TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form 
  without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM 
  license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, 
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  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
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  or events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at poc@tusmit.org for 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com  
   
  TUS7-07 
   
   
  The Stone Gardens 
   
  A One-Round Dungeons & Dragons
  ® 
  Living Greyhawk™ Tusmit Regional Adventure 
   
   
  by Francis Carrier 
  Circle Reviewers: Tim Sech 
  Reviewers: Daniel Mayrand 
   
   
  In search of the past you are to enter the Stone Gardens. Will you survive the madness or be consumed by it? Part of the 
  Fell Dreams of the Udgru series. The adventure contains a special play option for all-elf groups. A one-round Regional 
  adventure set in Tusmit for characters level 2-14 (APLs 4-12). 
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event 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 session 
  Dungeon Master (or usually just DM). Sometimes (and 
  almost all the time in the cases of home events) the 
  senior gamemaster is also the session DM. You must be 
  at least a HERALD-LEVEL GM to run this adventure. 
   
  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, players 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, 2008.  
   
  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. Information on 
  nonplayer characters (NPCs) and monsters appear in 
  abbreviated form in the adventure text. Refer to 
  Appendix 1 for full information on NPCs and 
  monsters. For your convenience, Appendix 1 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). You need one copy of this for each participating 
  player. 
   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 calculate 
  the Average Party Level (APL), follow the process 
  below:  
  Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring one 
  animal, plus any creatures gained from class abilities to 
  help in combat. (PCs can bring more creatures but they 
  cannot help in combat). If you deem that the animal 
  bestows a significant benefit in combat add the 
  animal’s CR to the level of the PC it is accompanying 
  for calculating APL. (Animals gained from class 
  abilities and one standard horse, warhorse, or riding 
  dog for a PC with Mounted Combat do not affect APL). 
  Sum the results of step 1 and divide by the number of 
  characters playing in the adventure. Round to the 
  nearest whole number. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLs are given in even-
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL 
  TUS7-07 The Stone Gardens 
   
  Page 2 
  
  at which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in 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. 
   
  These APL calculation rules reference version 7.0 
  of the Living Greyhawk Campaign Sourcebook. If you 
  are playing this adventure in 2008, check the current 
  version of the LGCS and follow any updated rules 
  presented within.  
  TIME UNITS AND UPKEEP 
  This is a standard 1-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 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 avoid the above-described penalties by 
  living off the wild. If the character possesses four or 
  more ranks in Survival and succeeds on a DC 20 
  Survival check, he heals temporary ability damage as if 
  he had 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). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
  PREPARATION FOR PLAY 
  RELEVANT META-ORGS OR FAVORS 
  Prior to the adventure beginning, check to see if the 
  PCs belong to the following Tusmit Meta-orgs or have 
  acquired the following Favors. 
  Relevant Meta-orgs: 
  • 
  College of the Arts of Sefmur 
  • 
  Order of the Pureblood 
  • 
  Udgru Wood Elves 
  Relevant AR items 
  From TUS6-02 It Came from the Udgru: 
  • 
  In the stories of Bandaloo 
  From TUS06-09 Fell in Disgrace: 
  • 
  Nightmares of the Fell 
  • 
  Dreaded Nightmares of the Fell 
  • 
  An old symbol 
  • 
  Favor of Sheik Zeldan “The Axe” 
  • 
  Thanks of King Elohir 
  • 
  In the Songs of Bandaloo 
  From TUSInt07-01 Seeds of Hate: 
  • 
  Favor of Elohir 
  • 
  Udgru War Veteran  
  • 
  Leader of Great Bear Clan 
  • 
  Udgru War Hero  
  From TUSInt7-02 Rescue Mission: 
  • 
  Agents of the War Council 
  From TUS7-04 The Roots of Chaos: 
  • 
  The hemorrhage has stop 
  NEW RULE ITEMS 
  Regional adventures often utilize new rules items –
  including new classes, prestige classes, races, feats, 
  spells, and equipment (including magic items) – that 
  do not appear in any of the three core D&D books 
  (Player’s Handbook, Dungeon Master’s Guide, or 
  Monster Manual). The full write-up of any featured 
  feats, spells, or equipment appears in Appendix 2. 
  Information on featured classes, prestige classes, and 
  races appears in the relevant creature’s stat block. This 
  TUS7-07 The Stone Gardens 
   
  Page 3 
  
  adventure includes all the information required to run 
  these characters. The DM should double-check that he 
  fully understands any new rule items presented in this 
  adventure before play begins. 
  ALL-ELVES PLAY OPTION 
  Part of the Introduction and some elements of some 
  of the encounters have been modified for "all-elves 
  party", i.e. a group consisting entirely of elves and/or 
  half-elves. 
   
  If a table insists they want to play this part and is 
  not composed entirely of elves, it is possible for a DM 
  to use his judgment if all players are at least friendly 
  towards elves and all non-elves match one of the 
  criteria below: 
  • 
  They are members of the Ruathar prestige class 
  • 
  They wear the Que’Lasse’Ten’Qessir (from TUS3-
  04 Flames of War) 
  • 
  They succeed at a DC 35 Diplomacy check. 
  • 
  They disguise themselves as elves well enough to 
  fool the Ugdru Warmasters and King Elohir (DC 45 
  Disguise check). 
  • 
  They spend the Udgru War Veteran Favor from 
  TUSInt7-01 Seeds of Hate. 
  • 
  They spend an influence point with Elohir or with 
  a Warmaster 
  ADVENTURE BACKGROUND 
  The Black Knight, evil overlord of the Ekbirrian 
  Udgru, wishes to unite all of the Udgru under his 
  unholy iron fist. Against him only a single organized 
  force exists, united enough to form an opposition and 
  protected by a swift and wide river: the Blashikmund. 
   
  King Elohir’s Udgru elves have alliances with 
  most non-evil creatures of the forest; forming a 
  formidable opposition. 
   
  The Black Knight has entrusted one his 
  lieutenant, to bring the elves under his rule, Lord Fell, 
  the Pastor of Nightmares. 
  WHAT HAPPENED PREVIOUSLY… 
  From TUS6-02 It Came from the Udgru 
  Lord Fell sent one of his Aranea minions, to pose as a 
  wood elf and, at the beginning of the year 596, conduct 
  massacres, framing Rez’uri (a wood elf who despise 
  Tusmans) and stir trouble along the border of the 
  forest. Fell’s plan to cause a war to break out between 
  Tusmit and the elves failed. His minion also failed to 
  isolate the Udgru elves from the Tusman Rebels. The 
  Sheikdom of Khalid even declared him an enemy. 
  However, there is still a long way to go before the elves 
  and Tusmans would join forces against him. The two 
  have a long history of hate and war between them. 
  From TUS6-09 Fell in Disgrace 
  Elven scouts and tusman spies went in the Dark Forest 
  of the Ekbirrian Udgru, bordering the Blashikmund 
  River and thus the Tusman Udgru. They then reported 
  back the tactics and contents of Lord Fell’s Army. Also, 
  they found what could possibly be Lord Fell’s base of 
  operation and an old holy symbol of Al’Akbar. 
   
  Finally, the elven scouts made contact with the 
  wild elves maquis in the Ekbirrian Udgru. An 
  organized alliance is to take place between them and 
  the wood elves of the Tusman Udgru for their war 
  against the forces of the Pastor of Nightmares. 
   
  Rez’uri, after being framed time and time again by 
  Lord Fell as a traitor to her race, as decided to launch a 
  personal crusade against the forces of the Pastor of 
  Nightmares, with her Great Bear Clan and some 
  volunteers making her army. 
  From TUSInt7-01 Seeds of Hate 
  Rez’uri, without the approval of the Elven War Council 
  and King Elohir, went on a personal crusade with her 
  Clan and volunteers to attack the Dark Forest and 
  destroy the forces of the Pastor of Nightmares, Lord 
  Fell. The King’s agents could not convince her to turn 
  back from a possible trap. 
   
  Meanwhile, a coalition of elven “diplomats” from 
  Rez’uri’s horde and agents of Elohir traveled together 
  to meet and convince the Wild elves to join forces with 
  them against Lord Fell army. However, the delegation 
  did not succeed in its task. The wild elves thus stay 
  aside the coming war, licking their wounds thankful 
  that the wood elves have drawn the attention of their 
  enemy away from them. 
   
  The battle between Rez’uri’s crusaders and the 
  army of Lord Fell thus began with waves of spiders, 
  wolves and goblins overwhelming the crusaders. Then, 
  a portal appeared in the center of the battlefield: Waves 
  of incorporeal undeads followed by Lord Fell and a 
  necromancer allied to him sprung from the portal. All 
  appeared to be lost, as Rez’uri fell before the Pastor of 
  Nightmares. 
   
  At this point, spies from the Sheikdom of Khalid, 
  emerged to help the elves, those powerful mercenaries 
  hailing from a far realms forced Lord Fell from the 
  TUS7-07 The Stone Gardens 
   
  Page 4 
  
  battlefield, however he took the body of Rez’uri with 
  him. 
  From TUSInt7-02 Rescue Mission 
  The elven war council has secretly sent a group of 
  adventurers to bring back the body of Rez’uri.  Jordell 
  Freshbreeze, a wood elf scout of renown was the 
  intermediary to hire the adventurers. Also the 
  adventurers were guided by Cerion, the satyr, and 
  Korvak, the centaur. 
   
  The adventurers did not succeed in there mission 
  as they found out that Rez’uri was now a vampire in the 
  service of Lord Fell. 
   
  This sad news brought down even further the 
  morale of the wood elves. 
  From TUS7-04 The Roots of Chaos 
  In Tusmit, recent events pointed out that the agents of 
  Lord Fell were operating inside Tusmit, working to 
  create an army of the undead as well as experimenting 
  on the citizens of Tusmit in the Sheikdom of Suvii. 
  This was brought to the attention of the good people of 
  Tusmit, as Sheik Zeldan “the Axe” from Khalid and 
  factions from the Sheikdom of Suvii have declared the 
  Pastor of Nightmares and his minions an Enemy of the 
  state. Thus it appears that they will aid the wood elves 
  in their coming war against Lord Fell in the winter. 
   
  Also, it appears that Lord Fell was behind Omar 
  Khalid’s attack on the College of the Arts (from TUS6-
  04 Arcane Fate), as his agents stole a powerful 
  necromancy tome at the same time. 
  THE TUSMAN UDGRU 
  South of the Blashikmund, King Elohir rules most of 
  the Udgru from his capital at Zaneren. There he and 
  the war council meet and discuss strategies. The elves’ 
  control of the Udgru is not total, but they are by far the 
  largest and most organized faction in the forest.  
   
  In the recent years the Ugdru elves have been 
  restless. They feel their forest is being invaded more 
  and more by the Tusman nation. The economy of the 
  two 
  neighboring 
  sheikdoms 
  depends 
  almost 
  exclusively on the Ugdru and the sheiks are not about 
  to back down. 
   
  In 595CY, Elohir made an alliance with 
  Jadhim/orem, the former Pasha returned from exile. In 
  return for the support of the elves, Jadhim/orem 
  promised the Udgru its own sheikdom. The War 
  council frowned on such an alliance but followed their 
  king regardless. Now that Jadhim/orem failed to regain 
  power, elves have seen their hope for a peaceful 
  negotiation gone and remain bitterer than ever. 
   
  Rez’uri, leader of the Great Bear Clan and 
  distrustful of the Baklunish nation, was one of the 
  most vocal opponent of the alliance, but was expelled 
  from the council last year after getting ousted of her 
  position of Warmaster via a formal challenge.  
  THE EKBIRRIAN UDGRU 
  The evil forces of the Black Knight rule the northern 
  banks of the Blashikmund. Over the last decade this 
  dark figure united, submitted or conquered almost 
  every faction in the forest to his rule. Humanoids, 
  opponents to the Ekbirrian regime, bandits, and 
  worshippers of banned religions and all kinds of 
  criminals form the core of the Black Knights’ forces.  
   
  A few isolated groups of grugatch and other do-
  gooders resist the iron fist of the Black knight, but they 
  are scattered and too few in numbers.  
   
  Until now, the Black Knight has been content 
  with his side of the forest but after an attack on the 
  elves in 595CY, he seems to have set his sights on the 
  entire forest.  
  STATUS OF ELVES IN SEFMUR 
  Even with the tensions between the Udgru Elves and 
  the Tusman government, Elves are not automatically 
  arrested on sight if they are found in the capital city of 
  Sefmur. 
   
  Guards might be a bit more concerned, and might 
  be a tad more zealous in their questioning of PCs of 
  elven descent, but Sefmur is cosmopolitan enough 
  (and mercantile enough) to let an Elf or Half-Elf 
  conduct his business in peace.. as long as he obeys the 
  law. 
   
  PCs doing the All-Elves play option might be 
  under the impression that they might get harassed, if 
  not outright arrested, if they show up in Sefmur. This 
  is not really the case. Nonetheless, if they want to feel 
  paranoid about it, the DM could play on this to add to 
  the atmosphere of the adventure. 
  BANDALOO “BIG MOUTH” SAPSUCKLE 
  Wherever Bandaloo goes his voice follows. Known for 
  his non-stop singing and story-telling, Bandaloo travels 
  through most of Northern Tusmit, but mostly 
  throughout Khalid, singing songs and adding tales, 
  whether fact or fiction, to his ever growing store of 
  “Northern Lore”. He is quite good at what he does, but 
  his incessant rattling has been known to drive off less 
  tolerant folk, as well as divulging so-called secrets that 
  TUS7-07 The Stone Gardens 
   
  Page 5 
  
  he has “overheard”. His nickname “Big Mouth” can be 
  attributed to both his great signing voice and his loose 
  tongue… 
   
  He possibly met with PCs who played TUS6-02 It 
  Came from the Udgru or TUS6-09 Fell in Disgrace. 
  ADVENTURE SUMMARY 
  Thus people have been speculating as what are the true 
  intentions of Lord Fell… Is he not just to conquer the 
  elves, what is his interest in Tusmit? Why does he 
  seem so interested in the College of the Arts? He 
  seems to be all about lies, decoys and manipulating his 
  enemies. Is the elven war a decoy? His experiments in 
  Tusmit? His attack on the College of the Arts? 
  In this adventure, the PCs’ goal is to search for answers, 
  and many factions would like to know more about 
  these questions. 
  Introduction: The PCs are hired by Sheik Zeldan “The 
  Axe” to investigate the past and motivations (goals) of 
  Lord Fell. Given an old holy symbol, they are to 
  journey to Sefmur, to meet with a member of the 
  College of the Arts to divine on it. Also, these PCs 
  might receive an invitation to Bandaloo’s play 
  premiering in Sefmur. 
  Introduction 2 (All-elves): The PCs are hired by Elohir 
  to investigate the past and motivations (goals) of Lord 
  Fell. Given an old holy symbol, they are to journey to 
  Sefmur, to meet with a grey elf diviner there. 
  Encounter 1: The PCs gather information before 
  leaving for Sefmur. 
  Encounter 2: The PCs meet the diviner from the 
  College of the Arts. He begins his research. 
  Encounter 3: The PCs are invited to the premiere of 
  Bandaloo’s play. 
  Encounter 4: The PCs come back to hear about the 
  revelations of the diviner. Also they are attacked by 
  incorporeal undead in the College. 
  Encounter 5: The PCs travel to the Yatils, to meet with 
  a wizard who might know of Lord Fell’s secret past. 
  Arriving at his manor, they fight some guardians in his 
  stone gardens. 
  Encounter 6: The PCs meet with the mad mage. Some 
  of the PCs might be compelled to attack him on sight. 
  Encounter 7: Assassins sent by Lord Fell attack the 
  PCs and are there to bring back the body of the mad 
  wizard. 
  Conclusion: The PCs return to their employer and tell 
  of what they have learned about Lord Fell. 
  INTRODUCTION 
  If the party does qualify for the All-Elves option, skip 
  to Meeting the King in Zaneren. 
   
  Otherwise, read the following aloud to the PCs: 
   
  You have been convoked by Sheik Zeldan “The 
  Axe” to Darnav a week ago. You now stand before 
  him in his palace, which has more the looks of a 
  military barrack some would say. He speaks: “I have 
  brought you here to go on a secret mission to 
  gather information about the new enemy of the 
  northern sheikdoms of Tusmit: the Pastor of 
  Nightmares, Lord Fell. Last year, it was discovered 
  he was behind the massacre of one of our 
  sheikdom’s woodsmen village. Recently, it was 
  discovered his agents were behind the abductions 
  in Suvii, that he was also behind the chaos that 
  plagued the College of the Arts in Sefmur, last year. 
  We now believe he has more than the elves on his 
  mind as he brought disaster several times to the 
  people of Tusmit. Some time ago, brave people 
  went into his Tower of the Fell and brought back 
  an old holy symbol. We thus want you to go to 
  Sefmur and bring it to a master diviner at the 
  College of the Arts by the name of Korellar the 
  Wise. We hope that it will bring light into knowing 
  more of our enemy before this coming winter. Do 
  you accept this mission?” 
   
  Let the PCs now say one by one their response as 
  well as presenting their characters to the other players.  
   
  When the PCs accept, the sheik gives them the 
  old symbol (he gives it to the highest Tusmit military 
  PC at the table or the highest level PC). 
   
  PCs in any Tusman military meta-orgs or with 
  “Favor of Sheik Zeldan ‘The Axe’” or “An old symbol” 
  on an AR receive a magical +1 weapon of their choice 
  as a loan. A PC may exchange this loan of a magical +1 
  weapon for a magical potion of up to caster level 5. 
   
  All these loans can be bought at the end of the 
  scenario or must be returned to the Sheik. 
   
  Go to Encounter 1 if the PCs want to gather 
  information 
  in 
  Darnav. 
  If 
  they 
  don’t 
  gather 
  information, proceed to Encounter 2. 
  MEETING THE KING IN ZANEREN. 
  Read the following aloud to the PCs: 
  TUS7-07 The Stone Gardens 
   
  Page 6 
  
   
  You have been summoned by King Elohir in 
  Zaneren a week ago. You now stand before him at 
  the War Council. He speaks: “I have brought you 
  here to go on a secret mission to gather information 
  about our Enemy, the Pastor of Nightmares, Lord 
  Fell. Some time ago, brave people went into his 
  Tower of the Fell and brought back an old holy 
  symbol. We have arranged with our contacts in 
  Sefmur to have one of our allies there, a grey elf 
  diviner by the name of Korellar the Wise, 
  investigate it further and we need you to bring it to 
  him. We hope that it will bring light into knowing 
  more of our Enemy before the coming war in 
  winter. Do you accept this mission?” 
   
  Let the PCs now say one by one their response as 
  well as presenting their characters to the other players.  
   
  When the PCs accept, the King gives them the old 
  symbol; a DC 15 (10 for Baklunish PCs) Knowledge 
  (Religion) check reveals it is an old symbol of the True 
  Faith of Al’Akbar. 
   
  Members of the Udgru Wood Elves meta-org or 
  PCs with either “Favor of Elohir” or “Udgru War 
  Veteran” on an AR receive a potion of disguise self. 
   
  PCs with either “Leader of the Great Bear Clan”, 
  “Udgru War Hero”, “Thanks of King Elohir” or “Agents 
  of the War Council” on an AR receive a potion of 
  invisibility. 
   
  PCs with “An old symbol” on an AR receive a 
  magical +1 weapon of their choice. 
   
  All of these are cumulative. All those loans can be 
  bought at the end of the scenario or must be returned 
  to the Sheik. 
   
  Then go to Encounter 1 if the PCs want to gather 
  information in Zaneren. Otherwise go directly to 
  Encounter 2. 
  ENCOUNTER 1: LOOKING 
  FOR CLUES 
  The PCs wish to Gather Information in Darnav, 
  Sefmur or Zaneren. Each of the information given is 
  only accessible to a specific city and is only to be given 
  if researched in the city in question. 
  Darnav: 
  • 
  DC 5: You are in Darnav, capital city of the 
  Sheikdom of Khalid in Tusmit. 
  • 
  DC 10: Undead creatures attacked the population 
  in the sheikdom of Suvii earlier this year; it seems to 
  have started near the village of Fal As'ar. Thank the 
  Restorer of Righteousness some adventurers put a stop 
  to it! 
  • 
  DC 12: Lord Fell, minion of the Black Knight, is 
  an Enemy of the Sheikdom of Khalid. 
  • 
  DC 15: Elves are not the most welcome in Sefmur 
  at the moment, but as long as they keep to themselves 
  and keep the peace, the City Guard doesn't have any 
  quarrel with them. 
  • 
  DC 20: "If I leave now, I should be able to make it 
  to Sefmur for the premiere of Bandaloo Sapsuckle's 
  next play! I hear all the nobles in Sefmur will attend – 
  even the Pasha himself!" 
  • 
  DC 25: "I heard that the Pasha's son, Muazzar, has 
  been feeling under the weather lately but he still 
  attend most social gathering on behalf of his father." 
  • 
  DC 30: "If I was young Muazzar, I would be weary 
  of his wife – she's a Zeifan spy, I tell ya!" 
  Sefmur: 
  • 
  DC 5: You are in Sefmur, capital city of the nation 
  of Tusmit. 
  • 
  DC 10: Elves are not the most welcome in Sefmur 
  at the moment, but as long as they keep to themselves 
  and keep the peace, the City Guard doesn't have any 
  quarrel with them. 
  • 
  DC 15: "I heard that the Pasha's son, Muazzar, has 
  been feeling under the weather lately but he still 
  attend most social gathering on behalf of his father." 
  • 
  DC 20: "If I was young Muazzar, I would be weary 
  of his wife – she's a Zeifan spy, I tell ya!" 
  • 
  DC 22: "Oh I wish I could attend the premiere of 
  Bandaloo Sapsuckle's next play! I hear all the nobles in 
  Sefmur will attend – even the Pasha himself!" 
  • 
  DC 25: "Undead creatures attacked the population 
  in the sheikdom of Suvii earlier this year; it seems to 
  have started near the village of Fal As'ar. Thank the 
  Restorer of Righteousness some adventurers put a stop 
  to it!" 
  Zaneren: 
  • 
  DC 5: You are in Zaneren, capital city of the Elves 
  of the Udgru. 
  • 
  DC 7: "If you go to Sefmur, beware! The People are 
  not welcome amongst the Bakluni." 
  • 
  DC 10: "Our forest is not ours anymore. More and 
  more it is being invaded more and more by the Tusmi." 
  TUS7-07 The Stone Gardens 
   
  Page 7 
  
  • 
  DC 12: The Black Knight, evil overlord of the 
  Ekbirrian Udgru, wishes to unite under his unholy 
  iron fist all of the Udgru. Only King Elohir and the 
  Elves of the Udgru stand against him. 
  • 
  DC 15: The Black Knight has entrusted one his 
  lieutenant, to bring the elves under his rule: Lord Fell, 
  the Pastor of Nightmares. 
  • 
  DC 17: "Of course not, Elves are not automatically 
  arrested on sight if they are found in the capital city of 
  Sefmur, don't be silly…" 
  • 
  DC 20: "The Wild Elves are traitors for not joining 
  us against our common enemy!" 
  • 
  DC 25: Lord Fell command waves of incorporeal 
  undead creatures and powerful necromancers 
  • 
  DC 27: "Rez'zuri of the Great Bear Clan was 
  framed, this is obvious…" 
  • 
  DC 30: "I heard that Rez’uri is now a vampire in 
  the service of Lord Fell…" 
   
  ENCOUNTER 2: THE 
  DIVINER AND THE SYMBOL 
  The PCs arrive in Sefmur. If they wish to gather 
  information, check with Encounter 1. If they go to the 
  College, go to Encounter 2.  
   
  For PCs using the All-Elves play option, read aloud 
  the following when the PCs arrive at the College of the 
  Arts: 
   
  Your group arrives at the College of the Arts. 
  The two guards at the entrance seem to be ill at ease 
  to found themselves face to face with a group of 
  determined (and well-armed) adventurers of elven 
  descent. They question you in details about your 
  intentions and then escort you to the office of 
  Korellar the Wise, the Diviner you seek. 
  Otherwise:  
   
  Your group arrives at the College of the Arts. 
  Asking around, you are quickly brought to the 
  office of Korellar the Wise, the Diviner you seek. 
  Once the PCs are inside, continue with the following: 
   
  Once inside, Korellar locks the door and asks 
  for the symbol. After you give it to him, he says to 
  you that it will require some time for him to 
  meditate, a few hours at least. He says that you 
  could either wait in the next room or come back 
  later. 
   
  If the PCs refuse, he says he cannot help them. 
  Unless they have access (ex. thru AR access) to another 
  powerful diviner in Sefmur, the adventure is over. 
   
  If any PC has either “In the stories of Bandaloo” or 
  “In the songs of Bandaloo” on an AR, read the 
  following aloud to them: 
   
  As you exit the College of the Arts, a page 
  hands you a small envelope. On the front is written 
  “Bandaloo”. 
   
  If the PCs read the letter inside, give them Player 
  Handout 1. Inside the envelope are also Very 
  Important Guests access badges for them to attend 
  Bandaloo’s play. 
   
  The PCs can decide to go to Bandaloo’s play (go to 
  Encounter 3), try to gather information (go to 
  Encounter 1), or simply wait it out (go to Encounter 
  4). 
  ENCOUNTER 3: 
  BANDALOO’S PREMIERE 
  If or when they decide to go to Bandaloo’s premiere, 
  proceed with the following: 
   
  You arrive at Sefmur’s Grand Theatre, an 
  exquisitely decorated structure. At the entrance, 
  your hear heralds proclaiming “Premiering ‘Into 
  the Dark Udgru’, by Bandaloo Sapsuckle”. You 
  approach, showing your Very Important Guest’s 
  pass at the entrance, in front of the rich and noble 
  of Sefmur who regard you in awe. You are then 
  guided to a private balcony where all the audience 
  can see you. 
   
  Just before the start of the play, you see 
  Bandaloo Sapsuckle coming up on the stage and 
  make a formal greeting to the audience. He salutes 
  you before going off stage. The play begins… after a 
  short moment you see it is clearly an exaggeration 
  of your exploits, you don’t know what to think 
  when the play ends. 
   
  At this point, Bandaloo comes out again, the 
  crowd gives him thunderous applause. He then 
  points toward your balcony, and presents the brave 
  heroes who went into the Dark Udgru. 
   
  If the PCs are using the All-Elves option, read the 
  following: 
  TUS7-07 The Stone Gardens 
   
  Page 8 
  
   
   The crowd hesitantly starts to applaud. You 
  feel a bit foolish to be put into the limelight like 
  this, 
  but 
  you 
  also 
  feed 
  proud 
  of 
  your 
  accomplishments.. 
   
  Otherwise: 
   
   The crowd gives you a standing ovation. You 
  feel as if you were already an epic hero. 
   
  Then continue: 
   
  After the play, you are joined by Bandaloo in 
  the halls of the Grand Theatre. You clearly are the 
  attraction of the cocktail. 
   
  If the PCs are using the All-Elves option, read the 
  following: 
   
   All sorts of rich and powerful people look at 
  you and whisper – but more in awe than in fear. 
  You are even greeted by Princess Tira of Zeif, the 
  wife of the Pasha’s only son, who tore out from 
  behind a half-dozen of fierce-looking bodyguards 
  before they could stop her. Her husband, Muazzar, 
  tries to follow her only to be stopped by his retinue 
  – he then looks at you and smiles sheepishly, while 
  shrugging his shoulders… 
   
  You have never felt so good in your life. 
   
  Otherwise: 
   
  All sorts of rich and powerful people come to 
  meet you. You are even greeted by Muazzar Qharan, 
  the son of the Pasha and his wife, the lovely 
  Princess Tira, who asks to know all about your 
  adventures. 
   
  You have never felt so good in your life. 
   
  At the end of the reception, Bandaloo asks you to 
  keep him informed of your adventures, as surely a 
  sequel is in order! PCs are free to tell him what they 
  want, as it will have no impact on the rest of this 
  adventure. 
   
  After the reception, you are quite rejuvenated 
  and motivated going on with your adventuring 
  career as you go on with your mission. 
   
  The PCs receive “Sharing the Fame of Bandaloo” 
  on their AR. 
  Go to Encounter 4. 
  ENCOUNTER 4: COLLEGE 
  SKIRMISH 
  Read aloud the following: 
   
  As the hour is getting late, you return to the 
  College of the Arts to await the results of Korellar’s 
  divinations. 
   
  As you enter, a guard escorts you right away to 
  the Diviner’s office, where you find Korellar’s 
  sitting at his desk, a perplexed look on his face. 
   
  “This holy symbol once belonged to Lord Fell, 
  before he came to wear this name. It seems he was 
  once a member of the order of the sacred exorcist 
  of the True Faith of Al-Akbar. I did not divine more 
  information about him or his past, or as to what 
  happened to transform this man. There is no 
  spiritual link now between this symbol and the 
  Pastor of Nightmares. 
   
  However, I divined a frail link between this 
  symbol and someone whom I think could know 
  more about Lord Fell’s past. I saw an old and sicken 
  mage living in an estate in the Yatils. In the estate I 
  saw a garden with flowers and trees made of stone. 
   
  I believe this man to be Zambar al-
  Marrazawarr, a master elementalist of the Earth 
  who left the College of the Arts years ago. I do 
  believe he is also a member of the Order of Pure 
  Blood. I have made a map for you to show you the 
  way to his estate. But be wary…” 
   
  At these words, Korellar’s expression seems to 
  freeze up in pain and surprise, and he slumps face 
  first up upon his desk. 
   
  From beneath him, an undead abomination is 
  rising… 
  APL 4 (EL 5) 
   
  Wraith: hp 32; see Monster Manual p.258. 
  APL 6 (EL 7) 
   
  Wraiths (2): hp 32 each; see Monster Manual 
  p.258. 
  APL 8 (EL 9) 
   
  Wraiths (4): hp 32 each; see Monster Manual 
  p.258. 
  APL 10 (EL 11) 
   
  Dread Wraith: hp 104; see Monster Manual p.258. 
  APL 12 (EL 13) 
   
  Dread Wraiths (2): hp 104 each; see Monster 
  Manual p.258. 
  Tactics: These undead creatures were hidden secretly 
  by the elven necromancer Mordak, with the help of 
  TUS7-07 The Stone Gardens 
   
  Page 9 
  
  Omar Khalid, just before the chaos at the College, a 
  year ago. 
   
  If a PC is victim of their draining abilities, it gives 
  this PC “Nightmares of the Fell” on his AR; or 
  “Dreaded Nightmares of the Fell” if already has the 
  first stage of the curse. 
   
  Their goal is to curse as many PCs as possible. 
  Development: Note which PCs got the curse from this 
  encounter or before in a previous adventure, this has 
  an impact later in this adventure. 
   
  When finished at the College, the PCs depart for 
  the Yatils; go to Encounter 5. 
  ENCOUNTER 5: THE STONE 
  GARDENS 
  Read the following aloud: 
   
  You have traveled for about a week to the base 
  of the Yatils where you are to find the estate of 
  Zambar al-Marrazawarr, the earth elementalist. 
  With the aid of the diviner’s map and some luck, 
  you find within a few days the remote estate of the 
  elementalist. It rests atop a cliff. A small cliff road 
  permits you to reach the top and the estate’s 
  exterior walls, where you find no entrance. 
   
  The walls are 15 ft high stone, 5 ft wide. The PCs 
  can climb over them pretty easily with a rope or some 
  good ideas. When they do, read the following: 
   
  Behind the exterior walls, you find yourself in 
  a grand garden, but everything is made of stone, 
  even the most delicate flowers. At the center of this 
  garden you see a stone manor, the residence of 
  Zambar al-Marrazawarr. But you quickly find that 
  you are not alone in this strange garden of stone, as 
  it appears the elementalist has a few pets living in 
  his gardens. 
  APL 4 (EL 6) 
   
  Cockatrice (3): hp 27 each; see Monster Manual 
  p.37. 
  APL 6 (EL 8) 
   
  Gorgon: hp 85; see Monster Manual p.137. 
  APL 8 (EL 10) 
   
  Gorgon (2): hp 85 each; see Monster Manual 
  p.137. 
  APL 10 (EL 12) 
   
  Cockatrice (10): hp 27 each; see Monster Manual 
  p.37. 
   
  Gorgon (2): hp 85 each; see Monster Manual 
  p.137. 
  APL 12 (EL 14) 
   
  Gorgon (8): hp 85 each; see Monster Manual 
  p.137. 
  Tactics: There is about 100 ft between the walls and 
  the manor entrance (with some stone obstacles). The 
  creatures attack all they see. 
  Development: When the PCs enter the manor (the 
  doors are not locked), go to Encounter 6. 
  ENCOUNTER 6: THE MAD 
  MAGE 
  Read the following aloud: 
   
  As you enter the stone manor of Zambar al-
  Marrazawarr, the earth elementalist, you find it to 
  be richly decorated inside. Rare woods and silk 
  everywhere. Entering the main hall, you find 
  yourself before an old Bakluni man in scholar 
  robes. He is trembling and a look of fear is in his 
  eyes as he looks upon you. “Why have you come? 
  Who are you? Yaaahhmmaaa!” 
   
  A DC 10 Sense Motive check reveals he seems 
  very paranoid and somewhat crazy. 
   
  The PCs must give him good reasons as to why 
  they are here and calm him down. A DC 30 Diplomacy 
  check, or a DC 30 Bluff check, is necessary. Being a 
  member of the College of the Arts or the Church of Al-
  Akbar gives a +5 cumulative bonus to the total check. 
  Also, members of the Order of Pure Blood give a +10 
  cumulative bonus to the check. If one PC as “The 
  hemorrhage has stop” (from TUS7-04 The Roots of 
  Chaos) it gives a +10 bonus to the total check. 
   
  Spellcasting results in combat. Any aggressive 
  behavior from any PC also results in combat. 
   
  PCs with either “Nightmares of the Fell” or 
  “Dreaded Nightmares of the Fell” are compelled to 
  attack Zambar at this point. Those with “Nightmares of 
  the Fell” must succeed at a DC 28 Will save to avoid 
  attacking Zambar to the best of their abilities (those 
  who do are told secretly that they loose their debt to 
  Lord Fell if they do so). Those with “Dreaded 
  TUS7-07 The Stone Gardens 
   
  Page 10 
  
  Nightmares of the Fell” fail automatically, no saving 
  throw allowed. 
   
  If a PC thus afflicted kills Zambar or helps doing 
  it, that PC looses his curse on the spot. 
   
  After a battle, if Zambar is still alive, the PCs need 
  to succeed at a DC 40 Diplomacy or Bluff check to calm 
  him down (the same bonuses apply). 
  APL 4 (EL 7) 
   
  Zambar al-Marrazawarr: Wizard 5 / Elemental 
  Savant 2 (Earth); hp 43; see Appendix 1. 
  APL 6 (EL 9) 
   
  Zambar al-Marrazawarr: Wizard 5 / Elemental 
  Savant 4 (Earth); hp 55; see Appendix 1. 
  APL 8 (EL 11) 
   
  Zambar al-Marrazawarr: Wizard 5 / Elemental 
  Savant 6 (Earth); hp 78; see Appendix 1. 
  APL 10 (EL 13) 
   
  Zambar al-Marrazawarr: Wizard 5 / Elemental 
  Savant 8 (Earth); hp 92; see Appendix 1. 
  APL 12 (EL 15) 
   
  Zambar al-Marrazawarr: Wizard 5 / Elemental 
  Savant 10 (Earth); hp 121; see Appendix 1. 
  Tactics: Zambar attacks all out with his spells at the 
  PCs. He has precasted a few spells while the PCs were 
  fighting his garden creatures (familiarize yourself with 
  precasts before combat, he is prepared!).  
   
  He is on the ceiling, invisible and in spider climb. 
  He uses a major image spell to appear as himself on the 
  floor, with a ventriloquism spell to add to the illusion. 
  He most likely attacks during a surprise round (as he is 
  invisible) if the PCs are hostile or don’t convince him. 
   
  At APL 6 and up, he cast wall of stone to trap the 
  party in the room during round 1. In round 2, he cast 
  transmute rock to mud on the entire room floor. 
   
  At APL 12, the mad mage attacks through a project 
  image spell and remains invisible. 
  Development: If the PCs are able to calm Zambar, he 
  removes the illusions and turns visible; talking to him 
  reveals the following if he is given the holy symbol or 
  told what the diviner revealed, but very nervously: give 
  out or read aloud Players Handout 2. 
   
  If a PC killed Zambar, they get “Disliked by the 
  Order” on their AR. Also for those who failed the save 
  to kill the mage and the mage died, they receive 
  “Served the Fell”. It immediately removes any curse 
  from Lord Fell. 
   
  After either Zambar has been killed or has 
  revealed what he knows, go to Encounter 7, as 
  assassins sent by Lord Fell are there to kill him and 
  bring his body back to their master. 
  ENCOUNTER 7: THE 
  ASSASSINS OF THE FELL  
  After the PCs have finished the encounter with the 
  mad mage, proceed with the following: 
   
  You suddenly hear some eerie noise coming 
  from the manor’s entrance, and see that the 
  newcomers are fiends and undeads. “The Pastor of 
  Nightmares wants this old fool” as they go towards 
  the mad mage. 
  APL 4 (EL 7) 
   
  Wraith: hp 32, see Monster Manual p.258. 
   
  Bearded Devil: hp 45, see Monster Manual p.52. 
  APL 6 (EL 9) 
   
  Wraiths (2): hp 32 each; see Monster Manual 
  p.258. 
   
  Hellcat: hp 60; see Monster Manual p.54. 
  APL 8 (EL 11) 
   
  Wraiths (4): hp 32 each; see Monster Manual 
  p.258. 
   
  Bone Devil: hp 95; see Monster Manual p.52. 
  APL 10 (EL 13) 
   
  Dread Wraith: hp 104; see Monster Manual p.258. 
   
  Barbed Devil: hp 126; see Monster Manual p.51. 
  APL 12 (EL 15) 
   
  Dread Wraiths (2): hp 104 each; see Monster 
  Manual p.258. 
   
  Ice Devil: hp 147; see Monster Manual p.56. 
  Tactics:  At the beginning of the combat, all PCs with 
  “Nightmares of the Fell” are considered to be fatigued. 
  All those “Dreaded Nightmares of the Fell” are 
  considered to be exhausted. 
   
  Their goal is to kill Zambar, if he is still alive, and 
  leave with his body. 
   
  Alternatively, if a PC helps the assassins in their 
  work, he also receives “Served the Fell” on his AR. 
  TUS7-07 The Stone Gardens 
   
  Page 11 
  
  Development: If the mad mage survives, the PCs get 
  “Thanks of the College” on their AR. Go to Conclusion 
  A. 
   
  If the PCs are not able to save Zambar or at least 
  his body, then Lord Fell has won this one.  Go to 
  Conclusion B. 
  CONCLUSION A: LEARNED 
  FROM THE MAD MAGE 
  You have heard of Lord Fell’s secret past in hopes it 
  will help against him in the coming war, you thus 
  go back from the Yatils to your employer. 
   
  If the PCs were sent by King Elohir, read aloud 
  the following: 
  You promptly travel back to Zaneren to report to 
  King Elohir and the War Council. After your 
  report, he thanks you and says he will remember all 
  that you’ve done for the Elven nation. Please accept 
  this small token of our appreciation. 
   
  You each receive a pouch filled with gold. 
   
  If the PCs were Sheik Zeldan “The Axe”, read 
  aloud the following: 
  You promptly travel back to Darnav to report to 
  Sheik Zeldan “The Axe”. After your report, he 
  thanks you and says he will remember everything 
  you’ve done for the Tusman nation. Please accept 
  this small token of our appreciation. 
   
  You each receive a pouch filled with gold. 
  CONCLUSION B: MISSING A 
  PIECE OF THE PUZZLE 
  You did not succeed in solving the mystery behind 
  the Pastor of Nightmares’ motives. You thus go 
  back from the Yatils to your employer. 
   
  If the PCs were sent by King Elohir, read aloud 
  the following: 
  You promptly travel back to Zaneren to report to 
  King Elohir and the War Council. After your 
  report, he thanks you and says he will remember 
  you’ve done all you could on behalf of the Elven 
  nation. Please accept this small token of our 
  appreciation. 
   
  You each receive a pouch filled with gold. 
   
  If the PCs were Sheik Zeldan “The Axe”, read 
  aloud the following: 
  You promptly travel back to Darnav to report to 
  Sheik Zeldan “The Axe”. After your report, he 
  thanks you and says he will remember you’ve done 
  all you could on behalf of the Tusman nation. 
  Please accept this small token of our appreciation. 
   
  You each receive a pouch filled with gold. 
  The End 
  AR REWARDS 
  PCs who saved the mad mage receive “Thanks of the 
  College” on their AR. PCs who attacked him don’t get 
  it. 
   
  PCs who got all the information about Lord Fell’s 
  past receive “Secret of the Fell” on their AR. 
   
  PCs who helped kill the mad mage receive 
  “Disliked by the Order” on their AR. 
   
  PCs who helped kill the mad mage after failing a 
  Will save in Encounter 6 receive “Served the Fell” on 
  their AR. Also, those who receive this favor and had 
  “Nightmares of the Fell”, receive on this AR “Dreaded 
  Nightmares of the Fell”. 
   
  PCs who went to Bandaloo’s play as Very 
  Important Guests (those who had one of his previous 
  favors only) receive “Sharing the Fame of Bandaloo” on 
  their AR. 
   
  PCs that got drained by undeads in Encounter 4 
  get either “Nightmares of the Fell” or “Dreaded 
  Nightmares of the Fell” on their AR. 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives 
  plus roleplaying) to each character. 
  Encounter 4 
  Defeat the undead at the College 
   
  APL 4: 
  150 xp 
   
  APL 6: 
  210 xp 
   
  APL 8: 
  270 xp 
   
  APL 10: 
  330 xp 
   
  APL 12: 
  390 xp 
  TUS7-07 The Stone Gardens 
   
  Page 12 
  
  Encounter 5 
  Defeating the guardians in the stone gardens 
   
  APL 4: 
  180 xp 
   
  APL 6: 
  240 xp 
   
  APL 8: 
  300 xp 
   
  APL 10: 
  360 xp 
   
  APL 12: 
  420 xp 
  Encounter 7 
  Defeating the assassins (preventing Zambar from being 
  taken away) 
   
  APL 4: 
  210 xp 
   
  APL 6: 
  270 xp 
   
  APL 8: 
  330 xp 
   
  APL 10: 
  390 xp 
   
  APL 12: 
  450 xp 
  Roleplay Award 
   
  APL 4: 
  165 xp 
   
  APL 6: 
  225 xp 
   
  APL 8: 
  280 xp 
   
  APL 10: 
  325 xp 
   
  APL 12: 
  410 xp 
  Story Award 
  Encounter 6: Calming down the mad mage and 
  hearing his story (reporting full info to their employer) 
   
  APL 4: 
  165 xp 
   
  APL 6: 
  225 xp 
   
  APL 8: 
  280 xp 
   
  APL 10: 
  325 xp 
   
  APL 12: 
  410 xp 
  Total possible experience:  
   
   
  APL 4: 
  675 xp 
   
  APL 6: 
  900 xp 
   
  APL 8: 
  1125 xp 
   
  APL 10: 
  1350 xp 
   
  APL 12: 
  1575 xp 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 
  10 minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not 
  gain this gold.  If you feel it is reasonable that 
  characters can go back to loot the bodies, and those 
  bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, 
  and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they pass 
  up this treasure, the coin total is subtracted from the 
  encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what 
  the item does and how to activate it.  Other times they 
  may attempt to use the item blindly.  If the magic item 
  is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its 
  total is subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  
  Because this is a Regional scenario, characters may 
  spend additional Time Units to practice professions or 
  create items immediately after the adventure so this 
  total may be modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  TUS7-07 The Stone Gardens 
   
  Page 13 
  
  M:  Magic Items (sell value)  
  Total Possible Treasure 
  Conclusion: 
  APL 4: L: 0; C: 650 gp; M: 0; Total: 650 gp 
  APL 6: L: 0; C: 900 gp; M: 0; Total: 900 gp 
  APL 8: L: 0; C: 1300 gp; M: 0; Total: 1300 gp 
  APL 10: L: 0; C: 2300 gp; M: 0; Total: 2300 gp 
  APL 12: L: 0; C: 3300 gp; M: 0; Total: 3300 gp 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Nightmares of the Fell: The Pastor of Nightmares 
  now owns your dreams and haunts your nights. From 
  now on, after the first night of sleep (or meditation for 
  elves) you get in any given adventure, you wake up 
  fatigued. This will prevent spellcasters to prepare spells 
  for the day. The nightmares will stop 1 year after the 
  date on this AR unless the situation changes (for better 
  or worse). 
  Dreaded Nightmares of the Fell: (This replaces 
  Nightmares of the Fell) The Pastor of Nightmares now 
  owns your dreams and haunts your nights. From now 
  on, after the first night of sleep (or meditation for 
  elves) you get in any given adventure, you wake up 
  exhausted. This will prevent spellcasters to prepare 
  spells for the day. The nightmares will stop 1 year after 
  the date on this AR unless the situation changes (for 
  better or worse). 
  Secret of the Fell: You uncovered the secret story 
  about the past of Lord Fell and reported it to his 
  enemies, no doubt this will have consequences. As 
  such, your employer as rewarded you and people will 
  hear about your deed. This counts as a Social influence 
  point in Tusmit. Alternatively, wood elf PCs can spend 
  this favor to get the Disrupting Attack alternative class 
  feature for the Ranger class (Player's Handbook II, 
  page 55). This option is only for the All-elves play 
  option. 
    
  Served the Fell: You have served Lord Fell's plans, and 
  for this he has rewarded you by suspending his 
  tormenting nightmares. This favor suspends the 
  negative effects of "Nightmares of the Fell" or 
  "Dreaded Nightmares of the Fell". Do not cross those 
  out as the hold of the Pastor of Nightmares on your 
  soul is still strong. 
  Thanks of the College: You protected successfully the 
  mad mage Zambar. This favor gives you one of the 
  following (circle):  
  • Scribe one of the following wizard spell with the 
  Earth descriptor in your spellbook: move earth, stone 
  shape, transmute mud to rock, transmute rock to mud, 
  or wall of stone. 
  • Counts as a Social influence point with the College of 
  the Arts. 
  • Counts as an Underground influence point with the 
  Order of Pure Blood. 
    
  Disliked by the Order: You helped kill the mad earth 
  elementalist Zambar. The Order of Pure Blood will 
  remember this and certainly holds now no friendly 
  feelings toward you. You have strong social penalties 
  with any member of the Order of Pure Blood (must 
  inform DM at beginning of any TUS or VTF 
  adventure). 
    
  Sharing the Fame of Bandaloo: You have been with 
  Tusmit's upper class in Sefmur. They all know who you 
  are now. You count as a Social influence point with any 
  faction in Tusmit. 
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  TUS7-07 The Stone Gardens 
   
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  APPENDIX 1: NPCS 
  APL 4 
  6: THE MAD MAGE   
   
   
  ZAMBAR AL-MARRAZAWARR 
  CR 7 
  Male Bakluni Wizard 5 / Elemental Savant* 2 (Earth) 
  CN Medium Humanoid (Human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common, Baklunish, Draconic, Terran, 
  Dwarven, Flan.  
  AC 11 [19], touch 11, flat-footed 10 [18] 
   (+1 Dex, (+4) armor, (+4) shield) 
  hp 43 (7d4+21 HD);  
  Immune Sleep 
  Resist: Acid 5 
  Fort +5, Ref +3, Will +9 
  Speed 30 ft; 
  Melee Dagger +3 (1d4)  
  Ranged Ray (spell) +4  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Atk Options: Spells, Wand. 
  Combat Gear: Dagger, Wand of Melf’s Acid Arrow 
  (CL3) (50 Charges) 
  Wizard Spells Prepared (CL 7th): 
   4th— detect scrying, stoneshape; 
   3rd— acid breath* (DC 20), major image, non-
  detection;  
   2nd— invisibility, rope trick, see invisibility, spider 
  climb; 
   1st—mage armor, shield, ventriloquism, magic 
  missile (x3); 
   0—detect magic, detect poison, acid splash, 
  prestidigitation. 
  Already cast 
  Abilities Str 10, Dex 12, Con 16, Int 21, Wis 12, Cha 
  8 
  SQ Spells, Elemental Specialty (Acid), Familiar (Small 
  Earth Elemental). 
  Feats Extend Spell, Scribe Scroll, Spell Focus 
  (Conjuration), Energy Substitution (Acid)*, Greater 
  Spell Focus (Conjuration), Improved Familiar* 
  (Small Earth Elemental). 
  Skills Concentration +13, Knowledge (Arcana) +15, 
  Knowledge (Architecture) +13, Knowledge (Local-
  VTF) +13, Knowlege (Planes) +15, Knowledge 
  (Religion) +13, Profession (Architect) +7, Spellcraft 
  +17. 
  Possessions combat gear plus headband of intellect 
  +2, amulet of health +2, cloak of resistance +1. 
  * See Appendix 2: New Rules Items 
  
  APL 6 
  6: THE MAD MAGE 
  ZAMBAR AL-MARRAZAWARR 
  CR 9 
  Male Backluni Wizard 5 / Elemental Savant* 4 (Earth) 
  CN Medium Humanoid (Human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common, Baklunish, Draconic, Terran, 
  Dwarven, Flan.  
  AC 11 [19], touch 11, flat-footed 10 [18] 
   (+1 Dex, (+4) armor, (+4) shield,) 
  hp 55 (9d4+27 HD);  
  (DR 10 / Adamantine) 
  Immune Sleep 
  Resist: Acid 10 
  Fort +6, Ref +4, Will +10 
  Speed 30 ft.; 
  Melee Dagger +4 (1d4)  
  Ranged Ray (spell) +5 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4  
  Atk Options: Spells, Wand. 
  Combat Gear: Dagger, Wand of Melf’s Acid Arrow 
  (CL3) (50 Charges) 
  Wizard Spells Prepared (CL 9th): 
   5th – transmute rock to mud, wall of stone; 
    4th— detect scrying, stoneshape, stoneskin; 
   3rd— acid breath* (DC 22), dispel magic, major 
  image, non-detection, scorching ray (acid);  
   2nd— invisibility, Melf’s acid arrow, mirror image, 
  rope trick, see invisibility, spider climb; 
   1st—mage armor, shield, ventriloquism, magic 
  missile (x3); 
   0—detect magic, detect poison, acid splash, 
  prestidigitation. 
  Already cast 
  Abilities Str 10, Dex 12, Con 16, Int 24, Wis 12, Cha 
  8 
  SQ Spells, Elemental Specialty (Acid), Familiar (Small 
  Earth Elemental), Energy Penetration (Acid) +2. 
  Feats Extend Spell, Scribe Scroll, Spell Focus 
  (Conjuration), Energy Substitution* (Acid), Greater 
  Spell Focus (Conjuration), Improved Familiar* 
  (Small Earth Elemental), Quicken Spell. 
  Skills Concentration +15, Knowledge (Arcana) +19, 
  Knowledge (Architecture) +15, Knowledge (Local-
  VTF) +15, Knowledge (History) +11, Knowlege 
  (Planes) +19, Knowledge (Religion) +15, 
  Profession (Architect) +7, Spellcraft +21 . 
  Possessions combat gear plus headband of intellect 
  +4, amulet of health +2, cloak of resistance +1. 
  * See Appendix 2: New Rules Items 
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  APL 8 
  6: THE MAD MAGE 
  ZAMBAR AL-MARRAZAWARR 
  CR 11 
  Male Backluni Wizard 5 / Elemental Savant* 6 (Earth) 
  CN Medium Humanoid (Human) 
  Init +1; Senses Darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Baklunish, Draconic, Terran, 
  Dwarven, Flan.  
  AC 11 [19], touch 11, flat-footed 10 [18] 
   (+1 Dex, (+4) armor, (+4) shield) 
  hp 78 (11d4+44 HD);  
  (DR 10 / Adamantine) 
  Immune Sleep 
  Resist: Acid 10 
  Fort +10, Ref +7, Will +13 
  Speed 30 ft; 
  Melee Dagger +5 (1d4)  
  Ranged Ray (spell) +6 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5  
  Atk Options: Spells, Wand. 
  Combat Gear: Dagger, Wand of Melf’s Acid Arrow 
  (CL3) (50 Charges) 
  Wizard Spells Prepared (CL 10th): 
   5th – Quicken magic missile, transmute rock to 
  mud, wall of stone; 
    4th— detect scrying, dimension door, stoneshape, 
  stoneskin; 
   3rd— acid breath* (DC 23), dispel magic, major 
  image, non-detection, scorching ray (acid);  
   2nd— invisibility, Melf’s acid arrow, mirror image, 
  rope trick, see invisibility, spider climb; 
   1st—mage armor, shield, ventriloquism, magic 
  missile (x3); 
   0—detect magic, detect poison, acid splash, 
  prestidigitation. 
  Already cast 
  Abilities Str 10, Dex 12, Con 18, Int 24, Wis 12, Cha 
  8 
  SQ Spells, Elemental Specialty (Acid), Familiar (Small 
  Earth Elemental), Energy Penetration (Acid) +2, 
  Energy Focus (Acid) +1 
  Feats Extend Spell, Scribe Scroll, Spell Focus 
  (Conjuration), Energy Substitution* (Acid), Greater 
  Spell Focus (Conjuration), Improved Familiar* 
  (Small Earth Elemental), Quicken Spell. 
  Skills Concentration +18, Knowledge (Arcana) +21, 
  Knowledge (Architecture) +15, Knowledge (Local-
  VTF) +15, Knowledge (History) +14, Knowlege 
  (Planes) +21, Knowledge (Religion) +15, 
  Profession (Architect) +9, Spellcraft +23 . 
  Possessions combat gear plus headband of intellect 
  +4, amulet of health +4, cloak of resistance +3. 
  * See Appendix 2: New Rules Items   
   
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  APL 10 
  6: THE MAD MAGE 
  ZAMBAR AL-MARRAZAWARR 
  CR 13 
  Male Backluni Wizard 5 / Elemental Savant* 8 (Earth) 
  CN Medium Humanoid (Human) 
  Init +1; Senses Darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Baklunish, Draconic, Terran, 
  Dwarven, Flan.  
  AC 11 [19], touch 11, flat-footed 10 [18] 
   (+1 Dex, (+4) armor, (+4) shield) 
  hp 92 (13d4+52 HD);  
  (DR 10 / Adamantine) 
  Immune Sleep 
  Resist: Acid 20 
  Fort +11, Ref +8, Will +15 
  Speed 30 ft; 
  Melee Dagger +6/+1 (1d4)  
  Ranged Ray (spell) +7 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +6  
  Atk Options: Spells, Wand. 
  Combat Gear: Dagger, Wand of Melf’s Acid Arrow 
  (CL3) (50 Charges) 
  Wizard Spells Prepared (CL 12th): 
   6th – flesh to stone (DC 25), Quicken Melf’s acid 
  arrow, stone to flesh; 
    5th – Quicken magic missile (x2), transmute rock to 
  mud, wall of stone; 
    4th— detect scrying, dimension door, improved 
  invisibility, stoneshape, stoneskin; 
   3rd— acid breath* (DC 24), dispel magic, major 
  image, non-detection, scorching ray (acid);  
   2nd— Melf’s acid arrow (x2), mirror image, rope 
  trick, see invisibility, spider climb; 
   1st—mage armor, shield, ventriloquism, magic 
  missile (x3); 
   0—detect magic, detect poison, acid splash, 
  prestidigitation. 
  Already cast 
  Abilities Str 10, Dex 12, Con 18, Int 27, Wis 12, Cha 
  8 
  SQ Spells, Elemental Specialty (Acid), Familiar (Small 
  Earth Elemental), Energy Penetration (Acid) +4, 
  Energy Focus (Acid) +1 
  Feats Extend Spell, Scribe Scroll, Spell Focus 
  (Conjuration), Energy Substitution* (Acid), Greater 
  Spell Focus (Conjuration), Improved Familiar* 
  (Small Earth Elemental), Quicken Spell, Spell 
  Focus (Transmutation). 
  Skills Concentration +20, Knowledge (Arcana) +24, 
  Knowledge (Architecture) +16, Knowledge (Local-
  VTF) +16, Knowledge (History) +16, Knowlege 
  (Planes) +24, Knowledge (Religion) +16, 
  Profession (Architect) +15, Spellcraft +26 . 
  Possessions combat gear plus headband of intellect 
  +6, amulet of health +4, cloak of resistance +4. 
  * See Appendix 2: New Rules Items 
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  APL 12 
  6: THE MAD MAGE 
   ZAMBAR AL-MARRAZAWARR 
  CR 15 
  Male Backluni Wizard 5 / Elemental Savant* 10 
  (Earth) 
  CN Medium Elemental (Earth) 
  Init +1; Senses Darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Baklunish, Draconic, Terran, 
  Dwarven, Flan.  
  AC 11 [19], touch 11, flat-footed 10 [18] 
   (+0 size, +1 Dex, +0 class, (+4) armor, (+4) shield, 
  +0 deflection, +0 insight, +0 natural) 
  hp 121 (15d4+75 HD);  
  (DR 10 / Adamantine) 
  Immune Sleep, Poison, Paralysis, Acid. 
  Fort +14, Ref +10, Will +17 
  Weakness  
  Speed 30 ft; 
  Melee Dagger +7/+2 (1d4)  
  Ranged Ray (spell) +8 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +7  
  Atk Options: Spells, Wand. 
  Combat Gear: Dagger, Wand of Melf’s Acid Arrow 
  (CL3) (50 Charges) 
  Wizard Spells Prepared (CL 13th): 
   7th – Quicken acid breath (DC 25), project image; 
    6th – flesh to stone (DC 26), Quicken Melf’s acid 
  arrow, stone to flesh; 
    5th – Quicken magic missile (x2), transmute rock to 
  mud, wall of stone; 
    4th— detect scrying, dimension door (x2), 
  improved invisibility, stoneshape, stoneskin; 
   3rd— acid breath* (DC 25), dispel magic (x2), non-
  detection, scorching ray (acid);  
   2nd— Melf’s acid arrow (x2), mirror image, rope 
  trick, see invisibility, spider climb; 
   1st—mage armor, shield, ventriloquism, magic 
  missile (x3); 
   0—detect magic, detect poison, acid splash, 
  prestidigitation. 
  Already cast 
  Abilities Str 10, Dex 12, Con 20, Int 27, Wis 12, Cha 
  8 
  SQ Spells, Elemental Specialty (Acid), Familiar (Small 
  Earth Elemental), Energy Penetration (Acid) +4, 
  Energy Focus (Acid) +2, Elemental Perfection 
  (Earth). 
  Feats Extend Spell, Scribe Scroll, Spell Focus 
  (Conjuration), Energy Substitution* (Acid), Greater 
  Spell Focus (Conjuration), Improved Familiar* 
  (Small Earth Elemental), Quicken Spell, Spell 
  Focus (Transmutation), Greater Spell Focus 
  (Transmutation). 
  Skills Concentration +23, Knowledge (Arcana) +26, 
  Knowledge (Architecture) +16, Knowledge (Local-
  VTF) +16, Knowledge (History) +16, Knowledge 
  (Nobility) +12, Knowlege (Planes) +26, Knowledge 
  (Religion) +16, Profession (Architect) +15, 
  Spellcraft +28 . 
  Possessions combat gear plus headband of intellect 
  +6, amulet of health +6, cloak of resistance +5. 
    * See Appendix 2: New Rules Items 
   
  TUS7-07 The Stone Gardens 
   
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Energy Substitution (Metamagic) 
  You can modify an energy-based spell to use another 
  type of energy instead. 
   
  Prerequisites: Knowledge (Arcana) 5 ranks, any 
  metamagic feat. 
   
  Benefits: Choose one type of energy (acid, cold, 
  electricity, or fire). You can then modify any spell with 
  an energy descriptor to use the chosen type of energy 
  instead. An energy substituted spell uses a spell slot of 
  the spell’s normal level. The spell’s descriptor changes 
  to the new energy type – for example, a fireball 
  composed of cold energy is an evocation [cold] spell. 
   
  Special: You can gain this feat multiple times, 
  choosing a different type of energy each time. 
   
  Source: Complete Arcane, page 79 
  PRESTIGE CLASSES 
  Elemental Savant 
  Elemental savants study the basic building blocks of 
  existence – air, earth, fire and water – learning to 
  harness their powers. Eventually they transcend their 
  mortal forms and become elemental beings. 
   
  Elemental savants often begin their careers as 
  individuals intrigued by one or all of the classic 
  elements. Before they ever take levels in the prestige 
  class, these spellcasters typically find themselves 
  drawn to spells of a particular energy type. These 
  spellcasters find satisfaction in the unleashed purity of 
  the elemental energy forms, and they become 
  elemental savants to grow closer to the element that 
  becomes their favorite. 
   
  Most elemental savants start out as warmages, 
  wizards, or sorcerers, although divine spellcasters are 
  not unknown in the class. A cleric with Fire, Water, or 
  Sun domain could also qualify for this prestige class. 
   
  NPC elemental savants usually prefer to pursue 
  their studies in solitude or in the company of other 
  elemental savants. Sometimes groups of them gather in 
  places where an element’s majesty and power is on 
  display, such as the flanks of a volcano, an island, or a 
  high, windy mountain. 
   
  Adaptation: Making a particular element the basis 
  for the theme of a spellcaster’s repertoire is an idea that 
  could exist in most any game. For a twist, you might 
  want to consider elements that go beyond the standard, 
  though this would require some work on the DM’s 
  part. Other elements might include: bone, metal, 
  nether, plasma, and wood, to name a few. Determining 
  the sort of damage each of these elements does, and 
  how that type of damage interacts with the four 
  recognized types of energy damage (acid, cold, 
  electricity, and fire) is the crux of this design process. 
   
  Hit Die: d4 
  Requirement 
  To qualify to become an elemental savant, a character 
  must fulfill all the following criteria. 
   
  Skills: Knowledge (arcane) 8 ranks, Knowledge 
  (the planes) 4 ranks. 
   
  Feat: Energy Substitution (acid, cold, electricity, 
  or fire) 
   
  Spells: Able to cast at least three spells that have 
  one of the following descriptions in common: acid, 
  cold, electricity, or fire. One of the spells must be at 
  least 3
  rd level. 
   
  Special: Must have made peaceful contact with an 
  elemental or outsider that has an elemental subtype 
  (air, earth, fire, or water). 
  Class Skills 
  The elemental savant’s class skills (and the key ability 
  for each skill) are Concentration (Con), Craft (Int), 
  Knowledge (arcana) (Int) Knowledge (the planes) (Int), 
  Profession (Wis), and Spellcraft (Int). 
   
  Skills Points at Each Level: 2 + Int modifier. 
  Class Features 
  All the following are class features of the elemental 
  savant prestige class. 
   
  Weapons and Armor Proficiency: Elemental 
  savants gain no proficiency with any weapon or armor. 
   
  Spells per Day/Spells Known: At each level 
  except 5
  th and 10
  th, an elemental savant gains new spells 
  per day (and spells known, if applicable) as if she had 
  also gained a level in a spellcasting class to which she 
  belonged before adding the prestige class level. She 
  does not, however, gain any other benefit a character of 
  that class would have gained (improved chance or 
  turning or destroying undead, a bonus feat, and so on). 
  If he had more than one spellcasting class before 
  becoming an elemental savant, she must decide to 
  which class to add each level for the purpose of 
  determining spells per day and spells known. 
   
  Elemental Specialty (Ex): The first step towards 
  transcending moral form requires an elemental savant 
  to choose her elemental specialty. Upon entering the 
  class, she must select an element and its associated 
  energy type (air = electricity, earth = acid, fire = fire, 
  water = cold). This choice must match the Energy 
  Substitution feat that the savant selected to gain entry 
  to the prestige class. When the savant cast a spell that 
  normally deals energy damage, its energy descriptor 
  changes to the savant’s chosen energy type, and it deals 
  TUS7-07 The Stone Gardens 
   
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  damage of the energy type instead of its normal energy 
  type. 
   
  For example, an elemental savant choosing to 
  specialize in fire could still cast meld into stone, and its 
  descriptor would not change because it does not deal 
  energy damage. However, if she casts Melf’s acid 
  arrow, the spell would deal fire damage and have the 
  fire descriptor instead of dealing acid damage and 
  having the acid descriptor. 
   
  Resistance to Energy (Ex): As en elemental 
  savant gains levels in this prestige class, she becomes 
  more resistant to the type of energy allied with her 
  chosen element. At 1
  st level, she gains resistance 5 
  against this energy type. This resistance rises to 10 at 4
  th 
  level and 20 at 7
  th level. 
   
  Immunity to Sleep (Ex): At 2
  nd level, as an 
  elemental savant continues to transcend her mortal 
  form, she gains immunity to sleep effects. 
   
  Energy Penetration (Ex): Beginning at 3
  rd level, 
  an elemental savant further refines her ability to wield 
  energy associated with her chosen element. When she 
  casts a spell using that type of energy, she gains a +2 
  competence bonus on caster level checks (1d20 + caster 
  level) to overcome a creature’s spell resistance. At 8
  th 
  level, this bonus increases to +4. These bonuses stack 
  with those granted by the Spell Penetration and 
  Greater Spell Penetration feats. 
   
  Energy Focus (Ex): From 5
  th level on, an 
  elemental savant is better able to manipulate energy 
  associated with her chosen element. The save DC for 
  any spell with that energy descriptor increases by 1. At 
  10
  th level, these save DCs increase by 1 again (total 
  increase of 2). These increases are cumulative with 
  those granted by the Spell Focus and Greater Spell 
  Focus feats. 
   
  Darkvision (Ex): At 6
  th level, an elemental savant 
  gains darkvision out to 60 feet. 
   
  Immunity to Paralysis and Poison (Ex): As an 
  elemental savant approaches elemental perfection, she 
  gains immunity to paralysis and poison at 9
  th level. 
   
  Elemental Perfection (Ex): At 10
  th level, an 
  elemental savant, though long association with 
  elemental entities and extensive study of their secrets, 
  completely transcends her mortal form to become an 
  elemental creature. Her type changes to elemental. She 
  no longer needs to eat, sleep, or breathe (though she 
  must still rest to regain spells). She gains an elemental 
  creature’s immunity to stunning, and she is no longer 
  subject to extra damage from critical hits or flanking. 
  An elemental savant gains the speed and movement 
  modes, natural attacks, special attacks, and special 
  qualities of a Medium elemental of the type 
  appropriate to her elemental specialty, as noted in the 
  Monster Manual, except that the save DC against her 
  elemental attack form, if any (whirlwind, burn, or 
  vortex) is 20 + her Con modifier. 
   
  Upon achieving this state, an elemental savant’s 
  appearance undergoes a minor physical change, usually 
  to the skin or eyes. An earth elemental savant, for 
  example, might acquire gemlike eyes and hard, pebbly 
  skin. Anyone who shared the elemental savant’s 
  predilection for study of her chosen plane immediately 
  recognized her transcendent nature. She gains a +2 
  circumstance bonus on all Charisma-based skill and 
  ability check when interacting with creatures that 
  share her elemental subtype (air, earth, fire, or water) 
  and with other elemental savants who have chosen her 
  element. 
   
  Unlike a normal elemental, an elemental savant 
  retains a soul separate from her body. She can be raised 
  from the dead as normal for a creature of her previous 
  type. 
   
  Energy Immunity (Ex): From 10
  th level on, an 
  elemental savant gains immunity to the type of energy 
  associated with her chosen element. 
   
  SPELLS 
  Acid Breath 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 15 ft. 
  Area: Cone-shaped burst 
  Duration: Instantaneous 
  Saving Throw: Reflex Half 
  Spell Resistance: Yes 
  You breathe forth a cone of acidic droplets. The cone 
  deals 1d6 points of acid damage per caster level 
  (maximum 10d6). 
   
  Material Component: A handful of fire ants (dead 
  or alive). 
   
  Source: Spell Compendium, page 7. 
  TUS7-07 The Stone Gardens 
   
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  TUS7-07 The Stone Gardens 
   
  Page 22 
  APPENDIX 3: THE LAW IN SOUTHERN TUSMIT 
  Although the laws of Tusmit are supposed to be the 
  same throughout the nation, the southern sheikdoms 
  are much more rigorous in their following and 
  application of the laws than the northern ones. In the 
  sheikdoms of the north, justice is often swiftly served 
  in the name of the True Faith and without any 
  consultations or regards to the civil laws of the nation.  
  Generalities 
  Sentences range will vary depending on the 
  circumstances of the offense and/or the status of the 
  person being judged. Each week represents 1 Time 
  Units (TU) in game play. 
   
  Please note that the laws outlined here do not 
  comprise of the entire list of laws in Tusmit. For a more 
  complete list consult the Tusmit Gazetteer. For any 
  crime not listed please contact the Tusmit triad at 
  tusmittriad@yahoogroups.com. 
  LASHINGS 
  All lashings are given in public where the criminal can 
  be showered by manure and rotting vegetables. The 
  number of lashes given should be noted on the AR. 
  HORSES 
  A horse qualifies as a person for the charges wherever 
  it might be applicable (murder, assault). 
  HIGH FINES 
  If the guilty party cannot pay a fine, it can be worked 
  off at a value of 50 fountains (gp) per week (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 
  week of imprisonment, lashes and a fine (as listed 
  above) per death. Lashes and fines (as listed above) are 
  still applicable to assault (major).  
  Ignorance of the law is no reason to call upon this 
  clause. 
  LEGAL AUTHORITIES 
  In theory, there are three levels of legal authority in 
  Tusmit. The lowest level is the Military, followed by 
  the Court and finally the Sheik. Minor offenses are 
  usually dealt with by an authority figure of the 
  Military. This can be a high-ranking member of the 
  Guard or the Faris. Major offenses are usually taken 
  care of by the Court, and High offenses by the Sheik 
  himself (or a representative (almijah), appointed by the 
  sheik, who has been granted full decisional authority). 
  Each sheikdom is responsible for appointing a Court in 
  each major city of the sheikdom. A Court is a group of 
  3 judges responsible for hearing cases and rendering 
  justice right after hearing the said cases. This group 
  will always be composed of a member of the Church of 
  the True Faith, a member of the Military (a Guard or 
  Faris), and a member of the Nobility. In most towns 
  and villages, the local authority figure or the highest 
  ranking priest of Al’Akbar will replace the Court, 
  depending on who is really in charge.  
  THE OFFENSES 
  Assault. (Noble, Church or Government official) 
  Threat or use of force that results in bodily harm upon 
  a member of a legal church, noble or government 
  official 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of 2 to 6 months.  
  Assault. (Major) 
  Threat or use of lethal force that results in major bodily 
  harm reducing the victim’s hit points to between 0 and 
  -9. 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of up to four weeks. 
  
  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 weeks. 
  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: 
  1. 
  Government official, noble, military, or church 
  official: Imprisonment of two weeks and loss of 
  fifty percent of property  
  2. 
  Other: Fine of one and a half times the blackmail 
  price 
  Illegal use of magic 
  Any target or area effect spell that requires a save, 
  causes any change in state, causes damage, or produces 
  an otherwise unwanted effect by the victim. 
  Sentence: Fine of fifty fountains per spell level and 
  1d10 lashes per spell level. 
  Manslaughter 
  Use of lethal force that unintentionally results in major 
  bodily harm reducing the victim to below -9 hit points. 
  Sentence: Sent to the mines for up to five years. 
  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. 
  • 
  Murder of government official, noble, military, or 
  church official: Death 
  • 
  Other: Sent to the mines for up to 20 years with 
  loss of all property which will be given to the 
  victim’s family. 
  Theft 
  Possession, sale, or acquisition of an object without 
  permission. 
  Sentences: 
  • 
  Less than 100 fountains stolen: 1d10 lashes per 25 
  fountains stolen. 
  • 
  100 to 500 fountains in value: Imprisonment for 1 
  week and 2d10 lashes per 100 fountains’ worth of 
  goods. 
  • 
  500 fountains in value or more: Sent to the mines 
  for 1 week per 100 fountains stolen. 
  • 
  Horse theft: 2d10 lashes, sent to the mines for 5 
  years and loss of all property. 
  Treason 
  Any activity that weakens or gives an edge to a foreign 
  power against the good of the nation of Tusmit. 
  Sentence: Torture and death. 
  Vandalism 
  Willful destruction or defacement of any structure, 
  object, thing, or place. 
  Sentence: 1d10 lashes per one hundred fountains and a 
  fine equalling three times the cost of reparation. 
  Worship of a banned religion 
  Holding worshiping ceremonies to gods banned in 
  Tusmit: the Fire God, the Elder Elemental Eye, Hextor, 
  Iuz, Pyremious, Tharizdun, Vecna 
  Sentence: Sent to exile; sent to mines for life if caught 
  in Tusmit again. 
   
  TUS7-07 The Stone Gardens 
   
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  TUS7-07 The Stone Gardens 
   
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  APPENDIX 4: TEXTES EN FRANCAIS 
   
  A French translation of the boxed texts is available; if 
  they are not included with this scenario, please contact 
  poc@tusmit.org to receive them 
   
  La traduction en français des textes en gras est 
  disponible; si elle n’est pas incluse avec ce scénario, 
  veuillez contactez poc@tusmit.org pour l’obtenir. 
   
  
  DM MAP 1: THE OFFICE OF KORELLAR THE WISE 
   
   
  TUS7-07 The Stone Gardens 
   
  Page 25 
  
  DM MAP 2: THE STONE GARDENS AND MANOR 
   
  TUS7-07 The Stone Gardens 
   
  Page 26 
  
  TUS7-07 The Stone Gardens 
   
  Page 27 
   
   
  PLAYER HANDOUT 1: THE INVITATION 
   
  HHeelllloo  mmyy  ffrriieennddss,,  
  IItt  iiss  II,,  BBaannddaalloooo  SSaappssuucckkllee  !!  YYoouu  eexxppllooiittss  hhaavvee  bbrroouugghhtt  mmee  ffaammee  aanndd  ssuucccceessss  
  iinn  tthhee  ttaavveerrnnss  ooff  tthhee  NNoorrtthheerrnn  SShheeiikkddoommss,,  bbyy  tthhee  ssttoorriieess  aanndd  tthhee  ssoonnggss  yyoouu  
  hhaavvee  iinnssppiirreedd  iinn  mmee..  
  W
  Wiitthh  ssuucchh  ssuucccceesssseess,,  II  tthhoouugghhtt  ooff  hhiittttiinngg  oonn  aa  nnaattiioonnaall  aauuddiieennccee,,  nnoott  jjuusstt  
  rreeggiioonnaall,,  yyoouu  kknnooww!!  
  SSoo  II  hhaavvee  wwrriitttteenn  aa  ppllaayy  oonn  tthhee  ccoommppiillaattiioonn  ooff  tthhoossee  ssoonnggss  aanndd  ssttoorriieess..  IItt  wwiillll  
  pprreemmiieerree  vveerryy  ssoooonn  iinn  SSeeffmmuurr,,  aanndd  II  wwiisshh  ttoo  ffoorrmmeerrllyy  iinnvviittee  yyoouu  ttoo  tthhiiss  
  gglloorriioouuss  pprreemmiieerree  ooff  mmyy  ppllaayy  aass  VVeerryy  IImmppoorrttaanntt  GGuueessttss..  
  PPlleeaassee  ccoommee  aanndd  sshhaarree  wwiitthh  mmee  tthhee  ffaammee  aanndd  tthhee  jjooyy  ooff  tthhaatt  ssuuppeerrbb  ddaayy!!  
  SSiinncceerreellyy,,  
  TThhee  ssoooonn  ffaammoouuss  BBaannddaalloooo  SSaappssuucckkllee  !!!!  
  
  PLAYER HANDOUT 2: A FELL STORY 
   
  “It was during the Wars, a time of turmoil it was. We were active members 
  of the Order of Pureblood then. The Order sent us at that time, with other 
  talents  from  Tusmit,  to  investigate  the  source  of  a  magical  plague  in  the 
  southern sheikdoms. 
  We did found what was behind it. We followed the spread of the disease, 
  to a small village in Elisam, were the inhabitants have just been afflicted. 
  The source was hiding in the village’s well, we forced it to emerge from it. 
  It sprang up and fell upon us, a toad‐like lion who let out a blood curdling 
  roar. It quickly laid waste to our group. Only he and I survived with the 
  aid of a teleportation spell. But this encounter, with the direct servant of 
  Incanbulos Nergal, the Spreader of Pox, as we found out, changed our lives 
  as we descended into madness. He lost the link to his deity and lost also all 
  the rest of his past life. His mind and soul were so much corrupted that he 
  was  cast  out  from  his  religious  order  and  went  into  exile  in  the  Udgru 
  Forest from what I herd. From what you told me, he most probably ‘fell’ to 
  his  new  link  to  Incanbulos  and  began  serving  him  as  his  patron.  So,  he 
  would be now the one you call, Lord Fell, the Pastor of Nightmares. 
  I do believe he should have been hunted down and killed then, because of 
  all the knowledge he had about the Order’s activity and contacts.” 
  (He will say no more than that on this subject). 
  TUS7-07 The Stone Gardens 
   
  Page 28 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Tusmit/597/Normal Scenarios/TUS7-07 - The Stone Gardens (APL 4-12)/TUS7-07 - The Stone Gardens.pdf