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  TUSIntro6-01 
   
   
   
   
   
  The Tusman Camel 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™ Tusmit Regional Adventure 
   
   
  by François Déziel aka Hobbit 
  Tusmit Triad Editor: Jean Guérette 
   
   
   
  Sheik Kallan el Arah the sheik of Eysami needs adventurers. His precious Tusman Camel has disappeared. Can you 
  help him and solve this mystery? A one-round introduction regional adventure set in Tusmit for first level characters.
  
  TUSIntro6-01 The Tusman Camel 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received 
  it from your senior gamemaster. To play this 
  adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D® campaign 
  set in the GREYHAWK setting—you must sanction it as 
  part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a group 
  of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least 
  a HERALD-LEVEL™ gamemaster. The person who 
  sanctions the event is called the senior gamemaster, 
  and is in charge of making sure the event is 
  sanctioned before play, runs smoothly on the date 
  sanctioned, and then reported back to the RPGA in a 
  timely manner. The person who runs the game is 
  called the table Dungeon Master (or usually just 
  DM). Sometimes (and almost all the time in the cases 
  of home events) the senior gamemaster is also the 
  table DM. You don’t have to be a HERALD-LEVEL 
  GM to run this adventure if you are not the senior 
  GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official 
  game, and you can use the AR to advance your 
  LIVING GREYHAWK character. Second player and 
  DMs gain rewards for sanctioned RPGA play if they 
  are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re playing 
  this adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
  Preparing for Play 
  To get the most out of this adventure, you need 
  copies of the following D&D rule books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information on 
  nonplayer characters (NPCs) and monsters appear in 
  abbreviated form in the adventure text. Full 
  information on NPCs and monsters are given in 
  Appendix 1. For your convenience, that appendix is 
  split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR).  
   LIVING GREYHAWK LEVELS 
  OF PLAY 
   Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the PCs participating in the adventure. To 
  determine this modified Average Party Level (APL) 
  follow the steps below: 
  1.  Determine the character level for each of the 
  PCs participating in the adventure 
  2.  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability 
  (such as animal companions, familiars paladin’s 
  mounts) or the warhorse of a character with the 
  Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the 
  sum of step one. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately. 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. If you are running a table of six PCs, add one to 
  that average. 
  
  TUSIntro6-01 The Tusman Camel 
   
  Page 2 
   
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a 
  player character is three character levels or more 
  either higher or lower than the APL at which this 
  adventure is being played, that character receives 
  only one-half of the experience points and gold for 
  the adventure. This simulates the fact that either the 
  PC was not challenged as much as normal or relied 
  on help by higher-level characters to reach the 
  objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set 
  in Tusmit.  Characters native to Tusmit pay one Time 
  Unit per round, all others pay two Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit. Rich Upkeep costs 50 gp per Time Unit. 
  Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard Upkeep 
  will retain temporary ability damage until the next 
  adventure, must buy new spell component pouches 
  and healer’s kits, and may suffer other in-game 
  penalties (or possibly gain in-game benefits) as may 
  be detailed in this adventure. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above-described 
  penalties by living off the wild. If the character 
  possesses four or more ranks in the Survival skill and 
  succeeds at a DC 20 Survival check, the character 
  will heal temporary ability damage as if he or she 
  paid for Standard Upkeep, may refill spell component 
  pouches and healer’s kits, and may restock up to 20 
  arrows or bolts if the character has at least four ranks 
  in Craft (bowmaking). The player is allowed to Take 
  10 on this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
  ADVENTURE 
  BACKGROUND 
  The sheik Kallan el Arah held a ceremony the night 
  before this adventure starts. While everyone was in 
  the ballroom, nomads from the region broke in and 
  stole his Tusman Camel. The theft has been 
  committed as a sign of protest against the decision of 
  the sheik who did not invite the nomads to this special 
  occasion.  
   
  Chief Radhouane of the White Tigers Tribe now 
  regrets the theft and would be glad to subtly give 
  back the camel to the sheik. If the adventurers can 
  prove they are worthy, he will gladly hand back the 
  camel to them. 
   
  The White Tigers are a nomad tribe who 
  generally live secluded far from civilization. They are 
  perceived as more primitive than normal people. 
  
  TUSIntro6-01 The Tusman Camel 
   
  Page 3 
  ADVENTURE SUMMARY 
  First of all, the players have to find out who is guilty 
  of the camel’s disappearance. Once they find the trail, 
  they must follow it. 
   
  On the road, they will be attacked by a horse 
  went wild. 
   
  Once this detail settled, they have to convince the 
  nomads to give back the camel. 
   
  Finally, they just have to bring the camel back 
  home. 
  PREPARATION FOR PLAY 
  This adventure is a wink at Keoland who included a 
  Tusman Camel in one of their adventure. Every good 
  Tusman knows that there is no such thing as a Camel 
  in Tusmit. During the whole module, the players must 
  think they are searching for a real camel. They will 
  discover just before conclusion that they were in fact 
  after a Camel Statue. 
   
  This module is voluntarily giving freedom to the 
  Judge. Its structure is more flexible than other LG 
  games. A lot of ideas have been inserted to allow 
  initiative from the players and encourage creativity. 
  As an introduction module it was meant to show the 
  region and the game to new players. 
   
  At the beginning of the adventure, give the 
  players the Tusman Laws (see appendix).  
  INTRODUCTION 
  This story, like many stories, begins in an inn. You 
  are currently at the inn “Chez Nérik”, in the sheikdom 
  of Eysami. Nérik is known widely as the best cook in 
  all Tusmit for Oeridian food. Whether you are here in 
  search of adventure or money, an inn always seems 
  like a good starting point. Without any big surprise, a 
  page enters, opens a parchment and begins with the 
  traditional  
  « Hear ye, hear ye… ».  
  He continues:  
  « His sovereign Kallan el Arah, Sheik of Eysami, is 
  willing to hire adventurers for a mission of major 
  importance. A generous reward will be offered to 
  adventurers who are willing to help him. For more 
  information, please meet with Tidus, the sheik’s 
  counselor, at the royal palace. ».  
  On this, the page exits and seems to move to the next 
  inn. Once the players go to the palace, continue… 
  You’re welcomed at the royal palace by a muscular 
  guard. He escorts you to an inner-room where he 
  asks you to wait a couple of minutes. To your 
  surprise, only five other adventurers have shown up. 
  It seems that the call of money is not as strong as it 
  used to be. 
  Players may now introduce themselves. They may 
  have come here together or separately and meet in 
  this room. Encourage the players to describe their 
  characters in details. This may be the first time they 
  play the character and it’s a good time to give him a 
  quirk or interesting characteristics. 
   
  After only a few minutes, a short delay for this 
  kind of situation, a Baklunish man enters the room. 
  He introduces himself as Tidus and begins quickly:  
  “As you might or might not know, a big ceremony 
  was held yesterday to celebrate the sheik’s birthday. 
  During the night, the Tusman Camel of the sheik, a 
  gift given by the Pasha himself, has disappeared. 
  We must find it at any cost; one can’t lose a gift 
  from the Pasha. You’ll be generously rewarded for 
  your effort if you can bring it back.” 
  If players accept, go to encounter 1. 
  ENCOUNTER 1: FIND THE 
  CULPRIT 
  And now the investigation begins. If players ask for a 
  « Gather info » check, ask them who they are talking 
  to since answers will vary greatly from one group of 
  person to another. Depending on their success, you 
  can give them information like if they have asked the 
  good questions. 
  Tidus 
  Before the players leave, Tidus asks them if they have 
  any additional questions. He will answer any 
  questions, to the best of his knowledge. If the players 
  ask a question not included here and you feel Tidus 
  should know, don’t be afraid to invent an answer with 
  the knowledge you have. 
  • 
  The theft has been committed yesterday, during 
  the festivities. The guests have not left the 
  ballroom. 
  • 
  The theft was discovered by Mumid, a servant. 
  • 
  Players cannot have access to the palace since 
  security has been raised. But they can go talk to 
  the constable who inspected the scene or 
  interrogate the guard’s leader. 
  
  TUSIntro6-01 The Tusman Camel 
   
  Page 4 
  If a player asks who was present at the ceremony, 
  Tidus will answer that all the important people of the 
  region were there. If they ask about the absent, he will 
  admit that the sheik did not invite the nomad tribes 
  because they lack civism. 
   
  If the players ask more questions about who was 
  upset by the invitation, he can mention that 
  Radhouane, chief of the White Tigers nomad tribe, 
  was especially mad and that he even said that this 
  situation wouldn’t end like that. Tidus can give 
  general directions to his campsite (corresponding 
  with the direction of the wagon wheels.) 
  Servant Mumid 
  Servant Mumid has seen many men (six if players 
  insist) left with a cart that probably contains the 
  camel. Even if it was dark, he noticed that these 
  people were wearing cloth with white fur. A 
  Knowledge Local VTF DC 12 tells the player that 
  this is most likely a local nomad tribe. A Knowledge 
  Local VTF DC 20 confirms that the White Tiger tribe 
  generally dresses with white tiger fur. 
  The constable 
  The constable can tell the players how the crime has 
  been committed. The thieves entered the palace by 
  climbing one of the walls. They got the camel out 
  with a clever system of pulley and ropes, over the 
  wall. Tracks confirm this theory. He can show this 
  spot to the player, outside of the palace. 
  A Survival check:  
  • 
  DC 15 confirms the tracks of many humanoids, 
  hooves and a cart. 
  • 
  DC 18 confirms between 5 and 10 humanoids 
  and tracks from hooves without horseshoes.  
  • 
  DC 20 tells that the cart was loaded very heavily 
  upon departure, but not at its arrival. 
  A Knowledge Nature check DC 15 confirms that the 
  tracks are those of a wild horse.  
   
  If a PC has the Track feat and can succeed a 
  Survival check DC 15 while taking 10, they can 
  follow the tracks to encounter 2. 
  Palace guards 
  If the players talk to the palace guards, they can learn 
  the following:  
  • 
  The night went well, without any apparent 
  problem 
  • 
  When the time to open the gifts came, everybody 
  was in the ballroom. If asked about who was on 
  duty, the guards will admit that even they were in 
  the ballroom. 
  • 
  Only people officially invited have come to the 
  palace 
  • 
  The sheik has received a representative from 
  almost all important factions of the sheikdom. No 
  fights occurred during the night. 
  If the players ask about who was absent or not 
  invited, the guards will tell them that the sheik’s 
  counselor was the one responsible for the invitations. 
  The citizens 
  • 
  The sheik has organized a beautiful celebration 
  • 
  All the civilized people of the region were 
  represented there 
  By asking more questions about who was present and 
  absent to the citizen or the sheik’s counselor, the 
  players should be able to discover that the nomad 
  tribes were not invited and that some of them took it 
  badly. 
  ENCOUNTER 2: CRAZY 
  HORSE 
  The goal of this encounter is to make the players 
  remember that in Tusmit, the life of a horse is as 
  important as the life of a human. This is a life’s lesson 
  they have to learn. 
  Ask for a Listen check, DC 10. 
  “As you are following the tracks of a cart for a 
  couple of hours, some of you hear a horse 
  screaming from the other side of a hill. You see, 
  about 100 feet away, a magnificent mount. It has a 
  robe with the symbol of a noble and a saddle. 
  Nobody is mounting it. The horse moves quickly 
  towards you, with an aggressive look it seem 
  panicked.” 
  • 
  A Knowledge Nobility check DC 15 tells the 
  player that this horse belong to house Ishtari 
  • 
  A Knowledge Nature check DC 12 tells the 
  player that this horse does not act naturally. 
  • 
  A Knowledge Nature check DC 18 tells the 
  player that this horse seems panicked. 
  Ask for the players to roll Initiative. 
  
  TUSIntro6-01 The Tusman Camel 
   
  Page 5 
  All APLs (EL 4) 
   
  Heavy Warhorse (1): hp 44; Monster Manual 
  273 
  Tactics: On the first round, the horse will double 
  move up to a player, but won’t charge because of the 
  downhill. Ideally, the player must have a chance to 
  act before the horse get to attack, to see their reaction. 
  After the first round, the horse will begin to attack. It 
  is a heavy warhorse, straight from the monster 
  manual, except for its HP. Officially, it is a CR3, but 
  it is counted as CR4 because players might want to 
  subdue it. 
   
  The horse has panicked, it must’ve seen 
  something and just wants to flee, but the players are 
  in the way. If the players are in a critical situation the 
  horse can just trample them and continue to run away. 
   
  If the horse is dead or bleeding: 
  On the top of a hill, a Baklunish man appears. He is 
  breathless and seems horrified by the situation. He 
  screams and runs toward his wounded mount. 
  Without hesitation, he gives the horse a potion. He 
  then turns toward you, with anger in his eyes. 
  If the horse is unconscious and one or more player is 
  bleeding: 
  On the top of a hill, a Baklunish man appears. He is 
  breathless and seems surprised by the situation. He 
  runs toward you. Without hesitation, he gives a 
  potion to the unconscious one. Then he turns 
  toward you with a worried look. 
  If the horse has not been wounded: 
  On the top of a hill, a Baklunish man appears. He is 
  breathless but seems happy with the current 
  situation. He slowly walks toward you. You can see 
  that he is silently thanking you. 
  The man introduces himself as Isham al Ishtari. Isham 
  then explains that his horse threw him down and ran 
  at full speed. It is definitely not a normal behavior for 
  such a precious horse. Even though it is still young, 
  this horse came for a pure lineage and has a brilliant 
  future. 
   
  Once everybody is conscious and the horse 
  situation is stable:  
   
  If the players only did non lethal damage to the 
  horse, Isham thanks them deeply and offers them his 
  gratitude.  
   
  If his horse has been both subdued and lethally 
  damaged, Isham insists to know who has been a 
  gentlemen and who acted as a criminal. Is the group 
  agrees and tells the truth, the players who abided by 
  the Tusman laws and recommended to the other 
  players to subdue the horse and only subdued it 
  themselves will receive Isham’s gratitude. If the 
  players can’t agree, nobody will have his favor. The 
  experience for this encounter is divided this way: 
  Winning the fight 
  Winning the fight without doing lethal damage to the 
  horse 
  If its horse is not dead, Isham won’t press charges 
  since it is not clear who is responsible for the assault. 
  He will still give the players a speech about the laws 
  in Tusmit and how much time they could have spent 
  in the mines. 
   
  If a player has killed Isham’s horse, he will win 
  the hatred of the noble and will lose some TUs with 
  the justice. The charges will eventually be dropped 
  since it’s hard to figure out if there have been 
  mitigated circumstances. 
   
  The gratitude of Isham gives access to a Tusman 
  Heavy or Light warhorse at the PHB standard price. 
   
  Finally, Isham can tell the players that he indeed 
  saw some nomads with a cart yesterday. The cart was 
  pulled by one of their wild horse, definitely not as 
  good as one of his horses. He will confirm that they 
  are members of the White Tiger tribe. 
  ENCOUNTER 3: A GOOD 
  TRADE 
  The goal of this encounter is for the players to 
  retrieve the camel. Many ways can be used. Those 
  written here are examples. 
  After a couple more hours of travel, you finally get 
  in sight of a nomad encampment. Ten tents are 
  placed in a big circle. You notice two more 
  permanent structures, a stable and an enclosure 
  where some wild horses are. 
  If players arrive during the day: 
  At this time of the day, you only see little children 
  and women in the encampment. 
  If they arrive during the evening:  
  A campfire is set in the middle of the circle and 
  about thirty persons are sitting around it. 
  The White Tiger tribe is composed of around 30 
  persons. During the day, the men are hunting, half of 
  
  TUSIntro6-01 The Tusman Camel 
   
  Page 6 
  the women are picking herbs, fruits and vegetables 
  and the rest are tending the young children. 
   
  The only man in the camp during the day is 
  Radhouane, who protects the camp. There is also the 
  old Gontran, the wise man, cleric of Obad’hai (level 
  3). 
   
  The camel is hidden a couple of miles away, in a 
  natural grotto.  
  If the players approach the camp openly: 
  A strong Baklunish man greets you. His hair is 
  white as salt. He hails you with a strong voice. « 
  Hola ! Introduce yourself and tell me the reason of 
  your visit ». 
  The man is Radhouane himself. If the players tell 
  them openly the reason they are here, he will explain 
  that they indeed stole the camel to protest the fact that 
  they have not been invited to the ceremony. 
   
  If the players ask more questions on the reason 
  he did this, (a diplomacy DC 15 or pacifist arguments 
  will convince him to justify his act), he will admit that 
  he now regrets this act and that the wise man of the 
  tribe has asked him to give back the camel. But he 
  does not want to give it back himself, since it would 
  mean he officially admits he was wrong. He will tell 
  the players that if they can prove they are worthy of 
  trust and honorable persons, he can give them back 
  the camel. He also asks them if they can leave him 
  and his tribe out of this story by not mentioning their 
  implication. 
   
  A Knowledge local VTF check DC 15 allows the 
  player to know the nomad customs. They are proud 
  people who generally prove themselves by physical 
  prowess. A bare arm fight could be a good way to 
  prove oneself. A hunting contest could also do the 
  job. 
   
  A Sense motive check DC 15 tells the player that 
  Radhouane request hides another meaning. He wants 
  to know what you can bring to his tribe in exchange 
  of the camel.  
   
  If the players propose a fight against Radhouane 
  himself, he will accept. If only one player wants to 
  oppose him, he will motion the others to join the 
  fight. As long as only non lethal damage is done, 
  Radhouane will do the same. If the players start to use 
  real damage, he will answer accordingly. His goal is 
  not to kill anyone, but he can sure scare them. 
  Statistics for Radhouane are given in annex. Players 
  don’t have much chance of winning, but if they give a 
  fair fight, it could be enough to prove their worth. 
   
  If they propose a fight against a champion, 
  Radhouane offers that one player fights his son, 
  Emrick. His son is a barbarian level 1. Again, bare 
  arms fight and no armor are preferred but they can be 
  talked into accepting another type of fight. As soon as 
  he is wounded, Emrick will start to rage.  
   
  If the players propose a hunting competition, 
  Radhouane gives them one hour to go into the wood 
  and find a catch. The players will see many tracks. If 
  a PC has the track feat Track and some ranks in 
  Knowledge Nature, they can go for the animal of their 
  choice. Otherwise, ask them for how big they are 
  hunting and put an appropriate animal. Examples are :  
  • 
  Boar 
  • 
  Bear 
  • 
  Wolverine 
  • 
  Deer 
  Take the statistics in the Monster Manual. If the 
  players bring back a good catch, Radhouane will offer 
  the camel. If you feel the players have gone under 
  their capacity, one of the nomads will bring a better 
  catch and the players will have to find another way to 
  prove themselves. 
   
  Finally, the players can offer a fair trade. If 
  someone offers knowledge (teach them how to write 
  or share knowledge skills), Radhouane will happily 
  accept the trade. Players who are willing to share 
  their knowledge will spend 4 TUs to teach the 
  nomads. In return, they will receive some teachings 
  from their new found friends (see AR) 
   
  If the players don’t succeed at winning the 
  respect of the tribe or if they anger them, they can still 
  find the camel by following one of the tribesmen 
  during his round. During the night, one of the nomads 
  will leave the encampment to make sure the camel is 
  still in the grotto.  
   
  Obviously, if the players leave with the camel 
  without the nomads knowing it, they won’t receive 
  their respect. 
   
  As soon as the players get to the camel location, 
  whether by being guided by Radhouane or by other 
  means, proceed to Encounter 4. 
  ENCOUNTER 4: BRING 
  BACK THE CAMEL 
  The goal of this encounter is to see if the players are 
  resourceful. They have to find a mean to bring back 
  an 1800 pounds statue of a camel. The camel was 
  
  TUSIntro6-01 The Tusman Camel 
   
  Page 7 
  carried into the cave by 4 barbarians with 16 strength 
  each. They were all at two times their carrying 
  capacity and they moved 5 feet a round. They got the 
  camel up to 60 feet of the grotto with the cart and 
  then hid the tracks. Table 9-1, page 162 of the PHB 
  will be useful for the player’s carrying capacity. 
   
  If time allows it and if the players still haven’t 
  figured out that the camel is indeed a statue, the GM 
  should include a « dreaded gazebo »-like scene. The 
  box text includes a vague description of the camel 
  and it can be fun to see players interacting with a 
  statue while thinking they are in front of a real camel. 
  One way or the other, they will eventually realize that 
  they are in front of a really heavy unanimated camel 
  and that they have to find a way to bring it back. 
  Upon entering the grotto, your gaze meets with what 
  can only be the famous Tusman Camel. So 
  beautiful, he is covered with a robe that must worth 
  a fortune by itself. Without even flinching, you have 
  the feeling that the camel his silently challenging 
  you with a frozen look. And still, there he is, in the 
  middle of a small grotto. 
  If players ask politely, they can get a cart from the 
  nomads. If time allows it, return to encounter 3 and 
  ask them to prove themselves again in another way. 
  They must also agree to bring back the cart or pay for 
  it. If they are strong enough, the players can bring it 
  by foot. It is possible but will most likely take 2 TUs 
  unless they can be imaginative. 
   
  They can always get back to town and buy a 
  horse and a cart of their own. If the players drag the 
  camel on the ground instead of lifting it, this will 
  scratch it. This will lower the value of the camel and 
  they will receive a smaller reward. 
   
  Any good initiative can work at this point. 
  CONCLUSION 
  If the players bring the camel back to the counselor : 
  The sheik’s counselor welcomes you with his arms 
  wide open. A large smile shows on his face. « My 
  friend, I am proud of you. You have given a great 
  service to the sheik and he will reward you as 
  promised, with fountains of gold. ». 
  If the camel has been dragged or damaged in anyway. 
  Getting closer to the camel, the face of the 
  counselor darkens. « What is it I see here? It is 
  damaged. Oh no… no no no no no… What will the 
  sheik say… ». 
  Let time to the players to explain themselves, then 
  continue. 
  You don’t leave me any other choice but to subtract 
  the cost of fixing all this from your reward. 
  Otherwise, I might get killed just for hiring you. 
  End with this: 
  The counselor each gives you a big purse. It is not 
  fountains of gold but they say the currency is the 
  fountain. And it is definitely a good amount for a 
  young adventurer. Just before you leave, the 
  counselor adds : « Before you go friends, tell me… 
  Who was responsible for this ? ». 
  If the players refuse to talk or try to bluff the 
  counselor, he won’t ask anymore questions as long as 
  they can provide a valid explanation. After all, the 
  important part is that the camel is back in one piece. 
  If a player tells him that Radhouane or the White 
  Tigers tribe is responsible, the counselor will ask the 
  other players if they agree with this affirmation. 
  Players who agree won’t receive the White Tigers 
  tribe respect since they will learn it one way or 
  another. 
  
  TUSIntro6-01 The Tusman Camel 
   
  Page 8 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign 
  the experience award.  Award the total value 
  (objectives plus roleplaying) to each character. 
   
  Find the culprit   
   
   
  60 XP 
  Win the fight  
   
   
   
  120 XP 
  Win with non lethal only   
   
  60 XP 
  Find the camel 
   
   
   
  90 XP 
  Bring back the camel 
   
   
  60 XP 
  Roleplaying XP  
   
   
  60 XP 
  Total possible XP  
   
   
  450 XP 
  TREASURE SUMMARY 
  Bring back the camel undamaged 
   
  450 GP 
  Bring back a damaged camel 
   
  400 GP 
  Bring back a really damaged camel  
  200 GP 
  Total possible gold  
   
   
  450 GP 
  Special 
  Tusman Warhorse: You can purchase a Tusman 
  Light Warhorse or Tusman Heavy Warhorse from the 
  Sheik of Eysami of at the regular PHB price for a 
  Light Warhorse or Heavy Warhorse. 
  Respect of the White Tiger Clan: You earned the 
  respect of the White Tiger clan. A clan of Tusman 
  Nomads traveling through Northern Tusmit. 
  Exchange of Knowledge: You have listened to the 
  oral traditions of the White Tiger clan’s storyteller for 
  1 TU. You can spend this favor at anytime you need 
  to roll a bardic knowledge check to receive a +10 
  bonus. Mark as used once used. 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  • 
  None – Standard for intro mod 
  
  TUSIntro6-01 The Tusman Camel 
   
  Page 9 
  APPENDIX 1: NPCS AND CREATURES 
  ENCOUNTER 2 
  Well Groomed Warhorse, Heavy: CR4; Large 
  Animal; HD 4d8+12; hp 44; Init +1; Spd 50 ft; AC 
  14, touch 10, flat-footed 13; BAB +3; Grp +11; Atk: 
  Hoof +6 melee (1d6 + 4); Full Atk 2 hooves +6 
  melee (1d6+4) and bite +1 melee (1d4+2);  SQ Low-
  light vision, scent; AL N; SV Fort +7, Ref +5, Will 
  +2; Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6; 
   
  Skills and Feats: Listen +5, Spot +4. Endurance, 
  Run. 
   
  Possessions: - 
  ENCOUNTER 3 
  Radhouane: Male Human (Baklunish) Bbn7; CR 7; 
  Medium Humanoid (Human); HD 7d12+21; hp 75; 
  Init +0; Spd 40 ft/x4; AC 10 touch 10, flat-footed 10; 
  Base Atk/Grapple +7/+10; Full Atk +10/+5 One-
  handed  (1d3+3;20/x2, Unarmed Strike); SA&SQ 
  Fast Movement(Ex), Illiteracy, Rage, Uncanny 
  Dodge(Ex), Improved Uncanny Dodge(Ex), Trap 
  Sense(Ex), Damage Reduction 1/-(Ex); AL CG; SV 
  Fort +8, Ref +2, Will +5; Str 16(+3), Dex 10(+0), 
  Con 16(+3), Int 10(+0), Wis 12(+1), Cha 10(+0); 
  Skills: Handle Animal +7, Intimidate¹ +8, Jump¹ +12, 
  Listen¹ +6, Ride¹ +12, Survival¹ +11, Swim¹ +8; 
  Feats: 
  Improved 
  Unarmed 
  Strike, 
  Iron 
  Will, 
  Leadership, Power Attack. 
  Emrick, 
  son 
  of 
  Radhouane: 
  Male 
  Human 
  (Baklunish) Bbn1; CR 1; Medium Humanoid 
  (Human); HD 1d12+3; hp 15; Init +1; Spd 40 ft/x4; 
  AC 11 (+1 dex), touch 11, flat-footed 10; Base 
  Atk/Grapple +1/+4; Full Atk +4 One-handed  
  (1d3+3;20/x2, 
  Unarmed 
  Strike); 
  SA&SQ 
  Fast 
  Movement(Ex), Illiteracy, Rage; AL CN; SV Fort +5, 
  Ref +1, Will +0; Str 16(+3), Dex 13(+1), Con 
  16(+3), Int 8(-1), Wis 10(+0), Cha 9(-1); Skills: 
  Intimidate¹ +1, Jump¹ +8, Listen¹ +2, Ride¹ +4, 
  Survival¹ +4, Swim¹ +7. Feats: Improved Unarmed 
  Strike, Power Attack. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Tuflik, Fals, and Velverdyva Trade Route/Tusmit/TUS6-A01 - The Tusman Camel.pdf