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. 
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  TUS5-08 
   
   
   
   
  Injustice for All  
   
  A One-Round D&D
  ® LIVING GREYHAWK™ 
  Tusmit Regional Adventure  
  By Gary Milakovic 
  Edited by JP Chapleau 
  Circle Edit: Tim Sech 
   
   
  “Public execution to be held on Godsday. The beheading of the murderer of Chief Remic ibn Fahad will be held at high 
  sun, all welcome, bring your friends.”  A Tusmit regional adventure for PC levels 1 to 10.  (APLs 2 to 8) 
   
  Thanks to Paul Lippincott from studiocreature.com for the beautiful 3d rendering of Standing Warrior Rock  
   and to Stephen Baker for his always good advice. 
   
  
  TUS5-08 Injustice for All 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign------a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting------
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK PC. Second player and DMs gain rewards for 
  sanctioned RPGA play if they are members of the 
  DUNGEONS & DRAGONS REWARDS program. Playing this 
  adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK PC 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA 
  website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer PCs 
  (NPCs) and monsters appear in abbreviated form in the 
  adventure text. Full information on NPCs and monsters 
  are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own PCs to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average PC level of the PCs 
  participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the PC 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 PC 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 PC’s 
  animals separately. A single PC may only bring four 
  or fewer animals of this type, and animals with 
  different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of PCs playing in the adventure. Round up 
  to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  
  TUS5-08 Injustice for All 
   
  Page 3 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player PC is 
  three PC levels or more either higher or lower than the 
  APL at which this adventure is being played, that PC 
  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 PCs to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level PCs 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 PCs 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.  PCs native to Tusmit pay one Time Unit per 
  round, all others pay two Time Units per round.   
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. PCs that fail to pay at 
  least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A PC who does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild.  If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check (DC 20), 
  the PC 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 PC has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook.  
   
  Adventure Background 
   
  The Tusman Hills 
  The lawlessness of the Tusman Hills is well known to any 
  that lives in Tusmit or Ket. The hills are home to the 
  Tusman nomads, rugged folks who scavenge in the bleak 
  hills by drawing on their knowledge of the terrain. 
  Whatever they cannot get that way they obtain by raiding 
  both Tusman and Ketite settlements on both sides of the 
  hills.  
  Rumors of deceit and treachery are prevalent about that 
  area of Tusmit. Rebel support is quite powerful in the 
  hills where a bright general can easily hide troops in the 
  many ravines and few wooded areas.  
  However the support of the Nomads that really control 
  the area is far from decided. Like in most things, the 
  nomads remain discreet about their true allegiances.  
  Since the end of the siege of Vilayad, most of the army in 
  the south is concentrated around the capital of Farhini, 
  leaving the hills at the mercy of the nomads. The 
  Worldburners and other humanoid tribes can also be 
  found in the area. While the government in Sefmur 
  would like nothing more than to strike and lead a 
  campaign against the rebels; the loyalty of the local 
  military cannot be ascertained.  
  This adventure resolves around a village in the Tusman 
  Hills of the sheikdom of Jaydah called Ishakdur. The 
  village was originally settled by Tusman nomads as a 
  trading point near a small lake. At the center of the 
  village is a large vaguely humanoid statue.  Ishakdur is 
  like many villages in the area in that only a quarter of its 
  population is composed of permanent residents while the 
  rest are transients and nomads. 
  A scapegoat 
  Aldan ibn Ket (or “The Ketite”) served in the Ketite army 
  under the Black Arrow during the Siege of Vilayad. 
  Aldan was not sent home when the Black Arrow sent 
  most of his men home (Ket Interactive: Relief). Aldan 
  was enraged and after staying for a few additional months 
  in Tusmit, he began to enjoy the Tusman way of life and 
  the lax system of laws. When the siege was broken 
  (TUSInt5-01 The Dirty Half-Dozen), and the Ketite army 
  marched home, Aldan deserted. After all, his own army 
  had deserted him first. He decided to settle down in 
  Southern Tusmit.  
  Not being overly devout, he adopted the principles of the 
  Exalted Faith, prevalent in Southern Tusmit. He adapted 
  
  TUS5-08 Injustice for All 
   
  Page 4 
  quickly, converted and began looking for a place to live. 
  Aldan visited Keruz, Sefmur, Jaydah and Farhini.  
  Aldan is the perfect example of a man at the wrong place 
  at the wrong time. When he walked into Ishakdur, he 
  unknowingly became a pawn in a grand game much 
  larger than any one man. 
  A murder 
  Chief Remic ibn Fahad bin Ishakdur was a very popular 
  leader, possibly the most popular in the history of the 
  village. That is why some of the nobles and other nomad 
  chieftains were easily coerced into the coloring of the 
  guilt of the accused.   
  A local guard (Noni) found him. The damage was quite 
  severe and the chief was covered in blood, the killing 
  blow quite obviously having landed against his head. The 
  local commander Busadi el'taziq al-Raqeeb was second on 
  the scene and ordered a town search for the murderer. A 
  group of nomads took the body to the chief’s house to 
  allow his family to grieve.  
  The funeral of the chief was held a day after his death. 
  The chief was burned according to Tusman custom. The 
  dead do not wait long for their ascension to the afterlife.  
  The trial 
  With the chief dead and the Qadi absent, the 
  responsibility of the trial fell on the local military 
  commander, Busadi el’taziq al-Raqeeb. Busadi saw the 
  opportunity to gain more power for himself. Since he was 
  the highest-ranking official in town, he could easily name 
  himself constable and replace the chief. Therefore, it was 
  in his best interest to conduct the trial quickly and 
  publicly before the Qadi returned and before someone 
  else could be dispatched from Sefmur. 
  The primary piece of evidence that they used to convict 
  Aldan (the Ketite) was a brooch found on his person 
  shortly after the discovery of the chief’s body. The brooch 
  was known to belong to the Chief and Aldan having it in 
  his possession was used as proof against him during his 
  trial since he had said he hadn’t come into contact with 
  the chief on the night of his death. 
  Aldan claimed that he was sold the brooch by a peddler 
  that he met at the crossroads that splits the road to 
  Vilayad and Ishakdur. The court, however, dismissed 
  these claims stating that no merchant had come to town 
  recently and a wandering peddler would have been seen 
  by someone other than Aldan. 
  Aldan was found guilty of the murder of Chief Remic ibn 
  Fahad bin Ishakdur and was sentenced to death for 
  murder of a government official, a decision that was met 
  with enthusiastic public approval. 
  Because Aldan’s family is still in Ket and they haven’t yet 
  joined him, Aldan is alone. 
  Doubts 
  The local Qadi, a nomad named Arjed bin-Geloshi al-
  Qadi, was absent at the time of the murder, so he could 
  not judge the Ketite. Like the PCs he saw the notice for 
  the execution and came to see what it was all about. 
  Arjed has known of the poor-conduct of the head of the 
  militia for a while and knows how power-hungry he is. 
  Arjed believes, based upon what he himself has 
  witnessed, that Aldan’s is not guilty of murdering the 
  chief. The few times he met the young Ketite have 
  cleared his thoughts on the matter and truly lent 
  credence to the theory that he was unfairly prosecuted by 
  Busadi. He even went so far as to cast zone of truth on 
  Aldan (to which he submitted freely) and he detected no 
  lies on Aldan’s part when he was questioned about the 
  chief’s murder.  
  Arjed would like nothing more than to prove the Ketite’s 
  innocence but he knows that his intuition about him 
  could be wrong and be colored by his feelings about 
  Busadi. This is why he enlists the help of the PCs who 
  have no vested interest in the situation either way. If 
  Aldan is guilty of the crime Arjed wants him punished.  
  What Arjed knows for certain is that Aldan’s trial was 
  unfair. It was obvious that the court considered him to be 
  guilty from the outset which contravenes the law but 
  Arjed cannot act unless he has clear and undeniable proof 
  that the Ketite is innocent, not just his own suspicions 
  about the man’s character and his knowledge of Busadi. 
  A cover-up 
  What the Qadi, the people, and the Raqeeb don’t know, is 
  that the Chief is not dead! He faked his own death and is 
  very much alive. He used a potion of disguise self 
  especially brewed by an ally to last longer then the usual 
  potions to make himself appear dead. The ruse fooled 
  everyone. From the guard who did not even touch him to 
  the commander who immediately tried to seize power. 
  Some loyal acolytes (who were also in on the deal carried 
  the body to his house). 
  Unknown to most of the villagers, he is also one of the 
  high-ranking rebel officers in the Tusman Hills and has 
  in fact been one of Jadhim-Orem’s generals. He has been 
  ordered to rouse the nomads of the south to Jadhim’s 
  cause.  
  
  TUS5-08 Injustice for All 
   
  Page 5 
  The Ketite was just a convenient tool. His history and 
  shady past made him an easy scapegoat. The chief knew 
  that the head of the militia would attempt to consolidate 
  his own power and expedite the trial. With the murderer 
  of the chief dead at his hands, the people would easily 
  support their new leader the head of the militia and his 
  bid for power. 
  The title of chieftain is hereditary and can only be passed 
  on at a chieftain’s death, he suspected that the people 
  would rally around his re-emergence and returned his 
  chiefdom to him.  
  He would proclaim the Ketite was not his murderer and 
  would present evidence toward his innocence thereby 
  crushing the support gained by the militia head in the 
  chief’s absence and destroying the faith in the Pasha’s 
  hand chosen official thereby weakening his power base 
  overall in Ishakdur. 
  Tusmit Loyalists  
  Throughout the adventure, the following groups or 
  people should be considered loyal to Muammar Quaran. 
  ◊ 
  Aldan the Ketite. 
  ◊ 
  Busadi el’taziq al-Raqeeb 
  Tusmit Rebels 
  Throughout the adventure, the following groups or 
  people should be considered rebels supporters. 
  ◊ 
  Chief Remic 
  Indifferent 
  Throughout the adventure, the following people should 
  be considered neutral. 
  ◊ 
  Arjed bin-Geloshi al-Qadi 
  ◊ 
  Everyone else 
  Adventure Summary  
   
  Introduction: The PCs are introduced to Arjed the Qadi 
  of Ishakdur and are presented with his request. He asks 
  that they investigate the guilt of a man whose trial 
  seemed slightly suspicious in how it was conducted. He 
  is accused of killing the chieftain but it seemed the trial 
  was conducted improperly. 
  Encounter One: Information: The PCs are introduced 
  to the town of Ishakdur in the Tusman Hills and some of 
  the personages that live there. They can gather as much 
  info on the town, the political realm it lives in, and on the 
  crime itself. 
  Encounter Two: Color of Guilt: Meet with Aldan the 
  accused and get his side of the story. Gather some threads 
  as to how to continue the investigation and where they 
  might go to gain a deeper insight into the truth of this 
  matter. 
  Encounter Three: Red Tape: Meet with Busadi the 
  presiding official in the case and question him. Perhaps 
  noting a suspicious exchange with him and an associate 
  in the town archive. 
  Encounter Four: On the Road Again: Traveling to the 
  crossroads where Aldan claims the peddler sold him the 
  main evidence used against him for cheap the PCs are 
  attacked by avian predators. 
  Encounter Five: Secrets and Lies: Encounter the 
  peddler Aldan claims he met and interrogate him.  
  Encounter Six: Down the Rabbit Hole: Rush past 
  Busadi into the town archive and find Noni’s hiding 
  place outside of town. 
  Encounter Seven: Revelations: Encounter the Chief, 
  still alive, and interrogate him, finding out the true 
  nature of the tangled web in which the small town of 
  Ishakdur is caught. PCs must decide to either support the 
  chief or turn him in. 
  Encounter Eight: Last Call: Final confrontation with 
  Busadi.  Either condemning his actions or supporting 
  them. 
  Encounter Nine: Veils: Final encounter with Arjed 
  telling him all that the PCs have discovered. 
  Conclusion A: The PCs have supported Busadi and have 
  turned the chief in. 
  Conclusion B: The PCs have supported the chief, ousted 
  Busadi from power, and saved Aldan from execution. 
  Conclusion C: The PCs have supported the chief, ousted 
  Busadi from power, but did not save Aldan from 
  execution. 
   
  Introduction 
   
  Any PC who played TUSInt5-01 Riders of the Tusman 
  Hills and has received the “Friendship of the bin-Geloshi” 
  is greeted by name. PCs who have married into the bin-
  Geloshi tribe are greeted with a warm hug and are called 
  brother.  
  
  TUS5-08 Injustice for All 
   
  Page 6 
  PCs that have played the adventure (whether or not they 
  received the Friendship) nevertheless recognize the 
  brother of the chieftain of the bin-Geloshi tribe. 
  The large signpost was difficult to miss. “Public 
  execution to be held on Godsday (3 days from now). 
  The beheading of the murderer of our beloved Chief 
  Remic ibn Fahad will be held at high sun, all 
  welcome, bring your friends.” 
  Allow the PCs to introduce themselves to each other at 
  this time. 
  The first and most obvious sight is the nomad tent 
  camp around the permanent structures of the village 
  itself. An almost exclusively human population lives 
  on this rise and it seems that tied up outside of each 
  tent is a beautiful horse that is obviously well 
  maintained.  
  A standing stone with a vaguely humanoid form 
  dominates the central plaza and the marketplace. The 
  plaza is dotted with numerous small buildings but is 
  dominated by a few larger ones built in a grand style 
  that seems almost misplaced in this small town. The 
  first is a chapel that outwardly bears the cup and 
  talisman, the symbol of the restorer of righteousness. 
  The second is a large barracks that is only 
  overshadowed by a grand and aged manor built in the 
  old style of Tusman architecture. The red flag of 
  Tusmit flies over each of these structures clearly 
  displaying Ishakdur’ allegiance to Muammar Quaran.  
  A man dressed in white and red with a scimitar at his 
  belt and a holy symbol displaying the Cup and 
  Talisman exits the chapel. He is dressed in a white 
  shirt but wide riding pants favored by the nomads. He 
  heads in your direction. 
  “Greetings, my name is Arjed bin-Geloshi al-Qadi, I 
  am the Qadi of this district and I have a matter that I 
  must discuss with you urgently.” The Qadi adds in a 
  low tone, careful not to be overheard by anyone, “But 
  not here… Come with me into the chapel.” Not 
  awaiting your reply he turns towards the chapel.  
  Allow the PCs a chance to react. Arjed does not make a 
  scene if they refuse to follow him the adventure does not 
  end there, but it seriously limits their chances for reward. 
  Once inside, Arjed invites you to take a seat in the 
  simple decorated church. “I’m sure you have heard 
  about the execution. Chief Remic ibn Fahad bin 
  Ishakdur was murdered a few nights ago. That is 
  when things began to go wrong.” 
  “Aldan ibn Ket, was arrested, tried and found guilty 
  faster than I finish this sentence. I do not know if 
  this Aldan is guilty or not; but I do know that the 
  truth of his guilt was not fully explored by the court.”  
  “Would you consider investigating the guilt of Aldan 
  the Ketite? It is imperative that you either validate 
  the verdict of guilty or prove beyond a doubt he is 
  innocent so that true justice can be served. Will you 
  help me?” 
  Arjed al-Qadi hopes the PCs agree to help him. If they 
  find sufficient proof either way, Arjed can call another 
  trial he would preside and administrate proper justice. 
  Who is the murderer? His name is Aldan ibn Ket, as his 
  name implies he hails from Ket, not Tusmit. : He was a 
  soldier in the Ketite army but deserted shortly before the 
  Ketite army pulled out of Tusmit. He converted to the 
  Exalted Faith this past summer. 
  Where is Aldan now? He is currently being held at the 
  jail in the court of magistrate’s offices and can be visited 
  from high sun until dusk.  
  What did people think of the Chief / Did he have any 
  enemies? Chief Remic ibn Fahad bin Ishakdur was very 
  popular. He has no known enemies, was well-liked, and 
  well respected throughout the community. He was 
  known as a man of the people.  
  Why don’t you investigate yourself? I cannot 
  investigate this matter because I could not be impartial 
  should another trial be convened. Honor is one of the 
  Four Feet of the Dragon. 
  Can you be more precise about your suspicions about 
  the trial? He was found guilty within two hours of the 
  opening of his trial, the fastest verdict ever handed down 
  in a murder case. The crowd roared and cheered the 
  verdict. 
  Who presided over the trial? Busadi al-Raqeeb, the 
  commander military commander passed judgment. 
  Normally the Chief or myself would have judged Aldan.  
  Why didn’t you preside over the trial? I was hunting in 
  the hills with my brothers. (He was out of town as 
  nomads are wont to do). 
  What was the evidence against Aldan? He was found 
  in possession of a brooch that belonged to Chief Remic. 
  What else was irregular about the trial? The court did 
  not investigate his alibi nor did it investigate his 
  explanation for his possession of a brooch that belonged 
  to the deceased. I have long suspected many in Tusmit to 
  put their interests ahead of law and justice but never 
  before have they done it so blatantly. 
  Do you think he is innocent? After meeting with him 
  and using some divination magic, I’m pretty certain he is, 
  
  TUS5-08 Injustice for All 
   
  Page 7 
  but I need hard evidence. Guilty, or innocent as I suspect, 
  justice must be served. 
  Who benefited from the chief’s death? Busadi el’taziq 
  al-Raqeeb, the military commander has assumed 
  command of the town. However I too could make a bid 
  for power in town but I am not one for politics . (Arjed is 
  not interested in running the town, he’s a nomad and 
  becoming sedentary is not sometimes he likes). 
  Why do you want a retrial? I believe the military and 
  the nobles too often act in their own best interests, and 
  not towards justice. They often take steps to preserve 
  their own authority even if it means going against justice 
  and honor.  
  Isn’t what you are doing exactly what you accuse the 
  nobles & military of doing? Yes, but I really want to see 
  justice be served. (Arjed knows he is using the law to 
  serve the law, which he would normally frown upon) 
  What do we get out of this? You serve justice and law. 
  Generosity is one of the Four Feet of the Dragon. 
  Are there any rebels in town? Most of the nomads don’t 
  care about whoever wins; very few of the tribes would 
  join one side or the other. However, we will oppose any 
  army trying to take over our lands or our way of life. 
  Are YOU a rebel? No, I serve only the High Cleric and 
  my clan, the bin-Geloshi.  
  This is all the relevant information he has for the PCs. 
  Remember that Arjed wants the PCs’ help, so the 
  information he has, he should share with the PCs.   
  Arjed can easily give the PCs directions to any of the 
  major places mentioned above. 
  Development: Continue with Encounter one. 
   
  Encounter One: Information 
   
  From this point on, the adventure really becomes non-
  linear. This encounter includes a series of links and mini-
  encounters the PCs can have. PCs are a surprising bunch 
  so you may have to improvise. Whatever they do, keep up 
  the pace. The execution happens in 3 days. The PCs can 
  return to talk to the same NPCs as often as they like. 
  Don’t forget to allow for some time to pass  
  Timeline 
  Any dates or timeframe given by the NPCs during this 
  encounter suppose the PCs get the information the day 
  they arrive in town. 
  This adventure requires a lot of detective work. Unless 
  stated otherwise, every section takes about 1 hour. Note 
  that the PCs have about 12 hours per day to investigate.  
  After that, most people retire for the night and cannot be 
  found, or they simply wave them off. Note that time 
  passing is an important factor. 
  About Ishakdur 
  A Knowledge (local - VTF) or (geography) check [DC 20] 
  reveals the following information about Ishakdur. PC 
  members of the Tusman army or Tusman nomads receive 
  a +2 circumstance bonus on the roll:  
  • 
  The village was built upon the ruins of a small stone 
  fortress that was built ages ago (the building or 
  purpose of the fort is lost to history) 
  • 
  Some of the structures of the old fortress still exist 
  throughout the village and can be seen (but not 
  touched) across wooden barriers. A testament to the 
  rich history of the place. 
  • 
  The village was built with its focal point as the 
  “Standing Warrior Rock” a large stone that is called 
  thus because of its posture, standing upright with a 
  hand upraised in triumph. At this time give the PCs 
  Player’s Handout Two: The Stone. 
  • 
  Standing Warrior Rock is much revered and many 
  local legends revolve around the stones’ origin and 
  history. A Knowledge (religion), (history) or (local - 
  VTF) or Bardic Knowledge check [DC 15] reveals 
  that a legend surrounds the origin of the stone. Give 
  them Player’s Handout One: The Legend of the 
  Stone.  
  • 
  The village serves as a staging point for the army. A 
  small garrison is stationed there, with mounted 
  troops constantly coming in and out on patrol. 
  • 
  The village was built by the Tusman army and still 
  has a military vocation today.  
  • 
  The village was founded over 600 years ago. 
  About the stone 
  After hearing the legend about the standing stone, the 
  PCs may try to investigate it. The stone has NO magical 
  property. It is simply an oddly shaped rock formation 
  eroded into a strange shape by time and the elements.  
  
  TUS5-08 Injustice for All 
   
  Page 8 
  Is the warrior known as Ishak really in there until the day 
  Azor’alq calls to him? As far as they can determine for the 
  scope of this adventure, the stone is a stone. 
  If the players did not receive Player’s Handout One and 
  Two give these handouts to the players at this time. 
  What every villager knows 
  If asked, any of the villagers (including Aldan) can tell 
  the PCs the following: 
  • 
  They can tell the party the legend of the stone (hand 
  them Player’s Handout Two: Legend of the Stone). 
  • 
  They can tell most of the information found in 
  About Ishakdur, above. 
  • 
  The location of any house in town or common 
  nearby landmarks (such as the crossroads). 
  • 
  The only person in the village that has clearly 
  declared their allegiance is Busadi al-Raqeeb and he 
  is a staunch supporter of Pasha Muammar Quaran. 
  Everyone else’s public position is “we don’t care”. 
  Their private position may differ greatly from their 
  publicly stated one. 
  • 
  The barracks have a very complete civic archive that 
  covers nearly every legal case in the town’s history, 
  along with other important civic documentation. 
  • 
  They can give the commonly known details of the 
  murder and the trial that can be found in the 
  Adventure Background. 
  • 
  The funeral of the chief was held a few days ago. It 
  was a very private service attended by his closest 
  family members. He was burned in the ancient 
  cemetery across from Standing Warrior Rock in the 
  center of town. (Actually a very life-like dummy was 
  burned).  
  Word on the street 
  The following is the DC table for Gather Information 
  checks made by the PCs: 
  DC 10 Remic ibn Fahad was a very popular man. He did 
  good things for the people of the town and there was 
  much anger about his death.  
  DC 12 Most of the nomads don’t care about the current 
  rebellion and they don’t care who wins as long as they are 
  left in peace.  
  DC 15 There was almost an uprising in the village until 
  Aldan the Ketite was apprehended. 
  DC 18 Most locals are happy the Ketite was convicted 
  and consider it “justice rendered.” All plan on attending 
  the execution.  
  DC 20 There is a small minority in the village that feels 
  the verdict was achieved by the court a bit too fast. 
  Nobody is too interested in saying that too loudly or too 
  publicly, however. 
  DC 21 The blacksmith and the Raqeeb aren’t on friendly 
  terms 
  DC 25 Ever since the chief died Busadi el’taziq al-Raqeeb 
  has been walking around town as if he owned it.  
  The town square 
  The town-square is as bustling as the center of a small 
  village can be. It serves as the town market and public 
  meeting place. The most interesting feature is the 
  Standing warrior rock (see About the stone, above). 
  During the day, local farmers and nomads sell all kind of 
  wares (all non-magical). The chapel, the blacksmith, the 
  barracks and the chief’s house are all on the main plaza.  
  When the PCs arrive, the preparations for the beheading 
  are almost done. 
  The blacksmith 
  Jelinal az’fahin is a simple man who likes to keep his nose 
  firmly rooted in his own business and not in the business 
  of others. The one thing that is clear in talking to him, 
  however, is that he doesn’t like Busadi el’taziq al-Raqeeb, 
  the local commander.  
  He does not talk about his personal feelings about the 
  commander unless the PCs succeed on a Diplomacy 
  check [DC 20]. Jelinal shares a strong distrust for Busadi 
  that stems from a past business dealing. Busadi ordered 
  14 suits of chain mail armor for use by the men of the 
  garrison. When he finished the armor, he sent a notice to 
  the commander alerting him to their completion. A week 
  passed and the commander gave no word. It turns out 
  that Busadi el’taziq al-Raqeeb had, in the interim, found a 
  cut-rate deal on lower quality armor (non-masterwork) 
  and purchased it without telling Jelinal. So the smith was 
  stuck with fourteen high-end suits of chain mail with no 
  market to sell them in the village. To Jelinal that is the 
  height of dishonesty in business. There are so many 
  alternate methods by which Busadi could have handled 
  the situation but chose not to do so. Jelinal curses Busadi 
  for not following the Four Feet of the Dragon, especially 
  honor. 
  Jelinal speaks highly of Chief Remic. Chief Remic was 
  nice enough to purchase the armors from him. He gave 
  the suits to members of his family and to friends. 
  
  TUS5-08 Injustice for All 
   
  Page 9 
  The barracks 
  Refer to Encounter Three: Red Tape. 
  The house of the chief 
  There is very little information to be gained from the 
  house of the chief. The doorman is very subdued but 
  polite when answering the door. The PCs cannot gain 
  entry to the house nor is any member of his family 
  willing to come out to speak with them. The family is 
  mourning and has no intention of doing anything to 
  exonerate their patriarch’s killer. It should be made clear 
  to the PCs that the family of the chief just wants to be left 
  alone. 
  The chief’s house is a two-story building. The windows 
  on the bottom floor are shuttered and require an Open 
  Lock check [DC 25] to pry open. The top floor windows 
  are easily opened and require no check to do so.  
  There is nothing but bereaved family members in the 
  house of the chief. The chief left no evidence in his 
  house. 
  If caught, (the guards have a Spot check equal to 7+APL), 
  the PCs are arrested and found guilty of trespassing 
  which carries of sentence of imprisonment for up to one 
  week and a 50 gp fine. Their punishment happens 
  immediately and so by the time they are released Aldan is 
  dead. Proceed to the Conclusion. 
  The chapel 
  The Qadi has very little additional information to pass 
  along to the PCs. Refer to the introduction for the 
  information he knows. 
  He would like to see the matter settled as soon as 
  possible. Arjed is available to cast spells if the PCs ask 
  him. However, he is worried about transparency so he is 
  very reluctant to associate publicly with the PCs until 
  they have found proof of Aldan’s guilt or innocence. 
  Obviously, Arjed’s instincts and nomad blood tells him to 
  find the facts himself, but he tempers himself because a 
  man’s life is at stake. 
  The Qadi does not respond well to threats of any kind so 
  “you’d better help us or…” sort of threats are likely to be 
  met with “I thought you were more resourceful than 
  that.” If the PCs continue on this train of thought, the 
  Qadi dismisses them. Their adventure ends here. The 
  Qadi begins to look for other adventurers and looks into 
  the affair himself (unfortunately he fails and Aldan is 
  executed). Then proceed to the Conclusion. 
  If the PCs ask Arjed al-Qadi for support through 
  divination magic regarding Aldan’s innocence, the Qadi 
  replies that he has already done so. All his spells pointed 
  to Aldan being innocent (he won’t cast the spell again for 
  that reason). 
  Divination magic (cast by the PCs) 
  If the PCs use any divination magic to discover Aldan’s 
  innocence in the murder of chief Remic, they should be 
  pointed to his innocence. 
  If they ask about the chief’s death they receive the 
  following answer. 
  “Death is sometimes an excuse and a way for 
  corruption to uncover corruption.” 
  The Jail (Aldan) 
  Refer to Encounter Two: Color of guilt. 
  The Peddler or the crossroads 
  Refer to Encounter Four: On the road again. 
   
  Encounter Two: Color of Guilt 
   
  The jail is a wooden building covered in plaster and 
  painted white. However it is in a sorry state of 
  disrepair and wind sneaks in through visible and 
  hidden holes alike.  
  Inside, a young and beautiful Baklunish young woman 
  (Seliya) is seated behind a desk, knitting something and 
  warming herself near a large stove. She politely asks 
  them what they are here for.  
  If the PCs tell the girl that they wish to speak to Aldan, 
  she asks if they are related to him in anyway or if they are 
  nobles, members of the army, or from a church. 
  PCs who are members of the Church of Al’Akbar, the 
  Tusman army and Tusman nobles (NOT foreign nobles 
  or Khund leaders) are allowed in with their entourage 
  (the other PCs). These people are those who could be 
  placed in a position to judge Aldan.  
  Otherwise, a Bluff or Forgery check [DC 10+APL] to pass 
  as a member of Aldan’s family allows them in (done only 
  by a human, elf, half-elf or half-orc PC; all other races she 
  cannot believe).  
  Any other PCs need to spend one influence point (only 
  one for the whole party) with the Tusman military, the 
  Tusman nobles or the Church of the Exalted Faith to be 
  allowed in to see Aldan. OR they can spend two 
  
  TUS5-08 Injustice for All 
   
  Page 10 
  influence points (for the whole party) with two other 
  non-rebel factions. 
  Note that though the girl is highly impressed by any 
  members of the PC of Tusmit meta-orgs, she refers these 
  people to Busadi al-Raqeeb.  
  PCs who are unable (for whatever reason) to get in to 
  speak with Aldan are sent by the young girl to Busadi al-
  Raqeeb, who can authorize them. 
  Once they gain access to Aldan once, Seliya always 
  welcomes them in. 
  Aldan 
  Once the PCs get to meet Aldan, read or paraphrase: 
  The cellblock is dimly lit, perhaps to keep out the 
  harsh light of the afternoon sun. The cellblock is 
  empty, except for one cell at the end.  
  A weak voice with a thick Ketite accent breaks the 
  silence, “I could use some more water.” The man 
  presses his face against the bars and looks strangely at 
  you as you approach, “You’re not guards…what do 
  you want?” 
  If the PCs explain to Aldan that they are here to 
  investigate the facts of his case, read aloud the following: 
  His hands grip the bars tightly as you speak and he 
  closed his eyes likewise, “The High Cleric be praised,” 
  he says as he looks up to the ceiling, “I have prayed 
  for a chance to be heard…and now perhaps…it is you 
  whom I shall set on the path toward my redemption.” 
  Aldan claims that he is innocent that he has not killed 
  the chief. He had no reason to so. Have the PCs think 
  about what they want to ask. If they get stuck, have Aldan 
  volunteer some information. 
  About you: Refer to Adventure Background under A 
  scapegoat. 
  About your alibi: When Aldan came into Ishakdur from 
  Vilayad, Aldan met and spoke with Noni who was 
  guarding the gate. They spoke for 10 or so minutes before 
  they both heard a scream. Noni took off to see what was 
  the matter and Aldan walked home (it is not his place to 
  investigate such things and he’d rather not become 
  involved if he can). Unfortunately nobody saw him on 
  the way to his house and in the morning he was picked 
  up for murder. 
  About Noni: a Flan-Baklunish man that is one of the 
  town guardsmen who works at the gate. Of the people in 
  the town he is one of the ones to whom Aldan is closest. 
  He doesn’t know what happened to Noni. The last time 
  Aldan saw Noni was that day. In fact, he’ll chuckle as he 
  says it; he’s almost surprised he wasn’t accused of killing 
  Noni based upon the way he was treated during the trial. 
  Noni has brown hair and slightly feminine features. He’s 
  hard to miss as he’s nearly 6’3”. 
  Noni is Aldan’s best friend but if pressed slightly Aldan 
  admits he isn’t a very good guard. He’s had a lot of 
  problems with mistakes such as losing evidence in cases, 
  telling people of secret case details, etc. He is very 
  careless and often lets things slip under his notice. But, 
  being a bad guard doesn’t make someone a bad person 
  and he hopes that Noni is okay. 
  About the brooch: Aldan claims he bought the brooch 
  from a peddler he met at the crossroad earlier in the day. 
  He thought, in purchasing it, he was getting an excellent 
  deal. Only later, when the authorities picked him up, that 
  he learned it was a family heirloom belonging to the 
  chief. Aldan can tell the PCs where he met the peddler. 
  About the peddler: The peddler was a short man, was 
  very dirty, wore a long brown cloak with many patches, 
  and pushed around a cart full of various trinkets and 
  knick-knacks. Aldan had seen the peddler a few times 
  before. As he speaks to the PCs, it occurs to Aldan that he 
  always saw the peddler in the morning, just after sun up 
  and always before high sun, always at the crossroads. 
  Enemies or ill-wishers: He doesn’t have any enemies 
  that he knows of and doesn’t know why anyone would 
  want to frame him. He seriously doubts the Ketite 
  government would go through all this trouble to get back 
  at him. If they’d be behind this, they would have simply 
  kidnapped him and brought him back to Ket for trial.  
  Using divination or detection magic: Any successful 
  truth detection or divination spells point to Aldan’s 
  innocence ON THAT MATTER. If the PCs are too 
  generic “is Aldan guilty” gives a fuzzy answer. While 
  Aldan does not offer it, he does not resist any zone of 
  truth spells. However, you may want to increase the PCs’ 
  paranoia about Aldan by making him look shifty and 
  nervous.  
  About his judge: Busadi al-Raqeeb judged him. Being 
  the local head of the militia and a vocal supporter of the 
  Pasha, Busadi has assumed the leadership of the village 
  while the family squabbles over who Remic’s heir should 
  be. Aldan noticed that Busadi did not listen to him when 
  he was presenting evidence against his guilt. 
  About the rebellion: He doesn’t know of any rebel 
  sympathizers in the area. 
   
  
  TUS5-08 Injustice for All 
   
  Page 11 
  Encounter Three: Red Tape 
   
  The barracks proudly fly the red flag of Tusmit atop a 
  single mast in front of the building. The inside of the 
  building is lavishly decorated with ornate objects of 
  art and furniture from Sefmur. At the rear of the 
  room stands a short Baklunish man dressed in 
  elaborate robes. He is speaking to someone through a 
  door to the rear of the building.  
  Hearing you enter, the man in the room shuts the 
  door quickly and clears his throat. “Uh, hello, I wasn’t 
  expecting anyone this late in the day,” he sits down at 
  his desk. “I’m Busadi el’taziq al-Raqeeb, head of this 
  little town. How may I help you?”  
  If the PCs wish to make a Spot check to identify the man 
  behind the door they may do so the DC is 20+APL. If 
  they succeed give them the following information: the 
  man had brown hair and brown eyes and does not look 
  “fully Baklunish”. The description does not exactly fit 
  Noni but it seems possible that it could fit him. 
  While talking to Busadi 
  As they speak with Busadi, DO NOT prompt the PCs for 
  Sense Motive checks. If they request one allow them an 
  opposed roll. It is extremely important that the PCs 
  decide for themselves not to trust Busadi. 
  NOTE: If Busadi is caught in a lie he acts outraged and 
  tells the PCs that they have no right to question him. He 
  is a nobleman, head of the village and he tells the PCs 
  that they are nothing to him. If he gets caught in 
  multiple lies feel free to improvise his response along the 
  same lines as above. It is important to note that even if 
  Busadi admits he rushed the trial, he has to admit the 
  evidence does go against the Ketite. 
  A Sense Motive check DC 13 + APL indicates to the PCs 
  that Busadi al-Raqeeb is slightly nervous in their 
  presence. The DC goes down to [DC 10+APL] if the party 
  is accompanied by a member of the church of Al’Akbar 
  (either) or members of the army. 
  Information from Busadi 
  Busadi has the following information that he is willing to 
  share with the PCs. Remember that the man is now the 
  head of the village. Busadi has little interest in having the 
  PCs find anything therefore he does not try to assist 
  them in their investigation. 
  If the PCs try and push past Busadi to meet with Noni, 
  see troubleshooting later. 
  �Busadi el’taziq al-Raqeeb: Brd5; Bluff 9+APL; AL N. 
  How was the chief murdered? Chief Remic was killed 
  with a heavy bludgeoning weapon (most likely a club or 
  possibly a heavy mace) outside his home three days ago. 
  If the PCs bring up the murder weapon and ONLY if 
  they bring it up he’ll add that the murder weapon itself 
  was not recovered. 
  How was Aldan identified as the murderer? Aldan was 
  seen wearing the Chief’s brooch the day after the chief’s 
  body was found. He was arrested shortly thereafter.  
  What about Aldan’s alibi? Aldan had a ridiculous alibi 
  that he was home alone when the chief’s body was 
  discovered and claimed that he was with Noni when the 
  chief’s death cry was heard throughout the village. 
  When is the execution for/ why wasn’t the execution 
  more immediate? Aldan is to be beheaded in the square 
  on Godsday. His execution is the day before the chief’s 
  public memorial where his memory and the sacrifices of 
  his family will be honored. 
  What do people think of the verdict? Everyone in 
  town is happy that the killer of chief Remic was found 
  AND quickly. The speedy trial did help to keep the 
  impulsive nomads calm.  
  Who was that man you were talking to? Oh, just one of 
  the pages from the chamber of magistrates. He’s nobody 
  important. (False) 
  Can we speak to him? No, he’s in the process of working 
  on a vital assignment for me. (False)  
  What happened to Noni? I don’t know. (false) 
  Was that Noni? What? No, certainly not. He looks 
  nothing like Noni. (False) 
  Why was Aldan convicted so quickly? The evidence 
  against him was irrefutable. (True and false, the evidence 
  DOES show the Ketite to be somewhat guilty). 
  What was the evidence? He was in possession of a 
  unique item that was owned by the chief. That coupled 
  with his inability to provide an alibi that we could 
  corroborate for his whereabouts around the time of the 
  chief’s murder were the primary pieces of evidence that 
  convicted him. 
  What about his claims of his innocence? His only 
  defense could not be corroborated by anyone and thus it 
  was deemed it unnecessary to investigate it. 
  What about the peddler he claims to have met? There 
  is no evidence that this peddler exists. (True and false. 
  Some people have claimed to have seen this peddler but 
  
  TUS5-08 Injustice for All 
   
  Page 12 
  did not do so ‘officially’ and thus it was easy for Busadi to 
  say there was no evidence for his existence.) 
  Are there rebels in Ishakdur? No one has rallied to that 
  foul white banner. People here in town are all loyal 
  citizens. Well as loyal as the nomads can be. 
  What about the escaped rebel? It was an unfortunate 
  accident. One of the newer guards, and not one of our 
  brighter ones, accidentally left the gate open after he 
  brought the prisoner dinner. It was not until the next day 
  we realized what had happened and by the time we 
  realized it our trackers lost the trail. He was gone without 
  a trace. (false) 
  Was it Noni? No. (False) 
  Can we see the body? No. Chief Remic is dead and the 
  cause of his death was clear, a strong blow to the head 
  made by a heavy blunt object. His family burned his body 
  shortly after he was found. 
  Can we see the archive? No. My compatriot is finishing 
  off his assignment and cannot in anyway be disturbed. If 
  you come back tomorrow we will likely be finished. 
  (False since Noni isn’t actually in there but true since he 
  won’t be in there tomorrow) 
  Once the PCs are done talking to Busadi, sunset should 
  be coming pretty soon. He tells the PCs to head to the 
  inn. He tries to rid himself of them as fast as he can. 
  The PCs did not get in to talk to Aldan and PCs of 
  Tusmit 
  If the PCs did not get in to speak with Aldan they may 
  request entry from Busadi. He says that speaking to the 
  criminal is pointless but allows PCs to speak with him if 
  they are willing to sacrifice two influence points (for the 
  whole party) with a Tusman military meta-orgs, an 
  influential Tusman noble, or a Tusman government 
  official/ organization. 
  If any of the PCs are members of the Hero of Tusmit 
  meta-orgs (any level) Busadi does not want to get on their 
  bad side because of how well known they are in Tusmit. 
  He gives them a pass to enter the cellblock without 
  hindrance.    
  The Town archive 
  This room is a stark contrast from the previous one. 
  Along the walls are crates of old court cases piled 5-feet 
  high.  
  There are no windows or doors in this back room. There 
  is also no sign of the man to whom Busadi was speaking 
  to earlier.  
  Searching the room itself requires a Search check [DC 
  20+APL] to find a secret door in the floor. The secret door 
  is concealed as one of the many crates in the room but 
  once the top of that crate is open a ladder leads down 
  beneath the room into what appears to be a system of 
  tunnels. 
  If the PCs spend 3 hours looking through the town 
  archives 
  and 
  succeed 
  at 
  a 
  Profession 
  (lawyer/ 
  administrator) or Knowledge (local) check [DC 20] to 
  identify a number of minor inconsistencies. There are a 
  number of small thefts reported by Busadi, especially 
  shortly after heavy fines are collected. These can only 
  place doubt on Busadi’s character makes sure the PCs 
  understand this does NOT provide proof of any 
  wrongdoing. If these are pointed out to Busadi, he admits 
  to nothing, states that all crimes were documented as the 
  required. (In short, they can’t pin anything on him 
  simply based on these reports.) 
  Note that the case file for Aldan’s trial contains the basic 
  information Busadi can give the about the case (see 
  above). 
  Development: If the PCs open the secret passage 
  proceed to Encounter Six: Down the rabbit hole. 
  Troubleshooting: Rebels 
  Troubleshooting: Tusman Rebels 
  Should any of the PCs be obvious rebel sympathizers 
  (wearing white armbands or being PCs of Tusmit AND 
  being a rebel), Busadi warns them: “If you break but a 
  single law, you’ll be found guilty of treason against the 
  nation of Tusmit. Just give me an excuse.” 
  Busadi does not joke and threatening him is a BAD idea. 
  Busadi is ambitious and he wants desperately to hold 
  onto his position. 
  If a rebel is arrested, Busadi convicts them of treason and 
  orders them to be executed at the same time as Aldan. 
  Now Arjed may override the sentence, but not before 
  Aldan’s execution. The law is on Busadi’s side, and he has 
  no fear of using it. 
  Troubleshooting: Rushing past Busadi 
  If the PCs try and push past Busadi into the back office 
  he raises the alarm (if he is able). A number of guards 
  (equal to the APL) arrive within 10 rounds. If the PCs are 
  out of the room (they found the secret door) by that time, 
  they can escape punishment.  
  Note that Busadi only judges those PCs who take action 
  against him. Action against him includes physical assault 
  (non-lethal or otherwise) or use of magic. Pushing past 
  him does not constitute assault. The PCs must 
  
  TUS5-08 Injustice for All 
   
  Page 13 
  consciously decide to take an attack action against him. 
  PCs that did not take action against him are set free (the 
  other PCs can continue the adventure if they want).  
  If the PC found guilty is a noble, member of the army or 
  the church, he can have his sentence reduced by 
  expanding 3 influence points or favors with any of the 
  groups mentioned above. Note that Olidammara does 
  NOT have a recognized church for that purpose.  
  Obviously, the PCs can worsen their predicament by 
  attacking the soldiers who come to see what is 
  happening. 
  However, keep in mind that the actions of the PCs and 
  their 
  investigative 
  skill 
  may 
  result 
  in 
  Busadi’s 
  replacement at the end of the module. If this occurs 
  Busadi falls into disgrace and the PCs he charged will 
  have their verdicts overturned and will have to pay no 
  cost at all.  
  �Good Wooden Door: 1-1/2 in. thick; hardness 5; hp 
  15; AC 5; Break DC 18. 
  Keep track of how much time the PCs spend in the room 
  before they start Tracking Noni. If the PCs rush straight 
  past Busadi, Noni has a 3 round head start. Factor in 
  bypassing the door, finding the secret entrance, etc.  
  Development: If the PCs choose to follow Noni’s trail 
  beneath the commander’s office advance to Encounter 
  Six: down the rabbit hole.  
   
  Encounter Four: On the Road 
  Again  
   
  This encounter only occurs once; the first time the PCs 
  try to meet the Peddler. 
  Before beginning the encounter call for Spot checks [DC 
  10+APL]. Don’t tell the PCs what this is for. 
  The road leading back to the fork is much the same as it 
  was before. No signs of activity distinguish this trip from 
  the one previous. Read aloud the following to any PC 
  who succeeded on the Spot check 
  Out of the corner of your eye you notice a small dot 
  dancing upon the horizon. Wait…WINGS! Winged 
  beasts gliding through the air menacingly heading 
  right for you!  
  If the PCs spot the winged beasts they have two rounds 
  to prepare before the flight is upon them. If a PC does not 
  succeed upon the Spot check he loses his ability to act 
  until they are warned. If none of the PCs spot the 
  creature, then there are allowed a second Spot check [DC 
  5+APL] one round later. 
  The EL of the encounter was reduced (by 1(per APL)), 
  because the time to prepare and pre-cast spells 
  beforehand. 
  APL 2 (EL 3) 
  �Hippogriffs (2): hp 25 each; see Monster Manual page 
  152. 
  APL 4 (EL 5)  
  �Griffon: hp 59; see Monster Manual page 139. 
  �Griffon young (2): hp 25 each; use hippogriff entry in 
  the Monster Manual page152. 
  APL 6 (EL 6) 
  �Manticores (2): hp 55 each; see Monster Manual page 
  179. 
  APL 8 (EL 8) 
  �Yrthak: hp 102; see Monster Manual page 262. 
  Tactics: The tactics of these animals at all APLs is simple. 
  They are hungry and have spotted the PCs and want to 
  eat them. They do not fly away with any dead PC until all 
  of the resistance is dead and then they only fly away with 
  one PC each. Roll randomly to determine which PC is 
  taken. At APL 6, each manticore will only use one volley 
  of tail spikes at the PCs. After this initial volley they will 
  engage the characters in melee. 
  Treasure: Once the creatures are defeated, allow non-
  Tusman PCs a Knowledge (local - VTF) or Bardic 
  Knowledge check [DC 15]. Tusman PCs do not have to 
  make this check as they are assumed they would know 
  this. The government offers a bounty of in gold for 
  killing these creatures, with proof of death (usually a 
  head). 
  All APLS: L: 0gp; C: 100gp; M: 0gp; 
  Development: After the flight of beasts is defeated if the 
  PCs still desire to meet the Peddler proceed to 
  Encounter 5.  
   
  Encounter Five: Secrets and 
  Lies 
   
  
  TUS5-08 Injustice for All 
   
  Page 14 
  The PCs reach the crossroads. There is no one or 
  anything of particular interest. If the PCs are here in the 
  morning, then continue. Otherwise, nothing happens 
  until morning. 
  After a few moments, tinkling and rattling echo on 
  the breeze. A small man of highly mixed origin 
  pushing a small cart moves into view over a small 
  hillock. He pushes his cart without taking notice of 
  his surroundings at all. The man appears dirty, 
  disheveled and focused on what he’s doing. 
  You may be questioning the logic of Dannae still being 
  around after purposely framing Aldan by selling him the 
  token. His superiors believe that were he to disappear it 
  might lend some credence to the idea that Aldan was set 
  up, i.e. some people might see conspiracy in this peddler’s 
  disappearance. They trust his skills should convince most 
  investigators that he did not see Aldan the morning of 
  the chief’s murder. 
  The “highly mixed origin” means that Sarif has traits 
  from many of the human races (he’s a racial mutt). 
  APL 2 (EL 3) 
  �Dannae as Sarif: Rog4; hp 18; see Appendix 1. 
  APL 4 (EL 5) 
  �Dannae as Sarif: Rog6; hp 26; see Appendix 1. 
  APL 6 (EL 7) 
  �Dannae as Sarif: Rog5/SpyMaster3; hp 42; see 
  Appendix 1. 
  APL 8 (EL 9) 
  �Dannae as Sarif: Rog5/SpyMaster5; hp 50; see 
  Appendix 1. 
  Treasure:  
  APL2: L: 19gp; C: 0 gp; M: 0 gp 
  APL4: L: 30 gp; C: 0 gp; M: +1 studded leather (97gp); 
  APL6: L: 30 gp; C: 0 gp; M: +1 studded leather (97gp); +1 
  ring of protection (167gp); amulet of health +2 
  (333gp);cloak of charisma +2 (333gp); 
  APL8: L: 30 gp; C: 0 gp; M: +1 studded leather (97gp); +1 
  ring of protection (167gp); amulet of health +2 (333gp); 
  cloak of charisma +2 (333gp); 
  If the PCs choose to question the Peddler, he can provide 
  answers to the following questions  
  Again, DO NOT PROMPT the PCs for Sense Motive 
  checks. If they distrust Dannae’s words let them ask for a 
  check. Dannae speaks with a thick and strange accent. It 
  is very foreign sounding yet impossible to pinpoint its 
  origin. 
  If the entire party wears white armbands Sarif ask them 
  why they support the rebellion. If the PCs have valid 
  reasons (DM’s choice), go to Sarif talks, below.  
  Who are you? My name is Sarif al’Hazir. (False) pleased 
  to make your acquaintance. 
  Do you know/have you met Aldan the Ketite? Can 
  you describe him? Hmmm… No, doesn’t sound like 
  anyone I’ve met, and I have knack for remembering 
  faces. (False, but the last part is true) 
  Did you sell him a trinket? Hard to since I don’t recall 
  having met him. (False) 
  Why do you travel on this road? I go between the 
  Nayya Gap and the villages pretty frequently and sell 
  various Ketite products; rugs and such. Business has been 
  slow since the invasion. Lately Ketite products have 
  gotten a lot of bad rap, all undeserved if you ask me. 
  (True) 
  Have your heard of the death of chief Remic? Yes. It’s 
  the most current piece of gossip in the hills. (True) (Add 
  if they have already mentioned Aldan’s name) 
  Wait…isn’t Aldan the name of the fellow who killed 
  him? 
  Where are you from? I was born in Blashikdur, but have 
  found the climate of the hills to be more to my liking. 
  (True) 
  Are you with the Mouqollad Consortium? Not 
  anymore. I spent some time with them but they tried to 
  take a bigger share of my earnings than they were 
  promised and so I left. They’re crooks and bandits - all of 
  them. (Not quite true, but Dannae does believe it). 
   What do you know of his death? Nothing much. I 
  heard he was killed earlier this week by a man they call 
  Aldan the Ketite. A traitor, I’ve heard. Doesn’t surprise 
  me he would do something so horrible. (False) 
  Attacking Sarif 
  Dannae as Sarif tries to convince the PCs as best he can 
  that he is telling the truth and that he has never met 
  Aldan before. If he is attacked for non-lethal damage he 
  cowers for one round (taking the total defense standard 
  action) and attempts to suggest that he doesn’t know 
  what is going on and his inaction should be evidence of 
  that.  
  He only attacks if it is obvious that the PCs have no 
  intention of hearing him out. Then again, he only uses 
  lethal damage if the PCs use that kind of force on him. 
  
  TUS5-08 Injustice for All 
   
  Page 15 
  Sarif talks 
  Sarif will talk if any of the following conditions are met: 
  • 
  He is subdued and successfully intimidated (as per 
  the Intimidate rules in the Player’s Handbook) 
  • 
  He is successfully enchanted with magic or bardic 
  abilities 
  • 
  Every member in the party wears a white armband, 
  or at least 3 of the PCs wear the white armband and 
  the others are all neutral  
  • 
  Making a Diplomacy check DC 30+APL is made. The 
  party receives a +4 circumstance bonus to their 
  check for every PC who wears a white armband 
  AND has documentation proving he belongs to the 
  rebels.  
  If any of the above conditions are met he admits to being 
  a rebel trying to further the righteous cause of those who 
  oppose the Usurper. Hidden on him beneath two or 
  three cloaks is the typical white armband of a rebel. 
  Under no situation does he admit being anyone else than 
  Sarif the merchant. 
  Tell us about Aldan: 
  • 
  He says he was ordered to deny all knowledge or 
  previous contact with Aldan.  
  • 
  Aldan was selected as a scapegoat because he’s a 
  Ketite and a known traitor to Ket.  
  • 
  He deserted the Ketite army but he also recently 
  switched religions from the True to the Exalted 
  Faith.  
  • 
  His past in Ket is also rumored to be shady. He hints 
  that Aldan may have belonged to a thieves’ guild. 
  • 
  Aldan has very few friends except Noni and only 
  recently arrived in Ishakdur  
  • 
  The people only needed someone that they believed 
  COULD commit the heinous crime. Aldan was 
  perfect because of his past. We would plant the seed 
  and let the public’s thirst for justice take over. 
  Who is the chief really? Whose side is he on? Chief 
  Remic is a high-ranking general in the rebellion and one 
  of Jadhim-Orem’s staunchest supporter 
  Are you sure that Aldan killed the Chief? Chief Remic 
  is not dead. He is currently in hiding.  
  Why? I don’t know. His plan is beyond me. 
  Where is the chief now? I don’t know. I know he isn’t at 
  his house because for his plan to work Remic said that his 
  family must believe that he is truly dead. When I met 
  with him, the only time he and I ever spoke face to face, 
  we met at a small fowling farm a mile outside of town. 
  The farm was razed by the Worldburners. Sarif can give 
  directions to this farm if the PCs so desire. They require a 
  DC 14 Knowledge (geography) check to follow since 
  there is no road, otherwise they can acquire a guide in 
  town for 2 silver pieces. 
  If the PCs want to bring Sarif back to Arjed,  Sarif refuses. 
  He suggests instead that they all go investigate the 
  fowling farm in the hopes that Remic is still using it as 
  his base so they can talk the situation out. 
  Development: If the PCs choose to bring Dannae to 
  Arjed for questioning, advance to Encounter 10. If the 
  PCs instead agree that they should see what the chief has 
  to say advance instead to Encounter Seven: Revelations. 
   
  Encounter Six: Down the 
  Rabbit Hole 
   
  This encounter occurs if the PCs find the secret passage 
  in the town archive. 
  The secret door opens to a ladder descending fifty feet 
  into the ground and into what looks to be an old escape 
  tunnel. It is very old and obviously predates the village (it 
  dates back to the original fortress upon which Ishakdur is 
  built). Allow the PCs to make Knowledge (history or 
  dungeoneering) check [DC 15] to guess that most escape 
  tunnels exit near a small tributary or stream from a 
  concealed entrance. Tunnels like this were used, and still 
  are, in fortifications to draw water during extended 
  sieges.  
  The stillness of the tunnel is broken only by the 
  occasional water-drop. After a few hundred feet there 
  is a light at the end of the tunnel. Exiting the tunnel, 
  it is easy to see why the tunnel was built here. It is 
  built into a blind corner. Making it nearly impossible 
  to see even from only ten feet away.  
  After the PCs have all gotten themselves outside ask 
  them to make a Spot check [DC 20+APL]. Noni had 
  suspected he might be followed and so he hid in the 
  hopes he could catch his pursuers off-guard – he hasn’t 
  survived so long without developing an uncanny knack 
  for getting out of tight spots.  
  
  TUS5-08 Injustice for All 
   
  Page 16 
  Noni 
  Noni is waiting here (he has a small camp a few hundred 
  feet away in another small cave. No matter when the PCs 
  arrive, Noni waits for them. He would’ve heard them 
  coming through the tunnel and hid.  
  Noni is a man who used to believe in the ideals of law and 
  justice in Tusmit. However, his idealism and spirit was 
  slowly crushed by the ever-present –and tolerated– 
  corruption. Noni believes that Busadi is honest and not 
  corrupt.  
  Fighting Noni 
  The EL has been lowered by 1 because Noni has no 
  intention of killing the PCs.  
  APL 2 (EL 4) 
  �Noni: Mnk2/Ftr3; hp 46; see Appendix 1. 
  APL 4 (EL 6)  
  �Noni: Mnk2/Ftr4/War1/ExoticWeaponMaster1; hp 
  72; see Appendix 1. 
  APL 6 (EL 8)  
  �Noni: Mnk2/Ftr6/War1/ExoticWeaponMaster1; hp 
  96; see Appendix 1. 
  APL 8 (EL 10) 
  �Noni: Mnk2/Ftr8/War1/ExoticWeaponMaster1; hp 
  110; see Appendix 1. 
  Tactics: On the surprise round Noni steps out of his 
  hiding spot and moves to the nearest enemy with a five 
  foot step and readies to attack them should he be attacked 
  by anyone. Noni uses non-lethal damage only. 
  If he subdues the entire party and someone used lethal 
  damage on him, he takes their most valuable magical 
  item and leaves the area. Noni cannot be found for the 
  duration of the adventure. Check their MIL and remove 
  their most expensive (gp value) item. 
  Noni mixes his ability with the reach weapon and 
  unarmed attack.  
  Treasure: 
   
  APL 2: L: 90 gp; C: 0 gp; M: quiver of ehlonna (150 
  gp), mithral breastplate (350gp); 
   
  APL 4: L: 207 gp; C: 0 gp; M: +1 mithral breastplate 
  (433gp), +1 cloak of resistance (83gp), quiver of ehlonna 
  (150 gp), +1 warmace (200 gp), gauntlets of ogre power 
  (333gp), ring of sustenance (208 gp), potion of lesser 
  vigor (4gp) 
              APL 6: L: 207 gp; C: 0 gp; M: +2 mithral breastplate 
  (683gp), +2 cloak of resistance (333gp), quiver of ehlonna 
  (150 gp), +1 merciful warmace (700 gp), gauntlets of ogre 
  power (333gp), ring of sustenance (208 gp), potion of 
  lesser vigor (4gp), amulet of health  +2 (333gp); 
   
  APL 8: L: 207 gp; C: 0 gp; M: +3 mithral breastplate 
  (1100gp), +3 cloak of resistance (750gp), quiver of 
  ehlonna (150 gp), +1 merciful warmace (700 gp), 
  gauntlets of ogre power (333gp), ring of sustenance (208 
  gp), potion of lesser vigor (4gp), amulet of health  +2 
  (333gp), ring of protection +1 (167gp); 
  Note that giving Noni his weapon back does not hurt the 
  PCs’ treasure. 
  Reasoning with Noni 
  There are a number of ways that PCs can diffuse the 
  attack of Noni and turn the combat into a discussion. 
  Noni drops his aggressive stance and talk to the PCs if 
  any of the following conditions are met:  
  • 
  None of the PCs wear a white armband 
  • 
  He is successfully enchanted with magic or bardic 
  abilities 
  • 
  He is subdued and successfully Intimidated (as per 
  Player’s Handbook) 
  • 
  The PCs succeed at a Diplomacy check DC 22+APL 
  is made. For each PC who wears a white armband, 
  the party receives a –4 circumstance penalty. 
  If he can be successfully: intimidated (as per the Player’s 
  Handbook rules), enchanted, or if the PCs successfully 
  cast speak with dead or if the PCs succeed at the above 
  Diplomacy check. Noni has the following information to 
  share: 
  • 
  As far as he knows Aldan is guilty. Busadi said that in 
  order to return the town to normal order they would 
  need to do everything they could to expedite the 
  trial.  
  • 
  Noni disappeared because Busadi asked him to do so. 
  He said it would make it easier on the final 
  proceedings if Noni wasn’t around.  
  • 
  Noni did in fact see Aldan the night the chief was 
  killed. He was with Aldan when he first heard the 
  scream that led him to the body. If pressed he admits 
  he believes Aldan is guilty but doesn’t know how he 
  pulled off the crime. Perhaps using a double to 
  provide him an alibi? He didn’t know Aldan was 
  capable of such deception but Busadi sounds so 
  certain of his guilt. 
  
  TUS5-08 Injustice for All 
   
  Page 17 
  • 
  Noni believes the chief may have been raised from 
  the dead and was about to go back and investigate. 
  He thinks the chief is hiding in a small fowling farm 
  that was mostly razed by the Worldburners though 
  when Noni went there he found no evidence. He 
  had planned to go there secretly again today but felt 
  that he might be followed so he laid in wait for his 
  would-be pursuers. 
  • 
  The PCs can backtrack Noni’s path with a DC 15 
  Tracking check (Survival skill + the Track feat); they 
  can just follow his directions with a DC 14 
  Knowledge (geography check). Noni is willing to 
  lead the PCs himself on one condition: that the PCs 
  return his sword to him. The rest of his equipment is 
  theirs but he would very much like to keep his 
  sword. He promises not to use it except in self-
  defense. Noni intends to keep his word. 
  • 
  If the evidence for Aldan’s innocence is presented to 
  Noni he is somewhat shocked at how compelling it 
  may in fact be. He believes in Busadi though and 
  explains that there must be another reason that 
  Aldan is guilty…one that he hasn’t made public! At 
  that point it sounds like Noni is raving – and he is. 
  He is very distraught at this point and agrees to 
  cooperate in any way with the PCs to prove Aldan’s 
  innocence. For the Judge’s reference Noni’s 
  alignment shifted (slightly) toward good at this 
  point. 
  Development: If the PCs choose to backtrack Noni’s trail 
  to the chief’s hiding place advance to Encounter Seven: 
  Revelations. 
   
  Encounter Seven: Revelations 
   
  Cresting a hill you see a group of ruined buildings. 
  The few standing ruins were destroyed by fire some 
  time in the past. One house still stands intact amidst 
  the others. 
  One structure is still largely intact near the rear of the 
  compound and four largely destroyed buildings. Refer to 
  Appendix Five for the map of the area. 
  Tracks 
  A Tracking check [DC 17+APL] is required to notice a 
  trail made by humanoids leading to one of the destroyed 
  structures (see the chief’s hideout below). 
  The Intact structure 
  If the PCs go into the largely in tact structure read aloud 
  the following: 
  The building, short of a small hole burned in the roof 
  is more or less in tact although very little remains 
  inside. The one room structure stands alone – a silent 
  testament to the enduring spirit of the Tusman 
  people. 
  If the PCs succeed on a Search check [DC 15] in this 
  house they find that there is a small amount of charring 
  in the center of the floor. A Survival check DC 15 tells 
  the PCs it was likely the site of a small cooking fire (this 
  has no link to the adventure).  
  If the PCs’ Search check succeeds at [DC 25] they also 
  find a dagger that appears to have slipped between the 
  floorboards. The dagger radiates magic and is a unique +1 
  dagger of last resort as presented in Complete Warrior. It 
  appears as Darien’s dagger on the AR. 
  Give Player Handout #3: the Vision to the first person to 
  touch the dagger. Only the first person to touch the 
  dagger receives the vision. 
  Other than the dagger, there is nothing else of interest in 
  this house. 
  The empty destroyed structures 
  Three of the burned out structures have nothing of 
  interest. These buildings were burned during 594CY, 
  shortly before they began the siege of Vilayad. The 
  Worldburners destroyed them and chased away the 
  inhabitants. 
  The chief’s hideout 
  The structure contains nothing but broken furniture. A 
  Search check [DC 20+APL] reveals a secret door in the 
  center of the floor. The secret door reveals a series of iron 
  bar forming a ladder leading down into darkness. 
  This trapdoor has an alarm spell on it. 
  �Alarm trap: CR 0; magic device; touch trigger (alarm); 
  automatic reset; spell effect alarm (audible), 3
  rd level 
  caster; Search DC 26; Disable Device 26; 
  The trap raises a loud alarm alerting the chief and his 
  men. They position themselves in defensive positions. 
  If Noni is with the PCs AND they returned his sword to 
  him he promises to guard the trapdoor from the outside 
  to ensure that nobody surprises them. It is very likely the 
  PCs refuse and argue. In case an argument begins here, 
  the chief and his men are alerted. 
  
  TUS5-08 Injustice for All 
   
  Page 18 
  The trapdoor opens into the gloom of the 
  subterranean corridor below. A ladder descends ten 
  feet into the darkness.  Once down, the corridor goes 
  forward in only one direction. There is no light here. 
  The corridor ends 50 feet further in a thick wooden door. 
  Light can be seen from under the door.  Refer to 
  Appendix Five for the map of the hideout. 
  �Wooden Door: 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 18, Open Lock DC: 25; 
  Beyond the door is a simple room with a table, three 
  small cots, a table and four chairs. The room is lit with 
  two everburning torches.  
  If the PCs did not trigger the alarm spell, two Baklunish 
  men are seated at a table arguing with each other over a 
  card game. 
  If the alarm has been raised, the table is overturned and 
  put in front of the door so as to make entering the room 
  difficult and the two guardians stand on either side of the 
  door, weapons readied. They will attempt to set up flanks 
  for each other so they can use their sneak attack to their 
  best advantage.  
  APL 2 (EL 4) 
  �The Bodyguards (2): Bbn1/Rog1/War1; hp 30 each; 
  see Appendix 1.  
  APL 4 (EL 6) 
  �The Bodyguards (2): Bbn1/Rog3/War1; hp 51; see 
  Appendix 1. 
  APL 6 (EL 8) 
  �The Bodyguards (2): Bbn1/Rog3/Ftr2/War1; hp 73 
  each; see Appendix 1. 
  APL 8 (EL 10) 
  �The Bodyguards (2): Bbn1/Rog3/Ftr4/War1; hp 104 
  each; see Appendix 1. 
  Tactics: The bodyguards fight to the best of their 
  abilities. They rage and are desperate to protect Chief 
  Remic at all costs.  
  During the fight, they remind the PCs they are attacking 
  the bodyguards of a Tusman noble and that has a serious 
  penalty. If they stop immediately, the guards promise to 
  be lenient and only keep them until after Remic’s return 
  in triumph.  
  Dannae refuses to participate in any fight. He cowers in 
  the corner, having already been thoroughly bested by the 
  PCs. 
  Note: It is important to note that at APL 8 each of the 
  bodyguards possesses a ring of counterspells. The spell 
  stored into the ring is a calm emotions spell.   
  Aftermath 
  If the PCs defeat the bodyguards they may enter the back 
  room where the chief is currently hiding. Move to the 
  “dealing with the chief” section, below. 
  If the PCs are being beaten badly and take up the guards’ 
  offer of mercy they are kept until the day after Aldan’s 
  execution when Remic’s plan is revealed to the people of 
  Ishakdur. In this case Aldan dies and the PCs are 
  powerless to stop it. Proceed to the Conclusion. 
   
  APL 2: L: 126 gp; C: 0 gp; M: mithril shirt (x2) (182 
  gp) 
   
  APL 4: L: 56 gp; C: 0 gp; M: +1 mithril shirt  (x2)  (350 
  gp), +1 great axe (x2)  (386 gp), +1 cloak of resistance (x2)  
  (166 gp), eyes of the eagle (x2) (416 gp), +2 amulet of 
  health (x2) (665 gp) 
   
  APL 6: L: 56 gp; C: 0 gp; M: +1 glamered mithril shirt 
   (x2) (800 gp), +1 great axe (x2)  (386 gp), +1 cloak of 
  resistance (x2) (166 gp), eyes of the eagle (x2) (416 gp), +2 
  amulet of health (x2) (665 gp), gauntlets of ogre power 
  (x2) (665 gp), +2 gloves of dexterity (x2) (665 gp) 
   
  APL 8: L: 56 gp; C: 0 gp; M: +1 glamered mithril shirt 
   x2 (800 gp), +1 great axe (x2) (386 gp), +2 cloak of 
  resistance (x2) (665 gp), eyes of the eagle (x2) (416 gp) , +2 
  amulet of health (x2) (665 gp), gauntlets of ogre power 
  (x2) (665 gp), +2 gloves of dexterity (x2) (665 gp), ring of 
  counterspells (x2) (665 gp) 
  Dealing with the chief 
  Read the following if the PCs open the door at the back 
  of the bodyguards’ chamber after defeating them. 
  The door opens soundlessly into a dimly lit room. A 
  man of obvious nomadic descent stands in the center 
  of the room. He is dressed in typical nomad garb. An 
  ornate falchion is slung over his shoulders. On his 
  neck hangs the symbol of the Cup and Talisman.  
  “I take it you are here to reveal my presence to my 
  people?” He asks quite directly. “You have defeated 
  what remains of my guards and…” he pauses looking 
  at each of you in turn, “I cannot fight you. And so,” he 
  draws his falchion and rests flat across his palms, “I 
  offer my surrender with two conditions. First that 
  you allow me to keep my honor and not take my 
  sword from me. And second that you hear me out.” 
  The chief waits for your response. 
  
  TUS5-08 Injustice for All 
   
  Page 19 
  Remic is obviously a very proud man He speaks plainly to 
  the PCs, whether loyalists or rebels. He can answer most 
  questions about the conspiracy in the Adventure 
  Background, but volunteers little that would make him 
  look bad.  
  He was and still is quite willing to let Aldan die to rally 
  the nomad tribes to the rebel cause. Remic is not a cruel 
  man but understands that sacrifices must be made for the 
  good of all Tusmit.  
  The chief wants to find out what the PCs want to do with 
  him. The PCs have to make a choice about what to do 
  with him. The entire party should make this choice. It is 
  very likely that some PCs may disagree with the decision 
  so allow them some time to discuss it. Don’t rush the 
  decision.  
  The PCs can make a deal with the chief or drag him 
  forcibly back to town to which he protests, but not 
  mount a fight. 
  • 
  The chief refuses to confess publicly for what he did. 
  However, he stands ready to be questioned by Arjed 
  al-qadi in private under a zone of truth. This private 
  meeting is more than enough evidence to convict 
  Remic who is ready to stand trial with honor as a 
  proud servant of Jadhim-Orem. 
  • 
  The chief has no problem to having the PCs proving 
  that Aldan is innocent so long as it doesn’t hurt his 
  plans to bring Busadi down and to bring the tribes to 
  the White banner. 
  • 
  The chief asks the PCs to keep secret the fact that he 
  is alive, at least until he returns to town. 
  • 
  The chief CAN be persuaded to reveal himself on 
  the day of the execution instead of the day after 
  during his honor ceremony. (After all, everyone is 
  going to be present). 
  • 
  If the PCs attacked him, he points out that they have 
  committed an act that is punishable by a hefty fine 
  until Tusman law (assaulting a noble). Only noble 
  PCs can have their sentence reduced. (Yes he is 
  blackmailing the PCs, if pointed out he says he is 
  more than willing to pay the 50gp fine). 
  If the overall plan has a net (planned) result of having 
  Busadi ousted in disgrace and the chief back in power, 
  then he agrees. 
  If the PCs hatch a particularly good plan and it involves 
  Remic coming out of hiding to accuse Busadi of 
  wrongdoing in Aldan’s case he is willing to do it. He 
  knows that his presence coupled with the evidence the 
  PCs by now have collected against Aldan is more than 
  enough to bring Busadi down. 
  If the PCs are dead set on turning Remic in to Arjed he 
  accepts their decision but tries to impress upon them that 
  his trial would rouse the tribes against the Usurper and 
  his forces (while that is not the case, the Chief firmly 
  believes it). 
  Fighting the Chief 
  Some people just want blood. There is no experience to 
  be gained from this encounter, and should the PCs take 
  any of the chief’s belonging, they are arrested for theft. 
  All APLs (EL 11) 
  �Chief 
  Remic: 
  Male 
  Baklunish 
  Bbn3/Ftr4/Ari2/HorizonWalker3; hp 45 (wounded); see 
  Appendix 1. 
  Tactics: At APL 2 and 4 the chief would be more than a 
  match for those parties.  He has been wounded to make 
  his death seem more realistic and has not had time to 
  heal properly.  The chief attempts to defend himself at all 
  costs. He knows he is in a fragile state and worries more 
  about defending against attacks than making them. 
  Finished with the Chief 
  There are two parts to the last bit of this encounter. If the 
  PCs were accompanied by Noni and he was left to defend 
  the entrance he when they emerge from the trapdoor, he 
  is still there. 
  If the PCs did not encounter Noni in Encounter Six 
  then something slightly different happens. Remic 
  emerges from the trapdoor with the PCs and looks at the 
  ground. The chief reports something strange. He points 
  out to some tracks. Following the trail requires a 
  Tracking check (Survival check with the Track feat) DC 
  15. This trail will lead right to Noni’s hiding spot. 
  Proceed to Encounter Six under Noni.   
  If the PCs possess no one that can track, Chief Remic 
  tells them that the tracks likely come out near the river 
  and they that should travel in that direction to see if they 
  can find anything of interest. The PCs have a fifty-
  percent chance to find Noni by following Remic’s 
  directions. Secretly, roll a percentile die to see if they 
  successfully find him. 
  To aid them, a PC may make a Knowledge (geography) 
  check. Their result (after die roll and modifiers) is added 
  to the percentage chance they come upon Noni’s hiding 
  place. For instance if a PC rolls a 12 on their Knowledge 
  (geography) check they must roll 62 or less on their 
  percentile chance. PCs may make this special Knowledge 
  
  TUS5-08 Injustice for All 
   
  Page 20 
  (geography) check untrained but the maximum they can 
  add to their percentile chance is 10.  
  If the PCs do not successfully make the percentile roll 
  they are unable to track down Noni. After an hour (game 
  time, not real time) or so of looking around tell the PCs 
  they have can’t really find anything and have them head 
  back to town in order to enact whatever plan they’ve 
  decided. Noni decides to ambush them. Refer to 
  Encounter Six under Noni except Noni surprises the 
  PCs and ambushes them from a Rocky formation.  
  Development: If the PCs wish to go and confront 
  Busadi, advance to Encounter Eight: Last Call. 
  If the PCs instead wish to bring forward what they 
  learned with Arjed advance to Encounter Nine: The 
  Right Thing to Do. 
   
  Encounter Eight: Last Call 
   
  This encounter has the PCs confronting Busadi. There 
  are many ways this encounter can go, depending on 
  when they confront him, what they know and what they 
  do.  
  Remember that Busadi wants to keep the power he has 
  gathered and does everything in his power to keep it.  
  Make sure you are familiar with the law, for Busadi is.  
  WARNING: If the PCs confront Busadi with only 
  supposition and no one to back their story (Sarif, Noni or 
  chief Remic) it could be very hazardous for their health. 
  Busadi has all the legal power in town. While few support 
  his position, legal power should not be underestimated.  
  PCs are on Busadi’s Side 
  If the PCs tell Busadi everything they know about the 
  case, they have proof of Remic’s involvement and Remic’s 
  dedication to the rebel cause, Busadi is ecstatic! This is 
  exactly what he needed to assure his power.  
  Busadi quickly signs a death warrant for chief Remic on 
  charges of treason, blackmail of government official, 
  inciting a riot and spying. All of these charges amount to 
  a death penalty and Busadi getting 50% of the chief’s 
  possessions (a sizeable amount). Busadi sends three riders 
  with the warrant to report to Daouda. 
  Busadi thanks the PCs for their loyalty to the real Pasha, 
  Muammar Quaran. 
  PCs are on Remic’s Side 
  When the PCs accuse Busadi of wrongdoing he is at first 
  defiant. He claims that he was well within the law to 
  assign the verdict of guilty to Aldan. He admits it may 
  not have been within the realm of goodness…but the law 
  isn’t good. It is order. It is neither good nor evil.  
  If the PCs relent and agree with him, Busadi is smug and 
  asks them to leave his village and never return.  
  If, the PCs press onward with all the evidence they have 
  gathered and ESPECIALLY if they have brought Noni 
  along Busadi becomes nervous and agitated. He starts 
  stuttering as he sees that his career is slowly melting 
  away. He offers to bribe the PCs in exchange for not 
  telling Arjed about his mishandling of Aldan’s case. If the 
  PCs choose to support Busadi’s bid to power, Busadi gives 
  them his favor and allows them access to some of his 
  most prized possessions. He is genuinely afraid of being 
  ousted from power. This should come across in his 
  manner and voice. He says that if he were to be expelled 
  from Ishakdur that the rebellion would flourish in the 
  hills and that might give it the strength it needs to 
  penetrate all the way into the heart of Tusmit. This is 
  quite true, though he has no way of knowing it. 
  He claims that Tusmit will fall into a never-ending civil 
  war. This will then give rise to anarchy and eventually 
  war throughout the West (Busadi is spreading it on a bit 
  thick). He genuinely believes this though whether it is 
  true or not remains to be seen. 
  Busadi is no longer articulate at this point. He sees the 
  writing on the wall and is slightly frantic at the 
  possibility of returning to Sefmur in disgrace, displaced 
  by the rabble of this new rebellion. 
  If the PCs cut a deal with Busadi that allows him to stay 
  in power, he agrees to almost everything, as long as they 
  leave Ishakdur.  
  Development: The PCs have only left to inform Arjed of 
  their findings. Advance to Encounter Ten: Veils. 
   
  Encounter Nine: Veils 
   
  Like the previous encounter, the way this encounter runs 
  depends heavily on the PCs and their point of view. 
  Note that unlike Busadi, Arjed al-Qadi is willing to 
  receive the PCs as often as they want, but he stresses that 
  no proof of guilt can be found in his church. 
  
  TUS5-08 Injustice for All 
   
  Page 21 
  If the PCs bring Remic to Arjed’s chapel Remic makes a 
  last ditch effort to sway their opinion and let him go. 
  Proving Aldan’s innocence 
  To prove Aldan’s innocence, the PCs need one of the 
  following: 
  • 
  Sarif’s testimony 
  • 
  The Chief’s testimony or his confession to Arjed al-
  qadi. 
  • 
  Noni testifies that he was with Aldan when the 
  chief’s death scream was heard. 
  Bringing chief Remic 
  Arjed al-Qadi listens to the chief’s story under a zone of 
  truth spell. By the end of it he is completely red with 
  rage.  
  Hearing the tale of the chief, the Qadi turns red with 
  anger. A second later, the nomad priest leaps on the 
  chief, his hands wrapped around the chief’s neck. 
  “How dare you sacrifice even a single life! For some 
  stupid ideal! You selfish cur! The High Cleric will 
  punish you for this!” 
  Allow the PCs to separate the two men. If they don’t 
  Arjed al-Qadi stops a few seconds later. 
  “Take this criminal away. Busadi will enjoy reading 
  his sentence. And I shall be there watching.” 
  As Remic turned away, Arjed al-Qadi spits at the 
  chief’s feet. A sign of disrespect for a man Arjed al-
  Qadi once greatly respected. 
  PCs do not bring Remic  
  Arjed al-Qadi does not put a zone of truth on the PCs 
  unless their behavior leads him to believe something is 
  wrong.  
  Arjed al-Qadi hears the PCs out and is particularly 
  appalled if:  
  • 
  They spoke to the peddler and he admitted that he 
  sold Aldan the brooch and was instructed by Chief 
  Remic to do so  
  • 
  They found Noni and he tells Arjed everything he 
  knows about the expedited verdict, his being sent 
  away by Busadi to get rid of Aldan’s alibi, etc 
  • 
  Coupled with what Arjed had already seen of 
  Busadi’s conduct of late Arjed knows that Aldan’s 
  guilt was obfuscated by Busadi’s desire for a quick 
  trial.  
  Arjed concludes that Busadi has done something wrong. 
  While he has no proof of what Busadi has done, it is 
  sufficient to get him to re-try Aldan and find him 
  innocent. 
  PCs support Remic and let Aldan die 
  The PCs return and tell Arjed al-Qadi that they have 
  found no evidence to support Aldan’s innocence and so 
  they feel his execution should stand. Arjed al-Qadi is 
  slightly surprised but supposes that such a result was 
  possible though unlikely. 
  Unless the PCs are VERY unsure of themselves while 
  talking to Arjed al-Qadi in this encounter he has no 
  reason to think that they aren’t telling him the complete 
  truth. If he suspects something, he does not hesitate to 
  cast a zone of truth on them. 
  Note: Allowing Aldan to die may at first seem like an 
  unlawful or an evil act. It is not and should never be 
  construed as such or held against the PCs. If the PCs have 
  chosen this option it is because they feel that Aldan’s 
  death is for the greater good of Tusmit and that the 
  current Pasha himself was installed unlawfully. So from 
  the perspective of the PCs this act is neither unlawful nor 
  evil. Let the PCs decide the morality of this action. If you 
  believe that good PCs take this decision in a way that 
  would be seen as non-good, don’t be afraid to put down 
  they have done an evil action. Letting Aldan become a 
  martyr is not an evil act, letting him die because he’s a 
  Ketite is. 
  Proving Aldan’s innocence 
  If the PCs prove Aldan’s innocence, the Ketite is released 
  upon Arjed’s re-trying him fairly. He thanks the PCs 
  profusely saying he will never forget what they have 
  done for him. If told how the chief used him he is very 
  angry and rightly so. 
  Treasure: 
  APL2: L: 0gp; C: 100gp; M: 0gp  
  APL4: L: 0gp; C: 150gp; M: 0gp 
  APL6: L: 0gp; C: 200gp; M: 0gp 
  APL8: L: 0gp; C: 250gp; M: 0gp 
  Development: If the PCs chose to bring Remic in to face 
  his crimes advance to Conclusion Fading hope 
  If the PCs chose to bring Busadi’s crimes to Arjed al-
  Qadi’s knowledge advance to Conclusion Rebel 
  Nomands 
  If the PCs chose to allow Aldan to die for the greater 
  good of Tusmit advance to Conclusion Birth of a Martyr. 
  
  TUS5-08 Injustice for All 
   
  Page 22 
   
  Conclusion 
   
  If the PCs get Remic arrested, read Fading Hope. If the 
  PCs get Busadi arrested, read Rebel Nomads. If the PCs 
  allow Aldan to die, read them through Birth of a Martyr. 
  Fading Hope 
  Read this conclusion if the PCs get Remic arrested. 
  Like Aldan’s trial, Remic ibn Fahad bin Ishakdur’s 
  trial was similarly quick. Busadi had the courtroom 
  filled with soldiers, most of them from Daouda.  
  “On the charge of treason against the lawful nation of 
  Tusmit, you are found guilty. The sentence is death!” 
  “On the charge of blackmail against the lawful 
  representative of the nation of Tusmit, you are found 
  guilty. The sentence is a fine equaling half of your 
  possessions!” 
  “On the charge of spying for a wanted traitor and 
  criminal in the lawful nation of Tusmit, you are found 
  guilty. The sentence is death!” 
  “From this day forth you are stripped of all hereditary 
  claims to rulership in this land and your family loses 
  the rights and privileges granted to them by the Pasha 
  as befitted their station. Your name shall never again 
  be spoken with reverence. I doom you to become a 
  footnote in the history of a great nation as befits your 
  heinous crimes,”  
  “The sentence is to be carried out in the shadow of 
  Standing Warrior Rock at high sun tomorrow. In 
  addition, due to the appalling nature of your crimes, I 
  mandate that your ashes be scattered both over the 
  Tuflik river and in the most remote hills so that you 
  can never be raised. May the High Cleric have pity on 
  you…for the loyal children of Ishakdur will not.” 
  The sentence is greeted with tears and whispers from 
  the assembly of nomads. Busadi exits the barracks 
  with a group of soldiers in tow.  
  Standing on a podium, Busadi addresses the crowd. “A 
  good friend has betrayed us all. I too weep for the 
  sentence I had to pass. May the High Cleric bless our 
  nation, may the High Cleric bless our tribes!” The 
  locals rally to Busadi but the nomads simply leave. 
  A condemned man was spared; his life traded for the 
  life of another. Small victories were won for 
  some…but at what cost?  
  Rebel Nomads 
  Read this conclusion if the PCs supported Remic in his 
  bid to reclaim power. 
  The crowd assembled, awaiting the execution of the 
  Ketite. A reverent silence descends on the crowd as 
  Chief Remic, riding a superb black horse appears at 
  the edge of the crowd. Raising his hand to command 
  attention, he speaks. 
  “Friends,” he calls out to the crowd, “my brave and 
  noble friends,” his body, his voice, his eyes were all 
  highly impassioned and his words burn with fire.  
  “The High Cleric has seen a grave injustice be done in 
  our small town and he has brought me back to life in 
  order to right it.” 
  “It is the injustice committed against the tribes by 
  Busadi el’taziq al-Raqeeb that I have come to rectify,” 
  the crowd, already hostile toward Ishakdur’s military 
  official and the Pasha’s handpicked emissary to the 
  Tusman Hills now boo louder and grow more agitated 
  in the wake of Remic’s words.  
  “Busadi knowingly sentenced this man to die so that 
  you would support his bid to power in Ishakdur.” he 
  says as he jabbed his finger decisively toward Aldan, 
  “Only the High Cleric knows what else he might have 
  done.” 
  The crowd grows loud and rowdy again and once 
  more with a casual raise of his hand they are reduced 
  to silence. “By the laws of this land he has committed 
  no crime, therefore he will live, but forever will he be 
  an outcast in our beloved hills.” 
  “The High Cleric told me in a dream that we would 
  serve his will under a white blanket. Now I know 
  what this means.” The Chief points to the barracks 
  where the red banner is slowly lowered and replaced 
  by a white flag with 3 stars. 
  “JADHIM! JADHIM! JADHIM!” the crowd begins to 
  chant. 
  Arjed al-Qadi comes up to you and spits on the 
  ground. “Busadi has already fled, obviously unwilling 
  to fight the tide of furor that rages against him. He is 
  a coward and will forever be,” Arjed’s eyes drift 
  toward the noble sight of Remic atop a magnificent 
  black steed, his fist raised upward in triumph. 
  A condemned man was spared; his life traded for the 
  career of another. Small victories were won for 
  some…but at what cost?  
  
  TUS5-08 Injustice for All 
   
  Page 23 
  Birth of a Martyr 
  Use this conclusion if the PCs allow Aldan to die 
  (through action or inaction). 
  The crowd assembled to honor the dead chief. A 
  reverent silence descends on the crowd as Chief 
  Remic, riding a superb black horse rides into the 
  crowd. Raising his hand to command attention, he 
  speaks. 
  “Friends,” he called out to the crowd, “my brave and 
  noble friends,” his body, his voice, his eyes were all 
  are highly impassioned and his words burn with fire.  
  “The High Cleric has seen a grave injustice be done in 
  our small town and he has brought me back to life in 
  order to right it. Aldan the Ketite was NOT my 
  assassin.” 
  “It is the injustice committed against the tribes by 
  Busadi el’taziq al-Raqeeb that I have returned to 
  rectify,” the crowd, already hostile toward Ishakdur’s 
  military official and the Pasha’s handpicked emissary 
  to the Tusman Hills now boo louder and grow more 
  agitated in the wake of Remic’s words.  
  “Busadi knowingly sentenced this man to die so that 
  you would support his bid to power in Ishakdur.” he 
  says as he jabbed his finger decisively in the air, “Only 
  the High Cleric only knows what else he might have 
  done.” 
  The crowd grows loud and rowdy again and once 
  more with a casual raise of his hand they are reduced 
  to silence. “By the laws of this land he has committed 
  no crime, therefore he will live, but forever will he be 
  an outcast in our beloved hills.” 
  “My brother Aldan,” he spoke to the heavens, “we 
  shall never forget your name OR your deeds…and we 
  shall never, ever forget your death,” he was driving 
  hard to the climax his voice getting louder and more 
  powerful, “And we shall fight unto our last breath to 
  avenge it! Al’Akbar has welcomed you into his 
  celestial garden. Hail Aldan, martyr of Ishakdur!” The 
  crowd roars in agreement clearly appreciative of 
  Remic’s skillful oration.  
  “The High Cleric told me in a dream that we would 
  serve his will under a white blanket. Now I know 
  what this means.” The Chief points to the barracks 
  where the red banner is slowly replaced by a white 
  flag with 3 stars. 
  “JADHIM! JADHIM! JADHIM!” the crowd begin to 
  chant. 
  Arjed al-Qadi comes up to you and spits on the 
  ground. “Busadi has already fled, obviously unwilling 
  to fight the tide of furor that rages against him. He is 
  a coward and will forever be,” Arjed’s eyes drift 
  toward the noble sight of Remic atop a magnificent 
  black steed, his fist raised upward in triumph. 
  An innocent man slain; and the power of another 
  bolstered. Small victories were won for some…but at 
  what cost?  
  Rewards 
  If the PCs found Darien’s dagger in the mostly intact 
  building, then only one at the table gets the chance to 
  purchase the dagger. Cross it off all other PCs’ AR. 
  If the PCs had friendly relations with Dannae (Sarif) and 
  chief Remic returns in triumph, they are offered “From 
  Tusmit with love” AR reward. 
  If the PCs supported Busadi, he offers to sell a few items 
  he claimed from the chief. They receive the “Order 
  restored” AR reward. To rebel PCs, he gives NOTHING.  
  If the PCs defeat Noni but return his sword to him 
  during the adventure, he is very thankful. They receive 
  “Favor of Noni” AR reward. 
  If the PCs proved Aldan was innocent, they earn the 
  Favor of “Arjed al-Qadi” AR reward. 
  If Busadi was forced to leave town in disgrace, the PCs 
  earn “Ire of Busadi” AR reward. 
  If Aldan’s life was saved, the PCs receive “Aldans’ thanks” 
  AR reward. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each PC. 
  Encounter Four: On the Road Again 
  Experience objective: Defeat the Flight of Beasts 
   
  APL 2  
   
   
   
  90xp 
  APL 4  
   
   
   
  150 xp 
  APL 6  
   
   
   
  180 xp  
  APL 8  
   
   
   
  240 xp 
  
  TUS5-08 Injustice for All 
   
  Page 24 
  Encounter Five: Secrets and Lies 
  Experience objective: Defeat Sarif in combat or succeed 
  through Diplomacy 
  APL 2  
   
   
   
  90xp 
  APL 4  
   
   
   
  150 xp 
  APL 6  
   
   
   
  210 xp 
  APL 8  
   
   
   
  270 xp 
  Encounter Six: Down the Rabbit Hole 
  Experience objective: Defeat Noni in combat or succeed 
  through Diplomacy  
  APL 2  
   
   
   
  120xp 
  APL 4  
   
   
   
  180 xp 
  APL 6  
   
   
   
  240 xp 
  APL 8  
   
   
   
  300 xp 
  Encounter Seven: Revelations 
  Defeat the chief’s bodyguard 
  APL 2  
   
   
   
  120xp 
  APL 4  
   
   
   
  180 xp 
  APL 6  
   
   
   
  240 xp 
  APL 8  
   
   
   
  300 xp 
  Story Award 
  Bring Arjed al-Qadi proof of Aldan’s innocence 
  APL 2  
   
   
   
  60 xp 
  APL 4  
   
   
   
  90 xp 
  APL 6  
   
   
   
  120 xp 
  APL 8  
   
   
   
  150 xp 
  Total possible experience:  
   
  APL 2 
   
   
   
  450 xp 
  APL 4   
   
   
  675 xp 
  APL 6   
   
   
  900 xp 
  APL 8   
   
   
  1,125 xp 
  Treasure Summary 
  During an adventure, PCs 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 PC 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 PCs cannot take the time to loot the 
  bodies, they do not gain this gold. If you feel it is 
  reasonable that PCs 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), PCs may return to retrieve loot. If the PCs 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 PC 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 
  PCs may want to use them during the adventure. Many 
  times PCs 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 PCs total and coin value increase at the end of 
  the adventure. Write the total in the GP Gained field of the 
  adventure certificate. Because this is a Regional scenario, 
  PCs may spend additional Time Units to practice 
  professions or create items immediately after the adventure 
  so this total may be modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:Looted gear from enemy 
  C:Coin, Gems, Jewelry, and other valuables 
  M:Magic Items (sell value)  
  Encounter Five 
   
  APL 2: L: 19gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 30 gp; C: 0 gp; M: +1 studded leather 
  (97gp); 
   
  APL 6: L: 30 gp; C: 0 gp; M: +1 studded leather 
  (97gp); +1 ring of protection (167gp); amulet of health +2 
  (333gp);cloak of charisma +2 (333gp); 
  
  TUS5-08 Injustice for All 
   
  Page 25 
   
  APL 8: L: 30 gp; C: 0 gp; M: +1 studded leather 
  (97gp); +1 ring of protection (167gp); amulet of health +2 
  (333gp); cloak of charisma +2 (333gp); 
  Encounter Six 
   
  APL 2: L: 90 gp; C: 0 gp; M: quiver of Ehlonna (150 
  gp), mithral breastplate (350gp); 
   
  APL 4: L: 207 gp; C: 0 gp; M: +1 mithral breastplate 
  (433gp), +1 cloak of resistance (83gp), quiver of ehlonna 
  (150 gp), +1 warmace (200 gp), gauntlets of ogre power 
  (333gp), ring of sustenance (208 gp), potion of lesser 
  vigor (4gp) 
              APL 6: L: 207 gp; C: 0 gp; M: +2 mithral breastplate 
  (683gp), +2 cloak of resistance (333gp), quiver of ehlonna 
  (150 gp), +1 merciful warmace (700 gp), gauntlets of ogre 
  power (333gp), ring of sustenance (208 gp), potion of 
  lesser vigor (4gp), amulet of health  +2 (333gp); 
   
  APL 8: L: 207 gp; C: 0 gp; M: +3 mithral breastplate 
  (1100gp), +3 cloak of resistance (750gp), quiver of 
  ehlonna (150 gp), +1 merciful warmace (700 gp), 
  gauntlets of ogre power (333gp), ring of sustenance (208 
  gp), potion of lesser vigor (4gp), amulet of health  +2 
  (333gp), ring of protection +1 (167gp); 
  Encounter Nine 
   
  APL2: L: 0gp; C: 100gp; M: 0gp  
   
  APL4: L: 0gp; C: 150gp; M: 0gp 
   
  APL6: L: 0gp; C: 200gp; M: 0gp 
   
  APL8: L: 0gp; C: 250gp; M: 0gp 
  Total Possible Treasure 
  APL 2  
   
   
  450 gp 
  APL 4  
   
   
  675 gp 
  APL 6  
   
   
  900 gp 
  APL 8  
   
   
  1,300 gp 
  
  TUS5-08 Injustice for All 
   
  Page 26 
  Appendix One: NPCs and Creatures 
  ALL APLS
  Encounter 2 
  Aldan; Male Human Commoner1/Warrior2; CR 2; HD 
  1d4+2d8+0; hp 17; Init +1; Spd 30 ft.; AC 11 touch 11, 
  flat-footed 10; Base Atk +1; Grp +1; AL N; SV Fort +5, 
  Ref +1, Will +2; Str 11, Dex 12, Con 12, Int 14, Wis 15, 
  Cha 8. 
   
  Skills and Feats: Handle Animal +5, Profession 
  (Soldier) +7, Ride +6, Spot +5, Swim +5; Endurance, 
  Great Fortitude 
  Encounter 3 
  Busadi al-Raqeeb: Male Baklunish Ftr4/Rog3; CR 7; 
  HD 3d6+4d10+14; hp 59; Init +1; Spd 20 ft; AC 20, 
  touch 11, flat-footed 19; Base Atk +6; Grp +8; Atk +10 
  melee (1d6+5, +1 scimitar) or +8 melee (1d4+2, dagger) 
  or +7 ranged (1d8, composite longbow); Full Atk 
  +10/+5 melee (1d6+5, +1 scimitar) or +8/+3 melee 
  (1d4+2, dagger) or +7/+2 ranged (1d8, composite 
  longbow); SQ Sneak Attack (+2d6); SQ Evasion, 
  Trapfinding, Trap Sense +1; AL N; SV Fort +7, Ref +5, 
  Will +4; Str 14, Dex 12, Con 14, Int 11, Wis 14, Cha 12; 
   
  Skills and Feats: Bluff +7, Diplomacy +11, 
  Intimidate +11, Jump -3, Listen +8, Perform (Oratory) 
  +7, Profession (Military) +8, Ride +6, Search +6, Sense 
  Motive +8, Spot +8. Mounted Combat, Ride-By Attack, 
  Power Attack, Cleave, Weapon Focus (Scimitar), 
  Weapon 
  Specialization 
  (Scimitar), 
  Improved 
  Toughness* 
   
  Possessions: breastplate +1, scimitar +1, dagger, 
  composite longbow, many arrows 
  * see Appendix 2: New Rules Items 
  Encounter 7 
  Chief 
  Remic: 
  Male 
  Baklunish 
  Bbn3/Ftr4/Ari2/HorizonWalker3; 
  CR 
  11; 
  HD 
  5d8+4d10+3d12+24; hp 45 (wounded); Init +7; Spd 40 
  ft; AC 11, touch 11, flat-footed 10; Base Atk +11; Grp 
  +14; Atk +16 melee (2d4+5+1d6 non-lethal, +1 merciful 
  falchion/18-20) or +14 melee (1d4+4, Dagger); Full Atk 
  +16/+11/+6 melee (2d4+5+1d6 non-lethal, +1 merciful 
  falchion/18-20) or +14/+9/+4 melee (1d4+4, Dagger); 
  SA Rage (1/day (used)); SQ Fast Movement, Trapsense 
  +1, Uncanny Dodge; AL N; SV Fort +14, Ref +6, Will 
  +8; Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 12; 
   
  Skills and Feats: Diplomacy +13, Handle Animal 
  +9, Intimidate +9, Jump +11, Knowledge (geography) 
  +8, Listen +9, Perform (Oratory) +10, Ride +15, Sense 
  Motive +5, Spot +4, Survival +11. Diehard, Endurance, 
  Improved Initiative, Leadership, Mounted Combat, 
  Negotiator, Power Attack, Ride-By Attack, Weapon 
  Focus (Falchion) 
   
  Possessions: +1 merciful falchion, circlet of 
  persuasion, 2 daggers, holy symbol of Al’Akbar, pearl of 
  power (1
  st), pearl of power, 2nd 
   
  Terrain Mastery: You have selected the below 
  terrain masteries: 
  • 
  Desert: You are immune to fatigue, and anything 
  that would cause you to become exhausted makes 
  you fatigued instead. You gain a +1 insight bonus 
  on attack and damage rolls against desert 
  creatures. 
  • 
  Hills: You gain a +4 competence bonus on Listen 
  checks. You gain a +1 insight bonus on attack and 
  damage rolls against hills creatures. 
  • 
  Plains: You gain a +4 competence bonus on Spot 
  checks. You gain a +1 insight bonus on attack and 
  damage rolls against plains creatures. 
   
   
  
  TUS5-08 Injustice for All 
   
  Page 27 
  APL 2 
  Encounter 5 
  Dannae; Male Baklunish Rog4; CR 4; HD 4d6; hp 18; 
  Init +3; Spd 30 ft.; AC 16 (touch 13, flat-footed 13); Base 
  Atk +3; Grp +4; Attack melee +4 (1d6+1, rapier); SA 
  Sneak attack +2d6; SQ Trapfinding, evasion, trap 
  sense+1, uncanny dodge; AL CN; SV Fort +1, Ref +7, 
  Will +1; Str 12, Dex 16, Con 10, Int 10, Wis 10, Cha 16.  
         Skills and Feats: Bluff +15, Diplomacy +10, Disguise 
  +15, Escape Artist +9, Forgery +7, Gather Information 
  +10, Intimidate +5, Sense Motive +7, Sleight of Hand 
  +9 Persuasive, Skill Focus (bluff), Skill Focus (disguise) 
         Possessions: Masterwork studded leather armor, 
  rapier, masterwork disguise kit, white armband 
         Physical Description: This small human fellow 
  appears to be 5’4 inches tall and weigh about 120 
  pounds. He is wrapped tightly in various robes and 
  garments that completely overlap with one another 
  making the man’s outfit a strange assortment from 
  faraway lands each with its own different style. 
  Encounter 6 
  Noni; Male Human (Half-Flan, Half-Baklunish); 
  Mnk2/Ftr3; 
  CR 
  5; 
  Medium 
  Humanoid; 
  HD 
  2d8+3d10+15; hp 46; Init +6; Spd 30 ft.; AC 17 (touch 
  12, flat-footed 15) [+2 Dex, +5 mithril breast plate]; Base 
  Atk +3; Grp +5; Atk/Full Atk +7 melee (1d12+4, 
  masterwork 
  warmace) 
  or 
  +7 
  ranged 
  (1d8+2, 
  masterwork composite longbow); Full Atk +7 melee 
  (1d12+3, masterwork warmace) or +7 ranged (1d8+2, 
  masterwork composite longbow); SA: Flurry of blows; 
  SQ evasion; AL CN; SV Fort +9, Ref +6, Will +5; Str 15, 
  Dex 14, Con 16, Int 10, Wis 12, Cha 10.  
         Skills and Feats: Craft (weaponsmithing) +3, Listen 
  +9, Ride +3, Sense Motive +5, Tumble +10; Combat 
  Reflexes, Exotic Weapon Proficiency (Warmace), 
  Improved Grapple, Improved Initiative, Improved 
  Toughness, Improved Unarmed Strike, Power Attack, 
  Weapon Focus (Warmace) 
         Possessions: Mithril breast plate, quiver of ehlonna, 
  masterwork warmace, masterwork cold iron warmace, 
  masterwork composite longbow (+2 strength), 60 
  arrows 
  Encounter 7 
  Bodyguard 
  (2); 
  Male 
  Human 
  (Baklunish); 
  Bbn1/Rog1/War1; CR 2; Medium Humanoid; HD 
  1d6+1d12+1d8+12; hp 30; Init +1; Spd 40 ft.; AC 15 
  (touch 11, flat-footed 14) [+1 dexterity, +4 mithril chain 
  shirt]; Base Atk +2; Grp +5; Attack +7 melee (1d12+4, 
  masterwork greataxe); Full Atk +7 melee (1d12+4, 
  masterwork greataxe); SA Rage 1/day; SQ Fast 
  movement 10 ft’ (Ex), sneak attack 1d6 (Ex), 
  Trapfinding (Ex); AL N; SV Fort +7, Ref +3, Will +1; Str 
  16, Dex 12, Con 16, Int 8, Wis 12, Cha 8.  
         Skills and Feats Balance +5, Disable Device +3, 
  Listen +7, Search +3, Sense Motive +5, Spot +5, Tumble 
  +9; Improved Toughness, Skill Focus (Tumble), 
  Weapon Focus: Greataxe 
   
  While Raging: AC 13; hp 36; Fort, +9, Will +3; 
  Attack +9 melee (1d12+7, masterwork greataxe); Full 
  Atk +9 melee (1d12+7, masterwork greataxe); 
       Possessions: Mithril shirt, masterwork great axe, 
  masterwork cold iron great axe,  
  
  TUS5-08 Injustice for All 
   
  Page 28 
  APL 4 
  Encounter 5 
  Dannae: Male Baklunish Rog5/Spymaster1; CR 6; HD 
  6d6; hp 26; Init +3; Spd 30 ft.; AC 17 (touch 13, flat-
  footed 14); Base Atk +3; Grp +4; Atk +5 melee (1d6+1, 
  masterwork rapier); SA Sneak attack +2d6; SQ 
  Trapfinding, evasion, trap sense+1, uncanny dodge, 
  cover identity the peddler, undetectable alignment; AL 
  CN; SV Fort +1, Ref +9, Will +1; Str 12, Dex 16, Con 10, 
  Int 10, Wis 10, Cha 16.  
         Skills and Feats: Bluff +17, Diplomacy +12, Disguise 
  +17, Escape Artist +11, Forgery +9, Gather Information 
  +12, Intimidate +7, Sense Motive +9, Sleight of Hand 
  +9 Persuasive, Skill Focus (bluff), Skill Focus (disguise), 
  Weapon Finesse; 
         Possessions: 
  Masterwork 
  rapier, 
  masterwork 
  disguise kit, +1 studded leather armor, white armband 
         Physical Description: This small human fellow 
  appears to be 5’4 inches tall and weigh about 120 
  pounds. He is wrapped tightly in various robes and 
  garments that completely overlap with one another 
  making the man’s outfit a strange assortment from 
  faraway lands each with its own different style. 
       Cover Identity (Ex): A spymaster has one specific 
  cover identity (such as Sarif al’Hazir Tusman peddler). 
  While operating in that identity, she gains a +4 
  circumstance bonus on Disguise checks and a +2 
  circumstance bonus on Bluff and Gather Information 
  checks. 
      Undetectable Alignment (Ex): The web of 
  different identities and agendas inside a spymaster’s 
  mind makes it impossible to detect her alignment by 
  means of any form of divination. This ability functions 
  like an undetectable alignment spell except it is always 
  active. 
      As Sarif al’Hazir: Bluff +19, Disguise +19, Gather 
  Information +14 
  Encounter 6 
  Noni: Male Human (Half-Flan, Half-Baklunish); 
  Mnk2/Ftr4/War1/ExoticWeaponMaster1; 
  CR 
  7; 
  Medium Humanoid; HD 2d8+4d10+1d8+1d10+24; hp 
  72; Init +6; Spd 30 ft.; AC 18 (touch 12, flat-footed 16); 
  Base Atk +6; Grp +12; Atk +12 melee (1d12+11, +1 
  warmace) or +9 ranged (1d8+4, masterwork composite 
  longbow); Full Atk +12/+7 melee (1d12+11, +1 
  warmace) or +9/+4 ranged (1d8+4, masterwork 
  composite longbow);  SA: Flurry of blows, Exotic 
  Weapon Stunt (Uncanny Blow); SQ evasion; AL CN; 
  SV Fort +15, Ref +7, Will +8; Str 18, Dex 14, Con 16, Int 
  10, Wis 12, Cha 10.  
         Skills and Feats: Craft (weaponsmithing) +3, Listen 
  +9, Ride +3, Sense Motive +5, Tumble +10; Combat 
  Reflexes, Exotic Weapon Proficiency (Warmace), 
  Improved Grapple, Improved Initiative, Improved 
  Toughness*, Improved Unarmed Strike, Iron Will, 
  Power Attack, Weapon Focus (Warmace), Weapon 
  Specialization (Warmace) 
         Possessions: +1 Mithril breast plate, +1 warmace, 
  +1 cloak of resistance , gauntlets of ogre power, potion 
  of lesser vigor, ring of sustenance, quiver of ehlonna, 
  masterwork cold iron warmace, masterwork composite 
  longbow (+4 strength), 60 arrows 
  Exotic Weapon Stunt (Ex):  At each level, an exotic 
  weapon master learns a special trick that he can use 
  with any exotic weapon for which he has the Weapon 
  Focus feat.  He must select the trick learned when he 
  gains the level, and once selected, the choice cannot 
  later be changed.  He can’t select the same stunt more 
  than once. 
   
   
  Uncanny Blow:  When wielding a one-
  handed exotic melee weapon in two hands, the PC can 
  focus the power of his attack so that he deals extra 
  damage equal to this Strength bonus x2 instead of his 
  Strength bonus x1-1/2.  If he has the Power Attack feat, 
  he treats the weapon as two-handed for purposes of 
  determining his bonus damage on rolls. 
  * see Appendix 2: New Rules Items 
  Encounter 7 
  Bodyguard 
  (2): 
  Male 
  Human 
  (Baklunish); 
  Bbn1/Rog3/War1; CR 4; Medium Humanoid; HD 
  3d6+1d12+1d8+25; hp 51; Init +1; Spd 40 ft.; AC 16 
  (touch 11, flat-footed 15) [+1 dexterity, +5 for +1 mithril 
  chain shirt]; Base Atk +4; Grp +7; Attack +9 melee 
  (1d12+5, +1 greataxe); Full Atk +9 melee (1d12+5,+1 
  greataxe); SA Rage1/day (Ex); SQ Fast movement 10 ft’ 
  (Ex), sneak attack 2d6 (Ex), trapfinding (Ex), evasion 
  (Ex), trap sense +1 (Ex); AL N; SV Fort +9, Ref +5, Will 
  +3; Str 16, Dex 12, Con 19, Int 8, Wis 12, Cha 8.  
       Skills and Feats Balance +5, Disable Device +6, 
  Listen +7, Search +3, Sense Motive +9, Spot +14, 
  Tumble +12; Improved Toughness, Skill Focus 
  (Tumble), Weapon Focus: Greataxe 
  
  TUS5-08 Injustice for All 
   
  Page 29 
   While Raging: AC 14; hp 61; Fort, +11, Will +5; 
  Attack +11 melee (1d12+8, +1 great axe); Full Atk +11 
  melee (1d12+8,+1 great axe); 
   
  Possessions: +1 Mithril shirt, +1 great axe, +2 
  amulet of health, +1 cloak of resistance, eyes of the 
  eagle, masterwork cold iron great axe 
  
  TUS5-08 Injustice for All 
   
  Page 30 
  APL 6 
  Encounter 5 
  Dannae: Male Baklunish Rog5/Spymaster3; CR 8; HD 
  4d6+3d6; hp 42; Init +3; Spd 30 ft.; AC 18 (touch 13, 
  flat-footed 14); Base Atk +5; Grp +6; Atk +9 melee 
  (1d6+1, masterwork rapier); SA Sneak attack +3d6; SQ 
  Trapfinding, evasion, trap sense+1, uncanny dodge, 
  cover identity the peddler, undetectable alignment, 
  quick change, scrying defense, magic aura; AL CN; SV 
  Fort +2, Ref +10, Will +2; Str 12, Dex 16, Con 12, Int 10, 
  Wis 10, Cha 19.  
         Skills and Feats: Bluff +20, Diplomacy +15, Disguise 
  +20, 
  Escape 
  Artist 
  +13, 
  Forgery 
  +11, 
  Gather 
  Information +15, Intimidate +10, Sense Motive +11, 
  Sleight of Hand +9 Persuasive, Skill Focus (bluff), Skill 
  Focus (disguise), Weapon Finesse 
         Possessions: 
  Masterwork 
  rapier, 
  masterwork 
  disguise kit, +1 studded leather armor, +1 ring of 
  protection, amulet of health +2, cloak of charisma +2, 
  white armband 
         Physical Description: This small human fellow 
  appears to be 5’4 inches tall and weigh about 120 
  pounds. He is wrapped tightly in various robes and 
  garments that completely overlap with one another 
  making the man’s outfit a strange assortment from 
  faraway lands each with its own different style. 
       Cover Identity (Ex): A spymaster has one specific 
  cover identity (such as Sarif al’Hazir Tusman peddler). 
  While operating in that identity, she gains a +4 
  circumstance bonus on Disguise checks and a +2 
  circumstance bonus on Bluff and Gather Information 
  checks. 
      Undetectable Alignment (Ex): The web of 
  different identities and agendas inside a spymaster’s 
  mind makes it impossible to detect her alignment by 
  means of any form of divination. This ability functions 
  like an undetectable alignment spell except it is always 
  active. 
      Scrying Defense (Ex): Starting at 2
  nd level, a 
  spymaster adds her class level to her Will saves against 
  divination (scrying) spells, as well as spot checks made 
  to notice the sensors made by such spells. 
     Magic Aura (Sp): At 3
  rd level, a spymaster gains the 
  ability to use Nystul’s magic aura at will with a caster 
  level equal to her class level. Most spymasters use this 
  ability to shield their own magic items from detection. 
      As Sarif al’Hazir: Bluff +22, Disguise +22, Gather 
  Information +17 
  Encounter 6 
  Noni: Male Human (Half-Flan, Half-Baklunish); 
  Mnk2/Ftr6/War1/ExoticWeaponMaster1; 
  CR 
  9; 
  Medium Humanoid; HD 2d8+6d10+1d8+1d10+40; hp 
  96; Init +6; Spd 30 ft.; AC 19 (touch 12, flat-footed 17) 
  [+2 dexterity, +7 for +2 mithril breast plate]; Base Atk 
  +9; Grp +17; Atk +16 melee (1d12+12+1d6 non-lethal, 
  +1 merciful warmace/19-20 x2) or +12 ranged (1d8+4, 
  masterwork composite longbow); Full Atk +16/+11 
  melee 
  (1d12+12+1d6 
  non-lethal, 
  +1 
  merciful 
  warmace/19-20x2) 
  or 
  +12/+7 
  ranged 
  (1d8+4, 
  masterwork composite longbow);  SA: Flurry of blows, 
  Exotic Weapon Stunt (Uncanny Blow); SQ evasion; AL 
  CN; SV Fort +16, Ref +8, Will +9; Str 18, Dex 14, Con 
  18, Int 10, Wis 12, Cha 10.  
         Skills and Feats: Craft (weaponsmithing) +7, Listen 
  +9, Ride +7, Sense Motive +5, Tumble +10; Combat 
  Reflexes, Exotic Weapon Proficiency (Warmace), 
  Improved Critical (Warmace), Improved Grapple, 
  Improved Initiative, Improved Toughness*, Improved 
  Unarmed Strike, Iron Will, Power Attack, Weapon 
  Focus (Warmace), Weapon Specialization (Warmace) 
         Possessions: +2 Mithril breast plate, +1 merciful 
  warmace, +2 cloak of resistance, gauntlets of ogre 
  power, +2 amulet of health, potion of lesser vigor, ring 
  of sustenance, quiver of ehlonna, masterwork cold iron 
  warmace, 
  masterwork 
  composite 
  longbow 
  (+4 
  strength), 60 arrows 
  Exotic Weapon Stunt (Ex):  At each level, an exotic 
  weapon master learns a special trick that he can use 
  with any exotic weapon for which he has the Weapon 
  Focus feat.  He must select the trick learned when he 
  gains the level, and once selected, the choice cannot 
  later be changed.  He can’t select the same stunt more 
  than once. 
   
   
  Uncanny Blow:  When wielding a one-
  handed exotic melee weapon in two hands, the PC can 
  focus the power of his attack so that he deals extra 
  damage equal to this Strength bonus x2 instead of his 
  Strength bonus x1-1/2.  If he has the Power Attack feat, 
  he treats the weapon as two-handed for purposes of 
  determining his bonus damage on rolls. 
  * see Appendix 2: New Rules Items 
  
  TUS5-08 Injustice for All 
   
  Page 31 
  Encounter 7 
  Bodyguard 
  (2): 
  Male 
  Human 
  (Baklunish); 
  Bbn1/Rog3/Ftr2/War1; CR 6; Medium Humanoid; 
  HD 3d6+1d12+1d8+2d10+35; hp 73; Init +2; Spd 40 ft.; 
  AC 17 (touch 12, flat-footed 15) [+2 dexterity, +5 for +1 
  glamered mithril chain shirt]; Base Atk +6; Grp +10; 
  Atk +12 melee (1d12+7,+1 great axe); Full Atk +12/+7 
  melee (1d12+7,+1 greataxe); SA Rage 1/day (Ex); SQ 
  Fast movement 10 ft’ (Ex), sneak attack 2d6 (Ex), 
  trapfinding (Ex), evasion (Ex), trap sense +1 (Ex); AL N; 
  SV Fort +12, Ref +8, Will +3; Str 18, Dex 12, Con 19, Int 
  8, Wis 12, Cha 8.  
          Skills and Feats Balance +5, Disable Device +6, 
  Listen +7, Search +3, Sense Motive +9, Spot +14, 
  Tumble +15; Blind-Fight, Improved Toughness*, 
  Lightning Reflexes, Quick Draw, Skill Focus (Tumble), 
  Weapon Focus: Greataxe 
  * see Appendix 2: New Rules Items 
  While Raging: AC 15; hp 97; Fort, +14, Will +5; Atk 
  +14 melee (1d12+10,+1 great axe); Full Atk +14/+9 
  melee (1d12+10,+1 great axe); 
         Possessions: +1 glamered  mithril shirt, +1 great 
  axe, +2 amulet of health, +1 cloak of resistance, 
  gauntlets of ogre power, +2 gloves of dexterity, eyes of 
  the eagle, masterwork cold iron great axe 
  
  TUS5-08 Injustice for All 
   
  Page 32 
  APL 8 
  Encounter 5 
  Dannae: Male Baklunish Rog5/Spymaster5; CR 10; 
  HD 5d6+5d6; hp 50; Init +7; Spd 30 ft.; AC 18 (touch 
  13, flat-footed 14); Base Atk +5; Grp +6; Atk/Full Atk +9 
  melee (1d6+1, masterwork rapier) SA Sneak attack 
  +3d6; SQ Trapfinding, evasion, trap sense+1, uncanny 
  dodge, cover identity the peddler, undetectable 
  alignment, quick change, scrying defense, magic aura; 
  AL CN; SV Fort +2, Ref +11, Will +2; Str 12, Dex 16, 
  Con 12, Int 10, Wis 10, Cha 19.  
         Skills and Feats: Bluff +22, Diplomacy +17, Disguise 
  +22, 
  Escape 
  Artist 
  +15, 
  Forgery 
  +13, 
  Gather 
  Information +17, Intimidate +10, Sense Motive +13, 
  Sleight of Hand +11; Improved Initiative, Persuasive, 
  Skill Focus (bluff), Skill Focus (disguise), Weapon 
  Finesse 
         Possessions: 
  Masterwork 
  rapier, 
  masterwork 
  disguise kit, +1 studded leather armor, +1 ring of 
  protection, amulet of health +2, cloak of charisma +2, 
  white armband 
         Physical Description: This small human fellow 
  appears to be 5’4 inches tall and weigh about 120 
  pounds. He is wrapped tightly in various robes and 
  garments that completely overlap with one another 
  making the man’s outfit a strange assortment from 
  faraway lands each with its own different style. 
       Cover Identity (Ex): A spymaster has one specific 
  cover identity (such as Sarif al’Hazir Tusman peddler). 
  While operating in that identity, she gains a +4 
  circumstance bonus on Disguise checks and a +2 
  circumstance bonus on Bluff and Gather Information 
  checks. 
      A spymaster can add an additional cover identity to 
  her repertoire at 4
  th level. 
      Undetectable Alignment (Ex): The web of 
  different identities and agendas inside a spymaster’s 
  mind makes it impossible to detect her alignment by 
  means of any form of divination. This ability functions 
  like an undetectable alignment spell except it is always 
  active. 
      Quick Change (Ex): By 2
  nd level, a spymaster has 
  become adept at quickly switching from one identity 
  to another. She now can don a disguise in one-tenth 
  the normal time (1d3 minutes) and don or remove 
  armor in one-half the normal time. 
      Scrying Defense (Ex): Starting at 2
  nd level, a 
  spymaster adds her class level to her Will saves against 
  divination (scrying) spells, as well as spot checks made 
  to notice the sensors made by such spells. 
     Magic Aura (Sp): At 3
  rd level, a spymaster gains the 
  ability to use Nystul’s magic aura at will with a caster 
  level equal to her class level. Most spymasters use this 
  ability to shield their own magic items from detection. 
      Slippery Mind (Ex): Starting at 4
  th level, a spymaster 
  has a second chance to wriggle free from any 
  enchantment spells and effects. See the rogue class 
  feature, page 51 of the Player’s Handbook. 
       Dispel Scrying (Ex): At 5
  th level and higher a 
  spymaster can dispel a scrying sensor as if casting a 
  targeted greater dispel magic. Her caster level is equal 
  to her class level +10. She can use this ability a number 
  of times per day equal to 3 + her Intelligence modifier. 
      As Sarif al’Hazir: Bluff +24, Disguise +24, Gather 
  Information +19 
  Encounter 6 
  Noni: Male Human (Half-Flan, Half-Baklunish); 
  Mnk2/Ftr8/War1/ExoticWeaponMaster1; 
  CR 
  11; 
  Medium Humanoid; HD 2d8+8d10+1d8+1d10+48; hp 
  110; Init +6; Spd 30 ft.; AC 21 (touch 13, flat-footed 19); 
  Base Atk +11; Grp +19; Atk +18 melee (1d12+13+1d6 
  non-lethal, +1 merciful warmace/19-20 x2) or +14 
  ranged (1d8+4, masterwork composite longbow); Full 
  Atk +18/+13/+8 melee (1d12+13+1d6 non-lethal, +1 
  merciful warmace/19-20 x2) or +14/+9/+4 ranged 
  (1d8+4, masterwork composite longbow); SA Flurry of 
  blows, Exotic Weapon Stunt (Uncanny Blow); SQ 
  evasion; AL CN; SV Fort +20, Ref +12, Will +11; Str 18, 
  Dex 14, Con 18, Int 10, Wis 12, Cha 10.  
         Skills and Feats: Craft (weaponsmithing) +11, 
  Listen +9, Ride +7, Sense Motive +5, Tumble +5; 
  Combat 
  Reflexes, 
  Exotic 
  Weapon 
  Proficiency 
  (Warmace), Greater Weapon Focus (Warmace), 
  Improved Critical (Warmace), Improved Grapple, 
  Improved Initiative, Improved Toughness*, Improved 
  Unarmed Strike, Iron Will, Lightning Reflexes, Power 
  Attack, 
  Weapon 
  Focus 
  (Warmace), 
  Weapon 
  Specialization (Warmace) 
         Possessions: +3 Mithril breast plate, +1 merciful 
  warmace, +3 cloak of resistance, gauntlets of ogre 
  power, +2 amulet of health, potion of lesser vigor, +1 
  ring of protection, ring of sustenance, quiver of 
  
  TUS5-08 Injustice for All 
   
  Page 33 
  ehlonna, masterwork cold iron warmace, masterwork 
  composite longbow (+4 strength), 60 arrows 
   
  Exotic Weapon Stunt (Ex):  At each level, an 
  exotic weapon master learns a special trick that he can 
  use with any exotic weapon for which he has the 
  Weapon Focus feat.  He must select the trick learned 
  when he gains the level, and once selected, the choice 
  cannot later be changed.  He can’t select the same stunt 
  more than once. 
   
   
  Uncanny Blow:  When wielding a one-
  handed exotic melee weapon in two hands, the PC can 
  focus the power of his attack so that he deals extra 
  damage equal to this Strength bonus x2 instead of his 
  Strength bonus x1-1/2.  If he has the Power Attack feat, 
  he treats the weapon as two-handed for purposes of 
  determining his bonus damage on rolls. 
   
  * see Appendix 2: New Rules Items 
  Encounter 7 
  Bodyguard 
  (2): 
  Male 
  Human 
  (Baklunish); 
  Bbn1/Rog3/Ftr4/War1; CR 8; Medium Humanoid; 
  HD 3d6+1d12+1d8+4d10+54; hp 104; Init +2; Spd 40 ft.; 
  AC 17 (touch 12, flat-footed 15) [+2 dexterity, +5 for +1 
  glamered mithril chain shirt]; Base Atk +8; Grp +12; 
  Atk +15 melee (1d12+10,+2 great axe); Full Atk +15/+10 
  melee (1d12+10,+2 greataxe); SA Rage 1/day (Ex); SQ 
  Fast movement 10 ft’ (Ex), sneak attack 2d6 (Ex), 
  trapfinding (Ex), evasion (Ex), trap sense +1 (Ex); AL N; 
  SV Fort +15, Ref +10, Will +7; Str 18, Dex 12, Con 20, 
  Int 8, Wis 12, Cha 8.  
         Skills and Feats Balance +5, Disable Device +6, 
  Listen +7, Search +3, Sense Motive +9, Spot +14, 
  Tumble +16; Blind-Fight, Improved Toughness*, Iron 
  Will, Lightning Reflexes, Quick Draw, Skill Focus 
  (Tumble), 
  Weapon 
  Focus 
  (Greataxe), 
  Weapon 
  Specialization (Greataxe) 
  While Raging: AC 15; hp 122; Fort, +17, Will +9; Atk 
  +17 melee (1d12+13,+2 great axe); Full Atk +17/+12 
  melee (1d12+13,+2 great axe); 
         Possessions: +1 glamered  mithril shirt, +2 great 
  axe, +2 amulet of health, +2 cloak of resistance, 
  gauntlets of ogre power, +2 gloves of dexterity, eyes of 
  the eagle, ring of counterspells (calm emotions),  
  masterwork cold iron great axe 
  * see Appendix 2: New Rules Items 
  
  TUS5-08 Injustice for All 
   
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  Appendix Two: New Rules Items
  Improved Toughness [General] as presented in 
  Complete Warrior 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice.  Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point.  If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats 
  
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  Page 35 
  Appendix Three: The Law in Northern/Southern Tusmit 
  Generalities 
  Please note that the laws outlined here do not comprise 
  of the entire list of laws in Tusmit. For a more 
  complete list consult the Tusmit Gazetteer. For any 
  crime not listed please contact the 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 (Government official, noble, or church 
  member) 
  Threat or use of lethal force upon the person of a legal 
  representative of the Tusmit government, any Tusman 
  noble or church official. 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of 2 to 6 months.  
  Note: this makes no mention of the type of assault. 
  DON’T TOUCH THESE PEOPLE. People of equal 
  ranks have this sentence lowered. 
  Assault. (Major) 
  Threat or use of lethal force that results in major bodily 
  harm reducing the victim’s hit points to between 0 and 
  -9. 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of up to four time units. 
  Assault (Minor) 
  Threat or use of lethal force that results in major bodily 
  harm without reducing the victim’s hit points past 0 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of two time units. 
  Assault (Negligible) 
  Threat or use of non-lethal force against a victim. 
  Sentence: overlooked (left off with warnings). 
  Blackmail 
  Obtaining currency, services, or information, by illegal 
  means such as by force or coercion. 
  Sentences: 
  • 
  Government official, noble, military, or church 
  official: Imprisonment of two time units and loss 
  of fifty percent of property  
  • 
  Other: Fine of one and a half times the blackmail 
  price 
  Vandalism 
  Wilful destruction or defacement of any structure, 
  object, thing, or place. 
  Sentence: 1d10 lashes per one hundred fountains and a 
  fine equalling three times the cost of reparation. 
  Illegal use of magic 
  
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  Any target or area effect spell that requires a save, 
  causes any change in state, causes damage, or produces 
  an otherwise unwanted effect by the victim. 
  Sentence: Fine of fifty fountains per spell level and 
  1d10 lashes per spell level. 
  Manslaughter 
  Use of lethal force that unintentionally results in major 
  bodily harm reducing the victim to below -9 hit points. 
  Sentence: Sent to the mines for up to five years, plus 
  loss of all property to be given to the family of the 
  victim. 
  Murder 
  Use of lethal force that intentionally results in major 
  bodily harm reducing the victim to below -9 hit points. 
  Sentences: 
  • 
  Mass murder: torture in public and death. 
  • 
  Other: Death. 
  Theft 
  Possession, sale, or acquisition of an object without 
  permission. 
  Sentence: Imprisonment for one time unit and 2d10 
  lashes per one hundred fountains worth of goods, 
  services, or information. As well a fine up to equalling 
  up to five times the worth of the goods, services or 
  information. 500 fountains worth or more. 
  Theft (Horse) 
  Possession, sale, or acquisition of a horse without 
  permission. 
  Sentence: Sent to the mines for 5 years, 2d10 lashes, 
  the fine (as above) and severance of the main hand in 
  public. 
  Treason 
  Any activity that threatens the sanctity, independence, 
  integrity, and unity of the Tusman state, through 
  action or inaction.  
  Sentence: Torture and death 
  Trespass 
  Entering a private property without being invited in by 
  the lawful owner. 
  Sentence: Imprisonment of up to 1 week and fine of 50 
  gp (doubled for repeated offenses) 
   
  
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  Appendix Four : DM’s Maps 
   
   
  Map 1: The Ruined buildings 
  Map 2: The Chief's hideout 
  
  TUS5-08 Injustice for All 
   
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  Appendix Five: Textes Français 
  Introduction 
  Le large panneau était difficile à manquer. “Une 
  exécution publique prendra place Godsday (dans 3 
  jours). La décapitation du meurtrier de notre bien-
  aimé Chef Remic ibn ‘Fahad aura lieu au zénith. 
  Tous sont bienvenus, amenez vos amis.” 
  * * * 
  Entrant dans le petit village d’Ishakdur dans le 
  sheikdom de Jaydah, vous voyez d’abords les tentes 
  des nomades autour des structures permanentes du 
  village. Un population presque exclusivement 
  humaine habite sur ce plateau. Il semble que tous 
  ici possèdent leur propre cheval. 
  La place centrale et le marché sont dominés par une 
  pierre debout aux formes vaguement humanoïdes. 
  Autour de la place se dressent une chapelle portant 
  le symbole de la Coupe et du Talisman, les baraques 
  de l’armée Tusmane et une imposante maison. Le 
  drapeau rouge de Tusmit flotte au-dessus de 
  chacune de ces trois structures montrant à tous 
  l’allégeance du village au Pacha Muammar Quaran. 
  Un homme vêtu de blanc et rouge avec un 
  cimeterre à la ceinture et un symbole de la Coupe et 
  du Talisman sort de la chapelle. Vêtu comme les 
  nomades d’une ample tunique et des larges culottes 
  d’équitation.  Montant à cheval, il se dirige dans 
  votre direction. 
  “Bonjour étranger, mon nom est Arjed bin-Geloshi 
  al-Qadi. Je suis le qadi de ce territoire et j’ai une 
  affaire urgente dont je dois vous parler.” Baissant la 
  voix, il ajoute. “Mais pas ici. Suivez-moi dans la 
  chapelle.” Sans attendre votre réponse, il se dirige 
  vers la chapelle. 
  * * * 
  Une fois à l’intérieur, Arjed vous invite à vous 
  asseoir dans la chapelle décorée très simplement. 
  “Je suis certain que vous avez entendu parlé de 
  l’exécution. Le chef Remic ibn Fahad bin Ishakdur 
  a été assassiné quelques nuits auparavant. Et c’est à 
  ce moment que les choses ont commencé à mal 
  aller.” 
  “Aldan ibn Ket fut arrêté, jugé et trouvé coupable 
  plus vite qu’il ne m’en a fallu pour prononcer cette 
  phrase. Je ne sais pas si cet Aldan est coupable ou 
  non, mais je sais que la vérité de sa culpabilité n’a 
  pas été explorée par la cour.” 
  “Voudriez-vous investiguer la culpabilité d’Aldan le 
  Ketite? Il est impératif que vous prouviez le verdict 
  de culpabilité ou l’innocence pour la justice puisse 
  être servie. Voulez-vous m’aider?” 
  Encounter One: Information 
  Divination magic (cast by the PCs) 
  “La mort est parfois une excuse et un moyen pour 
  que la corruption dévoile la corruption.” 
  Encounter Two: Color of guilt 
  La prison est une bâtisse couverte de plâtre et 
  peinte en blanc. Cependant, elle est dans un triste 
  état et le vent y pénètre au travers de trous visibles. 
  Aldan 
  La rangée de cellule est faiblement éclairée, peut-
  être pour cacher la rude lumière du soleil de l’après-
  midi. Les cellules sont vides excepté la cellule du 
  fond. 
  Une voix faible avec un fort accent Ketite brise le 
  silence. “J’aurais besoin d’un peu d’eau.” L’homme 
  presse son visage contre les barreaux et vous jette 
  un drôle de regard alors que vous approchez. “Vous 
  n’êtes pas des gardes… que me voulez-vous?” 
  * * * 
  Ses mains agrippent les barreaux alors que vous 
  parlez. Il ferme les yeux. “Le Grand Clerc soit béni, 
  dit-il regardant vers le ciel. J’ai prié pour une 
  chance d’être entendu… et maintenant peut-être… 
  c’est vous qui me menez sur le chemin de la 
  rédemption.”  
  Encounter Three: Red Tape 
  Les baraques flottent fièrement le drapeau rouge de 
  Tusmit 
  au-dessus 
  d’un 
  mat 
  planté 
  devant.  
  L’intérieur est richement décoré avec des objets 
  d’art et des meubles de Sefmur. A l’arrière de la 
  pièce se tient un Baklunien vêtu élégamment. Il 
  parle à quelqu’un derrière une porte menant à 
  l’arrière. 
  
  TUS5-08 Injustice for All 
   
  Page 39 
  Vous entendant entrer, l’homme ferme la porte 
  rapidement et s’éclaircit la gorge. “Huh, bonjour, je 
  n’attendais personne aussi tard dans la journée. Il 
  s’assied à un bureau. “Je suis Busadi el’taziq al-
  Raqeeb, chef de ce village. Comment puis-je vous 
  aider?” 
  Encounter four: On the Road 
  Again 
  Du coin de votre oeil vous apercevez un petit point 
  qui danse à l’horizon. Mais…  DES AILES! Des 
  créatures ailées foncent droit vers vous!  
  Encounter Five: Secrets and 
  Lies 
  Après quelques instants, des cliquetis et des 
  cognement se font entendre. Un petit homme 
  d’origine hautement diverse pousse un petit chariot 
  au-dessus d’une colline tout près. Il pousse sont 
  chariot 
  sans 
  prêter 
  attention 
  aux 
  environs. 
  L’homme paraît sale, mal rasé et très concentré sur 
  sa tâche actuelle. 
  Encounter Six: Down the Rabbit 
  Hole 
  La tranquillité du tunnel est brisée seulement par la 
  chute occasionnelle d’une goutte d’eau. Quelques 
  centaines de pieds plus loin, vous voyez de la 
  lumière au bout du tunnel. Sortant vous pouvez 
  voir pourquoi un tel tunnel a été construit ici. Il 
  mène à un coin caché, ce qui fait que la sortie est 
  presque impossible à voir même à une distance de 
  10 pieds.  
  Encounter Seven: Revelations 
  Du sommet d’une colline, vous pouvez voir un 
  groupe de bâtisses en ruine. Les ruines semblent 
  avoir été détruites par le feu. Une seule maison 
  semble intacte parmi les autres. 
  The Intact structure 
  Cette bâtisse est intacte hormis un petit trou dans 
  le toit. La pièce unique est quant à elle une véritable 
  ruine. La bâtisse se dresse seule – témoin silencieux 
  de l’esprit du peuple Tusman. 
  The chief’s hideout 
  La trappe s’ouvre sur la noirceur du corridor sous 
  terrain plus bas. Pas plus que 5 pieds vers le bas 
  avant que le corridor ne parte que dans une 
  direction. Il n’y a pas de lumière dans ce tunnel. 
  Encounter Nine: Veils 
  Bringing chief Remic 
  Ayant écouté l’histoire du chef, le qadi vire au 
  rouge. Un instant plus tard, le prêtre nomade se 
  jette sur le chef, ses mains se fermant autour du cou 
  du chef. 
  “Comment oses-tu sacrifier une vie! Pour un 
  stupide idéal! Chien égocentrique! Le Grand Clerc 
  te punira pour ce que tu as fait!” 
  * * * 
  “Amenez ce criminel hors de ma vue. Busadi va 
  aimer lui lire sa sentence. Et je vais m’assurer qu’il 
  reçoive son châtiment.” 
  Alors que Remic se retourne, Arjed lui crache aux 
  pied. Manque de respect flagrant pour un homme 
  qu’Arjed al-Qadi a autrefois grandement admiré. 
  Conclusion 
  Fading hope 
  Comme le procès d’Aldan, Remic ibn Fahad bin 
  Ishakdur fut aussi rapide. Busadi avait la salle de 
  court remplie de soldats arrivées de Daouda. 
  “Pour le crime de trahison contre la loyale nation de 
  Tusmit, vous êtes reconnu coupable. La sentence 
  est la mort!” 
  “Pour le crime de chantage contre les représentant 
  de la loyale nation de Tusmit, vous êtes reconnu 
  coupable. La sentence s’élève à la moitié de vos 
  possessions!” 
  “Pour le crime d’espionnage au profit d’un traître et 
  d’un criminel de la loyale nation de Tusmit, vous 
  êtes reconnu coupable. La sentence est la mort!” 
  “A partir de ce jour, vous êtes privé de tout titre 
  héréditaire sur ses terres et votre famille perd tous 
  droits et privilèges qui vous ont été accordés par Sa 
  Splendeur Exaltée. Votre nom ne sera plus jamais 
  prononcé avec respect. Je vous condamne à devenir 
  une note de bas de page dans l’histoire de cette 
  grande nation à cause de vos crimes haineux.” 
  
  TUS5-08 Injustice for All 
   
  Page 40 
  “La sentence sera exécutée devant la Pierre du 
  Guerrier Debout lorsque le soleil atteindra son 
  zénith. Vos centres seront répandus à travers les 
  collines et à moitié dans la exclusivement pour que 
  vous ne puissiez jamais être ramené à la vie. Puisse 
  le Grand Clerc avoir pitié de vous.” 
  La sentence est accueillie avec des pleurs et des 
  murmures pas l’assemblée de nomades. Busadi sort 
  des baraques escorté d’un groupe de soldats  
  Debout sur l’échafaud, Busadi s’adresse à la foule. 
  “Un bon ami nous a tous trahi. Je pleure moi aussi 
  pour la sentence que j’ai du passer. Puisse le Grand 
  Clerc bénir notre nation, puisse le Grand Clerc 
  bénir nos tribus!” Les Tusmans se rallient à Busadi, 
  mais les nomades se contentent de partir la tête 
  basse. 
  Un homme condamné fut épargné; sa vie échangée 
  pour celle d’un autre. De petites victoires furent 
  obtenues… mais à quel prix? 
  Rebel nomads 
  La foule s’est assemblée attendant l’exécution du 
  Ketite.  Un silence révérencieux descend sur la 
  foule alors que le Chef Remic, monté sur un 
  destrier noir apparaît sur la place. Levant la main 
  pour commander le silence, il s’adresse à la foule. 
  “Mes amis, il dit à la foule, mes braves et nobles 
  amis…” Sa posture, sa voix et ses yeux brillent de 
  passion et ses mots brûlent comme le feu. 
  “Le Grand Clerc a vu une grave injustice être 
  commise dans notre petite ville et il m’a ramené à la 
  vie pour la réparer.” 
  “C’est une injustice qui a été commise contre les 
  tribus par Busadi el’taziq al-Raqeeb que je viens 
  rectifier.” La foule déjà hostile envers le chef 
  militaire d’Ishakdur et l’envoyé que le Pacha lui-
  même a choisi se met à huer et s’agite aux mots de 
  Remic. 
  “Busadi a volontairement condamné un homme à 
  mourir pour que vous supportiez son ascension au 
  pouvoir à Ishakdur. Dit le Chef le doigt dans le airs. 
  Seul le Grand Clerc sait ce qu’il a fait d’autre.” 
  La foule est extrêmement agitée mais le chef lève la 
  main pour une fois de plus imposer le silence. 
  Selon les lois de ce pays, il n’a commis aucun crime, 
  et donc il ne sera pas exécuté, mais il sera pour 
  toujours un paria dans nos collines bien-aimées.” 
  “Le Grand Clerc m’a dit en rêve que ne pouvons 
  servir sa volonté sous une couverture blanche.” Le 
  chef pointe le mat devant les baraques où la 
  bannière rouge est remplacée par un droit blanc à 3 
  étoiles.” 
  “JADHIM! JADHIM! JADHIM!” la foule se met à 
  chanter. 
  Arjed al-Qadi vient vous voir et crache sur le sol. 
  “Busadi a déjà fuit, ne voulant pas affronter contre 
  la fureur contre lui. C’est un lâche et le sera 
  toujours.” 
  Un homme condamné fut épargné; sa vie échangée 
  pour celle d’un autre. De petites victoires furent 
  obtenues… mais à quel prix? 
  Birth of a Martyr 
  La foule s’est assemblée pour porter un dernier 
  hommage au chef décédé.  Un silence révérencieux 
  descend sur la foule alors que le Chef Remic, monté 
  sur un destrier noir apparaît sur la place. Levant la 
  main pour commander le silence, il s’adresse à la 
  foule. 
  “Mes amis, il dit à la foule, mes braves et nobles 
  amis…” Sa posture, sa voix et ses yeux brillent de 
  passion et ses mots brûlent comme le feu. 
  “Le Grand Clerc a vu une grave injustice être 
  commise dans notre petite ville et il m’a ramené à la 
  vie pour la réparer. Aldan le Ketite n’est PAS mon 
  assassin.” 
  “C’est une injustice qui a été commise contre les 
  tribus par Busadi el’taziq al-Raqeeb que je viens 
  rectifier.” La foule déjà hostile envers le chef 
  militaire d’Ishakdur et l’envoyé que le Pacha lui-
  même a choisi se met à huer et s’agite aux mots de 
  Remic. 
  “Busadi a volontairement condamné un homme à 
  mourir pour que vous supportiez son ascension au 
  pouvoir à Ishakdur. Dit le Chef le doigt dans le airs. 
  Seul le Grand Clerc sait ce qu’il a fait d’autre.” 
  La foule est extrêmement agitée mais le chef lève la 
  main pour une fois de plus imposer le silence. 
  Selon les lois de ce pays, il n’a commis aucun crime, 
  et donc il ne sera pas exécuté, mais il sera pour 
  toujours un paria dans nos collines bien-aimées.” 
  “Mon frère Aldan, dit-il s’adressant aux cieux. Nous 
  n’oublierons jamais ton nom ni tes oeuvres… et 
  nous n’oublierons jamais, jamais ton sacrifice,” sa 
  voix s’élevant graduellement pour mettre de 
  l’emphase. “Et nous lutterons jusqu’à notre dernier 
  souffle pour te venger! Al’Akbar t’a accueilli dans 
  
  TUS5-08 Injustice for All 
   
  Page 41 
  son jardin céleste! Vive Aldan, martyre d’Ishakdur!” 
  La foule exclame son accord aux paroles du chef. 
  “Le Grand Clerc m’a dit en rêve que ne pouvons 
  servir sa volonté sous une couverture blanche.” Le 
  chef pointe le mat devant les baraques où la 
  bannière rouge est remplacée par un droit blanc à 3 
  étoiles.” 
   “JADHIM! JADHIM! JADHIM!” la foule se met à 
  chanter. 
  Arjed al-Qadi vient vous voir et crache sur le sol. 
  “Busadi a déjà fuit, ne voulant pas affronter contre 
  la fureur contre lui. C’est un lâche et le sera 
  toujours.” 
  Un homme condamné fut épargné; sa vie échangée 
  pour celle d’un autre. De petites victoires furent 
  obtenues… mais à quel prix? 
  The End 
   
  
  TUS5-08 Injustice for All 
   
  Page 42 
  Player Handout One: The Legend of the Stone 
  The nomads of the Tusman Hills say that on the hill where Ishakdur stands today was once the site of a great battle 
  between the forces of good and the forces of darkness. 
  In the days of the Baklunish Empire, a great warrior headed into the hills, looking to force the goblins beyond the hills 
  into what is now Ket. This warrior was a proud worshipper of Azor’alq and flew his banner unabashedly.  
  The warrior came to this place where he was ambushed by a countless horde of goblins. For thirty days and thirty nights 
  the warrior fought the goblins, and, in the end, the goblin hordes were routed and fled eastward. 
  Mortally wounded, the warrior then ascended the mountain of goblin corpses so that he might be nearer to the son of 
  light when the warrior called to him.  
  “My lord, I stand victorious in your name. I stand dying yet holding your holy banner to my heart. I beg of you to allow 
  me to sail to the Pinnacles and join the Thousand Immortals.” 
  The Son of Light looked down onto his servant. Sensing there was no way to save the warrior’s life, the Son of Light 
  appeared before the warrior in all his splendor. 
  “You have done a great deed. The legend of your deed will live forever in this land. Your name shall forever be linked to 
  the site of your victory. Ishak, my son, this land shall bear your name.” 
  “Your courage shall be remembered. Though I cannot save your life nor bring you with me to the Pinnacles. Your deeds 
  have made you worthy of the Thousand Immortals. I turn you to stone. When I call upon you once again, you shall rise 
  from the stone and ride with the Thousand Immortals. Such is my will.” 
  Thus the Standing Warrior Rock appeared in what is now the village of Ishakdur. And the stone will stand tall on top of 
  the hill where Ishak defeated the goblin hordes there waiting until the Banisher of Darkness has need of his great PC 
  once more. 
  
  TUS5-08 Injustice for All 
   
  Page 43 
  Player Handout Two: The Stone 
   
   
   
   
   
   
  
  TUS5-08 Injustice for All 
   
  Page 44 
  Player Handout Three: The Vision 
  You pick up the dagger…and the world around you begins to dim. After a moment, all is dark. A 
  distorted voice breaks the silence brought on by the shadows that surround you but the words it 
  speaks are unlike anything you’ve heard. After a moment a dim light illuminates the room in tones of 
  black and white and your friends are gone.  
  You haven’t left the small house on the fowling farm but it doesn’t seem to be the same…time?  
  In the center of the room a small fire is burning and is surrounded by four men warming their hands 
  by it. One man speaks to another, “If we haven’t found him by now, we never will Darien!” 
  The man answers, his features more compelling than the others shakes his and strokes his thick 
  beard. “He’s not here, we’ve looked. But we’ll find him – he wasn’t accepted into the Pinnacles which 
  mean that he’s still on this plane…somewhere. We’ll find him. We won’t rest until we do. And 
  then…with what we know…our power in the West shall be unrivaled…”  
  With his final words he stood and walked beyond the door into a veil darkness that is beyond 
  anything your vision can penetrate.  
  The firelight licks against the walls ominously and your eye is drawn to a single flash from beneath 
  the floorboards something…metallic? 
  The room darkens and once again you’re in the company of your compatriots. The dagger now tightly 
  clenched in your hand. Was it a dream? Or…something more? 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Tusmit/595/Normal Scenarios/TUS5-08 - Injustice for All (APL 2-8)/TUS5-08 - Injustice for All.pdf