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 the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  TUS4-03 
   
   
   
   
   
   
  A Very Good Year 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Tusmit Regional Adventure 
  by Mike Rosenberg 
   
   
  Times are tough, with military build-up along the border. What kind of troubles could a simple wine maker find himself 
  in, sitting all alone in his vineyard, and how can you possibly help out? Well no need to cry over spilled wine. An 
  adventure for APL’s 4-12. 
  
  Tus4-03 A Very Good Year 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
  That said, you as the DM can bar the use of even core 
  rulebooks during certain times of play. For example, the 
  players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text 
  is for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase 
  the player text instead of reading it aloud. Some of this 
  text is general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and DM fill out a reporting form.  After the 
  form is filled out it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Web site, ant 
  then have any players without a character create on.  
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
  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 being war horses, dogs trained 
  for war), other than those brought by virtue of a 
  class ability (i.e. animal companions, familiars 
  paladin’s mounts, etc) use the sidebar chart to 
  
  Tus4-03 A Very Good Year 
   
  Page 3 
  # 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 
  determine the number of levels you add to the 
  sum 
  above. 
  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 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will 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 you may 
  gain at the end of the adventure. If your character is 
  three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience 
  points awarded for the adventure. This simulates the 
  face that either your character was not as challenged as 
  normal, or relied on help by higher-level characters to 
  reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or sometimes even five 1
  st-
  level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help 
  even the score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, 
  or try to enlist higher-level characters to play at 
  that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that 
  round. This is a free action (spoken command) 
  that may be attempted each round. If an animal 
  loses half or more hp in a single round it flees, 
  unless another check is successful. 
  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 12gp per 
  round.  Rich Upkeep costs 50gp per round.  Luxury 
  Upkeep costs 100gp per round. 
  Adventure Summary and 
  Background 
  The musings of war are a terrible thing, and there are 
  always casualties that nobody considers. With the 
  tensions between Ket and Tusmit rising, with troops 
  being relocated to more strategic locations, and 
  equipment being hauled closer to the front lines, all 
  across the Tusman Hills the strain of the war can be 
  felt by everyone. 
   
  Peoples’ lives and businesses have been affected. There 
  is almost no travel through the Nayya gap, or as it is 
  known by the Ketites, the Bramblewood Gap.  By 
  either name, it is the gateway between Tusmit and Ket. 
   The Mouqollad Consortium is hard pressed to earn a 
  profit. 
   
  It has also been difficult for the creatures that inhabit 
  the Tusman Hills. Sources of food that have been 
  around for decades have suddenly vanished; a tragic 
  result of the coming armies.  Smaller animals have fled 
  but the predators have found a new source of food – 
  humans. The Kessen Vineyard, one of the oldest and 
  most respected estates in Tusmit, has been in the 
  foothills of the Tusmans for generations. Under 
  
  Tus4-03 A Very Good Year 
   
  Page 4 
  Mellinott Kessen, the winery has continued to flourish 
  and grow. 
  Being a close and personal friend of the Sheik of 
  Farhini, Mellinott Kessen usually has a few members 
  of the Guard around to ensure that things are kept 
  quiet. However, with the potential of increased 
  hostility the troops come around much less frequently. 
  The Kessen Vineyard and its farm workers are too good 
  of a temptation for the starving animals to pass up.  A 
  few of the farmers turn up dead, and not always in one 
  piece, so  Kessen knows that something is wrong and 
  has tried to pull a few favours.  But with the coming 
  war, the Sheik’s attention is elsewhere.  He has 
  suggested that Kessen hire adventurers to look into 
  things.  Pride has made him reluctant thus far. 
  The history of Malnok (the drider in Encounter 8): 
  Three hundred years ago, a young Drow male named 
  Malnok attempted to better serve his mistress. This did 
  not sit well with the female members of his family, nor 
  the rest of the community, so in an act of pure Chaos, 
  his eldest sister – a prominent Cleric of Lloth – 
  sabotaged his test, with two effects. The first is that 
  Lloth was supremely pleased with the outcome, and 
  second is that Malnok was transformed into a Drider. 
  With his mind distorted by the test, he left the 
  community and wandered the underdark for more 
  then a century. He found this chamber, and made it his 
  home. Over the years, he did come across a few 
  creatures of similar mind frame, but mostly he just 
  found food. 
   
  Three days ago, a Dwarven miner tunneled too deeply, 
  and mistakenly wandered into this chamber. He was 
  quickly caught, and Malnok has wrapped him up to 
  store him for a later snack. 
   
  Adventure Summary 
  Encounter One: Walking through the busy market 
  square of Vilayad a young porter collides with the 
  heroes breaking a few bottles of wine. The porter 
  breaks down, and tells the heroes about troubles at the 
  vineyard where he works, hoping that they can help. 
  Encounter 2: After having accepted to help the porter, 
  the heroes travel to the vineyard to meet Mellinott 
  himself.  They hear the tales first hand and learn about 
  the troubles they would be solving.  Of course, they 
  will be offered a reward. 
  Trudging off into the fields, the heroes will witness 
  some of the destruction wrought by the hungry 
  creatures. This will lead them to an opening in the side 
  of one of the hills, and once inside the darkness, 
  danger awaits. 
  Encounter 3: Not long after entering the cavern, the 
  heroes come across a few denizens living in and under 
  the vineyard. With food as scarce as it is, the party 
  looks like a tender little snack. A quick look around 
  should satisfy the heroes that things are all clear, but 
  there is still plenty of danger ahead. 
  Encounter 4: As the heroes are heading deeper into 
  the cavern, some Tusman troops pass overhead and 
  cause a cave-in. The remaining way out must be 
  explored. 
  Encounter 5: Digging deeper yet into the caves the 
  heroes find that there is another world beneath their 
  feet. Unfortunately for the heroes, the lake they come 
  across is not as quiet as it appears.  Even the plants 
  defend their home. 
  Encounter 6: After more exploration, the heroes meet 
  up with Issen, an elderly man who was lost in the caves 
  for countless numbers of years. 
  Encounter 7: The heroes come across a large chamber. 
  As they travel deeper into this chamber, they witness a 
  drider readying his food. 
  Encounter 8: After a week underground, eating 
  rations or fungus and drinking runoff water, the 
  chambers appear to leading towards something big. At 
  last, the exit seems to be within sight, but before the 
  heroes can make their way out, they must overcome 
  one last, hungry obstacle. The heroes are almost in the 
  Nayya Gap, on the border of Ket. 
   
  Introduction 
  The Kessen Family is one of the oldest and most 
  respected families not only in the Sheikdom of Farhini, 
  but also in all of Tusmit. This family owns the largest 
  and most famous vineyard in Tusmit.  The wines that 
  they produce can be seen on the tables and in the 
  glasses of nobles and wealthy merchants throughout 
  the Flanaess.  They owe their fine wine to bright, rich 
  berries that flourish from the run-off of the hills. 
  Mellinott Kessen, the patriarch of the family is a close 
  friend of Sheik Am’del Bushna, the Sheik of Farhini.  
  The Sheik can oftentimes be seen at the Kessen estate, 
  enjoying a glass of fine wine in the company of good 
  friends. Because of this friendship there is usually a 
  troop of guards not too far off willing to lend a hand 
  preventing anything bad from happening.  Not that 
  much bad happens around here, except a few rival 
  
  Tus4-03 A Very Good Year 
   
  Page 5 
  growers peaking over the fence to steal a few secrets.  
  In general Mellinott typically has very little to worry 
  about. 
  However, with the war brewing between Ket and 
  Tusmit, the guards have come around much less as 
  their duties keep them busy elsewhere. 
  Now, Mellinott has found some of his crops destroyed. 
  Then, field workers went missing and animals lay dead 
  (and not always complete).  It seems that the ground 
  itself is giving way to something big. 
  Fortunately Mellinott has enough wine fermenting to 
  cover his contracts for a few more years.  But he cannot 
  tolerate his crew being destroyed like this. Something 
  must be done. 
   
  Encounter One: 
  Fancy meeting you 
  The heroes start in the busy market square of Vilayad, 
  Tusmit’s second largest city.   
  There is not a cloud that can be seen in the sky on 
  this beautiful Coldeven day in Vilayad’s market 
  square.  Spring’s last chill has faded, and the sun 
  shines strongly on this glorious day. While the sky 
  is clear, Vilayad’s market square is packed with 
  thousands of people, buying and selling almost 
  anything that can be found on the face of the 
  Flanaess. The clerics of Mouqol keep watch, to 
  ensure that business is done fairly, and that the 
  practices do not go against the Four Feet of the 
  Dragon.  But with so many people over which to 
  keep watch it is a daunting task that you are glad is 
  not yours to do. 
  The Vilayad market has recently revealed to the 
  public the first in a series of statues dedicated to the 
  heroes of Tusmit. The statues look over the Market 
  as Guardian angels. Proud warriors, known 
  explorers, powerful wizards, and holy priests of the 
  myriad of religions are represented. Some faces and 
  name are recognizable as former adventuring 
  fellows. 
  As you head off down the street to avoid the 
  crowds, a few veiled women, in brightly coloured 
  outfits, catch your eyes. Their beautiful gowns swirl 
  in the light summer breeze, and even though their 
  outfits leave much to the imagination, their beauty 
  is unmistakable. You catch their dark eyes for the 
  briefest of moments before they head off in the 
  opposite direction, but what little glimmer you did 
  see sends your hearts racing. Ah, what beauty. 
  Suddenly a child, not more than 8, crashes into 
  [Insert the name of a random hero].   His attention 
  had been on the beautiful women and turned the 
  corner without looking.  Now his wares are 
  splashed over the packed earth.  Red liquid seeps 
  between the stones and into the earth while the 
  child cries in terror. 
  �Eli’Yaser: Male human (Baklunish) Com 1; hp 3; see 
  Appendix I. 
  The heroes can try and calm down Eli’Yaser. Allow the 
  players to try as often as they like, and give them 
  bonuses for good role-playing and creative thinking. 
  Amidst the tears Eli’Yaser will let the players know that 
  he was carrying jugs to help out his parents, but they 
  don’t know about it. He wanted to prove to them that 
  he can help too, and therefore they don’t need to be 
  stressed out about losing so many workers. Once the 
  information has slipped out he immediately begins to 
  cry again.  He knows his parents don’t want anyone to 
  know of their situation. 
  Eli’Yaser will say what he must to gain the help of the 
  heroes.  He will let slip that his family is in trouble, and 
  that the men who normally protect them aren’t there 
  anymore.  He knows that his father wants to pay 
  people to fix things but obviously doesn’t know details. 
   The DM should encourage the heroes to go with 
  young Eli’Yaser and speak to his father.   
   
  Encounter Two: 
  Whistle while you work 
  Eli’Yaser heads back to the family store where he is 
  berated and fawned upon by his worried mother. She 
  treats the heroes with optimistic suspicion, thankful 
  that her baby boy is safe despite the group looking 
  rough.  After scolding Eli’Yaser for running off like 
  that, hugging him for trying to be a grown up and 
  fretting over the ‘what ifs’ had the group of heroes been 
  a bunch of thugs, she turns and addresses you. 
   “What kind of trouble has young Eli’Yaser gotten 
  himself into.” 
  �Mi’Kale Bint Kharim: Female human (Baklunish) 
  Exp 2; hp 10; see Appendix I. 
  Mi’Kale Bint Kharim is getting on in years. She is 57.  
  She is very concerned about the state of the family 
  business, and while she does not run it directly she 
  supports her husband in everything he does.  She will 
  not betray the family secrets.  If the heroes treat her 
  well she will encourage them to talk to her husband at 
  the vineyard. If they treat her badly she will tell the 
  heroes that Eli’Yaser is exaggerating things and that in 
  reality things aren’t bad at all. 
  
  Tus4-03 A Very Good Year 
   
  Page 6 
  If the heroes fail to persuade her of their honesty and 
  good will she will not reveal the location of her 
  husband at the current moment.  The heroes then have 
  the option of waiting until nightfall, attempting force 
  (which will incur serious penalties of law and reveal no 
  leads) or they can sneak into the vineyard grounds and 
  search themselves.  
  As you head out of Vilayad, the scenery quickly 
  changes. The rolling grasslands quickly give way to 
  the rolling foothills of the grand Tusman Hills. 
  The sky passes overhead slowly. Around midday, 
  Eli’Yaser insists on stopping to have a quick lunch 
  that allowing you to bask in the glory of the 
  countryside. 
  Once lunch is finished you continue on your way, 
  uneventfully until the family estate is in sight. 
  On the horizon, you can see a glint of metal off in 
  the distance, a proud golden onion dome topping a 
  large, three-storied building surrounded by a tall, 
  ornate, metallic fence. 
  This is the grand estate of the Kessen family. The 
  entire plot contains five buildings, the main residence, 
  laborers sleeping quarters, a small temple to Al’Akbar, a 
  stable and the storage barn. 
  Horses can be stabled here should the heroes wish it.  
  Eli’Yaser will lead the heroes directly to the barracks.  
  If the heroes wish to go elsewhere first skip to the 
  appropriate section. 
  Once the heroes are satisfied that they have learned 
  what they can, the only other places to investigate is 
  the vineyard and the cavern. 
  The 
  main 
  house: 
  Aside from the following 
  information, there is nothing to be garnered from the 
  main house. If the heroes find some unobtrusive way 
  to investigate they will learn that everything is kept in 
  order and is as it should be. This is the case in all the 
  estate investigations. 
  Following the boy along the path leading around 
  the large onion domed building, you see that there 
  are two more buildings in the back. One appears to 
  be a small temple of sorts, with the ever-present 
  symbols of the Cup and the Talisman prominently 
  displayed on the front, and the other building looks 
  like a barn or storage building. 
  Heading 
  directly 
  towards 
  the 
  main 
  house, 
  Eli’Yasers’ pace seems to quicken, and before you 
  notice it, he has broken off at a run. Following right 
  behind, you easily keep up with the child. The boy 
  enters the building without knocking. 
  Inside the building you can hear a woman 
  chanting, and the sounds of men talking. As you 
  approach closer, the chanting seems to be coming 
  from a young woman dressed in white and red sits 
  on the edge of a man’s bed. She seems to be calling 
  out to Al’Akbar for something. [Spellcraft check DC 
  17 will let the Players know that a Cure Moderate 
  Wounds is being cast] 
  The gathered men, all of whom are watching this 
  intently, appear to be rugged and hearty. They are 
  dressed in simple clothing, and most, if not all, of 
  the garments are stained with dirt, grass and a 
  number of other things. 
  If the heroes did not follow right away, just continue 
  from this point. 
  “Father!” Eli’Yaser calls out to a handsome looking 
  man. Upon seeing the boy, his face changes from 
  one of worry into a huge grin. He scoops up the boy 
  in his thick arms and lifts him off of the ground in 
  a tremendous bear hug. 
  The man looks your direction, prompted by his 
  son’s pointed finger.  He clearly does not 
  understand why his son has brought you here. 
  Putting his son down he asks what he can do you. 
  His accent is not completely Baklunish. 
  Before you can answer, the man on the bed, just 
  recently healed speaks up.   
  “Listen to me, please.  It is horrible down there.  I 
  have been there and if it wasn’t for the grace of 
  Al’Akbar I would not be here to talk to you now. 
  Me and Jhalib…. The only two of our group… the 
  rest…”  The man begins to weep.  His accent is so 
  thick and filled with emotion you can barely make 
  out what he says.  
  Dovid, the man speaking, and Jhalib will answer any 
  questions the heroes have to the best of his ability.  
  This is what they know: 
  • 
  They are not sure when the whole thing 
  began, because at first it was simple thing 
  they paid little attention to.  Example: dead 
  animals, one or two plants destroyed. They 
  are sure of at least four months or problems. 
  • 
  Things got really bad when men started going 
  missing and crops were being eaten. 
  • 
  The dead animals, both farm animals and wild 
  animals were typically ripped to shreds.  They 
  can only imagine that the same thing 
  happened to the missing men. 
  • 
  Khalif, the last one to go missing, aside from 
  the scouting party, has still not been found. 
  
  Tus4-03 A Very Good Year 
   
  Page 7 
  • 
  A new hole in the side of the hills has opened 
  up. 
  • 
  Seven men, including Dovid and Jhalib went 
  to explore the new hole hoping to find a clue 
  as to what happened to Khalif and the others.  
  • 
  Only 
  Dovid 
  and 
  Jhalib 
  escaped 
  the 
  devastation.   
  Of the actual attack, this is what Dovid and Jhalib 
  remember (feel free to enhance the combat with the 
  correct creature as described in Encounter 3): 
  • 
  (APL 4) It looked like a huge segmented 
  insect with slender legs and claws.  It seemed 
  to come out of the ground itself and grabbed 
  us and devastated our party. 
  • 
  (APL 6) It looked like a panther with tentacles 
  that emerged from its back.  It was hideous 
  and very difficult to hit.  We tried our best but 
  the beast kept evading our attacks and 
  eventually Jhalib and I just ran. 
  • 
  (APL 8) It was out of the stories… a body on 
  legs and a long tail.  From its mouth, no its 
  head… or just some horrible hole in its body 
  it sprayed us and many of us fell in agonizing 
  pain to watch, as we still lived, our bodies 
  burn away. 
  • 
  (APL 10) It had so many legs. And it came out 
  of the darkness. It looked at us with a wicked 
  grin as it enjoyed toying with us.  I lost my 
  dagger trying to cut myself loose from its 
  web.  Thank Al’Akbar that I survived. 
  • 
  (APL 12) The ground shook and out burst a 
  terrible armor plated creature.  His jaws just 
  snapped through us and killed Chabal in a 
  second.  There was a nasty glow in his eyes as 
  he tore through the group.  It was no natural 
  creature, so I swear by Al’Akbar. 
   
  �Dovid bin Sallah: Male human (Baklunish) Exp 4; 
  hp 22; see Appendix I. 
  Any questions that the heroes pose to either Dovid or 
  Jhalib will be met first with hesitation as the men look 
  to Mellinott for permission.  He will nod and let them 
  speak freely.  Far’Hanah will leave when her patients 
  engage in conversation with the heroes. 
  Mellinott Kessen will only speak when there is a 
  moment of silence, or addressed.  He does not wish to 
  speak of all of the atrocities in front of the injured men. 
   He will invite the heores outside.   
  “Whatever this menace is, it is not safe for my 
  family, for the men who work the land or for my 
  business. You may speak to the men who have 
  survived this ordeal, as well as Far’Hanah, the 
  priestess of Al’Akbar, who tended to the men. You 
  may search the vineyard itself, but I ask that you 
  please, stop whatever it is that is doing this.” 
  If the heroes press for payment, “I do not have much 
  to offer.  But please keep what you find.  If, though, 
  during your search, you come across anything 
  belonging to my men, please return them to me so 
  that I might return things to the families of the 
  men who have died. The rest, and anything of mine 
  you may keep.” 
  Neither Dovid nor Mellinott know much about what 
  has befallen the land. The men that looked into this 
  have all died, save for Jhalib and Dovid. Dovid requests 
  to sleep some more if the heroes have no more 
  questions for him.  Otherwise, he answers to the best 
  of his ability.   
  Both men will point the heroes to the strange hole in 
  the side of the mountain. 
  Laborer’s Sleeping Quarters: Since last passing 
  through, the quarters have emptied out significantly. 
  The other workers have given Jhalib time to rest and 
  recover from their ordeal.  Jhalib is the only one in the 
  worker’s quarters unless the heroes decide to go there 
  late at night. 
  Jhalib is currently unconscious, as the priestess has 
  returned to the temple to pray for more healing. 
  If the heroes succeed at Heal checks (DC equals APL + 
  6) at the higher APLs (10 & 12), they will notice some 
  strange disfigurements on the two injured men. At 
  APL 10, some of the flesh from the men’s legs have 
  been scared and burnt, but it is not from a flame, but 
  from an acidic source. At APL 12, a flame has burned 
  the flesh on the men’s torsos much hotter than any 
  mundane source could produce. 
  If the heroes have means of healing the two men, they 
  will both be grateful, but they do not have a lot of 
  information to give, but they will willingly share it 
  with the heroes. 
  A creature attacked them.  They know not what it is 
  called. It came out of the darkness, and had no fear of 
  the light of their torches. The others screamed in pain, 
  but all that Dovid and Jhalib could do was run for their 
  lives.  The creatures overtook them. They thank 
  Al’Akbar for their safe return to the camp, but they 
  cannot figure out why they are still alive. The creatures 
  should have feasted on them yet here they are, alive. 
  They do not know how nor why it happened as such. 
   
   
  
  Tus4-03 A Very Good Year 
   
  Page 8 
  Temple of Al’Akbar: Inside this modest four room 
  structure the heroes will find Far’Hanah, a young 
  priestess in the service of Al’Akbar. She has not been 
  here long, but she is devout in her beliefs, and her 
  willingness to aid those that are hurting. 
  Passing through the ornate doors, you enter what 
  must be the estates' temple. There are symbols of an 
  eight-pointed star hanging above a golden cup 
  covering almost every surface.  Intricately ornate 
  woodwork and beautiful crafts of metal decorate 
  the room.  Braziers frame the familiar symbol of 
  Al’Akbar and throw incense into the air. 
  Kneeling next to a small altar with the same cup 
  and star symbols present throughout the temple is 
  the young woman you saw earlier in the laborers’ 
  quarters. She is deep in prayers and does not move 
  as you enter. 
  The other two rooms are comprised of a private chapel, 
  where Far’Hanah is presently praying to Al’Akbar for 
  help to cure the two injured men, and Far’Hanah’s 
  private chamber. 
  �Far’Hanah: Female human (Baklunish) Clr 3; hp 21; 
  see Appendix I. 
  Far’Hanah is asking Al’Akbar for the wisdom of how to 
  treat the wounds of the injured men, and how to heal 
  their spirits as well. They have suffered many wounds, 
  and she is not as prepared as she would like to be. 
  Far’Hanah does not know much more about the 
  attacks. All she knows is what she has learned from her 
  healing of the two survivors. Some strange, large 
  creature or creatures attacked them. They tore into the 
  two men, and only Al’Akbar himself knows how they 
  survived the onslaught. 
  She will offer what help she can, but she has cast all of 
  her spells for the day, in an attempt to heal the two 
  injured men. She will offer a prayer to Al’Akbar for the 
  safe return of the heroes. 
  Stables: There is no information to be gathered here. 
  The servants of the estate only know rumors of what 
  happened, but they will not spread idle gossip. They 
  are completely loyal to Mellinott Kessen. 
  Storage Barn: This is where the Kessen Family allows 
  their wines to come of age. The heroes will politely be 
  asked to respect the family’s wishes, and not enter this 
  building. There is nothing to be gained here anyway. 
  Vinyard and Cavern: Searching the vineyard will turn 
  up a few broken tools, and a successful Survival check  
  (DC 18) will reveal that other than a large number of 
  human tracks, there are some large, strange tracks, 
  both coming from, and heading back towards the 
  cavern entrance. 
  The vineyard is arranged in numerous long rows of 
  plants, growing a variety of different colored grapes 
  and berries. The scent out in the field is almost 
  intoxicating, but the sweet smell is not enough to 
  distract you from your purpose. 
  After three hours of walking, you finally make your 
  way to where the farm workers said the cavern 
  entrance appeared. The trip, while uneventful, was 
  a little bit nerve wracking. The signs of something 
  large and angry wandering around the vineyard are 
  everywhere. There is an ominous feeling in the air, 
  and as you get closer to the opening, the feeling 
  continually gets worse.  You can see that the cavern 
  is nothing more than a crack in the side of the hill. 
  The jagged opening runs up the face of the hill, 
  about 30 feet upwards. 
  If the heroes decide to Search the vineyard refer to the 
  following: 
  [DC 15] – There has been quite a lot of traffic in the 
  vineyard, and not all of it seems to be humanoid. 
  [DC 20] – Pieces farming tools have been found 
  broken, and at least half a dozen have brown or green 
  stains at one of the two ends. (A successful Heal Check 
  (DC 15) will confirm that the substance is dried blood). 
  [DC 25] – Buried under a small mound of dirt, is the 
  shoulder potion of one of the farm worker’s arms. (A 
  successful heal check (DC 20) will let the heroes know 
  that the arm was chewed off, but the other end has 
  been burnt with acid), 
  [DC 30] – Hidden beneath a small pile of rocks, the 
  heroes find a pair of black scales, each one the size of a 
  human fist. (A Survival or Knowledge (Nature), DC 22, 
  will give the heroes a hint that the scales are Draconic 
  in nature). 
  A search near the cave entrance will reveal a few small 
  pieces of bone, and a few stones with some dried 
  bloodstains. 
  Once the heroes decide to head towards the cavern 
  entrance, proceed to Encounter 3. 
   
   
  Encounter Three: 
  Bring the pain 
  When the heroes reach the cavern entrance the sun 
  has gone down. If they camp out then Encounter 4 will 
  
  Tus4-03 A Very Good Year 
   
  Page 9 
  simply come out in the middle of the night looking for 
  a snack.  
  The split in the rock creates a sort of cavern that the 
  heroes can camp in.  The walls are made out of rough 
  stone, and it looks as though something with large 
  claws dug these tunnels out. The floor is mostly even 
  and small roots with a few tiny shrubs make running 
  difficult. Any creature trying to run within the cavern 
  must make a Balance check (DC 11) or trip on a stray 
  root. 
  Stepping into the cavern, your hearts begin to race. 
  The sounds of your own feet can be heard echoing 
  all around you, but the sound of your heart is 
  almost deafening. 
  With the limited light from the setting sun, it is 
  difficult to make out much detail. The cavern is 
  enormous, much more than the crack in the front 
  could allude to. 
  There are stalagmites growing up from the ground 
  are at least 25 feet tall, and the occasional drip of 
  water sounds like a torrent in the stillness of the 
  cave. 
  If Spot checks [DC 20] are made read the following:  
  As you look a moment longer, it seems that you are 
  not so alone in this cave.  There are 2 eyes that are 
  looking back in your direction. The hungry growl 
  that accompanies the sound of movement in your 
  direction suggests that you may have found 
  something, or that it found you. 
  The creature will be ready for the heroes if they were 
  loud until this moment.  
  The ceiling is easily 50 feet overhead, and the walls are 
  more than 100 feet apart looking from left to right, and 
  the far wall has a large crack in it. 
  APL 4 [EL 6] 
  �Advanced Dire Mountain Lion: hp 88; see 
  Appendix One. 
  APL 6 [EL 8] 
  �Advanced Bulette: hp 132; see Appendix One. 
  APL 8 [EL 10] 
  �Half Red Dragon Advanced Bulette: hp 144; see 
  Appendix One. 
  APL 10 [EL 12] 
  �Fiendish Half Red Dragon Advanced Bulette: hp 
  144; see Appendix One. 
  APL 12 [EL 14] 
  �Fiendish Half Red Dragon Advanced Bulettes [2]: 
  hp 144, 156; see Appendix One. 
  If the heroes are hesitant and choose to stay the night 
  then the creatures will attack during their nightly 
  hunting rounds.  Otherwise they will take a strong 
  offensive to any territorial threat. 
   
   
  Encounter Four: 
  Into the Unknown 
  There are crusted mud marks dragged across the 
  stony floor leading further in and disappearing into 
  the total darkness. 
  The corridor itself begins to fill with more rocks, 
  and other debris, most of that sends your 
  imagination soaring, but your stomach lurching. 
  The passage extends for quite some distance.  The 
  air becomes stale as water trickles down the sides of 
  the walls.  Eventually there is an inch of water 
  completely covering the floor. 
  Peering ahead, there is nothing but darkness, and 
  the only sound, other than your hearts beating in 
  your ears, is the trickle of water from all around. 
  The marks are those of a body being dragged into the 
  recesses of the cave.  A successful Survival check [DC 
  18] will reveal that it is a humanoid body that was 
  dragged, [DC 25] that the body was still alive at the 
  time of the dragging.  
  The passageway is rough stone, about 10 feet wide, but 
  narrowing to as little as 3 feet in some places, and the 
  ceiling staying pretty constant at roughly 15 feet off 
  the ground. 
  If the heroes decide to Search through the debris, they 
  will find the following information: 
  [DC 5] – The rocks underfoot are slightly damp, soaked 
  with blood (Heal check DC 15) 
  [DC 18] – There are scratch marks along the corridor 
  walls. (A successful Knowledge (Nature) or Survival 
  [DC 24] will suggest that some large creature has dug 
  out these tunnels). 
  [DC 22] – Mixed in with some of the smaller rocks are 
  a few small human bones. (A successful Heal Check 
  [DC 15] will reveal the bones as those found in a 
  human hand).  Still attached to one of the finger joints 
  is a small silver band. Value 30gp 
  [DC 25] – Underneath the damp rocks is a slow trickle 
  of water, barely moving. 
  Any PC with Stonecunning, or if a PC succeeds at a 
  Survival check [DC 15], will come to realize that the 
  
  Tus4-03 A Very Good Year 
   
  Page 10 
  passage is not straight, but it seems to be descending 
  slightly, at about a 7º angle. 
  Please refer to the Players Handbook for more 
  information on Lighting Conditions. 
  As the players continue deeper into the cavern 
  complex, water runoffs from the Yatil Mountains have 
  collected at this low point, and it seems to be leading 
  towards something bigger. 
  The water in the cavern stays at about one inch depth 
  for about a mile.  Have the heroes make a Listen or 
  Survival check [DC 25].  To those that succeed read the 
  following: 
  You hear a regular beat that reverberates in the 
  halls. The water around your feet jumps around you 
  in little regular pulses.  The sound is too regular to 
  be natural, yet you are sure the whole cavern is 
  shaking. 
  Suddenly you feel a number of the rocks under 
  your feet beginning to roll, and the ground shakes a 
  bit more. Quite a long way back down the way you 
  came, you can barely hear a deep rumbling noise. 
  If the heroes decide to investigate, they will find that 
  the entire passageway has collapsed, and rubble fills 
  the entire opening. No matter how much searching 
  the heroes do, they will not be able to find an opening, 
  and there are hundreds of tons of rubble between them 
  and the way they came in.  Refer to the DMG to read 
  more about ‘cave-ins’ if the heroes insist on trying to 
  clear the rubble.  As well, there will be a lot of dust 
  floating in the air and visibility will be reduced to 5 
  feet and inhalation is troublesome. 
  At higher APLs, the heroes will probably have spells 
  that can move the rubble in a matter of hours/days. 
  There is about 28 tons of mountainside between 
  themselves and the Kessen estate, and any creative 
  plans should be given time to explore. Just make sure 
  that the heroes are aware that an exit lies in the other 
  direction. 
  The entire chamber has collapsed in, and there are 
  rocks of all sizes completely block off any chance of 
  making your way back the way you came.   
  Looking in the direction you were going the cave 
  seems to go on forever.  But you reason – the water 
  had to come from somewhere… perhaps there lies 
  the way out? 
   
   
  Encounter Five: Treasure 
  As the heroes enter this alcove, the first thing that they 
  notice is that the walls along the southern end is 
  covered in phosphoresce lichens, which illuminate 
  things well enough to eliminate the need for a light 
  source. 
  You are at the far end of an oval chamber, roughly 
  80 feet long by 25 feet wide. There are openings at 
  the center of the right hand wall, and the far end 
  leading off deeper into the caverns. 
  The wall along your right hand side glows slightly 
  towards the mouth of the opening. As you approach 
  closer, you notice that there are small plants, sparse 
  at first, but getting closer together as the walls meet 
  at an opening. These lichens glow, with the 
  intensity of a torch, and the light continues down 
  the passageway, heading south. 
  Small alcove on the left: This alcove was the lair of a 
  few creatures, but they have either abandoned it, or 
  they were forced away. There is no light source require 
  here, as the lichens grow closer to the water. 
  As you get closer to the opening, there is a scent in 
  the air that tells you that something has made its 
  home not far away. 
  The lair is not much more than a bunch of straw and 
  branches strewn about the floor, with a few bones 
  scattered about. 
  Whatever stayed here made its home on natural ledges 
  that rise above the shallow water. 
  A Survival check [DC 30] will tell the heroes that there 
  have not been any new tracks in the past week. 
  The passageway ends 150 feet from where the party 
  entered. The walls are 18 feet left to right, and the 
  ceiling is 25 feet high. 
  A Spot check [DC 13] will let the heroes see a glint of 
  metal, and a Search check [DC 13] will find the magical 
  Breastplate. A search check [DC 18 + APL] will reveal 
  everything in the room.  
  Treasure: 
   
  APL 4: L: 0 gp; C: 20 gp; M: +1 breastplate (value 
  113 gp), potion of remove disease (value 63 gp) 
   
  APL 6: L: 0 gp; C: 120 gp; M: +1 breastplate (value 
  113 gp), potion of remove disease (value 63 gp), divine 
  scroll of restoration (value 67 gp) 
   
  APL 8: L: 0 gp; C: 180 gp; M:+1 breastplate (value 
  113 gp), potion of remove disease (value 63 gp), divine 
  scroll of restoration (value 67 gp), arcane scroll of 
  passwall (value 94 gp) 
  
  Tus4-03 A Very Good Year 
   
  Page 11 
   
  APL 10: L: 0 gp; C: 180 gp; M: +2 breastplate (value 
  363 gp), potion of remove disease (value 63 gp), divine 
  scroll of restoration (value 67 gp), arcane scroll of 
  passwall (value 94 gp), arcane scroll of stone to flesh 
  (value 138 gp) 
   
  APL 12: L: 0 gp; C: 210 gp; M: +2 breastplate (value 
  363 gp), potion of remove disease (value 63 gp), divine 
  scroll of restoration (value 67 gp), arcane scroll of 
  passwall (value 94 gp), arcane scroll of stone to flesh 
  (value 138 gp), amulet of health +2 (333 gp) 
   
  Encounter 6: Splish, Splash! 
  The right passage leads to the underground lake. It is 
  almost completely covered with the phosphoretic 
  lichens, so there is no need for the heroes to concern 
  themselves with lighting conditions. These lichens 
  cover the walls around the underground lake as well. 
  The passage narrows from 20 feet to a mere 8 feet as the 
  heroes travel south while the ceiling rises from 14 feet 
  to well above 40. The corridor is about 320 feet long 
  before it opens up onto the rocky beach. 
  This long, narrow corridor is completely covered 
  with the same glowing moss that you’ve seen 
  throughout the previous chambers.  The floor has 
  become more of a mass of small rocks and pebbles 
  than the rough stone that covered the rest of the 
  complex. The walls close together as you head 
  towards where the sound of water gets louder. The 
  walls close to a breadth of 8 feet. 
  At the end of the tunnel the walls suddenly fall 
  away revealing a large lake.  
  The overflow water from this lake has infiltrated the 
  other rooms and passageways of the tunnels. The air 
  above the water is stagnant, but lichens and other 
  animals sustain themselves here.   The lake stretches 
  out for about 2700 feet to the far end, and is roughly 
  550 feet wide. 
  The landing where the heroes start is covered in 
  pebbles.   About 120 feet further, the rocks dip under 
  the water, and completely disappear under the algae, 
  which has settled on top of the water. 
  When the heroes move through the water the pebbles 
  are loose and shift.  Once in a while a floating tree limb 
  will be discovered.  
  A successful Knowledge (Nature) check [DC 12] will 
  identify the green substance as harmless algae. 
  Istus has sent unprepared heroes a gift. There are 
  pieces of vine, and large hunks of wood, which can be 
  used to fashion crude raft. 
  The search DC to find enough useful timber is 20+APL. 
  Once the wood has been found, it will take a Craft 
  check (DC 10) to fashion things together. Feel free to 
  have the heroes role-play out how they are going to 
  cross this massive expansive of water. Give them the 
  time to try different things, and give them time to test 
  their theories, and reward the creative ones. 
  If they decide to try and swim, it will be a long and 
  difficult task. They can swim at one quarter their speed 
  (please adjust for armor check penalties), or one half 
  speed, as a full round action. The water here is a DC 12 
  to swim, as the algae are rather thick, and slows down 
  movement involving the surface of the water. It will 
  also cause a –5 penalty to Spot checks to notice the 
  Darktentacles if it attacks a swimming PC. 
  There is an island in the center of the water on which 
  there is a shrieker.  At higher APLs, if they decide to 
  swim to the small island, the Darktentacles in the 
  water will sense their presence, and attack them in the 
  water. 
  For rules on swimming, drowning, underwater combat 
  and other actions involving water please check the 
  DMG.   
  The creatures that live down in this massive chamber 
  have developed a symbiotic relationship. There is a 
  Shrieker, which acts as an alarm system to all of the 
  other creatures.  
  There is a small ornate dagger on the island that gleams 
  in the lichen-light.  Anyone who has eyes can see it. 
  The island is also home to a few other creatures besides 
  the shrieker.  
  As you get closer to the small mound of dirt, this 
  island in the underground lake, you notice that it is 
  almost completely covered by a mass of aquatic 
  vines and toadstools. There are quite a few large 
  ones, and hundreds of smaller ones. 
  If the heroes succeed at either a Survival of Knowledge 
  (Nature) check of [DC 18], they will identify the largest 
  of the mushrooms as being out of place. If they succeed 
  at a check of DC 23, they will identify the creature as a 
  Shrieker. 
  All of a sudden, the largest of the mushroom emits 
  a 
  high 
  pitched 
  sound 
  which 
  reverberates 
  throughout the entire chamber, echoing off each 
  wall in turn, and then returning a moment later to 
  bounce back in your direction. 
  
  Tus4-03 A Very Good Year 
   
  Page 12 
   
  APL 4 [EL 5] 
  �Shrieker: hp 11; see Monster Manual. 
  �Advanced Assassin Vine: hp 80; see Appendix One. 
  APL 6 [EL 7] 
  �Shrieker: hp 11; see Monster Manual. 
  �Darktentacles: hp 67; see Appendix One. 
  APL 8 [EL 9] 
  �Shrieker:  hp 11; see Monster Manual. 
  �Advanced Darktentacles: hp 104; see Appendix 
  One. 
  �Tendriculos:  hp 94; see Monster Manual. 
  APL 10 [EL 11] 
  �Shrieker:  hp 11; see Monster Manual. 
  �Advanced Darktentacles: hp 187; see Appendix 
  One. 
  �Advanced Tendriculos: hp 169; see Appendix One. 
  APL 12 [EL 13] 
  �Shrieker:  hp 11; see Monster Manual. 
  �Advanced Half-Fiendish Darktentacles: hp 170; 
  see Appendix One. 
  �Advanced Tendriculos: hp 169; see Appendix One. 
  Tactics: At all APLs, the Shrieker is not considered a 
  combatant. The heroes can attack, and destroy the 
  creature, and it cannot retaliate. It is there simply to 
  cause a distraction by screaming. 
  Once they heroes get either within 5 feet of the 
  Shrieker, or if they move the dagger through magical 
  means, or if a source of light, other than the glowing 
  algae, comes within 5 feet of it, the Shrieker lets out a 
  tremendous bellow, which will alert all of the creatures 
  in the area that dinner is served. 
  The heroes will have one round to react to the noise 
  before the plants rise up, and try to have them for 
  dinner. Allow the players to act in the surprise round 
  with the shrieker.  All the other creatures have to wait 
  for the alarm to sound before getting to act, thus they 
  will only enter into combat during the first round. 
  The PCs should decide if they are to press forward or 
  rest for the ‘night’.  Sleeping here is not comfortable, 
  unless the heroes can find some way of changing the 
  landscape.  Spellcasters will not be fully rested and 
  even those who strip their armor will be fatigued. 
   
  Encounter 7 
  Lair of the Forgotten 
  The passage leading away from the lake is dark, and 
  quiet. The passageway rises first before sloping down, 
  holding the water back. There is still a lot of debris 
  covering the ground, which slows travel down.  
  Eventually the walls narrow down until the heroes 
  must walk in single file.   
  This lair has been long since been abandoned by 
  nasty creatures. A few long forgotten bones litter 
  the floor.  A mould-infested pile of straw lies in the 
  corner.  
  Only one hero can enter at a time.  Once the first 
  person has passed through, take that player aside and 
  deal with each separately. 
  Have this PC, and every other PC who enters make a 
  Fortitude save [DC 12+APL] or become nauseated by 
  the stench of rotting garbage, offal and small remains 
  of rotting meat from some unknown creature. 
  Inside the lair is the prone body of an old man, Issen.  
  He is badly broken, missing a leg and scorched with 
  acid.  He has been down here for decades and his gaunt 
  look will confirm that.   
  In the far corner are the remains of some small 
  creature that has run away from the petrifying 
  creatures only to die here, a gaunt meal for the 
  forgotten man. 
  The man’s name is Issen. He worked for the Pasha and 
  was sent here looking for something, which he cannot 
  remember anymore.  He inquires after the Pasha.  
  What he does not realize is that Muammar Qharan has 
  taken over and will assume that the heroes are talking 
  about Jadhim. If the heroes clue in that they are not 
  talking about the same individual Issen will find the 
  name Muammar familiar to him but he won’t 
  remember why.  He asks about relations with Ekbir, 
  Zeif and Ket.  He hails Tusmit and then inquires after 
  the heroes.   For relevant information on the ex-Pasha 
  refer to Appendix 4. 
  Needless to say, he would very much like to get back to 
  civilization. 
  Treasure: 
   
  APL 4: L: 26 gp; C: 50 gp; M: Arcane Scroll of Bull’s 
  Strength (value 13 gp), Arcane scroll of Protection 
  from energy (value 31 gp) 
   
  APL 6: L: 26 gp; C: 90 gp; M: Arcane scroll of Bull’s 
  Strength (value 13 gp), Arcane scroll of Protection 
  from energy (value 31 gp) 
   
  APL 8: L: 26 gp; C: 12 gp; M: +1 Silver Dagger 
  (value 194 gp), Arcane scroll of Bull’s Strength (value 
  13 gp), Arcane scroll of Protection from energy (value 
  31 gp) 
  
  Tus4-03 A Very Good Year 
   
  Page 13 
   
  APL 10: L: 26 gp; C: 16 gp; M: +1 Silver Dagger 
  (value 194 gp), Hewards Handy Haversack (value 167 
  gp), Arcane scroll of Bull’s Strength (value 13 gp), 
  Arcane scroll of Protection from energy (value 31 gp) 
   
  APL 12: L: 26 gp; C: 30 gp; M: +1 Silver Dagger 
  (value 194 gp), Hewards Handy Haversack (value 167 
  gp), Amulet of Natural Armor +1 (value 167 gp), 
  Arcane scroll of Bull’s Strength (value 13 gp), Arcane 
  scroll of Protection from energy (value 31 gp) 
   
   
  Encounter 8 
  A Web of Intrigue 
  Hanging from a thick mass of rope-like strands, 10 
  feet off the floor, is a deformed creature. It has the 
  upper body of a black-skinned elf whose face is 
  contorted in a visage of pain and anguish. From the 
  waist down, the creature has the body of a massive, 
  bloated spider. 
  It does not seem to notice you, but instead, it 
  concentrates on a bulge in the webbing. With a 
  look of psychopathic glee, it withdraws a dagger, 
  and proceeds to repeatedly stab the bulge three, 
  four, five times – after which a small trickle of 
  liquid can be heard. 
  Situation: Malnokk has just stabbed his Dwarven 
  snack, and reduced him to –1hp. Thorm has 9 rounds 
  left to live, and he will loose 1 hp per round – without 
  self-stabilizing. 
  APL 4 [EL 7] 
  �Malnok: Male Drider: hp 45; see Monster Manual. 
  APL 6 [EL 9] 
  �Darvitok and Malnokk: male Driders [2]: hp 45, 51; 
  see Monster Manual. 
  APL 8 [EL 11] 
  �Malnokk: Male Drider Clr1; hp 56; see Appendix 
  One. 
  �Gravzz: Male Mind Flayer Wiz2; hp 85; see 
  Appendix One. 
  APL 10 [EL 13] 
  �Malnok: Male Drider Clr3; hp 72; see Appendix 
  One. 
  �Gravzz: Male Mind Flayer Wiz4; hp 76; see 
  Appendix One. 
  APL 12 [EL 15] 
  �Malnok: Male Drider Clr5; hp 88; see Appendix 
  One. 
  �Gravzz: Male Mind Flayer Wiz6; hp 86; see 
  Appendix One. 
  Once the heroes have dealt with the menace in this 
  chamber, they will have free reign to rest comfortably, 
  as any other denizen of this underground complex 
  seems to know about their presence, and has stayed 
  away from this chamber. 
  During their search, the PCs may, and probably will, 
  open the webbed bulge that Thorm is trapped within. 
  If the PCs are able to get to Thorm before his end, free 
  him from his prison, and cure his wounds, he will 
  thank the PCs wholeheartedly, and promise to do 
  whatever he can to repay them for their kindness. 
  It takes another seven days for the PCs to wander 
  towards the exit of the cavern complex, so unless they 
  have specified how much food they started with, there 
  is a good chance that they are starting to feel the effects 
  of hunger. Please refer to the DMG for the effects of 
  Starvation and Thirst.    Needless to say unless they 
  have magical means they will be hungry and suffering 
  from its effects. Thorm will accompany the PCs out, 
  but he is still weak, unless the PCs have magically 
  helped him out. 
  Any PC with 5 ranks in Survival will know the 
  direction of their journey (south), and succeeding at a 
  Knowledge (Geography) check [DC 20+APL] will 
  realize that they were heading right into the lands that 
  are controlled by Ket. 
  As you step out of the cavern, for the first time in 
  many days, you see the sun on its descent. The sky 
  is a blood-red color, reminding you of the old tales 
  of a red sky signifying that blood has been shed.  
  As your eyes begin to clear from your first view of 
  the light in a long while, you take stock of the 
  surroundings. The air is different. Looking around 
  you can see a fortified town with a Tusman flying 
  above it. To the east you can see the high hilly walls 
  of the Nayya Gap a few more leagues and you’d be 
  in Ket or Zeif !  
  Treasure: 
   
  APL 4: L: 50 gp; C: 15 gp; M: +1 Mighty Composite 
  Longbow (+3 Str.) (value 225 gp) 
   
  APL 6: L: 100 gp; C: 33 gp; M: +1 Mighty 
  Composite Longbow (+3 Str.) (value 225 gp), Wand of 
  Cure Light Wounds (value 63 gp) 
   
  APL 8: L: 150 gp; C: 138 gp; M: +1 Daggers [2]  (284 
  gp), +1 Mighty Composite Longbow (+3 Str.) (value 
  225 gp), Potion of Barkskin +4 (value 75 gp), Wand of 
  Cure Light Wounds (value 63 gp), Gravzz Spellbook 
  (value 130 gp). 
  
  Tus4-03 A Very Good Year 
   
  Page 14 
   
  APL 10: L: 200 gp; C: 165 gp; M: +1 Daggers [2] 
  (284 gp per character), +1 Mighty Composite Longbow 
  (+3 Str.) (value 225 gp), Potion of Barkskin +4 (value 75 
  gp), Wand of Cure Moderate Wounds (value 375 gp), 
  Gravzz Spellbook (value 210 gp). 
   
  APL 12: L: 300 gp; C: 25 gp; M: +1 Daggers [2] (284 
  gp per character), +2 Mighty Composite Longbow (+3 
  Str.) (value 725 gp), Potion of Barkskin +4 (value 75 gp), 
  Wand of Cure Moderate Wounds (value 375 gp), 
  Gravzz Spellbook (value 330 gp). 
   
  Conclusion 
  With the immediate threat to the Kessen Vineyard 
  gone, Mellinott Kessen can once again set things right 
  at his estate. For their efforts in this matter, the heroes 
  will be thanked for all that they have done. And even 
  though he does not have the means to compensate 
  them right now, Mellinott Kessen does promise that 
  he will find some way of making it up to the heroes. 
  You return to the Kessen Estate, to find a much 
  relieved Mellinott Kessen. He is overjoyed that you 
  have returned, and that you have stopped the threat 
  to his vineyard, and his home. 
  Unfortunately, he must now spend then next few 
  months rebuilding his business, and all of his 
  fortune must be put into that. After sorting through 
  the personal belongings of some of the missing 
  men, he tells you that whatever other items you 
  have found on your journey are yours to keep, and 
  he promises that he will find some way to repay you 
  in the future. 
  At the end of the summer, Mellinott examines 
  some of the grapes and berries his men have 
  gathered from the fields. Looking at the sun as if to 
  see through the fruits. Smelling them before biting 
  into one of the ripe grapes, Mellinott is amazed to 
  find such taste. This will definitely be a very good 
  year 
   
  The End 
  Experience Point Summary 
   
  Encounter 4 
  APL 4 
  180 xp   
  APL 6  
  240 xp  
  APL 8  
  300 xp  
  APL 10  
  360 xp 
  APL 12  
  420 xp 
   
  Encounter 6 
  APL 4 
   150 xp   
  APL 6  
  210 xp  
  APL 8 
   270 xp  
  APL 10  
  330 xp 
  APL 12  
  390 xp 
   
  Encounter 8 
  APL 4  
  210 xp   
  APL 6  
  270 xp  
  APL 8  
  330 xp  
  APL 10  
  390 xp 
  APL 12  
  450 xp 
   
  Role Playing Reward 
  APL 4  
  135 xp   
  APL 6  
  180 xp  
  APL 8  
  225 xp  
  APL 10  
  270 xp 
  APL 12  
  315 xp 
   
  Total possible experience:  
   
  APL 4  
  675 xp  
  APL 6  
  900 xp 
  APL 8  
  1,125 xp 
  APL 10  
  1,350 xp   
  APL 12  
  1,575 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 
  
  Tus4-03 A Very Good Year 
   
  Page 15 
  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 (calculated at 50% of book 
  price); C = Coin, Gems, Jewelry, and other valuables 
  (calculated at 100% of value); M = Magic Items 
  (calculated at 50% of book price). 
  Encounter 5:   
   
  APL 4: L: 0 gp; C: 20 gp; M: +1 breastplate (value 
  113 gp), potion of remove disease (value 63 gp) 
   
  APL 6: L: 0 gp; C: 120 gp; M: +1 breastplate (value 
  113 gp), potion of remove disease (value 63 gp), divine 
  scroll of restoration (value 67 gp) 
   
  APL 8: L: 0 gp; C: 180 gp; M:+1 breastplate (value 
  113 gp), potion of remove disease (value 63 gp), divine 
  scroll of restoration (value 67 gp), arcane scroll of 
  passwall (value 94 gp) 
   
  APL 10: L: 0 gp; C: 180 gp; M: +2 breastplate (value 
  363 gp), potion of remove disease (value 63 gp), divine 
  scroll of restoration (value 67 gp), arcane scroll of 
  passwall (value 94 gp), arcane scroll of stone to flesh 
  (value 138 gp) 
   
  APL 12: L: 0 gp; C: 210 gp; M: +2 breastplate (value 
  363 gp), potion of remove disease (value 63 gp), divine 
  scroll of restoration (value 67 gp), arcane scroll of 
  passwall (value 94 gp), arcane scroll of stone to flesh 
  (value 138 gp), amulet of health +2 (333 gp) 
  Encounter 6:   
   
  APL 4: L: 26 gp; C: 50 gp; M: Arcane Scroll of Bull’s 
  Strength (value 13 gp), Arcane scroll of Protection 
  from energy (value 31 gp) 
   
  APL 6: L: 26 gp; C: 90 gp; M: Arcane scroll of Bull’s 
  Strength (value 13 gp), Arcane scroll of Protection 
  from energy (value 31 gp) 
   
  APL 8: L: 26 gp; C: 12 gp; M: +1 Silver Dagger 
  (value 194 gp), Arcane scroll of Bull’s Strength (value 
  13 gp), Arcane scroll of Protection from energy (value 
  31 gp) 
   
  APL 10: L: 26 gp; C: 16 gp; M: +1 Silver Dagger 
  (value 194 gp), Hewards Handy Haversack (value 167 
  gp), Arcane scroll of Bull’s Strength (value 13 gp), 
  Arcane scroll of Protection from energy (value 31 gp) 
   
  APL 12: L: 26 gp; C: 30 gp; M: +1 Silver Dagger 
  (value 194 gp), Hewards Handy Haversack (value 167 
  gp), Amulet of Natural Armor +1 (value 167 gp), 
  Arcane scroll of Bull’s Strength (value 13 gp), Arcane 
  scroll of Protection from energy (value 31 gp) 
  Encounter 8: 
    
  APL 4: L: 50 gp; C: 15 gp; M: +1 Mighty Composite 
  Longbow (+3 Str.) (value 225 gp) 
   
  APL 6: L: 100 gp; C: 33 gp; M: +1 Mighty 
  Composite Longbow (+3 Str.) (value 225 gp), Wand of 
  Cure Light Wounds (value 63 gp) 
   
  APL 8: L: 150 gp; C: 138 gp; M: +1 Daggers [2]  (284 
  gp), +1 Mighty Composite Longbow (+3 Str.) (value 
  225 gp), Potion of Barkskin +4 (value 75 gp), Wand of 
  Cure Light Wounds (value 63 gp), Gravzz Spellbook 
  (value 130 gp). 
   
  APL 10: L: 200 gp; C: 165 gp; M: +1 Daggers [2] 
  (284 gp per character), +1 Mighty Composite Longbow 
  (+3 Str.) (value 225 gp), Potion of Barkskin +4 (value 75 
  gp), Wand of Cure Moderate Wounds (value 375 gp), 
  Gravzz Spellbook (value 210 gp). 
   
  APL 12: L: 300 gp; C: 25 gp; M: +1 Daggers [2] (284 
  gp per character), +2 Mighty Composite Longbow (+3 
  Str.) (value 725 gp), Potion of Barkskin +4 (value 75 gp), 
  Wand of Cure Moderate Wounds (value 375 gp), 
  Gravzz Spellbook (value 330 gp). 
   
  Total Possible Treasure 
  APL 4:  
  650 gp 
  APL 6:  
  900 gp 
  APL 8:  
  1,300 gp  
  
  Tus4-03 A Very Good Year 
   
  Page 16 
  APL 10:  
  2,300 gp  
   
  APL 12:  
  3,300 gp  
  Special: 
  �Influence with Mellinott Kessen: For risking their 
  lives to save his estate and his workers, Mellinott 
  Kessen promises to help out the PCs, however he can, 
  as soon as he can. 
  �Influence with Thorm Ironthumb of the 
  Dwarven Homesteaders: For saving Thorm from the 
  sticky predicament he was trapped in, Thorm promises 
  to aid the PCs as best as either he, or his clan, can in the 
  near future. This can be redeemed for Regional access 
  to a single Adamantine Weapon or Armor that this 
  character could normally buy a MW version of and if 
  the PC is a member of a Tusmit Dwarven metaorg that 
  allows him to get adamantine, then the price of this 
  one item is reduced by 20%. 
  �Gravzz Spellbook [APL 8] 
  Spellbook: 1
  st - Color Spray, Comprehend Languages, 
  Endure Elements, Feather Fall, Mage Armor, Magic 
  Missile, Magic Weapon, Protection From Good, Shield, 
  Shocking Grasp, Summon Monster I, Tenser’s Floating 
  Disc, True Strike. 
  �Gravzz Spellbook [APL 10] 
  Spellbook: All of APL 8 plus - 2
  nd - Cat’s Grace, 
  Invisibility, Scorching Ray, Web. 
  �Gravzz Spellbook [APL 12] 
  Spellbook: All of APL 8 and 10 plus - 3
  rd - Dispel Magic, 
  Fireball, Haste, Slow. 
   
  
  Tus4-03 A Very Good Year 
   
  Page 17 
  Appendix One: NPCs and Creatures 
  NPC’s 
  �Eli’Yaser: Male human (Baklunish) Com 1; CR 1/2; 
  Small humanoid (child); HD 1d4-1; hp 3; Init +1 (Dex); 
  Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Atks +0 
  melee (1d2-1 fist); AL LN; SV Fort -1, Ref +1, Will 0; Str 
  8, Dex 13, Con 9, Int 11, Wis 12, Cha 10. 
  Skills and Feats: Listen +2, Profession (field hand) +2, 
  Profession (Porter) +3 
  Possessions: Artisans Outfit (small sized) 
  �Mi’Kale Bint Kharim: Male human (Baklunish) Exp 
  2; CR 1; Medium-Size humanoid; HD 2d6; hp 10; 
  Init:0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atks 
  +1 melee (1d3 fist); AL LN; SV Fort +0, Ref +0, Will +4; 
  Str 11, Dex 10, Con 10, Int 11, Wis 15, Cha 9. 
  Skills and Feats: Knowledge (Mathematics) +5, Listen 
  +4, Profession (Bookkeeper) +7 
  Possessions: Artisans Outfit, Masterwork Reading 
  Glasses 
  �Dovid bin Sallah: Male human (Oerdian/Baklunish 
  mix) Exp 4; CR 2; Medium-Size humanoid; HD 4d6+4; 
  hp 22; Init: -1 (Dex); Spd 30 ft.; AC 9 (touch 9, flat-
  footed 10); Atks +5 melee (1d3+2 fist); AL LN; SV Fort 
  +2, Ref +0, Will +4; Str 15, Dex 8, Con 13, Int 10, Wis 
  11, Cha 12. 
  Skills and Feats: Knowledge (Nature) +7, Profession 
  (Farmer) +7, Profession (Herbalist) +7, Profession 
  (Winemaker) +9, Skill Focus Profession (Winemaker) 
  Possessions: Work Cloths 
  �Mellinott Kessen: Male human (Baklunish) Ari 8; 
  CR 6; Medium-Size humanoid; HD 8d8+8; hp 44; Init: 
  +1 (Dex); Spd 30 ft.; AC 11 (touch 11, flat-footed 10); 
  Atks +5 melee (1d3+2 fist); AL N; SV Fort +2, Ref +0, 
  Will +4; Str 10, Dex 13, Con 12, Int 14, Wis 13, Cha 15. 
  Skills and Feats: Deceitful, Diligent, Negociator, Skill 
  Focus (Profession: Winemaking), Appraise +10, Bluff 
  +12, Craft (Botany) +6, Diplomacy +12, Gather 
  Information +8, Knowledge (Nobility) +8, Profession 
  (Merchant) +9, Profession (Winemaking) +14, Ride +6, 
  Sense Motive +8 
  Possessions: Nobles Outfit 
  �Issen: Male human (Baklunish) Exp 2; CR 1; 
  Medium-Size humanoid; HD 2d6+2; hp 11 (currently 
  at –1 hp); Init: +0; Spd 30 ft.; AC 10 (touch 10, flat-
  footed 10); Atks +2 melee (1d3+2 fist); AL LN; SV Fort 
  +1, Ref +0, Will +2; Str 12, Dex 11, Con 13, Int 11, Wis 
  9, Cha 12. 
  Skills and Feats: Knowledge (Nature) +5, Profession 
  (Farmer) +6, Profession (Winemaker) +4, Skill Focus 
  Profession (Farmer) 
  Possessions: Work Clothes 
  �Jhalib: Male human (Baklunish) Exp 2; CR 1; 
  Medium-Size humanoid; HD 2d6; hp 9 (currently at 0 
  hp); Init: +1 (Dex); Spd 30 ft.; AC 11 (touch 11, flat-
  footed 10); Atks +1 melee (1d3+1 fist); AL LN; SV Fort 
  +0, Ref +1, Will +3; Str 11, Dex 13, Con 11, Int 11, Wis 
  11, Cha 16. 
  Skills and Feats: Knowledge (Nature) +5, Profession 
  (Farmer) +4, Profession (Winemaker) +6, Skill Focus 
  Profession (Winemaker) 
  Possessions: Work Clothes 
  �Far’Hanah: Female human (Baklunish) Cleric of the 
  Exalted Faith of Al’Akbar 3; CR 3; Medium-Size 
  humanoid; HD 3d8+3; hp 21; Init: +0; Spd 20 ft 
  (Medium Armor), normal 30 ft.; AC 17 (touch 10, flat-
  footed 17[+5 Breastplate, +2 Large Steel Shield]; Atks 
  +4 melee (1d6+1/x2 Masterwork Light Mace); AL LN; 
  SV Fort +4, Ref +1, Will +7; Str 12, Dex 10, Con 12, Int 
  11, Wis 15, Cha 13 
  Skills and Feats: Concentration +7, Heal +8; 
  Knowledge (Religion) +6; Combat Casting, Iron Will, 
  Leadership 
  Spells Prepared (4/3+1/2+1; base DC = 12 + spell level): 
  0—[Detect Magic, Guidance, Light, Resistance] 1st—
  [Bless, Create Water, Shield of Faith, Protection From 
  Evil*] 2nd—[Aid*, Bulls Strength, Prayer]. 
  *Domain spell. Domains: [Good (Cast good spells at +1 
  caster level)]; [Protection (You can generate a 
  protective ward, a spell-like ability to grant someone 
  you touch a resistance bonus equal to your level on her 
  next saving throw. Activating this power is a standard 
  action. The protective ward is an abjuration effect with 
  a duration of 1 hour that is usable once per day.)] 
  Possessions: breastplate, large steel shield, masterwork 
  light mace, healers kit. 
  Encounter 4 
  APL 4 
  �Advanced Dire Mountain Lion: CR 6; Large 
  Animal; HD 11d8+33; hp 88; Init +2 (Dex); Spd 40 ft., (8 
  squares); AC: 15 (touch 11, flat-footed 13) [+2 Dex, –1 
  
  Tus4-03 A Very Good Year 
   
  Page 18 
  size, +4 natural]; BAB/Grapple: +8/+19; Attack: Claw 
  +15 melee (1d6+7); Full Attack: 2 Claws +15 melee 
  (1d6+7) and Bite +9 melee (1d8+3); SA: Improved grab, 
  pounce, rake 1d6+3; SQ: Low-light vision, scent; AL N; 
  SV Fort +10, Ref +9, Will +10; Str 25, Dex 15, Con 17, 
  Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +2*, Listen +8, Move 
  Silently +5, Spot +9, Alertness, Iron Will, Run, Weapon 
  Focus (Claw). 
   
  Improved Grab (Ex): To use this ability, a Dire 
  Lion must hit with its bite attack. It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake. 
   
  Pounce  (Ex): If a Dire Lion charges, it can make a 
  full attack action, including two rake attacks.  
   
  Rake (Ex): Attack bonus +14 melee, damage 
  1d6+3. 
   
  Skills: Dire Lions have a +4 racial bonus on Hide 
  and Move Silently checks. * In areas of tall grass or 
  heavy undergrowth, the Hide bonus improves to +8. 
   
  APL 6 
  �Advanced Bulette: CR 8; Huge Magical Beast; HD 
  12d10+60; hp 132; Init +2 (Dex); Spd 40 ft., (8 squares), 
  burrow 10 ft.; AC: 22 (touch 10, flat-footed 20) [+2 Dex, 
  –2 size, +12 natural]; BAB/Grapple: +12/+28; Attack: 
  Bite +20 melee (2d8+8); Full Attack: Bite +20 melee 
  (2d8+8) and 2 claws +17 melee (2d6+4); SA: Leap; SQ: 
  Darkvision 60 ft., low-light vision, scent, tremorsense 
  60 ft.; AL N; SV Fort +13, Ref +10, Will +7; Str 28, Dex 
  15, Con 20, Int 2, Wis 13, Cha 6. 
   
  Skills and Feats: Jump +18, Listen +9, Spot +6, 
  Alertness, Iron Will, Multiattack, Track, Weapon 
  Focus (Bite). 
   
  Leap (Ex): A Bulette can jump into the air during 
  combat. This allows it to make four claw attacks instead 
  of two, each with a +19 attack bonus, but it cannot bite. 
   
  APL 8 
  �Half Red Dragon Advanced Bulette: CR 10; Huge 
  Dragon [Fire]; HD 12d10+72; hp 144; Init +2 (Dex); 
  Spd 40 ft., (8 squares), burrow 10 ft., fly 80 ft. (average); 
  AC: 26 (touch 10, flat-footed 24) [+2 Dex, –2 size, +16 
  natural]; BAB/Grapple: +12/+32; Attack: Bite +24 melee 
  (2d8+12); Full Attack: Bite +24 melee (2d8+12) and 2 
  claws +21 melee (2d6+6); SA: Breath Weapon, Leap; 
  SQ: Darkvision 60 ft., immune to sleep and paralysis 
  effects, immune to fire, low-light vision, scent, 
  tremorsense 60 ft.; AL CE; SV Fort +14, Ref +10, Will 
  +7; Str 36, Dex 15, Con 22, Int 4, Wis 13, Cha 8. 
   
  Skills and Feats: Jump +25, Listen +15, Spot +15, 
  Alertness, Iron Will, Multiattack, Track, Weapon 
  Focus (Bite). 
   
  Breath Weapon (Su): A 30-foot cone of fire for 
  6d8 damage. Save DC 22. 
   
  Leap (Ex): A Bulette can jump into the air during 
  combat. This allows it to make four claw attacks instead 
  of two, each with a +19 attack bonus, but it cannot bite. 
   
  APL 10 
  �Fiendish Half Red Dragon Advanced Bulette: CR 
  12; Huge Dragon [Fire]; HD 12d10+72; hp 144; Init +2 
  (Dex); Spd 40 ft., (8 squares), burrow 10 ft., fly 80 ft. 
  (average); AC: 26 (touch 10, flat-footed 24) [+2 Dex, –2 
  size, +16 natural]; BAB/Grapple: +12/+32; Attack: Bite 
  +24 melee (2d8+12); Full Attack: Bite +24 melee 
  (2d8+12) and 2 claws +21 melee (2d6+6); SA: Breath 
  Weapon, Leap, Smite Good; SQ: Damage Reduction 
  10/magic, darkvision 60 ft., immune to sleep and 
  paralysis effects, immune to fire, low-light vision, 
  resistance to cold 10, scent, spell resistance 17, 
  tremorsense 60 ft.; AL CE; SV Fort +14, Ref +10, Will 
  +7; Str 36, Dex 15, Con 22, Int 4, Wis 13, Cha 8. 
   
  Skills and Feats: Jump +25, Listen +15, Spot +15, 
  Alertness, Iron Will, Multiattack, Track, Weapon 
  Focus (Bite). 
   
  Breath Weapon (Su): A 30-foot cone of fire for 
  6d8 damage. Save DC 22. 
   
  Leap (Ex): A Bulette can jump into the air during 
  combat. This allows it to make four claw attacks instead 
  of two, each with a +19 attack bonus, but it cannot bite. 
   
  Smite Good (Su): Once per day, a Fiendish Half 
  Red Dragon Bulette can make a normal melee attack to 
  deal and extra +12 points of damage against a good-
  aligned foe. 
   
  APL 12 
  �Fiendish Half Red Dragon Advanced Bulettes: CR 
  14; Huge Dragon [Fire]; HD 12d10+72; hp 144, 156; 
  Init +2 (Dex); Spd 40 ft., (8 squares), burrow 10 ft., fly 
  80 ft. (average); AC: 26 (touch 10, flat-footed 24) [+2 
  Dex, –2 size, +16 natural]; BAB/Grapple: +12/+32; 
  Attack: Bite +24 melee (2d8+12); Full Attack: Bite +24 
  melee (2d8+12) and 2 claws +21 melee (2d6+6); SA: 
  Breath Weapon, Leap, Smite Good; SQ: Damage 
  Reduction 10/magic, darkvision 60 ft., immune to 
  sleep and paralysis effects, immune to fire, low-light 
  vision, resistance to cold 10, scent, spell resistance 17, 
  
  Tus4-03 A Very Good Year 
   
  Page 19 
  tremorsense 60 ft.; AL CE; SV Fort +14, Ref +10, Will 
  +7; Str 36, Dex 15, Con 22, Int 4, Wis 13, Cha 8. 
   
  Skills and Feats: Jump +25, Listen +15, Spot +15, 
  Alertness, Iron Will, Multiattack, Track, Weapon 
  Focus (Bite). 
   
  Breath Weapon (Su): A 30-foot cone of fire for 
  6d8 damage. Save DC 22. 
   
  Leap (Ex): A Bulette can jump into the air during 
  combat. This allows it to make four claw attacks instead 
  of two, each with a +19 attack bonus, but it cannot bite. 
   
  Smite Good (Su): Once per day, a Fiendish Half 
  Red Dragon Bulette can make a normal melee attack to 
  deal and extra +12 points of damage against a good-
  aligned foe. 
   
  Encounter 6 
  APL 4 
  �Advanced Assassin Vine: CR 5; Huge plant HD 
  8d8+40; hp 64; Init: -1 (Dex) Spd 5 ft. (1 square); AC: 16 
  (touch 7, flat-footed 16) [-1 Dex, –2 size, +9 natural]; 
  BAB/Grapple: +6/+22; Attack: Slam +12 melee 
  (1d8+12); Full Attack: Slam +12 melee (1d8+12); SA: 
  Constrict (1d8+12), entangle, improved grab; SQ: 
  Blindsight 30 ft., camouflage, immunity to electricity, 
  low-light vision, plant traits, resistant to cold 10 and 
  fire 10; AL N; SV Fort +14, Ref +1, Will +4; Str 28, Dex 
  9, Con 20, Int –, Wis 14, Cha 9. 
   
  Plant: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and polymorphing. 
  Not subject to critical hits. 
   
  Entangle (Su): An Assassin Vine can animate 
  plants within 30 feet of itself as a free action (Ref DC 
  14 partial). The effect lasts until the vine dies or 
  decides to end it (also a free action). The save DC is 
  Wisdom-based. The ability is otherwise similar to 
  entangle (caster level 4th). 
   
  Improved Grab (Ex): To use this ability, the 
  Assassin Vine must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can constrict. 
   
  Blindsight (Ex): Assassin Vines have no visual 
  organs but can ascertain all foes within 30 feet using 
  sound, scent and vibration. 
   
  Camouflage (Ex): Since an Assassin Vine looks 
  like a normal plant when it is at rest, it takes a DC 20 
  Spot check to notice it before it attacks. Anyone with 
  Survival or Knowledge (Nature) can use one of those 
  skills instead of Spot to notice the plant. Dwarves can 
  use stonecunning to notice the subterranean version. 
  APL 8 
  �Advanced Darktentacles: CR 8; Large Abberration; 
  HD 13d8+39; hp 104; Init +6 (+2 Dex, +4 Improved 
  Iniative); Spd 5 ft. (1 square), swim 20 ft.; AC 18 (touch 
  11, flat-footed 16) [-1 Size, +2 Dex, +7 natural]; 
  BAB/Grapple: +9/+34; Attack: Slam +14 melee (1d4+7); 
  Full Attack 12 slams +14 melee (1d4+7); SA: Constrict 
  (2d6+7), improved grab, spell-like abilities; SQ: 
  Darkvision 60 ft., enhanced multiweapon fighting, 
  tentacle regeneration, Tremorsense, weapon use; AL 
  CE; SV Fort +7, Ref +6, Will +9; Str 20, Dex 15, Con 17, 
  Int 14, Wis 12, Cha 12. 
   
  Skills and Feats: Concentration +15, Hide +16, 
  Listen +10, Move Silently +16, Spot +10; Combat 
  Reflexes, 
  Improved 
  Initiative, 
  Multidexterity, 
  Multiweapon Fighting. 
   
  Constrict (Ex): With a successful grapple check, a 
  Darktentacles can crush a grabbed opponent, dealing 
  2d6+7 points of bludgeoning damage. 
   
  Improved Grab (Ex): If a Darktentacles hits an 
  opponent that is at least one size category smaller than 
  itself with a slam attack, it deals normal damage 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity (grapple bonus +34, 
  including a +16 racial bonus on grapple checks). If it 
  gets a hold, it can also constrict in the same round. 
  Thereafter, the Darktentacles has the option to conduct 
  the grapple normally, or simply use its tentacle to hold 
  the opponent (-20 penalty on grapple check, but the 
  Darktentacles is not considered grappled). In either 
  case, each successful grapple check it makes during 
  successive rounds automatically deals slam and 
  constrict damage. 
   
  Spell-Like Abilities: 5/day - hold monster; 3/day - 
  charm monster; 1/day wall of force. Caster level 10
  th, 
  save DC 11 + spell level. 
   
  Enhanced Multiweapon Fighting (Ex): This 
  ability lessens the penalty for off-hand weapon use by 2 
  for both primary and off hands. Combined with the 
  Multidexterity and Multiweapon Fighting feats, this 
  ability effectively negates all attack penalties for using 
  one or more light off-hand weapons. 
   
  Tentacle Regeneration (Ex): An opponent can 
  attack a Darktentacles's tentacles as if they were 
  weapons—see Sunder, in Chapter 8 of the Player's 
  Handbook. A Darktentacles’s tentacles have 20 hit 
  points. If the Darktentacles is currently grappling a 
  
  Tus4-03 A Very Good Year 
   
  Page 20 
  target with that tentacle, it usually uses another limb to 
  make its attack of opportunity against the sunder 
  attempt. Severing a Darktentacles’s tentacles deals 
  damage to the creature equal to half the limb's hit 
  points. A Darktentacles regrows severed limbs within a 
  day.  
   
  Tremorsense (Ex): A Darktentacles can 
  automatically sense the location of anything within 60 
  feet that is in contact with the ground. 
   
  Weapon Use (Ex): A Darktentacles of Large size 
  can wield a melee weapon of up to Huge size in each 
  tentacle. It is proficient with all simple and martial 
  melee weapons. 
   
  Skills: A Darktentacles receives a +4 racial bonus 
  on Hide checks. 
   
  APL 10 
  �Advanced 
  Darktentacles: 
  CR 
  10; 
  Huge 
  Abberration; HD 17d8+102; hp 187; Init +5 (+1 Dex, +4 
  Improved Initiative); Spd 5 ft. (1 square), swim 20 ft.; 
  AC 19 (touch 9, flat-footed 18) [-2 Size, +1 Dex, +10 
  natural]; BAB/Grapple: +12/+44; Attack: Slam +20 
  melee (1d6+12); Full Attack 12 slams +20 melee 
  (1d6+12); SA: Constrict (3d6+12), improved grab, spell-
  like abilities; SQ: Darkvision 60 ft., enhanced 
  multiweapon 
  fighting, 
  tentacle 
  regeneration, 
  Tremorsense, weapon use; AL CE; SV Fort +11, Ref +6, 
  Will +11; Str 28, Dex 13, Con 22, Int 14, Wis 12, Cha 
  12. 
   
  Skills and Feats: Concentration +19, Hide +18, 
  Listen +14, Move Silently +18, Spot +14; Combat 
  Reflexes, 
  Improved 
  Initiative, 
  Multidexterity, 
  Multiweapon Fighting. 
   
  Constrict (Ex): With a successful grapple check, a 
  Darktentacles can crush a grabbed opponent, dealing 
  3d6+12 points of bludgeoning damage. 
   
  Improved Grab (Ex): If a Darktentacles hits an 
  opponent that is at least one size category smaller than 
  itself with a slam attack, it deals normal damage 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity (grapple bonus +44, 
  including a +16 racial bonus on grapple checks). If it 
  gets a hold, it can also constrict in the same round. 
  Thereafter, the Darktentacles has the option to conduct 
  the grapple normally, or simply use its tentacle to hold 
  the opponent (-20 penalty on grapple check, but the 
  Darktentacles is not considered grappled). In either 
  case, each successful grapple check it makes during 
  successive rounds automatically deals slam and 
  constrict damage. 
   
  Spell-Like Abilities: 5/day - hold monster; 3/day - 
  charm monster; 1/day wall of force. Caster level 10
  th, 
  save DC 11 + spell level. 
   
  Enhanced Multiweapon Fighting (Ex): This 
  ability lessens the penalty for off-hand weapon use by 2 
  for both primary and off hands. Combined with the 
  Multidexterity and Multiweapon Fighting feats, this 
  ability effectively negates all attack penalties for using 
  one or more light off-hand weapons. 
   
  Tentacle Regeneration (Ex): An opponent can 
  attack a Darktentacles's tentacles as if they were 
  weapons—see Sunder, in Chapter 8 of the Player's 
  Handbook. A Darktentacles’s tentacles have 20 hit 
  points. If the Darktentacles is currently grappling a 
  target with that tentacle, it usually uses another limb to 
  make its attack of opportunity against the sunder 
  attempt. Severing a Darktentacles’s tentacles deals 
  damage to the creature equal to half the limb's hit 
  points. A Darktentacles regrows severed limbs within a 
  day.  
   
  Tremorsense (Ex): A Darktentacles can 
  automatically sense the location of anything within 60 
  feet that is in contact with the ground. 
   
  Weapon Use (Ex): A Darktentacles of Large size 
  can wield a melee weapon of up to Huge size in each 
  tentacle. It is proficient with all simple and martial 
  melee weapons. 
   
  Skills: A Darktentacles receives a +4 racial bonus 
  on Hide checks. 
  �Advanced Tendriculos: CR 8; Gargantuan Plant; 
  HD 13d8+104; hp 169; Init +0; Spd 20 ft. (4 squares); 
  AC 17 (touch 7, flat-footed 17) [-3 Size, +0 Dex, +10 
  natural]; BAB/Grapple: +9/+34; Attack: Bite +22 melee 
  (3d8+13); Full Attack Bite +22 melee (3d8+13) and 2 
  tendrils +17 melee (2d6+6); SA: Improved grab, 
  paralysis, swallow whole; SQ: Low-light vision, plant 
  traits, regeneration 10; AL N; SV Fort +16, Ref +4, Will 
  +5; Str 36, Dex 10, Con 26, Int 3, Wis 8, Cha 3. 
   
  Skills and Feats: Hide +10, Listen +3, Move 
  Silently +2, Spot +3; Alertness, Improved Natural 
  Attack (tendril), Iron Will, Power Attack, Stealthy. 
   
  Improved Grab (Ex): To use this ability, a 
  Tendriculos must hit a creature at least one size 
  category small than itself with its btie attack. It can 
  then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold, and can try and 
  swallow the opponent in the following round. 
  
  Tus4-03 A Very Good Year 
   
  Page 21 
   
  A Tendriculos can also use its Improved Grab 
  ability on a tendril attack. If it wins the grapple check, 
  it establishes a hold, picks up the opponent, and 
  transfers it to the mouth as a free action, automatically 
  dealing bite damage. 
   
  Swallow Whole/Paralysis (Ex): A Tendriculos 
  can try to swallow a grabbed opponent by making a 
  successful grapple check. Once inside the plant’s mass, 
  the opponent must make a DC 24 Fortitude save of be 
  paralyzed for 3d6 rounds by the Tendriculos’s digestive 
  juices, taking 2d6 points of Acid damage per round. A 
  new save is required each round inside the plant. The 
  save DC is Constitution-based. 
   
  A swallowed creature that avoids paralysis can 
  climb out of the mass with a successful grapple check. 
  This returns it to the plant’s maw, where another 
  successful grapple checks is needed to get free. A 
  swallowed creature can also cut its way out by using a 
  light slashing or piercing weapon to deal 25 points of 
  damage to the Tendriculos’s interior (AC 14). Once the 
  creature exits, the plant’s regenerative capacity closes 
  the hole; another swallowed opponent must cut it’s 
  own way out. 
   
  Regeneration (Ex): Bludgeoning weapons and 
  acid deal normal damage to a Tendriculos. 
   
  A Tendriculos that looses a part of its body mass 
  can regrow it in 1d6 minutes. Holding th esevered 
  portion against the mass enables it to reattach 
  immediately. 
   
  APL 12 
  �Advanced Half-Fiendish Darktentacles: CR 12; 
  Large Outsider (native); HD 17d8+39; hp 170; Init +8 
  (+4 Dex, +4 Improved Initiative); Spd 5 ft. (1 square), 
  swim 20 ft., fly 10 ft. (average); AC 21 (touch 15, flat-
  footed 16) [-1 Size, +4 Dex, +8 natural]; BAB/Grapple: 
  +17/+44; Attack: Slam +24 melee (1d6+7); Full Attack 
  12 slams +24 melee (1d6+7), or 12 claws +24 melee 
  (1d6+7) and bite +22 melee (1d8+3); SA: Constrict 
  (2d6+10), improved grab, smite good, spell-like 
  abilities; SQ: Damage reduction 10/magic, darkvision 
  60 ft., enhanced multiweapon fighting, immune to 
  poison, resistant to acid 10 cold 10 electricity 10 and 
  fire 10, spell resistance 27, tentacle regeneration, 
  Tremorsense, weapon use; AL CE; SV Fort +15, Ref 
  +14, Will +11; Str 24, Dex 19, Con 20, Int 18, Wis 12, 
  Cha 14. 
   
  Skills and Feats: Concentration +25, Hide +24, 
  Listen +21, Move Silently +24, Spot +21; Combat 
  Reflexes, Improved Initiative; Improved Natural 
  Attack (slam), Multidexterity, Multiweapon Fighting. 
   
  Constrict (Ex): With a successful grapple check, a 
  Darktentacles can crush a grabbed opponent, dealing 
  2d6+7 points of bludgeoning damage. 
   
  Improved Grab (Ex): If a Darktentacles hits an 
  opponent that is at least one size category smaller than 
  itself with a slam attack, it deals normal damage 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity (grapple bonus +34, 
  including a +16 racial bonus on grapple checks). If it 
  gets a hold, it can also constrict in the same round. 
  Thereafter, the Darktentacles has the option to conduct 
  the grapple normally, or simply use its tentacle to hold 
  the opponent (-20 penalty on grapple check, but the 
  Darktentacles is not considered grappled). In either 
  case, each successful grapple check it makes during 
  successive rounds automatically deals slam and 
  constrict damage. 
   
  Darktentacle Spell-Like Abilities: 5/day - hold 
  monster; 3/day - charm monster; 1/day wall of force. 
  Caster level 10
  th, save DC 11 + spell level. 
   
  Half-Fiendish Spell-Like Abilities: 3/day – 
  Darkness, Poison, Unholy Aura 1/day Blasphemy, 
  Contagion, Desecrate, Horrid Wilting, Summon 
  Monster IX (Fiends only), Unholy  Blight. Caster level 
  17
  th, save DC 12 + spell level. 
   
  Enhanced Multiweapon Fighting (Ex): This 
  ability lessens the penalty for off-hand weapon use by 2 
  for both primary and off hands. Combined with the 
  Multidexterity and Multiweapon Fighting feats, this 
  ability effectively negates all attack penalties for using 
  one or more light off-hand weapons. 
   
  Tentacle Regeneration (Ex): An opponent can 
  attack a Darktentacles's tentacles as if they were 
  weapons—see Sunder, in Chapter 8 of the Player's 
  Handbook. A Darktentacles’s tentacles have 20 hit 
  points. If the Darktentacles is currently grappling a 
  target with that tentacle, it usually uses another limb to 
  make its attack of opportunity against the sunder 
  attempt. Severing a Darktentacles’s tentacles deals 
  damage to the creature equal to half the limb's hit 
  points. A Darktentacles regrows severed limbs within a 
  day.  
   
  Tremorsense (Ex): A Darktentacles can 
  automatically sense the location of anything within 60 
  feet that is in contact with the ground. 
   
  Weapon Use (Ex): A Darktentacles of Large size 
  can wield a melee weapon of up to Huge size in each 
  tentacle. It is proficient with all simple and martial 
  melee weapons. 
  
  Tus4-03 A Very Good Year 
   
  Page 22 
   
  Smite Good (Su): Once per day the Half-Fiendish 
  Darktentacles can make a normal melee attack to deal 
  extra damage equal to its HD against a good foe. 
   
  Skills: A Darktentacles receives a +4 racial bonus 
  on Hide checks. 
  �Advanced Tendriculos: CR 8; Gargantuan Plant; 
  HD 13d8+104; hp 169, 182; Init +0; Spd 20 ft. (4 
  squares); AC 17 (touch 7, flat-footed 17) [-3 Size, +0 
  Dex, +10 natural]; BAB/Grapple: +9/+34; Attack: Bite 
  +22 melee (3d8+13); Full Attack Bite +22 melee 
  (3d8+13) and 2 tendrils +17 melee (2d6+6); SA: 
  Improved grab, paralysis, swallow whole; SQ: Low-
  light vision, plant traits, regeneration 10; AL N; SV Fort 
  +16, Ref +4, Will +5; Str 36, Dex 10, Con 26, Int 3, Wis 
  8, Cha 3. 
   
  Skills and Feats: Hide +10, Listen +3, Move 
  Silently +2, Spot +3; Alertness, Improved Natural 
  Attack (tendril), Iron Will, Power Attack, Stealthy. 
   
  Improved Grab (Ex): To use this ability, a 
  Tendriculos must hit a creature at least one size 
  category small than itself with its btie attack. It can 
  then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold, and can try and 
  swallow the opponent in the following round. 
   
  A Tendriculos can also use its Improved Grab 
  ability on a tendril attack. If it wins the grapple check, 
  it establishes a hold, picks up the opponent, and 
  transfers it to the mouth as a free action, automatically 
  dealing bite damage. 
   
  Swallow Whole/Paralysis (Ex): A Tendriculos 
  can try to swallow a grabbed opponent by making a 
  successful grapple check. Once inside the plant’s mass, 
  the opponent must make a DC 24 Fortitude save of be 
  paralyzed for 3d6 rounds by the Tendriculos’s digestive 
  juices, taking 2d6 points of Acid damage per round. A 
  new save is required each round inside the plant. The 
  save DC is Constitution-based. 
   
  A swallowed creature that avoids paralysis can 
  climb out of the mass with a successful grapple check. 
  This returns it to the plant’s maw, where another 
  successful grapple checks is needed to get free. A 
  swallowed creature can also cut its way out by using a 
  light slashing or piercing weapon to deal 25 points of 
  damage to the Tendriculos’s interior (AC 14). Once the 
  creature exits, the plant’s regenerative capacity closes 
  the hole; another swallowed opponent must cut it’s 
  own way out. 
   
  Regeneration (Ex): Bludgeoning weapons and 
  acid deal normal damage to a Tendriculos. 
   
  A Tendriculos that looses a part of its body mass 
  can regrow it in 1d6 minutes. Holding the severed 
  portion against the mass enables it to reattach 
  immediately. 
   
  Encounter 8 
  APL 8 
  �Malnokk: Male Drider Cleric 1; CR 8; Large 
  Abberation; HD (6d8+18)+(1d8+3); hp 56; Init +2 
  (Dex); Spd 30 ft. (6 squares), climb 15 ft.; AC 17 (touch 
  11, flat-footed 15) [-1 Size, +2 Dex, +6 natural]; 
  BAB/Grapple: +4/+11; Attack: +1 Dagger +8 melee 
  (1d6+4/19-20x2) or bite +8 (1d6+1 plus poison) or +1 
  Mighty Composite Longbow [+3 Str] +7 ranged 
  (1d8+4/x3); Full Attack: 2 +1 Daggers +6 melee 
  (1d6+4/19-20x2, 1d6+2/19+20x2) and bite +8 (1d6+1 
  plus poison) or +1 Mighty Composite Longbow [+3 Str] 
  +7 ranged (1d8+4/x3); SA: Spells, Spell-like abilities, 
  poison; SQ: Darkvision 60 ft., spell resistance 18; AL 
  CE; SV Fort +7, Ref +4, Will +10; Str 16, Dex 15, Con 
  16, Int 14, Wis 16, Cha 16. 
   
  Skills and Feats: Climb +15, Concentration +10, 
  Hide +10, Knowledge (Religion) +5, Listen +9, Move 
  Silently +12, Spot +9; Combat Casting, Two-Weapon 
  Fighting, Weapon Focus (bite). 
   
  Possessions: 2 +1 Daggers, +1 Mighty Composite 
  Longbow [+3 Str], Wand of Cure Light Wounds. 
   
  Poison (Ex): Injury. Fortitude Save DC 16, initial 
  and secondary damage 1d6 Str. The save DC is 
  Constitution-based. 
   
  Spell-like Abilities: 1/day – Dancing Lights (DC 
  13), Clairvoyance/Clairaudience, Darkness, Detect 
  Good, Detect Law, Detect Magic, Dispel Magic, Faerie 
  Fire, Levitate, Suggestion (DC 16). Caster level 6
  th. The 
  save DCs are Charisma-based. 
   
  Spells (Innate):  
  Spells Known  (6/7/6/4; 
  base DC = 13 + spell level): 0—[Daze, Detect Magic, 
  Ghost Sound, Mage Hand, Ray of Frost, Read Magic, 
  Resistance]; 1st—[Mage Armor, Magic Missile, Ray of 
  Enfeeblement, 
  Silent 
  Image]; 
  2nd—[Invisibility, 
  Web]; 3rd—[Lightning Bolt]. 
   
  Cleric Spells: Spells Prepared (3/2+1; base DC = 
  13 + spell level): 0—[Create Water, Guidance, 
  Resistance]; 1st—[Cure Light Wounds, Entropic 
  Shield, Inflict Light Wounds*]. 
   
  *Domain spell. Domains: [Destruction (You gain 
  the smite power, the supernatural ability to make a 
  single melee attack with a +4 attack bonus and a 
  
  Tus4-03 A Very Good Year 
   
  Page 23 
  damage bonus equal to your cleric level (if you hit). 
  You must declare the smite before making the attack. 
  It is usable once per day.); Trickery  (Bluff, Disguise 
  and Hide are class skills.)]. 
   
  Skills: A Drider has a +4 racial bonus on Hide and 
  Move Silently checks. It has a +8 racial bonus on Climb 
  checks and can always choose to take a 10 on a Climb 
  check, even if rushed or threatened. 
  �Gravzz: Male Mind Flayer Evoker 2; CR 10; Meduim 
  Abberation; HD (8d8+16)+(2d4+4); hp 66; Init +7 (+3 
  Dex, +4 Improved Iniative); Spd 30 ft. (6 squares); AC 
  16 (touch 13, flat-footed 13) [+3 Dex, +3 natural]; 
  BAB/Grapple: +7/+8; Attack: Tentacle +8 melee 
  (1d4+1); Full Attack: 4 Tentacles +8 melee (1d4+1); SA: 
  Improved Grab, Extract, Mind Blast, Spells; SQ: 
  Darkvision 60 ft., Spell Resistance 27, Telepathy 100 ft.; 
  AL LE; SV Fort +4, Ref +6, Will +12; Str 12, Dex 16, 
  Con 14, Int 26, Wis 18, Cha 16. 
   
  Skills and Feats: Bluff +11, Concentration +17, 
  Diplomacy +9, Disguise +3 (+5 acting), Hide +11, 
  Intimidate +9, Knowledge (Arcana) +16, Knowledge 
  (Local (Core)) +13, Knowledge (Nobility & Royalty) 
  +13, Listen +12, Move Silently +11, Sense Motive +8, 
  Spellcraft +15, Spot +12; Combat Casting, Improved 
  Initiative, Lightning Reflexes, Scribe Scroll, Spell 
  Focus (Evocation). 
   
  Mind Blast (Sp): This psionic attack is a cone 60 
  feet long. Anyone caught in this cone must succeed on 
  a DC 18 Will save ir be stunned for 3d4 rounds. Mind 
  Flayers often hunt using this power and then drag off 
  one or two of their stunned victims to feed upon. The 
  save DC is Charisma-based. This ability is the 
  equivalent of a 4
  th-level spell. 
   
  Improved Grab: To use this ability, a Mind Flayer 
  must hit a Small, Medium or Large creature with its 
  tentacle attack. It can then attempt to start a grapple as 
  a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes 
  a hold an d attaches the tentacle to the opponent’s 
  head. A Mind Flayer can grab a Huge or larger 
  creature, but only if it can somehow reach the foes 
  head. 
   
  If a Mind Flayer begins its turn with at least one 
  tentacle attached, it can try to attach its remaining 
  tentacles with a single grapple check. The opponent 
  can escape with a successful grapple check or an 
  Escape Artist check, but the Mind Flayer gets a +2 
  circumstance bonus for every tentacle that was 
  attached at the beginning of the opponent’s turn. 
   
  Extract (Ex):  
  A Mind Flayer that begins 
  its turn with all four tentacles attached and that makes 
  a successful grapple check automatically extracts the 
  opponent’s brain, instantly killing that creature. This 
  power is useless against Constructs, Elementals, Oozes, 
  Plants and Undead. It is not instantly fatal to foes with 
  multiple heads, such as Ettins and Hydras. 
   
  Spells: Spells Prepared (4+1/4+1; base DC = 18 + 
  spell level/19 + spell level for Evocation spells): 0—
  [Acid Splash, Detect Magic, Mage Hand, Ray of Frost*, 
  Resistance]; 1st—[Mage Armor, Magic Missile (3)*, 
  Shield] 
   
  * Bonus spells for being a Specialist Wizard 
  (Evoker). 
  Banned 
  Schools 
  – 
  Enchantment, 
  Necromancy 
   
  Spellbook: 0—[All, except for Enchantment and 
  Necromancy]; 
  1st—[Color 
  Spray, 
  Comprehend 
  Languages, Endure Elements, Feather Fall, Mage 
  Armor, Magic Missile, Magic Weapon, Protection 
  From Good, Shield, Shocking Grasp, Summon 
  Monster I, Tenser’s Floating Disc, True Strike]. 
   
  APL 10 
  �Malnokk: Male Drider Cleric 3; CR 10; Large 
  Abberation; HD (6d8+18)+(3d8+9); hp 72; Init +2 
  (Dex); Spd 30 ft. (6 squares), climb 15 ft.; AC 17 (touch 
  11, flat-footed 15) [-1 Size, +2 Dex, +6 natural]; 
  BAB/Grapple: +6/+13; Attack: +1 Dagger +10 melee 
  (1d6+4/19-20x2) or bite +10 (1d6+1 plus poison) or +1 
  Mighty Composite Longbow [+3 Str] +9 ranged 
  (1d8+4/x3); Full Attack: 2 +1 Daggers +8 melee 
  (1d6+4/19-20x2, 1d6+2/19+20x2) and bite +10 (1d6+1 
  plus poison) or +1 Mighty Composite Longbow [+3 Str] 
  +9 ranged (1d8+4/x3); SA: Spells, Spell-like abilities, 
  poison; SQ: Darkvision 60 ft., spell resistance 18; AL 
  CE; SV Fort +8, Ref +5, Will +11; Str 16, Dex 15, Con 
  16, Int 14, Wis 17, Cha 16. 
   
  Skills and Feats: Climb +15, Concentration +12, 
  Hide +10, Knowledge (Religion) +7, Listen +9, Move 
  Silently +12, Spellcraft +4, Spot +9; Combat Casting, 
  Dodge, Two-Weapon Fighting, Weapon Focus (bite). 
   
  Possessions: 2 +1 Daggers, +1 Mighty Composite 
  Longbow [+3 Str], Wand of Cure Moderate Wounds. 
   
  Poison (Ex): Injury. Fortitude Save DC 17, initial 
  and secondary damage 1d6 Str. The save DC is 
  Constitution-based. 
   
  Spell-like Abilities: 1/day – Dancing Lights (DC 
  13), Clairvoyance/Clairaudience, Darkness, Detect 
  Good, Detect Law, Detect Magic, Dispel Magic, Faerie 
  
  Tus4-03 A Very Good Year 
   
  Page 24 
  Fire, Levitate, Suggestion (DC 16). Caster level 6
  th. The 
  save DCs are Charisma-based. 
   
  Spells (Innate):  
  Spells Known  (6/7/6/4; 
  base DC = 13 + spell level): 0—[Daze, Detect Magic, 
  Ghost Sound, Mage Hand, Ray of Frost, Read Magic, 
  Resistance]; 1st—[Mage Armor, Magic Missile, Ray of 
  Enfeeblement, 
  Silent 
  Image]; 
  2nd—[Invisibility, 
  Web]; 3rd—[Lightning Bolt]. 
   
  Cleric Spells: Spells Prepared (4/3+1/2+1; base 
  DC = 13 + spell level): 0—[Create Water, Guidance (2), 
  Resistance]; 1st—[Cure Light Wounds, Entropic 
  Shield, Inflict Light Wounds*, Shield of Faith]; 2nd—
  [Bull’s Strength, Invisibility*, Sound Burst]. 
   
  *Domain spell. Domains: [Destruction (You gain 
  the smite power, the supernatural ability to make a 
  single melee attack with a +4 attack bonus and a 
  damage bonus equal to your cleric level (if you hit). 
  You must declare the smite before making the attack. 
  It is usable once per day.); Trickery  (Bluff, Disguise 
  and Hide are class skills.)]. 
   
  Skills: A Drider has a +4 racial bonus on Hide and 
  Move Silently checks. It has a +8 racial bonus on Climb 
  checks and can always choose to take a 10 on a Climb 
  check, even if rushed or threatened. 
  �Gravzz: Male Mind Flayer Evoker 4; CR 12; Meduim 
  Abberation; HD (8d8+16)+(4d4+8); hp 76; Init +7 (+3 
  Dex, +4 Improved Iniative); Spd 30 ft. (6 squares); AC 
  16 (touch 13, flat-footed 13) [+3 Dex, +3 natural]; 
  BAB/Grapple: +8/+9; Attack: Tentacle +9 melee 
  (1d4+1); Full Attack: 4 Tentacles +9 melee (1d4+1); SA: 
  Improved Grab, Extract, Mind Blast, Spells; SQ: 
  Darkvision 60 ft., Spell Resistance 29, Telepathy 100 ft.; 
  AL LE; SV Fort +5, Ref +7, Will +14; Str 12, Dex 16, 
  Con 14, Int 27, Wis 18, Cha 16. 
   
  Skills and Feats: Bluff +11, Concentration +19, 
  Diplomacy +10, Disguise +3 (+5 acting), Hide +11, 
  Intimidate +9, Knowledge (Arcana) +18, Knowledge 
  (Local (Core)) +15, Knowledge (Nobility & Royalty) 
  +15, Knowledge (Religion) +10, Listen +14, Move 
  Silently +11, Sense Motive +8, Spellcraft +17, Spot +14; 
  Combat Casting, Extend Spell, Improved Initiative, 
  Lightning Reflexes, Scribe Scroll, Spell Focus 
  (Evocation). 
   
  Mind Blast (Sp): This psionic attack is a cone 60 
  feet long. Anyone caught in this cone must succeed on 
  a DC 19 Will save ir be stunned for 3d4 rounds. Mind 
  Flayers often hunt using this power and then drag off 
  one or two of their stunned victims to feed upon. The 
  save DC is Charisma-based. This ability is the 
  equivalent of a 4
  th-level spell. 
   
  Improved Grab: To use this ability, a Mind Flayer 
  must hit a Small, Medium or Large creature with its 
  tentacle attack. It can then attempt to start a grapple as 
  a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes 
  a hold an d attaches the tentacle to the opponent’s 
  head. A Mind Flayer can grab a Huge or larger 
  creature, but only if it can somehow reach the foes 
  head. 
   
  If a Mind Flayer begins its turn with at least one 
  tentacle attached, it can try to attach its remaining 
  tentacles with a single grapple check. The opponent 
  can escape with a successful grapple check or an 
  Escape Artist check, but the Mind Flayer gets a +2 
  circumstance bonus for every tentacle that was 
  attached at the beginning of the opponent’s turn. 
   
  Extract (Ex):  
  A Mind Flayer that begins 
  its turn with all four tentacles attached and that makes 
  a successful grapple check automatically extracts the 
  opponent’s brain, instantly killing that creature. This 
  power is useless against Constructs, Elementals, Oozes, 
  Plants and Undead. It is not instantly fatal to foes with 
  multiple heads, such as Ettins and Hydras. 
   
  Spells: Spells Prepared (4+1/5+1/4+1; base DC = 
  18 + spell level/19 + spell level for Evocation spells): 
  0—[Acid Splash, Detect Magic, Mage Hand, Ray of 
  Frost*, 
  Resistance]; 
  1st—[Magic 
  Missile 
  (3)*, 
  Protection From Good (2), Summon Monster I]; 2nd—
  [Cat’s Grace, Extended Mage Armor, Scorching Ray 
  (2)*, Extended Shield] 
   
  * Bonus spells for being a Specialist Wizard 
  (Evoker). 
  Banned 
  Schools 
  – 
  Enchantment, 
  Necromancy 
   
  Spellbook: 0—[All, except for Enchantment and 
  Necromancy]; 
  1st—[Color 
  Spray, 
  Comprehend 
  Languages, Endure Elements, Feather Fall, Mage 
  Armor, Magic Missile, Magic Weapon, Protection 
  From Good, Shield, Shocking Grasp, Summon 
  Monster I, Tenser’s Floating Disc, True Strike]; 2nd—
  [Cat’s Grace, Invisibility, Scorching Ray, Web]. 
   
  APL 12 
  �Malnokk: Male Drider Cleric 5; CR 12; Large 
  Abberation; HD (6d8+18)+(5d8+15); hp 88; Init +2 
  (Dex); Spd 30 ft. (6 squares), climb 15 ft.; AC 17 (touch 
  11, flat-footed 15) [-1 Size, +2 Dex, +6 natural]; 
  BAB/Grapple: +7/+14; Attack: +1 Dagger +11 melee 
  (1d6+4/19-20x2) or bite +11 (1d6+1 plus poison) or +2 
  Mighty Composite Longbow [+3 Str] +11 ranged 
  (1d8+5/x3); Full Attack: 2 +1 Daggers +9 melee 
  (1d6+4/19-20x2, 1d6+2/19+20x2) and bite +11 (1d6+1 
  
  Tus4-03 A Very Good Year 
   
  Page 25 
  plus poison) or +2 Mighty Composite Longbow [+3 Str] 
  +11 ranged (1d8+4/x3); SA: Spells, Spell-like abilities, 
  poison; SQ: Darkvision 60 ft., spell resistance 18; AL 
  CE; SV Fort +9, Ref +5, Will +12; Str 16, Dex 15, Con 
  16, Int 14, Wis 17, Cha 16. 
   
  Skills and Feats: Climb +15, Concentration +14, 
  Hide +10, Knowledge (Religion) +9, Listen +9, Move 
  Silently +12, Spellcraft +8, Spot +9; Combat Casting, 
  Dodge, Two-Weapon Fighting, Weapon Focus (bite). 
   
  Possessions: 2 +1 Daggers, +2 Mighty Composite 
  Longbow [+3 Str], Wand of Cure Moderate Wounds. 
   
  Poison (Ex): Injury. Fortitude Save DC 18, initial 
  and secondary damage 1d6 Str. The save DC is 
  Constitution-based. 
   
  Spell-like Abilities: 1/day – Dancing Lights (DC 
  13), Clairvoyance/Clairaudience, Darkness, Detect 
  Good, Detect Law, Detect Magic, Dispel Magic, Faerie 
  Fire, Levitate, Suggestion (DC 16). Caster level 6
  th. The 
  save DCs are Charisma-based. 
   
  Spells (Innate):  
  Spells Known  (6/7/6/4; 
  base DC = 13 + spell level): 0—[Daze, Detect Magic, 
  Ghost Sound, Mage Hand, Ray of Frost, Read Magic, 
  Resistance]; 1st—[Mage Armor, Magic Missile, Ray of 
  Enfeeblement, 
  Silent 
  Image]; 
  2nd—[Invisibility, 
  Web]; 3rd—[Lightning Bolt]. 
   
  Cleric Spells: Spells Prepared (5/4+1/3+1/2+1; 
  base DC = 13 + spell level): 0—[Create Water, 
  Guidance (2), Inflict Minor Wounds, Resistance]; 
  1st—[Cure Light Wounds (2), Entropic Shield, Inflict 
  Light Wounds*, Shield of Faith]; 2nd—[Bull’s 
  Strength, Cure Moderate Wounds, Invisibility*, Sound 
  Burst]; 3rd—[Contagion*, Dispel Magic, Prayer]. 
   
  *Domain spell. Domains: [Destruction (You gain 
  the smite power, the supernatural ability to make a 
  single melee attack with a +4 attack bonus and a 
  damage bonus equal to your cleric level (if you hit). 
  You must declare the smite before making the attack. 
  It is usable once per day.); Trickery  (Bluff, Disguise 
  and Hide are class skills.)]. 
   
  Skills: A Drider has a +4 racial bonus on Hide and 
  Move Silently checks. It has a +8 racial bonus on Climb 
  checks and can always choose to take a 10 on a Climb 
  check, even if rushed or threatened. 
  �Gravzz: Male Mind Flayer Evoker 6; CR 14; Meduim 
  Abberation; HD (8d8+16)+(6d4+12); hp 86; Init +7 (+3 
  Dex, +4 Improved Iniative); Spd 30 ft. (6 squares); AC 
  16 (touch 13, flat-footed 13) [+3 Dex, +3 natural]; 
  BAB/Grapple: +9/+10; Attack: Tentacle +10 melee 
  (1d4+1); Full Attack: 4 Tentacles +10 melee (1d4+1); 
  SA: Improved Grab, Extract, Mind Blast, Spells; SQ: 
  Darkvision 60 ft., Spell Resistance 31, Telepathy 100 ft.; 
  AL LE; SV Fort +6, Ref +8, Will +15; Str 12, Dex 16, 
  Con 14, Int 27, Wis 18, Cha 16. 
   
  Skills and Feats: Bluff +11, Concentration +21, 
  Diplomacy +10, Disguise +3 (+5 acting), Hide +11, 
  Intimidate +9, Knowledge (Arcana) +20, Knowledge 
  (Local (Core)) +17, Knowledge (Nobility & Royalty) 
  +17, Knowledge (Religion) +14, Listen +14, Move 
  Silently +11, Sense Motive +8, Spellcraft +19, Spot +15; 
  Combat 
  Casting, 
  Enlarge 
  Spell, 
  Extend 
  Spell, 
  Improved Initiative, Lightning Reflexes, Scribe Scroll, 
  Spell Focus (Evocation). 
   
  Mind Blast (Sp): This psionic attack is a cone 60 
  feet long. Anyone caught in this cone must succeed on 
  a DC 20 Will save ir be stunned for 3d4 rounds. Mind 
  Flayers often hunt using this power and then drag off 
  one or two of their stunned victims to feed upon. The 
  save DC is Charisma-based. This ability is the 
  equivalent of a 4
  th-level spell. 
   
  Improved Grab: To use this ability, a Mind Flayer 
  must hit a Small, Medium or Large creature with its 
  tentacle attack. It can then attempt to start a grapple as 
  a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes 
  a hold an d attaches the tentacle to the opponent’s 
  head. A Mind Flayer can grab a Huge or larger 
  creature, but only if it can somehow reach the foes 
  head. 
   
  If a Mind Flayer begins its turn with at least one 
  tentacle attached, it can try to attach its remaining 
  tentacles with a single grapple check. The opponent 
  can escape with a successful grapple check or an 
  Escape Artist check, but the Mind Flayer gets a +2 
  circumstance bonus for every tentacle that was 
  attached at the beginning of the opponent’s turn. 
   
  Extract (Ex):  
  A Mind Flayer that begins 
  its turn with all four tentacles attached and that makes 
  a successful grapple check automatically extracts the 
  opponent’s brain, instantly killing that creature. This 
  power is useless against Constructs, Elementals, Oozes, 
  Plants and Undead. It is not instantly fatal to foes with 
  multiple heads, such as Ettins and Hydras. 
   
  Spells: Spells Prepared (4+1/5+1/5+1/4+1; base 
  DC = 18 + spell level/19 + spell level for Evocation 
  spells): 0—[Acid Splash, Detect Magic, Mage Hand, 
  Ray of Frost*, Resistance]; 1st—[Magic Missile (3)*, 
  Protection From Good (2), Summon Monster I]; 2nd—
  [Cat’s Grace, Extended Mage Armor, Invisibility, 
  Scorching Ray (2)*, Extended Shield]; 3rd—[Dispel 
  Magic, Fireball (2), Haste, Slow] 
  
  Tus4-03 A Very Good Year 
   
  Page 26 
   
  * Bonus spells for being a Specialist Wizard 
  (Evoker). 
  Banned 
  Schools 
  – 
  Enchantment, 
  Necromancy 
   
  Spellbook: 0—[All, except for Enchantment and 
  Necromancy]; 
  1st—[Color 
  Spray, 
  Comprehend 
  Languages, Endure Elements, Feather Fall, Mage 
  Armor, Magic Missile, Magic Weapon, Protection 
  From Good, Shield, Shocking Grasp, Summon 
  Monster I, Tenser’s Floating Disc, True Strike]; 2nd—
  [Cat’s Grace, Invisibility, Scorching Ray, Web]; 3rd—
  [Dispel Magic, Fireball, Haste, Slow]. 
  
  Tus4-03 A Very Good Year 
   
  Page 27 
  Appendix Two: New Creatures
  Darktentacles 
  Large Abberation 
  Hit Dice: 9d8+27 (67 hp) 
  Initiative: +2 
  Speed: 5ft, swim 20 ft. 
  AC: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 
  16 
  Face/Reach: 10 ft. by 10 ft. / 15 ft. 
  Attacks: 12 slams +9 melee, or weapon +9/+4 melee 
  and 11 light weapons +9 melee, or weapon +7/+2 melee 
  and 11 weapons (at least one which is not light) +7 
  Damage: Slam 1d4+4, by weapon (damage bonus +4 for 
  primary hand and +2 for each off hand) 
  Special Abilities: Constrict 2d6+6, improved grab, 
  spell-like abilities 
  Special Qualities: Darkvision 60 ft., enhanced 
  multiweapon fighting, tentacle regeneration, 
  Tremorsense, weapon use. 
  Saves: Fort +6, Ref +5, Will +7 
  Abilities: Str 19, Dex 15, Con 17, Int 14, Wis 12, Cha 
  12 
  Skills: Concentration +11, Hide +16, Listen +9, Move 
  Silently +16, Spot +9 
  Feats: Combat Reflexes, Multidexterity, Multiweapon 
  Fighting, Stealthy 
  Climate/Terrain: Any marsh 
  Organization: Solitary 
  Challenge Rating: 7 
  Treasure: Standard 
  Alignment: Always Chaotic Evil 
  Advancement: 10-18 HD (Large); 19-27 HD (Huge) 
  The Darktentacles is a justly feared swamp monster. 
  Both intelligent and malicious, it often leaves treasure 
  from previous victims scattered about to attract new 
  prey. The creature can flatten its squishy body across 
  the ground so as to be inconspicuous, and it usually 
  hides in or near water. 
  A Darktentacles resembles an octopus with thirty-six 
  tentacles, each of which can be up to 20 feet long. 
  Instead of suction cups, each of its tentacles is lined 
  with eyes. The creature uses some tentacles for 
  movement and others for combat, striking with 
  whichever tentacles are convenient. 
  This creature is capable of wielding weapons in its 
  tentacles, and it often does so. It has no innate senses 
  for magic items, but it tends to select the most effective 
  weapons it has at its disposal. Because it hides so well, 
  many characters have no idea that a Darktentacles is 
  present until abandoned weapons fly up from the 
  ground and begin attacking them. 
  A darktentacles speaks Common and Aquan. 
  COMBAT 
  When creatures approach, a Darktentacles typically 
  uses it’s Charm Monster and Hold Monster powers 
  first, concentrating these attacks on foes who seem to 
  be physically powerful. Thereafter, it attacks anyone 
  who comes within reach of its tentacles. If the 
  Darktentacles manages to grab someone, it uses its 
  Wall of Force ability to keep any other opponent from 
  lending the victim assistance. 
  A Darktentacles can only use three tentacles at once 
  against a Small or Medium-size opponent. Against a 
  larger foe, it can use three addition tentacles for each 
  extra 5 feet of face the opponent has, provided that it 
  has the reach. Against a Tiny or smaller opponent, the 
  creature can use only one tentacle. It can use a 
  maximum of three tentacles against all foes in any 
  single 5-foot by 5-foot area. 
  Constrict (Ex): With a successful grapple check, a 
  darktentacles can crush a grabbed opponent, dealing 
  2d6+6 points of bludgeoning damage. 
  Improved Grab (Ex): If a darktentacles hits an 
  opponent that is at least one size category smaller than 
  itself with a slam attack, it deals normal damage 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity (grapple bonus +30, 
  including a +16 racial bonus on grapple checks). If it 
  gets a hold, it can also constrict in the same round. 
  Thereafter, the darktentacles has the option to conduct 
  the grapple normally, or simply use its tentacle to hold 
  the opponent (-20 penalty on grapple check, but the 
  darktentacles is not considered grappled). In either 
  case, each successful grapple check it makes during 
  successive rounds automatically deals clam and 
  constrict damage. 
  
  Tus4-03 A Very Good Year 
   
  Page 28 
  Spell-Like Abilities: 5/day-hold monster; 3/day-charm 
  monster; 1/day wall of force. Caster level 10
  th, save DC 
  11 + spell level. 
  Enhanced Multiweapon Fighting (Ex): This ability 
  lessens the penalty for off-hand weapon use by 2 for 
  both primary and off hands. Combined with the 
  Multidexterity and Multiweapon Fighting feats, this 
  ability effectively negates all attack penalties for using 
  one or more light off-hand weapons. 
  Tentacle Regeneration (Ex): An opponent can attack 
  a Darktentacles’s tentacles as if they were weapons—
  see Sunder, in Chapter 8 of the Player's Handbook. A 
  Darktentacles’s tentacles have 20 hit points. If the 
  Darktentacles is currently grappling a target with that 
  tentacle, it usually uses another limb to make its attack 
  of opportunity against the sunder attempt. Severing a 
  Darktentacles’s tentacles deals damage to the creature 
  equal to half the limb's hit points. A Darktentacles 
  regrows severed limbs within a day.  
  Tremorsense (Ex): A Darktentacles can automatically 
  sense the location of anything within 60 feet that is in 
  contact with the ground. 
  Weapon Use (Ex): A Darktentacles of Large size can 
  wield a melee weapon of up to Huge size in each 
  tentacle. It is proficient with all simple and martial 
  melee weapons. 
  Skills: A Darktentacles receives a +4 racial bonus on 
  Hide checks. 
  
  Tus4-03 A Very Good Year 
   
  Page 29 
  Appendix Three – Tusmit History 
   
  Circa CY 579 
  Ever since Zeif had lost control of Tusmit  there had 
  been “several expensive military disasters”
  1. This 
  neverending taxation on the land was a constant worry 
  of every Pasha.   In constant deals with Ket and Ekbir 
  the Pasha (Jadhim) was hoping to find a final solution.  
  Marauding bands of uncontrollable orcs and half-orcs 
  from Zeif’s border was too much for Jadhim and he 
  turned to all contacts for help.  
  Talks with the elves from the Udgru and other forests 
  in and about Tusmit had just begun in the hopes that 
  forces would be combined and eliminate the bandit 
  orcs and half-orcs freeing up the Pasha’s military forces 
  to guard against the next possible Zeif attempts.  
  However, the elves had their own demands.  Jadhim 
  was, at that time, certain that something would be 
  worked out to both their benefits.  Issen would have 
  known that the Pasha was willing to declare the Udgru 
  as a joint land to Tusmit – in full control of the elves.  
  Talks were still underway when Issen got lost under 
  the mountain.   
  The dwarves, while willing to help, felt that being on 
  the other side of Tusmit there was really nothing they 
  could do.  They were willing to craft weapons and 
  armour of excellent quality for Jadhim’s military in 
  return for high distinction and a cornering of that 
  market.  How many suits of armor and weapon of fine 
  and precious materials were made is unknown by 
  Issen.  But one thing was for sure is that at least two 
  shipments had been made. 
  At this time Muammar was still a member of the 
  Farises.  He had a strong troop and was well respected.  
  The Pasha looked upon him favourably and in 
  confidence had told Issen of the high hopes he had for 
  the boy once age and wisdom could temper the energy 
  and impatience of youth. 
  Ever since the end of the Greyhawk Wars Tusmit has 
  been reluctant to form any type of alliance with Ket. 
  However, since trade from the eastern lands must pass 
  through Ketite lands Jadhim was doing a delicate 
  balancing act to keep the Tusmit Mouqollad faction in 
  good terms with the Ket government.  In other word – 
  nothing has changed in 15 years. 
                                              
   
  1  LGG, pg. 138 
   
  
  Tus4-03 A Very Good Year 
   
  Page 30 
  Appendix Four: Textes Français
  Encounter One: Fancy meeting you 
  Pas un nuage ne vient couvrir le ciel de cette superbe 
  journée du mois de Coldeven alors que vous vous 
  promenez dans le celebre bazar de Vilayad. Les 
  derniers froids de l’hiver s’en sont allés et Pélor brille 
  sur cette journée de printemps. La clareté du ciel ne 
  semble pas influencer les milliers de personne qui 
  vendent, achètent ou négocient tout ce qui se trouve à 
  la surface de la Flanaess. Des prêtres de Mouqol 
  gardent un oeil attentif, pour s’assurer que tout 
  commerce fait ici soit tenu de façon mutuellement 
  profitable aux deux parties, que les pratiques ne 
  contreviennent pas aux Quatres Pieds du Dragon. 
  Mais avec autant de gens, vous êtres heureux que 
  cette immense tâche n’est pas la vôtre. 
  Le marche de Vilayad a récemment dévoilé au public 
  une série de statues dédiées aux heros de Tusmit. Les 
  statues surplombent le marché comme autant d’anges 
  gardiens. 
  De 
  fiers 
  guerriers, 
  des 
  explorateurs 
  chevronnés, de puissants mages, de saint prêtres de la 
  myriade de diviniétés sont représentés. Certains 
  noms vous pouvez reconnaitre comme d’anciens 
  compagnons d’aventure. 
  Alors que vous marchez dans la rue pour essayer 
  d’éviter la foule, quelques femmes voilées vêtues 
  d’habits très colorées attirent votre regard. Leur robes 
  multicolores flottent dans la brise printannière, et 
  même si leur habillement laisse beaucoup de place à 
  l’imagination, leur beauté est sans conteste. Vous 
  croisez leur regard, pour le plus court des instants 
  avant qu’elles ne passent, se dirigeant dans la 
  direction d’où vous venez.  Pour un instant votre 
  coeur a battu a tout rompre dans votre poitrine. Ah... 
  la beauté. 
  Soudainement un enfant qui ne peut avoir plus de 
  huit ans fonce dans [Choisissez un personnage]. Son 
  attention était également sur les belles dames alors 
  qu’il tournait un coin sans regarder devant lui.  
  Maintenant ses cruches sont brisées sur le sol de terre 
  battues. Un liquide rouge sombre s’écoule et remplis 
  les trous et les crevasses du chemin. Voyant cela, 
  l’enfant se met à pleurer en hurlant de terreur. 
  *  *  * 
  Encounter Two: Whistle while you work 
  “Quelle sotise le jeune Eli’Yaser a-t-il comis cette 
  fois?” 
  *  *  * 
  Alors que vous quittez Vilayad, le paysage change très 
  rapidement. Les plaines gazonneuses laissent places 
  aux collines Tusmanes. 
  Le décor défile lentement. Lorsque le Soleil atteint 
  son zénith, Eli’Yaser insiste pour que vous arrêtiez 
  manger un peu et profiter de la beauté du paysage. 
  Une fois le repas terminé, vous reprennez votre 
  chemin qui est sans histoire jusqu’à ce que le domaine 
  familial soit en vue. 
  A l’horizon, vous voyez un reflet métallique. Un fier 
  dôme doré en forme d’oignon surplombe un immense 
  demeure a trois étages entouré d’une cloture de metal 
  forge. 
  * * * 
  Suivant le garçon sur un chemin qui contourne 
  l’imposante demeure chapeautée du dôme, vous voyez 
  deux autre bâtisses à l’arrière. Une semble être une 
  chapelle avec le symbole de la Coupe et du Talisman 
  bien en évidence au-dessus des portes. L’autre semble 
  être une sorte de grange. 
  Vous rendant directement vers la grange, Eli’Yaser 
  accélère son pas et, avant que vous ayez pu vous en 
  rendre compte, il court a toute jambe. Le suivant de 
  près, vous parvennez facilement à le suivre. Il ouvre la 
  porte et entre sans frapper. 
  Suivant Eli’Yaser dans la grange, vous pouvez 
  entendre quelqu’un qui chantonne, et le bruit 
  d’hommes qui discutent. Vous approchant vous 
  pouvez voir que le chantonnement provient d’une 
  jeune femme, vêtu de blanc et rouge est assise au pied 
  du lit d’un homme. Elle fait appel à Al’Akbar 
  [Spellcraft check DC 17 will let the Players know that a 
  Cure Moderate Wounds is being cast] 
  Les hommes réunis observent attentivement la scène, 
  tous semblent être très costauds et mal rasés. Vêtu de 
  simples tuniques et la plupart sinon tous les 
  vêtemenets sont tachés avec de la terre, du gazon et 
  nombre d’autres choses.  
  * * * 
  “Père!” lance Eli’Yaser en direction d’un homme assez 
  joli. Voyant le garçon son visage change d’un regard 
  d’inquiétude à un grand sourire.  Prenant l’enfant 
  dans ses bras noueux, il l’étraint dans une solide 
  caresse. 
  L’homme regarde dans votre direction, pointée par 
  son fils. Clairement, il ne comprends pas pourquoi 
  son fils vous a amené ici. Déposant son fils, il vous 
  demande ce qu’il peut faire pour vous aider en 
  frottant ses yeux de ses mains sales. Son accent n’est 
  pas tout à fait Baklunien. 
  
  Tus4-03 A Very Good Year 
   
  Page 31 
  Alors que vous vous apprétez à répondre, l’homme 
  allité récemment guéri lance. 
  “Écoutez-moi, s’il-vous-plait. C’est terrible en bas. J’y 
  étais, et si ce n’était pas la grâce d’Al’Akbar je ne serais 
  pas ici pour vous parlez… Moi et Jhalib… Les deux 
  seuls de notre groupe… Les.. aut….” A celà l’homme 
  se met à pleurer. Son accent est si fort et remplis 
  d’émotion que vous ne pouvez comprendre ce qu’il 
  dit. 
  * * * 
  “Merci d’être venu à ma demeure, dit-il. Je me nomme 
  Mellinott Kessen, propriétaire de ce vignoble et 
  patriarque de la famille Kessen.” 
  D’un geste de la main, Mellinott vous invite à le 
  suivre à l’extérieur. Il ne désire sans doute pas parler 
  de telles choses devant les hommes blessés. Une fois à 
  l’extérieur, il poursuit sa pensée. 
  “Quelle que soit cette menace, ni ma famille ni mes 
  hommes ne sont en sécurité pour travailler et c’est 
  très mauvais pour mes affaires. Vous pouvez enquêtez 
  auprès de mes hommes et même Far’Hanad, la 
  prêtresse d’Al’Akbar qui s’est occupée des blessés. 
  Faites enquète, je vous demande d’arrêter quoi que ce 
  soit qui cause ce problème.” 
  “Je puis vous offrir la reconnaissance de mes pairs de 
  la noblesse et leur faire savoir votre braves actions. Si 
  au cours de votre enquête, vous trouviez quelque 
  chose qui m’appartient ou qui appartient à mes 
  hommes, je vous prierais de me les ramener que je 
  puisse les restituer a mes hommes. Le reste est à vous” 
  Temple of Al’Akbar 
  Passant les portes délicatement ornées, vous pénétrez 
  dans le temple du domaine. Des symboles d’un 
  octacle surmontant une coupe recouvrent toutes les 
  surfaces. Des boiseries délicates et de la ferronerie 
  méticuleuses 
  décorent 
  la 
  pièce. 
  Des 
  brasiers 
  encadrent le symbole d’Al’Akbar et encenssent l’air. 
  Une femme, agenouillée devant le petit autel dont la 
  nappe porte l’Octacle et la Coupe semble en pleine 
  prière. Vous reconnaissez la jeune femme que vous 
  avez vu plus tôt chez les ouvriers. Elle semble prier 
  intensivement et ne bouge pas lorsque vous entrez. 
  * * * 
  Normalement une marche au travers des âcres du 
  vignoble de la famille Kessen serait une surperbe 
  façon de passer un après-midi. Cependant vos visages 
  sont longs et l’inquiétude peut se lire sur vos fronts. 
  Avec les histoires de choses qui hantent la contrée, ce 
  n’est pas le temps de s’arrêter pour observer les fleurs 
  de vignes. 
  Le vignoble est arrangé en longue rangées de plantes 
  où l’automne venu, seront cueillis des raison de 
  différentes couleurs et des baies de toutes sortes. 
  L’odeur de la terre est enivrante, mais elle n’est pas 
  assez grande pour vous distraire du but que vous vous 
  êtes fixé. 
  Après trois heures de marche, vous parvenez 
  finalement à l’endroit où les ouvriers vous ont 
  indiqué que se trouvait la caverne. Le chemin bien 
  que sans histoire fut néanmoins plutôt stressant. Les 
  signes indiquant la présence de quelquechose de 
  grose et de dangeureux sont partout. Même l’air se 
  fait pesant, et plus vous approchez de l’entrée, plus 
  cette situation ne fait qu’empirer. Vous apercevez 
  finalement la caverne. Ce n’est guère plus qu’une 
  crevasse dans le côté d’une colline. La crevasse fait  
  environ 30 pieds de long. 
  Encounter Three: Bring the pain 
  Mettant pied dans la caverne, vos coeurs commence à 
  battre très fort. Le son de vos propres pas semblent 
  être repris par l’écho  tout autour de vous, mais le son 
  que vous entendez est le son mat du battement de vos 
  coeur.  
  Avec la vue limitée par le Soleil couchant, il est 
  difficile de voir grand-chose. La caverne est énorme, 
  plus grande qu’on aurait pu s’y attendre a voir la 
  crevasse qui lui sers d’entrée. 
  Le plafond fait presque 50 pieds de haut et les murs 
  s’étendent à 50pieds de chaque côté. Les ténèbres 
  cachent jalousement le mur du fond.  
  Il y a des stalagmites qui pousse du plafond jusqu’à 
  presque 25 pieds dans les airs. Le cliquetis occasionel 
  d’une goutte d’eau tombant sur le sont résonne 
  comme un gong dans la tranquilité de la pièce. 
  * * * 
  Alors que vous regardez plus attentivement, il semble 
  que vous n’êtes pas seuls dans la caverne, il semble 
  que 2 yeux regardent dans votre direction. Les 
  grognements 
  qui 
  accompagnent 
  le 
  bruit 
  de 
  mouvement dans votre direction indique que vous 
  avez trouvé quelquechose, ou que quelquechose vous 
  aie trouvé. 
  Encounter Four: Into the Unknown 
  Des traces de boue séché indique que quelquechose 
  fut tiré sur le sol de pierre et transporté plus loin dans 
  la caverne, disparaissant dans les ténèbres. 
  La caverne elle-même semble remplie de pierre et 
  d’autre debris dont  la plupart active vos imagination 
  mais éleve le contenu de vos estomac en bouche. 
  * * * 
  Eventuellement, les traces disparaissent sur le sol 
  meuble. La terre est ici trop molle pour conserver sa 
  forme, 
  alors 
  qu’un 
  pouce 
  d’eau 
  recourvre 
  completement le sol. 
  
  Tus4-03 A Very Good Year 
   
  Page 32 
  Devant et derrière, vous êtes entouré par les ténèbres. 
  Le seul bruit que vous entendez outre le battement de 
  vos coeur est le cliquetis de l’eau tout autour de vous. 
  * * * 
  Vous entendez un grondement sourd et rythmique 
  que l’échos repends dans toute la caverne. L’eau 
  autour de vous s’élève à chaque pulsation. Le son est 
  trop régulier pour être naturel, et pourtant vous êtes 
  bien certain que la caverne entière tremble. 
  Vous sentez que nombres de pierres sous vos pieds 
  deviennent instable alors que la terre tremble de 
  nouveau. Loin derriêre vous entendez un grand bruit 
  sourd  
  * * * 
  Le tunnel au complet est écroulé and des pierres de 
  toutes 
  tailles 
  et 
  de 
  toutes 
  formes 
  bloquent 
  completement le passage, rendant un retour d’où vous 
  êtes venu impossible. 
  Regardant de l’autre côté, vers les ténèbres qui 
  semblent s’étendre à l’infini. Mais, l’eau doit bien 
  venir et s’écouler quelquepart… Peut-être les 
  ténèbres cachent-elle une sortie? 
  Encounter Five-A 
  Vous venez d’entrer dans une chambre ovale près de 
  80 pieds de long par 25 pieds de largeur. Au centre du 
  mur sur votre droite  et au fond il semble y avoirdes 
  issues. 
  Le mur de droite est légèrement illuminé près de 
  l’entrée de la caverne. Vous approchant, vous 
  remarques que la lueur provient de plusieures petites 
  mousses, eparses tout d’abords, mais qui deviennent 
  plus grosses. Leur lueur semble approcher celle d’une 
  torche. La mousse continue dans un passage se 
  dirigeant vers le sud. 
  Encounter Five-B: 
  Approchant de l’ouverture, l’odeur vous indique que 
  quelquechose a élu domicile tout près. 
  Encounter 6: Splish, Splash! 
  Ce long et étroit corridor est complètement couvert 
  de mousse luisante que vous avez vus dans de 
  nombreux autres endroit de ces cavernes. Le sol se 
  transforme en pierre plus drue et gravier, ce qui 
  contraste fortement avec les pierres polies et les gallet 
  qui couvre le sol ailleurs dans les cavernes. Les murs 
  semblent beaucoup plus près alors que vous avancer 
  d’où le bruit de l’eau semble émaner. Les murs 
  semblent se refermer sur vous alors que le corridor ne 
  doit guère faire plus de 8 pieds. 
  Après une longue marche dans ces conditions serrées, 
  le plafond s’élève rapidement et les murs se séparent 
  une fois de plus. 
  * * * 
  Alors que vous approchez du petit monticule de terre, 
  cette isle dans le lac sous-terrain. Vous remarquez que 
  le monticule est completement couvert de plantes 
  aquatiques et de gros champignons. Il y a plusieurs 
  gros mais des centaines de petits. 
  * * * 
  Soudainement, le plus gros des champignons se met à 
  émettre un son strident qui résonne dans toute la 
  pièce. L’écho d’un mur retourne sur l’autre en une 
  succession cacophonique.  
  Encounter 7: Boldly forward 
  Après avoir quitté la caverne et le lac, vous passez 
  dans un petit passage qui se rend plus profondément 
  dans les cavernes. Le sol y est sec, mais avec les 
  pierres et les débris, vous progressez lentement. 
   
  Quelques 
  heures 
  plus 
  tard, 
  les 
  mousses 
  phosphorescentes ont completement disparu et vous 
  êtes de nouveau enveloppé par les ténèbres. Si 
  seulement il y avait du son pour calmer vos nerfs. 
  Cependant vous ne pouvez dire quel est pire le 
  silence ou les ténèbres. 
  * * * 
  Devant, le passage rétrécit jusqu’à ce qu’il ne fasse 
  plus guère que 4pieds de large. Pour plusieurs d’entre 
  vous cela pourrait être un peu juste. 
  * * * 
  Vous émergez finalement de l’autre côté, vous êtes 
  accueilli par une odeur terrible. Regardant autour, 
  votre lumière retourne tout plein d’ombres qui 
  semble cacher tous les coins. 
  Encounter 8: A Web of Intrigue 
  Suspendu à une épaisse masse de fils, 10pieds au-
  dessus du sol se trouve une créature déformée. Du 
  torse en haut, il a un corp d’elfe noir de jais dont le 
  visage affiche un regard de douleur et d’angoisse. En 
  bas de la taille, la créature a le corps d’une immense 
  araignée velue. 
  Elle ne semble pas vous remarque, mais plutôt, elle se 
  concentre sur un amas de fils. Avec une délectation 
  psychopath, elle tire une dague et frappe l’amas de 
  toile une, deux, trois, cinq fois, apres quoi une coulée 
  
  Tus4-03 A Very Good Year 
   
  Page 33 
  de liquide se fait entendre alors que le liquide frappe 
  le sol. 
  * * * 
  Après quelques journées de voyages sous les collines 
  Tusmanes, votre voyage semble touche à sa fin. De la 
  lumière est visible au-devant, juste au-delà du coude 
  devant. 
  * * * 
  Mettant les pieds hors de la caverne pour la première 
  fois depuis plusieurs jours, vous pouvez voir que le 
  soleil entame sa descente sur l’horizon. Le ciel est 
  d’un rouge-sang, qui vous rappele le vieux dicton. 
  “Pélor saigne sur le sang versé.” 
  Vos yeux commencent à peine à s’habituer à la 
  lumière qu’elle disparait à l’horizon. Regardant de 
  tous les côtés, vous pouvez apercevoir une ville 
  fortifié chapeautée d’un drapeau Tusman. Vers l’est, 
  vous reconnaissez les murs rocailleux de la Passe de 
  Nayya. Quelques lieues de plus et vous sortiez à Ket 
  ou à Zeif! 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Tusmit/594/Normal Scenarios/TUS4-03 - A Very Good Year (APL 4-12)/TUS4-03 - A Very Good Year.pdf