armée
  des Tusman Blancs et capitale actuelle du Pacha
  revenu Jadhim-Orem.
  Partout autour de la ville, des tentes sont plantée,
  des écuries rapidement construites contiennent les
  nombreux chevaux de l’armée ; des forgerons
  s’affairent à produire des armes, des armures, des
  carapaces et des fers à chevaux. Des bannières de
  Dihn et la bannière de Tusmit à fond blanc sont
  visibles partout. L’armée campée ici est composée
  en majorité d’humains, d’elfes et de nains. Des
  nobles ont ajoute leur troupes personnelles pour
  former le cœur de l’armée. Leurs bannières flottent
  au vent pour former une mosaïque multicolore.
  Formant un fort contraste au camp militaire à
  l’extérieur, l’intérieur de la ville ne semble pas être
  affectée par le tumulte à l’extérieur. A l’intérieur des
  murs de pierre, des soldats nains en armure lourde
  patrouille les rues, menés par des mullahs de la Foi
  Véritable ou des prêtres de Moradin.
  Vous avez attendu toute la journée dans une
  antichambre du palais. Une naine est entrée pour
  vous mener au travers d’une série de salles
  fortement gardée. Finalement, vous êtes entré dans
  une petite pièce où le Sheik de Dihn, le nain appelé
  Omar Saladish est assis seul devant une carte
  montrant le sud de Dihn. Le brassard blanc
  clairement visible sur son riche habit de velours
  pourpre. Un mullah Baklunien à la mine sévère au
  crâne rasé se tient a côté du nain. Le mullah a les
  yeux rivés sur la carte et ne vous prête aucune
  attention.
  « Ah… Mes amis, mon cœur se réjoui de vous voir.
  Je vous ai fait venir car j’ai besoin de gens qui
  peuvent garder un secret et accompli rune mission
  de grande importance pour notre juste cause. »
  * * *
  « Des informateurs de Sa Splendeur Exaltée ont eut
  vent que notre cause avait grand support dans le
  palais du Sheik de Suvii. L’Usurpateur a envoyé une
  de ses faris pour mener l’occupation de Suvii. Il a
  même poussé l’audace jusqu'à demander à Hamamar
  de suivre les ordres de son Fareeq (general) comme
  s’il était là en personne. Hamamar est extrêmement
  mécontent de la situation, mais n’ôse pas s’allier
  ouvertement avec nous contre l’Usurpateur. »
  « Et voilà où Sa Splendeur Exaltée brille. Il est
  parvenu, par différents intermédiaires à faire une
  alliance avec le Sheik le Suvii, une alliance qui
  forcerait Hamamar à s’allier avec nous. Et voilà où
  vous entrez en scène. Etes-vous près à aider notre
  cause et ainsi empêcher que la guerre ne ravage
  Dihn et Suvii ? »
  THE PLAN
  « Certains parmi vous pouvez avoir des objections à
  propos de cette mission, mais laissez-moi vous
  assurer que cette mission est pour le plus grand
  bien et qu’elle empêchera une action militaire. Si
  vous échouez, nous devrons lancer une invasion de
  Suvii, ce qui causera la mort de plusieurs. La liberté
  d’une personne ou la vie de centaines est la décision
  que vous devez peser. Si vous refusez, vous serez
  mes hôtes jusqu’à ce que d’autre réussissent à
  obtenir la reddition pacifique de Suvii. »
  ENCOUNTER TWO
  Vous avez franchi la frontière sans problèmes.
  Contrairement aux collines luxuriantes de Dihn, le
  nord de Suvii est une terre dévastée. Meme si
  quelques brins d’herbes commencent à apparaître
  ici et là, le Sheikat n’est pas complètement rétabli de
  la Vague de Feu de 594CY.
  Toute l’après-midi, vous avez joué au chat et à la
  souris avec un petit groupe de faris montés sur des
  griffons. Il semble que chaque fois que vous croyez
  les avoir perdus, ils réapparaissent, volant dans le
  ciel. Jusqu’à maintenant, ils semblent seulement
  intéressés à vous suivre, mais vous savez qu’ils se
  regroupent pour lancer une attaque.
  Un peu avant la tombée de la nuit, vous apercevez
  un petit village au loin et un petit panneau peint sur
  lequel vous pouvez lire « Razul ».
  Passant les premières maisons, une demi-orque vous
  interpelle d’une maison tout proche. « Vous, venez
  ici vite ! J’ai un moyen qui peut vous permettre
  d’échapper à vos poursuivants. Entrez vite ! »
  ENCOUNTER FOUR
  Hash’Esar a beaucoup change ces dernières années.
  Ce fut autrefois une superbe cité mais deux années
  de campagne militaire ont réduit la ville à un grand
  camp militaire. Des écuries et structures défensives
  sont  en  construction  autour  de  la  ville  et  des
  édifices gouvernementaux.
  
  TUS6-08 Spy Games
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  Des architectes gnome, nombre dans le Sheikat,
  dirigent des groupes de nains et d’Halflings.
  Utilisant la pierre grise local, ils transforment la
  capitale en forteresse.
  La bannière rouge de Tusmit est visible partout. Les
  bottes des soldats qui patrouillent la ville résonnent
  partout en ville. Plusieurs des soldats portent les
  couleurs  de  Keruz,  de  Nahim  ou  sont  des
  mercenaires étrangers des terres des Paynims ou du
  Perrendland, sont formés en patrouille avec des
  soldats locaux.
  Les gens ont la mine basse. Plusieurs fois, vous
  voyez un paysan tirer la langue à des soldats qui
  viennent juste de les passer dans la rue. Parfois, de
  jeunes enfants poussent la bravade jusqu'à lancer du
  crottin ou des légumes pourris aux soldats qui
  passent.
  Le seul oasis de paix en ville est le Marché. Même
  s’il n’est pas le plus grand de Tusmit, le marché de
  Hash’Esar est vital au Sheikat. Marchands et
  commerçants ont leur échoppes ou leur kiosques
  ouverts au public. Les pavillons de plusieurs
  maisons du Mouqollad Consortium sont visibles
  autour du marché. A l’intérieur du marché, tout
  signe du monde extérieur disparaît pour un instant
  sur ce lieu sacré dédié à Mouqol.
  THE HEADLESS GENIE
  La demie elfe assise les jambes étendues sur une
  banquette n’est pas particulièrement attirante. Ses
  cheveux cuivrés sont tressés en dreadlocks avant
  d’être attaché en queue de cheval derrière sa tête
  Son  habit  moulant  dévoile  un  corps  athlétique  en
  excellente condition physique. Une rapière pend à
  son côté.
  Alors que vous approchez, elle vous lance un sourire
  narquois. « Z’en avez mis du temps pour venir ici.
  C’est pourtant pas difficile d’échapper à un petit
  groupe de Sefmuriens sans cervelle ! Je l’ai fait
  tellement des fois… Bon ça suffit, mon nom est
  Lapa, et c’est tout ce que vous avez besoin de savoir.
  Je veux pas savoir vos noms. Allons vous chercher
  une petite colombe emprisonnée ! »
  ENCOUNTER SEVEN
  La pièce n’est que légèrement illuminé mais vous
  parvenez quand même à voir qu’à l’autre bout de la
  pièce, un spectacle de marionnettes est en cours. Il
  semble l’action tourne autour d’un large guerrier et
  un prêtre.
  Regardant le spectacle est un Baklunien dans la
  50aine avec les tempes grisonnantes. Il porte un
  tunique rouge et blanche avec un pendentif de la
  Coupe et du Talisman en platine autour de son cou.
  Un falchion lourd est suspendu à sa ceinture.
  A son côté est une jeune Baklunienne au teint
  particulièrement pâle à peine dans la 20aine, elle est
  vêtue d’une longue robe blanche en soie avec des
  boucles de ruban rouge autour de sa poitrine.
  L’homme se tourne pour vous faire face et d’un ton
  autoritaire demande. « Que faites-vous ici. Je n’ai
  qu’un mot à dire et la pièce se remplie de gardes. »
  CONCLUSION
  Quitter Suvii est beaucoup plus simple que d’y
  entrer. Salima se montre pleine de ressources et
  vous recevez de l’aide de presque toute personne de
  Suvii que vous croisez. Il est clair qu’elle est très
  appréciée de la population. A son tour, elle est
  amicale et pleine de compassion à leur égard. Plus
  amicale encore qu’envers ceux qui parmi vous ne
  sont pas de Suvii. Avec l’aide de la population locale,
  vous évitez les patrouilles loyalistes.
  Vous avez à peine franchi la frontière de Dihn,
  qu’un groupe de 20 faris portant les brassards
  rouges et portant des lances magiques avec des
  boucliers montrant le bouclier blanc de Tusmit
  vous approche et vous ordonnent de les suivre.
  A Dwur’Ayhad, le tranquille camp militaire qui
  existait à votre départ est remplacé pas une scène
  chaotique. Les entrepôts à grains de Dihn ont été
  incendiés par des agents de l’Usurpateur. L’armée
  est maintenant menacée de famine.
  Ayant appris la nouvelle, du départ de Salima, Arjed
  al-faris al-fareeq, a retiré tout titre et rang au Sheik
  de Suvii, au nom de l’Usurpateur. La population a
  immédiatement explosé et des émeutes ont mené la
  ville au chaos. Des bannières blanches de Tusmit
  ont été vues à plusieurs endroits et l’armée
  d’occupation est constamment harcelée par la
  guerilla.
  Une fois rentre au palais, vous êtes menés
  directement aux appartements du Sheik de Dihn.
  La, vous retrouvez le Sheik Omar Saladish en
  compagnie d’un homme chauve vêtu d’une robe de
  cérémonie avec une couronne sur la tête ainsi que
  trois prêtres : un Mullah, un Qadi et une naine
  portant un symbole de 2 anneaux entrelacées.
  L’homme couronné fait un pas dans votre direction
  et embrasse doucement la main de Salima.
  « Bienvenue madame. Bienvenue à Dihn et à la
  liberté du cruel règne de l’Usurpateur. » A quoi
  Salima répond « Mon père et son peuple ne sont pas
  encore libres. Mon père vous envoie une offrande et
  
  TUS6-08 Spy Games
  Page 3
  implore votre bonne volonté au nom du peuple de
  Suvii. Leur souffrance et leur liberté sont
  maintenant entre vos mains. »
  Jadhim-Orem et Salima se sourient. Prenant la fille
  par mains, il l’amène devant le triumvirat de prêtres.
  Peu de temps après, ils sont mariés selon les
  coutumes Tusmane et Khund.
  Une fois les cérémonies terminées, Jadhim-Orem
  prend un diadème et le place sur la tête Salima
  agenouillée devant lui. « Tusmit a maintenant une
  reine dit Sa Splendeur Exaltée » Salima sourit et
  ajoute « Et Suvii devient blanc. »
  Fin
  PATH TWO: FROM SUVII
  WITH LOVE
  INTRODUCTION
  Vous étiez assis tranquillement à déjeuner dans une
  auberge d’Hash’Esar tôt le matin lorsqu’un soldat
  vêtus des habits des Faris de Sefmur est entré. Vous
  pointant  du  doigt,  il  a  appelé  vos  noms  et  vous  a
  ordonné de le suivre.
  Le soldat vous a mené aux murs puis vous a escorté
  dans le palais. Le palais est évidemment renforcé et
  converti en baraques pour plusieurs soldats, dont
  bien peu sont de Suvii. Des bannières rouges sont
  visibles partout.
  Passant nombre de postes de gardes, vous finissez
  dans un grand hall ouvert sur l’extérieur communs
  dans le palais. Un homme couvert de cicatrices et
  un  group  de  soldats  regardent  des  cartes  de  la
  frontière entre Dihn et Suvii.
  Votre escorte se dirige vers le fareeq et lui chuchote
  quelque chose. « Ah! Excellent! Finalement ils sont
  arrivés! Approchez! Vos noms et titres, vous
  ordonne le Fareeq. »
  * * *
  «  Comme  vous  le  savez,  j’ai  reçu  de  la  part  de  Sa
  Splendeur Exaltée le commandement suprême de
  ce Sheikdom. Vous savez tous que nous sommes en
  guerre avec le Traître et ses suivants. Pour cette
  raison, 
  nous 
  avons 
  décidé 
  de 
  prendre
  immédiatement action pour empêcher la croissance
  de cette gangrène qu’est la rebéllion. »
  «  On  m’a  fait  savoir  que  vous  avez,  de  par  le  passé
  servi Sa Splendeur Exaltée. Etes-vous prêts a servir
  votre pays et votre Seigneur une fois de plus ? »
  * * *
  « Parfait. Vous voyez, les troupes de ce Sheikat qui
  sont sous mon commandement protègent les
  citoyens contre les bandits, les goblinoïdes et les
  monstres, mais nous ne pourrions pas résister à une
  offensive sérieuse. C’est pourquoi nous devons
  couper leur ravitaillement et empêcher une telle
  attaque avant qu’elle ne devienne une menace
  sérieuse. »
  « Le 
  Traître 
  amasse 
  ses 
  forces 
  autour 
  de
  Dwur’Ayhand. De là, ils peuvent lancer une attaque
  sur nous, Khalid ou Malimar. Khalid est faible et
  refuse de renforcer ses frontières alors que
  Blashikdur est paralysée par le grand notre de
  soldats rebelles dans la ville. »
  « Vous devez vous rendre à Dihn et brûler leurs
  entrepôts de grain, dit-il pointant un point sur la
  carte. Cela devrait paralyser leur armée pour au
  moins un mois, le temps qu’il nous faudra pour
  préparer nos défense et peut-être monter une
  contre-offensive.
   Nous
   avons
   un
   agent
   a
  Dwur’Ayhand qui vous aidera à trouver le bon
  endroit. Son nom est Grim Flatrock, un nain que
  vous pourrez trouver au Refuge du Mineur. »
  « Une dernière chose, le Traître et ses hommes
  auront sans doute des moyen magiques de détecter
  toute magie de téléportation. Si vous avez de tels
  sortilèges à votre disposition, n’hésitez pas à les
  utiliser pour rentrer. »
  ENCOUNTER EIGHT
  Hash’Esar a beaucoup change ces dernières années.
  Ce fut autrefois une superbe cité mais deux années
  de campagne militaire ont réduit la ville à un grand
  camp militaire. Des écuries et structures défensives
  sont  en  construction  autour  de  la  ville  et  des
  édifices gouvernementaux.
  Des architectes gnome, nombre dans le Sheikat,
  dirigent des groupes de nains et d’Halflings.
  Utilisant la pierre grise local, ils transforment la
  capitale en forteresse.
  La bannière rouge de Tusmit est visible partout. Les
  bottes des soldats qui patrouillent la ville résonnent
  partout en ville. Plusieurs des soldats portent les
  couleurs  de  Keruz,  de  Nahim  ou  sont  des
  mercenaires étrangers des terres des Paynims ou du
  Perrenland, sont formés en patrouille avec des
  soldats locaux.
  Les gens ont la mine basse. Plusieurs fois, vous
  voyez un paysan tirer la langue à des soldats qui
  viennent juste de les passer dans la rue. Parfois, de
  jeunes enfants poussent la bravade jusqu'à lancer du
  crottin ou des légumes pourris aux soldats qui
  passent.
  
  TUS6-08 Spy Games
  Page 4
  Le seul oasis de paix en ville est le Marché. Même
  s’il n’est pas le plus grand de Tusmit, le marché de
  Hash’Esar est vital au Sheikat. Marchands et
  commerçants ont leur échoppes ou leur kiosques
  ouverts au public. Les pavillons de plusieurs
  maisons du Mouqollad Consortium sont visibles
  autour du marché. A l’intérieur du marché, tout
  signe du monde extérieur disparaît pour un instant
  sur ce lieu sacré dédié à Mouqol.
  ENCOUNTER ELEVEN
  THE MINER’S REFUGE
  Entrant au Refuge du Mineur, vous êtes assailli par
  la forte odeur de bière et de transpiration. La pièce
  devient silencieuse alors que vous entrez et
  plusieurs nains en armure lourde vous jettent des
  regards désapprobateurs. Un nain tavernier plus
  que gros s’affaire derrière le comptoir.
  CONCLUSION
  Il est plus facile de quitter Dihn que d’y entrer. Une
  fois la frontière franchie, vous vous sentez soulagé.
  Vous n’avez fait que quelques lieues dans Suvii que
  vous êtes approchés par un groupe de dix faris de
  Keruz montés sur des griffons. Leur chef vous
  ordonnent de monter derrière un des cavaliers car
  ils  ont  ordre  de  vous  ramener  à  Hash’Esar  le  plus
  rapidement possible.
  Quelques battements d’ailes plus tard, vous flottez
  dans les airs, vous dirigeant directement vers les
  cieux. La contrée brûlée loin en bas laisse
  rapidement place à des collines verdoyantes et juste
  avant que le Soleil ne se couche loin au-dessus
  d’Ekbir, vous apercevez Hash’Esar.
  Au palais, les choses ont bien changé depuis votre
  départ. Des soldats patrouillent activement les murs
  et les faris de Suvii sont regroupés dans la cour
  centrale avant d’y être menottés et amené vers les
  prisons.
  Le chef des faris semble aussi surpris que vous de ce
  développement, mais il ne perd pas un instant et
  vous ordonne de le suivre.
  Alors  que  vous  entrez  une  fois  de  plus  dans  de
  Grand Hall du palais, vous trouvez Arjed al-faris al-
  fareeq faisant les cents pas, il semble être d’une
  humeur massacrante. Devant lui se tient un mullah
  dans la 50aine avec des tempes grisonnantes. Il
  porte une tunique rouge et blanche avec à son cou
  un symbole de platine montrant la Coupe et le
  Talisman. Il porte un lourd falchion à sa ceinture.
  Le mullah est en train de parler. « OUI! J’ai aidé ma
  fille à s’enfuir. OUI! Je lui ai donné la bénédiction
  de Celui qui amène la Rectitude pour qu’elle se
  rende à Dihn et se marrie avec Sa Splendeur
  Exaltée. Que vas-tu fait maintenant? M’exécuter
  pour trahison? Si tu le fais, tu es un plus grand idiot
  que je pensais. Ce Sheikat va devenir tellement
  blanc que toi et ton maître allez croire que Suvii est
  devenu la terre de l’hiver eternel ! HA! HA! HA! »
  « Hamamar, ni Sa Splendeur Exaltée ni moi avons
  quelque désir de te tuer. Mais tu vas payer. A partir
  de ce jour, toi et ta famille êtes radié de tout titre et
  rangs à jamais. De plus, toi et ton fils devez vous
  rapporter à Sefmur pour que vos actes de trahison
  puissent être jugés par Sa Sainte Excellent Sinbad
  ibn Hadad al-Mullah, dit le fareeq. »
  « Je n’ai pas peur d’un procès écclisiastique. J’ai suivi
  les Quatre Pieds du Dragon. J’ai soutenu et protégé
  ma Famille et j’ai assuré le futur de mon fils et de
  ma fille. J’ai toujours été bon et généreux envers
  ceux qui étaient sous ma charge… »
  « Qu’en est-il de ton serment de fidélité envers Sa
  Splendeur Exaltée ? Interrompt le fareeq. »
  L’ancien cheik demeure silencieux pour un instant,
  la tête baissée.
  A ce moment, le fareeq vous voit. « Ah ! Je suppose
  que votre mission a été couronnée de succès.
  Excellent. Cependant nous avons été la proie de ce
  mullah disgracié… Félicitation, acceptez mes
  remerciements. Allez vous reposer… Je vais avoir
  besoin de vous bientôt. »
  A ce moment, un mercenaire Perrenlandais entre à
  la course. « Seigneur Fareeq, la population se
  révolte ! Un groupe d’ambassadeurs est ici pour
  demander le retrait de toute troupe étrangères et la
  libération de leur cheik. »
  « Dites-leur qu’ils n’ont pas de cheik et que nous ne
  partirons pas. »
  « Une fois de plus, tu t’es fais avoir par plus brillant
  que toi, Arjed… Sa Splendeur Exaltée t’as mis dans
  un coin, ricane l’ancien Sheik de Suvii. »
  Fin
  
  TUS6-08 Spy Games
  Page 1
  PLAYER HANDOUT ONE: THE PUPPET SHOW
  The puppet show details the adventure of two adventurers in the days of the Baklunish Empire: a warrior called Kadesh
  and a priest of Azor’alq name Ahmet.
  The show is comical and deals with Ahmet having to constantly rescue Kadesh from a series of monsters and other
  situations the warrior keeps getting into. Kadesh is shown as a reckless devil-may-care adventurer who agrees to any
  chance of adventure offered to him while Ahmet constantly has to remind his friend of the virtue of obeying the gods
  and the benefits of wisdom. More than once, do you find yourself laughing at the actions of poor Kadesh, falling in traps
  of having to face dragons and other dangerous beasts.
  The moral of the story is that one should enjoy life and live a quiet and peaceful life, obeying the gods and performing
  one’s duty.
  Quite enjoyable, the two Polvarian puppeteers who gave the performance were very talented and for but a moment,
  your worries and the world around you faded into the universe of the show. Obviously, the Sheik and his daughter were
  also taken by the story.
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Tusmit/596/Normal Scenarios/TUS6-03 - Spy Games (APL 2-8)/TUS6-03 - Spy Games.pdf