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.  
   
  TUSI4-04 
   
   
   
   
   
   
  Sorry for the meal 
   
  A One-Round D&D LIVING GREYHAWK®  
  Tusmit Introductory Adventure 
  Version 1 
  by Éloïse Archambault & JP Chapleau 
   
   
  When the Wave of Fire hit Akcool precious sources of food disappeared. Now all that remains are a few 
  goats and a large number of hungry Halflings. Famine is when you can only serve a three-course meal. 
  I’m already sorry for such a pathetic meal. For first-level characters only.  
  
  TUSI4-04 Sorry for the meal 
   
  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 three 
  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. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, the 
  players and DM score the game. The RPGA has 
  three ways to score its games. Consult your 
  convention coordinator to determine which method 
  to use for this scenario: 
  1. No-vote scoring: The players write their 
  names and RPGA numbers on the scoring 
  packet grid. You fill in the top of the grid. That 
  is all. No one is rated. This method is used for 
  people who are just playing for fun. 
  2. Partial scoring: The players rate the game 
  master and the scenario on their player voting 
  sheet, and provide personal information, but 
  don’t vote for other players. The game master 
  rates the scenario and completes personal 
  and event information, but does not rate the 
  players as a team or vote for players. This 
  method is used when there is no competition, 
  but the event coordinator wants information on 
  how the game masters are performing, or the 
  game master wants feedback on his or her 
  own performance. 
  3. Voting: Players and game masters complete 
  the entire packet, including voting for best 
  player. If this method is used, be sure to allow 
  about 15-20 minutes for the players to briefly 
  describe their characters to the other players, 
  and about 5-10 minutes for voting. This 
  method is used when the players want to 
  
  TUSI4-04 Sorry for the meal 
   
  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 
  know who played the “best” amongst the 
  group, or when the adventure is run in 
  tournament format with winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, 
  so that you are not influenced by their comments on 
  your abilities. It’s a good idea to have the players 
  vote while you determine treasure and experience 
  awards for the scenario.  
  After voting, give the Scoring Packet to your event 
  coordinator.  
  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 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. Three or four, or 
  sometimes even five 1st-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 1st-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. 
  
  TUSI4-04 Sorry for the meal 
   
  Page 4 
  Time Units and Upkeep  
   
   
  This 
  is 
  a 
  standard 
  One-round 
  Regional 
  introductory 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 
  Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  Adventure Background 
  Earlier in the year, a terrible heat wave devastated 
  much of the east of Tusmit. The Sehla hills (most 
  of northern Suvii, southern Dihn and eastern 
  Malimar) have been severely burned overnight. 
  Many villages were burned to the ground and 
  more than one person died, burned on the spot. 
  What happened in Akcool 
  The village of Akcool has not escaped the wave of 
  heat. However, because the Halflings of Akcool all 
  live in underground barrows. However, to say the 
  village was spared from any of the effects is 
  clearly wrong.  
  The luxurious orchards from all around the town 
  were burned, their precious harvest destroyed. 
  Many of the goats outside suffered the same fiery 
  death. Their 
  Because of the Halfling women’ great knowledge 
  of pickling and jams, the Halflings are not suffering 
  from famine (although they are eating a lot less, 
  which is cause for some serious concern on their 
  part). A Halfling reduced to three meals a day, if 
  that is not famine, what is!? 
  While the Halflings are not going hungry, their 
  goats, source of the famed Akcool cheeses are. 
  The local priest of Yondalla, Hari’ chubby son Mel, 
  does his best to keep the people happy, but he is 
  high-strung.  
  Hari and Mel have decided they should dig a 
  channel to provide a water for the herd and grow 
  at least a few crops before winter. However, 
  during that time, the goats need to drink.  
  Hari has offered to pay money from his own 
  pocket (he is not rich, but he is richer than the 
  others in the village).  
  Ben Woti the trader 
  Ben Woti, a merchant from the Mouqollad 
  Consortium is a man a little down-on-his-luck. His 
  family is nearly broke. Gone are the days of his 
  rich life in Sefmur. Now he is forced to travel the 
  land, selling wares to the smaller and more 
  isolated village. He is so strapped for cash that he 
  travels alone with his few mules, he cannot even 
  hire any guards.  
  However the current situation in the hills is a 
  merchants’ great opportunity to making a few 
  coins. Ben Woti bought a few pack mules and 
  covered them with pans, seed, nails and grain. 
  Inflating his prices to make even more money, Ben 
  Woti has been going from village to village.  
  At the start of the adventure, Ben Woti is about to 
  leave Akcool, he is trying to buy more local cheese 
  at greatly deflated price. He is about to leave for 
  Kwazal’ran as the heroes arrive in Akcool. 
  What happened in Kwazal’ran 
  About a day’s walk to the southeast of Akcool, is 
  Kwazal’ran, or rather what is now left of it.  
  Unlike in Akcool, the inhabitants of Kwazal’ran 
  were severely affected by the heat wave. Their 
  Mullah burst into flame and died as she tried to 
  save her people. 
  Without the leadership of the Mullah, the people 
  left the village, thinking it was a curse from 
  Al’Akbar for their sins. Finding shelter in nearby 
  caves, they have been trying make a new life for 
  themselves. A gnomish Holy Crusader of Tusmit, 
  veteran of the battle in the Sorrow Wood called 
  Laren took leadership of the villagers and trained 
  a few of the peasants into a force of bandits.  
  With the siege or Vilayad in the south, the 
  government isn’t too interested in the plight of 
  those farmers living out in the hills. 
  Ananas’ great adventure plan 
  One of Hari’s daughter, Ananas is particularly 
  affected by the situation. The day Ben Wodi 
  leaves, Ananas hides in one of the bags on a mule 
  and hides there. When Laren steals the caravan, 
  Ananas comes with it. When the villagers discover 
  her, she offers her various skills to them. With her 
  in-depth knowledge of plants and mushroom, she 
  managed to allow them some form of subsistence.  
  Ananas’ goal is to join her big sister Pommette in 
  Sefmur. She doesn’t want her family to be forced 
  to have to feed another mouth. Ananas is just old 
  enough to strike out on her own and discover the 
  world. She is quite adventurous, unlike the more 
  homely rest of her family. The fate of Ananas is in 
  the hands of the heroes. 
  
  TUSI4-04 Sorry for the meal 
   
  Page 5 
  Adventure Summary  
  Encounter One: The heroes enter Akcool where 
  they have heard there are opportunity for 
  employment. They meet Hari, and his son Mel. 
  They explain the situation in town and why they 
  would like to hire the heroes.  
  Encounter Two: While they gather the herd, with 
  the help of many of the local children, they have a 
  chance of talking with Ben Woti and a few local 
  people. 
  Encounter Three: The heroes leave for the 
  waterhole with the goats. One of the locals 
  accompanies them. Heading up in the hills, they 
  are attacked by a hippogriff.  
  Encounter Four: Upon returning to Akcool, the 
  heroes find the village in an uproar. One of Hari’s 
  daughter has disappeared. The heroes must sort 
  through the rumors. To find out what happened. 
  Encounter Five: The heroes set off after Ben 
  Wodi. Reaching 
  Kwazal’ran, 
  they 
  find him 
  unconscious about to be eaten by a few dogs.  
  Encounter Five: Defeating the dogs, Ben Wodi 
  says a group of bandit tried to kill him. He calls for 
  vengeance and offers a reward for the return of 
  his gear. Ben Wodi claims to know nothing of the 
  missing girl. 
  Encounter Seven: The heroes find the tracks of 
  the Ben Wodi’s animals. They eventually find the 
  former inhabitants of Kwazal’ran. After an initial 
  confrontation, with the village militia, they meet 
  with the new village leaders. They also find Hari’s 
  lost daughter. They have a few difficult choices 
  ahead of them. 
  Conclusion: The finale depends on their choices. 
  Introduction 
  Read or paraphrase the following: 
  The Tusman autumn doesn’t seem to have 
  been informed that its turn has come to take 
  over the countryside. Temperatures still rise 
  high during the day and nights remain quite 
  warm. When normally the rain should be your 
  only companion, dust and ashes accompany 
  you on your journey. How you got to this 
  desolate place is very unlike what you thought 
  the life of an adventurer was like.  
  A halfling dressed in simple clothes wearing a 
  goatskin cloak walked into the inn you were in 
  and boldly asked for “a group of brave heroes 
  for a mission of survival.” The halfling looked 
  around as a number of other young people 
  such as yourself walked up to him for more 
  information. 
  “My father-in-law will tell you everything. 
  However, with famine looming, I’m sure he 
  must have a good reason. We are known to 
  pay well services rendered to our community.” 
  Perhaps you were intrigued by his words, 
  perhaps it was the goodness of your heart, 
  perhaps it was for the promised reward, or 
  perhaps you simply had nothing better to do, 
  but in the end, you and others agreed to help 
  the halfling and his community. 
  Allow the heroes to introduce their characters. 
  The goat-drawn chariot that carries Tom (short 
  for Tomate) Harissa creeks on the scorched 
  hills as it makes its way toward the village of 
  Akcool. It is filled with nuts, fruits and two 
  young piglets locked in a cage. 
  You 
  finally 
  get 
  to 
  a 
  charred 
  signpost: 
  “Welcome to Akcool, inquire about our 
  cheese”. Not long ago, many orchards and 
  thick hedge must’ve grown here. Now, only 
  charred stubs and burned twisted shapes can 
  be seen.  
  Many halflings are working hard in their fields, 
  something rare this season. When you pass 
  them by, they all take a break to wave and 
  smile. “HI TOM!” or “WELCOME HEROES!” 
  Encounter 1: Hari and Mel 
  Finally, Tom stops in front of a barrow where 
  two halflings come out of the barrow. 
  “AH! Tom! I knew I could trust you, my boy. 
  Welcome to Akcool heroes! We are in need of 
  your skills… I am Hari Homus, constable of 
  this village and here is my son Mel, who 
  oversees the foodstores.” Hari points to his 
  plump boy.  Hari and his son sit with you on 
  stone benches. 
  “Earlier this year, a wave of fire passed 
  through the hills, nothing could stop it. Most of 
  the nearby villages and local barns were 
  burned to the ground. We, in Akcool, survived 
  because we live in underground barrows, while 
  we certainly felt the heat, the comfort of our 
  homes protected us.  However, most of our 
  goats and our orchards burned.” Says Hari. 
  
  TUSI4-04 Sorry for the meal 
   
  Page 6 
  “When winter comes, I fear famine will strike, 
  and famine is one of the worse blight to ever 
  touch a Halfling community.” Adds Mel. 
  “Yes, my boy… Which brings me to the reason 
  you are here.  We do not fear too much when 
  we are in Akcool, but if we leave… Griffins and 
  hippogriff are growing fat on our remaining 
  goats. We want to divert a local river to do 
  allow us to irrigate our fields and with any luck 
  manage to get enough straw to keep our goats 
  fed for winter.” Adds the constable. 
  “The Bountiful-Lady-Cook has promised a 
  harvest never seen before in Akcool. I can’t 
  wait…” adds the plump son. 
  Allow party members a Knowledge (Religion) 
  [DC15, 10 for Halflings] to recognize Yondalla, the 
  mother of all Halflings.  
  “So while that leaves us with your presence 
  here. My friend Ali is more than able to protect 
  us here but he cannot leave the village and we 
  need someone to escort our herd of goats up 
  in the mountains. You’ve met my son-in-law 
  Tom, well you’d be escorting him. The goats 
  will carry bags so you can take whatever roots, 
  radish or potatoes you can find up there. As I 
  said be wary of griffins and other such 
  monsters. If you should find any, be sure to 
  bring back their heads, as the government 
  pays a nice bounty for them.” 
  That said, Hari and Mel are ready to answer 
  questions.  
  They expect the trip to last about 2 days each way 
  (so a total of 4 days). The bounty for each griffin or 
  hippogriff’s head is 50 fountains (gp). 
  Hari is willing to pay up to 50 fountains (gp) to 
  each hero out of his own pockets for this, because 
  it benefits the whole village. Plus more if the 
  heroes can find living edible plants or seeds. 
  However Hari insists that the goats must drink at a 
  lake high in the hills. Apparently that area was 
  saved from the Wave of Fire (as the locals call it). 
  If prompted as to who is Ali, Hari can direct them 
  to the waterworks, Ali helps the Halfling in building 
  and he serves as the town protector because he is 
  the best warrior in town. Hari or Mel will not 
  mention that Ali is a Janni (they just don’t think 
  about mentioning it). 
  If asked, they say that Tom is a shepherd and not 
  a warrior. He knows how to use his sling and take 
  care of the animals, but he is not a warrior. 
  If the party agree, Hari tells the party that they can 
  walk around the village while he and Mel gather 
  the goats. His young boy Cid (Citron) can show 
  the heroes around if they wish. Cid is 5 years old 
  and is a rough-and-tough little boy. When he 
  grows up, he wants to be an adventurer or a 
  daddy. 
  Encounter 2: Asking around 
  Akcool  
  In this encounter, the party can walk around 
  Akcool and meet some of the locals. Most of this is 
  for role-playing purposes only.  Despite their 
  hardships, the Halflings are all smiling and seem 
  happy.  
  Herd of kids 
  Wherever the party goes, there are a number of 
  Halfling kids following them, asking to carry 
  weapons, to try on helmets or shields, to examine 
  spellbooks, pet animals and familliar or just 
  hoooing and haaaing at whatever the heroes do. 
  They also each take a “favorite” adventurer to 
  emulate. Have fun. 
  Ali the Genie 
  Ali is a tall male with a scimitar on his back. As 
  strong as an ox, he digs, pulls stumps and rolls 
  rocks. Ali looks “a little too Baklunish”. Anyone 
  studying him for more than a few minutes will 
  notice the fact that he rarely seems to touch the 
  ground as he flies most of the time. 
  A Knowledge (the Planes) [DC16] or just asking 
  him informs the heroes that Ali is a Janni, a minor 
  Genie from the Prime Material Plane. 
  Ali is quite friendly. If the heroes talk to him, Ali is 
  willing to share is thoughts about the Wave of Fire. 
  Ali feels that something very bad happened, and 
  though he’d like to go ask his contacts on the 
  elemental planes, he fears that if he leaves Akcool 
  something bad may happen. 
  Constable Hari 
  Hari is very concerned about the situation. He has 
  sent numerous letters to both the Sheik and the 
  Pasha calling for help. But he received no answer. 
  Hari is NOT rich, but he and his wife are well-off. 
  Hari is spending a lot of money to try to help the 
  community.  
  
  TUSI4-04 Sorry for the meal 
   
  Page 7 
  Plump Mel  
  If asked, Mel says he does spend a lot of time 
  thinking about the Bountiful-Lady-Cook, but he will 
  never say that he is a priest. His father (or any 
  member of his family) similarly say that Mel is just 
  a daydreamer, unlike his twin brother Hari Jr. Mel 
  is his mother’s favorite son. 
  Mel is very worried about the future of the village. 
  He is quite insistent that the party find a few living 
  vegetables. If they do, he promises that he can get 
  the vegetables to grow. Mel is an accomplished 
  cook and gardener.  
  Good ol’Tom 
  Tom lives just the next barrow from Hari with his 
  wife Abi (Abricot). Tom is a decent goatherd, he is 
  loyal and friendly, if only a little shy.  He is now 
  married to Abi for over a year, and they hope to 
  have their first baby soon. Tom speaks mostly 
  about goats and other farm animals. He cares for 
  his animals and is an all-around nice guy. If faced 
  with a monster, Tom will protect his goats before 
  thinking about himself. 
  Tom is known as something of an adventurer in 
  town. Last year, he defeated a hippogriff with the 
  help of some heroes. (See Big Troubles in Little 
  Tusmit). This is why he was chosen to accompany 
  the party.  
  On the road, he tends to hum a lot of tunes he 
  makes up in his head. If asked, he says that they 
  are going to a lake just under a peak that looks 
  like a spike into the Oerth. He points it out. 
  The trader 
  While they are looking around, the heroes notice a 
  small caravan of four heavily-loaded mules. A 
  merchant haggles with some local women for 
  some cheese. 
  If the party approaches the haggling, the women 
  call out for the heroes to help them and to tell the 
  merchant that their cheese are worth double what 
  he is offering. 
  The merchant only sells food and cooking 
  ustensils and pots (he already sold most of his 
  cloth). His presents himself as Ben Wodi, of the 
  Mouqollad Consortium. Ben Wodi won’t say it, but 
  he belongs to the minor house of Al-Kayoub from 
  Sefmur. 
  Making an appraise check on both (both DC15) 
  the cheese and the wares shows that on the one 
  side, Ben Wodi is over-pricing his wares (by about 
  doubling their price), while the under-pricing the 
  cheese (by about half the price). Ben Wodi is 
  trying to rip the poor folk off.  
  If the heroes agree with the women, then Ben 
  Wodi gets aggravated and stops trading and 
  prepares to leave town. Ben Wodi leaves early 
  next morning. Otherwise, he is quite amicable.  
  A meal at Hari’s 
  Comes the evening meal, all the family comes 
  running towards the barrow. First at the door is the 
  plump Mel.  
  Once a seat is found for you, Galda, Hari’s 
  wife, keeps excusing herself for such a frugal 
  meal. A rich chicken soup with a carrots and 
  filled with cream, then a full leg of goat in thick 
  gravy with a potato topped with delicious local 
  goats cheese sprinkled with Udgru sour 
  spices. Then, she and her daughters bring a 
  huge 
  pot 
  of 
  mushrooms 
  stuffed 
  with 
  breadcrumbs, goat bacon and garlic, she 
  brings a thick sour cream dip to accompany 
  the meal. Galda keeps apologizing for the lack 
  of sauce. 
  Once you cannot eat anymore, Galda brings a 
  simple pudding covered with jam.  
  She keeps apologizing for serving only such a 
  limited course. She explains that adventurers 
  must be very hungry. Almost in tears she says 
  you must find her to be a terrible host for 
  serving such a small meal. Mel tries to console 
  his mother. 
  Making a Sense Motive [DC10] (automatic for 
  Tusman Halflings) clearly shows that Galda and 
  her family all feel uncomfortable about the 
  situation. While for most people this would be a 
  copious meal, for the local Halflings, this is barely 
  an “entree”.  
  During the meal, the heroes can meet all of Hari’s 
  family: Hari and his lovely wife Galda, then in 
  order Mel (25), Limette & Ananas (twins 15), Sid 
  (5) and the babies Rad & Cal (2). Hari explains 
  that his son Hari jr. got married with “the Taboolay 
  girl”, his daughter Abi is with Tom just the next 
  barrow.  
  Hari and Galda both talk highly of their daughter 
  Pommette who is the pride of the family. She is 
  now a chef with a very rich family of aristocrats 
  from Sefmur. (note that Pommette is the cook in 
  “TUS4-04 My big fat Tusman wedding”). 
  
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  This scene is very important to play. This sets the 
  scene for Ananas to leave in the morning. 
  Encounter 3: Goats in the 
  hills 
  You wake up at the crack of dawn by Cid’s 
  giggling. He walks in with a small wooden 
  sword and swings it wildly. Evading the blows 
  more than once, he removes his helmet and 
  with a smile says. “Mommy says you can come 
  and eat.” Thick bread with sweet jams of galda 
  and field berries await you.  
  Almost in tears, Galda Homus apologizes for 
  her poor hospitality and limited offering. Cid 
  then walks in still swinging his sword saying 
  that Mel and his father are waiting for them 
  outside. 
  Hari, Mel and Tom are sitting outside smoking 
  long pipes. About 40 to 50 goats, some 
  carrying saddlebags are grazing calmly in a 
  fenced pen. Hari stands up “Tom knows the 
  way, we know you’ll come through for us.” 
  The heroes have one more chance to talk to Hari 
  or his son. (See Encounter Two). Then the heroes 
  and Tom leave Akcool for the hills. Refer to Tom’s 
  entry in Encounter two for discussion topics. 
  Controlling the goats 
  There are 50 goats when the party leaves Akcool. 
  These goats belong to many different owners in 
  the village.  
  As long as Tom is with the party, then no rolls are 
  required, the herd follow him and though a few 
  goats stray, he quickly forces them back into the 
  herd without problem.  
  If anything happens to Tom during the adventure, 
  the heroes must control the herd without him. A 
  herd of goats tends to scatter and walk around. 
  For every day passed without Tom, there is a 
  chance that a number of goats get lost. 
  To represent this, every day, have one of the 
  heroes do either a Handle Animal (can be rolled 
  untrained), 
  Profession 
  (farmer/ 
  shepherd/ 
  something similar) check [DC 20]. Any one can 
  help. If the heroes have un-ridden dogs with them, 
  add a +2 to circumstance bonus to the rolls. If they 
  have mounts (dogs or horses), add a further +2 
  circumstance bonus. If they have someone with 
  Wild Empathy, add a +5 circumstance bonus to 
  the roll. For every point by which they fail the roll 
  they loose one goat. Lower the difficulty of the 
  check by 3 for each 10 goats missing . 
  Therefore, if they fail by 10, they loose 10 goats 
  during the day, if they fail by 2, they lost 2 goats. 
  Keep track of the number of lost goats as this 
  plays a part in the upcoming conclusion of the 
  adventure. 
  Scavenging for plants 
  Mel asked the party to find plants that may have 
  survived the Wave of Fire. This is pretty easy. If a 
  hero decides to help with the goats, then he 
  cannot search for plants. Taking care of the 
  animals is a lot of work because goats have a bad 
  tendency to scatter. 
  First the hero makes a Survival check [DC15, 
  which goes to DC5 near the lake]  the number by 
  which the hero succeeds is the number of 
  vegetable or vegetables seeds or roots found. A 
  success by five points finds 5 vegetables/ roots/ 
  fruits/ nuts. Tally up the numbers, as this plays an 
  important part later. Be inventive as to what they 
  find. This should almost feel like a scavenger hunt. 
  If one of the hero tries to use a goat to find 
  something, give him a +5 circumstance bonus to 
  their check (unlike dogs, they look for vegetables 
  and plants and unlike horses they aren’t too 
  picky). Using a horse provides a +2 circumstance 
  bonus. 
  The first day of travel 
  The first day of travel is uneventful. The night is 
  warm and though there are a few lonely howls in 
  the distance, nothing disturbs the party or the 
  goats. 
  The second day of travel 
  In the morning, ask for Spot checks [DC15] from 
  everyone. Those who make it, notice the high-
  flying hippogriff circling around the herd. The 
  hippogriff makes several passes high above the 
  party. Allow for Knowledge (Nature) checks 
  [DC13] to identify it as an hippogriff. If they ask, do 
  allow them a Survival check [DC13] to find a place 
  where they could hide most of the herd or have 
  cover. Draw a map that is advantageous to the 
  party. 
  If it goes unnoticed, the hippogriff swoops down 
  and attacks randomly (roll 1d6) 1-Tom 2-3 one of 
  the heroes 4-6 the goats. The entire party is 
  surprised. 
  
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  From the moment the hippogriff swoops down to 
  attack, start counting the number of rounds. Every 
  round, one of the goat vanishes, as it runs away 
  off in the distance, falls into a crevasse, runs and 
  gets eaten by another hippogriff. If the party 
  looked for an advantageous position, reduce the 
  number to one goat every three rounds. Three 
  round after the beginning of combat, another 
  hippogriff swoops in, trying to get some food. 
  APL2 (EL4) 
  Hippogriff (2): hp 26, see Monster Manual. 
  Tactics: The hippogriff attacks the nearest targets 
  attacking it. Tom tries to stay between himself and 
  the goats. His attention is focused on the 
  hippogriff. If the party are in dire need of help, Tom 
  rushes in with his goatherd stick. He is not a 
  fighting man, and he stands a very good chance of 
  becoming the hippogriff’s next meal. Focus the 
  hippogriff’ attention on him.  
  Tom’s dead 
  After fighting the hippogriff, the heroes (with or 
  without Tom) can go on. The party must make a 
  check to control the herd.  
  If they didn’t bother asking where they were 
  heading, they have two choices.  They can try to 
  find it by themselves OR they can return to Akcool. 
  If they return to Akcool,  continue with Encounter 
  Four. 
  Reaching the lake 
  If Tom is with the party, they can reach the lake 
  before nightfall. Otherwise, they need to travel 
  another day.  
  The lake is one of those mountain beauties. 
  Formed in a shallow valley off the Yatils, the lake 
  is azure blue and without a single ripple. Around 
  the lake is a ring of vegetation, that was 
  apparently spared from the Wave of Fire. 
  The goat immediately head for the waters and 
  start drinking. The water is crystal clear and pure.  
  Allow the heroes to make a Spot check [DC15] to 
  notice there is a little stone building by the lake. 
  The building is a temple of some sort. A 
  successful Knowledge (Religion) DC 15 (10 for 
  heroes coming from a Baklunish state) identifies 
  the symbols are those of Geshtai, goddess of the 
  rivers and waters. This lake is a sacred place. As 
  long as the party do not willingly defile the lake, 
  this place is safe. They can also see a number of 
  creatures 
  come 
  and 
  drink 
  before 
  leaving 
  peacefully.  
  Drinking and loading the goats with water is NOT 
  defiling. Anyone who willingly defiles the waters of 
  the lake (DM’ call), the protector of the lake 
  manifests itself, an Elder Water Elemental forms 
  from the waters of the lake and attacks the defiler 
  and its mount (only). At that point the best thing to 
  do is simply to flee. The hero (and only that hero) 
  has received the Ire of the Guardian.  
  APL2 (EL 11) 
  Guardian of the Lake: Elder Water Elemental, hp 
  228, see Monster Manual 
  The party can freely stay at this location and 
  spend some time looking for vegetables for Mel.  
  The way back 
  The trip back is uneventful. It takes 2 days if Tom 
  accompanies the party or 3 days if the party are 
  on their own.  
  Tally up the number of goats the party has left at 
  this point and the number of vegetables they 
  gathered. 
  Encounter 4: Return to 
  Akcool 
  Read or paraphrase the following to the heroes. 
  Whereas you expected joy upon your return, 
  you are met by Ali followed by about 10 
  Halflings formed up like a militia. It is obvious 
  they are not in a laughing mood. 
  “Please follow me. The constable wants to 
  speak with you.” 
  Ask the heroes if they follow Ali. Ali does not want 
  to kill anyone so he will fight to subdue the party (it 
  is very likely he will succeed). If a fight breaks out, 
  modify the following text accordingly. 
  You are hurried inside the Homus’ barrow. Hari 
  is seated in the kitchen of his house. Behind 
  him, his wife is crying heavy tears. Mel has a 
  stern look on his chubby face. Many other 
  locals pack themselves in the doors leading to 
  the heart of the barrow. Mel is the first to talk. 
  “Tell us, the morning you left Akcool, did you 
  take my sister with you?” 
  Allow the party to explain themselves. Call for 
  Diplomacy or Bluff checks if you want [DC15]. If 
  
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  Tom returned alive, he vouches for the heroes, 
  giving a +5 circumstance bonus. If some of the 
  heroes have rendered previous services for the 
  villagers, give them another +5 circumstance 
  bonus. When they succeed, the Halflings realize 
  that the heroes are innocent. Play it up and force 
  the party to protest their innocence.  
  If the heroes have not been to the lake, or if they 
  haven’t returned from the lake with at least 30 
  goats or 15 vegetables, the Halflings do not hire 
  them further. They thank them, pay them. The 
  party proved they are not very resourceful. Their 
  adventure is over. 
  Mel silences the crowd by raising his hands. 
  “It seems clear to me these good heroes are 
  innocent. Otherwise they would never have 
  returned with our goats loaded with water.” 
  They can learn what happened. The day they left 
  Akcool, it was discovered that Ananas, one of 
  Hari’s daughter went missing. Everyone thought 
  she had left with the party… Now where could she 
  have gone. Allow some time for the heroes to offer 
  some possibilities. If anyone mentions the 
  merchant, then most of the Halflings suddenly 
  realize the merchant left later the day the heroes 
  left. Accusations fly about the merchant. 
  While the crowd calls for justice, Hari approaches 
  the heroes and ask them to please find his 
  daughter. He doesn’t know where she is. He 
  doesn’t offer any reward for her (he doesn’t think 
  about it at this time) if they can find her and bring 
  her safely home. He tells them that the merchant 
  left for Kwazal’ran and that at the speed of his 
  caravan, he should have arrived on day ago. If the 
  party hurries, they should be able to catch him 
  within a day or two. If prompted for a reward, he 
  answers there will be enough time to think about 
  that later. 
  Hari is clearly worried about his daughter, make 
  sure the heroes understand his motivation. 
  Encounter 5: Dog food  
  The heroes can easily get to Kwazal’ran in just 
  over one day. The trip is uneventful. Make sure 
  you remind the heroes of the devastation and the 
  destroyed countryside. 
  Kwazal’ran was hit severely by the Wave of 
  Fire. Of what must have once been 20 or 30 
  houses, only a few hovels still stand. All are 
  huddled around what had to be a temple of 
  Al’Akbar. The symbol of the Cup and Talisman 
  still visible on the last standing wall. From 
  behind it, you can hear a few dogs barking. 
  A pack of stray dogs have found the unconscious 
  body of Ben Wodi. They are about to eat him. Ben 
  Wodi’ body is lying on the ground, there is no sign 
  of his caravan. Three scruffy and dirty dogs are 
  around him.  
  APL2 (EL3) 
  Stray Dogs (3): riding dogs, hp 13 each see 
  Monster Manual 
  Tactics: The dogs attack the party if they 
  approach within 30 feet. They try to gang up on a 
  single target and move to flank whenever possible. 
  They will try to trip at every opportunity. A dog 
  flees if it takes half of its hit point in damage. If  
  someone wishes to use Wild Empathy, the dogs 
  are initially hostile. Offering food to them gives a 
  +10 hunger bonus to the roll. If made indifferent or 
  better, the dogs leave. 
  Encounter 6: Ben Wodi  
  When the heroes find him, Ben Wodi still has 20 
  points of non-lethal. A heal check [DC10] tells the 
  party that Ben Wodi suffered only non-lethal 
  wounds. If the party can bring him heal him for 3 
  points (or they can wait one hour for Ben Wodi to 
  wake up).  
  Upon waking, Ben Wodi gets very excited and 
  thanks the party for saving him. He asks them if 
  they rendered swift justice to the bandits who tried 
  to kill him. He gets even more agitated when he 
  discovers (or is told) that his animals are gone. 
  Ben Wodi suddenly slumps to the ground, 
  crying. “O Great Merchant ! Why do you 
  punish me so… My family is ruined, my life is 
  over!” 
  Ben Wodi is very sincere. If asked, he is willing to 
  say pretty much everything about his story (see 
  Adventure Background). Ben Wodi offers the party 
  the sum of 100 fountains each if they bring back 
  his gear. 
  Ben Wodi is willing to accompany the heroes if 
  asked, he will only use a walking stick in combat, 
  his crossbow having been stolen by the villagers. 
  He doesn’t mind staying here either. He isn’t the 
  bravest person so he doesn’t mind hiding in the 
  ruins, but going with a large band of well-armed 
  adventurers also fits him.  
  The heroes can find the Tracks with a DC5 Track 
  check. If the heroes do not have the Track feat, 
  
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  then all is not lost, allow them a Search check 
  [DC20] and spend an hour per check.  
  When they find the path leading to the villager’s  
  hideout, proceed to Encounter 7. 
  Encounter 7: Cavern people  
  About an hour’s walk from the ruins of the village, 
  the party can see that a 30-feet wide cave opening 
  has been barricaded with stones, forming a wall 
  about four-feet high. The villagers spotted the 
  party from a good distance away and are readying 
  themselves to receive them. 
  Larenimi bin-Warakolitamezra (Laren for short) 
  challenge the heroes ‘Stop where you are!’ He  
  appears from behind the wall. His warriors are 
  hiding behind the wall. Laren insist the heroes 
  leave at once. He is of Lawful Evil alignment, but 
  his main concern is the safety of his fellow 
  villagers. 
  Laren is not willing to surrender the stolen gear. 
  However, he admits that Ananas is with them and 
  that she has been liberated from her oppressor, 
  he adds that she is here to stay and that she 
  doesn’t want to leave with the heroes. Laren lies 
  about the story. When Laren and his men opened 
  the caravan they found Ananas. 
  Laren refuses to give back half the caravan, 
  saying it was claimed by the Tusman Government 
  to feed the people of Tusmit. Laren claims to be 
  the local constable (Hari’ is the one to with 
  jurisdiction here), as can be confirmed by a 
  Knowledge (Local/VTF) [DC15]. 
  If Ben Wodi is with the party, he threatens Laren 
  as soon as he can, threatening him with serious 
  defeat. That springs Laren and his men into 
  action.  
  Laren is looking for a fight, hoping to loot the 
  bodies of  the heroes. After all, they are full of 
  great gear. Any hostile move by the party 
  (including making Intimidate checks, or constant 
  threats, veiled or not) result in Laren ordering his 
  men to attack.  
  If the heroes assure the villagers they are not here 
  for a fight and follow it up with a Diplomacy 
  [DC20], then the villagers refuse to fight and Laren 
  charges in alone. 
  APL2 (EL4) 
  Larenimi bin-Warakolitamezra: Ftr1, hp 13, see 
  Appendix One. 
  Gnome warrior (5) : War1, hp 14, see Appendix 
  One. 
  Halfling warrior (1): War1, hp 13, see Appendix 
  One. 
  Tactics: Laren fights to kill without remorse. The 
  other warriors feel some loyalty to him, but do not 
  want to die or kill anyone (unlike Laren). If a 
  warrior downs any hero, he drops to his knees and 
  tries to stabilize the hero. Note that only the 
  warrior who downed the hero will stop, the others 
  continue fighting. 
  Conclusion 
  Once Laren has been defeated, the heroes are 
  free to enter the cave. In there, they find the 
  villagers living in horrible conditions.  
  The interior of the cave has a few walls put up. 
  A gathering of about thirty gnomes, humans 
  and Halflings, mostly women and children look 
  at you, their eyes filled with fear. The cave 
  seems to have been transformed into a 
  makeshift habitat. 
  A young Halfling female stands alone among 
  the people. You recognize her as being the 
  daughter of Hari and Galda Homus.  
  “I’m not going back with you”, she says to 
  you. 
  Ananas is ready to explain her motivation (see 
  adventure background). She asks the heroes to let 
  her go to Sefmur. Her mind is set, and she cannot 
  be convinced otherwise. To bring her back, the 
  heroes have to tie her up, knock her unconscious 
  or something similar (sleep, charm person or color 
  spray spells work perfectly in these occasions). 
  About half of the mules have been eaten and 
  much of Ben Wodi’s foodstuff has been eaten. 
  Needless to say, Ben Wodi is furious. If he is with 
  the heroes, he becomes hysterical threatening the 
  party with severe theft. It takes a Bluff or 
  Diplomacy check [DC15] to calm him down. If 
  calmed down through the use of force, Ben Wodi 
  does lodge a number of complaint with the heroes 
  and has then prosecuted for assault. 
  Allow any hero wanting to explore the cave to 
  make a Spot check [DC15] to spot deposits of 
  platinum. Anyone with the Profession Miner or 
  Craft Jeweler or similar skills, anyone with stone-
  cunning realize that this cave seems to be located 
  on a mine rich with precious metals. With this 
  knowledge in hand, the heroes can cut a deal 
  
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  between Ben Wodi and the villagers. Ben Wodi 
  gives the villagers food, tools and equipment to 
  mine and he owns the new mine, receiving all the 
  profits. Let the heroes come up with that solution. 
  Doing so makes Ben Wodi very happy. As a 
  worshipper of Mouqol, finding a mutually beneficial 
  arrangement is something of high importance to 
  him. Ben Wodi. Signing a deal sees Ben Wodi so 
  happy that he sends each hero an additional sum 
  of gold.  
  Should the party not find the platinum, they can 
  choose between simply taking back the gear from 
  the people or leaving them with it.  
  Ben Wodi does not pay the party the 50 fountains 
  if they do not bring his gear back or sign a deal 
  with them. Upon signing a deal, Ben Wodi is so 
  happy that he pays the 50 fountains on the spot. 
  This leaves a single problem: Ananas. She is 
  clearly old enough to strike out on her own, but her 
  father wants her back. Choices… 
  The heroes force Ananas back home 
  Ananas pleads with the party all the way back. 
  When she returns home, her father angrily orders 
  her back into the barrow. He then thank the party 
  and invite them in for another meal.  They have 
  earned an Influence point with Hari. 
  Ananas runs away a few days later, heading for 
  Sefmur… 
  The heroes let Ananas go & face Hari 
  Hari is not a bad father. If confronted and the story 
  explained to him, Hari is unconvinced. If the 
  heroes succeed at a DC 15 Diplomacy check, 
  then he lowers his head with a bit of sadness. 
  “Kids grow up, you can’t keep ‘em home. They 
  have to see the world.” They have earned both the 
  Influence point with Hari and the Favour of 
  Ananas.  
  Failing the Diplomacy check means that Hari is not 
  convinced of the heroes good faith. He does not 
  extend his friendship to them and they do not gain 
  the Influence point with Hari. 
  The heroes let Ananas go & not facing Hari 
  If the heroes simply decide to leave once their 
  adventure is over and not explain to him what 
  happened and Ananas’. Hari believes the heroes 
  are untrustworthy and perhaps have something 
  criminal in them. He cautions all his family against 
  the heroes.  
  They receive both the Favour of Ananas and the 
  Disfavor of the Homus family. 
  Finally once all that is done 
  Standing tall and proud, after many long, lean 
  days of travel, Ananas Homus walks in Sefmur. 
  There, she is assailed by the colours, smells, 
  textures and sounds from all around the 
  Flannaess. 
  Amazed 
  at 
  the 
  variety 
  of 
  merchants, guards, wizards, animals, she 
  spends most of the day looking around the 
  bazaar.  
  But with the setting of the sun, the merchants 
  and the animals all retreat for the night. Not 
  knowing where to start looking for her sister, 
  she finds a secluded spot in an alley where 
  she lays down to sleep.  
  She wakes as a man wearing the white and red 
  outfits of a priest of Al’Akbar stands over her. 
  After asking her who she is and what she can 
  do, the Qadi smiles.  
  “My name is Moga al-qadi, but call me Moga, I 
  work for the Royal Investigator. I need 
  someone who could perform a number of 
  discreet inquiries for me. I offer little pay but 
  guarantee a roof and some food. Its not much 
  but its certainly better than to sleep out here” 
  With a wink and a smile, concludes with. “So, 
  what’ll it be?” 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter Three 
  Defeating the hippogriff   
   
  120 xp. 
  Encounter Five 
  Defeating the dogs  
   
   
  120 xp. 
  Encounter Five 
  Stopping combat or dealing with the inhabitants of 
  Kwazal’ran  
   
   
   
  60 xp. 
  Story Award 
  Bringing back 30 goat or 15 vegetables 60 xp. 
  
  TUSI4-04 Sorry for the meal 
   
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  Discretionary roleplaying award 
  APL2   
   
   
   
  90 xp. 
  Total possible experience:   
  APL2   
   
   
   
  450 xp. 
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is 
  the number of gold pieces a characters total and 
  coin value increase at the end of the adventure.  
  Write the total in the GP Gained field of the 
  adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Three 
  Bounty for killing the hippogriffs 
   
  APL 2: L: 0 gp; C: 100 gp; M: 0 gp 
  Encounter Four:   
  Bringing back at least 30 goats OR 15 vegetables 
   
  APL 2: L: 0 gp; C: 50 gp; M: 0 gp 
  Encounter Six:   
  Brokering a deal between the villagers and Ben 
  Wodi 
   
  APL 2: L: 0 gp; C: 200 gp; M: 0 gp 
  Conclusion:   
  Bring back Ben Wodi’ gear 
   
  APL 2: L: 0 gp; C: 100 gp; M: 0 gp 
  Total Possible Treasure 
  APL 2: Total: 450 gp 
  Special 
  Influence point with Hari Homus: As long as 
  you have this influence point, Hari and his wife 
  consider you trustworthy friends. 
  Favor of Ananas Homus: For allowing her to 
  leave for Sefmur, Ananas feels she owes you one. 
  This counts as an influence point. 
  Disfavor of the Homus Family: As long as Hari 
  is the head of the household, you cannot gain any 
  influence points from any member of the Homus 
  family. 
  Ire of the Guardian of the lake: Because you 
  defiled a holy place of Geshtai, the Guardian of 
  the lake now has it in for you, and will attack you if 
  you approach the lake. You may spend an 
  influence point with the Church of Geshtai or pay 
  the church 100 fountains (gp) to appease the 
  Guardian. The Guardian is an Elder Water 
  Elemental. 
  
  TUSI4-04 Sorry for the meal 
   
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  Appendix One: Non-Player Characters
  Encounter 1: Hari and Mel 
  Haricot “Hari” Homus: Male Halfling(Lightfoot) 
  Ari1/Exp3; 
  Small 
  Humanoid; 
  CR 
  4; 
  HD 
  3d6+1d8+8; hp 27; Init +3; Spd 20 ft/x4; AC 14 
  (+3 dex, +1 size), touch 14, flat-footed 11; Base 
  Atk/Grapple +2/-1; Full Atk +8 Two-handed  
  (1d3+1;20/x2, Masterwork sling), +5 One-
  handed  (1d4+1;20/x2, Cane); AL NG; SV Fort 
  +4, Ref +5, Will +7; Str 13(+1), Dex 16(+3), Con 
  14(+2), Int 12(+1), Wis 12(+1), Cha 10(+0). 
  Skills and Feats: Diplomacy +5, Handle Animal 
  +6, Heal +4, Knowledge (nature) +8, Listen +6, 
  Profession (Farmer) +10, Ride +7, Search +4, 
  Sense Motive +6, Survival +8, Tumble +7, Skill 
  Focus(Profession (Farmer)), Track 
  Languages: Common, Halfling, Baklunish. 
  Possessions: 
  Masterwork 
  Cane 
  (club), 
  Masterwork Sling, Constable’s sash, token of 
  Al’Akbar and Yondalla 
  Melon “Mel” Homus: Male Halfling(Lightfoot) 
  Clr3; Small Humanoid; CR 3; HD 3d8+3; hp 21; 
  Init +2; Spd 20 ft/x4; AC 13 (+2 dex, +1 size), 
  touch 13, flat-footed 11; Base Atk/Grapple +2/-2; 
  Full 
  Atk 
  +7 
  Two-handed 
   
  (1d3;20/x2, 
  Masterwork sling), +4 One-handed  (1d4;20/x2, 
  Cane); AL LG; SV Fort +5, Ref +4, Will +7; Str 
  10(+0), Dex 14(+2), Con 12(+1), Int 12(+1), Wis 
  16(+3), Cha 10(+0). 
  Skills and Feats: Diplomacy +7, Heal +5, 
  Knowledge (arcana) +2, Knowledge (history) +2, 
  Knowledge 
  (religion) 
  +5, 
  Knowledge 
  (the 
  planes) +2, Profession (Cook) +5, Profession 
  (Gardener) +4, Spellcraft +2, Brew Potion, 
  Sacred Boost. 
  Languages: Common, Halfling, Baklunish. 
  Spells Prepared (#/#/#; base DC = # + spell 
  level): 0—[orison, orison (2)]; 1st—[first*, first;] 
  2nd—[second*, second]. 
  *Domain spell. Domains: [Community (granted 
  power); Protection (granted power)]. 
  Possessions: 
  Holy 
  symbol 
  of 
  Yondalla, 
  Masterwork Cane (club), Masterwork Sling. 
  Encounter 2: Asking around Akcool 
  Tomate 
  "Tom" 
  Harissa: 
  Male 
  Halfling(Lightfoot) Com2; Small Humanoid; CR 
  2; HD 2d4+2; hp 9; Init +3; Spd 20 ft/x4; AC 15 
  (+1 armor, +3 dex, +1 size), touch 14, flat-footed 
  12; Base Atk/Grapple +1/-1; Full Atk +7 Two-
  handed  (1d3+2;20/x2, Masterwork sling), +0 
  Two-handed  (1d4+3;20/x2, Goatherd Stick); AL 
  LG; SV Fort +2, Ref +4, Will +2; Str 14(+2), Dex 
  16(+3), Con 12(+1), Int 10(+0), Wis 12(+1), Cha 
  10(+0); 
  Skills and Feats: Climb +5, Handle Animal +5, 
  Profession (Goatherd) +5. Track 
  Languages: Common, Halfling. 
  Possessions: Token of Yondalla, Goatherd Stick 
  (quarterstaff), Masterwork Sling. 
  Ali Kafour: Male Janni Rog1/Dvs2; Medium 
  Outsider (Native); CR 7; HD 1d6+6d8+2d10+27; 
  hp 35; Init +8; Spd 35 ft/x4;Fly 20 ft.(perfect); AC 
  21 (+5 armor, +4 dex, +1 natural, +1 misc), 
  touch 15, flat-footed 17; Base Atk/Grapple 
  +8/+14;Full 
  Atk 
  +18/+13 
  One-handed  
  (1d6+9;18-20/x2,  +3 Scimitar); SA Sneak 
  (+1d6), Dervish Dance, Slashing Blades; SQ 
  Resistance to Fire 10, Telepathy 100 ft, 
  Trapfinding, Movement Mastery; AL CG (was 
  CN); SV Fort +8, Ref +14, Will +10; Str 22(+6), 
  Dex 18(+4), Con 16(+3), Int 18(+4), Wis 14(+2), 
  Cha 12(+1). 
  Skills and Feats: Appraise +12, Balance +8, 
  Concentration +11, Craft (Carpentry) +14, Craft 
  (Cooking) +13, Escape Artist +13, Jump +13, 
  Listen +13, Move Silently +13, Perform (Dance) 
  +7, Ride +13, Sense Motive +11, Spellcraft +7, 
  Spot +11, Tumble +20. Combat Expertise, 
  Dodge, Mobility, Weapon Focus(Scimitar) 
  Languages: 
  Common, 
  Planar 
  Common, 
  Baklunish, Terran, Auran 
  Spell-like abilities: 3/day - invisibility(self only), 
  speak with animals. 1/day - create food and 
  water, ethereal jaunt. 
  Change Size(Sp): Twice per day you can 
  magically change a creature's size. 
  Elemental Endurance(Ex): You can survive on 
  the Elemental Planes of Air, Earth, Fire, or 
  Water for up to 48 hours. 
  Plane Shift(Sp): You can enter any of the 
  elemental planes, the Astral Plane, or the 
  Material Plane. 
  Dervish Dance(Ex): 1 times per day, you can 
  take a single move action and still make a full 
  
  TUSI4-04 Sorry for the meal 
   
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  attack, but you must move 5 feet between each 
  attack and cannot return to a square you just 
  exited. You gain a +1 bonus on attack and 
  damage rolls when performing the dervish 
  dance with a slashing weapon. 
  Movement Mastery(Ex): Your movement is not 
  affected by adverse conditions.  When making a 
  Jump, Perform (dance), or Tumble check you 
  may take 10 even if stress or distractions would 
  normally prevent you from doing so. 
  Slashing Blades:  You treat a scimitar as a light 
  weapon for all purposes including fighting with 
  two weapons. 
  Encounter 6: Ben Wodi 
  Ben Wodi: Male Human(Baklunish) Exp3; 
  Medium Humanoid; CR 3; HD 3d6+3; hp 17; Init 
  -1; Spd 30 ft/x4; AC 10 (+1 armor, -1 dex), touch 
  9, flat-footed 10; Base Atk/Grapple +2/+2; Full 
  Atk +3 One-handed  (1d6;20/x2, Walking Stick), 
  +2 Two-handed  (1d8;19-20/x2, Masterwork light 
  crossbow); AL N; SV Fort +2, Ref +0, Will +5; 
  Str 10(+0), Dex 8(-1), Con 12(+1), Int 14(+2), 
  Wis 14(+2), Cha 16(+3). 
  Skills and Feats: Appraise +8, Bluff +9, 
  Diplomacy 
  +15, 
  Gather 
  Information 
  +13, 
  Intimidate +7, Knowledge (local) +8, Sense 
  Motive +10, Sleight of Hand +5, Speak 
  Language 
  +6, 
  Survival 
  +8. 
  Deceitful, 
  Investigator, Negotiator 
  Languages: Common, Dwarven, Elven, Goblin, 
  Halfling, Undercommon, Baklunish, Flan, Old 
  Oeridian. 
  Possessions: Masterwork Walking Stick (club), 
  Masterwork Light Constable, token of Mouqol. 
  Encounter 7: Cavern People 
  Larenimi bin-Warakolitamezra: Male Gnome 
  (Rock) Ftr1; Small Humanoid; CR 1; HD 
  1d10+3; hp 13; Init +4; Spd 20 ft/x4; AC 17 (+4 
  armor, +2 dex, +1 size), touch 13, flat-footed 14; 
  Base Atk/Grapple +1/-2; Full Atk +4 Two-
  handed 
   
  (1d6+1;20/x3, 
  Gnome 
  Hooked 
  Hammer); SD Spell-like ability; AL LE; SV Fort 
  +5, Ref +2, Will +2; Str 12(+1), Dex 14(+2), Con 
  16(+3), Int 10(+0), Wis 10(+0), Cha 14(+2). 
  Skills and feats: Climb +4, Jump -2. Improved 
  Initiative, Iron Will 
  Possessions: MW Gnome Hooked Hammer, 
  MW Chain shirt 
  Gnome warrior: Male Gnome (Rock) War1; 
  Small Humanoid; CR 1; HD 1d8+3; hp 14; Init 
  +3; Spd 20 ft/x4; AC 17 (+3 armor, +3 dex, +1 
  size), touch 14, flat-footed 14; Base Atk/Grapple 
  +1/-2; Full Atk +3 Two-handed  (1d6+1;20/x3, 
  Gnome Hooked Hammer); SD Spell-like Ability; 
  AL LN; SV Fort +5, Ref +3, Will +0; Str 12(+1), 
  Dex 16(+3), Con 16(+3), Int 10(+0), Wis 10(+0), 
  Cha 10(+0). 
  Skills and Feats: Climb +4, Jump -2. Toughness. 
  Possessions: 
  Gnome 
  Hooked 
  Hammer, 
  Studded Leather 
  Halfling warrior: Male Halfling (Lightfoot) War1; 
  Small Humanoid; CR 1; HD 1d8+2; hp 13; Init 
  +4; Spd 20 ft/x4; AC 18 (+3 armor, +4 dex, +1 
  size), touch 15, flat-footed 14; Base Atk/Grapple 
  +1/-2; Full Atk +6 Two-handed  (1d6;20/x3, 
  Longbow), +3 Two-handed  (1d6+1;20/x3, 
  Longspear); AL LN; SV Fort +5, Ref +5, Will +1; 
  Str 12(+1), Dex 18(+4), Con 14(+2), Int 10(+0), 
  Wis 10(+0), Cha 10(+0). 
  Skills 
  and 
  Feats: 
  Climb 
  +6, 
  Jump 
  +0. 
  Toughness. 
  Possessions: Longbow, Longspear, Studded 
  Leather 
  Ananas Homus: Female Halfling (Lightfoot) 
  Rog2/Exp2; Small Humanoid; CR 4; HD 4d6+4; 
  hp 25; Init +4; Spd 20 ft/x4; AC 17 (+2 armor, +4 
  dex, +1 size), touch 15, flat-footed 13; Base 
  Atk/Grapple +2/-3; Full Atk +8 Two-handed  
  (1d3-2;20/x2, Sling), +2 One-handed  (1d4-
  1;20/x2, Cane); SA Sneak Attack (+1d6); SQ 
  Trapfinding, Evasion; AL NG; SV Fort +2, Ref 
  +8, Will +4; Str 8(-1), Dex 18(+4), Con 12(+1), 
  Int 14(+2), Wis 10(+0), Cha 13(+1). 
  Skills and Feats: Handle Animal +5, Heal¹ +4, 
  Hide¹ +17, Knowledge (nature) +5, Listen¹ +8, 
  Move Silently¹ +13, Profession (Cooking) +7, 
  Search¹ +8, Sense Motive¹ +6, Sleight of Hand 
  +9, Spot¹ +7. Stealthy, Toughness 
  Language: Common, Baklunish, Halfling, Goblin 
  Possession: Cane, Sling, drawing of her family 
  
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  Appendix Two: Textes Français 
  Introduction 
  L’automne Tusmane ne semble pas avoir été 
  informée que son tour était venu pour 
  prendre 
  contrôle 
  de 
  la 
  contrée. 
  La 
  température grimpe très haut durant la 
  journée et les nuits ne sont guère plus 
  fraîches. Alors que normalement la pluie 
  aurait du être votre seule compagne, la 
  poussière et les cendres vous suivent pas à 
  pas. La manière dont vous êtes retrouvé ici 
  n’a rien à voir avec vos rêves d’aventures. 
  Un halfling vêtu d’étoffe simple avec un peau 
  de chèvre sur le dos entra dans la taverne où 
  vous 
  vous 
  reposiez 
  et 
  demande 
  simplement « un groupe de héros pour une 
  mission de survie. » Le halfling regarda 
  autour alors que plusieurs jeunes gens se 
  sont 
  avancé 
  pour 
  demander 
  plus 
  d’informations. 
  « Mon beau-père pourra tout vous dire. 
  Cependant, avec la famine qui arrive, je suis 
  certain qu’il a de bonnes raisons. Nous 
  sommes reconnu pour bien payer les 
  services rendus à notre communauté. » 
  Peut-être étiez-vous intrigué par ses paroles, 
  peut-être était-ce par la bonté de votre cœur, 
  peut-être était-ce par la promesse d’une 
  récompense, peut-être même n’aviez-vous 
  simplement rien de mieux à faire, mais au 
  final, vous et les autres avez accepté d’aider 
  le halfling et sa communauté. 
  Allow the heroes to introduce their characters. 
  Le chariot tiré par deux chèvres qui transport 
  Tom (raccourci pour Tomate) Harissa grince 
  sur les collines brûlées faisant son chemin 
  vers le village d’Akcool. Il est remplis de 
  noix, de fruits et de deux cochonnets 
  enfermés dans un cage. 
  Vous arrivez finalement devant un écriteau 
  sur lequel on peut lire : « Bienvenue à 
  Akcool, demandez nos fromages. » Quelques 
  temps auparavant, des vergers et d’épaisse 
  haies devaient pousser ici. Maintenant ne 
  subsistent que quelques souches et des 
  formes calcinée, cadavres des majestueuses 
  plantes qui s’élevaient ici. 
  Plusieurs halflings travaillent dur dans leur 
  champs, quelquechose de rare en ce temps 
  de l’année. Lorsque vous passez devant, 
  tous s’arrêtent pour vous sourire et vous 
  envoyer la main en criant « SALUT TOM! » 
  ou « BIENVENUE HÉROS! » 
  Encounter 1: Hari and Mel 
  Finalement, Tom s’arrête devant un terrier 
  d’où viennent de sortir deux autres halflings. 
  « Ah ! Tom! je savais que je pouvais me fier 
  sur toi mon garçon. Héros, bienvenu à 
  Akcool! 
  Nous 
  avons 
  besoins 
  de 
  vos 
  talents… Je suis Hari Homus, constable de 
  ce village et voici mon fils Mel, qui supervise 
  nos réserves de nourriture. » Hari pointe 
  alors son fils grassouillet. Hari et Mel vont 
  s’asseoir sur des bancs de pierre.  
  « Plus tôt cette année, un Vague de Feu est 
  passée au travers des collines sans que rien 
  ne puisse l’arrêter. La plupart des village 
  voisins et de nos granges furent la proie des 
  flammes. Nous, à Akcool avons survécu car 
  nous vivons dans des terriers sous-terrains 
  et bien que nous ayons ressenti la chaleur, le 
  confort de nos maisons nous a protégé. 
  Cependant la plupart de nos chèvres et nos 
  vergers ont brûlé, dit Hari. » 
  « Lorsque l’hiver viendra, je crains que la 
  famine ne nous frappe, et la famine est la 
  pire de toute les catastrophes qui peuvent 
  toucher une communauté halfling, ajoute 
  Mel. » 
  « Oui mon garçon… Ce qui nous amène à la 
  raison de votre présence ici. Nous avons 
  bien peu à craindre ici à Akcool, mais si 
  nous 
  partons… 
  Les 
  griffons 
  et 
  les 
  hippogriffes se repaissent de nos dernières 
  chèvres. Nous voulons detourner une rivière 
  pour irriguer nos champs et avec un peu de 
  chance, faire pousser suffisamment de foin 
  pour garder nos chèvres en vie durant tout 
  l’hiver, ajoute le constable. » 
  « La Généreuse-Cuisinière a promis une 
  récolte jamais vue encore à Akcool. Je n’en 
  peut plus d’attendre, ajoute le petit gros. 
  * * * 
  
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  « Ce qui nous laisse à votre présence ici. 
  Mon ami Ali est plus que capable de nous 
  protéger mais il ne peut quitter le village et 
  nous avons besoin de quelqu’un pour 
  escorter notre troupeau dans les montagne. 
  Vous avez vu Tom, mon gendre, bien vous 
  l’accompagnerez lui aussi. Les chèvres 
  porteront des sacoches pour que vous 
  puissiez transporter toute racines, radis ou 
  patate que vous pourriez trouver là-haut. 
  Comme je vous l’ai mentionné, soyez aux 
  abois pour les griffons et autres monstres. Si 
  vous en tuez, ramenez leurs têtes, le 
  gouvernement paie un bon prix. » 
  Encounter 2: Asking around 
  Akcool  
  A meal at Hari’s 
  Une fois qu’on vous a trouvé une place, 
  Galda, la femme de Hari commence à 
  s’excuser pour un repas aussi frugal. Une 
  épaisse soupe de poulet avec des carottes et 
  remplie de crème puis une fesse de chèvre 
  avec une épaisse sauce servi avec une 
  pomme de terre recouverte de délicieux 
  fromage de chèvre d’Akcool saupoudré des 
  épices aigres de l’Udgru. Puis, Galda et ses 
  filles amènent un immense pot rempli de 
  champignons fourrés de miettes de pain, de 
  bacon de chèvre et d’ail, servis en trempette 
  de crème sure épaisse, le tout pour 
  accompagner le repas. Galda ne cesse de 
  s’excuser pour le manque de sauce. 
  Lorsque vous ne pouvez plus avaler une 
  bouchée, Galda amène un pudding couvert 
  de confitures. 
  Elle ne cesse de s’excuser de vous servir un 
  repas aussi simple. Elle explique de des 
  aventuriers doivent avoir très faim. Au bord 
  des larmes, elle dit que vous devez la trouver 
  mauvaise hôtesse de vous servir un si petit 
  repas. Mel tente de consoler sa mère. 
  Encounter 3: Goats in the 
  hills 
  Vous êtes réveillés au premières lueurs de 
  l’aube par les ricanements du petit Cid. Il 
  marche avec une petite épée de bois qu’il 
  agite dans tous les sens. Esquivant les 
  coups plus d’une fois, il retire son casque et 
  avec un sourire dit. « Maman veux que vous 
  veniez manger. » D’épaisses tranches de 
  pain avec des confitures de galda sucrée 
  avec quelques baies vous attendent. 
  Presqu’en larme, Galda Homus s’excuse 
  pour son manque d’hospitalité. Cid entre 
  alors agitant son épée annonçant que Mel et 
  son père vous attendent dehors. 
  Hari, Mel et Tom sont assis dehors fumant de 
  longues pipes. Près de 50 chèvres, plusieurs 
  portant des sacoches broutent paisiblement 
  dans un enclos. Hari se lève. « Tom connaît 
  le chemin, nous savons que vous serez 
  digne de confiance. » 
  Encounter 4: Return to 
  Akcool 
  Vous espériez des accueils joyeux pour 
  acclamer votre retour, vous êtes accueillis 
  par Ali suive d’une dizaine de halfling formé 
  en milice. Il est évident qu’ils n’entendent 
  pas à rire. 
  « Suivez-moi, le constable veut vous parler. » 
  * * * 
  On vous presse dans le terrier des Homus. 
  Hari est assis dans la cuisine. Derrièer lui, sa 
  femme pleure à chaudes larmes. Mel a un 
  regard hostile sur son gros visage. Plusieurs 
  autres locaux se pressent pour voir ce qui va 
  se passer. Mel est le premier à prendre la 
  parole. 
  « Dites-nous, le matin que vous avez quitté 
  Akcool, avez-vous amené ma sœur avec 
  vous? » 
  * * * 
  Mel impose le silence en levant ses mains. 
  « Il m’apparaît clair que ces bons héros sont 
  innocent. Sinon, ils n’auraient jamais ramené 
  notre troupeau chargé d’eau. »  
  Encounter 5: Dog food  
  Kwazal’ran a été touché sévèrement par la 
  Vague de Feu. Ce qui jadis devait être 20 ou 
  30 maison, seul subsiste quelques cabanes. 
  Toutes regroupé autour de ce qui fut jadis un 
  temple d’Al’Akbar. Le symbole de la Coupe 
  et du Talisman visible sur l’unique mur 
  
  TUSI4-04 Sorry for the meal 
   
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  encore debout. De derrière vous pouvez 
  entendre des jappements de chiens. 
  Encounter 6: Ben Wodi  
  Ben Wodi s’écroule sur le sol en pleurant. 
  « O Grand Marchand! Pourqui me punis-tu 
  ainsi… Ma famille est ruinée, ma vie est 
  finie! » 
  Conclusion 
  L’intérieur de la caverne a quelques petits 
  muret de monté. Un groupe d’une trentaine 
  de gnomes, d’humains et d’halflings, surtout 
  des femmes et des enfants vous regardent, 
  le regard remplis de peur. La caverne semble 
  avoir été transformé en refuge temporaire. 
  Une jeune halfling se lève seul parmi les 
  gens. Il s’agit de la fille de Hari et Galda 
  Homus. 
  « Je ne retourne pas avec vous, dit-elle d’un 
  ton ferme. »  
  Finally once all that is done 
  Se dressant droite et fière, après plusieurs 
  longs jours de voyage, Ananas Homus entre 
  dans Sefmur. La, elle est assaillie par les 
  couleurs, les odeurs, les textures et les sons 
  de tout la Flannaess. Étonnée par la variété 
  des marchands, gardes, mages, animaux, 
  elle passe toute la journée à faire le tour du 
  bazar. 
  Mais 
  avec 
  le 
  coucher 
  du 
  soleil, 
  les 
  marchands et leurs animaux se retirent pour 
  la nuit. Sans trop savoir où elle devrait 
  commencer pour retrouver sa sœur, elle se 
  trouve un endroit tranquille dans une ruelle 
  où elle peut se coucher et dormir.  
  Un homme portant les habits blancs et 
  rouges d’un prêtre d’Al’Akbar la réveille. 
  Après lui avoir demandé qui elle était et ce 
  qu’elle savait faire, le Qadi sourit. 
  « Mon nom est Moga al-qadi, mais appeles-
  moi Moga. Je travaille pour l’Investigateur 
  Royal. J’ai besoin de quelqu’un pouvant faire 
  des enquêtes discrètes pour moi. Je ne paie 
  pas beaucoup, mais je t’assure d’un toit et 
  de la nourriture. C’est peu, mais c’est mieux 
  que de dormir ici. » 
  D’un clin d’œil, il conclut. « Alors, que 
  décides-tu? » 
  The End 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Tusmit/594/Intro mods/TUSI4-04 - Sorry for the meal/TUSI4-04 - Sorry for the meal.pdf